Difference between revisions of "Magician Codex"
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− | + | <center><font size=7 face=Gaelic color=#00004C>'''Magician Codex'''</font><br><font size=5 face=Gaelic color=#00004C>'''Here are the instructions for setting up the 'Magical' portion of your Magic User character.'''</font></center> | |
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|style="color:#000;"|{{tab}}First things first, Elements are important to set up on your PC. Standard Evocation gives you 3 Elements, Channeling gives you 1. You can set them up with the following commands: | |style="color:#000;"|{{tab}}First things first, Elements are important to set up on your PC. Standard Evocation gives you 3 Elements, Channeling gives you 1. You can set them up with the following commands: | ||
− | ::* | + | ::*The possible Elements are: '''''Air, Earth, Fire, Spirit, and Water.''''' |
− | * Type +elements to view your current Evocation elemental familiarity. | + | ::*Additional 'elements' include: '''''Summer, Winter, and Wyld.''''' (For those taking the Fae magic abilities.) |
− | * Type +elements/add <element> to add an element to your list. | + | |
− | * Type +elements/del <element> to remove an element from your list. | + | * Type '''+elements''' to view your current Evocation elemental familiarity. |
+ | * Type '''+elements/add <element>''' to add an element to your list. | ||
+ | * Type '''+elements/del <element>''' to remove an element from your list. | ||
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! <h2 style="margin:0; background:#03104F; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Enchanted Items</h2> | ! <h2 style="margin:0; background:#03104F; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Enchanted Items</h2> | ||
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− | |style="color:#000;"|{{tab}}Enchanted Items are specific things ( | + | |style="color:#000;"|{{tab}}Enchanted Items are specific things (jewelry, clothing items, wands, staffs, etc.) which an evocator has taken the time to work a well known spell into. They provide no bonus to any roll, but they do allow an evocator to use a specified spell one time without taking any stress during the course of a scene. |
Enchantments on items are always very narrowly-defined: a single evocation or thaumaturgical application. | Enchantments on items are always very narrowly-defined: a single evocation or thaumaturgical application. | ||
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Enchanted items are made with the following commands and cost 1 Refresh apiece. | Enchanted items are made with the following commands and cost 1 Refresh apiece. | ||
− | *Type +enchant/create <name>=<desc>: Creates that enchanted item. The cost of the item and the uses are both limited to 1. If you don't provide a <desc>, the item will begin blank. | + | *Type '''+enchant/create <name>=<desc>''': Creates that enchanted item. The cost of the item and the uses are both limited to 1. If you don't provide a <desc>, the item will begin blank. |
− | *Type +enchant/rename <num>=<name>: Renames that enchanted item. | + | *Type '''+enchant/rename <num>=<name>''': Renames that enchanted item. |
− | *Type +enchant/desc <num>=<description>: Describes that enchanted item. The preferred format is to describe the effect of the item." - e.g. "Coat of protection, Reactive armor, 2 free tags." | + | *Type '''+enchant/desc <num>=<description>''': Describes that enchanted item. The preferred format is to describe the effect of the item." - e.g. "Coat of protection, Reactive armor, 2 free tags." |
− | *Type +enchant/del <num>: Deletes that item from your sheet. | + | *Type '''+enchant/del <num>''': Deletes that item from your sheet. |
Example: Joe the Magical Practitioner has himself an Enchanted Item, it's called his Pocket Full of Sunshine. It's just a simple kerchief, folded into a square, bright yellow like a lemon. When he unfurls it, Joe sets an aspect to the room of 'Sunlit' which is true for the next 2 exchanges. | Example: Joe the Magical Practitioner has himself an Enchanted Item, it's called his Pocket Full of Sunshine. It's just a simple kerchief, folded into a square, bright yellow like a lemon. When he unfurls it, Joe sets an aspect to the room of 'Sunlit' which is true for the next 2 exchanges. | ||
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Essentially, Rotes are the 'Stunts' for the Casting skill. | Essentially, Rotes are the 'Stunts' for the Casting skill. | ||
− | To create a rote spell, type +rote/add <name>=<description>. The description fills in exactly what the spell does, and how much of a bonus it confers to that rolled action. Each rote spell is assigned a number when viewed with +show, and this is the <number> used in the following commands. | + | To create a rote spell, type '''+rote/add <name>=<description>'''. The description fills in exactly what the spell does, and how much of a bonus it confers to that rolled action. Each rote spell is assigned a number when viewed with +show, and this is the <number> used in the following commands. |
− | * +rote/rename <number>=<new name> renames a rote spell. | + | * '''+rote/rename <number>=<new name>''' renames a rote spell. |
− | * +rote/redesc <number>=<new description> changes the rote's description. | + | * '''+rote/redesc <number>=<new description>''' changes the rote's description. |
− | * +rote/del <number> deletes a rote from your spell list. | + | * '''+rote/del <number>''' deletes a rote from your spell list. |
Example: Joe the Magical Practitioner has a Rote called 'Fae Bane' that allows him to take +2 on his roll whenever he attacks NeverNever entities with his Earth element. | Example: Joe the Magical Practitioner has a Rote called 'Fae Bane' that allows him to take +2 on his roll whenever he attacks NeverNever entities with his Earth element. | ||
Example 2: Joe the Magical Practitioner has a Rote called 'Magical Shield' that allows him to take +1 on his roll whenever he defends against Magical attacks with his Spirit element. | Example 2: Joe the Magical Practitioner has a Rote called 'Magical Shield' that allows him to take +1 on his roll whenever he defends against Magical attacks with his Spirit element. | ||
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Latest revision as of 15:23, 28 June 2018
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