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BRP Magic World Quick Start Quide page 14

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13
Contribute to Truth (1 MP)
Range: Sight Resisted: POW vs. POW
With a successful casting, the target feels he
must tell the truth in response to a question,
or else must look away and remain silent. The
target has no sense that he can mislead or tell an
outright lie unless the spell accompanying that
question has failed.
If the target answers, he tries to answer as
fully as the question demands, but never more
than a few sentences. Follow-up or new ques-
tions require new castings of the spell and
the sacrifice of another magic point for each.
Heal (2 MP)
Range: Touch Resisted: No
This spell immediately adds 1D4 Hit Points to
the target's current total, up to his or her maxi-
mum Hit Points. Hit Points healed to a single
wound, in excess of the wound's value, are lost.
This spell can be cast once per wound. Ad-
ditionally, you can use this spell to treat a
wound that has already been treated by Physik,
and both will improve Hit Points if success-
ful. This spell is often used in tandem with
Physik by some healers.
Moonrise (1 MP)
Range: Touch Resisted: No
This spell causes a ball of light 1/2 meter across
to appear and float in the air, glowing suffi-
ciently enough to brightly illuminate a room. If
your character wishes, he can grasp the ball of
light and move it about.
Only your character can move it in this man-
ner. Undo Sorcery 1 will cancel this spell.
Muddle (1 MP)
Range: Sight Resisted: MP vs. MP
This spell disorients the target enough that
he cannot cast spells or carry out coordinated
plans. However, the target continues to be able
to defend him- or herself and move by his or
her own volition.
Magic World Quick-Start
If your character succeeds in a POW x3 roll,
he can momentarily convince the target of
something as if using the Fast Talk skill. The
command or misinformation must be spoken
aloud and the target must be able to under-
stand the language being spoken.
The target can attempt to break it once each
combat round if he can make a successful Idea
roll (to realize your character's influence). If
this roll is successful, the target can attempt
a magic point vs. magic point resistance roll.
Both rolls must be successful for the target
to break free. The nature of the spell requires
that the Idea roll be made each round, but
once the target is free from the spell, no fur-
ther rolls are required.
Witch Sight (3 MP)
Range: Touch Resisted: NoYour character learns
the approximate strength of a target's POW
characteristic, defined as one of the following
(compared to your character's POW):
• Much Stronger Than Me (more than dou- ble
your character's POW)
• Stronger Than Me (up to double)
• Equal To Me (within one or two points)
• Weaker Than Me (down to half)
• Much Weaker Than Me (less than half)
The spell can be canceled by or shielded against
by Undo Sorcery. During the spell's duration,
your character can also see emanations from
any invisible beings, elements, and spirits, and
can follow or trace where sorcerous entities
have recently passed. The Chronicler should
determine if this spell works to detect char-
acters made invisible through technology or
another type of power (basic magic, psychic,
super, etc.). The spell will also detect beings of
extremely high Allegiance to a particular force,
at the Chronicler's discretion.
How to Play

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