Saturday, 1 April 2017

English and French Mages

Rote Primer book




Long Form Spell Books

By Edmund L. Scholz 
Copyright 1989

There are dozens of types of Long Form Spell books, but all the books share one think in common, they are not written in magical script,  nor are they written in a secret language. They are books in common, elven or any language explaining how to cast a given spell. Since magical concepts are like science and math, with deep meaning hidden in short forms, acronyms and what not; and magic shortens this even further these books tend to be several volumes just to explain one spell. 

Rote Primer book: This is a small book in long form, but only as a reminder to a magic user who has learned his spells the long way. A magic user who has done this can use this spell book as a regular spell book, and some spells only are a few pages in length. This is the most common spell book. A read magic will totally fail in gain a spell from this book as the spell is lacking any theory at all, and is complete. However a magic user already knowing the spell not in long form could over time learn the rote form (20 weeks - intelligence, minimum one day) using this book, and then use that spell from the book. Alternative they could write the missing long form pieces in anotherr book and use the two books together to memorize their spells (this only taking days, vs. weeks but you need the materials.)

Basic Rote Long Form: The most common of the long form books. Any magic user able to read the language and understand the level of spell of the book can learn all the steps to cast a spell. The spell steps are never explained, their is no theory - so pages are wasted explaining how to account for rain, snow and changes in location  as the mage can not adapt to even simple modifications. As such some rote book only allow spells to be cast from specific locations and situations and none other. Material components for example if varied will have a very small change of working, if any. The books, because they are so basic tend to be long, or if they have limits to the spell fairly short. The books do save some space skipping theory.  They are about a 100 page (50 leaves)  per segment of casting time.
 A magic user with such a book at start oftne has leaned the theory on his own. The book will allow other magic users to learn and cast the spell, but is is useless in he study of any magic other than the spell written within. However, research will allow it be converted to magical script, or a small rote form.

 Jargon Long Form: Jargon Long form books are not a magical script, but they assume knowledge of magic and the terms used. In modern terms rather than saying yellow ochre they say "FeO(OH) · nH2O" Or instead of midnight they say the witching hour. IT makes it near impossible for a magic user to use the book without knowledge of the Jargon; read magic will de cifier the Jargon usually, and sometime comprehend langauges. Jargons are usually based on a place and mentor; for example elves from Celene thend to use one Jargon, and Baklunish mages from Zeif anohter. Given a comphend langages nad magic user training these books can be guessed at or reconstrcuted. They are much shorter, usually being about a book a spell, and if the spells are related and short maybe even a few spells in one book.


Monday, 27 March 2017

Repost: Encyclodiea

Repost: Encyclodiea


. Flan: Doubtless the oldest language still spoken to any considerable extent, Flan is used by the Tenha in a corrupt form, and Rovers of the Barrens have a strange version of it. A stagnant language, it is hard to translate modern concepts (such as magic terms) into Flan. Oeridian, Old: A young language, Oeridian took in few outside influences until a few centuries ago. As a result, translation into any language except Common is difficult at best. Many books and documents of the Great Kingdom were written in Old Oeridian, and in the far east the language is still widely known and used in speech and writing. Suloise, Ancient: This ancient and widespread language became all but extinct after the Rain of Colorless Fire destroyed the Suel Imperium. Today it is rarely spoken, even by the few scholars who know the tongue. The infamous Scarlet Brotherhood are one of few that continue its use. It exists in its written state for those who would delve into the surviving arcane tomes of the Suel people. Transliteration into modern tongues or alphabets is difficult, and dangerous when used in spellcasting, for the significance of certain inflections has been lost over the centuries. Dialects and sublanguages worthy of note 



Heart of oak are our ships, jolly tars are our men.
We always are ready; steady, boys, steady.
We'll fight and we'll conquer again and again!"

— David Garrick, "Heart of Oak"

Sunday, 19 March 2017

Magic Jar Scholz Reprint (with premission) Sage Advice



I was reading the spell and I'm just wondering something.

The spell states that if the casters life force is in the receptacle and it is destroyed the caster is dead. 

If I'm the caster, enjoying my new meat suit, then turn around and break the receptacle, am I perma-transferred to new body?


You are correct. After the receptacle is destroyed the spell no longer can allow souls and minds to be switched. In a way, the spell "ends" but any transfers remain in effect. The magic user's mind now shares the same body and each is in battle for control of the body, as indicated by the save every minute, 10 minutes or 24 hours.  
   The magic user can leave the body, either willing or by force but as he is keyed to a specific receptacle that is now destroyed, such kills the magic user. 
    However, the magic user could cast a new magic jar with a new receptacle and use that spell to leave his current body, and enter the now empty body.
    As well, in theory,  certain receptacles could be prepared that will atune with the magic user allowing him to use them without casting a magic jar spell again. In fact, any receptacle that magic user used in the past with other magic jars spells would already be attuned with the magic user. While they would not save him from death, it would allow him to jump to them as if they where another mind and then make one more jump back to his body if it was in range. However, without recasting the magic jar spell he would not be able to jump into other victims minds. The spell is tied to the original receptacle - only a magic item  receptacle could change this limitation, and their are no known ones in the accepted canon, though a Dragon from 1981 discoused magic items of this nature.
     However another question arises, what happens to the magic users body in the mean time. As long as the spell was functioning normally the magic keep the body functioning in a coma like state indefinably but it seems likely that as soon a the receptacle is destroyed the body would deteriorate unless it was in some way preserved. Being in a coma like state its need for water and food (totally suspended while the spell was in operation) wold be reduced - but in a few months at the most the body would probably stave to death if left uncared for. 

    As well, the magic user body is now empty of a soul and it in tern can be entered by anyone with a magic jar of their own. 

      Another issue is the spell does not state how often a magic user who loses control of the body can try to re-exert control, so once a day seems reasonable, with extra attempts if the body is forced unconsciousness or if the mind in control fails a save vs a magical enchantment. Additionally if the mind is under great stress.
     Another way to deal with this issue is to reverse the amount of saves based on intelligence, thus if in favor of the magic user he can try every minute, then 10 minute and then a full day if the intelligence and wisdom is in favour of the target. 
     Thus, until the magic user can cast a magic jar or use  other magic (a wish say) to leave the body and go elsewhere, the two minds will fight for the single body. Of course, the magic user can be expelled by exorcism or the like as well - which will lead to his death. 


The spell:


Magic Jar (Possession)
Level: 5     Components: V, S, M    Range: 1"/level     Casting Time: 1 round    Duration: Special     Saving Throw: Special    Area of Effect: One creature
Explanation/Description: Magic Jar is a very unusual spell. It enables the magic user to take over the mind of the victim and thus control the creature's body. In fact, if the body is human or humanoid, the magic-user can even use the spells he or she knows. The possessor can call upon rudimentary knowledge of the possessed, but not upon the real knowledge, i.e. a possessor will not know the language or spells of the possessed. The spell caster transfers his or her life force to a special container (a large gem or crystal), and from this magic jar the life force can sense and attack any creature within the spell range radius, but what the creature is, is not determinable from the magic jar. The special life force receptacle must be within spell range of the magic-user's body at the time of spell casting. Possession takes place only if the victim fails to make the required saving throw. Failure to possess a victim leaves the life force of the magic-user in the magic jar. Possession attempts require 1 round each. If the body of the spell caster is destroyed, the life force in the magic jar is not harmed. If the magic jar is destroyed, the life force is snuffed out. Returning to the real body requires 1 round, and can only be done from a magic jar in spell range of the body. The saving throw versus a magic jar spell is modified by comparing combined intelligence and wisdom scores (intelligence only in non-human or non-humanoid creatures) of the magic-user and victim.
Difference Die Adjustment
Negative 9 or +  +4
Negative 8 to 6  +3
Negative 5 to 3  +2
Negative 2 to 0  +1
Positive 1 to 4  0
Positive 5 to 8  -1
Positive 9 to 12 -2
Positive 13 or + -3
A negative score indicates the magic-user has a lower score than does his or her intended victim; thus, the victim has a saving throw bonus. The magic jar is the spell's material component. Note that a possessed creature with any negative difference or a positive difference less than 5 is entitled to a saving throw each round to determine if it is able to displace the possessor's mind, a positive difference of 5 to 8 gains a saving throw each turn, a positive difference of 9 to 12 gains a saving throw each day, and a positive difference of 13 or better gains a saving throw each week. If the magic jarred creature regains control of its mind, the magic-user is trapped until he or she can take over the mind for control or escape. 



Last Edit March 2016

Important Links


Economic Notes

http://edmunds-playersbook.blogspot.ca/2016/03/economics-notes.html



Middle Ages Jobs

https://www.blogger.com/blogger.g?blogID=3931532125264168912#editor/target=post;postID=2556853270166517859;onPublishedMenu=allposts;onClosedMenu=allposts;postNum=27;src=postname


Players Starting Equipment


http://edmunds-playersbook.blogspot.ca/2016/03/player-starting-equipment.html


Rules

Experience buying (from Dragons Foot)

http://add-1stedition.blogspot.ca/2014/09/previousonal-rule-buying-xp.html

Spe Rules
http://add-1stedition.blogspot.ca/2014/10/rule-1410-111-saga-character-generation.html

Character Generation: Normals
http://edmunds-playersbook.blogspot.ca/2016/03/rule-16-03-10.html

Friday, 17 March 2017

Blog Links- mater copy Last Edit March 20 2016



Ya it seems to me that if a 50,000 gp ring with diamonds of it where made into a ring of protection it might be worth more, the added protection cost in theory. Even more so as a curiosity item if this is a rare event.
In practice, making such an item magic would proably lower the value of the diamond ring, because the two markets do not match . . it be like selling a bridal gown that was all also s bullet proof vest. Sure, it neat and costs more to make, but who would actually want to buy it?

Xp wise, you keep it and no xp, or sell it and get the xp. Certainly a no-brainer for the low end magic items.


Important Links


Economic Notes

http://edmunds-playersbook.blogspot.ca/2016/03/economics-notes.html



Middle Ages Jobs

https://www.blogger.com/blogger.g?blogID=3931532125264168912#editor/target=post;postID=2556853270166517859;onPublishedMenu=allposts;onClosedMenu=allposts;postNum=27;src=postname


Players Starting Equipment:


http://edmunds-playersbook.blogspot.ca/2016/03/player-starting-equipment.html
March 2016 :

http://edmunds-playersbook.blogspot.ca/search?updated-min=2016-01-01T00:00:00-08:00&updated-max=2017-01-01T00:00:00-08:00&max-results=21



Scholz Encyclopedia

http://edmunds-playersbook.blogspot.ca/2016/04/scholz-cyclopedia-encyclopedia.html

Rules:

http://principalities-of-glantri.blogspot.ca/2016/03/rules-honour-ii.html

Experience buying (from Dragons Foot)

http://add-1stedition.blogspot.ca/2014/09/previousonal-rule-buying-xp.html

Spe Rules
http://add-1stedition.blogspot.ca/2014/10/rule-1410-111-saga-character-generation.html

Character Generation: Normals
http://edmunds-playersbook.blogspot.ca/2016/03/rule-16-03-10.html

Friday, 3 March 2017

Spelling challanges+Archimedes


Goblin Steel
 the Rain of Colourless Fire. 
 Pomarji

Archimedes

Sunday, 1 January 2017

Draft RULE

 Bonus Experience by Class

An attempt to simply earned xp

Remember bonus experience is a separate class of experience unlocked by training.

For magic users and clerics it is for gaining new spells via scrolls and what not. They also gain a bonus for using such magic items, to a limited degree.

Simplification of bonus experience by class:

 For everyone else, once in any adventure where there is a life and death situation and they use a new tactic or improve on an old one, or for fighters use new weapons the gain 200 xp per character level. This is lost if they rest away from a fortified or safe zone and can be lost in a variety of other ways. It is a risk for experience reward, Generally you have to take or do much damage to a monster to gain this reward, however magic users and clerics can gain Xp from magic spells. Fighters benefit from this xp the most since any battle uses their abilities and tends to be challenging. Thus 10 battles/skirmishes  in ten separate events will get a character to 2nd level as a fighter, assuming they are  life and death situations.
    Basically the fighter must be wounded in battle, and continue adventuring with the minimal amount of rest, and return home after such a battle.

     Thieves of course gain xp from gaining treasure.