Fire and Ice
Requirements: Seasoned, Arcane Background (Any), arcane skill d6+, Knowledge (Alchemy) d6+
Despite its name, alchemy is not just the creation of potions—it also covers scrolls, one-shot wands, horns, amulets, and other temporary magic objects. The creation of permanent magic items is seemingly beyond current mortal understanding.
Spells to be placed into an alchemical device must be part of the alchemist’s repertoire—if he doesn’t know healing, for instance, he can’t use it with this Edge.
Alchemical devices may only contain spells that do not require an opposed roll to be effective—alchemical devices have no arcane skill. For instance, you could create a horn of fog cloud, staff of quake, or even chalk of warding, but not a wand of puppet, horn of confusion, or powder of disease.
Players should use common sense when creating alchemical devices. For instance, bolt makes more sense in a wand rather than an oil. Obscure could be a potion, but would be thrown or sprinkled over an area rather than drunk. The GM has the final say on whether a spell belongs in a potion, scroll, or other object.
Creation: To create an alchemical item (called a device from hereon, for convenience), the alchemist needs access to at least a small lab, ingredients, and time. Creating a device takes a number of hours equal to twice the spell’s Rank (Novice is 2 hours, Seasoned 4 hours, and so on). The monetary cost of the ingredients is equal to 50 gs per Rank of the spell.
At the end of the required time, the alchemist pays the monetary costs, and rolls his Knowledge (Alchemy). (Note that to create a triple bolt spell requires three rolls, as each bolt is essentially a unique casting). If a spell allows for a negative modifier for an increased effect, the creator must declare before rolling that he is trying to invoke the additional effect. The Hellfrost effect modifies this roll as normal. The hero is, in essence, distilling a spell into physical form.
If the skill roll is successful, the device is complete. Any living being can use the device as an action and gains the benefits of the spell. A potion of vigor, for example, might contain the boost Vigor spell. On a failure, the device is ruined, the ingredients lost, and the alchemist subjected to backlash.
Effects: The effects of the device are the same as the spell. This includes any additional effects from raises on the original skill roll. Maintained spells in alchemical devices have a duration of one hour and do not count as being Maintained by the creator. Using an alchemical device does not risk backlash.
Ranged Spells: Spells designed to function at range, such as obscure or stun, can be thrown with the Throwing skill at Range 3/6/12 (this replaces their usual range) or fired from a wand using Shooting. Spells with Range brackets (bolt or blast) or which use the Cone Template (burst) must be activated using Shooting.
Scrolls: Any person who can read the scroll can cast the spell as an action. No die roll is required. Once used, the scroll turns to dust.
Other Items: The GM and player must decide how other items are used. A healer’s bag (containing boost Healing), for instance, may only require the user to make a Healing roll under the assumption he is using herbs and poultices from the device to gain the magical bonus. Merely rubbing a brooch of armor may activate the magic, however.
Requirements: Seasoned, Arcane Background ( Heahwisardry), Heahwisardry d8+, Knowledge (Arcana) d8+
A staff is not just a symbol of heahwisardry—it is an extension of the heahwisard himself. By channeling their inner energy, heahwisards can enchant their staves. When the heahwisard takes this Edge, he must pick one of the abilities listed below. This Edge may be taken once per Rank (or every 20 XP after Legendary), but unless otherwise stated each ability can be taken only once. These abilities work only for the owner of the staff.
- Aura: As a free action, the staff can be made to darken the shadows around the mage, giving + 2 to Intimidation rolls, or project an aura of calm, granting + 2 to Persuasion.
- Damage: The staff ’s damage increases to Str+d6 and has AP 1. This Edge may be taken twice, with the damage rising to Str+d8 and AP 2 the second time it is chosen. The usual rules for minimum Strength apply, however.
- Deflect: The staff can be used to deflect missiles. Ranged attacks against the mage have a –1 penalty so long as the mage is aware of them and can wield his staff effectively. If the Edge is taken again, the penalty becomes –2. This stacks with Dodge against ranged attacks, but provides no bonus against area effect spells.
- Spell Store: The mage may nominate one spell he already knows to be placed in his staff. The mage can no longer cast the spell himself (so that’s bad news if he is not holding his staff), nor can he ever enhance it by casting it over a longer period. However, the mage gains a + 2 bonus to his arcane skill roll when casting the spell (canceling the usual –2 penalty). Any bonuses from Spell Finesse are retained. This ability may be taken more than once, but a different spell must be chosen each time.
Requirements: Heroic, Arcane Background (Any), arcane skill d10+, Knowledge (Arcana) d10+
The character is able to cast two different spells he knows simultaneously (different trappings of the same spell don’t count as different spells).
The mage makes a single arcane skill roll. Spells affect the victim in whatever order the caster wishes, and the effects of each are dealt with separately in the same order. The hero doesn’t have to take this Edge for every combination he wants—once he has the Edge, he can pick and choose any two spells he knows with each casting. Both spells must be cast at the same target. A mage could cast both bolt and fear together at the same foe, for instance, but he could not cast armor on himself and fear at an opponent.
For the purposes of penalties due to multiple Maintained spells, each power is still counted as a separate spell.
Requirements: Seasoned, Arcane Background (Any), Smarts d6+, Spirit d6+, Vigor d6+
The hero knows how to maintain concentration in adverse conditions. He has + 2 to resist disruption from any source.
Requirements: Veteran, Concentration
As above, except the bonus increases to + 4.
Requirements: Seasoned, Arcane Background (Elementalism)
At any time after reaching Seasoned, an elementalist may learn a new element by taking this Edge. It may only be taken once per Rank.(Legendary characters may take the Edge every other time they level, instead).
Unfortunately, the elemental spirits are jealous creatures. Each additional element mastered subtracts 1 from all of the mage’s Elementalism rolls. If an earth mage begins to learn the secrets of water, for instance, the earth spirits become offended and distant. A character who knows two elements suffers a –1 penalty, and one who knows three, suffers a –2 penalty. Spells that may be learned by multiple schools, such as elemental form, are automatically known for all schools.
If a water mage learns air magic, for example, he can now use the elemental form spell for both elements without having to relearn the spell. A mage knowing a spell like bolt, has different trappings in different schools, and must state the trapping being used when he casts.
Arkhwisard: An arkhwisard is an elementalist who has mastered all four elements. Arkhwisards are in tune with all four elements, keeping them in balance, and so suffer no penalties to their Elementalism rolls.
Requirements: Seasoned, Arcane Background ( Any), Spirit d6+, arcane skill d8+
Wielding arcane power has its drawbacks, but some people learn to keep their focus even when things don’t go right.
If a character with this Edge is Shaken as a result of failing to invoke a spell or by a result on the Siphoning Table, he gets an immediate Spirit roll at –2 to recover.
Requirements: Heroic, Focus
As above, except the roll does not incur the –2 penalty.
Requirements: Veteran, Arcane Background (Any that allows cold, coldfi re, or ice trappings), arcane skill d10+, Knowledge (Arcana) d10+
The character’s damaging spells with a cold, coldfire, or ice trapping are far colder than normal. They cause normal damage against creatures with Resistance (Cold) and half damage against creatures with Immunity (Cold).
Damage against creatures with Susceptible (Cold) is doubled (instead of granting a flat + 4 bonus), and against creatures with Weakness (Cold) double the damage as normal and then add an extra + 4 to the total.
Requirements: Novice, Arcane Background ( Rune Magic), Knowledge (Arcana) d8+, specific rune skill d8+
The hero is particularly adept with one rune in which he has at least a d8 skill.
When casting any of the three spells associated with the rune, he gains + 1 to his arcane skill die. This Edge may be taken once per Rank (every 20 XPs after Legendary), but must be applied to a different rune each time it is taken.
Requirements: Novice, Arcane Background (Any except Rune Magic), arcane skill d8+, Knowledge (Arcana) d8+
The hero is particularly adept with one spell.
This Edge may be chosen once per advancement. Each time he picks this Edge he may pick one of the options below and apply it to one spell he knows. Each option may only be picked once per individual spell, but the same option can be applied to different spells and different options can be given to the same spell. For instance, a mage can take an increased Wild Die and AP 2 for his bolt spell, but he cannot take AP 2 twice.
- Arcane: The hero increases his arcane skill Wild Die by one die type when casting the spell.
- Armor Penetration: A damaging spell has AP 2. This counts against Armor provided by Arcane Resistance and stacks with any other similar bonus, such as an acid trapping.
- Heavy Weapon: A damaging spell counts as a Heavy Weapon. It does not gain any AP value.
- Range: The hero treats his relevant attribute as one step higher for the purpose of determining the spell’s Range. Fixed range spells (such as bolt) have their range increased by 2/4/8. Touch and Self spells are unaffected by this ability.
- Selective: When casting a spell with a template effect, the caster decides who is and isn’t affected, to a maximum of half his arcane skill die. For instance, a mage with an arcane skill of d8 can drop a blast over a group of allies and foes and cause no damage to four of his comrades.