Amstaad Rules

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Amstaad Rules

Post Post #0 (ISO) » Sat Feb 16, 2013 4:20 am

Post by Amstaad »

Index:

[0]
[1]
[2]
[3]
[4]

[0] Player Rules:


As with Mafia games, playing in Amstaad is subject to several rules. Failure to follow these will result in disciplinary action.

1. Story Integrity

The fundamental point here is not game integrity as it is in a Mafia game, but story integrity. When you enter Amstaad, you have the same access to information as every other player -- your character design does not automatically entitle you to extra game-influencing information. This means that:

  • Unlike in Mafia games, you may discuss anything with other players and mods at any time by PM. If dicussing the game with other players, we request that you also cc a moderator/the DM.
  • You are limited in-game from sharing information with other players unless you are both in the same place at the same time. Achieving this can be organized with other players at any time. When these in-game conditions are met, they will be confirmed by the mods.
  • While you are welcome to read what other players are up to, you are never allowed to use information another character gained to your own advantage if there was no possible way for your character to figure that information out. Meeting with other players to exchange information is acceptable. Suddenly heading directly for an enemy hideout a player discovered 5 minutes ago on the other side of the city, or equally blatant and/or ridiculous actions will be disciplined.


2. Posting rules

You may not edit or delete posts after they have been responded to. You are allowed to edit or delete posts in general. You are telling a story, and can fix the way you tell it within reason if you make an error.

Please do not use invisible or smaller-than-normal text. Make your posts readable.

3. V/LA

If you will be absent for an extended period of time, please post your plans in-thread. Do not worry about being replaced. The mods will have discretion with how to handle this, whether taking over the character or sending it into "suspended animation" for the duration of the V/LA. Essentially, your character would go unconscious at the time you leave and wake up on the day you return with no ill effects.

If you have one or many unannounced absences or you abandon your character, the mods are more likely to take over the character as an NPC or give it to another player to play as.

4. Conduct

In most cases, you will be held to a certain standard of civility. This can be breached in-character towards other players or NPCs if and only if it is reasonable for your character to do so. Out-of-character misbehaviour towards other players or misbehaviour directed towards the mods instead of the NPCs they are playing will result in disciplinary action.

Players are forbidden to quote Mod Communication. They are free to paraphrase what the mod says, but the mod will neither confirm nor deny what the players say, (with the exception of rules-related questions).

The mods have spent a lot of time trying to figure out how to make this work, they are not always perfect but please try to take issues to an appropriate place and accept their decisions when final.

5. Amendments

These rules are not all-encompassing. The mods may announce and enforce new rules in order to make things run smoothly.
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Post Post #1 (ISO) » Sat Feb 16, 2013 4:27 am

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[1] Our Rules System in a Couple of Nutshells:


Overview of FATE


The system that we are using is based on the FATE rules system. Instead of typical D20 systems where there are limited attributes, and a numerical aspect to them, FATE uses descriptions to explain things. If your character has a 5 in charisma, what does that mean, flavourwise? Numbers detract from the overall RPG experience, and FATE is a wonderful system to eliminate that jarring feeling. Everything in this game has a rating based on this ladder:

The Ladder
6 Legendary
5 Epic
4 Superb
3 Great
2 Good
1 Fair
0 Average
-1 Mediocre
-2 Poor
-3 Terrible
-4 Abysmal

So now we know when a character has a 2 in a particular skill, it means that character is Good at that thing.

Let’s say that Billy Bob, a character, has a Fair rating on pickpocketing. He needs to pick the pocket of a sleeping guardsman for a key. The moderator will now assign a difficulty rating to that task. Let’s say that the task requires a Good result to accomplish. The result is calculated on the character’s skill and a die roll. In FATE four six sided dice are used, each with two ‘-‘ sides, two ‘blank’ sides and two ‘+’ sides. On the forum this will be simulated using

Code: Select all

[dice]4d3-8[/dice]
The die roll turns up to be -,+,0,+. Billy Bob’s rating goes up by 1. Now he has a Good rating for the pickpocketing. He succeeds in his task, barely.


Margin of Success and Margin of Failure Explained


There is something called Margin of Success and Margin of Failure. It is calculated by subtracting the difficulty level from the final rating. If 0, it means that success is achieved, barely. If the MoS is +1 or more, success is achieved in ease. Continuing with the prior example, if Billy Bob rolled all positives, he would have a skill rating of Superb in Pickpocketing. He would have succeeded with ease, maybe even stealing the key AND a pile of coins from the guardsman. On the other side of the spectrum, if the MoF is -1, it means the task is barely failed. Maybe Billy Bob almost wakes up the guardsman, but gets away in time, without the key. Now, let’s say that Billy Bob rolled all negatives. He would have a skill rating of Terrible in Pickpocketing. Billy Bob inserts his hand in the guardsman’s pocket only to have the guardsman wake up and seize Billy Bob while raising the alarm. Everything important in Amstaad will use this system.

The Use of Aspects


Aspects represent important events in the development of the character, and are representative of the character. When an event is happening, and dice are rolled, players may choose to invoke an aspect. Our Billy Bob above has a Thief Aspect, so when he tries to pick the pocket of the guard, he rolls -, -,0, and +. This normally would result in a Fair rating, which is failure in the example given above. Billy Bob can say “I’m a thief, so I should do well in picking pockets”, and choose to invoke his Thief Aspect. Now that his Thief Aspect is invoked, he can either re-roll all the dice, or choose one dice to be changed to a ‘+’. Billy Bob chooses a ‘-‘ to be changed, which gives him a Great rating in the Pickpocket skill, meaning he succeeds with ease instead of failing. Aspects are very powerful, and so each Aspect can only be used once, getting refreshed if the character gets a chance to rest.

The moderators can also evoke your aspect, if the moderator feels that what you’re doing goes against your aspect. For example- If a character is facing a horde of demons all going at him, and that character has the aspect Self-Destructive at level two, the moderator will choose to revoke Self-Destructive here, forcing your character to stand and fight. You can choose to spend Fate Points equal to your level in that aspect to make that character do what he wouldn’t normally do (Flee). If you don’t, the moderator will award you with Fate points equal to your level, meaning that character would get two Fate points if he chooses to stand and fight. What are Fate points? That is covered in the next section.

Aspects can also be used, in situations that you feel that your aspect could also help in. For example; if a Weapon-master aspect were used, that character could find a improvised weapon.

Fate Points


When you create a character, you will receive Fate points. How many Fate points you receive depends on how many phases your character has. Your character will receive half his total phases in Fate points. Fate points can also be awarded if your character does something that is harmful to the character, but is because it is more in-character to do that thing. (The Self-Destructive guy above.) Fate Points can also be awarded as a reward for exceptionally good role playing or completing quests. They do not refresh. Once used, they are gone until you find a way to gain more.

What can Fate points do? They can be spent in many different ways, but we’ll cover the most common uses here. The first use is to spend 1 point to give 1 dice roll a +1 or to re-roll all the dice. Only one Fate point can be used in this way. The second use is to spend a Fate point to get minor control of the narrative. Common uses for this include finding a convenient item, knowing someone in a particular town, or showing up at just the right moment in another scene. The moderators has full veto rights on any such expenditures, in which case the point is not spent.

Fate points may also be spent to cancel someone else’s expenditure of a Fate point. If this happens, both Fate points are spent, but the person who spent the original point may spend another point to try again. This process can repeat as many times as people are willing to spend the points.
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Post Post #2 (ISO) » Sat Feb 16, 2013 4:39 am

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[2] Characters


The primary object of this section is to build your character. It is a good idea to have an idea for your character in advance. Also, you will need to put down the underlying motivation for your character. What is his/her goal? What does that character want to accomplish in life? Doing actions that get you closer to your goal is in character while going against your goals is out of character (see Fate points).

1. Phases


Character creation will have a specified number of ‘phases.’ A phase is an in-game period of time that helped to define your character. You start the game with a specific amount of phases, up to 8 and gain more as the story progresses. Phases roughly correspond to a few (typically 5) years in your characters life, but could represent an entire childhood or a year at a particular institution.

  • Each phase corresponds with an amount of aspects (typically 1; for now if you want a different amount contact a mod)
  • You cannot have more aspects than the maximum amount of phases you would be allowed to have at that point.
  • You should start with at least 4 aspects.


Billy Bob starts the game at 25 years old and has had a quite eventful life, he starts with 7 aspects over 5 phases. After an amount of playtime he gets a new phase. Since he has 7 aspects and could have has as much as 9 phases he can take either 0, 1 or 2 aspects.


2. Aspects


An aspect is representative of important elements which tie into the phase and help to describe the character. Some examples (this list is not all encompassing, be creative!):

  • Attributes (Fast, Smart, Slow)
  • Descriptors (Beautiful, Alert, Charismatic)
  • Occupations/Trades (Blacksmith, Mercenary, Monk)
  • Magic/Character Abilities (see magic)
  • Connections to the plot (Graduate of the 10 Pillar Academy, Fought in the Great Orc War)
  • Connections to people you know well (and will be integral to your character's plot)
  • Special items/henchmen/familiars/mounts you possess (needs moderator approval)
  • Knowledge in a particular area


Aspects can be a simple as 'Friendly' or 'Blacksmith' and as complicated and specific as 'Scarred by the Bloody Scene Witnessed at the Convent after the Werewolves Attacked' or 'Fear of any Living Creature Smaller than a Rat.' If aspects are too specific, it can become hard to play and invoke them if they can only show up in certain circumstances. However, it is encouraged that you be as creative as you wish to be to make your character yours and unique, and the DMs will try to accommodate as best they can.

3. Skills


Your skill set is derived from what aspects you have. They are skills you've learned, abilities you've picked up, or knowledge your character possess. They are typically actions that you can perform, and are Each aspect grants a player four distinct skills of your choice.

Each skill point means an increase in level for that skill (1=Average, 2=Fair, 3=Good, and so on). If you do not have that skill, it means that you have a 0 in that skill, meaning that you are Mediocre in that skill.

A character might have some inherent skills or aspects due to there race/place of birth etc. For example, any character speaks their native language and all dwarves are short, this does not count towards the skill pyramid (described below) or aspect limit. If you want to be better at a skill than your inherent talent you need to invest a larger total number of point, so if you're naturally Good at your native language and want to be great you need to have a skill level of 3, not 1.

4. Character Creation


The creation process is explained in detail below:

Step One) Determine Motivation:


As mentioned above, it is good to have a motivation or goal to help guide your character's creation.

Billy Bob will be roguish thief, but we want him to also have a Robin Hood quality of using his particular thieving skills to protect the weak.


You do not have to do this right away, but it will most likely help drive your character creation and make it go a little easier, but you can just decide to keep adding aspects and then assess where your character is to determine his or her motivation.

Step Two) Aspect Selection:


Since aspects typically come in a one to one relationship with phases, it may be helpful to determine how many phases your character will roughly have. This is also tied in to how old you want your character to be (a 20 year old character is not going to have 10 phases, for instance). For this example, we will just keep going until we reach a relatively young character that ends up with aspects that make sense for the motivation we've selected.

First you will need to select an aspect for the phase.

Billy Bob was born in the poor section of town and was orphaned at an early age, he lived his first few years surviving on the streets. Aspect: Urchin


Every phase you can choose to either invest in a new Aspect or raise one of your current aspects a level. However you cannot have a single Aspect be more than Good while you have five or less Aspects, Great if you have 10 or less, Superb if you have 15 or less, etc. You can’t be better than Legendary (which requires 21 aspects).

Poor Billy Bob then grew up on the streets until he was taken in by an old master thief who treated him as an apprentice. He would now have ‘thief’ as well as his earlier ‘urchin’. He is trained by that master thief for a long time, ten years, and chooses to describe this intensive training as worth two aspects, therefore choosing ‘thief’ twice. This means that he will use this aspect twice, for 2 different phases. For his 4th phase, Billy Bob was caught in the middle of a robbery, before being spared by a kind priest. He decided to give up his life of crime to help the church, choosing the aspect ‘Church of the Generic Guardian.'


Step Three) Skill Selection:


The process continues until you reach the current point in the game for your character. Using Billy Bob as an example, his player needs to think what skills a urchin might have. Let’s say that a urchin is streetwise, alert, moves silently, and is good at survival.

Aspect 1: Urchin

1- Streetwise
1- Alert
1- Move Silently
1- Survival

We need to do the next phase now. All skills are carried over to the new phase, and you can select new skills or upgrade old skills now. Let’s have, during his first few years as a thief, Billy Bob pick up alert, move silently, pickpocketing, and the use of a knife (to cut purses, obviously).

Aspect 2: Thief

1- Streetwise
2- Alert
2- Move Silently
1- Survival
1- Knife
1- Pickpocketing

For phase three, Billy Bob continues with the Thief aspect. Let’s choose move silently, knife, pickpocketing, and lockpicking.

Aspect 3: Thief

1- Streetwise
2- Alert
3- Move Silently
1- Survival
2- Knife
2- Pickpocket
1- Lockpick

This character is not allowed. A character can only have a increased rank in a skill if you have enough skills in a lower rank to support the next rank. Think of it as a Pyramid-like structure.

Code: Select all

                              OKAY:              |                NOT OKAY:
              4                                  |                             4
             3 3               3                 |                3            3
            2 2 2            2 2 2               |              2 2 2        2 2 2
Examples:  1 1 1 1       1 1 1 1 1 1 1           |              1 1 1      1 1 1 1 1


Billy Bob has skills that match the first NOT OKAY pyramid, with three 2-Skills and three 1-Skills. This is unbalanced, so instead of one 2-Skill, Billy Bob needs to have a new 1-Skill. Let’s choose Hide instead of Knife.

Aspect 3: Thief (corrected)

1- Streetwise
2- Alert
3- Move Silently
1- Survival
1- Knife
2- Pickpocket
1- Lockpick
1- Hide

Next Phase, we have a change for Billy Bob. Let’s say he gains prayer, a talent protecting the weak, religion, and knife (to protect the weak).

Aspect 4: Church of the Generic Guardian

1- Streetwise
2- Alert
3- Move Silently
1- Survival
2- Knife
2- Pickpocket
1- Lockpick
1- Hide
1- Prayer
1- Protecting
1- Religion

Step Four) Details:


From here, you can add any details you like. Physical description (including race if it wasn't integral with your aspects), minor elements in backstory, anything else.

Final Character Sheet:


Physical Description:

A young blonde guy, with a perpetual grin. He’s lean, wearing a brown vest and brown breeches. He always wears a medallion adorned with the symbol of the Church of the Generic Guardian.

Aspects:
Urchin
Thief (good)
Church of the Generic Guardian

Motivation:
Improve quality of life of the poor through theft from the rich.

Skills:
Good:
  • Move Silently

Fair:
  • Alert
  • Knife
  • Pickpocket

Average:
  • Streetwise
  • Survival
  • Lockpick
  • Hide
  • Prayer
  • Protecting
  • Religion


Fate Points:
2

Further notes


Looking at the above, we can figure out what Billy Bob can do well. If he needs to move silently to avoid monsters, he’ll be Good at that. If he needs to dig a trench, he’ll be Mediocre at that, and so on. He also has some basic possessions based on his character, he’ll have a knife and the Generic Guardian’s holy book etc.

A character's financial wealth is determined by the GM and does not have a set number. If you want to buy something the GM will tell you what it will do to your financial situation.

Go and create your character now!

For reference, the maximum possible levels of skills per aspect are:
1) 2-1-1
2) 2-2-1-1-1-1
3) 3-2-2-1-1-1-1-1
4) 3-3-2-2-2-1-1-1-1
5) 4-3-3-2-2-2-1-1-1-1
6) 4-3-3-2-2-2-2-1-1-1-1-1-1
7) 4-3-3-3-2-2-2-2-1-1-1-1-1-1-1
8) 4-4-3-3-3-2-2-2-2-1-1-1-1-1-1-1
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Post Post #3 (ISO) » Sat Feb 16, 2013 4:57 am

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[3] Challenges and combat


As seen in the example in the introduction characters will often be confronted by obstacles. Obstacles come in several forms. They are either static or dynamic and individual or opposed. Most simple tasks are individual and static.

A static challenge is a single roll of a character’s skill against the difficulty of the challenge, the result is determined by the margin of success or failure. The first example was a static challenge.

Dynamic challenges take longer and require multiple steps. Steps might be 5 minutes or whole weeks depending on the task. When doing a dynamic challenge the GM will make a sheet with the amount and levels of successes needed. Completion of the task is usually a single box with a very high MoS while a significant success (MoS 2) might have 5. Every time you work on the challenge you roll against difficulty and mark of the box corresponding to your MoS, if all those are full you mark a box of one MoS higher until you mark the completion box. Filling all boxes of a certain level might give some bonus to the challenge.

Billy Bob is trying to find a criminal that went into hiding after learning that he was wanted by the church. He’ll be Good at finding clues due to his alertness. The difficulty of the challenge is Fair.
There will be 3 MoS 0 boxes of hunting down a dead end
3 MoS 1 boxes for finding a good lead
5 MoS 2 boxes for finding a solid clue (crossing all these off reduces the search are to one district giving +1 to all future rolls)
4 MoS 3 boxes for getting specific information (every time you cross one off +1 until you cross out a MoS 4 box)
3 MoS 4 boxes for finding one of the criminal's safe-houses and checking it
1 MoS 5 box for finding the house the criminal is residing in (completion)

Each time searching takes 1 day.


In individual challenges you are doing something yourself and the only thing holding you back is your own failures against the difficulty of the obstacle.

In opposed challenges you have direct opposition that makes it’s own actions and rolls it’s own dice. There is no mark to beat, instead you roll for your own relevant skill while the opposition rolls for theirs and the higher one wins (note that an MoS of 0 does not usually mean success in this case and required MoS is generally higher because the range of rolls is -8 to +8 instead of -4 to +4).

Combat Basics


Since this is a RPG, combat situations will pop up pretty easily. This section will cover how combat is started and how the system works. How does combat happen? It occurs anytime a player attacks another player or non-player character. Generally combat is treated as a dynamic, opposed challenge.

How Combat works is this: for each round (called exchanges), players will submit what they want their character to do, for example, “I stab my knife at that guard”. In a round, after all players have submitted, each action will be resolved simultaneously.
Billy Bob stabs with a knife at a guardsman, and that guardsman swings at the player. Now, all participants roll the dice. Each combatant’s result is tallied up following the FATE system, and then bonuses due to skills is applied (like Billy Bob could be Great with the knife). Let’s say that Billy Bob gets a Fair rating (+2), and the guardsman gets a Mediocre rating (-1). Billy Bob wins that exchange. The next step is to subtract the loser’s score from the victor, which means that the total MoS for that exchange is 3.


General combat challenge sheet:


0
Scratched
- A negligible result. A near miss, or a hit which fails to have any real impact.
1
Clipped
- A noticeable result. A hit or manoeuvre that provides a momentary advantage to the attacker, such as knocking a blade out of line or knocking his opponent back a step. In general, getting clipped applies a -1 penalty to the next action.
2-4
Hurt
- A palpable result. A hit or manoeuvre that grants a persistent advantage, such as a shallow cut or a disarm. Getting hurt usually applies a -1 penalty to all actions for the duration of the scene.
5-6
Injured
- A significant result. A hit or manoeuvre with impact that carries on beyond the immediate scene - a serious injury being the most obvious example. Injuries apply a -1 penalty (partially filled) or -2 penalty (if all boxes are full) to most actions until the injury is healed.
7+
Taken Out
- A decisive result. A hit or manoeuvre that ends the fight right there, either from a knock-out or perhaps passing out from injuries. It is worth noting that this is not automatic death - that is left to out- of-combat decision.

Note that not every character might have the same amount of boxes at the same level, a very tough (or heavily armoured) person might take 3-4 ‘hurt’ hits before being injured while a normal person takes 2 and a weak person might go straight to injured. Also note that all dynamic opposed challenges use a similar sheet, just with different effects for success.

The result is applied to the combat, and then the combatants move on to the next exchange. Each Exchange should last for around 5 seconds.

Injuries, hurts and being clipped are cumulative. If Billy Bob has a -1 due to being hurt, and then gets injured, It will mean Billy Bob will have a -2, and so on.

Other things might give bonuses or penalties. A good planner that prepared for the fight might have +1 for the first few rounds, if you completely focus on blocking your opponent’s attack you might get +1 but not be able to take advantage of any MoS. If your opponent is much better equipped than you you might get -1. Note that you having a bonus is exactly the same as the opponent having a penalty.

There are special situations where combat can become complicated. This often crops up where there are multiple combatants. For example, if Billy Bob stabs at a guardsman, while Billy Bob’s friend kicks a chair at the guardsman- Billy Bob and the guardsman resolve their combat as normal, with the above rules, then the friend rolls for his success at kicking the chair, and the guardsman rolls again, with a 0 to start with, because he cannot defend himself, due to his prior attack on Billy Bob. The CMoS here will only apply if the friend is successful in that exchange. If the guardsman wins his roll in that situation, it cannot reach over a CMoS of 0 in the guardsman’s favor.

Weapon Advantages

Certain weapons naturally have advantages over others. For example, knives are most effective close range while halberds require a good distance to really work. For this reason, weapons fall into range ‘classes’: Close, Average, Long, and, for ranged weaponry Far. If you manoeuvre yourself to be in a range advantage you will never score better than ‘clipped’, but your opponent will get an extra disadvantage until he moves back out of range.

Example Ranges:


Close
Knife
Unarmed

Average
Sword
Club

Long
Halberd
Spear

Far
Longbow
Shuriken

Far-ranged weapons has a special rule if the fight starts at range. If you fight a melee opponent he’ll first have to complete a challenge to get near you (amount of successes needed depending on initial range) while you are already attacking him. On the other hand if you are already close you will either not be able to use your weapon or it will have a large disadvantage and you can’t get out to a long range again easily, better have a backup weapon or hurt you opponent enough before he reaches you. If you decide to close in yourself before the opponent reaches you for whatever reason he finishes his challenge instantly of course.
Magic can also be used as a far ranged weapon, depending on what spells you cast.
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Post Post #4 (ISO) » Sat Feb 16, 2013 5:04 am

Post by Amstaad »

[4] Magic Rules:


A character can be specialized in several forms of magic just like any other skill, however there are some key differences. Magic is divided into several schools, the school governs both the skill and the aspect. Within a school there are several domains you can focus on. For each aspect in a school you can choose one domain you are adapt in.
You can attempt to cast any spell you can think of within any school you have at least one aspect in, the GM determines the difficulty of the spell land then you roll to cast, if the difficulty is equal or lower to your skill level and you are adept in the spell’s domain your MoS will always be at least 0, even on a negative roll.
There is a separate skill for magical stamina ‘mana reserves’ which is used for all magic, it scales according to the triangular numbers sequence (1, 3, 6, 10 …), casting a spell at least 2 levels below your skill is free, any higher costs one mana. If the spell fails it may or may not cost mana depending on your MoF, what you were trying to do and the GM. Mana regenerates at the same rate as aspects.
If you use your magic aspect to influence a roll only the school matters, you can boost a spell of a domain you are not adept in.

After residing in the Church of the Generic Guardian for a while Billy Bob has gotten a taste for the scholarly and decides to start studying magic and it turns out he’s a prodigy. He decides to specialize in using ice so he becomes a water mage.
He uses 2 aspects and gains the following aspects and skills:
Water mage (good) (conjuring, imbuing)
Water magic: Good
Mana reserves: Fair (3 mana)
[Other skills]

If he wants to cool the stew he has just been served at the inn (imbuing, mediocre skill) he can do that without any problem, he’s adept at imbuing so it will not fail and it’s 2 levels below his skills so it does not cost mana. He would still roll, a good MoS would make the stew the perfect temperature while a bad roll would make it either slightly too cold or just barely cold enough to eat.

If he wanted to make cover with a block of ice (conjuring+imbuing, good skill) he could do that without fail because he’s adept at both but it would cost 1 mana to cast the spell.

If he wanted to throw a spear made of ice at an opponent in battle (projectile+imbuing, Good skill) he would be open to failure because he’s not adept at using projectile spells, the spell would also cost 1 mana.

Blocking off a small street with ice (conjuring+imbuing, Great skill) would also be open to failure because Billy does not have the necessary skill even if he is adept at this type of magic.


Using a spell in combat (or another opposed challenge) works different from normal, the casting of the spell is individual as is the defending against it. It also costs a turn so you cannot hit your opponent with your weapon if you have one(you can still block his attack though).

The current magic schools and domains are:
Fire: Projectile, conjuring, shaping, dispelling, imbuing
Water: Projectile, conjuring, shaping, dispelling, imbuing
Earth: Projectile, conjuring, shaping, dispelling, imbuing
Wind: Projectile, conjuring, shaping, dispelling, imbuing
Nature: Healing, growing, communing, life shaping.
You can create any other magical school for yourself if you want, you also need to specify 4-5 domains for it, even if you only plan to use one. If the GM approves you can use it.
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