Iron Lanterns (Protection and Warning)
Iron Lanterns are experts at protection and warning magic and commonly found in only the larger towns and cities. They do however make good adventurers.
See Lantern Guild for additional guild details.
See Lantern Guild for additional guild details.
First Circle
Affinities: Luck IQ/VH, Magic IQ/VH, Protection IQ/H, Warning IQ/H
Perks: Rule of 15 (fright checks); Sanctum;, Super Sympathy.
Optional Traits: Fearlessness
Allowed Benefits:
Second Circle)
Affinities: Luck IQ/VH, Magic IQ/VH, Protection IQ/H, Warning IQ/H
Perks: Rule of 15 (fright checks); Sanctum;, Super Sympathy.
Optional Traits: Fearlessness
Allowed Benefits:
Third Circle
Affinities: Luck IQ/VH, Magic IQ/VH, Protection IQ/H, Warning IQ/H
Perks: Rule of 15 (fright checks); Sanctum;, Super Sympathy.
Optional Traits: Fearlessness
Allowed Benefits:
Fourth Circle
Affinities: Luck IQ/VH, Magic IQ/VH, Protection IQ/H, Warning IQ/H
Perks: Rule of 15 (fright checks); Sanctum;, Super Sympathy.
Optional Traits: Fearlessness
Allowed Benefits: Secret Spells and Books
Fifth Circle:
Affinities: Luck IQ/VH, Magic IQ/VH, Protection IQ/H, Warning IQ/H
Perks: Rule of 15 (fright checks); Sanctum;, Super Sympathy.
Optional Traits: Fearlessness; Mind Shield
Allowed Benefits: Secret Spells and Books
Ritual Forms and Mandalas
Standard Rituals: Chaperone (Iron -5; 1 hour; p152), Charm Against Dark Beasts (Iron-6; 1 hour; p157), Cleansing (Iron -4, Gold -4; 20 minutes; p157), Curse Mirror (Iron-3, Gold -3; 20 minutes; p157), Curse Sanctum (Iron, Gold; 1 hour; p157), Dispel Ritual (Iron -6, Gold -6; 1 hour; p157), Dream Sanctum (Iron -6, Blue -3; 20 minutes; p142), Exorcise (Shadow -2, Iron -5; 1 hour; p161), Ghost Shirt (Iron -7; 1 hour; p158), Journeyman's Blessing (Iron -5, Shadow -3; 1 hour; p153), Obscurity (Red -5, Iron -6; 0 minutes; p141), Reversion of Form (Brown -5, Iron -5; 30 minutes; p144), Veil (Silver -3, Iron -4, Gold -4; 20 minutes; p152), Ward (Iron -4*; 1 hour; p158)
New Rituals:
Lucky Block (Iron; 10 minutes; May be cast on a shield, cloak or other item that can block and it will replace a normal failure to block with a success and then expire. Duration is not required nor permitted. Add -1 skill per pound of the item)
Lucky Parry (Iron; 10 minutes; May be cast on a weapon or other item that can parry and it will replace a normal failure to parry with a success and then expire. Duration is not required nor permitted. Add -1 skill per pound of the item)
Major Block (Iron-5; 1 hour; May be cast on a shield, cloak or other item that can block. It adds half (round down) the margin of success to blocks with that item for the duration)
Major Parry (Iron-5; 1 hour; May be cast on a weapon or other item that can parry. It adds half (round down) the margin of success to parries with that item for the duration)
Watchdog (Iron -2; 30 minutes; Cast on an area it alerts the caster when an intruder crosses the border. This wakes the caster without being stunned even if he is asleep. It can be set to warn of any intruder, those with hostile intent, those above a minimum size or even a specific thing at the casters intent when casting the ritual. An option at an additional -1 to skill is it can growl then bark as the designated intruders cross the area until they leave or the caster stops it. The spell expires when the duration is meant not when the alarm is triggered.)
Secret Rituals:
Thicken the Walls of the World (Iron-3; 1 hour; p165)
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