Lars Kenning is an example
Spellbinder.
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This alternate timeline version of Miles Hendricks is an example Spellbinder.
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Spellbinders are practitioners of an incredibly ancient form of magic. Colloquially
known as Spellbinding in the modern era, in ancient times it was known as Hermetica,
Sortiria, or simply the now loaded term "Sorcery"; Spellbinders tend to prefer the
more stately description of Ars Mercuria however.
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In the post-Accords world Spellbinding is considered by many to be right up against
the edge between acceptable Hermetic practices and the far more Sanctionable "Sorcerous
Arts" such as Invocation
and Necromantism.
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Spellbinders practice a rawer art than
Wizards. At the root of the tradition is the direct channeling of pure extradimensional
energies. This is very powerful, but very risky. To mitigate the intrinsic risk
Spellbinders usually filter the raw energy they channel into Spells they have bound
to themselves.
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Wizards would likely tend to look down on Spellbinders as they do on Mysterians, if not for the fact that their own tradition
largely descends from Spellbinding. Indeed, Spellbinders claim to be the first Hermetic
tradition; and also the art has given rise to many of the most powerful Magi over
the millennia. Many Archmages and Demiurges were Spellbinders.
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Spellbinders have abilities broken down into three basic categories, which must
be taken in a Mystic Resource Pool:
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- Channeling: Spellbinders channel pure extradimensional energies to bend reality
to their will. This is measured by a concept called Channeling dice, described below.
However this is extremely dangerous and prone to side effects, and in the modern
era is the sort of thing that will eventually get a Magi Sanctioned.
- Spellbinding: To manage the risks inherit to channeling pure magic, Spellbinders
learn to "bind" the energies they channel into very precise "Spells", which is where
their colloquial name of "Spellbinders" comes from.
- Innate: Spellbinders often internalize some of their magic, becoming altered
and more capable over time due to their exposure to supernatural forces.
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All Spellbinders must have at least 1d6 of Channeling dice (decribed below). Innate
abilities and bound Spells are optional; however it is highly recommended that a
Spellbinder have several bound Spells.
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RESTRICTIONS
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In a Here There Be Monsters campaign, Spellbinders have the following restrictions:
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- A Spellbinder cannot have more than ((INT + EGO + PRE + CON) / 10) Channeling dice.
For example, a Spellbinder with 10 INT, 10 EGO, 10 PRE, and 10 CON could have up
to 4 Channeling dice, while a Spellbinder with 15 INT, 15 EGO, 15 PRE, and 15 CON
could have up to 6 Channeling dice.
- A Spellbinder cannot channel an effect with Active Points greater than the Spellbinder's
(INT + EGO + PRE + CON + BODY).
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EXAMPLE: a Spellbinder with 10 INT, 10 EGO, 10 PRE, 10 CON, and 10 BODY can
channel effects with up to 50 Active Points.
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- The total Real Cost of Innate abilities cannot exceed the Spellbinder's ((Base Points
+ Max Complications + Experience Points) / 5).
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EXAMPLE: Lars Kenning
has 75 Base Points, 50 points Max Complications, and no Experience; he can have
up to (125 / 5) = 25 points worth of Innate abilities.
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KS: Hermetic Lore
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Spellbinders are technically not required to have Hermetic Lore if they do not have
any bound Spells and just Channel, but they must know Hermetic Lore to bind Spells.
Further, the Hermetic tradition is core to the concepts of Ars Mercuria, and thus
it would be extremely unusual for a Spellbinder to not have the skill.
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3/1
2/1
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KS: Hermetic Lore: This skill provides information regarding Hermetic traditions, capabilities, and
notable history.
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KS: Nomen Lore
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Spellbinders are not required to have Nomen Lore, but in ancient times Invocation
was as much a part of the Tradition as Channeling, and some still secretly practice
both. Even amongst Spellbinders who eshew the practice, the Lore itself is still
handed down by some.
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3/1
2/1
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KS: Nomen Lore: This skill provides information regarding the theory of true
names, recognizing true names, as well as the traditions, capabilities, and notable
history related to Invocation.
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Nomen Lore Dweomer
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A person that has unlocked their Mystic Pool, has at least 1d6 of Invocation, and
also has a KS: Nomen Lore skill of at least 13- invests the use of even normal names
with a little bit of Mystical moxie.
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Such a Mystic can always use KS: Nomen Lore as a complementary roll for any Interaction
Skill resolutions if they know the name of the other party
and "invoke" the name as part of their Interaction. The more commonly a name is
used the less "power" it has over the person, so first names in common usage are
rarely effective, but a seldomly used first name (William for a person that universally
goes by "Billy"), a privileged nickname or familiar name known only to a few people,
or the classic First + Middle + Last name combination should all work.
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A successful KS: Nomen Lore skill roll grants a +1 bonus, and each level of success
adds an additional +1 to an applicable Interaction Skill resolution.
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EXAMPLE: if an Invoker attempting to Charm another person used KS: Nomen
Lore as a complementary skill and made their roll by 4,
they would gain a +5 bonus to the subsequent
Charm skill roll.
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KS: Mystic Lore
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Spellbinders are not required to have Mystic Lore, and they do not need it for their
magic, but it is common for learned Spellbinders to have the skill for general knowledge
purposes.
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3/1
2/1
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KS: Mystical Lore: This skill provides very broad information regarding Magic
in general. It is not as precise as a more specific skill such as KS: Hermetic Lore
or KS: Alchemy, but it grants a high level picture of Mystical concerns.
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KS: Supernatural World
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Spellbinders are not required to have KS: Supernatural World, and they do not need
it for their magic, but it is common for knowledgeable Spellbinders to have the
skill for general knowledge purposes.
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3/1
2/1
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KS: Supernatural World: This skill indicates a general awareness of the Supernatural
World and the monsters, magickers, and misanthropes that comprise it.
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Channeling
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Channeling is the core of this magical tradition. It is the process a Spellbinder
uses to draw pure extradimensional energy through themselves and filter it through
their will to bend reality. A Spellbinder's ability to do this is measured by Channeling
dice.
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Channeling Dice
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At its most basic, a Spellbinder buys Channeling dice, which cost 5 points each.
Using Channeling a Spellbinder can attempt to cast any valid Spell they wish, whether
they have bound it or not.
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Channeling die: 1d6
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Real Cost: 5 points each
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PRO TIP: if using HERO Designer, you can use the Luck Power to represent Channeling
dice and simply change the name appropriately.
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Mastery Dice
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A Spellbinder can upgrade one or more of their Channeling dice to represent their
mastery. Mastery dice work exactly the same as normal Channeling dice but do not
count for the purposes of determining matches (described later), and thus are much
safer to use.
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A Spellbinder player should differentiate their Mastery dice by rolling different
colored or sized dice.
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Mastery Channeling die: Upgrades Channeling die: 1d6
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Real Cost: +5 points each (i.e. 10 points total per die)
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PRO TIP: if in HERO Designer you are using the Luck Power to represent Channeling
dice, you can use a Private Adder labeled "Mastery: xd6", and set the cost to the
applicable increment of 5 points.
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Channeling Dice - Target Numbers
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When attempting to cast a Spell, bound or otherwise, a Target Number is determined
by dividing the Active Points of the Spell by 3; however a Target Number cannot
be less than 3.
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When casting bound Spells, the Spellbinder's level with the Spell is subtracted
from the Target Number, thus making it easier to cast bound Spells (among other
benefits).
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The Spellbinder rolls as many of their Channeling dice as they wish and totals them
up. This is usually a half phase action, but if the Extra Time limitation is taken
on the Spell being cast it takes longer.
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If the total rolled equals or exceeds the Target Number, the Spellbinder
successfully casts the Spell. If not, they fail and the Spell fizzles.
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Channeling Target Number
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Target Number = Spells Active Points / 3
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Minimum Target Number = 3
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PRO TIP: to ease gameplay, the modified Target Numbers of a Spellbinder's bound
Spells should be pre-determined and annotated on the character sheet.
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Fizzle - Failed Channeling
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If Channeling dice are rolled and the Target Number of the Spell being cast is not
met, the attempt to cast the Spell fails ("fizzles"), but the caster also suffers
1 Stun for each point they missed their Target Number by.
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If the Spellbinder does not have enough Stun, the remainder is subtracted from the
Spellbinder's current Body total. It is possible for a Spellbinder to knock out
or stagger themselves in this manner, or theoretically even kill themselves.
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The Spellbinders's own defenses do not protect them from this side effect. However
if they failed to cast a bound Spell, the Stun taken is reduced by their Spellbinding
Talent's level. This can reduce the Stun loss to 0.
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EXAMPLE 1: Unbound Casting:
Lars Kenning attempts to cast Ragast's Radiant Ray on the fly. The Spell
has 60 Active Points, and thus a Target Number of 20.
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Rolling 5d6 of Channeling, Lars gets a total of 15, missing the Target Number by
5. In addition to failing to cast the Spell, he also suffers 5 Stun.
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EXAMPLE 2: Bound Casting:
Lars Kenning attempts to cast Ragast's Radiant Ray. He has Spellbinding: Ragast's
Radiant Ray: 2. The Spell has 60 Active Points, and thus a base Target
Number of 20, but this is reduced to 18 thanks to Lars' Spellbinding Talent with
the Spell.
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Rolling 5d6 of Channeling, Lars gets a total of 15, missing the Target Number by
3. In addition to failing to cast the Spell, he would normally suffer 3 Stun, but
this is reduced by his Spellbinding Talent and thus he only suffers 1 Stun.
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Matches On The Dice
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Each time a Spellbinder rolls Channeling dice, in addition to the normal function
of totaling the dice to determine if a Spell is cast successfully, an additional
resolution occurs to determine if the Spellbinder has suffered any ill affect from
tampering with such powerful forces.
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To determine if this has occurred, the matching face values of all Channeling dice
rolled are separted into discrete sets of matches.
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Thus, if on five dice three 4's were rolled, the three 4's form a match. If two
2's were also rolled in the same dice result, the 2's would form a separate match.
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These matches are used to determine Channelburn, and in the case of Unbound spells,
Backlash.
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Channelburn
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Whether a casting succeeds or fails, when matches occur a Spellbinder loses Endurance
equal to the number of matches times the face value matched on.
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Thus, if on five dice three 4's were rolled the Spellbinder would lose (3 x 4) Endurance,
for a total of 12 END.
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A Spellbinder casting a bound Spell subtracts their Spellbinding Talent level from
the total amount of Endurance loss from Channelburn; this is calculated after all
other considerations such as Channelburn Resistance are taken into account. This
can reduce the Endurance loss to 0.
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Thus in the previous example if the Spellbinder had 3 levels in a Spellbinding Talent
for the Spell they would suffer 9 END loss rather than 12 END.
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If the Spellbinder doesn't have enough Endurance remaining they suffer Stun on a
1 to 1 basis for the remainder. If they don't have enough Stun they suffer Body
on a 1 to 1 basis for the remainder. It is theoretically possible (though unlikely)
for a Spellbinder to kill themselves in this way.
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Each set of matches counts as a separate match. Thus, if on five dice two 2's were
rolled and also two 3's, the Spellbinder would lose 2 x 2 = 4 END, plus 2 x 3 =
6 END, for a total of 10 Endurance lost.
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EXAMPLE 1: Unbound Casting:
Lars Kenning attempts to cast Ragast's Radiant Ray on the fly. Lars rolls
5d6 Channeling dice and gets three 3's, for a total loss of 9 END. He would also
suffer a Backlash.
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EXAMPLE 2: Bound Casting:
Lars Kenning attempts to cast Ragast's Radiant Ray. He has Spellbinding: Ragast's
Radiant Ray: 2. Lars rolls 5d6 Channeling dice and gets three 3's, for
a total loss of 9 END. Lars subtracts his Spellbinding Talent level of 2 from this
and instead suffers 7 END loss.
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Reducing Channelburn
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The most direct way to reduce Channelburn is to roll as few Channeling dice as possible
to cast a Spell. The second most direct way is to only cast bound Spells.
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However, a Spellbinder can also purchase a custom Talent in their Mystic Pool to
directly mitigate Channelburn.
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1 / level
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Channelburn Resistance: the Spellbinder mitigates 1 point of Endurance loss
to Channelburn for each level of this ability they have. This applies to each discrete
amount of Endurance loss for multiple matches on the same Channeling roll.
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EXAMPLE: Lars Kenning
has Channelburn Resistance: 6, which cost him 6 points. He makes a Channeling roll
with 5 dice and rolls three 2's and two 6's. This totals up to 6 Endurance and 12
Endurance loss. If Lars had no Channelburn Resistence he would lose 18 Endurance,
but instead he only loses 6 as the first discrete amount for the three 2's is entirely
resisted by his Channelburn Resistence: 6, and it applies again to the other discrete
amount of 12 caused by the two 6's match.
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Unbound Casting - Backlash
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NOTE: Backlash only applies to unbound Spells cast on the fly. Bound Spells never
cause Backlash.
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If a Spellbinder gets a lot of matches on a Channeling roll, three or more, the
GM has the option to interpret it as a significant magical Backlash or effect in
addition to whatever the Spellbinder was attempting to cast; the more matches the
more severe, powerful, or significant the outcome. Adjudication of this sort of
occurence is left entirely in the hands of the GM, on a case by case basis.
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Prospective players should be forewarned, a sufficiently severe backlash can potentially
have catastrophic consequences (left to the GM's discretion and imagination), and
such an event can potentially get a Spellbinder player character Sanctioned by Section
M if it causes a significant Accords violation.
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Bound Spells
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To increase the safety as well as the reliablity of their magic, the vast majority
of Spellbinders bind Spells to themselves. Binding a Spell is a permanent one-time
process, and is analogous to a Mysterian mastering a Spell skill.
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Bound Spell - Concept
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Conceptually a bound Spell represents a personal and internal metaphysical transformation
of the Spellbinder as they pursue their mastery of magic. Many Ars Mecurian academics
claim that this practice is the root of all Hermetic magic.
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Bound Spell - Game Mechanics
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Mechanically a Spellbinding represents a single Power construct that defines an
underlying game effect, referred to as a "Spell", which is activated ("cast").
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Each distinct Power write up, no matter how similar, requires a separate Spellbinding.
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A Spellbinder character pays for a bound Spell with a custom Talent named after
the bound Spell, which costs 1 point per level. When casting the bound Spell, the
Spellbinder reduces the required Target Number by the number of levels in the corresponding
Talent. A Spellbinder can spend 1 point, or more, on a Spellbinding Talent but can
never reduce the Target Number of the underlying Spell to less than 3.
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The minimum cost to bind a Spell is it's Real Cost divided by 10. However, the minimum
amount still subtracts directly from the Target Number needed to cast the Spell;
it simply raises the bar for entry to bind the Spell.
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Spellbinding: [Name]; (Real Cost: Spells Active Points / 10), +1 point / level
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EXAMPLE: Lars Kenning
wants to bind a Spell called Avarest's Arrows of Acid; it has 64 Active Points,
and 37 Real Cost. The base Target Number for this Spell is 21 (64 Active Points
/ 3). The minimum cost to bind this Spell is 4 (37 Real Cost / 10).
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Avarest's Arrows of Acid: Killing Attack - Ranged 1d6, +1 Increased STUN
Multiplier (+1/4), Area Of Effect Accurate (1m Radius; +1/2), Damage Over Time,
Target's defenses only apply once, Lock out (cannot be applied multiple times) (4
damage increments, damage occurs every Segment, can be negated by Base substances,
reagents; +2 1/2) (64 Active Points); Extra Time (Full Phase, -1/2), No Knockback
(-1/4), Limited Range (16m; -1/4)
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Rather than pay for the Spell directly, Lars pays for the following Spellbinding
Talent:
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Spellbinding: Avarest's Arrows of Acid: 5
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Real Cost: 5 points
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When Lars casts this Spell it has a modified Target Number of 16, rather than 21.
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Less Fizzle, Less Burn
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When casting a bound Spell a Spellbinder subtracts their Spellbinding Talent's level
from the Stun loss from failed casting attempts.
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Similarly the Spellbinder subtracts their Spellbinding Talent's level from the Endurance
loss from Channelburn. This is calculated last, after all other modifications to
the Endurance loss such as Channelburn Resistance.
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Finally, a Spellbinder never generates a Backlash when casting a bound Spell.
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EXAMPLE: Lars Kenning
has bought a Spellbinding Talent for a Spell defined as:
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Spellbinding: Avarest's Arrows of Acid: 5
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When he casts Avarest's Arrows of Acid he takes 5 less Stun from a failed casting,
loses 5 less Endurance from Channelburn, and never generates a Backlash.
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Binding A Spell
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Binding a Spell is a function of research, learning, time, and ultimately a modified
KS: Hermetic Lore skill roll.
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- If the Spellbinder has a written out version of the Spell they are trying to bind
(such as in a Spell book or on a scroll), or is being directly instructed by someone
who has already bound the same Spell:
- 1 Hour per Real Cost of Spell
- Nothing to go off of / brand new Spell:
- 1 Hour per Real Cost of the Spell multiplied by 2d3
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Consecutive Time
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The time spent does not have to be consecutive, unless the GM deems otherwise.
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Hermetic Skill Roll
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At the end of the relevant amount of time the Spellbinder makes a KS: Hermetic Skill
Roll at -1 per 10 Active Points of the Spell. Failure indicates that the Spell is
not bound. The Spellbinder may try again, however they start the process over at
the beginning.
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Similarity Bonus
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If the Spellbinder has already bound a very similar Spell they gain a +1 or +2 bonus
to their KS: Hermetic Skill roll (depending on the GM's discretion regarding the
degree of similarity).
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Rushing
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A Spellbinder can attempt to rush the process and take xd3 Hours fewer than normal
to bind a new Spell, but suffers a -1 to their Hermetic Lore Skill roll for each
1d3 Hours trimmed off in this fashion. Thus a Spellbinder could opt to trim the
time by 3d3 Hours, in which case they would suffer a -3 to their eventual KS: Hermetic
Skill roll. The time required can never be reduced to less than 1 Turn.
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Changing a Bound Spell
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Once a Spell has been bound by a Spellbinder its mechanical effect can be changed,
but it takes the same time and requires the same Hermetic Lore skill roll as binding
a new Spell (the Similarity Bonus applies). If successful, the character sheet is
updated with the new mechanical effect and is otherwise unchanged.
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If the Real Cost of the new effect is raised, the Spellbinder must still meet the
minimum Spellbinding Talent cost of Real Cost / 10; available experience points
can be spent as needed to comply with this restriction. If no experience points
are available, the Spellbinder will have to wait until they are.
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Spell Signature
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All of the Spells cast by a particular Spellbinder have a "signature" that identifies
the Spell as theirs and that can be interacted with by other Spells. A Spellbinder
can attempt to "disguise" their signature when they cast a bound Spell; to do so
they declare their intent and increase the Target Number of the Spell by 3 for that
casting.
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Spellbinding Spell Design Restrictions
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There are some limitations on the design of Power constructs (Spells) used with
this magic system, as described below.
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- No Spell may be on Charges
- No Spell may have No Conscious Control (NCC)
- No Spell may be Independent (5e)
- No Spell may have an Activation Roll
- All Spells must either cost END by default or take the "Costs END"
Limitation
- Spells may take Reduced END
- Spells may take "Costs END Only to Activate" where allowed by the rules
normally
- All Costs END only to Activate Spells must have a defined termination, expressed
either as a duration or a specific and reasonably common event, or using the Time
Limit modifier (6e)
- Spells may be built with Reduced Endurance (0 Endurance), but must take a Side Effect
that always occurs automatically whenever the Power is used (Costs AP/10 In END
When Cast) as a -1/2 Limitation.
- Spells may not be embedded in a Universal Focus, but a Personal Focus required
for activation is allowed
- All Spells must have at least -1/2 in Limitations
- Spells CANNOT Require a Skill Roll to be cast; the Channeling dice roll itself
serves this purpose.
- A Spell may Require an additional Skill Roll in addition to the mandatory
Channeling dice roll.
- Frameworks, including Unifed Power (6e), are not allowed for Spellbinding Spells.
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No Charges, NCC, Independent
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Spellbinding is incompatible with Charges of any sort, No Conscious Control, and
Independent. Spellbinder Spells may not be built using any of these Limitations.
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Costs Endurance
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A significant restriction on this magic system is that all Spells must cost Endurance
to activate. This serves to restrict the frequency of magic use over a short term
period, such as combat scenes, while still allowing practitioners of Spellbinding
the ability to take part in multiple encounters over the course of a day.
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It also prevents or discourages certain Power constructs from being used by Spellbinders
due to mechanical conflicts or inefficiency. Note however that Spellbinders with
END Reserves can get around many of the inconveniences of mandatory END costs; this
is acceptable and intended.
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Continuing Effects
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Continuing or Constant Spells are possible with Spellbinding but unless they only
cost END to activate they will deplete the Spellbinder's END quickly.
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The Time Limit (6e) or Lingering (5e) modifiers can greatly assist a Spellbinder
in stacking multiple effects simultaneously.
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Continuing Effects - Capping How Many Can Be Stacked
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Some GM's might want to put a limit on how many continuing effects a Spellbinder
can have going (or stacked, as some call it). If that is the case, the following
possible caps are suggested; a GM can choose one or come up with their own.
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- Channeling Dice Limit: the number of continuing Spells a Spellbinder can
have active is equal to the number of Channeling dice they have. Thus if a Spellbinder
has four Channeling Dice, they can stack four continuing effects at a time. This
is an elegant approach that plays into the natural "mastery curve" of the magic
system as more powerful practitioners will have more Channeling dice and thus can
also stack more effects. This is the assumed default option
for Here There Be Monsters.
- Hermetic Lore Limit: a Spellbinder can have a number of continuing Spells
stacked equal to their Hermetic Lore skil - 10. Thus if a Spellbinder has Hermetic
Lore 14-, they can have four continuing effects at a time. Note that if the Here
There Be Monsters recommended Skill Maxima of 14 is used, this is a very strict
cap.
- Scaling Point Limit: a Spellbinder can have a number of continuing Spells
stacked equal to their current total points / 50, round in their favor. Thus a 125
point Spellbinder could have three continuing effects at a time while a 250 point
character can have five. This is a very impersonal sort of cap beyond the character's
control to do anything about.
- Characteristic Based Limit: the number of continuing Spells a Spellbinder
can have active is equal to the Spellbinders (INT + EGO) / 5. Thus if a Spellbinder
has 10 INT and 10 EGO, they can stack four continuing effects at a time; if they
have 20 INT and 20 EGO they can stack eight continuing effects at a time. This is
somewhat similar to the cap used by the deprecated Delayed Effect modifier, but
doesn't modify the cost of the spells themselves and is thus more viable.
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No Universal Foci
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Spellbinding is an internal sort of magic and thus Universal Foci are inappropriate.
There is no way to "take away" the magic of a Spellbinder by absconding
with an inanimate object, and similarly a Spellbinder cannot just lend out a gizmo
that allows someone else to Channel magic and cast a Spell.
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However Personal Foci are permitted.
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Minimum Limitation
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All Spells must have a minimum of -1/2 in Limitations upon them. Common choices
are Incantations, Gestures, Extra Time, Concentration, and Side Effects, but any
Limitation that is not specifically restricted is sufficient, subject to GM veto.
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Due to the open-endedness of the Channeling ability to attempt to cast any "Spell",
Limitations on Spellbinding Spells primarily just reduce minimum binding costs.
Thus, they should primarily be selected to model a concept rather than focusing
on reducing the Real Cost.
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Requires a Skill Roll
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Spellbinder Spells cannot require a Skill Roll to be cast as the Channeling
dice roll handles that, but RSR may be used to indicate that other Skill
or Characteristic Rolls are required after a successful Channeling roll is
made.
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Creating New Magic Items
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Spellbinders can in theory enchant magic items, but it is not a common practice.
A Spellbinder wishing to do this would either learn abilities from another Mystical
tradition such as Alchemy that focuses on such, or more expediently cast a Spell
based on Transform and use the rules for granting Powers therein to add abilities
to a Focus object. The character points of such an item would need to be paid in
either a Mystic Pool or perhaps an Equipment Pool by a character wishing to use
the item.
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Innate Abilities
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Spellbinders often have or eventually develop subtle abilities stemming from their
intimate contact with magical forces. A couple of very common Innate abilities are
provided below.
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Innate Ability: Supernatural Awareness
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Many Spellbinders take the Supernatural Awareness Talent or an equivalent ability
built up directly using the Detect Power with different modifiers and adders.
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Innate Ability: Longevity
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Some Spellbinders take the Life Support (Longevity) ability to represent extended
life spans. GM permission is required.
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Spellbinding Endurance Reserve
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Spellbinders may have a Mystic Endurance Reserve if they wish, though their Powers
may also be bought 0 END if they prefer. However, a limitation is imposed upon the
total number of Character Points a Spellbinder can spend on their Mystic Endurance
Pool as given below. Character Points within the limit can be spent on either Recovery
or Endurance.
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Endurance Reserve 5e
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5e Scaling Capacity Point Cap = (10% of Total Character Points) {round in the character's
favor}
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EXAMPLE: Lars Kenning
has 125 total Character Points; thus he could spend (125 * .1) = 12.5 Character
Points on a Mystic Endurance Reserve. This could be allocated as any combination
of Recovery and Reserve with a total Real Cost of 12.5 or less points.
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Endurance Reserve 6e
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Check out the House Rule on 6e
Endurance Reserves.
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6e Scaling Capacity Point Cap = (Total Character Points / 5) {round in the character's
favor}
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EXAMPLE: Lars Kenning
has 125 total Character Points; thus he could spend (125/5) = 25 Character Points
on a Mystic Endurance Reserve. This could be allocated as any combination of Recovery
and Reserve with a total Real Cost of 25 or less points.
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Distinctive Features: Magi
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A Spellbinder should take the following Distinctive Feature Complication. Other
Supernaturals can detect the Spellbinder from a fair distance, regardless of intervening
mundane structures, whenever they are using any of their non-Invisible abilities.
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Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special
Abilities; Not Distinctive In Some Cultures)
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