Magic- The nuts and bolts

Older threads and ideas relating to the Amstaad RPG.
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Magic- The nuts and bolts

Post Post #0 (ISO) » Thu Jul 26, 2007 11:32 pm

Post by jeep »

We'll work out the details in http://www.mafiascum.net/forum/viewtopi ... &&start=25

I just wanted a single place to put the information. I'll be editting in story elements and changing the details per the above discussion.

-JEEP

Basics

Magic in the world of Amstaad is broken into five parts:
Air, Water, Fire, Earth, Spirit

The first four can be accessed only by people with a Sorcery Aspect. This opens up the Sorcery Extra. Spirit can be accessed by anyone, but each in their own way. With the Alchemy, Divination, or Conjuration Aspects you get another relevant extra. Sorcerers can only use spirit in the way that "everyone" can use spirit - Focus.

[col]Fire[col]Hot, Dry[col]Energy, assertiveness, passion, light, heat, "life" (the "spark of life") [col]Air[col]Hot, Wet[col]Mind, intellect, consciousness, communication, weather, "breath" [col]Water[col]Cool, Wet[col]Emotion, intuition, sea, "blood" [col]Earth[col]Cool, Dry[col]Body, practicality, restraint, materialism, sex, protection, "form" [col]Spirit[col]None[col]Exists in all places and cannot be moved, but naturally circulates through all things. See spirit magic, below. Spirit is the realm of life. (The soul/consciousness in the broadest sense.)


Magic Users in Amstaad are required to take an oath. Basically, the oath forbids Mind Control, Dealing with the dead, killing sentient life, stealing. Sorcerers are forbidden from drawing more than their fair share of the resources around.
Details on ethics need to be editted in here.
Last edited by jeep on Tue Jul 31, 2007 9:26 am, edited 3 times in total.
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Post Post #1 (ISO) » Thu Jul 26, 2007 11:39 pm

Post by jeep »

Spirit Magic - Basics


Spirit magic can be accessed by ANYONE, but to varying degrees and most people don't even realize when it's being used.

Spirit is split in three parts:
  1. the physical part- aether symbolized by Salt
  2. the spiritual part- symbolized by sulfur and
  3. the conduit connecting the two- symbolized by mercury.
Aether is flowing through everything. (Think of the Force from Star Wars). However, it generally cannot be moved or controlled because of the link to the spirit side.

The
alchemist
is able to manipulate this link- the conduit- to make very small, subtle changes- however by doing so, he affects the nature of the universe. This is why you do not see big fancy shows like the Sorcerers have.
Alchemy is the ability see and manipulate the conduit between physical part of spirit and the other side.


The
diviner
is able to use some method to see the aether. It cannot be seen by the naked eye, so generally some ritual is involved and the results are interpreted.
Divination is the ability to use rituals to see the flow of Aether and to interpret the results.


The
conjurer
works with spirit directly. No one knows how al-Istari discovered the methods, but through his methods one is able to make out of body trips to the Astral Realms. The conjurer cannot manipulate spirit, instead he uses it to travel to other dimensions to deal with beings of various types.
Conjuration is the ability to use spirit to travel to the Astral Realms.
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Post Post #2 (ISO) » Fri Jul 27, 2007 12:04 am

Post by jeep »

Spirit Magic - Alchemy


Alchemy is the magickal manipulation of nature. As such, it is quite different from sorcery, which sees the world as a series of inert elements. Alchemy sees life in all things, and attempts to work with this living nature.

From a philosophical standpoint, the goal of each alchemist is to purify himself through alchemical work. Alchemical magick covers the actual processes of working with nature, both to produce practical results and to point the alchemist forward in the work of self-purification. It is possible for non-magical people to study herbalism and healing, but they will not be able to do any magickal healing.

It should additionally be noted that alchemy is the only magickal branch that can produce truly long-term effects. A potion can be bottled and kept for a long time without any additional cost of magickal energy to the alchemist. Maintaining an effect through sorcery or conjuration always requires a continual drain on the sorcerer or conjurer. As with all other branches of magick, alchemists are held to a standard of magickal ethics.

Alchemy seeks self perfection. To do that, an Alchemist must study the nature of things. This is all well and good, but there needs to be a practical side so that the alchemists can make a living. To that end, they have three main pursuits:
Panacea
: Making a potion so potent that it completely cures everything. While they haven't found it yet, they are making great strides in caring for people and can make a healthy living as a doctor.
Transmutation
: Some think that making their own money out of random other stuff would be useful. However, not only is it generally frowned upon as a distratction to the pursuit of perfection, it takes a heck of a lot of energy. Most alchemists simply cannot make major changes to things.
Philosopher's Stone
: Creation of an element that is easily formed into anything else.... the stem cells of the universe.

This leads to three general areas that Alchemists focus on:
Magical Healing
:
Healing is relatively easy for one who understands the nature of things. The Alchemist determines how much he wants to heal and then roll his skill. The mod may adjust things based on the injury. For particularly difficult or magickal injuries, there may be a penalty. But in general, any alchemist worth his salt will be able to heal a person- it just might take time. If he is interrupted while healing, he will need to start over, but he won't need to (or even be allowed to) re-roll unless there is a refresh cycle between the attempts.

If you roll this - it will take this long to heal:
Legendary - 5 seconds per "injured"
Epic - 30 seconds per "injured"
Superb - 1 minute per "injured"
Great - 2 minutes per injured
Good - 5 minute per injured
Fair - 10 minutes per injured
Average - 20 minute per "injured"
Mediocre - 30 minutes per "injured"
Poor - 1 hour per "injured" attempted and half of the injuries heal
Terrible - 1 hour per injured and healing doesn't happen
Abysmal - 2 hours per injured and healing doesnt' happen

For disease, the mod will need to decide how difficult it is. These are likely to be strictly story, anyway.

Enchanting stuff/Transmutation
:
Changing something into something else. Some changes will be fairly minor- like I think hardening (tempering) steel should be relatively easy. Some things will be hard- like the classical lead into gold.

This is left to the mod to determine how much of a change it is. We will build up a list as time goes on. Some examples:

Purify Water : Poor or better succeeds as well as boiling would while good might kill the stuff that boiling can't

Harden/soften Steel : Average or better succeeds?

Enchanting a weapon with the aspects of some element: Great or better succeeds.

Mixing potions
:
We will need to define the complexity of the potions. This needs to be done on a case by case basis. If the potion is pretty specific, then it will be easier. A potion to cure the flu will be easier than a potion to cure whatever disease the person has.

Magic is the catalyst for mixing potions, so a random person on the street can copy the mixture, but without applying Alchemical Magick, the potion won't be as effective.

Having an herbalism skill of good or better should give a bonus for this.

How this differs from Herbalism

Herbalism is the combat medic to Alchemy's surgeon. Alchemy can do anything that herbalism can... only better... and slower.

Herbalism can heal in 5-10 minutes on a roll of Good or better. Less than good, and nothing happens.
Good-Great will heal one injured.
Superb-Epic will heal two "injured" (The mod can limit this if the story for the two injured makes them vastly different... poisoned and a sprained ankle, or something like that)

Non-magical potions and elixirs will be given a difficult by the mod. An elixir to relieve a specific poisoning might have a difficult of Great. To make anti-venom would be Epic.
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Post Post #3 (ISO) » Fri Jul 27, 2007 12:14 am

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Spirit Magick - Conjuration


Conjuration is the only Magickal art that can be described as "discovered" -- in this case by the famed prophet Isun al-Istari of the ancient Passani Empire. He became the first conjurer through a series of visions, in which he was shown a great silver door to the Astral Realms guarded by a powerful Efreet. He was shown inside, and gifted with the ability to call forth Astral objects and beings to the waking world. By founding a small but prestigious mystical school, he was able to pass this skill on. It has since passed beyond the Passani Empire to other races and cultures, but in a very clear lineage traceable back to al-Istari.

At its most basic, conjuration consists of making an out-of-body journey to visit Efreet. The conjurer there makes a request for what he would like to manifest from the Astral Realms, which is provided. The conjurer does not pass through the silver door; only al-Istari has done so.

Gifts from Efreet come with two conditions. An offering must be made to Efreet for each successful visit, otherwise he will cease to answer supplications. The type of offering is worked out individually with Efreet when the conjurer is initiated into the school of conjuration, though most choose to use a blood offering as a blood offering forms a significant part of the initiation ceremony.

In addition, gifts from Efreet are always tied directly to the essence of the conjurer, the only thing keeping the Astral object in this realm. That is, any Astral object exerts a continual drain on the conjurer proportional to its power, and will revert back to the Astral Realms when the conjurer no longer has enough energy to support the drain. This is a safety mechanism worked out between al-Istari and Efreet. Conjurers have the ability to summon great beings through their magickal work, such as ancient dragons and greater demons, which could wreak great havoc if permitted to overwhelm the conjurer that summoned them. However, because of this limitation, overwhelming the conjurer will simply send these beings safely back to the Astral Realms.

More advanced conjurers learn how to direct the actions of Astral beings. It is possible for lesser conjurers to summon Astral beings -- and if the beings are sufficiently weak, to keep them around for a while -- but it is in many cases unwise as the beings will behave according to their own natural wills.

The Astral Realms contain items and beings of every possible description. For this reason, conjurers must be precise in their requests of Efreet. If they are not, the results could be quite unexpected.

It should be noted that the Tiktuk were found to have a related conjuration art, developed independently of the al-Istari school. In many respects, the two arts are the same. The Tiktuk, however, make requests of their Lady Death, who guards a curtain of the palest violet to the Land of the Ancestors, where they believe the dead go. Scholars in comparative magickal theory have determined that this is another doorway to the Astral Realms, which has led them to speculate on additional, as-yet unknown doors.

The conjurer can only have one item at a time.

The Conjuration skill level will determine how easy it is for them to get and maintain the item

If there are no distractions, then the attaining the item should auto pass if they have the offering.

If the offering is not correct, then the conjurer will roll their skill. If you get better than good, you get the item. You get -1 for an unfamiliar offering, -1 more if the offering is of lesser value

If there are distractions, then:
An injury box being checked will bring the conjurer out of the trance.
A lesser distraction will cause another skill roll to see if you can maintain the trance.

Once the conjurer enters the trance, he/she will be "out" for 10 minutes or so. It takes approximately 5 minutes for a skilled conjurer to enter the trance if not distracted... longer if you are distracted.

After ther item is obtained, the conjurer will roll for the duration that the item will stay in their possesion.
To the skill level, the following penalties/bonuses will be applied:
-1 if the item is living.

If the size is:
Finger sized or smaller +2
Fist sized +1
Body sized no bonus/penalty
up to Horse sized -1
up to House sized -2
up to Castle sized -3
Bigger than a castle: mod discretion, possibly automatically absurd.

The mod can always alter these if the item is particularly draining.

If this is rolled - it will last this long:
Legendary - Until returned, re-roll weekly or monthly at mod discretion.
Epic - 2 days, then re-roll
Superb - 1 day, then re-roll
Great - 1 day
Good - 12 hours or so
Fair - 8 hours or so
Average - 4 hours or so
Mediocre - 1 hour or so
Poor - 15 minutes or so
Terrible - a minute or so
Abysmal - Imperceptable
Abysmal-1 - Imperceptable and the aspect is checked (you may as well use it to re-roll Wink )


It the thing brought over has a will:
The mod will assign a will rating to the being and you need to challenge it's will vs your skill.

Legendary - Controlled for 1 week, re-roll for control then (if it happens to be around Wink )
Epic - Controlled for 1 day, re-roll for control at that time
Superb - Controlled for 8 hours
Great - Controlled for 4 hours
Good - Controlled for 1 hour
Fair - Controlled for 1 round
Average - Uncontrolled for 1 round (average conjurers can bring things over, but cannot maintain them.)
Mediocre - Uncontrolled controlled for 1 hour
Poor - Uncontrolled for 4 hours
Terrible - Uncontrolled for 8 hours
Abysmal - Uncontrolled for 1 day

So you could bring a creature over and have it stay for a day, then take 8 hours (if you are terrible compared to it's will) to get it under control. The rest of the time, you would be in control of it, but until then, it acts according to its nature.
Last edited by jeep on Thu Aug 02, 2007 7:23 pm, edited 1 time in total.
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Post Post #4 (ISO) » Fri Jul 27, 2007 12:17 am

Post by jeep »

Spirit Magick - Divination


Where sorcery could be considered the manipulation of matter, divination concerns the manipulation of time. The diviner does not actually travel in time or read the future, but does have the ability to learn and see hidden events and motivations in the past and present, and to find influences on the future. With this information, actions can be taken on a more mundane level that can have far-reaching consequences because they can occur in the exact place, time, and manner to have the greatest influence.

Unlike sorcery, divination tends to be very culturally defined in terms of methodology. While all sorcerers in all cultures effect magickal work in a similar manner, divination relies on the use of various artifacts to direct the concentration of the diviner, which may vary greatly. The result is that diviners of different cultures have varying effectiveness when it comes to certain common subjects of divination. The common ritual artifacts are as follows:

Trancework: Only used by the Tiktuk. Through the use of drums, the diviner slips into a trance and is inhabited by one of the Tiktuk goddesses or ancestral spirits for the delivery of a message. Because of the amount of work involved, trancework is never used for personal issues, but only for community information.

Automatic Writing: A system primarily used by the Passani that involves using the copying of passages from their holy scriptures to induce a trance. Interpretation of what the diviner writes while under trance reveals hidden messages. This is the most prophetic of the divination schools, and the messages tend to refer to future influences to the exclusion of all else.

Tea-Leaves: Pioneered by the Elves, this system involves swirling the leaves of a nearly finished cup of tea across the sides of the cup, producing patterns for interpretation. Results tend to centre around how interconnected with the world around him or her, the questioner is and will be. It lends itself well to personal questions, and deals only obliquely with community issues.

Stone Scrying: Pioneered by the Dwarves, scrying involves allowing variations in different stones and ores to suggest images in response to a question. Different stones are said to be better for inquiring into different issues. Results centre around unlocking the influences of the past on the issue presented. This method is poor for divining future influences. Similar to tea-leaves, scrying is also better suited to personal questions.

Bone/Rune Casting: This method is preferred by the Slith. A series of marked or unmarked items is thrown at an empty space of earth, and the patterns suggested by where the bones end up is interpreted. If the items are marked (runes), when which rune ends up where is also part of the interpretation. Being more complex than many other methods, casting is generally good at answering any question, but does not give the detail a more specialized method would.

Astrology: The preferred method of the Aerin works through interpreting the positions of various stars and planets. Through the use of carefully derived charts, they are able to determine influences on situations in any time. This method has issues with specifics, and cannot deal well with particular events except through relating them back to the influences expected after the fact.

Tarot Cards: This specialized set of cards is used by the Briaf diviners. It works through the interpretation of a randomized layout of cards. Effectiveness is similar to that of Slith casting methods, though there tends to be a difference in the sense of information derived. The cards are less direct and more subtle, which seems to allow for finer detail.

Many cultures also use crystal balls, which are a finer variation on Dwarvish scrying. All diviners also hold to a standard of magickal ethics.

In general, the diviner will roll their skill.

If the method is not the method they are used to give a penalty of -2, if the mod thinks it's WAY off, then it can be penalized more.
If the information sought is related to something the diviner is already fairly familiar with then give a +1 (it's easier to interpret).

If the result is this - the mod will give this much information:
Legendary - Give as much information as the story can bear without breaking
Epic - Give a LOT of information
Superb - Give a bit of information
Great - Give a little information
Good - Give a clue-by-four hint (sometimes people need to be hit with a clue-by-four)
Fair - Give a strong hint
Average - Hint at some information
Mediocre - Give a weak hint
Poor - Give a couple possible hints... some of the information false
Terrible - The information cannot be interpreted
Abysmal - Nothing happens

It generally takes 30-60 minutes to get a good reading.
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Post Post #5 (ISO) » Fri Jul 27, 2007 12:25 am

Post by jeep »

Spirit Magick - Focus


While not technically seen as magick, Focus is a skill that is open to anyone and is the way that everyone can interact with spirit.

Focus is an abstract representation of a person's "ki" (his ability to harness his Spirit to assist a mundane action). People who do not actively wield magick may still harness the power of their Spirit by making a Focus check to temporarily raise another skill. Generally these increases only last for one Action, although there are exceptions, as the situation will dictate. These cannot be applied to magickal skill rolls. This focus roll must be taken first. It will generally mean that if this is opposed, this will take one action or round to focus.

Legendary - Bonus +3
Epic - Bonus +2
Superb - Bonus +2
Great - Bonus +1
Good - Bonus +1
Fair - No Bonus
Average - No bonus
Mediocre - Penalty to the roll of -1
Poor - Penalty to the roll of -1
Terrible - Penalty to the roll of -2
Abysmal - Penalty to the roll of -2
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Post Post #6 (ISO) » Fri Jul 27, 2007 12:28 am

Post by jeep »

Elemental Magick - Sorcery


Sorcery is the only elemental magic, but it is so vastly different than the other magicks in both philosophy AND application that it warrants its own category.

Sorcery is the spiritual manipulation of matter for a desired effect. The sorcerer works with the four elements (fire, water, air, and earth) and their associated correspondences (respectively energy, emotion, mind, and body), blending them to create magick. This means that for any spell, the sorcerer must be clear about what elements he or she is using, in what amounts, where they are originating, how they are being combined, and what final effect the spell is to have.

Let us say for example that a sorcerer has decided to travel into a cave, and needs light. This is a relatively simple spell on the whole, but will serve to illustrate some of the complications inherent in sorcery.

What elements are being used? Certainly fire. Other elements may be used depending on how exactly the sorcerer wishes to go about manifesting the light spell. If she simply wants to light a torch by magickal means, then only fire would be required. If she wants a glowing ball to fly around lighting the cave, then some air would be required for the effect.

In what amounts? Lighting a torch would only need a spark, so very little. The ball of light would need more fire, as the ball would have to be larger than a spark. It might also require new inputs of fire from time to time, to prevent the ball from dying out. The air used in the ball can be of any amount, but requires a clear delineation between it and the air in the cave itself, to avoid having the fire in the ball diffuse over the cave.

Where are they originating? It is necessary to transport fire from outside the cave into the cave. This resource gathering is the first lesson a sorcerer learns in magickal work. It will be easier during the day, when it is possible to gather fire from the sun's rays, than at night, when it is necessary to gather fire from candles or bonfires lit by other people. Any resource-gathering will cause a deficit in the element elsewhere, which may be noticeable if it is generally scarce. There are times when this must be done with care to avoid serious problems for others.

How are they being combined? At this point, for the ball of light, the sorcerer must work to create space between the air used in the ball and the air in the cave. The fire would then be introduced into the ball in such quantity that the air can sustain it as a glowing light. If too much fire is used, the resulting ball of fire may result in things getting burned. In addition, air does not burn well, so a ball of fire will die out fairly quickly.

What is the final effect? After the ball of light is completed, is it to remain stationary? If not, the sorcerer must keep it in mind at all times, manipulating the air around the ball to push it in various directions.

Most of the above will quickly become automatic to even the newest sorcerers. For common effects, the use of the elements will be well known. Sorcery, however, is not a static art, and knowing how to produce effects in a more general sense allows sorcerers to be creative in their art, producing entirely new magick. New effects do require far more consideration, and will naturally be more difficult because they require working through all the theoretical subtleties.

The key limiting factor is gathering the elements required for any magickal effect. This can be very dependent on time and space. For example, in Amstaad itself, producing a jet of fire will be relatively simple (requiring only fire and air, both of which are in abundance), while producing a jet of ice will be more difficult (requiring water, air, and manipulating fire away from the jet in sufficient quantities to allow the water to freeze). In a colder climate, the reverse will be true, as fire becomes scarce it becomes easier to produce the jet of ice and harder to gather the fire for the jet of that element.

As a final note, the elemental correspondences are also valid in producing effects. These can involve using air to influence the thoughts of others, using fire to give someone more stamina temporarily, using water for spells of love, or other similar work. For this reason, sorcerers (as well as other users of magick) are required to take an Oath upon beginning their training, holding them to a standard of magickal ethics.

Specifics will be editted in here


Sorcery Aspect will open up the extra skill of Sorcery that is not in the pyramid. It cannot every exceed your maximum pyramid skill by more than one rank.

For simple spells the following modifiers will be considered.

* Have related non-magic skill: +1 for every level above average in that skill.
* Time to cast: +1 if you take your time, -1 if you rush
* Relative Abundance of Elements: -1 is rare
* Only one element: +2
* Each element beyond 2: -1
* Requires Finesse: -1
* Duration: +1 if instant, -1 if medium, -2 if long duration… OR can reroll the spell for long

Help define "simple" spell


For complex spells, spell casting is a Dynamic Challenge.
Generic Spell Challenge Components

Gather elements
Mix and Shape elements
Project effect
Take effect

The measure of success from each component will roll over to the next step.


Gather Elements Test

To cast spells, you will need to gather the appropriate resources. In general, the more dramatic the effect the more resources you need. If the resources are in great abundance relative to your need, the mod may automatically pass the test. But if not, you will need to pass a skill test for each element.

Average or better to pass the gathering part of the challenge.

The following modifiers should be used:
[col]Relative Quantity[col]Modifier [col]Great Abundance[col]Auto Pass [col]Very abundant[col]+2 [col]Abundant[col]+1 [col]Enough/Average[col]0 [col]Rare[col]-1 [col]Extremely rare[col]-2 [col]Non-existant[col]Auto fail


[col]time to gather[col]Modifier [col]Take extra time[col]+1 [col]Rush[col]-1



Mix and Shape Elements Test

Some spells are tricky. The more elements involved, the more difficult the spell (in general).
The mod will determine the complexity of the spell and add the following modifiers
  • Only one element: +2
  • Each element beyond 2: -1
  • Quantity of element need not be precise: +1
  • Elements need to be very precise: -1
  • Requires Finesse: -1
These can be altered at the mod's discretion, of course.
The MoS (when compared to average) from this will apply to next step. -2 or less and you fail to make the elements mix.

Project Effect Test:

Holding the elements together correctly is difficult.

Roll with the following modifiers:

Your MoS from Mix Elements (The better the mixing, the better they stay together)

[col]Duration[col]Modifier[col]Example [col]Instant[col]+1[col]Spark (note that even with tinder, a spark is not guaranteed to start the fire) [col]Short[col]0[col]Light fire (you have to hold the fire together until the fire lights) [col]Medium[col]-1[col]Fireball (you have to hold it together until it hits your opponent) [col]Long[col]-2[col] Wall of fire- the mod may have you re-roll occasionally


[col]Range[col]Modifier[col]Description [col]Touch[col]+1[col]Within arms reach [col]Short [col]0[col]A couple steps [col]Medium[col]-1[col]An easy toss of a baseball by an average Joe [col]Long [col]-2[col]Within line of sight [col]Out of sight[col]-3 or impossible[col]You can't see it


Your MoS from this roll, when compared to Average, will be a bonus/penalty for the Take Effect step.

Take Effect Test

You make a challenge roll against your target. Some targets have no resistance and in these cases, success is automatic. If you are casting on a sentient being, they always have some resistance.
[col]Bonus[col]Modifier [col]Willing recipient[col]+1



Your MoS may affect the strength or duration of the spell depending on the mod discretion.
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