10.- SISTEMA DE INFORMACIÓN (NOTIFICACIÓN)
3. Condiciones Técnicas para Pruebas Audiométricas
3.2 Requisitos Técnicos para Audiometrías de Cámara
Each spell feat is listed here by name with all the details needed to learn and cast it, along with the spell's effects.
This spell feat allows you to create potions to recreate the effects of other spell feats your character possesses. When combined with healing magic it is possible to create healing potions, while with zap spells you can create magical grenades that explode with the force of the original spell.
Protection spells in potion form can administer their effects when ingested or shattered on the ground and summon spells release the creature otherwise bound when the bottle is smashed.
Healing potions tend to be pastel in colour with an appetising odour. They are often fairly viscous in texture, like an industrial strength thickshake but are filled with warming and wholesome goodness.
Zap potions bubble and effervesce, barely able to contain the energy within them. They are bright primary colours and smell of ozone or acid. If accidentally ingested they taste like battery acid, just before they blow your face off.
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Protection potions are neutral tones, black, white, grey or clear. They are thin, like water and have a vaguely metallic taste.
Enchantment potions are swirling masses of multicolour containing pinpoints of light that move around within them. They taste tangy and fruity, like unsweetened grapefruit juice.
Mana cost
Creating a potion costs no Mana unless you are bottling a spell, in which case the cost is the same as if you were casting that spell.
Prerequisites
In order to choose the Brew Potion feat you must already have the Magical feat and at least four ranks in the Spellcraft skill.
Effect
Anyone who has the Brew Potion feat can create simple potions. Knowledge of other magic also enables a character to bottle the essence of that magic into liquid form to be used later.
The difficulty to create potions of various kinds is listed below. Every five points you exceed the difficulty of creating the potion by creates an additional dose of the potion.
To use a potion on someone else you need to either throw it and hit them or have them drink it.
Throwing it is a ranged attack check with a range increment of ten-feet and splashes over a five-foot radius.
Stink bombs explode in a ten-foot radius and a Fortitude save against a DC of 10 must be made or those within the radius suffer a –2 penalty to all their actions while coughing and gagging from the stench.
Example
Lileeta fancies herself as something of a potion creator. With half an hour to spare gets some
ingredients from her bag and mixes them up, trying to create a flask of acid. Lileeta has a Spellcraft skill of four and a Wisdom bonus of +2, she rolls her d20 and gets eleven, which with her bonuses makes seventeen.
Lileeta has managed to make two small vials of acid.
The healing arts have many different levels to their capabilities but they all start here.
This spell heals minor wounds such as cuts, grazes and headaches in a benign bluish glow.
Mana cost
Casting Heal I costs five Mana points.
Casting time
Casting Heal I takes one action.
Prerequisites
In order to learn this spell you must have the Magical feat.
Effect
Heal I heals 2d6 hit points from the subject of the spell but cannot take them over their maximum allotment of hit points. You must be within five-feet of the subject to heal them and casting the spell causes a faint blue light to emanate from your hands and light up the wounds of the subject.
This more advanced level of healing magic helps stop bleeding from deep cuts, knits bone and leaves you feeling fresh, rested and ready to start your day.
Coffee for the soul.
Mana cost
Casting Heal II costs ten Mana points.
Casting time
Casting Heal II takes one action.
Prerequisites
In order to learn this spell you must have Heal I and Wisdom +14 or higher.
Effect
Heal II heals 2d8 hit points from the subject of the spell but cannot take them over their normal allotment of hit points. Heal II counts as stabilisation of people reduced to negative hit points. You must be within five-feet of the subject Potion
Difficulty
(Spellcraft) Time
Cost of ingredients
Acid 10 30 minutes $20
Greek Fire 10 30 minutes $15
Level I spell 10 30 minutes $100
Level II spell 15 1 hour $250
Level III spell 20 2 hours $500
Stink bomb 10 10 minutes $5
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to cast this spell which causes a strong blue glow to emanate from your hands and heart, lighting up the wounds of the subject.
Alternatively, Heal II can be used to cure poison damage to abilities, restoring one point of temporary ability score damage each casting. This causes the toxin to leak from the body and settle as a filthy puddle on the ground.
Heal III is the ultimate in healing magic able to regenerate limbs and even restore people to life!
Mana cost
Casting Heal III costs twenty Mana points.
Casting time
Casting Heal III takes one action.
Prerequisites
In order to learn this spell you must have Heal II and Wisdom 16 or higher.
Effect
Heal III heals 2d10 hit points from the subject of the spell but cannot take them over their normal allotment of hit points. Heal III counts as stabilisation of people reduced to negative hit points.
You must be within five-feet of the subject to cast this spell upon them, doing so causes both caster and subject to be surrounded by rays of bright blue light.
Alternatively Heal III can be used to cure poison damage to abilities, restoring a number of points of temporary ability score damage equal to the caster’s Wisdom modifier each casting. This causes the poison to sweat out of the subject’s skin and to collect in a foul smelling puddle on the ground.
If used to raise someone from the dead, Heal III reduces their level by one and removes all class abilities gained from that level, resetting them to the minimum experience points needed to gain that lower level. Coming back from the dead is an unsettling and life-changing experience for many people but for most Macho Women it is merely an opportunity to seek revenge.
Protection spells can defend or ward against various effects or creatures and are good for bolstering defences of all sorts.
Mana cost
Casting Protect I costs five Mana points.
Casting Time
Casting Protect I takes one whole round.
Prerequisites
In order to learn Protect I you must have the Magical feat.
Effect
Protect I can be used in one of several ways. Firstly you can cast it to increase your own Defence. Using the spell in such a way increases your Defence by +2 and lasts for one whole combat. Casting the spell in this way causes a slight golden glow to appear around your body.
Secondly, Protect I may be cast to protect you against a certain type of damage, fire, for example.
If used in such a way the caster gains five points of damage reduction against the specified damage type. This lasts for one hour of game time. Casting the spell in this way causes a slight, appropriately coloured glow to appear around your body.
Thirdly, Protect I may be cast to ward an area against a certain thing, like a monster type
(Elemental, Dragon and so on) or a certain material or allegiance (no nylon may enter this area, or no republicans). A ward of this kind requires a Will save against a DC of 10 to bypass. Such a ward lasts for one hour of game time and protects a ten-foot diameter area around the caster. Casting the spell in this way causes a slight golden glow to suffuse the area.
Protect II is a more powerful version of Protect I.
Mana Cost
Casting Protect II costs ten Mana points.
Casting Time
Casting Protect II takes one whole round.
Prerequisites
In order to learn Protect II you must have Protect I and Wisdom 14 or higher.
Effect
Protect II can be used in one of several ways. Firstly you can cast it to increase your Defence. Using the spell in such a way increases your Defence by +4 and lasts for one whole combat. Casting the spell
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in this way causes a strong golden glow to appear around your body.
Secondly, Protect II may be cast to protect you against a certain type of damage, say fire. If used in such a way it gives you ten points of damage reduction against such sources of damage. This lasts for two hours of game time. If you so choose you can split the ten points of protection into five points of protection against two different types of damage, say fire and ice. Casting the spell in this way causes a strong, appropriately coloured glow to appear around your body.
Thirdly, Protect II may be cast to ward an area against a certain type of thing, like a monster type (Elemental, Dragon and so on) or a certain material or allegiance (no polyester may enter this area, or no democrats). A ward of this kind requires a Will save against a DC of 15 to bypass. Such a ward lasts for two hours of game time and protects an area up to fifteen-feet in diameter. Casting the spell in this way causes a strong golden glow to suffuse the area.
This is the ultimate incarnation of the Protect spell.
Mana Cost
Casting Protect III costs twenty Mana points.
Casting Time
Casting Protect III takes one whole round.
Prerequisites
In order to learn Protect III you must have Protect II and Wisdom 16 or higher.
Effect
Protect III can be used in one of several ways.
Firstly you can cast it to increase your Defence.
Using the spell in such a way increases your Defence by +8 and lasts for one whole combat.
Casting the spell in this way causes a blinding golden glow to appear around your body.
Secondly, Protect III may be cast to protect you against a certain type of damage, say fire. If used in such a way it gives you twenty points of damage reduction against such sources of damage. This lasts for four hours of game time. If you so choose you can split the twenty points of protection into ten points of protection against two different types of damage, or five points of protection against four types of damage, say fire, ice, electricity and
sonic attacks. Casting the spell in this way causes a blinding, appropriately coloured glow to appear around your body.
Thirdly, Protect III may be cast to ward an area against a certain type of thing, like a monster type (Elemental, Dragon, etc.) or a certain material or allegiance (no gold may enter this area, or no feminists). A ward of this kind requires a Will save against a DC of 20 to bypass. Such a ward lasts for four hours of game time and protects an area up to twenty feet in diameter. Casting the spell in this way causes a powerful golden glow to suffuse the area.
Enchantments provide bonuses to various checks and also allow the enchantment of items with effects from other spells to create wands and other mystical gubbins.
Mana Cost
Casting Enchant I costs five Mana points.
Casting Time
Casting Enchant I takes one whole round.
Prerequisites
In order to learn Enchant I you must have the Magical feat.
Effect
Enchant I allows you to confer a +1 magical bonus upon the subject. This can be to their attack or damage rolls, a specific saving throw type or the use of a specific skill. You can also use the Enchant I spell in reverse to create a penalty for an enemy by cursing them. They must succeed in a Will save against a DC of 10, plus your character level to resist this curse, enchantment lasts for one hour.
Enchanted items gain a slight, glittery, silver glow about them.
This is the next most powerful type of enchantment available allowing a more powerful effect.
Mana Cost
Casting Enchant II costs ten Mana points.
Casting Time
Casting Enchant II takes one whole minute.
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Prerequisites
In order to learn Enchant II you must have Enchant I and Wisdom 14 or higher.
Effect
Enchant II allows you to confer a +2 magical bonus upon the subject. This can be to their attack or damage rolls, a specific saving throw type or the use of a specific skill. You can also use the Enchant II spell in reverse to create a penalty for an enemy by cursing them. To resist they get a Will save against a DC of 10, plus your character level, the enchantment lasts for one hour. Something enchanted in this way gains a strong, glittery, silver glow about it.
This is the ultimate power level of the Enchant spell feat.
Mana Cost
Casting Enchant III costs twenty Mana points.
Casting Time
Casting Enchant III takes five whole minutes.
Prerequisites
In order to learn Enchant III you must have Enchant II and Wisdom 16 or higher.
Effect
Enchant III allows you to confer a +3 magical bonus upon the subject. This can be to their attack or damage rolls, a specific saving throw type or the use of a specific skill. You can also use the Enchant III spell in reverse to create a penalty for an enemy by cursing them. To resist they get a Will save against a DC of 10, plus your character level, the enchantment lasts for one hour. Something enchanted in this way gains a powerful glittery silver glow about it casting light into the surrounding area.
Summoning rituals summon and bind monsters of some kind into your service. The more powerful the summons, the more powerful the creature that can be summoned. When you summon a creature you have to make an opposed Will save against them to ensure that they are bound into your service. If you fail they are free to eat your head.
Mana Cost
Casting Summon I costs five Mana points.
The enchant spell, in conjunction with other spells, allows you to create magical items such as magic swords, wands of exploding death and other items of mass destruction.
To enchant an item you must have the Enchant spell feat at the same level as the spell you wish to confer upon the item and must cast both Enchant at the appropriate level and the spell or spells you are conferring to the item. You must also spend your experience points to permanently implant the spell.
The cost is 500 XP for a level I spell, 1,000 XP for a level II spell and 2,000 XP for a level III spell.
Enchanting an item takes ten times as long to perform as the normal spell for each spell cast upon them and items that cast spells must be bound to a magic word to activate them. Anyone can then use a magical item, provided they know the item’s activation word.
Items capable of casting spells like fireballs or healing must also be charged with Mana points.
Any number of Mana points may be used to charge an item up to a maximum of 100 Mana points.
The item uses up the Mana points as normal when casting the spell the item is enchanted with and can only be recharged by another magician from their own Mana pool.
Example one: Faye the Enchantress is creating a magic sword for her friend Bertha the Barbarian.
She is making a sword that adds +3 to both the weapon’s attack roll and the weapon's damage.
Faye therefore has to cast Enchant III three times.
Once to enchant the weapon, once for the +3 to attack rolls and again for the +3 to the weapon’s damage rolls. This costs Faye sixty Mana points, 20 for each enchantment and 4,000 experience points to make the effects of those enchantments permanent.
Creating the sword therefore takes two-and-a-half hours of work and it requires no magic word.
Example two: Nina the kinky sorceress is creating a wand of fiery doom with Zap I enchanted into it.
So she has to cast Enchant I and Zap I. This costs her ten Mana points and 500 experience points, she then charges it with a further twenty magic points, enabling it to cast four Zap I spells. It takes one minute and twenty seconds to create the wand and she chooses the word ‘spleen’ to activate it.
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Casting Time
Casting Summon I takes one whole round.
Prerequisites
In order to learn Summon I you must have the Magical feat.
Effect
When you cast Summon I a hole is torn into another dimension and a creature pops through to serve you (or eat your head). Roll randomly on the following table to see what manner of creature comes to obey you. The summoned creature remains for one hour of game time. Casting the ritual causes a glowing, magical, red circle to appear on the ground from which the summoned creature springs, ready to battle on your behalf.
d6 Creature
1 Noblin
2 Dip Ones
3 Hellkitten
4 Puppy Of Tindalos
5 Nork
6 Small creature of the Games Master’s choice.
See the Cannon Fodder Chapter for fetails of these creatures.
As lesser ritual summons bind into your service monsters of some kind. More powerful summoning magic can call more powerful creatures.
Summoning a creature requires an opposed Will save against them to ensure that they are bound into your service. If you fail things can get messy.
Mana Cost
Casting Summon II costs ten Mana points.
Casting Time
Casting Summon II takes one whole minute.
Prerequisites
In order to cast Summon II you must have Summon I and Wisdom 14 or higher.
Effect
When you cast Summon II a hole is torn into another dimension and a creature pops out to serve you (or eat your head). Roll randomly on the following table to see what manner of creature comes to serve you. The summoned creature remains for one hour of game time. Casting the ritual causes a brightly glowing, red circle to appear
in the area from which the summoned creature arrives ready to battle on your behalf.
d6 Creature
1 Cupid
2 Bambo
3 Mental Midget
4 Congressional Subcommitee 5 Shoddygoth
6 Medium creature of the Games Master’s choice
See the Cannon Fodder Chapter for fetails of these creatures.
A Summoner able to cast mcalling spells of this level is a dangerous foe indeed. Summoning a creature still requires the caster to make an opposed Will save against them to ensure that they are bound into your service. Failure at this level is almost always terminal, you have been warned!
Mana Cost
Casting Summon III costs twenty Mana points.
Casting Time
Casting Summon III takes five whole minutes.
Prerequisites
In order to learn Summon III you must have Summon II and Wisdom 16 or higher.
Effect
When you cast Summon III a hole is torn into
When you cast Summon III a hole is torn into