Earthdawn magic - a manual of mystic secrets


















Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. From FASA. Watermarked PDF. Average Rating 3 ratings. Customers Who Bought this Title also Purchased. Reviews 0. Please log in to add or reply to comments. See All Ratings and Reviews. Browse Categories. New Year, New Game Sale. Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Modiphius 2d Savage Worlds. Forged in the Dark.

Product Type. Core Rulebooks. Non-Core Books. Other Tabletop Games. Gift Certificates. Publisher Resources. Family Gaming. Science Fiction. Phone PDF. Virtual Tabletops. STL 3D Model. Each character suffers 2 points of damage, which the players record on their char- acter record sheets under Blood Magic.

This damage can- not be healed as long as the blood peace remains in effect and becomes permanent if a character violates the blood peace oath, ach character then presses his weapon into the other character's blood. As the blood dries on the weapon, the characters swear the oath. The oath varies across Barsaive and among races, but all versions include the elements contained in the following example.

AIl people shal se that I mean no harm to [other character's name]. I shall take no action to bring harm to him or those of his bload, bby inaction allow harm to befall [other character's name] or those of his blood.

Al people shall see that I honor my promise. In addition, the character receives a magical Wound in the place from. This Wound lasts for 4 year and a day from the time it appears.

A Wound created by violating a blood peace oath does not heal naturally during this time, but the character may attempt to heal the Wound by using a healing potion see Blood Oath Wounds, above. If both characters keep their vow for a year and a dday, the place on each character's body from which he drew blood becomes the color of gold, silver, rubies oz emeralds. The Damage Points taken for swearing the blood peace can now be healed as normal damage. Each character's Death Rating increases by 1 if both characters maintain their vow of peace after this time.

Alternatively, characters may swear a new blood peace oath after a year and a day. Renewing 1 blood peace oath in this manner does not cat additional points of damage, but the characters do not receive any Death Rating bonuses. Though sim- ply maintaining the blood peace may seem more advantageous than re-swearing the oath, re-swearing the oath represents a stronger commitment between the characters and therefore offers stronger magie.

The characters face each other and press their hands together, making sure the blood mixes. As the blood dries on their hands, the characters state their names and recite their promises to each other. The characters should state their promises as similarly as possible and describe the pledged deeds precisely. The characters must also state the time period within which they must perform their deeds. The time period may not exceed a year and a day.

Each character also must describe a talent or skill he will use while accomplishing the deed, and both charac ters must agree to meet after fulfilling their promises and within a year and a day ofthe blood promise Dalthren, the elven archer, finds himself negotiating with Fitch, a windling thief of poor reputation.

Delthrien needs Winter Fury, a magical arrow hidden somewhere inthe cao- ems belonging to the dragon Icewing. Fitch needs bits of three magical plants—olis eye, moonreed and floating palm all rumored to grow in the Mist Susomps. Fltch knows the secrets of eewing's caverns, but he refuses to sll his knou- lege or lend a team.

There I shall obtain leaves from three magical plats olis eye, moonreed and floating palm. I shall slay the dangerous beasts that duvell therewith my True Shot. I shall then return to this tavern and deliver the leaves to Filtch the thief. With Filtch I mix my blood in promise. I shal find the arrow before the start of winter season.

I shall then return to this tavern and deliver Winter Fury to Delthrion the archer. With Delthrien I mix: my blood int promise. In the example above, Delthrien would add 1 step to his True Shot talent, while Filtch would add 1 step to his Silent Walk talent. The step increase lasts until the promise is broken or for a year and a day.

The character applies this increase whenever he uses the talent for the duration of the oath, whether the character is using the talent to fulfill the promise or for some other purpose. The characters must fulfill the promise within the agreed time or the oath is violated. A character may attempt to heal the Wound using a healing potion for each Wound see Blood Oath Wounds,.

Scars let by such Wounds permanently mark the character as a blood promise betrayer, though they can be hidden with costumes, make-up or illusions. If both characters keep their promise, a small patch of skin or scales or rock, as appropriate for the race on each character becomes the color of topaz, rubies, sapphires oF emeralds. When they meet after fulfilling the promise, the characters may immediately heal the 4 Damage Points that making the promise cost them.

If they choose to heal this damage, they lose the step increases to the talents used to fulfill the blood promise. The characters may also agree to heal only 2 Damage Points each and make per- manent the step increases to those talents used in their blood promise.

As the price of the blood magic, the remaining 2 Damage Points can never be healed. Because the characters can never regain those Damage Points, reduce their respective Death and Unconsciousness Ratings by 2 points each. See also the dis- cussion on attitudes in Gamemastering Earthdawn, p. At least three years of loyal behavior must pass between the first loyal action and when the charac- ters become blood sworn.

This causes 4 points of permanent dam- age that can never be healed. The other character then repeats this gesture and the oath, The first character then wipes the blood from his chest with his right hand and gently presses that hand against the cut in the other character's chest, reciting the second part of the oath as he does so.

As the stars shine each night, so shall you be constantly in my thoughts. As nigh follows day, so closely shall wwe share our separate lives.

This swear to you. As your heart beats against my hand, so shall your feelings touch mine. My loyalty shall be yours, My courage shall be yours. The strength of my heart shal flow through your veins, When there is need, I shall be strong for both of us. This I swear to you. We are blood sworn. The gamemaster determines whether the characters fulfill their oath.

After three years and three days, six of the Wounds can be healed normally. Scars from such Wounds permanently mark the character as a blood sworn betrayer, though they can be hidden with costumes, make-up oF illusions.

Blood sworn characters who remain loyal friends gain several advantages forthe duration oftheir friendship. First, each character increases one Attribute value by 2 points and a second Attribute value by 1 point.

This increase cannot be applied to Toughness. Second, each chat acter gains one rank in the Blood Share talent p. Blood sworn characters use the Blood Share talent to transfer damage between themselves, rather than between a character and a mount. If «a character already possesses the Blood Share talent, she gains it again as a separate talent. Characters can purchase ranks for this version of the Blood Share talent, but these ranks do not count toward the requirements for Circle advancement see Building Your Legend, p.

Blood Share between two blood sworn characters provides more power than the ordinary talent by enabling 1 blood sworn character to raise his friend from the dead. Im order to raise blood sworn character from the dead, a character's rank in the blood sworn version of the Blood Share talent must equal or exceed the number of days his friend has been dead. One use of Blood Share must reduce the damage to the deceased to less than his Death Rating, The character cannot try again. For blood sworn characters, the range of Thought Link is meters Each blood sworn character also adds 1 rank to his Empathic Sense talent.

When using sacri- fice magic, a character sacrifices his own life, channeling his entire life force into a single magical act. There is no Known means to restore life to someone who dies through the use of sacrifice magic, Even magical life-restoring methods such as Last Chance salves and Death Cheat charms have no effect.

The following text describes some of the possible uses of sacrifice magic. To perform a dying act, a character must be con- scious and capable of action.

The character must declare his intention to perform a dying act and describe the act before performing it. The dying act occurs on the charac ter's next action. During the dying act, the character may spend all his remaining Karma Points on a single test. The character rolls his step dice for the test and then rolls 1 Karma die for each Karma Point remaining.

When the character completes the action, he dies. Once a character makes the Dying Act Test, he cannot tur back. He dies, regardless of whether or not the test succeeds. The character may also experience a Talent Crisis see p. Characters also may push talents or abilities see Pushing Talents and Abilities, p. Treat all dying, curses as major curses see p. The step number of a dying curse equals the cursing character's Thread.

Weaving or Perception step number, whichever is higher. Possible curse effects include reducing the target's attributes, skills or talents, scarring or transforming the target or blighting areas of land, or diminishing the use- fulness of a weapon or other magical item. Curses need not take effect immediately; the effects may not occur for years or even generations after their pronouncement.

The true pattern may belong to an item or a place usually the place where the character dies. Typically, characters perform dying legacies to imbue some item with the true pattern needed to make it a Legendary item see Legendary Items, p. To create a dying legacy, a character simply declares his intention to do so and describes the lega- cy. When the character dies, the true pattern forms.

The Key Knowledges and Deeds associated with a true pattern created by a dying legacy will always be associated with the character who created the pattern and the manner of that character's death. A character may also use a dying lega- cy to impart a true pattern to a particular place. The place must be intimately associ ated with the character, such as his birth- place, home or the site of his death. The dying oath binds the char- acter to perform the deed and provides that character with additional ability to do so.

Both characters must willingly and knowingly enter into the dying oath. Once the surviving character has sworn the oath, the character calling for the oath dies. The surviving character receives the dying charac- ter's remaining Karma Points. The player marks these points in a separate place on the surviving character's record sheet, as these Karma Points may only be used for tests related specifically to the task that the character has sworn to perform.

Nick: First Printing. Description Edit History. More Information Edit History. Category: Language:. No Files Found. Linked Items. Dragon Issue - Jul Game Weight: 0. Tags separate by space :. User Information. Add a copy to your collection Record information Record a play. Magic: A Manual of Mystic Secrets Average Rating: 6.

Browse 6 Images » wrong image? Publisher: Ulisses Spiele. Year: ISBN View Corrections Link Image. Product Code: Soft Cover. ISBN X. No items found. No images found. No videos found. No threads found. No posts found. Title Hot Recent. Sort: Pg.



0コメント

  • 1000 / 1000