ice3003p-harp (high adventure role playing)-college of magics-2004-english-checklist
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8/11/2019 ICE3003P-HARP (High Adventure Role Playing)-College of Magics-2004-English-Checklist
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HARP College of Magics Copyright © 2004 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission.
Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.Web: www.harphq.com and www.ironcrown.com.
COLLEGE
OF MAGICSCHECKLIST MAGICAL T HEORY A ND P RACTICE
T HE P REMISES OF MAGIC
q Magic is Energy (Core) ........................................ 7
q Magic and the Planes (Core) ............................... 7q Magic and the Elements (Core)........................... 7
q The Web of Mana (Core) ..................................... 8
q The Unpredictability of Mana (Core) ................. 8q Replenishment of Mana (Core) ........................... 8
q The Limits of Magic (Core) ................................. 9q Magic and Belief (Core) ....................................... 9
T HE P RACTICE OF MAGIC
q Using Magic versus Spell Casting (Core) ............ 9q How Spell Casting Works (Core) ....................... 10q Spell Casting and Armor (Core) ........................ 11
q Sigils, Glyphs, Runes, Seals andGrimoires (Core) ............................................. 12
T YPES OF MAGIC
DEFINITIONS
q Blood Magic ........................................................ 14q Natural Magic ..................................................... 14q Alchemy .............................................................. 14
q Charmcraft .......................................................... 14q Ritual Magic ........................................................ 14
q Rune Magic ......................................................... 14q Spell Magic -High Magic ................................... 14
q Spell Magic -Low Magic ..................................... 15q Spell Magic -Middle Magic ................................ 15q Elementalism Circle ........................................... 15
q Magery Circle ...................................................... 15q Necromancy Circle ............................................. 15
q Thaumaturgy Circle ........................................... 15q Vivamancy Circle ................................................ 15
q Clerics’ Spheres ................................................... 15q Harper Sphere ..................................................... 15
q Ranger Sphere ..................................................... 15q Warrior Mage Sphere ......................................... 15q Universal Sphere ................................................. 15
T HE P RACTITIONERS OF MAGIC
P ROFESSIONS
q The Elementalist ................................................. 17q The Magician ...................................................... 17
q The Necromancer ............................................... 18q The Thaumaturge ............................................... 18
q The Vivamancer .................................................. 19
T RAINING P ACKAGES
q Amateur Mage .................................................... 19
q Apprentice Mage ................................................ 19q Journeyman Mage .............................................. 19q The Mage Hunter ............................................... 20
q Protégé ................................................................ 20q Traditionalist Mage ............................................. 20
q Alchemist ............................................................ 20q Charmweaver ...................................................... 21
q Enchanter ............................................................ 21q Ritualist ............................................................... 21q Runemaster ......................................................... 21
q Wizard ................................................................. 21
MANA SOURCES
q Personal Mana .................................................... 22q Ambient Mana .................................................... 22
q Granted Mana ..................................................... 22q Fixed Mana .......................................................... 22q Pure Mana ........................................................... 23
SPELL FOCUS STYLES
q Gestural ............................................................... 23q Somatic ................................................................ 24
q Song .................................................................... 24q Music ................................................................... 24
q Trance .................................................................. 24q Verbal ................................................................... 24
T HE STUDY OF MAGIC
L EARNING MAGIC
q Mentoring ........................................................... 27
q Guilds .................................................................. 27q Grimoires and Libraries ..................................... 29
q (Spell casting from a grimoire) .......................... 30q Oral Traditions .................................................... 30
Prepared By: Nicholas H.M. Caldwell
8/11/2019 ICE3003P-HARP (High Adventure Role Playing)-College of Magics-2004-English-Checklist
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HARP College of Magics Copyright © 2004 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission.
Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.Web: www.harphq.com and www.ironcrown.com.
RESEARCHING MAGIC
q (Researching Magic Core Rules) ........................ 30q Learning Existing Magical Effects via Research 32
NEW MAGIC
q (Creating New Spells Core Rules) ..................... 32
NEW SKILLS AND T ALENTS
T HE SKILLS OF MAGIC
q Alchemy .............................................................. 43q Cantrips ............................................................... 43q Charmcraft .......................................................... 43
q Divination ........................................................... 43q Magical Ritual ..................................................... 44q Power Projection ................................................ 44
q Inscribe Trap Rune subskill ................................ 44q Inscribe Professional Rune subskill ................... 44
q Inscribe Circle subskill ....................................... 44q Use Blood Magic Ability ..................................... 44
T HE T ALENTS OF MAGIC
q Active Blood Magic ............................................ 45
q Affinity of Air ...................................................... 45q Affinity of Earth .................................................. 45q Affinity of Fire ..................................................... 45q Affinity of Water ................................................. 45
q Arcane Circle ....................................................... 45q Enhancement ...................................................... 45
q Focus Style (Gestural) ........................................ 45q Focus Style (Music) ............................................ 45
q Focus Style (Somatic) ......................................... 46q Focus Style (Song) .............................................. 46q Focus Style (Trance) ........................................... 46
q Focus Style (Verbal) ........................................... 46q Greater Resistance (All) ..................................... 46
q Greater Resistance (Magic) ................................ 46q Greater Resistance (Stamina) ............................ 46
q Greater Resistance (Will) ................................... 46q Latent Blood Magic ............................................ 45q Lesser Resistance (All) ........................................ 46
q Lesser Resistance (Magic) .................................. 46q Lesser Resistance (Stamina) ............................... 46
q Lesser Resistance (Will) ...................................... 46q Master Craftsman ............................................... 46
q Mental Resolve .................................................... 46q Potency ................................................................ 46
q Tap Ambient Mana ............................................. 47q Tap Fixed Mana................................................... 47
q Tap Granted Mana .............................................. 47q Tap Personal Mana ............................................. 47
BLOOD MAGIC
q (Rules for Blood Magic) ..................................... 47
NATURAL MAGIC
q (Occult Science Core Rules) .............................. 49
A LCHEMY
q (Core Alchemy Rules) ........................................ 50
q (Alchemy as Potions) ......................................... 50q (Alchemy as Lotions and oils) ........................... 50
q (Alchemy as Candles) ......................................... 50q (Alchemy as Powders) ........................................ 50
q Formula Potions ................................................. 51
CHARMCRAFT
q (Core Charmcraft Rules).................................... 52
Specific Charms ......................................................q Protection against Animals ................................ 53
q Protection against Demons................................ 53q Protection against Elementals ........................... 53q Protection against Magic ................................... 53
q Protection against Monsters .............................. 53q Protection against Poison................................... 53
q Protection against Sickness ................................ 53q Protection against Undead................................. 53
q Charms of Fortune ............................................. 53q Charm of Harm .................................................. 54q Charm of Ill-health ............................................. 54
q Charm of Susceptibility ..................................... 54q Charm of Weakness ............................................ 54
T HE COST OF A LCHEMY AND CHARMCRAFT
q (Core Natural Magic Rules) ............................... 54ESOTERIC SUBSTANCES AND OCCULT P ROPERTIES
q Primal Essence .................................................... 54
q Starstones ............................................................ 54q Thunderbolts ...................................................... 54
q Lightning Bolts ................................................... 54q (The Power of Crystals) ..................................... 54
q (Fixed Mana from Creature Parts) .................... 55q (Plant Extracts) ................................................... 56
R ITUALS AND R UNES
RITUAL MAGIC
q (Ritual Magic Core Rules) .................................. 58
q GM’s Option: Pay in Advance ........................... 59RUNE MAGIC
q (Rune Magic Core Rules) ................................... 63
q (Runes as Glyphs) ............................................... 63q (Runes as Seals) ................................................... 63
q Trap Runes .......................................................... 63q Professional Runes .............................................. 63q Magical Circles .................................................... 64
8/11/2019 ICE3003P-HARP (High Adventure Role Playing)-College of Magics-2004-English-Checklist
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HARP College of Magics Copyright © 2004 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission.
Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.Web: www.harphq.com and www.ironcrown.com.
SPECIFIC MAGICAL CIRCLES
q Spell Circles ......................................................... 65q Containment (Animals) ..................................... 65
q Containment (Demons) ..................................... 65q Containment (Elementals) ................................ 65
q Containment (Humanoids) ............................... 65q Containment (Monsters) ................................... 65
q Containment (Spirits) ........................................ 65q Containment (Undead)...................................... 65q Protection (Animals) .......................................... 65
q Protection (Demons) ......................................... 65q Protection (Elementals) ..................................... 65
q Protection (Humanoids) .................................... 65q Protection (Magic) ............................................. 65
q Protection (Monsters) ........................................ 65q Protection (Spirits) ............................................. 65q Protection (Undead) .......................................... 65
SPELL MAGIC
L OW MAGIC
q (Low Magic Core Rules) ..................................... 69
SPECIFIC CANTRIPS
q Body Clock .......................................................... 70
q Clean Body .......................................................... 70q Clean Item ........................................................... 70
q Compass .............................................................. 70q Count ................................................................... 70q Create Water ........................................................ 70
q Cure Hangover .................................................... 70q Dry Armor .......................................................... 70
q Dry Clothing ....................................................... 70q Dry Manuscript .................................................. 70
q Dry Weapon ........................................................ 71
q Find Page ............................................................. 71q Float .................................................................... 71q Glowing Eyes ...................................................... 71q Heal Bruise .......................................................... 71
q Heal Cut .............................................................. 71q Ignite ................................................................... 71
q Magnify ............................................................... 72q Measure ............................................................... 72
q Purify Food ......................................................... 72q Purify Drink ........................................................ 72q Relieve Pain ......................................................... 72
q Remain Dry ......................................................... 72q Repair Binding .................................................... 72
q Repair Clothing ................................................... 72q Repair Crack ....................................................... 72
q Repair Nick ......................................................... 73q Repair Tear .......................................................... 73q Repel Filth ........................................................... 73
q Repel Tiny Insects ............................................... 73q Smoke Rings ........................................................ 73
q Weigh ................................................................... 73
MIDDLE MAGIC
q (Middle Magic Core Rules)................................ 74
NEW UNIVERSAL SPELLS
q Banish Fatigue ..................................................... 76q Detect Life ........................................................... 76
q Detect Signature ................................................. 76q Detect Undead .................................................... 76
q Enchanted Rope ................................................. 77q Water Breathing .................................................. 77
q Water Vision ........................................................ 77
NEW HARPER SPELLS
q Beguiling Voice ................................................... 78q Project Voice ....................................................... 78q Speed Reading ..................................................... 78
NEW RANGER SPELLS
q Nature’s Awareness ............................................. 78q Predict Weather .................................................. 78q Vision Protection ................................................ 79
NEW WARRIOR MAGE SPELLS
q Mantlet ................................................................ 79q Reload Weapon ................................................... 79
q Sharpshooter ....................................................... 79
NEW ELEMENTALIST SPELLS
q Air Form .............................................................. 80
q Breezes ................................................................. 80q Conflagration ...................................................... 80
q Cool .................................................................... 80q Earth Tunnel ....................................................... 80
q Earth Wall ............................................................ 81q Elemental Aura ................................................... 81q Elemental Resistance .......................................... 81
q Extinguish Fires .................................................. 82q Fissure.................................................................. 82
q Flash .................................................................... 83q Heat .................................................................... 83
q Ice Wall ................................................................ 83
q Obscuring Mist ................................................... 83q Quicksand ........................................................... 84
q Stoneskin ............................................................. 84q Tremors ............................................................... 84
q Trench .................................................................. 84q Underwater Movement ...................................... 84
q Unfog ................................................................... 85q Water Corridor .................................................... 85q Water Form ......................................................... 85
8/11/2019 ICE3003P-HARP (High Adventure Role Playing)-College of Magics-2004-English-Checklist
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HARP College of Magics Copyright © 2004 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission.
Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.Web: www.harphq.com and www.ironcrown.com.
NEW NECROMANCER SPELLS
q Acid Ball .............................................................. 86q Acid Bolt .............................................................. 86
q Curse .................................................................... 86q Disease ................................................................. 86
q Inflict Injury ........................................................ 88q Inflict Pain ........................................................... 88
q Nightvision ......................................................... 88q Poison Air ............................................................ 88q Poison Enhancement .......................................... 88
q Speak with the Dead........................................... 88q Summon Undead................................................ 89
q Undead Mastery ................................................. 89q Unluck ................................................................. 90
q Weaken Agility .................................................... 90q Weaken Constitution .......................................... 90q Weaken Insight ................................................... 90
q Weaken Presence ................................................ 91q Weaken Quickness .............................................. 91
q Weaken Reasoning .............................................. 91
q Weaken Self Discipline ....................................... 91q Weaken Strength ................................................. 91q Wounding ............................................................ 91
NEW T HAUMATURGE SPELLS
q Analysis ............................................................... 92q Arcane Ball .......................................................... 92q Change Object Size ............................................. 92
q Conjure Animal .................................................. 92q Conjure Creature ................................................ 92
q Conjure Item ....................................................... 93q Deflect Spell* ...................................................... 93
q Force Wall ............................................................ 93q Imbue Bonus ....................................................... 94
q Imbue Charge ..................................................... 94q Imbue Exotic ....................................................... 94q Imbue Spell ......................................................... 94
q Long Door Item .................................................. 95q Magestaff ............................................................. 95
q Molding ............................................................... 96q Potion Mastery ................................................... 96q Preserve Charm .................................................. 96
q Spell Resistance ................................................... 96q Spell Shield .......................................................... 96
q Stabilize Elixir ..................................................... 97q Waiting Spell ....................................................... 97
q Wards ................................................................... 97
NEW VIVAMANCER SPELLS
q Animal Transformation ...................................... 98
q Banish Creature .................................................. 98q Control Aerial Creature ...................................... 98q Control Aquatic Creature ................................... 98
q Control Land Creature ....................................... 98q Control Plant ...................................................... 99
q Creature Transformation ................................... 99q Cure Insanity ....................................................... 99
q Growth ................................................................ 99
q Plant Growth ...................................................... 99q Plant Healing .................................................... 100
q Plant Transformation ....................................... 100q Rejuvenation ..................................................... 100
q Repel Animal ..................................................... 100q Share Animal Sense .......................................... 100q Shrink ................................................................ 101
q Summon Aerial Creature ................................. 101
q Summon Aquatic Creature .............................. 102q Summon Land Creature................................... 102q Telepathic Bond ................................................ 102
HIGH MAGIC
q (High Magic Core Rules) ................................. 103
q GM’s Option: Low Magic or“Magic Dead Zone” ......................................... 105
SPECIFIC HIGH MAGIC SPELLS
q Channel Mana................................................... 106q Ley Line Alarm ................................................. 106
q Ley Line Transport ........................................... 106q Nexus Alarm ..................................................... 106
q Nexus Communications .................................. 107q Nexus Gate ........................................................ 107q Nexus Lock ....................................................... 107
MAGICAL ENCHANTMENT
T YPES OF MAGICAL ITEMS
q Definitions (All Core) ....................................... 109
T HE P ROCESS OF T EMPORARY ENCHANTMENT
q (Process Core Rules) ......................................... 110
Permanent Item Enchantmentq (Item Enchantment Core Rules) ..................... 111
T HE COST OF MAGICAL ITEMS
q (Item Cost Core Rules) ..................................... 116
EXOTIC MAGICAL P OWERS
q (Exotic Powers Core Rules) .............................. 117
SPECIFIC SPECIAL A BILITIES
q Flight ................................................................. 118q Lesser Sharpness ............................................... 118
q Fumble Modification ........................................ 118q Return by Flight ................................................ 118
q Limited Shifting ................................................ 118q Return by Teleport ............................................ 118q Unencumbering ................................................ 118
q Additional Equal Critical ................................. 118q Greater Sharpness ............................................. 118
q Increased Attack Size ........................................ 118q Unlimited Shifting ............................................ 118
q Vampirism ......................................................... 118q Holy .................................................................. 118q Slaying ............................................................... 118
q GM’s Option: Automatic Abilities ................... 119
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