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Chaot

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  1. Please feel free to post anything about magic that crosses your mind. Just because I'm trying to stay by the book doesn't mean you need to.
  2. That's great. I'm stealing and modifying it for my own game. Feels very dark and culty and forbidden. Totally see the RQ influence too. I admit, I'm envious of RQ. It seemed to have a cool magic system, with the magic augmentations skills and all. Then there was Sandy's Sorcery and the Vows. Great stuff. I never put the time in to actually learn it though. I think for me I would require seven participants and only make them sacrifice one stat point each. So someone would lose a STR, someone else a CON and so on. Spell caster would lose the point of POW. What I love about spells like this is that they almost demand their own sub plot. How did death change the poor soul brought back? My go to plots are 'visions of an impending doom' or 'something followed you from beyond.'
  3. Sorry! Haven't lost interest. Just been very very busy. Transmutation is an awesome glyph. It's very handy in most situations. We were (re: I was) a little scared of it when we first started playing with the magic system. In it's description it mentioned how it's the most difficult glyph to learn so I house ruled that it couldn't be a starting glyph but could be picked up later if a sorcerer adds another glyph or sphere. Consequently, I don't have as much practical experience with the glyph as you do. I think I've changed my thinking on it though, and wouldn't use that house rule if I ran it today.
  4. I'm looking forward to it. Of course, you have a talent of pushing BRP so that the system really sings. Would you say this is an outgrowth of your stuff in Dragonlines or is this a different beast entirely?
  5. I like it too. It's just that I find it refreshing to have a game with access to the supernatural but without deities to worry about. I'm sure it will change in future publications.
  6. Magic World has Fey. Let's see some! I leaned heavily on Mystara material for the following. They aren't fleshed out yet either but I think there's enough for people to enjoy. _______ Pixie Pixies are tiny fey similar to Sprites. These fey are between one and two feet tall and have insect like wings. They are mischievous, playing pranks on strangers. They are also prone to violence, and can be quite warlike. STR 1d6+1 CON 3d6 SIZ 1d2 INT 2d6+6 POW 3d6+6 DEX 2d6+12 CHA 2d6+6 Abilities: Speak with Animals, Invisibility to Mortals (Witch Sight will show), Second Sight, Immune to Normal Disease, Immortality, Holy Aversion Weapons: pixie long sword, pixie bow Armor: none, pixie armor 1d4, small pixie shield ______ Sprite Sprites are tiny fey, similar to Pixies. They grow between 15 inches and a foot in height. They are slimmer than Pixies but posses the same gossamer wings. Sprites are natural tricksters and enjoy playing pranks on mortals. They have a love of adventure and rely heavily on their magical prowess. STR 1d4 CON 3d6 SIZ 1 INT 2d6+6 POW 2d6+12 DEX 2d6+12 CHA 2d6+6 Abilities: Sprite Curse (in conjunction with 4 other Sprites, can bestow curse 3 times per day), Speak with Animals, Invisibility to Mortals (Witch Sight will show), Second Sight, Immune to Normal Disease, Immortality, Holy Aversion Weapons: sprite dagger, sprite bow Armor: none, sprite armor 1 point ______ Brownie Brownies live in countryside houses, usually not in towns or cities. They generally act as household guardians. In return, they only ask for a bit of cream or crust of bread. STR 1d6 CON 3d6 SIZ 1 INT 2d6+6 POW 2d6+6 DEX 3d6+6 CHA 3d6 ______ Wood Imp Small and green, the wood imp lives in trees and is often found riding spiders. Wood imps tend not to use magic but will make ample use of poisons and potions. STR 1d6 CON 2d6+6 SIZ 1 INT 2d6+6 POW 3d6 DEX 3d6+6 CHA 3d6 ______ Leprechaun (Clurachaun, Luchropan, Leithbragan, lubrican) Belligerent and easily angered, Luchropan look wild with unkept facial hair, long arms and a blocky frame. Luchropan and Clurachaun are between two and three feet tall. They are masters of luck magic and are also skill craftsmen. Luchropan have a tendency to hoard treasures. Clurachaun hoard spirits and will sometimes attach themselves to a cellar or buttery. Anyone vintner or distiller lucky enough to have attracted a Clurachaun should be sure to treat the fey with deference and respect. STR 2d6 CON 3d6 SIZ 1d2+2 INT 2d6+6 POW 1d6+12 DEX 2d6+10 CHA 3d6 Abilities: Speak with Animals, Invisibility to Mortals (Witch Sight will show), Second Sight, Immune to Normal Disease, Immortality, Holy Aversion, Bonus to Craft [item/Spirit] Weapons: short sword, walking stick Armor: light armor
  7. I would love to see Familiars make an appearance. Also, it would be great to get some official stats for cats! They can be adapted from the Dreamlands books.
  8. Looking around my Runequest rules says that INT doesn't change except to decrease. Elric! and Magic World says that INT can increase naturally and permanently above 21. Unfortunately, INT isn't one of the stats can be trained. The only source that I can find about increasing it involves the before mentioned chess competition. I haven't looked at the BGB yet but I suspect there are INT:INT psychic power things going on. Will look more! Anyone else have ideas?
  9. So you're seeing the stuff in the field right now. That's great. I'm going to lean on you a bit for your feedback and experience on how you see it playing out at the table. Here are some of my thoughts. Deep Magic gives a mage the tools to create any effect they want. They are limited by only a few things. It may actually be easier to look at limitations in order to get a grasp on what Deep Magic can do. One Effect When you are casting with only two spheres/glyphs, you can achieve one effect. The spell can only do one thing. For every 8 INT points you have you can learn a sphere/glyph. An INT 24 gives you three sphere/glyphs. Three sphere/glyphs would let you cast a spell with two effects. So if you want to cast a spell that gives you enhanced strength and speed you’ll need three sphere/glyphs. Otherwise you need to break it up into two spells. I assume that adding another sphere/glyph at INT 32 would allow for a spell with three effects. Intelligence Incidentally, the only manner that I noted in the rulesbook to increase INT is through the resistance table. I don’t recall spells or spot rules that use INT : INT. However, the one example I was able to find about INT Resistance was a game of chess! INT isn’t even something you can train. This means that these Mage enclaves are full of gamers! They play high stakes intellectual games, slowly building their Intelligence. There’s a natural cap on this. There’s going to be a mage there that has the highest intelligence. He’s not going to be able to get an increase because he doesn’t have a challenge. He’s going to have to find another challenger. Undines and sylphs actually have decent intelligences, as do nymphs. He could seek for a challenge there. Eventually he’s going to need a new challenger. The only way I see a mage getting his INT up in the 32 or above range is by challenging demons! I foresee mages binding small demon buddies who’s main purpose is to provide quips, mental puzzles and serve as opponents in complex strategy games. Speaking of stats, I’ve previously said that a sorcerer probably wants to keep their POW at 16 or 17. A powerful mage will want to keep their POW up at a higher level. Every time a mage steps out of their familiar glyphs and spheres they need to roll to make sure the spell goes off. Spell Failure Which then brings us to the kinds of spells that a mage might cast. When a mage casts a spell using their known glyph and sphere it only costs 2 mp and there’s no penalty to cast. For every step away from the known glyph/sphere it costs another mp and potentially gets harder to cast. I say potentially because a high POW will mitigate this a little. If a mage has a POW of 24 and casts a 4 point spell outside of their known glyph/sphere combo the still have a 100% chance to cast. High POW is good for a mage. A high amount of magic points are also desirable for a mage. It does not cost a mage permanent POW to create a familiar, so this is something the mage should do. Bonus mp and a get out of death free card. It does cost a mage a point of POW to make a reservoir of magical energy. Using Spirit and Creation and focusing it with a point of POW the mage can create a magical battery or two that they can pull from. Other Stuff So now we get down to the nitty gritty. What kind of spells do mages cast? Well, we have things that fall under earth, air, fire and water. Then we have animals and plants, and flesh and spirit. Of those, flesh and spirit probably need expanding on. Flesh is the physical aspects of sentient beings. Spirit is the emotional and intellectual aspect (including the five senses) of sentient beings. If I were making a mage my sphere would probably either be Flesh or Spirit. These spells are more likely to have a direct effect on the target. They are also more likely to involve spell Resistance. Spell Resistance Speaking of spell resistance, let’s take a look at it. The notes in Advanced Sorcery mention that casting a spell on an opponent will involve an mp : mp roll. This is generally true. One thing to keep in mind when you are making effects though is how Resistance is used in normal sorcery. As a general rule, mp vs mp gets rolled when the spell makes opponents weak or changes them temporarily (normally involving changes to skills and stats). POW vs POW occurs when the effect is permanent change or temporary domination. Ultimately it is up to the Chronicler to determine which is most appropriate at what time, but that’s a handy guideline. Spell Casting Strategies Direct damage isn’t necessarily a winning strategy. Even with Seljos’ house rules, damage is pretty low. It might be good against one or two opponents but if you’re outnumbered it’s not the best use of your resources. Area effect spells are key to large groups. Don’t blind individuals, create a pool of darkness using Diminution/Fire and blind everyone who walks into the area. There’s another important lesson that I picked up from my early days of playing D&D. As a player, the moment you make the DM go for the dice, you’ve lost. Your goal as a player should be to keep your Chronicler entertained and in ‘storytelling’ mode. One way to do this is to already have an idea of what sphere/glyph combo you’re using, describe your intended outcome being specific and to keep the outcome reasonable. Save the big effects for climaxes or plot points. Make sure you spread the magic love around too. If everyone is benefiting from your spells you look like a team player and people will want your magic to succeed. On the Chronicler’s side, remember that being a Mage is a big thing. Let them get away with well thought out spells. Don’t worry too much about setting precedent. This is a free form system. If you let a spell work once and latter decide that it’s too powerful, talk to the player and let them know it needs retooled and toned down. Ok, I might have some more tonight. We need to go into glyphs and what kind of spellcasting we’re likely to see during a game.
  10. Sorry everyone. My plan was to expand on this right now, but something has come up. I hope to return to it today, but it might not be until the weekend.
  11. Much as I'm enjoying the life path stuff, I thought it might behoove us to take a moment and get theoretical. There are three theoretical topics I would really like to dig into. The first is sorcery spell structure/combinations/specific circumstances. The second it Deep Magic and its workings. The third is Demon Abilities. I should probably dig into the sorcery spell system first because it acts as a nice zero line to compare the others to. I don't feel like it though. I feel like Deep Magic. So Deep Magic it is. I've used Deep Magic before but not strictly by the book. It has been a long time since Deep Magic has been featured in one of my games. I suspect Deep Magic is the system that we are all the shakiest on. So, I think if we all hit each other with questions and comments on Deep Magic we'll all be in a better position to use it in our games.
  12. One of the few pieces of prep work that I do as a GM is to write down a bunch of names. Men, women, taverns, scary places and special items. For me, being able to come up with a name quickly smooths over the rest of the playing experience. After I have a name for the NPC or the place I can easily make decisions without second guessing. Then I just need to make a note of it next to the name. It helps that you don't really need a lot by way of stats to run an NPC. They can be fleshed out more if they become important, but new NPCs generally only need about three or four numbers.
  13. I kinda dig how there are currently now gods in the published material. I haven't started up my Magic World campaign but on top of the forces I was thinking about borrowing Virtues from Gods of Law and setting up some ancestor worship. If gods show up in other material I'll integrate them into the game, but I'm currently very happy to go god free.
  14. I am so happy this forum has autosave! I almost lost this post! Where do we go to now? Let's take stock. Goals Elia - Her first magic staff goal is almost done. She has the necessary stuff to craft one from pilfering Xariil's stock. She still will want a second one. She also wants to track down a couple of spells. Elia has a lot of work ahead of her. Dwynd - He has just developed a new goal. He doesn't like what happened to him and wants it reversed. First he has to figure out how to do that. He also wants revenge on Xariil. After discussion, Dwynd and Elia decide that they were lucky to escape. They need more resources before they try to take on Xariil again. Obligations There's a fear demon out there that needs dealt with. Complications Xariil is angry and looking for revenge. So let's start with our demon buddy. Our random event was "A terrifying demon, escaped from the mage who summoned it." Normally, when a summoning goes awry the demon breaks out of it's magic circle (or whatever) and attacks the summoner. Actually, a summoning can go very badly. Those fumbles are terrifying. Anyway, for whatever reason, this demon is happy staying active in the Southern Reaches. It has no desire to return to whatever foul plane it sprang from. Which means that I've got a new NPC. Conveniently, it means we can take a look at the demon summoning rules a bit early. A True Name is something that every demon has. It's something that gives you a lot of control over the beast. Knowing a demon's true name lets you resummon the creature whenever you want. Binding a demon knowing it's true name means that the binding doesn't count against your INT limit too, which is nice for a sorcerer with a lot of spells and bindings. Nobody in our game knows this demons true name yet. For the purpose of this thread, I'm going to go ahead an name him Sc'Aa'Ree. We'll just call him Scary though. To save my poor brain from thinking, I pulled out the Metamorphica again and rolled some dice. Scary is a big chitinous thing. Stinking out around it's shells is long wiry dark hair. It's skin is muscular and bluish purple. It has a mane and it's face is an unholy mixture of an insect and a bear. It clicks when it walks and reeks of an acidic, vomit-like smell. Scary is going to be a lesser demon. It's POW is 3d8, which I've rolled to be a 10. Because Scary is a lesser demon, he can't have more than 24 d8s in characteristics. Three of those go to POW, so he only has 21 more characteristic points to spend. None of Scary's abilities or skills can go above 100 percent either. If we wanted to get specific, we could sit down and decide how big a pool of MP Xariil was working with when she tried her summons and define Scary from that. Right now I just want to know what Scary does. Looking at the Ability table I decide that Scary has Carapace, Claw, Darkness and Spray Venom. I think it's a good idea to dig into the pros and cons of some of these demon abilities. Probably save that for when Talred starts summoning. Honestly, I feel like binding fully formed demons is a suckers game. If you have some nefarious deed that needs done, summon, pay the pact price, and let the nasty little beast take care of it. The real power in demon bindings is putting the suckers into objects. The priority I think is armor, weapons, then skills. After that you can think about binding yourself a demon buddy. Ok, so what happens next? Elia and Dwynd meet up with our terror demon Scary. Scary generally operates in his own personal Darkness, so Dwynd and Elia have not actually seen what he looks like. They only know his foul odor, his heavy animal breath and the constant clacking sounds that he makes. They hand over the doodad, a soft pulsing veiny stone, which Scary takes in his claw. Scary breaks it in two and hands it back to Dwynd and Elias. He tells them they should hold on to the stone halves and that he expects he will see them again. Elia promises that they'll find a way to make Dwynd's face. Dwynd decides that he doesn't have a lot of options and curses himself for getting involved with a sorcerer. They hole up someplace to make Elia's staff. It takes them 6 weeks and 1,500 bronzes (my estimate before was off). In the end, Elia ends up with a half staff that's twisted as if caught in a strong wind. It has a large opal at the head of it. It stores 17 mp and Elia's new POW is 17.
  15. Thanks. Informative to all of us. I keep finding my own blind spots. For example, my next step was an elemental summoning. In my own game summoning an elemental costs 1 mp for the summon spell, a minimum of 9 to set stats and 1 mp per 10% of skills. It's possible for a starting sorcerer to summon one. The real rules make it a bit more difficult, setting the minimum for summoning at 28 mp. Elia is out of luck. She's going to have to go in with the little magic she knows. Wings of the Sky will buy her a round or two if she gets into trouble but really she's got little in the way of mojo smack down right now. However, the plan stands. The GM Emulator gave Elia a very strong success. I was going to attribute that to making a good bargain with a sylph but we'll just say that she has no trouble sneaking in and finding the magic doodad she needs to break. So, as we said, Xariil and her demons are hiding out in a run down fort in the hills above Lascalan Forest. The duo wait until evening and then Dwynd enters through the front, making a big show of knocking on the gate and calling out for hospitality. In the meantime, Elia slips in through the back. Elias is very successful. She finds the doodad. She pokes around and pockets a few things, then she heads out to help Dwynd. Dwynd is not doing so well. Xariil had planed to rebind her lost fear demon this evening. She changes her plans now that Dwynd is here. Instead, she decides to put the demon off and try out her Curse of Sorcery spell. Xariil casts Compulsion and matches her 17 POW against Dwynd's 16 POW. Xariil wins and Dwynd is now pliable. Xariil brings her demons out as back up, just in case something goes wrong. She then casts Curse of Sorcery on Dwynd. Yikes. So, I pulled out my metamorphic pdf. It's a bunch of random tables, basically. Sometimes I use it for things like this. A couple die rolls later... Ok, that's rather nasty. Dwynd's right eye is transformed. He now has two fingers sprouting from his socket. Man, sorcerers are nasty. Elia catches the end of the ceremony. She sends two arrows into Xariil, who crumples to the ground. Xariil's two demons gather her up and flee. Odd behavior? Probably part of their binding which means Xariil is not dead.
  16. By the way, if the mood strikes you, post them here (or in the NPC thread)!
  17. For Elias, let's keep Contribute to Truth (1), Summon Elemental (1), Wings of the Sky (4), Heal (2). High on her list is to figure out Create Monster and Spectral Ownership. So I plotted this out last time I was posting in the Mythic GM. All I can find right now is the screenshot. Basically, Mr. Sorcerer has two demons. He lost a third, his fear demon. The fear demon cannot completely break free unless Elias and Dwynd, kill the Sorcerer or break the binding object. They are going to be successful, but Dwynd is going to get seriously messed up. So here's their brilliant plan. Xalriil is holed up in the hills north of Lascalan Forest. She's an ambitious sorceress. Nearly had three demons doing her dirty work. That pesky fear demon got away, but won't stay away for long. Dwynd and Elia decide that they are going to split up. Dwynd reasons that he can distract the sorceress long enough for Elia to poke around and find what she needs to break the binding on the fear demon. Dwynd argues that, if things start to get shaky he can slip away. He's faster than Elia and more likely to survive a brawl. Elia is the sorcerer here. She knows what she should be looking for regarding the fear demon anyway. So, go in through the front door. How could it possibly go wrong!? Even though they are pushing against the clock, Elia takes the time to ensure that they have some sorcerous aid.
  18. Dang it, you're right. For Priests, Cultists and Shamans it is 1d6+3 spells but for Sorcerers it is spell levels. It seems I might have more luck making Elia an air shaman than a sorcerer. Spell levels are pretty limiting. In all fairness, would you take up with a self professed thief with a penchant for fancy weapons? There are some good reasons for Dwynd to hang out with Elia right now. She has easy access to information and he is looking for his next mark. It'll probably be Friday or Saturday before I get back to this but we're likely to see a small summonings, some goals met and a potentially tragic turn of events! Edit: Plus we need to figure out what to do with Elia's spell list.
  19. The Mythic Emulator is a thing of beauty. I'm going to use it to figure out how these adventures go. Right off the bat, it threw me for a loop. Before I could ask it a question it changed scene on me and told be that something bad was going down. It's like you telling your Chronicler that you're waking up in the morning and he says, "Yeah, and you're being attacked by ninja! roll init." I decided that it was that terrifying demon that had escaped from the sorcerer up their. Read from the bottom up. 4, 5, and 6 were just me figuring things out. Sorry it's a bit messy. So, Elias and Dwynd are attacked by a terrifying demon. The foul creature demands that they kill the sorcerer who summoned it. If they do not, this terrifying demon promises to devour them while they are alive. It promises that it can keep them alive for a very long time. The terrifying demon gives them three days. After it leaves, Elia and Dwynd share a moment where they joke about not being hungry and they try to push a bit of food of on the other. It breaks their fear and creates a strong bond between them. Man, no big moves on goals but we're headed in the right direction.
  20. So, one of the things that I love about reading the rule book is that it lets me know when I'm WRONG! There were some changes I had forgotten. Priests, Shamans and Cultists get 1d6+3 spells and a Sorcerer begins with INT/2 spells. Also, I'd forgotten that it allows you to adjust the POW requirement for magic. One suggestion is 14, one is to drop it all together. I'm used to 16, I started it at 16, so I think for this thread I'll keep it at 16. When I start a new game up it's going down to 14. Ok. I did some rolling and picking. Elia did well on her intelligence roll. She has 8 spells instead of the three I was thinking. Honestly, she looks like a sorcerer now. She's got a couple of tricks and a sort of theme. She doesn't have any directly damaging spells. Contribute to Truth and Muddle will affect opponents. Her main focus is gathering information and avoiding trouble. If she runs into trouble anyway, Wings of the Sky might buy her time to escape. She might also turn into a wolf. Like I said, she looks like a sorcerer. Impressive tricks. She's not a heavy hitter yet though. Elia Int 16, Pow 18 Spells: Contribute to Truth (1), Summon Elemental (1), Wings of the Sky (4), Wolf Shape (4), Heal (2), Create Monster (varied MP + 1 POW), Spectral Ownership (5), Muddle (1) I figured we should be studying spells in this thread, so I gave Dwynd a POW of 16 and three spells of his own. Dwynd's spells are much more honed on getting things done. He's not interested in fancy magic and not really interested in gathering power. He uses what he knows because it provides an edge for him. Deftness increases his thieving skills by a 20% up to 80% bonus. Only one skill at a time though. Speed helps him run and Cloak helps him hide. All very good things for a thief. It's not on his goal list right now, but if Dwynd ever gets another point of POW he will probably follow Elia's lead and get a Staff. Those extra MP would do Dwynd wonders. Dwynd Pow 16 Spells: Cloak of Night (1-4), Sorcerer's Deftness (1-4), Sorcerer's Speed (1-3)
  21. Thank you. So here's the thing. A vampire has no POW. They can cast sorcery spells but by my reading I don't think they can perform Deep Magic. (I'll happily change my mind if we get a ruling that they can though!) Some of the cool Necromancy stuff needs POW sacrifices, so it seems like a waste to use it on this guy. So if there's no Deep Magic I'm going to go with the straight sorcery spells. This can be a good thing though, because not everyone does their dirty work with summonings. Another thing I was surprised by when I started this. There is no Familiar spell or ability. Well, there is if you are using Deep Magic but a Sorcerer does not get a familiar by the rules I'm seeing. I guess I just automatically carry that over from BRP. While I will use them in my home game, for this thread there's no Familiars unless I get office confirmation that they are in there. Vampires get it rough, by the way. 2d6 mp lost every day. These suckers got to feed every night to stay ahead of the game. Doubly so if you're a vampire with a habit of casting spells. So for now I'm going to wait on Talred and Elynd and concentrate on Elia and Dwynd.
  22. By the way, since I'm already far beyond the looking glass here I'm going to use the Fantasy Oracle Compilation to see how our little sorcerers go about gaining power and maybe the Mythic GM Emulator to see how successful they are. I promise all this will include number crunching and spell exploration though. So that's what we have to work with.
  23. I went over to Chaotic Shiny to see who our two sorcerers meet up with, taking the first two given to me. Elia meets with Dwynd, a male with some elfin blood. Dwynd has brown eyes and black hair. He's motivated by curiosity, just like Elia. He has a tendency to be envious but is a sucker for flattery. He steals things for a living. He does not like gratuitous violence. He collects exotic weapons and he's good at what he does. Dwynd fights with a scimitar. Dwynd seems to be a pretty good match here. Elia wants money and he is a thief. Talred met with someone a bit more sinister. Elynd is a vampire who is also a mage. (I think I might be dipping into Deep Magic here before I fully explore Sorcery in this thread.) Elynd has a lot of integrity and is motivated by loyalty. I'm beginning to suspect Elynd might be the person Talred learned the final bits of the Summoning spell from. Elynd has green eyes and red hair and is a firm believer in luck. He also has a tendency to get really angry. He is a sucker for foolish bravery. He does not like complete honesty. He really enjoys dancing. Elynd uses daggers when he gets into a brawl. Man, Elynd sounds like bad news for poor Talred. Question for people reading. Should I go with Deep Magic for Elynd? Should I pick one of the other magic types? (Necromancy, Rune Magic, Arete or Fey) Should I give him some Sorcery spells? My gut was Deep Magic, but if I choose that or Arete it's going to slow me down. I'm familiar with both of them but not super familiar. I was going to tackle them later in the thread.
  24. So, I'm going to create two sorcerers here. Elia grew up in a small town on the outskirts of the Lascalan Forest. She's going to be our less nefarious sorcerer. Talred is from the capital of Drumhold. He's involved himself with some dark magic. Elia Pow 18 Spells: Contribute to Truth (1), Summon Elemental (1), Wings of the Sky (4) Ever since she was young, Elia used to wander the boarder of her village, listening to the secrets of the wind. As she grew in age and wisdom, she developed uncanny abilities. She is now driven by discovering secrets, and nothing stays hidden from her for long. Elia is known to be straight forward in conversation. People feel unnerved that they seem unable to lie in her presence. Over time, Elia has become unwelcome in the village. It is time for her to strike out and discover her destiny. Elia needs to make money (about 6,000 bronze) and expand her abilities. She goes out and finds a group of like minded adventurers. She also begins her summoning career. Elia summons sylphs, not binding them but asking them for information. If she's lucky, the sylph might be able to teach her a spell. Otherwise, she uses the information the the sylphs give her to track down spells and excellent business opportunities (and maybe even fellow adventurers). Thus begins her quest. Talred Pow 17 Skills: Fast Talk 110% Spells: Break the Will (1), Summon Demon (1), Witch Sight (1) Talred grew up in the city of Drumhold. He was always curious and often took dangerous risks. When he was a teen he fell in with a small and unstable group who practiced at demonology. By piecing together scraps of esoteric law (and through a lot of failure) he figured out how he could get glimpses into the sorcerous world (Witch Sight). Later, he expanded his power so that he could intimidate nearly anyone he wanted to (Break the Will). Talred has been careful. He uses his powers on people who are traveling through Drumhold. He doesn't always bully his targets either. Talred is an excellent conversationalist. He felt very satisfied when he finally got the last bit of information on how to summon something from beyond from that older traveller who stops in Drumhold on occassion. Talred has plans and he wants power. There are seven ancient small standing stones tucked away in a secluded area in the hills of the Copper Mountains. Talred has always loved it there. He plans on making it his seat of power. He doesn't trust those he knows in Drumhold. He is looking for a group of likeminded adventurers who will help him in his investigations and share in his new found might. People who know how to get their hands dirty. When he is ready, he will perform his first summoning. He's looking for a demon who will teach him the secrets of Braziers of Power. Once he learns this, he will imbue his first standing stone with his own energy. He will continue to quietly grow his power and search for arcane lore until he feels confident enough to declare himself a sorcerer.
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