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<blockquote data-quote="the Jester" data-source="post: 975443" data-attributes="member: 1210"><p><strong>Magic on Arba</strong></p><p></p><p>The pcs eventually come to understand the effects of magic on the plane of Arba, but to avoid confusion I'll post them in their essentials here as this little arc gets rolling. </p><p></p><p><strong>General Notes:</strong> Spells have a maximum duration of 1 round/level, a maximum range of short, give maximum bonuses of any type except for skill bonuses of +1, and give a maximum skill bonus of +4. </p><p></p><p><strong>Targets and Damage:</strong> Spells deal a maximum of 1d6 damage. A targetted spell can only target one creature or object..</p><p></p><p><strong>Healing:</strong> Healing spells turn real damage into subdual damage. Spells that heal ability damage heal only one point.</p><p></p><p><strong>Transmutations:</strong> Spells that change a target's shape or substance fail. Teleportation effects will not funciton. Spells that give an ability such as water breathing, flight or something similar instead grant a +4 competence bonus to the most appropriate skill (Swim or Jump).</p><p></p><p><strong>Illusions:</strong> Illusions last only a single round.</p><p></p><p><strong>Conjurations:</strong> Fail.</p><p></p><p><strong>Divinations:</strong> Any divinations that involve asking questions take at least an hour to cast and require an animal sacrifice for entrail reading.</p></blockquote><p></p>
[QUOTE="the Jester, post: 975443, member: 1210"] [b]Magic on Arba[/b] The pcs eventually come to understand the effects of magic on the plane of Arba, but to avoid confusion I'll post them in their essentials here as this little arc gets rolling. [b]General Notes:[/b] Spells have a maximum duration of 1 round/level, a maximum range of short, give maximum bonuses of any type except for skill bonuses of +1, and give a maximum skill bonus of +4. [b]Targets and Damage:[/b] Spells deal a maximum of 1d6 damage. A targetted spell can only target one creature or object.. [b]Healing:[/b] Healing spells turn real damage into subdual damage. Spells that heal ability damage heal only one point. [b]Transmutations:[/b] Spells that change a target's shape or substance fail. Teleportation effects will not funciton. Spells that give an ability such as water breathing, flight or something similar instead grant a +4 competence bonus to the most appropriate skill (Swim or Jump). [b]Illusions:[/b] Illusions last only a single round. [b]Conjurations:[/b] Fail. [b]Divinations:[/b] Any divinations that involve asking questions take at least an hour to cast and require an animal sacrifice for entrail reading. [/QUOTE]
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