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Revised Spirit Magic
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<blockquote data-quote="The Grumpy Celt" data-source="post: 3059697" data-attributes="member: 1019"><p><strong>Skill and Feat Use</strong></p><p></p><p><strong>Craft Effigy: </strong>A character may create an effigy via the craft wondrous item feat. They must possess the spirit magic feat, knowledge: religion five ranks and a charisma 12 or better. Effigies offer a bonus to dealing with spirits if the effigy represents the type of spirit with which the character is dealing; a deer effigy would offer a bonus to dealing with deer spirits, but would offer no bonuses to dealing with any other kind of spirit. Further, a spirit may hide itself in an effigy that represents it, even if the effigy is smaller than the spirit. Thus a deer spirit could hide itself entirely inside of a deer effigy, but it could not hide itself in a cougar effigy and a cougar spirit could not hide in the deer effigy.</p><p></p><p>It takes a day and 100 XP to create a standard effigy from available materials, such as bone, wood, stone, feathers, and grass worth a minimum of 1 gold piece in value. Effigies may not exceed diminutive size or one pound in weight. </p><p></p><p>It takes 10 days and 500 XP to create a effigy mask from available materials, such as bone, wood, stone, feathers, and grass worth a minimum of 5 gold piece in value. Effigies may not exceed tiny size or five pounds in weight. </p><p></p><p>If a character possesses spirit cohort, and an effigy mask, and the spirit cohort hides itself in the mask, once per day per six total character levels the character can transform themselves into the mortal animals version of the spirit. This ability lasts one hour per total level of the character. This otherwise functions identical to the druid ability wild shape. </p><p></p><p><strong>Tattoos, Scars, Brands:</strong> When using a tattooed spell created in the First Land, use the rules as written. It is possible to use ritual scaring and branding to create similar, but more powerful (because their creation is more painful and damaging), effects. Use the feat tattooed spell, modified as follows; the ritual scarring or branding must be performed by a character who possesses at least one rank in Craft (tattoos is sufficient) and one standard spell, whose level is no more than half the characters +1 (and never more than 5), is infused within the ritual scar or brand in the characters flesh. Also, if the tattoo, scar or brand is in the shape of type of spirit, then the character receives a +1 circumstance to social rolls, and ritual rolls, in dealing with that spirit.</p><p></p><p><strong>Craft Magic Arms and Armor: </strong>Magic arms and armors are known simply as magical arms and armor. The Fist Land is home to both weapons and armor, even if the former is usually made of the stone and the latter wood, bark, bone or cotton padding. Use the rules for crafting magical arms and armor as written.</p><p></p><p><strong>Scrolls and Potions: </strong>The technological level of the First Lands has implications in terms of magical items. Scrolls are only created by the Runa and the Tlacatl – they possess a written language, while other races and cultures do not. The ability to write pictographs is not sufficient to create scrolls. For the Runa and the Tlacatl, use the rules as written for using and creating scrolls.</p><p></p><p>The ability to create potions is limited and the ability to store and transport them more so. Unless small bottles have been purchased from the Balthazar, or someone similar, there are no glass containers in the First Lands. Ceramic containers exist, but they are larger, heavier which creates difficulties in storing potions and transporting them. The limits on supplies, and that the supplies available are organic in nature, means potions made in the First Land are also perishable. Thus; a filled potion container is going to weigh half a pound and the potion will be good only for 10 days, after which it looses its effectiveness.</p><p></p><p><strong>Crafting Wands, Staffs, Rods and Bric-a-brac: </strong>For cultural reasons, whose origins have been lost in the mists of time, people of the First Land do not create magical rods or wands, although that is with in there technical capacity. Seeing people from other regions having wands and rods around may elicit some sort of bawdy comment from an native of the First Lands.</p><p></p><p>They do, however, make staffs.</p><p></p><p>However, magic uses of the First Lands are past masters of creating wondrous items. Items of this nature includes, rattles, masks, dream catchers, drums and so forth. Other items includes charms (which offer magical protection against spirits, usually dim spirits) and fetishes (which offer a magical bonus to dealing with a type of spirit and its living counterparts)</p></blockquote><p></p>
[QUOTE="The Grumpy Celt, post: 3059697, member: 1019"] [b]Skill and Feat Use[/b] [B]Craft Effigy: [/B]A character may create an effigy via the craft wondrous item feat. They must possess the spirit magic feat, knowledge: religion five ranks and a charisma 12 or better. Effigies offer a bonus to dealing with spirits if the effigy represents the type of spirit with which the character is dealing; a deer effigy would offer a bonus to dealing with deer spirits, but would offer no bonuses to dealing with any other kind of spirit. Further, a spirit may hide itself in an effigy that represents it, even if the effigy is smaller than the spirit. Thus a deer spirit could hide itself entirely inside of a deer effigy, but it could not hide itself in a cougar effigy and a cougar spirit could not hide in the deer effigy. It takes a day and 100 XP to create a standard effigy from available materials, such as bone, wood, stone, feathers, and grass worth a minimum of 1 gold piece in value. Effigies may not exceed diminutive size or one pound in weight. It takes 10 days and 500 XP to create a effigy mask from available materials, such as bone, wood, stone, feathers, and grass worth a minimum of 5 gold piece in value. Effigies may not exceed tiny size or five pounds in weight. If a character possesses spirit cohort, and an effigy mask, and the spirit cohort hides itself in the mask, once per day per six total character levels the character can transform themselves into the mortal animals version of the spirit. This ability lasts one hour per total level of the character. This otherwise functions identical to the druid ability wild shape. [B]Tattoos, Scars, Brands:[/B] When using a tattooed spell created in the First Land, use the rules as written. It is possible to use ritual scaring and branding to create similar, but more powerful (because their creation is more painful and damaging), effects. Use the feat tattooed spell, modified as follows; the ritual scarring or branding must be performed by a character who possesses at least one rank in Craft (tattoos is sufficient) and one standard spell, whose level is no more than half the characters +1 (and never more than 5), is infused within the ritual scar or brand in the characters flesh. Also, if the tattoo, scar or brand is in the shape of type of spirit, then the character receives a +1 circumstance to social rolls, and ritual rolls, in dealing with that spirit. [B]Craft Magic Arms and Armor: [/B]Magic arms and armors are known simply as magical arms and armor. The Fist Land is home to both weapons and armor, even if the former is usually made of the stone and the latter wood, bark, bone or cotton padding. Use the rules for crafting magical arms and armor as written. [B]Scrolls and Potions: [/B]The technological level of the First Lands has implications in terms of magical items. Scrolls are only created by the Runa and the Tlacatl – they possess a written language, while other races and cultures do not. The ability to write pictographs is not sufficient to create scrolls. For the Runa and the Tlacatl, use the rules as written for using and creating scrolls. The ability to create potions is limited and the ability to store and transport them more so. Unless small bottles have been purchased from the Balthazar, or someone similar, there are no glass containers in the First Lands. Ceramic containers exist, but they are larger, heavier which creates difficulties in storing potions and transporting them. The limits on supplies, and that the supplies available are organic in nature, means potions made in the First Land are also perishable. Thus; a filled potion container is going to weigh half a pound and the potion will be good only for 10 days, after which it looses its effectiveness. [B]Crafting Wands, Staffs, Rods and Bric-a-brac: [/B]For cultural reasons, whose origins have been lost in the mists of time, people of the First Land do not create magical rods or wands, although that is with in there technical capacity. Seeing people from other regions having wands and rods around may elicit some sort of bawdy comment from an native of the First Lands. They do, however, make staffs. However, magic uses of the First Lands are past masters of creating wondrous items. Items of this nature includes, rattles, masks, dream catchers, drums and so forth. Other items includes charms (which offer magical protection against spirits, usually dim spirits) and fetishes (which offer a magical bonus to dealing with a type of spirit and its living counterparts) [/QUOTE]
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