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Zone Chart
Zone1 (East end, hallway outside the chamber): Double doors leading in to the hallway can be shut and bolted from the inside of the chamber.:
OCCUPY: Midnorton

Zone2 (Eastern half of the audience chamber): This is the main floor of the chamber, where all of the cultists have convened. It is literally a throng of men, and so moving into Zone3 would require an AGI check of 25 or more to avoid being pulled down and trampled by the crowd:
OCCUPY: Valaren, Skyler

Zone3 (Western half of the audience chamber): Here there is a raised platform, where there is an altar beneath a giant golden statue that is suspended in mid-air.:
OCCUPY: Masked CULT LEADER, Pregnant woman, Artimus, Garvan

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 The Rules Of The Realm (Magic & Alchemy)

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PostSubject: The Rules Of The Realm (Magic & Alchemy)   The Rules Of The Realm (Magic & Alchemy) I_icon_minitime25.10.12 23:20

Magic and Alchemy are essentially the same system, with a few key differences (explained later)

There are two WIT skills:
Magic
and
Alchemy


At character creation, you are able to learn a # of spells = 2 X (# of dice in Magic or Alchemy) You may learn more by finding them in spellbooks, researching them, or finding old scrolls

When using a potion or spell, you roll a # of dice equal to your WIT + (Magic/Alchemy), and if you exceed the TN (Target Number) of that specific potion/spell, it means you either brewed it correctly or cast it correctly.

Key Differences:

+ Alchemy incurs NO penalty to casting if a Potion TN roll is failed
- Any time a Magic TN roll is failed, the caster receives a -1D penalty to all casting rolls until rested

- Alchemy must be carried in vials, and as such must be PREPARED AHEAD OF TIME (and sometimes requires rare reagents other than those supplied in an Alchemist's Kit)
+ Magic sometimes requires reagents, but can always be cast without preparation (unless specified)

- Any Alchemist can carry only 10 vials on their person at any time.
+ Magicians need only worry about carrying reagents

+ If an Alchemical TN roll is failed, the spell either does half-damage (if a damaging spell) with NO other effects, or works half-way (Up to DM discretion...IE a Protection from Cold spell protects only 25% from cold rather than 50%)
- If a Magic TN roll is failed, nothing happens.
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