USH'S LORD OF THE RINGS GAME 2006- Magic Lists

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Ushgarak
The Magic lists have proven too big to reasonably fit insider the Main Rules, so they will be kept in here instead!

Herein are the rules for Magic- both thematic and literal- and the various lists available for players.

Ushgarak
SPELLS

Introduction

In many fantasy worlds Magic is almost part of every day life, with your Wizards and magic wands and fireballs and teleporation and what-not.

Lord of the Rings is probably the single largest fantasy inspiration there is. And it involves Wizards, and magical flame, magical staffs, magical rings, mystical powers...

The connection seems straightforward but it is really not. In Lord of the Rings, magic was subtle and rare, used in the book for maximum shock effect. Subsequent fantasy has taken this rare extreme and made it the norm. In Dungeons and Dragons, any Wizard worth his alt can fling a fireball. In The Hobbit, Gandalf is so concerned about the idea that the spiders in Mirkwood might call them all that he considers actively sacrificing his life to create such a fireball to save the others- that is the amount of investment such a spell would take! This is not similar- it;'s almost opppsite to the way we are used to seeing magic.

Nearly all 'magic' use in LOTR is subtle and careful. The Ring, after all, is the most amazing artifact of all, and even that is subtle. the sudden invisibility it causes is an astoundingly blatant effect. 'Magic' I say in quote marks because magic is pretty much the realm of two peoples in LOTR- Elves and the bad guys (with the Istari such as Gandalf being a whole different class but too small to worry about). Elves have no word for Magic and those who do that kind of thing see it as an art, a skill, a craft... they get confused by Humans who use the term 'Magic' and then seem to make it equivalent to the dark arts the bad guys use, which the Elves see as something corrupting, selfish, not like what they do at all.

But this is Man's story, man calls it 'Magic' and when we say the world, we know what they mean. Besdies, Gandalf didn't object to the word. Still, most people would probably use the word 'Power' rather than Magic.


The above example with Gandalf might be a bit extreme- The Hobbit's continuity with LOTR is not 100%. Still, even in the far more visual films, Gandalf uses his sword more than he creates Magic. His magic is not lightning bolts and fireballs, it is light, and force; Saruman and Gandalf fling each other, rather than torching each other.

So it is, more or less, with this game. Magic is hard to use and is to be used sparingly. Most of the magic you use will not look much like Magic at all, however, you can pull the stops out to create the occasional direct-magicky effect, should things require it

-

Basics

There are two types of Spell. Essence spells are the most directly mystical and deal with arcane energies. Chanelling spells affect the physical and natural world. Gandalf is an Essence type, whilst Elrond is Channelling. Mages are Essence, Animists are Channelling. You must favour one or the other type of spell. Choose at creation.

Spells are divided into lists, with (genuine!) Elvish (more precisely, Sindarin) names for each. Each list has ten spells, the first is the least powerful, the tenth is the most.

Characters get spell choices. Each spell choice gets you more spells from one list. if the list is of your favoured type- Channelling or Essence- a Spell choice gets you the next two spells in that list. If it is not your favoured type, a spell choice gets you the next one spell in that list.

You can choose from:

Any Open list, Essence or Channelling

Any List designed specificially for your Profession


Anyone can choose from an Open List- even Warriors. In fact, literally, any character at all could take from the open lists, even those without Spell choices, thouugh I would want to discuss the appropriateness of it and you would have to pay for the spell choice out of other Level advances. In any case, if you have no Power Points they are all useless.

Elves of any Profession at all get some spell choices by default, representing a bit of an edge for their characters- again, so long as they have Power Points, though this is not unlikely for Elves. Regardless, there is a limit. Non-magical characters can only reach the third spell along in any list. The exception is Rangers, who can reach level five in Open lists and any level in their own lists (that last bit currently subject to confirmation). This means that characters with incidental spell-like abilities will almost always be performing subtle and careful effects. Warriors do not fling out magical energies. Of course, there are no limits on what Animists and Mages can get.

Mages can pick up entire Spell lists quite quickly. But- aside from not having the Power Points needed to use them- a character can never cast a spell that is of a higher level than he is. So when you buy spells you are often investing for their future use.

Spells are cast using Power Points. The amount of Power Points you get depends on your Intution score if your favoured spell type is Channelling, or your Intelligence score if your favoured type is Essence. Power Points restore at dawn. Power Points disappear VERY fast. A powerful effect can easily blow your whole allocation for a day. This is why Magical characters often carry items that give them a break with Power Points, the most obvious of which would be a Mage's staff.

The amount of Power Points you get per day is equal to half of your relevant stat (Intelligence or Intuition) multiplied by your character level.

Spells rarely require a roll to use. The ones that do are normally combat spells. Most combat spells use a Directed Spells roll to hit. Ball spells- which cause a literal ball of energy to appear spontaneously somewhere, and are the most direct use of power you can possibly get, just make a blank roll for their effect, though certain items (and one of the in-bult bonuses of a Mage) adds to this rolll, which is known as the 'Base' spell roll.

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Shock and Awe

Magic is rare in Middle Earth. When something is rare and as spectacular as magic, it tends to produce a reaction of fear. Scaring the locals is sometimes an inevitable consequence of being a magic user. These rules cover this. The GM decides if and when to use the rules; generally rather than rolling lots of times he just rolls once for all the bystanders to judge the general reaction. He can also decide to ignore the reaction - its just a general guideline.


Shock
Spells that cause shock are marked with a S. Anyone who sees a Shock spell and who is less than sixth level must immediately make a Reaction Roll against a first level spell. If this roll fails, people become fearful of the user and will try to keep their distance from him and his friends. All Leadership and Influence rolls will be at a penalty of 30 from now on. If the roll fails by more than 30, then their fear will trigger a hostile reaction. Any Leadership and Influence roll will fail, and they may demand the caster leaves the area. It may even incite a mob to attack the caster.

The chance of passing the Reaction Roll is decreased if the people are particular insular or distrustful of outsiders (check the race descriptions). Note that Shock will never stop someone from attacking the caster if that is their intention.

Spell casters and Elves, being generally more used to seeing magic, always pass Shock rolls. For Half-Elves it depends if they have brought up as a man or elf, but even one raised as a man will get a bonus of 30 to pass the roll.

Dunedain get no bonuses. While it is fair to say they would be more familiar with magic, it is the familiarity of books and stories. This is quite different to seeing it for real. (it is like the difference between seeing an attack helicopter on TV to an attack helicopter shooting at you for real).

It is generally assumed that these rules only apply to "white hat" spell casters. For creatures such as the Nazgul Shock may actually increase their leadership over races like Orcs which are controlled by fear rather than inspired by valour.


Awe
Spells that cause awe are marked with an A. Any one who sees an Awe spell must make a Reaction Roll against Fear. If they fail, they will fear the caster. In combat with the caster they will take 20 off their OB and invest this in DB whenever possible. In general they will prefer not to be in combat with the caster. If they fail by more than 50 they will flee in terror. The level of the Fear is level 3, BUT may be modified in the following way.

If the spell was target on that person increase the level by one
If the spell was a "bolt" spell increase the level by one
If the spell was a "ball" spell increase the level by two

Again it is down to the GM to use this rule as he sees fit. Some creatures are too stupid (like trolls) to recognise fear. Orcs do, but if they are lead by something like the Witch King or Nazgul they would probably fear that more. In this case a failure would still mean they'd re-invest their OB into DB but but you could probably ignore the rule over fleeing.

Anyone who fails an Awe test can be considered as having failed a Shock test by 30 as well (just in case that becomes relevent). Unlike Shock rolls there are no modifications for Awe rolls. Elves may be used to magic, but magic like this is so rare even they will be awed by such spells.

On the flip side, anyone who passes an Awe roll is almost certain to target the spell caster as the most significant threat within the group.

Once someone has made an Awe roll and passed, you don't need to make another Awe roll UNLESS the Fear level of the Awe spell is higher than the one you past. (If an Orc sees a bolt spell and passes his 4th level Awe roll, he will not have to make another one unless it is a 5th level or higher - such as a bolt spell directed at him or witnessing a ball spell).

Ushgarak

Ushgarak
RANGER CHANNELING SPELLS

The ability of Rangers to perform some of their tracking, moving, navigating and stalking abilities sometimes go beyond the mere talented and into the ridiculous. These abilities are represented by the Ranger Channelling list. They are no more directly powerful than the Open lists, and in fact are of similar type- not really obviously supernatural at all, merely extraordinary. But they are of a particular bent that is very useful for rangers. When Aragorn just looked at the ground and knew immediately where the Hobbits were, what they were doing and where they went, that was using this type of stuff!



I Guil uin Randir

Level 1: Water Finding
Cost: 1
Effect: 10 mile radius
Duration:
Range: Self

As I Chir O Nen spell.


Level 2: Weather Prediction
Cost: 1
Effect: Target
Duration: -
Range: Self

Gives a bonus of 40 to any Weather-Watching roll.


Level 3: Hunting
Cost: 1
Effect: Self
Duration: -
Range: Self

Gives a bonus of 40 to any Hunting roll.


Level 4: Herb Foraging
Cost: 1
Effect: Self
Duration: -
Range: Self
As I Cherdir o Selaib spell.


Level 5: Silent Moving
Cost: 2
Effect: Target
Duration: 10 minutes per level
Range: Self

Within the countryside the caster moves without making a noise, adding 40 to all Stalk/Hide rolls.


Level 6: Tracking
Cost: 2
Effect: Self
Duration: -
Range: Self

Gives a bonus of 40 to any Tracking roll.


Level 7: Herbal Cure
Cost: 1
Effect: Self
Duration: Permanent
Range: Self

As I Cherdir o Selaib spell.


Level 8: Cold Resistance
Cost: 2
Effect: Self
Duration: 10 minutes per level
Range: Self
Aura

Increases the caster's tolerence to cold. Caster can ignore penalties of temperatures down to minus 10, and gets +20 to all RRs against cold.


Level 9: Heat Resistance
Cost: 2
Effect: Self
Duration: 10 minutes per level
Range: Self
Aura

Increases the caster's tolerence to heat. Caster can ignore penalties of temperatures up to minus 40, and gets +20 to all RRs against heat.


Level 10: Detect Ambush
Cost: 5
Effect: Self
Duration: 10 minutes per level
Range: Self
Aura

Outside of any building, give a bonus of 75 to detect and avoid any ambush.

---

I Ven uin Randir


Level 1: Lesser Pathways
Cost: 1
Effect: Self
Duration: Four hours
Range: Self

Gain a 25 bonus to any Pathways roll.


Level 2: Find Shelter
Cost: 1
Effect: Self
Duration: Four hours
Range: Self

Gain a 40 bonus to a Foraging roll to find a shelter if trying to find a camp site (see 5.22 in the rulebook).


Level 3: Night Travel
Cost: 2
Effect: Nine targets
Duration: Eight hours
Range: 10

If travelling at night, movement rates are reduced by only 75% regardless of the night vision of the party.


Level 4: The Fast March
Cost: 4
Effect: Nine targets
Duration: 1 day
Range: 20

Increase the miles while walking covered in any 4 hour period by 20%


Level 5: Greater Pathways
Cost: 2
Effect: Self
Duration: Four hours
Range: Self

Gain a 40 bonus to any Pathways roll.


Level 6: Tracks Lore
Cost: 2
Effect: Self
Duration: Four hours
Range: Self

Gain a 70 bonus to a Tracking roll to see who has passed along this road. This must be a true trail or road, not a path found with Pathways.


Level 7: Trackless Passing
Cost: 4
Effect: Nine targets
Duration: Eight hours
Range: 10

The Ranger lead the party and scarcely leave a trace of their passing. Treat the each member of the party as half when calculating Group size on ST-10 encounter table.


Level 8: True Night Travel
Cost: 4
Effect: Nine targets
Duration: Right hours
Range: 10

If travelling at night, movement rates are not reduced regardless of the night vision of the party


Level 9: Pathfinding
Cost: 3
Effect: Self
Duration: Four hours
Range: Self

Gain a 70 bonus to any Pathways roll.


Level 10: True Shelter
Cost: 6
Effect: -
Duration: Four hours
Range: Self

Automatically find a shelter without a roll if trying to find a camp site.

Ushgarak
ANIMIST CHANNELLING SPELLS

Animism is a matter of spirit. Animist Channelling spells are of a similar basic type as the open ones, but this greater spiritual element lends them a particular potency. The greatest effects of the Animists can look just as impressively magical as those of Mages- and can be just as devastating.


I Cherdir o Levain


Level 1: Find Familiar
Cost: 2
Effect: One target
Duration: Permanent
Range: 30

This creates a familiar for the caster. The familiar gives skill bonuses in tracking, stealth, detect traps and perception. The familiar has a mystical link to the caster and will always remain loyal to him. However, this link has a price. Should the familiar die, you lose an amount of experience dependent on your level.

Level 1 - 5 1,000
Level 6 - 10 2,000
Level 11 - 15 4,000

The familiar will always stay near you, and should the two of you be separated it will know the way to find you again.

You have the choice of the following as a familiar -

Cat
Level 1, 30 Hits, No Armour, 25 DB, Attack 30 Claw (Small Attack)
The Cat Familiar gives you the following bonuses: +10 Perception, + 20 Stalk/Hide, +20 Tracking,

Raven
Level 0, 15 Hits, No Armour, 40 DB, Attack 25 Beak (Small Attack)
The Raven Familiar gives you the following bonuses: +20 Perception, +20 Foraging, +10 Tracking

Hound
Level 2, 60 Hits, No Armour, 25 DB, Attack 50 Bite (Medium Attack)
The Hound Familiar gives you the following bonuses: +5 Perception, +20 Tracking, +10 Foraging

Once you have cast Familiar you cannot cast this spell again until your Familiar has died.


Level 2: Emissary
Cost: 1
Effect: Familiar
Duration: One minute per level
Range: 30

The familiar can introduce the caster to other animals, giving a +30 bonus to any skill roll to influence and control them (such as with Herding).


Level 3: Recce
Cost: 2
Effect: Familiar
Duration: Ten minutes per level
Range: Ten mile radius

The familiar can now leave the caster's side, and track / search another area, reporting what he or she finds back to the caster. Use the caster's base track / perception as the basis of the roll for the familiar (remember to include any bonuses the familiar gives the caster to this).


Level 4: Major Familiar
Cost: 6
Effect: Familiar
Duration: Permanent
Range: 30

Once cast, your familiar becomes a major familiar. Double the base creature level and hits for the familiar. Once cast, you may not cast Major Familiar on the same Familiar again. This spell takes two days of rituals to perform to cast and cannot be shortened.


Level 5: Symbiosis
Cost: 5
Effect: Familiar
Duration: One minute per level
Range: 30

While this spell lasts the caster may voluntarily reduce his concussion hits to increase his familiar's by a similar amount OR increase his concussion hits by decreasing his familiar's by a similar amount. You may not increase either your hits or your familiar hits to above your normal maximum or below 1.


Level 6: Link to the Arda
Cost: 12
Effect: Familiar
Duration: Permanent
Range: 30

Once cast this deepens your connection to your familiar and strengthens your link to the Arda. Once cast, you cannot cast this again on the same familiar. Link to the Arda increases your Power Points by a quarter (so if you have 8 Power Points you will now have 10 Power Points). If your familiar is a major familiar the increase in Power Points is by a third; if the familiar is a Greater Familiar the increase is by a half. If the increase results in a fraction, round the fraction up. Should your familiar die, Link to the Arda is broken. This spell takes two days of rituals to perform to cast and cannot be shortened.


Level 7: Greater Familiar
Cost: 12
Effect: Familiar
Duration: Permanent
Range: 30

Once cast, your familiar becomes a Greater Familiar. The effect is as with a Major Familiar but instead you treble the basic level and hits of your familiar.


Level 8: Far Seeing
Cost: 5
Effect: Familiar
Duration: Ten minutes per level
Range: 30

While it lasts, by closing your eyes you can see what familiar sees.


Level 9: Far Casting
Cost: 4
Effect: Familiar
Duration: Ten minutes per level
Range: 30

Must be used with Far Seeing, but allows remote casting (so you can cast spells on anything your familiar sees).


Level 10: Lives Entwined
Cost: 12
Effect: Familiar
Duration: Permanent
Range: 30

With this spell the caster binds part of his life essence into the familiar (and some of the familiar's into the casters). While one endures the other cannot be destroyed - (that is, you can be brought back to life). While dead, the caster's corpse (or that of the familiar's) will not rot (though it can still be damaged by deliberate action). If the spell of Greater Healing is cast on the corpse it can restore you to life and 1 hit (although you may have suffered stat deterioration if your remains were badly mangled).

---

I Vellus o Araw


Level 1: Rot Wood
Cost: 1
Effect: One target
Duration: Permanent
Range: 30

Under the influence of this spell, any non-living wood will rot and warp. While it might not destroy the wooden structure it will make it weak enough to smash aside. The Wooden object is allowed a resistance roll; decide the level based on the size and strength of the object (so an elm stick might be only level one whereas a stout oak door might rate level 6 or higher).


Level 2: Corrosion
Cost: 2
Effect: One target
Duration: Permanent
Range: 30

This spell targets metal and accelerates the process of natural corrosion, making sharp edges dull and seizing up armour. It reduces the OB of any sharp or edged metal weapon by 10. If cast on metal armour it reduces the wears MM skill by 10.


Level 3: Thorny Staff
Cost: 2
Effect: One target
Duration: One minute per level
Range: Touch

This is cast on a wooden staff, one strong enough to use in combat. It causes the staff to sprout stout thorns and become wreathed in stinging and toxic plants. The staff gains +10 OB and a secondary critical (class PU). Usually use a Quarterstaff for a Mage's staff in combat, although smaller staffs might be counted as Clubs.


Level 4: The Wilderness
Cost: 4
Effect: Group of 10
Duration: One day
Range: five miles

This subtle spell is usually cast on a group of people pursuing you. They find that for whatever reason they find travel harder than normal - the ground the walk over is soft, or the undergrowth keeps snagging around their ankles, their horses become harder to control etc. Reduce the number of miles they cover per day by one quarter if walking, or one fifth if mounted.


Level 5: Thunderclap
Cost: 5
Effect: All enemies in range
Duration: Three rounds
Range: Radius of 40

This spell causes a sudden loud thunderclap noise to reverberate around the caster. All enemies must make a resistance roll or be stunned for three rounds.


Level 6: Wall of Air
Cost: 7
Effect: 10x10x0.5
Duration: One round per level
Range: 1

By suddenly raising his hands the caster causes the air in front of him to swirl and churn to form a barrier like a wall. Passing through the Wall of Air subjects you to the buffeting winds and any small objects caught up in swirling air. This means you suffer B Unbalancing Crit with NO RR. The Wall can be seen through but any projectiles passing through the Wall have a penalty of 50 applied to the OB.


Level 7: Insect Swarm
Cost: 9
Effect: 10x10x10
Duration: One round per level
Range: 50

With this spell the target area is filled with flying, buzzing, biting and stinging insects. Anyone in the area is at -20 OB and Perception. Any enemies in the area take a single attack from the Swarm, which is at 75 OB and resolves as a Tiny animal attack on the Tooth and Claw table.


Level 8: The Wasteland
Cost: 8
Effect: Group of twenty
Duration: 1 day
Range: Five miles

As The Wilderness except they find nature seems to purposefully trying to hinder them. Any Foraging, Stalking and Tracking rolls are at -50 to succeed. The MM rolls they need to make every 4 hours are at -30 to succeed. Their rations rot so that they use up 50% more per day. Fords become washed out, rivers raging torrents and mountain passes blocked.


Level 9: Curtain of Air
Cost: 10
Effect: Radius of 10
Duration: One roumd per level
Range: 1

As Wall of Air but the Wall is 10 high and forms a circle of 10 radius (still six inches thick) with the caster at the centre. The Curtain cannot move, but the caster can "draw" aside to create gaps that people can move through unharmed.


Level 10: Wind of War
Cost: 12
Effect: 10x100x10
Duration: One round per level
Range: 50

With this spell a wind picks up behind the caster. It rushes past the caster as a breeze, gaining strength as it approaches its target until it reaches storm force at the target area. Anyone in this area must take a D Unbalancing Crit with NO RR as they are buffeted by winds and debris. To stay on your feet and get out of the wind requires a Hard MM roll. To move towards the caster requires a Sheer Folly MM roll. Use Strength modifier as a bonus to these rolls. As the wind needs space to pick up speed Wind of War has a minimum range of 15.

Ushgarak
I Cherdir o Selaib


Level 1: Herb Foraging
Cost: 1
Effect: Self
Duration: One day
Range: Self

Gives a bonus of 40 to any Foraging roll if searching for herbs


Level 2: Herbal Cure
Cost: 1
Effect: Self
Duration: One day
Range: Self

Gives a bonus of 40 to any Herbalism roll if preparing a herb.


Level 3: Plentiful Ingredients
Cost: 3
Effect: One target
Duration: -
Range: Touch

If cast on a raw dose of any herb, that dose will provide enough to create two prepared doses of the herb.


Level 4: Balm
Cost: 4
Effect: One target
Duration: -
Range: Touch

Balm is a quickly made healing preparation. It uses a raw dose of herbs, and turns it into an application that will heal 1 - 6 hits if pressed against a wound. However, it can only be used on herbs that in their prepared state can heal at least 9 hits.


Level 5: Bountiful Harvest
Cost: 3
Effect: One target
Duration: -
Range: Touch

If you find a single raw dose of a herb, casting this as you pick it means it will count as two raw doses.


Level 6: Instant effect
Cost: 3
Effect: One target
Duration: -
Range: Touch

Cast on any prepared dose, it will take effect immediately rather than after than time it should take.


Level 7: Salve
Cost: 4
Effect: One target
Duration: -
Range: Touch

As Balm, but it heals 2 - 12 hits and the herb must be able to heal 20 hits in its prepared state.


Level 8: Herb Growth
Cost: 4
Effect: One target
Duration: Permanent
Range: Radius of 30

When cast, the caster must specify one herb that is currently growing within the area of effect. 24 hours later, numbers of that herb in the area of effect will have doubled.


Level 9: Cure Mastery
Cost: 6
Effect: One target
Duration: -
Range: Touch

Turns a raw herb into the prepared herb immediately.


Level 10: Fast Growth
Cost: 6
Effect: One target
Duration: Permanent
Range: Touch

If the caster plants the seed of a single herb into the grow and casts this spell, in ten minutes there will be a fully grown plant there providing a single dose of raw herb.

---

I Gam o Este


Level 1: Smile of Este
Cost: 1
Effect: One target
Duration: Permanent
Range: Touch

Cast while binding or tending to a wound. The bandages will help staunch any blood flow by an extra three hits a round.


Level 2: Balm
Cost: 2
Effect: One target
Duration: Permanent
Range: Touch

Balm is a quickly made healing preparation. It uses a raw dose of herbs, and turns it into an application that will heal 1 - 6 hits if pressed against a wound. However, it can only be used on herbs that in their prepared state can heal at least 9 hits.


Level 3: Stun Relief
Cost: 2
Effect: One target
Duration: Permanent
Range: Touch

Reduce the time a target is stunned by two rounds


Level 4: Blessing of Este
Cost: 3
Effect: One target
Duration: Permanent
Range: Touch

As Smile of Este, but stops an extra seven hits a round.

Level 5: Salve
Cost: 4
Effect: One target
Duration: Permanent
Range: Touch

As Balm, but it heals 2 - 12 hits and the herb must be able to heal 20 hits in its prepared state.


Level 6: Cure Disease
Cost: 6
Effect: One target
Duration: Permanent
Range: Touch

With this spell you are capable of healing disease and curing poisons. The spell gives the patient a RR against the level of the poison (use your level as a the other base). You must have a hyerb capable of tackling the illness as in the Herbs, Poisons and Diseases table.


Level 7: Speed Healing (Aura)
Cost: 5
Effect: One target
Duration: One day
Range: Touch

Target heals at the rate of two hits an hour when resting, or every three hours if not. Requires a herb capable of healing 6 hits.


Level 8: Greater Stun Relief
Cost: 5
Effect: One target
Duration: Permanent
Range: Touch

Reduce the time a target is stunned by five rounds


Level 9: Shattered Body
Cost: 6
Effect: One target
Duration: Permanent
Range: Touch

With this spell you are capable of healing broken bones, torn cartilege and shattered limbs. You need to have a number of herbs able to heal the damage on the table below.

Muscle damaged 10 Hits 3 Days
Broken Bones 20 Hits 1 Week
Crushed Bones 50 Hits 2 Weeks

The healing time is until fully healed; prior to then the character can normally move around (maybe with a crutch or some support). In these cases any penalties due to injury are halved. If no penalty was specified apply a penalty of 40.


Level 10: Greater Speed Healing (Aura)
Cost: 8
Effect: Group of 10
Duration: One day
Range: 20

Everyone in the area of effect heals at the rate of two hits an hour when resting, or every three hours if not. Requires a herb capable of healing 10 hits.

Ushgarak

Ushgarak

Ushgarak
(Reserved)

Tptmanno1
*Wets self with excitment!!*

Ushgarak
Bumped...

Peach
I'm going to bump this along with the other LOTR threads...simply because I got annoyed with having to go search for it...heh.

Ushgarak
Sorry, I'll need to update this a tad since I reverted the rules closer to the original version.

If you want to know how many Power Points you have, you get this many per level based on your relevant Magic stat:

(Remember, it is Intelligence if you favoured Essence and Intuition if you favoured Channelling)

0 or less: 0

5 or 10: 1

15 or 20: 2

25 or 30: 3

35 or more: 4



As ever, you'l power out very quickly without an item to improve your available points.

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