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8/11/2019 ICE3003P-HARP (High Adventure Role Playing)-College of Magics-2004-English-Checklist http://slidepdf.com/reader/full/ice3003p-harp-high-adventure-role-playing-college-of-magics-2004-english-checklist 1/4 HARP College of Magics Copyright © 2004 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission. Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902. Web: www.harphq.com and www.ironcrown.com. C OLLEGE O F  M AGICS C HECKLIST MAGICAL  T HEORY  A ND P RACTICE HE P REMISES OF MAGIC q Magic is Energy (Core) ........................................ 7 q Magic and the Planes (Core) ............................... 7 q Magic and the Elements (Core)........................... 7 q The Web of Mana (Core) ..................................... 8 q The Unpredictability of Mana (Core) ................. 8 q Replenishment of Mana (Core) ........................... 8 q The Limits of Magic (Core) ................................. 9 q Magic and Belief (Core) ....................................... 9 HE P RACTICE OF MAGIC q Using Magic versus Spell Casting (Core) ............ 9 q How Spell Casting Works (Core) ....................... 10 q Spell Casting and Armor (Core) ........................ 11 q Sigils, Glyphs, Runes, Seals and Grimoires (Core) ............................................. 12 YPES OF MAGIC  DEFINITIONS q Blood Magic ........................................................ 14 q Natural Magic ..................................................... 14 q Alchemy .............................................................. 14 q Charmcraft .......................................................... 14 q Ritual Magic ........................................................ 14 q Rune Magic ......................................................... 14 q Spell Magic -High Magic ................................... 14 q Spell Magic -Low Magic ..................................... 15 q Spell Magic -Middle Magic ................................ 15 q Elementalism Circle ........................................... 15 q Magery Circle ...................................................... 15 q Necromancy Circle ............................................. 15 q Thaumaturgy Circle ........................................... 15 q Vivamancy Circle ................................................ 15 q Clerics’ Spheres ................................................... 15 q Harper Sphere ..................................................... 15 q Ranger Sphere ..................................................... 15 q Warrior Mage Sphere ......................................... 15 q Universal Sphere ................................................. 15 HE P RACTITIONERS OF MAGIC ROFESSIONS q The Elementalist ................................................. 17 q The Magician ...................................................... 17 q The Necromancer ............................................... 18 q The Thaumaturge ............................................... 18 q The Vivamancer .................................................. 19 RAINING  P ACKAGES q Amateur Mage .................................................... 19 q Apprentice Mage ................................................ 19 q Journeyman Mage .............................................. 19 q The Mage Hunter ............................................... 20 q Protégé ................................................................ 20 q Traditionalist Mage ............................................. 20 q Alchemist ............................................................ 20 q Charmweaver ...................................................... 21 q Enchanter ............................................................ 21 q Ritualist ............................................................... 21 q Runemaster ......................................................... 21 q Wizard ................................................................. 21 MANA SOURCES q Personal Mana .................................................... 22 q Ambient Mana .................................................... 22 q Granted Mana ..................................................... 22 q Fixed Mana .......................................................... 22 q Pure Mana ........................................................... 23 SPELL  FOCUS STYLES q Gestural ............................................................... 23 q Somatic ................................................................ 24 q Song .................................................................... 24 q Music ................................................................... 24 q Trance .................................................................. 24 q Verbal ................................................................... 24 HE STUDY  OF MAGIC EARNING MAGIC q Mentoring ........................................................... 27 q Guilds .................................................................. 27 q Grimoires and Libraries ..................................... 29 q (Spell casting from a grimoire) .......................... 30 q Oral Traditions .................................................... 30 Prepared By: Nicholas H.M. Caldwell

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HARP College of Magics Copyright © 2004 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission.

Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.Web: www.harphq.com and www.ironcrown.com.

COLLEGE

OF MAGICSCHECKLIST MAGICAL  T HEORY  A ND P RACTICE

T HE P REMISES OF MAGIC

q Magic is Energy (Core) ........................................ 7

q Magic and the Planes (Core) ............................... 7q Magic and the Elements (Core)........................... 7

q The Web of Mana (Core) ..................................... 8

q The Unpredictability of Mana (Core) ................. 8q Replenishment of Mana (Core) ........................... 8

q The Limits of Magic (Core) ................................. 9q Magic and Belief (Core) ....................................... 9

T HE P RACTICE OF MAGIC

q Using Magic versus Spell Casting (Core) ............ 9q How Spell Casting Works (Core) ....................... 10q Spell Casting and Armor (Core) ........................ 11

q Sigils, Glyphs, Runes, Seals andGrimoires (Core) ............................................. 12

T YPES OF MAGIC

 DEFINITIONS

q Blood Magic ........................................................ 14q Natural Magic ..................................................... 14q Alchemy .............................................................. 14

q Charmcraft .......................................................... 14q Ritual Magic ........................................................ 14

q Rune Magic ......................................................... 14q Spell Magic -High Magic ................................... 14

q Spell Magic -Low Magic ..................................... 15q Spell Magic -Middle Magic ................................ 15q Elementalism Circle ........................................... 15

q Magery Circle ...................................................... 15q Necromancy Circle ............................................. 15

q Thaumaturgy Circle ........................................... 15q Vivamancy Circle ................................................ 15

q Clerics’ Spheres ................................................... 15q Harper Sphere ..................................................... 15

q Ranger Sphere ..................................................... 15q Warrior Mage Sphere ......................................... 15q Universal Sphere ................................................. 15

T HE P RACTITIONERS OF MAGIC

P ROFESSIONS

q The Elementalist ................................................. 17q The Magician ...................................................... 17

q The Necromancer ............................................... 18q The Thaumaturge ............................................... 18

q The Vivamancer .................................................. 19

T RAINING P ACKAGES

q Amateur Mage .................................................... 19

q Apprentice Mage ................................................ 19q Journeyman Mage .............................................. 19q The Mage Hunter ............................................... 20

q Protégé ................................................................ 20q Traditionalist Mage ............................................. 20

q Alchemist ............................................................ 20q Charmweaver ...................................................... 21

q Enchanter ............................................................ 21q Ritualist ............................................................... 21q Runemaster ......................................................... 21

q Wizard ................................................................. 21

MANA SOURCES

q Personal Mana .................................................... 22q Ambient Mana .................................................... 22

q Granted Mana ..................................................... 22q Fixed Mana .......................................................... 22q Pure Mana ........................................................... 23

SPELL  FOCUS STYLES

q Gestural ............................................................... 23q Somatic ................................................................ 24

q Song .................................................................... 24q Music ................................................................... 24

q Trance .................................................................. 24q Verbal ................................................................... 24

T HE  STUDY  OF MAGIC

L EARNING MAGIC

q Mentoring ........................................................... 27

q Guilds .................................................................. 27q Grimoires and Libraries ..................................... 29

q (Spell casting from a grimoire) .......................... 30q Oral Traditions .................................................... 30

Prepared By: Nicholas H.M. Caldwell

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HARP College of Magics Copyright © 2004 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission.

Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.Web: www.harphq.com and www.ironcrown.com.

RESEARCHING MAGIC

q (Researching Magic Core Rules) ........................ 30q Learning Existing Magical Effects via Research 32

NEW MAGIC

q (Creating New Spells Core Rules) ..................... 32

NEW SKILLS AND T ALENTS

T HE SKILLS OF MAGIC

q Alchemy .............................................................. 43q Cantrips ............................................................... 43q Charmcraft .......................................................... 43

q Divination ........................................................... 43q Magical Ritual ..................................................... 44q Power Projection ................................................ 44

q Inscribe Trap Rune subskill ................................ 44q Inscribe Professional Rune subskill ................... 44

q Inscribe Circle subskill ....................................... 44q Use Blood Magic Ability ..................................... 44

T HE T ALENTS OF MAGIC

q Active Blood Magic ............................................ 45

q Affinity of Air ...................................................... 45q Affinity of Earth .................................................. 45q Affinity of Fire ..................................................... 45q Affinity of Water ................................................. 45

q Arcane Circle ....................................................... 45q Enhancement ...................................................... 45

q Focus Style (Gestural) ........................................ 45q Focus Style (Music) ............................................ 45

q Focus Style (Somatic) ......................................... 46q Focus Style (Song) .............................................. 46q Focus Style (Trance) ........................................... 46

q Focus Style (Verbal) ........................................... 46q Greater Resistance (All) ..................................... 46

q Greater Resistance (Magic) ................................ 46q Greater Resistance (Stamina) ............................ 46

q Greater Resistance (Will) ................................... 46q Latent Blood Magic ............................................ 45q Lesser Resistance (All) ........................................ 46

q Lesser Resistance (Magic) .................................. 46q Lesser Resistance (Stamina) ............................... 46

q Lesser Resistance (Will) ...................................... 46q Master Craftsman ............................................... 46

q Mental Resolve .................................................... 46q Potency ................................................................ 46

q Tap Ambient Mana ............................................. 47q Tap Fixed Mana................................................... 47

q Tap Granted Mana .............................................. 47q Tap Personal Mana ............................................. 47

BLOOD MAGIC

q (Rules for Blood Magic) ..................................... 47

NATURAL  MAGIC

q (Occult Science Core Rules) .............................. 49

A LCHEMY 

q (Core Alchemy Rules) ........................................ 50

q (Alchemy as Potions) ......................................... 50q (Alchemy as Lotions and oils) ........................... 50

q (Alchemy as Candles) ......................................... 50q (Alchemy as Powders) ........................................ 50

q Formula Potions ................................................. 51

CHARMCRAFT 

q (Core Charmcraft Rules).................................... 52

Specific Charms ......................................................q Protection against Animals ................................ 53

q Protection against Demons................................ 53q Protection against Elementals ........................... 53q Protection against Magic ................................... 53

q Protection against Monsters .............................. 53q Protection against Poison................................... 53

q Protection against Sickness ................................ 53q Protection against Undead................................. 53

q Charms of Fortune ............................................. 53q Charm of Harm .................................................. 54q Charm of Ill-health ............................................. 54

q Charm of Susceptibility ..................................... 54q Charm of Weakness ............................................ 54

T HE COST  OF A LCHEMY  AND CHARMCRAFT 

q (Core Natural Magic Rules) ............................... 54ESOTERIC SUBSTANCES AND OCCULT  P ROPERTIES

q Primal Essence .................................................... 54

q Starstones ............................................................ 54q Thunderbolts ...................................................... 54

q Lightning Bolts ................................................... 54q (The Power of Crystals) ..................................... 54

q (Fixed Mana from Creature Parts) .................... 55q (Plant Extracts) ................................................... 56

R ITUALS AND R UNES

RITUAL  MAGIC

q (Ritual Magic Core Rules) .................................. 58

q GM’s Option: Pay in Advance ........................... 59RUNE MAGIC

q (Rune Magic Core Rules) ................................... 63

q (Runes as Glyphs) ............................................... 63q (Runes as Seals) ................................................... 63

q Trap Runes .......................................................... 63q Professional Runes .............................................. 63q Magical Circles .................................................... 64

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HARP College of Magics Copyright © 2004 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission.

Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.Web: www.harphq.com and www.ironcrown.com.

SPECIFIC MAGICAL  CIRCLES

q Spell Circles ......................................................... 65q Containment (Animals) ..................................... 65

q Containment (Demons) ..................................... 65q Containment (Elementals) ................................ 65

q Containment (Humanoids) ............................... 65q Containment (Monsters) ................................... 65

q Containment (Spirits) ........................................ 65q Containment (Undead)...................................... 65q Protection (Animals) .......................................... 65

q Protection (Demons) ......................................... 65q Protection (Elementals) ..................................... 65

q Protection (Humanoids) .................................... 65q Protection (Magic) ............................................. 65

q Protection (Monsters) ........................................ 65q Protection (Spirits) ............................................. 65q Protection (Undead) .......................................... 65

SPELL  MAGIC

L OW MAGIC

q (Low Magic Core Rules) ..................................... 69

SPECIFIC CANTRIPS

q Body Clock .......................................................... 70

q Clean Body .......................................................... 70q Clean Item ........................................................... 70

q Compass .............................................................. 70q Count ................................................................... 70q Create Water ........................................................ 70

q Cure Hangover .................................................... 70q Dry Armor .......................................................... 70

q Dry Clothing ....................................................... 70q Dry Manuscript .................................................. 70

q Dry Weapon ........................................................ 71

q Find Page ............................................................. 71q Float .................................................................... 71q Glowing Eyes ...................................................... 71q Heal Bruise .......................................................... 71

q Heal Cut .............................................................. 71q Ignite ................................................................... 71

q Magnify ............................................................... 72q Measure ............................................................... 72

q Purify Food ......................................................... 72q Purify Drink ........................................................ 72q Relieve Pain ......................................................... 72

q Remain Dry ......................................................... 72q Repair Binding .................................................... 72

q Repair Clothing ................................................... 72q Repair Crack ....................................................... 72

q Repair Nick ......................................................... 73q Repair Tear .......................................................... 73q Repel Filth ........................................................... 73

q Repel Tiny Insects ............................................... 73q Smoke Rings ........................................................ 73

q Weigh ................................................................... 73

MIDDLE MAGIC

q (Middle Magic Core Rules)................................ 74

NEW UNIVERSAL  SPELLS

q Banish Fatigue ..................................................... 76q Detect Life ........................................................... 76

q Detect Signature ................................................. 76q Detect Undead .................................................... 76

q Enchanted Rope ................................................. 77q Water Breathing .................................................. 77

q Water Vision ........................................................ 77

NEW HARPER  SPELLS

q Beguiling Voice ................................................... 78q Project Voice ....................................................... 78q Speed Reading ..................................................... 78

NEW RANGER  SPELLS

q Nature’s Awareness ............................................. 78q Predict Weather .................................................. 78q Vision Protection ................................................ 79

NEW WARRIOR  MAGE SPELLS

q Mantlet ................................................................ 79q Reload Weapon ................................................... 79

q Sharpshooter ....................................................... 79

NEW ELEMENTALIST  SPELLS

q Air Form .............................................................. 80

q Breezes ................................................................. 80q Conflagration ...................................................... 80

q Cool .................................................................... 80q Earth Tunnel ....................................................... 80

q Earth Wall ............................................................ 81q Elemental Aura ................................................... 81q Elemental Resistance .......................................... 81

q Extinguish Fires .................................................. 82q Fissure.................................................................. 82

q Flash .................................................................... 83q Heat .................................................................... 83

q Ice Wall ................................................................ 83

q Obscuring Mist ................................................... 83q Quicksand ........................................................... 84

q Stoneskin ............................................................. 84q Tremors ............................................................... 84

q Trench .................................................................. 84q Underwater Movement ...................................... 84

q Unfog ................................................................... 85q Water Corridor .................................................... 85q Water Form ......................................................... 85

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HARP College of Magics Copyright © 2004 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission.

Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.Web: www.harphq.com and www.ironcrown.com.

NEW NECROMANCER  SPELLS

q Acid Ball .............................................................. 86q Acid Bolt .............................................................. 86

q Curse .................................................................... 86q Disease ................................................................. 86

q Inflict Injury ........................................................ 88q Inflict Pain ........................................................... 88

q Nightvision ......................................................... 88q Poison Air ............................................................ 88q Poison Enhancement .......................................... 88

q Speak with the Dead........................................... 88q Summon Undead................................................ 89

q Undead Mastery ................................................. 89q Unluck ................................................................. 90

q Weaken Agility .................................................... 90q Weaken Constitution .......................................... 90q Weaken Insight ................................................... 90

q Weaken Presence ................................................ 91q Weaken Quickness .............................................. 91

q Weaken Reasoning .............................................. 91

q Weaken Self Discipline ....................................... 91q Weaken Strength ................................................. 91q Wounding ............................................................ 91

NEW T HAUMATURGE SPELLS

q Analysis ............................................................... 92q Arcane Ball .......................................................... 92q Change Object Size ............................................. 92

q Conjure Animal .................................................. 92q Conjure Creature ................................................ 92

q Conjure Item ....................................................... 93q Deflect Spell* ...................................................... 93

q Force Wall ............................................................ 93q Imbue Bonus ....................................................... 94

q Imbue Charge ..................................................... 94q Imbue Exotic ....................................................... 94q Imbue Spell ......................................................... 94

q Long Door Item .................................................. 95q Magestaff ............................................................. 95

q Molding ............................................................... 96q Potion Mastery ................................................... 96q Preserve Charm .................................................. 96

q Spell Resistance ................................................... 96q Spell Shield .......................................................... 96

q Stabilize Elixir ..................................................... 97q Waiting Spell ....................................................... 97

q Wards ................................................................... 97

NEW VIVAMANCER  SPELLS

q Animal Transformation ...................................... 98

q Banish Creature .................................................. 98q Control Aerial Creature ...................................... 98q Control Aquatic Creature ................................... 98

q Control Land Creature ....................................... 98q Control Plant ...................................................... 99

q Creature Transformation ................................... 99q Cure Insanity ....................................................... 99

q Growth ................................................................ 99

q Plant Growth ...................................................... 99q Plant Healing .................................................... 100

q Plant Transformation ....................................... 100q Rejuvenation ..................................................... 100

q Repel Animal ..................................................... 100q Share Animal Sense .......................................... 100q Shrink ................................................................ 101

q Summon Aerial Creature ................................. 101

q Summon Aquatic Creature .............................. 102q Summon Land Creature................................... 102q Telepathic Bond ................................................ 102

HIGH MAGIC

q (High Magic Core Rules) ................................. 103

q GM’s Option: Low Magic or“Magic Dead Zone” ......................................... 105

SPECIFIC HIGH MAGIC SPELLS

q Channel Mana................................................... 106q Ley Line Alarm ................................................. 106

q Ley Line Transport ........................................... 106q Nexus Alarm ..................................................... 106

q Nexus Communications .................................. 107q Nexus Gate ........................................................ 107q Nexus Lock ....................................................... 107

MAGICAL  ENCHANTMENT 

T YPES OF MAGICAL  ITEMS

q Definitions (All Core) ....................................... 109

T HE P ROCESS OF T EMPORARY  ENCHANTMENT 

q (Process Core Rules) ......................................... 110

Permanent Item Enchantmentq (Item Enchantment Core Rules) ..................... 111

T HE COST  OF MAGICAL  ITEMS

q (Item Cost Core Rules) ..................................... 116

EXOTIC MAGICAL  P OWERS

q (Exotic Powers Core Rules) .............................. 117

SPECIFIC SPECIAL  A BILITIES

q Flight ................................................................. 118q Lesser Sharpness ............................................... 118

q Fumble Modification ........................................ 118q Return by Flight ................................................ 118

q Limited Shifting ................................................ 118q Return by Teleport ............................................ 118q Unencumbering ................................................ 118

q Additional Equal Critical ................................. 118q Greater Sharpness ............................................. 118

q Increased Attack Size ........................................ 118q Unlimited Shifting ............................................ 118

q Vampirism ......................................................... 118q Holy .................................................................. 118q Slaying ............................................................... 118

q GM’s Option: Automatic Abilities ................... 119