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Types of Magic The Consequences 13‐14
RANGED SPELL WEAPON ATTACK: When attacking with a ranged spell weapon, roll a d100 and then add it to your skill with ranged spell weapons, along with your Mind Modifier and CAB. If the result is higher than your opponent's unarmored state, you hit and apply the effects of the spell your weapon shoots out. An attack like this takes one physical action and one mental action. If you have at least 10 Energy, it only costs one physical action. PSYCHIC WEAPON ATTACK: When attacking with a psychic weapon, roll a d100 and then add it to your skill with psychic weapons, along with your Mind Modifier and CAB. If the result is higher than your opponent's unarmored state, you hit and roll damage. With psychic weapons, you may deal damage to the opponent's mental stability instead of their health, if you wish. An attack like this takes one physical action and one mental action. If you have at least 10 Mind, it only costs one physical action. ATTACKING WITH A SPELL: When attacking with a spell, roll a d100 and then add it to your skill with the spell type, along with your Mind Modifier and CAB. If the result is higher than your opponent's unarmored state, you hit and apply the effects of the spell. Remember to look at the spell first. If it lists a resistance, the opponent gets one resistance roll against the spell, having to make the spell's resistance level. If they succeed, the spell is nullified.
A standard spell will take one physical action and one mental action. If it takes more or less, it will say how many actions it takes in the spell list.
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TYPES OF MAGIC
EARTHLY: The magic of humans in the mortal realm. ETHEREAL: The magic of the old heaven and the undead. DEMON: The magic of demons delving in blood and hellfire. ELDER: The magic of the assessorial gods; the strongest magic.
NOTE: All magic types can be learned, but Elder Magic can only be learned from an Assessorial God.
THE CONSEQUENCES
HEALTH POINTS: When an enemy’s health points (HP) reaches zero, they are dead. When a player's HP reaches zero, they fall unconscious and begin bleeding out. The player's party has five rounds to stabilize him. If they succeed, follow the rules dictated in the Stabilize skill. If they fail to Stabilize the player in the five rounds, that character is dead. MENTAL STABILITY POINTS: Every opponent and player has 50 mental stability points, unless otherwise stated on their stat charts. When an opponent loses all their mental stability points, they go insane. When this happens, the RM has limited control of the opponent and may choose to have them do one of the following:
PASS OUT: Opponent falls unconscious to the floor. During your turn, if you are within ten feet, you may attempt a finishing move instead of a standard attack, using a full turn action. A finishing move is a standard attack roll ‐10, attempting to hit the opponent's unarmored state. This may be made more difficult by the RM if he sees the opponent you're trying to finish off as being especially hard to kill.
RUN: Opponent moves their full movement +50% rounded down in any direction away from the players.
FLAIL WILDLY: A standard attack to everyone, including allies, in a 10ft radius at ‐40 attack rating.
When a player uses all their mental stability points, they go insane. But instead of being limited by those three options, the RM simply takes control of their character and can have them do whatever he wants until such time as sanity is stabilized by a successful stability roll, either by a player at the start of every round or by one of their group members. Players stabilized this way are returned control of their character with a mental stability score of 5 out of 50. DEMONIC STABILITY: This is a trait unique to characters, representing the instability of their demonic and human genetic state. Players have 50 demonic stability points. If they reach 0, a player's demonic nature overpowers their human one. This causes them to gain +10 Might and +10 Endurance, as well as a 1d8 bonus to all melee damage. In addition, the player must attack everything they see, including other players, until such time as their demonic blood lust is stabilized by a successful stability roll, either by the player at the start of every round or by one of their group members. Players stabilized this way are returned control of their character with a demonic stability score of 5 out of 50.
WOUNDS and INJURIES: In 9 Rings, things can get pretty intense, from incinerating flame spells to colossal goliaths' crushing blows. Chances are you're going to get hurt. In the event where the RM sees that you have taken a truly serious attack or when a creature has a special ability that dictates it, they may impose a wound on your character, which is a temporary hindrance to your abilities. EXAMPLE: A severe gash on your left arm may give you a ‐30 to all off‐hand attacks and shield use, whereas a devastating psychic attack may leave you with post‐traumatic stress and make your temporary max mental stability 20.
An injury is like a wound, but much worse. EXAMPLE: If your character takes a serious fall, the RM may give them a broken rib, which could give them a hindrance of something like a temporary ‐35 to all Might‐related skills, or a steady amount of damage received continuously until a certain amount of time passes.
The way to remove these conditions is with rest, Treat Injury Kits, and the use of the treat injury skill. If you have the Resist Injury skill, hopefully you won't get wounded or injured in the first place. Resting can only relieve you from the effects of wounds, not injuries and it does this only if the rest is successful.