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The Gift is a special advantage for spellcasters. If you have it, you can perform a special task that allows you to absorb spell energy from the local mana. The character point value is based on how much mana
you can absorb and how difficult the task is.
Double the usable energy in High Mana areas. Cut it in half in Low Mana areas. The Gift does not work in No Mana areas. Normally, the energy must be used immediately after it is acquired. It can't be saved for a later casting. If the character waits more than a few seconds, he loses it all. There are two exceptions to the "saving" rule. First, if the task takes a while to perform, the GM can allow him to hold on to the energy for the same amount of time. If, for example, the task is "has to swim across a river" and the crossing takes five minutes, he can hold the energy for five minutes. The other exception is the "power-mad wizard" rule: the energy sits inside the character, eating away at him, if he holds it for too long. For every second he insists on holding it beyond his limit, roll against his Health score. For every failed roll, he permanently loses a point of HT. His body reflects the loss, withering and/or bleeding as he tries to contain the power. Yeeeeow! To absorb spell energy, the character has to do something. Like
stand on top of a pyramid
Extremely Difficult: -40%
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| Examples Brother Dennis is a monk in a fantasy world. He knows a few Food College spells. He has a third-level Gift. The task is a seven-day fast. We'll say the fast is moderately difficult. So, if he fasts for a week, he rolls one die, multiplies the result by three, and gains that many energy points to use for spellcasting. A third-level Gift is worth 20 points, reduced by -20% because fasting for seven days is a moderate limitation it's tough to do but it requires no special tools, substances, or special environment. Brother Dennis' Gift is worth 16 points. Another example: Eve Alabaster
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| Variations First, you can vary the amount of energy by the degree of success of the task. This is easier than it sounds. In fact, all Game Masters who use Gifts in the campaign will alter the energy amount rolled by the character. There are two reasons why.
1) Sometimes the boost will allow a spell to be cast at such a high power level
that it will upset the adventure. To avoid this, the GM can surprise the player
of the Gifted character with information about how poorly the task was actually
performed.
2) The second reason to alter the amount is to account for the fact that each
circumstance really is different. Suppose the Gifted character gets a bonus
when he uses his Bard skill successfully after telling a tale, he gets a
few energy points to spend on his next spell. | ||||||||||||||||||||||||||||||||||
| Other Gifts But there's more . . . There are a few special types of Gifts, Gifts that offer a spellcasting bonus in another form. For example, there are Gifts that offer a bonus to your effective spell skill roll instead of energy. There are Gifts that offer no extra energy, but let you heal lost energy more quickly. And there are Gifts that shorten the casting time. Skill Roll Gifts
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| Gifted Characters The GM might require that all characters who take a Gift also take an Unusual Background worth 10 points or more. For example, a particular Gifted character might be the seventh son of a seventh son, he could have demon blood in his veins, or he might be blessed. You could play a campaign in which every spellcaster has one unique Gift of some kind. For a real twist, make the Gift contradict a mental disadvantage. For example, a character with a Vow of celibacy might get an energy boost when he or she has sex. Or, the guy who stands on top of pyramids could have a fear of heights. |
