Articles
Custom Inscriptions New ways to create crafting-based spells.
Distinct Inscriptions
 This form of inscription is created like a regular one, except that once an effect is unleashed, the inscription loses all of its magical properties, and can no longer be used. In effect, these are one-shot effects—they require less energy to be channeled into them, and so the crafting-based task used to bind an effect into the inscription receives a bonus of -2 diff. Because of their limit on usage, struggling wizards often sell them to earn a little extra gold for their troubles. Pricing varies, but a few hundred all the way up to one thousand gold pieces is typical.


Temporary Inscriptions
|  | | Overkill | | | Duration of Effectiveness | | | 1 | | | 1 month | | | 2 | | | 2 weeks | | | 3 | | | 1 week | | | 4 | | | 1 day | | | 5 | | | 1 hour | | | 6+ | | | 1 minute (12 turns) | |
| Another option when creating magical inscriptions is to limit the amount of time in which their associated effects are present. For example, a severely limited inscription may only remain magical for a single day. In order for a temporary inscription to be created, the crafting-based task attempted to imbue the object with magic must result in at least one point of overkill. The player may choose how much of the task’s overkill is diverted to limiting the duration of its effectiveness. This overkill may not be used for any other purpose, such as increasing a fabric’s effectiveness. A common use for temporary inscriptions is to protect places or objects that are left behind, yet require protection until they may be revisited.
 Consult the table at right to determine the amount of time that the inscription remains effective. |


Inscribed Tomes
|  | | Roll | | | Overkill Achieved | | | 1 | | | 0 | | | 2 | | | 0 | | | 3 | | | 1 | | | 4 | | | 1 | | | 5 | | | 2 | | | 6 | | | 2 | | | 7 | | | 3 | | | 8 | | | 3 | | | 9 | | | 4 | | | 10 | | | 5 | |
| Imagine the power of a complete library of spells in a single book, requiring only that they are read aloud. The reader need not understand or possess the crafting ability. He only needs to be literate. The downside of this, however, is that the spells are fixed and may not be altered—their targets cannot be changed and their effectiveness cannot be increased. The target and exact effect of each spell must be predetermined. This is a chore for the director, but can make quite the interesting prop. Imagine crafting-based magic used by anyone, though because they have no direct knowledge of it, they are slaves to the exact nature of the spells. Tomelets, smaller books, often focus on a single theme and are more common than tomes (they are also easier on the director; a sample is included below). Needless to say, inscribed tomes and tomelets are rare, well-guarded, and very, very expensive. The director can determine how effectively the wizard inscribed each spell by rolling one die for each and consulting the table at right. |


The Vokati Tomelet
 The theme of this priceless book is warfare. The following spells are included:

Fireball
materia: transmutation, motus: impetus; range: up to 50ft; overkill: 3
A fireball erupts from the air immediately above the book and launches toward the closest individual immediately in front of the character.
Erupting Fireball
materia: transmutation, ge; range: 25ft; overkill: 2
A fireball erupts from the air immediately above the book and disappears in a rend. It reappears exactly twenty-five feet (25ft) in front of the character. This is difficult to target, but is useful to attack targets on the other side of walls.
Ravaging Waste
materia: salubrity; range: 10ft; overkill: 0
Five targets immediately in front of the character each receive one (1) grade of injury. This spell does nothing if there are not five (5) targets present.
Paralyzing Wall
sensus (touch and sight), overkill: 1
A ten-foot (10ft) tall by twenty-foot (20ft) wide wall appears five feet (5ft) in front of the character, blocking the view of anyone looking at it. It cannot be breached other than by revocation.
The Power of Touch
materia: salubrity; range: touch; overkill: 3
Four (4) grades of injury are restored to the target.
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