Please accept +5 CPs to spend as you wish on your background. For anyone else who wishes to write one up, you can have up to 5 CPs as well.
Yrth human languages are all derived from our languages. Anglish is the common tongue for Megalos, Caithness, and Cardiel.
For your reputation, you can go with Social Prestige if you'd like. Each level is +5 points, and you can choose a specific order.
The Mana level affects how easy it is to cast spells. Most parts of Yrth have normal mana levels, but some places have Low or High Mana levels, and there exist No Mana pockets as well. Taking it would allow you to cast spells no matter where you go, and anyone who knows a spell, not only mages, can cast them. In Normal Mana areas (most places), only mages can cast spells.
With Mana Enhancer 1, if you go into a Low Mana area, you can cast spells as normal. If you go into a No Mana area, you can still cast spells at a -5 to skill. I'll leave it up to you whether you want to keep it or not.
I'll go through the list of spells more thoroughly later, but it's probably a good idea to take at least one non-magic Melee weapon. For instance, you can take Staff and have it enchanted with the Staff spell, letting you extend the reach of your spells to one more yard. You can also use it for Touch spells, and you can carry Melee spells on it. A magic staff costs $40, but any once-living material can have the Staff enchantment.
However, some mages take pride in not using weapons at all, so you don't have to.
Consider taking Invisibility.
You'll need FP or ER to cast spells. Each costs 3 CPs, and you can have +/-30% FP based on your HT score. ER is independent of any score. If your FPs drop to below 1/3, your Dodge is halved, but there's no penalty for low ER. FP regenerates at 1 per 10 minutes with resting normally, and ER regenerates at 1 per 10 minutes, whether you're resting or not. FP can be used to power other things besides spells, like a Feverish Defense (+2 to a defense roll for 1 FP). ER (Magery) can only be used for spells.
Recover Energy lets you regenerate FP once per 5 minutes at level 15 and once per 2 minutes at level 20.
You'll be casting Hard spells at 16, Very Hard at 15.
For your equipment, I'd recommend buying a staff with the Staff enchantment, as I mentioned before. We'll be starting in a city, so you don't necessarily need to buy food now, although if you leave the city you should. You'll get a spell grimoire for free, so maybe a pack or a bag to put it in. I'd buy armor - a leather jacket and leggings at least, but try to keep your encumbrance at None.
Here are some ideas:
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Armor Location DR Cost Wt. LC Notes
Leather Jacket torso, arms 1 $50 4 4
Leather Gloves hands 2 $30 neg. 4
Moccasins feet 1 $40 1 -
Leather Helm skull, face 2 $20 0.5 4
Leather Pants legs, groin 1 $50 4 4
I'd take at least some kind of armor, even if it's cloth. Try to have something for the torso, groin, and skull at least.
Check out the miscellaneous equipment on p. 288 if the group decides to leave the city.
Last, I'd buy a Powerstone. They hold extra FP that can be used to power spells, and they recharge at the rate of 1 FP per day. They won't recharge if they're next to other Powerstones, though.
Costs for Powerstones:
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Capacity Cost
1 70
2 165
3 280
4 425
5 595
6 790
7 1,000
8 1,300
9 1,550
10 1,900