This page will contain miscellaneous rules updates and clarifications
Q: Can blindfighting be disrupted by shouting at the combatant?
A: No, blindfighters can't be blinded by shouting loudly at them; their skills are such as to be able to blindfight in most battles, so it takes a really astounding amount of noise to 'blind' them. Stampeding elephants is the level we're talking.
You can disengage through a cluster of enemies or directly away from them, but the second you stop running (i.e. to pick something up or give someone a healing potion) then the Disengage's effects end.
If a backstab hits then it can't be Parried or Dodged. (In general these calls can't be made against unexpected attacks).
Leadership now ignores the restrictions to Damage modifiers imposed by Substandard and Standard Quality weapons.
Leadership effects all mundane damage calls including ranged (bows, throwing weapons) and Subdual calls.
Mighty only applies to Damage Calls, there is no such thing as a Mighty Shatter or Disarm.
The maximum number of parries that a character can call in an encounter for each of Weapons Master, a fighting style, and superior weaponary, is limited to their best in each of those categories. So a character with three ranks of Weapons Master in Mace and four ranks in Dagger can call a maximum of four weapons master parries per encounter, and only three of those while wielding the mace. Similarly, each character can call only one superior weapon parry per encounter. Superior shield parries count as fighting style parries.
*Without* this skill, disguises are limited to the level of 'put on a cowboy hat and boots, talk in a funny accent and pretend to be American oil entrepreneur millionaire' level. They might conceal your own appearance, beyond that only very stupid people will actually think you are what you're pretending to be.
Being a global-damage energy based attack, lightning bolts deal a full Double to insubstantial creatures (effectively a half to each location, rounding down).
The following sources count as Unnatural Damage in the eyes of the Burned Lords:
The following sources count as Natural:
When a wind has been Raised, Ashen Clouds last for only 5s.
Raising the Wind costs twice the normal fatigue to cast. Calling up a Tempest will stir up the Ash from the ground creating an enormous Ashen Cloud.
Blood magic spells cost twice the normal amount of blood hits.
Competent glass sorcerer PCs (glass 3 or above) can use crystal vessels but there are very serious downsides to this. These downsides may be individually overcome with magic items of suitable potency.
This spell cannot under most circumstances be used to gain immunity to ranks of Black Flame magic since the black flame is not empowered through consumption of artefacts/people with which it already associated.
Whilst immersed a character loses a fatigue every 30 seconds. Once they hit 0 fatigue they lose consciousness but continue to lose fatigue. Once they hit negative their max fatigue hits they have drowned. Getting a breath of air refreshes all fatigue loss due to being underwater.
Wind 2 is sufficient to perform a ritual which will create a bubble of air at approximately sword's reach around the caster. Maintaining the ritual has the same requirements and restrictions as maintaining the Summon Wind spell. This ritual costs 2 fatigue to activate (1 if Ordained) and then 1 fatigue per half-hour to maintain (ordained casters spend 1 fatigue per hour instead). Other methods may be used to allow breathing underwater, including very rare plants, blood-blessing yourself to have gills, turning into a fish, and so forth.
Casting a lightning bolt underwater is dangerous. Lightning bolts used underwater deal a global single to everyone in the encounter.
Gaining Sorceror levels- Past Precedents
Be cut down in battle or otherwise messily brought close to death.
Be immersed in a pool of blood during a Blood ritual.
Ritually bind up your magic for an adventure (You will be completely unable to use your chain magic, even if you wish to)
Observe the rebinding of a Bound One
Have your own spirit bound up in a chain.
Come close to death (within 15 seconds on your Death Count) or be on the Count repeatedly within an adventure
Demonstrate your mastery of the winds by winning an aeriel dual with a flying opponent.
Meditate in a hurricane
Do an act of service for a Minor Breath Power
Burn out your own eyes to demonstrate the glory of the Light
Face down a mirror version of yourself.
Maim yourself with an artifact of glass.
Torture someone into insanity/vitriarch worship using glass magic.
Make a significant sacrifice to the Flame
Travel deep into Dreams and encounter some of its stranger inhabitants
Enjoy a significant meeting with a god of your pantheon, or major Spirit of your Power.
Conducting a major ritual to drive unnatural taint from a place sacred to the Old Powers.
Assist in the Rebirth and Renewal of an Old Power.
Be involved with the Binding of a god/Power
Visit the City of Chains and encounter the Source of Chains
Do a significant service for an Ash Lord
As a necromancer: send a god's spirit to the burned realm
Play host to a god within a Wind you have raised.
Do a significant “service” for your goddess, forswearing all others to serve her.
Assist a Prince of Breath in a major ritual to purge an area of Glassy taint.
Join a crusade at the behest of a manifestation of the Light.
Permanently fragment yourself through a ritual (this entailed a permanent loss of skills for the PC involved)
Knock yourself unconscious within a great glass ritual site and subsequently be murdered whilst your mind is on the shattered plain
Stab yourself in the heart with a shard of your own God.
Aid the Creation of a Potent Spirit of the Flame
Winning the blessing of Three Old Powers through surviving the bloody betrayal of your party in the Heart of the Great Forest.
Challenge the Lord of Blood Fury to mortal combat and prove yourself a worthy foe.
Assist in the birthing of a dragon whilst blood-tied to the mother.
Travel through and defend a metaphysical representation of Blood itself.
Bind yourself deep beneath the Earth in the manner befitting of a god (you gain a level and retire your character, bonus!)
Come to Understand the Chain of Oaths used to defeat the Bound Ones.
Travel to the Burned Realm and challenge a maddened Burned Lord in psychic combat
(As a Necromancer) Hunting down and killing a Burned Lord
(As a Priest of the Rattle Prince) Assist with the Murder of a Wind Power.
Being named the champion of your goddess.
Converse with a manifestation of the Light and win its Blessing to Lead the Church
Vitrify the Memory made flesh of a God
Send the mind of a God to the Shattered Plain
Conduct a ritual to alter the nature of a Vitriarch, via the metaphor of baking a delicious Vitriarch cake
Sacrifice an entire world within Dream to the Flame.
Condemn the mortality of Mankind to the flame
Trap a God inside a Dream
The axe cuts through the serpentlike Coils of Flame. Sometimes they reform after it has passed, sometimes not. In system terms, it cannot be Consumed by the Coils of Flame.
This is around a 5 point power.
The axe cuts through Insubstantial spirits, dealing full damage to them. (Insubstantial creatures which are not spirits, such as the Swarm, are unaffected by this.) It has no effect on Ethereal creatures.
A potent ability, this is worth around 12 points
The axe can physically attack the Shadowcats summoned by Dream-Shaping and drive them away. The wielder of the axe needs to strike another person affected by Shadowcats (they cannot strike themselves) and deal their basic damage call – if they would normally call Triples with the axe, they need to call a Triple. The target needs to actually take the damage – it can't be Dodged or Parried – but it need not hit flesh (an armour hit does count.) This will cancel the effect of one casting of Shadowcats; if it is cast again, then the target needs to be struck again.
The ability to negate the use of a 2nd level spell for multiple people is quite potent but this has a significant drawback- it comes out about 8 points.