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A carried power does damage only if the attack carrying it not only hits, but does damage. For instance, a poison dart has to not only hit it's target, but manage to penetrate armor and hide before the poison can be delivered.
Description here.
Like some roguelike games, a player may begin play with a cat or small dog as a pet. This costs 2 AP.
To cast a spell, the Adventurer must make an Arcane Lore roll vs a DR based on the spell's difficulty. Spells always cost fatigue to cast, and this cost is payed whether or not the casting was successful. Failure to cast a spell successfully results in 1 Magic Burnout trait level per full -5 MOS. Magic Burnout penalizes Arcane Lore rolls.
Few spells are halted by armor or the like, going up against raw defense ratings. Spell effects, even fully realized Transforms, may be dispelled, upon which the target reverts to normal.
A player may elect to take a familiarity with a spell, as though it were a bit of equipment (using the cost for familiarities if taken during adventurer construction). This should be noted in the stat block of the spell power itself.
An adventurer who takes all spells from the same school gets a reduction in price of one AP for each spell. An adventurer who takes spells from multiple class lists has to pay one extra per spell.
Sleep Dust targets two adjacent characters; the caster sprinkles dust on them that is enchanted by the spell to cause sleep.
AP Cost: 5
AP Cost: 4
A ball of painful light that automatically hits its target and goes straight to the damage roll (no positional adjustments).
AP Cost: 3
An explosion of fire fills the room, probably scorching not only the enemies, but friends, treasure, and doors as well.
AP Cost: 10
==Knock= A normal lock opens, no test.
AP Cost: 5
AP Cost: 6
AP Cost: 20