The Arcanium

Your turn begins at The Arcanium.

Roll two dice for what you encounter within the arcanium:


2 = The arcanium and this isle are ruled by a wizardly council of arch mages and elder magi. Fight a Melee Combat with an arch mage. The arch mage's attributes are Arms: 6, Magic: 4, Craft: 5, Vitae: 3. At the start of any Melee Combat with the arch mage, increase the arch mage's Arms by an amount equal the arch mage's Magic divided by two (round up) for that Melee Combat only. If the arch mage receives a Wound due to Combat or Spell, roll two dice. If the die roll is 7 or more, the arch mage does not receive the Wound. If the arch mage has fallen due to Melee Combat with you, gain a wizardry wand, unless you have a wizardry wand. A wizardry wand is an Item and a weapon. If you have the wizardry wand at the start of any Melee Combat, increase your Arms by an amount equal to your Magic divided by two (round up) for that Melee Combat only.


3 = Here at the arcanium is where you learn the difference between a mage and a magi. Fight a Melee Combat with an arcane mage. The arcane mage's attributes are Arms: 4, Magic: 4, Craft: 4, Vitae: 2. At the start of any Melee Combat with the arcane mage, if it is the first Melee Combat the arcane mage has been in with you this turn, roll a die. If the die roll is 1, your Arms and Magic become 1 until the arcane mage has fallen or if you choose to end Combat with the arcane mage. If the die roll is 2, your Arms and Magic become 2 until the arcane mage has fallen or if you choose to end Combat with the arcane mage. If the die roll is 3, your Craft and Vitae become 1 until the arcane mage has fallen or if you choose to end Combat with the arcane mage. If the die roll is 4, your Arms becomes equal to your Arms divided by two (round up) until the arcane mage has fallen or if you choose to end Combat with the arcane mage. If the die roll is 5, your Magic becomes equal to your Magic divided by two (round up) until the arcane mage has fallen or if you choose to end Combat with the arcane mage. If the die roll is 6, increase your Vitae by 1 until the arcane mage has fallen or if you choose to end Combat with the arcane mage; Heal 1 Wound before the Vitae increase ends. If the arcane mage receives a Wound due to Combat or Spell, roll two dice. If the die roll is 9 or more, the arcane mage does not receive the Wound. If the arcane mage has fallen due to Combat with you, gain an arcanist. An arcanist is an Ally. If you have the arcanist at the start of any Combat with a monster, and it is the first Combat you have been in with that monster that turn, you may choose to lose the arcanist. If so, roll a die. If the die roll is 1, the Arms and Magic of the monster in the Combat become 1. If the die roll is 2, the Arms and Magic of the monster in the Combat become 2. If the die roll is 3, the Craft and Vitae of the monster in the Combat become 1. If the die roll is 4, the Arms of the monster in the Combat becomes equal to the monster's Arms divided by two (round up). If the die roll is 5, the Magic of the monster in the Combat becomes equal to the monster's Magic divided by two (round up). If the die roll is 6, increase the Vitae of the monster in the Combat by 1. You may not use more than 1 arcanist per monster per turn.


4 = An aged wizard offers to show you an arcane incantation for some random magic. Roll two dice. If the die roll is equal to or less than your Magic, gain random. Random is a Spell. You may use random at the start of any Melee Combat with a monster if it is the first Combat you have been in with that monster that turn. When used, roll a die. If the die roll is 1, the Arms and Magic of the monster in the Melee Combat become 1. If the die roll is 2, the Arms and Magic of the monster in the Melee Combat become 2. If the die roll is 3, the Craft and Vitae of the monster in the Melee Combat become 1. If the die roll is 4, the Arms of the monster in the Melee Combat becomes equal to the monster's Arms divided by two (round up). If the die roll is 5, the Magic of the monster in the Melee Combat becomes equal to the monster's Magic divided by two (round up). If the die roll is 6, increase the Vitae of the monster in the Melee Combat by 1. You may not use more than 1 random per monster per turn.


5 = The elite among the legerdemains are the even more skillful prestidigitators. Fight a Melee Combat with a prestidigitator. The prestidigitator's attributes are Arms: 3, Magic: 2, Craft: 3, Vitae: 2. At the start of any Melee Combat the prestidigitator is in, roll a die. If the die roll is greater than the prestidigitator's Magic, increase the prestidigitator's Arms by an amount equal to the die roll minus the prestidigitator's Magic for that Melee Combat only. If the prestidigitator receives a Wound due to Combat or Spell, roll two dice. If the die roll is 11 or more, the prestidigitator does not receive the Wound.


6 = This arcane palace is populated by many stage magicians skilled in slight of hand. Fight a Melee Combat with a legerdemain. The legerdemain's attributes are Arms: 3, Magic: 2, Craft: 3, Vitae: 2. At the start of any Melee Combat the legerdemain is in, roll a die. If the die roll is greater than the legerdemain's Arms, increase the legerdemain's Arms by an amount equal to the die roll minus the legerdemain's Arms for that Melee Combat only. If the legerdemain receives a Wound due to Combat or Spell, roll two dice. If the die roll is 11 or more, the legerdemain does not receive the Wound.


7 = The wizards have cast a spell on the arcanium to drive away those that are not of their ilk. If you do not have any Spells, roll two dice, unless you are a wizard. If the die roll is equal to or greater than the total of your Magic plus your Craft, your turn ends and the next turn will begin on The Wizard Isle; Proceed to that page if so.


8 = The mysterious theurgists call this arcane palace home and defend it from hostile intruders. Fight a Magical Combat with a theurgist. The theurgist's attributes are Arms: 2, Magic: 3, Craft: 3, Vitae: 2. At the start of any Magical Combat the theurgist is in, roll a die. If the die roll is greater than the theurgist's Magic, increase the theurgist's Magic by an amount equal to the die roll minus the theurgist's Magic for that Magical Combat only. If the theurgist receives a Wound due to Combat or Spell, roll two dice. If the die roll is 11 or more, the theurgist does not receive the Wound.


9 = The elite among the theurgists are the even more mysterious thaumaturges. Fight a Magical Combat with a thaumaturge. The thaumaturge's attributes are Arms: 2, Magic: 3, Craft: 3, Vitae: 2. At the start of any Magical Combat the thaumaturge is in, roll a die. If the die roll is greater than the thaumaturge's Arms, increase the thaumaturge's Magic by an amount equal to the die roll minus the thaumaturge's Arms for that Magical Combat only. If the thaumaturge receives a Wound due to Combat or Spell, roll two dice. If the die roll is 11 or more, the thaumaturge does not receive the Wound.


10 = An elderly warlock offers to teach you an arcane spell for randomly transforming foes. Roll two dice. If the die roll is equal to or less than your Magic, gain randomizer. Randomizer is a Spell. You may use randomizer at the start of any Magical Combat with a monster if it is the first Combat you have been in with that monster that turn. When used, roll a die. If the die roll is 1, the Arms and Magic of the monster in the Magical Combat become 1. If the die roll is 2, the Arms and Magic of the monster in the Magical Combat become 2. If the die roll is 3, the Craft and Vitae of the monster in the Magical Combat become 1. If the die roll is 4, the Arms of the monster in the Magical Combat becomes equal to the monster's Arms divided by two (round up). If the die roll is 5, the Magic of the monster in the Magical Combat becomes equal to the monster's Magic divided by two (round up). If the die roll is 6, increase the Vitae of the monster in the Magical Combat by 1. You may not use more than 1 randomizer per monster per turn.


11 = Here at the arcanium is where you learn the difference between a magi and a mage. Fight a Magical Combat with an arcane magi. The arcane magi's attributes are Arms: 4, Magic: 4, Craft: 4, Vitae: 2. At the start of any Magical Combat with the arcane magi, if it is the first Magical Combat the arcane magi has been in with you this turn, roll a die. If the die roll is 1, your Arms and Magic become 1 until the arcane magi has fallen or if you choose to end Combat with the arcane magi. If the die roll is 2, your Arms and Magic become 2 until the arcane magi has fallen or if you choose to end Combat with the arcane magi. If the die roll is 3, your Craft and Vitae become 1 until the arcane magi has fallen or if you choose to end Combat with the arcane magi. If the die roll is 4, your Arms becomes equal to your Arms divided by two (round up) until the arcane magi has fallen or if you choose to end Combat with the arcane magi. If the die roll is 5, your Magic becomes equal to your Magic divided by two (round up) until the arcane magi has fallen or if you choose to end Combat with the arcane magi. If the die roll is 6, increase your Vitae by 1 until the arcane magi has fallen or if you choose to end Combat with the arcane magi; Heal 1 Wound before the Vitae increase ends. If the arcane magi receives a Wound due to Combat or Spell, roll two dice. If the die roll is 9 or more, the arcane magi does not receive the Wound. If the arcane magi has fallen due to Combat with you, gain polymorph. Polymorph is a Spell. You may use polymorph at the start of any Combat with a monster if it is the first Combat you have been in with that monster that turn. When used, roll a die. If the die roll is 1, the Arms and Magic of the monster in the Combat become 1. If the die roll is 2, the Arms and Magic of the monster in the Combat become 2. If the die roll is 3, the Craft and Vitae of the monster in the Combat become 1. If the die roll is 4, the Arms of the monster in the Combat becomes equal to the monster's Arms divided by two (round up). If the die roll is 5, the Magic of the monster in the Combat becomes equal to the monster's Magic divided by two (round up). If the die roll is 6, increase the Vitae of the monster in the Combat by 1. You may not use more than 1 polymorph per monster per turn.


12 = This isle and the arcanium are ruled by a wizened council of elder magi and arch mages. Fight a Magical Combat with an elder magi. The elder magi's attributes are Arms: 4, Magic: 6, Craft: 5, Vitae: 3. At the start of any Magical Combat with the elder magi, increase the elder magi's Magic by an amount equal the elder magi's Arms divided by two (round up) for that Magical Combat only. If the elder magi receives a Wound due to Combat or Spell, roll two dice. If the die roll is 7 or more, the elder magi does not receive the Wound. If the elder magi has fallen due to Magical Combat with you, gain a wizardry staff, unless you have a wizardry staff. A wizardry staff is an Item and a weapon. If you have the wizardry staff at the start of any Magical Combat, increase your Magic by an amount equal to your Arms divided by two (round up) for that Magical Combat only.


Unless you rolled a 7 and returned to The Wizard Isle, after your arcanium encounter ends, you may choose to do any of the following in any order you choose:


Pay 1 Spell to gain 1 Gold. Any Spell may be used as payment except for a Spell that was gained without payment or die roll due to your type and/or Alignment.


Pay 1 Gold to heal 1 Wound, unless you are a wizard, in which case pay 1 Gold to heal 2 Wounds. 


Pay 1 Gold to gain a staff. A staff is an Item and a weapon. If you have the staff at the start of any Melee Combat, roll a die. If the die roll is 4, 5, or 6, or if you are a wizard, increase your Arms by 1 for that Melee Combat only.


Pay 1 Gold to gain a magic wand. A magic wand is an Item and a weapon. If you have the magic wand at the start of any Magical Combat, roll a die. If the die roll is 4, 5, or 6, or if you are a wizard, increase your Magic by 1 for that Magical Combat only.


Pay 2 Gold to gain a magic staff, unless you are a wizard, in which case pay 1 Gold to gain a magic staff. A magic staff is an Item and a weapon. If you have the magic staff at the start of a Magical Combat, increase your Magic by 1 for that Magical Combat only.


Pay 3 Gold to gain a wizard hat, unless you are a wizard, in which case pay 2 Gold to gain a wizard hat. A wizard hat is an Item. If you have the wizard hat, roll two dice when you receive a Wound due to Combat or Spell. If the die roll is 11 or more, you do not receive the Wound. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'armor', 'plate', 'robe', or 'robes' in it's name if you have the wizard hat.


Pay 4 Gold to gain a wizard cloak, unless you are a wizard, in which case pay 3 Gold to gain a wizard cloak. A wizard cloak is an Item. If you have the wizard cloak, roll two dice when you receive a Wound due to Combat or Spell. If the die roll is 9 or more, you do not receive the Wound. You may not use any other Item with the word 'cloak', 'shield', 'armor', 'plate', 'robe', or 'robes' in it's name if you have the wizard cloak.


Pay 6 Gold to gain a wizard robe, unless you are a wizard, in which case pay 5 Gold to gain a wizard robe. A wizard robe is an Item. If you have the wizard robe, roll two dice when you receive a Wound due to Combat or Spell. If the die roll is 7 or more, you do not receive the Wound. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'shield', 'cloak', 'armor', 'plate', 'robe', or 'robes' in it's name if you have the wizard robe.


Pay 1 Gold to gain hocus, unless you are a wizard, in which case you gain hocus without paying 1 Gold. Hocus is a Spell. Hocus may be used at the start of any Melee Combat. When used, roll a die. If the die roll is greater than your Arms, increase your arms by an amount equal to die roll minus your Arms for that Melee Combat only. You may not use more than 1 hocus per Combat.


Pay 1 Gold to gain pocus, unless you are a wizard, in which case you gain pocus without paying 1 Gold. Pocus is a Spell. Pocus may be used at the start of any Magical Combat. When used, roll a die. If the die roll is greater than your Magic, increase your Magic by an amount equal to die roll minus your Magic for that Magical Combat only. You may not use more than 1 pocus per Combat.


Pay 1 Gold to gain presto, unless you are a wizard, in which case you gain presto without paying 1 Gold. Presto is a Spell. Presto may be used at the start of any Melee Combat. When used, roll a die. If the die roll is greater than your Magic, increase your arms by an amount equal to die roll minus your Magic for that Melee Combat only. You may not use more than 1 presto per Combat.


Pay 1 Gold to gain chango, unless you are a wizard, in which case you gain chango without paying 1 Gold. Chango is a Spell. Chango may be used at the start of any Magical Combat. When used, roll a die. If the die roll is greater than your Arms, increase your Magic by an amount equal to die roll minus your Arms for that Magical Combat only. You may not use more than 1 chango per Combat.


Pay 1 Gold to gain replace, unless you are a wizard, in which case you gain replace without paying 1 Gold. Replace is a Spell. Replace may only be used when a Spell is lost due to being used. When used, you do not lose that Spell, but replace is still lost after being used. 


Pay 1 Gold to gain restore, unless you are a wizard, in which case you gain restore without paying 1 Gold. Restore is a Spell. Restore may only be used when an Item, Ally, or Spell is lost, except for an Item or Ally lost due to it's own instructions, or a Spell lost after being used. When used, you do not lose that Item, Ally, or Spell.


When you are done gaining Gold, gaining Items, gaining Spells, and/or healing Wounds, you must choose between staying at The Arcanium or going back to The Wizard Isle. If you choose to stay at The Arcanium, your turn ends and the next turn will begin at The Arcanium; Stay on this page if so. If you choose to go to The Wizard Isle, your turn ends and the next turn will begin on The Wizard Isle; Proceed to that page if so.


The Wizard Isle

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