"al qadim cs foci" By robblu (https://pastebin.com/u/robblu) URL: https://pastebin.com/2veRhZqQ Created on: Saturday 18th of June 2016 11:58:40 PM CDT Retrieved on: Saturday 31 of October 2020 03:34:38 AM UTC Casts Spells Spellcasters in Zakhara come in several distinct flavours. On the one hand, you've got the Sha'ir, the summoner of genies. Their wield their magic through careful negotiations, shows of strength and power, trafficking with the elemental Genies. Then there are the Sorcerors, who weild power tied to one of the four elemental schools of magic - Flae, Sand, Water or Wind. The Mechanician, or Clockwork Mage, imbuing automata with magical life and powers. There are others... In Zakhara, sorcerors and mechanicians would have a spellbook while a Sha'ir has a Gen familiar (Whether "Summons Genies" is a better Focus for a Sha'ir than Casts Spells is up for debate). Much of the information for Casts Spells as presented on p103-105 of the Cypher System Rulebook is appropriate. However, you may choose your starting spells from the lists presented on this site, not just those present in the CSR. Sha'ir Spells A Sha'ir doesn't have to know the exact name of the spell she wishes to cast. Instructing her Gen to "Find me a spell to put my enemies to sleep" is sufficient - however, if she can send her Gen for "Khalim's Impenetrable Slumber", her chances of getting the right spell are improved. Nor does the Sha'ir need to worry (much) about the Tier of spell she wishes to cast. When the Sha'ir sends her Gen off to retrieve a spell, take the Tier of the spell requested and subtract the caster's Tier. Roll the difference on the table below to see how long it takes. Treat anything lower than 1 as 1. It will always take a Gen a little while to find your spell. Difference Time Taken to Retrieve 1 1d6x10 seconds 2 1d6 minutes 3 1d10 minutes 4 1d6x10 minutes 5 1d6 hours For example, Hakim, a 2nd Tier Sha'ir, has sent his Gen off to find a spell that will break through the fortress wall quietly and without fuss. The GM has determined that this is a 5th-Tier spell (something flashy and more destructive might be a lower Tier), and so rolls 1d10 to determine how many minutes the Gen is gone for before coming back with the spell (Tier 5 spell minus Tier 2 caster). In addition to the time taken to retrieve the spell, there is a chance the Gen attracts the attention of one of the greater elemental dwellers - roll d20 against the Tier of the spell. If you roll under, prepare for a visit from a suitably annoyed Genie. If you roll a 1, you and the rest of your party may be summoned to explain yourselves... Remember, Genies like a good story, so if your tale is a decent one you may find yourself better off than you were. Mechanician Spells Mechanicians build their spells into intricate little constructions. A Fireball may be a mechanical scarab beetle that flies toward the target and explodes. Wall of Force could be projected from a pair of devices shoved into the sand. A Mechanician is always considered Trained when determining what a particular Cypher is likely to do, Specialised if the Cypher is mechanical in nature. Mechanicians always have a workshop somewhere, along with a portable toolkit containing the essentials to build whatever spells they happen to know. Recovering spells after use takes a little longer as they have to build a new construct to house the spell. On the other hand, they also usually have a large wrench or hammer they can weild in combat. Other Spellcasters This page is very much a work in progress and is likely to be split out into several new Foci