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<h1>DANGER CLOCKS</h1>
<p>The Game Master can use Clocks to keep track of incoming threats in the dungeon. These Danger Clocks should feature a number of section based on the urgency of the threat they represent:</p>
<p>The worlds of Fabula Ultima are innately magical, bound together on an atomic level by a stream of eternal souls. Because of this, many creatures can wield magic, manipulating soul energy to create supernatural effects.</p>
<h2>SPELLS AND RITUALS</h2>
<p>Magic in Fabula Ultima falls within one of two categories: spells or Rituals.</p>
<ul>
<li><strong>Eight sections</strong> for a threat that isn't immediately obvious and will only come true with time — something like "crumbling temple" or "magitech system failure".</li>
<li><strong>Six sections</strong> for a threat that is quite obvious and likely to happen after a while — such as "wandering monsters" or "poisonous fog".</li>
<li><strong>Four sections</strong> for a threat that is urgent and very likely to happen — something like "surrounded" or "high alert" in a dungeon brimming with hostile creatures.</li>
<li><strong>Spells</strong> represent codified magic formulas developed to protect warriors and travelers: their applications are primarily offensive or defensive. They can be learned easily and only require a brief gesture to cast, but lack flexibility.</li>
<li><strong>Rituals</strong>, on the other hand, are complex magical effects designed to overcome a specific obstacle: whenever a Ritual is performed, it will always be started from scratch and take several minutes to complete.</li>
</ul>
<p>While powerful and extremely flexible, Rituals consume large amounts of Mind Points and require difficult Magic Checks; additionally, failing a Ritual will cause the magic to spiral out of control. While these downsides can be mitigated through time, effort, and complex procedures, the truth remains that Ritual magic is a powerful resource... but one that should be used sparingly.</p>
<p>The mechanics governing spells and Rituals can be found in the next pages.</p>
<p>The Game Master may fill a Danger Clock as a consequence of failed Checks, as well as when an event would make the threat more likely, such as when the PCs spend time searching a room, make noise, rest inside the dungeon or draw unwanted attention.</p>
<h2>MAGIC DISCIPLINES</h2>
<p>This book features a total of six disciplines: Arcanism, Chimerism, Elementalism, Entropism, Ritualism, and Spiritism. Five of these correspond to a specific Class: Arcanist, Chimerist, Elementalist, Entropist, and Spiritist, whilst Ritualism is available to all of these Classes, except for Arcanists.</p>
<p>Different Danger Clocks will be triggered by different actions and events, of course — casting a spell might fill an "arcane overload" Clock, while searching a room is unlikely to affect it.</p>
<p>As the Clock fills, the Game Master should foreshadow the incoming danger: once it is completely filled, that threat will become active in full, and the heroes will be forced to deal with it one way or another.</p>
<h3>ARCANISM</h3>
<p>Arcanists can project a large portion of their soul outside their bodies, forcing it to resonate with the power left behind by ancient divine entities known as Arcana, and manifest a fragment of their power. To access an Arcanums power, one must first earn their favor: this often involves completing some sort of trial, quest, or mission.</p>
<p>Arcanism is a peculiar discipline that does not feature spells, but instead follows its own unique mechanics (see the Arcanist Class on page 176). Arcanism Rituals are also possible through the Arcane Rituals Skill.</p>
<p>MAGIC</p>
<p>Philip Forlenza (Order #)</p>