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<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>Chimerism</h2>
<p>Chimerists gain their powers from the souls of beasts and monsters; they search for creatures able to cast spells and attempt to mimic the same effects.</p>
<p>Chimerism features both spells and Rituals. However, Chimerist spells must be learned from creatures (see the Spell Mimic Skill on page 183).</p>
<h2>SPELLS AND RITUALS</h2>
<p>Magic in Fabula Ultima falls within one of two categories: spells or Rituals.</p>
<ul>
<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>
<h2>Elementalism</h2>
<p>Elementalists can control the stream of souls that binds the four core elements of creation: air, earth, fire, and water. They can also influence any of their combinations and manifestations, such as magma, blizzards, deserts, or clouds.</p>
<p>Elementalism features both spells and Rituals.</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>
<h2>Entropism</h2>
<p>Entropists go beyond the stream of souls found in the world and reach for the vast expanse of nothingness between stars. Their chaotic magic defies logic, twisting time and space and dissipating souls, matter, and magical energy.</p>
<p>Entropism features both spells and Rituals.</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>
<h2>Ritualism</h2>
<p>Contrary to most other magical disciplines, Ritualism features no spells and can only be used in Ritual form. It is a catch-all term for Rituals performed to manipulate, sense, bind or unleash magical energy present within a location, item, mechanism, or relic.</p>
<p>From a certain point of view, magitech could be considered a combination of Ritualism and technology.</p>
<p>MAGIC</p>
<p>Philip Forlenza (Order #)</p>
<h2>Spiritism</h2>
<p>Spiritists can manipulate the raw energy found within the souls of living creatures, influencing their emotions and manipulating their vital force: a power both miraculous and frightening.</p>
<p>Spiritism features both spells and Rituals.</p>
<p class="signature">Philip Forlenza (Order #)</p>