fix: Formatting
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<p>
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The worlds of Fabula Ultima are innately magical, bound together on an atomic
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level by a stream of eternal souls. Because of this, many creatures can wield
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magic, manipulating soul energy to create supernatural effects.
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</p>
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<h2>SPELLS AND RITUALS</h2>
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<p>
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Magic in Fabula Ultima falls within one of two categories: spells or Rituals.
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</p>
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<ul>
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<li>
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<strong>Spells</strong> represent codified magic formulas developed to
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protect warriors and travelers: their applications are primarily offensive
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or defensive. They can be learned easily and only require a brief gesture to
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cast, but lack flexibility.
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</li>
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<li>
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<strong>Rituals</strong>, on the other hand, are complex magical effects
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designed to overcome a specific obstacle: whenever a Ritual is performed, it
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will always be started from scratch and take several minutes to complete.
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</li>
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</ul>
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<p>
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While powerful and extremely flexible, Rituals consume large amounts of Mind
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Points and require difficult Magic Checks; additionally, failing a Ritual will
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cause the magic to spiral out of control. While these downsides can be
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mitigated through time, effort, and complex procedures, the truth remains that
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Ritual magic is a powerful resource... but one that should be used sparingly.
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</p>
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<p>
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The mechanics governing spells and Rituals can be found in the next pages.
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</p>
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<h2>MAGIC DISCIPLINES</h2>
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<p>
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This book features a total of six disciplines: Arcanism, Chimerism,
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Elementalism, Entropism, Ritualism, and Spiritism. Five of these correspond to
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a specific Class: Arcanist, Chimerist, Elementalist, Entropist, and Spiritist,
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whilst Ritualism is available to all of these Classes, except for Arcanists.
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</p>
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<h3>ARCANISM</h3>
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<p>
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Arcanists can project a large portion of their soul outside their bodies,
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forcing it to resonate with the power left behind by ancient divine entities
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known as Arcana, and manifest a fragment of their power. To access an
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Arcanum’s power, one must first earn their favor: this often involves
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completing some sort of trial, quest, or mission.
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</p>
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<p>
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Arcanism is a peculiar discipline that does not feature spells, but instead
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follows its own unique mechanics (see the Arcanist Class on
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<a href="/books/core/#page-176">page 176</a>). Arcanism Rituals are also
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possible through the Arcane Rituals Skill.
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</p>
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<p>MAGIC</p>
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<h1>MAGIC</h1>
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<div>
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<p>
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The worlds of Fabula Ultima are innately magical, bound together on an
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atomic level by a stream of eternal souls. Because of this, many creatures
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can wield magic, manipulating soul energy to create supernatural effects.
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</p>
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</div>
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<div>
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<h2>SPELLS AND RITUALS</h2>
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<p>
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Magic in Fabula Ultima falls within one of two categories: spells or
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Rituals.
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</p>
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<ul>
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<li>
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<strong>Spells</strong> represent codified magic formulas developed to
|
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protect warriors and travelers: their applications are primarily offensive
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or defensive. They can be learned easily and only require a brief gesture
|
||||
to cast, but lack flexibility.
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</li>
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<li>
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<strong>Rituals</strong>, on the other hand, are complex magical effects
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designed to overcome a specific obstacle: whenever a Ritual is performed,
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it will always be started from scratch and take several minutes to
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complete.
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</li>
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</ul>
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<p>
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While powerful and extremely flexible, Rituals consume large amounts of Mind
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Points and require difficult Magic Checks; additionally, failing a Ritual
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will cause the magic to spiral out of control. While these downsides can be
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mitigated through time, effort, and complex procedures, the truth remains
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that Ritual magic is a powerful resource... but one that should be used
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sparingly.
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</p>
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<p>
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The mechanics governing spells and Rituals can be found in the next pages.
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</p>
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</div>
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<div>
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<h2>MAGIC DISCIPLINES</h2>
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<p>
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This book features a total of six disciplines: Arcanism, Chimerism,
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Elementalism, Entropism, Ritualism, and Spiritism. Five of these correspond
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to a specific Class: Arcanist, Chimerist, Elementalist, Entropist, and
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Spiritist, whilst Ritualism is available to all of these Classes, except for
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Arcanists.
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</p>
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<div>
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<h3>ARCANISM</h3>
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<p>
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Arcanists can project a large portion of their soul outside their bodies,
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forcing it to resonate with the power left behind by ancient divine
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entities known as Arcana, and manifest a fragment of their power. To
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access an Arcanum’s power, one must first earn their favor: this often
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involves completing some sort of trial, quest, or mission.
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</p>
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<p>
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Arcanism is a peculiar discipline that does not feature spells, but
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instead follows its own unique mechanics (see the Arcanist Class on
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<a href="/books/core/#page-176">page 176</a>). Arcanism Rituals are also
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possible through the Arcane Rituals Skill.
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</p>
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</div>
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</div>
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