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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>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>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>
<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
<a href="/books/core/#page-176">page 176</a>). Arcanism Rituals are also
possible through the Arcane Rituals Skill.
</p>
<p>MAGIC</p>
<h1>MAGIC</h1>
<div>
<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>
</div>
<div>
<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>
</div>
<div>
<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>
<div>
<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
<a href="/books/core/#page-176">page 176</a>). Arcanism Rituals are also
possible through the Arcane Rituals Skill.
</p>
</div>
</div>