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Reach Magic

Briarhearts

(Gardening with the Forsworn) Briarheart Groves


To make your own Briarheart Grove, you first have to get a vaguely humanoid corpse. Once
a corpse is procured, it is purified in a ritual that requires a Mysticism skill test of +0, and is
placed in a specially prepared plot of soil. Then, add the Briarheart seed to the planted body.

Every week for 2 weeks, you must perform a Restoration Skill test of +0 to cast growth
spells, and water the plant with blood. If this is performed correctly, in 1d4+1 weeks, the first
sprouts begin to bloom from the corpse. The sprouts quickly grow into saplings, which in turn
grow into small trees. The first sapling will become the ‘Parent Tree’ which all subsequent
trees will connect to through a system of roots. The Parent Tree will make a default of 1d6
Briar Hearts a month. The Parent tree will require weekly watering with blood.

The sapling trees contribute to the health and overall power of the Parent tree, and so if a
majority of the saplings die, the Parent Tree will also perish. For each sapling connected to
the Parent tree, you gain +2 Briarhearts on the Parent Tree, and each Sapling provides 1d4
Briarhearts of its own.

As the Briarheart fruit blooms on the saplings and the Parent tree alike, they create a beating
and haunting cascade that echoes throughout the surrounding area.

Rite of the Briarheart


Allows a character to become a Briarheart. This ritual is known only to the savage
Reachmen. It requires the creation of a ritual circle, at the center of which the subject lies on
a stone tablet.

The edge of the circle is marked with animal heads or idols of animal spirits (created from
animal parts).

Next, the subject must consume a special poison. This kills the character. At this point
someone else must remove the subject’s heart with a sacrificial knife and place it into a
stone bowl, while replacing it with a large briar seed. Several incantations must be
performed, which requires a Mysticism or Necromancy skill test at +0 difficulty: this removes
a part of the subject’s soul and binds a natural spirit of vengeance to their body. On success
the subject will awaken from their deathly state as a savage Briarheart.

This ritual can also be made with a recently dead corpse(at least up to 4 hours after death).
This resurrects the corpse and causes them to become a Briarheart.

Alternatively, you can forgo any necessary ritual components and just immediately replace
the character’s heart with a Briarheart to resurrect them. This is a Mysticism or Necromancy
skill test at -50 difficulty.
The character has been merged with a primal spirit, which has changed both their body and
soul. The character can start with this during character creation, but at a cost of 600 Crp.

Briarheart Effects:
When a character becomes a Briarheart, apply the following
changes to their character profile:
● Gain the Undead trait, although they still are only seen through Detect Life, not
Detect Undead.
● From Beyond trait
● Gain 10 Strength, Endurance, and Agility
● Lose 15 Intelligence and Personality
● Gain Power Well (15)
● Observe tests gain a +10 to detect any creature sneaking within Perception score
meters.

If a Briarheart suffers at least a crippling Wound to their exposed “heart” (counts as a hit
location that can be targeted), they die.
The heart must be exposed to nature, and while covered the character gains three levels of
fatigue that cannot be removed.

Hagravens
Hagravens are creatures, once human, who have traded their humanity in exchange for
access to powerful magic. The transformations they undergo infuse their entire beings with
some element of that power. Those who undergo the ritual transform into a birdlike
Hagraven, as a part of their very soul is changed. Hagravens are intelligent and cunning, but
can fall back on a bestial side of themselves when threatened.

Rite of the Hagraven

Allows a character to transform themselves into a Hagraven.

This ritual is known only to the witch-covens of the Reachmen, and only works on women.

The ritual requires the creation of a ritual circle. The center of the circle must be marked with
a stone bowl containing the head of an animal, while the edge of the circle is marked either
with animal heads or idols of animal spirits (created from animal parts).

The ritual also requires a sacrificial victim, who must be placed within the circle when the
ritual is performed.
Once night has fallen the character must slay the victim with a sacrificial knife, and place
their heart into the stone bowl.

Several incantations must be performed whilst killing the sacrificial victim, which requires a
Mysticism skill test. If this test is successful, the character who performed the sacrifice will
begin their transformation (which takes approximately fifteen minutes).
Elite Advance: Hagraven
The character has been merged with a primal spirit, which has changed both their body and
soul.
Cost: 500 Crp.
Effect: The character is a Hagraven, apply the appropriate effects. When a character
becomes a Hagraven, apply the following changes to their character profile:
● Gain the Dark Sight trait
● Gain the Disease Resistance (50%) trait
● Gain the Natural Weapons (1d6 Splitting) trait
● Gain the Power Well (30) trait
● Gain the Disturbing Voice and Ugly negative traits
● Gain 10 Intelligence
● Gain 5 Strength

Armour worn must be specially tailored to the new character’s form. Armour made in this
way would at least gain a +25% increase in price if it were to be bought. When crafting this
armour the test used to make it would have a -20 penalty. Tailored armour is still only half as
effective, and the AR and Magic AR values are halved(Rounded up).
Hagraven’s also gain a much longer lifespan and age much slower than any normal person.
As a consequence of this ritual a Hagraven’s soul changes from Black to White, and can
never be reversed.

Nightingales
The Nightingale Trinity, usually called simply the Nightingales, are a trio of highly skilled
thieves dedicated to the service of Nocturnal. They’ve all made an oath to protect her
shrines and keep the Skeleton Key within the Twilight Sepulcher. Only three Nightingales
can exist at any one point in time.

Members are typically chosen from the higher echelons of the Thieves Guild. Although there
is no formal association between the two factions and most guild members are unaware of
this arrangement, the Trinity is usually very influential on how the guild operates
(Nightingales even claim to be the source of the guild's phrase "walk with the shadows").

Members of the order take the Oath: the Skeleton Key must remain at the Twilight
Sepulcher, the Temple of Nocturnal, which must be protected from all threats, even in death,
until Nocturnal accepts the spirit of a Nightingale into the Evergloam, her plane of Oblivion.
In return, Nightingales use the abilities granted to them for whatever they see fit to do in life.
Contrary to popular misconceptions, the Oath is considered a business transaction rather
than a religious matter. While most members certainly take the Oath very seriously, they are
not worshipping Nocturnal as a deity, but respecting her as the patron of thieves. After their
death they continue to serve Nocturnal as Nightingale Sentinels.The Nightingales make their
home in Nightingale Hall.

The Nightingales are a faction sworn to secrecy and their existence has purposely been
made to seem like a legend by current and past members of the Nightingales. Although very
few Guild members know of the Nightingales, many believe in the unquantifiable 'Luck' the
Guild possesses.

Elite Advance: Nightingale


The character has made a pact with Nocturnal, and gains a power that can be used.
Cost: 500 Crp.
Effect: The character is a Nightingale and can choose between 1 of 3 powers to gain access
to each day. These powers can be exchanged by performing a 10 minute ritual that must be
done within the Twilight Sepulcher. The Nightingale can only have 1 power at any given
time. Choose one the powers below:

Agent of Stealth
An Agent of Stealth is an expert infiltrator. They use darkness to conceal themselves. They
are granted the power of Shadowcloak of Nocturnal which automatically turns the
Nightingale invisible when sneaking.
Shadowcloak of Nocturnal: This power may be activated once a day with
the use of the Cast Magic action. The character becomes Invisible for 30
seconds (6 rounds). Any attack or spell cast breaks this invisibility, but at the
end of their turn, they regain the invisible condition.

Agent of Subterfuge
An Agent of Subterfuge uses darkness to obscure others' thoughts and judgement. They are
granted the power of Nightingale Subterfuge which forces targets in the area of effect to
attack anybody on sight, allowing the Agent to take advantage of the chaos to gain the upper
hand.
Nightingale Subterfuge:This power may be activated once a day with the
use of the Cast Magic action. Any character of the Nightingale’s choosing
within 10m must make a Willpower test and if failed the Nightingale causes
characters affected to be forced to move and take the attack action against a
random character within their line of sight if possible. The Nightingale cannot
be the target of the character’s attack.

Agent of Strife
An Agent of Strife uses darkness for their own benefit. They are granted the power of
Nightingale Strife that creates a cord between them and their foes. This cord draws health
from said foe while giving health to the Nightingale:
Nightingale Strife: This power may be activated once a day with the use of
the Cast Magic action. The nearest living creature within 10m in front of the
Nightingale loses 10 HP and the Nightingale gains 10 HP. This is
unavoidable. Can only be used once per long rest.

Extra magic stuffs


Minor Enchanting [From Charly]
Just as Spells aren’t always about laying waste to a battlefield and destroying enemies,
Enchantments aren’t always about recreating spells. In places where Magic is more
widespread or accepted, such as metropolitan areas and many port cities, adventurers may
come across items in stores that are enchanted with Minor effects. The effects of a Minor
Enchantment are useless in battle, but can be useful in everyday interactions. These
enchantments can range from letting a quill write without ink, to keeping clothes clean
without the need to wash them. They can also be used as a flavor tool for characters, curios
that the Player’s character finds intriguing and holds onto. Due to the freeform nature of
Minor Enchantments, it’s up to the GM and the Player to determine what sort of effects an
item may have and the cost of the item, though the possibilities could be endless.

Examples:
- Aldmeri Nautical Waystone: An ancient enchanted stone, used by the Aldmer in
ancient times to guide their ships. (3000 Drakes)
- Anti-Tumble Tumbler: A glass tumbler enchanted to never fall from a surface unless
significant force is applied. (80 Drakes)
- [X] Location Talisman: A small talisman, enchanted to always point to its designated
location. (500 Drakes)
- Cooling Fan: A hand fan enchanted with a Cold spell, and will always fan cool air.
(200 Drakes)

Many other enchantments can exist. The point of the examples is to provide an idea for rarity
and cost.

Optional Rule: Runestones


Sometimes players may want to create their own minor enchantments on items. If the GM
wishes to allow this, they may wish to use Runestones. Runestones are used in a much
older form of enchanting, typically overshadowed by standard Soul Enchanting. The stones
can often be found in the wild. The players must succeed in an Enchanting test to find the
stones when searching in the wild. For simplicity, the Runestones are ranked on a scale of
Petty, Lesser, Common, Greater, and Grand, the same as Soul Gems. These Runestones
can only be used to create Minor Enchantments, and it’s up to the GM as to what strength of
Runestone is required.

Textbooks [From Charly]


Textbooks are an adjacent component to Spell Tomes. While Spell Tomes can teach you a
particular spell, Textbooks are far more useful for Enchanters and creators of
Unconventional Spells. Textbooks cannot teach spells, but do contain instructions on forms
and effects for spell crafting. With these instructions, players can receive a +10 bonus to
Enchanting tests or Spell Creation tests related to the instructions. To avoid having a
massive list of Textbooks, it’s recommended that GMs work with their players to create
them. Like specializations, the +10 bonus from Textbooks must be used on their own, and
cannot stack with any other specializations the player may have. In order to use the
Textbook’s specialization, it must be with the player at all times during the duration of their
Enchanting, or must be available to the player while creating Unconventional Spells. The
Textbook must be in good condition to be used, and cannot be burnt, torn, or missing pages.
Textbooks are heavier than normal tomes, usually having an encumbrance of 1 or 2. The
player can gain the specialization provided by the Textbook after using the book enough
times, determined by the GM, at which point they are more than welcome to sell the book.

Examples:
- Guide to War Magic: Provides a +10 bonus to the creation of Armor, Shield, Wall,
and Storm spells.
- An Apprentice’s Guide to Illusion: Provides a +10 bonus to the creation of Calm,
Panic, Horror, and Frenzy spells.
- Hedge Wizardry; The Art of Rage: Provides a +10 bonus to the creation of Fire,
Armor, and Absorb Life spells

New Actions [From Charly]


Center (Self Cast Only): When Centering, a character forgoes some defense for better
consistency in Spellcasting. The character may choose to take the Center action when
casting a self-targeted spell, giving a +20 to the test, but expending an extra action point.

Talents [From Charly]


After Image
“Some say knowledge is its own reward. But I think watching someone swing at thin air is a
nice bonus.”
Expert (Willpower)
The character can use the Illusion skill in place of the Evade skill, but each time he does so
he must spend 4 magicka points.

UESRPG Farming Sim


“Yee Yee pardner”

Alchemy
Alchemy is the mixing of ingredients, natural and unnatural, in
a way that produces a potion magically infused with a particular
effect. Alchemists take advantage of magicka stored within the
ingredients in order to create potions that can replicate many of
the same effects that can be achieved via spellcasting, or deadly
poisons to quickly bring their enemies to their knees.
Potions are one-use vials of alchemically prepared mixtures,
created from alchemical ingredients, that can grant particular

magical effects to characters. A list of common potions is pro-


vided in Chapter 7. Potions have an ENC of 0.
Alchemical Ingredients
The potential power of any potion is limited by the strength
of the ingredients used to create it. Alchemical Ingredients
have three primary attributes: their school, strength, and depth.
The School of an ingredient determines which types of effects
it can be used to produce. For each effect a character wishes

to include within a potion they must use an ingredient corre-


sponding to the school of that effect.

The Strength of an ingredient determines the amount of stored


magicka within it. The cost of the effect an alchemist wishes to
create with those ingredients is limited by the strength of those
ingredients. Higher quality ingredients have higher strength
values, allowing for more powerful effects to be stored.
The Depth of an ingredient determines the complexity and
power of effects it can be used to produce. Effects created with
this ingredient may not have a spell level above this value.
Ingredient Quality
Higher quality ingredients have higher strength, allowing for
more powerful effects. The following table lists the various
quality levels and costs of alchemical ingredients of any given
type, and their corresponding strength and depth values:
Alchemical Ingredients (any school)
Type Strength Depth Price
Ubiquitous 2 1 1
Plentiful 5 2 5
Common 10 3 10
Uncommon 15 4 25
Rare 25 5 100
Very Rare 50 6 250
Extremely Rare 100 7 500
Legendary 200 8 1000

Gathering Ingredients
Anyone with a cursory knowledge of Alchemy can identify
the most common ingredients, but more skilled alchemists
know where to look for higher quality ingredients. To search
for ingredients of any type, a character must make an Alchemy
skill test for every four hours they spend searching (a maximum
of 2 tests per day of downtime spent gathering). Compare
their degrees of success to the table below to determine what
they find. Characters may choose any school they wish for any
ingredients that they gather.

Ingredient Gathering (Quality)


DoS Maximum Result (any school)
1-5
8 Ubiquitious Ingredients OR
4 Plentiful Ingredients OR
2 Common Ingredients
6-7 1 Uncommon Ingredients
8 1 Rare Ingredient
9 1 Very Rare Ingredient
10 1 Legendary Ingredient

A character may also choose to “downgrade” a result to a lower


roll. If a character rolls a critical success when gathering
ingredients, they count as having rolled the highest possible
degrees of success for their target number (for example, 7
DoS for a TN 74).
Creating Poisons
Alchemists can also create poisons which can be applied to
weapons in order to give one’s weapon an extra bite. This requires
a single unit of destruction ingredients, 1 hour, and an Alchemy
test to create (this test suffers a -10 penalty for each level by
which the poison exceeds the character’s Alchemy skill rank).
Poisons can be applied to weapons using the Ready Weapon
action, and last for 1 minute (10 rounds). Characters who take
damage from a poisoned weapon must make an Endurance test
or suffer poison damage that ignores armor.
Poisons

Level Ingredients Used Damage


1 Ubiquitous 1d4
2 Plentiful 1d6
3 Common 1d8
4 Uncommon 1d10
5 Rare 1d12
6 Very Rare 2d8
7 Extremely Rare 2d10
8 Legendary 2d12

Creating Potions
This section contains the rules for creating potions.
The Basics
Unlike spells, potions do not have forms. Creating a potion
is simply a matter of choosing the desired effects, setting the
parameters of that effect to determine a final cost, and then
writing down the effects of the potion for reference.
Multi Effect Potions
Characters can create potions that impart multiple effects when
consumed. Creating these sorts of potions can prove more
difficult for the character, but is not much more complicated
than creating a normal potion.
Learning Effects
A character can use any effect from any school when creating
potions, but attempting to use effects of a higher level than the
character’s rank in the Alchemy skill can be difficult.
Reference Materials
A complete list of effects can be found in the Appendix.

Step 1: Choose Ingredients


First, decide on which ingredients you will use for the potion.
Each ingredient included allows for a single effect to be added to
the potion, and no more than three ingredients (and thus three
effects, which must be unique) can be used in a single potion.
Step 2: Pick Effects & Determine Parameters
Next, pick the effect(s) (maximum 3) that the potion will
produce, and decide on their parameters. Only effects with
the potion attribute may be used.
The school(s) from which effects are chosen are limited to the

school and number of ingredients used in the potion (for exam-


ple, one destruction and one alteration ingredient would allow

for one destruction and one alteration effect).Each effect has an


associated value, called spell level, that determines its strength.
The chosen spell level may not be higher than the depth of the
chosen ingredient.
Step 3: Determine Spell Cost
Next, simply “plug in” your chosen spell level values to the
effect cost formula provided for your chosen effect(s). If the
cost of an effect is higher than the strength of the corresponding
ingredient, then you must reduce the spell level of that effect.
Step 4: Create Potion
To create a potion a character must pass an Alchemy skill test.
This test suffers a -10 penalty for each level by which the
potion’s highest spell level effect exceeds the Alchemy skill
rank of the character, and an additional -10 for potions
with more than one effect. Creating a potion takes a number
of hours equal to the total of the spell levels of its effects, and
requires a set of alchemical tools. Ingredients are lost on failure.
If a character critically fails this test, or fails normally when
creating a potion that either includes multiple effects or an
effect with a level above their Alchemy skill rank, the potion
backfires. Roll a d4 on the creation backfire table and add the
highest spell level included in the potion to the result.
Step 5: Finalize Potion
Write down the details of the new potion’s effects somewhere
you can reference it, and then add it to your character’s gear list!
Duration: If you choose an effect with the upkeep attribute,
then the base duration of that effect is multiplied by an amount
equal to the strength of the effect’s ingredient divided by the
cost of the effect (rounded down to the nearest whole number).
Example: If the duration of an effect is normally 1 round, and the
effect costs 3 magicka at the chosen spell level, then that effect would
last for 3 rounds if created using an ingredient with a strength of 10.

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