Peracles has no illusions about his ability as a stand-up combatant.
Like any good Rokari sorceror-priest his role is to support the real fighters (with the
spells/skills listed below). In general then, Peracles (and Jaws) hide behind the 'real'
fighters and cast spells, only engaging in melee if absolutely necessary.
Note that Peracles has the following spells always on: Resist Damage
9, Cast Back 3, Haste 2, Mystic Vision 2 (and Range *2). Jaws has the following spells:
Resist Damage 9, Cast Back 1, Haste 2, Mystic Vision 1. These spells work as follows:
- Resist Damage: any incoming damage against Peracles or Jaws has to
win a 'power struggle' vs 9 before it can affect Peracles or Jaws (and then armor reduces
the damage as normal).
- Cast Back: If an attacking spell (up to 3 points for Peracles, only 1
point spells for Jaws) fails to win the powerstruggle vs Peracles/Jaws it will be
reflected back at the caster (who then rolls a power struggle against himself).
- Haste: Both Peracles or Jaws move 1m faster/round and have their DEX
SR reduced by 1. Fatigue is also reduced by 2 by this spell.
- Mystic Vision: Both Peracles or Jaws can detect magical points (and
know the strength if the MP is 6 or less (3 or less for Jaws)) in any object/person (which
they could normally see) within 20 meters (10 meters for Jaws). This information is
usually used to help decide who is the most dangerous enemy or where the best loot is to
be found. It's also good for fine-tuning neutralise spells.
In a typical combat situation Peracles (and Jaws, the familiar can
also cast one spell/round) will do the following:
- [information is presented in the following format]
Spell Name (cast on this strike rank, requires this
many MP, if this roll is made) Further note that you can reduce the magic points by up to 1/2 by
using the Ease Art, but this adds 1 to the SR for each MP point reduced and reduces the
cance of casting to 45%. This is mostly used with the Neutralise Magic spell where you may
be cast a number of low MP spells. Both Peracles and Jaws can do this.
- Call Light (3,2,69): (if needed) lights an area 20m in diameter
- Hinder (7,6,72): cast on the two most dangerous looking enemies,
targets have their SR increased by 3 and their movement reduced by 3m/round (immobile for
most humanoids, so they can just be avoided if desired)
- Neutralise Magic (2+,1+,82): this spell will negate an opposing spell
if it wins a 'power struggle', the strength of the Neutralise Magic must be at least 1/2
of the target spell (usually the target spell strength is known from the Mystic
Vision)
- Skin of Life 6 (7,6,70): only useful if someone is being suffocated
for some reason
If not spellcasting, Peracles (and Jaws) will:
- help any fallen group members by applying first aid
- defend themselves or fallen friends if the danger is extreme
- use his sling on a lightly armored enemy
- run away if things look hopeless
In very unusual circumstances (eg. the party knows that they are
going into a large battle in advance), Peracles may start a battle controlling a sylph (an
air elemental). These have to be used carefully as they are fairly easy to kill. A sylph
is handy against missile using foes (they can close very quickly and bows aren't that
useful in melee) and they can be quite effective at attacking more dangerous opponents
from the rear (which they can usually move to when you consider their high speed and their
ability to fly) where they lift them and them drop them.
On to the next page. Back to the previous page. Back to the Table of Contents.
Last modified September 24, 1998. Copyright Jeff
N.. and Oliver B.
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