Casting modifiers for each of the nine modes, listed by Order. Where Tal 4 had thirteen different modes, Tal 5 now has only nine. This is generally a Good Thing since it will reduce the number of Mode skills you must maintain. The merging of modes messes with some Orders - for example, Mysticism is listed as not having Transmutation but they still have Healing and Harm spells. Read the Tal 5 book closely for the Orders your character belongs to.
Converting Tal 4 modes to Tal 5: add the experience points represented by Conjure+Summon to derive the new level for Conjuration. Ditto for Enchantment+Alter, Transform+Heal, Ward+Defend. For example: the Tal 4 incarnation of Keja had Ward (4) + Defend (2) for a total of 26 (8+6+4+2 + 4+2) experience points. She would need 30 points to have Level 5 in Ward (10+8+6+4+2). Her player makes a note that Keja needs only 4 more experience points to have Ward (5).
Alternatively, you can take this opportunity to recreate the character "from scratch" and follow the Path system of Tal 5. The most likely change is your character's age.
|
Attack |
Conjuration (Summon)
|
Divination (Reveal)
|
Enchantment (Alter)
|
Illusion |
Influence |
Move |
Transmutation (Heal)
|
Ward (Defend)
|
Range |
50ft |
50 ft |
50 ft/1m |
touch |
50 ft |
5 ft |
50 ft |
touch |
touch |
Save |
Evade / Parry |
Wards / See book for Banish |
Wards / Conceal |
Evade / Parry |
d20 + 2*PER - SL |
d20+ 2*WIL+ MR-SL/3 |
STR vs STR |
Evade / Parry |
Evade / Parry |
Astromancy |
-3 |
n.a. |
+3 |
0 |
0 |
+3 |
0 |
0 |
0 |
Cartomancy |
-3 |
n.a. |
+3 |
0 |
0 |
0 |
0 |
n.a. |
0 |
Cryptomancy |
0 |
0 |
+3 |
0 |
-2 |
-2 |
0 |
n.a. |
+3 |
Crystalomancy |
-3 |
-3 |
0 |
0 |
0 |
0 |
0 |
+3 |
+3 |
Elementalism: Aeromancy |
0 |
+3 |
0 |
0 |
n.a. |
n.a. |
+3 |
0 |
0 |
Elementalism: Aquamancy |
0 |
+3 |
0 |
0 |
n.a. |
n.a. |
0 |
+3 |
0 |
Elementalism: Geomancy |
0 |
+3 |
0 |
0 |
n.a. |
n.a. |
0 |
0 |
+3 |
Elementalism: Pyromancy |
+3 |
+3 |
0 |
0 |
n.a. |
n.a. |
0 |
0 |
0 |
Invocation ( deity specific; 2 modes +2, 2 modes -2; some modes may be proscribed)
|
Mysticism |
-5 |
0 |
+3 |
0 |
0 |
+3 |
0 |
Heal only |
0 |
Natural Magic |
-2 |
0 |
+2 |
0 |
-2 |
0 |
0 |
+2 |
0 |
Necromancy |
0 |
+3 |
0 |
0 |
n.a. |
-3 |
0 |
+2 |
0 |
Shamanism |
-3 |
0 |
+2 |
0 |
0 |
0 |
0 |
+2 |
0 |
Witchcraft |
-3 |
0 |
+2 |
0 |
0 |
0 |
0 |
+2 |
+2 |
Wizardry (1 mode of the wizard's choice at +3; all others at 0; see Rule Book for limits on Modes and Effects)
|
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