TEXT: D R A F T •  Do Not Quote or Distribute
  PLUS MAGIC:  THE EXILES
  March 24, 1999
  Page 1
  PLUS MAGIC: THE EXILES and P.L.U.S (Players Labor-saving
  Utility System, 4th Edition, Revised) by Joseph Steven
  Coleman is copyright 1996 by Talewind Print and Production,
  All Rights reserved.  For permission to distribute the basic
  P.L.U.S Rules and supplements through the net and on other
  BBS systems, please contact radiojoe@bigfoot.com
  THE Exiles
  Magicks of the Endworld
  THE TIRED LANDS
  These are the end times.
  The scholars can tell of the rise and fall
  of a hundred Golden Ages, but the dark
  times 
  between 
  the 
  pinnacles 
  of
  civilization survived knowing the light
  would return.
  The ancestors have left too little to
  believe there is even another millennium
  for their descendants on this sad world.
  The great seas have been reduced to a
  fraction 
  of 
  their 
  once 
  magnificent
  grandeur.  The lush savannas of the
  highlands are nearly airless wastes.  
  The ribbon of seas that girdle the
  planet, The Thread, are plied by brave
  souls who challenge the viscous current of
  the narrow waterways to bring goods and
  knowledge to the world.
  Along the edge of the waters, 
  a
  thousand cities boast their own cultures
  and customs.  They raise their young in
  comparative wealth.  Strict laws limit the
  outsiders permitted to live within the
  nation-states.
  Beyond the waterways, life is hard.
  In the slopes of the continental shelves
  the rich 
  kewa 
  moss 
  feeds herds 
  of
  creatures that will provide the meat, oils
  and hides for the world.  It is a nomadic
  life as the herds destroy the kewa and
  move on.
  Caravan societies travel the ancient
  trails from the seasonally fertile polar
  regions and the hunger nations along the
  thread.
  And everywhere, everyone struggles
  between the richness of a life tied to the
  invisible energies of the planet, and the
  comfort and corruption of the hundreds of
  bandit societies.
  You were not the most or 
  least
  fortunate in the Endworld.  You were
  born into the families of the Poor Lands.
  Between the trade with the nomadic
  
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  kewarin (shepherds), the caravans and
  the meager patches of vegetables and root
  crops that 
  can 
  be raised 
  with 
  the
  subterranean water, there is a grim
  calculation.
  X amount of food will sustain X
  number of people, and no more.  
  It is a land where parents expect two of
  every five children to die before their
  fourth year, so the crop of children from
  authorized parents is always growing.  At
  the age of 8 the children become acolyte
  under one of the six elemental affinities.
  Every year the Star Priests announce
  the number 
  of people 
  who 
  can 
  be
  supported for the following year, and it
  falls on the young men and women to
  take the burden of the priest’s decision.
  The Star Priests teach the six schools of
  magic and the value of contemplation
  and the peaceful mastery of power and
  self. 
   
  The 
  Star 
  Priests 
  prevent
  unauthorized pregnancies through their
  arts, and young love seldom takes route.
  Boys and girls are educated in separate
  groups and strong taboos keep them
  apart.  Both are taught domestic and
  military 
  arts, 
  and 
  each 
  has 
  the
  opporutnity to study 
  the magics 
  of
  his/her elemental affinity.  But there are
  high 
  tensions, short tempers and a
  demand for honor that causes many
  young people die by violence before the
  age of Exile.  Regular festivals and
  ritualized magic practice can only release
  a small portion of the frustrations and
  anger generated by the way of life in the
  Poor Lands.
  At seventeen years – the earliest Age
  of Exile – the first to leave are chosen.
  The young people who are volunteer to
  take on a six year exile are considered
  heroes. 
   
  Those 
  selected 
  by 
  lot 
  for
  permanent banishment are considered
  little more than cowards.  Sometimes an
  older member of the group - someone who
  has lost spouse or family to the hard life -
  will volunteer for the Exile to make room
  for someone else to stay.
  During the years of plenty, the adults
  create stones of their triad, which they
  will give to the new Exiles as tokens of
  love, home, and family.  Even an orphan
  selected for Exile by lot can expect a few
  stones as an act of charity.
  Your character is in Exile, and your
  first determination is to define what that
  means:
  What is your elemental affinity and
  what spells have you learned?  Do you
  have a single spell to work repeatedly, or
  have you studied to become a mage?
  What weapons have you mastered and
  which have you simply dabbled in?
  What is your expectation of the world?
  How many brothers and sisters do you
  have?
  What are you goals in your spells?
  Was Exile voluntary or by lot?
  Who is left behind?
  Who gave you stones?  How many did
  you make on your own?  Why do you
  have so many – or so few?
  Will you return to your family?
  Where will you go?
  Does anyone you know plan to leave
  with you?
  You have choices.  
  The kewarin welcome any who come
  to help them tend herds of tesep, huge
  lumbering descendants of sea whales.
  There are small farms to the north
  where a few weeks labor can earn room,
  board and a few coins to carry you to your
  next destination.
  Some are said to find permanent
  trades and homes in the cities along the
  threads.
  The caravaneers will allow acolytes to
  accompany them between the Thread
  
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  and the poles, provided they earn their
  keep on the trail.
  And in their hearts, most harbor some
  longing to find out if the tales of the
  traders and pirates of the Thread are true
  – the wealth, the adventures and the
  distant lands where families do not need
  to send their children into Exile.
  Who is this person, and who can they
  become?
  Do you know the other members of this
  party - are they brothers, sisters, cousins
  or from a distant clan of this same
  society?
  THE BASIC MAGE
  An apprentice mage will belong to
  either the Ethereal or Corporal Triad
  schools of Magick, and will have mastered
  three spells of that school’s Grimoire, and
  three spells from the other Grimoires
  within the related Triad elements.  Focus
  on a single School doesn’t mean you can’t
  use spells of the other School, it changes
  the cost of learning those spells.
  THE FOUNDATIONS OF MAGIC
  Spells are not a codex of fixed cantrips
  for easy memorization.  No nature is
  automatically superior to any other –
  only in a temporary moment can any
  combinations 
  of 
  factors 
  overpower
  another combination, and always with
  the sure knowledge that the turning of
  the great wheel demands that the reverse
  be true at some other time.  
  Kharma is a verb - it is always active,
  changing even as you read these words.
  What you do, what you have done and
  what will be done with you are all
  expressions of the universe 
  whirling
  search for balance.  In balance there is
  strength beyond the vessel - the gyroscope
  will stand against the force of gravity.  
  The magician must use his (or her)
  life, the life of the enemy, and the
  changing ebb and flow of elemental
  aspects that surround each moment.
  In other words, the same spell may not
  work the same way twice!  With P.L.U.S,
  your make a clear statement of the
  elements you are putting into a spell,
  your reasons for choosing them and the
  effect you need the spell to have.  Your
  Gamemaster will make a determination
  and you will be able to throw your dice
  with as many modifiers as the GM
  determines necessary and the result will
  be your success or failure with these
  elements, at this time, for this effect.
  Failure may not mean your concept
  and elements were wrong, only that they
  were wrong at this time - it may succeed
  at another time.
  THE TRIADS
  The Sages have known that the world
  is composed of six parts and that ever
  thing implies its opposite.  In the mind
  and heart of a master, the six elements
  can be combined to change the moment
  or change the world.
  There are six schools of magic, divided
  into two affinities, or triads - Corporeal
  (Metal, Wood, Earth) and Ethereal (Fire,
  Air and Water).  To avoid backlash, you
  must cast a balanced spell, where your
  
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  forces to control are balanced by the
  opposite triad.
  To avoid backlash, you should cast a
  balanced spell, where your forces to
  control are balanced by the opposite
  aspect, the element is replenished or will
  be replenished in a foreseen amount of
  time, 
  and 
  the 
  caster 
  is 
  not 
  being
  controlled by another spell.
  Each of the elements has an aspect and
  a talisman, and a new magician begins
  training in the discipline of one element,
  then combines that element with the
  others for the effect with which magic
  will be used to change
  FIRE
  Red
  METAL
  Yellow
  EARTH
  Brown
  WOOD
  Orange
  AIR
  Blue
  WATER
  Green
  Element  Aspects
  Color
  Fire
  Aspects of reduction, consumption, creativity, and energy.
  Red
  Earth
  Aspects of reality, foundations, relationship and construction.
  Brown
  Water
  Aspects of change, physical bodies, movement and activity.
  Green
  Wood
  Aspects of living, growing, adjusting and increase.
  Orange
  Air
  Aspects of ethereal movement, thought, spirit and  knowledge.
  Blue
  Metal
  Aspects of strength, rigidity, invasion and containment.
  Yellow
  ASPECTS
  Element Affinity
  Function
  Positive Aspect
  Negative Aspect
  FIRE
  Active
  Strength
  Creative Energy
  Excess and waste
  EARTH
  Neutral
  Strength
  Foundation
  Lack of Growth or change
  WATER
  Active
  Movement
  Flexibility
  Lack of Strength
  METAL
  Passive
  Resource
  Strength
  Stubborn or Inflexible
  AIR
  Passive
  Movement
  Spirit and Knowledge Lack of Strength
  WOOD
  Neutral
  Resource
  Capacity for growth
  Lack of Consistency
  
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  DIFFICULTIES
  Spell difficulties follow the regular
  Target Number Difficulties in the main
  P.L.U.S Basic Rules.  A failure to reach the
  target number means the spell was not
  cast.  Fate Dice, Gamemasters Dice, Luck
  Dice, Toxic Rolls and all other dice
  manipulations apply to spells.
  •
  A spell directed against self requires
  a Coordination roll to receive the
  benefit.
  •
  A spell directed an inanimate object
  less than or equal to the player
  character’s size has no penalty.
  •
  For each 100% target size over the
  size of the player character, an
  additional -5 penalty is incurred.
  •
  A spell directed against a plant has a
  -2 penalty.
  •
  A spell directed against 
  a non-
  intelligent animal has a -4 penalty.
  •
  A spell directed against an intelligent
  animal has a -7 penalty.
  •
  A spell directed against an intelligent
  being has a -10 penalty.
  CASTING STONES
  Spell require a combination of stones
  from six pools of dice.  Each pool is
  obtained by distributing a number of
  "stones" 
  (or 
  tokens, 
  or 
  candies, 
  or
  whatever your game will use) into the
  pools from the available points from your
  Effects management, as instructed by
  your Gamemaster.  In most games, you
  receive on die for each point you roll.  One
  half of your available magic dice must be
  devoted to the Grimoire which you study.
  You may distribute your other dice into
  the remaining five elements.  You may
  then use these dice to cast the spells you
  have decided your character has studied.
  When you cast a spell, you will roll the
  dice that represent the colors required for
  the spell.  When the stones are spent, they
  are gone until you can replace them by
  whatever method.  
  In the world of Exiles the raw material
  of magic are stones - small constructs of
  thought and core material according to
  the abilities of the magician or the person
  creating the stone for a magician.  In
  additional to the stones created by the
  magician himself or herself, stones may
  be granted to the magician gifts by
  family, teachers, friends, well wishers or
  as payment for services rendered.  
  Stone begin as a physical artifact - a
  stone or chosen item corresponding to the
  color and talisman of the basic element.
  Through meditation and sacrifice, the
  stone is layered with mana.  Stones can be
  generated by anyone in this world.  A
  common stone can be created by a non-
  magician under the supervision of a
  trained magician, and one such stone can
  be produced every month.  
  An acolyte magician may produce a
  single stone of a single element every
  week through hours of meditation and the
  weaving of mystic energies around the
  physical kernel of the element.  In game
  terms each stone represents 6 points of
  potential magic power.  Meditations of a
  few hours per day while traveling are
  sufficient to produce such an 
  stone
  average stone, which may used by its
  creator or given away. During multiple
  stone creation, 2d6 Strength per stone is
  
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  lost  (which is recovered at the rate of 1d3
  per day).  A magician may create two
  stones in one week this way, but of
  his/her primary element.
  A master wizard may organize a crew
  of men and women who will produce a
  single stone per month, but with several
  hundred individuals, a steady supply of
  stones can be amassed.  This storehouse of
  magic stones make the wizard stronger
  and create a store of inducements to get
  lesser 
  magicians 
  perform 
  tasks 
  in
  exchange for the casting stones.  The
  wizard provides a variety of rewards to
  the stone-makers if the quality of the line
  of stones is to be maintained.  Stones
  produce under duress or by slaves are
  always of poor quality.  
  To cast a spell, a magician takes the
  stones of the proper elements, choose in
  the exact proportions indicated in the
  grimoire,  They are held together as the
  magician mentally forms the desire of the
  spell.  The spell is cast through a roll on
  the skill of the magician in that skill.
  Spells may be Easy, Moderate or Hard to
  cast.  After a spell is cast the stones are
  reduced to small black seed-like bits -
  those stones are gone.  All such seeds of
  past stones, except for Fire stones, may be
  used to create a new stone.  Reuse of a
  spent stone to create a new one delivers a
  bonus of +1 to the quality of the stone.
  Discovery of several of these leavings can
  be taken as a sign of a magic battle and
  the debris of the losers.
  QUALITY OF STONES
  Stones are of varying quality.  The
  quality of each stone can be determined
  by the Gamemaster with a roll of 1d6.  
  On a 1 or a 2 the stone is of poor
  quality and reduces the effectiveness of
  any spell in which it is used by half.
  On rolls of 3, 4 or 5, the stone is
  standard and can be used in a spell
  without a penalty.
  A roll of 6 indicates the stone is the
  perfect element to use in a spell and will
  double the result of any spell in which it is
  used.
  The quality of the stone is unknown to
  the player unless they can get the stone
  assessed by a Mage, by payment or by
  barter.
  STOLEN STONES
  Stones are subject to the emotional and
  mystic energy and are sensitive to the
  state of the parties in the exchange.  A
  stone stolen from a magician carries with
  it a taint that may cause it to corrupt the
  spell in which it is used.  When the stone
  is used in a spell, the gamemaster will
  roll a number of dice equal to the number
  thrown by the magician to cast the spell.
  Every ‘1’ represents a 1d6 penalty on the
  caster’s roll.  If the penalty rolls are
  greater than the total thrown by the
  magician, the spell is turned from the
  target and onto the magician, who takes
  spells damage.
  BUILDING A MAGICIAN
  The gamemaster determines the level
  of the game and will tell you the number
  of dice to roll to create your Magick pool.
  You may permanently burn Luck Dice at
  a rate of 2 Luck Dice for 1d6 roll to
  increase the Magick Pool.  A roll of 1 is
  considered wasted and not counted.  If 3
  or more dice in the creation of a Magick
  pool have the same number, 1d6 bonus
  may be rolled and added to the pool..
  You have two uses for the total of the
  magic pool; 1) you have that much mana
  and 2) you have the same number of
  stones to distribute.
  
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  A starting magician must declare his
  or her primary grimoire or school of
  study, identified by one school of the six
  elements.  They may choose or depend on
  a random roll of 1d6:
  1 - Fire 
  2 - Metal
  3 - Water
  4 - Earth
  5 - Air
  6 - Wood
  This element will determine your
  primary 
  affinity 
  of 
  Corporeal 
  and
  Ethereal.  A minimum of one half of the
  starting stones must be placed in your
  elemental school.  Other dice can be
  distributed to other elements at the
  player’s pleasure.  You may only choose
  spells for which you have adequate dice.
  Prior to the start of game play, the
  new magicians the spells for they are
  qualified to cast.  It is assumed the new
  character has been trained sufficiently to
  cast any of the spells for which dice have
  been allocated.  You may choose only a
  few elements and build up a lot of stones
  to cast those spells repeatedly, or you may
  choose 
  a 
  wide 
  variety 
  of 
  elements
  (provided one half of your stones are in
  the element of your school) and be able
  several spells, but none of them very
  often.
  Every time you cast a spell, that
  number of stones are burned, and the
  same number of magic points are lost.
  Magick points are recovered at the rate of
  1d3 per week if you are active (beyond
  simple traveling or daily movement to
  and from work), and 1d6 if your week has
  been restful.
  It is possible to recover Magick points
  even while losing Strength in the creation
  of new stones.
  It is possible to have Magick points
  and no stones to cast.
  Spells are not a codex of fixed
  cantrips for easy memorization.  No
  nature is automatically superior to any
  other – only in a temporary moment can
  any combinations of factors overpower
  another combination, and always with
  the sure knowledge that the turning of
  the great wheel demands that the reverse
  be true at some other time.  
  Kharma is a verb - it is always
  active, changing even as you read these
  words.  What you do, what you have done
  and what will be done with you are all
  expressions of the universe 
  whirling
  search for balance.  In balance there is
  strength beyond the vessel - the gyroscope
  will stand against the force of gravity.  
  The magician must use his (or her)
  life, the life of the enemy, and the
  changing ebb and flow of elemental
  aspects that surround each moment.
  In other words, the same spell may
  not work the same way twice!  With
  P.L.U.S, your make a clear statement of
  the elements you are putting into a spell,
  your reasons for choosing them and the
  effect you need the spell to have.  Your
  gamemaster will make a determination
  and you will be able to throw your dice
  with as many modifiers as the GM
  determines necessary and the result will
  be your success or failure with these
  elements, at this time, or for this specific
  effect..
  Failure may not mean your concept
  and elements were wrong, only that they
  were wrong at this time - it may succeed
  at another time.
  You may throw multiples of the spell,
  which increases the damage or effect, but
  it will drain your magic must faster.
  You may throw Luck dice with a
  spell, within the regular limitation of no
  more than one half of Luck used in any
  one gaming session.
  Toxic rolls mean the spell will turn
  against the caster or the party.
  
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  Grimoires
  Casting 
  a 
  spell 
  requires 
  the
  sacrifice of the stones of the elements
  required for the spell.  Dice are rolled
  to 
  establish 
  the 
  success 
  and
  effectiveness for a spell, and may be
  rolled in multiples of the proportion
  tin increase the effect.  Inclusion of
  poor or exceptional quality stones
  may be included in the spell and their
  effect will be applied against the
  result of the dice.
  The Acolyte’s Spells (1:1)
  Acolyte
  Levels
  Fire
  Metal
  Water
  Wood
  Air
  Earth
  Fire
  Metal
  Water
  Wood
  Air
  Earth
  Solid
  Encase
  Animate
  Return
  Sieze
  Entomb
  Knowing
  Cloud
  Convey
  Hedgerow
  Float
  Rage
  Snare
  Move
  Heal
  Scald
  Force
  Reshape
  Edge
  Cage
  Inferno
  Balanced S
  pells
  Unbalanced S
  pells
  Ethereal Schools
  Corporeal Schools
  
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  AIR GRIMORIE
  Stone Color: Blue, White, Crystals, Glass
  Aspects: Thought, knowledge, inspiration, emotion.
  Talismans: Perfumes, incense, aromatic unguents, etc.
  ACOLYTE LEVEL - 2 STONE SPELLS
  Cloud (1 Metal, 1 Air - Balanced - Easy)  Creates a cloud of needles, each of which
  inflicts 1 point of damage.   To discover the number of needles to hit on a
  successful casting, reroll the same number of dice as were used to create
  the spell - 1 hit for each point rolled.  Cannot penetrate Encase.  Can be
  stopped by Hedgerow.
  Convey (1 Water, 1 Air - Unbalanced - Easy)  Can convey information from one
  mind to another, but the information cannot pass to or from the Mage.  1
  word may be passed for each point rolled, or 1 image may be passed for
  every 7 points rolled.  Convey may be blocked by Move.
  Float (2 Air - Unbalanced - Hard)  Levitates the target.  The limit of size of the
  object to be moved is the Constitution equal to the number of point sin
  the successful roll.  The object can remain levitated for the number of
  seconds equal to the number of points rolled.  May be countered with
  Return.
  Hedgerow (1 Wood, 1 Air - Balanced - Moderate)  Creates an immediate shield of
  roots and plants.  These growths remain after creation and have an
  absorption value for damage equal to the number of points in the roll.
  Effective against Cloud and physical attacks.
  Knowing (1 Fire, 1 Air - Unbalanced - Hard)  Passes information from the mind of
  the mage to another, or receives information from the mind of another.
  The Mage may sent one word for every point of the roll, or one image for
  every 7 points of the roll.  From one mind to another without passing
  through the mage, use Convey.  May be blocked with Seize.
  Seize (1 Air, 1 Earth, Balanced - Moderate)  Causes an object in motion to be held
  motionless for 1 second for every point of the successful roll.  May be
  countered with Move or released by the Will of the mage.
  
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  EARTH GRIMOIRE
  Stone Color:  Brown, natural  stones
  Aspects: reality, foundations, relationship and
  construction.
  Talismans: stone, soil, gemstones, ceramics, etc.
  ACOLYTE LEVEL - 2 STONE SPELLS
  Animate (1 Water, 1 Earth - Balanced - Moderate)  Causes a physical, unliving
  object to move according to the imagination of the mage, within
  restrictions of normal physical.  Can be opposed by Return.
  Encase (1 Metal, 1 Earth - Unbalanced - Easy)  Creates a plate metal level fluid
  metal coating around the mage or the target for 5 seconds for every point
  rolled.  Is impervious to all Metal component spells.  Can be dissolved by
  the Will of the Mage.  Can be countered by Move, which causes the metal
  to flow away from the target.
  Entomb (2 Earth - Unbalanced - Hard)  Causes the earth to open beneath the
  target and reseal over the target when it falls.  The strength of the spell is
  equal to the number of points rolled.  Entombed targets do not have
  access to air or oxygen unless freed within the same number of seconds as
  points rolled to create the spell.  May be countered with Return.
  Return (1 Wood, 1 Earth - Unbalanced - Hard)  Can remove transformation to
  organic or inorganic targets.  With organic targets it will reveal the effects
  of Reshape.  For inorganic target it returns the object to its shape and
  condition prior to the casting of the spell, equal to the number of minutes
  equal to the number of points rolled.
  Seize (1 Air, 1 Earth, Balanced - Moderate)  Causes an object in motion to be held
  motionless for 1 second for every point of the successful roll.  May be
  countered with Move or released by the Will of the mage.
  Solid (1 Fire, 1 Earth - Balanced - Moderate)  Causes liquid or gas to become solid
  at the current temperature.  Will hold the topic immobile for each point
  rolled.
  
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  FIRE GRIMOIRE
  Stone Color: Red
  Aspects: reduction, consumption, creativity, and
  energy.
  Talismans: candles, fire starters, fire opals, lamps, light,
  etc.
  ACOLYTE LEVEL - 2 STONE SPELLS
  Edge (1 Fire, 1 Metal - Balanced - Easy) Creates a Class VIII damage cutting blade
  along the outer edge of the mage’s dominant hand.  Doubling the spell will
  create edges along both hands, but use of two weapons is restricted to
  standard Advantage rolls.  Edge cannot penetrate Encase.
  Inferno (2 Fire - Unbalanced - Hard) Creates a Class IX fireball with full damage
  every 15 seconds for every 15 points rolled or every fraction of 15 points.
  Can be countered with Convey.
  Knowing (1 Fire, 1 Air - Unbalanced - Hard)  Passes information from the mind of
  the mage to another, or receives information from the mind of another.
  The Mage may sent one word for every point of the roll, or one image for
  every 7 points of the roll.  From one mind to another without passing
  through the mage, use Convery.  May be blocked with Seize.
  Rage (1 Fire, 1 Wood - Balanced - Moderate)  A fireball with Class VI damage, it
  burns for 1 second for each point rolls and inflicts full damage for every
  10 seconds or fraction of 10 seconds.  A toxic roll turns the damage
  against the mage.  May be countered with Move.
  Scald (1 Fire, 1 Water - Unbalanced - Moderate)  A cloud of boiling steam is
  directed against the target with Class VI damage for every 15 points of the
  roll.
  Solid (1 Fire, 1 Earth - Balanced - Moderate)  Causes liquid or gas to become solid
  at the current temperature.  Will hold the topic immobile for each point
  rolled.
  
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  METAL  GRIMOIRE
  Stone Color: Yellow, Gray, Black
  Aspects: strength, rigidity, invasion and containment.
  Talismans: Jewelry (not gemstones), armor, blades,
  clockworks.
  ACOLYTE LEVEL - 2 STONE SPELLS
  Cage (2 Metal - Unbalanced - Hard)  Creates a web of metal equal in strength to
  2X the number of points in the roll and will hold for 5 minutes for each
  point of the roll.  Can be dissolved by the Will of the mage or dissolved by
  Move.
  Cloud (1 Metal, 1 Air - Balanced - Easy)  Creates a cloud of needles, each of which
  inflicts 1 point of damage.   To discover the number of needles to hit on a
  successful casting, reroll the same number of dice as were used to create
  the spell - 1 hit for each point rolled.  Cannot penetrate Encase.  Can be
  stopped by Hedgerow.
  Edge (1 Fire, 1 Metal - Balanced - Easy) Creates a Class VIII damage cutting blade
  along the outer edge of the mage’s dominant hand.  Doubling the spell will
  create edges along both hands, but use of two weapons is restricted to
  standard Advantage rolls.  Edge cannot penetrate Encase.
  Encase (1 Metal, 1 Earth - Unbalanced - Easy)  Creates a plate metal level fluid
  metal coating around the mage or the target for 5 seconds for every point
  rolled.  Is impervious to all Metal component spells.  Can be dissolved by
  the Will of the Mage.  Can be countered by Move, which causes the metal
  to flow away from the target.
  Force (1 Metal, 1 Water - Balanced - Moderate)  Causes a force to be imposed
  against the target equal to the points rolled in the casting.  Can be opposed
  by another Force spell.  For continues for 1 second for each point rolled
  or stopped by the Will of the Mage.
  Snare (1 Metal, 1 Wood - Unbalanced - Easy)  Creates a trap to capture a limb of a
  target, usually the leg.  Snare has a strength equal to the number of points
  in the roll until defeated by opposing strength, dissolved by the Will of the
  mage, or defeated by Move.
  
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  WATER GRIMORIE
  Stone Colors: Green, Turquoise, Aquamarine
  Aspects: change, physical bodies, movement and
  activity.
  Talismans: potions, flasks, kegs, vials, fluids, animals,
  etc.
  ACOLYTE LEVEL - 2 STONE SPELLS
  Animate (1 Water, 1 Earth - Balanced - Moderate)  Causes a physical, unliving
  object to move according to the imagination of the mage, within
  restrictions of normal physical Strength.  Can be opposed by Return.
  Convey (1 Water, 1 Air - Unbalanced - Easy)  Can convey information from one
  mind to another, but the infcannotn cannnot pass to or from the Mage.  1
  word may be passed for each point rolled, or 1 image may be passed for
  every 7 points rolled.  Convey may be blocked by Move.
  Force (1 Metal, 1 Water - Balanced - Moderate)  Causes a force to be imposed
  against the target equal to the points rolled in the casting.  Can be opposed
  by another Force spell.  For continues for 1 second for each point rolled
  or stopped by the Will of the Mage.
  Move (1 Water, 1 Wood - Balanced - Hard)  Can cause a physical thing or an
  energy (iincluding throught) to be directed away from the intended target.
  A very high success on the roll will give the Mage control to re-direct the
  target to a new target.
  Reshape(2 Water - Unbalanced - Hard)  Can cause an organic target to be
  chanced in shape, texture and color according to the imagination of the
  Mage.  The size of the target is equal to the Constitution of the target vs.
  the number of points rolled.  The reshaped target will retain the new
  shape for 1 minute of each point rolled.  May be countered by Return.
  Scald (1 Fire, 1 Water - Unbalanced - Moderate)  A cloud of boiling steam is
  directed against the target with Class VI damage for every 15 points of the
  roll.
  
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  WOOD GRIMOIRE
  Stone Color:   Orange, Woodstone (petrified wood)
  Aspects: living, growing, adjusting and increase.
  Talismans:   leaves, living plant, roots, carved staff,
  paper, etc.
  ACOLYTE LEVEL - 2 STONE SPELLS
  Heal (2 Wood - Unbalanced - Easy)  Restores lost Body at a rate equal to 1 point
  of Body to the Target for every 6 points of the successful roll.  Only
  functional against organic targets.   A penalty of 1d6 for every 2d6 rolled
  is levied against a mage attempting to cast heal on himself.
  Hedgerow (1 Wood, 1 Air - Balanced - Moderate)  Creates an immediate shield of
  roots and plants.  These growths remain after creation and have an
  absorption value for damage equal to the number of points in the roll.
  Effective against Cloud and physical attacks.
  Move (1 Water, 1 Wood - Balanced - Hard)  Can cause a physical thing or an
  energy (iincluding throught) to be directed away from the intended target.
  A very high success on the roll will give the Mage control to re-direct the
  target to a new target.
  Rage (1 Fire, 1 Wood - Balanced - Moderate)  A fireball with Class VI damage, it
  burns for 1 second for each point rolls and inflicts full damage for every
  10 seconds or fraction of 10 seconds.  A toxic roll turns the damage
  against the mage.  May be countered with Move.
  Return (1 Wood, 1 Earth - Unbalanced - Hard)  Can remove transformation to
  organic or inorganic targets.  With organic targets it will reveal the effects
  of Reshape.  For iNormanc tragfet it returns the object to its shape and
  condition prior to the casting of the spell, equal to the number of minutes
  equal to the number of points rolled.
  Snare (1 Metal, 1 Wood - Unbalanced - Easy)  Creates a trap to capture a limb of a
  target, usually the leg.  Snare has a strength equal to the number of points
  in the roll until defeated by opposing strength, dissolved by the Will of the
  mage, or defeated by Move.
  
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  Page 15
  The Will of the Mage
  A mage may dissolve a spell he/she has cast with a successful roll on Will.  A
  toxic roll will turn the spell agaisnt the mage.
  Spells by Name
  ANIMATE (1 Water, 1 Earth - Balanced -
  Moderate) 
   
  Causes 
  a 
  physical,
  unliving object to move according to
  the imagination of the mage, within
  restrictions of normal physical.  Can
  be opposed by Return.
  CLOUD (1 Metal, 1 Air - Balanced - Easy)
  Creates a cloud of needles, each of
  which inflicts 1 point of damage.   To
  discover the number of needles to hit
  on a successful casting, reroll the
  same number of dice as were used to
  create the spell - 1 hit for each point
  rolled.  Cannot penetrate Encase.
  Can be stopped by Hedgerow.
  CONVEY (1 Water, 1 Air - Unbalanced -
  Easy)  Can convey information from
  one 
  mind 
  to 
  another, 
  but 
  the
  information cannot pass to or from
  the Mage.  1 word may be passed for
  each point rolled, or 1 image may be
  passed for every 7 points rolled.
  Convey may be blocked by Move.
  EDGE (1 Fire, 1 Metal - Balanced - Easy)
  Creates a Class VIII damage cutting
  blade along the outer edge of the
  mage’s dominant hand.  Doubling
  the spell will create edges along both
  hands, but use of two weapons is
  restricted to standard Advantage
  rolls.  Edge cannot penetrate Encase.
  ENCASE (1 Metal, 1 Earth - Unbalanced -
  Easy)  Creates a plate metal level
  fluid metal coating around the mage
  or the target for 5 seconds for every
  point rolled.  Is impervious to all
  Metal component spells.  Can be
  dissolved by the Will of the Mage.
  Can be countered by Move, which
  causes the metal to flow away from
  the target.
  FORCE (1 Metal, 1 Water - Balanced -
  Moderate)  Causes a force to be
  imposed against the target equal to
  the points rolled in the casting.  Can
  be opposed by another Force spell.
  For continues for 1 second for each
  point rolled or stopped by the Will of
  the Mage.
  KNOWING (1 Fire, 1 Air - Unbalanced -
  Hard) Passes information from the
  mind of the mage to another, or
  receives information from the mind
  of another.  The Mage may sent one
  word for every point of the roll, or
  one image for every 7 points of the
  roll.  From one mind to another
  without passing through the mage,
  use Convery.  May be blocked with
  Seize.
  MOVE (1 Water, 1 Wood - Balanced -
  Hard)  Can cause a physical thing or
  an energy (including through) to be
  directed away from the intended
  target.  A very high success on the
  roll will give the Mage control to re-
  direct the target to a new target.
  RAGE (1 Fire, 1 Wood - Balanced -
  Moderate)  A fireball with Class VI
  damage, it burns for 1 second for
  
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  Page 16
  each point rolls and inflicts full
  damage for every 10 seconds or
  fraction of 10 seconds.  A toxic roll
  turns the damage against the mage.
  May be countered with Move.
  RETURN (1 Wood, 1 Earth - Unbalanced -
  Hard)  Can remove transformation
  to organic or inorganic targets.  With
  organic targets it will reveal the
  effects of Reshape.  For inorganic
  target it returns the object to its
  shape and condition prior to the
  casting of the spell, equal to the
  number of minutes equal to the
  number of points rolled.
  SCALD (1 Fire, 1 Water - Unbalanced -
  Moderate)  A cloud of boiling steam is
  directed against the target with Class
  VI damage for every 15 points of the
  roll.
  SEIZE (1 
  Air, 
  1 
  Earth, 
  Balanced 
  -
  Moderate)  Causes an 
  object in
  motion to be held motionless for 1
  second 
  for 
  every 
  point 
  of 
  the
  successful roll.  May be countered
  with Move or released by the Will of
  the mage.
  SNARE (1 Metal, 1 Wood - Unbalanced -
  Easy)  Creates a trap to capture a
  limb of a target, usually the leg.
  Snare has a strength equal to the
  number of points in the roll until
  defeated 
  by 
  opposing 
  strength,
  dissolved by the Will of the mage, or
  defeated by Move.
  SOLID (1 Fire, 1 Earth - Balanced -
  Moderate)  Causes liquid or gas to
  become 
  solid 
  at 
  the 
  current
  temperature.  Will hold the topic
  immobile for each point rolled.
  Ingesting Stones
  With some risk, an acolyte may gain the effect of stones within or outside the
  specific school to which he or she is affiliated.  Ingestion of stones within the
  school can be done with no penalties.  Ingestion of stones outside the school take
  1d6 penalty for every 3 stones ingested.
  Ingestion is exactly what it sounds like – you eat the stones to achieve an
  effect. Roll 3d6 to attempt the ingestion.  After the first ingestion a roll on
  Strength is required to ingest three more stones.   After the second, Strength with
  1d6 penalty is required, and on the third attempt 2d6 penalties are required.   No
  more than three ingestions can occur in any week of game time.  1d3 days later, a
  successful roll against Strength is required to survive the emergence of the
  debris, or damage is taken from the effect of the ingestion.
  But you could try.
  On a failed roll against ingestion, the acolyte suffers 2d6 damage to body on
  scale VI of the damage tables for Ethereal elements, and on scale VIII for
  Corporeal elements.
  A toxic roll on an ingestion attempt gives the ingestor a permanent 2d3 loss
  of Body which cannot be recovered through normal recovery.
  
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  Page 17
  Ingestion
  of
  Three
  Stones
  Fire
  Metal
  Water
  Wood
  Air
  Earth
  Manic
  Armor
  Shapeshift
  Rebuild
  Step Out
  Spy
  Additional Spells
  All ingestions are considered Hard.
  MANIC (3 Fire - Ingested)  Grants 3d6 bonus to rolls on physical actions, and 3d6
  penalty to mental actions for 1 minute for each pip showing in a successful roll.  At the
  end of the Manic period, the ingestor has a 2d6 penalty to all physical actions for one
  hour for every pip showing in the successful ingestion roll.
  ARMOR (3 Metal - Ingested)  Provides a 3d6 full body armor value for 1 minute for
  each pip showing in the successful role.  At the end of the protected period, all damage
  taken by the ingestor is shifted two columns to the right for one hour for each pip
  showing in the success Armor roll.  
  SHAPESHIFT (3 Water - ingested)  Give the ingestor 3d6 ability to change the
  physical body, but not mass, for 1 minute for every pip showing in the successful roll.
  Shapes are limited to physical and liquid forms.  A successful roll on Will is required to
  regain the ingestor’s original shape.  If the ingestor fails to regain the original shape in
  three rolls, there is one attempt at 1d6 penalty, one attempt at 2d6 penalty and on the
  fifth failure it is assumed the ingestor has lost his/her original form.  If the chosen form
  is not a living creature, the character has died.  If the ingestor succeeds returning to
  the original shape, the character will be at 2d6 penalties to every physical action for 1
  hour for each pip showing on the successful roll.
  REBUILD (3 Wood - Ingested)  Gives the ingestor 2d6 to restore a destroyed form,
  including a limb.  One “rebuild action” roll is possible every five points or fraction of
  five points in the successful roll.  On a successful rebuild action roll, the ingestor can
  recreate up to 1/2 his/her body mass.  Rebuild can be cast on another or on one’s self.
  All rebuild action rolls must take place within one hour of ingestion.  
  After the last rebuild action roll, the ingestor takes 2d6 penalty for all mental
  actions for 1 hour for each pip showing in the original successful Rebuild roll. If any
  rebuild action goes toxic, the recovery penalty hours are multiplied by the number of
  toxic rebuild actions.  One toxic failure equals double the hours, two toxic failures
  equals three times the penalty hours, etc.
  STEP OUT (3 Air - ingested)  Give the ingestor the ability to step outside his/her
  physical body and travel the same distance as could be physically covered in the
  allowed time.  The ingestor can stay out of the body for 1 minute for every pip showing
  in the successful Step Out roll.  The ingestor can see and hear while out of body, but
  cannot be physically seen.  If any action is attempted, it is under a penalty equal to the
  
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  Page 18
  number of dice used to attempt the task.  Spells cast from the Step Out form cost double
  the number of stones normally required.  
  The ingestor must succeed on a roll against Will to reenter the original body.
  Toxic results for any attempt for actions while out of the body give 1d6 penalty to the
  Will roll required to re-enter the body for each toxic roll experienced, up to the full
  number of Will dice.  Any attempt to enter another body can be countered by the
  target’s successful roll against Will, even if the target is unaware of the attempt.
  SPY (3 Earth - ingested)  For 1 minute with every pip showing, the ingestor can
  use the earth and its product to see and hear with a circle equal to 1 yard for each pip
  showing.  The focus must remain for one minute and may be changed with each
  minute.  Use of Spy causes a 2d6 penalty on all rolls against the physical senses for 1d3
  days following the ingestion.
  
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  Page 19
  Expansion 1: The Mage’s spells (2:1)
  Mage
  Levels
  2
  Fire
  2
  Metal
  2
  Water
  2
  Wood
  2
  Air
  2
  Earth
  1
  Fire
  1
  Metal
  1
  Water
  1
  Wood
  1
  Air
  1
  Earth
  Brick
  Ram
  Sink
  Nourish
  History
  3 Earth
  Berm
  Darts
  Blade
  Foam
  Sight
  3 Air
  Vanish
  Channel
  Wedge
  Splinter
  Transit
  3 Wood
  Resurect
  Master
  Base
  Rust
  Wreck
  3 Water
  Flow
  Est ablish
  Form
  Other
  Ceramic
  Slump
  3 Metal
  Slave
  Rupture
  Ax
  Mindwipe
  Mine
  3 Fire
  Volcano
  Lava
  Spell
  Bonfire
  Sear
  Forge
  All Three Stone Spells are Unbalanced
  Expansion 2: The Master’s Grimoire (1:1:1)
  Expansion 3: The Wizards Grimoire (1:1:1:1)
  Expansion 4: The Star Priest Grimoire (1:1:1:1:1)
  
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  Page 20
  P L U S
  SIX MAGiCKS GRIMOIRE
  4th Edition Enhanced
  Use the basic Character Sheet in P.L.U.S 4th Edition or the P.L.U.S COMPANION for basic character notes.
  PLAYER 
  ____________________________________________
  CHARACTER ____________________________________________
  PRIMARY AFFINITY   _____________
  TRIAD _________________
  DISTRIBUTION Magick Total : ____FIRE
  METAL
  WATER
  EARTH
  AIR
  WOOD
  ______
  ______
  ______
  ______
  ______
  ______
  SPELLS and EFFECTS
  FIRE
  METAL
  WATER
  EARTH
  AIR
  WOOD
  1.  .........................  ______
  ____
  ____
  ___
  ____
  ____
  ____
       Effect: ..........................................................
  Damage ____
  Range
  ____
       Notes: .............................................................................................................
  2.  .........................  ______
  ____
  ____
  ___
  ____
  ____
  ____
       Effect: ..........................................................
  Damage ____
  Range
  ____
       Notes: .............................................................................................................
  3.  .........................  ______
  ____
  ____
  ___
  ____
  ____
  ____
       Effect: ..........................................................
  Damage ____
  Range
  ____
       Notes: .............................................................................................................
  4.  .........................  ______
  ____
  ____
  ___
  ____
  ____
  ____
       Effect: ..........................................................
  Damage ____
  Range
  ____
       Notes: .............................................................................................................
  5. ..........................  ______
  ____
  ____
  ___
  ____
  ____
  ____
       Effect: ..........................................................
  Damage ____
  Range
  ____
       Notes: .............................................................................................................
  6. ..........................  ______
  ____
  ____
  ___
  ____
  ____
  ____
       Effect: ..........................................................
  Damage ____
  Range
  ____
       Notes: .............................................................................................................
  7. ..........................  ______
  ____
  ____
  ___
  ____
  ____
  ____
       Effect: ..........................................................
  Damage ____
  Range
  ____
       Notes: .............................................................................................................
  8.  .........................  ______
  ____
  ____
  ___
  ____
  ____
  ____
       Effect: ..........................................................
  Damage ____
  Range
  ____
       Notes: .............................................................................................................
  9.  .........................  ______
  ____
  ____
  ___
  ____
  ____
  ____
       Effect: ..........................................................
  Damage ____
  Range
  ____
       Notes: .............................................................................................................
  P.L.U.S MAGIC: EXILES and P.L.U.S th Edition Enhanced © 1996 by Talewind Print & Production.  Permission to copy for personal use only.
  
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  March 24, 1999
  Page 21
  GAME MASTER’S NOTES
  EXILES is one of five entry points to
  an RPG world.  It is not the only way to
  enter the wrold, but it is the one I am
  working on now.
  Magic is a tool.  It is not the be-all and
  end-all of the world.  If a man were to
  study for many years, he may be able to
  set aside his sword, but none of your
  opening characters will have had the
  luxury of sufficient time to learn that
  level of the arts.
  Your players will be from a village off
  the main trade routes.  Even with
  water, it is hard to grow crops to support
  large populations.  In living memory,
  four nearby village have ceased to exist
  - the last famlies moved away for a
  better life elsewhere.
  I hope you will make the world very
  personal to your players.  Explain to
  them that it takes a hero to leave –
  many 
  exiles have 
  never 
  returned,
  though a few have come back with
  relative riches or new stock for the local
  heards.
  Treat the world as a low medievil
  level technology – even a waterwheel is
  a luxury.  The player 
  character’s
  families come from occupations directly
  related to survival - farming, hunting,
  weaving, forging, repairing homes, and
  – in good times – building.  
  The study of magic gives a sense of
  mystery to life.  There are forces in the
  world 
  that 
  are 
  beyond 
  your
  comprehension, but an acolyte or a
  mage can tap into those forces to make
  some miracle.
  All of the player characer’s will have
  een given a basic education through one
  of the six schools of magic.  Each school
  teaches literacy, the minimal medical
  skills to keep alive, food preparation,
  wilderness 
  skills, 
  a 
  primary 
  trade
  (something 
  like 
  smithing, 
  food
  preservation, 
  carpentry, 
  masonry,
  animal care, farming, etc.) and the
  fundamentals of magic.  
  Each of the six school teaches the use
  of magic as a gift to be cherished –
  squandering mana is viewed much the
  same a child molesting.  
  Students are taught how to layer
  their personal mana onto stones and
  talismans.   The more they do, the
  better they get.
  The six schools are structured as six
  arms of an academy of magic called the
  White Star.  The White Star is the
  combination of the six colors and their
  Priests can combine six elements into
  spells 
  that 
  are 
  far 
  beyond 
  the
  understanding or comprehension of the
  player characters.
  The players will be acolytes - basic
  training (about six years of school, a few
  years of training for magic, a few years
  training with their weapons).  
  It has been seven years since the last
  Exile – your players have gone through
  adolescence free from want or hunger.
  Everyone knows someone who has gone
  into Exile,.  Their parents tell them
  stories 
  of 
  lost 
  aunts 
  and 
  uncles,
  grandparents and promising magicians
  who have gone into the exile – it has
  become part of the long, boring litany of
  things to ignore
  
  from... The Second Book of Anran
  The Exile’s Lament
  That my Mother may eat, I left my home.
  That my Father may sleep, I left my home.
  That my Brother and my Sister may grow,
  I left my home.
  I am become one of many,
   in the Company of Strangers
  who seek the Road as their Home.
  I will tell the stranger of what I leave behind.
  I will find a My home in some new place
  with a people I have never known.
  That I may live, I left my home.
  
  The Night of Exile
  The Exiles will depart on the full moon and in the four days before the
  village will prepare for as much of a fiest as their meager means will allow.
  Often the young people who will stay behind hunt for days to find game to
  provide the feast with meat and fowl that will not deplete the villages
  larders.  Sometimes the people of the village will contribute stones to trade
  for a young tesep, which will supply the feast and provide meat and hides
  for several months thereafter.
  It is a custom for the Exiles and the members of the village to take a
  moment to say good by in a personal exchange of farewells.  There is a brief
  ceremony under the direction of the Star Priests where the formal side fo
  the good-bye can be satisfied, but the evening will have dozens of private
  walks and talks that continue far into the night.
  It is customary for the Exiles to depart while the rest of the village
  feasts and celebrates.  At dawn the Exiles have gone.
  It is also a custom that the exiles walk until noon of their first day and
  make a camp for the long rest they need to recover from the Night of Exile
  and the beginning of their village.  It is considred poor manners to discuss a
  destination before the first serious sleep beyond the village.  At this camp
  the Exiles will set their course, often separating into smaller groups to
  pursue their dreams.
  
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