The rules in this section give modifications that may be used to increase the accu- racy of the system or to change its effects on the game world.

Bounceback In the basic rules, a successful Resist Roll means the forces of the spell are dissi- pated without effect.

However, in the classical mythology of magic there are many tales of spells returning to the caster.

The Bounceback rule may be used to put this effect into the Rhand magic system.

This rule operates in the following manner:

if the normal Resist Roll is successful, make a second Resist Roll with the same DSL.

If the second roll is also successful the spell returns to the caster.

Unlike the Reflection spell, the caster gets no Resist Roll against his spell when it is returned in this man- ner.

No protective spells have effect either, but any Attributes help.

Kami There is opportunity to join special magic groups in Rhand.

One such group is the Rami, a small band of dedicated warriors who believe all power comes from within.

To join this group the character must make a Specialized Training roll equal to the MLR.

If successful the character embarks on a lifelong endeavor to focus his Will and forge his spirit into a unified force that denies any external influences.

To do this the Kami require that the character devote at least three Learning Rolls every month not spent on mission to meditation.

In return the character gains one Magic Learning Roll applic~ble to Body Magic only.

In addition.

the training of the Kami strengthens a person's aura.

so the character will have a special MGSL for defense equal to ten plus three times his Body Magic skill level (10 + 3 x MGSL).

No helpful outside magic (Strength.

Healing.

Stasis, etc.) can be accepted by a Kami.

his mystical belief in self must take precedence.

This restraint against magic extends to personal use of enchanted objects.

To accept any magical help would destroy a Kami's center and all benefits would be lost.

There is no second chance.

Limited Enchantment This modification changes Enchantments from being permanent to having a five year duration.

At the end of this time the Enchantment will cease unless main- tenence is done.

This maintenance means re-enchanting the item using one tenth the original cost points.

This extends the Enchantment for another five year period.

If the item was bought from the Orca.

no extra status points are paid (everything is on warranty).

Recovery Time The basic recovery time is two phases.

If the mage intends to cast the same spell several times in succession.

the similarity of energies allows recovery in one phase instead of two.

The MF contained in the spell may differ each time, but it must be the same spell.

Spell Proration Preparation time for spells is one phase for every 20 MF.

If only 10 MF is used in a spell it should take effect well before a 20 MF spell.

Instead of resolving magic during Step 1 of the combat sequence (see section 6.2), do it during Step 3 (Attack Resolu- tion).

and prorate the spell among the weapon blows.

For example.

a 10 MF spell would take effect halfway (10/20) through the phase it was started in instead of waiting until the beginning of the next phase, as in the basic rules.

A 20 MF spell would go off at the end (20/20) of the first phase and a 30 MF spell would go off halfway through the second phase.

This adds more realism to mixed magic and physical combat as well as magical duels.

Ifa spell is completed partway through a phase, recovery time does not start until the beginning of the next phase (unless the players want the responsibility for keeping track of fractional phases).

08.13-optional_rules.txt