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Final addition: Saorlai The Elf can also invoke magic and the Ancient Rites, to a lesser extent than Yazdegerd The Wizard. (QM: this is a holdover from the Hero Quest board game, where the Wizard and Elf choose spells from a card deck!)
Saorlai casts intuitively with attribute Charm; the same limitations of magic apply to her as well. Use magic carefully and sparingly, for failure carries severe consequences!
If you have been carefully following the rules, you may have been wondering: if all spells are unique and single use, once I cast heal - won't it be lost forever? (Perhaps there is a clever sorcerous way around this, hehe...)
The approximate guide to the attributes is as follows. These are the equivalents from other rpgs.
STRENGTH
"warrior, barbarian things; melee weapons"
endurance, heart, fortitude, stamina, physique, athleticism, might, toughness, prowess, morale, resist, vigour, power, trauma, blood, muscle, violence, force, courage in battle
(note: some melee weapons, eg a rapier, may also possess INSTINCT requirements)
INSTINCT
"thief, hunter things; ranged weapons"
agility, skill, dexterity, grace, insight, speed, finesse, reflex, reaction, precision, coordination, mechanical devices, aptitude, stealth, guile, deceit, edge
(note: some ranged weapons, eg longbows, may also have STRENGTH requirements)
WILL
"wizard, priest, scholar things"
rationality, logic, memory, learning, resolve, reason, psyche, composure, authority, command, aspect, control, wisdom, intellect, belief, determination, curiosity, courage against unnatural creatures
CHARM
"witch, shaman, courtier things"
superstition, social capital, reputation, seduction, etiquette, presence, influence, luck, affinity, manipulation, charisma, empathy, animal control, fellowship, aura, look, appearance, face, trust, compromise, intimacy