![]() On a 12+ you get to choose one of these effects for free: If you do, you may choose one of these effects as well. ![]() When you cast a spell, on a 10-11 you have the option of choosing from the 7-9 list. You prepare that spell as if it were one level lower. MasterĬhoose one spell in addition to the one you picked for prodigy. When you gain a level from 6-10, choose from these moves or the level 2-5 moves. When you see the effects of an arcane spell, ask the GM the name of the spell and its effects. Your counterspell protects only you if the countered spell has other targets they get its effects. ✴On a 7-9, the spell is countered and you forget the spell you staked. ✴On a 10+, the spell is countered and has no effect on you. When you attempt to counter an arcane spell that will otherwise affect you, stake one of your prepared spells on the defense and roll+Int. Arcane WardĪs long as you have at least one prepared spell of first level or higher, you have +2 armor. When you use strict deduction to analyze your surroundings, you can discern realities with INT instead of WIS. When you have time and safety with a magic item you may ask the GM what it does, the GM will answer you truthfully. Expanded SpellbookĪdd a new spell from the spell list of any class to your spellbook. When another player’s character comes to you for advice and you tell them what you think is best, they get +1 forward when following your advice and you mark experience if they do. When you spout lore about something no one else has any clue about, take +1. If you do, you may choose one of these as well: ![]() When you cast a spell, on a 10+ you have the option of choosing from the 7-9 list. You also add a new spell to your spellbook at each level. When you gain a level from 2-5, choose from these moves. You and your allies will risk danger from _.The best you can do is a lesser version, unreliable and limited.Ritual effects are always possible, but the GM will give you one to four of the following conditions: When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. The spell ends and you subtract its level from the damage done to you. You may end any ongoing spell immediately and use the energy of its dissipation to deflect an oncoming attack. Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell. You cannot cast the spell again until you prepare spells. After it is cast, the spell is forgotten.The spell disturbs the fabric of reality as it is cast-take -1 ongoing to cast a spell until the next time you Prepare Spells.You draw unwelcome attention or put yourself in a spot.✴On a 7-9, the spell is cast, but choose one: ![]() ✴On a 10+, the spell is successfully cast and you do not forget the spell-you may cast it again later. When you release a spell you’ve prepared, roll+Int. Prepare your cantrips which never count against your limit.Prepare new spells of your choice from your spellbook whose total levels don’t exceed your own level+1.Lose any spells you already have prepared.When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you: Whenever you gain a level, you add a new spell of your level or lower to your spellbook. You start out with three first level spells in your spellbook as well as the cantrips. You have mastered several spells and inscribed them in your spellbook. ![]()
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