Difference between revisions of "Cast"

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==Other Mastery Options==
 
==Other Mastery Options==
 
{{Fire Magic}}
 
{{Fire Magic}}
{{Water Magic}}
 
{{Air Magic}}
 
 
{{Earth Magic}}
 
{{Earth Magic}}
  
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*[[Detect]]
 
*[[Detect]]
 
*[[Heal]]
 
*[[Heal]]
*[[Snipe]]
+
*[[Recall]]
*[[Track]]
+
*[[Train]]
 
*[[Magic Element]]
 
*[[Magic Element]]
  

Revision as of 19:09, 30 November 2014

You have magical energy and the ability to control it. Normally even if you gain scrolls or rituals you can't actually produce the effect yourself.

Template:Cast1 Template:Cast2 Template:Cast3

Default Mastery Options

    • Arcane Knowledge: You can perceive magic (when you look for it), and on a successful sense check recognize magic items, spell, or supernatural properties.
    • Mana Reserves: You may keep a surge until you use it, and so you start all encounters with a surge.
    • Magical Wealth: You gain an extra 3 tier 1 assets with the magic or spell keywords, and you automatically generate a profit during a respite.
    • Wizard Magic: You gain two tier 1 spells and two tier 2 spells. Interference while casting causes you to forget the spell until you rest and study it again.

Other Mastery Options

    • Fire Magic: You are immune to cold climates. You may use a snap to start a prepared fire or absorb up to 5 burn from existing flames in your zone. If you absorb all 5 you gain a surge. You gain the Fireball spell.
    • Earth Magic: Any armor value you have increases +1. You may use a snap to bond with the ground, gaining a bonus on strength checks and counting adjacent areas as part of your size against stagger. You gain the Stoneskin spell.

See Also


Version 2.5.1
©2014 Frameworks Games

This is outdated content. Update Needed!