Cast
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Revision as of 23:36, 24 June 2014 by Frameworker (Talk | contribs)
You have magical energy and the ability to control it. Normally even if you gain Scrolls or Rituals (items that grant magical effects) you can't actually invoke the effect yourself.
- Requires: Study
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.
- Water Magic: You may walk on water as though it were a solid surface. You can not drown in water, and regain 1 grit each turn you remain submerged. You gain the Waterbolt spell.
- Air Magic: Ranged attacks against you suffer an extra penalty and your Jump speed increases +2. When you concentrate (action or project) you choose the wind direction and strength (none, low, or high). You gain the Airstep 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 2.5.0
©2014 Frameworks Games
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