Tag: Magic

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  • Mantles

    *Air* Passive: * _Windwalk_ (T2) * _Twister_ (T4) * Channel: Windborn Ally-summon an ally from the plane of air for 4+CHA rounds; different amounts of mana summon different creatures. Each improvement to this ability causes more creatures to be …

  • Arcane Spells

    *Cantrip/1st Tier:* * _Decoy_ – Create a minor false image with an area of up to 5ft/3 MAT; this image neither makes noise or moves, but appears exactly as you want it to otherwise, A DC 12 RSN or INT save causes those who see the image to know its …

  • Divine Spells

    *Cantrips/1st Tier:* * _Barrier_ – Provide an ally with a circle of defense which reduces all damage they take by 1 per 2 MAT. _Range:_ 60ft, _Duration:_ 5 minutes per success * _Blessing/Condemn_ - Minor healing or damage effect which ignores …

  • Nature Spells

    *Cantrips/1st Tier:* * _Invigorate_ – cause speedy growth of nature in 5ft area around you per success. It only causes things to grow which are already there (thus a desert would do very little). May hide you or provide small defensive bonuses, …

  • Psionics

    *Cantrips/1st Tier:* * _Forcefield (K)_ - Generate a small barrier around yourself, which absorbs damage from all sources. Blocks 2 damage per MAT. _Duration:_ 5 minutes * _Foresight (E)_ - Gain a bonus against a single foe for a period of time. You may …

  • Magic, Mana and Phenomena

    This category covers anything to do with mana, the outer planes and other phenomena and even deities. +*Rules for Magic Use*+ All character's will be able to use a certain number of the most basic spells, known as cantrips. Each character has one …

  • General Cantrips and Other Spells

    *Cantrip/1st Tier:* * _Alarm Ward_ – Set a magical sensor at location to alert you of specific conditions; these conditions must be spoken as you cast the spell, and must fit within 10 words + 1 word per success. At your option you may have blaring noise …

  • Legacies

    Back to [[Mage]] +*Legacies anyone can take:*+ * Circle Magi: perform spells with others for greater effect Passive: You may use a full-round to join in another's spell or lead comrades in the casting of one of your spells. Other casters need not be …

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