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==Wield Mage Staff==
==Wield Mage Staff==
Any character that has purchased the magician skill can use a rod or wand as a mage’s implement to touch a target to cast a spell. This skill allows you to use a staff as a mage’s implement to cast spells. A mage staff can be between 42” and 84” long.
Any character that has purchased the magician skill can use a rod or wand as a mage’s implement to touch a target to cast a spell. This skill allows you to use a staff as a mage’s implement to cast spells. A mage staff can be between 42” and 84” long.
During combat, you must hold the weapon in two-hands at all times. If your mage staff is over five feet long (>60”) then you must have at least two feet in separation between your hands.
During combat, you must hold the weapon in two-hands at all times. If your mage staff is over five feet long (>60”) then you must have at least 18" in separation between your hands.


==Ritual Magic==
==Ritual Magic==

Revision as of 21:31, 24 December 2012

Magician

  • You must purchase magician before you can take any other magical skills

You are able to cast the three basic spells; detect magic, operate portal and create bond. You may gain additional spells by purchasing the relevant skill. All spells are described in the following section.

Each spell requires you to expend mana to cast them. The magician skill grants you four personal mana per day. You may purchase additional mana. Your character’s personal mana replenish overnight.

If you have access to crystallized mana, then you may use these to cast spells instead of your personal mana. Crystallized mana is produced by a mana site, which is a personal resource. A starting site produces seven crystallized mana per event.

Extra Spell

You may choose one additional spell each time you purchase this skill.

Extra Mana

You gain 1 additional personal mana per day each time you purchase this skill. The cost to purchase this skill increases by 1 pt each time you purchase this skill.

UrizenMage.jpg

Wear Mage Armour

  • Mage armour provides the wearer with two additional hits
  • Mage armour does not protect against CLEAVE or IMPALE

Your character may wear mage armour. Mage armour is a type of magical talismanic armour that protects you against harm but allows you to cast spells. Although mage armour is magical in nature, your character is able to fashion their own armour. If you have purchased this skill then you are considered to have access to a suit of mage armour, in the same way a warrior has access to a suit of mundane armour.

Wield Mage Staff

Any character that has purchased the magician skill can use a rod or wand as a mage’s implement to touch a target to cast a spell. This skill allows you to use a staff as a mage’s implement to cast spells. A mage staff can be between 42” and 84” long. During combat, you must hold the weapon in two-hands at all times. If your mage staff is over five feet long (>60”) then you must have at least 18" in separation between your hands.

Ritual Magic

Any character that has purchased one or more realm ritual magic skills can perform rituals. Rituals require crystalized mana to cast; they are too powerful to perform with personal mana.

Each ritual will have a magnitude. This is the amount of crystalized mana needed to perform the ritual. The amount of crystalized mana that you can expend is based on your levels of lore in that particular realm. If the ritualist knows the ritual, then the mana that they contribute counts double.

Each level of lore also allows you to pick two free rituals from that realm that your character has mastered. The library of rituals has not been created yet.

The cost to purchase a given lore skill for a realm increases by 1 pt each time you purchase that lore skill.

Extra Ritual

You may choose one additional ritual each time you purchase this skill.