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Paradise Realms > 2008 Omnibus Project > Aspect System 5: Spellcraft Desciptions



Title: Aspect System 5: Spellcraft Desciptions


Dylan Earon - January 28, 2008 01:12 AM (GMT)
Aspect Descriptions – Spellcraft

Choosing any Aspect of Spellcraft causes a character to become enchanted (see the Enchanted Being Caveat) and is considered a spellcaster. A character with two Armor Proficiency Aspects and two or more Weapon Proficiency Aspects cannot have any Spellcraft Aspects. When a Spellcraft Aspect is chosen, the spellcaster must decide which spells they will learn from the appropriate options:

· Any spell from the Tier and School chosen.
· Any spell from a lower numbered Tier of any School.
· Any Cantrip spell.
· A Regional.

The power level of the Spellcraft determines the number of spells learned, as follows:
· Cantrip - 5 spells
· Tier I - 4 spells
· Tier II - 3 spells
· Tier III - 2 seplls
· Tier IV - 1 spell

Cantrip: Simple spells, easily learned.

Choose five of the following spells:
Detect Magic, Disrupt Light, Enchant Blade, Identify Creature, Light, Pas, Protect Item, Protection from Magic Missile, Repair Armor, Silver Strike, Speak, Speak with Dead, Zombie Walk.

Arcane: Spells dealing with pure magic.

Tier I
Choose four of the following spells:
Dream, Disenchant, Fortune Tell, Identify, Prestidigitation.

Tier II
Choose three of the following spells:
Create Potion, Enfeeble Being, Find the Path, Repair Magic Item.

Tier III
Choose two of the following spells:
Banish Conjured Being, Disrupt, Vision.

Tier IV
Choose one of the following spells:
Divine Knowledge, Intervention, Power Infussion.

Spirit: Spells dealing with life and death.

Tier I
Choose four of the following spells:
Commune with Spirit, Group Healing, Group Animate, Panacea, Zombie Send.

Tier II
Choose three of the following spells:
Compulsion, Create Zombie, Raise Dead, Séance.

Tier III
Choose two of the following spells:
Call the Soul, Circle of Healing, Combat Raise Dead, Create Undead, Heal Limb.

Tier IV
Choose one of the following spells:
Cry of Life, Embrace Death, Summon Minion.

War: Spells dealing with combat, armor and weapons.

Tier I
Choose four of the following spells:
Coup de Grace, Disease Weapon, Feign Death, Repair Item.

Tier II
Choose three of the following spells:
Create Silver Weapon, Enchant Armor, Mystic Forge, Poison Weapon.

Tier III
Choose two of the following spells:
Armor-Piercing Weapon, Envenom Dagger, Magic Missile, Missile Weapon Proficiency, Simple Weapon Proficiency, Transformation.

Tier IV
Choose one of the following spells:
Assassin's Blade, Create Magic Weapon, Lightning Bolt.

Wards: Spells dealing with protecting yourself and others.

Tier I
Choose four of the following spells:
Death Watch, Heartiness, Protection from Boulders, Protection from Melee Weapons, Protection from Undead.

Tier II
Choose three of the following spells:
Fortitude, Protect the Soul, Protection from Missile Weapons, Purity.

Tier III
Choose two of the following spells:
Armored Cloak, Circle of Protection, Protection from Enchanted Beings, Mystic Shield, Regeneration.

Tier IV
Choose one of the following spells:
Resist Magic, Resist Death, Second Chance

Regional Magic:

At any given event, the EH may wish or require that certain magical abilities be available to the players. One of the ways they can accomplish this is through regional magic. Regional Magic is usually an additional number of spells that spellcasters can choose from. Spellcasters can only choose from this list if they had filled at least one spell slot with a Regional Magic spell. At some events, the regional magic your character will receive is based on which Spellcraft Aspect it is chosen in. At some events, all of the regional magic spells are the same. Others are completely random, while other EH’s may require you perform certain actions before gaining the regional magic. The detail of regional magic is left entirely up to the EH. No Regional Magic spell will have a lingering effect that lasts longer than the end of the event. One thing to keep in mind is that while Regional Magic is more versatile, it is also more unreliable. An EH may choose a different spell from the list, a new spell, or nothing.




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