Post by Head Moderator on Sept 4, 2013 21:39:38 GMT -5
Magic Invocations
Not only does this give a magic caster who does not want to write and cast regged spells but still use magic in combat a boost such as any other person with a weapon or unarmed tech has, but it also allows strictly magic casters a way to obtain legacy weapons. You are still able to write spells and take invocations but you cannot use regged spells, and invocations in the same round. Invocations are STRICTLY non-regged magic such as if you want to send bolts of fire, or ice shards, or any other magical attack you can dream of.
Double Invocation : You may use two mage invocations in combat. You may attack one opponent, or split your attack to hit two targets. For two targets, you would roll your combat dice as a split attack (s/a) and then 1 invocation damage goes to one person, the second invocation damage to the other. You may not use a weapon with this skill, only non-regged magical attacks with mage invocations you've purchased.
Prerequisite: Magical or Psionic Affinity
COMBAT
Slight tweak to this skill.
Parry Spell : You are able to reflect a regged spell back onto the magic caster, once per combat.
Prerequisite: Arcane Class (Primary), Emerald Rank
COMBAT
Tweak to how many spells a day / per quest.
How many spells can I cast per day?
You have an overall number of spells you may cast in any given 24 hour period, and a limit to how many you can cast in one quest. You may add your INT boost to both of these numbers. So at Crystal with an INT of 6 you could cast 12 a day, 9 per quest.
Crystal: 6 spells a day / 3 per quest
Topaz: 8 spells a day / 4 per quest
Amber: 10 spells a day / 5 per quest
Sapphire: 12 spells a day / 6 per quest
Emerald: 14 spells a day / 7 per quest
Ruby: 16 spells a day / 8 per quest
Obsidian: 20 spells a day / 10 per quest
COMPLETE detailed rules on selling items to the Emporium, including crafted items.
Update to Requiem.
Requiem: Your bardic music affects undead, even if they are immune or resistant to mind-altering effects. At Sapphire, you may choose a second type of enemy normally resistant to mind-altering effects, and at Ruby a third. You may choose from: Plants, Animals, Constructs, Oozes, or Vermin.
Prerequisite: Bard
(V)
Spells that buff traits can now go above the 12 cap. You may still only have ONE trait/talent/tactic buff spell going on any given person at a time.
YOUR CHARACTER'S SIZE CATEGORY
Every race is marked as to what size they are. It is logical that a longsword for a human would be much bigger and do more damage than a longsword for a gnome. The majority of our races are "medium", so the damage listed below is for medium size. There are a few races that are bigger than medium, and smaller. In this case, use this chart:
BIG - +1 to your dmg roll. So, a 1d6 longsword will do 1d7. +500gp.
MEDIUM - Listed below.
SMALL - -1 to your dmg roll. So, a 1d6 longsword will do 1d5. -500gp.
TINY - -2 to your dmg roll. So, a 1d6 longsword will do 1d4. -1000gp.
---
All races are now marked with what size they are. If you are "Large" you take a -1 to your Defense DC, if you are Small or Tiny you gain "Small and Fast" (edited) for free, outside of your chosen racial skills.
Small and Fast : You are a small or tiny race and gain a boost to your Defense DC. Small size gains +1, Tiny size gains +2.
Prerequisite: Small or Tiny Race
Not only does this give a magic caster who does not want to write and cast regged spells but still use magic in combat a boost such as any other person with a weapon or unarmed tech has, but it also allows strictly magic casters a way to obtain legacy weapons. You are still able to write spells and take invocations but you cannot use regged spells, and invocations in the same round. Invocations are STRICTLY non-regged magic such as if you want to send bolts of fire, or ice shards, or any other magical attack you can dream of.
Double Invocation : You may use two mage invocations in combat. You may attack one opponent, or split your attack to hit two targets. For two targets, you would roll your combat dice as a split attack (s/a) and then 1 invocation damage goes to one person, the second invocation damage to the other. You may not use a weapon with this skill, only non-regged magical attacks with mage invocations you've purchased.
Prerequisite: Magical or Psionic Affinity
COMBAT
Slight tweak to this skill.
Parry Spell : You are able to reflect a regged spell back onto the magic caster, once per combat.
Prerequisite: Arcane Class (Primary), Emerald Rank
COMBAT
Tweak to how many spells a day / per quest.
How many spells can I cast per day?
You have an overall number of spells you may cast in any given 24 hour period, and a limit to how many you can cast in one quest. You may add your INT boost to both of these numbers. So at Crystal with an INT of 6 you could cast 12 a day, 9 per quest.
Crystal: 6 spells a day / 3 per quest
Topaz: 8 spells a day / 4 per quest
Amber: 10 spells a day / 5 per quest
Sapphire: 12 spells a day / 6 per quest
Emerald: 14 spells a day / 7 per quest
Ruby: 16 spells a day / 8 per quest
Obsidian: 20 spells a day / 10 per quest
COMPLETE detailed rules on selling items to the Emporium, including crafted items.
Update to Requiem.
Requiem: Your bardic music affects undead, even if they are immune or resistant to mind-altering effects. At Sapphire, you may choose a second type of enemy normally resistant to mind-altering effects, and at Ruby a third. You may choose from: Plants, Animals, Constructs, Oozes, or Vermin.
Prerequisite: Bard
(V)
Spells that buff traits can now go above the 12 cap. You may still only have ONE trait/talent/tactic buff spell going on any given person at a time.
YOUR CHARACTER'S SIZE CATEGORY
Every race is marked as to what size they are. It is logical that a longsword for a human would be much bigger and do more damage than a longsword for a gnome. The majority of our races are "medium", so the damage listed below is for medium size. There are a few races that are bigger than medium, and smaller. In this case, use this chart:
BIG - +1 to your dmg roll. So, a 1d6 longsword will do 1d7. +500gp.
MEDIUM - Listed below.
SMALL - -1 to your dmg roll. So, a 1d6 longsword will do 1d5. -500gp.
TINY - -2 to your dmg roll. So, a 1d6 longsword will do 1d4. -1000gp.
---
All races are now marked with what size they are. If you are "Large" you take a -1 to your Defense DC, if you are Small or Tiny you gain "Small and Fast" (edited) for free, outside of your chosen racial skills.
Small and Fast : You are a small or tiny race and gain a boost to your Defense DC. Small size gains +1, Tiny size gains +2.
Prerequisite: Small or Tiny Race