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Post by Bluestorm on Jan 18, 2018 19:10:40 GMT
1. Casting Spells
To cast a spell, a mage must roll under or equal to their wisdom on 2d6, after adding the spell's difficulty modifier to the roll. For example, I want to cast sparks (dm 2), and my wisdom is 8. I roll a 6 on 2 dice, and add the 2, giving me 8. This is equal to my wisdom, so I cast the spell.
2. Spell Doctrines
Spell doctrines represent a mage's path of learning - they are only able to cast the spells from their chosen doctrine. However, every 15 levels, mages may choose another doctrine to use.
3. Mana
Any given spell costs d3 mana, unless otherwise specified. If a mage is attempts to cast a spell and does not have enough mana, the spell fails to be cast.
4. Minions
You can have different numbers of minions depending on level. If You are level 1-5, you can have 1 minion. Level 6-10, you can have 2, and so on every 5 levels. Most minions will not heal on their own, but any health gained through spells may be transferred to a minion. Minions only fade when dispelled or killed, unless otherwise specified.
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