You have an inquisitive mind and absorb facts easily.
Novice: You have studied hard. When you make a successful Cunning test with a lore focus, the GM should give you an extra piece of information on the topic. A lore focus is any Cunning focus with the word “lore” in it, such as Cultural Lore and Historical Lore. The GM determines the additional information and it may or may not be pertinent to the main question at hand.
You have delved into the secrets of Primal magic.
Novice: You can create a small flame in your hand without spending mana points. The flame can’t be used in combat but can set mundane items alight. It remains in your hand until dismissed. Creating and dismissing the flame are free actions.
Arcane Lore (Cunning) |
Primal (Magic) |
Religious Lore (Cunning) |
Seeing (Perception) |
Chantry mother who taught them the chant, the first person Finn would go to when they had a problem. She was the one who told him he’d never be a chantry sister.
One of the “good” templars. He’d sneak extra food when Finn wasn’t allowed to eat, and while he wouldn’t intervene, he would never participate in the abuse Finn suffered. Finn eventually distanced themselves from him (following mother Eloise’s advice), refusing his help. It was eventually revealed that ser Frederick had helped several mages escape the circle (informing about patrols and giving supplies). Finn testified against him, and thinks of this as a test from the Maker. They never found out what happened of him.
My reason for having all these attack spells is that Finn has a natural affinity for Primal magic, specifically fire, and they HATE this. They wanted to be a healer and they got stuck with fucking fire, can’t cast a proper healing spell to save their life.
The readied melee weapons of allies within 10 yards of you burst into flames, and inflict an additional 1d6 damage with each successful attack. This last for one minute; you can extend this duration when you cast the spell by spending an additional 3 MP per additional minute you would like it to last. This spell does not harm the weapons it affects and may be cast on frost weapons.
You throw a mote of fire to a point anywhere within 50 yards, where it erupts into a ball of flame with a 4-yard radius. Anyone caught in the blast takes 3d6 + Magic damage and may be knocked prone; those who make a successful Dexterity (Acrobatics) test vs. your Spellpower remain standing.
You envelop a visible target within 20 yards of you in a cloud of frost and ice that lasts a number of rounds equal to your Magic ability. The round you cast it, winter’s grasp inflicts 1d6 penetrating damage. While the spell is in effect, the target must make a Constitution (Stamina) test vs. your Spellpower at the start of each of their turns. If successful, the spell ends. If the test is failed, the target takes 1d6 penetrating damage and suffers a cumulative –2 penalty to Speed. Those killed by winter’s grasp are frozen solid.
Attack roll: 7
Damage: 1D6+5
Gouts of blazing fire erupt from your outstretched hands, burning nearby targets. The flame blast is 8 yards long and 2 yards wide. Anyone hit by the blast takes 2d6+1 damage. Targets that make a successful Dexterity (Acrobatics) test vs. your Spellpower only take 1d6+1 damage.
You create a circular blast of telekinetic force with a 2 yard radius that’s centered anywhere within 50 yards that you can see. Those caught in the blast are knocked prone and cannot take a major action on their next turn. Targets that make a successful Strength (Might) test vs. your Spellpower are only knocked prone. In either case, any prepared actions are lost.
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