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TrueGlowcat

Memory Magic

Jan 28th, 2015
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  1. MEMORY MAGIC MECHANIC:
  2.  
  3. This replaces 'Call Magic' mechanic listed in Handbook, but uses the spell lists provided there.
  4.  
  5. At certain levels, a Druid/Lore Master/Sage has to pick one spell they will 'memorize' and be able to cast it, without possesing respective spellbook, at certain HP cost. These levels are 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
  6.  
  7. Whenever Druid/Lore Master/Sage reaches one of these, they can pick a spell listed on 'Call Magic' equal or lower than their level. Thus, the amount of 'Memory Magic' one spellcaster can have peaks at 10 spells, at lvl20.
  8.  
  9. Example: Druid reaches lvl2. Now they can memorize either 'Fire' or 'Flux'. At lvl4, they can also memorize 'Carrion' or 'Heal' OR the spell they didn't choose at lvl2.
  10.  
  11. SPELL - HP COST REVISION:
  12.  
  13. DRUID:
  14. Flux: 1HP
  15. Fire: 2HP
  16. Carrion: 5HP
  17. Heal: 5HP
  18. Poison: 2HP
  19. Elthunder: 5HP
  20. Black Sword: 5HP
  21. Mend: 10HP
  22. Nosferatu: 10HP
  23. Sleep: 5HP
  24. Silence: 6HP
  25. Restore: 8HP
  26. Hellfire: 8HP
  27. Carreau: 8HP
  28. Rescue/Warp: 10HP
  29. Luna: 10HP
  30. Physic: 15HP
  31. Fenrir: 12HP
  32.  
  33. LORE MASTER:
  34. Lightning: 1HP
  35. Fire: 2HP
  36. Flux: 2HP
  37. Heal: 5HP
  38. Torch: 2HP
  39. Elwind: 5HP
  40. Shine: 5HP
  41. Mend: 10HP
  42. Thani: 12HP
  43. Barrier: 3HP
  44. Soothe: 5HP
  45. Kia: 3HP
  46. Sacred Steel: 5HP
  47. Vortex: 8HP
  48. Divine: 8HP
  49. Rescue/Warp: 8HP
  50. Resire: 12HP
  51. Physic: 12HP
  52. Aura: 15HP
  53.  
  54. SAGE:
  55. Fire: 1HP
  56. Lightning: 2HP
  57. Thunder: 2HP
  58. Heal: 5HP
  59. Poison: 3HP
  60. Elfire: 5HP
  61. Shine: 5HP
  62. Mend: 10HP
  63. Blaze: 8HP
  64. Sharpness: 5HP
  65. Sleep: 6HP
  66. Slow: 3HP
  67. Restore: 8HP
  68. Carrion: 10HP
  69. Divine: 10HP
  70. Rescue/Warp: 10HP
  71. Paraball: 10HP
  72. Physic: 12HP
  73. Fimbulvetr: 12HP
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