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- MEMORY MAGIC MECHANIC:
- This replaces 'Call Magic' mechanic listed in Handbook, but uses the spell lists provided there.
- 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.
- 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.
- 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.
- SPELL - HP COST REVISION:
- DRUID:
- Flux: 1HP
- Fire: 2HP
- Carrion: 5HP
- Heal: 5HP
- Poison: 2HP
- Elthunder: 5HP
- Black Sword: 5HP
- Mend: 10HP
- Nosferatu: 10HP
- Sleep: 5HP
- Silence: 6HP
- Restore: 8HP
- Hellfire: 8HP
- Carreau: 8HP
- Rescue/Warp: 10HP
- Luna: 10HP
- Physic: 15HP
- Fenrir: 12HP
- LORE MASTER:
- Lightning: 1HP
- Fire: 2HP
- Flux: 2HP
- Heal: 5HP
- Torch: 2HP
- Elwind: 5HP
- Shine: 5HP
- Mend: 10HP
- Thani: 12HP
- Barrier: 3HP
- Soothe: 5HP
- Kia: 3HP
- Sacred Steel: 5HP
- Vortex: 8HP
- Divine: 8HP
- Rescue/Warp: 8HP
- Resire: 12HP
- Physic: 12HP
- Aura: 15HP
- SAGE:
- Fire: 1HP
- Lightning: 2HP
- Thunder: 2HP
- Heal: 5HP
- Poison: 3HP
- Elfire: 5HP
- Shine: 5HP
- Mend: 10HP
- Blaze: 8HP
- Sharpness: 5HP
- Sleep: 6HP
- Slow: 3HP
- Restore: 8HP
- Carrion: 10HP
- Divine: 10HP
- Rescue/Warp: 10HP
- Paraball: 10HP
- Physic: 12HP
- Fimbulvetr: 12HP
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