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ArseneLupin32

Magical Arts

Jul 6th, 2019
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  1. Magical Schools
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  3. Abjuration
  4. Monkhood Rank 1: Monkhood, the Magical Art of centering one's body and tapping into the energy inside of it. When you take the Monkhood Magical Art you gain the ability to add your Abjuration School Stat to your Fight Melee Skill when unarmed instead of Steel or Silver
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  6. Warding Rank 1: Warding, The Magical Art of creating barriers and runes to keep out anything nasty. When you take the Warding Magical Art you gain the ability to attach another spell to your Barrier Spells, allowing them to trigger when it is broken. When attaching a spell in this way you may treat it's level as 1 lower.
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  8. Conjuration:
  9. Creation Rank 1: Creation, the Magical Art of making something out of nothing. When you take the Creation Magical Art you gain the ability to create a small, temporary object that will disappear after leaving your possession for 10 minutes. The creation is rough and cannot be used to create complex objects such as a key or mechanical device.
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  11. Summoning Rank 1: Summoning, the Magical Art of conjuring something from it's natural realm. When you take the Summoning Magical Art you gain the ability to summon a magical Familiar, a small animal that can understand your commands and will preform tasks for you as long as you treat it well. The Familiar is autonomous and it is possible that it will not always listen to you if it finds the order too dangerous or against it's nature.
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  13. Divination:
  14. Divine Influence Rank 1: Divine Influence, the Magical Art of receiving blessings. When you take the Divine Influence Magical Art you gain the ability to treat the Success Ratio of 1 Roll per day as 3-6 instead of 4-6. More precisely it allows you to treat a number of 3s rolled as successes for a number of dice equal to your Divination Magic Stat
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  16. Divining Rank 1: Diving is the Magical Art of peering into the future. When you take the Divining Magical Art you gain the ability to roll 2d6 at the start of the day. You may replace the result of 2 d6 rolls per day with these rolls, and they may be spent separately.
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  18. Evocation:
  19. Restoration Rank 1: Restoration, the Magical Art of bringing forth healing energies to help your allies. When you take the Restoration Magical Art, you gain the ability to heal someone once per day, negating the penalties for any wounds they have until they take damage again.
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  21. Destruction Rank 1: Destruction, the Magical Art of well, destroying things. When you take the Destruction Magical Art you gain the ability to raise the spell level of a spell by 1 once per day for the purposes of damage. This does not increase the roll needed to cast the spell.
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  24. Psionics:
  25. Enchantment Rank 1: Enchantment, the Magical Art of manipulating emotions and opinions. When you take the Enchantment Magical Art you gain the ability to target 1 person you are not currently hostile with and gain a bonus die on any social rolls against them until you fail a roll and break the charm.
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  27. Illusion Rank 1: Illusion, the Magical Art of manipulating perceptions and expectations. When you take the Illusion Magical Art you gain the ability to make a simple visual illusion. you may move the illusion to a limited degree and anyone who becomes aware of the illusion may see through it as though it were transparent.
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  29. Dark Arts:
  30. Blood Magic Rank 1: Blood Magic, the Magical Art of fueling your magic with your very life force. When you take the Blood Magic Magical Art you gain the ability to trade HP for bonus dice when casting spells. You may spend 1 HP per Spell Level to gain 1 extra dice for the spell roll. You may do this multiple times at your own risk.
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  32. Necromancy Rank 1: Necromancy, the Magical Art of manipulating life force and inflicting curses upon it. When you take the Necromancy Magical Art you gain the ability to inflict a minor curse upon your foes. Once per day you may curse someone, making them roll 1 less dice on their next roll.
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  34. Transmutation:
  35. Polymorph Rank 1: Polymorphing, the Magical Art of transmuting yourself into another creature. When you take the Polymorph Magical Art you gain the ability to partially transmute yourself with an animalistic trait, such as gaining gills, claws, ect. This transformation lasts for 1 hour.
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  37. Mimicry Rank 1: Mimicry, the Magical Art of Copying others and Altering your body. When you take the Mimicry Magical Art you gain the ability to select one Substat at the start of the day. You may change the Link Stat of that Substat to your Transmutation Magical Stat.
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  40. Supernatural Schools
  41. *Any Premade Schools that are not being used for Player Characters are subject to change if asked
  42. Dullahan
  43. Dullahan, the headless reapers of souls. They are masters of horsemanship and the consumption of the souls of other creatures. Dullahan are a spirited race, but those who reject the consumption of souls or try to keep themselves sated with lesser souls find themselves not as physically sound as they could be. All Dullahan take a -1 penalty to Fortitude.
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  45. Order Of The Graverider Rank 1: Graveriders are Dullahan who have formed a connection with their mounts and fight with them as equals. When you take the Order Of The Graverider you gain the ability to bond with a mount and summon it to yourself, with it appearing next to you. In addition you gain 1 Bonus Die when rolling Beastmastery. This bonus increases by 1 for every Order Of The Graverider Art you take.
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  47. Order Of The Souleater Rank 1: Souleaters are Dullahan who take extra effort to make sure they are the most efficient they can be when consuming souls. When you take the Order Of The Graverider you gain the ability to consume the soul of a dying creature. When something dies close to you, you can siphon off some of the soul and gain back a varying amount of HP as determined by the GM depending on how strong or lively it was. Some creatures do not have souls and are not subject to this effect. In addition you gain 1 Bonus Die when rolling Fortitude. This bonus increases by 1 for every Order Of The Souleater Art you take.
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  51. Lycanthropy
  52. Lycanthropy, the Supernatural Ability of being able to morph into a kind of animal at will or when certain conditions are met. It is a double edged sword of a condition, but the perks can outweigh the benefits if you're smart enough.
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  54. *Transformation: Most Lycanthropes transform at a certain phase of the moon, most commonly the Full Moon. However the more skilled and trained you are you become better able to control it. Depending on your Rank in Lycanthropy you gain different ways to transform. When you are untrained you can only transform during your Lunar Cycle. With 1 Rank you may force a transformation for 5 Rounds of Combat, giving you the bonuses inherent to your Way. After this 5 rounds however you must make a Sanity Check to avoid going on a Rampage for 2 Rounds. During a Rampage you loose your sense of self and settle into a much more bestial state. The DC will vary depending on the situation. More chaotic situation will have a higher DC while relative calm will have a lower DC. With 2 Ranks you no longer have to worry about making a check to Rampage. At 3 Ranks you gain the ability to stay transformed for long periods of time, but each 10 minutes you stay transformed you must make a Sanity check to avoid a Rampage, with an additional check every 2 Rounds to regain control and end the transformation. This DC increases the longer you stay transformed and decreases every time you fail to regain control.
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  56. Way Of The Predator Rank 1: Some Lycanthropes focus on their aggression and primal instincts to win a fight. When you take Way Of The Predator you gain the ability to treat any fangs or claws or the like as if they were magical, allowing penetration of some Wards and the ability to harm some creatures you would not otherwise be able to. In addition you gain 1 Bonus Die when rolling Fight as long as you are in your Lycanthrope Form. This bonus increases by 1 for every Way Of The Predator Art you take.
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  58. Way Of The Hunter Rank 1: Others focus on honing their already keen senses even further. When you take Way Of The Hunter you gain an enhanced sense unique to your type of Lycanthropy. Werewolves for instance might get improved Scent while Werebats would get Echolocation. While normal Lycanthropes without this Art can still use these senses, Way Of The Hunter Lycanthropes become much more skilled with them, being able to better discern and pinpoint things with this sense. In addition you gain 1 Bonus Die when rolling Perception in any situation, and when rolling Survival for the purposes of Tracking as long as you are in your Lycanthrope Form. This bonus increases by 1 for every Way Of The Hunter Art you take.
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  62. Vampirism
  63. Vampirism, a condition carried by those we see as Vampires.
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  65. Creed Of Bloodlust Rank 1:
  66. Creed Of
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