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  • ...vels may sometimes be known in advance (as when [[Spell Difficulty|casting spells]]) but typically speaking the GM will keep the exact number to himself, alt [[Category: System]][[Category: Playing the Game]]
    1 KB (202 words) - 18:13, 20 April 2009
  • ...It may also contain one or more other [[Abilities]]. Although [[Cantrips (System)|Cantrips]] are technically a type of Spell, an Ability Group that provides [[Category: System]][[Category: Character Generation]][[Category: Ability Types]]
    522 bytes (78 words) - 20:20, 21 April 2009
  • ...get making a [[Reactions|Defence]]. Unlike Techniques or [[Spells (System)|Spells]], which have a fixed Difficulty, Attacks normally succeed automatically un [[Category: System]][[Category: Character Generation]][[Category: Ability Types]]
    719 bytes (101 words) - 00:03, 27 April 2009
  • ...number of solutions that can absorb and preserve the essence of particular spells. These tonics gradually fade in effectiveness over time, but if drunk whils ...they will count their imbiber as both target and as caster – making some spells less than useful (such as [[Gift of Life]]). If the contained spell is [[Ma
    2 KB (415 words) - 13:20, 24 April 2009
  • ...creating tonics for [[Contained]] spells (as well as [[Touch]] spells, and spells that are a blend of the two), and the effective [[Power]] of tonics you cre [[Category: System]][[Category: Character Generation]][[Category: Abilities]]
    790 bytes (123 words) - 13:22, 24 April 2009
  • ...n [[Aura]] type spells within them (as well as [[Touch]] and [[Contained]] spells and any combination of the three), and all of the [[Power]] you invest in t [[Category: System]][[Category: Character Generation]][[Category: Abilities]]
    692 bytes (100 words) - 13:29, 24 April 2009
  • ...ed when thrown at a target rather than on consumption. Only [[Projectile]] spells can be held in a basic casting powders, with 75% of the [[Power]] invested ...iod. Power invested also fades at the same rate and rules for Maintainable spells are the same. Casting powders do not inherently gain the [[Resisted]] attri
    3 KB (450 words) - 13:27, 24 April 2009
  • ...tatic]] type spells within them (in addition to [[Projectile]] spells, and spells that represent a combination of the two) and your powders now gain the full [[Category: System]][[Category: Character Generation]][[Category: Abilities]]
    740 bytes (103 words) - 18:42, 27 April 2009
  • ...ose without this basic understanding when making skill checks to recognise spells or understand general magical principles. [[Category: System]][[Category: Character Generation]][[Category: Abilities]]
    739 bytes (106 words) - 18:21, 24 April 2009
  • ...trate on the spell at large – making your casting more reliable and your spells more refined. ...ly visible to any form of astral vision that is capable of sensing general spells and become clearly visible to astral vision when they are being used in spe
    2 KB (292 words) - 22:33, 4 July 2009
  • ...nto a spell – granting an effective increase to the [[Power]] of certain spells. Power Runes do not allow their user to exceed the maximum Power Cost of a ...ly visible to any form of astral vision that is capable of sensing general spells. If an item marked with Power Runes is used in spell casting or is enchante
    985 bytes (157 words) - 22:34, 4 July 2009
  • ...cial Skills]] checks that the character would rather not go along with and spells with the [[Resisted]] attribute - as well as to recover from extremes of fe [[Category: System]][[Category: Character Generation]][[Category: Skills]]
    1 KB (143 words) - 17:43, 5 November 2009
  • ...knowledgeable about magic to have an improved chance of resisting certain spells. Whenever you make a Resistance check to avoid the effects of a spell, you [[Category: System]][[Category: Character Generation]][[Category: Abilities]]
    526 bytes (73 words) - 02:42, 25 April 2009
  • ...normal Reaction [[Abilities]], some [[Spells]] can be used as a Reaction. Spells of this type have the [[Reflex]] attribute. [[Category: System]][[Category: Character Generation]][[Category: Ability Types]]
    832 bytes (134 words) - 00:03, 27 April 2009
  • ...e of [[Passive Ability]] that apply one or more bonuses to a character's [[Spells]]. They are always active, and do not require an action to use or have a co [[Category: System]][[Category: Character Generation]][[Category: Ability Types]]
    679 bytes (101 words) - 22:07, 26 April 2009
  • Some [[Spells]], [[Abilities]] or other effects may call for a character to 'burn' [[Stat [[Category: System]][[Category: Playing the Game]]
    511 bytes (77 words) - 18:34, 3 July 2009
  • ...nalty applied to [[Attacks]] and [[Reactions]]. Certain [[Abilities]] or [[Spells]] may have an intrinsic AM, and weapons of especially fine or especially po [[Category: System]][[Category: Playing the Game]][[Category: Combat]]
    381 bytes (57 words) - 23:51, 26 April 2009
  • ...by to the raw damage dealt by a given weapon or effect by [[Abilities]], [[Spells]] or other circumstances. DC modifiers stack, and positive and negative mod [[Category: System]][[Category: Playing the Game]][[Category: Combat]][[Category: Injury & Dea
    849 bytes (138 words) - 00:00, 27 April 2009
  • ...[Skill]] covers all [[Ranged Attacks]] except for [[Thrown Weapons]] and [[Spells]], which are based on [[Athletics]] and [[Spellcasting (Skill)|Spellcasting [[Category: System]][[Category: Character Generation]][[Category: Skills]]
    1 KB (153 words) - 15:38, 27 April 2009
  • ...ng and -6 when galloping. This penalty applies to [[Thrown Weapons]] and [[Spells]] as well as to [[Ranged Combat]] checks. [[Category: System]][[Category: Character Generation]][[Category: Skills]]
    2 KB (286 words) - 16:03, 27 April 2009

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