Difference between revisions of "Magic in Ambria"

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* Greenseer - A book
 
* Greenseer - A book
 
* Danger Sense -  
 
* Danger Sense -  
* Read the Future - Tarot or Astrology
+
* Read the Future - Tarot
  
 
== Ritual Magic ==
 
== Ritual Magic ==

Revision as of 15:20, 7 August 2013

Magic Overview

Principals of magic

  • The strength of magic changes over time.
  • Magic is hereditary.
  • Some Magic can be corrupting, and this corruption can on occasion be detected.
  • Ritual Magic is expensive in terms of time and other resources.

The Morning Lords

  • Quality: Blood of Morning - May use the Shaping skill.


Arcana - Fire Shaping

  • Resistance to Fire/heat - i.e. Blood of Valyria.
  • Flaming Blade
  • Conjure Fire.

Arcana - Air Shaping

  • X
  • y
  • Z


Arcana - Earth Shaping

  • Increase your Health by +2. In addition, whenever you test Endurance, add +2 to the test result.
  • y
  • Z

Arcana - Water Shaping

  • X
  • y
  • Z

Arcana - Flesh shaping

  • X
  • Change appearance and body features.
  • limited magical healing

Arcana - Beast Speech

  • Animal Cohort
  • Warg Dreams
  • Warg - Consider combining Warg and Warg Dreams
  • Skinchanger

Arcana - Mental

  • sense emotions
  • y
  • Mind Reading

Arcana - Visionary

  • Greenseer - A book
  • Danger Sense -
  • Read the Future - Tarot

Ritual Magic

Alchemy

The Iron Rites

  • Quality: Blood of Iron -