Difference between revisions of "Magic in Ambria"

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==  The Morning Lords ==
 
==  The Morning Lords ==
  
=== Fire Touched ===
+
=== Fire Shaping ===
 
* Resistance to Fire/heat - i.e. Blood of Valyria.
 
* Resistance to Fire/heat - i.e. Blood of Valyria.
 
* Flaming Blade  
 
* Flaming Blade  
 
* Conjure Fire.
 
* Conjure Fire.
  
=== Air Touched ===
+
=== Air Shaping ===
 
* X
 
* X
 
* y
 
* y
Line 20: Line 20:
  
  
=== Earth Touched ===
+
=== Earth Shaping  ===
 
* Increase your Health by +2. In addition, whenever you test Endurance, add +2 to the test result.
 
* Increase your Health by +2. In addition, whenever you test Endurance, add +2 to the test result.
 
* y
 
* y
 
* Z
 
* Z
  
=== Water Touched ===
+
=== Water Shaping ===
 
* X
 
* X
 
* y
 
* y
 
* Z
 
* Z
 +
 +
=== Flesh shaping ===
 +
* X
 +
* y
 +
* Z
 +
  
 
=== Beast Touched ===
 
=== Beast Touched ===
Line 36: Line 42:
 
* Skinchanger
 
* Skinchanger
  
=== ?Psychic? ===
+
=== Mind Shaping ===
 
* X
 
* X
 
* y
 
* y

Revision as of 11:06, 29 July 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

Fire Shaping

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

Air Shaping

  • X
  • y
  • Z


Earth Shaping

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

Water Shaping

  • X
  • y
  • Z

Flesh shaping

  • X
  • y
  • Z


Beast Touched

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

Mind Shaping

  • X
  • y
  • Z

Ritual Magic

Alchemy

The Iron Rites