Difference between revisions of "Magic in Ambria"
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=== Mind Shaping === | === Mind Shaping === | ||
− | * | + | * sense emotions |
* y | * y | ||
− | * | + | * Mind Reading |
== Ritual Magic == | == Ritual Magic == |
Revision as of 12:15, 29 July 2013
Contents
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 -
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
- Change appearance and body features.
- limited magical healing
Beast Touched
- Animal Cohort
- Warg Dreams
- Warg - Consider combining Warg and Warg Dreams
- Skinchanger
Mind Shaping
- sense emotions
- y
- Mind Reading
Ritual Magic
Alchemy
The Iron Rites
- Quality: Blood of Iron -