Difference between revisions of "Magic in Ambria"
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== The Morning Lords == | == The Morning Lords == | ||
− | * Quality: Blood of Morning - | + | * Quality: Blood of Morning - May use the Shaping skill. |
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* y | * y | ||
* Mind Reading | * Mind Reading | ||
+ | |||
+ | === Arcana - Visionary === | ||
+ | * Greenseer - A book | ||
+ | * Danger Sense - | ||
+ | * Read the Future - Tarot or Astrology | ||
== Ritual Magic == | == Ritual Magic == |
Revision as of 14:20, 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 or Astrology
Ritual Magic
Alchemy
The Iron Rites
- Quality: Blood of Iron -