Wizardry
Full Arcane Path
Stamina 1
1-Heal Wounds: +1 HB per success, +5 per ace.
1-Detect Poison: detects the presence of poison in a radius of +1 foot per success.
2-Guardian Shield: Protective shield to ward off elemental and magic attacks
2-Dispell: a counter which dispells magic
with a successful or higher roll
3-Negate Damage: lowers damage of attack countered by power of roll
3-Next Spell
Stamina 2
4-Arcane Bolt: damages
4-Identify Poison: helps to find antidotes to poisons that may resist arcane remedies or which need to be identified in order to counteract them
5-Incapacitate: holds and prevents any actions until spell is disjoined, factored against dispell
5-Next Spell:
6-Guardian: summons an armed spirit of protection named Tekai, which weilds a spectral swords, +35, +1 damage per success. This sword delves spirit energy which can do massive damage and lowers stamina by -1 per hit. Spirit can take +1 hit per success, +5 per ace, and critical hits do +3 damage to its hit pool. If hit points fall to 0, it sinks back into the spectral plane until he is summoned again. This spirit will not fight unless it is defending someone under attack. Spirit has a semi-corporeal form which negates damage. It is not subject to death blows.
6-Next Spell:
Stamina 3
7-Neutralize Poisons: all but those which resist arcane antidotes
7-Next Spell:
8-Next Spell:
8-Next Spell:
9-Next Spell:
9-Next Spell:
Stamina 4
10-Next Spell:
Baromancy
Full Elemental Path
Stamina 1
1-Summon Fog: to cover an area of up to +10 yard radius per success.
2-Chill: lowers stamina by -1 per ace.
3-Lightning Bolt: Crack! Sizzle...stun, -1 AR per ace, aggravated damage.
Stamina 2
4-Electrical Shield: Shield of Electricity, Damages and stuns if touched from the outside
5-Detect Pure Water: find springs, artesian wells, and other pure water sources
6-Ice Bolts: freezes a target to slow movement by -1 AR per ace, or -1 mvm per success. Damages as well.
Stamina 3
7-Next Spell:
8-Next Spell:
9-Next Spell:
Telekinesis
Limited Path
Stamina 1: [1-3] Push: up to +1 strength per success, +5 strength per ace.
Stamina 2: [4-6] Shield of Negation: negates weapons and magic damage by power of shield, +5% chance per ace that shield will deflect weapon or power back on attackers for normal damage. Shield lasts until recalled or broken. One shielded can take action while shielded.
Stamina 3: [7-9] Bend: up to +1 strength per success, +5 strength per ace, vs. strength of object.
Stamina 4: [10-12] Next Spell:
Stamina 5: [13-15] Next Spell:
Stamina 6: [16-18] Next Spell:
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