Ch 07 Hermetic Magic

SPELL MASTERY (NEW AND MODIFIED CAPABILITIES)

Boosted Casting: The wizard can boost the Range, Duration, and/or Target by up to one magnitude each, at the cost of one pawn each of applicable vis. The wizard cannot boost a spell to Year or to Boundary.

Ceremonial Casting: The wizard may employ ceremonial methods when casting this spell, increasing the casting time accordingly and adding her Artes Liberales and Philosophiae Abilities to the casting total. Use the rules on page 83. This mastery capability cannot apply to ritual spells; such magic always requires ceremonial techniques.

Disguised Casting: This capability can be selected multiple times for the same spell. Each version provides another disguise to the spell, giving it a particular counterfeit sigil. This can be a sigil the wizard has made up or a real sigil the wizard has previously encountered. Once learned, this capability allows the wizard to add her mastery Ability to rolls to conceal or disguise the affected spell. The same roll that reveals a concealed sigil will pierce a disguised sigil.

Familiar Spell: This special capability allows the wizard to cast a mastered Personal or Touch range spell at Touch or Voice range (respectively) if targeting (only) her familiar.

Harnessed Casting: The wizard may end the effects of this spell at will simply by concentrating on it. For timing and concentration purposes, treat this attempt as if the wizard were casting the spell again.

Imperturbable Casting: Add the caster’s mastery score to all Concentration rolls related to the spell. This helps her maintain spells of Concentration Duration amid the chaos of battle, or while casting another spell. (See the Concentration Table, page 82.)

Lab Mastery: The wizard may add her mastery Ability to lab totals when designing like effects (see Similar Spells, page 101).

Multiple Casting: When multiple-casting, the wizard does not roll separately for each spell. Instead, she makes one casting roll and divides the casting total evenly between as many spells as she chose to cast, rounding fractions down. The wizard selects the number of spells to cast before rolling.

Obfuscated Casting: Magi cannot automatically identify the Form of the spell as the magus casts it. This makes it difficult for them to use fast-cast spells as a defense. They must always roll to determine the Form of the spell (see ArM5, page 83) and must add the caster’s mastery score to the Ease Factor.

Precise Casting: Add +1 to all Finesse rolls the caster makes with the spell, including aiming rolls. Subtract one botch die from any Finesse rolls she makes using the spell, to a minimum of one botch die. A wizard may select this capability multiple times for the same spell.

Quick Casting: Add +1 to the caster’s opposed Initiative rolls when she casts the mastered spell. This capability cannot be used for ritual spells. A magus may take this special capability multiple times for the same spell.

Restorative Ritual: This mastery special capability can only be taken with ritual spells that use Creo to return creatures or objects to more-whole forms of their essential natures (i.e. healing and reparative spells). The vis cost to perform the spell is reduced by one pawn, to a minimum cost of zero pawns. This special capability can be taken multiple times for the same spell, with cumulative results.

Touch Attack: When casting a Touch-range spell, the wizard can combine casting with an unarmed Brawl attack. (She must still pass a Concentration check for casting in forward stance.) The spell is also (normally) penalized for using no gestures. If the wizard’s talisman is a melee weapon, she can also use this mastery capability when attacking with her talisman.

Ch 07 Hermetic Magic

End Times DangerMouse