Magic Skills
Used for all supernatural powers, not just magic.
Spellcraft (Int)
How good you are at casting spells. Allows you to cast more complex spells, with many seeds and extras, etc.
This skill may be used as the base skill for any spellcasting implement.
Feats based on Spellcraft are listed below.
- Rank 0 (anyone can do these)
- Counterspell: Can attempt to counter a spell as it is cast by readying. Opposed Spellcraft. Must have seed used and be capable of casting spells of that rank. If you know the exact spell, you automatically win the check.
- Identify Spell: DC = DC of spell cast. Modifiers based on power source.
- Rank 1
- Admix Spell: As the Extra. DC +5
- Rank 2
- Chain Spell: Add 1 target per +5 DC.
- Improved Counterspell: Can counterspell without knowing the seed.
- Share Spell: As the Extra Affects Others. DC +10
- Rank 3
- Quicken Spell: Casting time becomes free, add +10 to DC.
- Reactive Counterspell: R33, counterspell as immediate. Requires 10 points in Concentration.
Concentration (Wis)
Used to resist interrupts, sustain channeling over long periods.
- Rank 0
- Combat Casting: You cast a spell without provoking attacks of opportunity. DC = 10 + 5/rank of the spell. On failure, the spell fails, but you don't provoke.
- Resist Interruption: Roll to resist interruption. If caused by damage, DC = damage dealt. Other situations listed in feat detail.
- Rank 1
- Still Spell: Cast without somatic components, add +5 to DC.
- Silent Spell: Cast without verbal components, add +5 to DC.
- Tenacious Magic: DC to dispel your spells increases by +5.
- Rank 2
- Subtle Spell: Cast without creating any visual or audible effects. DC +10.
- Tie-Off: You cause an in-progress Concentration-duration spell to become Reserve instead.
- Wield Spell: Select an assault spell whose rank does not exceed your max rank of Concentration feats. You may "wield" this spell; you are considered armed, and may make attacks of opportunity with the spell. It is always modified to become a touch attack when this occurs.
- Rank 3
- Farwielder: Requires Wield Spell. Threat range increases to Short; you choose 1 square within that range to threaten.
- Rank 4
- Danger Zone: Requires Farwielder. You threaten all squares within a radius of 1/rank with your wielded spell.
Channeling (Cha)
How good you are at channeling energy. Channeling more energy means hitting harder.
This skill is used primarily for the Overdrive mechanic.
- Rank 0
- Overdrive: Modifies a spell as you cast it. Roll vs DC 10 + 5/rank of the spell. If you succeed, you cast at +50% damage. If you fail by 10 or more, you suffer 1 Strain. You may "hold" a spell, causing it to not be released immediately. On your next std-action, you may "cast" it again, either releasing it, or attempting Overdrive again, this time for +100% damage, at DC +5. Repeat ad nauseum.
- Rank 1
- Empower: Adds Empower extra, DC +4.
- Force It: You may suffer 1 Strain to automatically add +100% damage to a spell. (Max once/casting)
- Enlarge Spell: Range +1 increment, Metamagic DC +4.
- Extend Spell: Duration +1 increment, add +4 to DC.
- Widen Spell: As the Extra Burst, Cone, or Line. DC +4. Can stack, as the Extra Widen.
- Rank 2
- Doublecast: Roll vs Overdrive DC + 10. On success, you twin the spell. On fail by 10 or more, you take 3 Strain.
- Unstoppable Spell: Metamagic, DC +x. You add +x to the DC to dispel, and +x/5 to the spell's effective rank for the purposes of counterspelling.
- Rank 3
Preparation (Int)
Used to prepare spells. Normally, spells are cast ad-hoc, requiring a Spellcraft (and possibly Channeling) check. Failure to meet the DC can cause cooldowns, strain, or even mishaps! Prepared spells bypass all of this; when you fire off a prepared spell, it goes exactly as you meant it to, without any risky rolling.
- Rank 0
- Prepare Spell: Ya.
- Rank 1
- Rank 2