Automatic Abilities
- Spell Power
Dmg Dice and Crit refer to your base spellcasting power, without any implements:
Level | Mana | Dmg Dice | Crit | Level | Mana | Dmg Dice | Crit |
---|---|---|---|---|---|---|---|
1 |
+0 |
1d6 |
+0 |
10 |
+5 |
2d8 |
+2 |
2 |
+1 |
1d6 |
+0 |
11 |
+5 |
2d10 |
+2 |
3 |
+1 |
1d8 |
+0 |
12 |
+6 |
2d10 |
+2 |
4 |
+2 |
1d8 |
+0 |
13 |
+6 |
3d8 |
+2 |
5 |
+2 |
1d10 |
+1 |
14 |
+7 |
3d8 |
+2 |
6 |
+3 |
1d10 |
+1 |
15 |
+7 |
3d10 |
+3 |
7 |
+3 |
2d6 |
+1 |
16 |
+8 |
3d10 |
+3 |
8 |
+4 |
2d6 |
+1 |
17 |
+8 |
4d8 |
+3 |
9 |
+4 |
2d8 |
+1 |
18 |
+9 |
4d8 |
+3 |
Feats
- Rank 1
- Spellfire: At-will, free; you produce a silvery flame from your hand. It does not burn, but it does shed light like a torch. While active, you may use the following abilities:
- Burn Magic: At-will, swift, touch; touched magical effect, or one spell active on touched subject, is subject to dispelling. Roll opposed Willpower. On success, you dispel the spell; it "ignites" with Spellfire, burning away.
- Spellfire Shield: Passive. By reserving a hand, you may wield spellfire as a shield. Using the normal rules for Block, you may attempt to Burn Magic on any incoming targeted spells; if successful, the spells do not harm you.
- Double Shield: by reserving two hands for total defense, you can absorb magic--on a successful Burn Magic, you gain temporary Mana equal to the Mana cost of the offending spell.
- Spellfire Blast: At-will, std, medium range; you hurl a bolt of spellfire at an enemy, inflicting nominal arcane damage. Costs 1 Mana, can empower.
- Rank 2
- Ignite: Your whole body is covered with Spellfire. You can passively burn magic, and even absorb it. TBD.
- Spellfire Blast also dispels, caused ongoing dispel.
- Wall of Spellfire?
- etc...