Automatic Abilities
Level | Ability |
---|---|
1 |
Spell Knowledge, Preparation |
2 | |
3 | |
4 | |
5 |
- Gain +1 Focus per odd Wizard level.
- Spell Knowledge
You may learn spells without spending feats to master them. (RULES TBD).
A "learned" spell is not the same as a mastered spell. You must roll Spellcraft each time you cast a learned spell, and failure can mean a miscast. It is harder to concentrate when casting a learned spell, making it easier to be disrupted while casting. You may spend Focus to ease these limitations (RULES TBD).
- Preparation
You may prepare spells. This means you pre-cast them, delaying the effect until a later time. The spell must be prepared into a vessel, such as an item, a sigil on a page (or your body), etc. The spell can later be triggered by you, using the same action as if you were casting it in the moment, but without spending Mana.
Prepared spells reserve Focus equal to their Mana cost. You must successfully cast them in order to prepare them, and that includes the initial Mana cost, any failure chances, etc. Once prepared, spells remain ready to use indefinitely. (There are conceivable ways they might be lost, like if you die, or someone uses dispelling, but generally speaking, they last forever until used).
Feats
- Preparation
- Spell Mantle: When preparing defensive/enhancement spells, you may join up to one spell per Wizard level, such that when one is activated, they are all activated.
- Spell Trigger: When preparing a spell, you may prepare it in such a way that it is triggered automatically under certain conditions.
- Attack spells may be tied to a melee weapon or touch-range implement (triggered on strike or touch) or to a projectile (triggered on strike).
- Defense spells may be tied to a worn item, and triggered when they are struck (example: a cloak casts Stoneskin when you are hit).
- Contingency: a higher-level version of Spell Trigger. More complex triggers.
- Chain Contingency: even higher level. Multiple spells may go off at once.