CHAPTER FIVE: MAGIC

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AGEOFTAMRIELCHAPTER FIVE: MAGICIn AGE of Tamriel, the magic rules that is the largestchange from Fantasy AGE. These rules are more similarto how magic is handled in the Dragon AGE rpg.MAGICKAIn keeping with the setting's lore, Magic Points arenow called Magicka. All characters have Magicka. Howmuch depends on the character's class, level, Willpower,and choice of talents.SCHOOLS OF MAGICMagic in AGE of Tamriel is categorized into sixschools of magic: Alteration, Conjuration, Destruction,Illusion, Mysticism, and Restoration.Starting Magicka: Characters start with 10 Magicka.Characters of the mage class begin with an extra 10Magicka.The Alteration School involves the manipulation ofthe physical world and its natural properties.Gaining Magicka: Only mage-classed characters willreceive additional Magicka as they gain levels.The Conjuration School governs the summoningand binding of otherworldly creatures from the plane ofOblivion.From 2nd to 10th level, mages gain 1d6 WillpowerMagicka with each level. From 11th to 20th level, theygain Magicka equal to their Willpower each level.The Destruction School focuses on the weakeningand inflicting damage through magic, and harnessing theelemental powers of fire, frost, and lightning.EXISTING SPELLSMany spells in AGE of Tamriel make references toexisting spells, or are re-skinned/re-named spells fromFantasy AGE. In such cases the existing spell will not bereproduced in full, only the changes made to the spellwith be noted, if needed.The Illusion School involves magic that manipulatesand influences the mind.The Mysticism School involves the manipulation ofmagical forces and manipulation of souls.MULTI-EFFECT SPELLSThe Restoration School revolves around healing andrestoration, as well as anti-undead magic.Some spells may have two or more effects. Whencasting these spells you have to choose which effect youare casting with that spell.LEARNING SPELLSSpells are learned through magic talents. Whenever acharacter gains a degree in a magic talent, they gets tochoose which spell (or spells) they learn.These are not separate spells. When you learn the basespell, you know how to cast all the effects of that spell.Also, some of the effects may have different casting TNs,Magicka cost, etc.S PELL R EQUIREMENTSYou can only have one spell effect going at a time.Not all spells are equal. Some spells may haverequirements that must be met before a character canlearn the spell. A character who does not meet therequirements for the spell cannot learn it.[S PELL ]Requirements: X (x)Requirements of “Novice”, “Journeyman”, and“Master” require the character to of reached that degreeor higher in a magic talent before they can learn thespell.R OGUESANDSpell Type: XMagicka Cost: #Casting Time: X actionTarget Number: #Test: X[description]W ARRIORS.Mages are not the only ones to learn magic. For roguesand warriors, there are two general talents and a fewspecializations that allow them to learn a small collectionof spells. These talents are also considered magic talents.32

AGEOFTAMRIEL.S LOWRequirements: Journeyman magic talent. Burden spell.Spell Type: AttackMagicka Cost: 8Casting Time: Major actionTarget Number: 14Test: Strength (Might) or Willpower (Self-discipline) vsSpellpowerYour curse slows the physical movements of a single enemywithin 20 yards of you that you can see. For 1 minute, thetarget is Stunned; Stunned targets can only perform oneaction per round. Targets who succeed at a Strength (Might)or Willpower (Self-discipline) test against your Spellpowerare Stunned for 1 round.ALTERATIONSPELLSP ARALYZERequirements: Master magic talent. Slow spell.Spell Type: AttackMagicka Cost: 15Casting Time: Major actionTarget Number: 16Test: Strength (Might) or Willpower (Self-discipline) vsSpellpowerE NCHANTYou curse a single enemy within 20 yards of you that youcan see with paralysis. For 1 minute, the target is Paralyzed.Paralyzed targets cannot move or take any actions and theirDefense becomes 10; they can still function mentally,including maintain existing spells. Targets who succeed at aStrength (Might) or Willpower (Self-discipline) test againstyour Spellpower are merely Stunned. Stunned characters canonly take one action during their turn in a round.Requirements: Novice magic talent.Spell Type: EnchantmentMagicka Cost: 4 Casting Time: 1 minuteTarget Number: 13Test: NoneYou enchant a single item with magicka. For every 4Magicka you spend the item gains a 1 bonus, up to 12Magicka for a 3 bonus. This bonus applies to Armor Ratingfor armor, Defense for shields, Attack and Damage rolls forweapons, and Ability tests for tools. Enchanted items areconsidered magical for purposes of interacting withincorporeal creatures. This spell lasts for 10 minutes, but canbe extended with a Free action and by spending 2 Magicka forevery 10 minutes.P ARALYZE R UNERequirements: Master magic talent. Paralyze spell.Spell Type: DefenseMagicka Cost: 12Casting Time: X actionTarget Number: 15Test: Strength (Might) or Willpower (Self-discipline) vsSpellpowerB URDENYou create a magic rune upon a hard surface within 10yards of you. The rune remains for 10 minutes and istriggered when anything comes within 2 yards of it. Whentriggered, everyone within 4 yards of the rune becomeParalyzed for 1 minute. Paralyzed targets cannot move or takeany actions and their Defense becomes 10; they can stillfunction mentally, including maintain existing spells. Targetswho succeed at a Strength (Might) or Willpower (Selfdiscipline) test against your Spellpower are merely Stunned.Stunned characters can only take one action during their turnin a round.Requirements: Novice magic talent.Spell Type: AttackMagicka Cost: 4Casting Time: major actionTarget Number: 12Test: Strength (Might) or Willpower (Self-discipline) test vsSpellpowerYou curse a single enemy within 20 yards of you that youcan see with a heavy burden. For 1 minute, the target has theirSpeed reduced by 5 and suffers a -2 penalty to Defense.Targets who succeed at a Strength (Might) or Willpower (Selfdiscipline) test against your Spellpower only have their Speedreduced. This spell can be extended with a Free action and byspending 2 Magicka for each additional minute. However,each time this spell is extended, the target can make anothertest to resist the spell; the spell ends if they succeed twice in arow.33

AGEOFTAMRIELF EATHERS TEADFAST W ARDRequirements: Novice magic talent.Requirements: Novice magic talent. Shield spell.Spell Type: EnchantmentMagicka Cost: 4Spell Type: DefenseMagicka Cost: 8Casting Time: Major actionTarget Number: 11Casting Time: Major actionTarget Number: 13Test: NoneTest: NoneThis spells lightens the weight of an object or creature.When cast on an object, anyone attempting to lift or move ithas a 2 bonus to Strength (Might) tests. If cast on a weaponit reduces the weapon's Minimum Strength by 2, and whencast on armor it reduces its Armor Penalty by 2. If cast on ashield, the shield is treated as a lighter shield (medium istreated as light, heavy treated as medium, light shieldsremains unchanged). If cast on a creature, they have 2 bonusto Speed and to Strength (Jumping) tests, and ignores thefirst 5 points of falling damage. The spell has a duration of 10minutes.This spell creates a magic ward that blocks againstincoming damage. For 1 round, your Armor Rating is equal toyour Spellpower. You can extend this spell with a Free actionand by spending 3 Magicka for each additional round.F IRE S HIELDRequirements: Novice magic talent. Fiery Touch ResistFire, Shield spells.Spell Type: DefenseMagicka Cost: 8Casting Time: Major actionTarget Number: 13L EVITATETest: NoneYou cloak yourself in a fiery ward. For the remainder of theencounter, you have 4 Armor Rating against fire damage andanyone attacking you in melee automatically takes 2penetrating fire damage.Requirements: Journeyman magic talent. Feather spell.Spell Type: EnchantmentMagicka Cost: 8Casting Time: Major actionTarget Number: 14Test: NoneF ROST S HIELDThis spell grants the ability to walk on air, granting thetarget a Fly Speed of 6 your Willpower and the use of Flyingaction while in the air. This spell lasts for 10 minutes, but canbe extended with a Free action and by spending 5 Magickaevery 10 minutes.Requirements: Novice magic talent. Frost Touch, ResistFrost, Shield spells.H ASTESpell Type: DefenseMagicka Cost: 8Casting Time: Major actionTarget Number: 13Test: NoneYou cloak yourself in a ward of frost. For the remainder ofthe encounter, you have 4 Armor Rating against frostdamage and anyone attacking you in melee automaticallytakes 2 penetrating frost damage.Requirements: Master magic talent. Levitate spell.Spell Type: EnchantmentMagicka Cost: 12Casting Time: Major actionTarget Number: 16Test: NoneL IGHTNING S HIELDWhile under the effects of this spell, you gain 5 Speed, a 1 bonus to Defense, and you can perform one extra melee orranged attack as Minor action. This spell lasts for 1 minute,but can be extended with a Free action and by spending 4Magicka every minute.Requirements: Novice magic talent. Shocking Touch, ResistShock, Shield spell.S HIELDSpell Type: DefenseMagicka Cost: 8Casting Time: Major actionTarget Number: 13Test: NoneYou cloak yourself in a shocking ward. For the remainder ofthe encounter, you have 4 Armor Rating against shockdamage and anyone attacking you in melee automaticallytakes 2 penetrating shock damage.Requirements: Novice magic talent.Spell Type: DefenseMagicka Cost: 6Casting Time: Major actionTarget Number: 12Test: NoneYou conjure a protective shield around you. For theremainder of the encounter, you have a 2 bonus to Defense.34

AGEOFTAMRIELW ATERBREATHINGT ELEKINESISRequirements: Journeyman magic talent.Spell Type: EnchantmentMagicka Cost: 6Casting Time: Major actionTarget Number: 12Requirements: Master magic talent. Levitate, ManipulateObject, Slow spells.Test: NoneRequirements: Master magic talent. Waterbreathing spell.Target Number: 14Test: NoneThis spell allows you to walk on water as if it were solidground. You can still choose to swim by using the Activateaction and can dismiss the spell's effect at any time with aFree action. This spell lasts for 10 minutes, but can beextended with a Free action and by spending 5 Magicka every10 minutes.M ANIPULATE O BJECTCasting Time: Major actionTarget Number: 13S IZEE XAMPLESTNTinyBook, Dagger, House cat11SmallBucket, Short sword, Dog13MediumChair, Long sword, Human adult15LargeSmall table, Two-handed sword, Troll17HugeLarge table, Wagon, Giant19Lifting Creatures: Creatures can be targeted with thisspell, but they can resist with a Willpower (Self-discipline)test vs your Spellpower. When extending telekinesis, thetarget gets a new ability test to resist the spell for eachextension; a successful ability test ends the spell. Smallerand/or lighter creatures might have a -2 penalty to the abilitytest, while larger and/or heavier creatures might have a 2bonus.Requirements: Journeyman magic talent. Feather, Burdenspells.Magicka Cost: 8Target Number: See belowLifting Objects: To lift inanimate objects all you onlyneed is a successful casting test. The TN is based on theobject's size.Magicka Cost: 10Spell Type: UtilityCasting Time: Major actionWith this spell you can lift objects and creatures into theair. The Target Number depends on the size of the targetbeing affected (see below).The range of your telekinesis is 30 yards. You can move thetarget of the spell as if it had a Speed of 6 Willpower.However, the spell ends if you move a target beyond thespell's range.The duration of the spell is 1 round, but can be extendedwith a Free action and by spending 6 Magicka for eachadditional round.W ATER W ALKINGCasting Time: Major actionMagicka Cost: 12Test: Special (see below)This spell allows you to breathe underwater and grants youa 2 bonus to Speed and Constitution (Swimming) tests whileswimming. This spell lasts for 10 minutes, but can beextended with a Free action and by spending 3 Magicka every10 minutes. In addition, by spending 6 extra Magicka, you cancast this on a number of allies equal to your Willpower(including yourself).Spell Type: UtilitySpell Type: AttackTest: NoneYou can manipulate objects at a distance up to 20 yardsaway from you. You do not move the object, but interact as ifyou were physically present. An ability test is required tosuccessfully manipulate or perform more complex actions,and you suffer a -2 penalty if the object is 11 to 20 yards ormore away from you. You can only manipulate one object at atime.Telekinetic Damage: You can try to inflict damage to thetarget either by slamming the target into hard surfaces anddangerous objects, or by telekinetically crushing it. Damagingan object requires a second successful Spellcasting testagainst the target's size TN. To damage a creature, it mustsucceed on a Willpower (Self-discipline) test vs yourSpellpower test, or take damage. If you successfully are ableto deal damage, you inflict 3d6 Willpower damage onto thetarget.35

AGEOFTAMRIELO PEN L OCKD ARKNESSRequirements: Journeyman magic talent. ManipulateObject spell.Spell Type: UtilityMagicka Cost: 6Casting Time: 1 minuteTarget Number: Lock's TNRequirements: Journeyman magic talent.Spell Type: UtilityMagicka Cost: 6Casting Time: Major actionTarget Number: 13Test: NoneTest: Special (seel below)You conjure magical darkness that obscures all light.Choose a point within 20 yards of you. You create a 10 yardarea of darkness from the point you choose. Anyone withoutDark Sight or the equivalent cannot see in this magicaldarkness. This spell counters the Magelight spell.With this spell, you can magically pick locks with asuccessful Spellcasting test. If you have the Dexterity(Lockpicking) focus you can apply its focus bonus when tryingto pick a lock with this spell. Each attempt requires a separatecasting of the spell.N IGHT -E YEM AGE L OCKRequirements: Journeyman magic talent. Darkness, NightEye spells.Requirements: Journeyman magic talent. ManipulateObject spell.Spell Type: UtilityMagicka Cost: 6Casting Time: Minor actionTarget Number: 13Spell Type: EnchantmentMagicka Cost: 8Casting Time: Major actionTarget Number: 14Test: NoneTest: Special (see below)You magically seal a door, chest, or other such object.Attempts to open it require some sort of ability test with a TNequal to your Spellpower. The spell remains until it is openedor you dismiss the spell.This spell gives you the ability to see in darkness. You gainthe Dark Sight out to 20 yards. If you already possess this as aracial trait, your Dark Sight range increases by 10 yards. Thisspell lasts for 10 minutes, but can be extended with a Freeaction and by spending 4 Magicka every 10 minutes.M AGELIGHTR EPAIRRequirements: Novice magic talent.Requirements: Journeyman magic talent.Spell Type: UtilityMagicka Cost: 2 or 4Spell Type: UtilityMagicka Cost: 8Casting Time: Major actionTarget Number: 9Casting Time: 1 minuteTarget Number: 14Test: NoneTest: NoneThis spell can be used to create either a candlelight and awanderlight. The light shed by the magelight is equal to atorch, illuminating a 10 yard area. This spell counters theDarkness spell.This spell magically restores a damaged or broken itemwith a touch. This spell repairs 1d6 item Durability per 4Magicka spent, up to 6d6. This spell can only repair an itemthat it is mostly intact; e.g. you cannot repair a battle axe ifthe axe-head is missing, but you can repair it if you have themissing axe-head when casting the spell.Candlelight: By spending 2 Magicka, you create astationary magelight that hovers around you or ancreature/object that you touch. Against an unwilling creature,the target must make a Dexterity (Acrobatics) test vs yourSpellpower or be affected by the spell. The candlelight has aduration of 10 minutes, but can be extended with a Freeaction and by spending 2 Magicka every 10 minutes. Thecandlelight disappears if you dismiss it or is dispelled.S HAPE E ARTHRequirements: Journeyman magic talent.Spell Type: SpecialMagicka Cost: 4 Casting Time: Major actionTarget Number: 11 Test: Special (see below)Wanderlight: By spending 4 Magicka, your magelight hasa Speed of 8 Willpower and is under your control. It has arange of 40 yards. The wanderlight can be used to “mark” acreature by following it. Marking an unwilling creaturerequires the target to make a Dexterity (Acrobatics) test vsyour Spellpower or be tracked by the magelight. Thewanderlight has a duration in minutes equal to yourWillpower and cannot be extended. It also disappears if itmoves beyond its range, you dismiss it, or is dispelled.You control and shape the land around you. When castingthis spell, you can perform one of the following effects out to10 yards from of you:Erosion (Attack spell; Magicka cost 4 ; TN 13): Youerode an earthen formation and structure, trying to destroy it.For every 3 Magicka you spend you deal 1d6 damage, up to6d6, to a single earthen formation/structure within 20 yardsof you that you can see. If used against an earthen creature,36

AGEOFTAMRIELthe creature gets a Constitution (Stamina) test against yourSpellpower to reduce the damage by one-half.well as the surrounding environment (toppling standingstones, causing rockslides, etc). The earthquake lasts for 1round, but can be extended with a Free action and spending 5Magicka for each additional round.Pitfall (Attack spell; Magicka cost 12; TN 15): Youcreate a pit 4 yards wide and 4 yards deep. Anyone within thearea must make a Dexterity (Acrobatics) test or fall into thepit and take 2d6 falling damage (those who succeed take 1d6damage). You can widen or deepen the pit by an additional 2yards by spending 5 Magicka, or both for an additional 10Magicka. Deepening the pit increases the falling damage by1d6.S TONE S HAPERequirements: Journeyman magic talent. Shape Earth spell.You control and shape the land around you. When castingthis spell, you can perform one of the following effects out to10 yards from of you:Shape Stone (Utility spell; Magicka cost 10; TN 12):You shape a patch of stone like clay, measuring 4 yards wide,4 yards long, and 2 yards deep. This effect does not radicallyalter the surface quickly. Instead, the stone slowly rolls andshifts until the desired result is achieved. It does not affectdirt or soil, nor does it affect trees, structures, gemstonedeposits, and crystal formations, except for changes inelevation and topography. It also is too slow to trap or burycreatures, unless they are helpless or otherwise cannot escapethe shifting (such as being in a pit or tunnel).An Intelligence (Alteration) test is required if you want to aparticular result, especially if any fine detail is involved.This effect remains for a number of minutes equal to yourWillpower, and can be maintained with a Free action and byspending 5 Magicka every additional minute. If you stopmaintaining the spell, the shifted stone will remain as itsettled, subject to natural forces (like erosion and gravity).E ARTHEN W ALLRequirements: Journeyman magic talent. Shape Earth spell.Magicka Cost: 10Casting Time: Major actionTarget Number: 13Stone Trap (Defense spell; Magicka cost 15; TN 17):You create a stone enclosure measuring 4 yards wide and 2yards high. Anyone within the area must make a Dexterity(Acrobatics) test or be captured within. You can widen orheighten the trap by an additional 2 yards by spending 5Magicka, or both for an additional 10 Magicka. The stoneenclosure has 40 “Health” and an Armor Rating of 4.Test: NoneYou create a wall of compacted earth that measures 4 yardslong, 2 yards high, and 1 yard thick. When casting this spellyou can create a longer wall by spending 3 Magicka for eachadditional 2 yard section created. You can link earthen wallstogether with multiple castings of this spell. The wall lasts forthe encounter, but it can be destroyed; it has 20 "Health" andan Armor Rating of 3. This effect can also be used to destroyestablished earthen walls.Topple (Attack spell; Magicka cost 6 ; TN 14): Youcreate pressure in a stone formation and structure, trying totopple it. For every 4 Magicka you spend you deal 1d6damage, up to 6d6, to a single stone structure within 20 yardsof you that you can see. If used against a stone creature, thecreature gets a Constitution (Stamina) test against yourSpellpower to reduce the damage by one-half.E ARTHQUAKERequirements: Master magic talent. Shape Earth spell.Spell Type: AttackMagicka Cost: 15Casting Time: major actionTarget Number: 17Magicka Cost: 6 Target Number: 12 Test: Special (see below)Shift Earth (Utility spell; Magicka cost 8; TN 11):You shift around a patch of earth that measures 4 yards wide,4 yards long, and 2 yards deep. This effect does not radicallyalter the surface quickly. Instead, the earth slowly rolls andshifts until the desired result is achieved. It does not affectrock or stone, nor does it affect trees, structures, rockformations, except for changes in elevation and topography. Italso is too slow to trap or bury creatures, unless they arehelpless or otherwise cannot escape the shifting (such asbeing in a pit or tunnel). An Intelligence (Alteration) test isrequired if you want to a particular result, especially if anyfine detail is involved. This effect remains for a number ofminutes equal to your Willpower, and can be maintained witha Free action and by spending 4 Magicka every additionalminute. If you stop maintaining the spell, the shifted earthwill remain as it settled, subject to natural forces (like erosionand gravity).Spell Type: DefenseSpell Type: SpecialCasting Time: Major actionTest: Dexterity (Acrobatics) vs SpellpowerYou cause the very ground to buckle and roll. Choose apoint within 30 yards that you can see. Anyone within 6 yardsof that suffer a -5 Penalty to Speed and -2 penalty to Defensefor 1 round. They must also make a Dexterity (Acrobatics) testagainst your Spellpower or fall prone. The earthquake canalso damage man-made structures, like buildings and walls, as37

AGEOFTAMRIELS TONE W ALLRequirements: Journeyman magic talent. Stone Shape spell.Spell Type: DefenseMagicka Cost: 12Casting Time: Major actionTarget Number: 15Test: NoneYou create a wall of stone that measures 4 yards long, 2yards high, and 1 yard thick. When casting this spell you cancreate a longer wall by spending 4 Magicka for each additional2 yard section created. You can link earthen walls togetherwith multiple castings of this spell. The wall lasts for theencounter, but it can be destroyed; it has 40 "Health" and anArmor Rating of 6. This effect can also be used to destroyestablished stone walls.C HAMELEONRequirements: Journeyman magic talent.Spell Type: EnchantmentMagicka Cost: 4Casting Time: Major actionTarget Number: 12Test: Perception (Seeing) vs SpellpowerYou blend into the surrounding environs. For 10 minutes, asuccessful Perception (Seeing) test vs. your Spellpower isrequired to spot you. Making an attack gives away yourposition, negating the spell’s benefits until the beginning ofyour next turn.38

AGEOFTAMRIEL.M AGE W EAPONRequirements: Journeyman magic talent. Mage Tool spell.Spell Type: UtilityMagicka Cost: 6Casting Time: Major actionTarget Number: 13Test: NoneYou conjure an ethereal weapon. The mage weapon must beone that you are trained in. The mage weapon functions as theweapon chosen, except you add your Willpower to its damagerolls, instead of Strength (for melee weapons) or Perception(for ranged weapons). The mage weapon only functions foryou, no one else can grasp it. If you are disarmed of theweapon, you can conjure another by spending 1 Magicka andusing the Activate action. The mage weapon remains for theencounter.CONJURATIONSPELLSDual-wielding Weapons: When conjuring a meleeweapon, you can choosing to spend 3 extra Magicka to conjurea second melee weapon, allowing you to dual-wield in combat.Ranged Weapons: Conjured ranged weapons can bereloaded with a Minor action and comes with 20 pieces ofammunition. To recover 10 ammo it requires the Activateaction and costs 1 Magicka.M AGE A RMORRequirements: Journeyman magic talent.Spell Type: DefenseMagicka Cost: 6Casting Time: Major actionTarget Number: 12S OUL T RAPRequirements: Journeyman magic talent.Test: NoneYou conjure an ethereal suit of armor for yourself. For theremainder of the encounter, you have a 4 bonus to yourArmor Rating. This spell has no effect if you are wearingregular armor. The armor vanishes if you are knockedunconscious, stunned, or dying.You can capture the soul of the recently dead into a soulgem. The spell must be cast within 1 minute of a creature'sdeath to capture its soul. When cast on a living creature, theyget to make a Willpower (Self-discipline) vs. Spellpower toresist. If they fail, they are marked. If a marked creature dieswithin 1 minute, you capture its soul. You can only mark onetarget at a time. Capturing a soul requires an empty soul gemof the appropriate size or larger.Requirements: Novice magic talent.Spell Type: UtilityMagicka Cost: 4Target Number: 11Magicka Cost: 6 Target Number: 13Test: Willpower (Self-discipline) vs SpellpowerM AGE T OOLCasting Time: 1 minuteSpell Type: UtilityCasting Time: Major actionTest: Special (see below)You conjure an ethereal tool or set of tools. The conjuredtool functions like a normal item of its type. The conjureditem lasts for 10 minutes, but can be extended with a Freeaction and spending 2 Magicka every 10 minutes. The toolsvanish if you are knocked unconscious, stunned, or dying.39

AGEOFTAMRIELS UMMON M INIONS UMMON A TRONACH , G REATERRequirements: Novice magic talent.Spell Type: UtilityMagicka Cost: 6Casting Time: Major actionTarget Number: 12Requirements: Master magic talent. Summon LesserAtronach spell.Test: NoneSpell Type: UtilityMagicka Cost: 15Casting Time: Major actionTarget Number: 16Test: NoneYou summon magical creature to aid you. When castingthis spell, you can choose to summon either a minor daedraknown as scamp, or an ethereal creature known as a familiar.The summoned creature remains for 10 minutes. If thecreature is reduced to 0 Health, it disappears. If you or an allyattacks the creature, it becomes hostile towards you and yourallies.You summon an atronach (pg. XX) with a Major threatlevel. The atronach appears within 10 yards of you. It isfriendly to you and obedient to your commands for theduration of the encounter. When it reaches 0 Health or whenthe spell ends, the atronach vanishes in a burst of elementalenergy, back to Oblivion. If you or an ally attacks thecreature, it becomes hostile towards you and your allies.Familiar: You summon an animal with a Threat Level ofMinor and the special trait, Ethereal. The summoned creaturehas the same stats as the animal it resembles and 3 ArmorRating from its Ethereal nature.S UMMON B EAST , M INORRequirements: Novice magic talent. Summon Minion spell.Scamp: You summon a lesser daedra known as a scamp.See page XX for its game stats.Spell Type: utilityMagicka Cost: 6Casting Time: Major actionTarget Number: 11Test: NoneS UMMON A TRONACH , M INORYou summon an animal to aid you. You can summon anybeast with a Minor threat level and it arrives in the followinground. It is friendly to you and obedient to your commandsfor the duration of the encounter. At the end of the spell, theanimal leaves on its own and remains neutral towards you. Ifyou or an ally attacks the creature, it becomes hostile towardsyou and your allies.Requirements: Novice magic talent. Summon Minion spell.Spell Type: UtilityMagicka Cost: 8Casting Time: Major actionTarget Number: 12Test: NoneYou summon an atronach (pg. XX) with a Minor threatlevel. The atronach appears within 10 yards of you. It isfriendly to you and obedient to your commands for theduration of the encounter. When it reaches 0 Health or whenthe spell ends, the atronach vanishes in a burst of elementalenergy, back to Oblivion. If you or an ally attacks thecreature, it becomes hostile towards you and your allies.S UMMON B EAST , L ESSERRequirements: Journeyman magic talent. Summon MinorBeast spell.S UMMON A TRONACH , L ESSERYou summon an animal to aid you. You can summon anybeast with a Moderate threat level and it arrives in thefollowing round. It is friendly to you and obedient to yourcommands for the duration of the encounter. At the end of thespell, the animal leaves on its own and remains neutraltowards you. If you or an ally attacks the creature, it becomeshostile towards you and your allies.Magicka Cost: 12Casting Time: Major actionMagicka Cost: 10Target Number: 13Test: NoneRequirements: Journeyman magic talent. Summon MinorAtronach spell.Spell Type: UtilitySpell Type: UtilityCasting Time: Major actionTarget Number: 14Test: NoneYou summon an atronach (pg. XX) with a Moderate threatlevel. The atronach appears within 10 yards of you. It isfriendly to you and obedient to your commands for theduration of the encounter. When it reaches 0 Health or whenthe spell ends, the atronach vanishes in a burst of elementalenergy, back to Oblivion. If you or an ally attacks thecreature, it becomes hostile towards you and your allies.40

AGEOFTAMRIELS UMMON B EAST , G REATERS UMMON D AEDRA , G REATERRequirements: Master magic talent. Summon Lesser Beastspell.Requirements: Master magic talent. Summon Lesser Daedraspell.Spell Type: UtilityMagicka Cost: 12Spell Type: UtilityMagicka Cost: 20Casting Time: Major actionTarget Number: 15Casting Time: Major actionTarget Number: 17Test: NoneTest: NoneYou summon an animal to aid you. You can summon anybeast with a Major threat level and it arrives in the followinground. It is friendly to you and obedient to your commandsfor the duration of the encounter. At the end of the spell, theanimal leaves on its own and remains neutral towards you. Ifyou or an ally attacks the creature, it becomes hostile towardsyou and your allies.You summon lesser daedra to aid you. You can summon anylesser daedra with a Major threat level and it appears within10 yards of you in the follo

CHAPTER FIVE: MAGIC In AGE of Tamriel, the magic rules that is the largest change from Fantasy AGE. These rules are more similar to how magic is handled in the Dragon AGE rpg. SCHOOLS OF MAGIC Magic in AGE of Tamriel is categorized into six schools of magic: Alteration, Conjuration, Destruction, Illusion, Mysticism, and Restoration.

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