High Magic Image
Prerequisite: Must no Second Sight and be able to Channel
 

There are four types of spell: Petty, Arcane, Lore, and Chaos spells. Petty spells are simple tricks that use negligible amounts of magic. Arcane Spells are generic spells open to those studying any Lore of Magic or Chaos Magic. Lore spells are those you can only learn if you know that Lore; i.e. to learn spells from the Lore of Fire, you need the Arcane Magic (Fire) Talent. Chaos spells are those practiced by those who’ve lost their souls to Chaos.

Casing Test: To cast a spell, make a Language (Magick) Test. If you succeed, match your SL to the Casting Number (CN) of the spell (listed in the individual spell description). If your SL is equal to or higher than the CN of the spell, it is cast as explained in the spell’s description. If failed, the spell attempt fails, and nothing else happens.

Critical Casting: If the casting roll is a Critical, the Winds of Magic have flared dangerously high, granting you extra power, but at a cost. Unless you have the Instinctive Diction Talent, you roll on the Minor Miscast Table as the power moves beyond your control, but you may also choose one of the following effects:

  • Critical Cast: If the spell causes Damage, it also inflicts a Critical Wound.
  • Total Power: The spell is cast, no matter its CN and your rolled SL, but can be Dispelled.
  • Unstoppable Force: If you scored enough SL to cast your spell, it cannot be Dispelled.

In order to cast High Magic spells the caster will need High Magic Dice. (d6s)

The Caster also needs a grimoire or spell scroll in order to cast the spell. They cannot memorize high magic spells without incurring corruption. 

Using a focus will allow 1 reroll per cast.

For every one rolled, the caster will need to roll on the Miscast table. 

Channeling High magic can be done if the caster knows the channeling feat.  They must use their bonus action to Channel and must maintain concentration to maintain the channeling. Each round of Channeling will Grant another high magic Die (1D6) up to a total of 5.  

Reservoir: A spell reservoir can be used to store previously channeled spells.  The High Magic Die will only last for 24 hours. 

Harnessing the Winds of Magic: Harnessing the appropriate wind will possibly provide  a benefit to the cast.

 Training in a particular school of Magic will grant additional High magic Die (1d6) but they may be limited in their effectiveness if attempting to cast from another school of magic. 

High Magic Image

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