![]() Note: Spells that are cast as a bonus action or reaction must be prepared, and cannot be quick-cast. Location of teleportation must be in the casters line of sight. Willing target is teleported without error a number of feet equal to the effect purchased. If the total dice rolled for this effect exceeds the targets current HP, the target falls unconscious. Invisible: 1mp/round, attacking drains 1 mp from mana pool or ends spell, caster's choice. Can be saved against at the beginning of each of the targets turns in combat. Charmed: 1mp/round, if you or an ally attacks the charmed creature, charm ends. Range of movement is 1 mp/30 feet, 29 or less feet of movement costs 0 mp. Movement: 1mp/10 pounds moved, when moving 9 pounds or less the cost is 0 mp. For effects like these, your DM has final say.) (Note: Your DM may allow you to use nondamaging elemental effects like lighting a campfire with Fire magic or amplifying your voice with Thunder magic, and these should generally cost 1 less mp than their normal cost. Also, if a target of a spell saves against the spell for half damage, round damage down.) For example, 2d4 costs 3 mp, 2d6 costs 5 mp, 3d10 costs 14. When determining Damage/Healing cost, increase the mp cost by 1 for every die used after the first. (Number of dice in a damaging/healing effect can't exceed the Mage's level. Can only be used with damage/healing effects. The spell automatically hits and the effect occurs. No Save/Attack: Double spell cost after calculating recipe without Challenge. Touch: 0mp, can only target 1 enemy or object. If one Bolt hit and one Bolt missed, and the damage rolled was 6, the Bolt that hit would deal 3 damage. Each additional Bolt may select a different target, or a target already being selected.Įxample: If spell has two bolts that both travel 60 feet, the Range Ingredient would cost 6 mp. The number of Bolts can't exceed the Caster's Proficiency Bonus. Damage is evenly divided amongst all bolts, whether they hit or miss. Bolt: 1mp/30 feet, additional bolts cost 2 mp/30 feet. If a Spell Recipe Targets two creatures, the Target MP Value is still 1, as it isn't cumulative. Example: If a Spell Recipe Targets both a creature and the Caster, the Target MP Value is 1. Note: If a Spell Recipe contains multiple Targets, the highest Target MP Value is paid. The total MP Cost of a Spell Recipe is the sum of its Ingredient's MP cost. It may also have up to 1 material component, 1 verbal component, and 1 somatic component. ![]() A Spell Recipe must have at least one of each of the following Ingredients: Target, Range, Challenge, Effect and Casting Time. Casting this recipe costs half its normal mp cost. You always have this recipe prepared, and it doesn't count against your total number of prepared recipes. Make one spell recipe that costs 30mp or less. Make one spell recipe that costs 20mp or less. Any reoccurring costs after the first expenditure of mp are paid for at their normal mana cost.Ģ- Expertise in 1 skill or tool, sneak attack 1d6ġ0- Expertise 1 skill or tool, Evasion, sneak attack 3d6Ħ- 1 third or second level spell 1/day, one additional use of first level spell from MI.ġ0- 2 aditional cantrips, additional use of 6th LvL ability. Spell save dc: 8+prof+intelligence modifierįast casting: A mage can cast a Spell Recipe they don't have prepared by paying double the mp cost of the Spell Recipe, and succeeding at an Arcana check equal to half the adjusted MP cost of the spell. A mage can prepare a number of Spell Recipes equal to (1/2 Mage Level) + Int modifier, minimum 1. Spell Recipes may be prepared during a short or long rest. Spell Craft: A mage can cast any Spell Recipe they have prepared and have enough MP to cast. MP Gained per Level: 30 MP at first level, plus 30 for each level thereafter. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |