There's no greater manipulator of arcane energies than a seasoned Archmage. An apprentice, while
effective, is much like a cudgel. They learn basic forms of dispelling other's magics while honing their
own ability to learn and tune their own magics. A journeyman in comparison is leagues ahead, no longer
so concerned with their own arcane art, but how best to break, manipulate, or outright usurp others'
magics. Archmages have earned their fearsome reputations and pity to the one who decides to test it.
Stance | Zeal and Magic
As you apply an Augment, reduce the Augment cost by 1 Energy or Resolve for each prior consecutive successful action during which you applied the same Augment.
Boost: Magical effects you create gain 1 + TT/3 dispel Defense.
Response - Suppression | Zeal and Magic
1 Energy: Use Hinder Spellcasting with 3 + TT range. Attack with Magic instead of Nimble.
Boost: On success, increase the penalty on their roll by 1 + TT/3.
Spell - Elemental | Zeal and Magic
Dispel target magical effect or object.
Target 1 + TT
Dispel Defense
Boost: End up to 1 + TT/3 ongoing Spells you Manifested. Gain +1 on your attack roll for each.
Response | Zeal and Magic
As a creature uses Hinder Spellcasting against you, gain +1 + TT/3 on your defense.
Boost: Deal 1 + TT/2 Umbral damage to attacker.
Spell - Transference | Zeal and Magic
Create a portal in target space. When you Manifest a Spell with range while you can Reach the portal, you can use 6 + TT x 3 as the range.
Target 0
3 + TT x 3 rounds
Boost: Other creatures can use the portal.
Aspect - Wit | Zeal and Magic
Gain +1 + TT/3 on Magic Knowledge rolls.
Boost: As a magical effect with a duration affects you, you can increase its duration by 1 if you exceeded the DL for knowledge about it by 6.
Advanced Abilities
Those that practice and excel in the Archmage style gain access to these more unique abilities.
Response - Infusion | Zeal and Magic
Requirements: Zeal Proficiency 21, Magic Proficiency 21
As another creature declares a Major action, use Manifest Spell. Increase the Energy cost by 6 - TT/3.
Boost: Increase the DL to identify it by 1 + TT/2.
Trick - Infusion | Zeal and Magic
Requirements: Zeal Proficiency 9, Magic Proficiency 9
Dismiss a Spell. Roll 1d12 to heal Energy equal to the amount that was paid to Manifest it, DL 9 - TT/2.
Boost: If this removes an Energy Pip, increase the duration of an ongoing Spell you Manifested by 1.
Spell - Transference | Zeal and Magic
Requirements: Zeal Proficiency 15, Magic Proficiency 15
Create a Tier 1 + TT/2 Cracked Realm Barrier in target space.
Target 6 + TT x 3
1 + TT days
Boost: Instead, reduce the Tier of target Cracked Realm Barrier of Tier 1 + TT or lower by 1.
Response - Illusion | Zeal and Magic
Requirements: Zeal Proficiency 15, Magic Proficiency 15
1 Resolve: As you are targeted by a Spell, attack the caster with Magic to change the target to target creature.
Target 1 + TT
Observe
Boost: Affect a Spell targeting a creature in 3 + TT range.
Spell - Transference | Zeal and Magic
Requirements: Zeal Proficiency 9, Magic Proficiency 9
Attack target Spell with 1 + TT/3 d12 to become the target of the Spell.
Target 3 + TT
Dispel Defense
Boost: Can target Rituals. Gain + TT/4 on your attack roll.
Response - Transference | Zeal and Magic
Requirements: Zeal Proficiency 9, Magic Proficiency 9
1 Resolve: As target creature would Warp, attack with Magic to choose where they Warp using the limits of the Warp effect.
Target 3 + TT x 3
Magic
Boost: Cause Tier 1 + TT/3 Unsteady.
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