New Traits
these where first developed with the higher magic level setting of elsewhere in mind but could be used in other games with the caution that they have not been play tested and are only balanced by my GMing experience
Spell like ability
You gain one use of a spell per
day of apprentice to first level this ability costs 20 build points x the level
with apprentice counting as one for this calculation additional uses may be
purchased at 10 Build points per level per use added note this is not limited
to Arcane spells but clerical spells can only be purchased if you are an
anointed member of a religion and are granted by that religion at first level. They
still take the normal casting time to cast and will fail and the use is lost if
the user is injured whilst casting note that spells which need material components don't when turned into a spell like ability and no spell points are required.however all effects work at the base level
Fast casting
Reduces the casting time of an
arcane spell by a second but increase the base tier and the cap of any mishap
by +1 will work on a Spell like ability but will cause then to risk a mishap if
they fail which they normally don’t do this costs 20 build points
Extra tough hide
Allow some one who already
possesses the touch hide trait to increase their damage resistance by a further
one for an additional 40 build points
Mundane weapon resistance
Grants a DR of +1 against any
weapon which is not in some way enchanted or alchemical silvered, temporary
enchantments such as those granted by spells count as do the enchantments of
common utility spells. The cost is 30 build points
Magic Resistance
This adds +1 to your saving throws against any type of magic against which there is a saving throw for a base 40 build points but the possessor is unable to cast clerical or magical spells or have any spell like abilities for 20 build points add +1 to saving throws against either clerical or arcane magic and the possessor can cast spells of the other type and have spell like abilities based on those spells.
Extra magic resistance
This adds an additional +1 to saving throws as above at the cost of 20 or 10 build points respectively
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