====== Magic Disciplines ====== Magic Disciplines are considered special "Moves". They consume one move slot, and you cannot have more than one. They should go at the top of your moves list. For more information see [[1e:magic]]. ===== Healer ===== To cast any **learned** spell from the **Creation** or **Shared **school: Roll+Charm-Grade.\\ To cast any **enscrolled** spell from the **Creation** or **Shared **school: Roll+Charm-Grade+1.\\ **10+: **Your spell takes effect immediately and without trouble.\\ **7-9:** Your spell takes effect as if it were a slow attack; after any enemy action or damage. Casting is restricted 1 turn.\\ **6-**: Casting is restricted for 2 turns and you suffer additional consequences. **__Perks__ ** **Medic** \\ Healer: All HP recovery spells can be targeted on all allies within Near range. **Warden** \\ Healer: All protective spell durations are doubled. **Restorationist** \\ Healer: Take +1 when casting a spell that removes a status ailment or poison. **Creation Expert** \\ Healer: Reduce the Grade of all Creation or Shared spells 1 or higher by 1. **Bulk Medicine** \\ Healer: All status-resolving spells can be targeted on multiple allies within Near range. **Harmacist** \\ Healer: Record any number removed ailments from a single spell. On your next turn, you can roll Healer again to apply all of them to a specified target. ===== Annihilator ===== To cast any **learned** spell from the **Destruction** or **Shared **school: Roll+Wits-Grade.\\ To cast any **enscrolled** spell from the **Destruction** or **Shared **school: Roll+Wits-Grade+1.\\ **10+: **Your spell takes effect immediately and without trouble.\\ **7-9:** Your spell takes effect as if it were a slow attack; after any enemy action or damage. Casting is restricted 1 turn.\\ **6-**: Casting is restricted for 2 turns and you suffer additional consequences. **__Perks__ ** **Elementalist** \\ Using Annihilator: Name multiple targets or add +1d4 damage when using Shared Elemental Spells. **Nihilist** \\ Using Annihilator: Name multiple targets or take +1 when casting a spell that removes something. (Erase, Dispel) **Necromancer** \\ Using Annihilator: Name multiple targets or take +1 when casting a spell that concerns the dead. (Corpse Whispers, Play Dead, See Dead, Find Corpse) **Enfeebler** \\ Usng Annihilator: Name multiple targets or take +1 when casting a spell that weakens an enemy but causes no damage. (Frieghten, Silence, Sleep) **Destruction Expert** \\ Using Annihilator: Reduce the Grade of all Destruction or Shared spells 1 or higher by 1. **Simulcast** \\ Using Annihilator: If another person with a magic school in their moves uses Aid on you, add another +1d6 to the damage output of a Shared Elemental spell. ===== Druidry ===== To cast any **learned** spell from the **Natural** or **Shared **school: Roll+Wits-Grade.\\ To cast any **enscrolled** spell from the **Natural** or **Shared **school: Roll+Wits-Grade+1.\\ **10+: **Your spell takes effect immediately and without trouble.\\ **7-9:** Your spell takes effect as if it were a slow attack; after any enemy action or damage. Casting is restricted 1 turn.\\ **6-**: Casting is restricted for 2 turns and you suffer additional consequences. **__Perks__ ** **Master Naturalist** \\ Druidry: Reduce the Grade on Natural or Shared spells 1 or higher by 1. **Beastsoother** \\ Druidry: Take +1 on any spell concerning animals. **Botanist** \\ Druidry: Take +1 on any spell concerning plants. **Animal Friend** \\ You can speak to animals without casting Animaleese. **Spring Fever** \\ Druidry: 6-: No restriction, but you still suffer other consequences. ===== Ninjutsu ===== To cast any **learned** spell from the **Technical** or **Shared **school: Roll+Speed-Grade.\\ To cast any **enscrolled** spell from the **Technical** or **Shared **school: Roll+Speed-Grade+1.\\ **10+: **Your spell takes effect immediately and without trouble.\\ **7-9:** Your spell takes effect as if it were a slow attack; after any enemy action or damage. Casting is restricted 1 turn.\\ **6-**: Casting is restricted for 2 turns and you suffer additional consequences. **__Perks__ ** **Chunin**\\ Ninjutsu: Grade 0 Technical spells can be used without breaking cover. **Jonin**\\ Ninjutsu: Grade 1 Technical spells can be used without breaking cover. (Requires Chunin) **Swift Strike**\\ Ninjutsu: Grade 1 or lower and 10+: You may immediately use Attack. **Ninja Vanish!**\\ Ninjutsu: Grade 1 or lower and 10+: You may immediately use Cover. **Taiyo-ken**\\ Ninjutsu: Grade 1 spells roll flat instead of -1. **Tenkaichi**\\ Ninjutsu: Grade 2 spells roll -1 instead of -2. ===== Magus ===== Set two schools when assigning this move.\\ To cast any **learned,**Grade 1 or lower spell from the ****** ,****** or **Shared **school: Roll+Wits-Grade.\\ To cast any **enscrolled,** Grade 1 or lower spell from the ****** ,****** or **Shared **school: Roll+Wits-Grade+1.\\ **10+: **Your spell takes effect immediately and without trouble.\\ **7-9:** Your spell takes effect as if it were a slow attack; after any enemy action or damage. Casting is restricted 1 turn.\\ **6-**: Casting is restricted for 2 turns and you suffer additional consequences. **__Perks__ ** **Diversification** \\ Magus: Add another school. **Diversification II** \\ Magus: Add another school. **Fast Cast** \\ Magus: 7-9: Your spells always process before incoming enemy actions. **Master Magus**\\ Magus: Treat all Grade 1 spells as Grade 0. **Spellsword** \\ Using Magus: You can target your weapon with Shared Elemental skills. Your weapon damage becomes +1d3, and elemental effects may apply. **Debilitator** \\ Magus: Magic that enfeebles or debilitates an enemy maintains as long as another is not cast in its place. ===== Maniac ===== //Set two schools when assigning this move.// \\ You have toyed with power beyond your comprehension.\\ To cast any **learned,** Grade 1 or 2 spell from the **** ,**** or **Shared** school: Roll-Grade.\\ To cast any **enscrolled,** Grade 1 or 2 spell from the **** ,**** or **Shared** school: Roll+1.\\ 10+: Your spell is cast, but you must choose one.\\ 7-9: Your spell is cast.\\ 6-: Your spell is cast, but the GM chooses one. * The spell affects an unintended target, an ally, an enemy or object the GM chooses. * The spell causes 1d6 damage to someone, ignoring armor. * The spell drains restricting Maniac for 1d3 turns. * The spell causes an unexpected ailment or condition to you. **__Perks__ ** **Abort!** \\ Maniac: 10+: You may cancel casting a spell instead of choosing an item from the list. **Directed Energies** \\ Maniac: When the option to cause 1d6 damage to someone is chosen, roll 2d6-Grade. 7+: You can name who. **Laboratory Accident** \\ Maniac: Additional option: Someone grows a limb of the GMs choice. **Dangerous Fumes** \\ Maniac: When the option to cause an ailment or condition is chosen, roll 2d6-Grade. 7+: You can name another target to be affected by the same condition. **As Intended** \\ Maniac: 10+: You may rend a piece of equipment useless until end of session in exchange for not choosing an option. **Souped Up** \\ Maniac: 1/Combat you may re-roll a damage roll for a spell. ===== Mimic ===== //Due to the complexity of this discipline, it is strongly recommended that you ask your GM for permission to bring it in a build.// Through forgotten arts, you can reproduce the acts of other creatures, even ones of different form.\\ To **assimilate** an enemy move or action you have recently witnessed, Roll+Wits+1.\\ **10+:** You learn the skill and gain 1d5 uses of it, and may make another move. \\ **7-9:** You learn the skill and gain 1d3 uses of it, and may attempt to use it immediately. To **use** any assimilated skill, Roll+Might/Wits/Speed per the skill's requirements. \\ **10+:** You mimic the skill, and consume a use.\\ **7+:** You mimic the skill, consume a use, and Mimic is restricted one turn.\\ **6-:** One use is consumed, Mimic is restricted one turn, and the GM names other consequences. You may learn up to 3 skills at a time. \\ Skills are written as: (/) - \\ Skills are prescribed by a GM, and may or may not carry the full potency of the original, and may require either Might, Speed or Wits. \\ Skills are forgotten when their uses are consumed. __**Perks**__ **Cerulean Aura** \\ Mimic: Gain +1 uses whenever you assimilate a skill. **Improper Technique** \\ Mimic: You may use 2 or the remaining use to use a skill with the stat of your choice instead of it's requirement. **Intuition** \\ Mimic: If a stat required for a skill is 0 or less, take +1 forward for the use of the skill that requires it. **First-hand Experience** \\ Mimic: Take +1 forward when trying to learn a skill you've been directly affected by. **Eidetic** \\ Mimic: You may learn up to 5 skills at a time. **Copycat** \\ Mimic: You may forget a skill to use a Move another player has just used. You will roll with your stats. It will have their potency and all of their perks.