MYSTIC WARD
Second Circle Magician/Elf Spell
Many adventurers have met their doom at the cruel hands of the elements. Mystic Ward insulates characters against the effects of hot and cold, allowing adventurers to travel places they would otherwise be unable to survive.
Supplies: a bit of ash
Lore Master Ob to Learn: 3
Scholar Ob to Scribe Scroll: 3
Scholar Ob to scribe into traveling spell book: 3
Factors
Against Environment: hottest/coldest day of the year, hostile climate, extreme conditions (a sudden ice age/the heat from a volcanic eruption), supernatural/magical elements.
Elemental Resistance (Conflict Only): +1D, +1s, +1 Might
Breadth: One person, two people, party of adventurers
Duration: one turn, two turns, phase
Effects
Characters under the protection of Mystic Ward can ignore the factors, conditions, and twists that would normally result from extreme heat or cold. Upon casting, the Mage must declare which element they are warding off, hot or cold. Alternatively, they can use it to gain an advantage during a conflict.
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