SPELL MASTERY


In this low-magic setting, spell mastery Abilities are less powerful; they do not add to the wizard’s casting roll. Instead, the die result for a casting roll is treated as never being lower than the wizard’s level in the appropriate spell mastery Ability. For example, a character casting a formulaic spell with an applicable level 4 spell mastery Ability counts all rolls that are lower than four as rolls of four (so long as they are not botched). Spell mastery Abilities still reduce, by one per level, the number of botch dice rolled when using the associated spell.

Spell mastery Abilities do not have specializations.

Boosted Casting: When taking this mastery capability, choose Range, Duration, or Target. The wizard can boost the affected parameter by a single step at the cost of one pawn of applicable vis. (This increases the spell’s magnitude by one, making it harder to cast.) Boosted Casting can be selected up to three times, once for each of the spell’s parameters, but only one parameter can be affected in any particular casting of the spell. This effect cannot be invoked on a casting that makes use of the Flexible Formulaic Magic Virtue. Boosted Casting cannot boost a spell to the Year or Boundary parameters.

Ceremonial Casting: The wizard may employ ceremonial methods when casting this spell, increasing the casting time accordingly and adding her Artes Liberales and Philosophiae Abilities to the casting total. Use the rules on page 83. This mastery capability cannot apply to ritual spells; such magic always requires ceremonial techniques.

Disguised Casting: This capability can be selected multiple times for the same spell. Each version provides another disguise to the spell, giving it a particular counterfeit sigil (or no sigil). A counterfeit can be a sigil the wizard has made up or a real sigil the wizard has previously encountered. Once learned, this capability allows the wizard to add her mastery Ability to rolls to conceal or disguise the affected spell. The same roll that reveals a concealed sigil will pierce a disguised sigil.

Familiar Spell: This special capability allows the wizard to cast a mastered Personal or Touch range spell at Touch or Voice range (respectively) if targeting (only) her familiar. Taking this special capability a second time lets the wizard affect her familiar too when casting a Personal range spell on herself, so long as her familiar is within Voice range of her.

Fast Casting: The Fast Casting capability is not used in this campaign.

Imperturbable Casting: Add the caster’s mastery score to all Concentration rolls related to the spell. This helps her maintain spells of Concentration Duration amid the chaos of battle, or while casting another spell. (See the Concentration Table, page 82.)

Lab Mastery: The wizard may add her mastery Ability to lab totals when designing like effects. (See Similar Spells, page 101.)

Multiple Casting: When multiple-casting, the wizard does not roll separately for each spell. Instead, she makes one casting roll and divides the casting total evenly between as many spells as she chose to cast, rounding fractions down. The wizard selects the number of spells to cast before rolling. A character that does not lose Fatigue for her Casting Total falling short of the spell’s level, such as with the Mythic Blood Virtue, applies this benefit only to the first of the spells cast.

Obfuscated Casting: Magi cannot automatically identify the Form of the spell as the magus casts it. They must always roll to determine the Form of the spell (see ArM5, page 83) and must add the caster’s mastery score to the Ease Factor.

Precise Casting: Add +1 to all Finesse rolls the caster makes with the spell, including aiming rolls. Subtract one botch die from any Finesse rolls she makes using the spell, to a minimum of one botch die. A wizard may select this capability multiple times for the same spell.

Quick Casting: Add +1 to the caster’s opposed Initiative rolls when she casts the mastered spell. This capability cannot be used for ritual spells. A magus may take this special capability multiple times for the same spell.

Restorative Ritual: This mastery special capability can only be taken with ritual spells that use Creo to return creatures or objects to more-whole forms of their essential natures (i.e., healing and reparative spells). The vis cost to perform the spell is reduced by one pawn. The ritual casting time is also reduced as though the spell was one magnitude lower. This special capability can be taken multiple times for the same spell, with cumulative results; if the vis cost is reduced to 0, the spell is cast as a regular formulaic spell, not a ritual.

SPELL MASTERY

Moonless Nights Randy Randy