Magic

Nothing changes for Rangers that wish to learn magic spells, but I have decided to make some important changes for Companions.  

The "Illusionist" was created in the Temple of Madness supplement, and I wanted to take things a step further.  Mainly because there are so many cool magic-user figures out there, and this gave me an excuse to paint up more !


-  The "Conjuror" and "Illusionist" Companions no longer exist.  "Battle-Mages" and "Healers" still do, however, and are not concerned by the following house rules.

-  12 new types of Companions are added to the game, all are magic-users.  These are :

Chronomancer

Druid

Elementalist

Enchanter 

Illusionist

Mesmerist

Photokinetic

Sigilist

Soothsayer

Thaumaturge

Wayfinder 

Witch


-  These 12 new Companions all have an identical starting profile, as follows :

Move 6, Fight +0, Shoot +0, Armour 10, Will +3, Health 12

Staff or Hand Weapon 

2 spells (3rd spell : +10 RP)

RP : 20


-  Any spell from their Companion-specific list can be cast normally

-  Any spell taken outside of their Companion-specific list, requires, after spending the action to use it, a Will Roll (TN12).  If the roll is failed, the action is lost.  If it is failed by 4 or more, the spell is no longer available during the scenario.

-  When one of these Companions reaches a Progression threshold, they may swap out a spell just like a Ranger may.  The spell swapped out, and the new spell, can come from their specific list or outside it.

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