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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