Magic

REVIEWED AND REVISED ON 2/18/16.


Centering- On any sorcery test where the target number is another characterís attribute rating, any Increase Attribute spells on the targeted character ARE NO LONGER treated as a modifier, INCLUDING THE ARMOR SPELL. PHYSICAL DISCIPLINES (CELERITY AND POTENCE) ARE TREATED THE SAME AS OTHER RACIAL MODIFIERS AND CONSIDERED TO BE PART OF THE OF THE CHARACTER'S NATURAL ATTRIBUTES.


MAGIC POOL- AS WITH ASTRAL POOL, CHARACTERS MAY ADD A NUMBER OF DICE EQUAL TO THEIR INITIATE GRADE RATING TO THEIR MAGIC POOLS.


mord sith- Mord Sith, by nature, are unable to use magic for spellcasting purposes, but are capable of being, and Frequently are physical adepts. Mord Sith DO HOWEVER, posses A FORM OF magic resistance, THAT ALLOWS THEM to reflect threatening magic, in the form of spells, back at their attackers. UNDER CERTAIN CIRCUMSTANCES this can POSE AN INCONVENIENCE as characters receive a +4 modifier to casts any other types of spells on a Mord Sith CHARACTER, even beneficial magic such as health spells.

NEW POWER - reflect magic - This power is an exclusive ability of Mord Sith characters which allows them to reflect any unwelcome spells back at the caster. To do this, after the attack ROLL is made, the Mord Sith character rolls a number of dice equal to her willpower RATING, plus her initiate grade, as well as any available karma pool she wishes to use, up to her willpower rating, against a target number of four. If the Mord Sith scores more successes than her attacker, the attack is reflected back and the caster must roll to resist the full amount of damage of the spell. If the attacker scores more successes, then the Mord Sith's successes are subtracted from that total, after which, damage is calculated normally.