Rules Update: Arch Caster
- GJSchaller
- Platinum Member
- Character is to a person, what carbon is to steel.
- Posts: 10420
- Thank Yous: 1379
09 Feb 2012 22:12 #61
by GJSchaller (GJSchaller)
Replied by GJSchaller (GJSchaller) on topic Rules Update: Arch Caster
That has NEVER been the case. The rules always override the description.
I think you're confusing the "Description" and the "Intent," which are two different things. Always, always, ALWAYS - the order is Intent, Written Rules, Description.
Because it is written that you must have a skill or list to be able to teach it, AND that is the Intent, there's no issue here.
I think you're confusing the "Description" and the "Intent," which are two different things. Always, always, ALWAYS - the order is Intent, Written Rules, Description.
Because it is written that you must have a skill or list to be able to teach it, AND that is the Intent, there's no issue here.
- Andy
- Platinum Member
- Posts: 1829
- Thank Yous: 157
10 Feb 2012 00:14 #62
by Andy (Andy)
Replied by Andy (Andy) on topic Rules Update: Arch Caster
"Dante",
Please also sign your posts with your OOG name as per our forum rules.
Thanks!
-Andy
Please also sign your posts with your OOG name as per our forum rules.
Thanks!
-Andy
- Dante
- New Member
- Posts: 12
- Thank Yous: 4
10 Feb 2012 00:43 #63
by Dante (Dante)
oog Dante Fernando Slack
Replied by Dante (Dante) on topic Rules Update: Arch Caster
ok my out of game is dante
dante
dante
oog Dante Fernando Slack
- GJSchaller
- Platinum Member
- Character is to a person, what carbon is to steel.
- Posts: 10420
- Thank Yous: 1379
12 Feb 2012 21:58 #64
by GJSchaller (GJSchaller)
Replied by GJSchaller (GJSchaller) on topic Rules Update: Arch Caster
This is the cleaned up version of the list, taking into account the posts earlier in this thread, and a handful of other minor edits we found after the fact. The intent of the skills has not changed, but the wording has been cleaned up to better reflect the intent.
This version will be the one in the February Rulebook, which will go up later tonight.
The Arch-Caster List
Introduction:
This class may be purchased as a higher list for Mages, Druids, Priests, Bards, or Psionicists. This list represents the ability of the caster to focus her already present abilities, and refine them to cast more easily and accurately (Battle Casting), with additional power (Thaumaturgy), or be better able to defend against them (Valence).
The phrase “Casted Ability” refers to any abilities that those five classes can cast. When used multiple times in the same skill description, it is subsequently referred to as “Ability”. The use of the word “Career Points” refers to the appropriate points needed or used to cast a Casted Ability.
Prerequisite:
The use of any skills on this list require the caster to have a Casting Focus. A Casting Focus is an item created by the caster that is a personal representation of her ability to cast. This item should be a gem, unless the Arch-Caster also has access to a Ritual Tool, and may be in a setting (such as a pendant, ring, or bracelet), and may not serve any other purpose (i.e. it cannot have any other game mechanical effects or value). You do not need to touch or hold the gem to use it, although it must be worn openly to be used. An Arch-Caster that also has access to a Ritual Tool (such as a Sorcerer's Wand) may use the Ritual Tool as a Casting Focus. A character may have one or the other, but not both items, at any one time - creating a new Casting Focus invalidates the Ritual Tool, and vice versa.
The Arch-Caster's first focus is created as the final step in opening the Arch-Caster list. An Arch-Caster may only have one focus at a time, and the focus must be present on them to be able to use any skills on this list. The focus should have a simple item card which denotes its owner. The focus can be stolen or destroyed like any normal item. Creating a new focus requires 15 minutes of concentration on the part of the caster, and renders the old focus useless.
An Arch-Caster with access to multiple casting lower lists only needs one focus, and may use any skills from this list with any casing abilities they have.
In order to teach this list, or the skills on it, the teacher and the student must have a casting class in common, and have the minimum requirements for the list in that class. For example, if a Mage / Priest wanted to teach a Druid / Mage, both characters would need to have four Rank IV spells in Mage for the lesson to be successful. Mages may teach Bards with all three Rank IV Enchantment spells as if they were Mages, and vice versa.
======================================
Three new traits have been added, to reflect the new abilities in this list.
Source - Valence: These are abilities of a protective nature, drawn from the rarer and more powerful supernatural elements of the world. Abilities with the Valence trait do not expire at the end of a period - they carry over to the next period, until used, or the event is over. Abilities cast with Valence may use Career Points typically used for casting other abilities (MP, FP, DP, PsiP or SSP), but different types of Career Points may not be combined for one ability. Casting a Valence spell requires 60 seconds of role-play appropriate to the type of career point being used to cast it.
Type - Augment (Battle Casting): These powerful abilities enhance existing abilities to potent levels, and must be combined with a casted ability. Unlike normal effects with the Augment trait, Battle Casted abilities may be combined freely, including with each other, or with abilities with other Augment traits.
Type - Augment (Thaumaturgy): These powerful abilities enhance existing abilities to potent levels, and must be combined with a lower list casted ability. Unless otherwise noted only one periodic skill with this trait can be used at a time when augmenting a casted ability.
======================================
Battle Path:
Weapon Cast
Tier: 1
Build: 6
Usage: Continuous
Traits: Skill (Continuous), Augment (Battle Casting)
This skill gives the Arch-Caster the ability to deliver their lower list casted abilities through their weapon and the ability gains the trait of the weapon used (Melee for melee weapons, Ranged for ranged weapons, etc). After reciting the verbal the Arch-Caster must attempt to strike the target's body as if doing damage or delivering a periodic skill in order for the ability to have effect. If you fail to land your strike within five seconds, the ability is wasted and the Casting Points are used up, just as if you missed with a spell packet. When the Arch-Caster purchases this skill they also receive either the one handed edge or one handed blunt skill for free.
Spell Holding
Tier: 1
Build: 3
Maximum: 4 Purchases
Pre-Req.: None
Usage: Periodic
Traits: Skill (Periodic), Augment (Battle Casting)
With this skill, the character may cast a lower list casted ability and then hold the spell packet for up to 5 minutes (instead of 5 seconds) without losing the spell. The character must say the name of the ability at least every 30 seconds, or the ability will be lost as if it was not cast within the allotted time. The caster has up until the end of the normal 5 second casting window to use this skill - it does not need to be used during casting.
Double Power
Tier: 2
Build: 4
Maximum: 4 Purchases
Pre-Req.: 1 Tier 1 Battle Skill.
Traits: Skill (Periodic), Augment (Battle Casting)
With this skill the Arch-Caster may double the damage or AP of a lower list casted ability. To use this ability the Arch-Caster must insert the words "Double Power" into the verbal before the spell name. For example, when casting an incinerate, the Arch-Caster would state, "I call upon the Volcanic powers from the eternal plane of fire to summon forth a double power incinerate. 400 Magic Fire."
Spell Surge
Tier: 2
Build: 4
Maximum: 5 Purchases
Pre-Req.: 1 Tier 1 Battle Skill
Traits: Skill (Periodic), Augment (Battle Casting)
This skill allows a character to use any 1st or 2nd rank ability without the use of a spell packet or saying the verbal, singing, or concentrating the normal required time. The caster must have their arm extended and finger pointing at the target (the caster may not be paralyzed, immobilized, or stunned). To invoke this skill you must call “Spell Surge” and then the ability name. The caster must have a clear line of sight to the target, and the target must be within 10 feet.
Perfect Cast
Tier: 3
Build: 5
Maximum: 4 Purchases
Pre-Req.: 1 Tier 2 Battle Skill
Traits: Skill (Periodic), Augment (Battle Casting)
This skill allows a character to use any rank ability without the use of a spell packet or saying the verbal, singing, or concentrating the normal required time. The caster must have their arm extended and finger pointing at the target (the caster may not be paralyzed, immobilized, or stunned). To invoke this skill you must call “Perfect Cast” and then the ability name. The caster must have a clear line of sight to the target. The caster must be capable of throwing a spell packet the distance of the target; she may be asked to throw a packet as far as the target if the range is questionable, but it does not need to be accurate.
Battle Casting
Tier: 4
Build: 10
Maximum: 2 Purchases
Pre-Req.: 1 Tier 3 Battle skill
Traits: Skill (Periodic), Skill (Continuous), Augment (Battle Casting)
When invoked the user chooses one sphere, domain, psionic ability tree (Attack, Defense, or Disciplines), or variety of Bard Song (Nocturne, Lyric, Fanfare, Requiem, or Riddle). For the duration of the battle, the user may surge cast any abilities form the chosen category. Additionally, while casting any abilities, the user is no longer interrupted by damage. If struck while casting, the caster should finish casting and state “Battle Casting” to inform the attacker that they were not interrupted.
========================
Valance Path:
Alchemy Shield
Tier: 1
Build: 4
Usage: 5 Casting Points
Traits: Valence, Defense, Latent, Superior
This ability defends against of one effect with the Alchemy or Poison trait.
Elemental Ward
Tier: 1
Build: 4
Usage: 5 Casting Points
Traits: Valence, Defense, Latent, Superior
This ability defends against of one effect with the Elemental trait.
Enchanted Armor
Tier: 2
Build: 5
Pre-Req.: 1 Rank 1 Valance ability
Usage: 6 Casting Points
Traits: Valence, Defense, Latent
This spell bestows 30 Armor Points to the recipient. The target may not be wearing leather, steel, or plate armor (or equivalent materials) to gain the benefit of this spell.
Mind Citadel
Tier: 2
Build: 5
Pre-Req.: 1 Rank 1 Valance ability
Usage: 6 Casting Points
Traits: Valence, Defense, Latent, Superior
When invoked, this ability will stop any effect with the Mental trait.
Negation
Tier: 3
Build: 6
Pre-Req.: 1 Rank 2 Valance ability
Usage: 7 Casting Points
Traits: Valence, Defense, Latent, Superior (Caster Only)
This defense will negate any one non-superior casted ability. If cast on oneself, this ability gains the Superior trait, and should be invoked as “Superior Negation” to reflect this.
Resist
Tier: 4
Build: 8
Pre-Req.: 1 Rank 3 Valance ability
Usage: 8 Casting Points
Traits: Valence, Defense, Latent, Superior
When invoked, this defense will protect the recipient from any one attack, including attacks with the Piercing trait.
================================
Thaumaturgy Path:
Spell Proficiency
Tier: 1
Build: 4
Maximum: 6 Purchases
Pre-Req.: None
Traits: Skill (Continuous), Augment (Thaumaturgy)
With this skill, the caster may specialize in a lower list casted ability which is named at the time of purchase. For each purchase of the skill, the caster may cast her specialized ability for one less casting point. You may purchase this skill multiple times for the same ability to reduce the point cost of that specific ability up to 50%, rounded up (e.g., a 3 point ability can only be lowered to 2). You may specialize in a different casted ability for each purchase of this skill.
Lay Over
Tier: 1
Build: 6
Maximum: N/A
Pre-Req.: None
Traits: Skill (Continuous), Augment (Thaumaturgy)
Any lower list latent defenses cast on the arch mage by herself do not expire at period change, for the duration of the event. This includes defenses affected by abilities with the Augment (Battlecasting) or Augment (Thaumaturgy) type.
Spell Tether
Tier: 2
Build: 6
Maximum: 3 Purchases
Pre-Req.: 1 Tier 1 Thaumaturgy ability
Traits: Skill (Periodic), Augment (Thaumaturgy)
With this skill the Arch-Caster may take a lower list casted ability that gants a numerical or damage type bonus, and has a fixed duration, and increase the duration to two hours. To use this ability the Arch-Caster must insert the words "Spell Tether" into the verbal before the spell name. In example when casting a Blur the Arch-Caster would state "With deception I conjure a Spell Tethered Blur"
Double Cast
Tier: 2
Build: 5
Maximum: 3 Purchases
Pre-Req.: 1 Tier 1 Thaumaturgy ability
Traits: Skill (Periodic), Augment (Thaumaturgy)
With this skill the Arch-Caster may augment any lower list casted ability with the attack trait such that the ability counts as two separate uses of the spell, and each one must be defended against individually. To use this ability the Arch-Caster must insert the words "Double Cast" into the verbal before the spell name. In example when casting an incinerate the Arch-Caster would state "I call upon the Volcanic powers from the eternal plane of fire to summon forth a double cast incinerate. 200 Magic Fire, 200 Magic Fire."
Arcing Cast
Tier: 3
Build: 5 Build
Maximum: 3 Purchases
Pre-Req.: 1 Tier 2 Thaumaturgy ability
Traits: Skill (Periodic), Augment (Thaumaturgy)
When used in conjunction with any other lower list casted ability, that ability then encompasses a 90° arc, 5 foot range, from the caster’s extended hand. If being used in conjunction with defensive abilities, a maximum of three targets within the arc can be chosen to be affected. To use this ability the Arch-Caster must insert the words "Arcing Cast" into the verbal before the spell name.
Absolute Power
Tier: 4
Build: 5
Maximum: 4 Purchases
Pre-Req.: 1 Tier 3 Thaumaturgy ability
Traits: Skill (Periodic), Augment (Thaumaturgy), Superior
With this skill the Arch-caster may enhance a lower list casted ability so that it gains the Superior Trait. This skill can only be used in conjunction with a casted ability with the Attack, Defense, Headband, or Detection Traits. To use this ability the Arch-Caster must insert the words "With Absolute Power" at the beginning of the verbal. For example, when casting an Absolute Power Enfeeblement, the Arch-Caster would state, "With Absolute Power from the deepest shadows in the realm of eternal Darkness I cast Enfeeblement". If used in conjunction with a latent effect the Arch-Caster must additionally notate the target’s card with “AP” prior to the ability name. When invoking an effect augmented by Absolute Power, the invoker must state “Absolute Power <effect name>.” This ability may be combined with the skill Double Cast. An effect enhanced with Absolute Power still counts as the same effect for the purposes of stacking effects (i.e. - you cannot have more than one on you at a time).
This version will be the one in the February Rulebook, which will go up later tonight.
The Arch-Caster List
Introduction:
This class may be purchased as a higher list for Mages, Druids, Priests, Bards, or Psionicists. This list represents the ability of the caster to focus her already present abilities, and refine them to cast more easily and accurately (Battle Casting), with additional power (Thaumaturgy), or be better able to defend against them (Valence).
The phrase “Casted Ability” refers to any abilities that those five classes can cast. When used multiple times in the same skill description, it is subsequently referred to as “Ability”. The use of the word “Career Points” refers to the appropriate points needed or used to cast a Casted Ability.
Prerequisite:
- 4 Rank IV Casted Abilities
The use of any skills on this list require the caster to have a Casting Focus. A Casting Focus is an item created by the caster that is a personal representation of her ability to cast. This item should be a gem, unless the Arch-Caster also has access to a Ritual Tool, and may be in a setting (such as a pendant, ring, or bracelet), and may not serve any other purpose (i.e. it cannot have any other game mechanical effects or value). You do not need to touch or hold the gem to use it, although it must be worn openly to be used. An Arch-Caster that also has access to a Ritual Tool (such as a Sorcerer's Wand) may use the Ritual Tool as a Casting Focus. A character may have one or the other, but not both items, at any one time - creating a new Casting Focus invalidates the Ritual Tool, and vice versa.
The Arch-Caster's first focus is created as the final step in opening the Arch-Caster list. An Arch-Caster may only have one focus at a time, and the focus must be present on them to be able to use any skills on this list. The focus should have a simple item card which denotes its owner. The focus can be stolen or destroyed like any normal item. Creating a new focus requires 15 minutes of concentration on the part of the caster, and renders the old focus useless.
An Arch-Caster with access to multiple casting lower lists only needs one focus, and may use any skills from this list with any casing abilities they have.
In order to teach this list, or the skills on it, the teacher and the student must have a casting class in common, and have the minimum requirements for the list in that class. For example, if a Mage / Priest wanted to teach a Druid / Mage, both characters would need to have four Rank IV spells in Mage for the lesson to be successful. Mages may teach Bards with all three Rank IV Enchantment spells as if they were Mages, and vice versa.
======================================
Three new traits have been added, to reflect the new abilities in this list.
Source - Valence: These are abilities of a protective nature, drawn from the rarer and more powerful supernatural elements of the world. Abilities with the Valence trait do not expire at the end of a period - they carry over to the next period, until used, or the event is over. Abilities cast with Valence may use Career Points typically used for casting other abilities (MP, FP, DP, PsiP or SSP), but different types of Career Points may not be combined for one ability. Casting a Valence spell requires 60 seconds of role-play appropriate to the type of career point being used to cast it.
Type - Augment (Battle Casting): These powerful abilities enhance existing abilities to potent levels, and must be combined with a casted ability. Unlike normal effects with the Augment trait, Battle Casted abilities may be combined freely, including with each other, or with abilities with other Augment traits.
Type - Augment (Thaumaturgy): These powerful abilities enhance existing abilities to potent levels, and must be combined with a lower list casted ability. Unless otherwise noted only one periodic skill with this trait can be used at a time when augmenting a casted ability.
======================================
Battle Path:
Weapon Cast
Tier: 1
Build: 6
Usage: Continuous
Traits: Skill (Continuous), Augment (Battle Casting)
This skill gives the Arch-Caster the ability to deliver their lower list casted abilities through their weapon and the ability gains the trait of the weapon used (Melee for melee weapons, Ranged for ranged weapons, etc). After reciting the verbal the Arch-Caster must attempt to strike the target's body as if doing damage or delivering a periodic skill in order for the ability to have effect. If you fail to land your strike within five seconds, the ability is wasted and the Casting Points are used up, just as if you missed with a spell packet. When the Arch-Caster purchases this skill they also receive either the one handed edge or one handed blunt skill for free.
Spell Holding
Tier: 1
Build: 3
Maximum: 4 Purchases
Pre-Req.: None
Usage: Periodic
Traits: Skill (Periodic), Augment (Battle Casting)
With this skill, the character may cast a lower list casted ability and then hold the spell packet for up to 5 minutes (instead of 5 seconds) without losing the spell. The character must say the name of the ability at least every 30 seconds, or the ability will be lost as if it was not cast within the allotted time. The caster has up until the end of the normal 5 second casting window to use this skill - it does not need to be used during casting.
Double Power
Tier: 2
Build: 4
Maximum: 4 Purchases
Pre-Req.: 1 Tier 1 Battle Skill.
Traits: Skill (Periodic), Augment (Battle Casting)
With this skill the Arch-Caster may double the damage or AP of a lower list casted ability. To use this ability the Arch-Caster must insert the words "Double Power" into the verbal before the spell name. For example, when casting an incinerate, the Arch-Caster would state, "I call upon the Volcanic powers from the eternal plane of fire to summon forth a double power incinerate. 400 Magic Fire."
Spell Surge
Tier: 2
Build: 4
Maximum: 5 Purchases
Pre-Req.: 1 Tier 1 Battle Skill
Traits: Skill (Periodic), Augment (Battle Casting)
This skill allows a character to use any 1st or 2nd rank ability without the use of a spell packet or saying the verbal, singing, or concentrating the normal required time. The caster must have their arm extended and finger pointing at the target (the caster may not be paralyzed, immobilized, or stunned). To invoke this skill you must call “Spell Surge” and then the ability name. The caster must have a clear line of sight to the target, and the target must be within 10 feet.
Perfect Cast
Tier: 3
Build: 5
Maximum: 4 Purchases
Pre-Req.: 1 Tier 2 Battle Skill
Traits: Skill (Periodic), Augment (Battle Casting)
This skill allows a character to use any rank ability without the use of a spell packet or saying the verbal, singing, or concentrating the normal required time. The caster must have their arm extended and finger pointing at the target (the caster may not be paralyzed, immobilized, or stunned). To invoke this skill you must call “Perfect Cast” and then the ability name. The caster must have a clear line of sight to the target. The caster must be capable of throwing a spell packet the distance of the target; she may be asked to throw a packet as far as the target if the range is questionable, but it does not need to be accurate.
Battle Casting
Tier: 4
Build: 10
Maximum: 2 Purchases
Pre-Req.: 1 Tier 3 Battle skill
Traits: Skill (Periodic), Skill (Continuous), Augment (Battle Casting)
When invoked the user chooses one sphere, domain, psionic ability tree (Attack, Defense, or Disciplines), or variety of Bard Song (Nocturne, Lyric, Fanfare, Requiem, or Riddle). For the duration of the battle, the user may surge cast any abilities form the chosen category. Additionally, while casting any abilities, the user is no longer interrupted by damage. If struck while casting, the caster should finish casting and state “Battle Casting” to inform the attacker that they were not interrupted.
========================
Valance Path:
Alchemy Shield
Tier: 1
Build: 4
Usage: 5 Casting Points
Traits: Valence, Defense, Latent, Superior
This ability defends against of one effect with the Alchemy or Poison trait.
Elemental Ward
Tier: 1
Build: 4
Usage: 5 Casting Points
Traits: Valence, Defense, Latent, Superior
This ability defends against of one effect with the Elemental trait.
Enchanted Armor
Tier: 2
Build: 5
Pre-Req.: 1 Rank 1 Valance ability
Usage: 6 Casting Points
Traits: Valence, Defense, Latent
This spell bestows 30 Armor Points to the recipient. The target may not be wearing leather, steel, or plate armor (or equivalent materials) to gain the benefit of this spell.
Mind Citadel
Tier: 2
Build: 5
Pre-Req.: 1 Rank 1 Valance ability
Usage: 6 Casting Points
Traits: Valence, Defense, Latent, Superior
When invoked, this ability will stop any effect with the Mental trait.
Negation
Tier: 3
Build: 6
Pre-Req.: 1 Rank 2 Valance ability
Usage: 7 Casting Points
Traits: Valence, Defense, Latent, Superior (Caster Only)
This defense will negate any one non-superior casted ability. If cast on oneself, this ability gains the Superior trait, and should be invoked as “Superior Negation” to reflect this.
Resist
Tier: 4
Build: 8
Pre-Req.: 1 Rank 3 Valance ability
Usage: 8 Casting Points
Traits: Valence, Defense, Latent, Superior
When invoked, this defense will protect the recipient from any one attack, including attacks with the Piercing trait.
================================
Thaumaturgy Path:
Spell Proficiency
Tier: 1
Build: 4
Maximum: 6 Purchases
Pre-Req.: None
Traits: Skill (Continuous), Augment (Thaumaturgy)
With this skill, the caster may specialize in a lower list casted ability which is named at the time of purchase. For each purchase of the skill, the caster may cast her specialized ability for one less casting point. You may purchase this skill multiple times for the same ability to reduce the point cost of that specific ability up to 50%, rounded up (e.g., a 3 point ability can only be lowered to 2). You may specialize in a different casted ability for each purchase of this skill.
Lay Over
Tier: 1
Build: 6
Maximum: N/A
Pre-Req.: None
Traits: Skill (Continuous), Augment (Thaumaturgy)
Any lower list latent defenses cast on the arch mage by herself do not expire at period change, for the duration of the event. This includes defenses affected by abilities with the Augment (Battlecasting) or Augment (Thaumaturgy) type.
Spell Tether
Tier: 2
Build: 6
Maximum: 3 Purchases
Pre-Req.: 1 Tier 1 Thaumaturgy ability
Traits: Skill (Periodic), Augment (Thaumaturgy)
With this skill the Arch-Caster may take a lower list casted ability that gants a numerical or damage type bonus, and has a fixed duration, and increase the duration to two hours. To use this ability the Arch-Caster must insert the words "Spell Tether" into the verbal before the spell name. In example when casting a Blur the Arch-Caster would state "With deception I conjure a Spell Tethered Blur"
Double Cast
Tier: 2
Build: 5
Maximum: 3 Purchases
Pre-Req.: 1 Tier 1 Thaumaturgy ability
Traits: Skill (Periodic), Augment (Thaumaturgy)
With this skill the Arch-Caster may augment any lower list casted ability with the attack trait such that the ability counts as two separate uses of the spell, and each one must be defended against individually. To use this ability the Arch-Caster must insert the words "Double Cast" into the verbal before the spell name. In example when casting an incinerate the Arch-Caster would state "I call upon the Volcanic powers from the eternal plane of fire to summon forth a double cast incinerate. 200 Magic Fire, 200 Magic Fire."
Arcing Cast
Tier: 3
Build: 5 Build
Maximum: 3 Purchases
Pre-Req.: 1 Tier 2 Thaumaturgy ability
Traits: Skill (Periodic), Augment (Thaumaturgy)
When used in conjunction with any other lower list casted ability, that ability then encompasses a 90° arc, 5 foot range, from the caster’s extended hand. If being used in conjunction with defensive abilities, a maximum of three targets within the arc can be chosen to be affected. To use this ability the Arch-Caster must insert the words "Arcing Cast" into the verbal before the spell name.
Absolute Power
Tier: 4
Build: 5
Maximum: 4 Purchases
Pre-Req.: 1 Tier 3 Thaumaturgy ability
Traits: Skill (Periodic), Augment (Thaumaturgy), Superior
With this skill the Arch-caster may enhance a lower list casted ability so that it gains the Superior Trait. This skill can only be used in conjunction with a casted ability with the Attack, Defense, Headband, or Detection Traits. To use this ability the Arch-Caster must insert the words "With Absolute Power" at the beginning of the verbal. For example, when casting an Absolute Power Enfeeblement, the Arch-Caster would state, "With Absolute Power from the deepest shadows in the realm of eternal Darkness I cast Enfeeblement". If used in conjunction with a latent effect the Arch-Caster must additionally notate the target’s card with “AP” prior to the ability name. When invoking an effect augmented by Absolute Power, the invoker must state “Absolute Power <effect name>.” This ability may be combined with the skill Double Cast. An effect enhanced with Absolute Power still counts as the same effect for the purposes of stacking effects (i.e. - you cannot have more than one on you at a time).
Moderators: Lois Heimdell (LoisMaxwell)
Time to create page: 0.353 seconds