zcasters
valzi edited this page Oct 18, 2019
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5 revisions
- Power (like a sorcerer): powerful spells, often obviously useful in combat. Each casting dice spends 1d6 of grit. "Mishaps and dooms" are replaced with "Serendipities and Greater Incarnations." (Serendipities = gain cantrips. Greater Incarnations = transform toward lichdom or dragonhood or some such.)
- Balance (like a wizard): Spells that meaningfully alter what already exists + some D&D standards. Standard risk of mishap/doom (MD are d6s.) Mishaps are mostly minor setbacks and dooms are steps toward character loss.
- Prudence (like a witch/warlock): Utility spells. Less risk of mishaps and dooms (md are d8s.)
- Pain (blue mage): spells are only gained by taking Grit or Flesh damage from magic but your HD are rolled with+1.