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yeti1069

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  1. Maybe in keeping with the base talent +10 to crit roll equal to ranks in Skulduggery?
  2. Here's what I have so far. My big questions are: Do any of these species seem too weak or too strong? Would you suggest tweaking XP values up or down on any of them? Dwarves Brawn 2, Agility 1, Intellect 2, Cunning 2, Willpower 3, Presence 2 WT: 11 + Brawn ST: 10 + Willpower XP: 90 Tough As Nails Strong Backed Children of the Earth (live in northern mountains on western continent; cold; tough; skilled with metal and stone crafts) Dark Vision Deep-dweller: Gain b on Survival checks made to navigate underground Starting skills: Resilience 1 Children of the Falls (live in waterfall-riddled mountains toward the south of the eastern continent; warm; often most reasonable of the races on the gold dragon’s council) Stubborn: Add b to social skill checks targeting them Starting skills: Negotiation 1 Children of the Foam (live upon the sea; dwarves who long ago left one of the dwarghomes in search of the rest of the people and became enamored with the sea—usually merchants or pirates) Sea Legs: Remove b imposed by shipboard environmental conditions (rocking of the boat, wind, rain) from all skill checks Starting skills: Athletics 1 Elves Brawn 2, Agility 3, Intellect 2, Cunning 2, Willpower 1, Presence 2 WT: 9 + Brawn ST: 10 + Willpower XP: 90 Keen Eyed: Add b on Perception and Vigilance checks. Decrease the time to search a specific area by half. Sun/Faean (firstborn; most fey- and magic-attuned; snooty, more inclined to cogitation than action; crafters, experimenters) Magical Heritage: Faean gain Verse as a career skill and begin with one rank in Verse Starting skills: Craft Twilight/Wood (secondborn; prefer the woods, and low-light conditions; friendly, but isolated) Nimble Low-light Vision Starting skills: Survival 1 Shadow/Deep (thirdborn; removed to the dark parts of the world, mostly far underground; extremely isolated) Dark Vision Isolated: Impose b to social skill checks made against, or targeted by, members of other species Deep-dweller: Gain b on Survival checks made to navigate underground Starting skills: Knowledge (Forbidden) 1 Half-Elf Starting skills: Gain 1 rank in a non-career skill, and Linguistics 1 Elven Heritage: select one ability from another elf Mixed Heritage: In situations where being either an elf or a human would be more or less beneficial, may make an Average (dd) Deception check to pass as whichever of the two you prefer Gnomes Brawn 1, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 3 WT: 8 + Brawn ST: 11 + Willpower XP: 90 Small: Silhouette 0 Stronger Than I Look: Remove b from Resilience checks, and increase encumbrance threshold by 2 Brightkin (exuberant; prefer living aboveground in airy, well-lit areas; friendly) Plucky: Add b on fear checks made by the gnome and their allies within short range Starting skills: Charm 1 Shadekin (somewhat dour; prefer living underground; closer in disposition and preferences to their dwarven cousins; have been more engaged in conflict over their history; hard to deal with) Dark Vision Underfoot Combat: Add b to combat checks targeting foes of a larger silhouette than themselves Querulous: Impose b on non-Deception social skill checks made against non-Shadekin Starting skills: Deception 1 Holbytlan Brawn 1, Agility 3, Intellect 2, Cunning 2, Willpower 2, Presence 2 WT: 9 + Brawn ST: 10 + Willpower XP: 90 Small: Silhouette 0 Indomitable: Remove b caused by critical injuries, the Disoriented condition, and on fear checks Delvers (think traditional hobbits; cheery, living in elaborate holes or mounds; inclined to pastoral pursuits) Forest Friend: Remove b from Survival checks made to befriend or handle animals Friend Like Me: When assisting another character with a skill check grant an additional b to their roll. Starting skills: Knowledge (Community) 1 (relationships, and their local history are very important to them) Brachiators (somewhat more adventurous; prefer living in trees; employ gliders occasionally; tend to keep to themselves) Watch That Step!: Add your ranks in Agility and Coordination to your soak against falling damage Starting skills: Athletics 2 Paddlers (adventurous; many take to sailing or traveling, most in touch with non-halflings) Underfoot Combat: Add b to combat checks targeting foes of a larger silhouette than themselves Sea Legs: Remove b imposed by shipboard environmental conditions (rocking of the boat, wind, rain) from all skill checks Starting skills: Streetwise 1 Sylphs(from the plane of cold, air, and water) Brawn 2, Agility 2, Intellect 3, Cunning 2, Willpower 1, Presence 2 WT: 8 + Brawn ST: 10 + Willpower XP: 85 Cold Adapted: Remove b imposed by cold environments Mistborn (most comfortable when hidden from view; prefer to eavesdrop and skulk about rather than be the center of attention) Vision Unclouded: Remove bb imposed due to rain, smoke, or fog Sea of Clouds: While within mist, fog, cloud, or heavy rain, may Fly. Starting skills: Stealth 1 Breezeborn (Sylphs attuned to the air always appear to be standing in a light breeze, their hair and clothes rustling) Hoverer – gain the ability to hover (see Fly) Starting skills: Skulduggery 1 Amaranthine (my version of Samsarans; inherited memories of their past lives; inherently magical, attuned to the magical energies of the world) Brawn 2, Agility 2, Intellect 3, Cunning 1, Willpower 2, Presence 2 WT: 8 + Brawn ST: 11 + Willpower XP: 85 Recollections: Treat all Knowledge skills as career skills Thaumaturgic (some inherent magical ability) Mystical Attunement: Divine spells cast without an implement are upgraded only once, instead of twice. Magical Heritage: Gain Divine as a career skill and begin with 1 rank in Divine Starting skills: Gain 1 rank in Knowledge (Mystic) Anamnensists (strongly recollect their past lives) Nostalgic Attunement: Once per session, may attempt a Knowledge check in place of another skill check (GM selects appropriate Knowledge check for the situation), as you draw upon the experience of your ancestors Centered: Gain b on Discipline checks Starting skills: Gain 1 rink in any 2 Knowledge skills Oread (from the fire elemental plane, creatures composed of rock; similar in stature to dwarves) Brawn 3, Agility 2, Intellect 2, Cunning 1, Willpower 2, Presence 2 WT: 12 + Brawn ST: 9 + Willpower XP: 80 Heat Adapted: Remove b imposed due to hot environments Does not need to breath. Enduring Crystalline Crystalline Composition: Critical hits against crystal oreads gain +10 to their roll due to the brittle nature of their bodies Heart of Stone: Reduce the difficulty of Resilience checks to resist poisons and diseases by 1 Starting skills: Perception 1 Stony Rock, No Roll: Due to their dense composition, stone oreads treat all terrain as difficult terrain, moving at half normal speed at all times. Heart of Stone: Reduce the difficulty of Resilience checks to resist poisons and diseases by 1 Starting skills: Vigilance 1 Saraphim (Creature from the positive plane; overflowing with life energy, rather cocky and come off as feeling superior) Brawn 2, Agility 2, Intellect 1, Cunning 2, Willpower 2, Presence 3 WT: 11 + Brawn ST: 11 + Willpower XP: 80 Regeneration: When recovering wounds from natural rest or magic, regain 1 additional wound (this does not affect wounds regained from medical treatment). Saraphim can regrow lost limbs, taking approximately 1 month to do so. Rampant Who Needs Books?: Rampant saraphim impose b on all Knowledge checks due to their lack of education Aura of Growth: Whenever you spend a to regain strain, all engaged living creatures regain 1 wound. In addition, engaged living creatures increase the difficulty to resist diseases afflicting them by 1. Starting skills: Resilience 1 Celebrant Fearsome: impose b on Charm, Deception, Leadership, and Negotiation checks, but add b on Coercion checks they make against other species Aura of Radiance: May spend aa on any skill check to shed bright light out to close range. All living creatures within that light gain b on all skill checks they make. Starting skills: Leadership 1 Orcneas Brawn 3, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 1 WT: 12 + Brawn ST: 8 + Willpower XP: 95 Hot Tempered: While strain exceeds half of strain threshold, impose bb on all social skill checks and add 1 to the damage dealth by 1 hit of each melee attack made Forvagen (giants left behind in the Barrens, withered by the corrupting energies of Miasma, they have diminished in both stature and aptitude) Tenacious: After hitting a character with a successful combat check, add b to combat checks targeting that same character until end of the encounter Starting skills: Survival 1 Jotunsvag (diminished giants brought back to Jotunheim from their Baneward exploration, they had not fully rotted the way the Forvagen had, but they are looked down upon by true giants, and largely used as chattel) Battle Rage: When making a melee attack, can choose to impose b on the check to add +2 to the damage dealt by one hit of that attack Subservient: Leadership and Coercion checks made against Jotunsvag gain bb Starting skills: Cool 1 Halfblood Gain 1 rank in a non-career skill, and Coercion 1 Orkish Heritage: select one ability from another ork Mixed Heritage: In situations where being either an ork or a human would be more or less beneficial, may make an Average (dd) Deception check to pass as whichever of the two you prefer Human Brawn 2, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 2 WT: 10 + Brawn ST: 10 + Willpower XP: 110 Ready For Anything Honrolaydean Cosmopolitan: Once per session, flip a Story Point as an incidental to recall a piece of useful information related to a particular character, species, or location, upgrading your next related skill check twice Starting skills: Gain 1 rank in Negotiation, and 1 rank in a non-career skill of your choice Aurumlander Prove Yourself: Once per session after witnessing a non-human character succeed at a task, flip a Story Point as an out of turn incidental to roll your skill check twice when trying to succeed at the same task Starting skills: Gain 1 rank in each of two non-career skills of your choice Dunelander (thinking from the southwestern desert) Survivor: Once per session, may flip a Story Point as an out of turn incidental to ignore the adverse effects of a dangerous environment for a number of rounds or minutes equal to your Cunning Starting skills: Gain 1 rank in Survival, and 1 rank in a non-career skill of your choice Font-Touched (from the far east, near the positive plane) Life On the Edge: Once per session, when recovering strain or wounds, may flip a Story Point as an out of turn incidental to increase the strain or wounds healed by an amount equal to your Brawn Starting skills: Gain 1 rank in Resilience, and 1 rank in a non-career skill of your choice
  3. Thinking the Void improved effect could have one of the following effects (thoughts?): Add two setbacks to any spell cast by someone else within Medium range of you. When taking the Counterspell maneuver, upgrade the difficulty of spells cast by other characters (friend or foe) twice instead of once. When taking the Counterspell maneuver, extend the range of the effect to Long range. Spells that target you, or include you in their area of effect have their difficulty upgraded once. For Darkness, I'm thinking it may grant 2 levels of Concealment at all times and immunity to scrying. I'm considering for the Light Attack effect, having that cause Blindness by spending 2 advantage for a number of rounds equal to ranks in Knowledge. Not sure what I would do with Darkness on the Attack effect.
  4. This gave me a great idea, thanks! For my world, Void is the plane of negation, unlife, undeath, and I'm thinking the Improved effect could be to make counterspelling better against others (would include friendly casting as well, I think). Life could be "Whenever you would regain wounds, gain back 1 additional wound," or "When you regain strain at the end of an encounter with a Discipline or Cool check you may spend advantage to regain wounds." Another option could be the ability to spend advantage in combat to regain wounds. Automatic concealment for Darkness seems weak compared to the other Improved effects. Maybe protected from scrying effects? A little narrow, but along with the concealment effect might feel like enough?
  5. Here's what I have so far: Elementalist adds: Holy (life): each success deals +2 damage rather than +1 damage vs undead Unholy (void): each success deals +2 damage rather than +1 damage vs living creatures Blast (light): gains Blast quality with rating equal to ranks in Knowledge (light that explodes?) Drain (darkness): damaged target wrapped in cloying shadows that weigh them down; effect functions like gravity with a rating equal to ranks in Knowledge (setbacks imposed on Brawn-based skill checks, besides Resilience, and on Coordination checks) Elementalist (Improved) adds: Life -- ? Maybe something about regaining wounds? Light -- cannot be blinded and can remove bbb imposed due to darkness Void -- does not need to breath (?) and? Darkness -- ? Any feedback here would be appreciated.
  6. I feel like the dark/negative effect needs some immunity effect like the other elements have, and the concealment bonus seems low. Anyone have other ideas here? In my setting, the dark/negative plane is associated with undeath and devoid of life. I'm thinking it could grant not needing to breath, or possibly eat. It could also grant some immunity to undead--maybe they view the character as an undead? I'm ok with this one being a little on the weaker side since adding 'Deadly' to the Attack spell is very strong.
  7. Thanks! That’s along the lines of what I’m looking for.
  8. What I was referring to were the new line of Elementalist talents out of the EPG: The first adds the Fire (fire), Ice (water), Impact (earth), or Lightning (air) effects to any Attack spell you cast without increasing the difficulty, but bars you from using any of the other 3. The Improved version grants: immunity to being knocked down or staggered (earth), can breath underwater and cannot be immobilized (water), can hover and cannot be disoriented (air), or immunity to fire/Burn (fire). The Supreme version grants the benefit you gained from the Improved version to anyone affected by an Augment, Barrier, or Transform spell you cast on them. What I'm looking for are ideas on how to include similar effects for positive and negative energy (life and unlife, or life and void, or growth and decay), and/or light and dark.
  9. I'm looking for some ideas on additions to the Elementalist talent that utilize other elements beyond the classic four. Specifically, I'd like to brainstorm some ideas for positive and negative energy, light and darkness. Thoughts? What I was referring to were the new line of Elementalist talents out of the EPG: The first adds the Fire (fire), Ice (water), Impact (earth), or Lightning (air) effects to any Attack spell you cast without increasing the difficulty, but bars you from using any of the other 3. The Improved version grants: immunity to being knocked down or staggered (earth), can breath underwater and cannot be immobilized (water), can hover and cannot be disoriented (air), or immunity to fire/Burn (fire). The Supreme version grants the benefit you gained from the Improved version to anyone affected by an Augment, Barrier, or Transform spell you cast on them. What I'm looking for are ideas on how to include similar effects for positive and negative energy (life and unlife, or life and void, or growth and decay), and/or light and dark.
  10. Hmm...I printed the fillable to PDF which converted it so I can enter my own text without that issue...but the box in the lower right corner of each talent with "Page #" is getting in the way. Also, I just realized that for this method, I have to click on or off all of the connecting lines for the tree before printing to PDF so they save filled in (or not) for the next step. If I had any experience creating my own PDFs I would do the edit job myself, but is there a possibility of presenting a version without those Page # boxes? Also, I do really appreciate the work you did on this!
  11. I was trying to enter text including dice symbols on the form fillable version, and ran into an issue. I'm not aware of a way to edit the text in a prepared sheet, so I was using the edit tool on Adobe to enter my own text, for which I have symbol font, but when I inserted my own text field in a talent box, the blue box color was overlaying the text: Do you have a method for filling in the PDF and including dice symbols? I was thinking I would download the standard version of your sheet, but the link no longer works.
  12. Do you have an example of what the related roles look like? I like the sound of this. I've been tinkering minimally with putting together some careers and specializations, but haven't liked the career groupings, and had been hung up on that. Having stand alone spec trees with an XP discount for ones related to race or previous specialization could help break that logjam.
  13. Thanks folks, that was definitely helpful!
  14. Wondering what the XP cost would look like on an archetype starting with the ability to fly. In something like Pathfinder, where tactical movement is so important, I would say that a race that could fly at 1st level without any investment would be way too strong, but for Genesys, where movement and positioning are a bit less important, I wonder if it would be too strong to start, especially with the new spell granting the ability to fly (by turning into a flying creature), although it does limit you on what actions you can take (since you're presumably a bird, or the like, and no longer a humanoid wielding weapons and magic). What do you think a talent would look like granting flight?
  15. Has anyone put together some talent trees for Genesis?
  16. That would be cool! I'd say the values of talent trees are in providing a framework for players to help differentiate one from the next, and in providing multiples of the lower tier talents without jacking up the XP cost. As an example, Star Wars characters routinely had more Wounds and Strain than Genesys characters.
  17. Getting a 404 error in Dropbox when i try to open this.
  18. Seems reasonable. Could also use Despair for that.
  19. Here's what I have so far: Dwarves Brawn 2, Agility 1, Intellect 2, Cunning 2, Willpower 3, Presence 2 WT: 11 + Brawn ST: 10 + Willpower XP: Tough As Nails Strong Backed Children of the Frost (live in northern mountains on western continent; cold; tough; skilled with metal and stone crafts) Dark Vision Cold Adapted: Remove b from skill checks imposed due to cold Starting skills: Resilience 1 Children of the Falls (live in waterfall-riddled mountains toward the south of the eastern continent; warm; often most reasonable of the races on the gold dragon’s council) Kill With Kindness: Remove b from Charm and Negotiation checks Low-light Vision Starting skills: Cool 1 Children of the Foam (live upon the sea; dwarves who long ago left one of the dwarghomes in search of the rest of the people and became enamored with the sea—usually merchants or pirates) Sea Tossed: Remove b from skill checks imposed due to wind or rain Born Sailor: Remove b on skills checks relating to sailing or boating (dealing with rigging, navigation on the sea, piloting, or fishing, etc...) Starting skills: Athletics 1 Elves Brawn 2, Agility 3, Intellect 2, Cunning 2, Willpower 1, Presence 2 WT: 9 + Brawn ST: 10 + Willpower XP: Keen Eyed: Add b on Perception and Vigilance checks. Decrease the time to search a specific area by half. Sun/Faean (firstborn; most fey- and magic-attuned; snooty, more inclined to cogitation than action; crafters, experimenters) Magical Heritage: Learn one spell of no more than 2 difficulty. You may cast this spell using the Discipline skill, or the appropriate Magic skill if you’re trained in it Starting skills: Discipline 1 Twilight/Wood (secondborn; prefer the woods, and low-light conditions; friendly, but isolated) Swift: Move through difficult terrain unfettered Nimble Starting skills: Survival 1 Shadow/Deep (thirdborn; removed to the dark parts of the world, mostly far underground; extremely isolated) Dark Vision Isolated: Add b to Charm, Deception, Leadership, and Negotiation checks made against, or by other species, and on Knowledge (Community) checks for other locales Stealthy: Remove b from Stealth checks Doughty Dim-dweller: Add b on checks vs fear Starting skills: Knowledge (Forbidden) 1 Half-Elf Starting skills: Gain 1 rank in a non-career skill, and Linguistics 1 Elven Heritage: select one ability from another elf Mixed Heritage: In situations where being either an elf or a human would be more or less beneficial, may make an Average (dd) Deception check to pass as whichever of the two you prefer Gnomes Brawn 1, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 3 WT: 8 + Brawn ST: 11 + Willpower XP: Small: Silhouette 0 Stronger Than I Look: Remove b from Resilience checks, and increase encumbrance threshold by 2 Brightkin (exuberant; prefer living aboveground in airy, well-lit areas; friendly) Plucky: Add b on fear checks made by the gnome and their allies within short range Starting skills: Charm 1 Shadekin (somewhat dour; prefer living underground; closer in disposition and preferences to their dwarven cousins; have been more engaged in conflict over their history; hard to deal with) Dark Vision Stubborn: Add b to social skill checks targeting them Underfoot Combat: Add b to combat checks targeting foes of a larger silhouette than themselves Halflings Brawn 1, Agility 3, Intellect 2, Cunning 2, Willpower 2, Presence 2 WT: 10 + Brawn ST: 10 + Willpower XP: Small: Silhouette 0 Indomitable: Remove b caused by critical injuries, the Disoriented condition, and on fear checks Burrowers (think traditional hobbits; cheery, living in elaborate holes or mounds; inclined to pastoral pursuits) . Climbers (somewhat more adventurous; prefers living in trees; employ gliders occasionally; tend to keep to themselves) . Swimmers (adventurous; many take to sailing or traveling) . Sylphs(from the plane of cold, air, and water) Brawn 2, Agility 2, Intellect 3, Cunning 2, Willpower 1, Presence 2 WT: 9 + Brawn ST: 10 + Willpower XP: . Mistborn . Breezeborn . Amaranthine (my version of Samsarans; inherited memories of their past lives; inherently magical, attuned to the magical energies of the world) Brawn 2, Agility 2, Intellect 3, Cunning 1, Willpower 2, Presence 2 WT: 8 + Brawn ST: 12 + Willpower XP Thaumaturgic (some inherent magical ability) . Cogitoric (Some inherent recollection or knowledge) . Oread (from the fire elemental plane, creatures composed of rock; similar in stature to dwarves) Brawn 2, Agility 2, Intellect 2, Cunning 2, Willpower 3, Presence 1 WT: 12 + Brawn ST: 10 + Willpower XP Crystalline . Metalline . Ursus (anthropomorphic bears from the plane of cold; tribal;, nomadic, hunters difficulty dealing with other humanoids in diplomatic fashion, but capable of approaching situations without violence) Brawn 3, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 1 WT: 13 + Brawn ST: 9 + Willpower XP Claws Maritimus (polar bear-based) . Rusfelt (brown-bear based) . Saraphim (similar to Aasimar, I suppose...semi-angelic-seeming creatures from the positive plane) Brawn 2, Agility 2, Intellect 2, Cunning 1, Willpower 2, Presence 3 WT: 11 + Brawn ST: 11 + Willpower XP Rampant . Celebrant . Winnowers (odd, humanoids from the negative plane; sneaky, though not necessarily evil; shy; shunned by many) Brawn 2, Agility 1, Intellect 2, Cunning 3, Willpower 2, Presence 2 WT: 9 + Brawn ST: 9 + Willpower XP Quencher . Queller (negates or resists magic in some fashion) . Orks Brawn 3, Agility 2, Intellect 1, Cunning 2, Willpower 2, Presence 2 WT: 11 + Brawn ST: 8 + Willpower XP Blackskinned . Greenskinned . Halfblood Gain 1 rank in a non-career skill, and Coercion 1 Orkish Heritage: select one ability from another ork Mixed Heritage: In situations where being either an ork or a human would be more or less beneficial, may make an Average (dd) Deception check to pass as whichever of the two you prefer Emberkin (small fire beings from the fire plane; tricksy, but not smart) Brawn 2, Agility 2, Intellect 1, Cunning 3, Willpower 2, Presence 2 WT: 8 + Brawn ST: 11 + Willpower XP Small: Silhouette 0 Smoulderkin . Flamekin . Entling (young ent) Brawn 3, Agility 1, Intellect 2, Cunning 1, Willpower 2, Presence 2 WT: 14 + Brawn ST: 11 + Willpower XP: Large: Silhouette 2 Coniferous . Deciduous . Human Brawn 2, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 2 WT: 10 + Brawn ST: 10 + Willpower XP: 110 Ready For Anything Honrolaydean . Aurumlander . Dunedweller (thinking from the southwestern desert) . Font-Touched (from the far east, near the positive plane) .
  20. Is damage caused by a hazardous environment, such as caustic atmosphere, or lava, get reduced by soak? It seems a little silly to me that hazardous atmosphere could be ignored thanks to someone wearing good armor while breathing it in. Similarly, lava doesn't seem all that dangerous if someone with a soak of 7 or 8 is only taking 2 or 3 damage each round. I've had characters in my game who would gladly wade through lava and pop a healing potion, rather than try to find a slower way around it.
  21. Reducing strain by 2 is almost never any different than taking 2 strain during an encounter. I don't believe I've seen a character recover to their full strain during an encounter, so that's not much of a cost; it's certainly a much better deal than spending 2 strain per round on a 2nd maneuver. My thinking was that the talent should be valuable, but not so good that once acquired it's always used. One issue is that I'm not sure that there are enough maneuvers for casters to take that are valuable enough to be superseding concentration all that often.
  22. The idea was inspired by the "commit a Force die" mechanic from the Star Wars FFG line. Also, being able to maintain concentration on a spell without spending a maneuver is a pretty big deal--it saves you potentially a ton of strain, not to mention action economy. Also, I'm looking at the high end of what's doable here, such as maintaining something like an Enervated Paralysis Curse. Being able to do that and cast Attack, and take two maneuvers (or 1 and suffer no strain for action economy) is a big deal.
  23. What do you all think of these? Invested Focus Tier: 5 Ranked: No You gain the Focused additional effect for any spell that allows for Concentration. This increases the difficulty of the check by 1. If successful, expend 2 additional strain and reduce your ranks in the associated Magic skill, and your associated characteristic by 1 each to maintain Concentration on the spell for as long as your ranks and characteristic remain lowered without having to spend a maneuver each round. Mystic Surge Tier: 4 Ranked: No Take the Mystic Surge maneuver to double the effects of the next spell you cast, before the end of your next turn. After casting that spell, you lose the ability to cast spells for the remainder of the encounter. (Summon an additional ally, double the damage dealt on Attack, increase the skills of a target affected by Augment twice, etc...).
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