Enchanter.jpg
Invoker.jpg
Summoner.jpg
Conjurer.jpg
Artwork credits:
Fire Mage - MagicnaAnavi
Sage - Anna Steinbauer
Priest - Ashfield2
Druid - Dleo Black
Ice Mage - Negrea Alex
Warlock - Unknown (sorry)
Seer - Lisa Buijteweg
Alchemist - Dan Dos Santos
Magus - Uildrim
Magi - Argent Sky
Witch - Maxias
Shaman - Anotherwanderer
Enchanter - Yobtaf
Invoker - Manuelelapuca
Summoner - Bpsola
Conjurer - Melodyoflost
These rules for levelling up are wip. They'll be able to train at their respective collage.
Battle WizardsFire MageVeteran: Roll a combat dice when you cast Fireball, on a skull it's cast as normal, on a white shield you can discard any spell instead, on a black shield you don't have to discard a spell.
Master: Roll a combat dice when you cast Fireball, on a skull you don't have to discard a spell, on a white shield you can discard any spell instead, on a black shield it's cast as normal.
Legend: Can summon a Fire Elemental once per Adventure giving up all other actions and using two spells including at least one Fire spell.
SageVeteran: Can replace either or both Talisman spells with random replacements at the start of an Adventure after all other characters have drawn there spells but before they've seen them.
Master: Can write a scroll for a random spell from a random spell set between every Adventure.
Legend: Can summon an Air Elemental once per Adventure giving up all other actions and using two spells including at least one Air spell.
PriestVeteran: Transfix and Chill Touch immunity.
Master: Immunity to hostile spells.
Legend: Can summon a Water Elemental once per Adventure giving up all other actions and using two spells including at least one Water spell.
DruidVeteran: Can use Herbs.
Master: Can mix Herbs together to increase the over effect.
Legend: Can summon an Earth Elemental once per Adventure giving up all other actions and using two spells including at least one Earth spell.
Ice MageVeteran: Can attempt to Chill Touch by rolling a combat dice, on a skull you succeed, on a white shield you fail but don't loose an action, on a black shield you fail and loose your attacking action.
Master: Can Chill Touch.
Legend: Can cast Monsoon once per Adventure discarding any spell.
WarlockVeteran: Can attempt keep a cast a spell by using one BP, roll a combat dice and on a skull it's kept, on a white shield it's discarded but you keep the BP and on a black shield it's discarded and you loose the BP.
Master: Can attempt keep a cast a spell by using one MP, roll a combat dice and on a skull it's kept, on a white shield it's discarded but you keep the MP and on a black shield it's discarded and you loose the MP.
Legend: Can cast Inferno once per Adventure discarding any spell.
SeerVeteran: One Fate point per Adventure (can't be carried over between Adventures).
Master: Two more Fate points per Adventure (can't be carried over between Adventures).
Legend: Can cast Typhoon once per Adventure discarding any spell.
AlchemistVeteran: Can make 30gp between every Adventure.
Master: Can make a random potion between every Adventure.
Legend: Can cast Quake once per Adventure discarding any spell.
Battle SorcerersMagusVeteran: Take an extra spell by rolling a combat dice and choosing which Chaos Sorcerer spell to asign to skulls and white and black shields before you roll.
Master: Level three Magician + Other two Chaos Sorcerer spells + Can use Components to cast Protection, Detection and Darkness spells.
Legend: Can use Components to cast the rest of the spells + Can substitute one of the listed spell Components for another to cast Protection, Detection and Darkness spells but can't use more than one of the same Component.
MagiVeteran: Take an extra spell by rolling a combat dice and choosing which Detection spell to asign to skulls and white and black shields before you roll.
Master: Level three Magician + Other two Detection spells + Can substitute one of the listed spell Components for another to cast Detection spells but can't use more than one of the same Component.
Legend: Can use Components to cast the rest of the spells + Can substitute one of the listed spell Components for another to cast Darkness and Protection spells but can't use more than one of the same Component.
WitchVeteran: Take an extra spell by rolling a combat dice and choosing which Darkness spell to asign to skulls and white and black shields before you roll.
Master: Level three Magician + Other two Darkness spells + Can substitute one of the listed spell Components for another to cast Darkness spells but can't use more than one of the same Component.
Legend: Can use Components to cast the rest of the spells + Can substitute one of the listed spell Components for another to cast Detection and Protection spells but can't use more than one of the same Component.
ShamanVeteran: Take an extra spell by rolling a combat dice and choosing which Protection spell to asign to skulls and white and black shields before you roll.
Master: Level three Magician + Other two Protection spells + Can substitute one of the listed spell Components for another to cast Protection spells but can't use more than one of the same Component.
Legend: Can use Components to cast the rest of the spells + Can substitute one of the listed spell Components for another to cast Detection and Darkness spells but can't use more than one of the same Component.
Battle MagesEnchanterVeteran: Can attempt to Transfix by rolling a combat dice, on a skull you succeed, on a white shield you fail but don't loose an action, on a black shield you fail and loose your attacking action.
Master: Can Transfix.
Legend: Level four Magician + Fire spells.
InvokerVeteran: Can give up movement instead of attack to cast.
Master: Can give up half movement instead of attack to cast and can give up all movement to cast twice.
Legend: Level four Magician + Air spells.
SummonerVeteran: Can summon an Earth, Air, Fire or Water Elemental once per Adventure giving up all other actions and using any four spells.
Master: Can summon a Forest, Shadow or Ice Elemental once per Adventure giving up all other actions and using any four spells.
Legend: Level four Magician + Water spells.
ConjurerVeteran: Can conjure a Pixy once per Adventure.
Master: Can conjure a Fairy once per Adventure.
Legend: Level four Magician + Earth spells.
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