-- Fire partially ignores armor (50%) All fire spells have an Accuracy Check of 20 +3 per space, and roll 1d10 damage instead od 1d20 --
-- All water damage erodes armor by of 10 durability. Spells hit on an Accuracy Check of 17 +3 per space --
Water and ice magic are similar. Each ice spell learned counts as 1/4 a water spell learned when learning new water spells
-- All earth spells hit on an Accuracy Check of 18 +6 per space after 2 spaces --
Earth and Metal magic are similar. Each Metal spell learned counts as 1/4 a Earth spell learned when learning new Earth spells
-- All ice spells hit on an Accuracy Check of 16 +5 per space after 3 spaces--
Water and ice magic are similar. Each Water spell learned counts as 1/4 an Ice spell learned when learning new ice spells
-- All air spells hit on an Accuracy Check of 15 +2 per space --
-- Lightning ignores armor. All lightning attacks shock targets, If they deal damage, target loses 1 move. Ranged lightning attacks must be charged, making them strike on the caster's next turn if uninterrupted. All lightning spells hit on an Accuracy Check of 18 --
-- All wood spells hit on an Accuracy Check of 20 +3 per space --
Nature and Wood magic are similar. Each Nature spell learned counts as 1/2 a Wood spell learned when learning new Wood spells
-- All Nature spells hit on an Accuracy Check of 16 +3 per square--
-- (Full elemental control required) For an extra 10 stamina each turn you can activate toxic. While active your attacks inflict toxic.--
Toxic can be inflicted only if the attack deals damage. (And if target fails a CON check of 30.) Toxic causes the body to deteriorate. Roll a 25 CON skillcheck each turn, failure means -1 str/agi/spd/con.
Can stack. Failing by 5+ causes coughing fit, character loses 2 moves. (Success of 20+ cures Toxic) --
Nature and Wood magic are similar. Each Wood spell learned counts as 1/4 a Nature spell learned when learning new Nature spells
-- All metal spells hit on an Accuracy Check of 28 +8 per space. --
Metal and Earth magic are similar. Each Earth spell learned counts as 1/4 a Metal spell learned when learning new Metal spells
-- Light attacks are +3 more effective and deal +5 damage in well lit areas. All lightspells hit on an - Accuracy Check of 15 +3 per space --
-- Darkness magic is +5 more effective in dark areas. Your shadow can act as your eyes and ears when not attached to your body. All darkness spells hit on an - Accuracy Check of 15 +3 per space --
-- All Aether spells hit on an Accuracy Check of 16 +3 per space --
Each of the branches of Aether magic will count as 1/2 of a spell learned for the other Aether elements when learning new Aether spells.
You can store your stamina in enchanted gemstones for later use. (Add 1 stamina to gemstone for every 2 stamina spent) You can wear a maximum of 20 rings, and 3 necklaces