Always 1M+1P to cast spells. The 1M action is used to set up the spell in a temporary item (called a Charm). Any number of spells of a single spell level may be placed into the Charm. The Charm may be saved until used up to 1 month later. Until then, the spell memorization put into the Charm is not regained, even at a Reset. The 1P is used to set off the Charm. The effect of the Charm is a cast spell of the appropriate level (determined when the spell is used). The magnitude of the spell is multiplied by the number of spells stored in the Charm.
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Cannot use material componenting; they effectively use their own special form of that.
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Level 1: May specialize in Enchantment/Charm; pick an opposite if you do this.
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Level 1: Can use multiple charges at once from magic items; the effect is multiplied by the number of charges used.
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Level 2: All of your items automatically make all item saving throws.
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Level 4: May specialize in Abjuration; pick an opposite if you do this.
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Level 9: Your magical effects do not turn off in Anti-Magic of any multiplier.
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Level 9: 1M: Your Reason, Intuition, or Leadership becomes (level+9) for this round only.
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Level 9: May specialize in a school of your choice; pick an opposite if you do this.
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Level 18: Your magical effects cannot be dispelled by Dispel Magic of any multiplier.
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Level 27: Any of your spells may have duration "Permanent" if desired.
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