Second and Third Practice Applications

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Practitioners who are very familiar with a target of a spell receive a +6 to their casting checks, +4 if the target of the spell has been studied carefully, and +2 if the subject has only been seen casually. When first encountering a specific type of non-intelligent creature (any creature with a Intelligence of 3 or less) a character may make a DC20 Knowledge check, as determined by the GM, and if successful receive a +1 bonus to their casting check as if they had previously observed the creature (plus an additional +1 for every 5 points that beat the DC). This represents a technical familiarity with the subject as opposed to an observational familiarity.



At the GM's discretion, any Metamagic feats may be appropriate for campaigns using the First Practice magick system. Item Creation feats from d20 Fantasy core books and supplements may also be appropriate in any of the Practices

In addition to the various Magick Mastery feats mentioned earlier, the following new feats are available in an Imperial Age campaign.

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Fundamentals of Magick

Fundamentals of Magick

Magick is the art and practice of moving natural energies to effect needed or wanted change. Magick is natural, there is absolutely nothing supernatural about it. What is taught here are various techniques of magick for beginners. Magick is natural and simple and the techniques to develop abilities should be simple and natural as well. What is taught on this site is not only the basics of magick, but the basics of many things.

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