Empower Spell (Increase variable numeric effects by +1/2) +6
Enlarge Spell (Double the range or area of a spell) +3
Extend Spell (Spell's duration is doubled) +3
Hardy Spell (Saving throw for the spell is increased by the increased DC) varies
Reach Spell (You increase a spell's range from "touch" to "30 ft.") +6
Maximize Spell (All variable numeric effects are maximized) +9
Casting arcane spells in armour can have consequences. In the First Practice, apply the normal percentages for casting arcane spells in armour (see p.318 of the core rules). For the Second and Third Practices, casting checks made while in armour have their DCs increased by +1 for every 10% of arcane spell failure chance.
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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.