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Final Fanta RPGs and t series is ind themes and avians, wel storylines. Originally i Fantasy ser It has beco known limi where a vil androgyny ragtag team thirty are c a differenc twisted tec self‐sacrific legendary e magical umWhat Do
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The Final F adventure, these worl use it, and universal s ignoring th on in this b suggested universe. That said, t heroes, and place….or w immortaliz ancient pro alliance by h dice land on 1 automatically m consequences. ecks, Complica mistakes, rolli was trying to d M to spice up th ut of control, bte: Setting
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nd most obviou will probably b c, charismatic with a bit of th ut the person b a universe pop go a long way t ual. ly always equa world‐weary v s on both ends. tion from same ywhere they go your character lity found on p lse you can im racter's chosen ors. For this rea rocess; but don plore other opt nce: Although a remember tha owards all‐conHARA
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ur fate is in you art giving some h fairly broad s e basic examp er, a concept is a, details you s oes with monik ng a memorabl ence'; often dra classic Final Fa good that extr ple around them will actually refu ally a Humanoi make your cha n’t have to be a termines his o g a Job is the m ’re not stuck in me progresses physical feature s appearance i cloth, or a warER C
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ou are plannin ge with a troub e spun out into e of a characte ossible include Tribal or Lagu name should b a fresh‐faced a ng adulthood, t haracters will e ' and 'squirt' a al Fantasy is po ids and monste antle of world‐ of rat/lizard/e atches, moon‐p o describe in ju se and unique, or for your cha ilt Yeti or an ad ce save for one haracter includ caused by Shad more damage n Unusual Spec planar travelle ose to be. es in combat, a yer makes dur this decision, a detail in Chapte d hair, eye and eir 'style' as an loud pastels? WN
g on playing. A bled past' or o a well‐defined er; In order to e: na Loire, a goo be evocative an adventurer bra though there a encounter socia re likely to foll opulated by an ers. Over the c savior has vari elephant/pig‐fo people, and ot ust a handful o but ultimately aracter. Wheth dorable Moogl e; ded, are Vulne dow spells and from such atta cies (by taking r, or just abou nd a whole sle ring the charac and characters er 2. skin color are nything else. D What about jew At this d start od nd a at and are al ow n odd course ously olk, her of y, her e has erable d acks. the t ew of cter are Do welryor other di the charact Quote: A g can be any character's character s Backstory before the losses and each indivi just enoug back and fi they fear, a
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ve got the basi ng their physica Characters havePWR):
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ats we can deri core represent hake off a basil s cell with a pie ’sForce
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d by their Job, Magic Points rep duce a characte d are unable to p this step enti 5 Attribute Poi oses. Attribute e an attribute s , a completely s, you’ll be able ive two other i ts how difficult isk’s deadly ga ece of folded p together their haracter with 6 ents how diffic nk quickly enou guard enough , add together a character wit he process of d ter is at avoidin to make these ely sure, you m are available. d…and how to character's gen and damage de racter’s HP is e become vulneram Hit Points
, and multiply t present a char er's MP by a se o cast magic, t rely.) ints to divide b e Points are sp score of less th normal human e to increase t mportant seco t the character aze without suf paper.PWR and RES 6 PWR and 7 R ult the charact ugh to reflect t h to unlock the their DEX and h 15 DEX and 1 determining al ng damage to h e calculations y may want to flip If you’re ready calculate them neral physical c ealt to a charac ever reduced to able to enemy add their RES the total by the acter's reservo et amount whe hen you are tr between the fo ent at a one to han 1 or higher n being has a s hese attribute ondary factors; r is to oppose p ffering any ill e S attributes, the RES would have ter is to oppos the basilisk’s g e cell door. d MND attribut 11 MND would l the other rele how many spe you’ll need to p ahead a few p y to proceed, t m…are as follow condition. This cter o 0 or y S score with the eir Level. oir of spellcast en used. (If you reated as havin our Attributes o‐one ratio and r than 10 after score of about e points. ; Force and Fin physically. A ch effects, or slice en divide the r e a total of 3 Fo e emotionally aze with a poli tes, then divide d have a total o evant combat lls they can un know which Jo pages to Chap he six final ws; number e ing u are ng ‐ Power, Resol d each categor character crea 3 in each Attri nesse. haracter with a e through the s result by 4, rou orce.
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rating, the les amage, their M example, a ch y adding up the ve permanent eir MND score e total by their exively dodging b grants an au pass the targe target’s Avoida ble of ignoring don’t know the 4th of their DEX r being able to anywhere from ll 2d6 and add s and you may e character’s Le of the charact ess damage the ARM score is su er with 5 ARM ated by adding ities can give pM):
The chara ss damage they M.ARM score is haracter with 2 e total M.ARM bonuses to the with the MP B r Level. g or parrying in tomatic value) t’s Avoid score ance score, the or nullifying yo e attack is com X score with the o land a blow w m one to eight your ACC scor calculate dam evel, rounded their Job. ter's protection ey will suffer. W ubtracted from would reduce g up the total A permanent bon acter’s protect y will suffer. W subtracted fro 20 M.ARM wou M granted by yo e M.ARM score Bonus granted ncoming physi ), and for every e to have any e e attack ‘misse our AVD score ing, or where i e bonus grante with a conventi t. Individual Jo re – if the resu mage using the down, with th n against physi Whenever a ch m the amount t e 30 damage do ARM granted b nuses to the A tion against ma Whenever a cha om the amoun uld reduce 60 d our equipment e. by their Job, a cal attacks. y 4 points you effect at all. If t s’ and nothing temporarily, b it originates fro ed by their Job ional weapon. bs may also gr lt would be eq same two dice he bonus grant ical attack. The haracter would hey would be own to 25. by your equipm RM score. agical attacks. aracter would t t they would b damage down t. Some Job Ab and have the g but om. b. This rant qual to e – ted by e d take dealt ment. The take be to 40 bilitiesJob Abilities
Your character has begun to take shape, and now it’s time to start really getting into the customization process. First, consult your Job Ability list, because you automatically receive the innate ability listed there. The next step is to choose two additional abilities of your choice – these may be either from the list of Job‐specific abilities, or the list of Shared Abilities that starts on page 95. You can’t choose a Limit Ability yet – those are earned later on. This can sometimes be a daunting step due to all the options available – don’t worry! It gets easy with a little familiarity.Skills and Magic
Next up is to choose skills, which are described starting on page 102. These are day‐to‐day proficiencies such as picking locks and talking your way out of a tight spot. You may allocate your skill points anywhere you like, but the maximum number of points you can have in any one skill is limited by your Finesse score.The maximum number of points a character can have in any
Skill
is equal to their Finesse score, plus one. For example, a newly‐created character with 3 Finesse may not have more than 4 points in any one skill. So, as a character’s Finesse increases, so too will their maximum skill caps. The number of Skill Points you begin play with is dependent on your Job, but is always enough to hit the maximum cap for the skills you want the most. Finally, most MP‐using classes begin the game with at least one spell, which can be found listed in Chapter 8. A typical Job may have a magic‐ using chart that appears similar to the one seen here. This means that at levels one the character begins play with two ‘Novice’ spells of his choice. At levels two and three, the character receives another Novice spell from their list. Upon reaching level 4, 5, or 6, they gain a new spell and may choose from either the Intermediate or Novice list instead, and so on. Spell Level Levels Obtained Novice 1, 1, 2, 3 Intermediate 4, 5, 6 Expert 7, 8, 9 Superior 10, 11, 12 Ancient 13, 15Equipment
All newly‐created level one characters begin play with 500 gil, or the world’s equivalent. This is enough to purchase basic equipment including a weapon and armor, as well as supplies or one‐time use items that can help a character out of a tight spot. A complete list of equipment can be found in Chapter 5. Even if your character is a blacksmith, tailor, alchemist, or someone else capable of turning money into usable items through use of the Synthesis skill (which we’ll talk about more later), you cannot use any part of this 500gil to craft items before the game actually begins.Goals and Finishing Touches
And last but certainly not least, characters are encouraged to come up with a total of four goals they’d like to see their character achieve over the course of their adventures. Three of these should be short‐term goals such as ‘be recognized for my achievements,’ ‘save the princess of Cornelia,’ or ‘build my own airship’, and one needs to be the character’s lifelong dream, the long‐term ambition that keeps them motivated. This might be anything from ‘return to the ancestral homeland where I was banished from’ to ‘retire with a pile of money’. The FFd6 has a built‐in system where completing these goals over the course of the story will earn the character significant rewards, and also helps the GM plan adventures around your character.Starting a Character above 1
stLevel
Characters won’t always withstand the rigors of the Final Fantasy world – some gracefully return to their old lives, some are defeated in battle or perform legendary acts of self‐sacrifice. Sometimes, old villains can become new allies, or long‐forgotten companions can return more powerful than before. Perhaps the heroes themselves are already well‐established paragons in the world, not batting an eye at the lesser threats that plague the typical adventurer. For all of these reasons and more, what follows is a quick set of rules designed to create characters above first level. Consult the chart below to determine the starting number of abilities (outside of the automatically‐earned Innate job ability) attribute points, bonus skill points, gil and destiny a new character of any given level will begin play with. Your GM will let you know if you also get to start with any Limit Breaks and Limit Abilities.Level Total Adjustments Max Attribute Starting Gil Destiny
1 2 Job Abilities, 25 attribute points, 0 extra skills 10 500 0 2 3 Job Abilities, 27 attribute points, 2 extra skills 11 575 0 3 3 Job Abilities, 28 attribute points, 4 extra skills 12 800 0 4 4 Job Abilities, 30 attribute points, 6 extra skills 13 1,200 0 5 4 Job Abilities, 31 attribute points, 8 extra skills 14 2,000 1 6 5 Job Abilities, 33 attribute points, 10 extra skills 15 3,400 1 7 5 Job Abilities, 34 attribute points, 12 extra skills 16 6,200 1 8 6 Job Abilities, 36 attribute points, 14 extra skills 17 11,500 2 9 6 Job Abilities, 37 attribute points, 16 extra skills 18 22,000 2 10 7 Job Abilities, 39 attribute points, 18 extra skills 19 40,000 2 11 7 Job Abilities, 40 attribute points, 20 extra skills 20 73,500 3 12 8 Job Abilities, 42 attribute points, 22 extra skills 21 125,000 3 13 8 Job Abilities, 43 attribute points, 24 extra skills 22 230,000 3 14 9 Job Abilities, 45 attribute points, 26 extra skills 23 400,000 4 15 9 Job Abilities, 46 attribute points, 28 extra skills 24 720,000 4
GM’s Note!
Characters who begin play at higher than first level generally shouldn’t have any Attributes with a value of less than 3, and definitely should not have any attribute higher than the value listed for their level, found again in the chart above. If a character begins play as a spell‐casting Job, they also gain a full list of spells as if they had been a member of that Job all the way from level one. For example, a level 5 Black Mage will know and have access to four Novice spells and 2 Intermediate ones. A level 12 Blue Mage will only know two spells; one Novice, and one Superior."You've al for me to c brough There are a strengths a different o As you read crystals. Th toward. Ho Destiny can The Crystal offensive ca at your o magic or p deal stagge damage. Off almost alwa high Once you’v
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know their des e the perfect b u can rely on th hit often. Thei t to any situati disaster for any heir way. e of bushido an rt‐form as exot pernatural styl eakness, and th perform amazi ng hope to the nd space, these powerful as th magical barrier f the mind to , they can cast nds into hours. stiny lies on th lend of offensi hese myrmido r combat abilit on, and their yone who gets nd tic e heir ng e e ey rs e ve ns ties in Also infamou that th roman Wh insuffe these se These f of th comfo they are This de any adv the resurre and dif White o known as Ru us as the Jack‐o hey need to ch ntic mages dab hite magic, and erable smart‐a elf‐proclaimed world the tru fleet‐of‐foot co he law and pos rtable explorin e in an urban s to the phraseW
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r is welcomed ty they choose with nigh‐endle . Though the jo ndoubtedly be e‐minded purs d perhaps mos Eschewing the e path in life, th manship, Black r allies by bein ined for greatn ndoubtedly sho versatility. k on the wrong of dirty tricks. ns and dungeon s give new me d‐discount’. with open arm to join, suppo ess healing and ourney may be e safe thanks to suit of protecti st belief hese k and ng ness, ow the g side As ns as eaning ms to orting d e long o the ion.Black Magi with effect cataclysmic Though oth Mages hav offer. Though the secrecy, it enemies. T they comm Because of where expe of develop manifest at are filled w associated magic migh These trait and elderly bearded fe You ar limits of mo as nothing course. As long as y spell casts knockback gain a +2 b resist any e You’re turning the Once per s enemy’s tu creature, a bonus to th that are pr +4 each tim c can be defin ts ranging from c, earth‐shatte hers may boast ve true mastery e spells associa is well known t There are far to mand. f this, Black Ma erienced wizar ing spellslinger t an extremely with impulsive, with their elem ht come to hav s often fade on y Black Mages ellows. re a fount of po ortality throug interrupts you you remain at cannot be inte effects, critica bonus on oppos effect caused b e capable of im em all into piles ession, the Bla urn, in order to towering mar he check. At th edominantly m me.
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ed as the destr m the ability to ering spells cap t the ability ca y over the full b ated with this s to be an art as oo many who h agic is often ta rds can keep a rs. Since the ab y young age, th youthful wizar ment of choice ve orange or br nce the charac are almost uni ower, transcen gh your craft…s ur concentratio 100% hit point errupted (due t al hits, etc.) and sed rolls to infl by a spell. mposing your w s of rubble. ack Mage may o make a Force rble pillar fallin he GM’s discret magical in natuLAC
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黒魔道士
of the elemen ll plumes of wa g entire cities i of offensive sp vastating powe practiced with r the practition selves to the d mies or magica he younger ge magic naturally s that such inst personality (or , a black mage and an irritable more experienc nt, whimsical a HP Bonus: MP Bonus: ACC Bonus: AVD Bonus: Skill Points: Weapons: Armor: Magic School: inanimate obje erate as an inst roy any Large o m, or even an e can also be u may be takenAGE
ts themselves, arming flame t n utter ruin. ells, only Black er that magic c h any degree o ner as it is thei destructive forc al institutes eneration can titutes physical) trait e that favors fir e temperamen ced in his craft and white‐ 14 8 0 4 18 Arcane Light Black ects, deadly ar tant action eve object (such as entire town) a used to destroy multiple timeE
, to k can f r ces s re t. t, Spell Rank Novice Intermediate Expert Superior Ancient rtifacts and pro en when it wou s a weapon wie at up to a Long y smaller, non‐ s, increasing th Levels Obtain 1, 1, 2, 3 4, 5, 6 7, 8, 9 10, 11, 12 13, 15 otective wards, uld interrupt a elded by a tita Range with a ‐sentient objec he bonus grant ned s, n nic +4 cts ted byWith t become the The Black M him by an e MP, but is action of h While many Black glow a dim The charac rolls an add is gained; A In addition they don’t and looking simply cou opposed Fi Likewise at to their con A run Declare yo effects of t to zero unt Your sp Whenever he may ma addition, th They After using complete l enemy if yo Arcane Insi their expansive e target of a ho Mage gains Ma enemy, he may considered an is own or if the some mages m k Mages are af m golden, green cter is able to s ditional d6 whe Awareness, Lan , a Black Mage speak the sam g directly into ldn’t know. Bo inesse check b t the GM’s disc nstantly softly‐ nic symbol form u’re activating the foe’s M.AR til the start of y pells are so po the Black Mag ake an opposed he Elemental S y say knowledg g a standard ac ist of all their a ou so choose. Y ight on. e knowledge of ostile spell. agical Countera y return fire w Instant action e spell was Ref may suffer from fflicted with a f n or blue in colo ee through ma en making one nguage, Negot e with this abili me language), s their soul. In th osses, Notoriou efore the Dest cretion, the ma ‐glowing eyes. ms in the air as Elemental Sea M score, remo your next turn werful that the ge deals damag d Force check; Seal job ability ge is power; at tion to make a abilities and sp You gain a +2 b f the magical a attack (100%) ith any spell he . The Black Ma flected, and he m dark circles u far more obvio or even in pitch agical illusions e specific type iation, or a sin ity can instantl imply by spend his way, a char us Monsters, a tiny can be spe age might suff you mumble w al as an Instant ove the effects . This job abilit ey can literally ge to one or m a success mea may also trigg the very least, a successful Lo pells, and you m bonus on all op rts, the Black M – whenever th e knows autom age cannot use e may only perf under their eye ous side effect f h blackness. (as per the Illu of skill check, c gle type of Lor y glean the su ding one point racter with Go nd other extre ent, at the GM’ fer from a sligh words of power t Action; your n of Shell if they ty may be used blow your opp ore enemies w ans the target(s er off of Group , knowing thine re check regar may also choos pposed rolls ag Mage is capab he Black Mage matically as a C e Counter Mag form one mag es after a night from dealing w usion and Adva chosen from th re. rface thoughts t of Destiny, m lden Gaze is of emely powerfu ’s discretion. htly higher diffi r, stripping aw next Single‐tar y possess it, an d once per com ponents away. with an offensiv s) suffer a Med p‐target spells e enemies help rding one enem se to learn wha gainst any targ le of striking b is affected by Counterattack. gic if he is occu ical counteratt t of poring over with the darker anced Illusion s he following lis s of any sentie aking eye cont ften privy to se l individuals re iculty on future way your foes’ m rget spell or att nd their M.ARM mbat. ve spell of Exp dium Range kn and affect all t ps you survive s my or monster, at item can be get you have su ack when they any spell cast The spell still c pied with a Slo tack each roun r ancient tome r arts. Their ey spells), and alw st when this ab nt creature (ev tact with the ta ecrets that oth equire a succes e Stealth rolls magical resista tack will ignore M score is redu ert rank or hig nockback effec targets struck. such encounte , you also learn Stolen from th uccessfully use y on costs ow nd. es, es ways bility ven if arget ers ssful due ance. e the uced gher, t. In ers. n the he d
You ca raw, prima sword. You mineral clu By making Elemental information o This ability Field effect The difficu that said, it released el You h Upon takin You may ca also cast a effects of P You may ta choose to c You h chosen ma by Ice mag itself. Light flamboyan Choose an step whene specializati (PWR x 4) i (regardless Ice: Deadly Fire: You ig start of each (Remember Water: A ve negative sta Earth: You the air as a k from such a Lightning: +2 bonus to an do so much al elemental en ur supreme elem uster tiny enou a successful Fo Stone of the a on Elemental Stone allows a lucky t over and ove lty of the Force t is rarely less t lemental field have grown com ng this ability, d ast a Favored S Favored Spell Petrify or Seal. ake this ability change your Fa ave a knack fo gical group. Pe gic, a hotheade thearted mage t ones tend to element upon ever you inflict ion attacks wit instead, and so s of the spell’s cold freezes the nite the target a h of their turns, that due to you eil of pure, flowi atus effects until send the target knockback effec height. You are enervat your next roll, o more than me nergy, you can mental influen gh to fit into yo orce check as a ppropriate typ es) Upon a succ y and intellectu r ad infinium. e check is dete than Challengi dissipates befo mfortably fami designate any o Spell as an Inst when a status multiple times avored Spell(s) r a certain elem erhaps you’re a ed rebel that’s q es are generally concentrate o n gaining this a t elemental da th an Ice Strike o on. Furtherm normal eleme e enemy in place and cause them until the flames ur specialization, ing liquid shimm combat ends. T hurtling upward t, and generally ted and filled wit or shock one unc erely create an harness and w ce can transfo our pocket, rea a Slow action w pe; for example cessful usage o ually‐gifted ma ermined by the ng (11) or high ore the Black M iliar with one p one spell you c ant action onc condition (exc s, gaining one a ) whenever you mental subtype a coldhearted a quick to start a y naturally dra n the control o bility; Ice, Fire, mage of your c weapon that n more, wheneve ntal type!), you e and inflicts the to burn. They su are extinguishe , the damage ste mers into being a This effect is cum ds into the sky w suffer 50% of th th a surge of ene conscious ally w d manipulate t wield this eleme rm even the m ady to be unlea when in an Elem e, an Ice Stone of Storm Stone ge to theoretic e GM based on her than Supre Mage can recap particular spell, can cast as a Fa ce per game se cluding Charm) additional Favo u defeat a Boss e, and may eve and logical sor a fight, or perh wn to water‐e of electrical cur , Water, Earth, chosen type. F normally deals r you roll maxi u gain an addit negative status uffer (PWR x 0) p d with a Standa eps of this immo around you, gran mulative. with a powerful e heir maximum h ergy. You may u within a short ran the elements; ental power as most deadly tor ashed again la mental Field, t from a raging es, the Element cally release an how powerfu me (20). Failur pture it. l, and now may avored Spell. ession. By spen ) would preven ored Spell each s‐type enemy. en exhibit pers rt who prefers haps you’re as s elemental magi rrents. , or Lightning. Y For example, if s (PWR x 3) poi mum damage tional advanta s effect Stun for points of Fire da rd action, expos olation effect are nting a +2 bonus eruption. The ta health in damage se this burst of e nge to return the when exposed s sure as a war rnado or raging ater whenever y the character m blizzard. (see p tal Field effect nd re‐absorb t l and dangerou re likely means y cast it at a m ding one point nt it, such as be h time. And fin sonality traits a the sub‐zero te stoic and patie ic, and the unp You deal an ad a character th ints of damage with a damag ge based on yo one round. mage which ign sure to liquid, or e actually higher s on rolls to resis rget is thrown a e when they coll energy to move em to 1 hit point d to a pure sour rrior can wield g firestorm into you choose. may form an .142 for more immediately e he same Eleme us the terrain i s a previously‐ moment's notice t of Destiny yo eing under the nally, you may associated with emperatures of ent as the earth predictable and dditional dama hat has taken a e, it would now e‐dealing spell our chosen ele ores M.ARM at r the GM’s discre r than zero.) st the effects of Medium Range lide with the gro a short range, g t. rce of a o a ends. ental is; e. ou may e h your offered h d age an Ice w do l ement; the etion. e into ound gain a
Each d understand filled with a By perman the followi ‐ The B increa ‐ The B ‐ The B ‐ The B to. Ch The Bla such a thin By expendi Black Magi for exampl of their ran to pay the If the chara Black Mage Magic The charac Osmose (1 Target: Sin Type: Non‐ Spheres of Level) + 2d the target. day that passe ding the enigm a potency that ently sacrificin ng benefits; lack Mage inst ase their PWR o lack Mage per lack Mage per lack mage inst aracters canno ack Mage is an g as too much ing two points c spells that ar e, a level 6 Bla nk or lower, ev MP cost of any acter is level 13 e a +4 bonus o c is your purvie cter gains acces MP) gle ‐Elemental white light eru 6 points of the es causes your m ma that is magi t causes even th ng two attribut antly and perm or MND attribu manently gain manently gain antly and perm ot learn Blue M n untapped res power you ha of Destiny to u re one rank hig ack Mage could ven if they did n y spell cast in t 3 or higher, the n opposed roll ew, and you tak ss to the follow upt from the ta e target’s MP, a muscles to atro c. Though your he deadliest m te points from manently gains utes. s a +1 bonus to s 2 skill points. manently learn Magic in this fas servoir of powe ave yet to disco use Manafont gher than he ac d access Expert not choose to this method. en Manafont i ls to inflict neg ke what belong wing spell. arget as their m and the caster ophy further fr r research has monsters to trem either their RE s three attribut o their ACC sco . s any one spel shion, howeve er, able to draw over it. as an Instant a ctually has acc t spells. In add obtain these s nstead grants gative status ef gs to you. magical reserve regains a num rom disuse, but taken its toll, e mble at your p ES or DEX score te points, whic ore. ll from a rank a er. w forth spells o action, the cha cess to for the ition, they hav pells previousl access to all po ffects. es are stolen. O mber of Magic P t finds you one each spell and presence. es the Black M ch they may on and school of m of inexpressible racter can now remainder of t ve access to all ly. The charact ossible Black M Osmose destro Points equal to e step closer to spoken word i age may gain o nly spend to magic he has a e potency. If th w cast any of th the game sessi Black Magic s ter must still be Magic and give oys (PWR x Hal o the amount l o truly is one of ccess here’s he on; pells e able s the lf ost by