Difference between revisions of "Template:Researcher/2nd"

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School of Research

When you reach 2nd level, you decide on a School of Research that represents the area of study or the type of magic upon which you focus your efforts the most. Your choice greatly expands your spell list, allowing you to learn from a wider variety of spells than before. Starting from this level you can choose cantrips and powered spells from your school's spell list.
      Aside from your expanded spell list your chosen school grants other features at 2nd level and again at 6th, 9th, and 11th level as shown in the researcher table.
      Decide on one school from the following options. Each of these is detailed on its own page. On the researcher table above you can select a tab to show the features provided by a school integrated into this class.

  • As a cultist, you devote yourself to a fanatical ideal, and exert this ideal through your Charisma. Your spells often manipulate the minds of others.
  • As a technomancer, you specialize in enhancing weapons and armor, and are more martially adept than most researchers.
  • As a twimage, you study arcane magic that was lost long ago when its practitioners were banished. Your spells manipulate space, light, and physics.

  • As a garo, you wield supernatural arts like invisibility, walls of fire, and bombs. Sharp Intelligence is needed.
  • As a witch, you have mastery over flight, poisons, and potions. Witchcraft is the only school with access to true healing spells.
  • As a wizzrobe, you hone an art of raw, destructive magic drawn from the elements. Many Hyruleans see wizzrobes as nothing but destructive monsters.

Upcasting

Some researcher spells you learn have an "Upcast" feature in their description. Starting from 2nd level, you can empower such spells by expending extra magic points when you cast them. The grease spell for example covers a wider area when upcast from 1p to 2p. The total number of magic points you expend on a spell still can't exceed your max spell.