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Wildermyth mystic abilities
Wildermyth mystic abilities





wildermyth mystic abilities

You always have the same array of abilities (known Spells). Wildermyth limits spellcasters by the objects that exist within the map. As well as level progression unlocking higher Level Spells. The Interfusion Mechanic is a totally different way to limit spellcasters.ĭnD Limits Spellcasters via Spellslots and Known/Prepared Spells. I play both Wyldermith and I play DnD, so I considered. It would definitely make for creative use of battlefield features. Not really sure how you'd implement the powers, but I bet it would be a really cool subclass. I see this as being a potential offshoot of Druid or possibly Sorcerer. Spiritblade: When allies stand next to an interfused object, they gain +1 damage Interfused blazes can be used to grant nearby allies fiery attacks.

wildermyth mystic abilities

Soulsplitting: When the Hero takes damage, for each interfused object, 1 point is prevented, and the object takes 2 damage instead. The Mystic also has class powers that allow her to gain advantages through interfusing with objects. Power of the attack is based on the caster's abilities/magic items. The object takes damage from the spell effect, so it can only be used 1-3 times based on the object's size/composition. Wooden objects = splinter (AOE damage around the object) Stone objects = Discus (ranged attack that can hit 1-2 creatures) She can then draw upon the essence of the object to "cast" spells based on the essence of the object. The Mystic "interfuses" her spirit with terrain/objects around her. Has anyone considered making a D&D subclass based on the Wildermyth game's Mystic class? The class is a generic magic-user profession, but with an interesting twist.







Wildermyth mystic abilities