![]() If they move or draw their weapon, the spell will be broken and the curse or buff lifted from it's target. ![]() ![]() Spellcasters in the Staglands have no limit on how many spells they can memorize and have access to at any given time, but most spells require strict concentration to cast, and often need the wizard to hold the spell with all their might to keep it effective as it continuously loops with it's curse or buff. Magic in the Staglands specifically is based in six schools, Illumination, Linking, Transforming, Flesh, Forging and Herbology, and flowed originally from the six powers of the land's capricious deities.
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