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Astralist
Astralist are spellcasters who specialize in the casting of spells while engaged in combat. Their magic focuses on self-enhancement, enhancement of allies, directly damaging opponents and Speed. It is better to do willforce+1 each round than willforce+4 every two rounds.
Important Attributes: Dexterity, Perception and Willpower
Racial Restrictions: Obsidiman, Ork and Troll (Because of penalties in the Important Attributes area)
Karma Ritual: The Astralist reattunes, on the fly, each Matrix to the spells he thinks will be the most beneficial for him this day. If he fails the reattuning test his matrix is wiped and can�t be fix as part of this ritual.
FIRST CIRCLE
Talents
    Karma Ritual
    Read and Write Language
    Read and Write Magic(D)
    Spellcasting(D)
    Spell Matrix
    Spell Matrix
    Thread Weaving (Prototyping)(D)
SECOND CIRCLE
Talents
    Astral Sight(D)
    Durability (4/3)
    Spell Matrix
THIRD CIRCLE
Talents
    Empathic Sense
    Research*(D)
FOURTH CIRCLE 
Initiative Step plus 1
Talents
    Spell Matrix
    Willforce
FIFTH CIRCLE
Project Self: For the cost of 1 strain every five minutes the astralist can project its self into the astral plane. While in the astral plain the Astralist appears to be asleep and dreaming (mutters thing not quiet audible)
Talents
    Glide Stride
    Speak Language
SIXTH CIRCLE
Physical Defense plus 1
Talents
    Enhanced Matrix
    Missile Weapons
SEVENTH CIRCLE
Spell Defense plus 1
Talents
    Hold Thread
    Steal Thought
EIGHT CIRCLE
Social Defense plus 1
Talents
    Enhanced Matrix
    Mimic Death*(D)
NINTH CIRCLE
Initiative Step plus 1
Recovery Test Step plus 1
Talents
    Armored Matrix
    Astral Matrix Strike*
    Taunt
TENTH CIRCLE
Plus 1 Recovery Test per day
Physical Defense plus 1
Talents
    Armored Matrix
    Summon*(D)
ELEVENTH CIRCLE
Plus 1 Recovery Test per day
Spell Defense plus 1
Talents
    Astral Pocket
    Defense
TWELFTH CIRCLE
Social Defense plus 1
Talents
    Armored Matrix
    Bargain with Summoned Creature(D)
THIRTEENTH CIRCLE
Maximum Karma plus 20
Divine Intervention: For the cost of three blood-magic, which can be healed in a year and a day, The Astralist may re-role any failed test.
Talents
    Share Matrix
    Upgrade Matrix*
FOURTEENTH CIRCLE
Spell Defense plus 1
Social Defense plus 1
Talents
    Share Matrix
    Multiweaving
FIFTEENTH CIRCLE
Physical Defense plus 2
Talents
    Share Matrix
    Aura Armor(D)
* - New or modified Talent
(D) - Discipline Talent

Astralist Talents | Astralist Spells
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