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And if I levitate allies with a third-level levitation spell outside of combat, can I accidentally drop them if the spell fails?Author
Everything here is like in the level table. And I thought it was a MAGICAL ability, if so, then the range is like that of targeted spells of mages.
Yeah, that's right. Almost all of the character's abilities are magical here.Author
It's possible, I think it would be worth adding a skill so that, if necessary, it doesn't consume a free action.
Yeah, that would be good. As a variation for a higher level (sixth?), you could also add the ability to guide a squad on a neutral and deactivated golem, with the caveat that the connection to the past (if there was one) is broken. It's unlikely to be useful, considering that Kalimor can be dealt with normally, but who knows.Author
Maybe I didn't phrase it well here.
My question came from the "7 skills, but 8 slots" category, as I thought that "Mind over Matter" didn't make it past the draft stage. As far as I understand, you can't put skills of different levels in slots at the same time. By the way, if I put an active ability in a sixth-level slot, can I also use the second-level version? If you're talking about my next question, it was based on the fact that the erudition of the Arza slime doesn't require difficulty checks, as you wrote. And I understand that the golem is the same. Or is this a special case for replaceable passives, for which activation checks (due to their specificity) would be inappropriate, but for the rest of the passives, you will have to work hard?