Magic Talents
Contents
Tier I
Vulcan Lance
Spend 2 strain to cast an earth elemental magic projectile dealing +2 damage within short range at average difficulty. Can spend triumph or 4 advantage to inflict Knockdown.
Icicle Spear
Spend 2 strain to cast a water elemental magic projectile dealing +2 damage within short range at average difficulty. Can spend triumph or 4 advantage to inflict Ensnare.
Deadshot
Spend 2 strain to cast an air elemental magic projectile dealing +2 damage within short range at average difficulty. Can spend triumph or 4 advantage to inflict Stun.
Fireball
Spend 2 strain to cast a fire elemental magic projectile dealing +2 damage within short range at average difficulty. Can spend triumph or 4 advantage to inflict Burn.
Spirit Surge
Spend 2 strain to cast a divine magic projectile dealing +1 damage within short range at average difficulty. Gain an additional +2 damage against undead and demonic targets.
Word of Pain
Spend 2 strain to cast a bane magic projectile dealing +3 damage within short range at average difficulty, but deals +0 damage against demonic targets.
Tier II
Earthen Wall
Spend 3 strain to give a target within medium range +1 soak for a number of rounds equal to the number of successes rolled on a hard Arcana check.
Poison Mist
Spend 3 strain to make a hard Arcana check against a target within medium range. On success, the target must make an average Resilience check or else the target receives 1 wound each round for the number of successes rolled unless healed by a poison antidote.
Balmy Air
Spend 3 strain to make a hard Arcana check against a target within medium range. On success, the target is lulled to sleep for one round, unable to maneuver or take actions while asleep. Target wakes up if attacked or is inflicted a wound.
Ray of Paralysis
Spend 3 strain to make a hard Arcana check against a target within medium range. On success, the target is staggered for one round.
Cure
Spend 3 strain to make an average Divine check against a target within medium range. On success, heal the target's wounds by INT + successes. Any advantages rolled on the check can be used to heal the target's strain.
Enfeeble
Spend 3 strain to make a hard Bane check against a target within medium range. On success, the target's melee and ranged defense ratings are reduced by 1 (to a minimum of 0) for a number of rounds equal to half of the number of successes rolled, rounded up.
Instill
Spend 3 strain to make an average magic check of the player's choice against a target within medium range. On success, the target receives 1 boost die when performing physical attack checks against enemies for a number of rounds equal to the number of successes rolled. If Bane was used as the check skill, do not add a boost die against demonic targets. If Divine was used as the check skill, add an additional boost die if targeting an undead or demonic target.
Tier III
Cragfall
Spend 4 strain to cast an earth elemental magic projectile dealing +1 damage within short range at average difficulty. This projectile ignores shooting into melee, and has the Pierce 2 attribute.
Deluge
Spend 4 strain to cast a water elemental magic projectile dealing +1 damage within short range at average difficulty. This projectile ignores shooting into melee, and has the Pierce 2 attribute.
Tornado
Spend 4 strain to cast an air elemental magic projectile dealing +1 damage within short range at average difficulty. This projectile ignores shooting into melee, and has the Pierce 2 attribute.
Firestorm
Spend 4 strain to cast a fire elemental magic projectile dealing +1 damage within short range at average difficulty. This projectile ignores shooting into melee, and has the Pierce 2 attribute.
Judgement
Spend 4 strain to cast a Divine magic projectile dealing +0 damage within short range at average difficulty. Increase the damage to +2 if the target is undead or demonic. This projectile ignores shooting into melee, and has the Pierce 2 attribute.
Meteor Strike
Spend 4 strain to cast a Bane magic projectile dealing +2 damage within short range at average difficulty. Decrease this damage to +0 if the target is demonic. This projectile ignores shooting into melee, and has the Pierce 2 attribute.
Esuna
Spend 4 strain to make an average Divine check against a target within short range. On success, remove any one negative status effect on the target (such as stunned, prone, fear, etc), and remove an additional status for every 2 successes rolled. Additionally, recover 1 strain for every 2 advantages rolled.
Tier IV
Vulcan Lance II
Spend 6 strain to cast an earth elemental magic projectile dealing +4 damage within short range at average difficulty. Can spend triumph or 4 advantage to inflict Knockdown.
Icicle Spear II
Spend 6 strain to cast a water elemental magic projectile dealing +4 damage within short range at average difficulty. Can spend triumph or 4 advantage to inflict Ensnare.
Deadshot II
Spend 6 strain to cast an air elemental magic projectile dealing +4 damage within short range at average difficulty. Can spend triumph or 4 advantage to inflict Stun.
Fireball II
Spend 6 strain to cast a fire elemental magic projectile dealing +4 damage within short range at average difficulty. Can spend triumph or 4 advantage to inflict Burn.
Spirit Surge II
Spend 6 strain to cast a divine magic projectile dealing +3 damage within short range at average difficulty. Gain an additional +5 damage against undead and demonic targets.
Word of Pain II
Spend 6 strain to cast a bane magic projectile dealing +5 damage within short range at average difficulty, but deals +2 damage against demonic targets.