Magic Talents

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.

OgreBattleMagicTalents (last edited 2019-01-05 23:20:52 by Rowsdower)