Foci
Rank 1
Rings - Grants proficiency with the use of Ring Foci.
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Rank 2
Close Combatant - Deliver ranged spells as a melee attack. If the spell has an area of effect this may put the caster in the middle.
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Rank 3
Merged Attack - Combine the damage from a spell and the Foci, adding them together if both attacks are made in a single round before the reduction from Armour is calculated.
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Rank 4
(Level 5 and higher)
Rings - Grants proficiency with the use of Ring Foci.
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Rank 2
Close Combatant - Deliver ranged spells as a melee attack. If the spell has an area of effect this may put the caster in the middle.
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Rank 3
Merged Attack - Combine the damage from a spell and the Foci, adding them together if both attacks are made in a single round before the reduction from Armour is calculated.
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Rank 4
(Level 5 and higher)
Spell Enhancement - Spend 1AP to add +2 to its effects such as damage or healing, or +5 to the difficulty test.
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-- Or --
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Reservoir - Once a week, Sacrifice 2 HP per level to store 3 AP in the focus. This damage cannot be healed until the AP has been used. You can use these AP in the casting of any Magic Talent.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
The Cost of Power - By investing one AP permanently into the ring increase one statistic by 10. This can be ended at a cost of 10 AP at any time.
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-- Or --
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Runic Inscription - As an action that takes two AP, cut your AP total in half until you end the effect. In return, suspend all Cooldowns.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Time Store - One ring worn by the wearer can store 5AP, which can be spent instead of their normal AP once per day. These replenish the next morning, and stack with the Reservoir talent.
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-- Or --
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Self-Projected Image - So long as the foci is worn the mage is immune to effects that would change them physically or mentally.
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Rank 1
Wands - Grants proficiency with the use of Wand Foci.
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Rank 2
Merged Attack - Combine the damage from a spell and the Foci, adding them together if both attacks are made in a single round before the reduction from Armour is calculated.
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Rank 3
Spell Enhancement - Spend 1AP to add +2 to its effect such as damage or healing, or +5 to the difficulty.
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Rank 4
(Level 5 and higher)
Wands - Grants proficiency with the use of Wand Foci.
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Rank 2
Merged Attack - Combine the damage from a spell and the Foci, adding them together if both attacks are made in a single round before the reduction from Armour is calculated.
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Rank 3
Spell Enhancement - Spend 1AP to add +2 to its effect such as damage or healing, or +5 to the difficulty.
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Rank 4
(Level 5 and higher)
Crystal Topped - Add +2 to both Spell and Foci Damage.
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-- Or --
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Metal Cored - Add a melee attack equal to the Foci's attack and AP cost.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Touched With Silks - Add +10 to Dodge.
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-- Or --
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Lacquered - Add +10 to Parry.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Soul Bonded - Summon the weapon for 2AP. Add +3 damage, +10 to a test or reduce the AP cost by 1 for 1d10 damage wihout armour.
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-- Or --
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Blood Bonded - Reduce the Physical Prowess score by 10. The damage inflicted by a spell is tripled of the test to resist it is made hard (-20)
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Rank 1
Staves - Grants proficiency with the use of Stave-style Foci.
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Rank 2
Six Feet of Oak - Use the Stave as a melee weapon that inflicts 1d10+4 damage. If the weapon is a modified quarter staff instead add +2 to damage.
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Rank 3
Spell Enhancement - Spend 1AP to add +2 to its effects such as damage or healing, or +5 to the difficulty.
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Rank 4
(Level 5 and higher)
Staves - Grants proficiency with the use of Stave-style Foci.
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Rank 2
Six Feet of Oak - Use the Stave as a melee weapon that inflicts 1d10+4 damage. If the weapon is a modified quarter staff instead add +2 to damage.
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Rank 3
Spell Enhancement - Spend 1AP to add +2 to its effects such as damage or healing, or +5 to the difficulty.
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Rank 4
(Level 5 and higher)
Critical Range - Increase the range for critical hits by 1.
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-- Or --
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Merged Attack - Combine the damage from a spell and the Foci, adding them together if both attacks are made in a single round before the reduction from Armour is calculated.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Broken Will - Select one target within 15m. On a failed Willpower save the targets, Willpower is reduced for 1d3 rounds by 10. This cost 3 AP.
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-- Or --
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Reservoir - Sacrifice 2 HP per level to store 3 AP in the focus. This damage cannot be healed until the AP has been used. You can use these AP in the casting of any Magic Talent.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Critical Spell - Whenever you get a critical hit cast another spell with no AP cost.
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-- Or --
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Spell Duplication - Cast the exact same spell, with any modifiers still in place, for half the AP to a minimum of 2 AP.
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