Magic Modification Talents
Styles are additional techniques that enhance other skills.
Using Styles
Most of the time Talents do not stack - if you have two Talents that both enhance your chance to hit they won't be usable at the same time, and if both were then you would simply choose whichever was better for you in the moment - but Style Talents are different, and function to enhance any Talent you're currently using.
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While you can know more than one Style talent you can only use one Style at a time and simply switch to which one you prefer at the start of your turn.
Wild Magic
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Empower spells with bursts of powerful but random magic.
Attribute: Willpower
Type: Style
Requirements: None
Duration: Instant
Action Points: Varies
Cool Down: None
Rank 1
Wild Magic - Choose an effect and then roll on the Wild Magic table to see what the consequences will be.
Reduce Cooldown by 1 Round: Standard Roll
Increase Chance to Hit by 10%: Standard Roll
Double Range: Standard Roll
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Rank 2
Manipulating Fate - Add or deduct 5% to your Wild Magic rolls.
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Rank 3
Easier Casting - Add the following Wild magic Option.
Reduced Action Point cost: Standard Roll +20%
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Style
Requirements: None
Duration: Instant
Action Points: Varies
Cool Down: None
Rank 1
Wild Magic - Choose an effect and then roll on the Wild Magic table to see what the consequences will be.
Reduce Cooldown by 1 Round: Standard Roll
Increase Chance to Hit by 10%: Standard Roll
Double Range: Standard Roll
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Rank 2
Manipulating Fate - Add or deduct 5% to your Wild Magic rolls.
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Rank 3
Easier Casting - Add the following Wild magic Option.
Reduced Action Point cost: Standard Roll +20%
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Rank 4
(Level 5 and higher)
Dangerous Dice - Add the following Wild magic Option.
Increase Damage by 1d5: Standard Roll +10% |
-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Controlling Fate - Change the degree you can manipulate the Wild Magic table by 10% instead of 5%
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Double Casting - Add the following Wild magic Option.
Cast Same spell again for 2 AP, ignoring Cooldown: Standard Roll +30% |
-- Or --
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Blood Magic
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Burn through your own life force to enhance your spells.
Attribute: Willpower
Type: Style
Requirements: None
Duration: Instant
Action Points: N/A
Cool Down: None
Rank 1
Blood Magic - Burn your own Hit Points to activate one of the following effects.
Add +5% to Hit: 1HP per level.
Impose 5% penalty on saves for spell talents this ability enhances: 1HP per level.
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Rank 2
Adaptive - Gain +1 HP per three levels.
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Rank 3
Blood Fuelled Spell - Add the following Blood Magic option
Reduce AP Cost by 1: 2 HP per level.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Style
Requirements: None
Duration: Instant
Action Points: N/A
Cool Down: None
Rank 1
Blood Magic - Burn your own Hit Points to activate one of the following effects.
Add +5% to Hit: 1HP per level.
Impose 5% penalty on saves for spell talents this ability enhances: 1HP per level.
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Rank 2
Adaptive - Gain +1 HP per three levels.
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Rank 3
Blood Fuelled Spell - Add the following Blood Magic option
Reduce AP Cost by 1: 2 HP per level.
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Rank 4
(Level 5 and higher)
Burning Blood - Add the following Blood Magic option
Add +2 damage: 1 HP per level per 2 points of damage, to a max of 1 HP spent every 4 levels. |
-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Additional Healing - The character can be healed one more time a day than usual.
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-- Or --
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The Blood of Others - If an ability enhanced by this style affects a target, add an additional Willpower test. If they fail the HP cost for the spell is split between the two.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Volatile Blood - Add the following Blood Magic option.
Double the spell's effects such as range, healing, enhancements, etc.: 3 HP per level. |
-- Or --
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Lucky Casting
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Burn through Luck to cast spells, but risk poor luck later in return.
Attribute: Willpower
Type: Passive
Requirements: None
Duration: Instant
Action Points: N/A
Cool Down: None
Rank 1
Lucky Casting - Burn your own Luck to activate one of the following effects.
Add +5% to Hit: 2 Luck per level.
Impose a 5% penalty on saves for spell talents this ability enhances 2 Luck per level.
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Rank 2
Lucky Strike - Add the following Luck option
Add 2 Damage per 4 levels: 3 Luck per level.
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Rank 3
Blood to Luck - Use health to restore luck, at a rate of 2 HP for one Luck. This costs 2 AP to do.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Passive
Requirements: None
Duration: Instant
Action Points: N/A
Cool Down: None
Rank 1
Lucky Casting - Burn your own Luck to activate one of the following effects.
Add +5% to Hit: 2 Luck per level.
Impose a 5% penalty on saves for spell talents this ability enhances 2 Luck per level.
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Rank 2
Lucky Strike - Add the following Luck option
Add 2 Damage per 4 levels: 3 Luck per level.
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Rank 3
Blood to Luck - Use health to restore luck, at a rate of 2 HP for one Luck. This costs 2 AP to do.
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Rank 4
(Level 5 and higher)
Lucky Healing - Regenerate health at a ratio of 2 Luck for one HP. This counts as magical healing. It takes 3 AP to do.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Luck Fuelled Spell - Add the following Luck option
Reduce AP Cost by 1: 5 Luck per level. |
Rank 6
(Level 15 or higher)
(Level 15 or higher)
(Un)Luckiest Spell - If a spell fails to affect the target retry a second time at a cost of 5 Luck Per Level.
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-- Or --
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Card Casting
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By choosing to draw a card you can add an effect to your spells.
Attribute: Willpower
Type: Style
Requirements: None
Duration: Instant
Action Points: +1 AP or as per card.
Cool Down: None
Rank 1
Card Casting - Draw a card from the deck you have assembled, randomly, and apply its effect for 1 AP or the cost mentioned by the card. Your deck should be 8 cards.
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Rank 2
Refusal of Fate - Once per day return the card you have drawn and draw a fresh card.
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Rank 3
Additional Control - Your deck can hold between 6 and 10 cards, as you wish.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Style
Requirements: None
Duration: Instant
Action Points: +1 AP or as per card.
Cool Down: None
Rank 1
Card Casting - Draw a card from the deck you have assembled, randomly, and apply its effect for 1 AP or the cost mentioned by the card. Your deck should be 8 cards.
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Rank 2
Refusal of Fate - Once per day return the card you have drawn and draw a fresh card.
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Rank 3
Additional Control - Your deck can hold between 6 and 10 cards, as you wish.
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Rank 4
(Level 5 and higher)
Slight of Hand - Add or subtract 1 from the roll to select a card, as you see fit.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Exceptional Control - Your deck contains between 4 and 10 cards.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Perfect Draw - Once per day draw a card as you choose.
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-- Or --
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Jewel Magic
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The art of parrying a strike and returning the favour.
Attribute: Willpower
Type: Style
Requirements: None
Duration: Instant
Action Points: As the item states
Cool Down: None
Rank 1
Jewel Magic - Gain one Jewel Magic item for free.
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Rank 2
Second Setting - Set a second, smaller stone for 100sp with your first item. You can use this ability once a day.
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Rank 3
Additional Item - Gain the ability to use a second Jewel Magic item.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Style
Requirements: None
Duration: Instant
Action Points: As the item states
Cool Down: None
Rank 1
Jewel Magic - Gain one Jewel Magic item for free.
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Rank 2
Second Setting - Set a second, smaller stone for 100sp with your first item. You can use this ability once a day.
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Rank 3
Additional Item - Gain the ability to use a second Jewel Magic item.
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Rank 4
(Level 5 and higher)
Additional Item - Gain the ability to use a second Jewel Magic item.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Additional Item - Gain the ability to use a second Jewel Magic item.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Master of Gemcraft - For 2 additional AP double all bonuses granted by the Gem three times a day.
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-- Or --
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Tattoo Magic
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Tattoos, done correctly, can store and amplify power.
Attribute: Willpower
Type: Style
Requirements: None
Duration: Instant
Action Points: 3 AP
Cool Down: None
Rank 1
Tattoo Magic - This magical tattoo can store spell worth 5 AP in it. It can then be triggered for a cost of 3 AP. It can be used 3 times before going inert for the day.
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Rank 2
Enhanced Detail - Reduce the AP cost to use a tattoo by 1.
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Rank 3
Additional Tattoo - Gain another tattoo.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Style
Requirements: None
Duration: Instant
Action Points: 3 AP
Cool Down: None
Rank 1
Tattoo Magic - This magical tattoo can store spell worth 5 AP in it. It can then be triggered for a cost of 3 AP. It can be used 3 times before going inert for the day.
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Rank 2
Enhanced Detail - Reduce the AP cost to use a tattoo by 1.
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Rank 3
Additional Tattoo - Gain another tattoo.
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Rank 4
(Level 5 and higher)
Additional Tattoo - Gain another tattoo.
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-- Or --
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Finer Detail - Increase the AP cost of the spell stored in the tattoo to 8.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Additional Tattoo - Gain another tattoo.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Perfect Tattoo - Increase any damage or healing of a spell stored in a tattoo by +2 per 5 character levels, or make the test to avoid the spell by 10%.
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-- Or --
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Fury Magic
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The power of emotions can fuel magic as well as muscles - but it comes at a cost.
Attribute: Willpower
Type: Style
Requirements: None
Duration: Instant
Action Points: 2 AP
Cool Down: Twice the length of the Talent's use.
Rank 1
Fury Magic - When using this Talent add +2 damage to all spells cast and reduce the AP cost by 1AP. However, only spells that inflict damage can be cast when this Talent is in use, and no talents can be Maintained - this state of mind is not good for focus. Every two rounds reduce the total AP the caster has by 2 AP. Once the user stops using this talent they recover 2 AP every round.
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Rank 2
Fury - Increase the damage inflicted by 2.
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Rank 3
Enraged - Reduce the cost to maintain this ability by 1AP.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Style
Requirements: None
Duration: Instant
Action Points: 2 AP
Cool Down: Twice the length of the Talent's use.
Rank 1
Fury Magic - When using this Talent add +2 damage to all spells cast and reduce the AP cost by 1AP. However, only spells that inflict damage can be cast when this Talent is in use, and no talents can be Maintained - this state of mind is not good for focus. Every two rounds reduce the total AP the caster has by 2 AP. Once the user stops using this talent they recover 2 AP every round.
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Rank 2
Fury - Increase the damage inflicted by 2.
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Rank 3
Enraged - Reduce the cost to maintain this ability by 1AP.
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Rank 4
(Level 5 and higher)
Vessel of Chaos - Increase the duration by 1 round before the penalty increases
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Clarity - Choose one kind of Magic talent. You can use those talents even when using Fury Magic.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Primal Power - For 2 additional AP, the spell inflicts twice as much damage. Usable once per round.
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-- Or --
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