Magic Talents
Magic is a potent, dangerous but tiring process that allows a caster to flaunt the usual laws of the universe in a variety of exciting ways. Gravity has no meaning to those who can fly.
Spells work in several possible ways, generally speaking. Below is a list of the kinds of spell talents you will find here, how they generally work and some other terminology that'll be useful to know.
Attack Spells - These are basic attacking spells, as a rule, that inflict damage on a target. Make a Willpower test to see if the attack lands, but it can be Dodged or Parried in exactly the same fashion as an attack.
Overwhelm - These spells affect the target's body or items more directly, often inflicting significant penalties to the target. They usually work in one of two ways - either the caster and the target both make an Opposed Willpower and the Talent works if the caster wins, or the target alone must make a Willpower test and suffers the consequences on a failure.
Enhancement - These spells improve their target in someway - healing, enhancing there skills, improving their armour or the like. Often there will be no roll needed, simply a cost in Action Points, but occasionally, for very potent spells, a test of some kind might be required.
Summoning - These talents see the caster call a being to help the caster in their fight. Typically, they require an AP cost to maintain their presence, but no rolls.
Cooldown - Many spells require a cooldown, a period of rounds where the adventurer can't use another ability that requires a Cooldown. This means a spellcaster often cannot throw one spell after the other while this Cooldown lasts. However, any ability that does not have Cooldown can be cast during this period, and any talent that has been reduced to zero Cooldown counts as not having a Cooldown either.
Maintained - These talents last for as long as the caster wishes, but to keep them active there is a cost of Action Points to keep it going.
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Table of Contents
Elemental Talents Pyromancy Talents Aquamancy Talents Terramancy Talents Aeromancy Talents Nature Talents Luxamancy Talents Umbramancy Talent Support Talents Healing Talents Teleportation Talents Reinforcement Talents Illusion Talents Divination Talents Oneiromancy Talents Enchantment Talents Destruction Talents Entropy Talents Gravity Talents Sonic Talents Necromantic Talents Outsider Magic Talents Magic Style Talents Battlemage Talents Summoning Magic Modification Talents Caster's Focus |
Duration - This is the length of time a talent's effects last for. For something is simply the length of time that the spell is maintained, for others the spell continues on its own for its its duration. Occasionally it'll be a mix of the two, its duration will be the length of time it's maintained plus s short duration after.
For those who wish to use there arcane might to destroy, fire is often the weapon of choice. Pyromancy sears flesh and spirit alike with potent flames.
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Water spells often slow or impede and attacker as well as inflict damage.
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The power and enduring nature of stone makes this magic a powerful choice.
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Aeromancy calls upon the powers of air, creating violent thunderstorms and even the power of flight.
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The powers of Nature are one of the most powerful in all existence. Those with this Talent can command but a fraction of that wrath, but that fraction can fell Titans.
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The power of Light magic is neither good nor evil, but is straightforward and searing in its might.
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Support Magic Talents
Soothing wounds and restoring waning spirits, the Healing spells are a helpful gift to most groups.
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Reinforcement magic functions by making the target more difficult to attack and defeat, making them tougher and allowing them to stand longer.
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Positioning is an essential part of winning a fight. The ability to move from one place to another with ease can make things a lot easier.
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Misdirection and false imagery can be used for a variety of purposes.
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Temporal Talents
Haste Slow Reverse The command of time is impressive but difficult to master.
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Oneiromancy Talents
Sleep Dreamer Control and command of your own dreams and others can provide fascinating benefits.
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Divination Talents
Divine Predict Reading your opponents moves and there future means mistakes need not be permanent.
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Gain the powers needed to manipulate the mind and soul of a target.
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Destruction Magic
Targets exposed to Entropy magic find there might crumbling as decay and devastation ruins there equipment and there own self.
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Enhancing and manipulating the forces of gravity can be a powerful tool.
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Necromancy is the art of binding spirits and housing them so they can do your bidding. It is not often seen in the best light.
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Outsider Magic Talents
Otherworldly Tentacles Call Outsider Magic reaches beyond the normal planes of reality, to places where the laws of reality become at best suggestions and madness is freedom and power. It is possible to call on this - for a price.
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Sonic Talents
Shatter Deafen Disorientate |
Psionic Talents
The ability to manipulate your self and your enemy with mental abilities.
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The ability to manipulate the minds of your opponents.
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Magic Styles
Summoning
Basics Level Up Fire Elemental Water Elemental Earth Elemental Air Elemental Nature Elemental Darkness Elemental Light Elemental Elemental Abilities This section deals with how to create, use and update the Summoned creatures found in a variety Talents.
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Magic Modification Talents
Wild Magic Blood Magic Lucky Casting Card Casting Jewel Magic Tattoo Magic Elemental Body Name Magic Word Magic These unusual talents do not create spells, but rather allow an unusual twists of spells instead.
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Many a more physical combatant sees the benefit of coating there weapons in fire and lightning, or teleporting around the battlefield. These more martial talents aid in this, but tend to have very long cool downs.
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By focusing on the arcane arts the caster increases the potency of there spell.
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