Magic Talents
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Arcane Magic Stack
Talent | PreReq | Description | Tags |
---|---|---|---|
Student of the Arcane | Having tapped into the Fundamental Well and reach Attunation, you gain the following benefits.
|
Arcane Magic, Magic Entry | |
Arcane Cantrips | Repeatable. Gain three arcane cantrips. | Arcane Magic, Repeatable | |
Arcane Knowledge | Repeatable. Gain one arcane spell or cantrip, and gain +4 Skill Points that you can assign to any skill with the knowledge tag. | Arcane Magic, Repeatable | |
Arcane Magic | Repeatable. Gain two arcane cantrips and one arcane spell. | Arcane Magic, Repeatable | |
Arcane Spells | Repeatable. Gain two arcane spells. | Arcane Magic, Repeatable | |
Clear Thoughts | Repeatable. You permanently lose 3d4 maximum HP and can reallocate all talent points that have given you Arcane Power. You cannot reassign Student of the Arcane or Clear Thoughts. If reassigning would cause you to know fewer spells, you can choose which spells you forget. You must spend 8 uninterrupted hours in Attunation to achieve this, and rest for 8 hours following this process. If you are interrupted, you must start the process over. Your talent point changes do not take effect until you’ve finished the entire process. Taking this talent twice does allow you to reallocate the previous uses of this talent, but does not cause you to regain the lost maximum HP. | Arcane Magic, Repeatable | |
Fire Focus | Incompatible: Cold Focus, Necrotic Focus | Your spells that deal fire damage now ignore Resist, but you can no longer cast spells that deal cold damage. | Arcane Magic |
Fire Focus II | Fire Focus | You gain +1 to hit with spells that deal fire damage, you gain Resist Fire 3, and you gain Vulnerable Cold 1. | Arcane Magic |
Fire Focus III | Fire Focus II | You gain an additional +1 to hit with spells that deal fire damage, and your Resist Fire increases to 6. Your Vulnerable Cold value increases to 2. | Arcane Magic |
Fire Focus IV | Fire Focus III | You gain an additional +1 to hit with spells that deal fire damage, you gain Immune Fire, and your Vulnerable Cold value increases to 3. | Arcane Magic |
Cold Focus | Incompatible: Fire Focus, Necrotic Focus | Your spells that deal cold damage now ignore Resist, but you can no longer cast spells that deal fire damage. | Arcane Magic |
Cold Focus II | Cold Focus | You gain +1 to hit with spells that deal cold damage, you gain Resist Cold 3, and you gain Vulnerable Fire 1. | Arcane Magic |
Cold Focus III | Cold Focus II | You gain an additional +1 to hit with spells that deal cold damage, and your Resist Cold increases to 6. Your Vulnerable Fire value increases to 2. | Arcane Magic |
Cold Focus IV | Cold Focus III | You gain an additional +1 to hit with spells that deal cold damage, you gain Immune Cold, and your Vulnerable Fire value increases to 3. | Arcane Magic |
Fundamental Recovery | When you Recoup, you may regain 1d4 SP. If you do, you do not naturally regain HP during that Recoup. | Arcane Magic | |
Fundamental Recovery II | Fundamental Recovery | The amount of SP you regain increases by +1d4. | Arcane Magic |
Fundamental Recovery III | Fundamental Recovery II | When you use your Fundamental Recovery ability, you can still naturally regain HP as part of the same Recoup. | Arcane Magic |
Fundamental Recovery IV | Fundamental Recovery III | The amount of SP you regain increases again by +1d4. | Arcane Magic |
Necrotic Focus | Incompatible: Cold Focus, Fire Focus | Your spells that deal necrotic damage now ignore Resist, but you can no longer cast magic that deals radiant damage. | Arcane Magic |
Necrotic Focus II | Necrotic Focus | The first time you deal necrotic damage with a spell after Taking a Rest, gain Shield HP equal to the amount of damage you dealt to one creature. | Arcane Magic |
Necrotic Focus III | Necrotic Focus II | The first time you deal necrotic damage with a spell after Recouping, gain Shield HP equal to the amount of damage you dealt to one creature. | Arcane Magic |
Necrotic Focus IV | Necrotic Focus III | When you deal necrotic damage with a spell, gain Shield HP equal to the amount of damage you dealt to one creature. | Arcane Magic |
Divine Magic Stack
Talent | PreReq | Description | Tags |
---|---|---|---|
Disciple of the Divine | Having opened yourself to divine power, you gain the following benefits.
|
Divine Magic, Magic Entry | |
Divine Magic | Repeatable. Learn one prayer, one divine ritual, and two divine spells. | Divine Magic, Repeatable | |
Divine Ritual | Repeatable. Learn two divine rituals. | Divine Magic, Repeatable | |
Divine Spells | Repeatable. Learn four divine spells. | Divine Magic, Repeatable | |
Prayers | Repeatable. Learn three divine prayers. | Divine Magic, Repeatable | |
Theological Magic | Repeatable. Gain +3 Skill Points that you can spend on any skills with the knowledge tag.
Learn one divine ritual. |
Divine Magic, Repeatable | |
Force of Belief | Repeatable. Gain +3 Skill Points that you can spend on any skills with the influence tag.
Learn one divine spell. |
Divine Magic, Repeatable | |
Quickened Recovery | (1/Recoup) When casting a spell with the evoking tag to restore HP, it costs 1 fewer AP (min 1). | Divine Magic | |
Quickened Recovery II | Quickened Recovery | Quickened Recovery reduces the spell’s APC by 2 (min 1). | Divine Magic |
Spark of Life | (Divine Power/Rest) You may spend 1 AP and 1 SP to restore 1 HP to a creature that you touch, provided that the creature already has at least 1 HP. | Divine Magic | |
Sanctified Wards | (1/Recoup) When you cast a divine spell with the warding tag, you may cast it for 1 fewer SP (min 1). | Divine Magic | |
Sanctified Ward II | Sanctified Wards | Sanctified Wards cost 2 fewer SP (min 1). | Divine Magic |
Santified Ward III | Sanctified Wards II | Sanctified Wards also allows you to cast the spell for 1 fewer AP. | Divine Magic |
Sanctified Ward IV | Sanctified Wards III | Sanctified Wards becomes 2/Recoup. | Divine Magic |
Supplicant's Reward | You may use the Supplicant’s Reward ability when you cast a spell, prayer, or ritual that affects consumable food or drink (such as purifying it of poison, or transmuting it from water into an alcoholic beverage).
|
Divine Magic |
Occult Magic Stack
Talent | PreReq | Description | Tags |
---|---|---|---|
Initiate of the Occult | Having augmented yourself with strange powers, you gain the following benefits.
|
Occult Magic, Magic Entry | |
Occult Chants | Repeatable. Learn three occult chants. | Occult Magic, Repeatable | |
Occult Magic | Repeatable. Learn two occult chants, two occult rituals, and one occult spell. | Occult Magic, Repeatable | |
Occult Rituals | Repeatable. Learn four occult rituals. | Occult Magic, Repeatable | |
Occult Spells | Repeatable. Learn two occult spells. | Occult Magic, Repeatable | |
Dark Power Savant | Repeatable. When you make a roll that could result in you suffering Dark Power, you reduce the highest possible Dark Power number by 1 (e.g., from a roll of 1-5 to a roll of 1-4). A roll of 1 always triggers Dark Power. | Occult Magic, Repeatable | |
Dark Power Master | Dark Power Savant 4x | Dark Power Savant can reduce your chances of Dark Power to 0, even if you roll a 1. | Occult Magic |
Armor of Darkness | When on a plane of existence that has days and nights, if you Recoup and it is nighttime, gain Resist Energy 3 for the next 4 hours. | Occult Magic | |
Esoteric Ritualist | Repeatable. Choose two spells that you know with the ritualize tag. The first time you cast either spell as a ritual after you Take a Rest, it does not expend a use of the ritual. | Occult Magic, Repeatable | |
Repurpose Radiance | When on a plane of existence that has days and nights, if you Recoup and it is daytime, the next time you deal damage, add +1d10 fire damage. | Occult Magic | |
Unholy Rites | (1/Week) When you enter the space of a religious order, such as a temple, you may steal a sliver of power from one god associated with that temple. Your MC will choose a Divine Icon from the Cleric stack based on the relevant god; you can use that Icon ability one time in the next 24 hours. | Occult Magic |
Primal Magic Stack
Talent | PreReq | Description | Tags |
---|---|---|---|
Warden of the Primal | Having cultivated a connection to the energy of the Everwilds, you can cast Primal magic.
|
Primal Magic, Magic Entry | |
Primal Chant | Repeatable. Learn four primal chants. | Primal Magic, Repeatable | |
Primal Invocations | Repeatable. Learn two primal invocations. | Primal Magic, Repeatable | |
Primal Magic | Repeatable. Learn three primal chants and two primal spells. | Primal Magic, Repeatable | |
Primal Spells | Repeatable. Learn three primal spells. | Primal Magic, Repeatable | |
Primal Survivalist | Repeatable. Gain +3 Skill Points that you can spend on any skills with the survival tag.
Learn two primal spells. |
Primal Magic, Repeatable | |
Primal Recovery | (1/Rest) When Recouping, if you are in an area of unmitigated wilderness, regain a number of SP equal to your Primal Tier. | Primal Magic | |
Primal Recovery II | Primal Recovery, Primal Power 5 | Primal Recovery becomes: Regain a number of SP equal to your Primal Power. | Primal Magic |
Cultivated Wilds | Primal Recovery II
Incompatible: Everwilds Affinity |
You may use your Primal Recovery ability even if you are not in unmitigated wilderness. So long as you are outdoors in an area that is predominantly nature, such as a garden or park, you can still use this ability. | Primal Magic |
Everwilds Affinity | Primal Recovery II
Incompatible: Cultivated Wilds |
When using your Primal Recovery ability, regain a number of SP equal to double your Primal Power. | Primal Magic |
Primal Recovery III | Primal Recovery II, Primal Power 13 | Primal Recovery becomes 2/Rest. | Primal Magic |
Psionic Magic Stack
Talent | PreReq | Description | Tags |
---|---|---|---|
Adept of the Psionic | Having opened yourself to Psionic power, you gain the following benefits.
|
Psionic Magic, Magic Entry | |
Clairsentent Magic | Repeatable. You learn three new spells and/or invocations with the clairsentience tag. | Psionic Magic, Repeatable | |
Telepath Magic | Repeatable You learn three new spells and/or invocations with the telepathy tag. | Psionic Magic, Repeatable | |
Psychokinetic Magic | Repeatable You learn three new spells and/or invocations with the psychokinetics tag. | Psionic Magic, Repeatable | |
Psychometabolic Magic | Repeatable You learn three new spells and/or invocations with the psychometabolics tag. | Psionic Magic, Repeatable | |
Metacreative Magic | Repeatable You learn three new spells and/or invocations with the metacreativity tag. | Psionic Magic, Repeatable | |
Psionic Spells | Repeatable You learn two new psionic spells. | Psionic Magic, Repeatable | |
Psionic Versatility | Incompatible: Psionic Focus | Repeatable You gain another psionic aptitude. | Psionic Magic, Repeatable |
Psionic Focus | Incompatible: Psionic Versatility | Repeatable Spells that have the tag you chose as your psionic aptitude cost 2 fewer SP (min 1, unless they are manifestations). | Psionic Magic, Repeatable |
Battlefield Concentration | Enhanced Concentration | While concentrating on a psionic spell, you gain the Exploit maneuver. | Psionic Magic |
Body Sculptor | (1/Level) You can shorten the meditation and recovery time from Body Sculpt to 8 hours each. | Psionic Magic | |
Body Sculptor II | Body Sculptor | Body Sculptor becomes 2/Level. | Psionic Magic |
Body Sculptor III | Body Sculptor II | You can now cast Body Sculpt on others, as though it had a range of Touch. | Psionic Magic |
Enhanced Concentration | When rolling Concentration, you now roll 2d20 and take the higher result. Additionally, if you roll Concentration and would fail, you can spend one Action Point reactively to pass instead. | Psionic Magic | |
Enhanced Concentration II | Level 12, Enhanced Concentration | You can now concentrate on two spells. However, when concentrating on two spells, your Concentration DC increases by 4. If you fail a Concentration check, you lose Concentration on both spells. | Psionic Magic |
Enhanced Concentration III | Ehanced Concentration II | When concentrating on one or more spells, you cannot lose Concentration on the spell that you have been concentrating on for the longest time. | Psionic Magic |
Enhanced Concentration IV | Level 24, Enhanced Concentration III | You can now concentrate on three spells at once, and your DC for Concentration can not exceed 12. If you fail a Concentration check, you lose Concentration on all spells except for the one that Enhanced Concentration III preserves. | Psionic Magic |
Meditative Rest | You can remain partially aware of your surroundings while you sleep — able to wake at will, at a moment’s notice (this takes 1 Reactive AP). | Psionic Magic | |
Meditative Rest II | Meditative Rest | You now only need 4 hours of sleep. | Psionic Magic |
Quick Mind | Repeatable. Choose two psionic spells that you know with the conjuring tag. Their conjuring value is lowered by 1 (min 1). | Psionic Magic, Repeatable |