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.
  • Spell Points. Gain 10 SP if this is the first Magic Entry talent you take. Otherwise, gain 5 SP. Each time you level up and take a talent with the arcane magic tag, you gain +5 SP.
  • Arcane Power. Gain 1 Arcane Power. Each time you level up take a talent with the arcane magic tag, you gain +1 Arcane Power.
  • Arcane Spells.: You know a number of arcane cantrips and spells equal to your Arcane Power + your INT. Each time this number increases, learn another arcane cantrip or spell.
  • Student. Gain access to the arcane magic stack. Gain two talents from the arcane magic stack. (You do not gain additional spell points from these selections.)
  • Arcanist. Your magic attribute is INT unless another talent says otherwise.
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.
  • Spell Points. If this is your first Magic Entry talent, gain 10 spell points. Otherwise, gain +5 SP. Each time you level up and take a talent with the divine magic tag, you gain +5 SP.
  • Divine Power. Gain 1 Divine Power. Each time you level up and spend your talent point on a talent with the divine magic tag, you gain +1 Divine Power.
  • Disciple. Gain access to the Divine Magic stack. Gain two talents from the Divine Magic stack. (You do not gain additional SP or Divine Power from these selections.))
  • Divinity. Unless otherwise noted, your magic attribute is CHA.
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).
  • Supplicant’s Reward. You may also magically conjure one day’s worth of rations as part of the same spell, prayer, or ritual.
Divine Magic

Occult Magic Stack

Talent PreReq Description Tags
Initiate of the Occult Having augmented yourself with strange powers, you gain the following benefits.
  • Spell Points. If this is your first Magic Entry talent, gain 10 spell points. Otherwise, gain +5 SP. Each time you level up and take a talent with the occult magic tag, you gain +5 SP.
  • Occult Power. Gain 1 Occult Power. Each time you level up and take a talent with the occult magic tag, you gain +1 Occult Power.
  • Initiate. Gain access to the occult magic stack. Gain two talents from the occult magic stack. (You do not gain additional SP or Occult Power from these selections.)
  • Occultism. Your magic attribute is CHA unless another talent says otherwise.
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.
  • Spell Points. If this is your first Magic Entry talent, gain 10 Spell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the primal magic tag, gain +5 SP.
  • Primal Power. Gain 1 Primal Power. Each time you level up and take a talent with the primal magic tag, you gain +1 Primal Power.
  • Warden. Gain access to the Primal Magic stack. Gain two talents from the Primal Magic stack. (You do not gain additional Spell Points from these selections, nor do they count towards your Primal Power).
  • Primeval Strength. Your magic attribute is AWR unless another talent says otherwise.
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.
  • Aptitude. You manifest one psionic aptitude. when you cast psionic spells of that aptitude with the manifestation tag, they cost 0 SP for you.
  • Spell Points. If this is the first Magic Entry talent you have taken, gain 10 SP. Otherwise, gain +5 SP. Each time you level up and take a talent with the psionic magic tag, you gain +5 SP.
  • Psionic Power. Gain 1 Psionic Power. Each time you level up and take a talent with the psionic magic tag, you gain +1 Psionic Power.
  • Adept. Gain access to the magic psionic stack. Gain two talents from the psionic magic stack. You do not gain additional SP or Psionic Power from these selections.
  • Psion. Your magic attribute is AWR unless another talent says otherwise.
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