Magic Talents

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Arcane Magic

Feature 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 spend your talent point in the arcane talent stack, you gain +5 maximum SP.
  • Arcane Power: Gain 1 Arcane Power. Each time you level up and spend your talent point in the arcane talent stack, 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 stack. Gain two talents from the arcane stack. (You do not gain additional spell points from these selections.)
  • Arcanist. Unless otherwise noted, your Casting Attribute is INT.
Arcane, Magic Entry
Arcane Cantrips Gain three arcane cantrips. Arcane, Magic Talent, Repeatable
Arcane Knowledge Gain one arcane spell or cantrip, and gain +4 Skill Points Arcane, Magic Talent, Repeatable
Arcane Magic Gain two arcane cantrips and one arcane spell. Arcane, Magic Talent, Repeatable
Arcane spells Gain two arcane spells. Arcane, Magic Talent, Repeatable
Clear Thoughts 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 Talent, Repeatable
Fire Focus Incompatible: Cold Focus Your spells that deal fire damage now ignore Resist, but you can no longer cast spells that deal cold damage. Arcane, Magic Talent, Repeatable
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 Talent, Repeatable
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 Talent, Repeatable
Fire Focus IV Fire Focus III You gain an additional +1 to hit with spells that deal fire damage, you gain Immune Fire, and gain your Vulnerable Cold value increases to 3. Arcane, Magic Talent, Repeatable
Cold Focus Incompatible: Fire Focus Your spells that deal cold damage now ignore Resist, but you can no longer cast spells that deal fire damage. Arcane, Magic Talent, Repeatable
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 2. Arcane, Magic Talent, Repeatable
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 Talent, Repeatable
Cold Focus IV Cold Focus III You gain an additional +1 to hit with spells that deal cold damage, you gain Immune Cold, and gain your Vulnerable Fire value increases to 3. Arcane, Magic Talent, Repeatable
Fundamental Recovery When you Recoup, you may regain 1d4 SP. If you do, you do not naturally regain HP during that Recoup. Arcane, Magic Talent, Repeatable
Fundamental Recovery II Fundamental Recovery The amount of SP you regain increases by +1d4. Arcane, Magic Talent, Repeatable
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 Talent, Repeatable
Fundamental Recovery IV Fundamental Recovery III The amount of SP you regain increases again by +1d4. Arcane, Magic Talent, Repeatable
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 Talent, Repeatable
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 Talent, Repeatable
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 Talent, Repeatable
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 Talent, Repeatable

Divine Magic Talents

Feature PreReq Description Tags
Disciple of the Divine Divine, Magic Entry 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 spend your talent point on a talent in the divine talent stack, you gain +5 maximum SP.
  • Divine Power Gain 1 Divine Power. Each time you level up and spend your talent point on a talent in the divine talent stack, you gain +1 Divine Power.
  • Disciple Gain access to the divine talent stack. Gain two talents from the divine talent stack. (You do not gain additional SP or Divine Power from these selections.)
  • Divinity Unless otherwise noted, your magic attribute is CHA.
Divine, Magic Entry
Divine Magic Learn one prayer, one divine ritual, and two divine spells. Divine Talent, Repeatable
Divine Ritual Learn two divine rituals. Divine Talent, Repeatable
Divine Spells Learn four divine spells. Divine Talent, Repeatable
Prayers Learn three prayers. Divine Talent, Repeatable
Theological Magic Gain +3 Skill Points, which you can spend on skills with the Knowledge tag. Learn one divine ritual. Divine Talent, Repeatable
Force of Belief Gain +3 Skill Points, which you can spend on skills with the Influence tag. Learn one divine spell. Divine Talent, Repeatable
Quickened Rocovery When casting an evocation spell to restore HP, it costs 1 fewer AP (min 1). (1/Recoup) Divine Talent
Quickened Rocovery II Quickened Recovery Quickened Recovery reduces the spell’s APC by 2 (min 1). Divine Talent
Spark of Life 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 Power/Rest) Divine Talent
Santified Wards When you cast a divine spell with the warding tag, you may cast it for 1 fewer SP (min 1). (1/Recoup) Divine Talent
Sanctified Ward II Sanctified Wards Sanctified Wards cost 2 fewer SP (min 1). Divine Talent
Santified Ward III Sanctified Wards II Sanctified Wards also allows you to cast the spell for 1 fewer AP. Divine Talent
Sanctified Ward IV Sanctified Wards III Sanctified Wards becomes 2/Recoup. Divine Talent
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 Talent


Occult Magic Stack

Feature 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 spend your talent point on a talent in the occult talent stack, you gain +5 maximum SP.
  • Occult Power Gain 1 Occult Power. Each time you level up and spend your talent point on a talent in the occult talent stack, you gain +1 Occult Power.
  • Initiate Gain access to the occult stack. Gain two talents from the occult talent stack. (You do not gain additional SP or Occult Power from these selections.)
  • Occultism Unless otherwise noted, your magic attributeis CHA.
Occult, Magic Entry
Occult Chants Learn three occult chants. Occult Talent, Repeatable
Occult Magic Learn two occult chants, two occult rituals, and one occult spell. Occult Talent, Repeatable
Occult Rituals Learn four occult rituals. Occult Talent, Repeatable
Occult Spells Learn two occult spells. Occult Talent, Repeatable
Dark Power Savant 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 Talent, 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 Talent
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 Talent
Esoteric Ritualist Choose a spell with the Ritualize tag. The first time you cast that spell as a ritual after you Take a Rest, it does not expend a use of the ritual. Occult Talent, 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 Talent
Unholy Rites 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. (1/ Week) Occult Talent, Repeatable


Primal Magic Stacks

Feature 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 spend your talent point on a talent in the primal stack, gain +5 SP.

Primal Power. Gain 1 Primal Power. Each time you level up and spend your talent point on a talent in the primal talent stack, you gain +1 Primal Power. Warden. Gain access to the primal talent stack. Gain two talents from the primal talent stack. (You do not gain additional spell points from these selections, nor do they count towards your Primal Power). Primeval Strength. Unless otherwise noted, your magic attribute is AWR.

Primal, Magic Entry
Primal Chant Learn four primal chants. Primal Talent
Primal Invocations Learn two primal invocations. Primal Talent
Primal Magic Learn three primal chants and two primal spells. Primal Talent
Primal Speels Learn three primal spells.
Primal Survialist Gain +3 Skill Points, which you can spend on skills with the Survival tag. Learn two primal spells. Primal Talent
Primal Recovery When Recouping, if you are in an area of unmitigated wilderness, regain a number of SP equal to your Primal Tier.

(1/Rest)

Primal Talent
Primal Recovery II Primal Recovery, Primal Power 5 Primal Recovery becomes: Regain a number of SP equal to your Primal Power. Primal Talent
Cultivated Wilds Prerequisite: 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 Talent
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 Talent
PRIMAL RECOVERY III Primal Recovery II, Primal Power 13 Primal Recovery becomes 2/Rest. Primal Talent


Psionic Magic Talents

Feature PreReq Description Tags
Adept of the PsionicDEPT 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 spend your talent point on a talent in the psionic stack, you gain +5 maximum SP. Psionic Power. Gain 1 Psionic Power. Each time you level up and spend your talent point on a talent in the psionic talent stack, you gain +1 Psionic Power. Adept. Gain access to the psionic stack. Gain two talents from the psionic stack. You do not gain additional SP or Psionic Power from these selections. Psion. Unless otherwise noted, your magic attribute is AWR.

Psionic, Magic Entry
Clairsentent Magic You learn three new spells and/or invocations with the Clairsentience tag. Psionic Talent, Repeatable
TELEKINETIC MAGIC You learn three new spells and/or invocations with the Telekinesis Psionic Talent, Repeatable
Telepath Magic You learn three new spells and/or invocations with the Telepathy tag. Psionic Talent, Repeatable
Psychokinetic Magic You learn three new spells and/or invocations with the Psychokinetics tag. Psionic Talent, Repeatable
Psychometabolic Magic You learn three new spells and/or invocations with the Psychometabolics tag. Psionic Talent, Repeatable
Metacreative Magic You learn three new spells and/or invocations with the Metacreativity tag. Psionic Talent, Repeatable
SIONIC SPELLS You learn two new Psionic Spells. Psionic Talent, Repeatable
Psionic Versatility Incompatible: Psionic Focus You gain another Psionic aptitude. Psionic Talent, Repeatable
Psionic Focus Incompatible: Psionic Versatility Spells that have the tag you chose as your psionic aptitude cost 2 fewer SP (min 1, unless they are manifestations). Psionic Talent, Repeatable
Battlefield Concentration Enhanced Concentration While concentrating on a Psionic Spell, you gain the Exploit maneuver. Psionic Talent, Repeatable
Body Sculptor You can shorten the Meditation and Recovery time from Body Sculpt to 8 hours each. (1/Level) Psionic Talent
Body Sculptor II Body Sculptor Body Sculptor becomes 2/Level. Psionic Talent
BODY SCULPTOR III Body Sculptor II You can now cast Body Sculpt on others, as though it had a range of Touch. Psionic Talent
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 Talent
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 Talent
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 Talent
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 Talent
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 Talent
Meditative Rest II Meditative Rest You now only need 4 hours of sleep. Psioic Talent
Quick Mind Choose two psionic spells that you know with the Conjuring tag. Their Conjuring value is lowered by 1 (min 1). Psionic, Repeatable