Magic Talents
Arcane Magic Stack
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Student of the Arcane | Having tapped into the Fundamental Wellspring and achieved Attunation, 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 arcane magic tag, you gain +5 SP. Arcane Power. Gain 1 Arcane Power. Each time you level up and 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 + 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 SP or Arcane Power 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 spend on any skills 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 max 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 have finished the entire process. Taking this talent again does allow you to reallocate the previous uses of this talent, but does not cause you to regain the lost max HP. | Arcane Magic, Repeatable | |
| Fire Focus | Incompatible: Cold Focus, Necrotic Focus | Your magical abilities that deal fire damage now ignore Resist, but you can no longer cast magical abilities that deal cold damage. | Arcane Magic |
| Fire Focus II | Fire Focus | Gain +1 to hit with magical abilities that deal fire damage, Resist Fire +3, and Vulnerable Cold +1. | Arcane Magic |
| Fire Focus III | Fire Focus II | Gain +1 to hit with magical abilities that deal fire damage, Resist Fire +3, and Vulnerable Cold +1. | Arcane Magic |
| Fire Focus IV | Fire Focus III | Gain +1 to hit with magical abilities that deal fire damage, Immune Fire, and Vulnerable Cold +1. | Arcane Magic |
| Cold Focus | Incompatible: Fire Focus, Necrotic Focus | Your magical abilities that deal cold damage now ignore Resist, but you can no longer cast magical abilities that deal fire damage. | Arcane Magic |
| Cold Focus II | Cold Focus | Gain +1 to hit with magical abilities that deal cold damage, Resist Cold +3, and Vulnerable Fire +1. | Arcane Magic |
| Cold Focus III | Cold Focus II | Gain +1 to hit with magical abilities that deal cold damage, Resist Cold +3, and Vulnerable Fire +1. | Arcane Magic |
| Cold Focus IV | Cold Focus III | Gain +1 to hit with magical abilities that deal cold damage, Immune Cold, and Vulnerable Fire +1. | 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 | You now regain 2d4 SP from Fundamental Recovery. | 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 | You now regain 3d4 SP from Fundamental Recovery. | Arcane Magic |
| Necrotic Focus | Incompatible: Cold Focus, Fire Focus | Your magical abilities that deal necrotic damage now ignore Resist, but you can no longer cast magical abilities that deal radiant damage. | Arcane Magic |
| Necrotic Focus II | Necrotic Focus | The first time you deal necrotic damage with a magical ability 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 magical ability 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 magical ability, 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 take 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. Your magic attribute is CHA unless another talent says otherwise. |
Divine Magic, Magic Entry | |
| Divine Magic | Repeatable. Learn one prayer, one divine ritual, and two divine spells. | Divine Magic, Repeatable | |
| Divine Rituals | 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 | Gain the Quickened Recovery ability.
|
Divine Magic | |
| Quickened Recovery II | Quickened Recovery | Quickened Recovery reduces the spell’s APC by 2 (min 1). | Divine Magic |
| Spark of Life | Gain the Spark of Life ability.
|
Divine Magic | |
| Sanctified Wards | Gain the Sanctified Wards ability.
|
Divine Magic | |
| Sanctified Wards II | Sanctified Wards | Sanctified Wards now reduces the spell’s SPC by 4 (min 1). | Divine Magic |
| Sanctified Wards III | Sanctified Wards II | Sanctified Wards also allows you to reduce the spells APC by 1 (min 1). | Divine Magic |
| Sanctified Wards IV | Sanctified Wards III | Sanctified Wards becomes 3/Recoup. | Divine Magic |
| Supplicant's Reward | Gain the Supplicant’s Reward ability.
|
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 Mastery | Dark Power Savant x4 | 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, add +1d4 fire damage to chants that deal damage. | Occult Magic | |
| Unholy Rites | Gain the Unholy Rites ability.
|
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. You gain the following benefits.
|
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 | Gain the Primal Recovery ability.
|
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 now use your Primal Recovery ability in any area outdoors that is predominantly nature, such as a garden or park. | 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 have their SPC reduced by 2 (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 | Gain the Body Sculptor ability.
|
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 1 Reactive AP 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 |
*Updated v1.2