Adept Abilities
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Spell - Infusion
Target creature in 3 + TT range gains 1 + TT/2 Minor Action Pool.
![]() Boost: They gain +1 + TT Priority.
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Stance
Gain +1 + TT/2 on defense against Hinder Spellcasting. Count as Focal Locked on yourself.
Boost: Gain +1 on Manifest rolls with Spells.
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Spell - Elemental
Create armor made of ice up to Tier 1 + TT armor on target torso in 3 + TT range. It is Vulnerable to Fire and suffers any Fire damage the wearer suffers.
![]() ![]() Boost: Create the same armor on up to 1 + TT additional target parts on the same creature.
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Talent
Rapid Strike allows you to use Manifest for Talents as a Minor Action. The Manifest roll suffers any penalty Rapid Strike causes on your attack roll.
![]() Boost: Also applies to Manifest for Spells.
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Aspect
Reduce your DL to Manifest Spells by 1 + TT/2.
Boost: Reduce the Magnitude of sound you need to speak to Manifest Spells by 1 + TT.
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Response - Suppression
After causing Injury, attack with Injury d12 to reduce the duration of Spells on the target by 1 + TT/2.
![]() Boost: After this affects a Spell, roll 1d12 to heal 1 Energy. Reduce the face value needed for healing by the number of rounds reduced from Spells.
Advanced Abilities
Those that practice and excel in the Adept style gain access to these more unique abilities.
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Aspect
Requirements: 11 Combined Tiers of Martial and Magic
You can Manifest a Spell that targets only you as a reaction to anything. Increase the DL to Manifest it by 3 and if it is ongoing at the end of your turn, it ends.
Boost: Reduce your DL to Manifest and of the effects of abilities by 1 + TT/3.
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Spell - Transference
Requirements: 7 Combined Tiers of Martial and Magic
Cease to exist for 1 round. Gain +1 Major Action Pool on your next turn.
Boost: When you return, you can be anywhere within 1 + TT spaces of where you started.
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Talent
Requirements: 9 Combined Tiers of Martial and Magic
Lock 1 + TT Elements. Choose a locked Element. Your weapons gain the chosen Element and increase damage it deals with a Strike Type by 1 + TT/3.
![]() Boost: 1 Resolve: Make a weapon attack.
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Response - Infusion
Requirements: 7 Combined Tiers of Martial and Magic
As target creature in 1 + TT range Manifests a Spell while you have a Spell Ready, release yours with no effect. Reduce the Energy cost of their Spell by 1 + TT/3 or grant them +2 + TT x 2 range.
Boost: You can instead grant +1 + TT/2 damage or Area Value.
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Response - Elemental
Requirements: 7 Combined Tiers of Martial and Magic
1 Energy: As Substantive Element damage would be dealt to target subject in 3 + TT range, the damage becomes Flowing.
Boost: Instead, Flowing damage becomes Bashing.
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Spell - Transference
Requirements: 9 Combined Tiers of Martial and Magic
Take 1 + TT turns immediately, then continue your current turn. You cannot affect or create anything and objects cannot leave your possession.
Boost: Each ongoing effect on you Manifested by an Enemy loses 1 duration at the end of each of your turns.
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