Spell - Infusion | Martial and Magic
Target gains 1 + TT/3 Minor Action Pool.
Target 1 + TT
3 + TT rounds
Boost: Their position in Priority becomes before the creature before them. This does not allow a creature to act again this round.
Stance | Martial and Magic
Gain +1 + TT/2 on defense against Hinder Spellcasting. While in this stance, you are Focused on yourself.
Boost: Gain +1 on Manifest rolls with Spells.
Spell - Elemental | Martial and Magic
Create up to Tier 1 + TT/2 armor out of ice on target torso. It is Vulnerable to Fire and suffers any Fire damage the wearer suffers.
Target 1 + TT
12 + TT x 12 minutes
Boost: Create the same armor on up to 1 + TT additional target parts.
Talent | Martial and Magic
Rapid Strike allows you to use Manifest Talent as a Minor Action. The Manifest roll takes any penalty Rapid Strike causes on your attack roll.
Self
3 + TT rounds
Boost: Also applies to Manifest Spell.
Aspect - Wit | Martial and Magic
Reduce the DL to Manifest Spells by 1 + TT/3.
Boost: Reduce the Magnitude of sound you need to speak to Manifest Spells by 1 + TT/4.
Response - Suppression | Martial and Magic
After causing Injury, attack with Injury d12 to reduce the duration of Spells on the target by 1 + TT/3.
Endure
Boost: After this affects a Spell, roll 1d12 to heal 1 Energy, DL 12 - 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.
Aspect - Wit | Martial and Magic
Requirements: Martial Proficiency 21, Magic Proficiency 21
As a reaction to anything, Manifest a Spell that affects only you. Increase the DL to Manifest it by 3 and if it is ongoing at the end of your turn, it ends.
Boost: Reduce the DL to Manifest abilities and in the effects of abilities by 1 + TT/6.
Spell - Transference | Martial and Magic
Requirements: Martial Proficiency 9, Magic Proficiency 9
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.
Talent | Martial and Magic
Requirements: Martial Proficiency 15, Magic Proficiency 15
Lock 1 + TT Elements. Choose a locked Element. After you succeed a weapon attack, deal 1 + TT/2 damage of the chosen Element.
Self
3 + TT rounds
Boost: 1 Resolve: Make a weapon attack.
Response - Infusion | Martial and Magic
Requirements: Martial Proficiency 9, Magic Proficiency 9
As target creature Manifests a Spell while you are holding a Spell, release yours with no effect. Reduce the Energy cost of their Spell by 1 + TT/4 or grant them +1 + TT range.
Target 1 + TT
Boost: You can instead grant +1 + TT/3 damage or Area Value.
Response - Elemental | Martial and Magic
Requirements: Martial Proficiency 9, Magic Proficiency 9
1 Energy: As target would take material Element damage, the damage uses its Flowing type.
Target 1 + TT
Boost: Instead, remove Flowing type from the damage.
Spell - Transference | Martial and Magic
Requirements: Martial Proficiency 15, Magic Proficiency 15
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 after each turn.
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Yitzi Santer: Creator | Clinton Menezes: Lead Developer | Travis Almon: Lead Writer Merch Store ~ The Team |