Spell - Elemental | Nimble and Magic
Cause Tier 2 + TT/3 Fire in target space and up to 1 + TT contiguous spaces.
Target 3 + TT
3 + TT rounds
Nimble
Boost: The Fire provides Tier 1 + TT/2 Concealment.
Trick - Elemental | Nimble and Magic
Lock 1 + TT Elements. Deal 1 + TT/6 damage of a Locked Element to target creature.
Target 0
Boost: After causing Injury, roll 1d12 to heal 1 Energy, DL 12.
Spell - Elemental | Nimble and Magic
Know any Reductions and Immunities target creature has other than from gear.
Target 3 + TT
Nature
Boost: Know what Weaknesses they have.
Spell - Elemental | Nimble and Magic
Deal 6 Fire damage.
Line 3 + TT/2
Elude
Boost: Instead, make this attack 2 + TT/4 times in different directions.
Stance | Nimble and Magic
Spells you Manifest that deal damage deal +1 damage for each 3 you exceed a target's defense roll.
Boost: As you Manifest a Spell that attacks, roll 1 + TT/4 d12. Count these as part of your attack roll.
Spell - Elemental | Nimble and Magic
Deal 3 + TT/2 Water damage. Use Injury d12 to Reposition each Injured creature and object.
Burst 1 + TT/3
Athletics
Boost: After this Repositions a creature, use Injury d12 to Trip them.
Advanced Abilities
Those that practice and excel in the Warmage style gain access to these more unique abilities.
Spell - Elemental | Nimble and Magic
Requirements: Nimble Proficiency 15, Magic Proficiency 15
Deal 3 + TT/2 Acid damage.
Cone 3 + TT
Elude
Boost: Increase the DL to Soothe this Acid by 3.
Spell - Elemental | Nimble and Magic
Requirements: Nimble Proficiency 9, Magic Proficiency 9
Lock 1 + TT Elements. Choose a Locked Element. Cause Tier 1 + TT/2 of the Connected Ailment of the chosen Element.
Burst 1 + TT
Nimble
Boost: Targets lose all Reduction to the chosen Element for 1 + TT rounds.
Spell - Elemental | Nimble and Magic
Requirements: Nimble Proficiency 15, Magic Proficiency 15
Deal 4 + TT/2 Air damage.
Cone 3 + TT
Athletics
Boost: Attack Endure with half Injury d12 to cause Tier 1 + TT/6 Paralyzed.
Spell - Elemental | Nimble and Magic
Requirements: Nimble Proficiency 9, Magic Proficiency 9
Deal 4 + TT/2 Lightning damage.
Line 6 + TT
Elude
Boost: Has 3 + TT range and you can choose any direction for the line.
Talent | Nimble and Magic
Requirements: Nimble Proficiency 9, Magic Proficiency 9
Roll Abilities Knowledge to recall a Spell. If you exceed the DL by 3, you can Manifest that Spell as if you know it until you Manifest this ability again.
Self
1 + TT hours
Boost: 3 Energy: The Spell has 1 + TT/2 Trained Tier.
Trick - Infusion | Nimble and Magic
Requirements: Nimble Proficiency 21, Magic Proficiency 21
1 Resolve: Spells you Manifest that deal damage gain Devastating. Increase the range of face values that trigger this Devastating by 1 + TT/4.
Self
1 + TT rounds
Boost: Your Spell damage ignores Reduction from magical effects.
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Yitzi Santer: Creator | Clinton Menezes: Lead Developer | Travis Almon: Lead Writer Merch Store ~ The Team |