Offensive Magical Skills
Skills which do nothing in particular besides harm others magically.
Name | Skill Tags | Skill Point Cost | Mana Cost | Prerequisites | Action Cost | Effect |
---|---|---|---|---|---|---|
Careful Caster | Supportive, Magical | 2 | N/A | Pitiful Blow | Passive | When you activate a Magical Skill, you may choose for it not to deal damage to specified targets. |
Black Mage | Offensive, Magical | 5 (Up to 3 Ranks) | N/A | N/A | Passive | Gain 4 of the following Skills: Arcane Bolt, Arcane Volley, Arcane Beam, Arcane Pillar, Arcane Aura, Arcane Mine, Arcane Blast, Arcane Sphere, Create Cloud, Arcane Strike, Arcane Weapon, Arcane Arsenal |
Arcane Bolt | Offensive, Magical | 2 | 2 | N/A | Primary | Make a single Ranged Bolt Spell Attack against a target within 7 Spaces, dealing 3d6+Magic+Magic Arcane Damage. You may activate this Skill as a Defensive Action or Move Action if you have activated this Skill this turn. Arcane Bolt is the most common form of offensive magic, and takes on many forms. Different people's bolts will have differing colors and shapes, a bolt is just as likely to be a golden star shape, as it is to be a green sphere, or a needle thin beam. |
Arcane Volley | Offensive, Magical | 1 | 1 | Arcane Bolt | Primary | Activate Arcane Bolt twice, however reduce its damage to 1d6+Magic, and halve its Mana Cost both times. You may activate this Skill as a Defensive Action or Move Action if you have activated Arcane Bolt this turn. |
Powerful Bolt | Offensive, Magical | 1 | 2 | Arcane Bolt | Defensive or Bonus | After activating this Skill, your next Arcane Bolt gains +2d6 damage until the start of your next turn. |
Overpowering Bolt | Offensive, Magical | 1 | N/A | Arcane Bolt | Passive | If the target of your Arcane Bolt takes at least 20 damage from a single Arcane Bolt, they are shoved 1 Space per 10 damage over 14 the bolt deals in the direction of the Bolt's travel. You may choose for this Skill not to activate. |
Instant Overpower (Bolt) | Offensive, Magical | 1 | N/A | Overpowering Bolt | Passive | You may choose for Overpowering Bolt to resolve before Bolt Chain, making the target of Overpowering Bolt a valid target for Bolt Chain. You may choose for Overpowering Bolt to resolve before Bursting Bolt, making the target of Overpowering Bolt take Bursting Bolt's AoE damage. You may choose for Overpowering Bolt to resolve before Lasting Bolt, making Lasting Bolt appear where the target and the bolt arrive at the end of Overpowering Bolt's shove. You may control the order in which all of the above effects take place. |
Spell Sniper | Offensive, Magical | 1 | 2* | Arcane Bolt | Defensive or Bonus | Increase your Arcane Bolts' range until the start of your next turn by +1 per 2 Mana you spend to activate this Skill. |
Bolt Chain | Offensive, Magical | 1 | 5* | Arcane Bolt | Defensive or Bonus | When you hit with an Arcane Bolt, automatically hit an additional target with that Arcane Bolt per 5 Mana you spend activating this Skill. Each additional target must be within your Arcane Bolt's range from the previous target. |
Bolt Ricochet | Offensive, Magical | 1 (up to 3 Ranks) | N/A | Arcane Bolt | Passive | When you hit with Arcane Bolt, automatically hit +1 target with that arcane bolt per Rank. Each additional target must be within your Arcane Bolt's range from the previous target. |
Bursting Bolt | Offensive, Magical | 1 | 4 | Arcane Bolt | Defensive or Bonus | Until the start of your next turn, when your Arcane Bolts hit, they deal half damage in a 1 Space AoE centered on the target. |
Lasting Bolt | Offensive, Magical | 1 | 2 | Arcane Bolt | Defensive or Bonus | Until the start of your next turn, when you hit with Arcane Bolt, the bolt stays in place and occupies the space of the target(s) it hit until the start of your next turn. It deals its damage to any creature which moves into or ends its turn in that space. |
Spell Slinger | Offensive, Magical | 1 | N/A | N/A | Passive | You may add your Skill instead of your Magic to damage rolls for Spell Attacks. |
Spell Slammer | Offensive, Magical | 1 | N/A | N/A | Passive | You may add your Might instead of your Magic to damage rolls for Spell Attacks. |
Arcane Beam | Offensive, Magical | 2 | 4 | N/A | Primary | Deal 2d6+Magic arcane damage in a 6 Space Line, which persists until the start of your next turn. Any target which starts or ends their turn in this line, or moves into a space occupied by this line takes 2d6+Magic Arcane Damage. |
Growing Beam | Offensive, Magical | 1 | 1 | Arcane Beam | Bonus | For each consecutive turn that you activate Arcane Beam, and the beam targets at least the same squares as it did on the previous turn, increase its damage by +5, until you do not activate this Skill at the start of your turn (removing this bonus damage), to a maximum of +25. |
Overpowering Beam | Offensive, Magical | 1 | N/A | Growing Beam | Passive | Increase Growing Beam's maximum bonus by +25. For each multiple of 10 (10, 20, 30, 40, etc.) that your Overpowering Beam damage bonus passes, take 1d10+Magic True Damage (passes, not hits, so +20 would not deal this damage, but +25 would). |
Instant Overpower (Beam) | Offensive, Magical | 2 | 8 | Overpowering Beam | Defensive | While Growing Beam is active, increase its current damage bonus by +10, then take 1d10+Magic True Damage. During a Beam Duel, this Skill may be activated as a Reaction, Triggered by either when you would otherwise lose the Beam Duel, or when your opponent activates this Skill. |
Devastation Beam | Offensive, Magical | 1 | 1 | Arcane Beam | Defensive or Bonus | Your Arcane Beam deals double damage to objects made of cloth, wood, or dirt until the start of your next turn. Your Arcane Beam can dig a 1x1x1 Space hole in 3 rounds by use of this Skill. If you win a beam duel in the same round which you activated this Skill, your opponent is sent an additional 1d4-1 Spaces. |
Forceful Beam | Offensive, Magical | 1 | 1 | Arcane Beam | Defensive or Bonus | The squares that Arcane Beam occupies are treated as difficult terrain until the start of your next turn. You may move half of your walk speed towards your opponent in a beam duel, each square that you move you must each roll contested damage rolls to determine whose beam shortens to compensate for the distance. |
Wall Beam | Defensive, Magical | 1 | 2 | Forceful Beam | Passive | Your Arcane Beam is treated as a wall for the purposes of projectiles and movement into it (but not movement out of it) While Forceful Beam is active. If a spell attack passes through your beam, reduce its damage by an amount equal to your beam's damage. While this Skill is active your opponent in a beam duel may not use Forceful Beam to move towards you unless they also have this Skill. |
Wide Beam | Offensive, Magical | 1 | 2 | Arcane Beam | Defensive or Bonus | Your Arcane Beam becomes 1 Space wider on each side until the start of your next turn. If you activate this Skill during a beam duel, gain advantage on your Arcane Beam damage roll until the start of your next turn. |
Short Beam | Offensive, Magical | 1 | 1 | Arcane Beam | Defensive or Bonus | Arcane Beam's range is halved, and it deals an additional damage die until the start of your next turn. |
Long Beam | Offensive, Magical | 1 | 2* | Arcane Beam | Defensive or Bonus | Increase your Arcane Beams' length until the start of your next turn by 1 Space per 2 Mana you spend to activate this Skill. |
Wave Beam | Offensive, Magical | 1 | 2 | Arcane Beam | Bonus | Your Arcane Beam may be fired through walls until the start of your next turn, but treats each 1 Space of wall as 2 Spaces of range. |
Beam Duelist | Offensive, Defensive, Magical | 0 | N/A | Arcane Beam | Passive | If your beam comes into contact with an enemy's beam, you may initiate a beam duel. At the start of each of your turns and your opponent's turns (the one(s) engaged in the beam duel) either party may choose to continue their beam, or to cease their beam. If a duelist chooses to continue their beam, each duelist rolls their beam damage, and whoever's is higher encroaches further, growing 1 Space longer, while their opponent's beam grows 1 Space shorter. If a duelist ceases their beam, or if their beam is reduced to a length of 0ft, they lose the duel, taking the combined damage of the duelist's beams, and sliding backwards 2d4-1 Spaces. A duelist cannot move towards the other duelist(s) due to the force of the beams, and if they move backwards away from the other duelist(s), the other duelist(s) beams grow in length to close the distance (even outside of their own usual range). Beams move too quickly to be avoided, unless someone else teleports you out of the way, or you move at the speed of light or faster. |
Reflexive Beam | Offensive, Defensive, Magical | 0 | N/A | Beam Duelist | Reaction | Trigger: You would be in the line of fire of an Arcane Beam. Effect: If you already had an active Arcane Beam (and may only have one at a time), end that beam. Use your Primary Action from your next turn right now to activate Arcane Beam and initiate a beam duel. |
Dual Beam | Offensive, Defensive, Magical | 3 | 6 | Arcane Beam | Multi-Action (D+M+B) | Activate Arcane Beam, creating a second beam which may not occupy all of the same spaces (though some may overlap, such as an "X" shape being acceptable). Maintaining both beams is a single Primary (Concentration) action with a mana cost of 2. |
Joint Beam | Offensive, Magical | 1 | N/A | Arcane Beam | Passive | If your beam comes into contact with an ally's beam, they may 'T' off, creating a Line to either side of the Line and out of any space the Line occupies, extending in a Line to a distance equal to the remainder of your collective Line Lengths, and with your highest Line Width, and using the highest damage between all those involved. |
Arcane Pillar | Offensive, Magical | 2 | 4 | N/A | Primary | Call a beam from the sky, and target 1 Space within 8 Spaces to be the center of a 3 Space AoE which deals 3d6+Magic Arcane Damage which persists until the start of your next turn. If a target starts or ends its turn, or moves 1 Space inside of this AoE, they take this damage again. Once the pillar has been created, it may be any distance from you. This Skill falls directly down from the sky, and so has a height as high as the atmosphere, and cannot deal damage to a target beneath a roof or ceiling that it has not broken through. Only a single instance of this Skill's Damage can be Dodged. |
Distant Pillar | Offensive, Magical | 1 | 2* | Arcane Pillar | Defensive or Bonus | Increase your Arcane Pillars' range until the start of your next turn by +1 per 2 Mana you spend to activate this Skill. |
Guided Pillar | Offensive, Magical | 1 | 2 | Arcane Pillar | Defensive or Bonus | Move your Arcane Pillar up to 4 Spaces in any direction. This Skill may only be activated once per turn. |
Pillar Shower | Offensive, Magical | 2 | 4 | N/A | Primary | Call 4 beams from the sky, and target 5 single Spaces within 8 Spaces to be the center of 0 Space AoEs which deal 1d8+Magic Arcane Damage which persists until the start of your next turn. If a target starts or ends its turn, or moves 1 Space inside of this AoE, it takes this damage again. Once the pillar has been created, it may be any distance from you. This Skill falls directly down from the sky, and so has a height as high as the atmosphere, and cannot deal damage to a target beneath a roof or ceiling that it has not broken through. This Skill is treated as Arcane Pillar for all purposes. Reduce this Skill's Skill Point Cost to 1 if you have the Skill Arcane Pillar. |
Large Pillar | Offensive, Magical | 1 | 5* | Arcane Pillar | Defensive or Bonus | Increase a single Arcane Pillar's AoE size by +1 per 5 Mana you spend to activate this Skill until the start of your next turn. |
Agonizing Pillar | Offensive, Magical | 1 | 2 | Arcane Pillar | Defensive or Bonus | Increase your Arcane Pillar's Damage Die Class by +1 until the start of your next turn. Damage Die Classes from lowest to highest are 0, 1, 1d4, 1d6, 1d8 (or 2d4), 1d10, 1d12 (3d4, or 2d6), 3d6 (or 4d4), 1d20 (or 5d4, or 2d10), 3d10 (7d4, or 5d6) |
Devastation Pillar | Offensive, Magical | 1 | 2 | Arcane Pillar | Defensive or Bonus | Your Arcane Pillar deals double damage to objects made of cloth, wood, and earth. Your Arcane Pillar can dig a hole equal to its AoE, and 1 Space deep in 3 rounds. |
Solid Pillar | Offensive, Magical | 1 | 2 | Arcane Pillar | Defensive or Bonus | The inside of your Arcane Pillar counts as Unnatural Difficult Terrain until the start of your next turn. Your Arcane Pillar is treated as a wall for the purposes of attacks, AoEs, and movement into it (but not movement out of it) until the start of your next turn. |
Rising Pillar | Offensive, Magical | 1 | 0 | Arcane Pillar | Multi-Action (D+B) | Until the start of your next turn, when you activate Arcane Pillar, it may rise up from the ground instead of falling from the sky. If you have the skill Geomancy, you may alter Arcane Pillar's damage type as if it were included within Geomancy's Effect while this Skill is active. |
Arcane Aura | Offensive, Magical | 2 | 2 | N/A | Primary | Deal 1d8+Magic+Magic Arcane Damage to any targets within a 1 Space AoE centered on you, which persists until the start of your next turn. Any creature which enters this AoE, or starts or ends their turn in this AoE takes 1d8+Magic Arcane Damage. |
Passive Aura | Offensive, Magical | 1 | 2 | N/A | Bonus | Deal 1d12 Arcane Damage to any targets within a 1 Space AoE centered on you, which persists until the start of your next turn. Any creature which enters this AoE, or starts or ends their turn in this AoE takes 1d12 Arcane Damage.You cannot activate Arcane Aura again this turn. You cannot activate this Skill and Arcane Aura in the same turn. This Skill counts as Arcane Aura for all purposes. Reduce this Skill's Skill Point Cost to 0 if you have the Skill Arcane Aura. |
Powerful Aura | Offensive, Magical | 1 | 2 | Arcane Aura | Defensive or Bonus | Increase Arcane Aura's damages by +1d8 until the start of your next turn. |
Far Aura | Offensive, Magical | 1 | 4 | Arcane Aura | Defensive or Bonus | Increase Arcane Aura's AoE size by +1 until the start of your next turn. |
Further Aura | Offensive, Magical | 1 | 0 | Far Aura | Free | Increase Far Aura's AoE size bonus by +1. |
Creeping Aura | Offensive, Magical | 1 | 1 | Arcane Aura | Move | Each consecutive turn on which you activate Arcane Aura, increase its AoE range by +1 Space, until you do not activate this Skill at the start of your turn (removing this bonus AoE range). |
Oppressive Aura | Offensive, Magical | 1 | 2 | Arcane Aura | Defensive or Bonus | Your Arcane Aura is treated as difficult terrain until the start of your next turn. |
Arcane Emanation | Offensive, Magical | 2 | N/A | Arcane Aura | Passive | Increase Arcane Aura's AoE size by +1. |
Arcane Mine | Offensive, Magical | 2 | 2 | N/A | Primary (Concentration) | Manifest a globule of arcane energy, and target 1 Space within 8 Spaces for it to occupy, and to be the center of a 0 Space AoE which deals 6d6+Magic Arcane Damage, detonating on the first target it shares a space with. If the globule is manifested in a Space where it would instantly detonate, it deals 3d6+Magic damage instead. Once the Mine has been created, it may be any distance from you, and you may have as many of them existent at once so long as you maintain Concentration. This Skill fails to activate if the globule would be manifested inside a wall, or other solid surface. You may activate this Skill as a Defensive (Concentration), Move (Concentration), or Bonus (Concentration) Action to instead create a small globule of arcane energy, which is the same in all ways, but deals 3d6+Magic, unless is manifested in a Space where it would instantly detonate, then it deals 1d6+Magic damage instead. You may choose also to create two of these Lesser Arcane Mines as a Primary (Concentration) Action. You may hold Concentration all of your mines with a single action. You may maintain this Concentration as Any Action. Arcane Mines have 10+Total Magic Maximum HP, and Lesser Arcane Mines have 0+Total Magic Maximum HP and detonate if destroyed. |
Arcane Minefield | Offensive, Magical | 1 | 2 | Arcane Mine | Passive | When you activate Arcane Mine as a Primary (Concentration) Action you may instead choose to create 4 Arcane Traps which are the same in all ways to a Lesser Arcane Mine, but instead they each deal 1d6+Magic damage, unless is manifested in a square where it would instantly detonate, then it fizzles and deals 0 damage instead. Activating Arcane Mine as any other action creates two of these Traps instead. |
Pulsating Mine | Offensive, Magical | 1 | 2 | Arcane Mine | Defensive, Move, Bonus, or Reaction | All your Arcane Mine variants detonate dealing 2d6 Arcane Damage if they're an Arcane Mine, 1d8 damage if they're a Lesser Arcane Mine, and 1d4 if they're an Arcane Trap. This damage is dealt in a 1 Space AoE centered on themselves instantly when you activate this Skill. |
Splash Detonation | Offensive, Magical | 1 | 2 | Arcane Mine | Any, Reaction | When one of your Arcane Mines detonates, you may choose to detonate it in a 1 Space AoE centered on itself instead, dealing full damage at the center, and half as much damage in the rest of the AoE. |
Conduit Mine | Offensive, Magical | 1 | 2 | Arcane Mine | Free | You may activate Magical Skills using your Arcane Mines as their source (as if your location were the location of your Mine). |
Mobile Mine | Offensive, Magical | 1 | 2 | Arcane Mine | Any | Move a single of your Arcane Mines, Lesser Arcane Mines, or Arcane Traps as though it has a Levitation Speed of 1. |
Mobile Minefield | Offensive, Magical | 1 | 4 | Mobile Mine | Any | Move any of your Arcane Mines, Lesser Arcane Mines, or Arcane Traps as though it has a Levitation Speed of 1. |
Massive Mine | Offensive, Magical | 1 | 2 | Arcane Mine | Any | If you have any multiple of four Arcane Mines adjacent to one another, you may fuse them into one Massive Mine (so long as at least 3 of the mines are your own). A Massive Mine has the combined HP of all of the other mines, and occupies all of the spaces the other mines did. Upon detonation, a Massive Mine deals 12d6+Magic+Magic Arcane Damage. A Massive Mine is still treated as an Arcane Mine for all purposes. (2 Lesser Arcane Mines can create an Arcane Mine, and 4 Arcane Traps can create an Arcane Mine, or 2 can create a Lesser Arcane Mine). |
Arcane Blast | Offensive, Magical | 2 | 6 | N/A | Primary | Target a single Space within 8 Spaces to be the center of a 1 Space AoE which deals 3d6+Magic Damage and which cannot be Dodged, and half as much damage in a 2 Space AoE centered on that 1 Space AoE. |
Massive Blast | Offensive, Magical | 2 | 4* | Arcane Blast | Defensive or Bonus | Increase Arcane Blast's AoE sizes by +1 until the start of your next turn. You may triple this Skill's Mana cost to increase Arcane Blast's AoE size by +2 instead. You may only activate this Skill once per turn. |
Distance Blaster | Offensive, Magical | 1 | 2 | Arcane Blast | Defensive or Bonus | Increase your Arcane Blast's range until the start of your next turn by +2. |
Empowered Blast | Offensive, Magical | 1 | 4* | Arcane Blast | Defensive or Bonus | Increase your Arcane Blast's damage by +1 Damage Die until the start of your next turn. You may triple this Skill's Mana cost to add +2 Damage Die instead. You may only activate this Skill once per turn. |
Sadomasochistic Blast | Offensive, Magical | 2 | 3* | Arcane Blast | Defensive or Bonus | Increase your next Arcane Blast's damage by +1 Damage Die per 3 Mana you spend to activate this Skill until the start of your next turn, up to +4 Damage Die. Until the start of your next turn, when you activate Arcane Blast, take half of the damage you would take as if you were inside of Arcane Blast's AoE as True Damage. |
Incredible Blast | Offensive, Magical | 2 | 8 | Arcane Blast | Defensive or Bonus | The damage die of your next Arcane Blast are maximized, and you are Staggered until the end of your next turn. Staggered: You cannot use two chosen actions, which you choose and would otherwise be able to use. If you would become Staggered, but you are already Staggered, you instead become Stunned. |
Arcane Sphere | Offensive, Magical | 2 | 3 | N/A | Primary (Concentration) | Target a square within 12 Spaces to be the center of a 1 Space AoE which deals 1d8+Magic arcane damage, and persists as long as you hold Concentration, and so long as it is within 60 Spaces of you. Any target which starts or ends its turn within the AoE takes its damage again. You may move your Arcane Sphere as a Move Action a distance equal to any Speed of your choice (the Arcane Sphere levitating regardless of which movement you used.) You may maintain this Concentration as Any Action. |
Large Sphere | Offensive, Magical | 1 | 3* | Arcane Sphere | Defensive or Bonus | Increase Arcane Sphere's AoE size by +1 until the start of your next turn. You may triple this Skill's Mana cost to increase Arcane Sphere's AoE size by +2 instead. You may only activate this Skill once per turn. |
Centered Sphere | Offensive, Magical | 1 | 2 | Arcane Sphere | Defensive or Bonus | The center square of your Arcane Sphere deals an additional +1 damage die until the start of your next turn. |
Dense Sphere | Offensive, Magical | 1 | 4 | Arcane Sphere | Defensive or Bonus | The inside of your Arcane Sphere is treated as difficult terrain until the start of your next turn. |
Impassable Sphere | Defensive, Magical | 2 | N/A | Dense Sphere | Passive | Your Arcane Sphere is treated as a wall for the purposes of projectiles and movement into it (but not movement out of it), while Dense Sphere is active. If a spell attack passes through your sphere, reduce its damage by an amount equal to your sphere's damage. |
Create Cloud | Offensive, Magical | 2 | 4 | N/A | Primary (Concentration) | Select a Space within 16 Spaces to be the center of a 6 Space AoE which lasts as long as you maintain Concentration. This AoE has no effect from this Skill. When you activate this Skill, activate a single skill which lists this Skill as a Prerequisite as a free action with a Mana Cost of 0. Any modifications to this Skill's effect lasts until you lose Concentration. |
Smoke Cloud | Offensive, Magical, Pyromancy | 1 | 6 | Create Cloud | Any | Any creatures who start or end their turns within Create Cloud's AoE may choose to be Staggered by coughing fits until they start a turn outside of the AoE, or may choose to begin Suffocating. Reduce this Skill's Skill Point Cost by 1 if you have the skill Pyromancy. Staggered: You cannot use two chosen actions, which you choose and would otherwise be able to use. If you would become Staggered, but you are already Staggered, you instead become Stunned. Suffocating: You are running out of air. This condition worsens every round that you continue to suffocate, increasing in severity at the start of each of your turns, as indicated below. If you are able to take at least a single breath you lose this condition. If you do not need to breathe, you cannot be affected by this Condition. When this condition is caused by water, it is sometimes called drowning instead, but is in all other ways identical. Round 1: No effect. Round 2: You cannot activate magical skills. Round 3: You cannot activate magical skills. Gain -2 Total Might. Round 4: You cannot activate magical skills. Gain -4 Total Might, and -2 Total Skill. Round 5: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. Round 6: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. You become unconscious. Round 7: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. You die. |
Pyroclastic Flow | Offensive, Magical, Pyromancy | 1 | 6 | Smoke Cloud | Any | Any creatures who start or end their turns within Create Cloud's AoE take 1d8+Magic Fire Damage and become Dehydrated. |
Acid Cloud | Offensive, Magical, Vitriomancy | 1 | 6 | Create Cloud | Any | Any creatures who start or end their turns within Create Cloud's AoE take 1d4+magic Acid Damage, in addition to taking 1d4 Acid Damage each time they move at least 1 Space within this AoE. This damage is dealt to Guard, as well as to HP. Reduce this Skill's Skill Point Cost by 1 if you have the skill Vitriomancy. |
Acid Rain | Offensive, Magical, Vitriomancy | 1 | 6 | Acid Cloud | Any | Any items or objects within Create Cloud's AoE become Fragile. Any creatures with the Plant Creature Type who start or end their turns within Create Cloud's AoE take 1d4+magic Acid Damage. Acid Rain has no short term effects on other creatures, but can contribute to heart and lung problems including asthma and bronchitis in Humanoids. Fragile: Halve this object's Damage Threshold. |
Thunderstorm | Offensive, Magical, Electromancy | 1 | 6 | Create Cloud | Any | Any creatures who start or end their turns within Create Cloud's AoE take 1d20 Lighting Damage as they are struck by lightning. You may choose for them to instead take 1d8+Magic Lightning Damage. Reduce this Skill's Skill Point Cost by 1 if you have the skill Electromancy. |
Pyrocumulus Anvil | Offensive, Magical, Electromancy | 1 | 6 | Thunderstorm | Any | Any creatures who start or end their turns within Create Cloud's AoE take 1d20 Lighting Damage as they are struck by lightning. You may choose for them to instead take 1d8+Magic Lightning Damage. |
Sandstorm | Offensive, Magical, Geomancy | 1 | 6 | Create Cloud | Any | Any creatures who start or end their turns within Create Cloud's AoE take 1d10 Slashing Damage and must close their eyes or become Blind until the end of their next turn. Reduce this Skill's Skill Point Cost by 1 if you have the skill Geomancy. |
Simoom | Offensive, Magical, Geomancy | 1 | 6 | Sandstorm | Any | Any creatures who start or end their turns within Create Cloud's AoE must close their eyes or become Blind until they use an Extra Action to remove the dust from their eyes. Any creatures who end their turn within this AoE increase the stage of their Suffocation by +1 and become Dehydrated. Blind: You cannot see, and so cannot do anything which relies exclusively (or almost exclusively) on sight, such as reading, making a Ranged Attack, Dodging or Parrying, and trip, becoming Prone, if you Run. Anything which you attempt which relies heavily on sight, but is doable without it (such making a Melee Attack) is done clumsily and poorly, and is rolled at disadvantage, if applicable. You are immune to Gaze effects. Suffocating: You are running out of air. This condition worsens every round that you continue to suffocate, increasing in severity at the start of each of your turns, as indicated below. If you are able to take at least a single breath you lose this condition. If you do not need to breathe, you cannot be affected by this Condition. When this condition is caused by water, it is sometimes called drowning instead, but is in all other ways identical. Round 1: No effect. Round 2: You cannot activate magical skills. Round 3: You cannot activate magical skills. Gain -2 Total Might. Round 4: You cannot activate magical skills. Gain -4 Total Might, and -2 Total Skill. Round 5: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. Round 6: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. You become unconscious. Round 7: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. You die. Dehydrated: Gain a -1 penalty to all d20 rolls, and decrease your maximum HP by 5. You may gain this Condition any number of times. Each time you consume 1 Water, lose a single instance of this Condition. |
Fog Cloud | Offensive, Magical, Hydromancy | 1 | 6 | Create Cloud | Any | Any creatures cannot see further than 3 Spaces in any direction through Create Cloud's AoE. Any creatures who end their turn within this AoE become Wet. Reduce this Skill's Skill Point Cost by 1 if you have the skill Hydromancy. Wet: You are immune to Ignited. Once one of the following occurs, lose this condition: gain Resistant to the next instance of Fire Damage you take. Gain Vulnerability to the next instance of Lightning Damage you take. 1 Hour has passed since you received this condition. |
Thick Fog | Offensive, Magical, Hydromancy | 1 | 6 | Fog Cloud | Any | While Fog Cloud is active, and this Skill is activated within the same Create Cloud AoE, creatures cannot see through the Cloud, and creatures within that cloud become Blind. Blind: You cannot see, and so cannot do anything which relies exclusively (or almost exclusively) on sight, such as reading, making a Ranged Attack, Dodging or Parrying, and trip, becoming Prone, if you Run. Anything which you attempt which relies heavily on sight, but is doable without it (such making a Melee Attack) is done clumsily and poorly, and is rolled at disadvantage, if applicable. You are immune to Gaze effects. |
Blizzard | Offensive, Magical, Cryomancy | 1 | 6 | Create Cloud | Any | Any creatures who start or end their turns within Create Cloud's AoE takes 1d4+Magic Cold Damage. This AoE is difficult terrain. Reduce this Skill's Skill Point Cost by 1 if you have the skill Cryomancy. |
Hail Storm | Offensive, Magical, Cryomancy | 1 | 6 | Blizzard | Any | You may divide 3d10 Bludgeoning Cold Damage however you wish among any creatures within Create Cloud's AoE. You may activate this Skill as a Reaction to deal 1d10 Bludgeoning Cold Damage against a single target within this AoE. |
Cyclone | Offensive, Magical, Aeromancy | 1 | 4 | Create Cloud | Any | Any creatures who start or end their turns within Create Cloud's AoE are moved 4 Spaces towards its center. Fall Damage caused by this movement is increase by 0+Magic. Reduce this Skill's Skill Point Cost by 1 if you have the skill Aeromancy. |
Tornado | Offensive, Magical, Aeromancy | 1 | 6 | Cyclone | Any | Any creatures who start or end their turns within Create Cloud's AoE are moved 4 Spaces towards its center. Fall Damage caused by this movement is increase by 0+Magic. The center square of this AoE has no effect. |
Poison Cloud | Offensive, Magical, Venomancy | 1 | 6 | Create Cloud | Any | Any creatures who start or end their turns within Create Cloud's AoE may choose to take half of 1d4+Magic Poison Damage on the start of each of their turns and at the start of their next two turns after they start a turn outside of the AoE, or may choose to begin Suffocating. Reduce this Skill's Skill Point Cost by 1 if you have the skill Venomancy. Suffocating: You are running out of air. This condition worsens every round that you continue to suffocate, increasing in severity at the start of each of your turns, as indicated below. If you are able to take at least a single breath you lose this condition. If you do not need to breathe, you cannot be affected by this Condition. When this condition is caused by water, it is sometimes called drowning instead, but is in all other ways identical. Round 1: No effect. Round 2: You cannot activate magical skills. Round 3: You cannot activate magical skills. Gain -2 Total Might. Round 4: You cannot activate magical skills. Gain -4 Total Might, and -2 Total Skill. Round 5: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. Round 6: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. You become unconscious. Round 7: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. You die. |
Sweeping Cloud | Offensive, Magical | 1 | 6 | Create Cloud | Any, Any, Any | Move Create Cloud's cloud's AoE 3 Spaces in any direction. |
Arcane Strike | Offensive, Magical | 1 | 2 | N/A | Free (Concentration) | Your weapon attacks also deal Arcane damage while you maintain Concentration. Maintaining Concentration on this Skill costs 0 Mana. |
Arcane Striker | Offensive, Magical | 1 | N/A | Arcane Strike | Passive | Arcane Strike lasts until you choose for it to end, and does not require concentration. If you choose to maintain Arcane Strike's Concentration, your Arcane Strikes are Spell Attacks in addition to their other forms of attack, and so may add your Magic to damage in place of all other instances of Might and or Skill. |
Arcane Push |
Offensive, Magical | 1 | 3* | Arcane Strike | Defensive | While Arcane Strike is active, your weapon attacks may push your target +1 Space in any chosen direction per 3 Mana you spend to activate this Skill. |
Following Strike | Offensive, Magical | 1 | 2 | Arcane Push | Free | If your Arcane Strike moves your target, you may choose to follow them, becoming adjacent to them once they reach the end of the movement, taking the shortest possible route. |
Nothing Personal | Offensive, Magical | 1 | 3 | Following Strike | Free | When you activate Following Strike, you may choose to teleport to any square adjacent to your target instead. |
Distance Striker | Offensive, Magical | 1 | 2* | Arcane Strike | Defensive or Bonus | Arcane Strike melee attacks are treated as having +1 Reach per 2 Mana you spend to activate this Skill until the start of your next turn. |
Blasting Strike | Offensive, Magical | 1 | 2 | Arcane Strike | Free | Your Arcane Strike also deals its damage in a 1 Space AoE centered on its target, but excluding you and its target. |
Arcane Weapon | Offensive, Magical, Ex Nihilo | 1 | 2* | N/A | Any, Any, Any, Any, Reaction | Chose a Weapon Type, or two specific Weapons, chosen when you take this Skill. Create a weapon of the same Type as your chosen Weapon Type out of arcane energy. The weapon exists for 1 minute, and vanishes afterwards. If the weapon is a ranged weapon, it comes with no projectiles. This weapon cannot be a Firearm or Siege Weapon. If your weapon takes up its own space (such as a cannon) then this Skill's Mana Cost becomes 15 times the total number of Spaces the weapon occupies. |
Arcane Arsenal | Offensive, Magical, Ex Nihilo | 2 | N/A | Arcane Weapon | Passive | You may manifest any Weapon Type with Arcane Weapon (that is not Firearm or Siege Weapon). |
Loaded Arcane Weapon | Offensive, Magical, Ex Nihilo | 1 | N/A | Arcane Weapon | Passive | If your Arcane Weapon is a Blow, Bow type weapon, it comes with 20 projectiles (arrows, bolts, or ball bearings, as the weapon requires) which may be created up to 20 at a time as a free action on your turn, and you may choose to activate Arcane Weapon again to give yourself as many projectiles again, without replacing your weapon, if you so desire. If your Arcane Weapon is a firearm, it comes loaded with one round (bullet, ball, slug, or shot, as appropriate. If there are multiple options, you decide upon creation of the weapon). All projectiles and rounds vanish when your Arcane Weapon vanishes. |
Arcane Firearm | Offensive, Magical, Ex Nihilo | 1 | N/A | Arcane Weapon | Passive | Your Arcane Weapon may be a Firearm Type Weapon. |
Arcane Siege | Offensive, Magical, Ex Nihilo | 1 | N/A | Arcane Weapon | Passive | Your Arcane Weapon may be a Siege Weapon Type Weapon. |
Manipulate Weapon | Defensive, Supportive, Neuromancy, Magical | 1 | 1 | Arcane Weapon | 1 Attack | You may control an existent Arcane Weapon with your mind, compelling it to do one of the following: Parry: Choose a single target within 6 Spaces. This weapon follows the chosen target, remaining adjacent to the target and Parrying the next attack which would hit the target, using your bonuses as though you were wielding it, +1 Additional Hit. Block: Choose a single target within 6 Spaces. This weapon follows the chosen target, remaining adjacent to the target and blocking for them until it runs out of Guard, providing the appropriate Guard as though you were wielding it, +2 additional Guard. Levitate: This weapon begins to float. This weapon may move with a Levitation Speed of 6 at your command. A one handed weapon can carry any creature so long as that creature is not Small or larger, while a two handed weapon can carry any creature so long as that creature isn't Medium or larger. If this weapon moves further than 8 spaces from you, it stops levitating. |
Soaring Weapon | Mobility, Magical | 1 | N/A | Manipulate Weapon | Passive | Change Manipulate Weapon's Levitate text to the following: "This weapon begins to float. This weapon may move with a Levitation Speed of 6 at your command. A one handed weapon can carry any creature so long as that creature is not Stocky or larger, while a two handed weapon can carry any creature so long as that creature isn't Large or larger. If this weapon moves further than 10 spaces from you, it stops levitating." |
Attacking Weapon | Offensive, Magical | 1 | 3 | Manipulate Weapon | 1 Attack | Make a single attack with an Arcane Weapon. Passive: If your Arcane Weapon is Levitating (per Manipulate Weapon) then any creature which passes through its space (and/or ends their turn in its space) is attacked by that weapon. |