Perks – Magic – Exclusive¶
Tier II¶
Skald
Defiance
SP Cost: 20Requirements:
Skald
Description:
Da Capo spells do not end immediately on a failed Concentration check. Instead, their variable effect is reduced by 1.
If the variable effect reaches O, the spell ends.
Summoner
Firm Bond
SP Cost: 20Requirements:
Summoner
Description:
Concentration checks for summoned elementals have Advantage 1.
Moon Warden
Luna's Guiding Hand
SP Cost: 10Requirements:
Moon Warden
Description:
The spell Sanctuary also eases Parry and Block rolls.
Moon Priest
Misereor
SP Cost: 10Requirements:
Moon Priest
Description:
May cast any Luna spell that does not require a Moonstone as a Reaction by expending a Moonstone.
Troubadour
Mostly Harmless
SP Cost: 10Requirements:
Troubadour
Description:
Hostile attack actions against the Troubadour have Disadvantage 1 while a Da Capo spell is active and the Troubadour is not isolated.
Hermetician
Practiced Hermetician
SP Cost: 20Requirements:
Hermetician
Description:
Arcane and Light spells cost 1 MP less.
Kinetician
Practiced Kinetician
SP Cost: 20Requirements:
Kinetician
Description:
Stone and Water spells cost 1 MP less.
Meteorician
Practiced Meteorician
SP Cost: 20Requirements:
Meteorician
Description:
Air and Lightning spells cost 1 MP less.
Thermician
Practiced Thermician
SP Cost: 20Requirements:
Thermician
Description:
Fire and Ice spells cost 1 MP less.
Engineer
Quick Swap
SP Cost: 10Requirements:
Engineer
Description:
The first Golem Kit spell each turn is a Free Action.
Sun Envoy
Radiant Light
SP Cost: 10Requirements:
Sun Envoy
Description:
Offensive Sol spells inflict Blinded 1 on hit and an additional stack if a damage die explodes.
Therianthrope
Second Nature
SP Cost: 10Requirements:
Therianthrope
Description:
Theriomorphosis spells do not count against the Concentration maximum.
Siren
Seduction
SP Cost: 10Requirements:
Siren
Description:
When the Siren successfully applies a status effect to any creature that is able to move, she may, as a Reaction, force it to move up to 3m toward her.
Binder
Spiritual Resilience
SP Cost: 20Requirements:
Binder
Description:
Gains Advantage 1 on WIL checks per active Binding spell.
Treewarden
Wildgrowth: Permanence
SP Cost: 10Requirements:
Treewarden
Description:
Wildgrowth now creates permanent plants. Their lifespan equals that of a normal plant of the species.
Charlatan
Whispering Shadows
SP Cost: 10Requirements:
Charlatan
Description:
Every currently summoned shadow under the Charlatan's control counts as point of origin for their bardic spells.
If cast areas overlap, the spells' effects are only applied once.
Assassin
Withering Shadows
SP Cost: 10Requirements:
Assassin
Description:
Restore 1 Nox Point (NP) for each wound caused by shadow damage.
Tier III¶
Alchimetician
Aether Mark
SP Cost: 20Requirements:
Alchimetician
Description:
Transmuted Ammunition with Aether Infusion applies the effect Aether Mark on hit.
This mark draws in hostile magic, causing Disadvantage 1 on saves against Spell Attacks and dodge rolls against Projectile Attacks, including transmuted ammunition.
The cleanse DC of this effect is equal to the Alchimetician's level. It lasts for one Phase if not cleansed.
Puppet Master
Cabinet of Illusions
SP Cost: 20Requirements:
Puppet Master
Description:
Summoned shadows are visually indistinguishable from the original creature. Using Substitution reactively does not destroy the shadow.
The Puppet Master may assume the appearance of any stored shadow of the same size class as a utility action. This illusion does not require Concentration and lasts indefinitely, but dissolves if the Puppet Master is hit and fails a concentration save, or loses consciousness for any reason.
Analyzing a disguised Puppet Master returns the values of the disguise, unless the Analyze Value is 20 or higher.
Elementalist
Channel Element
SP Cost: 20Requirements:
Elementalist
Description:
The Elementalist gains one effect reroll as well as Advantage 1 on spell attacks for the element of each currently summoned elemental.
Wayfarer
Clarity
SP Cost: 20Requirements:
Wayfarer
Description:
Inner World does not count against the Concentration maximum.
Unarmed hits during Inner World grant 1 Clarity, lasting for one Phase.
Each point of Clarity can be used as a Free Reaction to gain any one of the following effects:
- Add WIL-MOD to any physical (CON, STR, DEX) check
- Instantly perform a save against any status effect that can be regularly saved against at the beginning or end of a turn
- Swap the element of Inner World
- Gain Advantage 1 against a displacement effect, skill, or spell
Magister
Disruption Matrix
SP Cost: 20Requirements:
Magister
Description:
When you force a Concentration save for an enemy spell with an offensive spell, that save is hindered by an amount equal to the element proficiency of your offensive spell.
Gunwright
High-Energy Munitions
SP Cost: 20Requirements:
Gunwright
Description:
When dealing damage with Basic or Elemental Ammunition of any tier, the Gunwright may reroll one damage die, and one additional die for each modification made to the ammunition (e.g., Status Ammunition, Elemental Infusion).
Moon Dancer
Luna's Protective Hand
SP Cost: 10Requirements:
Moon Dancer
Description:
Sanctuary does not count against the Concentration maximum, costs 0 MP to cast, and allows parrying of magical projectiles.
Magus
Mighty Magics
SP Cost: 20Requirements:
Magus
Description:
One spell damage die may be rerolled once. You may expend a matrix crystal to reroll any number of your spell’s damage dice once.
Augur
Moonlight Cloak
SP Cost: 20Requirements:
Augur
Description:
Whenever the Augur heals a target with a Luna spell, that target gains a shield that absorbs up to [Luna] damage.
The shield value is halved for multi-target healing spells.
The shield lasts for one Phase or until it is depleted. This effect does not stack, but is refreshed by further healing.
Shadow
One with the Shadows
SP Cost: 20Requirements:
Shadow
Description:
The Shadow may cast Shadow Step as a Free Action immediately after causing at least one wound with Shadow damage.
This instance of Shadow Step does not have a regular mana cost, but instead consumes all Nox Points gained through Withering Shadows by the last attack.
Templar
Paragon
SP Cost: 20Requirements:
Templar
Description:
While concentrating on a Sol spell, the Templar gains the following effects:
- One Light damage reroll
- Resistance Void
- Saves against Unconsciousness always succeed
- Save Bonus [Sol] against magical status effects
Legate
Punish the Wicked
SP Cost: 20Requirements:
Legate
Description:
When dealing Light damage to a target, the Legate may reroll a number of damage dice equal to the amount of Lightburn stacks on the target.
For AoE spells, the highest number of stacks among all targets is used.
Virtuoso
Showtime
SP Cost: 20Requirements:
Virtuoso
Description:
Successfully applying any status effect grants the Virtuoso one point of Showtime (max. one per action).
Each point of Showtime can be used as a Free Action to achieve any one of the following effects:
- Increase the ++ value of an active Da Capo spell by 1
- Gain Clear Mind
- Gain [MPR] MP