Perks – Magic – Exclusive

Tier II

Skald

Defiance

SP Cost: 20
Requirements:
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: 20
Requirements:
Summoner
Description:
Concentration checks for summoned elementals have Advantage 1.

Moon Warden

Luna's Guiding Hand

SP Cost: 10
Requirements:
Moon Warden
Description:
The spell Sanctuary also eases Parry and Block rolls.

Moon Priest

Misereor

SP Cost: 10
Requirements:
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: 10
Requirements:
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: 20
Requirements:
Hermetician
Description:
Arcane and Light spells cost 1 MP less.

Kinetician

Practiced Kinetician

SP Cost: 20
Requirements:
Kinetician
Description:
Stone and Water spells cost 1 MP less.

Meteorician

Practiced Meteorician

SP Cost: 20
Requirements:
Meteorician
Description:
Air and Lightning spells cost 1 MP less.

Thermician

Practiced Thermician

SP Cost: 20
Requirements:
Thermician
Description:
Fire and Ice spells cost 1 MP less.

Engineer

Quick Swap

SP Cost: 10
Requirements:
Engineer
Description:
The first Golem Kit spell each turn is a Free Action.

Sun Envoy

Radiant Light

SP Cost: 10
Requirements:
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: 10
Requirements:
Therianthrope
Description:
Theriomorphosis spells do not count against the Concentration maximum.

Siren

Seduction

SP Cost: 10
Requirements:
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: 20
Requirements:
Binder
Description:
Gains Advantage 1 on WIL checks per active Binding spell.

Treewarden

Wildgrowth: Permanence

SP Cost: 10
Requirements:
Treewarden
Description:
Wildgrowth now creates permanent plants. Their lifespan equals that of a normal plant of the species.

Charlatan

Whispering Shadows

SP Cost: 10
Requirements:
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: 10
Requirements:
Assassin
Description:
Restore 1 Nox Point (NP) for each wound caused by shadow damage.

Tier III

Alchimetician

Aether Mark

SP Cost: 20
Requirements:
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: 20
Requirements:
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: 20
Requirements:
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: 20
Requirements:
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: 20
Requirements:
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: 20
Requirements:
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: 10
Requirements:
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: 20
Requirements:
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: 20
Requirements:
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: 20
Requirements:
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: 20
Requirements:
Templar
Description:
While concentrating on a Sol spell, the Templar gains the following effects:

Legate

Punish the Wicked

SP Cost: 20
Requirements:
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: 20
Requirements:
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
Showtime expires after one Phase.

Banshee

Soul Hook

SP Cost: 20
Requirements:
Banshee
Description:
The perk Seduction now also triggers whenever a creature fails a save against one of the Banshee's status effects.
The Banshee may force the target to move in any direction, instead of only towards themselves.