Tempering Spells¶
Tier I
Offensive
Impact
TIER I
Body
Offensive
Reaction
Body
Offensive
Reaction
Melee Attack
Cost: Strain 1, 1 MP
The Tempered puts all their considerable power into their next melee attack within this turn.
Cost: Strain 1, 1 MP
The Tempered puts all their considerable power into their next melee attack within this turn.
Defensive
Bones of Steel
TIER I
Body
Defensive
Duration: 1 Phase
Body
Defensive
Duration: 1 Phase
SURECAST
Cost: Strain 2, 1 MP
The Tempered's body becomes significantly denser and more resilient, but fast movement becomes more exhausting.
The Tempered may end this spell as a Free Action during their own turn.
Combo: Skin of Bronze
Cost: Strain 2, 1 MP
The Tempered's body becomes significantly denser and more resilient, but fast movement becomes more exhausting.
The Tempered may end this spell as a Free Action during their own turn.
Combo: Skin of Bronze
EFFECT:
Wound Checks are eased by [Body].
Knockback effect is halved.
EN cost of Sprint and all movement skills (e.g., Charge) is doubled.
Wound Checks are eased by [Body].
Knockback effect is halved.
EN cost of Sprint and all movement skills (e.g., Charge) is doubled.
Skin of Bronze
TIER I
Body
Defensive
Duration: 1 Phase
Body
Defensive
Duration: 1 Phase
SURECAST
Cost: Strain 2, 1 MP
The Tempered circulates mana through their skin, increasing their defense in exchange for lowered mobility.
The Tempered may end this spell as a Free Action during their own turn.
Combo: Bones of Steel
Cost: Strain 2, 1 MP
The Tempered circulates mana through their skin, increasing their defense in exchange for lowered mobility.
The Tempered may end this spell as a Free Action during their own turn.
Combo: Bones of Steel
Utility
Great Leap
Heightened Senses
TIER I
Soul
Utility
Duration: 1 Phase
Soul
Utility
Duration: 1 Phase
SURECAST
Cost: Strain 1, 1 MP
The Tempered sharpens their perception to superhuman levels.
Cost: Strain 1, 1 MP
The Tempered sharpens their perception to superhuman levels.
EFFECT:
PER-MOD is increased by [Soul].
PER-MOD is increased by [Soul].
Killing Intent
TIER I
Soul
Utility
Range: 20m
EXPERTISE 1/2
Soul
Utility
Range: 20m
EXPERTISE 1/2
DC CON vs WIL
Cost: Strain 1, 1 MP
The Tempered expands their soul to smother a target with the weight of their killing intent.
Cost: Strain 1, 1 MP
The Tempered expands their soul to smother a target with the weight of their killing intent.
Looming Presence
TIER I
Soul
Utility
Range: 20m
CONCENTRATION
Soul
Utility
Range: 20m
CONCENTRATION
DC CON vs WIL
Cost: Strain 0, 1 MP
The Tempered focuses their intent on a single target, becoming a constant threatening presence in its mind.
The target may save against this spell at the point of casting, at the end of its turns, and whenever it takes a hit from a source other than the Tempered.
Cost: Strain 0, 1 MP
The Tempered focuses their intent on a single target, becoming a constant threatening presence in its mind.
The target may save against this spell at the point of casting, at the end of its turns, and whenever it takes a hit from a source other than the Tempered.
Rally
TIER I
Soul
Utility
Range: 20m
SUPPORT
Soul
Utility
Range: 20m
SUPPORT
SURECAST
Cost: Strain 0, 1 MP
The Tempered gives an ally an encouraging push with their soul, urging them forward.
No effect on self.
Cost: Strain 0, 1 MP
The Tempered gives an ally an encouraging push with their soul, urging them forward.
No effect on self.
Stomp
TIER I
Soul
Utility
Radius: 1/2/3m
EXPERTISE 1/2/3
COMBO
Soul
Utility
Radius: 1/2/3m
EXPERTISE 1/2/3
COMBO
DC CON vs DEX
Cost: Strain 1, 1 MP
The Tempered stomps the ground with immense force, causing all creatures in the area to lose balance.
Combo: Great Leap
Cost: Strain 1, 1 MP
The Tempered stomps the ground with immense force, causing all creatures in the area to lose balance.
Combo: Great Leap
Toxin Purge
TIER I
Body
Utility
Body
Utility
DC+ CON vs DC
Cost: Strain 1, 1 MP
The Tempered forces toxic substances out of their bloodstream.
Effective against Poisoned and alchemically induced status effects.
Cost: Strain 1, 1 MP
The Tempered forces toxic substances out of their bloodstream.
Effective against Poisoned and alchemically induced status effects.
EFFECT:
Removes up to [Body] toxins.
Removes up to [Body] toxins.
Ritual
Bonemending
TIER I
Body
Ritual
EXPERTISE 1/2/3
Body
Ritual
EXPERTISE 1/2/3
RITUAL
Cost: Strain 1/2/3
Cast Time: 1 Phase
The Tempered falls into a deep trance akin to Unconsciousness while repairing the worst damage their body has suffered.
Strain from this ritual is carried over into the next Phase. Using Bonemending consecutively causes 1 point of Exhaustion per use after the first.
Cost: Strain 1/2/3
Cast Time: 1 Phase
The Tempered falls into a deep trance akin to Unconsciousness while repairing the worst damage their body has suffered.
Strain from this ritual is carried over into the next Phase. Using Bonemending consecutively causes 1 point of Exhaustion per use after the first.
Tier II
Offensive
Crush
TIER II
Body
Offensive
Body
Offensive
DC CON vs CON
Cost: Strain 1, 1 MP
The Tempered ruthlessly crushes a target they are currently grappling.
Cost: Strain 1, 1 MP
The Tempered ruthlessly crushes a target they are currently grappling.
EFFECT:
[Body] × 1d6 Absolute.
SAVED:
Damage halved.
SAVED+10:
No effect.
[Body] × 1d6 Absolute.
SAVED:
Damage halved.
SAVED+10:
No effect.
Defensive
Steady
TIER II
Body
Reaction
Body
Reaction
SURECAST
Cost: Strain 1, 1 MP
The Tempered plants themselves firmly on the ground, steadying themselves against balance loss and involuntary displacement.
Cost: Strain 1, 1 MP
The Tempered plants themselves firmly on the ground, steadying themselves against balance loss and involuntary displacement.
Utility
Command
Tier II
Soul
Utility
Soul
Utility
DC CON vs WIL
Cost: Strain 1, 1 MP
The Tempered suppresses the target's soul, forcing it to execute a command that is no longer than three words.
If the command would directly cause harm to the target's allies, it has Advantage 1 on the save, or Advantage 2 if the harm would befall the target itself.
Cost: Strain 1, 1 MP
The Tempered suppresses the target's soul, forcing it to execute a command that is no longer than three words.
If the command would directly cause harm to the target's allies, it has Advantage 1 on the save, or Advantage 2 if the harm would befall the target itself.
EFFECT:
Target is forced to execute the command.
SAVED:
No effect.
Target is forced to execute the command.
SAVED:
No effect.
Fleshmending
TIER II
Body
Utility
EXPERTISE 2/3
Body
Utility
EXPERTISE 2/3
SURECAST
Cost: Strain 1, 1 MP
The Tempered briefly boosts their regenerative capabilities to mend their wounds.
If the effect die rolls lower than [Body], reroll once or set [Body] as the new result.
Cost: Strain 1, 1 MP
The Tempered briefly boosts their regenerative capabilities to mend their wounds.
If the effect die rolls lower than [Body], reroll once or set [Body] as the new result.
EFFECT:
Gain Regeneration 2/3.
Gain Regeneration 2/3.
Indomitable Body
TIER II
Body
Utility
Duration: 1 Phase
Body
Utility
Duration: 1 Phase
SURECAST
Cost: Strain 2, 2 MP
The Tempered circulates mana through their entire body, greatly enhancing its resilience.
Combo: Indomitable Soul
Cost: Strain 2, 2 MP
The Tempered circulates mana through their entire body, greatly enhancing its resilience.
Combo: Indomitable Soul
Indomitable Soul
TIER II
Soul
Utility
Duration: 1 Phase
Soul
Utility
Duration: 1 Phase
SURECAST
Cost: Strain 2, 2 MP
The Tempered focuses on their soul, greatly enhancing their ability to find and rectify irregularities.
Combo: Indomitable Body
Cost: Strain 2, 2 MP
The Tempered focuses on their soul, greatly enhancing their ability to find and rectify irregularities.
Combo: Indomitable Body
Looming Aura
TIER II
Soul
Utility
Radius: 2m
ZONE
Soul
Utility
Radius: 2m
ZONE
DC CON vs WIL
Cost: Strain 1, 2 MP
The Tempered spreads their intent throughout their surroundings, becoming nigh-impossible to ignore.
The targets may save against this spell when first entering the zone, at the start of a turn within the zone, and whenever they take a hit from a source other than the Tempered.
Cost: Strain 1, 2 MP
The Tempered spreads their intent throughout their surroundings, becoming nigh-impossible to ignore.
The targets may save against this spell when first entering the zone, at the start of a turn within the zone, and whenever they take a hit from a source other than the Tempered.
Rallying Presence
TIER I
Soul
Utility
Radius: 2m
SUPPORT
CONCENTRATION
Soul
Utility
Radius: 2m
SUPPORT
CONCENTRATION
SURECAST
Cost: Strain 1, 2 MP
The Tempered gives nearby allies an encouraging push with their soul, urging them forward.
No effect on self.
Cost: Strain 1, 2 MP
The Tempered gives nearby allies an encouraging push with their soul, urging them forward.
No effect on self.
Ritual
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