====== Magister Skills ====== Magisters attempt to channel the //pure// forces of elemental magic through themselves. They have organised them into five schools, one for each accessible element, and have been broadly successful in accessing this magical power. While these spells can be cast with a minimal amount of incantation, the energy involved is taxing to the body. Each spell has an associated HP cost - reduce that from your overall number of HP when casting the spell - and may have other effects on you depending on the spell. You can reduce yourself to zero HP when casting, but only so long as you have exactly enough HP to cast the spell. (e.g. you could cast a 5HP spell if you had 5HP, but not if you had 4HP). In addition, whenever you cast a spell, your maximum HP is reduced by one (1) for the rest of the encounter. This effect stacks. If you reduce yourself to zero maximum HP in this way, you die instantly. You may only by skills from one School, and from the Ritual School. ===== Saffron School ===== ==== Basic Skills ==== === Slipping Fingers === At the cost of 1HP, you may call DISARM at range; if you do so, you must take the effects of an EXPOSE on yourself. //XP Cost: 4//\\ //Prerequisite: None//\\ === Barely Constained === At the cost of 2HP, you may call EXPOSE at range. //XP Cost: 5//\\ //Prerequisite: None//\\ === The Yellow Rage === At the cost of 3HP, you may call ENRAGE at range. //XP Cost: 6//\\ //Prerequisite: None//\\ ==== Advanced Skills ==== === Truesight === At the cost of 5HP, you may see flows of energy for one (1) encounter. Let the GM know that you are doing this, and they will inform you as to what you observe. //XP Cost: 5//\\ //Prerequisite: None//\\ === The Mask Slips === For the cost of 4HP, you may call MASS EXPOSE. //XP Cost: 6//\\ //Prerequisite: Barely Constrained//\\ === Twinned Overwhelming === For the cost of 2HP, you may call STUN at range; if you do so, you must take the effects of an ENRAGE call on yourself. //XP Cost: 7//\\ //Prerequisite: The Yellow Rage//\\ ==== Capstone Skills ==== === Energy's Heart === Two (2) times per adventure you may root yourself at one spot, and take the effects of an EXPOSE on yourself so long as you remain still. (Stillness is broken if and when one of your feet leaves the ground) So long as you are still and EXPOSED, you may call EXPOSE every five (5) seconds for the cost of 1HP. //XP Cost: 9//\\ //Prerequisite: The Mask Slips//\\ ---- ===== Cobalt School ===== ==== Basic Skills ==== === Chasing Word === At the cost of 2HP you may call DISARM at range; if you do so, you must take the effects of a MUTE on yourself. //XP Cost: 4//\\ //Prerequisite: None//\\ === Cat Got Your Tongue === At the cost of 1HP you may call MUTE at range. //XP Cost: 3//\\ //Prerequisite: None//\\ === From My Life === At the cost of 2HP you may call PARTY HEAL 2. This does not affect you. //XP Cost: 5//\\ //Prerequisite: None//\\ ==== Advanced Skills ==== === Sky's Silence === At the cost of 3HP you may call MASS MUTE. //XP Cost: 5//\\ //Prerequisite: Cat Got Your Tongue//\\ === The Thread of Life === At the cost of 5HP you may, for the duration of an encounter, be able to sense the presence of life. This is a weak glimmer for plant life, and a much stronger and insistent feeling for animal life. The GM will let you know what you can sense. //XP Cost: 6//\\ //Prerequisite: From My Life//\\ === You Shall Be Restored === At the cost of 4HP you may call PARTY HEAL 4. This does not affect you. //XP Cost: 7//\\ //Prerequisite: From My Life//\\ === Revitalisation === Once per encounter, you may call SELF HEAL FULL. As with all Magister abilities, this will reduce your maximum HP by one (1). //XP Cost: 7//\\ //Prerequisite: None//\\ ==== Capstone Skills ==== === Go On Without Me === Three (3) times per adventure, you may call PARTY HEAL FULL, then immediately take the effect of a SLAY call on yourself. You may only do this if you have at least 10HP. //XP Cost: 10//\\ //Prerequisite: You Shall Be Restored//\\ ---- ===== Carmine School ===== ==== Basic Skills ==== === My Blood for Yours === At the cost of 2HP you may call WOUND at range; if you do so, you must take the effects of a DISARM call on yourself. //XP Cost: 4//\\ //Prerequisite: None//\\ === The Coursing Red === At the cost of 2HP, you may call REPEL at range. //XP Cost: 5//\\ //Prerequisite: None//\\ === An Extension of the Arm === At the cost of 2HP, you may call DISARM at range. //XP Cost: 4//\\ //Prerequisite: None//\\ ==== Advanced Skills ==== === Our Wounds Open === At the cost of 2HP, you may call EXPOSE at range; if you do so, you must take the effects of a WOUND on yourself. //XP Cost: 5//\\ //Prerequisite: My Blood For Yours//\\ === Forwards, Ever Forwards === At the cost of 4HP, you may refresh a small to medium sized group of people to treat any mundane exhaustion they may be feeling. The GM may rule on what effects this has, but usually restores the use of a small number of calls that have physical sources (e.g. most Adept skills). //XP Cost: 7//\\ //Prerequisite: None//\\ === The Fountain Ruptures === At the cost of 6HP you may call BLAST REPEL at range. //XP Cost: 8//\\ //Prerequisite: The Coursing Red AND An Extension of the Arm//\\ ==== Capstone Skills ==== === You Weapons Desert You === Three (3) times per adventure, at the cost of 8HP, you may call ARCED EMPOWERED DISARM ALL. //XP Cost: 12//\\ //Prerequisite: The Fountain Ruptures//\\ ---- ===== Umber School ===== ==== Basic Skills ==== === Like Calls To Like === At the cost of 2HP you may call TAUNT at range; if you do so, you must take the effect of WOUND on yourself. //XP Cost: 5//\\ //Prerequisite: None//\\ === Unyielding Colour === At the cost of 3HP you may call FORTIFY at range. //XP Cost: 4//\\ //Prerequisite: None//\\ === The Body Fails === At the cost of 2HP you may call WOUND at range. //XP Cost: 4//\\ //Prerequisite: None//\\ ==== Advanced Skills ==== === The Construction Laid Bare === At the cost of 4HP you may take an item, up to the size that you can carry, and refine it down to its constituent components. This usually only works on items without magical reinforcement. Let the GM know that you are attempting it. //XP Cost: 6//\\ //Prerequisite: None//\\ === Hold The Line === At the cost of 6HP you may call MASS FORTIFY. //XP Cost: 7//\\ //Prerequisite: Unyielding Colour//\\ === Drawn To The Cracks === At the cost of 3HP you may call EXPOSE at range; if you do this, you must act as if your target had just called TAUNT on you. //XP Cost: 6//\\ //Prerequisite: Like Calls To Like//\\ ==== Capstone Skills ==== === All Things Run Down === Two (2) times per adventure, at the cost of 8HP, you may call MASS EMPOWERED WOUND LEGS. //XP Cost: 10//\\ //Prerequisite: The Body Fails//\\ ---- ===== Ivory School ===== ==== Basic Skills ==== === A Fixed Rod === At the cost of 1HP, you may call REPEL on a target at range; if you do, you must act as if that target had called TAUNT on you. //XP Cost: 4//\\ //Prerequisite: None//\\ === Blank Whiteness === At the cost of 3HP you may call STUN at range. //XP Cost: 5//\\ //Prerequisite: None//\\ === Unerring Demands === At the cost of 2HP you may call TAUNT at range. //XP Cost: 5//\\ //Prerequisite: None//\\ ==== Advanced Skills ==== === Salt the Earth === Two (2) times per adventure, at the cost of 5HP, you may make an object or small area 'barren': it can no longer be used for purpose it usually undertakes, and seems to look less vibrant and real. This state will, however, fade over time. //XP Cost: 7//\\ //Prerequisite: None//\\ === Strength Shared === At the cost of 2HP you may call FORTIFY at range; if you do so, you must take the effect of STUN on yourself. //XP Cost: 6//\\ //Prerequisite: None//\\ === Black from White === At the cost of 5HP you may call ARCED STUN. //XP Cost: 7//\\ //Prerequisite: Blank Whiteness//\\ ==== Capstone Skills ==== === Salt in the Wound === At the cost of 6HP you may call MONSTERS BACKSTAB TAUNT. //XP Cost: 10//\\ //Prerequisite: Unerring Demands//\\ ---- ===== Ritual School ===== ==== Advanced Skills ==== === Fortitude === Health expended on casting spells recovers a lot more quickly. At the end of each encounter, you may recover HP equal to half the HP you spent casting spells in that encounter. The HP you add (not the total HP) is capped at half of your max HP. //XP Cost: 8//\\ //Prerequisite: None//\\ === Ritualist === One (1) time per adventure you can, with time and application, gather stronger magical power within you to create a powerful effect. This will usually be a local, or temporary effect: powerful, but not world shaking. Tell the GM what effect you would like to achieve, and they will inform you of the outcome. This will always be very taxing to the body, often in permanent and unusual ways. //XP Cost: 8//\\ //Prerequisite: None//\\ ==== Capstone Skills ==== === Major Ritualist === One (1) time per adventure you can, with time and application, gather near inconceivable magical power within you to create a powerful effect. This has the opportunity to permanently change the world in some way. Tell the GM what effect you would like to achieve, and they will inform you of the outcome. This will always be very taxing to the body, often in permanent and unusual ways, even more so than a standard ritual. //XP Cost: 15//\\ //Prerequisite: Ritualist//\\