Magic
Much like abilities, a player must work their way up to higher tiers of magic:
All Tier I and III spells are purchased as skills. The player will only be able to use their highest Rank of Tier III spell. The player must choose one of the two Tier III spells in each of their magic types and will only have access to that one Tier III of that magic. Think of it like a baby "faction" choice for that school of magic.
All spells can be cast with a spell ball or through an organic weapon unless otherwise specified. All spells used on allies can be touch cast, cast with a spell ball, or cast through an organic weapon unless otherwise specified. Spells cannot be cast if the player is wearing inorganic armor.
Tomes
Tomes are an equippable “weapon” that typically enhance a player’s magic of a specific type. A player can only have 1 tome active per encounter.
Bolt Tomes
A Bolt Tome allows the player to cast one of their types of magic as a bolt. Bolts are thrown as a spell packet that deals 3 damage.
Elemental
Manifold
Defense Tome
In order to focus and use the refreshed spells, the player must only have the Defense Tome equipped. Additionally, if the player chooses to deal damage or put away the tome, the effect will cease and all refreshed Tier II spells will no longer be usable. The Defense Tome’s effects reset at a new encounter.
Enhanced Tome
An Enhanced Tome will enhance or alter the player’s Tier I spell in some way, specified by the type of magic.
Elemental
Manifold
Other Tomes
Other tomes exist that have different effects, but they are not standard and cannot be starting items or purchased from regular vendors. Go find them!
Elemental
Stance
The player can change between one of three stances: Ice, Water, and Mist. The player selects which stance they are in when leaving town and may instantly switch between encounters.
Stun
Cloaking Mist - Mist Stance
Tide - Water Stance
Can either push or pull a target.
Frostbite - Ice Stance
Pins one foot to the ground, normal pin rules and times apply.
Augment
Vapor’s Edge - Mist Stance
The effect is applied to the ally target’s next 3 single-target attacks.
Water Whip - Water Stance
The player can consume a strike of Water Whip to negate a hit on either of their arms to deal 2 damage and cause a stumble effect. The player can only have one Water Whip active at a time.
Frozen Shield - Ice Stance
In addition to the DC, the target may reduce 1 instance of damage by 5 when they choose.
Utility
Evaporate - Mist Stance
The caster selects themselves or an ally target to evaporate into a cloud of mist, preventing them from being hit, using items, attacking, or using other talents. The target of the spell can move through non-airtight objects
(Rank III) The effect lasts for 20 seconds.
Wave Slash - Water Stance
Allows the player to swing their arm, causing damage to any enemy with no target between them and the caster and causing a stumble effect in the direction of the player’s swing.
(Rank III) 5 damage.
Ice Armor - Ice Stance
The player gives a target a Shell of Ice Armor that can take 3 damage. The target can focus for 5 seconds to refresh the Shell.
Storm
Storm can be used once per quest.
The player gains additional uses of spells. These additional uses do not change if the player changes stances, but are still usable during other stances. All effects of Storm go away at the end of the encounter.
Any spell that you gain from the use of Storm gains the following effect:
Disaster
Disaster can be used once per quest.
Tempest - Mist Stance
The player is enveloped in a swirling pillar of mist. All allies may choose to call “Evaporate” when tempest is called and go to the player. The Evaporate effect automatically happens on any unconscious allies. Any ally that is within 5’ of the player gains +1 damage and a DR 3 while in the radius.
Tsunami - Water Stance
Freeze - Ice Stance
The caster is aware and can still speak while frozen.
Charge
To use Charge, the player adds the prefix “Charged” to the spell and calls the total damage.
Arc
The player damages and causes a stumble effect to all enemies within a 5’ radius of the caster. Can be used during a Bolt.
Bolt
The player becomes untargetable, turning into a bolt of lightning. The player must walk or run in a line but can turn every 5 seconds. Any enemies in touch cast or weapon range are struck for 2 damage. Enemies can only be struck once per every 5 seconds.
Chain Lightning
The player casts 2damage a number of times in succession. Every time the player hits an enemy they add 1 damage to their remaining hits left in Chain Lightning. No other damaging spells can be used during this spell.
Thunderstorm
Thunderstorm can be used once per quest.
The player ascends into the sky, morphing into an untargetable thundercloud. While in this form the player must stay within a 10’ radius of the initial cast, but may recenter the radius if they have and use the spell Bolt to move. The player may stay in this form for up to 60 seconds or until they are out of Thunderstorm damage.The player may use any other Kairomancy spells of the equivalent rank and below the rank of Thunderstorm used.
On reentry, call Thunderstomp, knocking down all enemies in a 5' radius.
Ionize
The player must focus for 15 seconds before each use of Ionize. This focus is reduced by 5 seconds per unique enemy hit between each instance of Ionize. Once Ionize is ready the player may point cast 5 Ionize damage a number of times, depending on rank, per quest. Alternatively, once ready the player may use Ionize to point cast one strike of damage from any Chain Lightning they cast.
Building Flame
The player gains a stack of building flame after 6 successful attacks against enemies. This increases the player’s Pyromancy damage by 1 per stack of Building Flame for the duration of the encounter.
Ember
Adds +1 damage to the next attacks. Attacks also benefit from Building Flame increases. Successful hits each count as an additional (total of 2, one for the attack one for the spell) successful attack for building flame.
Fire Breath
The player must catch their breath for 3 seconds after using Fire Breath.
Incinerate
The player can only cast Incinerate on targets within touch-cast range and must cool down for 2 seconds before casting again.
Immolate
The player must focus for 5 seconds to summon a ring of heated ground with a 5’ radius. As long as the player remains in that ring they may cast Immolate as often as they would like. While in the ring the player may focus to use Immolate at a higher damage, increasing by 1 damage per second of focus to a max of 8 damage. The damage amount resets after a cast. If the player leaves the ring it dissipates and they must focus for 5 seconds to summon a new ring. Additional damage from Building Flame can only be added when Immolate reaches 8 damage.
(Rank III) The damage starts at 5.
Inferno
Inferno can be used once per quest.
A fiery explosion erupts from the player, dealing damage to all enemies in the encounter.
Manifold
Surge
After using a Kinesiomancy spell, the player can cause a stun effect through a weapon or spell packet.
(Rank I) After using any Kinesiomancy spell the player may cast a stumble.
(Rank II) After using any Rank I Kinesiomancy spell the player may cast a stumble. After using a Rank II they may cast a 5’ knockback.
(Rank III) After using any Rank I or Rank II Kinesiomancy spell the player may either cast a 5’ knockback or a stumble. After using a Rank III spell they may cast either a 10’ knockback or a knock down.
Bind
The player pins targets for 5 seconds at all ranks.
Barrier
Using Barrier again before using the damage increase cancels the damage increase. The player can choose to remove the shell early to receive the damage increase sooner.
Teleportation
The player must focus for 5 seconds before teleporting.
Phantom Arsenal
The player can summon a Phantom Armor, a Phantom Weapon, and/or a Phantom shield.
The first time during a quest that a weapon, shield, or armor is summoned it is instantaneous. Armor points are refreshed at the beginning and end of a quest. The player can summon the armor, shield, and weapon separately. The player may call Phantom Armor to summon the armor whenever they choose, but they must shed the armor they’re currently wearing. The player may call Phantom Weapon to summon the weapon and/or shield whenever they choose. If the weapon or shield is broken it must be resummoned to be used. If the weapon or shield is disarmed, the player may choose to pick it back up or resummon it by focusing for 15 seconds. If an ally target uses the weapon, it will behave as a weapon wielded without weapon dexterity by the target. The player may apply modification points in any configuration.
Default Stats:
The Phantom Weapon swings for 2, has a stun point of 6, and has a breakpoint of 8.
The Phantom Shield has stun point of 6 and break point of 8.
The Phantom Armor protects for 12 AP. The Phantom Weapon comes with the shockproof modification.
Phantom Arsenal Modifications
The player can only apply unique modifications once per summoned item, or per item pair in the case of dual wielding. If the modification slot’s active effect is used on one of a paired summoned weapon it is consumed for both and can be used by either. The player may change what modifications they have on their weapons while out of combat, provided the modification slot effect is unused in the case of limited-usage modifications (i.e. Wieldy, Reinforced Rim, Swift Summon, etc.). Modifications are listed below:
Weapons
Wieldy - The first two spells called that don't activate due to this weapon not hitting as required (i.e. the player missed after calling surge) is not expended.
Environmental Absorption - The base weapon damage is increased by 1 underwater or in any environment that requires resistance to function normally.
Case Hardening - The weapon’s breakpoint is increased by 4 and stun point by 2.
Sharpened - The weapon’s base damage is increased by 1.
Precision Crafted - The weapon’s damage can only be reduced by the wielder.
Multi-function - The weapon can be shaped in such a way as to be used effectively as another type of tool. Options: Pickaxe, trowel, hammer.
Rigid - After using a spell, this weapon does +1 base damage to the next attack.
Swift Summon - The player can resummon the weapon once instantaneously. Subsequent resummoning of the weapon takes 10 seconds.
Armor
Hardened - DR 1 is added to the armor.
Annealed - DC 5 is added to the armor.
Durable - 6 durability is added to the armor.
Rebound - Anytime the player receives a melee-forced movement stun effect the player can point cast it back to the target that dealt it. The player still receives the effect.
Unstable Collapse - When each section of armor breaks the player can push all enemies within 5’ in a cone or circle around the player 10’ away.
Environmental Resistance - The player gains 1 level of additive environmental resistance of their choice.
Shield
Reinforced Rim - If the shield is broken, hits to the shield count as hits to that arm, but with an additive DR 2.
Shock-Absorbing Cover - Halves the length (rounding up) of the stun effect incurred when this shield’s stun point is reached.
Custom Bracing - Can change the stun effect of a shield to a different shield stun effect.
Telekinesis
The player may use each of the listed effects once per quest.
(Rank I)
(Rank II)
(Rank III)
Life Link
The player can link to an ally for bonus effects on Tier II spells. Between encounters the player can unlink and relink instantaneously. During combat the player can unlink instantaneously, but to link to a new ally both the player and ally must remain focused for 30 seconds.
(Rank I) The player can link to 1 ally.
(Rank II) The player can link to 2 allies.
(Rank III) The player can link to 3 allies.
Energy Drain
The player uses a spell packet to select an enemy for Energy Drain. The spell rank must be chosen at this time and if the packet misses, the spell is consumed. Once an enemy is selected, the player can touch cast Energy Drain onto an ally target. When cast, the player must focus and countdown out loud while pointing to the selected enemy target. Effect lasts for 5 seconds, or 10 for seconds to Life Linked targets.
Undying
The player may use Undying on an ally target within touch cast range before they drop to 0. The player can point cast Undying onto Life Linked targets. The effect lasts for 10 seconds at all ranks for non-life linked allies; for Life Linked allies the effect lasts for 20 seconds instead. The player can select an enemy target for Undying by hitting them with a spell packet or weapon at or before dropping to 0; if the player misses or the attack blocked, the spell is still consumed. Spell rank is chosen when choosing the target. The player can point cast the effect onto the selected enemy target when they drop to 0. Enemies that are dropped to 0 frenzy and cannot be dropped back to 0 while the frenzy is active. The enemy drops to 0 again once the frenzy ends.
Syphoning Strike
If the target is Life Linked, the target may choose when to use the Syphoning Strike, and its effect is doubled.
Revenant
The player may only have one Revenant at a time. The player raises a target that has been recently knocked unconscious to aid the caster as their Revenant. The Revenant fights with the same level of awareness as they had before dropping, can only be healed by Avlomancy, only responds, and can be dispelled. Revenant PCs can refuse direction from the player. The player has points depending on rank that they may use to empower their revenant:
Each Revenant costs 1 point to raise and is raised with base stats of 5 HP with a swing of 1.
Energy Carom
This spell is always active and stacks go away between encounters. The player can earn and spend stacks of Energy Carom for various effects.
The player earns stacks when:
The target may consume their stacks in the following ways depending on rank:
Elasticity
The player may spend 1 Mental Fortitude to convert any Tier II Neuromancy spell into another Tier II Neuromancy spell of the equivalent rank. Mental Fortitude refreshes every quest or over rests during a quest.
Vision
Decoy - Combat
The effect breaks early if the neuromancer damages the target.
Visage - Non-Combat
Visage lasts as long as the target is within sight of the caster.
Exhaustion
Narcosis - Combat
The player causes an alerted target to be overcome with weariness. The target keeps their eyes open but cannot act.
Sleep - Non-Combat
The player causes a calm target to sleep instantly.
Ebullition
Fury - Combat
The frenzying target will fight their way toward the specified target but will not ignore others in their path.
Emotions - Non-Combat
For the Rank II and III, the player may maintain this effect as long as they do not receive damage or a stun effect.
Dominate
Charm - Combat
Allows the player to issue a command to an enemy that they must obey. These commands can only be “Defend a person/area for 60 seconds,” or “Attack a person for 30 seconds.” If an ally attacks the Charmed enemy the spell ends. The player may use one Mental Fortitude to command a Charmed enemy to “Use a talent”; if the Charmed enemy does not have a talent to use, the Mental Fortitude isn’t consumed. Some light communication is allowed, as the Charmed enemy sees the player as an ally while Charmed. The player can only Charm one enemy at a time. The player can only Charm an individual enemy once per encounter. The player may use 3 Mental Fortitude to Charm an additional enemy.
Will Control - Non-Combat
Will Control can be used once per quest.
The player must hit the enemy with a spell ball and the enemy must not be alerted otherwise. If successful, the player takes a knee. The spell ball must be placed at the foot of the player as the player’s corporeal representation; the player follows the enemy to give commands. The connection is terminated when one of the following happens: damage is done to the player or the enemy, the enemy is put into immediate danger (i.e. near a cliff or in the path of a deadly object), the player voluntarily releases the enemy, or time runs out. The player may use a Mental Fortitude to extend the Will Control for an additional 30 seconds or to tell the controlled person to act with their own knowledge in their normal manner. For example, the player can ask the Will Controlled enemy to open a safe that the enemy knows the password for or to greet a coworker in a way that avoids suspicion. However, telling the Will Controlled enemy to write down the password wouldn’t work.
Alternatively the player can use the spell to latch onto a target’s consciousness. The player remains conscious and acts as normal but can spend a Mental Fortitude to tune in and observe through the Will Controlled target’s senses for 30 seconds. The Will Control effect lasts an in-game day, and while it is active the player cannot use Will Control on anyone else.
Hysteria
Mass Hysteria - Combat
Once per quest, the player causes every enemy in the encounter to be affected by one of these stun effects: Blind, Pin, Shaken, Knockdown, or Disarm. The player calls “Mass [chosen stun effect] [X] seconds” to use the talent.
Mass Hysteria - Non-Combat
Once per quest, the player chooses one Rank I effect of a Tier II Neuromancy spell to affect all chosen targets in a large area. 3 Mental Fortitude may be used to convert any Tier II Neuromancy spell into an additional use of this spell. The player calls “Mass [chosen spell] [X] foot radius”