Wizard

Magic has its own unique mechanics and rules. Each Wizard can use one Elemental magic and one Manifold magic. Tier II spells are purchased like abilities, which can be used a limited amount of times. Tier I and III spells are purchased like skills, which either act like passives or can be used per quest. Tier II magic refreshes at the end of every encounter (unlike abilities).

 

Much like abilities, a player must work their way up to higher tiers of magic:

  • In order to gain access to the Tier II of a magic type, a player must have the Rank I of the Tier I of that magic type
  • In order to gain access to the Tier III of a magic type, the player must have spent 30 XP in that type 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. 

 

Spells cannot be used if the player is wearing inorganic armor.

 

Elemental

Hydromancy

Tier I

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. The player can only use spells for the stance they are in.

(Rank I) Changing stances during combat requires a 60 second focus.

(Rank II) Changing stances during combat requires a 20 second focus.

(Rank III) Changing stances during combat requires a 5 second focus.

Tier II

Augment

Frozen Shield (Ice)

(Self, Reach, Packet)

In addition to the DC, the target may reduce one instance of damage they receive by 5 to a minimum 0 when they choose by calling “Block”.

 

(Rank I) The target has a DC 8. 

(Rank II) The target has a DC 6.

(Rank III) The target has a DC 4.

Water Whip (Water)

(Self, Reaction, Packet, Organic Weapon)

The player can consume a cast of Water Whip to reduce an instance of damage taken to an arm by 5 to a minimum of 0 by calling “Block”, or to deal 2 damage and cause a stumble effect. The player can only have one Water Whip active at a time.

 

(Rank I) The player gets 2 casts of Water Whip. 

(Rank II) The player gets 3 casts of Water Whip. 

(Rank III) The player gets 5 casts of Water Whip. 

Vapor’s Edge (Mist)

(Reach, Packet)

 

(Rank I) The ally’s next three single-target attacks deal 2 additional damage.

(Rank II) The ally’s next three single-target attacks deal 3 additional damage.

(Rank III) The ally’s next three single-target attacks deal 4 additional damage.

Stun

Frostbite (Ice)

(Packet, Organic Weapon)

 

(Rank I) The player pins a target for 5 seconds. 

(Rank II) The player pins a target for 10 seconds.  

(Rank III) The player pins a target for 20 seconds. 

Tide (Water)

(Packet, Organic Weapon)

 

(Rank I) The player either pushes or pulls a target 5’

(Rank II) The player either pushes or pulls a target 10’

(Rank III) The player either pushes or pulls a target 20’

Cloaking Mist (Mist)

(Self, Reach, Packet)

 

(Rank I) The player cloaks a target in mist. The next stun effect that hits the target is negated.

(Rank II) The player cloaks a target in mist. The next two stun effects that hit the target are negated.

(Rank III) The player cloaks all targets within 5’ in mist. The next stun effect that hits each target is negated.

Utility

Ice Armor (Ice)

(Self, Reach, Packet)

The player gives a target 3 SP of Ice Armor. The target can focus for 5 seconds to refresh 3 SP from the Ice Armor.

 

(Rank I) Ice Armor can be refreshed two times.

(Rank II) Ice Armor can be refreshed four times.

(Rank III) Ice Armor can be refreshed for the encounter.

Wave Slash (Water)

(Gesture)

 

The player swings their weapon or arm 90 degrees, damaging and stumbling any enemy with no target or obstruction between them and the player.

 

(Rank I) The player deals 2 damage.

(Rank II) The player deals 3 damage.

(Rank III) The player deals 5 damage.

Evaporate (Mist)

(Self, Reach, Packet)

While Evaporated, the target is immune to damage and effects, cannot use items or talents, and cannot attack. The target of Evaporate can move through non-airtight objects.

 

(Rank I) The effect lasts for 5 seconds. 

(Rank II) The effect lasts for 10 seconds.

(Rank III) The effect lasts for 20 seconds.

Tier III

Disaster

Disaster can be used once per quest. 

Freeze (Ice)

(Encounter)

All enemies or allies in the encounter including the player freeze, making them immune to damage and effects, unable to move, speak, use items, attack, or use talents. The player is aware and can still speak while frozen. The player may break Freeze at any point they wish before the duration ends.

 

(Rank I)  Freeze lasts up to 15 seconds.

(Rank II) Freeze lasts up to 30 seconds.

(Rank III) Freeze lasts up to 60 seconds.

Tsunami (Water)

(Encounter, Gesture)

 

(Rank I) The player pushes all enemies in an encounter 5’ in the direction the player motions and causes a knockdown effect. 

(Rank II) The player pushes all enemies in an encounter 10’ in the direction the player motions and causes a knockdown effect. 

(Rank III) The player pushes all enemies in an encounter 20’ in the direction the player motions and causes a knockdown effect. 

Tempest (Mist)

(Encounter, Self AoE)

The player is enveloped in a swirling pillar of mist. All allies may choose to call “Evaporate” when tempest is called to go to the player. This Evaporate lasts until the ally reaches the player. The Evaporate effect automatically happens on any unconscious allies. Any ally that is within 5’ of the player adds 1 damage on single-target attacks and a DR 3 while in the radius. 

 

(Rank I) The player must focus to maintain the effect for up to 15 seconds.

(Rank II) The player must focus to maintain the effect for up to 30 seconds.

(Rank III) The player must focus to maintain the effect for up to 60 seconds.

Storm

Storm can be used once per quest. The player gains additional uses of hydromancy abilities. These additional uses do not change if the player changes stances—they are still usable while in other stances. All effects of Storm go away at the end of the encounter.

 

Any ability use that you gain from the use of Storm gains the following effect:

  • (Ice) Blizzard: After using a Storm ability, the player can give a 2 SP to a target.
  • (Water) Rainstorm: Storm abilities also cause a Knockdown effect.
  • (Mist) Dense Fog: Storm abilities can be applied through pointing.

 

(Rank I) The player gains one additional Rank I use for any hydromancy ability the player has the Rank I of.

(Rank II) The player gains one additional Rank I use for any hydromancy ability the player has the Rank I of and one additional Rank II use for any hydromancy ability the player has the Rank II of.

(Rank III) The player gains one additional hydromancy ability use at each Rank that the player has. 

Kairomancy

Tier I

Charge

To use Charge, the player adds the prefix “Charged” to the spell and calls the total damage.

 

(Rank I) The player gains 1 Charge stack for every three attacks they hit enemies with. The player can have a maximum of 4 Charge stacks. To use stacks, the player adds all of their acquired Charge stacks to any single-target damaging Kairomancy skill or ability, increasing their damage by the number of Charge stacks used. Using Charge stacks resets stacks to 0.

(Rank II) The player gains 1 Charge stack for every two attacks they hit enemies with. The player can have a maximum of 6 Charge stacks. To use Charge Stacks, the player adds all of their acquired Charge stacks to any single-target damaging Kairomancy skill or ability, increasing their damage by the number of Charge stacks used. Using Charge stacks resets stacks to 0.

(Rank III) The player gains 1 Charge stack for every attack they hit enemies with. The player can have a maximum of 12 Charge stacks. To use stacks, the player adds all of their acquired Charge stacks to any single-target damaging Kairomancy skill or ability, increasing their damage by the number of Charge stacks used. Using Charge stacks resets stacks to 0.

Tier II

Arc

(Self AoE)

The player damages and causes a stumble effect to all enemies within 5’ of the player. Arc can be used during a Bolt.

 

(Rank I) Arc deals 1 damage

(Rank II) Arc deals 3 damage

(Rank III) Arc deals 5 damage

Chain Lightning

(Packet, Organic Weapon)

When the player uses this ability they gain multiple casts of Chain Lightning that deal 2 damage. Every time the player hits an enemy with a cast they add 1 damage to their remaining casts left in that use of Chain Lightning. If any other damaging spell is used, any remaining casts are lost.

 

(Rank I) The player has 3 casts.

(Rank II) The player has 4 casts.

(Rank III) The player has 5 casts.

Lightning

(Self, Limited Range Point)

The player turns into a ball of crackling energy becoming immune to damage and effects, incapable of using items or talents. The player moves in a line but can turn every 5 seconds. The player can deal 2 damage to any enemy within 5’. The player can only deal damage to an enemy this way once per 5 seconds of bolt.  

 

(Rank I) The player can Bolt for 5 seconds.

(Rank II) The player can Bolt for 10 seconds.

(Rank III) The player can Bolt for 20 seconds.

Tier III

Ionize

(Point)

The player must focus for 15 seconds before each use of Ionize. Each time the player hits an enemy or an enemy’s weapon or shield that they have not hit since they last used Ionize, the focus is reduced by 5 seconds. Once Ionize is ready the player may point 5 Ionize damage. Alternatively, once ready the player may use Ionize to point one cast of Chain Lightning. 

 

(Rank I) The player can point 5 Ionize damage once per quest.

(Rank II) The player can point 5 Ionize damage three times per quest.

(Rank III) The player can point 5 Ionize damage six times per quest.

Thunderstorm

(Self, Packet)

Thunderstorm can be used once per quest. The player ascends into the sky, morphing into a thundercloud. While in this form, the player is immune to damage and effects, cannot use items, cannot basic attack, and must stay within 10’ of the where Thunderstorm was used, but may recenter the radius by using Bolt to move. The player can only use the specified kairomancy spells. The player also gains a pool of damage they can make attacks with. The player may stay in this form for up to 60 seconds or until they are out of Thunderstorm damage. When Thunderstorm ends, the player calls Thunderstomp, knocking down all enemies within 5' upon landing.

 

(Rank I) The player has a pool of 5 damage they may use in increments of 5 or less. The player may use Charge and Rank I kairomancy abilities.

(Rank II) The player has a pool of 15 damage they may use in increments of 5 or less.  The player may use Charge and Rank I and Rank II kairomancy abilities.

(Rank III) The player has a pool of 40 damage they may use in increments of 10 or less. The player may use Charge and all kairomancy abilities.

Pyromancy

Manifold

Avlomancy

Tier I

Life Link

(Reach)

The player can link to an ally and gains bonus effects on Avlomancy abilities used on linked allies. 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 be linked to 1 ally.

(Rank II) The player can be linked to 2 allies.

(Rank III) The player can be linked to 3 allies.

Tier II

Energy Drain

(Reach, Point, Packet, Organic Weapon)

The player uses a spell packet or organic weapon to select an enemy for Energy Drain. The spell rank must be chosen at this time; if the player misses, the spell use is consumed. Once an enemy is selected, the player can use Energy Drain on an ally target within arm’s reach. When used, the player must focus and countdown out loud while pointing to the selected enemy target. The effect lasts for up to 5 seconds, or for Life Linked targets, up to 10 seconds.

 

(Rank I) The enemy target’s base damage is reduced by 1. The ally target deals 1 additional damage on all single-target attacks for the duration.

(Rank II) The enemy target’s base damage is reduced by 2. The ally target deals 2 additional damage on all single-target attacks for the duration.

(Rank III) The enemy target’s base damage is reduced by 3. The ally target deals 3 additional damage on all single-target attacks for the duration.

Syphoning Strike

(Reach)

If the target is Life Linked, the target may choose when to use the Syphoning Strike, and its effect is doubled.

 

(Rank I) The target’s next single-target attack deals 1 additional damage. If this attack hits an enemy, the target restores 1 AP.

(Rank II) The target’s next single-target attack deals 2 additional damage. If this attack hits an enemy, the target restores 2 AP.

(Rank III) The target’s next single-target attack deals 3 additional damage. If this attack hits an enemy, the target restores 3 AP.

Undying

(Packet, Organic Weapon, Point, Reaction)

The player may use Undying on an ally within arm’s reach before they drop to 0 HP. The player can point 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 for Undying by hitting them or their weapon/shield with a spell packet or organic weapon. The spell rank must be chosen at this time; if the player misses, the spell use is consumed. The player can point the effect onto the selected enemy target when they drop to 0 HP. Enemies that are dropped to 0 HP frenzy and cannot be dropped back to 0 HP while the frenzy is active. The enemy drops to 0 HP again once the frenzy ends.

 

(Rank I) If used on an ally, the target is shaken upon reaching 0 HP. If used on an enemy, the target frenzies for 5 seconds.

(Rank II) If used on an ally, they may fight without using any talents upon reaching 0 HP. If used on an enemy, the target frenzies for 10 seconds.

(Rank III) If used on an ally, they may fight as normal upon reaching 0 HP. If used on an enemy, the target frenzies for 20 seconds.

Tier III

Energy Carom

(Self, Reach)

This spell is always active. Stacks go away between encounters. The player can earn and spend stacks of Energy Carom for various effects. 

  • The player earns stacks when
    • A target uses an Avlomancy ability effect that the player gave them.
    • The player witnesses an ally or enemy being dropped to 0 HP.
    • A Life Linked target has a talent used against them by an enemy.

(Rank I)  

The player may consume 6 stacks of Energy Carom for the following effects

  • Restore 4 AP

(Rank II) 

The player may consume 5 stacks of Energy Carom for the following effects

  • Give 5 SP
  • Restore 4 AP
  • Remedy

(Rank III) 

The player may consume 3 stacks of Energy Carom for the following effects

  • Give 5 SP
  • Revive an adventurer and restore 1HP. The player may revive themselves within 30 seconds of dropping to 0 HP. A target cannot be revived more than once per encounter.
  • Restore 4 AP
  • Remedy
  • An ally can reuse a Rank I/Rankless talent they just used
Revenant

(Reach)

The player Revives a target that has recently fallen unconscious to aid the player. A target cannot be revived more than once per encounter. The Revenant fights with the same level of awareness as they would while conscious, only speaks when prompted, and can be Dispelled. The Revenant’s HP can only be restored by AP-restoring Avlomantic effects. Revenant PCs can refuse direction from the player. The Revenant costs 1 point to raise and has 5 HP and has a base damage of 1. The player may only have one Revenant at a time.
The player has points they may use to empower their revenant:

  • Increase HP by 5 (Point cost: 1)
  • Increase base damage by 1 (Point cost: 2 (Maximum of 4 base damage))
  • When the Revenant reaches 0 HP it explodes, calling “Inundate” and dealing AoE damage in a 5’ radius (Point cost: 2 damage per 1 point)
  • The Revenant can use a talent they had access to before falling unconscious
    • Rank I (Point cost: 1)
    • Rank II (Point cost: 2)
    • Rank III (Point cost: 3)

(Rank I) The player has 4 points per quest.

(Rank II) The player has 8 points per quest.

(Rank III) The player has 14 points per quest.

Kinesiomancy

Tier I

Surge

(Packet, Organic Weapon)

After using a Kinesiomancy ability, or the first time each encounter the player uses a Kinesiomancy Tier III, the player can use a Surge. The player cannot have multiple uses of Surge at a time.

 

(Rank I) The Surge causes a stumble.

(Rank II) After using any Rank I Kinesiomancy talent the Surge causes a stumble. After using a Rank II or Rank III Kinesiomancy talent the Surge causes a 5’ push.

(Rank III) After using any Rank I or Rank II Kinesiomancy talent the Surge is either a 5’ push or a stumble. After using a Rank III Kinesiomancy talent the Surge is either a 10’ push or a Knockdown.

Tier II

Barrier

(Self)

Using Barrier again before using the damage increase breaks the damage increase. The player can choose to remove the SP early to receive the damage increase sooner.

 

(Rank I) The player gains 2 SP and adds 1 damage to their next two single target attacks after the SP is depleted.

(Rank II) The player gains 4 SP and adds 2 damage to their next two single target attacks after the SP is depleted.

(Rank III) The player gains 6 SP and adds 3 damage to their next two single target attacks after the SP is depleted.

Bind

(R1 Limited Range Point, R2 Self Cone, R3 Self AoE)

The player pins targets for 5 seconds at all ranks.

 

(Rank I) The player pins a target within 5’.

(Rank II) The player pins all enemies within a 5’ cone.

(Rank III) The player pins all enemies within 5’.

Teleportation

(R1 Packet, R2 Point, R3 Point Self AoE)

The player must focus for 5 seconds before teleporting. If the focus is interrupted, the talent is consumed. The player cannot use Teleport if it would halt a target that was halted by their Teleport within the last 3 seconds.

 

(Rank I) The player throws a packet after focusing and teleports to it.

(Rank II) The player can teleport anywhere reasonably in sight.

(Rank III) The player may teleport anywhere reasonably in sight with 10 or fewer targets who are within 5’. All targets must focus for 5 seconds before teleporting. 

Tier III

Phantom Arsenal

The player can summon Phantom Armor and a set of Phantom Weapons. A set of Phantom Weapons can include any combination of weapons and shields that can be used with two hands. The first time during a quest that a set of weapons or armor is summoned it is instantaneous. Armor points and modification uses are refreshed at the beginning and end of a quest. The player can summon the armor and weapons separately. The player can call Phantom Armor to summon the armor whenever they choose. Any armor the player is wearing is instantly doffed where they are. The player may call Phantom Weapons to summon the weapons whenever they choose. If the weapon is broken it must be resummoned to be used. If the weapon is disarmed, the player may choose to pick it up or resummon it. Resummoning a Phantom Weapon or Phantom Armor takes 15 seconds. Resummoning Phantom Armor does not restore its armor points. If an ally uses the weapon, it will behave as though the ally does not have the dexterity to wield it. An ally cannot don Phantom Armor. The Phantom Weapon has a base damage of 2, has a stun point of 6, and has a breakpoint of 8. The Phantom Armor protects for 12 AP. The Phantom Weapon cannot be broken by the player's damage. The player can instantly dismiss their Phantom Weapon or Armor at will.

 

(Rank I) The player can use 1 modification. 

(Rank II) The player can use 2 modifications.

(Rank III) The player can use 4 modifications.

 

Phantom Arsenal Modifications

The player cannot apply multiple of the same modification on a summoned item, or item pair in the case of dual wielding. A modification’s active effect can be used on either weapon, but when it is used on one of a paired summoned weapon it is consumed for both. The player may change what modifications they have on their weapons while out of combat, provided the modification effect is unused in the case of limited-usage modifications (i.e. Wieldy, Reinforced Rim, Swift Summon, etc.).

 

  • Weapons
    • Wieldy - The first two talents called that don't activate due to this weapon not hitting as required (i.e. the player missed after calling Surge) are not expended.
    • Environmental Absorption - The weapon deals 1 additional base damage when underwater or in any environment that requires resistance to function normally.
    • Case Hardening - The weapon’s breakpoint is increased by 4 and its stun point is increased by 2.
    • Sharpened - The weapon deals 1 additional base damage.
    • 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.
    • Rigid - After using a talent, this weapon deals 1 additional base damage on 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 AP is added to the armor.
    • Rebound - Anytime the player receives a melee forced-movement stun effect the player can point 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’ of the player 10’ away.
    • Environmental Resistance - The player gains one 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

(Point)

The player may use each of the listed effects.

 

(Rank I) 

  • The player can gather up to two enemies and throw them 10’ in a direction and knock them down once per quest.
  • The player can grab a human-sized/weighted object and manipulate it or throw it once per quest.
  • The player can move an ally up to 10’ once per quest.

(Rank II) 

  • The player can gather up to five enemies together and throw them 10’ in a direction and knock them down once per quest.
  • The player can grab a large object and manipulate it or throw it once per quest.
  • The player can move an ally up to 10’ twice per quest.

(Rank III) 

  • The player can gather all enemies in the encounter together and throw them 10’ in a direction and knock them down once per quest.
  • The player can grab a massive object and manipulate it or throw it once per quest.
  • The player can move an ally up to 10’ four times per quest.

Neuromancy

A player will select to be either a combat-focused Neuromancer or a non-combat focused Neuromancer. The player will only have access to the corresponding version of their Tier II and Tier III spells.

 

Mental Fortitude can be used with Elasticity, Neuromancy Tomes, or Tier III spells as indicated. Mental Fortitude is gained through Elasticity or Neuromancy Tomes only.

Tier I

Elasticity

The player may spend 1 Mental Fortitude to convert any Neuromancy ability into another Neuromancy ability of equivalent rank. Mental Fortitude refreshes every quest or over rests during a quest.

 

(Rank I) The player can use a spell they own as the Rank I of the alternative version (non-combat or combat). The player may spend higher than a Rank I of the spell as the alternate version, but the alternate version will have the Rank I effect. The player has 3 Mental Fortitude.

(Rank II) The player can use up to the Rank II of a spell that they own as the alternative version (non-combat or combat). The player may spend a Rank III of the spell as the alternate version, but the alternate version will have the Rank II effect. The player has 6 Mental Fortitude.

(Rank III) The player can use up to the Rank III of a spell that they own as the alternative version (non-combat or combat). The player has 12 Mental Fortitude.

Tier II

Ebullition

Ebullition

Fury (Combat)

(Packet, Organic Weapon)

The frenzying target will fight their way toward the specified target but will not ignore others in their path.

 

(Rank I) Causes an enemy to frenzy toward a specified ally for 5 seconds.

(Rank II) Causes an enemy to frenzy toward a specified ally for 10 seconds.

(Rank III) Causes an enemy to frenzy toward a specified ally for 20 seconds.

Emotions (Non-Combat)

(Reach, Packet)

For the Rank II and III, the player may maintain this effect as long as they do not receive damage or a stun effect.

 

(Rank I) The player causes an emotion to swell for an instant.

(Rank II) The player causes an emotion to swell in response to a specific topic or for 60 seconds.

(Rank III) The player can freely manipulate a target's emotions as long as the player does not lose sight of the target.

 

Exhaustion

Exhaustion

Narcosis (Combat)

(Packet, Organic Weapon)

The player causes an alerted target to be overcome with weariness. The target keeps their eyes open but cannot act.

(Rank I) The target rouses after 5 seconds or upon physical contact or damage.

(Rank II) The target rouses after 10 seconds or upon physical contact or damage.

(Rank III) The target rouses after 20 seconds or upon physical contact or damage.

Sleep (Non-Combat)

(Reach, Packet)

The player causes a calm target to sleep instantly. 

(Rank I) The target wakes up after a loud noise or upon physical contact.

(Rank II) The target wakes up upon physical contact.

(Rank III) The target wakes up after falling, receiving a non-Neuromancy effect, or taking damage.

Vision

If any non-combat version of a Tier II Neuromancy spell causes a target to become alerted or combative, the spell’s effect will end.

 

Vision

Decoy (Combat)

(Self, Reaction)

The effect of Decoy breaks early if the player damages a target. Decoy can only be used as a reaction to a non-talent attack from an enemy.

 

(Rank I) The player negates a non-talent attack from an enemy and makes themself invisible and inaudible for 5 seconds.

(Rank II) The player negates a non-talent attack from an enemy and makes themself invisible and inaudible for 10 seconds.

(Rank III) The player negates a non-talent attack from an enemy and makes themself invisible and inaudible for 20 seconds.

 

Visage (Non-Combat)

(Packet, Reach)

Visage lasts as long as the target is within sight of the player.

 

(Rank I) The player makes a target see and hear something that fits into a 6’ cube and lacks detail. The player cannot change what the Visage is doing once used.

(Rank II) The player makes a target see and hear up to 6 things that each fit into a 6’ cube and lack detail. These areas can be combined for a larger illusion or can be condensed into one object with detail that would fool the average person without close inspection. The player can change what the Visage(s) is doing once.

(Rank III)  The player makes a target see and hear as many things as they want that lack detail, or can make one object that is as detailed as the player can imagine. The player can freely manipulate the Visage.

Tier III

The player gets independent uses of both the combat and non-combat versions of their Tier III spell.
Domination

Charm (Combat)

(Packet, Organic Weapon)

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 each specific enemy once per encounter. The player may use 3 Mental Fortitude to charm an additional enemy. 

 

(Rank I) The player can charm one enemy per quest.

(Rank II) The player can charm two enemies per quest.

(Rank III) The player can charm four enemies per quest.

Will Control (Non-Combat)

(Packet, Reach)

Will Control can be used once per quest. The player takes a knee. A packet 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.

 

(Rank I) The player can control an enemy for 1 minute.

(Rank II) The player can control an enemy for 3 minutes.

(Rank III) The player can control an enemy for the encounter.

 

 

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.

 

(Rank I) The player can spend 1 Mental Fortitude to observe for 30 seconds.

(Rank II) The player chooses a cue word. The player will be aware whenever the Will Controlled target uses the cue word.

(Rank III) The player chooses a cue action or topic. The player will become aware whenever the Will Controlled target does the action or engages with the topic in a manner of the player’s choosing.

Hysteria

Mass Hysteria (Combat)

(Encounter)

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.

 

(Rank I) The stun effect lasts 5 seconds.

(Rank II) The stun effect lasts 10 seconds.

(Rank III) The stun effect lasts 20 seconds.

Mass Hysteria (Non-Combat)

(Packet, AoE)

Once per quest, the player chooses one Rank I effect of a Neuromancy ability to affect all chosen targets in a large area. 3 Mental Fortitude may be used to convert any Neuromancy ability into an additional use of this spell. The player calls “Mass [chosen spell] [X] foot radius”

 

(Rank I) The effect covers a 5’ radius.

(Rank II) The effect covers a 10’ radius.

(Rank III) The effect covers an enclosed area or an approximately 50’ radius.