Dark Magic (Major) When you weave a spell to inflict pain, choose two
tags and roll INT. If you do not pick any Range tags, it defaults to Hand.
✴ On a hit, deal 1d8 damage
✴ On a 7-9, deal 1d8 damage and choose one.
● You draw unwanted attention or put someone in a spot.
● The GM removes one non-range tag of their choice, and you deal -1 damage.
● The casting saps your energy, and you take -1 ongoing to INT until you have a few minutes to clear your head.
Range Tags
● Hand: A melee attack that requires you to get close enough to touch your target
● Reach: A melee attack that needs room, good for keeping enemies from getting close to you
● Near: A ranged attack, safe to use when enemies aren't on top of you
Tags
● Debilitating (half damage): Hinder or slow down enemies, but deal half damage
● Elemental (Choose one): Set your target on fire, freeze them in place, etc.
● Forceful: Knock the targets back several feet, possibly off their feet
● Piercing 1: Ignore 1 point of the target's armor
● Two Targets (-1 damage): Target two enemies at the same time, but deal one less damage.
Mage Hand (Major) You can use your mind to move objects smaller than yourself without touching them. It is easy to move objects nearby as long as they can fit in one hand. When you move an object larger than that and smaller than yourself with your mind,
roll+INT.
✴ On a 10+, you can move it wherever you want
it to go, within sight.
✴ On a 7-9, you can move it a short distance in
one direction.
You must concentrate while the object is moving.
Arcane Learning (minor) You are a font of esoteric knowledge. When you Spout Lore or Discern Realities about something magical or otherwise arcane, on a 10+ the GM will also tell you a little-known secret about the subject.
Observant (minor) When you Discern Realities about someone you can always ask the question: “What are they hiding?”