Mental Mastery Mental Mastery Skill Perk All mental skills gain +2 to their level cap.Cannot take another "Mastery" Perk.
Precision Casting Precision Casting Arcane Perk When you cast an area of effect spell, exclude up to two creatures from the effect.
Deep Focus Deep Focus Arcane Perk 'Concentration' can be used to maintain two 'Focus' effects simultaneously.
Flow State Flow State Arcane Perk 'Concentration' only costs half your movement instead of your full movement.
Centered Centered Arcane Perk Automatically succeed at retaining 'Concentration,' such as when you are hit by an opponent.
Subtle Casting Subtle Casting Arcane Perk Automatically succeed on any stealth tests that involve discreet spellcasting.This does not work for magic with obvious visual effects, such as combat casting.
Innate Threat Innate Threat Arcane Perk Cast up to three powers each round as long as two of them are 'Innate'.
Religion Religion Knowledge Perk Gain +5 to relevant knowledge tests involving theology, mythology, cult psychology, priestly subjects, etc.
Medicine Medicine Knowledge Perk Gain +5 to relevant knowledge tests involving anatomy, medical lore, diagnostics, treatment, surgery, tending to wounded.
Ignite Ignite Sorcery - Fire Conjure Fire Minor Conjure a 6 meter area of fire, inflicting the burning condition on victims. Spark Mana Conjure a campfire (1 meter area). Won't immediately inflict burning. Warm Mana Increase nearby temperature to a comfortable level, or cook a meal in a single round. Fire Cosmetics Focus Breathe small gouts of fire, create smoke patterns, control fire color, etc.
Control Fire Control Fire Sorcery - Fire Requires Power: Ignite Control Fire Mana, Round A 10 meter zone of fire is fully under your control.It can be expanded, doused, altered, or bounded to a chosen area of effect.This can instantly remove a burning condition from a target.You can move the zone of fire up to 4 meters each round. Torchlight Mana, Short Scene Radiate heat and light equal to a small campfire.
Heat Vision Heat Vision Sorcery - Fire Heat Vision Focus, Mana See thermal signatures. Adds +10 to detecting hidden creatures. Smoke Vision Focus You can see perfectly through smoke as though it's not present.
Superheat Superheat Sorcery - Fire Requires Power: Control Fire Solfire Focus Fire spells deal an additional +1d6 fire damage while focusing. Melt Major Cause a large, non-magical object to melt as though it has endured hours of superheated flame.The object rapidly melts like a viscous liquid, but cools too rapidly to be harmful. Laser Focus A tiny precision fire torch extends from your finger.e.g. weld items, brand inscriptions into surfaces, light tinder, etc.
Smoke Cloud Smoke Cloud Sorcery - Fire Requires Power: Ignite Smoke Cloud Minor Create a 10 meter area smoke cloud. Lasts 3 rounds.The smoke suppresses visibility. Creatures inside cannot see beyond melee range. Smoke Cloud II Major Create and reshape a 25 meter area smoke cloud. Lasts 5 rounds. Dismiss Smoke Innate, Mana Instantly dismiss an area of smoke, or move it up to 10 meters.
Inferno Inferno Sorcery - Fire Requires Power: Ignite Fire Bolt Mana Make a spellcasting attack. Deals 1d6+Arcana fire damage and inflicts burning. Fire Wave Minor Deal 1d6+Arcana fire damage to a 6 meter area. Inflict burning on victims.Can alternatively be cast as a 10 meter cone. Fire Blast Major Deal 1d6+Arcana fire damage to a 10 meter area. Inflict burning on victims.Can alternatively be cast as a 16 meter cone.
Purify Purify Sorcery - Prana Detect Status Innate, Mana Detect a target's wounds, status effects, and mental and emotional stress levels. Purify Mana Cure a target of all poisons, curses, sickness, fatigue, slowness, coldness, fear, and stuns.
Heal Heal Sorcery - Prana Requires Power: Purify Heal Minor, Touch Target creature heals 2d6 HP from wounds taken within the last short scene. Full Heal Major, Touch Heal all HP on a chosen target.This power heals lost limbs, life-threatening medical conditions, fractured spines, etc.
Area Heal Area Heal Sorcery - Prana Requires Power: Heal Group Heal Major Heal 2d6 HP on up to {Resolve + 1} targets within short range. Holy Ground Major Conjure powerful healing energies within a 25 meter area. Lasts a day.Anyone taking a long rest in Holy Ground recovers 3 HP.The affected area benefits from the same advantages as 'Sanctify' if the power is known.
Bless Bless Sorcery - Prana Requires Power: Purify Bless Major Two allies gain +2 to all skill tests for the next scene. Cannot be stacked. Buff Minor Chosen target gains +5 on a single skill test. Cannot be used retroactively.Only works for actions that complete in one round. It cannot affect extended tests. Synchronicity Major Grant yourself or a companion a special retry on a failed skill test.Target rerolls with 1d12+10 instead of a 1d20. Use the better result. Natural 12s crit.Only works for actions that complete in one round. It cannot affect extended tests.