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.
Eidetic Recall Eidetic Recall Scholar Perk After studying something, you can reproduce its text, maps, symbols, and other details exactly.
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.
Engineering Engineering Crafting Perk Gain +5 to relevant crafting tests involving mechanisms, traps, gears, locks, springs, pumps, siege weapons, etc.
Chi: Warding Chi: Warding Chi Power Feedback Innate, Mana When affected by a spell, deal 3 unsoakable damage to its caster. Unsuppressed Your sorcery powers cannot be suppressed by warding enchantments.
Chi: Counterspell Chi: Counterspell Chi Power Requires Power: Chi: Warding Negate Spell Innate, Minor Cancel a spell that you are affected by. Counterspell Innate, Major, Medium Cancel a spell cast within medium range that you are aware of.
Kinesis Kinesis Sorcery - Telekinesis Kinetic Grasp Concentration, Round Telekinetically move an object up to 10 meters.Treat the carry capacity and force exerted as equivalent to an average human.The object is treated as a single geometric shape; you cannot manipulate its parts.This can be used to push, pull, lift, or throw objects, slow a falling creature, etc.Treat attacks as rank 0 Combat attacks and 1d6 damage.Surprise attacks are often possible, which may provide advantage. Kinesis Minor, Round Cast up to three simultaneous uses of Kinetic Grasp.This can alternatively be used to affect a single object that is three times as heavy.
Force Barrier Force Barrier Sorcery - Telekinesis Requires Power: Kinesis Force Barrier Minor Create an invisible barrier that deflects projectiles for a round.This barrier can affect up to a 10 meter area, or target a creature within short range.This barrier can take any shape you desire within its space.
Light Light Sorcery - Light Light Mana, Short Scene Create simple lighting effects.Includes ambient lighting, spotlights, flares, light beams, hovering lights, etc.Can attach a faint glow or marking light to a visible target.Can choose the color, focus, intensity, and simple properties of the light.The light is not bright enough to blind or distract. Light Show Minor, Scene Create a complex lighting environment up to long range.Can cast the equivalent of ten 'Create Light' spells.
Glamour Glamour Sorcery - Light Recolor Mana, Long Scene Recolor an object, outfit, surface, or willing creature.Targeting a creature can recolor their skin, hair, eye color, and similar cosmetics. Glamour Minor, Long Scene Disguise an object or outfit as something of similar size and shape.Tactile inspection may reveal the distorted shaping effects.
Refract Refract Sorcery - Light Requires Power: Light, Power: Glamour Smuggle Minor, Scene A chosen item in your possession is invisible.The item being smuggled must be worn, wielded, touched, or otherwise be on your person. Conceal Major, Scene Can make objects within a fixed {Arcana + 2} meter zone invisible. Lens Minor, Scene Create a fixed-position mirror or lens that bends light.Can produce reflections, lens effects, or grant up to 5x magnification.Can be fixed in mid-air or attached to surfaces; e.g. windows, walls, etc.Cannot be moved, but can be reshaped or altered with 'Concentration'.
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.
Protect Protect Sorcery - Prana Requires Power: Purify Taunt Evil Innate, Mana Taunt any number of chosen dark creatures within medium range.Affected creatures suffer disadvantage to all actions except attacking you.Affected creatures must half-save vs. Resolve or they must move toward you and attack. Protect Minor Target ally within long range cannot be attacked this round, directly or indirectly.Opponents cannot include the ally in an AOE effect that would negatively impact them. Sanctify Major Bless a 50 meter zone for a scene. Within the zone, dark creatures have disadvantage.Intelligent dark creatures may recognize their disadvantage and avoid the sanctified area.
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.