Level 2 Abilities

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Definitions

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Arcane
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Astral Dart
summon a small dart perfect for hitting small weak spots. if you roll a 16 or higher, deal double damage. Every tile after range 10, damage is -1 and DC requires +1. {| class="article-table"
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Magicians Magnifi-sight
Upon casting this spell, you can see further more clearly. Your spell range is increased by +5, and accuracy by +3 {| class="article-table"
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Spell of Fates
Whisper a poem of ancient fates summoning a random spell. Before casting this spell, you must choose your target and roll your D20. As a bonus roll, you may choose to roll to remember that spell to attempt to learn it later. Difficulty changes based on spells level and complexity.
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Earth
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Antlion Pit
Dig  under the surface of the ground. When someone moves adjacent or on you, deal damage one dice tier higher to your highest regular action ability or weapon. If a target is aware of you, they may grab you out from beneath the ground. If you have bonuses to sneak attacks, they stack. {| class="article-table"
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Animal Comunication
For 30 minutes, have basic communication with a singular chosen animal. They will be able to understand you, and give indications of answers. As animals have very limited intelligence, you may need to speak simply.
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Fire
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Firebreath
Breath warmth from your throat like a dragon dealing 1D6 damage to every target in a line for a distance of 7. When using this diagonally, use the ruler to determine which spaces count. {| class="article-table"
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Melting Arrow
Once per combat, enchant an arrow with intense magical heat which causes it to hit with a small explosion and extreme heat melting through many common metals. If you roll an 18 or higher, the target lights on fire. Any target beside the arrow suffers 2D4 damage. {| class="article-table"
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Roundhouse Spark
Wind up doing a flaming roundhouse kick to 5 adjacent spaces. Each of those spaces upon getting hit by your foot takes 1D6 damage.
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Ice
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Area Condition
Cast frost on your surroundings putting out any 9 tiles. You may even be able to cool lava at higher levels. {| class="article-table"
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Mist
Mist - Combo move made with an ice and fire ability. Together they make a mist that hampers sight in a 5 By 5 field. Can be made with two players or alone. If alone, take 1-2 stress per turn. All targets in it gain +1 Chill per turn. Anyone using ranged abilities must roll at disadvantage. {| class="article-table"
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Cleansing Beverage
Enchant and cleanse any liquid to be clean drinkable water that also lowers the drinkers stress by 5.
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Light
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Blessing of Strength
Condense light casting it upon a target blessing them with increased physical strength. All Might or Nimbleness based attacks deal 1D10 more damage for the rest of combat. {| class="article-table"
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Holy Spear
Summon a sharp ornate staff made of condensed light that you are able to use as a weapon or throw. {| class="article-table"
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Buckled Defense
Buckle yourself to another ally. All damage can be taken on behalf of the other, or split. When your buddy takes damage you may counter with a free bonus action. When you take damage for your ally, half it and always round up if not a full number. You can only tether to one target at any time. You may only walk at max 2 tiles away from your buckled ally. {| class="article-table"
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Lay on Hands
Lay your hands on an ally healing them for 3D2 stamina. {| class="article-table"
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Martyr
As a passive, if any ally within your sprint range is going to be knocked out, or killed leap in the way and take that attack instead and suffer +2 stress.


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Physical
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Backstroke
When doing a sweeping or slashing motion in a basic attack, you may hit again as a bonus action dealing half damage. {| class="article-table"
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Dire Shot
Prepare a ranged attack of any ability or ranged weapon you choose, this last stitch effort uses 2 stress, but causes the target to death roll on a D10, if it fails they suffer 2D2 instead. {| class="article-table"
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Ensnare
Plant and set up a simple hidden trap that can be magical or physical. Any target takes 1D4 damage immediately upon stepping on that tile. If they remain in the trap, they suffer 1 dice tier higher every turn at the beginning of each of their turns. Your character may learn this ability in any element, but only that element. {| class="article-table"
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Riposte
Once per combat as a bonus action, you may attempt to dodge an enemy’s attack with a bonus action, but must roll higher than the target's attack roll. If successful, you may immediately perform a basic attack and then move 1 square in any direction. {| class="article-table"
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Volley
With a bow, draw back and shoot a 5x5 of arrows dealing damage equal to your bow to every target. Range is -3 of whatever bow you use.
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Shadow
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Fog of Madness
With a limited action or by taking 3 stress, you may summon in a rolling dark fog onto the battlefield. All caught inside of it must roll, and if they roll beneath an 18 suffer 5 stress. {| class="article-table"
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Malnourish
Choose a target and sap their nutrients. When they attempt to use an ability they suffer +1 stress and suffer 1D6 damage if they roll under 15 {| class="article-table"
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Silent Slicer
Summon a dagger made of condensed shadow that when used does not make a single noise. Anyone stabbed or sliced suffers 1D6 damage. If stealthed, cause them to take a 1D12 death roll and deal double damage. You may summon, and dispel it as a free bonus action.
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Various Passives
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Picky Looter
Anytime there is random loot, you may choose from a selection of two for what you get. {| class="article-table"
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Soul Trader
When an ally fails a deathroll, you may decide to deathroll yourself in their place. Your roll is at -3 dice tiers from theirs. If you die, they then survive. If you live, you both live. {| class="article-table"
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Magical Zoologist
At the start of an encounter with a magical beast, roll to see if you familiar with it. If you are, you may deal 4 dice tiers more damage to it. The DC may change based on the rarity of the creature.
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Wind
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Wind Bomb
Compress air behind you into a blueish tinted sphere which then explodes. This explosion they launches you through the air with concussive force dealing 2D6 damage to the target plus your weight class in D4's. If you miss, you suffer the damage instead. You may also launch other creatures, but they may roll to dodge. {| class="article-table"
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Hops
After casting this, you may jump up to 8 metres high or far. If you can already jump that high, add 8 to your leap. {| class="article-table"
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Anemoi Dash
Become wind for but a second, and quickly dash up to 4 spaces without physical form. While in the form nothing can touch you.
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