Level 1 Abilities

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Definitions
Verbal- has a sound or spell incantation you must speak

Non-verbal can be cast without speaking

silent - can be cast or done without making a sound

Base Dice - Base dice is a roll that for every tier of the modifier stat you have is upgraded. If you have 1 might, a base dice might ability of 1D4 becomes 1D6.
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Arcane
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Arcane Missiles
Roll only a D12 and cast the equal amount of projectiles. No D20 success dice needed. Each deals 1 damage and may be split between targets. When rolling a 12, deal double damage. No need to roll a Hit Die with this, it will always hit unless you roll a 1. Pierces through grit {| 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. {| class="article-table"
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Arcane Projectile
Once a day as a bonus action, enchant your next physical projectile to deal triple damage. Nat 20 cits stack.
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Earth
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Iron Sweat
Once per combat, at the beginning of your turn you may summon iron armour around yourself, or an adjacent ally as a free bonus action. That target may take 10 extra damage until broken or dispelled.
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Nature
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Basic Animal Companion
Tame either a magically summoned, or found animal that will listen to your commands.

Your bond will strengthen and adapt over time in order for you to gain more actions with them. Upon getting the animal companion, the Game Master will get you some abilities they can use. Companions have actions you can command them to do, or they will default to using certain abilities decided by the GM. {| class="article-table"
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Wild Shape
You have the soul of a beast, transform between that form and your own at will. Talk to the Game Master about what animal you want. To gain this, or to swap animals you must undergo a Ritual of Wild Shape.

Passive Earth/arcane
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Fire
Targets inflicted with burn suffer 1 dice tier higher fire damage. Every hit with a fire ability adds 1 rank of burn. {| class="article-table"

Fireball
Breath warmth into your hand summoning fire to manipulate. You may throw, light of fire, or expand infernos. Those hit or inside of the fire take 1D4 damage. You may downgrade to a lower Dice Tier of damage and add one more to the area of effect at any time. (1d6 to 1d4 expands the area from 1x1 to 2x2. after a 2X2 it becomes a 2x3 and so forth.) Every increased AOE adds +3 to DC

Requires body heat.

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Golden Shot
With either a summoned, or owned blunderbuss fire off a shot melting down 10 Ek per tier, dealing 1D4 damage. Owning a blunderbuss stacks the damage of both this spell and the base blunderbuss. You may burn as much Ek as you wish in a single action. {| class="article-table"
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Stylistic Spark
A common household spell used for haircuts. Its perfectly balanced in magical properties to not singe, or let off a sour smell, but seems to cut and shave hair with great ease.
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Ice
Chill - targets next dice roll has a -1 on d20 rolls and slows by 1 movement per level of chill, when a target reaches 0 movement, they must roll to avoid freezing. A chilled target may still sprint. Chill stacks on the target every time it is inflicted. {| class="article-table"

Ice Lance
Summon a lance of ice to throw like a javelin dealing 1D6 damage and pinning them for 2 turns. They suffer for 1D6 every turn it is not removed/unpinned. Every ice lance adds +2 turns to their pin, and +2 to the 10 DC might check they need to free themselves.

Range: 10 Action: Reg. DMG: 1d6 + d6/round Ice {| class="article-table"
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Icy Blast
Release a jet of frost that deals 1D6 damage. Inflicts Chill 1 - targets next dice roll has a -1 on d20 rolls and slows by 1 movement, when a target reaches 0 movement, they must roll to avoid freezing. A chilled target may still sprint. Chill stacks on the target every time it is inflicted. {| class="article-table"
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Snowball
Does what is says, not much. BUT HEY! You get to hit a bad guy in the head with a snowball! They take 1 damage and +1 Chill if they are an enemy. If they are an ally, they heal 1 and get -1 Chill.
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Radiant
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Divine Intervention
Call upon your caretaker/god of choice to re-roll  ANY  roll. The favored god/caretaker used with this ability is traditionally Solas Nuwr, the creator and caretaker of Light and Light magic. Your character must be aware of the roll/event in question. You do not need to roll to activate this. You  CANNOT  re-roll nat 1's or nat 20's. {| class="article-table"
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Fairy Light
Summon a small ball of light which illuminates 7 spaces in every directions. You may move it up to 10 spaces away from you, but it seems to have a mind of its own and may wonder off. It persists until dispelled, but takes 1 stamina every hour after the first to keep active. {| class="article-table"
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Lay on Hands
Lay your hands on an ally healing them for 1D4 stamina. Creatures of ruinous or shadow are harmed from this spell.
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Physical
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Backstab
With a knife or blade of your choice, if you sneak behind someone without their notice, or if they are preoccupied in combat, you may stab them in the back causing a D20 normal death roll and 1D4 damage. lower the death roll by as many dice tiers as you have nimbleness {| class="article-table"
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Battle Cry
Once per combat, at the beginning of your turn or as a limited, shout at a target Taunting them. When Taunted, they will attack you and only you for 3 rounds. While under this effect, they also receive double damage. They may try to break free of it if their heart stat is over 3, and roll higher than a 15. {| class="article-table"
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Charge
Run 10 spaces or into a target. Increase the Dice Tier equal to might then add how many spaces between you and your target and knocking over the target. Characters knocked over must use a Maneuver action to get up. {| class="article-table"
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Swimmer’s Lungs
You can dive and hold your breath for over 15 minutes due to intense training, and growing up near water.

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Whirlwind
With a limited action, or with a Maneuver AND a regular action, swing a melee weapon of your choice at -1 dice tier to all foes within range of your melee weapon.
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Shadow
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Minor Disguise
Cast a magical disguise over yourself changing your appearance to others. You may change the shape, sound, and size to another form. Your body may be different in this magical construct, but your stats remain the same. DC to detect is your heart + essence + your success roll. {| class="article-table"
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Minor Illusion
Create an audio illusion within a stone’s throw distance. It cannot interact with things. It can be sound OR visuals. Must have line of sight for visuals, or be within earshot for auditory. {| class="article-table"
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Sleep Assistant
Place your hands a targets head and mutter a phrase of Hypnos. Upon casting, send the target to sleep. If they are resistant to this, do a roll off with them rolling with a Mind Modifier.
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Various Passives
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Fidgety Socializer
Whenever anyone moves adjacent to you, you may move 1 tiles as a bonus action {| class="article-table"
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Inventer
You are a experienced inventor/tinkerer and know your way around assembling things. You may craft, make, or enchant things more easily and roll +5 on all attempts. You MUST compile ingredients and components. The more complex an item, the longer and harder it takes. Out of sessions, talk to your GM about your plans.

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Passive Deception
Roll an amount of D6's equal to your ranks in heart, now whenever you lie you don't need to roll deception unless you wish to. Rolling will always be considered instead of your passive deception. Players passive perception, if higher, may pick up on your lies but must insight check to make sure. At any time a player may also choose to insight check disconnected from being prompted and if they roll higher, will figure it out unless you wish to roll to try and hide.

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Staff caster
When equipped with a magic staff or wand, upgrade all spells 1 Dice Tier. If they do not have a dice tier roll with a +2 on success dice. Stacks with other bonuses. {| class="article-table"
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Steel Knuckles
Your punches now deal one Dice Tier of damage higher than any weapons you have on your person.
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Wind
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Distant Whispers
Carry a spoken message, sound of some sort in the wind. You can carry around this whisper between and around enemies to get to a distant ally on the battlefield {| class="article-table"
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Anemoi Dash
Become wind for but a second, and quickly dash up to 3 spaces plus your nimbleness without physical form. While in the form nothing can touch you. {| class="article-table"
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Tempest
Inhale deeply allowing the four winds to enter your lungs, When you exhale, blow a target back up to 10 spaces minus their weight class and deal 1D4 damage. If they hit a wall or object deal double damage. If they hit a person, deal that damage to both targets.
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Ruinous
A very evil sect of magic hidden in history, and unknown to most. In the areas where it is known about, it is highly illegal and often punishable by death. This magic element is the antithesis of nature and life itself, the opposite to every other element and as such corrupts nature and life. Those who use it abuse their own soul into becoming something monstrously less and different.