Level 5 Abilities

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Definitions

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Arcane
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Serpent Arsenal
Toss down a weapon turning it into a snake you may command. On your turn as a bonus action, the summoned Steel Snake may move 7 space and attack once dealing 1 dice tier higher than the weapon it was summoned from. {| class="article-table"
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Arcane Binds
Extend your hand forwards and shoot out binds in an attempt to restrain a character. They must roll a 19 or higher on a Might check, or be restrained. The DC on this spell increases {| class="article-table"
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Arcane Display
Unlease a display of magical prowess and power of your own description and choice in an attempt to intimidate all enemies who witness it. If successful, grant 1 level of Fear for even level of essence you have.

Fear - Every tier is a -1 to hit targets you are scared of, and +1 stress for every 3 levels of fear.
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Earth
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Earth Slide
Once per day using any type of action, move all tiles within a 9x9 area up to 5 spaces. Do this by shifting the very erath under everyone's feet which deas +3 stress to you. {| class="article-table"
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Earth Armour
Slam your foot against the ground causing causing chunks of stone to fly around you like a suit of armour slowing you down by 3, but boosting your grit by 10. This armour breaks after it takes 50 damage. {| class="article-table"
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Weigh down
Fire chunks of rock at a target. For every successful rock, slow down the target by 2 move speed, and -2 to any Nimbleness based abilities.
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Fire
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Flash Dash
Once per combat, when you are about to get hit, dash away 3 tiles with a blinding light causing nearby targets to roll with disadvantage for 1 turn. {| class="article-table"
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Heat Vision
Mutter an incantation causing your eyes to see in basic thermal vision. You cannot see through walls. {| class="article-table"
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Internal Insulation
You may ignore 3 levels of Chill due to your natural increased body temperature.
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Ice
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Frigid Coat
Fire damage deals Half damage to you. {| class="article-table"
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Frozen Landscape
In battlefields where an ice spell has already been cast, or frigid locations, your ice spells deal 1D8 more damage. {| class="article-table"
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Ice Wall
raise a wall of ice that can deflect attacks, or give you a vantage point. Wall has 5D10 total health and may be divided/spread out in as many squares as te caster desires, and can be broken. {| class="article-table"
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Freeze
Freeze a target in a solid block of ice. Fire magic may be used to free them, or the caster may release them from the iceberg by casting the same spell at it again. If the spell fails +5 chill

- Chill effect - 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 fighting freeze may still sprint. . Chill stacks on the target every time it is inflicted.
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Light
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Inner Light
A magical element born out of those who have achieved a level of inner peace. Many seek to achieve this, but few truly master it. +3 dice tiers, and +3 to success dice on all light abilities. You may use a limited Light spell as a regular action once per combat. {| class="article-table"
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Glowing Wind
Send a calming revitalizing breeze to a 3x3 area on the board. Any ally inside is headed 3D6. {| class="article-table"
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Nutritious Light
Shine a light from your palm onto a plant growing it more rapidly and to a larger size than it can achieve naturally.
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Physical
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Shield Piercer
Using a limited action while wielding a large sized weapon or bigger, deliver a devastating blow to an enemy, breaking/ignoring a shield or chosen piece of armour for the rest of comat. If the roll is above 21, stagger the target. {| class="article-table"
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Reflect
Once per combat, with a limited action, you may reflect an attack directed at you back at the caster dealing double damage. {| class="article-table"
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Harrowing Blade
Once per combat, perform three attacks against an opponent. If that opponent is killed by the attacks, may make an intimidation check against all remaining enemies. Adds levels of fear based on difficulty of enemy vanquished. Every tier is a -1 to hit targets are scared of, +1 stress for every 3 levels of fear.

The caster suffer 3 stress after successfully using this ability. {| class="article-table"
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Arrow's Eye
Gain +5 to all arrow based rolls, ignore 5 grit with every attack, and add 1 range. Every point in nimbleness adds +1 range.
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Shadow
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Dream Bane
Plunge into someone's mind and give them 1D10 of stress. If they are awake you suffer the stress as well. {| class="article-table"
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Sacrifice Spirit
Condense every portion of your being into a magical explosion which will instantly kill yourself, and destroy your soul. Everyone in a 11x11 area will brutal deathroll on a D100. Unless they roll a 100, they die. If you are interrupted while charged, it will end the cast, and you will drop to the floor knocked down with +8 stress. Takes 2 full rounds to finish. {| class="article-table"
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Shadowed Assassin
All shadow and stealth abilities are rolled with 2D20, counting the total as your success dice. Nat 1 will trump any nat 20's
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Various passives
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Good Cook
Any cooking you do may have a random positive potion effect in it if you roll above a 20 when cooking, and when consumed counts as 2 rations instead of 1. {| class="article-table"
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Observational Learner
Any ability you see done, you may attempt to learn. If you fail an attempt you cannot attempt until you see the ability being cast once again. {| class="article-table"
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Rittle Shangler
You are an amazingly skilled liar. Roll an additional +5 for deception.
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Wind
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Deep Lungs
Your lungs are extra efficient granting +3 for sprint, wind spells, and an extra 10 minutes of holding your breath. {| class="article-table"
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Deathly Fog
Roll out a poisonous fog causing all in a 5x5 area to D14 death roll. {| class="article-table"
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Howling Winds
Cause the winds on the battlefield to make an intimidating sound causing +2 fear to all who hear it and are fooled by it.
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