Level 4 Abilities

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Definitions

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Arcane
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Pixie Laced Cooking
When preparing a meal, you may summon a magical dust into that meal. Once an ally eats that food, you may cast your spells through them f they are within 30 tiles. {| class="article-table"
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Quick Cast
Dip your subconscious into the river of Arcane magics and suffer 1 stress and gain a regular action on your turn. You may activate this ability until you pass out. {| class="article-table"
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Sense Magic
Close your eyes, casting this spell. When you open your eyes, magical energies within 15 meters glow.
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Earth
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Pocket Sand
With the element of surprise and earth, kick up or throw from a pouch some dust or sand into a targets eyes. They must roll with disadvantage until they can get it out of their eyes which is a DC of 14. {| class="article-table"
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Dig
Pop yourself into the ground magically shifting the earth around you. Move up to 10 spaces, pop out, and gain a bonus action to use for an ability or basic attack. {| class="article-table"
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Fungal Spray
Infect a target with spores, if they escape you may now see a trail in the air of where they have gone.
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Fire
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Flame Whip
At the beginning of your turn summon a whip made of flame dealing 1D10 damage at 2 range. {| class="article-table"
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Fire Bolt
Cast a piercing bolt of fire through a line of enemies. Your range is determined by 1D10, and deals damage equivelent to its range.
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Ice
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Syphoning Skating Rink
Summon a rink of ice around you. All enemy targets who stand on it take 2D8 damage, and you and your allies heal for that total amount. If you are hit while casting this spell, you must start over. Anyone who walks or runs on this rink must roll a 10 or higher, or they get knocked down. This ability once cast, lasts until combat and refreshes on the beginning of your turn. {| class="article-table"
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Winter's Quiet
Create a gentle fall of snow to meditate in for an hour. Once meditation is completed, gain a +3 bonus to ice ability success rolls and ice dice tiers for the rest of the day. {| class="article-table"
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Cryo-Save
When about to take a death roll, as a bonus action you may opt to freeze in a block of ice until you may be safely revived. Revival requires a skilled healer to successfully do.
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Light
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Empathy Strike
Collect the stress you have felt from the physical damage you have and focus it into a basic attack. This basic attack brings a target's health down to the same number as yours. Using the attack also heals you of all stress if successful. {| class="article-table"
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Soothe Spirits
Create a soothing glow around a target, calming them to a passive state. To succeed, you must roll higher than their Mind check. {| class="article-table"
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Brief Invisibility
In a flash of illumination, bend light around yourself making it impossible for all to see you until the end of your next turn. You can only cast this when visible.
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Physical
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Lunge
Lash forward up to 3 spaces dealing your preferred melee damage +5, then back another 3 spaces in any direction {| class="article-table"
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True Strike
Suffer 2 stress and make your next physicals attack with advantage dealing double damage. {| class="article-table"
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Wrangle
Wrestle someone to the ground and pin them, tie them, or in general subdue them and tie them up. When activating this ability, get a +2 in addition to your Might modifier and do a roll off for success. You may add +1 to your success for each point of stress you wish to take.
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Heart to Heart
Once per day inspire or display a meaningful thing to an ally giving them a D10 they can add to any roll of their choice. As long as they can hear you that is.
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Shadow
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Darken
In a 7x7 area around you, darken everything making it much more difficult to see. Everyone rolling sight based attacks rolls at disadvantage with a -3 to all success dice. -10 to your roll if it is outside during a sunny day. {| class="article-table"
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Moderate 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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Stressful Screech
Let out a horrifying screech at a nearby target giving them 1D12 stress. Adds +3 fear
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Various passives
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Workout Routine
Once per day, spend an hour training and gain 1D8 to spend on any action to a roll of your choice. You may save it to use on anything, whether damage or success. {| class="article-table"
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Dual Wield
You are capable of wielding two small or medium sized weapons at the same time with proficiency. You may strike with both hands with a singular action. {| class="article-table"
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Sympathetic Success
Whenever an ally rolls a nat 20, you gain a free bonus action afterwards.
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Wind
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Seven Sided Strike
Using a limited action or by suffering 3 stress, go around every available adjacent space of a target dealing your choice of Melee attack or 1D8 until prevented or you have moved 7 spaces. You may also hit air to get closer to a target.

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Bouncers Breeze
Summon a tough breeze knocking over a target to he space behind them.. People knocked over must use a maneuver to get up. {| class="article-table"
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Wind Dart
Cast a small imperceptible dart of air that can pierce through armour dealing 3D2
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