Level 3 Abilities

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Definitions
Requirements- If it is a stat, it only scales after that stat #/
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Arcane
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Arcane Rapier
Summon a nimble weapon to aid in your fight. This Rapier may be summoned or dispelled at any time, and deals 1D8 damage. If you roll a nat 20, the target suffers triple damage instead. {| class="article-table"
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Enchant Weapon
Mutter a brief spell as you wave your hand over a weapon, enchanting it with 2 extra dice tiers of damage, and an elemental tint of your choice. Some enemies may react differently to certain elements. {| class="article-table"
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Spicy Rations
Enchant 1 rations with excess magical energy and give it to an ally. Upon consumption, they cast a copy of whatever spells they use for 3 actions. They deal equal damage, and may be targeted separately. You may store up to one in your inventory at a time. {| class="article-table"
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Crystaline Amplification
Cast a spell at the ground growing a large crystal from it. Any spell that hits this becomes a 3x3 or adds 1x1 to its area. It also then deals double damage, and you may choose where the spell hits after hitting this crystal.
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Earth
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Tossimi
Using the earth to propel it, throw an ally or object, or yourself as hard as you can at a target dealing damage equivalent to the weight class of the thrown object + your Might or essence modifier for strengths. Every weight class number is an extra D6, and every “Might or Essence” proficiency bonus is also a D6. Every weight class adds +2 DC to this ability.

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Fractured Earth
Slam your feet onto the ground causing the earth beneath you to shift creating up to 3 Walls 2 metres tall, and metre thick. {| class="article-table"
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Minor Golem
Shape the earth into a small golem. You may then command the golem to do one singular action, which they will then do before falling apart into back into the earth. They each do 1D2 damage, and are 1'6" tall.
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Fire
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Ignite
Ignite a 5x5 area around you on fire. Every turn every target including yourself must roll a D20, if any roll under a 15, suffer 1D6 damage {| class="article-table"
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Flare Blitz
Propel yourself forward 5 spaces in a blaze of glory dealing 2D10 damage to a target, and suffer a quarter of that damage (rounding up) {| 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
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Blizzard
Summon a 7x7 snow cloud obscuring the vision of everyone inside or people trying to target something past, or within the storm. Any roll that requires vision and coordination is done at disadvantage. All targets inside take 2 Chill at the beginning of every turn they are inside of the storm. Has no impact on the caster. {| class="article-table"
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Frost Storm
Summon a swirling icy storm around you. For every turn someone is in it, they take 1D6 damage and 1 Chill. For every level of chill the target has, add 1 extra dice. {| class="article-table"
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Boreal Wind
Breath in channeling the god of the north wind and winter. Upon exhaling, hit your opponent with a gust of cold air dealing 1D8 damage and +2 Chill.
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Light
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Mystic Ally
At the beginning of your turn, you may split your essence into a perfect copy of yourself, now in a unique new colour and mildly transparent. You may use any ability of yours through this being for the rest of combat. They have 15 health, and silently vanish when put to 0. They are also dispelled when you go unconscious or die, {| class="article-table"
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Solas Sight
Illuminate a dark area for 2 full round, or 15 minutes outside of combat {| class="article-table"
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Guarding Arm
Create an extension of your arm surrounding an ally preventing them from taking any damage until your net turn.
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Physical
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Choke Hold
Grapple onto someone's back in an attempt to make them lose consciousness. In stealth or out of combat, this will take effect immediately in success with a DC of  10 or higher. In combat while out of stealth this move requires you to roll higher than them for 2 of their turns. For each turn you will have a roll off to decide if you stay grappled around their neck. You must roll higher, and win on ties. {| class="article-table"
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Pitchers Arm
You're well practiced in throwing things of different weights and shapes, +5 to all throws, and +3 to range. {| class="article-table"
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Brutal Duelist
When engaged with a target, you may spend a maneuver to punch/kick/etc. a target to stagger them. If successful, the targets next attack is at -5 and you gain +5 to any attack DC against that opponent until the end of your next turn.


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Shadow
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Essence Tap
Roll a d20 and deal damage, and heal yourself equal to that number. Your next 3 spells deal 2 dice tiers more, and you take 5 less damage for 3 turns. Suffer +1 tress for every cast. {| class="article-table"
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Memory Slurp
Plant your hands on a target and delve into their memory, pulling up a random event or fact within their mind. Whether or not its useful is based on the dice roll. In addition to the memory, the target suffers 1D10 damage. {| class="article-table"
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Silent Vibrations
Cast a fog over yourself that causes everything within a 5x5 area to make no sound whatsoever. You may (if you so choose) hear anything you wish, and may extend that ability to anyone else within the effected area.
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Various passives
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Heavy Hitter
Your punches deal 1D8 damage if upgrading from a static number, or 3 dice tiers higher if you already have a dice for unarmed Melee. {| class="article-table"
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Endeavoring Action
After running out of limited action, may add 3 stress instead. {| class="article-table"
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Blacksmiths Calluses
Upon crafting armour or weapons, add +3 to your attempt roll. If you roll above a 15, you may add 5 defense, 3 grit, or upgrade one dice tier.
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Wind
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Turn Around
When a target is running towards you, if they come within a 5x5 area around you, you may turn them around. They may attempt to resist. {| class="article-table"
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Thunder Strike
Leap high into the air summoning and charging electricity around you. Upon hitting the ground electrify up to 3 targets within a 7x7 area dealing 1D10 damage to each, and knocking them down. If they have metal on them, they suffer double damage. Crits allow you to hit 3 additional targets. Whenever you use this ability, suffer +2 stress {| class="article-table"
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Forced Exhalation
cast a small vacuum around a targets head in order to attempt to remove the wind from the targets lungs. This triggers 2 separate d14 death rolls in a row. If they live through both, they pass out unconscious.
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