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Path of Craft

Conjuring Mastery - You never have to make a magic check to conjure anything you can hold in one hand, or to graft forms on the spell. It still takes time, though.
Detailed Constructs - Your constructs brim with life. You never suffer Disadvantage because of adding details to constructed creations or summons.
Dispelling Mastery - Whenever you dispel a magical effect without the Reinforced form, you gain Advantage on your magic checks.
Divining Mastery - Any time you use Divining to find something you’ve touched before, you don’t have to make a magic check to cast the spell or graft forms onto it. It still takes time, though.
Enchantment Mastery - Your enchantments tend to linger with people. They continue to feel or remember things the way you want after you leave them, but the feeling or memory takes on dreamlike qualities and fades if the subject stops to think about it or if ze has any reason to challenge it.
Familiar - You’ve established a mystical connection to an animal or living creature. Your link allows you to perceive, as well as targeting and maintaining spells through your familiar’s senses, as well as your own. It also lets you communicate telepathically with the familiar over any distance. The familiar does not age while it enjoys the power of your mystical connection; otherwise it is an ordinary specimen of its type. Any time the familiar takes injury, you suffer mental Trauma of an equal level. If it dies, you are rendered unconscious but not killed.
Fast Spells - Any time you cast a spell quickly, you do not suffer Disadvantage to your casting check. All the other requirements still apply.
Flame Mastery - Whenever you deal damage with a flame spell, increase the harm by +1 Wound.
Grand Spells - Any time you graft the Size form onto a spell, the first level increases your maximum target size by 20 times instead of 10.
Hardened Spells - Any time you graft the Reinforced form onto a spell, the first level of reinforcement counts as two levels.
Ice Mastery - Whenever you deal damage with an ice spell, the target is also slowed down for the rest of combat. Anyone attacking hir or dodging hir attacks gains Advantage.
Illusion Mastery - You have a knack for creating multi-sense and detailed illusions that stand up to scrutiny, and never suffer Disadvantage for anything but the most complex of illusions.
Interactive Illusions - You’re able to infuse your illusions with that spark of life that most phantoms lack. Although you suffer Disadvantage on your casting check for it, you can choose to set up a phantom to interact with people or creatures unsupervised in any manner you choose. Unless you quicken it, the phantom still has to remain within your presence.
Lightning Mastery - Whenever you deal damage with a lightning spell, the target also falls down and is stunned for the next round.
Powerful Spells - Any time you graft the Power form onto a spell, the first level of power increases the effect by 3x instead of 2x.
Secret Spells - When you cast a spell, you can accept Disadvantage on the casting check in order to make it harder to detect. As long as you make a full or partial success on the check, the radius for detecting the spell is halved.
Scrying Mastery - You’re very skilled at sending senses. You never suffer Disadvantage for scrying with multiple senses, although you may still suffer it if you target a place you’ve never been before.
Trained Wizard - You can use the Quickening technique to extend the duration of your spells and you have access to advanced forms.
Warding Mastery - You have the ability to create selective wards. When you create a ward, you can choose to allow some people through it but not others.
Wide Spells - Any time you graft the Area form onto a spell, the first level can affect up to two rooms or two sports fields instead of just one.

These talents require the Trained Wizard talent.

Abjuration Mastery - Casting Abjuration spells on yourself takes no time and, barring extraordinary circumstances, is always successful. Grafting forms onto an Abjuration still takes time, however. (This means you can raise an Abjuration spell on yourself before you apply an injury.)
Apportation Mastery - Any time you use Apportation on an object you can hold in one hand, you move it so quickly that it can’t be intercepted except by magic.
Discernment Mastery - Whenever you use Discernment successfully, you can always choose whether your target is aware of the intrusion or not.
Dynamism Mastery - Whenever you cast a Dynamism spell, you gain a free Power form on the base spell.
Lesser Quickening Mastery - You can quicken one spell up to Tier 2 (if you’re using the optional Tier rules) without having to use an injury slot.
Quickening Mastery (Requires Lesser Quickening Mastery) - You can quicken one spell up to Tier 3 (if you’re using the optional Tier rules) without having to use an injury slot. This stacks with the free spell granted by Lesser Quickening Mastery.
Summoning Mastery - Your summoned servants are smarter than those of other wizards. They can follow ambiguous directions, and they react intelligently to unexpected circumstances.
Teleportation Mastery - Your Teleportation spells have a base mass equal to twice your own.
Trained Spellweaver - You can use the Spellweaving technique to implant a spell or magical effect into an item.
Transformation Mastery - Any time you transform an object or creature, as a free option you can grant it 1 bonus level of Resilience for the duration of the spell.

Advanced Talents: (These talents require an advanced raise.)

Greater Quickening Mastery - You can quicken one spell up to Tier 4 (if you’re using the optional Tier rules) without having to use an injury slot. This stacks with the free spells granted by Quickening Mastery and Lesser Quickening Mastery.
Intelligent Familiar - (Requires Familiar) Your familiar is granted supernatural understanding by the power of your bond, making it much more intelligent than a normal specimen of its species. It can make any Knowledge-related general check as if it were Trained in the focus.
Protected Familiar - (Requires Familiar) Your familiar is granted supernatural protection by the power of your bond, protecting it from physical harm. It gains +2 Armor against all physical harm. In addition, as long as you’re in physical contact with the creature, you gain +1 Armor against physical harm.
Psychic Crush - Every time you inflict mental damage with a spell, add +1 Trauma. This stacks with the bonus from other talents.
Quiet Caster - Any time you cast a spell, you can accept Disadvantage on the check to cast it without the spoken incantation.
Still Caster - Any time you cast a spell, you can accept Disadvantage on the check to cast it without the required hand gestures.
Strong Familiar - (Requires Familiar) Your familiar is granted supernatural strength by the power of your bond, making it much more powerful than a normal specimen of its species. It inflicts +1 Wound with its natural weapons and can make any physical general check as if it were Trained in the focus.
War Caster - Every time you inflict physical damage with a spell, add +1 Wound. This stacks with the bonus from other talents.