Symbolist
With brush and ink, with chisel, or even your very own flesh and blood, you practice drawing symbols and imbuing them with lasting magic. In so doing, you can call upon this magic later, when you need it the most. But you have gone beyond merely sketching your markings on objects you find around you. Rather than illustrating a bit of a surface or marking up a sword with runes, you turn your own body into a canvas. You have runes, sigils, and other eldritch markings tattooed on your flesh and body, and perform a special ritual that quickens their power to enhance your already impressive capabilities.
Level 7 Symbolist
Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Symbolism, Spells: One master
Magical Markings (Magical): You have two magical brands or tattoos on your body wherever you choose. You gain an additional marking at level 8 and another at level 10. For each, choose one of the following options. You can choose each option just once.
- Enhanced Strength: You make Strength rolls with 1 boon, and you impose 1 bane on rolls against your Strength.
- Enhanced Agility: You make Agility rolls with 1 boon, and you impose 1 bane on rolls against your Agility.
- Enhanced Speed: Your Speed increases by 3 and you have the Slippery trait.
- Enhanced Health: Your Health increases by 10.
- Enhanced Self–Preservation: Impose 1 bane on rolls to attack you.
- Enhanced Ferocity: Increase your supply of Bonus Damage by +2d6.
- Enhanced Instincts: You can use an additional reaction each round.
- Enhanced Prowess: You roll to attack with 1 boon.
Level 8 Symbolist
Health: +6
Spells: One master
Inscribe Spell (Magical): You can perform a ritual to inscribe up to three spells on your body. Choose the spells from any traditions, no more than one from each tier. When you finish, the spells and their castings appear somewhere on your body. They remain until you expend the last casting from them or you use this talent again.
Once per round, on your turn if you lack the confused, controlled, stunned, and unconscious afflictions, you can cast one of these spells without having to use an action to do so. However, after casting the spell, make a Strength roll. On a failure, you become vulnerable until the end of your next turn.
Once you use this talent, you lose access to it until after you rest.
Level 10 Symbolist
Health: +6
Spells: One master
Blazing Symbols (Magical): You can use this talent when you are harmed if you lack the confused, controlled, stunned, and unconscious afflictions. Bright light shines from the markings on your body for 1 minute. You impose 1 bane on rolls to attack you and rolls made against you, and you take half damage from ordinary and magical sources. You can use this talent three times. You regain expended uses after you rest.