War

Most magicians lack the martial prowess of warriors and their ilk. While magicians throw fireballs and hurl lightning from their fingertips, most would rather be anywhere else than in the thick of a fight with a bar of sharpened iron standing between them and certain death. The War tradition arose from a demand to even the odds, to give magicians a fighting chance when they find themselves low on spells and in the middle of a battlefield.

War Talents

ARCANE WARRIOR (Magical): You can substitute Intellect or Will for the attribute you would normally use for rolls to attack. You roll to attack with 1 boon. And your supply of Bonus Damage dice becomes 1 if it’s less than 1. At level 3, your supply of Bonus Damage dice becomes 2 if it’s less than 2. At level 7, your supply of Bonus Damage dice becomes 4 if it’s less than 4.
OCCULT STRIKE (Magical): You can use a reaction when you get a failure on a roll to attack to harm a different target. Target one creature or object within 5 yards of the target you attacked. The new target takes 2d6 damage (or 4d6 at level 3, or 6d6 at level 7). Once you use this talent, you lose access to it for 1 minute.
SWIFT ADVANCE (Magical): If you are not injured and you lack the confused, controlled, held, slowed, stunned, and unconscious afflictions, you can use this talent at the start of your turn. Until the end of your turn, increase your Speed by 10 and gain the Slippery trait.
UNCANNY BLOCK (Magical): You can use a reaction when a creature you can see attacks you to block the attack. Roll a d20 and subtract the number rolled from the result of the attacker’s roll. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.

Novice War Spells


Cascade of Strikes

Castings: 1
Target: Any number of creatures in one Size 5 space centered on you
Duration: Instant
You spring into motion, striking at all foes at once. Each target takes 1d6 damage and then makes a Strength roll. On a failure, the target takes an extra 2d6 damage.

Celeritous Moves

Castings: 1, reaction when you move at least 1 yard
Target: You
Duration: 1 minute
You pick up speed until you leave tracers when you move. Increase your Speed by 5, roll to attack with 1 boon, and gain the Slippery trait.

Concussion Strike

Castings: 1, reaction when you get a success on a roll to attack
Target: Each enemy inside a Size 5 space centered on you other than the target of the attack that enabled the casting of this spell
Duration: Instant
A concussive wave erupts from the target of your attack. Each target makes a Strength roll. On a failure, it takes 2d6 damage and is pushed 5 yards.

From Out Of Nowhere

Castings: 1
Target: One enemy within 10 yards
Duration: Instant
As you spring forward, you vanish, only to reappear where you can strike. Teleport to an empty space of your Size within 5 yards of the target and make an attack. If you attack the spell’s target, you roll with 2 boons and the attack deals an extra 3d6 damage. If the roll to attack results in a failure, you can teleport to an empty space within 10 yards of your new space.

Martial Insights

Castings: 1, reaction when you attack
Target: You
Duration: 1 minute
You enhance your fighting instincts. You impose 1 bane on rolls to attack you and you increase your supply of Bonus Damage dice by 2.

True Strike

Castings: 1
Target: One enemy in reach or within range of a weapon you are wielding
Duration: Instant
Magic guides your hand to ensure your strike lands true. Roll damage as if you had succeeded with a roll to attack, and the attack deals an extra 1d6 damage.

Expert War Spells


Avalanche Strike

Castings: 3
Target: One creature within reach or range of the weapon you wield
Duration: Instant
You become large, threatening, like a mountain sliding down into a valley. Attack the target. You roll with 1 boon. On a success, the target takes an extra 9d6 damage. On a critical success, you push the target 5 yards and it makes a Strength roll. If it gets a failure on the roll, it falls prone.

Cast Down From Heaven

Castings: 1
Target: One creature in reach
Duration: Instant
Magical wings spread out from your back as you attack the target. You roll with 3 boons. On a success, you deal damage as normal, but you and the target fly up to 30 yards straight up into the air. When you reach that distance or can fly up no further, you cast the target down to the ground, where it suffers the normal effects from a fall. You then land safely in an empty space on a surface that can bear your weight within 15 yards of the one you left. If you fail the roll to attack, you gain the Fly trait for 1 minute.

Crush Their Spirits

Castings: 1
Target: Each enemy inside one Size 5 space centered on you
Duration: Instant
You spring into motion, hacking and hewing to all sides. Each target makes a Strength roll and a Will roll. On a failed Strength roll, the target takes 4d6 damage and falls prone. On a failed Will roll, the target becomes frightened of you (luck ends). If the target fails both rolls, it also becomes stunned until the end of your next turn.

Divide The River

Castings: 3
Target: One creature within reach or range of the weapon you wield
Duration: Instant
Your weapon hums with dread energy, almost as if it were eager to make the kill. Attack the target. On a success, the target takes an extra 5d6 damage. On a critical success, the target takes an extra 7d6 damage instead. Then, in either case, you can move up to your Speed with the Slippery trait. When you finish moving, each enemy in a Size 5 space centered on you makes a luck roll. On a failure, that enemy takes 3d6 damage.

Fateful Strikes

Castings: 3, reaction when you attack
Target: You
Duration: 1 minute
You hear the dice rattle in your head, and hope fortune comes down on your side. Whenever you roll an even number on the die for a successful attack, your attack deals an extra 3d6 damage.

Push Them Back

Castings: 1
Target: Each enemy in a Size 5 space centered on you
Duration: Instantaneous
You pull your arms in and then open with tremendous force. Each target takes 4d6 damage and makes an Agility roll. On a failure, the target takes an extra 4d6 damage, is pushed 5 yards away from you, and then falls prone.

Master War Spells


Decisive Strike

Castings: 1
Target: One creature within reach or range of the weapon you wield
Duration: Instantaneous
You see the path through your foe and line up your strike in answer. Attack the target. You roll with 1 boon. If you roll a 10 or less on the d20, roll another d20 and add that number to the roll. On a success, the target takes an extra 10d6 damage. On a failure, you regain the expended casting of this spell after 1 minute.

From All Direction

Castings: 1
Target: Each enemy within 5 yards
Duration: Instant
You teleport rapidly, moving from target to target. Attack each target separately. You roll with 1 boon plus 1 boon for each target after the first. On a success, the target takes an extra 10d6 damage. Once you have attacked the last target, you can teleport to an empty space you can see within 10 yards.

Immovable Stance

Castings: 1
Target: You
Duration: 1 minute
Make an attack. After you resolve the attack, you anchor yourself into place as you enter a deadly fighting stance. For the duration, you impose 2 banes on rolls to attack you and rolls against your Strength. When a creature attacks you, it takes 3d6 damage. You ignore any effect that would move you. Finally, you can use a reaction when an enemy starts its turn and can see you to force that enemy to make a Will roll. On a failure, the enemy must move toward you on its next turn by the fastest means and the shortest available route before it does anything else.

Sudden Death Strike

Castings: 1
Target: One creature within 5 yards
Duration: Instant
You vanish from your space, appear behind the target, strike it, and then return to the space you left. The target takes 15d6 damage and becomes weakened until the end of your next turn.

Surge of Slaughter

Castings: 1
Target: You
Duration: Instant
Strange, hateful power rises up in you and creates an appetite for destruction. Increase your Speed by 20 and gain the Slippery trait until the end of your turn. Each enemy you can reach before the end of your turn takes 4d6 damage and makes an Agility roll with 1 bane. On a failure, the enemy takes an extra 4d6 damage. An enemy can be affected by this spell just once per casting.

Ultimate Weapon

Castings: 1
Target: One weapon you are wielding
Duration: 4 hours
Magic flows into the target weapon to enhance its capabilities. Any creature wielding the weapon rolls to attack with 2 boons and its attacks with it deal an extra 4d6 damage.