Level 4 Abilities

## Arcane

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.

Motion

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.

Motionless

Close your eyes, casting this spell. When you open your eyes, magical energies within 15 meters glow.

Motion

## Earth

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.

Motion

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.

Motion

Infect a target with spores, if they escape you may now see a trail in the air of where they have gone.

Motion

## Fire

At the beginning of your turn summon a whip made of flame dealing 1D10 damage at 2 range.

Motion
Nimbleness

Cast a piercing bolt of fire through a line of enemies. Your range is determined by 1D10, and deals damage equivelent to its range.

Motion

## Ice

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.

Motion

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.

Motionless

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.

Motion

## Light

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.

Motion
Shadow

Create a soothing glow around a target, calming them to a passive state. To succeed, you must roll higher than their Mind check.

Motionless

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.

Motionless
Shadow

## Physical

Lash forward up to 3 spaces dealing your preferred melee damage +5, then back another 3 spaces in any direction

Motionless

Suffer 2 stress and make your next physicals attack with advantage dealing double damage.

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.

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.

Motionless

## Shadow

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.

Motionless

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.

Motionless

Let out a horrifying screech at a nearby target giving them 1D12 stress. Adds +3 fear

Motionless
Fear 3

## Various passives

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.

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.

Requirements: 5 Nimbleness

Whenever an ally rolls a nat 20, you gain a free bonus action afterwards.

## Wind

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.

Physical
OR
Nimbleness

Summon a tough breeze knocking over a target to he space behind them.. People knocked over must use a maneuver to get up.

Motionless

Cast a small imperceptible dart of air that can pierce through armour dealing 3D2

Motionless