After you select this Trait, you must pick one of the Magical Disciplines below to specialize in.
CRYSTAL MAGIC, uses the power of the mystical to influence emotions, feelings, and thoughts.
Communicate: You may communicate via distances to any being you are aware of. If they are within sight, this does not require a Test. If they are not within sight, you must Test successfully. If they are further than 100 miles away, you must Test with Disadvantage.
Pacify: Test to quell the negative emotions in a target. If successful, you gain Advantage on your next roll against that Target.
Timeview: Test. If successful, gain one detail about the history of an object or location you can touch or see. You can only do this once per item.
Unsettle: Test with Disadvantage. If you are successful, one enemy suffers Disadvantage on all Tests until the start of your next turn.
RUBY MAGIC, uses the innate properties of the fire, volcanoes, and mystic birds to unlock raging infernos of power.
Licking Flames: Make a Ranged Attack Test. Anything you hit must make a Save or catch on fire. Each round they are on fire, they take one damage. The Fire can be put out by spending an Action, or after 3 rounds, whichever comes first.
Burn & Ignite: Test with Disadvantage. If successful, you can cause any object roughly your size or smaller to burst into flames. Anyone touching these flames suffers 2 damage. To extinguish the flames, they must successfully Test with Disadvantage or spend an Action.
Extinguish: Make a Test. You may cause any flame or heat based effect to cool and cease.
Inner Maelstrom: Make a Test with Disadvantage. Everything within arms’ reach of you takes 3 Damage. You take 1 Damage.
UNDEATH MAGIC, uses the powers surrounding death and decay to summon undead servants and extend life past its bounds.
Instant Seance: Test to summon a local ghost or spirit to answer 2 questions. May be cast once per location per day. Ghosts mostly know about things that happened during their lifetimes (your GM may Test to see if the ghost has useful information).
Reverse Life: Test at disadvantage to reverse the body’s healing processes for yourself or another target within Close range. Target is healed by damage, and damaged by healing, until the start of your next turn.
Skull Bomb: Test to detonate the cranium of one zombie. Every creature within 10 feet of the zombie, hostile or not, must make a successful Save Test or take 1 damage from bone shrapnel. The zombie dies from this effect.
Summon Zombie: Test to summon a walking corpse to do your bidding. This zombie has 2 HP and will follow simple commands until destroyed or dismissed. You can control up to 2 zombies, if you surpass this limit the oldest zombie turns to ash. While within 50 ft, You can use an action to give your zombies commands, and zombies can only take a single action.