Trickster Spells & Abilities
All Tricksters
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Tier: Level 1
Classes: Tricksters
Type: Magic
AP Cost: 1
SP Cost: 0
Dex Bonus: n/a
Range: The Map
Higher SP Cost Bonus: n/a
Description: Until the start of your next turn, all your chosen Targets’ Passive Scores are reduced by 2, and all of yours are increased by 2.
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Tier: Level 1
Classes: Tricksters
Type: Ability
AP Cost: 1
SP Cost: 0
Dex Bonus: n/a
Range: Self
Higher SP Cost Bonus: n/a
Description: Reduce your SP to 0 until the end of your next turn. Restore your Reaction Score to the maximum amount.
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Tier: Level 1
Classes: Tricksters
Type: Physical
AP Cost: 1
SP Cost: 0
Dex Bonus: n/a
Range: 5ft
Higher SP Cost Bonus: +1SP per additional +1 Dodge Score increase or 1d4 additional damage.
Description: If you are attacked, you can spend a Reaction to increase your Dodge by +1. If you dodge a Target’s attack while using this, you can immediately attack anything within 5ft of you. Roll with advantage. On hit, deal 1d4 damage.
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Tier: Level 15
Classes: Summoners
Type: Magic
AP Cost: 1
SP Cost: 2
Dex Bonus: n/a
Range: Self, Line of Sight
Higher SP Cost Bonus: n/a
Description: All chosen Targets receive +1 to any Active Score of their choosing until either the end of your next turn or the end of battle.
Performer Spells/Abilities
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Tier: Level 1
Classes: Tricksters
Type: Magic
AP Cost: 0
SP Cost: 1
Dex Bonus: n/a
Range: Self
Higher SP Cost Bonus: n/a
Description: This counts as a free Reaction. Barely dodge an attack. If an attack made against you lands exactly on your Dodge Score, you can use this ability to increase your Dodge Score by 1 until the interaction ends. Unless the Target has an ability to thwart this, this counts as you successfully Dodging the attack.
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Tier: Level 2
Classes: Performers
Type: Magic
AP Cost: 0
SP Cost: 0
Dex Bonus: n/a
Range: Self
Higher SP Cost Bonus: n/a
Description: As long as you have this ability, you can add your Art Score to your damage rolls.
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Tier: Level 1
Classes: Tricksters
Type: Magic
AP Cost: 1
SP Cost: 1
Dex Bonus: n/a
Range: Self
Higher SP Cost Bonus: +1SP per additional interaction.
Description: Using arcane means, you can move and attack in the air until the end of your turn or interaction. You do this by solidifying small pockets of reality under your feet and decreasing gravity around you.
While using this ability, you can attack automatically and launch any Target 10ft into the air if they do not have anti-movement abilities to prevent this.
Any actions made, especially towards opponents, count as a single interaction. When you attack with just your ATK, deal an additional 1d6
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Tier: Level 2
Classes: Tricksters
Type: Magic
AP Cost: 1
SP Cost: 1
Dex Bonus: n/a
Range: Line of sight
Higher SP Cost Bonus: +1SP per turn
Description: This counts as a free Reaction. Keep the enemy in the air just long enough for others to react. When, for whatever reason, an enemy is forced to go airborne at least 15ft from the ground, you can keep them suspended in the air at the peak of their ascent until the end of the next turn. When you do this, the Target’s Dodge is decreased by -2.
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Tier: Level 5
Classes: Performer
Type: Magic
AP Cost: 2
SP Cost: 3
Dex Bonus: +1d4
Range: 40ft Radius
Higher SP Cost Bonus:
Description: Devastate the surrounding foes and make them airborne as you cut through the air coming from impossible directions at even more impossible speeds. On hit, deal 1d12 + ATK.
Those who were hit by this skill are made 20ft airborne unless they have an anti-aerial ability.
Speed Demon Spells/Abilities
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Tier: Level 1
Classes: Speed Demons
Type: Physical
AP Cost: 1
SP Cost: 1
Dex Bonus: n/a
Range: 10ft
Higher SP Cost Bonus: +2 SP to add ATK
Description: Your quick speed closes the gap between you and your Target. If they can see you, add +2 when you roll to hit. If they cannot, you roll with advantage. On hit, deal 1d4.
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Tier: Level 2
Classes: Speed Demons
Type: Physical
AP Cost: 1
SP Cost: 2
Dex Bonus: n/a
Range: 20ft.
Higher SP Cost Bonus: +2 SP to add ATK
Description: Your speed disorientates your opponent and opens them up for a devastating blow. Roll an Arcana Check vs. the Target’s Insight Save. If you beat theirs, the opponent realizes that you are behind them a bit too late and you can do one of the following:
-Deal 2d6 damage
-Attempt another ability with advantage (must still pay the costs)
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Tier: Level 3
Classes: Speed Demons
Type: Magic
AP Cost: 0
SP Cost: 0
Dex Bonus: n/a
Range: Self
Higher SP Cost Bonus: +2 SP each time you want to add your ATK as well
Description: You can add your Speed Score to your damage instead of your ATK. When abilities mention ATK, replace that with your Speed Score when calculating damage.
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Tier: Level 5
Classes: Speed Demons
Type: Magic
AP Cost: 2
SP Cost: 3
Dex Bonus: +1d6
Range: 5ft
Higher SP Cost Bonus: +1SP to add 1d12 to hit per attempt (before rolling)
Description: Your fingers are given a magical purple glow that, when they move, create a dangerous purple ripple in the air; creating lines in the shape of your finger’s movement. This trail lingers for around 3 seconds.
If you choose to keep this ability on as a passive effect, all your attacks deal an additional 1d12 of damage. This effect ends at the end of your next turn.
If you use the full power of this spell immediately, roll to hit. On hit, deal your Arcane Score x 1d8 damage. The 1d8’s value represents how many times your claws attacked the opponent. This spell ends after you choose to use this method of attack.
Bumbling Idiot Spells/Abilities
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Tier: Level 1
Classes: Idiot
Type: Physical/Magical
AP Cost: 1
SP Cost: 0
Dex Bonus: n/a
Range: Self
Higher SP Cost Bonus: n/a
Description: You become nearly impossible to predict. Your Dodge Score becomes 12 until the end of your next turn. Whoever tries to attack you has their Dodge Score become 12 until the end of their next turn as they try to figure you out and become vulnerable to your attacks.
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Tier: Level 1
Classes: Idiot
Type: Physical/Magical
AP Cost: 1
SP Cost: 1
Dex Bonus: n/a
Range: 100ft, Line of Sight, 1 Target
Higher SP Cost Bonus: n/a
Description: Anything your character can reasonably throw becomes a dangerous projectile while they are throwing it at a Target. On hit, deal ATK + Art Score.
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Tier: Level 2
Classes: Idiot
Type: Physical/Magical
AP Cost: 1
SP Cost: 0
Dex Bonus: n/a
Range: 5ft
Higher SP Cost Bonus: +1 SP to add ATK
Description: Make yourself fall prone as you use magic and momentum to have your body drop on the ground in any direction. Those in its range are too bewildered to expect it and have their Dodge Score drop by 3 until the interaction ends. On hit, deal Art Score + 1d4. You are still considered Downed after this ability concludes.
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Tier: Level 3
Classes: Idiot
Type: Physical/Magical
AP Cost: 1
SP Cost: 1
Dex Bonus: n/a
Range: 5ft
Higher SP Cost Bonus: +1 SP to add ATK and/or 1d12 to damage.
Description: You strike at a Target with such excellent discipline that the contrast between how you fought before throws them off. Their Dodge Score drops by 3 until the end of the interaction.
On hit, deal 1d12 + Art Score.