Rules / Talents / Mysticism Talents
Mysticism Talents
Spell Attunement, School Mastery, metamagic and the other talents casters build on (see Magic).
| Talent | Tier | Requirements | Benefit |
|---|---|---|---|
| Spell Attunement I | 1 | 1+ ranks in Mysticism | Choose a school (write it in this talent's Specialization field). You can learn one spell (or cantrip) of Complexity 1 or less from it. |
| Spell Attunement II | 2 | Spell Attunement I (same school); 2+ ranks in Mysticism | Learn one spell of Complexity 3 or less from a school you have Attunement I in (Mysticism ranks ≥ Complexity). |
| Spell Attunement III | 3 | Spell Attunement I & II (same school); 4+ ranks in Mysticism | Learn one spell of Complexity 5 or less from a school you have Attunement II in (ranks ≥ Complexity). |
| Spell Attunement IV | 4 | Spell Attunement I–III (same school); 6+ ranks in Mysticism | Learn one spell of Complexity 6+ from a school you have Attunement III in (ranks ≥ Complexity). |
| School Mastery | 4 | Spell Attunement I–III (same school); 5+ ranks in Mysticism | Unlock ★ Mastery modifiers for spells of one school where you have Attunement III. |
| Flexible Caster | 5 | Spell Attunement I–III and School Mastery (same school); 6+ ranks in Mysticism | For one mastered school, when checking a spell's modified Complexity against your limit, use Mysticism ranks + Intellect or Charisma (chosen when taken). |
| Metamagic Training | 1 | 2+ ranks in Mysticism | Learn one metamagic modifier (minimum ranks per the metamagic list) and apply it to any spell you cast. |
| Quick Cast | 1 | 3+ ranks in Mysticism | Cast a spell for 1 AP instead of 2 by paying +1 Strain; the action gains Taxing. |
| Paradox Engine | 1 | 11+ ranks in Mysticism | When casting, you may exceed your Mysticism-rank modifier limit by up to 2 for +2 total Strain. |
| Wardsight | 1 | 2+ ranks in Mysticism; 2+ ranks in Thievery | Use Mysticism instead of Investigation to Search for magical traps and hazards (it reveals only their auras and locations), and instead of Thievery to disable ones with an accessible magical component. |
| Combat Magic | 1 | 2+ ranks in Mysticism | You may use your Intellect or Charisma save instead of Might or Reflex against attacks, with trappings that fit your magic. |
Spell Attunement I
Tier 1
Magic
Requires: 1+ ranks in Mysticism
Choose a school (write it in this talent's Specialization field). You can learn one spell (or cantrip) of Complexity 1 or less from it. Retaking it lets you add a school, a spell, or the same spell with new trappings.
Special: this talent can be taken multiple times.
Spell Attunement II
Tier 2
Magic
Requires: Spell Attunement I (same school); 2+ ranks in Mysticism
Learn one spell of Complexity 3 or less from a school you have Attunement I in (Mysticism ranks ≥ Complexity). Write the school in the Specialization field.
Special: this talent can be taken multiple times.
Spell Attunement III
Tier 3
Magic
Requires: Spell Attunement I & II (same school); 4+ ranks in Mysticism
Learn one spell of Complexity 5 or less from a school you have Attunement II in (ranks ≥ Complexity). Write the school in the Specialization field.
Special: this talent can be taken multiple times.
Spell Attunement IV
Tier 4
Magic
Requires: Spell Attunement I–III (same school); 6+ ranks in Mysticism
Learn one spell of Complexity 6+ from a school you have Attunement III in (ranks ≥ Complexity). Write the school in the Specialization field.
Special: this talent can be taken multiple times.
School Mastery
Tier 4
Magic
Requires: Spell Attunement I–III (same school); 5+ ranks in Mysticism
Unlock ★ Mastery modifiers for spells of one school where you have Attunement III.
Special: this talent can be taken multiple times.
Flexible Caster
Tier 5
Magic
Requires: Spell Attunement I–III and School Mastery (same school); 6+ ranks in Mysticism
For one mastered school, when checking a spell's modified Complexity against your limit, use Mysticism ranks + Intellect or Charisma (chosen when taken). This doesn't count as ranks for prerequisites or restricted modifiers.
Special: this talent can be taken multiple times.
Metamagic Training
Tier 1
Magic
Requires: 2+ ranks in Mysticism
Learn one metamagic modifier (minimum ranks per the metamagic list) and apply it to any spell you cast.
Special: this talent can be taken multiple times.
Quick Cast
Tier 1
Magic
Requires: 3+ ranks in Mysticism
Cast a spell for 1 AP instead of 2 by paying +1 Strain; the action gains Taxing.
Paradox Engine
Tier 1
Magic
Requires: 11+ ranks in Mysticism
When casting, you may exceed your Mysticism-rank modifier limit by up to 2 for +2 total Strain.
Wardsight
Tier 1
Magic
Requires: 2+ ranks in Mysticism; 2+ ranks in Thievery
Use Mysticism instead of Investigation to Search for magical traps and hazards (it reveals only their auras and locations), and instead of Thievery to disable ones with an accessible magical component.
Combat Magic
Tier 1
Magic, Ward
Requires: 2+ ranks in Mysticism
You may use your Intellect or Charisma save instead of Might or Reflex against attacks, with trappings that fit your magic.