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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Talents / Mysticism Talents

Mysticism Talents

Spell Attunement, School Mastery, metamagic and the other talents casters build on (see Magic).

TalentTierRequirementsBenefit
Spell Attunement I11+ ranks in MysticismChoose 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 II2Spell Attunement I (same school); 2+ ranks in MysticismLearn one spell of Complexity 3 or less from a school you have Attunement I in (Mysticism ranks ≥ Complexity).
Spell Attunement III3Spell Attunement I & II (same school); 4+ ranks in MysticismLearn one spell of Complexity 5 or less from a school you have Attunement II in (ranks ≥ Complexity).
Spell Attunement IV4Spell Attunement I–III (same school); 6+ ranks in MysticismLearn one spell of Complexity 6+ from a school you have Attunement III in (ranks ≥ Complexity).
School Mastery4Spell Attunement I–III (same school); 5+ ranks in MysticismUnlock ★ Mastery modifiers for spells of one school where you have Attunement III.
Flexible Caster5Spell Attunement I–III and School Mastery (same school); 6+ ranks in MysticismFor one mastered school, when checking a spell's modified Complexity against your limit, use Mysticism ranks + Intellect or Charisma (chosen when taken).
Metamagic Training12+ ranks in MysticismLearn one metamagic modifier (minimum ranks per the metamagic list) and apply it to any spell you cast.
Quick Cast13+ ranks in MysticismCast a spell for 1 AP instead of 2 by paying +1 Strain; the action gains Taxing.
Paradox Engine111+ ranks in MysticismWhen casting, you may exceed your Mysticism-rank modifier limit by up to 2 for +2 total Strain.
Wardsight12+ ranks in Mysticism; 2+ ranks in ThieveryUse 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 Magic12+ ranks in MysticismYou 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.