THAUMATURGE


The thaumaturge is a miracle worker. They are the most recently emerged channeller among the combat classes and seems to bear the greatest potential. By fluctuating the flow of light, the thaumaturge bends the fabric of reality itself for short moments. They wield swords, firearms, foci, scripts, and scepters. Thaumaturges wear light armour.


SKILLS


Cloak

Requirements: 3ep, equipped script

Bend light around your body to produce a camouflage effective for fast-paced combat (but not for stealth operations). You can not be the primary target for actions until the beginning of your next turn or until you take another action (besides moving).

ALTERS

Decoy

Energy increase: 1ep

When you cloak yourself, form a mimic of yourself at your current location and shift up to 5m away. The decoy vanishes when struck. When the decoy is eliminated, so is your cloaking.

Veil

Energy increase: 1ep

When activating this skill, adjacent targets can be selected for cloaking as well. Spend 1ep for each additional target.

Obscure

Energy increase: 1ep

When activating your cloak, grant its target +2 agility for a number of turns equal to half your might.

Refuge

Energy increase: 1ep

When activating your cloak, grant its target +1ep regeneration for a number of turns equal to half your might.


Flux

Requirements: 2ep, equipped sword

As a free action, hasten particle motion in your vicinity, granting you an extra action this turn.

ALTERS

Ripple

Energy increase: 1ep

You can put your flux on adjacent targets as well. For each additional target beyond the first, add 1ep.

Deliver

Energy increase: 1ep

Your flux can now be applied to targets at a range equal to your might.

Halt

Energy increase: 1ep

Invert the effects of your flux to slow your target, removing one action instead of gaining one. This can be applied to adjacent targets instead of yourself.

Exploit

Energy increase: 1ep

While attacking in flux (or against a target in flux), exploit the speed difference to grant your attack +2 accuracy and reduce the roll to deal a critical strike by 1.


Gravity

Requirements: 1ep, equipped focus

Pierce space and expand matter to create a swift gravitational pull. Choose one target within 10m range and one space within a number of metres equal to half your might from your target. If your target is unwilling, make a basic attack. On a successful hit, you deal no damage but shift your target into that space, provoking attacks along the way.

ALTERS

Singularity

Energy increase: 1ep

Unleash your gravity pulse to hold no specific target, instead pulling in all targets within its range.

Orbit

Energy increase: 1ep

Your gravity pulse can pull from a distance equal to your full might value.

Burden

Energy increase: 1ep

Your gravity pulse can damage your target and reduce their movement by half for a number of turns equal to half your might

Distortion

Energy increase: 2ep

After activating, this gravity pulse persists for an additional turn, drawing in all projectiles in a range equal to half your might. At the end of that turn, the projectiles are launched in the direction of your choice. Each projectile makes a basic attack equal to half your might.


Impact

Requirements: 1ep, equipped scepter

Conjure an energy projectile to be fired at a target space up to 10m away. When this projectile reaches its target square or is interrupted, it erupts in a vertical beam, damaging all adjacent targets and granting them -2 accuracy until the end of their next turn.

ALTERS

Exodus

Energy increase: 1ep

Deliver force to your impact to push all targets away two metres from the point of impact.

Devastate

Energy increase: 1ep

Your impact can now be made to stagger your targets and render them vulnerable, increasing incoming damage by 1.

Awe

Energy increase: 1ep

When activating this skill, you can seal your targets to the ground on a successful hit. This immobilizes your target until the end of their next turn.

Blindness

Energy increase: 1ep

When activating this skill, brighten the beam to make it deliver an additional -2 accuracy on a hit for a number of turns equal to half your might.


Ricochet

Requirements: 1ep, equipped firearm

Imbue and fire a regular projectile. This projectile deals half damage, but bounces between targets three times (making 4 attacks total). Each target must have a line of sight to the last target struck. Walls can count as one target.

ALTERS

Refraction

Energy increase: 1ep

Refract your ammunition to perform one shot but fire two projectiles in this way.

Inversion

Energy increase: 1ep

When activating this skill, invert the lethal effects of the bullet. At any time along its trajectory, regenerate 1 point of resilience on a target before rebounding off of it.

Seeker

Energy increase: 1ep

Shots made in this way have +2 accuracy.

Curve

Energy increase: 1ep

Apply a curve to your shot to allow it to travel around corners or return to the same target struck without rebounding off another target.


Ward

Requirements: 1ep, equipped focus

Condense visible light into solid mass to construct walls, platforms, or simple objects up to 3m away. This ward will prevent objects and characters from passing through. Spend 1ep for every space that this ward takes up. This ward lasts for a number of turns equal to half your might.

ALTERS

Mirror

Energy increase: 1ep

When forming a ward, grant it reflective properties to make it reflect any attack made on it back at the attacker. This does not work against guard breaks.

Shatter

Energy increase: 1ep

At any point after your ward is constructed, you can shatter it by spending an action. The shattered ward damages all adjacent targets.

Translucency

Energy increase: 1ep

Projectiles can now travel through the ward, gaining piercing qualities as they do.

Encroach

Energy increase: 1ep

Spend an action to shift the location of your wall a number of squares equal to half your might. Moving a wall in this way shifts all targets that it comes into contact with.