Magic Talents

Creation Magic
This talent remains unchanged from the way it is described in the Rulebook, except for the addition of a Grandmaster level ability.

Grandmaster: The power of Creation flows through you with ease. Your healing spells now grant +1d6 bonus health, and all other Creation spells have their duration increased by one round.

Entropy Magic
This talent remains unchanged from the way it is described in the Rulebook, except for the addition of a Grandmaster level ability.

Grandmaster: You have mastered the art of decay and disorder and madness so well that you have developed a resistance. You have advantage against all hostile spells of this school.

Primal Magic
This talent remains unchanged from the way it is described in the Rulebook, except for the addition of a Grandmaster level ability.

Grandmaster: You unlock all spells of the hybrid school of Graviturgy.

Spirit Magic
This talent remains unchanged from the way it is described in the Rulebook, except for the addition of a Grandmaster level ability.

Grandmaster: You unlock all spells of the hybrid school of Veil Magic.

Wild Magic
Sometimes you must throw caution to the wind and let the magic flow through you. With enough experience, those who dabble in wild magic can gain some semblance of control. This is a talent that can be honed by Hedge Mages, Apostates, and brave researchers of the arcane arts.

Novice: Whenever you successfully cast a spell unarmed, residual Wild Magic allows you to automatically regain 1d4 Mana.

Journeyman: Playing with magic might be dangerous, but apparently it pays off. Take one new Magic focus now, or gain a +1 bonus to one that you already have. Also, while casting unarmed, residual Wild Magic now earns you 1d4 mana regardless of whether you succeeded on your spell or not.

Master: You are practiced in casting without a staff. Spells no longer cast double while unarmed, and cost only the normal amount.

Grandmaster: You are a master of chaos. While rolling on the Wild Magic Surge table, you may roll twice and choose one of the two effects.

Wild Magic
Sometimes you must throw caution to the wind and let the magic flow through you. With enough experience, those who dabble in wild magic can gain some semblance of control. This is a talent that can be honed by Hedge Mages, Apostates, and brave researchers of the arcane arts.

Novice: Whenever you successfully cast a spell unarmed, residual Wild Magic allows you to automatically regain 1d4 Mana.

Journeyman: Playing with magic might be dangerous, but apparently it pays off. Take one new Magic focus now, or gain a +1 bonus to one that you already have. Also, while casting unarmed, residual Wild Magic now earns you 1d4 mana regardless of whether you succeeded on your spell or not.

Master: You are practiced in casting without a staff. Spells no longer cast double while unarmed, and cost only the normal amount.

Grandmaster: You are a master of chaos. While rolling on the Wild Magic Surge table, you may roll twice and choose one of the two effects.