Ability Schools / Tuning
Tuning
Tuners manipulate reality to use elemental forces. Their resonance mechanic allows them to align with an element and push it further, weaving elements into versatile effects. Great for hybrid casters or elemental specialists.
School Mechanic:
Whenever you take elemental damage from an attack or ability, you can spend RP to gain resistance to that instance of damage. You then gain Barrier equal to the damage taken. The RP spent must be equal to the amount of AP spent to use the attack or ability you were hit with.
Whenever you use a Tuning ability to deal damage, the target gains an elemental mark until your next turn. A target can have only one mark at a time. During your recharge phase, you absorb all marks of a chosen element and reduce the recharge roll needed for an ability that matches that element by 1 for each absorbed mark (Maximum of 5). Abilities combined with Tuning abilities benefit from marks of the combined element.
Flow Generation:
Gain 1 Flow when two or more targets are dealt elemental damage in the same round due to a Tuning Ability.
Signature Point Generation:
Gain 1 SP for every 3 instances of damage you deal that match a specific element type you control (Pyro, Cryo, etc.).
Tuning Abilities:
Absorb Element
Category: Support
Attribute: INT
Cost: 1 RP
Recharge: 5-6
Goal to Learn: Take elemental damage 20 times from enemy sources.
Description:
When you take elemental damage, you may activate this ability to reduce the damage by 1d6 for every 2 INT you have. If this reduction brings the damage to 0, you instead regain HP equal to the prevented damage.
You then gain 1 Absorbed Charge of that element (max 1 per element), whether or not the damage was fully negated.
While holding an Absorbed Charge, your next Tuning ability of the same element deals bonus damage equal to half the damage absorbed.
The charge is consumed when this bonus is applied.
Prerequisites: Any Elemental Manipulation Ability Learned
Add AOE
Category: Link
Attribute: INT
Cost: 1 AP
Goal to Learn: Use an elemental Tuning ability to affect 3 or more targets at once, 10 times.
Description:
When combined with a Primary ability, you reshape its area into one of the following:
Cone: 10 ft, +5 ft per 3 INT
Line: 30 ft × 5 ft, +5 ft length per 3 INT
Cross: 10 ft × 10 ft, +5 ft per 3 INT
Sphere: 10 ft radius, +5 ft per 3 INT
You make a single attack or contested roll and apply it to each character in the area. If the Primary is already an AOE, this ability changes its shape to one of your choosing.
You must choose the shape of the AOE when making the combination, not when using the ability.
Prerequisites: 1 Tuning Ability Learned
Aero Kinesis
Category: Warper
Attribute: INT
Cost: 2 AP
Goal to Learn: Successfully deal Slashing damage 10 times using this ability in combat. While this goal is set, you can use this ability. Roll a d10. On a 6–10, the ability activates.
Description:
You send a burst of wind forward. Make a ranged attack against each character within a chain of 2, 5 foot connected cubes.
On a hit, you deal 1d6 Slashing damage.
The chain increases by 1 for every 3 INT you have.
Prerequisite: None
Cryo Manipulation
Category: Warper
Attribute: INT
Cost: 2 AP
Goal to Learn: Successfully deal Cryo damage 10 times using this ability in combat. While this goal is set, you can use this ability. Roll a d10. On a 6–10, the ability activates.
Description:
You target a point you can see within 25 feet of you. Create a 10 ft cross on the ground at that point. Characters within the area must succeed on an Evasion roll or take 1d8 Cryo damage.
The affected ground becomes Frozen Ground for 1 minute. The size of the cross increases by 5 feet per 3 INT you have.
Prerequisite: None
Cryo Step
Category: Warper
Attribute: INT
Cost: 4 AP
Recharge: 9-10
Goal to Learn: Immobilize or reduce the movement of 5 different characters in one round.
Description:
Frozen Ground terrain spreads in a 10 ft. radius around you. This radius increases by 5 feet per 3 INT you have and lasts for a number of rounds equal to your INT or until dismissed. The Frozen Ground terrain spreads by 5 feet at the start of each of your turns.
While in the area, your attacks and abilities that deal Cryo damage have a +1 bonus to attack rolls and DR’s for Contested rolls per 3 INT you have. You are immune to Frozen terrain effects and Cryo damage.
You can spend 1 AP to shatter a 15-foot radius section of the field. Characters standing on the detonated ice must make an Evasion roll or take 1d6 Slashing damage per 3 INT. The detonated area reverts to normal terrain.
Prerequisite: Cryo Manipulation
Dart
Category: Link
Attribute: INT
Cost: —
Goal to Learn: Hit 10 different targets in one battle using abilities that require attack rolls.
Description:
You convert the Primary Ability into unavoidable homing darts.
The Primary ability is split into multiple projectiles that automatically hit your target(s). You create a number of projectiles equal to half your INT, each dealing 1 damage on a hit.
You can target any number of characters equal to the number of darts created. These darts are unavoidable, but can be blocked by Shields, either physical or energy based.
These strikes count as individual hits for effects that trigger on-hit, stacking mechanics, and States.
Prerequisites: 1 Tuning Ability
Elemental Brand
Category: Support
Attribute: —
Cost: 2 AP
Goal to Learn: Deal elemental damage 25 times in combat.
Description:
Choose a target within 60 ft. You brand the target until the start of its next turn.
While branded, the target takes +1d4 damage from any further instance of that element.
If the target is reduced to 0 HP while branded, all creatures within 10 ft of them must make an Evasion roll or take 1d6 damage of that element.
Prerequisite: 1 Tuning Ability Learned
Elemental Surge
Category: Warper
Attribute: INT
Cost: 3 AP
Recharge: 5-6
Goal to Learn: Hit 3 different targets with 3 different elements in a single combat.
Description:
Unleash a wave of elemental energy. Choose up to two elements from abilities you know (you can choose the same element multiple times). All characters in a 25 ft cone must make an Evasion Roll.
On a failure, characters take 2d6 damage of each chosen element. On a success, characters take half damage.
For every 4 INT, you can choose an additional element to add to the Surge.
Prerequisite: 2 Elemental Manipulation Abilities Learned
Ignition Burst
Category: Warper
Attribute: INT
Cost: 3 AP
Recharge: 9-10
Goal to Learn: Set a total of 20 characters Aflame during combat.
Description:
You unleash a violent eruption of unstable fire across a wide area. Each character in a 10 ft radius sphere centered on a point within 60 feet must make an Evasion roll.
On a failure, characters take 6d4 Pyro damage. On a success, characters take half damage.
For every 4 rolled on a Pyro damage die, the target gains 1 Aflame stack.
The radius increases by 5 ft. for every 3 points of INT.
Prerequisite: Pyro Manipulation
Laser Lance
Category: Warper
Attribute: INT
Cost: 4 AP
Recharge: 10-12
Goal to Learn: Deal Laser damage 25 times during combat.
Description:
You fire a piercing, high-intensity laser beam in a 60 foot long and 5 feet wide line. The length and width of the beam increases by 5 feet for every 3 INT you have.
Each character in the line must succeed on an Evasion roll or take 2d8 Laser damage, plus an additional +1d8 for every 3 INT.
The Laser Lance ignores cover and damages all objects and barriers in its path. Characters struck by the beam must make a Contested Resilience vs your INT or become Blinded until the end of their next turn due to the intense brightness.
The beam scorches the terrain along its path, turning ground and surfaces into Molten Terrain for 1 minute. The affected line matches the beam’s length and width.
Prerequisite: Laser Manipulation
Laser Manipulation
Category: Warper
Attribute: INT
Cost: 2 AP
Goal to Learn: Successfully deal Laser damage 10 times using this ability. While this goal is set, you can use this ability. Roll a d10. On a 6–10, the ability activates.
Description:
Make a ranged attack against a character within 60 feet. On a successful hit, you deal 1d10 Laser damage. For every 3 INT you have, you gain +1 bonus to attack rolls with this ability.
This ability pierces through cover if you can see the target.
Prerequisite: None
Projection
Category: Link
Attribute: INT
Cost: —
Goal to Learn: Use a Manipulation ability 30 times.
Description:
When combined, the range of the Primary ability is increased by 60 feet. For every 2 INT, increase the range by 5 ft.
Prerequisites: 1 Elemental Manipulation Ability Learned
Pyro Manipulation
Category: Warper
Attribute: INT
Cost: 2 AP
Goal to Learn: Successfully deal Pyro damage 10 times using this ability in combat. While this goal is set, you can use this ability. Roll a d10. On a 6–10, the ability activates.
Description:
You manipulate nearby heat into an explosive burst. Make a ranged attack against a target within 20 feet. On a hit, deal 2d4 Pyro damage which deals 1 additional damage die for every 3 INT you have.
Prerequisites: None
Resonating Mines
Category: Warper
Attribute: INT
Cost: 3 AP
Recharge: 11-12
Goal to Learn: Defeat a character using Tuning abilities 30 times.
Description:
You conjure floating kinetic mines in a visual form of your choosing. You create 1d4 mines, each hovering space of your choice within 30 feet of you. These mines last for 1 minute or until detonated. You create an additional 1d4 mines for every 2 INT you have. If 2 or more mines occupy spaces adjacent to each other, they collide and detonate.
Mines detonate on contact, when attacked, or when a character enters a space within 5 feet of it. Mines deal 1d4 Bludgeoning damage to whatever triggered the detonation.
You can spend 1 AP to move all active mines up to 20 feet. Mines vanish if they are moved more than 60 feet from you. You can detonate mines early by moving them into a character's space, or by willing it.
Prerequisites: 1 Tuning Ability Learned
Rolling Thunder
Category: Warper
Attribute: INT
Cost: 3 AP
Recharge: 11-12
Goal to Learn: Hit 10 different characters with Sonic damage in a single battle.
Description:
You create a reverberating zone at a point within 30 feet in a 15 ft radius sphere. The area lasts for a number of rounds equal to half your INT (rounded up).
At the start of each round, including the one it was cast, all characters within the area are struck by a pulse of sonic force.
Each character must make a contested Resilience roll or take 2d8 Sonic damage and be knocked prone.
If a character fails their Resilience roll twice in a row, it becomes Disoriented until the end of its next turn.
On your turn, you may spend 1 AP to shift the center of the pulse to a new location within 30 feet.
This can cause characters to re-enter or remain within the effect as it rolls across the battlefield.
Prerequisites: Sonic Manipulation
Shade Manipulation
Category: Warper
Attribute: INT
Cost: —
Goal to Learn: Successfully deal Shade damage 15 times with this ability. While this goal is set, you can use this ability. Roll a d10. On a 6–10, the ability activates.
Description:
Infuse your melee weapons with Shade. On a melee hit, you can convert any amount of damage you deal to Shade damage. This ability deals +1 Shade damage per 3 INT, which bypasses GP on a hit.
Prerequisites: None
Sonic Manipulation
Category: Warper
Attribute: INT
Cost: —
Goal to Learn: Successfully deal Sonic damage 15 times with this ability. While this goal is set, you can use this ability. Roll a d10. On a 6–10, the ability activates.
Description:
Infuse melee weapons with forceful sound. On a hit, you can convert any amount of damage to Sonic damage. On a hit, the target is Pushed 10 feet per 3 INT.
Prerequisites: None
Static Field
Category: Warper
Attribute: INT
Cost: 3 AP
Recharge: 11-12
Goal to Learn: Hit two or more characters with Voltaic bounces 15 times.
Description:
You generate a volatile electromagnetic field across a 10 ft radius centered on yourself or a visible character within 30 feet. The field crackles with charged potential and lasts until the start of your next turn.
Each time a character within the field is hit with an attack or damaging ability, lightning discharges from it, striking one random creature within the field, dealing 1d4 Voltaic damage. The target of the discharge must use the Evasion reaction to dodge the lightning and stop the generation of other lightning strikes.
The lightning ignores 1 character of your choice for every 3 points of INT you have.
Prerequisites: Voltaic Manipulation
Toxic Bloom
Category: Warper
Attribute: INT
Cost: 4 AP
Recharge: 9-10
Goal to Learn: Afflict 10 different characters with Poisoned using a single combat.
Description:
You conjure 1d4 spores at chosen points within 30 feet, each hovering in place and exuding a toxic cloud in a 5-foot radius centered on it. You create 1 additional spore for every 2 INT you have.
Each bloom has 5 HP, 5 GP, and floats in place for a number of rounds equal to half your INT (rounded up) or until destroyed.
Any character that ends its turn within the cloud takes 2d4 Toxic damage.
If a bloom or a character within the gas is struck by Pyro damage, it detonates, dealing 2d4 Toxic + 2d4 Pyro to all characters within 10 feet. The area becomes Heavily Obscured until the end of your next turn.
If the gas of two or more blooms overlap, affected characters don’t take additional Toxic damage, but do take additional Pyro damage on ignition.
Prerequisites: Toxin Manipulation
Toxin Manipulation
Category: Warper
Attribute: INT
Cost: —
Goal to Learn: Successfully deal Toxic damage 15 times with this ability. While this goal is set, you can use this ability. Roll a d10. On a 6–10, the ability activates.
Description:
Infuse your melee weapons with poison. On a melee hit, you can convert any amount of damage to Toxin damage. This ability deals +1 Toxin damage per 3 INT.
Prerequisites: None
Umbral Maw
Category: Warper
Attribute: INT
Cost: 3 AP
Recharge: 11-12
Goal to Learn: Halt Warper abilities by inflicting Shade Touched 10 times.
Description:
You conjure a swirling orb of oppressive darkness at a point within 30 feet of you. The orb occupies a 10 ft space and persists for a number of rounds equal to half your INT (rounded up).
At the start of its turn, a character within 15 feet of the orb must succeed on a Contested Athletics or Resilience Roll or be Pulled 5 feet closer to its center.
At the end of each turn, any character within 5 feet of the orb takes 2d6 Shade damage. Characters inside of the orb's space take 4d6 Shade damage.
Any Warper abilities activated by characters within the orb’s pull range or casted into the range are drawn to the orb’s center instead of their intended location. This applies to effects with a targeted point, summoned object, or projectiles.
The orb does not block line of sight, but the space it occupies is considered heavily obscured, and any damage caused by the orb bypasses GP.
The pull range is increased by 5 ft. for every 3 points of INT you have.
Prerequisites: Shade Manipulation
Voltaic Manipulation
Category: Warper
Attribute: INT
Cost: 2 AP
Goal to Learn: Successfully deal Voltaic damage 10 times with this ability. While this goal is set, you can use this ability. Roll a d10. On a 6–10, the ability activates.
Description:
Make a melee or ranged attack on a target within 30 feet of you. On a hit, you deal 1d6 Voltaic damage. For every 3 INT you have, the electricity bounces to one new target of your choice within 15 feet of the previous one, using the original attack roll to determine whether it hits or misses.
Prerequisites: None

