Magic Talents

GENERAL MAGIC TALENTS

  • Adept Spellcaster: You may use any Spell, Incantation, or Nanospell that normally requires a swift action, or standard action, as a full-round action instead.  If you choose to do so, you gain Advantage on your Magery check to activate that spell, incantation, or nanospell.
  • Damage Reduction 10: You can spend a Hero Point as a standard action to gain damage reduction 10 for 1 minute.
  • Disciplined Strike: Whenever you use a spell or incantation that has an area effect, (such as slam), you may exclude a certain number of targets from the effects of that spell.  The number of targets that you may exclude in this manner is equal to your Wisdom modifier (minimum of 1).
  • Equilibrium: As a swift action, you can spend a Hero Point to remove all debilitating conditions affecting you and return to a normal state.
  • Expanded Horizon: Whenever you use the Search Your Feelings application of the Magery skill, you can sense the consequences of your actions out to 1 hour into the future (instead of the normal 10 minutes).  You can spend a Hero Point when you do so to expand this window out to 8 hours.
  • Flight: As a swift action, you can spend a Hero Point to fly.  You gain a fly speed equal to your land speed, and you can ascend at half speed or descend at double speed.  The flight lasts until the start of your next turn; if you’re still airborne at that time, you fall.
    • Prerequisite: Adept Spellcaster.
  • Grenade Defense: You can use the Move Light Object application of the Magery skill to cast aside grenades that are thrown at you.  As a reaction when you are attacked by a grenade of any kind, you can make a Magery check with a DC equal to the attack roll of the incoming grenade.  If your check equals or beats the DC, you hurl the grenade to a location where it explodes harmlessly, negating the attack.  Whether or not you are successful, you take a -5 penalty on Magery checks until the start of your next turn.
  • Improved Flight: The fly speed provided by the Flight talent now lasts for a full day.
    • Prerequisite: Flight, 9th level.
  • Mage’s Focus: As a full-round action, you may make a DC 15 Magery check.  If the check succeeds, you regain one spent Spell of your choice.  This can only be used to recover a Spell, NOT an Incantation, True Incantation, or Nanospell.
  • Mage’s Recovery: Whenever you use your second wind, you regain a number of additional hit points equal to 1d6 per Hero Point you possess (maximum 10d6).
    • Prerequisite: Equilibrium.
  • Spirit Harmony: Once per encounter, you can activate one Magic talent that requires a Hero Point to use without spending a Hero Point.

     

CREATION MAGIC TALENT TREE

The ability to create raw matter from magical energy is often derided as pointless due to the simple nature of the items you can create, but you’ve learned to make longer-lasting and more capable items.

  • Armament Crafter: You are proficient with any weapon you create via the Creation spell. In addition, your Weapon Focus feat and Weapon Specialization talent covers all weapons you create with the spell.
    • Prerequisites: Creation, Weapon Focus, Weapon Specialization talent
  • Artifact Crafter: The absolute pinnacle of the Creation spell allows you to temporarily create an Artifact Fragment. You must have seen the Artifact in use and its Activated form before you can create it via Creation. Creating an Artifact in this way requires expending a Hero Point when casting Creation, and the Artifact created lasts for a number of rounds equal to one-quarter your character level (rounded down, minimum 1). This duration cannot be increased by spending a Hero Point or via the Lasting Magic Item talent. This talent can be used in conjunction with the Dual Crafter talent only to make a second, distinct Artifact Fragment – however this requires spending another Hero Point. Like the Device Crafter talent, the artifact is automatically created in Evoked (but not Activated) form.
    • Prerequisites: Device Crafter, Wisdom 16+, Level 10 or higher
  • Device Crafter: Approaching the pinnacle of the Creation spell, you are able to create a small array of Devices with the spell. When you learn this talent you gain a number of Devices (as per device magic) that you can create via the Creation spell. These advance as per the normal rules for Devices, however they are not intelligent and cannot speak, and are automatically created in Evoked form. Unlike normal objects created by Creation, the duration of these creations is a number of rounds equal to one-half your character level (rounded down, minimum 1). This duration cannot be increased by spending a Hero Point or via the Lasting Magic Item talent. The amount of Devices that you gain for this talent starts at 1 at character level 1, you gain an additional device at level 5 and every 5 levels thereafter.
    • Prerequisites: Mage Talent for a school other than Device Magic, Skill Focus (Magery)
  • Dual Crafter: When you cast the Creation spell to make a one-handed weapon, you can create one in your other hand as part of the same action while still only expending one use of the Creation spell.
  • Fast Crafter: The action it takes for you to cast the Creation spell decreases to a move action.
  • Lasting Magic Item: Items you create with the Creation spell last for a number of days equal to your character level before dissipating. Instead, you can choose to spend a Hero Point when creating the item to give it an indefinite (subject to GM fiat) duration.
    • Prerequisites: Creation
  • Expedient Crafter: The action it takes for you to cast the Creation spell decreases to a swift action.
    • Prerequisites: Fast Crafter
  • Magic Crafter: Items you create via the Creation spell gain one applicable benefit of your choice from the list associated with the Tech Specialist feat.
    • Prerequisites: Creation
  • Superior Magic Crafter: Items you create via the Creation spell gain one applicable benefit of your choice from the list associated with the Superior Tech feat.
    • Prerequisites: Magic Crafter, Creation, INT 17+

DEVICE MAGIC TALENT TREE

This tree is restricted to Device Users.

  • Practiced Operator – As long as you have your device on your person, you can use the Minor Spell function of the Magery Skill.  This does not allow you to use Minor Spells that are restricted to particular schools of magic.

     

MAGIC ITEM TALENT TREE

You have begin to learn the art of tying magic to physical items, which can lead to learning how to make your own Devices.

  • Advanced Magic Bullets: You have combined your talents in both the manufacture of magic ammunition and magic devices to create packaged bits of magical energy – self-contained Strike Boost spells.  These function as the Strike Boost spell, with a check result equal to 5 + your skill modifier when you created the ammunition.  The energy damage dealt by these bullets is chosen at the time of their creation.  This use of Strike Boost cannot be maintained from round to round.  These bullets cost 10 times the cost of normal rounds for the weapon they are designed for.  Unlike standard Magic Bullets, these can be used by anyone who is magically talented, instead of only yourself.
    • Prerequisites: Magery Check bonus of +10 or higher; Access to Device Magic; Access to Elementalism, Shamanism, or Theurgy; Strike Boost spell for a school other than Device Magic; Weapon Proficiency (Rifles) or Weapon Proficiency (Pistols); Trained in the Mechanics skill.
  • Attune Armor: As a full-round action, you may spend a Hero Point to attune a suit of armor, permanently increasing its armor bonus by +2.  In addition, the maximum Dexterity bonus of the attuned armor permanently improves by +1.  Only you can benefit from wearing the attuned armor.
  • Attune Weapon: You may spend a Hero Point to attune a melee weapon, non-firearm ranged weapon (but not a grenade), or a firearm that does not use electrical ignition for it’s ammunition.  Attuning the weapon takes a full-round action.  From that point forward, whenever you wield the attuned weapon, you gain a +1 Force bonus on attack rolls.  The weapon is attuned to you alone; others who wield the weapon do not gain the bonus.
  • Empower Weapon: You may spend a Hero Point to empower a melee weapon or a non-firearm ranged weapon (but not a grenade).  Empowering the weapon takes a full-round action.  From that point forward, the empowered weapon deals an additional die of damage, but only when wielded by you.  Others who wield the weapon do not gain the bonus damage die.
  • Focused Magic Talisman: When you create a Magic talisman (see the Magic Talisman talent), you can select a single Spell from your spell suite.  Whenever you are wearing this talisman and cast the selected Spell, you can spend a Hero Point to immediately regain that spent spell, adding it to your spell suite.
    • Prerequisites: Level 7+, Magic Talisman
  • Greater Focused Magic Talisman: As Focused Magic Talisman (see above) except that a Hero Point spent to immediately recover the selected spell does not count against the “one per turn” restriction on spending Hero Points.
    • Prerequisites: Level 7+, Magic Talisman, Focused Magic Talisman
  • Greater Magic Talisman: As Magic Talisman (below), except that the talisman’s Force bonus extends to all three of your defenses (Reflex, Fortitude, and Will).
    • Prerequisite: Magic Talisman
  • Magic Bullets: You have learned the art of creating bullets (or arrows, or bolts) infused with the Strike Boost spell, allowing you to activate this spell with ranged weapons that are not devices.  You must make these bullets yourself (other people cannot use them).  Creating a clip or magazine of magic bullets costs double the market price of a normal clip.  When using Strike Boost in this fashion, you can choose to deal any kind of energy you have access to.  Magic bullets cannot be made for burst weapons, such as flechette launchers or grenade launchers.  These bullets merely allow you to use Strike Boost with the ranged weapon, you still have to expend the spell from your spell pool as normal.
    • Prerequisites: Access to Elementalism, Shamanism, or Theurgy; Strike Boost spell for a school other than Device Magic; Weapon Proficiency (Rifles) or Weapon Proficiency (Pistols); Trained in the Mechanics skill.
  • Magic Talisman: You may spend one Hero Point to imbue a weapon or some other portable object with magic, creating a talisman that provides protection to you.  Creating the talisman takes a full-round action.  While you wear or carry the talisman on your person, you gain a +1 Force bonus to one of your defenses (Reflex, Fortitude, or Will).  You may only have one magic talisman active at any given time, and if your talisman is destroyed, you may not create another one for 24 hours.

     

ELEMENTALISM TALENT TREE

You have learned to manipulate the elemental energies of the world around you and harness them to do your bidding.  Device Users do not have access to this tree. Contractors do not have access to this tree unless they are bound to an elemental-type spirit (Air, Earth, Electromagnetism, Fire, or Water)

  • Channel Energy: Whenever you use the negate energy spell to successfully negate the damage from an energy attack, you can spend a Hero Point as a reaction to immediately activate any Spell currently in your Spell Suite.
    • Prerequisite: Negate energy.
  • Combustion: You can spend a Hero Point as a swift action to add 1d6 points of fire damage to any Spell that causes damage to a single target.  A target that takes fire damage also catches on fire.
    • Prerequisite: Magery Training
  • Earth Buckle: You can spend a Hero Point as a swift action to create a 3×3 square area of difficult terrain centered on you.  You ignore any penalties for moving on difficult terrain that you create using this talent.
  • Thunderclap: When you use a Spell that deals damage, you can use the Bantha Rush feat against that target as though you had made a melee attack.
    • Prerequisites: Bantha Rush, Magery Training
  • Wind Vortex: You can spend a Hero Point as a swift action to surround yourself  with whirling winds.  You gain concealment from all other targets and gain a +2 circumstance bonus to Reflex Defense against thrown weapons.  This effect lasts until the end of the encounter.

     

HEALER TALENT TREE

You have focused your natural ability with magic to heal the sick and injured.  More often than not, you are a faith healer of some sorts, such as a witch doctor, priest, etc.  Until the mage revelation World War III, this was the most ‘public’ form of magic practiced.  This talent tree is restricted to Theurgists and Spirit Binders (with a spirit that has a healing aspect).

  • Healing Boost: When healing somebody through vital transfer, the amount of damage healed increases by your heroic level.
    • Prerequisite: Level 7+, vital transfer.
  • Improved Healing Boost: When healing somebody through vital transfer, the amount of damage healed increases by double your heroic level.
    • Prerequisite: Level 7+, Healing Boost, vital transfer.
  • Lay On Hands: You can make a Magery check in place of a Treat Injury check.  You are considered trained in the Treat Injury skill.  If you are entitled to a Treat Injury check reroll, you can reroll your Magery check instead (subject to the same circumstances and limitations).  Once you reach Level 7, you no longer require a medkit or medpac for applications of the Treat Injury skill.  Once you reach level 14, you no longer require a surgery kit for applications of the Treat Injury skill.
  • Soothe: When using vital transfer to heal somebody, you can move the target +1 step on the condition track instead of healing damage.  When doing so, you move -1 step on the condition track in exchange.
    • Prerequisite: Level 7+, vital transfer.

       

MAGE-SCHOLAR TALENT TREE

  • Mage-Scholar: Whenever you take the Magery Training feat, you may select one additional spell, as though your Wisdom score were two points higher. This bonus is retroactive, so you may select another spell to add to your Spell Suite for each time you have taken the Magery Training Feat. In addition, when making Knowledge [Arcana] or Knowledge [Galactic Lore] checks to recall knowledge about anything related to magic, you may re-roll the check if you are not satisfied. You must use the result of the re-roll, even if it is lower.
    • Prerequisites: Mage Talent, Knowledge [Arcana] or Knowledge [Galactic Lore] as a trained skill
  • Sense Magic Location: When you come within (10 x Your Heroic Level) kilometers of a location with a strong magical presence, you get a vague impression of it’s direction and distance from you. You may receive a short vision or other knowledge of the site, at your GM’s discretion.
    • Prerequisites: Mage-Scholar
  • Magic Thesis: When taking this talent, select a specific spell. When using this spell, you gain one free Hero Point, which must be used to augment that use of the spell, either through features of the spell itself or Mage Techniques and Mage Secrets. This ability does not let you exceed the limit of using only one Hero Point per turn. In addition, you gain one extra use of this spell per encounter.
    • Prerequisites: Mage-Scholar, Skill Focus (Magery), Magery Training

SHADOWMAGE TALENT TREE

You are skilled in the arts of the manipulation of light and darkness, giving you an edge over your foes.

  • Cloak of Shadow: You can spend a Hero Point as a swift action to bend light around you, veiling yourself in shadows.  Until the end of the encounter, whenever you move and end your movement at least 3 squares away from your starting position, you gain concealment from all targets until the beginning of your next turn.
  • Illusion: As a standard action, you can spend a Hero Point to create an illusion that seems perfectly real to anyone who views it.  You designate the form and complexity of the illusion, as well as its size and location.  Make a Magery check.  When a creature views the illusion, compare the result of your Magery check to the creature’s Will Defense.  If your check result equals or exceeds its Will Defense, it believes the illusion to be real.  Any physical interaction with the illusion (such as touching it, passing through it, or shooting it) immediately reveals the true nature of the illusion to all who can see it, and the creature is no longer deceived.  The illusion lasts for a number of minutes equal to your heroic level.  The illusion’s size also affects your Magery check, applying a penalty for exceptionally large illusions.  The penalties are -1 for Huge illusions, -2 for Gargantuan illusions, -5 for Colossal illusions, and -10 for Colossal (frigate) or larger illusions.
  • Illusion Bond: Whenever you create an illusion of a humanoid using the Illusion talent, you are able to see and hear as though you were standing in the space occupied by your illusion.
    • Prerequisite: Illusion.
  • Immerse Another: Whenever you make a Stealth check to sneak, you can use your check result in the place of one adjacent ally’s Stealth check to sneak (additionally, if you have the Magic Immersion talent, that talent applies to the designated ally as well).  You can spend a Hero Point to have this ability apply to all adjacent allies instead of just one.
    • Prerequisite: White Current Adept, trained in Stealth
  • Magic Cloak: As a  swift action, you can surround yourself with an invisible bubble of power that shields you and anything you’re carrying from electronic surveillance.  The bubble also blocks all electronic sensors and communications.  The cloak lasts for as long as you concentrate (a standard action) or until the start of your next turn.
  • Magic Cloak Mastery: As the Magic Cloak talent, except that you can expand the bubble to envelop a number of creatures (including yourself) equal to your character level.
    • Prerequisite: Magic Cloak
  • Magic Immersion: You can use the sneak application of the Stealth skill to hide from electronic surveillance and sensors.  Any opponent attempting to detect you with sensors or electronic surveillance must beat your Stealth check with a Use Computer check.  You need only roll a single Stealth check to avoid both electronic notice and notice by conventional means, using the same result as the DC for both Perception and Use Computer checks made to detect you.
    • Prerequisite: White Current Adept, trained in Stealth
  • Masquerade: You can use the Illusion talent to create a disguise for yourself.  You use the result of your Magery check made to create the illusion for the purposes of creating a deceptive appearance, as per the application of the Deception skill.  All other rules and restrictions for using the Illusion talent still apply.
    • Prerequisite: Illusion.
  • Ride the Current: As a reaction to being damaged by an attack, Spell, Psionic Power, Nanite Power, Incantation, or Nanospell, you can spend a Hero Point to gain total concealment from all targets until the end of your next turn.  Additionally, if you have not yet taken your second wind, you can do so immediately as part of this reaction.
  • Shadow Armor: You can use magic to bend light around yourself, wrapping you in shadows and making it difficult for enemies to tell where you end and the shadows begin.  As a swift action, you can grant yourself a +1 Force bonus to your Reflex Defense until the start of your next turn.  You may select this talent multiple times.  Each time you select it, the Force bonus it provides increases by +1 (maximum +4).
    • Prerequisite: Cloak of Shadow
  • White Current Adept: You can make a Magery check in place of a Stealth check.  You are considered trained in the Stealth skill.  If you are entitled to a Stealth check reroll, you can reroll your Magery check instead (subject to the same circumstances and limitations).

     

SHAMANISM TALENT TREE

You have learned to use magic to touch the minds of beasts, and interface with the natural world.  Most often found amongst societies with a tradition of respect for the natural world, but it has also appeared at random in cities.  This talent tree is restricted to Shamans and Theurgists.

  • Bonded Mount: Whenever you encounter a beast with a friendly or helpful attitude toward you, you can spend a Hero Point as a full-round action to bond the beast to you as a mount.  A bonded mount shares an empathic link with you, allowing you to sense its emotions as a free action.  When you ride a bonded mount, your mount uses your Reflex Defense and Will Defense instead of its own.  Additionally, if your mount has any special senses (such as scent, darkvision, or low-light vision) that you do not possess, you gain the benefits of its special senses as long as you are riding that mount.
    • Prerequisite: Charm Beast.
  • Charm Beast: You can make a Magery check in place of a Persuasion check when attempting to change the attitude of an undomesticated creature with an Intelligence of 2 or less. Additionally, you do not take the normal -5 penalty on the check if the creature can’t speak or understand your language.
  • Earth Buckle: You can spend a Hero Point as a swift action to create a 3×3 square area of difficult terrain centered on you.  You ignore any penalties for moving on difficult terrain that you create using this talent.
  • Entreat Beast: You can use the magic to convince a small beast to carry objects, deliver messages, or perform other minor tasks for you.  If you are near a beast that is at least indifferent to you (whether this be a pet you bring with you or a beast encountered in the wild), you can make a Magery check against the beast’s Will Defense as a swift action.  If your skill check equals or exceeds the beast’s Will Defense, the beast performs one task for you from the following list: deliver one object from your person to another target within 30 squares of you; retrieve one unattended object within 30 squares of it and in its line of sight and bring it to you; or press a button, pull a lever, or otherwise perform some minor activation of an unattended item within 30 squares.
    • Prerequisite: Charm Beast.
  • Former Genius Loci: Long thought to be impossible, you’ve achieved the unthinkable and somehow forced yourself back into a corporeal form after being turned into a Genius Loci. Upon receiving this talent, you immediately gain enough levels of Thirst to place you at Thirst Level 15. However, you do not need to make the usual Wisdom check required at Thirst Level 8 – all known methods of regaining corporeal form after becoming a Loci have an equally difficult task. If a Former Genius Loci is slain while at Thirst Level 15 they revert to Loci state in their current location rather than becoming a spirit. Releasing a stage of the your sealed powers is a full-round action that provokes attacks of opportunity and you must unlock each stage in numerical order. The benefits of stage release remain until the end of the combat encounter or five minutes after the last stage release, whichever is shorter.
      • Stage 0 – At all times you gain the benefit of the Speak With All Spirits feature that Contractors gain at level 11. In addition, your time spent as a Loci leaves you with the Influence feature of a spirit bind appropriate for the type of Loci you were.
      • Stage 1 – When Stages 1 through 3 are released, you gain the Sign feature for the appropriate type of spirit for the Loci that you were as if you were a contractor of that spirit. You cannot suppress this sign through any means aside from re-sealing all stages of your release (a move action). Releasing Stage 1 provides you with the appropriate abilities for a Shamanistic Mentor Spirit user of your level for your Loci type – except for the Consult feature and the mental ability scores. You creates territory boundary that is a  a 6-square radius around yourself when you release this stage.
      • Stage 2 – When Stage 2 is released you receive the appropriate features for a Contractor of your level for the type of spirit associated with the Loci you are bound to – except for the mental ability scores and Slowed Aging features. Your territory boundary increases to a 12-square radius.
      • Stage 3 – When Stage 3 is released you gain the True Incantation associated with the Genius Loci type you are bound to. If this Incantation has a use limitation, you must follow it. Your territory boundary increases to a (12+(1/2 Character Level))-square radius.
      • Stage 4 – When Stage 4 is released, you regain the ability to construct a body from the appropriate material while within their regained territory boundary and automatically do so when you release this stage (temporarily removing your current body from existence when you do so).  Your territory boundary increases to a (12+Character Level)-square radius.
      • Stage 5 – When Stage 5 is released, you regain the ability to suppress or amplify magic within your territory boundary.  You can use this ability as a full-round action.  Suppressed magic imposes a -CharacterLevel penalty to all Magery Checks, while amplified magic adds a +(1/2 Character Level) bonus to all Magery checks. Your territory boundary increases to a (24+(2*Character Level))-square radius.
    • Prerequisites: GM Permission (and you’re not likely to get it)
  • Genius Loci Bond: Through luck, skill, hard work, or disaster, you’ve achieved a rare thing – a bond with a Genius Loci. This talent can be granted by the GM at any time – if this happens, the character must spend the next available opportunity to gain a talent slot where this talent can be learned, even if this means going back to a base class instead of a prestige class. The features of this talent can only be used within the territory boundary of the bonded Genius Loci. If the Loci you are bound to somehow becomes a Former Genius Loci, then you can regain these features while within the territory boundary that the Loci creates when they begin to release their stages. The benefits of a Loci bond are sealed until un-sealed at your command, save for the Stage 0 benefit which is always available while you are within the Loci’s territory boundary. Releasing a stage of the Bond is a full-round action that provokes attacks of opportunity and you must unlock each stage in numerical order. The benefits of stage release remain until the end of the combat encounter or five minutes after the last stage release, whichever is shorter.
      • Stage 0 – At all times while you are within the Genius Loci’s territory boundary you have a constant mental link with the Loci. This functions as the Influence feature of a spirit bind with the appropriate type of spirit for the Loci’s type, and allows you to mentally converse with the Loci as if you were a contractor with it (however its mental ability stats do not progress like a contractor’s spirit’s do).
      • Stage 1 – When Stage 1 and any subsequent Stages are released, you gain the Sign feature for the appropriate type of spirit for the Loci as if you were a contractor of that spirit. You cannot suppress this sign through any means aside from re-sealing all stages of your bond release (a move action). Releasing Stage 1 provides you with the appropriate abilities for a Shamanistic Mentor Spirit user of your level for the Loci type – except for the Consult feature and the mental ability scores.
      • Stage 2 – When Stage 2 is released you receive the appropriate features for a Contractor of your level for the type of spirit associated with the Loci you are bound to – except for the mental ability scores, Speak With Spirits, Slowed Aging, and Speak With All Spirits features.
      • Stage 3 – When Stage 3 is released you gain the True Incantation associated with the Genius Loci type you are bound to. If this Incantation has a use limitation, you must follow it.
    • Prerequisites: You must have had contact with a willing Genius Loci or Former Genius Loci (this is more difficult than it might seem)
  • Planetary Attunement: Whenever you arrive on a new planet, you can spend 10 minutes and a Hero Point to acclimate yourself to the planet’s unique ebb and flow of magical energies.  While on the planet, you gain a +2 Force bonus to all defenses against naturally occurring hazards on the world, your speed increases by 1 square, and you can sense what the weather will be in the immediate area up to 24 hours in advance as a full-round action. You automatically gain this bonus on your homeworld, no Hero Point expenditure is required.
  • Ride With The Spirits: You may make Magery checks instead of Ride checks. You are considered trained in the Ride skill. Any effect that would give you bonuses or allow re-rolls on Ride checks also allows you to make those re-rolls on Magery checks for this purpose. In addition, you gain a +2 bonus on any Ride checks made in this manner when you are mounted on a beast you have Charmed.
    • Prerequisites: Charm Beast
  • Shadow Vision: As a swift action, you gain low-light vision, allowing you to ignore concealment (but not total concealment) from darkness.  This benefit lasts for 5 minutes or until the end of the encounter, whichever comes first.
  • Soothing Presence: Whenever you encounter a beast with an unfriendly attitude toward you, you automatically shift its attitude to indifferent (no skill check required).
    • Prerequisite: Charm Beast.
  • Wild Sense: As a swift action once per turn, you can make a Magery check to touch the mind of a beast with an indifferent or better attitude toward you, provided it is within 12 squares of you and in your line of sight.  When you do so, the beast makes an immediate active Perception check, and you are considered to perceive everything that the beast does, including noticing targets, as though you had made the check.  Additionally, until the end of your turn, you are considered to have line of sight to anything the beast has line of sight to.
    • Prerequisite: Charm Beast.

TELEKINESIS TALENT TREE

You have learned the finer arts of manipulating matter at a distance through the use of innate willpower and spirits.  Device Users may not access this talent tree.

  • Move Massive Object: When you successfully use the move object spell to move an object of Large size or bigger, you can make an area attack with the object instead of throwing it at or dropping it on a single target, as normal for the spell.  You must spend a Hero Point when you cast the spell to do this, asnd the area you target is based on the size of the object: Large, 2×2; Huge, 3×3; Gargantuan, 4×4; Colossal and larger, 6×6.  When you use move object to make an area attack with the object you are moving, you compare your Magery check to the Reflex defense of each creature, object, and vehicle in the target area.  If your check equals or exceeds the target’s Reflex Defense, it takes damage from the object (as determined by the move object spell).  Otherwise, the target takes half damage.  This is an area effect.
    • Prerequisites: Telekinetic Power, move object.
  • Telekinetic  Natural: You possess an innate  talent  with telekinetic manipulation, and uses of the ability come more naturally to you than it does to others. Once per encounter, you may expend a Hero point as a free action to use any spell with  the  [telekinetic] descriptor, even  if  you  do  not normally have that power in your Spell suite. You can select this talent multiple times. Each time you select  it,  you  may  use  this  talent  one  additional  time  per encounter.
  • Telekinetic Power: Whenever you roll a natural 20 on your Magery check to activate a spell with the [telekinetic] descriptor, you may choose to use that spell again immediately as a free action.  You may direct the second use of the spell against any eligible target.
  • Telekinetic Prodigy: When you take the Magery Training feat and select move object as one of your Spells, you can also select one extra spell to add to your Spell suite for free.  This power must be one of the spells affected by the Telekinetic Savant talent.  You can gain only one extra spell each time you take the Magery Training feat, regardless of how many times you choose the move object spell.
  • Telekinetic Savant: Once per encounter as a swift action, you may return a spell with the [telekinetic] descriptor to your suite without spending a Hero Point.

Epic Space Adventures Abound!