Wandmeisters can feel the power of the heart of a faecorn tree as an extension of their very essence; the wand is a part of them, as much as their fingers and toes. Wands are inherently magical devices, carved from the heart of a faecorn tree before it fully matures, they are often deeply personal items that respond better to certain individuals than others. Wandmeisters have learned to harness the power of wands at a level far exceeding most - they are capable even of creating their own, albeit weakened, wands. Wands are subtle and discreet, and less messy than a dagger - wandmeisters often find themselves employed in stealthy, typically defensive rolls.
Fabricate Wand
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Signature
Talent
• Action
As a slow action, spend 1 hour and 4 faecorns to make a unique wand (magic type) that only you can use. The wand has 4 entropy. When used in an Operate (Wand) action, your wand deals d4 + entropy damage to a nearby target.
Quick Wandwork
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Tier 1
Talent
Once per encounter, you can make an Operate (Wand) action as a fast action.
Improved Personal Wand
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Tier 2
Talent
Your fabricated wand now deals d6 + entropy damage, instead of the usual.
Grow Wand
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Tier 3
Talent
• Action
As a slow action, spend 1 hour and a number of faecorns equal to twice the entropy of a wand to increase the wand's entropy by 1 (as a bonus in addition to its normal entropy track). You must have mastery >= the wand's current entropy to attempt this. You must have possession of the wand the entire time.
Entangling Wand
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Tier 3
Talent
Your fabricated wand now now also makes the target slowed (1 + mastery).
Tarr’ko
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Tarr'ko
Talent
You gain an innate tarr’ko card - Channel, the Uncontrolled Arcane.
Innate tarr’ko cards cannot be lost, stolen, or exchanged; they are gibberish to anyone else who looks at them.