1
Burning Sigil
Ranged Spell Close-quarters spell (see Feat 1)
Quick Action, Sigil
Target: One engaged nearby enemy (see
talent 2)
Attack: Intelligence + Level (4) vs PD
Hit: 5 ongoing fire damage (save ends). Until the target saves
against the spell, you can release the spell as a standard action.
.
Release: The target immediately saves from the spell and takes
3d10 fire damage, and 10 ongoing fire damage (hard save ends, 16).
Miss: 5 ongoing fire damage on a miss (save ends).
2
Warding Sigil
Ranged Spell Close-quarters spell (see Feat 1)
Quick Action, Sigil
Target: You or one engaged nearby ally (see
talent 2)
Effect: Target gains +2 AC until either the spell is released
or the end of battle. While the spell is in effect, you can release
it as a free action when the target is hit by an attack
Release: The normal benefits of this spell ends, and the
target takes half damage from the attack.
3
Acid Arrow (wiz spell from talent)
Ranged Spell
Daily
Target: One nearby or far away creature
Attack: Intelligence + Level (4) vs PD
Hit: 4d10 acid damage, and 5 ongoing acid damage
Miss: 5 ongoing acid damage, and you regain the spell during
your next quick rest.
4
Arcane Mark (cantrip)
The cantrip creates
a magical sigil on an object or person. Wizards swear that all
their arcane marks are visible to everyone, but people foolish
enough to play cards with wizards should beware. (A deliberately
invisible mark is a hard perception or magic check to notice.)