Grimoire
Skirmishing Mastery
Controlling the battlefield with astounding acrobatic maneuvers and deadly ranged attacks.
Stat Value: BEA
| Weave | Spell | Range | Area of Effect | Duration | Save |
|---|---|---|---|---|---|
| 1st | Swing* | 0 (self) | caster | 1 rnd | N |
| 2nd | Marksmanship* | 0 (self) | caster | 1 rnd | N |
| 3rd | Dead Eye | 0 (self) | caster | 1 rnd/lvl | N |
| 4th | Pinning Shot* | 0 (self) | caster | 1 rnd | N |
| 5th | Evasive Maneuver* | 30 m | 1 attack | 1 rnd | N |
| 6th | Ricochet* | 0 (self) | caster | 1 rnd | N |
| 7th | Caltrops | 0 (touch) | 1.5 m radius | P | N |
| 8th | Blinding Shot* | 0 (self) | caster | 1 rnd | Y |
| 9th | Sharpshooting* | 0 (self) | caster | 1 rnd | N |
| 10th | Rain of Arrows | 30 m | 6 m radius | - | N |
1st • Swing
Range: 0 (self) · Area of Effect: caster · Duration: 1 Round · Save: No This Spell allows the caster to perform an incredible feat of agility in the Round it's cast, permitting to jump 3 meters in any direction, grasp a fixed, inanimate object, swing from it, and safely land in an unoccupied spot within 6 meters of that object. +3 Weave:* after a swing, instead of landing, the caster can choose to grasp another fixed, inanimate object and perform another swing.
2nd • Marksmanship
Range: 0 (self) · Area of Effect: caster · Duration: 1 Round · Save: No The caster gains a +30 magical bonus to the next Ranged weapon Attack Roll made during this Round. +2 Weave:* increase the bonus by +10.
3rd • Dead Eye
Range: 0 (self) · Area of Effect: caster · Duration: 1 Round per Level · Save: No For the Duration, the caster treats Medium Range attacks as if they were within the Base Range of the weapon they wield, Long Range attacks as if they were in Medium Range, and Extreme Range attacks as if they were in Long Range.
4th • Pinning Shot
* Range: 0 (self) · Area of Effect: caster · Duration: 1 Round · Save: Yes The creature hit by the caster's next ranged weapon attack this Round must pass a WSR or be unable to take move actions in the following Move Phase.
5th • Evasive Maneuver
* Range: 30 m · Area of Effect: 1 attack · Duration: - · Save: No The caster gains a magical +50 bonus to their DEF against target non-magical attack within Range. After the attack is resolved, the caster jumps to any unoccupied space within 3 meters as a Free Action.
6th • Ricochet
* Range: 0 (self) · Area of Effect: caster · Duration: 1 Round · Save: No The next ranged weapon attack made by the caster this Round cannot be Parried and ignores its target's shield and Partial Cover DEF bonuses.
7th • Caltrops
Range: 0 (touch) · Area of Effect: 1.5 m radius · Duration: Permanent · Save: No The caster creates a magical trap, covering the Area of Effect and Very Hard (-30) to detect. The first creature other than the caster that enters or leaves the Area of Effect triggers the trap, suffering a Light Impact, Cut, or Pierce Critical Strike (the type is chosen by the caster at the time of casting). +2 Weave: the creature triggering the trap must also pass a TSR or fall Prone, immediately ending its movement.
8th • Blinding Shot
* Range: 0 (self) · Area of Effect: caster · Duration: 1 Round · Save: Yes The creature hit by the caster's next Ranged weapon attack this Round must pass a TSR or be blinded until the beginning of the next Assessment Phase.
9th • Sharpshooting
* Range: 0 (self) · Area of Effect: caster · Duration: 1 Round · Save: No For the current Round, add a +5 magical bonus to all Critical Strike Rolls delivered by ranged weapon attacks made by the caster.
10th • Rain of Arrows
Range: 30 m · Area of Effect: 6 m radius · Duration: - · Save: No The caster conjures hundreds of projectiles, falling like rain of death on their enemies. This Attack Spell is resolved on the Area Spells Attack Table, with a maximum result of 150, inflicting Pierce damage and affecting anyone within the Area of Effect.