I was very pleased in general with the flexibility of the system and the improvements they implemented, as well as the addition of the Rune skill (which is far better than the Shard skill I made for my campaign...time to scrap it.)
However, I was expecting a Bard-like class to be in their instead of a talent. That seems like an odd move in my opinion.
I also expected to see Spirit Magic of some sort as well, along with magic related to inborn abilities or bloodlines (I made some very basic forms for my campaign, and I mean basic. I was really hoping for something better to use to come from Terrinoth). The lack of any new spell modifications was also shocking.
But the different focus materials, focus types, runes, talents, and the Forbidden Knowledge skill more than makes up for it I believe.
If anyone is interested:
Common Titles: Sanguinem, Blooded,
· Attack (+Non-Lethal) (+Split)
· Augment (+Reflection)
Common Titles: Shaman, Conjuror
· Barrier (+Spirit Backlash)
· Conjure (+Possession)
· Curse (+Doom)
Note: Any shard spell requires an Average Knowledge check to use regardless of spell complexity, with narrative effects such as casting a barrier against incoming winds costing one spell use regardless of the spells inherit difficulty. However, rolling a Despair immediately shatters the shard. A bold mage may find themselves dabbling in this art if they can carry the risks alongside the boons.
Shard Creation: To create a working shard the player character must first create a vessel out of any hard and solid material of at least the size of a grapefruit whether it be stone or iron or petrified wood. They must then succeed on a Hard Shard check. On a success the player is inflicted 4 strain with every un-canceled Success and Advantage reducing that damage by 1 and every un-cancelled Threat dealing 1 additional strain damage. On a failure, the shard is destroyed and you are dealt 2 strain with every un-canceled Failure and Threat dealing 1 additional strain and every Advantage reducing it by 1 strain.
Once it is created the player has 12 Shard Points to invest a single spell into its form. The player chooses the spell and then modifies it up anywhere from Easy to Formidable difficulty. The rank of difficulty the spell is subtracts from the amount of Shard Points and a new spell cannot be added to it, meaning a shard hold multiples of a singular spell with the amount depending on its complexity.
For example, if one wished to create an Attack Spell (1 Difficulty) with Destructive (2 Difficulty) and Range (1 Difficulty) then that would cost 4 Shard Points, allowing me to use that spell three times before it becomes useless. One cannot create a spell over Formidable difficulty.
Any shard spell requires an Average Knowledge check to use regardless of spell complexity, with narrative effects such as casting a barrier against incoming winds costing one spell use regardless of the spells inherit difficulty. However, rolling a Despair immediately shatters the shard.
A single shard is 1 encumbrance.
Common Titles: Enchanter, Carver
· Heal (-Resurrection)
· Split: You may select an additional target within the same range band. If the attack hits, both are damaged but the attack loses 2 non-cancelled Successes. (+2 Difficulty)
· Spirit Backlash: Target one hostile Engaged with your original target. Treat it as being targeted by an Attack with Damage 0, Critical -, Knockdown and Disorient 2. (+1 Difficulty)
· Possession: The spell instead summons a spirit inside an Engaged target of your choice. They must make a Hard Discipline check or lose control of their bodies to the spirit. They may make the check again every one of their turns after that until they succeed at dispelling the spirit and regain control. The GM retains control during the possession. (+2 Difficulty).