# Games > Cosmere > Stormlight > Character > Radiant Talents *from Chapter 6 — p.209-239* ## Talents ###### Abrasion | Name | Action | Effect | | ------------------------- | :----: | ----------------------------------------------------------------------------------------------------------------------------- | | **Frictionless Motion** | ∞ | while infused w/Abrasion: +10' and ignore Slowed from terrain / climbing / crawling / swimming | | — Graceful Skating | ∞ | don't have to move in a straight line | | —— Slippery Target | ★ | while infused w/Abrasion: graze-proof + disadv -> Reactive Strikes vs you | | ——— Slick Combatant | ★ | - while infused w/Abrasion: use actions mid-Move<br>- melee attack mid-Move: add 1d4..12 dmg (but 🔴 -> prone and end move) | | ——— Smooth Operator | ∞ | - while Invested: gain benefits of Abrasion infusion<br>- Skate costs -1 FP | | **Reverse Abrasion** | ★ | - object: adv -> Agility / Athletics to interact<br>- surface: ignore Slowed when traversing | | — Stormlight Reclamation | ▷ | SoT after paying prev cost: end infusion(s) wi/reach + recover remaining IP | | — Distant Surgebinding | ∞ | reach = 20' for surges and don't need to touch target | | —— Smooth Operator | ∞ | *see above* | ###### Adhesion | Name | Action | Effect | | -------------------------- | :----: | -------------------------------------------------------------------------------------------------------------- | | **Stormlight Reclamation** | ▷ | SoT after paying prev cost: end infusion(s) wi/reach + recover remaining IP | | — Distant Surgebinding | ∞ | reach = 20' for surges and don't need to touch target | | —— Extended Adhesion | ∞ | Full Lashing = 1 IP / ranks rds | | ——— Living Adhesion | ∞ | Adhesion works on creatures; if lashed to larger: Restrained + disadv on Physical + adv on atks against them | | ——— Superior Bond | ∞ | can't break your Full Lashings unless their Str > your ranks | | **Binding Strike** | ★ | hit w/melee: 🔵 \| 2 FP -> Adhesion held/worn object wo/action or test | | — Binding Shot | ★ | hit w/ranged: Binding Strike | | —— Adhesive Trap | ★ | infuse surface to Full Lash first creature to contact it | | ——— Superior Bond | ∞ | *see above* | ###### Cohesion | Name | Prereqs | Action | Effect | | ---------------------- | :-----: | :----: | -------------------------------------------------------------------------------------------------------------------------------------------- | | **Stone Spear** | - | ▶▶ | 1 IP -> Cohesion vs Physical wi/60' for 2d4..12 impact (1-5 ranks) + 🔵 -> Prone | | — Sinkhole | - | ▶ | 1 IP -> Cohesion vs Cognitive of 1+ characters within Surge Size area of stone ground -> sink + Immobilized as you resolidify | | —— Through the Stone | - | ∞ | if touchable stone surface between you & target: reach = 20' for surges & radiant talents | | ——— Unbound Cohesion | Coh 4+ | ∞ | can use Cohesion + talents on all non-living non-Invested solids | | —— Tunneling | - | ▶ | 1 IP -> infuse self - move through stone surfaces & objects as difficult terrain, creating 5' radius tunnel; spend 1 IP @ SoET to continue | | ——— True Stoneshaping | Coh 2+ | ∞ | shape (including intricate) without additional actions or time | | ———— Flowing Earth | - | ★ | ▶+ on Cohesion \| talent: shape stone beneath your feet (free) - pushes you up to 5' × Cohesion in any direction wo/AoO | | **Memories of Stone** | - | ▶▶ | 1 IP -> speak w/stone 1rd (sculpted images & faint whispers that might be cryptic or incomplete); interpretation might require Cohesion test | ###### Division | Name | Action | Effect | | ------------------------- | :----: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Bodily Decay** | ★ | Division atk hit: 🔵 -> injury | | — Igniting Division | ★ | When you affect a target with Division, you can spend 1 or more additional Investiture to cause that target to catch fire for a number of rounds equal to the Investiture spent. If you didn’t already have to make a Division test when you affected that target, you must succeed on one now to do so.<br><br>For the duration, the target becomes Afflicted, and the area within 5 feet of the target is lit on fire and becomes dangerous terrain. Both effects deal energy damage equal to your Division modifier. At the GM’s discretion, the dangerous terrain can spread on sub­ sequent rounds.<br><br>The target or a character within reach of it can Use a Skill to make an Agility or Athletics test opposed by your Division. If they succeed, the target’s Afflicted condition ends early, but the ignited area continues to burn. | | —— Gout of Flame | ▶▶ | 3 IP: area up to ranks + 1 size: Division vs Physical 3d4..12 energy | | ——— Devastating Division | ∞ | +1 dmg die | | ——— Unleashed Entropy | ★ | Division costs -1 ▶; Under Pressure DC -= 5 | | — Spark Sending | ∞ | Division as if reach = 20' if surface between | | —— Inescapable Spark | ∞ | Division as if reach = bond range if surface between; ignore Brace | | ——— Unleashed Entropy | ★ | *see above* | | **Eroding Escape** | ▶ | 1+ IP: weird | | — Spark Sending<br>... | ∞ | *see above* | ###### Gravitation | Name | Prereqs | Action | Effect | | ------------------------ | :-----: | :----: | ---------------------------------------------------------------------------------------------------------------------- | | **Flying Ace** | - | ▶ | +10' grav rate; fly up to grav rate; 1 FP to melee during | | — Stable Flight | - | ∞ | while Basic Lashed: ranged atks don't gain disadv due to flying or unstable footing | | —— Group Flight | - | ∞ | not in combat: when 1 IP to infuse char: add up to chars = ranks wi/reach | | ——— Aerial Squadron | Grav 3+ | ∞ | use Group Flight in combat | | ——— Master of the Skies | - | ∞ | while Invested: gain benefits of infusion wo/IP | | **Gravitational Slam** | - | ∞ | when move unwilling into solid surface: 1d4..12 impact / 10' (Avoid Danger: Agility vs Grav for 1/2 dmg) | | — Multiple Lashings | - | ★ | after succeed on Grav to move unwilling: X IP (up to ranks) | | — Lashing Shot | - | ▶▶ | touch unattended object: propel at target (IP = distance / grav rate r.u.) - ranged Grav vs Physical: 2d4..12 impact | | —— Master of the Skies | - | ∞ | *see above* | ###### Illumination | Name | Action | Effect | | ------------------------------- | :----: | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Distracting Illusion** | ▶ | 1 IP -> duplicate of self or ally wi/bond rage; appears in same space, causes disadv on atks + can't graze; ends after first missed atk | | — Disorienting Flash | ▶▶ | 1 IP burst of light Illum vs Cognitive: Disoriented until end of their next turn | | —— Spiritual illumination | ▶ | 2 IP: near ally wi/bond range: Determined + Focused until end of their next turn | | ——— Painful Truth | ▶ | 2 IP: Illum vs Spiritual: Slowed until end of their next turn; start of their next turn: FP = your ranks to end effect as ▷ or use Move away from you | | ——— Endless Illusions | ∞ | while Invested: Illum infusions wi/bond range expend no IP each turn | | — Stormlight Reclamation | ▷ | SoT after paying prev cost: end infusion(s) wi/reach + recover remaining IP | | —— Multiplicative Lightweaving | ∞ | when illusion: additional illusions up to ranks | | ——— Endless Illusions | ∞ | *see above* | | **Lingering Lightweavings** | ▷ | when illusion: infuse gem or sphere instead of air; moves with gem; costs 1 IP / ranks rds | ###### Progression | Name | Prereqs | Action | Effect | | ------------------------ | :-----: | :----: | -------------------------------------------------------------------------------------------------------------------------- | | **Injury Regrowth** | - | ▶▶ | 2 IP: touched char recovers from a chosen temp injury (3 IP for prem injury) | | — Swift Regeneration | Prog 2+ | ★ | Regenerate: recover 1d6..12 + Prog mod; when Invested: char infused w/your Regrowth adds Prog mod to injury rolls | | —— Extended Regrowth | - | ∞ | when infuse char: 1 IP / ranks rds | | ——— From the Brink | Prog 3+ | ▶▶▶ | 3 IP: touch body <1m dead becomes Unconscious w/0 HP | | ——— Font of Life | - | ∞ | -1 ▶ for Prog stuff | | **Explosive Growth** | - | ▶▶ | 1 IP: area - plants make Prog atks vs Physical - 2d4..12 impact \| keen (🔵 = 1+ hit targets -> Immobilized until EoYNT) | | — Overgrowth | - | ∞ | Growth into plant: DC 15: grow beyond natural limits and HP += 2d4..12 | | —— Reliable Progression | Prog 2+ | ★ | when roll ranks-scaled or health-recovery die: min = ranks | | ——— Font of Life | - | ∞ | *see above* | ###### Tension | Name | Prereqs | Action | Effect | | -------------------------- | :-----: | :----: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Tension Parry** | - | ↻ | you \| ally wi/reach hit\|grazed by attack vs Physical: infuse target’s clothing (or soft material you wrap around them) w/normal IP cost -> Hardened Defense effect (+2 Physical, ignore *that* graze) | | — Rigged Weaponry | - | ★ | 1 IP -> +10' melee reach until EoNT; hit -> 🔵 \| 2 FP -> use Tension on held/worn object (normal IP cost but no action & autosucceed) | | —— Cloth Mastery | Tens 2+ | ∞ | shape (including intricate) without additional actions or time | | ——— Fine Control | - | ▶▶ | 1+ IP into unattended obj wi/reach -> HP = 5 × ranks, Def = 10 + modifier; move object 25'/turn along surfaces; ▷ peform simple task; ▶ something requiring attention or test (use Tension instead of usual skill); melee 5' reach 2d4..12 impact (1..5 ranks) | | ——— Clothsmith | - | ∞ | - Hardened Defense = +4 Physical (instead of 2)<br>- Tension weapons gain +1d4..12 dmg (1..5 ranks) | | **Stormlight Reclamation** | - | ▷ | SoT after paying prev cost: end infusion(s) wi/reach + recover remaining IP | | — Extended Tension | - | ∞ | - Tension -> object: 1 IP / Tension ranks rds<br>- while Invested: maintain Tension infusions on held/worn objects free | | —— Surface Tension | - | ∞ | can use Tension on liquid; double normal surge size; characters can walk on it like solid ground | | ——— Clothsmith | - | ∞ | *see above* | ###### Transformation | Name | Prereqs | Action | Effect | | ------------------------------ | :-------: | :----: | ---------------------------------------------------------------------------------------------------------------------------------- | | **Soulcast Defense** | - | ↻ | when you \| ally hit by projectile: 1 IP Transf vs atk: fail = graze, success = miss wo/graze + transform | | — Soulcast Parry | - | ∞ | can use Soulcast Defense vs melee | | —— Distant Surgebinding | - | ∞ | reach = 20' for surges and don't need to touch target | | ——— Persistent Transformation | Transf 2+ | ∞ | non-living has max DC 15; fail Soulcast: can try again in same scene (success = +1 IP / prev fail) | | —— Flamecasting | - | ∞ | can Soulcast to / from flame (flames dissipate after a moment); to flame: atk Physical wi/5' of object for ▷ for 2d4..12 energy | | ——— Expansive Transmuter | - | ∞ | when Soulcast non-living: -2 IP (min 1) | | **Living Soulcasting** | - | ▶▶ | 1 IP: melee Transf vs Spiritual of living wi/reach - 3d4..12 spirit; if they die: transf body at no action / IP cost | | — Bloodcasting | - | ▶▶ | 1 IP + DC 15: cleanse blood of touched - end poison, -5 days recovery of one injury | ###### Transportation | Name | Prereqs | Action | Effect | | -------------------------- | :-------: | :----: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Cognitive Farsight** | - | ∞ | Cognitive Realm: spot things up to 3 × bond range; when Invested: always know North + direction to nearest gathering of people | | — Cognitive Vision | - | ∞ | Cognitive Realm - additional things you can spot:<br>- Learn Intent: ▷ Transp vs Cognitive: exptrapolate likely intentions & they get disadv on their next test vs ya'll<br>- Locate Object: ...flavor... | | **Realmic Evasion** | - | ↻ | when hit: 1 IP Transp vs atk: fail = graze, success = miss wo/graze | | — Realmic Step | - | ▶ | DC 15 Transp: 2 IP to move through Shadesmar to space wi/bond range wo/AoO (1 IP if above large body of water) | | —— Elsecalling | - | ▶▶ | 1 IP: transport to Cognitive Realm wo/AoO<br>Cognitive Realm: DC 20: 2 IP to transport to Physical (fail is free) | | ——— Shared Transportation | Transp 4+ | ★ | Elsecalling / Realmic Step: +1 IP / additional willing char wi/reach | | ———— Elsegate | - | ★ | - after long rest: transport self + 0-10 willing to previously visited Oathgate platform \| permanent perpendicularity; drains 2 marks / person<br>- GM might allow other previously visited & highly Invested locations | | ——— Realmwalker | - | ∞ | when Transp test: autosucceed |