Special Abilities:
Spellcharge Mana Crystal: Legion trainers can imbue mana crystals with their Signature Spell, allowing the Legion equipping it to use that spell in the manner with which they cast it, using the same skill, stat, and actions as the Trainer. Spell boosting may be applied to that crystal's spell (to the point where the trainer could cast the spell), and the spell stored within that crystal is treated as the boosted version. A Spellcharged Crystal has a drain rating when used equal to the spell's MP cost (after boosting).
Signature Spell XMP: At first level, a Trainer must choose a single base spell with an MP cost of X or less. This spell is forever in the Trainer's memory and does not contribute to the Communal Memory limit. The Trainer can cast this spell in the same manner as spells cast with Communal Magic, but the Trainer may spontaneously apply any desired boost to the spell when it is cast, as long as the spell's final MP cost remains equal to or lower than their Signature Spell casting limit. Every time the Trainer gains a new Trainer facet level, they may change their Signature Spell, but it must be of the same element as their original Signature Spell. A Trainer may also change their Signature Spell with the help of the Legion Recruiter's Nanitic Rewrite ability, but the new spell still must be of the same element as the previous one.
Communal Magic XMP (Tutorial): A Legion Trainer can cast spells they have memorized through Communal Memory, as well as spells memorized by other Trainers sharing a telepathic connection with them. The Trainer may also cast another linked Trainer's Signature Spell and spontaneously boost it up to their Communal Magic casting limit.
Restrictions: When a Legion takes their first level of Trainer, they must choose three elements that their Signature Spell does not have. The Trainer may not cast any spells of those elements. A Trainer cannot summon.
Casting Cost: None. Trainers do not pay material costs for the spells they cast.
Alterations: None.
Casting Actions/Stat/Skill: Trainer spells require two hand actions to cast. Trainers use their Language skill with their Intelligence stat to make their spellcasting rolls. A Trainer may also spend a speak action while casting a spell of the Signature Spell's element to activate the Signature Modification ability.
Communal Memory +X: A Legion Trainer may memorize spells which can be cast by other telepathically linked Legion with spellcasting ability. A Trainer may memorize up to their Intelligence stat plus X in MP's worth of spells. To do this, a Trainer must spend 1 minute per MP of the spell's MP cost in meditation. The Trainer may pause this meditation to perform other activities, but they may only learn one spell at a time, and pausing meditation for a spell's learning for 12 hours will cause the progress of one spell's learning to be lost. Once the Trainer has completed this meditation, that spell is added to the Trainer's Communal Memory. A Trainer cannot memorize a spell if that spell would cause the total MP cost of all memorized spells to exceed the limit if Int+X. However, a Trainer may forget any spell they have learned this way upon waking from a full rest, no more than one spell per day. A Trainer may memorize spells they cannot cast, but cannot memorize summons.
Signature Modification X: A Legion Trainer may spend a speak action simultaneously while casting a spell with the same element as their Signature Spell to infuse that spell with additional effects. When this is performed, the Trainer has X points to allocate among the abilities in the following list of effects when casting their Signature Spell, and up to X points divided by 2, rounded up, when casting a different spell of the same element from Communal Magic (Tutorial). Any modification from this ability is applied to the spell after any boost effects.
Enhancement (1 point): The spell's damage die is raised by one grade, from d4 to d6, from d6 to d8, and so on. If the spell's damage die is d12 or d20, the damage die becomes the Trainer's Intelligence die instead. This effect may be applied multiple times, up to a maximum of the Intelligence die. If the spell's damage contains multiple dice of different sizes, this effect cannot be applied.
Proficiency (1 point): The spell's difficulty decreases by 1. This can be applied multiple times, down to a minimum difficulty of 1.
Efficiency (2 points): The Trainer spends 5 less MP to cast the spell. This effect can be applied multiple times, but a spell's MP cost cannot be reduced to less than 1. This does not allow the Trainer to cast spells with a higher MP cost than their appropriate casting limit.
Restoration (2 points): When this effect is applied, the Trainer recovers 2 HP for every 1 MP of the spell's MP cost. This HP recovery is not reduced if the Efficiency effect or other MP cost-reducing ability is applied; the spell's MP cost before any MP reduction is used for this effect.
Expansion (2 points): When this effect is applied, the spell can hit more targets. If the spell has a numeric Target value, it may affect one more target every time this effect is applied. If the spell has a radius area Target value, the spell's area expands by 5 feet. If the spell has a polyomino area Target value, an additional 5 foot space is added to the spell's area in the Trainer's desired direction. If the spell has a Target value of self or none, or a Range value of touch, this effect cannot be applied.
Extension (2 points): When this effect is applied, the spell's duration increases by an additional roll. This effect may be applied multiple times.