Catalysts are powerful arcane-crafted weapons that enable those who wield them to unleash barrages of magical attacks upon their foes.
 Catalysts come in three different forms: magic wands that release rapid attacks when aimed, inscribed books that allow the incantation of bursts of magic, and runed staves that send powerful magic blasts.
Catalysts are charged with Arcane magic, and each catalyst has a set maximum number of Arcane Charges. Whenever you use the Catalyst, it consumes a number of Arcane charges equal to the action point cost.
You can spend 1 Action point and 1 Willpower point to recharge half of the Catalyst charges. Alternatively, if you have Arcane Quartz, you can use 100 coins worth of it to recharge the same amount instead of using Willpower.
Whenever you recharge your Catalyst, you must choose an elemental force to infuse it with. The elemental source you choose grants each of your attacks additional effects based on it:
Fire: Damage you deal is done with 2d4 for each d6 it calls for, and the damage is done as fire.
Ice: On a successful hit, the creature gains a number of Frozen charges equal to the number of damage dice rolled. At 3 charges, it loses 1 Reaction point.
Wind: Attacks deal sharp damage and are made with advantage.
Earth: On a successful hit, you can choose to have the target make a Strength saving throw against your Spellpower. On a failed save, they are pushed 1.5 meters (5 feet) by the number of damage dice rolled, and the damage is done as blunt.
Heavy Catalyst - 100 Charges, Arcane , Range 30 (100 Feet)
Action Point: 4
Ranged Attack
Consumes charges equal to the Action point cost:
On a successful hit, you deal 3d6 + power damage.
Action Point: 1 // Willpower: 1
You recharge half your charges and choose an elements:
Fire: Damage you deal is done with 2d4 for each d6 it calls for, and the damage is done as fire.
Ice: On a successful hit, the creature gains a number of Frozen charges equal to the number of damage dice rolled. At 3 charges, it loses 1 Reaction point.
Wind: Attacks deal sharp damage and are made with advantage.
Earth: On a successful hit, you can choose to have the target make a Strength saving throw against your power. On a failed save, they are pushed 1.5 meters (5 feet) by the number of damage dice rolled, and the damage is done as blunt.
You can spend 100 coins worth of Arcane Quartz instead willpower.
Action Point: 4 // Willpower: 5
Ranged Special Attack
Consumes charges equal to the Action point cost:
You choose a point you can see within range. All creatures within 3 meters (10 feet) must make an Agility saving throw against your Spellpower. On a failure, they take 3d6 + power damage.
Standard Catalyst - 100 Charges, Arcane , Range 30 (100 Feet)
Action Point: 3
Ranged Attack
Consumes charges equal to the Action point cost:
You do not need line of sight, however the creature needs to be able to ear you. On a successful hit, you deal 2d6 + Half Spell power damage.
Action Point: 1 // Willpower: 1
You recharge half your charges and choose an elements:
Fire: Damage you deal is done with 2d4 for each d6 it calls for, and the damage is done as fire.
Ice: On a successful attack, the creature gains a number of Frozen charges equal to the number of damage dice rolled. At 3 charges, it loses 1 Reaction point.
Wind: Attacks deal sharp damage and are made with advantage, or it gives disadvantage to creatures that make saving throws.
Earth: On a successful attack, you can choose to have the target make a Strength saving throw against your Spellpower. On a failed save, they are pushed 1.5 meters (5 feet) by the number of damage dice rolled, and the damage is done as blunt.
You can spend 100 coins worth of Arcane Quartz instead willpower.
Action Point: 3 // Willpower: 3
Ranged Special Attack
Consumes charges equal to the Action point cost:
You do not need line of sight, however the creature needs to be able to ear you. On a successful hit, you deal 2d6 + Half Spell power damage.
This attack beneficiat from all elements at the same time.
Light Catalyst - 100 Charges, Arcane , Range 30 (100 Feet)
Action Point: 2
Ranged Attack
Consumes charges equal to the Action point cost:
On a successful hit, you deal 1d6 + Half Spell power damage.
Action Point: 1 // Willpower: 1
You recharge half your charges and choose an elements:
Fire: Damage you deal is done with 2d4 for each d6 it calls for, and the damage is done as fire.
Ice: On a successful hit, the creature gains a number of Frozen charges equal to the number of damage dice rolled. At 3 charges, it loses 1 Reaction point.
Wind: Attacks deal sharp damage and are made with advantage.
Earth: On a successful hit, you can choose to have the target make a Strength saving throw against your Spellpower. On a failed save, they are pushed 1.5 meters (5 feet) by the number of damage dice rolled, and the damage is done as blunt.
You can spend 100 coins worth of Arcane Quartz instead willpower.
Action Point: 4 // Willpower: 3
Ranged Special Attack
Consumes charges equal to the Action point cost:
You unleash three Arcane Shard. On a successful hit, each deals 1d6 + Half Spell power as damage.