Sigil of The Elements
Spellcast Trait: InstinctUse your Elemental knowledge to imbue your powers with that of the elements.
Elemental Imprint: Whenever you make a successful attack, Spend a Hope to force the target to make a reaction roll (13). On a failure, they become temporarily Imprinted. While Imprinted, whenever the target takes damage, they take additional 1d6 magic damage.
Elemental Mending: Whenever you use your Mending, or Extended Mending ability, you may Spend a Hope to give the creature an additional 1d8 Magic damage to their next damage roll.
Heightened Imprint: The damage from your Elemental Imprint feature becomes 2d6.
Elemental Embodiment: Mark a Stress. Until the end of the scene, you become enveloped in Elemental energy. Add your Instinct Trait to your Damage Thresholds. Whenever a creature enters your Melee range, or you enter their Melee range, you may Spend a Hope to force them to make a reaction roll (14). On a failure, they take 2d10 magic damage. Additionally, if you make a Shaping spellcast roll under this effect, you may add 1d4 to the roll.
Explosive Imprint: The damage from your Elemental Imprint feature becomes 3d6. Additionally, you may Spend a Hope to end the Imprinted condition on one target, and force the target to make a reaction roll (16). On a failure, they take d12 + your level magic damage using your proficiency. If the GM spends a Fear to end the condition, you may Mark a Stress to use this ability.