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### Mechanics

So, we are going to create an advantage that allows a player to give another player a certain advantage. That advantage is a type of

*talent*, and nominally, a*talent*costs either 5 or 10 points, and rarely, 15 or more. Since we are giving them an advantage magically, they all need the -10% modifier for being mana-sensitive, changing these numbers to 5, 9, and 14. To make the writeup for levels even, and because it won't have any mechanical baring in the short run, I'll be modifying the cost of these advantages by literally 10 percent, so 4.5, 9, and 14.5
Now, as per the rules of

*Sorcery*, this needs to have a fixed duration, and it needs to have*No Signature*and 1/2d needs to be completely raised to full distance. So each talent looks something like:Bestow 5 Point Talent(+20%): Affliction 1(HT; Advantage, 5 point Talent, +45%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [23]

Bestow 10 Point Talent(+170%): Affliction 1(HT; Advantage, 9 point Talent, +90%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [27]

Level "0" of these advantages is the cost of the affliction before the advantage is added, so 18 points for all of these. A level costs 4.5 points for a 5 point talent, 9 for a 10 point talent, and 13.5 per level, you round these up, of course, and so it doesn't matter that these have half point values unless buying extra levels of a talent. Each of these only grants one specific talent, so an example writeup for one of these might look like:Bestow 15 Point Talent(+220%): Affliction 1(HT; Advantage, 14 point Talent, +135%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [32]

### Bestow Healer Talent

*Keywords:*Buff, Leveled

*Full Cost:*27 points for level 1. 9 points per additional level

*Casting Roll:*None, use

*Innate Attack (Gaze)*to aim.

*Range:*100 Yards.

*Duration:*90 Minutes

You give someone all the benefits of the

*Healer*talent for the next 90 minutes. Additional levels increase Healer 1 to Healer 2, 3, or a maximum of 4.*Statistics*:

*Affliction 1(HT; Advantage, Healer 1, +90%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [27]*

On a more interesting and modular note, we could use a

*modular ability*to make one spell to rule them all. Thinking the category of all Talents is a "broad class of advantages" this gets a 20% discount, plus a 10% discount for being magical. This is a list of nearly any talent (6 point base cost) that is cheap, fast, and not subject to external interference, or 5 points per point of modular ability. This is 21.7 (rounded up to 22) for 1 level in a 5 point talent, 17.5 (rounded up to 18) points for each additional level that allows 5 more points of talent, for example one level of a 10 point talent, or 2 levels of a 5 point talent, but never two or more talents of any cost. That looks like:

### Bestow Any Talent

*Keywords:*Buff, Leveled

*Full Cost:*40 points for level 1. 17.5 points per additional level

*Casting Roll:*None, use

*Innate Attack (Gaze)*to aim.

*Range:*100 Yards.

*Duration:*90 Minutes

You give someone all the benefits of a talent specified at the time of casting for the next 90 minutes. Additional levels increase how big of a talent can be bestowed, and how many levels of that talent can be bestowed. Level 1 gives 5 points of talents, each additional level gives 5 more. Levels cost 17.5 points each, rounded up, meaning you save a whopping 1 point every 2 levels.

*Statistics*:

*Affliction 1(HT; Advantage, Modular Talent (5), +217%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [40]*

### Other Thoughts

Huh, that actually came out to a substantial post. I have an idea for a post, but it is pretty big so I want to wait for a less busy day to write it, but this was big enough for today!

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