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100% found this document useful (1 vote)
557 views356 pages

Mythcraft CoreRulebook 1.1 DIGITAL Linked

Uploaded by

Coley Boyd
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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C R EDI TS

MythCraft was created by Grant Mielke, Nathan Special Thanks to Alex Gumm, Alli Balleza,
Heard, Andi Hadfield, and Jake Neece Cody Smith, Ellen Martin, Tyrell Nye, Pippin
Additional Development by Maxton Smith Caldair, Ian Davis, Katie Franks, Sarah Heard,
Proofreading by Andi Hadfield, Jasmine Nathan Buckley, Beau Mahoney, Celeste Sweet
Eisinger, Brent Jans, and Lincoln Der Hayes, GamingSheriff, and Stacey Dyer
Artwork by Eryn Fitzgerald (Myco), John Created in partnership with The Homebrew
Bilodeau, and Austin Brady Network (actualplaypods.com)
Cover Art by Austin Brady
Kickstarter Support by Heidi Mielke, Alli
Balleza, Tyrell Nye, Emily Foulger, Cody Smith,
Ryan Shields, and Tony Zacarias

ISBN: 979-8-9893913-0-1 | 979-8-9893913-1-8 | First Printing: November 2023

COPYRIGHT
QuasiReal Publishing, MythCraft, Ancerra, unique characters and distinctive likenesses within the world of Ancerra,
and all respective names and logos are trademarks of QuasiReal Publishing. All characters and likenesses are
property of QuasiReal Publishing. All unlicensed material is protected under copyright laws of the United States of
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P O W E R E D BY
MY T H C R A F T L I C E N S E

USING POWERED BY
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We (QuasiReal Publishing LLC) give you (the creator) a
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4
TABLE OF CONTENTS

FOREWORD 6 CHAPTER 4: MAGIC.211


Magic Overview........................................... 211
P R E FA C E : C H A R A C T E R
Sources of Magic . ....................................... 213
C R E AT I O N 7
Arcane ........................................................ 214
CHAPTER 1: Divine.......................................................... 231
LINEAGES 12 Occult.......................................................... 247
Bhrunai........................................................ 13 Primal.......................................................... 262
Dragonfolk................................................... 15 Psionic ........................................................ 278
Dwarf........................................................... 17
Elemental..................................................... 20
CHAPTER 5:
Elf................................................................ 22
S P E C I A L I Z AT I O N
Fiendblood................................................... 25
TA L E N T S 290
Golem.......................................................... 28 CHAPTER 6:
Halfling........................................................ 30 EQUIPMENT 303
Hondu.......................................................... 32 Weapons...................................................... 303
Human......................................................... 34 Armor ......................................................... 309
Kettek........................................................... 35 Gear............................................................. 311
Kleppin......................................................... 36 Goods and Services...................................... 317
Raedeen....................................................... 38 Income and Labor........................................ 318
Remnant...................................................... 41 Encumbrance............................................... 319
Satyr............................................................ 43 Magic Items................................................. 319
Trollkin........................................................ 45
Undead........................................................ 47 CHAPTER 7:
Urkou........................................................... 49 P L AY I N G T H E G A M E 3 2 0
Guiding Principles . ..................................... 320
CHAPTER 2: BOPS 53 Skills............................................................ 320
Backgrounds................................................ 54 Combat........................................................ 327
Professions................................................... 56 Initiative ..................................................... 327
Action Points................................................ 327
CHAPTER 3:
Actions......................................................... 327
CLASSES 76
Damage . ..................................................... 329
Overview . ................................................... 76
Dying........................................................... 330
Berzerker..................................................... 90
Knocking Unconscious................................. 330
Cleric........................................................... 96
Mounted Combat ........................................ 331
Mage............................................................ 107
Tactical Advantage and Disadvantage ......... 331
Oracle.......................................................... 114
Conditions .................................................. 332
Pugilist......................................................... 122
Creature Sizes ............................................. 332
Ranger......................................................... 130
Resting......................................................... 332
Rogue........................................................... 137
Exploration.................................................. 333
Tinkerer....................................................... 144
Goodwill...................................................... 333
Troubadour.................................................. 154
Vessel........................................................... 165 APPENDIX A:
Warrior......................................................... 170 DEITIES 334
Witch........................................................... 178
Zealot........................................................... 189 APPENDIX B:
CONDITIONS 344
INDEX 347
5
FOREWORD

We all likely share a memory constructed of several key elements: a circle of friends, the rattle of dice, bursts of laughter, heart-
racing excitement, amusing tangents, endearing NPCs, and inside jokes that endure. These are moments we reminisce about for
months, sometimes even years.

Tabletop gaming offers a unique escape, allowing us to immerse ourselves in grand tales and epic adventures crafted by our
own hands. It presents the chance to not just witness a story, but BE the story, and inhabit these rich, fantastical worlds, and
forge our own myths — our very own tales that resonate with us more profoundly than any fandom, novel, or other games
might.

MythCraft emerged from a desire to design a game system that genuinely supports the birth of epic sagas. It seeks to bridge the
gap between complex combat and a love for intricate narratives. Our vision was clear: a game where players needn’t sacrifice
any part of their experience. It delivers the thrill of intricate tactical combat without compromising on roleplay, character
evolution, exploration, or any other non-combat elements that elevate stories to legendary status.

What you have in your hands is the MythCraft Roleplaying Game, meticulously designed to facilitate the most legendary
adventures. It’s built to endure the test of time, to adapt to countless iterations and derivations, and to provide a scaffold upon
which creators can shape their own myths.

While MythCraft’s core ruleset isn’t your typical “pick up and play” for a casual game night, it is purposefully designed to foster
detailed campaigns that may span years in our world and decades within the game’s world. Our aim was to seamlessly integrate
aspects of roleplaying and wargaming, creating a tactical experience without relying on expensive miniatures. We strived
to craft a strategic game that remains uncompromisingly loyal to roleplaying, exploration, adventuring, and all the facets of
tabletop gaming that make it peerless.

Designed with modularity at its core, we aimed to future-proof MythCraft. Once players and creators grasp the foundational
rules, the game offers unparalleled flexibility. Having mastered the principles within, MythCraft’s engine is yours to steer,
forging any universe you envision.

MythCraft is a game for everyone, and it will always remain accessible — free for players, game masters, and creators to
experience and innovate upon.

So, delve into the world of MythCraft, where every decision, whether made in the heat of battle or in the quiet forging of
alliances, bears significance.

We can’t wait to see what myths you’ll craft.

Grant Mielke, August 2023

6 FO R E W O R D
PREFACE: CHARACTER CREATION

T
his chapter details the exact steps by which you
A S S I G N AT T R I B U T E S
create a Player Character (PC) for your MythCraft
game. Character creation involves both thinking PCs in MythCraft have eight attributes, which determine
about your backstory and your place in the world, and how good you are at various activities. There are three
choosing what mechanical abilities you have. physical attributes, three mental, and two metaphysical.
As you pick your character’s abilities, think about how Each attribute has a number ascribed to it, which reflects
that fits in with their personality and backstory. Designing how good you are at using that attribute. This ranges from
your character’s mechanics involves five steps: a -3 (terrible) to a +12 (legendary). An average untrained
1. Choose a lineage human has a 0 in a given attribute.
2. Assign Attribute Points
3. Note your stats
AT T R I B U T E C A P
4. Determine background Each time you level up, you can increase one of your
5. Pick a profession attributes by +1 (see Leveling Up below). However, your
6. Take a starting talent attributes are always limited based on your level: you can
never have an attribute that exceeds ½ your level+1.
L I N E AG E This means that at levels 1 and 2, your attributes cannot
be higher than a +2. At levels 3 and 4, they cannot exceed a
First, what is your character’s lineage? Pick from well-
+3, and so on.
known fantasy lineages like dwarf or elf, or play a unique
lineage like a squirrelly kleppin or a biotechnical raedeen. ASSIGNING
Chapter 1: Lineages provides an in-depth description of AT T R I B U T E S
all lineages. Each lineage allows you to make a choice when
You have 5 Attribute Points that you can assign to your 8
you first create your character as no lineage is a monolith.
attributes. You may choose to give yourself a -1, -2, or even
You will either pick a sublineage, or you will pick from a list
a -3 in one or more attributes to grant yourself additional
of lineage abilities to make yourself unique.
Attribute Points (for each -1 penalty you take, you get 1
Some lineage options give you Skill Points. You can read
extra Attribute Point). However, note that you must still
more about how skills work in Chapter 7.
observe the attribute cap.
When you assign Attribute Points, jot them down on
both page 1 and page 2 of your character sheet. Note that
page 2 displays all 8 attributes, but page 1 does not display
EXAMPLE: MARCUS AND HANNIAH Coordination because that attribute is primarily used in
Nathan and Andi are creating Marcus, and Grant and Jake are combat, and combat is detailed on page 2.
creating Hanniah.
Marcus is a human, so he gains the “Tenacious” feature, R O L L I N G F O R S TA T S
which gives him 1 additional Attribute Point. Nathan and Optionally, if you would prefer to roll for your attributes
Andi assign it to CHA. Humans also get one unique feature and if your MC allows it, roll 2d4 and subtract the second
from a list of Human options, so Nathan and Andi pick the from the first, resulting in a number between -3 and +3. Do
“Fast Friends” ability, granting Marcus Skill Points Leadership this 8 times. You can assign these numbers to any of your 8
and Persuading. attributes. Note that this can break the attribute cap rule;
Hanniah is a kleppin, so she gets the “Scurry” feature. you must observe the attribute cap rule when leveling up,
Kleppins also get two unique features of their choice from the so you cannot increase a +3 to a +4 until you are at least
list of kleppin features, so Grant and Jake choose “Climber” level 5.
and “Claws.” DISCLAIMER: This optional rule will cause imbalance in
your character as the abilities, talents, spells, and monsters
are designed with standard attributes in mind rather than
rolled attributes. MCs that allow rolled attributes might
impose additional restrictions, such as only allowing one +3
bonus.

P R E FAC E | C H A R AC T E R C R E AT I O N 7
Furthermore, if you have 6 or more LUCK, your crit range
E X A M P L E : M A R C U S L U X XO R
increases by +1 (e.g., from 20 to 19-20), and if you have 12
Nathan and Andi are both creating Marcus Luxxor,
LUCK, your crit range increases by 1 more. Your crit range
a human cleric. Nathan gives Marcus 2 points in
can never exceed 16-20.
STR, 1 point in END, and 2 points in AWR. He gives
Coordination (COR): Your overall ability, both physically
Marcus a -1 penalty to DEX to give him 1 point in
and mentally, to process information and act upon it. This
CHA.
is neither DEX (physical) nor AWR (mental), but a separate
Andi rolls for her attributes, so she rolls 2d4 and
mechanism by which the game tracks your capacity to act.
subtracts the second die from the first. She does this
For every 2 points of COR that you have, you gain 1
8 times, resulting in 3, 2, 1, 1, 0, 0, 0, and -1. Andi
additional AP at the beginning of your turn .If you have -1
puts 3 points in STR, 2 in AWR, 1 in END, and 1 in
or -2 COR, you lose 1 AP at the beginning of your turn. If
CHA. She assigns her -1 to DEX.
you have -3 COR, you lose 2 AP at the beginning of your
turn.
THE EIGHT ATTRIBUTES
Each of the attributes, and what they represent, are N O T E Y O U R S TAT S
explained below. Each attribute is referred to with an
Your DEX, END, AWR, INT, and CHA will affect some of your
abbreviation, listed in parentheses after the attribute.
passive stats, including five of your six defenses and Hit
P H Y S I C A L AT T R I B U T E S Points (HP). Note these on your character sheet as directed.

Strength (STR): Lifting, pulling, dragging, and undergoing DEFENSES


strenuous exertion. This is the attribute that demonstrates
Your character has six defenses that they might use when
your sheer muscle.
being attacked. Five of the six defenses are linked to specific
Dexterity (DEX): Nimbleness, good reflexes, maintaining
attributes, as shown on the table below. You can improve
balance, and motor function under duress. This is the
any defense by equipping armor, using a shield, or gaining
attribute that allows you to be lighter on your feet.
special talents or other abilities.
Endurance (END): Withstanding harsh external conditions
When attacked, you are hit if the attack roll equals or
and enduring long-term physical strain. This attribute also
exceeds your relevant defense.
directly affects how many HP you get (see Hit Points).

M E N TA L A T T R I B U T E S Defense Score

Awareness (AWR): Picking up on sensory details that warn Armor Rating (AR) 10
of danger, deceit, and the like. This is the attribute that Reflexes (REF) 10+DEX
measures your skill at observing and interpreting the world
Fortitude (FORT) 10+END
around you.
Intellect (INT): Wealth of knowledge; your capacity to Anticipation (ANT) 10+AWR
quickly consume and accurately retain information. This Logic (LOG) 10+INT
attribute determines how good you are at processing Willpower (WILL) 10+CHA
information and recalling it accurately when needed.
Charisma (CHA): Projecting your desires, your confidence, AR represents your physical capacity to block or avoid direct
and your force of will to your advantage. This attribute hits using armor, mastery over weapon fighting styles, and
reflects your personal magnetism and your ability to sway the like.
people to your views. REF represents your nimbleness and ability to dodge out of
the way of some attacks, like a stream of acid.
M E TA P H Y S I C A L FORT demonstrates how good you are at enduring
AT T R I B U T E S punishing environments and effects, such as the intense heat
Luck (LUCK): Having things go your way even when they of a fireball.
shouldn’t. This attribute sways fate in your favor and grants ANT reflects your skill at instinctively intuiting a threat
you a special ability: You may reroll 1d20 that you rolled if before it hits you. Unlike REF, this defense would be used
you are unsatisfied with the result. You may use this ability when you are unaware of an incoming attack, such as being
once for every 2 points of LUCK that you have, regaining all ambushed or triggering a tripwire.
expended uses upon Taking a Rest. If your LUCK is lower LOG demonstrates your skill at thinking clearly under
than 0, you can never crit, and you subtract your LUCK from duress and might be used when a creature attacks you with
every d20 roll that you make. enchanting magic that might charm or frighten you.
If you have 1 or more LUCK, your crits become stronger. WILL represents your determination to stay true to yourself.
Add your LUCK score to critical damage that you deal. Depending upon the nature of the attack, enchanting magic
might target your WILL instead of your LOG.
8 P R E FA C E | C H A R AC T E R C R E AT I O N
H I T P OI N TS B OP
No matter what level you are, your HP is always 10+(level) BOP stands for the Background, Occupation, and Profession
d(X)+(level) where X is a die size determined by your END. system in MythCraft. Chapter 2 explains all backgrounds
For example, a level 1 character with 0 to 2 points in END and professions in detail. Every background allows you
will have 10+1d4+1 HP, and a level 1 character with 3 to gain a profession, except for the urchin background.
points in END would have 10+1d6+1 HP. You can always Backgrounds also specify that if you pick a profession with a
choose to take a set HP amount instead of rolling, as shown certain occupation tag, then you gain additional Skill Points.
on the table below.

END Set HP HP Die


W H AT ’ S A TA G ?
Threshold 1 -3 0 -
Tags are referenced frequently in spells, lineage
Threshold 2 -2 to -1 1 1d2 features, talents, and the like. See the Tags
Threshold 3 0-2 2 1d4 subsection for more information on tags.
Threshold 4 3-5 3 1d6
Each BOP will give you Skill Points. You can read more
Threshold 5 6-8 4 1d8
about how skills work in Chapter 7. Furthermore, your BOP
Threshold 6 9-11 5 1d10 will give you your starting equipment.
Threshold 7 12 6 1d12
TA L E N T
HP INCREASES Finally, now that you have picked a lineage, assigned your
attributes, and chosen a background (and profession if
When you level up, you will add 1 HP for your new level,
relevant), it’s time to pick a talent. All talents available in
and roll one HP dice (or take the flat bonus) to add to
this book are in Chapters 3-5.
your HP. Remember that your HP is always 10+(Level)
Talents are unique abilities that your character gains.
d(X)+(Level).
Some of them are passive, such as a permanent bonus to
ENDURANCE a defense; others are active, such as the ability to charm
someone once per day by speaking with them.
THRESHOLDS
Note that some talents have prerequisites that you must
When you reach an END threshold on the above chart, you meet before being able to gain that talent. For example, all
are permitted to completely reroll or recalculate your HP class talents have the prerequisite of Character Level 2.
using either of the above methods. Your HP should still
equal 10+(Level)d(X)+Level.
L I N E AG E &
EXAMPLE: HANNIAH P ROF E S S I O N
Grant and Jake are creating Hanniah Sharptooth, Your lineage and your profession both progress slowly,
and they give her the “Basic Dual Wield” talent so reflecting your life experience and career outside of
that she can use her handaxes more effectively. adventuring.
At levels 5, 10, 15, 20, 25, and 29, you gain one
additional lineage feature.
TA G S Your profession ranks up slowly and does not do so at a
Spells, talents, class features, items, and the like might have set rate. Your MC will award you additional levels in your
one or more specific categorizations, or tags. These can profession when they feel that it is appropriate for the
be found in italics under the name of the ability, item, etc. story, often as a notable quest reward. On average, you can
Other abilities might reference these tags. “Repeatable” and expect to gain an additional profession rank once every six
“prerequisites” are some of the most common tags. Character Levels.
Repeatable. If a feature has the repeatable tag, then that
means that you can select the same feature multiple times,
gaining its benefit each time. EXAMPLE: MARCUS
Prerequisites. If a feature has the prerequisites tag, then Nathan and Andi are leveling Marcus Luxxor up from level 2
there will be certain prerequisites that you must meet to level 3 and each picking different options for him. Nathan
(such as having another lineage option, or having a certain assigns 1 point to Marcus’s CHA. Andi gives Marcus 1 point
number in one of your attributes) prior to taking that in STR.
option. Marcus has 1 point in END, so Nathan takes the set HP
bonus, gaining 3 more HP. Andi rolls, gaining 1d4+1 HP.
SKILLS & At level 2, Marcus became a Cleric, so Nathan and Andi
have access to cleric talents. Nathan chooses for Marcus to
C ON DI T IONS learn the “Wellspring of Health 1” talent, but Andi chooses
Like tags, many features and abilities will reference skills for Marcus to learn the “Divine Ward 2” talent.
and conditions.
Skills. Many features allow you to gain Skill Points. See
Skills in Chapter 7 for detailed information on how skills
work.
Conditions. Several features interact with conditions and W H AT I S A N C E R R A?
with resisting or becoming immune to damage. Information Many lineages, backgrounds, professions, class options,
on Resist, or abbreviations such as DT, TA, and the like can and magic abilities may reference Ancerra. Ancerra is the
be found in Chapter 7; conditions are explained in Chapter primary planet in MythCraft’s current default campaign
7 and listed in detail in Appendix B. setting. You can learn more about Ancerra by reading the
MythCrafter’s Guide.
LEV E L I NG U P
Each time you level up, you receive three benefits:
1. Attribute Point.
Increase one attribute of your choice by +1. Each
time you level up, you may also reduce one of your
attributes by 1 to gain another Attribute Point,
potentially allowing you to increase an attribute by
+2.
Be sure to observe your level’s Attribute Point cap,
explained in the Attributes section.
2. Hit Points.
Each time you level up, you gain additional Hit
Points (HP). The amount of additional HP you gain is
determined by your END attribute, explained in the
Hit Points section above.
3. Talent.
Finally, each time you level up, you gain one new
talent of your choice. Note that some talents have
prerequisites that you must meet before qualifying
for that talent.
10 P R E FA C E | C H A R AC T E R C R E AT I O N
C R E AT I N G YO U R C H A R ACT E R
Q U I C K S TA RT G U I D E

1 CHOOSE A LINEAGE - ch. 1

Pick your lineage and note any features, Skill Points, or


passive effects.

2 ASSIGN ATTRIBUTES - Preface

You get 5 Attribute Points to start. Assign them as


desired, but they can’t exceed +2, even with a lineage
bonus.

3 NOTE YOUR STATS - Preface

Your HP at Level 1 is 13. Your defenses are set at 10 +


the relevant stat. For example if your DEX is +2, your
REF is 12.

4 DETERMINE BACKGROUND - ch. 2

Choose a background and write down your starting


wealth. Each adventurer gets a standard set of starting
gear (Chapter 6, “Starting Gear”).

5 PICK A PROFESSION - ch. 2

Chose a profession, write down the rest of your


equipment, and spend your Skill Points.

6 TAKE A STARTING TALENT - ch. 5

Finally, chose a talent! This is an ability or passive effect


and is one of many ways to make your character unique.

P R E FAC E | C H A R AC T E R C R E AT I O N 11
CHAPTER 1: LINEAGES

W
hen you create a character at 1st level, you choose your lineage: you might be a human, adaptable and tenacious;
a dwarf, hardy and stalwart; or an otherworldly, recondite elf. Perhaps you come from a less well-known lineage:
maybe you’re a flighty, fuzzy kleppin, enormous trollfolk, cantankerous bhrunai, or even a shambling undead.
At 1st level, you gain your lineage’s base features. You gain one additional lineage feature of your choice at certain character
levels: 5, 10, 15, 20, 25, and 29. This is based on your overall character level, not on how many levels you might have in a
particular class.
The evidence of this theft could always be found the
following morning in the form of shoes with new soles or
clothes expertly patched with tightly-wound swampgrass.
Past bhrunai generally struggled with the concept of
ownership and so these exchanges were often deemed as
thefts, though many homes grew to welcome these small
services and so began leaving offerings for the bhrunai
directly. However, it is only in recent centuries that these
once-reclusive beings have emerged from their seclusion
and embraced integration into society at large.
Travelers may now encounter bhrunai as they engage
in commerce in bustling city markets or traverse trade
routes with their turtle-pulled wagons. They have earned
a particularly notable reputation as skilled artisans and
craftsmen and are known to pour themselves into perfecting
a craft over their long lifetimes. They take great pride in
their independence and resourcefulness, relying on their
own abilities to solve problems before seeking assistance.

B H R U N A I C U LT U R E
Bhrunai have traditionally preferred either solitude or the
company of their own kind, building tiny, stilted hovels
and forming small communes, usually close to established
settlements with which they could trade. Passersby may
mistake a group of sleeping bhrunai for mossy boulders.
Bhrunai have unique romantic relationships, wherein two
who chose to spend their lives together perform a “Melding”
wherein two become one. This new bhrunai shares the
memories of both mates, but is an entirely new unique
individual. Ten to fifteen years after a Melding, two to four
small, round, pebble-like eggs break off from the bhrunai
while it sleeps, which grow into young.

BHRUNAI TRAITS
Height: 3’4” – 4’2”
Weight: 50 – 120 lbs
Size: Small
Base Speed: 20 ft
Appearance: Bhrunai are usually stocky or cherubic with
skin tones like that of stone: primarily shades of gray and
brown. Their hair resembles mosses, lichens, or fungi, and
their eyes range in coloration from gray to brown to green
B H RU N A I to blue to hazel to metallic.
Lifespan: Bhrunai reach maturity around ten years of
age and live very long lives. Bhrunai do not physically
(BROO-nye)
deteriorate until around their 400th year of life when their
With their brown-green skin, pointed ears, and thick
body slowly begins to solidify as they spend more and more
manes of mossy-green, brown, or black hair, the bhrunai
time resting in their stone form. By their 500th year, most
originally come from the southern swamplands and possess
bhrunai become stone permanently.
a captivating appearance they share with their northern
relatives, the trollkin. Existing on Ancerra for countless ages,
this ancient lineage is deeply intertwined with the myths
and legends of many other cultures. In the past, it was well
known that bhrunai would often sneak into homes deep in
the night and take food, trinkets, or other such things they
deemed useful as tools.

CHAPTER 1 | LINEAGES 13
Natural Camouflage II. Prerequisites: Natural Camouflage
B H R U N A I S TA R T I N G I. While outdoors and not actively moving, gain your
F E AT U R E S Natural Camouflage bonus.
At level 1, you gain the following features as a bhrunai. Natural Camouflage III. Prerequisites: Natural
Stone Sleep. Bhrunai do not sleep like other creatures Camouflage II. While outdoors, you gain your Natural
and instead enter a state of suspended animation called Camouflage bonus.
“Stone Sleep.” You must enter Stone Sleep for 6 hours to Natural Camouflage IV. Prerequisites: Natural Camouflage
regenerate your energy on a daily basis. While Stone Sleep III. Repeatable. Gain an additional +3 on skill checks to
is activated you gain DT 30, and you are Unconscious but remain hidden when using Natural Camouflage.
not Helpless. You may remain in Stone Sleep indefinitely, Naturefriend. You can cast the Animal Bond spell. (1/
but taking any damage immediately ends your Stone Sleep. Rest)
Fae Step. Bhrunai have the natural ability to wink out Naturefriend II. Prerequisites: Naturefriend. Naturefriend
of sight and slip into places unnoticed. By spending 2 becomes 1/Recoup.
AP, you become Invisible for 1 minute. This feature ends Primal Awareness. By spending one minute, you sense
immediately if you take damage, make an attack, or use primal power in a 1-mile radius from yourself. Learn
magic. (1/Rest) whether or not primal magic has been used in the last
Unique Feature. To further define your bhrunai, choose 7 days, as well as if a creature with the fae tag has been
one option from the list below at level 1. present. (1/Rest)
Primal Power. Learn two chants from the Primal Source
B H R U N A I F E AT U R E S of magic. Use your magic attribute. If you do not have one,
In addition to the unique feature you selected at level 1, you use AWR.
gain one more feature at 5th, 10th, 15th, 20th, 25th, and Stone Gut. Gain Resist Toxic 3.
29th levels, choose one option from the list below. Stone Gut II. Prerequisites: Stone Gut; Character Level
Arcane Affinity. Learn two cantrips from the Arcane 10. You are immune to common poisons and diseases, and
Source of magic. Use your magic attribute. If you do not increase your Resist Toxic number by +3. Furthermore, you
have one, use INT. can receive nourishment from eating any biological plant or
Bhrunai Expertise. Repeatable. You add +6 Skill Points to common mineral such as clay, dirt, or stone.
one skill of your choice with the Crafting* tag. Stone Gut III. Prerequisites: Stone Gut II. Increase your
Environmental Adaptation. Whenever you roll a d20 to Resist Toxic number by +3.
resist a harmful environmental condition such as extreme Stone Sentinel. You are immune to magical sleep effects.
heat, cold, or weather, you roll 2d20 and take the higher
result.
Fae Step II. Prerequisites: Fae Step. Fae step becomes 2/
Rest. Additionally, when you activate this feature you may
immediately teleport up to 15 ft to a place within your line
of sight.
Grove-Born. Gain +6 Skill Points that you can spend on
any of the following skills. You cannot put more than +4
points into a single skill using this feature.
• Acrobatics. Balancing, Contorting, Tumbling
• Athleticism. Athletics
• Crafting. Alchemy*, Cobbling*, Cooking*, Weaving*
• Influence. Persuading
• Luck. Scavenging
• Subterfuge. Evading, Lockpicking*, Sleight of Hand
• Survival. Animal Handling, Foraging, Nature,
Sheltering, Sneaking
Natural Camouflage. While you are outdoors and
Concealed, gain +3 on skill checks to remain hidden. You
can only use this feature when you have not moved since
the beginning of your last turn.

14 CHAPTER 1 | LINEAGES
D R AG O N F O L K
On the continent of Gathandia in the first supereon, a
stalwart nation of dwarven warriors managed to fell
an enormous Kaijan. Using elder runemagic through
ancient artifacts that they only partially understood, they
reanimated the corpse of the Kaijan into a new creature.
This was the first dragon.
The dwarven leaders of this nation mastered the craft
and created one more dragon, whereupon the artifacts
broke in a tremendous magical explosion, preventing
the arcane creation of any more dragons. However, the
two dragons had seven offspring, and the nine dragons
departed from the dwarven kingdoms to claim their own
territory. These are the nine true dragons, glorious and
immortal, and from them all drakes, wyverns, winged
serpents, and the like have descended.
Dragonfolk are a proud and mighty remnant of an
ancient kingdom ruled by the immortal nine dragons.
The inhabitants of this lost kingdom were once humans
and other humanoid lineages, and the first generation
of dragonfolk were transformed from these lineages into
their dragonlike bodies through powerful arcane magic
cast by the nine dragons. The descendants of these first
dragonfolk are the dragonfolk that populate Ancerra today.
Though their kingdom has long since fallen into antiquity,
and the dragons themselves are veiled in myth and legend,
most dragonfolk still hold onto the regal bearing of their
ancestors and embrace the finer points of culture such as
art, dance, and song. Visually, they resemble their true
dragon ancestors with tough scales, reptilian tails, curled
horns, and even wings. While most are flightless, all
dragonfolk can breathe fire by tapping into the vestigial
power of their ancestry.

DRAGONFOLK
C U LT U R E
Dragonfolk communities tend to promote matters of self-
improvement and exemplify beauty of the inner self in
all things both physical and intellectual. Most dragonfolk
believe that improvement of the self serves to improve the
community and embrace a “strong links make a strong
chain” mentality. While this can develop tightly-knit
communities built on mutual support, it can also lead to
harsh ostracization of those deemed unsupportive of the
community.
Dragonfolk in society are often praised for their
eagerness to learn, meticulous instruction, and service to
the local community. It is not unusual to see dragonfolk
artisans taking on multiple apprentices or to see dragonfolk
city guards organizing community self-defense lessons for
the poor and exploited.
DRAGONFOLK TRAITS DRAGONFOLK
Height: 5’10” – 6’8”
F E AT U R E S
Weight: 190 – 300 lbs In addition to the unique feature you selected at level 1,
Size: Medium you gain one more feature at 5th, 10th, 15th, 20th, 25th,
Base Speed: 20 ft and 29th levels. Choose one option from the list below.
Appearance: Dragonfolk coloration varies widely, ranging Cold-Blooded. You suffer TD while in arctic environments
from muted browns, grays, and mottled greens to more or any environment with below-freezing temperatures, but
dramatic reds, blues, and even purples. Some have a more gain TA while in desert or jungle environments, as well as
metallic or gemlike sheen to their scales, appearing golden, any other environment that exceeds 80°F. Additionally, gain
coppery, crystalline, or rusted. Many are multicolored. Just +1 FORT.
like true dragons, dragonfolk horns, spines, frills, and tails Fire Breath: Draconic Lungs. Prerequisites: Fire Breath.
are as varied in appearance as their colorations. Regain all expended uses of Fire Breath when you Catch
Lifespan: Dragonfolk are a longer-living lineage, reaching your Breath.
maturity around age 26 with a lifespan of roughly 200 Fire Breath: Explosive. Prerequisites: Fire Breath. The
years. range of your Fire Breath cone attack extends by 15 ft.
Other Draconic Creatures: Dragonfolk hold other draconic Fire Breath: Hellfire. Repeatable. Your Fire Breath deals
offspring, such as drakes and wyverns, in the highest 2d6 additional damage.
possible regard, with some treating them as divine beings. Flame-Born. By spending 1 AP, gain Fire Affinity for 1
Tension with Dwarves: While most dragonfolk accept the minute. (END/Rest)
historicity of dwarves having directly created the dragons, Flutter Jump. With your wingspan, you can jump higher
they do not view dwarves as superior. Rather, they typically than a normal creature. Your vertical jump distance is
believe that the dragons — immortal and wise beyond all doubled.
eons — have far surpassed their own creators in creativity, Dragonfolk Flight: Glide. Prerequisites: Buffer Fall. You
power, and splendor. no longer take falling damage while using your wings. When
falling, you can now move 15 ft horizontally for every 10 ft
DRAGONFOLK that you fall.
S TA R T I N G F E A T U R E S Dragonfolk Flight: Hover. Prerequisites: Glide. You can
At level 1, you have the following features as a dragonfolk. hover up to 5 ft over the ground and can remain 5 ft off the
Buffer Fall. When falling, you can slow the descent and ground when you move for no additional AP. You cannot fly
angle of your fall. For every 30 ft that you fall, you take 1d4 vertically. Hover takes sufficient energy and focus that you
falling damage. Furthermore, for every 10 ft that you fall, cannot benefit from Flutter Jump at the same time.
you may choose to move 5 ft horizontally. Dragonfolk Flight: Soar. Prerequisites: Hover; Character
Fire Breath. You can spend 3 AP to exhale a cone of fire Level 15. Gain a fly speed equal to your walking speed.
and sear the creatures around you. Make an END attack Strafe. Prerequisites: Soar; Fire Breath. If you use your
vs the FORT of each creature in a 15 ft cone. Deal 2d6 fire Fire Breath, you can choose to spend 4 AP to make a strafing
damage to creatures that you hit, and ½ as much damage to attack. For this attack, you move in a 30 ft line and make
creatures that you miss. (1/Recoup) an END attack vs the FORT of each creature along that line
Unique Feature. To further define your dragonfolk, dealing your normal amount of Fire Breath damage. You
choose one option from the list below at level 1. can be no more than 15 ft away from the surface you are
strafing.
Tail Swipe. Using the Trip maneuver only costs 1 AP for
you.
Tough Scales. When you are not wearing armor, your AR
base is 13.

16 CHAPTER 1 | LINEAGES
D WA R F
Stout and hearty dwarves are the masters of the
subterranean realm where their ingenuity and natural
affinity with the earth see them digging mighty
underground cities and building long-lasting civilizations.
Endless dangers prowl the lightless caverns and dwarves
have developed their mastery of trap and defense against
all manner of threats both above and below. Dwarven
fortresses are some of the most impenetrable bastions in
the known world.
While many dwarves took to subterranean dwellings as a
way to avoid the horrendous scourge of Kaijan during the
first supereon, an intrepid nation of dwarves stayed on the
surface and fought back. Those mighty dwarves that killed
a fearsome Kaijan and used an ancient, mysterious artifact
to turn the Kaijan’s corpse into the first dragon are often
held in reverie by other dwarven nations.
Dwarves are generally distinguished by three
sublineages: the mountain dwarf, crag dwarf, and deep
dwarf. Mountain dwarves, or “Strugar,” carve their homes
in the tallest peaks and laud their thick beards and
natural resistance to the coldest heights. Crag dwarves, or
“Kharn’Khan,” build their cities within massive canyons,
both natural and dwarf-made, where each layer is carefully
excavated and then settled. Lastly, the beardless, pale-
skinned deep dwarves, or “Uhn’Gunder,” settle within the
deepest caves of the earth where stories of “daylight” are
told to frighten children.

D WA R V E N C U LT U R E
Dwarves of all types prize their craftsmanship and
architecture. They honor their ancestors with massive
shrines. Mountain dwarves celebrate rare metals and gems,
often using them to embellish their crafts and structures.
As such, dwarvish goods are highly valued in trade. Crag
dwarves tend to focus their societies around ancient ruins
and archeological treasures found in their mines. They are
well known for their clay crafts and stonework. Many crag
dwarf cities are built in restored ruins of ancient dwarven
or elven civilizations and their clothes and creations are
an integration of long-forgotten styles. Deep dwarves
are naturally the most isolated of the sublineages and
tend to be wary of outside influences. Their dangerous
environments leave them little room for arts or frivolity
and their societies focus more on survival than long-term
legacy.
Deep dwarves have a particular affinity for the ancient
technologies and structures found below the earth and
have absorbed much of their discoveries into their own
societies. In fact, many deep dwarf nations have large
populations of remnants, as well as smaller but notable
populations of raedeen.

CHAPTER 1 | LINEAGES 17
• Athleticism. Applied Force, Athletics
D WA R F T R A I T S • Crafting. Brewing*, Cooking*, Jeweling*,
Height: 3’6” – 4’6” Leatherworking*, Masonry*, Smithing*
Weight: 120 – 240 lbs • Observation. Appraising
Size: Medium • Stamina. Forced March
Base Speed: 20 ft • Survival. Dungeoneering, Evading, Navigating*,
Appearance: Dwarves tend to have stocky proportions Tracking
and often have skin and hair tones that reflect their
C R A G D WA R F
environments, due to generations of evolution. Mountain
dwarves often have skin in varying shades of brown and Generally taller and comparatively lankier than other
tan. Their hair ranges in shade from blonde and brunette dwarven sublineages, the crag dwarves are well known for
to granite-gray or black. Crag dwarves have an earthier their massive canyon cities built within miles-deep crevices
coloration, with skin tones like clay or sandstone and hair carved by time and dwarven hands. Here great waterfalls
ranging from red to dark brunette. Deep dwarves look spin massive turbines that send elevator lifts hurtling
almost alien, with pale skin that borders on translucent and upward and downward between hundreds of stone bridges
large, dark eyes adapted to navigate the utter blackness of that crisscross every possible level and gap. Crag dwarves
cavern living. dig their settlements by quarrying the dirt and stone in
Lifespan: Dwarves reach maturity around 16 years of age long layers parallel to streams and rivers, often uncovering
and can live as long as 300 years. long-buried ruins from ages past. They then rebuild such
International Outlook: While dwarves tend to be insular ruins, reinforcing previous fortifications and repurposing
in their communities, they frequently engage in trade structures as they see fit. The crag dwarves are the most
and cooperation with friendly civilizations. They often surface-adapted dwarves and often extend their territory
form powerful alliances with elves, humans, and kleppin into nearby forests and plains where farmlands or hunted
societies. game can supplement their stone and clay crafts.
Stone Minded. Your WILL increases by +1. When a
D W A R F S TA R T I N G creature or effect attempts to impose Charmed on you, it
F E AT U R E S must roll 2d20 and use whichever is lower.
At level 1, you have the following features as a dwarf. Ruin Dweller. Gain +6 Skill Points that you can spend
Stonesense. You have a natural affinity for caving and the on any of the following skills. You cannot put more than +4
underground world. Gain +5 to any History, Geography, and points into a single skill using this feature.
Navigating* checks regarding the underground. • Acrobatics. Balancing, Contorting
Darkvision. You can see in darkness to a limit, even • Athleticism. Applied Force, Athletics
without any light source. While using darkvision, you can • Crafting. Brewing*, Carpentry*, Cooking*,
see up to 30 ft, and then are blind beyond that point. Leatherworking*, Masonry*, Pottery*, Weaving*,
Sublineage. As the dwarves have spread across Ancerra, Woodcarving*
they have evolved to meet the unique challenges of their • Knowledge. History
environment. Choose your dwarven sublineage: mountain, • Luck. Scavenging
crag, or deep. Each is briefly described below, and you gain • Survival. Navigating*
bonus 1st level features based on your selection. D E E P D WA R F
M O U N TA I N D WA R F The deep dwarves are the rarest of dwarves and the least
The most plentiful dwarven lines are mountain dwarves, likely to be seen on the surface world. As denizens of the
and there are few mountain ranges in the world where you deepest caves, deep dwarves stand apart from their cousins
cannot find at least one outpost. With skin colors ranging by their pale skin, large eyes, and beardless faces. Their
from brown to pale, most of these dwarves, regardless of cities often contain tightly-packed and protected districts
gender, grow thick and bushy beards looped with trinkets of hidden behind layers of trapped corridors and hidden
precious metals. In most mountain dwarf societies, you can passageways. Few outsiders ever have the opportunity to
tell a dwarf’s status by the length of their beards and the travel their tunnels.
sheer number of gold and platinum adornments therein. Dangersense. Your ANT increases by +1. When making
Frozen Fortitude. Your FORT increases by +1. When an AWR check made to detect an ambush or trap, roll 2d20
making END checks to mitigate the effects of extreme cold, and use whichever is higher.
roll 2d20 and use whichever one is higher. Deep Dweller. Gain +6 Skill Points that you can spend
Mountainborn. Gain +6 Skill Points that you can spend on any of the following skills. You cannot put more than +4
on any of the following skills. You cannot put more than +4 points into a single skill using this feature.
points into a single skill using this feature. • Acrobatics. Balancing, Contorting
• Acrobatics. Balancing, Contorting • Athleticism. Applied Force, Athletics

18 CHAPTER 1 | LINEAGES
• Crafting. Alchemy*, Brewing*, Cooking*, Masonry*,
Smithing*
• Observation. Perceiving
• Stamina. Forced March
• Survival. Dungeoneering, Navigating*, Sneaking,
Tracking

D WA R F F E A T U R E S
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one
option from the list below.
Craftsdwarf. Repeatable. Gain +5 points to spend on
skills with the crafting tag.
Darkvision II. Prerequisites: Darkvision. The range that
you can see while using Darkvision extends by 30 ft.
Dwarven Constitution. Repeatable. Gain +6 Skill Points
to spend on skills with the athleticism tag. You cannot spend
more than +4 points on a single skill in this way.
Dwarven Ingenuity. Gain a +3 bonus to Awareness
checks to detect hidden doors or traps.
Dwarven Ingenuity II. Prerequisites: Dwarven Ingenuity.
You may now spend 10 minutes to set a tripwire trap,
given that you have the appropriate materials handy. When
triggered, this trap uses your AWR to attack the target’s
ANT. If you succeed, the target is Slowed until the end of its
next turn. (1/Rest)
Dwarven Ingenuity III. Prerequisites: Dwarven Ingenuity
II. Your Dwarven Ingenuity II tripwire gains 1d6 sharp
damage if you hit. Additionally, if you hit, the target is
knocked Prone in addition to being Slowed. Finally, you
regain the ability to use this feature when you Recoup.
Earth-Blood. Gain Resist Toxic 3.
Earth-Blood II. Prerequisites: Earth-Blood. Increase your
Resist Toxic number by +3. You are immune to nonmagical
common and uncommon diseases.
Earth-Blood III. Prerequisites: Earth-Blood II; Character
Level 20. You are immune to toxic damage and to being
poisoned with nonmagical common and uncommon toxins.
Steel Heart. Repeatable. Your maximum HP increases by
+5 each time you take this feature.
Stoutling. You can now carry three additional weapons
and a total of three items with the unwieldy tag.
Treasure Hunter. Repeatable. Gain +3 to Lockpicking and
+4 to Dungeoneering.

CHAPTER 1 | LINEAGES 19
Aeshir. Feminine-presenting; Exemplar of Fire. Hot-headed,
eager to get things accomplished, and believes strongly that
destruction makes way for new life and new creativity.
Aevis. Androgynous-presenting; Exemplar of Air. Easily
persuaded by arguments from Aeshir and Sheryn;
accommodating to other viewpoints and tries to make
everyone happy.
Gaard. Masculine-presenting; Exemplar of Earth. Slow
to action, tries to keep everyone (especially Aeshir) from
making rash decisions.
Sheryn. Feminine-presenting; Exemplar of Water. Strong-
willed and unwilling to quickly or recklessly change her
views on something, but Sheryn is also extremely emotional
and prone to bouts of manic rage. Even so, she is also
deeply passionate and caring about the other Ashyidir.
Elementals have varying opinions on the Ashyidir.
Some view them as patriarchal figures, much like many
humanoids view their grandparents. Others venerate them
as gods, and still others don’t have a strong opinion one way
or the other provided that the Ashyidir leave the elementals
alone to live their own lives.

E L E M E N TA L T R A I T S
Height: 5’0” – 6’4”
Weight: 100 – 400 lbs (Typically, earth is the heaviest and
air is the lightest)
Size: Medium
Base Speed: 20 ft
Appearance: Elementals generally look like humans with
inhuman-colored skin. Their digits, skin patterning, hair,
and facial features reflect the element of their sublineage.
Lifespan: Elementals tend to reach maturity around age 30
and live for 200 – 300 years.

E L E M E N TA L S TA R T I N G
F E AT U R E S
At level 1, you gain the following features as an elemental.
Primal Ancestry. As a descendant of the Everwilds, you
E L E M E N TA L are innately bound to the Primal Source of magic. Learn two
primal chants of your choice. END is your magic attribute
Elementals are humanoids that are deeply connected to for these chants when cast in this way. If you learn to cast
the Everwilds, especially the domain of Chaos. While many primal magic through the Warden of the Primal talent,
sublineages of elemental exist, the four most common are then you may use END or the attribute given to you by that
air, earth, fire, and water. Elementals are actually indigenous feature.
to the Everwilds. As the Tear opened in the skies above, and Sublineage. There are many sublineages of elemental,
Ancerra came into contact with the other planes of existence reflecting the different types of elemental forces found
for the first time in living memory, some elementals were throughout the Everwilds — and thus, the different
curious about the newly rediscovered solar system and elemental forces that can be found throughout Ancerra. The
ventured forth to explore it. four most common elemental sublineage are air, earth, fire,
Elementals can reliably trace their lineage back to the and water. Choose your sublineage from the options below.
Ashyidir Archfae. A I R E L E M E N TA L
There are ten Ashyidir Archfae, but the four who
As an air elemental, you gain the following features.
represent the fundamental elements are listed here. All
Hover. Difficult Terrain never slows your movement.
of the ten Ashyidir can appear masculine, feminine, or
When falling, you only take 1d4 damage per every 30 ft
androgynous, but their preferred state is listed.
fallen, instead of every 10 ft.

20 CHAPTER 1 | LINEAGES
Mist. Learn the Mist chant, using your Primal Ancestry to Slowfall. You are immune to Falling damage while
determine your magic attribute. conscious and can reduce the speed at which you fall to 60
ft per round.
E A R T H E L E M E N TA L
As an earth elemental, you gain the following features. E A R T H F E AT U R E S
Rock-Solid. When you are not wearing armor, gain +2 to All features in this section have the prerequisite that your
your AR and FORT. sublineage is earth.
Hardy. Gain 3 additional maximum HP. Earth Glide. You ignore difficult terrain if it is made
difficult due to loose sand, gravel, or other mineral-based
F I R E E L E M E N TA L
phenomena. Furthermore, when you hit with a melee
As a fire elemental, you gain the following features. attack, you may use the special Earth Punch effect.
Spark. You can light nonmagical fires at will by touching Earth Punch. When you hit a creature with a melee
flammable, nonsentient objects (such as a candle wick or attack, you may spend 1 additional AP to knock it Prone.
kindling in a campfire). You cannot light objects that are (END/Recoup)
being worn or carried, unless the creature carrying the Grit. Prerequisites: Character Level 15. When you take
object willingly lets you light it. damage, you may spend 2 Reactive AP to gain Shield HP
Flamehand. Learn the Beam of Fire cantrip, using your equal to the damage taken. (1/Rest)
Primal Ancestry to determine your magic attribute. This
cantrip counts as a primal chant for you. F I R E F E AT U R E S
All features in this section have the prerequisite that your
WAT E R E L E M E N TA L
sublineage is fire.
As a water elemental, you gain the following features. Burn. Prerequisites: Character Level 10. Gain a special
Amphibious. You can breathe air and water. attack.
Salve. When Recouping, you may expend 1 gallon of Burn: 3 AP; melee and unarmed tags. Use your choice of
water in your possession to restore 1d6 HP to a Bloodied STR or DEX for the attack and damage modifiers. On a hit,
creature that you touch (which can be yourself). (1/Recoup) you do not deal damage to the creature immediately, but it
gains Burning 1d4 for 30 seconds.
E L E M E N TA L F E A T U R E S Fire Affinity. By spending 2 AP, gain Fire Affinity for 1
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one minute. (END/Rest)
option from the list below. Fire Affinity II. Prerequisites: Fire Affinity; Character Level
G E N E R A L E L E M E N TA L F E AT U R E S 15. When you use your Fire Affinity feature, gain Immune
Fire (and still gain the additional damage from your Affinity
Any elemental may take these features.
whenever you would otherwise take fire damage).
Environmental Attunement. Repeatable. Gain Resist
Elemental 1. Furthermore, when making END checks WAT E R F E AT U R E S
against the effects of extreme weather, add +2 to your rolls. All features in this section have the prerequisite that your
Meteorological Attunement. You learn the Predict sublineage is water.
Weather invocation and can cast it 1/Rest using this feature. Curse of Corrosion. You learn the Acid Pool spell,
Use your Primal Ancestry to determine your magic attribute. and can cast it 1/Rest using this feature. Use your Primal
Primal Magnificence. Repeatable. Learn two primal Ancestry to determine your magic attribute.
chants of your choice, using your Primal Ancestry to Gift of Piscism. You learn the Piscism spell, and can cast
determine your magic attribute. it 1/Rest using this feature. Use your Primal Ancestry to
Tempestuous Recovery. Gain +2 Tumbling. When you determine your magic attribute.
are Prone, you may stand from Prone for 0 AP, but can only Vital Salve. When you Recoup, you may use your Salve
do so on your own turn. feature on up to three creatures within 10 ft of you (you
A I R F E AT U R E S may still choose yourself as a target).

All features in this section have the prerequisite that your


sublineage is air.
Fly. Prerequisites: Character Level 10. You can cast the Fly
spell. This counts as a primal spell for you. Use your Primal
Ancestry to determine your magic attribute. You can cast
this once without spending SP, regaining the ability to do so
when you Take a Rest.
Fly II. Prerequisites: Fly. Regain the ability to use this
feature when you Recoup.

CHAPTER 1 | LINEAGES 21
ELF
The origin of elves is shrouded in story and myth, but it
is widely believed they arrived on Ancerra long before
the first humanoid civilizations were established. Star
elves, with their deep blue-black skin and shimmering
white hair, claim their ancestry from the eternal void of
space. The coppery-skinned forest elves believe that their
ancient lineages come directly from the conclaves of the
Archfae in the Everwilds. The mountain elves still believe
their ancestors leave prophecies and guidance in the
night sky and stare endlessly from their isolated mountain
observatories. Yet some elves, like the crystal-eyed plains
elves, speak little of their progenitors and instead embrace
the present, busy as they are with the endless skirmishes
and battles across the steppes. Regardless of which mythos
is believed, the elves of Ancerra all feel a deep affinity
with starlight and believe that they are in some way
linked to the cosmos beyond. Elves share a bond like no
other lineage as each night their dreams touch the shared
consciousness known as the Celestial Sea, where memory
and experience from millions of lives churn and flow.
As varied as the elves are in body and personality, they
are generally respected for their wisdom and adventurous
spirits. Though they live long lives by the standards of the
other dominant lineages, they still greet their days with
open-eyed wonder and ever search for new and exciting
experiences. Their keen senses make them excellent
trackers, scouts, and dungeoneers while their ability to
touch the collective consciousness of the Celestial Sea
pushes many to excel in more studious arts where the
knowledge of the past can be directly built upon.

E L F C U LT U R E
With long lives and longer memories, elf culture rarely
shifts across the decades. Cities built centuries past often
contain twisting roads and arched canopy roofs. Current
styles of clothing and jewelry often match those on ancient
tapestries. The breadth of elven contribution to the arts,
literature, and sciences is beyond measure, though these
often come at a far slower pace compared to what other
lineages produce.

ELF TRAITS
Height: 4’8” – 6’0”
Weight: 80 – 160 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Otherworldly and graceful, elves have
tapered ears, features that range from delicate to gaunt,
and a wide range of skin and hair colors based on their
sublineage.
Lifespan: Elves reach true maturity around age 40 with a
lifespan of roughly 500 years.
Inter-Species Relations: Elves generally show the utmost the sky. These elves are skilled at surviving in brutally cold
patience with shorter lived races and hold many humans, environments. Mountain elves tend to have lighter skin and
kleppins, and urkou in the highest regard for their tenacity, darker hair, most commonly in the same range of coloration
energy, and ability to accomplish so much in such a short that humans have. Mountain elves are generally the shortest
time. Still, they may show frustration in their dealings of the elf sublineages. Elves from the mountains or snow
should they forget that not everyone can recall the gain the following two features at 1st level.
experiences of ancestors centuries dead, leading to many Nimblefoot. Your REF increases by +1. When making
mistakes often repeated. END checks to mitigate the effects of extreme cold, roll 2d20
and use whichever one is higher.
E L F S TA R T I N G Celestial Lorist. Gain +6 Skill Points that you can spend
F E AT U R E S on any of the following skills. You cannot put more than +4
At level 1, you gain the following features as an elf. points into a single skill using this feature.
Celestial Slumber. While you sleep, you can choose to • Acrobatics. Balancing, Tumbling
dream lucidly, contemplating philosophical questions or the • Athleticism. Athletics
events of the previous day. During this time, you can make • Knowledge. Arcana, Astrology, Astronomy, Geography,
up to three INT checks of your choice using skills that have History, Religion [choose one]
the knowledge tag. If you have failed a skill check with the • Observation. Empathy, Intuiting, Investigating,
knowledge tag on a topic in the last 24 hours, then you may Perceiving
roll 2d20 and use the higher of the two when making a new • Survival. Foraging, Navigating*, Sheltering, Tracking
check on that topic. PLAINS ELF
Sublineage. As the elves have spread across Ancerra,
they have evolved to meet the unique challenges of their Many elves were drawn to wide open plains and deserts
environment. Choose one sublineage below and gain a where the sky stretched from horizon to horizon. Here,
bonus 1st level features based on your selection. nomadic elven tribes hunted and gathered and built
powerful connections with the herds of wild horses, camels,
FO R E S T E L F and the like that frequented these places. They also came
This ancient line of elves found fulfillment in embracing into regular, and often bloody, contact with brutish raiders
and tending to the parts of the world most teeming with and brigands, perfecting the arts of open combat across
life: forests and jungles. After all, plants only grow when generations. Plains elves, like mountain elves, generally
the sun nourishes them. Although the light from a single have skin and hair tones also found among humans. They
star is not the same as a whole galaxy, forest elves believe typically have darker skin and hair, and are taller than most
that stewardship of nature is in a way caring for the life other elves. Elves hailing from the desert or plains gain the
cultivated by starlight. Forest elf skin tones range from dark following two features at 1st level.
brown to pale, and some also have pastel green or pink Sun-Baked. Your FORT increases by +1. When making
skin. They have the same range of hair color as humans, END checks to mitigate the effects of extreme heat, roll
but some also have naturally colored green hair. They have 2d20 and use whichever one is higher.
the pointiest ears out of the elf sublineages. Elves from the Keen Eye. You have exceptional eyesight and can make
forest or jungle gain the following two features at 1st level. out fine details up to eight miles away (provided that there
Danger-Ready. Your ANT increases by +1. You have a +2 are no obscuring phenomena). You have +4 Perceiving.
bonus to Initiative rolls. S TA R E L F
Forest Steward. Gain +6 Skill Points that you can spend
on any of the following skills. You cannot put more than +4 The elven lines that deviated the least from their ancient
points into a single skill using this feature. origins are known as the “Sil.” They make their homes in
both urban and rural areas, though on the whole they are
• Acrobatics. Sneaking
not very common. Star elves are more skilled than other
• Crafting. Carpentry*, Leatherworking*, Masonry*,
elven sublineages at celestial slumbering and can more
Smithing*, Weaving*, Woodcarving*
easily sift through the sea of memories. Star elves are often
• Knowledge. Medicine*, Nature
called the most visually striking; some have pale blue or
• Observation. Intuiting, Investigating, Perceiving
purple skin, while others have pitch-black skin. Their hair
• Survival. Animal Handling, Foraging, Navigating*,
is usually white or silver, and their irises, which come in
Sheltering, Tracking
any color, glow faintly. Elves of the star sublineage gain the
M O U N TA I N E L F following two features at 1st level.
In an effort to reach the stars again, the mountain elves Ancient Will. Your WILL increases by +1. Gain +5 to any
climbed the tallest mountain ranges they could find and INT check made with your Celestial Slumber feature.
made their homes among their crests; others made their
way to the far north, curious about the dancing lights in

CHAPTER 1 | LINEAGES 23
Star Gazer. Gain +6 Skill Points that you can spend on Dream Step: Astral Projection. Prerequisites: Dream
any of the following skills. You cannot put more than +4 Step; Character Level 20. While using your Dream Step
points into a single skill using this feature. feature, you can cast the Astral Projection psionic spell. This
• Acrobatics. Balancing, Tumbling costs no SP for you, but ends immediately upon waking. (1/
• Influence. Deceiving, Empathy, Leadership, Persuading Rest)
• Knowledge. Arcana, Art, Astrology, Astronomy, Dream Step: Busy Night. Prerequisites: Dream Step. You
Geography, History, Medicine*, Religion [choose one] may use your Dream Step feature twice each time that you
• Observation. Intuiting, Perceiving sleep for at least 6 hours when Taking a Rest.
• Survival. Nature, Navigating* Dream Step: Extend Lucidity. Prerequisites: Dream Step.
When you use your Dream Step feature to speak with a
E L F F E AT U R E S creature that is not an elf, you may choose for that creature
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one to remember the conversation in the dream without having
option from the list below. to make a roll for it.
Arcane Affinity. Learn two cantrips from the Arcane Dream Step: Ghostly Visage. Prerequisites: Dream Step.
Source of magic. Use your magic attribute. If you do not When you use your Dream Step feature to speak with a
have one, use INT. creature that is not an elf, you may attempt to impress
Celestial Blessing. Learn two prayers from the Divine upon the creature specific emotions or instructions without
Source of magic. Use your magic attribute. If you do not making your presence known. Make a CHA check. You may
have one, use CHA. add your Deceiving specialized skill bonus. If you roll above
Cloak of Nature. While you are Concealed, gain a +2 their WILL, then you successfully obscure your presence
bonus to your REF and ANT. from their mind while having the dream conversation. If you
Dream Step. Prerequisites: Celestial Slumber. While using have not met the creature (spent at least one minute within
your Celestial Slumber feature, you may attempt to enter 5 ft of them), they gain +5 to their WILL in defense of this
the dream of another sleeping creature once when you Take feature.
a Rest. In order to do so, the target creature must also be Keen Shot. Prerequisites: Character Level 10. For 0 AP, you
asleep and familiar to you. To make contact, make a CHA may grant yourself a +2 bonus to ranged attack rolls with
check. You may add Empathy if you have that skill. If you two-handed weapons until the end of your current turn. (2/
roll above their WILL, then you successfully enter their Rest)
dreams. If you have not met the creature (spent one minute Nimble. Repeatable. Gain +6 Skill Points to spend on
or more within 5 ft of them engaging in conversation or the skills with the acrobatics tag. You cannot spend more than
like), they gain +5 to their WILL in defense of this feature. +4 points on a single skill in this way.
Once you have established contact with the target, you One with the Land. Repeatable. Gain +6 Skill Points to
and the target may have a brief conversation. If the target is spend on skills with the survival tag. You cannot spend more
not an elf, they must make a LUCK check upon awakening. than +4 points on a single skill in this way.
If the target rolls below a 7, then they do not remember Primal Power. Learn two chants from the Primal Source
the conversation. If they roll below a 14, they retain vague of magic. Use your magic attribute. If you do not have one,
impressions and emotional timbre of the conversation but use AWR.
do not recall specifics. If they roll a 14 or higher, then they Scholar. Repeatable. Gain +6 Skill Points to spend on
recall the conversation in its entirety. skills with the knowledge tag. You cannot put more than +4
points into a single skill using this feature.

24 CHAPTER 1 | LINEAGES
F I EN DBL O OD
The Fiends of Inferno are a brutal and cunning lot whose
thoughts and behaviors are far beyond the comprehension
of mortal beings. Those that act beyond instinct feel
nothing of love, appreciation, or admiration and their
dealings are always of a transactional nature. Those
foolish enough to bargain usually find, to their horror, that
they do not receive quite what they expect. Humans are
particularly susceptible to Fiendish influences.
Fiendbloods result in the mingling of Fiend and
humanoid blood, which produces a twisted hybrid
offspring. Though the child itself may appear perfectly
normal and healthy for the first few years of life, their
nature quickly becomes apparent as they grow and signs of
their parentage begin to show. Horns begin to poke from
their heads, their skin takes on strange green, red, or gray
tones, their eyes darken to black orbs, and strange tragedy
follows wherever they go. Those that do manage to avoid
suspicion learn the truth when they reach maturity and the
first blood transformation takes place.

FIENDBLOOD TRAITS
Height: 4’8” – 6’5”
Weight: 80 – 250 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Fiendbloods generally resemble a typical
member of the species they were born into until they
reach their sixteenth birthday when they undergo their
first transformation and all manner of changes occur. They
might sprout twisted goat horns or spines, wicked claws
and fangs, spiked tails or even bat-like wings. Their skin
becomes a mottled red, gray, or green and their eyes fade
to solid black or dull red.
Lifespan: Fiendbloods reach maturity around age 16 and
naturally live about 70 – 90 years.

FIENDBLOOD
S TA R T I N G F E A T U R E S
At level 1, you gain the following features as a fiendblood.
Blood Transformation. Fiendbloods share an intimate
connection with the chaotic plane of Inferno and can
temporarily embrace their fiendish nature without
risk of losing their mortal selves. For one minute after
activating this feature, your Fiendish traits become even
more pronounced and you lose nearly all your humanoid
characteristics. (1/Rest)
Sublineage. Fiendbloods share characteristics with
their Fiendish parentage, whether that be the hotheaded
Sanguineth, the cold and calculating Melaneth, the
bloodthirsty Cholereth, or the virulent Phlegmereth.

CHAPTER 1 | LINEAGES 25
When creating a Fiendblood, choose one sublineage
PHLEGMERETH-BLOODED
below and get a bonus 1st level feature based on your
selection. It is said that the Phlegmereth are the source of all known
Unique Feature. To further define your fiendblood, illness and disease, and those that share their blood might
choose one option from the Fiendblood Features list below enforce the idea with sickly, pale skin, skull-like features,
at level 1 (the list begins after the sublineage options). and any number of swollen knots or nodules. It is surprising,
then, that most Phlegmereth fiendbloods show an unusual
SANGUINETH-BLOODED
strength of both body and will that bely this appearance.
Those of the Sanguineth blood must forever fight against The fervent, often zealous nature of their heritage is difficult
the baser urges of excess and indulgence that so define for such a fiendblood to escape, and they must always be
their heritage. The Sanguineth typically appear the most tempered against losing themselves in a cause or belief.
humanoid of their lineage, as the Fiendish influence usually Pestilent Blessing. While your Blood Transformation
comes through in subtle ways. Slit, blood-red eyes are often feature is activated, you may spend 4 AP to attempt to infect
the first signs followed by extra long, double-jointed fingers. a living creature with a gift of the Phlegmereth. Choose one
Those that embrace their blood might have limbs that look target and attack their FORT with your END. If successful,
quite long and sinewy and teeth that appear a little too the target becomes covered in painful pustules and becomes
pointed. Sickened until the end of their next turn. You may make
Sanguine Revelry. While your Blood Transformation this check again at the end of the target’s turn without
feature is activated, you may spend 4 AP to attempt to drive expending AP. If successful, the condition repeats for another
a living humanoid into a frenzy. Choose one target and turn, but ends after the second turn.
attack their WILL with your CHA. If successful, the target
is suddenly overcome by a fit of ecstatic madness. On their FIENDBLOOD
next turn, they must attack the closest creature, whether F E AT U R E S
that creature is a friend or foe. In addition to the unique feature you selected at level 1, you
MELANETH-BLOODED gain one more feature at 5th, 10th, 15th, 20th, 25th, and
29th levels. Choose one option from the list below.
The Melaneth reside in the Black City of Durlossoth, where
Ancestral Communion. While sleeping, you may attempt
twisting streets of endless dilapidation drive unfortunate
to commune with the fiends related to your sublineage.
travelers mad with hopelessness. Melaneth fiendbloods
Roll 1d20. On an 11 or higher you successfully contact a
usually have wispy hair of black or white and shriveled
fiend determined by the MC. You may ask this fiend three
features. A dour nature comes with the blood, and many
questions, after which the communion ends. The fiend is
Melaneth fiendbloods find an unconscious stirring in their
under no obligation to answer honestly, or even to answer at
souls when the opportunity for a deal or an imparting of
all. (1/Rest)
dark wisdom arises.
Blood Transformation II. Prerequisites: Blood
Creeping Dread. While your Blood Transformation
Transformation; Character Level 5. Blood Transformation
feature is activated, you may spend 4 AP to attempt to sow a
becomes 2/Rest.
primal fear in those near you. You must make a CHA attack
Blood Transformation III. Prerequisites: Blood
against the WILL of all creatures within 15 ft. If successful,
Transformation II; Character Level 15. Blood Transformation
those creatures are struck with the Broken condition until
becomes 3/Rest.
the end of their next turn.
Claws. Your fingernails grow long, sharp, and rigid,
CHOLERETH-BLOODED taking on a dark, bloody hue. Gain a special attack that
The Cholereth are fiends of a singular desire to dominate costs 2 AP and deals 1d4 sharp damage on a hit. This is
or slaughter any who stand in their way, and threads of considered a natural weapon, and you use your choice of
this notion often weave their way into the lives of their STR or DEX for the attack and damage rolls.
fiendbloods. These individuals are physically imposing and Draining Touch. You have the ability to draw the very
they typically force their way into positions of leadership. life force out of a living creature. You may make a special
Horns and spines are common along with curled claws and unarmed attack against one target’s AR by spending 4 AP. If
thin, lashing tails. successful, you deal 1d6 necrotic damage to the target and
War Bringer. While your Blood Transformation feature regain HP equal to the amount of damage you dealt. (END/
is activated, you may spend 4 AP to inspire up to two allies Rest)
within 30 ft to bring death and carnage. Those allies do an Draining Touch II. Prerequisites: Draining Touch;
additional +2 damage whenever they hit an enemy for a Character Level 10. Your draining touch now does 2d6
number of rounds equal to your CHA+1 (min 1). necrotic damage and heals you for the same amount.
Draining Touch III. Prerequisites: Draining Touch II;
Character Level 20. Your draining touch now does 3d6
necrotic damage and heals you for the same amount.
26 CHAPTER 1 | LINEAGES
Fiendish Endurance. Repeatable. Gain +6 Skill Points to may end a pact in order to make a new one; if you do, the
spend on skills with the stamina tag. You cannot spend more creature that was released from your pact immediately.
than +4 points on a single skill in this way. When a pact is ended for any reason, both participants of
Infernal Influence. Repeatable. Gain +6 Skill Points to the pact are aware.
spend on skills with the influence tag. You cannot spend Violent Vindication. Prerequisites: Pact Maker. If a
more than +4 points on a single skill in this way. creature violates its pact, then on a hit, you also deal 2d10
Occult Affinity. Learn two rituals from the Occult Source psychic damage to the creature. If you miss, the creature
of magic. Use your magic attribute. If you do not have one, takes ½ damage and is Sickened for the next hour.
use CHA. Wings of Darkness. Prerequisites: Blood Transformation.
Pact Maker. You have the ability to make binding deals While your Blood Transformation feature is active, you
with other intelligent creatures. If such a creature makes sprout a pair of shadowy wings. While you are using your
a willing bargain and exchanges either oath or blood, they wings, your horizontal jump distance is doubled and you no
become bound to the terms indefinitely (or for a set amount longer take falling damage.
of time specified in the pact) and suffer severe consequences
should they be broken. If a creature breaks the terms of its
agreement, you may immediately attack their WILL with
your CHA, provided that you are currently on the same
plane of existence. On a hit, the creature becomes Sickened
for the next 24 hours and the pact ends. You can make a
number of binding pacts equal to your CHA (min 1). You

CHAPTER 1 | LINEAGES 27
A G O L E M ’ S C R E AT O R
With rare exception, a caster is only ever able to create one
golem in their lifetime due to the intense amount of magical
energy that goes into creating life from inanimate matter.
This often means that a golem and its creator share an
intense bond, either as great friends or terrible adversaries
(as in the case of poor Viktor Shelley, who created the first
golem).
When making a golem character, consider who created
you. Typically, a caster will want to keep a golem around
for protection or companionship. If this is the case, how
do you feel about your creator? Are you friends, or is your
relationship more like that of a parent and child or an
employer and hired hand? Do you want to remain with your
creator or set out to live your own life?
Alternatively, sometimes the creation of a golem is a
process that a caster is not yet prepared for, and the process
kills the caster, propels them into another plane of existence,
or some other dramatic fate.
Perhaps your creator is another member of your party.
Remember that the process of creating a golem usually
requires a tremendous capacity for magic, but also exacts a
high toll, so it is easy to justify your creator being only the
same level as you from a mechanical standpoint. Perhaps
your creator has lost much of their magical ability and
hopes to reclaim it over the coming years, even if they will
never again be able to create another golem.

GOLEM TRAITS
Height: 5’2” – 8’0”
Weight: 100 – 600 lbs (depending largely upon the physical
materials that comprise them)
Size: Medium
Base Speed: 20 ft
Appearance: Typically made of plant matter, clay, or bones,
with some stone to offer additional support/protection as
needed. Golems usually look humanoid otherwise, though
G OLEM some might have additional arms or legs.
Lifespan: Golems are born with the sentience of a human
child and learn rapidly. After they have been sentient for a
Formed of clay and stone, formed of sticks and bones,
year, they are capable of reasoning akin to a human adult of
golems are constructed humanoids that have only recently
the same INT score. Thus far, no golems are known to have
come into existence thanks to the advent of magic. By
died naturally.
sculpting a humanoid form and then binding it to a magical
source, a golem is born. While animated objects are not G O L E M S TA R T I N G
very uncommon, true golems — which can act and reason F E AT U R E S
independently of their creators — are exceptionally rare.
When you create a golem character, you gain the following
Golems are born when powerful magic-users awaken
feature.
Essence in an inanimate object, or an amalgamation of such
Magically Constructed Nature. You do not need to eat,
objects assembled into roughly humanoid form. The exact
but must drink, breathe, and sleep like any other creature.
process by which individual casters do this depends upon
You might speak with your MC about what specifically you
the source of their magic. This, in turn, typically affects the
need to drink: perhaps you survive on olive oil, petroleum,
golem’s specific capabilities and personality.
low-viscosity lava, or some other unusual fluid.

28 CHAPTER 1 | LINEAGES
Additionally, you make two choices that reflect the Use your magic attribute. If you do not have one, use
materials that you are made of and how you were created. END. You may cast this spell 1/Rest.
Choose your primary material and life source. Bludgeon. Incompatibilities: Razor. Your dominant hand
grows in size and/or strength and can be used as a weapon
P R I M A R Y M AT E R I A L with the stats of a Club.
Choose whether you are primarily constructed out of plant Dark Power. Prerequisites: Life Source — Occult. Learn one
matter, clay, or bone. This choice grants you the following chant or spell from the Occult Source that costs 5 or fewer
benefit: SP. This selection must have the dark power tag. Use your
Bone: Vestigial Life. Your body recalls that it once lived magic attribute. If you do not have one, use END. If you
as some kind of mortal. When you receive magical healing choose a spell, you may cast it 1/Rest.
from another creature, you regain 2 additional HP. Divine Glimmer. Prerequisites: Life Source — Divine.
Clay: Oozing Movement. You may cause your body to Learn one divine spell of your choice that costs 5 or fewer
melt into an oozing substance the consistency of putty. This SP. Use your magic attribute. If you do not have one, use
allows you to squeeze through areas as small as 1 ft wide. END. (1/Rest)
When you use this feature, it costs 2 AP to activate and Essence Alteration. Prerequisites: Life Source — Psionic.
lasts for a number of rounds equal to your END+1 (min 1 You may learn a second spell from the Psionic Source with
round). While using this feature, you cannot make attacks the manifestation tag. Each time you Take a Rest, you may
or interact with objects. Your health and defenses are choose which manifestation you have active for the day (you
unaffected. You may end this form early if you wish, costing cannot have both active). END is your magic attribute for
no AP. (1/Rest) these spells.
If this ability ends while you are still transformed, you Frenzy of Life. Prerequisites: Vestigial Life. After receiving
immediately reform in the nearest unoccupied space and magical healing from another creature, you also deal +2
take 1d10 blunt damage. damage on your next hit.
Plant Matter: Minor Photosynthesis. When you Recoup Hardened Form. While you are not wearing armor, your
in nonmagical sunlight, you may gain Shield HP equal to AR and physical defenses increase by +2.
your END. Invocation. Prerequisites: Life Source — Primal. Learn
one invocation of your choice from the Primal Source that
LIFE SOURCE has no prerequisites. Use your magic attribute. If you do not
Choose whether your creator used the Arcane, Divine, have one, use END. You may cast this invocation 1/Rest.
Occult, Primal, or Psionic Source to awaken Essence within Major Photosynthesis. Prerequisites: Minor
you. Photosynthesis. When using your Photosynthesis feature, add
Arcane. Fundamental magic courses through you. Learn ½ your character level to the amount of HP you regain.
two cantrips from the Arcane Source of magic. Use your Multimatter. Gain one of the following features that you
magic attribute. If you do not have one, use END. did not choose at 1st level: Minor Photosynthesis, Oozing
Divine. Your connection to divinity manifests in the ability Movement, or Vestigial Life.
to heal. By spending 2 AP, you may restore HP equal to Razor. Incompatibilities: Bludgeon. Your dominant hand
1d6+END to yourself or a creature that you touch. (1/Rest) grows spines or a bladed edge and can be used as a weapon
Occult. You were made through strange and esoteric with the stats of a Scimitar.
means. Learn one ritual of your choice from the Occult Iron Lungs. You no longer need to breathe.
Source that has no prerequisites. Use your magic attribute. Rock-Hard Reinforcement. While you are not wearing
If you do not have one, use END. armor, gain Resist Physical 3 when attacks target your REF
Primal. The generative power of the Everwilds swells or FORT.
from within. Learn two chants from the Primal Source of Hygroscopy. You no longer need to drink.
magic. Use your magic attribute. If you do not have one, use Silent Sentinel. You no longer sleep in the traditional
END. sense, but instead remain completely motionless for 6 hours
Psionic. Your Essence is particularly adept. Choose one in order to rejuvenate yourself. During this time, you are
manifestation from the Psionic Source. Use your magic Unconscious, but you retain visual and auditory awareness
attribute. If you do not have one, use END. of your surroundings.
Transmutable Clay. Prerequisites: Oozing Movement.
G O L E M F E AT U R E S Regain all expended uses of your Oozing Movement when
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one you Recoup.
option from the list below.
Arcane Explosion. Prerequisites: Life Source - Arcane.
Learn one spell of your choice from the Arcane Source that
costs 4 or fewer SP.

CHAPTER 1 | LINEAGES 29
H A LF LI NG
Halflings are a diminutive people as diverse and widespread
as humans, though only half as tall. What they lack in
stature, they make up for in bravery and nimbleness, and
many halfling heroes have made their name as adventurers.
They tend to enjoy the simple pleasures of life and prefer
quiet, unobtrusive living but when duty calls, they will often
endure and persevere long after the stronger, larger species
have faltered.
Halflings share the same skin tones and hair colors as
humans, though their eyes tend to be a tint brighter. They
can be found in every climate, city, and biome and are well
integrated into nearly every society.

H A L F L I N G C U LT U R E
Though halflings do not share a singular culture so much
as other more insular lineages, they are well known and
well respected for their singing, music, and art. Their
calm, carefree nature, which most often dominates later in
life, often leads elder halflings to creative pursuits as they
typically retain a bit more energy and wherewithal than
their human cousins.

HALFLING TRAITS
Height: 2’10” – 4’2”
Weight: 50 – 80 lbs
Size: Small
Base Speed: 20 ft
Appearance: Halflings share the basic features of humans,
though they tend to have brighter characteristics. Although
they only stand about as tall as a human child, they have the
same bodily proportions as an adult human.
Lifespan: Halflings reach maturity around age 16 and
naturally live about 70 – 90 years.

H A L F L I N G S TA R T I N G
F E AT U R E S
At level 1, you get the following features as a halfling.
Halfling Stature. Your REF increases by +1 and you
can move through any space occupied by another creature
without suffering a penalty to your speed, though you may
not end your movement there.
Bountiful Life. Gain +6 Skill Points that you can spend
on any of the following skills. You cannot put more than +4
points into a single skill using this feature.
• Acrobatics. Balancing, Contorting, Tumbling
• Influence. Deceiving, Empathy, Gossiping, Persuading
• Luck. Fortuity
• Observation. Eavesdropping, Intuiting, Investigating,
Perceiving
• Performance. Dancing, Entertaining, Instrument*
[choose one], Savoir Faire
• Subterfuge. Evading, Sleight of Hand
• Survival. Sheltering, Sneaking
Unique Feature. To further define your halfling, choose one
option from the list below at level 1.

H A L F L I N G F E AT U R E S
In addition to the unique feature you selected at level 1, you
gain one more feature at 5th, 10th, 15th, 20th, 25th, and
29th levels. Choose one option from the list below.
Bravery. Whenever a creature tries to Frighten you, they
must roll 2d20 and use the lower one.
Bravery II. Prerequisites: Bravery. You cannot be
Frightened by creatures. (Effects that do not originate from
creatures can still Frighten you.)
Bravery III. Prerequisites: Bravery II. You cannot be
Frightened by any source.
Calm Observance. Repeatable. Gain +6 Skill Points to
spend on skills with the observation tag. You cannot spend
more than +4 points on a single skill in this way.
Determined. When you are reduced to 0 HP, immediately
regain 1 HP. (1/Rest)
Determined II. Prerequisites: Determined. Regain the
ability to use your Determined feature after you Recoup.
Determined III. Prerequisites: Determined II; Character
Level 15. Regain the ability to use your Determined feature
after you Catch your Breath.
Halfling Grace. Repeatable. Gain +6 Skill Points to spend
on skills with the acrobatics tag. You cannot spend more
than +4 points on a single skill in this way.
Halfling Charm. Repeatable. Gain +6 Skill Points to
spend on skills with the influence tag. You cannot spend
more than +4 points on a single skill in this way.
Small but Mighty. Whenever you use the Trip maneuver
against a creature at least one Size larger than you, you may
choose to make the attack using your DEX instead of your
STR. If you do so, the target suffers a -2 to their REF against
this attack.
Small but Mighty II. Prerequisites: Small but Mighty;
Character Level 10. When attacking a creature at least one
Size larger than you, your crit range increases by 1, or by 2
if the creature is more than three Sizes larger than you.

CHAPTER 1 | LINEAGES 31
HON DU
(HAHN-doo)
The hondu are canine humanoids who originally came
from the dark boreal forests of the northern lands, but have
since spread to all known corners of the continent. The
hondu possess unmatched endurance and speed for any
race their size. They are able to track and pursue prey for
days on end, and equally capable of hauling their kills back
to their family groups.
While generally known for their loyalty and bravery,
hondu are as diverse in personality as they are in
appearance. Even members of the same family might have
drastically different colorations in fur or length of snout.

H O N D U C U LT U R E
Hondu culture tends to exemplify the sanctity of life and
strive to uphold the order of the natural world. In this
sense, nature is deified as much as any god and over-
hunting, wastes of food, and relishing in excess are heavily
discouraged. Where hondu cities are built, outsiders might
find a surprising marriage of nature and civilization in
food, architecture, and art.

HONDU TRAITS
Height: 4’6” – 6’4”
Weight: 80 – 230 lbs
Size: Small or Medium (your choice)
Base Speed: 20 ft
Appearance: Hondu are bipedal. They have a fluffy tail
and a canine head. They are visually varied, having many
different combinations of coloration in fur and eyes.
Hondu snouts, tails, ears, and fur all vary in length and
appearance.
Lifespan: Hondu reach maturity at 18, but tend to live
about 130 years.

H O N D U S TA R T I N G
F E AT U R E S
At level 1, you gain the following features as a hondu.
Keen Nose. When you make AWR checks that rely on
your sense of smell, gain an additional +4 bonus to your
check.
Canine Endurance. Gain +6 Skill Points to spend on
skills with the athleticism or stamina tags. You cannot
spend more than +4 points on a single skill in this way.
Unique Feature. To further define your hondu, choose
one option from the list below at level 1.
Canine Endurance II. Prerequisites: Canine Endurance.
H O N D U F E AT U R E S Repeatable. Gain +6 Skill Points to spend on skills with the
In addition to the unique feature you selected at level 1, you Athleticism or Stamina tags. You cannot spend more than
gain one more feature at 5th, 10th, 15th, 20th, 25th, and +4 points on a single skill in this way.
29th levels, choose one option from the list below. Hunting Dog. Repeatable. Gain +6 Skill Points to spend
Hondu Bite. Gain a special attack that costs 2 AP and on skills with the survival tag. You cannot spend more than
deals 1d4 sharp damage on a hit. This is considered a +4 points on a single skill in this way.
natural weapon, and you use your choice of STR or DEX for Keen Hearing. When you make AWR checks that rely on
the attack and damage rolls. your sense of hearing, gain an additional +4 bonus to your
Hondu Bite II: Powerful Jaws. Prerequisites: Hondu Bite. check.
Repeatable. Each time you take this feature, increase your Keen Nose II. Prerequisites: Keen Nose. Increase your Keen
Bite damage die by one size (d4 to d6, d6 to d8, etc.), to a Nose bonus by an additional +4.
maximum of 1d12. Pack Coordination. Once on your turn, you can move
Bravery. Whenever a creature tries to Frighten you, they up to 10 ft without spending AP. When moving in this way,
must roll 2d20 and use the lower one. you must stay within 5 ft of a hostile creature at all times.
Bravery II. Prerequisites: Bravery. You cannot be (AWR/Recoup)
Frightened by creatures. (Effects that do not originate from Thick Coat. Gain Resist Cold 3. When making END checks
creatures can still Frighten you.) to mitigate the effects of extreme cold, roll 2d20 and use
Bravery III. Prerequisites: Bravery II. You cannot be whichever one is higher.
Frightened by any source.
Canine Cunning. You may spend 1 AP to grant TA to
yourself and one ally against an enemy that you are both
adjacent to when you use this feature. This bonus lasts until
the start of your next turn.

CHAPTER 1 | LINEAGES 33
HUMAN TRAITS
Height: 4’8” – 6’5”
Weight: 80 – 250 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Humans are wildly varied in appearance.
Their skin tones range from very light to very dark. They
have a broad spectrum of eye colors and hair colors,
thicknesses, and styles. Humans also have a wide spectrum
of body types.
Lifespan: Humans reach maturity around age 16 and
naturally live about 70-90 years.

H U M A N S TA R T I N G
F E AT U R E S
At level 1, you get the following features as a human.
Tenacious. Gain 1 additional point in an attribute of your
choice (but still cannot exceed the limits imposed by the
attribute cap rules).
Unique Feature. To further define your human, choose
one option from the list below at level 1.

H U M A N F E AT U R E S
In addition to the unique feature you selected at level 1, you
gain one more feature at 5th, 10th, 15th, 20th, 25th, and
29th levels. Choose one option from the list below.
Creative. Repeatable. Gain +6 Skill Points to spend on
skills with the Crafting tag. You cannot spend more than +4
points on a single skill in this way.
Determined. When you are reduced to 0 HP, immediately
H UM A N regain 1 HP. (1/Rest)
Determined II. Prerequisites: Determined. Determined
A tenacious and unwavering lineage, humans are as becomes 1/Recoup.
different from one another as trees in the forest: no two Determined III. Prerequisites: Determined II; Character
share precisely the same twists, patterns, or preferences. Level 15. Determined becomes 1/Catch Breath.
On the whole, humans are deeply concerned with life and Fast Friends. Gain +6 Skill Points to spend on skills with
its enjoyment or with legacy and securing their place in the the influence tag. You cannot spend more than +4 points on
annals of history. a single skill in this way.
Humans make their mark on the world with their sheer Offensive Rush. Once per turn, when you spend 1 or
adaptability. They are able to tame any environment more AP to move towards a hostile creature, your speed
they set foot into, from barren tundra to seething jungle increases by 10 ft.
and everything in between. They form great civilizations Knack. Repeatable. Gain +4 to any one skill of your
that rise and fall like the tide yet on the whole are never choice.
diminished in their endless pursuit of knowledge and Many Interests. Repeatable. Gain +2 to any four separate
mastery of the natural world. skills of your choice.
Pillar of the Community. Prerequisites: Character Level 5.
H U M A N C U LT U R E Gain rank 1 of a new profession of your choice.
Much like the individual, human culture is as varied and Scrappy. Gain the ability to use the Exploit advanced
diverse as the environments in which they are found. Some maneuver.
humans build mighty fortresses of stone and timber that
will stand for hundreds of generations while others live as
nomads in great camps as fleeting as the deer they follow.
Wherever they go they leave a mark on art, song, and
literature.

34 CHAPTER 1 | LINEAGES
K E T T E K S TA R T I N G
F E AT U R E S
At level 1, you gain the following features as a kettek.
Darkvision. You can see in darkness to a limit, even
without any light source. You cannot discern color while
using your darkvision. While using Darkvision, you can see
up to 30 ft, and then are blind beyond that point.
Nine Lives. The number of Death Points it takes to kill
you increases by 1.
Unique Feature. To further define your kettek, choose
one option from the list below at level 1.

K E T T E K F E AT U R E S
In addition to the unique feature you selected at level 1, you
gain one more feature at 5th, 10th, 15th, 20th, 25th, and

K ET T EK 29th levels. Choose one option from the list below.


Ambusher. When you make a weapon attack against a
creature that has not yet had a turn in Initiative, add your
(KET-tek) AWR to the attack and damage rolls.
Kettek are feline humanoids ubiquitous across Ancerra. Cat’s Cunning. Repeatable. Gain +6 Skill Points to spend
Endlessly curious, occasionally distracted, kettek are well on skills with the subterfuge tag. You cannot spend more
known for their adventurous and fickle nature. Kettek rarely than +4 points on a single skill in this way.
stay in one place for more than a few years as boredom Claws. Gain a special attack that costs 2 AP and deals 1d4
frequently drives their urge for new sights, sounds, and sharp damage on a hit. This is considered a natural weapon,
places. Thus, they find many positions on ships and caravans and you use your choice of STR or DEX for the attack and
around the world and their natural grace and athleticism damage rolls.
makes them excellent scouts, performers, and sailors. Darkvision II. Prerequisites: Darkvision. The range of your
Hailing from lush forests and snowy taigas alike, the Darkvision extends by +30 ft.
kettek have adapted well to many environments and often Keen Eyes. When you make AWR checks that rely on your
have distinct features from their homeland. Northern kettek sense of sight, gain an additional +4 bonus to that check.
tend to be bulkier with spotted furs of white, grey, and black Keen Eyes II. Prerequisites: Keen Eyes. Increase your Keen
while southern kettek are lean with striped or splotched Eyes bonus by an additional +4.
coats of orange, brown, and black. Keen Hearing. When you make AWR checks that rely on
your sense of hearing, gain an additional +4 bonus to that
K E T T E K C U LT U R E check.
Kettek are wanderers by nature, so their culture tends to Jungle Cat. Gain a climb speed equal to your walking
forgo monuments and grand cities for oral histories, stories, speed.
songs, and poetry. More than any other lineage, kettek Lithe Form. Repeatable. Gain +6 Skill Points to spend on
absorb the cultures from the places they reside and carry skills with the acrobatics tag. You cannot spend more than
those traditions and habits with them when they move on. +4 points on a single skill in this way.
Thus, kettek fashion and art tends to be direct copies of Plainsrunner. Prerequisites: Character Level 5. Your base
multiple styles and functions. speed increases by +5 ft.
Running Leap. Double your horizontal jump distance.
KETTEK TRAITS The distance you can jump is restricted by your movement;
Height: 4’6” – 5’10” if you do not spend enough AP to complete your jump, then
Weight: 90 – 160 lbs your jump ends when you run out of movement.
Size: Small or Medium (your choice) Sleep Anywhere. You can gain the benefits of Taking a
Base Speed: 20 ft Rest even if you are in an inhospitable environment or harsh
Attributes: Bipedal with long, feline tails and heads to weather, so long as you are not actively taking damage.
match, kettek have fur coats that vary widely, but roughly Strong Form. Repeatable. Gain +6 Skill Points to spend
mimic the many coats that cats might have. on skills with the athleticism tag. You cannot spend more
Lifespan: Kettek reach maturity around age 14 and than +4 points on a single skill in this way.
naturally live about 90 years. Wanderer. Repeatable. Gain +6 Skill Points to spend on
skills with the survival tag. You cannot spend more than +4
points on a single skill in this way.

CHAPTER 1 | LINEAGES 35
K LEPPI N
(KLEP-pen)
Kleppin are an incredibly diverse lineage of small fur-
covered humanoids with features resembling a multitude
of woodland animals. Some sport thick bushy tails and
cherubic cheeks, like the common squirrel, while others
have tall pointed ears and long feet, like a meadow hare.
Still others hold resemblance to badgers, beavers, or
raccoons. Regardless of what critter they might resemble,
they are all kleppin and hold the same fiery spirit known as
others of their kind.
Though small in stature, the kleppin are far from skittish
or timid as their appearance might lead some to believe.
Kleppin settlements often host small but masterfully
trained squads of warriors who are experts in ambush
tactics that hobble enemy forces well before they reach
the palisade gates. Kleppin know their territory inside and
out, above and below, and rarely does anyone approach
without their notice. Those kleppin who do heed the call of
adventure, or have it thrust upon them, often find work as
trackers, guides, druids and rangers where their connection
to the natural world can be put to full effect.

K L E P P I N C U LT U R E
Much like the Hondu, kleppin societies often embrace the
natural world and build their cities as compliments to the
environment rather than forcing dominance. Mighty trees
host huge cities of residences while vast tunnel systems
below the roots teem with industry. Natural defenses are
supplemented with growths, deadfalls, and palisades.
Kleppin art and literature exemplifies their cultural heroes
and spins even the most mundane tale into epic fables with
notable lessons.

KLEPPIN TRAITS
Height: 2’6” – 3’8”
Weight: 30 – 50 lbs
Size: Small
Base Speed: 20 ft
Appearance: Kleppin are essentially sentient small
woodland critters, ranging from mice and squirrels to
badgers and raccoons.
Lifespan: Kleppin reach maturity around 8 years of age
and naturally live 50 – 60 years.

K L E P P I N S TA R T I N G
F E AT U R E S
At level 1, you get the following features as a kleppin.
Scurry. When creatures attack you using reactive actions,
their attacks suffer a -2 penalty to hit.
Unique Features. To further define your kleppin, choose
two options from the list below at level 1.
Burrower II. Prerequisites: Burrower. Burrower becomes
K L E P P I N F E AT U R E S 1/Recoup.
In addition to the two unique features you selected at level Claws. Gain a special attack that costs 2 AP and deals 1d4
1, you gain one more feature at 5th, 10th, 15th, 20th, 25th, sharp damage on a hit. This is considered a natural weapon,
and 29th levels. Choose one option from the list below. and you use your choice of STR or DEX for the attack and
Bravery. Whenever a creature tries to Frighten you, they damage rolls.
must roll 2d20 and use the lower one. Climber. Gain a climb speed equal to your walking speed.
Bravery II. Prerequisites: Bravery. You cannot be Darkvision. You can see in darkness to a limit, even
Frightened by creatures. (Effects that do not originate from without any light source. You cannot discern color while
creatures can still Frighten you.) using your darkvision. While using Darkvision, you can see
Bravery III. Prerequisites: Bravery II. You cannot be up to 30 ft, and then are blind beyond that point.
Frightened by any source. Leap. Double your horizontal jump distance. The distance
Buffer Fall. When falling, you can slow your descent and you can jump is restricted by your movement; if you do not
angle your fall. You only take 1d4 falling damage for every spend enough AP to complete your jump, then your jump
30 ft that you fall. Furthermore, for every 10 ft that you fall, ends when you run out of movement.
you may choose to move 5 ft horizontally. Natural Survivor. Repeatable. Gain +6 Skill Points to
Burrower. Gain a burrow speed equal to ½ your walking spend on skills with the survival tag. You cannot spend more
speed. You can burrow through soil, dirt, sand, mud, or than +4 points on a single skill in this way.
similar substances, but cannot burrow through rock, stone, Rodent’s Cunning. Repeatable. Gain +6 Skill Points to
metal, and the like. When you burrow, you leave a large spend on skills with the subterfuge tag. You cannot spend
and noticeable tunnel in your wake. Any Small creature can more than +4 points on a single skill in this way.
squeeze through the tunnel, expending 2 ft of movement Scurry II. Prerequisites: Scurry; Character Level 5. When
for every 1 ft that they move. Any Tiny or smaller creature creatures attack you on your turn, their attacks suffer a -5
can move through the tunnel at normal speed. You cannot penalty to hit.
burrow more than 10 ft below the surface. Scurry III. Prerequisites: Scurry II; Character Level 10.
Furthermore, burrowing takes a significant amount of When creatures attack you on your turn, their attacks suffer
energy. Once you begin burrowing, you can only burrow for a -10 penalty to hit.
a number of minutes equal to your END+1 (min 1). This
time limit applies even if you do not spend all of the allotted
time burrowing. (1/Rest)

CHAPTER 1 | LINEAGES 37
R A EDEEN
(ray-DEEN)
The ancient avadri have vestigial traces of power
throughout the known universe. The world of Ancerra is
rich with these slivers of power. Sometimes, under rare
circumstances, this legacy manifests as a living humanoid
entity, something between a magical artifact and a
breathing biological person. These are the raedeen —
sapient traces of powers long forgotten.
Raedeen are often quiet and contemplative, in constant
communion with slivers of avadri tech all around them.
All raedeen, regardless of relationship with avadri tech,
are driven by the need to protect. Whether that be their
friends, a location, or a warped ideal, they remain steadfast
due to remnants of a long-forgotten directive. Rarely will
a raedeen place their own safety above that of others, and
even more their friends.
A marriage between psionic technology and biological
flesh, raedeen forms carry immense latent magical
powers. They are born to any flesh-and-blood race, but
are implanted with the vestiges of avadri technology.
Some cultures, such as the elves of the plains, take these
features as blessings, as they attune the raedeen to the
dormant avadri technology across the planet. Others,
however, view them in a more critical light, ostracizing
raedeen due to the magical incidents that often happen
around their uncontrolled powers. Their sensitivity to
magic and excellent perception abilities lend them easily
towards tracking or looting roles, but this also makes them
incredibly susceptible to strong psionic attacks and psychic
manipulation.

RAEDEEN TRAITS
Height: 6’0” – 7’6”
Weight: 120 – 200 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Raedeen skin varies in a rainbow of colors,
but is always marked with geometric areas of metallic
iridescence and faint panel-line markings. This might look
as subtle as a normal human visage with slight lines on the
face and arms. Conversely, the physical tell might be wildly
obvious, such as a kettek-like humanoid with horns, blue
fur, and metallic plating.
Lifespan: Raedeen have slightly above the average lifespan
of a human (roughly 80 – 110 years), regardless of their
parent race. This often leads to tragedy if they are born to
a longer-lived race such as elves, as they will age and die
far sooner and faster than their parents.
R A E D E E N S TA R T I N G PA R A G O N
F E AT U R E S Paragon raedeen hold more nuanced views of power,
creativity, and control than their corrupted kin. They
At level 1, you gain the following features as a raedeen.
seek to exemplify the delicate balance of all three, as the
Psionic Attunement. Choose one manifestation of
paragon avadri did in the days of old. For some, this means
any Aptitude from the Psionic Source. You know that
seeking out authoritarian rulers and punishing them for
manifestation and it costs 0 SP for you. Use your magic
irresponsible use of power. Other raedeen seek quieter lives,
attribute. If you do not have one, use CHA.
spending their days perfecting beautiful artisanal crafts,
Sublineage. As raedeen mature, their forms adapt to best
songs, or dances.
serve the raedeen’s personal quest of protection. Choose one
Magical Resonance. Your raedeen plating resonates with
sublineage below and gain bonus 1st level features based on
magical energies. Choose one type of elemental damage.
your selection.
When damage of that type hits you, you may spend 1
CORRUPTED Reactive AP to gain Affinity with that damage. You retain
Corrupted raedeen strive to protect ideologies, individuals, this Affinity for 1 minute. (1/Rest)
or organizations that are twisted reflections of what avadri Efficient Biotech. Your internal organs operate more
once cherished. Creativity, power, and the ability to exert efficiently than normal beings, drawing directly from magic
one’s will over the chaos around them always appealed to to sustain you. You no longer require food or drink to
avadri, so a corrupted raedeen might be drawn to an iron- sustain yourself and are immune to food-based diseases. You
fisted dictator or a shortsighted pioneer trying to deforest still need to breathe.
a tract of land. Corrupted raedeen have formed an outlook
that, while reminiscent of their avadri ancestry, is actually
R A E D E E N F E AT U R E S
near the opposite of what their ancestors might have At 5th, 10th, 15th, 25th, and 29th levels, choose one option
wanted. from this list below.
Razor Plating. Your raedeen plating is razor sharp. Your Advanced Analytics II. Prerequisites: Dreamer Raedeen;
dominant hand grows a retractable blade that can be used Character Level 10. Gain +3 to Investigating and +3 to
as a weapon with the stats of a scimitar or shortsword (your Intuiting.
choice). Ancestral Divinity. Learn two prayers of your choice from
Blood Is Fuel. You may spend 1 AP to consume any the Divine Source. These prayers count as psionic magic for
source of fresh blood other than your own, provided you, instead of divine. Use your magic attribute. If you do
that such a source is within 5 ft of you. (No attack roll is not have one, use CHA.
required, but you are limited to targeting corpses, Bloodied Ascension. Prerequisites: Character Level 15. Learn the
creatures, or creatures with the Bleeding condition). Doing Angel Wings spell from the Divine Source, but it counts as
so grants you TA on all attacks until the end of your next psionic magic for you. You may cast this spell 1/Rest.
turn as you are fueled by blood. (CHA/Recoup) Blood Is Fuel II. Prerequisites: Blood is Fuel; Corrupted
Raedeen. When using your Blood is Fuel feature, gain an
DREAMER
additional +1 to all attack rolls, and gain +1 to all of your
Long before the first sapient life developed on Ancerra, defenses, until the end of your next turn.
hyper-advanced avadri fell into eons-long dream cycles Calm Appraisal. Repeatable. Gain +6 Skill Points to
where they imagined new realities and contemplated the spend on skills with the observation tag. You cannot spend
great philosophies of the universe. Dreamer raedeen follow more than +4 points on a single skill in this way.
in the footsteps of these avadri. They excel at problem- Devouring Biotech. Prerequisites: Paragon Raedeen;
solving and manifest psionic abilities that they can use to Character Level 15. Your biotechnical makeup allows you
protect their allies and harry their foes. not only to passively consume ambient magic for nutrients,
Advanced Analytics. Your mechanical mind processes but steal it from magical attacks directed at you. When an
data at an advanced pace. Whenever you make a check to enemy within 10 ft of you casts a spell or activates a magical
see through magical illusions, gain +4 to the check. effect that would damage you and no other targets, you may
Pierce Soul. Your gaze is enough to shatter even the most spend 2 Reactive AP to make a CHA roll against their WILL.
steadfast mental defense. Whenever you make an attack roll On a success, you negate the damage and instead regain
against a creature targeting one of their mental defenses, 1d6 HP. The creature still loses its AP, but not any associated
you may give yourself +4 to the attack. (2/Rest) SP or rechargeable resources. (1/Rest)

CHAPTER 1 | LINEAGES 39
Eidetic Memory. Prerequisites: Dreamer Raedeen. Gain Paragon Attunement II. Prerequisites: Paragon
the ability to recall information with near-perfect accuracy. Attunement. Gain the Paragon Detection ability.
Whenever you make a check to remember knowledge or Paragon Detection. You may spend 30 seconds to
images that you have encountered within the past month, meditate and immediately identify the location and
gain +4 to the check. On a success, you remember it in direction of movement of a specific magical caster you
perfect detail. are familiar with, provided that the creature is within 10
Eidetic Memory II. Prerequisites: Eidetic Memory, miles of you. You only gain this insight for a moment, so
Character Level 15. Your memory is honed to a fine point. you cannot supernaturally track that creature using this
Your Eidetic Memory feature applies to knowledge and ability. (1/Rest)
images that you have encountered within the past 6 months. Plated Body. Your AR and physical defenses increase by
Enveloping Mind. Prerequisites: Dreamer Raedeen. Your +1 while you are not wearing armor.
psionic defenses extend to your allies. When an ally within Sleek Plating. Prerequisites: Plated Body. Gain the benefits
10 ft of you is targeted with an attack or spell that would of your Plated Body even while wearing armor.
inflict the Dazed or Staggered condition, you may spend 2 Spike Plating. Prerequisites: Corrupted Raedeen. Whenever
Reactive AP to add +2 to their defenses. (1/Recoup) a creature Grapples you or makes an unarmed attack against
Forgotten Knowledge. Repeatable. Gain +6 Skill Points you, make a CHA attack against that creature’s ANT. This
to spend on skills with the knowledge tag. You cannot spend attack costs no AP and you can use it indefinitely. If you hit,
more than +4 points on a single skill in this way. that creature takes 1d4 sharp damage. If a creature starts its
Magical Resonance II. Prerequisites: Magical Resonance, turn Grappling you, you may make this attack again.
Character Level 20. Your Magical Resonance feature becomes Storm of Daggers. Prerequisites: Corrupted Raedeen,
1/Recoup. Character Level 10. You may spend 4 AP to assault your
Paragon Attunement. Prerequisites: Paragon Raedeen. enemies with a storm of blades and spines. Make a CHA
You are particularly sensitive to certain sources of magic attack vs the REF of all hostile creatures within 15 ft of
that your body has optimized itself to in your environment. you. On a success, they take 1d8 sharp damage and become
When you succeed a skill check to track, locate, or identify Shaken until the end of your next turn.
an instance of magic (such as the residue of a fireball, the Tireless Sentinel. You no longer physiologically require
enchantment of an object, or the abilities of a magical sleep. You must still rest your mind, however, to avoid
creature), you also learn the source(s) of magic that it the psychological effects of exhaustion. 4 hours of quiet
draws power from, how long it has been enchanted, and any meditation is sufficient for you to Take a Rest, but you
instances of the Signature cantrip, if applicable. cannot Take a Rest more than once per 24 hours as usual.
Wings of Splendor. By spending 3 AP, you can grant
yourself a fly speed equal to your walking speed for the next
10 minutes. (1/Rest)

40 CHAPTER 1 | LINEAGES
R EM NA N T
Long before sapient creatures began building their
civilizations, ancient and long-forgotten deities sculpted
Ancerra. Their tools were powerful machinations of magic
and technology, shaping and maintaining Ancerra’s storied
terrain. Eons later, shards of these tools lay forgotten,
abandoned by their original purpose.
Now with the advent of widespread magic, sometimes
these shards, these remnants, find themselves awake
and with memories that blur and blend together. These
wandering souls seek out an esoteric something, whether
that be a master or true freedom. Most cannot describe
it in words of any mortal tongue. Remnants are highly
empathic, and often sensitive to the emotional energies of
the people they surround themselves with.

B U I LT W I T H P U R P O S E
Not every tool must be a weapon. Remnants can be the
remains of anything: an ecological manipulation device,
an arcane observatory, a dimensional gateway, etc. Their
forms, though humanoid, are varied; however, they always
share the sharp geometric patterns and bismuth-like
formations of stone that make up their body. Remnants
have personalities as varied as any other lineage, but they
all possess an existential desire to be useful. Whether
that translates to overthrowing tyrants or creating toys
for children, remnants believe that all living beings are
designed to compliment one another in a grand, cosmic
symbiosis. Remnants find it abhorrent when sapient
creatures act in a selfish manner.

REMNANT TRAITS
Height: 4’0” – 7’0”
Weight: 150 – 500 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Remnants generally have a bright metallic
sheen and while some are monochrome, many sparkle with
iridescent colors. It is possible to see light shining from
within many of their joints.
Lifespan: Remnants can live almost indefinitely, provided
that they can get whatever sustenance their bodies need.

R E M N A N T S TA R T I N G
F E AT U R E S
You gain the following features as a remnant.
Armored Form. You cannot wear Armor, but your
base AR begins at 12. You can integrate armor into your
form by spending at least one hour disassembling it and
customizing it to your form. Armor integrated in this
way grants all its magical bonuses, but none of the AR.
You can only integrate one suit of armor at a time; if you

CHAPTER 1 | LINEAGES 41
want to integrate a new set of armor, you must first eject Programmed Athleticism. Repeatable. Gain +6 Skill
your current form of armor. Ejected armor regains all of its Points that you can spend on any skills with the athleticism
original properties and provides no benefit to you unless you or stamina tags. You cannot put more than +4 into a single
integrate it again. skill using this feature.
Constructed Form. You do not need to eat or drink, but Tireless Sentinel. You no longer physiologically require
must still breathe and sleep. sleep. You must still rest your mind, however, to avoid the
Unique Feature. To further define your remnant, choose psychological effects of fatigue. 4 hours of quiet meditation
one option from the list below at level 1. is sufficient for you to Take a Rest, but you cannot Rest more
than once per 24 hours as usual.
R E M N A N T F E AT U R E S Tool Manifestation. Repeatable. Choose a tool or kit. You
In addition to the unique features you selected at level 1, can produce that tool or kit from within yourself at will, but
you gain one more feature at 5th, 10th, 15th, 20th, 25th, when you do, that tool or kit is considered a part of your
and 29th levels. Choose one option from the list below. body and can only be used by you. Gain +4 to all checks
Darkvision. You can see in darkness to a limit, even made with tools and kits that are a part of you.
without any light source. You cannot discern color while Warm. Prerequisites: Illuminate. By augmenting the heat
using your darkvision. While using Darkvision, you can see produced by your advanced technological body, you may
up to 30 ft, and then are blind beyond that point. emit warmth akin to that of a campfire in a 10 ft radius
Divinity Code. Learn two prayers of your choice from the around you. You may only do this when you Catch your
Divine Source. These prayers count as psionic magic for you. Breath, Recoup, or Take a Rest. Creatures within the radius
Use your magic attribute. If you do not have one, use CHA. who are not wet do not need to make END checks against
Enhanced Armor. Prerequisites: Armored From. the effects of extreme cold.
Repeatable. Your AR increases by +2. Weapon Manifestation. Choose a weapon with the
Illuminate. By spending 1 AP, you can shed bright light one-handed tag. You manifest that weapon out of the
for up to a 20 ft radius from yourself, and dim light for material within your own dominant arm. You cannot throw
double that distance. Alternatively, you can choose to shine the weapon, even if it has the thrown tag, and you cannot
only dim light up to a 20 ft radius. This light remains until be disarmed of this weapon unless your dominant arm is
you decide to spend an additional 1 AP to end it. severed.
Manufacturer. You may cast the Minor Conjuration Weapon Manifestation II. Prerequisites: Weapon
cantrip from the Arcane Source, but it counts as psionic for Manifestation. The weapon that you manifest can have
you when cast in this way. the hand-and-a-half tag. You may use it with one hand, or
Programmed Appraisal. Repeatable. Gain +6 Skill Points temporarily fuse your hands together to gain its hand-and-a-
that you can spend on any skills with the observation tag. half benefit.
You cannot put more than +4 into a single skill using this
feature.

42 CHAPTER 1 | LINEAGES
S AT Y R
Satyrs are somewhat rare humanoids originally hailing
from the Everwilds but now long established on Ancerra.
Although they generally resemble olive-skinned humans,
they bear a number of distinctly goat-like features
including hooves, fur-covered legs and waists, tails, ears,
and horns. Fur and hair colors have a range that matches
human hair and goat fur. Some satyrs also have more
unique hair and fur color akin to spring flowers: pastel
pinks, greens, or blues. Satyr eyes tend to have brighter
complexions than those naturally seen in humans.
With a well-earned reputation for lightheartedness,
whimsy, and merriment, satyrs are known for their large
personalities and ability to command the rowdiest of
crowds. They rarely fear being the center of attention and
make for excellent entertainers, performers, and charlatans
with their natural abilities to put people at ease.

S A T Y R C U LT U R E
With a culture that draws much from their roots in the
Everwilds, particularly the side that borders on the realm
of Chaos, satyrs seemingly find every day a holiday in one
form or another. Food and drink are shared freely and it
is rare for a satyr to accumulate wealth as they genuinely
believe any day living is a day worth celebrating. They
rarely concern themselves with a lasting legacy beyond the
memories shared with friends and family and even satyr
funerals can be a joyous occasion.

S AT Y R T R A I T S
Height: 4’2” – 5’8”
Weight: 80 – 180 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Aside from their goatlike features, satyrs
visually resemble humans.
Lifespan: Satyrs reach maturity around age 16 and
naturally live about 100 – 120 years.

S A T Y R S TA R T I N G
F E AT U R E S
At level 1, you get the following features as a satyr.
Ram. You may attempt to charge and headbutt an
opponent. By spending 3 AP, you may move up to 10 ft
and use the Shove maneuver. If you succeed, the target
takes 1d4 blunt damage in addition to being Shoved. This
feature can only be used once per turn.
Unique Feature. To further define your satyr, choose one
option from the list below at level 1.

CHAPTER 1 | LINEAGES 43
spend on skills with the performance tag. You cannot spend
S AT Y R F E AT U R E S more than +4 points on a single skill in this way.
In addition to the unique feature you selected at level 1, you Merrymaking. Repeatable. Gain +4 Alchemy* and
gain one more feature at 5th, 10th, 15th, 20th, 25th, and Brewing*.
29th levels. Choose one option from the list below. Primal Power. Learn two chants from the Primal Source
Arcane Affinity. Learn two cantrips from the Arcane of magic. Use your magic attribute. If you do not have one,
Source of magic. Use your magic attribute. If you do not use AWR.
have one, use INT. Thick Skull. Prerequisites: Ram. Repeatable. Each time you
Chaotic Mind. When any creature attempts to impose take this feature, increase your Ram damage die by one size
Charmed on you, it must roll 2d20 and use the lower roll. (d4 to d6, d6 to d8, etc.), to a maximum of 1d12.
Dazzling Performance. You may attempt to impress a
non-hostile creature through your performance. Make a
check using any Performance skill of your choice against
one target’s WILL. If you succeed, that target gains the
Charmed condition for 1 hour and views you as a friendly
acquaintance. After this condition fades they do not know
they were Charmed by you. (1/Rest)
Dazzling Performance II. Prerequisites: Dazzling
Performance. Dazzling Performance becomes 2/Rest.
Dazzling Performance III. Prerequisites: Dazzling
Performance II. Dazzling Performance becomes 3/Rest.
Even-Toed Ungulate. Repeatable. Gain +6 Skill Points to
spend on skills with the athleticism or acrobatics tags. You
cannot spend more than +4 points on a single skill in this
way.
Fae Spirit. Gain +6 Skill Points that you can spend on
any of the following skills. You cannot put more than +4
points into a single skill using this feature.
• Acrobatics. Balancing, Tumbling
• Athleticism. Athletics, Sprinting
• Crafting. Alchemy*, Brewing*, Cooking*,
Glassblowing*, Woodcarving*
• Influence. Gossiping, Persuading
• Luck. Fortuity
• Observation. Eavesdropping
• Performance. Dancing, Entertaining, Instrument*
[choose one], Savoir Faire
• Subterfuge. Sleight of Hand
Great Listener. Repeatable. Gain +6 Skill Points to spend
on skills with the knowledge tag. You cannot spend more
than +4 points on a single skill in this way.
Fast Ram. Prerequisites: Ram. Your Ram feature only costs
2 AP. You can still only use it once per turn.
Life of the Party. Repeatable. Gain +6 Skill Points to

44 CHAPTER 1 | LINEAGES
T RO L L K I N
A relative of the mystical bhrunai, the hulking trollkin are
well defined by their brown-green skin, long, pointed ears,
and protruding lower tusks. They often sprout thick manes
of mossy-green, brown, or black hair and long claw-like
nails on their four-fingered hands. This ancient lineage has
existed on Ancerra for millennia and has a long history in
the mythos of isolated northern settlements. Colloquially
called bridge trolls, there are many tall tales of growling
trollkin demanding tolls or asking complex riddles of those
who wished to cross the bridge under which they resided.
What these tales often neglect to mention is that trollkin
are clean and meticulous in the upkeep of the places
they live and most local settlements welcomed the well-
maintained and reinforced bridges they relied on for trade
and travel. Trollkin such as these became valued members
of the community, often accepting food and company in
payment for defense against hostile creatures or brigands
for there are few things a trollkin values over a safe and
quiet home.
Trollkin are well respected as merchants, trackers, and
guides for their undisputed connection with the natural
world and affinity with wild beasts. They pride their
natural independence and self-sufficiency and always look
to their own skills to solve a problem before turning to
another. Still, an adventuring party can always rely on a
trollkin to accomplish the tasks they promise to do and
their ability to turn to stone in an instant is remarkably
handy.

T R O L L K I N C U LT U R E
Trollkin have historically kept to themselves, and rarely
sought the company of their own kind. Trollkin culture
has thus risen from their own oral histories, passed down
from parent to child, and their predilection to philosophical
rambling have made them a favorite conversation partner
for sages and scholars.

TROLLKIN TRAITS
Height: 5’8” – 7’4”
Weight: 250 – 450 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Trollkin visually bear resemblance to
bhrunai, though they are much taller and heavier than
their smaller cousins. Their skin and hair coloration are
reminiscent of mossy boulders or huge trees.
Lifespan: Trollkin reach maturity around 30 years of age
and naturally live around 220 – 260 years.

CHAPTER 1 | LINEAGES 45
Particularly Crafty. Repeatable. Gain +6 Skill Points to
T R O L L K I N S TA R T I N G spend on skills with the Crafting tag. You cannot spend
F E AT U R E S more than +4 points on a single skill in this way.
At level 1, you gain the following features as a trollkin. Rapid Regeneration II. Prerequisites: Rapid Regeneration;
Stoneform. Trollkin can gain the unique ability to convert Character Level 5. Rapid Regeneration becomes 1/Catch
their flesh to stone instantly. You may spend 1 Reactive AP your Breath.
to turn to stone, gaining Resist Damage 10, and becoming Rapid Regeneration III. Prerequisites: Rapid Regeneration
Paralyzed but not Helpless. You may not move, attack, or II. Rapid Regeneration becomes 2/Catch your Breath.
use any ability or feature while in this form. Stoneform lasts Rapid Regeneration IV: Troll Blood. Prerequisites: Rapid
until the end of your next turn. (1/Rest) Regeneration III; Character Level 20. Gain Vulnerable Fire
Rapid Regeneration. Trollkin are particularly hearty and 4, but if you have not been damaged by fire within the last
their body can recover quickly from serious wounds. You minute, you regain 1 HP at the beginning of each of your
may spend 2 AP to regain HP equal to 1d12 + END. (1/ turns while you are Bloodied.
Recoup) Self-Sufficient. Repeatable. Gain +6 Skill Points to spend
Unique Feature. To further define your trollkin, choose on skills with the survival tag. You cannot spend more than
one option from the list below at level 1. +4 points on a single skill in this way.
Stoneform II. Prerequisites: Stoneform; Character Level 5.
T R O L L K I N F E AT U R E S Stoneform becomes 2/Rest.
In addition to the unique feature you selected at level 1, you Stoneform III. Prerequisites: Stoneform II. Stoneform
gain one more feature at 5th, 10th, 15th, 20th, 25th, and becomes 3/Rest.
29th levels. Choose one option from the list below. Stone Gut. Prerequisites: Character Level 5. Gain Resist
Bridge Dweller. Gain +6 Skill Points that you can spend Toxic 3.
on any of the following skills. You cannot put more than +4 Stone Gut II. Prerequisites: Stone Gut; Character Level
points into a single skill using this feature. 10. You are immune to being Poisoned and Diseased, and
• Athleticism. Applied Force, Athletics, Sprinting increase your Resist Toxic number by +3. Furthermore, you
• Crafting. Carpentry*, Masonry*, Smithing*, can receive nourishment from eating any biological plant or
Woodcarving* common mineral such as clay, dirt, or stone.
• Influence. Intimidating Throw Anything. You are particularly good at throwing
• Luck. Scavenging improvised weapons. When throwing an improvised
• Stamina. Distance Running, Forced March, Menacing weapon, you can choose DEX or STR, your range becomes
• Survival. Animal Handling, Foraging, Nature, 30 ft, and its damage can go up to 1d12, determined by
Sheltering your MC and what you are throwing.
Long Arms. Your melee reach increases by +5 ft.
Natural Camouflage. While outdoors, Concealed, and
not actively moving, you gain +3 on checks to remain
hidden.

46 CHAPTER 1 | LINEAGES
U N DEA D
There are many ways to pass through the veil of death, but
few to pass back. For time immemorial, intelligent mortals
have sought ways to break the bonds of life for themselves
or others. Whether by dark ritual, unrestricted science, or
sheer power of will, these beings continue to exist on the
fringes of the living world.
The undead forever move with purpose and are often
driven by that which could not be completed in life.
Whether it be revenge, love, or works left unfinished, this
goal shapes every action they make until it is completed
and a new goal is discovered. Undead make unwavering
companions and are often sought out for their knowledge
of lore, history, or crafting. Though ghosts and spirits are
classified as “undead,” the willpower needed to maintain
a purely nonphysical form often requires that they remain
bound to haunted structures or areas of land and so
undead adventurers carry on with what remains of their
original bodies.

UNDEAD IN SOCIETY
While the undead are rare in the wider world, societal
views on undead vary widely from culture to culture and
spread the gambit of outright hostility to ritualistic honor.
Some societies treat undead like they do their family
elders, and others actively hunt them down out of fear or
prejudice. In general though, the undead are respected for
their direct knowledge of the past and their unwavering
nature.

UNDEAD TRAITS
Appearance, Height, Weight, Size, and Speed: The
undead maintain the vague semblance of the body they
had in life, though the nature of their animation may leave
them in various states of decay. Refer to the Memories of
Life feature for your average height and weight, as well as
your Size.
Lifespan: Undead tend to live as long as their physical
form can sustain them, some for centuries or longer.

U N D E A D S TA R T I N G
F E AT U R E S
At level 1 you gain the following features as an undead.
Undying Constitution. As an undead you do not need
to eat, drink, or breathe to sustain yourself. You must Rest,
but you do not sleep and instead enter a state of suspended
animation. You are immune to sleep effects.
Memories of Life. You may choose one option from any
other list of lineage features (not including a lineage’s base
features). This represents your lineage before becoming an
undead. Such a lineage feature cannot have prerequisites.

CHAPTER 1 | LINEAGES 47
Provided that such creatures naturally live in the area,
U N D E A D F E AT U R E S you may summon one creature from the choices below:
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one 1 Swarm of Bats
option from the list below. 1 Swarm of Rats
Blood Drinker. You rely on the blood of others to retain 1 Wolf
your health. Once every seven days, you must drink the That creature is friendly towards you and your allies for
blood of a living humanoid or creature. If you do not, you one hour. At the end of this time, the creature wanders
become Sickened until you next drink blood. For seven days away. (1/Rest)
after drinking blood, gain the following benefit: you heal Creature of the Night II. Prerequisites: Creature of the
from broken bones and internal injuries when you Take a Night. When you summon creatures using Creature of the
Rest. Night, you may choose more powerful creatures, choosing
Blood Drinker II. Prerequisites: Blood Drinker. While from the original options or from:
gaining benefits from Blood Drinker, you appear to be a 1 Dire Wolf
healthy version of the lineage chosen with Memories of Life. 1 Dire Bat
You pass most sensory inspections, but magical inspections Darkvision. You can see in darkness to a limit, even
still reveals your true nature. Additionally, while under without any light source. You cannot discern color while
the effects of Blood Drinker, regain 1d4 HP whenever you using your darkvision. While using Darkvision, you can see
Recoup and are Bloodied. up to 30 ft, and then are blind beyond that point.
Captivating Gaze. Your eyes now shine with a faint Jolt of Life. After taking lightning damage from any
unholy light. You may attempt to charm a non-undead source, you may gain +3 AP at the start of your next turn.
humanoid with your hypnotic gaze. To do so, make a CHA (1/Rest)
attack vs the WILL of a humanoid within 15 ft of you. If you Jolt of Life II. Prerequisites: Jolt of Life. Jolt of Life
hit, then the humanoid is Charmed. A Charmed humanoid becomes 1/Recoup.
views you as a dear friend and does anything they can to Jolt of Life III. Prerequisites: Jolt of Life II; Character Level
obey a reasonable request. This effect lasts for one hour or 20. You have unlimited uses of your Jolt of Life feature.
until the creature takes damage. (CHA/Rest) Touch of the Grave. You can make a special attack
Captivating Gaze II. Prerequisites: Captivating Gaze. against a living creature. Spend 3 AP to make a melee attack
Your Captivating Gaze no longer ends when a target takes using END against a living creature’s FORT. If you hit, the
damage, unless the damage is from you. target becomes Paralyzed until the end of their next turn.
Claws. Your fingernails grow long, sharp, and jagged, and Unholy Fortitude. Gain Resist Occult 3 and Vulnerable
your hands take on an emaciated tenor. Gain a special attack Divine 1.
that costs 2 AP and deals 1d4 sharp damage on a hit. This
is considered a natural weapon, and you use your choice of
STR or DEX for the attack and damage rolls.
Corpse Eater. By spending 3 AP, you may consume a
portion of any non-undead humanoid and immediately
regain hit points equal to your level. Additionally, when
consuming a non-undead corpse, gain one memory tied to
strong emotions from that humanoid’s life, determined by
the MC. (END/Rest)
Creature of the Night. Cats, dogs, horses, and other
domesticated animals always treat you with hostility and
fear. However, you are never willingly attacked by Bats,
Rats, and Wolves.

48 CHAPTER 1 | LINEAGES
U R KOU
The urkou are a proud and noble people that originally hail
from the far northern realms where their thick hides and
massive claws allowed them to survive in the inhospitable
climate. Early explorers would frequently bring back tales
of lightly-dressed ursine warriors with massive glaives of
pure ice marching across the tundra plains, unphased by
the bitter cold and ferocious in battle.
Over the millennia, the urkou developed a vast tribe-
based nation that spans the enormity of the arctic ocean
and the northlands of Gathandia. This society came to be
known as the nation of Tievos. Tievos is predominantly
a nation of urkou, though over the many years other
lineages have come to call this land home. Tievos venerates
a matriarchal governing system: dynastic primogeniture
is practiced with the eldest daughter of the High Queen
ascending to the throne after her mother’s passing.
While urkou are fiercely independent, they are equally
patriotic. Most urkou will go to great lengths to help other
Tievosi, from lending supplies to taking up arms on behalf
of their brethren.

URKOU TRAITS
Height: 6’6” – 7’2”
Weight: 260 – 400 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Urkou are hulking bipedal bearfolk. Their
shaggy, furry coats are usually brown or black, but
occasionally an urkou might have a white or golden coat
of fur.
Lifespan: Urkou reach maturity around 14 years old. Male
urkou live on average 50 – 60 years, while female urkou
usually live 120 – 160 years.

U R K O U S TA R T I N G
F E AT U R E S
At level 1 you gain the following features as an urkou.
Bear the Pain. After being hit by an attack, you may
choose to reduce the damage you take by your level. (1/
Recoup)
Unique Feature. To further define your urkou, choose
one option from the list below at level 1.

CHAPTER 1 | LINEAGES 49
Motherland’s Discipline. When you miss with an attack
U R KO U F E AT U R E S roll, you can add a bonus to your attack equal to the number
In addition to the unique feature you selected at level 1, you of allied creatures within 20 ft of you (to a maximum of
gain one more feature at 5th, 10th, 15th, 20th, 25th, and +5), possibly turning the miss into a hit. (2/Recoup)
29th levels. Choose one option from the list below. Motherland’s Discipline II. Prerequisites: Motherland’s
Bare Necessities. When you Take a Rest, you find enough Discipline. Motherland’s Discipline becomes 2/Catch your
food for 1 day’s worth of rations. (In absolutely inhospitable Breath.
environments, like the void of space, your MC might rule Motherland’s Discipline: Save Face. Prerequisites:
that this feature does not work.) Motherland’s Discipline. When you use your Motherland’s
Bear the Pain II. Prerequisites: Bear the Pain; Character Discipline feature, you can benefit from allies within 40 ft of
Level 10. Bear the Pain becomes 1/Catch your Breath. you, instead of only 20 ft.
Urkou Claws. Gain a special attack that costs 2 AP and Outlander. Repeatable. Gain +6 Skill Points to spend on
deals 1d4 sharp damage on a hit. This is considered a skills with the survival tag. You cannot spend more than +4
natural weapon, and you use your STR for the attack and points on a single skill in this way.
damage rolls. Parental Instinct. When an allied creature within 5 ft of
Urkou Claws: Bear Hug. Prerequisites: Urkou Claws. you takes damage, you may take the damage instead. If the
When you hit a creature with your Claw attack, you may creature is one or more Sizes smaller than you, you reduce
also Grapple it, provided that it is no more than one Size this damage by 1d6. (2/Recoup)
larger than you. (2/Recoup) Parental Instinct: Sacrificial Protector. Prerequisites:
Urkou Claws: Knockdown. Prerequisites: Ukrou Claws. Parental Instinct. Parental Instinct becomes 1/Catch your
When you hit a creature with your Claw attack, you may Breath.
also knock that creature Prone, provided that it is no more Powerful Build. You can now carry three additional
than one Size larger than you. (2/Recoup) weapons and a total of three items with the unwieldy tag.
Urkou Claws: Powerful Blows. Prerequisites: Urkou Thick Coat. Gain Resist Cold 3. When making END checks
Claws. Repeatable. Each time you take this feature, increase to mitigate the effects of extreme cold, roll 2d20 and use
your Claw damage die by one size (d4 to d6, d6 to d8, etc.), whichever one is higher.
to a maximum of 1d12. Tireless. Repeatable. Gain +6 Skill Points to spend on
Endless Patience. Repeatable. Gain +6 Skill Points to one skills with the athleticism tag. You cannot spend more than
Crafting skill of your choice. +4 points on a single skill in this way.
Hulking Form. You count as one Size larger for the
purposes of Grappling, Squeezing, and other features that
rely on Size. Your physical size does not increase and you do
not take up any more squares on a grid.

50 CHAPTER 1 | LINEAGES
F L E S H O U T YO U R DR I V E S
PER S ONA LI T Y Virtually every hero has some kind of goal. This drive will
Now that you’ve picked your lineage, as you consider your inform how you behave in various situations and might
BOP (Background, Occupation, and Profession), it is a good nudge you to prioritize certain values over others when
idea to think about your character’s personality as well. some of your values align more closely with your drive. You
Here are a few optional tools that you can use if you need can roll 1d20 or choose from the table below if you want
some guidance brainstorming your character’s personality help brainstorming your drive, although of course you can
traits. come up with your own drives too.

VA L U E S 1d20 Drive

People have nuanced and complex beliefs, and at times 1 Ambition


have beliefs that are at odds with one another. To represent 2 Survival
this in your character, you can choose between two and six
3 Knowledge
values that your character believes in or wrestles with.
Many TTRPGs have made use of the law/chaos and good/ 4 Escape
evil values systems, allowing characters to range from 5 Love
lawful good to chaotic evil. You might find it helpful to think
of your values in the same way, but remember that your 6 Conservation
character’s values might change over time, especially when 7 Power
multiple values conflict.
8 Revenge
If you are Logical and Traditional, but are presented with
an evidence-based logical argument about why a traditional 9 Independence
practice may need to be amended, you will have to decide 10 Validation
which value holds greater import in your character’s eyes.
11 Recognition
VA L U E S S Y S T E M S 12 Conquest
Cautious/Risky. Do you like to play it safe, or are you 13 Legacy
more prone to risk-taking? Why do you approach life in this 14 Exploration
way?
15 Duty
Greater Good/Personal Gain. Are you primarily
motivated to go on adventures knowing that it will help 16 Justice
others, or knowing that it comes with great reward for 17 Security
yourself?
Honor/Pragmatism. When making important decisions, 18 Prestige
do you pursue the most optimized solution, or the solution 19 Creativity
that treats other concerned individuals with the greatest
20 Protection
respect? Do you strictly adhere to a personal code, or are
your morals fungible based on what the situation calls for? Having selected one or more drives, consider how intense
Logical/Emotional. While you might be capable of those drives are for you. Do you care about this drive, but
calculated decisions and empathetic ones, which approach not to the extent that you will go out of your way for it? Or
tends to win out when you make the most important conversely, will you betray both your own values and your
decisions in your life? allies if it means fulfilling this drive? Most heroes will fall
Loyal/Disloyal. Do you place value in standing beside somewhere between these two extremes.
your close associates and family, even when they behave in
ways that you disagree with?
Tradition/Change. Are you more interested in preserving
the core ideas of generations before you, or creating new
systems of your own?

CHAPTER 1 | LINEAGES 51
QU I R K S
While quirks are usually the least complex part of your
character, they can make your character deeply memorable.
You might have a funny voice or a huge love of potatoes, for
example. The only limit on quirks is your imagination, but a
short list of example quirks is provided below.

1d20 Quirk
Insists on being paid in small or valueless objects,
1
such as acorns or pocket lint.
Always wears a fake mustache, even over a real
2
one.
Constantly seems impatient and pulling out an
3
hourglass during meetings
4 Looking for their pet rock.

5 Claims they are from the future...or the past.

Obsessively rearranges items on a table or


6
furniture in a room.
Makes dramatic exits...then returns because they
7
forgot something.
8 Believes the moon is haunted.
Often loudly talking to themselves, at times with
9
their own reflection.
Brings their own cup and utensils with them
everywhere. Will not eat or drink food anyone
10
else has handled. Will not shake hands or touch
people.
11 Swears they once dated a ghost.
12 Consults a rubber duck for advice.
13 Can’t turn left.
Extremely superstitious, knocking on wood,
14 throwing salt over their shoulder, and some wildly
outlandish practices.

15 Refuses to sit on anything other than the ground.

16 Always refers to themself in the third person.

Has an explosively negative reaction to a


17
particular food group.

Physically incapable of making eye contact,


18
instead looking slightly past someone.

Always eager to share their latest grand theory of


19
the universe.
Believes themself to be a great inventor, but has
20
never made a useful invention.

52 CHAPTER 1 | LINEAGES
CHAPTER 2: THE BOP SYSTEM

W
hile you are an adventurer, there is much more In this chapter, you choose a background and a profession.
to your life than just battling beasts, hoarding Note that each profession has one or more occupation
treasure, and going on quests. When you’re not tags; if these match with your background, they grant you
actively adventuring, you enjoy indulging in your personal additional Skill Points. Skills are organized by both attribute
interests and hobbies. Maybe you’re an avid reader and love and tag in Chapter 7.
nothing more than curling up with a good book in the local
library or university. Or perhaps you’re a skilled blacksmith B AC KG RO U N D S
and spend your downtime creating intricate pieces of armor
Your background provides narrative and mechanical
or weapons. Maybe you have a talent for playing music, and
information about who you are, what walk of life you
can often be found entertaining your fellow adventurers
come from, and where you might be headed. When you
with songs on your lute. Whatever it may be, you find that
create a character at level 1, you choose your background
having a hobby or interest outside of adventuring helps
from the list below. Seven of the nine backgrounds grant
you to relax, unwind, and forget about the dangers and
you additional skills if you take a profession with the
hardships of the road. Downtime between adventures
corresponding occupation tag.
also provides you with an opportunity to cultivate your
Note that your background also determines your starting
reputation and manage a business.
wealth. All backgrounds grant you the “Starting Gear” found
in Chapter 6.

Background Occupation Tag Description

Born Warrior MILITANT Blood, toil, and sweat have marked you a proven soldier.
Criminal UNDERWORLD You deal in activities not endorsed by the law.
Entrepreneur MERCANTILE You own, supply, or represent a successful business.
Knave NONE Having tried multiple professions, nothing is quite a fit.

Noble Title ARISTOCRATIC By birth or deed, you are a minor noble in a nation.
Outlander WANDERER You live on the fringes of society, perhaps in the wilds.
Student ACADEMIC You endlessly toil to deepen a field of academic study.
True Believer RELIGIOUS You are a devotee of a specific religion or faith system.
Urchin NONE You’ve grown up on the streets, always fending for yourself.

C hapter 2 | T he B O P S ystem 53
• Subterfuge. Disguising*, Evading, Forging*,
B O R N WARR I O R
Lockpicking*, Sleight of Hand
You possess a natural talent for combat and have an • Survival. Dungeoneering, Sneaking
unshakable bravery that inspires those around you. With
your strong body and quick reflexes, you are a formidable
O C C U PAT I O N A L B O N U S
force, always ready to defend those in need and vanquish If you take a profession with the underworld tag, gain +2
evil wherever it may lurk. Intuiting.

SKILLS S TA R T I N G W E A LT H
Gain 4d100 sc (or take the average, 202 sc).
Gain +12 Skill Points that you can spend on any of the
following skills.
With this feature, you may put up to 4 points into any EN T R EPR EN EU R
individual skill. You may exceed this limit by gaining Skill You have a keen eye for opportunity and an understanding
Points from another feature. of commerce. You are always seeking out new and
• Athleticism. Applied Force, Athletics, Sprinting innovative ways to make a profit, whether it’s through
• Influence. Intimidating, Leadership trading goods, investing in businesses, or developing new
• Knowledge. Geography, History, Medicine*, Military products. Your business savvy has made you one of the
Vehicles* [land] most successful individuals in your town, and you’re always
• Luck. Fortuity, Scavenging looking for new opportunities to expand your wealth and
• Stamina. Forced March, Menacing, Distance Running influence.
• Survival. Animal Handling, Dungeoneering,
Navigating*, Sheltering SKILLS
O C C U PAT I O N A L B O N U S Gain +12 Skill Points that you can spend on any of the
If you take a profession with the militant tag, gain +2 following skills.
Forced March. With this feature, you may put up to 6 points into any
individual skills with the Crafting*tag, and up to 3 points
S TA R T I N G W E A LT H into any individual skills with any other tag. You may exceed
Gain 5d20x2 sc (or take the average, 104 sc).
this limit by gaining Skill Points from another feature.
• Crafting. Alchemy*, Brewing*, Calligraphy*,
C R I M I NA L Carpentry*, Cartography*, Cobbling*, Cooking*,
You live on the fringes of society, always looking for Glassblowing*, Jeweling*, Leatherworking*,
opportunities to turn a profit through illegal means. Masonry*, Painting*, Pottery*, Smithing*, Weaving*,
Whether it is through thievery, blackmail, or shady Woodcarving*
deals, you have a knack for manipulating the law to • Influence. Deceiving, Empathy, Gossiping, Persuading
your advantage, constantly staying one step ahead of the • Knowledge. Art, Economics, History, Law, Politics of
authorities. [choose region]
• Luck. Fortuity
SKILLS • Performance. Entertaining, Instrument* [choose one],
Gain +12 Skill Points that you can spend on any of the Savoir Faire
following skills. • Observation. Appraising, Eavesdropping, Intuiting,
With this feature, you may put up to 6 points into Perceiving
individual skills with the subterfuge tag, and up to 3 points • Subterfuge. Forging*, Sleight of Hand
into skills with any other tag. You may exceed this limit by O C C U PAT I O N A L B O N U S
gaining Skill Points from another feature. If you take a profession with the mercantile tag, gain +2
• Acrobatics. Balancing, Contorting, Tumbling Appraising.
• Athleticism. Athletics, Sprinting
• Crafting. Brewing*, Cooking*, Jeweling*, Painting*,
S TA R T I N G W E A LT H
Gain 10d20x2 sc (or take the average, 210 sc).
Pottery*, Weaving*, Woodcarving*
• Influence. Deceiving, Gossiping, Intimidating,
Persuading
• Knowledge. Art, Law, Politics of [choose region]
• Luck. Fortuity, Scavenging
• Observation. Appraising, Eavesdropping, Intuiting,
Investigating, Perceiving
• Performance. Entertaining, Savoir Faire

54 C hapter 2 | T he B O P System
K N AV E O C C U PAT I O N A L B O N U S
If you take a profession with the aristocratic tag, gain +2
You command a versatile set of skills and an equally Gossiping.
versatile personality. A classic jack-of-all-trades, and master
of none, you are equally skilled charming your way out of
S TA R T I N G W E A LT H
Gain 10d20x3 sc (or take the average, 315 sc).
a sticky situation, picking locks, or evading attackers with
your quick wits and nimble movements. You have learned
to adapt to whatever situation life throws at you and have a OU T LA N DER
pension for being able to handle any job with some amount You come from a different place, with different customs and
of success due to your sheer adaptability. beliefs than those around you. Perhaps you hail from a far-
off nation, or maybe you are more at home in the wilderness
SKILLS than in an urban environment. Your unique perspective
Gain +4 Savoir Faire. makes you a valuable asset, as you bring fresh ideas and
new ways of thinking to the table. However, it can also
M U LT I P L E P R O F E S S I O N S
make you an outsider, seen as strange or untrustworthy by
As a Knave, you enter two professions of your choice. Gain
those who do not understand your ways.
the starting equipment, Skill Points, and abilities of both
professions. SKILLS
Each time you gain a professional rank, choose which
profession you want to advance. Gain +12 Skill Points that you can spend on any of the
following skills.
S TA R T I N G W E A LT H With this feature, you may put up to 6 points into any
Gain 5d20x3 sc (or take the average, 156 sc). individual skills with the survival tag, and up to 3 points
into any individual skills with any other tag. You may exceed
NOBLE T I T LE this limit by gaining Skill Points from another feature.
You might have been born into wealth and privilege, with a • Acrobatics. Balancing, Contorting
strong family lineage and a respected name; or alternatively, • Athleticism. Applied Force, Athletics, Sprinting
through luck or deed, you have been bestowed a title among • Crafting. Carpentry*, Cartography*, Cobbling*,
the aristocracy of your region. With your education, wealth, Cooking*, Leatherworking*, Weaving*, Woodcarving*
and connections, you have the capacity to shape the world • Performance. Instrument* [choose one]
around you, whether it is through politics, diplomacy, or • Knowledge. Astrology, Astronomy, Geography,
simply using your family’s wealth and influence to fund Medicine*, Vehicles* [land]
worthy causes and projects. You strive to maintain the honor • Observation. Intuiting, Perceiving
and prestige of your family name, to protect your position, • Stamina. Distance Running, Forced March
and to ensure your continued prosperity. • Survival. Animal Handling, Dungeoneering, Foraging,
Nature, Navigating*, Sheltering, Sneaking, Tracking
SKILLS O C C U PAT I O N A L B O N U S
Gain +12 Skill Points that you can spend on any of the If you take a profession with the wanderer tag, gain +2
following skills. Navigating*.
With this feature, you may put up to 4 points into any
individual skill. You may exceed this limit by gaining Skill
S TA R T I N G W E A LT H
Gain 5d20x2 sc (or take the average, 104 sc).
Points from another feature.
• Crafting. Alchemy*, Calligraphy*, Cartography*,
Painting*, Weaving*, Woodcarving*
S T U DEN T
• Influence. Deceiving, Empathy, Gossiping, Intimidating, You are constantly seeking knowledge and understanding,
Leadership, Persuading driven by a thirst for discovery and a desire to make a
• Performance. Dancing, Entertaining, Instrument* difference in the world. Whether you are studying magic,
[choose one], Savoir Faire history, or the natural sciences, you are always eager to
• Knowledge. Arcana, Art, Astrology, Astronomy, learn and to put your newfound knowledge to the test,
Economics, Geography, History, Law, Medicine*, eager to make a name for yourself and achieve great things.
Military, Politics of [choose region] Religion [choose With your unwavering determination and quick mind, you
one] are well on your way to becoming a respected master in
• Observation. Appraising, Eavesdropping, Intuiting, your field.
Investigating, Perceiving

C hapter 2 | T he B O P S ystem 55
SKILLS O C C U PAT I O N A L B O N U S
If you take a profession with the religious tag, gain +2
Gain +12 Skill Points that you can spend on any of the Religion [choose one].
following skills.
With this feature, you may put up to 6 points into any
S TA R T I N G W E A LT H
Gain 5d20x2 sc (or take the average, 104 sc).
individual skills with the knowledge tag, and up to 3 points
into any individual skills with any other tag. You may exceed
this limit by gaining Skill Points from another feature. U RC H I N
• Crafting. Alchemy*, Brewing*, Calligraphy*, You’ve had to fend for yourself from a young age, relying on
Carpentry*, Cartography*, Cobbling*, Cooking*, your wits and cunning to survive in a harsh and unforgiving
Glassblowing*, Jeweling*, Leatherworking*, world. Growing up on the streets, you’ve learned to be quick
Masonry*, Painting*, Pottery*, Smithing*, Weaving*, on your feet; to pick pockets and slip away from danger
Woodcarving* without being detected. Despite the hardships you’ve faced,
• Influence. Deceiving, Gossiping, Persuading you’ve developed a fierce independence and a sense of
• Knowledge. Arcana, Art, Astrology, Astronomy, humor that has helped you get by, and you always have a
Economics, Engineering, Geography, History, Law, trick or two up your sleeve to help you out of a tight spot.
Medicine*, Military, Politics of [choose region], Religion
[choose one] SKILLS
• Performance. Dancing, Entertaining, Instrument* Gain +24 Skill Points that you can spend on any skill of
[choose one] your choice. With this feature, you may put up to 6 points
• Observation. Appraising, Eavesdropping, Investigating into any individual skill. You may exceed this limit by
• Subterfuge. Disguising*, Forging* gaining Skill Points from another feature.
• Survival. Animal Handling, Navigating*
NO PROFESSIONAL EXPERIENCE
O C C U PAT I O N A L B O N U S As an Urchin, you do not get to select a profession at level 1.
If you take a profession with the academic tag, gain +2
S TA R T I N G W E A LT H
History.
Gain 5d20 sc (or take the average, 52 sc).
S TA R T I N G W E A LT H Additionally, as an Urchin you gain the following
Gain 5d20 sc (or take the average, 52 sc). equipment: backpack, leather armor, 2 tools or kits, clothes
(simple), rations (5), waterskin, utensils, sewing kit, bedroll,
T RU E BE L I EV E R blanket, flint & steel, torch (10)
You are guided by a strong faith in your chosen deity or
belief system. You see the world through a lens of reverence O C C U PAT I O N TA G S
and devotion. When able, you pursue acts of charity and Occupation tags are listed in italics directly below the
stand up against those who would do harm to your beliefs. title of any given profession. There are seven occupation
tags: academic, aristocratic, mercantile, militant, religious,
SKILLS underworld, and wandering.
Gain +12 Skill Points that you can spend on any of the Seven of the nine backgrounds specify that you gain an
following skills. added bonus if you choose a profession with a particular
With this feature, you may put up to 4 points into any occupation tag. For example, the Born Marrior states that
individual skill. You may exceed this limit by gaining Skill you gain +2 Forced March if you take a profession with the
Points from another feature. militant occupation tag.
• Survival. Animal Handling, Navigating*
• Crafting. Alchemy*, Brewing*, Calligraphy*, Cooking*, P ROF E S S I O N S
Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*
When creating a character, in addition to your background,
• Influence. Deceiving, Empathy, Gossiping, Intimidating,
you gain one profession of your choice. There are two
Leadership, Persuading
exceptions: If you are a Knave, you gain two professions
• Knowledge. Arcana, Art, Economics, Geography,
(you cannot pick the same profession twice). If you are an
History, Law, Medicine*, Politics of [choose region],
urchin, you do not gain any profession.
Religion [choose one]
Each profession has one or more occupation tags, so
• Luck. Fortuity
be sure to check and see if this gives you any additional
• Observation. Intuiting, Perceiving
bonuses based on your background. When you gain a
• Stamina. Forced March
professional rank, you may choose to gain a rank in the
• Performance. Entertaining, Instrument* [choose one],
same profession or get the 1st rank of a new profession.
Savoir Faire

56 C hapter 2 | T he B O P System
This decision should reflect your character’s advancement
in the campaign world. For example, if you began the game
S TA R T I N G E Q U I P M E N T
as a Nomad, but became involved in a particular community If you take this profession when you create your character,
and took care of a lot of problems for them, you might gain the following gear, in addition to the equipment you
choose to gain a rank in Knight or Guard instead of ranking gained based on your background: satchel, scroll case,
up in Nomad when you gain a second professional rank. gambeson armor, 1 tool or kit, lantern, robes, clothes
Professional ranks range from 1 to 5, and it is unusual for (simple), flask of oil, small collection of books and scrolls,
a character to ever acquire more than 5 total professional rations (2), inkpot, quill pen, parchment (10), waterskin
ranks. The profession that you choose will grant you access
to specific narrative benefits throughout the game. The
SKILLS
higher your rank in a given profession, the more power and Each time you gain a rank in the Archivist profession
influence you have within that profession. For example, if (including rank 1), gain +3 History, and +1 in three skills
you have 1 rank in Soldier, you are able to secure lodging of your choice:
and free meals from other members of your military • Crafting. Calligraphy*, Cartography*, Masonry*,
institution. If you have 5 ranks in Soldier, then you can Painting*, Pottery*, Woodcarving*
levy other soldiers into your service when they are in your • Influence. Empathy, Gossiping, Persuading
vicinity. • Knowledge. Arcana, Art, Astrology, Astronomy, Biology,
Chemistry, Economics, Engineering, Geography, Law,
NOTE TO MCS: Military, Politics of [choose region], Religion [choose
P R O F E S S I O N A L A DVA N C E M E N T one]
Over the course of the game, a PC should gradually • Observation. Appraising, Intuiting, Investigating,
gain ranks in their profession, representing the PC’s Perceiving
slow increase in power and influence over time. A
PC should gain one new rank in their profession for
TENURE
every 6 character ranks that they have, on average. When you become a rank 1 Archivist, and every time you
Note, however, that professions are specifically gain a rank in the Archivist profession, your academic
intended to reflect a character’s roleplaying and tenure improves.
narrative-based decisions, so you should give out RANK 1
profession ranks more frequently when it makes
Given 8 hours of research at a well-resourced library, you
sense to do so as a narrative reward. They also make
can uncover any written information available to the public.
excellent quest rewards. PCs might also get ranks in
multiple professions, such as a rank 2 Soldier being RANK 2
awarded an honorable title (rank 1 Honorable) after Given one day of research at a well-resourced library, you
completing a quest for a viscount. Such a character can uncover any written information, including forbidden
would then have 3 professional ranks: 2 Soldier, and texts. Additionally, you may sell your services as a researcher
1 Honorable. to earn 1d10+10 sc per week.
RANK 3
GOODWILL Your expertise extends to a specific realm of historical
Some professions reference Goodwill, which represents your discovery. Upon earning rank 3 of this profession, you may
standing in various aspects of the community. You can read choose between chronicler or historian as your professional
more about Goodwill in Chapter 7. specialization. At Archivist ranks 4 and 5, you advance in
the same professional track that you chose at this rank.
A RC H I V I S T RANK 3: CHRONICLER
Occupations: Academic You are a recognized expert in historical field work and no
You are passionate about preserving the past and uncovering longer need to be in a well-resourced library to perform
the secrets of the ages. Through weeks upon weeks of your research services (still earning 1d10+10 sc per week).
research sifting through dusty tomes, you are always seeking You also have intimate knowledge of your home region’s
to expand your understanding of the world and to bring geographical history and have a +3 bonus to checks related
new knowledge to light. to locating any ruin, crypt, or cave in that region or recalling
information about them. Additionally, given one day in an
urban area, you may discern 3 societal aspects of the city
(or neighborhood if the city is exceptionally large). Learn
the nature of three of the following aspects of the urban
area: aristocratic, layfolk, mercantile, military, religious, or
underworld.
C hapter 2 | T he B O P S ystem 57
RANK 3: HISTORIAN BA R R I S T ER
Your tenure as a preeminent historian allows you to recruit Occupations: Academic, Aristocratic
students of history to do small tasks and errands for you, Your studies of law and debate have made you an expert in
provided that you are in a town or city with an academic mediation and you sell your services as a lawyer, judge, or
presence. They will deliver messages, handle shopping orator. Whether it be in the courts of the grandest cities or
transactions, and conduct in-depth research on your behalf. in the humblest village square, you ensure just and proper
Your services as a researcher now earn you 2d10+20 sc per resolution of any dispute through consideration of historical
week. precedent and careful deliberation.
RANK 4: CHRONICLER
S TA R T I N G E Q U I P M E N T
Your skills of investigation and interview are well known
If you take this profession when you create your character,
amongst individuals with the academic or aristocratic
gain the following gear, in addition to the equipment you
backgrounds. Given one day in an urban area, you may
gained based on your background: backpack, scroll case,
discern all societal aspects of the city (or neighborhood if
brigandine armor, 1 tool or kit, clothes (noble), book
the city is exceptionally large).
of laws, gavel, parchment (10), inkpot, quill pen, flask,
Your research services now earn you 3d10+30 sc per
waterskin
week. Additionally, gain +3 Investigating.
RANK 4: HISTORIAN SKILLS
You have intimate knowledge of your home region’s Each time you gain a rank in the Barrister profession
political history, including all lines of nobility, succession, (including rank 1), gain +3 Persuading and +1 in three
and law, and can recall this information without being skills of your choice:
in a well-resourced library. You may gain 1 rank in the • Crafting. Calligraphy*, Cartography*
Barrister profession, including starting equipment and skills. • Influence. Deceiving, Empathy, Intimidating,
Additionally, your services as a researcher now earn you Leadership, Persuading
4d10+40 sc per week. • Knowledge. Economics, History, Law, Medicine*,
Military, Politics of [choose region], Religion [choose
RANK 5: CHRONICLER
one]
You are a famous biographer with access to the highest • Observation. Appraising, Eavesdropping, Intuiting,
courts in your home region and are welcome at events Investigating, Perceiving
hosted by NPCs with the aristocracy or academic • Performance. Savoir Faire
backgrounds. You may gain 1 rank in the Honorable • Subterfuge. Forging*
profession.
RANK 5: HISTORIAN
M E D I AT I O N
When you become a rank 1 Barrister, and every time you
Your great historical works have been widely praised within
gain a rank in the Barrister profession, you improve your
the halls of power and your ability of insight into past
ability to understand and resolve conflicts.
events is unmatched. Your studies have revealed to you the
approximate location of one lost artifact of legendary value RANK 1
and power within a ruin inside your home region. While staying in a friendly settlement, you may sell your
Furthermore, as one of the most renowned historians in the services as a lawyer or mediator to settle local disputes.
world, you can secure an audience with most individuals Doing so earns you 4d10 sc per week and increases your
of great influence. Any NPC with the equivalent of 4 or community Goodwill by +1 at the end of each month.
fewer ranks in any occupation will make time to meet with
RANK 2
you within 24 hours of your request. Your services as a
researcher now earn you 10d10+100 sc per week. Your services now earn you 8d10 sc per week. Additionally,
you may choose a specialty of law: aristocratic, mercantile,
military, or underworld. When performing your rank 1
feature you may choose to increase your Goodwill with that
local sphere by +1 instead of earning any money.
RANK 3
Your services now earn you 12d10+60 sc per week.
As part of this rank, you may immediately gain 1 rank in
the Archivist profession, including starting equipment and
skills.

58 C hapter 2 | T he B O P System
RANK 4 SCAM BUSINESS
Your services now earn you 16d10+80 sc per week.
You are no stranger to bending the truth and have devised a
You may choose an additional specialty from the rank
number of scams to relieve people of their hard earned coin.
2 feature of this profession. When performing your rank
There is always a chance that something goes wrong, but
1 feature you may choose to increase your Goodwill with
with great risk comes greater rewards!
either of those local spheres by +1 in addition to earning
money. RANK 1
As part of this rank, you may immediately take rank You have a knack for disguises and can create a fake identity
1 in the Honorable profession, including all the starting with one hour of work. This identity does not include any
equipment and skills. official paperwork and will not stand up to investigation.
RANK 5 Once per day in a friendly settlement, you may attempt to
run a scam. This scam can include selling a miracle drug,
Your services now earn you 20d10+200 sc per week.
knockoff items, fake investments, or similar ruses and
You are considered one of the highest legal authorities
successfully running the scam earns you 2d20+20 sc. There
in your home region and your services are sought out for
is a 20% chance your scam is exposed.
resolving matters between NPCs with ranks in the academic
This action can be repeated, but every subsequent attempt
or mercantile occupation with a maximum of 4 ranks in any
in that same settlement within a one month period comes
profession. Such high-profile disputes earn you additional
with an additional 5% chance of being exposed. If the
income on top of your normal weekly income.
scam is exposed, gain -3 community Goodwill and the local
authorities immediately know your name (or that of your
C H A R L ATA N disguise) and will seek you out for arrest or recompense. No
Occupations: Mercantile, Underworld other scams can be run in that settlement for one month.
You use your silver tongue and quick wit to deceive and If the scam does not involve or target notable NPCs or
manipulate others. You move from town to town, using your plot-relevant items, your MC might elect to abstract the
skills of deception to sell false remedies, perform illusions, scam into a couple dice rolls and let you narrate how it
or simply con unsuspecting marks out of their hard-earned happens. First, roll to determine how many sc your scam
coin. Whether you’re a traveling swindler or a confidence earns, then roll percentile dice to determine if your scam is
trickster, you always have a new scam up your sleeve, and exposed or not.
you revel in the thrill of fooling others and getting away
RANK 2
with it.
Successfully running a scam now earns you 4d20+40 sc.
S TA R T I N G E Q U I P M E N T You are now adept at finding like-minded individuals who
will help run your scams. If you spend one day in a town
If you take this profession when you create your character,
or city, you can find and recruit up to two conspirators that
gain the following gear, in addition to the equipment you
will act as audience plants, distractions, or “witnesses” to
gained based on your background: pocketed cloak, gear to
the efficacy of what you are selling. For each conspirator you
run your con of choice (choose one: marked cards, weighted
hire, you lose 1d20 sc when running a scam, as you have
dice, defunct goods, fake antiques, or false gems/gold),
to divide the coin up with them. However, each conspirator
small hand cart or prop-up stand, 3 belt pouches, brigandine
also decreases your chance of being exposed by 5%, to a
armor, 1 tool or kit, clothes (fine)
minimum of 5%.
SKILLS RANK 3
Each time you gain a rank in the Charlatan profession Successfully running a scam now earns you 8d20+80 sc.
(including rank 1), gain +3 Deceiving, and +1 in three You can now recruit up to three conspirators. Your fake
skills of your choice: identities now include official looking documentation
• Acrobatics. Contorting and that will hold up against all but the most thorough
• Influence. Empathy, Gossiping, Intimidating, investigations.
Leadership, Persuading
• Knowledge. Art, Economics, History, Law, Medicine*,
RANK 4
Politics of [choose region], Religion [choose one] Successfully running a scam now earns you 20d20+200 sc.
• Observation. Appraising, Intuiting, Investigating, You can now recruit up to four conspirators.
Perceiving RANK 5
• Performance: Instrument* [choose one], Savoir Faire
• Subterfuge. Disguising*, Forging*, Lockpicking*, You may now follow your successful scams with a rug-pull.
Sleight of Hand After running three successful scams in one area, you may
• Survival. Sneaking run a final gambit that earns 80d20+800 sc.

C hapter 2 | T he B O P S ystem 59
As part of this action, roll 1d4 to determine the number of RANK 2
days before the settlement’s authorities become aware of
You are now an acolyte in your chosen faith and upon
you or your fake identity, after which they will attempt to
reaching rank 2 in the clergy profession, you may choose
seek you out for arrest or recompense.
one specialization: preacher, priest, or theologian. At ranks
3, 4, and 5, you advance in the same professional track that
C L E RG Y you chose at this rank.
Occupations: Academic, Religious
R A N K 2 : P R E AC H E R
You are a member of the clergy in a religious order of
your choosing. While you do not yet preach directly to Gain +3 Entertaining.
congregants, you handle many other spiritual aspects Given 8 hours of orating, you can influence public opinion
of your religion along with the mundane tasks of day to on a political or religious topic. 1d20 commoner NPCs
day life. You might spend time transcribing or preserving will be swayed by your words as if under the effects of
the sacred texts of your faith, or handling the business of the Charm Person spell for one week, and will follow your
keeping a temple funded and maintained. As immersed in reasonable and lawful commands.
this environment as you are, you are deeply interested in RANK 2: PRIEST
gathering a deeper understanding of your faith practices.
Gain +3 Empathy.
S TA R T I N G E Q U I P M E N T Once per week you may perform a service to bless the
local community. The effects of this blessing are determined
If you take this profession when you create your character,
by the tenets of your faith. It might include effects such as
gain the following gear, in addition to the equipment you
calming an agitated populace, encouraging a despairing
gained based on your background: backpack, scroll case, 1
group, lessening the symptoms of an infectious disease,
tool or kit, gambeson armor, quarterstaff, clothes (simple),
or enabling a population to subsist on fewer rations than
clothes (fine), candles (10), religious icon, small collection
they would normally need. Your MC might allow additional
of scrolls, incense, rations (2), waterskin
options based on the population in question.
SKILLS RANK 2: THEOLO GIAN
Gain +3 Religion [choose one]. You do not gain this +3 to Gain +3 Religion [choose one].
Religion each time you gain an additional rank in Clergy; Most religious centers will provide food and shelter to you
rather, gain +3 to a skill based on the professional track that for free, even if you do not share their faith (extremists and
you choose at rank 2. secretive cults will not extend this courtesy to you).
Each time you gain a rank in the Clergy profession, gain
R A N K 3 : P R E AC H E R
+1 in three skills of your choice:
• Crafting. Alchemy*, Brewing*, Calligraphy*, Cooking*, Gain +3 Entertaining.
Leatherworking*, Painting*, Weaving*, Woodcarving* Given a day of orating, you can influence public opinion
• Influence. Deceiving, Empathy, Gossiping, Persuading on a pertinent political or religious topic. 4d20 commoner
• Knowledge. Arcana, Art, Economics, Geography, NPCs will be swayed by your words as if under the effects of
History, Law, Medicine*, Politics of [choose region], the Charm Person spell for one week, and will follow your
Religion [choose one] reasonable and lawful commands.
• Observation. Eavesdropping, Intuiting RANK 3: PRIEST
• Survival. Nature
Gain +3 Empathy.
CALLED TO SERVE Your blessing can now inspire the local community. The
benefits of your blessing now last for 1 month.
When you become a rank 1 Clergy, and every time you
gain a rank in the Clergy profession, you deepen your RANK 3: THEOLO GIAN
understanding of your religion, your faith, and your Gain +3 Religion [choose one].
philosophy. Gain rank 1 of the Archivist or Barrister profession (your
RANK 1 choice), including all of the equipment and skills it provides.

You may choose one religious deity to pledge yourself to and RANK 4: PREACHER
enter into their service. Any religious center whose faith you Gain +3 Entertaining.
share will provide food and shelter to you for free. Given a day of orating, you can influence public opinion
Additionally, while staying in a friendly settlement you on a pertinent political or religious topic. 10d20 commoner
may spend a week serving the poor and destitute. Doing NPCs will be swayed by your words as if under the effects
this earns you +1 Goodwill and greatly increases your of the Charm Person spell for one week, and will follow any
reputation in low-income communities. command, even if it is not lawful.

60 C hapter 2 | T he B O P System
RANK 4: PRIEST S TA R T I N G E Q U I P M E N T
Gain +3 Empathy.
If you take this profession when you create your character,
As a recognized leader of your faith you have special
gain the following gear, in addition to the equipment you
honors with NPCs that have the aristocratic occupation and
gained based on your background: backpack, gambeson
who share your religion. You may request a meeting with
armor, 1 tool or kit, clothes (fine), instruments (2), makeup
any such NPC in your area and they will honor your request
(2), costumes/disguises (2), props such as juggling balls or
within 24 hours.
a book of songs
Additionally, you may command the priests of any
community in which your faith is present to perform your SKILLS
faith’s blessing at any time, which will be maintained until
Each time you gain a rank in the Entertainer profession
you command it to stop.
(including rank 1), gain +3 Entertaining, and +1 in three
RANK 4: THEOLO GIAN skills of your choice:
Gain +3 Religion [choose one]. • Crafting. Alchemy*, Brewing*, Calligraphy*,
Gain the rank 2 of the profession you chose at rank 3 of Carpentry*, Cartography*, Cobbling*, Cooking*,
this profession, including all of the skills it provides. Glassblowing*, Jeweling*, Leatherworking*,
Masonry*, Painting*, Pottery*, Smithing*, Weaving*,
R A N K 5 : P R E AC H E R Woodcarving*
Gain +3 Entertaining. • Influence. Gossiping, Persuading
Given a day of orating, you can influence public opinion • Knowledge. Art, Geography, History, Politics of [choose
on a pertinent political or religious topic. 20d20 commoner region], Religion [choose one]
NPCs will be swayed by your words as if under the effects • Observation. Appraising, Intuiting, Perceiving
of the Charm Person spell for one week, and will follow any • Performance. Dancing, Entertaining, Instrument*
command, even if it is not lawful. [choose one], Savoir Faire
RANK 5: PRIEST • Subterfuge. Disguising*, Forging*

Gain +3 Empathy. D E V E L O P I N G TA L E N T
As an honored leader of your faith, you have special
When you become a rank 1 Entertainer you learn how to
honors with NPCs with the aristocratic occupation who
leverage your natural talents and can now use artistic skills
practice any religion. You may request a meeting with any
to generate income.
such NPC in your area and they will honor your request
When you first take the Entertainer profession, choose
within 24 hours.
whether you are an artist or a performer. Gain the benefits
Additionally, when entering a community in which
of that specific professional track at ranks 1, 2, 3, 4, and 5 of
your religion is not present, you may spend one month
this profession.
proselytizing, after which a sizable amount of the population
is swayed to your beliefs. This establishes a temple or RANK 1: ARTIST
gathering in which your blessing can be performed. You are proficient in one artistic medium of your choice,
RANK 5: THEOLO GIAN choosing from a Crafting skill. Gain +3 in this skill. Every
week you may create one art piece to sell that earns you
Gain +3 Religion [choose one].
1d10+20 sc.
Gain rank 3 of the profession you chose at rank 3 of this
profession, including all of the skills it provides. R A N K 1 : P E R FO R M E R
You are proficient in one form of physical expression of your
E N T E RTA I N E R choice, choosing from Dancing, Entertaining, Instrument*
Occupations: Aristocratic, Mercantile [choose one], Contorting, or Tumbling. Gain +3 in this skill.
You are a master of creating beauty and inspiring emotion You may perform once per week in a local inn, tavern, or
through your art. You bring your imagination to life public space to earn 1d10+5 sc, in addition to free room
through paintings, sculptures, music, or any other medium and board.
that suits your fancy, captivating your audience with your RANK 2: ARTIST
unique vision and style. Whether you are creating grand
You may choose a second artistic medium and gain an
masterpieces for kings and queens, or intimate works that
additional +3 when using that skill, and whenever you sell
speak to the hearts of the common folk, you are driven by
art you now earn 2d10+30 sc. Additionally, given one hour
a passion for art and a desire to leave a lasting legacy of
in a friendly city you can locate an artist’s commune that
beauty and inspiration in the world.
will house you for free for up to one week.

C hapter 2 | T he B O P S ystem 61
R A N K 2 : P E R FO R M E R to meet with you within 2 hours of your request. Your
performances now earn you 10d10+50 sc per week.
You may choose a second skill of physical expression
Additionally, once per month you may design and perform
and now gain +3 to any check using that skill. Your
a special performance that leaves audiences in awe. You
performances now earn you 2d10+10 sc per week, in
immediately gain +5 Goodwill in the settlement in which
addition to free room and board.
you perform and all NPCs that are monster rank 5 or lower
RANK 3: ARTIST who are in attendance are Charmed by you for one week.
Your abilities as an artist blossom and you now gain an
additional +3 to checks made with either skill chosen at G UA R D
rank 1 and 2 of this profession. Selling an art piece now Occupations: Mercantile, Militant
generates 4d10+60 sc. You are the first line of defense against danger and threats
R A N K 3 : P E R FO R M E R to the people and places you are sworn to protect. You
might be stationed at a castle gate, patrolling the streets of
Your performance has caught the attention of a sponsor who
a city, or guarding a convoy on a dangerous road. You are
offers to support and represent you. Your performances now
always alert and ready, armed with your weapons and your
earn you 4d10+20 sc per week. Your budding reputation
training, to keep those in your charge safe from harm. With
also allows your sponsor to petition for invitations to any
your unwavering vigilance and your keen eye, you are a
event hosted by an NPC with the aristocratic or mercantile
reassuring presence, providing peace of mind and security
background with a 50% chance of success.
to all who depend on you for protection.
RANK 4: ARTIST
One of the mediums chosen at rank 1 or 2 of this profession
S TA R T I N G E Q U I P M E N T
becomes your specialty and you now gain an additional If you take this profession when you create your character,
+3 to any check using that skill. Selling an art piece now gain the following gear, in addition to the equipment you
generates 10d10+50 sc. gained based on your background: rucksack, a spear or a
halberd, chainmail armor, clothes (simple), torch (10), deck
R A N K 4 : P E R FO R M E R
of cards, manacles, insignia of rank (banner, patch, pin,
Your reputation spreads and the citizenry has become etc.), hooded lantern, flask of oil
enthralled by your performances. Every week spent
performing now earns you 8d10+40 sc and increases your SKILLS
Goodwill by +1. Your chance of petitioning an invitation Each time you gain a rank in the Guard profession
successfully increases to 75%, and there is a small chance (including rank 1), gain +3 Perceiving, and +1 in three
that invitations to such events are sent directly to you skills of your choice:
(this will be determined by your MC). You now gain +3 to • Athleticism. Applied Force, Athletics, Sprinting
any check using the skills chosen at ranks 1 and 2 of this • Influence. Intimidating
profession. • Knowledge. Economics, Geography, History, Law,
RANK 5: ARTIST Medicine*, Military, Politics of [choose region]
• Observation. Eavesdropping, Intuiting, Investigating
You are considered an artistic master of the medium chosen
• Stamina. Distance Running, Forced March, Menacing
at rank 4 of this profession. You maximize your bonus to this
• Survival. Animal Handling, Dungeoneering, Sheltering
skill (it becomes a +20). Selling an art piece now generates
20d10+100 sc. P R I VA T E S E C U R I T Y
Once in your lifetime, you may pour your heart and soul
When you become a rank 1 Guard, and every time you gain
into a single work of art that is of legendary quality and can
a rank in the Guard profession, you advance your official
be sold for 2d10+200 dc (diamond coins). This piece takes
position as private security personnel.
4 weeks of work to complete.
RANK 1
R A N K 5 : P E R FO R M E R
You are a low-ranking member of a private security group.
You are considered a celebrity in friendly settlements of
You are tasked with guarding a private location. While you
your home region. Your reputation allows you to attend any
are at that location, you have food and lodging for free. For
event organized by NPCs with an aristocratic or mercantile
each day that you guard the location, gain 1 sc; at the end
occupation. Every day you spend in a friendly settlement
of each consecutive week, gain an additional 3 sc bonus
increases the likelihood you receive a direct invitation to
(leading to 10 sc per week).
such an event. Furthermore, as one of the most famous
Guarding a private location comes with additional
performers in the world, you can secure an audience with
benefits: up to five of your travel companions gain free
individuals of great influence. Any NPC with the equivalent
food and lodging at the locale as you do, but do not receive
of 4 or fewer ranks in any occupation will make time

62 C hapter 2 | T he B O P System
payment for guarding the location unless they also have this
occupation.
S TA R T I N G E Q U I P M E N T
If you take this profession when you create your character,
RANK 2
gain the following gear, in addition to the equipment you
You have been recognized as a skilled and dedicated Guard. gained based on your background: satchel, brigandine
Whenever you are in an urban area, you can find work as a armor, 1 tool or kit, two sets of clothes (noble), 10 books of
Guard at a private location. Your pay increases to 3 sc per any topic fiction or nonfiction, clothes (ceremonial), blank
day, with a weekly bonus of 9 additional sc (for a total of 30 journal, quill pen, wineskin, signet ring, writ of status
sc per week) using this feature.
Additionally, as you are trusted to act with discretion, you SKILLS
easily pick up rumors regarding your urban environment. Each time you gain a rank in the Honorable profession
After guarding a location for two days, you learn the nature (including rank 1), gain +3 Intuiting, and +1 in three skills
of one of the following aspects of the urban area: layfolk, of your choice:
mercantile, military, political, religious, or underworld. • Crafting. Calligraphy*, Cartography*, Jeweling*,
RANK 3 Painting*, Weaving*
• Influence. Deceiving, Empathy, Gossiping, Intimidating,
Trusted as one of the best of the best, you are charged with
Persuading
protecting individual personnel of great importance. You
• Knowledge. Art, Economics, Geography, History, Law,
earn 10 sc per day, with a 30 sc bonus each consecutive
Military, Politics of [choose region], Religion [choose
week (for a total of 100 sc or 1 q per week) and you gain
one]
+1 community Goodwill. You can earn no more than +1
• Performance. Dancing, Entertaining, Instrument*
Goodwill per month using this feature.
[choose one]
You are also given authority to speak on behalf of the
• Observation. Appraising, Eavesdropping, Perceiving
individual whom you protect. You may secure a meeting
with any political, military, or economic official who has NOBLE TITLE
three or fewer occupational ranks; they will make time to
When you become a rank 1 Honorable, and every time you
meet with you within 8 hours of your request.
gain a rank in the Honorable profession, your influence and
RANK 4 staff expand significantly as your noble title is elevated.
Gain the rank 1 benefits of one of the following professions RANK 1
of your choice: Honorable, Inquisitor, Knight, Soldier, or
You own a tract of land containing an upper-class residence.
Thug.
Depending upon the standards of the nation in which you
You may secure a meeting with any political, military, or
own land, this might range from a cityside abode to a
economic official who has four or fewer occupational ranks;
countryside estate. You may employ up to five attendants
they will make time to meet with you within 8 hours of your
that maintain your grounds. Your noble affairs are assumed
request.
to cover the expenses of your grounds and staff, though you
RANK 5 must personally finance any additional or specialized staff or
Gain the rank 1 benefits of an additional profession from modifications to your estate.
your rank 4 options, or gain the rank 2 benefits of the Furthermore, you enjoy respect among aristocrats. You
profession that you chose at rank 4. can secure an audience with most city officials within three
You may secure a meeting with any political, military, or days of requesting one.
economic official who has four or fewer occupational ranks; Lastly, you have a personal attendant that will carry your
they will make time to meet with you within 2 hours of your supplies for you and handle basic scheduling arrangements
request. on your behalf.
RANK 2
HONOR A BLE Your estate doubles in size, and you now employ 10
Occupation: Aristocratic servants. You may choose two mods from the list below to
You are a member of the upper echelons of society, held in construct on your grounds.
high esteem by those around you. Having been born into You can secure an audience with most city officials within
privilege, with access to the best education, training, and two days of requesting one. Nobles of lesser rank will go out
resources, and are expected to use your influence and power of their way to accommodate your requests.
for the betterment of the realm. A leader among leaders,
with the respect and admiration of your peers, you are
looked upon as a symbol of the ideals and values of your
noble heritage.

C hapter 2 | T he B O P S ystem 63
RANK 3 Residence Upgrade: Manor. You upgrade your residency
to a manor, making it look aesthetically pleasing and
Your estate doubles again (quadrupling from its original
luxurious on the outside as well as increasing the number of
size). You now employ 20 servants and 10 specialized
rooms and amenities within.
servants that are Monster Level 2 or lower, such as Guards
Manor Upgrade: Keep. You upgrade your manor to a
or Scouts. These specialized employees will not travel with
keep, expanding the number of rooms and fortifying the
you, but will follow your spoken commands while on your
exterior walls.
estate grounds. Additionally, you may construct two more
Marketplace. You clear out a plot of land for merchants
mods from the Aristocratic Property Modifications list.
to congregate and ply their wares. Provided that merchants
You can secure an audience with most city officials within
live nearby, this earns favorability with them and generates
one day of requesting one. Nobles of lesser rank will go out
20d20 sc per week for you.
of their way to accommodate your requests.
Garden. You construct an elaborate garden for relaxation,
RANK 4 meditation, and entertaining guests.
Your estate doubles again (eight times its original size). Stables. You build stables that can house up to 20 horses
You now employ 40 servants and 20 specialized servants and equipment for riding (including armored barding). You
that are monster level 2 or lower, such as Guards or Scouts. must still buy any horses and equipment separately.
These specialized employees will not travel with you, but Walls. You construct walls around 20 acres of your
will follow your spoken commands while on your estate property, securing your land against the threat of invasion.
grounds. Additionally, you may construct three more mods Watchtowers. You install watchtowers around 20 acres
from the Aristocratic Property Modifications list. of your property, allowing additional vigilance against
You can secure an audience with most city officials within potential threats.
one hour of requesting one. Nobles of lesser rank will go out
of their way to accommodate your requests. I N Q U I S I TOR
RANK 5 Occupations: Religious, Militant
Even the gods have enemies and they entrust their most
Your estate doubles again (sixteen times its original size).
devoted and zealous followers to protecting their interests in
You now employ 80 servants and 40 specialized servants
the mortal realm. Twisted fiends, undead abominations, and
that are Monster Level 2 or lower, such as Guards or Scouts.
heretical cults are just a few of the enemies you root out and
These specialized employees will not travel with you, but
destroy, wherever they might hide. Your faith guides you in
will follow your spoken commands while on your estate
the endless battle against evil where you struggle to make
grounds. You also have five elite attendees, which can be
the world just a little bit safer.
monster level 3 or lower. These elite attendees will travel
with you on any of your adventures if asked. Additionally, S TA R T I N G E Q U I P M E N T
you may construct three more mods from the Aristocratic
If you take this profession when you create your character,
Property Modifications list.
gain the following gear, in addition to the equipment you
You can secure an audience with most city officials
gained based on your background: traveler’s pack, scale
immediately upon requesting one. Nobles of lesser rank will
mail, clothes (fine), clothes (simple), signet ring, writ
go out of their way to accommodate your requests.
of religious authority, mess kit, rations (3), waterskin,
manacles
A R I S T O C R AT I C
PROPERTY SKILLS
M O D I F I C AT I O N S Each time you gain a rank in the Inquisitor profession
When you gain a mod for your property, you choose out of (including rank 1), gain +3 Investigating, and +1 in three
the options below. skills of your choice:
Guest House. You construct an additional residential • Athleticism. Applied Force, Athletics, Sprinting
building capable of housing ten people. • Crafting. Alchemy*, Smithing*, Woodcarving*
Barracks. You construct a stark, practical building capable • Influence. Deceiving, Intimidating, Persuading
of holding up to twenty soldiers. This building does not • Knowledge. Arcana, Chemistry, History, Medicine*,
include a kitchen or lounge as a residence would. Religion [choose one]
Granary. You build a silo or storage barn that grants you • Luck. Fortuity
the capacity to stockpile enough food to provide for your • Observation. Eavesdropping, Intuiting, Investigating,
entire estate through a standard winter season. This does Perceiving
not automatically guarantee that you can find enough food • Stamina. Distance Running, Forced March
to fill the granary, however. • Subterfuge. Disguising*, Evading, Lockpicking*
• Survival. Dungeoneering, Sneaking, Tracking

64 C hapter 2 | T he B O P System
Demonologist. Monster Level 2. This researcher is not
WITCHFINDER equipped for combat but is highly skilled in uncovering
When you become a rank 1 Inquisitor, and every time you information about demons and cults.
gain a rank in the Inquisitor profession, your ability to hunt Physician. Monster Level 2. This medical specialist is not
down dark magic users improves. equipped for combat but grants you significant medical
RANK 1 assistance.
Rogue Monster Level 3. This criminal has agreed to serve
Spending a week in any settlement allows you to locate one
you in exchange for a commuted prison sentence.
hidden cult, dark ritual, or forbidden magic user if they are
Veteran Soldier. Monster Level 3. This experienced soldier
present at that time. If located, they can be reported to the
is battle-ready and eager to fight on your behalf.
authorities of your religion who may request your assistance
War Priest. Monster Level 3. This war priest shares your
in eradicating them.
religion and is able to cast minor spells from the Divine
RANK 2 Source.
When in a friendly medium to large settlement in which
your religion has a presence, you may work as a grave- K N IGH T
watcher in the local cemetery. This work involves protecting Occupations: Aristocratic, Militant
the consecrated grounds from tampering or theft and in You are a defender of the innocent and a champion
dispatching minor undead creatures that tend to frequent of justice. Armed with your shining armor and deadly
those areas. Performing this work earns you 2d10+20 sc per weapons, you roam the lands, righting wrongs and
week. vanquishing evil wherever you find it. With each victory, you
RANK 3 earn the loyalty and respect of the people, who look upon
you as a shining symbol of hope and valor in a dark and
You may now perform your rank 1 feature in just 3 days.
uncertain world.
Furthermore, you may take into your service one of the
retinue members from the Inquisitor Retinue list. This S TA R T I N G E Q U I P M E N T
person will travel with and protect you, taking their combat
If you take this profession when you create your character,
initiative immediately after yours. Each option can be
gain the following gear, in addition to the equipment you
chosen only once.
gained based on your background: rucksack, one large
RANK 4 blade, chainmail armor, signet ring, bedroll, mess kit,
Your grave-watcher service now earns you 4d10+40 sc per clothes (simple), embroidered hooded cloak, rations (5),
week. You may take an additional retinue member from the torches (5), tinderbox, 50 ft rope, waterskin
Inquisitor Retinue list. Each option can be chosen only once.
SKILLS
RANK 5
Each time you gain a rank in the Knight profession
You are considered a Witchfinder General and may call upon (including rank 1), gain +3 Investigating, and +1 in three
the services of your religion in the pursuit of eradicating skills of your choice:
evil. Once per month after locating a heretical cult, dark • Athleticism. Applied Force, Athletics, Sprinting
ritual, or forbidden magic user using your rank 1 feature, • Crafting. Leatherworking*, Smithing*, Weaving*,
you may form an inquisition that produces 2d20+10 faithful Woodcarving*
militants of NPC rank 2 or lower who will assist you in the • Influence. Empathy, Intimidating, Leadership,
task in destroying this evil. They will follow your reasonable Persuading
and lawful commands for one day. However, they will not • Knowledge. Geography, History, Law, Military, Politics
travel farther than 30 miles from their home settlement. of [choose region], Religion [choose one]
You may take a third retinue member into your service • Observation. Intuiting, Perceiving
from the Inquisitor Retinue list. • Performance. Instrument* [choose one], Savoir Faire
• Stamina. Forced March, Distance Running
INQUISITOR RETINUE • Survival. Animal Handling
OPTIONS
When you take an NPC into your Retinue, choose from the
C O AT O F A R M S
following options. When you become a rank 1 Knight, and every time you gain
Courtier. Monster Level 2. This minor noble can attempt a rank in the Knight profession, your reputation expands
to gain you an audience with any NPC with 4 or fewer and it becomes easier for you to find quests.
professional ranks with the aristocrat, mercantile, or military
occupations.

C hapter 2 | T he B O P S ystem 65
RANK 1 Quest examples are: to destroy a powerful monster,
overthrow an evil tyrant, or to protect a community from
Once per week in any friendly settlement, you may make
an impending attack, but may include any task in service to
a Persuading or Perceiving roll (DC12) to seek out citizens
your home kingdom or knight order tenants. Once you issue
in need of your services. These quests can range from
such a quest, you cannot do so again for six months.
arbitrating family disputes to hunting dangerous creatures
to offering protective services to minor nobles or merchants,
and successfully completing them will generate +1 Goodwill
N OM A D
with that settlement. Occupation: Wanderer
Traveling from place to place with your tribe, you follow
RANK 2
seasonal patterns and seek fertile grounds for your livestock.
Your name and reputation has attracted a number of young You are self-sufficient and have a deep connection to
hopefuls and you may choose to bring one Page into your the land and the creatures that roam it, honed from a
employ (stats in the Creature Compendium). This page will life of constant movement and adaptation to changing
travel with you as your attendant, follow reasonable and environments. Highly skilled in tracking, survival, and
lawful commands, and take their Initiative immediately animal husbandry, you are highly valued by other groups,
after yours in combat. They will hold you in positive regard and your knowledge of the wildlands is unmatched.
until you give them a reason not to.
Completed quests now come with an additional monetary S TA R T I N G E Q U I P M E N T
reward of 2d10 sc. If you take this profession when you create your character,
RANK 3 gain the following gear, in addition to the equipment you
gained based on your background: Satchel and saddlebags,
You now have enough standing to promote your Page to
brigandine armor, 1 tool or kit, clothes (simple), hooded
a Squire (stats in the Creature Compendium). This squire
cloak, bedroll, mess kit, rations (7), tinderbox, torches (5),
will travel with you as your servant and has a simple set of
waterskin, 50 ft rope
weapons and armor with which they are proficient. They
will follow reasonable and lawful commands, and take their SKILLS
Initiative immediately after yours in combat.
Each time you gain a rank in the Nomad profession
You have attracted the attention of a local lord or knightly
(including rank 1), gain +3 Sheltering, and +1 in three
order that seeks to enlist you to their service. They will
skills of your choice:
provide you with modest accommodations of food and
• Athleticism. Applied Force, Athletics, Sprinting
lodging on their property as well as a monthly stipend of
• Crafting. Alchemy*, Brewing*, Carpentry*,
1d10+10 sc. Your lord or order may occasionally approach
Cartography*, Cobbling*, Cooking*, Leatherworking*,
you with tasks and expects you to serve their interests.
Masonry*, Painting*, Pottery*, Smithing*, Weaving*,
RANK 4 Woodcarving*
You have achieved the standing of a Knight-Regent and may • Influence. Empathy, Gossiping, Intimidating,
take up to five Knights (stats in the Creature Compendium) Leadership, Persuading
into your own employ. These Knights view you as a trusted • Knowledge. Art, Astrology, Astronomy, Geography,
leader and friend and will follow your reasonable and lawful History, Medicine*, Religion [choose one], Vehicles*
commands but they will not regularly travel with you. [land]
Every week these Knights operate in a given region they • Observation. Intuiting, Perceiving
will generate +1 Goodwill and bring in enough monetary • Performance. Entertaining, Instrument* [choose one]
revenue to maintain their own equipment, room, and board. • Stamina. Distance Running, Forced March
Additionally, you may take rank 1 of the Honorable • Survival. Animal Handling, Dungeoneering, Foraging,
profession, including all starting equipment and skills. Nature, Navigating*, Sneaking, Tracking

RANK 5
You are now considered a Knight-Commander and may
take up to eleven Knights into your employ. These knights
view you as a trusted leader and friend and will follow your
reasonable and lawful commands but they will not regularly
travel with you.
You may issue a quest that will call all knights to your
service. They will travel with and protect you, taking their
Initiative directly after yours in combat, in direct pursuit of
the quest’s completion.

66 C hapter 2 | T he B O P System
G AT H E R N O M O S S RANK 4: TRADER
Once per visit to a friendly town or settlement, you may
You are an experienced traveler and survivalist and can
initiate a grand trading day that earns you double your
always locate food or water while traveling in your home
Trader business dealings income. Additionally, you may
region. You know all the roads and pathways in your home
make contact with one notable NPC with the equivalent of 3
region.
or fewer ranks in any occupation.
RANK 1
R A N K 4 : E N T E R TA I N E R
You have one passive beast of burden that is your trusted
Once per visit to a friendly town or settlement, you
steed. It is highly intelligent and well trained for its type and
may organize an art show or performance for the local
will follow simple commands. If separated, it will seek you
citizenship. This earns you 2d20+10 sc, +3 Goodwill,
out from up to a mile away and can be called to your side.
and you may make contact with one notable NPC with the
It is mundane, not magical, so it cannot be instantaneously
equivalent of 3 or fewer ranks in any occupation.
summoned.
RANK 2 RANK 4: PHYSICIAN
Once per visit to a friendly town or settlement, you may
Your beast of burden can be used to pull a customized cart
establish a makeshift hospital to treat the local populace.
or wagon large enough to hold you and up to three other
Your practice will halt the spread of any plague or disease
individuals. It shelters you from the elements. This wagon
and earns you an instant +5 Goodwill with the settlement.
can always be repaired using locally sourced materials and
You are granted free food and lodgings for one month.
is not slowed by rugged terrain.
RANK 3 R A N K 4 : C H A R L ATA N
Once per visit to a friendly town or settlement, you may
Your wagon is now large enough to carry you and up to five
attempt a grand scam that earns you double your scam
individuals and their personal belongings. You have two
income. Additionally, given one week of time you may
beasts to pull it, instead of only one. You may take 1 rank in
recruit one apprentice who will not travel with you but who
the Trader, Entertainer, Physician, or Charlatan professions
will perform the rank 1 Charlatan scam in your absence.
and gain the following benefit. Your selection gives you
This still comes with the risk of discovery, and sc earned
additional benefits at ranks 4 and 5.
from this scam will be saved until you are present to collect.
RANK 3: TRADER
RANK 5
Your wagon is a pop-up shop that may carry and trade
You gain no primary nomad benefits at this rank, but gain
general goods and you are exempt from any tariffs or
additional benefits based on your secondary profession
licenses required to trade in your home region. Your Trader
chosen at rank 3.
business dealings earn an additional 2d10+10 sc.
R A N K 3 : E N T E R TA I N E R RANK 5: TRADER
You may now hire an apprentice trader who will travel with
Your wagon is a popup stage or artist gallery from which
you but who will not put themselves willingly into danger.
you can perform or display your wares. Gain +3 to any skill
While stationed in a friendly settlement, this apprentice will
check with the performance tag made from your wagon.
run your Trader business dealings without your presence
R A N K 3 : P H YS I C I A N and your dealings now earn an additional 6d10 sc.
Your wagon is considered a well-sourced medical facility in R A N K 5 : E N T E R TA I N E R
which you can treat diseases or distribute herbal medicines.
You may now recruit up to three entertainers who will
R A N K 3 : C H A R L ATA N travel with you but who will not put themselves willingly
Your wagon acts as a base of operations for your scams and into danger. These entertainers boost your income from
gives you +3 on any Deceiving check made in relation to your rank 4 ability by 2d10 sc per entertainer and can
those scams. continue to perform or sell their wares when you are not
directly present. This passive income earns you 1d10 sc per
RANK 4
entertainer per week.
You have found a community of like-minded nomads who
will travel with you in your home region. This community
RANK 5: PHYSICIAN
will treat you and your allies as trusted friends and will You may now hire an assistant who will travel with you but
support you with food and lodgings whenever possible. This who will not put themselves willingly into danger. When
community brings four distinct wagons of the type chosen in your assistant is present, gain +3 on any Medicine check to
rank 3 of this profession. treat an injury or disease.

C hapter 2 | T he B O P S ystem 67
Additionally, your assistant can produce and sell herbal RANK 2
remedies without needing your presence and can earn
You may now attempt to cure uncommon diseases. Your
2d10+10 gold pieces per week when stationed in a friendly
patient load increases to two creatures; only one may have
settlement.
an uncommon disease. Given two days of operation at a
R A N K 5 : C H A R L ATA N well-resourced medical facility, make separate INT checks
You may now recruit a maximum of four apprentices at for each patient and add your Medicine skill; if you roll a 15
any time who will each perform the rank 1 Charlatan scam or higher, then you cure the disease.
without your presence. This still comes with the risk of RANK 3
discovery for the apprentice and any sc earned from these
Your patient load increases to four; only one of these
scams will be saved until you are present to collect it.
patients may have an uncommon disease.
Helping patients in this way now allows you to earn up to
PH YS IC I A N +1 Goodwill per week.
Occupations: Academic, Religious
RANK 4
You are dedicated to healing the sick and alleviating
the suffering of those around you. You have honed your You may now also attempt to cure rare diseases. Your
skills through years of study and practice, mastering the patient load remains at four; only one may have an
use of medicine and scientific methods to diagnose and uncommon or rare disease. Given two days of operation at
treat a wide range of ailments. Your compassion and your a well-resourced medical facility, make separate INT checks
unwavering commitment to your patients have earned you a for each patient and add your Medicine skill; if you roll a 15
reputation as one of the best in the land, and you are often or higher, then you cure the disease.
called upon to tend to the sick and injured. At this point, you are widely renowned internationally as
one of the preeminent physicians in the world. Monarchs
S TA R T I N G E Q U I P M E N T and people of significant influence seek you out for
If you take this profession when you create your character, treatments, and you can secure an audience with almost any
gain the following gear, in addition to the equipment you notable individual within 8 hours of requesting it.
gained based on your background: belt pouch and satchel, RANK 5
gambeson armor, 1 tool or kit, clothes (simple), bandages
Your patient load increases to five creatures. Only one
(10), medicine (basic), rations (3), lamp, flask of oil,
creature may have a rare disease, and all other creatures
medicinal tome, ink, quill, waterskin
may have common or uncommon diseases.
SKILLS Helping patients in this way now allows you to earn up to
+3 Goodwill per week.
Each time you gain a rank in the Physician profession
(including rank 1), gain +3 Medicine*, and +1 in three
skills of your choice:
PION EER
• Crafting: Alchemy*, Brewing*, Woodcarving* Occupations: Aristocratic, Wanderer
• Influence: Empathy, Leadership You are always pushing the boundaries and charting new
• Knowledge: Arcana, History, Law territories. With a thirst for adventure and discovery, you are
• Observation: Appraising, Intuiting not afraid to venture into the unknown. A builder, farmer,
• Subterfuge: Lockpicking, Sleight of Hand and protector, you create new settlements and carve out a
• Survival: Animal Handling, Nature place for yourself and those who follow in your wake. Your
determination, resilience, and resourcefulness are what sets
T R E AT M E N T you apart, and your name is known and respected by those
When you become a rank 1 Physician, and every time who live in the frontier lands.
you gain a rank in the Physician profession, your skill
as a medical practitioner and your status in the medical
S TA R T I N G E Q U I P M E N T
community improves. If you take this profession when you create your character,
you gain the following gear, in addition to the equipment
RANK 1
you gained based on your background: Traveler’s pack,
Given two days of operation at a well-resourced medical wood-splitting axe, brigandine armor, 1 tool or kit, clothes
facility, you can attempt to treat one patient. Make an INT/ (simple), hooded cloak, 2-person tent, mess kit, rations (7),
Medicine check; if you roll a 15 or higher, then you cure one torches (5), tinderbox, waterskin, 50 ft rope
creature of a common disease.

68 C hapter 2 | T he B O P System
SKILLS RANK 2: LO GGING
Your land encompasses a vast forest that produces quality
Each time you gain a rank in the Pioneer profession
timber. You may hire up to five laborers to chop and sell this
(including rank 1), gain +3 Cartography*, and +1 in three
wood locally, earning 2d10+5 sc per week after expenses.
skills of your choice:
Additionally, your reputation has attracted other
• Athleticism. Applied Force, Athletics, Sprinting
homesteaders. You may choose to construct one option
• Crafting. Carpentry*, Cartography*, Cooking*,
from the Community Upgrade list that becomes established
Glassblowing*, Jeweling*, Leatherworking*, Masonry*,
beside your homestead.
Pottery*, Smithing*, Weaving*, Woodcarving*
• Influence. Empathy, Leadership, Persuading RANK 3
• Knowledge. Geography, Medicine*, Vehicles* [land], Your homestead grows to 40 acres.
Vehicles* [water] Additionally, your reputation has attracted more
• Luck. Scavenging homesteaders. You may choose to construct two more
• Observation. Intuiting, Perceiving Community Upgrades from the list below that becomes
• Stamina. Distance Running, Forced March established beside your homestead.
• Survival. Animal Handling, Foraging, Nature,
Navigating*, Sheltering, Sneaking, Tracking R A N K 3 : FA R M I N G
You have cleared 5 acres of land and may hire up to ten
HOMESTEAD laborers who earn you 2d10 sc per week after expenses.
When you become a rank 1 Pioneer, and every time you gain RANK 3: FISHING
a rank in the Pioneer profession, you expand your control
over an unclaimed tract of wilderness. You may hire up to nine laborers to build and maintain
three fishing ships that produce fish worth 2d10 sc per week
RANK 1 after expenses.
You own a plot of undeveloped frontier land approximately RANK 3: LO GGING
20 acres in size. The land is assumed to produce enough
water and food to sustain a household. You may hire up to twelve laborers to chop and sell this
Additionally, you have made arrangements to have a place wood locally, earning 4d10+10 sc per week after expenses.
of residence constructed on your land. The residence is RANK 4
large enough to house you and six companions, and it will
You are now considered the leader of the community and all
be completed and ready to inhabit 6 months after you first
others living near your homestead look to you for guidance.
make these arrangements.
Your homestead is recognized as a settlement by the
RANK 2 regional authority and you may construct a town hall that
allows you to establish land trade with nearby communities.
You establish a means of sustaining your homestead. Choose
Additionally, your reputation has attracted more
Farming, Fishing, or Logging. This choice grants you benefits
homesteaders. You may choose to construct two more
at this rank and at rank 3.
Community Upgrades from the list below that becomes
R A N K 2 : FA R M I N G established beside your homestead.
You have cleared 2 acres of land that is now ready for RANK 5
planting, orchards, or livestock. You may hire up to three
laborers who will work the land and produce a harvest You are officially recognized as a frontier mayor and may
worth 1d10 sc per week after expenses. Once per year, your send petitions to the regional authority.
crops produce enough bounty that you can store enough Additionally, your reputation has attracted more
food for you and up to six companions for up to 3 months. homesteaders. You may choose to construct two more
You may also bring this crop to market; for each month’s Community Upgrades from the list below that becomes
worth of crops that you sell, you earn 4d10+20 sc. established beside your homestead.

RANK 2: FISHING COMMUNITY


Your property borders a lake teeming with fish. You may UPGRADES
hire three laborers to build and maintain a fishing ship You are limited to one of each upgrade.
that produces fish worth 1d10 sc per week after expenses. Blacksmith. A skilled blacksmith moves in to ply their
When your lake is not frozen, it produces enough food for 3 trade, constructing a fully functioning forge and domicile on
creatures to eat indefinitely. your homestead. Every week, the blacksmith produces 1d8
simple tools and/or simple weapons. You earn a small tax
from sales that the blacksmith makes, earning you 2d10 sc
per week, or 3d10 sc per week if you have a Mine Shaft.

C hapter 2 | T he B O P S ystem 69
Docks. Requires bordering river, lake, sea, or ocean. You
order the construction of a small commercial dock on a body
S TA R T I N G E Q U I P M E N T
of water within or bordering your homestead. This building If you take this profession when you create your character,
produces fish for settlement consumption as well as allows you gain the following gear, in addition to the equipment
trade via water routes. you gained based on your background: rucksack, leather
Farm. Up to 10 acres of your homestead is sold to a local armor, 1 tool or kit, clothes (simple), mess kit, rations (5),
farmer who will work the land and produce enough food to utensils, bowl, flask, 50 ft rope, compass
feed the entire community. This additionally produces 1d10
sc per week.
SKILLS
Inn. You order the construction of a traveler’s inn upon Each time you gain a rank in the Sailor profession (including
your homestead. This structure includes a kitchen, stable, rank 1), gain +3 Vehicles* [water], and +1 in three skills of
and tavern along with 10 rooms for visiting guests. You earn your choice:
a small tax from all revenue generated in this inn, earning • Acrobatics. Balancing
you 2d10 sc per week. • Athleticism. Applied Force, Athletics
Marketplace. You clear out a plot of land for merchants • Crafting. Cartography*, Cooking*, Woodcarving*
to congregate and ply their wares. Provided that merchants • Influence. Intimidating, Leadership
live nearby, this earns favorability with them and generates • Knowledge. Astrology, Astronomy, Geography,
10 sc per day for you. Economics, Medicine*, Military
Mine Shaft. Surveyors locate valuable minerals on your • Luck. Fortuity, Scavenging
homestead. At minimum, you will find either iron ore or • Observation. Intuiting, Perceiving
clay, which you can sell to manufacturers for 20 sc per week. • Performance. Instrument* [choose one], Singing
Your MC might also decide that you find precious metals • Stamina. Menacing
or other substances underground. Construction includes a • Subterfuge. Evading, Sleight of Hand
barracks for miners. • Survival. Nature, Navigating*
Palisade Wall. You construct walls around the heart of
your homestead, securing your land against the threat of
SEA LEGS
invasion. When you become a rank 1 Sailor, and every time you gain
Tailor. A skilled tailor moves in to ply their trade, a rank in the Sailor profession, your reputation among NPCs
constructing a fully functioning weavery, storefront, with your choice of mercantile, military, or underworld
and domicile on your homestead. Every week, the tailor backgrounds improves.
produces 1d10 clothing items. You earn a small tax from RANK 1
sales the tailor makes, earning you 1d10+5 sc per week, or
2d10+5 sc per week if you have a Farm. Crewmate: You have the skills and knowledge to secure
Tanner. A skilled leatherworker moves in to ply their a temporary position on a trading, privateer, pirate, or
trade, constructing a fully functioning tannery, storefront, exploratory vessel and earn 10 sc for every week spent
and domicile on your homestead. Every week, the tanner working in a friendly port.
produces 1d6 leather goods. You earn a small tax from sales RANK 2
the tanner makes, earning you 2d10+5 sc per week.
Boatswain: You are an established member of a ship’s crew
Watchtower. You install watchtowers around your
that provides you with free room and board in any port in
homestead for use by the local militia, allowing additional
which the ship is docked. You now earn 15 sc for every week
vigilance against potential threats.
of service, even if you are not at a port.

SA I L OR RANK 3
Occupations: Mercantile, Underworld, Wanderer Captain: You have risen to the rank of captain and have
You have spent considerable time as an explorer, freebooter, your own ship with a crew under your employ. When
pirate or mariner and define your life by the sea. From achieving rank 3 in this profession you may choose a
skiffs to frigates, you know your way around a ship and are specialization: explorer, merchant, pirate, or privateer. This
as comfortable in a raging storm as you are in a pleasant choice grants you specific abilities at ranks 4 and 5 as well
breeze. You embrace the freedom, adventure, and danger as this rank.
of life as you traverse the trading lanes or explore parts RANK 3: EXPLORER
unknown, never knowing what might be waiting over the
When choosing this specialization, you may immediately
next wave.
gain 1 rank of the Nomad profession, including all starting
equipment and skills. Your ship is outfitted for long
journeys.

70 C hapter 2 | T he B O P System
Once per week you may attempt a short expedition to 9-10: You discover a valuable shipwreck or island teeming
discover parts unknown. Roll a d10 and refer to the chart with resources. Selling the location or recovered salvage
below. earns you 8d10+80 sc.
1-4: Your expedition proves a failure and you are unable
RANK 4: MERCHANT
to discover any landmasses or treasure of note.
5-8: Your expedition uncovers an island or shipwreck. You are now a company merchant and gain 1 rank in the
Selling the mapped location or recovered salvage earns you Trader profession. You may hire an additional ship and no
4d10 sc. longer need to be present on board to run a trade mission.
9-10: You discover a valuable shipwreck or island teeming R A N K 4 : P I R AT E
with resources. Selling the mapped location or recovered
You are now a pirate master and have a second ship under
salvage earns you 4d10+40 sc.
your command. Your plunder now earns you 12d10+120
RANK 3: MERCHANT sc. You now know the location of every safe port and
When choosing this specialization you may immediately harbor within your home region and can spend one week
gain 1 rank of the Trader profession, including all discovering one in new regions you visit. Additionally, you
equipment and skills. Every week you may perform a trade gain 1 rank in the Thug profession.
mission and earn 2d10 sc in addition to your trader income. R A N K 4 : P R I VAT E E R
When entering a new port, you can locate any specific
You are now a commodore and have outfitted your ship for
shops, services, or trading houses within one hour.
serious military engagements. You may now take contracts
R A N K 3 : P I R AT E to hunt down dangerous bounties. Completing these
When choosing this specialization you may immediately contracts pays 8d10 sc and earns you an audience with any
gain 1 rank of the Thug profession, including all equipment official with the aristocratic or military background if they
and skills. Once per week you may take your ship out have 4 or fewer professional ranks. Additionally, you gain 1
to plunder a trading lane, earning you 8d10+80 sc but rank in the Soldier profession.
drawing the attention of local authorities. Every week spent RANK 5: EXPLORER
plundering this region will earn your ship a cumulative 50
You are now a famed explorer and your name is spoken with
sc bounty that increases the chance of direct conflict with
awe by NPCs with academic or aristocracy backgrounds.
military or privateer vessels. You become aware of one safe
You are twice as likely to find sponsors among these groups.
port in the region that will never attempt to collect your
The next elaborate exploratory mission you successfully
bounty.
complete will result in a small landmass being named after
R A N K 3 : P R I VAT E E R you and will earn you double the associated payment.
When choosing this specialization you may immediately Additionally, you gain the ability to communicate
gain 1 rank of the Soldier profession, including all rudimentary ideas to any intelligent beings, even if you do
equipment and skills. Your ship and crew are well known not speak their language, and gain a +3 to Intuiting checks
to the military of your home region and you may accept regarding understanding unknown cultures, customs, or
military contracts. These contracts pay 4d10 sc and languages.
generally include providing escort for supply ships, hunting RANK 5: MERCHANT
dangerous pirates, or protecting endangered ports. Each
You are now a company master and may employ up to three
completed contract provides +1 Goodwill with local
trading vessels. Additionally, you gain 1 rank in the Trader
settlements.
profession.
RANK 4: EXPLORER R A N K 5 : P I R AT E
You are now an expedition leader and can attempt to fund
You are now a pirate lord and may have a total of three
more elaborate exploratory missions. These missions can
ships in your fleet. Your plunder now earns you 20d10+200
be sponsored by NPCs with an academic or aristocratic
sc and your infamy causes all but the bravest merchants
occupation or can be paid out of your own pocket. Each
to surrender without defense. You have a +3 Intimidating
sponsor gives you a +1 on the Elaborate Expedition, but
against anyone within 5 miles of the port in which your
takes 10% of final earnings. Failing to succeed may damage
ships are docked.
your reputation with your sponsor. You also gain 1 rank in
the Nomad profession. R A N K 5 : P R I VAT E E R
Elaborate Expedition: You are now an admiral in your home region’s navy and
1-4: Your expedition proves a failure and you are unable captain one of the strongest ships of the line available.
to discover any landmasses or treasure of note. You gain 1 rank in the Honorable profession, including all
5-8: Your expedition uncovers an island or shipwreck. equipment and skills.
Selling the mapped location or recovered salvage earns you
8d10 sc.
C hapter 2 | T he B O P S ystem 71
In addition to your rank 1 benefits, while you are in
S OLDI ER an urban or rural area where your military maintains
Occupation: Militant a presence, you gain a +2 bonus to knowledge checks
You are a proud and dedicated warrior, serving your pertaining to current information of that region. Your
country and your people with honor and distinction. From stipend increases to 10 sc per week.
defending your homeland against invaders to marching on
RANK 3
a foreign land for just war, you are always ready to put your
life on the line in the name of duty and honor. With your When you reach rank 3 in the Soldier profession you
training, your discipline, and your courage, you are a force may choose one of the specializations below: Infantry or
to be reckoned with, feared by your enemies and respected Tactician. This choice gives you benefits at this rank, as well
by your allies, and you are proud to serve as a symbol of as ranks 4 and 5. Your stipend is now 15 sc per week.
strength and protection for those you hold dear. R A N K 3 : I N FA N T R Y
S TA R T I N G E Q U I P M E N T You are a mid-ranking noncom officer in the infantry. In
addition to your rank 1 and 2 benefits, you can levy two
If you take this profession when you create your character,
members of your military that are Monster Level 2 or lower,
you gain the following gear, in addition to the equipment
such as Guards or Scouts. These members of the infantry
you gained based on your background: rucksack, spear or
will travel with you and fight to protect you while within 30
halberd, chainmail armor, clothes (simple), torches (5),
miles of their original post.
flask, bedroll, flint & steel, insignia of rank (banner, patch,
pin, etc.), rations (7), waterskin, bandages (2), 50 ft rope R A N K 3 : TA C T I C I A N
You are a recognized battlefield tactician and commander.
SKILLS Members of the military you serve gain +1 to their WILL
Each time you gain a rank in the Soldier profession while you are within 30 ft of them and they can see you.
(including rank 1), gain +3 Distance Running, and +1 in The knowledge bonus of your rank 2 feature increases from
three skills of your choice: +2 to +5.
• Acrobatics. Balancing
R A N K 4 : I N FA N T RY
• Athleticism. Applied Force, Athletics, Sprinting
• Crafting. Carpentry*, Leatherworking*, Smithing*, You are a high-ranking noncom officer in the infantry. You
Woodcarving* can now levy 5 members of your military, instead of only 2,
• Influence. Gossiping, Intimidating, Leadership using your rank 3 feature.
• Knowledge. Geography, History, Law, Medicine*, Additionally, you may spend one week joining the forces
Military, Politics of [choose region], Religion [choose of your military on campaign or patrol. Doing so earns you
one], Vehicles* [land] an additional 2d10 sc per week as well as increasing your
• Observation. Intuiting, Perceiving reputation. NPCs with the aristocratic or militant occupation
• Stamina. Forced March, Menacing and 4 or fewer professional ranks will make time to meet
• Survival. Animal Handling, Dungeoneering, Nature, with you within 8 hours of your request.
Navigating* Your standard military stipend increases to 20 sc per
week.
M I L I TA R Y R A N K I N G R A N K 4 : TA C T I C I A N
When you become a rank 1 Soldier, and every time you gain
You are a distinguished battlefield tactician and commander.
a rank in the Soldier profession, you advance your official
Any members of the military you serve gain +1 to all of
position in the military entity of which you are a member.
their mental defenses while they can see you and are within
RANK 1 30 ft of you. The knowledge bonus of your rank 3 feature
You are a low-ranking member of the infantry. While in increases from +5 to +7.
an urban or rural area where your military maintains a Your standard military stipend increases to 20 sc per
presence, you can find free food and lodging among your week.
compatriots. Other members of your military will not go out
of their way to help you beyond feeding you and offering
you shelter. Additionally, you earn a stipend of 5 sc per
week.
RANK 2
You are a low-ranking noncommissioned (noncom) officer in
the infantry.

72 C hapter 2 | T he B O P System
R A N K 5 : I N FA N T RY • Influence. Deceiving, Empathy, Gossiping, Persuading
• Knowledge. Art, Economics, History, Law, Medicine*,
You are the highest rank of noncom officer in the infantry.
Politics of [choose region], Vehicles* [land], Vehicles*
You can now levy ten members of your military to travel
[water]
with you anywhere within 30 miles of their original post.
• Observation. Appraising, Intuiting, Perceiving
These NPCs can be of Monster Level 3 or lower. Additionally,
• Survival. Animal Handling
you may spend one week joining the forces of your military
on campaign or patrol. Doing so earns you an additional NETWORK
4d10 sc per week.
When you become a rank 1 Trader, and every time you
Your standard military stipend increases to 25 sc per
gain a rank in the Trader profession, you can sell wares,
week.
resupply your stock, and expand your wealth and mercantile
R A N K 5 : TA C T I C I A N influence.
You are one of the most renowned military tacticians in the RANK 1
world and the knowledge bonus from your rank 4 feature
Given one week of business dealings in a marketplace, you
increases from +7 to +10. Military commanders will
increase your profitability through skillful trade. You earn
seek you out for service and you may spend one week on
2d10+20 sc each time you do this.
campaign to earn 4d10 sc in payment.
Furthermore, you can secure an audience with most RANK 2
military individuals of great influence. Any NPC with the Given one week of business dealings in a marketplace, you
equivalent of 5 or fewer ranks in any militant, aristocratic, increase your profitability through skillful trade. You earn
or mercantile background will make time to meet with you 4d10+20 sc each time you do this, and you gain one tool or
within 2 hours of your request. kit of your choice, which you may sell for 20 additional sc or
Your standard military stipend increases to 25 sc per keep for your own uses.
week.
RANK 3
T R A DER In addition to your rank 2 benefits, you gain the
entrepreneurial capacity to open satellite trading stalls
Occupation: Mercantile
under your personal brand. Pick three marketplaces
You are constantly on the move, traveling from town to
that you have been to before: whenever you return to
town and village to village in search of new markets and
those marketplaces, you get food and lodging for free.
opportunities. With a keen eye for profit and a talent for
Additionally, you only need three days of trade in those
negotiation, you buy low and sell high, always seeking
marketplaces to gain your rank 2 trader benefit.
out the best deals and the most valuable merchandise to
trade. Whether you are trading in exotic spices, rare herbs, RANK 4
precious gems, or any other commodity that you can get You can apply your rank 3 benefit to any new marketplace
your hands on, you are always seeking to turn a profit and that you travel to, provided that you spend at least one full
to grow your wealth and influence in the world. week trading and establishing business connections in the
S TA R T I N G E Q U I P M E N T new marketplace.
Additionally, your rank 2 benefits increase to 8d10+80 sc
If you take this profession when you create your character,
and three tools or kits of your choice.
you gain the following gear, in addition to the equipment
you gained based on your background: traveler’s pack, RANK 5
hanging lantern rod, gambeson armor, 1 tool or kit, clothes Your reputation allows you to quickly ingratiate yourself into
(fine), blanket, bedroll, folding chair, scales, various pouches new marketplaces. You only need one day, rather than one
and bottles, magnifying lens, bolt of fabric (silk), spices week, to gain your rank 3 benefits in a new marketplace.
(exotic) Additionally, your rank 4 benefits increase to 15d10+150
SKILLS sc and five tools or kits of your choice.
Furthermore, as one of the most renowned entrepreneurs
Each time you gain a rank in the Trader profession
in the world, you can secure an audience with most
(including rank 1), gain +3 Savoir Faire, and +1 in three
individuals of great influence. Any NPC with the equivalent
skills of your choice:
of 4 or fewer ranks in any occupation will make time to
• Crafting. Alchemy*, Brewing*, Calligraphy*,
meet with you within 24 hours of your request.
Carpentry*, Cartography*, Cobbling*, Cooking*,
Glassblowing*, Jeweling*, Leatherworking*,
Masonry*, Painting*, Pottery*, Smithing*, Weaving*,
Woodcarving*

C hapter 2 | T he B O P S ystem 73
If discovered, you gain -1 community Goodwill and the local
T H I EF authorities immediately know your description and will seek
Occupation: Underworld you out for arrest or recompense.
You use your agility and cunning to steal from the wealthy
RANK 2
and powerful. You might be a pickpocket, an opportunist,
or a brute that holds people up. Regardless, you always Your thieving now earns you 4d10 sc per day. Additionally,
have an eye out for the next big score, and you are not given one day, you are able to find sympathetic criminals
above using violence if it means getting what you want. You in any medium or large settlement. These criminals will
thrive in the shadows, slipping in and out of buildings and direct you to inns and taverns that will always serve you,
alleyways undetected, and relish the excitement of pitting regardless of Goodwill, and will never report you to the
your skills against those of your marks. authorities. Some of these institutions might offer food and
lodgings for free in exchange for your services.
S TA R T I N G E Q U I P M E N T RANK 3
If you take this profession when you create your character,
Your thieving now earns you 8d10 sc per day. Your chance
you gain the following gear, in addition to the equipment
of discovery can never rise above 40%. You are now able
you gained based on your background: 4 daggers or knives,
to locate the dominant thieves’ guild in any medium or
pocketed cloak, 3 belt pouches, brigandine armor, 1 tool or
large settlement. Once per week this guild will offer you a
kit, hooded lantern, flask of oil, tinderbox, clothes (simple),
specialty task that earns your thieving income x2 with a set
rations (2), 50 ft rope, crowbar, waterskin
20% chance of discovery. The guild will always offer you
SKILLS safe lodging and mercantile services, regardless of Goodwill.

Each time you gain a rank in the Thief profession (including RANK 4
rank 1), gain +3 Evading, and +1 in three skills of your Your thieving now earns you 16d10 sc per day. The thieves’
choice: guild of your home region now considers you a member
• Acrobatics. Balancing, Contorting, Tumbling and gives you access to passages across any settlement.
• Athleticism. Athletics, Sprinting When using these passages, you will never run into any
• Crafting. Jeweling*, Painting*, Pottery*, Weaving*, authorities. If there is a bounty on your head, you may pay
Woodcarving* your guild 75% of the bounty’s cost and they will make the
• Influence. Deceiving, Empathy, Gossiping, Intimidating bounty disappear.
• Knowledge. Art, Economics, Geography, History, Law,
RANK 5
Politics of [choose region]
• Luck. Fortuity Your thieving income is now 20d10+200 sc per day. Your
• Observation. Appraising, Eavesdropping, Intuiting, cumulative chance of discovery can never rise above 20%.
Investigating, Perceiving If there is a bounty on your head, you may pay your guild
• Performance. Entertaining, Savoir Faire 50% of the bounty’s cost and they will make the bounty
• Stamina. Distance Running disappear.
• Subterfuge. Disguising*, Forging*, Lockpicking*, Additionally, once per week you may recruit up to three
Sleight of Hand thieves in any settlement. These thieves will not travel with
• Survival. Dungeoneering, Sneaking you but will increase your subterfuge tag skill checks by +3
per Thief for one day after being hired.
SECOND STORY WORK
When you become a rank 1 Thief, and every time you gain
a rank in the Thief profession, you improve your ability to
sneak and steal without getting caught.
RANK 1
Given one day of thieving in any medium or large sized
settlement, you earn 2d10 sc with a 10% chance of being
discovered by the local authorities. For each day spent
thieving in a given month, you gain an additional 10%
chance of getting discovered, which accumulates for each
day spent performing this action (two days leads to a 20%
chance, three days to a 30% chance, etc.) with no upper
limit to the likelihood of getting discovered.

74 C hapter 2 | T he B O P System
T H UG RANK 2
Your territory expands to approximately three city blocks
Occupation: Underworld, Militant
and your protection racket now generates 6d10+60 sc per
You are no stranger to the brutal struggle of urban life,
week. Your maximum number of henchmen increases to six.
outside the eyes of the law where the strong take from the
weak and the sharpness of a blade says more than a written RANK 3
decree. Perhaps your actions come from necessity or maybe Your territory expands to approximately six city blocks and
they come from a desire for power, but either way you are your protection racket now generates 12d10+120 sc per
not afraid to use your cunning, strength, and wits to take week. Your maximum number of henchmen increases to 12.
what you want when you want it. You claim your territory Additionally, you have managed to buy off a crooked
through brute force or intimidation and don’t let anything guard who will turn a blind eye to low tier crimes in your
stand in your way. territory for 10 sc per week.

S TA R T I N G E Q U I P M E N T RANK 4
If you take this profession when you create your character, Your territory expands to approximately ten city blocks and
you gain the following gear, in addition to the equipment your protection racket now generates 20d10+200 sc. Your
you gained based on your background: backpack, hooded maximum number of henchmen increases to 20 and it now
lantern, flask of oil, 1 tool or kit, clothes (simple), tinderbox, costs 30 sc to pay off six guards in the area, instead of only
cestus or brass knuckles, brigandine armor, 50 ft rope, one.
manacles, rations (2), torches (2) You are a greatly feared authoritarian figure at this point.
Gain rank 1 of the Honorable profession.
SKILLS
RANK 5
Each time you gain a rank in the Thug profession (including
Your territory expands to approximately fifteen city blocks
rank 1), gain +3 Evading, and +1 in three skills of your
and your protection racket now generates 40d10+400 sc.
choice:
Your maximum number of henchmen increases to 30 and it
• Acrobatics. Balancing
now costs 100 sc to pay off every guard in the area (instead
• Athleticism. Applied Force, Athletics, Sprinting
of only one) for one week.
• Influence. Deceiving, Intimidating
Your MC may decide that a small minority of guards are
• Luck. Fortuity, Scavenging
incorruptible, but such guards are initially unaware that
• Observation. Appraising, Eavesdropping, Intuiting,
their associates have been bought out. They may or may not
Investigating, Perceiving
ever learn the truth.
• Stamina. Distance Running, Forced March
Finally, you gain the Call a Hit ability.
• Subterfuge. Disguising*, Evading, Forging*,
Call a Hit. You may send thirty thugs to burn down
Lockpicking*, Sleight of Hand
a property, murder a target, or extort a bank or wealthy
• Survival. Dungeoneering, Navigating*, Sneaking,
merchant for 20d10 sc. You lose 5 Goodwill when you do
Tracking
this. Once you use this ability, you cannot use it again until a
GANG LEADER month has passed.

When you become a rank 1 Thug, and every time you gain
a rank in the Thug profession, you improve the strength of
your gang and expand your territory and influence. Every
month that you operate a territory, you gain -1 Goodwill
with the local community.
RANK 1
You have laid claim to territory in a medium or large sized
settlement equivalent to one city block. Inns, taverns,
and storefronts in that area will pay into your protection
racket each week, earning you 3d10+30 sc after your own
expenses. Businesses in your territory will always serve you,
regardless of Goodwill. Once per week, you can recruit a
maximum of three henchmen of Monster Level 2 or lower
into your gang. These henchmen will travel with and protect
you but only to a distance of 1 mile outside your territory.

C hapter 2 | T he B O P S ystem 75
CHAPTER 3: CLASSES

M
ost adventurers gain classes at some point in their
career. Classes are unique groupings of talents
ROGUE
with powerful capstone abilities, setting you apart Skilled operatives that are usually outside the law,
from common rabble. Many soldiers fight competently, but rogues might specialize in assassination, impersonation,
warriors command the field of battle on an entirely different exfiltration, and the like.
scale.
You do not have to take a class. You could choose to
TINKERER
simply keep taking specialization talents and/or magic By spending countless hours fiddling with scrap parts,
talents and focus on abilities granted outside of class talents. tinkerers can create wondrous items. Some tinkerers
But the thirteen classes in this chapter cover a broad range enhance their items with arcane magic.
of heroic abilities, so you’re likely to find something here
that suits your vision.
TROUBADOUR
Note that all classes have a prerequisite: you must be Whether a singer, storyteller, poet, or visual performer,
Character Level 2 or higher before you can enter a class. troubadours travel from court to court making their name as
This means that at level 1, the talent you take must be masterful performers.
a specialization talent (Chapter 5) or magic entry talent
(Chapter 4). VESSEL
By siphoning power from gods and other planar entities,
C L A S S BR E A K D OW N vessels augment their own souls for monumental power…
but at terrible cost.
BERZERKER
WA R R I O R
Berzerkers are ferocious and direct fighters that channel
Warriors are the ultimate soldiers and fighters; highly skilled
their terrible rage into devastating combat prowess.
and versatile, they hold their own in nearly any combat
CLERIC scenario.

Devotees of one or more gods, clerics use divine magic and WITCH
holy power to achieve their gods’ instructions.
Harnessing primal or occult power, witches bond with
MAGE familiars and can brew various concoctions to bolster their
allies.
From studious, academic wizards to chaotic sorcerers,
mages have a profound ability to manipulate the arcane. ZEALOT
ORACLE Loyal and stalwart, zealots remain utterly dedicated to their
cause, punishing evildoers or standing between evil and the
Mystical hermits and diviners, oracles use primal or psionic
innocent.
magic to predict the future or maintain a balance over the
natural world.
G A I N I N G TA L E N T S
PUGILIST You gain one talent each time you level up. Note that all
Whether a brawny boxer, a nimble martial artist, or a well- class talents have prerequisites you must meet before you
rounded wrestler, a pugilist excels at unarmed combat. can take that talent. Prerequisites might be a Character
Level (such as Character Level 2), a number of talents in a
RANGER track (such as Familiar 3), or a specific talent (such as Flock
Wardens of the natural world and guides through uncharted of Familiars II).
wilderness, rangers are often more at home in unsettled Classes also have several talents with the capstone tag.
lands than in luxurious cities. Capstone talents are especially powerful ways to define your
character. You can only ever have one capstone talent.
Note that many abilities can only be used a certain
number of times and have a recharge. 2/Rest means that

76 C hapter 3 | C lasses
you can use an ability 2 times, regaining it when you Take
a Rest. Similarly, AWR/Recoup means that you can use an
ability a number of times equal to your AWR, regaining all
expended uses when you Recoup. You can always use an
ability at least one time, even if your relevant attribute is 0
or less.
Classes and talent tracks are presented alphabetically.
Talents within tracks are presented in the approximate order
that you can unlock them.

BER Z ER K ER

“I embrace the darkness within. It makes


me strong. My fury is my guide, and I will
meet victory…or oblivion.”

-Hanniah Sharptooth, queen of viscera


You were born amidst the towering arctic mountains,
axe and spear in hand. From an early age you displayed
unmatched ferocity and an unyielding spirit, but there was
also a darkness about you. Even by the time you were a
young teen, you displayed not just bravery, but unmitigated
savagery on the battlefield. As you continued to hone your
physical prowess, the burning rage within you only grew
hotter. Now you brim with tremendous bloodlust. The
life of adventuring suits you, especially a life in pursuit
of dangerous battles, as you look for any opportunity to
unleash your inner demons.
You are known and feared for your unstoppable blood
rages. Whether you give into a blind fury or enter an almost
transcendent state of awareness amid the carnage, your
blood rage is a savage and terrible thing that few have ever
survived.

BERZERKER TRACKS
Exile. Your life is a cruel joke. Through some misdeed or
overzealous act, you have become an exile, and you seek to
make your own way in an uncaring world.
Fearless. You are made of sterner stuff than the average
soldier and do not frighten easily. You can stare down any
horror without flinching.
Juggernaut. Capable of withstanding more punishment
than your companions, you assume the responsibility of the
front-line fighter where you can absorb the brunt of enemy
attacks.
Rage. By unleashing your inner demons, you can fuel
your attacks with mighty rage. This allows you to do
significantly more damage, but also makes you easier to hit
in your blind fury.
Read more on p. 90.

C hapter 3 | C lasses 77
CLER IC
“Each soul is a unique thread in a divine
tapestry. It is my sacred duty to nourish
these threads, as they are gifts given by the
gods themselves. I tend especially to those
threads that are frayed and in need of
repairs.”

-Marcus Luxxor, disciple of Tovare


Having been raised in the orbit of a great religious order,
piety is in your blood. As a child you strove to give alms and
help the needy whenever you could manage. You sought out
the wise counsel of the priests and clergy in your town, and
you took their teachings to heart, meditating on the precepts
of your deities both day and night. Now, as a righteous pillar
of your religious community, you continue to follow the path
you began as a child: in all that you do, you seek to venerate
your gods and enact their will on the world around you.
You might pursue many clerical studies or focus your
mind and soul upon mastering a single discipline, becoming
an expert healer, righteous combatant, dedicated scholar,
or a blend thereof. Regardless, you always have your divine
icon at your side, a holy depiction of your god or your
tenets. Your divine icon serves both as a moral anchor for
you and connects you to deities that bless you with vestiges
of holy authority.

CLERIC TRACKS
Exorcist. Stronger of will than your average clergyperson
or preacher, you might make it your life’s mission to stare
down the darkest demons of humanity and draw them out
of unfortunate souls.
Piety. You work small miracles, healing injury and disease
with a mere touch, or invigorating a season’s crops to
bounty.
Theologian. You passionately study scripture and ancient
texts, and how to illuminate manuscripts or scribe ornate
icons with which you can spread the miraculous wonder of
your faith.
Divine Icons. You have at least one divine icon, which
holds within it vestiges of holy power from the god or gods
that you worship.
Read more on p. 96.

78 C hapter 3 | C lasses
M AG E
“Magic is a wondrous gift. Why exert
unnecessary effort when a flick of the wrist
or a glance of the eye can accomplish the
same?”

-Finneas Alistair Laith, absentminded


scholar
You have always had a spark of talent within you, perhaps
the ability to literally conjure forth sparks when agitated or
excited. Ever curious about the world and the power within
you, you have never shied away from experimentation with
your magical powers. In your youth this caused your family
endless grief and singed eyebrows. Now, having mastered
the basics of arcane magic, you seek to continue your study
and uncover ever deeper mysteries of the Fundamental
Wellspring of Magic.
Developing skill as an arcane caster necessitates that
you maintain Attunation with the Fundamental Wellspring.
This entails different practices for different casters, so in
your case it might involve reading complex arcane texts or
meditating intensely on the metaphysics or astrophysics of
the universe. Be proactive, for if you become lackadaisical
in maintaining Attunation, your skill will gradually atrophy,
and you might lose your arcane ability altogether if you do
not diligently cultivate this Attunation.

MAGE TRACKS
Arcane Weaving. Some spells are especially mutable,
capable of being sculpted into something new. You might
master this ability, allowing you a diverse repertoire of
effects.
Archmage. By focusing on a single function of magic -
alchemy, illusory magic, or perhaps necromancy to name a
few - you can become an unparalleled master of customizing
the capabilities of your magic.
Sorcery. By manipulating chance, you mitigate the danger
of arcane magic or can cause the magic to become even
more unstable, with explosive results.
Tome Wizard. If you enchant a tome or scroll you can
learn far more magic than you might otherwise, as the tome
gradually comes to life and helps you learn and cast more
spells.
Read more on p. 107.

C hapter 3 | C lasses 79
O R AC L E
“Knowledge is both a gift and a curse.
Do not seek to understand the future, as
this can never be known, but instead to
understand the currents that shape it. May
the wisdom of the stars guide your steps
towards a future that begets goodness.”

-Alanákalai Eyarie, prophet


Born under a unique configuration of Ancerra’s five moons,
you were destined for mystic greatness. As a child you
possessed an innate sensitivity to people’s emotional states
and to the natural world around you, and often you felt that
unsettling sense that you knew something would happen
before the fact, and it came to pass precisely as you had
expected. This led you to seek the counsel of an experienced
mystic who taught you the ways of oracular prophecy.
Embracing your role as a link between the physical and the
spiritual, you have yourself become an enigmatic guide to
those who seek prophetic vision.
Regardless of how accurate you are, you may be called
upon frequently to predict the future. Give some thought
to how you feel about such requests. Do you believe that
you can actually divine the future on command, or do you
think that such visions are only occasionally gifted to you?
Is it a skill you can get better at, or just an innate knack you
possess? Furthermore, what kind of physical props, such as
tarot cards or animal bones, do you use when attempting
such soothsaying?

ORACLE TRACKS
Druid. You take it upon yourself to serve as a mediating
force between primeval forces and embrace divine or occult
powers as a way to balance the primal magic that surges
within.
Elementalist. You capture the terrible energy of raging
fires and storms, turning such harmful effects into powerful
elemental shields.
Fate. Sometimes called a prophet or diviner, you might
gain the ability to see shadows of the future and exert your
influence over fate.
Guide. Whether a mysterious mentor or an eclectic
professor, you instruct your pupils in various skills and
techniques, helping them all to improve.
Read more on p. 114.

80 C hapter 3 | C lasses
PUGI LI S T
“In the streets, nobody cares if you wanna
fight fair or not. You gotta hit ‘em hard,
and hit ‘em where it hurts ‘til your right
hand’s runnin’ red.”

-Charlie Cobbler, provider for his family


You grew up in a rough neighborhood and had been in more
than your fair share of street fights by the time you were
a teen. Forged and tempered by your brutal environment,
you are familiar with the necessity of fighting over scraps
of food and the agony of gnawing hunger and broken ribs
after losing such a fight. But you remained determined to
persevere despite innumerable hardships. Through sheer
will to survive, unwavering grit, and bloody fists, you
became a powerful unarmed combatant, capable of going
toe to toe even with skilled warriors that fight with sword or
spear.
Your skill in unarmed combat is unquestioned and
your style distinct. Do you rely on your overwhelmingly
powerful physique to crush your foes? Maybe you fight
with an unpredictable blend of strength and agility, or
you might rigorously train in various forms that you
can use to outmaneuver enemies with different fighting
styles. Whatever your personal blend of unarmed combat
maneuvers, you quickly cultivate a reputation among other
fighters for your skill at holding your own against armed
combatants.

PUGILIST TRACKS
Constitute. Your body is capable of withstanding
overwhelming punishment. No matter how hard you are
hit, no matter how many blows, you come back for another
round.
Martial Arts. By focusing on harmony of body, mind,
and spirit, you can flow between various forms of unarmed
combat, going beyond the bounds of physique alone.
Pummeling. You hone your body and become inhumanly
strong, capable of delivering punches that devastate your
opponents.
Wrestling. A well-rounded wrestler, you have a balanced
mix of offensive and defensive maneuvers and can easily
grapple your foes.
Read more on p. 122.

C hapter 3 | C lasses 81
R A NGER
“The wilderness gives me solace as I
continue my grim purpose: to slay that
which would threaten the natural order.”

-Grim, monster slayer


You grew up on the fringes of your settlement, spending
more time in the wilderness beyond than in the safety
of your own homestead. In your youth you came to love
the serenity of rugged nature over the clamor of frivolous
settled life. You are more at home with the wolves and the
elk than with nobles and debutants. In your early adulthood
you made the decision to leave civilization completely in
exchange for a life in the wilds. Now, you defend your
heartland from supernatural monstrosities that threaten
to upset the balance of nature, and from the cruelties of
careless hunters or loggers who regard the natural cycle of
life with disrespectful indifference.
As you are more at home in the wilderness than in
civilization, you must determine how you intend to survive
on your own merits. Do you hone your physical prowess
until you can go toe to toe with the strongest warrior? Do
you sharpen your senses and your survival skills, stalking
prey through rugged wilds with more finesse than any cat
or bird? Maybe you tap into the Primal Source, using magic
to enhance your physical capabilities and to speak with the
animals whose home you share.

RANGER TRACKS
Bravery. You tap into your instinct to fight, flee, or freeze
in the face of danger, channeling this into fighting prowess.
Hunter. You are an unparalleled hunter of creatures both
natural and otherworldly, mastering both blade and bow.
Instinct. Your fighting instinct is sharper than the finest
steel and keener than an eagle’s eye.
Survivor. You know the natural world like the back of
your hand. Wherever you end up, you know how to survive.
Wilderness Warden. You learn primal magic and enhance
some of your primal spells as you gain skill as a magical
ranger.
Read more on p. 130.

82 C hapter 3 | C lasses
RO G U E
“Only four guards? I’m offended.”

-Avery Gray, the “Little Shadow”


You were dealt a difficult hand. You grew up in society’s
unforgiving underbelly and from an early age you had to
resort to thievery or deception to find food and lodging.
Through trial and error, you learned what fools people
and what does not. Living in the shadows on the fringes of
society, you quietly observed as other, more skilled rogues
earned their illicit livelihoods. Seeking to emulate the most
successful thieves and con artists, you have learned how to
stay one step ahead of the law.
The most successful rogues know the other players in
their game: crime lords, skilled pickpockets, charlatans,
corrupt nobles, bribed guards, aspiring politicians, and the
pesky incorruptible altruists among such folk. You make
it your business to stay informed on all such individuals.
Are there any among these scoundrels whom you would
trust? Would you ever try to form a family of sorts with
any of these fellow rogues, or do you find that you only
trust your own intuition? Even if you would never trust
another rapscallion, what offer would convince you to work
alongside another individual or group to complete a job?
You should always ask yourself these questions, relying on
both logic and gut instinct as your answers might change on
a daily or even hourly basis.

RO GUE TRACKS
Con. You wear identities like clothes. Capable of
impersonating nearly anyone, you can pull elaborate cons.
Guild Affiliate. You are a talented poisoner and use
deadly reagents to enhance your weapon attacks.
Psyblade. You have an aptitude for psionic magic and use
this to silence your footfalls and improve your thievery.
Subtlety. Silent as a shadow, you infiltrate and exfiltrate
even well-guarded buildings with meticulous skill.
Stealth Archer. You are a master of raining death on your
enemies from a hidden vantage.
Read more on p. 137.

C hapter 3 | C lasses 83
T I N K ER ER
“Yeah, never go throwin’ crap away when
it might serve a purpose. Hoarding is
good for the soul, you see. You know what
they say about one person’s trash. ‘Give
it to the tinkerer,’ they say. Now, hand it
over and I’ll make you a can opener. Or a
flamethrower, mayhap.”

-Ingrid Divrgubben, collector


You have never been able to keep from fidgeting, always
reaching for clockwork, screws, wires, and the like as you
seek to create new inventions or improve upon existing
ones. You always had a penchant for tinkering and exhibit
relentless ingenuity. You quickly gained notoriety as
someone who could always find a way to enhance anything
with mechanical parts. Unquenchably curious, you always
seek to understand how something works and how it might
be improved upon.
What is your medium of choice? Tinkerers often favor
metal and wood due to their versatility, but other substances
can make for interesting inventions as well. When you
invent something, what motivates you? Are you most
concerned with improving your quality of life by making
existing technology more effective, or are you looking
to break the confines of science as your contemporaries
understand it? Do you have some grand idea for a new
invention that will revolutionize the world?

TINKERER TRACKS
Alchemist. By developing potions and alchemical
reagents, you bolster your allies or damage your foes.
Augmentor. You specialize in creating powerful armor
that implements weapons, gadgets, and enhanced defenses,
turning you into a tremendous front-line fighter.
Inventor. A skilled and creative inventor, you make all
manner of gadgetry and manage a tremendous inventory of
useful items.
Magitechnician. Through unstable experiments you have
accessed the arcane source of magic and can fuel spells with
your inventions.
Read more on p. 144.

84 C hapter 3 | C lasses
T RO U B A D O U R
“Tales reveal truth obscured by reality.
I only seek for my tales to ignite dreams
and to inspire hope. I carry the stories
of the world, spreading inspiration and
enchantment wherever I roam.”

-Flanagan Meadowbrook, renowned lorist


As far back as you can remember, you have always had a
deep love for music, storytelling, poetry, and mythology.
You had an equally strong desire to connect with others
through the bonds of music and artistic expression. Even
as a youngster, you were able to captivate audiences of
all ages with your colorful and flamboyant performances.
Through diligent practice, you have now mastered one or
more methods of performance, be it song or dance or poem.
Urged by intense wanderlust and the desire to see the world
in all its splendor, you travel far and wide, seeking to collect
more and grander stories wherever the path takes you.
What is your standard performance routine? Do you
typically sing, play an instrument, dance, or do all three at
once? Maybe you prefer to recite or improvise poetry for
your audience, or maybe you perform parlor tricks designed
to delight and instill a sense of wonder. Are you inspired by
whimsical stories with happy endings, by heart-wrenching
tragedies, or by tomes of history? How do these inspirations
appear in your performances?

TROUBADOUR TRACKS
Encore. Your energetic music or inspirational words rally
your allies and help your entire team move with enhanced
tactical coordination.
Jester. Your double-edged comments and savage quips
make you equally loved and hated among the common folk
and high nobility.
Legend Keeper. You maintain a powerful book of legends
and can summon creatures, heroes, and villains forth from
the pages of this book.
Lorist. Stories and research into myths have led you to
uncover the secrets of arcane or psionic magic, enhancing
your capacity to influence the world around you.
Lyricist. By improving your repertoire of music, poetry,
or stories, you can achieve a variety of effects in combat to
enhance your allies or unnerve your foes.
Read more on p. 154.

C hapter 3 | C lasses 85
V E S S EL
“The gods themselves handle their power
irresponsibly. Why any would put their
faith in such fickle beings is utterly beyond
me. If you want something done right, do it
yourself.”

-Dungrel Razevow, magic thief


You have always known that something is not right with
the world. Deity and demon alike seem utterly concerned
with their own plans and care not for the mortal world.
In response, you have grown increasingly bitter and have
finally taken it upon yourself to rewrite the world as you see
fit. By siphoning power from gods and planar entities, you
will become a god in your own right, and will act with more
justice and care than any before you.
Being a vessel is a dangerous affair. You are constantly
stealing traces of power from tremendous, unfathomable
planar entities. In so doing, you run the risk of their
retaliation. How do you recognize your own role in the
grand scheme of the cosmos? Do you steal power with a
sense of resignation that one day you will be caught and
punished, or do you boldly believe that eventually you
might become as powerful as a demigod yourself? Do you
steal from many different gods to hide your tracks, or do
you find yourself returning to the same deity over and over?
Would you ever enter into some form of mutual agreement
with a deity in exchange for a reliable stream of power, or is
this too limiting for your aspirations?
What exactly do you hope to achieve from taking godly
power into your own hands? If you pursue some kind of
abstract moral goal, how will you know when you have
achieved it? How much power do you need from the gods in
order to achieve this goal, and is there truly no safer way to
do so?
Or, maybe you steal from the gods just because you like it.

VESSEL TRACKS
Antiessence. You channel your corrupted Essence into a
scouring aura that damages and weakens your foes.
Planar Thievery. By stealing energy from spells and
planar creatures around you, you can enhance your own
powers.
Soul Graft. You use the external energy that you have
attached to your soul to enhance your physical stamina far
beyond what you could naturally achieve.
Divine Icons. Through thievery or trickery, you gain
access to one or more divine icons, siphoning power from
the gods.
Read more on p. 165.

86 C hapter 3 | C lasses
WA R R I O R
“With honor as my shield and courage
as my sword, I face each battle with
unwavering resolve. I will clear my family’s
name, or will die trying.”

-Belozog Mishkova, repentant exile


Your path to becoming the warrior you are today was
one of absolute discipline. At a young age you were a
gifted athlete, playing in children’s sports or getting into
trouble pushing back against authority. As you grew, your
restlessness matured into a desire to protect those weaker
than you. Guided by great blademasters, you learned your
way around sword and spear, shield and bow. As a versatile
fighter, you are almost equally capable with any weapon and
any suit of armor, making you an invaluable soldier. You also
have a keen mind for battle tactics and act with disciplined
measure as you direct your foes away from your weaker
allies.
What motivates you when you don your armor? What
thoughts stick with you as you draw your weapons and
slog into the battlefield? How do your driving goals inform
your fighting style? If you are motivated by vengeance,
you might be an especially merciless fighter, whereas if you
desire to protect your loved ones, you might stay your blade
when you have the opportunity to do an enemy in, letting
compassion guide your hand as much as justice. Maybe you
have no scruples at all and will simply do what is asked of
you as long as the coins keep coming.

WA R R I O R T R A C K S
Archer. An unparalleled sniper, you can offer covering fire
to your allies and can pick off enemies with deadly accuracy.
Commander. A master of warfare, you know how and
when to issue orders. Help your allies fight as a cohesive
team, where the sum is greater than the parts.
Protection. You lead the charge in combat, locking down
enemies on the battlefield and helping your allies reposition
and retreat when they must.
Soldier. You are a proven warrior, capable of adapting
to any situation on the battlefield or any weapon in your
arsenal.
Read more on p. 170.

C hapter 3 | C lasses 87
W I TC H
“Secrets wait to be embraced in the
whispers of primeval spirits. Curiosity
never hurt anyone brave enough to go
looking. So long as I draw breath and
have strength to explore, I will ever look to
deepen my understanding of things within
our world and things beyond.”

-Lyla Greoghal, potions brewer


Signs that you were somehow different began at an early
age. Animals and plants might behave strangely around
you, either shying away or seeking to embrace you. Odd
weather phenomena seem to follow you about, though
perhaps this is coincidence. Whatever the case, the adults
in your community noticed these strange behaviors. In your
adolescence you felt a growing connection with the dark
and strange side of nature, leading you to look for answers
on your own. When a coven of witches found you and
invited you into their ranks, you began to truly master your
powers.
Witches often have many hobbies and one or two crafts
that they pursue to perfection. What are you most interested
in, and what do you fiddle with in your spare time? Does the
ephemeral quality of music fascinate you, or are you more
inclined to get your hands dirty making pottery or whittling
toys? Are you more interested in brewing potions or training
your familiar to achieve its maximum potential?

WITCH TRACKS
Dark Hex. Curate a collection of poppets and cast
sympathetic magic on them to extend your range of
knowledge and power.
Fae. By communing with the six conclaves of the
Everwilds, you gain the power of the fae.
Familiar. Enhance your familiar, or summon a pack or
flock of familiars.
Pagan Attunement. You are one with the natural world
and can draw power from the soil itself through ritual and
meditation.
Witch’s Brew. By mixing strange ingredients, you can
create a variety of unique potions for your allies.
Read more on p. 178.

88 C hapter 3 | C lasses
Z EA L OT
“No matter the adversity, I hold to my
convictions. I will bring light to the
shadow, food to the hungry, and comfort
to the afflicted. I will stand as a shield for
those who cannot defend themselves, and
a sentinel for the weary. For I am a good
boy.”

-Chauncey
You have always been a serious person. As a child you took
playing with a somber gravity and it greatly upset you
when another child broke the rules. In your adolescence
you were often dismayed by the lackadaisical nature of
your contemporaries. At some point along the way, you
found a cause to which you dedicated your very soul. This
transformation has led you to seek out a sacred order or
deity to whom you have pledged your allegiance. You now
strive to undertake acts of selflessness and zeal for the
betterment of the world in accordance with the tenets of
your faith.
You are undoubtedly dedicated to your beliefs with keen
resolve. How do you approach those who do not share your
convictions? Do you seek to persuade folk to adopt your
tenets as their own, or do you try to learn the beliefs of
other creatures and the reasons behind those beliefs? Maybe
you engage in a mix of both approaches.

ZEALOT TRACKS
Aura. Gain powerful auras that bolster yourself and your
allies against the encroaching darkness.
Cavalier. Bond with a mystic steed, on whom you can
ride into battle.
Consecrated Blade. You can enchant a weapon, turning
it into a powerful artifact capable of smiting evil wherever it
might lurk.
Crusader. As a sword for the just and a shield for the
innocent, you lead a crusade against the forces of evil.
Holy Cause. Your very presence is enough to help other
creatures remain true to their convictions, even against
strong temptations.
Reputation. Your reputation precedes you, for good or ill,
and you are never treated as simply an innocuous traveler.
Read more on p. 189.

C hapter 3 | C lasses 89
THROW ANYTHING
Berzerker, Exile
B E R Z E R K E R TA L E N T S Prerequisites: Drunken Fighter
Improvised thrown weapons cost you 1 fewer AP to use
(min 1) and deal 1d6 damage.
After gaining the Berzerker Entry talent, you can take talents
from any of the Berzerker tracks. After gaining the Berzerker
B R U TA L I T Y
Berzerker, Exile
Entry talent, you can also gain Primal Aspect talents.
Prerequisites: Drunken Fighter
Gain +1 TA when attacking a creature that is Frightened or
BERZERKER ENTRY Prone.
Class Entry, Berzerker
ANOTHER SWIG
Prerequisites: Character Level 2
Berzerker, Exile
When you take this entry talent, you gain the following
Prerequisites: Drunken Fighter
abilities.
When you spend AP to move, you may take a drink (such
Blood Rage. Gain one special AP that can only be used to
as a potion or a tankard of ale) as part of the same move.
make attacks on your turn or to make reactive attacks if you
Doing so does not provoke additional reactive attacks, even
have the ability to do so. You regain this AP at the start of
if your movement does.
each of your turns, but it cannot carry over like normal AP.
You can only gain one source of special AP. If you take this D R U N K E N S TA G G E R
class feature while already having a source of special AP, Berzerker, Exile
choose which feature to retain. Prerequisites: Drunken Fighter
Ferocious. If an effect would cause you to become While the effects of Drunken Fighter are active, the first
Frightened, you may become determined and ferocious. You time you move on any given turn you do not trigger reactive
ignore that effect and become immune to being Frightened actions.
for a number of minutes equal to your amount of Berzerker DRUNKEN FIST
Talents+1. (2/Rest) Berzerker, Exile
Prerequisites: Drunken Fighter
EXILE TRACK If you have imbibed in the past hour, you may subtract any
number up to your CHA from your attack roll, and add that
MARKED
same number to your damage roll. You must declare if you
Berzerker, Exile
are using Drunken Fist and how much you are subtracting
Prerequisites: Berzerker Entry
before you roll your attack. (CHA/Rest)
You are marked, tattooed, or branded in some way. This
sign of your exile has not broken your will. Gain one of the H I D D E N DA G G E R
following benefits: Berzerker, Exile
Mad Dog. You have turned to the life of the mercenary, Prerequisites: Drunken Fighter
specializing in protection and thuggery. When you are Your Sneak Attack damage increases by +1d6 (if you had no
within 5 ft of a friendly creature, that creature can add ½ Sneak Attack, it becomes 1d6).
your STR/Menacing to a CHA check that they make. You can apply Sneak Attack damage to a creature that you
Kraken. You have turned to the sea, gaining +6 to the hit with a weapon that has the concealed tag, once per turn,
Vehicles* [Water] skill. When you roll CHA to interact with as long as you have at least one source of TA. You may still
professional sailors or port workers, you can roll 2d20 and use Sneak Attack if Drunken Fighter is your only source of
take the higher result. TD.
Lone Wolf. When making AWR or INT checks that would “ C O WA R D S ! ”
implement skills with the survival tag, you may use your Berzerker, Exile
CHA instead. Prerequisites: Drunken Fighter
DRUNKEN FIGHTER Whenever your Ferocious ability is active and friendly
Berzerker, Exile creatures you can see are Frightened, you deal +1 damage
Prerequisites: Marked per ally you can see that is Frightened, to a maximum equal
If you have imbibed in the past hour, you gain +2 to your to your CHA.
weapon damage rolls, but have TD. FIGHTING DIRTY
Berzerker, Exile
Prerequisites: Drunken Fighter
When you are Flanking, you can apply TA to your Maneuver
attack rolls.

90 C hapter 3 | C lasses
B R AW L I N G S T E A DY F I S T I I
Berzerker, Exile Berzerker, Exile
Prerequisites: Drunken Fighter Prerequisites: Steady Fist
Increase your unarmed damage die size by one (e.g., from You now gain +2 damage per -1 to hit from Steady Fist.
1d4 to 1d6). If you did not have an unarmed damage die, it
RESTORED HONOR
becomes 1d4.
Berzerker, Exile, Capstone
B E A S T C O M PA N I O N Prerequisites: Regain Honor, Exile 14
Berzerker, Exile Through endless tribulation you have emerged victorious,
Prerequisites: Exile 6 your honor restored. Your name and force of character are
You gain a special bond with a creature. This creature can an inspiring presence to behold.
be ML 2 or lower and must have the beast tag and no other Unimpeachable. Your allies within 30 ft of you may use
creature tags. Your companion follows your instructions and your WILL instead of their own. Once an ally has used your
acts at the end of your turn. WILL, they cannot benefit from this again until they Take a
When your companion reaches 0 HP, it falls Unconscious Rest. When someone uses your WILL in place of their own,
rather than dying, and will return to full health upon Taking you regain 1d10 HP.
a Rest. Level 30: When an ally uses Unimpeachable, their WILL is
replaced by your WILL for 1 minute.
REGAIN HONOR
Berzerker, Exile DEFIANCE
Prerequisites: Beast Companion Berzerker, Exile
Incompatibilities: Defiance Prerequisites: Beast Companion
Your mark becomes a badge of honor, an emblem of your Incompatibilities: Regain Honor
path to restoring your name. You may use your WILL Your Drunken Fighter feature deals +2 damage.
in place of your ANT or LOG when your ANT or LOG is
THROW ANYTHING II
attacked. (CHA/Rest)
Berzerker, Exile
C O M PA N I O N B O O N Prerequisites: Throw Anything, Exile 7
Berzerker, Exile You gain +20 ft range with improvised thrown weapons and
Prerequisites: Exile 7 the damage becomes 1d8.
Your beast companion gains additional maximum HP equal
H I D D E N DA G G E R I I
to your CHA.
Berzerker, Exile
C O M PA N I O N B O O N I I Prerequisites: Hidden Dagger, Exile 7
Berzerker, Exile You gain +1 sneak attack die.
Prerequisites: Companion Boon
DRUNKEN FEROCITY
Whenever you and your companion are within 5 ft of each
Berzerker, Exile
other, you both gain TA on your attacks.
Prerequisites: Exile 7
C O M PA N I O N B O O N I I I Your Ferocious ability becomes activated whenever you have
Berzerker, Exile imbibed in the past hour and you can no longer voluntarily
Prerequisites: Companion Boon II activate it.
Your beast companion gains a bonus to its attack rolls equal
SCRAPPING
to ½ your CHA.
Berzerker, Exile
DRUNKEN RESILIENCE Prerequisites: Exile 7
Berzerker, Exile You gain two Maneuvers of your choice from the Pugilist’s
Prerequisites: Exile 7 Maneuver list. You can use these Pugilist’s Maneuvers 2/
You gain Resist Toxic 5 and become immune to common Recoup.
poisons.
DRAG
S T E A DY F I S T Berzerker, Exile
Berzerker, Exile Prerequisites: Exile 7
Prerequisites: Exile 7 Your companion gains a special maneuver: Drag.
Drunken Fist becomes Steady Fist and no longer requires Drag. Forgoing all other actions this turn, your
imbibing to use. companion can move ½ its speed and drag a Prone target
with it. This movement can provoke reactive actions.

C hapter 3 | C lasses 91
REFRESH FEROCIOUS III
Berzerker, Exile Berzerker, Fearless
Prerequisites: Exile 7 Prerequisites: Fearless 3
If you are Bleeding, Burning, Chilled, or Dazed, you may roll Gain +4 Skill Points that you can spend on any skills with
1d6 every time you imbibe. If you roll a 5 or 6, the condition the END or AWR tag.
is removed. Ferocious becomes 4/Rest.
U T T E R LY I N D E P E N D E N T SEEING RED II
Berzerker, Exile, Capstone Berzerker, Fearless
Prerequisites: Exile 14, Defiance Prerequisites: Ferocious III, Blood Will Flow
Your exile has led you to a life of fierce and complete If your Ferocious ability is active and you are Bloodied, deal
independence from all others. Urban legends might follow +2 damage on all of your damage rolls.
you as you face down grave threats on your own.
BLOOD WILL FLOW II
You become immune to the Charmed and Enthralled
Berzerker, Fearless
conditions.
Prerequisites: Seeing Red II
Independence. Whenever a creature attacks your WILL
While you are Bloodied, your crit range increases by 1.
or attempts to Charm or Enthrall you, your next Drunken
Fist against that target does not consume one of your uses FRENZY
of Drunken Fist, and you may attack their WILL instead of Berzerker, Fearless
their AR. Prerequisites: Blood Will Flow II
Level 30: Independence activates with your ANT and LOG When you are Ferocious, you may use Frenzy.
defenses as well. Frenzy. For the duration of your Ferocious ability, when
you crit on an attack that cost 1 or more AP, you may
immediately make another attack for 0 AP. (2/Rest)
FEARLESS TRACK
STOIC II
FEROCIOUS II Berzerker, Fearless
Berzerker, Fearless Prerequisites: Ferocious III, Unflappable
Prerequisites: Berzerker Entry Choose REF, FORT, ANT, or LOG. While you are not
Gain +4 Skill Points that you can spend on any skills with Bloodied, WILL and your selection increase by +1.
the END or AWR tag.
Ferocious becomes 3/Rest. U N F L A P PA B L E I I
Berzerker, Fearless
SEEING RED Prerequisites: Stoic II
Berzerker, Fearless You can trigger your Ferocious ability when you would
Prerequisites: Ferocious II become Demoralized, granting you immunity to Frightened,
Incompatibilities: Stoic Shaken, and Demoralized for the duration.
Gain +2 Skill Points that you can spend on any skills with
the STR or END tag. N E V E R R E T R E AT
You are considered Bloodied at ¾ your max HP. Berzerker, Fearless
Prerequisites: Unflappable II
BLOOD WILL FLOW When you are Ferocious and not Bloodied, you are
Berzerker, Fearless Grounded and cannot be knocked Prone or moved against
Prerequisites: Seeing Red your will.
While you are Bloodied, deal an additional 1d12 damage on
a crit. FEROCIOUS IV
Berzerker, Fearless
STOIC Prerequisites: Fearless 7
Berzerker, Fearless Gain +4 Skill Points that you can spend on any skills with
Prerequisites: Ferocious II the END or AWR tag.
Incompatibilities: Seeing Red If you Recoup and have no uses of Ferocious remaining,
Gain +2 Skill Points that you can spend on on any skills regain one use.
with the STR or END tag.
You are considered Bloodied at ¼ your max HP. SEEING RED III
Berzerker, Fearless
U N F L A P PA B L E Prerequisites: Ferocious IV, Frenzy
Berzerker, Fearless Gain +2 Skill Points that you can spend on any skills with
Prerequisites: Stoic the DEX or END tag.
You can trigger your Ferocious ability when you would gain While Ferocious, your LOG equals your FORT unless your
the Shaken condition, granting you immunity to Frightened LOG was already higher.
and Shaken for the duration.
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BLOOD WILL FLOW III STOIC IV
Berzerker, Fearless Berzerker, Fearless
Prerequisites: Seeing Red III Prerequisites: Ferocious IV, Never Retreat II
While you are Bloodied your crit range increases by 1 more. When you are not Bloodied all of your physical and mental
defenses increase by +1.
FRENZY II
Berzerker, Fearless N E V E R R E T R E AT I I I
Prerequisites: Blood Will Flow II Berzerker, Fearless
Gain +1 FORT. Prerequisites: Stoic IV
Frenzy becomes 3/Rest. Gain the Iron Reave ability.
Iron Reave. When you use Iron Advance, if you end your
STOIC III
movement adjacent to an enemy, you can make one melee
Berzerker, Fearless
attack against it for 0 AP. (END/Rest)
Prerequisites: Ferocious IV, Never Retreat
Gain +2 Skill Points that you can spend on any skills with U N S T O P PA B L E F E R O C I T Y
the AWR or CHA tag. Berzerker, Fearless, Capstone
While you are Ferocious, gain an additional +2 to your Prerequisites: Fearless 14
defenses that you selected from Stoic 2. Having stared down the jaws of death myriad times, you
finally reach your snapping point.
U N F L A P PA B L E I I I
When you reach 0 HP, you may activate Unstoppable
Berzerker, Fearless
Ferocity. (0 Reactive AP)
Prerequisites: Stoic III
Unstoppable Ferocity. For the duration of Ferocious,
You can trigger your Ferocious ability when you would
gain +3 to all defenses. Gain TA on all attacks, and roll
become Charmed, granting you immunity to Frightened,
2d20 and use the higher. Whenever you hit a creature that
Shaken, Demoralized, and Charmed for the duration.
has imposed an active condition of Broken, Demoralized,
N E V E R R E T R E AT I I Frightened, or Shaken against you, the hit counts as a crit.
Berzerker, Fearless Whenever you hit a creature that would have imposed
Prerequisites: Unflappable III such a condition against you but did not because of your
Gain the Iron Advance ability. Ferocious ability, that hit counts as a crit.
Iron Advance. When you are Ferocious and not Bloodied, If you die during this time, you remain living until the
if you would be moved against your will, you may spend 1 end of the duration of Ferocious. During such time, you
Reactive AP to instead move up to your speed in a direction cannot regain HP, and you die at the end of that duration,
of your choice. whereupon you can be resurrected.
FEROCIOUS V After you use this ability you permanently lose all of your
Berzerker, Fearless talents in the Ferocious track and lose Ferocious 1. You do
Prerequisites: Fearless 11 not gain replacement Talents.
Gain +4 Skill Points that you can spend on any skills with Level 30: If you used Unstoppable Ferocity before
the END or AWR tag. reaching level 30, you regain all of your lost talents except
If you Catch Breath and have no uses of Ferocious for Unstoppable Ferocity.
remaining, regain one use. If you did not use Unstoppable Ferocity before reaching
level 30, then whenever a creature attempts to inflict
HORRIFYING FRENZY
Broken, Demoralized, Frightened, or Shaken against you,
Berzerker, Fearless
your next attack against that creature is considered a crit.
Prerequisites: Ferocious V, Frenzy II
When you use Frenzy and you are Bloodied, you can make it
Horrifying. Your Frenzy ability works when you hit, instead JUGGERNAUT TRACK
of only when you crit. (1/Rest)
JUGGERNAUT
S AVA G E F R E N Z Y Berzerker, Juggernaut
Berzerker, Fearless Prerequisites: Berzerker Entry
Prerequisites: Horrifying Frenzy Gain the Juggernaut ability.
Gain the Savage Frenzy ability. Juggernaut. By spending 1 AP, you may enter a combative
Savage Frenzy. When you make an attack that costs 0 focus that allows you to tune out injury. For the next 10
AP, you may choose to instead make two attacks if you are minutes, whenever you take physical damage, if you have
Bloodied. These attacks both have TA and the crit range any Reactive AP, gain DR 3. (2/Rest)
increases by 1. (2/Rest)

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H A R DY S TA U N C H R E S I S TA N C E I I
Berzerker, Juggernaut Berzerker, Juggernaut
Prerequisites: Juggernaut Prerequisites: Juggernaut III, Shrug It Off
Gain the Hardy specialization talent (Chapter 5, “Defense While your Juggernaut ability is active, increase DR by +3.
Stack”).
B AT T L E - R E A DY
E L E M E N TA L I N U R E M E N T Berzerker, Juggernaut
Berzerker, Juggernaut Prerequisites: Staunch Resistance II
Prerequisites: Hardy When you Recoup, you may remove +1 Death Point.
Incompatibilities: Staunch Resistance
ENDURE II
While your Juggernaut ability is active, reduce elemental
Berzerker, Juggernaut
damage as well as physical.
Prerequisites: Juggernaut 9
A R D E N T A S S AU LT Gain +4 Skill Points that you can spend on any skills with
Berzerker, Juggernaut the END tag.
Prerequisites: Elemental Inurement Endure becomes 3/Rest.
When you are not Bloodied, deal +2 damage on melee
H A R DY I I
attacks.
Berzerker, Juggernaut
S TA U N C H R E S I S TA N C E Prerequisites: Endure II
Berzerker, Juggernaut Gain +1 HP per character level, and +1 HP each time you
Prerequisites: Hardy level up.
Incompatibilities: Elemental Inurement
A R D E N T A S S A U LT I I
While your Juggernaut ability is active, increase DR by +2.
Berzerker, Juggernaut
SHRUG IT OFF Prerequisites: Hardy II, Citadel of Stamina
Berzerker, Juggernaut Gain +2 Skill Points that you can spend on any skills with
Prerequisites: Staunch Resistance the STR tag.
By spending 1 Reactive AP, gain Shield HP equal to the When you are not Bloodied, gain +1 to FORT.
amount of physical damage that you just took. You may use
SHRUG IT OFF II
Rage AP on this feature. (1/Recoup)
Berzerker, Juggernaut
ENDURE Prerequisites: Hardy II, Battle-Ready
Berzerker, Juggernaut Shrug It Off becomes 2/Recoup.
Prerequisites: Juggernaut 4
ENDURE III
Gain the Endure ability.
Berzerker, Juggernaut
Endure. When a creature makes an attack against your
Prerequisites: Juggernaut 12
AR, you may use your FORT instead. (2/Rest)
Gain +4 Skill Points that you can spend on any skills with
J U G G E R N AU T I I the END tag.
Berzerker, Juggernaut If you have no uses of Endure remaining and you Recoup,
Prerequisites: Endure regain one use.
Gain +4 Skill Points that you can spend on any skills with
JUGGERNAUT IV
the END tag.
Berzerker, Juggernaut
Juggernaut becomes ½ END/Rest.
Prerequisites: Endure III
J U G G E R N AU T I I I You no longer need leftover AP to gain the benefits of
Berzerker, Juggernaut Juggernaut. Juggernaut becomes END/Rest.
Prerequisites: Juggernaut II
U N S T O P PA B L E J U G G E R N A U T
While your Juggernaut ability is active, increase DR by +2.
Berzerker, Juggernaut, Capstone
E N E R GY I N U R E M E N T Prerequisites: Juggernaut 14
Berzerker, Juggernaut You have a reputation of being impossible to kill. People
Prerequisites: Juggernaut III, Ardent Assault challenge you to nonlethal combat just to witness your
While your Juggernaut ability is active, reduce energy unending stamina.
damage as well as physical and elemental. The final cap for your END increases from 12 to 14. When
your END is 14, gain +1 additional HP per character level.
C I TA D E L O F S TA M I N A
Gain the Back in the Fight ability.
Berzerker, Juggernaut
Back in the Fight. When you start your turn with 0 HP,
Prerequisites: Energy Inurement
you may spend X AP. Remove Death Points equal to ½ X. (1/
Gain +2 FORT.
Rest)
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Level 30: Back in the Fight becomes: Remove Death FURIOUS SMASH
Points equal to X. Berzerker, Rage
Prerequisites: Bloodlust
RAGE TRACK When you attack with Fury and hit, you may use Berzerk
Smash.
BLOOD RAGE II
Berzerk Smash. Roll 1d6 and 1d12. Add the d12 to the
Berzerker, Rage
damage you dealt and take damage equal to the 1d6.
Prerequisites: Berzerker Entry
Gain the Fury ability. D E AT H D R O P I I
Fury. When you make a melee attack, you may gain +2 Berzerker, Rage
to your attack rolls, but all attacks against you have TA and Prerequisites: Blood Rage IV, Death Drop
your mental defenses reduce by 2. This lasts until the start Death Drop works when you are Bloodied (instead of having
of your next turn. to be 10 HP or fewer).

FURIOUS BLOWS D E AT H D E F I E R I I
Berzerker, Rage Berzerker, Rage
Prerequisites: Blood Rage II Prerequisites: Death Drop II
Incompatibilities: Death Defier Gain the Cling to Life ability.
Attacks made with Fury deal +2 damage. Cling to Life. When you reach 8 Death Points, roll
1d20+END. On 14 or higher, you do not die and go back to
FURIOUS BLOWS II
7 Death Points. This check increases by +1 each time you
Berzerker, Rage
make it, resetting when you Take a Rest.
Prerequisites: Furious Blows
Deal +2 additional damage if you attack with Fury and are BLOOD RAGE V
Bloodied. Berzerker, Rage
Prerequisites: Rage 7
D E AT H D E F I E R
When you crit with Fury, if you are Bloodied, regain 1d6 HP.
Berzerker, Rage
Prerequisites: Blood Rage II BLOOD RAGE VI
Incompatibilities: Furious Blows Berzerker, Rage
When attacking with Fury, gain +X to attack and damage Prerequisites: Blood Rage V
where X = your current Death Points. Gain +1 Rage AP.

D E AT H D R O P BLOODLUST II
Berzerker, Rage Berzerker, Rage
Prerequisites: Death Defier Prerequisites: Blood Rage VI, Furious Smash
Gain the Death Drop ability. When you use Bloodlust, you may also use Rend.
Death Drop. For 0 AP, If you start your turn with fewer Rend. Spend 1 AP to attack a creature that took damage
than 10 HP, you may choose to lose all remaining HP. If you from your Bloodlust ability. Use STR or DEX (your choice)
do, then your first hit this turn that was not a crit becomes a vs. their FORT. If you hit, the creature gains Bleeding (1d4)
crit. (2/Rest) for 30 seconds. (2/Recoup)

BLOOD RAGE III FURIOUS SMASH II


Berzerker, Rage Berzerker, Rage
Prerequisites: Rage 3 Prerequisites: Bloodlust II
Your attacks made with Fury gain +1 to their crit range. Gain the Furious Smash ability.
Furious Smash. When you hit with Frenzy and are
BLOOD RAGE IV
Bloodied, turn it into a crit. (1/Rest)
Berzerker, Rage
Prerequisites: Blood Rage III BLOODLUST III
Gain +1 Rage AP. Berzerker, Rage
Prerequisites: Furious Smash II
BLOODLUST
If you crit with Fury and are Bloodied, gain 1 AP.
Berzerker, Rage
Prerequisites: Blood Rage IV, Furious Blows II D E AT H D E F I E R I I I
When you start your turn, if you have both taken damage Berzerker, Rage
and dealt damage since the start of your last turn, you may Prerequisites: Blood Rage VI, Death Defier II
use the Bloodlust ability. When you finish Taking a Rest, you may gain 1 Death Point.
Bloodlust. Move up to your apeed for 0 AP. Any creature
that attacks you reactively takes 1d6 sharp damage.

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D E AT H D E F I E R I V Divine Icon. You gain a special Divine Icon depicting a
Berzerker, Rage deity or moment of religious significance. Choose one deity
Prerequisites: Death Defier III and gain access to their three Icons. Gain one Icon ability
When you Recoup, you may choose not to remove a Death whose prerequisite is only that you have access to that Icon.
Point. Divine Power. Each time you level up and spend your
talent point on a cleric talent, you gain +5 SP and +1
D E AT H D R O P I I I
Divine Power.
Berzerker, Rage
Prerequisites: Bloodlust IV NOTE ON DIVINE ICONS
Gain +4 Skill Points that you can spend on any skills with Gaining a deity’s Divine Icon is considered an enforceable
the STR tag. contract with that deity. You are expected to uphold that
Death Drop becomes 2/Recoup. deity’s ideals and conduct yourself in a fashion that the deity
would find commendable. At your MC’s discretion, failure
BLOOD RAGE VII
to obey your deity’s tenets might cause your deity to revoke
Berzerker, Rage
access to their Icons.
Prerequisites: Rage 12
If you are using homebrew deities, work with your MC
Your attacks made with Fury gain +1 to their crit range.
to choose three Icons for which that deity will grant you
BLOOD RAGE VIII access.
Berzerker, Rage
Prerequisites: Blood Rage VII EXORCIST TRACK
Gain +4 Skill Points that you can spend on any skills with
the STR, DEX, or END tag. SENSE PLANAR
When you crit with Fury, regain additional HP equal to Cleric, Exorcist
your END. Prerequisites: Cleric Entry
Gain the Sense Planar ability.
B L O O D R A M PA G E
Sense Planar. You sense the presence of avadri, celestial,
Berzerker, Rage, Capstone
eldritch, fae, and fiends within 1 mile of you. You sense their
Prerequisites: Blood Rage VIII
exact numbers and distance from you. You cannot sense
You are feared the world over as a warrior of legend, and
their exact identities. You can maintain this sense for up to
none wish to cross steel with you.
10 mins if you do nothing else other than non-strenuous
Gain the Blood Rampage ability.
walking, talking, or light activity. (2/Rest)
Blood Rampage. When you roll Initiative, all enemies
gain the Shaken condition for the duration of the fight. D I V I N E WA R D I I
When you are Bloodied, you gain double your Rage AP at Cleric, Exorcist
the start of each round. This can cause you to exceed 12 AP/ Prerequisites: Sense Planar, Holy Support
round. (1/Week) Your Divine Ward boosts your ally’s AR and physical
Level 30: Blood Rampage becomes 1/Rest. defenses for the duration.
After gaining the Cleric Entry talent, you can take talents D I S TA N T WA R D
from any of the Cleric tracks. Cleric, Exorcist
Prerequisites: Divine Ward II
Incompatibilities: Divine Shield
The range of your Divine Ward increases by +30 ft.

C L E R I C TA L E N T S DIVINE SHIELD
Cleric, Exorcist
Prerequisites: Divine Ward II
Incompatibilities: Distant Ward
CLERIC ENTRY Your Divine Ward adds an additional +1 to your target
Class Entry, Cleric creature’s relevant defenses.
Prerequisites: Character Level 2
SENSE PLANAR II
When you take this entry talent, you gain the following
Cleric, Exorcist
abilities.
Prerequisites: Exorcist 3
Devotee. Gain the Disciple of the Divine talent from the
Sense Evil recharges upon Recouping.
divine stack if you did not already have it. CHA is your
Gain the Identify Planar ability.
magic attribute.
Identify Planar. When using Sense Planar, you may
Divine Ward. Spend 1 Reactive AP when an ally within
select one creature and learn its identity as well as its root
30 ft of you is attacked to increase that ally’s AR by +2 until
motivation (selfless or selfish). (2/Rest)
the start of that ally’s next turn.
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A B J U R E U N H O LY D I S TA N T WA R D I I I
Cleric, Exorcist Cleric, Exorcist
Prerequisites: Sense Planar II, Holy Support II Prerequisites: Expert Exorcist, Divine Ward II
Gain Abjure Unholy, which counts as a spell for abilities that The range of your Divine Ward increases by +30 ft.
interact with spells. You can cast this unique spell 2/Rest.
DIVINE SHIELD III
Abjure Unholy
Cleric, Exorcist
Divine, Spell, Warding
Prerequisites: Expert Exorcist, Divine Shield II
APC: 5
Your Divine Ward adds an additional +1 to your target
Range: 60 ft
creature’s relevant defenses.
Requires: Verbal, Gesture
Duration: 10 minutes A B J U R E U N H O LY I I
Choose a point within range. A powerful warding circle Cleric, Exorcist
springs up in a 5 ft radius around that point. The circle Prerequisites: Exorcist 9
conjures an accompanying invisible cylinder that is 15 ft Abjure Unholy can be a 10 ft radius (choose each time you
tall. The cylinder does not block line of sight but does block cast it). Abjure Unholy becomes ½ CHA/Rest.
line of effect. The cylinder is solid to the touch, preventing SENSE PLANAR III
passage into or out of the circle. Spells, effects, and abilities Cleric, Exorcist
that include a physical source of damage (such as arrows, Prerequisites: Abjure Unholy II
fire, or acid) cannot penetrate this barrier. Sense Planar has a range of 5 miles. When you deal radiant
A creature within the barrier can attempt to escape by damage to avadri, celestial, eldritch, fae, or fiend creatures,
making a CHA check against 10 + your magic attribute. On add your CHA to the damage.
a success the creature can move through the barrier, taking
U N H O LY S C O U R G E
2d10 psychic damage.
Cleric, Exorcist, Capstone
When you cast this spell, choose a creature tag: avadri,
Prerequisites: Sense Planar III
celestial, eldritch, fae, or fiend. Creatures with that tag that
Malicious planar entities fear your name, and towns
are stuck in your circle can only attempt to escape if you
bereaved by such entities know to seek you out when they
have taken damage since your last turn, and must roll 2d20
need a skilled exorcist.
and use the lower when trying to escape.
When you use the Exorcism ritual, you never have to
You may choose to end the spell early.
roll on the side effect table. If you choose to Upcharge the
D I S TA N T WA R D I I exorcism, roll 2 times, instead of 4 times.
Cleric, Exorcist When you use your Abjure Unholy spell, you may use
Prerequisites: Abjure Unholy, Distant Ward Unholy Scourge.
The range of your Divine Ward increases by +30 ft. Unholy Scourge. All creatures in your circle take 4d10
DIVINE SHIELD II radiant damage at the start of each of their turns. (1/Rest)
Cleric, Exorcist Level 30: When you choose a creature tag for Abjure
Prerequisites: Abjure Unholy, Divine Shield Unholy, you can choose any creature tag of your choice.
Your Divine Ward adds an additional +1 to your target
creature’s relevant defenses. PIETY TRACK
D I V I N E WA R D I I I L AY O N H A N D S
Cleric, Exorcist Cleric, Piety
Prerequisites: Exorcist 6 Prerequisites: Cleric Entry
Divine Ward raises all defenses (AR, physical, and mental). Gain the Lay on Hands ability.
E X P E R T E XO R C I S T Lay on Hands. You may touch yourself or a creature and
Cleric, Exorcist spend 2 AP to restore 3 HP to that creature. (CHA/Rest)
Prerequisites: Divine Ward III, Holy Support III
You learn the Exorcism ritual if you did not already know it.
Gain the Exorcist ability.
Exorcist. When you use Exorcism and you do not
upcharge it, you may choose not to roll on the side effect
table. (1/Rest)

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M O N A S T I C H O R T I C U LT U R I S T PIETY III
Cleric, Piety Cleric, Piety
Prerequisites: Lay on Hands, Holy Support Prerequisites: Monastic Horticulturist II
By combining faith and agricultural understanding, you can Incompatibilities: Battle Medic
bless a field of crops with your Monastic Horticulture ability. Gain +4 Skill Points that you can spend on any skills with
Monastic Horticulture. Select a field of crops that the influence or knowledge tag.
is a 500 ft 2 or smaller. These crops become immune to Piety becomes 2/Week.
nonmagical blights, poisons, diseases, and insects. They still
PIETY IV
grow and produce food at their normal rate, but the food
Cleric, Piety
they produce is high-quality and delicious. (1/Month)
Prerequisites: Piety III
Gain +2 to Nature.
When you use Piety, you can instantaneously cure common
L AY O N H A N D S I I or uncommon poisons or diseases.
Cleric, Piety PIETY V
Prerequisites: Monastic Horticulturist
Cleric, Piety
While Recouping, you can use Lay on Hands one time
Prerequisites: Piety IV
without expending a use of it. (1/Rest)
Gain +4 Skill Points that you can spend on any skills with
PIETY the influence or knowledge tag.
Cleric, Piety Piety becomes 3/Week.
Prerequisites: Lay on Hands II
M I R AC L E W O R K E R
Gain +4 Skill Points that you can spend on any skills with
Cleric, Piety, Capstone
the influence or knowledge tag.
Prerequisites: Piety V
Gain the Piety ability.
You are heralded as a miraculous healer the world over.
Piety. You may touch a creature suffering from a common
Any religious institution (besides extremists and cults) will
poison and instantaneously cure it. (1/Week)
happily house you. Clergy, kings, nobles, politicians, and
L AY O N H A N D S I I I generals seek your presence as they know you can work
Cleric, Piety miraculous healing on behalf of those you deem worthy.
Prerequisites: Piety, Holy Support II Many seek you out for your inspiring presence and your
Your Lay on Hands ability restores 2 additional HP. ability to work miracles.
Gain the Miracle Worker ability.
W E L L S P R I N G O F H E A LT H
Miracle Worker. You may touch a creature suffering from
Cleric, Piety
any nonmagical poison or disease and instantaneously cure
Prerequisites: Lay on Hands III
them, or you can touch a creature suffering from a magical
When you cast a divine spell that restores HP to a target,
poison or disease and cure them, becoming Sickened for the
add your CHA to the amount healed.
next 24 hours. (1/Rest)
PIETY II Furthermore, whenever you arrive in a new town you
Cleric, Piety gain 1d12 disciples that follow you around while in town
Prerequisites: Wellspring of Health and do basic favors and errands for you.
Piety can cure common diseases as well. Each time you leave a town, you may choose to take one
M O N A S T I C H O R T I C U LT U R I S T I I of these disciples on as an apostle. They will follow you
Cleric, Piety around indefinitely and can gain the stats of any NPC of ML
Prerequisites: Piety II, Holy Support III 3 or lower. You can have no more Apostles at a time than
Gain the Horticultural Blessing ability. your cleric level.
Horticultural Blessing. When you spend at least 1 week Level 30: Miracle Worker becomes 1/Recoup. If you cure
in a settlement, and you have used Monastic Horticulture on a magical poison or disease, you are only Sickened for 30
a field that will produce crops, you can bless the crops. The minutes.
crops will produce 2d10 additional rations’ worth of food B AT T L E M E D I C
each day for the next week (in addition to what they would Cleric, Piety
normally produce). Rations produced in this way become Prerequisites: Monastic Horticulturist II
spoiled after 24 hours. (1/Week) Incompatibilities: Piety III
Gain +2 to Nature. Lay on Hands can be used with Reactive AP. If the target
is Bloodied, the target regains 3 additional HP from Lay
on Hands (8 total unless you gain another bonus from a
different ability).

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B AT T L E M E D I C I I
Cleric, Piety A P O C RY P H A L I S T
Prerequisites: Battle Medic
Lay on Hands only costs 1 AP. If the target is Bloodied, the Icon Magic
target regains 2 additional HP from Lay on Hands (10 total Ambition Sonorous Voice (occult chant)
unless you gain another bonus from a different ability).
Austerity Ignore Pain (psionic spell)
B AT T L E M E D I C I I I
Bravery Cornered Frenzy (primal spell)
Cleric, Piety
Prerequisites: Battle Medic II Cultivation Nature’s Bounty (primal spell)
If target has 0 HP, your Lay on Hands restores double the HP Darkness Darkness (occult spell)
it otherwise would.
Death Grave Whisper (arcane cantrip)
Gain the Relentless Healer ability.
Relentless Healer. If you roll Initiative and have no Lay Decay Decay (arcane spell)
on Hands, regain one use of Lay on Hands. Fate Sense Danger (psionic spell)
S AV I O R Freedom Levitate (psionic spell)
Cleric, Piety, Capstone Hedonism Bountiful Joy (primal chant)
Prerequisites: Battle Medic III
Honor Circle of Power (arcane spell)
You are known as a powerful healer and righteous fighter.
Generals and military commanders seek to conduct Knowledge Scry (occult ritual)
themselves in an exemplary and honorable manner in an Light Glimmer (primal chant)
effort to recruit you to their cause.
Love Charm Person (psionic spell)
You gain two abilities: Ambient Divinity and Divine
Salvation. Nature Summon Beast (primal spell)
Ambient Divinity. When you cast a divine spell, choose Order Arcane Swap (arcane spell)
a creature within 20 ft of you to regain HP equal to the SP Redemption Relaxing Presence (primal spell)
you just spent on that spell. (CHA/Rest)
Revenge Cultic Revenge (occult chant)
Divine Salvation. When a creature within 60 ft of you is
reduced to 0 HP, you may spend 1 Reactive AP to heal them Salvation Mage Armor (arcane spell)
for 100 HP. You become Helpless until the end of your next Serenity Silence (occult spell)
turn after doing this. (1/Rest)
Wisdom Detect Truth (psionic spell)
Level 30: Divine Salvation becomes 1/Recoup and you are
only Helpless until the start of your next turn. Wrath Boarish Savagery (primal spell)

SCRIPTORIUM
THEOLO GIAN TRACK Cleric, Theologian
ARDENT Prerequisites: Apocrypha
Cleric, Theologian Gain the Scriptorium ability.
Prerequisites: Cleric Entry Scriptorium. When in a well-equipped religious center
Gain +6 Skill Points that you can spend on any skills with with a library, you can reselect which divine spells you
the knowledge tag. When you spend time researching in know. This takes 24 hours. (1/Month)
a well-resourced library or religious center, you uncover ICONO GRAPHER
whatever information you are capable of learning in ½ the Cleric, Theologian
time it would normally take. (If required to roll INT, and you Prerequisites: Scriptorium
roll low, then you still might not find what you need, but Incompatibilities: Scrivener
whatever you do find takes ½ the time.) Gain the Iconographer ability.
A P O C RY P H A Iconographer. When you finish Taking a Rest, you can
Cleric, Theologian create a new Divine Icon. Pick a Divine Icon that you know
Prerequisites: Ardent which has a recharge ability (X/Rest, /Recoup, or /Catch
Choose an icon for which you have access. Gain additional Breath) and which is the lowest level for that ability (such as
magic (one spell, cantrip, chant, or ritual) based on that Blinding Dark I). You write a duplicate of that icon. Choose
choice, which counts as divine for you even though the new one willing creature to bond with the Icon. That creature
magic will not be originally from the Divine Source. gains one use of that icon and it recharges on Taking a Rest,
Recouping, or Catching your Breath as normal. The creature
can use this icon until you use this ability again.

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ICONOGRAPHER II Apprenticeship. When Recouping, you may change the
Cleric, Theologian effects of your Icon that another creature is bonded to as
Prerequisites: Iconographer though using your Iconographer ability. You cannot assign
When you create an Icon using your Iconographer ability, this Icon to a new creature when changing the Icon in this
if you know a higher-power version of it (such as Provision way.
II), you can inscribe that version onto the Icon. The creature ICONO GRAPHER III
can still only use the icon one time until they can recharge Cleric, Theologian
it, unless the Icon’s improved ability adds +1 usage of the Prerequisites: Apprenticeship
Icon, in which case the creature can use it twice before Iconographer now allows you to create two Icons, bonding
needing to recharge it. them to the same creature or different ones. One icon must
SCRIVENER be entry-level without higher-power icon abilities, while the
Cleric, Theologian other can be an Icon one power level higher. Apprenticeship
Prerequisites: Scriptorium only works on one creature each time you Recoup, but you
Incompatibilities: Iconographer can pick which creature is your Apprentice each time.
Gain the Scrivener ability. ICONO GRAPHER IV
Scrivener. When you finish Taking a Rest, you can create Cleric, Theologian
a spell scroll out of a prayer or divine spell that you know. Prerequisites: Iconographer III
This consumes valuable inks and gold leaf - the cost in sc is Both Icons created by your Iconographer ability can be
10x the spell’s SPC. higher-power, and if you have bonded two creatures, they
You also must spend the normal amount of SP as if casting can trade or give one another the Icons at will by physically
the spell when you scribe it and cannot scribe a spell with handing one another the separate Icons. When you use
an SPC greater than your Divine Power. Apprenticeship, both creatures can benefit from the ability.
Once you have scribed a spell onto a scroll, you or any
SOLA SCRIPTURA
creature that possesses the scroll can cast it by spending the
Cleric, Theologian
normal APC. The magic fades from the scroll once used or
Prerequisites: Scriptorium III, Scrivener II
after 24 hours if unused.
When you cast a spell that you have scribed onto a scroll, if
SCRIVENER II you are holding the scroll in your hand, then you can ignore
Cleric, Theologian all other Gesture, Verbal, and Visual requirements. (1/
Prerequisites: Scrivener Recoup)
You have grown more skilled at scribing your spell scrolls. It
SCRIVENER III
only costs you ½ the spell’s SPC to scribe it.
Cleric, Theologian
A P O C RY P H A I I Prerequisites: Sola Scriptura
Cleric, Theologian Thanks to careful gilding and embossing techniques, it only
Prerequisites: Theologian 5 costs you sc equal to 5x the spell’s SPC to scribe it.
Use your Apocrypha ability again, selecting a new Divine
SCRIVENER IV
Icon for which you have access.
Cleric, Theologian
SCRIPTORIUM II Prerequisites: Scrivener III
Cleric, Theologian By spending the necessary SP and material costs, you can
Prerequisites: Apocrypha II scribe two scrolls.
When you use Scriptorium, you can also reselect which
I L L U M I N AT E D M A N U S C R I P T
divine prayers you know.
Cleric, Theologian
SCRIPTORIUM III Prerequisites: Theologian 11
Cleric, Theologian When in a well-equipped religious center or library you
Prerequisites: Scriptorium II can spend 1 hour to make one additional scroll or icon. (1/
When you use Scriptorium, you can also reselect which Week)
divine rituals you know.
SCRIPTORIUM IV
APPRENTICESHIP Cleric, Theologian
Cleric, Theologian Prerequisites: Illuminated Manuscript
Prerequisites: Scriptorium III, Iconographer II When you use Scriptorium, you can also reselect which
Gain +4 Skill Points that you can spend on any skills with cleric talents you know.
the observation or knowledge tag.
Gain the Apprenticeship ability.

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A P O C RY P H A I I I This scripture can have an SPC equal to or less than 2x
Cleric, Theologian, Repeatable your Divine Level, and does not lose magical potency for 1
Prerequisites: Scriptorium IV month or until you use this ability again. (1/Week)
Use your Apocrypha ability again, choosing a new Divine Level 30: Your Holy Lectionary retains its magical potency
Icon for which you have access. until you use this ability again. Increase all of your mental
defenses by +2.
ICONOGRAPHER V
Cleric, Theologian
Prerequisites: Apocrypha III, Iconographer IV
S U P P O R T TA L E N T S
Your Iconographer ability allows you to create three Icons H O LY S U P P O R T
now, none of which can be stronger than an Icon with the Cleric, Support, Special AP
II suffix. You can bond them all to one creature, to two Prerequisites: Cleric 2
creatures, or to three creatures. Any bonded creatures can When you end your turn with 0 AP, gain 1 special Holy
trade or give their icons to other bonded creatures at any Support AP that acts as Reactive AP. You lose this AP at the
point by physically handing them the Icon. start of your next turn.
I C O N I C C OV E N A N T You can only gain one source of special AP. If you gain a
Cleric, Theologian, Capstone second source of special AP, choose whether you keep this
Prerequisites: Iconographer V source or your new source.
You are revered as a legendary scholarly theologian who H O LY S U P P O R T I I
writes excellent icons that tell compelling stories deeply Cleric, Support, Special AP
wrought with spiritual significance. Your work decorates Prerequisites: Holy Support, Cleric 5
many houses of prayer and many pious nobles proudly Holy Support gives you 2 Support AP.
display your Icons in their homes.
H O LY S U P P O R T I I I
Gain +4 Skill Points that you can spend on any skills with
Cleric, Support, Special AP
the observation or knowledge tag.
Prerequisites: Holy Support II, Cleric 8
Gain the Iconic Covenant ability.
Holy Support gives you 3 Support AP.
Iconic Covenant. If you create the same Icon every day
for 1 month, then the icon becomes permanent. Permanent
Icons are uncommon magical items that cost 10 Essence
D I V I N E I C O N TA L E N T S
Points. You cannot prevent a creature that possesses one ICONS
of your permanent icons from bonding to it and gaining its Divine Icon, Repeatable
benefits. Prerequisites: Cleric 1 or Vessel 1
You can only create one permanent Icon per year. Gain two additional Divine Icon abilities, choosing an ability
Level 30: You can now create three permanent Icons per from Icons that you already have access to.
year.
P O LY T H E I S M
SCRIVENER V Cleric, Divine Icon, Repeatable
Cleric, Theologian Prerequisites: Cleric 1
Prerequisites: Apocrypha III, Scrivener IV Choose one deity and gain access to their three Icons in
Gain +4 Skill Points that you can spend on any skills with addition to the ones that you can already access. Gain one
the observation or knowledge tag. Icon ability whose prerequisite is only that you have access
Your spell scrolls no longer require you to expend any SP. to that Icon.
H O LY L E C T I O N A RY SIPHON DIVINITY
Cleric, Theologian, Capstone Vessel, Divine Icon, Repeatable
Prerequisites: Scrivener V Prerequisites: Vessel 1
You are renowned as a tremendous scrivener who Choose one new Divine Icon. You gain access to that Icon
creates beautiful illuminated manuscripts and is deeply and get one of its abilities.
knowledgeable in religious matters. Your texts are often
used in liturgical ceremonies throughout the land. DIVINE ICON:
Your Scrivener scrolls last for 48 hours before losing AMBITION
magic.
When you use your Scrivener ability, you can also use A M B I T I O N : S I LV E R T O N G U E
your Holy Lectionary ability. Divine Icon - Ambition
Holy Lectionary. Create one special scripture, your Holy Gain the Silver Tongue ability.
Lectionary. Silver Tongue. When making a skill check that uses
the influence tag, add a bonus equal to ½ your CHA. (1/
Recoup)
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A M B I T I O N : S I LV E R T O N G U E I I B R AV E R Y : C O U R A G E I I I
Divine Icon - Ambition Divine Icon - Bravery
Prerequisites: Silver Tongue Prerequisites: Courage II
The bonus from Silver Tongue equals your CHA. Courage becomes 2/Catch Breath.
A M B I T I O N : V E N D E T TA B R AV E R Y : C O U R A G E I V
Divine Icon - Ambition Divine Icon - Bravery
Gain the Vendetta ability. Prerequisites: Courage III
Vendetta. By spending 1 minute talking with a creature Courage becomes CHA/Catch Breath.
or meditating, give a creature you touch (which can be
yourself) +2 damage for the next 10 minutes. The extra DIVINE ICON:
damage is +4 if the recipient is Bloodied. (2/Recoup) C U L T I VA T I O N
A M B I T I O N : V E N D E T TA I I C U LT I VAT I O N : L E G A CY
Divine Icon - Ambition
Divine Icon - Cultivation
Prerequisites: Vendetta
When you leave a settlement and have one or more
Vendetta becomes CHA/Recoup.
Goodwill there, immediately gain +1 Goodwill. (1/Week)

DIVINE ICON: C U LT I VAT I O N : N U R T U R A N C E


AUSTERITY Divine Icon - Cultivation
Gain the Nurturance ability.
A U S T E R I T Y : FA S T I N G Nurturance. By spending 1 AP, one willing creature that
Divine Icon - Austerity you touch regains 1 HP at the start of each of its turns for
You or one creature that you touch does not gain Fatigue for the next 1d6 rounds. (2/Rest)
neglecting to eat or drink for the next 24 hours. Regardless
C U LT I VAT I O N : N U R T U R A N C E I I
of how many times you use this ability on the same target,
Divine Icon - Cultivation
any creature affected by this ability must eat and drink at
Prerequisites: Nurturance
least once per week in order to survive. (1/Rest)
Nurturance lasts for 2d6 rounds.
A U S T E R I T Y : P R OV I S I O N C U LT I VAT I O N : N U R T U R A N C E I I I
Divine Icon - Austerity Divine Icon - Cultivation
Gain the Provision ability. Prerequisites: Nurturance II
Provision. When making a LUCK check, add your CHA to Nurturance becomes 2/Recoup.
the roll. (1/Recoup)
A U S T E R I T Y : P R OV I S I O N I I DIVINE ICON:
Divine Icon - Austerity DARKNESS
Prerequisites: Provision
Provision becomes 2/Recoup. DA R K N E S S : B L I N D I N G DA R K
Divine Icon - Darkness
A U S T E R I T Y : P R OV I S I O N I I I Gain the Blinding Dark ability.
Divine Icon - Austerity
Blinding Dark. By spending 2 AP, make a magic attack vs
Prerequisites: Provision II
ANT of a creature within 80 ft of you. If you hit, the creature
Provision becomes CHA/Recoup.
is Blinded until the end of its next turn. (2/Rest)

D I V I N E I C O N : B R AV E R Y DA R K N E S S : B L I N D I N G DA R K I I
Divine Icon - Darkness
B R AV E RY : C O U R A G E Prerequisites: Blinding Dark
Divine Icon - Bravery Blinding Dark becomes 2/Recoup.
Gain the Courage ability.
DA R K N E S S : B L I N D I N G DA R K I I I
Courage. By spending 3 AP and touching one creature,
Divine Icon - Darkness
you insulate it to horrors that would cause most to tremble.
Prerequisites: Blinding Dark II
For 1 minute, that creature cannot be Shaken. (2/Rest)
Blinding Dark lasts until the end of your next turn.
B R AV E RY : C O U R A G E I I DA R K N E S S : B L I N D I N G DA R K I V
Divine Icon - Bravery Divine Icon - Darkness
Prerequisites: Courage Prerequisites: Blinding Dark III
Courage becomes 2/Recoup. Blinding Dark becomes CHA/Recoup.

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D I V I N E I C O N : D E AT H FAT E : D E S T I N Y ’ S T O U C H
Divine Icon - Fate
D E AT H : L A S T R I T E S You may reroll one of your d20s, using the second result, as
Divine Icon - Death though you spent a Luck Point. (1/Rest)
Gain the Last Rites ability. FAT E : P R O P H E T I C G L I M P S E
Last Rites. When a creature dies, you may briefly Divine Icon - Fate
commune with its soul for a minimum of 2 minutes to give When you finish Taking a Rest, choose a number between
it a funeral appropriate to its customs. Doing so grants you 1 and 20. The first time you roll that number on a d20 roll,
Shield HP equal to your CHA. gain 1d4 Shield HP.
D E AT H : L A S T R I T E S I I FAT E : P R O P H E T I C G L I M P S E I I
Divine Icon - Death Divine Icon - Fate
Prerequisites: Last Rites Prerequisites: Prophetic Glimpse
One willing creature you touch also gains the Shield HP. Use your Prophetic Glimpse ability when you finish
D E AT H : G R AV E M A S T E R Recouping.
Divine Icon - Death
Gain the Gravemaster ability. DIVINE ICON:
Gravemaster. When you finish Taking a Rest, you may FREEDOM
touch one willing creature (besides yourself). For that
creature to die, it must gain one more death point than F R E E D O M : U N C O N TA I N A B L E
normal (typically 9 DP instead of 8). Divine Icon - Freedom
Gain the Uncontainable ability.
D E AT H : G R AV E M A S T E R I I Uncontainable. You or one creature of your choice within
Divine Icon - Death 30 ft of you ignores the Slowed condition until the end of
Prerequisites: Gravemaster the target creature’s next turn. This costs 0 Reactive AP.
Using Gravemaster, target two willing creatures (you still (CHA/Rest)
cannot choose yourself).
F R E E D O M : U N C O N TA I N A B L E I I
Divine Icon - Freedom
D I V I N E I C O N : D E C AY
Prerequisites: Uncontainable
D E CAY : W I T H E R I N G Uncontainable becomes CHA/Recoup.
Divine Icon - Decay F R E E D O M : U N S T O P PA B L E
Gain the Withering ability. Divine Icon - Freedom
Withering. By spending 3 AP, a creature that you touch Gain the Unstoppable ability.
takes 1 necrotic damage at the start of each of its turns for Unstoppable. You or one creature of your choice within
1d6 turns. (2/Rest) 10 ft of you that just became Dazed cancels that condition.
D E CAY : W I T H E R I N G I I This costs 0 Reactive AP. (CHA/Rest)
Divine Icon - Decay F R E E D O M : U N S T O P PA B L E I I
Prerequisites: Withering Divine Icon - Freedom
Withering becomes 2/Recoup. Prerequisites: Unstoppable
D E CAY : T R E M B L I N G Unstoppable also allows you to cancel Staggered.
Divine Icon - Decay
Gain the Trembling ability. DIVINE ICON:
Trembling. By spending 2 AP, a creature that you touch is HEDONISM
Shaken until the end of their next turn. (2/Rest)
HEDONISM: GLUTTONY
D E CAY : T R E M B L I N G I I Divine Icon - Hedonism
Divine Icon - Decay Gain the Gluttony ability.
Prerequisites: Trembling Gluttony. Spend 1 AP to choose a creature within 40 ft of
Trembling becomes 2/Recoup. you. That creature becomes Taunted by you for 1 minute.
(CHA/Recoup)
D I V I N E I C O N : FAT E
HEDONISM: GLUTTONY II
FAT E : M I N O R W E A L Divine Icon - Hedonism
Divine Icon - Fate Prerequisites: Gluttony
When you roll a crit on a spell, regain 1 SP. This cannot Gluttony becomes CHA/Catch Breath.
exceed your maximum SP.

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HEDONISM: BLOODLUST KNOWLEDGE: DIVINE RECOLLECTION
Divine Icon - Hedonism Divine Icon - Knowledge
Gain the Bloodlust ability. Gain the Divine Recollection ability.
Bloodlust. Gain +1 on attacks and damage, and +5 ft Divine Recollection. When you or an allied creature
speed, until the end of your current turn. (2/Rest) within 10 ft of you makes a skill check with the knowledge
tag, add a +3 bonus. (2/Rest)
HEDONISM: BLOODLUST II
Divine Icon - Hedonism KNOWLEDGE: DIVINE RECOLLECTION
Prerequisites: Bloodlust II
Bloodlust becomes 2/Recoup. Divine Icon - Knowledge
Prerequisites: Divine Recollection
DIVINE ICON: HONOR Divine Recollection becomes 2/Recoup.

H O N O R : VO W O F E N M I T Y DIVINE ICON: LIGHT


Divine Icon - Honor
Gain the Vow of Enmity ability. LIGHT: CLEAREYE
Vow of Enmity. Spend 1 AP to choose one hostile creature Divine Icon - Light
within 40 ft of you. That creature Taunts you or a willing Gain the Cleareye ability.
creature of your choice within 30 ft of you. (2/Recoup) Cleareye. When you or an allied creature within 30
ft becomes Blinded, cancel the condition by spending 1
H O N O R : B I N D I N G OAT H
Reactive AP. (2/Rest)
Divine Icon - Honor
Gain the Binding Oath ability. LIGHT: REVEAL
Binding Oath. Spend 3 AP and choose one creature Divine Icon - Light
within 60 ft of you. Make a magic attack vs that creature’s Gain the Reveal ability.
WILL. On a hit, you and that creature both become Charmed Reveal. By spending 3 AP, creatures within 15 ft of you
by one another for 1 minute. This ends if either creature lose the Invisible condition. (2/Rest)
damages the other. (2/Recoup)
LIGHT: REVEAL II
H O N O R : B I N D I N G OAT H I I Divine Icon - Light
Divine Icon - Honor Prerequisites: Reveal
Prerequisites: Binding Oath Reveal becomes 2/Recoup.
You do not become Charmed by the other creature.
LIGHT: ILLUMINE
H O N O R : B I N D I N G OAT H I I I Divine Icon - Light
Divine Icon - Honor Gain the Illumine ability.
Prerequisites: Binding Oath II Illumine. By spending 1 AP, light a nonmagical torch,
Binding Oath becomes CHA/Recoup. lantern, or the like.

DIVINE ICON: DIVINE ICON: LOVE


KNOWLEDGE
LOVE: SACRIFICIAL
K N O W L E D G E : D E B AT E Divine Icon - Love
Divine Icon - Knowledge Gain the Sacrificial ability.
Gain the Debate ability. Sacrificial. When a creature within 5 ft of you takes
Debate. Spend 4 AP and choose one creature of your damage, you may take the damage instead by spending 1
choice within 60 ft of you. It cannot use magic with verbal Reactive AP.
requirements until the start of your next turn. (2/Rest)
LOVE: ENRAPTURE
K N O W L E D G E : D E B AT E I I Divine Icon - Love
Divine Icon - Knowledge Gain the Enrapture ability.
Prerequisites: Debate Enrapture. By spending 3 AP, a creature becomes
Debate becomes CHA/Rest. Charmed by you for 1 minute. This creature cannot be
overtly hostile to you and knows that it was magically
Charmed at the end of the duration. (1/Rest)
LOVE: ENRAPTURE II
Divine Icon - Love
Prerequisites: Enrapture
Enrapture becomes 2/Rest.

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L OV E : E N R A P T U R E I I I ORDER: REBALANCE II
Divine Icon - Love Divine Icon - Order
Prerequisites: Enrapture II Prerequisites: Rebalance
Enrapture causes a target creature to become Enthralled, When you use Rebalance, you can touch two willing
instead of Charmed. creatures to let them take the average of their HP (your own
HP is unaffected and not used in the calculation).
D I V I N E I C O N : N AT U R E
DIVINE ICON:
N AT U R E : B L O S S O M REDEMPTION
Divine Icon - Nature
You can cast the Bloom primal chant. R E D E M P T I O N : R E P E N TA N C E
Divine Icon - Redemption
N AT U R E : B L O S S O M I I
Gain the Repentance ability.
Divine Icon - Nature
Repentance. By spending 1 AP, you or an allied creature
Prerequisites: Blossom
within 30 ft of you that is Charmed or Frightened loses its
You can cast the Nature’s Bounty primal spell without
turn and regains 1d4 HP. (2/Rest)
spending SP. (1/Rest)
N AT U R E : S U R V I VO R REDEMPTION: REDEEMING FERVOR
Divine Icon - Redemption
Divine Icon - Nature
Gain the Redeeming Fervor ability.
Gain the Survivor ability.
Redeeming Fervor. Spend 1 AP and touch yourself or an
Survivor. When you or an allied creature within 10 ft
allied creature that was Charmed or Frightened in the past
of you makes a skill check with the survival tag, add a +3
10 minutes and is not any longer. That creature gains +2 to
bonus. (2/Rest)
mental defenses for the next 10 minutes. (2/Rest)
N AT U R E : S U R V I VO R I I
Divine Icon - Nature REDEMPTION: REDEEMING FERVOR I I
Prerequisites: Survivor Divine Icon - Redemption
Survivor becomes 2/Recoup. Prerequisites: Redeeming Fervor
When you use Redeeming Fervor, the creature also gains +1
to attacks and damage for the duration.
DIVINE ICON: ORDER
REDEMPTION: REDEEMING FERVOR I I I
O R D E R : E V E N T H E S CA L E S Divine Icon - Redemption
Divine Icon - Order Prerequisites: Redeeming Fervor II
Gain the Even the Scales ability. Redeeming Fervor becomes 2/Recoup.
Even the Scales. By spending 3 AP, choose yourself or
an allied creature within 30 ft of you that is suffering from DIVINE ICON:
Charmed, Demoralized, Frightened, Shaken, Sickened, and/ REVENGE
or Slowed. Choose a hostile creature within 30 ft of you that
is also suffering from one or more of those conditions. Both R E V E N G E : A G G R E S S I V E TA U N T
creatures remove one of those conditions of their choice. (1/ Divine Icon - Revenge
Recoup) Gain the Aggressive Taunt ability.
Aggressive Taunt. By spending 1 AP, Taunt a creature
O R D E R : E V E N T H E S CA L E S I I
within 60 ft. Your crit ranges increase by 1 against each
Divine Icon - Order
other. This lasts for 1 minute or until you use this again. (2/
Prerequisites: Even the Scales
Recoup)
You may choose which of those conditions each creature
removes. REVENGE: VENGEFUL
Divine Icon - Revenge
ORDER: REBALANCE
Gain the Vengeful ability.
Divine Icon - Order
Vengeful. When you take damage from a creature that
Gain the Rebalance ability.
you can see within 60 ft of you, you can spend 1 Reactive
Rebalance. Touch a willing creature and spend 1 AP; you
AP to deal +1d6 damage (of the same damage type) against
and that creature each change your HP to be the average of
it the first time you hit it before the end of your next turn.
each other’s HP (this cannot exceed max HP). (2/Recoup)
(2/Recoup)

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REVENGE: VENGEFUL II S E R E N I T Y : K E E P YO U R W I T I I
Divine Icon - Revenge Divine Icon - Serenity
Prerequisites: Vengeful Prerequisites: Keep your Wit
Vengeful becomes “Each time you hit it before the end of Keep Your Wit becomes 2/Recoup.
your next turn.”
REVENGE: VENGEFUL III DIVINE ICON: WISDOM
Divine Icon - Revenge
WISDOM: APHOBIA
Prerequisites: Vengeful II
Divine Icon - Wisdom
Vengeful costs 0 Reactive AP.
Gain the Aphobia ability.
Aphobia. By spending 1 hour concentrating on one
DIVINE ICON: creature that you touch, you may remove one instance of
S A L VA T I O N the Phobic condition from that creature. (1/Rest)
S A LVAT I O N : R E S C U E WISDOM: ASTUTE
Divine Icon - Salvation Divine Icon - Wisdom
Gain the Rescue ability. Gain the Astute ability.
Rescue. When you or an allied creature within 30 ft of Astute. When you or an allied creature within 10 ft of
you takes damage, spend 1 Reactive AP to heal that creature you makes a skill check with the observation tag, add a +3
for HP equal to your CHA. (2/Rest) bonus. (2/Rest)
S A LVAT I O N : R E S C U E I I WISDOM: ASTUTE II
Divine Icon - Salvation Divine Icon - Wisdom
Prerequisites: Rescue Prerequisites: Astute
Rescue becomes 2/Recoup. Astute becomes CHA/Rest.
S A LVAT I O N : R E S C U E I I I WISDOM: ASTUTE III
Divine Icon - Salvation Divine Icon - Wisdom
Prerequisites: Rescue II Prerequisites: Astute II
Rescue’s range increases by +30 ft. The bonus from Astute becomes +5.
S A LVAT I O N : R E S C U E I V
Divine Icon - Salvation D I V I N E I C O N : W R AT H
Prerequisites: Rescue III
W R AT H : R A G E
Rescue becomes CHA/Recoup.
Divine Icon - Wrath
Gain the Rage ability.
DIVINE ICON: Rage. Deal +2 damage on all attacks for the next 1
SERENITY minute. (2/Recoup)
SERENITY: LEVELHEADED W R AT H : R A G E I I
Divine Icon - Serenity Divine Icon - Wrath
Gain the Levelheaded ability. Prerequisites: Rage
Levelheaded. By spending 1 AP, you or one creature you The damage from your Rage ability becomes +4.
touch loses all Charmed and Frightened conditions. (2/Rest)
W R AT H : WA R C R Y
SERENITY: LEVELHEADED II Divine Icon - Wrath
Divine Icon - Serenity Gain the War Cry ability.
Prerequisites: Levelheaded War Cry. You and allies within 10 ft of you gain Focused
Levelheaded becomes CHA/Rest. against a hostile creature of your choice within 60 ft of you
for 1 minute. (2/Rest)
S E R E N I T Y : K E E P YO U R W I T
Divine Icon - Serenity W R AT H : WA R C R Y I I
Gain the Keep Your Wit ability. Divine Icon - Wrath
Keep Your Wit. By spending 10 minutes and touching one Prerequisites: War Cry
creature, for the next 30 minutes, that creature cannot be War Cry becomes 2/Recoup.
Charmed. (2/Rest)

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A R C A N E W E AV I N G
M A G E TA L E N T S TRACK
A R C A N E W E AV E R
Mage, Arcane Weaving
After gaining the Mage Entry talent, you can take talents Prerequisites: Mage Entry
from any of the Mage tracks. Spells with the metamagic tag cost you 4 fewer SP to cast.
SPELL SCULPTOR
MAGE ENTRY Mage, Arcane Weaving
Class Entry, Mage Prerequisites: Arcane Weaver
Prerequisites: Character Level 2 Sculpt Spell costs you ½ the SP cost to cast. This replaces
When you take this entry talent, you gain the following your Arcane Weaver ability.
abilities.
SPELL SCULPTOR II
Learned. Gain +6 Skill Points that you can spend on any
Mage, Arcane Weaving
skills with the INT tag.
Prerequisites: Spell Sculptor
Student of the Arcane. Gain the Student of the Arcane
Sculpt Spell costs no SP to upcharge.
Talent from the Arcane Magic stack if you did not already
have it. INT is your Magic Attribute. SPELL SCULPTOR III
Arcane Power. Each time you level up and spend your Mage, Arcane Weaving
Talent Point on a mage talent, gain +5 SP and +1 Arcane Prerequisites: Spell Sculptor II
Power. Sculpt Spell costs 1 SP to cast, and no SP to upcharge.
Focus. Choose one of the nine functions of magic. This SPELL SNIPER
choice grants you a special bonus when you cast magic of Mage, Arcane Weaving
that function. Prerequisites: Arcane Weaver
Alchemy: You can spend 10 minutes changing and simply Extend Spell costs you ½ the SP to cast. This replaces your
shaping 1 ft 3 of a raw material to your needs. This could Arcane Weaver ability.
be making a branch into a crowbar, or a crowbar into a
long wire, or a long wire into a bundle of tinder, but cannot
SPELL SNIPER II
Mage, Arcane Weaving
create complex objects or machines. The material can be
Prerequisites: Spell Sniper
refined (such as smelted ore or cut timber), but cannot be
Upcharging Extend Spell becomes +2 SP per 15 ft.
crafted (such as a sword or a door). Even the most talented
Alchemists have not discovered how to transmute silver, MOTE EXPERT
gold, or diamond, and thus those materials are unavailable Mage, Arcane Weaving
for this ability. Prerequisites: Arcane Weaver
Altering: Altering spells cost you 1 fewer AP (min 1). Delay Spell costs you ½ the SP to cast. This replaces your
Divining: You can now spend 10 minutes meditating, Arcane Weaver ability.
after which you can see, hear, and smell from one of your MOTE EXPERT II
arcane Signatures as if you were present in a vacant space Mage, Arcane Weaving
within 5 ft of its location for 1 minute. This magic consumes Prerequisites: Mote Expert
and dispels the Signature after it is used. You can now cause a mote created by Delay Spell to be
Enchanting: When you cast a spell that has the invisible, and leave it in a space you are occupying. After
Enchanting function and Charms or Frightens a creature, you move out of that space, it will trigger upon another
multiply the duration of the effects by 1.5. creature touching it.
Evoking: When you deal damage with Evoking magic,
add additional damage equal to ½ your level. (END/Rest)
MOTE EXPERT III
Mage, Arcane Weaving
Illusory: Creatures attempting to identify your illusions
Prerequisites: Mote Expert II
have a -2 to their die rolls.
You can no longer lose control of your mote and activate its
Necromancy: When you would be reduced to 0 HP, you
magic prematurely while you have only one mote on your
can sacrifice an undead under your control to instead have 1
person.
HP. The undead in question is immediately destroyed.
Summoning: Creatures that you summon gain additional EMPOWER SPELL EXPERT
maximum HP equal to your Arcane Power Level. Mage, Arcane Weaving
Warding: When you cast Warding magic that increases Prerequisites: Arcane Weaver
any of a creature’s Defenses, that creature’s AR increases by Your Empower Spell’s APC is lowered by 2.
an additional +1.

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A R CA N E W E AV E R I I or 2 Metamagic Points to heal for all the necrotic damage.
Mage, Arcane Weaving M E TA M A G I C : D U R AT I O N
Prerequisites: Arcane Weaver, Arcane Weaving 5 Mage, Arcane Weaving
Gain Metamagic Points equal to your INT. You can use these Prerequisites: Arcane Weaver II
to cast Metamagic spells at a rate of 2 Metamagic Points You may extend a spell with a duration of 1 minute or
per spell in place of SP. You regain all expended Metamagic longer. It lasts for 1 additional minute per Metamagic Point
points when you Take a Rest. you expend.
If you spend Metamagic Points with a talent from the
M E TA M A G I C : C O N J U R I N G
Arcane Weaving track in the Mage stack, you must declare
Mage, Arcane Weaving
the expenditure before you cast your spell.
Prerequisites: Arcane Weaver II
M E TA M A G I C : S P E L L P O I N T C O S T You may spend 2 Metamagic Points to delay conjuring for
Mage, Arcane Weaving one turn. If you do not resume conjuring at the start of
Prerequisites: Arcane Weaver II your next turn, you lose the spell as if your conjuring were
You may spend Metamagic Points to reduce a spell’s SPC by interrupted.
2 SP per Metamagic Point.
M E TA M A G I C E X P E R T
M E TA M A G I C : M O R P H DA M A G E Mage, Arcane Weaving
Mage, Arcane Weaving Prerequisites: Arcane Weaver II
Prerequisites: Arcane Weaver II You may regain expended Metamagic Points when you
You may spend 1 Metamagic Point to change a spell’s Recoup. (1/Rest)
damage type from cold, corrosive, fire, or necrotic to a
M E TA M A G I C E X P E R T I I
different damage type out of those options.
Mage, Arcane Weaving
M E TA M A G I C : H A S T E N Prerequisites: Metamagic Expert
Mage, Arcane Weaving You may regain expended Metamagic Points when you
Prerequisites: Arcane Weaver II Catch your Breath. (1/Rest)
You may spend Metamagic Points to reduce a spell’s APC at
A R C A N E V E R S AT I L I T Y
a rate of 1 Metamagic Point per AP (min 1).
Mage, Arcane Weaving
M E TA M A G I C : OV E R C L O C K Prerequisites: Arcane Weaver II
Mage, Arcane Weaving You may trade SP for Metamagic Points at a rate of 10 SP
Prerequisites: Arcane Weaver II per 1 Metamagic Point, or Metamagic Points for SP at a rate
You may spend 1 Metamagic Point to halve the SPC of of 1 Metamagic Point for 5 SP.
upcharging a spell. You may not use Metamagic Points
M E TA M A G I C C A S T E R
on other Metamagic if you chose to spend a point in this
Mage, Arcane Weaving, Capstone
manner, but you may halve the cost (min 1) multiple times.
Prerequisites: Arcane Weaving 14
M E TA M A G I C : M A X I M I Z E You weave magic in ways most cannot even comprehend,
Mage, Arcane Weaving manipulating the leylines of the Fundamental Wellspring
Prerequisites: Arcane Weaver II and bending them to your will, even altering reality itself.
You may spend 6 Metamagic Points to maximize the damage You gain 6 additional Metamagic Points (your total is now
of a spell. INT+6). Gain the Strand of Metamagic ability.
M E TA M A G I C : OV E R C O M E Strand of Metamagic. You may spend X Metamagic
Mage, Arcane Weaving Points to increase your d20 roll by X. You may spend 1
Prerequisites: Arcane Weaver II Reactive AP to spend X Metamagic Points and decrease the
You may spend 1 Metamagic Point to ignore a creature’s d20 roll of a hostile creature within 40 ft of you by X.
Resist. Level 30: The final cap for your INT increases from 12 to
14.
M E TA M A G I C : H U M A N E S P E L L
Mage, Arcane Weaving
Prerequisites: Arcane Weaver II
ARCHMAGE TRACK
You may spend 1 Metamagic Point to modify a spell to deal ARCANE INTELLECTUAL
psychic damage and become nonlethal. Mage, Archmage
M E TA M A G I C : L E E C H I N G Prerequisites: Mage Entry
Mage, Arcane Weaving You dedicate yourself to scholarly pursuits, the study
Prerequisites: Arcane Weaver II of arcane magics, and the mastery of the Fundamental
You may spend 1 Metamagic Point to regain HP equal to ½ Wellspring.
the necrotic damage you deal with the modified spell,
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You may now only take talents from the Mage and Arcane M A G E : A LT E R I N G I V
stacks. Mage, Archmage
You immediately learn all arcane cantrips and can add Prerequisites: Mage - Altering III
your INT to damage dealt by cantrips. You can no longer be teleported against your will.
MAGE: ALCHEMY M A G E : A LT E R I N G V
Mage, Archmage Mage, Archmage
Prerequisites: Arcane Intellectual Prerequisites: Mage - Altering IV
You gain the Alchemy Focus. If you already had the Alchemy Choose one cantrip, chant, or prayer and one spell. Each of
Focus, you gain +6 Skill Points that you can spend on any these choices must have the altering tag. You may now cast
skills with the INT tag. these as if they were an arcane cantrip and arcane spell.
MAGE: ALCHEMY II MAGE: DIVINING
Mage, Archmage Mage, Archmage
Prerequisites: Mage - Alchemy Prerequisites: Arcane Intellectual
Your Alchemy Creation can now be up to 5 ft by 15 ft and be You gain the Divining Focus. If you already had the Divining
crafted objects that do not feature moving parts (such as a Focus, you gain +6 Skill Points that you can spend on any
ladder or sword). You must have at least 4 Skill Points in the skills with the INT tag.
associated skill to create in this way (Such as carpentry for
MAGE: DIVINING II
a ladder or blacksmithing for a sword). The value of crafted
Mage, Archmage
creations can be no higher than the value of the materials.
Prerequisites: Mage - Divining
MAGE: ALCHEMY III You can now use your Divining feature on a Signature twice
Mage, Archmage before it is dispelled.
Prerequisites: Mage - Alchemy II
MAGE: DIVINING III
Your Alchemy Creation can now be 15 ft wide, tall, and
Mage, Archmage
long.
Prerequisites: Mage - Divining II
MAGE: ALCHEMY IV Your Signatures are no longer dispelled by your Divining
Mage, Archmage feature.
Prerequisites: Mage - Alchemy III
MAGE: DIVINING IV
Your Alchemy Creation can now feature moving parts such
Mage, Archmage
as doors or windows.
Prerequisites: Mage - Divining III
MAGE: ALCHEMY V You may now teleport yourself to a Signature by meditating
Mage, Archmage on one of your Signatures for 10 minutes. This dispels the
Prerequisites: Mage - Alchemy IV Signature. (2/Rest)
Choose one cantrip, chant, or prayer and one spell. Each of
MAGE: DIVINING V
these choices must have the alchemy tag. You may now cast
Mage, Archmage
these as if they were an arcane cantrip and arcane spell.
Prerequisites: Mage - Divining IV
M A G E : A LT E R I N G Choose one cantrip, chant, or prayer and one spell. Each of
Mage, Archmage these choices must have the divining tag. You may now cast
Prerequisites: Arcane Intellectual these as if they were an arcane cantrip and arcane spell.
You gain the Altering Focus. If you already had the Altering
MAGE: ENCHANTING
Focus, you gain +6 Skill Points that you can spend on any
Mage, Archmage
skills with the INT tag.
Prerequisites: Arcane Intellectual
M A G E : A LT E R I N G I I You gain the Enchanting Focus. If you already had the
Mage, Archmage Enchanting Focus, you gain +6 Skill Points that you can
Prerequisites: Mage - Altering spend on any skills with the INT tag.
Your Arcane Swap spell can now be cast on a willing,
MAGE: ENCHANTING II
friendly creature also in range that is no more than one
Mage, Archmage
Size larger or smaller than the target of the swap, instead of
Prerequisites: Mage - Enchanting
being cast on yourself.
An object that has your Signature costs 0 SP to possess with
M A G E : A LT E R I N G I I I the Possess Object spell.
Mage, Archmage
Prerequisites: Mage - Altering II
Your Arcane Swap spell now has no minimum size, and can
be cast on objects that are no larger than one Size larger
than you, or twice your weight.
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MAGE: ENCHANTING III Focus, you gain +6 Skill Points that you can spend on any
Mage, Archmage skills with the INT tag.
Prerequisites: Mage - Enchanting II MAGE: ILLUSORY II
Using your Unravel Magic ability always costs ½ the SPC Mage, Archmage
of the spell you are targeting if it is an Enchanting spell, Prerequisites: Mage - Illusory
regardless of its source. You may create one Illusory Duplicate of yourself when you
MAGE: ENCHANTING IV cast your first Illusory spell after Taking a Rest. When you
Mage, Archmage are subject to physical damage, the attacker must roll an
Prerequisites: Mage - Enchanting III even number to hit you. If they roll an odd number, one of
If you discover enchanting magic using the Sense Magic your duplicates is destroyed instead. Regain the ability to
spell, you learn who the caster is, provided that you already create Illusory Duplicates when you complete a Rest.
know their true name and they are within 1 mile of you. MAGE: ILLUSORY III
MAGE: ENCHANTING V Mage, Archmage
Mage, Archmage Prerequisites: Mage - Illusory II
Prerequisites: Mage - Enchanting IV Your Illusory Duplicates ability creates two duplicates.
Choose one cantrip, chant, or prayer and one spell. Each of MAGE: ILLUSORY IV
these choices must have the enchanting tag. You may now Mage, Archmage
cast these as if they were an arcane cantrip and arcane spell. Prerequisites: Mage - Illusory III
M A G E : E VO K I N G Your Illusory Duplicates ability creates three duplicates.
Mage, Archmage MAGE: ILLUSORY V
Prerequisites: Arcane Intellectual Mage, Archmage
You gain the Evoking Focus. If you already had the Evoking Prerequisites: Mage - Illusory IV
Focus, you gain +6 Skill Points that you can spend on any Choose one cantrip, chant, or prayer and one spell. Each of
skills with the INT tag. these choices must have the illusory tag. You may now cast
M A G E : E VO K I N G I I these as if they were an arcane cantrip and arcane spell.
Mage, Archmage M A G E : N E C R O M A N CY
Prerequisites: Mage - Evoking Mage, Archmage
You may now add additional damage equal to your level. Prerequisites: Arcane Intellectual
This replaces your original Evoking Focus ability. (END/ You gain the Necromancy Focus. If you already had the
Rest) Necromancy Focus, you gain +6 Skill Points that you can
M A G E : E VO K I N G I I I spend on any skills with the INT tag.
Mage, Archmage M A G E : N E C R O M A N CY I I
Prerequisites: Mage - Evoking II Mage, Archmage
You may add your INT to any damage rolls you make when Prerequisites: Mage - Necromancy
using Evoking cantrips, chants, or prayers. The duration of the Raise Skeleton spell is now Indefinite,
M A G E : E VO K I N G I V but your maximum SP are reduced by 16 for each active
Mage, Archmage skeleton under your control. You can no longer upcharge
Prerequisites: Mage - Evoking III Raise Skeleton.
When you cast an evoking spell, you may gain additional SP M A G E : N E C R O M A N CY I I I
by gaining Death Points. For each Death Point you gain, you Mage, Archmage
gain 10 SP. You lose any excess SP that you gained from this Prerequisites: Mage - Necromancy II
feature. Your maximum SP are now reduced by only 8 for each
M A G E : E VO K I N G V active skeleton under your control.
Mage, Archmage M A G E : N E C R O M A N CY I V
Prerequisites: Mage - Evoking IV Mage, Archmage
Choose one cantrip, chant, or prayer and one spell. Each of Prerequisites: Mage - Necromancy III
these choices must have the evoking tag. You may now cast Your maximum SP are now reduced by only 4 for each
these as if they were an arcane cantrip and arcane spell. active skeleton under your control.
M A G E : I L L U S O RY M A G E : N E C R O M A N CY V
Mage, Archmage Mage, Archmage
Prerequisites: Arcane Intellectual Prerequisites: Mage - Necromancy IV
You gain the Illusory Focus. If you already had the Illusory Choose one cantrip, chant, or prayer and one spell.

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Each of these choices must have the necromancy tag. You M A G E : WA R D I N G V
may now cast these as if they were an arcane cantrip and Mage, Archmage
arcane spell. Prerequisites: Mage - Warding IV
MAGE: SUMMONING Choose one cantrip, chant, or prayer and one spell. Each of
Mage, Archmage these choices must have the warding tag. You may now cast
Prerequisites: Arcane Intellectual these as if they were an arcane cantrip and arcane spell.
You gain the Summoning Focus. If you already had the HIGH MAGE
Summoning Focus, you gain +6 Skill Points that you can Mage, Archmage
spend on any skills with the INT tag. Prerequisites: Arcane 14
MAGE: SUMMONING II You are renowned as a highly skilled arcane caster, and
Mage, Archmage many hopefuls will seek you out to try to earn your favor as
Prerequisites: Mage - Summoning an instructor.
Creatures you create using a Summoning spell add ½ your You may regain half your SP when you Recoup. (1/Rest)
INT to their attack rolls. ARCHMAGE
MAGE: SUMMONING III Mage, Archmage, Capstone
Mage, Archmage Prerequisites: High Mage, Arcane 29
Prerequisites: Mage - Summoning II Your spells can no longer be dispelled, identified, detected,
Creatures you create using a Summoning spell add ½ your scryed on, or targeted in any way by a caster with a level
INT to their damage rolls. or Monster Level below your Character Level. Even then,
a creature can only target your spells if they spend at least
MAGE: SUMMONING IV
90 SP or expend the equivalent of 90 SP through innate
Mage, Archmage
casting.
Prerequisites: Mage - Summoning III
Creatures you create using a Summoning spell add your INT
to their attack and damage rolls.
SORCERY TRACK
MAGE: SUMMONING V S O R C E R Y FO C U S
Mage, Archmage Mage, Sorcery
Prerequisites: Mage - Summoning IV Prerequisites: Mage Entry
Choose one cantrip, chant, or prayer and one spell. Each of You can no longer take backlash damage that is higher than
these choices must have the summoning tag. You may now your current Character Level while you have your focus on
cast these as if they were an arcane cantrip and arcane spell. your person. You take damage equal to the Spell’s SPC (min
1) or equal to your level, whichever is lower.
M A G E : WA R D I N G
Mage, Archmage CAREFUL CASTING
Prerequisites: Arcane Intellectual Mage, Sorcery
You gain the Warding Focus. If you already had the Warding Prerequisites: Sorcery Focus
Focus, you gain +6 Skill Points that you can spend on any Incompatibilities: Wellspring Tap
skills with the INT tag. By acting more carefully, you trigger backlash less
frequently. When you would trigger backlash, you can now
M A G E : WA R D I N G I I
roll a 1d20, and on a 10 or higher, the backlash does not
Mage, Archmage
occur. However, your critical casts now only reduce the SPC
Prerequisites: Mage - Warding
by 5, instead of 10.
When you cast Mage Armor on yourself, and would be the
victim of Massive Damage (see p. 328) you can reduce that CAREFUL CASTING II
damage by ½. If you do, your Mage Armor is dispelled. Mage, Sorcery
Prerequisites: Careful Casting
M A G E : WA R D I N G I I I
You can no longer trigger backlash, and your critical casts
Mage, Archmage
do not cost fewer SP or restore SP.
Prerequisites: Mage - Warding II
Your Mage Armor now increases all defenses by +4. CAREFUL CASTING III
Mage, Sorcery
M A G E : WA R D I N G I V
Prerequisites: Careful Casting II
Mage, Archmage
You may now choose if you are carefully casting spells or
Prerequisites: Mage - Warding III
not. When you use Careful Cast, you cannot trigger backlash
Your Mage Armor can no longer be dispelled by others, and
and your critical casts do not cost fewer SP. You must declare
increases all defenses by +5.
this before rolling.

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W E L L S P R I N G TA P U N S TA B L E C A S T I N G
Mage, Sorcery Mage, Sorcery
Prerequisites: Sorcery Focus Prerequisites: Inertia
Incompatibilities: Careful Casting You critically cast on a 19-20, and trigger backlash on a 1-2.
If you critically cast on a spell that costs fewer than 5 SP, you
U N S TA B L E C A S T I N G I I
regain that amount of SP.
Mage, Sorcery
W E L L S P R I N G TA P I I Prerequisites: Unstable Casting
Mage, Sorcery You critically cast on a 18-20, and trigger backlash on a 1-3.
Prerequisites: Wellspring Tap
U N S TA B L E C A S T I N G I I I
If you critically cast on a spell that costs fewer than 10 SP,
Mage, Sorcery
you regain that amount of SP.
Prerequisites: Unstable Casting II
W E L L S P R I N G TA P I I I You critically cast on a 17-20, and trigger backlash on a 1-4.
Mage, Sorcery U N S TA B L E C A S T I N G I V
Prerequisites: Wellspring Tap II
Mage, Sorcery
You regain 1d4+LUCK HP when you critically cast.
Prerequisites: Unstable Casting III
C A R E F U L CA S T I N G - CA N T R I P S You critically cast on a 16-20, and trigger backlash on a 1-5.
Mage, Sorcery U N S TA B L E C A S T I N G V
Prerequisites: Sorcery 4
Mage, Sorcery
You can now carefully cast cantrips. You must declare if you
Prerequisites: Unstable Casting IV
are carefully casting before you roll. You gain no benefit
Unstable Cast becomes an ability and you can declare if
from critically hitting on a carefully cast cantrip, and cannot
you are casting normally or using Unstable Cast. If you
trigger backlash when doing so.
are casting normally, you crit on a 20 and backlash on a 1,
INERTIA unless you are carefully casting.
Mage, Sorcery EXPLOSIVE CRITICAL
Prerequisites: Careful Casting - Cantrips
Mage, Sorcery
When you are the victim of a critical hit or critical cast, you
Prerequisites: Sorcery 11
regain 1d10 SP.
Your cantrip crits deal critical damage as if they were a
C A N T R I P FO C U S physical attack.
Mage, Sorcery EXPLOSIVE CRITICAL II
Prerequisites: Inertia
Mage, Sorcery
When you are carefully casting a cantrip, you gain TA.
Prerequisites: Explosive Critical
C A N T R I P FO C U S I I Your cantrip crits may also deal the same damage to one
Mage, Sorcery additional target that is within 5 ft of your target.
Prerequisites: Cantrip Focus
EXPLOSIVE CRITICAL III
When you are carefully casting a cantrip, you gain another
Mage, Sorcery
TA (2 total from this feature).
Prerequisites: Explosive Critical II
C A N T R I P FO C U S I I I Your cantrip crits cause your damage dice to explode. You
Mage, Sorcery may indefinitely reroll any damage dice that landed on their
Prerequisites: Cantrip Focus II maximum possible damage (such as a 6 on a d6) and add
When you are carefully casting a cantrip, you gain another that to the total damage.
TA (3 total from this feature).
INERTIA II
C A N T R I P FO C U S I V Mage, Sorcery
Mage, Sorcery Prerequisites: Explosive Critical
Prerequisites: Cantrip Focus III Your next cantrip automatically crits after you are the victim
You can now add your half your INT to your cantrip of a critical hit.
damage.
INERTIA III
C A N T R I P FO C U S V Mage, Sorcery
Mage, Sorcery Prerequisites: Inertia II
Prerequisites: Cantrip Focus IV When you are the victim of a critical hit, you explode
You can now critically cast on cantrips, but cannot trigger with your choice of fire, cold, or necrotic damage. Deal
backlash on cantrips. 1d10+INT damage of that type to all creatures within 5 ft of
you, including friendly creatures.

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GRAND SORCERER SPELL SCRIBE II
Mage, Sorcery, Capstone Mage, Tome Wizard
Prerequisites: Sorcery 14 Prerequisites: Awakened Spellbook II
You are a battle hardened sorcerer of great renown, capable You can now have two spell scrolls or enchanted vellums
of harnessing the destructive power of the Fundamental active at a time. Your Spellbook still only produces one per
Wellspring to turn the tide of a battle. Generals and day.
monarchs would pay high sums or large favors to earn your
T O M E FA M I L I A R
support in a conflict.
Mage, Tome Wizard
Backlash no longer ends your turn, and you now regain 1
Prerequisites: Spell Scribe II
AP when you critically cast.
Your Awakened Spellbook can now be 30 ft from you
Level 30: You can spend 1 LUCK point to reroll all of your
without being recalled to the space you occupy. It can now
damage dice.
fulfill the Line of Sight and Line of Effect requirements for
spells that originate from it. You must still perform any
TOME WIZARD TRACK gesture or verbal components.

AWA K E N E D S P E L L B O O K AWA K E N E D S P E L L B O O K I I I
Mage, Tome Wizard Mage, Tome Wizard
Prerequisites: Mage Entry Prerequisites: Tome Familiar
Learn a new spell with the arcane ritual tag whose SPC does Learn a new spell with the arcane ritual tag whose SPC does
not exceed your total SP. not exceed your total SP.
You can no longer be separated from your Spellbook as You can imbue the mote of a spell that you captured
it becomes partially ethereal, gains limited sentience, and through the Steal Spell spell into your spellbook, instead of
has the ability to hover nearby. In this form, the Awakened casting it. When imbued in this way, that spell becomes an
Spellbook cannot be targeted and occupies the same space Arcane spell for you until you replace it with another stolen
as you. spell.
You gain +1 to all your mental defenses. T O M E FA M I L I A R I I
SPELL SCRIBE Mage, Tome Wizard
Mage, Tome Wizard Prerequisites: Awakened Spellbook III
Prerequisites: Awakened Spellbook Your Awakened Spellbook can now be 120 ft from you
Your Spellbook can produce an enchanted vellum. You can without being recalled to the space you occupy, and can
cast a spell you know on this vellum, which causes it to hover up to 30 ft in the air.
become a spell scroll. While there is an active scroll, you Gain the Joint Cast ability.
can not cast that spell normally. Any creature can use this Joint Cast: When you are casting a cantrip, your
spell scroll to cast the spell using the required AP without Awakened Spellbook can duplicate that cantrip on a target
expending SP. When cast, the vellum dissolves and you can of its own, or the same target, assuming all other conditions
cast the spell normally again. of the cantrip are met. (3/Rest)
If the SPC of the spell is over 16, the user of the scroll SPELLSTEALING
must make an INT/Arcana check after spending the required Mage, Tome Wizard
AP. The creature must beat a DC of 10+(the spell’s SPC/2). Prerequisites: Tome Familiar II
On a fail, the spell fizzles and the vellum dissolves. You gain an additional slot for stolen spells (Currently 2
Your Spellbook can only produce one enchanted vellum total from this track).
a day, regaining the ability to do so after Taking a Rest. It
cannot produce an enchanted vellum while there is another SPELL THIEF
enchanted vellum or spell scroll available. Mage, Tome Wizard
Prerequisites: Spellstealing
AWA K E N E D S P E L L B O O K I I You gain a +5 bonus to your Steal Spell rolls.
Mage, Tome Wizard
Prerequisites: Spell Scribe AWA K E N E D S P E L L B O O K I V
Learn a new spell with the arcane ritual tag whose SPC does Mage, Tome Wizard
not exceed your total SP. Prerequisites: Spell Thief
Your Awakened Spellbook can now occupy any space Learn a new spell with the arcane ritual tag whose SPC does
within 15 ft of you, and any spells that you cast can not exceed your total SP.
originate from you or the Awakened Spellbook. If you move You gain another +1 to your mental defenses.
more than 15 ft away, the book hovers back to occupy the You can now cast multiple Arcane Rituals: 2/Rest.
same space as the caster automatically. It can move 15 ft per
turn and moves at the end of your turn if you so desire.
You gain another +1 to your mental defenses.
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SPELLSTEALING II
Mage, Tome Wizard
Prerequisites: Awakened Spellbook IV
O R A C L E TA L E N T S
You gain an additional slot for Stolen Spells (Currently three
total from this track). After gaining the Oracle Entry talent, you can take talents
SPELL SCRIBE III from any of the Oracle tracks. After gaining the Oracle Entry
Mage, Tome Wizard talent, you can also gain Primal Aspect talents.
Prerequisites: Spellstealing II
The roll others must make to use your scroll can no longer ORACLE ENTRY
be higher than 15. Class Entry, Oracle
SPELLSTEALING III Prerequisites: Character Level 2
Mage, Tome Wizard When you take this entry talent, you gain the following
Prerequisites: Spell Scribe III abilities.
You learn one of the following of your choice: Woe. Whenever you crit fail on a d20, gain 1 SP. This
Divine ritual cannot exceed your maximum SP. You gain an inexpensive
Occult ritual object that you use to predict the future, such as tarot cards,
Primal invocation knuckle bones, charmed dice, lots, or cured entrails.
Psionic invocation Hermit. Gain +2 Arcana, Astrology, or Astronomy; AND
Psionic meditation +2 in a skill of your choice with the observation or survival
If your choice has a tier or power requirement, roll an tag.
INT/Arcana check, the DC of which is 10+ double the Tier Oracular Magic. Choose one: Primal or Psionic.
if Primal or Psionic, or 10+ the Divine or Occult Power If you choose Primal, gain Warden of the Primal unless
requirement if Divine or Occult. If you fail this check, you you already have it. If you already have it, gain +1 Primal
may never attempt to cast it again, and must make a new Power and +5 SP instead.
selection in its place. If you choose Psionic, gain Adept of the Psionic unless
This spot in your spellbook does not count towards your you already have it. If you already have it, gain +1 Psionic
three Stolen Spell slots. Power and +5 SP instead.
Whichever you choose, LUCK is your magic attribute.
AWA K E N E D S P E L L B O O K V Oracular Power. Each time you level up and spend your
Mage, Tome Wizard
Talent Point on an oracle talent, you gain +5 SP and +1
Prerequisites: Spellstealing III
Power in the source you chose.
Learn a new spell with the arcane ritual tag whose SPC does
not exceed your total SP.
You gain another +1 to your mental defenses.
DRUID TRACK
You can now cast more arcane rituals: 3/Rest. S TA R ’ S G U I D A N C E
TOME WIZARD Oracle, Druid
Mage, Tome Wizard, Capstone Prerequisites: Oracle Entry, Warden of the Primal
Prerequisites: Awakened Spellbook V Pick Astronomy or Astrology. Gain +2 Skill Points in that
Your spellbook fully awakens, gaining its own personality. It skill.
is intensely loyal to you while you treat it well. You can use Gain the Star’s Guidance ability.
your Grimoire spell on it freely for the purposes of storing Star’s Guidance. Use Astronomy or Astrology in place of
information, targeting a page instead, and you can choose a skill with the survival tag. (1/Recoup)
whether or not you forget the information stored inside. OLD GODS
Additionally, you gain another slot for Stolen Spells (four Oracle, Druid, Divine
total) and an additional enchanted vellum (three total). Prerequisites: Star’s Guidance
Level 30: If you die, your book will live on and pass the Incompatibilities: Wyrd Wood
knowledge scribed inside to whomever it deems worthy. Gain the Disciple of the Divine talent if you did not already
have it. Disciple of the Divine does not grant you additional
SP when you gain it in this way. Whenever you gain a talent
from this track with the divine tag, gain +1 Divine Power.
You have taken it upon yourself to maintain a balance
between nature and deity.
In combat, when you cast a primal chant or spell, gain
1 Primal Proclivity. When you cast a divine prayer or spell,
gain 1 Divine Proclivity. At the end of combat, subtract the
lesser number from the greater.
114 C hapter 3 | C lasses
If the difference is greater than 1, then you immediately S TA R ’ S G U I D A N C E I I
lose 2d10 SP and can only cast magic from the Source that Oracle, Druid
had higher Proclivity. You are also Sickened until balance is Prerequisites: Druid 3
restored. Gain +2 Skill Points in either Astrology or Astronomy.
When you Recoup, you may forego the normal benefits of Star’s Guidance becomes 2/Recoup.
Recouping to reset this ability. Otherwise, the ability resets
S TA R ’ S R E D I R E C T I O N
upon Taking a Rest.
Oracle, Druid
OLD GODS II Prerequisites: Star’s Guidance II
Oracle, Druid, Divine When you fail a Foraging, Sheltering, or Navigating check,
Prerequisites: Old Gods treat it as if it were the lowest tier of a successful outcome.
If you suffer the penalty from having imbalanced (1/Rest)
Proclivities, you lose 1d10 SP instead of 2d10.
THIRD EYE
If you remain within the difference, you regain 1d6 SP
Oracle, Druid
and gain +1 on attribute checks for the next 1 hour.
Prerequisites: Star’s Guidance II
WYRD WOOD Gain +2 Skill Points in Arcana, Astrology, or Astronomy.
Oracle, Druid, Occult Learn one Divining spell from any source, which counts as
Prerequisites: Star’s Guidance Primal for you.
Incompatibilities: Old Gods
B E A S T FO R M
Gain the Initiate of the Occult talent if you did not already
Oracle, Druid
have it. Initiate of the Occult does not grant you additional
Prerequisites: Star’s Guidance II
SP when you gain it in this way. Whenever you gain a talent
You can cast Polymorph on yourself without spending SP,
from this track with the occult tag, gain +1 Occult Power.
but when you use this spell in this way you can only target
You have taken it upon yourself to draw the wood’s rot into
yourself and can only turn into your choice of creature that
your own soul so that the wilderness might thrive even as
is Small or smaller, is appropriate to your current habitat
you suffer.
or the habitat of your youth, and does not have a Monster
Dark power triggers on a roll of 1-2 for you. Choose
Level (such as a squirrel, sparrow, or mundane scorpion).
two of your primal chants and one of your primal spells to
(1/Rest)
gain dark power. Choose what effects they have from your
Primeval Darkness table. In combat, when you cast a chant OLD GODS III
or spell without the dark power tag, gain 1 Light Proclivity. Oracle, Druid, Divine
When you cast a chant or spell with the dark power tag, Prerequisites: Druid 5, Old Gods II
gain 1 Dark Proclivity. At the end of combat, subtract the The difference between Proclivities must be greater than
lesser number from the greater. If the difference is greater 2 in order for you to suffer the penalty. If you suffer the
than 1, then you immediately lose 2d10 HP and can only penalty from imbalanced Proclivities, you are Shaken
cast magic with or without the sark power tag (whichever instead of Sickened.
Proclivity was stronger). You are also Sickened until balance WYRD WOOD III
is restored. Oracle, Druid, Occult
When you Recoup, you may forego the normal benefits of Prerequisites: Druid 5, Wyrd Wood II
Recouping to reset this ability. Otherwise, this ability resets Choose 0-2 additional primal chants and 0-2 additional
when you Take a Rest. primal spells to gain Dark Power, choosing their effects from
WYRD WOOD II the Primeval Darkness menu.
Oracle, Druid, Occult The difference between Proclivities must be greater than
Prerequisites: Wyrd Wood 2 in order for you to suffer the penalty from imbalanced
Choose 1-2 additional primal chants and 1-2 additional Proclivities.
primal spells to gain dark power, choosing their effects from When Dark Power triggers and you suffer the
the Primeval Darkness table. consequences of Dark Power, every ally within 30 ft of you
If you suffer the penalty from having imbalanced can gain 1d8 Shield HP as you draw in the negative energy.
Proclivities, you lose 1d10 HP instead of 2d10. MYSTIC DRUID
Whenever you spend SP on a spell with the dark power Oracle, Druid
tag in combat, you may choose an ally within 30 ft of you Prerequisites: Druid 6
that you can see to gain 1d8 Shield HP as you draw negative Gain +2 Skill Points in Arcana, Astrology, or Astronomy.
energy into yourself. You cannot gain Death Points from poison or disease.

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S TA R ’ S G U I DA N C E I I I MYSTIC DRUID IV
Oracle, Druid Oracle, Druid
Prerequisites: Mystic Druid, Star’s Guidance II Prerequisites: Druid 12
Gain +2 Skill Points in Arcana, Astrology, or Astronomy. Your Immortal ability becomes: Your natural lifespan
You cannot become lost except by magical means. increases tenfold.
B E A S T FO R M I I OLD GODS V
Oracle, Druid Oracle, Druid, Divine
Prerequisites: Mystic Druid, Beast Form Prerequisites: Mystic Druid IV, Old Gods IV
When you use Beast Form, you can become a Beast of ML 1 The difference between Proclivities must be greater than 3
or lower. Beast Form becomes 3/Rest. for you to suffer the penalty from imbalanced Proclivities.
You gain the normal benefits of a Recoup as well as
MYSTIC DRUID II
restoring balance when necessary.
Oracle, Druid
Prerequisites: Druid 8 WYRD WOOD V
Gain the Immortal ability. Oracle, Druid, Occult
Immortal. Your natural lifespan doubles. Prerequisites: Mystic Druid IV, Wyrd Wood IV
Choose 0-2 additional primal chants and 0-2 additional
OLD GODS IV
primal spells to gain Dark Power, choosing their effects from
Oracle, Druid, Divine
the Primeval Darkness menu.
Prerequisites: Mystic Druid II, Old Gods III
The difference between Proclivities must be greater than
If you suffer the penalty from imbalanced Proclivities, you
3 for you to suffer the penalty. When allies gain Shield HP
lose 1d6 SP instead of 1d10.
from you using Dark Power, they also gain the Protected
Moreover, if you remain within the difference, you regain
condition until the end of your next turn.
1d10 SP and have TA on all d20 rolls for the next 1 hour.
WYRD WOOD IV ARCHDRUID
Oracle, Druid, Capstone
Oracle, Druid, Occult
Prerequisites: Druid 14
Prerequisites: Mystic Druid II, Wyrd Wood III
As an archdruid, you look after the untamed wilderness with
Choose 0-2 additional primal chants and 0-2 additional
endless patience and incalculable wisdom.
primal spells to gain Dark Power, choosing their effects from
When you sleep, you can enter a trance that lets you
the Primeval Darkness menu.
meditate and contemplate planar entities. Gain three
You may voluntarily succumb to Dark Power. If you do,
abilities: Contemplate, After the Ashes, and Primeval
you suffer the Dark Power’s effects, but you also cast that
Foresight.
ability as though you had not rolled Dark Power, rolling
Contemplate. You can reselect any primal, psionic,
2d20 and keeping whichever was higher.
divine, and/or occult spells that you know. (1/Week)
MYSTIC DRUID III After the Ashes. If your primal spells have Dark Power,
Oracle, Druid, Occult you can choose whether they keep it, remove it, or gain a
Prerequisites: Druid 10 different Dark Power ability.
You are immune to poison and disease. Primeval Foresight. You can reassign some or all of your
S TA R ’ S G U I DA N C E I V Oracle talents. (1/Month)
Oracle, Druid Level 30: Your lifespan (including your bonus from
Prerequisites: Mystic Druid III, Star’s Guidance III Immortal) increases tenfold.
Gain +2 Skill Points in Arcana, Astrology, or Astronomy.
You cannot become lost, including by magical means.
Furthermore, while you concentrate on the sky and are not
actively engaged in another task, you can always see the
stars in the sky, even if it is daytime or you are indoors.
B E A S T FO R M I I I
Oracle, Druid
Prerequisites: Mystic Druid III, Beast Form II
When you use Beast Form, you can become a Beast of ML 3
or lower.

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P R I M E VA L DA R K N E S S
Name Type of Magic Description
Abrasive Chant Chant that deals damage Gain TA on the attack roll.
Dark Power: You suffer the damage instead.
Pashak Chant that does not deal damage If you do not suffer dark power, you become Protected until the end
Nurturance of your next turn.
Dark Power: Roll for dark power. On a roll of 5 or lower, you suffer
1d6 necrotic damage. If this had the nature or weather tag, then
the nature in the area withers a little or the weather grows sour and
corrupt.
Wyrd Chant Chant that imposes negative Gain TA on the attack roll.
condition Dark Power: You suffer the condition for the written duration
instead.
Dark Faerie’s Chant that targets an ally Extend the duration by 1 round if successful.
Gambit Dark Power: Roll for dark power. On a roll of 5 or lower, you instead
deal 1d4 psychic damage to your ally and yourself.
Abrasive Spell Spell that deals damage to one Gain TA on the attack roll.
creature Dark Power: You suffer the damage instead.
Wrath of the Spell that deals AOE damage Gain TA on the attack roll.
Ashyidir Dark Power: You cast the spell and it is centered on you.
Wyrd Spell Spell that imposes a negative Gain TA on the attack roll.
condition Dark Power: You suffer the condition for the written duration
instead.
Wyrd Spell that heals If successful, the spell adds additional healing equal to ½ your LUCK.
Reconstruction Dark Power: Roll for dark power. On a roll of 5 or lower, the spell
deals necrotic damage equal to the amount it would have healed.

Shibmar Spell that targets self or an ally If successful, the target gains +5 ft speed and TA for the duration.
Attunement and doesn’t heal Dark Power: Roll for dark power. On a roll of 5 or lower, the Shibmar
Conclave is angry that you stole power from it. For the next 24 hours,
beasts and monstrosities are likely to treat you with hostility as they
are supernaturally aware of your transgressions.

Chaotic Commune Spell that summons The creature you can summon with this spell can be 1 ML higher than
normal.
Dark Power: Roll for dark power. On a roll of 5 or lower, instead
of summoning the creature you intended, you summon a fiend or
eldritch creature of the MC’s choice that has an ML equal to or less
than the creature you would have summoned. It is hostile to you and
your allies.

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E L E M E N TA L I S T T R A C K P R O T E C T I V E E L E M E N TA L I S T
Oracle, Elementalist
E L E M E N TA L A F F I N I T Y Prerequisites: Elemental Affinity III, Repurpose Damage II
Oracle, Elementalist Repurpose Damage becomes ½ LUCK/Rest. You can expend
Prerequisites: Oracle Entry your Repurpose Damage on an ally within 15 ft of you when
Gain the Elemental Affinity ability. they take that type of damage.
Elemental Affinity. When you take elemental damage, you P R O T E C T I V E E L E M E N TA L I S T I I
can spend 1 Reactive AP to gain Affinity to it (including the Oracle, Elementalist
damage you just took). The first time you deal any type of Prerequisites: Protective Elementalist
damage after taking damage for which you have Affinity, Repurpose Damage becomes LUCK/Rest and can be used on
also deal 1d6 damage of that type. You retain this Affinity allies within 30 ft of you.
for 1 min. (2/Rest)
E L E M E N TA L A F F I N I T Y I V
SEASON’S GIVINGS Oracle, Elementalist
Oracle, Elementalist Prerequisites: Elemental Affinity III, Elementalist 9
Prerequisites: Elemental Affinity Regain one use of Elemental Affinity upon Recouping.
You grow more in tune with the natural world. Gain Resist Affinity can work on energy damage as well.
3 to a damage type based on what season it is: Spring =
radiant, Summer = fire, Autumn = necrotic, and Winter =
ABSORB EXPLOSION
Oracle, Elementalist
cold.
Prerequisites: Elemental Affinity IV
R E P U R P O S E DA M A G E I When you take elemental damage that damaged other
Oracle, Elementalist creatures, you can cause all other creatures to halve the
Prerequisites: Elemental Affinity damage that they took from the blast. On your next turn,
Gain one of the abilities with the Repurpose Damage I tag you can spend 3 AP to make a special attack in a 60 ft line.
from the Repurpose Damage Abilities table. When you are +LUCK vs REF of each creature in the line, dealing 3d6
hit with the corresponding type of damage, you can activate damage of that elemental type and ½ damage on a miss. (1/
that ability for 1 Reactive AP. You can use any abilities with a Rest)
Repurpose Damage tag that you know 2/Rest collectively.
R E P U R P O S E DA M A G E I I I
SIPHON DAMAGE Oracle, Elementalist
Oracle, Elementalist, Repeatable Prerequisites: Elemental Affinity IV, Repurpose Damage II
Prerequisites: Elemental Affinity Gain an additional Repurpose Damage power, choosing from
Gain another Repurpose Damage ability that you have the the old lists or from talents with the Repurpose Damage III
ability to access. tag. Siphon Damage can let you gain abilities from the new
E L E M E N TA L A F F I N I T Y I I list.
Oracle, Elementalist E L E M E N TA L A F F I N I T Y V
Prerequisites: Elemental Affinity I, Elementalist 4 Oracle, Elementalist
You can use Elemental Affinity on allies within 15 ft of Prerequisites: Elemental Affinity IV, Elementalist 13
you when they take a type of damage that your Elemental Elemental Strikes also apply to spells that deal damage.
Affinity can interact with. Elemental Affinity becomes ½ Spells that deal damage can be of that damage type or the
LUCK/Rest. normal damage type (the creature with Elemental Strikes
R E P U R P O S E DA M A G E I I chooses each time). (2/Rest)
Oracle, Elementalist E L E M E N TA L M A S T E R Y
Prerequisites: Elemental Affinity II, Repurpose Damage I Oracle, Elementalist, Capstone
Gain another Repurpose Damage ability from the old list Prerequisites: Elemental Affinity V
or from talents with the Repurpose Damage II tag from the You are a master of all elements, and can blend them
Repurpose Damage Abilities table. You can learn abilities together with impeccable ease. The archfae from Ashyidir
from the new list with Siphon Damage. Conclave itself look upon you as skillful in their arts.
E L E M E N TA L A F F I N I T Y I I I Regain one use of Elemental Affinity each time you Recoup.
Oracle, Elementalist Choose one of your Repurpose Damage abilities. It can
Prerequisites: Elemental Affinity II be used indefinitely and does not expend your Repurpose
A creature benefitting from Elemental Affinity can gain the Damage usages.
Elemental Strikes ability. Finally, gain the Superior Affinity ability.
Elemental Strikes. +1d6 damage of the Affinity type for the Superior Affinity. Affinity negates all damage of that type
duration. (2/Rest) and heals the recipient for ½ the total damage instead. (1/
Rest)
118 C hapter 3 | C lasses Level 30: Superior Affinity becomes 1/Recoup.
Repurpose Damage Ability Tag Ability Description

Corrosive Strikes Repurpose Damage I When you take corrosive damage, you can corrode your attacks.
When attacking a single creature, ignore up to Resist 4 of any
kind for 1 minute.

Flaming Shield Repurpose Damage I When you would gain the Burning condition, you may instead
cast the Fire Shield spell as if it were primal or psionic without
spending SP.

Heat Aura Repurpose Damage I When you take fire damage, gain DR 4/Cold for 1 minute.

Ice Armor Repurpose Damage I When you take cold damage, gain DR 4/Fire for 1 minute.

Lightning Fast Repurpose Damage I When you take lightning damage, gain +4 AP on your next turn.

Sickening Strikes Repurpose Damage I When you take toxic damage, you can make your attacks toxic.
For 1 minute when you attack a single target and hit, the target is
Sickened until the end of its next turn.

Blood Permeation Repurpose Damage II When you would gain the Bleeding condition, you can instead
regain HP equal to the amount of damage you would take, for
1 minute or until your Bleeding condition would otherwise end
(whichever is shorter).

Blunt Force Armor Repurpose Damage II When you take Blunt damage, you can convert the force into
stone that encases your skin. Gain +3 AR for 1 minute.

Bodily Necrosis Repurpose Damage III When you take necrotic damage, you can weaken your enemies.
For 1 minute when you attack a single creature and hit, that
creature is Dazed until the end of its next turn.

Irradiated Aura Repurpose Damage III When you take radiant damage, you burst into radiance for 1
minute. Shed bright light for 30 ft, dim light for 30 ft beyond that,
and gain Resist 5 Ammunition. If this causes ammunition to miss,
it is burnt to a crisp.

Psychic Resonance Repurpose Damage III When you take psychic damage, you can surround yourself in a
psychic field. You cannot be Charmed, Enthralled, or Shaken for 1
minute.

Sonorous Strikes Repurpose Damage IIII When you take sonic damage, your attacks become thunderous.
For 1 minute when you attack a single creature and hit, that
creature also falls Prone if it is Huge or smaller.

FAT E T R A C K WEAL II - SKILLS


Oracle, Fate
T H R E A D O F FAT E Prerequisites: Weal
Oracle, Fate Your crit range on skills increases by 1.
Prerequisites: Oracle Entry WEAL II - SPELLS
Gain the Boon of Fate ability. Oracle, Fate
Boon of Fate. You can spend Luck points to reroll allies’ Prerequisites: Weal
d20 rolls when they are within 60 ft of you. Your crit range on spells increases by 1.
WEAL WEAL III - CHANTS
Oracle, Fate Oracle, Fate
Prerequisites: Thread of Fate Prerequisites: Weal II
Gain the Weal ability. Your crit range on chants increases by 1.
Weal. When you crit on a d20 roll, gain 1 SP. This cannot
exceed your maximum SP.

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WEAL III - WEAPONS T U R N O F FO R T U N E
Oracle, Fate Oracle, Fate
Prerequisites: Weal II Prerequisites: Manipulate Chance
Your crit range on weapons increases by 1. Gain the Turn of Fortune ability.
Turn of Fortune. When you roll multiple d20s (e.g., you
W E A L I V - FO R T U N E ’ S FAVO R
are Sickened), you apply Weal/Woe to all rolls, even though
Oracle, Fate
you only use one die to determine the outcome of the roll.
Prerequisites: Weal III
When you cast a spell that does not require a d20 roll, you FAT E D
may roll 1d20 anyway to attempt to trigger Woe or Weal. Oracle, Fate
Prerequisites: Great Weal
W E A L I V - I N VO CAT I O N S
Gain the Fated ability.
Oracle, Fate
Fated. Before rolling a d20, call out even or odd. If you
Prerequisites: Weal III
are correct, gain +1 on the roll.
Your crit range on invocations increases by 1.
T H R E A D O F FAT E I I FAT E D I I
Oracle, Fate
Oracle, Fate
Prerequisites: Fated
Prerequisites: Weal IV
Your Fated bonus becomes +2.
Gain the Bane of Fate ability.
Bane of Fate. You can spend Luck points to reroll FAT E D I I I
enemies’ d20 rolls when they are within 60 ft of you. (2/ Oracle, Fate
Rest) Prerequisites: Fated II
Your Fated bonus becomes +3.
WOE IS ME
Oracle, Fate PORTENT
Prerequisites: Thread of Fate II Oracle, Fate
You crit fail on a roll of 1 or 2. Prerequisites: Great Weal
Gain the Portent ability.
T H R E A D O F FAT E I I I
Portent. Regain 1 luck point when you Recoup.
Oracle, Fate
Prerequisites: Woe Is Me PORTENT II
Boon of Fate and Bane of Fate extend to 90 ft range. Oracle, Fate
Prerequisites: Portent
T H R E A D O F FAT E I V
Portent becomes: Regain 2 luck points when you Recoup.
Oracle, Fate
Prerequisites: Thread of Fate III PORTENT III
Bane of Fate becomes 2/Recoup. Oracle, Fate
Prerequisites: Portent II
G R E AT W E A L
Portent becomes: Regain 3 luck points when you Recoup.
Oracle, Fate
Prerequisites: Thread of Fate IV OVERCOME WOE
Choose one Weal ability that you already have: Skills, Spells, Oracle, Fate
Chants, Weapons, or Invocations. Increase your crit range on Prerequisites: Turn of Fortune, Fated III, or Portent III
that choice by 1. When your Woe ability activates, reroll the crit fail on your
d20 (still gain the Spell Point); keep the second roll.
AMBIENT LUCK
Oracle, Fate GRAND WEAL
Prerequisites: Great Weal Oracle, Fate, Capstone
Gain the Ambient Luck ability. Prerequisites: Overcome Woe
Ambient Luck. When an ally crits within 30 ft of you, Throughout select circles of oracles, mystics, and certain
regain 1 SP. (LUCK/Rest) religious orders, you are known to be blessed by deities
and/or preternaturally lucky through manipulating your
M A N I P U L AT E C H A N C E
own Essence. (Your precise reputation depends upon your
Oracle, Fate
character’s backstory, beliefs, personality, and in-world
Prerequisites: Ambient Luck
connections.)
Gain the Manipulate Chance ability.
The choice you made for Great Weal increases its crit
Manipulate Chance. You may spend 4 SP to regain an
range to the maximum possible crit range: you crit on a roll
expended Luck point.
of 16-20 with your selection.
Level 30: The final cap for your LUCK increases from 12
to 14.
120 C hapter 3 | C lasses
GUIDE TRACK MAGICAL MENTOR
Oracle, Guide
MENTOR Prerequisites: Talented Mentor
Oracle, Guide Learn an extra spell from the source of magic that you chose
Prerequisites: Oracle Entry when you took Oracle Entry. When you Mentor someone,
Gain +2 Skill Points in any skill. Gain the Mentor ability. you can pick a spell, expend SP, and that creature can cast
Mentor. You can spend 1 AP to lose X points in a Skill to that spell 1 time during their mentorship. They must spend
give X points in that skill to 1 ally that you touch. This lasts the spell’s normal AP, but not SP, to do so. You lose access to
for 2 hours, whereupon your ally loses that bonus and you that spell for the duration.
regain your normal Skill Points. (AWR/Rest) GUIDE
R E AC T I V E I N S T R U C T I O N Oracle, Guide
Oracle, Guide Prerequisites: Magical Mentor
Prerequisites: Mentor Gain +2 Skill Points in any skill. When you use your
Gain +2 Skill Points in any skill. You may use your Mentor Mentor ability, you may split your X Skill Points between
ability reactively. two creatures, giving them each ½ X. (You cannot choose
yourself.)
MYSTIC SUPPORT
Oracle, Guide GUIDE II
Prerequisites: Reactive Instruction Oracle, Guide
When you end your turn with 0 AP, gain 1 special Mystic Prerequisites: Guide
Support AP that acts as Reactive AP. You lose this AP at the Gain +2 Skill Points in any skill. When you use your
start of your next turn. Mentor ability, you can choose two creatures to gain the full
You can only gain one source of special AP. If you gain a benefit (instead of halving the benefit). (You cannot choose
second source of special AP, choose whether you keep this yourself.)
source or your new source. GUIDE III
MENTOR II Oracle, Guide
Oracle, Guide Prerequisites: Guide II
Prerequisites: Mystic Support Gain +2 Skill Points in any skill. When you use your Mentor
Gain +2 Skill Points in any skill. Mentor becomes AWR/ ability, you can choose three creatures within 10 ft of you to
Recoup. gain the full benefit. (You cannot choose yourself.)

MYSTIC SUPPORT II GUIDE IV


Oracle, Guide Oracle, Guide
Prerequisites: Mentor II Prerequisites: Guide III
Mystic Support gives you 2 Support AP. Gain +2 Skill Points in any skill. When you use your Mentor
ability, you can choose five creatures within 10 ft of you to
WA K E F U L S E R E N I T Y
gain the full benefit. (You cannot choose yourself.)
Oracle, Guide
Prerequisites: Mystic Support II APPRENTICE
Gain the Wakeful Serenity ability. Oracle, Guide
Wakeful Serenity. The first time you roll against Fatigue Prerequisites: Magical Mentor
after Recouping, roll 2d20 and use the higher result. Gain +2 Skill Points in any skill. When you use your Mentor
ability, you may lose Skill Points in two skills, granting the
WA K E F U L S E R E N I T Y I I
creature that you touch bonus Skill Points in both of those
Oracle, Guide
skills.
Prerequisites: Wakeful Serenity
Use Wakeful Serenity whenever you roll against Fatigue, not APPRENTICE II
only the first time after Recouping. Oracle, Guide
Prerequisites: Apprentice
TA L E N T E D M E N T O R
Gain +2 Skill Points in any skill. When you use your Mentor
Oracle, Guide
ability, you may lose Skill Points in three skills, granting the
Prerequisites: Mystic Support II
creature that you touch bonus Skill Points in all of those
Gain one specialization talent. When you Mentor someone,
skills.
you can lose access to one of your specialization talents to
let them gain that talent. If this would result in you losing
Skill Points, you choose how to assign the losses, and regain
those Skill Points at the end of the duration.

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APPRENTICE III Level 30: When you use your Mentor ability, receiving
Oracle, Guide creatures gain an additional +Y in the Skill Points they
Prerequisites: Apprentice II gain from you, where Y equals your AWR. (This cannot
Gain +2 Skill Points in any skill. When you use your Mentor exceed the maximum +20 Skill Point cap unless you have
ability, the target creature can exceed the +20 cap in Skill Apprentice III).
Points.
APPRENTICE IV
Oracle, Guide
Prerequisites: Apprentice III P U G I L I S T TA L E N T S
Gain +2 Skill Points in any Skill. Gain the Expert Guidance
ability.
After gaining the Pugilist Entry talent, you can take talents
Expert Guidance. When you use your Mentor ability, the
from any of the Pugilist tracks.
target creature gains 2X the Skill Points in one skill that you
lend to them. (1/Rest)
PUGILIST ENTRY
MYSTIC SUPPORT III
Class Entry, Pugilist
Oracle, Guide
Prerequisites: Character Level 2
Prerequisites: Guide IV or Apprentice IV
When you take this entry talent, you gain the following
Mystic Support gives you 3 Support AP.
abilities.
TA L E N T E D M E N T O R I I Unarmed Combatant. Your unarmed attacks deal more
Oracle, Guide damage now. You may choose whether to use STR or DEX
Prerequisites: Mystic Support III for attacks and damage with unarmed attacks and natural
Gain one specialization talent. When you Mentor someone, weapons. Your unarmed and natural weapon damage
you can lose access to two of your specialization talents to increases by one die size (e.g., from 1d4 to 1d6). If your
let them gain those talents. If this would result in you losing unarmed damage previously did not have a damage die,
Skill Points, you choose how to assign the losses, and regain then this feature causes your unarmed attacks to deal 1d4
those Skill Points at the end of the duration. damage.
M A G I CA L M E N T O R I I Pugilist’s Maneuvers. Gain three Pugilist’s Maneuvers:
Oracle, Guide Grab, Counterpunch, and Corner. You can use your Pugilist’s
Prerequisites: Talented Mentor II Maneuvers collectively a number times equal to your
Learn an extra spell from the source of magic that you chose Pugilist Level/Recoup. You can learn additional Pugilist
when you took Oracle Entry. When you Mentor someone, Maneuvers from your other pugilist talents.
you can pick one spell and one chant or invocation, expend Grab: When you hit with an unarmed attack, you may
SP for the spell (and a slot for the invocation if selected), automatically Grapple the creature.
and that creature can cast those abilities one time each Counterpunch: When an enemy misses you with a melee
during their mentorship. You lose access to the spells for attack, you can spend 1 AP to make an unarmed reactive
that time. attack.
Corner: When an enemy moves more than 5 ft away from
SUPERIOR MENTOR
you, you may spend 1 AP to make an unarmed reactive
Oracle, Guide, Capstone
attack, then move up to your speed towards that enemy.
Prerequisites: Magical Mentor II
You are known across vast swathes of your continent as
a brilliant mentor. Kings seek your counsel, and wealthy
CONSTITUTE TRACK
merchants and nobles dream of having you tutor their I G N O R E PA I N
children for an afternoon. Your reputation is often sufficient Pugilist, Constitute
to curry favors with nobles and to arrange meetings with Prerequisites: Pugilist Entry
people of import the day that you request such meetings. When you are not wearing armor and take physical damage,
Gain +12 Skill Points that you can spend on any skills of you can spend 1 Reactive AP to gain Shield HP equal to the
your choice. You may use your Mentor ability indefinitely. damage you just took. (END/Rest)
People who train with you for at least 1 hour per day and
SURGE OF STRENGTH
at least 4 days per week can gain 1 Skill Point per month in
Pugilist, Constitute
any skill for which you have at least a +10.
Prerequisites: Ignore Pain
Gain the Surge of Strength ability.
Surge of Strength. The first time you are Bloodied after
Taking a Rest, regain 1d6+END HP.

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RED RIGHT HAND D E AT H D E F I E R
Pugilist, Constitute Pugilist, Constitute
Prerequisites: Surge of Strength Prerequisites: Surge of Strength III
Learn 1 Pugilist’s Maneuver of your choice. Gain the Cling to Life ability.
When you are Bloodied, your unarmed and natural Cling to Life. When you reach 8 Death Points, roll
weapon damage dice increase by one die size (e.g., from 1d20+END. On 14 or higher, you do not die and go back to
1d4 to 1d6), to a maximum of 1d12. 7 Death Points. This check increases by +1 each time you
make it, resetting when you Take a Rest.
I G N O R E PA I N I I
Pugilist, Constitute CONSTITUTE
Prerequisites: Red Right Hand Pugilist, Constitute
Gain +4 Skill Points that you can spend on any skills with Prerequisites: Surge of Strength III
the stamina tag. Treat your END as being one Threshold higher when
If Bloodied when you Ignore Pain, add your END to the calculating your HP. When you take this talent, you may
amount of Shield HP that you gain. reroll or recalculate your HP.
SURGE OF STRENGTH II ENRAGE II
Pugilist, Constitute Pugilist, Constitute
Prerequisites: Ignore Pain II Prerequisites: Constitute 11
Surge of Strength becomes: The first time you are Bloodied Triple your damage from Enrage while you have 0 HP.
after Recouping.
RED RIGHT HAND II
ENRAGE Pugilist, Constitute
Pugilist, Constitute Prerequisites: Enrage II
Prerequisites: Surge of Strength II Learn 1 Pugilist’s Maneuver of your choice.
While you are Bloodied, all of your unarmed and natural When you are have 0 HP, your unarmed and natural
weapon damage rolls deal +X damage, where X equals the weapon damage dice increase by one die size (e.g., from
number of Death Points you have. 1d6 to 1d8), to a maximum of 1d12.
I G N O R E PA I N I I I M A S T E R Y O F FO R M
Pugilist, Constitute Pugilist, Constitute
Prerequisites: Enrage Prerequisites: Red Right Hand II
Gain +4 Skill Points that you can spend on any skills with Learn two Pugilist’s Maneuvers of your choice.
the stamina tag.
B AT T L E FO C U S I I
When you Recoup, regain 1 use of Ignore Pain.
Pugilist, Constitute
B AT T L E FO C U S Prerequisites: Mastery of Form
Pugilist, Constitute Battle Focus becomes: While you are Bloodied, you are
Prerequisites: Ignore Pain III immune to being Shaken. If you are Sickened, you instead
Gain the Battle Focus ability. subtract 2 from your d20 rolls.
Battle Focus. While you are Bloodied, if you are Shaken,
UNKILLABLE CHAMPION
only subtract 1 from your rolls.
Pugilist, Constitute, Capstone
ON THE ROPES Prerequisites: Battle Focus II
Pugilist, Constitute You are cheered the world over as an unkillable warrior.
Prerequisites: Battle Focus People often challenge you to feats of strength, buy you
Gain the On the Ropes ability. drinks, and want to hear of your great exploits.
On the Ropes. When reduced to 0 HP, regain 1d4 HP. (1/ You may use the Unkillable Champion ability when you
Rest) roll Initiative.
Unkillable Champion. For the duration of the battle,
SURGE OF STRENGTH III
regain 1d4 HP at the start of each of your turns. (1/Week)
Pugilist, Constitute
Level 30: Unkillable Champion becomes 1/Rest.
Prerequisites: On the Ropes
Surge of Strength becomes: The first time you are Bloodied
after rolling Initiative.

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You may spend 3 AP to enter the Stance of the Bison. You
MARTIAL ARTS TRACK remain in this Stance until you spend 3 AP to end it or to
PREDICT A PUNCH pick a new stance.
Pugilist, Martial Arts Stance of the Bison. Gain Resist Physical 2, and you
Prerequisites: Pugilist Entry count as one Size larger for the purposes of Grappling and
Gain +1 ANT. determining Encumberance. Suffer Vulnerable Energy 1.
Gain the Impulse talent from the Armor specialization S TA N C E O F T H E T U R T L E
stack unless you have one of its incompatibilities. Pugilist, Martial Arts
S TA N C E O F T H E O W L Prerequisites: Martial Arts 3
Pugilist, Martial Arts You may spend 3 AP to enter the Stance of the Turtle. You
Prerequisites: Predict a Punch remain in this Stance until you spend 3 AP to end it or to
You may spend 3 AP to enter the Stance of the Owl. You pick a new stance.
remain in this Stance until you spend 3 AP to end it or to Stance of the Turtle. You are Shaken, but have +2 to
pick a new stance. every defense.
Stance of the Owl. You have TD on all attacks, and have S TA N C E O F T H E L E O PA R D
+3 to ANT. Pugilist, Martial Arts
S TA N C E O F T H E S Q U I R R E L Prerequisites: Martial Arts 3
Pugilist, Martial Arts You may spend 3 AP to enter the Stance of the Leopard. You
Prerequisites: Predict a Punch remain in this Stance until you spend 3 AP to end it or to
You may spend 3 AP to enter the Stance of the Squirrel. You pick a new stance.
remain in this Stance until you spend 3 AP to end it or to Stance of the Leopard. Gain +1 REF. You can move 5
pick a new stance. ft as part of making a melee unarmed or natural weapon
Stance of the Squirrel. You have a climb speed equal to attack (move before or after the attack), but when you are
your walking speed, and count as one Size smaller for the hit with a melee attack, the enemy can move you in the
purposes of Grappling and moving through creatures. same fashion.

S TA N C E O F T H E B E A R ARMED ARTS
Pugilist, Martial Arts Pugilist, Martial Arts
Prerequisites: Predict a Punch Prerequisites: Predict a Punch
You may spend 3 AP to enter the Stance of the Bear. You The following weapons work with any Martial Arts ability
remain in this Stance until you spend 3 AP to end it or to that references “unarmed or natural weapon attacks”:
pick a new stance. dagger, kama, kunai, kusarigama, nunchucks, quarterstaff,
Stance of the Bear. You have -1 REF and +3 FORT. shuriken, tonfa, and whip.

SENSE DANGER ARMED ARTS II


Pugilist, Martial Arts Pugilist, Martial Arts
Prerequisites: Martial Arts 2 Prerequisites: Armed Arts
Gain +4 Skill Points that you can spend on any skills with Armed Arts weapons work for Pugilist’s Maneuvers that
the observation tag. mention “unarmed or natural weapon attacks” as well.
You can never be Partially Surprised. KENSEI
FLIP Pugilist, Martial Arts
Pugilist, Martial Arts Prerequisites: Armed Arts II
Prerequisites: Martial Arts 2 Pick any two weapons with the melee or reach tag to add to
Learn the Go for the Knees Pugilist Maneuver if you didn’t your Armed Arts weapons list.
know it. F L U I D FO R M S
When you use Counterpunch, you may also use Go For Pugilist, Martial Arts
the Knees as part of the same Pugilist’s Maneuver (costing Prerequisites: Martial Arts 4
no additional AP). Switching into or out of a Stance now costs 2 AP.
UNARMORED DEFENSE Gain the Fluid Forms ability.
Pugilist, Martial Arts Fluid Forms. You can switch your Stance for 0 AP. (1/
Prerequisites: Martial Arts 2 Recoup)
Gain +1 REF and FORT. S TA N C E O F T H E S E R P E N T
S TA N C E O F T H E B I S O N Pugilist, Martial Arts
Pugilist, Martial Arts Prerequisites: Fluid Forms
Prerequisites: Martial Arts 3 You may spend 2 AP to enter the Stance of the Serpent.

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You remain in this Stance until you spend 2 AP to end it or DISRUPT KI
to pick a new stance. Pugilist, Martial Arts
Stance of the Serpent. For the duration, when you spend Prerequisites: Fluid Forms, Martial Arts 7
AP to move, you can move +5 ft. Gain +1 REF, but suffer -1 Gain the Disrupt Ki ability.
FORT. Disrupt Ki. When you hit someone with a Pugilist’s
S TA N C E O F T H E R A B B I T Maneuver, that creature cannot cast Spells until the end of
Pugilist, Martial Arts their next turn. (1/Recoup)
Prerequisites: Fluid Forms R E A C T I V E S TA N C E
You may spend 2 AP to enter the Stance of the Rabbit. You Pugilist, Martial Arts
remain in this Stance until you spend 2 AP to end it or to Prerequisites: Fluid Forms, Martial Arts 7
pick a new stance. When you end your turn with 0 AP, gain 1 Reactive AP that
Stance of the Rabbit. Your jump distance is doubled, you you lose at the start of your next turn. This can only be used
gain +1 ANT and REF, and you suffer -1 WILL. on reactive attacks.
S TA N C E O F T H E W O L F This is a source of special AP. You can only have one
Pugilist, Martial Arts source of special AP. If you gain a new source, choose
Prerequisites: Fluid Forms whether you keep this source or take the new source of
You may spend 2 AP to enter the Stance of the Wolf. You special AP.
remain in this Stance until you spend 2 AP to end it or to S TA N C E O F R A G I N G F I R E
pick a new stance. Pugilist, Martial Arts
Stance of the Wolf. You gain TA on unarmed and natural Prerequisites: Fluid Forms, Martial Arts 8
weapon attacks against creatures if at least one ally is You may spend 2 AP to enter the Stance of Raging Fire. You
adjacent to that creature, and that ally gains this TA as well. remain in this Stance until you spend 2 AP to end it or to
If there are no allies adjacent to a hostile creature, you have pick a new stance.
TD against it. Stance of Raging Fire. For the duration, you do +1d4
K N O W YO U R E N E M Y damage on your unarmed and natural weapon attacks, and
Pugilist, Martial Arts enemies deal +2 damage on melee attacks against you.
Prerequisites: Fluid Forms, Martial Arts 6 S TA N C E O F F L O W I N G WAT E R
After you have attacked or been attacked by the same Pugilist, Martial Arts
creature a collective total of eight times, you can use Know Prerequisites: Fluid Forms, Martial Arts 8
your Enemy. You may spend 2 AP to enter the Stance of Flowing Water.
Know your Enemy. For 0 AP on your turn, learn the You remain in this Stance until you spend 2 AP to end it or
creature’s AR, REF, FORT, and ANT. to pick a new stance.
WEAK SPOT Stance of Flowing Water. For the duration, when you are
Pugilist, Martial Arts hit with a melee attack, you fall pProne. When you hit with
Prerequisites: Fluid Forms, Martial Arts 6 an unarmed or natural weapon attack, the target creature
Gain the Weak Spot ability. falls Prone if it is no more than one Size larger than you.
Weak Spot. When you make an attack with a Pugilist’s You cannot be attacked reactively.
Maneuver, you may choose to attack your target’s AR, REF, S TA N C E O F T H E S T O U T O A K
FORT, or ANT. (2/Recoup) Pugilist, Martial Arts
PREDICT A PUNCH II Prerequisites: Fluid Forms, Martial Arts 8
Pugilist, Martial Arts You may spend 2 AP to enter the Stance of the Stout Oak.
Prerequisites: Fluid Forms, Martial Arts 6 You remain in this Stance until you spend 2 AP to end it or
Gain +4 Skill Points that you can spend on any skills with to pick a new stance.
the acrobatics tag. Stance of the Stout Oak. For the duration, when you
Gain the Impulse II talent from the Armor specialization spend AP to move, your speed is reduced by 5 ft. You cannot
stack if you meet its prerequisites. be knocked Prone.

QUIET MIND F L U I D FO R M S I I
Pugilist, Martial Arts Pugilist, Martial Arts
Prerequisites: Fluid Forms, Martial Arts 7 Prerequisites: Fluid Forms, Martial Arts 9
Gain the Quiet Mind ability. Gain +4 Skill Points that you can spend on any skills with
Quiet Mind. When you Recoup, you can remove the the acrobatics tag.
Fatigue condition from yourself. (1/Rest) You can use Fluid Forms 2/Recoup.

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SERENITY PRESSURE POINT II
Pugilist, Martial Arts Pugilist, Martial Arts
Prerequisites: Fluid Forms II Prerequisites: Fluid Forms II, Martial Artist 13
Gain +4 Skill Points that you can spend on any skills with Your unarmed and natural weapon crit range increases by 1.
the survival, knowledge, or observation tag.
R E A C T I V E S TA N C E I I I
Gain +1 WILL.
Pugilist, Martial Arts
MARTIAL ARTIST Prerequisites: Fluid Forms II, Martial Artist 13
Pugilist, Martial Arts You gain 3 Reactive AP with Reactive Stance.
Prerequisites: Fluid Forms II
MEIJIN
Basic maneuvers that cost 2 AP now cost 1 AP for you.
Pugilist, Martial Arts, Capstone
R E AC T I V E S TA N C E I I Prerequisites: Martial Artist 14
Pugilist, Martial Arts Martial artists of any discipline know your name and will
Prerequisites: Fluid Forms II, Reactive Stance eagerly seek you out as a wise and skillful teacher and tutor.
You gain 2 Reactive AP with Reactive Stance. Your Know your Enemy ability only requires two attacks.
You can regain 1 use of your Pugilist’s Maneuvers by
M I N D OV E R M AT T E R
spending 4 AP on your turn.
Pugilist, Martial Arts
Gain the Myriad Stances ability.
Prerequisites: Fluid Forms II, Martial Artist 11
Myriad Stances. By meditating and training, you can
You can use AWR or CHA in place of STR or END when
reassign all of your Talent Points within the Martial Arts
making an Attribute Check. If you have a relevant skill that
track. If you respec in such a way that you no longer have
is normally associated with the STR or END attribute, you
access to this ability, you cannot use this ability again until
add that bonus to your AWR or CHA. (2/Recoup)
you regain access to it. (1/Week)
PRESSURE POINT Level 30: Myriad Stances becomes 1/Recoup.
Pugilist, Martial Arts
Prerequisites: Fluid Forms II, Martial Artist 11
PUMMELING TRACK
Your unarmed and natural weapon crit range increases by 1.
D A N C E O F B AT T L E TA K E A P U N C H
Pugilist, Martial Arts Pugilist, Pummeling
Prerequisites: Fluid Forms II, Martial Artist 11 Prerequisites: Pugilist Entry
When a creature misses you with an attack, you may move Gain +1 FORT.
up to 10 ft for free (0 AP). (1/Turn) Gain the Tough talent from the Armor specialization stack
unless you have one of its incompatibilities.
K N O W YO U R E N E M Y I I
Pugilist, Martial Arts G R E AT E R C O U N T E R P U N C H
Prerequisites: Fluid Forms II, Martial Artist 12 Pugilist, Pummeling
Know your Enemy only requires four attacks, and it also Prerequisites: Take a Punch
reveals what defenses the creature can target with its When you use Counterpunch, you gain TA and deal +2
attacks. damage on a hit.

UNFETTERED SPEED B OX E R ’ S M A N E U V E R S
Pugilist, Martial Arts Pugilist, Pummeling
Prerequisites: Fluid Forms II, Martial Artist 12 Prerequisites: Greater Counterpunch
Your base speed increases by +10 ft. Learn two Pugilist’s Maneuvers of your choice.

PREDICT A PUNCH III G R E AT E R C O R N E R


Pugilist, Martial Arts Pugilist, Pummeling
Prerequisites: Fluid Forms II, Martial Artist 12 Prerequisites: Boxer’s Maneuvers
Gain +1 ANT. When you use Corner, gain TA. If you hit, the enemy is
Gain the Impulse III talent from the Armor specialization Slowed until the end of their turn.
stack if you meet its prerequisites. MIGHTY PUNCH
MONKEY CLIMBING THE TREE Pugilist, Pummeling
Pugilist, Martial Arts Prerequisites: Greater Corner
Prerequisites: Fluid Forms II, Martial Artist 13 Gain +4 Skill Points that you can spend on any skills with
When you spend AP to move, you can run along vertical the athleticism tag.
surfaces. If you have one free hand you can end your Gain the Mighty Punch ability.
movement on a vertical surface. If not, you fall. Mighty Punch. Add +½ END to hit, and +END to
damage. (1/Recoup)
126 C hapter 3 | C lasses
TA K E A P U N C H I I MIGHTY PUNCH II
Pugilist, Pummeling Pugilist, Pummeling
Prerequisites: Mighty Punch Prerequisites: Superior Gut Punch
Gain the Tough II talent from the Armor specialization stack Gain +4 Skill Points that you can spend on any skills with
if you meet its prerequisites. the athleticism tag.
When you crit with Mighty Punch, if you roll the
HULKING
maximum number on your damage die (such as 8 on a d8),
Pugilist, Pummeling
roll another damage die. Repeat this process until you have
Prerequisites: Take a Punch II
no new maximum rolls on your damage dice, then add the
Gain +4 Skill Points that you can spend on any skills with
sum of all of those damage dice together.
the athleticism tag.
Mighty Punch becomes 3/Recoup.
You count as one Size larger for the purposes of lifting,
carrying, dragging, and grappling. Your unarmed and TA K E A P U N C H I I I
natural weapon damage dice increase by one die size (e.g., Pugilist, Pummeling
from 1d4 to 1d6), to a maximum of 1d12. Prerequisites: Mighty Punch II
Gain +1 FORT.
B OX E R ’ S M A N E U V E R S I I
Gain the Tough III talent from the Armor specialization
Pugilist, Pummeling
stack if you meet its prerequisites.
Prerequisites: Hulking
Learn two Pugilist’s Maneuvers of your choice. H E AV Y W E I G H T C H A M P I O N
Pugilist, Pummeling, Capstone
SUPERIOR CORNER
Prerequisites: Take a Punch III
Pugilist, Pummeling
You have the glorious title of heavyweight champion. People
Prerequisites: Boxer’s Maneuver II
challenge you to nonlethal fights and feats of strength just
When you use Greater Corner, gain an additional TA. If you
to witness your incredible brawn.
hit, the target falls Prone.
You count as one additional Size larger for the purposes of
SUPERIOR COUNTERPUNCH lifting, carrying, dragging, and grappling. Your unarmed and
Pugilist, Pummeling natural weapon damage rolls increase by one die size (e.g.,
Prerequisites: Superior Corner from 1d8 to 1d10) to a max of 1d12.
When you use Counterpunch, gain an additional TA. If you Level 30: The final cap for your STR increases from 12 to
hit, the target falls Prone. 14.
G R E AT E R U P P E R C U T
Pugilist, Pummeling WRESTLING TRACK
Prerequisites: Superior Counterpunch
Learn Uppercut if you did not know it. Your crit range on DODGE A PUNCH
Uppercut increases by 2. Pugilist, Wrestling
Prerequisites: Pugilist Entry
SUPERIOR UPPERCUT Gain +1 REF.
Pugilist, Pummeling Gain the Evasive talent from the Armor specialization
Prerequisites: Greater Uppercut stack unless you have one of its incompatibilities.
You always have TA on Uppercut. If you crit, a creature is
pushed 10 ft, takes 1d4 falling damage, and is Dazed. WRESTLER’S MANEUVERS
Pugilist, Wrestling
G R E AT E R G U T P U N C H Prerequisites: Dodge a Punch
Pugilist, Pummeling Learn two Pugilist’s Maneuvers of your choice.
Prerequisites: Superior Uppercut
Learn Gut Punch if you did not know it. It only costs you 3 REVERSE GRAPPLE
AP. Pugilist, Wrestling
Prerequisites: Wrestler’s Maneuvers
SUPERIOR GUT PUNCH When you are Grappled, you can spend 2 AP on your turn to
Pugilist, Pummeling attempt to reverse it. Make a STR or DEX attack against the
Prerequisites: Greater Gut Punch creature’s REF or FORT (their choice). If you hit, then you
You always have TA on Gut Punch, and you knock a creature are no longer Grappled and you are Grappling that creature.
Prone if you hit.

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SIZE UP IMPROVISED WEAPONS
Pugilist, Wrestling Pugilist, Wrestling
Prerequisites: Reverse Grapple Prerequisites: Headlock Choke
After you have attacked or been attacked by the same You can use any object that would not have the unwieldy
creature a collective total of ten times since you rolled tag as a club. You can use any object that you can lift that
Initiative, you can use Size Up. has the unwieldy tag as a maul that costs 4 AP to use.
Size Up. For 0 AP on your turn, learn the creature’s AR,
PURE TECHNIQUE
REF, FORT, and ANT.
Pugilist, Wrestling
SIZE UP II Prerequisites: Improvised Weapons
Pugilist, Wrestling Gain +4 Skill Points that you can spend on any skills with
Prerequisites: Size Up the stamina tag.
Your Size Up ability now only requires six attacks to trigger. Your unarmed and natural weapon damage dice increase
You also learn the creature’s Resist, Vulnerable, and Immune by one die size (e.g., from 1d4 to 1d6), to a maximum of
traits. 1d12.
B R AW L WRESTLER’S MANEUVERS III
Pugilist, Wrestling Pugilist, Wrestling
Prerequisites: Reverse Grapple Prerequisites: Wrestling 10
When there is more than one hostile creature adjacent to Learn two Pugilist’s Maneuvers of your choice.
you, gain +1 FORT and your unarmed and natural weapon
HEADLOCK CHOKE II
damage dice increase by one die size (e.g., from 1d4 to
Pugilist, Wrestling
1d6), to a maximum of 1d12.
Prerequisites: Wrestler’s Maneuvers III
B R AW L I I Gain the Submission Hold ability.
Pugilist, Wrestling Submission Hold. Target a creature that is Bloodied or
Prerequisites: Brawl has 50 HP or less (whichever value is lower) that you have
When there is more than one hostile creature adjacent to Restrained using Headlock. You may spend 4 AP to make
you, gain +1 AR and gain TA on all of your attacks. an END attack against their FORT. If you hit, they become
Dazed until the end of your next turn. If they were already
DODGE A PUNCH II
Dazed, they become Stunned. If they were already Stunned,
Pugilist, Wrestling
they fall Unconscious.
Prerequisites: Wrestling 5
If you knock someone Unconscious in this way, you gain 1
Gain +4 Skill Points that you can spend on any skills with
Fatigue.
the stamina tag.
Gain the Evasive II talent from the Armor specialization DODGE A PUNCH III
stack if you meet its prerequisites. Pugilist, Wrestling
Prerequisites: Headlock Choke II
WRESTLER’S MANEUVERS II
Gain +1 REF.
Pugilist, Wrestling
Gain the Evasive III talent from the Armor specialization
Prerequisites: Dodge a Punch II
stack if you meet its prerequisites.
Learn two Pugilist’s Maneuvers of your choice.
HEADLOCK CHOKE HEADLOCK CHOKE III
Pugilist, Wrestling
Pugilist, Wrestling
Prerequisites: Dodge a Punch III
Prerequisites: Wrestler’s Maneuvers II
Gain +4 Skill Points that you can spend on any skills with
Learn Headlock if you did not know it. When a creature
the stamina tag.
breaks free from being Restrained by Headlock, it does not
When you Stun an enemy using Submission Hold, they
break them free from your Grapple; they must first break
gain 1 Fatigue.
free from Restrained, then from Grappled, using separate
checks and spending AP for each check. WRESTLER’S MANEUVERS IV
Pugilist, Wrestling
PURE PHYSIQUE
Prerequisites: Headlock Choke III
Pugilist, Wrestling
Learn two Pugilist’s Maneuvers of your choice.
Prerequisites: Headlock Choke
Gain +1 REF and +1 FORT. S I G N AT U R E M O V E
Pugilist, Wrestling, Capstone
PURE PHYSIQUE II
Prerequisites: Wrestler’s Maneuvers IV
Pugilist, Wrestling
You are a ring fighter of incredible fame, and people will pay
Prerequisites: Pure Physique
high bets on you, gang up against you in cage matches, and
Gain +1 REF and +1 FORT.
revel in your glory.
128 C hapter 3 | C lasses
Choose a Pugilist’s Maneuver that you already know, Bloodied or has 50 HP or fewer (whichever value is lower),
which becomes your Signature Move. Your Signature Move then you roll an additional damage die and your Signature
always has TA and does not expend a use of your Pugilist’s Move crits on a roll of 16-20. (1/Rest)
Maneuvers. Level 30: You gain a second signature move, and
Knockout. When you attack a creature that is Stunned Knockout becomes 1/Recoup.
or Prone with your Signature Move, and that creature is

PUGILIST MANEUVERS
Maneuver Ability

Dodger Spend 2 AP to make an unarmed or natural weapon attack a creature then Dodge. This ends your turn,
but you keep any leftover AP.

Forced Release You can use the Disarm advanced maneuver. When you hit an enemy with an unarmed or natural
weapon attack, you may attempt to disarm it as part of the same attack.

Go For the Knees Make a 2 AP unarmed or natural weapon attack against a creature’s REF. If you hit, deal damage and
they fall Prone.

Gut Punch Make a 4 AP unarmed or natural weapon attack against a creature’s FORT. If you hit, deal damage and
they are Stunned until the end of their next turn.

Headlock Make a 3 AP unarmed or natural weapon attack against your Grappled target’s REF or FORT (their
choice). If you hit, they take damage as normal and become Restrained while you still have them
Grappled. Breaking free from Restrained in this way also ends the Grapple.

Jab You can use the Exploit advanced manuver. Making reactive attacks with unarmed or natural weapons
costs 1 fewer AP (min 1).

Mind Games Spend 2 AP to Engage a creature within 5 ft of you.

The Ol’ One-Two When you make an unarmed or natural weapon attack on your turn, you can make a second unarmed
or natural weapon attack for 1 fewer AP (min 1). You must not be holding anything in either hand to
gain this benefit unless it is Brass Knuckles or a Cestus.

Psych Out Make a 3 AP unarmed or natural attack against a creature’s ANT. If you hit, deal damage and they are
Taunted.

Roll When you are knocked Prone, you may spend 1 Reactive AP to immediately stand and move 10 ft
without provoking reactive attacks.

Shove Make a 2 AP unarmed or natural weapon attack vs FORT. If you hit, deal normal damage and push the
target 5 ft in a direction of your choice.

Suplex Make a 3 AP attack against your Grappled target’s FORT. If you hit, move 5 ft; you fall Prone; and your
target falls Prone. Roll unarmed or natural weapon damage. You take that damage and your target
takes double that damage and is Dazed until the end of their next turn.

Trade Blows When an enemy makes a melee attack against you, you may spend 1 Reactive AP to let it automatically
hit without rolling (this means the attack cannot crit). As part of the same reaction, you may make a 0
AP unarmed or natural weapon attack against that creature with TA.

Uppercut Make a 3 AP unarmed or natural weapon attack against a creature’s FORT. If you hit, deal damage and
they move 5 ft directly away from you, then fall Prone.

C hapter 3 | C lasses 129


FLIGHT
Ranger, Bravery
R A N G E R TA L E N T S Prerequisites: Courage II
Incompatibilities: Fight, Freeze
After gaining the Ranger Entry talent, you can take talents Gain the Flight ability.
from any of the Ranger tracks. After gaining the Ranger Flight. When you use Courage, gain +5 ft speed when
Entry talent, you can also gain Primal Aspect talents. you use AP to move. This lasts for the condition’s duration.
FREEZE
RANGER ENTRY Ranger, Bravery
Ranger, Class Entry Prerequisites: Courage II
Prerequisites: Character Level 2 Incompatibilities: Flight, Flight
When you take this entry talent, you gain the following Gain the Freeze ability.
abilities. Freeze. When you use Courage, you gain TD on attacks,
Primal Rapport. Gain the Primal Aspect talent. suffer the Chilled condition, and all of your defenses
Skilled. Gain +4 Skill Points that you can spend on skills increase by +3. This lasts for the condition’s duration.
with the observation and/or survival tags. B R AV E R Y I I I
Fighting Instinct. You may grant yourself TA until the Ranger, Bravery
end of your current turn. While you have fighting instinct, Prerequisites: Bravery 5
when you spend AP to move, gain +5 ft movement. (AWR/ Your Resist ability from Bravery increases by +1, and applies
Recoup) to Broken.
DRIVE TO SURVIVE
B R AV E R Y T R A C K Ranger, Bravery
B R AV E RY Prerequisites: Bravery III
Ranger, Bravery Gain the Drive to Survive ability.
Prerequisites: Ranger Entry Drive to Survive. When you start your turn and can see a
Gain the Bravery ability. creature that has any Planar, Modifying, or Magical creature
Bravery. Gain Resist Frightened 2. tags, you may become Shaken. This counts as you becoming
Shaken by that creature. You remain Shaken for 1 minute or
COURAGE until the creature dies (whichever is first). (½ AWR/Rest)
Ranger, Bravery
Prerequisites: Bravery B R AV E R Y I V
Gain the Courage ability. Ranger, Bravery
Courage. When you are Broken, Demoralized, Prerequisites: Drive to Survive
Frightened, or Shaken by an enemy, gain TA against that Gain +2 Skill Points in one skill with the observation tag.
enemy while your effect persists. (AWR/Rest) Your Resist ability from Bravery increases by +1.

B R AV E RY I I COURAGE III
Ranger, Bravery Ranger, Bravery
Prerequisites: Courage Prerequisites: Bravery IV
Your Resist ability from Bravery increases by +1 and applies Gain +2 Skill Points that you can spend on any skills with
to Demoralized. the stamina tag.
When you use Courage, regain HP equal to your AWR
COURAGE II (regardless of whether you are Bloodied).
Ranger, Bravery
Prerequisites: Bravery II FIGHT II
When you use Courage, and you are Bloodied, regain HP Ranger, Bravery
equal to your AWR. Prerequisites: Courage III, Fight
Gain +4 Skill Points that you can spend on any skills with
FIGHT the athleticism tag.
Ranger, Bravery
Your damage from the Fight ability becomes 1d8.
Prerequisites: Courage II
Incompatibilities: Flight, Freeze
Gain the Fight ability.
Fight. When you use Courage, deal +1d6 damage against
the source of the condition for its duration.

130 C hapter 3 | C lasses


FLIGHT II Additionally, the creature suffers the same conditions that
Ranger, Bravery it inflicted on you for the duration that you do. (1/Recoup)
Prerequisites: Courage III, Flight Level 30: Whenever a creature imposes Broken,
Gain +4 Skill Points that you can spend on any skills with Demoralized, Frightened, or Shaken against you, you are
the acrobatics tag. both Focused and Protected against it.
You ignore difficult terrain when you use the Flight ability.
FREEZE II
HUNTER TRACK
Ranger, Bravery HUNTER
Prerequisites: Courage III, Freeze Ranger, Hunter
Gain +4 Skill Points that you can spend on any skills with Prerequisites: Ranger Entry
the stamina tag. When you have been tracking a creature for at least 1 hour
You no longer suffer the Chilled condition with this ability. using AWR/Tracking, when you start Initiative in combat
DRIVE TO SURVIVE II against it, you deal +2 damage against it for the first
Ranger, Bravery minute.
Prerequisites: Bravery 10 CORNER QUARRY
Drive to Survive becomes AWR/Rest. Ranger, Hunter
COURAGE IV Prerequisites: Hunter
Ranger, Bravery Incompatibilities: Outnumbered
Prerequisites: Drive to Survive II When you are Flanking a creature, gain an additional TA
Gain +2 Skill Points that you can spend on any skills with against it.
the stamina tag. CORNER QUARRY II
Courage recharges AWR/Recoup. Ranger, Hunter
FIGHT III Prerequisites: Corner Quarry
Ranger, Bravery Incompatibilities: Outnumbered II
Prerequisites: Courage IV, Fight II Gain the Corner Quarry ability.
The additional damage from the Fight ability becomes 1d12. Corner Quarry. If you are Flanking a creature, you may
spend 2 AP to Engage it for 1 minute or until you are no
FLIGHT III
longer within 5 ft of it. (2/Recoup)
Ranger, Bravery
Prerequisites: Courage IV, Flight II OUTNUMBERED
Your speed from the Flight ability becomes +10 ft. Ranger, Hunter
Prerequisites: Hunter
FREEZE III
Incompatibilities: Corner Quarry
Ranger, Bravery
When you are Flanked, you gain TA.
Prerequisites: Courage IV, Freeze II
Gain +4 Skill Points that you can spend on any skills with OUTNUMBERED II
the stamina tag. Ranger, Hunter
The Freeze ability increases your defenses by +5. Prerequisites: Outnumbered
Incompatibilities: Corner Quarry II
UNDAUNTED
Outnumbered becomes: When two or more hostile creatures
Ranger, Bravery
are adjacent to you, gain TA.
Prerequisites: Bravery 13
The Shaken condition only reduces your d20 rolls by 1. DEADEYE
Ranger, Hunter
FEAR ITSELF
Prerequisites: Hunter
Ranger, Bravery, Capstone
Incompatibilities: Volley
Prerequisites: Undaunted
Gain the Deadeye ability.
It is said that in the face of fear you rise above or you
Deadeye. When you make a ranged attack against a
crumble. However, those who know you have seen you
creature with no Cover and none of its allies are adjacent,
strike fear in the hearts of those who would typically terrify
gain TA.
others.
Gain the Fear Itself ability.
Fear Itself. When a creature causes you to become
Broken, Demoralized, Frightened, or Shaken, if that creature
can see you, it immediately takes 2d10 psychic damage and
you gain TA against it until the end of your next turn.

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DEADEYE II HORDESBANE
Ranger, Hunter Ranger, Hunter
Prerequisites: Deadeye Prerequisites: Hunter II, Outnumbered II
Incompatibilities: Rain of Arrows Gain the Hordesbane ability.
Gain the Takedown Shot ability. Hordesbane. Once per turn, when you hit a creature
Takedown Shot. When you use Deadeye, deal 1d8 and another creature is adjacent to you, you can attack that
additional damage. (2/Recoup) second creature with the same weapon for 1 fewer AP (min
1 AP).
VOLLEY
Ranger, Hunter HORDESBANE II
Prerequisites: Hunter Ranger, Hunter
Incompatibilities: Deadeye Prerequisites: Hordesbane
Gain the Volley ability. Gain the Whirling Blades ability.
Volley. When you hit a creature that has an ally adjacent Whirling Blades. When you use Hordesbane, your
to it, make the same attack against that creature for 0 AP. second attack can target each creature of your choice that
(2/Recoup) is adjacent to you. Roll attack and damage once, comparing
against each target’s REF. Roll twice as many damage dice
RAIN OF ARROWS
as you normally would. Creatures take ½ damage on a miss.
Ranger, Hunter
(2/Rest)
Prerequisites: Volley
Incompatibilities: Deadeye II EAGLE EYE
Gain the Rain of Arrows ability. Ranger, Hunter
Rain of Arrows. Spend 4 AP and pick a point within Prerequisites: Hunter II, Deadeye II
range. Make your ranged attack roll and compare vs the AR When making a ranged attack, you do not suffer any penalty
of every creature in a 20 ft radius. Roll double the damage for targeting a Concealed enemy.
dice that you normally would. Creatures take full damage
EAGLE EYE II
on a hit and ½ on a miss. (2/Rest)
Ranger, Hunter
H U N T E R ’ S Q UA R RY Prerequisites: Eagle Eye
Ranger, Hunter When making a ranged attack, you do not suffer any penalty
Prerequisites: Hunter 3 for targeting an enemy in Darkness, provided that you know
Learn the Hunter’s Quarry spell if you do not already know the enemy’s location.
it. You may cast this spell without expending SP. (2/Rest)
VOLLEY II
HUNTER II Ranger, Hunter
Ranger, Hunter Prerequisites: Hunter II, Rain of Arrows
Prerequisites: Hunter’s Quarry Volley becomes DEX/Recoup and works on hostile creatures
Gain +4 Skill Points that you can spend on any skills with within 15 ft of each other.
the acrobatics or survival tag.
RAIN OF ARROWS II
Pick a creature with one of the following creature tags:
Ranger, Hunter
arcane, Avadri, celestial, divine, eldritch, elemental, fae,
Prerequisites: Volley II
fiend, giant, monstrosity, occult, primal, psionic, or undead.
Rain of Arrows does three times your normal damage dice
Gain the Target Prey ability.
and can be used ½ AWR/Rest.
Target Prey. Gain an additional +4 on History, Perceiving,
Sneaking, and Tracking rolls made in relation to creatures of HUNTER III
the type that you chose from Hunter II. Ranger, Hunter
Prerequisites: Hunter 7
HEW Choose two additional creature tags to gain Target Prey.
Ranger, Hunter
Prerequisites: Hunter II, Corner Quarry II HUNTER IV
Gain the Hew ability. Ranger, Hunter
Hew. When you hit a creature that has none of its allies Prerequisites: Hunter III
adjacent to it, deal +1d10 damage. (2/Recoup) Gain the Mark ability.
Mark. When you roll Initiative, you may Mark a Target
HEW II Prey creature that you can see. It becomes Vulnerable 1 to
Ranger, Hunter your weapon attacks for 1 minute. (1/Rest)
Prerequisites: Hew
Your crit range increases by 1 against creatures that have no
adjacent allies.

132 C hapter 3 | C lasses


ONE WITH THE LAND HORDESBANE III
Ranger, Hunter Ranger, Hunter
Prerequisites: Hunter IV Prerequisites: Ruthless Hunter, Hordesbane II
Pick 1 of the 11 Environments (Aquatic, Coastal, Desert, Whirling Blades becomes END/Rest.
Forest, Grassland, Jungle, Mountain, Subterranean, Swamp,
HORDE BREAKER
Tundra, or Volcanic). While you are in that environment,
Ranger, Hunter
you and up to AWR allies can move stealthily at a normal
Prerequisites: Hordesbane III
pace and remain alert to danger as though traveling
Gain the Horde Breaker ability.
cautiously.
Horde Breaker. Gain +1 TA and +1 to damage rolls for
P R I M E VA L S P E E D every enemy adjacent to you. This lasts until the end of your
Ranger, Hunter next turn. (1/Recoup)
Prerequisites: Hunter 10
DEADEYE III
Gain +5 ft speed when you can see your Target Prey.
Ranger, Hunter
FLETCHER Prerequisites: Ruthless Hunter, Eagle Eye II
Ranger, Hunter When using Deadeye, increase your crit range by 1.
Prerequisites: Hunter IV Takedown Shot becomes AWR/Recoup.
You can fletch your own arrows, making 1d8 + INT/
R A P I D TA K E D O W N
Woodcarving arrows each time you Take a Rest.
Ranger, Hunter
SHROUD Prerequisites: Deadeye III
Ranger, Hunter When you use Takedown Shot against a target and it does
Prerequisites: Hunter 10 not die, gain 3 AP.
When you are Concealed, creatures that attack you gain 1
VOLLEY III
additional TD.
Ranger, Hunter
Q U I C K D R AW Prerequisites: Ruthless Hunter, Rain of Arrows II
Ranger, Hunter Volley works on creatures within 30 ft of each other.
Prerequisites: Hunter IV When you use Volley on a creature that was adjacent to
You can draw/stow weapons without spending AP once on your first target, it does not expend a use of Volley.
your turn.
ARROW STORM
C A L C U L AT I N G Ranger, Hunter
Ranger, Hunter Prerequisites: Volley III
Prerequisites: Hunter 10 Gain the Arrow Storm ability.
Gain the Calculating ability. Arrow Storm. When you use Rain of Arrows, deal four
Calculating. When you roll Initiative and are facing a times your normal damage dice and the radius is 30 ft. (1/
Target Prey, you may choose for all of your attacks that Rest)
would target their AR to instead target either REF, FORT, or
PEERLESS HUNTER
ANT (your choice at the start of combat). This effect lasts
Ranger, Hunter, Capstone
until combat concludes. (3/Rest)
Prerequisites: Hunter 14
RUTHLESS HUNTER Those in the know recognize that you are a peerless hunter
Ranger, Hunter and might task you with felling great monsters for equally
Prerequisites: Hunter 11 great rewards.
Gain two of the following Hunter track talents: Cornered When you roll Initiative and you have no Target Prey,
Quarry, Outnumbered, Deadeye, or Volley. Ignore any choose one enemy to be Target Prey.
incompatibilities for these selections. Gain the Peerless Hunter ability.
Peerless Hunter. When you finish Taking a Rest, you can
C O R N E R E D Q UA R RY I I I
reassign all of your Talent Points spent in this track, taking
Ranger, Hunter
new talents within this track. You lose this ability if you
Prerequisites: Ruthless Hunter, Hew II
reassign your talents in such a way that you no longer have
Gain +2 Skill Points that you can spend on any skills with
access to this talent. (1/Week)
the athleticism or stamina tag.
Level 30: You can reselect the creature types that Target
Cornered Quarry becomes END/Recoup.
Prey abilities work on. (1/Rest)
HEW III
Ranger, Hunter
Prerequisites: Cornered Quarry III
When you use Hew against a target and it does not die, gain
3 AP. C hapter 3 | C lasses 133
Pounce. On your first turn in Initiative if no enemies have
INSTINCT TRACK acted yet, gain 2 additional AP.
S U R V I VA L I N S T I N C T VIGILANT III
Ranger, Instinct Ranger, Instinct
Prerequisites: Ranger Entry Prerequisites: Fighting Instinct IV
Gain the Preternatural Dodge ability. Gain +4 Skill Points that you can spend on any skills with
Preternatural Dodge. When a creature attacks one of the survival tag.
your physical or mental defenses, you can use ANT in place Vigilant is AWR/Recoup.
of whatever was targeted. (AWR/Rest)
S U R V I VA L I N S T I N C T V
FIGHTING INSTINCT II Ranger, Instinct
Ranger, Instinct Prerequisites: Vigilant III
Prerequisites: Survival Instinct Gain a +4 bonus to Initiative.
Fighting Instinct lasts until the end of your next turn. Preternatural Dodge is AWR/Recoup.
S U R V I VA L I N S T I N C T I I VIGILANT IV
Ranger, Instinct Ranger, Instinct
Prerequisites: Fighting Instinct II Prerequisites: Survival Instinct V
Gain the Size Up ability. Gain +4 Skill Points that you can spend on any skills with
Size Up. You can spend 2 AP to study an enemy and learn the observation tag.
which defense(s) its attacks target, besides AR. Vigilant is AWR/Catch Breath.
FIGHTING INSTINCT III FIGHTING INSTINCT V
Ranger, Instinct Ranger, Instinct
Prerequisites: Survival Instinct II Prerequisites: Vigilant IV
Gain +4 Skill Points that you can spend on any skills with Pounce grants you 4 AP.
the athleticism tag. If you start Initiative with no Fighting Instinct, regain one
Your Fighting Instinct also grants you a +1 to all damage Fighting Instinct.
rolls.
VIGILANT V
VIGILANT Ranger, Instinct
Ranger, Instinct Prerequisites: Fighting Instinct V
Prerequisites: Fighting Instinct III Vigilant is always active.
Gain the Vigilant ability.
CORNERED ANIMAL
Vigilant. If you roll lower than 10 on an AWR check, treat
Ranger, Instinct, Capstone
that roll as 10 instead. (AWR/Rest)
Prerequisites: Vigilant V
S U R V I VA L I N S T I N C T I I I Your base animal instinct to fight and live is overwhelming.
Ranger, Instinct Fighting Instinct becomes AWR/Catch Breath.
Prerequisites: Vigilant Gain the Cornered Animal ability.
Your ANT increases by +1. Choose REF or FORT to also Cornered Animal: When you start your turn with 0 HP,
increase by +1. you may gain 2 Death Points. If you do, then until the end
VIGILANT II of your next turn, your speed doubles, you gain TA on all
Ranger, Instinct attacks, creatures cannot make reactive attacks against you,
Prerequisites: Survival Instinct III and your first hit that was not a crit counts as a crit. (1/
Vigilant becomes: If you roll lower than 10 on an AWR Rest)
check, treat that roll as your ANT instead. Level 30: Cornered Animal no longer costs 2 Death Points
and is active whenever you are at 0 HP.
S U R V I VA L I N S T I N C T I V
Ranger, Instinct
Prerequisites: Vigilant II
SURVIVOR TRACK
Gain +4 Skill Points that you can spend on any skills with N AT U R A L H A B I TAT
the observation tag. Ranger, Survivor
Gain a +4 bonus to Initiative. Prerequisites: Ranger Entry
FIGHTING INSTINCT IV Gain +4 Skill Points that you can assign to any skills with
Ranger, Instinct the survival or stamina tags.
Prerequisites: Survival Instinct IV Pick one of the 11 environments: Aquatic, Coastal, Desert,
Gain the Pounce ability. Forest, Grassland, Jungle, Mountain, Subterranean, Swamp,
Tundra, or Volcanic. This is your Natural Habitat. While in
that environment, you can always find enough food for a
134 C hapter 3 | C lasses number of creatures equal to your AWR.
P R I M E VA L S E N S E S N AT U R E S T R I D E I I
Ranger, Survivor Ranger, Survivor
Prerequisites: Natural Habitat Prerequisites: Survivor II
Gain the Primeval Sense ability. Ignore Hazardous Terrain that isn’t liquid while in your
Primeval Senses. By focusing for 1 minute, you learn Natural Habitat.
whether any of the following creatures are within 1 mile
P R I M E VA L S E N S E S I V
of you: arcane, divine, occult, primal, psionic, undead,
Ranger, Survivor
monstrosity, fae, and eldritch. You do not learn their
Prerequisites: Nature Stride II
identities but learn their exact numbers and direction/
Gain +4 Skill Points that you can spend on any skills with
distance from you. This information is fleeting, but if you do
the observation tag.
no strenuous activity you can maintain it for up to 10 mins.
Primeval Identification can be used on a number of
(AWR/Rest)
targets equal to ½ your AWR.
N AT U R A L H A B I TAT I I N AT U R A L H A B I TAT I V
Ranger, Survivor Ranger, Survivor
Prerequisites: Primeval Senses Prerequisites: Primeval Senses IV
Gain the Wilderness Mastery ability. Pick a third environment to be your Natural Habitat, and
Wilderness Mastery. When in your favored environment, Wilderness Mastery is AWR/Recoup.
give yourself double your Skill Points before you make an
AWR skill check. (AWR/Rest) N AT U R E S T R I D E I I I
Ranger, Survivor
P R I M E VA L S E N S E S I I Prerequisites: Natural Habitat IV
Ranger, Survivor Always ignore Difficult Terrain. Ignore all Hazardous Terrain
Prerequisites: Natural Habitat II that is caused by natural phenomena unless it is liquid.
When you use Primeval Senses, you can use Primal
Identification. P R I M E VA L S E N S E V
Primal Identification. Learn the identity of one creature Ranger, Survivor
that you sense. Prerequisites: Nature Stride III
You have unlimited uses of your Primeval Senses ability.
N AT U R E S T R I D E
Ranger, Survivor U N R I VA L E D E X P L O R E R
Prerequisites: Primeval Senses II Ranger, Survivor, Capstone
Gain +4 Skill Points that you can assign to any skills with Prerequisites: Primeval Sense V
the acrobatics tag. You are known as a person truly in tune with the untamed,
Ignore Difficult Terrain while in a Natural Habitat. uncharted wilderness in all its splendor, and are commonly
sought out as a guide for high-profile travelers. You may
S U R V I VO R embrace this or you may hide from civilization to avoid the
Ranger, Survivor recognition and to just spend time in the wild, where your
Prerequisites: Nature Stride heart truly lies.
Gain a Primal Aspect. You can never become lost, even by magical means.
Pick one: Natural Heat, Natural Cold, or Forced Marching. You have TA when you are in one of your Natural
You can no longer gain Fatigue from that selection. Habitats.
P R I M E VA L S E N S E S I I I When you Take a Rest in a type of environment that is not
Ranger, Survivor one of your Natural Habitats, you may replace one of your
Prerequisites: Survivor old Natural Habitats with this new environment. (1/Week)
You cannot become lost, except through the use of magic. Level 30: The final cap for your AWR increases from 12
Primeval Senses recharges AWR/Recoup. to 14.
N AT U R A L H A B I TAT I I I
Ranger, Survivor W I L D E R N E S S WA R D E N
Prerequisites: Primeval Senses III TRACK
Gain +4 Skill Points that you can spend on any skills with
P R I M A L WA R D E N
the acrobatics or athleticism tag.
Ranger, Wilderness Warden
Pick a second environment to be your Natural Habitat.
Prerequisites: Ranger Entry
S U R V I VO R I I Gain the Warden of the Primal talent if you did not already
Ranger, Survivor have it. If you did already have it, gain a talent from the
Prerequisites: Natural Habitat III Primal Magic stack.
You become Immune to common poisons and diseases.

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Each time you level up and spend your talent point on a E N V I R O N M E N TA L I S T I I
talent in the Wilderness Warden track, you gain +5 SP and Ranger, Wilderness Warden
+1 Primal Power. AWR is your magic attribute. Prerequisites: Primal Warden II, Environmentalist
E N V I R O N M E N TA L I S T Learn a new Primal Aspect.
Ranger, Wilderness Warden The environment you picked now restores 2 SP per
Prerequisites: Primal Warden Recoup.
Pick one of the 11 Environments: Aquatic, Coastal, Desert, WA N D E R E R ’ S I N V O C AT I O N
Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Ranger, Wilderness Warden
Tundra, or Volcanic. While you are in that environment and Prerequisites: Environmentalist II or Planar Protector II
not within 1 mile of a settled area, you regain 1 SP when Learn one invocation.
you Recoup. Pick an invocation that you know that has no tier
R A N G E R ’ S I N VO CAT I O N prerequisites. You can cast that invocation one time per day
Ranger, Wilderness Warden without expending an invocation slot.
Prerequisites: Environmentalist or Planar Protector FURIOUS CHANT
Learn one invocation. Ranger, Wilderness Warden
Pick an invocation that you know that has no tier Prerequisites: Wanderer’s Invocation or Intrinsic Boon II
prerequisites. You can cast that invocation 1 time per day Pick one chant that you did not select with Empowered
without expending your invocation slot. Chant. While more than 1 mile from a settled area, you can
EMPOWER CHANT cast that chant as if it were 1 Tier stronger.
Ranger, Wilderness Warden PLANAR PROTECTOR II
Prerequisites: Ranger’s Invocation or Intrinsic Boon Ranger, Wilderness Warden
Pick one chant that you know, that does not deal damage. Prerequisites: Primal Warden II, Planar Protector
While more than 1 mile from a settled area, you can cast Choose a new type of creature from your Planar Protector
that chant as if it were 1 Tier stronger (e.g., if you normally feature. Your Planar Protector bonus works on creatures
cast chants at Primal Tier 2, cast this chant at Primal Tier 3). with either tag.
PLANAR PROTECTOR INTRINSIC BOON II
Ranger, Wilderness Warden Ranger, Wilderness Warden
Prerequisites: Primal Warden Prerequisites: Environmentalist II or Planar Protector II;
Pick one creature tag: arcane, Avadri, celestial, divine, Intrinsic Boon
eldritch, elemental, fae, fiend, giant, occult, primal, psionic, Learn one chant, one invocation, and one spell that all have
or undead. the intrinsic tag.
Your magic attack rolls against those creatures increases
WA N D E R E R ’ S S P E L L S
by +1.
Ranger, Wilderness Warden
INTRINSIC BOON Prerequisites: Wanderer’s Invocation or Intrinsic Boon II
Ranger, Wilderness Warden Pick two spells with the nature tag that you know and that
Prerequisites: Environmentalist or Planar Protector you have not selected for your ranger’s spells feature. They
Learn one chant, one invocation, and one spell that all have cost 1 fewer SP (min 1 SP).
the intrinsic tag.
P R I M A L WA R D E N I I I
RANGER’S SPELLS Ranger, Wilderness Warden
Ranger, Wilderness Warden Prerequisites: Furious Chant or Wanderer’s Spells
Prerequisites: Ranger’s Invocation or Intrinsic Boon You cannot become lost except through the use of magic.
Pick two intrinsic spells that you know. They cost 1 fewer SP Gain a talent from the Primal Magic stack.
(min 1 SP).
P R I M A L WA R D E N I V
P R I M A L WA R D E N I I Ranger, Wilderness Warden
Ranger, Wilderness Warden Prerequisites: Primal Warden III
Prerequisites: Empower Chant or Ranger’s Spells Gain +4 Skill Points that you can spend on any skills with
Gain +4 Skill Points that you can spend on any skills with the observation or survival tags.
the observation or survival tag. Gain a talent from the Primal Magic stack.
Gain a talent from the Primal Magic stack.
E N V I R O N M E N TA L I S T I I I
Ranger, Wilderness Warden
Prerequisites: Primal Warden IV, Environmentalist II
The environment you picked now restores 3 SP per Recoup.
All environments now restore 1 SP per Recoup.
136 C hapter 3 | C lasses
P R I M E VA L I N VO CAT I O N Level 30: Choose one intrinsic spell and one intrinsic
Ranger, Wilderness Warden invocation. Both must have the nature tag. You can cast
Prerequisites: Environmentalist III or Planar Protector III each of those abilities indefinitely, without spending SP or
Learn one invocation. invocation slots.
Pick an invocation that you know that is Tier 2 or Tier
3. You can cast that invocation one time per day without
expending an invocation slot.
CHANT OF THE WILD HEART R O G U E TA L E N T S
Ranger, Wilderness Warden
Prerequisites: Primeval Invocation or Intrinsic Boon III
After gaining the Rogue Entry talent, you can take talents
You can choose which intrinsic chants get your bonus from
from any of the Rogue tracks.
the “Chant” abilities in this track when you Take a Rest. (1/
Week)
When you reach Primal Tier 6, gain +12 Skill Points that
RO GUE ENTRY
you can spend on skills with the athleticism, acrobatics, Rogue, Class Entry
stamina, observation, or survival tag. Prerequisites: Character Level 2
When you take this entry talent, you gain the following
PLANAR PROTECTOR III
abilities.
Ranger, Wilderness Warden
Sneak Attack. Your Sneak Attack damage increases by
Prerequisites: Primal Warden IV, Planar Protector II
+1d6 (if you had no Sneak Attack, it becomes 1d6). You can
Choose a creature tag you have already chosen with Planar
apply Sneak Attack damage to a creature that you hit with a
Protector 1 or 2. Gain an additional +1 on magic attacks
melee attack with a light weapon if you had TA against the
against creatures of that type.
target and no TD. You may do this once per turn.
INTRINSIC BOON III Skilled. Gain +6 Skill Points that you can spend on
Ranger, Wilderness Warden any skills with the acrobatics, influence, observation, or
Prerequisites: Environmentalist 3 or Planar Protector 3; subterfuge tag.
Intrinsic Boon II Well Equipped. You gain hooded common clothes, a
Gain +4 Skill Points that you can spend on any skills with hooded lantern, two daggers, a skullduggery kit, and one
the survival tag. disguise of your choice.
Learn 1 chant, 1 invocation, and 1 spell that all have the
intrinsic tag. CON TRACK
P R I M E VA L S P E L L S
CONFIDENCE
Ranger, Wilderness Warden
Rogue, Con
Prerequisites: Primeval Invocation or Intrinsic Boon III
Prerequisites: Rogue Entry
Pick 3 intrinsic spells that you know and that have
You gain 1 rank in the Charlatan profession. If you already
benefitted either from Ranger’s Spells or Wanderer’s Spells.
have any ranks in the Charlatan profession, you gain +3
They cost 1 fewer SP (min 1 SP).
Skill Points in Savoir Faire, and +3 Skill Points that you can
P R I M A L WA R D E N V spend on Empathy, Gossiping, Intimidating, Leadership, or
Ranger, Wilderness Warden Persuading.
Prerequisites: Chant of the Wild Heart or Primeval Spells
I M P E R S O N AT E
Gain +4 Skill Points that you can spend on any skills with
Rogue, Con
the observation or survival tags.
Prerequisites: Confidence
Gain a talent from the Primal Magic stack.
Your false identity now holds up to some scrutiny. After
PRIMAL EXEMPLAR spending a day studying someone and at least a week in
Ranger, Wilderness Warden, Capstone their area of residence, you can use the Impersonate ability.
Prerequisites: Primal Warden V Impersonate. Roll an INT/Disguise check and an INT/
Your heart, soul, and body are intertwined with the Forging check and take the average of the two rolls. This
wellbeing of the natural world. Fae generally see you becomes your Identity Score. People inspecting your
as a great friend and will usually go out of their way to credentials, paperwork, or claims may make an INT roll,
cooperate with you. and if they do not beat your Identity Score, they do not
You can never become lost, even by magical means. get suspicious unless you give them a clear reason to be
When you Take a Rest and you are not within 1 mile of suspicious.
a settled area, you may reassign all of your ranger Talent You may have one active identity.
Points, assigning them to other ranger talents.

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You can only repeat your Disguise and Forging check by CHARMING IDENTITY
spending another day with the person and another week in Rogue, Con
their area of residence. Prerequisites: Impersonate
A creature inspecting you gains the following cumulative You may attempt to Charm someone who has been fooled by
bonuses to their INT roll if circumstances allow. your Identity. Make a CHA roll vs LOG. If you hit, they treat
+5 If you have just done something very suspicious. you as a friendly acquaintance for 1 minute, and do not
+20 If you are within 5 miles of the home of the person know they have been Charmed. This does not work if the
you are impersonating. creature is in combat.
+30 If the person who is inspecting has heard of or knows
L E AV E I T T O L U C K
about the person you are impersonating.
Rogue, Con
+40 If the person inspecting has been fooled by a
Prerequisites: Con 5
different identity before.
Gain the Coin Toss ability.
+50 If the person inspecting has met the person you’re
Coin Toss. Your next d20 roll becomes a 50/50 chance.
impersonating before.
If you roll an odd number, treat it as a 1. If you roll an even
+70 If the person inspecting has met the person you’re
number, treat it as a 20. (½ LUCK/Rest)
impersonating in the last year.
The creature automatically beats your score if they have FO O L’ S S T R I K E
interacted with the person that you are impersonating in Rogue, Con, Repeatable
the last month, the person you are impersonating is a well Prerequisites: Leave it to Luck
known individual in the area you’re in, or the inspector You gain an additional Sneak Attack die against creatures
knows the individual that you are impersonating personally. while you are disguised and your target does not know your
true identity.
MASTER OF DISGUISE
You can take this talent up to six times.
Rogue, Con, Repeatable
Prerequisites: Impersonate H O W DA R E YO U
You gain +3 to Disguising and +3 to Forging checks. Rogue, Con
Prerequisites: Leave it to Luck
ADDITIONAL IDENTITIES
People inspecting your identity must subtract your Savior
Rogue, Con, Repeatable
Faire from their INT roll.
Prerequisites: Impersonate
You may have an additional identity. It takes you one hour L E AV E I T T O L U C K I I
to switch between identities. Rogue, Con
Prerequisites: Leave it to Luck
BETTER IDENTITIES
Your Coin Toss ability becomes LUCK/Rest.
Rogue, Con, Repeatable
Prerequisites: Impersonate JAMMY
You gain +5 to your Identity Score. Rogue, Con
Prerequisites: Leave it to Luck
STURDIER IDENTITIES
Your total number of Luck Points per day is equal to your
Rogue, Con, Repeatable
LUCK.
Prerequisites: Impersonate
You gain +10 to your Identity Score when the inspector has SLIPPERY
any number of circumstantial bonuses. Rogue, Con
Prerequisites: Leave it to Luck
QUICKER IDENTITIES
You can now spend 2 Luck Points to force a creature that
Rogue, Con
you can see within 30 ft of you to reroll a d20 after they
Prerequisites: Impersonate
make an attack roll or after they inspect your identity.
You may shortcut the 1 week requirement for identities and
take a -5 on your Forgery check per day skipped (Max -30). C AT C H M E I F YO U C A N
Rogue, Con
B E T R AYA L
Prerequisites: Leave it to Luck
Rogue, Con
If you have at least 1 Luck Point when you are reduced
Prerequisites: Impersonate
to 0 HP, you can regain 1 HP and immediately move 40 ft
If you attack someone who is Completely Surprised and has
without provoking reactive actions. Doing so costs all of
been fooled by your identity, that attack is an automatic crit
your remaining Luck Points.
and deals maximum damage.
P L AY D E A D
Rogue, Con
Prerequisites: Leave it to Luck
If you have at least 1 Luck Point when you hit 0 HP you can
138 C hapter 3 | C lasses
regain 1 HP and pretend to be dead. You begin Catching person. A vial is enough for three doses of each poison.
your Breath when you do this. Additionally, make a CHA/ You may only refill these by Taking a Rest in a populated
Performance roll vs the LOG of each creature that can see area. You learn how to identify fellow members of the guild
you.If you hit more than half the witnesses, then you are who can provide this service to you, as well as clue you in
believed to be dead (or the identity that you are currently to potential contracts. If you break your oath, you may no
using is believed to be dead). longer refill your poisons until reparations have been made.
You can spend 1 AP to coat a weapon that has the Light
MASTER OF DISGUISE II
property.
Rogue, Con
The first vials are free, but new vials cost 20 sc each.
Prerequisites: Leave it to Luck, Master of Disguise
Drake’s Breath: Your attacks have a 50% chance to deal
You gain +3 In Savior Faire and +3 Skill Points that you can
an extra 1d6 fire damage for 1 minute. The extra damage
spend on any skills with the influence tag.
occurs on odd-numbered attack rolls.
CHECK IT AGAIN Ice Blood: The first target struck with a weapon coated in
Rogue, Con this poison must make an END check with a DC of 10 at the
Prerequisites: Leave it to Luck start of their turns for the next 1 minute. On any turn where
You may now spend 1 Luck Point to force a creature to reroll they fail, they gain the Chilled condition. A creature with a
their INT check made to overcome your Identity Score. ML instead loses one of the actions on their actions list.
FRAME Harlan’s Breach: Your attacks ignore all Resist properties,
Rogue, Con as well as Immune Blunt, Immune Sharp, and Immune
Prerequisites: Leave it to Luck Physical for 1 minute.
You can now abandon an identity after you attempt a Rug FIND WEAK SPOT
Pull using the rank 5 Charlatan ability. There is a 50% Rogue, Guild Affiliate
chance that the blame will fall on the person you were Prerequisites: Guild Member
impersonating instead of you. Once per turn, you may target a creature’s FORT instead of
C O N M A N E X T R AO R D I N A I R E their AR.
Rogue, Con, Capstone FIND WEAK SPOT II
Prerequisites: Con 14 Rogue, Guild Affiliate, Repeatable (even levels only)
Who exactly are you? No one knows. Your original identity Prerequisites: Find Weak Spot
has been completely erased from all records and only the You gain an additional Sneak Attack die whenever you use
people closest to you might know your real name. Sneak Attack and Weak Spot together.
You may now attempt a grand impersonation. When
someone inspects you, they gain no bonus from having FIND WEAK SPOT III
heard of the person that you are impersonating or from Rogue, Guild Affiliate, Repeatable (odd levels only)
having met them before. People who personally know the Prerequisites: Find Weak Spot II
creature you are impersonating will only find you out if If your Weak Spot attack hits, you may move 5 ft for free.
they can see you and are within 30 ft of you. Your Grand This movement does not provoke reactive attacks. (1/Catch
Impersonation only lasts for 24 hours, and you may only Breath)
attempt a Grand Impersonation once a week. After 24 Each time you take this talent again, gain +2 uses /Catch
hours, future inspections gain a +40 bonus to their roll. Breath.
Level 30: The final cap for your CHA increases from 12 to FIND WEAK SPOT IV
14. Rogue, Guild Affiliate
Prerequisites: Find Weak Spot III
G U I L D A F F I L I AT E Weak Spot attacks that exceed the target’s FORT by 5 or
TRACK more cause Bleeding 1d4 for 1d6 rounds.

GUILD MEMBER FIND WEAK SPOT V


Rogue, Guild Affiliate
Rogue, Guild Affiliate
Prerequisites: Find Weak Spot IV
Prerequisites: Rogue Entry
Your Weak Spot attacks gain +1 crit range.
Incompatibilities: Disciple of the Divine, Initiate of the Occult,
Warden of the Primal GARROTE
You join Harlan’s Guild (or another guild, as specified by Rogue, Guild Affiliate
your MC.) You may only gain the benefits of this talent after Prerequisites: Guild Member
Taking a Rest in an area of civilization such as a town or Gain the Garrote ability.
village. You swear off all deific influence. You gain access Garrote. By spending 3 AP, you may make a DEX vs ANT
to three poisons, and can keep one vial of each on your attack against a creature who cannot see you and is in

C hapter 3 | C lasses 139


melee distance. On a hit, you begin a special grapple that AIMED STRIKE
requires both of your hands. You can take no actions other Rogue, Guild Affiliate
than movement. Otherwise this follows the normal Grappled Prerequisites: Guild Member
rules. Spend 1 additional AP on an attack to gain TA on that
If their ML is less than half your character level, they are attack.
rendered Helpless and begin Suffocating while Grappled in
AIMED STRIKE II
this way. Otherwise, the creature is Silenced and Staggered
Rogue, Guild Affiliate
while Grappled in this way. (1/Rest)
Prerequisites: Aimed Strike
RO GUE MANEUVERS When using Aimed Strike, roll 2d20 and keep the higher
Rogue, Guild Affiliate result.
Prerequisites: Guild Member
TA C T I C A L S U P E R I O R I T Y
Your range for thrown weapons is doubled and thrown
Rogue, Guild Affiliate
weapons can now trigger Sneak Attack.
Prerequisites: Aimed Strike
HAMSTRING Your Aimed Strikes deal +1 damage. Additionally, when you
Rogue, Guild Affiliate have one source of TA, you can ignore two sources of TD,
Prerequisites: Rogue Maneuvers, Guild Affiliate 5 potentially allowing you to use Sneak Attack.
Gain the Hamstring Ability.
TA C T I C A L S U P E R I O R I T Y I I
Hamstring. When a creature leaves your melee reach,
Rogue, Guild Affiliate
you can attack with a melee weapon by spending 2 Reactive
Prerequisites: Tactical Superiority
AP. On a hit, that target’s movement is halved until the end
Your Aimed Strikes deal +1 damage. Additionally, when you
of their turn.
have one source of TA, you can ignore three sources of TD.
QUICK STRIKE
TA C T I C A L S U P E R I O R I T Y I I I
Rogue, Guild Affiliate
Rogue, Guild Affiliate
Prerequisites: Rogue Maneuvers, Guild Affiliate 5
Prerequisites: Tactical Superiority II
Gain the Quick Strike ability.
Your Aimed Strikes deal +1 damage. Additionally, when you
Quick Strike. When you hit a creature with a melee
have one source of TA, you can ignore all sources of TD.
attack, you may spend 2 AP to teleport to another
unoccupied space within 5 ft of the creature you attacked. POISONER
Rogue, Guild Affiliate
P R E PA R AT O RY S T R I K E
Prerequisites: Guild Member
Rogue, Guild Affiliate
You may now apply poison to ammunition.
Prerequisites: Rogue Maneuvers, Guild Affiliate 5
Gain the Preparatory Strike ability. D R A K E S B R E AT H P R E F E R E N C E
Preparatory Strike. Make a weapon attack against a Rogue, Guild Affiliate
creature and then end your turn immediately. You add a Prerequisites: Poisoner
bonus to your physical defenses until the beginning of your You may replace Ice Blood or Harlan’s Breach with extra
next turn. The bonus equals the number of AP you have vials of Drake’s Breath when you refill your poisons.
remaining to use reactively. D R A K E ’ S B R E AT H E F F I C I E N CY
E VA S I V E T H R O W Rogue, Guild Affiliate
Rogue, Guild Affiliate Prerequisites: Poisoner
Prerequisites: Rogue Maneuvers, Guild Affiliate 5 You can get four doses from a vial of Drake’s Breath.
Gain Evasive Throw ability. D R A K E ’ S B R E AT H E F F I C A CY
Evasive Throw. Spend 1 additional AP as a part of a Rogue, Guild Affiliate
thrown weapon attack. If it hits, you gain +2 to your mental Prerequisites: Poisoner
defenses against that creature and take no damage when Drake’s Breath becomes 2d6 fire damage.
the creature misses you if you would otherwise take half
L I N G E R I N G D R A K E ’ S B R E AT H
damage.
Rogue, Guild Affiliate
QUICK THROW Prerequisites: Poisoner
Rogue, Guild Affiliate Drake’s Breath lasts for 2 minutes.
Prerequisites: Rogue Maneuvers, Guild Affiliate 5
D R A K E ’ S B R E AT H A M M U N I T I O N
You can now make a ranged thrown attack as a part of
Rogue, Guild Affiliate
drawing a concealed weapon. If the creature is Partially
Prerequisites: Poisoner
Surprised it automatically hits. If the creature is Completely
You can apply Drake’s Breath to a quiver of up to 20
Surprised it automatically hits and crits.
arrows or a case of up to 20 bolts, but the duration remains
unchanged.
140 C hapter 3 | C lasses
D R A K E ’ S B R E AT H E X P E R T I S E GUILDMASTER
Rogue, Guild Affiliate Rogue, Guild Affiliate, Capstone
Prerequisites: Poisoner Prerequisites: Guild Affiliate 14
You can now add your INT to Drake’s Breath damage. You are an individual of great renown among the shadowy
underbelly of Ancerra. Commanding entire operations for
ICE BLOOD PREFERENCE
your guild, approving new members, and handling the most
Rogue, Guild Affiliate
sensitive of issues.
Prerequisites: Poisoner
You gain two vials of each of the three poisons when
You may replace Drake’s Breath or Harlan’s Breach with
you Take a Rest in a populated area, and refilling them is
extra vials of Ice Blood when you refill your poisons.
free. Once per week, you can have a guild representative
I C E B L O O D E F F I C I E N CY meet you where you are camping for refills, assuming your
Rogue, Guild Affiliate location is accessible without major magic or combat. The
Prerequisites: Poisoner representative will not partake in combat or favors for you,
You can get four doses from a vial of Ice Blood. but may take messages back to the nearest town if you
I C E B L O O D E F F I CACY request it.
Rogue, Guild Affiliate Level 30: You gain one additional vial of each of the three
Prerequisites: Poisoner poisons from this track each time you restock.
Ice Blood’s DC becomes your INT+10.
LINGERING ICE BLOOD PSYBLADE TRACK
Rogue, Guild Affiliate P S Y B L A D E FO C U S
Prerequisites: Poisoner
Rogue, Psyblade
Ice Blood lasts for 2 minutes.
Prerequisites: Rogue Entry
ICE BLOOD AMMUNITION You gain the Adept of the Psionic talent if you do not
Rogue, Guild Affiliate already have it. INT is your magic attribute.
Prerequisites: Poisoner Each time you level up and spend your Talent Point on a
You can now apply Ice Blood to a quiver of up to 20 arrows talent in the Psyblade track, you gain +5 SP and +1 Psionic
or a case of up to 20 bolts, but the duration remains Power.
unchanged.
SOUL KNIFE
H A R L A N ’ S B R E AC H P R E F E R E N C E Rogue, Psyblade
Rogue, Guild Affiliate Prerequisites: Psyblade Focus
Prerequisites: Poisoner Regardless of your Aptitude, Create Weapon costs you 0 SP
You may replace Drake’s Breath or Ice Blood with extra vials to cast, and 0 AP to resummon a Light weapon.
of Harlan’s Breach when you refill your poisons.
SOUL REND
H A R L A N ’ S B R E AC H E F F I C I E N CY Rogue, Psyblade
Rogue, Guild Affiliate Prerequisites: Psyblade Focus
Prerequisites: Poisoner Gain the Soul Rend ability.
You can get five doses from a vial of Harlan’s Breach. Soul Rend. When you deal psychic damage to a creature,
it can no longer regain HP until the beginning of its next
H A R L A N ’ S B R E AC H E F F I CACY
turn. (INT/Rest)
Rogue, Guild Affiliate
Prerequisites: Poisoner P S YC H I C B O N D
Any creature struck with Harlan’s Breach loses its Resist Rogue, Psyblade
properties until the beginning of its next turn. Prerequisites: Psyblade Focus
Gain the Psychic Bond ability.
L I N G E R I N G H A R L A N ’ S B R E AC H
Psychic Bond. Choose an ally within 30 ft of you and
Rogue, Guild Affiliate
spend 2 AP. Gain TA on enemies that take damage from
Prerequisites: Poisoner
that ally during the duration. This ability lasts for 1 minute.
Harlan’s Breach lasts for 2 minutes.
(INT/Rest)
H A R L A N ’ S B R E AC H A M M U N I T I O N
Rogue, Guild Affiliate P S YC H I C S T R I K E
Prerequisites: Poisoner Rogue, Psyblade
You can apply Harlan’s Breach to a quiver of up to 20 Prerequisites: Psyblade Focus
arrows or a case of up to 20 bolts, but the duration remains If you would miss an attack roll, you may spend SP to add to
unchanged. your attack roll total at a rate of 1 SP per +2. (INT/Rest)

C hapter 3 | C lasses 1 41
MIND SPIKE PIERCING STRIKE
Rogue, Psyblade Rogue, Psyblade
Prerequisites: Psyblade Focus Prerequisites: Psyblade Focus II
Your attacks and spells that deal psychic damage may now Your attacks ignore Resist Psychic.
deal Sneak Attack damage.
P S YC H I C S C R E A M
I M P R OV E D M I N D S P I K E Rogue, Psyblade
Rogue, Psyblade Prerequisites: Psyblade Focus II
Prerequisites: Mind Spike Gain the Psychic Scream ability.
You gain +1 Sneak Attack die when dealing psychic Psychic Scream. Spend 3 AP to make an INT vs LOG
damage. attack against all creatures within 5 ft of you. On a hit, deal
1d4+INT psychic damage and the creature cannot take
S PA C E B E N D
reactive actions until after their next turn. (3/Rest)
Rogue, Psyblade
Prerequisites: Psyblade Focus PSIONIC ARMOR
When you would be the victim of damage that affects more Rogue, Psyblade
than one creature, you may teleport to an unoccupied space Prerequisites: Psyblade Focus II
up to 15 ft away, but you start your next turn with 3 fewer You may use your LOG in place of your ANT or WILL when a
AP. (½ INT/Rest) creature attacks your ANT or WILL. (INT/Rest)
P SY B L A D E FO C U S I I MASTER PSYBLADE
Rogue, Psyblade Rogue, Psyblade, Capstone
Prerequisites: Psyblade 5 Prerequisites: Psyblade 14
You can now choose if the weapons created by your Create Your hardened capacity to manipulate the world around you
Weapon are visible, invisible, or shed bright light in a 15 ft with a mere thought is something of an urban legend among
radius and dim light for an additional 15 ft. cons and crooks. Even some circles of spellcasters whisper
your name with wonder.
SOUL KNIFE II
If you have zero uses of Soul Rend or Psychic Scream and
Rogue, Psyblade
a creature attacks but misses your LOG, you regain one use
Prerequisites: Psyblade Focus II, Soul Knife
of Soul Rend or Psychic Scream. If you have zero uses of
You may now spend 1 AP to teleport to a thrown weapon
both, you can choose which one.
from Create Weapon once per turn. (INT/Recoup)
Level 30: You now also regain uses of Soul Rend or
SOUL REND II Psychic Scream if you’re using your LOG against a WILL or
Rogue, Psyblade ANT attack using Psionic Armor.
Prerequisites: Psyblade Focus II, Soul Rend
Soul Rend now lasts until the end of the creature’s turn.
SUBTLETY TRACK
P SYC H I C B O N D I I
Rogue, Psyblade VA N I S H
Prerequisites: Psyblade Focus II, Psychic Bond Rogue, Subtlety
Psychic Bond now grants TA to your ally against creatures Prerequisites: Rogue Entry
that you have damaged during the duration. Additionally, You may roll 2d20 and take the higher result when
you can communicate telepathically with your Psychic Bond. attempting to hide.

P SYC H I C B O N D I I I SHADOW HOP


Rogue, Psyblade Rogue, Subtlety
Prerequisites: Psyblade Bond II Prerequisites: Vanish
While the TA benefit only extends to one ally, you can You may now move between sources of cover and
include up to eight willing creatures that you can see when concealment, and do not lose the Unseen condition from
communicating telepathically. One of these creatures must moving into line of sight in dim light unless you end your
be the ally that you chose to gain TA. movement out of Cover or concealment.

ENLIGHTENED MIND SCALE THE BALCONY


Rogue, Psyblade Rogue, Subtlety
Prerequisites: Psyblade Focus II Prerequisites: Vanish
Spells with a range of self or touch cost you fewer AP: You gain +3 Athletics when climbing, which increases to a
subtract your INT from the APC (min 1 APC). (½ INT/Rest) +6 while you have a Climber Kit. Additionally, once per turn
when you spend AP to move in combat, you gain a climb
speed equal to your speed.

142 C hapter 3 | C lasses


KEEP QUIET B O R N I N DA R K N E S S
Rogue, Subtlety Rogue, Subtlety
Prerequisites: Vanish Prerequisites: In the Dark
Being struck by a melee attack no longer causes you to You gain the Born of Darkness ability.
lose the Unseen condition. While you are Unseen, ranged Born of Darkness: By spending 4 AP, suppress all
attackers do not know if they hit you with a ranged attack conditions of your choice for 1 minute and move up to
or spell. your speed. If you end this movement in Cover or being
Concealed, gain the Unseen condition. If you end one of
SIDESTEP
your next six turns without the Unseen condition, all of your
Rogue, Subtlety
suppressed conditions return.
Prerequisites: Vanish
If you are Unseen and a creature who is hostile to you or SHADOW MASTERY
neutral to you would walk through your space, you may Rogue, Subtlety
move 5 ft to get out of their way. If you have the Scale the Prerequisites: In the Dark
Balcony talent, this movement may include climbing. When you are in dim light you do not lose the Unseen
condition by entering Line of Sight for creatures who do not
BLINK OF AN EYE
have Darkvision.
Rogue, Subtlety
Prerequisites: Vanish F E L L O W I N H A B I TA N T
On any turn where you take the Move action three times, Rogue, Subtlety
your attempts to take the Hide action while in Total Cover Prerequisites: In the Dark
automatically succeed. If you spend 30 seconds in combat observing a creature,
you learn if they have Darkvision and if they have any other
B L AC K J AC K
remarkable source of non-magical perception.
Rogue, Subtlety
Prerequisites: Vanish SHADOW TRICK
Gain the Blackjack ability. Rogue, Subtlety
Blackjack. By spending 5 AP, deal 20 nonlethal blunt Prerequisites: In the Dark
damage to a creature who is Completely Surprised. If a creature you can see attempts to target a square they
If a single instance of this ability renders the creature think you are in, and you are within 5 ft of that square, you
Unconscious, you do not need to roll to retain the Complete may spend 1 AP reactively to make them believe they hit
Surprise condition. you, and then take a 5 ft step.
This trick lasts until the beginning of your next turn. Each
SPRINT
time they target that space they must beat your LOG with
Rogue, Subtlety
their INT to know you are not in that space.
Prerequisites: Vanish
When you gain the Unseen condition, you may immediately S H A D O W A S S A U LT I I
take the move action for 0 AP. Rogue, Subtlety, Repeatable
Prerequisites: In the Dark, Shadow Assault
S H A D O W A S S AU LT
You gain an additional Sneak Attack die while you are
Rogue, Subtlety
Unseen.
Prerequisites: Vanish
You may take this talent up to five times.
You gain an additional Sneak Attack die while you are
Unseen. VA N I S H I I
Rogue, Subtlety
I N T H E DA R K
Prerequisites: In the Dark, Vanish
Rogue, Subtlety
You automatically succeed your Hide roll while you are in
Prerequisites: Subtlety 5
Darkness or Total Cover. (INT/Rest)
When you are in Darkness, you are Unseen to creatures who
are relying on Darkvision to see you. SHADOWSTEP
Rogue, Subtlety
SHADOW HOP II
Prerequisites: In the Dark
Rogue, Subtlety
You can now pass through 5 ft of bright light without losing
Prerequisites: In the Dark, Shadow Hop
the Unseen condition.
The first attack you make on your turn does not cause you
to lose the Unseen condition. QUIET ONE
Rogue, Subtlety
Prerequisites: In the Dark
You gain +10 to Eavesdropping while you are Unseen.
This can exceed the normal cap of 20 for a skill, but cannot
exceed 25.
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MASTER OF SHADOW
Rogue, Subtlety, Capstone T I N K E R E R TA L E N T S
Prerequisites: In the Dark, Subtlety 14
Your true identity is a mystery, and only the most powerful
and knowledgeable of Ancerra know of your existence at After gaining the Tinkerer Entry talent, you can take talents
all. You are a creature of shadow, coming and going as you from any of the Tinkerer tracks.
please.
You are now considered Unseen by creatures without TINKERER ENTRY
Darkvision, and Concealed by creatures with Darkvision, Class Entry, Tinkerer
whenever you are not in bright light, unless you chose to be Prerequisite: Character Level 2
seen. When you take this entry talent, you gain the following
Level 30: You have learned how to simulate your own abilities.
shadows by placing yourself where bright light will assail Tools of the Trade. You gain a set of Tinker’s Tools.
the eyes of any who look for you. When you are in bright Masterwork. You specify a weapon or set of armor as
light, you are considered Concealed, unless you choose to be your focus. You can change your focus by spending at
seen. least a day tinkering with your new focus. Your currently
focused item gains +1 to hit and damage if a weapon, and
S T E A LT H A R C H E R +1 to AR if armor. These bonuses are in addition to any
TA L E N T S enhancements, enchantments, or other bonuses to that
weapon or armor’s statistics. If you change your Masterwork
AIMED SHOT
focus, your old focus loses the improvements from this
Rogue, Stealth Archer
talent.
Prerequisites: Rogue Entry
Rig. You can very quickly cobble together an improvised
You can spend 1 additional AP to give yourself TA on a
set of tools, a simple item (like a crowbar or pulley), which
target that is Flanked.
lasts for a single use. Alternatively, you can patch a simple
SHADOW SHOT broken item (such as a rowboat with a hole, or a busted
Rogue, Stealth Archer door drawbar), which lasts for 1 hour. (1/Rest)
Prerequisites: Rogue Entry
If your target is at least 45 ft away, firing a silent ranged ALCHEMIST TRACK
weapon does not cause you to lose the Unseen condition.
This does not work with ranged weapons that produce ALCHEMY
concussive noise. Tinkerer, Alchemist
Prerequisites: Tinkerer Entry
SHADOW SHOT RANGE
Each time you Take a Rest, you make two Alchemy
Rogue, Stealth Archer
Creations. Your first option for Alchemy Creations is
Prerequisites: Shadow Shot
Alchemy Flasks.
Shadow Shot becomes: If your target is at least 35 ft away.
Alchemy Flask. Create an Alchemy Flask. Choose a spell
SILENT SHOT from the Formula list, and that spell is synthesized. When a
Rogue, Stealth Archer creature drinks the potion, that creature gains the effects of
Prerequisites: Rogue Entry the spell for the duration, considering the spell’s range to be
Your ranged weapon attacks can now apply Sneak Attack “Self.”
damage if your target is within 30 ft of you and you have These creations become impotent after 24 hours.
TA.
C R E AT E P O T I O N
SILENT SHOT RANGE Tinkerer, Alchemist
Rogue, Stealth Archer, Repeatable Prerequisites: Alchemy
Prerequisites: Silent Shot Add Healing Vials to your possible creations. When creating
Your ranged weapon attacks can apply Sneak Attack damage Healing Vials in this way, you do not need to spend the
10 ft further than they previously could. material components, but they expire after 24 hours.
I M P R OV E D S I L E N T S H O T
Rogue, Stealth Archer, Repeatable
Prerequisites: Silent Shot
You gain an additional Sneak Attack die when making a
ranged weapon attack.
You can take this talent up to five times.

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C R E AT E B O M B If none of your creations for the day are bombs, you gain
Tinkerer, Alchemist one Alchemy Bomb.
Prerequisites: Alchemy V I TA L I T Y S O L U T I O N
Add Alchemy Bombs to your possible creations. Tinkerer, Alchemist
Alchemy Bomb. Spend 2 AP to throw an alchemy bomb, Prerequisites: Alchemy II
which has a thrown range of 20 ft. Make a DEX vs REF You can create Vitality Solutions, which grant 3d4+INT
attack roll, dealing, 2d6 fire damage to all creatures within Shield HP upon consumption.
a 5 ft radius of the bomb’s point of contact, and ½ damage
ALCHEMY III
on a miss.
Tinkerer, Alchemist
QUAFF Prerequisites: Alchemist 9
Tinkerer, Alchemist You can now create six Alchemy Creations when you Take a
Prerequisites: Alchemy Rest.
Once on each of your turns, you may drink a potion without
EXPLOSION UPGRADE
spending AP.
Tinkerer, Alchemist
FIRE IN THE HOLE! Prerequisites: Alchemy III, Create Bomb
Tinkerer, Alchemist Your bombs now target creatures in a 10 ft radius from the
Prerequisites: Alchemy, Create Bomb bomb’s point of contact.
When you throw a bomb, you can now specify a number of
F L A S K E F F I C I E N CY
targets equal to or less than your INT. Those creatures take
Tinkerer, Alchemist
no damage from your bombs.
Prerequisites: Alchemy III
ALCHEMY II When one of your flasks is used, the creature that uses it
Tinkerer, Alchemist rolls a 1d6. On a 6, the flask is not consumed. Once this
Prerequisites: Alchemist 4 feature is used successfully, you lose this ability until after
You can now make four Alchemy Creations when you Take you Take a Rest.
a Rest.
TOLERANCE
POTION UPGRADE Tinkerer, Alchemist
Tinkerer, Alchemist Prerequisites: Alchemy III
Prerequisites: Alchemy II You gain Resist Corrosive 3 and Resist Fire 3.
Your Healing Vials become Healing Potions.
INJECTOR UPGRADE
ALCHEMY FLASK UPGRADE Tinkerer, Alchemist
Tinkerer, Alchemist Prerequisites: Alchemy III
Prerequisites: Alchemy II You can now administer Potions or Flasks at a range of 20 ft
Your flask is designed for quick combat consumption. Using by spending 3 AP.
an Alchemist Flask no longer triggers the Exploit maneuver
MASTER ALCHEMIST
or other reactive actions.
Tinkerer, Alchemist, Capstone
BOMB UPGRADE Prerequisites: Alchemist 14
Tinkerer, Alchemist Brewers, poisoners, and potion-makers all respect you as a
Prerequisites: Alchemy II, Create Bomb master of the craft. Many would gladly pay you handsomely
Your bombs deal additional damage equal to your INT. to teach them the secrets of your skills.
INJECTOR You can make a number of Alchemy Creations equal to
Tinkerer, Alchemist your INT, and your creations remain potent for 48 hours.
Prerequisites: Alchemy II You no longer lose your Flask Efficiency ability after it is
You can administer Potions or Flasks for 1 AP. successful.
Level 30: Your Flask Efficiency ability is successful on a
E L E M E N TA L B O M B S
roll of 4-6.
Tinkerer, Alchemist
Prerequisites: Alchemy II, Create Bomb
You can create bombs that deal cold or corrosive damage
instead of fire, choosing the type of damage when you
create the bomb.
UP MY SLEEVE
Tinkerer, Alchemist
Prerequisites: Alchemy II, Create Bomb

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A L C H E M I S T FO R M U L A L I S T Q U I C K C O M PA R T M E N T
Each time you use your Alchemist Formula, select a magical Tinkerer, Augmentor
ability from this list. Prerequisites: Augmentor
Source Magic Spell You gain a compartment on one of your Augmented
Armor’s forearms or thighs that fits 1 ft 3 of materials. You
Arcane Air Bubble, Arcane Shield, Death Ward, can spend 1 AP to stow items in it. Someone breaking into
Fire Shield, Mage Armor, Sense Magic, the compartment must make a DC 20 AWR check to find
Shield the compartment and a DC 20 STR/Applied Force or INT/
Lockpicking check to open it.
Divine Heroism
Occult Cloven Step, Hex of the Unseen, LAUNCHER
Silhouette, Warp Step Tinkerer, Augmentor
Prerequisites: Augmentor
Primal Catclaw, Fleetfoot (Tier 2), Intuition (1
You double the range of your thrown items.
min duration), Bullish Strength (1 min
duration), Piscism GRAPPLER
Tinkerer, Augmentor
Psionic Conceal, Create Weapon (1 min
Prerequisites: Augmentor
duration), Giant, Hasten (30 sec
If you have Line of Effect, you can spend 3 AP to fire a free
duration), Invisibility, Iron Body (20
hand at a creature within 15 ft of you, attacking their REF
sec duration), Jump, Levitate, Mirror
with your STR or DEX. If it hits and the target is your Size
Images, Sense Danger
or lower, you can pull the target to you as part of the same
attack. If it is larger, you can pull yourself to it as part of the
AUGMENTOR TRACK same attack.
AU GMEN TOR ARCANE BOOSTER
Tinkerer, Augmentor Tinkerer, Augmentor
Prerequisites: Tinkerer Entry Prerequisites: Augmentor
Incompatibilities: Breakthrough You can spend 1 AP to gain +10 ft to your speed until the
You gain the Armor Augmentation ability. This replaces your end of your turn.
Masterwork ability.
E L E M E N TA L A B S O R P T I O N
Armor Augmentation. Choose a set of armor that will
Tinkerer, Augmentor
become your Augmented Armor. It encases your entire
Prerequisites: Augmentor
body and grants you +1 to all defenses in addition to its
You can spend 1 Reactive AP to reduce elemental damage
base stats. You are treated as one Size category larger than
by 1d6. You can unleash this on your next attack, dealing
you would normally be for the purposes of lifting, carrying,
additional damage equal to the amount of damage this
dragging, and grappling.
feature absorbed.
You can change your Augmented Armor after Taking a
Rest and spending 2 additional hours disassembling your A DA P T I V E A R M O R
old Augmented Armor. Tinkerer, Augmentor
Prerequisites: Augmentor
I N S TA L L W E A P O N If you suffer a crit, you take damage as usual, then you gain
Tinkerer, Augmentor
Resist X against the type of damage you took until the start
Prerequisites: Augmentor
of your next turn, where X = your INT.
You may install a weapon into your armor, losing the ability
to be disarmed of that weapon. SENTRY ARMOR
Tinkerer, Augmentor
I N S TA L L S H I E L D Prerequisites: Augmentor
Tinkerer, Augmentor
Gain the Engage ability.
Prerequisites: Augmentor
Engage. By spending 2 AP, you can impose the Engaged
You may install a shield onto one of your arms. You can
condition on a creature within 5 ft of you. This lasts until
spend 1 AP to activate the shield and 1 AP to lower the
the start of your next turn.
shield. When it is lowered, you can wield a weapon with
that hand. When it is activated, you can manipulate and AUGMENTOR II
carry objects, but cannot make attacks with that arm. Tinkerer, Augmentor
Prerequisites: Augmentor 5
Your Augmented Armor gains +1 to all defenses and your
choice of Resist 2 against blunt, cold, fire, lightning, or
sharp.

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AU D IO DA MP E N E R S AUGMENTOR III
Tinkerer, Augmentor Tinkerer, Augmentor
Prerequisites: Augmentor II Prerequisites: Augmentor II, Augmentor 10
You may spend 2 AP to become immune to sonic damage Your Augmented Armor gains +1 to all defenses and your
and effects that require you to hear until the beginning of choice of Resist 2 against blunt, cold, fire, lightning, or
your next turn. sharp.
GRAPPLER II ENERGY TRANSFER
Tinkerer, Augmentor Tinkerer, Augmentor
Prerequisites: Augmentor II, Grappler Prerequisites: Augmentor III
Your Grappler attack gains +10 ft range, and if you hit, the You may spend 3 AP to transfer all conditions from a
target is immediately Grappled. creature you are grappling to yourself, except for Grappled
and Restrained.
S E N T RY A R M O R I I
Tinkerer, Augmentor ARCANE BOOSTER II
Prerequisites: Augmentor II, Sentry Armor Tinkerer, Augmentor
You can now enhance your Engage ability, engaging one Prerequisites: Augmentor III, Arcane Booster
additional target within 5 ft of you for each additional 1 AP You gain a fly speed equal to your speed for 1 minute. (3/
you spend on the ability. Rest)
E N H A N C E D Q U I C K C O M PA R T M E N T HEROIC LANDING
Tinkerer, Augmentor Tinkerer, Augmentor
Prerequisites: Augmentor II, Quick Compartment Prerequisites: Augmentor III
Your quick compartment may now store liquid, and can be You no longer take falling damage when falling less than
climate controlled between 50 and 120°F (Named for Doctor 30 ft. If you fall at least 20 ft, you can attack all creatures
Franklin Fahrenheit, who discovered the Coldstone and within a 10 ft radius of where you land with your STR or
Fireflecks used in this invention). DEX vs their REF. If you hit, they take 1d8 blunt damage and
are knocked Prone.
I N S TA L L M I N I T U R R E T
Tinkerer, Augmentor CRADLE
Prerequisites: Augmentor II Tinkerer, Augmentor
By spending 1 hour working on your armor, you can install Prerequisites: Augmentor III
an automated crossbow turret on your shoulder. This You may cover an ally in your Augmented Armor once
crossbow has a 60 ft range and deals 1d4 sharp damage on per round. Choose an ally within 5 ft of you who is being
a hit. When you specify, it fires at a target you can see with attacked by an attacker you can see. You can take the
Line of Effect at the end of each of your turns while you damage in their place by spending 1 Reactive AP. Regain
have ammunition. the ability to do this at the beginning of your next turn. The
triggering attack automatically hits you.
I N S TA L L W E A P O N I I
Tinkerer, Augmentor CRADLE II
Prerequisites: Augmentor II, Install Weapon Tinkerer, Augmentor
You can install a second weapon into your armor. Gain the Prerequisites: Augmentor III, Cradle, Grappler
ability to freely switch between weapons. You may now use your Grappler to pull an ally to you. When
an ally within reach of your Grappler ability would take
POWER SLAM
damage, you may spend 1 Reactive AP to pull them to an
Tinkerer, Augmentor
unoccupied space within 5 ft of you and take the damage for
Prerequisites: Augmentor II
them.
Gain the Power Slam ability.
Power Slam. You may spend 4 AP to slam a weapon into AUGMENTOR EXTRAORDINAIRE
the ground, attacking all creatures within 5 ft of you. Make Tinkerer, Augmentor, Capstone
a weapon attack vs the FORT of each creature in range. On Prerequisites: Augmentor 14
a hit, creatures take damage from the weapon as usual and Your augmented armor has become an extension of your
are also pushed 5 ft directly away from you. person. You have perfected it and know every nook and
cranny, every quirk and crack.
HOVERJET
Gain +1 to all of your defenses.
Tinkerer, Augmentor
Crits no longer automatically hit you, and if they do hit,
Prerequisites: Augmentor II
they only deal normal damage.
Spend 1 AP or 1 Reactive AP to gain the ability to Hover
Level 30: Gain the Intuitive Defenses ability.
for 1 minute. You can choose to slowly descend during the
duration. (3/Rest)

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Intuitive Defenses. When a creature attacks you, you R E PA I R S
may spend 2 Reactive AP to lower one of your defenses Tinkerer, Inventor
by X, increasing another one of your defenses by X. Your Prerequisites: Inventor
defenses remain altered in this way until the start of your Exhaustible items with more than 1 use take half the
next turn. (3/Recoup) Tinkering to create after you’ve created them once.
QUICK CRAFT
INVENTOR TRACK Tinkerer, Inventor
INVENTOR Prerequisites: Inventor
Tinkerer, Inventor Whenever you craft a single-use item, you can create
Prerequisites: Tinkerer Entry a second item of the same type by adding +10 to the
You can make a variety of unique nonmagical items Tinkering requirement of the first item.
assuming you have the time and materials. You learn how to ADDITIONAL BLUEPRINTS
make five items from the Tinkering Item List, and can carry Tinkerer, Inventor
up to five items of this nature at a time. Special Arrows & Prerequisites: Inventor
Bolts do not count toward this total. Only you may use items You learn two new blueprints from the Tinkering Item List.
that you create from the Tinkering Item list.
S PA C E E F F I C I E N CY
For every 2 hours you spend tinkering, make an INT check
Tinkerer, Inventor
using a Crafting skill with your Tinker’s Tools, and note the
Prerequisites: Inventor
results. Tinkering checks are cumulative. For example, if you
You can carry five additional Tinkering items.
roll a 11 on day 1, and a 19 on day two, that is considered
30. S A F E T Y P R E C AU T I O N S
If you have access to a workshop, the Tinkering Check Tinkerer, Inventor
total required is halved. Your first 2 hours of tinkering a Prerequisites: Inventor
day can be a part of Taking a Rest. See the Tinkering Item You can now add +20 to the Tinkering required in order to
List for a list of items, and note that your MC may allow craft Tinkering items that others can use.
additional items! BREAKTHROUGH
S A LVA G E Tinkerer, Inventor
Tinkerer, Inventor Prerequisites: Inventor 5
Prerequisites: Inventor Incompatibilities: Augmentor
You can break down nonmagical items for materials and use Choose a magical item, weapon, or piece of armor that
them for other items or their currency cost whenever you you possess and that requires 25 or fewer Essence Points
spend time tinkering. Most items can be broken down as a and Salvage it. You learn how to add that item’s abilities,
part of the time you spend tinkering on other inventions. or “Enchantments” for the purpose of the abilities in the
A particularly complex or large item may have a tinkering Tinkering track, to your Masterwork. You can add or change
cost, determined by your MC. enchantments to your Masterwork by spending 2 hours
If you are breaking down items for currency, you can find Tinkering with it. A single magical item, weapon, or armor
someone to purchase the materials for 80% of the item’s piece counts as one Enchantment, even if it has multiple
value, regardless of the item’s state of repair, anywhere abilities.
there is trade of raw materials. You can know a number of Enchantments equal to
Salvaged items are unrecognizable, which means you your INT, and can have 2 Enchantments active on your
can sell them even if the item itself may have baggage that Masterwork at one time. You must also observe the typical
would make it undesirable, such as being believed to be rules for Essence Points (Chapter 6, “Magic Items”).
haunted or stolen. However, your Masterwork uses only half the Essence
If you salvage items to use for Tinkering parts, take the Points you have imbued onto it through Masterwork
sc value of the item you are salvaging, and reduce your Enchantments. For example, if you have three Enchantments
Tinkering check requirement for whatever you’re crafting by with 80 total Essence Points, your Masterwork uses 40 of
that amount. your Essence Points.
Weapons can be improved with Item or Weapon
CRAFTER
Enchantments. Armor can be improved with Item or Armor
Tinkerer, Inventor
enchantments or improvements. Items can be improved only
Prerequisites: Inventor
with Item enchantments or improvements.
Every time you take a level in the Inventor track, gain +2
If you change your Masterwork, it loses this improvement
in a Crafting skill of your choice. This works retroactively,
until you add it to your Masterwork again.
granting you +2 for all Inventor track talents you have
already taken.

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INVENTOR II These enchantments cannot stack if they are exactly the
Tinkerer, Inventor same. For example if you salvage two items that give +1 to
Prerequisites: Breakthrough hit, you can only enchant your Masterwork with +1 to hit
You can now make a Tinker’s Tools check every hour, instead once. But if you then salvage an item that gives +1 to hit
of every 2 hours. and +1d6 fire damage, you can enchant your Masterwork
with +2 to hit and 1d6 extra fire damage.
M U N I T I O N S FO C U S
Tinkerer, Inventor ENCHANTMENT BLUEPRINTS
Prerequisites: Breakthrough Tinkerer, Inventor
Whenever you use your Tinkering to create ammunition, if Prerequisites: Breakthrough II
you have fewer than 20 special arrows or bolts, you can now You can learn an additional Masterwork Enchantment.
create your first 20 arrows or bolts in the time it would take QUICK CONFIG
you to make one. Special Arrows or Bolts beyond 20 take Tinkerer, Inventor
the normal Tinkering. Prerequisites: Breakthrough II
Additionally, you can make up to 40 mundane arrows or You can change your Masterwork Enchantment
bolts without any chance of failure and minimal components configuration as a part of a Recoup.
(including broken bolts or arrows) by spending at least 1
A R M O R FO C U S I I
hour tinkering.
Tinkerer, Inventor
A R M O R FO C U S Prerequisites: Breakthrough II
Tinkerer, Inventor If your Masterwork is armor, it gains an additional +1 to all
Prerequisites: Breakthrough physical and mental defenses.
If your Masterwork is armor, it gains an additional +1 to all
CONSUMABLE MASTERY
physical defenses.
Tinkerer, Inventor
ARMOR ALCHEMIST Prerequisites: Breakthrough II
Tinkerer, Inventor Choose an exhaustible Tinkering item with more than one
Prerequisites: Breakthrough use. You now recharge that item on Taking a Rest without a
Your armor sprays cost half the Tinkering (minimum 10). required Tinkering check.
W E A P O N FO C U S W E A P O N FO C U S
Tinkerer, Inventor Tinkerer, Inventor
Prerequisites: Breakthrough Prerequisites: Breakthrough II
If your Masterwork is a weapon, it gains an additional +1 to If your Masterwork is a weapon, mods installed on your
hit and +1 to damage. Masterwork no longer count towards your limit of carried
SOUL OF THE MASTERWORK Tinkering items.
Tinkerer, Inventor MASTER INVENTOR
Prerequisites: Breakthrough Tinkerer, Inventor, Capstone
The Essence point cap for Masterwork Enchantment Prerequisites: Inventor 14
increases to 33. You are a renowned inventor and tinkerer whose creations
SOUL OF THE MASTERWORK II are the subject of song and gossip. Many young minds seek
Tinkerer, Inventor to enter apprenticeship with you and the leading minds in
Prerequisites: Soul of the Masterwork engineering and education hold you in utmost regard.
The Essence point cap for Masterwork Enchantment Your Masterwork is now a creation of some renown. It can
increases to 50. now hold three Masterwork Enchantments. If it is a weapon,
it gains a bonus to damage rolls equal to ½ your INT.
BREAKTHROUGH II
Level 30: The final cap on your INT increases from 12 to
Tinkerer, Inventor
14.
Prerequisites: Breakthrough, Inventor 10
You can now learn three Enchantments from salvaging
magical items. If you would learn beyond your limit, you
can choose which one to forget, but your Masterwork would
lose that enchantment.
Your Masterwork can now have a number of
enchantments active at one time equal to ½ your INT.
Changing enchantments on your Masterwork only takes 1
hour of Tinkering.

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TINKERING ITEM LIST
G E N E R A L M O D I F I CAT I O N S
Item Tinkering Cost Uses Description

Anti-Burglary Trigger 100 - Apply this mod to a weapon. Anyone that attempts to wield
that weapon and is unaware of the trigger must make a DC
20 AWR check. On a fail, they take 3d6 corrosive damage as
acid and paint spray over them.
Anti-Magic Cuffs 120 1 If you successfully restrain a creature with these cuffs, they
cannot use magic. It requires a DC 20 INT/Lockpicking or
STR/Applied Force check to break these cuffs. You also make
a key that can unlock these cuffs.
Caltrops 10 1 Gain Caltrops, which can be thrown 10 ft by spending 1 AP.
They cover a 10 ft by 10 ft area, which becomes Hazardous
Terrain (1d2 sharp).
Crossbow Mod: Repeating 120 - Reduce the AP needed to fire the crossbow that this is affixed
to by 1 (min 2).
Crossbow Mod: Thrower 100 - You may load tinkering items with the thrown tag into your
crossbow, giving them double their thrown range. Using any
item in this way costs 3 AP.
Dimensional Case 250 - This case contains an extradimensional storage space that
appears to be a normal briefcase, but is 10 ft 3 on the inside.
Dimensional Case (Greater) 500 - This case contains an extradimensional storage space that
appears to be a normal briefcase, but is 40 ft 3 on the inside.
Enhanced Goggles 80 3 By spending 1 AP, a creature wearing these goggles gains 60 ft
of Darkvision for 1 minute.
Flame-Retardant Spray 80 2 By spending 3 AP, you may apply this spray to a set of armor,
giving it Resist Fire 5 for 1 minute.

Fog Machine 150 - By spending 4 AP, you may activate the machine. At the start
of each of your turns, the machine produces fog. It begins as
a 10 ft radius cloud of fog and extends by 10 ft on each of
your turns until it is a 30 ft radius. Fog causes the Concealed
condition.
Gas Mask 40 3 By spending 2 AP to activate the gas mask, a creature
becomes immune from any dangerous effects of breathing for
1 minute.
Grappling Hook Launcher 50 1 Using DEX, you may attack the AR of an inanimate object
within 50 ft. On a hit, if the object can be pierced by an iron
bolt, then you do so and affix a rope to the surface.
Grappling Hook: Magnetic 80 1 Using DEX, you may attack the AR of an inanimate object
within 50 ft. On a hit, if the object can be pierced by an iron
bolt or is metallic, then you securely affix a rope to that
surface.
Insulating Spray 80 2 By spending 3 AP, you may apply this spray to a set of armor,
giving it Resist Cold 5 for 1 minute.
Mechanical Lockpick 40 3 Gain +5 to Lockpicking, which can exceed the normal cap of
+20 in a given skill. You do not need additional lockpicking
tools if you have this.

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Mini-Turret 160 3 You may spend 3 AP to deploy an automated crossbow turret
with a 60 ft range, which deals 1d4 sharp damage on a hit. At
the end of each of your turns, it fires at a target you specify
and has an attack bonus equal to ½ your INT. It has 10 HP
and all of its defenses are 10. It acts for 3 rounds before
shutting down.
Oxygen Balloon 20 3 A creature can activate this by spending 3 AP, gaining the
ability to breathe underwater for 1 minute.
Parachute 30 1 By spending 1 AP or Reactive AP, you take no falling damage
and descend at a rate of 100 ft per round until you land.
Pop-Up Tent 30 - By spending 2 AP to activate this tent, it automatically sets
itself up over the course of 1 minute. It sleeps two people
comfortably and fits in a 6 ft by 6 ft by 3 ft space.
Portable Battering Ram 60 3 Gain +10 on STR checks made to open or break doors.

Potion Injector 50 3 You can consume and administer potions for 1 AP. This does
not provoke reactive attacks, such as from Exploit.
Quickstep Boots 120 5 The wearer may spend 1 AP to increase their speed by +10
ft whenever they use AP to move until the end of their next
turn.
Ranged Mod: Telescopic 70 - The ranged weapon with this modification gains +30 ft
Sight range.

Rope Bridge Kit 100 1 Create a sturdy rope bridge 30 ft in length.


Reinforced Shield 80 - Choose one shield to enhance. It adds +2 to AR for the next
10 times that its wielder is attacked.
Self-Inflating Raft 120 1 When you spend 1 AP to activate this raft, it inflates into a
fully functioning raft over 20 seconds. It can support up to
1,000 lbs in weight and is 6 ft by 10 ft in length.
Signal Flare 10 1 You can throw the signal flare up to 40 ft. It creates bright
light for 10 ft and dim light for another 10 ft beyond that,
and the bright light is visible up to 40 miles away if Line of
Sight permits. The signal flare ignores phenomena that would
cause the Concealed condition, but is blocked by Cover.
Siren Whistle 15 - Spending 1 AP blowing into this whistle creates a loud noise
that can be heard up to a mile away.
Spring-Heeled Boots 100 - The wearer’s jumping height increases by +10 ft.

Trap: Alarm 20 1 It takes 5 minutes to set this trap. Once set, this trap can be
spotted with a DC 15 AWR check and stretches across up
to a 30 ft line. Once a creature moves through that line, an
audible alarm sounds.
Trap: Net 30 1 It takes 10 minutes to set this trap. Once set, this trap can be
spotted with a DC 18 AWR check and it covers a 10 ft by 10 ft
area. When a creature steps on the area, make a +5 attack vs
REF. On a hit, all targets within its area are Restrained. It has
10 AR and 20 HP. It has DR 40/Sharp.
Trap: Razor Wire 35 1 It takes 5 minutes to set this trap. Once set, this trap can be
spotted with a DC 14 AWR check and stretches across up to
a 15 ft line. Once a creature moves through that line, it takes
2d4 sharp damage.

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Trap: Tripwire 15 1 It takes 5 minutes to set this trap. Once set, this trap can be
spotted with a DC 15 AWR check and stretches across up to
a 15 ft line. Once a creature moves through that line, that
creature falls Prone.
Weapon Mod: Chain 40 3 When you would be disarmed, lose 1 charge of this item
instead.
Whetstone 15 3 During a Recoup, you can use this on a weapon of your
choice. That weapon gains a +1 bonus to attack and damage
rolls for 1 hour after you end your Recoup.
SPECIAL AMMO
You can make any of these modifications to arrows or to crossbow bolts.
Item Tinkering Cost Uses Description

Barbed 20 - Attack vs FORT. Hit: 1d4 sharp, and Bleeding (1d4) for 1
minute or until treated (whichever is sooner).
Corrosive 40 1 Attack vs FORT. Hit: 1d6 corrosive, and the creature suffers -1
AR until the creature Takes a Rest.
Dazzling 30 1 Attack vs FORT. Hit: The target is Blinded until the end of its
next turn.
Explosive 30 1 Attack vs the REF of each creature in a 10 ft radius. Hit: 1d6
fire.
Light 10 1 Does not deal damage, but sheds bright light in a 20 ft radius
and dim light for 20 ft beyond that where it lands.
Tracking 20 1 Attack vs AR. Hit: All creatures gain TA against the target,
and it cannot become Invisible for 1 minute.
ALCHEMIC ITEMS
Item Tinkering Cost Uses Description

Acid Flask 30 1 2 AP to throw 20 ft vs REF. Hit: 1d6 corrosive.


Alchemist’s Fire 20 1 2 AP to throw 20 ft vs REF. Hit: Target takes 1d4 fire and
gains Burning (1d4) for 1 minute or until extinguished
(whichever is sooner).
Oil Flask 10 1 2 AP to throw 20 ft, creating a slippery and flammable surface
in a 5 ft radius. A creature that attempts to move across the
area, if not ignited, must make a DC 14 DEX/Balancing check,
falling Prone if they fail. If ignited, a creature that starts its
turn in the area automatically gains Burning (1d4) for 1
minute or until extinguished (whichever is sooner).

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THROWN ITEMS
All thrown items target REF with your DEX and take 2 AP to throw.
Item Tinkering Cost Uses Description

Arcane Disruptor 150 1 Thrown 30 ft. In a 15 ft radius, magical effects are suppressed
for 1 minute.
Bolas 20 - Thrown 20 ft. Hit: Creature falls Prone and its speed becomes
0. It takes 1 AP for a creature to free itself.
Fireworks 20 1 Thrown 50 ft, creating a spectacular light show. Target
creatures within a 10 ft radius. Hit: 1d6 sonic damage.
Flashbang 25 1 Thrown 20 ft, targeting all creatures in a 10 ft radius. Hit:
Creature is Blinded until the end of its next turn.
Smoke Bomb 20 1 Thrown 20 ft, making a 10 ft radius smoke cloud that causes
the Concealed condition.
Sonic Bomb 25 1 Thrown 30 ft, targeting all creatures in a 15 ft radius. Hit:
Creature is Deafened until the start of your next turn.
Sticky Bomb 25 1 Thrown 20 ft, targeting all creatures in a 10 ft radius. Hit:
Creature is Slowed until the end of its next turn.
Thunderstone 60 1 Thrown 20 ft, targeting all creatures in a 5 ft radius. Hit:
Creature is Deafened and Stunned until the end of their next
turn.

It can be made of Metal or Stone as its Primary Material,


MAGITECHNICIAN and it gains +2 STR. It is created by the Arcane Source. It
TRACK gains the Mend and Minor Conjuration cantrips.
A R CA N E A R T I F I C E R SPELL STORING
Tinkerer, Magitechnician Tinkerer, Magitechnician
Prerequisites: Tinkerer Entry Prerequisites: Golemancer
You gain the Student of the Arcane talent if you do not You create an object - such as a bracelet, locket, or ring, that
already have it. Each time you level up and spend your stores spells for you. When creating a mote via Delay Spell,
talent point on a talent in the Magitechnician stack, you you can put the spell into the Spell Storing object and its
gain +5 SP and +1 Arcane Power. duration becomes 24 hours. Your motes cannot be released
Magitechnicians cast spells as if they were devices, and prematurely without the condition being triggered, and after
the caster can choose how they describe the spells being the duration they dissipate harmlessly.
cast. Perhaps a Fireball is launched from a firearm-like
EMPOWERED MEND
device, Fly might be a jetpack, Raise Skeleton could be a
Tinkerer, Magitechnician
mechanical backpack puppeteering bones, and Living Letter
Prerequisites: Spell Storing
might be a tiny drone.
You are particularly skilled with the Mend cantrip. You now
This has no mechanical effect other than when you trigger
need only 80% of the pieces or components present for
backlash as a Magitechnician. In this case, you do not
Mend to work, and you can increase the casting time to gain
take damage or end your turn, but you lose access to the
the equivalent of more Arcane Power. When casting Mend,
spell that triggered backlash until you Take a Rest, as the
act as though you have 1 additional Arcane Power for every
contraption needs to be repaired.
additional 30 minutes you spend casting.
INT is your magic attribute.
GOLEMANCER
Tinkerer, Magitechnician
Prerequisites: Arcane Artificer
You gain the Create Lesser Golem spell if you do not already
know it. If you do not have a Lesser Golem active, casting
this spell is free for you and the created golem is permanent.

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MAGITECHNICIAN SAFER DEVICES
Tinkerer, Magitechnician Tinkerer, Magitechnician
Prerequisites: Empowered Mind Prerequisites: Magical Tinkering
When you finish Taking a Rest, you can prepare three spells Your Spell Devices created by the Magitechnician talent can
as if they were devices. Roll 1d20 per spell to determine no longer trigger backlash.
your spell’s bonus, and then spend the required SP to cast
MAGITECHNICIAN II
the spell to prepare the Spell Devices.
Tinkerer, Magitechnician
d20 Effect Prerequisites: Safer Devices
1-2 The device fails. You do not lose the spell, Your Spell Devices created by the Magitechnician talent are
but cannot replace that device today. no longer considered magical.

3-9 No effect. CANTRIP CANNON II


Tinkerer, Magitechnician
10-16 The spell costs 5 fewer SP (min 1).
Prerequisites: Magitechnician II
17-19 The spell costs 10 fewer SP (min 1). When you deal damage with your Cantrip Cannon, add your
20 The spell costs 15 fewer SP (min 1). INT to the damage.
The first time you cast a spell prepared in this way, it costs FLASH OF GENIUS
0 SP, as you’ve already spent it preparing the device. After Tinkerer, Magitechnician
the first time, when you cast a spell using this feature, roll Prerequisites: Cantrip Cannon II
1d20 and gain the same effects from the table (potentially When one of your mental defenses is attacked, you can
reducing the spell’s SPC). You always spend AP and follow spend 5 SP to add ½ your INT to all of your mental defenses
conjuring rules as normal. until the beginning of your next turn.
These prepared Spell Devices do not trigger backlash
the first time you would trigger backlash. If they trigger
MASTER MAGITECHNICIAN
Tinkerer, Magitechnician, Capstone
backlash a second time, you lose access to the spell.
Prerequisites: Flash of Genius
C A N T R I P CA N N O N You master the art of arcane tinkering, bending the rules of
Tinkerer, Magitechnician where magic ends and machinery begins.
Prerequisites: Magitechnician You gain a special permanent Spell Device with a spell
You create a permanent spell device that fires cantrips. that costs 10 SP or fewer. That spell permanently has SPC 0
Choose Beam of Fire, Frostbite, or Grave Whisper. This for you.
device cannot trigger backlash. You may now use your total Level 30: Gain another special permanent Spell
Character Level for this cantrip’s power instead of your Device with a spell that costs 16 SP or fewer. That spell
Arcane Power. permanently has SPC 0 for you.
GOLEMANCER II
Tinkerer, Magitechnician
Prerequisites: Cantrip Cannon
Your Golem gains a compartment that functions as a T R O U B A D O U R TA L E N T S
Dimensional Case (see the Tinkering Item table). This and
items inside are shielded from Divining magic. It takes a
creature a DC 20 AWR check to find the compartment and a After gaining the Troubadour Entry talent, you can take
DC 20 STR/Applied Force or INT/Lockpicking check to enter talents from any of the Troubadour tracks.
against the Golem’s will.
SPELL STORING II TROUBADOUR ENTRY
Tinkerer, Magitechnician Troubadour, Class Entry
Prerequisites: Golemancer II Prerequisites: Character Level 2
You can create a second Spell Storing object. When you take this talent, you gain the following abilities.
Stanzas. Learn three Stanzas of your choice.
M A G I CA L T I N K E R I N G
Setup. During an allied creature’s turn, if they are within
Tinkerer, Magitechnician
40 ft of you, you may spend 1 Reactive AP that you have.
Prerequisites: Spell Storing II
That ally gains that AP. (1/Round)
When you use your Magitechnician talent after Taking a
Battle Song. When you roll Initiative, roll 1d4. Add it to
Rest, the first time you roll a 1 or 2 on your d20 rolls, you
the Initiative of any creature of your choice.
may reroll that d20 and use the second result.
Skilled. Gain +4 Skill Points to spend on any skills of
your choice. You also gain one inexpensive instrument or
prop to enhance your performances (such as a flute, mask,
154 C hapter 3 | C lasses or colorful silk handkerchiefs).
ENCORE TRACK TROUBADOUR’S SUPPORT III
Troubadour, Encore, Jester
TROUBADOUR’S SUPPORT Prerequisites: Accelerando or Crescendo
Troubadour, Encore Troubadour’s Support gives you 3 Support AP.
Prerequisites: Troubadour Entry SETUP III
When you end your turn with 0 AP, gain 1 special Support Troubadour, Encore, Jester
AP that acts as Reactive AP. You lose this AP at the start of Prerequisites: Troubadour’s Support III
your next turn. You can only have one source of Support AP. You can expend X Reactive AP to give an ally X AP. The
If you gain a second source of special AP, choose whether range of Setup increases to 80 ft.
you keep this source or your new source.
ACCELERANDO II
B AT T L E D R U M Troubadour, Encore, Jester
Troubadour, Encore Prerequisites: Setup III, Accelerando
Prerequisites: Troubadour’s Support Accelerando applies to two allies. (2/Recoup)
When you roll Initiative, you may swap your Initiative roll
with one of your allies.
CRESCENDO II
Troubadour, Encore, Jester
SMOOTH TONGUE Prerequisites: Setup III, Crescendo
Troubadour, Encore, Jester Crescendo applies to two allies. (2/Recoup)
Prerequisites: Motley Wardrobe or Battle Drum
Gain +4 Skill Points, which you can spend on skills with the
B AT T L E S TA N Z A
Troubadour, Encore, Jester
Performance or Observation tags.
Prerequisites: Accelerando II or Crescendo II
You can always find food lodging for free in exchange for
Pick two Stanzas you know with the scorn tag.
performances.
Their rank 1 iterations combine and become your Battle
SETUP II Stanza. When you activate your Battle Stanza for 1 AP, make
Troubadour, Encore, Jester one scorn roll; if you hit, apply both effects.
Prerequisites: Smooth Tongue
You may now use Setup once on each ally’s turn provided
ACCELERANDO III
Troubadour, Encore, Jester
you have the Reactive AP needed.
Prerequisites: Battle Stanza, Accelerando II
TROUBADOUR’S SUPPORT II Accelerando II becomes: Increase speed by +10 ft, and
Troubadour, Encore, Jester becomes 2/Catch Breath.
Prerequisites: Setup II
Troubadour’s Support gives you 2 Reactive AP.
CRESCENDO III
Troubadour, Encore, Jester
B AT T L E D R U M I I Prerequisites: Battle Stanza, Crescendo II
Troubadour, Encore, Jester Crescendo II becomes: Increase damage by +1d6, and
Prerequisites: Troubadour’s Support II becomes 2/Catch Breath.
When you use Battle Drum, you may also swap two of your
allies’ Initiative rolls. Choose one creature whose Initiative
B AT T L E D R U M I I I
Troubadour, Encore, Jester
you changed; they get +your CHA to their Initiative.
Prerequisites: Accelerando III or Crescendo III
AC CE LERA N D O When you use Battle Drum, you can pick a creature within
Troubadour, Encore, Jester 120 ft. Attack their ANT. If you hit, you can swap their
Prerequisites: Battle Drum II Initiative with one of your allies. (2/Rest)
Gain a special Stanza, Accelerando.
Accelerando. One ally within range gains +1 AP at the
B AT T L E S TA N Z A I I
Troubadour, Encore, Jester
start of their turn and +5 ft speed when they spend AP to
Prerequisites: Battle Drum III
move.
When you use your Battle Stanza, you can apply both effects
CRESCENDO as though they were Stanza rank 2. (2/Recoup)
Troubadour, Encore, Jester
Prerequisites: Battle Drum II
ANTHEM
Troubadour, Encore, Capstone
Gain a special Stanza, Crescendo.
Prerequisites: Battle Stanza II
Crescendo. You or an ally within range deals +1d4
You are an unrivaled musician, orator, and performer. You
damage when they hit with weapon attacks.
are renowned as an expert commander on the field of battle,
inspiring your comrades through song or word. You gain the
Courage Anthem and Battle Anthem abilities.

C hapter 3 | C lasses 155


Courage Anthem. When you roll Initiative, you and any Gain +4 Skill Points that you can spend on any skills with
allied creature whose Initiative you manipulated cannot be the observation or subterfuge tag.
Charmed or Frightened unless the target is also Bloodied. Gain +1 Goodwill with nobles and elite society. (1/Week)
(1/Rest)
O B F U S CAT E
Battle Anthem. When reduced to 0 HP, you may start
Troubadour, Jester
your Battle Anthem. It lasts for a number of rounds equal
Prerequisites: Clown or Fool
to your Troubadour level. When you start your turn, if
Gain +4 Skill Points, which you can spend on skills with the
you spent at least 1 AP on Stanzas on your last turn, you
Subterfuge or Knowledge tag.
may use a Stanza’s rank 1 ability that you know for 0 AP.
If you find physical evidence that might be incriminating,
Furthermore, if you spend at least 2 AP on Stanzas on your
you can spend 30 minutes destroying it beyond any hope of
current turn, you cannot receive healing until the end of
being useful or viable. (1/Rest)
your next turn, but also do not die until the end of your next
turn, even if you reach 8 Death Points. If you reach 8 Death I M I TAT E
Points during your Battle Anthem, you cannot be healed Troubadour, Jester
and you die when your Battle Anthem ends, but you can be Prerequisites: Clown or Fool
resurrected. Gain +4 Skill Points that you can spend on any skills with
the subterfuge or influence tag.
Given 1 hour and 50 sp, you can make an excellent
JESTER TRACK
disguise that lasts for 4 hours before the makeup begins
M O C K E RY to run and the props begin to fray. Double Skill Points in
Troubadour, Jester Disguising, Evading, and Deceiving for the duration. (1/
Prerequisites: Troubadour Entry Rest)
Gain the Mockery ability. JEER
Mockery. By spending 3 AP, make a CHA attack vs Troubadour, Jester
the ANT of a target within 40 ft of you. If you hit, then Prerequisites: Obfuscate or Imitate
all creatures that were Charmed by the target are no When Mockery hits a target that is not Bloodied, deal 1d8
longer Charmed. Further, anyone who was not Charmed psychic damage. Creatures that witness this do not view this
by the target looks upon the target with a mixture of action as physically combative.
embarrassment and disgust.
If you miss a target, you can’t attack that target with this M A N Y H AT S
ability again until after 10 mins have passed. Troubadour, Jester
Prerequisites: Jeer
M O T L E Y WA R D R O B E Gain +4 Skill Points that you can spend on skills with the
Troubadour, Jester performance or influence tag.
Prerequisites: Mockery Given 1 week in a settled area, you can respec your
Gain +4 Skill Points that you can spend on any skills with talents within this track when you Take a Rest. Once you
the performance or influence tag. do, you cannot use this ability again until you are in a new
Gain a jester’s motley, along with two other disguises of settled area.
your choice.
CLOWN II
SMOOTH TONGUE Troubadour, Jester
Troubadour, Encore, Jester Prerequisites: Many Hats, Clown
Prerequisites: Motley Wardrobe or Battle Drum Gain +4 Skill Points that you can spend on any skills with
Gain +4 Skill Points that you can spend on any skills with the acrobatics or performance tag.
the performance or observation tag. Gain +1 Goodwill with commoners. (1/Week)
You can always find food and lodgings for free in
exchange for performances. FO O L I I
Troubadour, Jester
CLOWN Prerequisites: Many Hats, Fool
Troubadour, Jester Gain +4 Skill Points that you can spend on any skills with
Prerequisites: Smooth Tongue the observation or subterfuge tag.
Gain +4 Skill Points that you can spend on any skills with Gain +1 Goodwill with nobles and elites. (1/Week)
the acrobatics or performance tag.
Gain +1 Goodwill with commoners. (1/Week) O B F U S CAT E I I
Troubadour, Jester
FO O L Prerequisites: Clown II or Fool II, Obfuscate
Troubadour, Jester Gain +4 Skill Points that you can spend on any skills with
Prerequisites: Smooth Tongue the subterfuge or knowledge tag.

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You can spend 30 additional minutes to change the Prerequisites: Obfuscate III or Imitate III
evidence slightly, causing it to incriminate someone else. When a creature loses Goodwill as a result of being Mocked,
This costs 100 sp and can be done 1/Week. it can no longer Charm or Enthrall any new targets for 1
hour. You can use Mockery indefinitely with no cooldown,
I M I TAT E I I
even if you miss a target.
Troubadour, Jester
Prerequisites: Clown II or Fool II, Imitate CRUEL JAPE
Gain +4 Skill Points, which you can spend on skills with the Troubadour, Jester, Capstone
Subterfuge and Influence tags. Prerequisites: Mockery III
Given 1 hour and 200 sp, you can make a supreme You wear disguises and identities fluidly, and you can
disguise that lasts for 4 hours. Double Skill Points in ruthlessly use words as barbs.
Disguising, Evading, and Deceiving for the duration and you Gain +8 Skill Points that you can spend on any skills with
do not need to roll if you do mundane activity befitting the the influence, subterfuge, observation, or performance tag.
costume (such as disguising yourself as a guard and walking Gain the Cruel Jape ability.
into the city watch’s private lounge). (1/Week) Cruel Jape. When you Bloody someone with Jeer, you
can reduce them to 0 Goodwill. If they were at 0, reduce
M O C K E RY I I
them to -5 instead. (1/Rest)
Troubadour, Jester
Level 30: Cruel Jape becomes 1/Recoup, but can only
Prerequisites: Obfuscate II or Imitate II
target a specific creature 1/Rest.
You only need to wait 1 minute, instead of 10 minutes, after
missing with Mockery.
LEGEND KEEPER
JEER II TRACK
Troubadour, Jester
Prerequisites: Mockery II BOOK OF LEGENDS
If a target takes psychic damage from your Jeer and Troubadour, Legend Keeper
becomes Bloodied as a result, it loses 1 Goodwill and will Prerequisites: Troubadour Entry
attempt to completely withdraw from the social situation. You have a special tome, your Book of Legends.
(The target will not withdraw from active combat.) Your Book of Legends might be a faerie tale, a book
CLOWN III of epic poetry from the distant past, or the scrawled and
Troubadour, Jester esoteric ramblings of a madman. Whatever the case, the
Prerequisites: Jeer II, Clown II tome is also magical and cannot be destroyed or damaged
Gain +4 Skill Points that you can spend on any skills with by mundane means.
the acrobatics or performance tag. Gain the Summon Character ability.
You cannot have negative Goodwill with commoners. Summon Character. You can spend 3 AP to magically
call forth a spirit that takes the form of a character from
FO O L I I I this tome. This creature has the stats of any beast or NPC
Troubadour, Jester of Monster Level (ML) 2 or lower. A Summoned Character
Prerequisites: Jeer II, Fool II loses any magic from the Five Sources that its stat block
Gain +4 Skill Points that you can spend on any skills with would normally allow. It is a corporeal spirit and possesses
the observation or subterfuge tag. any equipment that the stat block would normally have.
You cannot have negative Goodwill with noble society. This equipment is corporeal while the creature is holding it
O B F U S CAT E I I I or using it in a thrown or ranged attack, but the equipment
Troubadour, Jester fades into nothingness if any other creature tries to use it.
Prerequisites: Clown III or Fool III, Obfuscate II The character lasts for 10 minutes, or until dismissed (by
Gain +4 Skill Points that you can spend on any skills with spending 1 AP on your turn), or until reduced to 0 HP. You
the subterfuge or knowledge tag. can summon such creatures 2/Rest.
You can destroy evidence 1/Recoup and change it 1/Rest. This talent gives you +5 SP and +1 Arcane or Psionic
Power (your choice), but does not grant you spells.
I M I TAT E I I I
Troubadour, Jester FIGURE OF LEGEND
Prerequisites: Clown III or Fool III, Imitate II Troubadour, Legend Keeper
Gain +4 Skill Points that you can spend on any skills with Prerequisites: Book of Legends
the subterfuge or influence tag. Gain the Summon Protagonist ability, which lets you
You can use your disguise 1/Recoup and your supreme summon more powerful creatures.
disguise 1/Rest. Summon Protagonist. You can summon a Figure of
Legend (below), or other options granted by talents you
M O C K E RY I I I
take later in this track. (1/Rest)
Troubadour, Jester

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Figure of Legend. This is an NPC of a level that you You can reassign your Legend Keeper talents by swapping
can summon, who also gains the full benefits of one level out which book you can magically draw creatures from. (1/
1 lineage of your choice and one rank 1 profession of your Month)
choice. A Summoned Character loses any magic from the Level 30: Your Summon Character ability can summon
Five Sources that its stat block would normally allow. creatures of 2 MLs higher than you previously could.
WRITTEN TRADITION
Troubadour, Legend Keeper LEGEND KEEPER:
Prerequisites: 2 talents in one of the following tracks: Comedy, COMEDY
Tragedy, Creature Compendium, Faerie Tale, Book of Souls, This defines your Mythic Tome as a Comedy, full of epic
Book of the Damned, or Necronomicon heroes and happy endings.
Gain +4 Skill Points that you can spend on any skills with
C O M E DY
the knowledge tag.
Troubadour, Legend Keeper, Comedy
Gain the Written Tradition ability.
Prerequisites: Figure of Legend
Written Tradition. Regain one use of your Summon
Incompatibilities: Tragedy, Creature Compendium, Faerie Tale,
Character when you Recoup. (1/Rest)
Book of Souls, Book of the Damned, Necronomicon
WRITTEN TRADITION II When using Figure of Legend, you can summon NPCs of
Troubadour, Legend Keeper ML 3 or lower. When you do, give them +1 to a physical or
Prerequisites: 3 talents in one of the following tracks: Comedy, mental attribute of your choice, and they magically gain any
Tragedy, Creature Compendium, Faerie Tale, Book of Souls, mundane equipment of your choice.
Book of the Damned, or Necronomicon
C O M E DY I I
Summon Character becomes ½ INT/Rest.
Troubadour, Legend Keeper, Comedy
WRITTEN TRADITION III Prerequisites: Comedy
Troubadour, Legend Keeper Incompatibilities: Tragedy II, Creature Compendium II, Faerie
Prerequisites: Written Tradition II Tale II, Book of Souls II, Book of the Damned II, Necronomicon
Written Tradition becomes: Regain 2 uses of your Summon II
Character when you Recoup. (1/Rest) When using Summon Character, you can use Summon
Summon Protagonist becomes 2/Rest. Entourage.
PLOT TWIST Summon Entourage. Summon 3 NPCs that are all ML 1
Troubadour, Legend Keeper or lower. They can be the same or different stat blocks.
Prerequisites: 6 talents in one of the following tracks: Comedy, C O M E DY I I I
Tragedy, Creature Compendium, Faerie Tale, Book of Souls, Troubadour, Legend Keeper, Comedy
Book of the Damned, or Necronomicon Prerequisites: Comedy II, Written Tradition
Choose one of the six books that you did NOT take. Gain When you use Figure of Legend, you may summon NPCs of
that book’s first talent. ML 5 or lower. They gain the benefits of their lineage as if
S T O RY FO R E V E RY O C CA S I O N they were PC level 5 (providing them one additional lineage
Troubadour, Legend Keeper option) and one rank 2 profession.
Prerequisites: 7 talents in one of the following tracks: Comedy, C O M E DY I V
Tragedy, Creature Compendium, Faerie Tale, Book of Souls, Troubadour, Legend Keeper, Comedy
Book of the Damned, or Necronomicon Prerequisites: Comedy III, Written Tradition III
Gain +8 Skill Points that you can spend on any skills with Gain +2 Skill Points that you can spend on any skills with
the knowledge tag. the performance tag.
When you roll Initiative and have no uses of Summon When you use Figure of Legend, they get 4 total Attribute
Character left, you gain one special use of it, which you can Points that you can use to enhance their attributes. You
use to summon a single NPC or Beast of ML 1 or lower. cannot put more than 2 into a single attribute.
L I B R A RY O F L E G E N D S Gain +5 SP and +1 Arcane Power or +1 Psionic Power.
Troubadour, Legend Keeper, Capstone C O M E DY V
Prerequisites: Story for Every Occasion Troubadour, Legend Keeper, Comedy
You are heralded the world over as a legendary and Prerequisites: Comedy IV
captivating storyteller. When you use Figure of Legend, they also get 1 talent of
Gain +8 Skill Points that you can spend on any skill. your choice (but cannot gain Adept of the Psionic, Disciple
Your Summon Character ability can summon creatures of of the Divine, Initiate of the Occult, Student of the Arcane or
1 ML higher than you previously could. Warden of the Primal).

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C O M E DY V I When you use Figure of Legend, they also get one talent
Troubadour, Legend Keeper, Comedy of your choice (but cannot gain Adept of the Psionic,
Prerequisites: Comedy V Disciple of the Divine, Initiate of the Occult, Student of the
Gain +2 Skill Points that you can spend on any skills with Arcane or Warden of the Primal).
the performance tag. Gain +5 SP and +1 Arcane Power or +1 Psionic Power.
When you use Summon Entourage, they can be ML 2 or T R A G E DY V
lower. Troubadour, Legend Keeper, Tragedy
C O M E DY V I I Prerequisites: Tragedy IV
Troubadour, Legend Keeper, Comedy When you use Figure of Legend, you can also summon two
Prerequisites: Comedy VI, Plot Twist underlings that the villain controls. These underlings must
Gain one additional use of Summon Protagonist. When you be NPCs or beasts of ML 1 or lower. (1/Rest)
Summon Hero, they get an additional lineage option (as T R A G E DY V I
though PC level 10) and a rank 3 profession. They also get Troubadour, Legend Keeper, Tragedy
one cantrip, chant, or prayer of your choice. Prerequisites: Tragedy V
Gain the Diabolical Scheme ability, which you can use when
LEGEND KEEPER: you use use Figure of Legend.
TRAGEDY Diabolical Scheme. The villain you summon can be
This defines your Mythic Tome as a Tragedy, full of flawed an NPC of ML 10 or lower and gains three talents of your
heroes, ruthless villains, and heart-wrenching loss. choice (but no class talents). It is fully autonomous and can
choose whether to work with or against you. At the end
T R A G E DY
of the 10 minutes, if the NPC is not dead, then the NPC
Troubadour, Legend Keeper, Tragedy
becomes permanently corporeal and can pursue its own
Prerequisites: Figure of Legend
agenda.
Incompatibilities: Comedy, Creature Compendium, Faerie Tale,
Book of Souls, Book of the Damned, Necronomicon T R A G E DY V I I
When using Figure of Legend, you can summon NPCs of Troubadour, Legend Keeper, Tragedy
ML 3 or lower. When you do, give them +1 to a physical or Prerequisites: Tragedy VI, Plot Twist
mental attribute, and +6 Skill Points that they can spend Gain one additional use of Summon Protagonist. When you
on any skills with the influence, observation, subterfuge, or summon a Figure of Legend, they can be an NPC of ML 7 or
survival tag. lower; they get an additional lineage option (as though PC
level 10) and a rank 3 profession; they also get one cantrip,
T R A G E DY I I
chant, or prayer of your choice.
Troubadour, Legend Keeper, Tragedy
Prerequisites: Tragedy
Incompatibilities: Comedy II, Creature Compendium II, Faerie
LEGEND KEEPER:
Tale II, Book of Souls II, Book of the Damned II,
C R E AT U R E
Necronomicon II
COMPENDIUM
When using Summon Character, you can use Summon This defines your Mythic Tome as a Bestiary with carefully
Underlings. diagrammed and researched monsters.
Summon Underlings. Summon 3 NPCs that are all ML 1 C R E AT U R E C O M P E N D I U M
or lower. They can be the same or different stat blocks. Troubadour, Legend Keeper, Creature Compendium
T R A G E DY I I I Prerequisites: Figure of Legend
Troubadour, Legend Keeper, Tragedy Incompatibilities: Comedy, Tragedy, Faerie Tale, Book of Souls,
Prerequisites: Tragedy II, Written Tradition Book of the Damned, Necronomicon
When you use Figure of Legend, you may summon NPCs of Gain the Bestiary ability, which you can use when you
ML 5 or lower. They gain the benefits of their Lineage as if Summon Protagonist.
they were PC level 5 (providing them one additional lineage Bestiary. You may summon a beast or monstrosity of ML
option) and one rank 2 profession. 4 or lower.

T R A G E DY I V C R E AT U R E C O M P E N D I U M I I
Troubadour, Legend Keeper, Tragedy Troubadour, Legend Keeper, Creature Compendium
Prerequisites: Tragedy III, Written Tradition III Prerequisites: Creature Compendium
Gain +2 Skill Points that you can spend on any skills with Incompatibilities: Comedy II, Tragedy II, Faerie Tale II, Book of
the influence tag. Souls II, Book of the Damned II, Necronomicon II
You can summon monstrosities with your Summon
Character ability.

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Gain the Packmaster ability. Gain the Faerie Tale ability, which you can use when you
Packmaster. When you summon a beast or monstrosity Summon Protagonist.
that is ML 1 or lower, summon two additional creatures of Faerie Tale. You may summon a fae or plant of ML 4 or
that same type. (1/Rest) lower.
C R E AT U R E C O M P E N D I U M I I I FA E R I E TA L E I I
Troubadour, Legend Keeper, Creature Compendium Troubadour, Legend Keeper, Faerie Tale
Prerequisites: Creature Compendium II, Written Tradition Prerequisites: Faerie Tale
Your Bestiary ability can summon beasts and monstrosities Incompatibilities: Comedy II, Tragedy II, Creature
of ML 6 or lower. Compendium II, Book of Souls II, Book of the Damned II,
Necronomicon II
C R E AT U R E C O M P E N D I U M I V
You can summon fae and plants with your Summon
Troubadour, Legend Keeper, Creature Compendium
Character ability.
Prerequisites: Creature Compendium III, Written Tradition III
Your Summon Character ability allows you to summon
Gain +2 Skill Points that you can spend on any skills with
creatures of ML 2 or lower.
the survival tag.
Learn the Charm Creature and Commune with Beast FA E R I E TA L E I I I
chants. They count as Arcane or Psionic for you for you but Troubadour, Legend Keeper, Faerie Tale
do not gain power. Prerequisites: Faerie Tale II, Written Tradition
Gain +5 SP and +1 Arcane Power or +1 Psionic Power. Your Faerie Tale ability can summon fae and plants of ML 6
or lower.
C R E AT U R E C O M P E N D I U M V
Troubadour, Legend Keeper, Creature Compendium FA E R I E TA L E I V
Prerequisites: Creature Compendium IV Troubadour, Legend Keeper, Faerie Tale
Packmaster becomes: Summon four additional creatures. Prerequisites: Faerie Tale III, Written Tradition III
(2/Rest) Gain +2 Skill Points that you can spend on any skills with
the survival tag.
C R E AT U R E C O M P E N D I U M V I
Gain the Leshy Primal Aspect. Learn the Glimmer chant. It
Troubadour, Legend Keeper, Creature Compendium
counts as Arcane or Psionic for you but does not gain power.
Prerequisites: Creature Compendium V
Gain +5 SP and +1 Arcane Power or +1 Psionic Power.
Gain the Monster of Legend ability, which you can use when
you Summon Protagonist. FA E R I E TA L E V
Monster of Legend. Summon a beast or monstrosity Troubadour, Legend Keeper, Faerie Tale
of ML 12 or lower. When you do, make an AWR/Animal Prerequisites: Faerie Tale IV
Handling check vs DC 15 + the creature’s ML. If you hit, You can summon monstrosities and fiends with your
it is friendly towards you and your allies. If you miss, it is Summon Character ability.
hostile towards you and your allies, and your enemies. If
FA E R I E TA L E V I
hostile towards you and your allies, it cannot be dispelled
Troubadour, Legend Keeper, Faerie Tale
early and if it survives for the whole 10 minutes, it becomes
Prerequisites: Faerie Tale V
fully embodied and sets out on its own. (1/Rest)
Gain the Achfae of Legend ability, which you can use when
C R E AT U R E C O M P E N D I U M V I I you Summon Protagonist.
Troubadour, Legend Keeper, Creature Compendium Archfae of Legend. Summon a fae of ML 12 or lower.
Prerequisites: Creature Compendium VI, Plot Twist When you do, make an INT (Arcana) check vs DC 15 + the
Gain one additional use of Summon Protagonist. It can only creature’s ML. If you hit, it is friendly towards you and your
be used on the Bestiary option. allies. If you miss, it is hostile towards you, your allies, and
Your Bestiary ability can summon beasts and monstrosities your enemies. If hostile towards your allies, it cannot be
of ML 8 or lower. dispelled early and if it survives for the whole 10 minutes, it
becomes fully embodied and sets out on its own. (1/Rest)
LEGEND KEEPER: FA E R I E TA L E V I I
F A E R I E TA L E Troubadour, Legend Keeper, Faerie Tale
This defines your Mythic Tome as a Faerie Tale, with a lot of Prerequisites: Faerie Tale VI, Plot Twist
whimsy fae and plants. Gain one additional use of Summon Protagonist. It can only
be used on the Faerie Tale option.
FA E R I E TA L E
When you use Faerie Tale, if you summon a fae, it gains
Troubadour, Legend Keeper, Faerie Tale
two Primal Chants of your choice and one Primal Spell that
Prerequisites: Figure of Legend
costs 6 or fewer SP, which it can cast innately one time.
Incompatibilities: Comedy, Tragedy, Creature Compendium,
Book of Souls, Book of the Damned, Necronomicon

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LEGEND KEEPER: BOOK BOOK OF SOULS VII
Troubadour, Legend Keeper, Book of Souls
OF SOULS
Prerequisites: Book of Souls VI, Plot Twist
Your Mythic Tome is historical in nature, holding long lists Gain one additional use of Summon Protagonist. It can only
of the deceased. You can summon undead and their ilk. be used on the Chronicle of Souls option.
BOOK OF SOULS When you use Chronicle of Souls, in addition to giving the
Troubadour, Legend Keeper, Book of Souls creature any mundane gear, it gains one specialization talent
Prerequisites: Figure of Legend of your choice. If you pick a magic source, it can only learn
Incompatibilities: Comedy, Tragedy, Creature Compendium, cantrips, chants, or prayers.
Faerie Tale, Book of the Damned, Necronomicon
You can summon undead with your Summon Character LEGEND KEEPER: BOOK
ability. OF THE DAMNED
Gain the Armies of Old ability. Your Mythic Tome is more religious in nature and sings the
Armies of Old. When you summon undead of ML 1 or cautionary tale of the Exiles. You can summon fiends and
lower, summon 1d4 additional undead of the same type. (1/ celestials.
Rest)
B O O K O F T H E DA M N E D
BOOK OF SOULS II Troubadour, Legend Keeper, Book of the Damned
Troubadour, Legend Keeper, Book of Souls Prerequisites: Figure of Legend
Prerequisites: Book of Souls Incompatibilities: Comedy, Tragedy, Creature Compendium,
Incompatibilities: Comedy II, Tragedy II, Creature Faerie Tale, Book of Souls, Necronomicon
Compendium II, Faerie Tale II, Book of the Damned II, Gain the Song of the Irreconciled ability, which you can use
Necronomicon II when you Summon Protagonist.
Gain the Chronicle of Souls ability, which you can use when Song of the Irreconciled. You may summon a fiend or
you Summon Protagonist. celestial of ML 4 or lower.
Chronicle of Souls. You may summon an undead of ML 4
or lower. Such a creature also gains +6 Skill Points divided B O O K O F T H E DA M N E D I I
among any skills of your choice. Troubadour, Legend Keeper, Book of the Damned
Prerequisites: Book of the Damned
BOOK OF SOULS III Incompatibilities: Comedy II, Tragedy II, Creature
Troubadour, Legend Keeper, Book of Souls Compendium II, Faerie Tale II, Book of Souls II,
Prerequisites: Book of Souls II, Written Tradition Necronomicon II
Armies of Old becomes 1d6 additional undead and 2/Rest. You can summon fiends and celestials with your Summon
BOOK OF SOULS IV Character ability.
Troubadour, Legend Keeper, Book of Souls Your Summon Character ability allows you to summon
Prerequisites: Book of Souls III, Written Tradition III creatures of ML 2 or lower.
Gain +2 Skill Points that you can spend on any skills with B O O K O F T H E DA M N E D I I I
the knowledge tag. Troubadour, Legend Keeper, Book of the Damned
Gain the Stoll Primal Aspect. Prerequisites: Book of the Damned II, Written Tradition
Gain the Grave Whisper arcane cantrip. It counts as Your Song of the Irreconciled ability can summon fiends and
Psionic for you if you choose. celestials of Monster Level 6 or lower.
Gain +5 SP and +1 Arcane Power or +1 Psionic Power.
B O O K O F T H E DA M N E D I V
BOOK OF SOULS V Troubadour, Legend Keeper, Book of the Damned
Troubadour, Legend Keeper, Book of Souls Prerequisites: Book of the Damned III, Written Tradition III
Prerequisites: Book of Souls IV Gain +2 Skill Points that you can spend on any skills with
Chronicle of Souls becomes ML 6 or lower and the creature the knowledge tag.
appears equipped with any mundane gear of your choice. Gain the Graceful Poise and Sacred Flare prayers. They
BOOK OF SOULS VI can count as Arcane or Psionic for you but they do not gain
Troubadour, Legend Keeper, Book of Souls power.
Prerequisites: Book of Souls V Gain +5 SP and +1 Arcane Power or +1 Psionic Power.
Your attunement to death and legacy makes it harder B O O K O F T H E DA M N E D V
to kill you. When you are reduced to 0 HP, if an undead Troubadour, Legend Keeper, Book of the Damned
that you have summoned is within 40 ft of you, you may Prerequisites: Book of the Damned IV
spend 1 Reactive AP to cause that undead to immediately Gain +2 Skill Points in Religion.
disintegrate. If you do, regain 1d4 HP. Your Summon Character ability can summon ML 3 fiends
Gain +5 SP and +1 Arcane Power or +1 Psionic Power. or celestials.
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B O O K O F T H E DA M N E D V I NECRONOMICON IV
Troubadour, Legend Keeper, Book of the Damned Troubadour, Legend Keeper, Necronomicon
Prerequisites: Book of the Damned V Prerequisites: Necronomicon III, Written Tradition III
Gain the Unholy Bargain ability, which you can use when Gain +2 Skill Points that you can spend on any skills with
you Summon Protagonist. the knowledge tag.
Unholy Bargain. Summon a fiend of ML 12 or lower. Gain the Tamat Primal Aspect. Learn the Acid Stream
When you do, make a CHA (Persuading) check vs DC 15 Chant. It counts as an Arcane or Psionic for you but does not
+ the creature’s ML. If you hit, it is friendly towards your gain power.
allies. If you miss, it is hostile towards both your allies and Gain +5 SP and +1 Arcane Power or +1 Psionic Power.
your enemies. If hostile towards your allies, it cannot be
NECRONOMICON V
dispelled early and if it survives for the whole 10 minutes, it
Troubadour, Legend Keeper, Necronomicon
becomes fully embodied and sets out on its own. (1/Rest)
Prerequisites: Necronomicon IV
B O O K O F T H E DA M N E D V I I Your NPC and beast creatures that you summon gain
Troubadour, Legend Keeper, Book of the Damned tentacles that replicate their previous melee weapons but
Prerequisites: Book of the Damned VI, Plot Twist give +5 ft reach.
Gain one additional use of Summon Protagonist. It can only
NECRONOMICON VI
be used on the Song of the Irreconciled option.
Troubadour, Legend Keeper, Necronomicon
When you use Song of the Irreconciled, the summoned
Prerequisites: Necronomicon V
creature gains two divine prayers of your choice and one
Gain Aberrant Bargain, which you can use when you
divine spell that costs 6 or fewer SP, which it can cast
Summon Protagonist.
innately one time.
Aberrant Bargain. Summon an eldritch of ML 12 or
lower. When you do, make an INT (Arcana) check vs DC 15
LEGEND KEEPER: + the creature’s ML. If you hit, it is friendly towards you
NECRONOMICON and your allies. If you miss, it is hostile towards you and
Your Mythic Tome is modeled after the dread your allies as well as your enemies. If hostile towards your
Necronomicon. You can summon eldritch and such. allies, you become Sickened for the next 1 hour and gain 1
Fatigue. (1/Rest)
NECRONOMICON
Troubadour, Legend Keeper, Necronomicon NECRONOMICON VII
Prerequisites: Figure of Legend Troubadour, Legend Keeper, Necronomicon
Incompatibilities: Comedy, Tragedy, Creature Compendium, Prerequisites: Necronomicon VI, Plot Twist
Faerie Tale, Book of Souls, Book of the Damned Gain one additional use of Summon Protagonist. It can only
Gain the Unnamable Horror ability, which you can use when be used on the Unnamable Horror option.
you Summon Protagonist. Your Unnamable Horror ability can summon eldritch
Unnamable Horror. You may summon an eldritch of ML creatures of ML 8 or lower.
4 or lower.
NECRONOMICON II LORIST TRACK
Troubadour, Legend Keeper, Necronomicon LORIST
Prerequisites: Necronomicon
Troubadour, Lorist
Incompatibilities: Comedy II, Tragedy II, Creature
Prerequisites: Troubadour Entry
Compendium II, Faerie Tale II, Book of Souls II, Book of the
Choose one: Arcane or Psionic.
Damned II
If you choose Arcane, gain Student of the Arcane unless
Gain the Eldritch Bargain ability.
you already have it. If you already have it, gain +1 Arcane
Eldritch Bargain. When you summon an eldritch creature
Power and +5 SP instead.
with Unnamable Horror, you can make yourself Sickened for
If you choose Psionic, gain Adept of the Psionic unless
the duration to give it TA and +2 damage for the duration.
you already have it. If you already have it, gain +1 Psionic
NECRONOMICON III Power and +5 SP instead.
Troubadour, Legend Keeper, Necronomicon Whichever you choose, CHA is your magic attribute.
Prerequisites: Necronomicon II, Written Tradition Each time you level up and spend your Talent Point on a
Your Unnamable Horror ability can summon eldritch of ML talent in the Lorist track, you gain +5 SP and +1 Power in
6 or lower. the source you chose.
Your ability to cast magic is contained in your Lorebook,
which might be a tome of poetry, stories, or music penned
by you or by the greats whose work you idolize.

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M U LT I TA L E N T E D LORIST V
Troubadour, Lorist, Repeatable Troubadour, Lorist
Prerequisites: Lorist Prerequisites: Record Magic II
Gain +6 Skill Points that you can spend on any skills. You Gain two cantrips, chants, or prayers from any Source. They
cannot spend more than +4 points on a single skill. count as Arcane or Psionic for you, based on your selection
in Lorist. Your selections from this feature do not gain power
RECORD MAGIC
as you level up.
Troubadour, Lorist
Prerequisites: Multitalented D I S C I P L I N E D S T U DY I I
Gain the Replicate Spell ability. Troubadour, Lorist
Replicate Spell. When someone within 60 ft of you casts Prerequisites: Lorist V
a spell, you may spend 2 Reactive AP to magically replicate You can use Disciplined Study 1/Week, and gain the benefits
that spell, inscribing it into your Lorebook. You can cast of Taking a Rest when you do.
spells that are in your Lorebook by spending the appropriate
LORIST VI
AP and SP. Once you cast a spell from your Lorebook, it
Troubadour, Lorist
fades and you lose access to it from this ability. Inscribed
Prerequisites: Disciplined Study II
spells last for up to 2 days, until you use it, or until you
Gain one ritual or invocation from any Source with no
dismiss it from your Lorebook for 1 AP. You can only have
prerequisites or with Prerequisites that are no higher than
two spells inscribed in your Lorebook at a time.
“Tier 2” or Source Power 7. This choice counts as Arcane or
LORIST II Psionic for you, based on your selection in Lorist.
Troubadour, Lorist RECORD MAGIC III
Prerequisites: Record Magic
Troubadour, Lorist
Gain one cantrip, chant, or prayer from any source. It counts
Prerequisites: Lorist VI
as Arcane or Psionic for you, based on your selection in
Spells you learn with Record Magic remain in your Lorebook
Lorist. Your selection from this feature does not gain power
for up to 1 month. When you cast a spell from your
as you level up.
Lorebook, you can immediately put it back into your book
D I S C I P L I N E D S T U DY for 0 AP. (1/Rest)
Troubadour, Lorist LORIST VII
Prerequisites: Lorist II
Troubadour, Lorist
When you would Take a Rest, you may forego all benefits of
Prerequisites: Record Magic III
Taking a Rest and instead redistribute all of your Skill Points
Gain two spells from any Source. They count as Arcane or
as you intensively study and train. (1/Month)
Psionic for you, based on your selection in Lorist.
LORIST III S T U D E N T O F T H E F U N DA M E N TA L
Troubadour, Lorist Troubadour, Lorist, Capstone
Prerequisites: Disciplined Study Prerequisites: Lorist VII
Gain one ritual or invocation with no prerequisites from any You have tremendous renown as a versatile academic
Source. It counts as Arcane or Psionic for you, based on your scholar. Those in the academic world hold your opinions in
selection in Lorist. very high regard.
P H O T O G R A P H I C M E M O RY You are capable of using Fundamental Source to replicate
Troubadour, Lorist any spell. Pick one spell from any source that costs 75 SP or
Prerequisites: Lorist III less. You know that Spell and it counts as Arcane or Psionic
You are immune to magical effects that would alter your for you. You can reselect your spell 1/Month.
memory, and can recall events up to 1 month prior with Level 30: You can reselect your spell 1/Week, and can
perfect accuracy. choose a spell from any source that costs 100 SP or less.
LORIST IV
Troubadour, Lorist L Y R I C I S T TA L E N T S
Prerequisites: Photographic Memory
S TA N Z A R E P E R T O I R E
Gain one spell from any Source. It counts as Arcane or
Troubadour, Lyricist, Repeatable
Psionic for you, based on your selection in Lorist.
Prerequisites: Troubadour 1
RECORD MAGIC II Learn two Stanzas of your choice.
Troubadour, Lorist
Prerequisites: Lorist IV
Spells in your Lorebook last for up to 1 week, and you can
have a number of recorded spells equal to ½ INT.

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P E R FO R M E R ’ S P R O P S A R T I S T I C S I G N AT U R E I I
Troubadour, Lyricist Troubadour, Lyricist
Prerequisites: Troubadour 1 Prerequisites: Grand Stanza, Artistic Signature
Gain one Stanza of your choice. Choose one Great Stanza and one Grand Stanza that you
Each time you Take a Rest, you may choose whether your know. You can use each of them CHA/Recoup.
Stanzas are Auditory or Visual.
G R E AT S TA N Z A S TA N Z A S
Troubadour, Lyricist, Repeatable When you gain the ability to use Stanzas, choose Auditory
Prerequisites: Troubadour 3 or Visual. If Auditory, creatures must hear you to be
Pick two Stanzas that you know. You gain access to their affected; if Visual, they must see you.
rank 2 abilities. Stanzas cost 1 AP. Stanzas last until the end of your next
A R T I S T I C S I G N AT U R E turn unless otherwise noted. A Stanza’s base range is 40 ft.
Troubadour, Lyricist You can use the same Stanza multiple times in one turn,
Prerequisites: Great Stanza and can use different Stanzas on the same turn.
Choose one Great Stanza you know. You can use that Stanza A creature can only be affected by one Stanza at a time. If
CHA/Recoup. you use a Stanza on a creature already under the effects of
one of your Stanzas, your old Stanza ends. If they are under
DIVERSE REPERTOIRE the effects of a Stanza from another Troubadour, roll CHA
Troubadour, Lyricist vs the other Troubadour’s Will. On a hit, your Stanza takes
Prerequisites: Troubadour 8 effect. On a miss, you lose your 1 AP and there is no effect.
You can reselect the Stanzas that you know. (1/Month) If you use a Stanza with the scorn tag, make a CHA attack
G R A N D S TA N Z A vs the creature’s WILL. If you hit, the Stanza takes effect.
Troubadour, Lyricist, Repeatable
Prerequisites: Troubadour 8
Pick two Stanzas that you know and have used Great Stanza
on. Gain their rank 3 abilities.

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Stanzas Rank 1 Rank 2 (2/Recoup) Rank 3 (2/Recoup)
Antagonism Scorn: Creature is Taunted by you. Range is 120 ft. Range is 120 ft, target two
creatures.
Clarity You or an ally is Focused against a This affects two allies or This affects three allies or you and
creature of your choice within 40 ft of you and one ally. two allies.
you.
Dazzling You or an ally becomes Blinded, or use Target two creatures. Target three creatures.
Scorn to Blind an enemy. Requires that
your Stanzas are Visual.
Deafening You or an ally becomes Deafened, or use Target two creatures. Target three creatures.
Scorn to Deafen an enemy. Requires that
your Stanzas are Auditory.
Disdain Costs 1 extra AP (2 total). Scorn: Creature takes 1d8 Scorn: Creature takes 1d12 psychic
psychic damage. damage.
Scorn: Creature takes 1d4 psychic
damage.
Dread Scorn: Creature is Frightened of you. Range is 120 ft. Range is 120 ft, target two
creatures.
Glumness Scorn: Creature gains Demoralized. Target two creatures. Target three creatures.
Grace Scorn: Creature is Charmed by you. Target two creatures. Target three creatures.
Mettle You or an ally is Protected. Range is 120 ft. Range is 120 ft, targets two allies or
you and one ally.

Quivering Scorn: Creature gains Shaken. Range is 120 ft. Range is 120 ft, target two
creatures.
Silencing Scorn: Creature becomes Silenced. Target two creatures. Target three creatures.
Valor You or an ally is Rallied. This affects two allies or This affects three allies or you and
you and one ally. two allies.
Vigor You or an ally gains 1d4 Shield HP. This affects two allies or This affects two allies or you and
(Because Stanzas end at the end of your you and one ally. one ally. It bestows 1d8 Shield HP.
next turn, this Shield HP goes away at
that point)

Initiate. Gain the Initiate of the Occult talent if you did


not already have it. CHA is your magic attribute.
V E S S E L TA L E N T S Occult Power. Each time you level up and spend your
Talent Point on a vessel talent, you gain +5 SP and +1
After gaining the Vessel Entry talent, you can take talents Occult Power.
from any of the Vessel tracks. Soul Sacrifice. Some talents in the Vessel stack have the
soul sacrifice tag. When you take a talent with this tag,
VESSEL ENTRY you lose the ability to ever be resurrected by any means, as
your soul has suffered too much alteration to function as a
Class Entry, Vessel
normal soul would.
Prerequisite: Character Level 2
When you take this entry talent, you gain the following
abilities.
ANTIESSENCE TRACK
Divine Icon. Choose one Divine Icon from the Cleric ANTIESSENCE AURA
stack. Gain one of that Icon’s abilities. Vessel, Antiessence
Surge of Vitality. If Bloodied, you may spend 2 AP to Prerequisites: Vessel Entry
regain 1d4+CHA HP. (2/Rest) By unleashing your strange and corrupt Essence in a torrent
around you, you scour the nearby world.

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You may activate your Antiessence Aura by spending 3 ANTIESSENCE AURA II
AP on your turn. The Aura lasts for 1 minute or until you Vessel, Antiessence
choose to end it early (costing 0 AP). Your Aura’s radius is Prerequisites: Antiessence 4
10 ft. (END/Rest) When Recouping, you may take 1d10 damage to regain one
Your Antiessence Aura imposes TD on hostile creatures use of your Aura.
within it.
VULNERABILITY II
VULNERABILITY Vessel, Antiessence, Repeatable
Vessel, Antiessence Prerequisites: Antiessence Aura II, Vulnerability
Prerequisites: Antiessence Aura Choose another type of elemental or energy damage (this
Choose one type of elemental or energy damage (this choice choice is permanent).
is permanent): cold, corrosive, fire, lightning, or toxic; Your Antiessence Aura imposes Vulnerable 1 all types
necrotic, psychic, radiant, or sonic. of damage that you chose from taking the Vulnerability or
When you activate your Aura, you may use your Aura of Vulnerability II talents.
Vulnerability power.
VITRIOL II
Aura of Vulnerability. Take 1d6 damage of the type you
Vessel, Antiessence
chose. Your Antiessence Aura imposes Vulnerable 1 on the
Prerequisites: Vulnerability II or Terror II; Vitriol
type of damage that you chose from taking this talent.
Vitriol damage becomes 1d6, and creatures that succeed the
Creatures that are Immune to a type of damage do not gain
Aura Avoidance check still take ½ damage.
Vulnerable from this ability.
PROLONG II
VITRIOL
Vessel, Antiessence
Vessel, Antiessence
Prerequisites: Vitriol II or Trepidation II; Prolong
Prerequisites: Vulnerability
Your Aura lasts for 3 minutes.
When a hostile creature starts its turn in your Antiessence
Aura, it must make an Aura Avoidance roll. If it makes TERROR II
the same roll from other abilities, it rolls once against all Vessel, Antiessence
abilities. Prerequisites: Antiessence Aura II, Terror
Aura Avoidance. END roll against your magic Gain the Terrorize ability.
attribute+10. If a creature fails the roll, it takes 1d4 damage Terrorize. You may spend 2 AP to cause a creature that is
of the type you chose in Vulnerability. Shaken from your Aura to become Frightened of you until
the end of their next turn. (2/Recoup)
PROLONG
Vessel, Antiessence T R E P I D AT I O N I I
Prerequisites: Vitriol or Trepidation Vessel, Antiessence
Your Aura lasts for 2 minutes. Prerequisites: Vulnerability II or Terror II; Trepidation
Hostile creatures in your Aura suffer an additional -1 to all
TERROR
of their defenses.
Vessel, Antiessence
Prerequisites: Antiessence Aura EXTEND II
When a hostile creature starts its turn in your Antiessence Vessel, Antiessence
Aura, it must make an Aura Avoidance roll. If it makes Prerequisites: Vitriol II or Trepidation II; Extend
the same roll from other abilities, it rolls once against all Your Aura’s radius extends by +5 ft.
abilities. ANTIESSENCE AURA III
Aura Avoidance. END roll against your magic Vessel, Antiessence, Soul Sacrifice
attribute+10. If a creature fails the roll, it is Shaken until Prerequisites: Antiessence 8
the start of its next turn. When you become Bloodied, you may reactively activate
T R E P I D AT I O N your Aura for 0 AP. If the creature that Bloodied you is in the
Vessel, Antiessence radius of the aura, then they take 1d12 damage of a type
Prerequisites: Vulnerability or Terror that you chose with a Vulnerability talent. If you have no
Hostile creatures in your Aura suffer -1 to all of their Vulnerability talents, then the damage is necrotic.
defenses. VULNERABILITY III
EXTEND Vessel, Antiessence
Vessel, Antiessence Prerequisites: Antiessence Aura III, Vulnerability II
Prerequisites: Vitriol or Trepidation You may choose not to take damage when you activate Aura
Your Aura’s radius extends by +5 ft. of Vulnerability, but if you do take damage, a creature of
your choice in your Aura takes the same damage.

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VITRIOL III Antiessence Rupture. The area currently in the Aura
Vessel, Antiessence is Hazardous Terrain (1d4 necrotic, 1d4 fire) and hostile
Prerequisites: Vulnerability III or Terror III; Vitriol II creatures in the aura are Sickened. Any area that was in
Your Aura exudes destructive, reddish mist that imposes the the aura at any point during its duration remains Difficult
Concealed condition on all creatures in the aura. However, Terrain even after the aura moves on or fades. Any area
you ignore Concealed when it is caused by this ability. that was in the aura at any point is also corrupted: Plant life
withers, and vegetation cannot grow normally there for a
PROLONG III
year. (1/Rest)
Vessel, Antiessence, Repeatable
Level 30: Your Antiessence Aura becomes an at will ability
Prerequisites: Vitriol III or Trepidation III; Prolong II
with no recharge.
Your Aura lasts for +1 minute.
VULNERABILITY IV PLANAR THIEVERY
Vessel, Antiessence TRACK
Prerequisites: Prolong III or Extend III; Vulnerability III
If you take damage when you use Aura of Vulnerability, a CANCEL SPELL
number of creatures within the aura equal to or less than ½ Vessel, Planar Thievery
your END take the damage too. Prerequisites: Vessel Entry
You can use the Cancel Spell ability. This ability counts as
VITRIOL IV
an Occult spell for the purpose of any abilities that interact
Vessel, Antiessence
with or reference spells. (2/Rest)
Prerequisites: Vulnerability IV or Terror IV; Vitriol III
Cancel Spell
Your Vitriol damage also deals 1d4 damage of a different
Occult, Spell, Warding
type. Choose any elemental or energy type each time you
APC: 2 Reactive AP, which you spend when another creature
cast the aura.
within range casts a spell
TERROR III Range: 60 ft
Vessel, Antiessence Requires: Visual, Line of Effect
Prerequisites: Antiessence Aura III, Terror II Duration: Instantaneous
Terrorize is END/Recoup. Make a magic attack roll; the caster who triggered this spell
T R E P I D AT I O N I I I does the same. If they are Divine or Arcane, you add +2. If
Vessel, Antiessence they are Primal or Psionic, they add +2. If you roll higher,
Prerequisites: Vulnerability III or Terror III; Trepidation II the triggering caster’s spell fails, they do not spend SP, and
Hostile creatures in your Aura suffer an additional -1 to all you regain 2d6 SP.
of their defenses. If you roll lower, then their spell succeeds and you lose
2d6 SP.
EXTEND III
Vessel, Antiessence, Repeatable ENERGY THEFT
Prerequisites: Vitriol III or Trepidation III; Extend II Vessel, Planar Thievery
Your Aura’s radius expands by +5 ft. Prerequisites: Cancel Spell
Gain the Energy Theft ability.
TERROR IV
Energy Theft. After you use Cancel Spell, you deal +1d4
Vessel, Antiessence
psychic damage on your first spell or chant attack each turn,
Prerequisites: Prolong III or Extend III; Terror III
if that spell or chant already deals damage and only targets
Gain the Break Will ability.
one creature. This lasts for 1 minute.
Break Will. You may spend 3 AP to make a magic attack
vs the WILL of a creature Frightened by your Terrorize. On a ENERGY THEFT II
hit, they are Broken and Helpless until the end of your next Vessel, Planar Thievery
turn. (1/Rest) Prerequisites: Energy Theft
Energy Theft works on all spell/chant attacks that deal
T R E P I D AT I O N I V
damage and only target one creature.
Vessel, Antiessence
Prerequisites: Vulnerability IV or Terror IV; Trepidation III CANCEL SPELL II
Hostile creatures in your Aura suffer an additional -1 to all Vessel, Planar Thievery
of their defenses. Prerequisites: Energy Theft II
Cancel Spell recharges ½ INT/Rest.
ANTIESSENCE RUPTURE
When you cancel a spell, you can then cast that spell 1
Vessel, Antiessence, Capstone
time before the next time you use Cancel Spell, spending the
Prerequisites: Vitriol IV or Trepidation IV; Antiessence 14
spell’s normal SP.
When you activate your Aura, you may cause it to tear a
rupture in reality, using Antiessence Rupture.
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S TA M I N A T H E F T ENERGY THEFT III
Vessel, Planar Thievery Vessel, Planar Thievery
Prerequisites: Cancel Spell II Prerequisites: Planar Thievery 8
The next time you use magic or make a weapon attack after If you used Cancel Spell on a spell that would deal damage,
using Cancel Spell, it costs 1 fewer AP. your Energy Theft ability also deals +1d4 damage of that
type.
S TA M I N A T H E F T I I
Vessel, Planar Thievery S TA M I N A T H E F T I I I
Prerequisites: Stamina Theft Vessel, Planar Thievery
When you use Cancel Spell, you may use Stamina Theft. Prerequisites: Energy Theft III
Stamina Theft. The target creature loses 1 AP or 1 Stamina Theft recharges ½ INT/Rest.
Monster Action. Gain +2 additional AP at the start of your
ESSENCE SIPHON II
next turn. (2/Rest)
Vessel, Planar Thievery
CAN CEL SPE L L I I I Prerequisites: Stamina Theft III, Essence Siphon
Vessel, Planar Thievery, Soul Sacrifice Siphon becomes a max of 15 Essence, and you regain SP
Prerequisites: Stamina Theft II equal to the Essence instead of ½ the Essence.
Cancel Spell recharges INT/Rest.
CRACKLING FIELD II
When you use Cancel Spell, you have +4 against Arcane
Vessel, Planar Thievery
and Divine. You can use the spell that you canceled any
Prerequisites: Stamina Theft III, Crackling Field
number of times, spending normal SP each time, until you
Regain one use of your Crackling Field each time you
Take a Rest or use Cancel Spell again.
Recoup. Your Crackling Field also increases your physical
ESSENCE SIPHON defenses.
Vessel, Planar Thievery CANCEL SPELL IV
Prerequisites: Cancel Spell III
Vessel, Planar Thievery
Incompatibilities: Crackling Field
Prerequisites: Planar Thievery 11
You can drain the Essence from a magical item, using the
If you fail the contested roll from this spell, you do not lose
Siphon ability.
SP.
Siphon. Touch a magic item that has 10 or fewer Essence
and make an INT/Arcana check. The DC = the item’s CANCEL SPELL V
Essence +1d6. If you hit, it loses all magical properties. Vessel, Planar Thievery
Gain SP equal to ½ the item’s Essence and gain the item’s Prerequisites: Cancel Spell IV
properties until you Take a Rest. (1/Rest) When making a contested roll from this spell, you can force
the other creature to roll 2d20 and use the lower. (1/Rest)
C R AC K L I N G F I E L D
Vessel, Planar Thievery ESSENCE SIPHON III
Prerequisites: Cancel Spell III Vessel, Planar Thievery
Incompatibilities: Essence Siphon Prerequisites: Cancel Spell V, Essence Siphon II
You can mix your multiple sources of power together to You can use Siphon multiple times: ½ INT/Rest.
great effect. On your turn, you may use the Crackling Field When you use Siphon, you may increase the maximum
ability. Essence to 25. (1/Rest)
Crackling Field. Once on your turn for 0 AP, for each ESSENCE HOARD
of the following that you have used this turn, your mental Vessel, Planar Thievery, Capstone
defenses increase by +1 until the end of your next turn. (½ Prerequisites: Essence Siphon III
INT/Rest) You are unparalleled in the art of drawing arcane energy out
• Occult Magic. of objects and into yourself.
• Divine Magic. Siphon becomes a max of 35 Essence. (1/Rest)
• Primal Magic. You can make an effect from an item with 15 or fewer
• Psionic Magic. Essence permanent on you after siphoning it. (1/Month)
• Arcane Magic. When you die, your soul becomes a set of physical,
• “Surge of Magic” ability. embodied crystalline shards that have magical properties
• “Surge of Energy” ability. of the MC’s choosing. (This will reflect the abilities you
• “Surge of Vitality” ability. gathered over your lifetime.)
• Divine Icon. Level 30: While you are still living, a portion of your soul
• Aura. fractures out of your body as a physical magical item with
25 Essence. Its particular abilities are up to your MC, and its
unique appearance is up to you.

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C R AC K L I N G F I E L D I I I CRACKED SOUL
Vessel, Planar Thievery Vessel, Soul Graft, Soul Sacrifice
Prerequisites: Cancel Spell V, Crackling Field II Prerequisites: Surge of Energy II
Crackling Field recharges ½ INT/Recoup. When you start your turn in combat and are Bloodied, gain
Crackling Field also increases your AR. SP equal to your current Death Points.
C R AC K L I N G M I A S M A SURGE OF MAGIC II
Vessel, Planar Thievery, Capstone Vessel, Soul Graft
Prerequisites: Crackling Field III Prerequisites: Cracked Soul
Your capacity to blend the Essence of many different powers Surge of Magic becomes 1d6.
and magical sources make you a terrifying, but highly When you start your turn with any Death Points, you can
sought after, instructor in the ways of magic. do this without expending a use of Surge of Magic. (1/Rest)
Crackling Field recharges INT/Recoup.
S U R G E O F V I TA L I T Y I V
You may double the bonus that Crackling Field provides
Vessel, Soul Graft
you (+2 per ability used). (1/Rest)
Prerequisites: Surge of Magic II
When you die, your crackling field explodes. All allies
Surge of Vitality becomes 1d8+CHA HP.
within 40 ft of you regain 4d10 HP, all enemies within 20 ft
It can also remove 1 Death Point. (2/Rest)
take 4d10 psychic damage.
Level 30: The final cap for your INT increases from 12 to SURGE OF ENERGY III
14. Vessel, Soul Graft
Prerequisites: Surge of Vitality IV
When you roll Initiative, gain 1 extra AP on your first turn.
SOUL GRAFT TRACK
O C C U LT V I TA L I T Y
S U R G E O F V I TA L I T Y I I Vessel, Soul Graft
Vessel, Soul Graft Prerequisites: Surge of Energy III
Prerequisites: Vessel Entry Gain the Occult Vitality ability.
Regain one use of your Surge of Vitality when you Recoup. Occult Vitality. 2 AP: spend X SP to gain X HP. (2/Rest)
S U R G E O F E N E R GY SURGE OF MAGIC III
Vessel, Soul Graft Vessel, Soul Graft
Prerequisites: Surge of Vitality II Prerequisites: Occult Vitality
Gain the Surge of Energy ability. Surge of Magic becomes CHA/Rest.
Surge of Energy. When you start your turn, gain +2
additional AP. (2/Rest) ENERGY CONVERSION II
Vessel, Soul Graft
SURGE OF MAGIC Prerequisites: Surge of Magic III
Vessel, Soul Graft Energy Conversion becomes 1d6 SP and can be triggered by
Prerequisites: Surge of Energy elemental damage.
Gain the Surge of Magic ability.
Surge of Magic. When Bloodied, you may spend 3 AP to O C C U LT V I TA L I T Y I I
regain 1d4 SP. (2/Rest) Vessel, Soul Graft
Prerequisites: Energy Conversion II
S U R G E O F V I TA L I T Y I I I Occult Vitality becomes CHA/Rest. You may add your Occult
Vessel, Soul Graft level to the HP regained. (1/Rest)
Prerequisites: Surge of Magic
Surge of Vitality becomes 1d6+CHA HP, and recharges on I M M O R TA L S U R G E
CHA/Rest. Vessel, Soul Graft. Capstone
Prerequisites: Occult Vitality II
E N E R GY C O N V E R S I O N Your Essence is made of sterner stuff than most, and you can
Vessel, Soul Graft push yourself beyond the limits of your mortal body.
Prerequisites: Surge of Vitality III When you are reduced to 0 HP, you may trigger your
Gain the Energy Conversion ability. Immortal Surge.
Energy Conversion. When you take energy damage, Immortal Surge. Regain all your HP, regain 4d10+CHA
regain 1d4 SP. (CHA/Rest) SP, and remove all conditions that you wish to remove, gain
S U R G E O F E N E R GY I I Damage Resist 4, and gain +4 to all d20 rolls for the next
Vessel, Soul Graft 10 mins.
Prerequisites: Energy Conversion
Surge of Energy becomes +4 AP.

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At the end of this time, you immediately return to 0 Gain Focused against that target, and if you strike them
HP and gain 4 Death Points (killing you if this would put with a ranged attack, that target gains TD on their next
you over the number you need to die). You also gain the attack.
Sickened condition for the next 24 hours after you use this
SHARPSHOOTER
ability.
Warrior, Archery
Level 30: Immortal Surge only gives you 2 Death Points
Prerequisites: Warrior Entry
and no longer gives you the Sickened condition.
Incompatibilities: Overwatch
You ignore Partial Cover against your Focused Target.
D I V I N E I C O N TA L E N T S
SNIPER’S NEST
ICONS Warrior, Archery
Vessel, Divine Icon, Repeatable Prerequisites: Sharpshooter
Prerequisites: Vessel Entry You gain an additional +1 to your defenses when firing
Gain two additional Divine Icon abilities of your choice, from Cover. When attempting to hide while in Total Cover,
provided that you can access that Icon. you can roll 2d20 and take the higher result.

SIPHON DIVINITY S TA L K I N G
Vessel, Divine Icon, Repeatable Warrior, Archery
Prerequisites: Vessel Entry Prerequisites: Sniper’s Nest
Choose one new Divine Icon from the Cleric stack. Gain You ignore Concealed, Unseen, and Invisible against your
access to that Icon and get one of its abilities that has no Focused Target while it is within 30 ft of you.
other prerequisites. IMPECCABLE AIM
Warrior, Archery
Prerequisites: Stalking
WA R R I O R TA L E N T S If you do not take any movement on your turn or your last
turn, have not taken damage since the end of your last turn,
did not use Impeccable Aim last turn, and are firing from
Cover, you can activate Impeccable Aim, gaining +10 to
After gaining the Warrior Entry talent, you can take talents your attack rolls until the end of your turn.
from any of the Warrior tracks.
SHARPSHOOTER II
Warrior, Archery
WA R R I O R E N T R Y Prerequisites: Impeccable Aim
Warrior, Class Entry If you kill a creature on your turn with a ranged attack,
Prerequisites: Character Level 2 you can make another attack immediately for 0 AP with
When you take this entry talent, you gain the following your equipped ranged weapon. If you kill that creature, you
abilities. may make one more additional attack for 0 AP. Subsequent
Battlefield Tactician. You may spend 1 AP on your turn attacks cost AP as normal, even if they are killing blows.
to specify a target within 5 ft of you. Friendly targets within
40 ft of you gain Focused against that target. Battlefield
SNIPER’S NEST II
Warrior, Archery
Tactician persists for 10 minutes while you can see the
Prerequisites: Sharpshooter II
target. If you use this on a new target, it fades on the
On your turn, you can move 5 ft for free. Once per turn, if
original target. (AWR+1/Recoup)
a ranged attack or spell misses you, you may move 5 ft for
Warrior Training. If this is your first Class Entry talent,
free.
you gain two specialization talents: One from the Defense
stack and one from the Combat, Command, or Defense S TA L K I N G I I
stack. If this is not your first Class Entry talent, you gain one Warrior, Archery
talent from the Defense stack. Prerequisites: Sniper’s Nest II
Your range for Stalking increases to half the range of the
ARCHERY TRACK weapon you have equipped.
HEADSHOT
A R C H E RY FO C U S
Warrior, Archery
Warrior, Archery
Prerequisites: Stalking II
Prerequisites: Warrior Entry
Gain the Headshot ability.
Gain the Focus Target ability.
Headshot. Declare you are attempting a headshot.
Focus Target. You may spend 1 AP to specify a target
Subtract 12 from your attack roll. If you hit, it is considered
you can see and that is within range of the weapon you are
a crit. (3/Rest)
holding. This target is your Focused Target.
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SHARPSHOOTER III FO C U S TA R G E T I I I
Warrior, Archery Warrior, Archery
Prerequisites: Headshot Prerequisites: Suppressing Fire
Your ranged attacks ignore Resist Physical and ignore the Draw a line from you to the closest unoccupied space
Prone condition. adjacent to a Focused Target. If physically being in that
square would cause a target to be considered Flanked, that
SNIPER’S NEST III
target is considered Flanked.
Warrior, Archery
Prerequisites: Sharpshooter III O V E R WAT C H I I I
Your benefits from Cover cannot be ignored by any other Warrior, Archery
ability or talent. If you have the high ground you gain an Prerequisites: Focus Target III
additional source of TA, and all of your defenses gain the Focused Targets now additionally trigger reactive attacks
benefit from your Cover. for you when they make a melee attack against one of your
allies.
S TA L K I N G I I I
Warrior, Archery FO C U S TA R G E T I V
Prerequisites: Sniper’s Nest III Warrior, Archery
Your range is doubled for ranged weapons against your Prerequisites: Overwatch III
Focused Target. Additionally, your range for Stalking You may now have a number of Focused Targets equal to
increases to your equipped weapon’s range. your AWR.
I M P E C CA B L E A I M I I COVERING FIRE
Warrior, Archery Warrior, Archery
Prerequisites: Stalking III Prerequisites: Focus Target IV
You may now activate Impeccable Aim without the Gain the Covering Fire ability.
conditions being met one time. (1/Catch Breath) Covering Fire. When you hit with a reactive attack that
was triggered by an enemy making a melee weapon attack,
HEADSHOT II
you may spend 1 AP to force the creature to roll the attack
Warrior, Archery
again and take the lower result. (AWR/Recoup)
Prerequisites: Impeccable Aim II
Your Headshots now only take a -10 penalty, and you add O V E R WAT C H I V
one additional damage die to your damage roll if you hit. Warrior, Archery
Prerequisites: Covering Fire
O V E R WAT C H
Reactive attacks now cost you 1 fewer AP (min 1).
Warrior, Archery
Prerequisites: Archery Focus COVERING FIRE II
Incompatibilities: Sharpshooter Warrior, Archery
If a Focused Target moves more than 10 ft on its turn and Prerequisites: Overwatch IV
is within range of your weapon after that movement, you You may use Covering Fire against enemies that make
may make a reactive attack against that target, spending the ranged weapon attacks, unless you are the target of that
normal amount of AP it would cost you to attack with that attack.
weapon.
FO C U S TA R G E T V
FO C U S TA R G E T I I Warrior, Archery
Warrior, Archery Prerequisites: Covering Fire II
Prerequisites: Overwatch Your Focused Targets now gain TD on all their attacks made
You may now have a number of Focused Targets equal to ½ until the end of their next turn when they are struck by your
your AWR. ranged attack.
O V E R WAT C H I I COVERING FIRE III
Warrior, Archery Warrior, Archery
Prerequisites: Focus Target II Prerequisites: Focus Target V
When you strike a target with a ranged reactive attack, they You may use Covering Fire against enemies that make magic
are Slowed until the end of their turn. attacks, unless you were the target of the attack.
SUPPRESSING FIRE O V E R WAT C H V
Warrior, Archery Warrior, Archery
Prerequisites: Overwatch II Prerequisites: Covering Fire III
You may spend 2 additional AP when making a ranged If you crit on a reactive attack, you can use Suppressing Fire
attack or ranged reactive attack. If that attack hits, the for free and the target is knocked Prone.
target is Suppressed until the end of their next turn.
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L E G E N DA RY A R C H E R B AT T L E S TA N DA R D R A N G E I I I
Warrior, Archery, Capstone Warrior, Commander
Prerequisites: Archery 14 Prerequisites: Battle Standard Range II
You are a marksman of great renown. Your presence on the Your battle standard’s range increases by +30 ft.
battlefield strikes fear in your enemies and brings comfort to
E X T R A S TA N D A R D
those you watch over. You do not lose the Unseen condition
Warrior, Commander
from making ranged attacks. If you have 3 or more TA
Prerequisites: Battle Standard Range III
against a target, your attacks gain the following benefits:
You gain an additional battle standard. This second battle
• You deal double damage. standard can be worn as a banner on your back, and
• Your attacks that hit knock the target Prone. equipped or stowed using 1 AP. It must be equipped to be
• Striking a Prone target gives them the Pinned condition. planted.
(Escape DC = 10 + Your DEX.)
• You regain 1d10 HP whenever you make the killing R E I N FO R C E D S TA N D A R D
blow against a creature that is ML 6 or higher. Warrior, Commander, Repeatable
Level 30: Once per week, you can kill a target of ML Prerequisites: Improved Battle Standard
or Character Level of 5 or less. You cannot miss and the Your battle standard gains +10 HP.
target cannot survive the attack. Provided you are Unseen R E I N FO R C E D S TA N D A R D I I
when you make the attack, it cannot be traced back to you Warrior, Commander
through evidentiary means. Prerequisites: Reinforced Standard
Your battle standard gains +5 DT.
COMMANDER TRACK R E I N FO R C E D S TA N D A R D I I I
Warrior, Commander
B AT T L E F I E L D C O M M A N D FO C U S
Prerequisites: Reinforced Standard II
Warrior, Commander
Your battle standard gains +5 AR, REF, and FORT.
Prerequisites: Warrior Entry
Your Battlefield Tactician ability range when choosing a I M P R O V I S E D R E PA I R S
target increases from 5 ft to 20 ft, and you gain the Battle Warrior, Commander
Standard ability. Prerequisites: Reinforced Standard II
Battle Standard. You carry your battle standard into You may repair one battle standard when you Take a Rest,
battle. This requires one free hand. You can plant or retrieve even if you are not in a settled area. (1/Week)
your battle standard with 1 AP. It has a base range of 20 ft.
R A L LY I N G S TA N DA R D
All friendly targets within range gain TA on their first attack
Warrior, Commander
made on each turn they start in range.
Prerequisites: Improved Battle Standard
Battle standards have AR, REF, and FORT of 15. They
Allies within range of your standard gain the Rallied
have 20 HP, DR 20/Fire, and DT 10.
condition.
Replacing a broken battle standard requires 4 hours and
40 sc in a settled area. If you have the soldier background, R A L LY I N G S TA N DA R D I I
it costs 2 hours and does not cost sc provided that your Warrior, Commander
military has a presence in the settled area. Prerequisites: Rallying Standard
While allies are Rallied by your battle standard, they cannot
I M P R OV E D B AT T L E S TA N DA R D be Charmed. Existing Charm effects are suppressed while
Warrior, Commander they remain within range.
Prerequisites: Battlefield Command Focus
Friendly targets now gain TA on all attacks while within UNDER THE BANNER
range of your standard. Warrior, Commander
Prerequisites: Rallying Standard II
B AT T L E S TA N DA R D R A N G E Whenever you start your turn in range of a battle standard,
Warrior, Commander you regain 1 HP while engaged in combat and Bloodied.
Prerequisites: Improved Battle Standard
Your battle standard’s range increases by +10 ft. UNDER THE BANNER II
Warrior, Commander
B AT T L E S TA N DA R D R A N G E I I Prerequisites: Under the Banner
Warrior, Commander While allies are Rallied by your battle standard, they are
Prerequisites: Battle Standard Range Protected.
Your battle standard’s range increases by +20 ft.

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UNDER THE BANNER III TO ME!
Warrior, Commander Warrior, Commander
Prerequisites: Under the Banner II Prerequisites: Command
While allies are Rallied by your battle standard, they gain Gain the Tactical Repositioning command.
+2 to their mental defenses. Tactical Repositioning: (1 AP) The target of your
command may immediately move up to their speed, but the
S TA N DA R D B E A R E R
movement must end with them closer to you.
Warrior, Commander
Prerequisites: Improved Battle Standard HOLD!
You gain a standard bearer NPC with the stats of a Warrior, Commander
Page. This NPC is under your control and takes its turn Prerequisites: Command
immediately following yours. It carries one additional battle Gain the Hold your Ground and Hold your Fire commands.
standard, and cannot attack, but can plant and retrieve Hold your Ground: (1 AP) If the target of your command
Battle Standards. If your standard bearer is slain in combat, accepts the command, they gain the Grounded and
you may hire a new one by spending at least 3 days in a Suppressed condition until the end of their next turn, and
populated area and expending 100 sc. can no longer be moved or knocked Prone.
Hold your Fire: (0 AP) All targets in range that can see
S TA N DA R D B E A R E R I I
and hear you gain the ability to prepare ranged attacks or
Warrior, Commander
spells that they have AP for, if they chose to do so, on their
Prerequisites: Standard Bearer
next turn. They can specify a trigger for their attacks or spell
Your standard bearer gains HP equal to your number of
casts such as “When an enemy is in range” or “When an
Warrior talents + your AWR.
enemy attacks.” The commander may suggest a trigger, but
S TA N DA R D B E A R E R I I I the target is not required to use that trigger.
Warrior, Commander
Prerequisites: Standard Bearer II FIRE!
Your standard bearer gains +5 ft speed and no longer Warrior, Commander
provokes reactive attacks due to movement. Prerequisites: Hold!
Gain the Fire! command.
S TA N DA R D B E A R E R I V Fire!: (2 AP) All targets who are using “Hold your Fire”
Warrior, Commander may immediately make the attacks and cast the spells they
Prerequisites: Standard Bearer III were holding. For each volley, every participant rolls to
Your standard bearer can pull up an allied creature from attack, but all participants use the highest die roll. A volley
being Prone by spending one of their monster actions. is considered an attack that expends AP. For example, if
S TA N DA R D B E A R E R V Player 1 and 2 both had 6 AP, and prepared three attacks
Warrior, Commander each, and Player 3 had 6 AP but could only cast one spell,
Prerequisites: Standard Bearer IV Players 1, 2, and 3 roll for Volley 1 and take the highest of
Your standard bearer now gains experience up to 30 times. their three rolls. Players 1 and 2 participate in Volley 2 and
For each week under your employ where they engage in 3.
combat (not training or sparring), they gain an additional FO R WA R D !
1d4+1 HP. Warrior, Commander
On the 5th, 10th, 15th, 20th, 25th, and 30th weeks that Prerequisites: Command
they gain experience, they gain one talent of your choice Gain the Charge command.
as though they were a level 1 adventurer, excluding magic Charge: (1 AP) The target of your command may
entry talents. immediately move up to their speed, but they cannot move
COMMAND closer to the Commander.
Warrior, Commander COMMAND IMPROVEMENT
Prerequisites: Improved Battle Standard Warrior, Commander
Gain the Command ability. Prerequisites: Command
Command. A willing target, who can hear you, within 20 Movement from your Commands no longer provokes
ft of you may immediately follow one of your commands reactive actions while the target is under the effects of a
Gain the Attack command. battle standard.
Attack: (AP Varies) The target immediately makes an
attack with a weapon they are holding, gaining TA. This
costs you a number of AP equal to what it would cost the
target.

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C O M M A N D I M P R OV E M E N T I I WA R C R Y I I
Warrior, Commander, Repeatable Warrior, Commander
Prerequisites: Command Improvement Prerequisites: War Cry
Your Command gains +20 ft of range if your command has A target who can see or hear you use the War Cry ability
under 100 ft range. If it has 100 ft or more, it gains +10 ft who is outside of the range of your battle standard but
range. within 10 ft of an unoccupied square that would be in the
range of your battle standard may move into that square for
C O M M A N D I M P R OV E M E N T I I I
free.
Warrior, Commander
Prerequisites: Command Improvement II WA R C R Y I I I
Targets of your Command ability may also immediately Warrior, Commander
move up to 5 ft. Prerequisites: War Cry II
Targets affected by your War Cry, who also have conditions
C O M M A N D I M P R OV E M E N T I V
suppressed by your battle standard, remove the Charmed,
Warrior, Commander
Frightened, Broken, and Demoralized conditions, rather
Prerequisites: Command Improvement III
than only suppressing them.
Targets must be able to see or hear you to benefit from
Command, instead of only hearing you. WA R C R Y I V
Warrior, Commander
TAC T I C I A N ’ S C O M M A N D
Prerequisites: War Cry III
Warrior, Commander
Targets affected by your War Cry gain Shield HP equal to
Prerequisites: Command
your AWR. Targets who are Bloodied receive double this
When issuing a command that would result in the target of
amount.
your Battlefield Tactician being attacked, that attack deals
+2 damage. If the target is also under a battle standard, it WA R C R Y V
deals +4 damage. Warrior, Commander
Prerequisites: War Cry IV
B AT T L E S TA N DA R D C O M M A N D
War Cry becomes ½ AWR/Rest.
Warrior, Commander
Prerequisites: Tactician’s Command B AT T L E F I E L D TA C T I C I A N
When issuing a command to a target who is being affected IMPROVEMENT
by your battle standard, you spend 1 fewer AP (min 1). Warrior, Commander
Prerequisites: Battlefield Tactician II
I M P O S I N G B AT T L E S TA N DA R D
Your Battlefield Tactician ability gains +20 ft range when
Warrior, Commander
choosing a target.
Prerequisites: Battle Standard Command
Targets of your Battlefield Tactician ability are Shaken until B AT T L E F I E L D TA C T I C I A N
the end of their next turn whenever they enter the range of IMPROVEMENT II
your battle standard. Warrior, Commander
Prerequisites: Battlefield Tactician Improvement
B AT T L E F I E L D TAC T I C I A N I I
If you run out of uses of Battlefield Tactician, you can
Warrior, Commander
spend all of your AP on a turn to regain 1 use of Battlefield
Prerequisites: Command
Tactician.
Your Battlefield Tactician ability no longer fades on the
previous target when you use it again. B AT T L E F I E L D TA C T I C I A N
WA R C RY IMPROVEMENT III
Warrior, Commander
Warrior, Commander
Prerequisites: Battlefield Tactician Improvement II
Prerequisites: Battlefield Tactician II, COR 4
You no longer need to see the target for Battlefield Tactician
Gain the War Cry ability.
to remain active.
War Cry. By spending 5 AP, all creatures of your choice
who can hear you and are currently under a battle standard B AT T L E F I E L D TA C T I C I A N
gain an additional 2 AP at the beginning of their next turn. IMPROVEMENT IV
(1/Rest) Warrior, Commander
Prerequisites: Battlefield Tactician Improvement III
Whenever the target of your Battlefield Tactician is the
subject of an Exploit attack, friendly targets who are within
5 ft of the target and have the Reactive AP to do so may also
attack that target even if a reactive attack would not have
been triggered for them.

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G R E AT G E N E R A L P R O T E C T I O N I I : B AT T E R I N G R A M
Warrior, Commander, Capstone Warrior, Protection
Prerequisites: Commander 14 Prerequisites: Protection I: Intercept
You are a tactician of great renown, and tales of your battles When using Intercept, if you travel 10 ft or more, you may
spread far and wide. Your stratagems are the points of study make an attack against the triggering creature: STR vs FORT
for scholars and generals alike. Hit: If the creature is no more than one Size larger than
You gain a small retinue consisting of four Knights. They you, the creature is knocked Prone.
take their turn immediately following yours. If they are slain
P R O T E C T I O N I I : B AT T L E F I E L D
in combat, you can hire a new one into your service upon
SUPPORT
spending at least a week in a populated area and spending
Warrior, Protection
250 sc.
Prerequisites: Protection I: Any
Level 30: Your Knights add your AWR to their max HP
You gain 1 special AP (Battlefield AP) that cannot be used to
and ½ your AWR to their attack and damage rolls.
move or attack but can be used for any other action. You can
only have one source of Support AP.
PROTECTION TRACK If you gain a second source of special AP, choose whether
you keep this source or your new source.
P R O T E C T I O N FO C U S
Warrior, Protection PROTECTION III: CHALLENGING
Prerequisites: Warrior Entry SHOUT
Gain the Battlefield Protector ability. Warrior, Protection
Battlefield Protector. While you are wielding a shield, Prerequisites: Protection II: Any
friendly targets gain Focused on any targets that are within When you are using your Engage ability, you can also shout
5 ft of you and ranged attacks that would travel through the a challenge to enemies within 30 ft of you. If they can hear
space you occupy gain TD against a target other than you. you, they gain the Taunted condition until the end of their
next turn. (1/Catch Breath)
PROTECTION I: ENGAGE
Warrior, Protection PROTECTION III: OPPORTUNISTIC
Prerequisites: Protection Focus INTERCEPTION
Gain the Engage ability. Warrior, Protection
Engage. You may spend 2 AP to give a creature within 5 Prerequisites: Protection II: Any, Intercept
ft of you the Engaged condition. If a creature critically fails an attack roll farther than 10 ft
away, but no farther than 20 ft from you, you may use your
PROTECTION I: INTERCEPT
Intercept ability without expending AP.
Warrior, Protection
Prerequisites: Protection Focus P R O T E C T I O N I I I : TA K E H E A R T
Gain the Intercept ability. Warrior, Protection
Intercept. When an enemy is attempting to move into a Prerequisites: Protection II: Any
space that is both 5 ft from an ally and within 15 ft of you, Gain the Take Heart ability.
you may spend 2 Reactive AP to occupy that space instead Take Heart. By spending 1 AP, a target within 30 ft of
of the enemy. (AWR/Recoup) you that can hear you gains Shield HP equal to your AWR.
(AWR/Rest)
PROTECTION I: SHIELDS UP
Warrior, Protection PROTECTION IV: ENGAGE II
Prerequisites: Protection Focus Warrior, Protection
Gain the Shields Up ability. Prerequisites: Protection III: Any, Engage
Shields Up. When you or a target within 5 ft of you is Engage now causes up to two creatures of your choice
attacked, you may spend 1-3 Reactive AP to raise the AR, within 5 ft of you to become Engaged.
FORT, and REF of all friendly targets within 5 ft of you PROTECTION IV: INTERCEPT II
by the number of AP spent until the end of the triggering Warrior, Protection
creature’s turn. If a creature benefitting from this bonus is Prerequisites: Protection III: Any, Intercept
wielding a shield, they gain an additional +1. The space an enemy is attempting to enter that would
PROTECTION II: CHALLENGE trigger your Intercept ability can be 30 ft away from you.
Warrior, Protection PROTECTION IV: SHIELDS UP II
Prerequisites: Protection I: Any Warrior, Protection
Targets you have Engaged are now considered Taunted by Prerequisites: Protection III: Any
you as well. You gain Resist Physical 1, 2, or 3 in addition to your
defenses, depending on the number of Reactive AP you
spend.
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Shields up now lasts until the beginning of your next turn PROTECTION VII: SHIELDS UP III
and affects any ally while they are within 5 ft of you while it Warrior, Protection
is still active. Prerequisites: Protection VI: Any, Protection 10, Shields Up II
PROTECTION V: POSITIONING When your Shields Up ability is active, ranged attacks that
Warrior, Protection would travel through the space you occupy are forced to
Prerequisites: Protection IV: Any target you instead.
You and allies within 5 ft of you can no longer be Flanked PROTECTION VIII: DEFENDER’S
while you have an ally within 5 ft of you. SUPERIORITY
P R O T E C T I O N V : WA R R I O R ’ S F U R Y Warrior, Protection
Warrior, Protection Prerequisites: Protection VII: Any
Prerequisites: Protection IV: Any When making an attack or reactive attack, you may declare
When you become Bloodied, your speed increases by +10 ft that you are using the Defender’s Superiority ability.
until the end of your next turn. Defender’s Superiority. Add your AWR to the attack roll.
(AWR/Rest)
P R O T E C T I O N V : B AT T L E F I E L D
SUPPORT II P R O T E C T I O N V I I I : TA K E H E A R T I I I
Warrior, Protection Warrior, Protection
Prerequisites: Protection IV: Any, Battlefield Support Prerequisites: Protection VII: Any, Take Heart II
You have 2 Battlefield AP. All targets who can see and hear you and are within 15 ft
now gain the benefits of your Take Heart ability when you
PROTECTION VI: DEFENDER’S ARMOR
use it, in addition to the target who is at 30 ft and needs
Warrior, Protection
only hear you.
Prerequisites: Protection V: Any
You gain DR 5 against targets that you have Engaged. P R O T E C T I O N V I I I : B AT T L E F I E L D
SUPPORT III
P R O T E C T I O N V I : WA R R I O R ’ S
Warrior, Protection
P R E PA R AT I O N
Prerequisites: Protection VII: Any, Battlefield Support II
Warrior, Protection
You have 3 Battlefield AP.
Prerequisites: Protection V: Any
You gain an accumulating +1 to your mental defenses L E G E N DA R Y D E F E N D E R
for every round you take no movement (count from the Warrior, Protection, Capstone
beginning of each of your turns). This caps at +10, and Prerequisites: Protection 14
this bonus resets when you take any movement, forced or You are one of the most sought after bodyguards, protectors,
otherwise. and stewards in the realm. Monarchs would trust you with
their heir’s lives and their fortune’s defense.
P R O T E C T I O N V I : TA K E H E A R T I I
The price to hire you for defense and escort is quadrupled,
Warrior, Protection
and those with the means gladly pay it (average 80 sc/day
Prerequisites: Protection V: Any
or 30,000 sc/year).
Take Heart can now be used reactively when a target that
In addition, gain the Last Stand ability.
you can see or hear within range is hit by an attack.
Last Stand. When you or an ally you can see within 60 ft
PROTECTION VII: ENGAGE III would be reduced to 0 HP, you gain the following effects:
Warrior, Protection • You gain 12 AP and can take your turn immediately,
Prerequisites: Protection VI: Any, Protection 10, Engage II ending the triggering creature’s turn.
When you use your Engage ability, you can choose to target • The creature reduced to 0 HP regains 1 HP.
either 1 or 2 creatures within 5 ft, or to target all creatures • If the creature who triggered Last Stand is not you, you
within 5 ft of you. If you target all creatures, then the can move into their current square, and they can move
targets hit by your reactive attack granted by the Engaged up to their speed for free.
condition take no damage when you strike them, instead • All enemy creatures who witness this are considered
only losing their movement. Taunted by you, and all allied creatures who witness
PROTECTION VII: INTERCEPT III this are Rallied until the end of their next turn.
Warrior, Protection (1/Week)
Prerequisites: Protection VI: Any, Protection 10, Intercept II, Level 30: The final cap for your AWR Increases from 12
Shields Up to 14.
When you use Intercept, you may immediately use the
Shields Up ability for 0 AP, as if you’d spent 2 AP whenever
you use Intercept.

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SOLDIER TRACK V E R S AT I L E A R S E N A L I I I
Warrior, Soldier
TRAINED SOLDIER Prerequisites: Soldier’s Opportunity III
Warrior, Soldier You can carry one additional item with the unwieldy tag.
Prerequisites: Warrior Entry A number of Allies equal to your AWR who travel with you
The target of your Battlefield Tactician ability is now for 7 days or more gain the effects of Versatile Arsenal on
considered to be Flanked whenever you and one other ally any day that they complete a Rest in the same building or
are within melee range of the target. campsite as you.
Additionally, you can change your current configuration of Additionally, once per 7 days, if you spend 8 hours
arms once on each of your turns without expending AP. (For training, you can reassign any Talent Points spent in the
example, you might sheathe your greatsword in favor of a Combat stack, picking new talents from the same stack.
shortsword and a kite shield.) BLIND FIGHTING III
V E R S AT I L E A R S E N A L Warrior, Soldier
Warrior, Soldier Prerequisites: Versatile Arsenal III
Prerequisites: Trained Soldier The range of Blind Fighting increases to 15 ft. You gain +2
You may carry three additional weapons, and one additional to AWR checks to locate Unseen creatures, increasing to +6
item with the unwieldy tag. You cannot be disarmed against if the creature is within 15 ft of you.
your will. SHOWDOWN
V E R S AT I L E A R S E N A L I I Warrior, Soldier
Warrior, Soldier Prerequisites: Blind Fighting III
Prerequisites: Versatile Arsenal The rank and file is beneath you, and you crave a test of
You may use STR as your attack and damage attribute for your skills as a soldier. Once per week, you can specify a
longbows and standing longbows. target of your Battlefield Tactician as the Challenged. If they
accept this, they focus their attacks on you as if they have
BLIND FIGHTING
been commanded to do so under the effects of Enthralled.
Warrior, Soldier
You may not intentionally target or attack creatures that
Prerequisites: Versatile Arsenal II
are not the Challenged, unless they are directly impeding
You gain no penalties from Concealed, Invisible, or Unseen
your ability to attack the Challenged. Additionally, you gain
on attacks made on creatures within 5 ft of you, assuming
Shield HP equal to your level, and all of your defenses equal
you have located them. Battlefield Tactician now lasts its full
your AWR, unless they would be higher otherwise.
duration regardless of sight.
If the Challenged creature declines the challenge, all of
BLIND FIGHTING II that creature’s allies that see this gain the Broken condition
Warrior, Soldier for 10 minutes.
Prerequisites: Blind Fighting The allies of the creature that becomes Bloodied first
The target of your Battlefield Tactician ability cannot benefit become Shaken for 1 minute if they can see the Bloodied
from Concealed, Unseen, or Invisible while you remain creature.
within 15 ft of it and your allies can see or hear you.
SHOWDOWN II
SOLDIER’S OPPORTUNITY Warrior, Soldier
Warrior, Soldier Prerequisites: Showdown
Prerequisites: Blind Fighting II You crave battle. When your Showdown ability is
You gain the Exploitative talent. If you already have the available to use, you gain +2 STR and -2 AWR. While it is
Exploitative talent, you gain the Opportunist talent. unavailable, if you won your last Showdown, you gain 1 HP
SOLDIER’S OPPORTUNITY II at the beginning of each turn in combat if you are Bloodied.
Warrior, Soldier While it is recharging and you lost your last Showdown, you
Prerequisites: Soldier’s Opportunity deal +2 damage.
When making an Exploit attack against the target of your SHOWDOWN III
Battlefield Tactician ability, it costs you 1 fewer AP (min 1). Warrior, Soldier
If you hit, you may make a secondary attack: STR vs FORT. Prerequisites: Showdown II
Hit: The target is knocked Prone. Double every numerical value of Showdown II.
SOLDIER’S OPPORTUNITY III
Warrior, Soldier
Prerequisites: Soldier’s Opportunity II
You may now add half your AWR to your Exploit attack
rolls, and additional compromising actions evoke Exploit
attacks from you: casting a spell, standing up from Prone,
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and stowing or drawing a weapon.
ARETE You can spend some of your AP, make your familiar take
Warrior, Soldier its action, and then complete your own AP expenditure; or
Prerequisites: Showdown III you could simply have your familiar go before or after you.
You gain +5 to your Initiative rolls. You can no longer be Familiars are corporeal fae spirits that cannot be attacked or
Surprised, and when making a STR or AWR skill check in damaged.
combat, roll 2d20 and take the higher result. You can make your familiar take more actions by spending
1 AP per additional action your familiar takes.
I N D O M I TA B L E C H A M P I O N
Familiars are widely varied among witches, and your
Warrior, Soldier, Capstone
familiar might have a single form or it might have several
Prerequisites: Arete
different forms that it changes between. You can change
You are a soldier of great renown. Tales of your conquests
your familiar’s form during a Rest. Regardless of its form,
on the battlefield have been spread far and wide. Kings
you always use one of the three stat blocks: Flying Familiar,
might compete to earn your allegiance and great merchants
Crawling Familiar, or Hunting Familiar.
would pay small fortunes to acquire your services.
Witch Magic. Choose one: Occult or Primal.
It is nearly impossible for you to be slain in battle. If
If you choose Occult, gain Initiate of the Occult unless you
you reach your Death Point max, but your head and torso
already have it. If you already have it, gain +1 Occult Power
remain intact, you may make a choice: to continue fighting
and +5 SP instead.
or submit to your injuries.
If you choose Primal, gain Warden of the Primal unless
If you submit, you become Unconscious instead of dead,
you already have it. If you already have it, gain +1 Primal
and must retire from your adventuring lifestyle upon being
Power and +5 SP instead.
healed. You may no longer participate in combat unless
Whichever you choose, END is your magic attribute.
attacked, and must make an effort to avoid it. This can be
Witch Power. Each time you level up and spend your
roleplayed as a mix of physical and/or mental wounds, or
Talent Point on a witch talent, you gain +5 SP and +1
simply a personal choice. Generally, this means rolling a
Power in the source you chose.
new character and handing over narrative control to your
MC.
If you continue to fight, you cannot die so long as the
FA M I L I A R S
battle you are participating in persists. An hour after
combat, or 1 minute after you are the last one standing of C R AW L I N G FA M I L I A R
your allies, you die. This cannot be mitigated by healing, as Tiny. Beast (Occult or Primal)
the wounds you receive pushing past this limit go beyond
the scope of healing magic. STR DEX END AWR INT CHA
Level 30: If you reach level 30 without using your -2 3 0 1 -3 -2
Indomitable Champion feature, you gain +2 STR and the Ref: 13 Fort: 10 Ant: 11 Log: 7 Will: 8
final cap for your STR increases from 12 to 14.
Movement 20 ft, Climb 20 ft

Senses Darkvision 30 ft
ACTIONS
W I T C H TA L E N T S Frightening. When your familiar is within 5 ft of you, you
gain Intimidating +4.
Spy. You can magically see through your familiar’s eyes for
After gaining the Witch Entry talent, you can take talents
a brief moment, provided that your familiar is within 500 ft
from any of the Witch tracks.
of you.
Ward. If your familiar is within 5 ft of you, it protectively
WITCH ENTRY crouches nearby. The next time you take damage from
Witch, Class Entry another creature before the start of your next turn (provided
Prerequisite: Character Level 2 that you are still within 5 ft of your familiar), reduce the
When you take this entry talent, you gain the following damage by 1d4 + your Witch level.
abilities.
Dark Presence. On your turn, you may take 1d4 damage
to regain 1 spell point. This costs 0 AP and you may use this
feature as many times as you want on your turn.
Familiar. You have a familiar. Your familiar has separate
stats from you and acts on your turn, taking one action.

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F LY I N G FA M I L I A R DARK HEX TRACK
Tiny. Beast (Occult or Primal)
DA R K M A G I C
STR DEX END AWR INT CHA Witch, Dark Hex, Repeatable
-2 2 0 2 -3 -2 Prerequisites: Witch Entry
Ref: 12 Fort: 10 Ant: 12 Log: 7 Will: 8 Each time you take this talent, choose two spells,
invocations, or rituals from the Hex list. Note that you must
Movement 10 ft, Fly 30 ft
meet certain prerequisite Witch levels in order to gain some
Senses Darkvision 30 ft spells.
Skills (AWR) Perceiving +3, Tracking +3 For you, these spells count as the Source that you chose
from your Witch Magic feature (either Primal or Occult) and
ACT IONS you may cast these spells as Witch spells.
Spy. You can magically see through your familiar’s eyes for
If there is a spell on the Hex list that you already know or
a brief moment, provided that your familiar is within 500 ft
learn through other means, you may still consider it a hex
of you.
spell but do not have to. When casting hex spells, spend
Help. The familiar picks a creature within 10 ft of it and
the normal amount of SP. You cannot upcharge hex spells
distracts that creature. You and your allies have TA on
without additional talents.
attacks against that creature until the start of your next turn.
Spook. Your familiar spooks a creature within 30 ft of HEX LIST
it. Make a magic attack (using your END) against that
Witch Hex Spells
creature’s WILL. If you hit, the creature is Frightened of your
Level
familiar for 30 seconds. (1/Catch Breath)
2 Charm Person (Psionic), Commandment
(Divine), Creeping Fear (Primal), Decay
(Arcane), Flay (Arcane), Hex of Hemophilia
(Occult)
H U N T I N G FA M I L I A R 4 Hex of Lethargy (Occult), Hex of Terror
(Occult), Silence (Occult)
Tiny. Beast (Occult or Primal)
8 Demoralize (Divine), Detect Thoughts
STR DEX END AWR INT CHA (Divine), Terror (Primal)
-1 2 0 1 -3 -2
Ref: 12 Fort: 10 Ant: 11 Log: 7 Will: 8 13 Babble (Occult), Curse of Trembling
(Occult), Haunt (Psionic)
Movement 20 ft 22 Clot (Occult), Curse of Withering (Occult),
Dark Smile (Occult), Dominate Person
Senses Darkvision 30 ft
(Psionic), Ecstasy (Primal), Fracture
Skills (DEX) Sneaking +3; (AWR) Tracking +3
(Occult), Modify Memory (Psionic),
ACT IONS Paranoia (Psionic)
Spy. You can magically see through your familiar’s eyes for
G R E AT E R H E X
a brief moment, provided that your familiar is within 500 ft
Witch, Dark Hex
of you.
Prerequisites: Dark Magic
Help. The familiar picks a creature within 10 ft of it and
Gain the Greater Hex ability.
distracts that creature. You and your allies have TA on
Greater Hex. You may cast a hex as though you upcharge
attacks against that creature until the start of your next turn.
it one time, without spending additional SP. (2/Rest)
Pounce. Reach 5 ft Natural Weapon. +2 vs AR. Hit: 1d4+2
sharp. (1/Turn) I N N AT E H E X
Witch, Dark Hex
Prerequisites: Greater Hex
Gain the Innate Hex ability.
Innate Hex. You may cast a hex spell without meeting
Verbal, Visual, or Gesture requirements. You must still meet
Line of Sight or Line of Effect requirements. (2/Rest)

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G R E AT E R H E X I I S Y M PAT H E T I C M A G I C I V
Witch, Dark Hex Witch, Dark Hex
Prerequisites: Innate Hex Prerequisites: Sympathetic Magic III
Greater Hex becomes AWR/Rest. Gain the Sympathetic Link ability.
Sympathetic Link. You may cast hex spells with your
I N N AT E H E X I I
sympathetic magic creature as the target even if you cannot
Witch, Dark Hex
see them, provided they are within 1 mile of you.
Prerequisites: Greater Hex II
The target is aware that you cast such a spell, regardless
Innate Hex becomes 2/Recoup.
of whether the spell is successful. (AWR/Rest)
I N N AT E H E X I I I
Witch, Dark Hex S Y M PAT H E T I C M A G I C V
Prerequisites: Innate Hex II Witch, Dark Hex
Innate Hex becomes AWR/Recoup. Prerequisites: Sympathetic Magic IV
When you use your Sympathetic Link ability, you may also
DA RK EN CHA NT M E NT impose Dark Enchantment on your target.
Witch, Dark Hex
Prerequisites: Dark Magic S Y M PAT H E T I C M A G I C V I
Gain the Dark Enchantment ability. Witch, Dark Hex
Dark Enchantment. By spending 2 AP, designate a target Prerequisites: Sympathetic Magic V
that you can see. For the next 1 minute, gain +2 TA on rolls Gain the Puppetmaster ability.
made with hex spells against that target. (1/Rest) Puppetmaster: When using your Sense Likeness ability,
you may make a magic attack vs the target’s WILL. If
S Y M PAT H E T I C M A G I C you hit, impose Charmed or Shaken (your choice) on the
Witch, Dark Hex creature (if Charmed, it is Charmed by you). The condition
Prerequisites: Dark Enchantment lasts for 1 minute and the target is aware that you are the
Choose one creature with whom you are familiar (having caster.
spent at least 10 mins in conversation).
By expending 10 sc worth of materials, you can create a S Y M PAT H E T I C M A G I C V I I
poppet in the likeness of that creature if its ML is equal to or Witch, Dark Hex
less than your Witch level. You may only make one doll. If Prerequisites: Sympathetic Magic VI
you make a second one, the first one unravels immediately. When you use your Sympathetic Link ability and cast a hex
Gain the Sense Likeness ability. pell that has an SPC of 10 or less, you do not expend a use
Sense Likeness: By spending 1 minute touching the doll of your Sympathetic Link.
and completely focused on it, you may sense exactly how far Sympathetic Link’s range increases to 5 miles.
away the creature is and in which direction, unless they are S Y M PAT H E T I C M A G I C V I I I
on a different plane of existence. This information is only Witch, Dark Hex
fleeting. Prerequisites: Sympathetic Magic VII
You can create two poppets and can use Sense Likeness,
S Y M PAT H E T I C M A G I C I I
Dark Enchantment, Sympathetic Link, and/or Puppetmaster
Witch, Dark Hex
on either one. If you make a third poppet, choose which of
Prerequisites: Sympathetic Magic
your previous dolls unravels.
When you use your Sense Likeness ability, you may choose
for the effect to last for 10 minutes. Furthermore, you may S Y M PAT H E T I C M A G I C I X
see and hear through your doll’s likeness’s senses for the Witch, Dark Hex
duration. If you do, make a magic attack against their ANT. Prerequisites: Sympathetic Magic VIII
If you hit, they are unaware that you are doing this; if you You are always aware of the surface-level emotional state of
miss, they are aware. the creatures whose likeness your poppets represent while
within range of Sympathetic Link.
S Y M PAT H E T I C M A G I C I I I
Sympathetic Link’s range increases to 10 miles.
Witch, Dark Hex
Prerequisites: Sympathetic Magic II S Y M PAT H E T I C M A G I C X
When you use your Dark Enchantment ability, you do not Witch, Dark Hex
expend your usage of the ability if you have a poppet of the Prerequisites: Sympathetic Magic IX
target creature. When you use your Sympathetic Link or Puppetmaster
ability, you may also make a magic attack against the
creature’s ANT. If you hit, they are not magically aware that
you caused the effect.
Sympathetic Link’s range increases to 20 miles.

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BOND SOUL Retired dolls look frayed and corrupted, and they contain
Witch, Dark Hex the soul of the doll’s likeness.
Prerequisites: Sympathetic Magic X As part of a Recoup, you may commune with one retired
Incompatibilities: Collector doll. The retired doll retains all of its bonded creature’s
Choose one doll to be your primary doll. If you have formative memories and basic information that the creature
a physical piece of the likeness that the primary doll would have known. The doll’s disposition towards you will
represents, such as hair or nail clippings, teeth, saliva, range from sullen to hostile as determined by your MC,
blood, etc., then using Sympathetic Link against this and so gleaning information from a retired doll might take
creature does not expend a use of your Sympathetic Link. multiple conversations or coercion.
If a retired doll is destroyed, its soul departs.
BOND SOUL II
Level 30: Now, if you destroy a retired doll, the bonded
Witch, Dark Hex
creature’s soul is dispersed and it can never be resurrected.
Prerequisites: Bond Soul
Casting Lesser Restoration or similar magic on a retired
When using Sympathetic Link to cast a hex spell against
doll will harmlessly detach the creature’s soul from the doll,
your Bound Soul, you may spend only ½ the SP. (1/Recoup)
allowing it to pass on peacefully or to be resurrected.
Sympathetic Link’s range increases to 100 miles for your
primary doll.
PA G A N A T T U N E M E N T
GRAND PUPPETMASTER TRACK
Witch, Dark Hex, Capstone
Prerequisites: Bond Soul II PA G A N AT T U N E M E N T
You always know the surface level thoughts and deeper Witch, Pagan Attunement
emotions/desires of your primary doll. Additionally, you Prerequisites: Witch Entry
may cast the Possession spell 1/Rest as a hex without Pick one environment from the Environment List. You can
spending SP. You cannot upcharge the spell when casting Attune to that environment.
it in this way and can cast this spell regardless of distance Gain the Pagan Attunement ability.
provided that you are on the same plane of existence. Pagan Attunement. When you finish Taking a Rest,
When you use this ability, you may use your Sympathetic Attune to one environment. When you Recoup in an
Magic X ability to attempt to hide your magical presence. environment to which you are Attuned, you gain its relevant
Level 30: You may permanently possess the subject benefit.
of your primary doll provided they are ML 15 or lower. PA G A N AT T U N E M E N T I I
When you end the possession, you may choose if they are Witch, Pagan Attunement
catatonic, as if sleeping, or regain control when you’re not Prerequisites: Pagan Attunement
actively possessing them. Pick a second environment from the Environment List. You
COLLECTOR can Attune to that environment.
Witch, Dark Hex PA G A N AT T U N E M E N T I I I
Prerequisites: Sympathetic Magic X Witch, Pagan Attunement
Incompatibilities: Bond Soul Prerequisites: Pagan Attunement II
You can have a number of poppets equal to ½ your AWR. Pick a third environment from the Environment List. You
Gain the Mass Hex ability. can Attune to that environment.
Mass Hex. When you cast a hex that has an SPC of 10 Pagan Attunement becomes: When you complete Taking a
or fewer, you may target 2 creatures if you have poppets of Rest, Attune to two environments. Whenever you Recoup in
both of them. (1/Recoup) either of those environments, gain its benefit. If you are in
COLLECTOR II an environment that might activate multiple abilities (such
Witch, Dark Hex as a coastal jungle or a snowy mountain), you nevertheless
Prerequisites: Collector only get one benefit of your choosing.
You can have a number of poppets equal to your AWR. Mass PA G A N AT T U N E M E N T I V
Hex works on hexes with an SPC of 20 or lower. Witch, Pagan Attunement, Repeatable
SOUL COLLECTOR Prerequisites: Pagan Attunement III
Witch, Dark Hex, Capstone Pick one additional environment from the Environment List.
Prerequisites: Collector II You can Attune to that environment.
You always know the surface level thoughts and surface
desires of your poppets. Additionally, when the bonded
creature of one of your dolls dies, you can retire the doll.
Doing so does not destroy the doll and allows you to make a
new doll.
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PA G A N AT T U N E M E N T V PA G A N AT T U N E M E N T V I I
Witch, Pagan Attunement Witch, Pagan Attunement
Prerequisites: Pagan Attunement IV Prerequisites: Pagan Attunement VI
Gain the Hasty Communion ability. Pick one additional environment from the Environment List.
Hasty Communion. When you Catch your Breath, you You can Attune to that environment.
may gain the benefit of one of your active environments. (1/ You no longer need to pick two environments at the end
Rest) of Taking a Rest; you can benefit from any environment, but
can still only gain a maximum of two environmental benefits
PA G A N AT T U N E M E N T V I
at once.
Witch, Pagan Attunement
Prerequisites: Pagan Attunement V PA G A N AT T U N E M E N T V I I I
When you Recoup in an environment that could be Witch, Pagan Attunement
considered two or more environments, you gain the benefits Prerequisites: Pagan Attunement VII
of two relevant environments of your choice. Choose one environment for which you already have
Attunement. This choice is permanent. Gain the Ultimate
Attunement ability for that environment.
Ultimate Attunement. When you gain its Attunement
benefit, double all numeric values in that ability. (1/Rest)

ENVIRONMENT LIST
Environment Benefit from Recouping
Aquatic You gain Shield HP equal to your Witch level x1.
Coastal You gain a swim speed equal to your walking speed for the next 2 hours.
Desert You become immune to Fatigue from heat exposure for the next 4 hours.
Forest Your ANT increases by +3 for 4 hours. This bonus does not transfer to other defenses that use your normal
ANT defense in their place.
Grassland For the next 1 hour, your speed increases by +5 ft while in combat.
Jungle Your FORT increases by +3 for 4 hours. This bonus does not transfer to other defenses that use your
normal FORT defense in their place.
Mountain For the next 4 hours, standing from Prone costs you 0 AP, and when you take falling damage, reduce that
damage by 1d12.
Subterranean For the next 2 hours, gain a climb speed equal to your walking speed.

Swamp For the next 4 hours, gain Resist Toxic and Corrosive 5.
Tundra You become immune to Fatigue from cold exposure for the next 4 hours.
Volcanic For the next 1 hour, deal +2 fire damage on all of your weapon attacks and chants.

FA E T R A C K W Y L L A’ S S T R I D E
Witch, Fae
FA E M A G I C Prerequisites: Boon of Etalun or Caliban’s Cackle
Witch, Fae Gain the Wylla’s Stride ability.
Prerequisites: Witch Entry, Warden of the Primal Wylla’s Stride. Ignore Difficult Terrain imposed by foliage
You can cast Warp Step without spending SP. If you do not or loose sand, rocks, and similar natural phenomena for 1
know this spell, this is the only way you can cast it until hour. (CHA/Rest)
your learn it. (1/Recoup) G A A R D ’ S R E S I S TA N C E
B O O N O F E TA L U N Witch, Fae, Repeatable
Witch, Fae Prerequisites: Wylla’s Stride or Prowess of Sekh
Prerequisites: Fae Magic Gain Resist 2 to one elemental damage type of your choice
Gain +6 Skill Points that you can spend on any skills with (cold, corrosive, fire, lightning, or toxic). If you take this
the observation or survival tag. talent multiple times, choose a new elemental type.

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C A L I B A N ’ S CAC K L E STRACK’S STOICISM
Witch, Fae Witch, Fae
Prerequisites: Fae Magic Prerequisites: Okart’s Skin or Claws of Kleppar
Gain the Caliban’s Cackle ability. Whenever making checks to resist the natural effects of cold,
Caliban’s Cackle. When you make a magic attack against roll 2d20 and take the higher.
a single creature, if you hit it, you can also make the
FA E M A G I C I I I
creature Shaken for 1 min. (CHA/Rest)
Witch, Fae
PROWESS OF SEKH Prerequisites: Wrath of Aeshir or Strack’s Stoicism
Witch, Fae You can cast Polymorph without spending SP. If you do not
Prerequisites: Boon of Etalun or Caliban’s Cackle know this spell, this is the only way you can cast it until you
Gain +6 Skill Points that you can spend on any skills with learn it. (1/Rest)
the athleticism, acrobatics, or stamina tag.
BOON OF DAROPMET
ROSEN’S BLESSING Witch, Fae
Witch, Fae Prerequisites: Fae Magic III
Prerequisites: Wylla’s Stride or Prowess of Sekh You can never be Partially Surprised.
Gain Resist 2 against Charmed.
CEDRIAN’S COMMUNION
FA E M A G I C I I Witch, Fae
Witch, Fae Prerequisites: Boon of Daropmet or Edmari’s Emotional
Prerequisites: Gaard’s Resistance or Rosen’s Blessing Emancipation
You can cast Mists of the Everwilds without spending SP. this Gain the Cedrian’s Communion ability.
is the only way you can cast it until your learn it.. (1/Rest) Cedrian’s Communion. When you Recoup and are in
direct sunlight or touching a coniferous tree that is, then
L AT I S K ’ S K E E N E Y E S
you gain Shield HP equal to your CHA.
Witch, Fae
Prerequisites: Fae Magic II YA S H E R I ’ S E X P L O S I O N
Gain +30 ft Darkvision. Witch, Fae
Prerequisites: Cedrian’s Communion or Gift of Gusper
OKART’S SKIN
When you cast a Primal spell that deals damage to multiple
Witch, Fae
creatures and deals elemental damage, increase its cone or
Prerequisites: Latisk’s Keen Eyes or Puck’s Pernicious Pleasure
line by 10 ft or its radius by 5 ft. (CHA/Rest)
When you are not wearing armor, your AR cannot be less
than 13. E D M A R I ’ S E M O T I O N A L E M A N C I PAT I O N
Witch, Fae
W R AT H O F A E S H I R
Prerequisites: Fae Magic III
Witch, Fae
Gain +2 Skill Points that you can spend on any skills with
Prerequisites: Okart’s Skin or Claws of Kleppar
the influence tag.
Gain the Wrath of Aeshir ability.
Gain the Edmari’s Emotional Emancipation ability.
Wrath of Aeshir. When you deal elemental damage, add
Edmari’s Emotional Emancipation. You can cast
your CHA to the damage. (CHA/Recoup)
Relaxing Presence without spending SP. If you do not know
PUCK’S PERNICIOUS PLEASURE this spell, this is the only way you can cast it until you learn
Witch, Fae it. (1/Rest)
Prerequisites: Fae Magic II
Gain the Puck’s Pernicious Pleasure ability. GIFT OF GUSPER
Puck’s Pernicious Pleasure. When you make a magic Witch, Fae
attack against a single creature, if you hit it, you can also Prerequisites: Boon of Daropmet or Edmari’s Emotional
make it Charmed for 1 min or until you or one of your allies Emancipation
damage it. (CHA/Rest) Gain the Gift of Gusper ability.
Gift of Gusper. Gain a swim speed equal to your walking
C L AW S O F K L E P PA R speed for 1 hour. (CHA/Rest)
Witch, Fae
Prerequisites: Latisk’s Keen Eyes or Puck’s Pernicious Pleasure WYTHEN’S PROTECTION
Gain the Claws of Kleppar ability. Witch, Fae
Claws of Kleppar. Gain a climb speed equal to your Prerequisites: Cedrian’s Communion or Gift of Gusper
walking speed for 1 hour. (CHA/Rest) Gain Resist Necrotic 2.

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FA E M A G I C I V F R I E N D O F T H E FA E
Witch, Fae Witch, Fae, Capstone
Prerequisites: Yasheri’s Explosion or Wythen’s Protection Prerequisites: Ashyidir Conclave’s Affinity or Vertumna
You can cast Summon Monster without spending SP. If you Conclave’s Veneration
do not know this spell, this is the only way you can cast it The fae sing your praises. Fae creatures tend to view you
until you learn it. (1/Rest) favorably and will generally look for nonviolent solutions to
conflicts with you.
P E T S I N A C O N C L AV E ’ S P E R C E P T I O N
You learn the Summon Fae spell if you did not already
Witch, Fae
know it. It costs you 20 fewer SP to cast.
Prerequisites: Fae Magic IV
Gain the Faefriend ability.
You ignore the Concealed condition on other creatures when
Faefriend. When you cast Summon Fae, you may ignore
it is caused by natural phenomena such as fog and heavy
rolling to determine the fae’s behavior and assume that it is
underbrush.
friendly to you as though you succeeded on the roll and it
PA S H A K C O N C L AV E ’ S PA S S A G E failed. (1/Rest)
Witch, Fae Level 30: Your Summon Fae spell costs you no SP the first
Prerequisites: Petsina Conclave’s Perception or Stravon time you cast it after Taking a Rest if you use it to summon a
Conclave’s Serenity fae of ML10 or lower.
Gain the Pashak Conclave’s Passage ability.
Pashak Conclave’s Passage. When you touch a tree, you
FA M I L I A R T R A C K
can spend 2 AP to teleport to another tree of that same type
within a 5 mile radius. (CHA/Rest) A DA P T I V E
A S H Y I D I R C O N C L AV E ’ S A F F I N I T Y Witch, Familiar
Witch, Fae Prerequisites: Witch Entry
Prerequisites: Pashak Conclave’s Passage or Shibmar You can change your familiar’s form each time you Recoup.
Conclave’s Splendor F L O C K O F FA M I L I A R S
Gain the Ashyidir Conclave’s Affinity ability. Witch, Familiar
Ashyidir Conclave’s Affinity. Choose one elemental type. Prerequisites: Adaptive
Gain Affinity to that type for 1 hour. (CHA/Rest) Incompatibilities: Evolution
S T R AVO N C O N C L AV E ’ S S E R E N I T Y Gain the Flock of Familiars ability.
Witch, Fae Flock of Familiars. You may summon a second familiar
Prerequisites: Fae Magic IV identical to your primary familiar for 10 minutes. Both
Gain +2 Skill Points that you can spend on any skills with familiars share a turn. On their turn, they can both take the
the influence tag. move action or one of them can take a different action. (2/
Gain the Stravon Conclave’s Serenity ability. Rest)
Stravon Conclave’s Serenity. You can cast Reorient F L O C K O F FA M I L I A R S I I
without it counting against the number of invocations you Witch, Familiar
can cast in a day. If you do not know this invocation, this is Prerequisites: Flock of Familiars
the only way you can cast it until you learn it. (1/Rest) The second familiar summoned from Flock of Familiars lasts
S H I B M A R C O N C L AV E ’ S S P L E N D O R for 30 minutes.
Witch, Fae EVOLUTION
Prerequisites: Petsina Conclave’s Perception or Stravon Witch, Familiar
Conclave’s Serenity Prerequisites: Adaptive
Gain the Shibmar Conclave’s Splendor ability. Incompatibilities: Flock of Familiars
Shibmar Conclave’s Splendor. Sprout eagle wings and When you could change your familiar’s form, you can evolve
gain fly speed equal to your walking speed for 1 min. (CHA/ your familiar instead of, or in addition to, changing its form
Rest) by using the Evolution ability.
V E R T U M N A C O N C L AV E ’ S V E N E R AT I O N Evolution. When you evolve your familiar, you can
Witch, Fae choose Evolve 1. The evolution that you choose lasts until
Prerequisites: Pashak Conclave’s Passage or Shibmar you use it again or change your familiar’s form. (2/Rest)
Conclave’s Splendor Evolve 1: The familiar is one Size larger than it was
Gain Resist 3 Frightened. previously. When larger, they gain a slight benefit:
Flying: +5 ft to Help range.
Crawling: +1 to defending you with Ward.
Hunting: +1 to attack and damage.

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E VO L U T I O N I I EVOLUTION V
Witch, Familiar Witch, Familiar
Prerequisites: Evolution Prerequisites: Evolution IV
When you use the Evolution ability, you can choose Evolve Evolution becomes 2/Recoup.
2.
FA M I L I A R E N H A N C E M E N T I I
Evolve 2: The familiar is two Sizes larger. Familiars that
Witch, Familiar
are two Sizes larger gain the benefits below:
Prerequisites: Familiar 7
Flying: +10 ft to Help range.
Choose one Familiar Enhancement with the “Enhancement”
Crawling: +2 to defending you with Ward.
or “Enhancement II” prerequisites; you learn that selection.
Hunting: +1 to attack and damage, and +1 damage die
By spending 3 AP on your familiar as though summoning it,
size (e.g., from 1d4 to 1d6).
when using Enhance, you can apply one or both selections,
FA M I L I A R E N H A N C E M E N T provided it is the right kind of familiar.
Witch, Familiar Familiar Enhancements become 2/Recoup.
Prerequisites: Familiar 3
F L O C K O F FA M I L I A R S V I
Choose one Familiar Enhancement with the “Enhancement”
Witch, Familiar
prerequisites; you learn that selection. By spending 3 AP on
Prerequisites: Familiar Enhancement II, Flock of Familiars V
your familiar as though summoning it, you may give it that
When you summon a second familiar, it no longer needs to
enhancement for the next hour, provided it is the right kind
be the same kind as the first. It can be Crawling, Flying, or
of familiar. (2/Rest)
Hunting.
F L O C K O F FA M I L I A R S I I I F L O C K O F FA M I L I A R S V I I
Witch, Familiar Witch, Familiar
Prerequisites: Familiar Enhancement, Flock of Familiars II Prerequisites: Flock of Familiars VI
When you use Familiar Enhancement and have Flock of When using Familiar Enhancement, you can apply any
Familiars active, apply the bonus to all of your familiars of enhancements that you know to all familiars of the
the same type as your primary familiar. appropriate type that you control, even if they are not the
F L O C K O F FA M I L I A R S I V same type of familiar as your primary familiar.
Witch, Familiar F L O C K O F FA M I L I A R S V I I I
Prerequisites: Flock of Familiars III
Witch, Familiar
On your familiars’ turn, they can both take one action. This
Prerequisites: Flock of Familiars VII
can be the same action or different actions.
When using Flock of Familiars, you may summon a third
F L O C K O F FA M I L I A R S V familiar identical to your primary one for 30 minutes. It
Witch, Familiar shares a turn with your other familiars. While you have 3
Prerequisites: Flock of Familiars IV familiars active, on their turns they may all move or two of
Flock of Familiars becomes 2/Recoup. them can take any action. (2/Rest)
E VO L U T I O N I I I EVOLUTION VI
Witch, Familiar Witch, Familiar
Prerequisites: Familiar Enhancement, Evolution II Prerequisites: Familiar Enhancement II, Evolution V
When you use the Evolution ability, you can choose Evolve When you use the Evolution ability, you can choose Evolve
3. 4.
Evolve 3: The familiar is three Sizes larger. Familiars that Evolve 4: The familiar is four sizes larger (max Huge).
are three Sizes larger gain Evolve 2 benefits, and can be Familiars that are four Sizes larger gain Evolve 3 benefits
used as Mounts with 1 MCAP. and have improved MCAP options:
Flying: The Clutch ability allows the Flying Familiar to
E VO L U T I O N I V
move up to its speed.
Witch, Familiar
Crawling: Fangs also make the target Sickened on the
Prerequisites: Evolution III
next d20 roll that it makes before the end of its next turn.
When your familiar is large enough to be a mount, it has 2
Hunting: Roar causes the Frightened condition for the
MCAP and grants you one MCAP option based on its type:
duration.
Flying: Clutch. (1/Round), 1 MCAP; Pick up a willing
creature and carry them as the Flying Familiar moves up to
½ its speed.
Crawling: Fangs. (1/Round) 1 MCAP; Reach 5 ft Natural
Weapon. +DEX vs FORT. Hit: 1d6 toxic.
Hunting: Roar. (1/Round) 1 MCAP; Ranged 30 ft Natural
Weapon. +AWR vs WILL. Hit: Target is Shaken until the end
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E VO L U T I O N V I I EVOLUTION IX
Witch, Familiar Witch, Familiar
Prerequisites: Evolution VI Prerequisites: Familiar Enhancement III, Evolution VIII
Gain the Strengthen Familiar ability. Strengthen Familiar becomes: Increase one Attribute by +4,
Strengthen Familiar: When you evolve a creature, you one by +2, and two Attributes by +1 each. (2/Recoup)
can increase one of its attributes by +3, one by +2, and one
EVOLUTION X
by +1. (2/Rest)
Witch, Familiar
E VO L U T I O N V I I I Prerequisites: Evolution IX
Witch, Familiar You can change your Familiar’s form every time you Catch
Prerequisites: Evolution VII your Breath. Furthermore, your Familiar Enhancements
Gain an additional Familiar Enhancement option, choosing have no recharge and you can use them indefinitely.
from any Enhancement.
APEX EVOLUTION
FA M I L I A R E N H A N C E M E N T I I I Witch, Familiar, Capstone
Witch, Familiar Prerequisites: Evolution X
Prerequisites: Familiar 11 Your bond with your familiar transcends the normal bonds
Choose one Familiar Enhancement with the “Enhancement” of magic. Your familiar is able to intuit what you want it
or “Enhancement II” prerequisites; you learn that selection. to do, allowing it to change its form even in the middle of
By spending 3 AP on your familiar as though summoning it, combat.
when using Enhance, you can apply one or more selections, Gain two additional Familiar Enhancements. Once on
provided it’s the right kind of Familiar. each of your turns, you may spend 1 AP to change your
Enhancements become 2/Catch Breath. Familiar’s Form and/or reassign Enhancements. You can
Evolve your familiar any number of times and can Evolve
F L O C K O F FA M I L I A R S I X
your familiar each time you change its form using this
Witch, Familiar
feature.
Prerequisites: Familiar Enhancement III, Flock of Familiars VIII
Level 30: Your familiar gains independence from your
Your third familiar need not be the same type as primary
magical energy and will live on for generations after you’re
anymore and can be Crawling, Flying, or Hunting. When
gone as a manifestation of raw magical energy. Bonding
your Familiars act, all three of them may take one action of
with this creature takes 30 Essence for another being as if
their choice.FLOCK OF FAMILIARS X
it were a magical item, and the familiar only bonds with a
Witch, Familiar
new creature if it deems the creature worthy.
Prerequisites: Flock of Familiars IX
Your Familiars summoned with the Flock of Familiars ability
last for 1 hour. Each time you use Flock of Familiars, you can
summon a third familiar.
F L U R RY O F FA M I L I A R S
Witch, Familiar, Capstone
Prerequisites: Flock of Familiars X
You gain renown as having lots of animal companions. In
most settlements, children remember you and love you for
having so many pets and being rather eclectic. Domestic
animals tend to act strange around you, either acting
nervous or seeming overly friendly.
Gain the Flurry of Familiars ability.
Flurry of Familiars. When all three of your familiars are
active and within 20 ft of one another, you may spend 3 AP
to turn them into a Swarm with ML 6 or lower. The swarm
lasts for 10 mins or until defeated. At the end of the swarm’s
duration, the three familiars reappear. This counts towards
the length of time they can remain active. (1/Recoup)
Level 30: All three of your familiars are now permanently
summoned.

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FA M I L I A R E N H A N C E M E N T S
Enhancement Name Prerequisites Talent Description
Flighty Enhancement Repeatable

Your Flying Familiar gains +5 ft speed.


Prowl Enhancement Repeatable

Your Hunting Familiar gains +5 ft speed.


Scuttle Enhancement Repeatable

Your Crawling Familiar gains +5 ft speed.


Great Pounce Enhancement As part of the Pounce action, your Hunting Familiar can move
5 ft immediately before making the attack.
Talons Enhancement Your Flying Familiar gains a Talon attack: Reach 5 ft Natural
Weapon. +DEX vs AR. Hit: 1d4 sharp damage. (1/Turn)
Underfoot Enhancement Your Crawling Familiar gains an attack: Reach 5 ft Natural
Weapon. +DEX vs REF. Hit: Knock a creature Prone. The
creature is immune if more than 2 Sizes larger than the
familiar.
Carapace Enhancement II Your Ward feature reduces damage by 2d4.
Eagle Eye Enhancement II Your familiar gains +5 to Perceiving and Tracking and has 60
ft of Darkvision.
Great Pounce II Enhancement II, Great Pounce If you hit with a Great Pounce, knock the target Prone.

WITCH’S BREW TRACK WITCH’S BREW II


Witch, Witch’s Brew
WITCH’S BREW Prerequisites: Reagent
Witch, Witch’s Brew The number of potions you can create is equal to ½ your
Prerequisites: Witch Entry INT (min 2).
Each time you Take a Rest, you can use Witch’s Brew. POTION
Witch’s Brew. Brew two potions of your own making. Witch, Witch’s Brew
Pick two spells (or pick the same spell twice) from the Prerequisites: Witch’s Brew II
Primal Source that have both the altering and the intrinsic You can create potions that replicate occult chants or spells
tags. These spells cannot be higher than 15 SP and you with the charm tag as witch’s brews, following standard
cannot upcharge them when using this feature. Witch’s Brew rules.
These spells are synthesized into potions and do not cost
SP for you to create. When a creature drinks the potion,
V I TA L I T Y
Witch, Witch’s Brew
that creature gains the effects of the spell for the duration,
Prerequisites: Potion
considering the spell’s range to be “Self.”
When you make Witch’s Brews, you may choose one brew.
These potions become impotent after 24 hours.
That brew also grants 1d8 Shield HP in addition to its
REAGENT normal effects.
Witch, Witch’s Brew
Prerequisites: Witch’s Brew
POISON
Witch, Witch’s Brew
Gain the Reagent ability.
Prerequisites: Witch’s Brew II
Reagent. When you make a potion, you may count it as
You can create poisons that replicate occult chants or spells
being upcharged one time. This potion is especially potent
with the curse tag and that cost 12 SP or fewer. These follow
and only becomes impotent after 7 days. (1/Week)
standard Witch’s Brew rules.

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ANTIDOTE S I G N AT U R E B R E W
Witch, Witch’s Brew Witch, Witch’s Brew
Prerequisites: Poison Prerequisites: Witch’s Brew V
You may designate one of your Witch’s Brews as an antidote. Incompatibilities: Improvised Brew
Consuming that brew immediately ends the effects of one Choose one primal or occult spell or chant that you can
of your other Witch’s Brews and has no other effects. It is turn into a Witch’s Brew. Each time you use Witch’s Brew,
potent for 24 hours. produce two additional unmodified brews of that choice.
WITCH’S BREW III S I G N AT U R E B R E W I I
Witch, Witch’s Brew Witch, Witch’s Brew
Prerequisites: Vitality or Antidote Prerequisites: Signature Brew
The number of potions you can create is equal to your INT Your Signature Brews are each upcharged 1 time if spells, or
(min 2). cast at Occult 7 if chants.
REAGENT II IMPROVISED BREW
Witch, Witch’s Brew Witch, Witch’s Brew
Prerequisites: Witch’s Brew III Prerequisites: Witch’s Brew V
Your Reagent ability allows you to make one additional Incompatibilities: Signature Brew
reagent. When you Recoup, you may change one Witch’s Brew into
another Witch’s Brew that you know. (1/Rest)
WITCH’S BREW IV
Witch, Witch’s Brew IMPROVISED BREW II
Prerequisites: Reagent II Witch, Witch’s Brew
Your Witch’s Brews now become impotent after 48 hours. Prerequisites: Improvised Brew
You can use Improvised Brew whenever you Recoup.
POTION II
Witch, Witch’s Brew REAGENT III
Prerequisites: Witch’s Brew IV, Potion Witch, Witch’s Brew
When you make a potion, count it as being upcharged one Prerequisites: Witch’s Brew 13
time if a spell, or cast at Occult 7 if a chant. Your Reagent ability allows you to make a number of
reagents equal to ½ your INT.
V I TA L I T Y I I
Witch, Witch’s Brew D E A D LY P O I S O N
Prerequisites: Potion II Witch, Witch’s Brew, Capstone
This replaces Vitality. Prerequisites: Reagent III
When you make Witch’s Brews, you may choose one You are known far and wide as a skilled poisoner and
brew. That brew also grants 2d8 Shield HP in addition to its unscrupulous nobles and politicians would pay top coin for
normal effects. your services.
You can make a deadly poison that models the effects
POISON II
of an occult ritual with the curse tag or a Disease that is
Witch, Witch’s Brew
common, uncommon, or rare.
Prerequisites: Witch’s Brew IV, Poison
This takes 12 hours, whereupon you have to make a
When a creature drinks a Poison, the creature becomes
Brewing check: if you roll less than 30, then the poison fails.
Sickened for 1 hour as well (unless it takes Antidote).
If you succeed, then the poison is potent for 48 hours. (1/
ANTIDOTE II Week)
Witch, Witch’s Brew Level 30: You create one dose of the Perfect Poison. (1/
Prerequisites: Poison II Week)
Each time you create Witch’s Brews, make one antidote for This Perfect Poison does not expire, and imbibing this
free. poison kills a creature that has under 100 HP. If a creature
WITCH’S BREW V has more than 100 HP, it becomes Helpless for 24 hours.
Witch, Witch’s Brew FO N T O F P O T I O N S
Prerequisites: Vitality II or Antidote II Witch, Witch’s Brew, Capstone
Gain the Overflowing Cauldron ability. Prerequisites: Reagent III
Overflowing Cauldron. You can make a number of You are known far and wide as a prolific brewer of myriad
Witch’s Brews equal to your Witch level. (1/Week) potions.
All of your brews now have a 1 month potency.
Level 30: Your brews no longer expire.

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M I R AC L E B R E W COMBINED AURA
Witch, Witch’s Brew, Capstone Zealot, Aura Enhancement
Prerequisites: Reagent III Prerequisites: Zealot Entry
You are known far and wide as a brewer of miraculous By spending two uses of your Aura, you may activate two
cures. Politicians, kings, and scholars would pay top coin for different Auras simultaneously, spending the normal number
your services. of AP that it costs you to cast one Aura.
You can make a miracle brew that has the effects of up
COMBINED AURA II
to three of your Witch’s Brew options, one of which can be
Zealot, Aura Enhancement
considered upcharged one time. It also cures nonmagical
Prerequisites: Combined Aura
poisons and diseases that are common, uncommon, or rare.
By spending three uses of your Aura, you may activate three
This takes 12 hours, whereupon you have to make a
different Auras simultaneously, spending the normal number
Brewing check: if you roll less than 30 then the spell fails.
of AP that it costs you to cast one Aura.

If you succeed, then the potion is potent for 48 hours. (1/ COMBINED AURA III
Week) Zealot, Aura Enhancement
Level 30: Your Miracle Brew no longer expires. Prerequisites: Combined Aura II
By spending four uses of your Aura, you may activate four
different Auras simultaneously, spending the normal number
of AP that it costs you to cast one Aura.
Z E A L O T TA L E N T S EXTENDED AURA
Zealot, Aura Enhancement
After gaining the Zealot Entry talent, you can take talents Prerequisites: Zealot Entry
from any of the Zealot tracks. Your Aura’s radius extends by +5 ft.
EXTENDED AURA II
ZEALOT ENTRY Zealot, Aura Enhancement
Zealot, Class Entry Prerequisites: Extended Aura
Prerequisite: Character Level 2 Your Aura’s radius extends by +5 ft.
When you take this entry talent, you gain the following
EXTENDED AURA III
abilities.
Zealot, Aura Enhancement
Just Defender. Gain one talent from the Defense
Prerequisites: Extended Aura II
specialization stack.
Your Aura’s radius extends by +10 ft.
Holy Cause. You may spend 1 Reactive AP to cancel one
condition when an ally within 10 ft of you suffers from EXTENDED AURA IV
that condition. You are only able to cancel the Charmed Zealot, Aura Enhancement
condition with this ability. (2/Rest) Prerequisites: Extended Aura III
Aura. Gain one aura talent of your choice. You may Your Aura’s radius extends by +10 ft.
activate an Aura by spending 3 AP on your turn. The Aura EXTENDED AURA V
lasts for 10 minutes or until you choose to end it early Zealot, Aura Enhancement
(costing 0 AP) or cast another Aura. Your Aura’s radius is 10 Prerequisites: Extended Aura IV
ft. (AWR/Rest) Your Aura’s radius extends by +10 ft.
Divine. You gain +1 Divine Power from this talent and
EXTENDED AURA VI
from every talent you take in the Zealot stack. You do not
Zealot, Aura Enhancement
gain additional SP unless noted in an individual talent.
Prerequisites: Extended Aura V
Your Aura’s radius extends by +20 ft.
AURA ENHANCEMENTS
FREQUENT AURA
AU RA Zealot, Aura Enhancement
Zealot, Aura Enhancement, Repeatable Prerequisites: Zealot Entry
Prerequisites: Zealot Entry You regain expended uses of your Aura after Recouping.
Gain one additional Aura of your choice. When you activate
FREQUENT AURA II
your Aura, choose which Aura you use out of the ones that
Zealot, Aura Enhancement
you know.
Prerequisites: Frequent Aura, Zealot 7
You regain expended uses of your Aura after Catching
Breath.

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F R E Q U E N T AU R A I I I B U LWA R K
Zealot, Aura Enhancement Zealot, Aura
Prerequisites: Frequent Aura II, Divine 24 Prerequisites: Aura of Protection
You have unlimited uses of your Aura. Your Aura of Protection incresaes creatures’ defenses by +1.
Q U I C K E N E D AU R A B U LWA R K I I
Zealot, Aura Enhancement Zealot, Aura
Prerequisites: Zealot Entry Prerequisites: Bulwark
Your Aura costs 1 fewer AP to cast (min 1). Your Aura of Protection increases creatures’ defenses by +1
more than it did previously.
Q U I C K E N E D AU R A I I
Zealot, Aura Enhancement B U LWA R K I I I
Prerequisites: Quickened Aura Zealot, Aura
Your Aura costs 1 fewer AP to cast (min 1). Prerequisites: Bulwark II
Your Aura of Protection increases creatures’ defenses by +1
R E AC T I V E AU R A
more than it did previously.
Zealot, Aura Enhancement
Prerequisites: Zealot Entry AURA OF REDUCTION
You may use Reactive AP to activate your Aura, spending the Zealot, Aura
normal number of AP that it costs you to cast your Aura. Prerequisites: Zealot Entry
You and all creatures of your choice within your Aura’s
AURA TRACK radius gain DR 2/Magic.

AU RA OF AG G R E S S I O N AURA OF REDUCTION II
Zealot, Aura
Zealot, Aura
Prerequisites: Aura of Reduction, Zealot 7
Prerequisites: Zealot Entry
Aura of Reduction grants targets DR 3/Magic.
You and all creatures of your choice within your Aura’s
radius deal +2 damage whenever they hit a creature with AURA OF REDUCTION III
an attack. Zealot, Aura
Prerequisites: Aura of Reduction II, Zealot 12
AU RA OF AG G R E S S I O N I I
Aura of Reduction grants targets DR 5/Magic.
Zealot, Aura
Prerequisites: Aura of Aggression, Divine 7 A U R A O F V I TA L I T Y
You and all creatures of your choice within your Aura’s Zealot, Aura
radius deal +5 damage whenever they hit a creature with Prerequisites: Zealot Entry
an attack. You and all creatures of your choice within your Aura’s
radius gain Shield HP equal to your AWR at the start of their
AU RA OF AG G R E S S I O N I I I
turn.
Zealot, Aura
Prerequisites: Aura of Aggression II, Divine 12 A U R A O F V I TA L I T Y I I
You and all creatures of your choice within your Aura’s Zealot, Aura
radius deal additional damage equal to your AWR (min 5) Prerequisites: Aura of Vitality, Zealot 12
whenever they hit a creature with an attack. You and all creatures of your choice within your Aura do not
gain Death Points at the end of your turns if you end your
AU RA OF PR OT E CT I O N
turn with 0 HP.
Zealot, Aura
Prerequisites: Zealot Entry
You and all creatures of your choice within your Aura’s C AVA L I E R T R A C K
radius gain +1 to their mental defenses (ANT, LOG, and
H O LY M O U N T
WILL).
Zealot, Cavalier
B O D I LY P R O T E C T I O N Prerequisites: Zealot Entry
Zealot, Aura You gain a companion mount that is unusually intelligent
Prerequisites: Aura of Protection and can communicate basic thoughts, feelings, and ideas to
Your Aura of Protection applies to creatures’ physical you telepathically. It has the stats of a Draft Horse (although
defenses as well (REF and FORT). your MC may allow you other options for your mount) and
your mount has -1 INT instead of -3. You can choose your
B O D I LY P R O T E C T I O N I I
mount’s appearance and your mount has the divine tag.
Zealot, Aura
Each time you complete a rest, you must spend 15 minutes
Prerequisites: Bodily Protection, Divine 7
tending to your mount. If you do not, then it ignores you
Your Aura of Protection applies to creatures’ AR as well.

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for the day (perhaps it is dispelled or on another plane, C AVA L I E R I I I
or maybe it is just off foraging for food on its own). Your Zealot, Cavalier
mount always finds its own sustenance, either magically or Prerequisites: Holy Mount III
through mundane means (at your discretion). Gain +2 Skill Points in Animal Handling and +2 in one skill
C AVA L I E R of your choice with the survival tag.
Zealot, Cavalier Gain a second Cavalier ability.
Prerequisites: Holy Mount H O LY M O U N T I V
Gain +2 Skill Points in Animal Handling and +2 in one skill Zealot, Cavalier
of your choice with the survival tag. Prerequisites: Cavalier III
You can mount and dismount your holy mount with 5 ft of Your mount can use the stats of a War Horse or Elk (your
movement instead of spending an AP to mount or dismount. MC might choose to allow additional options). Your mount’s
H O LY M O U N T I I defense bonus increases to +2. You can spend 2 MCAP on
Zealot, Cavalier your turn to allow your mount to make one of their special
Prerequisites: Cavalier attacks, if they have one.
Your holy mount’s stats improve. Add your Divine Power to C AVA L I E R I V
its max HP, and all of its defenses increase by +1. Zealot, Cavalier
C AVA L I E R I I Prerequisites: Holy Mount IV
Zealot, Cavalier Gain +2 Skill Points in Animal Handling and +2 in one skill
Prerequisites: Holy Mount II of your choice with the survival tag.
You gain +1 MCAP while riding your holy mount. Gain a third Cavalier ability.
Gain one Cavalier ability from the Cavalier Abilities list. H O LY M O U N T V
H O LY M O U N T I I I Zealot, Cavalier
Zealot, Cavalier Prerequisites: Cavalier IV
Prerequisites: Cavalier II Your mount can use the stats of a pegasus or ponycorn (your
Your mount can use the stats of a riding horse or camel MC might choose to allow additional options). Your mount’s
(your MC might choose to allow additional options). You defense bonus increases to +3.
can spend 1 MCAP on your turn to allow your mount to C AVA L I E R V
make one of their basic attacks. Zealot, Cavalier
Prerequisites: Holy Mount V
You gain another +1 MCAP while riding your holy mount.
One of your three Cavalier choices becomes Enhanced.

C AVA L I E R A B I L I T I E S L I S T
Cavalier Abilities Ability Enhanced
Invigorate Spend 1 MCAP to roll 1d6 + CHA; you and your Spend 1 MCAP to roll 1d10 + CHA; you and
mount each gain that much HP. (1/Recoup) your mount each gain that much HP. (3/
Recoup)
Lead the Charge When you move, you may spend 1 MCAP to allow When you move, you may spend 1 MCAP to
(CHA) number of allies to move up to ½ their speed allow CHA number of allies to move up to their
for free. (1/Recoup) speed for free. (3/Recoup)
Cavalier’s Charge When you use MCAP to move, you can spend 1 more When you use MCAP to move, you can also
MCAP to make a weapon attack against a creature make a weapon attack against a creature
that you moved within melee reach of during that you moved within melee reach of during
movement. (1/Recoup) movement. (3/Recoup)
Stampede Spend 2 MCAP to move and make a trample attack Spend 2 MCAP to move and make a trample
against up to 3 creatures that you moved next to. This attack against any creatures that you moved
does not provoke reactive attacks. (1/Recoup) next to. This does not provoke reactive attacks.
(3/Recoup)
Together We Fall When you or your mount takes damage, you can When you or your mount takes damage, you
reduce the damage by ½ CHA then split the remainder can reduce the damage by CHA then split the
evenly between the two of you. (1/Recoup) remainder evenly between the two of you. (3/
Recoup)

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C O N S E C R AT E D B L A D E ARDENT WEAPON II
Zealot, Consecrated Blade
TRACK
Prerequisites: Versatile Weapon
H O LY W E A P O N Your holy weapon also has a +1 crit range against any
Zealot, Consecrated Blade creature tag that you chose.
Prerequisites: Zealot Entry C O N S E C R AT E D W E A P O N
Learn the Holy Weapon ritual, ignoring its Divine 7 Zealot, Consecrated Blade
Prerequisites. If you already knew it, learn one ritual of your Prerequisites: Consecrated Blade 7
choice if you meet its prerequisites. One weapon that you bless as a holy weapon is your
U N WAV E R I N G Consecrated Weapon. It has a +2 bonus instead of +1.
Zealot, Consecrated Blade Z E A L O T ’ S R E S O LV E I I
Prerequisites: Holy Weapon Zealot, Consecrated Blade
Gain +4 Skill Points that you can spend on any skills with Prerequisites: Consecrated Weapon
the athleticism or stamina tag. Holy Weapon bonus also applies to physical defenses.
While wielding your holy weapon, you cannot be
disarmed.
RECALL
Zealot, Consecrated Blade
ARDENT WEAPON Prerequisites: Zealot’s Resolve II
Zealot, Consecrated Blade When within 200 ft of your weapon, you can call your
Prerequisites: Unwavering weapon back to your hand for 1 AP. If another creature is
Your holy weapon also deals +1d6 damage against the holding it, make an END attack against that creature’s FORT.
creature tag that you chose when you cast the ritual. When If you succeed, your weapon returns to you.
you cast the ritual choose whether the damage is physical,
fire, radiant, or necrotic.
H O LY L A N C E
Zealot, Consecrated Blade
BLESSED BLADE Prerequisites: Recall
Zealot, Consecrated Blade Your Consecrated Weapon gains the Thrown 40 ft property
Prerequisites: Ardent Weapon if it didn’t have the thrown property.
Any creature that can see you may use your holy weapon
and gain its full benefits.
ETHEREAL RECALL
Zealot, Consecrated Blade
Z E A L O T ’ S R E S O LV E Prerequisites: Recall
Zealot, Consecrated Blade Incompatibilities: Bloody Recall
Prerequisites: Blessed Blade When you use Recall, by spending 1 additional AP you no
Your +1 bonus from the holy weapon also applies to mental longer have to draw an unobstructed line as your weapon
defenses. becomes ethereal and flies through walls. You no longer
H O LY A R S E N A L need to make an attack to recall it if another creature is
Zealot, Consecrated Blade holding it; you automatically succeed.
Prerequisites: Zealot’s Resolve B L O O DY R E C A L L
Incompatibilities: Versatile Weapon Zealot, Consecrated Blade
When you use Holy Weapon, you can bless two weapons, Prerequisites: Recall
choosing the same or different creatures for each weapon. Incompatibilities: Ethereal Recall
(1/Week) When you use Recall, you may spend 3 additional AP to
BLESSED BLADE II attack all creatures in a line between you and your weapon
Zealot, Consecrated Blade as it returns to your hand.
Prerequisites: Holy Arsenal H O LY A R S E N A L I I
Any creature can use your holy weapon, even without Zealot, Consecrated Blade
seeing you. Prerequisites: Recall, Blessed Blade II
V E R S AT I L E W E A P O N When you use Holy Weapon, you can bless three weapons.
Zealot, Consecrated Blade (1/Week)
Prerequisites: Zealot’s Resolve V E R S AT I L E W E A P O N I I
Incompatibilities: Holy Arsenal Zealot, Consecrated Blade
Choose an extra creature tag when you cast Holy Weapon. Prerequisites: Recall, Ardent Weapon II
Your holy weapon gains its benefits against creatures with Choose an extra creature tag when you cast Holy Weapon.
either tag. Your holy weapon gains its benefits against creatures with
any tag that you chose.
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R E WA R D S W O R D FO R J U S T I C E I I
Zealot, Consecrated Blade Zealot, Crusader
Prerequisites: Consecrated Blade 11 Prerequisites: Sword for Justice
Incompatibilities: Punishment Choose a planar or magical creature tag: arcane, avadri,
A Holy Weapon made by your ritual has 1 charge. A creature celestial, divine, eldritch, fae, fiend, occult, primal, or
can cast Healing Touch using this charge. psionic. When you use Divine Infusion, if the target is that
type of creature or undead, deal +1d10 damage.
PUNISHMENT
Zealot, Consecrated Blade S W O R D FO R J U S T I C E I I I
Prerequisites: Consecrated Blade 11 Zealot, Crusader
Incompatibilities: Reward Prerequisites: Sword for Justice II
A Holy Weapon made by your ritual has 1 charge. A creature Gain the Cleanse ability.
can cast Shining Bolt using this charge. Cleanse. Spend 3 AP to make a magical AWR attack
against a creature’s WILL. If you hit, the creature takes 1d6
C O N S E C R AT E D W E A P O N I I
psychic and you can remove a condition from that creature:
Zealot, Consecrated Blade
Focused, Protected, or Rallied. If you miss, you do not
Prerequisites: Consecrated Blade 12
expend a use of this ability. (2/Rest)
Your Consecrated Weapon bonus becomes +3.
Z E A L O T ’ S R E S O LV E I I I S W O R D FO R J U S T I C E I V
Zealot, Crusader
Zealot, Consecrated Blade
Prerequisites: Sword for Justice III
Prerequisites: Consecrated Weapon II
When you use Divine Infusion, roll +1d10 if used for
Holy Weapon damage bonus applies to damage, attacks,
healing an ally.
mental, physical, and AR defenses.
WEAPON OF LEGEND SHIELD THE INNOCENT
Zealot, Crusader
Zealot, Consecrated Blade, Capstone
Prerequisites: Crusader Aspirant
Prerequisites: Zealot’s Resolve III
Gain the Purge Unholy ability.
Your weapon has untold fame and your reputation benefits
Purge Unholy. Spend 4 AP to speak a holy word
accordingly. Enemies might boastfully challenge you or act
censuring the unholy. Make a magical AWR attack against
super deferential out of fear. Kings and generals will herald
the WILL of each hostile undead within 30 ft of you. On
you with great feasts in your honor. Knights and soldiers will
a hit, a creature is Broken for 1 minute or until they take
seek to learn from you.
damage. On a miss, a creature is Broken until the end of
Your Consecrated Weapon bonus is +4. Reward/Punish
their next turn or until they take damage. (2/Rest)
with Consecrated Weapons can be done 3/day.
Level 30: All of your benefits from Weapon of Legend SHIELD THE INNOCENT II
become permanent. You lose the consecrate weapon ability Zealot, Crusader
permanently, but your Consecrated Weapon bonus increases Prerequisites: Shield the Innocent
to +4 and the Reward/Punish bonus is 5/day. This weapon Choose one planar or magical creature tag: arcane, avadri,
costs no Essence for you, but its benefits remain after you celestial, divine, eldritch, fae, fiend, occult, primal, or
die, and it takes 40 Essence for another creature to bond psionic. When you use Purge Unholy, it targets both undead
with this item. and that choice.
SHIELD THE INNOCENT III
CRUSADER TRACK Zealot, Crusader
Prerequisites: Shield the Innocent II
CRUSADER ASPIRANT
Gain the Intercede ability.
Zealot, Crusader
Intercede. When an ally within 30 ft takes damage, you
Prerequisites: Zealot Entry
take all the damage instead. The ally still suffers other
Gain the first rank of the Knight profession. If you already
effects. (2/Rest)
have it, you do not gain additional Skill Points, but you can
use your rank 1 feature one additional time per day. SHIELD THE INNOCENT IV
Zealot, Crusader
S W O R D FO R J U S T I C E
Prerequisites: Shield the Innocent III
Zealot, Crusader
Creatures that you hit with Purge the Unholy also take 1d8
Prerequisites: Crusader Aspirant
radiant damage on a hit.
Gain the Divine Infusion ability.
Divine Infusion. Spend 1 AP when you touch an allied
creature or when you hit with a weapon attack. Choose an
ally and heal 1d10 HP, or hit an enemy with the weapon and
deal +1d10 radiant. (2/Rest)
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CRUSADER POSTULANT SHIELD THE INNOCENT VIII
Zealot, Crusader Zealot, Crusader
Prerequisites: Crusader 5 Prerequisites: Shield the Innocent VII
Gain the second rank of the Knight profession. If you Gain the Holy Shield ability.
already have it, you do not gain additional Skill Points, but Holy Shield. You may spend 3 AP to pick an enemy
you gain one additional Page in your employ. within 5 ft of you, who becomes Engaged for 1 minute.
(AWR/Rest)
S W O R D FO R J U S T I C E V
Zealot, Crusader CRUSADER ORDINANT
Prerequisites: Sword for Justice IV, Crusader Postulant Zealot, Crusader
Cleanse now deals 2d6 damage and removes all three Prerequisites: Crusader Postulant, Crusader 10
conditions. Gain the third rank of the Knight profession. If you already
have it, you do not gain additional Skill Points, but you gain
S W O R D FO R J U S T I C E V I
one additional Squire in your employ.
Zealot, Crusader
Prerequisites: Sword for Justice V S W O R D FO R J U S T I C E I X
Cleanse costs 1 fewer AP (min 1) and is ½ AWR/Rest. Zealot, Crusader
Prerequisites: Sword for Justice VIII, Crusader Ordinant
S W O R D FO R J U S T I C E V I I
Choose two more creature tags that Divine Infusion does
Zealot, Crusader
more damage on.
Prerequisites: Sword for Justice VI
Gain the Holy Sword Ability. S W O R D FO R J U S T I C E X
Holy Sword. You may spend 3 AP to pick an enemy Zealot, Crusader
within 5 ft of you, who becomes Engaged until the start of Prerequisites: Sword for Justice IX
your next turn. You deal +1d6 radiant damage if you make Cleanse does 3d6 damage and is AWR/Rest.
a reactive attack against a creature Engaged in this way.
S W O R D FO R J U S T I C E X I
S W O R D FO R J U S T I C E V I I I Zealot, Crusader
Zealot, Crusader Prerequisites: Sword for Justice X
Prerequisites: Sword for Justice VII Regain one use of Divine Infusion when you Recoup. You
Gain the Cleansing Fire ability. can use Divine Infusion ½ AWR/Rest.
Cleansing Fire. When you use Cleanse, you may also use When you roll the highest number on a Divine Infusion
Cleansing Fire. This removes any passive spells or magical die that would heal HP or deal damage, set that die aside
effects that are improving the creature’s stats, such as Minor and roll another die of the same size. Repeat this process
Augmentation. (2/Rest) until you have no new maximum rolls, then add all of those
numbers together for your total healing or damage.
SHIELD THE INNOCENT V
Zealot, Crusader S W O R D FO R J U S T I C E X I I
Prerequisites: Shield the Innocent IV, Crusader Postulant Zealot, Crusader
When you use Intercede, you may also suffer any Prerequisites: Sword for Justice XI
conditions/effect instead of your ally. Intercede becomes ½ Cleanse does ½ damage on a miss, and you can use
AWR/Rest. Cleansing Fire any time you Cleanse.
SHIELD THE INNOCENT VI SHIELD THE INNOCENT IX
Zealot, Crusader Zealot, Crusader
Prerequisites: Shield the Innocent V Prerequisites: Shield the Innocent VIII, Crusader Ordinant
Gain the Second Wind ability. Purge Unholy does +1d8 radiant damage. Pick 1 more
Second Wind. If you are Bloodied, spend 1 AP to regain creature tag for Purge Unholy to work against.
HP equal to 1d6+AWR. (½ AWR/Rest)
SHIELD THE INNOCENT X
SHIELD THE INNOCENT VII Zealot, Crusader
Zealot, Crusader Prerequisites: Shield the Innocent IX
Prerequisites: Shield the Innocent VI Reduce damage you take from Intercede by 1d6+AWR.
Choose another creature tag from Shield the Innocent II. Intercede becomes AWR/Rest.
Purge Unholy works on all three creature tags. Purge Unholy
SHIELD THE INNOCENT XI
also costs 1 fewer AP (min 1).
Zealot, Crusader
Prerequisites: Shield the Innocent X
Regain one use of Purge Unholy when you Recoup. Purge
Unholy becomes ½ AWR/Rest.

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When you roll the highest number on a Purge Unholy die INSPIRE FEAR
that would deal damage, set that die aside and roll another Zealot, Holy Cause
die of the same size. Repeat this process until you have no Prerequisites: Lay on Hands
new maximum rolls, then add all of those numbers together Gain the Inspire Fear ability.
for your total healing or damage. Inspire Fear. While you have an Aura active, you may
SHIELD THE INNOCENT XII spend 2 AP to impose TD on all hostile creatures in the Aura
Zealot, Crusader for 5 minutes while they remain in the Aura. (CHA/Rest)
Prerequisites: Shield the Innocent XI L AY O N H A N D S I I
Second Wind becomes 1d8. Second Wind is AWR/Rest. Zealot, Holy Cause
CRUSADER TEMPLAR Prerequisites: Inspire Fear
Zealot, Crusader, Capstone Lay on Hands becomes 3/Rest.
Prerequisites: Crusader Ordinant, Crusader 14 H O LY CA U S E I I I
You are known far and wide as a defender of the weak and a Zealot, Holy Cause
devoted soldier to your ideals. Prerequisites: Lay on Hands II
Whenever you are within 30 miles of a settlement and Incompatibilities: Piety
you have at least 3 Goodwill in that settlement, you can Holy Cause also works on Enthralled. Choose which
intimidate potential foes when you roll Initiative. Any condition to affect each time.
creature that has a level equal to or lower level than your
PIETY
level, or ML equal to or lower than half your level, must
Zealot, Holy Cause
roll a CHA check upon entering combat with you if they can
Prerequisites: Lay on Hands II
see you, or if they have heard tale or seen evidence of your
Incompatibilities: Holy Cause III
presence (but you must actually be there), and if they do
You may touch a creature suffering from a common poison
not beat 10+CHA, they are Shaken until the end of their
and instantaneously cure it. (1/Week)
next rest whenever you are within 30 ft of them. If they beat
the DC or you become Bloodied, they are immune to this FERVENT LEADER
ability until the end of their next rest. Zealot, Holy Cause
Level 30: Creatures who fail their CHA check will make a Prerequisites: Holy Cause 6
reasonable effort to avoid combat with you, potentially by Gain the Fervent Leader ability.
retreating or negotiating. If they are being actively led by a Fervent Leader. When an allied creature within range of
creature that is equal to or greater ML than your Character your active aura is hit by an attack that targets their ANT,
Level, half of them will flee. LOG, or WILL, you may choose for it to hit you instead.
(CHA/Rest)
H O LY C A U S E T R A C K E V E R H O LY
Zealot, Holy Cause
H O LY CAU S E I I
Prerequisites: Fervent Leader, Holy Cause
Zealot, Holy Cause
Holy Cause recharges ½ AWR/Rest (min 2).
Prerequisites: Zealot Entry
Holy Cause also works on Shaken (choose one condition PIETY II
each time). Zealot, Holy Cause
Prerequisites: Fervent Leader, Piety
I N S P I R AT I O N A L
Piety can also cure common diseases.
Zealot, Holy Cause
Prerequisites: Holy Cause II L AY O N H A N D S I I I
Gain the Inspirational ability. Zealot, Holy Cause
Inspirational. While you have an Aura active, you may Prerequisites: Holy Cause 8
choose for affected creatures in the Aura to gain tactical Lay on Hands becomes ½ AWR/Rest.
advantage for 5 minutes while in the Aura. (CHA/Rest) E V E R H O LY I I
L AY O N H A N D S Zealot, Holy Cause
Zealot, Holy Cause Prerequisites: Lay on Hands III, Ever Holy
Prerequisites: Inspirational Holy Cause recharges AWR/Rest (min 2).
Gain the Lay on Hands ability. PIETY III
Lay on Hands. You may touch yourself or a creature and Zealot, Holy Cause
spend 2 AP to restore 3 HP to that creature. (2/Rest) Prerequisites: Lay on Hands III, Piety II
Piety becomes 2/Week.

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S TA LWA R T L E A D E R G O O D R E P U TAT I O N I I
Zealot, Holy Cause Zealot, Good Reputation
Prerequisites: Holy Cause 10 Prerequisites: Good Reputation
Gain +6 Skill Points that you can spend on any skill with Good Reputation also grants you a 10% discount on goods/
the athleticism, stamina, influence, or observation tag. services.
E V E R H O LY I I I G O O D R E P U TAT I O N I I I
Zealot, Holy Cause Zealot, Good Reputation
Prerequisites: Stalwart Leader, Ever Holy II Prerequisites: Good Reputation II
Regain 1 use of Holy Cause when Recouping. Gain the Upstanding Citizen ability.
Upstanding Citizen. Gain +1 Goodwill in a settled area.
PIETY IV
(1/Month)
Zealot, Holy Cause
Prerequisites: Stalwart Leader, Piety III G O O D R E P U TAT I O N I V
Piety can cure uncommon poisons and diseases. Zealot, Good Reputation
Prerequisites: Good Reputation III
FERVENT LEADER II
Your Room/Board discount increases to 15%.
Zealot, Holy Cause
Prerequisites: Holy Cause 12 G O O D R E P U TAT I O N V
When you use your Fervent Leader ability, you can ignore Zealot, Good Reputation
the Frightened and Shaken conditions if you would gain Prerequisites: Good Reputation IV
them as a result of being hit. Your Goods/Services discount increases to 15%.
L AY O N H A N D S I V G O O D R E P U TAT I O N V I
Zealot, Holy Cause Zealot, Good Reputation
Prerequisites: Fervent Leader II Prerequisites: Good Reputation V
Lay on Hands becomes AWR/Rest. Gain the Citizen’s Favor ability.
Citizen’s Favor. Call in a minor favor from a merchant,
S H I N I N G B E AC O N
city guard, clergy, politician, or noble. (1/month)
Zealot, Holy Cause, Capstone
Prerequisites: Lay on Hands IV G O O D R E P U TAT I O N V I I
You are renowned far and wide as an inspirational figure. Zealot, Good Reputation
Kings and generals vie for your attention and would pay Prerequisites: Good Reputation VI
great prices to get you to lead their armies, but all know Your Room/Board discount increases to 20%.
that you only raise a blade or lead a battle when you believe
G O O D R E P U TAT I O N V I I I
that the cause is just.
Zealot, Good Reputation
Once per week when you roll Initiative, you may choose
Prerequisites: Good Reputation VII
to activate your Shining Beacon ability.
Your Goods/Services discount increases to 20%.
Shining Beacon. For the duration of the battle, you
and all allies that can see or hear you gain TA. All hostile G O O D R E P U TAT I O N I X
creatures that can see or hear you gain TD. At the start of Zealot, Good Reputation
each minute, you and a number of creatures up to your Prerequisites: Good Reputation VIII
CHA gain Shield HP equal to your AWR. You and all allies Upstanding Citizen becomes 1/Week.
that can see or hear you cannot be Frightened, Shaken, or G O O D R E P U TAT I O N X
Broken. Zealot, Good Reputation
Level 30: The final cap for your AWR increases from 12 Prerequisites: Good Reputation IX
to 14. Citizen’s Favor becomes 1/Week.
B A D R E P U TAT I O N
R E P U TA T I O N T R A C K Zealot, Bad Reputation
Prerequisites: Zealot Entry
G O O D R E P U TAT I O N
Incompatibilities: Good Reputation
Zealot, Good Reputation
While in a settlement where you have 0 or fewer Goodwill,
Prerequisites: Zealot Entry
gain the Bad Reputation ability.
Incompatibilities: Bad Reputation
Bad Reputation. You gain +2 to Menacing and
When in a settled area where you have 0 or more Goodwill,
Intimidating.
gain the Good Reputation ability.
Good Reputation. You get a 10% discount on room/
board.

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B A D R E P U TAT I O N I I B A D R E P U TAT I O N V I
Zealot, Bad Reputation Zealot, Bad Reputation
Prerequisites: Bad Reputation Prerequisites: Bad Reputation V
Bad Reputation also grants you +2 to Initiative as people Your Room/Board discount increases to 15%.
are intimidated by your threatening presence.
B A D R E P U TAT I O N V I I
B A D R E P U TAT I O N I I I Zealot, Bad Reputation
Zealot, Bad Reputation Prerequisites: Bad Reputation VI
Prerequisites: Bad Reputation II Your Goods/Services discount increases to 15%.
Bad Reputation also grants you a 10% discount on room/
B A D R E P U TAT I O N V I I I
board as people are afraid of giving you normal rates.
Zealot, Bad Reputation
B A D R E P U TAT I O N I V Prerequisites: Bad Reputation VII
Zealot, Bad Reputation Your Intimidating and Menacing bonus increases by +3.
Prerequisites: Bad Reputation III
B A D R E P U TAT I O N I X
Bad Reputation also grants you a 10% discount on goods/
Zealot, Bad Reputation
services as people are afraid of giving you normal rates.
Prerequisites: Bad Reputation VIII
B A D R E P U TAT I O N V Your Initiative bonus increases by +3.
Zealot, Bad Reputation B A D R E P U TAT I O N X
Prerequisites: Bad Reputation IV
Zealot, Bad Reputation
Gain the Bribe ability.
Prerequisites: Bad Reputation IX
Bribe. Call in a minor favor from a merchant, city guard,
Bribe becomes 1/Week.
clergy, politician, or noble. (1/Month)

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BERZERKER TALENT STACK

E X I L E T R AC K

Marked

Drunken Fighter

Another Swig Brawling Brutality "Cowards!" Drunken Fist

Hidden Dagger Throw Anything Fighting Dirty Drunken Stagger


Exile 6
Beast Companion

Refresh Hidden Dagger II Throw Anything II Drunken Ferocity Regain Honor

Exile 14 Exile 14
Scrapping Drag Drunken Resilience Steady Fist Companion Boon Restored Utterly
Honor Independent
Steady Fist II Companion Boon II

Companion Boon III

F E A R L E S S T R AC K J U G G E R N AU T T R AC K R AG E T R AC K

Ferocious II Juggernaut Blood Rage II

Seeing Red Stoic Hardy Furious Blows Death Defier

Elemental Inurement Staunch Resistance Furious Blows II Death Drop


Blood Will Flow Unflappable

Ferocious III Blood Rage III


Ardent Assault Shrug It Off

Seeing Red II Stoic II Blood Rage IV


Endure

Blood Will Flow II Unflappable II Juggernaut II Bloodlust Death Drop II

Frenzy Never Retreat Juggernaut III Furious Smash Death Defier II

Ferocious IV Energy Inurement Staunch Resistance II Blood Rage V

Seeing Red III Stoic III Citadel of Stamina Battle-Ready Blood Rage VI

Blood Will Flow III Unflappable III Endure II Bloodlust II Death Defier III

Frenzy II Never Retreat II Hardy II Furious Smite II Death Defier IV

Ferocious V Ardent Assault II Shrug It Off II Bloodlust III Death Drop III

Horrifying Frenzy Stoic IV Endure III


Blood Rage VII
Juggernaut IV
Savage Frenzy Never Retreat III Blood Rage VIII
Unkillable
Unstoppable Ferocity Juggernaut Blood Rampage

198 C hapter 3 | C lasses


CLERIC TALENT STACK

D I V I N E I C O N T R AC K P I ET Y T R AC K E XO RC I S T T R AC K

Divine Icon Lay on Hands Sense Planar


Vendetta II Vendetta
Ambition Icons
Silver Tongue II Silver Tongue Holy Support
Polytheism

Provision III Provision II Provision Divine Ward II


Austerity Monastic Horticulturist
Fasting
Lay on Hands II Distant Ward Divine Shield
Courage IV Courage III Courage II Courage Bravery
Piety Sense Evil II
Nurturance III Nurturance II Nurturance
Cultivation
Holy Support II
Legacy

Blinding Dark IV Blinding Dark III Blinding Dark II Blinding Dark Darkness
Lay on Hands III Abjure Unholy

Last Rites II Last Rites Wellspring of Health Distant Ward II Divine Shield II
Death
Gravemaster II Gravemaster
Piety II Divine Ward III
Withering II Withering
Decay Holy Support III
Trembling II Trembling

Minor Weal II Minor Weal Monastic Horticulturist II Expert Exorcist


Fate
Destiny's Touch II Destiny's Touch Piety III Battle Medic Distant Ward 3 Divine Shield 3

Uncontainable II Uncontainable
Freedom Piety IV Battle Medic II Abjure Unholy 2
Unstoppable II Unstoppable
Piety V Battle Medic III Sense Evil 3
Gluttony II Gluttony
Hedonism
Miracle Worker Savior Unholy Scourge
Bloodlust II Bloodlust

Binding Oath III Binding Oath II Binding Oath


Honor
Vow of Enmity T H E O L O G I A N T R AC K
Even the Scales II Even the Scales
Order
Adherent
Rebalance II Rebalance

Divine Recollection III Divine Recollection II Divine Recollection Apocrypha


Knowledge
Debate Scriptorium
Cleareye II Cleareye
Light Iconographer Scrivener
Illumine
Iconographer II Scrivener II
Reveal

Enrapture III Enrapture II Enrapture Apocrypha II


Love
Scriptorium II

Blossom II Blossom
Nature Scriptorium III
Survivor II Survivor
Apprenticeship Sola Scriptura
Redeeming Fervor III Redeeming Fervor II Redeeming Fervor Redemption
Iconographer III Scrivener III
Repentance
Iconographer IV Scrivener IV
Vengeful III Vengeful II Vengeful
Revenge
Aggressive Taunt Illuminated Manuscript
Rescue IV Rescue III Rescue II Rescue Salvation Scriptorium IV
Apocrypha III
Level Headed II Level Headed
Serenity Iconographer V Scrivener V
Keep Your Wit II Keep Your Wit

Astute III Astute II Astute Iconic Covenant Holy Lectionary


Wisdom
Aphobia

War Cry II War Cry


Wrath
Rage II Rage
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MAGE TALENT STACK

A R C A N E W E AV I N G TOM E W I Z A R D
S O R C E RY T R A C K
T R AC K T R AC K

Arcane Weaver
Sorcery Focus Awakened Spellbook
Mote Expert Spell Sculptor Empower Spell Expert
Careful Casting Wellspring Tap Spell Scribe
Mote Expert II Spell Sculptor II Spell Sniper
Careful Casting II Wellspring Tap II Awakened Spellbook II
Mote Expert III Spell Sculptor III Spell Sniper II
Arcane Weaver 5
Careful Casting III Wellspring Tap III Spell Scribe II
Arcane Weaver II

Tome Familiar
Metamagic: Spell Point Cost Metamagic: Morph Damage Careful Casting: Cantrips

Intertia Awakened Spellbook III


Metamagic: Hasten Metamagic: Overclock

Tome Familiar II
Metamagic: Overcome Metamagic: Maximize Cantrip Focus Unstable Casting
Spellstealing
Metamagic: Leeching Metamagic: Humane Spell Cantrip Focus II Unstable Casting II

Cantrip Focus III Unstable Casting III Spell Thief


Metamagic: Duration Metamagic: Conjuring

Cantrip Focus IV Unstable Casting IV Awakened Spellbook IV


Metamagic: Versatility Metamagic: Expert

Cantrip Focus V Unstable Casting V Spellstealing II


Metamagic: Expert II
Arcane Weaver 14
Metamagic Caster Explosive Critical Spell Scribe III

Explosive Critical II Inertia II Spellstealing III

Explosive Critical III Inertia III Awakened Spellbook V

Grand Sorcerer Tome Wizard

A RC H M AG E T R AC K

Arcane Intellectual

Mage: Alchemy Mage: Altering Mage: Divining Mage: Enchanting Mage: Evoking Mage: Illusory Mage: Necromancy Mage: Summoning Mage: Warding

Mage: Alchemy II Mage: Altering II Mage: Divining II Mage: Enchanting II Mage: Evoking II Mage: Illusory II Mage: Necromancy II Mage: Summoning II Mage: Warding II

Mage: Alchemy III Mage: Altering III Mage: Divining III Mage: Enchanting III Mage: Evoking III Mage: Illusory III Mage: Necromancy III Mage: Summoning III Mage: Warding III

Mage: Alchemy IV Mage: Altering IV Mage: Divining IV Mage: Enchanting IV Mage: Evoking IV Mage: Illusory IV Mage: Necromancy IV Mage: Summoning IV Mage: Warding IV

Mage: Alchemy V Mage: Altering V Mage: Divining V Mage: Enchanting V Mage: Evoking V Mage: Illusory V Mage: Necromancy V Mage: Summoning V Mage: Warding V
Archmage 14
High Mage
Arcane Power 29
Archmage

200 C hapter 3 | C lasses


ORACLE TALENT STACK

FAT E T R A C K G U I DE T R AC K D RU I D T R AC K

Thread of Fate Mentor Star's Guidance

Reactive Instruction Old Gods Wyrd Wood


Weal

Weal: Spells Weal: Skills Mystic Support Old Gods II Wyrd Wood II

Mentor II Star's Guidance II


Weal: Chants Weal: Weapons
Mystic Support II Star's Redirection Third Eye Beast Form

Fortune's Favor Weal: Invocations Talented Mentor


Old Gods III Wyrd Wood III
Thread of Fate II Wakeful Serenity
Mystic Druid
Woe is Me Wakeful Serenity II Magical Mentor
Star's Guidance III Beast Form II
Thread of Fate III Guide Apprentice
Mystic Druid II
Thread of Fate IV
Guide II Apprentice II Old Gods IV Wyrd Wood IV
Great Weal
Guide III Apprentice III Mystic Druid III
Portent Ambient Luck Fated
Star's Guidance IV Beast Form III
Guide IV Apprentice IV
Portent II Manipulate Chance Fated II
Mystic Druid IV
Mystic Support III
Portent III Turn of Fortune Fated III Old Gods V Wyrd Wood V
Talented Mentor II
Overcome Woe Archdruid
Magical Mentor II

Grand Weal Superior Mentor

E L E M E N TA L I S T T R A C K

Elemental Affinity

Season's Givings Repurpose Damage

Siphon Damage Ice Armor Corrosive Strikes Heat Aura

Flaming Shield Lightning Fast Sickening Strikes


Elemental Affinity II
Repurpose Damage II

Blood Permeation Blunt Force Armor


Elemental Affinity III
Protective Elementalist Protective Elementalist II
Elemental Affinity IV
Repurpose Damage III
Absorb Explosion
Bodily Necrosis Psychic Resonance
Elemental Affinity V
Irradiated Aura Sonic Bubble
Elemental Mastery

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PUGILIST TALENT STACK

C O N S T I T U T E T R AC K P UM M E L I N G T R AC K W R E S T L I N G T R AC K

Ignore Pain Take a Punch Dodge a Punch

Surge of Strength Greater Counterpunch Wrestler's Maneuvers

Red Right Hand Boxer's Maneuvers Reverse Grapple

Ignore Pain II Greater Corner Size Up Brawl

Surge of Strength II Mighty Punch Size Up II Brawl II

Enrage Take a Punch II Dodge a Punch II

Ignore Pain III Hulking Wrestler's Maneuvers II

Battle Focus Boxer's Maneuvers II Headlock Choke

On the Ropes Superior Corner Pure Physique Improvised Weapon


Surge of Strength Superior Counterpunch Pure Physique II Pure Technique

Death Defier Constitute Greater Uppercut Greater Gut Punch Wrestler's Maneuvers III

Enrage II Superior Uppercut Superior Gut Punch Headlock Choke II

Red Right Hand II Mastery of Form Mighty Punch II Dodge a Punch III Headlock Choke III

Battle Focus II Take a Punch III Wrestler's Maneuvers IV

Indomitable Fighter Heavyweight Champion Signature Move

M A RT I A L A RT S
T R AC K

Predict a Punch

Stance of the Owl Stance of the Squirrel Stance of the Bear Armed Arts

Sense Danger Flip Unarmored Defense Armed Arts II

Stance of the Bison Stance of the Turtle Stance of the Leopard Kensei

Fluid Forms

Stance of the Serpent Stance of the Rabbit Stance of the Wolf

Know your Enemy Weak Spot Predict a Punch II

Quiet Mind Disrupt Ki Reactive Stance

Stance of Raging Fire Stance of Flowing Water Stance of the Stout Oak

Fluid Forms II

Serenity Martial Artist Reactive Stance II

Mind Over Matter Pressure Point Dance of Battle

Know your Enemy II Unfettered Speed Predict a Punch III

Monkey Climbing the Tree Pressure Point II Reactive Stance III

Meijin

202 C hapter 3 | C lasses


RANGER TALENT STACK

B R AV E RY T R A C K H U N T E R T R AC K I N S T I N C T T R AC K

Bravery Hunter Survival Instinct

Courage
Corner Quarry Outnumbered Deadeye Volley Fighting Instinct II

Corner Quarry II Outnumbered II Deadeye II Rain of Arrows


Bravery II Survival Instinct II
Hunter's Quarry Fighting Instinct III
Courage II
Hunter II Vigilant Instinct
Fight Flight Freeze
Hew Hordesbane Eagle Eye Volley II
Survival Instinct III
Bravery III
Hew II Hordesbane II Eagle Eye II Rain of Arrows II Vigilant Instinct II
Drive to Survive
Hunter III
Bravery IV Survival Instinct IV
Hunter IV
Courage III Fighting Instinct IV
One with the Land Fletcher Quickdraw
Fight II Flight II Freeze II Vigilant Instinct III

Drive to Survive II Primeval Speed Shroud Calculating


Survival Instinct V

Courage IV Ruthless Hunter


Vigilant Instinct IV

Fight III Flight III Freeze III Cornered Quarry III Hordesbane III Deadeye III Volley III Fighting Instinct V

Hew III Horde Breaker Rapid Takedown Arrow Storm


Undaunted Vigilant Instinct V

Fear Itself Peerless Hunter Cornered Animal

W I L D E R N E S S WA R D E N
S U RV I V O R T R A C K
T R AC K

Primal Warden
Natural Habitat
Environmentalist Planar Protector
Primeval Senses
Ranger's Invocation Intrinsic Boon
Natural Habitat II
Empower Chant Ranger's Spells
Primeval Senses II

Nature Stride Primal Warden II

Environmentalist II Planar Protector II


Survivor

Primeval Senses III Wanderer's Invocation Intrinsic Boon

Natural Habitat III Furious Chant Wanderer's Spells

Survivor II Primal Warden III

Primal Warden IV
Nature Stride II
Environmentalist III Planar Protector III
Primeval Senses IV

Natural Environment IV Primeval Invocation Intrinsic Boon

Nature Stride III Chant of the Wild Heart Primeval Spells

Primeval Senses V
Primal Warden V

Unrivaled Explorer Primal Exemplar

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ROGUE TALENT STACK

C O N T R AC K

Confidence

Impersonate

Betrayal Better Identities Quicker Identities Sturdy Identities

Additional Identities Charming Identity Master of Disguise

Con 5
Leave it to Luck

Fool's Strike Leave it to Luck II Catch Me if you Can Master of Disguise II

Frame How Dare You Check it Again Jammy Slippery Play Dead
Con 14
Conman Extraordinaire

G U I L D A F F I L I AT E
T R AC K

Guild Member

Find Weak Spot Garrote Rogue Maneuvers Poisoner

Find Weak Spot II


Drake's Breath Preference Ice Blood Preference Harlan's Breach Preference
Drake’s Breath Efficiency Ice Blood Efficiency Harlan’s Breach Efficiency
Find Weak Spot III
Drake’s Breath Efficacy Ice Blood Efficacy Harlan’s Breach Efficacy

Find Weak Spot IV Lingering Drake's Breath Lingering Ice Blood Lingering Harlan's Breach
Drake's Breath Ammunition Ice Blood Ammunition Harlan's Breach Ammunition
Find Weak Spot V
Drake's Breath Expertise Ice Blood Expertise Harlan's Breach Expertise

Hamstring Quick Strike Preparatory Strike

Aimed Strike Quick Throw Evasive Throw

Aimed Strike II Tactical Superiority

Tactical Superiority II
Guildmaster
Tactical Superiority III

P S Y B L A DE T R AC K S U BT L ET Y T R AC K

Psyblade Focus Vanish


Blink of an Eye Scale the Balcony Sprint Sidestep
Space Bend Psychic Strike Mind Spike

Soul Knife Soul Rend Psychic Bond Improved Mind Spike Shadow Hop Shadow Assault Keep Quiet Blackjack
Psyblade 5 Subtlety 5
Psyblade Focus II In the Dark

Soul Knife II Soul Rend II Psychic Bond II Shadow Hop II Shadow Assault II Shadow Mastery Fellow Inhabitant

Psychic Bond III


Shadow Trick Born in Darkness Vanish II Shadowstep Quiet One

Piercing Strike Enlightened Mind Psychic Scream Psionic Armor


Psyblade 14 Subtlety 14
Master Psyblade Master of Shadow

204 C hapter 3 | C lasses


TINKERER TALENT STACK

M AG I T E C H N I C I A N
A L C H E M I S T T R AC K
T R AC K

Alchemy
Create Bomb Create Potion Quaff Arcane Artificer
Fire in the Hole! Alchemist 4
Alchemy II
Up My Sleeve Elemental Bombs Bomb Upgrade Potion Upgrade Injector Vitality Solution
Golemancer
Alchemy Flask Upgrade
Alchemist 9 Spell Storing
Alchemy III
Explosion Upgrade Tolerance Injector Upgrade

Alchemist 14 Empowered Mind


Master Alchemist

Magitechnician

AU G M E N TO R T R AC K Cantrip Cannon

Golemancer II
Augmentor
Launcher Quick Compartment Elemental Absorption Adaptive Armor
Spell Storing II
Arcane Booster Install Shield Sentry Armor Install Weapon Grappler
Augmentor 5
Magical Tinkering
Augmentor II
Safer Devices
Power Slam Hoverjet Sentry Armor II Install Weapon II Grappler II

Magitechnician II
Audio Dampeners Enhanced Quick Compartment Install Mini Turret

Augmentor 10 Cantrip Cannon II


Augmentor III

Arcane Booster II Heroic Landing Cradle Energy Transfer Flash of Genius


Augmentor 14
Augmentor Extraordinaire
Cradle II Master Magitechnician

I N V E N TO R T R AC K

Inventor
Salvage Crafter Repairs Additional Blueprints

Space Efficiency Safety Precautions Quick Craft

Inventor 5
Breakthrough

Inventor II Munitions Focus Armor Alchemist Soul of the Masterwork

Weapon Focus Armor Focus Soul of the Masterwork II


Inventor 10
Breakthrough II
Weapon Focus II Armor Focus II

Consumable Mastery Quick Config Enchantment Blueprints


Inventor 14

Master Inventor

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TROUBADOUR TALENT STACK

L O R I S T T R AC K J E S T E R T R AC K E N C O R E T R AC K

Lorist Mockery Troubadour's Support

Multitalented Motley Wardrobe Battle Drum

Record Magic Smooth Tongue


Lorist II
Clown Fool Setup II
Disciplined Study
Obfuscate Imitate Troubadour's Support II
Lorist III
Jeer Battle Drum II
Photographic Memory
Many Hats Accelerando Crescendo
Lorist IV
Troubadour's Support III
Record Magic II Clown II Fool II

Lorist V Setup III


Obfuscate II Imitate II
Disciplined Study II Accelerando II Crescendo II
Mockery II
Lorist VI Battle Stanza
Jeer II
Record Magic III
Accelerando III Crescendo III
Clown III Fool III
Lorist VII
Battle Drum III
Student of the Fundamental Obfuscate III Imitate III
Battle Stanza
Mockery III
Anthem
Cruel Jape

L E G E N D K E E P E R T R AC K

Book of Legends

Figure of Legend

Comedy Tragedy Creature Compendium Faerie Tale Book of Souls Book of the Damned Necronomicon

Comedy II Tragedy II Creature Compendium II Faerie Tale II Book of Souls II Book of the Damned II Necronomicon II

Written Tradition

Comedy III Tragedy III Creature Compendium III Faerie Tale III Book of Souls III Book of the Damned III Necronomicon III

Written Tradition II

Written Tradition III

Comedy IV Tragedy IV Creature Compendium IV Faerie Tale IV Book of Souls IV Book of the Damned IV Necronomicon IV

Comedy V Tragedy V Creature Compendium V Faerie Tale V Book of Souls V Book of the Damned V Necronomicon V

Comedy VI Tragedy VI Creature Compendium VI Faerie Tale VI Book of Souls VI Book of the Damned VI Necronomicon VI

Plot Twist

Comedy VII Tragedy VII Creature Compendium VII Faerie Tale VII Book of Souls VII Book of the Damned VII Necronomicon VII

Story for Every Occasion

Library of Legends

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VESSEL TALENT STACK

P L A N A R T H I E V E RY
S O U L G R A F T T R AC K A N T I E S S E N C E T R AC K
T R AC K

Surge of Vitality II Cancel Spell


Antiessence Aura
Surge of Energy Energy Theft
Vulnerability Terror
Surge of Magic Energy Theft II
Surge of Vitality III Cancel Spell II Vitriol Trepidation

Energy Conversion Stamina Theft


Prolong Extend
Surge of Energy II Stamina Theft II

Cracked Soul Cancel Spell III Antiessence Aura II

Surge of Magic II Essence Siphon Crackling Field Vulnerability II Terror II


Surge of Vitality IV Energy Theft III
Vitriol II Trepidation II
Surge of Energy III Stamina Theft III

Occult Vitality Essence Siphon II Crackling Field II Prolong II Extend II

Surge of Magic III Cancel Spell IV


Antiessence Aura III
Energy Conversion II Cancel Spell V

Vulnerability III Terror III


Occult Vitality II Essence Siphon III Crackling Field III

Immortal Surge Essence Hoard Crackling Miasma


Vitriol III Trepidation III

Prolong III Extend III

Vulnerability IV Terror IV

Vitriol IV Trepidation IV

Antiessence Rupture

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WARRIOR TALENT STACK

A R C H E RY T R A C K C OM M A N D E R T R AC K

Battlefield Command Focus


Archery Focus
Improved Battle Standard

Sharpshooter Overwatch
Commander 14
Extra Standard Battle Standard Range III Battle Standard Range II Battle Standard Range Great General

Sniper's Nest Focus Target II Reinforced Standard III Reinforced Standard II Reinforced Standard

Improvised Repairs
Stalking Overwatch II
Under the Banner III Under the Banner II Under the Banner Rallying Standard II Rallying Standard

Impeccable Aim Suppressing Fire Standard Bearer V Standard Bearer IV Standard Bearer III Standard Bearer II Standard Bearer

Sharpshooter II Focus Target III Battlefield Tactician Improvement Battlefield Tactician II Command

Battlefield Tactician Improvement II War Cry Tactician's Command Command Improvement To Me!
Sniper's Nest II Overwatch III
Command Improvement II Hold!
Battlefield Tactician Improvement III War Cry II Battle Standard Command
Command Improvement III Fire!
Stalking II Focus Target IV Battlefield Tactician Improvement IV War Cry III
Imposing Battle Standard Command Improvement IV Forward!

Headshot Covering Fire Battlefield Tactician Improvement V War Cry IV

War Cry V
Sharpshooter III Overwatch IV

Sniper's Nest III Covering Fire II

Stalking III Focus Target V

Impeccable Aim II Covering Fire III

Headshot II Overwatch V

Legendary

P RO T E C T I O N T R AC K S O L D I E R T R AC K

Protection Focus
Trained Soldier
Protection I: Engage Protection I: Intercept Protection I: Shields Up

Versatile Arsenal
Protection II: Challenge Protection II: Battering Ram Protection II: Battlefield Support
Versatile Arsenal II
Protection III: Challenging Shout Protection III: Opportunistic Interception Protection III: Take Heart
Blind Fighting
Protection IV: Engage II Protection IV: Intercept II Protection IV: Shields Up II
Blind Fighting II
Protection V: Positioning Protection V: Warrior's Fury Protection V: Battlefield Support II
Soldier's Opportunity

Protection VI: Defender's Armor Protection VI: Warrior's Preparation Protection VI: Take Heart II
Soldier's Opportunity II

Protection VII: Engage III Protection VII: Intercept III Protection VII: Shields Up III Soldier's Opportunity III

Versatile Arsenal III


Protection VIII: Defender's Superiority Protection VIII: Take Heart III Protection VIII: Battlefield Support III

Blind Fighting III


Legendary Defender

Showdown

Showdown II

Showdown III

Arete

Indomitable Champion

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WITCH TALENT STACK

FA M I L I A R T R A C K FA E T R A C K

Adaptive Fae Magic

Flock of Familiars Evolution Boon of Etalun Caliban's Cackle

Flock of Familiars II Evolution II


Wylla's Stride Prowess of Sekh

Familiar Enhancement
Gaard's Resistance Rosen's Blessing
Underfoot Flighty Prowl

Fae Magic II
Great Pounce Scuttle Talons
Latisk's Keen Eyes Puck's Pernicious Pleasure
Flock of Familiars III Evolution III
Okart's Skin Claws of Kleppar
Flock of Familiars IV Evolution IV
Wrath of Aeshir Strack's Stoicism
Flock of Familiars V Evolution V
Fae Magic III
Familiar Enhancement II
Great Pounce II Carapace Eagle Eye
Boon of Daropmet Edmari's Emotional Emancipation

Flock of Familiars VI Evolution VI


Cedrian's Communion Gift of Gusper
Flock of Familiars VII Evolution VII
Yasheri's Explosion Wythen's Protection
Flock of Familiars VIII Evolution VIII
Fae Magic IV
Familiar Enhancement III
Petsina Conclave's Perception Stravon Conclave's Serenity
Flock of Familiars IX Evolution IX

Pashak Convlave's Passage Shibmar Conclave's Splendor


Flock of Familiars X Evolution X

Flurry of Familiars Apex Evolution Ashyidir Conclave’s Affinity Vertumna Conclave's Veneration

Friend of the Fae

W I TC H ’ S BR EW PA G A N AT T U N E M E N T
DA R K H E X T R AC K
T R AC K T R AC K

Dark Magic Witch's Brew Pagan Attunement Environ: Aquatic

Environ: Coastal
Greater Hex Dark Enchantment Reagent Pagan Attunement II
Environ: Desert
Innate Hex Sympathetic Magic Witch's Brew II
Pagan Attunement III Environ: Forest

Greater Hex II Sympathetic Magic II Potion Poison Environ: Grassland


Pagan Attunement IV
Environ: Jungle
Innate Hex II Sympathetic Magic III Vitality Antidote Pagan Attunement V Environ: Mountain
Innate Hex III Sympathetic Magic IV Environ: Swamp
Witch's Brew III Pagan Attunement VI
Sympathetic Magic V Environ: Subterranean
Reagent II Pagan Attunement VII
Environ: Tundra
Sympathetic Magic VI
Witch's Brew IV
Pagan Attunement VIII Environ: Volcanic
Sympathetic Magic VII
Potion II Poison II
Sympathetic Magic VIII
Vitality II Antidote II
Sympathetic Magic IX
Witch's Brew V
Sympathetic Magic X
Signature Brew Improvised Brew
Bound Soul 1 Collector 1
Signature Brew II Improvised Brew II
Bound Soul 2 Collector 2
Reagent III
Grand Puppetmaster Soul Collector
Deadly Poison Miracle Brew Font of Potions

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ZEALOT TALENT STACK

C O N S E C R AT E D B L A D E
AU R A T R AC K T R AC K

Aura of Vitality Aura of Reduction Aura of Protection Aura of Aggression Aura of Bravery Holy Weapon

Aura of Vitality II Aura of Reduction II Bulwark Aura of Aggression II Aura of Bravery II Unwavering

Aura of Reduction III Bulwark II Aura of Aggression III Aura of Bravery III Ardent Weapon
Aura Enhancements
Bulwark III
Blessed Blade
Quickened Aura Quickened Aura II
Bodily Protection
Frequent Aura Frequent Aura II Zealot's Resolve
Bodily Protection II
C AVA L I E R T R A C K
Reactive Aura Everlasting Aura Holy Arsenal Versatile Weapon

Combined Aura Combined Aura II Combined Aura III Blessed Blade II Ardent Weapon II
Holy Mount
Extended Aura
Consecrated Weapon
Extended Aura II Cavalier
Zealot's Resolve II
Extended Aura III Holy Mount II
Recall
Extended Aura IV Cavalier II
Holy Arsenal II Versatile Weapon II
Extended Aura V
Holy Mount III
Reward Punishment
Extended Aura VI
Cavalier III
Consecrated Weapon II
Holy Mount IV
Zealot's Resolve III

Cavalier IV Weapon of Legend

Holy Mount V

Cavalier V

C RU S A DE R T R AC K H O LY C A U S E T R A C K R E P U TAT I O N T R A C K

Crusader Aspirant Holy Cause II Good Reputation Bad Reputation


Sword for Justice Shield the Innocent Inspirational
Good Reputation II Bad Reputation II
Sword for Justice II Shield the Innocent II Lay on Hands
Good Reputation III Bad Reputation III
Sword for Justice III Shield the Innocent III Inspire Fear
Good Reputation IV Bad Reputation IV
Sword for Justice IV Shield the Innocent IV Lay on Hands II
Crusader 5 Good Reputation V Bad Reputation V
Crusader Postulant Holy Cause III Piety
Good Reputation VI Bad Reputation VI
Sword for Justice V Shield the Innocent V Fervent Leader

Sword for Justice VI Shield the Innocent VI Good Reputation VII Bad Reputation VII
Ever Holy Piety II

Sword for Justice VII Shield the Innocent VII Good Reputation VIII Bad Reputation VIII
Lay on Hands III

Sword for Justice VIII Shield the Innocent VIII Good Reputation IX Bad Reputation IX
Ever Holy II Piety III
Crusader 10
Crusader Ordinant Good Reputation X Bad Reputation X
Stalwart Leader
Sword for Justice IX Shield the Innocent IX
Ever Holy III Piety IV
Sword for Justice X Shield the Innocent X

Fervent Leader II
Sword for Justice XI Shield the Innocent XI

Sword for Justice XII Shield the Innocent XII Lay on Hands IV
Crusader 14
Crusader Templar Shining Beacon

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CHAPTER 4: MAGIC

T
here are five Sources of magic, each of which work
a little bit differently. After providing basic rules for
CONJURING
magic as a whole, this chapter details each Source of Some spells have the conjuring tag. These spells must be
Magic, first by their lore, and then by the abilities you can cast over multiple rounds. “Conjuring 1” means that you
learn with that Source of Magic. must spend at least one full round conjuring the spell.
Rounds are counted at the beginning of your turn, meaning
M A G I C O V E RV I E W that even if you move and then start conjuring a spell, at the
start of your next turn you are considered to have spent 1
These rules apply to each Source of Magic.
full round conjuring.
Your spell activates the moment that you have met both the
SPELL POINTS number of conjuring rounds needed, and have spent enough
All spells refer to a “Spell Point Cost” (SPC) and “Spell AP to cast the spell.
Points” (SP). For example, if you cast a spell with Conjuring 1 that
When you cast a spell, you must spend both the spell’s needs 3 AP, and you spend 3 AP on it on your turn, it triggers
APC (Action Point Cost) and its SPC. If you cannot, then immediately on your next turn as it will at that point meet
you are unable to cast the spell. Each time you cast a spell, the Conjuring 1 requirement. Alternatively, if you cast a spell
subtract its SPC from your current amount of SP. with Conjuring 1 that needs 6 AP, and you spend 3 AP on it
You have a maximum amount of SP determined by the on your turn, it triggers immediately after you spend enough
magic talents and class talents that you have taken. You AP on your next turn to complete it.
regain all expended SP when you Take a Rest (Chapter 7). While conjuring, you may not move or spend any AP or
Reactive AP on anything other than conjuring the spell in
question.
If you take damage while conjuring, make a d20 roll and 15 ft away from a caster, a cone is 15 ft wide.) The magical
add your Magic Attribute. If you roll lower than a 10, the effect affects all spaces on the battle map that are at least
spell fails. You do not expend any SP. Even if you had AP, you half covered.
lose all AP until the start of your next turn. Line. Choose a point adjacent to you, and another point
a number of ft away specified by the magical effect. Draw
UPCHARGING a line to connect those two points. Any space on the battle
map that the line enters is affected.
Some spells will give you the option to make them more
Radius. Every space on the battlemap that is within the
powerful by upcharging them. This involves spending
radius of the magical effect and is at least half covered is
additional AP and/or SP. This additional AP and/or SP
affected.
must be spent when you initially cast the spell in order to
upcharge it. If you upcharge a spell but the spell fails, you
still lose the upcharged SP, even if the spell lets you retain REACTIVE CASTING
the base amount of SP on a fail. A spell’s APC will specify if it can be cast reactively.

GESTURE, VERBAL, D U R AT I O N
VISUAL For all durations besides “Instantaneous,” a magical effect
Many magical abilities require some combination of always ends at the end of a caster’s turn unless noted
gestures, verbal components, and the ability to see your otherwise. For example, “1 round” means the magic effect
target. ends at the end of the caster’s next turn. “1 minute” means
Gesture. If you cannot move your arms or relevant that the magic effect ends after the caster’s turn in 6 rounds.
appendages, you cannot cast magic with a gesture
requirement. CANTRIPS, CHANTS,
Verbal. If you cannot speak, you cannot cast magic with a A N D P R AY E R S
verbal requirement.
Cantrips, chants, and prayers are unique magical powers
Visual. If you cannot see your target or the area you’re
that you might learn. These powers cost 0 SP to cast and
trying to affect, you cannot cast magic with a visual
you can cast them as many times per day as you wish. When
requirement.
you reach certain Power Levels, the power of cantrips,
chants, or prayers become stronger.
LINES OF SIGHT AND
EFFECT RITUALS AND
Sometimes, magic will specify that you need Line of Sight I N V O C AT I O N S
(LoS) or Line of Effect (LoE).
Rituals and invocations are magical abilities that take a
Line of Sight. Nothing can obscure your vision between
significant amount of time to cast. Your specific Source
you and the target of your magic. This means that even
of Magic will explain how often you can use rituals or
if you meet the visual requirement to cast magic, but
invocations.
obscuring phenomena such as fog or mist is in the way, you
Some rituals and invocations have an Enhance section
cannot use this particular magic. However, if a pane of glass
after their description. This means that these rituals and
or a transparent force field is between you and your target,
invocations become more powerful when you reach greater
you can still cast the magic.
power within that source of magic. The amount of power
Line of Effect. No physical barriers may stand between
you need, and the additional effects, are described in the
you and the target of your magic. This means that obscuring
Enhance section of the ritual or invocation.
phenomena such as fog does not block your magic, but a
pane of glass or a transparent force field would block your
magic as it breaks LoE.
M U LT I P L E S O U R C E S
If you can use multiple Sources of Magic, then you choose
AREA OF EFFECT one source to be your Primary Source. You can change this
choice each time you level up, if you wish.
Some Spells and magical effects specify that they affect
All magic that you cast uses the magic attribute of your
an area, such as a radius, cone, or line. To determine the
Primary Source, but halves your magic attribute when
Area of Effect (AOE) of a magical ability, you can use the
casting magic from a source that is not your Primary Source.
following guidelines.
Cone. A cone originates from the spellcaster (on a side
or corner of the square that they occupy). The width of the
cone is equal to the distance that it is from the caster. (For
example, at 5 ft away from the caster, a cone is 5 ft wide. At

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Multiple Sources Example T H E F U N D A M E N TA L
Jake wants to play a character that has both the WELLSPRING
Student of the Arcane and Initiate of the Occult
The Fundamental Wellspring is as essential to the workings
talents. He chooses Arcane to be his Primary Source,
of the multiverse — and as esoteric and difficult to explain
meaning that INT is his magic attribute. If his INT
— as gravity or wind. One can feel gravity’s effects, or see
is 4, then he has +4 to all magic rolls using Arcane
the rustling leaves when wind blows, but actually explaining
magic, and +2 to all magic rolls using Occult magic.
what wind or gravity is can prove difficult for one who is
not specifically learned in such matters. The Fundamental
Wellspring is much the same. It is a spark of absolute
M A G I C AT T R I B U T E energy, of tremendous power and splendor, and of spirit and
consciousness. It radiated outward through the multiverse
Your magic attribute is the attribute that you use when since its inception. This Fundamental Wellspring causes
casting magic. It may be determined by your magic entry matter and energy to interact in strange, unpredictable
talent, your class entry talent, or another talent. This ways; in short, the Fundamental Wellspring allows magic to
means that you might take talents that offer you conflicting exist in all its forms.
magic attributes. When this happens, class entry talents
always take highest precedence. Other talents take lower
ESSENCE
precedence than class entry talents, but higher precedence
than magic entry talents. Magic entry talents take lowest Essence is the stuff of souls, the mental and spiritual
precedence. waves pulsing out through the cosmos as a result of the
If you have two or more talents that hold the same Fundamental Wellspring. A spiritual energy that washes
amount of precedence (such as two magic entry talents or through the Celestial Sea in great currents, Essence comes
two class entry talents), then you may choose which one together when a new living being is born. Over the course
of those talents determines your magic attribute. You may of the being’s life, their experiences and decisions might
reselect which one you choose each time you level up. generate more Essence - the more change they instigate in
the world, the greater the amount of Essence they create -
FUNCTIONS OF MAGIC so that when a creature dies, their soul departs greater than
the sum of its original parts. The Essence of the deceased
The “functions” of magic refer to nine tags that spells and returns to the Celestial Sea and remains intact for some time
other magical effects will have. These tags are as follows: — weeks, months, or even a couple years — before it begins
Alchemy. Transforming a substance’s properties or to deteriorate, swirling through the endless expanse until it
physical composition. is drawn into a new living organism.
Altering. Teleportation magic and other magic that
changes a subject’s relationship to the world around it.
THE FIVE SOURCES
Divining. Predicting the future, seeing beyond the scope
of one’s own senses, and the like. The Arcane Source is the physical energy produced by
Enchanting. Magically charming and manipulating a Fundamental Wellspring itself. Casters that use arcane magic
person’s emotions and thoughts. tap into the Fundamental Wellspring, using its mind-melting
Evoking. Powerful elemental or energy attacks, healing power to bend the world in accordance with their whims.
energy, and similar flashy magical abilities. The six creators are not the only gods in this multiverse.
Illusory. Changing something’s appearance, or projecting Indeed, they have an almost entirely hands-off approach to
false images that are not really there. this particular iteration of creation, leaving the mundane
Necromancy. Raising the dead back to life, either through affair of governing the multiverse to the deities born within
resurrection or as undead. it. Many deities exist within this multiverse, and they use
Summoning. Calling forth creatures from another plane arcane magic beyond the scope of that which any mortal
to serve alongside you. could hope to achieve. Mortals that use the Divine Source
Warding. Protecting yourself or others from harm. enter into a willing agreement with one or more deities
Every magical ability has one function. If an ability refers to gain access to a sliver of that deity’s power. These
to a magical function or a function tag (e.g., “spells with the agreements might be contractual in nature, or a devout
enchanting tag”), they refer to these nine functions. worshiper might gain access to magic as a reward for their
piety.
S O U RC E S OF M AG I C Some of the ambient magic released by the Fundamental
Wellspring coalesced into a single plane within the
The five Sources of Magic are inseparably linked. When multiverse. Acting as a self-recharging battery, this plane’s
this multiverse was created, the six creator gods used the magic eventually grew and evolved until it was distinct from
Fundamental Wellspring to create matter, energy, and spirit. arcane magic.

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This became the Primal Source of magic, originally
contained within the plane known as the Everwilds. The
FOCUS
Everwilds became the home of the fae and embodies three An arcane caster generally has a physical object on their
major aspects of existence: natural life, weather phenomena, person that acts as a mental focus for their Attunation. If
and the height and depth of sapient emotion. this object is destroyed, you can recreate it given a week
While primal and divine magic can be traced back to of downtime. This might be a spellbook, gem, crystal,
arcane magic, the Psionic Source is altogether different. instrument, tool, or some other meaningful or sentimental
While arcane magic comes from the Fundamental item.
Wellspring’s physical energy, psionic magic comes from the
Fundamental Wellspring’s spiritual pulses. Psionic magic is INTENT
the manipulation of one’s own Essence to impose their will Arcane magic operates through the intent of the caster
on the world around them. directly and not through a proxy. The act of using arcane
Like psionic casters, those who use the Occult Source magic is an attempt to change reality to the benefit of the
deal in the power of Essence. However, rather than training caster. For example, one caster may prefer their spellbook
and enhancing their own Essence, an occult caster will steal well-worn, with pages dog-eared and bits highlighted,
slivers of Essence from planar entities of tremendous power. while another prefers a pristine, almost unused quality.
Deities and similar creatures often do not immediately The second caster, upon casting the Mend cantrip on the
notice when trace amounts of their power are stolen, as this spellbook, may undo all the wear and tear, and the first
is infinitesimally small from their perspective while it gives caster may cast the same cantrip on it again, restoring all of
significant power to the thief. However, occult casters must the “love.”
tread carefully, for if their thievery becomes known, the If you are unsure of the effects of a spell or cantrip,
consequences are often dire. consider the caster’s intent. Arcane casters who attempt to
use simple tricks to cause great effect or harm; fabricate
actual intent disingenuously (such as the mental trick of
A RC A N E S O U RC E convincing oneself they consider a book “fixed” when it is
clean, for the purpose of passing off a used book as new); or
practice pedantry will likely be blocked from Attunation and
Arcane magic originates from the Fundamental Wellspring, the ability to do so, or at the MC’s discretion, may catch the
and accessing this magic directly is very dangerous. Without eye of a planar being who thrives on such trickery.
careful study and training, this would prove impossible
for all but the most powerful or lucky would-be casters. BACKLASH
In order to use arcane magic, one must achieve a state
of metaphysical awareness called Attunation. While the Arcane magic drawn directly from the Fundamental
actual use of arcane magic generally requires diligent study, Wellspring is inherently volatile. When you roll a 1 to hit
intelligence, and careful process, the ability to use it at all when casting a spell or cantrip, the magic automatically fails
requires one to be open to the Fundamental Wellspring and you take damage equal to its SPC (min 1). This damage
through this Attunation. immediately ends your turn, and you do not carry over any
Achieving Attunation requires an enlightenment that AP and as such cannot act reactively until the end of your
comes primarily from the act of learning and mastering next turn.
a craft. Attunation and the use of magic can vary greatly. If you take backlash damage that exceeds your current
Mages achieve Attunation most commonly through study level, you may roll 1d20; on a roll of 10 or higher, you only
(this is also commonly done under a master), although some take damage equal to your level.
may undertake other endeavors that both calm and open the If you do not have your Focus when you cast arcane
mind. Troubadours may achieve Attunation through creative magic, you trigger backlash on a roll of 1 or 2 and take three
endeavors, such as singing, dancing, or even playwriting. times the damage (after accounting for your character level,
Tinkerers might achieve Attunation through crafting. if relevant).
If you use arcane magic, consider how you achieved
Attunation, and be sure that you regularly practice CRITICAL CASTS
maintaining your Attunation. If you do not, your MC may If you crit (Chapter 7) on a spell, then you reduce the SPC
impose detriments to your capability as an arcane caster. by 10. If the spell costs fewer than 10 SP, then you expend
no SP.

ARCANE MAGIC TYPES


In addition to spells, arcane magic gives you access to
cantrips.

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Cantrip. Cantrips cost no SP and you can use them as ARCANE SPELLS
many times as you wish. Arcane Magic, Repeatable
Gain two arcane spells.
A R C A N E TA G S CLEAR THOUGHTS
These tags are referenced in various arcane spells and Arcane Magic, Repeatable
cantrips. You permanently lose 3d4 maximum HP and can reallocate
A R CA N E P O W E R all talent points that have given you Arcane Power. You
Arcane Power is the total number of talent points you have cannot reassign Student of the Arcane or Clear Thoughts.
spent on arcane talents as a result of leveling up, as well as If reassigning would cause you to know fewer spells, you
the number of talent points you have spent in certain classes can choose which spells you forget. You must spend 8
and class tracks. Each class or track will inform you if it uninterrupted hours in Attunation to achieve this, and rest
contributes to Arcane Power. for 8 hours following this process. If you are interrupted,
you must start the process over. Your talent point changes
A R CA N E R I T UA L
do not take effect until you’ve finished the entire process.
If you know a spell with the arcane ritual tag, you may
Taking this talent twice does allow you to reallocate the
scribe that spell into a book by spending at least one hour
previous uses of this talent, but does not cause you to regain
doing so. Spells recorded in this way can be cast without
the lost maximum HP.
expending SP if the SPC does not exceed your maximum SP.
This requires the spell’s full casting time + 10 minutes. F I R E FO C U S
You can cast one arcane ritual per day in this way, Arcane Magic
regardless of how many arcane rituals you know. Incompatibilities: Cold Focus, Necrotic Focus
Your spells that deal fire damage now ignore Resist, but you
F U N DA M E N TA L
can no longer cast spells that deal cold damage.
Spells with the fundamental tag can only be dispelled using
the Unravel Magic spell from the Arcane Source. F I R E FO C U S I I
Arcane Magic
Prerequisites: Fire Focus
ARCANE MAGIC STACK You gain +1 to hit with spells that deal fire damage, you
S T U D E N T O F T H E A R CA N E gain Resist Fire 3, and you gain Vulnerable Cold 1.
Arcane Magic, Magic Entry
F I R E FO C U S I I I
Having tapped into the Fundamental Wellspring and reach
Arcane Magic
Attunation, you gain the following benefits.
Prerequisites: Fire Focus II
Spell Points. Gain 10 SP if this is the first Magic Entry
You gain an additional +1 to hit with spells that deal fire
talent you take. Otherwise, gain 5 SP. Each time you level
damage, and your Resist Fire increases to 6. Your Vulnerable
up and take a talent with the arcane magic tag, you gain +5
Cold value increases to 2.
maximum SP.
Arcane Power. Gain 1 Arcane Power. Each time you level F I R E FO C U S I V
up take a talent with the arcane magic tag, you gain +1 Arcane Magic
Arcane Power. Prerequisites: Fire Focus III
Arcane Spells. You know a number of arcane cantrips and You gain an additional +1 to hit with spells that deal fire
spells equal to your Arcane Power + your INT. Each time damage, you gain Immune Fire, and your Vulnerable Cold
this number increases, learn another arcane cantrip or spell. value increases to 3.
Student. Gain access to the arcane magic stack. Gain C O L D FO C U S
two talents from the arcane magic stack. (You do not gain Arcane Magic
additional spell points from these selections.) Incompatibilities: Fire Focus, Necrotic Focus
Arcanist. Your magic attribute is INT unless another Your spells that deal cold damage now ignore Resist, but you
talent says otherwise. can no longer cast spells that deal fire damage.
A R CA N E CA N T R I P S C O L D FO C U S I I
Arcane Magic, Repeatable Arcane Magic
Gain three arcane cantrips. Prerequisites: Cold Focus
A R CA N E K N O W L E D G E You gain +1 to hit with spells that deal cold damage, you
Arcane Magic, Repeatable gain Resist Cold 3, and you gain Vulnerable Fire 2.
Gain one arcane spell or cantrip, and gain +4 Skill Points
that you can spend on any skills with the knowledge tag.
A R CA N E M A G I C
Arcane Magic, Repeatable
Gain two arcane cantrips and one arcane spell. C hapter 4 | M agic 215
C O L D FO C U S I I I ARCANE CANTRIPS
Arcane Magic
Prerequisites: Cold Focus II When you learn a cantrip, choose from this list. Note that
You gain an additional +1 to hit with spells that deal cantrips cost AP, but do not cost SP. Also note that some
cold damage, and your Resist Cold increases to 6. Your cantrips grow stronger when you have a certain number of
Vulnerable Fire value increases to 2. levels in the Arcane.

C O L D FO C U S I V BEAM OF FIRE
Arcane Magic Arcane Cantrip, Evoking
Prerequisites: Cold Focus III APC: 3
You gain an additional +1 to hit with spells that deal cold Range: 30 ft
damage, you gain Immune Cold, and your Vulnerable Fire Requires: Gesture, Visual, Line of Effect
value increases to 3. Duration: Instantaneous
You unleash a streak of flame. Make a magic attack against
a creature’s AR. If you hit, the creature takes 1d10 fire
F U N DA M E N TA L R E C OV E RY damage.
Arcane Magic
The power of this cantrip increases when you reach certain
When you Recoup, you may regain 1d4 SP. If you do, you do
Arcane Power levels:
not naturally regain HP during that Recoup.
Arcane Power 3: +20 ft range.
F U N DA M E N TA L R E C OV E RY I I Arcane Power 7: +20 ft range.
Arcane Magic Arcane Power 12: +20 ft range.
Prerequisites: Fundamental Recovery Arcane Power 18: +1d10 damage.
The amount of SP you regain increases by +1d4. Arcane Power 25: +1d10 damage.
F U N DA M E N TA L R E C OV E RY I I I FROSTBITE
Arcane Magic Arcane Cantrip, Evoking
Prerequisites: Fundamental Recovery II APC: 2
When you use your Fundamental Recovery ability, you can Range: 60 ft
still naturally regain HP as part of the same Recoup. Requires: Gesture, Line of Effect
F U N DA M E N TA L R E C OV E RY I V Duration: Instantaneous
Arcane Magic, Repeatable You whisper a chill breath, causing a lattice of frost to coat
Prerequisites: Fundamental Recovery III an enemy. Make a magic attack against a creature’s FORT. If
The amount of SP you regain increases again by +1d4. you hit, the creature takes 1d6 cold damage.
The power of this Cantrip increases when you reach certain
N E C R O T I C FO C U S Arcane Power levels:
Arcane Magic Arcane Power 3: +20 ft range.
Incompatibilities: Cold Focus, Fire Focus Arcane Power 7: +20 ft range.
Your spells that deal necrotic damage now ignore Resist, but Arcane Power 12: Additionally, on a hit, the creature gains
you can no longer cast magic that deals radiant damage. the Chilled condition until the end of its next turn.
N E C R O T I C FO C U S I I Arcane Power 18: +20 ft range.
Arcane Magic Arcane Power 25: +1d6 damage.
Prerequisites: Necrotic Focus G R AV E W H I S P E R
The first time you deal necrotic damage with a spell after Arcane Cantrip, Evoking
Taking a Rest, gain Shield HP equal to the amount of APC: 3
damage you dealt to one creature. Range: 40 ft
N E C R O T I C FO C U S I I I Requires: Verbal, Visual, Line of Sight
Arcane Magic Duration: Instantaneous
Prerequisites: Necrotic Focus II With a word laced with angry darkness, you prepare a
The first time you deal necrotic damage with a spell after creature for death. Make a magic attack roll against a
Recouping, gain Shield HP equal to the amount of damage creature’s FORT. If you hit, the creature takes 1d8 necrotic
you dealt to one creature. damage.
On a crit, the creature gains the Broken condition until
N E C R O T I C FO C U S I V
the end of your next turn with you as the source of its fear.
Arcane Magic
The power of this Cantrip increases when you reach certain
Prerequisites: Necrotic Focus III
Arcane Power levels:
When you deal necrotic damage with a spell, gain Shield HP
Arcane Power 3: +20 ft range.
equal to the amount of damage you dealt to one creature.

216 C hapter 4 | M agic


Arcane Power 7: +20 ft range. The power of this Cantrip increases when you reach certain
Arcane Power 12: Cost reduced to 2 AP. Arcane Power levels:
Arcane Power 18: +20 ft range. Arcane Power 7: Area increases to 10 ft 3 or 20 ft 2.
Arcane Power 25: +1d8 damage. Arcane Power 18: Area increases to 15 ft 3 or 30 ft 2.
Arcane Power 25: Area increases to 20 ft 3 or 40 ft 2.
I L L U M I N AT E
Arcane Cantrip, Evoking M I N O R C O N J U R AT I O N
APC: 1 Arcane Cantrip, Alchemy, Conjuring 60 (10 minutes)
Range: 40 ft APC: 1
Requires: Gesture Range: 15 ft
Duration: Up to 1 Minute Requires: Gesture, Visual, Line of Effect
Bring a brilliant point of light into existence. Choose an Duration: 1 hour
unoccupied point within range. Create an orb of light. You Create a simple, small, crude object with no mechanical or
may choose its color when you cast it. The light sheds bright moving parts. The object cannot be longer than 1 foot in
light for up to a 20 ft radius and dim light for double the any dimension. These objects are very fragile, and if they
distance of the bright light. Alternatively, you may choose are used as an improvised tool or weapon, roll a 1d20,
for the light to only shed dim light up to a 20 ft radius and and on a 9 or lower the object breaks. Once you have used
no bright light. conjuration you cannot use it again until the duration is
You may spend 1 AP to move the light up to 20 ft. over, whether the object is broken or not.
If you cast a new light while you have another light active
P R E S T I D I G I TAT I O N
from this cantrip, the old light immediately extinguishes.
Arcane Cantrip, Evoking
You may also choose to snuff out your light for 1 AP.
APC: 1
The power of this Cantrip increases when you reach certain
Range: 15 ft
Arcane Power levels:
Requires: Gesture, Visual, Line of Effect
Arcane Power 3: +20 ft range.
Duration: 1 hour
Arcane Power 7: The maximum radius of bright light
Perform a minor trick. The effects are very limited and
increases by +10 ft.
cannot directly cause harm. Any changes are undone after
Arcane Power 12: +20 ft range.
one hour.
Arcane Power 18: +20 ft range.
• Slowly lift or move an object that weighs less than 1 lb.
Arcane Power 25: The maximum radius of bright light
• Color, clean, slightly chill, slightly warm, or soil items
increases by +10 ft.
in a 1 ft3 that are not being worn or carried by an
LEND POWER unwilling creature.
Arcane Cantrip, Altering • Ignites a flammable object that is not being worn or
APC: All carried with non-magical flame.
Range: Touch • Create a harmless puff of wind, powerful enough to
Requires: Line of Effect blow out a candle.
Duration: Instantaneous
SENSORY ILLUSION
Lend all of your remaining AP to a creature that is conjuring
Arcane Cantrip, Illusory
within range. This AP goes towards the spell that is being
APC: 1
conjured. If this completes the APC and the conjuring
Range: 30 ft
minimum has already been fulfilled, then the spell is
Requires: Gesture, Verbal, Visual
immediately cast. Any leftover AP is lost.
Duration: 1 minute
MEND Create a harmless sensory effect at a point you can see
Arcane Cantrip, Alchemy, Conjuring 6 within range. This can be a sound, odor, smell, or still visual
APC: 1 illusion, within a 6 ft3. Visual illusions cannot produce light
Range: Touch and dissipate when an object passes through it.
Requires: Gesture, Visual, Line of Effect
S I G N AT U R E
Duration: Instantaneous Arcane Cantrip, Illusory, Fundamental, Conjuring 60 (10
When you complete casting this spell, you may mend a minutes)
broken object or a small surface of a cracked wall, ceiling, APC: 1
floor, or the like. You can only mend an object that would fit Range: Touch
inside a 5 ft 3 area, or a surface no larger than 10 ft 2. You Requires: Gesture, Visual, Line of Effect
can only mend an object or surface if all of its pieces are Duration: Indefinite
with you and within the area that you mend. Spend the casting time creating a signature completely
unique to you.

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You can choose if the mark is visible or invisible. You can You may end this spell early for free. When doing so you
have a number of signatures equal to your Arcane Power decide if it lowers slowly or rapidly. If it lowers rapidly
active, and can sense the location of your signatures, creatures on the pillar start falling. If this spell completes
although no additional information (such as which signature the duration the pillar slowly crumbles, becoming passable
you are sensing) a number of miles away equal to your after 24 hours.
Arcane Power Level. You can dismiss a single Signature by Upcharge: +5 ft radius per +4 SP.
touching it, and if you try to cast a Signature beyond the Upcharge: +30 ft height per +18 SP.
number of Signatures you can maintain, it fails. You can
ARCANE DISGUISE
dismiss all active Signatures without needing to touch them.
Arcane Spell, Illusory, Conjuring 1
Casters can magically sense if a Signature is their
APC: 2
own or a forgery; however, others must rely on its visual
SPC: 5
appearance.
Range: Self
Requires: Gesture
ARCANE SPELLS Duration: 10 minutes
AIR BUBBLE You magically disguise yourself to resemble another
Arcane Ritual, Spell, Altering, Conjuring 2 humanoid creature that is no more than one Size smaller or
APC: 12 larger than you. This disguise does not hold up to physical
SPC: 8 inspection as it does not actually change your form. For
Range: Touch example, if you make yourself appear to have short hair, but
Requires: Gesture someone feels your braid, then they will know that you are
Duration: 1 hour magically disguised. You can similarly change the physical
Touch yourself or one willing creature. For the duration, appearance, but not the actual size or shape, of the clothes
the affected creature cannot be affected by the Suffocating and equipment on your person.
condition and is considered to have access to breathable air, For the duration of the spell, you may spend 2 AP and 3
regardless of its immediate surroundings. SP to change the form of your disguise again.
Upcharge: +1 additional willing creature per +6 SP. Upcharge: +5 minutes per +5 SP.
A R CA N E C O L U M N ARCANE SHIELD
Arcane Spell, Altering Arcane Spell, Warding
APC: 2 APC: 1 Reactive AP, which you can spend when targeted by
SPC: 18 a spell or magical effect
Range: 1 mile SPC: 3
Requires: Gesture, Visual Range: Self
Duration: Up to 10 minutes Requires: Gesture
Choose one surface made of earth or stone that is no more Duration: 1 round
than 500 ft x 500 ft wide, and at least 30 ft deep. When you Gain Resist Magic 3. This applies to all spells, cantrips,
first cast this spell, and for the duration, you can cause stone chants, prayers, rituals, and invocations, as well as any
pillars to erupt from that surface. magical effects that fall outside of one of the five sources.
Pillars are always 5 ft in diameter. When a pillar erupts Upcharge: +2 Resist Magic per +4 SP.
from the ground, you may choose whether it does so with
A R C A N E S WA P
explosive force or at a controlled pace. You may also choose
Arcane Spell, Altering
the pillar’s height, up to 30 ft.
APC: 1
If causing a pillar to appear with explosive force, make
SPC: 10
a magic attack against the ANT of a creature in that space.
Range: 60 ft
On a hit, the creature takes 1d12 damage, or 2d12 if the
Requires: Verbal, Visual, Line of Effect
pillar pins them against a ceiling, floor, or wall. On a miss,
Duration: Instantaneous
the creature automatically moves to the nearest unoccupied
Choose a creature within range that is no more than one
space and the pillar proceeds without hitting it.
Size larger or smaller than you. Make a magic attack
If causing a pillar to appear at a controlled pace, you do
against that creature’s ANT. If you hit, swap places with that
not make any attack rolls and the creatures on the pillar rise
creature. If you miss, you do not expend SP but cannot cast
with it.
this spell again until the start of your next turn.
When you first cast this spell, cause one pillar to appear.
The spell succeeds automatically if a creature is willing to
On that same turn, and on subsequent turns for the
trade places with you.
duration, you may spend 2 AP to cause another pillar to
Upcharge: +20 ft range per +5 SP.
appear.

218 C hapter 4 | M agic


CARRIE R C I R C L E O F WA R D I N G
Arcane Spell, Arcane Ritual, Altering, Conjuring 1 Arcane Spell, Warding, Conjuring 1
APC: 5 APC: 5
SPC: 8 SPC: 8
Range: Touch Range: 30 ft
Requires: Gesture Requires: Gesture, Verbal, Visual
Duration: 1 hour Duration: 1 minute
Choose a flat surface, such as a table or rug, that is not Choose a point within range. A 10 ft radius circle blazes
larger than a 10 ft square. It gains limited sentience for the into existence, causing visible, temporary runes to glow
duration, becoming a “carrier.” It gains following benefits: on the ground along its circumference. The corresponding
• It gains a speed of 20 ft. sphere becomes a transparent magical force barrier. For
• It can hover 5 ft off the ground. the duration, this circle disrupts Line of Effect on spells
• It can carry weight equal to 100 lbs x your magic and provides complete Cover against ranged attacks.
attribute; if it holds weight in excess of this, then it falls Furthermore, stepping over the perimeter of the circle
to the ground and cannot move. immediately ends a creature’s movement. Creatures within
• It has +5 DT. the circle are Grounded.
• It has DR 5/Psionic and Occult. A creature may attack a 5 ft square area of the circle of
The carrier follows your nonverbal commands and acts warding. Each 5 ft of the Circle has an AR of 15, has 20 HP,
immediately after you in Initiative. The MC will determine and has DT 30.
its stats based on the stats of a typical inanimate object of its Upcharge: +5 ft radius per +6 SP.
kind, aside from the above modifications.
CLEAR MIND
If you cast this spell on the same object at least once per
Arcane Spell, Arcane Ritual, Altering, Conjuring 360 (1 Hour)
day for a year, the effects become permanent.
APC: 1
Upcharge: +30 minutes duration per +6 SP.
SPC: 4
CIRCLE OF HASTE Range: Self
Arcane Spell, Enchanting Requires: Gesture, Verbal, Visual, Line of Effect, Line of
APC: 2 Sight
SPC: 16 Duration: Instantaneous
Range: 60 ft This spell can only be cast using the arcane ritual tag. By
Requires: Gesture, Verbal, Visual spending 1 hour casting this spell, you clear your mind.
Duration: 1 minute Until you decide to end these effects by spending 2 AP or
Choose a point within range. A 10 ft radius circle blazes into until you Take a Rest, you maintain these effects:
existence, causing visible, temporary runes to glow on the • You cannot suffer the negative effects of Backlash.
ground along its circumference. For the duration, creatures • You cannot benefit from the positive effects of Critical
within the circle can spend 1 fewer AP to perform actions Casts.
(to a minimum of 1 AP per action). Creatures that do not The effects of this Spell also end early if you suffer the
use AP gain one additional action from the topmost section Broken, Charmed, Enthralled, or Frightened conditions as the
of their possible actions. result of an occult or psionic spell or effect.
Whenever a creature exits the circle, that creature loses all
CONCEAL SPELL
remaining AP or actions and their turn ends.
Arcane Spell, Illusory, Metamagic
Upcharge: +5 ft radius per +6 SP.
APC: 2
CIRCLE OF POWER SPC: 14
Arcane Spell, Enchanting, Conjuring 1 Range: Self
APC: 6 Requires: -
SPC: 12 Duration: Instantaneous
Range: 60 ft This spell can be cast on a mote (such as from Delay Spell or
Requires: Gesture, Verbal, Visual Steal Spell) or simultaneously with another spell. The target
Duration: 1 minute spell becomes invisible to all creatures except for you. When
Choose a point within range. A 10 ft radius circle blazes into the spell activates, it is silent and invisible for the duration
existence, causing visible, temporary runes to glow on the unless it deals damage.
ground along its circumference. For the duration, creatures
within the circle deal additional damage equal to your
magic attribute whenever they deal damage.
Upcharge: +5 ft radius per +4 SP.

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CONDUIT Duration: Instantaneous
Arcane Spell, Arcane Ritual, Enchanting, Conjuring 3 Touch a humanoid-shaped inanimate object made of clay,
APC: 10 wood, or a similar substance. At the end of the casting of
SPC: 10 this spell, you animate it as a lesser golem. This golem is not
Range: Special fully sentient, but is intelligent enough to follow your basic
Requires: Gesture, Verbal instructions and hold simple conversation. It has the stats
Duration: 1 hour of a Humanoid of NPC level 2 or lower but gains the arcane
When you cast this spell, pick one willing creature with and construct creature tags. Additionally, it gains the lineage
whom you are familiar. For the purposes of this spell, you features of a level 1 golem hero. This creation cannot do
are familiar with a creature if you have spent at least 10 battle or wield weapons.
minutes conversing with them. This Golem follows your instructions while you treat it
For the duration, that creature may speak through your well. It lasts for 1 week or until destroyed. Before the end of
facilities as though it were standing in your place. It may its lifespan, you may cast this spell on it again to extend its
also hear and see through your senses. While the creature lifespan by 1 more week. If you do this consecutively for 1
is actively speaking through you, you cannot verbalize in year, then it becomes permanently animated.
any way. If the creature speaks through you while you are D E AT H WA R D
maintaining a spell that requires verbal components, that Arcane Spell, Warding
spell ends. APC: 4
CONTEST SPELL SPC: 14
Arcane Spell, Warding Range: Touch
APC: 2 Reactive AP, which you spend when another creature Requires: Gesture
within range casts a spell Duration: Up to 1 hour
SPC: ½ the SP of the triggering spell Choose yourself or one creature that you touch when you
Range: 60 ft cast this spell. For the duration, the first time that creature
Requires: Visual, Line of Effect would be reduced to 0 HP, they are reduced to 1 HP instead.
Duration: Instantaneous D E C A P I TAT E
Make a magic attack roll; the caster who triggered this Arcane Spell, Necromancy
spell does the same. If the caster has the divine magic or APC: 3
primal magic tag, you add +2 to your roll, but if they have SPC: 14
the occult magic or psionic magic tag, then they add +2. Range: Touch
If they have the arcane magic tag, roll unmodified. If you Requires: Gesture
roll higher, then the triggering caster’s spell fails. If you roll Duration: Up to 1 hour
lower, then their spell succeeds. The loser of the contest Touch one inanimate corpse that still has a head. Sever the
does not expend SP. head from its body; that head becomes a magical sentry
CORPSE EXPLOSION under your command. It hovers roughly 5 ft off the ground
Arcane Spell, Evoking by default and can change its elevation anywhere between 0
APC: 3 ft and 10 ft off the ground. On each of your turns, you may
SPC: 12 spend 1 AP to move it up to 40 ft. You may close your eyes
Range: 60 ft to see through the eyes or eye sockets of the decapitated
Requires: Gesture, Verbal, Visual head.
Duration: Instantaneous This spell ends immediately if you are ever more than 500
Choose one inanimate corpse within range and cause ft away from the head.
its decaying flesh and rotting organs to explode in a 10 You may spend 3 AP to cause the head to explode. If you
ft radius. Make a magic attack against the REF of each do, make a magic attack against the REF of each creature
creature within range. A creature takes 4d6 corrosive within a 10 ft radius of the head. Creatures take 4d6
damage on a hit, and ½ as much on a miss. necrotic damage on a hit, and ½ as much on a miss.
Additionally, the corpse is now reduced to a mere skeleton If you do not cause the head to explode, and you cast
of bleached bones with no remaining organs. the same spell on the same head at least 1 time per day for
30 days, then the spell becomes permanent. You can only
C R E AT E L E S S E R G O L E M
have one permanent decapitated head under your control
Arcane Spell, Alchemy, Conjuring 360 (1 hour)
at a time; if you permanently secure a second head, the first
APC: 1
immediately explodes (as above).
SPC: 30
Range: Touch
Requires: Gesture, Verbal, Visual

220 C hapter 4 | M agic


D E CAY ENCODE/DECODE
Arcane Spell, Necromancy Arcane Spell, Arcane Ritual, Illusory, Conjuring 10
APC: 4 APC: 30
SPC: 8 SPC: 10
Range: Touch Range: Touch
Requires: Gesture Requires: Gesture, Verbal, Visual
Duration: Instantaneous Duration: Indefinite
Make a magic attack against the FORT of a creature that When you cast this spell, touch a page of text. You cause
you touch. The creature takes 2d12 necrotic damage on a the text to look garbled and illegible to anyone other than
hit. On a miss, the creature takes no damage and you do not creatures that you specify when you cast this spell.
expend your SP. Alternatively, if you cast this spell on a page of text that
If you crit, the creature gains Fatigue; if you crit fail, then has been magically encoded, you may decode it.
you gain Fatigue. Upcharge: +1 page of text per +1 SP.
Upcharge: +1d12 damage per +6 SP.
EMPOWER SPELL
D E L AY S P E L L Arcane Spell, Evoking, Metamagic
Arcane Spell, Altering, Metamagic APC: 4
APC: Special SPC: 12
SPC: 12 Range: Self
Range: Self Requires: -
Requires: Gesture Duration: Instantaneous
Duration: Up to 10 minutes This spell can be cast on a mote (such as from Delay Spell
Cast a spell that causes the next spell you cast to not or Steal Spell), simultaneously with another spell, or on the
activate until conditions are met - lingering as a spell mote next spell you cast, if its APC is lower than this spell’s cost.
of energy floating in the air. The mote can be gently moved When you cast another spell or activate a mote that deals
and stored, occupying the same space as you, but taking damage, increase that spell’s damage dice by one dice size
damage while you have a mote has a chance to release the (e.g., from Xd6 to Xd8), to a maximum of Xd12.
spell. When you take damage, make an END roll against a Upcharge: +1 die size per +6 SP.
DC of ½ the amount of damage taken; if you fail you lose
ENCHANT WEAPON
focus, and every mote you have stored immediately goes
Arcane Spell, Arcane Ritual, Alchemy
off centered on the space you are occupying. Otherwise,
APC: 2
the mote triggers upon a specified condition. This condition
SPC: 8
might be a period of time, password, or distance from you
Range: Touch
or another creature. You can maintain one mote for every 5
Requires: Gesture
Arcane Power you have.
Duration: 2 hours
DISPEL CIRCLE Touch one weapon as part of casting this spell. For
Arcane Spell, Altering the duration, the weapon can shed light as though the
APC: 1 Illuminate cantrip originated from its tip. Furthermore, for
SPC: Special the duration, the weapon deals 1d6 fire damage in addition
Range: Touch to its normal damage.
Requires: Gesture, Verbal
ENERGY SIPHON
Duration: Instantaneous
Arcane Spell, Necromancy
You may attempt to dispel a circle that you touch. If the
APC: 4
circle’s caster is not in the circle, then you may dispel the
SPC: Special
circle by spending a number of SP equal to ½ the SPC of
Range: Touch
the circle. If the circle’s caster is in the circle, make a magic
Requires: Gesture
attack against the caster’s WILL. If you succeed, you may
Duration: Instantaneous
dispel the circle by spending the appropriate number of SP
Touch a willing creature that has the ability to cast spells.
(as above). If you fail, then you still spend your AP, but do
Spend any number of SP; that creature gains that many SP.
not expend any SP. If it is your circle, this costs 1 SP.

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EXTEND SPELL FIRE SHIELD
Arcane Spell, Altering, Metamagic Arcane Spell, Evoking
APC: 1 APC: 2
SPC: 12 SPC: 8
Range: Self Range: Self
Requires: Gesture Requires: Gesture
Duration: Instantaneous Duration: Up to 1 minute
When you cast another spell or activate a mote (such as You conjure a shield of crackling flames. Gain the following
from Delay Spell or Steal Spell) that does not have a range benefits:
of Self, you may cast this spell simultaneously. If the spell’s • Affinity to Fire.
or mote’s range is Touch, its range becomes 15 ft. If it has a • Resist Physical 3.
numbered range, it increases by +15 ft. • Shed bright light for 10 ft and dim light for an
Upcharge: +15 ft range for the primary spell per +4 SP. additional 10 ft beyond that.
• Whenever you are the target of a melee attack, the
FA N T H E F L A M E S
creature that attacked you takes 1d8 fire damage.
Arcane Spell, Alchemy
These effects last until the end of your next turn, but
APC: 3
you may spend 1 AP on your subsequent turn before the
SPC: 4
effects end to extend the effects by one additional turn, to a
Range: 60 ft
maximum of 1 minute.
Requires: Gesture, Verbal, Visual
Duration: Instantaneous F L AY
Choose a point within range. Each creature within a 10 Arcane Spell, Arcane Ritual, Necromancy, Conjuring 3
ft radius of that point that has the Burning condition APC: 12
immediately takes its Burning damage again. SPC: 2
Upcharge: +5 ft radius per +4 SP. Range: Touch
Requires: Gesture
FIREBALL
Duration: Instantaneous
Arcane Spell, Evoking, Conjuring 1
Choose an inanimate corpse within range. When you
APC: 4+
complete this spell, that corpse is stripped of all flesh and
SPC: 15
organs; it is reduced to a mere skeleton of bleached bones
Range: 200 ft
with no remaining viscera attached.
Requires: Gesture, Visual, Line of Effect
Duration: Instantaneous F LY
When you complete the minimum time needed for conjuring Arcane Spell, Altering
the spell, you may choose to keep conjuring it for a longer APC: 2
time: for each additional 2 AP that you continue conjuring SPC: 12
the spell, you increase the spell’s damage by +1d6. When Range: Touch
you finish conjuring the spell, choose a point within range. Requires: Gesture
A golden-hot fireball explodes outwards in a 20 ft radius Duration: 10 minutes
from that point. Make a magic attack roll vs the FORT of For the duration, one creature that you touch when you cast
each creature in the area. Deal 6d6 fire damage to creatures this spell gains a fly speed equal to their walking speed.
that you hit, and ½ as much to creatures that you miss. If
FREEZE
you crit, creatures gain Burning (1d6).
Arcane Spell, Altering, Conjuring 2
Each round you are conjuring on a surface that is in
APC: 12
motion, such as the deck of a ship, or a wagon, roll a 1d10.
SPC: 50
On a 1 or 2 you immediately cast the spell at a point in
Range: 300 ft
range. On a 1, that point is centered on you.
Requires: Gesture, Verbal, Line of Effect
Upcharge: +5 ft radius per +4 SP.
Duration: Up to 1 minute
Choose a point within range. Make a magic attack against
the FORT of each creature within 30 ft of that point. On a
hit, a creature becomes Grounded and Restrained (Escape
DC 10 + your magic attribute). On a miss, a creature is
Grounded and cannot use AP to move until the end of its
next turn but is otherwise unaffected.
On a crit, a creature becomes Fatigued as well.

222 C hapter 4 | M agic


Additionally, all nonmagical fires in the area are Your gateway appears on the new plane a number of
extinguished, standing water is frozen to a depth of 18”, miles away from your target destination equal to 40 - your
and the area becomes Difficult Terrain due to heaping roll (if 0 or negative, you appear precisely where you
snowdrifts. intended).
At the end of the duration, a creature that has not escaped If you fail on your initial roll, then you open a gateway
the Restrained condition automatically escapes as the ice to a random location on a random plane of existence. The
thaws from around its body. MC might pick which plane of existence you travel to, or
The ground remains Difficult Terrain until the snow melts randomly determine it.
at a rate commensurate to its environment.
GRAND UNVEILING
Upcharge: +10 ft radius per +5 SP.
Arcane Spell, Divining, Conjuring 5
FROST BEAM APC: 15
Arcane Spell, Evoking SPC: 60
APC: 4 Range: Self
SPC: 8 Requires: Gesture, Verbal
Range: 60 ft Duration: 10 minutes
Requires: Gesture, Verbal, Line of Effect You see all things clearly, and none can fool you with visual
Duration: Instantaneous shenanigans.
Choose a point within range and draw a line between For the duration, you gain the benefits of the Lesser
yourself and that point. Make a magic attack against every Unveiling and Greater Unveiling spells.
creature that the line touches, targeting their FORT. On a You also cannot be tricked by illusions, disguise magic,
hit, a creature takes 3d6 cold damage and is Slowed until or magical effects, and you see the true form of any
the end of their next turn. On a miss, a creature takes ½ shapechanger or polymorphed creature. Invisible creatures
damage and is not Slowed. appear visible to you.
If you crit, a target is additionally Grounded until the end Upcharge: +5 minutes per +15 SP.
of its next turn.
GRIMOIRE
Upcharge: +1d6 damage per +4 SP.
Arcane Spell, Arcane Ritual, Enchanting, Conjuring 360 (1
G AT E WAY hour)
Arcane Spell, Arcane Ritual, Altering, Conjuring 10 APC: 1
APC: 30 SPC: Special
SPC: 75 Range: Touch
Range: Touch Requires: Gesture, Verbal, Visual
Requires: Gesture Duration: Instantaneous
Duration: 1 hour When you cast this spell on a blank book, you can
You open a gateway into another plane of existence. The scribe knowledge in it. This knowledge can be a spell or
gateway is 20 ft wide and 20 ft tall. For the duration, information.
creatures on either plane of existence can enter the other If the knowledge is a spell, expend the SPC of the spell,
plane by walking through the gateway. You may choose to and then you lose access to the spell.
end the gateway early by spending this spell’s conjuring If it is information, this spell costs 20 SPC. You and
time again. all willing creatures within 100 ft of you when you cast
Opening such a gateway requires a tremendous amount Grimoire forget the knowledge that was scribed into the
of guesswork and luck. When attempting to establish a Grimoire. After putting information or a spell into the
gateway to another plane, first roll 2d6 and add them Grimoire, that information is sealed away and the book
together. appears blank or full of illegible scribbles (your choice). The
If you have never been to the plane before, you succeed book also appears worn and dark, as though stained by ink
on a roll of 6-8. or rain or by ongoing heavy use, but no effort to clean or
If you have been to the plane at least once before, you sully it further has any effect.
succeed on a roll of 5-9. If you cast this spell on a Grimoire, you unseal it and can
If you have been to the plane many times before, you read any information therein. If a Grimoire that you read
succeed on a roll of 4-10. in this way contains a spell, you may learn the spell or may
If you intend to travel to your home plane, you succeed cast it without learning it. If you cast it without learning it,
on a roll of 3-11. you must spend the appropriate APC, but need not expend
If you succeed on your roll and you travel to the plane of any SPC, then that spell magically fades away from the
existence that you intended to, make a Spellcasting check grimoire.
(add your Arcana skill if you have it).

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If you learn the spell, then you must scribe one of your I C E DA G G E R S
own spells of equal or greater SPC into the Grimoire, losing Arcane Spell, Evoking
access to it. APC: 4
GROUNDED SPC: 12
Arcane Spell, Altering Range: Self (60 ft cone)
APC: 4 Requires: Gesture, Verbal, Visual, Line of Effect, Line of
SPC: 16 Sight
Range: 150 ft Duration: Instantaneous
Requires: Gesture, Visual, Line of Effect Make a magic attack targeting the REF of one, two, or three
Duration: Up to 1 minute creatures within range. On a hit, a creature takes 1d8 sharp
Make a magic attack against the WILL of one creature damage and 2d6 cold damage. On a miss, a creature takes
within range. If you hit, the creature is Grounded for 1 no sharp damage and ½ cold damage.
minute. If you miss, the creature is Grounded until the end Upcharge: +1 target creature per +4 SP.
of your next turn. I C E FA N
G R E AT E R U N V E I L I N G Arcane Spell, Evoking, Conjuring 1
Arcane Spell, Divining APC: 8
APC: 4 SPC: 21
SPC: 22 Range: Self (20 ft cone)
Range: Self Requires: Gesture, Verbal, Visual, Line of Effect
Requires: Gesture, Verbal Duration: Instantaneous
Duration: 10 minutes Make magic attacks targeting the FORT of each creature
You can discern many things that were once concealed from within range. On a hit, a creature takes 6d6 cold damage
your sight. and is Slowed. On a miss, a creature takes ½ damage and is
For the duration, you gain the benefits of the Lesser not Slowed.
Unveiling spell. If you crit, a target is additionally Grounded until the end
You also see through illusory magic. Creatures that have of its next turn.
disguised their form as with the Arcane Disguise spell or Upcharge: Cone increases by +5 ft per +3 SP.
similar magic appear to you in their true form. Illusory IDENTIFY MAGIC
spells appear thin and translucent to you, allowing you to Arcane Spell, Arcane Ritual, Divining, Conjuring 3
see through them as though they are not there. APC: 15
Upcharge: +5 minutes per +8 SP. SPC: 8
G LY P H O F S E E I N G A N D CA S T I N G Range: Touch
Arcane Spell, Enchanting, Conjuring 5 Requires: Gesture
APC: 20 Duration: Instantaneous
SPC: 32 Choose one object or creature that you touch while
Range: Touch conjuring this spell. When you complete the conjuring,
Requires: Gesture, Verbal you learn what specific spells, cantrips, chants, prayers,
Duration: 24 hours invocations, and/or rituals are affecting that object or
Touch a smooth, immobile surface when you cast this spell, creature, as well as other magical effects that are not
such as a wall or column. You create a glyph that glows specifically covered by a spell, cantrip, or the like.
faintly for the duration. Provided that you are on the same KILL
plane of existence, you may close your eyes to see and hear Arcane Spell, Evoking
through the glyph and you may cast spells as if you were APC: 1
standing where the glyph is located. SPC: 90
If you cast this spell on the same spot every day for 1 year, Range: 100 ft
it becomes permanent. Requires: Verbal
Upcharge: By spending 8 additional SP, you can make the Duration: Instantaneous
glyph invisible. Creatures that can see invisibility still see the Choose a creature within range. Make a magic attack
glyph. against its ANT. If you hit, and it has 100 HP or fewer, then
Upcharge: By spending +12 SP, you can see through the the creature can make an END check against your WILL. If
glyph even while you are on another plane of existence, but still it succeeds, its HP becomes 0 and it immediately gains 7
cannot cast spells through it. Death Points. This bypasses any features that might allow
it to regain HP upon being reduced to 0 HP, such as Death
Ward or Determined 1, 2, or 3. If it fails, it immediately dies.
If you miss the initial attack, the creature becomes
224 C hapter 4 | M agic Helpless until the end of your next turn instead.
LAST WISH LIVING MANSION
Arcane Spell, Necromancy Arcane Spell, Summoning, Conjuring 10
APC: 1 APC: 50
SPC: 40 minus the number of Death Points you are SPC: 70
removing Range: Touch
Range: 60 ft Requires: Gesture
Requires: Gesture, Visual Duration: 1 week
Duration: Instantaneous Touch a dwelling of at least nine rooms and 5,000 ft 2. That
Choose any number of creatures within range. Remove mansion magically gains limited sentience. It knows when
up to 35 Death Points total from those creatures; you gain creatures hostile to it or to its residents are within it, and
those Death Points at the completion of this spell cast. Roll can telepathically communicate simple messages to any
a number of d10s equal to the number of Death Points you creature within it. While no creatures are in it, the mansion
have taken and distribute that number as healing among the can shrink to the size of a wild goose and grows six legs,
creatures whom you took Death Points from. If this kills you, like those of an insect. While shrunken in such a way, the
your skin melts off and you turn into an undead skeleton. mansion can walk at a steady pace of 2 miles per hour
If this happens, you cannot be resurrected and the skeleton without needing to rest.
left in your wake is mindless, but it will protect the creatures If you cast this spell on the same mansion once every
affected by this spell until it is destroyed. week for 5 years, then the effects of the spell become
permanent.
LESSER UNVEILING
Arcane Spell, Divining L O C AT E M A G I C
APC: 4 Arcane Spell, Arcane Ritual, Divining, Conjuring 5
SPC: 6 APC: 20
Range: Touch SPC: 15
Requires: Gesture, Verbal Range: Self (1 mile)
Duration: 10 minutes Requires: Gesture, Verbal
You or a creature that you touch gains the magical ability to Duration: 1 minute
see things that were previously hidden to them. When you cast this spell, choose another specific spell,
For the duration, the creature gains +5 to AWR/Tracking ritual, or invocation. You become aware of each instance
and AWR/Intuiting skill checks made to track a creature or of that spell, ritual, or invocation within range for the
recognize a nonmagical disguise. This bonus can exceed the duration.
normal +20 cap for skills. Upcharge: +1 minute per +2 SP.
Upcharge: +2 bonus to both skills per +3 SP. You can Upcharge: +1 mile per +8 SP.
upcharge up to 5 times, for a total of +15 to both skills.
L O C AT E S I G N AT U R E
LIVING LETTER Arcane Spell, Arcane Ritual, Divining, Conjuring 5
Arcane Spell, Arcane Ritual, Alchemy, Conjuring 60 (10 APC: 20
minutes) SPC: 5
APC: 1 Range: Indefinite
SPC: 6 Requires: Gesture, Verbal
Range: Touch Duration: 1 minute
Requires: Gesture, Visual When you cast this spell, choose your own Signatures or the
Duration: Instantaneous Signatures of another creature that you name (You must
A scroll or piece of parchment, vellum, or paper magically know their real name). If you choose your own, then you
folds into a bird and flies to a target person that you specify become magically aware of all of your signatures are on
when you cast this spell. The target creature must be on the your current plane of existence, and you know exactly how
same plane of existence as you. The bird travels at a rate of far away and in what direction they are.
100 miles per hour and does not need to rest. It is magically If you pick another creature’s signature, roll a magic
immune to natural weather phenomena. attack against that creature’s WILL. If you succeed, then you
become magically aware of all of that creature’s signatures
are on your current plane of existence, and you know
exactly how far away and in what direction they are. If you
fail, then you do not expend SP and do not learn any further
information.

C hapter 4 | M agic 225


Whenever you cast this spell to target another creature’s M A J O R T E L E P O R TAT I O N
signatures, that creature knows, regardless of whether Arcane Spell, Arcane Ritual, Altering, Conjuring 5
you hit their WILL or not. Another creature may choose APC: 20
to willingly let you hit their WILL and learn about their SPC: 45
signatures. Range: 10 ft
MAGE ARMOR Requires: Gesture
Arcane Spell, Arcane Ritual, Warding Duration: Instantaneous
APC: 3 You and any number of creatures within range immediately
SPC: 8 teleport to a destination that you are familiar with. In order
Range: Touch to be considered familiar with a location, you must have
Requires: Gesture spent a minimum of 24 hours there.
Duration: Up to 8 hours So long as you are familiar with it, you can choose a very
You or a creature that you touch becomes magically specific destination or a more general one. For example, you
protected. For the duration, that creature’s AR increases by +3 might teleport to the city-state of Bridgemoor, or you might
while they are not wearing armor. All other defenses increase teleport to your private rooms in the Leaky Mugs Tavern
by +1. If you cast this spell again before the duration of this in the northwestern quarter of Bridgemoor. If you choose
spell is up, then your previous casting ends to accommodate a less specific destination, then this magic deposits you
the new casting of this spell. You can also end the effects of in a reasonably open area that is generally unlikely to be
this spell for free (0 AP). immediately harmful to you (such as a large town square or
Upcharge: +1 to all defenses per +12 SP. right outside the main gate).
A target destination must be at least 20 ft wide.
MAJOR ILLUSION
Arcane Spell, Illusory MASK
APC: 3 Arcane Spell, Arcane Ritual, Fundamental, Illusory, Conjuring
SPC: 32 2
Range: 600 ft APC: 6
Requires: Visual, Line of Effect SPC: 30
Duration: Up to 10 minutes Range: 30 ft
Choose a number of points within range equal to or less Requires: Gesture, Verbal, Visual, Line of Effect
than your magic attribute to create sensory illusions. These Duration: 1 hour
illusions can each be any combination of visual, auditory, When you cast this spell, choose an object within range.
olfactory, or tactile. The visual dimensions of a single For the duration, it appears to give off magical energy of
illusion cannot exceed 40 ft3. a function of your choice (Alchemy, Altering, Divining,
On each of your turns after you cast the spell, you may Enchanting, Evoking, Illusory, Necromancy, Summoning, or
spend 1 AP to move an illusion or to create a new illusion. Warding), regardless of whether the object was mundane
You may move an illusion up to 30 ft, and it must stay or truly has a different function. Additionally, choose
within range of this spell. which Source of magic the object appears to be affected by
If you start a new illusion that exceeds your magic (Arcane, Divine, Occult, Primal, or Psionic). Any Divining
attribute, a previous illusion of your choice ends. magic used to identify the nature of this object will reveal
You may dismiss all of your illusions and end the spell for what you decided when you cast this spell, with the
free. exception of Identify Magic. The Identify Magic spell will
If you do not spend AP on an illusion, then it idles and show that the object is under the effects of a Mask spell, but
acts in a manner befitting the illusion. For example, if you will not reveal any of the object’s true properties.
create an illusory trollkin with a battle axe and spend no Upcharge: +30 minutes duration per +5 SP.
AP on it, it will idly swing its axe around but will not make METEOR
overtly intelligent or threatening moves. Arcane Spell, Evoking, Conjuring 10
A creature can determine that your illusion is in fact APC: 30
illusory after interacting with it directly (such as attacking SPC: 120
it) or by making an INT check against a DC of 10 + your Range: Sight
magic attribute, but a creature making such a check must Requires: Gesture, Visual
roll 2d20 and use the lower. Duration: Instantaneous
Alternatively, you can use Major Illusion to project the A tremendous meteor hurls from the heavens and strikes a
contents of an Unerring Sphere, but the illusion becomes point you choose within range.
semi-translucent and obviously a projection.
Upcharge: +5 minutes per +8 SP.

226 C hapter 4 | M agic


Make magic attacks against the FORT of each creature and MINOR ILLUSION
structure within a 300 ft radius of that point. For each attack, Arcane Spell, Illusory
roll 2d20 and use whichever is higher. On a miss, deal 20d6 APC: 3
fire and 20d6 blunt damage to the target. On a hit, double SPC: 6
that damage. On a crit, the creature also suffers permanently Range: 60 ft
debilitating injuries such as all of its ribs breaking into a Requires: Visual, Line of Effect
thousand fragments and its lungs being punctured, its legs Duration: Up to 1 minute
being blown off, its skull partially caving in, and the like. On Choose a point within range to create a sensory illusion.
a crit, a structure is immediately and utterly destroyed. This illusion can be visual, auditory, or olfactory, or any
The landscape in this radius is completely changed, combination of the three. If visual, it cannot be larger than
becoming a crater 300 ft deep at its center and gradually 10 ft 3.
rising to a ridge about 20 ft above ground level at its edge. On each of your turns after you cast the spell, you may
Make magic attacks against the REF of each creature and spend AP to move the illusion or to create a new illusion.
the FORT of each structure within a 1 mile radius of the This costs 1 AP per sense (for example: 1 for visual, 2 for
crater. On a hit, deal 10d6 fire and 20d6 blunt damage to the visual and auditory, or 3 AP for all 3 senses). You may move
target. On a miss, deal ½ as much damage. the illusion up to 30 ft, and it must stay within range of this
This spell automatically causes backlash, and you cannot spell.
roll to mitigate the damage (you take 150 damage). If you start a new illusion, your previous illusion ends.
Furthermore, make a magic roll against DC 25. If you fail, You may dismiss all of your illusions and end the spell for
you lose your ability to ever cast arcane magic again. If you free.
succeed, you lose your ability to cast arcane magic for 1 If you do not spend AP on your illusion, then it idles and
month and you can never cast this spell again. acts in a manner befitting the illusion. For example, if you
METEOR STORM create an illusory trollkin with a battle axe and spend no
Arcane Spell, Evoking, Conjuring 15 AP on it, it will idly swing its axe around but will not make
APC: 50 overtly intelligent or threatening moves.
SPC: 150 A creature can determine that your illusion is in fact
Range: Sight illusory after interacting with it directly (such as attacking
Requires: Gesture, Visual it) or by making an INT check against a DC of 10 + your
Duration: Instantaneous magic attribute.
Five tremendous meteors hurl from the heavens and strike Upcharge: +20 ft range per +3 SP.
various points you choose within range. M I N O R T E L E P O R TAT I O N
Choose five points within range. For each point, make Arcane Spell, Arcane Ritual, Altering, Conjuring 2
a magic attack against the FORT of each creature and APC: 10
structure within a 300 ft radius of that point. Roll 2d20 and SPC: 25
use whichever is higher. On a miss, deal 20d6 fire and 20d6 Range: Sight
blunt damage to the target. On a hit, double that damage. Requires: Gesture
On a crit, the creature also suffers permanently debilitating Duration: Instantaneous
injuries such as all of its ribs breaking into a thousand You and any number of creatures within 10 ft of you
fragments and its lungs being punctured, its legs being immediately teleport to a point of your choice within range.
blown off, its skull partially caving in, and the like. On a crit, If you cannot make out exact details of the point to which
a structure is immediately and utterly destroyed. you are teleporting, you may find yourself in undesirable
The landscape in this radius is completely changed, terrain. For example, if you teleport into a forest, you might
becoming a crater 300 ft deep at its center and gradually appear in treetops that struggle to support your weight.
rising to a ridge about 20 ft above ground level at its edge. If you teleport across a swamp, you might land near an
Make magic attacks against the REF of each creature and alligator. If you teleport across a misty canyon, if the mist
the FORT of each structure within a 1 mile radius of the obscures you from seeing the ground, you might appear in
crater. On a hit, deal 10d6 fire and 20d6 blunt damage to open air and fall down a chasm.
the target. On a miss, deal ½ as much damage. Creatures
N OVA
can only be hit by one meteor and the effects of radii
Arcane Spell, Evoking
overlapping do not stack.
APC: 2 Reactive AP, which you spend when you take damage
Upon casting this spell, you immediately die and your
SPC: 8
Essence is scattered across the totality of the Celestial Sea,
Range: Self (10 ft radius)
rendering it impossible to ever reincarnate or resurrect you
Requires: Gesture
in any form.
Duration: Instantaneous

C hapter 4 | M agic 227


Make a magic attack roll against each creature in the area, PROJECTION
targeting their FORT. Deal 2d10 fire damage to creatures Arcane Spell, Arcane Ritual, Divining, Conjuring 360 (1 hour)
that you hit, and ½ as much to creatures that you miss. APC: 1
Upcharge: +5 ft radius per +2 SP. SPC: 10
Upcharge: +1d10 damage per +4 SP. Range: Self
PA S S A G E Requires: Verbal
Arcane Spell, Arcane Ritual, Altering, Conjuring 5 Duration: 10 minutes
APC: 20 Choose a creature. If that creature is on the same plane
SPC: 30 of existence as you and is capable of being detected by
Range: Sight divination magic, then you can contact that creature,
Requires: Gesture, Visual appearing before them as a slightly translucent visage. You
Duration: 10 minutes cannot see their physical location, but can see them as if
Choose a point within range and choose a point within 20 they were standing before you; likewise, they cannot see
ft of you. For the duration, the 10 ft radii of those points are your physical location, but can see you as though you were
magically linked. Whenever a creature enters a space within standing before them. All of your physical senses respond to
a 10 ft radius of either point, they automatically teleport to the creature as though it were standing before you; likewise,
an unoccupied space of their choice within the other point. all of its physical senses respond to you in the same way.
After teleporting, a creature must step out of the radius of RAISE BONE SPIDER
the new point and step back in if they wish to teleport back Arcane Spell, Arcane Ritual, Necromancy, Conjuring 8
to their original space. APC: 26
Upcharge: +5 minute duration per +10 SP. SPC: 48
POSSESS OBJECT Range: 20 ft
Arcane Spell, Enchanting Requires: Gesture
APC: 1 Duration: 1 hour
SPC: 15 By drawing on a minimum of twenty inanimate corpses, you
Range: 1 mile stitch their remaining flesh and their myriad bones together
Requires: Gesture, Verbal into a jagged, misshapen bone spider.
Duration: Up to 1 hour This creature has the stats of a bone spider, follows your
Choose an object within range that you have seen within the unspoken commands, and acts immediately after you in
last 30 days. For the duration, you can see and hear from combat.
that object and can conjure spectral arms and legs around If a bone spider is still animated at the end of the
that object; you can choose whether these are visible or duration, it collapses into a pile of inanimate corpse parts.
invisible. You can speak from the object, but cannot cast R A I S E D E AT H S O L D I E R
spells from it. Arcane Spell, Arcane Ritual, Necromancy, Conjuring 10
You cannot lift more than 10 lbs using these spectral APC: 30
arms. SPC: 24
While seeing through the object or manipulating it in any Range: Touch
way, you are physically blind and deaf to your immediate Requires: Gesture
surroundings. Duration: Instantaneous
If you take damage, or if the object breaks, the spell ends. Touch one inanimate corpse. You raise it to a state of
P O R TA L undeath. It has the stats of a death soldier. Make a
Arcane Spell, Altering, Conjuring 1 spellcasting roll; the death soldier follows your unspoken
APC: 8 commands for that many minutes. It acts immediately after
SPC: 16 you in combat while following your commands.
Range: 90 ft Once the death soldier is no longer magically obligated
Requires: Gesture, Visual to follow your commands, it gains autonomy. If you make
Duration: 1 minute a compelling case or if your goals align with the death
Choose a point within range and choose a point within 5 ft soldier’s goals, then it might continue to travel with you,
of you. For the duration, those points are magically linked. but acts on its own Initiative and does not necessarily follow
Whenever a willing creature enters one of those spaces, they your commands (which must be spoken at this point).
automatically teleport to the other space. A death soldier’s personality vaguely reflects the
Upcharge: +10 ft range and -1 APC per +4 SP. personality of the creature in life, before it became a corpse.
A death soldier will gravitate towards the darker aspects
of its previous personality and is guaranteed to develop
bloodthirsty or otherwise cruel tendencies.
228 C hapter 4 | M agic
RAISE REVENANT SEAL/UNSEAL
Arcane Spell, Arcane Ritual, Necromancy, Conjuring 10 Arcane Spell, Arcane Ritual, Fundamental, Warding,
APC: 30 Conjuring 60 (10 minutes)
SPC: 36 APC: 1
Range: 20 ft SPC: Special
Requires: Gesture Range: Touch
Duration: 1 hour Requires: Gesture, Verbal, Visual
By drawing dark fundamental power, you awaken a Duration: Indefinite
vengeance in a corpse within range and animate it. When you cast this spell to seal an object, choose a certain
This creature has the stats of a revenant, follows your amount of SP to spend and touch a door, lock, clasp, or
unspoken commands, and acts immediately after you in latch. That door, lock, or latch becomes magically sealed
combat. and can only be unsealed if the same caster or another
If a revenant created in this way is still animated at the caster uses the Seal/Unseal spell and expends SP equal to or
end of the duration, it collapses into an inanimate corpse greater than the SP used to seal the lock.
again. When you cast this spell to unseal an object, you may
first make an INT check (modified by Arcana) against a DC
RAISE SKELETON
determined by the MC. If you succeed, you know how many
Arcane Spell, Arcane Ritual, Necromancy, Conjuring 2
SP you must spend to Unseal the object. If you fail, then you
APC: 9
do not know how many SP you need. Either way, choose
SPC: 16
how many SP you spend on this spell; if you do not spend
Range: Touch
enough SP, you lose those SP but the object remains sealed.
Requires: Gesture
Duration: 24 hours SENSE MAGIC
Touch one inanimate skeleton with no organs or flesh. You Arcane Spell, Arcane Ritual, Divining, Conjuring 1
raise it to your service. It has the stats of a skeleton, follows APC: 5
your unspoken commands, and acts immediately after you SPC: 5
in combat. If it is already a skeleton in your service, the SPC Range: Self (60 ft radius)
of this spell is halved and the duration is reset. Requires: Gesture, Line of Effect
If a skeleton is still animated at the end of the duration, it Duration: 10 minutes
collapses into an inanimate corpse again. For the duration, you sense the presence of magic within
If you cast this same spell on the same skeleton once per the radius. In this way, you can sense magic affecting an
day for a month, it becomes permanently animated. If you object, a creature, or the ambient environment. When you
do so, the skeleton holds the potential to gain sentience, and sense magic, you may spend 1 AP on your turn to learn the
the MC will determine when and if this occurs. magic’s source (Arcane, Divine, Occult, Primal, or Psionic)
Upcharge: If you spend +4 SP on the spell, then you can and its function (Alchemy, Altering, Divining, Enchanting,
raise two skeletons instead of one, provided that there are two Evoking, Illusory, Necrotic, Summoning, or Warding).
inanimate skeletons for you to touch when you cast the spell. Upcharge: +10 minutes per +5 SP.
SCULPT SPELL SHIELD
Arcane Spell, Enchanting, Metamagic Arcane Spell, Warding
APC: 1 APC: 1 Reactive AP, which you can spend when you are the
SPC: 12 target of an attack
Range: Self SPC: 3
Requires: Gesture Range: Self
Duration: Instantaneous Requires: Gesture
When you cast another spell or activate a mote (such as Duration: 1 round
from Delay Spell or Steal Spell) that targets more than one Gain +4 to your AR and physical defenses.
creature, you may cast this spell simultaneously. Choose Upcharge: +4 to your mental defenses for +5 SP.
a number of creatures equal to your magic attribute. You
SNOWBALL
automatically miss those creatures with your attack.
Arcane Spell, Evoking
Upcharge: For each +5 SP you spend on the spell, choose
APC: 3
a creature that you missed: that creature suffers no effects of
SPC: 4
your spell, even if it would normally harm a creature that you
Range: 80 ft
missed.
Requires: Gesture, Line of Effect
Duration: Instantaneous

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Choose a point within range. Make a magic attack against UNERRING SPHERE
the FORT of each creature within a 5 ft radius of that point. Arcane Spell, Arcane Ritual, Summoning, Conjuring 5
On a hit, a creature takes 2d6 cold damage and falls Prone. APC: 20
On a miss, a creature takes no damage but still falls Prone. SPC: 20
All nonmagical fire in the area is extinguished. Range: Touch
Upcharge: +5 ft radius per +4 SP. Requires: Gesture, Verbal, Visual
STEAL SPELL Duration: Indefinite
Arcane Spell, Alchemy You create a crystalline sphere that weighs about 8 lbs and
APC: 2 reactive AP, which you spend when another creature has a circumference comparable to that of a dinner plate.
within range casts a spell By speaking a command word, the sphere begins recording
SPC: Special an audio conversation, its visual environment, or both. You
Range: 60 ft determine which when you speak the command word. It
Requires: Visual, Line of Effect can record no more than 1 hour’s worth of content, at which
Duration: Instantaneous point it stops.
Make a magic attack roll; the caster who triggered this spell You may play back the recording by speaking a second
does the same. If the caster has the divine magic, arcane command word, and may choose to erase the recording by
magic, or primal magic tag, they add +2 to their roll. If they speaking a third command word.
have the occult magic or psionic magic tag, then they add You may replay the recording taken by your own unerring
+4. If you roll higher, then you expend the full SPC of the sphere indefinitely.
triggering caster’s spell, and you can immediately cast it If you cast this spell on another caster’s unerring sphere,
yourself, or store it as a mote for 10 minutes, such as by the then you gain access to a recording that their sphere has
effects of Delay Spell. The loser of the contested roll does taken, and you know absolutely that the unerring sphere
not expend SP. was created with the Unerring Sphere spell. If any other
spells are affecting the unerring sphere, you become aware
S U M M O N M I N O R E L E M E N TA L
of what spell is affecting it.
Arcane Spell, Arcane Ritual, Summoning, Conjuring 1
You can only have one unerring sphere at a time. If you
APC: 12
create a new one, your previous one disintegrates.
SPC: 24
Upcharge: +30 minutes maximum recording time per +5
Range: Self
SP.
Requires: Visual, Line of Effect
Duration: 10 minutes U N R AV E L M A G I C
Summon a personal elemental. This small creature has Arcane Spell, Arcane Ritual, Altering, Conjuring 10
5 hit points and 11 AR. On its turn it can either move APC: 30
or cast Beam of Fire, Frostbite, or Grave Whisper. It has SPC: Special
the appearance of the cantrip you choose for it, as well Range: Touch
as immunity to that type of damage. Subsequent casts of Requires: Gesture, Verbal, Visual
Summon Incarnation where you do not change its cantrip Duration: Instantaneous
cost half the Spell Points to cast. When you cast this spell, touch a creature or item. You may
end a spell affecting that creature or item by spending a
SWIFT TELEPORT
number of SP equal to that spell’s SPC, and modified based
Arcane Spell, Arcane Ritual, Alchemy
on that spell’s source:
APC: 1
• If Arcane, no modification.
SPC: 3
• If Divine or Primal, you only need to spend ½ as much
Range: Self
SP.
Requires: Visual, Line of Effect
• If Occult or Psionic, you must spend twice as much SP.
Duration: Instantaneous
You may also turn a magical item into a mundane one by
Teleport up to 20 ft to an unoccupied space you can
spending twice as much SP as the magic item’s Essence Points
see. Anything that interrupts Line of Effect ends this
(to a maximum of 80 SP, or 40 Essence Points).
teleportation early, forcing you to stop in an unoccupied
You may only use this spell to turn a magical item into a
space adjacent to the barrier that prevented Line of Effect.
mundane one once per day.
Upcharge: +20 ft range per +3 SP.

230 C hapter 4 | M agic


WA L L O F F I R E
Arcane Spell, Evoking, Conjuring 2
APC: 9 D I V I N E S O U RC E
SPC: 26
Range: 120 ft Because accessing fundamental magic directly is fraught
Requires: Gesture, Verbal, Visual, Line of Effect with peril, many casters gain access to magic through a
Duration: Instantaneous proxy - that is, using a deity or deific planar entity to gain
Choose two points within range that are no more than 60 access to magic in a comparatively safe process. Some
ft apart from one another. Draw a line between those two do this intentionally, praying and meditating until they
points and make a magic attack against the FORT of each establish contact with a god; others do it accidentally simply
creature that the line touches. On a hit, a creature takes by following the tenets of their religious practice. Whatever
3d10 fire damage. On a miss, a creature takes ½ damage. their individual journeys, every person who ends up gaining
On a crit, a creature begins Burning (1d10). magical powers by way of being blessed by a planar, deific
Any inanimate objects that are not being worn or carried entity has accessed the Divine Source.
burst into flame. This fire will expand its length and width Dealing directly with deities exposes you to new
by 5 ft every 30 seconds. If there is a strong wind, then problems, especially if the deities are temperamental or
the fire will instead expand by 5 ft every 10 seconds in the demand favors in return for power. On the whole, though,
direction that the wind is blowing. If the fire is burning casters that use the Divine Source enjoy the knowledge
uphill, it will move an additional 5 ft. Although sparked by that they can safely use magic without worrying about
magic, the fire itself is considered nonmagical. overexposing themselves to the sheer power of the
Whenever a creature starts its turn in the fire or moves Fundamental Wellspring itself. They also have access to
into the fire for the first time on a given turn, it must make more capacity to heal physical injuries than any other source
an END check against DC 10 + your magic attribute. It takes of magic, and based on the specific deity that they worship,
2d10 fire damage if it fails, and ½ as much if it succeeds. they might gain access to very unique spells.
Fire created from this spell will burn until extinguished
through magical or mundane means or until it runs out of
DEITIES
natural fuel. A list of the major known deities in Ancerra can be found in
Appendix A (see p. 334).
WAV E O F F I R E
Arcane Spell, Evoking, Conjuring 3 T Y P E S O F D I V I N E PA C T S
APC: 15
Clerics, zealots, and other creatures that gain access to
SPC: 42
divine magic might do so through a few different methods.
Range: 200 ft
Most commonly, a devout worshiper of a specific god,
Requires: Gesture, Verbal, Line of Effect
ideal, or pantheon will follow a deity’s tenets until the deity
Duration: Instantaneous
takes notice and awards their devotee with divine power.
Choose two points within range that are no more than 100
However, some more pragmatic aspirants approach a god
ft apart from one another. Draw a line between those two
directly. By making a request to enter into some form of
points and make a magic attack against the FORT of each
symbiosis, a caster might gain divine magic in exchange for
creature that the line touches. On a hit, a creature takes
conducting favors or small quests on behalf of their god.
4d10 fire damage. On a miss, a creature takes ½ damage.
Some particularly clever mortals might make favorable
On a crit, a creature begins Burning (1d10).
bargains by appealing to the deity’s personality or long-term
Any inanimate objects that are not being worn or carried
goals.
burst into flame.
Choose one side of the line of fire; you create churning DIVINE ORDERS
winds on that side of the fire, urging the flames forth. The
Here are a few notable divine orders, though there are many
fire will expand by 10 ft every 10 seconds in the direction
more than just these three across Ancerra.
that the wind is blowing. If the fire is burning uphill, it will
move an additional 10 ft. Although sparked by magic, the T H E C U LT I VAT O R S
fire itself is considered nonmagical. Cultivators take vows of poverty, humility, and chastity
Whenever a creature starts its turn in the fire or moves and commonly travel throughout Ancerra to the poorest
into the fire for the first time on a given turn, it must make communities to help them develop. Some Cultivators travel
an END check against DC 10 + your magic attribute. It takes to many communities over the course of their lives, never
2d10 fire damage if it fails, and ½ as much if it succeeds. settling down, and others (typically the wiser ones) focus
Fire created from this spell will burn until extinguished on one or two key communities and spend their whole
through magical or mundane means or until it runs out of lives and livelihoods helping those specific communities.
natural fuel.

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Cultivators that settle in specific communities often become Spell Points. If this is your first Magic Entry talent, gain
cherished members of society, while those that travel around 10 spell points. Otherwise, gain +5 SP. Each time you level
more can be seen as out of touch. up and take a talent with the divine magic tag, you gain +5
maximum SP.
THE HIEROPHANTS
Divine Power. Gain 1 Divine Power. Each time you level
The Hierophants are prophets of the Avadri who believe that up and take a talent with the divine magic tag, you gain +1
they can learn to divine the future by deciphering the coding Divine Power.
written into the universe. The organization is small and Disciple. Gain access to the divine magic stack. Gain
reclusive, but widespread. two talents from the divine magic stack. (You do not gain
VIGIL additional SP or Divine Power from these selections.)
Divinity. Your magic attribute is CHA unless another talent
A large, decentralized denomination that worships all
says otherwise.
Celestials and Avatars — especially those that have a
militant attitude against evil and corruption, members of DIVINE MAGIC
Vigil or “Vigilants” have sworn to protect the innocent and Divine Magic, Repeatable
weak from threats that lie beyond. While well-intentioned, Learn one prayer, one divine ritual, and two divine spells.
there are totalitarian branches that do more harm than DIVINE RITUALS
good. Divine Magic, Repeatable
Learn two divine rituals.
DIVINE MAGIC TYPES
In addition to spells, you might learn prayers or rituals from
DIVINE SPELLS
Divine Magic, Repeatable
the Divine Source.
Learn four divine spells.
Prayer. Prayers cost no SP and you can use them as
many times as you wish. P R AY E R S
Ritual. Rituals take quite a long time to cast, and each Divine Magic, Repeatable
ritual will specify how frequently you can cast it. Learn three divine prayers.

D I V I N E TA G S THEOLO GICAL MAGIC


Divine Magic, Repeatable
These tags are referenced by some divine magical abilities. Gain +3 Skill Points that you can spend on any skills with
DIVINE POWER the knowledge tag.
Divine Power is the total number of talent points you have Learn one divine ritual.
spent on divine talents as a result of leveling up, as well as FO R C E O F B E L I E F
the number of talent points you have spent in certain classes Divine Magic, Repeatable
or tracks. These classes or tracks will specify that they Gain +3 Skill Points that you can spend on any skills with
contribute to Divine Power. the influence tag.
L I T U R GY Learn one divine spell.
If a ritual has the liturgy tag, you can spend the listed APC QUICKENED RECOVERY
and SPC to cast the ritual as a spell. Turning a ritual into a Divine Magic
spell in this way still expends the use of the ritual. When casting a spell with the evoking tag to restore HP, it
S AC R A M E N T costs 1 fewer AP (min 1). (1/Recoup)
If a spell has the sacrament tag, you may expend material QUICKENED RECOVERY II
components to increase the power of the spell. This will be Divine Magic
noted at the end of any sacrament spell’s description. Prerequisites: Quickened Recovery
Quickened Recovery reduces the spell’s APC by 2 (min 1).
D I V I N E M AG I C S PA R K O F L I F E
S TA C K Divine Magic
You may spend 1 AP and 1 SP to restore 1 HP to a creature
DISCIPLE OF THE DIVINE
that you touch, provided that the creature already has at
Divine Magic, Magic Entry
least 1 HP. (Divine Power/Rest)
Having opened yourself to divine power, you gain the
following benefits. S A N C T I F I E D WA R D S
Divine Magic
When you cast a divine spell with the warding tag, you may
cast it for 1 fewer SP (min 1). (1/Recoup)

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S A N C T I F I E D WA R D S I I Divine Power 16: Maximum duration of 1 hour.
Divine Magic Divine Power 24: No maximum duration; you can maintain
Prerequisites: Sanctified Wards this prayer indefinitely.
Sanctified Wards cost 2 fewer SP (min 1). C E L E S T I A L G R AC E
S A N C T I F I E D WA R D S I I I Divine Prayer, Enchanting
Divine Magic APC: 3
Prerequisites: Sanctified Wards II Range: 15 ft
Sanctified Wards also allows you to cast the spell for 1 fewer Requirements: Verbal
AP. Duration: Up to 1 minute
Make a magic attack roll against a creature within range,
S A N C T I F I E D WA R D S I V
targeting their LOG. If you are actively engaged in combat
Divine Magic
against this creature, you roll 2d20 and use whichever is
Prerequisites: Sanctified Wards III
lower. If you succeed, the target is Charmed by you for the
Sanctified Wards becomes 2/Recoup.
duration or until you use this feature again. You may only
S U P P L I CA N T ’ S R E WA R D have one creature Charmed at a time.
Divine Magic Your prayer becomes stronger when you reach higher Divine
You may use the Supplicant’s Reward ability when you cast Power:
a spell, prayer, or ritual that affects consumable food or Divine Power 3: Maximum duration of 2 minutes.
drink (such as purifying it of poison, or transmuting it from Divine Power 7: Maximum duration of 10 minutes.
water into an alcoholic beverage). Divine Power 12: Maximum duration of 30 minutes.
Supplicant’s Reward. You may also magically conjure one Divine Power 16: Maximum duration of 1 hour.
day’s worth of rations as part of the same spell, prayer, or Divine Power 24: Maximum duration of 24 hours.
ritual.
GENTLE WHISPER
Divine Prayer, Divining
D I V I N E P R AY E R S APC: 1
AMPLIFY Range: 60 ft
Divine Prayer, Altering Requirements: Verbal, Visual
APC: 1 Duration: Instantaneous
Range: Touch You can whisper a brief message to a creature within range.
Requires: Gesture, Verbal Only the creature can hear this message. The creature can
Duration: 10 minutes whisper a brief response that only you can hear, and the
One creature that you touch becomes magically amplified. response does not require any AP expenditure.
Their voice is up to three times louder than it normally is. Your prayer becomes stronger when you reach higher Divine
Your prayer becomes stronger when you reach higher Divine Power:
Power: Divine Power 3: +20 ft range.
Divine Power 7: Voice amplified up to 4x. Divine Power 7: +20 ft range.
Divine Power 24: Voice amplified up to 5x. Divine Power 12: +40 ft range.
Divine Power 16: +40 ft range.
C A N D L E O F FA I T H Divine Power 24: +40 ft range.
Divine Prayer, Evoking
APC: 1
Range: Touch
Requires: Gesture
Duration: Up to 1 minute
Touch an item no heavier than 10 lbs. It sheds bright light
for 10 ft and dim light for 10 ft beyond that. It glows for 1
minute or until you choose to end the effects (costing no
AP). Alternatively, you may choose for your light to only
shed 10 ft of dim light. The object still glows even once you
stop touching it, until the duration is over.
Your prayer becomes stronger when you reach higher Divine
Power:
Divine Power 3: Maximum duration of 2 minutes.
Divine Power 7: Maximum duration of 10 minutes.
Divine Power 12: Maximum duration of 30 minutes.

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GRACEFUL POISE SACRED FLARE
Divine Prayer, Enchanting Divine Prayer, Evoking
APC: 2 APC: 2
Range: 20 ft Range: 60 ft
Requirements: Verbal, Visual Requirements: Gesture, Verbal, Visual, Line of Effect
Duration: 1 round Duration: Instantaneous
One creature of your choice becomes immune to being Blast a creature with a divine flare of energy. Make a magic
Charmed or Enthralled. This does not work if the creature is attack roll against the creature’s REF. On a hit, deal 1d8
already Charmed or Enthralled. radiant damage to that creature.
Your prayer becomes stronger when you reach higher Divine Your prayer becomes stronger when you reach higher Divine
Power: Power:
Divine Power 3: +20 ft range. Divine Power 3: +20 ft range.
Divine Power 7: +40 ft range. Divine Power 7: +20 ft range.
Divine Power 12: +40 ft range. Divine Power 12: +20 ft range.
Divine Power 16: +40 ft range. Divine Power 16: +20 ft range.
Divine Power 24: +40 ft range. Divine Power 24: +1d8 damage.
GUIDE S TA B I L I Z I N G T O U C H
Divine Prayer, Enchanting Divine Prayer, Necromancy
APC: 1 Reactive AP, which you can spend when a creature APC: 2
within range attempts an Attribute check Range: Touch
Range: Touch Requirements: Gesture, Verbal
Requirements: Verbal, Visual Duration: Instantaneous
Duration: Instantaneous By touching a dying companion, you bolster their resolve.
One creature within range adds +1d4 to their skill check. At the end of that creature’s next turn, they do not gain a
Your prayer becomes stronger when you reach higher Divine Death Point, even if they end their turn with 0 hit points.
Power: Your prayer becomes stronger when you reach higher Divine
Divine Power 3: Range becomes 20 ft. Power:
Divine Power 7: +20 ft range. Divine Power 3: Range extends from touch to 10 ft.
Divine Power 12: Bonus becomes +1d6. Divine Power 7: +10 ft range.
Divine Power 16: +20 ft range. Divine Power 12: +10 ft range.
Divine Power 24: Bonus becomes +1d8. Divine Power 16: +10 ft range.
Divine Power 24: The target of this Prayer regains 1 HP.
LIGHT BURST
Divine Prayer, Evoking TWINKLING LIGHTS
APC: 3 Divine Prayer, Altering
Range: Self (5 ft radius) APC: 3
Requirements: Gesture Range: 60 ft
Duration: Instantaneous Requirements: Gesture
Make a magic attack vs the FORT of all creatures within Duration: Up to 1 minute
range, dealing 1d6 radiant damage on a hit. You create up to three glimmering lights. You can choose
Your prayer becomes stronger when you reach higher Divine their color and how bright they shine: They can emit 0 ft, 5
Power: ft, or 10 ft of bright light and 5 ft or 10 ft of dim light.
Divine Power 7: You may choose, each time you cast the When you move, the lights move, remaining exactly the
spell, whether the spell’s radius is 5 ft or 10 ft. same distance from you. You may spend 1 AP to reposition
Divine Power 12: You may choose to automatically miss any a light within range. If you move in such a manner that a
creature(s) of your choice within range of this spell. light enters a solid surface, it winks out of existence, and
Divine Power 24: +1d6 damage. reappears when it can do so in an unoccupied space.
Your prayer becomes stronger when you reach higher Divine
Power:
Divine Power 3: Create +1 additional light.
Divine Power 7: Emit up to 15 ft of dim light.
Divine Power 12: Create +1 additional light.
Divine Power 16: Emit up to 20 ft of dim light.
.
Divine Power 24: Create +1 additional light

234 C hapter 4 | M agic


but you cannot choose which specific god you speak to out
D I V I N E R I T UA L S
of that pantheon.
A LTA R Your ritual becomes stronger when you reach higher Divine
Divine Ritual, Altering Power:
Prerequisites: Divine Power 12 Enhance: At Divine Power 16, the ritual recharges daily.
Casting Time: 1 hour C R E AT E U N D E A D
Range: Touch Divine Ritual, Necromancy
Materials: One fattened mammalian livestock, such as a Prerequisites: Divine Power 7
cow or pig, or three fattened avian livestock, such as hens Casting Time: 10 minutes per corpse, up to 30 minutes
(or the equivalent value of relevant sacrificial materials Range: 15 ft
specific to your deity/pantheon) Materials: 1, 2, or 3 corpses
Recharge: Rest Recharge: Take a Rest
Duration: 24 hours Duration: Instantaneous
By slaughtering the material components of this ritual and Upon the completion of this ritual, each corpse that you
immolating them, you entreat divine favors from your god target becomes a Skeleton or Zombie (your choice each
or gods. time). These undead are under your control and follow your
Upon completing the ritual, choose one creature that you nonverbal commands while you are within 500 ft of them.
touch. For the duration, that creature’s Luck increases by 6 Each time you Take a Rest and have undead under your
(to a maximum of 12; this can exceed a character’s Attribute command, you must make a Spellcasting roll against each
Cap based on their level). undead’s WILL. If you fail, then they are no longer beholden
CALMIN G PR E S E NC E to your commands.
Divine Ritual, Enchanting, Liturgy If you cast this ritual again while you have undead under
Casting Time: 1 hour, which can be part of a Recoup your control, the old undead immediately gain autonomy as
Range: 30 ft you can only maintain control over the new undead.
Materials: 10 sc worth of incense, which the ritual Autonomous undead will mindlessly shamble around
consumes looking for victims to attack.
Liturgy APC: 5 Your ritual becomes stronger when you reach higher Divine
Liturgy SPC: 20 Power:
Recharge: Take a Rest Enhance: At Divine Power 12, 16, and 24, you can target an
Duration: Instantaneous additional one, two, and four corpses, respectively.
Upon completing the ritual, choose a number of willing E M PAT H Y
creatures within range equal to or less than your magic Divine Ritual, Warding, Liturgy
attribute. Those creatures remove any Broken, Charmed, Casting Time: 1 hour, which can be part of a Recoup
Demoralized, Enthralled, Frightened, or Shaken conditions Range: 30 ft
that were affecting them. Affected creatures that have the Liturgy APC: 3
Phobic condition can ignore the effects of that condition for Liturgy SPC: 12
the next 12 hours. Recharge: Catch Breath
COMMUNE Duration: Up to 8 hours
Divine Ritual, Divining When you complete this ritual, choose one allied creature
Prerequisites: Divine Power 7 within range. For the duration or until you cast this ritual
Casting Time: 2 hours, which can be part of a Recoup again, whenever that creature takes damage, you take
Range: Self half of that damage and the creature only takes half of the
Materials: 10 sc worth of incense, which the ritual original damage.
consumes EPISTLE
Recharge: 1 week Divine Ritual, Divining, Liturgy
Duration: 1d20 + (magic attribute) minutes Casting Time: 10 minutes
When you complete casting this ritual, you fall into a trance Range: Indefinite
and become Unconscious for the duration. Roll 1d20 and Liturgy APC: 2
add your magic attribute; you may have a conversation with Liturgy SPC: 10
a god for a number of minutes equal to or less than that roll. Recharge: Recoup
The god is under no compulsion to answer you honestly Duration: Instantaneous
and can end the conversation early if they choose. You may Through casting this ritual, select one specific creature with
choose to speak with a god for whom you have a Divine whom you are personally familiar. You send a message to
Icon; otherwise, you may choose a specific pantheon of that creature, provided that they are on the same plane of
gods (such as the Council of Celestials or the Archfae of the existence as you. The message can be 30 words or fewer.
Vertumna Conclave),
C hapter 4 | M agic 235
The target creature can respond to you with their own d10 Exorcism Effect
message of 30 words or fewer. In each case, you choose
1 You become Helpless for 1 hour.
whether the message is audible only to the target creature
and to you or whether creatures in the immediate vicinity 2 You gain 1 Death Point. This does not affect
can hear the message. your current Hit Points.
Upcharge: You may spend SP to enhance the power of 3 You become Sickened for 24 hours.
this epistle. For every 3 SP you spend, you may increase the
4 You become Shaken for 24 hours.
maximum number of words per message by 5.
5 You take necrotic damage equal to ¼ your Hit
E XO R C I S M
Point maximum.
Divine Ritual, Warding
Casting Time: 30 minutes 6 The target of your ritual becomes Helpless for
Range: Touch 1 hour.
Materials: 20 sc worth of incense or gems, which are 7 The target of your ritual gains 1 Death Point.
burned or magically consumed over the casting of the ritual This does not affect their current Hit Points.
Recharge: Take a Rest 8 The target of your ritual becomes Sickened
Duration: Instantaneous for 24 hours.
You may attempt to heal a creature that you touch that is
9 The target of your ritual becomes Shaken for
suffering from a Curse or is Possessed.
24 hours.
If the creature is Cursed, you may remove one Curse from
it immediately. 10 The target of your ritual takes necrotic
If you want to remove additional Curses, you must roll on damage equal to ¼ their Hit Point maximum.
the Exorcism Side Effect table below for each additional curse G R E AT E R R E S T O R AT I O N
that you remove. Divine Ritual, Warding
If you want to end a Possession, make a magic attack roll Prerequisites: Divine Power 12
against the possessing creature’s WILL. Roll 2d20 and use the Casting Time: 4 hours
lower result. Range: Touch
If you succeed, the Possession ends and the possessing Materials: 500 sc worth of incense or gems, which are
creature is banished to its original plane of existence. If you burned or magically consumed over the casting of the ritual
fail, or if you succeed but are on the creature’s original plane Recharge: 1 week
of existence, then the Possession ends and the possessing Duration: Instantaneous
creature enters an unoccupied space next to the formerly By blessing and sanctifying a creature, you remove harmful
possessed creature and is hostile towards you and your allies. effects from it. One creature that you touch as part of
Either way, roll twice on the Exorcism Side Effect table casting this ritual removes all Conditions of your choice
when trying to end a Possession. (including any number of Death Points). It also removes
Upcharge: By accepting more dire consequences, you may all Curses and Diseases affecting the creature. Restoring a
increase your likelihood of banishing a possessing creature. If creature so thoroughly is an exhausting endeavor; after you
you are attempting to end a possession, you may make your complete this ritual, you are Sickened for 1 hour.
magic attack roll without rolling 2d20 and using the lower
result; instead, roll normally. If you do so, then roll four times
HALLOW
Divine Ritual, Warding
on the Exorcism Side Effect table instead of only two times.
Prerequisites: Divine Power 12
Casting Time: 24 hours
Range: Touch
Materials: 100 sc worth of incense, which are burned over
the course of the ritual
Recharge: 1 week
Duration: Instantaneous
By thoroughly blessing a plot of land, you can insulate it
from corruption. Upon completion of the ritual, choose a
physical area no larger than a 100 ft cube. For one week, it
gains two of the following features of your choice:
Bounty: If you hallowed an area with natural vegetation,
it magically produces enough food for ten people daily. Any
excess food goes sour at the end of each day and is no longer
edible. (You may choose this feature twice to produce enough
food for 20 people daily.)
236 C hapter 4 | M agic
Calming: All attacks targeting a creature’s LOG or WILL If you cast the same ritual on the same weapon once
must roll 2d20 and use whichever is lower while the target per day for a whole year, choosing the same creature type
creature is in the hallowed area. or magical source every time, then the effects become
Nondetection: Creatures inside the area cannot be permanent. This weapon has an Essence cost of 15 and
targeted by Divining magic, even if they are willing. anyone with the available Essence can use it.
Refresh: Recouping is more effective in this area: All
IMMUNITY
creatures regain ¼ of their HP at the end of Recouping,
Divine Ritual, Warding
instead of just Bloodied creatures; additionally, creatures
Prerequisites: Divine Power 24
remove 2 Death Points at the end of Recouping instead of
Casting Time: 10 minutes, which can be part of a Recoup
only 1.
Range: Touch
Repel: Choose one creature type: celestial, eldritch, fae,
Materials: A diamond worth at least 10,000 sc, which the
fiend, giant, monstrosity, or undead: Creatures of that type
ritual consumes
cannot enter the area for the duration. (You may choose this
Recharge: Take a Rest
feature twice to choose two different creature types.)
Duration: 1 hour
Soothing: When a creature spends SP to restore HP to a
One creature you touch when you cast this ritual becomes
creature in the area, that spell restores the maximum possible
immune to damage for the duration.
amount of HP.
Tether: Creatures within the area are Grounded. L E S S E R R E S T O R AT I O N
If you cast the same ritual on the same stationary Divine Ritual, Warding, Liturgy
geographical location every week for a whole year, choosing Prerequisites: Divine Power 7
the same effects every time, the effects become permanent. Casting Time: 1 hour
Range: Touch
H E AV E N -T O U C H E D Materials: 100 sc worth of incense or gems, which are
Divine Ritual, Enchanting burned or magically consumed over the casting of the ritual
Casting Time: 1 hour, which can be part of a Recoup Liturgy APC: 5
Range: Touch Liturgy SPC: 20
Materials: 10 sc worth of oils and incense, expended as part Recharge: 1 week
of the ritual Duration: Instantaneous
Recharge: Take a Rest By blessing and sanctifying a creature, you remove harmful
Duration: 4 hours effects from it. One creature that you touch as part of
One creature that you touch as part of the ritual becomes casting this ritual removes all conditions of your choice
immune to the Charmed and Enthralled conditions for the (including any number of Death Points).
duration. They are also immune to Radiant damage during You may alternatively attempt to remove one Curse or
this time. Disease affecting the creature. Make a magic attack roll
H O LY W E A P O N against a difficulty set by your MC depending on the severity
Divine Ritual, Alchemy of the Curse or Disease. If you succeed, then you end the
Prerequisites: Divine Power 7 Curse or Disease. If you fail by less than 5, then you suspend
Casting Time: 1 hour, which can be part of a Recoup the effects of the Curse or Disease for 24 hours. If you fail by
Range: Touch 5 or more, you do not end the effects.
Materials: 1 sc worth of scented oils, expended as part of
MERRIMENT
the ritual
Divine Ritual, Alchemy
Recharge: Take a Rest
Casting Time: 10 minutes, which can be part of a Recoup
Duration: 8 hours
Range: 30 ft
Through a series of blessings and incantations, you make
Recharge: Rest
a mundane weapon more powerful than it would be
Duration: Instantaneous
otherwise. One weapon that you touch throughout the ritual
Through miraculous alchemy, you magically change any
gains a +1 bonus to attack rolls and damage rolls for the
drinkable liquid in range into another drinkable liquid of
next 8 hours and is considered magical for the duration.
your choice. Doing so removes all minor impurities from
Furthermore, as part of the casting, choose one creature
the liquid, making it taste its absolute best. This does not
type: avadri, celestial, eldritch, fae, fiend, monstrosity, or
remove poison.
undead. Alternatively, you could choose one Source of
magic: arcane, divine, occult, primal, or psionic. For the
duration, when a creature of that type comes within 1,000
ft of you, your weapon glows faintly, shedding dim light for
5 ft.

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PORTENT Swarm of Snakes: A swarm of snakes descends on the
Divine Ritual, Divining affected area for 1 day. During this time, there are 1d4
Prerequisites: Divine Power 3 swarms of snakes and 1d4 snakes that aggressively attack
Casting Time: 1 hour, which can be part of a Recoup any living creature within the area. The remaining snakes
Range: Self do not pose physical harm to creatures but devour any food
Recharge: 1 week that they can find. The area is considered Difficult Terrain.
Duration: 24 hours (500 ft radius)
By communing with your deities, you gain insight into the Utter Darkness: For the next 24 hours, the affected
events that might transpire. When you complete this ritual, area is magically dark. Arcane and Occult magical light
roll 2d20 and record the results. At any point during the still functions within this darkness, but cannot dispel it.
duration, you may replace a d20 that was rolled with the Any other source of magical light cannot function in this
number that you rolled as part of this ritual. darkness. (5 mile radius)
Channeling such destructive power causes you to become
PLAGUE
Shaken for the next 24 hours.
Divine Ritual, Evoking
Prerequisites: Divine Power 12 P R AY E R O F H E A L I N G
Casting Time: 1 hour Divine Ritual, Evoking
Range: Sight Prerequisites: Divine Power 3
Recharge: 1 week Casting Time: 30 minutes, which can be part of a Recoup
Duration: Instantaneous Range: 30 ft
By invoking the wrath of your god, you may cause a terrible Recharge: Take a Rest
blight to assail your foes. Upon completion of the ritual, Duration: Instantaneous
choose one point within range. Choose two effects from the Choose a number of creatures within range up to your
list below, which affect a radius from the point you chose magic attribute. Roll 3d10; each of these creatures regain
(the exact radius depends on the effect). that much HP.
Blight the Crops: All planted crops within the radius Upcharge: If you burn at least 10 sc worth of incense as part
instantaneously wither and are unfit to eat. (1 mile radius) of the casting of this ritual, add +1d10 to your roll.
Corrupt Water Supply: All groundwater within the radius PRECO GNITION
instantaneously becomes unfit to drink. Creatures that do Divine Ritual, Divining
drink the water contract a Disease of the MC’s choosing. (1 Casting Time: 1 hour, which can be part of a Recoup
mile radius) Range: Touch
Deluge: For the next 24 hours, heavy rain and hail batters Recharge: Recoup
the area. Creatures must shout to be heard, their visibility Duration: 1 hour
is limited to 30 ft, and the MC might rule that erosion could One creature that you touch as part of the ritual becomes
lead to buildings becoming unstable. (1 mile radius) preternaturally aware of danger. For the duration, that
Disease the Livestock: All livestock within the radius creature cannot be Surprised.
instantaneously gain a Disease of the MC’s choosing.
PROVIDENCE
Creatures that eat the livestock without first curing it also
Divine Ritual, Divining
contract the same disease. (1 mile radius)
Prerequisites: Divine Power 12
Heat Wave: For the next 7 days, the affected area is 20°F
Casting Time: 1 hour, which can be part of a Recoup
hotter than it would normally be. (5 mile radius)
Range: Self
Swarm of Insects: A swarm of insects descends on
Recharge: 1 week
the affected area for 1 day. During this time, there are
Duration: 24 hours
1d10 swarms of insects that aggressively attack any living
Your deity will provide you with enough food and water
creature within the area. The remaining insects do not
to sustain you after you make a supplicatory entreaty. For
pose physical harm to creatures but devour any food that
the duration, you are guaranteed to find enough food and
they can find. There are so many insects that visibility is
water for six creatures, regardless of your environment. Any
limited to 100 ft and any creature in the area is considered
skill checks made to find food through foraging, hunting,
Concealed. (500 ft radius)
or tracking is easier for the duration as well; the Difficulty
Swarm of Rodents: A swarm of rodents descends on
Rating is lowered by 5 for Awareness checks made to try to
the affected area for 1 day. During this time, there are 2d6
find food for the duration.
swarms of rats that aggressively attack any living creature
within the area. The remaining rodents do not pose physical PURIFY
harm to creatures but devour any food that they can find. Divine Ritual, Alchemy, Liturgy
(500 ft radius) Prerequisites: Divine Power 12
Casting Time: 1 hour, which can be part of a Recoup

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Range: 10 ft P E R S O N A L I T Y TA B L E
Liturgy APC: 3
1d100 Changes to Creature’s Personality
Liturgy SPC: 8
Recharge: 1 week 1-25 Significant changes to core beliefs and
Duration: Instantaneous tenets; Significant changes to personal
Choose a point within range. All food and drink within 5 ft flaws and shortcomings; Notable changes to
of that point is magically purified. Any benign impurities are personality, quirks, and presentation
removed, and any poison or disease is also removed. 26-50 Minor changes to core beliefs and tenets;
R E G E N E R AT I O N Significant changes to personal flaws
Divine Ritual, Alchemy and shortcomings; Notable changes to
Prerequisites: Divine Power 16 personality, quirks, and presentation
Casting Time: 24 hours 51-70 Significant changes to personal flaws
Range: Touch and shortcomings; Notable changes to
Materials: 1,000 sc worth of gems and oils, which the ritual personality, quirks, and presentation
consumes 71-84 Minor changes to personal flaws and
Recharge: 1 week shortcomings; Notable changes to
Duration: Instantaneous personality, quirks, and presentation
Touch one creature that is missing a limb or suffering from
85-94 Notable changes to personality, quirks, and
serious deformities, like disfiguring scars or a missing
presentation
eye. Over the course of casting the ritual, that creature’s
deformity is removed and it regrows any relevant limbs or 95-99 Minor changes to personality, quirks, and
body parts. If your ritual is interrupted before completion, presentation
then the creature instead gains additional disfiguring scars 100 No changes
but does not regain any body parts.
M E M O RY TA B L E
R E I N CA R N AT I O N
1d100 Changes to Creature’s Memory
Divine Ritual, Necromancy
Prerequisites: Divine Power 24 1-25 Total amnesia
Casting Time: 12 hours 26-50 All memories are from another creature’s
Range: Touch lifetime
Materials: At least one physical body part of the creature 51-70 Some consequential memories are from
you intend to reincarnate and 1,000 sc worth of crystals and another creature’s lifetime
diamonds, which the ritual consumes
71-84 Amnesia around some consequential
Recharge: 1 year
memories
Duration: Instantaneous
Upon completion of the ritual, you can reincarnate the 85-99 Amnesia around inconsequential memories
creature whose body or body part you used as a material
component. The creature cannot have been dead for more 100 No changes
than 5 years in order for this to work.
Due to the nature of Souls and Essence, it is unlikely for
the creature to be reincarnated with all of their original
personality and memories. Roll 3d100, then choose which
number you apply to each of the following three tables.
Once you use a number that you rolled, you cannot use that
number again (all three numbers must be used one time
each).
A creature can only be reincarnated one time.

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L I N E A G E TA B L E Resurrecting a creature is extremely taxing on both the
ritual caster and on the subject of the ritual. Both creatures
1d100 New Lineage
are Sickened for 1 week.
1-9 Dragonfolk A creature can only be resurrected once.
10-14 Dwarf Upcharge: If you feel the vital need to restore a corpse to its
original personality and memory, you may elect NOT to roll
15-20 Elemental
2d100, instead assuming that you rolled 100 both times. If you
21-28 Elf
do so, you successfully restore the creature’s original memories
29-35 Halfling and personality, but you permanently lose the ability to cast
36-45 Hondu this ritual.

46-51 Human REVIVE


Divine Ritual, Necromancy
52-61 Trollkin
Prerequisites: Divine Power 12
62-67 Kettek Casting Time: 1 hour
68-72 Kleppin Range: Touch
Materials: A corpse with at least the torso and head intact;
73-79 Satyr
500 sc worth of incense, crystals, diamonds, rubies, and oils,
80-89 Bhrunai
all of which are consumed in the ritual
90-99 Urkou Recharge: 1 week
100 You choose from the above options Duration: Instantaneous
Provided that the corpse has not been dead for longer than
R E S I S TA N C E
12 hours, you revive it. Given that there is a chance that
Divine Ritual, Warding, Liturgy
the corpse’s Soul and Essence has already begun to break
Casting Time: 1 hour, which can be part of a Recoup
apart, you must roll 2d6. If the sum of the two dice is a 6,
Range: Self
7, or 8, then roll 1d100 and choose either the Personality
Liturgy APC: 5
or Memory table found in the Reincarnation ritual. The
Liturgy SPC: 6
number you rolled on the d100 dictates the effects based on
Recharge: Recoup
the table that you chose. A creature can only be revived one
Duration: 2 hours
time.
Touch one creature as part of the ritual. For the duration,
Reviving someone in this way does not restore any
that creature gains Resist 3 to one of the following damage
missing limbs, but does restore all other organs and body
types of your choice: cold, corrosive, fire, lightning, necrotic,
parts.
radiant, sonic, or toxic.
Upcharge: +3 Resist per +4 SP.
DI V I N E S PEL L S
RESURRECTION
Divine Ritual, Necromancy ANGEL WINGS
Prerequisites: Divine Power 24 Divine Spell, Evoking, Sacrament
Casting Time: 24 hours APC: 4
Range: Touch SPC: 32
Materials: Corpse including at least the torso and head; Range: Touch
10,000 sc worth of incense, crystals, diamonds, rubies, and Requires: Gesture
oils, all of which are consumed in the ritual Duration: Up to 10 minutes
Recharge: 1 year One creature that you touch as part of casting this spell
Duration: Instantaneous sprouts angelic wings. These wings grant the creature a fly
Provided that the corpse has not been dead for longer than speed of 40 ft; if the creature already had a fly speed, its fly
5 years, you resurrect it. Given that the corpse’s Soul and speed increases by 40 ft.
Essence has likely begun to break apart, you must roll 2d100 You may choose, when you cast this spell, for the wings to
and then choose which number you apply to each of the glow, shedding bright light for 30 ft and dim light for 30 ft
Personality and Memory tables found in the Reincarnation beyond that. If the wings glow, you cannot make them stop
ritual. Once you use a number that you rolled, you cannot glowing.
use that number again (both numbers must be used one Sacrament: If you use a diamond worth at least 500 sc when
time each). you cast this spell, then for the duration the affected creature
Resurrecting someone in this way does not restore any may also use the Light Burst prayer by spending 2 AP instead
missing limbs, but does restore all other organs and body of the normal 3, even if they did not already know the prayer.
parts.

240 C hapter 4 | M agic


A R M O R O F S TA R L I G H T Darkvision or other methods of seeing in this darkness
Divine Spell, Warding cannot see unless their Darkvision specifically works in
APC: 4 magical darkness. The duration of this spell ends early if
SPC: 30 dispelled by magical light or by an effect that dispels magic
Range: 40 ft provided that the source of the spell is Arcane, Divine,
Requires: Gesture, Verbal, Visual or Occult. (If the effect comes from the Psionic or Primal
Duration: Up to 10 minutes Sources of magic, the darkness persists.) If magical light
Choose one creature when you cast this spell. That creature from the Arcane, Divine, or Occult Source does not specify
becomes encased in twinkling starlight. For the duration, that it dispels darkness, the light nonetheless overrides the
they gain the following benefits: darkness for the light’s duration but does not dispel it.
• They shed dim light in a 10 ft radius. You may choose to end the darkness early for free,
• All of their defenses increase by +2. without spending AP.
• They gain Resist 5 against radiant, necrotic, and Upcharge: +5 ft radius per +3 SP.
nonmagical blunt and sharp damage. BURST OF HEALING
If you are outdoors and stars are currently visible in the sky, Divine Spell, Evoking, Sacrament
then the target of the spell also deals +2 damage on all of APC: 4
their attacks, and their weapon attacks deal radiant damage SPC: 20
for the duration. Range: 60 ft
These effects last until the end of your next turn, but you Requires: Gesture, Verbal, Visual, Line of Effect
may spend 1 AP on your next turn to extend the duration Duration: Instantaneous
until the end of your subsequent turn, to a maximum of 10 Choose a point within range. Each creature of your choice
minutes. within a 10 ft radius of that point regains 2d6 hit points.
BANISH Roll once, applying the same healing to each creature of
Divine Spell, Summoning, Conjuring 4 your choice within the area.
APC: 18 Upcharge: +5 ft radius per +4 SP.
SPC: 40 Upcharge: +1d6 HP healed per +4 SP.
Range: 40 ft Sacrament: By using a diamond worth at least 100 sc as
Requires: Gesture, Verbal, Visual, Line of Effect part of this spell, affected creatures also remove the Broken,
Duration: Instantaneous Frightened, and Shaken conditions.
Make a magic attack against a creature’s WILL. If you hit, C E L E S T I A L FO R M
the creature is banished. If the creature is from another Divine Spell, Alchemy, Sacrament, Conjuring 3
plane of existence, it returns to its home plane for 12 hours. APC: 8
At the end of this time, if it wishes, the creature can make SPC: 50
a CHA check against your WILL. If it succeeds, then it can Range: Self
return to the spot where you banished it. If it fails, then it Requires: Gesture, Verbal
remains on its home plane of existence. Duration: Up to 1 minute
If the creature is already on its home plane of existence, For the duration, your skin becomes as hard as stone and
it is trapped in a harmless demiplane for 1 hour instead, can glow upon command. You can shed no light, can shed
returning to the spot where you banished it at the end of dim light for up to 20 ft, or can shed bright light for up to
this time. 20 ft and dim light twice as far as you shed bright light. You
If you target a creature that has the primal magic or may spend 1 AP on each of your turns to change how much
psionic magic tag, roll 2d20 and use whichever result is light you give off.
higher when making your magic attack. Additionally, your AR and FORT become 18 unless they
If you are interrupted before completing this spell, you are higher.
lose 10 SP instead of the full 40. You are immune to radiant damage for the duration, and
B R O O D I N G DA R K N E S S have Resist 10 against necrotic and psychic damage.
Divine Spell, Altering You also gain a fly speed equal to your walking speed.
APC: 3 Finally, when you cast a spell that restores hit points,
SPC: 8 double the amount of hit points restored (double the
Range: 120 ft number after rolling any dice and adding relevant
Requires: Gesture, Verbal modifiers).
Duration: 1 minute These effects last until the end of your next turn, but you
Pick a point within range for which you have a line of effect. may spend 1 AP on your next turn to extend the duration
Magical darkness emanates from that point in a 15 ft radius. until the end of your subsequent turn, to a maximum of 1
Nonmagical fires and light sources are not extinguished, minute.
but shed no light while in this darkness. Creatures with
C hapter 4 | M agic 2 41
Sacrament: If you burn 100 sc worth of incense as part COMPEL TRUTH
of casting this spell, then you do not need to spend AP to Divine Spell, Enchanting
extend the duration of the spell; it automatically lasts for its APC: 5
maximum duration. SPC: 15
CENSURE Range: 40 ft
Divine Spell, Enchanting Requires: Gesture, Verbal
APC: 2 Duration: 1 hour
SPC: 2 Until the spell ends, you may spend 3 AP to compel a
Range: 60 ft creature within range to tell the truth. Make a magic
Requires: Verbal, Visual attack targeting that creature’s LOG. On a hit, the creature
Duration: 1 round must answer honestly for the next 1 minute when asked
Make a magic attack against a creature’s WILL. If you miss, questions. An affected creature is aware of the spell and can
you expend your AP, but not your SP. thus avoid answering questions to which it would normally
If you hit, the creature is Shaken for the duration. If the respond with a lie. Such a creature can be evasive in its
creature is undead, it also takes 2d6 radiant damage. answers as long as it remains within the boundaries of the
truth.
COMMANDMENT
Divine Spell, Enchanting C U R AT I V E W O R D
APC: 2 Divine Spell, Evoking
SPC: 4 APC: 1
Range: 40 ft SPC: 3
Requires: Verbal, Visual Range: 40 ft
Duration: 1 round Requires: Verbal
By issuing a command laced with divine power, you might Duration: Instantaneous
force a creature to obey your dictates. Make a magic attack One creature within range that can hear you regains 1d4 HP.
against a creature’s WILL. If you miss, you expend your AP Upcharge: +60 ft per +3 SP.
as normal, but do not expend your SP. DAY L I G H T
If you hit, you can issue a one-word order that the Divine Spell, Altering
creature must obey to the best of its ability on its next turn. APC: 5
While the creature must follow your command, it is aware SPC: 32
that it is being magically influenced. Range: 300 ft
Example words and their effects are listed below, but you Requires: Verbal
might issue any one-word command of your choice. The Duration: 10 minutes
specific effects of words not listed here are up to the MC. Choose a point within range. All magical and nonmagical
Concede: The creature must agree with your proposed darkness within a 60 ft radius of that point is immediately
course of action. (This does not cause enemies to surrender dispelled, and all Unseen creatures within the radius
in a combat, but might end a social argument.) become visible. Furthermore, for the duration of the spell,
Confess: The creature must confess to having committed the area is considered to be bright light.
some form of transgression (such as a crime or a sin), even Creatures that use Divine, Primal, or Psionic magic cannot
if this is not true. regain the Unseen condition through magical means for the
Drop: The creature must drop an item it is holding and duration.
cannot pick that item up for the duration of this spell. You may end the effects of this spell early for free, without
Flee: The creature must use all of its available actions to spending AP to do so.
move as far away from you as it can.
Halt: The creature does nothing on its turn.
Kneel: The creature must fall Prone and take no further
actions.
Renounce: The creature must verbally renounce its
allegiance to a person or cause. (This has no legal or
ongoing effect, but could damage a creature’s reputation.)

242 C hapter 4 | M agic


DECREE DETECT THOUGHTS
Divine Spell, Enchanting Divine Spell, Divining
APC: 4 APC: 3
SPC: 24 SPC: 16
Range: 80 ft Range: 30 ft
Requires: Verbal, Visual Requirements: Visual
Duration: Up to 30 seconds Duration: 10 minutes
By issuing a command laced with Divine Power, you might When you cast this spell, you gain supernatural insight into
force a group of creatures to obey your dictates. Make a the target creature’s surface level thoughts. Make a magic
magic attack against the WILL of each creature of your attack roll against the target creature’s ANT. If you hit, they
choice within a 15 ft radius of a point you choose within are unaware that you cast this spell; if you miss, then they
range. are aware.
Issue a one-word order. If you hit, the creature must obey On each of your turns for the duration, you may spend 3
to the best of its ability for the duration. While the creature AP to repeat the attack, targeting any creature within range.
must follow your command, it is aware that it is being You retain this insight into the target creature for the
magically influenced. If you miss, the creature must follow duration or until you target a new creature, unless you
your command on its next turn, but does not follow your choose to end the spell early for free (spending 0 AP).
command for the full duration of the spell.
D E T E C T T H R E AT
Example words and their effects are listed below, but you
Divine Spell, Divining, Conjuring 5
might issue any one-word command of your choice. The
APC: 30
specific effects of words not listed here are up to the MC.
SPC: 8
Concede: The creature must agree with your proposed
Range: 15 ft
course of action. (This does not cause enemies to surrender
Requires: Gesture, Verbal, Visual
in a combat, but might end a social argument.)
Duration: 1 hour
Confess: The creature must confess to having committed
Choose a number of creatures up to your magic attribute.
some form of transgression (such as a crime or a sin), even
For the duration, those creatures cannot be Surprised.
if this is not true.
Drop: The creature must drop an item it is holding and DIVINE CHALLENGE
cannot pick that item up for the duration of this spell. Divine Spell, Enchanting
Flee: The creature must use all of its available actions to APC: 1
move as far away from you as it can. SPC: 6
Halt: The creature does nothing on its turn. Range: 60 ft
Kneel: The creature must fall Prone and take no further Requires: Gesture, Verbal, Visual
actions. Duration: 1 minute
Renounce: The creature must verbally renounce its Make a magic attack against a creature’s LOG. If you miss,
allegiance to a person or cause. (This has no legal or you expend your AP, but not your SP.
ongoing effect, but could damage a creature’s reputation.) If you hit, then the creature is compelled to accept your
divine challenge: For the duration, the creature is Taunted
DEMORALIZE by you. When the creature makes an attack that does not
Divine Spell, Enchanting target you, it takes 1d6 radiant damage. Further, you deal
APC: 5 1d6 additional damage against the target creature, and have
SPC: 16 TA on attack rolls against it.
Range: 30 ft Upcharge: All damage in this spell becomes 1d10 for +4 AP.
Requires: Gesture, Verbal, Visual
Duration: Up to 1 minute HEALING TOUCH
Choose a number of creatures within range up to your Divine Spell, Evoking
magic attribute. Make a magic attack roll against each of APC: 3
those creatures, targeting their WILL. SPC: 4
If you hit, then they are Demoralized for the duration. If Range: Touch
you miss, then they are Demoralized until the end of their Requires: Gesture
next turn, but not for the whole duration of the spell. Duration: Instantaneous
One creature that you touch regains 1d8 HP.
Upcharge: +1d8 per +4 SP.

C hapter 4 | M agic 243


H E AV E N LY F I R E Make a magic attack against the target creature’s WILL.
Divine spell, Evoking, Sacrament, Conjuring 1 If the target creature uses the Primal or Psionic source, roll
APC: 5 2d20 and use the higher of the two. If the target uses the
SPC: 20 Arcane or Occult source, roll 2d20 and use the lower of the
Range: 100 ft two. If the target uses the Divine source, roll 1d20.
Requires: Gesture, Visual If you hit, the target creature fails to cast the spell, but
Duration: Instantaneous still loses its AP and SP. If you miss, then you lose your AP
Make a magic attack against the FORT of all creatures and you expend half the SP you otherwise would.
within a 20 ft radius of a point that you choose within K E E P S TA N D I N G
range. Creatures take 4d10 radiant damage if you hit, Divine Spell, Enchanting
and take ½ damage if you miss. Additionally, if you hit, a APC: 1 Reactive AP, which you can spend when an ally
creature is Blinded until the end of its next turn. within range is reduced to 0 HP
Sacrament: If you use a diamond worth at least 100 sc as SPC: 3
part of casting this spell, then you can ignore its conjuring tag Range: 20 ft
and it only costs 3 AP. Requires: Verbal, Visual
HEROISM Duration: Instantaneous
Divine Spell, Enchanting, Sacrament Your ally that was reduced to 0 HP regains 1 HP.
APC: 3 Upcharge: +20 ft range per +3 SP.
SPC: 6 L A U R E L O F S TA R S
Range: Touch Divine Spell, Invocation
Requires: Gesture, Verbal APC: 6
Duration: Up to 1 minute SPC: 24
One creature that you touch becomes Rallied for the Range: Self
duration. Additionally, they gain 1d6 Shield HP at the start Requires: Gesture, Verbal
of each of their turns for the duration. Duration: Up to 10 minutes
These effects last until the end of your next turn, but you When you complete the casting of this spell, twelve
may spend 1 AP on your next turn to extend the duration miniature stars burst alight around you, orbiting your head.
until the end of your subsequent turn, to a maximum of 1 The stars shed bright light for 10 ft and dim light for an
minute. additional 10 ft. For every three stars around you, you gain
Sacrament: If you expend 25 sc worth of incense when you +1 to all of your defenses.
cast this spell, then it lasts for the full duration without you While you still have stars orbiting you, you may spend 1
needing to spend AP to extend it. AP to hurl one of your stars up to 80 ft at a creature of your
I N S P I R E F E R VO R choice. Make a magic attack targeting a creature’s REF on a
Divine Spell, Enchanting, Conjuring 1 hit, they take 1d10 radiant damage.
APC: 8 L E V I TAT I O N
SPC: 15 Divine Spell, Altering
Range: 20 ft APC: 3
Requires: Gesture, Verbal, Visual SPC: 32
Duration: 1 minute Range: 20 ft
You and a number of creatures up to your magic attribute Requires: Gesture, Visual
become fervent. The number of AP you gain at the start of Duration: Up to 1 minute
each of your turns increases by 1 for the duration. You and a number of creatures of your choice no greater
INTERVENE than your magic attribute levitate into the air. You and each
Divine Spell, Warding creature that you choose rise up to 20 ft directly up, and up
APC: 1 Reactive AP, which you can spend when an enemy to 5 ft in one horizontal direction of your choice, all moving
within range casts a spell the same distance. Creatures affected by this spell have a
SPC: Special speed of 0 and cannot move of their own volition. However,
Range: 60 ft they can spend 2 AP on their turn to make a CHA attack vs
Requires: Gesture, Verbal, Visual your WILL; if they succeed, then they escape the effects of
Duration: Instantaneous this spell.
Spend an amount of SP equal to the SP of the spell you are This lasts until the end of your next turn, but you may
intervening against (min 2). spend 3 additional AP on your next turn to extend the
effects to your subsequent turn, up to a total of 1 minute.

244 C hapter 4 | M agic


LIGHT AND SHADOW This includes but is not limited to:
Divine Spell, Illusory • Changing the physical makeup of a continent:
APC: 3 rearranging, adding, or removing mountain ranges,
SPC: 2 deserts, forests, rivers, coastlines, and the like.
Range: 80 ft • Destroying a moon.
Requires: Gesture, Visual • Rearranging the distribution of minerals and raw
Duration: Up to 1 minute resources in the world, changing the material and
By manipulating light and shadows, you can create one diplomatic value of various nations and organizations.
or more illusory images of any size that fits within a 10 ft • Causing an army’s or a city’s weapons to rust and
radius of that point. They produce no noise on their own, foodstuffs to rot.
but can visually look however you wish within the radius. • Changing the cosmic planescape by making some planes
On each of your turns after you cast this spell, you may closer to or farther from one another than they were
spend 1 AP to maintain the images or move the images up before.
to 30 ft in a direction of your choice. During this movement, • Teleporting the entire population of a planet into a
whether your illusory creation appears to be a single image different plane, or the entire population of a different
or several, they must always remain within a 10 ft radius of plane onto a planet.
a single focal point. • Causing a leading international figure to mysteriously
If you are ever more than 80 ft from the focal point of drop dead.
the images, then the spell ends. If you do not spend 1 AP to • Making a nation or international coalition change their
maintain or move the images, then the spell ends. stance on a particular policy; this might start a war, end
a war, or change the trajectory.
MINOR BLESSING
• Changing the orbit of the planet, completely altering
Divine Spell, Enchanting
seasonal weather patterns and potentially destroying
APC: 4
the world if its orbit draws too close to the sun.
SPC: 4
If you use this spell to create a custom effect as opposed
Range: 40 ft
to replicating the effects of another spell, then you become
Requires: Gesture, Verbal, Visual
Shaken for the rest of your life and can never cast this spell
Duration: Up to 1 minute
again. This form of the Shaken condition cannot be removed
Choose three creatures within range. Until the end of your
by any means.
next turn, those creatures gain a +2 bonus on their skill
checks. M I R AC U L O U S L U C K
On your subsequent turn, you may spend 1 AP to extend Divine Spell, Altering
the effects of this spell until the end of your next turn. You APC: 1 Reactive AP, which you can spend when a creature
may keep doing this to a maximum of 1 minute. within range hits another creature within range with an
Upcharge: +1 target per +2 SP. attack
Upcharge: You may spend +6 SP to cause the spell to also SPC: 20
affect attack rolls. Range: 80 ft
Requires: Visual
M I R AC L E
Duration: Instantaneous
Divine Spell, Altering, Conjuring 10
The attack that triggered this spell changes from a hit to a
APC: 30
miss or from a crit to a normal hit.
SPC: 150
Range: Indefinite M I R AC U L O U S W O R D
Requires: Gesture, Verbal Divine Spell, Altering
Duration: Instantaneous APC: 6
When you complete the casting of this spell, you may choose SPC: 60
any spell from any of the five Sources of Magic that costs Range: Sight
70 or fewer SP. You immediately cast that spell without Requires: Gesture, Visual
spending additional SP. Duration: Instantaneous
Alternatively, you may rewrite the course of world events You cause tremendous change to immediately take effect.
in a manner your Diety would approve of. You may not You may choose any Spell from any of the five Sources of
travel back in time or undo any events that have already magic that costs 40 or fewer SP. You immediately cast that
happened, but may cause immediate and irrevocable change spell without spending additional SP.
regarding current events. You may make one such change. Alternatively, you may impose a substantial but reasonable
change on the weather, natural terrain, or a nonliving object
or structure within range.

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Examples include but are not limited to: Choose a number of creatures within range equal to
• Changing the day from stormy to sunny. or less than your magic attribute. Each of these creatures
• Causing stars to shine visibly even during the day. regains 3d10 hit points.
• Removing thick mist from a region. Then choose a number of creatures within range equal to
• Magically reinforcing a stone wall, boosting its DT. or less than your magic attribute and make a magic attack
• Causing the axles of wagons in an enemy encampment against each of them, targeting FORT. They take 3d10
to all snap. radiant damage on a hit, and ½ as much on a miss.
You may suggest additional effects that this Spell might
R E FO C U S
allow, and your MC will adjudicate if and to what extent such
Divine Spell, Warding
effects are viable.
APC: 2
ORDER SPC: 5
Divine Spell, Enchanting, Sacrament Range: 30 ft
APC: 6 Requires: Gesture, Verbal
SPC: 24 Duration: Instantaneous
Range: 60 ft Remove one of the following conditions from a creature
Requires: Verbal, Visual within range: Broken, Charmed, Dazed, Demoralized,
Duration: Instantaneous Enthralled, Grounded, Helpless, Focused, Frightened,
All creatures within range lose all of the following Phobic, Rallied, Shaken, or Staggered, Stunned, or Taunted.
conditions: Affinity, Burning, Charmed, Dazed, Demoralized, Upcharge: You may pour more magic into this spell to
Enthralled, Grounded, Helpless, Focused, Frightened, increase its potency. When you cast this spell, you may remove
Freezing, Paralyzed, Phobic, Prone, Protected, Rallied, one additional condition - from the same creature or a different
Shaken, Sickened, Slowed, Staggered, and Stunned. creature within range - for each +3 SP that you spend.
Additionally, you and all allied creatures within range can
R E V I TA L I Z E
move 5 ft for free.
Divine Spell, Necromancy, Sacrament, Conjuring 3
Sacrament: If you use a diamond worth 100 sc as part
APC: 15
of this spell, then you may choose a number of creatures
SPC: 5
within range equal to or less than your magic attribute. Those
Range: Touch
creatures do not gain any benefit from this spell.
Requires: Gesture, Verbal, Visual
R A D I A N C E O F T H E DAW N Duration: Instantaneous
Divine Spell, Evoking, Sacrament Upon spending all of the required AP, you touch one
APC: 6 creature. That creature removes one Death Point.
SPC: 20 Upcharge: For every +5 SP that you spend, you can remove
Range: 60 ft cone 1 additional Death Point.
Requires: Gesture, Line of Effect Sacrament: If you use a ruby worth at least 60 sc as part of
Duration: 1 round the spell, you may ignore the conjuring tag and cast the spell
All magical and nonmagical darkness within range is for 2 AP.
immediately dispelled, and all invisible creatures within the
S A LVAT I O N
radius become visible for the duration. Furthermore, for
Divine Spell, Necromancy
the duration of the spell, the area is considered to be bright
APC: 1
light.
SPC: 80
Make a magic attack roll against each creature in the area,
Range: 300 ft
targeting their ANT. If you hit, creatures take 3d10 radiant
Requires: Gesture, Verbal, Visual
damage and are Blinded for the duration; if you miss, they
Duration: Instantaneous
take ½ damage and are not Blinded.
One creature of your choice removes all of their Death
Sacrament: If you spend 40 sc worth of incense as part of
Points and regains up to 100 hit points (not exceeding
casting this spell, then the light remains for 5 minutes.
their maximum HP). For the next 10 minutes, all of that
RADIANT WORD creature’s defenses increase by +12. They lose these
Divine Spell, Evoking defenses when they deal damage to another creature.
APC: 4
SEARING RADIANCE
SPC: 30
Divine Spell, Evoking, Conjuring 3
Range: 120 ft
APC: 15
Requires: Verbal
SPC: 20
Duration: Instantaneous
Range: Self
By uttering a word of power, you bolster your allies and
Requires: Gesture, Verbal
devastate your enemies simultaneously.
Duration: 1 to 5 minutes
246 C hapter 4 | M agic
Upon completion of the casting, searing light pours from S TA R L I G H T N E B U L A
your body. For 1 minute, you shed bright light from yourself Divine Spell, Evoking
in a 20 ft radius and dim light for another 20 ft. APC: 4
Additionally, for the next minute, you may radiate light SPC: 12
out from you in a concentrated line. On your turn, you may Range: 80 ft
spend 2 AP to shoot a bolt of light up to 40 ft away from you Requires: Gesture, Verbal
in a line. Make a magic attack against each creature within Duration: Instantaneous
5 ft of that line, targeting their REF. You deal 2d10 radiant By generating curative starlight, you regain 1d8 HP.
damage on a hit, and ½ as much on a miss. Then make a d20 roll, adding your magic attribute; if you
At the end of the duration, you may spend another 5 SP roll a 10 or higher, then one creature within range also regains
to extend the duration by another minute. Extending the 1d8 HP. If you succeed, make another magic roll, increasing
spell in this way costs no AP. You may extend the spell up to the DC by +2 (to 12).
a total of 5 minutes. Repeat this process until you miss a magic roll (the difficulty
Sacrament: If you use a diamond worth at least 200 sc increases to 14, 16, etc.) or until you run out of creatures
as part of the spell, then it automatically lasts for 5 minutes that you wish to target. You cannot heal the same creature
without you manually needing to extend it. multiple times from a single instance of casting this spell.
SEE INVISIBILITY S Y M PAT H Y
Divine Spell, Divining, Conjuring 6 Divine Spell, Divining
APC: 24 APC: 4
SPC: 12 SPC: 6
Range: Touch Range: 30 ft
Requires: Gesture Requires: Visual
Duration: 10 minutes Duration: 10 minutes
One creature that you touch gains the ability to see invisible By gaining divine insight into a creature’s emotional state,
creatures for the duration. Additionally, the creature is you can better sympathize with them. For the duration,
aware when it is looking at a creature that has magically when you make AWR, INT, or CHA checks related to
altered its form using the Divine, Primal, or Psionic Source, interacting with the target of this spell, roll 2d20 and use
though it cannot see the creature’s true form. whichever one is higher.
S H I N I N G B O LT WA L K O N WAT E R
Divine Spell, Evoking Divine Spell, Altering, Conjuring 2
APC: 2 APC: 12
SPC: 5 SPC: 30
Range: 80 ft Range: 15 ft
Requires: Gesture, Visual, Line of Effect Requires: Gesture, Verbal
Duration: Instantaneous Duration: Up to 10 minutes
Launch a bolt of searing energy at an enemy within range. Designate any number of creatures within range. For the
Make a magic attack against their AR. Deal 3d6 radiant duration, these creatures can walk on water as though it is
damage on a hit. On a miss, you do not expend your SP. solid ground.
Upcharge: +1d6 per +3 SP.
SHIELD OF DIVINITY
Divine Spell, Warding
APC: 1 Reactive AP, which you can spend in response to O C C U LT S O U R C E
being attacked
SPC: 4
Range: Self Through fell ritual and careful experimentation, occult
Requires: Gesture casters can augment their Essence by pulling Essence
Duration: 1 round directly from planar entities. This is dangerous - if these
Increase all of your defenses by +2. entities become aware of the theft, they can be powerful
Upcharge: +1 to defenses per +3 SP, to a maximum of an enemies - but if they do not notice, the power becomes the
added +3 to defenses. cultist’s to do with as they see fit. This augmentation of
one’s Essence through tapping into the Essence of others is
the heart of the Occult Source.

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Ascendants get these shapes tattooed on themselves as signs
THE TOLL OF of rank, belonging, and power.
O C C U LT I S M The Great Ascendant is the leader of the Path. Although
The draw of occultism is great: by manipulating one’s own once human, he has undergone so many permanent
essence, one’s own soul, a caster is beholden to nobody but transformations that he now looks like an archfiend. He has
themself. But this extreme individualism comes with dire goat legs, huge claws, cat eyes, ram horns, a snake’s tongue
threat: it is easy to overreach. A caster might lose themself and fangs, and enormous bat wings. Every inch of once-
to dark rituals, so focused on altering their soul that they human flesh has been burned and branded so many times
become unrecognizable to who they were before they made that it’s as tough as leather and as red as raw meat. His skin
such augmentations. is also covered in geometric tattoos that are never quite
Alternatively, one might draw so much power from a symmetrical.
powerful planar entity that the entity becomes aware of the
attempts to siphon power. Generally, these powerful beings O C C U LT I S M A N D
will not retaliate beyond causing a spell, ritual, or chant to PERSONALITY
backfire, but occasionally a being of great power might hold
As an occult caster draws more and more power into
a grudge against the caster or try to force the caster into
themselves and alters their own soul with ever greater
their service.
abandon, they might undergo profound personality changes.
In all but the rarest of cases, these personality changes are
SCHOOLS OF a negative transformation. Whatever a caster’s greatest vice
O C C U LT I S M prior to dabbling in occultism, it is likely to get accentuated.
Practitioners of occult magic have different physical tells. Power-hungry casters grow lustful for absolute power.
Because occult magic can be so individualized, casters Greedy casters become miserly copper-pinchers. Gluttonous
that train themselves might have wildly unique outward casters might become wildly and destructively hedonistic.
gestures, verbal recitations, or other expressions of magical Casters that stay in touch with their positive emotions
casting. Generally, occult magic involves some amount can stave off the worst of these changes. Keeping a strong
of stomping, clapping, or verbalizing, usually mixed circle of friends around you and pursuing a wide variety
with drawing glyphs, geometric designs, and the like on of wholesome activities makes you less susceptible to the
parchment or in the air. Some occult casters prefer to seek corrupting nature of occult magic.
out mentorship from more experienced occultists in an
effort to mitigate the potentially negative effects of occult R E L AT I O N S H I P W I T H
magic. DIVINITY
Two organizations are especially noteworthy, though there
Occult casters often steal power from divine beings, but
are many others. Occult groups are usually small, regional,
do not confuse this with divine magic. While divine casters
and secretive, but the Savants of the Pale and the Path of
enter into carefully negotiated contracts with their patron
Ascendancy are international organizations.
deities, or they are rewarded for devout worship with
magical favors, occult casters have no form of covenant with
S AVA N T S O F T H E P A L E the deities from whom they draw power. A divine caster
By focusing on the mystical mists of the Pale, the Savants might find it challenging to draw power from multiple gods
of the Pale learn how to hide and obscure their tracks. They if the gods don’t get along with one another, but an occult
believe that this is of fundamental importance, because caster has no such inhibitions, as the gods themselves are
once they become experts at hiding their magical presence, often unaware of the slivers of power that the occultist
they can steal more powerful abilities from gods and planar steals.
beings and escape undetected, free to use their newfound
powers however they please. Casters from this group are O C C U LT M A G I C T Y P E S
notable for wearing deep, hooded cloaks and for casting
In addition to spells, occult casters might learn chants or
occult magic by singing strange, dissonant choral melodies.
rituals.
Chant. Chants cost no SP and you can use them as many
PA T H O F A S C E N D A N C Y times as you wish.
The best-known occult school is the Path of Ascendancy. Ritual. Rituals take quite a long time to cast, and each
Ascendants profess that anyone can become a god in their ritual will specify how frequently you can cast it.
own right if they try hard enough and are willing to sacrifice
enough. One of the requirements for new initiates in the O C C U L T TA G S
Path to advance in rank is for them to bring in additional
These tags are referenced by some occult magical abilities.
new initiates. Ascendants cast their magic by drawing
intricate, beautifully complex geometric shapes. Many
248 C hapter 4 | M agic
O C C U LT P O W E R O C C U LT C H A N T S
Occult Power is the total number of talent points you have Occult Magic, Repeatable
spent on occult magic talents as a result of leveling up, in Learn three occult chants.
addition to the number of talent points you have spent in
O C C U LT M A G I C
certain classes or tracks. These classes or tracks will specify
Occult Magic, Repeatable
that they contribute to Occult Power.
Learn two occult chants, two occult rituals, and one occult
CURSE AND CHARM spell.
Curse and charm are tags that denote an effect that lingers O C C U LT R I T U A L S
with its target for the magic’s duration, even if an effect
Occult Magic, Repeatable
would normally dispel or suppress magic.
Learn four occult rituals.
I N CA N TAT I O N O C C U LT S P E L L S
If a spell has the incantation tag, the spell’s effects can Occult Magic, Repeatable
be extended if you spend a smaller amount of AP on Learn two occult spells.
subsequent rounds, but these spells still have a maximum
duration. If you neglect to spend the required Incantation DA R K P O W E R S AVA N T
AP at any point on subsequent turns, then the spell ends; Occult Magic, Repeatable
you must spend SP again to recast the spell if you wish to When you make a roll that could result in you suffering
renew the effects. Dark Power, you reduce the highest possible Dark Power
This might look like: Incantation (1 AP; max 10 minutes) number by 1 (e.g., from a roll of 1-5 to a roll of 1-4). A roll
- this means that after you initially cast the spell, you must of 1 always triggers Dark Power.
spend 1 AP on your next turn if you want to keep the spell DA R K P O W E R M A S T E R Y
going. If you keep the spell going for 10 minutes, then it Occult Magic
expires at that point. Prerequisites: Dark Power Savant 4x
R I T UA L I Z E Dark Power Savant can reduce your chances of Dark Power
This tag means that the spell can be cast as a ritual, which to 0, even if you roll a 1.
does not expend SP. Each spell with a ritualize tag will A R M O R O F DA R K N E S S
specify how many times it can be used as a ritual, and when Occult Magic
you regain the ability to do so. When on a plane of existence that has days and nights, if
DA RK P OWE R you Recoup and it is nighttime, gain Resist Energy 3 for the
Dark power is a tag attached to certain chants, rituals, and next 4 hours.
spells. These magical abilities come with a risk of being ESOTERIC RITUALIST
temporarily or permanently altered or corrupted in some Occult Magic, Repeatable
way, specified within each ability. Choose two spells that you know with the ritualize tag. The
first time you cast either spell as a ritual after you Take a
O C C U LT M A G I C Rest, it does not expend a use of the ritual.
S TA C K REPURPOSE RADIANCE
Occult Magic
I N I T I AT E O F T H E O C C U LT When on a plane of existence that has days and nights,
Occult Magic, Magic Entry
if you Recoup and it is daytime, the next time you deal
Having augmented yourself with strange powers, you gain
damage, add +1d10 fire damage.
the following benefits.
Spell Points. If this is your first Magic Entry talent, gain U N H O LY R I T E S
10 spell points. Otherwise, gain +5 SP. Each time you level Occult Magic
up and take a talent with the occult magic tag, you gain +5 When you enter the space of a religious order, such as
maximum SP. a temple, you may steal a sliver of power from one god
Occult Power. Gain 1 Occult Power. Each time you level associated with that temple. Your MC will choose a Divine
up and take a talent with the occult magic tag, you gain +1 Icon from the cleric stack based on the relevant god; you
Occult Power. can use that Icon ability one time in the next 24 hours. (1/
Initiate. Gain access to the occult magic stack. Gain Week)
two talents from the occult magic stack. (You do not gain
additional SP or Occult Power from these selections.)
Occultism. Your magic attribute is CHA unless another
talent says otherwise.

C hapter 4 | M agic 249


Occult Power 23: The chant creates three beams; make a
O C C U LT C H A N T S
third attack and damage roll.
BLIND FO R K E D T O N G U E
Occult Chant, Illusory, Dark Power Occult Chant, Enchantment, Dark Power
APC: 3 APC: 4
Range: 40 ft Range: 60 ft
Requires: Verbal, Visual Requires: Verbal
Duration: Instantaneous Duration: 1 round
Make a magic attack against a creature’s LOG. If you hit, Make a magic attack against a creature, targeting their
that creature is Blinded until the end of its next turn. WILL. On a hit, the creature is Charmed by you.
Dark Power: If you crit fail on the attack, then you are Dark Power: If you crit fail on the magic attack, your
Blinded until the end of your next turn. tongue physically transforms into the purple, forked tongue
This chant gets stronger when you have higher Occult Power: of a serpent. You suffer a -2 penalty to magic that has Verbal
Occult Power 4: +20 ft range. requirements, as well as to CHA checks made to persuade
Occult Power 7: +20 ft range. people or gain information. This effect ends when you Recoup.
Occult Power 13: You may attack one or two creatures This chant gets stronger when you have higher Occult Power:
within range, using the same attack roll against each creature’s Occult Power 4: +20 ft range.
LOG. Occult Power 7: +20 ft range.
Occult Power 19: +20 ft range. Occult Power 13: You may attack one or two creatures
Occult Power 23: +You may attack one, two, or three within range.
creatures within range. Occult Power 19: +20 ft range.
C U LT I C R E V E N G E Occult Power 23: +You may attack one, two, or three
Occult Chant, Enchanting, Charm creatures within range.
APC: 1 IGNITE
Range: 20 ft Occult Chant, Evoking, Dark Power
Requires: Verbal, Visual, Line of Sight APC: 3
Duration: 1 round Range: 40 ft
You or an allied creature of your choice within range deals Requires: Verbal, Visual
+2 damage on all attacks, or +4 if Bloodied. This effect Duration: 30 seconds (3 rounds)
lasts until the end of the target creature’s next turn. Make a magic attack against a creature within range,
This chant gets stronger when you have higher Occult Power: targeting their ANT. On a hit, the creature starts Burning
Occult Power 4: +20 ft range. (1d4). The creature can spend 3 AP on its turn to extinguish
Occult Power 7: +1 additional damage, or +2 additional the flames.
damage if Bloodied. Dark Power: If you crit fail on your magic attack, then the
Occult Power 13: +20 ft range. spell hits you. After the flames recede, you are still left with
Occult Power 19: +1 additional damage, or +2 additional nasty, pus-oozing burns that fade to permanent scars after 1
damage if Bloodied. week.
Occult Power 23: +1 additional damage, or +2 additional This chant gets stronger when you have higher Occult Power:
damage if Bloodied. Occult Power 4: +20 ft range.
ELDRITCH ORB Occult Power 7: Burning becomes 1d6.
Occult Chant, Evoking Occult Power 13: +20 ft range.
APC: 3 Occult Power 19: +20 ft range.
Range: 80 ft Occult Power 23: Burning becomes 1d8.
Requires: Gesture, Visual MESMERIZE
Duration: Instantaneous Occult Chant, Enchanting, Incantation (2 AP; max 1 minute)
Make a magic attack against a creature within range, APC: 5
targeting the creature’s AR. On a hit, deal 1d8 necrotic Range: 40 ft
damage. Requires: Verbal, Visual, Line of Effect
This chant gets stronger when you have higher Occult Power: Duration: Up to 1 minute
Occult Power 4: +20 ft range. Make a magic attack against a creature’s WILL. If you hit,
Occult Power 7: +20 ft range. that creature is Charmed by you until the end of your
Occult Power 13: The chant creates two beams; make two next turn. While Charmed in this way, the creature cannot
separate attack and damage rolls. This can target the same or use AP to move. This chant ends early if Line of Effect is
different creatures within range. interrupted.
Occult Power 19: +40 ft range. This chant gets stronger when you have higher Occult Power:
250 C hapter 4 | M agic
Occult Power 4: +20 ft range. Occult Power 23: +1d6 psychic damage.
Occult Power 7: While Charmed in this way, the creature is
SONOROUS VOICE
also Shaken.
Occult Chant, Illusory, Charm
Occult Power 13: +20 ft range.
APC: 4
Occult Power 19: While Charmed in this way, the creature
Range: Touch
is also Sickened.
Requires: Gesture
Occult Power 23: +40 ft range.
Duration: 1 minute
MIND TREMOR A creature’s voice is magnified threefold for the duration.
Occult Chant, Enchanting, Dark Power This chant gets stronger when you have higher Occult Power:
APC: 3 Occult Power 4: +1 minute duration.
Range: 40 ft Occult Power 7: +3 minute duration.
Requires: Gesture, Verbal, Visual Occult Power 13: +5 minute duration.
Duration: 1 round Occult Power 19: +5 minute duration.
Make a magic attack against a creature’s LOG as you give Occult Power 23: +15 minute duration.
them an aneurysm. On a hit, that creature takes 1d6 psychic
WITHERING GRASP
damage and becomes Shaken.
Occult Chant, Necromancy, Dark Power
Dark Power: On a crit fail, this chant hits you instead.
APC: 2
This chant gets stronger when you have higher Occult Power:
Range: Touch
Occult Power 4: +20 ft range.
Requires: Gesture
Occult Power 7: +20 ft range.
Duration: Instantaneous
Occult Power 13: The creature also falls Prone.
Make a magic attack against a creature’s FORT. If you hit,
Occult Power 19: +20 ft range.
that creature takes 1d10 necrotic damage.
Occult Power 23: +1d6 psychic damage.
Dark Power: If you miss, you take the damage instead.
SHADOW KNIFE This chant gets stronger when you have higher Occult Power:
Occult Chant, Evoking Occult Power 13: +1d10 necrotic damage.
APC: 3 Occult Power 23: If you crit, the target gains Fatigue.
Range: 60 ft
Requires: Gesture, Visual, Line of Effect O C C U LT R I T U A L S
Duration: Instantaneous
Make a magic attack against a creature’s AR. On a hit, the A N I M AT E C O R P S E S
creature takes 1d4 necrotic and 1d4 sharp damage. Occult Ritual, Necromancy, Dark Power
This chant gets stronger when you have higher Occult Power: Casting Time: 1 hour, which can be part of Taking a Rest
Occult Power 4: +20 ft range. Range: 15 ft
Occult Power 7: +20 ft range. Materials: Up to 3 corpses, and 250 sc worth of ruby dust
Occult Power 13: +1d4 necrotic damage. per corpse, which the ritual consumes
Occult Power 19: +20 ft range. Recharge: Take a Rest
Occult Power 23: +1d4 sharp damage. Duration: Instantaneous
Target up to three corpses as part of this ritual. Each corpse
SICKENING GAZE must have a majority of its torso and must have a head.
Occult Chant, Enchanting, Dark Power, Curse
You animate those corpses: they each become a skeleton
APC: 2
or zombie (your choice for each corpse). They follow your
Range: 40 ft
mental commands for 24 hours, at which point they become
Requires: Verbal, Visual, Line of Sight
autonomous unless you reassert control over them.
Duration: 1 round
If you cast this ritual and target one or more skeletons
Make a magic attack against a creature within range,
or zombies that you have already animated using this
targeting their WILL. On a hit, the creature becomes
ritual, then you extend your control over them for another
Sickened. This effect lasts until the end of the target
24 hours. Reasserting control over a skeleton or zombie
creature’s next turn.
costs no ruby dust, as opposed to animating one for your
Dark Power: If you crit fail on your attack, then the chant
first time. If you do this on the same skeleton(s) and/
hits you.
or zombie(s) at least once per day for a year, then they
This chant gets stronger when you have higher Occult Power:
permanently follow your commands without any further
Occult Power 4: +1d6 psychic damage.
need of this ritual.
Occult Power 7: +20 ft range.
If a skeleton or zombie that you control dies, and you
Occult Power 13: +20 ft range.
animate it again using this ritual, it is no longer under your
Occult Power 19: +40 ft range.
control and will act autonomously.

C hapter 4 | M agic 2 51
Dark Power: You may attempt to raise a corpse without or Frighten either of the recipients of this ritual, then the
expending ruby dust. For the first corpse that you attempt to attacking creature must roll 2d20 and use the lower roll.
raise in this way, make a Spellcasting check against DC 10.
C H I L D O F DA R K N E S S
All subsequent corpses that you attempt to raise in this way
Occult Ritual, Altering, Charm, Dark Power
increase the DC by 4 cumulatively. This DC resets when you
Casting Time: 1 hour, which can be part of a Recoup
Take a Rest. Each time you succeed this DC, you raise a corpse.
Range: Touch
Each time you fail, you instead gain Fatigue.
Recharge: Take a Rest
Upcharge: You may spend SP to raise more corpses or
Duration: 2 hours
reassert control over more corpses: +1 corpse per +10 SP.
Make the Dark Power roll described below, then choose a
BEDEVILING COUNTENANCE willing creature (which can be yourself). For the duration,
Occult Ritual, Enchanting, Charm its eyes burn with otherworldly blue light of unspeakable
Casting Time: 1 hour, which can be part of a Recoup malice, its skin becomes bone-white or pitch-black (your
Range: Touch choice), and its finger bones punch through the tips of its
Materials: A bit of perfume fingers, forming terrible, jagged claws.
Recharge: Take a Rest For the extent of the charm, the affected creature gains
Duration: 4 hours the following benefits:
One willing creature (which can be yourself) that was the • +5 Intimidating and +5 Sneaking (this can exceed
subject of the ritual becomes supernaturally persuasive. the normal cap of +20 to a skill).
For the extent of the charm, they gain the following special • Darkvision 30 ft and can see in magical darkness
attack: Bedeviling Countenance. 5 AP, Ranged 40 ft Natural within this range.
Weapon. +CHA vs WILL. Hit: The creature is Charmed for • DR 3 / Primal and Psionic.
1 minute. At the end of this time, a creature is aware that it • Special Dark Claws attack, which counts as a natural
was magically Charmed. weapon: Dark Claws. 3 AP, Reach 10 ft Natural
Weapon. +STR or DEX vs AR. Hit: 1d6 sharp damage
BLIGHT
and 1d6 necrotic damage.
Occult Ritual, Necromancy, Dark Power
Dark Power: Make a magic check vs a DC of 10 + your
Casting Time: 1 hour
character level (max 30). If you fail, then the ritual still takes
Range: Touch or Self
effect as described, but you attract the attention of a fiend lord
Recharge: 1 week
of the Black City of Durlossoth. If you crit fail, then you attract
Duration: Instantaneous
the attention of the Prince of Ruin, Sahrnulothon himself. Your
When you cast this ritual, roll for Dark Power. Then, choose
MC will determine the consequences of such attention.
one specific plant that you touch, or choose all plant life
within a ½ mile radius of you. If you choose a single plant, CURSE OF TREMBLING
then that plant cannot have a trunk larger in diameter than Occult Ritual, Necromancy, Curse, Dark Power
20 ft. Over the course of the next hour, that plant withers Prerequisites: Occult Power 7
rapidly until dead. If you choose all plant life within a ½ Casting Time: 1 hour
mile radius of you, then over the course of the next 24 Range: Indefinite
hours, all plant life in that radius withers. These plants do Recharge: 1 week
not die, but are malnourished as though they have gone Duration: 1 week
without sufficient nutrients for months on end. Food-bearing If you have not cast this curse in the last 7 days, you may
plants in this radius cannot produce edible crops for the make a magic attack against a creature of your choice on the
next month. same plane of existence as you, targeting their FORT.
Dark Power: When you cast this ritual, make a Spellcasting Your magic attack gains a modifier based on how familiar
check vs DC 20. On a fail, you gain Fatigue. you are with the creature:
• Have never met it: -20
BLOOD BOND
• Have met it more than a month ago: -15
Occult Ritual, Alchemy, Charm
Casting Time: 1 hour, which can be part of a Recoup • Have met it in the last month: -10
Range: Touch • Have met it in the last week: -5
Recharge: Take a Rest • Have met it in the last 24 hours: -2
Duration: 4 hours • Are currently in its presence: +0
Choose two willing creatures (one of which can be you) Your magic attack also gains a modifier based on whether
when you cast this ritual. Both of those creatures take 1d4 you have any of the creature’s personal effects:
damage. For the extent of the charm, whenever one of those • None: -5
creatures takes damage, split the damage evenly between • Personal effect like clothing or a trinket: -0
the two creatures. Additionally for the duration, whenever • Physical part of the creature, such as hair, teeth, or a
another creature attempts to Charm, Demoralize, Enthrall, finger: +5
• You have the creature itself: +10
252 C hapter 4 | M agic
Lesser Restoration and similar magic can remove this Your skin permanently gains obvious deformities, such as
curse if the caster succeeds on a magic roll against a DC pockmarks and permanent bruises, reflecting your body’s state
of your Magic Attribute +10. The creature attempting this of degeneration.
rolls 2d20, using the lower result. Greater Restoration and
D E AT H B O I L P L A G U E
similar magic can remove this curse automatically.
Occult Ritual, Necromancy, Dark Power
If you hit the creature, it is afflicted by your Curse of
Prerequisites: Occult Power 13
Trembling. For the extent of the curse, it is Shaken. It cannot
Casting Time: 24 hours
remove this Shaken condition by any means other than
Range: 5 miles
spells, chants, and/or invocations from the Primal and/or
Materials: At least 5 rats and powdered bone from an
Psionic source of magic. Such magic will suppress the effects
undead humanoid
for the duration of the spell, chant, or invocation, after
Recharge: 1 week
which point this curse resumes. The exceptions are Lesser
Duration: Instantaneous
Restoration and Greater Restoration.
Upon completion of casting this ritual, designate one urban
Dark Power: If your ritual misses the target creature, it
area within 5 range. If it is a very large urban area (such
afflicts you instead.
as a major city), you may choose to designate a specific
CURSE OF WITHERING neighborhood. That urban area suffers an outbreak of
Occult Ritual, Necromancy, Curse, Dark Power the Deathboil Plague (see the MythCrafter’s Guide). You
Prerequisites: Occult Power 13 gain Fatigue and are Sickened for 24 hours after you cast
Casting Time: 1 hour this ritual. When you cast this ritual, make a magic roll to
Range: Indefinite determine if you are afflicted by Dark Power.
Recharge: 1 week Dark Power: Make a magic roll against a DC determined by
Duration: 1 week your MC based upon the size of the urban area’s population:
You may make a magic attack against a creature of your Population DC
choice on the same plane of existence as you, targeting their Less than 1,000 13
FORT. 1,000 - 5,000 17
Your magic attack gains a modifier based on how familiar 5,001 - 20,000 23
you are with the creature: 20,001 - 50,000 29
• Have never met it: -20 50,001 - 100,000 31
• Have met it more than a month ago: -15 100,001 - 500,000 37
• Have met it in the last month: -10 More than 500,000 Impossible
• Have met it in the last week: -5 If you fail, then you immediately contract the Deathboil
• Have met it in the last 24 hours: -2 Plague, and the ritual fails to take root in the urban area.
• Are currently in its presence: +0 D E V I L’ S S I G H T
Your magic attack also gains a modifier based on whether
Occult Ritual, Enchanting, Dark Power
you have any of the creature’s personal effects:
Casting Time: 30 minutes, which can be part of a Recoup
• None: -5 Range: Touch
• Personal effect like clothing or a trinket: -0 Materials: A black onyx gem worth at least 200 sc, which
• Physical part of the creature, such as hair, teeth, or a the spell consumes
finger: +5 Recharge: Rest
• You have the creature itself: +10 Duration: 4 hours
If you hit the creature, it is afflicted by your Curse of Choose one willing creature (which can be yourself) when
Withering. The creature knows the nature of the curse but you cast this ritual. By siphoning power from an Archfiend
does not necessarily know that you are the caster. For the or an Exile living in Phlegmereth, you imbue that creature
duration, each time it completes a Rest, it immediately gains with the ability to see. For the duration, that creature gains
1 Death Point. Additionally, each time it completes a Rest, Darkvision 30 ft and can see in magical darkness. At any
it must make an END check against your WILL. If it fails, it point for the duration, the creature can improve their sight
does not remove any of the Death Points it has gained over by spending 1 AP, gaining one of the following benefits until
the previous day. the end of their next turn:
Lesser Restoration and similar magic can remove this That creature can also ignore fog, smoke, mist, and
curse if the caster succeeds on a magic roll against a DC similar atmospheric obscurants within 30 ft of it.
of your Magic Attribute +10. The creature attempting this That creature can see invisible creatures within 30 ft of it.
rolls 2d20, using the lower result. Greater Restoration and That creature can magically tell when another creature
similar magic can remove this curse automatically. within 30 ft of it is magically disguised or has its form
Dark Power: If your ritual misses the target creature, you magically altered in some way, but cannot see the target
suffer the full effects of the curse instead. creature’s true form.

C hapter 4 | M agic 253


Dark Power: When you cast this ritual, roll 1d20. On a 30 A specific nondescript area that has no
roll of 5 or lower, the target creature instead becomes Blind for distinguishing features on your same plane of
the duration, as the deity in question becomes aware of your existence
attempted theft and punishes you for your transgressions.
35 A large city or famous landmark that you have
D R E A M WA L K E R never been to that is on a different plane of
Occult Ritual, Divining existence
Prerequisites: Occult Power 7
40 A specific nondescript area that has no
Casting Time: 1 hour, which you can do while sleeping as
distinguishing features on a different plane of
part of Taking a Rest
existence
Range: Self
Recharge: 24 hours D R U M S O F T H E WA R G O D
Duration: Up to 1 hour Occult Ritual, Enchanting, Dark Power
You must be sleeping to cast this ritual. You enter into a Casting Time: 30 minutes, which can be part of a Recoup
state of lucid dreaming through which you can contemplate Range: 30 ft
the workings of the world, explore the world and the planes Materials: A drum or some form of improvised percussive
beyond, or attempt to communicate with another dreaming instrument (such as clapping wooden blocks together or
creature. stamping your feet on rocks and logs)
Communicate: Choose a creature with whom you have Recharge: Recoup
interacted in the past and with whom you have a friendly Duration: 1 hour
relationship. Provided that the creature in question is also You and up to six willing creatures that can hear you
sleeping, you may both converse for the duration. Both become invigorated by vestiges of power siphoned from a
creatures have the option to end this conversation at any god of war. Each affected creature becomes Rallied for the
time. This Ritual ends early if either you or the target duration.
creature awakens. Dark Power: When you cast this ritual, roll 1d20. On a
Contemplate: If you have failed an INT check on a topic roll of 5 or lower, you and all allied creatures that can hear
in the last 24 hours, then you may make a new check, you become Shaken for the duration instead, as the deity in
rolling 2d20 and use the higher of the two. question becomes aware of your attempted theft and punishes
Explore: You can cast your consciousness about a you for your transgressions.
metaphysical facsimile of the physical world and the ENTICE
planescape. If you have a specific destination in mind, make Occult Ritual, Enchanting, Charm
a spellcasting roll. If you have been to this destination Prerequisites: Occult Power 13
before, roll 2d20 and use the higher. Your MC will set Casting Time: 10 minutes
the DC of this check based on how close you are to the Range: 60 ft
destination, if it is on a different plane of existence, and if Materials: None
your current physical and metaphysical state of body and Recharge: Rest
soul lend you to easily accessing that destination in your Duration: 24 hours
dreams. (Some typical benchmark DCs are provided below.) Casting this ritual requires you to be interacting with a
If you are not looking for a specific destination, then your target creature in a meaningful way, such as talking with
MC will narrate to you what you discover as your soul them, dancing with them, or giving a public performance
wanders the metaphysical world of dreams. that they are watching. When you complete the ritual, make
DC Destination a magic attack against that creature’s WILL. On a hit, that
creature is Enthralled by you for the duration. They are
5 Your childhood home, provided you are on the
aware that they were magically influenced both during and
same plane of existence
after the extent of the Charm.
10 A city center that you frequent and that is on
the same plane of existence FA L L E N P R O G E N Y
Occult Ritual, Summoning, Dark Power
15 Your childhood home if you are on a different
Prerequisites: Occult Power 19
plane of existence
Casting Time: 1 hour, which can be part of a Recoup
20 A large city or famous landmark that you have Range: 20 ft
never been to that is on your same plane of Materials: Iron, copper, and precious gems worth a total of
existence at least 15,000 sc, which the ritual consumes
25 A city center that you frequent and that is on a Recharge: 1 week
different plane of existence Duration: Instantaneous
Summon a creature with the avadri tag. This creature can
be Monster Level 15 or lower. When you summon it, make a
254 C hapter 4 | M agic Dark Power roll.
Dark Power: Make a spellcasting roll against DC 15 + the Hands of Fire: 2 AP, Reach 5 ft Hand-and-a-Half Weapon,
ML of the creature that you summoned. If you succeed, then Thrown 40 ft. +CHA vs FORT. Hit: 1d6+CHA fire damage.
the creature is friendly to you and will follow your nonverbal
H E L L’ S A N G E L
commands for a number of hours equal to double your magic
Occult Ritual, Summoning, Dark Power
attribute. After this time, it remains friendly towards you
Prerequisites: Occult Power 19
unless you mistreat it, but it will act of its own volition. If
Casting Time: 1 hour, which can be part of a Recoup
you fail, then the creature is hostile towards you. It may
Range: 20 ft
immediately attack you, but it may still work with you if your
Materials: Iron, copper, and precious gems worth a total of
goals align with its own goals.
at least 15,000 sc, which the ritual consumes
GAZE OF A THOUSAND MILES Recharge: 1 week
Occult Ritual, Divining, Dark Power Duration: Instantaneous
Casting Time: 10 minutes, which can be part of a Recoup Summon a creature with the celestial tag. This celestial is an
Range: Indefinite Exile, sentenced to eternity in Inferno. As such, it is selfish,
Materials: Blood and 2,500 sc worth of incense, which the cunning, malicious, and power-hungry. This creature can be
ritual consumes ML 15 or lower. When you summon it, make a Dark Power
Recharge: 1 week roll.
Duration: Instantaneous Dark Power: Make a magic roll against DC 15 + the ML
Upon completing the ritual, you enter a trancelike state. of the creature that you summoned. If you succeed, then the
This state lasts until you end it or until the maximum creature is friendly to you and will follow your nonverbal
duration ends. During this time, you can cast your vision commands for a number of hours equal to double your magic
beyond your body, up to 1,000 miles away from you. Your attribute. After this time, it remains friendly towards you
extended eyesight is represented by an invisible, spectral unless you mistreat it, but it will act of its own volition. If
pair of eyes from which you see. You can move your vision you fail, then the creature is hostile towards you. It may
around throughout the duration, and your extended vision immediately attack you, but it may still work with you if your
can move up to one hundred miles per minute. Any creature goals align.
that can detect magic can see these spectral eyes.
HORNS OF HELL
Dark Power: Once you finish the ritual, the MC rolls 1d20
Occult Ritual, Altering, Charm, Dark Power
against your WILL. If you ended the ritual before its maximum
Prerequisites: Occult Power 3
duration, the MC rolls 2d20 and uses whichever is higher. If
Casting Time: 30 minutes, which can be part of a Recoup
the MC hits your WILL, then your magic has attracted the
Range: Touch
attention of Sarnulothon, the Prince of Ruin. You are Sickened
Materials: A slaughtered and disemboweled goat
for the next 6 hours, and Sarnulothon might send emissaries
Recharge: Take a Rest
to hunt you or to try to negotiate a deal with you.
Duration: 4 hours
HANDS OF FIRE Choose one willing creature (which can be yourself). That
Occult Ritual, Evoking creature suffers agonizing pain, taking 1d10 psychic damage
Casting Time: 10 minutes, which can be part of a Recoup and becoming Shaken for the next 10 minutes as enormous
Range: Touch horns sprout from their skull. If the creature already had
Materials: Flammable oils and 20 sc worth of incense, horns naturally (e.g., the creature is a satyr, minotaur, etc),
which the ritual consumes then they ignore this penalty. You choose the appearance
Recharge: Recoup of the horns. They might be ram horns, antlers, dragonlike
Duration: Indefinite horns, or something else. The creature can use its horns to
Choose one creature that you touch as part of casting this make a devastating attack.
ritual. At any point until you cast this ritual again, that Horns of Hell: 4 AP, Reach 5 ft Natural Weapon. +STR or
creature can activate the power of Aeshir by spending 1 AP. DEX vs AR. Hit: 2d6+STR or DEX sharp, and the creature
Once activated, the creature gains special abilities for 10 falls Prone if it is no more than one Size larger than you.
minutes, whereupon the ritual ends. Dark Power: When you cast this ritual, make a magic roll.
The creature’s hands burst forth with flame. The flames If you rolled lower than DC 10 + your character level (max
shed bright light for 10 ft and dim light for 10 ft beyond 30), then the horns grow misaligned. The creature is Shaken
that. for the extent of the charm.
The creature is immune to damage from this fire, and may
INSCRIPTION OF SHARPENING
make a unique magical attack using this fire. If you hurl the
Occult Ritual, Alchemy
fire as a thrown attack, a new flame immediately springs
Casting Time: 30 minutes, which can be part of a Recoup
up in your hands. Once activated, this fire burns from the
Range: Touch
creature’s hands for 10 minutes and cannot be extinguished
Materials: A weapon that deals sharp damage
except by Primal or Psionic magic.
Recharge: Recoup
C hapter 4 | M agic 255
Duration: 2 hours Upcharge: You may close the portal early by spending 30
For the duration, the weapon that you inscribed gains a +1 AP and 15 SP as though casting a spell with the Conjuring 10
to attack rolls and damage rolls. property.
PLAGUE OF BOILS REFRACTION OF A THOUSAND SOU LS
Occult Ritual, Altering, Dark Power Occult Ritual, Illusory
Prerequisites: Occult Power 7 Prerequisites: Occult Power 3
Casting Time: 12 hours Casting Time: 10 minutes, which can be part of a Recoup
Range: 5 miles Range: Self
Materials: Collection of scabs and beetles Materials: A gem worth at least 100 sc, which the ritual
Recharge: 1 week consumes
Duration: Instantaneous Recharge: Rest
Upon completion of casting this ritual, designate one urban Duration: 1 hour
area within 5 miles of you. If it is a very large urban area For the duration, you fragment your soul and gain the
(such as a major city), you may choose to designate a following benefits:
specific neighborhood. That urban area suffers an outbreak • You cannot be Charmed or Enthralled.
of Boil Plague (see the MythCrafter’s Guide). You are • Your mental defenses increase by +4.
Sickened for 24 hours after you cast this ritual. When you • You can spend 2 AP to cause dozens of illusory
cast this ritual, make a magic check to determine if you are duplicates of yourself to swirl around you in a 10 ft
afflicted by Dark Power. radius. These images remain until the end of your next
Dark Power: Make a magic check against a DC determined turn. While these illusions are active, and a creature
by your MC based upon the size of the urban area’s population: attacks you without using an AOE attack, it must roll
Population DC 2d20 and use the lower result.
Less than 1,000 7 • You can spend 1 AP to teleport up to 20 ft in any
1,000 - 5,000 13 direction. If illusory duplicates are active at the time,
5,001 - 20,000 17 they all teleport along with you.
20,001 - 50,000 23 R E G E N E R AT E
50,001 - 100,000 29 Occult Ritual, Necromancy, Dark Power
100,001 - 500,000 31 Prerequisites: Occult Power 19
More than 500,000 37 Casting Time: 1 hour, which can be part of a Recoup
If you fail, then you immediately contract the Boil Plague as Range: Touch
well as the urban area. Materials: A slaughtered animal, at least 50 sc worth of
P L A N A R P O R TA L incense, and at least 5,000 sc worth of rubies, all of which
Occult Ritual, Altering the spell consumes
Prerequisites: Occult Power 24 Recharge: 1 week
Casting Time: 30 minutes Duration: Instantaneous
Range: 10 ft Touch one creature with one or more missing limbs; it
Materials: 30,000 sc worth of gems befitting the plane regrows one limb. Make a Dark Power roll.
to which you intend to travel, which the spell consumes Dark Power: Roll 1d20. If you roll a 5 or lower, then the
(diamonds for the Iztari, sapphires for Avadria, emeralds for limb that regrows looks completely wrong for the body. It
the Everwilds, rubies for Inferno, amethyst for Order, citrine might look like bones, a tentacle, or be bright red or some
for Chaos, onyx for the Celestial Sea, or pearl for the Pale) other unusual color. Whatever its appearance, it still functions
Recharge: Recoup as intended, but its unusual appearance cannot be disguised,
Duration: 1 hour magically or otherwise, aside from completely covering it
You open a portal into another plane of existence. The under clothing.
portal is 20 ft wide and 20 ft tall. For the duration, creatures
SCARLET SICKNESS
on either plane of existence can freely enter the other plane
Occult Ritual, Necromancy, Dark Power
by walking through the gateway and it remains open for the
Prerequisites: Occult Power 23
duration.
Casting Time: 24 hours
Opening such a gateway to the precise location you
Range: 5 miles
desire requires a great amount of skill. Make a Spellcasting
Materials: A rotten corpse, a slaughtered animal, and a
check (you may add the Arcana skill if you have it). Your
gallon of fresh humanoid blood
portal opens a number of miles away from your target
Recharge: 1 week
destination equal to 40 - your roll (min 0). If you cast this
Duration: Instantaneous
ritual on a planar portal you have already opened, then you
Make a magic attack against a creature of your choice
do not make this roll again, instead maintaining its current
within 5 miles of you, targeting their FORT.
coordinates on the other plane.
256 C hapter 4 | M agic
Your magic attack gains a modifier based on how familiar Recharge: Take a Rest
you are with the creature: Duration: 8 hours
• Have never met it: -20 Choose one willing creature (which can be yourself) that
• Have met it more than a month ago: -15 remains in the area of dancing shadows for the duration of
• Have met it in the last month: -10 the casting. That creature gains +1 to all of their defenses
• Have met it in the last week: -5 for the duration. Additionally, while the creature is in dim
• Have met it in the last 24 hours: -2 light or darkness, it gains an additional +2 to its mental
• Are currently in its presence: +0 defenses and a +3 to the Sneaking Skill.
Your magic attack also gains a modifier based on whether
SPLENDOR OF THE EXILES
you have any of the creature’s personal effects:
Occult Ritual, Summoning, Charm, Dark Power
• None: -5 Casting Time: 30 minutes
• Personal effect like clothing or a trinket: -0 Range: Touch
• Physical part of the creature, such as hair, teeth, or a Materials: Flammable oils, 100 sc worth of incense, and 1
finger: +5 gallon of fresh humanoid blood, which the ritual consumes
• You have the creature itself: +10 Recharge: Take a Rest
Dark Power: If you hit the creature, it gains the Scarlet Duration: 2 hours
Sickness disease. If you miss, then you gain the Scarlet Sickness Choose one willing creature (which can be yourself).
disease instead. This creature draws upon the vast power of the Exiles
S C RY and undergoes a bodily transformation, sprouting black
Occult Ritual, Divining feathered wings and sleek elegant horns. The creature’s
Prerequisites: Occult Power 13 irises also glow with hellish orange flames. Immediately
Casting Time: 1 hour, which can be part of a Recoup when the ritual is completed, the affected creature also
Range: 5 miles summons three humanoids of ML 2 or lower, which follow
Materials: A large crystal, silvered mirror, or reflection pool, the creature’s unspoken commands for the duration.
any of which must be worth at least 10,000 sc but are not These humanoids also have the fiend tag. If they are still
consumed alive at the end of the ritual’s duration, then they become
Recharge: Take a Rest autonomous.
Duration: Up to 10 minutes For the extent of the charm, the affected creature gains
When you cast this spell, choose a location within 5 miles the following benefits:
that you have physically been to in the last two weeks or • Fly speed equal to its walking speed.
that you have spent a great deal of time at (a minimum of • STR and CHA both increase by +2; this can exceed the
1 month) in the past. You can see and hear events currently Attribute Cap.
happening in that location. • Resist 5 Fire, Necrotic, and Radiant.
Creatures with magical awareness might detect your • DR 3/Primal or Psionic.
presence. When your consciousness is projected in this Dark Power: When you cast this ritual, roll 1d20. On a roll
fashion, a spectral, invisible visage of your face might be of 5 or lower, the target creature also takes 4d10 fire damage
seen by creatures capable of seeing invisibility or detecting as the Exiles punish you for your imprudence, and the creature
magic. cannot summon any fiends. The creature still retains the other
If an area is protected from Divining magic by the Primal benefits of the ritual.
or Psionic sources, then you are unable to see or hear said
SUMMON FIEND
area. If, however, the area is protected from Divining magic
Occult Ritual, Summoning, Dark Power
by the Arcane, Divine, or Occult sources, you may attempt
Prerequisites: Occult Power 19
to see into it by making a magic attack against the WILL of
Casting Time: 1 hour, which can be part of a Recoup
the creature that cast the wards (or against a Difficulty set
Range: 20 ft
by the MC if the magic occurred naturally). On a successful
Materials: Iron, copper, and precious gems worth a total of
attack, then you can see and hear the area, but depending
at least 15,000 sc, which the ritual consumes
on the specific anti-Divining spells in place, the original
Recharge: 1 week
caster of the wards might detect your presence. On a failed
Duration: Instantaneous
attack, your attempt to see and hear the area fails.
Summon a creature with the fiend tag. This creature can be
SHADOW ARMOR ML 15 or lower. When you summon it, make a Dark Power
Occult Ritual, Warding, Charm roll.
Casting Time: 1 hour, which can be part of a Recoup Dark Power: Make a magic roll against DC 15 + the ML of
Range: Touch the creature that you summoned. If you succeed, the creature
Materials: A source of fire, such as a candle or campfire, is friendly to you and will follow your nonverbal commands
and a darkened area allowing shadows to dance for a number of hours equal to double your magic attribute.

C hapter 4 | M agic 257


This is suppressed while you are unconscious and ends early if If you fail, then one of the three fires originates in your
you die. After this time, it remains friendly towards you unless space (randomly determine which of the three fires is not cast
you mistreat it, but it will act of its own volition. If you fail, where you intended it). If you fail by 10 or more, you summon
then the creature is hostile towards you. It may immediately a Fire Elemental, which appears in an unoccupied space within
attack you, but it may still work with you if your goals align 10 ft and is hostile towards you and your allies.
with its own goals.
UNDO CURSE
SUMMON HELLFIRE Occult Ritual, Warding, Dark Power
Occult Ritual, Evoking, Dark Power Casting Time: 1 hour
Prerequisites: Occult Power 13 Range: Touch
Casting Time: 1 hour Materials: Smelling salts, incense, 400 sc worth of rubies
Range: Sight and sapphires, and 1 gallon of fresh blood, all of which are
Materials: 1 gallon of fresh humanoid blood, fresh cut consumed in the ritual
timber, and a slaughtered animal Recharge: 1 week
Recharge: 1 week Duration: Instantaneous
Duration: Instantaneous You draw a harmful ailment or possession out of a creature
Choose up to three points that you can see within 5 miles that you touch. That creature removes all conditions of
of you. All areas within a 10 ft radius of each of those your choice (including any number of death points. It also
three points immediately burst into flame. Each of the fires removes all curses and diseases affecting the creature and
operate using the following principles. Once they touch each ends any possessions.
other, they continue to operate in this way but only count as Dark Power: Make a magic roll. If you roll lower than
a single fire. 18, then any creatures that were possessing your target now
Any flammable materials that are not being worn or possess you. If you roll lower than 9, then you gain any curses
carried catch fire. These fires will expand by 5 ft every 30 and diseases that were affecting your target.
seconds. If there is a strong wind, then they will instead
WA R D I N G P E N TA G R A M
expand by 5 ft every 10 seconds in the direction that the
Occult Ritual, Warding
wind is blowing. If the fire is burning uphill, it will move an
Casting Time: 10 minutes
additional 5 ft. Although sparked by magic, the fire itself is
Range: Touch
considered nonmagical.
Materials: 1 gallon of fresh humanoid blood and at least 50
The fire creates thick smoke in a radius three times as
sc worth of incense and candles, which the ritual consumes
wide as the radius of the fire. Smoke imposes the Concealed
Recharge: Recoup
condition on all creatures within it. Additionally, creatures
Duration: Indefinite
that begin their turn in smoke must make an END check
By tracing a star within a circle, you create a warding
against a DC of 10 + your magic attribute. If they fail, then
pentagram. The pentagram can be as small as 5 ft in
they suffer a condition; if they already had that condition,
diameter to as large as 30 ft in diameter. You may choose,
then they gain an additional condition on top of any
upon casting the pentagram, whether it is visible or
previous effects:
invisible. The pentagram remains until you cast it again or
• Shaken until outside the radius of smoke. travel more than 10 miles away from it.
• Sickened until outside the radius of smoke. At any point while the pentagram is in place, you may
• Fatigued. spend 3 AP to activate it or deactivate it. When it is not
• Slowed until outside the radius of smoke. active, any creature can move through the pentagram’s
• Suffocating until outside the radius of smoke. perimeter unhindered.
A creature that starts their turn in the fire or moves into it When it is active, the pentagram’s perimeter is an invisible
for the first time on a turn must make an END check against force field that blocks line of effect and through which
a DC of 10 + your magic attribute. That creature takes 2d8 creatures cannot physically move. Any attempts to cast
fire damage if they fail the check, and ½ damage if they Arcane, Divine, or Occult magic while in the pentagram
succeed. immediately fail. If a creature inside the pentagram attempts
This fire will burn until extinguished through magical or to cast Primal or Psionic magic, it must first roll a magic
mundane means or until it runs out of natural fuel. attack against your WILL; if it hits, then it can cast its spell.
Dark Power: When you cast this ritual, make a magic
roll against a DC of 10 + double your character level. If you
succeed, you cast the ritual as intended. If you crit, you also
summon a Fire Elemental, which appears in the center of one
of the fires of your choice and is hostile towards all creatures.

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Duration: 1 hour
O C C U LT S P E L L S
Immediately upon conjuring this spell, you or a willing
BABBLE creature that you touch throughout the conjuring undergoes
Occult Spell, Enchanting, Curse, Dark Power a cultic transformation. The creature’s legs are transformed
APC: 4 into those of a goat. This transformation is painful; the
SPC: 30 creature takes 1d6 psychic damage unless it already had
Range: 60 ft goat legs or goatlike legs (such as being a satyr, minotaur, or
Requires: Verbal, Visual already being under the transformative effects of this spell
Duration: 1 hour permanently).
Make a magic attack against a creature’s LOG. If you hit, For the extent of the charm, the creature gains the
they are overcome with incomprehensible ramblings for the following benefits:
extent of the curse. Any time that creature attempts to use • Their speed increases by +5 ft.
magic with a verbal requirement, they must first make a • Their REF increase by +2.
magic roll against a DC of 10 + your magic attribute. If they • It takes 0 AP to stand from Prone.
succeed, they can cast the spell; if they fail, they do not cast • Difficult Terrain does not slow the creature’s movement.
the spell. They still lose the AP, but not the SP, that went into Upcharge: You may spend more SP on this spell to decrease
attempting to cast that spell. the likelihood of the Dark Power effect.
Dark Power: If you miss the target creature and roll 5 or Dark Power: When you cast the spell, roll 1d20 and add the
lower, you hit yourself with this spell instead. number of SP you spent on the spell. If you get lower than 16,
the transformation becomes permanent. After the initial hour,
BORROWED STRENGTH
however, the creature loses all benefits gained from the spell
Occult Spell, Altering, Charm , Conjuring 4
and is left with its new type of legs. Casting this spell again on
APC: 16
a creature with permanently transformed legs will grant it the
SPC: 26
spell’s benefits for an additional hour.
Range: Touch
Spells, rituals, and magical effects that undo or dispel the
Requires: Gesture, Verbal
effects of magic will undo this effect, dealing 1d6 psychic
Duration: 1 hour
damage to the creature as its legs transform again.
By subtly borrowing the strength of a planar entity, you
Ritualize: If casting this spell as a ritual, it takes 30 minutes
increase a creature’s physical might.
to cast, but you ignore the Dark Power effect. (1/Rest)
Choose one willing creature (which can be yourself) that
you touch when you conjure this spell. For the extent of C O N E O F D E C AY
the charm, that creature’s STR increases by +2 (which can Occult Spell, Necromancy, Incantation (2 AP; max 5 minutes)
exceed its attribute cap), and it gains a +4 bonus to FORT. APC: 5
SPC: 40
CLOT
Range: Self (40 ft cone)
Occult Spell, Necromancy, Dark Power, Conjuring 10
Requires: Gesture, Verbal
APC: 30
Duration: Up to 5 minutes
SPC: 50
All inanimate plant life in the area immediately withers.
Range: 200 ft
If you incant the spell for its maximum duration, then all
Requires: Gesture, Visual
inanimate plant life in the area dies unless its trunk is larger
Duration: Instantaneous
than 30 ft in diameter, in which case it remains withered
You cause an enormous clot to form inside a creature’s
from malnutrition. When you cast this spell, and at the start
major arterial pathway.
of each of your turns while Incanting, make a magic attack
Make a magic attack against the target’s FORT. If you hit,
against the FORT of each creature in the area. On a hit, a
roll 10d10; if this roll is greater than the creature’s current
creature takes 3d10 necrotic damage. On a miss, a creature
HP, then the creature falls unconscious. If this roll is less
takes ½ damage. On a crit, a creature also gains Fatigue.
than the creature’s current HP, the creature instead becomes
If you move, either willingly or otherwise, while incanting
Helpless until the end of your next turn.
this spell, the spell ends.
Dark Power: If you miss the creature and roll 5 or lower on
Upcharge: +10 ft to the cone per +10 SP.
your d20 roll, then this spell affects you instead.
C L OV E N S T E P DA R K N E S S
Occult Spell, Illusory, Incantation (1 AP; max 1 hour),
Occult Spell, Altering, Charm, Dark Power, Ritualize,
Ritualize
Conjuring 1
APC: 3
APC: 5
SPC: 8
SPC: 10
Range: 600 ft
Range: Touch
Requires: Gesture, Line of Effect
Requires: Gesture, Verbal
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Duration: Up to 1 hour 1. Leg
Choose a point within range. Magical darkness swirls out 2-3. Arm
from that point in a 20 ft radius. It spreads around corners 4-6. Rib
but is limited by any physical barrier like a pane of glass Divine magic cannot repair a bone broken from this spell.
or a magical force field. For the duration, this darkness Dark Power: If you miss the creature and roll 5 or lower
is considered magical; mundane light sources are not on your d20 roll, then the spell hits you (roll 1d6 to determine
extinguished but shed no light while in this area, and which bone breaks).
nonmagical vision is insufficient to see anything in the area.
GRASP OF BONES
If a creature attempts to magically see using the Arcane
Occult Spell, Summoning, Incantation (2 AP; max 10
Source or Divine Source, make a magic attack against their
minutes), Dark Power
ANT. On a hit, the spell fails and they still expend their SP.
APC: 3
Upcharge: +5 ft per +2 SP.
SPC: 12
Ritualize: If casting this spell as a ritual, the casting takes
Range: 60 ft
30 minutes. You must spend SP if you wish to upcharge it. Once
Requires: Gesture, Visual
completed, the darkness lasts for the full duration without any
Duration: Up to 10 minutes
need to incant. (1/Recoup)
When you cast this spell, or when you incant to extend its
DA RK SMILE duration, make a magic attack against a creature in range,
Occult Spell, Enchanting, Curse, Dark Power, Ritualize targeting their ANT. On a hit, an enormous skeletal hand
APC: 8 bursts forth from the ground and grabs the target. The
SPC: 60 target takes 1d12 necrotic damage and is Restrained if you
Range: Sight hit, and takes ½ damage and is not Restrained if you miss.
Requires: Visual The Restrained condition ends automatically if you target a
Duration: Instantaneous new creature with this spell. Otherwise, the creature must
After smiling at a creature, make a magic attack against beat a DC of 10 + your magic attribute to escape.
their LOG. If you hit, then that creature becomes cursed. For If that creature is Restrained by this spell already, roll
the extent of the curse, the creature suffers from extreme 2d20 and use whichever one is higher when making the
paranoia, resulting in the following effects: attack.
• The creature is Shaken. Dark Power: If you crit fail on an attack with this spell, you
• When the creature attempts to Take a Rest, it must take 1d12 necrotic damage as a skeletal hand grasps at you.
make an INT check against DC 10 + your magic
HELLFIRE
attribute. If it fails, then it gains the benefits of a Recoup
Occult Spell, Evoking, Dark Power, Conjuring 10
but not of Taking a Rest.
APC: 30
• The creature is Phobic of smiling and takes 1d6 psychic SPC: 100
damage whenever this phobia activates. Range: Sight
If another creature witnesses the death of the affected Requires: Gesture, Verbal, Visual
creature, then the curse transmits to the new creature unless Duration: Instantaneous
there were additional witnesses. Choose up to five points within range. The red flames of hell
Dark Power: If you miss your initial attack and roll a 5 or explode outwards from those points in a 100 ft radius from
lower, then the curse affects you instead of the target creature. each point. Each of the fires operate using the following
Ritualize: If casting this spell as a ritual, the casting takes principles. Once they touch each other, they continue to
10 minutes, but you ignore the Dark Power effect. If the spell operate in this way but only count as a single fire.
fails, you still lose your SP. (1/Week) A Fire Elemental appears at the center of each fire. Such
F R AC T U R E elementals are hostile to all creatures besides other fire
Occult Spell, Necromancy, Dark Power, Conjuring 5 elementals.
APC: 20 Any flammable materials that are not being worn or
SPC: 50 carried catch fire. These fires will expand by 5 ft every 30
Range: 100 ft seconds. If there is a strong wind, then they will instead
Requires: Gesture, Visual expand by 5 ft every 10 seconds in the direction that the
Duration: Instantaneous wind is blowing. If the fire is burning uphill, it will move an
Make a magic attack against a creature’s FORT. If you hit, additional 5 ft. Although sparked by magic, the fire itself is
that creature suffers a broken bone. If you rolled 5 or more considered nonmagical.
higher than their FORT, you can choose which bone breaks; The fire creates thick smoke in a radius three times as
otherwise, roll 1d6 to determine which bone breaks (see the wide as the radius of the fire. Smoke imposes the Concealed
MythCrafter’s Guide for rules on broken bones). Regardless, condition on all creatures within it. Additionally, creatures
the creature takes 5d6 sharp damage. that begin their turn in smoke must make an END check

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against a DC of 10 + your magic attribute. If they fail, then HEX OF TERROR
they suffer a condition; if they already had that condition, Occult Spell, Enchanting, Incantation (1 AP; max 1 minute)
then they gain an additional condition on top of any APC: 3
previous effects: SPC: 16
• Shaken until outside the radius of smoke. Range: 60 ft
• Sickened until outside the radius of smoke. Requires: Verbal, Visual
• Fatigued. Duration: Up to 1 minute
• Slowed until outside the radius of smoke. Make a magic attack against a creature, targeting their
• Suffocating until outside the radius of smoke. WILL. If you hit, that creature becomes Broken for the
A creature that starts their turn in the fire or moves into it duration. When you take damage, you must immediately
for the first time on a turn must make an END check against a make this attack again (without spending AP or SP); if you
DC of 10 + your magic attribute. That creature takes 4d8 fire miss, then the spell ends.
damage if they fail the check, and ½ damage if they succeed. Upcharge: +1 target creature per +8 SP; extending the
A creature that crit fails this check also gains Burning (2d8). Incantation costs 1 AP per creature.
Dark Power: When you cast this spell, roll 1d20. If you roll 5
or lower, you spontaneously combust. You immediately die, and
HEX OF THE UNSEEN
your soul burns to ashes and cannot be recovered or restored by
Occult Spell, Illusory, Ritualize
any means.
APC: 1
HEX OF HEMOPHILIA SPC: 8
Occult Spell, Necromancy, Incantation (1 AP; max 2 minutes) Range: Touch
APC: 3 Requires: Gesture, Verbal
SPC: 5 Duration: Up to 1 hour
Range: 60 ft A creature that you touch becomes Invisible. They remain
Requires: Gesture, Verbal, Visual Invisible for up to the duration, but the effect ends early if
Duration: Up to 2 minutes the creature makes an attack or uses magic.
One creature of your choice becomes hexed for the duration. Ritualize: If casting this spell as a ritual, the casting takes 20
During this time, whenever it takes sharp damage, it takes minutes. The effects of the spell are unchanged. (1/Rest)
additional damage equal to your magic attribute.
H E X O F T U M U LT
H E X O F L E T H A R GY Occult Spell, Enchanting, Incantation (1 AP; max 1 minute)
Occult Spell, Enchanting, Incantation (1 AP; max 1 minute) APC: 3
APC: 4 SPC: 4
SPC: 12 Range: 60 ft
Range: 60 ft Requires: Gesture, Verbal, Visual
Requires: Gesture, Verbal, Visual Duration: Up to 1 minute
Duration: Up to 1 minute Make a magic attack against a creature within range,
Make a magic attack against a creature, targeting their ANT. targeting their LOG. If you hit, that creature becomes
If you hit, that creature becomes Sickened for the duration. Shaken for the duration. When you take damage, you must
When you take damage, you must immediately make this immediately make this attack again (without spending AP or
attack again (without spending AP or SP); if you miss, then SP); if you miss, then the spell ends.
the spell ends.
M I N O R A U G M E N TAT I O N
H E X O F L E V I TAT I O N Occult Spell, Enchanting, Incantation (1 AP; max 1 minute)
Occult Spell, Altering APC: 3
APC: 5 SPC: 6
SPC: 16 Range: 30 ft
Range: Touch Requires: Gesture, Verbal, Visual
Requires: Gesture, Verbal Duration: Up to 1 minute
Duration: 10 minutes Choose three creatures within range. Until the end of your
A creature that you touch (which can be yourself) gains a fly next turn, those creatures gain a +2 bonus on their d20
speed equal to its walking speed. However, moving upwards rolls.
costs 2 ft of movement for every 1 ft that the creature Upcharge: +1 creature per +2 SP.
actually moves.

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S H A D O W T R AV E L Dark Power: When you finish conjuring this spell, roll
Occult Spell, Altering, Ritualize, Conjuring 2 1d20. If you roll a 5 or lower, then the spell’s appearance-
APC: 10 altering effects become permanent. After the initial duration,
SPC: 24 the affected creature retains a +5 to its Stealth skill but
Range: Self (10 ft radius) does not retain any benefit to its Intimidating skill. Rather,
Requires: Gesture, Verbal whenever it makes a CHA check to interact with someone, it
Duration: Instantaneous must roll 2d20 and use the lower.
You can only cast this spell when standing in dim light, When you cast this spell again, targeting a creature
darkness, or a distinct shadow. You and each willing permanently affected by this spell’s Dark Power, the
creature within range teleport up 1 mile; you appear in the spell’s permanent effects are suspended for the duration.
closest unoccupied space that is also in dim light, darkness, Furthermore, you may repeat the Dark Power roll; if you roll a
or a distinct shadow that you are familiar with. 6 or higher, the spell’s permanent effects are not renewed.
Make a magic attack against yourself and each creature WA R P S T E P
that traveled in this way, targeting FORT. Creatures that Occult Spell, Altering
are hit take 1d4 necrotic damage and are Sickened for 10 APC: 1
minutes. SPC: 2
Upcharge: Double the distance per +5 SP (10 miles, 20 Range: Self
miles, 40 miles, and so on). Requires: Verbal, Visual
Ritualize: If casting this spell as a ritual, the casting takes Duration: Instantaneous
10 minutes. Upcharging still costs SP. The effects of the spell are Teleport up to 20 ft away to an unoccupied space.
unchanged. You can cast this spell as a ritual a number of times Upcharge: +10 ft range per +2 SP.The Fundamental
equal to your magic attribute, regaining all expended uses upon
Taking a Rest.
SILENCE
Occult Spell, Altering, Curse, Dark Power P R I M A L S O U RC E
APC: 3
SPC: 12
Range: 60 ft Wellspring, having created both magic and matter, is also
Requires: Verbal, Visual responsible for the creation of the planes of existence. The
Duration: 10 minutes Everwilds are a particularly chaotic soup of energy gone
Make a magic attack vs the FORT of one creature of your wild. As the archfae came about, they encouraged the chaos,
choice within range. On a hit, that creature’s mouth is fanning the flames of magical power in the Everwilds to run
stitched together with its own flesh, and the creature absolutely amok. It has self-perpetuated itself and diffused
becomes unable to verbalize for the duration. If any creature over that particular plane of existence to the point where it is
attempts to dispel this magical effect using the Arcane or its own self-contained, self-propagating source of magic: the
Divine Source, they must roll 2d20 and use whichever is Primal Source.
lower. If they cannot overcome your WILL, then the spell is
not dispelled and the contesting caster still expends their SP. THE EVERWILDS
Dark Power: If you rolled a 1 or 2 on this attack, then it The Everwilds is a plane of existence that was created by
affects you instead. the coalescence of ambient arcane magic. Because it has
SILHOUETTE diffused and stabilized over many thousands of years, the
Occult Spell, Illusory, Dark Power, Conjuring 5 Primal Source is safer to access than tapping into the Arcane
APC: 10 Source directly. Conversely, the Primal Source has fewer
SPC: 16 applications than the Arcane Source.
Range: Touch The Everwilds are known for wildly dramatic weather
Requires: Gesture, Verbal, Visual patterns, nature runs absolutely rampant, and the whimsical
Duration: 1 hour and malevolent Archfae who make their home in this plane
Touch one willing creature (which can be yourself) (basic information on the Archfae can be found in the Divine
throughout the conjuring of this spell. That creature and Source). A couple of the most notable groups that practice
all its clothes and items that it is wearing/carrying become Primal magic are noted below.
completely pitch-black, except for its eyes and teeth. For
the duration, the creature gains +10 to the Stealth and
Intimidating skills. This can exceed a skill’s normal cap of
+20.

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T H E S T O R M C O N C L AV E PRIMAL TIER
Your Primal Tier increases at varying increments of Primal
The Storm Conclave are vengeful naturalists trying to Power, as shown on the table below.
burn down society and return everyone to hunter-gatherer
Primal Power Primal Tier
lifestyles, the way that they believe nature intended. They
especially target international trading groups or popular 1-2 1
routes utilized by intercity merchants, trying to destabilize 3-4 2
the veins of modern living and return the world to its days
5-7 3
of glory.
8-12 4
T H E H AV E N C O N C L AV E 13-20 5
The Haven Conclave are guides and sentinels. Their cloisters 21+ 6
offer shelter and solace from the storm. Their rangers and Your Primal Tier affects both your chants and your
oracles stand on the edges of the more depraved elements of invocations. Chants gain power based on your Primal Tier,
wilderness, defending innocent humanoids and beasts alike and if you know any invocations, then you may cast a
from unnatural threats. Others might offer their services as number of invocations per day equal to your Primal Tier.
guides to merchants or adventuring parties struggling to
navigate a fearsome land. P R I M A L M AG I C
S TA C K
PRIMAL MAGIC TYPES
WA R D E N O F T H E P R I M A L
In addition to spells, primal casters can learn chants and
Primal Magic, Magic Entry
invocations.
Having cultivated a connection to the energy of the
Chant. Chants cost no SP and you can use them as many
Everwilds, you can cast Primal magic.
times as you wish.
Spell Points. If this is your first Magic Entry talent, gain
Invocation. If you know any invocations, you may cast
10 Spell Points. Otherwise, gain +5 SP. Each time you level
invocations a number of times equal to your Primal Tier. This
up and take a talent with the primal magic tag, gain +5 SP.
resets each time you Take a Rest.
Primal Power. Gain 1 Primal Power. Each time you level
up and take a talent with the primal magic tag, you gain +1
P R I M A L TA G S Primal Power.
These tags are referenced by some primal magic abilities. Warden. Gain access to the primal magic stack. Gain
E M O T I O N , N AT U R E , & W E AT H E R two talents from the primal magic stack. (You do not gain
These are a set of three tags that reflect the aspect of the additional Spell Points from these selections, nor do they
Everwilds that a given magical ability represents. Every count towards your Primal Power).
primal magical ability has one of these tags. This has Primeval Strength. Your magic attribute is AWR unless
no effect on the magical ability itself, but some talents another talent says otherwise.
reference these tags. PRIMAL CHANTS
EXTRINSIC & INTRINSIC Primal Magic, Repeatable
These tags reflect whether a magical ability affects the world Learn four primal chants.
around you or simply bolsters your own abilities in some P R I M A L I N V O C AT I O N S
way. Every primal magical ability has one of these tags. Primal Magic, Repeatable
This has no effect on the ability itself, but some talents will Learn two primal invocations.
reference these tags.
PRIMAL MAGIC
PRIMAL POWER Primal Magic, Repeatable
Your Primal Power is the total number of talent points you Learn three primal chants and two primal spells.
have spent on primal magic talents as a result of leveling up.
PRIMAL SPELLS
Some classes or class tracks also grant you Primal Power;
Primal Magic, Repeatable
each class or track will specify this.
Learn three primal spells.
P R I M A L S U R V I VA L I S T
Primal Magic, Repeatable
Gain +3 Skill Points that you can spend on any skills with
the survival tag.
Learn two primal spells.

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P R I M A L R E C OV E RY APC: 3
Primal Magic Range: 30 ft
When Recouping, if you are in an area of unmitigated Requires: Gesture, Verbal
wilderness, regain a number of SP equal to your Primal Tier. Duration: 1 minute
(1/Rest) You coax flora into blossoming in accordance with your will.
Choose one of the following effects:
P R I M A L R E C OV E RY I I
• A Medium or smaller plant blooms with flowers of a
Primal Magic
kind appropriate to its physical makeup, of a color of
Prerequisites: Primal Recovery, Primal Power 5
your choice.
Primal Recovery becomes: Regain a number of SP equal to
• A plant that is currently bearing fruit, nuts, or other
your Primal Power.
edible contents smells sweeter, and its goods look more
C U LT I VAT E D W I L D S appealing.
Primal Magic • You can immediately change the flavor of food or drink.
Prerequisites: Primal Recovery II • Create a harmless pleasant scent or foul odor.
Incompatibilities: Everwilds Affinity • A mechanically negligible breeze stirs for a brief
You may use your Primal Recovery ability even if you are moment.
not in unmitigated wilderness. So long as you are outdoors • Pollinator insects flutter around you if the environment
in an area that is predominantly nature, such as a garden or sustains them.
park, you can still use this ability. The effect lasts for the duration or until you cast this chant
EVERWILDS AFFINITY again and choose a new effect.
Primal Magic When you cast this chant and are at a higher power tier, the
Prerequisites: Primal Recovery II chant becomes stronger:
Incompatibilities: Cultivated Wilds Tier 2: Up two effects may occur simultaneously. When you
When using your Primal Recovery ability, regain a number create a third effect, the oldest effect is terminated.
of SP equal to double your Primal Power. Tier 3: +30 ft range.
Tier 4: Up to three effects may occur simultaneously. When
P R I M A L R E C OV E RY I I I
you create a fourth effect, the oldest effect is terminated.
Primal Magic
Tier 5: +60 ft range.
Prerequisites: Primal Recovery II, Primal Power 13
Tier 6: +120 ft range.
Primal Recovery becomes 2/Rest.
B O U N T I F U L J OY
PR I M A L C H A N TS Primal Chant, Enchanting, Intrinsic, Emotion
APC: 4
AC ID ST RE A M Range: 30 ft
Primal Chant, Evoking, Extrinsic, Nature Requires: Gesture, Verbal
APC: 2 Duration: 1 round
Range: 20 ft By tapping into the memory of better times, you bolster an
Requires: Gesture, Verbal, Visual, Line of Effect ally’s resolve.
Duration: Instantaneous One ally within range that can see you becomes Charmed
A sizzling line of acid spurts from your outstretched hand. by you until the start of your next turn. For the duration,
Make a magic attack against the REF of a creature in that creature cannot be Charmed, Demoralized, Enthralled,
range. If you hit, deal 1d6 corrosive damage. Frightened, or Shaken. If that creature is currently suffering
When you cast this chant and are at a higher power tier, the any of those conditions, this chant fails.
chant becomes stronger: When you cast this chant and are at a higher power tier, the
Tier 2: You may attack a secondary target that is in a line chant becomes stronger:
between you and the original target (make one attack roll and Tier 2: +30 ft range.
damage roll, comparing against each creature’s REF). Tier 3: You can target +1 additional creature.
Tier 3: +20 ft range. Tier 4: This chant costs 1 fewer AP (min 1).
Tier 4: Tier 2 ability becomes: You may attack all targets Tier 5: You can target +1 additional creature.
that are in a line between you and the original target (make Tier 6: This chant costs 1 fewer AP (min 1).
one attack roll and damage roll, comparing against each
BRIAR WHIP
creature’s REF).
Primal Chant, Evoking, Extrinsic, Nature
Tier 5: +1d6 damage.
APC: 3
Tier 6: +20 ft range.
Range: 20 ft
BLOOM Requires: Gesture, Visual, Line of Effect
Primal Chant, Alchemy, Extrinsic, Nature Duration: Instantaneous

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A sinuous, thorny vine lashes from you to ensnare an enemy. Choose one beast within range that sees you as a friendly
Make a magic attack vs the AR of a creature within range. creature. For the duration, you are able to become Blinded
If you hit, you deal 1d8 sharp damage. If the creature is no and Deafened in order to see through the beast’s senses
more than one Size larger than you, pull it 10 ft closer to instead, provided that the beast is still within 500 ft of you.
you. If you crit, then you can pull it to an unoccupied space Additionally, the beast can communicate simple emotions
adjacent to you and may choose to immediately Grapple it and basic information about anything that the beast would
without making a contested Grapple check. see as noteworthy that happened in the past 24 hours.
When you cast this chant and are at a higher power tier, the When you cast this chant and are at a higher power tier, the
Chant becomes stronger: chant becomes stronger:
Tier 2: +10 ft range. Tier 2. +10 minute generation.
Tier 3: +10 ft range. Tier 3: +20 minute duration.
Tier 4: +10 ft range.
ENSNARING ROOT
Tier 5: +1d8 damage.
Primal Chant, Altering, Extrinsic, Nature
Tier 6: +30 ft range.
APC: 3
C AT C L AW Range: 60 ft
Primal Chant, Altering, Intrinsic, Nature Requires: Gesture, Visual
APC: 3 Duration: Instantaneous
Range: Self A root whips up from the ground and snares a foe. Make a
Requires: Gesture, Verbal magic attack against a creature’s ANT. On a hit, they take
Duration: 1 minute 1d6 blunt damage. If you hit a creature that is Large or
Sharpened claws extend from your fingertips. smaller, it falls Prone.
For the duration, you have a climb speed equal to your When you cast this chant and are at a higher power tier, the
walking speed. Additionally for the duration, you can make chant becomes stronger:
unarmed attacks with your STR or DEX and your unarmed Tier 2: +30 ft range.
attacks deal 1d4+STR or DEX sharp damage. Unarmed Tier 3: +30 ft range.
attacks made using this spell cost 2 AP. Tier 4: This chant costs 1 fewer AP (min 1).
When you cast this chant and are at a higher power tier, the Tier 5: If you hit a creature that is Huge or smaller, it falls
chant becomes stronger: Prone.
Tier 3: The range becomes Touch. Tier 6: +1d6 damage.
Tier 6: When you cast this chant, you can target two creatures
F L E E T FO O T
that you touch (or one creature you touch, and yourself).
Primal Chant, Altering, Intrinsic, Nature
C H A R M C R E AT U R E APC: 1
Primal Chant, Enchanting, Intrinsic, Emotion Range: Self
APC: 4 Requires: Gesture
Range: 60 ft Duration: 1 Round
Requires: Gesture, Verbal, Visual Difficult Terrain does not hinder your movement.
Duration: 1 round When you cast this chant and are at a higher power tier, the
Your bubbly joy overwhelms a would-be foe. chant becomes stronger:
Make a magic attack against a creature’s LOG. On a hit, Tier 2: +5 ft walking speed.
the creature becomes Charmed by you until the start of your Tier 3: Hazardous Terrain does not hinder your movement,
next turn. but still damages you.
When you cast this chant and are at a higher power tier, the Tier 4: +5 ft walking speed.
chant becomes stronger: Tier 5: +5 ft walking speed.
Tier 2. +30 ft range. Tier 6: Hazardous Terrain does not damage you unless it is
Tier 3: +30 ft range. liquid.
Tier 4: This chant costs 1 fewer AP (min 1).
FO R E B O D I N G M E N A C E
Tier 5: +30 ft range.
Primal Chant, Enchanting, Intrinsic, Emotion
Tier 6: This chant costs 1 fewer AP (min 1).
APC: 3
COMMUNE WITH BEAST Range: 40 ft
Primal Chant, Enchanting, Intrinsic, Nature Requires: Gesture, Verbal, Visual, Line of Sight
APC: 5 Duration: 1 round
Range: 10 ft You menace a creature, causing it to quiver in fear. Make
Requires: Visual a magic attack against one creature in range, targeting
Duration: 10 minutes their WILL. On a hit, the target is Frightened of you for the
duration.
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You and your allies have TA against this creature while it is I N S T I N C T I V E AT TA C K
Frightened in this way. Primal Chant, Divining, Intrinsic, Nature
When you cast this chant and are at a higher power tier, the APC: 1
chant becomes stronger: Range: Self
Tier 2: APC becomes 2. Requires: Gesture
Tier 3: +20 ft range. Duration: 1 round
Tier 4: You may target +1 additional creature. Your sixth sense allows you to strike more accurately.
Tier 5: You may target +1 additional creature. The next time you make an attack roll against a single
Tier 6: You may target +1 additional creature. creature before the end of your next turn, gain +2 to the
GLIMMER attack roll.
Primal Chant, Illusory, Extrinsic, Nature When you cast this chant and are at a higher power tier, the
APC: 2 chant becomes stronger:
Range: Self (20 ft radius) Tier 2: The range becomes Touch.
Requires: Gesture Tier 4: +10 ft range.
Duration: Up to 1 minute Tier 6: The recipient of the chant gains an additional +1 to
Flickering lights, as though from fireflies, waft out from you. their attack.
Dim light glows from you in up to a 20 ft radius. You may INTUITION
end this chant early for 0 AP, and may change the radius of Primal Chant, Divining, Intrinsic, Nature
the light without recasting the chant by spending 1 AP. Any APC: 1, which you can use on your turn or reactively when
form of magical darkness suppresses this light. a creature within 5 ft of you makes a skill check
When you cast this chant and are at a higher power tier, the Range: Touch
chant becomes stronger: Requires: Gesture, Verbal
Tier 2: +10 ft maximum radius. Duration: 1 round
Tier 3: The light from this chant works even in magical One creature that you touch becomes preternaturally
darkness if the darkness is from an occult chant or a psionic intuitive.
spell. The creature adds +1d4 to the next skill check that they
Tier 4: +10 ft maximum radius. make during the chant’s duration.
Tier 5: The light from this chant works even in magical When you cast this chant and are at a higher power tier, the
darkness if the darkness is from the occult or psionic source. chant becomes stronger:
Tier 6: The light from this chant works in any magical Tier 2: Duration becomes 1 minute.
darkness. Tier 3: Bonus becomes 1d6.
GUST Tier 4: Duration becomes 5 minutes.
Primal Chant, Warding, Extrinsic, Weather Tier 5: Duration becomes 10 minutes.
APC: 1 Reactive AP, which you spend when attacked by one Tier 6: Bonus becomes 1d8.
of the objects described below LIGHTNING LASH
Range: Self Primal Chant, Evoking, Extrinsic, Weather
Requires: Gesture APC: 2
Duration: Instantaneous Range: 40 ft
A gust of wind buffers you and protects you from attacks. Requires: Gesture, Verbal, Visual Line of Effect
When you are targeted by either a physical projectile (such Duration: Instantaneous
as an arrow or sling pellet) or by a gaseous attack (such as Crackling lightning forks out to smash into your foes.
a cloud of poison), you may use this chant. Gain Resist 3 Make a magic attack vs the REF of a creature within range.
against that attack’s damage type, possibly causing it to miss. If you hit, deal 1d8 lightning damage. If you crit, the creature
You retain Resist 3 against attacks of that damage type until becomes Dazed until the end of their next turn.
the start of your next turn. When you cast this chant and are at a higher power tier, the
When you cast this chant and are at a higher power tier, the chant becomes stronger:
chant becomes stronger: Tier 2: +20 ft range.
Tier 2: Your Resist bonus lasts until the end of your next turn. Tier 3: +20 ft range.
Tier 3: Your Resist number increases by +1. Tier 4: If you crit, the creature becomes Stunned instead of
Tier 4: Your Resist number increases by +1. Dazed.
Tier 5: Your Resist number increases by +1. Tier 5: You may spend 1 additional AP to target a second
Tier 6: Your Resist number increases by +1. creature (make a second attack roll but use the same damage
roll).
Tier 6: +1d8 damage.

266 C hapter 4 | M agic


MIST Tier 4: +20 ft range.
Primal Chant, Evoking, Extrinsic, Weather Tier 5: When you cast this chant, you can choose for the area
APC: 2 to be 5 ft, 10 ft, or 15 ft in diameter.
Range: 60 ft Tier 6: When you cast this chant, you can choose for the area
Requires: Gesture, Verbal to be 5 ft, 10 ft, 15 ft, or 20 ft in diameter.
Duration: 1 round SPRINGSTEP
Obscuring mist wafts up from the ground. Primal Chant, Altering, Intrinsic, Nature
Choose a point within range. Mist swirls out from that point APC: 1
in a 10 ft radius. All creatures within the mist are Concealed. Range: Self
When you cast this chant and are at a higher power tier, the Requires: Gesture
chant becomes stronger: Duration: 1 round
Tier 2: +5 ft radius. You bolster yourself in the spirit of the woodland creature,
Tier 3: +20 ft range. tremendously increasing your gait.
Tier 4: +5 ft radius. Your jump distance doubles for the duration (you must still
Tier 5: +5 ft radius. observe the restrictions imposed by your movement).
Tier 6: +5 ft radius. When you cast this chant and are at a higher power tier, the
POISON SPORES chant becomes stronger:
Primal Chant, Necromancy, Extrinsic, Nature Tier 2: The chant’s range increases to Touch.
APC: 3 Tier 4: When you use this chant, your jump distance triples
Range: 40 ft instead of doubling.
Requires: Gesture, Verbal Tier 6: When you use this chant, your jump distance
Duration: 1 round quadruples instead of tripling.
You send fungal spores dusting across your enemies.
Choose a point within range. Make a magic attack vs the PR I M A L
FORT of all creatures within a 5 ft radius of that point. On I N V O C AT I O N S
a hit, deal 1d4 toxic damage, and a creature is Sickened for
the duration. BLIZZARD
When you cast this chant and are at a higher power tier, the Primal Invocation, Alchemy, Extrinsic, Weather
chant becomes stronger: Prerequisites: Primal Tier 4
Tier 2: +20 ft range. Casting Time: 1 hour
Tier 3: +20 ft range. Range: Sight (max 100 miles)
Tier 4: Each time you cast this chant, you may choose Materials: 1 gallon of water
whether you affect creatures in a 5 ft radius or a 10 ft radius Requires: Gesture, Verbal, Visual
from the point that you choose within range. Duration: 1 + (Primal Power Tier) hours
Tier 5: +20 ft range. At the end of the casting time, make a magic attack roll
Tier 6: +1d4 damage. against DC 20. Add 5 to the DC if you are in a desert or
jungle (or any terrain with a temperature exceeding 24°C or
SLICK
80°F). Subtract 5 from the DC if you are in an environment
Primal Chant, Alchemy, Extrinsic, Weather
with below-freezing temperatures. If you hit the DC, then
APC: 2
you cast the invocation and suffer Fatigue. If you miss, then
Range: 60 ft
you are unable to cast this invocation but you still expend
Requires: Gesture, Visual
the use of one of your Invocations and still suffer Fatigue.
Duration: 1 round
Choose a point within range. Thick, billowing clouds
You draw moisture from the air and soil, creating an icy
materialize in a 1 mile radius from that point. Harsh winds
slick.
and sheets of snow pummel the area. All nonmagical
Choose a 5 ft area on the ground within range. That area
sources of fire that are exposed to the blizzard are
becomes slippery and treacherous. Whenever a creature
immediately extinguished. Choose which direction the
starts their turn in that space or enters it for the first time on
blizzard blows for the duration. The blizzard moves 30 ft
their turn, they must make a DEX check against 10 + your
in that direction at Initiative count 0 for the duration. For
magic attribute. On a fail, the creature falls Prone.
the duration, the following effects apply while creatures are
When you cast this chant and are at a higher power tier, the
directly exposed to the blizzard:
chant becomes stronger:
• All ranged attack rolls that deal physical or elemental
Tier 2: +20 ft range.
damage in the area automatically fail, with the
Tier 3: When you cast this chant, you can choose for the area
exception of cold damage.
to be 5 ft or 10 ft in diameter.

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• Creatures attempting to fly in this area must first make You create a small earthquake along a magical line between
a STR check against a DC of 10 + your magic attribute; you and a point within range. Each creature within 10 ft
if they fail, they cannot fly in a direction of their choice. of that line must make an END roll against a DC of 10 +
If they were on the ground, they remain on the ground; your magic attribute. On a fail, that creature falls Prone.
if they were in the air, they move 30 ft in the direction Additionally, make a magic attack against the FORT of each
that the blizzard is blowing. artificial structure within 10 ft of the line, dealing 5d12
• All creatures in the area are Deafened beyond 5 ft and blunt damage to such structures on a hit and ½ as much on
are Blinded beyond 5 ft. a miss (roll damage once, applying it to each structure as
• Terrain in the area is Difficult Terrain as heaps of snow appropriate). This invocation treats structures as having a
cover the area. DT of 5 points lower than their written DT, if any.
• Standing water in the area immediately freezes to a E V E R FO G
thickness of 18 inches.
Primal Invocation, Summoning, Extrinsic, Weather
• A creature that begins its turn in the area and is not Casting Time: 10 minutes
wearing winter clothing must make an END check Range: Self
against a DC of 10 + your magic attribute. If they fail Materials: A few drops of water and a few drops of blood
the check, they take 2d6 cold damage and gain Fatigue. Requires: Gesture, Verbal
If they succeed, they take ½ damage and do not gain Duration: 30 minutes
Fatigue. You pull billowing fog from the Pale into the mortal coil.
Snow and ice created by this invocation remain after the Take 1d6 sharp damage when you complete the casting of
duration and melt at a natural rate, but all other effects of this invocation. For the duration, fog wafts out from a point
this invocation end after the duration. centered on you in a ½ mile radius. All creatures in the fog
C O N T R O L W E AT H E R are Concealed.
Primal Invocation, Alchemy, Extrinsic, Weather FIRESTORM
Prerequisites: Primal Tier 2
Primal Invocation, Evoking, Extrinsic, Weather
Casting Time: 15 minutes
Prerequisites: Primal Tier 3
Range: Sight
Casting Time: 1 hour
Materials: 1 gallon of water or 1 pound of sand
Range: 2 miles
Requires: Gesture, Verbal
Materials: Kindling, flint, and steel to create embers
Duration: 1 hour
Requires: Gesture, Visual
You change the atmosphere’s nonmagical composition in
Duration: Instantaneous
a ½-mile radius around you. This change occurs gradually
At the end of the casting time, immediately take 2d8 fire
over the course of 10 minutes and then is maintained for the
damage and make a magic attack roll against DC 15. If you
duration. You choose the weather’s new properties based on
hit the DC, then you cast the Invocation and suffer Fatigue.
whether you used water or sand.
If you miss, then you are unable to cast this invocation but
Water: You can cause light precipitation of any kind, or
you still expend the use of one of your Invocations and still
cause heavy rainfall that results in a thunderstorm but not a
suffer Fatigue.
tornado or hurricane. Alternatively, you can cause the area
Choose up to three points within range. All areas within a
to be foggy, overcast, or humid.
10 ft radius of each of those three points immediately burst
Sand: You can suppress any precipitation or reduce
into flame. Each of the fires operate using the following
thunderstorm conditions, making it impossible for a
principles. Once they touch each other, they continue to
tornado or hurricane to form when it might have otherwise.
operate in this way but only count as a single fire.
Alternatively, you can cause the area to gain a pleasant
Any flammable materials that are not being worn or
breeze or to lose all wind movement.
carried catch fire. These fires will expand by 5 ft every 30
In addition to the effects you specify, you can adjust the
seconds. If there is a strong wind, then they will instead
area’s temperature by up to 40°F.
expand by 5 ft every 10 seconds in the direction that the
This has no effect on magical weather.
wind is blowing. If the fire is burning uphill, it will move an
EARTHEN RUPTURE additional 5 ft. Although sparked by magic, the fire itself is
Primal Invocation, Altering, Extrinsic, Nature considered nonmagical.
Casting Time: 10 minutes The fire creates thick smoke in a radius three times as
Range: 2 miles wide as the radius of the fire. Smoke imposes the Concealed
Materials: A small stone, which you strike against the condition on all creatures within it. Additionally, creatures
ground that begin their turn in smoke must make an END check
Requires: Gesture, Verbal, Visual against a DC of 10 + your magic attribute. If they fail, then
Duration: Instantaneous they suffer a condition; if they already had that condition,
then they gain an additional condition on top of any
previous effects:
268 C hapter 4 | M agic
• Shaken until outside the radius of smoke. At that time, any location in the affected area that can
• Sickened until outside the radius of smoke. contain standing water does so to its maximum capacity.
• Fatigued. Water overflows and causes severe flooding where relevant.
• Slowed until outside the radius of smoke. P H O T O SY N T H E S I S
• Suffocating until outside the radius of smoke. Primal Invocation, Alchemy, Intrinsic, Nature
A creature that starts their turn in the fire or moves into it Casting Time: 1 hour, which can be part of a Recoup
for the first time on a turn must make an END check against Range: Self
a DC of 10 + your magic attribute. That creature takes 2d8 Materials: Leaves, blades of grass, or similar vegetation;
fire damage if they fail the check, and ½ damage if they direct exposure to sunlight
succeed. Requires: -
Fire created from this invocation will burn until Duration: Instantaneous
extinguished through magical or mundane means or until it When you finish casting this invocation, if you have
runs out of natural fuel. maintained direct exposure to sunlight throughout the
H U R R I CA N E casting of the invocation, then you regain ½ your HP and
Primal Invocation, Alchemy, Extrinsic, Weather gain Affinity to radiant damage for 1 hour.
Prerequisites: Primal Tier 3
P R E D I C T W E AT H E R
Casting Time: 1 hour
Primal Invocation, Divining, Intrinsic, Weather
Range: Sight
Casting Time: 30 minutes
Materials: 1 gallon of water
Range: Self
Requires: Gesture, Verbal, Visual
Materials: Acorns, seeds, flower blossoms, or some similar
Duration: 1 hour
plant byproduct
At the end of the casting time, make a magic attack roll
Requires: -
against DC 20. Subtract 5 from the DC if you are in a desert
Duration: Instantaneous
or jungle (or any terrain with a temperature exceeding 24°C
You become preternaturally aware of any natural
or 80°F). If you hit the DC, then you cast the Invocation
phenomena that will occur in the next 8 hours
and suffer Fatigue. If you miss, then you are unable to cast
(thunderstorms, tornadoes, etc) - this does not predict other
this invocation but you still expend the use of one of your
creatures using magic to alter the weather.
invocations and still suffer Fatigue.
Choose a point within range. Thick, swirling clouds RAPID GROWTH
materialize in a 1 mile radius from that point. Harsh winds Primal Invocation, Alchemy, Extrinsic, Nature
and sheets of rain pummel the area. All nonmagical sources Casting Time: 1 hour, which can be part of a Recoup
of fire that are exposed to the hurricane are immediately Range: Up to 1 mile
extinguished. Choose whether the hurricane is rotating Materials: A handful of soil
clockwise or counterclockwise. The hurricane rotates around Requires: Gesture
its point of origin. For the duration, the following effects Duration: Up to 24 hours
apply while creatures are directly exposed to the hurricane: Upon completing the invocation’s casting time, choose one
All ranged attack rolls that deal physical or elemental specific plant that you touch, or choose all plant life within
damage in the area automatically fail, with the exception of a 1 mile radius of you. If you choose a single plant, then
lightning damage. over the course of the next hour it grows rapidly until it has
Creatures attempting to fly in this area must first make increased in size as if it has been one year. If you choose all
a STR check against a DC of 10 + your magic attribute; if plant life within a 1 mile radius of you, then over the course
they fail, they cannot fly in a direction of their choice. If of the next 24 hours, all plant life grows rapidly until having
they were on the ground, they remain on the ground; if they increased in size as though it has been six months.
were in the air, they move 30 ft in the direction that the REORIENT
hurricane is blowing. Primal Invocation, Enchanting, Intrinsic, Emotion
All creatures in the area are Deafened beyond 20 ft and Prerequisites: Primal Tier 3
are Blinded beyond 60 ft. Casting Time: 1 hour, which can be part of a Recoup
Creatures are Slowed while moving in the area. Range: 30 ft
While you are in an area affected by the hurricane, you Materials: A willing wild animal that serves as a therapy pet
gain the following special attack: for the duration
Lightning Strike. 3 AP, 60 ft range. Make a magic attack Requires: Gesture
targeting a creature’s FORT. On a hit, they take 2d8 Duration: Instantaneous
lightning damage. Upon completing the invocation, choose a number of willing
At the end of the duration, the hurricane continues creatures equal to or less than your Primal Tier (you can
to rage until it would naturally fizzle out based on its choose yourself).
atmospheric environment,
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Those creatures remove any Broken, Charmed, Demoralized, A swirling funnel cloud descends from the sky and
Enthralled, Frightened, or Shaken conditions that were touches down on that point in a 15 ft radius. That 15 ft
affecting them. Affected creatures that have the Phobic radius area is a tornado. The area in a 500 ft radius from
condition can ignore the effects of that condition for the the tornado experiences tremendous winds, causing the
next 24 hours. following effects:
• All ranged attack rolls that deal physical damage in the
SANDSTORM
area automatically fail.
Primal Invocation, Alchemy, Extrinsic, Weather
Prerequisites: Primal Tier 2 • Creatures attempting to fly in this area must first make
Casting Time: 1 hour a STR check against a DC of 10 + your magic attribute.
Range: Sight When making this check, a creature rolls 2d20 and
Materials: A handful of sand or dirt uses whichever is lower. If they fail, they cannot fly in
Requires: Gesture a direction of their choice. If they were on the ground,
Duration: 1 hour they remain on the ground; if they were in the air, they
At the end of the casting time, make a magic attack roll move 30 ft closer to the tornado.
against DC 18. Subtract 8 from the DC if you are in a desert • All creatures in the area are Deafened beyond 40 ft.
or similar environment that naturally has large quantities of • Creatures moving away from the tornado are Slowed.
loose sand and/or dirt. If you hit the DC, then you cast the On Initiative count 0, the tornado takes a turn. If you still
invocation. If you miss, then you still cast the Invocation, have control over the tornado, make a DC 20 magic check; if
but you also suffer Fatigue. you succeed, then you retain control over the tornado until
Choose a point within range. Massive clouds of sand the start of the tornado’s next turn. If you retain control
and grit fly out in a 1 mile radius from that point. Piercing over the tornado, you choose a direction and it moves 40 ft
winds tear through the area. Choose which direction the in that direction. If you fail, then you lose control over the
sandstorm blows for the duration. The sandstorm moves 30 tornado and cannot regain control over it. The MC randomly
ft in that direction at Initiative count 0 for the duration. For determines which direction the tornado moves.
the duration, the following effects apply while creatures are At the end of each of the tornado’s turns, all creatures and
directly exposed to the sandstorm: objects in the tornado are flung 30 ft out of the tornado in
a randomly determined direction, taking 6d6 blunt damage
• All ranged attack rolls that deal physical or elemental
and landing Prone. The tornado ignores the DT of inanimate
damage in the area automatically fail.
objects.
• Creatures attempting to fly in this area must first make
At the end of this invocation’s duration, the tornado
a STR check against a DC of 10 + your magic attribute;
disperses unless other mundane or magical weather
if they fail, they cannot fly in a direction of their choice.
conditions provide the vitriol needed for the tornado to
If they were on the ground, they remain on the ground;
continue (thunderstorms, high-speed winds, and the like
if they were in the air, they move 30 ft in the direction
might extend the tornado’s duration). If the tornado’s
that the sandstorm is blowing.
duration extends beyond its natural duration, you
• All creatures in the area are Deafened beyond 20 ft and
immediately lose control of it even if you maintained control
are Blinded beyond 5 ft.
of it for the entire hour.
• Moving in the area is considered Difficult Terrain.
At the end of the duration, any location in the affected WA R D E N ’ S N AV I G AT I O N
area is covered in loose sand, which is considered Difficult Primal Invocation, Divining, Intrinsic, Nature
Terrain until removed. Casting Time: 10 minutes
Range: Self
TORNADO
Materials: Moss, lichen, or some form of fungus or weed
Primal Invocation, Alchemy, Extrinsic, Weather
indigenous to the environment
Prerequisites: Primal Tier 4
Requires: -
Casting Time: 1 hour
Duration: 8 hours
Range: 3 miles
For the duration, you cannot become lost except by magical
Materials: A pinch of dirt and a gallon of water
means, and attacks against your mental defenses that
Requires: Gesture, Verbal
would cause you to become lost have a -5 penalty. If you are
Duration: 1 hour
already lost this ritual has no effect.
At the end of the casting time, make a magic attack
roll against DC 15. If you hit the DC, then you cast the
invocation. If you miss, then you still cast the invocation,
but you are Staggered for the duration and immediately lose
control of the tornado.
Choose a point within range.

270 C hapter 4 | M agic


WA R D E N ’ S T R A P Choose one beast within range. Provided that the creature
Primal Invocation, Alchemy, Intrinsic, Nature is not hostile towards you, it becomes Charmed by you
Casting Time: 10 minutes and will follow you for the duration. It will not follow you
Range: Touch into obviously dangerous territory, nor will it fight on your
Materials: At least 5 ft of rope, vine, twine, or a similar behalf. The creature can communicate rudimentary ideas to
substance that can be used to bind you by using body language, growls, chirps, and the like. It
Requires: Gesture, Visual will warn you if you are headed into a dangerous area, show
Duration: Indefinite you where you might find food, and offer you other basic
You carefully lay the groundwork to snare an unsuspecting advice while it is in its natural habitat.
foe. You may bond multiple animals in this way, but the SPC
Choose a 5 ft area within range. The next time a creature doubles for each additional animal that you bond while you
steps in that area, they must make an AWR check against already have at least one bonded animal (the 2nd bond has
a DC of 10 + your magic attribute. If they fail, then they SPC 6, the 3rd has SPC 12, etc).
are Restrained and Grounded (escape DC 10 + your Upcharge: By spending +3 SP on this spell, you can
magic attribute). When a creature becomes Restrained in magically link with the creature. For the duration of the spell,
this manner, if you are on the same plane of existence as you can close your eyes and see through the bonded animal’s
the trap, you become magically aware that a creature is senses. You can communicate telepathically with the creature,
Restrained but do not automatically know anything further though it becomes no more capable of highly intelligent thought
about the creature. The creature can repeat the save every than it was prior to the casting of this spell.
minute. Creatures with a ML greater than half of your A N I M AT E P L A N T S
Character Level gain +1 to their escape check every 10 Primal Spell, Altering, Extrinsic, Nature, Conjuring 1
minutes. Taking damage immediately ends the restraint. APC: 8
When you lay such a trap, it remains indefinitely until SPC: 18
sprung or until you recover the trap. You cannot have more Range: 30 ft
traps active than your Primal Power; any attempt to create Requires: Gesture, Verbal, Visual
an additional trap with this invocation fails. Duration: 10 minutes
When you finish conjuring this spell, all plants within range
PR I M A L S PEL L S become semiconscious. For the duration, these plants seek
to help you and your allies, and hinder your foes. For the
AC ID P OOL
duration, the following rules apply to the affected area. Note
Primal Spell, Evoking, Extrinsic, Nature, Conjuring 1
that the affected area does not move with you, but is the
APC: 6
area affected when you initially finish conjuring the spell.
SPC: 4
All spaces within 5 ft of vegetation are considered
Range: 60 ft
Difficult Terrain for creatures hostile to you. Your MC might
Requires: Gesture, Verbal, Visual
determine that some areas are instead Hazardous Terrain, if
Duration: 10 minutes
the plant has spines or toxins.
A pool of steaming acid burbles up from the ground.
You and creatures that are friendly to you can ignore any
Choose a point within range. A pool of acid burbles up in a
Difficult or Hazardous Terrain imposed by plant life.
15 ft radius from that point. The area becomes both Difficult
On each of your turns for the duration, provided that
and Hazardous Terrain (dealing 1d4 corrosive damage per 5
you are in the affected area, you may spend 2 AP to cause a
ft moved). When a creature starts its turn in the acid, make
branch or root to lash out and attack an enemy in the area.
a magic attack against their FORT, dealing 3d4 damage on a
Make a magic attack against the creature’s ANT, dealing
hit and ½ as much on a miss. Creatures that start their turn
1d8 blunt damage on a hit. You may make this attack any
Prone in the area are automatically hit.
number of times on your turn if you have enough AP.
Upcharge: +1d4 damage per +3 SP against creatures
Upcharge: +10 ft range per +6 SP.
starting their turn in the acid pool.
AV I A N I S M
ANIMAL BOND
Primal Spell, Altering, Intrinsic, Nature
Primal Spell, Enchanting, Intrinsic, Nature
APC: 2
APC: 5
SPC: 20
SPC: 3
Range: Touch
Range: 30 ft
Requires: Gesture, Verbal
Requires: Gesture, Verbal, Visual
Duration: 10 minutes
Duration: 24 hours
You or a creature that you touch gain a fly speed equal to
By lacing your soft words with subtle magic, you endear a
twice your walking speed for the duration. The affected
creature to you.
creature’s basic physique changes slightly during this time to
reflect more birdlike features.
C hapter 4 | M agic 271
B I L L O W I N G FO G CARNAGE
Primal Spell, Summoning, Extrinsic, Weather, Conjuring 1 Primal Spell, Enchanting, Intrinsic, Emotion
APC: 6 APC: 3
SPC: 4 SPC: 30
Range: 120 ft Range: 20 ft
Requires: Gesture, Verbal, Visual Requires: Gesture, Verbal
Duration: Up to 10 minutes Duration: 1 minute
You draw fog from the Everwilds to clog the field of battle. You and a number of creatures within range equal to or less
Choose a point within range. Fog fills an area in a 20 ft than your magic attribute gain the following properties for
radius from that point. The fog imposes the Concealed the duration. If a creature is unwilling, make a magic attack
condition on any creature within it. A steady wind of 10 mph against their LOG; if you succeed, then they are subject to
or more will dispel the fog, and you can dismiss the fog by this spell.
spending 1 AP on your turn. Otherwise, the fog lasts for the When the spell first takes effect, gain 15 Shield HP.
duration. Your STR and DEX both increase by +2 (this can exceed
Upcharge: +5 ft radius per +4 SP. your attribute cap).
Gain +10 ft Movement.
B O A R I S H S AVA G E RY
You gain a Natural Weapon: Tooth and Claw. Tooth and
Primal Spell, Altering, Intrinsic, Nature
Claw costs 2 AP to use, deals 2d8 sharp damage, and has
APC: 1
the light tag. You can use STR or DEX when attacking with
SPC: 18
Tooth and Claw and can make this attack even if both of
Range: Touch
your hands are full, provided that you are able to open your
Requires: Gesture, Verbal
mouth.
Duration: 10 minutes
When you kill a creature with your Tooth and Claw, gain
You excite the vicious subconscious of a creature into a
1 AP.
destructive rage.
You cannot be Frightened.
You or a creature that you touch gain the following
If a creature attempts to charm you, it rolls 2d20 and uses
properties for the duration:
whichever is higher.
You deal 1d8 additional damage on all melee attacks.
You sprout matted, mangy fur, your eyes resemble that
When you kill a creature, gain 1d8 Shield HP.
of a rabid wolf, your veins pop inhumanly, and your canine
When a creature attempts to Frighten you, it must roll
teeth and fingernails grow into hardened fangs and claws.
2d20 and use the lower.
When the spell ends, a creature must make an END check
You sprout coarse, bristly hair and your teeth take on a
against 10 + your magic attribute. On a fail, the creature
tusklike appearance.
becomes Fatigued. Whether the creature succeeded or
BULLISH STRENGTH failed, it takes 1d10 psychic damage.
Primal Spell, Altering, Intrinsic, Nature
APC: 2 C O N T R O L WAT E R
SPC: 14 Primal Spell, Altering, Conjuring 2
Range: Touch APC: 10
Requires: Gesture, Verbal SPC: 20
Duration: 10 minutes Range: 300 ft
You or a creature that you touch gain the following Requires: Gesture, Verbal, Visual, Line of Sight
properties for the duration: Duration: 1 minute
Your STR increases by +2 (this can exceed your attribute You command a body of water to obey your will.
cap). Choose a point within range. All water within a 30 ft
You gain 1d4 Shield HP at the start of each of your turns. radius of that point responds to your commands for the
When a creature attempts to Charm you, it must roll 2d20 duration. This might be one large body of water or several
and use the lower. small ones. On each of your turns while maintaining this
Your physique changes slightly: your shoulders and neck spell, you can spend the appropriate amount of AP to do any
thicken and your features vaguely resemble that of a bull. of the following actions.
Command Waves (3 AP). Cause the water in the area to
become either rough or smooth until the end of your next
turn. If rough, creatures must spend +1 ft of movement for
every 1 ft that they move, even if they have a swim speed.
Current (1 AP). The water flows in a direction of your
choice. Until your next turn, any creature that starts its turn
in the water moves 30 ft in the direction of the current,
ending this movement early and taking 1d10 blunt damage
272 C hapter 4 | M agic if they hit dry land or an obstacle.
Maelstrom (4 AP). You can only use this ability if the C R AW L I N G V I N E
entire area of your spell is uninterrupted water. Choose Primal Spell, Altering, Extrinsic, Nature, Conjuring 1
clockwise or counterclockwise. When a creature starts its APC: 4
turn in the area, it must make an END check; the DC is 10 SPC: 3
+ your magic attribute. If they fail, they move 30 ft in a Range: 60 ft
curve along the maelstrom’s path in the direction you chose. Requires: Gesture, Verbal, Visual, Line of Sight
If they strike an object as part of this movement, they take Duration: 5 minutes (30 rounds)
1d10 blunt damage. If they failed their END check, they also You summon a leafy, ropy vine to harry your enemies.
take 1d6 blunt damage per subsequent round that you have Immediately when you finish conjuring this spell, a
used this feature (max 4d6). Medium sized vine appears within range in an unoccupied
Mists (2 AP). The area becomes misty, imposing space on the ground and attacks one creature of your choice
Concealed on all creatures in the area until the end of your within 10 ft of the vine, targeting their REF. Use your magic
next turn. attack modifier for this attack. On a hit, the creature takes
Spout (2 AP). Make a magic attack against the ANT of a 2d6 blunt damage. On a crit, the creature also falls Prone.
creature that is in the area of water you control. On a hit, Alternatively, you may choose to have the vine Grapple a
the creature takes 1d10 blunt damage and is hurled 30 ft creature instead of damaging it if you hit. The vine cannot
into the air, taking another 1d20 damage if this motion is Grapple more than one creature at a time, and while
interrupted by an object. Grappling a creature it can only attack that creature.
Tidal Wave (10 AP). You can spend AP on this feature For the duration, you may spend 1 AP to move the vine up
over multiple rounds, as though conjuring. You cannot to 20 ft in any direction. For the duration, you may spend
spend AP on anything else on your turn while doing so. 2 AP to make the vine make another attack against any
You can only use this ability if the entire area of your spell creature within 10 ft of it, dealing the same damage as your
is uninterrupted water. When you have spent enough AP initial attack.
to trigger this effect, make a magic attack vs the FORT of Upcharge: If you spend +7 SP on this spell, then on a hit the
each creature in the area. On a hit, deal 3d10 damage, the creature becomes Pinned after falling Prone as tendrils of lichen
creature falls Prone, and it is Staggered until the end of its magically lash out from the ground and hold it in place.
next turn. On a miss, a creature takes ½ damage and falls
CREEPING FEAR
Prone but is not Staggered.
Primal Spell, Enchanting, Intrinsic, Emotion
Upcharge: +1 minute per +10 SP.
APC: 3
CORNERED FRENZY SPC: 4
Primal Spell, Altering, Intrinsic, Nature Range: 90 ft
APC: 4 Requires: Verbal, Visual, Line of Sight
SPC: 4 Duration: Instantaneous
Range: Self (5 ft radius) You whisper fell dread into the subconscious mind of a
Requires: Gesture creature.
Duration: Instantaneous Make a magic attack against the WILL of a creature within
You embrace the fearsome aspect of a cornered predator, range. If you hit, it becomes Frightened of you for 1 minute.
lashing out against all about you. If you miss, it becomes Frightened of you until the end of
You can only use this spell when you are Bloodied. your next turn. If you crit, then the creature also becomes
With a weapon that you are holding, make an attack Phobic (roll on the table below to determine its phobia).
roll against the AR of each creature within the spell’s Upcharge: If you spend +4 SP when you cast this spell, roll
radius. Make separate attacks against each creature, but 2d20 and use whichever is higher when making your magic
roll damage once; creatures that you hit take full damage, attack.
and creatures that you miss take ½ damage. If you crit a
creature, deal critical damage as you normally would with a
weapon.
If you are dual wielding, roll damage for both weapons,
but still only make one attack per creature to determine
whether you hit, using the weapon modifier of your choice.

C hapter 4 | M agic 273


d10 Phobia Triggered by:
1 Hydrophobic. Fear of water. Bodies of standing water at least 20 ft in diameter (not afraid of drinking water)

2 Arachnophobic. Fear of spiders. Creatures with “Spider” in their name


3 Trypophobic. Fear of clusters of A single object with multiple closely arranged holes, like a honeycomb or a
holes. crumpet
4 Necrophobic. Fear of dead things. Dead or undead creatures.

5 Ornithophobic. Fear of birds. Beasts or monstrosities with a fly speed


6 Palustriphobic. Fear of swamps. Natural environments with swampy waters or marshy ground.
7 Mycophobic. Fear of mushrooms. Creatures with “Mushroom”, “Moss,” “Fungus,” or “Mycosian” in their name

8 Elafiphobic. Fear of deer. Creatures with “Deer,” “Elk,” “Antelope,” or Moose” in their name
9 Hemophobic. Fear of bleeding. A Bloodied creature
10 Nyctophobic. Fear of darkness. Darkness (not in dim light or any form of light); even if darkness is present
beyond the radius of torchlight, this effect only triggers if the creature is actively
in a dark area

E C S TA SY F E A S T FO R C R O W S
Primal Spell, Enchanting, Extrinsic, Emotion Primal Spell, Altering, Intrinsic, Nature
APC: 3 APC: 4
SPC: 45 SPC: 14
Range: 120 ft Range: Special
Requires: Gesture, Verbal, Visual Requires: Gesture, Visual, Line of Effect
Duration: Up to 10 minutes Duration: Instantaneous
The abundant bliss of the Everwilds’s spring breeze You tap into the power of the murderous flock, raining
overwhelms a creature’s senses. death from the sky.
Make a magic attack against the LOG of each creature As part of this spell, you must use a ranged weapon that
within a 20 ft radius of a point in range. If you hit, then the uses ammunition. Choose a point within that weapon’s
creature becomes Enthralled for the duration. If you miss, range. Make a weapon attack vs the REF of each creature
then instead, the creature becomes Enthralled until the end in a 20 ft radius from that point. On a hit, you roll your
of your next turn. While Enthralled in this way, the creature normal damage dice x4 (for example, a recurve bow deals
gains an additional random effect for the duration. Roll 1d8 1d6 damage, so this spell would deal 4d6 damage if you
and consult the table below to determine the effect. used a recurve bow). If you miss, then creatures in the area
d8 Ecstasy Effect: of effect take ½ damage. If you crit, add an additional 4
damage dice to the damage roll.
1 Creature prances about in circles.
Upcharge: +5 ft radius per +4 SP.
2 Creature sings your praises at the top of their
HAILSTORM
voice.
Primal Spell, Alchemy, Extrinsic, Weather, Conjuring 3
3 Creature rolls around on its back, using the APC: 12
ground as a backscratcher. SPC: 20
4 Creature does everything in its power to Range: Sight
remain exactly 5 ft away from you at all Requires: Gesture, Verbal, Visual
times. Duration: 1 minute
You conjure a cloud that produces chunky hailstones.
5 Creature moves to the nearest natural plant or
Choose a point within range. Thick, billowing clouds
earthen formation and tries to eat it.
materialize in a 30 ft radius disc from that point. One round
6 Creature jumps repeatedly in place. later, hailstones begin pummeling the ground beneath that
7 Creature sits down and stares mindlessly at disc of clouds. When this occurs, and for the duration of the
the sky. spell, the following effects apply to creatures and objects in
8 Roll twice more on the table, rerolling the hailstorm:
duplicates or additional rolls of 8. The • Nonmagical sources of fire are extinguished.
creature attempts to fulfill both rolls • Whenever a creature makes a ranged attack roll, they
simultaneously to the best of its ability. must roll 2d20 and use the lower, unless it would deal
cold damage.
2 74 C hapter 4 | M agic
• Terrain in the area is Difficult Terrain as hailstones You may dismiss the fog by spending 1 AP on your turn.
pebble the ground. Otherwise, it lasts for the duration.
• When a creature starts its turn in the hailstorm, make Upcharge: +5 ft range per +4 SP.
a magic attack roll against their FORT. If you hit, the
N AT U R E ’ S B O U N T Y
creature is Chilled until the start of their next turn.
Primal Spell, Divining, Intrinsic, Nature
When the spell ends, the hailstones melt at a natural rate.
APC: 5
Upcharge: +5 ft radius per +5 SP.
SPC: 8
H U N T E R ’ S Q UA R RY Range: Sight
Primal Spell, Divining, Intrinsic, Nature Requires: Gesture, Verbal, Visual
APC: 1 Duration: Instantaneous
SPC: 6 By communing with the natural world, your physical needs
Range: 90 ft are provided for.
Requires: Gesture, Verbal, Visual One plant that you see magically produces 3d6 delicious
Duration: 1 hour berries or nuts (depending on the type of tree). These
You mark a target as your prey, consigning it to a swift berries or nuts each remain edible for 8 hours, after which
death. point they shrivel. Before shriveling, a single nut or berry
Choose one creature within range. For the duration, you will provide a Medium or smaller creature with enough
have TA on attacks against that creature. Additionally, for nourishment for one day (creatures of a larger size must
the duration, you gain a +6 bonus to checks made to track eat one additional berry or nut per size they are above
that creature and recall information about it. Medium). If a Bloodied creature eats one of these berries or
Upcharge: +1 hour duration per +4 SP. nuts, it regains 1d2 HP as well.
L I G H T N I N G B O LT N AT U R E ’ S R E M E D I E S
Primal Spell, Evoking, Extrinsic, Weather, Conjuring 1 Primal Spell, Altering, Intrinsic, Nature
APC: 4 APC: 3
SPC: 20 SPC: 4
Range: 100 ft Range: Touch
Requires: Gesture, Verbal, Visual Requires: Gesture
Duration: Instantaneous Duration: Instantaneous
A sizzling bolt of lightning eviscerates all in its path. Using an herbal salve or a quick word of power, you heal a
Choose a point within range and draw a line between creature.
yourself and that point. Make a magic attack against the One creature that you touch regains 1d6 hit points.
ANT of each creature that the line touches. On a hit, deal
NIGHTEYE
6d8 lightning damage and a creature is Dazed until the end
Primal Spell, Divining, Intrinsic, Nature
of their next turn. On a miss, a creature takes ½ as much
APC: 5
damage and is not Dazed.
SPC: 5
MISTS OF THE EVERWILDS Range: Self
Primal Spell, Illusory, Extrinsic, Weather, Conjuring 1 Requires: Gesture
APC: 6 Duration: 1 hour
SPC: 12 You call upon the primal sight of feline hunters, allowing
Range: 300 ft your gaze to pierce the darkness.
Requires: Gesture, Verbal, Visual You can see in nonmagical darkness for 60 ft as if it were
Duration: Up to 10 minutes dim light, and in dim light for 60 ft as if it were bright light.
You conjure forth the appearance of mist, confounding the You cannot discern color while doing so.
senses. Upcharge: If you spend +20 SP on this spell, then you can
Choose a point within range. Illusory fog fills an area in see in magical darkness for the duration as well.
a 40 ft radius from that point. This fog occasionally flickers
PA D FO O T
with lights, as though multicolored fireflies are within. The
Primal Spell, Altering, Intrinsic, Nature
fog provides dim light and imposes the Concealed condition
APC: 5
on any creature within it. A creature can attempt to see
SPC: 3
through the illusory fog by spending 2 AP to make an AWR
Range: Touch
check against your WILL. If they succeed, then the fog fades
Requires: Gesture
to a mere veil for that creature. That creature ignores the
Duration: 10 minutes
Concealed condition of any other creature in the fog, and
By tapping into the subtle blend of shadow and mulch, you
the fog no longer provides dim light for that creature.
silence a creature’s tread.

C hapter 4 | M agic 275


Touch one creature. For the duration, it does not leave SUMMON BEAST
footprints and has a +6 to Sneaking. Primal Spell, Summoning, Extrinsic, Nature, Conjuring 2
Upcharge: +1 Sneaking per +1 SP (max +20 total APC: 6
Sneaking). SPC: 15
PISCISM Range: 30 ft
Primal Spell, Altering, Intrinsic, Nature Requires: Gesture, Verbal
APC: 7 Duration: 10 minutes
SPC: 6 You summon a mundane creature from the Everwilds.
Range: Touch Immediately when you finish conjuring this spell, a
Requires: Gesture, Verbal creature appears in an unoccupied space within range. This
Duration: 10 minutes creature must have the beast tag and no modifying tags,
You attune a creature to the aquatic domain. and must have a ML of 5 or lower. This creature is friendly
Touch one creature. For the duration, it can breathe water to you and your allies and will fight for you and engage
and has a swim speed equal to its walking speed. in other heavy labor for you (such as pulling a cart) for
Upcharge: +10 mins per +4 SP. the duration, but will become hostile towards you if you
or your allies mistreat it. The duration ends early if you
P O LY M O R P H
fall unconscious or die. When the duration ends, the beast
Primal Spell, Alchemy, Intrinsic, Nature, Conjuring 5
disappears, returning to its previous plane of existence or its
APC: 20
previous location if it was on the same plane.
SPC: 20
If a creature you summon in this way does not die before
Range: Touch
the end of the spell’s duration, you may specify that you
Requires: Gesture, Verbal
want to resummon that same creature when you use this
Duration: Up to 1 hour
spell again. If you do so at least once per day for a year,
Touch one willing creature for the duration of conjuring the
then that creature becomes permanently bonded to you.
spell. That creature magically polymorphs into a creature
It resides in your plane of existence now and sees you as a
with the beast tag and no modifying tags. The creature must
loved companion. Furthermore, you and a bonded beast can
have a ML equal to or less than ½ the target creature’s level
communicate basic emotions and simple thoughts to one
if it is a hero, or equal to or less than its own ML if it is an
another telepathically, provided that you can see each other.
NPC.
Upcharge: +10 mins per +5 SP.
The target creature gains all of the stats and properties of
the new creature, with the exception of retaining its original S U M M O N E L E M E N TA L
INT and CHA. The creature is unable to cast spells or speak Primal Spell, Summoning, Extrinsic, Nature, Conjuring 8
while in its new form unless the beast that it turned into APC: 24
possess such an ability. SPC: 40
You or the transformed creature may spend 3 AP to end Range: 30 ft
the spell. If the creature loses all of its HP, it reverts to its old Requires: Gesture, Verbal
form and takes any excess damage from its original HP pool. Duration: 10 minutes
Otherwise, the creature reverts to its original form at the You summon an elemental from the Everwilds.
end of the duration. Immediately when you finish conjuring this spell, a
creature appears in an unoccupied space within range. This
RELAXING PRESENCE
creature must have the elemental tag, and must have a ML
Primal Spell, Altering, Intrinsic, Emotion, Conjuring 3
of 15 or lower. Make a magic roll against the elemental
APC: 12
creature’s WILL. The elemental simultaneously makes a
SPC: 12
CHA roll against your WILL. Whether you both miss, both
Range: 30 ft
succeed, or only one of you succeeds, the results are as
Requires: Gesture, Verbal, Visual
follows:
Duration: 1 hour
You both hit: You take 2d8 damage of the type primarily
A willing creature that can see you throughout the conjuring
associated with that elemental (if it is an earth elemental,
of this spell becomes inured to mental manipulation. For the
take blunt damage). Thereafter, this creature is friendly to
duration and while you are conjuring, the creature cannot
you and your allies and will fight for you for the duration,
be Broken, Charmed, Demoralized, Enthralled, Frightened,
but will become hostile towards you if you or your allies
or Shaken. If the creature was already suffering from one or
mistreat it.
more of those conditions, the conditions are suppressed for
The elemental hits, and you miss: This creature is
the duration.
hostile towards you and your allies and will attack you.

276 C hapter 4 | M agic


You hit, and the elemental misses: For the duration, Upcharge: +5 mins per +5 SP.
you gain Affinity to the damage type primarily associated
S U M M O N S WA R M S
with the elemental (if it is an earth elemental, this is blunt
Primal Spell, Summoning, Extrinsic, Nature, Conjuring 2
damage). This creature is friendly to you and your allies and
APC: 9
will fight for you for the duration, but will become hostile
SPC: 30
towards you if you or your allies mistreat it.
Range: 30 ft
You both miss: This creature is friendly to you and your
Requires: Gesture, Verbal
allies and will fight for you for the duration, but will become
Duration: 5 minutes
hostile towards you if you or your allies mistreat it.
You summon swarms of creatures from the Everwilds.
The duration ends early if you fall unconscious or die.
Immediately when you finish conjuring this spell, three
When the duration ends, the elemental gains autonomy.
swarms appear in three unoccupied points within range.
Upcharge: +5 mins per +5 SP.
These swarms must have the beast and swarm tags, and
S U M M O N FA E must each have a ML of 5 or lower. These swarms are
Primal Spell, Summoning, Extrinsic, Nature, Conjuring 5 friendly to you and your allies and will fight for you and
APC: 20 engage in other labor for you (such as devouring a corpse)
SPC: 70 for the duration, but will all become hostile towards you if
Range: 30 ft you or your allies mistreat any of them. The duration ends
Requires: Gesture, Verbal early if you fall unconscious or die. When the duration ends,
Duration: 1 hour the swarms gain autonomy.
You summon a fae from the Everwilds. Upcharge: +5 mins per +5 SP.
Immediately when you finish conjuring this spell, a
TA N G L E O F B R A M B L E S
creature appears in an unoccupied space within range. This
Primal Spell, Alchemy, Extrinsic, Nature
creature must have the fae tag, and must have a ML of 20
APC: 3
or lower. Make a magic roll against the fae creature’s LOG.
SPC: 4
The fae simultaneously makes a CHA roll against your LOG.
Range: 60 ft
Whether you both miss, both succeed, or only one of you
Requires: Gesture, Visual, Line of Sight
succeeds, the results are as follows:
Duration: 10 minutes
You both hit; or you hit and the fae misses: This
A mass of thorny weeds sprouts up, clogging the way.
creature is friendly to you and your allies and will fight for
Choose a point within range. Thorny weeds sprout in a
you or (if intelligent) argue on your behalf for the duration,
10 ft radius from that point. The area within this radius
but will become hostile towards you if you or your allies
is Hazardous Terrain (1d4 sharp). When a creature starts
mistreat it. At the end of the duration, the fae becomes
its turn in the brambles, make a magic attack against their
autonomous and may do whatever it wishes.
FORT; on a hit, the creature is Grappled until the start of
Fae hits, you miss: The spell’s duration ends. The fae is
their next turn. (If they attempt to escape the Grapple on
hostile towards you and will either try to directly battle you
their current turn, they must overcome your WILL). The
or will try to manipulate you in nefarious ways.
caster can choose to end this effect at will.
You both miss: The spell’s duration ends. The fae is
Upcharge: +5 ft radius per +3 SP.
indifferent to you and will act of its own volition as it sees fit.
TERROR
SUMMON MONSTER Primal Spell, Enchanting, Intrinsic, Emotion
Primal Spell, Summoning, Extrinsic, Nature, Conjuring 3 APC: 5
APC: 10 SPC: 24
SPC: 40 Range: 60 ft
Range: 30 ft Requires: Gesture, Visual, Line of Sight
Requires: Gesture, Verbal Duration: 10 minutes
Duration: 5 minutes
Choose a point within range and make a magic attack
You summon a monstrosity from the Everwilds.
against the WILL of each creature within a 20 ft radius of
Immediately when you finish conjuring this spell, a
that point. If you hit, a creature becomes Frightened of you
creature appears in an unoccupied space within range.
for 10 minutes and gains a Phobia (roll 1d10 on the Phobia
This creature must have the beast or monstrosity tag, and
Table in the Creeping Fear spell). If you miss, a creature
must have a ML of 10 or lower. This creature is friendly to
becomes Frightened of you for 1 minute and does not gain
you and your allies and will fight for you and engage in
a Phobia.
other heavy labor for you (such as pulling a cart) for the
Upcharge: If you spend +12 SP, roll 2d20 and use whichever
duration, but will become hostile towards you if you or
is higher when making your magic attack.
your allies mistreat it. The duration ends early if you fall
unconscious or die. When the duration ends, the monster
gains autonomy.
C hapter 4 | M agic 277
WA L L O F B R I A R S LIGHTS FROM BELOW
Primal Spell, Alchemy, Extrinsic, Nature, Conjuring 2
APC: 8 Lights from Below, colloquially known as Lebellos or Elbes,
SPC: 16 is a smaller Wing of psions dedicated to improving Ancerra.
Range: 100 ft The Lights from Below construct bridges, dig wells, and
Requires: Gesture, Visual fight bandits and monsters, taking only enough coin to
Duration: 10 minutes reach their next destination. While traveling, they nurture
Choose a point within range, then choose a second point young latents, and their headquarters, the Hall of Heroes, is
within range that is no more than 20 ft from the first point. a massive hall carved into a mountain face. It is filled with
Thorny briars sprout in a line between those two points. statues and murals that depict heroes from the Light from
The briars are 5 ft thick and 15 ft tall. Moving through the Below and their famous adventures.
briars is considered moving through Hazardous Terrain (6d4
sharp). Furthermore, when a creature attempts to move THE FIXERS
through the briars, make a magic attack against their FORT. One of the largest Wings is the Fixers, with thousands of
On a hit, the creature is Restrained (escape DC 10 + your latents throughout Ancerra. Their primary function is to
magic attribute). hunt monsters and collect bounties.
The wall provides partial cover (+3) against all ranged
attacks. The briars can be destroyed or burned. Each 5 ft 3 of PSIONIC APTITUDES
the briars has the following health statistics:
Psionic aptitudes are unique subcategories of psionic magic.
HP 20 AR 14
Psionic casters typically focus on one aptitude and greatly
Resist Blunt 6, Cold 3; Immune Psychic, Sonic
increase their power within it.
Vulnerable Fire 4
Clairsentience is the psionic aptitude that allows one to
DT 10
master one’s senses and perceive outside of those senses and
Upcharge: +5 ft length of the wall per +4 SP.
self.
Psychokinetics is the manipulation and mastery of
existing physical matter.
P S I O N I C S O U RC E Metacreativity taps into the space between space, the
Pale, to draw and shape essence, manifesting semi-physical
objects and creatures.
Psionic magic draws from the inherent power within one’s
Telepathy is mental communication such as traditional
very soul: their Essence. Individuals who are sensitive to this
telepathy, empathy, mind-reading, and manipulation of
power often manifest it at a very young age, although few
thought and perception.
know how to spot and develop those early signs of psionic
Psychometabolics is the ultimate attunement with one’s
latency.
own body, and the ability to push it past its physical limits,
A psion, once identified, often enters the care of a faction,
and even morph and shape it.
and these factions regularly compete with each other to
Psychovillany is the forbidden art of charm and
increase their ranks. The competition is usually friendly. The
compulsion.
factions of psions are referred to as “Wings” within their
own ranks. Despite differing goals, their unique nature as
hyper-empaths and telepathic abilities have resulted in an
PSYCHOVILLAINY
affinity between them that outshines their connection with Some psionic abilities are agreed upon to be unethical as
non-latents. they subvert the free will of other creatures. Such magic is
known as psychovillainy. Use of such magic would likely
THE CABINET result in an investigation and perhaps even banishment from
one’s own Psionic Wing. Depending on the degree of the
The Cabinet is a secret council of twelve formidable psions
offense, the latent may be shunned from the other wings,
who oversee hundreds of latents. Neutral advisors to many
leaving them with no choice but take solace with the other
kingdoms, the Cabinet’s representatives are dispersed across
psions of their kind: The Syndicate, a secretive wing of
Ancerra, serving as translators, diplomats, adjudicators, and
exiled and banned psions who care for each other and work
long-distance telepathic communicators. The presence of a
as mercenaries and sellswords across Ancerra.
Cabinet representative is a symbol of status, and kingdoms,
Generally, telepaths find themselves most tempted by the
nobles, and guilds alike pay handsomely for their services.
forbidden arts, and many telepathy spells ride a thin line
between acceptable and forbidden.

278 C hapter 4 | M agic


PSIONIC MAGIC TYPES P S I O N I C M AG I C
In addition to spells, psionic casters might learn invocations. S TA C K
Invocation. If you know any invocations, you may cast
ADEPT OF THE PSIONIC
invocations a number of times equal to your Psionic Tier.
Psionic Magic, Magic Entry
This resets when you Take a Rest.
Having opened yourself to psionic power, you gain the
following benefits.
P S I O N I C TA G S Aptitude. You manifest one psionic aptitude. when you
These tags are referenced by some psionic spells and cast psionic spells of that aptitude with the manifestation
invocations. tag, they cost 0 SP for you.
Spell Points. If this is the first Magic Entry talent you
PSIONIC POWER
have taken, gain 10 SP. Otherwise, gain +5 SP. Each time
Your Psionic Power is the total number of Talent Points you
you level up and take a talent with the psionic tag, you gain
have spent on psionic talents as a result of leveling up, along
+5 maximum SP.
with the number of Talent Points you have spent in certain
Psionic Power. Gain 1 Psionic Power. Each time you
classes or tracks. These classes or tracks will specify that
level up and take a talent with the psionic tag, you gain +1
they contribute to Psionic Power.
Psionic Power.
PSIONIC TIER Adept. Gain access to the psionic stack. Gain two talents
Your Psionic Tier increases at varying increments of Psionic from the psionic stack. You do not gain additional SP or
Power, as shown on the table below. Psionic Power from these selections.
Psionic Power Psionic Tier Psion. Your magic attribute is AWR unless another talent
1-3 1 says otherwise.

4-7 2 CLAIRSENTIENT MAGIC


Psionic Magic, Repeatable
8-11 3
You learn three new spells and/or invocations with the
12-15 4 clairsentience tag.
16-19 5 T E L E PAT H M A G I C
20+ 6 Psionic Magic, Repeatable
Your Psionic Tier determines how many times you can use You learn three new spells and/or invocations with the
invocations each day. telepathy tag.

APTITUDE P S YC H O K I N E T I C M A G I C
When you take the Adept of the Psionic talent, choose one Psionic Magic, Repeatable
aptitude: Clairsentience, Psychokinetics, Metacreativity, You learn three new spells and/or invocations with the
Telepathy, or Psychometabolics. psychokinetics tag.

C O N C E N T R AT I O N P S YC H O M E TA B O L I C M A G I C
Spells with the concentration tag require a lot of mental Psionic Magic, Repeatable
focus to keep running; thus, only one can be active at a You learn three new spells and/or invocations with the
time. If you take damage while doing this, you must make a psychometabolics tag.
Concentration check: 1d20+END. The DC of the check is ½ M E TAC R E AT I V E M A G I C
the amount of damage that you took. Psionic Magic, Repeatable
M A N I F E S TAT I O N You learn three new spells and/or invocations with the
A spell with the manifestation tag costs 0 SP for psions who metacreativity tag.
have the corresponding aptitude (although upcharging still PSIONIC SPELLS
requires SP). Psionic Magic, Repeatable
M E D I TAT I O N You learn two new psionic spells.
Psionic spells and invocations with the meditation tag P S I O N I C V E R S AT I L I T Y
require you to meditate for both the casting and duration Psionic Magic, Repeatable
of the spell. While meditating, you cannot spend AP to do Incompatibilities: Psionic Focus
anything else unless you have talents that specify otherwise. You gain another psionic aptitude.
Unless you have talents that specify otherwise, you cannot
voluntarily end a meditation early. Taking damage ends
meditation immediately. If your meditation ends early, then
the spell or invocation fails.

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P S I O N I C FO C U S M E D I TAT I V E R E S T
Psionic Magic, Repeatable Psionic Magic
Incompatibilities: Psionic Versatility You can remain partially aware of your surroundings while
Spells that have the tag you chose as your psionic aptitude you sleep — able to wake at will, at a moment’s notice (this
cost 2 fewer SP (min 1, unless they are manifestations). takes 1 Reactive AP).
B AT T L E F I E L D C O N C E N T R AT I O N M E D I TAT I V E R E S T I I
Psionic Magic Psionic Magic
Prerequisites: Enhanced Concentration Prerequisites: Meditative Rest
While concentrating on a psionic spell, you gain the Exploit You now only need 4 hours of sleep.
maneuver.
QUICK MIND
B O DY S C U L P T O R Psionic Magic, Repeatable
Psionic Magic Choose two psionic spells that you know with the conjuring
You can shorten the meditation and recovery time from tag. Their conjuring value is lowered by 1 (min 1).
Body Sculpt to 8 hours each. (1/Level)
B O DY S C U L P T O R I I P S ION IC
Psionic Magic I N V O C AT I O N S
Prerequisites: Body Sculptor
Body Sculptor becomes 2/Level.
A DA P T
Psionic Invocation, Psychometabolics, Altering
B O DY S C U L P T O R I I I Casting Time: 10 minutes
Psionic Magic Range: Self
Prerequisites: Body Sculptor II Requires: Gesture
You can now cast Body Sculpt on others, as though it had a Duration: 1 hour
range of Touch. When you finish casting this invocation, you gain two
E N H A N C E D C O N C E N T R AT I O N adaptations of your choice from the list below for the
Psionic Magic duration:
When rolling concentration, you now roll 2d20 and take Claws. Gain a special attack. 2 AP, Reach 5 ft Natural
the higher result. Additionally, if you roll concentration and Weapon. +STR pr DEX vs AR. Hit: 1d4 sharp. Claws have
would fail, you can spend one Action Point reactively to pass the light tag. If you already have Claws as a natural weapon,
instead. then taking this option increases your damage die by one
size (e.g., from 1d4 to 1d6) to a maximum of 1d12.
E N H A N C E D C O N C E N T R AT I O N I I
Fins. Gain a swim speed equal to your walking speed.
Psionic Magic
Gills. You can breathe air and water.
Prerequisites: Psionic Tier 4, Enhanced Concentration
Grip. Gain a climb speed equal to your walking speed.
You can now concentrate on two spells. However, when
Haunches. Your jump distance doubles.
concentrating on two spells, your concentration DC
Prehensile Tail. Gain a third appendage, allowing you to
increases by 4. If you fail a concentration check, you lose
hold up to three hands’ worth of items.
concentration on both spells.
Spines. When a creature makes an unarmed or natural
E N H A N C E D C O N C E N T R AT I O N I I I weapon attack against you, they take 1d4 sharp damage.
Psionic Magic Sprint. Your walking speed increases by +10 ft.
Prerequisites: Enhanced Concentration II
When concentrating on one or more spells, you cannot lose
A S S E M B LY
Psionic Invocation, Metacreativity, Alchemy, Meditation
concentration on the spell that you have been concentrating
Casting Time: 10 minutes to 1 hour
on for the longest time.
Range: 100 ft
E N H A N C E D C O N C E N T R AT I O N I V Requires: Gesture, Verbal, Visual
Psionic Magic, Repeatable Duration: Instantaneous
Prerequisites: Psionic Tier 6, Enhanced Concentration III By exerting your will on a specific task, you can psionically
You can now concentrate on three spells at once, and complete this task. Tasks can include constructing a building
your DC for concentration can not exceed 12. If you fail or vehicle by using raw materials, or piloting a vehicle such
a concentration check, you lose concentration on all as a sailboat.
spells except for the one that Enhanced Concentration III If constructing or repairing a structure, you may repair 10
preserves. ft 3 per 10 minutes that you meditate on this Invocation.
If operating a vehicle, you can competently manipulate
the vehicle as if you were two places at once within range.

280 C hapter 4 | M agic


If you have any Duplicates active, then they assist in Duration: Special
this invocation. Each Duplicate can repair 10 ft 3 per 10 When you complete the casting of this invocation, you may
minutes that you meditate on this invocation, in addition to choose any spell from any of the five Sources of magic that
your own 10 ft of repairs; further, a Duplicate can operate has the alchemy, altering, divining, enchanting, illusory, or
a vehicle competently while you meditate on this invocation. necromancy tag and costs 40 or fewer SP. You immediately
cast that spell, spending its SP.
ASTRAL PROJECTION
Alternatively, you may impose a substantial but
Psionic Invocation, Clairsentience, Divining, Meditation
reasonable change on the weather, natural terrain, or a
Prerequisites: Psionic Tier 6
nonliving object or structure within range. Examples include
Casting Time: 1 hour
but are not limited to:
Range: Self
Requires: Gesture, Verbal • Changing the day from sunny to stormy.
Duration: Up to 8 hours • Making Ancerra’s moons apparently vanish (this does
You launch your consciousness beyond your body and can not affect solar orbits; it is a powerful instance of
freely explore the world and the cosmos in disembodied illusory magic).
form. • Causing thick mist to envelop the region.
Upon completing this invocation, you may spend 4 AP to • Transmuting a wooden wall into stone.
project your spirit out of your body, and 4 AP to return your • Making a flat plain become hilly or swampy.
spirit into your physical body if you are on the same plane • Turning a pile of cut lumber into a decorated carriage.
of existence. While you are projecting your consciousness in • Turning a pile of cut lumber back into trees.
this way, you gain the following properties: You may suggest additional effects that this invocation
might allow, and your MC will adjudicate if and to what
• You are Ethereal and can pass through walls and other
extent such effects are viable.
barriers freely.
Bending Reality enacts a huge toll on your mind. Upon
• You are Invisible, retaining the Unseen condition.
using this invocation, you may not cast spells with an SP cost
• You have +2 to all mental attribute checks.
over 10 and you are Shaken until the next time you Take a
• You have +2 to all mental defenses.
Rest.
• You cannot physically interact with the world.
You may only cast this invocation once per day, even if you
• You have -2 to physical defenses and to AR.
have multiple invocation slots available.
By spending 4 SP, you can send your consciousness up
to 1,000 miles instantaneously. By spending 8 SP, you can DREAMSPEAK
send your consciousness into another plane of existence. Any Psionic Invocation, Telepathy, Enchanting
diseases or curses that you are suffering are suppressed for Casting Time: 30 minutes
the duration. Range: Special
If you project for the full duration of the invocation and Requires: You must be sleeping to cast this invocation
do not get into combat while projecting, you may gain the Duration: Up to 30 minutes
benefits of Taking a Rest. Choose a creature with whom you have interacted in the
You cannot communicate audibly with other creatures past and with whom you have a friendly relationship.
while using Astral Projection, but can cast spells as though Provided that the creature in question is also sleeping, you
you were physically in the space that your spirit occupies. You may both converse for the duration. Both creatures have
can cast spells with Verbal requirements, even though you the option to end this conversation at any time and both
cannot audibly communicate. remember the entire conversation. This invocation ends
Your spirit can be damaged as though you are physically early if either you or the target creature awakens.
present. If reduced to 0 HP while using Astral Projection,
D U P L I C AT E
your spirit becomes stranded where it was reduced to 0 HP
Psionic Invocation, Metacreativity, Summoning
and your body becomes comatose. Once your body and spirit
Casting Time: 10 minutes, which can be part of a Recoup
are physically in the same place again, Lesser Restoration or
Range: 10 ft
similar magic will reunite your body and spirit.
Requires: Gesture, Verbal, Visual
If, at the end of the duration, you cannot recall your spirit
Duration: 8 hours
to your body (due to it being on another plane of existence
You create a quasi-real duplicate of yourself. This Duplicate
or otherwise unable to return), then you are immediately
has none of your memories or personality. The Duplicate
reduced to 0 HP.
has your statistics, but cannot hold over AP and starts its
BEND REALITY turn with no more than 3 AP. It cannot cast spells, with the
Psionic Invocation, Psychokinetics, Altering, Meditation exception of manifestations that you can cast for 0 SP. The
Prerequisites: Psionic Tier 5 Duplicate’s maximum HP is equal to ¼ your maximum HP.
Casting Time: 1 hour
Range: Sight
Requires: Gesture, Verbal
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If you spend 24 hours meditating on this invocation, You project a sliver of your consciousness into a
you may summon Duplicates equal to your Psionic Tier - 1 concentrated point, allowing your senses to return to said
(min 1). These Duplicates last until destroyed. Permanent point even once you are long gone.
Duplicates have 10 HP, cannot use manifestations, wield Choose a point within range. You may close your senses
weapons, or regain HP in any way. If you summon new to your physical surroundings to open your ears to the
Duplicates with this invocation, your previous Duplicates surroundings of the point that you chose upon casting the
dissipate. invocation, as though you were standing there. You can only
hear from a Telepathic Anchor; you gain no benefit of your
HAUNT
other senses. (Psionic talents can improve this.) When you
Psionic Invocation, Telepathy, Enchanting, Meditation
hear through your Telepathic Anchor, you are Blinded and
Prerequisites: Psionic Tier 3
Deafened to the world around your physical body.
Casting Time: 4 hours
After initially casting the invocation, you need not remain
Range: Special
within its initial range; so long as you are on the same plane
Requires: Gesture, Verbal
of existence as your Telepathic Anchor, you can use this
Duration: Instantaneous
ability.
Choose a creature with whom you are familiar and have met
The target of this invocation is a point, not an object, and
before. Make a magic attack against that creature’s LOG. If
as such cannot be moved. For example, if you cast it inside
the creature is awake, the Invocation automatically fails. If
of a wagon, you would be able to see from the location the
the creature is asleep, then modify your magic attack based
wagon was in, not the wagon’s new location.
on your level of familiarity with the creature:
You may have a number of Telepathic Anchors active at
• You have met once: Roll 2d20 and use the lower.
one time equal to your Psionic Tier. When you would make
• You have met a few times: Make the roll unmodified.
a Telepathic Anchor that would exceed this limit, your oldest
• You frequently interact with, or have spent at least
Telepathic Anchor fades.
a week studying this person: Roll 2d20 and use the
higher.
If you succeed, then you haunt the creature’s subconscious P S ION IC S PEL L S
psyche. Until the creature removes this curse using magic
BLUR
akin to Greater Restoration or similar magic, it suffers the
Psionic Spell, Psychometabolics, Illusory, Concentration
following effects:
APC: 2
• It suffers the Shaken condition.
SPC: 10
• It occasionally sees illusory creatures moving in
Range: Self
shadows.
Requires: Verbal
• Each time it Takes a Rest, it gains a randomly
Duration: Up to 1 minute
determined Phobia (roll on the Phobia table in the
For the duration, creatures that attack you must roll 2d20
Creeping Fear primal spell) for 24 hours.
and use the lower.
You can only have this invocation active on one creature at
a time. If you cast this invocation on a new target, its effects B O DY S C U L P T
end on the previous target. Psionic Spell, Psychometabolics, Alchemy, Meditation
APC: Special
STEEL TRAP SPC: 50
Psionic Invocation, Clairsentience, Altering
Range: Self
Casting Time: 1 hour
Requires: Gesture, Verbal, Visual
Range: Touch
Duration: Instantaneous
Requires: Gesture
You must meditate for 1 week to cast this spell, touching
Duration: 4 hours
the same creature (which can be yourself) for the duration.
You place psychic wards around a creature, bolstering their
At the end of this time, that creature permanently removes
mind.
one point from their STR, DEX, or END to add one point to
You or one creature that you touch cannot be Broken,
a different physical attribute. This can exceed the creature’s
Charmed, Demoralized, Enthralled, Frightened, or Shaken
Attribute Cap.
for the duration.
For 1 week after you cast this spell, you suffer the Shaken
T E L E PAT H I C A N C H O R condition. You cannot cast this spell again while Shaken as a
Psionic Invocation, Clairsentience, Divining result of casting this spell.
Casting Time: 1 hour
CHARM PERSON
Range: 30 ft
Psionic Spell, Psychovillainy, Enchanting, Concentration
Requirements: Gesture, Visual, Line of Sight
APC: 4
Duration: Instantaneous
SPC: 6

282 C hapter 4 | M agic


Range: 60 ft This weapon is corporeal, but is made entirely of psionic
Requires: Verbal, Visual power. It has all of the properties of the weapon that you
Duration: Up to 1 hour chose, but deals psychic damage instead of its normal
Make a magic attack against the WILL of a humanoid damage type or types.
creature within range. If you hit, then the creature is You may spend 1 AP to dissipate your weapon and a set
Charmed for the duration. If you miss, you do not expend amount of AP to resummon that same weapon, without
your SP. While Charmed in this way, the creature will spending SP each time you do so. Resummoning a weapon
automatically go out of their way to accommodate your costs 0 AP if it is concealed, 1 AP if it is light, and 3 if it
suggestions provided that it does not cause direct harm to is unwieldy; if it has none of these tags, it costs 2 AP to
them. resummon.
Upcharge: +30 mins per +3 SP. Resummoning a weapon allows you to throw a psionic
weapon with the thrown property and immediately get it
CONCEAL
back by spending that additional AP.
Psionic Spell, Clairsentience, Illusory, Conjuring 3
If you wish to change your weapon’s form, you must
APC: 8
spend your SP again. Any effects that dispel magic
SPC: 12
immediately destroy the weapon, and replacing it requires
Range: Self (20 ft radius)
you to spend SP again.
Requires: Gesture
Duration: 1 hour D E C OY
By placing psychic wards about you and your allies, you Psionic Spell, Metacreativity, Illusory
shield yourself from divining. APC: 1 Reactive AP, which you spend when you are hit
You and allied creatures within 20 ft of you cannot be SPC: 8
targeted by Divining magic from the Divine, Occult, or Range: Self
Psionic sources. Any attempt to do so fails and the creature Requires: Verbal
does not lose its SP. If a creature targets you or allied Duration: 1 round
creatures within the spell’s radius using Divining magic from Take only ½ the triggering damage. Additionally, you
the Arcane or Primal sources, they must make a spellcasting create an illusory duplicate of yourself that looks, sounds,
roll against your LOG. If they hit, then they are able to use and smells the same as you. Choose whether the duplicate
the Divining spell. If they fail, then the attempt fails and the appears in an empty space within 5 ft of you, or whether the
creature does not lose its SP. Either way, when a creature duplicate replaces your space and you reappear in an empty
using Arcane or Primal magic attempts this, you are aware space within 5 ft of your duplicate.
of the attempt and whether it was successful or not. The duplicate lasts until the end of your next turn or until
it takes damage, at which point it disappears.
C R E AT E A M M U N I T I O N
Psionic Spell, Metacreativity, Evoking, Manifestation DETECT TRUTH
APC: 0 Psionic Spell, Telepathy, Enchanting, Meditation
SPC: 1 APC: 3
Range: Touch SPC: 8
Requires: Gesture Range: 60 ft
Duration: Instantaneous Requires: Gesture, Verbal, Visual
You manifest ammunition of pure psionic energy. Duration: Up to 1 hour
When you make an attack using a ranged weapon, you Select one creature within range when you cast this spell.
may create one piece of ammunition. The ammunition’s For the duration while the creature remains within range,
damage is the same as the ranged weapon’s normal damage, you can detect whether that creature is telling the truth,
but deals psychic damage instead of physical damage. lying, or telling the truth in bad faith (stretching the
credibility of the truth, giving misleading statements, and
C R E AT E W E A P O N
the like). If the creature moves out of range, then the spell
Psionic Spell, Metacreativity, Evoking, Manifestation
ends.
APC: 1
Upcharge: +1 target creature per +6 SP.
SPC: 4
Range: 10 ft DISTRACT
Requires: Gesture Psionic Spell, Telepathy, Enchanting, Concentration,
Duration: Instantaneous Manifestation
You manifest a blade of pure psionic energy. APC: 1, which you may spend on your turn, or spend
You create a weapon (choose any nonmagical weapon reactively when a hostile creature makes an attack roll
that does not have the ranged tag). SPC: 3
Range: 40 ft

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Requires: Gesture, Verbal, Visual The extent to which a creature is swayed by the single
Duration: Up to 5 minutes creature is dependent upon the swayed creature’s LOG.
If you cast this spell reactively, the triggering creature gains If the creature’s LOG is below 14, they are Charmed by
TD on their attack roll. the target of this spell, but do not know they are being
If you cast this spell on your turn, choose a hostile Charmed. If a creature’s LOG is above 14, the single creature
creature within range. You and your allies gain TA against must make attribute roll as normal when trying to persuade,
that creature until the start of your next turn. deceive, or otherwise interact with affected creatures, but
Once per round while you maintain Concentration, you gains +5 to their rolls as well as rolling twice and taking the
may spend 1 AP to apply either spell effect again. higher result.
When you finish conjuring this spell, all creatures within
D O M I N AT E P E R S O N
range lose the Broken, Charmed, Demoralized, Enthralled,
Psionic Spell, Psychovillainy, Enchanting, Concentration
Frightened, Phobic, and Shaken conditions.
APC: 5
SPC: 46 FA R S E N S E
Range: 60 ft Psionic Spell, Clairsentience, Divining, Meditation, Conjuring 6
Requires: Verbal, Visual APC: 30
Duration: Up to 10 minutes SPC: 15
Make a magic attack against the WILL of a humanoid Range: 5 miles
creature within range. If you hit, then the creature is Requires: Gesture
Enthralled for the duration. If you miss, you expend 10 SP Duration: 1 hour
but save the rest. While Enthralled in this way, the creature Through trancelike focus, you recall your steps to witness
will automatically go out of their way to accommodate your what is now transpiring where you once tread.
commands, including obeying commands that would cause When you cast this spell, choose a location within range
direct harm to the creature or its allies. that you can see or are aware of. You can see and hear
Upcharge: +5 mins per +8 SP. events currently happening in that location.
Creatures with magical awareness might detect your
E M PAT H I Z E
presence. When your consciousness is projected in this
Psionic Spell, Telepathy, Enchanting, Concentration, Conjuring
fashion, a spectral, invisible visage of your face might be
1
seen by creatures capable of seeing invisibility or detecting
APC: 6
magic.
SPC: 8
If an area is protected from Divining magic by the Divine
Range: 120 ft
or Primal sources, then you are unable to see or hear said
Requires: Verbal
area. If, however, the area is protected from Divining magic
Duration: Up to 5 minutes
by the Arcane, Occult, or Psionic sources, you may attempt
When you finish conjuring this spell, choose a willing
to see into it by making a magic attack against the WILL of
creature within range. For the duration, when that creature
the creature that cast the wards (or against a DC set by the
takes damage, you take ½ of the damage in place of them.
MC if the magic occurred naturally). On a successful attack,
Additionally, when that creature would become Charmed,
then you can see and hear the area, but depending on the
Frightened, or Shaken, you may make a magic attack
specific anti-Divining spells in place, the original caster of
against the WILL of the creature that made the attack
the wards might detect your presence. On a failed attack,
against your ally. If you hit, then the effect fails.
your attempt to see and hear the area fails.
The spell ends early if your allied creature moves out of
range. FO R E S I G H T
Upcharge: +40 ft range per +4 SP. Psionic Spell, Clairsentience, Divining, Conjuring 10
APC: 30
E M PAT H I Z E W I T H C R O W D
SPC: 80
Psionic Spell, Telepathy, Enchanting, Concentration, Conjuring
Range: Self
3
Requires: Gesture
APC: 14
Duration: 8 hours
SPC: 60
You see specters of what is about to happen, allowing you to
Range: Sight
effortlessly dominate the battlefield.
Requires: Verbal, Visual
You cannot be Surprised. You gain a +8 bonus to all of
Duration: Up to 5 minutes
your defenses. Whenever you roll Initiative or make an
While you are conjuring this spell, and for the duration
of this spell, you may choose a single creature (which can attack roll, DEX check, or AWR check, roll 2d20 and use
be yourself), and make all creatures within range who are whichever is higher.
not engaged in combat more favorable towards that single
creature’s words and actions.
284 C hapter 4 | M agic
GEAS Your MC will determine what occurs when you use this
Psionic Spell, Psychovillainy, Enchanting, Conjuring 1 spell in creative ways. For example, if you lift a boat from
APC: 5 the water and turn it upside down, your MC may rule
SPC: 70 creatures get a REF save to grab onto something before
Range: 60 ft falling off. If you lift a tower up and slam it into the ground,
Requires: Gesture, Verbal, Visual your MC may determine creatures inside the tower take
Duration: 30 days double damage from the spell.
Make a magic attack against the WILL of a humanoid With Grand Telekinesis, you can exert fine control over
creature within range. If you hit, the creature is Enthralled objects and can target specific parts of a larger object, such
for the duration. If you miss, it is Enthralled for 1 day as picking the masts off a galleon or taking apart a tower.
instead. During this time, the creature will go out of their G R E AT E R T E L E K I N E S I S
way to accommodate your commands, including obeying Psionic Spell, Psychokinetics, Altering, Concentration
commands that would cause direct harm to the creature APC: 3
or its allies. If you do not specify a command, the creature SPC: 20
will do whatever it can to make you more comfortable, run Range: 150 ft
errands that might please you, or to proclaim your greatness Requires: Gesture, Visual, Line of Sight
to other creatures. Duration: Up to 1 minute
If you cast this spell on the same creature once every 30 You impose your will on an object, forcing it to move.
days for five years, and you hit each time, then the effects Choose an object within range. If it weighs less than
become permanent. Greater Restoration and similar magic 40 lbs x your magic attribute, you can lift it, exert simple
from the Divine or Primal source can restore a creature’s manipulations over it such as pressing a button, call it to
original memory. your hand or an empty space next to you, or hurl it as a
GIANT weapon. If you hurl the object, make a magic attack vs the
Psionic Spell, Psychometabolics, Altering, Concentration REF of every creature within a 20 ft radius of a point within
APC: 2 range. If you hit, deal 5d6 physical damage (blunt or sharp
SPC: 16 depending on the object) to the creature, and the creature
Range: Self falls Prone. If you miss, deal ½ damage and the creature
Requires: Gesture does not fall Prone.
Duration: Up to 1 minute For the duration of the spell, you may pick a new object
Your Size increases by one step (e.g., from Medium to to hurl by spending 3 additional AP on your turn. You may
Large). Your STR increases by +2, your FORT increases by only hurl an object once per turn in this way, even if you
+5, and you gain 10 Shield HP. have enough AP to hurl more than one.
Upcharge: Increase your Size by an additional +1 per +16 If you attempt to lift or manipulate an object that is
SP. For each additional step, gain +2 STR, +5 FORT, and +10 physically working against you (such as attempting to lift
Shield HP. You cannot become larger than Gargantuan. a lowering portcullis or hold back the flow of a river), you
must spend 3 AP on each of your turns to exert your will
GRAND TELEKINESIS
over that object.
Psionic Spell, Psychokinetics, Altering, Concentration,
If you attempt to lift or manipulate an object greater than
Conjuring 3
40 lbs x your magic attribute, you must make a magic attack
APC: 30
against a DC set by your MC.
SPC: 70
You cannot lift an object greater than 80 lbs x your magic
Range: 1,000 ft
attribute, even if you crit.
Requires: Gesture, Visual, Line of Sight
With Greater Telekinesis, you can exert fine control over
Duration: Up to 1 minute
objects and can target specific parts of a larger object. Such
You impose your will on an object, forcing it to move.
as pulling a wheel off a wagon, or forcing open a portcullis.
Choose an object within range. If it weighs less than 2,000
tons you can lift it, exert simple manipulations over it such HASTEN
as pushing, pulling, rotating, lifting, or lowering. If you hurl Psionic Spell, Psychometabolics, Altering, Concentration
an object, make a magic attack vs the REF of every creature APC: 4
within a 40 ft radius of a point within range. If you hit, deal SPC: 18
20d6 physical damage (blunt or sharp depending on the Range: Touch
object) to the creature. If you miss, deal ½ damage. Either Requires: Gesture
way, all creatures affected fall Prone. Duration: Up to 5 minutes
You may only target one object with Grand Telekinesis. If You or one creature that you touch becomes hastened for
you throw it, the spell ends early. the duration, gaining the following benefits:
• Gain 3 additional AP at the start of each of your turns.

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• Your AR, REF, and ANT gain a +2 bonus. Requires: Verbal
• Your walking speed is doubled. Duration: Instantaneous
When the spell ends, you and the target creature are Until the start of your next turn, your vertical and horizontal
Dazed for 1 round. jump distance both increase by a number of ft equal to triple
your Psionic Power (e.g., if you have Psionic Power 4, your
I G N O R E PA I N
vertical and horizontal jump distance both increase by 12
Psionic Spell, Psychometabolics, Warding
ft). During this time, double the distance you can move
APC: 1 Reactive AP, which you spend when you take damage
when you spend AP to move. In order to complete a jump’s
SPC: Special
full distance, you must spend enough AP to move that whole
Range: Self
distance; if you do not, your jump ends when you run out of
Requires: Gesture
movement.
Duration: Instantaneous
Gain Shield HP equal to double the amount of damage you L E V I TAT E
just took. This spell costs SP equal to the amount of damage Psionic Spell, Psychometabolics, Altering
you took. APC: 1
SPC: 12
I N S P I R AT I O N
Range: Self
Psionic Spell, Telepathy, Enchanting, Manifestation
Requires: Verbal
APC: 1
Duration: 10 minutes
SPC: 3
For the duration, gain a fly speed equal to ½ your walking
Range: 60 ft
speed.
Requires: Verbal, Visual
Duration: 1 round LESSER TELEKINESIS
You or an allied creature within range gains TA for the Psionic Spell, Psychokinetics, Altering, Manifestation
duration. APC: 3
Upcharge: +1 target creature per +3 SP. SPC: 3
Upcharge: One target creature per +3 SP is also Rallied for Range: 60 ft
the duration. Requires: Gesture, Visual, Line of Sight
Upcharge: One target creature per +5 SP is also Protected Duration: Instantaneous
for the duration. You impose your will on an object, forcing it to move.
Choose an object within range that weighs 10 lbs x your
INVISIBILITY
magic attribute or less. You can lift it and exert simple
Psionic Spell, Psychometabolics, Illusory, Concentration
manipulations over it such as pressing a button, call it to
APC: 1
your hand, or hurl it at a foe. If you hurl it at a creature,
SPC: 12
make a magic attack vs REF. If you hit, deal 1d10 physical
Range: Self
damage (blunt or sharp depending on the object) to the
Requires: Gesture
creature.
Duration: Up to 1 hour
If you attempt to lift or manipulate an object that is
You become Invisible for the duration. This spell ends if you
physically working against you (such as attempting to lift a
deal damage to another creature.
lowering portcullis), you must make a magic attack against
Upcharge: +30 min duration per +4 SP.
a DC set by your MC.If you attempt to lift or manipulate
Upcharge: If you spend +28 SP on this spell, then the spell
an object greater than 10 lbs x your magic attribute, you
does not end when you deal damage to another creature.
must make a magic attack against a DC set by your MC.
I R O N B O DY You cannot lift an object greater than 20 lbs x your magic
Psionic Spell, Psychometabolics, Alchemy, Conjuring 2 attribute, even if you crit.
APC: 10 With Lesser Telekinesis, you cannot exert fine control over
SPC: 55 objects, nor can you target specific parts of a larger object.
Range: Self For example, this spell does not allow you to remove a
Requires: Gesture wheel from a wagon.
Duration: Up to 10 minutes
Your body becomes iron. For the duration, you gain Resist MIND FIST
Physical 10 and Resist Elemental 10; Immune Toxic; and DR Psionic Spell, Metacreativity, Altering, Concentration,
10/Fire and Energy. Manifestation
APC: 2
JUMP SPC: 4
Psionic Spell, Psychometabolics, Altering, Manifestation Range: 40 ft
APC: 1 Requires: Gesture, Visual
SPC: 5 Duration: Up to 5 minutes
Range: Self
286 C hapter 4 | M agic
When you cast this spell, make a magic attack roll against Duration: Up to 1 minute
the AR of a target within range. If you hit, deal 1d8 psychic Make a magic attack against a target’s LOG. If you hit, the
damage. While you maintain Concentration on this spell, creature becomes Helpless for the duration. The spell ends
you may repeat the attack on each of your turns by spending early if you lose Line of Sight to the creature.
2 AP. You can pick a new target each time and you can make
MIND WIPE
this attack any number of times on a given turn provided
Psionic Spell, Psychovillainy, Enchanting
that you spend enough AP.
APC: 4
Upcharge: +20 ft per +2 SP.
SPC: 120
M I N D PA L A C E Range: Touch
Psionic Spell, Telepathy, Warding, Conjuring 10 Requires: Gesture, Verbal, Visual
APC: 30 Duration: Instantaneous
SPC: 150 Make a magic attack against a creature’s ANT. If you hit,
Range: Self then on your next turn, spend an additional 4 AP to attack
Requires: Gesture, Verbal that same creature’s LOG, provided that they are still
Duration: Indefinite within range. If you hit, then on your next turn, spend
Upon completion of conjuring this spell, you create your an additional 4 AP to attack that same creature’s WILL,
Mind Palace. This is a metaphysical demiplane within provided that they are still within range. If you hit, then the
your own mind. You may spend 4 AP to withdraw your creature loses all of its memories, personality, and beliefs. If
consciousness from your body into your Mind Palace, and 4 you miss, the creature becomes immune to Mind Wipe.
AP to return from your Mind Palace to your physical body. This cannot be undone short of divine intervention.
While your consciousness is in the Mind Palace, you do not After casting this spell, you gain Fatigue. You also become
age and do not need to eat or drink. Any diseases or curses Sickened for 2 days.
that you are suffering are suppressed while you are in your
M I N O R T E L E PAT H Y
Mind Palace. If you spend at least 8 hours in your Mind
Psionic Spell, Telepathy, Enchanting, Manifestation
Palace, you gain the benefits of Taking a Rest.
APC: 4
You cannot be targeted by Divining magic against your
SPC: 2
will while in your Mind Palace, but may choose for Divining
Range: 120 ft
spells to successfully reach you if you desire. You may cast
Requires: Visual
Divining magic from your Mind Palace as if you were on the
Duration: Instantaneous
Plane occupied by your physical body.
Choose a creature within range. You may telepathically
While in your Mind Palace, you gain +5 to all INT
communicate a brief message of approximately 20 words
Attribute checks.
or less to that creature. The creature can respond in kind
You may choose to destroy your Mind Palace at any point,
without needing to spend AP.
but doing so requires you to cast the spell again with the
Upcharge: Reduce the spell’s APC by 1 (min 1) per +2 SP.
intent of undoing it.
If you die while your mind palace is active, you may MIRROR IMAGES
choose for your Essence to retreat to your Mind Palace and Psionic Spell, Metacreativity, Illusory, Concentration
dwell there indefinitely. If you do this, you appear to anyone APC: 3
who travels to your Mind Palace as a spectral form of your SPC: 12
living self. You cannot leave the Mind Palace once you do Range: Self
this. If you choose not to do this, then your Mind Palace is Requires: Gesture
destroyed over the next 5d20 days as your soul fades. Duration: Up to 5 minutes
Enhance: Once your Mind Palace is established, you You conjure forth mirrors of yourself to misguide your
may cast this spell again with a range of “Touch” to allow enemies’ blows.
one additional creature access to the Mind Palace with you. Four duplicates of yourself swirl around you, loosely
Creatures added to your Mind Palace gain all of the benefits imitating your movements. For the duration, creatures that
that this spell confers. Furthermore, you can experience all rely primarily on sight to make attacks against you roll an
of the memories of creatures that join your Mind Palace, and additional d20 against a DC 20, if they do not meet the DC,
they can experience all of your memories. a mirror image is destroyed. The DC is reduced by 5 for each
destroyed mirror image and the spell ends when you have
MIND TRAP no more mirror images.
Psionic Spell, Telepathy, Enchanting, Concentration
APC: 4 MODIFY MEMORY
SPC: 40 Psionic Spell, Psychovillainy, Enchanting, Conjuring 5
Range: 60 ft APC: 30
Requires: Verbal SPC: 60

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Range: Touch POSSESSION
Requires: Gesture, Verbal Psionic Spell, Psychovillainy, Enchanting, Meditation,
Duration: Indefinite Conjuring 10
Make a magic attack against the LOG of a humanoid APC: 30
creature within range. If you hit, the effects of this spell are SPC: 80
indefinite. If you miss, then the effects only last for 2 days. A Range: Sight
creature may choose to willingly fail this spell. You affect the Requires: Gesture, Verbal, Visual
target’s memory of an event that it experienced within the Duration: Up to 1 hour
last 24 hours. The event can be no longer than 10 minutes Make a magic attack against a creature’s WILL. If you
from start to finish. You can permanently eliminate all succeed, you possess them for 1 hour. If you fail, then you
memory of the event, cement the event into the creature’s only possess them for 1 minute. For the duration, on your
memory exactly as it happened, change its memory of turn you cannot do anything other than maintaining your
specific details of the event, or create a memory of some meditation. On the possessed creature’s turn, you choose
entirely different event. A false memory may not necessarily exactly what actions they take.
affect how a creature behaves, particularly if the memory You need not maintain sight on the target creature after
does not hold with the creature’s core beliefs. Very illogical initially casting this spell, and you can simultaneously
modified memories might be dismissed as a bad dream or experience all sensory input from both your own body and
hallucination. the possessed creature’s body.
Greater Restoration and similar magic from the Divine or If the creature takes psychic damage, you take that
Primal source can restore a creature’s original memory. damage instead.
M O R P H F E AT U R E S If you take any damage, you must immediately make your
Psionic Spell, Psychometabolics, Altering, Manifestation, magic attack against the creature’s WILL again; if you fail,
Conjuring 1 then the spell ends early.
APC: 2 After this spell expires, you gain Fatigue.
SPC: 4 Enhance: At the end of the duration, you may make the
Range: Self magic attack again, targeting their WILL. If you hit, you
Requires: Gesture may spend +20 SP to extend the duration of the spell by 15
Duration: 30 minutes minutes.
You can psychically reshape your physical appearance. P S YC H O N AV I G AT I O N
You can appear to be any other humanoid species that Psionic Spell, Clairsentience, Divining, Concentration,
is the same Size as you. You can become 6 inches taller Manifestation
or shorter than your normal as part of this spell and can APC: 5
change your skin tone, eye color, hair color and length, and SPC: 4
facial complexion however you see fit.This spell physically Range: Self
changes your body for the duration, so it withstands any Requires: Gesture
physical scrutiny. Duration: Up to 4 hours
Upcharge: +10 minutes per +4 SP. By projecting your mind’s eye high above, you divine your
PA R A N O I A exact location in reference to another point.
Psionic Spell, Telepathy, Enchanting When you cast this spell, choose a location that you have
APC: 4 physically been to in the last 24 hours. You know exactly
SPC: 32 what direction and how far away that point is from you.
Range: 80 ft If you have a map, your position and the position of the
Requires: Gesture, Verbal reference point both magically glow as small pinpricks of
Duration: 24 hours light for the duration.
Make a magic attack against a creature’s LOG. If you hit, Telepathic Anchor: If you have one or more Telepathic
choose a secondary target within range. The primary target Anchors, you may choose a point that is an active Telepathic
becomes Phobic of the secondary target. It is not phobic Anchor, even if you have not been there in the last 24 hours.
of the secondary target specifically, but of all creatures or S E N S E DA N G E R
objects that resemble that secondary target. (For example, if Psionic Spell, Clairsentience, Divining, Conjuring 2
the secondary target is an elk, then the primary target might APC: 10
become Phobic of all deer, elk, and moose for the duration). SPC: 15
If you crit on your initial attack against the primary Range: Self
creature’s LOG, then the Phobic condition becomes Requires: Gesture
indefinite. Duration: 1 hour

288 C hapter 4 | M agic


You gain preternatural awareness of when things are not as Hazardous Terrain in the area slows the movement of a
they ought to be. creature but does not harm it.
You cannot be Surprised, and you gain +5 to REF and ANT. Furthermore, if you concentrate on this spell for the entire
10 minutes and are not actively in combat at any point in
SHAPE REALITY
the spell’s duration, then you and any creature in the area
Psionic Spell, Psychokinetics, Altering, Meditation, Conjuring
gains the benefits of a Recoup, as it feels to you and those
10
creatures as though an hour has passed.
APC: 30
SPC: 150 STOP TIME
Range: Indefinite Psionic Spell, Psychokinetics, Altering
Requires: Gesture, Verbal APC: 1
Duration: Instantaneous SPC: 70
You change the nature of existence. Range: Self
When you complete the casting of this spell, you may Requires: Gesture
choose any spell from any of the Five Sources of Magic that Duration: Instantaneous
costs 70 or fewer SP. You immediately cast that spell without You immediately gain AP equal to triple the amount that
spending additional SP. you normally gain at the start of your turn, to a maximum
Alternatively, you may rewrite the course of world events. of 36 AP. For the remainder of your turn, you may ignore
You may not travel back in time or undo any events that have any conditions that are affecting you; Hazardous Terrain
already happened, but may cause immediate and irrevocable slows your movement but does not damage you; you ignore
change regarding current events. You may make one such a hostile creature’s passive effects that would damage
change that is appropriate for your aptitude. This includes you; and no creature may spend Reactive AP against you.
but is not limited to: Damaging another creature automatically hits, and counts
• A clairsentient may gain great knowledge, such as as a crit, but if you harm another creature then the spell
the deepest secrets of an individual, the location of a ends immediately, causing you to lose any excess AP.
legendary artifact, or the machinations of a deity.
S U M M O N I N C A R N AT I O N
• A psychokinetic may cause a volcano to erupt, or pull a Psionic Spell, Metacreativity, Summoning, Concentration,
mountain down on a city Conjuring 4
• A metacreative may summon a spectral army, or APC: 20
legendary beast or kaiju that is under their control. SPC: 20
• A telepath might send a message or vision to all living Range: 30 ft
beings on Ancerra. Requires: Gesture, Verbal
• A psychometabolic may permanently modify their Duration: Up to 1 hour
body, perhaps even permanently changing into When you finish casting this spell, you draw Essence from
another creature and retaining all their memories and the Celestial Sea to create a quasi-real creature. This
personality. creature must have the beast or monstrosity tag, be a
• A psychovillain might charm an entire nation, or incite creature you have seen, and be ML 5 or lower. This creature
violence on a mass scale. is friendly to you and your allies and will fight for you and
If you use this spell to create a custom effect as opposed otherwise help you for the duration of the spell, after which
to replicating the effects of another spell, then you become its essence dissipates harmlessly.
Shaken for the rest of your life and can never cast this spell Upcharge: +1 ML per +3 SP, to a max of 15.
again. You cannot remove or reduce this instance of the
Shaken condition in any way. WA R P T I M E
Psionic Spell, Psychokinetics, Altering
SLOW TIME APC: 1
Psionic Spell, Psychokinetics, Altering, Concentration SPC: 40
APC: 1 Range: Self
SPC: 30 Requires: Gesture
Range: Self Duration: Instantaneous
Requires: Gesture You immediately gain AP equal to double the amount of AP
Duration: Up to 10 minutes you normally gain at the start of your turn, to a maximum
For the duration, you slow the flow of time in a 30 ft radius of 24 AP. Damaging another creature automatically hits, and
around you. Whenever you or another creature start a turn counts as a crit. However, damaging a creature also ends
in the affected area, that creature is Staggered and Slowed. this spell immediately, causing you to lose any excess AP.
Any creature that makes an attack in the area must roll
2d20 and use the lower roll. A creature outside the area
that targets a creature in the area rolls 2d20 and takes the
higher.
CHAPTER 4 | MAGIC 289
CHAPTER 5: SPECIALIZATION TALENTS

E
ach time you level up, you may gain a talent. If you POWER SHOT
choose not to gain a talent from one of the class Combat, Archery
stacks in Chapter 3, you can gain one of these talents, Prerequisites: Guarded Shot
provided you meet its prerequisites. Talents are listed You can elect to take a -5 on your attack roll for a +8
sequentially, or alphabetically when there is no sequence. damage bonus. You must declare this before you roll your
attack.
C O M B AT S TA C K
These talents will help you in a variety of combat situations.
CRIT TRACK
BULL RUSH ASTOUNDING CRITICAL
Combat Combat, Crit
If you move 10 ft or more on your turn in a straight line When you crit and roll max damage on a damage die, set
and then hit a creature with a melee attack, you may make that die aside and roll another die of the same type. Repeat
a secondary attack: STR vs FORT. Hit: Knock the creature this process until there are no new maximum dice. Your
Prone if it is no more than two Sizes larger than you. range for critical failure doubles (from a 1 to a 2, or a 2 to
a 4) and critically failing an attack immediately ends your
E X P L O I TAT I V E
turn regardless of how much AP you have remaining.
Combat
You gain the ability to Exploit (Chapter 7, “Maneuvers”). G O FO R T H E K N E E S
Combat, Crit
G I A N T S L AY E R
When you crit against a creature with a weapon attack, it is
Combat
Slowed until the end of its next turn.
Gain TA against creatures that are one or more Sizes larger
than you. GORE
Combat, Crit
OPPORTUNIST
Prerequisites: Bull Rush
Combat
If you crit with the attack made as a part of your Bull Rush,
You gain +2 to hit on Exploit attacks.
your target is automatically knocked Prone and you may
ARCHERY TRACK immediately make another attack against that creature
without expending AP.
CAREFUL SH OT
I M PA L E
Combat, Archery
Combat, Crit
You can deduct any penalties to your ranged weapon attack
If you crit with a two-handed melee weapon that deals
roll, such as those from Cover or TD, from your damage roll
sharp damage, make a secondary attack: DEX vs FORT. Hit:
instead of your attack roll.
the target is Grappled.
COOL UNDER PRESSURE
OPPORTUNISTIC CRIT
Combat, Archery
Combat, Crit
When you make a ranged weapon attack and are within 5 ft
If you crit using Reactive AP, you retain up to 3 of those
of a hostile creature, you do not gain any TD.
Reactive AP, and may attack again if you have enough AP to
G UA R D E D S H O T do so and conditions that triggered your reactive attack are
Combat, Archery still met.
When you make a ranged weapon attack and are within 5 ft
S L O W A N D S T E A DY
of a hostile creature, you do not provoke reactive attacks.
Combat, Crit
POINT BLANK SHOT You gain +1 damage on all damage rolls, but can no longer
Combat, Archery crit. This increases by an additional +1 at levels 10, 20, and
Prerequisites: Guarded Shot 30 to a maximum of +4, but does not work retroactively.
When you make a ranged weapon attack and are within 5 ft
of your target, your crit range increases by 1 (e.g., if you crit
on a 20, now crit on a 19-20).

290 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S
TRAINING MEETS OPPORTUNITY DUAL WIELD IV
Combat, Crit Combat, Two-Weapon Fighting
Prerequisites: Weapon Expertise, +2 LUCK Prerequisites: Dual Wield III, STR 4
While you have 0 Luck Points, your crit range is increased You can reduce the APC of attacks using your Dual Wield
by 1 with weapons if you have Weapon Expertise with those even if both of your weapons have the hand-and-a-half tag.
weapons.
ONE-HANDED TRACK
DUAL WIELDING
TRACK DUELIST
Combat, One-Handed Fighting
B A S I C D UA L W I E L D When you are using a one-handed weapon and not holding
Combat, Two-Weapon Fighting any other weapons, add +1 to the attack and damage rolls
You can effectively use two light weapons at once. When you make with that weapon.
you make a melee attack with a light weapon and you are
LUNGE
holding a light weapon in your other hand, you can make
Combat, One-Handed Fighting
a melee attack with the second weapon, using 1 fewer AP
When you are using a one-handed weapon and not holding
than you normally would (min 1). You can only reduce the
any other weapons, when you spend AP to make an attack
APC of your attack in this manner once per turn.
with that weapon, you may first move 5 ft as part of the
A DVA N C E D D UA L W I E L D same action.
Combat, Two-Weapon Fighting
Prerequisites: Basic Dual Wield TWO-HANDED TRACK
When you make a melee attack with a weapon and you are
REND
holding a weapon in your other hand, and both weapons
Combat, Two-Handed Fighting
have the light and one-handed tags, you can make a melee
Prerequisites: STR 2
attack with the second weapon, using 1 fewer AP than you
Gain the Rend ability.
normally would (min 1). You can reduce the APC of your
Rend: When you make an attack with a two-handed
second attack any number of times per turn provided that
melee weapon using STR, add double your STR to the
you alternate weapon attacks each time. (Each time you
damage roll, instead of only adding your STR. (END/Rest)
make an attack for the normal amount of AP, you can make
one attack for 1 fewer AP). REND II
Combat, Two-Handed Fighting
BLADE BLOCKER Prerequisites: Rend
Combat, Two-Weapon Fighting
Rend becomes END/Recoup.
Prerequisites: Basic Dual Wield
While you are using two weapons, you gain Resist Physical 2 REND III
against melee attacks. Combat, Two-Handed Fighting
Prerequisites: Rend II, STR 6
BLADE BLOCKER II Rend becomes END/Catch Breath.
Combat, Two-Weapon Fighting
Prerequisites: Blade Blocker, Dual Wield IV G R E AT R E N D
Blade Blocker becomes Resist Physical 4. Combat, Two-Handed Fighting
Prerequisites: Rend, STR 4
D UA L W I E L D When you kill an enemy with a two-handed melee weapon
Combat, Two-Weapon Fighting
using STR, you immediately gain 1 AP. (2/Recoup)
Prerequisites: Basic Dual Wield
You can reduce the APC of attacks using your Dual Wield G R E AT R E N D I I
even if only one of your weapons has the light tag. Combat, Two-Handed Fighting
Prerequisites: Great Rend I, STR 8
D UA L W I E L D I I Great Rend becomes 2/Catch Breath.
Combat, Two-Weapon Fighting
Prerequisites: Dual Wield G R E AT R E N D I I I
You can reduce the APC of attacks using your Dual Wield Combat, Two-Handed Fighting
even if neither of your weapons have the light tag (they Prerequisites: Great Rend II, STR 10
must both still have the one-handed tag). You may use your Great Rend ability indefinitely.

D UA L W I E L D I I I
Combat, Two-Weapon Fighting
Prerequisites: Dual Wield II, STR 2
You can reduce the APC of attacks using your Dual Wield
even if one of your weapons has the hand-and-a-half tag.
C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S 291
HACKING BLOW H A R DY
Combat, Two-Handed Fighting Defense
Prerequisites: Rend You gain additional HP equal to your Level. You may
You may use Rend with a weapon that has the hand-and- recalculate your HP entirely when taking this talent if
a-half tag, but you must be wielding it with two hands in you so desire, following the modified formula 10+(Level)
order to use Rend. d(X)+(Level x2). Additionally, each time you level up, gain
+1 additional HP.
WEAPON TRACK
H A R DY I I
WEAPON EXPERTISE Defense
Combat, Weapon Prerequisites: Hardy, Level 10
Choose a weapon type: one-handed, two-handed, or hand- You gain additional HP equal to your Level. You may
and-a-half. Choose a range: melee, ranged, or reach. recalculate your HP entirely when taking this talent if
Gain +1 to hit and +1 to damage with weapons that have you so desire, following the modified formula 10+(Level)
both of those qualities. d(X)+(Level x3). Additionally, each time you level up, gain
+1 additional HP.
W E A P O N M A S T E RY
Combat, Weapon H A R DY I I I
Prerequisites: Weapon Expertise Defense
Choose a specific weapon with a type for which you have Prerequisites: Hardy II, Level 15
Weapon Expertise (e.g., if you have two-handed, ranged You gain additional HP equal to your Level. You may
Weapon Expertise, you may choose a longbow). Gain +1 to recalculate your HP entirely when taking this talent if
hit and +1 to damage with that type of weapon. you so desire, following the modified formula 10+(Level)
d(X)+(Level x4). You suffer no negative effects from Fatigue
I M P R OV E D W E A P O N M A S T E RY
for the first day you are Fatigued (allowing you to remove
Combat, Weapon
Death Points normally). This ability resets when your
Prerequisites: Weapon Mastery
Fatigue is removed. Additionally, each time you level up,
Choose a weapon for which you have Weapon Mastery.
gain +1 additional HP.
Increase its crit range by 1.
M E AT P I L E
C O M M A N D S TA C K Defense
Incompatibilities: Hardy
These talents will make you better at commanding a room
You gain -2 REF, and gain HP equal to your Level. Your HP
or battlefield with your undeniable presence.
die size becomes 1d20 and you can recalculate your HP
CHARMER following this modified formula: 10+(Level)d20+(Level
Command, Social x2). However, your AR and physical defenses can never
You may make a special attack: +CHA vs WILL of a creature exceed 11. You must roll for your HP when you have this
within 30 ft of you that is not hostile towards you. Hit: They talent.
are Charmed by you for 10 minutes. (2/Recoup)
CHARMER II ARMOR TRACK
Command, Social E VA S I V E
Prerequisites: Charmer Defense, Armor
Charmer becomes 2/Catch Breath. Incompatibilities: Lucky Placement, Impulse, Tough
O N YO U R F E E T If you are not wearing armor, you may use your REF in place
Command, Combat of your AR, but your AR cannot exceed 14 when you do.
You may spend 1 AP to pull an adjacent ally up from being E VA S I V E I I
Prone. Defense, Armor
Prerequisites: Evasive
D E F E N S E S TA C K Your AR cannot exceed 18 when you use this feature.
Through armor or tactics, these talents will improve your E VA S I V E I I I
capacity to avoid or mitigate damage. Defense, Armor
A I N ’ T N O G R AV E Prerequisites: Evasive II
Defense Your AR has no limit when you use this feature.
When you would gain a Death Point at the end of your turn,
you can instead expend an available Luck Point to remove a
Death Point. If this would cause you to reach 0 Death Points,
you regain 1 HP.

292 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S
C A N ’ T K I L L W H AT YO U CA N ’ T CAT C H SECOND SKIN: LIGHT ARMOR
Defense, Armor Defense, Armor, Repeatable
Prerequisites: Evasive Choose one type of light armor (such as leather or
When an attack that targets your REF misses you, you may gambeson). Gain the armor’s Resist bonus when wearing
move 5 ft. that type of armor. When you level up, you may lose this
talent to gain another Second Skin talent.
PERFECT DODGE
Defense, Armor SECOND SKIN: MEDIUM ARMOR
Prerequisites: Evasive II Defense, Armor, Repeatable
If you would take half damage from an attack that targets Choose one type of medium armor (such as brigandine or
your REF, you instead take no damage. lamellar). Gain the armor’s Resist bonus when wearing that
type of armor. When you level up, you may lose this talent
H E AV Y A R M O R T R A I N E E
to gain another Second Skin talent.
Defense, Armor
Your movement is no longer restricted by wearing heavy S E C O N D S K I N : H E AV Y A R M O R
armor. Defense, Armor, Repeatable
Choose one type of heavy armor (chainmail or plate). Gain
IMPULSE
the armor’s Resist bonus when wearing that type of armor.
Defense, Armor
When you level up, you may lose this talent to gain another
Incompatibilities: Evasive, Tough
Second Skin talent.
If you are not wearing armor, you may use your ANT in
place of your AR, but your AR cannot exceed 14 when you SECOND SKIN: SHIELDS
do. Defense, Armor, Repeatable
Choose one type of shield (such as buckler or kite shield).
IMPULSE II
Gain the shield’s Resist bonus when you have that type of
Defense, Armor
shield equipped. When you level up, you may lose this talent
Prerequisites: Impulse
to gain another Second Skin talent.
Your AR cannot exceed 18 when you use this feature.
IMPULSE III TOUGH
Defense, Armor
Defense, Armor
Incompatibilities: Evasive, Impulse
Prerequisites: Impulse II
If you are not wearing armor, you may use your FORT in
Your AR has no limit when you use this feature.
place of your AR, but your AR cannot exceed 14 when you
LIGHT ARMOR TRAINEE do.
Defense, Armor
You gain +1 AR, REF, and FORT while wearing light armor. TOUGH II
Defense, Armor
LUCKY PLACEMENT Prerequisites: Tough
Defense, Armor Your AR cannot exceed 18 when you use this feature.
Incompatibilities: Evasive
You can use your LUCK (max +4), instead of your DEX, TOUGH III
when calculating your REF. Defense, Armor
Prerequisites: Tough II
LUCKY PLACEMENT II Your AR has no limit when you use this feature.
Defense, Armor
Prerequisites: Lucky Placement U N A R M O R E D AWA R E N E S S
You can use your LUCK (max +8), instead of your DEX, Defense, Armor
when calculating your REF. Prerequisites: Unarmored Defense
You may use Luck Points to force an attacker to reroll You become unnaturally attuned to a battlefield. While you
their attack if they are targeting your REF and not targeting are not wearing armor, you may increase your AWR by +5
other creatures. reactively when you are making an AWR roll or your ANT is
being attacked. This bonus lasts until the beginning of your
LUCKY PLACEMENT III next turn. (1/Catch Breath)
Defense, Armor
Prerequisites: Lucky Placement U N A R M O R E D AWA R E N E S S I I
You can use your LUCK, instead of your DEX, when Defense, Armor
calculating your REF. Prerequisites: Unarmored Awareness
You can use this ability once for 0 Reactive AP, and
indefinitely by spending 2 Reactive AP. Your free use of this
ability recharges when you Catch your Breath.

C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S 293
U N A R M O R E D AWA R E N E S S I I I B U C K L E R S P E C I A L I Z AT I O N
Defense, Armor Defense, Shield
Prerequisites: Unarmored Awareness II Prerequisites: Shield Training
You have three free uses of Unarmored Awareness, which While you have a buckler equipped, you may add 1 AP to a
you regain when you Catch your Breath. Subsequent uses of melee attack you are making, if that attack hits, the creature
Unarmored Awareness cost only 1 AP. gains TD while attacking you until the beginning of your
next turn.
U N A R M O R E D AWA R E N E S S I V
Defense, Armor BUCKLER STRAP
Prerequisites: Unarmored Awareness III, Level 15 Defense, Shield
Your unarmored Awareness increases to +10 AWR, and Prerequisites: Shield Training
you can no longer roll below a 10 on skill checks to discern You may equip a buckler by strapping it to your forearm,
tactical information in the heat of battle. allowing both of your hands to be free.

DEFENSIVE B U C K L E R WA R R I O R
MANEUVERS TRACK Defense, Shield
Prerequisites: Shield Fighting, Buckler Strap
BARREL ROLL You can use a two-handed weapon with a buckler, and can
Defense, Defensive Maneuvers use the two-handed benefits of a hand-and-a-half weapon.
Gain the Barrel Roll ability. SHIELD FIGHTING
Barrel Roll: You gain +2 AR against ranged attacks, and Defense, Shield
when a ranged attack misses you, you can immediately Prerequisites: Shield Training
move 10 ft, ignoring creatures between you and your target You can wield one-handed or hand-and-a-half weapons
space. You can only move in this way once on each round while wielding a shield, but cannot use a hand-and-a-half
(regaining the ability at the start of each of your turns). weapon using two hands.
BARREL ROLL II MEDIUM SHIELD TRAINING
Defense, Defensive Maneuvers Defense, Shield
prerequisites: Barrel Roll Prerequisites: Shield Training
You may use Barrel Roll multiple times per round, but every You gain the Resist abilities of kite shields and heater
barrel roll after the first takes 1 Reactive AP. shields.
B R AW L E R MEDIUM SHIELD TRAINING II
Defense, Defensive Maneuvers Defense, Shield
When two or more hostile creatures are within 5 ft of you Prerequisites: Medium Shield Training
and you have no allies adjacent to you, all of your defenses You gain an additional +1 to your AR while wielding a kite
increase by +1. or heater shield. The first time you use your Raise ability
HUMAN SHIELD after rolling Initiative, it does not cost AP. (1/Catch Breath)
Defense, Defensive Maneuvers MEDIUM SHIELD TRAINING III
You gain +2 to your physical defenses while you have an Defense, Shield
enemy Grappled. Prerequisites: Medium Shield Training II
LURKER While you have a kite or heater shield equipped, you gain
Defense, Defensive Maneuvers +2 to your physical defenses against reactive attacks
When you are Concealed, your AR and your physical triggered by your movement.
defenses increase by +2. MEDIUM SHIELD TRAINING IV
Defense, Shield
SHIELD TRACK Prerequisites: Medium Shield Training III
SHIELD TRAINING If an attack against your REF misses you while you have
Defense, Shield Raise active and are wielding a kite or heater shield, you
You can wield any melee weapon with the one-handed tag take no damage, if you would otherwise take half damage.
while wielding a shield, instead of only a light weapon. You can use your Raise ability for 0 AP 2/Catch Breath.
Gain the Raise ability. MEDIUM SHIELD TRAINING V
Raise: Spend 1AP to raise your shield, gaining +3 to Defense, Shield
physical defenses until the beginning of your next turn. This Prerequisites: Medium Shield Training IV
automatically ends your turn. Your Raise ability instead grants +4 to your physical
defenses until the beginning of your next turn.
You can use your Raise ability for 0 AP 3/Catch Breath.
294 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S
M E D I U M S H I E L D M A S T E RY T O W E R S H I E L D S P E C I A L I Z AT I O N I V
Defense, Shield Defense, Shield
Prerequisites: Medium Shield Training V Prerequisites: Tower Shield Specialization III
You may now extend the bonus of your Brace ability to one The Cover granted to creatures directly behind you increases
target that remains within 5 ft of you until the start of your to Cover 3 and they are considered Concealed, creatures in
next turn. If the creature leaves a space that is within 5 ft of squares directly or diagonally behind you and within 10 ft of
you, it loses this benefit even if it returns. you gain Cover 1.
SHIELD SIBLINGS TOWER SHIELD MASTERY
Defense, Shield, Synergy Defense, Shield
Prerequisites: Shield Training Prerequisites: Tower Shield Specialization IV
While you are within 5 ft of another creature with the Shield The Cover granted to creatures in squares directly or
Training talent, you both gain +1 AR. If they also have the diagonally behind you and within 10 ft gain Cover 2. You
Shield Siblings talent, this increases to +2 AR, and you may now wield a tower shield with only one arm, however
cannot be flanked while within 5 ft of each other. when you make a melee attack, you only gain Cover 3
instead of Total Cover until the beginning of your next turn.
S H I E L D WA L L
Defenses, Shield, Synergy
Prerequisites: Shield Siblings M I S C S TA C K
While you are within 5 ft of another creature with this These talents offer a variety of miscellaneous bonuses.
talent and you are both wielding tower shields, you gain the
A N I M A L C O M PA N I O N
following benefits.
Misc Specialization
Whenever both shields are Raised and one of you moves 5
You gain a small, mundane animal companion, such as a
ft, the other may move 5 ft as well without expending AP.
songbird or hamster. This creature does not have statistics
If you are moving into a space that another creature
or participate in combat, but you can communicate very
occupies, you may make a special attack: STR vs FORT,
surface level thoughts with it, such as “Danger” or “Happy.”
adding your Shield Siblings AR bonus to your attack roll.
Hit: That creature is pushed back 5 ft. FA M I LY H E I R L O O M
Neither you nor your Shield Sibling can be moved against Misc Specialization
your will while both shields are Raised. Prerequisites: Must be Character Level 1 (cannot take at
higher levels)
SHIELD BASH You have a special item: either a set of armor, or a weapon
Defense, Shield
that to anyone else would seem mundane, but to you holds
Prerequisites: Shield Training
great value. Deduct half of its cost from your starting gold.
If you have a kite or heater shield equipped and the
If it is armor, you gain +1 AR and WILL at levels 1, 10, 20,
additional AR you receive from having that shield equipped
and 30. If it is a weapon, you gain a +1 to hit with this
causes a melee weapon attack to miss you, you make a
weapon at levels 1, 10, 20, and 30.
Shield Bash reactive attack for 1 Reactive AP, automatically
hitting for 1d4 + STR damage.
PR I M A L A S PEC T
T O W E R S H I E L D S P E C I A L I Z AT I O N TA L E N T S
Defense, Shield
Prerequisites: Shield Training To gain access to Primal Aspects, you must take one or more
You no longer suffer -5 ft speed while wielding a tower talents in the Berzerker, Oracle, and/or Ranger classes or
shield. find another way to access to them, such as a magical boon
from an Archfae.
T O W E R S H I E L D S P E C I A L I Z AT I O N I I
Defense, Shield PRIMAL ASPECT
Prerequisites: Tower Shield Specialization Primal Aspect, Repeatable
You may spend 1 AP to move 5 ft once on your turn when Prerequisite: Access to Primal Aspects
your tower shield is Raised. Learn a Primal Aspect. If you know more than one, you
can only gain the benefits of one at a time. You can choose
T O W E R S H I E L D S P E C I A L I Z AT I O N I I I which Primal Aspect is active each time you complete a Rest.
Defense, Shield
Prerequisites: Tower Shield Specialization II P R I M A L A S P E C T FO C U S
The Cover granted to creatures directly behind you increases Primal Aspect
to Cover 2, and when you move 5 ft, that creature can move Prerequisites: At least 2 Primal Aspects
with you without expending AP. Choose 2 Primal Aspects that you know. You may switch
between those Aspects freely when not in Initiative,

C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S 295
and by spending 1 AP when you are in Initiative. P R I M A L A S P E C T FO C U S I V
If you know more than 2 Aspects, you can choose which 2 Primal Aspect
are available to switch between upon Taking a Rest. Prerequisites: Primal Aspect Focus III, Character Level 15
If you have transferred an Aspect to an ally, it is You can have 3 Aspects active at once and can switch
unavailable to you. between which aspects you have active freely when not in
P R I M A L A S P E C T FO C U S I I combat, or by spending 1 AP per Aspect switch on your turn
Primal Aspect during Initiative.
Prerequisites: Primal Aspect Focus PRIMAL ASPECT TRANSFERENCE
You can switch between any of your Primal Aspects, even if Primal Aspect
you know more than 2, using your Aspect Focus. Prerequisites: Primal Aspect Focus
P R I M A L A S P E C T FO C U S I I I Choose a willing ally and spend 1 hour meditating, training,
Primal Aspect sparring, etc. At the end of this ritual, that ally can benefit
Prerequisites: Primal Aspect Focus II, Character Level 10 from an Aspect that you know but is not currently active for
You can have 2 Aspects active at once and can switch you. The Aspect activates when you choose (0 AP on your
between which aspects you have active freely when not in turn or your ally’s turn) and lasts for 10 minutes. (1/Rest)
combat, or by spending 1 AP per Aspect switch on your turn PRIMAL ASPECT TRANSFERENCE II
during Initiative. Primal Aspect
Prerequisites: Primal Aspect Transference
Primal Aspect Transference becomes 3/Rest.

P R I M A L A S P E C T TA L E N T S

Talent Name Talent Ability


Aspect: A’rl’ng You may spend 1 AP to magically double all movement you take for this turn. (1/Catch Breath)

Aspect: Al’An You cannot be Surprised and creatures cannot gain TA against you from being Unseen.
Aspect: Heq You gain a +2 bonus on rolls when attempting one of these Maneuvers: Shove, Grapple, or Trip.
Aspect: Leshy You can always find food and shelter in the wild for yourself and 6 other individuals if given at least
4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all Survival and
Observation checks made to find food and shelter.
Aspect: Porov Gain +6 to Smithing and Masonry checks.
Aspect: Sekh 1 AP: You can leap 10 ft in a line towards an enemy you can see, attacking their REF with a weapon you
are holding. On a hit, they fall Prone.
Aspect: Stoll Commune with the body of a deceased, briefly gaining a connection with its soul. You gain surface level
insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact
thoughts or words. (1/Catch Breath)
Aspect: Tamat For 10 minutes, gain awareness of nearby magic: If a creature or object is within 30 ft of you and you can
see it, you know if it is magical or under the effects of magic. You learn the Source and Function of that
magical effect. (1/Recoup)
Aspect: Vele 1 AP: Creatures within 5 ft of you gain Shield HP equal to your Character Level. While they have this Shield
HP, attacks against them have TD. (1/Catch Breath)
Aspect: Woden Gain +6 to Vehicles* [water] and Navigation checks.

S K I L L S TA C K ALCHEMY EXPERT
Skill Specialization
These talents offer you a small bonus in addition to giving
Gain +3 in the Alchemy skill.
you more Skill Points.
Each time you Take a Rest, you can craft a tonic or a vial
A C R O B AT of caustic flame. Either option loses its potency after 24
Skill Specialization, Repeatable hours.
Gain +6 Skill Points that you can spend on any skills with Tonic: When a creature drinks this tonic, it regains 1d4
the acrobatics tag. HP.

296 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S
Flame Vial: A creature can throw this vial as an ASTRONOMER
improvised thrown weapon. If it hits, the target creature Skill Specialization
gains the Burning (1d4) condition. Gain +3 in the Astronomy skill.
A LITTLE BIT OF SOUL If you can see the stars, you can use your Astronomy skill
Skill Specialization when navigating or mapping (as if it were the Cartography
Gain +6 Skill Points that you can spend on any skills with or Navigating skills).
the INT tag. Additionally, when making a check with a skill AT H L E T E
that has the crafting or knowledge tag, and that is a skill Skill Specialization, Repeatable
you have Skill Points for, you may use your CHA instead of Gain +6 Skill Points that you can spend on any skills with
your INT for your skill check. the athleticism tag.
ANIMAL WHISPERER AWA R E
Skill Specialization Skill Specialization, Repeatable
Gain +3 in the Animal Handling skill. Gain +6 Skill Points that you can spend on any skills with
You gain the ability to calm agitated animals. By spending the AWR tag.
3 AP, you may choose one Beast within 20 ft of you. Make an
BALANCED
Animal Handling check against the creature’s WILL. If you
Skill Specialization
succeed, then you Charm the creature and it will not harm
Gain +3 in the Balancing skill.
you, though it will not go out of its way to help you. (1/
When a creature attempts to knock you Prone, instead of
Rest)
using your defense against that particular effect, you may
ANIMAL TRAINER choose to roll a DEX (Balancing) skill check instead. If you
Skill Specialization meet or exceed their attack roll, you do not fall Prone (but
Prerequisites: Animal Whisperer still suffer damage or other effects, provided that they hit
If you use your Animal Whisperer ability on the same beast your appropriate defense).
once per day for a month, the creature becomes a loyal pet.
BIOLO GIST
It trusts you and will risk its life to protect you.
Skill Specialization
A R CA N I S T U N D E R S T U DY Gain +3 in the Biology skill.
Skill Specialization You can immediately identify if a creature has the beast
Gain +3 in the Arcana skill. tag or monstrosity tag, or if it has neither. This costs 0 AP.
You learn one arcane cantrip of your choice. INT is your
BREWER
magic attribute for this cantrip. If you already know arcane
Skill Specialization
magic through a different talent, use that magic attribute
Gain +3 in the Brewing skill.
instead.
Your drinks are particularly delicious. When you Take
ARTIST ASPIRANT a Rest, you can create one serving of a beverage of your
Skill Specialization choice. A creature that consumes it gains 1d6 Shield HP.
Incompatibilities: Entertainer (Artist) background
BREWING EXPERT
Gain +3 in the Art skill.
Skill Specialization
Given one week of downtime, you can create one piece of
Prerequisites: Brewer
art. If you sell it, it earns you 1d10+10 sc.
Gain +3 in the Brewing skill.
ARTISTIC APPRENTICE You can now produce three servings of your beverage
Skill Specialization when you use your Brewer feature.
Prerequisites: Artist Aspirant
BY F E E L , N O T M E A S U R E
Gain the entry level of the Entertainer Profession. You must
Skill Specialization
choose the Artist track instead of the Performer track.
Gain +6 Skill Points that you can spend on any skills with
This replaces your Artist Aspirant Talent.
the INT tag. Additionally, when making a skill check with
ASTROLO GER the crafting or knowledge tags, you may use your AWR
Skill Specialization instead of your INT for your Skill Check.
Gain +3 in the Astrology skill.
CALLIGRAPHER
When you Take a Rest, roll 1d20 and write down the
Skill Specialization
result. At any point before the next time you Take a Rest,
Gain +3 in the Calligraphy skill.
when you roll a d20, you may choose to replace it with the
When you spend an hour of uninterrupted concentration
number that you wrote down. (1/Rest)
and the requisite supplies, you can perfectly mimic any
creature’s handwriting and/or make an exact copy of one
page of text. You cannot Recoup while doing this, given the
amount of concentration such endeavors require.

C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S 297
CAREFUL A P P R AI S E R COBBLING MASTERY
Skill Specialization Skill Specialization
Gain +3 in the Appraising skill. Prerequisites: Cobbler
When you Take a Rest, you may choose one weapon, set Each time you Take a Rest, you may patch three pairs of
of armor, or item and carefully clean it to increase its value. shoes. For the next 24 hours, whoever wears those shoes
You can sell such an item for 110% its original cost. You gains a +3 bonus to the Forced March skill.
cannot use this ability multiple times on the same object.
CONTORTIONIST
CARP E NT ER Skill Specialization
Skill Specialization Gain +3 in the Contorting skill.
Gain +3 in the Carpentry skill. Moving through spaces that would require you to Squeeze
If you spend an hour reinforcing a door, gate, or section of costs no additional movement.
wall with wooden planks, you may increase its DT by 5. You
CRAFTER
cannot do this to an area larger than 20 ft 2.
Skill Specialization, Repeatable
CARTO GRAPH E R Gain +6 Skill Points that you can spend on any skills with
Skill Specialization the crafting tag.
Gain +3 in the Cartography skill.
DA N C E R
After charting an area (which takes a minimum of 1 week
Skill Specialization
of exploration), you may sell a map of that area. You may
Gain +3 in the Dancing skill.
sell one map per day per area that you have charted, and
Your REF increases by +1.
each map sold earns you 5 sc.
DECKHAND
C H A R I S M AT I C Skill Specialization
Skill Specialization, Repeatable Gain +3 in the Vehicles* [water] skill.
Gain +6 Skill Points that you can spend on any skills with You can book passage on a boat or ship for free, provided
the CHA tag. that you contribute to maintaining the vessel. A ship that is
CHEF already overstaffed might still turn you down.
Skill Specialization DEXTROUS
Gain +3 in the Cooking skill.
Skill Specialization, Repeatable
Your artistic sense of how to mingle flavors allows you
Gain +6 Skill Points that you can spend on any skills with
to improve any food and drink. When a creature consumes
the DEX tag.
food or drink that you have had at least ten minutes to
modify, you Charm that creature for 1 hour. At the end of DISGUISE ARTIST
this time, the creature is not aware that they were Charmed. Skill Specialization
Gain +3 in the Disguising skill.
CHEMIST You no longer need a disguise kit to make a Disguising
Skill Specialization check, provided that you are able to change your clothing,
Gain +3 in the Chemistry skill. hairstyle, props, etc.
Your profound understanding of how to mix chemicals
enables you to manipulate the qualities of food and drink. D I S TA N C E R U N N E R
When a creature consumes food or drink that you have had Skill Specialization
at least one minute to modify, you may roll a Chemistry skill Gain +3 in the Distance Running skill.
check against that creature’s FORT. If you hit, they become You can run a number of miles equal to your END x 2
Sickened for 1 hour. (min. 2 miles) at a steady pace before needing to make
Any magic that reveals poison reveals this tampering. Distance Running checks.

CLIMBER DOUBLE TIME


Skill Specialization Skill Specialization
Gain +3 in the Athletics skill. Gain +3 in the Forced March skill.
You may give yourself a climb speed equal to your When marching at a normal pace, you can travel 150%
walking speed for 1 minute. (1/Rest) the previous distance before needing to make Fatigue rolls.

COBBLER DRIVER
Skill Specialization Skill Specialization
Gain +3 in the Cobbling skill. Gain +3 in the Vehicles* [land] skill.
Each time you Take a Rest, you may patch a pair of shoes. You have a way of coaxing vehicles beyond their normal
For the next 24 hours, whoever wears those shoes gains a capacity. Vehicles that you drive can traverse more uneven
+3 bonus to the Forced March skill. terrain than they normally could without penalty, and they
ignore Difficult Terrain imposed from rocks, debris and the
298 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S like.
Difficult Terrain imposed by mud or sludge still slows your FO R A G E R
vehicle. Skill Specialization
DUNGEONEER Gain +3 in the Foraging skill.
Skill Specialization When you Take a Rest, you can always find a minimum of
Gain +3 in the Dungeoneering skill. 1 day’s worth of rations, even if you do not make a Foraging
Your ANT increases by +1. check. (If you are in an extremely bleak environment, such
as the void of space, your MC might rule that this ability
E AV E S D R O P P E R
does not work.
Skill Specialization
Gain +3 in the Eavesdropping skill. FO R C E F U L
When you make an Eavesdropping check, you may roll Skill Specialization
2d20 and use the higher. (1/Rest) Gain +3 in the Applied Force skill.
When you have a mechanism to leverage your strength to
ECONOMIST
greater effect, such as a crowbar and a fulcrum, then when
Skill Specialization
you make an Applied Force check, treat any d20 roll of 1-9
Gain +3 in the Economics skill.
as if it were a 10.
By spending 1 month in a town or urban area, you can
gain +1 Goodwill among the Aristocracy or Mercantile FO R G E RY
spheres (your choice each time). You may sell your services Skill Specialization
as an economist for 10 sc weekly while in a settled area. Gain +3 in the Forging skill.
If you assemble nice inks and fine papers before you forge
E M PAT H E T I C
a document, you can make it more convincing. For every 10
Skill Specialization
sc you spend, add +1 to your Forging check. (1/Rest)
Gain +3 in the Empathy skill.
Once when you Take a Rest, you may commiserate with a FO R T U I T O U S
companion of your choice. Make an Empathy check against Skill Specialization
a DC set by your MC. If you succeed, your companion Gain +3 in the Fortuity skill.
removes a permanent Charmed, Enthralled, Frightened, or When making a Fortuity skill check, your crit range
Phobic condition. increases by 3 (e.g., from 20 to 17-20). The maximum crit
range is still 16-20.
ENDURING
Skill Specialization, Repeatable GEO GRAPHER
Gain +6 Skill Points that you can spend on any skills with Skill Specialization
the END tag. Gain +3 in the Geography skill.
When your visibility is not restricted, if there is at least
ENGINEER
one notable landmark within sight, you can estimate your
Skill Specialization
distance from the nearest settled area. This estimation is
Gain +3 in the Engineering skill.
within 1 mile of being perfectly accurate.
You can consult on building repairs to earn 10 sc per week
while in an urban area. GLASSBLOWER
Skill Specialization
E N T E R TA I N E R A S P I R A N T
Gain +3 in the Glass Blowing skill.
Skill Specialization
You may make a Glassblowing check to make a plate or
Gain +3 in the Entertaining skill.
goblet, doing so successfully on a roll of 15 or higher. You
When in an inn or tavern, you can perform in exchange
may make a flute on a roll of 20 or higher. You can use these
for free room and board.
items or sell them for 125% their normal market rate. (1/
E N T E R TA I N E R Week)
Skill Specialization
GOSSIPPER
Prerequisites: Entertainer Aspirant or Musician
Skill Specialization
Gain the entry level of the Entertainer Profession. You must
Gain +3 in the Gossiping skill.
choose the Performer track instead of the Artist track.
You can gossip to sully someone’s reputation, provided
This replaces your Entertainer Aspirant Talent.
that they are not there. Make a Gossiping check against a
E VA D E R DC equal to 15 + that creature’s CHA. If you hit, they lose 1
Skill Specialization Goodwill. You can only do this 1/Rest, and can only target
Gain +3 in the Evading skill. the same creature 1/Week.
When a creature makes an AWR check to notice you, if
you are not in combat, you may move up to 20 ft before
the check is resolved, potentially mitigating the check
altogether. (2/Rest)
C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S 299
HISTORIAN You can produce a work of very precious jewelry provided
Skill Specialization that you have some form of precious mineral. Make a
Gain +3 in the History skill. Jeweling roll. You can sell your jewelry for that many dc.
After reading something from a book, you can recall it (1/Month)
with perfect accuracy for 1 year, unless your memory is KNOWLEDGEABLE
magically modified. Skill Specialization, Repeatable
INFLUENCER Gain +6 Skill Points that you can spend on any skills with
Skill Specialization, Repeatable the knowledge tag.
Gain +6 Skill Points that you can spend on any skills with L AW Y E R
the influence tag. Skill Specialization
INTELLIGENT Gain +3 in the Law skill.
Skill Specialization, Repeatable While staying in a friendly settlement you may sell your
Gain +6 Skill Points that you can spend on any skills with services as a lawyer or mediator to settle local disputes.
the INT tag. Doing so earns you a number of sc each week equal to your
Law skill, and increases your community Goodwill by +1 at
I N T I M I D AT O R
the end of each month.
Skill Specialization
Gain +3 in the Intimidating skill. LEADER
Before attempting to intimidate someone, you can study Skill Specialization
them to determine how to effectively frighten them. After Gain +3 in the Leadership skill.
spending 1 minute studying them, make an AWR/Intuiting When you take your first turn after rolling Initiative, gain
check against a creature’s WILL. If you succeed, then you +5 ft speed when you spend AP to move.
know exactly how to get under their skin. Roll 2d20 and use L E A N -T O
the higher when you make your Intimidating roll. (1/Rest) Skill Specialization
INTUITIVE Gain +3 in the Sheltering skill.
Skill Specialization When you fail a Sheltering check, you may spend 30
Gain +3 in the Intuiting skill. minutes to create a lean-to, provided that rocks, brambles,
Your intuition extends beyond living people to intellectual and the like are in your area. This provides minimal
fields as well. When you would make an INT roll, you can protection from wind and extreme temperatures, granting
add your Intuiting bonus. (1/Rest) you and other creatures that use it a +2 bonus on END
checks made to resist extreme weather.
I N V E S T I G AT O R
Skill Specialization L E AT H E R W O R K E R
Gain +3 in the Investigating skill. Skill Specialization
When making an Investigating check, you can add your Gain +3 in the Leatherworking skill.
Fortuity on top of your Investigating. (1/Rest) You can produce a nice leather good provided that you
have some form of animal hide. Make a Leatherworking roll.
J AC K O F A L L T R A D E S
You can sell your goods for that many sc. (1/Week)
Skill Specialization
Gain +3 in the Savoir Faire skill. LOCKPICKER
You can present yourself to another character as though Skill Specialization
you have 1 professional rank in any occupation of your Gain +3 in the Lockpicking skill.
choice. This deception is nonmagical and lasts for 1 hour. When you are in a settled area, you can scrounge for
(1/Rest) supplies for 1d6+1 rounds to find tools that you can use
to pick a lock, even if they would not normally be viable
JEWELER
lockpick tools. (1/Rest)
Skill Specialization
Gain +3 in the Jeweling skill. LUCKY
You can produce a work of semiprecious jewelry, provided Skill Specialization, Repeatable
that you have some form of mineral. Make a Jeweling roll. Gain +6 Skill Points that you can spend on any skills with
You can sell your jewelry for that many sc. (1/Rest) the LUCK tag.

J E W E L RY E X P E R T MASON
Skill Specialization Skill Specialization
Prerequisites: Jeweler, at least 3 Professional Ranks Gain +3 in the Masonry skill.
Gain +3 in the Jeweling skill. You can produce a nice stone good provided that you have
some form of stone to work with. Make a Masonry roll. You
can sell your goods for that many sc. (1/Week)

300 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S
MEDIC P E R FO R M E R
Skill Specialization Skill Specialization, Repeatable
Gain +3 in the Medicine skill. Gain +6 Skill Points that you can spend on any skills with
When you have medical supplies and apply them to a the performance tag.
Bloodied creature, it regains 1d6 HP. (1/Rest)
PERSUASIVE
M E N AC E Skill Specialization
Skill Specialization Gain +3 in the Persuading skill.
Gain +3 in the Menacing skill. You can cast the Charm Creature primal chant using your
When you menace someone, you may first display your Persuading bonus for the attack roll, which does not count
strength to show that you mean business. Make a STR/ as magical when cast in this way. (1/Rest)
Applied Force check vs the creature’s WILL. If you hit, then
PICKPOCKET
you can roll 2d20 for your Menacing check, keeping the
Skill Specialization
higher. (1/Rest)
Gain +3 in the Sleight of Hand skill.
MUSICIAN When you have an item with the light tag on your person,
Skill Specialization you can give it the concealed tag as well. Only two such
Gain +3 in the Instrument [your choice] skill. items can gain this benefit at a time.
When in an inn or tavern, you can perform in exchange
POLITICIAN
for free room and board.
Skill Specialization
N AT U R A L I S T Gain +3 in the Politics of [choose region] skill.
Skill Specialization You may leverage favors to secure a meeting with a
Gain +3 in the Nature skill. noble or politician who outranks you. Choose an NPC with
If you gather plant matter that would normally be professional ranks equal to or less than your professional
inedible, you can make one day’s worth of rations out of it. ranks + 1. They will meet with you within 24 hours after
(1/Week) you make the request. (1/Week)
N AV I G AT O R POTTER
Skill Specialization Skill Specialization
Gain +3 in the Navigating skill. Gain +3 in the Pottery skill.
So long as you can see a natural landmark, you cannot You can produce some pottery provided that you have
become lost, except by magical means. some form of clay to work with. Make a Pottery roll. You can
sell your goods for that many sc. (1/Week)
O B S E R VA N T
Skill Specialization, Repeatable POWERLIFTER
Gain +6 Skill Points that you can spend on any skills with Skill Specialization
the observation tag. Gain +3 in the Athletics skill.
You can carry two additional Unwieldy items without
OFFICER
being encumbered.
Skill Specialization
Gain +3 in the Military skill. PRACTICE MAKES PERFECT
You know how to speak with military officials. You can Skill Specialization
request an audience with any military officer who has Gain +6 Skill Points you can spend on any skills with the
professional ranks in the militant occupation and they will INT tag. Additionally, when making a skill check with the
meet with you within 24 hours of your request. crafting or knowledge tags, you may use your DEX instead
of your INT for your skill check.
PA I N T E R
Skill Specialization RELIGIOUS
Gain +3 in the Painting skill. Skill Specialization
You can produce a nice painting provided that you have Gain +3 in the Religion skill, choosing which religion.
some form of canvas and pigments. Make a Painting roll. Most religious centers will provide food and shelter to you
You can sell your goods for that many sc. (1/Week) for free, even if you do not share their faith (extremists and
secretive cults will not extend this courtesy to you).
PERCEPTIVE
Skill Specialization S C AV E N G E R
Gain +3 in the Perceiving skill. Skill Specialization
When you make a check with another skill that has Gain +3 in the Scavenging skill.
the observation tag, you can add ½ your Perceiving as an When you fail a Scavenging check, you may instead treat
additional bonus. (1/Rest) it as the lowest tier of success. (1/Rest)

C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S 301
SMITH S U R V I VA L I S T
Skill Specialization Skill Specialization, Repeatable
Gain +3 in the Smithing skill. Gain +6 Skill Points that you can spend on any skills with
You can repair damaged and broken weapons and armor the survival tag.
that are made of metal. If all of the pieces of the weapon
SWIMMER
or armor are still available, you can completely restore a
Skill Specialization
weapon or armor set. (1/Week)
Gain +3 in the Athletics skill.
SNEAK You may give yourself a swim speed equal to your walking
Skill Specialization speed for 1 minute. (1/Rest)
Gain +3 in the Sneaking skill.
TRACKER
If you are hidden or Concealed, you may move up to
Skill Specialization
20 ft without being spotted, so long as you also end your
Gain +3 in the Tracking skill.
movement remaining hidden or concealed. (1/Rest)
When you fail a Tracking skill check, you may count it as
SPRINTER the lowest tier of successful. (1/Rest)
Skill Specialization TUMBLER
Gain +3 in the Sprinting skill.
Skill Specialization
When you roll Initiative, you can give yourself +5 ft speed
Gain +3 in the Tumbling skill.
when you spend AP to move. This lasts for the duration of
You can stand from being Prone for 0 AP on your turn,
the fight. (1/Rest)
provided that your movement is not restricted.
S TA M I N A W E AV E R
Skill Specialization, Repeatable Skill Specialization
Gain +6 Skill Points that you can spend on any skills with Gain +3 in the Weaving skill.
the stamina tag. You can produce woven goods provided that you have
STRONG some form of yarn or string to work with. Make a Weaving
Skill Specialization, Repeatable roll. You can sell your goods for that many sc. (1/Week)
Gain +6 Skill Points that you can spend on any skills with
WHITTLER
the STR tag.
Skill Specialization
SUBVERTER Gain +3 in the Woodcarving skill.
Skill Specialization, Repeatable You can produce whittled trinkets provided that you have
Gain +6 Skill Points that you can spend on any skills with some form of wood to work with. Make a Woodcarving roll.
the subterfuge tag. You can sell your goods for that many sc. (1/Week)

302 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S
CHAPTER 6: EQUIPMENT

A
ny adventurer will need weapons, armor, and If your roll equals or exceeds your target’s defense
equipment to go on their grand quests. This (usually AR, but some attacks will target other defenses),
chapter provides detailed information on weapons, then you hit your target. Roll for damage.
armor, gear, goods, services, and even how you might use
magic items. The MythCrafter’s Guide contains additional DE A L I N G DA M AG E
information that your MC might use to adjust the economy, When you hit with a weapon attack, you deal damage. Roll
as well as a list of magic items that they might present to the amount of damage specified in the Damage column on
you. the weapons tables below and add the attribute specified
in the Attr. column. The creature takes that much damage,
S TA RT I N G G E A R subtracting it from their current HP.
Each background specifies how much wealth you start with. If a weapon says that it deals “physical” damage, that
In addition to the equipment you gain from your profession means you can choose whether you deal blunt or sharp
and background, all adventurers get the following: damage each time you use it. Polearms often have this
1. A) 2 one-handed melee weapons, or B) 1 two-handed property, given that you can often attack with either the
or hand-and-a-half melee weapon, or C) 1 one-handed bladed end or the butt of the weapon.
melee weapon and a shield (buckler) More detailed rules on damage, as well as dealing extra
2. A) 1 shortbow and 20 arrows, or B) 1 crossbow and 20 damage on critical hits, can be found in chapter 7.
bolts, or C) 3 javelins
3. or you can forego equipment in both 1. and 2. for an
W EA P ON R A NGE
amethyst wand You can only make an attack against a creature when that
4. A) 1 quarterstaff, or B) 1 hatchet, or C) 2 daggers, or D) creature is within your weapon’s range. Each weapon
2 knives, or E) 1 cestus, or F) 1 brass knuckles specifies its range on the weapons tables below.
5. 2 trinkets MELEE
Your profession and background may specify that you gain If a weapon has the melee property, then you can attack
additional equipment. any creature within 5 ft of you. Any abilities you have that
increase your reach can enhance this.
W EA P ONS
RANGED
While some adventurers rely more heavily on their weapons
If a weapon has the ranged property, you cannot use it as
than others, virtually every hero will need some form of
a melee weapon, but you can attack creatures within your
weapon at their side.
weapon’s specified range.
M A K I N G AT TA C K S REACH
To attack with a weapon, you have to spend a certain If a weapon has the reach property, then it functions as a
amount of AP. Weapons have unique APC (Action Point melee weapon, but the distance that you can attack with
Costs) listed in the weapons tables below. Some weapons that weapon is greater than 5 ft.
have a set APC: A dagger always costs 2 AP, and a crossbow THROWN
always costs 3 AP. If a weapon has the thrown property, you can use it as
Some weapons have APC formulas; these are a little more a melee weapon or you can throw it up to the specified
complex. For example, a longsword has an APC of 5-STR, thrown distance. Once you throw a weapon, you no longer
min 2. This means that using a longsword has an APC of have it in hand.
5, but you subtract your STR attribute from the APC, to a
minimum of 2. W E A P O N TA G S
When you spend AP to make an attack, roll 1d20 and Weapons will have one or more tags that give the weapon
add your relevant attribute. The attribute you use for a unique properties.
weapon is dependent upon that weapon and is specified in
the Attribute column on the weapons tables below. This will
usually be STR or DEX.

CHAPTER 6 | EQUIPMENT 303


AMMUNITION LIGHT
If a weapon has the ammunition tag, you must have A weapon with the light tag does not count against your
ammunition in order to make attacks with that weapon. encumbrance (Chapter 6, Encumbrance). Furthermore, light
Ammunition might be arrows, crossbow bolts, sling pellets, weapons can be dual wielded, using one light weapon in
and the like. each hand.
CONCEALED ONE-HANDED
If a weapon has the concealed tag, then when it is sheathed A weapon with the one-handed tag can only be wielded
it can be tucked within folds of your clothing, inside a boot, with one hand.
and the like. Concealed weapons are not readily visible to
SPECIAL
observers, but a pat-down will reveal these weapons, and if
If a weapon has the special tag, then its special properties
a creature succeeds on an AWR check against an INT check
are explained in detail below that weapon’s table.
that you make when you hide the weapon, then they can
spot it without needing to pat you down. TWO-HANDED
A weapon with the two-handed tag can only be wielded
HAND-AND-A-HALF with two hands.
Weapons with the hand-and-a-half tag can be wielded with
one or two hands. After the hand-and-a-half tag, there will U N W I E L DY
be a brief phrase in parentheses explaining what benefit The unwieldy tag interacts with your encumbrance (Chapter
you gain from wielding the weapon with two hands, such as 6, Encumbrance). It takes 1 AP to draw or sheathe an
dealing more damage or using fewer AP to make the attack. unwieldy weapon.

W EA P ON LI S TS
Below is a list of many weapons you might want to use on your quests. All weapon costs are in silver coins (sc).
AXES
Weapon Damage Attr. APC Range Tags Cost

Battle Axe 1d8 sharp STR 5-STR, min 3 Melee Hand-and-a-Half (1d10) 35

Greataxe 2d8 sharp STR 8-STR, min 4 Melee Two-Handed, Unwieldy 60

Handaxe 1d6 sharp STR 3-STR, min 2 Melee One-Handed, Light 20

Hatchet 1d4 sharp STR 2 Thrown 20 ft One-Handed 15


Poleaxe 1d6 sharp STR 4-STR, min 3 Reach 10 ft Two-Handed 45

Throwing Axe 1d4 sharp STR 2 Thrown 30 ft One-Handed, Light 20


War Axe 1d8 sharp STR 5-STR, min 3 Melee Hand-and-a-Half (reduce APC 40
by 1, min 2)
Wood Splitter 1d8 sharp STR 3 Melee Two-Handed 10

BLADES (SMALL)
Weapon Damage Attr. APC Range Tags Cost

Improvised 1d4 sharp DEX 3 Melee One-Handed, Light, -


Small Blade Concealed
Dagger 1d4 sharp DEX 2 Thrown 20 ft One-Handed, Light, 10
Concealed
Dirk 1d4 sharp STR 2 Melee One-Handed, Light, 12
Concealed
Kama 1d4 sharp DEX 2 Melee One-Handed, Light 20

304 CHAPTER 6 | EQUIPMENT


B L A D E S ( S M A L L ) C O N T.
Knife 1d4 sharp INT 2 Thrown 20 ft One-Handed, Light, 6
Concealed
Kunai 1d2 sharp DEX 2 Thrown 40 ft One-Handed, Light, 18
Concealed, Special
Kusarigama 1d4 physical DEX 6-DEX, min 2 Melee Hand-and-a-Half (Special) 35

Scimitar 1d6 sharp DEX 2 Melee One-Handed, Light 30


Shortsword 1d6 sharp STR 2 Melee One-Handed, Light 30
Shuriken 1d2 sharp DEX 2 Ranged 120 ft One-Handed, Light, 5
Concealed

KUNAI KUSARIGAMA
You can tie your kunai to a cord; if you do, it loses its While you are wielding a kusarigama with two hands, you
Thrown property but gains base reach 15 ft. gain +1 AR. While wielding it one-handed, you gain base
reach 10 ft.

BLADES (LARGE)
Weapon Damage Attr. APC Range Tags Cost

Improvised 1d8 sharp STR 4-STR, min 3 Melee Two-Handed -


Large Blade
Bastard Sword 1d8 sharp STR 4-STR, min 3 Melee Hand-and-a-Half (reduce APC 45
by 1, min 2)
Broadsword 1d10 sharp STR 5-STR, min 2 Melee Two-Handed 40

Claymore 1d12 sharp STR 6-STR, min 3 Melee Two-Handed, Unwieldy 75

Falchion 1d6 sharp DEX 2 Melee One-Handed 55


Fire Blade 1d6 fire INT 4-INT, min 2 Melee One-Handed 150
Greatsword 2d6 sharp STR 8-STR, min 3 Melee Two-Handed, Unwieldy 80

Katana 1d8 sharp DEX 5-DEX, min 3 Melee Hand-and-a-Half (1d10) 120

Nodachi 2d6 sharp DEX 8-STR, min 3 Reach 10 ft Two-Handed, Unwieldy 140

Khopesh 1d6 sharp STR 3-STR, min 2 Melee One-Handed 65

Longsword 1d8 sharp STR 5-STR, min 2 Melee Hand-and-a-Half (1d10) 50

Rapier 1d8 sharp DEX 5-DEX, min 2 Melee One-Handed 55

CHAPTER 6 | EQUIPMENT 305


BLUDGEONS
Weapon Damage Attr. APC Range Tags Cost

Unarmed 1+STR blunt STR 2 Melee One-Handed, Light -


Improvised 1d6 blunt STR 5-STR, min 3 Melee Hand-and-a-Half (1d8) -
Bludgeon
Baton 1d4 blunt STR 2 Melee One-Handed, Light 10
Brass Knuckles - - - Melee One-Handed, Light, 10
Concealed, Special
Cestus 1d4 blunt STR 2 Melee One-Handed, Light, Special 15

Club 1d6 blunt STR 3 Melee One-Handed 2


Flail 1d12 blunt STR 6-STR, min 3 Melee Two-Handed 35

Hammer 1d6 blunt STR 4-STR, min 2 Melee One-Handed 3

Mace 1d6 blunt STR 4-STR, min 2 Melee Hand-and-a-Half (1d8) 25

Maul 2d6 blunt STR 6-STR, min 3 Melee Two-Handed, Unwieldy 50

Morningstar 1d8 physical STR 5-STR, min 3 Melee Hand-and-a-Half (reduce APC 40
by 1, min 2)
Nunchucks 1d4 blunt COR 12-COR, Melee One-Handed, Light 30

min 2
Quarterstaff 1d4 blunt DEX 3 Melee Hand-and-a-Half (reduce APC 5
by 1, min 2)
Tetsubo 1d8 blunt STR 4-STR, min 2 Melee One-Handed 50

Tonfa 1d4 blunt DEX 2 Melee One-Handed, Light 5


Warhammer 1d10 blunt STR 6-STR, min 3 Melee Hand-and-a-Half (1d12), 35
Unwieldy

BRASS KNUCKLES CESTUS


Increase your unarmed damage die size by 1. (E.g., if your While wearing a cestus, gain +1 AR.
unarmed damage deals 1d6, it now deals 1d8.) This cannot
exceed 1d12.
If you did not have an unarmed damage die, it becomes
1d4.

306 CHAPTER 6 | EQUIPMENT


POLEARMS
Weapon Damage Attr. APC Range Tags Cost

Bardiche 1d8 physical STR 6-DEX, min 2 Reach 10 ft Hand-and-a-Half (1d10), 65


Unwieldy
Glaive 1d8 physical STR 6-STR, min 2 Reach 10 ft Two-Handed 55

Glaive 1d8 sharp STR 5-STR, min 3 Reach 10 ft Two-Handed, Special 65


Guisarme
Halberd 1d8 sharp STR 6-STR, min 3 Melee Hand-and-a-Half (+5 ft 50
Reach)
Javelin 1d6 sharp STR 2 Thrown 60 ft One-Handed, Light 15
Lance 1d12 sharp STR 6-STR, min 4 Reach 10 ft Two-Handed, Unwieldy, 25
Special
Lucerne 1d10 physical STR 6-STR, min 3 Reach 10 ft Hand-and-a-Half (1d12), 55
Hammer Unwieldy
Pike 1d6 physical STR 3 Reach 15 ft Two-Handed 35
Spear 1d6 physical STR 3 Thrown 20 ft Hand-and-a-Half (reduce APC 10
by 1, min 2)
Yari 1d8 physical DEX 5-DEX, min 3 Reach 10 ft Hand-and-a-Half (1d10) 45

GLAIVE GUISARME LANCE


When you make an attack against a mounted target, A lance is a two-handed weapon; however, if you are riding
you may spend 2 additional AP to also make a separate a mount, then a lance is a one-handed weapon.
attack against the creature’s FORT. On a hit, the target is
dismounted and falls Prone.

RANGED
Ammunition: If your weapon uses ammunition, you can purchase 10 arrows, bolts, or other relevant ammunition for 1 sc.

Weapon Damage Attr. APC Range Tags Cost

Improvised 1d4 blunt STR 3 Thrown 20 ft One-Handed -


Thrown
Amethyst Wand 1d6 cold CHA 4-INT, min 2 Ranged 60 ft Hand-and-a-Half (1d8) 200

Blowgun 1d4 sharp DEX 2 Ranged 120 ft Two-Handed, Light, 10


Concealed, Ammunition
Crossbow 1d6 sharp DEX 3 Ranged 200 ft Two-Handed, Ammunition 40

Dart 1d2 sharp DEX 2 Ranged 60 ft One-Handed, Light, 5


Concealed
Diamond Wand 1d8 radiant CHA 6-AWR, min 2 Ranged 60 ft Hand-and-a-Half (+60 ft 500
Range)
Emerald Wand 1d10 corrosive CHA 5-AWR, min 3 Ranged 40 ft One-Handed 350

Hand Crossbow 1d4 sharp DEX 2 Ranged 60 ft One-Handed, Light, 70


Ammunition
Heavy 1d10 sharp DEX 4 Ranged 500 ft Two-Handed, Ammunition, 100
Crossbow Unwieldy

CHAPTER 6 | EQUIPMENT 307


R A N G E D C O N T.
Light Crossbow 1d6 sharp DEX 2 Ranged 60 ft Two-Handed, Light, 60
Ammunition
Longbow 1d10 sharp DEX 6-STR, min 2 Ranged 900 ft Two-Handed, Ammunition 90

Oak Wand 1d10 fire INT 6-AWR, min 2 Ranged 60 ft One-Handed 150

Pine Wand 1d6 cold INT 2 Ranged 60 ft Hand-and-a-Half (1d8) 130


Recurve Bow 1d6 sharp DEX 2 Ranged 200 ft Two-Handed, Ammunition 120

Ruby Wand 1d6 fire CHA 3-INT, min 2 Ranged 40 ft One-Handed 400
Sapphire Wand 1d8 lightning INT 4-CHA, min 2 Ranged 80 ft One-Handed 380

Shortbow 1d4 sharp DEX 2 Ranged 200 ft Two-Handed, Ammunition 50

Sling 1d4 blunt DEX 2 Ranged 120 ft One-Handed, Light, 5


Concealed, Ammunition
Standing 1d12 sharp DEX 8-STR, min 3 Ranged 1,000 Two-Handed, Ammunition, 120
Longbow ft Unwieldy
Topaz Wand 1d10 fire CHA 6-INT, min 3 Ranged 100 ft One-Handed 300

War Sling 1d6 blunt DEX 2 Ranged 200 ft One-Handed, Light, 10


Ammunition
Willow Wand 1d8 corrosive AWR 5-INT, min 2 Ranged 40 ft One-Handed 180

MISCELLANEOUS
Weapon Damage Attr. APC Range Tags Cost

Boomerang 1d6 blunt DEX 2 Thrown 60 ft One-Handed, Special 15


Cat-o-Nines 3d2 sharp DEX 6-DEX, min 3 Melee One-Handed, Special 40

Net - DEX 4-STR, min 3 Ranged 10 ft Two-Handed, Special 25


Pickaxe 1d8 physical STR 5-STR, min 3 Melee Hand-and-a-Half (1d10) 15
Trident 1d6 sharp DEX 4-DEX, min 2 Thrown 20 ft Hand-and-a-Half (1d8) 50

War Pick 1d12 physical STR 6-STR, min 3 Melee Two-Handed, Unwieldy 25

War Scythe 2d4 sharp DEX 4-DEX, min 2 Melee Two-Handed, Unwieldy 50

Whip 1d4 sharp DEX 5-DEX, min 2 Reach 10 ft One-Handed, Light, Special 25

BOOMERANG NET
When you throw a boomerang, it comes back to you at the On a hit, the target takes no damage, but is Restrained
start of your next turn unless it is knocked to the ground or (Escape DC 15). Nets have 15 HP, 10 AR, REF, and FORT,
physically blocked. and Immune Blunt.
If it hits an enemy, it still comes back to you.
WHIP
C AT- O - N I N E S When you attack with your whip, if you hit, you can spend
If you crit with a Cat-o-Nines, inflict Bleeding (1d4) on the 2 additional AP to make a second attack against a target’s
target creature. REF; on a hit, if the target is Large or smaller, it falls Prone.

308 CHAPTER 6 | EQUIPMENT


While wearing armor with a DEX maximum, your DEX
A R MO R
cannot exceed that number; if your DEX was higher than
Armor increases your six defenses. Light, medium, and that number, it is reduced to the DEX maximum while
heavy armor, as well as shields, all follow the same basic wearing such armor. This affects your REF defense.
principles. If you have a speed modifier from your armor, apply it
to the distance that you can move each time you spend AP.
DEFENSES There are talents that can reduce this penalty.

Defense Defense Score R E S I S TA N C E


Armor Rating (AR) 10 S P E C I A L I Z AT I O N
Reflexes (REF) 10 + DEX The Resist column on the armor allows you to apply Resist
to certain kinds of damage, but you cannot do so unless you
Fortitude (FORT) 10 + END
have taken a Second Skin talent that allows you to unlock
Anticipation (ANT) 10 + AWR this added bonus.
Logic (LOG) 10 + INT
H E AV Y A R M O R
Willpower (WILL) 10 + CHA
Heavy armor has the unwieldy tag when carrying it, but not
Your defenses, by default, are listed on the table above. Each while wearing it.
of these numbers might be modified by the armor that you
choose to wear. SHIELDS
On the Armor tables below, each type of armor specifies Each shield has the one-handed tag unless otherwise stated.
your new AR, as well as listing modifiers to the five defenses While using a shield, you can only wield light weapons
that are based on your attributes. in your other hand, although talents can remove this
restriction.
STR, DEX, AND SPEED
Some medium armor and all heavy armor have a STR BARDING
minimum, a DEX maximum, and a speed modifier. You can purchase barding, or specialized armor, for an
If you don armor and your STR is less than the STR animal. This can be any armor besides shields. Barding
minimum, your speed becomes 0 and you gain the Dazed costs twice the normal sc of armor if the animal is Medium
condition. or smaller. It costs four times the normal sc if the animal is
Large, and eight times the sc if Huge. Creatures larger than
Huge cannot have barding unless the MC decides otherwise.
LIGHT ARMOR
Armor AR REF FORT ANT LOG WILL STR DEX Speed Resist Cost
min max
Cuirass 12 +1 +1 - - - - - - Blunt 2 100
(Leather)
Gambeson 10 +1 +1 - - - - - - Cold 1, Blunt 1 12

Hide 11 - +1 - - - - - - Cold 3 25
Leather 11 +1 - - - - - - - Blunt 1 17
Robes 10 - - - +1 +1 - - - Psychic 3 22
(Command)
Robes 10 - +2 - - - - - - Necrotic 3, 55
(Corruption) Corrosive 3, Toxic
3

Robes 11 +1 +1 - - - - - - Elemental 3 75
(Elemental)
Robes (Mage) 10 +1 +1 +1 +1 +1 - - - Energy 2, 105
Elemental 2

Robes 11 - - +1 +1 +2 - - - Energy 2, Fire 2, 90


(Starlight) Cold 2

CHAPTER 6 | EQUIPMENT 309


MEDIUM ARMOR
Armor AR REF FORT ANT LOG WILL STR DEX Speed Resist Cost
min max
Breastplate 13 - - - - - 2 8 - Sharp 3 350
Breastplate 12 - - +1 +1 +2 1 - -5 ft Sharp 2, 450
(Gilded) Psychic 2
Brigandine 12 - - - - - - - - Sharp 2 40
Cuirass (Iron) 12 +1 +1 - - - 1 - - Sharp 2 500

Half Plate 14 - - - - - 2 8 -5 ft Sharp 3 800


Lamellar 13 +1 - - - - 2 - - Sharp 3 300
Leather-and-Steel 13 +1 +1 +1 - - - - - Sharp 2 200

Scale Mail 13 +1 +1 - - - 2 6 -5 ft Sharp 3 180


Splint Mail 14 +1 +1 - - - 2 6 -5 ft Sharp 2 400
H E AV Y A R M O R
Armor AR REF FORT ANT LOG WILL STR DEX Speed Resist Cost
min max
Banded Mail 14 -1 - - - - 2 8 -5 ft Physical 3 450

Chain Mail 14 - - - - - 2 8 -5 ft Physical 2 250


Plate (Field) 15 -1 - - - - 3 6 -5 ft Physical 3 1,200
Plate (Full) 15 -2 - - - - 4 4 -10 ft Physical 5 1,500
Plate (Gilded) 15 -2 - +1 +1 +3 4 4 -10 ft Physical 3 2,000

SHIELDS
Armor AR REF FORT ANT LOG WILL STR DEX Speed Resist Cost
min max
Buckler - +2 - +2 - - - - - Physical 1 10
Heater Shield +1 +1 - +1 - - - - - Physical 2 50

Kite Shield +2 +1 +1 +1 - - - - - Physical 2 60


Tower Shield - - - - - - 3 10 -5 ft - 100

TOWER SHIELD
Tower shields have the two-handed and unwieldy tags. Rather than improving your AR or your other defenses, tower shields
grant you Total Cover on one side.
You may spend 2 AP to raise the shield, which grants Partial Cover to a creature standing directly behind you, provided that
the creature is your Size or smaller.

310 CHAPTER 6 | EQUIPMENT


E Q U I PM E N T HOUSEHOLD EQUIPMENT
This section contains lists of gear, instruments, tools, and Item Cost
kits. Specific information about how to use tools and kits is
Blanket 1
provided after the Tools and Kits table. In all of these charts,
costs are provided in sc. Comb 1
Cooking Pot 3
ANIMALS Embroidered Handkerchief 5
Item Cost Engraved Flask 15
Chicken 2 Ink & Quill 10
Cow 23 Lantern 5
Goat 12 Oil (Flask) 1
Horse 50 Parchment 1
Horse (Draft) 80 Scroll Case 5
Horse (War) 150 Snuffbox 5
Hound 15 Utensils 2
Hound (Trained) 25 SCIENTIFIC EQUIPMENT
Ox 60
Item Cost
Pig 20
Glass Bottle 2
Sheep 10
Glass Vial 1
Turtle (Draft) 520
Hourglass 25

GEAR Magnifying Glass 15


Scale 20
CAMP IN G E Q U I P M E N T
Sextant 10
Item Cost
Sundial 15
Bedroll 2
SECURITY EQUIPMENT
Flint & Steel 2
Item Cost
Tent (Large) 60
Caltrops 5
Tent (Pavilion) 200
Chain (10 ft) 20
Tent (Small) 15
Chain (Heavy, 10 ft) - Unwieldy 40
Tinderbox 3
Crowbar 8
Rope (50 ft) 5
Lock (Good) 50
Shovel 5
Lock (Exquisite) 100
Whetstone 1
Lock (Simple) 10
CRAFTING EQUIPMENT
Lockpick 10
Item Cost
Manacles 15
Anvil - Unwieldy 67
Wire (50 ft) 3
Hammer 3
Loom - Unwieldy 150
Pottery Wheel - Unwieldy 100
Saw 3
Tanning Rack - Unwieldy 70
Telescope - Unwieldy 2,000

CHAPTER 6 | EQUIPMENT 311


S U R V I VA L E Q U I P M E N T I N S T R U M E N T S C O N T.
Item Cost Lute 35
Backpack 10 Lyre 30
Bear Trap 10 Ocarina 20
Chalk 1 Panpipes 15
Compass 20 Tambourine 10
Fishing Net 5 Trumpet 45
Fishing Rod 3 Violin 60
Grappling Hook 15
Horn 5
SIEGE EQUIPMENT
Armies might implement one or more of these items when
Map 5
they lay siege to an enemy city.
Pitons (10) 5
Item Cost
Rope Ladder (10 ft) 10
Ballista 4,000
Snares 3
Battering Ram 1,000
Spyglass 100
Catapult 5,000
Tackle 2
Trebuchet 9,000
Torch 1
Siege Tower 8,000
Waterskin 2
Watch Tower (Stone) 25,000
Whistle 1
Watch Tower (Wood) 6,000
T R AV E L E Q U I P M E N T
S TA T I O N A R Y G E A R
Item Cost
The gear in this table is beyond Unwieldy and cannot be
Cargo Bags 100 moved by a single person.
Cargo Bags (Hidden Pockets) 120
Item Cost
Saddle (Combat) 50
Blast Furnace 800
Saddle (Riding) 30
Brewing Equipment 500
Saddlebags 20
Distilling Equipment 600

R E C R E AT I O N A L G E A R Fermenting Equipment 450


Furnace 500
GAME SETS
Kiln 400
Item Cost
Millstone 200
Battle Chess 3
Tanning Rack 70
Card Deck 25
Workbench and Woodworking Gear 50
INSTRUMENTS
Item Cost TOOLS & KITS
Bagpipes 50 Item Cost
Brass Horn 15 Alchemist Tools 75
Cello - Unwieldy 120 Barber Kit 5
Drum 25 Blacksmith Tools 60
Dulcimer 50 Bowyer Tools 60
Flute 15 Brewer Supplies 35
Harp - Unwieldy 100

312 CHAPTER 6 | EQUIPMENT


T O O L S & K I T S C O N T. CARPENTER TOOLS
A well-rounded collection of saws, chisels, planes,
Camping Kit 12 measuring tools, clamps, and wood glue for cutting,
Carpenter Tools 40 shaping, and assembling wooden objects like furniture,
structures, and decorative pieces.
Cartographer Tools 55
CARTO GRAPHER TOOLS
Cook Utensils 15
A specialized set that includes drafting compasses,
Climber Kit 30 protractors, rulers, parchment, ink, and charcoal for creating
Fishing Kit 20 accurate maps and charting new territories.

Fletching Tools 55 COOK UTENSILS


A collection of pots, pans, cutting boards, knives, measuring
Jeweler Tools 70
cups, spoons, and other kitchen tools for preparing and
Leatherworking Tools 45
cooking a variety of meals.
Locksmith Tools 45
CLIMBER KIT
Mason Tools 45 A collection of climbing gear, including pitons, carabiners,
Medical Kit 60 rope, harnesses, and chalk for securing grip, enabling
adventurers to scale cliffs, walls, and other vertical surfaces.
Navigator Tools 60
Paint Supplies 25
FISHING KIT
A complete set of fishing gear, including rods, reels, hooks,
Scribe Tools 25 lines, sinkers, and bait for catching aquatic creatures.
Skullduggery Kit 40 FLETCHING TOOLS
Surgeon Tools 50 A set of precise cutting tools, fletching jigs, glues, and
Tinker Tools 50 feathers for creating, repairing, and maintaining arrows and
bolts.
Trapper Kit 20
JEWELER TOOLS
Traveler’s Pack 30
A delicate set of pliers, tweezers, files, saws, engraving tools,
Weaver Tools 20 and a jeweler’s loupe for crafting, repairing, and appraising
Woodworking Tools 45 fine jewelry, and gemstones.
L E AT H E R W O R K I N G T O O L S
ALCHEMIST TOOLS
A set of awls, punches, knives, needles, thread, and leather
A set of beakers, flasks, burners, mortars and pestles, stirring
dyes for cutting, shaping, and sewing leather goods such as
rods, funnels, and other lab gear for mixing, distilling, and
armor, bags, and belts.
preparing potions, elixirs, and other alchemical tinctures.
LOCKSMITH TOOLS
BARBER KIT
A collection of picks, tension wrenches, rakes, tweezers, and
A set of scissors, combs, razors, and shaving cream for
plug spinners for manipulating locks, opening them without
maintaining and styling hair, as well as performing basic
keys, and even repairing or modifying locking mechanisms.
grooming tasks.
MASON TOOLS
B L AC K S M I T H T O O L S
A specialized set of trowels, chisels, hammers, plumb bobs,
A comprehensive set that includes hammers, tongs, anvils,
levels, and string lines, designed for working with stone and
bellows, chisels, and files, essential for forging, shaping, and
brick to create walls, buildings, and sculptures.
repairing metal objects such as weapons, armor, and tools.
MEDICAL KIT
BOWYER TOOLS
An assortment of devices used to treat injuries, including a
A collection of knives, scrapers, planes, and tillering sticks
small scalpel, 10 bandages, 10 charges of basic medicine,
for crafting and repairing bows and crossbows, along with
and 1 healing vial.
bowstrings and serving jigs for string maintenance.
N AV I G AT O R T O O L S
BREWER SUPPLIES
A collection of maps, compasses, sextants, astrolabes,
A collection of fermenting vessels, siphons, hydrometers,
chronometers, and logbooks for charting courses,
thermometers, bottling equipment, and cleaning tools for
determining position, and navigating on land or sea.
brewing various beverages, including beer, wine, and mead.
CAMP IN G K I T
A collection of camping essentials such as a bedroll, tent,
cooking pot, and utensils for preparing and consuming
meals during outdoor adventures.
CHAPTER 6 | EQUIPMENT 313
PA I N T S U P P L I E S TRAPPER KIT
A collection of brushes, palette knives, easels, palettes, and A set of traps, snares, bait, and other equipment for
a variety of pigments for creating works of art on canvas, capturing and holding animals, as well as tools for skinning
wood, or other surfaces. and butchering the catch.
SCRIBE TOOLS T R AV E L E R ’ S PA C K
A set of quills, ink pots, inkwells, parchment, sealing A collection of useful items for long journeys, such as a
wax, and a penknife for writing, copying, and preserving bedroll, blanket, spare clothing, and a waterproof bag to
documents and scrolls. keep belongings safe and dry. Doubles as a bag itself.
SURGEON TOOLS W E AV E R T O O L S
A sterilized set of scalpels, forceps, sutures, bone saws, and A collection of looms, shuttles, bobbins, and spindles for
other medical instruments for performing surgeries, treating weaving cloth and creating textiles.
wounds, and providing first aid.
WOODWORKING TOOLS
S K U L L D U G G E RY K I T A set of hand saws, planes, chisels, gouges, and sandpaper
A discrete set of thieves tools such as lockpicks, files, pliers, for shaping, carving, and smoothing wooden items and
a magnifying glass, a variety of inks, pigments, parchments, structures.
makeup, and other basic tools designed to assist in
subterfuge and deception.
TINKER TOOLS
A set of pliers, screwdrivers, hammers, files, and other small
tools for repairing, modifying, and creating mechanical
devices and gadgets.

T R I N K ETS
You might have one or more trinkets that have sentimental value. You can make up such items or roll on the table below.
Trinket d100 Trinket d100 Trinket d100

A chip of obsidian that 1 Strand of jewelry that used 6 Sheet of parchment with an 11
seems to draw in ambient to be woven into your impossible geometric design
light parent’s beard or hair scrawled on it in dark ink

A leather cord necklace with 2 Brooch of status that 7 Mote of lava that is 12
a trophy from the first foe belonged to a parent or somehow contained inside
you fought (such as a tooth, mentor a glass bead and is cool to
claw, or horn) the touch
Ring with your family crest 3 Bracelet with a locket that 8 A pouch of sand that is 13
or the crest of your local has a descriptive word on it, always just damp enough to
political leader such as “hero” or “traitor” hold its own form

Coin-sized seed that holds 4 Banner, insignia, or pin 9 Scroll of sheet music 14
sentimental value or needs denoting the status of a missing the final chorus
specific planting conditions childhood best friend who
has been missing for years

Small but high-quality 5 A loop of colorful string, 10 Tarot card with your 15
instrument gifted to you by a which you use to make likeness
close friend, family member, string art when bored or
or musical teacher looking to entertain an
audience

314 CHAPTER 6 | EQUIPMENT


Trinket d100 Trinket d100 Trinket d100

Dream catcher made 16 A chunk of crystalline 28 Stick of incense that never 40


from leather or cord and quartz that is always warm seems to get smaller when
decorated with common but to the touch burned
beautiful clay beads
Journal of personal 17 Small book of codes to 29 Letter opener with a handle 41
reflections, including live by, given to you by shaped like your favorite
frequent petty complaints a religious order, primal animal
about mentors or fair- conclave, or similar
weather friends institution
Clockwork fidget cube 18 Well-worn ball that you 30 Small wooden mug that 42
used to play with in your looks cracked but never
childhood leaks
Locket with a professional 19 Glass eyeball that your 31 Beautiful leaf encased in 43
sketch of a dear family grandparent once used resin, forever frozen with
member (parent, spouse, both green and gold as it
sibling, child, best friend, was changing from summer
etc) to fall coloration

Sentimental piercing jewelry 20 Braided leather cord that 32 Hairpin with a tiny ruby at 44
that you think might give you made as a child with a its tip
you good luck parent or mentor, decorated
with painted clay beads

Brass pin of goat horns 21 A nugget of amber that 33 Hair clip with silver filigree 45
magically glows from within resembling butterflies and
moths
Letter of recommendation to 22 A set of three six-sided dice 34 Locket containing a clipping 46
a prestigious institution with indecipherable glyphs of hair from your youth
on them
Brass pin of filigree that 23 A small bone with 35 Twig that always has a 47
resembles a certain lineage a fossilized sprig of dewy spiderweb between
(goat horns for a satyr, vegetation growing out of it its tips
flames for an elemental, etc)

Choose a weapon that 24 Well-worn stuffed doll from 36 A smooth glass vial with no 48
you possess as part of this your childhood opening and strange liquid
trinket; it has personal inside
calligraphic inscriptions
etched along its length

Leather cord with 25 Miniature bird cage without 37 Large clamshell with 49
semiprecious stone pendant a door scrimshaw decorations
inside
Letter from your mentor 26 Tattoo you can peel off and 38 Wooden plaque with 50
that poses a philosophical stick elsewhere on your some form of memorial
question or a call to action; body dedication burned into it
either way it is unresolved

Clockwork toy that seems to 27 Carved wooden bird that 39 Speckled stone that hovers 51
work on its own at random chirps when you Recoup six inches off your hand
times when you toss it straight up

CHAPTER 6 | EQUIPMENT 315


Trinket d100 Trinket d100 Trinket d100

Fossilized acorn with a 52 Miniature wagon wheel 67 Malachite sculpture of a 82


strange rune on it frog with cartoonishly large
eyes
An ornate music box with 53 Iridescent feather that flies 68 A paintbrush with bristles 83
exquisite clockwork around you on its own on both ends

An engraved medallion 54 Set of seven dice: one is a 69 Miniature lantern that 84


commemorating a grand cube, and one a pyramid; produces a blue-green flame
performance or feat of the rest are strange when lit
heroism polyhedral shapes
Human femur inscribed with 55 Glass orb filled with water 70 Bottle that never shatters 85
a riddle and glittering flakes that when dropped
look like snow

Uncrackable egg 56 Large scale from some 71 Inkpot with a mysterious 86


enormous reptile, possibly insignia
a kaijan
Journal whose pages 57 Compass that points west 72 Book of epic poetry 87
constantly rearrange recounting the tales of your
themselves favorite hero
Palm-sized one-way mirror 58 Leather satchel with a lot 73 Stone discus with a flower 88
of confusing-to-use pockets lacquered on it
inside
Chunk of blue-green sea 59 Fancy velvet hat in a 74 Cork from an unknown 89
glass the size of your hand flamboyant color vintage of wine

Necklace of braided flowers 60 Monocle rimmed in gold 75 Spiral seashell that seems 90
that have wilted a little over to be whispering an ancient
the years but are still quite language when held to your
colorful ear
Light gray stone that gives 61 Bracelet of braided silver, 76 A twig made of iron, which 91
off a faint scent of lemon gold, and brass wires serves no obvious purpose

Scrap of cloth that you 62 Semiprecious stone the size 77 Arrowhead made of pure 92
believe once belonged to a of your head darkness
national leader
Small box containing set of 63 Disc of petrified wood 78 Shrunken skull with its eyes 93
humanoid finger bones intact
A pair of lodestones that 64 Arrow with golden feather 79 Miniature intricately 94
clatter loudly when stuck fletching detailed ziggurat
together
Ivory comb that is always 65 Hook alleged to be the 80 Ornate wrought metal hand 95
missing a couple tines when replacement hand of a great with an eyeball in it
you use it, but never the pirate
same tines

Drop of blood encased in 66 Flag with the coat of arms 81 Powdered wig of medium- 96
glass of a neighboring nation length hair in a formal style

316 CHAPTER 6 | EQUIPMENT


Trinket d100 Trinket d100 Trinket d100

Fossilized scorpion 97 Cup that always smells 99 Wrought metal eldritch 100
faintly of coffee grounds creature with an orb-like
body and many tentacles
and eyes
Gilded crest of a long- 98
forgotten noble house

V EH ICLE S FO O D & D R I N K C O N T.
You might use any of these vehicles when you travel by land
or sea. Cider (Pint) 1

Item Cost Herbs (Common) 2

Carriage 300 Herbs (Rare) 10

Cart 30 Liquor Bottle (Common) 5

Fishing Boat 10,000 Liquor Bottle (Fine) 30

Galleon 45,000 Meal (Average) 1

Merchant Vessel 30,000 Meal (Nice) 3

Rowboat 100 Meal (Royal) 20

Sailboat 2,500 Medicine (Advanced) 50

Ship (Large) 20,000 Medicine (Basic) 5

Ship (Small) 5,000 Rations (1 day) 1

Wagon 160 Spices 20

Warship 60,000 Spices (Exotic) 100


Wine Bottle (Common) 4
G O O D S & S E RV I C E S Wine Bottle (Fine) 50
These tables list suggested prices for food, overnight stays in
inns, and the like. R AW M AT E R I A L S
CLOTHING Item Cost
Cotton (bolt) 5
Item Cost
Exotic Wood (cf) 20
Clothes (Ceremonial) 150
Granite (cf) 3
Clothes (Common) 5
Hardwood (cf) 5
Clothes (Exquisite) 100
Iron (lb) 1
Clothes (Fine) 20
Limestone (cf) 1
Clothes (Travel) 8
Linen (bolt) 2
Clothes (Vestments) 15
Marble (cf) 10

FOOD AND DRINK Silk (bolt) 50

Steel (lb) 4
Item Cost
Timber (cf) 1
Ale Gallon (Good) 5
Wool (bolt) 1
Ale Gallon (Poor) 2
Ale (Mug) 1
Beer (Bottle) 1

CHAPTER 6 | EQUIPMENT 317


SERVICES C U R R ENC Y
Most nations in Ancerra use silver coins (sc) as the default
Item Cost
unit of currency. Diamond coins (dc) are also commonly
Room (One Bed) 5 used for high-cost transactions. Regulated sc and dc are
Room (Four Beds) 15 each a little under a half-inch in diameter.
Amber (a) is a depreciated currency that was commonly
Room (Hostel with Lockers) 3
used hundreds of years ago. Amber is traded only in the
Room (Hostel without Lockers) 1 most remote regions of Ancerra.
Room (Two Beds) 9 Qorn (q) are small golden square tablets minted in the
small city-state of Vel.
Stable (One Stall) 2
Storage Locker 1 CURRENCY
CONVERSION CHART
I N C OM E & L A B O R
All four currencies and their conversions are provided below,
The tables below provide benchmarks for annual income but sc and dc are by far the most commonly used currencies.
and the cost of hired labor.
a sc q dc
ANNUAL INCOME a 1 1/100 1/10,000 1/100,000

Item Cost sc 100 1 1/100 1/1,000

Average Salary 1,400 q 10,000 100 1 1/10

Average Skilled Salary 3,000 dc 100,000 1,000 10 1

Aristocratic Income 100,000


SELLING GOODS
Peasant 800 Generally selling used or pre-owned items that are in good
repair will net 75% of the value, assuming the vendor has
Skilled Laborer 1,600
the coinage. Selling magical items can be more difficult
Specialized Laborer 4,500 depending on the market of the area you are in.
Master Artisan 7,650 In most towns, you can find a fence or broker who will
purchase any goods, including illegal ones, for 40% of their
SERVICES & value. If this is not available, then you can hire a courier
HIRELINGS who will ferry the goods to a fence or broker for 30% of the
good’s original value.
Item Cost
Basic Repair 2
Blacksmithing 12
Other Expenses
General Custom Work 100
When calculating the cost of an item or service
Healing (Advanced) 100 not listed in the charts above, assume that it is
Healing (Basic) 15 approximately 10% its real-world cost in USD, or
about 130% its shilling cost in 10th Century Europe.
Hireling (Basic) 3
Either way, that will result in an approximate sc cost
Hireling (Expert) 20 for the item or service.
Hireling (Mercenary) 15
Messenger (Local) 7
Messenger (Long-Distance) 30
Messenger (Private/Secure) 50
Religious Services 10
Scribe Services 10
Training with Expert/Master 67

318 CHAPTER 6 | EQUIPMENT


E N C UM B R A N C E Some creatures are capable of carrying particularly heavy
An adventurer can carry the following gear on their person, loads. For each Size step you are above Medium, you can
unless they have an ability that says otherwise. Note that carry one additional Unwieldy item. You still cannot use
this system is intended to prioritize ease of gameplay over more than one Unwieldy item at a time in combat. If you
realism. “count as one Size larger,” this counts towards this benefit.
• One pack with personal belongings, mundane items, If you are carrying an Unwieldy item, you cannot equip
and adventuring gear. additional weapons or armor. Wearing Unwieldy armor does
• Up to two tool sets or kits. not impose this penalty, but carrying it does.
• One full set of armor.
• Up to three weapons without the light tag. M AG I C I T E M S
• One unwieldy item.
In Ancerra, some items are inherently magical and require
Gear inside the adventurer’s pack, such as rope, torches,
some of the bearer’s Essence, or their life energy, to work.
rations, and so on are not strictly tracked for their weight. If
By default, an adventurer has 100 Essence Points. An
you have any items that exceed the limits above, you must
adventurer cannot equip items whose sum Essence cost
have a beast of burden, cart, hireling, or some other way
exceeds this limit.
to transport them long distances, and you must set down
any items that are causing encumbrance before equipping a
weapon or shield.
CHAPTER 7: GAME RULES

T
his chapter has four sections, detailing the game’s number.
overall rules, combat, exploration, and social
O R D E R O F O P E R AT I O N S
interactions.
When leveling up, use the following order of operations.
• You level up.
GU I DI NG PR I NC I PLE S
• You take a talent. It cannot be its own prerequisite or
There are a few general principles to keep in mind as you
trigger itself.
play the game.
• You gain the effects of that talent.
S P E C I F I C B E AT S G E N E R A L • You increase one of your Attributes by +1.
Whenever you run into rules that conflict with one another, • You may decrease one of your Attributes by 1 to
defer to the most specific ruling. A talent or lineage ability increase another Attribute by +1.
should always supersede a general rule, and magical effects • You gain HP.
that last for a finite time override passive abilities.
SKILLS
A LWAY S R O U N D U P
When you attempt something that comes with a chance of
In MythCraft, you always round up in the instance of failure or a negative outcome, your MC might ask you to
fractional numbers. make an attribute check.
OVERCOMIN G D C S
AT T R I B U T E C H E C K S
When making an attack or ability check, you are successful
if your roll equals or exceeds the DC (Difficulty Class). The Like attacks, attribute checks involve rolling 1d20 and
DC might be a number set by the MC in the event of an adding your attribute to the roll.
ability check. In any kind of attack, the DC is the defending MCs will only ever ask for one of seven attribute Checks:
creature’s relevant defense. STR, DEX, END, AWR, INT, CHA, or LUCK. MCs will not ask
for COR attribute checks, given that COR functions differently
B A S E , C U M U L AT I V E , A N D from the other 7 attributes.
T R A N S FO R M AT I V E STR Checks can determine whether you succeed at kicking
When you see the word “base,” it means that this is the down a door, climbing a wall, or some other feat of strength.
default instance of an ability. It might be modified by other DEX Checks might be needed if you run along a precipice
abilities. or try to nimbly sneak past a guard.
Whenever you see “+” or “increase,” whether it is in END Checks represent your ability to withstand extreme
reference to more damage, increased range, additional dice, weather and march or run for long stretches of time without
or something else, the effect is cumulative, stacking on top of giving in.
the base ability. AWR Checks determine how attuned you are to sensory
If something says “is” or “becomes,” then it is transformative, input. It might help you spot traps or hidden motives.
overriding any previous abilities, damage, range, and the like. INT Checks can show how much you recall or can deduce
about learned information, as well as your capacity to quickly
RECHARGING ABILITIES
encode new data.
Many abilities, especially those gained through talents, can CHA Checks represent your ability to talk your way
only be used a finite number of times. You regain these through social situations by charming or deceiving, and to
abilities after you Catch your Breath, Recoup, or Take a lead or convince the people around you.
Rest, as denoted by the ability. (2/Rest) means that you LUCK Checks can represent the twists and turns of fate.
can use the ability twice, regaining the ability to do so after If you are looking through a cupboard in an abandoned
you Take a Rest. Similarly, (AWR/Recoup) means that you farmstead for some food, a LUCK check might determine
can use the ability a number of times equal to your AWR, whether you find any.
regaining all expended uses when you Recoup.
If you have an ability that you can use a number of times
equal to an attribute, you can always use that ability at least
once, even if your corresponding attribute is 0 or a negative

320 CHAPTER 7 | GAME RULES


Hanniah rolls 1d20+3 (adding her STR and her Sprinting
P L AY E R S K I L L S
skill).
Whenever a rule or ability warrants using a specific skill, Note: Skills followed by an asterisk are tool-dependent,
the rule will signify this mentioning the skill immediately meaning that you cannot utilize them to their fullest extent
following the attribute, such as CHA/Persuading. A creature without the relevant type of tools.
without the Persuading skill can still attempt such a check,
You may never have more than 20 points in a single skill.
simply rolling CHA.
While the MC will only ever ask for one of the attribute
checks described above, players have the chance to use skills,
C I R C U M S TA N T I A L
which give them a greater chance of success under specific B ON US E S
circumstances. If you perform well on one skill that impacts another skill,
You will have a variety of Skill Points granted by your then your MC might grant you a circumstantial bonus on the
background and your profession. Your lineage and talents will second skill check. This might be as low as a +1 or as high
occasionally give you Skill Points as well. You assign these as a +5, depending upon what the MC feels is appropriate
Skill Points to specific skills, such as Balancing, Deceiving, or to the situation.
Distance Running.
When your MC asks you for an attribute check and one C OM P L E T E L I S T O F
of your skills associated with that attribute is situationally SKILLS
relevant, you may add that skill bonus in addition to your
Skills are related to a specific attribute and cannot be used
attribute.
with mismatching attributes. Skills are also organized by
For example, if Hanniah Sharptooth and Marcus Luxxor are
tags; if you gain an ability that lets you gain a skill with a
adventuring together and both need to dash after a carriage
specific tag, check the table below to see your options. Each
to catch it before it leaves town, they would need to make
skill is organized first by attribute, then by category. Skills
STR checks to sprint after it.
are described in more detail after these tables, although
Assuming they are both level 1, Hanniah and Marcus both
these descriptions are not comprehensive and your MC may
have 2 STR. However, Hanniah has +1 in the Sprinting skill.
allow other applications of these skills if you come up with
This means that Marcus rolls 1d20+2 (adding his STR), while
creative ideas.

S K I L L S BY AT T R I B U T E
STR Applied Force, Athletics, Menacing, Sprinting
DEX Balancing, Contorting, Dancing, Sneaking, Tumbling
END Distance Running, Forced March
AWR Animal Handling, Eavesdropping, Foraging, Intuiting, Investigating, Navigating*, Perceiving, Sheltering, Tracking

INT Alchemy*, Appraising, Arcana, Art, Astrology, Astronomy, Biology, Brewing*, Calligraphy*, Carpentry*,
Cartography*, Chemistry, Cobbling*, Cooking*, Disguising*, Dungeoneering, Economics, Engineering, Evading,
Forging*, Geography, Glassblowing*, History, Jeweling*, Law, Leatherworking*, Lockpicking*, Masonry*,
Medicine*, Military, Nature, Painting*, Politics of [choose region], Pottery*, Religion [choose one], Smithing*,
Sleight of Hand, Weaving*, Woodcarving*, Vehicles* [land], Vehicles* [water]

CHA Deceiving, Empathy, Entertaining, Gossiping, Instrument* [choose one], Intimidating, Leadership, Persuading,
Savoir Faire
LUCK Fortuity, Scavenging

CHAPTER 7 | GAME RULES 321


S K I L L S BY CAT E G O RY
Acrobatics Balancing, Contorting, Tumbling
Athleticism Applied Force, Athletics, Sprinting
Crafting Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*,
Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*
Influence Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading
Knowledge Arcana, Art, Astrology, Astronomy, Biology, Chemistry, Economics, Engineering, Geography, History, Law,
Medicine*, Military, Politics of [choose region], Religion [choose one], Vehicles* [land], Vehicles* [water]

Luck Fortuity, Scavenging


Observation Appraising, Eavesdropping, Intuiting, Investigating, Perceiving

Performance Dancing, Entertaining, Instrument* [choose one], Savoir Faire

Stamina Distance Running, Forced March, Menacing


Subterfuge Disguising*, Evading, Forging*, Lockpicking*, Sleight of Hand
Survival Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sheltering, Sneaking, Tracking

ALCHEMY* All healing potions share a common ingredient derived


INT, Crafting from the Embercap Mushroom. This can be foraged in
You may use this skill when trying to recall intellectual woodland areas. For each hour spent foraging, make a
information about the practice of alchemy, and doing so DC 10 LUCK/Fortuity check. If you pass, make an AWR/
does not require any tools. Foraging check and gain alchemy materials equal to your
If you have the appropriate tools, you can attempt to brew Foraging roll. If you crit on either roll, you can roll your
potions. Foraging check again and gain the value of both.
Potion creation takes 2 hours of uninterrupted work, If you are obtaining raw materials from a vendor use the
which can be a part of a Rest. Healing potion creation DCs “Materials Cost” column to determine the typical cost.
are cumulative. Healing potions are considered magical, and appear as
For example, if you have the materials for a Greater Primal Alchemy magic to any magical abilities that can
Healing Elixir and roll a 15 on your Alchemy check, the detect an item’s Source or Function.
potion is half completed, and you can expend another 2 Unconscious or Helpless creatures cannot be administered
hours to roll again. Once you have reached a cumulative 30 potions.
in Alchemy checks, the potion is ready for use. If you ever
roll a 1 on your Alchemy or Medicine check, the time and
materials are wasted, and the creation is a failure.

Name Cost Material Creation DC Effect Expiry


Cost
Herbal Potion 25 sc 15 sc Medicine 10 The imbiber gains HP equal to 1+ the potion 12 hours
creator’s Medicine skill. (1/Rest)
Healing Vial 50 sc 40 sc Alchemy 15 +1d4 HP 1 week
Healing Potion 250 sc 200 sc Alchemy 20 +2d4+2 HP 1 week
Healing Elixir 500 sc 400 sc Alchemy 25 +4d4+4 HP 1 week
Greater Healing 1,500 sc 1,250 sc Alchemy 30 +8d4+8 HP 1 week
Elixir
Grand Healing 3,000 sc 2,500 sc Alchemy 45 Heals its imbiber completely, but the imbiber 1 week
Elixir becomes intoxicated, gaining the Shaken
condition until they Take a Rest.

322 CHAPTER 7 | GAME RULES


=I M A L H A N D L I N G
AN jumping, you might use this skill. If you have a climb speed
AWR, Survival or a swim speed, this skill will not come up as often.
You might use this skill when riding a mount (ch. 7, BALANCING
Mounted Combat) or when trying to train an animal that DEX, Acrobatics
views you as a friendly creature. You might use this skill when traversing tricky and narrow
A P P L I E D FO R C E terrain, such as the lip of a cliff or the pinnacle of a rooftop.
STR, Athleticism BIOLO GY
You can use this skill to break down doors, use a crowbar INT, Knowledge
to leverage heavy weights, and similar applications of pure This skill will help you to recall or research any information
strength with or without a mechanism to assist you. related to biological studies. Your MC may allow you to
APPRAISING make an INT/Biology check to gain a circumstantial bonus
INT, Observation when making an INT/Nature check or an AWR/Animal
This skill can help you determine how valuable something Handling check.
is or whether the materials are genuine. If you also have BREWING*
a Crafting skill, your MC might let you use that skill when INT, Crafting
appraising a particular craft, or even let you make an INT/ If you have the appropriate tools, you can attempt to brew
Appraising check and a skill check using that Crafting skill, craft beers, wines, or spirits.
taking the higher. Your MC might also allow you to attempt to make potions,
A R CA N A using ½ of your Brewing skill in place of Alchemy.
INT, Knowledge You may use this skill when trying to recall or discern
You can use this skill when trying to recall information intellectual information about the practice of brewing, and
related to planar entities or factual information about any doing so does not require any tools.
of the five Sources of Magic. You can also use this skill to CALLIGRAPHY*
manipulate magical devices. INT, Crafting
ART When you have the appropriate tools, you can use this skill
INT, Knowledge to create beautiful calligraphic works.
This skill can help you determine factual information about CARPENTRY*
art, such as the materials used or the message that the artist INT, Crafting
was trying to convey. Your MC might also let you add ½ When equipped with the relevant tools, you can use this
your Art skill when trying to produce art, although if you skill to build or repair houses and other structures made
have any points in a Crafting skill, you are more likely to primarily of wood.
just use that skill.
CARTO GRAPHY*
A S T R O L O GY INT, Crafting
INT, Knowledge When equipped with the relevant tools, you can use this
You can use this skill when recalling information about skill to accurately map out regions or cities.
astrological symbols and their significance. Your MC might
CHEMISTRY
rule that you can make an INT/Astrology check to give you
INT, Knowledge
a circumstantial bonus on a CHA/Empathy check or an
You can use this skill to recall or research any information
AWR/Intuiting check when interacting with someone, as
related to chemistry and chemical studies.
your understanding of their astrological signs might lend
you insight into their character or unconscious motives. COBBLING*
INT, Crafting
ASTRONOMY
If you have the appropriate time and tools, you can use this
INT, Knowledge
skill to repair shoes or make new ones.
You might use this skill whenever you want to recall or
infer information related to space and the orbit of planets, CONTORTING
satellites, and the like. DEX, Acrobatics
Your MC might let you add ½ your Astronomy when trying This skill allows you to contort your body and squeeze
to navigate, although if you have the Navigating skill you are through spaces that would otherwise be too tight for a
likely to use that instead. creature of your size. Especially tight contortions will be
more difficult during combat.
AT H L E T I C S
STR, Athleticism COOKING*
This skill represents your general athletic capacity. When INT, Crafting
climbing or swimming, and at your MC’s discretion when Given the appropriate time and tools, you can use this

CHAPTER 7 | GAME RULES 323


skill to cook delicious food. You can also make checks E VA D I N G
to determine the quality or sourcing of food and similar INT, Subterfuge
cooking-related topics, regardless of whether you have tools. You can use this skill to practice the art of hiding in plain
DA NCIN G sight. By knowing what people look for, you can avoid
DEX, Performance detection by changing your gait, sticking to crowded areas,
You can use this skill to put on entertaining dance or otherwise throwing off those that look for you.
performances. FO R A G I N G
DECEIVING AWR, Survival
CHA, Influence You might use this skill when looking for food in the
You might use this skill when trying to mislead someone, tell wilderness or finding ingredients.
half-truths, or outright lie in a convincing way. FO R C E D M A R C H
DISGUISING* END, Stamina
INT, Subterfuge You can use this skill when trying to push beyond the
Provided that you have the relevant tools, such as makeup, normal travel pace that you could manage in a day, whether
a costume, hair dye, a wig, or similar cosmetics, you can use by walking a greater distance or by walking a normal
this skill to disguise yourself. Disguises made under duress distance with a greater load.
will be more difficult than disguises made in leisure. FO R G I N G *
D I S TA N C E R U N N I N G INT, Subterfuge
END, Stamina This skill can help you replicate signatures or create official-
This skill can help you keep up a steady running pace over looking documents. If you do well on an INT/Forging check,
a prolonged amount of time, allowing you to cover vast then your MC will likely give you a circumstantial bonus to
distances. INT/Disguising or CHA/Savoir Faire checks.

DUNGEONEERING FO R T U I T Y
INT, Survival LUCK
When exploring a dungeon or subterranean area, you might Fortuity represents the likelihood that good things just
use this skill to recall information about the area, to make happen to you. If your MC asks you to make a LUCK check
logical inferences, or to know how best to use your gear. to determine the likelihood of a positive outcome, you can
add your Fortuity.
E AV E S D R O P P I N G
AWR, Observation GEOGRAPHY
You can use this skill when you want to overhear key INT, Knowledge
information that other people are discussing without You can use this skill when trying to remember where you
yourself being part of the conversation. After you succeed on are in relation to somewhere else, or when you want to
an AWR/Eavesdropping check, your MC might award you deduce information about common geographical patterns in
a bonus to a check with the influence tag, given your better an area.
understanding of the social situation. GLASSBLOWING*
ECONOMICS INT, Crafting
INT, Knowledge When you have the appropriate tools, you can use this skill
This skill can help you recall or deduce information about to create stunning artistic glasswork, such as dining plates
the economy in a settled area and to better understand and even glass musical instruments.
economic theory. GOSSIPING
E M PAT H Y CHA, Influence
CHA, Influence You can use this skill to seed real or false information about
You can use this skill to make other people feel seen and a person, event, etc. among populated areas.
understood, as well as helping you understand what people HISTORY
are feeling. INT, Knowledge
ENGINEERING This skill reflects your capacity for remembering historical
INT, Knowledge events and your ability to quickly research historical events
This skill allows you to improve your knowledge in various when given access to a library, university, or the like. Your
types of engineering (architectural, mechanical, etc). MC might let you use this skill in tandem with another
Knowledge skill when researching a particular field of
E N T E R TA I N I N G
knowledge, making an INT/History check and an INT check
CHA, Performance
of the relevant Knowledge type.
You can use this skill when you want to captivate a crowd by
making a public performance of any kind.

324 CHAPTER 7 | GAME RULES


INSTRUMENT* M A S O N RY *
CHA, Performance INT, Crafting
When you gain points in this skill, specify one type of When you have the appropriate tools, you can use this skill
instrument. When you have that instrument, you can use to carve rock into sculptures or architectural stonework.
this skill to make better performances with that instrument.
MEDICINE*
Your MC might rule that you can apply ½ of your Skill
INT, Knowledge
Points to related instruments; for example, if you have
You can use this skill when trying to recall factual
Instrument (Lute) +6, then your MC might allow you to
information about medicines, diseases, and the like, which
play a banjo with a +3 bonus.
can help you diagnose someone’s symptoms.
I N T I M I D AT I N G If you have bandages, you can make an INT/Medicine check
CHA, Influence to remove the Bleeding condition (see Appendix A) from a
You can use this skill when trying to peel back someone’s creature. Attempting this costs 3 AP, and unless otherwise
psyche and frighten them into cooperating with you. specified from the source of the Bleeding condition, the DC is
14 + the amount of Bleeding damage.
INTUITING
If you have the proper medicines, you can attempt to treat
AWR, Observation
someone with a disease. The DC for this treatment, as well as
This skill helps you assess when someone is being honest or
the types of medicine that you need, will be mentioned in the
if they might be hiding something.
disease’s description.
I N V E S T I G AT I N G
AWR, Observation M E N AC I N G
You might use this skill when looking for physical clues at STR, Stamina
a crime scene, or when looking for a secret door or hidden You can use this skill when trying to physically intimidate
compartment in a room. someone through a show of force.

JEWELING* M I L I TA R Y
INT, Knowledge
INT, Crafting
This skill will help you know the proper terminology when
When you have the appropriate tools, this skill can help you
speaking with members of a military and can help you when
create gorgeous works of jewelry.
trying to recall information about a military institution.
Your MC might allow you to use your Jeweling skill in
place of Appraising when you want to assess the value of a N AT U R E
piece of jewelry. INT, Survival
You might use this skill when trying to differentiate between
L AW
edible and toxic mushrooms, recalling the behavior of wolf
INT, Knowledge
packs, or other information about the natural world.
You can use this skill when you want to recall or acquire
information about the legal system in a settled area. You N AV I G AT I N G *
might also use this skill, along with the Entertaining and AWR, Survival
Persuading skills, to win a case in court. If you have a compass, astrolabe, sextant, or even just a
map, you can use this skill to find your way through an
LEADERSHIP
otherwise confusing area of wilderness. Your MC might rule
CHA, Influence
that you can make this check without the relevant tools, but
You might use this skill to bolster the resolve of a
the DC will be higher.
discouraged person or group of people, or to exert your
status and influence over various officials and convince PA I N T I N G *
them to follow your commands. INT, Crafting
When you have the appropriate tools, you can use this skill
L E AT H E R W O R K I N G *
to create beautiful paintings.
INT, Crafting
When you have the appropriate tools, you can use this skill PERCEIVING
to make leather goods such as clothes, bags, or even armor. AWR, Observation
You might make use of this skill when relying on sensory
LOCKPICKING*
input such as scanning a tree line for enemies, looking for
INT, Subterfuge
concealed weapons, listening for footsteps, or trying to
When you have a set of lock picks, you can use this skill to
identify a strange odor.
attempt picking any nonmagially sealed lock.
PERSUADING
CHA, Influence
You can use this skill when trying to influence someone
through sound arguments or emotional appeal.
CHAPTER 7 | GAME RULES 325
POLITICS SPRINTING
INT, Knowledge STR, Athleticism
When you take this skill, choose a specific region. Your MC You can use this skill when attempting to cover a small
will determine whether this should be a single city or a distance in an incredibly short amount of time. This is
whole nation, based on the campaign they intend to run. usually not applicable in normal combat, but might be used
When making INT checks related to the politics of that in a chase sequence.
region, you can add this skill. When making INT checks
TRACKING
related to the politics of another region, you can add ½ this
AWR, Survival
skill.
You can use this skill when you are trying to follow a
P O T T E RY * creature’s trail.
INT, Crafting TUMBLING
When you have the appropriate clay and tools, you can use
DEX, Acrobatics
this skill to make decorative and functional pottery.
This skill helps you fall in such a way that you don’t get
RELIGION hurt. In addition to allowing you to add dramatic flair to any
INT, Knowledge performance you might put on, if you fall 40 ft or less, you
When you take this skill, choose a specific religion. You can make a Tumbling check with a DC equal to the amount
could pick one of the pantheons listed in Appendix A, or of feet you fell. If you succeed, halve the damage you would
work with your MC to come up with another religious take and move 5 ft in a direction of your choice when you
tradition. When making INT checks related to the customs land.
and beliefs of that religion, you can add this skill. When
VEHICLES* [LAND]
making INT checks related to the customs and beliefs of any
INT, Knowledge
other religion, you can add ½ this skill.
You can use this skill to efficiently use land vehicles such as
S AVO I R FA I R E carriages or war carts.
CHA, Performance V E H I C L E S * [ WAT E R ]
You can use this skill to fit into any sort of situation. You can
INT, Knowledge
appear at home both with peasants and with aristocrats.
You can use this skill to operate water vehicles, such as
S CAV E N G I N G sailboats or galleons, with greater efficiency.
LUCK W E AV I N G *
You can use this skill when trying to find food or supplies
INT, Crafting
in an abandoned area. Your MC might also allow you to use
When you have the appropriate tools, you can use this skill
this skill to determine how much loot you find on a body.
to make textile goods such as clothing and blankets.
S H E LT E R I N G WOODCARVING*
AWR, Survival INT, Crafting
You might use this skill when you’re in the wilderness to find When you have the appropriate tools, you can use this skill
a cave, hollow tree, or rocky bluff that can offer shelter from to whittle toys, fletch arrows, repair a wagon wheel, and the
the elements. like.
SLEIGHT OF HAND Optional Crafting Rules
INT, Subterfuge If your MC decides, you might use these rules when
You can use this skill when attempting to pickpocket making any Crafting check.
someone, or when trying to keep an item undiscovered as You can make one check per day with a Crafting
you are patted down. skill. Your checks made with the same Crafting skill
SMITHING* are cumulative (e.g., if you roll Woodcarving 9 on
INT, Crafting one day and Woodcarving 14 on the next day, your
When you have the appropriate metal and tools, you can cumulative total is 23).
use this skill to make wrought iron artistic works or to repair You can create a good of the appropriate type (such
metal tools, weapons, and armor. as leather armor if you use Leatherworking) once
your cumulative number is double the sc of the
SNEAKING
object that you want to make. Once you make this
DEX, Survival
object, reset your cumulative crafting score to 0.
You could use this skill when skulking about and trying to
remain physically out of sight.

326 CHAPTER 7 | GAME RULES


Any AP that you do not spend during your turn becomes
C O M B AT
Reactive AP, which you can spend during the round of
Combat is one of the most technical aspects of MythCraft. combat before the start of your next turn.
Like many RPGs, combat is resolved in a series of rounds When you start your next turn, you can carry over a finite
where all creatures act in Initiative order. Each round in amount of Reactive AP. You can retain no more Reactive
combat represents 10 seconds of in-world time, and while AP than ½ your level + 1. (i.e., a level 1 or 2 character
creatures take turns individually, you can narratively assume can retain 2 Reactive AP, a level 3 or 4 character can retain
that all actions in a given round happen more or less 3 Reactive AP, etc.) At the start of your turn, you add this
simultaneously. remaining Reactive AP to your new pool of AP.
For example, Avery Gray has 2 COR, meaning that they
I N I T I AT I V E gain 4 AP at the start of each of their turns (3 + the COR
Combat begins when all creatures involved roll Initiative. bonus). If Avery uses 1 AP to move, and 2 to attack, then
Initiative determines the order in which creatures take they have 1 AP left, which they save as Reactive AP. Avery
their turn during combat. doesn’t spend this Reactive AP during the round, so at the
Initiative is an AWR check: each creature rolls 1d20 and start of their next turn, Avery gets 5 AP (3 + the COR bonus
adds their AWR. The one with the highest roll goes first, + leftover Reactive AP).
followed by the second-highest, and so on. After the last Note: Some features, like the Berzerker’s Blood Rage
creature takes its turn, the first creature takes its second and the Cleric’s Supportive ability, allow you additional
turn. Initiative order is repeated until combat is resolved. AP (respectively, “Rage AP” and “Support AP”) that follow
In the event of a tie between one or more creatures, special rules. You can only ever have one source of special
the creature with the higher AWR goes first out of those AP. If you would gain more than one source of special AP,
creatures. If one or more creatures tie and have the same you can choose which type of special AP you keep.
AWR, roll unmodified d20s for each tied creature; the
highest roll goes first out of those creatures, then the second AC T I O N S
highest, etc. Actions cost varying amounts of AP, referred to as Action
Remember that if you are encumbered, you must set Point Costs (APC). You can do any combination of things on
down all items that are causing you to be encumbered your turn, in any order you wish, provided you have enough
before you can equip a weapon or a shield. Rules on AP to spend, and you can spend AP on the same action
encumbrance can be found in Chapter 6. multiple times in a turn.

ACTION POINTS
MOVE
Adventurers track their capacity to perform different actions
All adventurers start with a base speed of 20 ft. You can
using Action Points (AP). AP is used for most actions such
spend 1 AP to move up to your speed. This movement ends
as moving, attacking, battle maneuvers, magic, and using
when you spend your next AP.
objects. The AP Cost (APC) of an action varies depending on
If you have a climb, swim, fly, or burrow speed, that
how much effort that action would take.
means that you can do those kinds of movements as well.
At the start of each turn, you gain 3 AP, and then gain
If you combine movements (say you run, then fly over a
additional AP based on your COR. If you had any Reactive
trench, then keep running) - you use the largest movement
AP (see below), you may add some of it to your new pool of
number for your total movement (instead of adding them
AP.
together), and cannot move more than your maximum
Coordination (COR) Bonus AP
speed in any specific type of movement. For example:
-3 -2 If you have Speed 20, Swim 20, and Fly 30, then for 1 AP:
-2 to -1 -1 You can run 10 ft, swim 10 ft, and fly 10 ft
You cannot swim 30 ft
0 to 1 0
If you do not have a climb speed or a swim speed, but
2 to 3 +1 wish to climb a surface or swim, it costs 2 ft of movement
4 to 5 +2 for every 1 ft that you actually move. If the surface might be
challenging to climb, then your MC might also require you
6 to 7 +3
to make a STR check, and if you have the Athletics skill, you
8 to 9 +4 can add that bonus to checks of this nature.
10 to 11 +5 Difficult Terrain costs 2 ft of movement for every 1 ft
12 +6 that you actually move. Hazardous Terrain costs as much
You may spend your AP as you deem appropriate on your movement as Difficult Terrain, and will also specify an
turn. amount of damage that you take for every 5 ft actually
moved.

CHAPTER 7 | GAME RULES 327


JUMP BASIC MANEUVERS
While moving, you may need to jump. You cannot jump Maneuvers are actions that you might take in combat to
farther than you can move. gain an edge in certain circumstances. Any creature can use
Your vertical jump distance is 3 ft + a number of ft equal any basic maneuver.
to your STR. Dodge (2 AP). Gain +2 to your AR and Physical defenses
Your horizontal jump distance is double your vertical until the start of your next turn.
jump distance. Draw/Sheathe (X AP). Drawing or sheathing a weapon
costs 0 AP unless it is Unwieldy, in which case it costs 1 AP.
MOVING THROUGH Sheathing a weapon and drawing a new one on the same
C R E AT U R E S turn also costs 1 AP.
Drop Prone (0 AP). You fall Prone (Appendix A).
You may move through an allied creature’s space, but this
Grapple (2 AP). You may attempt to Grapple a creature.
counts as Difficult Terrain. You may not end your turn in an
Make a STR or DEX attack roll against the target creature’s
allied creature’s space.
REF or FORT (their choice). If you hit, they are Grappled
You may not move through a hostile creature’s space
(Appendix A).
unless that creature is Paralyzed, Restrained, Unconscious,
Hide (1 AP). When you are Concealed, you may attempt
or at least 3 Sizes larger than you. In that case, moving
to hide, rolling DEX/Sneaking against the AWR/Perceiving
through a hostile creature’s space counts as Difficult Terrain.
of creatures within 30 ft of you. On a success, you are
Unseen (Appendix A).
W E A P O N A T TA C K S Shove (2 AP). Make an attack against a creature, using
Each weapon specifies how many AP it takes to make an your STR and targeting their FORT. If you hit, push the
attack with it. Some have set numbers of AP, and others creature 5 ft in a direction of your choice. You cannot do this
have high APCs that you can lower through training. to a creature that is more than one Size larger than you.
Examples: Stand (1 AP). Stand from being Prone. You cannot do this
• A dagger always costs 2 AP. if your speed is 0.
• A longsword costs 5-STR, min 2 AP; this means that it Trip (2 AP). Make an attack against a creature, using your
costs 5 AP to use a longsword, but you subtract your STR and targeting their REF. If you hit, the creature falls
STR from that number, to a minimum of 2. Prone.
• A morningstar costs 5-STR min 3, but has the hand-and-
a-half tag to reduce the APC by 1 (min 2); this means A D VA N C E D
that if you are using the morningstar with 2 hands, you MANEUVERS
can attack more efficiently.
Some creatures have the ability to use advanced
maneuvers. You might gain this ability by taking talents or
SPELLS AND MAGIC lineage abilities. If an ability does not specifically give you
Spells will specify how many AP you need to use them. access to an advanced maneuver, then you cannot use that
Spells also require you to expend SP; if you are out of SP, maneuver.
you cannot cast a spell. Disarm (3 AP). Make a STR attack against a creature’s
Cantrips, chants, and prayers specify how many AP you REF or FORT (they choose). If you hit, choose an item that
need to use them; they do not cost any SP, so they can be the creature is holding; they drop that item.
done as many times as you wish. Exploit (X AP). When a creature within your melee
Rituals and invocations take a significantly longer time to weapon’s reach does one of the following actions, you
cast; each ritual or invocation will specify how long it takes may spend AP to make an attack against that creature
to cast it. immediately. The amount of AP that you must spend equals
the normal AP you would spend to make an attack with that
R A N G E D A T TA C K S I N weapon on your turn.
MELEE You can Exploit when a creature:
If you make a ranged attack or thrown attack with a • Moves out of your melee weapon’s reach.
weapon, spell, or any other effect and a hostile creature • Administers a potion (drinking it themselves or feeding
is within 5 ft of you, you suffer 1 TD (see ch. 7, Tactical it to another creature).
Advantage and Disadvantage) for each hostile creature • Makes a ranged attack while within your melee
within 5 ft of you. weapon’s reach.

328 CHAPTER 7 | GAME RULES


FLANKING CRITICAL HITS
The Flanking condition is achieved when two friendly Sometimes, fate turns decisively in your favor or sways
targets threaten a border or corner opposite of one another. brutally against you. When you roll d20 and the number is a
If a creature is larger than one square, or has a reach of 20 before adding any modifiers, this is considered a critical
more than 5 ft, it counts as the Flanking condition if it hit (or a crit). Conversely, if you roll a 1 before adding any
threatens a space on the opposite border or corner from an modifiers, this is a critical fail.
enemy creature. When you make an attribute check, if you critically
You only threaten a square if you are able to melee attack fail, then the worst possible outcome of the scene befalls
that square. A Prone creature can flank, for example, but an you. This might range in severity from being publicly
Unconscious one cannot. embarrassed by a rival socialite to missing a foothold on a
sheer cliff and plummeting to your death.
COVER If you crit on an attribute check, then you achieve the best
outcome that it was feasible for you to achieve. A crit does
By hiding behind a barrier of some sort, you might gain
not defy reality. If you crit on a STR check with the Athletics
Cover. This will enhance your AR and physical defenses, or
skill, for example, then you still cannot lift an entire castle,
might make it impossible to target you altogether.
but you might lift more than you have ever managed before.
Cover is a physical barrier that can block attacks, while
When making any attack, you automatically miss on a
something that obscures you but does not physically block
critical fail, even if you would have a high enough bonus
you from a source of danger might give you the Concealed
to hit normally. Likewise, you automatically hit on a crit,
condition (Appendix A). When you have Total Cover, you
regardless of the target’s defenses.
are also Concealed.
Additionally, if you crit with a weapon (including
MISC ACTIONS unarmed and natural weapons), you deal critical damage.
When dealing critical damage, maximize the amount
It is up to the MC to adjudicate how many AP it costs
of damage that you would normally do (including any
to perform actions not specifically covered in the rules.
modifiers), and then roll your damage dice a second time.
Generally, interacting with a simple object (opening a
Furthermore, you add your LUCK score to your damage total
latched, unlocked door) costs 1 AP, and interacting with a
when you deal critical damage.
complex object (using a key to open a latched and locked
Various abilities might let you expand your crit range.
door) costs 2 or 3 AP. Interacting with a very simple object
This means that you crit on a lower d20 roll, allowing you
(opening an unlatched, unlocked door) might cost 0 AP.
to crit more frequently. If you would normally crit on a roll
POTIONS of 20, and you have an ability that increases your crit range
Drinking a potion costs 1 AP. Feeding a potion to a willing or by 1, then you crit on a roll of 19-20.
Unconscious adjacent creature costs 2 AP. No matter how many abilities you have that let you
increase your crit range, your crit range can never be larger
DA M AG E than 16-20.
When you hit with an attack, you often deal damage.
MASSIVE DAMAGE
DEALING DAMAGE Sometimes, brutal amounts of damage can devastate you in
When you hit with a weapon attack, magic attack, and the a single strike. If you take enough damage that you would
like, you often deal damage. Roll the amount of damage reach negative HP equal to your maximum HP, you gain 4
specified by your weapon, spell, etc.; the creature that you Death Points.
hit loses that many HP, subtracting it from their Current HP.
Weapons are unique in that they add one of your attributes SHIELD HP
to the amount of damage dealt. The attribute is specified by Shield HP is a special type of HP that temporarily bolsters
each weapon type (see Chapter 6). Your attack will also deal a creature. When you take damage, subtract that damage
a specific type of damage. from your Shield HP first, then from your actual HP. You
cannot benefit from multiple sources of Shield HP at once;
DAMAGE TYPES if you would receive multiple sources of Shield HP, you can
There are eleven types of damage, divided across three take whichever would give you more Shield HP. You lose all
categories: Shield HP when you Take a Rest.
Physical Damage: blunt, sharp
Elemental Damage: cold, vorrosive, fire, lightning, toxic
Energy Damage: necrotic, psychic, radiant, sonic

CHAPTER 7 | GAME RULES 329


RESIST DAMAGE THRESHOLD
Some creatures have the ability to avoid or reduce specific Damage Threshold (DT) is a very rare defense that is
types of damage. typically seen on structures and vehicles. DT determines
A creature with Resist X gains the specified number as a how much damage a creature must deal at once to deal any
bonus to their defenses against any attack roll that would damage at all. For example, if a stone wall has DT 15, and
deal that type of damage. a player deals 14 damage to it, it instead takes 0. If a player
If an attack deals multiple types of damage, and the deals 16 damage, conversely, then the stone wall takes all 16
defending creature has Resist against one of those damage damage because its DT 15 was overcome. For the purposes
types, check if the attack would hit without the Resist of overcoming DT, “damage dealt at once” is determined by
bonus. If it would, check if the attack would hit with the a single expenditure of AP. Each expenditure of AP for an
Resist bonus. If the attack would still hit, then the defending attack is a new roll against DT; you cannot stack attacks to
creature takes all of the damage. But if the attack would overcome DT.
miss if Resist applies, then the defending creature only takes For example, a spell deals multiple damage sources, such
the damage that they do not resist. as 2d8 fire damage and 2d8 blunt damage. Since that spell
If an attack would deal half damage on a miss, but the is one expenditure of AP, add them together to determine if
defending creature has Resist against that type of damage, it overcomes DT.
then that creature takes no damage from the missed attack. A player makes two maul attacks against a stone wall on
the same turn. Because these are two expenditures of AP,
VULNERABLE do not add the damage together from the two attacks to
determine if they overcome DT.
A creature with Vulnerable X subtracts the specified number
from their defenses against any attack roll that would deal
that type of damage. Furthermore, when a creature attacks a DYING
Vulnerable creature with that type of damage, the attacking When you are reduced to 0 HP, you begin dying. If you end
creature’s crit range is increased by the Vulnerable number. your turn with 0 HP, you gain 1 Death Point.
For example, if a Skeleton is Vulnerable Blunt 2, then when If you would take damage and have 0 HP, you gain 2 Death
Marcus attacks with his morningstar and deals blunt damage, Points.
he would crit on a roll of 18-20, instead of just 20. Once you have 8 Death Points, you die.
Vulnerable always supersedes Resist or Immune. For While Catching your Breath, you do not gain Death Points,
example, a creature that has Resist Fire 3 and Vulnerable even if you end your turn with 0 HP.
Occult 1 still suffers the Vulnerable 1 penalty against fire Each time you Recoup, remove 1 Death Point.
damage from the Occult Source without gaining the Resist Each time you Take a Rest, remove all Death Points.
bonus.
Vulnerable also always trumps DR and DT. No benefits are KNOCKING
gained from DR or DT against a damage type to which the UNCONSCIOUS
creature is Vulnerable.
A creature that deals blunt damage can choose to deal
nonlethal damage.
IMMUNE When a creature reduces you to 0 HP with nonlethal
If a creature is Immune to a damage type, they can never damage, you regain 1 HP and become Dazed. If you were
take damage of that type. If a creature is Immune to a already Dazed, you regain 1 HP and become Stunned. If you
condition, they are never affected by that condition. were already Stunned, you regain 1 HP and fall Unconscious.
When Dazed or Stunned in this way, you remove the
DAMAGE REDUCTION condition when you are no longer Bloodied or when you
have 15 or more HP (whichever is lower), or when you
If a creature has Damage Reduction (DR) X, they subtract
Catch your Breath.
their DR number from all damage they take, unless they are
If you want to knock an NPC Unconscious, then use
Vulnerable to the type of damage that they are taking.
this system if the alternative would be the NPC gaining
If damage specifies that it ignores Resist, it also ignores DR.
Death Points (some major villains may have this feature,
The DR number may be followed by a weapon tag, magic
at the discretion of the MC). If the NPC is assumed to die
source, or damage type. This means that creature takes full
immediately, you can immediately knock it Unconscious
damage from a weapon with that tag or damage type. For
instead.
example, a creature with DR 5/Fire would take full damage
from fire, and subtract 5 from all other sources of damage. A
creature with DR 15/Silvered would take full damage from
silvered weapons, and subtract 15 from all other damage.

330 CHAPTER 7 | GAME RULES


COMBINING MAGICAL M O U N T E D C O M B AT
EFFECTS ACTIONS
Spells and magical effects of exactly the same name cannot If your mount is under your control, you gain your mount’s
stack on a target. The newer effect always replaces the older Mounted Combat Action Points (MCAP). You lose any
effect. excess MCAP at the end of each of your turns and can only
use MCAP for movement and for the dodge maneuver
M O U N T E D C O M B AT (benefitting the Mount), or an action that specifically states
it uses MCAP on the Mount’s creature sheet.
You can use these rules when riding a mount in combat.
If the mount is intelligent (with an INT of 0 or higher), it
uses its own Initiative and acts on its own turn.
DEFINING A MOUNT
A mount is a willing creature. Riding an unwilling creature FLANKING
would be considered Grappling instead of mounting.
For the purposes of Flanking, a mounted creature and its
A mount must be at least one Size larger than you.
rider are considered to be one creature. If the mounted
A mount must have approximately the appropriate anatomy
creature is considered flanked, then the rider is as well.
for riding. If uncertain, consult with your MC.

MOUNTING REACH WHILE


MOUNTED
Mounting and dismounting both require 1 AP.
The rider of a mount is located at the center of the creature
they are mounted on. If the mount is only one Size larger
FORCED DISMOUNTING than the rider, then the rider can make melee attacks against
If an effect moves your mount against its will while you are any creature within 5 ft of the mount.
on it, you move with it. If the rider is 2 or more Sizes smaller than the mount,
If an effect moves you against your will, you are then they might need a weapon with the Reach property
dismounted, and fall Prone at the end of the movement, in order to make melee attacks against other creatures,
unless that effect moved your mount the same distance depending upon how large the mount is.
and direction as well. If you fall Prone in this way, take 1d6 For example, if a Knight (Medium) rides on a Trench
falling damage. Abomination (Huge), they need a weapon with a reach of
If you or your mount are knocked Prone while mounted, at least 10 ft to be able to attack any creature adjacent to
you must make a DEX/Balancing check to stay mounted. the Trench Abomination, given that the Trench Abomination
The check’s DC is determined by your MC, and a table is takes up 3x3 squares and its rider is considered to be in the
provided below to help the MC make this calculation. If center square.
you succeed, you remain on your mount; if you fail, you Conversely, if a Parsor (Tiny) rides on a Wolf (Medium),
dismount and fall Prone, taking 1d6 falling damage. the Wolf only takes up 1 square, and therefore the Parsor is
RIDING DC still able to make melee attacks against any square adjacent
Start the DC at 15 (as remaining on a mount while Prone to the Wolf.
is challenging), and modify based on these situational data
points. R E A C T I V E A T TA C K S
Situation DC Mod Only the mount can trigger reactive actions (such as reactive
Effect knocking you Prone is +X equal to ½ the spell’s attacks) from movement.
a spell SPC
TA C T I C A L
Creature knocking you Prone is +3 per 1 Size larger A D VA N TA G E A N D
larger than you than you
D I S A D VA N TA G E
You are Focused and/or Rallied -5
Tactical Advantage (TA) and Tactical Disadvantage (TD) are
situational bonuses and penalties that can accrue in combat.
You are Frightened, Shaken, or +2 per condition
TA is a +1 bonus, and TD is a -1 penalty. TA and TD can
Demoralized
accrue indefinitely. When you make a weapon attack, add
You are Dazed, Staggered, or +3, 6, or 9 all your sources of TA and TD together and add the sum to
Stunned your roll. When you make any other kind of attack (magic,
maneuver, etc.), you only add your TD to the roll.

CHAPTER 7 | GAME RULES 331


(There are talents you can take to gain TA with magic and while others are solely detrimental to you (like Dazed
maneuver attacks.) You might have several sources of TA or Frightened). Others can work for you or against you
and TD at once, so be sure to account for all sources! depending on how you utilize them (if you are Prone, you
You gain TA through clever implementation of conditions, are harder to hit with ranged attacks but easier to hit with
such as attacking a Prone target. Your MC might also grant melee attacks). A complete list of conditions can be found in
you TA for narrative reasons, such as having the high Appendix B
ground while dueling your corrupted apprentice.
C R E AT U R E S I Z E S
C ON DI T IONS Heroic adventurers come in all shapes and sizes. A creature’s
Conditions are effects that might be imposed during combat Size might modify its STR and DEX attribute checks (only
that work in your favor or against you. Some conditions Attribute checks, not attacks), as well as how many spaces it
are purely beneficial for you (such as Focused or Rallied), takes up on a battle map. Below is a table of creature sizes.

Size STR Skill Mod DEX Skill Spaces Typical Reach Typical Height/ Typical Weight
Mod Length

Fine -16 +16 5 ft 5 ft 1/2 ft 1/8 lb


Diminutive -8 +8 5 ft 5 ft 1 ft 1 lb
Tiny -4 +4 5 ft 5 ft 2 ft 8 lbs
Small 0 0 5 ft 5 ft 4 ft 60 lbs
Medium 0 0 5 ft 5 ft 6 ft 200 lbs
Large 0 0 10 ft 5 ft 8 ft 500 lbs
Large (long) 0 0 5x10 ft 5 ft 6 ft 500 lbs
Large (tall) 0 0 5 ft 10 ft 16 ft 1000 lbs
Huge +2 -2 15 ft 10 ft 15 ft 1 ton
Huge (long) +2 -2 5x15 ft 10 ft 15 ft 1 ton
Huge (tall) +2 -2 10 ft 15 ft 30 ft 2 tons
Gargantuan +4 -4 20 ft 15 ft 30 ft 10 tons
Gargantuan +4 -4 10x20 ft 15 ft 30 ft 20 tons
(long)
Gargantuan +4 -4 15 ft 20 ft 45 ft 10 tons
(tall)
Colossal +8 -8 30 ft 20 ft 60 ft 100 tons
Colossal (long) +8 -8 10x30 ft 20 ft 30 ft 100 tons
Colossal (tall) +8 -8 20 ft 30 ft 90 ft 200 tons
Titan +16 -16 40+ ft 80% of Spaces Over 100 ft 200+ tons

R E S T I NG RECOUP
In order to recover from the rigors of combat and When you Recoup, you spend 1 hour of no or very light
exploration, you will need to rest. There are three levels of physical activity.
recuperating in MythCraft, each explained below. If you are Bloodied (Appendix B) when you Recoup, then
you regain up to ¼ of your maximum HP. However, when
C AT C H YO U R B R E AT H you regain HP in this way, you do not regain HP that would
cause you to remove the Bloodied condition.
When you Catch your Breath, you take 5 minutes of no or
For example, at level 2, Marcus and Avery both have 16
very light physical activity.
HP, meaning that they are Bloodied if they have 8 or fewer
If you are at 0 HP when you begin Catch your Breath, you
HP. When they Recoup, they would each regain 4 HP. Marcus
do not gain Death Points during that time, and you regain 1
has 3 HP, and Avery has 6. When they Recoup, Marcus
HP at the end of the 5 minutes.
regains 4 HP, bringing him up to 7 total HP; however, Avery
only regains 2 HP instead of 4, bringing them up to 8 total
332 CHAPTER 7 | GAME RULES
HP, because they cannot remove the Bloodied condition as a
E N C UM B R A N C E
result of Recouping.
Recouping assumes that you have time to Catch your Remember to observe the rules of encumbrance while
Breath, allowing you to regain any abilities that would traveling. It is wise to think ahead about how you might
necessitate Catching your Breath. transport any treasure you find on your quests.
Rules on encumbrance are in Chapter 6.
TA K E A R E S T
G O ODW I L L
When you Take a Rest, spend 8 hours of no or very light
physical activity. At least 6 hours of this time must be spent In addition to fighting monsters and exploring wondrous
sleeping. locales, adventurers will need to maintain and cultivate
You regain all of your HP after you Take a Rest and remove their reputation in the various towns and cities that they
all of your Death Points. If you have Fatigue, you remove the frequent.
Fatigue condition instead of removing your Death Points. Goodwill is a mechanic that tracks a community’s
Taking a Rest assumes that you both Catch your Breath and sentiment towards an individual. Any action a party or
Recoup, gaining those benefits as well when you Take a Rest. player takes may generate positive or negative Goodwill.
Professions have a particularly strong effect on Goodwill.
E X P L O R AT I O N Goodwill is tracked across several spheres of the
community, roughly correlated to occupations: academic,
Here are some tables that you can reference when aristocratic, layfolk, mercantile, militant, religious,
determining your party’s travel pace. underworld. Certain Professions are written with this in
Travel Pace Miles/Hour Description mind and specify which spheres of the community you gain
Normal 2 A steady pace of travel, Goodwill in.
balancing speed and If your MC wants to streamline this process, they can
endurance. simply track Goodwill per town or city, instead of tracking
Goodwill for individual community spheres in each urban
Forced March 3 Pushing beyond
area. If they do this, then any feature that gives you +1
normal limits to cover
Goodwill in a particular sphere gives you +1 Goodwill
more ground quickly.
overall.
Cautious 1.5 Moving slowly and Goodwill is tracked privately by your MC and can range
carefully, prioritizing anywhere on a scale from -20 to +20.
stealth and safety.
Goodwill Effect
Encumbered 1 Traveling while
-20 to -15 Villain. You are hated and feared by your
carrying a heavy load
community. Community resources will be
or burden without a
levied towards your arrest and destruction.
wagon or beasts of
burden. -14 to -10 Hated. The community is hostile to your
Forced March: Make a DC 6 END Check, adding Forced presence and will refuse your trade and
March if you have it. The check increases by 2 for each extra lodging. Angry mobs might attempt to exile
hour of travel. If you fail the check, gain Fatigue. you.
Cautious Travel: Gain a +2 Bonus on all AWR checks. -9 to -4 Disliked. Goods and services often cost
Encumbered: If you have more Unwieldy items than can more for you and merchants are unlikely to
be carried per character and no wagon or pack animal, you haggle.
travel more slowly.
-3 to 3 Neutral. You are unknown to the
Weather conditions will also affect your travel pace and
community overall.
your visibility. Weather conditions can be found in the
MythCrafter’s Guide. 4 to 9 Liked. Citizens usually go out of their way
to accommodate you and give you good
S US T ENA NC E deals.

Creatures must eat 1 lb of food a day and drink 1 gallon of 10 to 14 Beloved. Citizens rejoice to see you and
water a day to maintain an adventuring lifestyle. you can always find friends and allies in
You can go a number of days without food equal to your town.
END before gaining Fatigue (see p. 344) for not eating. If you 15 to 20 Hero. You are idolized by your community
do not find food on the final day, you gain Fatigue. You can and can get virtually any good or service
go 2 days without water; on the third day, if you do not find for free. Local authorities will overlook
potable water, you gain Fatigue at the end of the day. minor crimes that you commit and will help
you when they reasonably can.
CHAPTER 7 | GAME RULES 333
APPENDIX A: DEITIES

T
his appendix provides lists of known deities in They don’t believe in Good or Evil, but just try to keep all
Ancerra. These tables contain a deity’s basic planar and deific entities roughly equal in scope of power.
disposition on the cosmos, iconography that their
worshipers might use, and the divine icons to which they AVA D R I
may give you access if you worship, barter with, or steal
The avadri are a race of technological gods, wielding vast
power from that deity.
cosmic powers through the use of machines and programs
that use reality as the hardware and thoughts as software.
M A J O R PA N T H E O N S They often create monuments and supercomputers out
Most of the following pantheons are generally known of basic materials such as stone to exercise their creative
throughout Ancerra, but some (like the Cyoth) are cryptic capabilities. They are generally forgotten gods, known
and almost entirely unheard of by layperson and scholar (and feared) by the other planar entities but lost to the
alike. mainstream historical accounts of many mortals. As such, it
is uncommon for humanoid religions on Ancerra to venerate
A R C H FA E the avadri, though some cults dedicate themselves to them
and some religious teachings mention them in apocryphal
While still considered deities, the archfae are notably less
texts. An avadri might be a Paragon or a Corrupted; these
powerful than most other deities. The archfae can further be
are the two factions of avadri that clashed before the
categorized into six conclaves. These conclaves all reside in
creation of Ancerra in a cosmic war that nearly destroyed
the Everwilds, and an individual archfae might be a member
reality.
of multiple conclaves (though this is uncommon). The
conclaves are as follows:
Ashyidir. The fae from the Ashyidir Conclave are prime AVATA R S
elemental forces incarnate. They often fight amongst Avatars are a small group of fundamental entities that might
themselves, but do not have any true long-lasting animosity also be categorized in any of the other major pantheons.
as they recognize that they all need each other and offer They perpetuate a recurring cycle that can lead to the
something wholly unique to the magibiosphere. Given their creation or destruction of entire worlds. The most powerful
understanding of the necessity of all elements, the Ashyidir archfae, the leaders of the celestials, and the strongest fiend
Conclave is generally lawful and order-oriented. lords could be considered avatars. There are also a handful
Leitspina. Incarnations of the six humanoid senses: sight, of avatars more powerful than all other pantheons. These
smell, taste, touch, hearing, and instinct. The Leitspina avatars follow the model of the six creators, rarely involving
Conclave tends towards chaos, often creating whimsical themselves in direct happenings in the cosmos, instead
alliances with the Stravon just to cause trouble. guiding the other pantheons with a light touch.
Pashak. Archfae from the Pashak Conclave are exemplars
of the plant kingdom. The Pashak Conclave is fiercely C ELE S T I A L S
pacifistic and tries to maintain cordiality between all other
Celestials are disciplined and structured. They understand
conclaves.
the importance of divine law, and typically believe that
Shibmar. Archfae from the Shibmar Conclave are
upholding the cosmic order is their purpose. The Council of
exemplars of the animal kingdom. While the Shibmar
Celestials passes dictates that affect every major actor in the
Conclave tends towards maintaining law, they are also
planes of existence, and the celestials expect to be obeyed
usually more aggressive than the Ashyidir.
by other planar entities. In general, celestials are perceived
Stravon. Incarnations of the various primal emotions
as the arbiters of peace and justice, but the truth is more
and combinations thereof. The Stravon Conclave generally
complicated. Some celestials exploit the cosmic legislative
acts in chaotic and short-sighted fashion, causing endless
system in order to lord power over their colleagues.
frustration for the other courts.
Vertumna. Incarnations of the four seasons, their
symbolic representations. The Vertumna Conclave is
E L DR I TC H
generally unconcerned with day-to-day affairs but applies Horrible, twisted creatures from beyond the known planes,
pressure to the cosmic scales when any one deific faction in the obscuring mists of the Pale. Eldritch beings appeal to
grows too powerful or threatening. cultists due to their strange powers and the fear that they
334 APPENDIX A | DEITIES inspire.
EX I LE S C YO T H
Exiles are former celestials. After the Celestial Civil War, Beings of absolute and uncaring law, they seek to preserve
the exiles were banished to Inferno, where they quickly the existence of spacetime over the existence of life. In
became major warlords and power brokers in the hellscape. certain instances this has led to them carrying out mass
While the exiles are denounced in mainstream religions, exterminations when necessary and creating entire races
some religious offshoots believe that the exiles were treated when needed. They are even more cryptic and unknowable
unfairly and need to be venerated. than the ancient avadri, and virtually no mortal has ever
heard of them.
F I EN D L OR DS
Before the exiles arrived in Inferno, the fiend lords ran the
plane. Beings of brutality and chaos, they wage ongoing
war with the exiles. Fiend lords typically have secretive and
twisted cult followings.

A R C H FA E D E I T I E S
A S H Y I D I R C O N C L AV E
Deity Icons Symbolism Personality, Beliefs, and Tenets
Aeshir Cultivation, Raging fire She recognizes that time is finite, so you should do what you can while
Freedom, Light you draw breath. Sometimes that means knocking things down to make
AY-sheer something new.
Aevis Austerity, Swirling wind They are accommodating of many viewpoints, for truth can be found
Freedom, Love anywhere if you look hard enough.
AY-ves
Aya Decay, Fate, Blanket of ash She believes that the aftermath of utter annihilation is utterly fascinating,
Serenity and it is where true growth can occur.
AY-uh
Gaard Order, Serenity, Sturdy rock Actions are dangerous. He believes in careful consideration and deliberation
Wisdom before any significant action.
GAHRD
Gaesh Light, Wrath, Bubbling lava He thrives on conflict, seeing it as a chance to prove one’s might and worth.
Wisdom
GAYSH
Gaevid Austerity, Fate, Shifting sand She acts as an intermediary, trying to smooth over conflict whenever it
Freedom might arise. The happier everyone is, the happier she is.
GAY-ved
Sharyd Cultivation, Wet clay They adore any form of creative outlet, moving from one hobby to another
Order, Love with dizzying speed.
SHAHR-ed
Sheryn Freedom, Love, Crashing water She holds a strong will and is incredibly emotional, prone to bouts of rage;
Wrath however, she also cares for those close to her with unmatched passion.
SHEHR-en
Vishyyr Austerity, Order, Icy glacier They believe that emotion leads to rash decisions with terrible
Serenity consequences, and emotion has no place in a mature person.
vish-EAR
Yasheri Freedom, Exploding Love and pleasure are all that really matter in life. He believes that as long
Hedonism, Love steam as your actions hurt nobody, do whatever brings you joy.
yash-EHR-ei

APPENDIX A | DEITIES 335


L E T S P I N A C O N C L AV E
Deity Icons Symbolism Personality, Beliefs, and Tenets

Aralunsi Hedonism, Tongue Enjoy the finer things in life, for you will not live forever. He finds
Knowledge, Salvation great purpose in eating, singing, and conversing.
ahr-ahl-UN-see
Daropmet Darkness, Knowledge, Ear Be patient and understand what someone else is really trying to say.
Wrath They are deeply fulfilled through conversation and contemplation.
DAHR-ohp-met
Etaluna Fate, Nature, Wisdom Raised Sometimes, you just have to trust your gut. She embodies the elusive
hackles “sixth sense” and the simple but undeniable feeling when something
et-ahl-UN-uh is wrong.
Patyra Hedonism, Love, Hand They are completely focused on the present. You never know what
Nature tomorrow holds, so why bother fretting?
pat-EER-uh
Latisk Knowledge, Light, Eye It’s important to keep your eye on the big picture. He is constantly
Wisdom vigilant and always trying to consider the grand plan.
LAT-isk
Rosfa Salvation, Nature, Nose Sometimes, memory can hold more truth than plain fact. She
Serenity finds both sentiment and formative experiences to be absolutely
ROSS-fuh foundational to existence.

P A S H A K C O N C L AV E
Deity Icons Symbolism Personality, Beliefs, and Tenets
Amazonia Cultivation, Jungle tree If you have in abundance, you ought to share with those less fortunate.
Hedonism, Light
Augustan Ambition, Salvation, Sequoia Take measures to ensure that your legacy casts a long shadow, as it is
Light all that will remain of you once you are gone.
ah-GUST-un
Brackist Austerity, Bravery, Mangrove Be open to unexpected circumstances and adapt to whatever situation
Freedom you find yourself in.
BRACK-ist
Caspit Austerity, Nature, Cactus Be careful with what you have. The glutton will starve first, come the
Revenge famine.
KAS-pet
Cedrian Bravery, Salvation, Conifer The hard and cold times in life give context and sweetness to the easy
Serenity and warm months.
SEHD-ree-un
Elpad Light, Hedonism, Maple Merriment, a jovial spirit, and deep friendship are the staples of a life
Love well lived.
ELL-pad
Junia Cultivation, Love, Fern Tend to your own comfort and needs, and the needs of those you love,
Serenity provided that you don’t hurt others to do it.
JOO-nee-uh
Okart Bravery, Honor, Oak Take a stand against injustice and shelter the helpless from danger. If
Redemption you have the means to protect others, and you ignore them, you are
OAK-ert worse than a villain.
Pecash Cultivation, Tree nut Patience pays. Sometimes, you don’t see the fruits of your labor for
Salvation, Wisdom years or even decades.
PECK-esh

336 APPENDIX A | DEITIES


Relustin Cultivation, Berry bush Trust the world around you to provide. Sometimes it will give
Hedonism, Salvation abundantly, sometimes the bare necessities, but always will it give.
rel-UST-en
Wylla Fate, Honor, Order Birch Structure, community, and a group mentality give every living thing a
greater meaning and purpose.
WILL-uh
Yvinna Ambition, Decay, Nettle Draw in unsuspecting victims to seek your comfort, and then torture
Darkness them until they beg you to stop. This is power, and it is yours to
yev-EEN-uh command if you are willing.
Zenir Hedonism, Nature, Desert grass Celebrate with abandon when you can, because hardship and war are
Wrath all too common.
zen-EER

S H I B M A R C O N C L AV E
Deity Icons Symbolism Personality, Beliefs, and Tenets

Al’An Knowledge, Light, Giraffe’s head Do not go looking for danger, but always be aware of its reality. Stay
Wisdom vigilant to ensure the safety of those you love.
al-AHN
A’rl’ng Bravery, Freedom, Horseshoe Run wild and live free. Do not let anyone put shackles, real or
Honor ideological, on your own untamable spirit.
AH-ril-ing
Arych Ambition, Spider web There is a scheme devious enough to bring anyone to their knees. Learn
Darkness, Revenge these schemes and utilize them, or they will be used against you.
AHR-yick
Clikkirikkilc Decay, Darkness, Beetle One must work hard in order to earn any reward. Many hands,
Order however, make such work light, and even enjoyable.
Kli-KI-rik-ilk
Enthri Freedom, Eagle head in Many opportunities will present themselves to you if you maintain a
Knowledge, Wrath profile keen and watchful eye.
EHN-three
Gusper Fate, Freedom, Salmon A simple life is often the most satisfying. Go where the current of life
Salvation takes you, content with your family and your surroundings.
GUS-pehr
Heq Hedonism, Revenge, Boar head Violence is in every creature’s nature. Do not shy away from such
Wrath emotions or the acts that they prompt, for they make you powerful.
HEK
Immort Austerity, Order, Turtle shell Be in no rush. The slow and cautious planner usually succeeds where
Salvation the frantic worker fails.
em-OORT
Khailain Ambition, Decay, Cobra head Always treat others the way that they treat you. Assume that everyone
Revenge is out to manipulate you or get ahead.
kal-AIN
Kleppar Bravery, Freedom, Squirrel Maintain a balance between present and future. Take pleasure in the
Nature eating a nut present moment, but also prepare for hard seasons that will one day
kleh-PAHR come.
Kos Bravery, Love, Peacock It is right and good for one to seek status. By appealing to others, they
Wisdom feather will respect you more.
Leshy Cultivation, Orangutan Any discarded detritus might be repurposed into a tool. The things you
Knowledge, Nature head can create are limited only by your imagination.
LESH-ee
Lob Salvation, Light, Holstein cow Strive for bright, tranquil days. When possible, avoid darkness and
Love conflict of all varieties.

APPENDIX A | DEITIES 337


Porov Austerity, Order, Hermit crab Strong walls and an insular community can ward off even grave threats.
Serenity
POR-ov
Pretibyrd Freedom, Light, Chickadee Song and music have no intrinsic merit, but they provide beauty. That is
Love merit enough.
PRET-ee-berd
Saurzan Bravery, Death, Alligator In a world ruled by chaos and cruelty, you either kill or get killed. Do
Honor head what has to be done.
SOAR-zen
Sekh Freedom, Lion’s head Wander the world as far and wide as you can, always seeking new
Hedonism, Wrath experiences. Embrace every opportunity.
SEK
Shap’ke Darkness, Fate, Shark fin Take advantage of those with less power than you, but do not crush
Revenge them, lest they stop providing you with endless resources.
SHAHP-kee
Stoll Austerity, Death, Vulture head Death is inevitable, so make use of this fact. Do not seek out death, but
Knowledge do not turn from it either. Anything can be made useful.

Tamat Death, Darkness, Elephant Never forget the past, for it is in the lessons of the past that we can
Knowledge head learn to shape a better future.
TAM-aht
Vele Bravery, Honor, Bear paw You will, invariably, be knocked down. When this happens, get back up.
Love You will be stronger for it.
VEY-ley
Woden Fate, Redemption, Crow Gaze ever into the future, and navigate the waters of life with sage
Wisdom counsel and a level head.
WOE-den
Wolven Honor, Love, Nature Wolf paw Your strength is never greater than when you surrender to others, and
your weakness is never stronger than when you rely only on yourself.
WOHL-vehn

S T R AV O N C O N C L AV E
Deity Icons Symbolism Personality, Beliefs, and Tenets
Assi Decay, Revenge, Humanoid with a He believes that life is a series of miseries, separated by brief
Redemption donkey’s head moments of annoyance. Might as well make sure everyone knows it.
ass-EE
Bline Hedonism, Handheld fan Alternating between joy and disgust, she tries to guide people in her
Light, Love own relatively narrow view of what “good” is and help them avoid
BLIEN “bad.”
Caliban Decay, Knotted staff with Often misunderstood, he inspires fear in all who see his hideous
Redemption, barnacles on it visage. In truth, although he angers quickly, he seeks to protect the
KAHL-ib-ahn Wrath misguided and help them see the error in their ways.

Edmari Austerity, Happy and sad Typically agitated and frustrated, he believes that any institution
Serenity, Wrath masks becomes corrupt over time. After a certain point, all orders must be
ed-MAHR-ee razed and started over.
Eyar Fate, Serenity, Sleeping pony Weary at the endless cycle of pain and shattered hopes, she prefers to
Wisdom slumber in melancholy and hope that one day the dreams give way to
EE-yer a brighter reality.
Halam Hedonism, Upraised hand Broody and emotional, he can be prone to manic phases of violent
Serenity, Wrath holding a skull action before returning to his emotional muck. He embodies the
hal-AHM tension between a desire for change and the overwhelming weight of
said change.

338 APPENDIX A | DEITIES


Leira Darkness, Woman’s face with Alternating between long periods of relaxation and brief phases of
Nature, Revenge a bandage covering panicked alarm, she tries to guide her pupils and her wards away
LEY-ruh her eyes from harm without revealing herself.
Oberon Darkness, Love, Moon A gloomy lover who feels intense passion for his family and his
Revenge subjects, he can be an unstable and unpredictable force.
OEB-ehr-ohn
Puck Freedom, Dragonfly A carefree miscreant more than willing to do the dirty work of any
Salvation, other deity, provided that it will not land him in too much trouble.
Serenity
Rometta Decay, Freedom, Spilled cup Obsessed with finding love for herself and helping mortals find love,
Wisdom she is usually deeply happy or quite sad – or that strange, sweet mix
rom-ETT-uh of both.
Titania Light, Serenity, Sun A pensive and long-term planner, she makes decisions that she
Redemption believes will benefit the ongoing wellbeing of her family and her
ti-TAIN-ee-uh subjects, even if those decisions are incredibly mundane.

V E R T U M N A C O N C L AV E
Deity Icons Symbolism Personality, Beliefs, and Tenets
Rosen Cultivation, Love, Budding She sees beauty in the act of creating and cultivating new life, and in
Nature flower renewing old promises.
ROES-un
Strack Austerity, Snowflake Hardship gives rise to responsibility. He believes that frugal living is wise,
Darkness, Honor and creatures have the duty to look after one another.
STRAHK
Thaund Cultivation, Lightning bolt He often lives in the moment, without a thought for the next day. Quick to
Hedonism, Wrath wrath, and equally quick to forgiveness.
THAWND
Wythen Decay, Death, Fallen leaf Make merry, for tomorrow all will die. She believes in accepting the
Hedonism inevitable and in finding enjoyment in the present.
WEI-then

AVA D R I D E I T I E S
C O R R U P T E D AVA D R I
Deity Icons Symbolism Personality, Beliefs, and Tenets
Dethonax Ambition, Decay, Cluster of spiked A devious hivemind who uses any means available to control and
Wrath chains extort other creatures to his own ends. Paranoid, secretive, and
DETH-oh-NAX possessive.
Karthanon Decay, Cultivation, Bloody pawprint Manic and obsessive creator of all manner of poisons and
Revenge monstrosities. She tends not to scheme like the other Corrupted,
kar-THEN-ohn but acts on impulse.
Amonaq Death, Hedonism, Asteroid cluster Fanatically determined to eradicate life at any cost, as it sees all
Wrath existence as a terrible curse.
AH-muhn-ock
Ustaz Ambition, Death, Spiked hammer Believes that if he consumes enough souls he will ascend as
Revenge the ultimate god. His schemes are entirely to help him kill and
OOS-tahz consume more creatures.

APPENDIX A | DEITIES 339


Jehemekh Decay, Hedonism, Eight daggers Utterly exploitative, he will backstab anyone, including staunch
Knowledge bundled together allies, if it will get him ahead. Above all, he wants to amass more
JEH-hem-eck power and wealth to lord over all other creatures.

Kamosh Freedom, Hedonism, Bleeding Kamosh offers little thought to the future, instead pursuing any
Wrath anatomical heart form of indolent pleasure that they can find in the present.
KAM-osh
Lashrael Austerity, Darkness, Black scythe An uncaring and unfeeling force of death who simply wants to see
Knowledge the universe plunge into eternal darkness.
LASH-ray-el

P A R A G O N AVA D R I
Deity Icons Symbolism Personality, Beliefs, and Tenets
Nexariel Cultivation, Four-dimensional Cold and uncaring, endlessly calculating. She exists as thousands
Order, cube of hypothetical iterations of the original Nexariel, who duplicated
nex-AHR-ee-el Knowledge herself before sacrificing herself to save the avadri.

Romariel Order, A forge hammer Compassionate and creative, he tends towards sorrow rather than
Salvation, engraved with a anger when he is wronged. A smith and mason of cosmic proportions.
row-MAYR-ee-el Redemption flower
Faetanorel Freedom, Opened book of Creative and generous to the point of naivete, she seeks to create
Honor, Love music songs and creatures that can spread joy, and tries to ignore when they
fay-TAN-oh-rel use their gifts for ill.
Yazardarel Death, Order, Flaming gavel Absolutely emotionless embodiment of justice with no room for
Revenge negotiation or exception. She sees no reason to offer any mercy to the
yah-ZAR-duh- guilty.
rel
Syllimael Austerity, Bleak humanoid A silent watcher, preferring to observe than interact directly. But
Darkness, face with a hand when they deem it necessary to intervene, their plans are unerringly
Sai-LEM-mai-el Wrath over its mouth successful.
Rakariel Death, Light, Upraised hand A violent warrior who strives for righteousness but will often strike
Wrath with a decorative first when he feels that proactive justice can prevent greater loss.
ray-KAHR-ee-el eye in the palm

AVATA R D E I T I E S
AVA TA R S
Deity Icons Symbolism Personality, Beliefs, and Tenets
Door Fate, Freedom, Door An impersonal, single center point that connects all worlds.
Knowledge Represents all beginnings and endings.
Dream Austerity, Darkness, Sleeping face A consciousness of what might lie beyond reality, what may or may
Serenity not come to pass, and endless possibilities. The Dream is the bridge
between the physical and spiritual.

Guide Cultivation, Knowledge, Lighthouse Taking many forms, a Guide is born when the cycle stalls and their
Redemption only drive is to put the cycle back into motion.

Interloper Ambition, Hedonism, Smirking face The Interloper exists as a necessary antagonist and contingency to
Revenge the cycle. Their goal is to break the wheel and end the cycle. The
Interloper constantly sturdies the wheel by attacking it.

340 APPENDIX A | DEITIES


Messenger Knowledge, Light, Folded letter Connects worlds and realities. Roams the dream and seeks truth.
Wisdom Brings sacred knowledge, invention, and enlightenment to mortal
life across the multiverse.
Mother Cultivation, Love, Face with head The first avatar. The Mother begins a cycle. Cultivates life and love.
Wisdom scarf
Orphan Ambition, Austerity, Cradle One who embodies trial, hardship, endurance, and survival. The
Fate Orphan heralds the end of the cycle.
Prophets Bravery, Honor, Face looking The Prophets are the antithesis of Mother’s children. They contend
Redemption upward with each other to sway the Orphan, one to destruction and one to
enlightenment.
Superstar Ambition, Fate, Star The moral uniter, the speaker of a collective dream, representing
Hedonism fame, riches, glory, and unity.
Surrender Death, Decay, Entropy Downcast face A dark force that can break most, but pushes heroes to action.
Surrender is sometimes aware of its existence as a necessary evil and
will martyr itself as a culling force.
Veil Fate, Darkness, Serenity Curtain The obscuring force that preserves the mystery of the future. An
enigmatic agent of chaos. Everything undiscovered and uncreated.

Violence Death, Revenge, Wrath Yelling face The second avatar. Violence represents an eventuality that cannot
be avoided, brother against brother. Those seeking the Orphan must
find the Mother and Violence to start their path.

T H E S I X C R E AT O R S
Deity Icons Symbolism Personality, Beliefs, and Tenets
Change Ambition, Butterfly The incarnation of change. One small action can have endlessly cascading
Freedom, Nature ripples. From chaos comes all beauty.
Time Decay, Cultivation, Cat The incarnation of time. Controls the rate and flow of the multiverse’s
Fate forward progression. Protects the cycle.
Death Decay, Death, Crow The incarnation of death. Determines how the afterlife works and controls
Nature what happens to Essence after its vessel is gone.
Life Ambition, Fish The incarnation of life. Capable of creating mythic artifacts, living worlds,
Hedonism, and other deities.
Salvation
Destruction Decay, Order, Serpent The incarnation of destruction. Breaks down vessels, nations, planets, and
Wrath realities so that new ones might be created.
Creation Cultivation, Order, Turtle The incarnation of creation. Gives form to previously formless matter and
Wisdom energy, creating galaxies and realities.

C ELE S T I A L DEI T I E S
Deity Icons Symbolism Personality, Beliefs, and Tenets

Ahuromazdi Love, Redemption, Half-moon Charitability and wise counsel. He quietly works behind the
Wisdom solar eclipse scenes to facilitate reconciliation between aggrieved parties.
ah-HOO-row-MAHZ-
dee
Alenoc Ambition, Order, Thick, closed Crafty and methodical planner. He uses any means at his
Knowledge book disposal to gain influence and wields it with brutal efficiency.
AHL-en-ock

APPENDIX A | DEITIES 3 41
Betorien Bravery, Honor, Weighing Delicately balances pragmatism and empathy. She seeks
Wisdom scales peace and reconciliation, but accepts that this sometimes
be-TOUR-yen involves harsh justice.
Elohiereen Cultivation, Winged fish Generally considered the mother of mythic beasts, she
Knowledge, Nature always seeks to create new and wondrous creatures. Can be
ehl-OH-hier-EEN impulsive.
Judesaril Honor, Salvation, Flaming He is extremely security-oriented and militaristically pursues
Wrath sword the containment or execution of planar threats.
joo-DEH-sah-rihl
Lucien Freedom, Love, Harp Both loving and lustful, they embody both infidelity and
Redemption dedication in an intense tumult.
LOO-sien
Musharan Bravery, Honor, Light Antler Defender of the weak and speaker for those without a voice.
He also follows every celestial law to the letter, even when
MOO-sheh-rahn this misses the law’s intent.

Niphtaral Bravery, Order, Half-decayed Publicly a supporter of law and precedent, he maintains
Revenge tower schemes within schemes to cause tradition to crumble.
NIFF-tahr-all
Rasheen Ambition, Bravery, Executioner’s A prowling protector that seeks out threats and neutralizes
Light axe them to keep the innocent safe.
ray-SHEEN
Tovare Cultivation, Sprouting The leader of the Celestial Council, dedicated to cultivating
Salvation, seed the best in everyone and always seeking to redeem any who
TOW-vahr-ey Redemption lose their way.
Yrojaram Ambition, Decay, Flame-bladed A constant advocate for the villain and the monster, she
Freedom dagger trumpets the belief that there are always two sides to every
yer-OH-jar-ahm story.

EX I LE DEI T I E S
Deity Icons Symbolism Personality, Beliefs, and Tenets
Angrodean Decay, Hedonism, Fattened boar Will do anything to further his own comfort; believes one’s own
Serenity desires are the only truth.
an-GROW-dee-
un
Bolloc Bravery, Nature, Rabid dog’s They find purpose in eviscerating anyone and anything that moves.
Wrath head War provides meaning.
BOL-ock
Lissama Light, Love, Wrath Hissing snake Power and control through any means are the ultimate good. She
will do anything to gain and maintain such power.
liss-AHM-uh
Mikhael Ambition, Eagle’s wings Power is a means to an end: the protection and glorification of all
Salvation, Wrath creation. He intends to rule over the multiverse, as none could do it
MICK-hai-el better.
Ortharia Ambition, Decay, Chipped tooth Believes that the surest way to gain power and control is by
Darkness destabilizing everyone and everything around her.
or-THER-ee-uh
Ralzire Darkness, Honor, Bat’s wings Any born into darkness can nonetheless find the light. He is on
Redemption his own journey to such an effect and guides others on similar
rahl-ZIER redemptive journeys.

342 APPENDIX A | DEITIES


Shivran Death, Order, Owl head with Power lies in belief. She does whatever it takes to convince others
Wrath bleeding eyes of her own cause and her own capacity to enact it, for this is what
SHIV-rahn truly inspires change.
Zutonian Death, Honor, Horned helmet Single-minded focus on achieving an objective. He believes that
Knowledge over a skull collateral damage is an illusion: if the objective is achieved, that’s
zoo-TOHN-ee-un all that really matters.

F I EN D L OR D DEI T I E S
Deity Icons Symbolism Personality, Beliefs, and Tenets
Gezanmorcrux Bravery, Death, Axe with a haft A brutish, hulking fiend. He believes that the direct
Wrath resembling a giant approach is usually the best.
GEZ-ehn-MOHR-crux femur
Rakmourtuth Death, Darkness, Six curved swords A cunning demon agile of both body and mind. He believes
Revenge held in a bleeding fist that action is important, but only after careful planning.
rack-MOOR-tuth
Sahrnulothon Darkness, Three triangular eyes A figure who sees all throughout the multiverse. She is
Knowledge, rimmed in flame unendingly intelligent, and he makes no deal without steep
sur-NUHL-eth-ohn Revenge recompense.
The Six Bishops Austerity, Decay, Human skull with six A group of six death-obsessed entities that are constantly
Nature eyes in a state of terminal illness. They are replaced by their
hopeful apprentices as they die.
Thaniakoth Death, Tongue licking fangs A carnal and riotous figure, he relishes any form
Hedonism, of hedonistic gratification and is known for fits of
THAHN-ee-ack-oth Revenge unpredictable passion.
Yolmurathun Ambition, Fate, Flaming warhammer A scheming fiend who spends as much time forging new
Revenge inventions as he does planning his next moves in battle.
YOHL-mur-AYTH-un

APPENDIX A | DEITIES 343


APPENDIX B: CONDITIONS

W
henever an ability references a condition, you can
check this appendix to see what that condition
CHILLED
does. Moving and making weapon attacks cost 1 more AP than
they would normally.
AFFINITY
When you have an Affinity with a type of damage, you take
CONCEALED
½ of that type of damage, and deal +3 additional damage You are Concealed when you are not completely hidden, but
whenever you deal that type of damage. Line of Sight is interrupted by fog, smoke, foliage, or other
obscuring phenomena. Creatures are aware of exactly where
BLEEDING you are but cannot see you clearly. While Concealed, you
have TA on attacks provided that you can see your enemy
A creature suffers Bleeding at the beginning of each of their
clearly, and attacks against you have TD.
turns, taking the amount of physical damage specified. This
might be a set number or a die roll, such as Bleeding (1d4).
The effect is ended by receiving any amount of magical
COVER
healing, Catching your Breath, or by receiving a successful If at least ½ of your body is protected by an object that
INT/Medicine check. would block physical damage, then you have Partial Cover.
Your AR and physical defenses gain between +1 and +3
BLINDED against ranged attacks, determined by your MC and the
amount of cover you have.
You cannot see or gain any benefits from any ability
When you have Total Cover, you cannot be targeted by
requiring sight. All creatures are Unseen.
ranged attacks or any effect that requires Line of Sight to you.

BLOODIED DAZED
You gain the Bloodied condition when you have equal to or
Your current AP is reduced to 3, unless it was already 3 or
less than ½ your maximum HP.
lower. You gain no more than 3 AP at the start of your turns
while Dazed and cannot use Reactive AP or carry over AP
BROKEN from previous rounds.
You are Frightened and Shaken. You must use all available
movement to retreat from perceived danger. DEAFENED
You cannot hear and are immune to effects that require
BURNING hearing. You automatically fail any roll that requires you
A creature suffers Burning at the beginning of each of their to be able to hear. Casting a spell that requires verbal input
turns, taking the amount of fire damage specified. This requires you roll 2d20 and take the lower result.
might be a set number or a die roll, such as Burning (1d4).
The effect is ended by being doused in water or by rolling in DEMORALIZED
dirt or mud by falling Prone and spending 3 AP.
All attacks against a Demoralized creature gain TA.

CHARMED ENGAGED
You look upon the creature that Charmed you as a friendly
A target that is Engaged provokes a 0 APC reactive attack
acquaintance. You will not intentionally harm the creature
when it leaves the reach of the creature that has Engaged it.
that Charmed you. When that creature targets your ANT,
If the attack hits, the creature takes damage as normal and
LOG, or WILL, they get TA. When that creature makes an
its speed is reduced to 0 until the start of its next turn.
INT or CHA check to interact with you, they roll 2d20 and
use the higher result. Unless stated otherwise, you know you
were Charmed after this condition fades.
ENTHRALLED
You are Charmed and lose your sense of self, following the

344 APPENDIX B | CONDITIONS


instructions from the creature that Enthralled you even forced movement, the Grappling creature decides if the
to the point of putting yourself in danger. You will not Grappled creature moves or not.
intentionally harm the creature that Enthralled you, but will If you use magic to Grapple another creature, the creature
not undertake actions that will obviously lead to your death. may break the Grapple normally, making a STR or DEX attack
For example, you may attack your ally, but would not fall against your FORT or REF.
on your own sword. When the creature that Enthralled you
attacks your ANT, LOG, or WILL, or makes a check against GROUNDED
you using its INT or CHA, it rolls 2d20 and uses the higher.
You cannot teleport or move to a different plane, nor can an
external effect impose teleportation or plane-shifting effects
FAT I G U E D on you.
Whenever you suffer Fatigue, immediately gain 1 Death
Point and become Fatigued (you suffer 1 Death Point each HELPLESS
time you suffer Fatigue, even if you were already Fatigued).
When you take melee damage, you lose all of your HP.
While Fatigued, you do not remove your Death Points when
you Recoup or Take a Rest. Instead, when you Take a Rest,
you remove the Fatigued condition if you eat and drink the
PA R A LY Z E D
minimum amount needed to sustain you. You are Helpless and your AP becomes 0. You gain 0 AP at
the start of each of your turns while Paralyzed.
FLANKING
If you are Flanking, you gain +1 TA against the creature
PETRIFIED
that you are Flanking. You are Paralyzed. Your body is physically transformed into
stone or a similar material as specified by the source of the
FOCUSED condition. The source of the condition will also specify how
to end the condition, such as with the Greater Restoration
You gain TA against a specific target. When you gain this
divine ritual.
condition, it will specify which target you gain TA against.

PHOBIC
FRIGHTENED
You are Frightened when you can see the subject of your
You have TD while the source of fear is in sight, and cannot
phobia. This effect is permanent until removed.
willingly move closer to the source of your fear.

PINNED
GRAPPLED &
GRAPPLING You are Prone, Grappled, and gain an additional TD on
attacks. Creatures making melee attacks against you gain
If a Grappled creature is the same or a smaller Size than
TA, and creatures making ranged attacks against you gain
the creature Grappling it, the Grappled creature’s speed
TD.
becomes 0 ft and the Grappling creature’s speed is halved.
If a Grappled creature is two or more Sizes smaller than
the Grappling creature, the Grappling creature’s speed is
PRONE
unaffected. You have TD on all attacks while Prone, and cannot make
If a Grappled creature is one or two Sizes larger than attacks with two-handed weapons. Additionally, melee
the creature Grappling it, the Grappled creature’s speed is attacks against you have TA, and ranged attacks against you
halved, and the Grappling Creature’s speed becomes 0 ft. have TD.
If a Grappled creature is three or more Sizes larger, the
Grappled creature’s speed is unaffected, and the Grappling PROTECTED
creature’s speed becomes 0. You gain +2 to your AR and physical defenses while
On its turn, a Grappled creature can try to break out of Protected.
a Grapple once per turn by spending 2 AP (or using one
action, if it is an NPC) to make an STR attack against the RALLIED
FORT, or DEX attack against the REF, of the creature that is
You cannot be Demoralized, Frightened, or Shaken. If you
Grappling it. On a success, the creature frees itself.
are already suffering from one of these conditions, the
A creature who is Grappling can let go at any time
effects are suppressed while you are Rallied.
without spending AP. Forced movement does not end the
Grappled condition. If the creature who is Grappling is
subjected to forced movement, the Grappled creature is
RESTRAINED
moved with it. If the Grappled creature is subjected to A creature is Grappled. When attacking a Restrained
APPENDIX B | CONDITIONS 345
creature, roll 2d20 and use the higher roll. Unless otherwise check against the attacker’s DEX/Sneaking. If the attacker
stated, escaping the Restrained condition is the same as wins all skill contests, it remains Unseen and combat does
escaping the Grappled condition, but requires 3 AP (or two not begin. Otherwise, roll Initiative and Partial Surprise
of an NPC’s actions). rules apply to all Surprised creatures.

SHAKEN S U R P R I S E D ( PA R T I A L )
You suffer a -2 penalty to all d20 rolls. If creatures are Surprised, they don’t act on the first round
of Initiative and have TD on the second round. They cannot
SICKENED use reactive actions until after their first turn in which they
can take action, and do not carry over AP until after their
Whenever rolling a d20, roll 2d20 and take the lower result.
first turn in which they can take action.
Creatures that are not Surprised have TA on the first two
SILENCED rounds of combat against creatures that were Surprised.
You cannot vocalize. You automatically fail any roll that
requires the ability to speak or use verbal components. TA U N T E D
You have TA attacking the creature that Taunted you, and
SLOWED have TD attacking other creatures.
Your speed is halved.
UNCONSCIOUS
S TA G G E R E D The creature must roll three dice and take the lowest result
You gain half the AP than you normally would at the start of to perceive checks that rely on sound. They automatically
each of your turns. fail checks that rely on vision. A creature can be shaken
awake by another creature who expends 1 AP as long as
STUNNED they have at least 1 HP. Taking any damage automatically
Your current AP is reduced to 1, unless it was already 1 or ends this effect. An Unconscious creature is Helpless.
lower. You gain only 1 AP at the start of your turns and your
AP cannot be raised above 1 while Stunned. NPCs can only UNSEEN
take one movement action on their turn. An Unseen creature gains TA, and when it makes an attack,
it rolls 2d20 and takes the higher result. It cannot be
S U F FO C AT I N G targeted by Line of Sight effects. Unseen creatures are also
After Suffocating for a number of rounds equal to your END considered Concealed.
+1, you gain a Death Point at the start of each of your turns. Unless the source of the Unseen condition states otherwise,
you lose the Unseen condition when:
SUPPRESSED • You make an attack roll.
• You are struck by an attack.
You cannot use your AP to move.
• A creature would occupy the space that you are in as
part of their movement.
SURPRISED • You move into clear Line of Sight of a creature, such as
(COMPLETE) into bright light, out of concealment, or the like.
Complete Surprise only occurs when a creature attacks an When trying to spot an Unseen creature, you can spend 1
enemy under all of the following conditions: AP (NPCs can trade one action) once on your turn to attack
• The target does not perceive the attacker and is an Unseen target’s ANT with your AWR. If you win, you
unaware of their presence. know what square it is occupying, but it remains Unseen. If
• The target is not in a heightened state of awareness it is more than 60 ft away from you, you automatically lose.
or on alert. For example, an alarm being raised, or If you are the target of a ranged attack or effect, you
being actively in combat, even if it’s with a third party, know which direction the attack came from. If you are the
disallows a full surprise round. target of a melee attack, you know which square you were
In this instance, the creature who begins combat is attacked from.
granted double their AP and takes a single turn. When attacking an Unseen creature, indicate which
If the defender survives this attack, that creature and square you are attacking, roll 2d20, and take the lower
its allies are Partially Surprised and combat begins. If the result. You know if the attack hits, but gain no information
creature that is attacked is reduced to 0 HP or knocked from missing.
Unconscious and the attacking creature is Unseen, the
victim’s allies that are within 30 ft make an AWR/Perceiving

346 APPENDIX B | CONDITIONS


INDEX

A Little Bit of Soul, 297 Arcane Booster, 146 Attribute Points, 7 Biology, 323 Bull Rush, 290
Abjure Unholy, 97 Arcane Cantrips, 215, 216 Audio Dampeners, 147 Blackjack, 143 Bulwark, 190
Absorb Explosion, 118 Arcane Intellectual, 108 Augmentor, 146 Blacksmith Tools, 313 Burning, 344
Academic, 53 Arcane Knowledge, 215 Augmentor Extraordinaire, Blade Blocker, 291 By Feel, Not Measure, 297
Accelerando, 155 Arcane Magic, 215 147 Blades (Large), 305 Calculating, 133
Acrobat, 296 Arcane Power, 215 Augmentor Track, 146 Blades (Small), 304 Caliban’s Cackle, 183
Acrobatics, 322 Arcane Ritual, 215 Aura, 189 Bleeding, 344 Calligrapher, 297
Action Points, 327 Arcane Source, 214 Aura Enhancements, 189 Blessed Blade, 192 Calligraphy, 323
Adaptive, 184 Arcane Spells, 215, 218 Aura of Aggression, 190 Blind Fighting, 177 Camping Kit, 313
Adaptive Armor, 146 Arcane Magic Tags, 215 Aura of Protection, 190 Blinded, 344 Can’t Kill What you Can’t
Additional Blueprints, 148 Arcane Magic Stack, 215 Aura of Reduction, 190 Blink of an Eye, 143 Catch, 293
Additional Identities, 138 Arcane Versatility, 108 Aura of Vitality, 190 Blood Permeation, 119 Cancel Spell, 167
Adept of the Psionic, 279 Arcane Weaver, 107 Aura Track, 190 Blood Rampage, 96 Cantrip Cannon, 154
Advanced Dual Wield, 291 Arcane Weaving Track, 107 Austerity (Icon), 102 Blood Will Flow, 92 Cantrip Focus, 112
Advanced Maneuvers, 328 Arcanist Understudy, 297 Avadri, 339 Bloodied, 344 Cantrips, 212
Affinity, 344 Archdruid, 116 Avatars, 340 Bloodlust, 96 Capstone, 76
Aimed Shot, 144 Archery Focus, 170 Awakened Spellbook, 115 Bloody Recall, 192 Careful Appraiser, 298
Aimed Strike, 140 Archery Track, 170, 290 Aware, 297 Bludgeons, 306 Careful Casting, 111
Ain’t No Grave, 292 Archfae, 335 Awareness, 8 Blunt, 329 Careful Shot, 290
Alchemist Formula, 146 Archivist, 57 Axes, 304 Blunt Force Armor, 119 Carpenter, 298
Alchemist Tools, 313 Archmage, 111 Backgrounds, 53 Bodily Necrosis, 119 Carpenter Tools, 313
Alchemist Track, 144 Archmage Track, 108 Backlash, 214 Bodily Protection, 190 Cartographer, 298
Alchemy (Skill), 322 Ardent, 99 Bad Reputation, 196 Body Sculptor, 280 Cartographer Tools, 313
Alchemy (Talent), 144 Ardent Assault, 94 Balanced, 297 Bomb Upgrade, 145 Catch Me If You Can, 138
Alchemy Expert, 296 Ardent Weapon, 192 Balancing, 323 Bond Soul, 181 Catch Your Breath, 332
Alchemy Flask Upgrade, 145 Area of Effect, 212 Barber Kit, 313 Book of Legends, 157 Cavalier, 191
Ambient Luck, 120 Arete, 178 Barding, 309 Book of Souls, 161 Cavalier Abilities List, 191
Ambition (Icon), 101 Aristocratic, 53 Barrel Roll, 294 Book of the Damned, 161 Cavalier Track, 190
Ammunition, 304 Armed Arts, 124 Barrister, 58 Boon of Daropmet, 183 Cedrian’s Communion, 183
Animal Companion, 295 Armor Alchemist, 149 Basic Dual Wield, 291 Boon of Etalun, 192 Celestials, 341
Animal Handling, 323 Armor Focus, 149 Battle Drum, 155 BOP, 9, 53 Chant of the Wild Heart, 137
Animal Trainer, 297 Armor of Darkness, 249 Battle Focus, 123 Born in Darkness, 143 Chants, 212
Animal Whisperer, 297 Armor Rating, 309 Battle Medic, 98 Born Warrior, 54 Charisma, 8
Animals (Equipment), 311 Armor Track, 292 Battle Standard Command, Bowyer Tools, 313 Charismatic, 298
Annual Income, 318 Arrow Storm, 133 174 Boxer’s Maneuvers, 126 Charlatan, 59
Another Swig, 90 Art, 323 Battle Standard Range, 172 Bravery, 130 Charm, 249
Anthem, 155 Artist Aspirant, 297 Battle Stanza, 155 Bravery (Icon), 102 Charmed, 344
Anticipation, 309 Artistic Apprentice, 297 Battle-Ready, 94 Bravery Track, 130 Charmer, 292
Antidote, 188 Artistic Signature, 164 Battlefield Command Focus, Brawl, 128 Charming Identity, 138
Antiessence Aura, 165 Ashyidir Conclave’s Affinity, 172 Brawler, 294 Check it Again, 139
Antiessence Rupture, 167 184 Battlefield Concentration, 280 Brawling, 91 Chef, 298
Antiessence Track, 165 Astounding Critical, 290 Battlefield Tactician Breakthrough, 148 Chemist, 298
Apex Evolution, 186 Astrologer, 297 Improvement, 174 Brewer, 297 Chemistry, 323
Apocrypha, 99 Astrology, 323 Beast Companion, 91 Brewer Supplies, 313 Chilled, 344
Applied Force, 323 Astronomer, 297 Beast Form, 115 Brewing, 323 Cholereth-Blooded, 26
Appraising, 323 Astronomy, 323 Berzerker, 76 Brewing Expert, 297 Circumstantial Bonuses, 321
Apprentice, 121 Athlete, 297 Berzerker Entry, 90 Broken, 344 Citadel of Stamina, 94
Apprenticeship, 100 Athleticism, 322 Betrayal, 138 Brutality, 90 Clairsentience, 278
Aptitude, 279 Athletics, 323 Better Identities, 138 Buckler Specialization, 294 Clairsentient Magic, 279
Arcana, 323 Attribute Cap, 7 Bhrunai, 13 Buckler Strap, 294 Claws of Kleppar, 183
Arcane Artificer, 153 Attribute Checks, 320 Biologist, 297 Buckler Warrior, 294 Clear Thoughts, 215

INDEX 347
Clergy, 60 Crafting, 323 Distance Running, 324 Elemental (Fire), 21 Explosive Critical, 112
Cleric, 78 Create Bomb, 145 Distant Ward, 96 Elemental (Water), 21 Extend, 166
Cleric Entry, 96 Create Potion, 144 Diverse Repertoire, 164 Elementalist Track, 118 Extended Aura, 189
Climber, 298 Creature Compendium, 159 Divine Icons, 101, 170 Elf, 22 Extra Standard, 172
Climber Kit, 313 Creature Sizes, 332 Divine Magic, 232 Elf (Forest), 23 Extrinsic, 263
Clown, 156 Crescendo, 155 Divine Power, 232 Elf (Mountain), 23 Fae Magic, 182
Cobbler, 298 Criminal, 54 Divine Rituals, 232, 235 Elf (Plains), 23 Fae Track, 182
Cobbling, 323 Crit Track, 290 Divine Shield, 96 Elf (Star), 23 Faerie Tale, 160
Cobbling Mastery, 298 Critical Casts, 214 Divine Source, 231 Emotion, 263 Familiar Enhancement, 185
Cold, 329 Critical Hits, 329 Divine Spells, 232, 240 Empathetic, 299 Familiar Enhancements, 187
Cold Focus, 215 Cruel Jape, 157 Divine Magic Tags, 232 Empathy, 324 Familiar Track, 185
Collector, 181 Crusader Aspirant, 193 Divine Magic Stack, 232 Empower Chant, 136 Familiar, Crawling, 178
Colossal, 332 Crusader Ordinant, 194 Dodge, 328 Empower Spell Expert, 107 Familiar, Flying, 179
Colossal (long), 332 Crusader Postulant, 194 Dodge a Punch, 127 Empowered Mind, 153 Familiar, Hunting, 179
Colossal (tall), 332 Crusader Templar, 195 Double Time, 298 Enchantment Blueprints, 149 Familiars, 178
Combat, 327 Crusader Track, 193 Drag, 91 Encore Track, 155 Family Heirloom, 295
Combat Stack, 290 Cultivated Wilds, 264 Dragonfolk, 15 Encumbrance, 319, 333 Fate (Icon), 103
Combined Aura, 189 Cultivation (Icon), 102 Drake’s Breath Ammunition, Endurance, 8 Fate Track, 119
Combining Magical Effects, Currency, 318 140 Endure, 94 Fated, 120
331 Curse, 249 Drake’s Breath Efficacy, 140 Enduring, 299 Fatigued, 345
Comedy, 158 Damage, 329 Drake’s Breath Efficiency, 140 Energy Conversion, 169 Fear Itself, 131
Command, 173 Damage Reduction, 330 Drake’s Breath Expertise, 141 Energy Damage, 329 Fearless Track, 92
Command Improvement, 173 Damage Threshold, 330 Drake’s Breath Preference, Energy Inurement, 94 Fellow Inhabitant, 143
Command Stack, 292 Dance of Battle, 126 140 Energy Theft, 167 Fervent Leader, 195
Commander Track, 172 Dancer, 298 Drive to Survive, 130 Energy Transfer, 147 Fiend Lords, 343
Companion Boon, 91 Dancing, 324 Driver, 298 Engaged, 344 Fiendblood, 25
Con Track, 137 Dark Enchantment, 180 Drives, 51 Engineer, 299 Fight, 130
Concealed, 344 Dark Hex Track, 179 Drop Prone, 328 Engineering, 324 Fighting Dirty, 90
Concealed (Equipment), 304 Dark Magic, 179 Druid Track, 114 Enhanced Concentration, 280 Figure of Legend, 157
Concentration, 279 Dark Power, 249 Drunken Ferocity, 91 Enhanced Quick Find Weak Spot, 139
Conditions, 332 Dark Power Mastery, 249 Drunken Fighter, 90 Compartment, 147 Fine, 332
Confidence, 137 Dark Power Savant, 249 Drunken Fist, 90 Enlightened Mind, 142 Fire, 329
Conjuring, 211 Darkness (Icon), 102 Drunken Resilience, 91 Enrage, 123 Fire Focus, 215
Conman Extraordinaire, 139 Dazed, 344 Drunken Stagger, 90 Entertainer, 61 Fire in the Hole!, 145
Consecrated Blade Track, 192 Deadeye, 131 Dual Wield, 291 Entertainer Aspirant, 299 Fire!, 173
Consecrated Weapon, 192 Deadly Poison, 188 Dual Wielding Track, 291 Entertaining, 324 Fishing Kit, 313
Constitute, 123 Deafened, 344 Duelist, 291 Entrepreneur, 54 Five Sources, 213
Constitute Track, 122 Dealing Damage, 303, 329 Dungeoneer, 299 Environment List, 182 Flaming Shield, 119
Consumable Mastery, 149 Death (Icon), 103 Dungeoneering, 324 Environmentalist, 136 Flanking, 331, 345
Contorting, 323 Death Defier, 95, 123 Dwarf, 17 Equipment, 311 Flash of Genius, 154
Contortionist, 298 Death Drop, 95 Dwarf, Crag, 18 Esoteric Ritualist, 249 Flask Efficiency, 145
Cook Utensils, 313 Decay (Icon), 103 Dwarf, Deep, 18 Essence, 213 Fletcher, 133
Cooking, 323 Deceiving, 324 Dwarf, Mountain, 18 Essence Hoard, 168 Fletching Tools, 313
Cool Under Pressure, 290 Deckhand, 298 Dying, 330 Essence Siphon, 168 Flight, 130
Coordination, 8 Defense Stack, 292 Eagle Eye, 132 Ethereal Recall, 192 Flip, 124
Corner Quarry, 131 Defensive Maneuvers Track, Eavesdropper, 299 Evader, 299 Flock of Familiars, 184
Cornered Animal, 134 294 Eavesdropping, 324 Evading, 324 Fluid Forms, 124
Corrosive, 329 Defiance, 91 Economics, 324 Evasive, 292 Flurry of Familiars, 186
Corrosive Strike, 119 Deities, 334 Economist, 299 Evasive Throw, 140 Focused, 345
Courage, 130 Demoralized, 344 Edmari’s Emotional Ever Holy, 195 Font of Potions, 188
Cover, 329, 344 Dexterity, 8 Emancipation, 183 Everwilds Affinity, 264 Fool, 156
Covering Fire, 171 Dextrous, 298 Elemental, 20 Evolution, 184 Fool’s Strike, 138
“Cowards!”, 90 Diminutive, 332 Elemental Absorption, 146 Exile Track, 90 Forager, 299
Cracked Soul, 169 Disarm, 328 Elemental Affinity, 118 Exiles, 342 Foraging, 324
Crackling Field, 168 Disciple of the Divine, 232 Elemental Bombs, 145 Exorcist, 96 Force of Belief, 232
Crackling Miasma, 169 Disciplined Study, 163 Elemental Damage, 329 Expert Exorcist, 97 Forced March, 324
Cradle, 147 Disguise Artist, 298 Elemental Inurement, 94 Exploit, 328 Forceful, 299
Crafter (Alchemist), 148 Disguising, 324 Elemental Mastery, 118 Exploitative, 290 Forgery, 299
Crafter (Specialization), 298 Disrupt Ki, 125 Elemental (Air), 20 Exploration, 333 Forging, 324
Crafting Rules, 326 Distance Runner, 298 Elemental (Earth), 21 Explosion Upgrade, 145 Fortitude, 309

348 INDEX
Fortuitous, 299 Guide Track, 121 Ice Blood Ammunition, 141 Jack of All Trades, 300 Love (Icon), 104
Fortuity, 324 Guiding Principles, 320 Ice Blood Efficacy, 141 Jammy, 138 Luck (Attribute), 8
Forward!, 173 Guild Affiliate Track, 139 Ice Blood Efficiency, 141 Jeer, 156 Luck (Skill Tag), 322
Frame, 139 Guild Member, 139 Ice Blood Preference, 141 Jester Track, 156 Lucky, 300
Freedom (Icon), 103 Guildmaster, 141 Iconic Covenant, 101 Jeweler, 300 Lucky Placement, 293
Freeze, 130 Hacking Blow, 292 Iconographer, 99 Jeweler Tools, 313 Lunge, 291
Frenzy, 92 Halfling, 30 Icons, 101, 170 Jeweling, 325 Lurker, 294
Frequent Aura, 189 Hamstring, 140 Ignore Pain, 122 Jewelry Expert, 300 Lyricist Talents, 163
Friend of the Fae, 184 Hand-and-a-Half, 304 Illuminated Manuscript, 100 Juggernaut, 93 Mage, 79
Frightened, 345 Hardy, 292 Imitate, 156 Juggernaut Track, 93 Mage Entry, 107
Function of Magic, 213 Harlan’s Breach Ammunition, Immortal Surge, 169 Jump, 328 Mage: Alchemy, 109
Fundamental, 215 141 Immune, 330 Keep Quiet, 143 Mage: Altering, 109
Fundamental Recovery, 216 Harlan’s Breach Efficacy, 141 Impale, 290 Kensei, 124 Mage: Divining, 109
Fundamental Wellspring, 213 Harlan’s Breach Efficiency, Impeccable Aim, 170 Kettek, 35 Mage: Enchanting, 109
Furious Blows, 95 141 Impersonate, 137 Kleppin, 36 Mage: Evoking, 110
Furious Chant, 136 Harlan’s Breach Preference, Imposing Battle Standard, 174 Knave, 55 Mage: Illusory, 110
Furious Smash, 95 141 Improved Battle Standard, Knight, 65 Mage: Necromancy, 110
Gaard’s Resistance, 179 Headlock Choke, 128 172 Knocking Unconscious, 330 Mage: Summoning, 111
Gargantuan, 332 Headshot, 170 Improved Mind Spike, 142 Know your Enemy, 125 Mage: Warding, 111
Gargantuan (long), 332 Heat Aura, 119 Improved Silent Shot, 144 Knowledge (Skill Tag), 322 Magic, 211
Gargantuan (tall), 332 Heavy Armor, 309, 310 Improved Weapon Mastery, Knowledge (Icon), 104 Magic Items, 319
Garrote, 139 Heavy Armor Trainee, 293 292 Knowledgeable, 300 Magical Tinkering, 154
Gear (Equipment), 311 Heavyweight Champion, 127 Improvised Brew, 188 Large, 332 Magical Mentor, 121
Geographer, 299 Hedonism (Icon), 103 Improvised Repairs, 172 Large (long), 332 Magitechnician, 154
Geography, 324 Helpless, 345 Improvised Weapons, 128 Large (tall), 332 Magitechnician Track, 153
Gesture, 212 Heroic Landing, 147 Impulse, 293 Latisk’s Keen Eyes, 183 Maneuvers, 328
Giant Slayer, 290 Hew, 132 In the Dark, 143 Launcher, 146 Manifestation, 279
Gift of Gusper, 180 Hex List, 179 Incantation, 249 Law, 325 Manipulate Chance, 120
Glassblower, 299 Hidden Dagger, 90 Income and Labor, 318 Lawyer, 300 Many Hats, 156
Glassblowing, 324 Hide, 328 Indomitable Champion, 178 Lay on Hands, 97, 195 Marked, 90
Go for the Knees, 290 High Mage, 111 Influence, 322 Leader, 300 Martial Artist, 126
Golem, 28 Historian, 300 Influencer, 300 Leadership, 325 Martial Arts Track, 124
Golemancer, 153 History, 324 Initiate of the Occult, 249 Lean-To, 300 Mason, 300
Good Reputation, 196 Hit Points, 9 Initiative, 327 Leatherworker, 300 Mason Tools, 313
Goods and Services, 317 Hold!, 173 Injector, 145 Leatherworking, 325 Masonry, 325
Goodwill, 333 Holy Arsenal, 192 Injector Upgrade, 145 Leatherworking Tools, 313 Massive Damage, 329
Gore, 290 Holy Cause Track, 195 Innate Hex, 187 Leave it to Luck, 138 Master Alchemist, 145
Gossipper, 299 Holy Lance, 192 Inquisitor, 64 Legend Keeper Track, 157 Master Inventor, 149
Gossiping, 324 Holy Lectionary, 101 Inspirational, 195 Legendary Archer, 172 Master Magitechnician, 154
Grand Puppetmaster, 181 Holy Mount, 190 Inspire Fear, 195 Legendary Defender, 176 Master of Disguise, 138
Grand Sorcerer, 113 Holy Support, 101 Install Mini Turret, 147 Library of Legends, 158 Master of Shadow, 144
Grand Stanza, 164 Holy Weapon, 192 Install Shield, 146 Light (Equipment), 304 Master Psyblade, 142
Grand Weal, 120 Hondu, 32 Install Weapon, 146 Light (Icon), 104 Mastery of Form, 123
Grapple, 328 Honor (Icon), 104 Instinct Track, 134 Light Armor, 309 Meat Pile, 292
Grappled, 345 Honorable, 63 Instrument, 325 Light Armor Trainee, 293 Medic, 301
Grappler, 146 Horde Breaker, 133 Intellect, 8 Lightning, 329 Medical Kit, 313
Grappling, 345 Hordesbane, 132 Intelligent, 300 Lightning Fast, 119 Medicine, 325
Great General, 175 Horrifying Frenzy, 93 Inertia, 112 Line of Effect, 212 Meditative Rest, 280
Great Rend, 291 Hoverjet, 147 Intimidating, 325 Line of Sight, 212 Medium, 332
Great Stanza, 164 How Dare You, 138 Intimidator, 300 Lingering Drake’s Breath, 140 Medium Armor, 310
Great Weal, 120 Huge, 332 Intrinsic, 263 Lingering Harlan’s Breach, Medium Shield Mastery, 295
Greater Corner, 126 Huge (long), 332 Intrinsic Boon, 136 141 Medium Shield Training, 294
Greater Counterpunch, 126 Huge (tall), 332 Intuiting, 325 Lingering Ice Blood, 141 Meijin, 126
Greater Gut Punch, 127 Hulking, 127 Intuitive, 300 Liturgy, 232 Melaneth-Blooded, 26
Greater Hex, 179 Human, 34 Inventor, 148 Lockpicker, 300 Melee, 303
Greater Uppercut, 127 Human Shield, 294 Inventor Track, 148 Lockpicking, 325 Menace, 301
Grounded, 345 Hunter, 131 Investigating, 325 Locksmith Tools, 313 Menacing, 325
Guard, 62 Hunter Track, 131 Investigator, 300 Logic, 309 Mental Attributes, 8
Guarded Shot, 290 Hunter’s Quarry, 132 Invocations, 212 Lorist, 162 Mentor, 121
Guide, 121 Ice Armor, 119 Irradiated Aura, 119 Lorist Track, 162 Mercantile, 53

INDEX 349
Metacreative Magic, 279 Observation, 322 Planar Thievery Track, 167 Protection VII, 176 Ranger, 82
Metacreativity, 278 Occult Chants, 249, 250 Play Dead, 138 Protection VIII, 176 Ranger Entry, 130
Metamagic Caster, 108 Occult Magic, 249 Plot Twist, 158 Protective Elementalist, 118 Ranger’s Invocation, 136
Metamagic Expert, 108 Occult Power, 249 Point Blank Shot, 290 Prowess of Sekh, 183 Ranger’s Spells, 136
Metamagic: Conjuring, 108 Occult Rituals, 248, 251 Poison, 187 Psionic Aptitude, 278 Rapid Takedown, 133
Metamagic: Duration, 108 Occult Source, 247 Poisoner, 140 Psionic Focus, 280 Reach, 303
Metamagic: Hasten, 108 Occult Spells, 259 Polearms, 307 Psionic Invocations, 280 Reactive Attacks, 331
Metamagic: Humane Spell, Occult Magic Stack, 249 Politician, 301 Psionic Power, 279 Reactive Aura, 190
108 Occult Vitality, 169 Politics, 326 Psionic Spells, 279, 282 Reactive Casting, 212
Metamagic: Leeching, 108 Occupation, 53 Polytheism, 101 Psionic Source, 278 Reactive Instruction, 121
Metamagic: Maximize, 108 Officer, 301 Portent, 120 Psionic Magic Stack, 279 Reactive Stance, 125
Metamagic: Morph Damage, Okart’s Skin, 183 Potion, 187 Psionic Magic Tags, 279 Reagent, 187
108 Old Gods, 114 Potion Upgrade, 145 Psionic Tier, 279 Recall, 192
Metamagic: Overclock, 108 On the Ropes, 123 Potions Table, 322 Psionic Versatility, 279 Record Magic, 163
Metamagic: Overcome, 108 On Your Feet, 292 Potter, 301 Psyblade Focus, 141 Recoup, 332
Metamagic: Spell Point Cost, One with the Land, 133 Pottery, 326 Psyblade Track, 141 Recreational Gear
108 One-Handed, 304 Power Shot, 290 Psychic, 329 (Equipment), 312
Metaphysical Attributes, 8 One-Handed Track, 291 Power Slam, 147 Psychic Bond, 141 Red Right Hand, 123
Mighty Punch, 126 Opportunist, 290 Powerlifter, 301 Psychic Resonance, 119 Redemption (Icon), 105
Militant, 53 Opportunistic Crit, 290 Practice Makes Perfect, 301 Psychic Scream, 142 Reflexes, 309
Military, 325 Oracle, 80 Prayers, 212, 232, 233 Psychic Strike, 142 Refresh, 92
Mind over Matter, 126 Oracle Entry, 114 Predict a Punch, 124 Psychokinetics, 278 Regain Honor, 91
Mind Spike, 142 Order (Icon), 105 Preparatory Strike, 140 Psychometabolic Magic, 279 Reinforced Standard, 172
Miracle Brew, 189 Outlander, 55 Pressure Point, 126 Psychometabolics, 278 Religion, 326
Miracle Worker, 98 Outnumbered, 131 Primal Aspect, 295 Psychovillainy, 278 Religious (Background), 53
Misc Actions, 329 Overcome Woe, 120 Primal Aspect Focus, 295 Puck’s Pernicious Pleasure, Religious (Specialization), 301
Misc Stack, 295 Overwatch, 171 Primal Aspect Talents, 295 183 Remnant, 41
Miscellaneous (Weapons), 308 Pagan Attunement, 181 Primal Aspect Transference, Pugilist, 81 Rend, 291
Mockery, 156 Pagan Attunement Track, 181 296 Pugilist Entry, 122 Repairs, 148
Monastic Horticulturist, 98 Paint Supplies, 314 Primal Aspects, 296 Pugilist Maneuvers, 129 Repurpose Damage, 118
Monkey Climbing the Tree, Painter, 301 Primal Chants, 263 Pummeling Track, 126 Repurpose Radiance, 249
126 Painting, 325 Primal Exemplar, 137 Punishment, 193 Reputation Track, 196
Mote Expert, 107 Paralyzed, 345 Primal Invocations, 263, 266 Pure Physique, 128 Resist, 329
Motley Wardrobe, 156 Pashak Conclave’s Passage, Primal Magic, 263 Pure Technique, 128 Resistance Specialization, 309
Mounted Combat, 331 184 Primal Magic Tags, 263 Quaff, 145 Resting, 332
Move, 327 Peerless Hunter, 133 Primal Power, 263 Quick Compartment, 146 Restored Honor, 91
Moving Through Creatures, Perceiving, 325 Primal Recovery, 264 Quick Config, 149 Restrained, 345
328 Perceptive, 301 Primal Source, 262 Quick Craft, 148 Revenge (Icon), 105
Multitalented, 163 Perfect Dodge, 293 Primal Spells, 263, 271 Quick Mind, 280 Reverse Grapple, 127
Munitions Focus, 149 Performance, 322 Primal Survivalist, 263 Quick Strike, 140 Reward, 193
Musician, 301 Performer, 301 Primal Magic Stack, 263 Quick Throw, 140 Ritualize, 249
Mystic Druid, 115 Performer’s Props, 164 Primal Tier, 263 Quickdraw, 133 Rituals, 212
Mystic Support, 121 Personality, 51 Primal Warden, 135 Quickened Aura, 190 Rogue, 83
Natural Habitat, 134 Persuading, 325 Primeval Darkness, 117 Quickened Recovery, 232 Rogue Entry, 137
Naturalist, 301 Persuasive, 301 Primeval Invocation, 137 Quicker Identities, 138 Rogue Maneuvers, 140
Nature (Skill), 325 Petsina Conclave’s Perception, Primeval Senses, 135 Quiet Mind, 125 Rosen’s Blessing, 183
Nature (Tag), 263 184 Primeval Speed, 133 Quiet One, 143 Ruthless Hunter, 133
Nature (Icon), 105 Phlegmereth-Blooded, 26 Primeval Spells, 137 Quirks, 52 Sacrament, 232
Nature Stride, 135 Phobic, 345 Profession, 53 Radiant, 329 Safer Devices, 154
Navigating, 325 Photographic Memory, 163 Prolong, 166 Raedeen, 38 Safety Precautions, 148
Navigator, 301 Physical Attributes, 8 Prone, 345 Raedeen (Corrupted), 39 Sailor, 70
Navigator Tools, 313 Physical Damage, 329 Protected, 345 Raedeen (Dreamer), 39 Salvage, 148
Necronomicon, 162 Physician, 68 Protection Focus, 175 Raedeen (Paragon), 39 Salvation (Icon), 106
Necrotic, 329 Pickpocket, 301 Protection I, 175 Rage Track, 95 Sanctified Wards, 232
Necrotic Focus, 216 Piercing Strike, 142 Protection II, 175 Rain of Arrows, 132 Sanguineth-Blooded, 26
Never Retreat, 92 Piety, 98, 195 Protection III, 175 Rallied, 345 Satyr, 43
Noble Title, 55 Piety Track, 97 Protection IV, 175 Rallying Standard, 172 Savage Frenzy, 93
Nomad, 66 Pinned, 345 Protection Track, 175 Ranged, 303 Savior, 99
Obfuscate, 156 Pioneer, 68 Protection V, 176 Ranged (Weapons), 307 Savoir Faire, 326
Observant, 301 Planar Protector, 136 Protection VI, 176 Ranged Attacks in Melee, 328 Scale the Balcony, 142

350 INDEX
Scavenger, 301 Skill Cap, 321 Stance of the Wolf, 125 Taunted, 346 Unfettered Speed, 126
Scavenging, 326 Skill Stack, 296 Stand, 329 Telekinetic Magic, 278 Unflappable, 92
Scrapping, 91 Skills, 320 Standard Bearer, 173 Telepath Magic, 279 Unholy Rites, 249
Scribe Tools, 314 Skullduggery Kit, 314 Stanza Repertoire, 163 Telepathy, 277 Unholy Scourge, 97
Scriptorium, 99 Sleight of Hand, 326 Stanzas, 164 Terrain, 327 Unkillable Champion, 123
Scrivener, 100 Slippery, 138 Star’s Guidance, 114 Terror, 166 Unrivaled Explorer, 135
Season’s Givings, 118 Slow and Steady, 290 Star’s Redirection, 115 Theologian Track, 99 Unseen, 346
Second Skin: Heavy Armor, Slowed, 346 Stationary Gear (Equipment), Theological Magic, 232 Unstable Casting, 112
293 Small, 332 312 Thief, 74 Unstoppable Ferocity, 93
Second Skin: Light Armor, 293 Smith, 302 Staunch Resistance, 94 Third Eye, 115 Unstoppable Juggernaut, 94
Second Skin: Medium Armor, Smithing, 326 Steady Fist, 91 Thread of Fate, 119 Unwavering, 192
293 Smooth Tongue, 155, 156 Stealth Archer Talents, 144 Throw Anything, 90 Unwieldy (Equipment), 304
Second Skin: Shields, 293 Sneak, 302 Stoic, 92 Thrown, 303 Up My Sleeve, 145
Seeing Red, 92 Sneaking, 326 Story for Every Occasion, 158 Thug, 75 Upcharging, 212
Selling Goods, 318 Sniper’s Nest, 170 Strack’s Stoicism, 180 Tinker Tools, 314 Urchin, 56
Sense Danger, 124 Sola Scriptura, 100 Stravon Conclave’s Serenity, Tinkerer, 84 Urkou, 49
Sense Planar, 96 Soldier, 72 181 Tinkerer Entry, 144 Utterly Independent, 92
Sentry Armor, 146 Soldier Track, 177 Strength, 8 Tinkering Items, 150 Values, 51
Serenity, 126 Soldier’s Opportunity, 177 Strong, 302 Tiny, 332 Vanish, 142
Serenity (Icon), 106 Sonic, 329 Student, 55 Titan, 332 Vehicles, 317
Services and Hirelings, 318 Sonorous Strikes, 119 Student of the Arcane, 214 To Me!, 173 Vehicles (Land), 326
Shadow Assault, 143 Sorcery Focus, 111 Student of the Fundamental, Tolerance, 145 Vehicles (Water), 326
Shadow Hop, 142 Sorcery Track, 111 163 Tome Familiar, 113 Verbal, 212
Shadow Mastery, 143 Soul Collector, 185 Stunned, 346 Tome Wizard, 114 Versatile Arsenal, 177
Shadow Shot, 144 Soul Graft Track, 169 Sturdier Identities, 138 Tome Wizard Track, 113 Versatile Weapon, 192
Shadow Shot Range, 144 Soul Knife, 141 Subterfuge, 322 Tools and Kits, 312 Vertumna Conclave’s
Shadow Trick, 143 Soul of the Masterwork, 149 Subtlety Track, 142 Tough, 293 Veneration, 184
Shadowstep, 143 Soul Rend, 141 Subverter, 302 Tower Shield Mastery, 295 Vessel, 86
Shaken, 345 Soul Sacrifice, 165 Suffocating, 346 Tower Shield Specialization, Vessel Entry, 165
Sharp, 329 Source of Magic, 213 Superior Corner, 127 295 Vigilant, 134
Sharpshooter, 170 Space Bend, 142 Superior Counterpunch, 127 Toxic, 329 Visual, 212
Sheltering, 326 Space Efficiency, 148 Superior Gut Punch, 127 Tracker, 302 Vitality, 187
Shibmar Conclave’s Splendor, Spark of Life, 232 Superior Mentor, 122 Tracking, 326 Vitality Solution, 145
184 Spell Points, 211 Superior Uppercut, 127 Trader, 73 Vitriol, 166
Shield Bash, 295 Spell Scribe, 113 Supplicant’s Reward, 233 Tragedy, 159 Volley, 132
Shield Fighting, 294 Spell Sculptor, 107 Suppressed, 346 Trained Soldier, 177 Vulnerability, 166
Shield HP, 329 Spell Sniper, 107 Suppressing Fire, 171 Training Meets Opportunity, Vulnerable, 330
Shield Siblings, 295 Spell Storing, 153 Surge of Energy, 169 291 Wakeful Serenity, 121
Shield Track, 294 Spell Thief, 113 Surge of Magic, 169 Trapper Kit, 314 Wanderer, 53
Shield the Innocent, 193 Spellstealing, 113 Surge of Strength, 122 Travel Pack, 314 Wanderer’s Invocation, 136
Shield Training, 294 Sprint, 143 Surgeon Tools, 314 Trepidation, 166 Wanderer’s Spells, 136
Shield Wall, 295 Sprinter, 302 Surprised (Complete), 346 Trinkets, 314 War Cry, 174
Shields, 309, 310 Sprinting, 326 Surprised (Partial), 346 Trip, 329 Warden of the Primal, 263
Shining Beacon, 196 Staggered, 346 Survival, 322 Trollkin, 45 Warrior, 87
Shove, 328 Stalking, 170 Survival Instinct, 134 Troubadour, 85 Warrior Entry, 170
Showdown, 177 Stalwart Leader, 196 Survivalist, 302 Troubadour Entry, 154 Weak Spot, 125
Shroud, 133 Stamina (Skill Tag), 322 Survivor, 135 Troubadour’s Support, 155 Weal, 119
Shrug it Off, 94 Stamina (Specialization), 302 Survivor Track, 134 True Believer, 56 Weal II - Skills, 119
Sickened, 345 Stamina Theft, 168 Sustenance, 333 Tumbler, 302 Weal II - Spells, 119
Sickening Strikes, 119 Stance of Flowing Water, 125 Swimmer, 302 Tumbling, 326 Weal III - Chants, 119
Sidestep, 143 Stance of Raging Fire, 125 Sword for Justice, 193 Turn of Fortune, 120 Weal III - Weapons, 120
Siege Equipment, 312 Stance of the Bear, 124 Sympathetic Magic, 184 Two-Handed, 304 Weal IV - Fortune’s Favor, 120
Signature Brew, 188 Stance of the Bison, 124 Tactical Advantage, 331 Two-Handed Track, 291 Weal IV - Invocations, 120
Signature Move, 128 Stance of the Leopard, 124 Tactical Disadvantage, 331 Unarmored Awareness, 293 Weapon Attacks, 328
Silenced, 345 Stance of the Owl, 124 Tactical Superiority, 140 Unarmored Defense, 124 Weapon Expertise, 292
Silent Shot, 144 Stance of the Rabbit, 125 Tactician’s Command, 174 Unconscious, 346 Weapon Focus, 149
Silent Shot Range, 144 Stance of the Serpent, 124 Take a Punch, 126 Undaunted, 131 Weapon Mastery, 292
Siphon Damage, 118 Stance of the Squirrel, 124 Take a Rest, 333 Undead, 47 Weapon of Legend, 193
Siphon Divinity, 101, 170 Stance of the Stout Oak, 125 Talent, 9 Under the Banner, 172 Weapon Track, 292
Size Up, 128 Stance of the Turtle, 124 Talented Mentor, 121 Underworld, 53 Weapons, 303

INDEX 3 51
Weather, 263 Whittler, 302 Witch’s Brew, 187 Wrath of Aeshir, 180 Wythen’s Protection, 183
Weaver, 302 Wilderness Warden Track, 135 Witch’s Brew Track, 187 Wrestler’s Maneuvers, 127 Yasheri’s Explosion, 183
Weaver Tools, 314 Willpower, 309 Woe is Me, 120 Wrestling Track, 127 Zealot, 89
Weaving, 326 Wisdom (Icon), 106 Woodcarving, 326 Written Tradition, 158 Zealot Entry, 189
Wellspring of Health, 98 Witch, 88 Woodworking Tools, 314 Wylla’s Stride, 182 Zealot’s Resolve, 192
Wellspring Tap, 112 Witch Entry, 178 Wrath (Icon), 106 Wyrd Wood, 115

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