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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,
Artwork by Eryn Fitzgerald (Myco), John Nathan Buckley, Beau Mahoney, Celeste Sweet
Bilodeau, & Austin Brady Hayes, GamingSheriff, Stacey Dyer
Cover Art by Austin Brady Created in partnership with The Homebrew
Network (actualplaypods.com)
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

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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.......................................................... 213
CHAPTER 1: Divine.......................................................... 231
LINEAGES 12 Occult.......................................................... 247
Bhrunai........................................................ 13 Primal.......................................................... 262
Dragonfolk................................................... 15 Psionic.......................................................... 277
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......................................... 330
Mage............................................................ 107
Tactical Advantage and Disadvantage.......... 331
Oracle.......................................................... 114
Conditions.................................................... 331
Pugilist......................................................... 122
Creature Sizes.............................................. 331
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. Choose BOP Each time you level up, you can increase one of your
5. Take a starting talent attributes by 1 (see Leveling Up below). However, your
attributes are always limited based on your level: you can
L I N E AG E never have an attribute that exceeds ½ your level+1.
This means that at levels 1 and 2, your attributes cannot
First, what is your character’s lineage? Pick from well-
be higher than a +2. At levels 3 and 4, they cannot exceed a
known fantasy lineages like dwarf or elf, or play a unique
+3, and so on.
lineage like a squirrelly kleppin or a biotechnical raedeen.
Chapter 1: Lineages provides an in-depth description of A S S I G N I N G AT T R I B U T E
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 (p. 316).
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” ability, which R O L L I N G F O R S TA T S
gives him 1 additional Attribute Point. Nathan and Andi
Optionally, if you would prefer to roll for your attributes
assign it to CHA. Humans also get one unique feature from
and if your MC allows it, roll 2d4 and subtract the second
a list of Human options, so Nathan and Andi pick the “Fast
from the first, resulting in a number between -3 and +3. Do
Friends” ability, granting Marcus Skill Points Leadership and
this 8 times. You can assign these 8 numbers to any of your
Persuading.
8 attributes. Note that this can break the attribute cap rule;
Hanniah is a kleppin, so she gets the “Scurry” ability. Kleppins
you must observe the attribute cap rule when leveling up,
also get two unique features of their choice from the list of
so you cannot increase a +3 to a +4 until you are at least
kleppin abilities, so Grant and Jake choose “Climber” and
level 5.
“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
Example: Marcus Luxxor 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 (see p. 327).
puts 3 points in STR, 2 in AWR, 1 in END, and 1 in If you have -1 or -2 COR, you lose 1 AP at the beginning
CHA. She assigns her -1 to DEX. of your turn. If you have -3 COR, you lose 2 AP at the
beginning of your turn.

THE EIGHT ATTRIBUTES N O T E Y O U R S TAT S


Each of the attributes, and what they represent, are
Your DEX, END, AWR, INT, and CHA will affect some of your
explained below. Each attribute is referred to with an
passive stats, including five of your six defenses and Hit
abbreviation, listed in parentheses after the attribute.
Points (HP). Note these on your character sheet as directed.
P H Y S I C A L AT T R I B U T E S DEFENSES
Strength (STR): Lifting, pulling, dragging, and undergoing
Your character has six defenses that they might use when
strenuous exertion. This is the attribute that demonstrates
being attacked. Five of the six defenses are linked to specific
your sheer muscle.
attributes, as shown on the table below. You can improve
Dexterity (DEX): Nimbleness, good reflexes, maintaining
any defense by equipping armor, using a shield, or gaining
balance, and motor function under duress. This is the
special talents or other abilities.
attribute that allows you to be lighter on your feet.
When attacked, you are hit if the attack roll equals or
Endurance (END): Withstanding harsh external conditions
exceeds your relevant defense.
and enduring long-term physical strain. This attribute also
directly affects how many HP you get (see Hit Points below).
Defense Score
M E N TA L A T T R I B U T E S Armor Rating (AR) 10
Awareness (AWR): Picking up on sensory details that warn Reflexes (REF) 10+DEX
of danger, deceit, and the like. This is the attribute that
Fortitude (FORT) 10+END
measures your skill at observing and interpreting the world
around you. Anticipation (ANT) 10+AWR
Intellect (INT): Wealth of knowledge; your capacity to Logic (LOG) 10+INT
quickly consume and accurately retain information. This Willpower (WILL) 10+CHA
attribute determines how good you are at processing
information and recalling it accurately when needed. AR represents your physical capacity to block or avoid direct
Charisma (CHA): Projecting your desires, your confidence, hits using armor, mastery over weapon fighting styles, and
and your force of will to your advantage. This attribute the like.
reflects your personal magnetism and your ability to sway REF represents your nimbleness and ability to dodge out of
people to your views. the way of some attacks, like a stream of acid.
FORT demonstrates how good you are at enduring
M E TA P H Y S I C A L punishing environments and effects, such as the intense heat
AT T R I B U T E S of a fireball.
Luck (LUCK): Having things go your way even when they ANT reflects your skill at instinctively intuiting a threat
shouldn’t. This attribute sways fate in your favor and grants before it hits you. Unlike REF, this defense would be used
you a special ability: You may reroll 1d20 that you rolled if when you are unaware of an incoming attack, such as being
you are unsatisfied with the result. You may use this ability ambushed or triggering a tripwire.
once for every 2 points of LUCK that you have, regaining LOG demonstrates your skill at thinking clearly under
all expended uses upon Taking a Rest (see p. 332). If your duress and might be used when a creature attacks you with
LUCK is lower than 0, you can never Crit, and you subtract enchanting magic that might charm or frighten you.
your LUCK from every d20 roll that you make. WILL represents your determination to stay true to yourself.
If you have 1 or more LUCK, your crits become stronger. Depending upon the nature of the attack, enchanting magic
Add your LUCK score to critical damage that you deal. might target your WILL instead of your LOG.
Furthermore, if you have 6 or more LUCK, your crit range
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 (see p. 53) explains all
For example, a level 1 character with 0 to 2 points in END backgrounds and professions in detail. Every background
will have 10+1d4+1 HP, and a level 1 character with 3 allows you to gain a profession, except for the urchin
points in END would have 10+1d6+1 HP. You can always background. Backgrounds also specify that if you pick a
choose to take a set HP amount instead of rolling, as shown profession with a certain occupation tag, then you gain
on the table below. additional Skill Points.

END Set HP HP Die


What’s a Tag?
Threshold 1 -3 0 - Tags are referenced frequently in spells, lineage
Threshold 2 -2 to -1 1 1d2 abilities, talents, and the like. See the Tags
subsection (p. 10) for more information on tags.
Threshold 3 0-2 2 1d4
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 (p. 320). Furthermore,
Threshold 6 9-11 5 1d10 your BOP will give you your starting equipment.

Threshold 7 12 6 1d12
TA L E N T
Finally, now that you have picked a lineage, assigned your
HP INCREASES 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 document 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
a defense; others are active, such as the ability to charm
ENDURANCE 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 &
Hanniah Sharptooth 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
TA G S additional lineage feature.
Spells, talents, class features, items, and the like might have Your profession ranks up slowly and does not do so at a
one or more specific categorizations, or tags. These can set rate. Your MC will award you additional levels in your
be found in italics under the name of the ability, item, etc. profession when they feel that it is appropriate for the
Other abilities might reference these tags. “Repeatable” and story, often as a notable quest reward. On average, you can
“prerequisite” are some of the most common tags. expect to gain an additional profession rank once every six
Repeatable. If a feature has the repeatable tag, then that Character Levels.
means that you can select the same feature multiple times,
gaining its benefit each time.
Prerequisites. If a feature has the prerequisite tag, then E X A M P L E : M A R C U S L U X XO R
there will be certain prerequisites that you must meet Nathan and Andi are leveling Marcus Luxxor up from level 2
(such as having another lineage option, or having a certain to level 3 and each picking different options for him.
number in one of your attributes) prior to taking that Nathan assigns 1 point to Marcus’s CHA. Andi gives Marcus
option. 1 point in STR instead.
Marcus has 1 point in END, so Nathan takes the set HP
SKILLS & bonus, gaining 3 more HP. Andi rolls, gaining 1d4+1 HP.
At level 2, Marcus became a Cleric, so Nathan and Andi
C ON DI T IONS
have access to cleric talents. Nathan chooses for Marcus to
Like tags, many features and abilities will reference skills learn the “Wellspring of Health 1” talent, but Andi chooses
and conditions. for Marcus to learn the “Divine Ward 2” talent.
Skills. Many features allow you to gain Skill Points. See
Skills (p. 320) for detailed information on how skills work.
Conditions. Several features interact with conditions and
with resisting or becoming immune to damage. Information
on Resist, or abbreviations such as DT, TA, and the like can
be found in Chapter 7 (p. 331); Conditions are explained in
Chapter 7 and listed in detail in Appendix B (p. 344).

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 - P. 12

Pick your Lineage and note any abilities, skill points, or


passive effects.

2 ASSIGN ATTRIBUTES - P. 7

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 - P. 8

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 - P. 53

Chose a background and write down your starting


wealth. Each adventurer gets a standard set of starting
gear (p. 303).

5 PICK A PROFESSION - P. 56

Chose a profession, write down the rest of your


equipment, and assign your skill points.

6 TAKE A STARTING TALENT - P. 290

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


is the first 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” to 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 funguses,
and their eyes range in coloration from gray to brown to
B H RU N A I green to blue to hazel to metallic.
Lifespan: Bhrunai reach maturity around 10 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. Prerequisite: 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. Prerequisite: Natural Camouflage
Stone Sleep. Bhrunai do not sleep like other creatures II. While outdoors, you gain your Natural Camouflage
and instead enter a state of suspended animation called bonus.
“Stone Sleep.” You must enter Stone Sleep for 6 hours to Natural Camouflage IV. Prerequisite: 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 (1/Rest). You can cast the Animal Bond
but taking any damage immediately ends your Stone Sleep. Spell.
Fae Step (1/Rest). Bhrunai have the natural ability Naturefriend II. Prerequisite: Naturefriend. Regain the
to wink out of sight and slip into places unnoticed. By ability to use Naturefriend when you Recoup.
spending 2 AP, you become Invisible for 1 minute. This Primal Awareness. By spending one minute, you
feature ends immediately if you take damage, make an sense primal power in a 1 mile radius from yourself.
attack, or use magic. Learn whether or not primal magic has been used in the
Unique Ability. To further define your bhrunai, choose last 7 days, as well as if a creature with the fae tag has
one option from the list below at level 1. been present. You can use this feature once, regaining all
expended uses when you Take a Rest.
B H R U N A I F E AT U R E S Primal Power. Learn two chants from the Primal Source
In addition to the unique ability you selected at level 1, you of Magic. If you do not already know primal magic, then
gain one more ability at 5th, 10th, 15th, 20th, 25th, and AWR is your magic attribute for these chants.
29th levels, choose one option from the list below. Stone Gut. Gain Resist Toxic 3.
Arcane Affinity. Learn two cantrips from the Arcane Stone Gut II. Prerequisites: Stone Gut; Character Level
Source of magic. If you do not already know arcane magic, 10. You are immune to common poisons and diseases, and
then INT is your magic attribute for these cantrips. increase your Resist Toxic number by 3. Furthermore, you
Bhrunai Expertise. Repeatable. You add +6 Skill Points to can receive nourishment from eating any biological plant or
one skill of your choice with the Crafting* tag. common mineral such as clay, dirt, or stone.
Environmental Adaptation. Whenever you roll a d20 to Stone Gut III. Prerequisite: Stone Gut 2. Increase your
resist a harmful environmental condition such as extreme Resist Toxic number by 3.
heat, cold, or weather, you roll 2d20 and take the higher Stone Sentinel. You are immune to magical sleep effects.
result.
Fae Step II. Prerequisite: Fey Step. You may use your Fae
Step feature 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
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, Forage, Nature, Sheltering,
Sneaking
Natural Camouflage. While you are outdoors and
Concealed, gain +3 on skill checks to remain hidden. You
can only use this ability 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: 190-300lbs In addition to the unique ability you selected at level 1,
Size: Medium you gain one more ability at 5th, 10th, 15th, 20th, 25th, and
Base Speed: 20 ft 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,
dramatic reds, blues, and even purples. Some have a more but gain TA while in desert or jungle environments, as
metallic or gemlike sheen to their scales, appearing golden, well as any other environment that exceeds 80 degrees F.
coppery, crystalline, or rusted. Many are multicolored. Just Additionally, gain +1 FORT.
like true dragons, dragonfolk horns, spines, frills, and tails Fire Breath: Draconic Lungs. Prerequisite: 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. Prerequisite: 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 (END/Rest). Gain Fire Affinity for 1 minute.
Tension with Dwarves: While most dragonfolk accept the Flutter Jump. With your wingspan, you can jump higher
historicity of dwarves having directly created the dragons, than a normal creature. Your vertical Jump distance is
they do not view dwarves as superior. Rather, they typically doubled.
believe that the dragons - immortal and wise beyond all Dragonfolk Flight: Glide. You no longer take falling
Eons - have far surpassed their own creators in creativity, damage while using your wings. When falling, you can now
power, and splendor. move 15 ft horizontally for every 10 ft that you fall.
Dragonfolk Flight: Hover. Prerequisite: Glide. You can
DRAGONFOLK hover up to 5 ft over the ground and can remain 5 ft off the
S TA R T I N G F E A T U R E S ground when you move for no additional AP. You cannot fly
At level 1, you have the following features as a dragonfolk. vertically. Hover takes sufficient energy and focus that you
Buffer Fall. When falling, you can slow the descent and cannot benefit from Flutter Jump at the same time.
angle of your fall. For every 30 ft that you fall, you take 1d4 Dragonfolk Flight: Soar. Prerequisites: Hover; Character
falling damage. Furthermore, for every 10 ft that you fall, Level 15. Gain a fly speed equal to your walking speed.
you may choose to move 5 ft horizontally. Strafe. Prerequisites: Soar; Fire Breath. If you use your
Fire Breath (1/Recoup). You can spend 3 AP to exhale Fire Breath, you can choose to spend 4 AP to make a strafing
a cone of fire and sear the creatures around you. Make an attack. For this attack, you move in a 30 ft line and make
END attack vs the FORT of each creature in a 15 ft cone. an END attack vs the FORT of each creature along that line
Deal 2d6 fire damage to creatures that you hit, and ½ as dealing your normal amount of Fire Breath damage. You
much damage to creatures that you miss. can be no more than 15 ft away from the surface you are
Unique Ability. To further define your dragonfolk, choose strafing.
one option from the list below at level 1. 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 pride 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.
They 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
• Endurance. Forced March
D WA R F T R A I T S • Observation. Appraising
Height: 3’6”-4’6” • Crafting*. Brewing, Cooking, Jeweling,
Weight: 120 - 240 lbs Leatherworking, Masonry, Smithing
Size: Medium • Survival. Navigating*, Tracking, Dungeoneering,
Base Speed: 20 ft Evading
Appearance: Dwarves tend to have stocky proportions
C R A G D WA R F
and often have skin and hair tones that reflect their
environments, due to generations of evolution. Mountain Generally taller and comparatively lankier than other
dwarves often have skin in shades of white and gray. Their dwarven sublineages, the crag dwarves are well known for
hair ranges in shade from blonde and brunette to granite- their massive canyon cities built within miles-deep crevices
gray or black. Crag dwarves have an earthier coloration, carved by time and dwarven hands. Here great waterfalls
with skin tones like clay or sandstone and hair ranging from spin massive turbines that send elevator lifts hurtling
red to dark brunette. Deep dwarves look almost alien, with upward and downward between hundreds of stone bridges
pale skin that borders on translucent and large, dark eyes that crisscross every possible level and gap. Crag dwarves
adapted to navigate the utter blackness of 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 the following skills. You cannot put more than +4 points
underground world. Gain +5 to any History, Geography and into a single skill using this feature.
Navigating* checks made while 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 the following skills. You cannot put more than +4 points
on the following skills. You cannot put more than +4 points into a single skill using this feature.
into a single skill using this feature. • Acrobatics. Balancing, Contorting
• Acrobatics. Balancing, Contorting • Athleticism. Applied Force, Athletics
• Athleticism. Applied Force, Athletics • Crafting*. Alchemy, Brewing, Cooking, Masonry,
Smithing
18 CHAPTER 1 | LINEAGES
• Observation. Perceiving
• Stamina. Forced March
• Survival. Dungeoneering, Navigating*, Sneaking, Track

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. Prerequisite: 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. Prerequisite: Dwarven Ingenuity
1. 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. You can use this feature 1/Rest.
Dwarven Ingenuity III. Prerequisite: Dwarven Ingenuity II.
Your Dwarven Ingenuity 2 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. Prerequisite: 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 3 additional weapons and a
total of 3 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: 100-400lbs (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 to 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 elemental
curious about the newly rediscovered solar system and forces that can be found throughout Ancerra. The four most
ventured forth to explore it. common elemental sublineage are air, earth, fire, and water.
Elementals can reliably trace their lineage back to the 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 abilities.
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. Prerequisite: Air Sublineage. You are immune to
determine your magic attribute. Falling damage while 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 abilities. EARTH ABILITIES
Rock-Solid. When you are not wearing armor, gain +2 to All abilities in this section have the prerequisite that your
your AR and FORT. sublineage is earth.
Hardy. Gain 3 additional maximum HP. Earth Glide. Prerequisite: Earth Sublineage. You ignore
difficult terrain if it is made difficult due to loose sand,
F I R E E L E M E N TA L
gravel, or other mineral-based phenomena. Furthermore,
As a fire elemental, you gain the following abilities. when you hit with a melee attack, you may use the special
Spark. You can light nonmagical fires at will by touching Earth Punch effect.
flammable, nonsentient objects (such as a candle wick or Earth Punch: Knock a creature Prone. You may do so a
kindling in a campfire). You cannot light objects that are number of times equal to your END/Recoup.
being worn or carried, unless the creature carrying the Grit. Prerequisites: Earth Sublineage; Character Level 15.
object willingly lets you light it. When you take damage, you may spend 2 Reactive AP to
Flamehand. Learn the Beam of Fire cantrip, using your gain Shield HP equal to the damage taken. You may use this
Primal Ancestry to determine your magic attribute. feature once, regaining the ability to use it when you Take a
WAT E R E L E M E N TA L Rest.

As a water elemental, you gain the following abilities. FIRE ABILITIES


Amphibious. You can breathe air and water. All abilities in this section have the prerequisite that your
Salve (1/Recoup). When Recouping, you may expend sublineage is fire.
1 gallon of water in your possession to restore 1d6 HP to a Burn. Prerequisites: Fire Sublineage; Character Level 10.
Bloodied creature that you touch (which can be yourself). Gain a special attack.
Burn: 3 AP; melee and unarmed tags. Use your choice of
E L E M E N TA L F E A T U R E S STR or DEX for the attack and damage modifiers. On a hit,
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one you do not deal damage to the creature immediately, but it
option from the list below. gains Burning 1d4 for 30 seconds.
G E N E R A L E L E M E N TA L A B I L I T I E S Fire Affinity. Prerequisite: Fire Sublineage. Gain Fire
Affinity for 1 minute. You can use this feature a number of
Any elemental may take these abilities.
times equal to your END, regaining all expended uses when
Environmental Attunement. Repeatable. Gain Resist
you Take a Rest.
Elemental 1 (p. 325). Furthermore, when making END
Fire Affinity II. Prerequisites: Fire Affinity; Character Level
checks against the effects of extreme weather, add +2 to
15. Gain Immune Fire (and still gain the additional damage
your rolls.
from your Affinity whenever you would otherwise take fire
Meteorological Attunement. You learn the Predict
damage).
Weather invocation and can cast it 1/Rest using this ability.
Use your Primal Ancestry to determine your magic attribute. WAT E R A B I L I T I E S
Primal Magnificence. Repeatable. Learn two primal All abilities in this section have the prerequisite that your
chants of your choice, using your Primal Ancestry to sublineage is water.
determine your magic attribute. Curse of Corrosion. Prerequisite: Water Sublineage. You
Tempestuous Recovery. Gain +2 Tumbling. When you learn the Acid Pool spell, and can cast it once using this
are Prone, you may stand from Prone for 0 AP, but can only ability. Use your Primal Ancestry to determine your magic
do so on your own turn. attribute. Regain the ability to cast this spell when you Take
AIR ABILITIES a Rest.
Gift of Piscism. Prerequisite: Water Sublineage. You learn
All abilities in this section have the prerequisite that your
the Piscism spell, and can cast it once using this ability. Use
sublineage is air.
your Primal Ancestry to determine your magic attribute.
Fly. Prerequisites: Air Sublineage; Character Level 10. You
Regain the ability to cast this spell when you Take a Rest.
can cast the Fly spell. This counts as a primal spell for you.
Vital Salve. Prerequisite: Water Sublineage. When you
Use your Primal Ancestry to determine your magic attribute.
Recoup, you may use your Salve ability on up to three
You can cast this once without spending SP, regaining the
creatures within 10 ft of you (you may still choose yourself
ability to do so when you Take a Rest.
as a target).
Fly II. Prerequisite: 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 Nimblefoot. Your REF increases by +1. When making
patience with shorter lived races and hold many humans, END checks to mitigate the effects of extreme cold, roll 2d20
kleppins and urkou in the highest regard for their tenacity, and use whichever one is higher.
energy, and ability to accomplish so much in such a short Celestial Lorist. Gain +6 Skill Points that you can spend
time. Still, they may show frustration in their dealings on the following skills. You cannot put more than +4 points
should they forget that not everyone can recall the into a single skill using this feature.
experiences of ancestors centuries dead, leading to many • Acrobatics. Balancing, Tumbling
mistakes often repeated. • Athleticism. Athletics
• Knowledge. Arcana, Astrology/Astronomy, Geography,
E L F S TA R T I N G History, Religion [choose one]
F E AT U R E S • Observation. Empathy, Intuiting, Investigating,
At level 1, you gain the following features as an elf. Perceiving
Celestial Slumber. While you sleep, you can choose to • Survival. Foraging, Navigating*, Sheltering, Tracking
dream lucidly, contemplating philosophical questions or the PLAINS ELF
events of the previous day. During this time, you can make
up to three INT checks of your choice using skills that have Many elves were drawn to wide open plains and deserts
the Knowledge tag. If you have failed a skill check with the where the sky stretched from horizon to horizon. Here,
Knowledge tag on a topic in the last 24 hours, then you may nomadic elven tribes hunted and gathered and built
roll 2d20 and use the higher of the two when making a new powerful connections with the herds of wild horses, camels,
check on that topic. and the like that frequented these places. They also came
Sublineage. As the elves have spread across Ancerra, into regular, and often bloody, contact with brutish raiders
they have evolved to meet the unique challenges of their and brigands, perfecting the arts of open combat across
environment. Choose one sublineage below and gain a generations. Elves hailing from the desert or plains gain the
bonus 1st level features based on your selection. following two features at 1st level.
Sun-Baked. Your FORT increases by +1. When making
FO R E S T E L F END checks to mitigate the effects of extreme heat, roll
This ancient line of elves found fulfillment in embracing 2d20 and use whichever one is higher.
and tending to the parts of the world most teeming with Keen Eye. You have exceptional eyesight and can make
life: forests and jungles. After all, plants only grow when out fine details up to eight miles away (provided that there
the sun nourishes them. Although the light from a single are no obscuring phenomena). You have +4 Perceiving.
star is not the same as a whole galaxy, forest elves believe S TA R E L F
that stewardship of nature is in a way caring for the life
cultivated by starlight. Elves from the forest or jungle gain The elven lines that deviated the least from their ancient
the following two features at 1st level. origins are known as the “Sil”. They make their homes in
Danger-Ready. Your ANT increases by +1. You have a +2 both urban and rural areas, though on the whole they are
bonus to Initiative rolls. not very common. Star elves are more skilled than other
Forest Steward. Gain +6 Skill Points that you can spend elven sublineages at celestial slumbering and can more
on the following skills. You cannot put more than +4 points easily sift through the sea of memories. Elves of the star
into a single skill using this feature. sublineage gain the following two features at 1st level.
Ancient Will. Your WILL increases by +1. Gain +5 to any
• Acrobatics. Sneaking
knowledge check made with your Celestial Slumber feature.
• Crafting*. Carpentry, Leatherworking, Masonry,
Star Gazer. Gain +6 Skill Points that you can spend on
Smithing, Weaving, Woodcarving
the following skills. You cannot put more than +4 points
• Knowledge. Medicine*, Nature
into a single skill using this feature.
• Observation. Intuiting, Investigating, Perceiving
• Acrobatics. Balancing, Tumbling
• Survival. Animal Handling, Foraging, Navigating*,
Sheltering, Tracking • Influence. Deceiving, Empathy, Leadership, Persuading
• Knowledge. Arcana, Art, Geography, History,
M O U N TA I N E L F Medicine*, Religion [choose one], Astrology/Astronomy
In an effort to reach the stars again, the mountain elves • Observation. Intuiting, Perceiving
climbed the tallest mountain ranges they could find and • Survival. Nature, Navigating*
made their homes among their crests; others made their
way to the far north, curious about the dancing lights in
the sky. These elves are skilled at surviving in brutally cold
environments. Elves from the mountains or snow gain the
following two features at 1st level.

CHAPTER 1 | LINEAGES 23
Dream Step: Busy Night. Prerequisite: Dream Step. You
E L F F E AT U R E S may use your Dream Step feature twice each time that you
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one sleep for at least 6 hours during a Rest.
option from the list below. Dream Step: Extend Lucidity. Prerequisite: Dream Step.
Arcane Affinity. Learn two cantrips from the Arcane When you use your Dream Step feature to speak with a
Source of magic. If you do not already know arcane magic, creature that is not an elf, you may choose for that creature
then INT is your magic attribute for these cantrips. to remember the conversation in the dream without having
Celestial Blessing. Learn two prayers from the Divine to make a roll for it.
Source of magic. If you do not already know divine magic, Dream Step: Ghostly Visage. Prerequisite: Dream Step.
then CHA is your magic attribute for these prayers. When you use your Dream Step feature to speak with a
Cloak of Nature. While you are Concealed, gain a +2 creature that is not an elf, you may attempt to impress
bonus to your REF and ANT. upon the creature specific emotions or instructions without
Dream Step. Prerequisites: Celestial Slumber. While using making your presence known. Make a CHA check. You may
your Celestial Slumber feature, you may attempt to enter add your Deceiving specialized skill bonus. If you roll above
the dream of another sleeping creature once when you Take their WILL, then you successfully obscure your presence
a Rest. In order to do so, the target creature must also be from their mind while having the dream conversation. If you
asleep and familiar to you. To make contact, make a CHA have not met the creature (spent at least one minute within
check. You may add Empathy if you have that skill. If you 5 ft of them), they gain +5 to their WILL in defense of this
roll above their WILL, then you successfully enter their feature.
dreams. If you have not met the creature (spent one minute Keen Shot (2/Rest). Prerequisite: Character Level 10. For
or more within 5 ft of them engaging in conversation or the 0 AP, you may grant yourself a +2 bonus to ranged attack
like), they gain +5 to their WILL in defense of this feature. rolls with two-handed weapons until the end of your current
Once you have established contact with the target, you turn.
and the target may have a brief conversation. If the target is Nimble. Repeatable. Gain +6 Skill Points to spend on
not an elf, they must make a LUCK check upon awakening. skills with the Acrobatics tag. You cannot spend more than
If the target rolls below a 7, then they do not remember +4 points on a single skill in this way.
the conversation. If they roll below a 14, they retain vague One with the Land. Repeatable. Gain +6 Skill Points
impressions and emotional timbre of the conversation but to spend on skills with the Survival tag. You cannot spend
do not recall specifics. If they roll a 14 or higher, then they more than +4 points on a single skill in this way.
recall the conversation in its entirety. Primal Power. Learn two chants from the Primal Source
Dream Step: Astral Projection. Prerequisites: Dream of magic. If you do not already know primal magic, then
Step; Character Level 20. Once during a Rest, while using AWR is your magic attribute for these chants.
your Dream Step feature, you can cast the Astral Projection Scholar. Repeatable. Gain +6 Skill Points to spend on
psionic spell. This costs no SP for you, but ends immediately skills with the Knowledge tag. You cannot put more than +4
upon waking. 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 (1/Rest). 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. You also gain an ability determined by your
sublineage below.
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 Ability. To further define your Fiendblood, choose illness and disease, and those that share their blood might
one option from the fiendblood Abilities list below at level 1 enforce the idea with sickly pale skin, skull-like features,
(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 ability you selected at level 1, you
MELANETH-BLOODED gain one more ability 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. You may use this feature once each time you Take a Rest.
dark wisdom arises.
Blood Transformation II. Prerequisites: Blood
Creeping Dread. While your Blood Transformation
Transformation; Character Level 5. Gain a second use of your
feature is activated, you may spend 4 AP to attempt to sow a
Blood Transformation feature, regaining all expended uses
primal fear in those near you. You must make a CHA attack
when you Take a Rest.
against the WILL of all creatures within 15 ft. If successful,
Blood Transformation III. Prerequisites: Blood
those creatures are struck with the Broken condition until
Transformation 2; Character Level 15. Gain a third use of
the end of their next turn.
your Blood Transformation feature, regaining all expended
CHOLERETH-BLOODED uses when you Take a Rest.
The Cholereth are fiends of a singular desire to dominate Claws. Your fingernails grow long, sharp, and rigid,
or slaughter any who stand in their way, and threads of taking on a dark, bloody hue. Gain a special attack that
this notion often weave their way into the lives of their costs 2 AP and deals 1d4 Sharp damage on a hit. This is
fiendbloods. These individuals are physically imposing and considered a natural weapon, and you use your choice of
they typically force their way into positions of leadership. STR or DEX for the attack and damage rolls.
Horns and spines are common along with curled claws and Draining Touch (END/Rest). You have the ability to
thin, lashing tails. draw the very life force out of a living creature. You may
War Bringer. While your Blood Transformation feature make a special attack against one target by spending 4 AP. If
is activated, you may spend 4 AP to inspire up to two allies successful, you deal 1d6 Necrotic damage to the target and
within 30 feet to bring death and carnage. Those allies do regain HP equal to the amount of damage you dealt.
an additional +2 damage whenever they hit an enemy for a Draining Touch II. Prerequisite: Draining Touch; Character
number of rounds equal to your CHA+1 (min 1). Level 10. Your draining touch now does 2d6 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
26 CHAPTER 1 | LINEAGES
Necrotic damage and heals you for the same amount. for the next 24 hours and the pact ends. You can make a
Fiendish Endurance. Repeatable. Gain +6 Skill Points number of binding pacts equal to your CHA (min 1). You
to spend on skills with the Stamina tag. You cannot spend may end a pact in order to make a new one; if you do, the
more than +4 points on a single skill in this way. creature that was released from your pact immediately
Infernal Influence. Repeatable. Gain +6 Skill Points to knows that the pact has ended.
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. If you do not already know occult magic from takes ½ damage and is Sickened for the next hour.
another feature or talent, then use CHA as your magic Wings of Darkness. Prerequisite: Blood Transformation.
attribute. While your Blood Transformation feature is active, you
Pact Maker. You have the ability to make binding deals sprout a pair of shadowy wings. While you are using your
with other intelligent creatures. If such a creature makes wings, your horizontal jump distance is doubled and you no
a willing bargain and exchanges either oath or blood, they longer take falling damage.
become bound to the terms indefinitely (or for a set amount
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

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 maker 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: 100-600lbs (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 costs 4 or fewer SP. END is your magic attribute for this
materials that you are made of and how you were created. spell. You may cast this spell once, regaining all expended
Choose your primary material and life source. uses when you Take a Rest.
Bludgeon. Incompatible: Razor. Your dominant hand
P R I M A R Y M AT E R I A L grows in size and/or strength and can be used as a weapon
Choose whether you are primarily constructed out of plant with the stats of a Club.
matter, clay, or bone. This choice grants you the following Dark Power. Prerequisite: Life Source - Occult. Learn one
benefit: chant or spell from the Occult Source that costs 5 or fewer
Bone: Vestigial Life. Your body recalls that it once lived SP. This selection must have the Dark Power tag. END is
as some kind of mortal. When you receive magical healing your magic attribute for this selection. If you choose a spell,
from another creature, you regain 2 additional HP. you may cast it once, regaining all expended uses when you
Clay: Oozing Movement (1/Rest). You may cause your Take a Rest.
body to melt into an oozing substance the consistency of Divine Glimmer. Prerequisite: Life Source - Divine. You
putty. This allows you to squeeze through areas as small as 1 learn one divine spell of your choice that costs 5 or fewer SP.
ft wide. When you use this feature, it costs 2 AP to activate END is your magic attribute for this spell. You may cast this
and lasts for a number of rounds equal to your END+1 (min spell 1/Rest.
1 round). While using this feature, you cannot make attacks Essence Alteration. Prerequisite: Life Source - Psionic.
or interact with objects. Your health and defenses are You may learn a second spell from the Psionic Source with
unaffected. You may end this form early if you wish, costing the manifestation tag. Each time you Take a Rest, you may
no AP. choose which manifestation you have active for the day (you
If this ability ends while you are still transformed, you cannot have both active). END is your magic attribute for
immediately reform in the nearest unoccupied space and these spells.
take 1d10 Blunt damage. Frenzy of Life. Prerequisite: Vestigial Life. After receiving
Plant Matter: Minor Photosynthesis. When you Recoup magical healing from another creature, you also deal +2
in nonmagical sunlight, you may gain Shield HP equal to damage on your next hit.
your END. Hardened Form. While you are not wearing armor, your
AR and Physical Defenses increase by +2.
LIFE SOURCE Invocation. Prerequisite: Life Source - Primal. Learn one
Choose whether your creator used the Arcane, Divine, invocation of your choice from the Primal Source that has
Occult, Primal, or Psionic Source to awaken Essence within no prerequisites. END is your magic attribute for this spell.
you. You may cast this spell once, regaining all expended uses
Arcane. Fundamental magic courses through you. Learn when you Take a Rest.
two cantrips from the Arcane Source of magic. END is your Major Photosynthesis. Prerequisite: Minor Photosynthesis.
magic attribute for these cantrips. When using your Photosynthesis ability, add ½ your
Divine. Your connection to divinity manifests in the ability character level to the amount of HP you regain.
to heal. By spending 2 AP, you may restore HP equal to Multimatter. Gain one of the following abilities that you
1d6+END to yourself or a creature that you touch. You can did not choose at 1st level: Minor Photosynthesis, Oozing
use this feature once, regaining the ability to do so when Movement, or Vestigial Life.
you Take a Rest. Razor. Incompatible: Bludgeon. Your dominant hand grows
Occult. You were made through strange and esoteric spines or a bladed edge and can be used as a weapon with
means. Learn one ritual of your choice from the Occult the stats of a Scimitar.
Source that has no prerequisites. END is your magic Iron Lungs. You no longer need to breathe.
attribute for this ritual. Rock-Hard Reinforcement. While you are not wearing
Primal. The generative power of the Everwilds swells armor, gain Resist Physical 3 when attacks target your REF
from within. Learn two chants from the Primal Source of or FORT.
magic. END is your magic attribute for these chants. Hygroscopy. You no longer need to drink.
Psionic. Your Essence is particularly adept. Choose one Silent Sentinel. You no longer sleep in the traditional
manifestation from the Psionic Source. You can cast that sense, but instead remain completely motionless for 6 hours
manifestation at will, using END. in order to rejuvenate yourself. During this time, you are
Unconscious, but you retain visual and auditory awareness
G O L E M F E AT U R E S of your surroundings.
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one Transmutable Clay. Prerequisite: Oozing Movement.
option from the list below. Regain all expended uses of your Oozing Movement when
Arcane Explosion. Prerequisite: Life Source - Arcane. you Recoup.
Learn one spell of your choice from the Arcane Source that

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 don’t 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 the following skills. You cannot put more than +4 points
into a single skill using this feature.
• Acrobatics. Balancing, Contorting, Tumbling
• Influence. Deceiving, Empathy, Gossipping, 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 Ability. 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 ability you selected at level 1, you
gain one more ability 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. Prerequisite: Bravery. You cannot be
Frightened by creatures. (Effects that do not originate from
creatures can still Frighten you.)
Bravery III. Prerequisite: 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 (1/Rest). When you are reduced to 0 HP,
immediately regain 1 HP.
Determined II. Prerequisite: 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 in a single skill in this way.
Unique Ability. To further define your hondu, choose
one option from the list below at level 1.
Canine Endurance II. Prerequisite: 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 ability you selected at level 1, you Athleticism or Stamina tags. You cannot spend more than
gain one more ability 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. Prerequisite: Hondu Bite. check.
Repeatable. Each time you take this feature, increase your Keen Nose II. Prerequisite: 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 up
Bravery. Whenever a creature tries to Frighten you, they to 10 ft without spending AP. When moving in this way, you
must roll 2d20 and use the lower one. must stay within 5 ft of a hostile creature at all times. You
Bravery II. Prerequisite: Bravery. You cannot be can use this feature a number of times equal to your AWR,
Frightened by creatures. (Effects that do not originate from regaining expended uses of the feature upon Recouping.
creatures can still Frighten you.) Thick Coat. Gain Resist Cold 3. When making END checks
Bravery III. Prerequisite: Bravery II. You cannot be to mitigate the effects of extreme cold, roll 2d20 and use
Frightened by any source. whichever one is higher.
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 Ability. 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 ability you selected at level 1, you
gain one more ability 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. Once you use this feature, you cannot use it
again until after you Take a Rest.
A tenacious and unwavering lineage, humans are as Determined II. Prerequisite: Determined. Regain the
different from one another as trees in the forest: no two ability to use your Determined feature after you Recoup.
share precisely the same twists, patterns, or preferences. Determined III. Prerequisites: Determined II; Character
On the whole, humans are deeply concerned with life and Level 15. Regain the ability to use your Determined feature
its enjoyment or with legacy and securing their place in the after you Catch your Breath.
annals of history. Fast Friends. Gain +6 Skill Points to spend on skills with
Humans make their mark on the world with their sheer the Influence tag. You cannot spend more than +4 points on
adaptability. They are able to tame any environment a single skill in this way.
they set foot into, from barren tundra to seething jungle Offensive Rush. Once per turn, when you spend 1 or
and everything in between. They form great civilizations more AP to move towards a hostile creature, your speed
that rise and fall like the tide yet on the whole are never increases by 10ft.
diminished in their endless pursuit of knowledge and Knack. Repeatable. Gain +4 to any one skill of your
mastery of the natural world. choice.
Many Interests. Repeatable. Gain +2 to any four separate
H U M A N C U LT U R E skills of your choice.
Much like the individual, human culture is as varied and Pillar of the Community. Prerequisite: Character Level 5.
diverse as the environments in which they are found. Some Gain rank 1 of a new profession of your choice.
humans build mighty fortresses of stone and timber that Scrappy. Gain the ability to use the Exploit advanced
will stand for hundreds of generations while others live as maneuver.
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. 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 Ability. 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 ability you selected at level 1,
you gain one more ability at 5th, 10th, 15th, 20th, 25th,
and 29th levels, choose one option from the list below.

K ET T EK Ambusher. When you make a weapon attack against a


creature that has not yet had a turn in Initiative, add your
AWR to the attack and damage rolls.
(KET-tek) Cat’s Cunning. Repeatable. Gain +6 Skill Points to
Kettek are feline humanoids ubiquitous across Ancerra. spend on skills with the Subterfuge tag. You cannot spend
Endlessly curious, occasionally distracted, kettek are well more than +4 points on a single skill in this way.
known for their adventurous and fickle nature. Kettek rarely Claws. Gain a special attack that costs 2 AP and deals 1d4
stay in one place for more than a few years as boredom Sharp damage on a hit. This is considered a natural weapon,
frequently drives their urge for new sights, sounds, and and you use your choice of STR or DEX for the attack and
places. Thus, they find many positions on ships and caravans damage rolls.
around the world and their natural grace and athleticism Darkvision II. Prerequisite: Darkvision. The range of your
makes them excellent scouts, performers, and sailors. darkvision extends by +30 ft.
Hailing from lush forests and snowy taigas alike, the Keen Eyes. When you make Awareness checks that rely
kettek have adapted well to many environments and often on your sense of sight, gain an additional +4 bonus to that
have distinct features from their homeland. Northern kettek check.
tend to be bulkier with spotted furs of white, grey, and black Keen Eyes II. Prerequisite: 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 Awareness checks that
rely on your sense of hearing, gain an additional +4 bonus
K E T T E K C U LT U R E to that check.
Kettek are wanderers by nature, so their culture tends to Jungle Cat. Gain a climbing 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. Prerequisite: 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” to 3’8”
Weight: 30 to 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 to 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 Abilities. To further define your Kleppin, choose
two options from the list below at level 1.
Burrower II. Prerequisite: Burrower. Regain the ability to
K L E P P I N F E AT U R E S burrow when you Recoup.
In addition to the two unique abilities you selected at level Claws. Gain a special attack that costs 2 AP and deals 1d4
1, you gain one more ability 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. Prerequisite: 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. Prerequisite: 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 (1/Rest). Gain a burrow speed equal to ½ spend on skills with the Survival tag. You cannot spend
your walking speed. You can burrow through soil, dirt, sand, more than +4 points on a single skill in this way.
mud, or similar substances, but cannot burrow through Rodent’s Cunning. Repeatable. Gain +6 Skill Points to
rock, stone, metal, and the like. When you burrow, you spend on skills with the Subterfuge tag. You cannot spend
leave a large and noticeable tunnel in your wake. Any Small more than +4 points on a single skill in this way.
creature can squeeze through the tunnel, expending 2 ft of Scurry II. Prerequisites: Scurry; Character Level 5. When
movement for every 1 ft that they move. Any Tiny or smaller creatures attack you on your turn, their attacks suffer a -5
creature can move through the tunnel at normal speed. You penalty to hit.
cannot 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.

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’ - 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. CHA is your magic
irresponsible use of power. Other raedeen seek quieter lives,
attribute when using this feature.
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. You may use this feature once,
or organizations that are twisted reflections of what avadri regaining all expended uses when you Take a Rest.
once cherished. Creativity, power, and the ability to exert Efficient Biotech. Your internal organs operate more
one’s will over the chaos around them always appealed to efficiently than normal beings, drawing directly from magic
avadri, so a corrupted raedeen might be drawn to an iron- to sustain you. You no longer require food or drink to
fisted dictator or a shortsighted pioneer trying to deforest sustain yourself and are immune to food-based diseases. You
a tract of land. corrupted raedeen have formed an outlook still need to breathe.
that, while reminiscent of their avadri ancestry, is actually
near the opposite of what their ancestors might have
R A E D E E N F E AT U R E S
wanted. At 5th, 10th, 15th, 25th, and 29th levels, gain one option
Razor Plating. Your raedeen plating is razor sharp. Your from this list.
dominant hand grows a retractable blade that can be used Advanced Analytics. Prerequisites: Dreaming Raedeen;
as a weapon with the stats of a Scimitar or a Shortsword Character Level 10. Gain +3 to Investigating and +3 to
(your choice). Intuiting.
Blood Is Fuel. You may spend 1 AP to consume any Ancestral Divinity. Learn two prayers of your choice from
source of fresh blood other than your own, provided the Divine Source. These prayers count as psionic magic for
that such a source is within 5 ft of you. (No attack roll is you, instead of divine, and CHA is your magic attribute for
required, but you are limited to targeting corpses, Bloodied these prayers.
creatures, or creatures with the Bleeding condition). Doing Ascension. Prerequisite: Character Level 15. Learn the
so grants you TA on all attacks until the end of your next Angel Wings spell from the Divine Source, but it counts
turn as you are fueled by blood. You can use this feature a as psionic magic for you. You may cast this spell once,
number of times equal to your CHA, regaining all expended regaining all expended uses when you Take a Rest.
uses when you Recoup. Blood Is Fuel II. Prerequisites: Blood is Fuel; Corrupted
Raedeen. When using your Blood is Fuel ability, 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. Dreaming 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. You may use this SP or rechargeable resources. You can use this feature once,
feature twice, regaining all expended uses when you Take a regaining all expended uses when you Take a Rest.
Rest.

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

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;

CHAPTER 1 | LINEAGES 41
if you want to integrate a new set of armor, you must Programmed Athleticism. Repeatable. Gain +6 Skill
first eject your current form of armor. Ejected armor regains Points that you can spend on any skills with the Athleticism
all of its original properties and provides no benefit to you or Stamina tags. You cannot put more than +4 into a single
unless you 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 Ability. 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 ability you selected at level 1, you can produce that tool or kit from within yourself at will, but
gain one more ability at 5th, 10th, 15th, 20th, 25th, and when you do, that tool or kit is considered a part of your
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. Prerequisite: 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
and CHA is your magic attribute for these prayers. who are not wet do not need to make END checks against
Enhanced Armor. Repeatable. Your Armor Rating the effects of extreme cold.
increases by +2. Weapon Manifestation. Choose a weapon with the one-
Illuminate. By spending 1 AP, you can shed bright light handed tag. You manifest that weapon out of the material
for up to a 20 ft radius from yourself, and dim light for within your own body. You cannot throw the weapon, even
double that distance. Alternatively, you can choose to shine if it has the thrown tag, and you cannot be disarmed of this
only dim light up to a 20 ft radius. This light remains until weapon unless your dominant arm is severed.
you decide to spend an additional 1 AP to end it. Weapon Manifestation II. Prerequisite: Weapon
Manufacturer. You may cast the Minor Conjuration Manifestation. The weapon that you manifest can have
cantrip from the Arcane Source, but it counts as psionic for the hand-and-a-half tag. You may use it with one hand, or
you when cast in this way. temporarily fuse your hands together to gain its hand-and-a-
Programmed Appraisal. Repeatable. Gain +6 Skill Points half benefit.
that you can spend on any skills with the Observation tag.
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 Ability. To further define your satyr, choose one
option from the list below at level 1.

CHAPTER 1 | LINEAGES 43
Life of the Party. Repeatable. Gain +6 Skill Points to
S AT Y R F E AT U R E S spend on skills with the Performance tag. You cannot spend
In addition to the unique ability you selected at level 1, you more than +4 points on a single skill in this way.
gain one more ability at 5th, 10th, 15th, 20th, 25th, and Merrymaking. Repeatable. Gain +4 Alchemy* and
29th levels, choose one option from the list below. Brewing*.
Arcane Affinity. Learn two cantrips from the Arcane Primal Power. Learn two chants from the Primal source
Source of magic. If you do not already know arcane magic, of magic. If you do not already know primal magic, then
then INT is your magic attribute for these cantrips. AWR is your magic attribute for these chants.
Chaotic Mind. When any creature attempts to impose Thick Skull. Prerequisite: Ram. Repeatable. Each time you
Charmed on you, it must roll 2d20 and use the lower roll. take this feature, increase your Ram damage die by one size
Dazzling Performance (1/Rest). You may attempt to (d4 to d6, d6 to d8, etc.), to a maximum of 1d12.
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.
Dazzling Performance II. Prerequisite: Dazzling
Performance. You may use this feature an additional time,
regaining all expended uses when you Take a Rest.
Dazzling Performance III. Prerequisite: Dazzling
Performance II. You may use this feature an additional time,
regaining all expended uses when you Take a 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.
Fey Spirit. Gain +6 Skill Points that you can spend on 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. Gossipping, 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. Prerequisite: Ram. Your Ram ability only costs 2
AP. You can still only use it once per turn.

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” to 7’4”
Weight: 250 to 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. Regain expended uses of your Rapid
their flesh to stone instantly. As a reactive action, you may Regeneration ability when you Catch your Breath.
spend 1 AP to turn to stone, gaining Resist Damage 10, and Rapid Regeneration III. Prerequisite: Rapid Regeneration
becoming Paralyzed but not Helpless. You may not move, II. Gain an additional use of your Rapid Regeneration ability.
attack, or use any ability or feature while in this form. Rapid Regeneration IV: Troll Blood. Prerequisites: Rapid
Stoneform lasts until the end of your next turn. You can only Regeneration III; Character Level 20. Gain Vulnerable Fire 4,
use this feature once, regaining all expended uses when you but if you have not been damaged by Fire within the last
Take a Rest. minute, you regain 1 HP at the beginning of each of your
Rapid Regeneration. Trollkin are particularly hearty turns while you are Bloodied.
and their body can recover quickly from serious wounds. Self-Sufficient. Repeatable. Gain +6 Skill Points to spend
You may spend 2 AP to regain HP equal to one 1d12 plus on skills with the Survival tag. You cannot spend more than
your END. You can only use this feature once, regaining the +4 points on a single skill in this way.
ability to do so when you Recoup. Stoneform II. Prerequisites: Stoneform; Character Level
Unique Ability. To further define your trollkin, choose 5. You can use your Stoneform feature one additional time,
one option from the list below at level 1. regaining all expended uses when you Take a Rest.
Stoneform III. Prerequisite: Stoneform II. You can use
T R O L L K I N F E AT U R E S your Stoneform feature one additional time, regaining all
In addition to the unique ability you selected at level 1, you expended uses when you Take a Rest.
gain one more ability at 5th, 10th, 15th, 20th, 25th, and Stone Gut. Prerequisite: Character Level 5. Gain Resist
29th levels, choose one option from the list below. Toxic 3.
Bridge Dweller. Gain +6 Skill Points that you can spend Stone Gut II. Prerequisites: Stone Gut; Character Level
on the following skills. You cannot put more than +4 points 10. You are immune to being poisoned and diseased, and
into a single skill using this feature. increase your Resist Toxic number by 3. Furthermore, you
• Athletics. Applied Force, Climbing, Lifting, Sprinting can receive nourishment from eating any biological plant or
• Crafting*. Carpentry, Masonry, Smithing, 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. Forced March, Menace, Distance Running, weapon, you can choose DEX or STR, your range becomes
Swimming 30 feet, and its damage can go up to 1d12, determined by
• Survival. Animal Handling, Forage, Nature, Shelter your MC and what you are throwing.
Long Arms. Your melee reach increases by +5ft.
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 Abilities (not including a lineage’s base
features). This represents your lineage before becoming an
undead. Such a lineage ability 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 monster 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 monster 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 monster wanders
become Sickened until you next drink blood. For seven days away.
after drinking blood, gain the following benefit: you heal Creature of the Night II. Prerequisite: Creature of the
from broken bones and internal injuries when you Take a Night. When you summon creatures, you may choose more
Rest. powerful monsters, choosing from the original options or
Blood Drinker II. Prerequisite: Blood Drinker I. While 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 inspection, but magical inspection You can use this ability once, regaining all expended uses
still reveals your true nature. Additionally, while under when you Take a Rest.
the effects of Blood Drinker, regain 1d4 HP whenever you Darkvision. You can see in darkness to a limit, even
Recoup and are Bloodied. without any light source. you cannot discern color while
Captivating Gaze (CHA/Rest). Your eyes now shine using your darkvision. While using darkvision, you can see
with a faint unholy light. You may attempt to charm a non- up to 30 ft, and then are blind beyond that point.
undead humanoid with your hypnotic gaze. To do so, make Jolt of Life (1/Rest). After taking lightning damage from
a CHA attack vs the WILL of a humanoid within 15 ft of any source, you may gain +3 AP at the start of your next
you. If you hit, then the humanoid is Charmed. A Charmed turn.
humanoid views you as a dear friend and does anything Jolt of Life II. Prerequisite: Jolt of Life. Regain your Jolt of
they can to obey a reasonable request. This effect lasts for Life when you Recoup.
one hour or until the creature takes damage. Jolt of Life III. Prerequisites: Jolt of Life II; Character Level
Captivating Gaze II. Prerequisite: Captivating Gaze. 20. You have unlimited uses of your Jolt of Life ability.
Your captivating gaze no longer ends when a target takes Touch of the Grave. You can make a special attack
damage, unless the damage is from you. against a living creature. Spend 3 AP to make a melee attack
Claws. Your fingernails grow long, sharp, and jagged, and using END against a living creature’s FORT. If you hit, the
your hands take on an emaciated tenor. Gain a special attack target becomes paralyzed until the end of their next turn.
that costs 2 AP and deals 1d4 Sharp damage on a hit. This Unholy Fortitude. Gain Resist Occult 3 and Vulnerable
is considered a natural weapon, and you use your choice of Divine 1.
STR or DEX for the attack and damage rolls.
Corpse Eater (END/Rest). 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.
Creature of the Night (1/Rest). 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 - 400lbs
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 (1/Recoup). After being hit by an attack,
you may choose to reduce the damage you take by your
level.
Unique Ability. To further define your urkou, choose one
option from the list below at level 1.

CHAPTER 1 | LINEAGES 49
Motherland’s Discipline (2/Recoup). When you miss
U R KO U F E AT U R E S with an attack roll, you can add a bonus to your attack
In addition to the unique ability you selected at level 1, you equal to the number of allied creatures within 20 ft of you
gain one more ability at 5th, 10th, 15th, 20th, 25th, and (to a maximum of +5), possibly turning the miss into a hit.
29th levels, choose one option from the list below. Motherland’s Discipline II. Prerequisite: Motherland’s
Bare Necessities. When you Take a Rest, you find enough Discipline. Regain expended uses of your Motherland’s
food for 1 day’s worth of rations. (In absolutely inhospitable Discipline ability when you Catch your Breath.
environments, like the void of space, your MC might rule Motherland’s Discipline: Save Face. Prerequisite:
that this ability 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. Your Bear the Pain feature recharges when you you, instead of only 20 ft.
Catch your Breath. Outlander. Repeatable. Gain +6 Skill Points to spend on
Urkou Claws. Gain a special attack that costs 2 AP and skills with the Survival tag. You cannot spend more than +4
deals 1d4 Sharp damage on a hit. This is considered a points on a single skill in this way.
natural weapon, and you use your STR for the attack and Parental Instinct (2/Recoup). When an allied creature
damage rolls. within 5 ft of you takes damage, you may take the damage
Urkou Claws: Bear Hug (2/Recoup). Prerequisite: Urkou instead. If the creature is one or more Sizes smaller than
Claws. When you hit a creature with your Claw attack, you you, you reduce this damage by 1d6.
may also Grapple it, provided that it is no more than one Parental Instinct: Sacrificial Protector. Prerequisite:
Size larger than you. Parental Instinct. Your Parental Instinct ability recharges
Urkou Claws: Knockdown (2/Recoup). Prerequisite: when you Catch your Breath.
Ukrou Claws. When you hit a creature with your Claw Powerful Build. You can now carry three additional
attack, you may also knock that creature prone, provided weapons and a total of three items with the Unwieldy tag.
that it is no more than one Size larger than you. Thick Coat. Gain Resist Cold 3. When making END checks
Urkou Claws: Powerful Blows. Prerequisite: Urkou Claws. to mitigate the effects of extreme cold, roll 2d20 and use
Repeatable. Each time you take this feature, increase your whichever one is higher.
Claw damage die by one size (d4 to d6, d6 to d8, etc.), to a Tireless. Repeatable. Gain +6 Skill Points to spend on
maximum of 1d12. skills with the Athleticism tag. You cannot spend more than
Endless Patience. Repeatable. Gain +6 Skill points to one +4 points on a single skill in this way.
Crafting* skill of your choice.
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
on p. 303 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 System 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, which 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’re always seeking out new and innovative
• Athleticism. Applied Force, Athletics, Sprinting ways to make a profit, whether it’s through trading goods,
• Influence. Intimidating, Leadership investing in businesses, or developing new products. Your
• Knowledge. Geography, History, Medicine*, Military business savvy has made you one of the most successful
Vehicles* [land] individuals in your town, and you’re always looking for new
• Luck. Fortuity, Scavenging opportunities to expand your wealth and influence.
• Stamina. Forced March, Menacing, Distance Running,
Swimming SKILLS
• Survival. Animal Handling, Dungeoneering, Gain 12 Skill Points, which you can spend on any of the
Navigating*, Sheltering following skills.
O C C U PAT I O N A L B O N U S With this feature, you may put up to 6 points into any
If you take a profession with the militant tag, gain +2 individual skills with the Crafting* tag, and up to 3 points
Forced March. into any individual skills with any other tag. You may exceed
this limit by gaining skill points from another feature. Skills
S TA R T I N G W E A LT H followed by an asterisk are tool-dependent.
Gain 5d20x2 sc (or take the average, 104 sc).
• Crafting*. Alchemy, Brewing, Calligraphy, Carpentry,
Cartography, Cobbling, Cooking, Glassblowing,
C R I M I NA L Jeweling, Leatherworking, Masonry, Painting, Pottery,
You live on the fringes of society, always looking for Smithing, Weaving, Woodcarving
opportunities to turn a profit through illegal means. • Influence. Deceiving, Empathy, Gossipping, Persuading
Whether it’s through thievery, blackmail, or shady deals, you • Knowledge. Art, Economics, History, Law, Politics of
have a knack for manipulating the law to your advantage, [choose region]
constantly staying one step ahead of the authorities. • Luck. Fortuity
• Performance. Entertaining, Instrument* [choose one],
SKILLS Savoir Faire
Gain 12 Skill Points, which you can spend on any of the • Observation. Appraising, Eavesdropping, Intuiting,
following skills. Perceiving
With this feature, you may put up to 6 points into • Subterfuge. Forging*, Sleight of Hand
individual skills with the Subterfuge tag, and up to 3 points O C C U PAT I O N A L B O N U S
into skills with any other tag. You may exceed this limit by If you take a profession with the mercantile tag, gain +2
gaining Skill Points from another feature. additional Skill Points in Appraising.
• Acrobatics. Balancing, Contorting, Tumbling
• Athleticism. Athletics, Sprinting
S TA R T I N G W E A LT H
Gain 10d20x2 sc (or take the average, 210 sc).
• Crafting*. Brewing, Cooking, Jeweling, Painting,
Pottery, Weaving, Woodcarving
• Influence. Deceiving, Gossipping, 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 Gossipping.
versatile personality. A classic jack of all trades, and master
of none, you’re 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’ve 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 don’t 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, which 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, Cooking,
the aristocracy of your region. With your education, wealth, Leatherworking, Weaving, Woodcarving
and connections, you have the capacity to shape the world • Performance. Instrument* [choose one]
around you, whether it’s 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, Swimming
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, which 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, Gossipping, You are constantly seeking knowledge and understanding,
Intimidating, Leadership, Persuading driven by a thirst for discovery and a desire to make a
• Performance. Dancing, Entertaining, Instrument* difference in the world. Whether you’re 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 System 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, which 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, Carpentry, You’ve had to fend for yourself from a young age, relying on
Cartography, Cobbling, Cooking, Glassblowing, your wits and cunning to survive in a harsh and unforgiving
Jeweling, Leatherworking, Masonry, Painting, Pottery, world. Growing up on the streets, you’ve learned to be quick
Smithing, Weaving, Woodcarving on your feet; to pick pockets and slip away from danger
• Influence. Deceiving, Gossipping, Persuading without being detected. Despite the hardships you’ve faced,
• Knowledge. Arcana, Art, Astrology, Astronomy, you’ve developed a fierce independence and a sense of
Economics, Engineering, Geography, History, Law, humor that has helped you get by, and you always have a
Medicine*, Military, Politics of [choose region], Religion trick or two up your sleeve to help you out of a tight spot.
[choose one]
• Performance. Dancing, Entertaining, Instrument* SKILLS
[choose one] Gain 24 Skill Points, which you can spend on any skill of
• Observation. Appraising, Eavesdropping, Investigating your choice. With this feature, you may put up to 6 points
• Subterfuge. Disguising*, Forging* into any individual skill. You may exceed this limit by
• Survival. Animal Handling, Navigating* gaining Skill Points from another feature.
O C C U PAT I O N A L B O N U S NO PROFESSIONAL EXPERIENCE
If you take a profession with the academic tag, gain +2 As an urchin, you do not get to select a profession at 1st
additional Skill Points in History. level.
S TA R T I N G W E A LT H S TA R T I N G W E A LT H
Gain 5d20 sc (or take the average, 52 sc). Gain 5d20 sc (or take the average, 52 sc).
Additionally, as an urchin you gain the following
T RU E BE L I EV E R equipment: backpack, leather armor, 2 tools or kits, clothes
You are guided by a strong faith in your chosen deity or (simple), rations (5), waterskin, utensils, sewing kit, bedroll,
belief system. You see the world through a lens of reverence blanket, flint & steel, torch (10)
and devotion. When able, you pursue acts of charity and
stand up against those who would do harm to your beliefs. O C C U PAT I O N TA G S
Occupation tags are listed in italics directly below the
SKILLS title of any given profession. There are seven occupation
Gain 12 Skill Points, which you can spend on any of the tags: academic, aristocratic, mercantile, militant, religious,
following skills. underworld, and wandering.
With this feature, you may put up to 4 points into any Seven of the nine backgrounds specify that you gain an
individual skill. You may exceed this limit by gaining Skill added bonus if you choose a profession with a particular
Points from another feature. occupation tag. For example, the born warrior states that
• Survival. Animal Handling, Navigating* you gain +2 Forced March if you take a profession with the
• Crafting*. Alchemy, Brewing, Calligraphy, Cooking, militant occupation tag.
Jeweling, Painting, Pottery, Weaving, Woodcarving
• Influence. Deceiving, Empathy, Gossipping, P ROF E S S I O N S
Intimidating, Leadership, Persuading
When creating a character, in addition to your background,
• Knowledge. Arcana, Art, Economics, Geography,
you gain one profession of your choice. There are two
History, Law, Medicine*, Politics of [choose region],
exceptions: If you are a knave, you gain two professions
Religion [choose one]
(you cannot pick the same profession twice). If you are an
• Luck. Fortuity
urchin, you do not gain any profession.
• Observation. Intuiting, Perceiving
Each profession has one or more occupation tags, so
• Stamina. Forced March
be sure to check and see if this gives you any additional
• Performance. Entertaining, Instrument* [choose one],
bonuses based on your background. When you gain a
Savoir Faire
professional rank, you may choose to gain a rank in the
same profession or get the 1st rank of a new profession.

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, Painting,
institution. If you have 5 ranks in soldier, then you can Pottery, Woodcarving
levy other soldiers into your service when they are in your • Influence. Empathy, Gossipping, 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 tenure
intended to reflect a character’s roleplaying and 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 (see p. 333). 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 System 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 week.
waterskin
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 one], Religion [choose one]
RANK 5: CHRONICLER
• Observation. Appraising, Eavesdropping, Intuiting,
You are a famous biographer with access to the highest Investigating, Perceiving
courts in your home region and are welcome at events • Performance. Savoir Faire
hosted by NPCs with the aristocracy or academic • Subterfuge. Forging*
backgrounds. You may gain 1 rank in the honorable
profession. M E D I AT I O N
RANK 5: HISTORIAN When you become a rank 1 barrister, and every time you
gain a rank in the barrister profession, you improve your
Your great historical works have been widely praised within
ability to understand and resolve conflicts.
the halls of power and your ability of insight into past
events is unmatched. Your studies have revealed to you the RANK 1
approximate location of one lost artifact of legendary value While staying in a friendly settlement, you may sell your
and power within a ruin inside your home region. services as a lawyer or mediator to settle local disputes.
Furthermore, as one of the most renowned historians in the Doing so earns you 4d10 sc per week and increases your
world, you can secure an audience with most individuals community Goodwill by +1 at the end of each month.
of great influence. Any NPC with the equivalent of 4 or
RANK 2
fewer ranks in any occupation will make time to meet with
you within 24 hours of your request. Your services as a Your services now earn you 8d10 sc per week. Additionally,
researcher now earn you 10d10+100 sc per week. 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’re 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’s 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. You
knockoff items, fake investments, or similar ruses and
are considered one of the highest legal authorities in your
successfully running the scam earns you 2d20+20 sc. There
home region and your services are sought out for resolving
is a 20% chance your scam is exposed.
matters between NPCs with ranks in the academic or
This action can be repeated, but every subsequent attempt
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
the efficacy of what you are selling. For each conspirator you
to run your con of choice (choose one: 1) marked cards,
hire, you lose 1d20 sc when running a scam, as you have
2) weighted dice, 3) defunct goods, 4) fake antiques, 5)
to divide the coin up with them. However, each conspirator
false gems/gold), small hand cart or prop-up stand, 3 belt
also decreases your chance of being exposed by 5%, to a
pouches, brigandine 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, Gossipping, 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 rugpull.
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 System 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, Gossipping, 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 this NPCs will be swayed by your words as if under the effects
earns you +1 goodwill and greatly increases your reputation of the Charm Person spell for one week, and will follow any
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, Carpentry,
Gain the rank 2 of the profession you chose at rank 3 of Cartography, Cobbling, Cooking, Glassblowing,
this profession, including all of the skills it provides. Jeweling, Leatherworking, Masonry, Painting, Pottery,
Smithing, Weaving, Woodcarving
R A N K 5 : P R E AC H E R • Influence. Gossipping, Persuading
Gain +3 Entertaining. • Knowledge. Art, Geography, History, Politics of [choose
Given a day of orating, you can influence public opinion region], Religion [choose one]
on a pertinent political or religious topic. 20d20 commoner • Observation. Appraising, Intuiting, Perceiving
NPCs will be swayed by your words as if under the effects • Performance. Dancing, Entertaining, Instrument*
of the Charm Person spell for one week, and will follow any [choose one], Savoir Faire
command, even if it is not lawful. • Subterfuge. Disguising*, Forging*
RANK 5: PRIEST D E V E L O P I N G TA L E N T
Gain +3 Empathy.
When you become a rank 1 entertainer you learn how to
As an honored leader of your faith, you have special
leverage your natural talents and can now use artistic skills
honors with NPCs with the aristocratic occupation who
to generate income.
practice any religion. You may request a meeting with any
When you first take the entertainer profession, choose
such NPC in your area and they will honor your request
whether you are an artist or a performer. Gain the benefits
within 24 hours.
of that specific professional track at ranks 1, 2, 3, 4, and 5 of
Additionally, when entering a community in which
this profession.
your religion is not present, you may spend one month
proselytizing, after which a sizable amount of the population RANK 1: ARTIST
is swayed to your beliefs. This establishes a temple or You are proficient in one artistic medium of your choice,
gathering in which your blessing can be performed. choosing from a Crafting* skill. Gain +3 in this skill. Every
RANK 5: THEOLO GIAN week you may create one art piece to sell that earns you
1d10+20 sc.
Gain +3 Religion [choose one].
Gain rank 3 of the profession you chose at rank 3 of this R A N K 1 : P E R FO R M E R
profession, including all of the skills it provides. You are proficient in one form of physical expression of your
choice, choosing from Dancing, Entertaining, Instrument*
E N T E RTA I N E R [choose one], Contorting, or Tumbling. Gain +3 in this skill.
Occupations: Aristocratic, Mercantile You may perform once per week in a local inn, tavern, or
You are a master of creating beauty and inspiring emotion public space to earn 1d10+5 sc, in addition to free room
through your art. You bring your imagination to life and board.
through paintings, sculptures, music, or any other medium RANK 2: ARTIST
that suits your fancy, captivating your audience with your
You may choose a second artistic medium and gain an
unique vision and style. Whether you are creating grand
additional +3 when using that skill, and whenever you sell
masterpieces for kings and queens, or intimate works that
art you now earn 2d10+30 sc. Additionally, given one hour
speak to the hearts of the common folk, you are driven by
in a friendly city you can locate an artist’s commune that
a passion for art and a desire to leave a lasting legacy of
will house you for free for up to one week.
beauty and inspiration in the world.

C hapter 2 | T he B O P System 61
R A N K 2 : P E R FO R M E R of 4 or fewer ranks in any occupation will make time to
meet with you within 2 hours of your request.
You may choose a second skill of physical expression
Your performances now earn you 10d10+50 sc per week.
and now gain +3 to any check using that skill. Your
Additionally, once per month you may design and perform
performances now earn you 2d10+10 sc per week, in
a special performance that leaves audiences in awe. You
addition to free room and board.
immediately gain +5 goodwill in the settlement in which
RANK 3: ARTIST you perform and all NPCs that are monster rank 5 or lower
Your abilities as an artist blossom and you now gain an who are in attendance are Charmed by you for one week.
additional +3 to checks made with either skill chosen at
rank 1 and 2 of this profession. G UA R D
Selling an art piece now generates 4d10+60 sc. Occupations: Mercantile, Militant
R A N K 3 : P E R FO R M E R You are the first line of defense against danger and threats
to the people and places you are sworn to protect. You
Your performance has caught the attention of a sponsor who
might be stationed at a castle gate, patrolling the streets of
offers to support and represent you. Your performances now
a city, or guarding a convoy on a dangerous road. You are
earn you 4d10+20 sc per week.
always alert and ready, armed with your weapons and your
Your budding reputation also allows your sponsor to
training, to keep those in your charge safe from harm. With
petition for invitations to any event hosted by an NPC
your unwavering vigilance and your keen eye, you are a
with the aristocratic or mercantile background with a 50%
reassuring presence, providing peace of mind and security
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, etc),
Your reputation spreads and the citizenry has become 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 (including
successfully increases to 75%, and there is a small chance rank 1), gain +3 Perceiving, and +1 in three skills of your
that invitations to such events are sent directly to you 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
Swimming
skill (it becomes a +20). Selling an art piece now generates
• Survival. Animal Handling, Dungeoneering, Sheltering
20d10+100 sc.
Once in your lifetime, you may pour your heart and soul P R I VA T E S E C U R I T Y
into a single work of art that is of legendary quality and can
When you become a rank 1 guard, and every time you gain
be sold for 2d10+200 dc (diamond coins). This piece takes
a rank in the guard profession, you advance your official
4 weeks of work to complete.
position as private security personnel.
R A N K 5 : P E R FO R M E R
RANK 1
You are considered a celebrity in friendly settlements of
You are a low-ranking member of a private security group.
your home region. Your reputation allows you to attend any
You are tasked with guarding a private location. While you
event organized by NPCs with an aristocratic or mercantile
are at that location, you have food and lodging for free. For
occupation. Every day you spend in a friendly settlement
each day that you guard the location, gain 1 sc; at the end
increases the likelihood you receive a direct invitation to
of each consecutive week, gain an additional 3 sc bonus
such an event. Furthermore, as one of the most famous
(leading to 10 sc per week).
performers in the world, you can secure an audience with
individuals of great influence. Any NPC with the equivalent

62 C hapter 2 | T he B O P System
Guarding a private location comes with additional
benefits: up to five of your travel companions gain free
S TA R T I N G E Q U I P M E N T
food and lodging at the locale as you do, but do not receive If you take this profession when you create your character,
payment for guarding the location unless they also have this gain the following gear, in addition to the equipment you
occupation. gained based on your background: satchel, brigandine
armor, 1 tool or kit, two sets of clothes (noble), 10 books of
RANK 2
any topic fiction or nonfiction, clothes (ceremonial), blank
You have been recognized as a skilled and dedicated guard. journal, quill pen, wineskin, signet ring, writ of status
Whenever you are in an urban area, you can find work as
a guard at a private location. Your pay increases to 3 sc per SKILLS
day, with a weekly bonus of 9 additional sc (for a total of 30 Each time you gain a rank in the honorable profession
sc per week) using this feature. (including rank 1), gain +3 Intuiting, and +1 in three skills
Additionally, as you are trusted to act with discretion, you of your choice:
easily pick up rumors regarding your urban environment. • Crafting*. Calligraphy, Cartography, Jeweling, Painting,
After guarding a location for two days, you learn the nature Weaving
of one of the following aspects of the urban area: layfolk, • Influence. Deceiving, Empathy, Gossipping,
mercantile, military, political, religious, or underworld. Intimidating, Persuading
RANK 3 • Knowledge. Art, Economics, Geography, History, Law,
Military, Politics of [choose region], Religion [choose
Trusted as one of the best of the best, you are charged with
one]
protecting individual personnel of great importance. You
• Performance. Dancing, Entertaining, Instrument*
earn 10 sc per day, with a 30 sc bonus each consecutive
[choose one]
week (for a total of 100 sc or 1 q per week) and you gain
• Observation. Appraising, Eavesdropping, Perceiving
+1 community goodwill. You can earn no more than +1
goodwill per month using this feature. NOBLE TITLE
You are also given authority to speak on behalf of the
When you become a rank 1 honorable, and every time you
individual whom you protect. You may secure a meeting
gain a rank in the honorable profession, your influence and
with any political, military, or economic official who has
staff expand significantly as your noble title is elevated.
three or fewer occupational ranks; they will make time to
meet with you within 8 hours of your request. RANK 1
RANK 4 You own a tract of land containing an upper-class residence.
Depending upon the standards of the nation in which you
Gain the rank 1 benefits of one of the following professions
own land, this might range from a cityside abode to a
of your choice: honorable, inquisitor, knight, soldier, or thug.
countryside estate. You may employ up to five attendants
You may secure a meeting with any political, military, or
that maintain your grounds. Your noble affairs are assumed
economic official who has four or fewer occupational ranks;
to cover the expenses of your grounds and staff, though you
they will make time to meet with you within 8 hours of your
must personally finance any additional or specialized staff or
request.
modifications to your estate.
RANK 5 Furthermore, you enjoy respect among aristocrats. You
Gain the rank 1 benefits of an additional profession from can secure an audience with most city officials within three
your rank 4 options, or gain the rank 2 benefits of the days of requesting one.
profession that you chose at rank 4. Lastly, you have a personal attendant that will carry your
You may secure a meeting with any political, military, or supplies for you and handle basic scheduling arrangements
economic official who has four or fewer occupational ranks; on your behalf.
they will make time to meet with you within 2 hours of your RANK 2
request.
Your estate doubles in size, and you now employ 10
servants. You may choose two mods from the list below to
HONOR A BLE construct on your grounds.
Occupation: Aristocratic You can secure an audience with most city officials within
You are a member of the upper echelons of society, held in two days of requesting one. Nobles of lesser rank will go out
high esteem by those around you. Having been born into of their way to accommodate your requests.
privilege, with access to the best education, training, and
resources, and are expected to use your influence and power
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 System 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 list below.
If you take this profession when you create your character,
You can secure an audience with most city officials
gain the following gear, in addition to the equipment you
immediately upon requesting one. Nobles of lesser rank will
gained based on your background: traveler’s pack, scale
go out of their way to accommodate your requests.
mail, clothes (fine), clothes (simple), signet ring, writ of
religious authority, bedroll, mess kit, rations (3), waterskin,
A R I S T O C R AT I C manacles
PROPERTY
M O D I F I C AT I O N S SKILLS
When you gain a mod for your property, you choose out of Each time you gain a rank in the inquisitor profession
the options below. (including rank 1), gain +3 Investigating, and +1 in three
Guest House. You construct an additional residential skills of your choice:
building capable of housing ten people. • Athleticism. Applied Force, Athletics, Sprinting
Barracks. You construct a stark, practical building capable • Crafting*. Alchemy, Smithing, Woodcarving
of holding up to twenty soldiers. This building does not • Influence. Deceiving, Intimidating, Persuading
include a kitchen or lounge as a residence would. • Knowledge. Arcana, Chemistry, History, Medicine*,
Granary. You build a silo or storage barn that grants you Religion [choose one]
the capacity to stockpile enough food to provide for your • Luck. Fortuity
entire estate through a standard winter season. This does • Observation. Eavesdropping, Intuiting, Investigating,
not automatically guarantee that you can find enough food Perceiving
to fill the granary, however. • Stamina. Distance Running, Forced March
• 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
Spending a week in any settlement allows you to locate one
serve 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
present at that time. If located, they can be reported to the
soldier 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 Witchfinder feature in
uncertain world.
just three days’ time. Furthermore, you may take into your
service one of the retinue members from the list below. S TA R T I N G E Q U I P M E N T
This person will travel with and protect you, taking their
If you take this profession when you create your character,
combat initiative immediately after yours. Each option can
gain the following gear, in addition to the equipment you
be 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 list below. • 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 and
to gain you an audience with any NPC with 4 or fewer 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 System 65
RANK 1 a powerful monster, overthrow an evil tyrant, or to protect
a community from an impending attack, but may include
Once per week in any friendly settlement, you may make
any task in service to your home kingdom or knight order
a Persuading or Perceiving roll (DC12) to seek out citizens
tenants. Once you issue such a quest, you cannot do so
in need of your services. These quests can range from
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 after animal husbandry, you are highly valued by other groups,
yours in combat. They will hold you in positive regard until and your knowledge of the wildlands is unmatched.
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. This squire will travel with you as your servant
cloak, bedroll, mess kit, rations (7), tinderbox, torches (5),
and has a simple set of weapons and armor with which
waterskin, 50 ft rope
they are proficient. They will follow reasonable and lawful
commands, and take their initiative immediately after yours SKILLS
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, Cartography,
1d10+10 sc. Your lord or order may occasionally approach
Cobbling, Cooking, Leatherworking, Masonry, Painting,
you with tasks and expects you to serve their interests.
Pottery, Smithing, Weaving, Woodcarving
RANK 4 • Influence. Empathy, Gossipping, Intimidating,
You have achieved the standing of a Knight-Regent and Leadership, Persuading
may take up to five Knights (Monster Level 3) into your • Knowledge. Art, Astrology, Astronomy, Geography,
own employ. These knights view you as a trusted leader History, Medicine*, Religion [choose one], Vehicles*
and friend and will follow your reasonable and lawful [Land]
commands but they will not regularly travel with you. • Observation. Intuiting, Perceiving
Every week these knights operate in a given region they • Performance. Instrument* [choose one]; Entertaining
will generate +1 goodwill and bring in enough monetary • Stamina. Distance Running, Forced March, Swimming
revenue to maintain their own equipment, room, and board. • Survival. Animal Handling, Dungeoneering, Foraging,
Additionally, you may take rank 1 of the Honorable Nature, Navigating*, Sneaking, Tracking
Profession, including all starting equipment and skills.
RANK 5
You are now considered a knight-commander and may
take up to 11 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. Quest examples are: to destroy

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, and
out from up to a mile away and can be called to your side.
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 popup 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
While stationed in a friendly settlement, this apprentice will
Performance-tag skill check 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
rank 3 of this profession. to treat an injury or disease. Additionally, your assistant
can produce and sell herbal remedies without needing your

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

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, Swimming 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 occupation, 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 six 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 three homesteaders. You may choose to construct two more
months. You may also bring this crop to market; for each Community Upgrades from the list below that becomes
month’s 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 that You are limited to one of each upgrade.
produces fish worth 1d10 sc per week after expenses. When Blacksmith. A skilled blacksmith moves in to ply their
your lake is not frozen, it produces enough food for three 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 System 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 ten rooms for visiting guests. You your choice:
earn a small tax from all revenue generated in this inn, • Acrobatics. Balancing
earning 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, Swimming
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 equipment discovering one in new regions you visit. Additionally, you
and skills. Every week you may perform a trade mission gain 1 rank in the thug profession.
and earn 2d10 sc in addition to your trader income. When R A N K 4 : P R I VAT E E R
entering a new port, you can locate any specific shops,
You are now a Commodore and have outfitted your ship for
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
background 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 roll
against anyone within 5 miles of the port in which your
(below), but takes 10% of final earnings. Failing to succeed
ships are docked.
may damage 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 System 71
maintains a presence, you gain a +2 bonus to knowledge
S OLDI ER checks pertaining to current information of that region. Your
Occupation: Militant stipend increases to 10 sc per week.
You are a proud and dedicated warrior, serving your
RANK 3
country and your people with honor and distinction. From
defending your homeland against invaders to marching on When you reach rank 3 in the soldier profession you
a foreign land for just war, you are always ready to put your may choose one of the specializations below: Infantry or
life on the line in the name of duty and honor. With your Tactician. This choice gives you benefits at this rank, as well
training, your discipline, and your courage, you are a force as ranks 4 and 5. Your stipend is now 15 sc per week.
to be reckoned with, feared by your enemies and respected R A N K 3 : I N FA N T R Y
by your allies, and you are proud to serve as a symbol of
You are a mid-ranking noncom officer in the infantry. In
strength and protection for those you hold dear.
addition to your rank 1 and 2 benefits, You can levy 2
S TA R T I N G E Q U I P M E N T members of your military that are Monster Level 2 or lower,
such as Guards or Scouts. These members of the infantry
If you take this profession when you create your character,
will travel with you and fight to protect you while within 30
you gain the following gear, in addition to the equipment
miles of their original post.
you gained based on your background: rucksack, spear or
halberd, chainmail armor, clothes (simple), torch (5), flask, R A N K 3 : TA C T I C I A N
bedroll, flint & steel, insignia of rank (banner, patch, pin, You are a recognized battlefield tactician and commander.
etc), rations (7), waterskin, bandages (2), 50 ft rope Members of the military you serve gain +1 to their WILL
while you are within 30 ft of them and they can see you.
SKILLS The knowledge bonus of your rank 2 feature increases from
Each time you gain a rank in the soldier profession +2 to +5.
(including rank 1), gain +3 Distance Running, and +1 in
R A N K 4 : I N FA N T RY
three skills of your choice:
• Acrobatics. Balancing You are a high-ranking noncom officer in the infantry. You
• Athleticism. Applied Force, Athletics, Sprinting can now levy 5 members of your military, instead of only 2,
• Crafting*. Carpentry, Leatherworking, Smithing, using your rank 3 feature.
Woodcarving Additionally, you may spend one week joining the forces
• Influence. Gossipping, Intimidating, Leadership of your military on campaign or patrol. Doing so earns you
• Knowledge. Geography, History, Law, Medicine*, an additional 2d10 sc per week as well as increasing your
Military, Politics of [choose region], Religion [choose reputation. NPCs with the aristocracy or military occupation
one] Vehicles* [land] and 4 or fewer professional ranks will make time to meet
• Observation. Intuiting, Perceiving with you within 8 hours of your request.
• Stamina. Forced March, Menacing Your standard military stipend increases to 20 sc per
• Survival. Animal Handling, Dungeoneering, Nature, week.
Navigating* R A N K 4 : TA C T I C I A N
M I L I TA R Y R A N K I N G You are a distinguished battlefield tactician and commander.
Any members of the military you serve gain +1 to all of
When you become a rank 1 soldier, and every time you gain
their Mental Defenses while they can see you and are within
a rank in the soldier profession, you advance your official
30 ft of you. The knowledge bonus of your rank 3 feature
position in the military entity of which you are a member.
increases from +5 to +7.
RANK 1 Your standard military stipend increases to 20 sc per
You are a low-ranking member of the infantry. While in week.
an urban or rural area where your military maintains a
presence, you can find free food and lodging among your
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. In addition to your rank 1 benefits, while
you are in an urban or rural area where your military

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

C hapter 2 | T he B O P System 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 have Your thieving now earns you 4d10 sc per day. Additionally,
an eye out for the next big score, and you’re not above using given one day, you are able to find sympathetic criminals
violence if it means getting what you want. You thrive in in any medium or large settlement. These criminals will
the shadows, slipping in and out of buildings and alleyways direct you to inns and taverns that will always serve you,
undetected, and relish the excitement of pitting your skills regardless of goodwill, and will never report you to the
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, Gossipping, bounty disappear.
Intimidating
RANK 5
• Knowledge. Art, Economics, Geography, History, Law,
Politics of [choose region] Your thieving income is now 20d10+200 sc per day. Your
• Luck. Fortuity cumulative chance of discovery can never rise above 20%.
• Observation. Appraising, Eavesdropping, Intuiting, If there is a bounty on your head, you may pay your guild
Investigating, Perceiving 50% of the bounty’s cost and they will make the bounty
• Performance. Entertaining, Savoir Faire disappear.
• Stamina. Distance Running, Swimming Additionally, once per week you may recruit up to three
• Subterfuge. Disguising*, Forging*, Lockpicking*, thieves in any settlement. These thieves will not travel with
Sleight of Hand you but will increase your Subterfuge-tag skill checks by +3
• Survival. Dungeoneering, Sneaking 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 thugs 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 thugs 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 thugs increases to 20 and it now costs
lantern, flask of oil, 1 tool or kit, clothes (simple), tinderbox, 30 sc to pay off six guards in the area, instead of only one.
cestus or brass knuckles, brigandine armor, 50 ft rope, You are a greatly feared authoritarian figure at this point.
manacles, rations (2), torches (2) Gain rank 1 of the honorable profession.

SKILLS RANK 5
Your territory expands to approximately fifteen city blocks
Each time you gain a rank in the thug profession (including
and your protection racket now generates 40d10+400 sc.
rank 1), gain +3 Evading, and +1 in three skills of your
Your maximum number of thugs increases to 30 and it now
choice:
costs 100 sc to pay off every guard in the area (instead of
• Acrobatics. Balancing
only one) for one week.
• Athleticism. Applied Force, Athletics, Sprinting
Your MC may decide that a small minority of guards are
• Influence. Deceiving, Intimidating
incorruptible, but such guards are initially unaware that
• Luck. Fortuity, Scavenging
their associates have been bought out. They may or may not
• Observation. Appraising, Eavesdropping, Intuiting,
ever learn the truth.
Investigating, Perceiving
Finally, you gain the Call a Hit ability.
• Stamina. Distance Running, Forced March, Swimming
Call a Hit. You may send thirty thugs to burn down a
• Subterfuge. Disguising*, Evading, Forging*,
property, murder a target, or extort a bank or wealthy
Lockpicking*, Sleight of Hand
merchant for 20d10 sc. You lose 5 Goodwill when you do
• Survival. Dungeoneering, Navigating*, Sneaking,
this. Once you use this ability, you cannot use it again until a
Tracking
month has passed.
GANG LEADER
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 thugs of Monster Level 2 or lower into
your gang. These thugs 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 System 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 can fight competently, rogues might specialize in assassination, impersonation,
but warriors command the field of battle on an entirely exfiltration, and the like.
different scale.
You do not have to take a class. You could choose to simply
TINKERER
keep taking specialization talents and/or magic talents and By spending countless hours fiddling with scrap parts,
focus on abilities granted outside of class talents. But the tinkerers can create wondrous items. Some tinkerers
thirteen classes in this chapter cover a broad range of heroic enhance their items with arcane magic.
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 to make their name
This means that at level 1, the talent you take must be a as masterful performers.
specialization talent (see p. 290) or magic entry talent (see
p. 211). 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 can 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, by punishing evildoers or standing between evil and
Mystical hermits and diviners, oracles can use primal or
the innocent.
psionic 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 that you must meet before
rounded wrestler, a pugilist excels at unarmed combat. you 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 you can

76 C hapter 3 | C lasses
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.

B E R Z E R K E R S TA C K S
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 both serves as a moral anchor for
you and connects you to deities that bless you with vestiges
of holy authority.

C L E R I C S TA C K S
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 can 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’ve 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.

M A G E S TA C K S
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 can 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?

O R A C L E S TA C K S
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 can 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 can 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 very 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.

P U G I L I S T S TA C K S
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.
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.
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.
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.

R A N G E R S TA C K S
Bravery. You tap into your instinct to fight, flee, or freeze in
the face of danger, and you channel 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 now how to survive.
Wilderness Warden. You can 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’ve been dealt a difficult hand. You grew up in society’s
unforgiving underbelly, and from an early age you have had
to resort to thievery or deception to find food and lodging.
Through trial and error, you have learned what fools people
and what does not. Living in the shadows on the fringes
of society, you have quietly observed as other, more skilled
rogues earn 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.

R O G U E S TA C K S
Subtlety. Silent as a shadow, you can infiltrate and exfiltrate
even well-guarded buildings with meticulous skill.
Assassin. You’re a talented poisoner and can use deadly
reagents to enhance your weapon attacks.
Conman. You wear identities like clothes. Capable of
impersonating nearly anyone, you can pull elaborate cons.
Psyblade. You have an aptitude for psionic magic and use
this to silence your footfalls and improve your thievery.
Stealth Archer. You’re 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, and you’re
always reaching for clockwork, screws, wires, and the like as
you seek to create new inventions or improve upon existing
ones. You have 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?

T I N K E R E R S TA C K S
Inventor. A skilled and creative inventor, you can 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..
Augmentor. You specialize in creating powerful armor
that implements weapons, gadgets, and enhanced defenses,
turning you into a tremendous front-line fighter.
Alchemist. By developing potions and alchemical reagents,
you can bolster your allies or damage your foes.
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’ve always had a deep
love for music, storytelling, poetry, and mythology. You
have always 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 instead 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?

T R O U B A D O U R S TA C K S
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.
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.
Jester. Your double-edged comments and savage quips
make you equally loved and hated among the common folk
and high nobility.
Encore. Your energetic music or inspirational words rally
your allies and help your entire team move with enhanced
tactical coordination.
Legend Keeper. You maintain a powerful book of legends
and can summon creatures, heroes, and villains forth from
the pages of this book.
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’ve 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.

V E S S E L S TA C K S
Antiessence. You can 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 can 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 that
are weaker than you. Guided by great blademasters, you
learned your way around sword and spear, shield and bow.
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.

W A R R I O R S TA C K S
Soldier. You are a proven warrior, capable of adapting to
any situation on the battlefield or any weapon in your arsenal.
Archer. An unparalleled sniper, you can offer covering fire
to your allies and can pick off enemies with deadly accuracy.
Protector. You lead the charge in combat, locking down
enemies on the battlefield and helping your allies reposition
and retreat when they must.
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.
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?

W I T C H S TA C K S
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.

Z E A L O T S TA C K S
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 stacks. 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 didn’t 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
Incompatible: Defiance Prerequisites: Beast Companion
Your mark becomes a badge of honor, an emblem of your Incompatible: 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,
Prerequisites: Exile 7 and 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, Frozen, or Dazed, you may roll Gain +4 Skill Points that you can spend on END or AWR
1d6 every time you imbibe. If you roll a 5 or 6, the condition skills.
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 blooded,
Gain +4 Skill Points that you can spend on END or AWR WILL and your selection increase by +1.
skills.
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.
Incompatibilities: Stoic
Gain +2 Skill Points that you can spend on STR or END N E V E R R E T R E AT
skills. Berzerker, Fearless
You are considered Bloodied at ¾ your max HP. Prerequisites: Ferocious II
Incompatibilities: Stoic
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 END or AWR
Prerequisites: Ferocious II skills.
Incompatibilities: Seeing Red If you Recoup and have no uses of Ferocious remaining,
Gain +2 Skill Points that you can spend on STR or END regain one use.
skills.
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 DEX or END
Prerequisites: Stoic skills.
You can trigger your Ferocious ability when you would gain While Ferocious, your LOG equals your FORT unless your
the Shaken condition. LOG was already higher.
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BLOOD WILL FLOW II 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 Iron Reave.
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 AWR or CHA U N S T O P PA B L E F E R O C I T Y
skills. 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.
2d20 and use the higher. Whenever you hit a creature that
N E V E R R E T R E AT I I has imposed an active condition of Broken, Demoralized,
Berzerker, Fearless Frightened, or Shaken against you, the hit counts as a crit.
Prerequisites: Unflappable III Whenever you hit a creature that would have imposed
Gain Iron Advance. such a condition against you but did not because of your
Iron Advance. When you are Ferocious and not Bloodied, Ferocious ability, that hit counts as a crit.
if you would be moved against your will, you may spend 1 If you die during this time, you remain living until the
Reactive AP to instead move up to your speed in a direction end of the duration of Ferocious. During such time, you
of your choice. cannot regain HP, and you die at the end of that duration,
FEROCIOUS V whereupon you can be resurrected.
Berzerker, Fearless After you use this ability, you permanently lose all of your
Prerequisites: Fearless 11 Talents in the Ferocious stack and lose Ferocious 1. You do
Gain +4 Skill Points that you can spend on END or AWR not gain replacement Talents.
skills. Level 30: If you used Unstoppable Ferocity before
If you Catch Breath and have no uses of Ferocious reaching level 30, you regain all of your lost talents except
remaining, regain one use. for Unstoppable Ferocity.
If you did not use Unstoppable Ferocity before reaching
HORRIFYING FRENZY
level 30, then whenever a creature attempts to inflict
Berzerker, Fearless
Broken, Demoralized, Frightened, or Shaken against you,
Prerequisites: Ferocious V, Frenzy II
your next attack against that creature is considered a crit.
When you use Frenzy and you are Bloodied, you can make it
Horrifying. Your Frenzy ability works when you hit, instead
of only when you crit. (1/Rest) JUGGERNAUT TRACK
S AVA G E F R E N Z Y JUGGERNAUT
Berzerker, Fearless Berzerker, Juggernaut
Prerequisites: Horrifying Frenzy Prerequisites: Berzerker Entry
Gain Savage Frenzy. Gain the Juggernaut ability.
Savage Frenzy. When you make an attack that costs 0 Juggernaut. By spending 1 AP, you may enter a combative
AP, you may choose to instead make two attacks if you are focus that allows you to tune out injury. For the next 10
Bloodied. These attacks both have TA and the crit range minutes, whenever you take physical damage, if you have
increases by 1. (2/Rest) any reactive AP, gain DR 3. (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 (p. 292). While your Juggernaut ability is active, increase DR by 3.
E L E M E N TA L I N U R E M E N T B AT T L E - R E A DY
Berzerker, Juggernaut Berzerker, Juggernaut
Prerequisites: Hardy Prerequisites: Staunch Resistance II
Incompatible: Staunch Resistance When you Recoup, you may remove +1 Death Point.
While your Juggernaut ability is active, reduce elemental
ENDURE II
damage as well as physical.
Berzerker, Juggernaut
A R D E N T A S S AU LT Prerequisites: Juggernaut 9
Berzerker, Juggernaut Gain +4 Skill Points that you can spend on END skills.
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.
Incompatible: 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 STR skills.
Prerequisites: Staunch Resistance When you are not Bloodied, gain +1 to FORT.
By spending 1 Reactive AP, gain Shield HP equal to the
SHRUG IT OFF II
amount of physical damage that you just took. You may use
Berzerker, Juggernaut
Rage AP on this feature. (1/Recoup)
Prerequisites: Hardy II, Battle-Ready
ENDURE Shrug it Off becomes 2/Recoup.
Berzerker, Juggernaut ENDURE III
Prerequisites: Juggernaut 4
Berzerker, Juggernaut
Gain the Endure ability.
Prerequisites: Juggernaut 12
Endure. When a creature makes an attack against your
Gain +4 Skill Points that you can spend on END skills.
AR, you may use your FORT instead. (2/Rest)
If you have no uses of Endure remaining and you Recoup,
J U G G E R N AU T I I regain one use.
Berzerker, Juggernaut JUGGERNAUT IV
Prerequisites: Endure
Berzerker, Juggernaut
Gain +4 Skill Points that you can spend on END skills.
Prerequisites: Endure III
Juggernaut becomes (½ END/Rest)
You no longer need leftover AP to gain the benefits of
J U G G E R N AU T I I I Juggernaut. Juggernaut becomes END/Rest.
Berzerker, Juggernaut U N S T O P PA B L E J U G G E R N A U T
Prerequisites: Juggernaut II
Berzerker, Juggernaut, Capstone
While your Juggernaut ability is active, increase DR by 2.
Prerequisites: Juggernaut 14
E N E R GY I N U R E M E N T You have a reputation of being impossible to kill. People
Berzerker, Juggernaut challenge you to nonlethal combat just to witness your
Prerequisites: Juggernaut III, Ardent Assault unending stamina.
While your Juggernaut ability is active, reduce energy The final cap for your END increases from 12 to 14. When
damage as well as physical and elemental. your END is 14, gain +1 additional HP per character level.
Gain Back in the Fight.
C I TA D E L O F S TA M I N A
Back in the Fight. When you start your turn with 0 HP,
Berzerker, Juggernaut
you may spend X AP. Remove Death Points equal to ½ X. (1/
Prerequisites: Energy Inurement
Rest)
Gain +2 FORT.
Level 30: Back in the Fight becomes: Remove Death
Points equal to X.

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RAGE TRACK FURIOUS SMASH
Berzerker, Rage
BLOOD RAGE II Prerequisites: Bloodlust
Berzerker, Rage When you attack with Fury and hit, You may use Berzerk
Prerequisites: Berzerker Entry Smash.
Gain the Fury ability. Berzerk Smash. Roll 1d6 and 1d12. Add the d12 to the
Fury. When you make a melee attack, you may gain +2 damage you dealt and take damage equal to the 1d6.
to your attack rolls, but all attacks against you have TA and D E AT H D R O P I I
your mental defenses reduce by 2. This lasts until the start Berzerker, Rage
of your next turn. Prerequisites: Blood Rage IV, Death Drop
FURIOUS BLOWS Death Drop works when you are Bloodied (instead of having
Berzerker, Rage to be 10 HP or fewer).
Prerequisites: Blood Rage II D E AT H D E F I E R I I
Incompatible: Death Defier Berzerker, Rage
Attacks made with Fury deal +2 damage. Prerequisites: Death Drop II
FURIOUS BLOWS II Gain Cling to Life.
Berzerker, Rage Cling to Life. When you reach 8 Death Points, roll
Prerequisites: Furious Blows 1d20+END. On 14 or higher, you don’t die and go back to
Deal +2 additional damage if you attack with Fury and are 7 Death Points. This check increases by +1 each time you
Bloodied. make it, resetting when you Take a Rest.

D E AT H D E F I E R BLOOD RAGE V
Berzerker, Rage Berzerker, Rage
Prerequisites: Blood Rage II Prerequisites: Rage 7
Incompatible: Furious Blows When you Crit with Fury, if you are Bloodied, regain 1d6 HP.
When attacking with Fury, gain +X to attack and damage BLOOD RAGE VI
where X = your current Death Points. Berzerker, Rage
D E AT H D R O P Prerequisites: Blood Rage V
Berzerker, Rage Gain +1 Rage AP.
Prerequisites: Death Defier BLOODLUST II
Gain Death Drop. Berzerker, Rage
Death Drop. For 0 AP, If you start your turn with fewer Prerequisites: Blood Rage VI, Furious Smash
than 10 HP, you may choose to lose all remaining HP. If you When you use Bloodlust, you may also use Rend.
do, then your first hit this turn that was not a crit becomes a Rend. Spend 1 AP to attack a creature that took damage
crit. (2/Rest) from your Bloodlust ability. Use STR or DEX (your choice)
BLOOD RAGE III vs. their FORT. If you hit, the creature gains Bleeding (1d4)
Berzerker, Rage for 30 seconds. (2/Recoup)
Prerequisites: Rage 3 FURIOUS SMASH II
Your attacks made with Fury gain +1 to their Crit range. Berzerker, Rage
BLOOD RAGE IV Prerequisites: Bloodlust II
Berzerker, Rage Gain Furious Smash.
Prerequisites: Blood Rage III Furious Smash. When you hit with Frenzy and are
Gain +1 Rage AP. Bloodied, turn it into a crit. (1/Rest)

BLOODLUST BLOODLUST III


Berzerker, Rage Berzerker, Rage
Prerequisites: Blood Rage IV, Furious Blows II Prerequisites: Furious Smash II
When you start your turn, if you have both taken damage If you Crit with Fury and are Bloodied, gain 1 AP.
and dealt damage since the start of your last turn, you may D E AT H D E F I E R I I I
use Bloodlust. Berzerker, Rage
Bloodlust. Move up to your Speed for 0 AP. Any creature Prerequisites: Blood Rage VI, Death Defier II
that attacks you reactively takes 1d6 sharp damage. When you complete a Rest, you may gain 1 Death Point.

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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 That deity will have a list of three Icons. Gain one Icon
When you Recoup, you may choose not to remove a Death ability whose prerequisite is only that you have access to
Point. that Icon.
Divine Power. Each time you level up and spend your
D E AT H D R O P I I I
talent point on a cleric talent, you gain +5 SP and +1
Berzerker, Rage
Divine Power.
Prerequisites: Bloodlust IV
Gain +4 Skill Points that you can spend on STR skills. NOTE ON DIVINE ICONS
Death Drop becomes 2/Recoup. Gaining a deity’s Divine Icon is considered an enforceable
contract with that deity. You are expected to uphold that
BLOOD RAGE VII
deity’s ideals and conduct yourself in a fashion that the deity
Berzerker, Rage
would find commendable. At your MC’s discretion, failure
Prerequisites: Rage 12
to obey your deity’s tenets might cause your deity to revoke
Your attacks made with Fury gain +1 to their crit range.
access to their Icons.
BLOOD RAGE VIII If you are using homebrew deities, work with your MC
Berzerker, Rage to choose three Icons for which that deity will grant you
Prerequisites: Blood Rage VII access.
Gain +4 Skill Points that you can spend on STR, DEX, or
END skills. EXORCIST TRACK
When you Crit with Fury, regain additional HP equal to
your END. SENSE PLANAR
Cleric, Exorcist
B L O O D R A M PA G E
Prerequisites: Cleric Entry
Berzerker, Rage, Capstone
Gain the Sense Planar ability.
Prerequisites: Blood Rage VIII
Sense Planar. You sense the presence of avadri, celestial,
You are feared the world over as a warrior of legend, and
eldritch, fae, and fiends within 1 mile of you. You sense their
none wish to cross steel with you.
exact numbers and distance from you. You cannot sense
You may use Blood Rampage.
their exact identities. You can maintain this sense for up to
Blood Rampage. When you roll Initiative, all enemies
10 mins if you do nothing else other than non-strenuous
gain the Shaken condition for the duration of the fight.
walking, talking, or light activity. (2/Rest)
When you are Bloodied, You gain double your Rage AP at
the start of each round. This can cause you to exceed 12 AP/ D I V I N E WA R D I I
round. (1/Week) Cleric, Exorcist
Level 30: Blood Rampage becomes 1/Rest. Prerequisites: Sense Planar, Holy Support
Your Divine Ward boosts your ally’s AR and Physical
Defenses for the duration.
D I S TA N T WA R D
C L E R I C TA L E N T S Cleric, Exorcist
Prerequisites: Divine Ward II
Incompatible: Divine Shield
After gaining the Cleric Entry talent, you can take talents The range of your Divine Ward increases by +30 ft.
from any of the cleric stacks.
DIVINE SHIELD
Cleric, Exorcist
CLERIC ENTRY Prerequisites: Divine Ward II
Class Entry, Cleric, Divine Incompatible: Distant Ward
Prerequisites: Character Level 2 Your Divine Ward adds an additional +1 to your target
When you take this entry talent, you gain the following creature’s relevant defenses.
abilities.
SENSE PLANAR II
Devotee. Gain the Disciple of the Divine talent from the
Cleric, Exorcist
divine stack if you did not already have it. CHA is your
Prerequisites: Exorcist 3
magic attribute for cleric magic.
Sense Evil recharges upon Recouping.
Divine Ward. Spend 1 Reactive AP when an ally within
You gain the Identify Planar ability.
30 ft of you is attacked to increase that ally’s AR by +2 until
Identify Planar. When using Sense Planar, you may
the start of that ally’s next turn.
select one creature and learn its identity as well as its root
motivation (selfless or selfish). (2/Rest)
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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 mins 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 LoS but does block LoE. cast it). Abjure Unholy becomes ½ CHA/Rest.
The cylinder is solid to the touch, preventing passage into SENSE PLANAR III
or out of the circle. Spells, effects, and abilities that include Cleric, Exorcist
a physical source of damage (such as arrows, fire, or acid) Prerequisites: Abjure Unholy II
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 type: avadri,
Prerequisites: Sense Planar III
celestial, eldritch, fae, or fiend. Creatures of that type 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 type for abjure
Prerequisites: Abjure Unholy, Divine Shield unholy, you can choose any creature type 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 Lay on Hands.
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 Incompatible: Battle Medic
bless a field of crops with your Monastic Horticulture ability. Gain +4 Skill Points that you can spend on Skills with the
Monastic Horticulture. Select a field of crops that is a Influence or Knowledge tag.
500 ft square 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
L AY O N H A N D S I I When you use Piety, you can instantaneously cure common
Cleric, Piety or uncommon poisons or diseases.
Prerequisites: Monastic Horticulturist
PIETY V
While Recouping, you can use Lay on Hands one time
Cleric, Piety
without expending a use of it. (1/Rest)
Prerequisites: Piety IV
PIETY Gain +4 Skill Points that you can spend on Skills with the
Cleric, Piety Influence or Knowledge tag.
Prerequisites: Lay on Hands II Piety becomes 3/Week.
Gain +4 Skill Points that you can spend on Skills with the
M I R AC L E W O R K E R
Influence or Knowledge tag.
Cleric, Piety, Capstone
Gain the Piety ability.
Prerequisites: Piety V
Piety. You may touch a creature suffering from a common
You are heralded as a miraculous healer the world over.
poison and instantaneously cure it. (1/Week)
Any religious institution (besides extremists and cults) will
L AY O N H A N D S I I I happily house you. Clergy, kings, nobles, politicians, and
Cleric, Piety generals seek your presence as they know you can work
Prerequisites: Piety, Holy Support II miraculous healing on the behalf of those you deem worthy.
Your Lay on Hands ability restores 2 additional HP. Many seek you out for your inspiring presence and your
ability to work miracles.
W E L L S P R I N G O F H E A LT H
Gain the Miracle Worker ability.
Cleric, Piety
Miracle Worker. Yoou may touch a creature suffering
Prerequisites: Lay on Hands III
from any nonmagical poison or disease and instantaneously
When you cast a divine spell that restores HP to a target,
cure them, or you can touch a creature suffering from
add your CHA to the amount healed.
a magical poison or disease and cure them, becoming
PIETY II Sickened for the next 24 hours. (1/Rest)
Cleric, Piety Furthermore, whenever you arrive in a new town you
Prerequisites: Wellspring of Health gain 1d12 disciples that follow you around while in town
Piety can cure common diseases as well. and do basic favors and errands for you.
M O N A S T I C H O R T I C U LT U R I S T I I Each time you leave a town, you may choose to take one
Cleric, Piety of these disciples on as an apostle. They will follow you
Prerequisites: Piety II, Holy Support III around indefinitely and can gain the stats of any NPC of ML
Gain the Horticultural Blessing ability. 3 or lower. You can have no more Apostles at a time than
Horticultural Blessing. When you spend at least 1 week your cleric level.
in a settlement, and you have used Monastic Horticulture on Level 30: Miracle Worker becomes 1/Recoup. If you cure
a field that will produce crops, you can bless the crops. The a magical poison or disease, you are only Sickened for 30
crops will produce 2d10 additional rations’ worth of food minutes.
each day for the next week (in addition to what they would B AT T L E M E D I C
normally produce). Rations produced in this way become Cleric, Piety
spoiled after 24 hours. (1/Week) Prerequisites: Monastic Horticulturist II
Incompatible: Piety III
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 Calming 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, which you can spend on any skills with a library, you can reselect which divine spells you
with the Knowledge tag. When you spend time researching know. This takes 24 hours. (1/Month)
in 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 Incompatible: 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 only entry-level without higher-power icon abilities,
Cleric, Theologian while the other can be an Icon one power level higher.
Prerequisites: Scriptorium Apprenticeship only works on one creature each time you
Incompatible: Iconographer Recoup, but you can pick which creature is your Apprentice
Gain the Scrivener ability. each time.
Scrivener. When you finish Taking a Rest, you can create ICONO GRAPHER IV
a spell scroll out of a prayer or divine spell that you know. Cleric, Theologian
This consumes valuable inks and gold leaf - the cost in sc is Prerequisites: Iconographer III
10x the spell’s SPC. Both Icons created by your Iconographer ability can be
You also must spend the normal amount of SP as if casting higher-power, and if you have bonded two creatures, they
the spell when you scribe it, and cannot scribe a spell with can trade or give one another the Icons at will by physically
an SPC greater than your Divine Power. handing one another the separate Icons. When you use
Once you have scribed a spell onto a scroll, you or any Apprenticeship, both creatures can benefit from the ability.
creature that possesses the scroll can cast it by spending the
SOLA SCRIPTURA
normal APC. The magic fades from the scroll once used, or
Cleric, Theologian
after 24 hours if unused.
Prerequisites: Scriptorium III, Scrivener II
SCRIVENER II When you cast a spell that you have scribed onto a scroll, if
Cleric, Theologian you are holding the scroll in your hand, then you can ignore
Prerequisites: Scrivener all other Gesture, Verbal, and Visual requirements. (1/
You have grown more skilled at scribing your spell scrolls. It Recoup)
only costs you ½ the spell’s SPC to scribe it.
SCRIVENER III
A P O C RY P H A I I Cleric, Theologian
Cleric, Theologian Prerequisites: Sola Scriptura
Prerequisites: Theologian 5 Thanks to careful gilding and embossing techniques, it only
Use your Apocrypha ability again, selecting a new Divine costs you sp equal to 5x the spell’s SPC to scribe it.
Icon for which you have access.
SCRIVENER IV
SCRIPTORIUM II Cleric, Theologian
Cleric, Theologian Prerequisites: Scrivener III
Prerequisites: Apocrypha II By spending the necessary SP and material costs, you can
When you use Scriptorium, you can also reselect which scribe two scrolls.
divine rituals you know.
I L L U M I N AT E D M A N U S C R I P T
SCRIPTORIUM III Cleric, Theologian
Cleric, Theologian Prerequisites: Theologian 11
Prerequisites: Scriptorium II When in a well-equipped religious center or library you
When you use Scriptorium, you can also reselect which can spend 1 hour to make one additional scroll or icon. (1/
divine rituals you know. Week)
APPRENTICESHIP SCRIPTORIUM IV
Cleric, Theologian Cleric, Theologian
Prerequisites: Scriptorium III, Iconographer II Prerequisites: Illuminated Manuscript
Gain +4 Skill Points that you can spend on skills with the When you use Scriptorium, you can also reselect which
Observation or Knowledge tag. cleric talents you know.
Gain the Apprenticeship ability.

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A P O C RY P H A I I I magical potency for 1 month or until you use this ability
Cleric, Theologian, Repeatable again. (1/Week)
Prerequisites: Scriptorium IV Level 30: Your Holy Lectionary retains its magical potency
Use your Apocrypha ability again, choosing a new Divine until you use this ability again. Increase all of your mental
Icon for which you have access. defenses by +2.

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

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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
You 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
You 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.
You 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 to give it a funeral appropriate to its When you finish Taking a Rest, choose a number between
customs. Doing so grants you Shield HP equal to your CHA. 1 and 20. The first time you roll that number on a d20 roll,
D E AT H : L A S T R I T E S I I gain 1d4 Shield HP.
Divine Icon - Death FAT E : P R O P H E T I C G L I M P S E I I
Prerequisites: Last Rites Divine Icon - Fate
One willing creature you touch also gains the shield HP. Prerequisites: Prophetic Glimpse
D E AT H : G R AV E M A S T E R Use your Prophetic Glimpse ability when you finish
Divine Icon - Death Recouping.
Gain the Gravemaster ability.
Gravemaster. When you finish Taking a Rest, you may DIVINE ICON:
touch one willing creature (besides yourself). For that FREEDOM
creature to die, it must gain one more death point than
normal (typically 9 DP instead of 8). F R E E D O M : U N C O N TA I N A B L E
Divine Icon - Freedom
D E AT H : G R AV E M A S T E R I I You gain the Uncontainable ability.
Divine Icon - Death Uncontainable. You or one creature of your choice within
Prerequisites: Gravemaster 30 ft of you ignores the Slowed condition until the end of
Using Gravemaster, target two willing creatures (you still the target creature’s next turn. This costs 0 Reactive AP.
cannot choose yourself). (CHA/Rest)

D I V I N E I C O N : D E C AY 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 E CAY : W I T H E R I N G Prerequisites: Uncontainable
Divine Icon - Decay Uncontainable becomes CHA/Recoup.
Gain the Withering ability. F R E E D O M : U N S T O P PA B L E
Withering. By spending 3 AP, a creature that you touch Divine Icon - Freedom
takes 1 necrotic damage at the start of each of its turns for You gain the Unstoppable ability.
1d6 turns. (2/Rest) Unstoppable. You or one creature of your choice within
D E CAY : W I T H E R I N G I I 10 ft of you that just became Dazed cancels that condition.
Divine Icon - Decay This costs 0 Reactive AP. (CHA/Rest)
Prerequisites: Withering F R E E D O M : U N S T O P PA B L E I I
Withering becomes 2/Recoup. Divine Icon - Freedom
D E CAY : T R E M B L I N G Prerequisites: Unstoppable
Divine Icon - Decay Unstoppable also allows you to cancel Staggered.
Gain the Trembling ability.
Trembling. By spending 2 AP, a creature that you touch is DIVINE ICON:
Shaken until the end of their next turn. (2/Rest) HEDONISM
D E CAY : T R E M B L I N G I I HEDONISM: GLUTTONY
Divine Icon - Decay Divine Icon - Hedonism
Prerequisites: Trembling You gain the Gluttony ability.
Trembling becomes 2/Recoup. Gluttony. Spend 1 AP to choose a creature within 40 ft of
you. That creature becomes Taunted by you for 1 minute.
D I V I N E I C O N : FAT E (CHA/Recoup)

FAT E : M I N O R W E A L HEDONISM: GLUTTONY II


Divine Icon - Fate Divine Icon - Hedonism
When you roll a crit on a spell, regain 1 SP. This cannot Prerequisites: Gluttony
exceed your maximum SP. Gluttony becomes CHA/Catch Breath.

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

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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 stacks. Spells with the Metamagic tag cost you 4 fewer SP to cast.
SPELL SCULPTOR
MAGE ENTRY Mage, Arcane Weaving
Class Entry, Mage, Arcane 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, which you can spend on
Mage, Arcane Weaving
any 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 stack if you did not already have it.
INT is your Magic Attribute for mage magic. 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 cubic foot of a raw material to your needs. This Arcane Weaver ability.
could be making a branch into a crowbar, or a crowbar
into a long wire, or a long wire into a bundle of tinder, but
SPELL SNIPER II
Mage, Arcane Weaving
cannot create complex objects or machines. The material
Prerequisites: Spell Sniper
can be refined such as smelted ore, or cut timber, but cannot
Upcharging Extend Spell becomes +2 SP per 15 ft.
be 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 Arcane 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 feature 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
Illusory: Creatures attempting to identify your illusions Mage, Arcane Weaving
have a -2 to their die rolls. Prerequisites: Mote Expert II
Necromancy: When you would be reduced to 0 HP, you You can no longer lose control of your mote and activate its
can sacrifice an undead under your control to instead have 1 magic prematurely while you have only one mote on your
HP. The undead in question is immediately destroyed. person.
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 the necrotic damage you deal with the modified spell, or 2
Mage, Arcane Weaving Metamagic Points to heal for all the necrotic damage.
Prerequisites: Arcane Weaver, Arcane Weaving 5 M E TA M A G I C : D U R AT I O N
Gain Metamagic Points equal to your INT. You can use these Mage, Arcane Weaving
to cast Metamagic spells at a rate of 2 Metamagic Points Prerequisites: Arcane Weaver II
per spell in place of SP. You regain all expended Metamagic You may extend a spell with a duration of 1 minute or
points when you Take a Rest. longer. It lasts for 1 additional minute per Metamagic Point
If you spend Metamagic Points with a talent from a you expend.
Sorcery talent in the Mage Stack, you must declare the
M E TA M A G I C : C O N J U R I N G
expenditure before you cast your spell.
Mage, Arcane Weaving
M E TA M A G I C : S P E L L P O I N T C O S T Prerequisites: Arcane Weaver II
Mage, Arcane Weaving You may spend 2 Metamagic Points to delay Conjuring for
Prerequisites: Arcane Weaver II one turn. If you do not resume conjuring at the start of
You may spend Metamagic Points to reduce a spell’s SPC by your next turn, you lose the spell as if your conjuring were
2 SP per Metamagic Point. interrupted.
M E TA M A G I C : M O R P H DA M A G E M E TA M A G I C E X P E R T
Mage, Arcane Weaving Mage, Arcane Weaving
Prerequisites: Arcane Weaver II Prerequisites: Arcane Weaver II
You may spend 1 Metamagic Point to change a spell’s You may regain expended Metamagic Points when you
damage type from Cold, Corrosive, Fire, or Necrotic to a Recoup. (1/Rest)
different damage type out of those options.
M E TA M A G I C E X P E R T I I
M E TA M A G I C : H A S T E N Mage, Arcane Weaving
Mage, Arcane Weaving Prerequisites: Metamagic Expert
Prerequisites: Arcane Weaver II You may regain expended Metamagic Points when you
You may spend Metamagic Points to reduce a spell’s APC at Catch your Breath. (1/Rest)
a rate of 1 Metamagic Point per AP (min 1).
A R C A N E V E R S AT I L I T Y
M E TA M A G I C : OV E R C L O C K Mage, Arcane Weaving
Mage, Arcane Weaving Prerequisites: Arcane Weaver II
Prerequisites: Arcane Weaver II You may trade SP for Metamagic Points at a rate of 10 SP
You may spend 1 Metamagic Point to halve the SPC of per 1 Metamagic Point, or Metamagic Points for SP at a rate
upcharging a spell. You may not use Metamagic Points of 1 Metamagic Point for 5 SP.
on other Metamagic if you chose to spend a point in this
M E TA M A G I C C A S T E R
manner, but you may halve the cost (min 1) multiple times.
Mage, Arcane Weaving, Capstone
M E TA M A G I C : M A X I M I Z E Prerequisites: Arcane Weaving 14
Mage, Arcane Weaving You weave magic in ways most cannot even comprehend,
Prerequisites: Arcane Weaver II manipulating the leylines of the Fundamental Wellspring
You may spend 6 Metamagic Points to maximize the damage and bending them to your will, even altering reality itself.
of a spell. You gain 6 additional Metamagic Points (your total is now
M E TA M A G I C : OV E R C O M E INT+6). Gain Strand of Metamagic.
Mage, Arcane Weaving Strand of Metamagic. You may spend X Metamagic
Prerequisites: Arcane Weaver II Points to increase your d20 roll by X. You may spend 1
You may spend 1 Metamagic Point to ignore a creature’s Reactive AP to spend X Metamagic Points and decrease the
Resist. d20 roll of a hostile creature within 40 ft of you by X.
Level 30: The final cap for your INT increases from 12 to
M E TA M A G I C : H U M A N E S P E L L
14.
Mage, Arcane Weaving
Prerequisites: Arcane Weaver II
You may spend 1 Metamagic Point to modify a spell to deal
ARCHMAGE TRACK
psychic damage and become nonlethal. ARCANE INTELLECTUAL
M E TA M A G I C : L E E C H I N G Mage, Archmage
Mage, Arcane Weaving Prerequisites: Mage Entry
Prerequisites: Arcane Weaver II You dedicate yourself to scholarly pursuits, the study
You may spend 1 Metamagic Point to regain HP equal to ½ of arcane magics, and the mastery of the Fundamental

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Wellspring. You may now only take talent points from the be cast on objects that are no larger than one Size larger
Mage and Arcane stacks. than you, or twice your weight.
You immediately learn all arcane cantrips and can add
M A G E : A LT E R I N G I V
your INT to damage dealt by cantrips.
Mage, Archmage
MAGE: ALCHEMY Prerequisites: Mage - Altering III
Mage, Archmage You can no longer be teleported against your will.
Prerequisites: Arcane Intellectual
M A G E : A LT E R I N G V
You gain the Alchemy Focus. If you already had the Alchemy
Mage, Archmage
Focus, you gain 6 Skill Points you can spend on skills with
Prerequisites: Mage - Altering IV
the INT tag.
Choose one cantrip, chant, or prayer and one spell. Each of
MAGE: ALCHEMY II these choices must have the Altering tag. You may now cast
Mage, Archmage these as if they were an arcane cantrip and arcane spell.
Prerequisites: Mage - Alchemy
MAGE: DIVINING
Your Alchemy creation can now be up to 5 ft by 15 ft and be
Mage, Archmage
crafted objects that do not feature moving parts (such as a
Prerequisites: Arcane Intellectual
ladder or sword) You must have at least 4 Skill Points in the
You gain the Divining Focus. If you already had the Divining
associated Skill to create in this way (Such as carpentry for
Focus, you gain 6 Skill Points you can spend on skills with
a ladder or blacksmithing for a sword). The value of crafted
the INT tag.
creations can be no higher than the value of the materials.
MAGE: DIVINING II
MAGE: ALCHEMY III Mage, Archmage
Mage, Archmage Prerequisites: Mage - Divining
Prerequisites: Mage - Alchemy II You can now use your Divining feature on a Signature twice
Your Alchemy Creation can now be 15 ft wide, tall, and before it is dispelled.
long.
MAGE: DIVINING III
MAGE: ALCHEMY IV Mage, Archmage
Mage, Archmage Prerequisites: Mage - Divining II
Prerequisites: Mage - Alchemy III Your Signatures are no longer dispelled by your Divining
Your Alchemy Creation can now feature moving parts such feature.
as doors or windows.
MAGE: DIVINING IV
MAGE: ALCHEMY V Mage, Archmage
Mage, Archmage Prerequisites: Mage - Divining III
Prerequisites: Mage - Alchemy IV You may now teleport yourself to a Signature by meditating
Choose one cantrip, chant, or prayer and one spell. Each of on one of your Signatures for 10 minutes. This dispels the
these choices must have the Alchemy tag. You may now cast Signature. (2/Rest)
these as if they were an arcane cantrip and arcane spell.
MAGE: DIVINING V
M A G E : A LT E R I N G Mage, Archmage
Mage, Archmage Prerequisites: Mage - Divining IV
Prerequisites: Arcane Intellectual Choose one cantrip, chant, or prayer and one spell. Each of
You gain the Altering Focus. If you already had the Altering these choices must have the Divining tag. You may now cast
Focus, you gain 6 Skill Points you can spend on skills with these as if they were an arcane cantrip and arcane spell.
the INT tag.
MAGE: ENCHANTING
M A G E : A LT E R I N G I I Mage, Archmage
Mage, Archmage Prerequisites: Arcane Intellectual
Prerequisites: Mage - Altering You gain the Enchanting Focus. If you already had the
Your arcane swap spell can now be cast on a willing, Enchanting Focus, you gain 6 Skill Points you can spend on
friendly creature also in range that is no more than one skills with the INT tag.
size larger or smaller than the target of the swap, instead of
being cast on yourself. MAGE: ENCHANTING II
Mage, Archmage
M A G E : A LT E R I N G I I I Prerequisites: Mage - Enchanting
Mage, Archmage An object that has your Signature costs 0 SP to possess with
Prerequisites: Mage - Altering II the Possess Object spell.
Your Arcane Swap spell now has no minimum size, and can

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MAGE: ENCHANTING III Focus, you gain 6 Skill Points you can spend on skills with
Mage, Archmage 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 Enchantment 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 you can spend on skills with Choose one cantrip, chant, or prayer and one spell. Each of
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 you can spend on
M A G E : E VO K I N G I I I 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 you can spend on Mage, Archmage
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 you can spend on skills with Incompatible: Wellspring Tap
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. This CAREFUL CASTING III
replaces your original Warding Focus ability. Mage, Sorcery
Prerequisites: Careful Casting II
M A G E : WA R D I N G I V
You may now choose if you are carefully casting Spells or
Mage, Archmage
not. When you use Careful Cast, you cannot trigger backlash
Prerequisites: Mage - Warding III
and your critical casts do not cost fewer SP. You must declare
Your Mage Armor can no longer be dispelled by others, and
this before rolling.
increases all defenses by +5.

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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
Incompatible: 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. Dealing
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 LoS and LoE requirements for spells that originate
from it. You must still perform any gesture or verbal
TOME WIZARD TRACK 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 Learn a new spell with the Arcane Ritual tag whose SPC
does not exceed your total SP. does 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 Mage, Tome Wizard
does 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
within 15 ft of you, and any spells that you cast can does 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 stacks. 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: Warden of the Primal, or
if primal or psionic, or 10+ the Divine or Occult power Adept of the Psionic. Learn that talent unless you already
requirement if divine or occult. If you fail this check, you knew one or both of these talents. Whichever you choose,
may never attempt to cast it again, and must make a new LUCK is your magic attribute for oracle magic.
selection in its place. If you choose Warden of the Primal, then each time you
This spot in your spellbook does not count towards your level up and spend your talent point on an oracle talent, you
three Stolen Spell slots. gain +5 SP and +1 Primal Power.
If you choose Adept of the Psionic, then each time you
AWA K E N E D S P E L L B O O K V level up and spend your talent point on an oracle talent, you
Mage, Tome Wizard
gain +5 SP and +1 Psionic Power.
Prerequisites: Spellstealing III
Learn a new spell with the Arcane Ritual tag whose SPC
does not exceed your total SP.
DRUID TRACK
You gain another +1 to your mental defenses. S TA R ’ S G U I D A N C E
You can now cast more Arcane Rituals: 3/Rest. Oracle, Druid
TOME WIZARD Prerequisites: Oracle Entry, Warden of the Primal
Mage, Tome Wizard, Capstone Pick Astronomy or Astrology. Gain +2 Skill Points in that
Prerequisites: Awakened Spellbook V skill.
Your spellbook fully awakens, gaining its own personality. It You gain the Star’s Guidance ability.
is intensely loyal to you while you treat it well. You can use Star’s Guidance. Ue Astronomy or Astrology in place of a
your Grimoire spell on it freely for the purposes of storing skill with the Survival tag. (1/Recoup)
information, targeting a page instead, and you can choose OLD GODS
whether or not you forget the information stored inside. Oracle, Druid, Divine
Additionally, you gain another slot for Stolen Spells (four Prerequisites: Star’s Guidance
total) and an additional enchanted vellum (three total). Incompatible: Wyrd Wood
Level 30: If you die, your book will live on and pass the Gain the Disciple of the Divine talent if you did not already
knowledge scribed inside to whomever it deems worthy. 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. If the difference is greater

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than 1, then you immediately lose 2d10 SP and can only S TA R ’ S G U I D A N C E I I
cast magic from the Source that had higher Proclivity. You Oracle, Druid
are also Sickened until balance is restored. Prerequisites: Druid 3
When you Recoup, you may forego the normal benefits of Gain +2 Skill Points in either Astrology or Astronomy.
Recouping to reset this ability. Otherwise, the ability resets Star’s Guidance becomes 2/Recoup.
upon Taking a Rest.
S TA R ’ S R E D I R E C T I O N
OLD GODS II Oracle, Druid
Oracle, Druid, Divine Prerequisites: Star’s Guidance II
Prerequisites: Old Gods When you fail a Foraging, Sheltering, or Navigating check,
If you suffer the penalty from having imbalanced treat it as if it were the lowest tier of a successful outcome.
Proclivities, you lose 1d10 SP instead of 2d10. (1/Rest)
If you remain within the difference, you regain 1d6 SP
THIRD EYE
and gain +1 on attribute checks for the next 1 hour.
Oracle, Druid
WYRD WOOD Prerequisites: Star’s Guidance II
Oracle, Druid, Occult Gain +2 Skill Points in Arcana, Astrology, or Astronomy.
Prerequisites: Star’s Guidance Learn one Divining spell from any source, which counts as
Incompatible: Old Gods Primal for you.
Gain the Initiate of the Occult talent if you did not already
B E A S T FO R M
have it. Initiate of the Occult does not grant you additional
Oracle, Druid
SP when you gain it in this way. Whenever you gain a talent
Prerequisites: Star’s Guidance II
from this track with the Occult tag, gain +1 Occult Power.
You can cast Polymorph on yourself without spending SP,
You have taken it upon yourself to draw the wood’s rot into
but when you use this spell in this way you can only target
your own soul so that the wilderness might thrive even as
yourself and can only turn into your choice of creature that
you suffer.
is Small or smaller, is appropriate to your current habitat
Dark Power triggers on a roll of 1-2 for you. Choose
or the habitat of your youth, and does not have a Monster
two of your primal chants and one of your primal spells
Level (such as a squirrel, sparrow, or mundane scorpion).
to gain Dark Power. Choose what effects they have from
(1/Rest)
your Primeval Darkness menu (see p. 117). In combat,
when you cast a chant or spell without the Dark Power OLD GODS III
tag, gain 1 Light Proclivity. When you cast a chant or spell Oracle, Druid, Divine
with the Dark Power tag, gain 1 Dark Proclivity. At the end Prerequisites: Druid 5, Old Gods II
of combat, subtract the lesser number from the greater. If The difference between Proclivities must be greater than
the difference is greater than 1, then you immediately lose 2 in order for you to suffer the penalty. If you suffer the
2d10 HP and can only cast magic with or without the Dark penalty from imbalanced Proclivities, you are Shaken
Power tag (whichever Proclivity was stronger). You are also instead of Sickened.
Sickened until balance is restored. WYRD WOOD III
When you Recoup, you may forego the normal benefits of Oracle, Druid, Occult
Recouping to reset this ability. Otherwise, this ability resets Prerequisites: Druid 5, Wyrd Wood II
when you Take a Rest. Choose 0-2 additional primal chants and 0-2 additional
WYRD WOOD II primal spells to gain Dark Power, choosing their effects from
Oracle, Druid, Occult the Primeval Darkness menu.
Prerequisites: Wyrd Wood The difference between Proclivities must be greater than
Choose 1-2 additional primal chants and 1-2 additional 2 in order for you to suffer the penalty from imbalanced
primal spells to gain Dark Power, choosing their effects from Proclivities.
the Primeval Darkness menu. When Dark Power triggers and you suffer the
If you suffer the penalty from having imbalanced consequences of Dark Power, every ally within 30 ft of you
Proclivities, you lose 1d10 HP instead of 2d10. can gain 1d8 Shield HP as you draw in the negative energy.
Whenever you spend SP on a spell with the Dark Power MYSTIC DRUID
tag in combat, you may choose an ally within 30 ft of you Oracle, Druid
that you can see to gain 1d8 Shield HP as you draw negative Prerequisites: Druid 6
energy into yourself. Gain +2 Skill Points in Arcana, Astrology, or Astronomy.
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
You 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 Immoral) 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 1d20 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 1d20 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 1d20 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 L I G H T N I N G FA S T
Oracle, Elementalist, Repurpose Damage I
E L E M E N TA L A F F I N I T Y Prerequisites: Repurpose Damage I
Oracle, Elementalist When you take lightning damage, gain +4 AP on your next
Prerequisites: Oracle Entry turn.
Gain Elemental Affinity. SICKENING STRIKES
Elemental Affinity. When you take elemental damage, Oracle, Elementalist, Repurpose Damage I
you can spend 1 Reactive AP to gain Affinity to it (including Prerequisites: Repurpose Damage I
the damage you just took). The first time you deal any type When you take toxic damage, you can make your attacks
of damage after taking damage for which you have Affinity, toxic. For 1 minute when you attack a single target and hit,
also deal 1d6 damage of that type. You retain this Affinity the target is Sickened until the end of its next turn.
for 1 min. (2/Rest)
E L E M E N TA L A F F I N I T Y I I
SEASON’S GIVINGS Oracle, Elementalist
Oracle, Elementalist Prerequisites: Elemental Affinity I, Elementalist 4
Prerequisites: Elemental Affinity You can use Elemental Affinity on allies within 15 ft of
You grow more in tune with the natural world. Gain you when they take a type of damage that your Elemental
Resist 3 to a damage type based on what season it is: Spring Affinity can interact with. Elemental Affinity becomes ½
= Radiant, Summer = Fire, Autumn = Necrotic, and Winter LUCK/Rest.
= Cold.
R E P U R P O S E DA M A G E I I
R E P U R P O S E DA M A G E I Oracle, Elementalist
Oracle, Elementalist Prerequisites: Elemental Affinity II, Repurpose Damage I
Prerequisites: Elemental Affinity Gain another Repurpose Damage ability from the old list
Gain one of the abilities with the Repurpose Damage I tag. or from talents with the Repurpose Damage II tag. You can
When you are hit with the corresponding type of damage, learn abilities from the new list with Siphon Damage.
you can activate that ability for 1 Reactive AP. You can use
any abilities with a Repurpose Damage tag that you know 2/
B L O O D P E R M E AT I O N
Oracle, Elementalist, Repurpose Damage II
Rest collectively.
Prerequisites: Repurpose Damage II
SIPHON DAMAGE When you would gain the Bleeding condition, you can
Oracle, Elementalist, Repeatable instead regain HP equal to the amount of damage you
Prerequisites: Elemental Affinity would take, for 1 minute or until your Bleeding condition
Gain another Repurpose Damage ability. would otherwise end (whichever is shorter).
ICE ARMOR B L U N T FO R C E A R M O R
Oracle, Elementalist, Repurpose Damage I Oracle, Elementalist, Repurpose Damage II
Prerequisites: Repurpose Damage I Prerequisites: Repurpose Damage II
When you take cold damage, gain DR 4/Fire for 1 minute. When you take Blunt damage, you can convert the force into
CORROSIVE STRIKES stone that encases your skin. Gain +3 AR for 1 minute.
Oracle, Elementalist, Repurpose Damage I E L E M E N TA L A F F I N I T Y I I I
Prerequisites: Repurpose Damage I Oracle, Elementalist
When you take corrosive damage, you can corrode your Prerequisites: Elemental Affinity II
attacks. When attacking a single creature, ignore up to A creature benefitting from Elemental Affinity can gain the
Resist 4 of any kind for 1 minute. Elemental Strikes ability.
H E AT A U R A Elemental Strikes. +1d6 damage of the Affinity type for
Oracle, Elementalist, Repurpose Damage I the duration. (2/Rest)
Prerequisites: Repurpose Damage I P R O T E C T I V E E L E M E N TA L I S T
When you take fire damage, gain DR 4/Cold for 1 minute. Oracle, Elementalist
FLAMING SHIELD Prerequisites: Elemental Affinity III, Repurpose Damage II
Oracle, Elementalist, Repurpose Damage I Repurpose Damage becomes ½ LUCK/Rest. You can expend
Prerequisites: Repurpose Damage I your Repurpose Damage on an ally within 15 ft of you when
When you would gain the Burning condition, you may they take that type of damage.
instead cast the Fire Shield spell as if it were primal or
psionic without spending SP.

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P R O T E C T I V E E L E M E N TA L I S T I I E L E M E N TA L A F F I N I T Y V
Oracle, Elementalist Oracle, Elementalist
Prerequisites: Protective Elementalist Prerequisites: Elemental Affinity IV, Elementalist 13
Repurpose Damage becomes LUCK/Rest and can be used on Elemental Strikes also apply to spells that deal damage.
allies within 30 ft of you. Spells that deal damage can be of that damage type or the
normal damage type (the creature with Elemental Strikes
E L E M E N TA L A F F I N I T Y I V
chooses each time). (2/Rest)
Oracle, Elementalist
Prerequisites: Elemental Affinity III, Elementalist 9 E L E M E N TA L M A S T E R Y
Regain one use of Elemental Affinity upon Recouping. Oracle, Elementalist, Capstone
Affinity can work on energy damage as well. Prerequisites: Elemental Affinity V
You are a master of all elements, and can blend them
ABSORB EXPLOSION
together with impeccable ease. The archfae from Ashyidir
Oracle, Elementalist
Conclave itself look upon you as skillful in their arts.
Prerequisites: Elemental Affinity IV
Regain one use of Elemental Affinity each time you
When you take elemental AOE damage, you can cause all
Recoup.
other creatures to halve the damage that they took from
Choose one of your Repurpose Damage abilities. It can
the blast. On your next turn, you can spend 3 AP to make a
be used indefinitely and does not expend your Repurpose
special attack in a 60 ft line. +LUCK vs REF of each creature
Damage usages.
in the line, dealing 3d6 damage of that elemental type and
Finally, you gain the Superior Affinity ability.
½ damage on a miss. (1/Rest)
Superior Affinity. Affinity negates all damage of that type
R E P U R P O S E DA M A G E I I I and heals the recipient for ½ the total damage instead. (1/
Oracle, Elementalist Rest)
Prerequisites: Elemental Affinity IV, Repurpose Damage II Level 30: Superior Affinity becomes 1/Recoup.
Gain an additional Repurpose Damage power, choosing from
the old lists or from talents with the Repurpose Damage III
FAT E T R A C K
tag. Siphon Damage can let you gain abilities from the new
list. T H R E A D O F FAT E
B O D I LY N E C R O S I S Oracle, Fate
Oracle, Elementalist, Repurpose Damage III Prerequisites: Oracle Entry
Prerequisites: Repurpose Damage III Gain the Boon of Fate ability.
When you take necrotic damage, you can weaken your Boon of Fate. You can spend Luck points to reroll allies’
enemies. For 1 minute when you attack a single creature d20 rolls when they are within 60 ft of you.
and hit, that creature is Dazed until the end of its next turn. WEAL
P SYC H I C R E S O N A N C E Oracle, Fate
Oracle, Elementalist, Repurpose Damage III Prerequisites: Thread of Fate
Prerequisites: Repurpose Damage III Gain the Weal ability.
When you take psychic damage, you can surround yourself Weal. When you crit on a d20 roll, gain 1 SP. This cannot
in a psychic field. You cannot be Charmed, Enthralled, or exceed your maximum SP.
Shaken for 1 minute. WEAL II - SKILLS
I R R A D I AT E D AU R A Oracle, Fate
Oracle, Elementalist, Repurpose Damage III Prerequisites: Weal
Prerequisites: Repurpose Damage III Your crit range on skills increases by 1.
When you take radiant damage, you burst into radiance WEAL II - SPELLS
for 1 minute. Shed bright light for 30 ft, dim light for 30 ft Oracle, Fate
beyond that, and gain Resist 5 Ammunition. If this causes Prerequisites: Weal
ammunition to miss, it is burnt to a crisp. Your crit range on spells increases by 1.
SONOROUS STRIKES WEAL III - CHANTS
Oracle, Elementalist, Repurpose Damage III Oracle, Fate
Prerequisites: Repurpose Damage III Prerequisites: Weal II
When you take sonic damage, your attacks become Your crit range on chants increases by 1.
thunderous. For 1 minute when you attack a single creature
and hit, that creature also falls Prone if it is Huge or smaller.

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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: Turn of Fortune
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.
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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 Mentor
Gain 2 Skill Points in any skill. You may use your Mentor ability, you may split your X Skill Points between two
ability reactively. creatures, giving them each ½ X. (You cannot choose
yourself.)
MYSTIC SUPPORT
Oracle, Guide GUIDE II
Prerequisites: Reactive Instruction Oracle, Guide
Ghen 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 Mentor
start of your next turn. 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: Oracle’s 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 +Y in the Skill Points they gain from
Prerequisites: Apprentice II you, where Y equals your AWR. (This cannot exceed the
Gain 2 Skill Points in any skill. When you use your Mentor maximum +20 Skill Point cap unless you have Apprentice
ability, the target creature can exceed the +20 cap in Skill 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 stacks.
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, which 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 don’t 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, which you can spend on skills with the Prerequisites: Surge of Strength III
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, which you can spend on skills with the Learn two Pugilist’s Maneuvers of your choice.
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 Battle Focus. 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 remain in this Stance until you spend 3 AP to end it or
MARTIAL ARTS TRACK to pick a new stance.
PREDICT A PUNCH Stance of the Bison. Gain Resist Physical 2, and you
Pugilist, Martial Arts count as one size larger for the purposes of lifting, carrying,
Prerequisites: Class Entry and dragging. Suffer Vulnerable Energy 1.
Gain +1 ANT. S TA N C E O F T H E T U R T L E
Gain the Impulse talent from the armor specialization Pugilist, Martial Arts
stack unless you have one of its incompatibilities. Prerequisites: Martial Arts 3
S TA N C E O F T H E O W L You may spend 3 AP to enter the Stance of the Turtle. You
Pugilist, Martial Arts remain in this Stance until you spend 3 AP to end it or to
Prerequisites: Predict a Punch pick a new stance.
You may spend 3 AP to enter the Stance of the Owl. You Stance of the Turtle. You are Shaken, but have +2 to
remain in this Stance until you spend 3 AP to end it or to every defense.
pick a new stance. S TA N C E O F T H E L E O PA R D
Stance of the Owl. You have TD on all attacks, and have Pugilist, Martial Arts
+3 to ANT. Prerequisites: Martial Arts 3
S TA N C E O F T H E S Q U I R R E L You may spend 3 AP to enter the Stance of the Leopard. You
Pugilist, Martial Arts remain in this Stance until you spend 3 AP to end it or to
Prerequisites: Predict a Punch pick a new stance.
You may spend 3 AP to enter the Stance of the Squirrel. You Stance of the Leopard. Gain +1 REF. You can move 5
remain in this Stance until you spend 3 AP to end it or to ft as part of making a melee unarmed or natural weapon
pick a new stance. attack (move before or after the attack), but when you are
Stance of the Squirrel. You have a climb speed equal to hit with a melee attack, the enemy can move you in the
your walking speed, and count as one size smaller for the same fashion.
purposes of Grappling and moving through creatures. ARMED ARTS
S TA N C E O F T H E B E A R Pugilist, Martial Arts
Pugilist, Martial Arts Prerequisites: Predict a Punch
Prerequisites: Predict a Punch The following weapons work with any Martial Arts ability
You may spend 3 AP to enter the Stance of the Bear. You that references “unarmed or natural weapon attacks”:
remain in this Stance until you spend 3 AP to end it or to Dagger, Kama, Kunai, Kusarigama, Nunchucks, Quarterstaff,
pick a new stance. Shuriken, Tonfa, Wakizashi, and Whip.
Stance of the Bear. You have -1 REF and +3 FORT. ARMED ARTS II
SENSE DANGER Pugilist, Martial Arts
Pugilist, Martial Arts Prerequisites: Armed Arts
Prerequisites: Martial Arts 2 Armed Arts weapons work for Pugilist’s Maneuvers that
Gain +4 Skill Points, which you can spend on skills with the mention “unarmed or natural weapon attacks” as well.
Observation Tag. KENSEI
You can never be Partially Surprised. Pugilist, Martial Arts
FLIP Prerequisites: Armed Arts II
Pugilist, Martial Arts Pick any two weapons with the Melee or Reach tag to add to
Prerequisites: Martial Arts 2 your Armed Arts weapons list.
Learn the Trip Pugilist Maneuver if you didn’t know it. F L U I D FO R M S
When you use Counterpunch, you may also use Trip as Pugilist, Martial Arts
part of the same Pugilist’s Maneuver (costing no additional Prerequisites: Martial Arts 4
AP). Switching into or out of a Stance now costs 2 AP.
UNARMORED DEFENSE Gain Fluid Forms.
Pugilist, Martial Arts Fluid Forms. You can switch between Stances for 0 AP.
Prerequisites: Martial Arts 2 (1/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. You
You may spend 3 AP to enter the Stance of the Bison. remain in this Stance until you spend 2 AP to end it or to
pick a new stance.
124 C hapter 3 | C lasses
Stance of the Serpent. For the duration, when you spend DISRUPT KI
AP to move, you can move +5 ft. Gain +1 REF, but suffer -1 Pugilist, Martial Arts
FORT. Prerequisites: Fluid Forms, Martial Arts 7
S TA N C E O F T H E R A B B I T Gain Disrupt Ki.
Pugilist, Martial Arts Disrupt Ki. When you hit someone with a Pugilist’s
Prerequisites: Fluid Forms Maneuver, that creature cannot cast Spells until the end of
You may spend 2 AP to enter the Stance of the Rabbit. You their next turn. (1/Recoup)
remain in this Stance until you spend 2 AP to end it or to R E A C T I V E S TA N C E
pick a new stance. Pugilist, Martial Arts
Stance of the Rabbit. Your jump distance is doubled, you Prerequisites: Fluid Forms, Martial Arts 7
gain +1 ANT and REF, and you suffer -1 WILL. When you end your turn with 0 AP, gain 1 reactive AP that
S TA N C E O F T H E W O L F you lose at the start of your next turn. This can only be used
Pugilist, Martial Arts on reactive attacks.
Prerequisites: Fluid Forms This is a source of Special AP. You can only have one
You may spend 2 AP to enter the Stance of the Wolf. You source of Special AP. If you gain a new source, choose
remain in this Stance until you spend 2 AP to end it or to whether you keep this source or take the new source of
pick a new stance. special AP.
Stance of the Wolf. You gain TA on unarmed and natural S TA N C E O F R A G I N G F I R E
weapon attacks against creatures if at least one ally is Pugilist, Martial Arts
adjacent to that creature, and that ally gains this TA as well. Prerequisites: Fluid Forms, Martial Arts 8
If there are no allies adjacent to a hostile creature, you have You may spend 2 AP to enter the Stance of Raging Fire. You
TD against it. remain in this Stance until you spend 2 AP to end it or to
K N O W YO U R E N E M Y pick a new stance.
Pugilist, Martial Arts Stance of Raging Fire. For the duration, you do +1d4
Prerequisites: Fluid Forms, Martial Arts 6 damage on your unarmed and natural weapon attacks, and
After you have attacked or been attacked by the same enemies deal +2 damage on melee attacks against you.
creature a collective total of eight times, you can use Know S TA N C E O F F L O W I N G WAT E R
your Enemy. Pugilist, Martial Arts
Know your Enemy. For 0 AP on your turn, learn the Prerequisites: Fluid Forms, Martial Arts 8
creature’s AR, REF, FORT, and ANT. You may spend 2 AP to enter the Stance of Flowing Water.
WEAK SPOT You remain in this Stance until you spend 2 AP to end it or
Pugilist, Martial Arts to pick a new stance.
Prerequisites: Fluid Forms, Martial Arts 6 Stance of Flowing Water. For the duration, when you are
Gain the Weak Spot ability. hit with a melee attack, you fall prone. When you hit with
Weak Spot. When you make an attack with a Pugilist’s an unarmed or natural weapon attack, the target creature
Maneuver, you may choose to attack your target’s AR, REF, falls prone if it is no more than one size larger than you. You
FORT, or ANT. (2/Recoup) cannot be attacked reactively.

PREDICT A PUNCH II S TA N C E O F T H E S T O U T O A K
Pugilist, Martial Arts Pugilist, Martial Arts
Prerequisites: Fluid Forms, Martial Arts 6 Prerequisites: Fluid Forms, Martial Arts 8
Gain +4 Skill Points, which you can spend on skills with the You may spend 2 AP to enter the Stance of the Stout Oak.
Acrobatics tag. You remain in this Stance until you spend 2 AP to end it or
Gain the Impulse II talent from the armor specialization to pick a new stance.
stack if you meet its prerequisites. Stance of the Stout Oak. For the duration, when you
spend AP to move, your speed is reduced by 5 ft. You cannot
QUIET MIND
be knocked prone.
Pugilist, Martial Arts
Prerequisites: Fluid Forms, Martial Arts 7 F L U I D FO R M S I I
Gain Quiet Mind. Pugilist, Martial Arts
Quiet Mind. When you Recoup, you can remove the Prerequisites: Fluid Forms, Martial Arts 9
Fatigue condition from yourself. (1/Rest) Gain +4 Skill Points, which you can spend on skills with the
Acrobatics tag.
You can use Fluid Forms 2/Recoup.

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

MONKEY CLIMBING THE TREE MIGHTY PUNCH


Pugilist, Martial Arts Pugilist, Pummeling
Prerequisites: Fluid Forms II, Martial Artist 13 Prerequisites: Greater Corner
When you spend AP to move, you can run along vertical Gain +4 Skill Points, which you can spend on skills with the
surfaces. You cannot end your movement on a vertical Athleticism tag.
surface or you fall - unless you have at least one free hand, Gain Mighty Punch.

126 C hapter 3 | C lasses


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

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Initiative, you can use Size Up. tag as a Club. You can use any object that you can lift that
Size Up. For 0 AP on your turn, learn the creature’s AR, has the Unwieldy tag as a Maul that costs 4 AP to use.
REF, FORT, and ANT.
PURE TECHNIQUE
SIZE UP II Pugilist, Wrestling
Pugilist, Wrestling Prerequisites: Improvised Weapons
Prerequisites: Size Up Gain +4 Skill Points, which you can spend on skills with the
Wour Size Up ability now only requires six attacks to trigger. Stamina tag.
You also learn the creature’s Resist, Vulnerable, and Immune Your unarmed and natural weapon damage dice increase
traits. by one die size (e.g., from 1d4 to 1d6), to a maximum of
1d12.
B R AW L
Pugilist, Wrestling WRESTLER’S MANEUVERS III
Prerequisites: Reverse Grapple Pugilist, Wrestling
When there is more than one hostile creature adjacent to Prerequisites: Wrestling 10
you, gain +1 FORT and your unarmed and natural weapon Learn two Pugilist’s Maneuvers of your choice.
damage dice increase by one die size (e.g., from 1d4 to
HEADLOCK CHOKE II
1d6), to a maximum of 1d12.
Pugilist, Wrestling
B R AW L I I Prerequisites: Wrestler’s Maneuvers III
Pugilist, Wrestling Gain Submission Hold.
Prerequisites: Brawl Submission Hold. Target a creature that is Bloodied or
When there is more than one hostile creature adjacent to has 50 HP or less (whichever value is lower) that you have
you, gain +1 AR and gain TA on all of your attacks. Restrained using Headlock. You may spend 4 AP to make
an END attack against their FORT. If you hit, they become
DODGE A PUNCH II
Dazed until the end of your next turn. If they were already
Pugilist, Wrestling
Dazed, they become Stunned. If they were already Stunned,
Prerequisites: Wrestling 5
they fall Unconscious.
Gain +4 Skill Points, which you can spend on skills with the
If you knock someone Unconscious in this way, you gain 1
Stamina tag.
Fatigue.
Gain the Evasive II talent from the armor specialization
stack if you meet its prerequisites. DODGE A PUNCH III
Pugilist, Wrestling
WRESTLER’S MANEUVERS II
Prerequisites: Headlock Choke II
Pugilist, Wrestling
Gain +1 REF.
Prerequisites: Dodge a Punch II
Gain the Evasive III talent from the armor specialization
Learn two Pugilist’s Maneuvers of your choice.
stack if you meet its prerequisites.
HEADLOCK CHOKE
Pugilist, Wrestling HEADLOCK CHOKE III
Prerequisites: Wrestler’s Maneuvers II Pugilist, Wrestling
Learn Headlock if you did not know it. When a creature Prerequisites: Dodge a Punch III
breaks free from being Restrained by Headlock, it does not Gain +4 Skill Points, which you can spend on skills with the
break them free from your Grapple; they must first break Stamina tag.
free from Restrained, then from Grappled, using separate When you Stun an enemy using Submission Hold, they
checks and spending AP for each check. gain 1 Fatigue.

PURE PHYSIQUE WRESTLER’S MANEUVERS IV


Pugilist, Wrestling
Pugilist, Wrestling
Prerequisites: Headlock Choke III
Prerequisites: Headlock Choke
Learn two Pugilist’s Maneuvers of your choice.
Gain +1 REF and +1 FORT.
PURE PHYSIQUE II S I G N AT U R E M O V E
Pugilist, Wrestling
Pugilist, Wrestling
Prerequisites: Wrestler’s Maneuvers IV
Prerequisites: Pure Physique
You are a ring fighter of incredible fame, and people will pay
Gain +1 REF and +1 FORT.
high bets on you, gang up against you in cage matches, and
I M P R OV I S E D W E A P O N S revel in your glory.
Pugilist, Wrestling
Prerequisites: Headlock Choke
You can use any object that would not have the Unwieldy

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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 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.

Supplex 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.

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Fight. When you use Courage, deal +1d6 damage against
the source of the condition for its duration.
R A N G E R TA L E N T S FLIGHT
Ranger, Bravery
After gaining the Ranger Entry talent, you can take talents Prerequisites: Courage II
from any of the ranger stacks. After gaining the Ranger Incompatible: Fight, Freeze
Entry talent, you can also gain Primal Aspect talents. Gain the Flight ability.
Flight. When you use Courage, gain +5 ft speed when
RANGER ENTRY you use AP to move. This lasts for the condition’s duration.
Ranger, Class Entry FREEZE
Prerequisites: Character Level 2 Ranger, Bravery
When you take this entry talent, you gain the following Prerequisites: Courage II
abilities. Incompatible: Flight, Flight
Primal Aspect. Repeatable. Learn a Primal Aspect. If you Gain the Freeze ability.
know more than one, you can only gain the benefits of one Freeze. When you use Courage, you gain TD on attacks,
at a time. You can choose which Primal Aspect is active each suffer the Frozen condition, and all of your defenses
time you Take a Rest. increase by +3. This lasts for the condition’s duration.
Skilled. Gain +4 Skill Points, which you can spend on B R AV E R Y I I I
skills with the Observation and/or Survival tags. Ranger, Bravery
Fighting Instinct. You may grant yourself TA until the Prerequisites: Bravery 5
end of your current turn. While you have fighting instinct, Your Resist ability from Bravery increases by 1, and applies
when you spend AP to move, gain +5 ft movement. (AWR/ to Broken.
Recoup)
DRIVE TO SURVIVE
Ranger, Bravery
B R AV E R Y T R A C K
Prerequisites: Bravery III
B R AV E RY Gain the Drive to Survive ability.
Ranger, Bravery Drive to Survive. When you start your turn and can see a
Prerequisites: Ranger Entry creature that has any Planar, Modifying, or Magical creature
Gain the Bravery ability. tags, you may become Shaken. This counts as you becoming
Bravery. Resist Frightened 2. Shaken by that creature. You remain Shaken for 1 minute or
until the creature dies (whichever is first). (½ AWR/Rest)
COURAGE
Ranger, Bravery B R AV E R Y I V
Prerequisites: Bravery Ranger, Bravery
Gain the Courage ability. Prerequisites: Drive to Survive
Courage. When you are Broken, Demoralized, Gain +2 Skill Points in Skill(s) with the Observation tag.
Frightened, or Shaken by an enemy, gain TA against that Your Resist ability from Bravery increases by 1.
enemy while your effect persists. (AWR/Rest) COURAGE III
B R AV E RY I I Ranger, Bravery
Ranger, Bravery Prerequisites: Bravery IV
Prerequisites: Courage Gain +2 Skill Points that you can spend on skills with the
Your Resist ability from Bravery increases by 1 and applies Stamina tag.
to Demoralized. When you use Courage, regain HP equal to your AWR
(regardless of whether you are Bloodied).
COURAGE II
Ranger, Bravery FIGHT II
Prerequisites: Bravery II Ranger, Bravery
When you use Courage, and you are Bloodied, regain HP Prerequisites: Courage III, Fight
equal to your AWR. Gain +4 Skill Points that you can spend on skills with the
Athleticism tag.
FIGHT
Your damage from the Fight ability becomes 1d8.
Ranger, Bravery
Prerequisites: Courage II
Incompatible: Flight, Freeze
Gain the Fight ability.

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FLIGHT II inflicted on you for the duration that you do. (1/Recoup)
Ranger, Bravery Level 30: Whenever a creature imposes Broken,
Prerequisites: Courage III, Flight Demoralized, Frightened, or Shaken against you, you are
Gain +4 Skill Points that you can spend on skills with the both Focused and Protected against it.
Acrobatics tag.
You ignore difficult terrain when you use the Flight ability. HUNTER TRACK
FREEZE II HUNTER
Ranger, Bravery Ranger, Hunter
Prerequisites: Courage III, Freeze Prerequisites: Ranger Entry
Gain +4 Skill Points that you can spend on skills with the When you have been tracking a creature for at least 1 hour
Stamina tag. using AWR/Tracking, when you start Initiative in combat
You no longer suffer the Frozen condition with this ability. against it, you deal +2 damage against it for the first
DRIVE TO SURVIVE II minute.
Ranger, Bravery CORNER QUARRY
Prerequisites: Bravery 10 Ranger, Hunter
Drive to Survive becomes AWR/Rest. Prerequisites: Hunter
COURAGE IV Incompatible: Outnumbered
Ranger, Bravery When you are Flanking a creature, gain an additional TA
Prerequisites: Drive to Survive II against it.
Gain +2 Skill Points that you can spend on skills with the
Stamina tag. CORNER QUARRY II
Courage recharges AWR/Recoup. Ranger, Hunter
FIGHT III Prerequisites: Corner Quarry
Ranger, Bravery Incompatible: 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
Incompatible: 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 skills with the OUTNUMBERED II
Stamina tag. Ranger, Hunter
The Freeze ability increases your defenses by +5. Prerequisites: Outnumbered
Incompatible: Corner Quarry II
UNDAUNTED
When you make a Ranged attack against a creature with no
Ranger, Bravery
cover and no adjacent allies, 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
Incompatible: 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 no adjacent allies, gain TA.
strike fear in the hearts of those who would typically terrify
others. DEADEYE II
Gain the Fear Itself ability. Ranger, Hunter
Fear Itself. When a creature causes you to become Prerequisites: Deadeye
Broken, Demoralized, Frightened, or Shaken, if that creature Incompatible: Rain of Arrows
can see you, it immediately takes 2d10 Psychic damage Gain the Takedown Shot ability.
and you gain TA against it until the end of your next turn. Takedown Shot. When you use Deadeye, deal 1d8
Additionally, the creature suffers the same conditions that it additional damage. (2/Recoup)

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VOLLEY Hordesbane. Once per turn, When you hit a creature
Ranger, Hunter and another creature is adjacent to you, you can attack that
Prerequisites: Hunter second creature with the same weapon for 1 fewer AP (min
Incompatible: Deadeye 1 AP).
Gain the Volley ability. HORDESBANE II
Volley. When you hit a creature that has an ally adjacent Ranger, Hunter
to it, make the same attack against that creature for 0 AP. Prerequisites: Hordesbane
(2/Recoup) Gain the Whirling Blades ability.
RAIN OF ARROWS Whirling Blades. When you use Hordesbane, your
Ranger, Hunter second attack can target each creature of your choice that
Prerequisites: Volley is adjacent to you. Roll attack and damage once, comparing
Incompatible: Deadeye II against each target’s REF. Roll twice as many damage dice
Gain the Rain of Arrows ability. as you normally would. Creatures take ½ damage on a miss.
Rain of Arrows. Spend 4 AP and pick a point within (2/Rest)
range. Make your ranged attack roll and compare vs the AR EAGLE EYE
of every creature in a 20 ft radius. Roll double the damage Ranger, Hunter
dice that you normally would. Creatures take full damage Prerequisites: Hunter II, Deadeye II
on a hit and ½ on a miss. (2/Rest) When making a ranged attack, you do not suffer any penalty
H U N T E R ’ S Q UA R RY for targeting a Concealed enemy.
Ranger, Hunter EAGLE EYE II
Prerequisites: Hunter 3 Ranger, Hunter
Learn the Hunter’s Quarry spell if you do not already know Prerequisites: Eagle Eye
it. You may cast this spell without expending SP. (2/Rest) When making a ranged attack, you do not suffer any penalty
HUNTER II for targeting an enemy in Darkness, provided that you know
Ranger, Hunter the enemy’s location.
Prerequisites: Hunter’s Quarry VOLLEY II
Gain +4 Skill Points that you can spend on skills with the Ranger, Hunter
Acrobatics or Survival tags. Prerequisites: Hunter II, Rain of Arrows
Pick a creature with one of the following creature tags: Volley becomes DEX/Recoup and works on hostile creatures
Arcane, Avadri, Celestial, Divine, Eldritch, Elemental, within 15 ft of each other.
Fae, Fiend, Giant, Monstrosity, Occult, Primal, Psionic, or
RAIN OF ARROWS II
Undead.
Ranger, Hunter
Gain the Target Prey ability against creatures with the tag
Prerequisites: Volley II
that you chose.
Rain of Arrows does three times your normal damage dice
Target Prey. Gain an additional +4 on History, Perceiving,
and can be used ½ AWR/Rest.
Sneaking, and Tracking rolls made in relation to creatures of
the type that you chose from Hunter II. HUNTER III
Ranger, Hunter
HEW
Prerequisites: Hunter 7
Ranger, Hunter
Choose two additional creature types to gain Favored Prey.
Prerequisites: Hunter II, Corner Quarry II
Gain the Hew ability. HUNTER IV
Hew. When you hit a creature that has no allies adjacent Ranger, Hunter
to it, deal +1d10 damage. (2/Recoup) Prerequisites: Hunter III
Gain the Mark ability.
HEW II
Mark. When you roll Initiative, you may Mark a Target
Ranger, Hunter
Prey creature that you can see. It becomes Vulnerable 1 to
Prerequisites: Hew
your weapon attacks for 1 minute. (1/Rest)
Your crit range increases by 1 against creatures that have no
adjacent allies. ONE WITH THE LAND
Ranger, Hunter
HORDESBANE
Prerequisites: Hunter IV
Ranger, Hunter
Pick 1 of the 11 Environments (Aquatic, Coastal, Desert,
Prerequisites: Hunter II, Outnumbered II
Forest, Grassland, Jungle, Mountain, Subterranean, Swamp,
Gain the Hordesbane ability.
Tundra, or Volcanic). While you are in that environment,

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you and up to AWR allies can move stealthily at a normal HORDE BREAKER
pace and remain alert to danger as though traveling Ranger, Hunter
cautiously. Prerequisites: Hordesbane III
P R I M E VA L S P E E D Gain the Horde Breaker ability.
Ranger, Hunter Horde Breaker. Gain +1 TA and +1 to damage rolls for
Prerequisites: Hunter 10 every enemy adjacent to you. This lasts until the end of your
Gain +5 ft speed when you can see your Target Prey. next turn. (1/Recoup)

FLETCHER DEADEYE III


Ranger, Hunter Ranger, Hunter
Prerequisites: Hunter IV Prerequisites: Ruthless Hunter, Eagle Eye II
You can fletch your own arrows, making 1d8 + INT/ When using Deadeye, increase your Crit range by 1.
Woodcarving arrows each time you Rest. Takedown Shot becomes AWR/Recoup.

SHROUD R A P I D TA K E D O W N
Ranger, Hunter Ranger, Hunter
Prerequisites: Hunter 10 Prerequisites: Deadeye III
When you are Concealed, creatures that attack you gain 1 When you use Takedown Shot against a target and it does
additional TD. not die, gain 3 AP.

Q U I C K D R AW VOLLEY III
Ranger, Hunter Ranger, Hunter
Prerequisites: Hunter IV Prerequisites: Ruthless Hunter, Rain of Arrows II
You can draw/stow weapons without spending AP once on Volley works on creatures within 30 ft of each other.
your turn. When you use Volley on a creature that was adjacent to
your first target, it does not expend a use of Volley.
C A L C U L AT I N G
Ranger, Hunter ARROW STORM
Prerequisites: Hunter 10 Ranger, Hunter
Gain the Calculating ability. Prerequisites: Volley III
Calculating. When you roll Initiative and are facing a Gain the Arrow Storm ability.
Target Prey, you may choose for all of your attacks that Arrow Storm. When you use Rain of Arrows, deal four
would target their AR to instead target either REF, FORT, or times your normal damage dice and the radius is 30 ft. (1/
ANT (your choice at the start of combat). This effect lasts Rest)
until combat concludes. (3/Rest) PEERLESS HUNTER
RUTHLESS HUNTER Ranger, Hunter, Capstone
Ranger, Hunter Prerequisites: Hunter 14
Prerequisites: Hunter 11 Those in the know recognize that you are a peerless hunter
Gain two of the following: Cornered Quarry, Outnumbered, and might task you with felling great monsters for equally
Deadeye, and Volley. Ignore any Incompatibility restrictions great rewards.
for these selections. When you roll Initiative and you have no Target Prey,
choose one enemy to be Target Prey.
C O R N E R E D Q UA R RY I I I
Gain the Peerless Hunter ability.
Ranger, Hunter
Peerless Hunter. When you finish Taking a Rest, you can
Prerequisites: Ruthless Hunter, Hew II
reassign all of your Talent points spent in this stack, taking
Gain +2 Skill Points, which you can spend on skills with the
new Talents within this stack. You lose this ability if you
Athleticism or Stamina tags.
reassign your talents in such a way that you no longer have
Cornered Quarry becomes END/Recoup.
access to this Talent. (1/Week)
HEW III Level 30: You can reselect the creature types that target
Ranger, Hunter prey features work on. (1/Rest)
Prerequisites: Cornered Quarry III
When you use Hew against a target and it does not die, gain
3 AP.
HORDESBANE III
Ranger, Hunter
Prerequisites: Ruthless Hunter, Hordesbane II
Whirling Blades becomes END/Rest.

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INSTINCT TRACK VIGILANT III
Ranger, Instinct
S U R V I VA L I N S T I N C T Prerequisites: Fighting Instinct IV
Ranger, Instinct Gain +4 Skill Points that you can spend on skills with the
Prerequisites: Ranger Entry Survival Tag.
Gain the Preternatural Dodge ability. Vigilant is AWR/Recoup.
Preternatural Dodge. When a creature attacks one of S U R V I VA L I N S T I N C T V
your Physical or Mental defenses, you can use ANT in place Ranger, Instinct
of whatever was targeted. (AWR/Rest) Prerequisites: Vigilant III
FIGHTING INSTINCT II Gain a +4 bonus to Initiative.
Ranger, Instinct Preternatural Dodge is AWR/Recoup.
Prerequisites: Survival Instinct VIGILANT IV
Fighting Instinct lasts until the end of your next turn. Ranger, Instinct
S U R V I VA L I N S T I N C T I I Prerequisites: Survival Instinct V
Ranger, Instinct Gain +4 Skill Points in skills with the Observation tag.
Prerequisites: Fighting Instinct II Vigilant is AWR/Catch Breath.
Gain the Size Up ability. FIGHTING INSTINCT V
Size Up. You can spend 2 AP to study an enemy and learn Ranger, Instinct
which defense(s) its attacks target, besides AR. Prerequisites: Vigilant IV
FIGHTING INSTINCT III Pounce grants you 4 AP.
Ranger, Instinct If you start initiative with no Fighting Instinct, regain one
Prerequisites: Survival Instinct II Fighting Instinct.
Gain +4 Skill Points that you can spend on skills with the VIGILANT V
Athleticism tag. Ranger, Instinct
Your Fighting Instinct also grants you a +1 to all damage Prerequisites: Fighting Instinct V
rolls. Vigilant is always active.
VIGILANT CORNERED ANIMAL
Ranger, Instinct Ranger, Instinct, Capstone
Prerequisites: Fighting Instinct III Prerequisites: Vigilant V
Gain the Vigilant ability. Your base animal instinct to fight and live is overwhelming.
Vigilant. If you roll lower than 10 on an AWR check, treat Fighting Instinct becomes AWR/Catch Breath.
that roll as 10 instead (AWR/Rest) When you start your turn with 0 HP, you may gain 2
S U R V I VA L I N S T I N C T I I I Death Points. If you do, then until the end of your next turn,
Ranger, Instinct your speed doubles, you gain TA on all attacks, creatures
Prerequisites: Vigilant cannot make reactive attacks against you, and your first hit
Your ANT increases by +1. Choose REF or FORT to also that was not a crit counts as a crit. (1/Rest)
increase by +1. Level 30: Cornered Animal no longer costs 2 Death Points
and is active whenever you are at 0 HP.
VIGILANT II
Ranger, Instinct
Prerequisites: Survival Instinct III
SURVIVOR TRACK
Vigilant becomes ANT instead of 10. N AT U R A L H A B I TAT
S U R V I VA L I N S T I N C T I V Ranger, Survivor
Ranger, Instinct Prerequisites: Ranger Entry
Prerequisites: Vigilant II Gain +4 Skill Points that you can assign to skills with the
Gain +4 Skill Points that you can spend on skills with the Survival or Stamina tags.
Observation tag. Pick one of the 11 environments: Aquatic, Coastal, Desert,
Gain a +4 bonus to Initiative. Forest, Grassland, Jungle, Mountain, Subterranean, Swamp,
Tundra, or Volcanic. This is your Natural Habitat. While in
FIGHTING INSTINCT IV
that environment, you can always find enough food for a
Ranger, Instinct
number of creatures equal to your AWR.
Prerequisites: Survival Instinct IV
Gain the Pounce ability.
Pounce. On your first turn in Initiative if no enemies have
acted yet, gain 2 additional AP.

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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 assign to skills with the
distance from you. This information is fleeting, but if you do
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 talent. 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 skills with the Prerequisites: Primeval Sense V
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 skills with the
P R I M A L WA R D E N
Acrobatics or Athleticism tags.
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 stack, you gain +5 SP and Ranger, Wilderness Warden
+1 Primal Power. 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 does not deal damage. While more than Prerequisites: Primal Warden II, Planar Protector
1 mile from a settled area, you can cast that Chant as if it Choose a new type of creature from your Planar Protector
were 1 Tier stronger (e.g., if you normally cast Chants at feature. Your Planar Protector bonus works on creatures
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 type: Arcane, Avadri, Celestial, Divine, Intrinsic Boon
Eldritch, Elemental, Fae, Fiend, Giant, Occult, Primal, Learn one chant, one invocation, and one spell that all have
Psionic, 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 assign to skills with the
Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags.
Observation or Survival tags. 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 stacks.
the “Chant” abilities in this stack when you Rest. (1/Week)
When you reach Primal Tier 6, gain +12 Skill Points that
you can assign to skills with the Athleticism, Acrobatics,
RO GUE ENTRY
Stamina, Observation, or Survival Tags. Rogue, Entry Talent
Prerequisites: Character Level 2
PLANAR PROTECTOR III
When you take this entry talent, you gain the following
Ranger, Wilderness Warden
abilities.
Prerequisites: Primal Warden IV, Planar Protector II
Sneak Attack. Your Sneak Attack damage increases by
Choose a creature type you’ve already chosen with Planar
+1d6 (if you had no Sneak Attack, it becomes 1d6). You can
Protector 1 or 2. Gain an additional +1 on magic attacks
apply Sneak Attack damage to a creature that you hit with a
against creatures of that type.
melee attack with a light weapon if you had TA against the
INTRINSIC BOON III target and no TD. You may do this once per turn.
Ranger, Wilderness Warden Skilled. Gain +6 Skill Points, which you can spend on any
Prerequisites: Environmentalist 3 or Planar Protector 3; skills with the Acrobatics, Influence, Observation, and/or
Intrinsic Boon II Subterfuge tags.
Gain +4 Skill Points that you can assign to skills with the Well Equipped. You gain hooded common clothes, a
Survival tag. hooded lantern, two daggers, a skullduggery kit, and one
Learn 1 chant, 1 invocation, and 1 spell that all have the disguise of your choice.
Intrinsic tag.
P R I M E VA L S P E L L S CON TRACK
Ranger, Wilderness Warden
CONFIDENCE
Prerequisites: Primeval Invocation or Intrinsic Boon III
Rogue, Con
Pick 3 Intrinsic spells that you know and that have
Prerequisites: Rogue Entry
benefitted either from Ranger’s Spells or Wanderer’s Spells.
You gain 1 rank in the Charlatan profession. If you already
They cost 1 fewer SP (min 1 SP).
have any ranks in the Charlatan profession, you gain +3
P R I M A L WA R D E N V Skill Points in Savoir Faire, and +3 Skill Points that you can
Ranger, Wilderness Warden spend on Empathy, Gossiping, Intimidating, Leadership, or
Prerequisites: Chant of the Wild Heart or Primeval Spells Persuading.
Gain +4 Skill Points that you can assign to skills with the
I M P E R S O N AT E
Observation or Survival tags.
Rogue, Con
Gain a talent from the Primal Magic stack.
Prerequisites: Confidence
PRIMAL EXEMPLAR Your false identity now holds up to some scrutiny. After
Ranger, Wilderness Warden, Capstone spending a day studying someone and at least a week in
Prerequisites: Primal Warden V their area of residence, you can use the Impersonate ability.
Your heart, soul, and body are intertwined with the Impersonate. Roll an INT/Disguise check and an INT/
wellbeing of the natural world. Fae generally see you Forging check and take the average of the two rolls. This
as a great friend and will usually go out of their way to becomes your Identity Score. People inspecting your
cooperate with you. credentials, paperwork, or claims may make an INT roll,
You can never become lost, even by magical means. and if they do not beat your Identity Score, they do not
When you Take a Rest and you are not within 1 mile of get suspicious unless you give them a clear reason to be
a settled area, you may reassign all of your Ranger talent suspicious.
points, assigning them to other Ranger talents. You may have one active identity.
You can only repeat your Disguise and Forging check by

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spending another day with the person and another week in your Identity. Make a CHA roll vs LOG. If you hit, they treat
their area of residence. you as a friendly acquaintance for 1 minute, and do not
A creature inspecting you gains the following cumulative know they have been Charmed. This does not work if the
bonuses to their INT roll if circumstances allow. creature is in combat.
+5 If you have just done something very suspicious.
L E AV E I T T O L U C K
+20 If you are within 5 miles of the home of the person
Rogue, Con
you are impersonating.
Prerequisites: Con 5
+30 If the person who is inspecting has heard of or knows
You gain the Coin Toss ability.
about the person you are impersonating.
Coin Toss. Your next d20 roll becomes a 50/50 chance.
+40 If the person inspecting has been fooled by a
If you roll an odd number, treat it as a 1. If you roll an even
different identity before.
number, treat it as a 20. (½ LUCK/Rest)
+50 If the person inspecting has met the person you’re
impersonating before. FO O L’ S S T R I K E
+70 If the person inspecting has met the person you’re Rogue, Con, Repeatable
impersonating in the last year. Prerequisites: Leave it to Luck
The creature automatically beats your score if they have You gain an additional Sneak Attack die against creatures
interacted with the person that you are impersonating in while you are disguised and your target does not know your
the last month, the person you are impersonating is a well true identity.
known individual in the area you’re in, or the inspector You can take this talent up to six times.
knows the individual that you are impersonating personally. H O W DA R E YO U
MASTER OF DISGUISE Rogue, Con
Rogue, Con, Repeatable Prerequisites: Leave it to Luck
Prerequisites: Impersonate People inspecting your identity must subtract your Savior
You gain +3 to Disguising and +3 to Forging checks. Faire from their INT roll.

ADDITIONAL IDENTITIES L E AV E I T T O L U C K I I
Rogue, Con, Repeatable Rogue, Con
Prerequisites: Impersonate Prerequisites: Leave it to Luck
You may have an additional identity. It takes you one hour Your Coin Toss ability becomes LUCK/Rest.
to switch between identities. JAMMY
BETTER IDENTITIES Rogue, Con
Rogue, Con, Repeatable Prerequisites: Leave it to Luck
Prerequisites: Impersonate Your total number of Luck Points per day is equal to your
You gain +5 to your Identity Score. LUCK.

STURDIER IDENTITIES SLIPPERY


Rogue, Con, Repeatable Rogue, Con
Prerequisites: Impersonate Prerequisites: Leave it to Luck
You gain +10 to your Identity Score when the inspector has You can now spend 2 Luck Points to force a creature that
any number of circumstantial bonuses. you can see within 30 ft of you to reroll a d20 after they
make an attack roll or after they inspect your Identity.
QUICKER IDENTITIES
Rogue, Con C AT C H M E I F YO U C A N
Prerequisites: Impersonate Rogue, Con
You may shortcut the 1 week requirement for identities and Prerequisites: Leave it to Luck
take a -5 on your Forgery check per day skipped (Max -30). If you have at least 1 Luck Point when you are reduced
to 0 HP, you can regain 1 HP and immediately move 40 ft
B E T R AYA L without provoking reactive actions. Doing so costs all of
Rogue, Con your remaining Luck Points.
Prerequisites: Impersonate
If you attack someone who is Completely Surprised and has P L AY D E A D
been fooled by your identity, that attack is an automatic crit Rogue, Con
and deals maximum damage. Prerequisites: Leave it to Luck
If you have at least 1 Luck Point when you hit 0 HP you can
CHARMING IDENTITY regain 1 HP and pretend to be dead. You begin Catching
Rogue, Con your Breath when you do this. Additionally, make a CHA/
Prerequisites: Impersonate Performance roll vs the LOG of each creature that can see
You may attempt to Charm someone who has been fooled by

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you. If you hit more than half the witnesses, then you are provide this service to you, as well as clue you into potential
believed to be dead (or the Identity that you are currently contracts. If you break your oath, you may no longer refill
using is believed to be dead). 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
an extra 1d6 Fire damage for 1 minute. The extra damage
may spend on any skill 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 Frozen 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: 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: 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 FIND WEAK SPOT IV
to 14. Rogue, Guild Affiliate
Prerequisites: Weak Spot III
G U I L D A F F I L I AT E Weak Spot attacks that exceed the targets 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: Weak Spot IV
Prerequisites: Rogue Entry
Your Weak Spot attacks gain +1 crit range.
Incompatible: 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 You gain the Garrote ability.
village. You swear off all deific influence. You gain access to Garrote. By spending 3 AP, you may make a DEX vs ANT
three poisons, and can keep one vial of each on your person. attack against a creature who cannot see you and is in melee
A vial is enough for three doses of each poison. You may distance. On a hit, you begin a special grapple that requires
only refill these by Taking a Rest in a populated area. You both of your hands. You can take no actions other than
learn how to identify fellow members of the guild who can movement.

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Otherwise this follows the normal Grappled rules. AIMED STRIKE
If their ML is less than half your character level, they are Rogue, Guild Affiliate
rendered Helpless and begin Suffocating while grappled in Prerequisites: Guild Member
this way. Otherwise, the creature is silenced and staggered Spend 1 additional AP on an attack to gain TA on that
while grappled in this way. (1/Rest) attack.
RO GUE MANEUVERS AIMED STRIKE II
Rogue, Guild Affiliate Rogue, Guild Affiliate
Prerequisites: Guild Member Prerequisites: Aimed Strike
Your range for thrown weapons is doubled and thrown When using Aimed Strike, roll 2d20 and keep the higher
weapons can now trigger Sneak Attack. result.
HAMSTRING TA C T I C A L S U P E R I O R I T Y
Rogue, Guild Affiliate Rogue, Guild Affiliate
Prerequisites: Rogue Maneuvers, Guild Affiliate 5 Prerequisites: Aimed Strike
You gain the Hamstring Ability. Your Aimed Strikes deal +1 damage. Additionally, when you
Hamstring. When a creature leaves your Melee reach, have one source of TA, you can ignore two sources of TD,
you can attack with a melee weapon by spending 2 Reactive potentially allowing you to use Sneak Attack.
AP. On a hit, that target’s movement is halved until the end
TA C T I C A L S U P E R I O R I T Y I I
of their turn.
Rogue, Guild Affiliate
QUICK STRIKE Prerequisites: Tactical Superiority
Rogue, Guild Affiliate Your Aimed Strikes deal +1 damage. Additionally, when you
Prerequisites: Rogue Maneuvers, Guild Affiliate 5 have one source of TA, you can ignore three sources of TD.
You gain the Quick Strike ability.
TA C T I C A L S U P E R I O R I T Y I I I
Quick Strike. When you hit a creature with a melee
Rogue, Guild Affiliate
attack, you may spend 2 AP to teleport to another
Prerequisites: Tactical Superiority II
unoccupied space within 5 ft of the creature you attacked.
Your Aimed Strikes deal +1 damage. Additionally, when you
P R E PA R AT O RY S T R I K E have one source of TA, you can ignore all sources of TD.
Rogue, Guild Affiliate
POISONER
Prerequisites: Rogue Maneuvers, Guild Affiliate 5
Rogue, Guild Affiliate
You gain the Preparatory Strike ability.
Prerequisites: Guild Member
Preparatory Strike. Make a weapon attack against a
You may now apply poison to ammunition.
creature and then end your turn immediately. You add a
bonus to your physical defenses until the beginning of your D R A K E S B R E AT H P R E F E R E N C E
next turn. The bonus equals the number of AP you have Rogue, Guild Affiliate
remaining to use reactively. Prerequisites: Poisoner
You may replace Ice Blood or Harlan’s Breach with extra
E VA S I V E T H R O W
vials of Drake’s Breath when you refill your poisons.
Rogue, Guild Affiliate
Prerequisites: Rogue Maneuvers, Guild Affiliate 5 D R A K E ’ S B R E AT H E F F I C I E N CY
You gain Evasive Throw ability. Rogue, Guild Affiliate
Evasive Throw. 1 additional AP as a part of a Thrown Prerequisites: Poisoner
attack. If it hits, you gain +2 to your mental defenses You can get four doses from a vial of Drake’s Breath.
against that creature and take no damage when missed, if D R A K E ’ S B R E AT H E F F I C A CY
you would otherwise take half damage. Rogue, Guild Affiliate
QUICK THROW Prerequisites: Poisoner
Rogue, Guild Affiliate Drake’s Breath becomes 2d6 fire damage.
Prerequisites: Rogue Maneuvers, Guild Affiliate 5 L I N G E R I N G D R A K E ’ S B R E AT H
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 Drake’s Breath lasts for 2 minutes.
Surprised it automatically hits and crits.
D R A K E ’ S B R E AT H A M M U N I T I O N
Rogue, Guild Affiliate
Prerequisites: Poisoner
You can apply Drake’s Breath to a quiver of up to 20
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 rest in a populated area, and refilling them is free.
extra vials of Ice Blood when you refill your poisons.
Once per week, you can have a guild representative meet
I C E B L O O D E F F I C I E N CY 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. Your magic attribute is INT.
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 stack, 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 a 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 taking
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 You gain the Born of Darkness ability.
Rogue, Subtlety Born of Darkness: By spending 4 AP, suppress all
Prerequisites: Vanish conditions of your choice for 1 minute and move up to
Being struck by a melee attack no longer causes you to your speed. If you end this movement in Cover or being
lose the Unseen condition. While you are Unseen, ranged Concealed, gain the Unseen condition. If you end one of
attackers do not know if they hit you with a ranged attack your next six turns without the Unseen condition, all of your
or spell. suppressed conditions return.

SIDESTEP SHADOW MASTERY


Rogue, Subtlety Rogue, Subtlety
Prerequisites: Vanish Prerequisites: In the Dark
If you are Unseen and a creature who is hostile to you or When you are in Dim Light you do not lose the Unseen
neutral to you would walk through your space, you may condition by entering Line of Sight for creatures who do not
move 5 ft to get out of their way. If you have the “Scale the have Darkvision.
Balcony” talent, this movement may include climbing. F E L L O W I N H A B I TA N T
BLINK OF AN EYE Rogue, Subtlety
Rogue, Subtlety Prerequisites: In the Dark
Prerequisites: Vanish If you spend 30 seconds in combat observing a creature,
On any turn where you take the Move action three times, you learn if they have Darkvision and if they have any other
your attempts to take the Hide action while in Total Cover remarkable source of non-magical perception.
automatically succeed. SHADOW TRICK
B L AC K J AC K Rogue, Subtlety
Rogue, Subtlety Prerequisites: In the Dark
Prerequisites: Vanish If a creature you can see attempts to target a square they
You gain the Blackjack ability. think you are in, and you are within 5 ft of that square, you
Blackjack. By spending 5 AP, deal 20 nonlethal blunt may spend 1 AP reactively to make them believe they hit
damage to a creature who is Completely Surprised. you, and then take a 5 ft step.
If a single instance of this ability renders the creature This trick lasts until the beginning of your next turn. Each
unconscious, you do not need to roll to retain the Complete time they target that space they must beat your LOG with
Surprise condition. their INT to know you are not in that space.

SPRINT S H A D O W A S S A U LT I I
Rogue, Subtlety Rogue, Subtlety, Repeatable
Prerequisites: Vanish Prerequisites: In the Dark, Shadow Assault
When you gain the Unseen condition, you may immediately You gain an additional Sneak Attack die while you are
take the move action for 0 AP. Unseen.
You may take this talent up to five times.
S H A D O W A S S AU LT
Rogue, Subtlety VA N I S H I I
Prerequisites: Vanish Rogue, Subtlety
You gain an additional Sneak Attack die while you are Prerequisites: In the Dark, Vanish
Unseen. You automatically succeed your Hide roll while you are in
Darkness or Total Cover. (INT/Rest)
I N T H E DA R K
Rogue, Subtlety SHADOWSTEP
Prerequisites: Subtlety 5 Rogue, Subtlety
When you are in Darkness, you are Unseen to creatures who Prerequisites: In the Dark
are relying on Darkvision to see you. You can now pass through 5 ft of bright light without losing
the Unseen condition.
SHADOW HOP II
Rogue, Subtlety QUIET ONE
Prerequisites: In the Dark, Shadow Hop Rogue, Subtlety
The first attack you make on your turn does not cause you Prerequisites: In the Dark
to lose the Unseen condition. You gain +10 to Eavesdropping while you are Unseen.
This can exceed the normal cap of 20 for a skill, but cannot
BORN IN DARKNESS
exceed 25.
Rogue, Subtlety
Prerequisites: In the Dark

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

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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 cubic ft of materials. You can
Arcane Air Bubble, Arcane Shield, Death Ward, 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 can gain 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
Incompatible: 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 body
Prerequisites: Augmentor
and grants you +1 to all defenses in addition to its base
You can spend 1 Reactive AP to reduce elemental damage
stats. You are treated as one Size category larger than you
by 1d6. You can unleash this on your next attack, dealing
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 against the type of damage you took until the start of
Prerequisites: Augmentor
your next turn.
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
You 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 30
climate controlled between 50 and 120 degrees fahrenheit ft. If you fall at least 20 ft, you can attack all creatures 10 ft
(Named for Doctor Franklin Fahrenheit, who discovered the of where you land with your STR or DEX vs their REF. If you
Coldstone and Fireflecks used in this invention). 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 CRADLE
Tinkerer, Augmentor Tinkerer, Augmentor
Prerequisites: Augmentor II Prerequisites: Augmentor III
By spending 1 hour working on your armor, you can install You may cover an ally in your Augmented Armor once
an automated crossbow turret on your shoulder. This per round. Choose an ally within 5 ft of you who is being
crossbow has a 60 ft range and deals 1d4 sharp damage on attacked by an attacker you can see. You can take the
a hit. When you specify, it fires at a target you can see with damage in their place by spending 1 Reactive AP. Regain
Line of Effect at the end of each of your turns while you the ability to do this at the beginning of your next turn. The
have ammunition. triggering attack automatically hits you.
I N S TA L L W E A P O N I I CRADLE II
Tinkerer, Augmentor Tinkerer, Augmentor
Prerequisites: Augmentor II, Install Weapon Prerequisites: Augmentor III, Cradle, Grappler
You can install a second weapon into your armor. Gain the You may now use your Grappler to pull an ally to you. When
ability to freely switch between weapons. an ally within reach of your Grappler ability would take
damage, you may spend 1 Reactive AP to pull them to an
POWER SLAM
unoccupied space within 5 ft of you and take the damage for
Tinkerer, Augmentor
them.
Prerequisites: Augmentor II
You gain the Power Slam ability. AUGMENTOR EXTRAORDINAIRE
Power Slam. You may spend 4 AP to slam a weapon into Tinkerer, Augmentor, Capstone
the ground, attacking all creatures within 5 ft of you. Make Prerequisites: Augmentor 14
a weapon attack vs the FORT of each creature in range. On Your augmented armor has become an extension of your
a hit, creatures take damage from the weapon as usual and person. You have perfected it and know every nook and
are also pushed 5 ft directly away from you. cranny, every quirk and crack.
Gain +1 to all of your defenses.
HOVERJET
Crits no longer automatically hit you, and if they do hit,
Tinkerer, Augmentor
they only deal normal damage.
Prerequisites: Augmentor II
Level 30: Gain the Intuitive Defenses ability.
Spend 1 AP or 1 Reactive AP to gain the ability to Hover
Intuitive Defenses. When a creature attacks you, you
for 1 minute. You can choose to slowly descend during the
may spend 2 reactive AP to lower one of your defenses by X,
duration. (3/Rest)

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increasing another one of your defenses by X. Your defenses R E PA I R S
remain altered in this way until the start of your next turn. Tinkerer, Inventor
(3/Recoup) Prerequisites: Inventor
Exhaustible items with more than 1 use take half the
INVENTOR TRACK Tinkering to create after you’ve created them once.

INVENTOR QUICK CRAFT


Tinkerer, Inventor Tinkerer, Inventor
Prerequisites: Tinkerer Entry Prerequisites: Inventor
You can make a variety of unique nonmagical items Whenever you craft a single-use item, you can create
assuming you have the time and materials. You learn how to a second item of the same type by adding +10 to the
make five items from the Tinkering Item List, and can carry Tinkering requirement of the first item.
up to five items of this nature at a time. Special Arrows & ADDITIONAL BLUEPRINTS
Bolts do not count toward this total. Only you may use items Tinkerer, Inventor
that you create from the Tinkering Item list. Prerequisites: Inventor
For every 2 hours you spend tinkering, make an INT check You learn two new blueprints from the Tinkering Item List.
using a Crafting skill with your Tinker’s Tools, and note the
S PA C E E F F I C I E N CY
results. Tinkering checks are cumulative. For example, if you
Tinkerer, Inventor
roll a 11 on day 1, and a 19 on day two, that is considered
Prerequisites: Inventor
30.
You can carry five additional tinkering items.
If you have access to a workshop, the Tinkering Check
total required is halved. Your first 2 hours of tinkering a S A F E T Y P R E C AU T I O N S
day can be a part of Taking a Rest. See the Tinkering Item Tinkerer, Inventor
List for a list of items, and note that your MC may allow Prerequisites: Inventor
additional items! You can now add +20 to the Tinkering required in order to
craft Tinkering items that others can use.
S A LVA G E
Tinkerer, Inventor BREAKTHROUGH
Prerequisites: Inventor Tinkerer, Inventor
You can break down nonmagical items for materials and use Prerequisites: Inventor 5
them for other items or their currency cost whenever you Incompatible: Augmentor
spend time tinkering. Most items can be broken down as a Choose a magical item, weapon, or piece of armor that
part of the time you spend tinkering on other inventions. you possess and that requires 25 or fewer Essence Points
A particularly complex or large item may have a tinkering and Salvage it. You learn how to add that item’s abilities,
cost, determined by your MC. or “Enchantments” for the purpose of the abilities in the
If you’re breaking down items for currency, you can find Tinkering track, to your Masterwork. You can add or change
someone to purchase the materials for 80% of the item’s enchantments to your Masterwork by spending 2 hours
value, regardless of the item’s state of repair, anywhere Tinkering with it. A single magical item, weapon, or armor
where there is trade of raw materials. piece counts as one Enchantment, even if it has multiple
Salvaged items are unrecognizable, which means you abilities.
can sell them even if the item itself may have baggage that You can know a number of Enchantments equal to your
would make it undesirable, such as being believed to be INT, and can have a number of Enchantments active on
haunted or stolen. your Masterwork at one time equal to ½ your INT. You
If you salvage items to use for Tinkering parts, take the must also observe the typical rules for Essence Points (see
sc value of the item you’re salvaging, and reduce your p. 213). However, your Masterwork uses only half the
Tinkering check requirement for whatever you’re crafting by Essence Points you have imbued onto it through Masterwork
that amount. Enchantments. For example, if you have three Enchantments
with 80 total Essence Points, your Masterwork uses 40 of
CRAFTER
your Essence Points.
Tinkerer, Inventor
Weapons can be improved with Item or Weapon
Prerequisites: Inventor
Enchantments. Armor can be improved with Item or Armor
Every time you take a level in the Inventor track, gain +2
enchantments or improvements. Items can be improved only
in a Crafting skill of your choice. This works retroactively,
with Item enchantments or improvements.
granting you +2 for all Inventor track talents you have
If you change your Masterwork, it loses this improvement
already taken.
until you add it to your Masterwork again.

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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 raises Your Masterwork is now a creation of some renown. It can
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 2 enchantments active on
it.
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 cubic ft on the
inside.
Dimensional Case (Greater) 500 - This case contains an extradimensional storage space that
appears to be a normal briefcase, but is 40 cubic ft 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 1d6 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 6ft by 6ft by 3ft 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
1000 lbs in weight and is 6ft 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).

152 C hapter 3 | C lasses


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.

MAGITECHNICIAN SPELL STORING


Tinkerer, Magitechnician
TRACK
Prerequisites: Golemancer
A R CA N E A R T I F I C E R You create an object - such as a bracelet, locket, or ring, that
Tinkerer, Magitechnician stores spells for you. When creating a mote via Delay Spell,
Prerequisites: Tinkerer Entry you can put the spell into the Spell Storing object and its
You gain the Student of the Arcane talent if you do not duration becomes 24 hours. Your motes cannot be released
already have it. Each time you level up and spend your prematurely without the condition being triggered, and after
talent point on a talent in the Magitechnician stack, you the duration they dissipate harmlessly.
gain +5 SP and +1 Arcane Power. EMPOWERED MEND
Magitechnicians cast spells as if they were devices, and Tinkerer, Magitechnician
the caster can choose how they describe the spells being Prerequisites: Spell Storing
cast. Perhaps a Fireball is launched from a firearm-like You are particularly skilled with the Mend cantrip. You now
device, Fly might be a jetpack, Raise Skeleton could be a need only 80% of the pieces or components present for
mechanical backpack puppeteering bones, and Living Letter Mend to work, and you can increase the casting time to gain
might be a tiny drone. the equivalent of more Arcane Power. When casting Mend,
This has no mechanical effect other than when you trigger act as though you have 1 additional Arcane Power for every
Backlash as a Magitechnician. In this case, you do not additional 30 minutes you spend casting.
take damage or end your turn, but you lose access to the
spell that triggered Backlash until you Take a Rest, as the
contraption needs to be repaired.
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.
It can be made of Metal or Stone as its Primary Material,
and it gains +2 STR. It is created by the Arcane Source. It
gains the Mend and Minor Conjuration cantrips. C hapter 3 | C lasses 153
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 stacks.
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 2 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 2 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 level 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 Observation and Subterfuge tags.
allied creature whose Initiative you manipulated cannot be Gain 1 Goodwill with nobles and elite society. (1/Week)
Charmed or Frightened unless the target is also Bloodied.
O B F U S CAT E
(1/Rest)
Troubadour, Jester
Battle Anthem: When reduced to 0 HP, you may start your
Prerequisites: Clown or Fool
Battle Anthem. It lasts for a number of rounds equal to your
Gain +4 Skill Points, which you can spend on skills with the
Troubadour level. When you start your turn, if you spent
Subterfuge and Knowledge tags.
at least 1 AP on Stanzas on your last turn, you may use a
If you find physical evidence that might be incriminating,
Stanza’s rank 1 ability that you know for 0 AP. Furthermore,
you can spend 30 minutes destroying it beyond any hope of
if you spend at least 2 AP on Stanzas on your current turn,
being useful or viable. (1/Rest)
you cannot receive healing until the end of your next turn,
but also do not die until the end of your next turn, even if I M I TAT E
you reach 8 Death Points. If you reach 8 Death Points during Troubadour, Jester
your Battle Anthem, you cannot be healed and you die when Prerequisites: Clown or Fool
your Battle Anthem ends, but you can be resurrected. Gain +4 Skill Points, which you can spend on skills with the
Subterfuge and Influence tags.
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, which you can spend on skills with the
Troubadour, Jester Performance and Influence Tags.
Prerequisites: Mockery Given 1 week in a settled area, you can respec your
Gain +4 Skill Points, which you can spend on skills with the Talents within this Stack when you complete a Rest. Once
Performance or Influence tags. you do, you cannot use this ability again until you are in a
Gain a jester’s motley, along with two other disguises of new 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, which you can spend on skills with the
Gain +4 Skill Points, which you can spend on skills with the Acrobatics or Performance tags.
Performance or Observation tags. Gain 1 additional Goodwill with commoners. (1/Week)
You can always find food lodging for free in exchange for
performances. FO O L I I
Troubadour, Jester
CLOWN Prerequisites: Many Hats, Fool
Troubadour, Jester Gain +4 Skill Points, which you can spend on skills with the
Prerequisites: Smooth Tongue Observation and Subterfuge tags.
Gain +4 Skill Points, which you can spend on skills with the Gain 1 Goodwill with nobles and elites. (1/Week)
Acrobatics or Performance tags.
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, which you can spend on skills with the
Prerequisites: Smooth Tongue Subterfuge and Knowledge tags.
Gain +4 Skill Points, which you can spend on skills with the You can spend 30 additional minutes to change the

156 C hapter 3 | C lasses


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, which you can spend on skills with
don’t need to roll if you do mundane activity befitting the the Influence, Subterfuge, Observation, or Performance tags.
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, which you can spend on skills with the by mundane means.
Acrobatics or Performance tags. 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 5 Sources that its stat block would
Gain +4 Skill Points, which you can spend on skills with the normally allow. It is a corporeal spirit and possesses any
Observation and Subterfuge tags. equipment that the stat block would normally have. This
You cannot have negative Goodwill with noble society. equipment is corporeal while the creature is holding it or
O B F U S CAT E I I I 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 +6 Skill Points, which you can spend on skills with the spending 1 AP on your turn), or until reduced to 0 HP. You
Subterfuge and Knowledge tags. 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 +6 Skill Points, which you can spend on skills with the Prerequisites: Mythic Tome
Subterfuge and Influence tags. Gain the Summon Protagonist ability, which lets you
You can use your disguise 1/Recoup and your supreme summon more powerful creatures. (1/Rest)
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 stack.
Troubadour, Jester
Prerequisites: Obfuscate III or Imitate III

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

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C O M E DY V I Disciple of the Divine, Initiate of the Occult, Student of the
Troubadour, Legend Keeper, Comedy Arcane or Warden of the Primal).
Prerequisites: Comedy V Gain +5 SP and +1 Arcane Power or +1 Psionic Power.
Gain +2 Skill Points, which you can spend on skills with the T R A G E DY V
Performance tags. Troubadour, Legend Keeper, Tragedy
When you use Summon Entourage, they can be ML 2 or Prerequisites: Tragedy IV
lower. When you use Figure of Legend, you can also summon two
C O M E DY V I I Underlings that the Villain controls. These Underlings must
Troubadour, Legend Keeper, Comedy be NPCs or Beasts of ML 1 or lower. (1/Rest)
Prerequisites: Comedy VI, Plot Twist T R A G E DY V I
Gain one additional use of Summon Protagonist. When you Troubadour, Legend Keeper, Tragedy
Summon Hero, they get an additional lineage option (as Prerequisites: Tragedy V
though PC level 10) and a rank 3 profession. They also get Gain Diabolical Scheme, which you can use when you use
one cantrip, chant, or prayer of your choice. use Figure of Legend.
Diabolical Scheme. The Villain you summon can be
LEGEND KEEPER: an NPC of ML 10 or lower and gains three Talents of your
TRAGEDY choice (but no class talents). It is fully autonomous and can
This defines your Mythic Tome as a Tragedy, full of flawed choose whether to work with or against you. At the end
heroes, ruthless villains, and heart-wrenching loss. of the 10 minutes, if the NPC is not dead, then the NPC
becomes permanently corporeal and can pursue its own
T R A G E DY
agenda.
Troubadour, Legend Keeper, Tragedy
Prerequisites: Figure of Legend T R A G E DY V I I
Incompatibilities: Comedy, Creature Compendium, Faerie Tale, Troubadour, Legend Keeper, Tragedy
Book of Souls, Book of the Damned, Necronomicon Prerequisites: Tragedy VI, Plot Twist
When using Figure of Legend, you can summon NPCs of Gain one additional use of Summon Protagonist. When you
ML 3 or lower. When you do, give them +1 to a physical or summon a Figure of Legend, they can be an NPC of ML 7 or
mental attribute, and +6 Skill Points which they can spend lower; they get an additional lineage option (as though PC
on skills with the Influence, Observation, Subterfuge, and level 10) and a rank 3 profession; and they get one cantrip,
Survival tags. chant, or prayer of your choice.

T R A G E DY I I
Troubadour, Legend Keeper, Tragedy
LEGEND KEEPER:
Prerequisites: Tragedy
C R E AT U R E
Incompatibilities: Comedy II, Creature Compendium II, Faerie
COMPENDIUM
Tale II, Book of Souls II, Book of the Damned II, This defines your Mythic Tome as a Bestiary with carefully
Necronomicon II diagrammed and researched monsters.
When using Summon Character, you can use Summon C R E AT U R E C O M P E N D I U M
Underlings. Troubadour, Legend Keeper, Creature Compendium
Summon Underlings. Summon 3 NPCs that are all ML 1 Prerequisites: Figure of Legend
or lower. They can be the same or different stat blocks. Incompatibilities: Comedy, Tragedy, Faerie Tale, Book of Souls,
T R A G E DY I I I Book of the Damned, Necronomicon
Troubadour, Legend Keeper, Tragedy Gain Bestiary, which you can use when you Summon
Prerequisites: Tragedy II, Written Tradition Protagonist.
When you use Figure of Legend, you may summon NPCs of Bestiary. You may summon a Beast or Monstrosity of ML
ML 5 or lower. They gain the benefits of their Lineage as if 4 or lower.
they were PC level 5 (providing them one additional lineage C R E AT U R E C O M P E N D I U M I I
option) and one rank 2 profession. Troubadour, Legend Keeper, Creature Compendium
T R A G E DY I V Prerequisites: Creature Compendium
Troubadour, Legend Keeper, Tragedy Incompatibilities: Comedy II, Tragedy II, Faerie Tale II, Book of
Prerequisites: Tragedy III, Written Tradition III Souls II, Book of the Damned II, Necronomicon II
Gain +2 Skill Points, which you can spend on skills with the You can summon Monstrosities with your Summon
Influence tag. Character ability.
When you use Figure of Legend, they also get one talent Gain the Packmaster ability.
of your choice (but cannot gain Adept of the Psionic,

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

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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 such. be used on the Chronicle of Souls option.
BOOK OF SOULS When you use Chronicle of Souls, in addition to giving
Troubadour, Legend Keeper, Book of Souls the creature any mundane gear, it gains one Specialization
Prerequisites: Figure of Legend Talent of your choice. If you pick a Magic source, it can only
Incompatibilities: Comedy, Tragedy, Creature Compendium, learn 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 Monster cautionary tale of the Exiles. You can summon Fiends and
Level 1 or lower, summon 1d4 additional Undead of the Celestials.
same type. (1/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 Song of the Irreconciled, which you can use when you
Necronomicon II Summon Protagonist.
Gain Chronicle of Souls, which you can use when you Song of the Irreconciled. You may summon a Fiend or
Summon Protagonist. Celestial of Monster Level 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, which you can spend on skills with the B O O K O F T H E DA M N E D I I I
Knowledge tag. Troubadour, Legend Keeper, Book of the Damned
Gain the Stoll Primal Aspect. Prerequisites: Book of the Damned II, Written Tradition I
Gain the Grave Whispers arcane cantrip. It counts as Your Song of the Irreconciled ability can summon Fiends
Psionic for you if you choose. and 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, which you can spend on skills with the
Chronicle of Souls becomes ML 6 or lower and the creature 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
Troubadour, Legend Keeper, Book of Souls upgrade based on 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, which you can spend on skills with the
you Summon Protagonist. 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 do 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 Common Beast creatures that you summon
Troubadour, Legend Keeper, Book of the Damned gain tentacles that replicate their previous melee weapons
Prerequisites: Book of the Damned VI, Plot Twist but 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 Unnamable Horror, which you can use when you be used on the Unnamable Horror option.
Summon Protagonist. Your Unnamable Horror ability can summon Eldritch
Unnamable Horror. You may summon an Eldritch of creatures of Monster Level 8 or lower.
Monster Level 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: Adept of the Psionic or Student of the Arcane.
Damned II
Learn that talent unless you already knew one or both of
Gain Eldritch Bargain.
these talents. Your ability to cast magic is contained in your
Eldritch Bargain. When you summon an Eldritch creature
lorebook, which might be a tome of poetry, stories, or music
with Unnamable Horror, you can make yourself Sickened for
penned by you or by the greats whose work you idolize.
the duration to give it TA and +2 damage for the duration.
If you chose Arcane, then each time you level up and
NECRONOMICON III spend your talent point on a talent in the Lorist stack, you
Troubadour, Legend Keeper, Necronomicon gain +5 SP and +1 Arcane Power.
Prerequisites: Necronomicon II, Written Tradition I If you chose Psionic, then each time you level up and
Your Unnamable Horror ability can summon Eldritch of ML spend your talent point on a talent in the Lorist stack, you
6 or lower. gain +5 SP and +1 Psionic Power.

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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 you can spend on any skills. You cannot Gain two cantrips, chants, or prayers from any Source. They
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 Replicate Spell. 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
Eaach time you Take a Rest, you may choose whether know. You can use each of them CHA/Recoup.
your Stanzas are Auditory or Visual.
G R E AT S TA N Z A S TA N Z A S
Troubadour, Lyricist 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
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 stacks. 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, Occult
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. You may activate

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

EXTEND VULNERABILITY III


Vessel, Antiessence Vessel, Antiessence
Prerequisites: Vitriol or Trepidation Prerequisites: Antiessence Aura III, Vulnerability II
Your Aura’s radius extends by +5 ft. You may choose not to take damage when you activate Aura
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. Thhe 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 that
you ignore Concealed when it is caused by this ability. 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, LoE
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 Energy Theft.
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 Break Will.
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 Energy Siphon becomes a max of 15 Essence, and you
Prerequisites: Stamina Theft II regain SP 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
Incompatible: 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 Arcana check. The DC = the item’s Essence +1d6. CANCEL SPELL V
If you hit, it loses all magical properties. Gain SP equal to ½ Vessel, Planar Thievery
the item’s Essence and gain the item’s properties until you Prerequisites: Cancel Spell IV
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
Incompatible: Essence Siphon Prerequisites: Cancel Spell V, Essence Siphon II
You can mix your multiple sources of power together to You can use Energy Siphon multiple times: ½ INT/Rest.
great effect. On your turn, you may use the Crackling Field When you use Energy Siphon, you may increase the
ability. maximum Essence to 25. (1/Rest)
Crackling Field (½ INT/Rest). Once on your turn, for ESSENCE HOARD
each of the following abilities that you have used this turn, Vessel, Planar Thievery, Capstone
your Mental defenses increase by +1 until the end of your Prerequisites: Essence siphon III
next turn (this costs 0 AP): You are unparalleled in the art of drawing arcane energy out
Occult Magic of objects and into yourself.
Divine Magic Energy 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 Occult Vitality.
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 Surge of Energy. 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 Surge of Magic.
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 Energy Conversion. 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 At the end of this time, you immediately return to 0
Surge of Energy becomes +4 AP. HP and gain 4 Death Points (killing you if this would put

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you over the number you need to die). You also gain the SHARPSHOOTER
Sickened condition for the next 24 hours after you use this Warrior, Archery
ability. Prerequisites: Warrior Entry
Level 30: Immortal Surge only gives you 2 Death Points Incompatible: Overwatch
and no longer gives you the Sickened condition. You ignore Partial Cover against your Focused Target.
SNIPER’S NEST
D I V I N E I C O N TA L E N T S Warrior, Archery
ICONS Prerequisites: Sharpshooter
Vessel, Divine Icon, Repeatable You gain an additional +1 to your defenses when firing from
Prerequisites: Vessel Entry Cover, and when attempting to hide while in total cover, you
Gain two additional Divine Icon abilities of your choice, can roll 2d20 and take the higher result.
provided that you can access that Icon. S TA L K I N G
SIPHON DIVINITY Warrior, Archery
Vessel, Divine Icon, Repeatable Prerequisites: Sniper’s Nest
Prerequisites: Vessel Entry You ignore Concealed, Unseen, and Invisible against your
Choose one new Divine Icon from the Cleric stack. Gain Focused Target while it is within 30 ft of you.
access to that Icon and get one of its abilities that has no IMPECCABLE AIM
other Prerequisites. Warrior, Archery
Prerequisites: Stalking
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,
WA R R I O R TA L E N T S did not use Impeccable Aim last turn, and are firing from
cover, you can activate Impeccable Aim, gaining +10 to
your attack rolls until the end of your turn.
After gaining the Warrior Entry talent, you can take talents
SHARPSHOOTER II
from any of the warrior stacks.
Warrior, Archery
Prerequisites: Impeccable Aim
WA R R I O R E N T R Y If you kill a creature on your turn with a ranged attack,
Warrior, Class Entry you can make another attack immediately for 0 AP with
Prerequisites: Character Level 2 your equipped ranged weapon. If you kill that creature, you
When you take this entry talent, you gain the following may make one more additional attack for 0 AP. Subsequent
abilities. attacks cost AP as normal, even if they are killing blows.
Battlefield Tactician. You may spend 1 AP on your turn
SNIPER’S NEST II
to specify a target within 5 ft of you. Friendly targets within
Warrior, Archery
40 ft of you gain Focused against that target. Battlefield
Prerequisites: Sharpshooter II
Tactician persists for 10 minutes while you can see the
On your turn, you can move 5 ft for free. Once per turn, if
target. If you use this on a new target, it fades on the
a ranged attack or spell misses you, you may move 5 ft for
original target. (AWR+1/Recoup)
free.
Warrior Training. If this is your first Class Entry talent,
you gain two specialization talents: one from the defense S TA L K I N G I I
stack and one from the combat, command, or defense stack. Warrior, Archery
If this is not your first Class Entry talent, you gain one talent Prerequisites: Sniper’s Nest II
from the defense stack. Your range for Stalking increases to half the range of the
weapon you have equipped.
ARCHERY TRACK HEADSHOT
Warrior, Archery
A R C H E RY FO C U S Prerequisites: Stalking II
Warrior, Archery
You gain the Headshot ability.
Prerequisites: Warrior Entry
Headshot. Declare you are attempting a headshot.
You gain the Focus Target ability.
Subtract 12 from your attack roll. If you hit, it is considered
Focus Target. You may spend 1 AP to specify a target
a crit. (3/Rest)
you can see and that is within range of the weapon you are
holding. This target is your Focused Target. Gain Focused
against that target, and if you strike them with a ranged
attack, that target gains TD on their next attack.
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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, and if you have the high ground you gain Prerequisites: Focus Target III
an 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 You gain the Covering Fire ability.
conditions being met one time. (1/Catch Breath) Covering Fire. When you hit with an 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
Incompatible: 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
attack or ranged reactive attack. If that attack hits, the Fire 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 the warrior’s back,
Your attacks that hit knock the target prone
and equipped or stowed using 1 AP. It must be equipped to
Striking a Prone target gives them the Pinned condition.
be planted.
(Escape DC = 8+ Your DEX)
You regain 1d10 HP whenever you make the killing blow R E I N FO R C E D S TA N D A R D
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: Battle 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 Your command gains the following option.
+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 Your command gains the following options.
Standard, and cannot attack, but can plant and retrieve Hold your Ground: (1 AP) If the target of your
Battle Standards. If your Standard Bearer is slain in combat, command accepts the command, they gain the Grounded
you may hire a new one by spending at least 3 days in a and Suppressed condition until the end of their next turn,
populated area and expending 100 sc. and 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!
Your command gains the following option.
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 as Your command gains the following option:
though they were a level 1 Adventurer. Charge: (1 AP) The target of your command may
COMMAND immediately move up to their speed, but they cannot move
Warrior, Commander closer to the Commander.
Prerequisites: Improved Battle Standard COMMAND IMPROVEMENT
You gain the Command ability. Warrior, Commander
Command. A willing target who can hear you within 20 Prerequisites: Command
ft of you may immediately take one of the following actions Movement from your Commands no longer provokes
of your choice. reactive actions while the target is under the effects of a
Attack: (AP Varies) The target immediately makes an Battle Standard.
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 within 10 ft of an unoccupied square that would be in the
Warrior, Commander, Repeatable range of your Battle Standard may move into that square for
Prerequisites: Command Improvement free.
Your Command gains +20 ft of range if your command has WA R C R Y I I I
under 100 ft range. If it has 100 ft or more, it gains +10 ft Warrior, Commander
range. Prerequisites: War Cry II
C O M M A N D I M P R OV E M E N T I I I Targets affected by your War Cry, who also have conditions
Warrior, Commander suppressed by your Battle Standard, remove the Charmed,
Prerequisites: Command Improvement II Frightened, Broken, and Demoralized conditions, rather
Targets of your Command ability may also immediately than only suppressing them.
move up to 5 ft. WA R C R Y I V
C O M M A N D I M P R OV E M E N T I V Warrior, Commander
Warrior, Commander Prerequisites: War Cry III
Prerequisites: Command Improvement III Targets affected by your War Cry gain Shield HP equal to
Targets must be able to see or hear you to benefit from your AWR. Targets who are Bloodied receive double this
Command, instead of only hearing you. amount.

TAC T I C I A N ’ S C O M M A N D WA R C R Y V
Warrior, Commander Warrior, Commander
Prerequisites: Command Prerequisites: War Cry IV
When issuing a command that would result in the target of War Cry becomes ½ AWR/Rest.
your Battlefield Tactician being attacked, that attack deals B AT T L E F I E L D TA C T I C I A N
+2 damage. If the target is also under a Battle Standard, it IMPROVEMENT
deals +4 damage. Warrior, Commander
B AT T L E S TA N DA R D C O M M A N D Prerequisites: Battlefield Tactician II
Warrior, Commander Your Battlefield Tactician ability gains +20 ft range when
Prerequisites: Tactician’s Command choosing a target.
When issuing a command to a target who is being affected B AT T L E F I E L D TA C T I C I A N
by your Battle Standard, you spend 1 fewer AP (min 1). IMPROVEMENT II
I M P O S I N G B AT T L E S TA N DA R D Warrior, Commander
Warrior, Commander Prerequisites: Battlefield Tactician Improvement
Prerequisites: Battle Standard Command If you run out of uses of Battlefield Tactician, you can
Targets of your Battlefield Tactician ability are Shaken until spend all of your AP on a turn to regain 1 use of Battlefield
the end of their next turn whenever they enter the range of Tactician.
your Battle Standard. B AT T L E F I E L D TA C T I C I A N
B AT T L E F I E L D TAC T I C I A N I I IMPROVEMENT III
Warrior, Commander Warrior, Commander
Prerequisites: Command Prerequisites: Battlefield Tactician Improvement II
Your Battlefield Tactician ability no longer fades on the You no longer need to see the target for Battlefield Tactician
previous target when you use it again. to remain active.

WA R C RY B AT T L E F I E L D TA C T I C I A N
Warrior, Commander IMPROVEMENT IV
Prerequisites: Battlefield Tactician II, COR 4 Warrior, Commander
You gain the War Cry ability. Prerequisites: Battlefield Tactician Improvement III
War Cry. By spending 5 AP, all creatures of your choice Whenever the target of your Battlefield Tactician is the
who can hear you and are currently under a Battle Standard subject of an Exploit attack, friendly targets who are within
gain an additional 2 AP at the beginning of their next turn. 5 ft of the target and have the Reactive AP to do so may also
(1/Rest) attack that target even if a reactive attack would not have
been triggered for them.
WA R C RY I I
Warrior, Commander G R E AT G E N E R A L
Prerequisites: War Cry Warrior, Commander, Capstone
A target who can see or hear you use the War Cry ability Prerequisites: Commander 14
who is outside of the range of your Battle Standard but You are a tactician of great renown, and tales of your battles

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spread far and wide. Your stratagems are the points of study P R O T E C T I O N I I : B AT T E R I N G R A M
for scholars and generals alike. Warrior, Protection
You gain a small retinue consisting of four Knights. They Prerequisites: Protection I, Intercept
take their turn immediately following yours. If they are slain When using Intercept, If you travel 10 ft or more, you
in combat, you can hire a new one into your service upon may make an attack against the triggering creature: STR vs
spending at least a week in a populated area and spending FORT Hit: If the creature is no more than one Size larger
250 sc. than you, the creature is knocked Prone.
Level 30: Your Knights add your AWR to their max HP
P R O T E C T I O N I I : B AT T L E F I E L D
and ½ your AWR to their attack and damage rolls.
SUPPORT
Warrior, Protection
PROTECTION TRACK Prerequisites: Protection I
P R O T E C T I O N FO C U S You gain 1 special AP (Battlefield AP) that cannot be used to
Warrior, Protection move or attack but can be used for any other action. You can
Prerequisites: Warrior Entry only have one source of Support AP.
You gain the Battlefield Protector ability. This replaces If you gain a second source of special AP, choose whether
Battlefield Tactician. you keep this source or your new source.
Battlefield Protector. While you are wielding a shield, PROTECTION III: CHALLENGING
friendly targets gain Focused on any targets that are within SHOUT
5 ft of you and ranged attacks that would travel through the Warrior, Protection
space you occupy gain TD against a target other than you. Prerequisites: Protection II
PROTECTION I: ENGAGE When you are using your Engage ability, you can also shout
Warrior, Protection a challenge to enemies within 30 ft of you. If they can hear
Prerequisites: Protection Focus you, they gain the Taunted condition until the end of their
You gain the Engage ability. next turn. (1/Catch Breath)
Engage. You may spend 2 AP to give a creature within 5 PROTECTION III: OPPORTUNISTIC
ft of you the Engaged condition. INTERCEPTION
PROTECTION I: INTERCEPT Warrior, Protection
Warrior, Protection Prerequisites: Protection II, Intercept
Prerequisites: Protection Focus If a creature critically fails an attack roll farther than 10 ft
You gain the Intercept ability. away, but no farther than 20 ft from you, you may use your
Intercept. When an enemy is attempting to move into Intercept ability without expending AP.
space that is both 5 ft from an ally and within 15 ft of you, P R O T E C T I O N I I I : TA K E H E A R T
you may spend 2 Reactive AP to occupy that space instead Warrior, Protection
of the enemy. (AWR/Recoup) Prerequisites: Protection II
PROTECTION I: SHIELDS UP Gain the Take Heart ability.
Warrior, Protection Take Heart. By spending 1 AP, a target within 30 ft of
Prerequisites: Protection Focus you that can hear you gains Shield HP equal to your AWR.
You gain the Shields Up ability. (AWR/Rest)
Shields Up. When you or a target within 5 ft of you is PROTECTION IV: ENGAGE II
attacked, you may spend 1-3 Reactive AP to raise the AR, Warrior, Protection
FORT, and REF of all friendly targets within 5 ft of you Prerequisites: Protection III, Engage
by the number of AP spent until the end of the triggering Engage now causes up to two creatures of your choice
creature’s turn. If a creature benefitting from this bonus is within 5 ft of you to become Engaged.
wielding a shield, they gain an additional +1.
PROTECTION IV: INTERCEPT II
PROTECTION II: CHALLENGE Warrior, Protection
Warrior, Protection Prerequisites: Protection III, Intercept
Prerequisites: Protection I The space an enemy is attempting to enter that would
Targets you have Engaged are now considered Taunted by trigger your Intercept ability can be 30 ft away from you.
you as well.
PROTECTION IV: SHIELDS UP II
Warrior, Protection
Prerequisites: Protection III
You gain Resist Physical 1, 2, or 3 in addition to your
defenses, depending on the number of Reactive AP you

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spend. Shields up now lasts until the beginning of your next PROTECTION VII: SHIELDS UP III
turn and affects any ally while they are within 5 ft of you Warrior, Protection
while it is still active. Prerequisites: Protection VI, 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 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: Prerequisites: Protection VII
Prerequisites: Protection IV 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, Battlefield Support Prerequisites: Protection VII, 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
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, Battlefield Support II
Warrior, Protection
You have 3 Battlefield AP.
Prerequisites: Protection V
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 80sc/day
Prerequisites: Protection V
or 30,000 sc/year).
Take Heart can now be used reactively when a target that
In addition, you 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, 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 up to
targets hit by your reactive attack granted by the Engaged 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 this are
PROTECTION VII: INTERCEPT III Rallied until the end of their next turn
Warrior, Protection (1/Week)
Prerequisites: Protection VI, Protection 10, Intercept II, Shields Level 30: The final cap for your AWR Increases from 12
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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attacks from you: casting a spell, standing up from prone,
SOLDIER TRACK and stowing or drawing a weapon.
TRAINED SOLDIER V E R S AT I L E A R S E N A L I I I
Warrior, Soldier Warrior, Soldier
Prerequisites: Warrior Entry Prerequisites: Soldier’s Opportunity III
The target of your Battlefield Tactician ability is now You can carry one additional item with the Unwieldy tag.
considered to be Flanked whenever you and one other ally A number of Allies equal to your AWR who travel with you
are within melee range of the target. for 7 days or more gain the effects of Versatile Arsenal on
Additionally, you can change your current configuration of any day that they complete a Rest in the same building or
arms once on each of your turns without expending AP. (For campsite as you.
example, you might sheathe your greatsword in favor of a Additionally, once per 7 days, if you spend 8 hours
shortsword and a kite shield.) training, you can reassign any talent points spent in the
V E R S AT I L E A R S E N A L Combat stack, picking new talents from the same stack.
Warrior, Soldier BLIND FIGHTING III
Prerequisites: Trained Soldier Warrior, Soldier
You may carry three additional weapons, and one additional Prerequisites: Versatile Arsenal III
item with the Unwieldy tag. You cannot be disarmed against The range of Blind Fighting increases to 15 ft. You gain +2
your will. to AWR checks to locate Unseen creatures, increasing to +6
V E R S AT I L E A R S E N A L I I if the creature is within 15 ft of you.
Warrior, Soldier SHOWDOWN
Prerequisites: Versatile Arsenal Warrior, Soldier
You may use STR as your attack and damage attribute for Prerequisites: Blind Fighting III
Longbows and Standing Longbows. The rank and file is beneath you, and you crave a test of
BLIND FIGHTING your skills as a soldier. Once per week, you can specify a
Warrior, Soldier target of your Battlefield Tactician as the Challenged. If they
Prerequisites: Versatile Arsenal II accept this, they focus their attacks on you as if they have
You gain no penalties from Concealed, Invisible, or Unseen been commanded to do so under the effects of Enthralled.
on attacks made on creatures within 5 ft of you, assuming You may not intentionally target or attack creatures that
you have located them. Battlefield Tactician now lasts its are not the Challenged, unless they are directly impeding
full duration regardless of sight. your ability to attack the Challenged. Additionally, you gain
Shield HP equal to your level, and all of your defenses equal
BLIND FIGHTING II your AWR, unless they would be higher otherwise.
Warrior, Soldier
If the challenged creature declines the challenge, all of
Prerequisites: Blind Fighting
that creature’s allies that see this gain the Broken condition
The target of your Battlefield Tactician ability cannot benefit
for 10 minutes.
from Concealed, Unseen, or Invisible at all while you remain
The allies of the creature that becomes Bloodied first
within 15 ft of it and your allies can see or hear you.
become Shaken for 1 minute if they can see the Bloodied
SOLDIER’S OPPORTUNITY creature.
Warrior, Soldier
SHOWDOWN II
Prerequisites: Blind Fighting II
Warrior, Soldier
You gain the Exploitative talent. If you already have the
Prerequisites: Showdown
Exploitative talent, you gain the Opportunist talent.
You crave battle. When your Showdown ability is
SOLDIER’S OPPORTUNITY II available to use, you gain +2 STR and -2 AWR. While it is
Warrior, Soldier unavailable, if you won your last Showdown, you gain 1 HP
Prerequisites: Soldier’s Opportunity at the beginning of each turn in combat if you are Bloodied.
When making an Exploit attack against the target of your While it is recharging and you lost your last Showdown, you
Battlefield Tactician Ability, it costs you 1 fewer AP (min 1). deal +2 damage.
If you hit, you may make a secondary attack: STR vs FORT.
SHOWDOWN III
Hit: The target is knocked Prone.
Warrior, Soldier
SOLDIER’S OPPORTUNITY III Prerequisites: Showdown II
Warrior, Soldier Double every numerical value of Showdown II.
Prerequisites: Soldier’s Opportunity II
You may now add half your AWR to your Exploit attack
rolls, and additional compromising actions evoke Exploit

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ARETE action, and then complete your own AP expenditure; or you
Warrior, Soldier could simply have your familiar go before or after you.
Prerequisites: Showdown III Familiars are widely varied among witches, and your
You gain +5 to your Initiative rolls. You can no longer be familiar might have a single form or it might have several
Surprised, and when making a STR or AWR skill check in different forms that it changes between. You can change
combat, roll 2d20 and take the higher result. your Familiar’s form during a Rest. Regardless of its form,
you always use one of the three stat blocks: Flying Familiar,
I N D O M I TA B L E C H A M P I O N
Crawling Familiar, or Hunting Familiar.
Warrior, Soldier, Capstone
Witch Magic. Choose one: Initiate of the Occult or
Prerequisites: Arete
Warden of the Primal. Learn that talent unless you already
You are a soldier of great renown. Tales of your conquests
knew one or both of these talents. Whichever you choose,
on the battlefield have been spread far and wide. Kings
END is your magic attribute for witch magic.
might compete to earn your allegiance and great merchants
If you choose Warden of the Primal, then each time you
would pay small fortunes to acquire your services.
level up and spend your talent point on a witch talent, you
It is nearly impossible for you to be slain in battle. If you
gain +5 SP and +1 Primal Power.
reach your Death Point max, but at least your head and
If you choose Initiate of the Occult, then each time you
torso remain intact, you may make a choice: to continue
level up and spend your talent point on a witch talent, you
fighting or submit to your injuries.
gain +5 SP and +1 Occult Power.
If you submit, you become unconscious instead of dead,
and must retire from your adventuring lifestyle upon being
healed. You may no longer participate in combat unless
FA M I L I A R S
attacked, and must make an effort to avoid it. This can be
roleplayed as a mix of physical and/or mental wounds, or C R AW L I N G FA M I L I A R
simply a personal choice. Generally, this means rolling a Tiny. Beast (Occult or Primal)
new character and handing over narrative control to your
MC. STR DEX END AWR INT CHA
If you continue to fight, you cannot die so long as the -2 3 0 1 -3 -2
battle you are participating in persists. An hour after Ref: 13 Fort: 10 Ant: 11 Log: 7 Will: 8
combat, or 1 minute after you are the last man standing of
Movement 20 ft, Climb 20 ft
your allies, you die. This cannot be mitigated by healing, as
the wounds you receive pushing past this limit go beyond Senses Darkvision 30 ft
the scope of healing magic.
Level 30: If you reach level 30 without using your
ACTIONS
Frightening. When your familiar is within 5 ft of you, you
Indomitable Champion feature, you gain +2 STR and the
gain Intimidating +4.
final cap for your STR increases from 12 to 14.
Spy. You can magically see through your familiar’s eyes for
a brief moment, provided that your familiar is within 500 ft
of you.
Ward. If your familiar is within 5 ft of you, it protectively
W I T C H TA L E N T S crouches nearby. The next time you take damage from
another creature before the start of your next turn (provided
that you are still within 5 ft of your familiar), reduce the
After gaining the Witch Entry talent, you can take talents
damage by 1d4 + your Witch level.
from any of the witch stacks.

WITCH ENTRY
Witch, Class Entry
Prerequisite: Character Level 2
When you take this entry talent, you gain the following
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.
You can spend some of your AP, make your familiar take its

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F LY I N G FA M I L I A R FA E T R A C K
Tiny. Beast (Occult or Primal)
FA E M A G I C
STR DEX END AWR INT CHA Witch, Fae
-2 2 0 2 -3 -2 Prerequisites: Witch Entry, Warden of the Primal
Ref: 12 Fort: 10 Ant: 12 Log: 7 Will: 8 You can cast Warp Step without spending SP. If you do not
know this spell, then you cannot cast this spell normally. (1/
Movement 10 ft, Fly 30 ft
Recoup)
Senses Dark Vision 30 ft B O O N O F E TA L U N
Skills (AWR)Perceiving +3, Tracking +3 Witch, Fae
ACT IONS Prerequisites: Fae Magic
Spy. You can magically see through your familiar’s eyes for Gain +6 Skill Points that you can spend on any skills with
a brief moment, provided that your familiar is within 500 ft the Observation and/or Survival tags.
of you. W Y L L A’ S S T R I D E
Help. The familiar picks a creature within 10 ft of it and Witch, Fae
distracts that creature. You and your allies have TA on Prerequisites: Boon of Etalun or Caliban’s Cackle
attacks against that creature until the start of your next turn. Gain the Wylla’s Stride ability.
Spook. Your familiar spooks a creature within 30 ft of Wylla’s Stride. Ignore difficult terrain imposed by foliage
it. Make a magic attack (using your END) against that or loose sand, rocks, and similar natural phenomena for 1
creature’s WILL. If you hit, the creature is Frightened of your hour. (CHA/Rest)
familiar for 30 seconds.
G A A R D ’ S R E S I S TA N C E
You can use this feature once, regaining the ability to use it
Witch, Fae, Repeatable
when you Catch your Breath.
Prerequisites: Wylla’s Stride or Prowess of Sekh
Gain Resist 2 to one Elemental damage type of your choice
(cold, corrosive, fire, lightning, or toxic). If you take this
H U N T I N G FA M I L I A R talent multiple times, choose a new elemental type.
Tiny. Beast (Occult or Primal)
CALIBAN’S CACKLE
Witch, Fae
STR DEX END AWR INT CHA
-1 2 0 1 -3 -2 Prerequisites: Fae Magic
Ref: 12 Fort: 10 Ant: 11 Log: 7 Will: 8 Gain the Caliban’s Cackle ability.
Caliban’s Cackle. When you make a magic attack against
Movement 20 ft a single creature, if you hit it, you can also make the
creature Shaken for 1 min. (CHA/Rest)
Senses Dark Vision 30 ft
Skills Sneaking +3, Tracking +3 PROWESS OF SEKH
Witch, Fae
ACT IONS Prerequisites: Boon of Etalun or Caliban’s Cackle
Spy. You can magically see through your familiar’s eyes for
Gain +6 Skill Points that you can spend on any skills with
a brief moment, provided that your familiar is within 500 ft
the Athleticism, Acrobatics, and/or Endurance tags.
of you.
Help. The familiar picks a creature within 10 ft of it and ROSEN’S BLESSING
distracts that creature. You and your allies have Tactical Witch, Fae
Advantage on attacks against that creature until the start of Prerequisites: Wylla’s Stride or Prowess of Sekh
your next turn. Gain Resist 2 against Charmed.
Pounce. Natural Melee Weapon. +2 vs AR. Hit: 1d4+2 FA E M A G I C I I
sharp. You cannot use Pounce more than once per turn, even Witch, Fae
if you spend your AP to let your familiar take additional Prerequisites: Gaard’s Resistance or Rosen’s Blessing
actions. You can cast Mists of the Everwilds without spending SP. If
you do not know this spell, then you cannot cast this spell
normally. (1/Rest)
L AT I S K ’ S K E E N E Y E S
Witch, Fae
Prerequisites: Fae Magic II
Gain +30 ft Darkvision.

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OKART’S SKIN YA S H E R I ’ S E X P L O S I O N
Witch, Fae Witch, Fae
Prerequisites: Latisk’s Keen Eyes or Puck’s Pernicious Pleasure Prerequisites: Cedrian’s Communion or Gift of Gusper
When you are not wearing Armor, your AR cannot be less When you cast a Primal spell that deals damage to multiple
than 13. creatures and deals elemental damage, increase its cone or
line by 10 ft or its radius by 5 ft. (CHA/Rest)
W R AT H O F A E S H I R
Witch, Fae 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
Prerequisites: Okart’s Skin or Claws of Kleppar Witch, Fae
Gain the Wrath of Aeshir ability. Prerequisites: Fae Magic III
Wrath of Aeshir. When you deal elemental damage, add +2 Skill Points that you can spend on skills with the
your CHA to the damage. (CHA/Recoup) Influence tag.
Gain the Edmari’s Emotional Emancipation ability.
PUCK’S PERNICIOUS PLEASURE
Edmari’s Emotional Emancipation. You can cast
Witch, Fae
Calming Presence without spending SP. If you do not know
Prerequisites: Fae Magic II
this spell, this is the only way you can cast it until you learn
Gain the Puck’s Pernicious Pleasure ability.
it. (1/Rest)
Puck’s Pernicious Pleasure. When you make a magic
attack against a single creature, if you hit it, you can also GIFT OF GUSPER
make it Charmed for 1 min or until you or one of your allies Witch, Fae
damage it. (CHA/Rest) Prerequisites: Boon of Daropmet or Edmari’s Emotional
Emancipation
C L AW S O F K L E P PA R
Gain Gift of Gusper.
Witch, Fae
Gift of Gusper. Gain a swim speed equal to your walking
Prerequisites: Latisk’s Keen Eyes or Puck’s Pernicious Pleasure
speed for 1 hour. (CHA/Rest)
Gain the Claws of Kleppar ability.
Claws of Kleppar. Gain a climb speed equal to your WYTHEN’S PROTECTION
walking speed for 1 hour. (CHA/Rest) Witch, Fae
Prerequisites: Cedrian’s Communion or Gift of Gusper
STRACK’S STOICISM
Gain Resist Necrotic 2.
Witch, Fae
Prerequisites: Okart’s Skin or Claws of Kleppar FA E M A G I C I V
Whenever making checks to resist the natural effects of cold, Witch, Fae
roll 2d20 and take the higher. Prerequisites: Yasheri’s Explosion or Wythen’s Protection
You can cast Summon Monster without spending SP. If you
FA E M A G I C I I I
do not know this spell, this is the only way you can cast it
Witch, Fae
until you learn it. (1/Rest)
Prerequisites: Wrath of Aeshir or Strack’s Stoicism
You can cast Polymorph without spending SP. If you do not 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
know this spell, this is the only way you can cast it until you Witch, Fae
learn it. (1/Rest) Prerequisites: Fae Magic IV
You ignore the Concealed condition on other creatures when
BOON OF DAROPMET
it is caused by natural phenomena such as fog and heavy
Witch, Fae
underbrush.
Prerequisites: Fae Magic III
You can never be partially surprised. PA S H A K C O N C L AV E ’ S PA S S A G E
Witch, Fae
CEDRIAN’S COMMUNION
Prerequisites: Petsina Conclave’s Perception or Stravon
Witch, Fae
Conclave’s Serenity
Prerequisites: Boon of Daropmet or Edmari’s Emotional
Gain the Pashak Conclave’s Passage ability.
Emancipation
Pashak Conclave’s Passage. When you touch a tree, you
Gain the Cedrian’s Communion ability.
can spend 2 AP to teleport to another tree of that same type
Cedrian’s Communion. When you Recoup and are in
within a 5 mile radius. (CHA/Rest)
direct sunlight or touching a coniferous tree that is, then
you gain Shield HP equal to your CHA. 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, Fae
Prerequisites: Pashak Conclave’s Passage or Shibmar
Conclave’s Splendor
Gain the Ashyidir Conclave’s Affinity ability.
Ashyidir Conclave’s Affinity. Choose one Elemental type.
Gain Affinity to that type for 1 hour. (CHA/Rest)
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S T R AVO N C O N C L AV E ’ S S E R E N I T Y Both Familiars share a turn. On their turn, they can both
Witch, Fae take the Move action or one of them can take a different
Prerequisites: Fae Magic IV action. (2/Rest)
+2 Skill Points that you can spend on skills with the F L O C K O F FA M I L I A R S I I
Influence tag. Witch, Familiar
Gain the Stravon Conclave’s Serenity ability. Prerequisites: Flock of Familiars
Stravon Conclave’s Serenity. You can cast Reorient The second familiar summoned from Flock of Familiars lasts
without it counting against the number of invocations you for 30 minutes.
can cast in a day. If you do not know this invocation, this is
EVOLUTION
the only way you can cast it until you learn it. (1/Rest)
Witch, Familiar
S H I B M A R C O N C L AV E ’ S S P L E N D O R Prerequisites: Adaptive
Witch, Fae Incompatible: Flock of Familiars
Prerequisites: Petsina Conclave’s Perception or Stravon When you could change your Familiar’s form, you can
Conclave’s Serenity evolve your Familiar instead of, or in addition to, changing
Gain the Shibmar Conclave’s Splendor ability. its form by using the Evolution ability.
Shibmar Conclave’s Splendor. Sprout eagle wings and Evolution. When you evolve your Familiar, you can
gain fly speed equal to your walking speed for 1 min. (CHA/ choose Evolve 1. The evolution that you choose lasts until
Rest) you use it again or change your Familiar’s form. (2/Rest)
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 Evolve 1. The familiar is one size larger than it was
Witch, Fae previously. When larger, they gain a slight benefit:
Prerequisites: Pashak Conclave’s Passage or Shibmar Flying: +5 ft to Help range
Conclave’s Splendor Crawling: +1 to defending you with Ward
Gain Resist 3 Frightened. Hunting: +1 to attack and damage

F R I E N D O F T H E FA E EVOLUTION II
Witch, Fae, Capstone Witch, Familiar
Prerequisites: Ashyidir Conclave’s Affinity or Vertumna Prerequisites: Evolution
Conclave’s Veneration When you use the Evolution ability, you can choose Evolve
The Fae sing your praises. Fae creatures tend to view you 2.
favorably and will generally look for nonviolent solutions to Evolve 2. The familiar is two sizes larger. Familiars that
conflicts with you. are two Sizes larger gain the benefits below:
You learn the Summon Fae spell if you did not already Flying: +10 ft to Help range
know it. It costs you 20 fewer SP to cast. Crawling: +2 to defending you with Ward
Gain the Faefriend ability. Hunting: +1 to attack and damage, and +1 damage die
Faefriend. When you cast Summon Fae, you may ignore size (e.g., from 1d4 to 1d6)
rolling to determine the Fae’s behavior and assume that it FA M I L I A R E N H A N C E M E N T
is friendly to you as though you succeeded the roll and it Witch, Familiar
failed. (1/Rest) Prerequisites: Familiar 3
Level 30: Your Summon Fae spell costs you no SP the first Choose one Familiar Enhancement; you learn that selection.
time you cast it after Taking a Rest if you use it to summon a By spending 3 AP on your familiar as though summoning
Fae of ML10 or lower. it, you may give it that enhancement for the next hour,
provided it is the right kind of Familiar. (2/Rest)
FA M I L I A R T R A C K F L O C K O F FA M I L I A R S I I I
A DA P T I V E Witch, Familiar
Witch, Familiar Prerequisites: Familiar Enhancement, Flock of Familiars II
Prerequisites: Witch Entry When you use Familiar Enhancement and have Flock of
You can change your Familiar’s form each time you Recoup. Familiars active, apply the bonus to all of your familiars of
the same type as your primary familiar.
F L O C K O F FA M I L I A R S
Witch, Familiar F L O C K O F FA M I L I A R S I V
Prerequisites: Adaptive Witch, Familiar
Incompatible: Evolution Prerequisites: Flock of Familiars III
Gain the Flock of Familiars ability. On your familiars’ turn, they can both take one action. This
Flock of Familiars. You may summon a second familiar can be the same action or different actions.
identical to your primary familiar for 10 minutes.

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F L O C K O F FA M I L I A R S V F L O C K O F FA M I L I A R S V I I I
Witch, Familiar Witch, Familiar
Prerequisites: Flock of Familiars IV Prerequisites: Flock of Familiars VII
Flock of Familiars becomes 2/Recoup. When using Flock of Familiars, you may summon a third
familiar identical to your primary one for 30 minutes. It
E VO L U T I O N I I I
shares a turn with your other familiars. While you have 3
Witch, Familiar
familiars active, on their turns they may all move or two of
Prerequisites: Familiar Enhancement, Evolution II
them can take any action. (2/Rest)
When you use the Evolution ability, you can choose Evolve
3. EVOLUTION VI
Evolve 3. The familiar is three Sizes larger. Familiars that Witch, Familiar
are three Sizes larger gain Evolve 2 benefits, and can be Prerequisites: Familiar Enhancement II, Evolution V
used as Mounts with 1 MCAP. When you use the Evolution ability, you can choose Evolve
4.
E VO L U T I O N I V
Evolve 4. The familiar is four sizes larger (max Huge).
Witch, Familiar
Familiars that are four Sizes larger gain Evolve 3 benefits
Prerequisites: Evolution III
and have improved MCAP options:
When your Familiar is large enough to be a mount, it has 2
Flying: The Clutch ability allows the Flying Familiar to
MCAP and grants you one MCAP option based on its type:
move up to its speed.
Flying: Clutch. 1/Round, 1 MCAP to pick up a willing
Crawling: Fangs also make the target Sickened on the
creature and carry them as the Flying Familiar moves up to
next d20 roll that it makes before the end of its next turn.
½ its speed.
Hunting: Roar causes the Frightened condition for the
Crawling: Fangs. 1/Round, 1 MCAP; +DEX vs FORT. Hit:
duration.
1d6 toxic.
Hunting: Roar. 1/Round, 1 MCAP; +AWR vs WILL. Hit: EVOLUTION VII
Target is Shaken until the end of their next turn. Witch, Familiar
Prerequisites: Evolution VI
E VO L U T I O N V
Gain the Strengthen Familiar ability.
Witch, Familiar
Strengthen Familiar: When you evolve a creature, you
Prerequisites: Evolution IV
can increase one of its Attributes by 3, one by 2, and one by
Evolution becomes 2/Recoup.
1. (2/Rest)
FA M I L I A R E N H A N C E M E N T I I
Witch, Familiar EVOLUTION VIII
Prerequisites: Familiar 7 Witch, Familiar
Choose one Familiar Enhancement from the original Prerequisites: Evolution VII
enhancement options or from new options with the Gain an additional Familiar Enhancement option, choosing
“Familiar Enhancement II” prerequisite; you learn that from any Enhancement.
selection. By spending 3 AP on your familiar as though FA M I L I A R E N H A N C E M E N T I I I
summoning it, When using Enhance, you can apply one or Witch, Familiar
both selections, provided it’s the right kind of Familiar. Prerequisites: Familiar 11
Familiar Enhancements become 2/Recoup. Choose one Familiar Enhancement from the original
enhancement options or from the Enhancement 2 options;
F L O C K O F FA M I L I A R S V I
you learn that selection. By spending 3 AP on your familiar
Witch, Familiar
as though summoning it, When using Enhance, you can
Prerequisites: Familiar Enhancement II, Flock of Familiars V
apply one or more selections, provided it’s the right kind of
When you summon a second familiar, it no longer needs to
Familiar.
be the same kind as the first. It can be Crawling, Flying, or
Enhancements become 2/Catch Breath.
Hunting.
F L O C K O F FA M I L I A R S V I I F L O C K O F FA M I L I A R S I X
Witch, Familiar
Witch, Familiar
Prerequisites: Familiar Enhancement III, Flock of Familiars VIII
Prerequisites: Flock of Familiars VI
Your third familiar need not be the same type as primary
When using Familiar Enhancement, you can apply any
anymore and can be Crawling, Flying, or Hunting. When
enhancements that you know to all familiars of the
your Familiars act, all three of them may be one action of
appropriate type that you control, even if they are not the
their choice.
same type of familiar as your primary familiar.

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F L O C K O F FA M I L I A R S X EVOLUTION X
Witch, Familiar Witch, Familiar
Prerequisites: Flock of Familiars IX Prerequisites: Evolution IX
Your Familiars summoned with the Flock of Familiars ability You can change your Familiar’s form every time you Catch
last for 1 hour. Each time you use Flock of Familiars, you can your Breath. Furthermore, your Familiar Enhancements
summon a third familiar. have no recharge and you can use them indefinitely.
F L U R RY O F FA M I L I A R S APEX EVOLUTION
Witch, Familiar, Capstone Witch, Familiar, Capstone
Prerequisites: Flock of Familiars X Prerequisites: Evolution X
You gain renown as having lots of animal companions. In Your bond with your familiar transcends the normal bonds
most settlements, children remember you and love you for of magic. Your familiar is able to intuit what you want it
having so many pets and being rather eclectic. Domestic to do, allowing it to change its form even in the middle of
animals tend to act strange around you, either acting combat.
nervous or seeming overly friendly. Gain two additional Familiar Enhancements. Once on
You gain the Flurry of Familiars ability. each of your turns, you may spend 1 AP to change your
Flurry of Familiars. When all three of your Familiars are Familiar’s Form and/or reassign Enhancements. You can
active and within 20 ft of one another, you may spend 3 AP Evolve your familiar any number of times and can Evolve
to turn them into a Swarm with ML6 or lower. The swarm your familiar each time you change its form using this
lasts for 10 mins or until defeated. At the end of the swarm’s feature.
duration, the three familiars reappear. This counts towards Level 30: Your familiar gains independence from your
the length of time they can remain active. (1/Recoup) magical energy and will live on for generations after you’re
Level 30: All three of your familiars are now permanently gone as a manifestation of raw magical energy. Bonding
summoned. with this creature takes 30 Essence for another being as if
it were a magical item, and the familiar only bonds with a
E VO L U T I O N I X
new creature if it deems the creature worthy.
Witch, Familiar
Prerequisites: Familiar Enhancement III, Evolution VIII
Strengthen Familiar becomes: Increase one Attribute by 4,
one by 2, and two Attributes by 1 each. (2/Recoup)

FA M I L I A R E N H A N C E M E N T S
Talent 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: +DEX vs AR. Hit:
1d4 sharp damage. Can only be done once on its turn even if
you spend AP.
Underfoot Enhancement Your Crawling Familiar gains an attack: +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 can
see in darkness for 60 ft.
Great Pounce II Enhancement II, Great Pounce If you hit with a Great Pounce, knock the target prone.

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DARK HEX TRACK G R E AT E R H E X I I
Witch, Dark Hex
DA RK MAGIC Prerequisites: Innate Hex
Witch, Dark Hex, Repeatable Greater Hex becomes AWR/Rest.
Prerequisites: Witch Entry I N N AT E H E X I I
Each time you take this talent, choose two spells, Witch, Dark Hex
invocations, or rituals from the Dark Hex list. Note that you Prerequisites: Greater Hex II
must meet certain prerequisite Witch levels in order to gain Innate Hex becomes 2/Recoup.
some spells.
For you, these spells count as the Source that you chose
I N N AT E H E X I I I
Witch, Dark Hex
from your Witch Magic feature (either Primal or Occult) and
Prerequisites: Innate Hex II
you may cast these spells as Witch spells.
Innate Hex becomes AWR/Recoup.
If there is a spell on the Hex list that you already know or
learn through other means, you may still consider it a Hex DA R K E N C H A N T M E N T
spell but do not have to. When casting Hex spells, spend Witch, Dark Hex
the normal amount of SP. You cannot Upcharge Hex spells Prerequisites: Dark Magic
without additional talents. Gain the Dark Enchantment ability.
Dark Enchantment. By spending 2 AP, designate a target
HEX LIST
that you can see. For the next 1 minute, gain +2 TA on rolls
Witch Hex Spells made with Hex spells against that target. (1/Rest)
Level S Y M PAT H E T I C M A G I C
2 Charm Person (Psionic), Commandment Witch, Dark Hex
(Divine), Creeping Fear (Primal), Decay Prerequisites: Dark Enchantment
(Arcane), Flay (Arcane), Hex of Hemophilia Choose one creature with whom you are familiar (having
(Occult) spent at least 10 mins in conversation).
4 Hex of Lethargy (Occult), Hex of Terror By expending 10 sc worth of materials, you can create a
(Occult), Silence (Occult) poppet in the likeness of that creature if its ML is equal to or
less than your Witch level. You may only make one doll. If
8 Demoralize (Divine), Detect Thoughts
you make a second one, the first one unravels immediately.
(Divine), Terror (Primal)
Gain the Sense Likeness ability.
13 Babble (Occult), Curse of Trembling Sense Likeness: By spending 1 minute touching the doll
(Occult), Haunt (Psionic) and completely focused on it, you may sense exactly how far
22 Clot (Occult), Curse of Withering (Occult), away the creature is and in which direction, unless they are
Dark Smile (Occult), Dominate Person on a different plane of existence. This information is only
(Psionic), Ecstasy (Primal), Fracture fleeting.
(Occult), Modify Memory (Psionic), S Y M PAT H E T I C M A G I C I I
Paranoia (Psionic) Witch, Dark Hex
G R E AT E R H E X Prerequisites: Sympathetic Magic
Witch, Dark Hex When you use your Sense Likeness ability, you may choose
Prerequisites: Dark Magic for the effect to last for 10 minutes. Furthermore, you may
Gain Greater Hex. see and hear through your doll’s likeness’s senses for the
Greater Hex. You may cast a Hex as though you upcharge duration. If you do, make a magic attack against their ANT.
it one time, without spending additional SP. (2/Rest) If you hit, they are unaware that you are doing this; if you
miss, they are aware.
I N N AT E H E X
Witch, Dark Hex S Y M PAT H E T I C M A G I C I I I
Prerequisites: Greater Hex Witch, Dark Hex
Gain Innate Hex. Prerequisites: Sympathetic Magic II
Innate Hex. You may cast a Hex spell without meeting When you use your Dark Enchantment ability, you do not
Verbal, Visual, or Gesture Requirements. You must still meet expend your usage of the ability if you have a poppet of the
Line of Sight or Line of Effect Requirements. (2/Rest) target creature.

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S Y M PAT H E T I C M A G I C I V BOND SOUL
Witch, Dark Hex Witch, Dark Hex
Prerequisites: Sympathetic Magic III Prerequisites: Sympathetic Magic X
Gain the Sympathetic Magic ability. Incompatible: Collector
Sympathetic Magic. You may cast Hex spells with your Choose one doll to be your primary doll. If you have
sympathetic magic creature as the target even if you cannot a physical piece of the likeness that the primary doll
see them, provided they are within 1 mile of you. represents, such as hair or nail clippings, teeth, saliva,
The target is aware that you cast such a spell, regardless blood, etc., then using Sympathetic Magic against this
of whether the spell is successful. (AWR/Rest) creature does not expend a use of your Sympathetic Magic.
S Y M PAT H E T I C M A G I C V BOND SOUL II
Witch, Dark Hex Witch, Dark Hex
Prerequisites: Sympathetic Magic IV Prerequisites: Bond Soul
When you use your Sympathetic Magic ability, you may also When using Sympathetic Magic to cast a Hex spell against
impose Dark Enchantment on your target. your Bound Soul, you may spend only ½ the SP. (1/Recoup)
Sympathetic Magic’s range increases to 100 miles for your
S Y M PAT H E T I C M A G I C V I
primary doll.
Witch, Dark Hex
Prerequisites: Sympathetic Magic V GRAND PUPPETMASTER
You gain the Puppetmaster ability: When using your Sense Witch, Dark Hex, Capstone
Likeness ability, you may make a Magic attack vs the target’s Prerequisites: Bond Soul II
WILL. If you hit, impose Charmed or Shaken (your choice) You always know the surface level thoughts and deeper
on the creature (if Charmed, it is Charmed by you). The emotions/desires of your primary doll. Additionally, you
condition lasts for 1 minute and the target is aware that you may cast the Possession spell 1/Rest as a Hex without
are the caster. spending SP. You cannot upcharge the spell when casting
it in this way and can cast this spell regardless of distance
S Y M PAT H E T I C M A G I C V I I
provided that you are on the same plane of existence.
Witch, Dark Hex
When you use this ability, you may use your Sympathetic
Prerequisites: Sympathetic Magic VI
Magic X ability to attempt to hide your magical presence.
When you use your Sympathetic Magic ability and cast a
Level 30: You may permanently possess the subject
Hex Spell that has an SPC of 10 or less, you do not expend a
of your Primary doll provided they are ML 15 or lower.
use of your Sympathetic Magic.
When you end the possession, you may choose if they are
Sympathetic Magic’s range increases to 5 miles.
catatonic, as if sleeping, or regain control when you’re not
S Y M PAT H E T I C M A G I C V I I I actively possessing them.
Witch, Dark Hex
Prerequisites: Sympathetic Magic VII COLLECTOR
You can create two poppets and can use Sense Likeness, Witch, Dark Hex
Dark Enchantment, Sympathetic Magic, and or Prerequisites: Sympathetic Magic X
Puppetmaster on either one. If you make a third poppet, Incompatible: Bond Soul
choose which of your previous dolls unravels. You can have a number of poppets equal to ½ your AWR.
Gain the Mass Hex ability.
S Y M PAT H E T I C M A G I C I X Mass Hex. When you cast a Hex that has an SPC of 10
Witch, Dark Hex or fewer, you may target 2 creatures if you have poppets of
Prerequisites: Sympathetic Magic VIII both of them. (1/Recoup)
You are always aware of the surface-level emotional state of
the creatures whose likeness your poppets represent while COLLECTOR II
within range of Sympathetic Magic. Witch, Dark Hex
Sympathetic Magic’s range increases to 10 miles. Prerequisites: Collector
You can have a number of poppets equal to your AWR. Mass
S Y M PAT H E T I C M A G I C X Hex works on Hexes with an SPC of 20 or lower.
Witch, Dark Hex
Prerequisites: Sympathetic Magic IX SOUL COLLECTOR
When you use your Sympathetic Magic or Puppetmaster Witch, Dark Hex, Capstone
ability, you may also make a Magic attack against the Prerequisites: Collector II
creature’s ANT. If you hit, they are not magically aware that You always know the surface level thoughts and surface
you caused the effect. desires of your poppets. Additionally, when the bonded
Sympathetic Magic’s range increases to 20 miles. 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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Retired dolls look frayed and corrupted, and they contain PA G A N AT T U N E M E N T V
the soul of the doll’s likeness. Witch, Pagan Attunement
As part of a Recoup, you may commune with one retired Prerequisites: Pagan Attunement IV
doll. The retired doll retains all of its bonded creature’s Gain the Hasty Communion ability.
formative memories and basic information that the creature Hasty Communion. When you Catch your Breath, you
would have known. The doll’s disposition towards you will may gain the benefit of one of your active Environments.
range from sullen to hostile as determined by your MC, (1/Rest)
and so gleaning information from a retired doll might take
PA G A N AT T U N E M E N T V I
multiple conversations or coercion.
Witch, Pagan Attunement
If a retired doll is destroyed, its soul departs.
Prerequisites: Pagan Attunement V
Level 30: Now, if you destroy a retired doll, the bonded
When you Recoup in an environment that could be
creature’s soul is dispersed and it can never be resurrected.
considered two or more environments, you gain the benefits
Casting Lesser Restoration or similar magic on a retired
of two relevant environments of your choice.
doll will harmlessly detach the creature’s soul from the doll,
allowing it to pass on peacefully or to be resurrected. PA G A N AT T U N E M E N T V I I
Witch, Pagan Attunement
PA G A N A T T U N E M E N T Prerequisites: Pagan Attunement VI
TRACK Pick one additional environment from the Environment List.
You can Attune to that environment.
PA G A N AT T U N E M E N T You no longer need to pick two Environments at the end
Witch, Pagan Attunement of Taking a Rest; you can benefit from any Environment,
Prerequisites: Witch Entry but can still only gain a maximum of two Environmental
Pick one environment from the Environment List. You can benefits at once.
Attune to that environment.
PA G A N AT T U N E M E N T V I I I
Gain the Pagan Attunement ability.
Witch, Pagan Attunement
Pagan Attunement. When you finish Taking a Rest,
Prerequisites: Pagan Attunement VII
Attune to one environment. When you Recoup in an
Choose one environment for which you already have
environment to which you are Attuned, you gain its relevant
Attunement. This choice is permanent. Gain the Ultimate
benefit.
Attunement ability for that environment.
PA G A N AT T U N E M E N T I I Ultimate Attunement. When you gain its Attunement
Witch, Pagan Attunement benefit, double all numeric values in that ability. (1/Rest)
Prerequisites: Pagan Attunement
Pick a second environment from the Environment List. You
can Attune to that environment.
PA G A N AT T U N E M E N T I I I
Witch, Pagan Attunement
Prerequisites: Pagan Attunement II
Pick a third environment from the Environment List. You
can Attune to that Environment.
Pagan Attunement becomes: When you complete Taking a
Rest, Attune to two environments. Whenever you Recoup in
either of those environments, gain its benefit. If you are in
an environment that might activate multiple abilities (such
as a coastal jungle or a snowy mountain), you nevertheless
only get one benefit of your choosing.
PA G A N AT T U N E M E N T I V
Witch, Pagan Attunement, Repeatable
Prerequisites: Pagan Attunement III
Pick one additional environment from the Environment List.
You can Attune to that environment.

186 C hapter 3 | C lasses


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.

WITCH’S BREW TRACK POTION


Witch, Witch’s Brew
WITCH’S BREW Prerequisites: Witch’s Brew II
Witch, Witch’s Brew You can create potions that replicate Occult chants or spells
Prerequisites: Witch Entry with the Charm tag as witch’s brews, following standard
Each time you Take a Rest, you can use Witch’s Brew. Witch’s Brew rules.
Witch’s Brew. Brew two potions of your own making. V I TA L I T Y
Pick two spells (or pick the same spell twice) from the Witch, Witch’s Brew
Primal Source that have both the Altering and the Intrinsic Prerequisites: Potion
tags. These spells cannot be higher than Tier 1 and you When you make Witch’s Brews, you may choose one brew.
cannot Upcharge them when using this feature. That brew also grants 1d8 Shield HP in addition to its
These spells are synthesized into potions and do not cost normal effects.
SP for you to create. When a creature drinks the potion,
that creature gains the effects of the spell for the duration,
POISON
Witch, Witch’s Brew
considering the spell’s Range to be “Self.”
Prerequisites: Witch’s Brew II
These potions become impotent after 24 hours.
You can create poisons that replicate Occult chants or spells
REAGENT with the Curse tag and that cost 12 SP or fewer. These
Witch, Witch’s Brew follow standard Witch’s Brew rules.
Prerequisites: Witch’s Brew
You gain the Reagent ability.
ANTIDOTE
Witch, Witch’s Brew
Reagent. When you make a potion, you may count it as
Prerequisites: Poison
being upcharged one time. This potion is especially potent
You may designate one of your Witch’s Brews as an antidote.
and only becomes impotent after 7 days. (1/Week)
Consuming that brew immediately ends the effects of one
WITCH’S BREW II of your other Witch’s Brews and has no other effects. It is
Witch, Witch’s Brew potent for 24 hours.
Prerequisites: Reagent
The number of potions you can create is equal to ½ your
WITCH’S BREW III
Witch, Witch’s Brew
INT (min 2).
Prerequisites: Vitality or Antidote
The number of potions you can create is equal to your INT
(min 2).

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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 Incompatible: 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.
S I G N AT U R E B R E W All of your brews now have a 1 month potency.
Witch, Witch’s Brew Level 30: Your brews no longer expire.
Prerequisites: Witch’s Brew V M I R AC L E B R E W
Incompatible: Improvised Brew Witch, Witch’s Brew, Capstone
Choose one primal or occult spell or chant that you can turn Prerequisites: Reagent III
into a witch’s brew. Each time you use witch’s brew, produce You are known far and wide as a brewer of miraculous
two additional unmodified brews of that choice. cures. Politicians, kings, and scholars would pay top coin for
S I G N AT U R E B R E W I I your services.
Witch, Witch’s Brew You can make a miracle brew that has the effects of up
Prerequisites: Signature Brew to three of your witch’s brew options, one of which can be
Your Signature Brews are each upcharged 1 time if spells, or considered upcharged one time. It also cures nonmagical
cast at Occult 7 if chants. poisons and diseases that are Common, Uncommon, or
Rare.
This takes 12 hours, whereupon you have to make a
Brewing check: if you roll less than 30 then the spell fails.

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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
Prerequisites: Zealot Entry
After gaining the Zealot Entry talent, you can take talents
Your aura’s radius extends by +5 ft.
from any of the zealot stacks.
EXTENDED AURA II
ZEALOT ENTRY Zealot, Aura Enhancement
Prerequisites: Extended Aura
Zealot, Class Entry
Your aura’s radius extends by +5 ft.
Prerequisite: Character Level 2
When you take this entry talent, you gain the following EXTENDED AURA III
abilities. Zealot, Aura Enhancement
Just Defender. Gain one Talent from the Combat Prerequisites: Extended Aura II
Specialization Stack. This talent must be from the Defenses Your aura’s radius extends by +10 ft.
Stack. EXTENDED AURA IV
You gain the Holy Cause ability. Zealot, Aura Enhancement
Holy Cause. You may spend 1 Reactive AP to cancel one Prerequisites: Extended Aura III
condition when an ally within 10 ft of you suffers from Your aura’s radius extends by +10 ft.
that condition. You are only able to cancel the Charmed
EXTENDED AURA V
condition with this ability. (AWR/Rest)
Zealot, Aura Enhancement
Aura. Gain one Aura Talent of your choice. You may
Prerequisites: Extended Aura IV
activate an Aura by spending 3 AP on your turn. The Aura
Your aura’s radius extends by +10 ft.
lasts for 10 minutes or until you choose to end it early
(costing 0 AP) or cast another Aura. Your Aura’s radius is 10 EXTENDED AURA VI
ft. (AWR/Rest) Zealot, Aura Enhancement
Divine. You gain +1 Divine Power from this talent and Prerequisites: Extended Aura V
from every talent you take in the Zealot stack. You do not Your aura’s radius extends by +20 ft.
gain additional SP unless noted in an individual talent. FREQUENT AURA
Zealot, Aura Enhancement
AURA ENHANCEMENTS Prerequisites: Zealot Entry
You regain expended uses of your Aura after Recouping.
AU RA
Zealot, Aura Enhancement, Repeatable FREQUENT AURA II
Prerequisites: Zealot Entry Zealot, Aura Enhancement
Gain one additional Aura of your choice. When you activate Prerequisites: Frequent Aura, Zealot 7
your Aura, choose which Aura you use out of the ones that You regain expended uses of your Aura after Catching
you know. Breath.

C O M B I N E D AU R A FREQUENT AURA III


Zealot, Aura Enhancement Zealot, Aura Enhancement
Prerequisites: Zealot Entry Prerequisites: Frequent Aura II, Divine 24
By spending two uses of your Aura, you may activate two You have unlimited uses of your Aura.
different Auras simultaneously, spending the normal number Q U I C K E N E D AU R A
of AP that it costs you to cast one Aura. Zealot, Aura Enhancement
C O M B I N E D AU R A I I Prerequisites: Zealot Entry
Zealot, Aura Enhancement Your Aura costs 1 fewer AP to cast (min 1).
Prerequisites: Combined Aura Q U I C K E N E D AU R A I I
By spending three uses of your Aura, you may activate three Zealot, Aura Enhancement
different Auras simultaneously, spending the normal number Prerequisites: Quickened Aura
of AP that it costs you to cast one Aura. Your Aura costs 1 fewer AP to cast (min 1).

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R E AC T I V E AU R A B U LWA R K I I I
Zealot, Aura Enhancement Zealot, Aura
Prerequisites: Zealot Entry Prerequisites: Bulwark II
You may use reactive AP to activate your Aura, spending the Your Aura of Protection enhances creatures’ defenses by 1
normal number of AP that it costs you to cast your Aura. more than it did previously.
AURA OF REDUCTION
AURAS Zealot, Aura
Prerequisites: Zealot Entry
AU RA OF AG G R E S S I O N
You and all creatures of your choice within your aura’s
Zealot, Aura
radius gain DR 2/Magic.
Prerequisites: Zealot Entry
You and all creatures of your choice within your aura’s AURA OF REDUCTION II
radius deal +2 damage whenever they hit a creature with Zealot, Aura
an attack. Prerequisites: Aura of Reduction, Zealot 7
Aura of Reduction grants targets DR 3/Magic.
AU RA OF AG G R E S S I O N I I
Zealot, Aura AURA OF REDUCTION III
Prerequisites: Aura of Aggression, Divine 7 Zealot, Aura
You and all creatures of your choice within your aura’s Prerequisites: Aura of Reduction II, Zealot 12
radius deal +5 damage whenever they hit a creature with Aura of Reduction grants targets DR 5 / Magic.
an attack. A U R A O F V I TA L I T Y
AU RA OF AG G R E S S I O N I I I Zealot, Aura
Zealot, Aura Prerequisites: Zealot Entry
Prerequisites: Aura of Aggression II, Divine 12 You and all creatures of your choice within your aura’s
You and all creatures of your choice within your aura’s radius gain Shield HP equal to your AWR at the start of their
radius deal additional damage equal to your AWR (min 5) turn.
whenever they hit a creature with an attack. A U R A O F V I TA L I T Y I I
AU RA OF PR OT E CT I O N Zealot, Aura
Zealot, Aura Prerequisites: Aura of Vitality, Zealot 12
Prerequisites: Zealot Entry You and all creatures of your choice within your aura do not
You and all creatures of your choice within your aura’s gain Death Points at the end of your turns if you end your
radius gain +1 to their Mental Defenses (ANT, LOG, and turn with 0 HP.
WILL).
B O D I LY P R O T E C T I O N C AVA L I E R T R A C K
Zealot, Aura H O LY M O U N T
Prerequisites: Aura of Protection
Zealot, Cavalier
Your Aura of Protection applies to creatures’ Physical
Prerequisites: Zealot Entry
defenses as well (REF and FORT).
You gain a companion mount that is unusually intelligent
B O D I LY P R O T E C T I O N I I and can communicate basic thoughts, feelings, and ideas to
Zealot, Aura you telepathically. It has the stats of a Draft Horse (although
Prerequisites: Bodily Protection, Divine 7 your MC may allow you other options for your mount) and
Your Aura of Protection applies to creatures’ AR as well. your mount has -1 INT instead of -3. You can choose your
mount’s appearance and your mount has the Divine tag.
B U LWA R K
Each time you complete a rest, you must spend 15 minutes
Zealot, Aura
tending to your mount. If you do not, then it ignores you
Prerequisites: Aura of Protection
for the day (perhaps it is dispelled or on another plane, or
Your Aura of Protection enhances creatures’ defenses by +1.
maybe it’s just off foraging for food on its own). Your mount
B U LWA R K I I always finds its own sustenance, either magically or through
Zealot, Aura mundane means (at your discretion).
Prerequisites: Bulwark
Your Aura of Protection enhances creatures’ defenses by 1 C AVA L I E R
more than it did previously. Zealot, Cavalier
Prerequisites: Holy Mount
Gain +2 Skill Points in Animal Handling and +2 in one skill
of your choice with the Survival tag.

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You can mount and dismount your holy mount with 5 ft of H O LY M O U N T I V
movement instead of spending an AP to mount or dismount. Zealot, Cavalier
H O LY M O U N T I I Prerequisites: Cavalier III
Zealot, Cavalier Your mount can use the stats of a warhorse or giant elk
Prerequisites: Cavalier (your MC might choose to allow additional options). Your
Your holy mount’s stats improve. Add your Divine Power to mount’s defense bonus increases to +2. You can spend 2
its max HP, and all of its defenses increase by 1. MCAP on your turn to allow your mount to make one of
their special attacks, if they have one.
C AVA L I E R I I
Zealot, Cavalier C AVA L I E R I V
Prerequisites: Holy Mount II Zealot, Cavalier
You gain +1 MCAP while riding your holy mount. Prerequisites: Holy Mount IV
Gain one Cavalier ability from the Cavalier Abilities list. Gain +2 Skill Points in Animal Handling and +2 in one skill
of your choice with the Survival tag.
H O LY M O U N T I I I
Gain a third Cavalier ability.
Zealot, Cavalier
Prerequisites: Cavalier II H O LY M O U N T V
Your mount can use the stats of a riding horse or camel Zealot, Cavalier
(your MC might choose to allow additional options). You Prerequisites: Cavalier IV
can spend 1 MCAP on your turn to allow your mount to Your mount can use the stats of a pegasus or ponycorn (your
make one of their basic attacks. MC might choose to allow additional options). Your mount’s
defense bonus increases to +3.
C AVA L I E R I I I
Zealot, Cavalier C AVA L I E R V
Prerequisites: Holy Mount III Zealot, Cavalier
Gain +2 Skill Points in Animal Handling and +2 in one skill Prerequisites: Holy Mount V
of your choice with the Survival tag. You gain another +1 MCAP while riding your holy mount.
Gain a second Cavalier ability. 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
for free. (1/Recoup) their 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
doesn't provoke reactive attacks. (1/Recoup) next to. This doesn't 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
Prerequisite. 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 may spend on skills with the Prerequisites: Consecrated Weapon
Athleticism or Endurance tags. 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
YYour 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 Incompatible: 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
Incompatible: 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. Incompatible: 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
Incompatible: 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
Incompatible: 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
Incompatible: 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 has a +3 bonus instead of +2.
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 types 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 Second Wind. 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 type from Shield the Innocent Intercede becomes AWR/Rest.
II. Purge Unholy works on all three creature types. Purge
SHIELD THE INNOCENT XI
Unholy 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.

194 C hapter 3 | C lasses


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 You 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 Tactical Disadvantage on all hostile
Zealot, Crusader creatures in the aura for 5 minutes while in the aura. (CHA/
Prerequisites: Shield the Innocent XI Rest)
Second Wind becomes 1d8. Second Wind is AWR/Rest. L AY O N H A N D S I I
CRUSADER TEMPLAR Zealot, Holy Cause
Zealot, Crusader, Capstone Prerequisites: Inspire Fear
Prerequisites: Crusader Ordinant, Crusader 14 Lay on Hands becomes 3/Rest.
You are known far and wide as a defender of the weak and a H O LY CA U S E I I I
devoted soldier to your ideals. Zealot, Holy Cause
Whenever you are within 30 miles of a settlement and Prerequisites: Lay on Hands II
you have at least 3 Goodwill in that settlement, you can Incompatible: Piety
intimidate potential foes when you roll initiative. Any Holy Cause also works on Enthralled. Choose which
creature that has a level equal to or lower level than your condition to affect each time.
level, or Monster Level equal to or lower than half your
PIETY
level, must roll a CHA check upon entering combat with you
Zealot, Holy Cause
if they can see you, or if they’ve heard tale/seen evidence of
Prerequisites: Lay on Hands II
your presence (But you must actually be there), and if they
Incompatible: Holy Cause III
do not beat 10+Your CHA, they are Shaken until the end
You may touch a creature suffering from a common poison
of their next rest whenever you are within 30 ft of them. If
and instantaneously cure it. (1/Week)
they beat the DC or you become bloodied, they are immune
to this ability until the end of their next rest. FERVENT LEADER
Level 30: Creatures who fail their CHA check will make a Zealot, Holy Cause
reasonable effort to avoid combat with you, potentially by Prerequisites: Holy Cause 6
retreating or negotiating. If they are being actively led by a You gain the Fervent Leader ability.
creature that is equal to or greater ML than your Character Fervent Leader. When an allied creature within range of
Level, half of them will flee. your active aura is hit by an attack that targets their ANT,
LOG, or WILL, you may choose for it to hit you instead.
H O LY C A U S E T R A C K (CHA/Rest)
E V E R H O LY
H O LY CAU S E I I
Zealot, Holy Cause
Zealot, Holy Cause
Prerequisites: Fervent Leader, Holy Cause
Prerequisites: Zealot Entry
Holy Cause recharges ½ AWR/Rest.
Holy Cause also works on Shaken (choose one condition
each time). PIETY II
Zealot, Holy Cause
I N S P I R AT I O N A L
Prerequisites: Fervent Leader, Piety
Zealot, Holy Cause
Piety can also cure common Diseases.
Prerequisites: Holy Cause II
You gain the Inspirational ability. L AY O N H A N D S I I I
Inspirational. While you have an Aura active, you may Zealot, Holy Cause
choose for affected creatures in the aura to gain tactical Prerequisites: Holy Cause 8
advantage for 5 minutes while in the Aura. (CHA/Rest) Lay on Hands becomes ½ AWR/Rest.

L AY O N H A N D S E V E R H O LY I I
Zealot, Holy Cause Zealot, Holy Cause
Prerequisites: Inspirational Prerequisites: Lay on Hands III, Ever Holy
You gain the Lay on Hands ability. Holy Cause recharges AWR/Rest.
Lay on Hands. You may touch yourself or a creature and PIETY III
spend 2 AP to restore 3 HP to that creature. (2/Rest) Zealot, Holy Cause
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 assign to any skill with the Good Reputation also grants you a 10% discount on goods/
Athleticism, Stamina, Influence, and/or Observation tags. 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 IIRegain 1 use of Prerequisites: Good Reputation II
Holy Cause when Recouping. Gain Upstanding Citizen.
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 Citizen’s Favor.
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
Incompatible: Good Reputation
Zealot, Good Reputation
While in a settlement where you have 0 or fewer Goodwill,
Prerequisites: Zealot Entry
gain Bad Reputation.
Incompatible: Bad Reputation
Bad Reputation. You gain +2 to Menacing and
When in a settled area where you have 0 or more Goodwill,
Intimidating.
gain Good Reputation.
Good Reputation. You get a 10% discount on room/
board.

196 C hapter 3 | C lasses


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 gains another +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 gains another +3.
Zealot, Bad Reputation B A D R E P U TAT I O N X
Prerequisites: Bad Reputation IV
Zealot, Bad Reputation
Gain Bribe.
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)

C hapter 3 | C lasses 197


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 I 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 I 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 28
Archmage

200 C hapter 3 | C lasses


ORACLE TALENT STACK

P O RT E N T T R A C K G U I DE T R AC K D RU I D T R AC K

Mentor Star's Guidance


Thread of Fate
Reactive Instruction Old Gods Wyrd Wood
Weal
Mystic Support Old Gods II Wyrd Wood II
Weal: Spells Weal: Skills

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 Tutor


Old Gods III Wyrd Wood III
Thread of Fate II Wakeful Serenity
Mystic Druid
Woe is Me Wakeful Serenity II Magical Tutor
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
Guide IV Apprentice IV Star's Guidance IV Beast Form III

Portent II Manipulate Chance Fated II


Mystic Support III Mystic Druid IV

Portent III Turn of Fortune Fated III Old Gods V Wyrd Wood V
Talented Tutor II

Overcome Woe Magical Tutor II Archdruid

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
DrakeÕs Breath Efficiency Ice Blood Efficiency HarlanÕs Breach Efficiency
Find Weak Spot III
DrakeÕs Breath Efficacy Ice Blood Efficacy HarlanÕs 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


Magical Tinkering
Augmentor 5
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

C hapter 3 | C lasses 205


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

TOM E 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 ConclaveÕs A


ffinity 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). (e.g., if you cast a spell with Conjuring 1 that needs 3 AP,
When you cast a spell, you must spend both the spell’s and you spend 3 AP on it on your turn, it triggers immediately
APC (Action Point Cost) and its SPC. If you cannot, then on your next turn as it will at that point meet the Conjuring 1
you are unable to cast the spell. Each time you cast a spell, requirement. Alternatively, if you cast a spell with Conjuring
subtract its SPC from your current amount of SP. 1 that needs 6 AP, and you spend 3 AP on it on your turn, it
You have a maximum amount of SP determined by the triggers immediately after you spend enough AP on your next
magic talents and class talents that you have taken. You turn to complete it.)
regain all expended SP when you Take a Rest (see p. 332). 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, CANTRIPS, CHANTS,


VISUAL A N D P R AY E R S
Many magical abilities require some combination of Cantrips, chants, and prayers are unique magical powers
gestures, verbal components, and the ability to see your that you might learn. These powers cost 0 SP to cast and
target. you can cast them as many times per day as you wish.
Gesture. If you cannot move your arms or relevant When you reach certain power levels, the power of cantrips,
appendages, you cannot cast magic with a gesture chants, or prayers become stronger.
requirement.
Verbal. If you cannot speak, you cannot cast magic with a RITUALS AND
verbal requirement. I N V O C AT I O N S
Visual. If you cannot see your target or the area you’re
Rituals and invocations are magical abilities that take a
trying to affect, you cannot cast magic with a visual
significant amount of time to cast. Your specific Source
requirement.
of Magic will explain how often you can use rituals or
invocations.
LINES OF SIGHT AND
EFFECT M U LT I P L E S O U R C E S
Sometimes, magic will specify that you need Line of Sight
If you can use multiple sources of magic, then you choose
(LoS) or Line of Effect (LoE).
one source to be your Primary Source. You can change this
Line of Sight means that nothing can obscure your vision
choice each time you level up, if you wish.
between you and the target of your magic. This means that
All magic that you cast uses the magic attribute of your
even if you meet the visual requirement to cast magic, but
Primary Source, but halves your magic attribute when
obscuring phenomena such as fog or mist is in the way, you
casting magic from a source that is not your Primary Source.
cannot use this particular magic. However, if a pane of glass
or a transparent force field is between you and your target,
you can still cast the magic. Multiple Sources Example
Line of Effect means that no physical barriers may stand Jake wants to play a character that has both the
between you and the target of your magic. This means Student of the Arcane and Initiate of the Occult
that obscuring phenomena such as fog does not block your talents. He chooses Arcane to be his Primary Source,
magic, but a pane of glass or a transparent force field would meaning that INT is his magic attribute. If his INT
block your magic as it breaks LoE. is 4, then he has +4 to all magic rolls using Arcane
magic, and +2 to all magic rolls using Occult magic.
AREA OF EFFECT
Some Spells and magical effects specify that they affect
an area, such as a radius, cone, or line. To determine the FUNCTIONS OF MAGIC
Area of Effect (AOE) of a magical ability, you can use the
The “functions” of magic refer to nine tags that spells and
following guidelines.
other magical effects will have. These tags are as follows.
Cone. A cone originates from the spellcaster (on a side
Alchemy. Transforming a substance’s properties or
or corner of the square that they occupy). The width of the
physical composition.
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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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 The Arcane Source is the physical energy produced by
of one’s own senses, and the like. Fundamental Wellspring itself. Casters that use arcane magic
Enchanting. Magically charming and manipulating a tap into the Fundamental Wellspring, using its mind-melting
person’s emotions and thoughts. power to bend the world in accordance with their whims.
Evoking. Powerful elemental or energy attacks, healing The six creators are not the only gods in this multiverse.
energy, and similar flashy magical abilities. Indeed, they have an almost entirely hands-off approach to
Illusory. Changing something’s appearance, or projecting this particular iteration of creation, leaving the mundane
false images that aren’t really there. affair of governing the multiverse to the deities born within
Necromancy. Raising the dead back to life, either through it. Many deities exist within this multiverse, and they use
resurrection or as undead. Arcane magic beyond the scope of that which any mortal
Summoning. Calling forth creatures from another plane could hope to achieve. Mortals that use the Divine Source
to serve alongside you. enter into a willing agreement with one or more deities to
Warding. Protecting yourself or others from harm. gain access to a sliver of that deity’s power. These agreements
Every magical ability has one function. If an ability refers might be contractual in nature, or a devout worshiper might
to a magical function or a function tag (e.g., “spells with the gain access to magic as a reward for their piety.
Enchanting tag”), they refer to these nine functions. Some of the ambient magic released by the Fundamental
Wellspring coalesced into a single plane within the multiverse.
S O U RC E S OF M AG I C Acting as a self-recharging battery, this plane’s magic
eventually grew and evolved until it was distinct from arcane
The five Sources of Magic are inseparably linked. When
magic. This became the Primal Source of magic, originally
this multiverse was created, the six creator gods used the
contained within the plane known as the Everwilds. The
Fundamental Wellspring to create matter, energy, and spirit.
Everwilds became the home of the fae and embodies three
major aspects of existence: natural life, weather phenomena,
T H E F U N D A M E N TA L and the height and depth of sapient emotion.
WELLSPRING While primal and divine magic can be traced back to
The Fundamental Wellspring is as essential to the workings arcane magic, the Psionic Source is altogether different.
of the multiverse - and as esoteric and difficult to explain - While arcane magic comes from the Fundamental
as gravity or wind. One can feel gravity’s effects, or see the Wellspring’s physical energy, psionic magic comes from the
rustling leaves when wind blows, but actually explaining Fundamental Wellspring’s spiritual pulses. Psionic magic is
what wind or gravity is can prove difficult for one who is the manipulation of one’s own Essence to impose their will
not specifically learned in such matters. The Fundamental on the world around them.
Wellspring is much the same. It is a spark of absolute Like psionic casters, those who use the Occult Source deal
energy, of tremendous power and splendor, and of spirit and in the power of Essence. However, rather than training and
consciousness. It radiated outward through the multiverse enhancing their own Essence, an occult caster will steal
in its inception. This Fundamental Wellspring causes matter slivers of Essence from planar entities of tremendous power.
and energy to interact in strange, unpredictable ways; in Deities and similar creatures often do not immediately
short, the Fundamental Wellspring allows magic to exist in notice when trace amounts of their power are stolen, as this
all its forms. is infinitesimally small from their perspective while it gives
significant power to the thief. However, occult casters must
ESSENCE tread carefully, for if their thievery becomes known, the
Essence is the stuff of souls, the mental and spiritual consequences are often dire.
waves pulsing out through the cosmos as a result of the
Fundamental Wellspring. A spiritual energy that washes
through the Celestial Sea in great currents, Essence comes A RC A N E S O U RC E
together when a new living being is born. Over the course
of the being’s life, their experiences and decisions might
generate more Essence - the more change they instigate in Arcane magic originates from the Fundamental Wellspring,
the world, the greater the amount of Essence they create - and accessing this magic directly is very dangerous. Without
so that when a creature dies, their soul departs greater than careful study and training, this would prove impossible
the sum of its original parts. The Essence of the deceased for all but the most powerful or lucky would-be casters.
returns to the Celestial Sea and remains intact for some time In order to use arcane magic, one must achieve a state
- weeks, months, or even a couple years - before it begins to of metaphysical awareness called Attunation. While the
deteriorate, swirling through the endless expanse until it is actual use of arcane magic generally requires diligent study,
drawn into a new living organism. intelligence, and careful process, the ability to use it at all
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requires one to be open to the Fundamental Wellspring If you take Backlash damage that exceeds your current
through this Attunation. level, you may roll 1d20; on a roll of 10 or higher, you only
Achieving Attunation requires an enlightenment that take damage equal to your level.
comes primarily from the act of learning and mastering If you do not have your Focus when you cast arcane magic,
a craft. Attunation and the use of magic can vary greatly. you trigger backlash on a roll of 1 or 2 and take three times
Mages achieve Attunation most commonly through study the damage (after accounting for your character level, if
(This is also commonly done under a master), although some relevant).
may undertake other endeavors that both calm and open the
mind. Troubadours may achieve Attunation through creative CRITICAL CASTS
endeavors, such as singing, dancing, or even playwriting.
If you crit (see p. 328) on a spell, then you reduce the SPC
Tinkerers might achieve Attunation through crafting.
by 10. If the spell costs fewer than 10 SP, then you expend
If you use arcane magic, consider how you achieved
no SP.
Attunation, and be sure that you regularly practice
maintaining your Attunation. If you do not, your MC may
impose detrimental effects to your capability as an Arcane
ARCANE MAGIC TYPES
caster. In addition to spells, arcane magic gives you access to
cantrips.
FOCUS Cantrip. Cantrips cost no SP and you can use them as
many times as you wish.
An arcane caster generally has a physical object on their
person that acts as a mental focus for their Attunation. If
this object is destroyed, you can recreate it given a week
A R C A N E TA G S
of downtime. This might be a spellbook, gem, crystal, These tags are referenced in various arcane spells and
instrument, tool, or some other meaningful or sentimental cantrips.
item. ARCANE POWER
Arcane Power is the total number of talent Points you have
INTENT spent on arcane talents as a result of leveling up, as well as
Arcane magic operates through the intent of the caster the number of talent points you have spent in certain classes
directly and not through a proxy. The act of using arcane and class stacks. Each class or stack will inform you if it
magic is an attempt to change reality to the benefit of the contributes to arcane power.
caster. For example, one caster may prefer their spellbook ARCANE RITUAL
well-worn, with pages dog eared and bits highlighted, If you know a Spell with the Arcane Ritual tag, you may
while another prefers a pristine, almost unused quality. scribe that spell into a book by spending at least one hour
The second caster, upon casting the Mend cantrip on the doing so. Spells recorded in this way can be cast without
spellbook, may undo all the wear and tear, and the first expending SP if the SPC does not exceed your maximum SP.
caster may cast the same cantrip on it again, restoring all of This requires the spell’s full casting time + 10 minutes.
the “love”. You can cast one arcane ritual per day in this way,
If you are unsure of the effects of a spell or cantrip, consider regardless of how many arcane rituals you know.
the caster’s intent. Arcane casters who attempt to use simple
F U N DA M E N TA L
tricks to cause great effect or harm, fabricate actual intent
Spells with the Fundamental tag can only be dispelled using
disingenuously, (such as the mental trick of convincing oneself
the Unravel Magic spell from the arcane source.
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 the ability to do so, or
A R C A N E TA L E N T
at the MC’s discretion, may catch the eye of a planar being S TA C K
who thrives on such trickery.
STUDENT OF THE ARCANE
Arcane, Magic Entry
BACKLASH Having tapped into the Fundamental Well and reach
Arcane magic drawn directly from the Fundamental Attunation, you gain the following benefits.
Wellspring is inherently volatile. When you roll a 1 to hit Spell Points. Gain 10 SP if this is the first Magic Entry
when casting a spell or cantrip, the magic automatically fails talent you take. Otherwise, gain 5 SP. Each time you level up
and you take damage equal to its SPC (min 1). This damage and spend your talent point in the arcane talent stack, you
immediately ends your turn, and you do not carry over any gain +5 maximum SP.
AP and as such cannot act reactively until the end of your Arcane Power. Gain 1 Arcane Power. Each time you level
next turn. up and spend your talent point in the arcane talent stack, you
gain +1 Arcane Power.
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Arcane Spells. You know a number of arcane cantrips and F I R E FO C U S I I I
spells equal to your Arcane Power + your INT. Each time this Arcane, Magic Talent
number increases, learn another arcane cantrip or spell. Prerequisites: Fire Focus II
Student. Gain access to the arcane stack. Gain two talents You gain an additional +1 to hit with spells that deal fire
from the arcane stack. (You do not gain additional spell damage, and your Resist Fire increases to 6. Your Vulnerable
points from these selections.) Cold value increases to 2.
Arcanist. Unless otherwise noted, your Casting Attribute
F I R E FO C U S I V
is INT.
Arcane, Magic Talent
A R CA N E CA N T R I P S Prerequisites: Fire Focus III
Arcane, Magic Talent, Repeatable You gain an additional +1 to hit with spells that deal fire
Gain three arcane cantrips. damage, you gain Immune Fire, and gain your Vulnerable
A R CA N E K N O W L E D G E Cold value increases to 3.
Arcane, Magic Talent, Repeatable C O L D FO C U S
Gain one arcane spell or cantrip, and gain +4 Skill Points Arcane, Magic Talent
that you can assign to any skill with the Knowledge tag. Incompatible: Fire Focus
A R CA N E M A G I C Your spells that deal cold damage now ignore Resist, but you
Arcane, Magic Talent, Repeatable can no longer cast spells that deal fire damage.
Gain two arcane cantrips and one arcane spell. C O L D FO C U S I I
A R CA N E S P E L L S Arcane, Magic Talent
Arcane, Magic Talent, Repeatable Prerequisites: Cold Focus
Gain two arcane spells. You gain +1 to hit with spells that deal cold damage, you
gain Resist Cold 3, and you gain Vulnerable Fire 2.
CLEAR THOUGHTS
Arcane, Magic Talent, Repeatable C O L D FO C U S I I I
You permanently lose 3d4 maximum HP and can reallocate Arcane, Magic Talent
all talent points that have given you Arcane Power. You Prerequisites: Cold Focus II
cannot reassign Student of the Arcane or Clear Thoughts. You gain an additional +1 to hit with spells that deal
If reassigning would cause you to know fewer spells, you cold damage, and your Resist Cold increases to 6. Your
can choose which spells you forget. You must spend 8 Vulnerable Fire value increases to 2.
uninterrupted hours in Attunation to achieve this, and rest C O L D FO C U S I V
for 8 hours following this process. If you are interrupted, Arcane, Magic Talent
you must start the process over. Your talent point changes Prerequisites: Cold Focus III
do not take effect until you’ve finished the entire process. You gain an additional +1 to hit with spells that deal cold
Taking this talent twice does allow you to reallocate the damage, you gain Immune Cold, and gain your Vulnerable
previous uses of this talent, but does not cause you to regain Fire value increases to 3.
the lost maximum HP.
F U N DA M E N TA L R E C O V E R Y
F I R E FO C U S Arcane, Magic Talent
Arcane, Magic Talent When you Recoup, you may regain 1d4 SP. If you do, you do
Incompatible: Cold Focus not naturally regain HP during that Recoup.
Your spells that deal fire damage now ignore Resist, but you
F U N DA M E N TA L R E C O V E R Y I I
can no longer cast spells that deal cold damage.
Arcane, Magic Talent
F I R E FO C U S I I Prerequisites: Fundamental Recovery
Arcane, Magic Talent The amount of SP you regain increases by +1d4.
Prerequisites: Fire Focus
F U N DA M E N TA L R E C O V E R Y I I I
You gain +1 to hit with spells that deal fire damage, you
Arcane, Magic Talent
gain Resist Fire 3, and you gain Vulnerable Cold 1.
Prerequisites: Fundamental Recovery II
When you use your Fundamental Recovery ability, you can
still naturally regain HP as part of the same Recoup.
F U N DA M E N TA L R E C O V E R Y I V
Arcane, Magic Talent, Repeatable
Prerequisites: Fundamental Recovery III
The amount of SP you regain increases again by +1d4.

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N E C R O T I C FO C U S The power of this Cantrip increases when you reach certain
Arcane, Magic Talent Arcane Power levels:
Incompatible: Cold Focus, Fire Focus Arcane Power 3: +20 ft range.
Your spells that deal necrotic damage now ignore Resist, but Arcane Power 7: +20 ft range.
you can no longer cast magic that deals radiant damage. Arcane Power 12: Additionally, on a hit, the creature gains
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 Talent
Arcane Power 25: +1d6 damage.
Prerequisites: Necrotic Focus
The first time you deal necrotic damage with a spell after G R AV E W H I S P E R
Taking a Rest, gain Shield HP equal to the amount of Arcane Cantrip, Evoking
damage you dealt to one creature. APC: 3
Range: 40 ft
N E C R O T I C FO C U S I I I
Requires: Visual, Verbal, Line of Sight
Arcane, Magic Talent
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.
N E C R O T I C FO C U S I V On a crit, the creature gains the Broken condition until
Arcane, Magic Talent the end of your next turn with you as the source of its fear.
Prerequisites: Necrotic Focus III The power of this Cantrip increases when you reach certain
When you deal necrotic damage with a spell, gain Shield HP Arcane Power levels:
equal to the amount of damage you dealt to one creature. Arcane Power 3: +20 ft range.
Arcane Power 7: +20 ft range.
ARCANE CANTRIPS Arcane Power 12: +Only costs 2 AP.
When you learn a cantrip, choose from this list. Note that Arcane Power 18: +20 ft range.
cantrips cost AP, but do not cost SP. Also note that some Arcane Power 25: +1d8 damage.
cantrips grow stronger when you have a certain number of I L L U M I N AT E
levels in the Arcane. Arcane Cantrip, Evoking
BEAM OF FIRE APC: 1
Arcane Cantrip, Evoking Range: 40 ft
APC: 3 Requires: Gesture
Range: 30 ft Duration: Up to 1 Minute
Requires: Gesture, Visual, Line of Effect Bring a brilliant point of light into existence. Choose an
Duration: Instantaneous unoccupied point within range. Create an orb of light. You
You unleash a streak of flame. Make a magic attack against may choose its color when you cast it. The light sheds bright
a creature’s AR. If you hit, the creature takes 1d10 fire light for up to a 20 ft radius and dim light for double the
damage. distance of the bright light. Alternatively, you may choose
The power of this cantrip increases when you reach certain for the light to only shed dim light up to a 20 ft radius and
Arcane Power levels: no bright light.
Arcane 3: +20 ft range. You may spend 1 AP to move the light up to 20 ft.
Arcane 7: +20 ft range. If you cast a new light while you have another light active
Arcane 12: +20 ft range. from this cantrip, the old light immediately extinguishes.
Arcane 18: +1d10 damage. You may also choose to snuff out your light for 1 AP.
Arcane 25: +1d10 damage. The power of this Cantrip increases when you reach certain
Arcane Power levels:
FROSTBITE Arcane 3: +20 ft range.
Arcane Cantrip, Evoking
Arcane 7: Additionally, the maximum radius of bright light
APC: 2
increases by 10 ft.
Range: 60 ft
Arcane 12: +20 ft range.
Requires: Gesture, Line of Effect
Arcane 18: +20 ft range.
Duration: Instantaneous
Arcane 25: Additionally, the maximum radius of bright
You whisper a chill breath, causing a lattice of frost to coat
light increases by 10 ft.
an enemy. Make a magic attack against a creature’s FORT. If
you hit, the creature takes 1d6 cold damage.

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LEND POWER P R E S T I D I G I TAT I O N
Arcane Cantrip, Altering Arcane Cantrip, Evoking
APC: All APC: 1
Range: Touch Range: 15 ft
Requires: Line of Effect Requires: Gesture, Visual, Line of Effect
Casting Time: Instantaneous Duration: 1 Hour
Lend all of your remaining AP to a creature that is Conjuring Casting Time: Instant
within range. This AP goes towards the spell that is being Perform a minor trick. The effects are very limited and
conjured. If this completes the APC and the Conjuring cannot directly cause harm. Any changes are undone after
minimum has already been fulfilled, then the spell is one hour.
immediately cast. Any leftover AP is lost. • Slowly lift or move an object that weighs less than 1 lb
• Color, clean, slightly chill, slightly warm, or soil items in
MEND
a 1 foot cube that are not being worn or carried by an
Arcane Cantrip, Alchemy, Conjuring 6
unwilling creature
APC: 1
Range: Touch • Ignites a flammable object that is not being worn or
Requires: Gesture, Visual, Line of Effect carried with non-magical flame
• Create a harmless puff of wind, powerful enough to
When you complete casting this spell, you may mend a
blow out a candle
broken object or a small surface of a cracked wall, ceiling,
floor, or the like. You can only mend an object that would fit SENSORY ILLUSION
inside a 5 ft cube, or a surface no larger than a 10 ft square. Arcane Cantrip, Illusory
You can only mend an object or surface if all of its pieces are APC: 1
with you and within the area that you mend. Range: 30 ft
The power of this Cantrip increases when you reach certain Requires: Gesture, Verbal, Visual,
Arcane Power levels: Duration: 1 minute
Arcane Power 7: Area increases to a 10 ft cube or a 20 ft Casting Time: Instant
square. Create a harmless sensory effect at a point you can see
Arcane Power 18: Area increases to a 15 ft cube or a 30 ft within range. This can be a sound, odor, smell, or still
square. visual illusion, within a 6 foot cube. Visual illusions cannot
Arcane Power 25: Area increases to a 20 ft cube or a 40 ft produce light and dissipate when an object passes through
square. it.
M I N O R C O N J U R AT I O N S I G N AT U R E
Arcane Cantrip, Alchemy, Conjuring 60 (10 minutes) Arcane Cantrip, Illusory, Fundamental, Conjuring 60 (10
APC: 1 minutes)
Range: 15 ft APC: 1
Requires: Gesture, Visual, Line of Effect Range: Touch
Duration: 1 Hour Requires: Gesture, Visual, Line of Effect
Create a simple, small, crude object with no mechanical or Duration: Indefinite
moving parts. The object cannot be longer than 1 foot in Spend the casting time creating a signature completely
any dimension. These objects are very fragile, and if they unique to you. You can choose if the mark is visible or
are used as an improvised tool or weapon, roll a 1d20, invisible. You can have a number of signatures equal to your
and on a 9 or lower the object breaks. Once you have used Arcane Power active, and can sense the location of your
conjuration you cannot use it again until the duration is signatures, although no additional information (such as
over, whether the object is broken or not. which signature you are sensing) a number of miles away
equal to your Arcane Power Level. You can dismiss a single
Signature by touching it, and if you try to cast a signature
beyond the number of signatures you can maintain, it fails.
You can dismiss all active Signatures without needing to
touch them.
Casters can magically sense if a Signature is their
own or a forgery; however, others must rely on its visual
appearance.

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

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CARRIE R C I R C L E O F WA R D I N G
Arcane Ritual, Spell, Altering, Conjuring 1 Arcane Spell, Warding, Conjuring 1
APC: 5 APC: 5
SPC: 8 SPC: 8
Range: Touch Range: 30 ft
Requires: Gesture Requires: Verbal, Visual, Gesture
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 the
• It can hover 5 ft off the ground duration, this Circle disrupts Line of Effect on spells and
• It can carry weight equal to 100 lbs x your magic provides total Cover against ranged attacks. Furthermore,
attribute; if it holds weight in excess of this, then it falls stepping over the perimeter of the Circle immediately ends
to the ground and cannot move a creature’s movement. Creatures within the circle are
• It has +5 DT 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 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, LoE/LoS
APC: 2 Duration: Instantaneous
SPC: 16 This Spell can only be cast using the Arcane Ritual tag. By
Range: 60 ft spending 1 hour casting this Spell, you clear your mind.
Requires: Gesture, Verbal, Visual Until you decide to end these effects by spending 2 AP or
Duration: 1 minute until you Take a Rest, you maintain these effects:
Choose a point within range. A 10 ft radius Circle blazes • You cannot suffer the negative effects of Backlash
into existence, causing visible, temporary runes to glow • You cannot benefit from the positive effects of Critical
on the ground along its circumference. For the duration, Casts
creatures within the circle can spend 1 fewer AP to perform The effects of this Spell also end early if you suffer the
actions (to a minimum of 1 AP per action). Monsters that Broken, Charmed, Enthralled, or Frightened conditions as the
do not use AP gain one additional action from the topmost result of an Occult or Psionic spell or effect.
section of their possible actions.
CONCEAL SPELL
Whenever a creature exits the circle, that creature loses all
Arcane Spell, Illusory, Mote
remaining AP or actions and their turn ends.
APC: 2
Upcharge: +5 ft radius per +6 SP.
SPC: 14
CIRCLE OF POWER Range: Self
Arcane Spell, Enchanting, Conjuring 1 Requires: -
APC: 6 Duration: Instantaneous
SPC: 12 This spell can be cast on a mote (such as from Delay Spell or
Range: 60 ft Steal Spell) or simultaneously with another spell. The target
Requires: Gesture, Verbal, Visual spell becomes invisible to all creatures except for you. When
Duration: 1 minute the spell activates, it is silent and invisible for the duration
Choose a point within range. A 10 ft radius Circle blazes unless it deals damage.
into existence, causing visible, temporary runes to glow
CONDUIT
on the ground along its circumference. For the duration,
Arcane Ritual, Spell, Enchanting, Conjuring 3
creatures within the circle deal additional damage equal to
APC: 10
your magic attribute whenever they deal damage.
SPC: 10
Upcharge: +5 ft radius per +4 SP.
Range: Special

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Requires: Gesture, Verbal stats of a Humanoid of NPC level 2 or lower but gains the
Duration: 1 hour Arcane and Construct creature tags. Additionally, it gains the
When you cast this spell, pick one willing creature with lineage features of a level 1 Golem PC. This creation cannot
whom you are familiar. For the purposes of this spell, you do battle or wield weapons.
are familiar with a creature if you have spent at least 10 This Golem follows your instructions while you treat it
minutes conversing with them. well. It lasts for 1 week or until destroyed. Before the end of
For the duration, that creature may speak through your its lifespan, you may cast this spell on it again to extend its
facilities as though it were standing in your place. It may lifespan by 1 more week. If you do this consecutively for 1
also hear and see through your senses. While the creature year, then it becomes permanently animated.
is actively speaking through you, you cannot verbalize in
D E AT H WA R D
any way. If the creature speaks through you while you are
Arcane Spell, Warding
maintaining a spell that requires verbal components, that
APC: 4
spell ends.
SPC: 14
CONTEST SPELL Range: Touch
Arcane, Spell, Warding Requires: Gesture
APC: 2 reactive AP, which you spend when another creature Duration: Up to 1 hour
within range casts a spell Choose yourself or one creature that you touch when you
SPC: ½ the SP of the triggering spell cast this spell. The first time that creature would be reduced
Range: 60 ft to 0 HP, they are reduced to 1 HP instead.
Requires: Visual, Line of Effect
D E C A P I TAT E
Duration: Instantaneous
Arcane Spell, Necromancy
Make a magic attack roll; the caster who triggered this spell
APC: 3
does the same. If the caster has the Divine or Primal tag, you
SPC: 14
add +2 to your roll, but if they have the Occult or Psionic
Range: Touch
tag, then they add +2. If they have the Arcane tag, roll
Requires: Gesture
unmodified. If you roll higher, then the triggering caster’s
Duration: Up to 1 hour
spell fails. If you roll lower, then their spell succeeds. The
Touch one inanimate corpse that still has a head. Sever the
loser of the contest 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 DEX 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, Divining 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: Verbal, Visual, Gesture
Duration: Instantaneous
Touch a humanoid-shaped inanimate object made of clay,
wood, or a similar substance. At the end of the casting of
this spell, you animate it as a lesser golem. This golem is
not fully sentient, but is intelligent enough to follow your
basic instructions and hold simple conversation. It has the

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D E CAY ENCODE/DECODE
Arcane Spell, Necromancy Arcane Ritual, Spell, 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 it’s APC cost is lower than this spells
of energy floating in the air. The mote can be gently moved cost. When you cast another spell or activate a mote that
and stored, occupying the same space as you, but taking deals damage, increase that spell’s damage dice by one dice
damage while you have a mote has a chance to release the size (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 additional +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 Ritual, Spell, 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 Ritual, Spell, 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: Visual, Gesture, Line of Effect
Duration: Instantaneous F LY
When you complete the minimum time needed for Arcane Spell, Altering
Conjuring the spell, you may choose to keep Conjuring it for APC: 2
a longer time: for each additional 2 AP that you continue SPC: 12
Conjuring the spell, you increase the spell’s damage by Range: Touch
+1d6. When you finish Conjuring the spell, choose a point Requires: Gesture
within range. A golden-hot fireball explodes outwards in a Duration: 10 minutes
20 ft radius from that point. Make a magic attack roll vs the For the duration, one creature that you touch when you cast
FORT of each creature in the area. Deal 6d6 Fire damage to this spell gains a Fly speed equal to their walking speed.
creatures that you hit, and ½ as much to creatures that you
FREEZE
miss. If 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.

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

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GROUNDED I C E DA G G E R S
Arcane Spell, Altering Arcane Spell, Evoking
APC: 4 APC: 4
SPC: 16 SPC: 12
Range: 150 ft Range: Self (60 ft cone)
Requires: Gesture, Visual, Line of Effect Requires: Gesture, Verbal, Visual, Line of Effect, Line of
Duration: Up to 1 minute Sight
Make a magic attack against the WILL of one creature Duration: Instantaneous
within range. If you hit, the creature is Grounded for 1 Make a magic attack targeting the DEX of one, two, or three
minute. If you miss, the creature is Grounded until the end creatures within range. On a hit, a creature takes 1d8 Sharp
of your next turn. damage and 2d6 Cold damage. On a miss, a creature takes
no Sharp damage and ½ Cold damage.
G R E AT E R U N V E I L I N G
Upcharge: +1 target creature per +4 SP.
Arcane Spell, Divining
APC: 4 I C E FA N
SPC: 22 Arcane Spell, Evoking, AOE, Conjuring 1
Range: Self APC: 8
Requires: Gesture, Verbal SPC: 21
Duration: 5 minutes Range: Self (20 ft cone)
You can discern many things that were once concealed from Requires: Gesture, Verbal, Visual, Line of Effect
your sight. Duration: Instantaneous
For the duration, you gain the benefits of the Lesser Make magic attacks targeting the FORT of each creature
Unveiling spell. within range. On a hit, a creature takes 6d6 cold damage
You also see through illusory magic. Creatures that have and is Slowed. On a miss, a creature takes ½ damage and is
disguised their form as with the Arcane Disguise spell or not slowed.
similar magic appear to you in their true form. Illusory If you crit, a target is additionally Grounded until the end
spells appear thin and translucent to you, allowing you to of its next turn.
see through them as though they are not there. Upcharge: Cone increases by +5 ft per +3 SP.
Upcharge: +5 minutes per +8 SP.
IDENTIFY MAGIC
G LY P H O F S E E I N G A N D CA S T I N G Arcane Ritual, Spell, Divining, Conjuring 3
Arcane Spell, Enchanting, Conjuring 5 APC: 15
APC: 20 SPC: 8
SPC: 32 Range: Touch
Range: Touch Requires: Gesture
Requires: Gesture, Verbal Duration: Instantaneous
Duration: 24 hours Choose one object or creature that you touch while
Touch a smooth, immoble surface when you cast this spell, conjuring this spell. When you complete the conjuring,
such as a wall or column. You create a glyph that glows you learn what specific spells, cantrips, chants, prayers,
faintly for the duration. Provided that you are on the same invocations, and/or rituals are affecting that object or
plane of existence, you may close your eyes to see and hear creature, as well as other magical effects that are not
through the glyph and you may cast spells as if you were specifically covered by a spell, cantrip, or the like.
standing where the glyph is located.
KILL
If you cast this spell on the same spot every day for 1 year,
Arcane Spell, Evoking
it becomes permanent.
APC: 1
Upcharge: By spending 8 additional SP, you can make the
SPC: 90
glyph invisible. Creatures that can see invisibility still see the
Range: 100 ft
glyph.
Requires: Verbal
Upcharge: By spending 12 additional SP, you can see through
Duration: Instantaneous
the glyph even while you are on another plane of existence, but
Choose a creature within range. Make a magic attack
still cannot cast spells through it.
against its ANT. If you hit, and it has 100 HP or fewer, then
the creature can make an END check against your WILL. If
it succeeds, its HP becomes 0 and it immediately gains 7
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.

224 C hapter 4 | M agic


If you miss the initial attack, the creature becomes Duration: 1 week
Helpless until the end of your next turn instead. Touch a dwelling of at least nine rooms and 5,000 square
feet. That mansion magically gains limited sentience. It
LAST WISH
knows when creatures hostile to it or to its residents are
Arcane Spell, Necromancy
within it, and can telepathically communicate simple
APC: 1
messages to any creature within it. While no creatures are
SPC: 40 minus the number of Death Points you are
in it, the mansion can shrink to the size of a wild goose
removing
and grows six legs, like those of an insect. While shrunken
Range: 60 ft
in such a way, the mansion can walk at a steady pace of 2
Requires: Gesture, Visual
miles per hour without needing to rest.
Duration: Instantaneous
If you cast this spell on the same mansion once every
Choose any number of creatures within range. Remove
week for 5 years, then the effects of the spell become
up to 35 Death Points total from those creatures; you gain
permanent.
those Death Points at the completion of this spell cast. Roll
a number of d10s equal to the number of Death Points you L O C AT E M A G I C
have taken and distribute that number as healing among the Arcane Ritual, Spell, Divining, Conjuring 5
creatures whom you took Death Points from. If this kills you, APC: 20
your skin melts off and you turn into an undead skeleton. SPC: 15
If this happens, you cannot be resurrected and the skeleton Range: Self (1 mile)
left in your wake is mindless, but it will protect the creatures Requires: Gesture, Verbal
affected by this spell until it is destroyed. Duration: 1 minute
When you cast this spell, choose another specific spell,
LESSER UNVEILING
ritual, or invocation. You become aware of each instance
Arcane Spell, Divining
of that spell, ritual, or invocation within range for the
APC: 4
duration.
SPC: 6
Upcharge: +1 minute per +2 SP.
Range: Touch
Upcharge: +1 mile per +8 SP.
Requires: Gesture, Verbal
Duration: 10 minutes L O C AT E C R E AT U R E
You or a creature that you touch gains the magical ability to Arcane Ritual, Spell, Divining, Conjuring 5
see things that were previously hidden to them. APC: 20
For the duration, the creature gains +5 to AWR/Tracking SPC: 5
and AWR/Intuiting skill checks made to track a creature or Range: Indefinite
recognize a nonmagical disguise. This bonus can exceed the Requires: Gesture, Verbal
normal +20 cap for skills. Duration: 1 minute
Upcharge: +2 bonus to both skills per +3 SP. You can When you cast this spell, choose your own Signature(s) or
upcharge up to 5 times, for a total of +15 to both skills. the Signature(s) of another creature that you name (You
must know their real name). If you choose your own, then
LIVING LETTER
you become magically aware of all of your signatures are on
Arcane Ritual, Spell, Alchemy, Conjuring 60 (10 minutes)
your current plane of existence, and you know exactly how
APC: 1
far away and in what direction they are.
SPC: 6
If you pick another creature’s signature, roll a magic
Range: Touch
attack against that creature’s WILL. If you succeed, then you
Requires: Visual, Gesture
become magically aware of all of that creature’s signatures
Duration: Instantaneous
are on your current plane of existence, and you know
A scroll or piece of parchment, vellum, or paper magically
exactly how far away and in what direction they are. If you
folds into a bird and flies to a target person that you specify
fail, then you do not expend SP and do not learn any further
when you cast this spell. The target creature must be on the
information.
same plane of existence as you. The bird travels at a rate of
Whenever you cast this spell to target another creature’s
100 miles per hour and does not need to rest. It is magically
immune to natural weather phenomena. signatures, that creature knows, regardless of whether
you hit their WILL or not. Another creature may choose
LIVING MANSION to willingly let you hit their WILL and learn about their
Arcane Spell, Summoning, Conjuring 10 signatures.
APC: 50
SPC: 70
Range: Touch
Requires: Gesture

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MAGE ARMOR M A J O R T E L E P O R TAT I O N
Arcane Ritual, Spell, Warding Arcane Ritual, Spell, Altering, Conjuring 5
APC: 3 APC: 20
SPC: 8 SPC: 45
Range: Touch Range: 10 ft
Requires: Gesture Requires: Gesture
Duration: Up to 8 hours Duration: Instantaneous
You or a creature that you touch becomes magically You and any number of creatures within range immediately
protected. For the duration, that creature’s AR increases by +3 teleport to a destination that you are familiar with. In order
while they are not wearing armor. All other defenses increase to be considered familiar with a location, you must have
by +1. If you cast this spell again before the duration of this spent a minimum of 24 hours there.
spell is up, then your previous casting ends to accommodate So long as you are familiar with it, you can choose a very
the new casting of this spell. You can also end the effects of specific destination or a more general one. For example, you
this spell for free (0 AP). might teleport to the city-state of Bridgemoor, or you might
Upcharge: +1 to all defenses per +12 SP. teleport to your private rooms in the Leaky Mugs Tavern
in the northwestern quarter of Bridgemoor. If you choose
MAJOR ILLUSION
a less specific destination, then this magic deposits you
Arcane Spell, Illusory
in a reasonably open area that is generally unlikely to be
APC: 3
immediately harmful to you (such as a large town square or
SPC: 32
right outside the main gate).
Range: 600 ft
A target destination must be at least 20 ft wide.
Requires: Visual, Line of Effect
Duration: Up to 10 minutes MASK
Choose a number of points within range equal to or less Arcane Ritual, Spell, Fundamental, Illusory, Conjuring 2
than your magic attribute to create sensory illusions. These APC: 6
illusions can each be any combination of visual, auditory, SPC: 30
olfactory, or tactile. The visual dimensions of a single Range: 30 ft
illusion cannot exceed 40 cubic ft. Requires: Gesture, Verbal, Visual, Line of Effect
On each of your turns after you cast the spell, you may Duration: 1 hour
spend 1 AP to move an illusion or to create a new illusion. When you cast this spell, choose an object within range.
You may move an illusion up to 30 ft, and it must stay For the duration, it appears to give off magical energy of
within range of this spell. a Function of your choice (Alchemy, Altering, Divining,
If you start a new illusion that exceeds your magic Enchanting, Evoking, Illusory, Necromancy, Summoning, or
attribute, a previous illusion of your choice ends. Warding), regardless of whether the object was mundane
You may dismiss all of your illusions and end the spell for or truly has a different function. Additionally, choose
free. which Source of magic the object appears to be affected by
If you do not spend AP on an illusion, then it idles and (Arcane, Divine, Occult, Primal, or Psionic). Any Divining
acts in a manner befitting the illusion. For example, if you magic used to identify the nature of this object will reveal
create an illusory Trollkin with a battle axe and spend no what you decided when you cast this spell, with the
AP on it, it will idly swing its axe around but will not make exception of Identify Magic. The Identify Magic spell will
overtly intelligent or threatening moves. show that the object is under the effects of a Mask spell, but
A creature can determine that your illusion is in fact will not reveal any of the object’s true properties.
illusory after interacting with it directly (such as attacking Upcharge: +30 minutes duration per +5 SP.
it) or by making an INT check against a DC of 10 + your
METEOR
magic attribute, but a creature making such a check must
Arcane Spell, Evoking, Conjuring 10
roll 2d20 and use the lower.
APC: 30
Alternatively, you can use Major Illusion to project the
SPC: 120
contents of an Unerring Sphere, but the illusion becomes
Range: Sight
semi translucent and obviously a projection.
Requires: Gesture, Visual
Upcharge: +5 minutes per +8 SP.
Duration: Instantaneous
A tremendous meteor hurls from the heavens and strikes a
point you choose within range.
Make magic attacks against the FORT of each creature and
structure within a 300 ft radius of that point. For each attack,
roll 2d20 and use whichever is higher. On a miss, deal 20d6

226 C hapter 4 | M agic


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

C hapter 4 | M agic 227


Make a magic attack roll against each creature in the area. PROJECTION
Deal 2d10 Heat damage to creatures that you hit, and ½ as Arcane Ritual, Spell, Divining, Conjuring 360 (1 hour)
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 Ritual, Spell, Altering, Conjuring 5 Duration: Instantaneous
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 Ritual, Spell, Necromancy, Conjuring 8
to their original space. APC: 26
Upcharge: +5 minute duration per additional 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 Ritual, Spell, 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 Ritual, Spell, Necromancy, Conjuring 10 Arcane Ritual, Spell, Fundamental, Warding, Conjuring 60
APC: 30 (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 Ritual, Spell, 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 Ritual, Spell, 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 additional SP on the spell, then you and its Function (Alchemy, Altering, Divining, Enchanting,
can raise two skeletons instead of one, provided that there are Evoking, Illusory, Necrotic, Summoning, or Warding).
two inanimate skeletons for you to touch when you cast the Upcharge: +10 minutes per +5 SP.
spell.
SHIELD
SCULPT SPELL Arcane Spell, Warding
Arcane Spell, Enchanting, Metamagic APC: 1, which you can spend reactively when you are the
APC: 1 target of an attack
SPC: 12 SPC: 3
Range: Self Range: Self
Requires: Gesture Requires: Gesture
Duration: Instantaneous Duration: 1 round
When you cast another spell or activate a mote (such as Gain +4 to your AR and Physical Defenses. This lasts until
from Delay Spell or Steal Spell) that targets more than one the end of your next turn.
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

C hapter 4 | M agic 229


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 Ritual, Spell, 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 You may play back the recording by speaking a second
spell does the same. If the caster has the Divine, Arcane, or command word, and may choose to erase the recording by
Primal tag, they add +2 to their roll. If they have the Occult speaking a third command word.
or Psionic tag, then they add +4. If you roll higher, then you You may replay the recording taken by your own unerring
expend the full SPC of the triggering caster’s spell, and you sphere indefinitely.
can immediately cast it yourself, or store it as a mote for 10 If you cast this spell on another caster’s unerring sphere,
minutes, such as by the effects of Delay Spell. The loser of then you gain access to a recording that their sphere has
the contested roll does not expend SP. taken, and you know absolutely that the unerring sphere
was created with the Unerring Sphere spell. If any other
S U M M O N I N CA R N AT I O N
spells are affecting the unerring sphere, you become aware
Arcane Ritual, Spell, Summoning, Conjuring 1
of what spell is affecting it.
APC: 12
You can only have one unerring sphere at a time. If you
SPC: 24
create a new one, your previous one disintegrates.
Range: Self
Upcharge: +30 minutes maximum recording time per +5
Requires: Visual, Line of Effect
SP.
Duration: 10 minutes
Summon a personal elemental. This small creature has U N R AV E L M A G I C
5 hit points and 11 AR. On its turn it can either move Arcane Ritual, Spell, Altering, Conjuring 10
or cast Beam of Fire, Frostbite, or Grave Whisper. It has APC: 30
the appearance of the cantrip you choose for it, as well SPC: Special
as immunity to that type of damage. Subsequent casts of Range: Touch
Summon Incarnation where you do not change its cantrip Requires: Gesture, Verbal, Visual
cost half the Spell Points to cast. Duration: Instantaneous
When you cast this spell, touch a creature or item. You may
SWIFT TELEPORT
end a spell affecting that creature or item by spending a
Arcane Ritual, Spell, Alchemy
number of SP equal to that spell’s SPC, and modified based
APC: 1
on that spell’s source:
SPC: 3
• If Arcane, no modification
Range: Self
• If Divine or Primal, you only need to spend ½ as much
Requires: Visual, Line of Effect
SP
Duration: Instantaneous
• If Occult or Psionic, you must spend twice as much SP
Teleport up to 20 ft to an unoccupied space you can
You may also turn a magical item into a mundane one by
see. Anything that interrupts Line of Effect ends this
spending twice as much SP as the magic item’s Essence Points
teleportation early, forcing you to stop in an unoccupied
(to a maximum of 80 SP, or 40 Essence Points).
space adjacent to the barrier that prevented Line of Effect.
You may only use this spell to turn a magical item into a
Upcharge: +20 ft range per +3 SP.
mundane one once per day.

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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 fire
Here are a few notable divine orders, though there are many
will expand by 10 ft every 10 seconds in the direction that the
more than just these three across Ancerra.
wind is blowing. If the fire is burning uphill, it will move an
additional 10 ft. Although sparked by magic, the fire itself is T H E C U LT I VAT O R S
considered nonmagical. Cultivators take vows of poverty, humility, and chastity
Whenever a creature starts its turn in the fire or moves into and commonly travel throughout Ancerra to the poorest
the fire for the first time on a given turn, it must make an END communities to help them develop. Some Cultivators travel
check against DC 10 + your magic attribute. It takes 2d10 to many communities over the course of their lives, never
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 10
cherished members of society, while those that travel around spell points. Otherwise, gain +5 SP. Each time you level up
more can be seen as out of touch. and spend your talent point on a talent in the divine talent
stack, you gain +5 maximum SP.
THE HIEROPHANTS
Divine Power. Gain 1 Divine Power. Each time you level up
The Hierophants are prophets of the avadri who believe that and spend your talent point on a talent in the divine talent
they can learn to divine the future by deciphering the coding stack, you gain +1 Divine Power.
written into the universe. The organization is small and Disciple. Gain access to the divine talent stack. Gain
reclusive, but widespread. two talents from the divine talent stack. (You do not gain
VIGIL additional SP or Divine Power from these selections.)
Divinity. Unless otherwise noted, your magic attribute is
A large, decentralized denomination that worships all
CHA.
Celestials and Avatars - especially those that have a militant
attitude against evil and corruption, members of Vigil or DIVINE MAGIC
“Vigilants” have sworn to protect the innocent and weak Divine Talent, Repeatable
from threats that lie beyond. While well-intentioned, there Learn one prayer, one divine ritual, and two divine spells.
are totalitarian branches that do more harm than good. DIVINE RITUALS
Divine Talent, Repeatable
DIVINE MAGIC TYPES Learn two divine rituals.
In addition to spells, you might learn prayers or rituals from
the Divine Source.
DIVINE SPELLS
Divine Talent, Repeatable
Prayer. Prayers cost no SP and you can use them as
Learn four divine spells.
many times as you wish.
Ritual. Rituals take quite a long time to cast, and each P R AY E R S
ritual will specify how frequently you can cast it. Divine Talent, Repeatable
Learn three prayers.
D I V I N E TA G S THEOLO GICAL MAGIC
These tags are referenced by some divine magical abilities. Divine Talent, Repeatable
DIVINE POWER Gain +3 Skill Points, which you can spend on skills with the
Divine Power is the total number of talent points you have Knowledge tag.
spent on divine talents as a result of leveling up, as well as Learn one divine ritual.
the number of talent points you have spent in certain classes FO R C E O F B E L I E F
or stacks. These classes or stacks will specify that they Divine Talent, Repeatable
contribute to Divine Power. Gain +3 Skill Points, which you can spend on skills with the
L I T U R GY Influence tag.
If a ritual has the Liturgy tag, you can spend the listed APC Learn one divine spell.
and SPC to cast the ritual as a spell. Turning a ritual into a QUICKENED RECOVERY
spell in this way still expends the use of the ritual. Divine Talent
S AC R A M E N T When casting an evocation spell to restore HP, it costs 1
If a spell has the Sacrament tag, you may expend material fewer AP (min 1). (1/Recoup)
components to increase the power of the spell. This will be QUICKENED RECOVERY II
noted at the end of any sacrament spell’s description. Divine Talent
Prerequisites: Quickened Recovery
D I V I N E TA L E N T Quickened Recovery reduces the spell’s APC by 2 (min 1).
S TA C K S PA R K O F L I F E
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 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 Talent
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 16: Maximum duration of 1 hour
Divine Talent Divine 24: No maximum duration; you can maintain this
Prerequisite: Sanctified Wards 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 Talent APC: 3
Prerequisite: 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 Talent
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 Talent 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 3: Maximum duration of 2 minutes
drink (such as purifying it of poison, or transmuting it from Divine 7: Maximum duration of 10 minutes
water into an alcoholic beverage). Divine 12: Maximum duration of 30 minutes
Supplicant’s Reward. You may also magically conjure one Divine 16: Maximum duration of 1 hour
day’s worth of rations as part of the same spell, prayer, or Divine 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: Visual, Verbal
APC: 1 Duration: Instantaneous
Range: Touch You can whisper a brief message to a creature within range.
Requires: Vocal, Gesture 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 3: +20 ft range
Divine 7: Voice amplified up to 4x Divine 7: +20 ft range
Divine 24: Voice amplified up to 5x Divine 12: +40 ft range
Divine 16: +40 ft range
C A N D L E O F FA I T H Divine 24: +40 ft range
Divine Prayer, Evoking
APC: 1
Range: Touch
Requires: Gesture
Duration: Up to 1 minute
Touch an item no heavier than 10lbs. 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 3: Maximum duration of 2 minutes
Divine 7: Maximum duration of 10 minutes
Divine 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: Verbal, Visual, Gesture, Line of Effect
Duration: 1 Round Blast a creature with a divine flare of energy. Make a magic
One creature of your choice becomes immune to being attack roll against the creature’s REF. On a hit, deal 1d8
Charmed or Enthralled until the start of your next turn. radiant damage to that creature.
This does not work if the creature is already Charmed or Your prayer becomes stronger when you reach higher Divine
Enthralled. Power:
Your prayer becomes stronger when you reach higher Divine Divine 3: +20 ft range
Power: Divine 7: +20 ft range
Divine 3: +20 ft range Divine 12: +20 ft range
Divine 7: +40 ft range Divine 16: +20 ft range
Divine 12: +40 ft range Divine 24: +1d8 damage
Divine 16: +40 ft range
S TA B I L I Z I N G T O U C H
Divine 24: +40 ft range
Divine Prayer, Necromancy
GUIDE APC: 2
Divine Prayer, Enchanting Range: Touch
APC: 1, which you can use reactively when a creature Requirements: Verbal, Gesture
within range attempts an Attribute check By touching a dying companion, you bolster their resolve.
Range: Touch At the end of that creature’s next turn, they do not gain a
Requirements: Verbal, Visual Death Point, even if they end their turn with 0 hit points.
Duration: Instantaneous Your prayer becomes stronger when you reach higher Divine
One creature within range adds +1d4 to their skill check. Power:
Your prayer becomes stronger when you reach higher Divine Divine 3: Range extends from touch to 10 ft
Power: Divine 7: +10 ft range
Divine 3: Range becomes 20 ft Divine 12: +10 ft range
Divine 7: +20 ft range Divine 16: +10 ft range
Divine 12: Bonus becomes +1d6 Divine 24: The target of this Prayer regains 1 HP.
Divine 16: +20 ft range
TWINKLING LIGHTS
Divine 24: Bonus becomes +1d8
Divine Prayer, Altering
LIGHT BURST APC: 3
Divine Prayer, Evoking Range: 60 ft
APC: 3 Requirements: Gesture
Range: Self (5 ft radius) Duration: up to 1 minute
Requirements: Gesture You create up to three glimmering lights. You can choose
Make a magic attack vs the FORT of all creatures within their color and how bright they shine: They can emit 0 ft, 5
range, dealing 1d6 radiant damage on a hit. ft, or 10 ft of bright light and 5 ft or 10 ft of dim light.
Your prayer becomes stronger when you reach higher Divine When you move, the lights move, remaining exactly the
Power: same distance from you. You may spend 1 AP to reposition
Divine 7: You may choose, each time you cast the spell, a light within range. If you move in such a manner that a
whether the spell’s radius is 5 ft or 10 ft light enters a solid surface, it winks out of existence, and
Divine 12: You may choose to automatically miss any reappears when it can do so in an unoccupied space.
creature(s) of your choice within range of this spell Your prayer becomes stronger when you reach higher Divine
Divine 24: +1d6 damage Power:
Divine 3: Create 1 additional light
Divine 7: Emit up to 15 ft of dim light
Divine 12: Create 1 additional light
Divine 16: Emit up to 20 ft of dim light
Divine 24: Create 1 additional light

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

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H E AV E N -T O U C H E D Range: Touch
Divine Ritual, Enchanting Liturgy APC: 5
Casting Time: 1 hour, which can be part of a Recoup or Rest Liturgy SPC: 20
Materials: 10 sc worth of oils and incense, expended as part Recharge: 7 Days
of the ritual Duration: Instantaneous
Recharge: 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
against a difficulty set by your MC depending on the severity
H O LY W E A P O N
of the Curse or Disease. If you succeed, then you end the
Divine Ritual, Alchemy
Curse or Disease. If you fail by less than 5, then you suspend
Prerequisites: Divine 7
the effects of the Curse or Disease for 24 hours. If you fail by
Casting Time: 1 hour, which can be part of a Recoup or Rest
5 or more, you do not end the effects.
Materials: 1 sc worth of scented oils, expended as part of the
ritual MERRIMENT
Recharge: Rest Divine Ritual, Alchemy
Duration: Instantaneous Casting Time: 10 minutes, which can be part of a Recoup
Through a series of blessings and incantations, you make or Rest
a mundane weapon more powerful than it would be Range: 30 ft
otherwise. One weapon that you touch throughout the ritual Recharge: Rest
gains a +1 bonus to attack rolls and damage rolls for the Duration: Instantaneous
next 8 hours and is considered magical for the duration. Through miraculous alchemy, you magically change any
Furthermore, as part of the casting, choose one creature drinkable liquid in range into another drinkable liquid of
type: Avadri, Celestial, Eldritch, Fae, Fiend, Monstrosity, your choice. Doing so removes all minor impurities from
or Undead. Alternatively, you could choose one Source of the liquid, making it taste its absolute best. This does not
magic: Arcane, Divine, Occult, Primal, or Psionic. For the remove poison.
duration, when a creature of that type comes within 1000 ft PORTENT
of you, your weapon glows faintly, shedding dim light for 5 Divine ritual, Divining
ft. Prerequisites: Divine 3
If you cast the same ritual on the same weapon once Casting Time: 1 hour, which can be part of a Recoup or Rest
per day for a whole year, choosing the same creature type Recharge: 1 Week
or magical source every time, then the effects become Duration: 24 Hours
permanent. This weapon has an Essence cost of 15 and By communing with your deities, you gain insight into the
anyone with the available Essence can use it. events that might transpire. When you complete this ritual,
IMMUNITY roll 2d20 and record the results. At any point during the
Divine Ritual, Warding duration, you may replace a d20 that was rolled with the
Prerequisites: Divine 24 number that you rolled as part of this ritual.
Casting Time: 10 minutes, which can be part of a Recoup PLAGUE
or Rest Divine Ritual, Evoking
Materials: A diamond worth at least 10,000 sc, which the Prerequisites: Divine 12
ritual consumes Casting Time: 1 hour
Duration: 1 hour Range: Visual (Line of Sight)
Recharge: 1 Rest Recharge: 7 Days
Duration: Instantaneous Duration: Instantaneous
One creature you touch when you cast this ritual becomes By invoking the wrath of your god, you may cause a terrible
immune to damage for the duration. blight to assail your foes. Upon completion of the ritual,
L E S S E R R E S T O R AT I O N choose one point within range. Choose two effects from the
Divine Ritual, Warding, Liturgy list below, which affect a radius from the point you chose
Prerequisites: Divine 7 (the exact radius depends on the effect).
Casting Time: 1 hour Blight the Crops: All planted crops within the radius
Materials: 100 sc worth of incense or gems, which are instantaneously wither and are unfit to eat. (1 mile radius)
burned or magically consumed over the casting of the ritual

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Corrupt Water Supply: All groundwater within the radius Upcharge: If you burn at least 10 sc worth of incense as part
instantaneously becomes unfit to drink. Creatures that do of the casting of this ritual, add +1d10 to your roll.
drink the water contract a Disease of the MC’s choosing. (1
PRECO GNITION
mile radius)
Divine Ritual, Divining
Deluge: For the next 24 hours, heavy rain and hail batters
Casting Time: 1 hour, which can be part of a Recoup or a
the area. Creatures must shout to be heard, their visibility
Rest
is limited to 30 ft, and the MC might rule that erosion could
Range: Touch
lead to buildings becoming unstable. (1 mile radius)
Recharge: Recoup
Disease the Livestock: All livestock within the radius
Duration: 1 Hour
instantaneously gain a Disease of the MC’s choosing.
One creature that you touch as part of the ritual becomes
Creatures that eat the livestock without first curing it also
preternaturally aware of danger. For the duration, that
contract the same disease. (1 mile radius)
creature cannot be Surprised.
Heat Wave: For the next 7 days, the affected area is 20oF
hotter than it would normally be. (5 mile radius) PROVIDENCE
Swarm of Insects: A swarm of insects descends on Divine Ritual, Divining
the affected area for 1 day. During this time, there are Prerequisites: Divine 12
1d10 swarms of insects that aggressively attack any living Casting Time: 1 hour, which can be part of a Recoup or Rest
creature within the area. The remaining insects do not Duration: 24 hours
pose physical harm to creatures but devour any food that Recharge: 1 Week
they can find. There are so many insects that visibility is Duration: 24 Hours
limited to 100 ft and any creature in the area is considered Your deity will provide you with enough food and water
Concealed. (500 ft radius) to sustain you after you make a supplicatory entreaty. For
Swarm of Rodents: A swarm of rodents descends on the duration, you are guaranteed to find enough food and
the affected area for 1 day. During this time, there are 2d6 water for six creatures, regardless of your environment. Any
swarms of rats that aggressively attack any living creature skill checks made to find food through foraging, hunting,
within the area. The remaining rodents do not pose physical or tracking is easier for the duration as well; the Difficulty
harm to creatures but devour any food that they can find. Rating is lowered by 5 for Awareness checks made to try to
(500 ft radius) find food for the duration.
Swarm of Snakes: A swarm of snakes descends on the PURIFY
affected area for 1 day. During this time, there are 1d4
Divine Ritual, Alchemy, Liturgy
swarms of snakes and 1d4 swarms of venomous snakes that
Prerequisites: Divine 12
aggressively attack any living creature within the area. The
Casting Time: 1 hour, which can be part of a Recoup or Rest
remaining snakes do not pose physical harm to creatures
Range: 10 ft
but devour any food that they can find. Movement in the
Liturgy APC: 3
affected area costs 2ft per 1ft of actual movement. (500 ft
Liturgy SPC: 8
radius)
Recharge: 1 Week
Utter Darkness: For the next 24 hours, the affected
Choose a point within range. All food and drink within 5 ft
area is magically dark. Arcane and Occult magical light
of that point is magically purified. Any benign impurities are
still functions within this darkness, but cannot dispel it.
removed, and any poison or disease is also removed.
Any other source of magical light cannot function in this
darkness. (5 mile radius) R E G E N E R AT I O N
Channeling such destructive power causes you to become Divine Ritual, Alchemy
Shaken for the next 24 hours. Prerequisites: Divine 16
Casting Time: 24 hours
P R AY E R O F H E A L I N G Materials: 1,000 sc worth of gems and oils, which the ritual
Divine Ritual, Evoking
consumes
Prerequisites: Divine 3
Range: Touch
Casting Time: 30 minutes, which can be part of a Recoup
Recharge: 7 Days
or Rest
Duration: Instantaneous
Range: 30 ft
Touch one creature that is missing a limb or suffering from
Recharge: Rest
serious deformities, like disfiguring scars or a missing
Duration: Instantaneous
eye. Over the course of casting the ritual, that creature’s
Choose a number of creatures within range up to your
deformity is removed and it regrows any relevant limbs or
magic attribute. Roll 3d10; each of these creatures regain
body parts. If your ritual is interrupted before completion,
that much HP.
then the creature instead gains additional disfiguring scars
but does not regain any body parts.

238 C hapter 4 | M agic


R E I N CA R N AT I O N M E M O RY TA B L E
Divine Ritual, Necromancy 1d100 Changes to Creature’s Memory
Prerequisites: Divine 24
1-25 Total amnesia
Casting Time: 12 hours
Materials: At least one physical body part of the creature 26-50 All memories are from another creature’s
you intend to reincarnate and 1000 sc worth of crystals and lifetime
diamonds, which the ritual consumes 51-70 Some consequential memories are from
Recharge: 1 Year another creature’s lifetime
Duration: Instantaneous
71-84 Amnesia around some consequential
Upon completion of the ritual, you can reincarnate the
memories
creature whose body or body part you used as a material
component. The creature cannot have been dead for more 85-99 Amnesia around inconsequential memories
than 5 years in order for this to work.
100 No changes
Due to the nature of Souls and Essence, it is unlikely for
the creature to be reincarnated with all of their original L I N E A G E TA B L E
personality and memories. Roll 3d100, then choose which 1d100 New Lineage
number you apply to each of the following three tables. Once
1-9 Dragonfolk
you use a number that you rolled, you cannot use that number
again (all three numbers must be used one time each). 10-14 Dwarf
A creature can only be reincarnated one time. 15-20 Elemental
P E R S O N A L I T Y TA B L E 21-28 Elf
1d100 Changes to Creature’s Personality 29-35 Halfling
1-25 Significant changes to core beliefs and 36-45 Hondu
tenets; Significant changes to personal 46-51 Human
flaws and shortcomings; Notable changes to
52-61 Jutan
personality, quirks, and presentation
62-67 Kettek
26-50 Minor changes to core beliefs and tenets;
Significant changes to personal flaws 68-72 Kleppin
and shortcomings; Notable changes to 73-79 Satyr
personality, quirks, and presentation
80-89 Bhrunai
51-70 Significant changes to personal flaws
90-99 Urkou
and shortcomings; Notable changes to
personality, quirks, and presentation 100 You choose from the above options

71-84 Minor changes to personal flaws and R E S I S TA N C E


shortcomings; Notable changes to Divine Ritual, Warding, Liturgy
personality, quirks, and presentation Casting Time: 1 hour, which can be part of a Recoup or a
Rest
85-94 Notable changes to personality, quirks, and
Liturgy APC: 5
presentation
Liturgy SPC: 6
95-99 Minor changes to personality, quirks, and Recharge: Recoup
presentation Duration: 2 Hours
100 No changes Touch one creature as part of the ritual. For the duration,
that creature gains Resist 3 to one of the following damage
types of your choice: Cold, Corrosive, Fire, Lightning,
Necrotic, Psionic, Radiant, or Toxic.
Upcharge: +3 Resist per +4 SP.
RESURRECTION
Divine Ritual, Necromancy
Prerequisites: Divine 24
Casting Time: 24 hours
Materials: Corpse including at least the torso and head;
10,000 sc worth of incense, crystals, diamonds, rubies, and
oils, all of which are consumed in the ritual

C hapter 4 | M agic 239


Recharge: 1 Year sprouts angelic wings. These wings grant the creature a
Duration: Instantaneous flying speed of 40 ft; if the creature already had a flying
Provided that the corpse has not been dead for longer than speed, its flying speed increases by 40 ft.
5 years, you resurrect it. Given that the corpse’s Soul and You may choose, when you cast this spell, for the wings to
Essence has likely begun to break apart, you must roll 2d100 glow, shedding bright light for 30 ft and dim light for 30 ft
and then choose which number you apply to each of the beyond that. If the wings glow, you cannot make them stop
Personality and Memory tables found in the Reincarnation glowing.
ritual. Once you use a number that you rolled, you cannot Sacrament: If you use a diamond worth at least 500 sc when
use that number again (both numbers must be used one you cast this spell, then for the duration the affected creature
time each). may also use the Light Burst prayer by spending 2 AP instead
Resurrecting someone in this way does not restore any of the normal 3, even if they did not already know the prayer.
missing limbs, but does restore all other organs and body
A R M O R O F S TA R L I G H T
parts.
Divine Spell, Warding
Resurrecting a creature is extremely taxing on both the
APC: 4
ritual caster and on the subject of the ritual. Both creatures
SPC: 30
are Sickened for 1 week.
Range: 40 ft
A creature can only be resurrected once.
Requirements: Verbal, Visual, Gesture
Upcharge: If you feel the vital need to restore a corpse to its
Duration: up to 10 minutes
original personality and memory, you may elect NOT to roll
Choose one creature when you cast this spell. That creature
2d100, instead assuming that you rolled 100 both times. If you
becomes encased in twinkling starlight. For the duration,
do so, you successfully restore the creature’s original memories
they gain the following benefits:
and personality, but you permanently lose the ability to cast
• They shed dim light in a 10 ft radius
this ritual.
• All of their defenses increase by +2
REVIVE • They gain Resist 5 against Radiant, Necrotic, and
Divine Ritual, Necromancy nonmagical Bludgeoning, Piercing, and Slashing
Prerequisites: Divine 12 damage
Casting Time: 1 hour If you are outdoors and stars are currently visible in the sky,
Materials: A corpse with at least the torso and head intact; then the target of the spell also deals +2 damage on all of
500 sc worth of incense, crystals, diamonds, rubies, and oils, their attacks, and their weapon attacks deal radiant damage
all of which are consumed in the ritual for the duration.
Recharge: 1 Week These effects last until the end of your next turn, but you
Duration: Instantaneous may spend 1 AP on your next turn to extend the duration
Provided that the corpse has not been dead for longer than until the end of your subsequent turn, to a maximum of 10
12 hours, you revive it. Given that there is a chance that minutes.
the corpse’s Soul and Essence has already begun to break
BANISH
apart, you must roll 2d6. If the sum of the two dice is a 6,
Divine Spell, Summoning, Conjure 4
7, or 8, then roll 1d100 and choose either the Personality
APC: 18
or Memory table found in the Reincarnation ritual. The
SPC: 40
number you rolled on the d100 dictates the effects based on
Range: 40 ft
the table that you chose. A creature can only be revived one
Requirements: Verbal, Visual, Gesture, Line of Effect
time.
Duration: Instantaneous
Reviving someone in this way does not restore any
Make a magic attack against a creature’s WILL. If you hit,
missing limbs, but does restore all other organs and body
the creature is banished. If the creature is from another
parts.
plane of existence, it returns to its home plane for 12 hours.
At the end of this time, if it wishes, the creature can make a
DI V I N E S PEL L S Charisma check against your WILL. If it succeeds, then it can
return to the spot where you banished it. If it fails, then it
ANGEL WINGS
remains on its home plane of existence.
Divine Spell, Evoking, Sacrament
If the creature is already on its home plane of existence,
APC: 4
it is trapped in a harmless demiplane for 1 hour instead,
SPC: 32
returning to the spot where you banished it at the end of
Range: Touch
this time.
Requirements: Gesture
If you target a creature that has the Primal or Psionic tag,
Duration: up to 10 minutes
roll 2d20 and use whichever result is higher when making
OOne creature that you touch as part of casting this spell
your magic attack.

240 C hapter 4 | M agic


If you are interrupted before completing this spell, you Additionally, your AR and FORT become 18 unless they
lose 10 SP instead of the full 40. are higher.
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 flying 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
Requirements: Verbal, Gesture
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
Sacrament: If you burn 100 sc worth of incense as part
darkvision or other methods of seeing in this darkness
of casting this spell, then you do not need to spend AP to
cannot see unless their darkvision specifically works in
extend the duration of the spell; it automatically lasts for its
magical darkness. The duration of this spell ends early if
maximum duration.
dispelled by magical light or by an effect that dispels magic
provided that the source of the spell is Arcane, Divine, CENSURE
or Occult. (If the effect comes from the Psionic or Primal Divine Spell, Enchanting
sources of magic, the darkness persists.) If magical light APC: 2
from the Arcane, Divine, or Occult Source does not specify SPC: 2
that it dispels darkness, the light nonetheless overrides the Range: 60 ft
darkness for the light’s duration but does not dispel it. Requirements: Verbal, Visual
You may choose to end the darkness early for free, Duration: 1 round (until the end of your next turn)
without spending AP. Make a magic attack against a creature’s WILL. If you miss,
Upcharge: +5 ft radius per +3 SP. you expend your AP, but not your SP.
If you hit, the creature is Shaken for the duration. If the
BURST OF HEALING
creature is undead, it also takes 2d6 radiant damage.
Divine Spell, Evoking, Sacrament
APC: 4 COMMANDMENT
SPC: 20 Divine Spell, Enchanting
Range: 60 ft APC: 2
Requirements: Verbal, Visual, Gesture, Line of Effect SPC: 4
Duration: Instantaneous Range: 40 ft
Choose a point within range. Each creature of your choice Requirements: Verbal, Visual
within a 10 ft radius of that point regains 2d6 hit points. Duration: 1 round (until the end of your next turn)
Roll once, applying the same healing to each creature of By issuing a command laced with divine power, you might
your choice within the area. force a creature to obey your dictates. Make a magic attack
Upcharge: +5 ft radius per +4 SP. against a creature’s WILL. If you miss, you expend your AP
Upcharge: +1d6 HP healed per +4 SP. as normal, but do not expend your SP.
Sacrament: By using a diamond worth at least 100 sc as If you hit, you can issue a one-word order that the
part of this spell, affected creatures also remove the Broken, creature must obey to the best of its ability on its next turn.
Frightened, and Shaken conditions. While the creature must follow your command, it is aware
that it is being magically influenced.
C E L E S T I A L FO R M
Example words and their effects are listed below, but you
Divine Spell, Alchemy, Sacrament, Conjuring 3
might issue any one-word command of your choice. The
APC: 8
specific effects of words not listed here are up to the MC.
SPC: 50
Concede: The creature must agree with your proposed
Range: Self
course of action. (This does not cause enemies to surrender
Requirements: Verbal, Gesture
Duration: Up to 1 minute in a combat, but might end a social argument.)
For the duration, your skin becomes as hard as stone and Confess: The creature must confess to having committed
can glow upon command. You can shed no light, can shed some form of transgression (such as a crime or a sin), even
dim light for up to 20 ft, or can shed bright light for up to if this is not true.
20 ft and dim light twice as far as you shed bright light. You Drop: The creature must drop an item it is holding and
may spend 1 AP on each of your turns to change how much cannot pick that item up for the duration of this spell.
light you give off.
C hapter 4 | M agic 2 41
Flee: The creature must use all of its available actions to DECREE
move as far away from you as it can. Divine Spell, Enchanting
Halt: The creature does nothing on its turn. APC: 4
Kneel: The creature must fall prone and take no further SPC: 24
actions. Range: 80 ft
Renounce: The creature must verbally renounce its Requirements: Verbal, Visual
allegiance to a person or cause. (This has no legal or Duration: Up to 30 seconds
ongoing effect, but could damage a creature’s reputation.) By issuing a command laced with divine power, you might
COMPEL TRUTH force a group of creatures to obey your dictates. Make a
Divine Spell, Enchanting magic attack against the WILL of each creature of your
APC: 5 choice within a 15 ft radius of a point you choose within
SPC: 15 range.
Range: 40 ft Issue a one-word order. If you hit, the creature must obey
Requirements: Verbal, Gesture to the best of its ability for the duration. While the creature
Duration: 1 hour must follow your command, it is aware that it is being
Until the spell ends, you may spend 3 AP to compel a magically influenced. If you miss, the creature must follow
creature within range to tell the truth. Make a magic your command on its next turn, but does not follow your
attack targeting that creature’s LOG. On a hit, the creature command for the full duration of the spell.
must answer honestly for the next 1 minute when asked Example words and their effects are listed below, but you
questions. An affected creature is aware of the spell and can might issue any one-word command of your choice. The
thus avoid answering questions to which it would normally specific effects of words not listed here are up to the MC.
respond with a lie. Such a creature can be evasive in its Concede: The creature must agree with your proposed
answers as long as it remains within the boundaries of the course of action. (This does not cause enemies to surrender
truth. in a combat, but might end a social argument.)
Confess: The creature must confess to having committed
C U R AT I V E W O R D
some form of transgression (such as a crime or a sin), even if
Divine Spell, Evoking
this is not true.
APC: 1
Drop: The creature must drop an item it is holding and
SPC: 3
cannot pick that item up for the duration of this spell.
Range: 40 ft
Flee: The creature must use all of its available actions to
Requirements: Verbal
move as far away from you as it can.
Duration: Instantaneous
Halt: The creature does nothing on its turn.
One creature within range that can hear you regains 1d4 HP.
Kneel: The creature must fall prone and take no further
Upcharge: You may spend 3 SP when you cast this spell to
actions.
increase the spell’s range by +60 ft.
Renounce: The creature must verbally renounce its
D AY L I G H T allegiance to a person or cause. (This has no legal or ongoing
Divine Spell, Altering effect, but could damage a creature’s reputation.)
APC: 5
DEMORALIZE
SPC: 32
Divine Spell, Enchanting
Range: 300 ft
APC: 5
Requirements: Verbal
SPC: 16
Duration: 10 minutes
Range: 30 ft
Choose a point within range. All magical and nonmagical
Requirements: Verbal, Visual, Gesture
darkness within a 60 ft radius of that point is immediately
Duration: Up to 1 minute
dispelled, and all Unseen creatures within the radius
Choose a number of creatures within range up to your
become visible. Furthermore, for the duration of the spell,
magic attribute. Make a magic attack roll against each of
the area is considered to be bright light.
those creatures, targeting their WILL.
Creatures that use Divine, Primal, or Psionic magic cannot
If you hit, then they are Demoralized for the duration. If
regain the Unseen condition through magical means for the
you miss, then they are Demoralized until the end of their
duration.
next turn, but not for the whole duration of the spell.
You may end the effects of this spell early for free, without
spending AP to do so. DETECT THOUGHTS
Divine Spell, Divining
APC: 3
SPC: 16

242 C hapter 4 | M agic


Range: 30 ft Make a magic attack against the FORT of all creatures
Requirements: Visual within a 20 ft radius of a point that you choose within
Duration: 10 minutes range. Creatures take 4d10 radiant damage if you hit,
When you cast this spell, you gain supernatural insight into and take ½ damage if you miss. Additionally, if you hit, a
the target creature’s surface level thoughts. Make a magic creature is Blinded until the end of its next turn.
attack roll against the target creature’s ANT. If you hit, they Sacrament: If you use a diamond worth at least 100 sc as
are unaware that you cast this spell; if you miss, then they part of casting this spell, then you can ignore its Conjuring tag
are aware. and it only costs 3 AP.
On each of your turns for the duration, you may spend 3
HEROISM
AP to repeat the attack, targeting any creature within range.
Divine Spell, Enchanting, Sacrament
You retain this insight into the target creature for the
APC: 3
duration or until you target a new creature, unless you
SPC: 6
choose to end the spell early for free (spending 0 AP).
Range: Touch
D E T E C T T H R E AT Requirements: Verbal, Gesture
Divine Spell, Divining, Conjuring 5 Duration: Up to 1 minute
APC: 30 One creature that you touch becomes Rallied for the
SPC: 8 duration. Additionally, they gain 1d6 Shield HP at the start
Range: 15 ft of each of their turns for the duration.
Requirements: Verbal, Visual, Gesture These effects last until the end of your next turn, but you
Duration: 1 hour may spend 1 AP on your next turn to extend the duration
Choose a number of creatures up to your magic attribute. until the end of your subsequent turn, to a maximum of 1
For the duration, those creatures cannot be Surprised. minute.
Sacrament: If you expend 25 sc worth of incense when you
DIVINE CHALLENGE
cast this spell, then it lasts for the full duration without you
Divine Spell, Enchanting
needing to spend AP to extend it.
APC: 1
SPC: 6 I N S P I R E F E R VO R
Range: 60 ft Divine Spell, Enchanting, Conjure 1
Requirements: Verbal, Visual, Gesture APC: 8
Duration: 1 minute SPC: 15
Make a magic attack against a creature’s LOG. If you miss, Range: 20 ft
you expend your AP, but not your SP. Requirements: Verbal, Visual, Gesture
If you hit, then the creature is compelled to accept your Duration: 1 minute
divine challenge: For the duration, the creature is Taunted You and a number of creatures up to your magic attribute
by you. When the creature makes an attack that does not become fervent. The number of AP you gain at the start of
target you, it takes 1d6 radiant damage. Further, you deal each of your turns increases by 1 for the duration.
1d6 additional damage against the target creature, and have
INTERVENE
TA on attack rolls against it.
Divine Spell, Warding
Upcharge: All damage in this spell becomes 1d10 for +4 AP.
APC: 1, which you may spend reactively when an enemy
HEALING TOUCH within range casts a spell
Divine Spell, Evoking SPC: Special
APC: 3 Range: 60 ft
SPC: 4 Requirements: Verbal, Visual, Gesture
Range: Touch Duration: Instantaneous
Requirements: Gesture Spend an amount of SP equal to the SP of the spell you are
Duration: Instantaneous intervening against.
One creature that you touch regains 1d8 HP. Make a magic attack against the target creature’s WILL.
Upcharge: +1d8 per +4 SP. If the target creature uses the Primal or Psionic source, roll
2d20 and use the higher of the two. If the target uses the
H E AV E N LY F I R E
Arcane or Occult source, roll 2d20 and use the lower of the
Divine spell, Evoking, Sacrament, Conjuring 1
two. If the target uses the Divine source, roll 1d20.
APC: 5
If you hit, the target creature fails to cast the spell, but still
SPC: 20
loses its AP and SP. If you miss, then you lose your AP and you
Range: 100 ft
expend half the SP you otherwise would.
Requirements: Visual, Gesture
Duration: Instantaneous

C hapter 4 | M agic 243


K E E P S TA N D I N G or more illusory images of any size that fits within a 10 ft
Divine Spell, Enchanting radius of that point. They produce no noise on their own,
APC: 1, which you may spend reactively when an ally within but can visually look however you wish within the radius.
range is reduced to 0 HP. On each of your turns after you cast this spell, you may
SPC: 3 spend 1 AP to maintain the images or move the images up
Range: 20 ft to 30 ft in a direction of your choice. During this movement,
Requirements: Verbal, Visual whether your illusory creation appears to be a single image
Duration: Instantaneous or several, they must always remain within a 10 ft radius of
Your ally that was reduced to 0 HP regains 1 HP. a single focal point.
Upcharge: +20 ft range per +3 SP. If you are ever more than 80 ft from the focal point of
the images, then the spell ends. If you do not spend 1 AP to
L A U R E L O F S TA R S
maintain or move the images, then the spell ends.
Divine Spell, Invocation
APC: 6 MINOR BLESSING
SPC: 24 Divine Spell, Enchanting
Range: Self APC: 4
Requirements: Verbal, Gesture SPC: 4
Duration: Up to 10 minutes Range: 40 ft
When you complete the casting of this spell, twelve Requirements: Visual, Verbal, Gesture
miniature stars burst alight around you, orbiting your head. Duration: Up to 1 minute
The stars shed bright light for 10 ft and dim light for an Choose three creatures within range. Until the end of your
additional 10 ft. For every three stars around you, you gain next turn, those creatures gain a +2 bonus on their skill
+1 to all of your defenses. checks.
While you still have stars orbiting you, you may spend 1 On your subsequent turn, you may spend 1 AP to extend
AP to hurl one of your stars up to 80 ft at a creature of your the effects of this spell until the end of your next turn. You
choice. Make a magic attack targeting a creature’s REF on a may keep doing this to a maximum of 1 minute.
hit, they take 1d10 radiant damage Upcharge: +1 target per +2 SP.
Upcharge: You may spend +6 SP to cause the spell to also
L E V I TAT I O N
affect attack rolls.
Divine spell, Altering
APC: 3 M I R AC L E
SPC: 32 Divine Spell, Altering, Conjuring 10
Range: 20 ft APC: 30
Requirements: Visual, Gesture SPC: 150
Duration: Up to 1 minute Range: Indefinite
You and a number of creatures of your choice no greater Requires: Verbal, Gesture
than your magic attribute levitate into the air. You and each Duration: Instantaneous
creature that you choose rise up to 20 ft directly up, and up When you complete the casting of this spell, you may choose
to 5 ft in one horizontal direction of your choice, all moving any spell from any of the five Sources of Magic that costs
the same distance. Creatures affected by this spell have a 70 or fewer SP. You immediately cast that spell without
Speed of 0 and cannot move of their own volition. However, spending additional SP.
they can spend 2 AP on their turn to make a CHA attack vs Alternatively, you may rewrite the course of world events
your WILL; if they succeed, then they escape the effects of in a manner your Diety would approve of. You may not
this spell. travel back in time or undo any events that have already
This lasts until the end of your next turn, but you may happened, but may cause immediate and irrevocable change
spend 3 additional AP on your next turn to extend the regarding current events. You may make one such change.
effects to your subsequent turn, up to a total of 1 minute. This includes but is not limited to:
• Changing the physical makeup of a continent:
LIGHT AND SHADOW
rearranging, adding, or removing mountain ranges,
Divine Spell, Illusory
deserts, forests, rivers, coastlines, and the like
APC: 3
• Destroying a moon
SPC: 2
• Rearranging the distribution of minerals and raw
Range: 80 ft
resources in the world, changing the material and
Requirements: Visual, Gesture
diplomatic value of various nations and organizations
Duration: Up to 1 minute
• Causing an army’s or a city’s weapons to rust and
Pick a point within range for which you have Line of Effect.
foodstuffs to rot
By manipulating light and shadows, you can create one

244 C hapter 4 | M agic


• Changing the cosmic planescape by making some planes ORDER
closer to or farther from one another than they were Divine Spell, Enchanting
before APC: 6
• Teleporting the entire population of a planet into a SPC: 24
different plane, or the entire population of a different Range: 60 ft
plane onto a planet Requirements: Verbal, Visual
• Causing a leading international figure to mysteriously Duration: Instantaneous
drop dead All creatures within range lose all of the following
• Making a nation or international coalition change their Conditions: Affinity, Burning, Charmed, Dazed,
stance on a particular policy; this might start a war, end Demoralized, Enthralled, Grounded, Helpless, Focused,
a war, or change the trajectory Frightened, Freezing, Paralyzed, Phobic, Prone, Protected,
• Changing the orbit of the planet, completely altering Rallied, Shaken, Sickened, Slowed, Staggered, and Stunned.
seasonal weather patterns and potentially destroying Additionally, you and all allied creatures within range can
the world if its orbit draws too close to the sun move 5 ft for free.
If you use this spell to create a custom effect as opposed Sacrament: If you use a diamond worth 100 sc as part
to replicating the effects of another spell, then you become of this spell, then you may choose a number of creatures
Shaken for the rest of your life and can never cast this spell within range equal to or less than your magic attribute. Those
again. This form of the Shaken condition cannot be removed creatures do not gain any benefit from this spell.
by any means.
R A D I A N C E O F T H E DAW N
M I R AC U L O U S L U C K Divine Spell, Evoking
Divine Spell, Altering APC: 6
APC: 1, which you may spend reactively when a creature SPC: 20
within range hits another creature within range with an Range: 60 ft cone
attack Requirements: Gesture, Line of Effect
SPC: 20 Duration: 1 round (until the end of your next turn)
Range: 80 ft All magical and nonmagical darkness within range is
Requirements: Visual immediately dispelled, and all invisible creatures within the
Duration: Instantaneous radius become visible for the duration. Furthermore, for
The attack that triggered this spell changes from a hit to a the duration of the spell, the area is considered to be bright
miss or from a Crit to a normal hit. light.
M I R AC U L O U S W O R D Make a magic attack roll against each creature in the area,
Divine Spell, Altering targeting their AWR. If you hit, creatures take 3d10 radiant
APC: 6 damage and are Blinded for the duration; if you miss, they
SPC: 60 take ½ damage and are not blinded.
Range: Sight Sacrament: If you spend 40 sc worth of incense as part of
Requirements: Gesture, Visual casting this spell, then the light remains for 5 minutes.
Duration: Instantaneous RADIANT WORD
You cause tremendous change to immediately take effect. Divine Spell, Evoking
You may choose any Spell from any of the five Sources of APC: 4
magic that costs 40 or fewer SP. You immediately cast that SPC: 30
spell without spending additional SP. Range: 120 ft
Alternatively, you may impose a substantial but reasonable Requirements: Verbal
change on the weather, natural terrain, or a nonliving object Duration: Instantaneous
or structure within range. Examples include but are not By uttering a word of power, you bolster your allies and
limited to: devastate your enemies simultaneously.
• Changing the day from stormy to sunny Choose a number of creatures within range equal to
• Causing stars to shine visibly even during the day or less than your magic attribute. Each of these creatures
• Removing thick mist from a region regains 3d10 hit points.
• Magically reinforcing a stone wall, boosting its DT Then choose a number of creatures within range equal to
• Causing the axles of wagons in an enemy encampment or less than your magic attribute and make a magic attack
to all snap against each of them, targeting FORT. They take 3d10
You may suggest additional effects that this Spell might radiant damage on a hit, and ½ as much on a miss.
allow, and your MC will adjudicate if and to what extent such
effects are viable.

C hapter 4 | M agic 245


R E FO C U S in a line. Make a magic attack against each creature
Divine Spell, Warding within 5 ft of that line, targeting their REF. You deal 2d10
APC: 2 radiant damage on a hit, and ½ as much on a miss.
SPC: 5 At the end of the duration, you may spend another 5 SP
Range: 30 ft to extend the duration by another minute. Extending the
Requirements: Verbal, Gesture spell in this way costs no AP. You may extend the spell up to
Duration: Instantaneous a total of 5 minutes.
Remove one of the following conditions from a creature Sacrament: If you use a diamond worth at least 200 sc
within range: Broken, Charmed, Dazed, Demoralized, as part of the spell, then it automatically lasts for 5 minutes
Enthralled, Grounded, Helpless, Focused, Frightened, without you manually needing to extend it.
Phobic, Rallied, Shaken, or Staggered, Stunned, or Taunted. SEE INVISIBILITY
Upcharge: You may pour more magic into this spell to Divine Spell, Divining, Conjuring 6
increase its potency. When you cast this spell, you may remove APC: 24
one additional condition - from the same creature or a different SPC: 12
creature within range - for each additional 3 SP that you spend. Range: Touch
R E V I TA L I Z E Requirements: Gesture
Divine Spell, Necromancy, Sacrament, Conjuring 3 Duration: 10 minutes
APC: 15 One creature that you touch gains the ability to see invisible
SPC: 5 creatures for the duration. Additionally, the creature is
Range: Touch aware when it is looking at a creature that has magically
Requirements: Visual, Verbal, Gesture altered its form using the Divine, Primal, or Psionic Source,
Duration: Instantaneous though it cannot see the creature’s true form.
Upon spending all of the required AP, you touch one S H I N I N G B O LT
creature. That creature removes one Death Point. Divine Spell, Evoking
Upcharge: For every 5 additional SP that you spend, you can APC: 2
remove 1 additional Death Point. SPC: 5
Sacrament: If you use a ruby worth at least 60 sc as part of Range: 80 ft
the spell, you may ignore the Conjuring tag and cast the spell Requirements: Visual, Gesture, Line of Effect
for 2 AP. Duration: Instantaneous
S A LVAT I O N Launch a bolt of searing energy at an enemy within range.
Divine Spell, Necromancy Make a magic attack against their armor. Deal 3d6 radiant
APC: 1 damage on a hit. On a miss, you do not expend your SP.
SPC: 80 Upcharge: +1d6 per +3 SP.
Range: 300 ft SHIELD OF DIVINITY
Requirements: Visual, Verbal, Gesture Divine Spell, Warding
Duration: Instantaneous APC: 1, which you can take reactively in response to being
One creature of your choice removes all of their Death attacked
Points and regains up to 100 hit points (not exceeding SPC: 4
their maximum HP). For the next 10 minutes, all of that Range: Self
creature’s defenses increase by +12. They lose these Requirements: Gesture
defenses when they deal damage to another creature. Increase all of your defenses by +2 until the start of your
SEARING RADIANCE next turn.
Divine Spell, Evoking, Conjuring 3 Upcharge: +1 to defenses per +3 SP, to a maximum of an
APC: 15 added +3 to defenses.
SPC: 20 S TA R L I G H T N E B U L A
Range: Self Function: Invocation
Requirements: Verbal, Gesture APC: 4
Duration: 1 to 5 minutes SPC: 12
Upon completion of the casting, searing light pours from Range: 80 ft
your body. For 1 minute, you shed bright light from yourself Requirements: Verbal, Gesture
in a 20 ft radius and dim light for another 20 ft. Duration: Instantaneous
Additionally, for the next minute, you may radiate light By generating curative starlight, you regain 1d8 HP.
out from you in a concentrated line. On your turn, you may Then make a magic roll; if you roll a 10 or higher, then one
spend 2 AP to shoot a bolt of light up to 40 ft away from you creature within range also regains 1d8 HP. If you hit, make
another magic attack roll, increasing the threshold by +2 (to
246 C hapter 4 | M agic 12).
Repeat this process until you miss a magic roll (the difficulty
increases to 14, 16, etc) or until you run out of creatures
SCHOOLS OF
that you wish to target. You cannot heal the same creature
O C C U LT I S M
multiple times from a single instance of casting this spell. Practitioners of occult magic have different physical tells.
Because occult magic can be so individualized, casters
S Y M PAT H Y
that train themselves might have wildly unique outward
Divine spell, Divining
gestures, verbal recitations, or other expressions of magical
APC: 4
casting. Generally, occult magic involves some amount
SPC: 6
of stomping, clapping, or verbalizing, usually mixed
Range: 30 ft
with drawing glyphs, geometric designs, and the like on
Requirements: Visual
parchment or in the air. Some occult casters prefer to seek
Duration: 10 minutes
out mentorship from more experienced occultists in an
By gaining divine insight into a creature’s emotional state,
effort to mitigate the potentially negative effects of occult
you can better sympathize with them. For the duration,
magic.
when you make Awareness, Intellect, or Charisma checks
Two organizations are especially noteworthy, though there
related to interacting with the target of this spell, roll 2d20
are many others. Occult groups are usually small, regional,
and use whichever one is higher.
and secretive, but the Savants of the Pale and the Path of
WA L K O N WAT E R Ascendancy are international organizations.
Divine Spell, Altering, Conjuring 2
APC: 12 S AVA N T S O F T H E P A L E
SPC: 30
By focusing on the mystical mists of the Pale, the Savants
Range: 15 ft
of the Pale learn how to hide and obscure their tracks. They
Requirements: Verbal, Gesture
believe that this is of fundamental importance, because
Duration: up to 10 minutes
once they become experts at hiding their magical presence,
Designate any number of creatures within range. For the
they can steal more powerful abilities from gods and planar
duration, these creatures can walk on water as though it is
beings and escape undetected, free to use their newfound
solid ground.
powers however they please. Casters from this group are
notable for wearing deep, hooded cloaks and for casting
occult magic by singing strange, dissonant choral melodies.
O C C U LT S O U R C E
PA T H O F A S C E N D A N C Y
Through fell ritual and careful experimentation, occult The best-known occult school is the Path of Ascendancy.
casters can augment their Essence by pulling Essence Ascendants profess that anyone can become a god in their
directly from planar entities. This is dangerous - if these own right if they try hard enough and are willing to sacrifice
entities become aware of the theft, they can be powerful enough. One of the requirements for new initiates in the
enemies - but if they do not notice, the power becomes the Path to advance in rank is for them to bring in additional
cultist’s to do with as they see fit. This augmentation of new initiates. Ascendants cast their magic by drawing
one’s Essence through tapping into the Essence of others is intricate, beautifully complex geometric shapes. Many
the heart of the Occult Source. Ascendants get these shapes tattooed on themselves as signs
of rank, belonging, and power.
THE TOLL OF The Great Ascendant is the leader of the Path. Although
O C C U LT I S M once human, he has undergone so many permanent
transformations that he now looks like an archfiend. He has
The draw of occultism is great: by manipulating one’s own
goat legs, huge claws, cat eyes, ram horns, a snake’s tongue
essence, one’s own soul, a caster is beholden to nobody but
and fangs, and enormous bat wings. Every inch of once-
themself. But this extreme individualism comes with dire
human flesh has been burned and branded so many times
threat: it is easy to overreach. A caster might lose themself
that it’s as tough as leather and as red as raw meat. His skin
to dark rituals, so focused on altering their soul that they
is also covered in geometric tattoos that are never quite
become unrecognizable to who they were before they made
symmetrical.
such augmentations.
Alternatively, one might draw so much power from a
powerful planar entity that the entity becomes aware of the
attempts to siphon power. Generally, these powerful beings
will not retaliate beyond causing a spell, ritual, or chant to
backfire, but occasionally a being of great power might hold
a grudge against the caster or try to force the caster into
their service. C hapter 4 | M agic 247
be extended if you spend a smaller amount of AP on
O C C U LT I S M A N D subsequent rounds, but these spells still have a maximum
PERSONALITY duration. If you neglect to spend the required Incantation
As an occult caster draws more and more power into AP at any point on subsequent turns, then the spell ends;
themselves and alters their own soul with ever greater you must spend SP again to recast the spell if you wish to
abandon, they might undergo profound personality changes. renew the effects.
In all but the rarest of cases, these personality changes are This might look like: Incantation (1 AP; max 10 minutes)
a negative transformation. Whatever a caster’s greatest vice - this means that after you initially cast the spell, you must
prior to dabbling in occultism, it is likely to get accentuated. spend 1 AP on your next turn if you want to keep the spell
Power-hungry casters grow lustful for absolute power. going. If you keep the spell going for 10 minutes, then it
Greedy casters become miserly copper-pinchers. Gluttonous expires at that point.
casters might become wildly and destructively hedonistic.
R I T UA L I Z E
Casters that stay in touch with their positive emotions
This tag means that the spell can be cast as a ritual, which
can stave off the worst of these changes. Keeping a strong
does not expend SP. Each spell with an incantation tag will
circle of friends around you and pursuing a wide variety
specify how many times it can be used as a ritual, and when
of wholesome activities makes you less susceptible to the
you regain the ability to do so.
corrupting nature of occult magic.
DA R K P O W E R
R E L AT I O N S H I P W I T H Dark Power is a tag attached to certain chants, rituals, and
DIVINITY spells. These magical abilities come with a risk of being
temporarily or permanently altered or corrupted in some
Occult casters often steal power from divine beings, but
way, specified within each ability.
do not confuse this with divine magic. While divine casters
enter into carefully negotiated contracts with their patron
deities, or they are rewarded for devout worship with
O C C U LT TA L E N T
magical favors, occult casters have no form of covenant with S TA C K
the deities from whom they draw power. A divine caster
I N I T I AT E O F T H E O C C U LT
might find it challenging to draw power from multiple gods
Occult, Magic Entry
if the gods don’t get along with one another, but an occult
Having augmented yourself with strange powers, you gain
caster has no such inhibitions, as the gods themselves are
the following benefits.
often unaware of the slivers of power that the occultist
Spell Points. If this is your first Magic Entry talent, gain 10
steals.
spell points. Otherwise, gain +5 SP. Each time you level up
and spend your talent point on a talent in the occult talent
O C C U LT M A G I C T Y P E S stack, you gain +5 maximum SP.
In addition to spells, occult casters might learn chants or Occult Power. Gain 1 Occult Power. Each time you level up
rituals. and spend your talent point on a talent in the occult talent
Chant. Chants cost no SP and you can use them as many stack, you gain +1 Occult Power.
times as you wish. Initiate. Gain access to the occult stack. Gain two talents
Ritual. Rituals take quite a long time to cast, and each from the occult talent stack. (You do not gain additional SP
ritual will specify how frequently you can cast it. or Occult Power from these selections.)
Occultism. Unless otherwise noted, your magic attribute
O C C U L T TA G S is CHA.

These tags are referenced by some occult magical abilities. O C C U LT C H A N T S


Occult Talent, Repeatable
O C C U LT P O W E R
Learn three occult chants.
Occult power is the total number of talent points you have
spent on occult talents as a result of leveling up, in addition O C C U LT M A G I C
to the number of talent points you have spent in certain Occult Talent, Repeatable
classes or stacks. These classes or stacks will specify that Learn two occult chants, two occult rituals, and one occult
they contribute to Occult Power. spell.

CURSE AND CHARM


Curse and Charm are tags that denote an effect that lingers
with its target for the magic’s duration, even if an effect
would normally dispel or suppress magic.
I N CA N TAT I O N
If a spell has the Incantation tag, the spell’s effects can
248 C hapter 4 | M agic
O C C U LT R I T UA L S This chant gets stronger when you have higher Occult Power:
Occult Talent, Repeatable Occult 4: +20 ft range.
Learn four occult rituals. Occult 7: +20 ft range.
Occult 13: You may attack one or two creatures within
O C C U LT S P E L L S
range, using the same attack roll against each creature’s LOG.
Occult Talent, Repeatable
Occult 19: +20 ft range.
Learn two occult spells.
Occult 23: +You may attack one, two, or three creatures
D A R K P O W E R S AVA N T within range.
Occult Talent, Repeatable
C U LT I C R E V E N G E
When you make a roll that could result in you suffering
Occult Chant, Enchanting, Charm
Dark Power, you reduce the highest possible Dark Power
APC: 1
number by 1 (e.g., from a roll of 1-5 to a roll of 1-4). A roll
Range: 20 ft
of 1 always triggers Dark Power.
Requires: Verbal, Visual, Line of Sight
D A R K P O W E R M A S T E RY Duration: 1 Round (end of target’s turn)
Occult Talent You or an allied creature of your choice within range
Prerequisites: Dark Power Savant 4x deals +2 damage on all attacks for the duration, or +4 if
Dark Power Savant can reduce your chances of Dark Power Bloodied.
to 0, even if you roll a 1. This chant gets stronger when you have higher Occult Power:
A R M O R O F DA R K N E S S Occult 4: +20 ft range.
Occult Talent Occult 7: +1 additional damage, or +2 additional damage
When on a plane of existence that has days and nights, if if Bloodied.
you Recoup and it is nighttime, gain Resist Energy 3 for the Occult 13: +20 ft range.
next 4 hours. Occult 19: +1 additional damage, or +2 additional damage
if Bloodied.
E S O T E R I C R I T UA L I S T
Occult 23: +1 additional damage, or +2 additional damage
Occult Talent, Repeatable
if Bloodied.
Choose a spell with the Ritualize tag. The first time you
cast that spell as a ritual after you Take a Rest, it does not ELDRITCH ORB
expend a use of the ritual. Chant, Evocation
APC: 3
REPURPOSE RADIANCE
Range: 80 ft
Occult Talent
Requires: Visual, Gesture
When on a plane of existence that has days and nights,
Duration: Instantaneous
if you Recoup and it is daytime, the next time you deal
Make a magic attack against a creature within range. On a
damage, add +1d10 fire damage.
hit, deal 1d8 necrotic damage.
U N H O LY R I T E S This chant gets stronger when you have higher Occult Power:
Occult Talent Occult 4: +20 ft range.
When you enter the space of a religious order, such as Occult 7: +20 ft range.
a temple, you may steal a sliver of power from one god Occult 13: The chant creates two beams; make two separate
associated with that temple. Your MC will choose a Divine attack and damage rolls. This can target the same or different
Icon from the cleric stack based on the relevant god; you creatures within range.
can use that Icon ability one time in the next 24 hours. (1/ Occult 19: +40 ft range.
Week) Occult 23: The chant creates three beams; make a third
attack and damage roll.
O C C U LT C H A N T S FO R K E D T O N G U E
BLIND Occult Chant, Enchantment, Dark Power
Occult Chant, Illusory, Dark Power APC: 4
APC: 3 Range: 60 ft
Range: 40 ft Requires: Verbal
Requires: Verbal, Visual Duration: 1 round
Duration: Instantaneous Make a magic attack against a creature, targeting their
Make a magic attack against a creature’s LOG. If you hit, WILL. On a hit, the creature is Charmed by you until the end
that creature is Blinded until the end of its next turn. of your next turn.
Dark Power: If you crit fail on the attack, then you are
blinded until the end of your next turn.

C hapter 4 | M agic 249


Dark Power: If you crit fail on the magic attack, your MIND TREMOR
tongue physically transforms into the purple, forked tongue Occult Chant, Enchanting, Dark Power
of a serpent. You suffer a -2 penalty to magic that has Verbal APC: 3
requirements, as well as to CHA checks made to persuade people Range: 40 ft
or gain information. This effect ends when you Recoup. Requires: Gesture, Verbal, Visual
This chant gets stronger when you have higher Occult Power: Duration: 1 round
Occult 4: +20 ft range. Make a magic attack against a creature’s LOG as you give
Occult 7: +20 ft range. them an aneurysm. On a hit, that creature takes 1d6 psychic
Occult 13: You may attack one or two creatures within damage and becomes Shaken until the end of your next
range. turn.
Occult 19: +20 ft range. Dark Power: On a crit fail, this chant hits you instead.
Occult 23: +You may attack one, two, or three creatures This chant gets stronger when you have higher Occult Power:
within range. Occult 4: +20 ft range.
IGNITE Occult 7: +20 ft range.
Chant, Evocation, Dark Power Occult 13: The creature also falls Prone.
APC: 3 Occult 19: +20 ft range.
Range: 40 ft Occult 23: +1d6 damage.
Requires: Verbal, Visual SHADOW KNIFE
Duration: 30 seconds (3 rounds) Occult Chant, Evoking
Make a magic attack against a creature within range. On APC: 3
a hit, the creature starts Burning (1d4). The creature can Range: 60 ft
spend 3 AP on its turn to extinguish the flames. Requires: Gesture, Visual, Line of Effect
Dark Power: If you crit fail on your magic attack, then the Duration: Instantaneous
spell hits you. After the flames recede, you are still left with Make a magic attack against a creature’s AR. On a hit, the
nasty, pus-oozing burns that fade to permanent scars after 1 creature takes 1d4 necrotic and 1d4 sharp damage.
week. This chant gets stronger when you have higher Occult Power:
This chant gets stronger when you have higher Occult Power: Occult 4: +20 ft range.
Occult 4: +20 ft range. Occult 7: +20 ft range.
Occult 7: Burning becomes 1d6. Occult 13: +1d4 necrotic.
Occult 13: +20 ft range. Occult 19: +20 ft range.
Occult 19: +20 ft range. Occult 23: +1d4 Sharp.
Occult 23: Burning becomes 1d8.
SICKENING GAZE
MESMERIZE Occult Chant, Enchanting, Dark Power, Curse
Occult Chant, Enchanting, Incantation (2 AP; max 1 minute) APC: 2
APC: 5 Range: 40 ft
Range: 40 ft Requires: Verbal, Visual, Line of Sight
Requires: Verbal, Visual, Line of Effect Duration: 1 round (end of creature’s turn)
Duration: Up to 1 minute Make a magic attack against a creature within range,
Make a magic attack against a creature’s WILL. If you hit, targeting their WILL. On a hit, the creature becomes
that creature is Charmed by you until the end of your Sickened for the extent of the curse.
next turn. While Charmed in this way, the creature cannot Dark Power: If you crit fail on your attack, then the chant
use AP to move. This chant ends early if Line of Effect is hits you.
interrupted. This chant gets stronger when you have higher Occult Power:
This chant gets stronger when you have higher Occult Power: Occult 4: +1d6 psychic damage.
Occult 4: +20 ft range. Occult 7: +20 ft range.
Occult 7: While Charmed in this way, the creature is also Occult 13: +20 ft range.
Shaken. Occult 19: +40 ft range.
Occult 13: +20 ft range. Occult 23: +1d6 Psychic damage.
Occult 19: While Charmed in this way, the creature is also
SONOROUS VOICE
Sickened.
Occult Chant, Illusory, Charm
Occult 23: +40 ft range.
APC: 4
Range: Touch
Requires: Gesture
Duration: 1 Minute
A creature’s voice is magnified threefold for the duration.
250 C hapter 4 | M agic
WITHERING GRASP Duration: 4 Hours
Occult Chant, Necromancy, Dark Power One willing creature (which can be yourself) that was the
APC: 2 subject of the ritual becomes supernaturally persuasive. For
Range: Touch the extent of the Charm, they gain the following special
Requires: Gesture attack:
Duration: Instantaneous APC: 5
Make a magic attack against a creature’s FORT. If you hit, To Hit: 1d20 + CHA. This cannot target a creature overtly
that creature takes 1d10 necrotic damage. hostile to you.
Dark Power: If you miss, you take the damage instead. Target: WILL
This chant gets stronger when you have higher Occult Power: Hit: The creature is Charmed for 1 minute.
Occult 13: +1d10 damage. Creatures are aware that they were magically Charmed once
Occult 23: If you Crit, the target gains Fatigue. the effect fades.
BLIGHT
O C C U LT R I T U A L S Ritual, Necromancy, Dark Power
Casting Time: 1 hour
A N I M AT E C O R P S E S
Recharge: 7 Days
Occult Ritual, Necromancy, Dark Power
Duration: Instantaneous
Casting Time: 1 hour, which can be part of Taking a Rest
When you cast this ritual, roll for Dark Power. Then, choose
Materials: Up to 3 corpses, and 250 sc worth of ruby dust
one specific plant that you touch, or choose all plant life
per corpse, which the ritual consumes
within a ½ mile radius of you. If you choose a single plant,
Recharge: Rest
then that plant cannot have a trunk larger in diameter than
Duration: Instantaneous
20 ft. Over the course of the next hour, that plant withers
Target up to three corpses as part of this ritual. Each corpse
rapidly until dead. If you choose all plant life within a ½
must have a majority of its torso and must have a head.
mile radius of you, then over the course of the next 24
You animate those corpses: they each become a skeleton
hours, all plant life in that radius withers. These plants do
or zombie (your choice for each corpse). They follow your
not die, but are malnourished as though they have gone
mental commands for 24 hours, at which point they become
without sufficient nutrients for months on end. Food-bearing
autonomous unless you reassert control over them.
plants in this radius cannot produce edible crops for the
If you cast this ritual and target one or more skeletons
next month.
or zombies that you have already animated using this
Dark Power: When you cast this ritual, make a Spellcasting
ritual, then you extend your control over them for another
check vs DC 20. On a fail, you gain Fatigue.
24 hours. Reasserting control over a skeleton or zombie
costs no ruby dust, as opposed to animating one for your BLOOD BOND
first time. If you do this on the same skeleton(s) and/ Ritual, Alchemy, Charm
or zombie(s) at least once per day for a year, then they Casting Time: 1 hour, which can be part of a Recoup or
permanently follow your commands without any further Taking a Rest
need of this ritual. Recharge: Rest
If a skeleton or zombie that you control dies, and you Duration: 4 Hours
animate it again using this ritual, it is no longer under your Choose two willing creatures (one of which can be you)
control and will act autonomously. when you cast this ritual. Both of those creatures take 1d4
Dark Power: You may attempt to raise a corpse without damage. For the extent of the Charm, whenever one of those
expending ruby dust. For the first corpse that you attempt to creatures takes damage, split the damage evenly between
raise in this way, make a Spellcasting check against DC 10. the two creatures. Additionally for the duration, whenever
All subsequent corpses that you attempt to raise in this way another creature attempts to Charm, Demoralize, Enthrall,
increase the DC by 4 cumulatively. This DC resets when you or Frighten either of the recipients of this ritual, then the
Take a Rest. Each time you succeed this DC, you raise a corpse. attacking creature must roll 2d20 and use the lower roll.
Each time you fail, you instead gain Fatigue. C H I L D O F DA R K N E S S
Upcharge: You may spend SP to raise more corpses or Ritual, Altering, Charm, Dark Power
reassert control over more corpses: +1 corpse per +10 SP. Casting Time: 1 hour, which can be part of a Recoup or
BEDEVILING COUNTENANCE Taking a Rest
Occult Ritual, Enchanting, Charm Recharge: Rest
Casting Time: 1 hour, which can be part of a Recoup or Duration: 2 Hours
Taking a Rest Make the Dark Power roll described below, then choose a
Materials: A bit of perfume willing creature (which can be yourself). For the duration,
Recharge: Rest its eyes burn with otherworldly blue light of unspeakable

C hapter 4 | M agic 2 51
malice, its skin becomes bone-white or pitch-black (your duration of the spell, chant, or invocation, after which point
choice), and its finger bones punch through the tips of its this curse resumes.
fingers, forming terrible, jagged claws. Dark Power: If your Ritual misses the target creature, it
For the extent of the charm, the affected creature gains afflicts you instead.
the following benefits:
CURSE OF WITHERING
• +5 Intimidating and +5 Sneaking (this can exceed Ritual, Necromancy, Curse, Dark Power
the normal cap of +20 to a skill) Prerequisites: Occult Power 13
• Darkvision 30 ft and can see in magical darkness Casting Time: 1 hour
within this range Recharge: 7 Days
• DR 3 / Primal and Psionic magic Duration: 7 Days
• Special Dark Claws attack, which counts as a natural You may make a magic attack against a creature of your
weapon: choice on the same plane of existence as you, targeting their
• Dark Claws: 3 AP, Reach 10 ft. STR or DEX Attribute. FORT.
Hit: 1d6 Slashing and 1d6 Necrotic. Your magic attack gains a modifier based on how familiar
Dark Power: Make a magic check vs a DC of 10 + your you are with the creature:
character level (max 30). If you fail, then the ritual still takes Have never met it: -20
effect as described, but you attract the attention of a fiend lord Have met it more than a month ago: -15
of the Black City of Durlossoth. If you crit fail, then you attract Have met it in the last month: -10
the attention of the Prince of Ruin, Sahrnulothon himself. Your Have met it in the last week: -5
MC will determine the consequences of such attention. Have met it in the last 24 hours: -2
CURSE OF TREMBLING Are currently in its presence: +0
Ritual, Necromancy, Curse, Dark Power Your magic attack also gains a modifier based on whether
Prerequisites: Occult Power 7 you have any of the creature’s personal effects:
Casting Time: 1 hour None: -5
Recharge: 7 Days Personal effect like clothing or a trinket: -0
Duration: 7 Days Physical part of the creature, such as hair, teeth, or a finger:
If you have not cast this curse in the last 7 days, you may +5
make a magic attack against a creature of your choice on the You have the creature itself: +10
same plane of existence as you, targeting their FORT. If you hit the creature, it is afflicted by your Curse of
Your magic attack gains a modifier based on how familiar Withering. The creature knows the nature of the curse but
you are with the creature: does not necessarily know that you are the caster. For the
Have never met it: -20 duration, each time it completes a Rest, it immediately gains
Have met it more than a month ago: -15 1 Death Point. Additionally, each time it completes a Rest,
Have met it in the last month: -10 it must make an END check against your WILL. If it fails, it
Have met it in the last week: -5 does not remove any of the Death Points it has gained over
Have met it in the last 24 hours: -2 the previous day.
Are currently in its presence: +0 Lesser Restoration and similar magic can remove this curse
Your magic attack also gains a modifier based on whether if the caster succeeds on a magic roll against a DC of your
you have any of the creature’s personal effects: Magic Attribute +10. The creature attempting this rolls 2d20,
None: -5 using the lower result.
Personal effect like clothing or a trinket: -0 Greater Restoration and similar magic can remove this
Physical part of the creature, such as hair, teeth, or a finger: curse automatically.
+5 Dark Power: If your Ritual misses the target creature, you
You have the creature itself: +10 suffer the full effects of the curse instead. Your skin permanently
Lesser Restoration and similar magic can remove this curse gains obvious deformities, such as pockmarks and permanent
if the caster succeeds on a magic roll against a DC of your bruises, reflecting your body’s state of degeneration.
Magic Attribute +10. The creature attempting this rolls 2d20,
D E AT H B O I L P L A G U E
using the lower result.
Occult Ritual, Necromancy, Dark Power
Greater Restoration and similar magic can remove this
Prerequisites: Occult 13
curse automatically.
Casting Time: 24 hours
If you hit the creature, it is afflicted by your Curse of
Materials: At least 5 rats and powdered bone from an
Trembling. For the extent of the curse, it is Shaken. It cannot
undead humanoid
remove this Shaken condition by any means other than spells,
Recharge: 1 Week
chants, and/or invocations from the Primal and/or Psionic
Upon completion of casting this ritual, designate one urban
source of magic. Such magic will suppress the effects for the
area within 5 miles of you. If it is a very large urban area

252 C hapter 4 | M agic


(such as a major city), you may choose to designate a with another dreaming creature.
specific neighborhood. That urban area suffers an outbreak Communicate: Choose a creature with whom you have
of the Deathboil Plague (see the MythCrafter’s Guide). You interacted in the past and with whom you have a friendly
gain Fatigue and are Sickened for 24 hours after you cast relationship. Provided that the creature in question is also
this ritual. When you cast this ritual, make a magic roll to sleeping, you may both converse for the duration. Both
determine if you are afflicted by Dark Power. creatures have the option to end this conversation at any
Dark Power: Make a magic roll against a DC determined by time. This Ritual ends early if either you or the target creature
your MC based upon the size of the urban area’s population: awakens.
Population DC Contemplate: If you have failed an INT check on a topic
Less than 1000 13 in the last 24 hours, then you may make a new check, rolling
1000 - 5,000 17 2d20 and use the higher of the two.
5,001 - 20,000 23 Explore: You can cast your consciousness about a
20,001 - 50,000 29 metaphysical facsimile of the physical world and the
50,001 - 100,000 31 planescape. If you have a specific destination in mind, make
100,001 - 500,000 37 a spellcasting roll. If you have been to this destination before,
More than 500,000 Impossible roll 2d20 and use the higher. Your MC will set the DC of this
If you fail, then you immediately contract the Deathboil check based on how close you are to the destination, if it is
Plague, and the ritual fails to take root in the urban area. on a different plane of existence, and if your current physical
and metaphysical state of body and soul lend you to easily
D E V I L’ S S I G H T
accessing that destination in your dreams. (Some typical
Ritual, Enchanting, Dark Power
benchmark DCs are provided below.) If you are not looking
Casting Time: 30 minutes, which can be part of a Recoup
for a specific destination, then your MC will narrate to you
Materials: A black onyx gem worth at least 200 sc, which
what you discover as your soul wanders the metaphysical
the spell consumes
world of dreams.
Recharge: Rest
Duration: 4 hours DC Destination
Choose one willing creature (which can be yourself) when 5 Your childhood home, provided you are on the
you cast this ritual. By siphoning power from an Archfiend same plane of existence
or an Exile living in Phlegmereth, you imbue that creature
10 A city center that you frequent and that is on
with the ability to see. For the duration, that creature gains
the same plane of existence
Darkvision 30 ft and can see in magical darkness. At any
point for the duration, the creature can improve their sight 15 Your childhood home if you are on a different
by spending 1 AP, gaining one of the following benefits until plane of existence
the end of their next turn: 20 A large city or famous landmark that you have
That creature can also ignore fog, smoke, mist, and never been to that is on your same plane of
similar atmospheric obscurants within 30 ft of it existence
That creature can see invisible creatures within 30 ft of it
25 A city center that you frequent and that is on a
That creature can magically tell when another creature
different plane of existence
within 30 ft of it is magically disguised or has its form
magically altered in some way, but cannot see the target 30 A specific nondescript area that has no
creature’s true form. distinguishing features on your same plane of
Dark Power: When you cast this ritual, roll 1d20. On a existence
roll of 5 or lower, the target creature instead becomes Blind for 35 A large city or famous landmark that you have
the duration, as the deity in question becomes aware of your never been to that is on a different plane of
attempted theft and punishes you for your transgressions. existence
D R E A M WA L K E R 40 A specific nondescript area that has no
Occult Ritual, Divining distinguishing features on a different plane of
Prerequisites: Occult 7 existence
Casting Time: 1 hour, which you can do while sleeping as D R U M S O F T H E WA R G O D
part of Taking a Rest Occult Ritual, Enchanting, Dark Power
Range: Special Casting Time: 30 minutes, which can be part of a Recoup
Requires: You must be sleeping to cast this Ritual Materials: A drum or some form of improvised percussive
Duration: Up to 1 hour instrument (such as clapping wooden blocks together or
You enter into a state of lucid dreaming through which you stamping your feet on rocks and logs)
can contemplate the workings of the world, explore the Recharge: Recoup
world and the planes beyond, or attempt to communicate

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Duration: 1 hour duration ends. During this time, you can cast your vision
You and up to six willing creatures that can hear you beyond your body, up to 1000 miles away from you. Your
become invigorated by vestiges of power siphoned from a extended eyesight is represented by an invisible, spectral
god of war. Each affected creature becomes Rallied for the pair of eyes from which you see. You can move your vision
duration. around throughout the duration, and your extended vision
Dark Power: When you cast this Ritual, roll 1d20. On a can move up to one hundred miles per minute. Any creature
roll of 5 or lower, you and all allied creatures that can hear that can detect magic can see these spectral eyes.
you become Shaken for the duration instead, as the deity in Dark Power: Once you finish the ritual, the MC rolls 1d20
question becomes aware of your attempted theft and punishes against your WILL. If you ended the ritual before its maximum
you for your transgressions. duration, the MC rolls 2d20 and uses whichever is higher. If the
MC hits your WILL, then your magic has attracted the attention
ENTICE
of Sarnulothon, the Prince of Ruin. You are Sickened for the
Occult Ritual, Enchanting, Charm
next 6 hours, and Sarnulothon might send emissaries to hunt
Prerequisites: Occult 13
you or to try to negotiate a deal with you.
Casting Time: 10 minutes
Materials: None HANDS OF FIRE
Recharge: Rest Occult Ritual, Evoking
Duration: 1 Day Casting Time: 10 minutes, which can be part of a Recoup
Casting this ritual requires you to be interacting with a or Rest
target creature in a meaningful way, such as talking with Materials: Flammable oils and 20 sc worth of incense,
them, dancing with them, or giving a public performance which the ritual consumes
that they are watching. When you complete the ritual, make Recharge: Recoup
a magic attack against that creature’s WILL. On a hit, that Duration: Indefinite
creature is Enthralled by you for the duration. They are Choose one creature that you touch as part of casting this
aware that they were magically influenced both during and ritual. At any point until you cast this ritual again, that
after the extent of the Charm. creature can activate the power of Aeshir by spending 1 AP.
Once activated, the creature gains special abilities for 10
FA L L E N P R O G E N Y
minutes, whereupon the ritual ends.
Occult Ritual, Summoning, Dark Power
The creature’s hands burst forth with flame. The flames
Prerequisites: Occult 19
shed bright light for 10 ft and dim light for 10 ft beyond
Casting Time: 1 hour, which can be part of a Recoup
that.
Materials: Iron, copper, and precious gems worth a total of
The creature is immune to damage from this fire, and may
at least 15,000 sc, which the ritual consumes
make a unique magical attack using this fire. If you hurl the
Recharge: 7 Days
fire as a thrown attack, a new flame immediately springs
Duration: Instantaneous
up in your hands. Once activated, this fire burns from the
Summon a creature with the Avadri tag. This creature can
creature’s hands for 10 minutes and cannot be extinguished
be Monster Level 15 or lower. When you summon it, make a
except by Primal or Psionic magic.
Dark Power roll.
Hands of Fire: 2 AP, Melee, Hand-and-a-Half, Thrown
Dark Power: Make a spellcasting roll against DC 15 + the
(Range 40 ft); +CHA vs FORT. Hit: 1d6+CHA fire damage.
ML of the creature that you summoned. If you succeed, then
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 unless Prerequisites: Occult 19
you mistreat it, but it will act of its own volition. If you fail, Casting Time: 1 hour, which can be part of a Recoup
then the creature is hostile towards you. It may immediately Materials: Iron, copper, and precious gems worth a total of
attack you, but it may still work with you if your goals align at least 15,000 sc, which the ritual consumes
with its own goals. Recharge: 7 Days
Duration: Instantaneous
GAZE OF A THOUSAND MILES
Summon a creature with the Celestial tag. This Celestial
Occult Ritual, Divining, Dark Power
is an Exile, sentenced to eternity in Inferno. As such, it is
Casting Time: 10 minutes, which can be part of a Recoup
selfish, cunning, malicious, and power-hungry. This creature
Materials: Blood and 2500 sc worth of incense, which the
can be Monster Level 15 or lower. When you summon it,
ritual consumes
make a Dark Power roll.
Recharge: 7 Days
Dark Power: Make a spellcasting roll against DC 15 +
Duration: Instantaneous
the monster level of the creature that you summoned. If you
Upon completing the ritual, you enter a trancelike state.
This state lasts until you end it or until the maximum succeed, then the creature is friendly to you and will follow
your nonverbal commands for a number of hours equal

254 C hapter 4 | M agic


to double your magic attribute. After this time, it remains Dark Power: Make a magic check against a DC determined
friendly towards you unless you mistreat it, but it will act of by your MC based upon the size of the urban area’s population:
its own volition. If you fail, then the creature is hostile towards Population DC
you. It may immediately attack you, but it may still work with Less than 1000 7
you if your goals align with its own goals. 1000 - 5,000 13
5,001 - 20,000 17
HORNS OF HELL
20,001 - 50,000 23
Occult Ritual, Altering, Charm, Dark Power
Prerequisites: Occult Tier 2 50,001 - 100,000 29
Casting Time: 30 minutes, which can be part of a Recoup or 100,001 - 500,000 31
Taking a Rest More than 500,000 37
Materials: A slaughtered and disemboweled goat If you fail, then you immediately contract the Boilplague as
Recharge: Take a Rest well as the urban area.
Duration: 4 Hours P L A N A R P O R TA L
Choose one willing creature (which can be yourself). That Occult Ritual, Altering
creature suffers agonizing pain, taking 1d10 psychic damage Prerequisites: Occult 24
and becoming Shaken for the next 10 minutes as enormous Casting Time: 30 minutes
horns sprout from their skull. If the creature already had Materials: 30,000 sc worth of gems befitting the plane
horns naturally (e.g., the creature is a satyr, minotaur, etc), to which you intend to travel, which the spell consumes
then they ignore this penalty. You choose the appearance (diamonds for the Iztari, sapphires for Avadria, emeralds for
of the horns. They might be ram horns, antlers, dragonlike the Everwilds, rubies for Inferno, amethyst for Order, citrine
horns, or something else. The creature can use its horns to for Chaos, onyx for the Celestial Sea, or pearl for the Pale)
make a devastating attack. Recharge: Recoup
Horns of Hell: 4 AP, Melee, Natural Weapon. +STR or Duration: 1 hour
DEX vs AR. Hit: 2d6+STR or DEX sharp damage, and the You open a portal into another plane of existence. The
creature falls prone if it is no more than one Size larger than portal is 20 ft wide and 20 ft tall. For the duration, creatures
you. on either plane of existence can freely enter the other plane
Dark Power: When you cast this ritual, make a magic by walking through the gateway and it remains open for the
roll. If you rolled lower than DC 10 + your character level duration.
(max 30), then the ritual goes poorly and the horns grow Opening such a gateway to the precise location you
misaligned. The creature is Shaken for the entire extent of the desire requires a great amount of skill. Make a Spellcasting
Charm. check (you may add the Arcana skill if you have it). Your
portal opens a number of miles away from your target
INSCRIPTION OF SHARPENING
destination equal to 40 - your roll (min 0). If you cast this
Occult Ritual, Alchemy
ritual on a planar portal you have already opened, then you
Casting Time: 30 minutes, which can be part of a Recoup
do not make this roll again, instead maintaining its current
or Rest
coordinates on the other plane.
Materials: A weapon that deals Sharp damage
Upcharge: You may close the portal early by spending 30
Recharge: Recoup
AP and 15 SP as though casting a spell with the Conjuring 10
Duration: 2 hours
property.
For the duration, the weapon that you inscribed gains a +1
to attack rolls and damage rolls. REFRACTION OF A THOUSAND SOU LS
Occult Ritual, Illusory
PLAGUE OF BOILS
Prerequisites: Occult 3
Occult Ritual, Altering, Dark Power
Casting Time: 10 minutes, which can be part of a Recoup or
Prerequisites: Occult 7
Taking a Rest
Casting Time: 12 hours
Materials: A gem worth at least 100 sc, which the ritual
Materials: Collection of scabs and beetles
consumes
Recharge: 1 Week
Recharge: Rest
Duration: Instantaneous
Duration: 1 hour
Upon completion of casting this ritual, designate one urban
For the duration, you fragment your soul and gain the
area within 5 miles of you. If it is a very large urban area
following benefits:
(such as a major city), you may choose to designate a
specific neighborhood. That urban area suffers an outbreak • You cannot be Charmed or Enthralled
of Boilplague (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

C hapter 4 | M agic 255


turn. While these illusions are active, and a creature SCRY
attacks you without using an AOE attack, it must roll Occult Ritual, Divining
2d20 and use the lower result. Prerequisites: Occult 13
• You can spend 1 AP to teleport up to 20 ft in any Casting Time: 1 hour, which can be part of a Recoup or
direction. If illusory duplicates are active at the time, Taking a Rest
they all teleport along with you. Materials: A large crystal, silvered mirror, or reflection pool,
R E G E N E R AT E any of which must be worth at least 10,000 sc but are not
Occult Ritual, Necromancy, Dark Power consumed
Prerequisites: Occult 19 Recharge: Rest
Casting Time: 1 hour, which can be part of a Recoup or Duration: Up to 10 minutes
Taking a Rest When you cast this spell, choose a location within 5 miles
Materials: A slaughtered animal, at least 50 sc worth of that you have physically been to in the last two weeks or
incense, and at least 5,000 sc worth of rubies, all of which that you have spent a great deal of time at (a minimum of
the spell consumes 1 month) in the past. You can see and hear events currently
Recharge: 7 Days happening in that location.
Duration: Instantaneous Creatures with magical awareness might detect your
Touch one creature with one or more missing limbs; it presence. When your consciousness is projected in this
regrows one limb. Make a dark power roll. fashion, a spectral, invisible visage of your face might be
Dark Power: Roll 1d20. If you roll a 5 or lower, then the seen by creatures capable of seeing invisibility or detecting
limb that regrows looks completely wrong for the body. It magic.
might look like bones, a tentacle, or be bright red or some If an area is protected from Divining magic by the Primal
other unusual color. Whatever its appearance, it still functions or Psionic sources, then you are unable to see or hear said
as intended, but its unusual appearance cannot be disguised, area. If, however, the area is protected from Divining magic
magically or otherwise, aside from completely covering it by the Arcane, Divine, or Occult sources, you may attempt
under clothing. to see into it by making a magic attack against the WILL of
the creature that cast the wards (or against a Difficulty set
S CA R L E T S I C K N E S S
by the MC if the magic occurred naturally). On a successful
Occult Ritual, Necromancy, Dark Power
attack, then you can see and hear the area, but depending
Prerequisites: Occult 23
on the specific anti-Divining spells in place, the original
Casting Time: 24 hours
caster of the wards might detect your presence. On a failed
Materials: A rotten corpse, a slaughtered animal, and a
attack, your attempt to see and hear the area fails.
gallon of fresh humanoid blood
Recharge: 1 Week SHADOW ARMOR
Make a magic attack against a creature of your choice Occult Ritual, Warding, Charm
within 5 miles of you, targeting their FORT. Casting Time: 1 hour, which can be part of a Recoup or Rest
Your magic attack gains a modifier based on how familiar Materials: A source of fire, such as a candle or campfire,
you are with the creature: and a darkened area allowing shadows to dance
Have never met it: -20 Recharge: Rest
Have met it more than a month ago: -15 Duration: 8 hours
Have met it in the last month: -10 Choose one willing creature (which can be yourself) that
Have met it in the last week: -5 remains in the area of dancing shadows for the duration of
Have met it in the last 24 hours: -2 the casting. That creature gains +1 to all of their defenses
Are currently in its presence: +0 for the duration. Additionally, while the creature is in dim
Your magic attack also gains a modifier based on whether light or darkness, it gains an additional +2 to its Mental
you have any of the creature’s personal effects: defenses and a +3 to the Sneaking Skill.
None: -5 SPLENDOR OF THE EXILES
Personal effect like clothing or a trinket: -0 Occult Ritual, Altering, Summoning, Charm, Dark Power
Physical part of the creature, such as hair, teeth, or a finger: Casting Time: 30 minutes
+5 Materials: Flammable oils, 100 sc worth of incense, and 1
You have the creature itself: +10 gallon of fresh humanoid blood, which the ritual consumes
Dark Power: If you hit the creature, it gains the Scarlet Recharge: Rest
Sickness disease. If you miss, then you gain the Scarlet Sickness Duration: 2 Hours
disease instead. Choose one willing creature (which can be yourself).
This creature draws upon the vast power of the Exiles
and undergoes a bodily transformation, sprouting black

256 C hapter 4 | M agic


feathered wings and sleek elegant horns. The creature’s If there is a strong wind, then they will instead expand by 5
irises also glow with hellish orange flames. Immediately ft every 10 seconds in the direction that the wind is blowing.
when the ritual is completed, the affected creature also If the fire is burning uphill, it will move an additional 5
summons three Humanoids of Monster Level 2 or lower, ft. Although sparked by magic, the fire itself is considered
which follow the creature’s unspoken commands for the nonmagical.
duration. These Humanoids also have the Fiend tag. If they The fire creates thick smoke in a radius three times as
are still alive at the end of the ritual’s duration, then they wide as the radius of the fire. Smoke imposes the Concealed
become autonomous. condition on all creatures within it. Additionally, creatures
For the extent of the Charm, the affected creature gains that begin their turn in Smoke must make an END check
the following benefits:Fly speed equal to its walking speed against a DC of 10 + your magic attribute. If they fail, then
• STR and CHA both increase by 2; this can exceed the they suffer a condition; if they already had that condition,
Attribute Cap then they gain an additional condition on top of any previous
• Resist 5 Fire, Necrotic, and Radiant effects:
• DR 3/Primal or Psionic • Shaken until outside the radius of smoke
Dark Power: When you cast this ritual, roll 1d20. On a roll • Sickened until outside the radius of smoke
of 5 or lower, the target creature also takes 4d10 Fire damage • Fatigued
as the Exiles punish you for your imprudence, and the creature • Slowed until outside the radius of smoke
cannot summon any Fiends. The creature still retains the other • Suffocating until outside the radius of smoke
benefits of the ritual. A creature that starts their turn in the fire or moves into it
for the first time on a turn must make an END check against a
SUMMON FIEND
DC of 10 + your magic attribute. That creature takes 2d8 Fire
Occult Ritual, Summoning, Dark Power
damage if they fail the check, and ½ damage if they succeed.
Prerequisites: Occult 19
Fire created from this Ritual will burn until extinguished
Casting Time: 1 hour, which can be part of a Recoup
through magical or mundane means or until it runs out of
Materials: Iron, copper, and precious gems worth a total of
natural fuel.
at least 15,000 sc, which the ritual consumes
Dark Power: When you cast this Ritual, make a Spellcasting
Recharge: 7 Days
check against a DC of 10 + double your character level. If you
Duration: Instantaneous
succeed, you cast the ritual as intended. If you Crit, you also
Summon a creature with the Fiend tag. This creature can be
summon a Fire elemental, which appears in the center of one
Monster Level 15 or lower. When you summon it, make a
of the fires of your choice and is hostile towards all creatures.
Dark Power roll.
If you fail, then one of the three fires originates in your space
Dark Power: Make a spellcasting roll against DC 15 +
(randomly determine which of the three fires is not cast where
the monster level of the creature that you summoned. If you
you intended it). If you fail by 10 or more, you summon a Fire
succeed, then the creature is friendly to you and will follow
Elemental, which appears in an unoccupied space within 10 ft
your nonverbal commands for a number of hours equal to
of you and is hostile towards you and your allies.
double your magic attribute. After this time, it remains friendly
towards you unless you mistreat it, but it will act of its own UNDO CURSE
volition. If you fail, then the creature is hostile towards you. It Occult Ritual, Warding, Dark Power
may immediately attack you, but it may still work with you if Casting Time: 1 Hour
your goals align with its own goals. Materials: Smelling salts, incense, 400 sc worth of rubies
and sapphires, and 1 gallon of fresh blood, all of which are
SUMMON HELLFIRE
consumed in the ritual
Occult Ritual, Evoking, Dark Power
Recharge: 7 Days
Prerequisites: Occult 13
Duration: Instantaneous
Casting Time: 1 hour
You draw a harmful ailment or possession out of a creature
Range: Sight
that you touch. That creature removes all conditions of
Materials: 1 gallon of fresh humanoid blood, fresh cut
your choice (including any number of death points. It also
timber, and a slaughtered animal
removes all curses and diseases affecting the creature and
Recharge: 7 Days
ends any possessions.
Duration: Instantaneous
Dark Power: Make a magic roll. If you roll lower than
Choose up to three points within range. All areas within a
18, then any creatures that were possessing your target now
10 ft radius of each of those three points immediately burst
possess you. If you roll lower than 9, then you gain any curses
into flame. Each of the fires operate using the following
and diseases that were affecting your target.
principles. Once they touch each other, they continue to
operate in this way but only count as a single fire.
Any flammable materials that are not being worn or carried
catch fire. These fires will expand by 5 ft every 30 seconds.

C hapter 4 | M agic 257


WA R D I N G P E N TA G R A M Charm, that creature’s STR increases by 2 (which can exceed
Occult Ritual, Warding its Attribute Cap), and it gains a +4 bonus to FORT.
Casting Time: 10 minutes CLOT
Materials: 1 gallon of fresh humanoid blood and at least 50 Occult Spell, Necromancy, Dark Power, Conjuring 10
sc worth of incense and candles, which the ritual consumes APC: 30
Recharge: Recoup SPC: 50
Duration: Indefinite Range: 200 ft
By tracing a star within a circle, you create a warding Requirements: Gesture, Visual
pentagram. The pentagram can be as small as 5 ft in Duration: Instantaneous
diameter to as large as 30 ft in diameter. You may choose, You cause an enormous clot to form inside a creature’s
upon casting the pentagram, whether it is visible or major arterial pathway.
invisible. The pentagram remains until you cast it again or Make a magic attack against the target’s FORT. If you hit,
travel more than 10 miles away from it. roll 10d10; if this roll is greater than the creature’s current
At any point while the pentagram is in place, you may HP, then the creature falls unconscious. If this roll is less
spend 3 AP to activate it or deactivate it. When it is not than the creature’s current HP, the creature instead becomes
active, any creature can move through the pentagram’s Helpless until the end of your next turn.
perimeter unhindered. Dark Power: If you miss the creature and roll 5 or lower on
When it is active, the pentagram’s perimeter is an invisible your d20 roll, then this spell affects you instead.
force field that blocks line of effect and through which
CLOVEN STEP
creatures cannot physically move. Any attempts to cast
Spell, Alteration, Conjure 1, Charm, Dark Power, Ritualize
Arcane, Divine, or Occult magic while in the pentagram
APC: 5
immediately fail. If a creature inside the pentagram attempts
SPC: 10
to cast Primal or Psionic magic, it must first roll a magic
Range: Touch
attack against your WILL; if it hits, then it can cast its spell.
Requirements: Verbal, Gesture
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 Energy (Psychic) damage unless it
Range: 60 ft already had goat legs or goatlike legs (such as being a satyr,
Requirements: Verbal, Visual minotaur, or already being under the transformative effects
Duration: 1 Hour of this spell 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.
spellcasting roll against a DC of 10 + your magic attribute. • It takes 0 AP to stand from prone.
If they succeed, they can cast the spell; if they fail, they do • Difficult Terrain does not slow the creature’s movement.
not cast the spell. They still lose the AP, but not the SP, that Upcharge: You may spend more SP on this spell to decrease
went into 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
Requirements: 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 you cast this spell as a ritual, it takes 30 minutes
increase a creature’s physical might.
to cast, but you ignore the Dark Power effect. You can cast this
Choose one willing creature (Which can be yourself) that
spell as a ritual once, regaining the ability to do so upon Resting.
you touch when you conjure this Spell. For the extent of the

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C O N E O F D E CAY • The creature is Shaken.
Occult Spell, Necromancy, Incantation (2 AP; max 5 minutes) • When the creature attempts to Take a Rest, it must
APC: 5 make an INT check against DC 10 + your magic
SPC: 40 attribute. If it fails, then it gains the benefits of a Recoup
Range: Self (40 ft cone) but not of Taking a Rest.
Requirements: Gesture, Verbal • The creature is Phobic of smiling and takes 1d6 psychic
Duration: Up to 5 minutes damage whenever this phobia activates.
All inanimate plant life in the area immediately withers. If another creature witnesses the death of the affected
If you incant the Spell for its maximum duration, then all creature, then the curse transmits to the new creature unless
inanimate plant life in the area dies unless its trunk is larger there were additional witnesses.
than 30 ft in diameter, in which case it remains withered Dark Power: If you miss your initial attack and roll a 5 or
from malnutrition. When you cast this spell, and at the start lower, then the curse affects you instead of the target creature.
of each of your turns while Incanting, make a magic attack Ritualize: If casting this spell as a ritual, the casting takes
against the FORT of each creature in the area. On a hit, a 10 minutes. It costs no SP when cast as a ritual. When cast as
creature takes 3d10 Necrotic damage. On a miss, a creature a ritual, there is no risk of Dark Power, but if the spell fails you
takes ½ damage. On a crit, a creature also gains Fatigue. still lose your SP.
If you move, either willingly or otherwise, while incanting FRACTURE
this spell, the spell ends. Occult Spell, Necromancy, Dark Power, Conjuring 5
Upcharge: +10 ft to the cone per +10 SP. APC: 20
DA RK NESS SPC: 50
Occult Spell, Illusory, Incantation (1 AP; max 1 hour), Range: 100 ft
Ritualize Requirements: Gesture, Visual
APC: 3 Duration: Instantaneous
SPC: 8 Make a magic attack against a creature’s FORT. If you hit,
Range: 600 ft that creature suffers a broken bone. If you rolled 5 or more
Requirements: Gesture, Line of Effect higher than their FORT, you can choose which bone breaks;
Duration: Up to 1 hour otherwise, roll 1d6 to determine which bone breaks (see the
Choose a point within range. Magical darkness swirls out MythCrafter’s Guide for rules on broken bones). Regardless,
from that point in a 20 ft radius. It spreads around corners the creature takes 5d6 Sharp damage.
but is limited by any physical barrier like a pane of glass 1. Leg
or a magical force field. For the duration, this darkness 2-3. Arm
is considered magical; mundane light sources are not 4-6. Rib
extinguished but shed no light while in this area, and Divine magic cannot repair a bone broken from this spell.
nonmagical vision is insufficient to see anything in the area. Dark Power: If you miss the creature and roll 5 or lower
If a creature attempts to magically see using the Arcane on your d20 roll, then the spell hits you (roll 1d6 to determine
Source or Divine Source, make a magic attack against their which bone breaks).
ANT. On a hit, the spell fails and they still expend their SP. GRASP OF BONES
Upcharge: +5 ft per +2 SP. Occult Spell, Summoning, Incantation (2 AP; max 10
Ritualize: If casting this spell as a ritual, the casting takes 30 minutes), Dark Power
minutes. It costs no SP initially when cast as a ritual, but you APC: 3
must spend SP if you wish to upcharge it. Once completed, the SPC: 12
darkness lasts for the full duration without any need to Incant Range: 60 ft
This spell can be cast as a ritual once, and you regain the ability Requirements: Gesture, Visual
to cast it upon Recouping. Duration: Up to 10 minutes
DA RK SMILE When you cast this spell, or when you Incant to extend its
Occult Spell, Enchantment, Curse, Dark Power, Ritualize dhen you cast this spell, or when you Incant to extend its
APC: 8 duration, make a magic attack against a creature in range.
SPC: 60 On a hit, an enormous skeletal hand bursts forth from the
Range: Sight ground and grabs the target. The target takes 1d12 Energy
Requirements: Visual (Necrotic) damage and is Restrained if you hit, and takes ½
Duration: Instantaneous damage and is not Restrained if you miss. The Restrained
After smiling at a creature, make a magic attack against condition ends automatically if you target a new creature
their LOG. If you hit, then that creature becomes cursed. For with this spell. Otherwise, the creature must beat your
the extent of the curse, the creature suffers from extreme Spellcasting bonus +10 to escape.
paranoia, resulting in the following effects:
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If that creature is Restrained by this spell already, roll Duration: Up to 2 Minutes
2d20 and use whichever one is higher when making the One creature of your choice becomes hexed for the duration.
attack During this time, whenever it takes Sharp damage, it takes
Dark Power: If you crit fail on an attack with this spell, you additional damage equal to your magic attribute.
take 1d12 necrotic damage as a skeletal hand grasps at you.
HEX OF LETHARGY
HELLFIRE Occult Ritual, Enchanting, Incantation (1 AP; up to 1 minute)
Occult Spell, Evoking, Dark Power, Conjuring 10 APC: 4
APC: 30 SPC: 12
SPC: 100 Range: 60 ft
Range: Sight Requirements: Verbal, Visual, Gesture
Requirements: Verbal, Visual, Gesture Duration: Up to 1 minute
Duration: Instantaneous Make a magic attack against a creature, targeting their ANT.
Choose up to five points within range. The red flames of hell If you hit, that creature becomes Sickened for the duration.
explode outwards from those points in a 100 ft radius from When you take damage, you must immediately make this
each point. Each of the fires operate using the following attack again (without spending AP or SP); if you miss, then
principles. Once they touch each other, they continue to the spell ends.
operate in this way but only count as a single fire.
H E X O F L E V I TAT I O N
A fire elemental appears at the center of each fire. Such
Occult Spell, Altering
elementals are hostile to all creatures besides other fire
APC: 5
elementals.
SPC: 16
Any flammable materials that are not being worn or carried
Range: Touch
catch fire. These fires will expand by 5 ft every 30 seconds.
Requirements: Verbal, Gesture
If there is a strong wind, then they will instead expand by 5
Duration: 10 minutes
ft every 10 seconds in the direction that the wind is blowing.
A creature that you touch (which can be yourself) gains a fly
If the fire is burning uphill, it will move an additional 5
speed equal to its walking speed. However, moving upwards
ft. Although sparked by magic, the fire itself is considered
costs 2 ft of movement for every 1 ft that the creature
nonmagical.
actually moves.
The fire creates thick smoke in a radius three times as wide
as the radius of the fire. Smoke imposes the Concealed HEX OF TERROR
condition on all creatures within it. Additionally, creatures Occult Spell, Enchanting, Incantation (1 AP; max 1 minute)
that begin their turn in Smoke must make an END check APC: 3
against a DC of 10 + your magic attribute. If they fail, then SPC: 16
they suffer a condition; if they already had that condition, Range: 60 ft
then they gain an additional condition on top of any Requirements: Verbal, Visual
previous effects: Duration: Up to 1 minute
• Shaken until outside the radius of smoke Make a magic attack against a creature, targeting their
• Sickened until outside the radius of smoke WILL. If you hit, that creature becomes Broken for the
• Fatigued duration. When you take damage, you must immediately
• Slowed until outside the radius of smoke make this attack again (without spending AP or SP); if you
• Suffocating until outside the radius of smoke miss, then the spell ends.
A creature that starts their turn in the fire or moves into it Upcharge: +1 target creature per +8 SP; extending the
for the first time on a turn must make an END check against a Incantation costs 1 AP per creature.
DC of 10 + your magic attribute. That creature takes 4d8 Fire HEX OF THE UNSEEN
damage if they fail the check, and ½ damage if they succeed. Occult Spell, Illusory, Ritualize
A creature that crit fails this check also gains Burning (2d8). APC: 1
Dark Power: When you cast this spell, roll 1d20. If you roll 5 SPC: 8
or lower, you spontaneously combust. You immediately die, and Range: Touch
your soul burns to ashes and cannot be recovered or restored by Requirements: Verbal, Gesture
any means. Duration: Up to 1 hour
HEX OF HEMOPHILIA A creature that you touch becomes Invisible. They remain
Occult Spell, Necromancy, Incantation (1 AP; max 2 minutes) Invisible for up to the duration, but the effect ends early if
APC: 3 the creature makes an attack or uses magic.
SPC: 5 Ritualize: If you cast this spell as a ritual, it takes 20 minutes
Range: 60 ft and costs no SP. The effects of the spell are unchanged. You may
Requires: Gesture, Verbal, Visual cast this spell as a ritual a number of times equal to your magic
attribute, regaining all expended uses upon Resting.
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H E X O F T U M U LT SILENCE
Occult Spell, Enchanting, Incantation (1 AP; up to 1 minute) Occult Spell, Altering, Curse, Dark Power
APC: 3 APC: 3
SPC: 4 SPC: 12
Range: 60 ft Range: 60 ft
Requirements: Verbal, Visual, Gesture Requirements: Verbal, Visual
Duration: Up to 1 minute Duration: 10 minutes
Make a magic attack against a creature within range. If you Make a magic attack against one creature of your choice
hit, that creature becomes Shaken for the duration. When within range. On a hit, that creature’s mouth is stitched
you take damage, you must immediately make this attack together with its own flesh, and the creature becomes
again (without spending AP or SP); if you miss, then the unable to verbalize for the duration. If any creature attempts
spell ends. to dispel this magical effect using the Arcane or Divine
Source, they must roll 2d20 and use whichever is lower.
M I N O R A U G M E N TAT I O N
If they cannot overcome your WILL, then the spell is not
Spell, Enchanting, Incantation (1 AP; up to 1 minute)
dispelled and the contesting caster still expends their SP.
APC: 3
Dark Power: If you rolled a 1 or 2 on this attack, then it
SPC: 6
affects you instead.
Range: 30 ft
Requirements: Verbal, Visual, Gesture SILHOUETTE
Choose three creatures within range. Until the end of your Occult Spell, Illusory, Dark Power, Conjuring 5
next turn, those creatures gain a +2 bonus on their d20 APC: 10
rolls. SPC: 16
Upcharge: +1 creature per +2 SP. Range: Touch
Incantation: On your subsequent turn, you may spend 1 AP Components: Gesture, Verbal, Visual
to extend the effects of this spell until the end of your next turn. Duration: 1 hour
You may keep doing this to a maximum of 1 minute. Touch one willing creature (which can be yourself)
throughout the conjuring of this Spell. That creature and
S H A D O W T R AV E L
all its clothes and items that it is wearing/carrying become
Occult Spell, Altering, Ritualize, Conjuring 2
completely pitch-black, except for its eyes and teeth. For
APC: 10
the duration, the creature gains +10 to the Stealth and
SPC: 24
Intimidating skills. This can exceed a skill’s normal cap of
Range: Self (10 ft radius)
+20.
Requirements: Verbal, Gesture
Dark Power: When you finish Conjuring this Spell, roll
Duration: Instantaneous
1d20. If you roll a 5 or lower, then the spell’s appearance-
You can only cast this spell when standing in dim light,
altering effects become permanent. After the initial duration,
darkness, or a distinct shadow. You and each willing
the affected creature retains a +5 to its Stealth skill but does
creature within range teleport up 1 mile; you appear in the
not retain any benefit to its Intimidating skill. Rather, whenever
closest unoccupied space that is also in dim light, darkness,
it makes a CHA check to interact with someone, it must roll
or a distinct shadow that you are familiar with.
2d20 and use the lower.
Make a magic attack against yourself and each creature
When you cast this Spell again, targeting a creature
that traveled in this way. Creatures that are hit take 1d4
permanently affected by this spell’s Dark Power, the Spell’s
Energy (Necrotic) damage and are Sickened for 10 minutes.
permanent effects are suspended for the duration. Furthermore,
Upcharge: Double the distance per +5 SP (10 miles, 20
you may repeat the Dark Power roll; if you roll a 6 or higher,
miles, 40 miles, and so on).
the Spell’s permanent effects are not renewed.
Ritualize: If you cast this spell as a ritual, it takes 10 minutes
to cast but does not cost SP (upcharging still costs SP). You can WA R P S T E P
cast this spell as a ritual a number of times equal to your magic Occult Spell, Altering
attribute, regaining all expended uses upon Resting. APC: 1
SPC: 2
Range: Self
Components: Verbal, Visual
Duration: Instantaneous
Teleport up to 20 ft away to an unoccupied space.
Upcharge: +10 ft range per +2 SP.

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P R I M A L TA G S
P R I M A L S O U RC E These tags are referenced by some primal magic abilities.
E M O T I O N , N AT U R E , & W E AT H E R
The Fundamental Wellspring, having created both magic These are a set of three tags that reflect the aspect of the
and matter, is also responsible for the creation of the planes Everwilds that a given magical ability represents. Every
of existence. The Everwilds are a particularly chaotic primal magical ability has one of these tags. This has
soup of energy gone wild. As the archfae came about, no effect on the magical ability itself, but some talents
they encouraged the chaos, fanning the flames of magical reference these tags.
power in the Everwilds to run absolutely amok. It has self-
perpetuated itself and diffused over that particular plane
EXTRINSIC & INTRINSIC
These tags reflect whether a magical ability affects the world
of existence to the point where it is its own self-contained,
around you or simply bolsters your own abilities in some
self-propagating source of magic: the Primal Source.
way. Every primal magical ability has one of these tags.
This has no effect on the ability itself, but some talents will
THE EVERWILDS reference these tags.
The Everwilds is a plane of existence that was created by
PRIMAL POWER
the coalescence of ambient arcane magic. Because it has
Your Primal Power is the total number of talent points you
diffused and stabilized over many thousands of years, the
have spent on primal talents as a result of leveling up. Some
Primal Source is safer to access than tapping into the Arcane
classes or class stacks also grant you Primal Power; each
Source directly. Conversely, the Primal Source has fewer
class or stack will specify this.
applications than the Arcane Source.
The Everwilds are known for wildly dramatic weather PRIMAL TIER
patterns, nature runs absolutely rampant, and the whimsical Your Primal Tier increases at varying increments of Primal
and malevolent Archfae who make their home in this plane Power, as shown on the table below.
(basic information on the Archfae can be found in the Divine Primal Power Primal Tier
Source). A couple of the most notable groups that practice
1-2 1
Primal magic are noted below.
3-4 2
T H E S T O R M C O N C L AV E 5-7 3
The Storm Conclave are vengeful naturalists trying to 8-12 4
burn down society and return everyone to hunter-gatherer 13-20 5
lifestyles, the way that they believe nature intended. They
21+ 6
especially target international trading groups or popular
Your Primal Tier affects both your chants and your
routes utilized by intercity merchants, trying to destabilize
invocations. Chants gain power based on your Primal Tier,
the veins of modern living and return the world to its days
and if you know any invocations, then you may cast a number
of glory.
of invocations per day equal to your Primal Tier.

T H E H AV E N C O N C L AV E P R I M A L TA L E N T
The Haven Conclave are guides and sentinels. Their cloisters
offer shelter and solace from the storm. Their rangers and
S TA C K
oracles stand on the edges of the more depraved elements of WA R D E N O F T H E P R I M A L
wilderness, defending innocent humanoids and beasts alike Primal, Magic Entry
from unnatural threats. Others might offer their services as Having cultivated a connection to the energy of the
guides to merchants or adventuring parties struggling to Everwilds, you can cast Primal magic.
navigate a fearsome land. Spell Points. If this is your first Magic Entry talent, gain 10
spell points. Otherwise, gain +5 SP. Each time you level up
PRIMAL MAGIC TYPES and spend your talent point on a talent in the primal stack,
In addition to spells, primal casters can learn chants and gain +5 SP.
invocations. Primal Power. Gain 1 Primal Power. Each time you level up
Chant. Chants cost no SP and you can use them as many and spend your talent point on a talent in the primal talent
times as you wish. stack, you gain +1 Primal Power.
Invocation. If you know any invocations, you may cast Warden. Gain access to the primal talent stack. Gain
invocations a number of times equal to your Primal Tier. This two talents from the primal talent stack. (You do not gain
resets each time you Take a Rest. additional spell points from these selections, nor do they

262 C hapter 4 | M agic


count towards your Primal Power).
PR I M A L C H A N TS
Primeval Strength. Unless otherwise noted, your magic
attribute is AWR. ACID STREAM
PRIMAL CHANTS Primal Chant, Evoking, Extrinsic, Nature
Primal Talent APC: 2
Learn four primal chants. Range: 20 ft
Requirements: Verbal, Visual, Gesture, Line of Effect
P R I M A L I N VO CAT I O N S Duration: Instantaneous
Primal Talent
A sizzling line of acid spurts from your outstretched hand.
Learn two primal invocations.
Make a magic attack against the REF of a creature in
PRIMAL MAGIC range. If you hit, deal 1d6 corrosive damage.
Primal Talent When you cast this chant and are at a higher power tier, the
Learn three primal chants and two primal spells. chant becomes stronger:
PRIMAL SPELLS Tier 2: +You may attack a secondary target that is in a line
Primal Talent between you and the original target (make one attack roll and
Learn three primal spells. damage roll, comparing against each creature’s REF).
Tier 3: +20 ft range.
P R I M A L S U R V I VA L I S T Tier 4: Tier 2 ability becomes: You may attack all targets that
Primal Talent are in a line between you and the original target (make one
Gain +3 Skill Points, which you can spend on skills with the attack roll and damage roll, comparing against each creature’s
Survival tag. REF).
Learn two primal spells. Tier 5: +1d6 damage.
P R I M A L R E C OV E RY Tier 6: +20 ft range.
Primal Talent BLOOM
When Recouping, if you are in an area of unmitigated Primal Chant, Alchemy, Extrinsic, Nature
wilderness, regain a number of SP equal to your Primal Tier. APC: 3
(1/Rest) Range: 30 ft
P R I M A L R E C OV E RY I I Requirements: Gesture, Verbal
Primal Talent Duration: 1 minute
Prerequisite: Primal Recovery, Primal Power 5 You coax flora into blossoming in accordance with your will.
Primal Recovery becomes: Regain a number of SP equal to Choose one of the following effects:
your Primal Power. • A Medium or smaller plant blooms with flowers of a
kind appropriate to its physical makeup, of a color of
C U LT I VAT E D W I L D S
your choice.
Primal Talent
• A plant that is currently bearing fruit, nuts, or other
Prerequisite: Primal Recovery II
edible contents smells sweeter, and its goods look more
Incompatible: Everwilds Affinity
appealing.
You may use your Primal Recovery ability even if you are
• You can immediately change the flavor of food or drink.
not in unmitigated wilderness. So long as you are outdoors
• Create a harmless pleasant scent or foul odor.
in an area that is predominantly nature, such as a garden or
• A mechanically negligible breeze stirs for a brief
park, you can still use this ability.
moment.
EVERWILDS AFFINITY • Pollinator insects flutter around you if the environment
Primal Talent sustains them.
Prerequisite: Primal Recovery II The effect lasts for the duration or until you cast this Chant
Incompatible: Cultivated Wilds again and choose a new effect.
When using your Primal Recovery ability, regain a number When you cast this chant and are at a higher power tier, the
of SP equal to double your Primal Power. chant becomes stronger:
P R I M A L R E C OV E RY I I I Tier 2: Up two effects may occur simultaneously. When you
Primal Talent create a third effect, the oldest effect is terminated.
Prerequisite: Primal Recovery II, Primal Power 13 Tier 3: +30 ft range.
Primal Recovery becomes 2/Rest. Tier 4: Up to three effects may occur simultaneously. When
you create a fourth effect, the oldest effect is terminated.
Tier 5: +60 ft range.
Tier 6: +120 ft range.

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B O U N T I F U L J OY Tier 3: The range becomes Touch.
Primal Chant, Enchanting, Intrinsic, Emotion Tier 6: +When you cast this chant, you can target two
APC: 4 creatures that you touch (or one creature you touch, and
Range: 30 ft yourself).
Requirements: Gesture, Verbal C H A R M C R E AT U R E
Duration: 1 Round Primal Chant, Enchanting, Intrinsic, Emotion
By tapping into the memory of better times, you bolster an APC: 4
ally’s resolve. Range: 60 ft
One ally within range that can see you becomes Charmed Requirements: Gesture, Verbal, Visual
by you until the start of your next turn. For the duration, Duration: 1 Round
that creature cannot be Charmed, Demoralized, Enthralled, Your bubbly joy overwhelms a would-be foe.
Frightened, or Shaken. If that creature is currently suffering Make a magic attack against a creature’s LOG. On a hit,
any of those conditions, this Chant fails. the creature becomes Charmed by you until the start of your
When you cast this chant and are at a higher power tier, the next turn.
chant becomes stronger: When you cast this chant and are at a higher power tier, the
Tier 2: The range of this chant increases by +30 ft. chant becomes stronger:
Tier 3: This chant targets one additional creature. Tier 2. +30 ft range.
Tier 4: This chant costs 1 fewer AP (min 1). Tier 3: +30 ft range.
Tier 5: This chant targets one additional creature. Tier 4: This chant costs 1 fewer AP (min 1).
Tier 6: This chant costs 1 fewer AP (min 1). Tier 5: +30 ft range.
BRIAR WHIP Tier 6: This chant costs 1 fewer AP (min 1).
Primal Chant, Evoking, Extrinsic, Nature COMMUNE WITH BEAST
APC: 3 Primal Chant, Enchanting, Intrinsic, Nature
Range: 20 ft APC: 5
Requirements: Visual, Gesture, Line of Effect Range: 10 ft
Duration: Instantaneous Requirements: Visual
A sinuous, thorny vine lashes from you to ensnare an enemy. Duration: 10 minutes
Make a magic attack vs the AR of a creature within range. Choose one Beast within range that sees you as a friendly
If you hit, you deal 1d8 sharp damage. If the creature is no creature. For the duration, you are able to become Blinded
more than one size larger than you, pull it 10 ft closer to and Deafened in order to see through the beast’s senses
you. If you Crit, then you can pull it to an unoccupied space instead, provided that the beast is still within 500 ft of you.
adjacent to you and may choose to immediately Grapple it Additionally, the beast can communicate simple emotions
without making a contested Grapple check. and basic information about anything that the beast would
When you cast this Chant and are at a higher power tier, the see as noteworthy that happened in the past 24 hours.
Chant becomes stronger:
ENSNARING ROOT
Tier 2: +10 ft range.
Primal Chant, Altering, Extrinsic, Nature
Tier 3: +10 ft range.
APC: 3
Tier 4: +10 ft range.
Range: 60 ft
Tier 5: +1d8 damage.
Requirements: Gesture, Visual
Tier 6: +30 ft range.
Duration: Instantaneous
C AT C L AW A root whips up from the ground and snares a foe. Make a
Primal Chant, Altering, Intrinsic, Nature magic attack against a creature’s ANT. On a hit, they take
APC: 3 1d6 blunt damage. If you hit a creature that is Large or
Range: Self smaller, it falls prone.
Requirements: Verbal, Gesture When you cast this chant and are at a higher power tier, the
Duration: 1 minute chant becomes stronger:
Sharpened claws extend from your fingertips. Tier 2: +30 ft range.
For the duration, you have a climb speed equal to your Tier 3: +30 ft range.
walking speed. Additionally for the duration, you can make Tier 4: This chant costs 1 fewer AP (min 1).
unarmed attacks with your STR or DEX and your unarmed Tier 5: If you hit a creature that is Huge or smaller, it falls
attacks deal 1d4+STR or DEX sharp damage. Unarmed prone.
attacks made using this spell cost 2 AP. Tier 6: +1d6 damage.
When you cast this chant and are at a higher power tier, the
chant becomes stronger:

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F L E E T FO O T GUST
Primal Chant, Altering, Intrinsic, Nature Primal Chant, Warding, Extrinsic, Weather
APC: 1 APC: 1 Reactive AP, which you spend when attacked by one
Range: Self of the objects described below
Requirements: Gesture Range: Self
Duration: Until the end of your next turn Requirements: Gesture
Difficult terrain does not hinder your movement. Duration: Instantaneous
When you cast this chant and are at a higher power tier, the A gust of wind buffers you and protects you from attacks.
chant becomes stronger: When you are targeted by either a physical projectile (such
Tier 2: +5 ft speed. as an arrow or sling pellet) or by a gaseous attack (such as
Tier 3: Hazardous terrain does not hinder your movement, a cloud of poison), you may use this chant. Gain Resist 3
but still damages you. against that attack’s damage type, possibly causing it to miss.
Tier 4: +5 ft speed. You retain Resist 3 against attacks of that damage type until
Tier 5: +5 ft speed. the start of your next turn.
Tier 6: Hazardous terrain does not damage you unless it is When you cast this chant and are at a higher power tier, the
liquid. chant becomes stronger:
Tier 2: Your Resist bonus lasts until the end of your next turn.
FO R E B O D I N G M E N AC E
Tier 3: Your Resist number increases by +1.
Primal Chant, Enchanting, Intrinsic, Emotion
Tier 4: Your Resist number increases by +1.
APC: 3
Tier 5: Your Resist number increases by +1.
Range: 40 ft
Tier 6: Your Resist number increases by +1.
Requirements: Verbal, Visual, Gesture, Line of Sight
Duration: 1 Round I N S T I N C T I V E AT TA C K
You menace a creature, causing it to quiver in fear. Make a Primal Chant, Divining, Intrinsic, Nature
magic attack against one creature in range, targeting their APC: 1
WILL. On a hit, the target is Frightened of you until the end Range: Self
of your next turn. You and your allies have TA against this Requirements: Gesture
creature while it is Frightened in this way. Duration: 1 Round
When you cast this chant and are at a higher power tier, the Your sixth sense allows you to strike more accurately.
chant becomes stronger: The next time you make an attack roll against a single
Tier 2: APC becomes 2. creature before the end of your next turn, gain +2 to the
Tier 3: +20 ft range. attack roll.
Tier 4: +You may target 1 additional creature. When you cast this chant and are at a higher power tier, the
Tier 5: +You may target 1 additional creature. chant becomes stronger:
Tier 6: +You may target 1 additional creature. Tier 2: The range becomes Touch.
Tier 4: +10 ft range.
GLIMMER
Tier 6: +The recipient of the chant gains an additional +1
Primal Chant, Illusory, Extrinsic, Nature
to their attack.
APC: 2
Range: Self (20 ft radius) INTUITION
Requirements: Gesture Primal Chant, Divining, Intrinsic, Nature
Duration: Up to 1 minute APC: 1, which you can use on your turn or reactively when
Flickering lights, as though from fireflies, waft out from you. a creature within 5 ft of you makes a Skill Check
Dim light glows from you in up to a 20 ft radius. You may Range: Touch
end this chant early for 0 AP, and may change the radius of Requirements: Verbal, Gesture
the light without recasting the chant by spending 1 AP. Any Duration: 1 Round
form of magical darkness suppresses this light. One creature that you touch becomes preternaturally
When you cast this chant and are at a higher power tier, the intuitive.
chant becomes stronger: The creature adds 1d4 to the next skill check that they
Tier 2: +10 ft maximum radius. make during the chant’s duration.
Tier 3: 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 an occult chant or a psionic chant becomes stronger:
spell. Tier 2: Duration becomes 1 minute.
Tier 4: +10 ft maximum radius. Tier 3: Bonus becomes 1d6.
Tier 5: The light from this chant works even in magical Tier 4: Duration becomes 5 minutes.
darkness if the darkness is from the occult or psionic source. Tier 5: Duration becomes 10 minutes.
Tier 6: The light from this chant works in any magical Tier 6: Bonus becomes 1d8.
darkness.
C hapter 4 | M agic 265
LIGHTNING LASH Tier 5: +20 ft range.
Primal Chant, Evoking, Extrinsic, Element Tier 6: +1d4 damage.
APC: 2 SLICK
Range: 40 ft Primal Chant, Alchemy, Extrinsic, Weather
Requirements: Verbal, Visual, Gesture, Line of Effect APC: 2
Duration: Instantaneous Range: 60 ft
Crackling lightning forks out to smash into your foes. Requirements: Gesture, Visual
Make a magic attack vs the REF of a creature within range. Duration: 1 Round
If you hit, deal 1d8 lightning damage. If you crit, the creature You draw moisture from the air and soil, creating an icy
becomes Dazed until the end of their next turn. slick.
When you cast this chant and are at a higher power tier, the Choose a 5 ft area on the ground within range. That area
chant becomes stronger: becomes slippery and treacherous. Whenever a creature
Tier 2: +20 ft range. starts their turn in that space or enters it for the first time on
Tier 3: +20 ft range. their turn, they must make a DEX check against 10 + your
Tier 4: +If you Crit, the creature becomes Stunned instead magic attribute. On a fail, the creature falls prone.
of Dazed. When you cast this chant and are at a higher power tier, the
Tier 5: You may spend 1 additional AP to target a second chant becomes stronger:
creature (make a second attack roll but use the same damage Tier 2: +20 ft range.
roll). Tier 3: When you cast this chant, you can choose for the area
Tier 6: +1d8 damage. to be 5 ft or 10 ft in diameter.
MIST Tier 4: +20 ft range.
Primal Chant, Evoking, Extrinsic, Element 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
Requirements: Verbal, Gesture 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
The mist dissipates at the end of your next turn. Requirements: Gesture
When you cast this chant and are at a higher power tier, the Duration: 1 Round
chant becomes stronger: You bolster yourself in the spirit of the woodland creature,
Tier 2: +5 ft radius. tremendously increasing your gait.
Tier 3: +20 ft range. Until the end of your next turn, your Jump distance
Tier 4: +5 ft radius. doubles (you must still observe the restrictions imposed by
Tier 5: +5 ft radius. 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, Element 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.
Requirements: Verbal, Gesture 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 a I N V O C AT I O N S
hit, deal 1d4 toxic damage, and a creature is Sickened until
the end of their next turn. 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. Materials: 1 gallon of water
Tier 4: Each time you cast this chant, you may choose Range: Sight (max 100 miles)
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

266 C hapter 4 | M agic


At the end of the casting time, make a magic attack roll Water: You can cause light precipitation of any kind, or
against DC 20. Add 5 to the DC if you are in a desert or cause heavy rainfall that results in a thunderstorm but not a
jungle (or any terrain with a temperature exceeding 24 C or tornado or hurricane. Alternatively, you can cause the area
80 F). Subtract 5 from the DC if you are in an environment to be foggy, overcast, or humid.
with below-freezing temperatures. If you hit the DC, then Sand: You can suppress any precipitation or reduce
you cast the invocation and suffer Fatigue. If you miss, then thunderstorm conditions, making it impossible for a
you are unable to cast this Invocation but you still expend tornado or hurricane to form when it might have otherwise.
the use of one of your Invocations and still suffer Fatigue. Alternatively, you can cause the area to gain a pleasant
Choose a point within range. Thick, billowing clouds breeze or to lose all wind movement.
materialize in a 1 mile radius from that point. Harsh winds In addition to the effects you specify, you can adjust the
and sheets of snow pummel the area. All nonmagical area’s temperature by up to 40 degrees F.
sources of fire that are exposed to the blizzard are This has no effect on magical weather.
immediately extinguished. Choose which direction the
EARTHEN RUPTURE
Blizzard blows for the duration. The blizzard moves 30 ft
Primal Invocation, Altering, Extrinsic, Nature
in that direction at Initiative count 0 for the duration. For
Casting Time: 10 minutes
the duration, the following effects apply while creatures are
Range: 2 miles
directly exposed to the blizzard:
Materials: A small stone, which you strike against the
• All ranged attack rolls that deal physical or elemental ground
damage in the area automatically fail, with the Requires: Gesture, Verbal, Visual
exception of cold damage. Duration: Instantaneous
• 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
thickness of 18 inches. E V E R FO G
• A creature that begins its turn in the area and is not Primal Invocation, Summoning, Extrinsic, Weather
wearing winter clothing must make an END check Casting Time: 10 minutes
against a DC of 10 + your magic attribute. If they fail Range: 2 miles
the check, they take 2d6 cold damage and gain Fatigue. Materials: A small stone, which you strike against the
If they succeed, they take ½ damage and do not gain ground
Fatigue. Requires: Gesture, Verbal, Visual
Snow and ice created by this invocation remain after the Duration: Instantaneous
duration and melt at a natural rate, but all other effects of You pull billowing fog from the Pale into the mortal coil.
this invocation end after the duration. Take 1d6 sharp damage when you complete the casting of
this Invocation. For the duration, fog wafts out from a point
C O N T R O L W E AT H E R centered on you in a ½ mile radius. All creatures in the fog
Primal Invocation, Alchemy, Extrinsic, Weather are Concealed.
Prerequisites: Primal Tier 2
Casting Time: 15 minutes FIRESTORM
Range: Sight Primal Invocation, Evoking, Extrinsic, Weather
Materials: 1 gallon of water or 1 pound of sand Prerequisites: Primal Tier 3
Requires: Gesture, Verbal Casting Time: 1 hour
Duration: 1 hour Range: 2 miles
You change the atmosphere’s nonmagical composition in Materials: Kindling, flint, and steel to create embers
a ½-mile radius around you. This change occurs gradually Requires: Gesture, Visual
over the course of 10 minutes and then is maintained for the Duration: Instantaneous
duration. You choose the weather’s new properties based on At the end of the casting time, immediately take 2d8 Fire
whether you used water or sand. damage and make a magic attack roll against DC 15. If you
hit the DC, then you cast the Invocation and suffer Fatigue.

C hapter 4 | M agic 267


If you miss, then you are unable to cast this Invocation but clockwise or counterclockwise. The hurricane rotates around
you still expend the use of one of your Invocations and still its point of origin. For the duration, the following effects
suffer Fatigue. apply while creatures are directly exposed to the hurricane:
Choose up to three points within range. All areas within a All ranged attack rolls that deal physical or elemental
10 ft radius of each of those three points immediately burst damage in the area automatically fail, with the exception of
into flame. Each of the fires operate using the following lightning damage.
principles. Once they touch each other, they continue to Creatures attempting to fly in this area must first make
operate in this way but only count as a single fire. a STR check against a DC of 10 + your magic attribute; if
Any flammable materials that are not being worn or they fail, they cannot fly in a direction of their choice. If
carried catch fire. These fires will expand by 5 ft every 30 they were on the ground, they remain on the ground; if they
seconds. If there is a strong wind, then they will instead were in the air, they move 30 ft in the direction that the
expand by 5 ft every 10 seconds in the direction that the Hurricane is blowing.
wind is blowing. If the fire is burning uphill, it will move an All creatures in the area are Deafened beyond 20 ft and
additional 5 ft. Although sparked by magic, the fire itself is are Blinded beyond 60 ft.
considered nonmagical. Creatures are Slowed while moving in the area.
The fire creates thick smoke in a radius three times as While you are in an area affected by the hurricane, you
wide as the radius of the fire. Smoke imposes the Concealed gain the following special attack:
condition on all creatures within it. Additionally, creatures Lightning Strike. 3 AP, 60 ft range. Make a magic attack
that begin their turn in Smoke must make an END check targeting a creature’s FORT. On a hit, they take 2d8
against a DC of 10 + your magic attribute. If they fail, then lightning damage.
they suffer a condition; if they already had that condition, At the end of the duration, the hurricane continues
then they gain an additional condition on top of any to rage until it would naturally fizzle out based on its
previous effects: atmospheric environment, At that time, any location in the
• Shaken until outside the radius of smoke affected area that can contain standing water does so to
• Sickened until outside the radius of smoke its maximum capacity. Water overflows and causes severe
• Fatigued 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 a Range: Self
DC of 10 + your magic attribute. That creature takes 2d8 Fire Materials: Leaves, blades of grass, or similar vegetation;
damage if they fail the check, and ½ damage if they succeed. direct exposure to sunlight
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
Duration: Instantaneous
against DC 20. Subtract 5 from the DC if you are in a desert
You become preternaturally aware of any natural
or jungle (or any terrain with a temperature exceeding 24
phenomena that will occur in the next 8 hours
C or 80 F). If you hit the DC, then you cast the Invocation
(thunderstorms, tornadoes, etc) - this does not predict other
and suffer Fatigue. If you miss, then you are unable to cast
creatures using magic to alter the weather.
this Invocation but you still expend the use of one of your
Invocations and still suffer Fatigue.
Choose a point within range. Thick, swirling clouds
materialize in a 1 mile radius from that point. Harsh winds
and sheets of rain pummel the area. All nonmagical sources
of fire that are exposed to the hurricane are immediately
extinguished. Choose whether the hurricane is rotating

268 C hapter 4 | M agic


RAPID GROWTH If they were on the ground, they remain on the ground;
Primal Invocation, Alchemy, Extrinsic, Nature if they were in the air, they move 30 ft in the direction
Casting Time: 1 hour, which can be part of a Recoup that the Sandstorm is blowing.
Range: Up to 1 mile • All creatures in the area are Deafened beyond 20 ft and
Materials: A handful of soil are Blinded beyond 5 ft.
Duration: Up to 24 hours • Moving in the area is considered difficult terrain.
Upon completing the Invocation’s casting time, choose one At the end of the duration, any location in the affected
specific plant that you touch, or choose all plant life within area is covered in loose sand, which is considered Difficult
a 1 mile radius of you. If you choose a single plant, then Terrain until removed.
over the course of the next hour it grows rapidly until it has TORNADO
increased in size as if it has been one year. If you choose all Primal Invocation, Alchemy, Extrinsic, Weather
plant life within a 1 mile radius of you, then over the course Prerequisites: Primal Tier 4
of the next 24 hours, all plant life grows rapidly until having Casting Time: 1 hour
increased in size as though it has been six months. Range: Sight
REORIENT Materials: A pinch of dirt and a gallon of water
Primal Invocation, Enchanting, Intrinsic, Emotion Duration: 1 hour
Prerequisites: Primal Tier 3 At the end of the casting time, make a magic attack
Casting Time: 1 hour, which can be part of a Recoup roll against DC 15. If you hit the DC, then you cast the
Range: 30 ft Invocation. If you miss, then you still cast the Invocation,
Materials: A willing wild animal that serves as a therapy pet but you are Staggered for the duration and immediately lose
for the duration control of the Tornado.
Duration: Instantaneous Choose a point within range. A swirling funnel cloud
Upon completing the Invocation, choose a number of willing descends from the sky and touches down on that point in
creatures equal to or less than your Primal Tier (you can a 15 ft radius. That 15 ft radius area is a tornado. The area
choose yourself). Those creatures remove any Broken, in a 500 ft radius from the tornado experiences tremendous
Charmed, Demoralized, Enthralled, Frightened, or Shaken winds, causing the following effects:
conditions that were affecting them. Affected creatures that • All ranged attack rolls that deal physical damage in the
have the Phobic condition can ignore the effects of that area automatically fail.
condition for the next 24 hours. • Creatures attempting to fly in this area must first make
a STR check against a DC of 10 + your magic attribute.
SANDSTORM
When making this check, a creature rolls 2d20 and
Primal Invocation, Alchemy, Extrinsic, Weather
uses whichever is lower. If they fail, they cannot fly in
Prerequisites: Primal Tier 2
a direction of their choice. If they were on the ground,
Casting Time: 1 hour
they remain on the ground; if they were in the air, they
Range: Sight
move 30 ft closer to the tornado.
Materials: A handful of sand or dirt
• All creatures in the area are Deafened beyond 40 ft.
Duration: 1 hour
• Creatures moving away from the Tornado are Slowed.
At the end of the casting time, make a magic attack roll
On Initiative count 0, the Tornado takes a turn. If you still
against DC 18. Subtract 8 from the DC if you are in a desert
have control over the Tornado, make a DC 20 magic check; if
or similar environment that naturally has large quantities of
you succeed, then you retain control over the Tornado until
loose sand and/or dirt. If you hit the DC, then you cast the
the start of the Tornado’s next turn. If you retain control
Invocation. If you miss, then you still cast the Invocation,
over the tornado, you choose a direction and it moves 40 ft
but you also suffer Fatigue.
in that direction. If you fail, then you lose control over the
Choose a point within range. Massive clouds of sand
tornado and cannot regain control over it. The MC randomly
and grit fly out in a 1 mile radius from that point. Piercing
determines which direction the Tornado moves.
winds tear through the area. Choose which direction the
At the end of each of the Tornado’s turns, all creatures and
sandstorm blows for the duration. The sandstorm moves 30
objects in the Tornado are flung 30 ft out of the Tornado in
ft in that direction at Initiative count 0 for the duration. For
a randomly determined direction, taking 6d6 Blunt damage
the duration, the following effects apply while creatures are
and landing Prone. The Tornado ignores the DT of inanimate
directly exposed to the sandstorm:
objects.
• All ranged attack rolls that deal physical or elemental
At the end of this Invocation’s Duration, the Tornado
damage in the area automatically fail.
disperses unless other mundane or magical weather conditions
• Creatures attempting to fly in this area must first make
provide the vitriol needed for the Tornado to continue
a STR check against a DC of 10 + your magic attribute;
(thunderstorms, high-speed winds, and the like might extend
if they fail, they cannot fly in a direction of their choice.
the Tornado’s duration). If the Tornado’s duration extends

C hapter 4 | M agic 269


beyond its natural duration, you immediately lose control of 3d4 damage on a hit and ½ as much on a miss. Creatures
it even if you maintained control of it for the entire hour. that start their turn Prone in the area are automatically hit.
Upcharge: +1d4 damage per 3 SP against creatures
WA R D E N ’ S N AV I G AT I O N
starting their turn in the acid pool.
Primal Invocation, Divining, Intrinsic, Nature
Casting Time: 10 minutes ANIMAL BOND
Range: Self Primal Spell, Enchanting, Intrinsic, Nature
Materials: Moss, lichen, or some form of fungus or weed APC: 5
indigenous to the environment SPC: 3
Duration: 8 hours Range: 30 ft
For the duration, you cannot become lost except by magical Requirements: Verbal, Visual, Gesture
means, and attacks against your Mental Defenses that Duration: 24 hours
would cause you to become lost have a -5 penalty. If you are By lacing your soft words with subtle magic, you endear a
already lost this ritual has no effect. creature to you.
Choose one Beast within range. Provided that the creature
WA R D E N ’ S T R A P
is not hostile towards you, it becomes Charmed by you
Primal Invocation, Alchemy, Intrinsic, Nature
and will follow you for the duration. It will not follow you
Casting Time: 10 minutes
into obviously dangerous territory, nor will it fight on your
Range: Touch
behalf. The creature can communicate rudimentary ideas to
Materials: At least 5 ft of rope, vine, twine, or a similar
you by using body language, growls, chirps, and the like. It
substance that can be used to bind
will warn you if you are headed into a dangerous area, show
Requirements: Visual, Gesture
you where you might find food, and offer you other basic
Duration: Indefinite
advice while it is in its natural habitat.
You carefully lay the groundwork to snare an unsuspecting
You may bond multiple animals in this way, but the SPC
foe.
doubles for each additional animal that you bond while you
Choose a 5 ft area within range. The next time a creature
already have at least one bonded animal (the 2nd bond has
steps in that area, they must make an AWR check against
SPC 6, the 3rd has SPC 12, etc).
a DC of 10 + your magic attribute. If they fail, then they
Upcharge: By spending +3 SP on this spell, you can
are Restrained and Grounded (escape DC 10 + your
magically link with the creature. For the duration of the spell,
magic attribute). When a creature becomes restrained in
you can close your eyes and see through the bonded animal’s
this manner, if you are on the same plane of existence as
senses. You can communicate telepathically with the creature,
the trap, you become magically aware that a creature is
though it becomes no more capable of highly intelligent thought
restrained but do not automatically know anything further
than it was prior to the casting of this spell.
about the creature. The creature can repeat the save every
minute. Creatures with a Monster Level greater than half of A N I M AT E P L A N T S
your 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 Requirements: Verbal, Visual, Gesture
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
Requirements: Verbal, Visual, Gesture determine that some areas are instead Hazardous, if the
Duration: 10 minutes 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 Elemental (Corrosive) you are in the affected area, you may spend 2 AP to cause a
damage per 5 ft moved). When a creature starts its turn in branch or root to lash out and attack an enemy in the area.
the acid, make a magic attack against their FORT, dealing Make a magic attack against the creature’s ANT, dealing

270 C hapter 4 | M agic


1d8 Blunt damage on a hit. You may make this attack any You or a creature that you touch gain the following
number of times on your turn if you have enough AP. properties for the duration:
Upcharge: +10 ft range per +6 SP. Your STR increases by 2 (this can exceed your Attribute
Cap).
AV I A N I S M
You gain 1d4 Shield HP at the start of each of your turns.
Primal Spell, Altering, Intrinsic, Nature
When a creature attempts to Charm you, it must roll 2d20
APC: 2
and use the lower.
SPC: 20
Your physique changes slightly: your shoulders and neck
Range: Touch
thicken and your features vaguely resemble that of a bull.
Requirements: Verbal, Gesture
Duration: 10 minutes CALMING PRESENCE
You or a creature that you touch gain a fly speed equal to Primal Spell, Altering, Intrinsic, Emotion, Conjuring 3
twice your walking speed for the duration. The affected APC: 12
creature’s basic physique changes slightly during this time to SPC: 12
reflect more birdlike features. Range: 30 ft
Requirements: Verbal, Visual, Gesture
B I L L O W I N G FO G
Duration: 1 hour
Spell, Summoning, Extrinsic, Weather, Conjuring 1
A willing creature that can see you throughout the conjuring
APC: 6
of this spell becomes inured to mental manipulation. For the
SPC: 4
duration and while you are conjuring, the creature cannot
Range: 120 ft
be Broken, Charmed, Demoralized, Enthralled, Frightened,
Requirements: Verbal, Visual, Gesture
or Shaken. If the creature was already suffering from one or
Duration: Up to 10 minutes
more of those conditions, the conditions are suppressed for
You draw fog from the Everwilds to clog the field of battle.
the duration.
Choose a point within range. Fog fills an area in a 20 ft
radius from that point. The fog imposes the Concealed CARNAGE
condition on any creature within it. A steady wind of 10 mph Primal Spell, Enchanting, Intrinsic, Emotion
or more will dispel the fog, and you can dismiss the fog by APC: 3
spending 1 AP on your turn. Otherwise, the fog lasts for the SPC: 30
duration. Range: 20 ft
Upcharge: +5 ft radius per +4 SP. Requirements: Verbal, Gesture
Duration: 1 minute
B O A R I S H S AVA G E RY
You and a number of creatures within range equal to or less
Primal Spell, Altering, Intrinsic, Nature
than your magic attribute gain the following properties for
APC: 1
the duration. If a creature is unwilling, make a magic attack
SPC: 18
against their LOG; if you succeed, then they are subject to
Range: Touch
this spell.
Requirements: Verbal, Gesture
When the spell first takes effect, gain 15 Shield HP.
Duration: 10 minutes
Your STR and DEX both increase by 2 (this can exceed
You excite the vicious subconscious of a creature into a
your Attribute Cap).
destructive rage.
Gain +10 ft Movement.
You or a creature that you touch gain the following
You gain a Natural Weapon: Tooth and Claw. Tooth and
properties for the duration:
Claw costs 2 AP to use, deals 2d8 Sharp damage, and has
You deal 1d8 additional damage on all melee attacks.
the Light tag. You can use STR or DEX when attacking with
When you kill a creature, gain 1d8 Shield HP.
Tooth and Claw and can make this attack even if both of
When a creature attempts to Frighten you, it must roll
your hands are full, provided that you are able to open your
2d20 and use the lower.
mouth.
You sprout coarse, bristly hair and your teeth take on a
When you kill a creature with your Tooth and Claw, gain
tusklike appearance.
1 AP.
BULLISH STRENGTH You cannot be Frightened.
Primal Spell, Altering, Intrinsic, Nature If a creature attempts to charm you, it rolls 2d20 and uses
APC: 2 whichever is higher.
SPC: 14 You sprout matted, mangy fur, your eyes resemble that
Range: Touch of a rabid wolf, your veins pop inhumanly, and your canine
Requirements: Verbal, Gesture teeth and fingernails grow into hardened fangs and claws.
Duration: 10 minutes When the spell ends, a creature must make an END check
against 10 + your magic attribute.

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On a fail, the creature becomes Fatigued. Whether the CORNERED FRENZY
creature succeeded or failed, it takes 1d10 psychic damage. Primal Spell, Altering, Intrinsic, Nature
C O N T R O L WAT E R APC: 4
Primal Spell, Altering, Conjuring 2 SPC: 4
APC: 10 Range: Self (5 ft radius)
SPC: 20 Requirements: Gesture
Range: 300 ft Duration: Instantaneous
Requires: Gesture, Verbal, Visual, Line of Sight You embrace the fearsome aspect of a cornered predator,
Duration: 1 Minute lashing out against all about you.
You command a body of water to obey your will. You can only use this spell when you are Bloodied.
Choose a point within range. All water within a 30ft With a weapon that you are holding, make an attack
radius of that point responds to your commands for the roll against the AR of each creature within the spell’s
duration. This might be one large body of water or several radius. Make separate attacks against each creature, but
small ones. On each of your turns while maintaining this roll damage once; creatures that you hit take full damage,
spell, you can spend the appropriate amount of AP to do any and creatures that you miss take ½ damage. If you crit a
of the following actions. creature, deal critical damage as you normally would with a
Command Waves (3 AP). Cause the water in the area to weapon.
become either rough or smooth until the end of your next If you are dual wielding, roll damage for both weapons,
turn. If rough, creatures must spend +1 ft of movement for but still only make one attack per creature to determine
every 1 ft that they move, even if they have a swim speed. whether you hit, using the weapon modifier of your choice.
Current (1 AP). The water flows in a direction of your C R AW L I N G V I N E
choice. Until your next turn, any creature that starts its Primal Spell, Altering, Extrinsic, Nature, Conjuring 1
turn in the water moves 30ft in the direction of the current, APC: 4
ending this movement early and taking 1d10 blunt damage SPC: 3
if they hit dry land or an obstacle. Range: 60 ft
Maelstrom (4 AP). You can only use this ability if the Requirements: Gesture, Verbal, Visual, Line of Sight
entire area of your spell is uninterrupted water. Choose Duration: 5 minutes (30 rounds)
clockwise or counterclockwise. When a creature starts its You summon a leafy, ropy vine to harry your enemies.
turn in the area, it must make an END check; the DC is 10 Immediately when you finish conjuring this spell, a
+ your magic attribute. If they fail, they move 30ft in a Medium sized vine appears within range in an unoccupied
curve along the maelstrom’s path in the direction you chose. space on the ground and attacks one creature of your choice
If they strike an object as part of this movement, they take within 10 ft of the vine. Use your magic attack modifier for
1d10 blunt damage. If they failed their END check, they also this attack. On a hit, the creature takes 2d6 blunt damage.
take 1d6 blunt damage per subsequent round that you have On a crit, the creature also falls Prone. Alternatively, you
used this feature (max 4d6). may choose to have the vine Grapple a creature instead of
Mists (2 AP). The area becomes misty, imposing damaging it if you hit. The vine cannot Grapple more than
Concealed on all creatures in the area until the end of your one creature at a time, and while Grappling a creature it can
next turn. only attack that creature.
Spout (2 AP). Make a magic attack against the ANT of a For the duration, you may spend 1 AP to move the vine up
creature that is in the area of water you control. On a hit, to 20 ft in any direction. For the duration, you may spend
the creature takes 1d10 blunt damage and is hurled 30ft 2 AP to make the vine make another attack against any
into the air, taking another 1d20 damage if this motion is creature within 10 ft of it, dealing the same damage as your
interrupted by an object. initial attack.
Tidal Wave (10 AP). You can spend AP on this feature Upcharge: If you spend +7 SP on this spell, then on a hit the
over multiple rounds, as though Conjuring. You cannot creature becomes Pinned after falling Prone as tendrils of lichen
spend AP on anything else on your turn while doing so. magically lash out from the ground and hold it in place.
You can only use this ability if the entire area of your spell
is uninterrupted water. When you have spent enough AP
to trigger this effect, make a magic attack vs the FORT of
each creature in the area. On a hit, deal 3d10 damage, the
creature falls Prone, and it is Staggered until the end of its
next turn. On a miss, a creature takes ½ damage and falls
Prone but is not Staggered.
Upcharge: +1 minute per +10 SP.

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CREEPING FEAR
Primal Spell, Enchanting, Intrinsic, Emotion
APC: 3
SPC: 4
Range: 90 ft
Requirements: Verbal, Visual, Line of Sight
Duration: Instantaneous
You whisper fell dread into the subconscious mind of a creature.
Make a magic attack against the WILL of a creature within range. If you hit, it becomes Frightened of you for 1 minute. If you
miss, it becomes Frightened of you until the end of your next turn. If you Crit, then the creature also becomes Phobic (roll on the
table below to determine its phobia).
Upcharge: If you spend +4 SP when you cast this spell, roll 2d20 and use whichever is higher when making your magic attack.
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,” “Lichen,” or “Fungus” 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 d8 Ecstasy Effect:
Primal Spell, Enchanting, Extrinsic, Emotion
1 Creature prances about in circles.
APC: 3
SPC: 45 2 Creature sings your praises at the top of their
Range: 120 ft voice.
Requirements: Verbal, Visual, Gesture 3 Creature rolls around on its back, using the
Duration: Up to 10 minutes ground as a backscratcher.
The abundant bliss of the Everwilds’s spring breeze 4 Creature does everything in its power to
overwhelms a creature’s senses. remain exactly 5 ft away from you at all
Make a magic attack against the LOG of each creature times.
within a 20 ft radius of a point in range. If you hit, then the
5 Creature moves to the nearest natural plant or
creature becomes Enthralled for the duration. If you miss,
earthen formation and tries to eat it.
then instead, the creature becomes Enthralled until the end
of your next turn. While Enthralled in this way, the creature 6 Creature jumps repeatedly in place.
gains an additional random effect for the duration. Roll 1d8 7 Creature sits down and stares mindlessly at
and consult the table below to determine the effect. the sky.
8 Roll twice more on the table, rerolling
duplicates or additional rolls of 8. The
creature attempts to fulfill both rolls
simultaneously to the best of its ability.

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F E A S T FO R C R O W S Choose one creature within range. For the duration, you
Primal Spell, Altering, Intrinsic, Nature have Tactical Advantage on attacks against that creature.
APC: 4 Additionally, for the duration, you gain a +6 bonus to checks
SPC: 14 made to track that creature and recall information about it.
Range: Special Upcharge: +1 hour duration per +4 SP.
Requirements: Visual, Gesture, Line of Effect L I G H T N I N G B O LT
Duration: Instantaneous Primal Spell, Evoking, Extrinsic, Weather, Conjuring 1
You tap into the power of the murderous flock, raining APC: 4
death from the sky. SPC: 20
As part of this spell, you must use a ranged weapon that Range: 100 ft
uses ammunition. Choose a point within that weapon’s range. Requirements: Verbal, Visual, Gesture
Make a weapon attack vs the DEX of each creature in a 20 ft Duration: Instantaneous
radius from that point. On a hit, you roll your normal damage A sizzling bolt of lightning eviscerates all in its path.
dice x4 (for example, a recurve bow deals 1d6 damage, so Choose a point within range and draw a line between
this spell would deal 4d6 damage if you used a recurve yourself and that point. Make a magic attack against the
bow). If you miss, then creatures in the area of effect take ½ ANT of each creature that the line touches. On a hit, deal
damage. If you crit, add an additional 4 damage dice to the 6d8 lightning damage and a creature is Dazed until the end
damage roll. of their next turn; on a miss, a creature takes ½ as much
Upcharge: +5 ft radius per +4 SP. damage and is not Dazed.
HAILSTORM MISTS OF THE EVERWILDS
Primal Spell, Alchemy, Extrinsic, Weather, Conjuring 3 Primal Spell, Illusory, Extrinsic, Weather, Conjuring 1
APC: 12 APC: 6
SPC: 20 SPC: 12
Range: Sight Range: 300 ft
Requirements: Verbal, Visual, Gesture Requirements: Verbal, Visual, Gesture
Duration: 1 minute Duration: Up to 10 minutes
You conjure a cloud that produces chunky hailstones. You conjure forth the appearance of mist, confounding the
Choose a point within range. Thick, billowing clouds senses.
materialize in a 30 ft radius disc from that point. One round Choose a point within range. Illusory fog fills an area in
later, hailstones begin pummeling the ground beneath that a 40 ft radius from that point. This fog occasionally flickers
disc of clouds. When this occurs, and for the duration of the with lights, as though multicolored fireflies are within. The
spell, the following effects apply to creatures and objects in fog provides dim light and imposes the Concealed condition
the hailstorm: on any creature within it. A creature can attempt to see
• Nonmagical sources of fire are extinguished. through the illusory fog by spending 2 AP to make an AWR
• Whenever a creature makes a ranged attack roll, they check against your WILL. If they succeed, then the fog fades
must roll 2d20 and use the lower, unless it would deal to a mere veil for that creature. That creature ignores the
cold damage. Concealed condition of any other creature in the fog, and the
• Terrain in the area is difficult terrain as hailstones fog no longer provides dim light for that creature.
pebble the ground. You may dismiss the fog by spending 1 AP on your turn.
• When a creature starts its turn in the hailstorm, make Otherwise, it lasts for the duration.
a magic attack roll against their FORT. If you hit, the Upcharge: +5 ft range per +4 SP.
creature is Frozen until the start of their next turn.
N AT U R E ’ S B O U N T Y
When the spell ends, the hailstones melt at a natural rate.
Primal Spell, Divining, Intrinsic, Nature
Upcharge: +5 ft radius per +5 SP.
APC: 5
H U N T E R ’ S Q UA R RY SPC: 8
Primal Spell, Divining, Intrinsic, Nature Range: Sight
APC: 1 Requirements: Verbal, Visual, Gesture
SPC: 6 Duration: Instantaneous
Range: 90 ft By communing with the natural world, your physical needs
Requirements: Verbal, Visual, Gesture are provided for.
Duration: 1 hour One plant that you see magically produces 3d6 delicious
You mark a target as your prey, consigning it to a swift berries or nuts (depending on the type of tree). These berries
death. or nuts each remain edible for 8 hours, after which point they
shrivel. Before shriveling, a single nut or berry will provide

2 74 C hapter 4 | M agic
a Medium or smaller creature with enough nourishment for P O LY M O R P H
one day (creatures of a larger size must eat one additional Primal Spell, Alchemy, Intrinsic, Nature, Conjuring 5
berry or nut per size they are above Medium). If a Bloodied APC: 20
creature eats one of these berries or nuts, it regains 1d2 HP SPC: 20
as well. Range: Touch
N AT U R E ’ S R E M E D I E S Requirements: Verbal, Gesture
Primal Spell, Altering, Intrinsic, Nature Duration: Up to 1 hour
APC: 3 Touch one willing creature for the duration of conjuring the
SPC: 4 spell. That creature magically polymorphs into a creature
Range: Touch with the Beast tag and no modifying tags. The creature must
Requirements: Gesture have a Monster Level equal to or less than ½ the target
Duration: Instantaneous creature’s level if it is a PC, or equal to or less than its own
Using an herbal salve or a quick word of power, you heal a monster level if it is an NPC.
creature. The target creature gains all of the stats and properties of
One creature that you touch regains 1d6 hit points. the new creature, with the exception of retaining its original
INT and CHA. The creature is unable to cast spells or speak
NIGHTEYE
while in its new form unless the beast that it turned into
Primal Spell, Divining, Intrinsic, Nature
possess such an ability.
APC: 5
You or the transformed creature may spend 3 AP to end
SPC: 5
the spell. If the creature loses all of its HP, it reverts to its old
Range: Self
form and takes any excess damage from its original HP pool.
Requirements: Gesture
Otherwise, the creature reverts to its original form at the
Duration: 1 hour
end of the duration.
You call upon the primal sight of feline hunters, allowing
your gaze to pierce the darkness. SUMMON BEAST
You can see in nonmagical darkness for 60 ft as if it were Primal Spell, Summoning, Extrinsic, Nature, Conjuring 2
dim light, and in dim light for 60 ft as if it were bright light. APC: 6
You cannot discern color while doing so. SPC: 15
Upcharge: If you spend +20 SP on this spell, then you can Range: 30 ft
see in magical darkness for the duration as well. Requirements: Gesture, Verbal
Duration: 10 minutes
PA D FO O T
You summon a mundane creature from the Everwilds.
Primal Spell, Altering, Intrinsic, Nature
Immediately when you finish Conjuring this spell, a
APC: 5
creature appears in an unoccupied space within range. This
SPC: 3
creature must have the Beast tag and no modifying tags,
Range: Touch
and must have a Monster Level of 5 or lower. This creature
Requirements: Gesture
is friendly to you and your allies and will fight for you and
Duration: 10 minutes
engage in other heavy labor for you (such as pulling a cart)
By tapping into the subtle blend of shadow and mulch, you
for the duration, but will become hostile towards you if you
silence a creature’s tread.
or your allies mistreat it.
Touch one creature. For the duration, it does not leave
If a creature you summon in this way does not die before the
footprints and has a +6 to Sneaking.
end of the spell’s duration, you may specify that you want to
Upcharge: +1 Sneaking per +1 SP (max +20 total
resummon that same creature when you use this spell again.
Sneaking).
If you do so at least once per day for a year, then that creature
PISCISM becomes permanently bonded to you. It resides in your
Primal Spell, Altering, Intrinsic, Nature plane of existence now and sees you as a loved companion.
APC: 7 Furthermore, you and a bonded beast can communicate basic
SPC: 6 emotions and simple thoughts to one another telepathically,
Range: Touch provided that you can see each other.
Requirements: Verbal, Gesture Upcharge: +10 mins per +5 SP.
Duration: 10 minutes
S U M M O N E L E M E N TA L
You attune a creature to the aquatic domain.
Primal Spell, Summoning, Extrinsic, Nature, Conjuring 8
Touch one creature. For the duration, it can breathe water
APC: 24
and has a swim speed equal to its walking speed.
SPC: 40
Upcharge: +10 mins per +4 SP.
Range: 30 ft

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Requirements: Gesture, Verbal SUMMON MONSTER
Duration: 10 minutes Primal Spell, Summoning, Extrinsic, Nature, Conjuring 3
You summon an elemental from the Everwilds. APC: 10
Immediately when you finish Conjuring this spell, a SPC: 40
creature appears in an unoccupied space within range. Range: 30 ft
This creature must have the Elemental tag, and must have Requirements: Gesture, Verbal
a Monster Level of 15 or lower. Make a Spellcasting roll Duration: 5 minutes
against the Elemental creature’s WILL. The Elemental You summon a monstrosity from the Everwilds.
simultaneously makes a CHA roll against your WILL. Immediately when you finish Conjuring this spell, a
Whether you both miss, both succeed, or only one of you creature appears in an unoccupied space within range. This
succeeds, the results are as follows: creature must have the Beast or Monstrosity tag, and must
You both hit: You take 2d8 damage of the type primarily have a Monster Level of 10 or lower. This creature is friendly
associated with that Elemental (if it is an earth elemental, to you and your allies and will fight for you and engage in
take Blunt damage). Thereafter, this creature is friendly to other heavy labor for you (such as pulling a cart) for the
you and your allies and will fight for you for the duration, duration, but will become hostile towards you if you or your
but will become hostile towards you if you or your allies allies mistreat it.
mistreat it. Upcharge: +5 mins per +5 SP.
The Elemental hits, and you miss: This creature is
S U M M O N S WA R M S
hostile towards you and your allies and will attack you.
Primal Spell, Summoning, Extrinsic, Nature, Conjuring 2
You hit, and the Elemental misses: For the duration,
APC: 9
you gain Affinity to the damage type primarily associated
SPC: 30
with the elemental (if it is an earth elemental, this is Blunt
Range: 30 ft
damage). This creature is friendly to you and your allies and
Requirements: Gesture, Verbal
will fight for you for the duration, but will become hostile
Duration: 5 minutes
towards you if you or your allies mistreat it.
You summon swarms of creatures from the Everwilds.
You both miss: This creature is friendly to you and your
Immediately when you finish Conjuring this spell, three
allies and will fight for you for the duration, but will become
swarms appear in three unoccupied points within range.
hostile towards you if you or your allies mistreat it.
These swarms must have the Beast and Swarm tags, and
Upcharge: +5 mins per +5 SP.
must each have a Monster Level of 5 or lower. These swarms
S U M M O N FA E are friendly to you and your allies and will fight for you and
Primal Spell, Summoning, Extrinsic, Nature, Conjuring 5 engage in other labor for you (such as devouring a corpse) for
APC: 20 the duration, but will all become hostile towards you if you or
SPC: 70 your allies mistreat any of them.
Range: 30 ft Upcharge: +5 mins per +5 SP.
Requirements: Gesture, Verbal
TA N G L E O F B R A M B L E S
Duration: Instantaneous
Primal Spell, Alchemy, Extrinsic, Nature
You summon a fae from the Everwilds.
APC: 3
Immediately when you finish Conjuring this spell, a
SPC: 4
creature appears in an unoccupied space within range. This
Range: 60 ft
creature must have the Fae tag, and must have a Monster
Requirements: Gesture, Visual, Line of Sight
Level of 20 or lower. Make a Spellcasting roll against the Fae
Duration: 10 minutes
creature’s LOG. The Fae simultaneously makes a CHA roll
A mass of thorny weeds sprouts up, clogging the way.
against your LOG. Whether you both miss, both succeed, or
Choose a point within range. Thorny weeds sprout in a
only one of you succeeds, the results are as follows:
10 ft radius from that point. The area within this radius is
You both hit; or you hit and the Fae misses: This creature
hazardous terrain (1d4 sharp). When a creature starts its turn
is friendly to you and your allies and will fight for you or (if
in the brambles, make a magic attack against their FORT; on
intelligent) argue on your behalf for the duration, but will
a hit, the creature is Grappled until the start of their next
become hostile towards you if you or your allies mistreat it.
turn. (If they attempt to escape the Grapple on their current
Fae hits, you miss: This creature is hostile towards you and
turn, they must overcome your WILL). The caster can choose
will either try to directly battle you or will try to manipulate
to end this effect at will.
you in nefarious ways.
Upcharge: +5 ft radius per +3 SP.
You both miss: The fae is indifferent to you and will act of
its own volition as it sees fit.

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TERROR The factions of psions are referred to as “Wings” within
Primal Spell, Enchanting, Intrinsic, Emotion their own ranks. Despite differing goals, their unique nature
APC: 5 as hyper-empaths and telepathic abilities have resulted in an
SPC: 24 affinity between them that outshines their connection with
Range: 60 ft non-latents.
Requirements: Gesture, Visual, Line of Sight
Duration: 10 minutes THE CABINET
Choose a point within range and make a magic attack The Cabinet is a secret council of twelve formidable psions
against the WILL of each creature within a 20 ft radius of who oversee hundreds of latents. Neutral advisors to many
that point. If you hit, a creature becomes Frightened of you kingdoms, The Cabinet’s representatives are dispersed across
for 10 minutes and gains a Phobia (roll 1d10 on the Phobia Ancerra, serving as translators, diplomats, adjudicators, and
Table in the Creeping Fear spell). If you miss, a creature long-distance telepathic communicators. The presence of a
becomes Frightened of you for 1 minute and does not gain Cabinet representative is a symbol of status, and kingdoms,
a Phobia. nobles, and guilds alike pay handsomely for their services.
Upcharge: If you spend 12 additional SP when you cast this
spell, roll 2d20 and use whichever is higher when making your LIGHTS FROM BELOW
magic attack.
Lights from Below, colloquially known as Lebellos or Elbes,
WA L L O F B R I A R S is a smaller Wing of psions dedicated to improving Ancerra.
Primal Spell, Alchemy, Extrinsic, Nature, Conjuring 2 The Lights from Below construct bridges, dig wells, and
APC: 8 fight bandits and monsters, taking only enough coin to
SPC: 16 reach their next destination. While traveling, they nurture
Range: 100 ft young latents, and their headquarters, the Hall of Heroes, is
Requirements: Visual, Gesture a massive hall carved into a mountain face. It is filled with
Duration: 10 minutes statues and murals that depict heroes from the Light from
Choose a point within range, then choose a second point Below and their famous adventures.
within range that is no more than 20 ft from the first point.
Thorny briars sprout in a line between those two points. THE FIXERS
The briars are 5 ft thick and 15 ft tall. Moving through the
One of the largest Wings is The Fixers, with thousands of
briars is considered moving through hazardous terrain (6d4
latents throughout Ancerra. Their primary function is to
Sharp). Furthermore, when a creature attempts to move
hunt monsters and collect bounties.
through the briars, make a magic attack against their FORT.
On a hit, the creature is Restrained (escape DC 10 + your
magic attribute). PSIONIC APTITUDES
The wall provides partial cover (+3) against all ranged Psionic Aptitudes are unique subcategories of psionic magic.
attacks. The briars can be destroyed or burned. Each 5 ft Psionic casters typically focus on one Aptitude and greatly
cube of the briars has the following health statistics: increase their power within it.
HP 20 AR 14 Clairsentience is the psionic aptitude that allows one to
Resist Blunt 6, Resist Cold 3 ;Immune Psychic, Sonic master one’s senses and perceive outside of those senses and
Vulnerable Fire 4 self.
DT 10 Psychokinetics is the manipulation and mastery of
Upcharge: +5 ft length of the wall per +4 SP. existing physical matter.
Metacreativity taps into the space between space, The
Pale, to draw and shape essence, manifesting semi-physical
P S I O N I C S O U RC E objects and creatures.
Telepathy is mental communication such as traditional
telepathy, empathy, mind-reading, and manipulation of
Psionic magic draws from the inherent power within one’s thought and perception.
very soul: their Essence. Individuals who are sensitive to this Psychometabolics is the ultimate attunement with one’s
power often manifest it at a very young age, although few own body, and the ability to push it past its physical limits,
know how to spot and develop those early signs of psionic and even morph and shape it.
latency. Psychovillany is the forbidden art of charm and
A psion, once identified, often enters the care of a faction, compulsion.
and these factions regularly compete with each other to
increase their ranks. The competition is usually friendly.

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requires SP).
PSYCHOVILLAINY
C O N C E N T R AT I O N
Some psionic abilities are agreed upon to be unethical as
Spells with the Concentration tag require a lot of mental
they subvert the free will of other creatures. Such magic is
focus to keep running; thus, only one can be active at a
known as psychovillainy. Use of such magic would likely
time. If you take damage while doing this, you must make a
result in an investigation and perhaps even banishment from
Concentration check: 1d20+END. The DC of the check is ½
one’s own Psionic Wing. Depending on the degree of the
the amount of damage that you took.
offense, the latent may be shunned from the other wings,
leaving them with no choice but take solace with the other
psions of their kind: The Syndicate, a secretive Wing of
P S I O N I C TA L E N T
exiled and banned psions who care for each other and work S TA C K
as mercenaries and sellswords across Ancerra.
ADEPT OF THE PSIONIC
Generally, telepaths find themselves most tempted by the
Psionic, Magic Entry
forbidden arts, and many telepathy spells ride a thin line
Having opened yourself to Psionic power, you gain the
between acceptable and forbidden.
following benefits.
Aptitude. You manifest one Psionic Aptitude. when you
PSIONIC MAGIC TYPES cast psionic spells of that Aptitude with the Manifestation tag,
In addition to spells, psionic casters might learn invocations. they cost 0 SP for you.
Invocation. If you know any invocations, you may cast Spell Points. If this is the first Magic Entry talent you have
invocations a number of times equal to your Psionic Tier. This taken, gain 10 SP. Otherwise, gain +5 SP. Each time you level
resets when you Take a Rest. up and spend your talent point on a talent in the psionic
Spell. Spells follow the normal rules. stack, you gain +5 maximum SP.
Psionic Power. Gain 1 Psionic Power. Each time you level
P S I O N I C TA G S up and spend your talent point on a talent in the psionic
talent stack, you gain +1 Psionic Power.
These tags are referenced by some psionic spells and
Adept. Gain access to the psionic stack. Gain two talents
invocations.
from the psionic stack. You do not gain additional SP or
PSIONIC POWER Psionic Power from these selections.
Your Psionic Power is the total number of talent points you Psion. Unless otherwise noted, your magic attribute is
have spent on psionic talents as a result of leveling up, along AWR.
with the number of talent points you have spent in certain
classes or stacks. These classes or stacks will specify that
CLAIRSENTIENT MAGIC
Psionic Talent, Repeatable
they contribute to Psionic Power.
You learn three new spells and/or invocations with the
PSIONIC TIER Clairsentience tag.
Your Psionic Tier increases at varying increments of Psionic
Power, as shown on the table below.
TELEKINETIC MAGIC
Psionic Talent, Repeatable
Psionic Power Psionic Tier
You learn three new spells and/or invocations with the
1-3 1 Telekinesis tag.
4-7 2 T E L E PAT H M A G I C
8-11 3 Psionic Talent, Repeatable
You learn three new spells and/or invocations with the
12-15 4
Telepathy tag.
16-19 5
P S YC H O K I N E T I C M A G I C
20+ 6 Psionic Talent, Repeatable
Your Psionic Tier determines how many times you can use You learn three new spells and/or invocations with the
invocations each day. Psychokinetics tag.
APTITUDE P S YC H O M E TA B O L I C M A G I C
When you take the Adept of the Psionic talent, choose one Psionic Talent, Repeatable
Aptitude: Clairsentience, Psychokinetics, Metacreativity, You learn three new spells and/or invocations with the
Telepathy, or Psychometabolics. Psychometabolics tag.
M A N I F E S TAT I O N
A Spell with the Manifestation tag costs 0 SP for psions who
have the corresponding Aptitude (although upcharging still

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M E TAC R E AT I V E M A G I C E N H A N C E D C O N C E N T R AT I O N I V
Psionic Talent, Repeatable Psionic Talent, Repeatable
You learn three new spells and/or invocations with the Prerequisite: Level 24, Enhanced Concentration III
Metacreativity tag. You can now concentrate on three spells at once, and
your DC for Concentration can not exceed 12. If you fail
PSIONIC SPELLS
a Concentration check, you lose concentration on all
Psionic Talent, Repeatable
spells except for the one that Enhanced Concentration III
You learn two new Psionic Spells.
preserves.
P S I O N I C V E R S AT I L I T Y
Psionic Talent, Repeatable M E D I TAT I V E R E S T
Incompatible: Psionic Focus Psionic Talent
You gain another Psionic aptitude. You can remain partially aware of your surroundings while
you sleep - able to wake at will, at a moment’s notice (this
P S I O N I C FO C U S takes 1 Reactive AP).
Psionic Talent, Repeatable
Incompatible: Psionic Versatility M E D I TAT I V E R E S T I I
Spells that have the tag you chose as your psionic aptitude Psionic Talent
cost 2 fewer SP (min 1, unless they are manifestations). Prerequisite: Meditative Rest
You now only need 4 hours of sleep.
B AT T L E F I E L D C O N C E N T R AT I O N
Psionic Talent, Repeatable QUICK MIND
Prerequisite: Enhanced Concentration Psionic Talent, Repeatable
While concentrating on a Psionic Spell, you gain the Exploit Choose two psionic spells that you know with the Conjuring
maneuver. tag. Their Conjuring value is lowered by 1 (min 1).

B O DY S C U L P T O R P S ION IC
Psionic Talent
You can shorten the Meditation and Recovery time from
I N V O C AT I O N S
Body Sculpt to 8 hours each. (1/Level) A DA P T
B O DY S C U L P T O R I I Psionic Invocation, Psychometabolics, Altering
Psionic Talent Casting Time: 10 minutes
Prerequisite: Body Sculptor Range: Self
Body Sculptor becomes 2/Level. Requires: Gesture
Duration: 1 hour
B O DY S C U L P T O R I I I
When you finish casting this invocation, you gain two
Psionic Talent
adaptations of your choice from the list below for the
Prerequisite: Body Sculptor II
duration:
You can now cast Body Sculpt on others, as though it had a
Claws. Gain the natural weapon: Claws. Claws cost 2 AP
range of Touch.
to use, deal 1d4 damage, and you can use STR or DEX when
E N H A N C E D C O N C E N T R AT I O N making Claw attacks. Claws have the Light tag. If you already
Psionic Talent, Repeatable have Claws as a natural weapon, then taking this option
When rolling Concentration, you now roll 2d20 and take increases your damage die by one size (e.g., from 1d4 to 1d6)
the higher result. Additionally, if you roll concentration and to a maximum of 1d12.
would fail, you can spend one Action Point reactively to pass Fins. Gain a swim speed equal to your walking speed.
instead. Gills. You can breathe air and water.
E N H A N C E D C O N C E N T R AT I O N I I Grip. Gain a climb speed equal to your walking speed.
Psionic Talent, Repeatable Haunches. Your Jump distance doubles.
Prerequisite: Level 12, Enhanced Concentration Prehensile Tail. Gain a third appendage, allowing you to
You can now Concentrate on two spells. However, when hold up to three hands’ worth of items.
concentrating on two spells, your Concentration DC Spines. When a creature makes an unarmed or natural
increases by 4. If you fail a Concentration check, you lose weapon attack against you, they take 1d4 sharp damage.
concentration on both spells. Sprint. Your walking speed increases by 10 ft.

E N H A N C E D C O N C E N T R AT I O N I I I A S S E M B LY
Psionic Talent, Repeatable Psionic Invocation, Metacreativity, Alchemy, Meditation
Prerequisite: Enhanced Concentration II Casting Time: 10 minutes to 1 hour
When concentrating on one or more spells, you cannot lose Range: 100 ft
concentration on the spell that you have been concentrating Requires: Verbal, Visual, Gesture
on for the longest time. Duration: Instantaneous
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By exerting your will on a specific task, you can psionically If, at the end of the duration, you cannot recall your spirit
complete this task. Tasks can include constructing a building to your body (due to it being on another plane of existence
or vehicle by using raw materials, or piloting a vehicle such or otherwise unable to return), then you are immediately
as a sailboat. reduced to 0 HP.
If constructing or repairing a structure, you may repair 10
BEND REALITY
cubic ft per 10 minutes that you meditate on this Invocation.
Psionic Invocation, Psychokinetics, Altering, Meditation
If operating a vehicle, you can competently manipulate
Prerequisites: Psionic Tier 5
the vehicle as if you were two places at once within range.
Casting Time: 1 hour
If you have any Duplicates active, then they assist in this
Range: Visual
Invocation. Each Duplicate can repair 10 cubic ft per 10
Requires: Gesture, Verbal
minutes that you meditate on this Invocation, in addition to
Duration: Special
your own 10 ft of repairs; further, a Duplicate can operate a
When you complete the casting of this Invocation, you may
vehicle competently while you meditate on this Invocation.
choose any Spell from any of the five Sources of magic that
ASTRAL PROJECTION has the Alchemy, Altering, Divining, Enchanting, Illusory, or
Psionic Invocation, Clairsentience, Divining, Meditation Necromancy tag and costs 40 or fewer SP. You immediately
Prerequisites: Psionic Tier 6 cast that spell, spending its SP.
Casting Time: 1 hour Alternatively, you may impose a substantial but
Range: Self reasonable change on the weather, natural terrain, or a
Requires: Gesture, Verbal nonliving object or structure within range. Examples include
Duration: Up to 8 hours but are not limited to:
You launch your consciousness beyond your body and can • Changing the day from sunny to stormy
freely explore the world and the cosmos in disembodied • Making Ancerra’s moons apparently vanish (this does
form. not affect solar orbits; it is a powerful instance of
Upon completing this Invocation, you may spend 4 AP to illusory magic)
project your spirit out of your body, and 4 AP to return your • Causing thick mist to envelop the region
spirit into your physical body if you are on the same plane • Transmuting a wooden wall into stone
of existence. While you are projecting your consciousness in • Making a flat plain become hilly or swampy
this way, you gain the following properties: • Turning a pile of cut lumber into a decorated carriage
• You are Ethereal and can pass through walls and other • Turning a pile of cut lumber back into trees
barriers freely. You may suggest additional effects that this Invocation
• You are Invisible, retaining the Unseen condition. might allow, and your MC will adjudicate if and to what
• You have +2 to all Mental attribute checks. extent such effects are viable.
• You have +2 to all Mental defenses. Bending Reality enacts a huge toll on your mind. Upon
• You cannot physically interact with the world. using this Invocation, you may not cast spells with an SP cost
• You have -2 to Physical defenses and to AR. over 10 and you are shaken until the end of your next Rest.
By spending 4 SP, you can send your consciousness up You may only cast this Invocation once per day, even if you
to 1,000 miles instantaneously. By spending 8 SP, you can have multiple Invocation slots available.
send your consciousness into another plane of existence. Any
DREAMSPEAK
diseases or curses that you are suffering are suppressed for
Psionic Invocation, Telepathy, Enchanting
the duration.
Casting Time: 30 minutes
If you project for the full duration of the invocation and
Range: Special
do not get into combat while projecting, you may gain the
Requires: You must be sleeping to cast this Invocation
benefits of Taking a Rest.
Duration: Up to 30 minutes
You cannot communicate audibly with other creatures
Choose a creature with whom you have interacted in the
while using astral projection, but can cast spells as though
past and with whom you have a friendly relationship.
you were physically in the space that your spirit occupies. You
Provided that the creature in question is also sleeping, you
can cast spells with Verbal requirements, even though you
may both converse for the duration. Both creatures have the
cannot audibly communicate.
option to end this conversation at any time. This Invocation
Your spirit can be damaged as though you are physically
ends early if either you or the target creature awakens.
present. If reduced to 0 HP while using astral projection,
your spirit becomes stranded where it was reduced to 0 HP D U P L I C AT E
and your body becomes comatose. Once your body and spirit Psionic Invocation, Metacreativity, Summoning
are physically in the same place again, Lesser Restoration or Casting Time: 10 minutes, which can be part of a Recoup
similar magic will reunite your body and spirit. Range: 10 ft
Requires: Verbal, Visual, Gesture

280 C hapter 4 | M agic


Duration: 8 hours T E L E PAT H I C A N C H O R
You create a quasi-real duplicate of yourself. This duplicate Psionic Invocation, Clairsentience, Divining
has none of your memories or personality. The duplicate Casting Time: 1 hour
has your statistics, but cannot hold over AP and starts its Range: 30 ft
turn with no more than 3 AP. It cannot cast spells, with the Requirements: Gesture, Visual, Line of Sight
exception of Manifestations that you can cast for 0 SP. The Duration: Instantaneous
duplicate’s maximum HP is equal to ¼ your maximum HP. You project a sliver of your consciousness into a
If you spend 24 hours meditating on this invocation, concentrated point, allowing your senses to return to said
you may summon duplicates equal to your Psionic Tier - 1 point even once you are long gone.
(min 1). These duplicates last until destroyed. Permanent Choose a point within range. You may close your senses
duplicates have 10 HP, cannot use manifestations, wield to your physical surroundings to open your ears to the
weapons, or regain HP in any way. If you summon new surroundings of the point that you chose upon casting the
duplicates with this Invocation, your previous duplicates invocation, as though you were standing there. You can only
dissipate. 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: Verbal, Gesture 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 P S ION IC S PEL L S
If you succeed, then you haunt the creature’s subconscious
BLUR
psyche. Until the creature removes this curse using magic
Psionic Spell, Psychometabolics, Illusory, Concentration
akin to Greater Restoration or similar magic, it suffers the
APC: 2
following effects:
SPC: 10
• It suffers the Shaken condition
Range: Self
• It occasionally sees illusory creatures moving in
Requires: Verbal
shadows
Duration: Up to 1 minute
• Each time it Takes a Rest, it gains a randomly
For the duration, creatures that attack you must roll 2d20
determined Phobia 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: Touch
Casting Time: 1 hour
Requires: Verbal, Visual, Gesture
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.

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

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D I S T R AC T Range: Sight
Psionic Spell, Telepathy, Enchanting, Concentration, Requires: Verbal, Visual
Manifestation Duration: Up to 5 minutes
APC: 1, which you may spend on your turn, or spend While you are conjuring this spell, and for the duration
reactively when a hostile creature makes an attack roll of this spell, you may choose a single creature (which can
SPC: 3 be yourself), and make all creatures within range who
Range: 40 ft are not engaged in combat more favorable towards that
Requires: Verbal, Visual, Gesture single creature’s words and actions. The extent to which a
Duration: Up to 5 minutes creature is swayed by the single creature is dependent upon
If you cast this spell reactively, the triggering creature gains the swayed creature’s LOG. If the creature’s LOG is below
TD on their attack roll. 14, they are Charmed by the target of this spell, but do not
If you cast this spell on your turn, choose a hostile know they are being Charmed. If a creature’s LOG is above
creature within range. You and your allies gain TA against 14, the single creature must make Attribute rolls as normal
that creature. when trying to persuade, deceive, or otherwise interact with
Once per round while you maintain Concentration, you affected creatures, but gains +5 to their rolls as well as
may spend 1 AP to apply either spell effect again. rolling twice and taking the 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 Primal 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 Difficulty set
takes damage, you take ½ of the damage in place of them.
by the MC if the magic occurred naturally). On a successful
Additionally, when that creature would become Charmed,
attack, then you can see and hear the area, but depending
Frightened, or Shaken, you may make a magic attack
on the specific anti-Divining spells in place, the original
against the WILL of the creature that made the attack
caster of the wards might detect your presence. On a failed
against your ally. If you hit, then the effect fails.
attack, 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

C hapter 4 | M agic 283


You see specters of what is about to happen, allowing you to within a 40 ft radius of a point within range. If you hit, deal
effortlessly dominate the battlefield. 20d6 Physical damage (Blunt or Sharp depending on the
You cannot be Surprised. You gain a +8 bonus to all of object) to the creature. If you miss, deal ½ damage. Either
your Defenses. Whenever you roll Initiative or make an way, all creatures affected fall Prone.
attack roll, DEX check, or AWR check, roll 2d20 and use You may only target one object with Grand Telekinesis. If
whichever is higher. you throw it, the spell ends early.
Your MC will determine what occurs when you use this
GEAS
spell in creative ways. For example, if you lift a boat from the
Psionic Spell, Psychovillainy, Enchanting, Conjuring 1
water and turn it upside down, your MC may rule creatures
APC: 5
get a REF save to grab onto something before falling off. If
SPC: 70
you lift a tower up and slam it into the ground, your MC may
Range: 60 ft
determine creatures inside the tower take double damage
Requires: Verbal, Visual, Gesture
from the spell.
Duration: 30 days
With Grand Telekinesis, you can exert fine control over
Make a magic attack against the WILL of a humanoid
objects and can target specific parts of a larger object, such as
creature within range. If you hit, the creature is Enthralled
picking the masts off a galleon, or taking apart a tower.
for the duration. If you miss, it is Enthralled for 1 day
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 your
original memory. hand or an empty space next to you, or hurl it as a weapon. If
you hurl the object, make a magic attack vs the REF of every
GIANT
creature within a 20 ft radius of a point within range. If you
Psionic Spell, Psychometabolics, Altering, Concentration
hit, deal 5d6 Physical damage (Blunt or Sharp depending on
APC: 2
the object) to the creature, and the creature falls prone. If you
SPC: 16
miss, deal ½ damage and the creature does not fall prone.
Range: Self
For the duration of the spell, you may pick a new object
Requires: Gesture
to hurl by spending 3 additional AP on your turn. You may
Duration: Up to 1 minute
only hurl an object once per turn in this way, even if you have
Your Size increases by one step (e.g., from Medium to
enough AP to hurl more than one.
Large). Your STR increases by 2, your FORT increases by 5,
If you attempt to lift or manipulate an object that is
and you gain 10 Shield HP.
physically working against you (such as attempting to lift a
Upcharge: Increase your Size by an additional +1 per +16
lowering portcullis or hold back the flow of a river), you must
SP. For each additional step, gain +2 STR, 5 FORT, and 10
spend 3 AP on each of your turns to exert your will over that
Shield HP. You cannot become larger than Gargantuan.
object.
GRAND TELEKINESIS If you attempt to lift or manipulate an object greater than
Psionic Spell, Psychokinetics, Altering, Concentration, 40 lbs x your magic attribute, you must make a magic attack
Conjuring 3 against a Difficulty set by your MC.
APC: 30 You cannot lift an object greater than 80 lbs x your magic
SPC: 70 attribute, even if you crit.
Range: 1000 ft With Greater Telekinesis, you can exert fine control over
Requires: Gesture, Visual, Line of Sight objects and can target specific parts of a larger object. Such
Duration: Up to 1 minute as pulling a wheel off a wagon, or forcing open a portcullis.
You impose your will on an object, forcing it to move.
Choose an object within range. If it weighs less than 2000
tons you can lift it, exert simple manipulations over it such
as pushing, pulling, rotating, lifting, or lowering. If you hurl
an object, make a magic attack vs the REF of every creature

284 C hapter 4 | M agic


HASTEN I R O N B O DY
Psionic Spell, Psychometabolics, Altering, Concentration Psionic Spell, Psychometabolics, Alchemy, Conjuring 2
APC: 4 APC: 10
SPC: 18 SPC: 55
Range: Touch Range: Self
Requires: Gesture Requires: Gesture
Duration: Up to 5 minutes Duration: Up to 10 minutes
You or one creature that you touch becomes hastened for Your body becomes iron. For the duration, you gain Resist
the duration, gaining the following benefits: Physical 10 and Resist Elemental 10; Immune Toxic; and DR
• Gain 3 additional AP at the start of each of your turns. 10/Fire and Energy.
• Your AR, REF, and ANT gain a +2 bonus. JUMP
• Your walking speed is doubled. Psionic Spell, Psychometabolics, Altering, Manifestation
When the spell ends, you and the target creature are APC: 1
Dazed for 1 round. SPC: 5
I G N O R E PA I N Range: Self
Psionic Spell, Psychometabolics, Warding Requires: Verbal
APC: 1, which you spend reactively when you take damage Duration: Instantaneous
SPC: Special Until the start of your next turn, your vertical and horizontal
Range: Self jump distance both increase by a number of ft equal to triple
Requires: Gesture your Psionic Power (e.g., if you have Psionic Power 4, your
Duration: Instantaneous vertical and horizontal jump distance both increase by 12ft).
Gain Shield HP equal to double the amount of damage you During this time, double the distance you can move when
just took. This spell costs SP equal to the amount of damage you spend AP to move. In order to complete a jump’s full
you took. distance, you must spend enough AP to move that whole
distance; if you do not, your jump ends when you run out of
I N S P I R AT I O N
movement.
Psionic Spell, Telepathy, Enchanting, Manifestation
APC: 1 L E V I TAT E
SPC: 3 Psionic Spell, Psychometabolics, Altering
Range: 60 ft APC: 1
Requires: Verbal, Visual SPC: 12
Duration: 1 round Range: Self
You or an allied creature within range gains TA for the Requires: Verbal
duration. Duration: 10 minutes
Upcharge: +1 target creature per +3 SP. For the duration, gain a fly speed equal to ½ your walking
Upcharge: One target creature per +3 SP is also Rallied for speed.
the duration.
LESSER TELEKINESIS
Upcharge: One target creature per +5 SP is also Protected
Psionic Spell, Psychokinetics, Altering, Manifestation
for the duration.
APC: 3
INVISIBILITY SPC: 3
Psionic Spell, Psychometabolics, Illusory, Concentration Range: 60 ft
APC: 1 Requires: Gesture, Visual, Line of Sight
SPC: 12 Duration: Instantaneous
Range: Self You impose your will on an object, forcing it to move.
Requires: Gesture Choose an object within range that weighs 10 lbs or less.
Duration: Up to 1 hour You can lift it and exert simple manipulations over it such as
You become Invisible for the duration. This spell ends if you pressing a button, call it to your hand, or hurl it at a foe. If
deal damage to another creature. you hurl it at a creature, make a magic attack vs REF. If you
Upcharge: +30 min duration per +4 SP. hit, deal 1d10 physical damage (blunt or sharp depending on
Upcharge: If you spend +28 SP on this spell, then the spell the object) to the creature.
does not end when you deal damage to another creature. If you attempt to lift or manipulate an object that is
physically working against you (such as attempting to lift a
lowering portcullis), you must make a magic attack against a
Difficulty set by your MC.

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If you attempt to lift or manipulate an object greater than If you do this, you appear to anyone who travels to your
10 lbs x your magic attribute, you must make a magic attack Mind Palace as a spectral form of your living self. You cannot
against a Difficulty set by your MC. You cannot lift an object leave the Mind Palace once you do this. If you choose not
greater than 20 lbs x your magic attribute, even if you Crit. to do this, then your Mind Palace is destroyed over the next
With Lesser Telekinesis, you cannot exert fine control over 5d20 days as your soul fades.
objects, nor can you target specific parts of a larger object. Enhance: Once your Mind Palace is established, you
For example, this spell does not allow you to remove a wheel may cast this spell again with a range of “Touch” to allow
from a wagon. one additional creature access to the Mind Palace with you.
Creatures added to your Mind Palace gain all of the benefits
MIND FIST
that this spell confers. Furthermore, you can experience all
Psionic Spell, Metacreativity, Altering, Concentration,
of the memories of creatures that join your Mind Palace, and
Manifestation
they can experience all of your memories.
APC: 2
SPC: 4 MIND TRAP
Range: 40 ft Psionic Spell, Telepathy, Enchanting, Concentration
Requires: Visual, Gesture APC: 4
Duration: Up to 5 minutes SPC: 40
When you cast this spell, make a magic attack roll against Range: 60 ft
the AR of a target within range. If you hit, deal 1d8 psychic Requires: Verbal
damage. While you maintain Concentration on this spell, Duration: Up to 1 minute
you may repeat the attack on each of your turns by spending Make a magic attack against a target’s LOG. If you hit, the
2 AP. You can pick a new target each time and you can make creature becomes Helpless for the duration. The spell ends
this attack any number of times on a given turn provided early if you lose Line of Sight to the creature.
that you spend enough AP.
MIND WIPE
Upcharge: +20 ft per +2 SP.
Psionic Spell, Psychovillainy, Enchanting
M I N D PA L A C E APC: 4
Psionic Spell, Telepathy, Warding, Conjuring 10 SPC: 120
APC: 30 Range: Touch
SPC: 150 Requires: Verbal, Visual, Gesture
Range: Self Duration: Instantaneous
Requires: Verbal, Gesture Make a magic attack against a creature’s ANT. If you hit,
Duration: Indefinite then on your next turn, spend an additional 4 AP to attack
Upon completion of Conjuring this Spell, you create your that same creature’s LOG, provided that they are still
Mind Palace. This is a metaphysical demiplane within within range. If you hit, then on your next turn, spend
your own mind. You may spend 4 AP to withdraw your an additional 4 AP to attack that same creature’s WILL,
consciousness from your body into your Mind Palace, and 4 provided that they are still within range. If you hit, then the
AP to return from your Mind Palace to your physical body. creature loses all of its memories, personality, and beliefs. If
While your consciousness is in the Mind Palace, you do not you miss, the creature becomes immune to Mind Wipe.
age and do not need to eat or drink. Any diseases or curses This cannot be undone short of divine intervention.
that you are suffering are suppressed while you are in your After casting this Spell, you gain Fatigue. You also become
Mind Palace. If you spend at least 8 hours in your Mind Sickened for 2 days.
Palace, you gain the benefits of Taking a Rest.
M I N O R T E L E PAT H Y
You cannot be targeted by Divining magic against your
Psionic Spell, Telepathy, Enchanting, Manifestation
will while in your Mind Palace, but may choose for Divining
APC: 4
spells to successfully reach you if you desire. You may cast
SPC: 2
Divining magic from your Mind Palace as if you were on the
Range: 120 ft
Plane occupied by your physical body.
Requires: Visual
While in your Mind Palace, you gain +5 to all INT
Duration: Instantaneous
Attribute checks.
Choose a creature within range. You may telepathically
You may choose to destroy your Mind Palace at any point,
communicate a brief message of approximately 20 words
but doing so requires you to cast the spell again with the
or less to that creature. The creature can respond in kind
intent of undoing it.
without needing to spend AP.
If you die while your mind palace is active, you may
Upcharge: Reduce the spell’s APC by 1 (min 1) per +2 SP.
choose for your Essence to retreat to your Mind Palace and
dwell there indefinitely.

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MIRROR IMAGES This spell physically changes your body for the duration, so
Psionic Spell, Metacreativity, Illusory, Concentration it withstands any physical scrutiny.
APC: 3 Upcharge: +10 minutes per +4 SP.
SPC: 12 PA R A N O I A
Range: Self Psionic Spell, Telepathy, Enchanting
Requires: Gesture APC: 4
Duration: Up to 5 minutes SPC: 32
You conjure forth mirrors of yourself to misguide your Range: 80 ft
enemies’ blows. Requires: Verbal, Gesture
Four duplicates of yourself swirl around you, loosely Duration: 24 hours
imitating your movements. For the duration, creatures that Make a magic attack against a creature’s LOG. If you hit,
rely primarily on sight to make attacks against you roll an choose a secondary target within range. The primary target
additional d20 against a DC20, if they do not meet the DC, a becomes Phobic of the secondary target. It is not phobic
mirror image is destroyed. The DC is reduced by 5 for each of the secondary target specifically, but of all creatures or
destroyed mirror image and the spell ends when you have objects that resemble that secondary target. (For example, if
no more mirror images. the secondary target is an elk, then the primary target might
M O D I F Y M E M O RY become Phobic of all deer, elk, and moose for the duration).
Psionic Spell, Psychovillainy, Enchanting, Conjuring 5 If you crit on your initial attack against the primary
APC: 30 creature’s LOG, then the Phobic condition becomes
SPC: 60 indefinite.
Range: Touch POSSESSION
Requires: Verbal, Gesture 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: Verbal, Visual, Gesture
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 may
Requires: Gesture spend 20 additional SP to extend the duration of the spell by
Duration: 30 minutes 15 minutes.
You can psychically reshape your physical appearance. You
can appear to be any other humanoid species that is the
same Size as you. You can become 6 inches taller or shorter
than your normal as part of this spell and can change
your skin tone, eye color, hair color and length, and facial
complexion however you see fit.

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P SYC H O N AV I G AT I O N legendary beast or kaiju that is under their control.
Psionic Spell, Clairsentience, Divining, Concentration, • A telepath might send a message or vision to all living
Manifestation beings on Ancerra.
APC: 5 • A psychometabolic may permanently modify their
SPC: 4 body, perhaps even permanently changing into
Range: Self another creature and retaining all their memories and
Requires: Gesture personality.
Duration: Up to 4 hours • A psychovillain might charm an entire nation, or incite
By projecting your mind’s eye high above, you divine your violence on a mass scale.
exact location in reference to another point. If you use this spell to create a custom effect as opposed
When you cast this spell, choose a location that you have to replicating the effects of another spell, then you become
physically been to in the last 24 hours. You know exactly Shaken for the rest of your life and can never cast this spell
what direction and how far away that point is from you. again. You cannot remove or reduce this instance of the
If you have a map, your position and the position of the Shaken condition in any way.
reference point both magically glow as small pinpricks of SLOW TIME
light for the duration. Psionic Spell, Psychokinetics, Altering, Concentration
Telepathic Anchor: If you have one or more Telepathic APC: 1
Anchors, you may choose a point that is an active Telepathic SPC: 30
Anchor, even if you have not been there in the last 24 hours. Range: Self
SENSE DANGER Requires: Gesture
Psionic Spell, Clairsentience, Divining, Conjuring 2 Duration: Up to 10 minutes
APC: 10 For the duration, you slow the flow of time in a 30 ft radius
SPC: 15 around you. Whenever you or another creature start a turn
Range: Self in the affected area, that creature is Staggered and Slowed.
Requires: Gesture Any creature that makes an attack in the area must roll
Duration: 1 hour 2d20 and use the lower roll. A creature outside the area
You gain preternatural awareness of when things are not as that targets a creature in the area rolls 2d20 and takes the
they ought to be. higher. Hazardous terrain in the area slows the movement of
You cannot be Surprised, and you gain +5 to REF and ANT. a creature but does not harm it.
Furthermore, if you concentrate on this spell for the entire
SHAPE REALITY
10 minutes and are not actively in combat at any point in
Psionic Spell, Psychokinetics, Altering, Meditation, Conjuring
the spell’s duration, then you and any creature in the area
10
gains the benefits of a Recoup, as it feels to you and those
APC: 30
creatures as though an hour has passed.
SPC: 150
Range: Indefinite STOP TIME
Requires: Verbal, Gesture Psionic Spell, Psychokinetics, Altering
Duration: Instantaneous APC: 1
You change the nature of existence. SPC: 70
When you complete the casting of this spell, you may Range: Self
choose any Spell from any of the five Sources of magic that Requires: Gesture
costs 70 or fewer SP. You immediately cast that spell without Duration: Instantaneous
spending additional SP. You immediately gain triple the amount of AP that you gain
Alternatively, you may rewrite the course of world events. at the start of each of your turns to a maximum of 36 AP. For
You may not travel back in time or undo any events that have the remainder of your turn, you may ignore any conditions
already happened, but may cause immediate and irrevocable that are affecting you; hazardous terrain slows your
change regarding current events. You may make one such movement but does not damage you; you ignore a hostile
change that is appropriate for your Aptitude. This includes creature’s passive effects that would damage you; and no
but is not limited to: creature may spend Reactive AP against you. Damaging
• A clairsentient may gain great knowledge, such as another creature automatically hits, and counts as a Crit,
the deepest secrets of an individual, the location of a but if you harm another creature then the spell ends
legendary artifact, or the machinations of a deity. immediately, causing you to lose any excess AP.
• A psychokinetic may cause a volcano to erupt, or pull a
mountain down on a city
• A metacreative may summon a spectral army, or

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S U M M O N I N CA R N AT I O N WA R P T I M E
Psionic Spell, Metacreativity, Summoning, Concentration, Psionic Spell, Psychokinetics, Altering
Conjuring 4 APC: 1
APC: 20 SPC: 40
SPC: 20 Range: Self
Range: 30 ft Requires: Gesture
Requires: Verbal, Gesture Duration: Instantaneous
Duration: Up to 1 hour You immediately gain double the amount of AP that
When you finish casting this spell, you draw Essence from you normally gain at the start of each of your turns,
the Celestial Sea to create a quasi-real creature. This to a maximum of 24 AP. Damaging another creature
creature must have the Beast or Monstrosity tag, be a automatically hits, and counts as a crit. However, damaging
creature you have seen, and be Monster Level 5 or lower. a creature also ends this spell immediately, causing you to
This creature is friendly to you and your allies and will fight lose any excess AP.
for you and otherwise help you for the duration of the spell,
after which its essence dissipates harmlessly.
Upcharge: +1 ML per +3 SP, to a max of 15.
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.
C R I T S TA C K
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 (see p. 329). 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
A R C H E R Y S TA C K 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 attack roll, such as
If you crit with a two-handed melee weapon that deals
those from cover or TD, from your damage roll instead of
sharp damage, make a secondary attack: DEX vs FORT. Hit:
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 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.
O N E - H A N D E D S TA C K
D U A L W I E L D I N G S TA C K
DUELIST
B A S I C D UA L W I E L D Combat, One-Handed Fighting
Combat, Two-Weapon Fighting When you are using a one-handed weapon and not holding
You can effectively use two light weapons at once. When any other weapons, add +1 to the attack and damage rolls
you make a melee attack with a light weapon and you are you make with that weapon.
holding a light weapon in your other hand, you can make
LUNGE
a melee attack with the second weapon, using 1 fewer AP
Combat, One-Handed Fighting
than you normally would (min 1). You can only reduce the
When you are using a one-handed weapon and not holding
APC of your attack in this manner once per turn.
any other weapons, when you spend AP to make an attack
A DVA N C E D D UA L W I E L D with that weapon, you may first move 5 ft as part of the
Combat, Two-Weapon Fighting same action.
Prerequisites: Basic Dual Wield
When you make a melee attack with a weapon and you are T W O - H A N D E D S TA C K
holding a weapon in your other hand, and both weapons
REND
have the Light and One-Handed tags, you can make a melee
Combat, Two-Handed Fighting
attack with the second weapon, using 1 fewer AP than you
Prerequisites: STR 2
normally would (min 1). You can reduce the APC of your
Gain the Rend ability.
second attack any number of times per turn provided that
Rend: When you make an attack with a two-handed
you alternate weapon attacks each time. (Each time you
melee weapon using STR, add double your STR to the
make an attack for the normal amount of AP, you can make
damage roll, instead of only adding your STR. (END/Rest)
one attack for 1 fewer AP).
REND II
BLADE BLOCKER Combat, Two-Handed Fighting
Combat, Two-Weapon Fighting
Prerequisites: Rend
Prerequisites: Basic Dual Wield
Rend becomes END/Recoup.
While you are using two weapons, you gain Resist Physical 2
against melee attacks. REND III
Combat, Two-Handed Fighting
BLADE BLOCKER II Prerequisites: Rend II, STR 6
Combat, Two-Weapon Fighting
Rend becomes END/Catch Breath.
Prerequisites: Blade Blocker, Dual Wield IV
Blade Blocker becomes Resist Physical 4. G R E AT R E N D
Combat, Two-Handed Fighting
D UA L W I E L D Prerequisites: Rend, STR 4
Combat, Two-Weapon Fighting
When you kill an enemy with a two-handed melee weapon
Prerequisites: Basic Dual Wield
using STR, you immediately gain 1 AP. (2/Recoup)
You can reduce the APC of attacks using your Dual Wield
even if only one of your weapons has the Light tag. G R E AT R E N D I I
Combat, Two-Handed Fighting
D UA L W I E L D I I Prerequisites: Great Rend I, STR 8
Combat, Two-Weapon Fighting
Great Rend becomes 2/Catch Breath.
Prerequisites: Dual Wield
You can reduce the APC of attacks using your Dual Wield G R E AT R E N D I I I
even if neither of your weapons have the Light tag (they Combat, Two-Handed Fighting
must both still have the One-Handed tag). Prerequisites: Great Rend II, STR 10
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.
W E A P O N S TA C K
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 fatigue
Prerequisites: Weapon Mastery
is removed. Additionally, each time you level up, gain +1
Choose a weapon for which you have Weapon Mastery.
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
Incompatible: 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 A R M O R S TA C K
Command, Social E VA S I V E
Prerequisites: Charmer Defense, Armor
Charmer becomes 2/Catch Breath. Incompatible: 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, Social 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.
PERFECT DODGE SECOND SKIN: MEDIUM ARMOR
Defense, Armor Defense, Armor, Repeatable
Prerequisites: Evasive II Choose one type of medium armor (such as brigandine or
If you would take half damage from an attack that targets lamellar). Gain the armor’s Resist bonus when wearing that
your REF, you instead take no damage. type of armor.
H E AV Y A R M O R T R A I N E E S E C O N D S K I N : H E AV Y A R M O R
Defense, Armor Defense, Armor, Repeatable
Your movement is no longer restricted by wearing heavy Choose one type of heavy armor (chainmail or plate). Gain
armor. the armor’s Resist bonus when wearing that type of armor.
IMPULSE SECOND SKIN: SHIELDS
Defense, Armor Defense, Armor, Repeatable
Incompatible: Evasive, Tough Choose one type of shield (such as buckler or tower shield).
If you are not wearing armor, you may use your ANT in Gain the shield’s Resist bonus when you have that type of
place of your AR, but your AR cannot exceed 14 when you shield equipped.
do.
TOUGH
IMPULSE II Defense, Armor
Defense, Armor Incompatible: Evasive, Impulse
Prerequisites: Impulse If you are not wearing armor, you may use your FORT in
Your AR cannot exceed 18 when you use this feature. place of your AR, but your AR cannot exceed 14 when you
do.
IMPULSE III
Defense, Armor TOUGH II
Prerequisites: Impulse II Defense, Armor
Your AR has no limit when you use this feature. Prerequisites: Tough
Your AR cannot exceed 18 when you use this feature.
LIGHT ARMOR TRAINEE
Defense, Armor TOUGH III
You gain +1 AR, REF, and FORT while wearing light armor. Defense, Armor
Prerequisites: Tough II
LUCKY PLACEMENT
Your AR has no limit when you use this feature.
Defense, Armor
Incompatible: Evasive U N A R M O R E D AWA R E N E S S
You can use your LUCK (max +4), instead of your DEX, Defense, Armor
when calculating your REF. Prerequisites: Unarmored Defense
You become unnaturally attuned to a battlefield. While you
LUCKY PLACEMENT II
are not wearing armor, you may increase your AWR by +5
Defense, Armor
reactively when you are making an AWR roll or your ANT is
Prerequisites: Lucky Placement
being attacked. This bonus lasts until the beginning of your
You can use your LUCK (max +8), instead of your DEX,
next turn. (1/Catch Breath)
when calculating your REF.
You may use Luck Points to force an attacker to reroll U N A R M O R E D AWA R E N E S S I I
their attack if they are targeting your REF and not targeting Defense, Armor
other creatures. Prerequisites: Unarmored Awareness
You can use this ability once for 0 Reactive AP, and
LUCKY PLACEMENT III
indefinitely by spending 2 Reactive AP. Your free use of this
Defense, Armor
ability recharges when you Catch your Breath.
Prerequisites: Lucky Placement
You can use your LUCK, instead of your DEX, when U N A R M O R E D AWA R E N E S S I I I
calculating your REF. Defense, Armor
Prerequisites: Unarmored Awareness II
You have three free uses of Unarmored Awareness, which
you regain when you Catch your Breath. Subsequent uses of
Unarmored Awareness cost only 1 AP.

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 V SHIELD TRAINING
Defense, Armor Defense, Shield
Prerequisites: Unarmored Awareness III, Level 15 You can wield any melee weapon with the one-handed tag
Your unarmored Awareness increases to +10 AWR, and while wielding a shield, instead of only a light weapon.
you can no longer roll below a 10 on skill checks to discern Gain the Brace ability.
tactical information in the heat of battle. Brace: Spend 1AP to raise your shield, gaining +3 to
physical defenses until the beginning of your next turn. This
DEFENSIVE automatically ends your turn.
M A N E U V E R S S TA C K
SHIELD FIGHTING
BARREL ROLL Defense, Shield
Defense, Defensive Maneuvers Prerequisites: Shield Training
You gain +2 AR against ranged attacks, and when a ranged You can wield one-handed or hand-and-a-half weapons
attack misses you, you can immediately move 10 ft, ignoring while wielding a shield, but cannot use a hand-and-a-half
creatures between you and your target space. You can only weapon using two hands.
move in this way once on each round (regaining the ability MEDIUM SHIELD TRAINING
at the start of each of your turns). Defense, Shield
BARREL ROLL II Prerequisites: Shield Training
Defense, Defensive Maneuvers You gain the Resist abilities of kite shields and heater
prerequisites: Barrel Roll shields.
You may use Barrel Roll multiple times per round, but every MEDIUM SHIELD TRAINING II
barrel roll after the first takes 1 Reactive AP. Defense, Shield
B R AW L E R Prerequisites: Medium Shield Training
Defense, Defensive Maneuvers You gain an additional +1 to your AR while wielding a kite
When two or more hostile creatures are within 5 ft of you or heater shield. The first time you use your Brace ability
and you have no allies adjacent to you, all of your defenses after rolling Initiative, it does not cost AP. (1/Catch Breath)
increase by +1. MEDIUM SHIELD TRAINING III
HUMAN SHIELD Defense, Shield
Defense, Defensive Maneuvers Prerequisites: Medium Shield Training II
You gain +2 to your physical defenses while you have an While you have a kite or heater shield equipped, you gain
enemy Grappled. +2 to your physical defenses against reactive attacks
triggered by your movement.
LURKER
Defense, Defensive Maneuvers MEDIUM SHIELD TRAINING IV
When you are Concealed, your AR and your Physical Defense, Shield
Defenses increase by +2. Prerequisites: Medium Shield Training III
If you are missed with an attack against your REF while you
S H I E L D S TA C K have Brace active and are wielding a kite or heater shield,
you take no damage, if you would otherwise take half
B U C K L E R S P E C I A L I Z AT I O N
damage.
Defense, Shield
You can use your Brace ability for 0 AP 2/Catch Breath.
Prerequisites: Shield Training
While you have a buckler equipped, you may add 1 AP to a MEDIUM SHIELD TRAINING V
melee attack you are making, if that attack hits, the creature Defense, Shield
gains TD while attacking you until the beginning of your Prerequisites: Medium Shield Training IV
next turn. Your Brace ability instead grants +4 to your Physical
Defenses until the beginning of your next turn.
BUCKLER STRAP
You can use your Brace ability for 0 AP 3/Catch Breath.
Defense, Shield
Prerequisites: Shield Training MEDIUM SHIELD MASTERY
You may equip a Buckler by strapping it to your forearm, Defense, Shield
allowing both of your hands to be free. Prerequisites: Medium Shield Training V
You may now extend the bonus of your Brace ability to one
B U C K L E R WA R R I O R
target that remains within 5 ft of you until the start of your
Defense, Shield
next turn. If the creature leaves a space that is within 5 ft of
Prerequisites: Shield Fighting, Buckler Strap
you, it loses this benefit even if it returns.
You can use a two-handed weapon with a Buckler, and can
use the two-handed benefits of a hand-and-a-half weapon.
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
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
A N I M A L C O M PA N I O N
the following benefits.
Misc Specialization
Whenever both shields are braced 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 monster 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 braced. 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 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 Set. 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, and by
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 spending 1 AP when you are in Initiative.
Defense, Shield If you know more than 2 Aspects, you can choose which 2
Prerequisites: Tower Shield Specialization III are available to switch between upon Taking a Rest.
The cover granted to creatures directly behind you increases If you have Transferred an Aspect to an ally, it is
to Cover 3 and they are considered concealed, creatures in unavailable to you.
squares directly or diagonally behind you and within 10 ft of
you gain Cover 1.

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

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 10ft 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 Gain awareness of nearby magic: If a creature or object is within 30ft of you and you can see it, you know
if it’s magical or under the effects of magic. You also learn the Source and Function of that magical effect.

Aspect: Vele 1 AP: Creatures within 5ft 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 Water Vehicle 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 potion or a
A C R O B AT vial of caustic flame. Either option loses its potency after 24
Skill Specialization, Repeatable hours.
Gain 6 Skill Points, which you can spend on any skills with Potion: When a creature drinks this potion, 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
You gain 6 Skill Points you can assign to any skills with the or Navigating skills).
INT tag. Additionally, when making a check with a skill that AT H L E T E
has the Crafting or Knowledge tag, and that is a skill you Skill Specialization, Repeatable
have skill points for, you may use your CHA instead of your Gain 6 Skill Points, which you can spend on any skills with
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, which you can spend on any skills that
You gain the ability to calm agitated animals. By spending use the AWR attribute.
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.
Incompatible: 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.
You gain 6 Skill Points you can assign to any skills with the
This replaces your Artist Aspirant Talent.
INT tag. Additionally, when making a skill check with the
ASTROLO GER Crafting or Knowledge tags, you may use your AWR instead
Skill Specialization 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. Once you use this ability, you
and the requisite supplies, you can perfectly mimic any
cannot use it again until you next Take a Rest.
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.

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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 a pair of shoes.
of armor, or item and carefully clean it to increase its value. For the next 24 hours, whoever wears those shoes gains a
You can sell such an item for 110% its original cost. You +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 square ft.
Skill Specialization, Repeatable
CARTO GRAPH E R Gain 6 Skill Points, which 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, which you can spend on any skills that You can book passage on a boat or ship for free, provided
use the CHA attribute. 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, which you can spend on any skills that
to improve any food and drink. When a creature consumes
use the DEX attribute.
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 Climbing 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

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
ignore difficult terrain imposed from rocks, debris and the the check is resolved, potentially mitigating the check
like. Difficult terrain imposed by mud or sludge still slows altogether. (2/Rest)
your vehicle.
FO R A G E R
DUNGEONEER Skill Specialization
Skill Specialization Gain +3 in the Foraging skill.
Gain +3 in the Dungeoneering skill. When you Take a Rest, you can always find a minimum of
Your ANT increases by +1. 1 day’s worth of rations, even if you do not make a Foraging
check. (If you are in an extremely bleak environment, such
E AV E S D R O P P E R
as the void of space, your MC might rule that this ability
Categorization: Skill Specialization
does not work.
Gain +3 in the Eavesdropping skill.
When you make an Eavesdropping check, you may roll FO R C E F U L
2d20 and use the higher. (1/Rest) Skill Specialization
Gain +3 in the Applied Force skill.
ECONOMIST
When you have a mechanism to leverage your strength to
Skill Specialization
greater effect, such as a crowbar and a fulcrum, then when
Gain +3 in the Economics skill.
you make an Applied Force check, treat any d20 roll of 1-9
By spending 1 month in a town or urban area, you can
as if it were a 10.
gain +1 Goodwill among the Aristocracy or Mercantile
spheres (your choice each time). You may sell your services FO R G E RY
as an economist for 10 sp weekly while in a settled area. Skill Specialization
Gain +3 in the Forging skill.
E M PAT H E T I C
If you assemble nice inks and fine papers before you forge
Categorization: Skill Specialization
a document, you can make it more convincing. For every 10
Gain +3 in the Empathy skill.
sp you spend, add +1 to your Forging check. (1/Rest)
Once when you Take a Rest, you may commiserate with a
companion of your choice. Make an Empathy check against FO R T U I T O U S
a DC set by your MC. If you succeed, your companion Skill Specialization
removes a permanent Charmed, Enthralled, Frightened, or Gain +3 in the Fortuity skill.
Phobic condition. When making a Fortuity skill check, your crit range
increases by 3 (e.g., from 20 to 17-20). You must still
ENDURING
observe the maximum crit range of 16-20.
Skill Specialization, Repeatable
Gain 6 Skill Points, which you can spend on any skills that GEO GRAPHER
use the END attribute. Skill Specialization
Gain +3 in the Geography skill.
ENGINEER
When your visibility is not restricted, if there is at least
Skill Specialization
one notable landmark within sight, you can estimate your
Gain +3 in the Engineering skill.
distance from the nearest settled area. This estimation is
You can consult on building repairs to earn 10 sp per
within 1 mile of being perfectly accurate.
week while in an urban area.
E N T E R TA I N E R A S P I R A N T GLASSBLOWER
Skill Specialization
Skill Specialization
Gain +3 in the Glass Blowing skill.
Gain +3 in the Entertaining skill.
You may make a Glassblowing check to make a plate or
When in an inn or tavern, you can perform in exchange
goblet, doing so successfully on a roll of 15 or higher. You
for free room and board.
may make a flute on a roll of 20 or higher. You can use these
E N T E R TA I N E R items or sell them for 125% their normal market rate. You
Skill Specialization can only make such an item 1/Week.
Prerequisites: Entertainer Aspirant or Musician
Gain the entry level of the Entertainer Profession. You must GOSSIPPER
choose the Performer track instead of the Artist track. Skill Specialization
This replaces your Entertainer Aspirant Talent. Gain +3 in the Gossipping skill.
You can gossip to sully someone’s reputation, provided
E VA D E R that they are not there. Make a Gossipping check against a
Skill Specialization DC equal to 15 + that creature’s CHA. If you hit, they lose
Gain +3 in the Evading skill. 1 goodwill. You can only do this 1/Rest, and can only target
When a creature makes an AWR check to notice you, if the same creature 1/Week.
you are not in combat, you may move up to 20 ft before

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 that you have some form of precious mineral. Make a
Skill Specialization Jeweling roll. You can sell your jewelry for that many dc.
Gain +3 in the History skill. (1/Month)
After reading something from a book, you can recall it KNOWLEDGEABLE
with perfect accuracy for 1 year, unless your memory is Skill Specialization, Repeatable
magically modified. Gain 6 Skill Points, which you can spend on any skills with
INFLUENCER the Knowledge tag.
Skill Specialization, Repeatable L AW Y E R
Gain 6 Skill Points, which you can spend on any skills with Skill Specialization
the Influence tag. Gain +3 in the Law skill.
INTELLIGENT While staying in a friendly settlement you may sell your
Skill Specialization, Repeatable services as a lawyer or mediator to settle local disputes.
Gain 6 Skill Points, which you can spend on any skills that Doing so earns you a number of sc each week equal to your
use the INT attribute. Law skill, and increases your community goodwill by +1 at
the end of each month.
I N T I M I D AT O R
Skill Specialization LEADER
Gain +3 in the Intimidating skill. Skill Specialization
Before attempting to intimidate someone, you can study Gain +3 in the Leadership skill.
them to determine how to effectively frighten them. After When you take your first turn after rolling Initiative, gain
spending 1 minute studying them, make an AWR/Intuiting +5 ft speed when you spend AP to move.
check against a creature’s WILL. If you succeed, then you L E A N -T O
know exactly how to get under their skin. Roll 2d20 and use Skill Specialization
the higher when you make your Intimidating roll. (1/Rest) Gain +3 in the Sheltering skill.
INTUITIVE When you fail a Sheltering check, you may spend 30
Skill Specialization minutes to create a lean-to, provided that rocks, brambles,
Gain +3 in the Intuiting skill. and the like are in your area. This provides minimal
Your intuition extends beyond living people to intellectual protection from wind and extreme temperatures, granting
fields as well. When you would make an INT roll, you can you and other creatures that use it a +2 bonus on END
add your Intuiting bonus. (1/Rest) checks made to resist extreme weather.

I N V E S T I G AT O R L E AT H E R W O R K E R
Skill Specialization Skill Specialization
Gain +3 in the Investigating skill. Gain +3 in the Leatherworking skill.
When making an Investigating check, you can add your You can produce a nice leather good provided that you
Fortuity on top of your Investigating. (1/Rest) have some form of animal hide. Make a Leatherworking roll.
You can sell your goods for that many sc. (1/Week)
J AC K O F A L L T R A D E S
Skill Specialization LOCKPICKER
Gain +3 in the Savoir Faire skill. Skill Specialization
You can present yourself to another character as though Gain +3 in the Lockpicking skill.
you have 1 professional rank in any occupation of your When you are in a settled area, you can scrounge for
choice. This deception is nonmagical and lasts for 1 hour. supplies for 1d6+1 rounds to find tools that you can use
(1/Rest) to pick a lock, even if they would not normally be viable
lockpick tools. (1/Rest)
JEWELER
Skill Specialization LUCKY
Gain +3 in the Jeweling skill. Skill Specialization, Repeatable
You can produce a work of semi precious jewelry provided Gain 6 Skill Points, which you can spend on any skills with
that you have some form of mineral. Make a Jeweling roll. the Luck tag.
You can sell your jewelry for that many sc. (1/Rest) MASON
J E W E L RY E X P E R T Skill Specialization
Skill Specialization Gain +3 in the Masonry skill.
Prerequisites: Jeweler, at least 3 Professional Ranks You can produce a nice stone good provided that you have
Gain +3 in the Jeweling skill. some form of stone to work with. Make a Masonry roll. You
You can produce a work of very precious jewelry provided 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, which 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 concealable 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 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, which 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 You gain 6 Skill Points you can assign to 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 the Gain +3 in the Scavenging skill.
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, which 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 Swimming speed equal to your
Skill Specialization walking 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, which 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, which you can spend on any skills that
WHITTLER
use the STR attribute.
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, which 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 (usually AR, but some attacks will target other defenses),
equipment to go on their grand quests. This then you hit your target. Roll for damage.
chapter provides detailed information on weapons,
armor, gear, goods, services, and even how you might use DE A L I N G DA M AG E
magic items. The MythCrafter’s Guide contains additional When you hit with a weapon attack, you deal damage. Roll
information that your MC might use to adjust the economy, the amount of damage specified in the Damage column on
as well as a list of magic items that they might present to the weapons tables below and add the attribute specified
you. in the Attr. column. The creature takes that much damage,
subtracting it from their current HP.
S TA RT I N G G E A R If a weapon says that it deals “Physical” damage, that
Each background specifies how much wealth you start with. means you can choose whether you deal blunt or sharp
In addition to the equipment you gain from your profession damage each time you use it. Polearms often have this
and background, all adventurers get the following: property, given that you can often attack with either the
1. A) 2 one-handed melee weapons, or B) 1 two-handed bladed end or the butt of the weapon.
or hand-and-a-half melee weapon, or C) 1 one-handed More detailed rules on damage, as well as dealing extra
melee weapon and a shield (buckler) damage on critical hits, can be found on p. 328-29.
2. A) 1 shortbow and 20 arrows, or B) 1 crossbow and 20
bolts, or C) 3 javelins
W EA P ON R A NGE
3. or you can forego equipment in both 1. and 2. for an You can only make an attack against a creature when that
amethyst wand creature is within your weapon’s range. Each weapon
4. A) 1 quarterstaff, or B) 1 hatchet, or C) 2 daggers, or D) specifies its range on the weapons tables below.
2 knives, or E) 1 cestus, or F) 1 brass knuckles MELEE
5. 2 trinkets If a weapon has the Melee property, then you can attack
Your profession and background may specify that you gain any creature within 5 ft of you. Any abilities you have that
additional equipment. increase your reach can enhance this.

W EA P ONS RANGED
If a weapon has the Ranged property, you cannot use it as
While some adventurers rely more heavily on their weapons
a melee weapon, but you can attack creatures within your
than others, virtually every hero will need some form of
weapon’s specified range.
weapon at their side.
REACH
M A K I N G AT TA C K S If a weapon has the Reach property, then it functions as a
To attack with a weapon, you have to spend a certain melee weapon, but the distance that you can attack with
amount of AP. Weapons have unique APC (Action Point that weapon is greater than 5 ft. The weapon’s base reach is
Costs) listed in the weapons tables below. Some weapons specified after the Reach tag.
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.
If your roll equals or exceeds your target’s defense
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 (see p. 319). Furthermore, light weapons can
Ammunition might be arrows, crossbow bolts, sling pellets, be dual wielded, using one light weapon in each hand.
and the like.
ONE-HANDED
CONCEALED A weapon with the One-Handed tag can only be wielded
If a weapon has the Concealed tag, then when it is sheathed with one hand.
it can be tucked within folds of your clothing, inside a boot,
SPECIAL
and the like. Concealed weapons are not readily visible to
If a weapon has the Special tag, then its special properties
observers, but a pat-down will reveal these weapons, and if
are explained in detail below the table that lists that
a creature succeeds on an AWR check against an INT check
weapon.
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 (see p.
you gain from wielding the weapon with two hands, such as 319). It takes 1 AP to draw or sheathe an Unwieldy weapon.
dealing more damage or using fewer AP to make the attack.

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 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 (Reach +5 50
ft)
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, you A lance is a two-handed weapon; however, if you are riding
may spend 2 additional AP to also make a separate attack a mount, then a lance is a one-handed weapon.
against the creature’s FORT. On a hit, then the target is
dismounted and falls Prone.

RANGED
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 600 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 electric 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 1000 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.
physically blocked.
WHIP
If it hits an enemy, it still comes back to you.
When you attack with your whip, if you hit, you can spend
C AT- O - N I N E S 2 additional AP to make a second attack against a target’s
If you crit with a Cat-o-Nines, inflict Bleeding (1d4) on the REF; on a hit, if the target is Large or smaller, it falls prone.
target creature.

308 CHAPTER 6 | EQUIPMENT


While wearing armor with a DEX maximum, your DEX
A R MO R
cannot be higher than that number; if it 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
All heavy armor has the Unwieldy tag when carrying it, but
Your defenses, by default, are listed on the table above. Each not 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. While using a Shield,
your new AR, as well as listing modifiers to the five defenses you can only wield light weapons in your other hand,
that are based on your attributes. although talents can remove this restriction.

STR, DEX, AND SPEED BARDING


Some medium armor and all heavy armor have a STR You can purchase barding, or specialized armor, for an
minimum, a DEX maximum, and a speed modifier. animal. This can be any armor besides shields. Barding
If you don armor and your STR is less than the STR costs twice the normal sc of armor if the animal is Medium
minimum, your Speed becomes 0 and you gain the Dazed or smaller. It costs four times the normal sc if the animal is
condition. 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
(Command)
Robes 10 - +2 - - - - - - Necrotic 3,
(Corruption) Corrosive 3, Toxic
3

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

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


(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
Wyrmhide 15 +1 +2 +1 +1 +2 3 - - Sharp 2, 1000
Elemental 4

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 1200
Plate (Full) 15 -2 - - - - 4 4 -10 ft Physical 5 1500
Plate (Gilded) 15 -2 - +1 +1 +3 4 4 -10 ft Physical 3 2000

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 brace the shield, which grants partial cover to a creature standing directly behind you, provided that
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 2000

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 4000
Snares 3
Battering Ram 1000
Spyglass 100
Catapult 5000
Tackle 2
Trebuchet 9000
Torch 1
Siege Tower 8000
Waterskin 2
Watch Tower (Stone) 25,000
Whistle 1
Watch Tower (Wood) 6000
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
Travel 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 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 9 Sheet of parchment with an 17
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 10 Mote of lava that is 18
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 11 A pouch of sand that is 19
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 12 Scroll of sheet music 20
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, 13 Tarot card with your 21
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

Dreamcatcher made 6 A chunk of crystalline 14 Stick of incense that never 22


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 7 Small book of codes to 15 Letter opener with a handle 23
reflections, including live by, given to you by shaped like your favorite
frequent petty complaints a religious order, primal animal
about mentors or conclave, or similar
fairweather friends institution
Clockwork fidget cube 8 Well-worn ball that you 16 Small wooden mug that 24
used to play with in your looks cracked but never
childhood leaks
Locket with a professional 25 Glass eyeball that your 36 Beautiful leaf encased in 47
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 26 Braided leather cord that 37 Hairpin with a tiny ruby at 48
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 27 A nugget of amber that 38 Hair clip with silver filigree 49
magically glows from within resembling butterflies and
moths
Letter of recommendation to 28 A set of three six-sided dice 39 Locket containing a clipping 50
a prestigious institution with indecipherable glyphs of hair from your youth
on them
Brass pin of filigree that 29 A small bone with 40 Twig that always has a 51
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 30 Well-worn stuffed doll from 41 A smooth glass vial with no 52
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 31 Miniature bird cage without 42 Large clamshell with 53
semiprecious stone pendant a door scrimshaw decorations
inside
Letter from your mentor 32 Tattoo you can peel off and 43 Wooden plaque with 54
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 33 Carved wooden bird that 44 Speckled stone that hovers 55
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 34 Miniature wagon wheel 45 Malachite sculpture of a 56


strange rune on it frog with cartoonishly large
eyes
An ornate music box with 35 Iridescent feather that flies 46 A paintbrush with bristles 57
exquisite clockwork around you on its own on both ends

An engraved medallion 58 Ivory comb that is always 71 Miniature lantern that 84


commemorating a grand missing a couple tines when produces a blue-green flame
performance or feat of you use it, but never the when lit
heroism same tines
Human femur inscribed with 59 Glass orb filled with water 72 Bottle that never shatters 85
a riddle and glittering flakes that when dropped
look like snow

Uncrackable egg 60 Large scale from some 73 Inkpot with a mysterious 86


enormous reptile, possibly insignia
a kaijan
Journal whose pages 61 Compass that points west 74 Book of epic poetry 87
constantly rearrange recounting the tales of your
themselves favorite hero
Palm-sized one-way mirror 62 Leather satchel with a lot 75 Stone discus with a flower 88
of confusing-to-use pockets lacquered on it
inside
Chunk of blue-green sea 63 Fancy velvet hat in a 76 Cork from an unknown 89
glass the size of your hand flamboyant color vintage of wine

Necklace of braided flowers 64 Monocle rimmed in gold 77 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 65 Bracelet of braided silver, 78 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 66 Semiprescious stone the 79 Arrowhead made of pure 92
believe once belonged to a size of your head darkness
national leader
Small box containing set of 67 Disc of petrified wood 80 Shrunken skull with its eyes 93
humanoid finger bones intact
A pair of lodestones that 68 Arrow with golden feather 81 Miniature intricately 94
clatter loudly when stuck fletching detailed ziggurat
together
Set of seven dice: one is a 69 Hook alleged to be the 82 Ornate wrought metal hand 95
cube, and one a pyramid; replacement hand of a great with an eyeball in it
the rest are strange pirate
polyhedral shapes

Drop of blood encased in 70 Flag with the coat of arms 83 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 orblike
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 2500 Medicine (Advanced) 50

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

Ship (Small) 5000 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 1/1000

Average Salary 1400 q 10,000 100 1 1/10

Average Skilled Salary 3000 dc 100,000 1000 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 1600
the coinage. Selling magical items can be more difficult
Specialized Laborer 4500 depending on the market of the area you are in.
Master Artisan 7650 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, and If you are carrying an Unwieldy item, you cannot equip
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 If you have an ability that you can use a number of times
overall rules, combat, exploration, and social equal to an attribute, you can always use that ability at least
interactions. once, even if your corresponding attribute is 0 or a negative
number.
GU I DI NG PR I NC I PLE S
There are a few general principles to keep in mind as you SKILLS
play the game.
When you attempt something that comes with a chance of
S P E C I F I C B E AT S G E N E R A L failure or a negative outcome, your MC might ask you to
make an attribute check.
Whenever you run into rules that conflict with one another,
defer to the most specific ruling. A talent or lineage ability
AT T R I B U T E C H E C K S
should always supersede a general rule, and magical effects
that last for a finite time override passive abilities. Like attacks, attribute checks involve rolling 1d20 and
adding your attribute to the roll.
A LWAY S R O U N D U P MCs will only ever ask for one of seven attribute Checks:
In MythCraft, you always round up in the instance of STR, DEX, END, AWR, INT, CHA, or LUCK. MCs will not ask
fractional numbers. for COR attribute checks, given that COR functions differently
from the other 7 attributes.
OVERCOMIN G D C S
STR Checks can determine whether you succeed at kicking
When making an attack or ability check, you are successful down a door, climbing a wall, or some other feat of strength.
if your roll equals or exceeds the DC (Difficulty Class). The DEX Checks might be needed if you run along a precipice
DC might be a number set by the MC in the event of an or try to nimbly sneak past a guard.
ability check. In any kind of attack, the DC is the defending END Checks represent your ability to withstand extreme
creature’s relevant defense. weather and march or run for long stretches of time without
B A S E , C U M U L AT I V E , A N D giving in.
T R A N S FO R M AT I V E AWR Checks determine how attuned you are to sensory
input. It might help you spot traps or hidden motives.
When you see the word “base,” it means that this is the
INT Checks can show how much you recall or can deduce
default instance of an ability. It might be modified by other
about learned information, as well as your capacity to quickly
abilities.
encode new data.
Whenever you see “+” or “increase”, whether it is in
CHA Checks represent your ability to talk their way
reference to more damage, increased range, additional dice,
through social situations by charming or deceiving, and to
or something else, the effect is cumulative, stacking on top of
lead or convince the people around you.
the base ability.
LUCK Checks can represent the twists and turns of fate.
If something says “is” or “becomes”, then it is transformative,
If you’re looking through a cupboard in an abandoned
overriding any previous abilities, damage, range, and the like.
farmstead for some food, a LUCK check might determine
RECHARGING ABILITIES whether you find any.
Many abilities, especially those gained through talents, can
only be used a finite number of times. You regain these P L AY E R S K I L L S
abilities after you Catch your Breath, Recoup, or Take a Whenever a rule or ability warrants using a specific skill,
Rest, as denoted by the ability. (2/Rest) means that you the rule will signify this mentioning the skill immediately
can use the ability twice, regaining the ability to do so after following the attribute, such as CHA/Persuading. A creature
you Take a Rest. Similarly, (AWR/Recoup) means that you without the Persuading skill can still attempt such a check,
can use the ability a number of times equal to your AWR, simply rolling CHA.
regaining all expended uses when you Recoup. While the MC will only ever ask for one of the attribute
checks described above, players have the chance to use skills,
which give them a greater chance of success under specific
circumstances.

320 CHAPTER 7 | GAME RULES


You will have a variety of skill points granted by your
C I R C U M S TA N T I A L
background and your profession. Your lineage and talents
will occasionally give you skill points as well. You assign these
B ON US E S
skill points to specific skills, such as Balancing, Deceiving, or If you perform well on one skill that impacts another skill,
Distance Running. then your MC might grant you a circumstantial bonus on the
When your MC asks you for an attribute check and one second skill check. This might be as low as a +1 or as high
of your skills associated with that attribute is situationally as a +5, depending upon what the MC feels is appropriate
relevant, you may add that skill bonus in addition to your to the situation.
attribute.
For example, if Hanniah Sharptooth and Marcus Luxxor are C OM P L E T E L I S T O F
adventuring together and both need to dash after a carriage SKILLS
to catch it before it leaves town, they would need to make
Skills are related to a specific attribute and cannot be used
STR checks to sprint after it.
with mismatching attributes. Skills are also organized by
Assuming they are both level 1, Hanniah and Marcus both
tags; if you gain an ability that lets you gain a skill with
have 2 STR. However, Hanniah has +1 in the Sprinting skill.
a specific tag, check the table below to see your options.
This means that Marcus rolls 1d20+2 (adding his STR), while
Each skill is organized first by attribute, then by tag. Skills
Hanniah rolls 1d20+3 (adding her STR and her Sprinting
are described in more detail after these tables, although
skill).
these descriptions are not comprehensive and your MC may
You may never have more than 20 points in a single skill.
allow other applications of these skills if you come up with
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, 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, Gossipping, Instrument* [choose one], Intimidating, Leadership, Persuading,
Savoir Faire
LUCK Fortuity, Scavenging

CHAPTER 7 | GAME RULES 321


S K I L L S BY TA G
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, Gossipping, 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. 7 days
Healing Potion 250 sc 200 sc Alchemy 20 +2d4+2 HP. 7 days
Healing Elixir 500 sc 400 sc Alchemy 25 +4d4+4 HP. 7 days
Greater Healing 1,500 sc 1,250 sc Alchemy 30 +8d4+8 HP. 7 days
Elixir
Grand Healing 3,000 sc 2,500 sc Alchemy 45 Heals its imbiber completely, but the imbiber 7 days
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 AT H L E T I C S
AWR, Survival STR, Athleticism
You might use this skill when riding a mount (see p. 330) or This skill represents your general athletic capacity. When
when trying to train an animal that views you as a friendly climbing or swimming, and at your MC’s discretion when
creature. jumping, you might use this skill. If you have a climb speed
or a swim speed, this skill will not come up as often.
A P P L I E D FO R C E
STR, Athleticism BALANCING
You can use this skill to break down doors, use a crowbar DEX, Acrobatics
to leverage heavy weights, and similar applications of pure You might use this skill when traversing tricky and narrow
strength with or without a mechanism to assist you. terrain, such as the lip of a cliff or the pinnacle of a rooftop.
APPRAISING BIOLO GY
INT, Observation INT, Knowledge
This skill can help you determine how valuable something This skill will help you to recall or research any information
is, or whether the materials are genuine. If you also have related to biological studies. Your MC may allow you to
a Crafting skill, your MC might let you use that skill when make an INT/Biology check to gain a circumstantial bonus
appraising a particular craft, or even let you make an INT/ when making an INT/Nature check or an AWR/Animal
Appraising check and a skill check using that Crafting skill, Handling check.
taking the higher.
BREWING*
A R CA N A INT, Crafting
INT, Knowledge If you have the appropriate tools, you can attempt to brew
You can use this skill when trying to recall information craft beers, wines, or spirits.
related to planar entities or trying to recall factual Your MC might also allow you to attempt to make potions,
information about any of the five Sources of Magic. You can using ½ of your Brewing skill in place of Alchemy.
also use this skill to manipulate magical devices. You may use this skill when trying to recall or discern
intellectual information about the practice of brewing, and
ART
doing so does not require any tools.
INT, Knowledge
This skill can help you determine factual information about CALLIGRAPHY*
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 you have the appropriate tools, you can use this skill
your Art skill when trying to produce art, although if you to create beautiful calligraphic works.
have any points in a Crafting skill, you are more likely to
CHEMISTRY
just use that skill.
INT, Knowledge
A S T R O L O GY You can use this skill to recall or research any information
INT, Knowledge related to chemistry and chemical studies.
You can use this skill when recalling information about
COBBLING*
astrological symbols and their significance. Your MC might
INT, Crafting
rule that you can make an INT/Astrology check to give you
If you have the appropriate time and tools, you can use this
a circumstantial bonus on a CHA/Empathy check or an
skill to repair shoes or make new ones.
AWR/Intuiting check when interacting with someone, as
your understanding of their astrological signs might lend CONTORTING
you insight into their character or unconscious motives. DEX, Acrobatics
This skill allows you to contort your body and squeeze
ASTRONOMY through spaces that would otherwise be too tight for a
INT, Knowledge creature of your size. Especially tight contortions will be
You might use this skill whenever you want to recall or more difficult during combat.
infer information related to space and the orbit of planets,
satellites, and the like. COOKING*
Your MC might let you add ½ your Astronomy when trying INT, Crafting
to navigate, although if you have the Navigating skill you are Given the appropriate time and tools, you can use this
likely to use that instead. skill to cook delicious food. You can also make checks
to determine the quality or sourcing of food and similar
cooking-related topics, regardless of whether you have tools.

CHAPTER 7 | GAME RULES 323


DA NCIN G E VA D I N G
DEX, Performance INT, Subterfuge
You can use this skill to put on entertaining dance You can use this skill to practice the art of hiding in plain
performances. sight. By knowing what people look for, you can avoid
detection by changing your gait, sticking to crowded areas,
DECEIVING
or otherwise throwing off those that look for you.
CHA, Skullduggery
You might use this skill when trying to mislead someone, tell FO R A G I N G
half-truths, or outright lie in a convincing way. AWR, Survival
You might use this skill when looking for food in the
DISGUISING*
wilderness or finding ingredients.
INT, Subterfuge
Provided that you have the relevant tools, such as makeup, FO R C E D M A R C H
a costume, hair dye, a wig, or similar cosmetics, you can use END, Stamina
this skill to disguise yourself. Disguises made under duress You can use this skill when trying to push beyond the
will be more difficult than disguises made in leisure. normal travel pace that you could manage in a day, whether
by walking a greater distance or by walking a normal
D I S TA N C E R U N N I N G
distance with a greater load.
END, Stamina
This skill can help you keep up a steady running pace over FO R G I N G *
a prolonged amount of time, allowing you to cover vast INT, Subterfuge
distances. This skill can help you replicate signatures or create official-
looking documents. If you do well on an INT/Forging check,
DUNGEONEERING
then your MC will likely give you a circumstantial bonus to
INT, Survival
INT/Disguising or CHA/Savoir Faire checks.
When exploring a dungeon or subterranean area, you might
use this skill to recall information about the area, to make FO R T U I T Y
logical inferences, or to know how best to use your gear. LUCK
Fortuity represents the likelihood that good things just
E AV E S D R O P P I N G
happen to you. If your MC asks you to make a LUCK check
AWR, Observation
to determine the likelihood of a positive outcome, you can
You can use this skill when you want to overhear key
add your Fortuity.
information that other people are discussing without
yourself being part of the conversation. After you succeed on GEOGRAPHY
an AWR/Eavesdropping check, your MC might award you INT, Knowledge
a bonus to a check with the Influence tag, given your better You can use this skill when trying to remember where you
understanding of the social situation. are in relation to somewhere else, or when you want to
deduce information about common geographical patterns in
ECONOMICS
an area.
INT, Knowledge
This skill can help you recall or deduce information about GLASSBLOWING*
the economy in a settled area and to better understand INT, Crafting
economic theory. When you have the appropriate tools, you can use this skill
to create stunning artistic glasswork, such as dining plates
E M PAT H Y
and even glass musical instruments.
CHA, Influence
You can use this skill to make other people feel seen and GOSSIPPING
understood, as well as helping you understand what people CHA, Influence
are feeling. You can use this skill to seed real or false information about
a person, event, etc. among populated areas.
ENGINEERING
INT, Knowledge HISTORY
This skill allows you to improve your knowledge in various INT, Knowledge
types of engineering (architectural, mechanical, etc). This skill reflects your capacity for remembering historical
events and your ability to quickly research historical events
E N T E R TA I N I N G
when given access to a library, university, or the like. Your
CHA, Performance
MC might let you use this skill in tandem with another
You can use this skill when you want to captivate a crowd by
Knowledge skill when researching a particular field of
making a public performance of any kind.
knowledge, making an INT/History check and an INT check
of the relevant Knowledge type.

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 points
INT, Knowledge
to related instruments; for example, if you have Instrument
You can use this skill when trying to recall factual
(Lute) +6, then your MC might allow you to play a banjo
information about medicines, diseases, and the like, which
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
CHA, Influence check to remove the Bleeding condition (see p. 344) from
You can use this skill when trying to peel back someone’s a 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
INT, 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
INT, Subterfuge
for 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

CHAPTER 7 | GAME RULES 325


through sound arguments or emotional appeal. SPRINTING
POLITICS STR, Athleticism
INT, Knowledge You can use this skill when attempting to cover a small
When you take this skill, choose a specific region. Your MC distance in an incredibly short amount of time. This is
will determine whether this should be a single city or a usually not applicable in normal combat, but might be used
whole nation, based on the campaign they intend to run. in a chase sequence.
When making INT checks related to the politics of that TRACKING
region, you can add this skill. When making INT checks AWR, Survival
related to the politics of another region, you can add ½ this You can use this skill when you are trying to follow a
skill. creature’s trail.
P O T T E RY * TUMBLING
INT, Crafting DEX, Acrobatics
When you have the appropriate clay and tools, you can use This skill helps you fall in such a way that you don’t get
this skill to make decorative and functional pottery. hurt. In addition to allowing you to add dramatic flair to any
RELIGION performance you might put on, if you fall 40 ft or less, you
INT, Knowledge can make a Tumbling check with a DC equal to the amount
When you take this skill, choose a specific religion. You of ft you fell. If you succeed, halve the damage you would
could pick one of the pantheons listed in Appendix A, or take and move 5 ft in a direction of your choice when you
work with your MC to come up with another religious land.
tradition. When making INT checks related to the customs VEHICLES (LAND)
and beliefs of that religion, you can add this skill. When INT, Knowledge
making INT checks related to the customs and beliefs of any You can use this skill to efficiently use land vehicles such as
other religion, you can add ½ this skill. carriages or war carts.
S AVO I R FA I R E V E H I C L E S ( WAT E R )
CHA, Performance INT, Knowledge
You can use this skill to fit into any sort of situation. You can You can use this skill to operate water vehicles, such as
appear at home both with peasants and with aristocrats. sailboats or galleons, with greater efficiency.
S CAV E N G I N G W E AV I N G *
LUCK INT, Crafting
You can use this skill when trying to find food or supplies When you have the appropriate tools, you can use this skill
in an abandoned area. Your MC might also allow you to use to make textile goods such as clothing and blankets.
this skill to determine how much loot you find on a body.
WOODCARVING*
S H E LT E R I N G INT, Crafting
AWR, Survival When you have the appropriate tools, you can use this skill
You might use this skill when you’re in the wilderness to find to whittle toys, fletch arrows, repair a wagon wheel, and the
a cave, hollow tree, or rocky bluff that can offer shelter from like.
the elements.
Optional Crafting Rules
SLEIGHT OF HAND If your MC decides, you might use these rules when
INT, Subterfuge making any Crafting check.
You can use this skill when attempting to pickpocket You can make one check per day with a Crafting
someone, or when trying to keep an item undiscovered as skill. Your checks made with the same Crafting skill
you are patted down. are cumulative (e.g., if you roll Woodcarving 9 on
SMITHING* one day and Woodcarving 14 on the next day, your
INT, Crafting cumulative total is 23).
When you have the appropriate metal and tools, you can You can create a good of the appropriate type (such
use this skill to make wrought iron artistic works or to repair as leather armor if you use Leatherworking) once
metal tools, weapons, and armor. your cumulative number is double the sc of the
object that you want to make. Once you make this
SNEAKING object, reset your cumulative crafting score to 0.
DEX, Survival
You could use this skill when skulking about and trying to
remain physically out of sight.

326 CHAPTER 7 | GAME RULES


Reactive AP, which you can spend during the round of combat
C O M B AT
before the start of your next turn.
Combat is one of the most technical aspects of MythCraft. When you start your next turn, you can carry over a finite
Like many RPGs, combat is resolved in a series of rounds amount of Reactive AP. You can retain no more Reactive AP
where all creatures act in Initiative order. Each round in than ½ your level + 1. (I.e., a level 1 or 2 character can retain
combat represents 10 seconds of in-world time, and while 2 Reactive AP, a level 3 or 4 character can retain 3 Reactive
creatures take turns individually, you can narratively assume AP, etc.) At the start of your turn, you add this remaining
that all actions in a given round happen more or less Reactive AP to your new pool of AP.
simultaneously. For example, Avery Gray has 2 COR, meaning that they
gain 4 AP at the start of each of their turns (3 + the COR
I N I T I AT I V E bonus). If Avery uses 1 AP to move, and 2 to attack, then
Combat begins when all creatures involved roll Initiative. they have 1 AP left, which they save as Reactive AP. Avery
Initiative determines the order in which creatures take doesn’t spend this Reactive AP during the round, so at the
their turn during combat. start of their next turn, Avery gets 5 AP (3 + the COR bonus
Initiative is an AWR check: each creature rolls 1d20 and + leftover Reactive AP).
adds their AWR. The one with the highest roll goes first, Note: Some features, like the Berzerker’s Blood Rage
followed by the second-highest, and so on. After the last and the Cleric’s Supportive ability, allow you additional
creature takes its turn, the first creature takes its second turn. AP (respectively, “Rage AP” and “Support AP”) that follow
Initiative order is repeated until combat is resolved. special rules. You can only ever have one source of special AP.
In the event of a tie between one or more creatures, the If you would gain more than one source of special AP, you can
creature with the higher AWR goes first out of those creatures. choose which type of special AP you keep.
If one or more creatures tie and have the same AWR, roll
unmodified d20s for each tied creature; the highest roll goes AC T I O N S
first out of those creatures, then the second highest, etc. Actions cost varying amounts of AP, referred to as Action
Remember that if you are encumbered, you must set down Point Costs (APC). You can do any combination of things on
all items that are causing you to be encumbered before you your turn, in any order you wish, provided you have enough
can equip a weapon or a shield. Rules on encumbrance can AP to spend, and you can spend AP on the same action
be found on p. 319. 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. If
At the start of each turn, you gain 3 AP, and then gain
you combine movements (say you run, then fly over a trench,
additional AP based on your COR. If you had any Reactive
then keep running) - you use the largest movement number
AP (see below), you may add some of it to your new pool of
for your total movement (instead of adding them together),
AP.
and cannot move more than your maximum speed in any
Coordination (COR) Bonus AP
specific type of movement. For example:
-3 -2 • If you have Speed 20, Swim 20, and Fly 30, then for 1
-2 to -1 -1 AP:
• You can run 10 ft, swim 10 ft, and fly 10 ft
0 to 1 0
• You cannot swim 30 ft
2 to 3 +1 If you do not have a climb speed or a swim speed, but
4 to 5 +2 wish to climb a surface or swim, it costs 2ft of movement
for every 1ft that you actually move. If the surface might be
6 to 7 +3
challenging to climb, then your MC might also require you to
8 to 9 +4 make a STR check, and if you have the Athletics skill, you can
10 to 11 +5 add that bonus to checks of this nature.
12 +6 Difficult Terrain costs 2 ft of movement for every 1 ft
You may spend your AP as you deem appropriate on your that you actually move. Hazardous Terrain costs as much
turn. movement as Difficult Terrain, and will also specify an amount
Any AP that you do not spend during your turn becomes of damage that you take for every 5 ft actually moved.

CHAPTER 7 | GAME RULES 327


sheer cliff and plummeting to your death.
JUMP If you crit on an attribute check, then you achieve the best
While moving, you may need to jump. You cannot jump outcome that it was feasible for you to achieve. A crit does
farther than you can move. not defy reality. If you crit on a STR check with the Athletics
Your vertical jump distance is 3ft + a number of ft equal skill, for example, then you still cannot lift an entire castle,
to your STR. but you might lift more than you have ever managed before.
Your horizontal jump distance is double your vertical jump When making an attack, you automatically miss on a
distance. critical fail, even if you would have a high enough bonus
to hit normally. Likewise, you automatically hit on a crit,
MOVING THROUGH regardless of the target’s defenses.
C R E AT U R E S Additionally, if you crit with a weapon (including
You may move through an allied creature’s space, but this unarmed and natural weapons), you deal critical damage.
counts as difficult terrain. You may not end your turn in an When dealing critical damage, maximize the amount
allied creature’s space. of damage that you would normally do (including any
You may not move through a hostile creature’s space unless modifiers), and then roll your damage dice a second time.
that creature is Paralyzed, Restrained, Unconscious, or at Furthermore, you add your LUCK score to your damage total
least 3 Sizes larger than you. In that case, moving through a when you deal critical damage.
hostile creature’s space counts as difficult terrain. Various abilities might let you expand your crit range.
This means that you crit on a lower d20 roll, allowing you
W E A P O N A T TA C K S to crit more frequently. If you would normally crit on a roll
of 20, and you have an ability that increases your crit range
Each weapon specifies how many AP it takes to make an by 1, then you crit on a roll of 19-20.
attack with it. Some have set numbers of AP, and others No matter how many abilities you have that let you
have high APCs that you can lower through training. increase your crit range, your crit range can never be larger
Examples: than 16-20.
• A dagger always costs 2 AP
• A longsword costs 5-STR, min 2 AP; this means that it
MASSIVE DAMAGE
costs 5 AP to use a longsword, but you subtract your
STR from that number, to a minimum of 2. Sometimes, brutal amounts of damage can devastate you in
• A Morningstar costs 5-STR min 3, but has the Hand- a single strike. If you take enough damage that you would
and-a-Half tag to reduce the APC by 1 (min 2); this reach negative HP equal to your maximum HP, you gain 4
means that if you are using the Morningstar with 2 Death Points.
hands, you can attack more efficiently
R A N G E D A T TA C K S I N
SPELLS AND MAGIC MELEE
Spells will specify how many AP you need to use them. If you make a ranged attack or thrown attack with a
Spells also require you to expend SP; if you are out of SP, weapon, spell, or any other effect and a hostile creature
you cannot cast a spell. is within 5 ft of you, you suffer 1 TD (see p. 331) for each
Cantrips, chants, and prayers specify how many AP you hostile creature within 5 ft of you.
need to use them; they do not cost any SP, so they can be done
as many times as you wish. MANEUVERS
Rituals and invocations take a significantly longer time to Maneuvers are actions that you might take in combat to
cast; each ritual or invocation will specify how long it takes gain an edge in certain circumstances. Any creature can use
to cast it. any basic maneuver.
Dodge (2 AP). Gain +2 to your AR and Physical defenses
CRITICAL HITS until the start of your next turn.
Sometimes, fate turns decisively in your favor or sways Drop Prone (0 AP). Gain the Prone condition (see p. 345).
brutally against you. When you roll d20 and the number is a Grapple (2 AP). You may attempt to Grapple a creature.
20 before adding any modifiers, this is considered a critical Make a STR or DEX attack roll against the target creature’s
hit (or a crit). Conversely, if you roll a 1 before adding any REF or FORT (their choice). If you hit, they are Grappled (see
modifiers, this is a critical fail. p. 345).
When you make an attribute check, if you critically Hide (1 AP). When you are Concealed, you may attempt
fail, then the worst possible outcome of the scene befalls to hide, rolling DEX/Sneaking against the AWR/Perceiving of
you. This might range in severity from being publicly creatures within 30 ft of you. On a success, you are Unseen
embarrassed by a rival socialite to missing a foothold on a (see p. 346).

328 CHAPTER 7 | GAME RULES


Shove (2 AP). Make an attack against a creature, using
your STR and targeting their FORT. If you hit, push the
MISC ACTIONS
creature 5 ft in a direction of your choice. You cannot do this It is up to the MC to adjudicate how many AP it costs
to a creature that is more than one Size larger than you. to perform actions not specifically covered in the rules.
Stand (1 AP). Stand from being Prone. You cannot do this Generally, interacting with a simple object (opening a
if your speed is 0. latched, unlocked door) costs 1 AP, and interacting with a
Trip (2 AP). Make an attack against a creature, using your complex object (using a key to open a latched and locked
STR and targeting their REF. If you hit, the creature falls door) costs 2 or 3 AP. Interacting with a very simple object
Prone. (opening an unlatched, unlocked door) might cost 0 AP.

A D VA N C E D DA M AG E
MANEUVERS When you hit with an attack, you often deal damage.
Some creatures have the ability to use advanced maneuvers.
You might gain this ability by taking talents or lineage DEALING DAMAGE
abilities. If an ability does not specifically give you access to When you hit with a weapon attack, magic attack, and the
an advanced maneuver, then you cannot use that maneuver. like, you often deal damage. Roll the amount of damage
Disarm (3 AP). Make a STR attack against a creature’s REF specified by your weapon, spell, etc.; the creature that you
or FORT (they choose). If you hit, choose an item that the hit loses that many HP, subtracting it from their Current HP.
creature is holding; they drop that item. Weapons are unique in that they add one of your attributes
Exploit (X AP). When a creature within your melee to the amount of damage dealt. The attribute is specified by
weapon’s reach does one of the following actions, you may each weapon type (see p. 303). Your attack will also deal a
spend AP to make an attack against that creature immediately. specific type of damage.
The amount of AP that you must spend equals the normal AP
you would spend to make an attack with that weapon on DAMAGE TYPES
your turn.
You can Exploit when a creature: There are 11 types of damage, divided across three
• Moves out of your melee weapon’s reach categories:
• Administers a potion (drinking it themselves or feeding Physical Damage: Blunt, Sharp
it to another creature) Elemental Damage: Cold, Corrosive, Fire, Lightning, Toxic
• Makes a ranged attack while within your melee Energy Damage: Necrotic, Psychic, Radiant, Sonic
weapon’s reach
SHIELD HP
FLANKING Shield HP is a special type of HP that temporarily bolsters
The Flanking condition is achieved when two friendly a creature. When you take damage, subtract that damage
targets threaten a border or corner opposite of one another. from your Shield HP first, then from your actual HP. You
If a creature is larger than one square, or has a Reach of cannot benefit from multiple sources of Shield HP at once;
more than 5 ft, it counts as the Flanking condition if it if you would receive multiple sources of Shield HP, you can
threatens a space on the opposite border or corner from an take whichever would give you more Shield HP.
enemy creature.
You are only considered to threaten a square if you are able RESIST
to melee attack that square. A Prone creature can flank, for Some creatures have the ability to avoid or reduce specific
example, but an Unconscious one cannot. types of damage.
A creature with Resist X gains the specified number as a
COVER bonus to their defenses against any attack roll that would
By hiding behind a barrier of some sort, you might gain deal that type of damage.
cover. This will enhance your AR and physical defenses, or If an attack deals multiple types of damage, and the
might make it impossible to target you altogether. defending creature has Resist against one of those damage
Cover is a physical barrier that can block attacks, while types, check if the attack would hit without the Resist bonus.
something that obscures you but does not physically block If it would, check if the attack would hit with the Resist bonus.
you from a source of danger might give you the Concealed If the attack would still hit, then the defending creature
condition (see p. 344). When you have total cover, you are takes all of the damage. But if the attack would miss if Resist
also Concealed. applies, then the defending creature only takes the damage
that they do not resist.

CHAPTER 7 | GAME RULES 329


If an attack would deal half damage on a miss, but the
defending creature has Resist against that type of damage,
DYING
then that creature takes no damage from the missed attack. When you are reduced to 0 HP, you begin dying. If you end
your turn with 0 HP, you gain 1 Death Point.
VULNERABLE If you would take damage and have 0 HP, you gain 2 Death
Points.
A creature with Vulnerable X subtracts the specified number
Once you have 8 Death Points, you die.
from their defenses against any attack roll that would deal
While Catching your Breath, you do not gain Death Points,
that type of damage. Furthermore, when a creature attacks a
even if you end your turn with 0 HP.
Vulnerable creature with that type of damage, the attacking
Each time you Recoup, remove 1 Death Point.
creature’s crit range is increased by the Vulnerable number.
Each time you Rest, remove all Death Points.
For example, if a Skeleton is Vulnerable Blunt 2, then when
Marcus attacks with his morningstar and deals blunt damage,
he would crit on a roll of 18-20, instead of just 20.
KNOCKING
UNCONSCIOUS
IMMUNE A creature that deals blunt damage can choose to deal
nonlethal damage.
If a creature is Immune to a damage type, they can never
When a creature reduces you to 0 HP with nonlethal
take damage of that type.
damage, you regain 1 HP and become Dazed. If you were
already Dazed, you regain 1 HP and become Stunned. If you
DAMAGE REDUCTION were already Stunned, you regain 1 HP and fall Unconscious.
If a creature has Damage Reduction (DR) X, they subtract When Dazed or Stunned in this way, you remove the
their DR number from all damage they take, unless they are condition when you are no longer Bloodied or when you have
Vulnerable to the type of damage that they are taking. 15 or more HP (whichever is lower), or when you Catch your
If damage specifies that it ignores Resist, it also ignores DR. Breath.
If a creature has DR, they subtract the number of their DR If you want to knock an NPC unconscious, then use this
from all Damage they take from all sources, unless they are system if the alternative would be the NPC gaining death points
Vulnerable to the type of damage they are taking. The DR (some major villains may have this feature, at the discretion
number may be followed by a weapon tag, magic source, or of the MC). If the NPC is assumed to die immediately, you can
damage type. This means that creature takes full damage immediately knock it unconscious instead.
from a weapon with that tag or damage type. For example,
a creature with DR 5/Fire would take full damage from fire, COMBINING MAGICAL
and subtract 5 from all other sources of damage. A creature EFFECTS
with DR 15/Silvered would take full damage from silvered Spells and magical effects of exactly the same name cannot
weapons, and subtract 15 from all other damage. stack on a target. The newer effect always replaces the older
effect.
DAMAGE THRESHOLD
Damage Threshold (DT) is a very rare defense that is M O U N T E D C O M B AT
typically seen on structures and vehicles. DT determines You can use these rules when riding a mount in combat.
how much damage a creature must deal at once to deal any
damage at all. For example, if a stone wall has DT 15, and DEFINING A MOUNT
a player deals 14 damage to it, it instead takes 0. If a player
A mount is a willing creature. Riding an unwilling creature
deals 16 damage, conversely, then the stone wall takes all 16
would be considered Grappling instead of mounting.
damage because its DT 15 was overcome. For the purposes
A mount must be at least one Size larger than you.
of overcoming DT, “damage dealt at once” is determined by
A mount must have approximately the appropriate anatomy
a single expenditure of AP. Each expenditure of AP for an
for riding. If uncertain, consult with your MC.
attack is a new roll against DT; you cannot stack attacks to
overcome DT.
For example: A spell deals multiple damage sources, such
MOUNTING
as 2d8 fire damage and 2d8 blunt damage. Since that spell is Mounting and dismounting both require 1 AP.
one expenditure of AP, add them together to determine if it
overcomes DT. FORCED DISMOUNTING
A player makes two maul attacks against a stone wall on If an effect moves your mount against its will while you are
the same turn. Because these are two expenditures of AP, on it, you move with it.
do not add the damage together from the two attacks to
determine if they overcome DT.

330 CHAPTER 7 | GAME RULES


If an effect moves you against your will, you are dismounted, For example, if a Knight (Medium) rides on a Trench
and fall prone at the end of the movement, unless that effect Abomination (Huge), it needs a weapon with a reach of at
moved your mount the same distance and direction as well. If least 10 ft to be able to attack any creature adjacent to the
you fall prone in this way, take 1d6 falling damage. Trench Abomination, given that the Trench Abomination
If you or your mount are knocked prone while mounted, takes up 3x3 squares and its rider is considered to be in the
you must make a DEX/Balancing check to stay mounted. The center square.
check’s DC is determined by your MC, and a table is provided Conversely, if a Parsor (Tiny) rides on a Wolf (Medium),
below to help the MC make this calculation. If you succeed, the wolf only takes up 1 square, and therefore the Parsor is
you remain on your mount; if you fail, you dismount and fall still able to make melee attacks against any square adjacent
prone, taking 1d6 falling damage. to the wolf.
RIDING DC
Start the DC at 15 (as remaining on a mount while prone R E A C T I V E A T TA C K S
is challenging), and modify based on these situational data Only the mount can trigger reactive actions (such as attacks
points. of opportunity) from movement.
Situation DC Mod
Effect knocking you prone is a +X equal to ½ the spell’s TA C T I C A L
spell SPC A D VA N TA G E A N D
D I S A D VA N TA G E
Creature knocking you prone is +3 per 1 size larger than
larger than you you Tactical Advantage (TA) and Tactical Disadvantage (TD)
are situational bonuses and penalties that can accrue in
You are Focused and/or Rallied -5
combat. TA is a +1 bonus, and TD is a -1 penalty. TA and TD
can accrue indefinitely. When you make a weapon attack,
You are Frightened, Shaken, or +2 per condition add all your sources of TA and TD together and add the
Demoralized sum to your roll. When you make any other kind of attack
You are Dazed, Staggered, or +3, 6, or 9 (magic, maneuver, etc.), you only add your TD to the roll.
Stunned (There are talents you can take to gain TA with magic and
maneuver attacks.) You might have several sources of TA
M O U N T E D C O M B AT and TD at once, so be sure to account for all sources!
ACTIONS You gain TA through clever implementation of Conditions,
such as attacking a Prone target. Your MC might also grant
If your mount is under your control, you gain your mount’s
you TA for narrative reasons, such as having the high ground
Mounted Combat Action Points (MCAP). You lose any
while dueling your corrupted apprentice.
excess MCAP at the end of each of your turns and can only
use MCAP for movement and for the dodge maneuver C ON DI T IONS
(benefitting the Mount), or an action that specifically states
it uses MCAP on the Mount’s creature sheet. Conditions are effects that might be imposed during combat
If the mount is intelligent (with an INT of 0 or higher), it that work in your favor or against you. Some conditions
uses its own initiative and acts on its own turn. are purely beneficial for you (such as Focused or Rallied),
while others are solely detrimental to you (like Dazed
or Frightened). Others can work for you or against you
FLANKING
depending on how you utilize them (if you are Prone, you’re
For the purposes of flanking, a mounted creature and its harder to hit with ranged attacks but easier to hit with
rider are considered to be one creature. If the mounted melee attacks). A complete list of conditions can be found in
creature is considered flanked, then the rider is as well. Appendix B (p. 344).

REACH WHILE C R E AT U R E S I Z E S
MOUNTED Heroic adventurers come in all shapes and sizes. A creature’s
The rider of a mount is located at the center of the creature Size might modify its STR and DEX attribute checks (only
they are mounted on. If the mount is only one size larger Attribute checks, not attacks), as well as how many spaces it
than the rider, then the rider can make melee attacks against takes up on a battle map. Below is a table of creature sizes.
any creature within 5 ft of the mount.
If the rider is 2 or more Sizes smaller than the mount, then
it might need a weapon with the Reach property in order to
make melee attacks against other creatures, depending upon
how large the mount is.

CHAPTER 7 | GAME RULES 331


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

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


Diminutive -8 +8 5ft 5ft 1ft 1lb
Tiny -4 +4 5ft 5ft 2ft 8lb
Small 0 0 5ft 5ft 4ft 60lb
Medium 0 0 5ft 5ft 6ft 200lb
Large 0 0 10ft 5ft 8ft 500lb
Large (long) 0 0 5x10ft 5ft 6ft 500lb
Large (tall) 0 0 5ft 10ft 16ft 1000lb
Huge +2 -2 15ft 10ft 15ft 1 ton
Huge (long) +2 -2 5x15ft 10ft 15ft 1 ton
Huge (tall) +2 -2 10ft 15ft 30ft 2 tons
Gargantuan +4 -4 20ft 15ft 30ft 10 tons
Gargantuan +4 -4 10x20ft 15ft 30ft 20 tons
(long)
Gargantuan +4 -4 15ft 20ft 45ft 10 tons
(tall)
Colossal +8 +8 30ft 20ft 60ft 100 tons
Colossal (long) +8 +8 10x30ft 20ft 30ft 100 tons
Colossal (tall) +8 +8 20ft 30ft 90ft 200 tons
Titan +16 -16 40+ ft 80% of Spaces Over 100ft 200+ tons

4 HP, bringing him up to 7 total HP; however, Avery only


R E S T I NG regains 2 HP instead of 4, bringing them up to 8 total HP,
In order to recover from the rigors of combat and because they cannot remove the Bloodied condition as a
exploration, you will need to rest. There are three levels of result of Recouping.
recuperating in MythCraft, each explained below. Recouping assumes that you have time to Catch your
Breath, allowing you to regain any abilities that would
C AT C H YO U R B R E AT H necessitate Catching your Breath.
When you Catch your Breath, you take 5 minutes of no or
very light physical activity. TA K E A R E S T
If you are at 0 HP when you begin Catch your Breath, you When you Take a Rest, spend 8 hours of no or very light
do not gain Death Points during that time, and you regain 1 physical activity. At least 6 hours of this time must be spent
HP at the end of the 5 minutes. sleeping.
You regain all of your HP after you Take a Rest, and remove
RECOUP all of your Death Points. If you have Fatigue, you remove the
When you Recoup, you spend 1 hour of no or very light Fatigue condition instead of removing your Death Points.
physical activity. Taking a Rest assumes that you both Catch your Breath and
If you are Bloodied (see p. 344) when you Recoup, then Recoup, gaining those benefits as well when you Take a Rest.
you regain up to ¼ of your maximum HP. However, when you
regain HP in this way, you do not regain HP that would cause
you to remove the Bloodied Condition.
For example, at level 2, Marcus and Avery both have 16 HP,
meaning that they are Bloodied if they have 8 or fewer HP.
When they Recoup, they would each regain 4 HP. Marcus has
3 HP, and Avery has 6. When they Recoup, Marcus regains

332 CHAPTER 7 | GAME RULES


E X P L O R AT I O N
Here are some tables that you can reference when determining your party’s travel pace.
Travel Pace Miles/Hour Description
Normal 2 A steady pace of travel, balancing speed and endurance.
Forced March 3 Pushing beyond normal limits to cover more ground quickly.

Cautious 1.5 Moving slowly and carefully, prioritizing stealth and safety.
Encumbered 1 Traveling while carrying a heavy load or burden without a wagon or beasts of burden.

Forced March: Make a DC 6 END Check, adding Forced If your MC wants to streamline this process, they can simply
March if you have it. The check increases by 2 for each extra track Goodwill per town or city, instead of tracking Goodwill
hour of travel. If you fail the check, gain Fatigue. for individual community spheres in each urban area. If they
Cautious Travel: Gain a +2 Bonus on all AWR checks. do this, then any feature that gives you +1 Goodwill in a
Encumbered: If you have more Unwieldy items than can particular sphere gives you +1 Goodwill overall.
be carried per character, and no wagon or pack animal, you Goodwill is tracked privately by your MC and can range
travel more slowly. anywhere on a scale from -20 to +20.
Weather conditions will also affect your travel pace and
your visibility. Weather conditions can be found in the Goodwill Effect
MythCrafter’s Guide. -20 to -15 Villain. You are hated and feared by your
community. Community resources will be
S US T ENA NC E levied towards your arrest and destruction.
Creatures must eat 1 lb of food a day and drink 1 gallon of
water a day to maintain an adventuring lifestyle.
You can go a number of days without food equal to your -14 to -10 Hated. The community is hostile to your
END before gaining Fatigue (see p. 344) for not eating. If you presence and will refuse your trade and
do not find food on the final day, you gain Fatigue. You can lodging. Angry mobs might attempt to exile
go 2 days without water; on the third day, if you do not find you.
potable water you gain Fatigue at the end of the day.
-9 to -4 Disliked. Goods and services often cost
E N C UM B R A N C E more for you and merchants are unlikely to
Remember to observe the rules of encumbrance while haggle.
traveling. It is wise to think ahead about how you might
transport any treasure you find on your quests. -3 to 3 Neutral. You are unknown to the
Rules on encumbrance are in the Equipment chapter on community overall.
p. 319. 4 to 9 Liked. Citizens usually go out of their way
to accommodate you and give you good
G O ODW I L L deals.
In addition to fighting monsters and exploring wondrous 10 to 14 Beloved. Citizens rejoice to see you and
locales, adventurers will need to maintain and cultivate you can always find friends and allies in
their reputation in the various towns and cities that they town.
frequent. 15 to 20 Hero. You are idolized by your community
Goodwill is a mechanic that tracks a community’s sentiment and can get virtually any good or service
towards an individual. Any action a party or player takes may for free. Local authorities will overlook
generate positive or negative Goodwill. Professions have a minor crimes that you commit and will help
particularly strong effect on Goodwill. you when they reasonably can.
Goodwill is tracked across several spheres of the community,
roughly correlated to occupations: Academic, Aristocratic,
Layfolk, Mercantile, Militant, Religious, Underworld. Certain
Professions are written with this in mind and specify which
spheres of the community you gain Goodwill in.

CHAPTER 7 | GAME RULES 333


APPENDIX A: DEITIES

T
his appendix provides lists of known deities in
AVA D R I
Ancerra. These tables contain a deity’s basic
disposition on the cosmos, iconography that their The avadri are a race of technological gods, wielding vast
worshipers might use, and the divine icons to which they cosmic powers through the use of machines and programs
give you access if you are a cleric who worships that deity. that use reality as the hardware and thoughts as software.
They often create monuments and supercomputers out
M A J O R PA N T H E O N S of basic materials such as stone to exercise their creative
capabilities. They are generally forgotten gods, known (and
Most of the following pantheons are generally known feared) by the other planar entities but lost to the mainstream
throughout Ancerra, but some (like the Cyoth) are cryptic historical accounts of many mortals. As such, it is uncommon
and almost entirely unheard of by layperson and scholar for humanoid religions on Ancerra to venerate the avadri,
alike. though some cults dedicate themselves to them and some
religious teachings mention them in apocryphal texts. An
A R C H FA E avadri might be a Paragon or a Corrupted; these are the two
While still considered deities, the archfae are notably less factions of avadri that clashed before the creation of Ancerra
powerful than most other deities. The archfae can further be in a cosmic war that nearly destroyed reality.
categorized into six Conclaves. These Conclaves all reside in
the Everwilds, and an individual archfae might be a member AVATA R S
of multiple Conclaves (though this is uncommon). The Avatars are a small group of fundamental entities that might
Conclaves are as follows: also be categorized in any of the other major pantheons. They
Ashyidir. The fae from the Ashyidir Conclave are perpetuate a recurring cycle that can lead to the creation or
prime elemental forces incarnate. They often fight amongst destruction of entire worlds. The most powerful archfae, the
themselves, but do not have any true long-lasting animosity leaders of the celestials, and the strongest fiend lords could
as they recognize that they all need each other and offer be considered avatars. There are also a handful of avatars
something wholly unique to the magibiosphere. Given their more powerful than all other pantheons. These avatars follow
understanding of the necessity of all elements, the Ashyidir the model of the six creators, rarely involving themselves in
Conclave is generally lawful and order-oriented. direct happenings in the cosmos, instead guiding the other
Leitspina. Incarnations of the six humanoid senses: pantheons with a light touch.
sight, smell, taste, touch, hearing, and instinct. The Leitspina
Conclave tends towards chaos, often creating whimsical
C ELE S T I A L S
alliances with the Stravon just to cause trouble.
Pashak. Archfae from the Pashak Conclave are exemplars Celestials are disciplined and structured. They understand
of the plant kingdom. The Pashak Conclave is fiercely pacifistic the importance of divine law, and typically believe that
and tries to maintain cordiality between all other Courts. upholding the cosmic order is their purpose. The Council of
Shibmar. Archfae from the Shibmar Conclave are Celestials passes dictates that affect every major actor in the
exemplars of the animal kingdom. While the Shibmar planes of existence, and the Celestials expect to be obeyed
Conclave tends towards maintaining law, they are also by other planar entities. In general, celestials are perceived
usually more aggressive than the Ashyidir. as the arbiters of peace and justice, but the truth is more
Stravon. Incarnations of the various primal emotions complicated. Some celestials exploit the cosmic legislative
and combinations thereof. The Wusvarin Court generally system in order to lord power over their colleagues.
acts in chaotic and short-sighted fashion, causing endless
frustration for the other courts. E L DR I TC H
Vertumna. Incarnations of the four seasons, their Horrible, twisted creatures from beyond the known planes,
symbolic representations. The Vertumna Conclave is generally in the obscuring mists of the Pale. Eldritch beings appeal to
unconcerned with day to day affairs but applies pressure cultists due to their strange powers and the fear that they
to the cosmic scales when any one deific faction grows too inspire.
powerful or threatening. They don’t believe in Good or Evil,
but just try to keep all planar and deific entities roughly equal
in scope of power.
334 APPENDIX A | DEITIES
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
Serenity threats.
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, Aligator head In a world ruled by chaos and cruelty, you either kill or get killed. Do
Honor 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 won’t 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 brothers 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. 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-men-OHR-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 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 the state of terminal illness, 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 (see p. 325). 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.

344 APPENDIX B | CONDITIONS


FAT I G U E D HELPLESS
Whenever you suffer Fatigue, immediately gain 1 Death When you take melee damage, you lose all of your HP.
Point and become Fatigued (you suffer 1 Death Point each
time you suffer Fatigue, even if you were already Fatigued). PA R A LY Z E D
While Fatigued, you do not remove your Death Points when
You are Helpless and your AP becomes 0. You gain 0 AP at
you Recoup or Take a Rest. Instead, when you Take a Rest,
the start of each of your turns while Paralyzed.
you remove the Fatigued condition if you eat and drink the
minimum amount needed to sustain you.
PHOBIC
FLANKING You are Frightened when you can see the subject of your
phobia. This effect is permanent until removed.
If you are Flanking, you gain +1 TA against the creature
that you are Flanking.
PINNED
FOCUSED You are Prone, Grappled, and gain an additional TD on
attacks. Creatures making melee attacks against you gain
You gain TA against a specific target. When you gain this
TA, and creatures making ranged attacks against you gain
condition, it will specify which target you gain TA against.
TD.

FRIGHTENED PRONE
You have TD while the source of fear is in sight, and cannot
You have TD on all attacks while prone, and cannot make
willingly move closer to the source of your fear.
attacks with 2-handed weapons. Additionally, melee attacks
against you have TA, and ranged attacks against you have
GRAPPLED & TD.
GRAPPLING
If a Grappled creature is the same or a smaller Size than PROTECTED
the creature Grappling it, the Grappled creature’s speed
You gain +2 to your AR and physical defenses while
becomes 0 ft and the Grappling creature’s speed is halved.
Protected.
If the Grappled creature is two or more Sizes smaller than
the Grappling creature, the Grappling creature’s speed is
unaffected.
RALLIED
If a Grappled creature is one or two Sizes larger than the You cannot be Demoralized, Frightened, or Shaken. If you
creature Grappling it, the Grappled creature’s speed is halved, are already suffering from one of these conditions, the
and the Grappling Creature’s speed becomes 0 ft. effects are suppressed while you are Rallied.
If a Grappled creature is three or more Sizes larger, the
Grappled creature’s speed is unaffected, and the Grappling RESTRAINED
creature’s speed becomes 0. A creature is Grappled. When attacking a Restrained
On its turn, a Grappled creature can try to break out of a creature, roll 2d20 and use the higher roll. Unless otherwise
Grapple once per turn by spending 2 AP (Or using one action, stated, escaping the Restrained condition is the same as
if it is an NPC) to make an STR attack against the FORT, or escaping the Grappled condition, but requires 3 AP (Or two
DEX attack against the REF, of the creature that is Grappling of an NPC’s actions).
it. On a success, the creature frees itself.
A creature who is Grappling can let go at any time without SHAKEN
spending AP. Forced movement does not end the Grappled
You suffer a -2 penalty to all d20 rolls.
condition. If the creature who is Grappling is subjected to
forced movement, the Grappled creature is moved with it. If
the Grappled creature is subjected to forced movement, the
SICKENED
Grappling creature decides if the Grappled creature moves Whenever rolling a d20, roll 2d20 and take the lower result.
or not.
SILENCED
GROUNDED You cannot vocalize. You automatically fail any roll that
You cannot teleport or move to a different plane, nor can an requires the ability to speak or use verbal components.
external effect impose teleportation or plane shifting effects
on you.

APPENDIX B | CONDITIONS 345


SLOWED S U R P R I S E D ( PA R T I A L )
Your speed is halved. If creatures are surprised, they don’t act on the first round
of initiative and have TD on the second round. They cannot
S TA G G E R E D use reactive actions until after their first turn in which they
can take action, and do not carry over AP until after their
You gain half the AP than you normally would at the start of
first turn in which they can take action.
each of your turns.
Creatures that are not surprised have TA on the first two
rounds of combat against creatures that were surprised.
STUNNED
Your current AP is reduced to 1, unless it was already 1 or TA U N T E D
lower. You gain only 1 AP at the start of your turns and your
You have TA attacking the creature that Taunted you, and
AP cannot be raised above 1 while Stunned. NPCs can only
have TD attacking other creatures.
take one movement action on their turn.

S U F FO C AT I N G UNCONSCIOUS
The creature must roll three dice and take the lowest result
After Suffocating for a number of rounds equal to your END
to perceive checks that rely on sound. They automatically
+ 1, you gain a Death Point at the start of each of your
fail checks that rely on vision. A creature can be shaken
turns.
awake by another creature who expends 1AP as long as they
have at least 1 HP. Taking any damage automatically ends
SUPPRESSED this effect. An Unconscious creature is Helpless.
You cannot use your AP to move.
UNSEEN
SURPRISED An unseen creature gains TA, and when it makes an attack,
(COMPLETE) it rolls two d20’s and takes the higher result. It cannot be
Complete Surprise only occurs when a creature attacks an targeted by Line of Sight effects. Unseen creatures are also
enemy under all of the following conditions: considered Concealed.
• The target does not perceive the attacker and is Unless the source of the Unseen condition states otherwise,
unaware of their presence. you lose the Unseen condition when:
• The target is not in a heightened state of awareness • You make an attack roll
or on alert. For example, an alarm being raised, or • You are struck by an attack
being actively in combat, even if it’s with a third party, • A creature would occupy the space that you are in as
disallows a full surprise round. part of their movement
In this instance, the creature who begins combat is granted • You move into clear line of sight of a creature, such as
double their AP and takes a single turn. into bright light, out of concealment, or the like
If the defender survives this attack, that creature and When trying to spot an Unseen creature, you can spend 1
its allies are Partially Surprised and combat begins. If the AP (NPCs can trade one action) once on your turn to attack
creature that is attacked is reduced to 0 HP or knocked an Unseen target’s ANT with your AWR. If you win, you know
unconscious and the attacking creature is Unseen, the victim’s what square it is occupying, but it remains Unseen. If it is
allies that are within 30 ft make an AWR/Perceiving check more than 60t away from you, you automatically lose.
against the attacker’s DEX/Sneaking. If the attacker wins all If you are the target of a ranged attack or effect, you know
skill contests, it remains Unseen and combat does not begin. which direction the attack came from. If you are the target of
Otherwise, roll Initiative and Partial Surprise rules apply to a Melee attack, you know which square you were attacked
all Surprised creatures. from.
When attacking an Unseen creature, indicate which square
you are attacking, roll 2d20, and take the lower result. You
know if the attack hits, but gain no information from missing.

346
INDEX

A Little Bit of Soul, 297 Arcane Booster, 146 Attribute Checks, 320 Biologist, 297 Buckler Warrior, 294
Abjure Unholy, 97 Arcane Cantrips, 215, 216 Attribute Points, 7 Biology, 323 Bull Rush, 290
Absorb Explosion, 119 Arcane Intellectual, 108 Audio Dampeners, 147 Blackjack, 143 Bulwark, 190
Academic, 53 Arcane Knowledge, 215 Augmentor, 146 Blacksmith Tools, 313 Burning, 344
Accelerando, 155 Arcane Magic, 215 Augmentor Extraordinaire, Blade Blocker, 291 By Feel, Not Measure, 297
Acrobat, 296 Arcane Power, 214 147 Blades (Large), 305 Calculating, 133
Acrobatics, 322 Arcane Ritual, 214 Augmentor Track, 146 Blades (Small), 304 Caliban’s Cackle, 179
Action Points, 327 Arcane Source, 213 Aura, 189 Bleeding, 344 Calligrapher, 297
Adaptive, 181 Arcane Spells, 215, 218 Aura Enhancements, 189 Blessed Blade, 192 Calligraphy, 323
Adaptive Armor, 146 Arcane Tags, 214 Aura of Aggression, 190 Blind Fighting, 177 Camping Kit, 313
Additional Blueprints, 148 Arcane Talent Stack, 214 Aura of Protection, 190 Blinded, 344 Can’t Kill What you Can’t
Additional Identities, 138 Arcane Versatility, 108 Aura of Reduction, 190 Blink of an Eye, 143 Catch, 293
Adept of the Psionic, 278 Arcane Weaver, 107 Aura of Vitality, 190 Blood Permeation, 118 Cancel Spell, 167
Advanced Dual Wield, 291 Arcane Weaving Track, 107 Auras, 190 Blood Rampage, 96 Cantrip Cannon, 154
Advanced Maneuvers, 329 Arcanist Understudy, 297 Austerity (Icon), 102 Blood Will Flow, 92 Cantrip Focus, 112
Affinity, 344 Archdruid, 116 Avadri, 339 Bloodied, 344 Cantrips, 212
Aimed Shot, 144 Archery Focus, 170 Avatars, 340 Bloodlust, 95 Capstone, 76
Aimed Strike, 140 Archery Stack, 290 Awakened Spellbook, 113 Bloody Recall, 192 Careful Appraiser, 298
Ain’t No Grave, 292 Archery Track, 170 Aware, 297 Bludgeons, 306 Careful Casting, 111
Alchemist Formula, 146 Archfae, 335 Awareness, 8 Blunt, 329 Careful Shot, 290
Alchemist Tools, 313 Archivist, 57 Axes, 304 Blunt Force Armor, 118 Carpenter, 298
Alchemist Track, 144 Archmage, 111 Backgrounds, 53 Bodily Necrosis, 119 Carpenter Tools, 313
Alchemy (Skill), 322 Archmage Track, 108 Backlash, 214 Bodily Protection, 190 Cartographer, 298
Alchemy (Talent), 144 Ardent, 99 Bad Reputation, 196 Body Sculptor, 279 Cartographer Tools, 313
Alchemy Expert, 296 Ardent Assault, 94 Balanced, 297 Bomb Upgrade, 145 Catch Me If You Can, 138
Alchemy Flask Upgrade, 145 Ardent Weapon, 192 Balancing, 323 Bond Soul, 185 Catch Your Breath, 332
Ambient Luck, 120 Area of Effect, 212 Barber Kit, 313 Book of Legends, 157 Cavalier, 190
Ambition (Icon), 101 Arete, 178 Barding, 309 Book of Souls, 161 Cavalier Abilities List, 191
Ammunition, 304 Aristocratic, 53 Barrel Roll, 294 Book of the Damned, 161 Cavalier Track, 190
Animal Companion, 295 Armed Arts, 124 Barrister, 58 Boon of Daropmet, 180 Cedrian’s Communion, 180
Animal Handling, 323 Armor Alchemist, 149 Basic Dual Wield, 291 Boon of Etalun, 179 Celestials, 341
Animal Trainer, 297 Armor Focus, 149 Battle Drum, 155 BOP, 9, 53 Chant of the Wild Heart, 137
Animal Whisperer, 297 Armor of Darkness, 249 Battle Focus, 123 Born in Darkness, 143 Chants, 212
Animals (Equipment), 311 Armor Rating, 309 Battle Medic, 98 Born Warrior, 54 Charisma, 8
Annual Income, 318 Armor Stack, 292 Battle Standard Command, Bowyer Tools, 313 Charismatic, 298
Another Swig, 90 Arrow Storm, 133 174 Boxer’s Maneuvers, 126 Charlatan, 59
Anthem, 155 Art, 323 Battle Standard Range, 172 Bravery, 130 Charm, 248
Anticipation, 309 Artist Aspirant, 297 Battle Stanza, 155 Bravery (Icon), 102 Charmed, 344
Antidote, 187 Artistic Apprentice, 297 Battle-Ready, 94 Bravery Stack, 130 Charmer, 292
Antiessence Aura, 165 Artistic Signature, 164 Battlefield Command Focus, Brawl, 128 Charming Identity, 138
Antiessence Rupture, 167 Ashyidir Conclave’s Affinity, 172 Brawler, 294 Check it Again, 139
Antiessence Track, 165 180 Battlefield Concentration, 279 Brawling, 91 Chef, 298
Apex Evolution, 183 Astounding Critical, 290 Battlefield Tactician Breakthrough, 148 Chemist, 298
Apocrypha, 99 Astrologer, 297 Improvement, 174 Brewer, 297 Chemistry, 323
Applied Force, 323 Astrology, 323 Beast Companion, 91 Brewer Supplies, 313 Chilled, 344
Appraising, 323 Astronomer, 297 Beast Form, 115 Brewing, 323 Cholereth-Blooded, 26
Apprentice, 121 Astronomy, 323 Berzerker, 77 Brewing Expert, 297 Circumstantial Bonuses, 321
Apprenticeship, 100 Athlete, 297 Berzerker Entry, 90 Broken, 344 Citadel of Stamina, 94
Aptitude, 277 Athleticism, 322 Betrayal, 138 Brutality, 90 Clairsentience, 277
Arcana, 323 Athletics, 323 Better Identities, 138 Buckler Specialization, 294 Clairsentient Magic, 278
Arcane Artificer, 153 Attribute Cap, 7 Bhrunai, 13 Buckler Strap, 294 Claws of Kleppar, 180

INDEX 347
Clear Thoughts, 215 Crafting Rules, 326 Distance Runner, 298 Elemental (Earth), 21 Explosion Upgrade, 145
Clergy, 60 Crafting*, 322 Distance Running, 324 Elemental (Fire), 21 Explosive Critical, 112
Cleric, 78 Create Bomb, 144 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, 331 Divine Magic, 232 Elf (Forest), 23 Extrinsic, 262
Clown, 156 Crescendo, 155 Divine Power, 232 Elf (Mountain), 23 Fae Magic, 179
Cobbler, 298 Criminal, 54 Divine Rituals, 232, 235 Elf (Plains), 23 Fae Track, 179
Cobbling, 323 Crit Stack, 290 Divine Shield, 96 Elf (Star), 23 Faerie Tale, 160
Cobbling Mastery, 298 Critical Casts, 214 Divine Source, 231 Emotion, 262 Familiar Enhancement, 181
Cold, 329 Critical Hits, 328 Divine Spells, 232, 240 Empathetic, 299 Familiar Enhancements, 183
Cold Focus, 215 Cruel Jape, 157 Divine Tags, 232 Empathy, 324 Familiar Track, 181
Collector, 185 Crusader Aspirant, 193 Divine Talent Stack, 232 Empower Chant, 136 Familiar, Crawling, 178
Colossal, 332 Crusader Ordinant, 195 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, 263 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
330 Curse, 248 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, 184 Drives, 51 Engineer, 299 Fight, 130
Concealed, 344 Dark Hex Track, 184 Drop Prone, 328 Engineering, 324 Fighting Dirty, 90
Concealed (Equipment), 304 Dark Magic, 184 Druid Track, 114 Enhanced Concentration, 279 Figure of Legend, 157
Concentration, 278 Dark Power, 248 Drunken Ferocity, 91 Enhanced Quick Find Weak Spot, 139
Conditions, 331 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 Stack, 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, 187 Flaming Shield, 118
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 Stack, Eavesdropper, 299 Evader, 299 Flock of Familiars, 181
Cornered Animal, 134 294 Eavesdropping, 324 Evading, 324 Fluid Forms, 124
Corrosive, 329 Defiance, 91 Economics, 324 Evasive, 292 Flurry of Familiars, 183
Corrosive Strikes, 118 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, 180 Everwilds Affinity, 263 Fool, 156
Covering Fire, 171 Dextrous, 298 Elemental, 20 Evolution, 181 Fool’s Strike, 138
“Cowards!”, 90 Diminutive, 332 Elemental Absorption, 146 Exile Track, 90 Forager, 299
Cracked Soul, 169 Disarm, 329 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, 329 Forceful, 299
Crafter (Alchemist), 148 Disguising, 324 Elemental Mastery, 119 Exploitative, 290 Forgery, 299
Crafter (Specialization), 298 Disrupt Ki, 125 Elemental (Air), 20 Exploration, 333 Forging, 324

348 INDEX
Fortitude, 309 Guide, 121 Ice Armor, 118 Irradiated Aura, 119 Lorist Track, 162
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, 181 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, 212 Harlan’s Breach Ammunition, Immortal Surge, 169 Jump, 328 Mage: Alchemy, 109
Fundamental, 214 141 Immune, 330 Keep Quiet, 143 Mage: Altering, 109
Fundamental Recovery, 215 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, 118 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, 179 Maneuvers, 328
Giant Slayer, 290 Hew, 132 In the Dark, 143 Launcher, 146 Manifestation, 278
Gift of Gusper, 180 Hex List, 184 Incantation, 248 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, 248 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, 328
Gore, 290 Holy Cause Track, 195 Innate Hex, 184 Leave it to Luck, 138 Master Alchemist, 145
Gossipper, 299 Holy Lance, 192 Inquisitor, 64 Legend Keeper Track, 157 Master Inventor, 149
Gossipping, 324 Holy Lectionary, 101 Inspirational, 195 Legendary Archer, 172 Master Magitechnician, 154
Grand Puppetmaster, 185 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, 118 Medicine, 325
Great General, 174 Horrifying Frenzy, 93 Inertia, 112 Line of Effect, 212 Meditative Rest, 279
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, 262 Lingering Harlan’s Breach, Medium Shield Mastery, 294
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, 184 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

INDEX 349
Mercantile, 53 Observant, 301 Planar Protector, 136 Protection VII, 176 Ranger Entry, 130
Metacreative Magic, 279 Observation, 322 Planar Thievery Track, 167 Protection VIII, 176 Ranger’s Invocation, 136
Metacreativity, 277 Occult Chants, 248, 249 Play Dead, 138 Protective Elementalist, 118 Ranger’s Spells, 136
Metamagic Caster, 108 Occult Magic, 248 Plot Twist, 158 Prowess of Sekh, 179 Rapid Takedown, 133
Metamagic Expert, 108 Occult Power, 248 Point Blank Shot, 290 Psionic Aptitude, 278 Reach, 303
Metamagic: Conjuring, 108 Occult Rituals, 249, 251 Poison, 187 Psionic Focus, 279 Reactive Attacks, 331
Metamagic: Duration, 108 Occult Source, 247 Poisoner, 140 Psionic Invocations, 279 Reactive Aura, 190
Metamagic: Hasten, 108 Occult Spells, 249, 258 Polearms, 307 Psionic Power, 278 Reactive Casting, 212
Metamagic: Humane Spell, Occult Talent Stack, 248 Politician, 301 Psionic Spells, 279, 281 Reactive Instruction, 121
108 Occult Vitality, 169 Politics, 326 Psionic Source, 277 Reactive Stance, 125
Metamagic: Leeching, 108 Occupation, 53 Polytheism, 101 Psionic Talent Stack, 278 Reagent, 187
Metamagic: Maximize, 108 Officer, 301 Portent, 120 Psionic Tier, 278 Recall, 192
Metamagic: Morph Damage, Okart’s Skin, 180 Potion, 187 Psionic Versatility, 279 Record Magic, 163
108 Old Gods, 114 Potion Upgrade, 145 Psyblade Focus, 141 Recoup, 332
Metamagic: Overclock, 108 On the Ropes, 123 Potions Table, 322 Psyblade Track, 141 Recreational Gear
Metamagic: Overcome, 108 On Your Feet, 292 Potter, 301 Psychic, 329 (Equipment), 312
Metamagic: Spell Point Cost, One with the Land, 132 Pottery, 326 Psychic Bond, 141 Red Right Hand, 123
108 One-Handed, 304 Power Shot, 290 Psychic Resonance, 119 Redemption (Icon), 105
Metaphysical Attributes, 8 One-Handed Stack, 291 Power Slam, 147 Psychic Scream, 142 Reflexes, 309
Mighty Punch, 126 Opportunist, 290 Powerlifter, 301 Psychic Strike, 141 Refresh, 92
Militant, 53 Opportunistic Crit, 290 Practice Makes Perfect, 301 Psychokinetics, 277 Regain Honor, 91
Military, 325 Oracle, 80 Prayers, 212, 232, 233 Psychometabolic Magic, 278 Reinforced Standard, 172
Mind over Matter, 126 Oracle Entry, 114 Predict a Punch, 124 Psychometabolics, 277 Religion, 326
Mind Spike, 142 Order (Icon), 105 Preparatory Strike, 140 Psychovillainy, 277 Religious (Background), 53
Miracle Brew, 188 Outlander, 55 Pressure Point, 126 Puck’s Pernicious Pleasure, Religious (Specialization), 301
Miracle Worker, 98 Outnumbered, 131 Primal Aspect, 295 180 Remnant, 41
Misc Actions, 329 Overcome Woe, 120 Primal Aspect Focus, 295 Pugilist, 81 Rend, 291
Misc Stack, 295 Overwatch, 171 Primal Aspect Talents, 295 Pugilist Entry, 122 Repairs, 148
Miscellaneous (Weapons), 308 Pagan Attunement, 186 Primal Aspect Transference, Pugilist Maneuvers, 129 Repurpose Damage, 118
Mockery, 156 Pagan Attunement Track, 186 296 Pummeling Track, 126 Repurpose Radiance, 249
Monastic Horticulturist, 98 Paint Supplies, 314 Primal Aspects, 296 Punishment, 193 Reputation Track, 196
Monkey Climbing the Tree, Painter, 301 Primal Chants, 263 Pure Physique, 128 Resist, 329
126 Painting, 325 Primal Exemplar, 137 Pure Technique, 128 Resistance Specialization, 309
Mote Expert, 107 Paralyzed, 345 Primal Invocations, 263, 266 Quaff, 145 Resting, 332
Motley Wardrobe, 156 Pashak Conclave’s Passage, Primal Magic, 263 Quick Compartment, 146 Restored Honor, 91
Mounted Combat, 330 180 Primal Power, 262 Quick Config, 149 Restrained, 345
Move, 327 Peerless Hunter, 133 Primal Recovery, 263 Quick Craft, 148 Revenge (Icon), 105
Moving Through Creatures, Perceiving, 325 Primal Source, 262 Quick Mind, 279 Reverse Grapple, 127
328 Perceptive, 301 Primal Spells, , 263, 270 Quick Strike, 140 Reward, 193
Multitalented, 163 Perfect Dodge, 293 Primal Survivalist, 263 Quick Throw, 140 Ritualize, 248
Munitions Focus, 149 Performance, 322 Primal Talent Stack, 262 Quickdraw, 133 Rituals, 212
Musician, 301 Performer, 301 Primal Tier, 262 Quickened Aura, 189 Rogue, 83
Mystic Druid, 115 Performer’s Props, 164 Primal Warden, 135 Quickened Recovery, 232 Rogue Entry, 137
Mystic Support, 121 Personality, 51 Primeval Darkness, 117 Quicker Identities, 138 Rogue Maneuvers, 140
Natural Habitat, 134 Persuading, 325 Primeval Invocation, 137 Quiet Mind, 125 Rosen’s Blessing, 179
Naturalist, 301 Persuasive, 301 Primeval Senses, 135 Quiet One, 143 Ruthless Hunter, 133
Nature (Skill), 325 Petsina Conclave’s Perception, Primeval Speed, 133 Quirks, 52 Sacrament, 232
Nature (Tag), 262 180 Primeval Spells, 137 Radiant, 329 Safer Devices, 154
Nature (Icon), 105 Phlegmereth-Blooded, 26 Profession, 53 Raedeen, 38 Safety Precautions, 148
Nature Stride, 135 Phobic, 345 Prolong, 166 Raedeen (Corrupted), 39 Sailor, 70
Navigating, 325 Photographic Memory, 163 Prone, 345 Raedeen (Dreamer), 39 Salvage, 148
Navigator, 301 Physical Attributes, 8 Protected, 345 Raedeen (Paragon), 39 Salvation (Icon), 106
Navigator Tools, 313 Physical Damage, 329 Protection Focus, 175 Rage Track, 95 Sanctified Wards, 232
Necronomicon, 162 Physician, 68 Protection I, 175 Rain of Arrows, 132 Sanguineth-Blooded, 26
Necrotic, 329 Pickpocket, 301 Protection II, 175 Rallied, 345 Satyr, 43
Necrotic Focus, 216 Piercing Strike, 142 Protection III, 175 Rallying Standard, 172 Savage Frenzy, 93
Never Retreat, 92 Piety, 98, 195 Protection IV, 175 Ranged, 303 Savior, 99
Noble Title, 55 Piety Track, 97 Protection Track, 175 Ranged (Weapons), 307 Savoir Faire, 326
Nomad, 66 Pinned, 345 Protection V, 176 Ranged Attacks in Melee, 328 Scale the Balcony, 142
Obfuscate, 156 Pioneer, 68 Protection VI, 176 Ranger, 82 Scavenger, 301

350 INDEX
Scavenging, 326 Skill Stack, 296 Stand, 329 Telekinetic Magic, 278 Unflappable, 92
Scrapping, 91 Skills, 320 Standard Bearer, 173 Telepath Magic, 278 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, 181
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
181 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 Stack, 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, 262
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, 118 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 Stack, 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, 332 Undead, 47 Weapon of Legend, 193
Siphon Divinity, 101, 170 Stance of the Stout Oak, 125 Talent, 9 Under the Banner, 172 Weapon Stack, 292
Size Up, 127 Stance of the Turtle, 124 Talented Mentor, 121 Underworld, 53 Weapons, 303
Skill Cap, 321 Stance of the Wolf, 125 Taunted, 346 Unfettered Speed, 126 Weather, 262

INDEX 3 51
Weaver, 302 Wilderness Warden Track, 135 Witch’s Brew Track, 187 Wrestler’s Maneuvers, 127 Yasheri’s Explosion, 180
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, 179 Zealot’s Resolve, 192
Wellspring Tap, 112 Witch Entry, 178 Wrath (Icon), 106 Wyrd Wood, 115
Whittler, 302 Witch’s Brew, 187 Wrath of Aeshir, 180 Wythen’s Protection, 180

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