Advanced Skills

Alchemy

(Skills must be unlocked sequentially)

Alchemy allows you to create powerful Elixirs, Bombs, and Balms via different processes.

Requirements: Spellcasting, Monsters, Medicine (3)
Research Method: Skillbook

About Alchemy

Alchemy requires Components & Effective Hours to create essences. Most components are found in Monster Blood, which can be harvested and stored in vials.

Skills

  • Common Transmuting

  • Common Catalysis

  • Common Distilling

  • Premium Transmuting

  • Premium Catalysis

  • Premium Distilling

  • Supreme Transmuting

  • Supreme Catalysis

  • Supreme Distilling

  • Peak Transmuting

Common Transmuting

  • Difficulty: 10

  • Effective Hours: 6

  • Effect: Turns Monster Blood into a powerful Elixir. Properties depend on the blood’s origin. Requires a Cauldron.

Common Catalysis

  • Difficulty: 10

  • Effective Hours: 3

  • Effect: Turns Elixirs into Bombs using Catalysis (cooking in a Cauldron).

Common Distilling

  • Difficulty: 10

  • Effective Hours: 3

  • Effect: Turns Elixirs into Balms via Distilling (cooking in a Cauldron). Balms can en-coat weapons with effects.

Premium Transmuting

  • Difficulty: 8

  • Effective Hours: 4

  • Effect: Transmute faster and more effectively.

Premium Catalysis

  • Difficulty: 8

  • Effective Hours: 2

  • Effect: Transmute faster and more effectively.

Premium Distilling

  • Difficulty: 8

  • Effective Hours: 2

  • Effect: Infuse faster and more effectively.

Supreme Transmuting

  • Difficulty: 6

  • Effective Hours: 2

  • Effect: Transmute faster and more effectively.

Supreme Catalysis

  • Difficulty: 6

  • Effective Hours: 1

  • Effect: Transmute faster and more effectively.

Supreme Distilling

  • Difficulty: 6

  • Effective Hours: 1

  • Effect: Infuse faster and more effectively.

Peak Transmuting

  • Difficulty: 12

  • Effective Hours: 3

  • Effect: Converts an essence into any other essence.


Bardic Combat

(Skills must be unlocked sequentially)

Bardic Combat allows the Bard to invoke powerful effects through music.

Requirements: Spellcasting, Music, Culture, Persuasion
Research Method: Exercise

About Bardic Combat

  • Provides effects for the Bard and allies.

  • Requires a musical instrument or singing voice.

  • Only 1 Song can be active at a time.

  • Cannot perform other actions while sustaining a song, except Movement.

  • Sustained songs do not require further rolls unless Movement occurs, then a test must be repeated.

Skills

  • Song of Charm

  • Song of Bravery

  • Song of Darkness

  • Song of Luck

  • Song of Terror

  • Song of Haven

  • Heathen Charge

  • Note of Dreams

  • Song of Runik

  • Song of the Restless

Song of Charm

  • Type: Action

  • Risk: 1

  • Effect: Prevents a target within Perception from performing aggressive Actions for the current Round. (Roll must exceed target’s Vigor)

Song of Bravery

  • Type: Action (Active)

  • Risk: 2

  • Effect: Protects allies from Fear, Confusion, Dishearten, and Berserk within a Ring Radius 5.

Song of Darkness

  • Type: Action (Active)

  • Risk: 3

  • Effect: Creates magical Darkness suppressing illumination in Ring Radius 5. Bard unaffected.

Song of Luck

  • Type: Action (Active)

  • Risk: 4

  • Effect: Allies within Ring Radius 5 roll Strong Dice.

Song of Terror

  • Type: Action (Active)

  • Risk: 5

  • Effect: Causes Fear to enemies within Ring Radius 5. Vigor Roll required.

Song of Haven

  • Type: Action (Active)

  • Risk: 6

  • Effect: Allies ignore the Bard and cannot perform aggressive actions toward them.

Heathen Charge

  • Type: Action (Mobile)

  • Risk: 7

  • Effect: Deals Damage, moves, and causes Fear to enemies in Ring Radius 5. Attack Roll vs. target Vigor required.

Note of Dreams

  • Type: Action

  • Risk: 8

  • Effect: Causes Unconsciousness to enemies in Ring Radius 5 for current Round (Vigor Roll).

Song of Runik

  • Type: Action (Active)

  • Risk: 9

  • Effect: Prevents Spellcasting within Ring Radius 5. Spells cast outside still function normally if landing inside.

Song of the Restless

  • Type: Action (Active)

  • Risk: 10

  • Effect: Allies within Ring Radius 5 can perform Actions or Reactions without Risk.

Battle Dancing

(Skills must be unlocked sequentially)

Battle Dancing allows you to increase your strength and prowess by performing ceremonial dances during battle.
Dances are regular Actions that use Charges. Only 1 Battle Dance effect can be active at a time.

Requirements: Dancing, Combat Style (1), Warfare (3)
Research Method: Exercise

Battle Dancing Catalysts

  • 1 Effective Hour of Dancing generates 1D10 Battle Dancing Charges.

Skills

Guardian Dance

  • Catalyst: 1 Charge

  • Type: Action

  • Effect: Raises Perception by 1 category for the battle.

Snake Dance

  • Catalyst: 2 Charges

  • Type: Action

  • Effect: Raises Mobility by 1 category for the battle.

Lion Dance

  • Catalyst: 3 Charges

  • Type: Action

  • Effect: Raises Threat by 1 category for the battle.

Titan Dance

  • Catalyst: 4 Charges

  • Type: Action

  • Effect: Raises Vigor by 1 category for the battle.

Primal Dance

  • Catalyst: 5 Charges

  • Type: Action

  • Effect: Raises Grit by 20 points for the battle.

Owl Dance

  • Catalyst: 6 Charges

  • Type: Action

  • Effect: Provides Moonvision for the battle (Nightvision outdoors).

Warrior Dance

  • Catalyst: 7 Charges

  • Type: Action

  • Effect: Provides +5 Absorption for the battle.

Arcane Dance

  • Catalyst: 8 Charges

  • Type: Action

  • Effect: Imposes -1 Grit Level penalty to spells cast against you.

Elemental Dance

  • Catalyst: 9 Charges

  • Type: Action

  • Effect: Protects against 50% Elemental Damage and Critical Effects.

Hero Dance

  • Catalyst: 10 Charges

  • Type: Action

  • Effect: Protects against Critical effects from physical attacks.


Druidism

(Skills must be unlocked sequentially)

Druidism allows you to perform rituals that harness primal forces to shape the environment and commune with nature.
Druidic rituals are outside of combat and require Druidism Charges.

Requirements: Spellcasting, Divination, Nature
Research Method: Skillbook

Druidism Catalysts

  • 1 Effective Hour at night draws lunar power, generating 1D10 Druidism Charges.

Skills

Illumination

  • Catalyst: 1 Charge

  • Effective Hours: -

  • Effect: Charges an item with solar energy, producing light in a Field Area 5 for 1D10 hours.

Pyromancy

  • Catalyst: 2 Charges

  • Effective Hours: 1

  • Effect: Divination via fire using organic components. Reveals information about a specific person.

Rain Calling

  • Catalyst: 3 Charges

  • Effective Hours: 1

  • Effect: Causes rain in an area (1d10x1000 m²) for 1D10 hours. Can also stop rain in the same area.

Snow Summoning

  • Catalyst: 4 Charges

  • Effective Hours: 1

  • Effect: Causes snow in an area. Can also stop snow or light snow in the same area.

Wind Whisper

  • Catalyst: 5 Charges

  • Effective Hours: 1

  • Effect: Sends verbal messages through the wind. Distance ~1d10x100 km. Longer distances may distort the message.

Storm Calling

  • Catalyst: 6 Charges

  • Effective Hours: 1

  • Effect: Gradually unleashes a storm with rain, wind, and thunderbolts over an area (1D10x1000 m²) for 1D10 hours. Can reverse active storms.

Spirit Binding

  • Catalyst: 7 Charges

  • Effective Hours: 1

  • Effect: Binds a minor nature spirit to a location, granting minor magical effects. Spirit becomes a Lingering Spirit in combat; destroyed spirits require ritual repetition.

Animal Shape

  • Catalyst: 8 Charges

  • Effective Hours: -

  • Effect: Shapeshift into a specific animal for 1D10 hours. Retains mental faculties and can revert at will.

Ancestor Communion

  • Catalyst: 9 Charges

  • Effective Hours: 1

  • Effect: Communicate with ancestral spirits for guidance, wisdom, and knowledge. Requires a personal item from the ancestor and a sacred location.

Sacred Grove

  • Catalyst: 10 Charges

  • Effective Hours: 1

  • Effect: Creates a temporary sacred grove with the following benefits (1D10 hours, radius 1D10x10 m):

    • Caster & Allies always at Prime Grit

    • Caster receives 1D10 healing per Round

    • +10 bonus on Withering Rolls

    • Evil spirits cannot enter

    • Caster & Allies cannot be surprised

ESP

(Skills must be unlocked sequentially)

ESP allows you to develop telepathic and telekinetic abilities to control mind and matter via powerful rituals.

Requirements: Spellcasting, Meditation, Insight, Divination
Research Method: Skillbook

ESP Catalysts

  • 1 Effective Hour of Meditation generates 1D10 ESP Charges.

  • Certain powerful rites may cause permanent Grit loss.

Skills

Telepathy

  • Catalyst: 1 Charge

  • Effective Hours: -

  • Effect: Send a telepathic message to a target anywhere in the world. Duration: 1D20 seconds. Target may reply telepathically.

Mind Read

  • Catalyst: 2 Charges

  • Effective Hours: -

  • Effect: Read a target’s mind within line of sight via a Vigor Roll. Can be performed 3 consecutive times to probe deeper:

    1. Surface Thoughts: Current day memories.

    2. Core Thoughts: Memories of the past 10 years.

    3. Deep Thoughts: All memories, including repressed or forgotten.

  • One failed Roll cancels the process.

Erase Memory

  • Catalyst: 3 Charges

  • Effective Hours: -

  • Effect: Partially or completely erase a target’s memory. Requires submission to the caster and a successful Vigor Roll. Can only be attempted once per target.

Anibrain

  • Catalyst: 4 Charges

  • Effective Hours: 1

  • Effect: Grant life and intelligence to an item. Item gains basic intelligence and a personality (GM’s preference). Usable only by the caster.

Astral Projection

  • Catalyst: 5 Charges

  • Effective Hours: -

  • Effect: Exit body and travel in Ethereal form with x10 Movement and flight. Body remains Oblivious. Duration: 1D20 minutes.

Teleportation

  • Catalyst: 6 Charges, 1 Grit permanently

  • Effective Hours: -

  • Effect: Teleport a consenting target anywhere. Destination must be known.

Parallel Gates

  • Catalyst: 7 Charges, 1D10 Grit permanently

  • Effective Hours: 1

  • Effect: Opens two gates (origin + known destination). Anyone may teleport in/out for 1D10 hours.

Mental Barrier

  • Catalyst: 8 Charges

  • Effective Hours: -

  • Effect: Fortify brain and gain Mental Immunity for 1 day.

Change Body

  • Catalyst: 9 Charges

  • Effective Hours: 1

  • Effect: Swap bodies with a fully submitted target. Requires Vigor Roll. Exchanges Attributes and Racial Features permanently. Restores permanent Grit Damage and Injuries.

Energy Vessel

  • Catalyst: 10 Charges

  • Effective Hours: -

  • Effect: Create a living vessel from a fully submitted target. Destroys their brain and intelligence; becomes a living object that obeys the caster.

    • Each vessel: 30 Grit, native racial Attributes.

    • Operates as a life bank: caster cannot be harmed while vessels live.

    • Death of a vessel reduces caster’s Total Grit by 5 points permanently.

    • Unlimited vessels can be created.

Necromancy

(Skills must be unlocked sequentially)

Necromancy allows you to perform rituals connecting the living and the dead.
Rituals take place outside of combat and require Catalysts.

Requirements: Spellcasting, Divination, Necropsy, Dimensions
Research Method: Skillbook

Necromancy Catalysts

  • 1 hour of Necropsy generates 1D10 Necromancy Charges.

  • Certain powerful rites may cause permanent Grit loss.

Skills

Language of the Dead

  • Catalyst: 1 Charge

  • Effective Hours: -

  • Effect: Communicate with a dead target for 1D10 minutes.

Spirit Call

  • Catalyst: 2 Charges

  • Effective Hours: -

  • Effect: Communicate with a Spirit to request minor favors (GM discretion).

Last Time

  • Catalyst: 3 Charges

  • Effective Hours: -

  • Effect: Witness the last 30 minutes of a dead target’s life first-person.

Degeneration

  • Catalyst: 4 Charges

  • Effective Hours: 3

  • Effect: Inflict a powerful Curse on a target using an organic component. The target suffers gradual decay and dies within 1D20 days unless they succeed in repeated Vigor Rolls.

Soul Trap

  • Catalyst: 5 Charges

  • Effective Hours: 1

  • Effect: Trap a living, weakened target’s soul to enhance caster power. Only one soul at a time. Effects (roll 1D10):

    1. Threat +1 category

    2. Mobility +1 category

    3. Vigor +1 category

    4. Perception +1 category

    5. Risks -1 Point

    6. Grit +10 Points

    7. Grit +20 Points

    8. Experience gains +1D10

    9. Karma gains doubled

    10. Karma gains tripled

Possession

  • Catalyst: 6 Charges

  • Effective Hours: 1

  • Effect: Possess a living target (submitted and incapacitated) via Vigor Roll. Target retains consciousness but submits for 1D10 days.

Raise Dead

  • Catalyst: 7 Charges

  • Effective Hours: 1

  • Effect: Animate a corpse as an Undead Minion (Dweller) under the caster’s control.

Restoration

  • Catalyst: 8 Charges

  • Effective Hours: 1

  • Effect: Heal all severe injuries (broken bones, amputations, etc.).

Resurrection

  • Catalyst: 9 Charges, 1D20 Grit permanently

  • Effective Hours: 3

  • Effect: Restore a dead target to life, including previous injuries. Longer deaths may cause memory loss.

Phylactery

  • Catalyst: 10 Charges

  • Effective Hours: 3

  • Effect: Store caster’s soul in an item. If the caster dies, soul retreats to the item. Destruction of the item during this period may cause true death or -50% experience penalty if alive.


Oneiromancy

(Skills must be unlocked sequentially)

Oneiromancy allows the Seer to perform deeds and divinations within the realm of dreams.

Requirements: Spellcasting, Divination, Food Gathering, Insight
Research Method: Skillbook

Oneiromancy Catalysts

  • Mushrooms consumed before sleep generate 1D10 Oneiromancy Charges.

  • All abilities occur during sleep.

Skills

Riddler’s Dream

  • Catalyst: 1 Charge

  • Effective Hours: -

  • Effect: Receive an answer to a puzzling question in a dream (GM discretion).

Haunting Dream

  • Catalyst: 2 Charges

  • Effective Hours: -

  • Effect: Enter another target’s dream to convey a message.

Astral Dream

  • Catalyst: 3 Charges

  • Effective Hours: -

  • Effect: Travel in Astral Form for 1D20x10 minutes (x10 Movement). Considered Ethereal.

Shadow Dream

  • Catalyst: 4 Charges

  • Effective Hours: -

  • Effect: Travel in Astral Form for 1D20x10 minutes, then wake up at the destination (teleportation).

Chrono Dream

  • Catalyst: 5 Charges

  • Effective Hours: -

  • Effect: Observe past events for 1D20 minutes. Cannot intervene.

Real Vision

  • Catalyst: 6 Charges

  • Effective Hours: -

  • Effect: Gain Mental Immunity for the following day.

Viscera

  • Catalyst: 7 Charges

  • Effective Hours: -

  • Effect: Create a shadow replica to act autonomously during sleep. Spirit acts as a Lingering Spirit; destruction awakens the Seer.

Borrowed Eyes

  • Catalyst: 8 Charges

  • Effective Hours: -

  • Effect: See through a target’s eyes (Vigor Roll) for 1D20 minutes while they are awake.

Good Omens

  • Catalyst: 9 Charges

  • Effective Hours: -

  • Effect: Cleanse aura; gain +20 Grit and +1 Karma Point for the following day.

Lethal Dream

  • Catalyst: 10 Charges

  • Effective Hours: -

  • Effect: Enter a target’s dream to engage in combat. Dream combat affects real life if wounding/killing occurs.

Runecraft

(Skills can be unlocked in random order)

Runecraft allows you to place magical effects on items by carving runes upon their surfaces.

Requirements: Spellcasting, Blacksmithing (2), Items
Research Method: Skillbook

About Runecraft

Runecraft requires Effective Hours to carve runes onto items.

  • Item Type determines the nature of the rune.

  • Item Quality determines the number of runes it can sustain.

  • Failing an enchantment requires a Durability Check.

Item Quality

  • Common Items: 1 Enchantment Slot

  • Premium Items: 2 Enchantment Slots

  • Supreme Items: 3 Enchantment Slots

Item Types (Hosts)

  • Weapons: Any type of weapon

  • Armor: Armor, Shields, Gauntlets, Helms

  • Accessories: Rings, Amulets, Cloaks, Belts, Boots, Bracers, Robes, Gloves

Rune Types

  • Runes function as magic domains, offering periodic, reactive, or passive effects.

  • Each level of Runecraft allows learning 1 new Rune with 6 Variations.

Example: Selecting the Fire Rune grants: Inferno, Flame, Ember, Pyre, Comet, Blaze.

Enchanting

  • Difficulty: 10

  • Effective Hours: 10

  • Effect: Carve 1 Rune onto an item


Rune Compatibility Table

Rune

Weapons

Armor

Accessories

Rune

Weapons

Armor

Accessories

Ankh

No

Yes

Yes

Mask

No

No

Yes

Anvil

Yes

Yes

Yes

Mirage

No

Yes

No

Astral

No

Yes

Yes

Moon

Yes

No

No

Bane

Yes

Yes

Yes

Oak

Yes

No

No

Beacon

No

Yes

Yes

Olive

No

No

Yes

Blaze

No

Yes

No

Oracle

Yes

Yes

Yes

Blizzard

No

Yes

Yes

Pact

Yes

Yes

Yes

Breeze

Yes

Yes

Yes

Phantom

No

No

Yes

Chain

Yes

Yes

No

Pine

No

No

Yes

Chalice

No

Yes

No

Prism

No

Yes

Yes

Chrono

Yes

Yes

Yes

Pulse

Yes

Yes

Yes

Circle

Yes

Yes

Yes

Pyre

No

Yes

Yes

Cloud

No

Yes

Yes

Ram

No

No

Yes

Comet

No

Yes

Yes

Raven

Yes

Yes

Yes

Crackle

No

Yes

No

Ray

No

Yes

Yes

Cross

Yes

Yes

Yes

Reflection

No

No

Yes

Cyclone

No

Yes

Yes

Root

Yes

No

No

Drop

Yes

No

No

Rumble

No

Yes

Yes

Ember

Yes

Yes

Yes

Scale

No

No

Yes

Eye

Yes

No

No

Scythe

No

Yes

Yes

Fade

Yes

Yes

Yes

Shadow

Yes

Yes

Yes

Fang

Yes

Yes

Yes

Shield

No

Yes

Yes

Flake

Yes

Yes

Yes

Shimmer

No

No

Yes

Flame

No

Yes

Yes

Shroud

Yes

Yes

Yes

Flare

Yes

No

No

Skull

Yes

No

No

Flower

No

No

Yes

Snow

No

Yes

No

Frost

Yes

No

No

Spiral

No

Yes

Yes

Gale

No

No

Yes

Star

Yes

Yes

Yes

Gauntlet

Yes

Yes

Yes

Stasis

No

Yes

Yes

Glacier

No

Yes

Yes

Stigma

Yes

Yes

Yes

Glow

No

No

Yes

Sting

No

Yes

Yes

Gust

Yes

No

No

Storm

Yes

Yes

Yes

Hail

No

Yes

Yes

Strike

Yes

No

No

Halo

Yes

No

No

Sun

No

Yes

Yes

Hammer

No

Yes

No

Tornado

No

Yes

No

Heart

Yes

Yes

Yes

Tree

No

No

Yes

Helm

No

Yes

No

Triangle

Yes

Yes

Yes

Hourglass

No

No

Yes

Warp

Yes

Yes

Yes

Inferno

Yes

No

No

Whisper

Yes

No

No

Jolt

No

Yes

Yes

Willow

No

Yes

Yes

Link

No

Yes

Yes

Yew

No

No

Yes

Maple

No

Yes

Yes

Zephyr

No

Yes

No


Runecraft Runes and Variations (1/2)

Rune

Variation

Effect

Use

Fire

Inferno

Burn on Critical Hit (1D20 Bonus Die Fire Damage per Round)

Active


Flame

Fire Resistance (50% Damage) & Critical Protection

Active


Ember

Pyrokinesis (Reaction, redirects Fire attacks)

Roll


Pyre

Protection from Heatstroke

Active


Comet

10 Fire Absorption

Active


Blaze

1D10 Active Fire Damage to melee attackers on hit

Active

Ice

Frost

Freeze on Critical Hit

Active


Glacier

Ice Resistance (50% Damage) & Critical Protection

Active


Flake

Cryokinesis (Reaction, redirects Ice attacks)

Roll


Blizzard

Protection from Frostbite Disease

Active


Hail

10 Ice Absorption

Active


Snow

1D10 Active Ice Damage to melee attackers (automatic)

Active

Wind

Gust

Push 1D10 Tiles on Critical Hit

Active


Zephyr

Removes Armor Penalties

Active


Cyclone

Fast Dodge (1 Action instead of 2)

Active


Breeze

Immunity to Forced Movement

Active


Gale

Allows Long Leaps

Active


Tornado

Pushes back 1 Tile Melee Attackers automatically

Active

Thunder

Strike

+1D10 Bonus Die Damage on every Hit

Active


Rumble

Thunder Resistance (50% Damage) & Critical Protection

Active


Storm

Electrokinesis (Reaction, redirects Thunder attacks)

Roll


Jolt

Momentum (Immune to Prone)

Active


Cloud

10 Thunder Absorption

Active


Crackle

1D10 Active Thunder Damage to melee attackers (automatic)

Active

Core

Eye

Fear on Critical Hit

Active


Astral

Protection from Control effects

Active


Link

+1D10 Bonus Die when using Core Spells

Active


Oracle

Flight ability

Active


Warp

Invisibility 5 Rounds

Action


Circle

Detect Invisibility 5 Rounds

Action

Iron

Anvil

Doubles Durability Rolls

Active


Hammer

+1 Critical Resistance

Active


Chain

Locks items & protects from Disarm

Active


Shield

Protection from Knockdown

Active


Helm

+1 Absorption

Active


Gauntlet

Deflects metallic weapon attacks 1/day

Active

Wood

Oak

+5 Range to Missile/Range Weapons

Active


Maple

Protection from drowning

Active


Yew

Doubles Herbalism Rolls

Active


Olive

Trackless walking

Active


Willow

-1 Grit Level to Ranged Attacks in forests

Active


Pine

Doubles Food Gathering Rolls

Active


Runecraft Runes and Variations (2/2)

Rune

Variation

Effect

Use

Death

Skull

Drain on Critical Hit (1D20 Bonus Die)

Active


Scythe

Protection from Drain & Death Spells

Active


Bane

Control Lesser Undead 5 Rounds

Action


Raven

Protection from Critical Attacks 5 Rounds

Action


Shroud

Etherealness 5 Rounds

Action


Cross

Summons Undead 5 Rounds

Action

Blood

Drop

Bleeding on Critical Hit

Active


Pulse

+1 Vigor

Active


Heart

+20 Grit

Active


Stigma

+1 Mobility

Active


Fang

+1 Perception

Active


Pact

+1 Threat

Active

Nature

Root

Immobilize on Critical Hit

Active


Sting

Protection from Poison

Active


Scale

Grants Water Breathing

Active


Flower

Walk on Difficult Terrain

Active


Ram

Grants Wallcrawling

Active


Tree

Double Healing Rate from Diseases

Active

Theurgy

Halo

x2 Damage vs Undead

Active


Spiral

-1 Grit Level to incoming Undead attacks

Active


Triangle

Retain Core Prime Grit always

Active


Ankh

Immune to Fear/Confusion/Berserk

Active


Chalice

-1 Grit Level to incoming Ranged Physical Attacks

Active


Star

Healing (Touch, 1D20, 1 hour)

Action

Time

Moon

Slow on Critical Hit

Active


Sun

Immune to Time Stop spell

Active


Chrono

+1 Action per Round

Active


Hourglass

x2 Movement

Active


Fade

First Action on Advantage each Round

Active


Stasis

Immune to Paralysis

Active

Illusion

Whisper

Inflicts Insanity on Critical Hit

Active


Mirage

Makes armor appear as clothing

Active


Mask

See through Illusions

Active


Reflection

Creates fake footprints 1D20 minutes

Action


Shimmer

Alter facial features 1D20 minutes

Action


Phantom

+4 Invisible Slots for Quickbelt

Active

Light

Flare

Inflicts Blindness on Critical Hit

Active


Prism

Protection from Blindness

Active


Shadow

Provides Light 3 Field Radius 1 hour

Action


Glow

Illuminates path 1D20 minutes

Action


Beacon

Protection from magical/artificial Darkness

Active


Ray

Provides Moonvision (outdoors)

Active

Shamanism

(Skills are unlocked sequentially)

Shamanism allows you to develop your senses and increase your power by applying ceremonial Body Paint before events and battles.

  • Only 1 Shamanism effect can be active at a time.

  • Each effect lasts 24 hours.

  • Paint can be applied to up to 10 individuals, paying the Catalyst cost separately.

Requirements: Spellcasting, Painting, Divination, Religion
Research Method: Skillbook

Shamanism Catalysts

Shamanism uses Painting to generate Catalysts.

  • 1 Hour of Body Painting = 1D10 Shamanism Charges

Abilities

Ability

Catalyst

Effective Hours

Effect

Paint of Vision

1

1

Detect invisible characters and see in the dark

Paint of Sanity

2

1

Protection against Fear, Berserk, and Confusion

Paint of Spirithold

3

1

Repels Spirits and prevents attacks on targets

Paint of Spirithunt

4

1

X2 Damage against Spirits

Paint of Readiness

5

1

+1 Action per Round

Paint of Deathhunt

6

1

X2 Damage against Undead

Paint of Bloodstop

7

1

Protection from Critical effects from weapons

Paint of Monsterhunt

8

1

X2 Damage against Beasts

Paint of Resistance

9

1

Reduce Magical Damage by 50%

Paint of Vigor

10

1

Disables Risk factors for all abilities


Spellblade

(Skills are unlocked sequentially)

Spellblade allows you to combine magic and warfare, performing maneuvers that benefit from both combat styles.

Requirements: Spellcasting, Combat Casting, Light Melee Weapons, Warfare (1)
Research Method: Exercise

Spellblade focuses on enchanted blows, imbuing energy into one-handed melee weapons and releasing it against enemies, even at range.

Abilities

Ability

Type

Risk

Effect

Arcane Strike

Action

Weapon +1

Deals Damage to a target up to 10 Tiles away

Arcane Bash

Action

Weapon +2

Deals Damage to a target up to 10 Tiles and pushes them 1D10 Tiles further

Rune Blade

Action

Weapon +3

Deals Damage and dispels active magical effects of the target

Cone Blade

Action

Weapon +4

Deals Damage to all targets within Cone Radius (5) in front of the target (Light Attack)

Arcane Shield

Action (Active)

5

Protective energy layer; -1 Grit Level to any Spellcasting attempt targeting the character

Steel Ray

Action

Weapon +6

Deals Damage to all targets in a straight line up to 10 Tiles

Arcane Chain

Action

Weapon +7

Deals Damage to 2 separate targets up to 10 Tiles away

Steel Blast

Action

Weapon +8

Deals Damage to all targets within Field Radius (5) around a main target (Light Attack)

Rune Reign

Action

Weapon +9

Deals Damage to a target up to 10 Tiles with +3 Critical Levels

Queen’s Blade

Action

Weapon +10

Deals Damage and disrupts Spellcasting of the target for 1 Round

Tactics

(Skills are unlocked sequentially)

Tactics allow you to position yourself and your allies on the battlefield to gain strategic advantages as a team.

Requirements: Insight, Combat Styles (1), Warfare (1), Persuasion
Research Method: Skillbook


Abilities

Ability

Type

Effect

Order

Active

Rearranges individual Advantage order between allies at the start of combat. Must be called once Advantage is rolled.

Fast Support

Active

Allies providing Supporting Reactions (Flank, Surround, Enchant) no longer need to match or exceed the initiating roll. Support is automatically successful unless the roll falls in the Risk zone.

Placement

Active

Arrange allies anywhere within 5 Tiles of the tactician at the beginning of combat.

Lead

Action

Spend an Action so that all allies gain Strong Dice on their next Action or Reaction.

Tactical Retreat

Action

Allows a retreat Action for all allies by rolling a single Roll against a GM-specified Difficulty. Allies must accept the order.

Double Combo

Action

Sacrifice an Action so two allies can perform an Action simultaneously. Allies must have spare Actions to use.

Triple Combo

Action

Sacrifice an Action so three allies can perform an Action simultaneously. Allies must have spare Actions to use.

Phalanx

Action

Sacrifice an Action so all allies perform a Phalanx. Allies must be on adjacent Tiles in a straight line and have a reserved Action. Enemy attacks receive -1 Grit Level. Moving breaks the formation; other Actions are allowed.

Shield Wall

Action

Sacrifice an Action so all allies perform a Shield Wall. Allies must be on adjacent Tiles, in a straight line, wielding shields, and have a reserved Action. Enemy attacks receive -2 Grit Levels. Moving breaks the formation; only Reactions without relocation allowed.

Arcane Circle

Action

Sacrifice an Action so spellcasting allies form a Circle. Allies must be within a Ring Radius (5) and have a reserved Action. One caster is Host, others are Vessels. Only Host can perform Actions/Reactions. Spells cast by the Circle gain X Bonus Dice, where X = number of casters. Movement disrupts the Circle.

Example: Arcane Circle

A 4-Caster Circle (1 Host + 3 Vessels) casts Fireblast (Fire + Blast):

  • Roll 4d20 to determine damage.

  • The first d20 determines Risk and Critical effects.