Traits
Traits are an important way to customize your character. Many traits have a list of requisites that must be fulfilled before acquiring it. In addition, there is a cost in experience points to purchase a trait.
There aren't strict rules dictating whether or not a trait can be acquired in a given moment. Try to be reasonable and keep your choices consistent with your character's story.
Here is the list of all traits divided by categories.
Index:
- Background traits
- Assets traits
- Physical traits
- Mental traits
- Social traits
- Martial traits
- Magic branches traits
- Knightly ways traits
- Martial arts paths traits
Background traits
Adventurer
Requisites: survival 1
Cost: 7 experience points
Your journey started some time ago, but you are still seeking treasures and exciting encounters.
Starting money: 600 deli
Starting equipment: adventurer's gear, clothes, light armor
Apprentice
Requisites: alchemy 1, arcana 2
Cost: 6 experience points
Your magic studies take huge efforts. You have learned much yet more knowledge awaits.
Starting money: 600 deli
Starting equipment: clothes
Architect
Requisites: machinery 3, magitech 5
Cost: 15 experience points
You are an important figure in the Ministry, supervising the design of precious creations.
Starting money: 1500 deli
Starting equipment: clothes, house
Artist
Requisites: art/performance 3
Cost: 3 experience points
Be it through music, poetry or theater you love to revive people's emotions.
Starting money: 300 deli
Starting equipment: clothes
Church elite
Requisites: silver magic/white magic 2
Cost: 12 experience points
You belong to the Church's army elite. As such, you possess considerable talent, status and responsibility.
Starting money: 400 deli
Starting equipment: clothes, heavy armor
Craftsman
Requisites: craftsmanship 3
Cost: 5 experience points
No matter your exact profession, your ability to create and repair items is a good source of money and respect.
Starting money: 500 deli
Starting equipment: clothes, craftsman's tools
Defender of the wilderness
Requisites: way of the wilderness 2
Cost: 10 experience points
The time spent in Eventide has broadened your horizons. You care deeply for nature and the living beings all around the world.
Starting money: 100 deli
Starting equipment: clothes, blessed wood weapon and armor (medium)
Free spellcrafter
Requisites: alchemy 1, arcana 3
Cost: 8 experience points
You are a practitioner of magic not affiliated with the Council. Employers might doubt you at first, but that is well compensated by the greater freedom.
Starting money: 850 deli
Starting equipment: clothes
Knight
Requisites: way of the blood/way of the time/way of the phychic/way of the sun 2
Cost: 13 experience points
As a knight you fight for your ideals, pure or questionable as they may be, with crystalline dedication.
Starting money: 200 deli
Starting equipment: clothes, equipment for a value up to 1500 deli
Labourer
Requisites: strength 3
Cost: 3 experience points
Manual labour has provided you with food and a place to stay. People recognize you as a good worker.
Starting money: 250 deli
Starting equipment: clothes
Luminian merchant's son
Requisites: humanities 2, savoir-faire 1, trade 3
Cost: 20 experience points
As the son of a rich merchant you received the best education, in order for you to, one day, take the family's business into your hands.
Starting money: 2200 deli
Starting equipment: clothes
Mage knight
Requisites: way of the mage 2
Cost: 16 experience points
To be a member of the famous Mage Order means to face many endeavors, but you are well prepared to overcome them.
Starting money: 100 deli
Starting equipment: clothes, enchanted cape, mail armor, sword
Mechanic
Requisites: machinery 3
Cost: 5 experience points
You are an expert in dealing with machines. The Magitech Ministry probably knows about you more than you wish.
Starting money: 500 deli
Starting equipment: clothes, old mechanic's tools
Mercenary
Requisites: athletics 3, brawl 3, marksmanship/melee/throwing 3
Cost: 12 experience points
You are a sellsword, often hired as a bodyguard or by a local lord to strengthen his army.
Starting money: 500 deli
Starting equipment: clothes, mail armor, sword
Merchant
Requisites: trade 4
Cost: 8 experience points
You are a merchant guild's associate. You spend most of your time buying and selling various goods.
Starting money: 800 deli
Starting equipment: cart, clothes
Monk
Requisites: -
Cost: 1 experience points
A life of spiritual wholeness above a life of material riches, such is the path you have chosen.
Starting money: 60 deli
Starting equipment: clothes
Noble
Requisites: diplomacy 3, humanities 2, law 3, marksmanship 2, melee 2, ride 2, savoir-faire 2
Cost: 30 experience points
Third or fourth son of a local noble, you have no chance of inheriting the title yet you lived a life of comfort.
Starting money: 1200 deli
Starting equipment: various items and jewellery for a total value of 3500 deli
Officer
Requisites: diplomacy 3, law 3, leadership 2
Cost: 10 experience points
You hold a prominent position in the society you live in. It is your responsibility to guide citizens towards progress.
Starting money: 600 deli
Starting equipment: clothes, house
Outlaw
Requisites: -
Cost: 3 experience points
Robbing, killing, swindling, whatever is your sin one thing is certain: you step outside the law.
Starting money: 275 deli
Starting equipment: clothes
Pit fighter
Requisites: brawl 3
Cost: 6 experience points
Sweat and blood in the arenas have gotten you very far until now. More importantly, you are in control of your own destiny.
Starting money: 450 deli
Starting equipment: clothes, light armor, shield, spear, sword
Priest
Requisites: theology 4
Cost: 4 experience points
Serving God and the Church is your life's mission. People look up to you for help and advice.
Starting money: 500 deli
Starting equipment: clothes
Sailor
Requisites: navigation 3
Cost: 4 experience points
The sea is your true home. Years of sailing have shaped you into a fine mariner.
Starting money: 400 deli
Starting equipment: clothes
Scientist
Requisites: science 3
Cost: 4 experience points
You studied science since a young age. Currently, your job is doing research and teaching others.
Starting money: 400 deli
Starting equipment: clothes
Servant
Requisites: housekeeping 2
Cost: 1 experience points
You have been serving a wealthy family since your childhood.
Starting money: 75 deli
Starting equipment: clothes
Soldier
Requisites: athletics 2, brawl/marksmanship/melee/throwing 3
Cost: 8 experience points
For the last years you have been employed in a standing army.
Starting money: 400 deli
Starting equipment: patched battered mail armor, short sword
Vagabond
Requisites: survival 2
Cost: 1 experience points
Without a place to stay or a stable job you spent your last years travelling the world.
Starting money: 70 deli
Starting equipment: clothes, dagger
Warden
Requisites: arcana 1, brawl/marksmanship/melee/throwing 3, read sigil
10 experience points
You are an elite soldier at the Council's service.
Starting money: 200 deli
Starting equipment: mail armor, two sigils
Wizard
Requisites: alchemy 2, arcana 4, law 2, any magic branch 2
Cost: 14 experience points
As a master of magic you have an official license from the Council to perform your craft.
Starting money: 300 deli
Starting equipment: clothes, enchanted tunic
Assets traits
Lucky find
Requisites: -
Cost: 2 experience points
You start with 100 additional deli.
Careful saver
Requisites: -
Cost: 8 experience points
You start with 500 additional deli.
Family's inheritance
Requisites: -
Cost: 15 experience points
You start with 1000 additional deli.
Party lover
Requisites: -
Cost: -2 experience points
You start with 100 deli less.
Gambling addiction
Requisites: -
Cost: -8 experience points
You start with 500 deli less.
Disastrous investment
Requisites: -
Cost: -15 experience points
You start with 1000 deli less.
Physical traits
Blind
Requirements: -
Cost: -25 experience points
You are completely blind. Perception rolls have a disadvantage of five dice.
Penalties in combat are at the game master's discretion.
Cripple
Requisites: -
Cost: -12 experience points
Your legs are damaged. You can't run at all and your movement speed is halved.
Deaf
Requirements: -
Cost: -15 experience points
You can't hear anything. Perception rolls have a disadvantage of three dice.
Penalties in combat are at the game master's discretion.
Disfigured
Requisites: -
Cost: -8 experience points
You are disfigured and this makes your appearance unpleasant. You have a disadvantage of one dice on most social rolls.
Dwarf
Requisites: -
Cost: -10 experience points
You are much smaller than the usual size and you have trouble with certain equipment or structures. People often look at you with disgust: you have a disadvantage of one dice on most social rolls.
Giant
Requisites: constitution 3
Cost: 10 experience points
You are extremely tall and bulky. This grant you one additional health point.
Keen sense
Requisites: perception 2
Cost: 4 experience points
One of your senses is extremely well developed, giving you an advantage of two dice on all rolls in which it's used.
This trait can be taken for different senses.
Missing arm
Requisites: -
Cost: -15 experience points
You have only one arm. Obviously this inconvenience gives you severe disadvantages and hinders your everyday life.
Tempered body
Requisites: constitution 5
Cost: 10 experience points
Your body has reached its peak condition. Add an extra health point to your 'healthy' level.
Toughness
Requirements: constitution 4
Cost: 6 experience points
All penalties caused by injures are reduced by one.
Weak sense
Requisites: -
Cost: -4 experience points
One of your sense is badly developed. All rolls in which it's involved have a disadvantage of two dice.
This trait can be taken for different senses.
Mental traits
Additional language
Requirements: intuition 2
Cost: 4 experience points
You know another language in addition to your native one.
Expert artillerist
Requirements: machinery 3
Cost: 4 experience points
When operating a siege engine you count as two people in the computation of the crew size.
Illiterate
Requirements: -
Cost: -3 experience points
You don't know how to read. Furthermore, your vocabulary is very limited and it's hard for you to understand complex sentences.
Jack of all trades
Requirements: -
Cost: 2 experience points
The character has an incredible aptitude for learning new skills, but he finds really hard to master any of them.
The cost to learn skills at levels 2, 3 and 4 is reduced by one, while the cost of learning levels 5, 6, and 7 is increased by one.
Lightning reflexes
Requirements: reaction 3
Cost: 5 experience points
Your initiative score is considered two numbers higher.
Multitasking
Requirements: -
Cost: 5 experience points
The penalties for concurrent actions are reduced by one.
People's hero
Requirements: integrity 4, way of the blood/way of the time/way of the phychic/way of the sun/way of the mage 1
Cost: 10 experience points
When following your ideals puts you in a dire situation, once per day, you can recover a number of fervor points equal to your integrity.
Quick to draw
Requirements: reaction 3
Cost: 3 experience points
You will act first in the initial round of a battle, no matter your initiative.
Resourcefulness
Requirements: intuition 3
Cost: 5 experience points
Choose a resource pool. Its maximum capacity is increased by one.
You can take this trait multiple times, always for a different pool.
Shortcut to power
Requirements: arcana 3, any magic branch 1
Cost: 3 experience points
When casting a spell, consider your score of arcana to be one point higher.
This trait doesn't provide any benefit once your arcana is greater or equal than six.
Social traits
Ally (minor)
Requisites: -
Cost: 5 experience points
You have a person to rely on in times of need. He could be a novice fighter, an apprentice or a local shopkeeper. He might ask for help as well.
This trait can be taken multiple times.
Ally
Requisites: -
Cost: 10 experience points
You have one competent ally. He might ask for help as well.
This trait can be taken multiple times.
Ally (major)
Requisites: -
Cost: 15 experience points
You have a person to rely on in times of need. He could be a superb fighter, an experienced wizard, a powerful merchant or even a member of nobility. He might ask for help as well.
This trait can be taken multiple times.
Contact (minor)
Requisites: -
Cost: 3 experience points
Somebody you is at the bottom of an organization or government and he can share information with you. He might ask something in return.
This trait can be taken multiple times.
Contact
Requisites: -
Cost: 6 experience points
There is someone you know in an organization or government who can give you information. He might ask something in return.
This trait can be taken multiple times.
Contact (major)
Requisites: -
Cost: 9 experience points
You know someone in an organization or government who has access to reserved information and is willing to help you. He might ask something in return.
This trait can be taken multiple times.
Enemy (minor)
Requisites: -
Cost: -5 experience points
A certain person is your sworn enemy. He's not a dangerous individual, but you must be careful of him.
Enemy
Requisites: -
Cost: -10 experience points
There is a person who hates or opposes you. He could be a resourceful man or even a group of people.
Enemy (major)
Requisites: -
Cost: -15 experience points
You have a powerful enemy or a group of enemies. They will try to hinder you and strike where it hurts the most.
Failure
Requisites: -
Cost: -9 experience points
Once you were respected, but you failed catastrophically in your duties. People think of you as incompetent and untrustworthy. To make matters worse, the consequences of your mistake could come back to haunt you.
Famous (minor)
Requisites: -
Cost: 4 experience points
You are renown in a city and its surroundings. Everyone wants to know you and be your friend. You have an advantage of one dice on most social rolls.
Famous
Requisites: -
Cost: 8 experience points
You are renown throughout a country. Everyone wants to know you and be your friend. You have an advantage of one dice on most social rolls.
Famous (major)
Requisites: -
Cost: 12 experience points
You are renown in all Veridia. Everyone wants to know you and be your friend. You have an advantage of one dice on most social rolls.
First impression
Requirements: charisma 3
Cost: 5 experience points
You adapt easily to new environments and new situations. You get an advantage of two dice in social rolls during first encounters.
Retainer (minor)
Requisites: -
Cost: 8 experience points
You have a competent person working directly for you, in exchange for money or any other benefit.
This trait can be taken multiple times.
Retainer
Requisites: -
Cost: 16 experience points
A group of people or an experienced individual are working for you, in exchange for money or any other benefit.
This trait can be taken multiple times.
Retainer (major)
Requisites: -
Cost: 24 experience points
You have a powerful henchman or a large retinue at your command, in exchange for money or any other benefit.
This trait can be taken multiple times.
Martial traits
Dual wielding specialist
Requisites: melee 4
Cost: 3 experience points
Gain one bonus dice when parrying with two melee weapons.
Duelist
Requisites: melee 4, parry 4
Cost: 7 experience points
Add one bonus dice to all attacks and maneuvers when engaging a single opponent in close quarters with a melee weapon.
Half-swording
Requirements: melee 4
Cost: 4 experience points
While using a sword, side-sword, longsword or greatsword you can move one or both hands to the blade.
Doing so gives you a disadvantage of three dice on the attack roll, but makes your weapon armor piercing.
Incapacitator
Requisites: brawl 3
Cost: 4 experience points
Add one success to any check done to knock out an opponent.
Melee weapon specialist
Requisites: melee 5
Cost: 5 experience points
Choose a melee weapon. You gain one dice in all rolls involving such weapon.
You can take this trait multiple times for different weapons.
Reckless assault
Requisites: brawl 3/melee 3
Cost: 4 experience points
You know how to make an all-out attack (advantage of two dice) with a melee weapon or your fists.
The feat leaves you vulnerable; during your next turn you incur a disadvantage of three dice to any action.
Sharpshooter
Requisites: marksmanship 3/throwing 3
Cost: 4 experience points
Declare a target and take aim as a normal action (roll perception + marksmanship/throwing if done as concurrent action). Until your following turn's end, the first ranged attack on the aforementioned target has an advantage of two dice.
Shield specialist
Requisites: melee 4
Cost: 3 experience points
Gain one bonus dice when blocking with a shield.
Shooting weapon specialist
Requisites: marksmanship 5
Cost: 5 experience points
Choose a shooting weapon. You gain one dice in all rolls involving such weapon.
You can take this trait multiple times for different weapons.
Unharmed specialist
Requisites: brawl 5
Cost: 6 experience points
Gain one bonus dice in all attacks and maneuvers done barehanded and in all grappling rolls.
Throwing weapon specialist
Requisites: marksmanship 5
Cost: 5 experience points
Choose a throwing weapon. You gain one dice in all rolls involving such weapon.
You can take this trait multiple times for different weapons.
Magic branches traits
- Grey magic traits
- Chromatic magic traits
- White magic traits
- Silver magic traits
- Natural magic traits
- Black magic traits
Grey magic traits
Alarm
Requirements: grey magic 1
Cost: 3 experience points
Spend two points of mana and take an action.
Roll intuition + arcana. An area is protected by a magic alarm. When an unauthorized person steps inside you will be notified and you can set up a visual or sound signal as well.
The area covered is equal to 100 square meters per success.
Lasts one day.
Arcane lock
Requirements: grey magic 1
Cost: 3 experience points
Spend one point of mana and take an action.
A normal lock is enhanced by magic. Roll intuition + arcana. The difficulty to open such lock is increased by the number of successes.
Lasts one week.
Celerity
Requirements: grey magic 1
Cost: 3 experience points
Spend one point of mana and take an action.
Roll intuition + arcana. On success, you or another target within 30 meters gain a bonus to initiative equal to the number of successes.
Lasts one hour.
Light
Requirements: grey magic 1
Cost: 2 experience points
Spend one point of mana and take an action.
Touch an object and roll intuition + arcana. On success, the object starts to emit light with the intensity of a torch.
Lasts one day.
Signal
Requirements: grey magic 1
Cost: 3 experience points
Spend one point of mana and take an action.
Roll intuition + arcana. On success, you convey one signal at unlimited distance. The receiver object might display some light, sound or make a small movement.
Astral inventory
Requirements: grey magic 2
Cost: 3 experience points
There's a magical space, of the size of a wardrobe, in which you can stash items.
Spend one point of mana and take an action. Roll intuition + arcana; you can evoke one item per success from your inventory.
Clay laborer
Requirements: gray magic 2
Cost: 4 experience points
Spend seven points of mana and perform a six hours long ritual. Divide the mana and time spent between the participants.
A restless humanoid golem takes shape and will follow your orders. It can't fight, but he can do simple manual work with the strength of three men.
The laborer returns to ashes after one week.
Detect magic
Requirements: grey magic 2
Cost: 3 experience points
Spend one point of mana and take an action.
You try to discern if an area or an object near you is under the effect of magic. Roll intuition + arcana. One success is enough to know whether the object is subject to a spell; in order to know exactly which is the spell you need to have a number of successes equal or greater to the spell's branch level.
Enhance ability
Requirements: grey magic 2
Cost: 4 experience points
Spend one point of mana and take an action.
Roll intuition + arcana. You or another target within 30 meters gain an advantage of two dice on all rolls of a physical or mental attribute of your choice.
Lasts one hour.
Stronghold's doorway
Requirements: grey magic 2
Cost: 4 experience points
Spend ten points of mana and perform a four hours long ritual. Divide the mana and time spent between the participants.
You conjure a magical gate, as resistant as iron, no wider than six meters. Choose how the mechanism should be activated.
The enchantment lasts one month.
Deep sea laborer
Requirements: gray magic 3, clay laborer
Cost: 3 experience points
Spend six points of mana and perform a seven hours long ritual. Divide the mana and time spent between the participants.
Similar to clay laborer. The worker is weaker, but it can go underwater.
The laborer returns to ashes after one week.
Fantastic lift
Requirements: grey magic 3
Cost: 4 experience points
Spend eight points of mana and perform a six hours long ritual. Divide the mana and time spent between the participants.
A plaform is enchanted and becomes a magical elevator. It can carry ten people. Choose how the mechanism should be activated.
The enchantment lasts one month.
Illusion
Requirements: grey magic 2
Cost: 4 experience points
Spend one point of mana and take an action.
You create an illusion, for instance you can fake a wall, an object or even a small building. Roll intuition + arcana. Matches counts as extra successes.
People are able to see through the hallucination if their willpower is equal or greater than your successes.
Magic armor
Requirements: grey magic 2
Cost: 4 experience points
Spend one point of mana and take an action.
Roll intuition + arcana. On success, you or another target within 15 meters gain armor equal to your grey magic's level divided by two (rounded down).
Lasts one hour.
Magic arrow
Requirements: grey magic 2
Cost: 3 experience points
Spend one point of mana and take an action.
Fire a magical arrow at up to 60 meters of distance. Roll intuition + marksmanship. The damage dealt is equal to two plus the number of successes. Can be dodged or blocked.
Summon animated object
Requirements: grey magic 2
Cost: 8 experience points
Spend two points of mana and take an action.
Roll intuition + arcana. You call forth a creature of your choice of the summon archetype animated object, with a maximum level equal to the successes.
Lasts one hour.
Active security
Requirements: grey magic 3, alarm/arcane lock
Cost: 3 experience points
Spend one point of mana to add the exploding property to a magical alarm or lock.
When the alarms goes off or when the lock is broken an explosion is triggered, dealing damage equal to your grey magic's level.
Barrier
Requirements: grey magic 3
Cost: 5 experience points
Spend one point of mana and take an action.
Roll intuition + arcana. You or another target within 15 meters gain a barrier equal to twice the number of successes.
Lasts one hour or until the barrier is depleted.
Blur
Requirements: grey magic 3
Cost: 5 experience points
Spend two points of mana and take an action.
Roll intuition + arcana. On success, the difficulty of all attacks directed at you is increased by two.
Lasts one hour.
Clairvoyance
Requirements: grey magic 3
Cost: 3 experience points
Spend one point of mana and take an action.
Roll intuition + alertness. Select a location far no more than a kilometer from you. For each success you are able to use one sense as if you were physically in that spot.
Lasts three hours or until you take another action.
Combat reactions
Requirements: grey magic 3
Cost: 4 experience points
Spend one point of mana and take an action.
Roll intuition + arcana. On success, you gain an advantage of one dice on all your combat related rolls.
Lasts one hour.
Inspired intermission
Requirements: grey magic 3
Cost: 4 experience points
Rest one hour to regain one point of mana.
Usable twice per day.
Advanced summon animated object
Requirements: grey magic 4, summon animated object
Cost: 7 experience points
Spend four points of mana and take an action.
Like summon animated object, but multiply the number of successes by two.
Breach magic
Requirements: grey magic 4
Cost: 5 experience points
Spend two points of mana and take an action.
You dispel magic effects active on an object or a creature. Roll intuition + arcana.
The number of successes determines the maximum spell branch's level you are able to break.
The amount of spells removed is equal to one plus the number of matches.
Layered barrier
Requirements: grey magic 4, barrier
Cost: 6 experience points
Spend two points of mana and take an action.
Roll intuition + arcana. You or another target within 15 meters gain a barrier equal to twice the number of successes. For each match the damage taken by the barrier is reduced by one.
Lasts one hour or until the barrier is depleted.
Enchant object
Requirements: grey magic 4
Cost: 7 experience points
You are able to infuse objects with the effect of lasting spells from the first level of any magic branch. A given object can be enchanted with only one spell at a time.
For the purpose of determining the spell's effect all rolls have one success and the caster's branch level is assumed to be one.
The days of work needed to perform the enchantment is: spell's cost in mana * 20
Instead, the days of work needed to reinforce the enchant are:
Time since last reinforcement | Days of work |
---|---|
One month | half a day |
Three months | two days |
Six months | five days |
Mystic shot
Requirements: grey magic 4
Cost: 5 experience points
Spend two or three points of mana and take an action.
Fire a bolt of energy at up to 45 meters of distance. Roll intuition + marksmanship. Deals armor piercing damage equal to two plus the number of successes. The three point version ignores one additional point of armor per match. Can be dodged or blocked.
Observant eyes
Requirements: grey magic 4
Cost: 5 experience points
Spend six points of mana and perform a nine hours long ritual. Divide the mana and time spent between the participants.
You can bestow the sense of vision to a small object. The latter relays the images it is seeing to a crystal sphere located elsewhere, but not farther than ten kilometers.
The enchantment lasts one month.
Winged laborer
Requirements: gray magic 4, clay laborer
Cost: 3 experience points
Spend five points of mana and perform a eight hours long ritual. Divide the mana and time spent between the participants.
Similar to clay laborer. The worker is weaker, but it can fly.
The laborer returns to ashes after one week.
Colossal laborer
Requirements: gray magic 5, clay laborer
Cost: 3 experience points
Spend fifteen points of mana and perform a ten hours long ritual. Divide the mana and time spent between the participants.
Similar to clay laborer. The worker is ten meters tall and has the strength of twenty humans.
The laborer returns to ashes after one week.
Meteor swarm
Requirements: grey magic 5
Cost: 5 experience points
Spend three points of mana and take an action.
Roll intuition + arcana. You launch meteors over an area of diameter up to three meters per success. The damage dealt is equal to six plus matches. Can be dodged.
Spell disruption
Requirements: grey magic 5
Cost: 6 experience points
Spend one, two or three points of mana and take an action.
Roll intuition + arcana. You disrupt the magical abilities of a target at a maximum distance of 30 meters. The victim has all his casting rolls at a difficulty equal to your successes.
Lasts one turn per mana spent.
Chromatic magic traits
Combustion
Requirements: chromatic magic 1
Cost: 1 experience points
You can set on fire a combustible material by touching it and concentrating for a few minutes.
Elemental cape
Requirements: chromatic magic 1
Cost: 3 experience points
Spend one point of mana and take an action.
Roll intuition + arcana. On success, you or another target within 15 meters gain one point of elemental resist.
Lasts one hour.
Read sigil
Requirements: chromatic magic 1
Cost: 3 experience points
You are able to read spells written in sigils.
Take an action then roll intuition + arcana. On success, the incantation is cast and the sigil is consumed.
Turbulence
Requirements: chromatic magic 1
Cost: 3 experience points
Spend one point of mana and take an action.
You conjure an area of turbulence around yourself. All ranged attacks made with projectiles suffer a disadvantage of one dice.
Lasts one hour.
Wet footing
Requirements: chromatic magic 1
Cost: 2 experience points
Spend one point of mana and take an action.
Roll intuition + arcana. On success, you create a pool of water (radius 15 meters) that impedes movement. Every creature crossing it has half of his original movement rate.
Lasts one hour.
Elemental weapon
Requirements: chromatic magic 2
Cost: 3 experience points
Spend one point of mana and take an action.
Roll intuition + arcana. On success, enchant a melee weapon or a single piece of ammunition with the power of an element. The first point of damage inflicted by such item is converted to elemental damage.
Lasts one hour.
Fire missile
Requirements: chromatic magic 2
Cost: 3 experience points
Spend one point of mana and take an action.
Fire a flaming missile at up to 45 meters of distance. Roll intuition + marksmanship. On success, deal two points of elemental damage. Can be dodged or blocked.
Miraculous fountain
Requirements: chromatic magic 2
Cost: 2 experience points
Spend any amount of points of mana and concentrate for several minutes.
You form one metric cube of water for each point spent.
Spark
Requirements: chromatic magic 2
Cost: 3 experience points
Spend two points of mana and take an action.
A powerful spark hit a target at a maximum distance of 15 meters. Roll intuition + marksmanship. The victim takes elemental damage equal to half of your chromatic magic's level (rounded down); in addition, for each match he suffers a disadvantage of one dice on his next action. Can be dodged or blocked.
Suffocating cloud
Requirements: chromatic magic 2
Cost: 3 experience points
Spend one point of mana and take an action.
A cloud of acid vapours having a radius of six meters appears in a location inside your field of vision, no further away than 45 meters.
The vapours inflict a disadvantage of three dice on all physical and mental rolls to everyone standing inside the smoke.
Lasts a number of turns equal to twice the successes.
Water bullet
Requirements: chromatic magic 2
Cost: 4 experience points
Spend one point of mana and take an action.
You fire a high speed bullet of water. Roll intuition + marksmanship. Deals armor piercing damage equal to one plus the number of successes. Can be dodged or blocked.
Water of life
Requirements: chromatic magic 2
Cost: 5 experience points
Spend twelve points of mana and perform a six hours long ritual. Divide the mana and time spent between the participants.
A miraculous spring of water appears in your vicinity, producing up to ten litres per minute.
The enchantment lasts one month.
Elemental aegis
Requirements: chromatic magic 3
Cost: 4 experience points
Spend two points of mana and take an action.
Roll intuition + arcana. On success, you or another target within 15 meters gain elemental resist equal to your chromatic magic's level divided by two (rounded up).
Lasts one hour.
Fireball
Requirements: chromatic magic 3
Cost: 5 experience points
Spend two points of mana and take an action.
Roll intuition + arcana. You launch an exploding ball of flames up to 45 meters of distance. Deals three points of elemental damage in a radius of three meters. Can be dodged.
Flame-imbued chamber
Requirements: chromatic magic 3
Cost: 5 experience points
Spend twelve points of mana and perform an eight hours long ritual. Divide the mana and time spent between the participants.
You summon a great fire in the center of a room. The flames' temperature is high enough to melt metals.
The enchantment lasts one month.
Ice shard
Requirements: chromatic magic 3
Cost: 5 experience points
Spend two points of mana and take an action.
Launch a sharp piece of ice at a target no farther away than 30 meters. Roll intuition + arcana. Deals one point of damage plus the number of successes and one point of elemental damage plus the number of matches. Can be dodged or blocked.
Tornado
Requirements: chromatic magic 3
Cost: 3 experience points
Spend one point of mana and take an action.
Roll intuition + arcana. Objects and creatures in a three meters radius around you or another target within 15 meters take one damage per success. In addition, each match pushes them away of three meters.
Write sigil
Requirements: chromatic magic 3
Cost: 6 experience points
You can write down a known spell of your choice from the first or second level of the chromatic branch. The spell must have a cost in mana. It can be activated afterward, but not more than six months later.
For the purpose of determining the spell's effect all rolls have one success and the caster's branch level is assumed to be three.
To create a sigil you need a day of work per each point of mana required by the spell.
Acid splash
Requirements: chromatic magic 4
Cost: 4 experience points
Spend one point of mana and take an action.
Choose a target no farther away than six meters and roll intuition + arcana. If the target is protected by armor, you inflict to it a number of wear points equal to the successes; if blocked with a shield, the latter becomes unusable. Otherwise, deal two points of elemental damage. Can be dodged or blocked.
Call thunder
Requirements: chromatic magic 4
Cost: 5 experience points
Spend two points of mana and take an action.
A powerful thunder strikes a target at a maximum distance of 45 meters. Roll intuition + arcana. Deals one point of elemental damage per success up to your chromatic magic's level. Can be dodged.
Fire shield
Requirements: chromatic magic 4
Cost: 4 experience points
Spend two points of mana and take an action.
Roll intuition + arcana. You gain a barrier equal to twice the number of successes. The flames surrounding you deal one point of elemental damage to melee attackers.
Lasts one hour or until the barrier is depleted.
Synthesize gem
Requirements: chromatic magic 4, craftsmanship 6
Cost: 7 experience points
You know how to create magical gems containing the power of the elements. To use the gem, just shatter it.
It takes one week to craft one item.
After one year the gem turns to stone and loses all its magical properties.
Amber gem
Requirements: synthesize gem
Cost: 2 experience points
Your weapon inflicts two extra points of elemental damage.
Lasts one hour or until you make three attacks with the weapon.
Crimsom gem
Requirements: synthesize gem
Cost: 2 experience points
Your weapon's next attack inflicts one extra point of elemental damage per turn, for three turns.
Lasts one hour or until you make three attacks with the weapon.
Cyan gem
Requirements: synthesize gem
Cost: 2 experience points
All attacks against you have their difficulty increased by one.
Lasts one hour or until you suffer three attacks.
Discharge
Requirements: chromatic magic 5
Cost: 5 experience points
Spend two or three points of mana and take an action.
Roll intuition + arcana. On success, you deal four points of elemental damage to everything around you; the radius is three or six meters, for the two mana and the three mana version respectively. Can be dodged.
Frozen cage
Requirements: chromatic magic 5
Cost: 5 experience points
Spend one point of mana and take one action per three consecutive turns.
Roll intuition + arcana. You must succeed each time. At the third turn's end, you close yourself in an ice cage, losing consciousness, as if you were in a deep sleep. Consider the cage as a 100 points barrier.
Lasts one week or until broken.
Prismatic ray
Requirements: chromatic magic 5
Cost: 5 experience points
Spend one point of mana and take one action per three consecutive turns.
Roll intuition + arcana and select a target at a maximum distance of 30 meters. The first hit inflicts one point of elemental damage, the second two points and the third three points. Hits can be dodged or blocked.
Failing the roll interrupts the spell.
White magic traits
Cure affliction
Requirements: white magic 1
Cost: 3 experience points
Spend one point of mana and take an action.
Roll intuition + arcana. Remove one poisonous effect for each success from you or a target at a maximum distance of 15 meters.
First aid camp
Requirements: white magic 1
Cost: 3 experience points
Spend six points of mana and perform a six hours long ritual. Divide the mana and time spent between the participants.
Choose a room. For creatures staying there the time needed to recover from injuries is halved.
The enchantment lasts one month.
Bless
Requirements: white magic 2
Cost: 4 experience points
Spend one point of mana and take an action.
Roll intuition + arcana. On success, you or another target within 15 meters gain an advantage of one dice on all his physical and mental rolls.
Lasts one hour.
Slumber
Requirements: white magic 2
Cost: 4 experience points
Spend one point of mana and take an action.
Choose a target at a maximum distance of 15 meters and roll intuition + arcana. To succeed you must obtain a number of successes equal or greater than the target's willpower. After three rounds, if nothing interacts with the victim, he falls into a deep sleep.
Sweet rations
Requirements: white magic 2
Cost: 3 experience points
Spend seven points of mana and perform a two hours long ritual. Divide the mana and time spent between the participants.
Convert up to ten meals (both food and drinks) into small cookies.
The supplies are edible for one month.
Cleanse
Requirements: white magic 3, cure affliction
Cost: 4 experience points
Spend one point of mana and take an action.
Like cure affliction, but you can also spend successes to remove magical effects.
Heal
Requirements: white magic 3
Cost: 4 experience points
Spend one point of mana and take an action.
Roll intuition + arcana. On success, heal the current health level's damage of yourself or of another target no farther away than 15 meters.
Mass heal
Requirements: white magic 4, heal
Cost: 3 experience points
Spend two point of mana and take an action.
Roll intuition + arcana. On success, heal the current health level's damage of a number of creatures equal to your white magic level. All targets must be no farther away than 15 meters from you.
Pacifism
Requirements: white magic 5
Cost: 6 experience points
Spend two points of mana and take an action.
Roll intuition + arcana. All creatures around you in a radius of 50 meters are compelled to stop fighting. Their action meant to provoke harm have a disadvantage equal to your successes minus the subject's willpower.
Lasts one hour. Taking damage breaks the effect.
Restore
Requirements: white magic 5, heal
Cost: 4 experience points
Spend two points of mana and take an action.
The spell is similar to heal. In addition, you are able to restore a full health level, once a day per target.
Silver magic traits
Holy blaze
Requirements: silver magic 1
Cost: 3 experience points
Spend one point of mana and take an action.
Throw a flaming blaze at a target not farther away than 15 meters. Roll intuition + arcana, one success is needed to hit. Deals two points of elemental damage. Can be dodged or blocked.
Faith's vestments
Requirements: silver magic 2
Cost: 3 experience points
Spend one point of mana and take an action.
Roll intuition + arcana. On success, you gain one point of armor and one point of elemental resist.
Lasts one hour.
Judgement
Requirements: silver magic 2
Cost: 4 experience points
Spend one point of mana and take an action.
You strike a target at a distance not greater than 12 meters. Roll intuition + melee. The damage dealt is equal to the number of successes, plus the number of matches. Can be dodged or blocked.
Add one point of damage if the target is within nine meters from you or two points of damage if the target is within six meters from you.
Army of righteousness
Requirements: silver magic 3
Cost: 4 experience points
Spend five points of mana and perform a two hours long ritual. Divide the mana and time spent between the participants.
You give a magical barrier that can withstand two points of damage to one hundred creatures in your proximity.
The enchantment lasts one day.
Condemnation
Requirements: silver magic 3
Cost: 5 experience points
Spend one point of mana and take an action.
When you hit someone with an attack, you can decide to activate this spell on him. The next two times the victim is hit, sum one point to the damage received.
Lasts one hour.
Fated link
Requirements: silver magic 3
Cost: 3 experience points
Spend one point of mana and take an action.
Touch a target and roll intuition + arcana. For the duration of the spell, you will know the victim's exact whereabouts.
Lasts one day per success.
Divine protection
Requirements: silver magic 4
Cost: 4 experience points
Spend two points of mana and take an action.
Roll intuition + arcana. For each success you give one point of armor to a dozen people in your field of view.
Lasts one hour.
Veil of conviction
Requirements: silver magic 4
Cost: 5 experience points
Spend two points of mana and take an action.
A magical mantle protects you from dangerous spells. Roll intuition + arcana. You gain a barrier equal to twice the number of successes. In addition, you are immune to spells' side effects.
Lasts one hour or until the barrier is depleted.
Battle chanting
Requirements: silver magic 5
Cost: 6 experience points
Spend five points of mana and perform a two hours long ritual. Divide the mana and time spent between the participants.
You give one dice of advantage to all combat rolls to one hundred creatures in your proximity.
The enchantment lasts one day.
Oath of allegiance
Requirements: silver magic 5
Cost: 5 experience points
Spend two points of mana.
Select a willing target and roll intuition + arcana. The incantation takes ten minutes. You give the target a number of points of a skill of your choice up to a maximum equal to the successes; the target's resulting skill score can't be higher than yours.
Lasts one week.
Natural magic traits
Leaves barrage
Requirements: natural magic 1
Cost: 3 experience points
Spend one point of mana and take an action.
Select a target at up to 12 meters of distance and roll intuition + arcana. On success, deals two points of damage plus another two points for each match. Can be dodged or blocked.
Animal messenger
Requirements: natural magic 2
Cost: 3 experience points
By spending a point of mana, you instruct a wild animal to faithfully report a message to a certain person or place. The message can be vocal, if the animal is able to emit complex sounds, otherwise you will have to resort to a written text.
The creature will do its best to reach the destination as soon as possible.
Lasts one week or until the message is delivered.
Branches embrace
Requirements: natural magic 2
Cost: 4 experience points
Spend one point of mana and take an action.
Thorny branches sprout from the ground to grab your enemies in an area of radius of six meters, up to 30 meters of distance. Roll intuition + arcana; for each success, a creature is grabbed. Can be dodged.
The branches deal one damage per turn and have two health points.
Lasts four turns.
Call of the rain sprites
Requirements natural magic 2
Cost: 3 experience points
Spend six points of mana and perform a six hours long ritual. Divide the mana and time spent between the participants.
It starts raining in an area of a few kilometers radius around you. This ritual can't be performed in the same region more than two times in a month.
The precipitation lasts three days.
Connect vision
Requirements: natural magic 2
Cost: 3 experience points
Spend one point of mana and concentrate for a minute.
Choose a plant or an animal in your field of view. You replace everything perceived by one of your senses with what is being felt by your target's same sense.
Lasts up to six hours.
Summon beast
Requirements: natural magic 2
Cost: 8 experience points
Spend two points of mana and take an action.
Roll intuition + arcana. You call forth a creature of your choice of the summon archetype beast, with a maximum level equal to the successes.
Lasts one hour.
Accelerated growth
Requirements natural magic 3
Cost: 4 experience points
Spend eight points of mana and perform a five hours long ritual. Divide the mana and time spent between the participants.
Grab a handful of seeds and plant them into the ground. These will grow a thousand times faster than normal.
Regenerate
Requirements: natural magic 3
Cost: 5 experience points
Spend two points of mana and take an action.
Roll intuition + arcana. You or another target no farther away than 9 meters regenerate one health point per turn.
Lasts a number of turns equal to the successes.
Volcanic bomb
Requirements: natural magic 3
Cost: 4 experience points
Spend two points of mana and take an action.
Roll intuition + arcana. On success, you hurl small molten rocks up to 60 meters of distance, in an area having radius of six meters. Deals two points of damage and two points of elemental damage. Can be dodged.
Advanced summon beast
Requirements: natural magic 4, summon beast
Cost: 7 experience points
Spend four points of mana and take an action.
Like summon beast, but multiply the number of successes by two.
Stone skin
Requirements: natural magic 4
Cost: 5 experience points
Spend two points of mana and take an action.
Roll intuition + arcana. You or another target within 15 meters gain a barrier equal to twice the number of successes.
The attack that breaks this barrier does not inflict any leftover damage to the health.
Lasts one hour or until the barrier is depleted.
Control the wild
Requirements natural magic 5
Cost: 6 experience points
Spend two points of mana and take an action.
You can dominate the mind of a wild beast up to 15 meters of distance. Roll intuition + arcana. Subtract the target's willpower to the number of successes and refer to the following table:
Successes | Effect |
---|---|
1 | can give orders to the creature, as long as they won't put it in danger |
2 | can tell the creature to fight against a weaker opponent |
3+ | can tell the creature to fight in the face of overwhelming odds |
Lasts two hours. |
Black magic traits
Steal life
Requirements: black magic 1
Cost: 3 experience points
Spend one point of mana and take an action.
Select a target at a maximum distance of 12 meters and roll intuition + arcana. On success, deals one point of damage that goes through armor and barriers. You recover one point of health if any damage was dealt. Can be dodged or blocked.
Ignore magical healing's limitations.
Curse
Requirements: black magic 2
Cost: 4 experience points
Spend one point of mana and take an action.
Roll intuition + arcana. On success, a target within 15 meters suffers a disadvantage of one dice on all his physical and mental rolls. Can be dodged.
Lasts one hour.
Heinous offering
Requirements: black magic 2
Cost: 3 experience points
Whenever you launch a damaging spell, you can choose to consume one health point to deal one extra point of damage (of the same type).
Summon undead
Requirements: black magic 2
Cost: 8 experience points
Spend two points of mana and take an action.
Roll intuition + arcana. You call forth a creature of your choice of the summon archetype undead, with a maximum level equal to the successes.
Lasts one hour.
Catalyst in the flesh
Requirements: black magic 3
Cost: 5 experience points
Perform a one hour long ritual.
You can extract mana from human beings. The target suffers one point of damage and you recover one point of mana.\
Fiendish servant
Requirements black magic 3
Cost: 5 experience points
Spend twelve points of mana and perform a ten hours long ritual. Divide the mana and time spent between the participants.
You can summon a ghoul under your service. It doesn't require any rest nor nourishment.
The servant returns to ashes after one week.
Foul pact
Requirements: black magic 3
Cost: 5 experience points
You know how to prepare a magical drink that bends the will of individuals. Brewing the beverage takes one hour and one point of mana.
In order to fall under the spell's effects, a person must drink the concoction three times in a month's span. To keep the effect going, a good sip once a week is enough.
Victims of this sorcery have your words in high regard; disobeying or simply going against your advice requires a willpower roll: the number of successes must be greater than your black magic's level.
Advanced summon undead
Requirements: black magic 4, summon undead
Cost: 7 experience points
Spend four points of mana and take an action.
Like summon undead, but multiply the number of successes by two.
Devouring weapon
Requirements: black magic 4, steal life
Cost: 5 experience points
Spend one or two points of mana and take an action.
Enchant a weapon or a piece of ammunition with life stealing properties. Touch the item and roll intuition + arcana. If you succeed, each time the weapon deals damage, you recover health equal to the mana spent; the points recovered can't be more than the damage inflicted.
Ignore magical healing's limitations.
Lasts one hour or until you healed for the amount of mana spent.
Rot
Requirements: black magic 4
Cost: 6 experience points
Spend one point of mana and take an action.
Touch a living creature and roll intuition + arcana, then, subtract the target's constitution. You inflict a disease to the victim, its gravity depending on the remaining number of successes: from one (light disease) to five or more (mortal disease).
Small plants die instantly. For the purpose of this spell, trees have from zero to two points of constitution, based on their size.
Life in death
Requirements: black magic 5
Cost: 10 experience points
You undertake a massive ritual, lasting approximately a full week. In the end, you will be reborn, your mind still intact but your body anew.
As a half-undead, your daily needs of food and sleep are halved, as well as diseases' effects on your health; on the other hand, your skin becomes pale and magical healing restores half the points it should. You gain one point of inner armor.
Every week you must spend one entire day to strengthen the magic that holds your body together. Failure to do so causes the loss of a health level, which can be recovered only by performing again the ritual.
Knightly ways traits
- Way of the blood traits
- Way of the mage traits
- Way of the time traits
- Way of the psychic traits
- Way of the sun traits
- Way of the wilderness traits
Way of the blood traits
Sanguis
Requisites: way of the blood 1
Cost: 7 experience points
Spend one or more points of fervor up to your way of the blood's level and take a free action.
Your physical and mental rolls have an advantage equal to the amount of points spent. You also gain inner armor and inner elemental resist equal to the points spent divided by two (rounded down). Overrides other active Sanguis traits.
Each turn the bonuses decrease by one (every two turns for the defenses), until the effect fades off.
Immunitas
Requisites: way of the blood 2
Cost: 3 experience points
You are immune to poisons and diseases.
Solacium
Requisites: way of the blood 2
Cost: 3 experience points
Spend one point of fervor and take an action.
You give relief from pain and/or induce sleep in a willing target.
Lasts one day.
Resumptio
Requisites: way of the blood 3
Cost: 5 experience points
Spend two points of fervor and take an action.
Roll way of the blood; you have an automatic success. For each success heal one point of health, ignoring the limitations of magical healing.
You can also heal another person, but in such case the roll's difficulty is increased by one.
Sanguis altum
Requisites: way of the blood 3, Sanguis
Cost: 4 experience points
Spend one or more points of fervor up to your way of the blood's level and take an action.
Like Sanguis, but roll way of the blood + integrity. On success, plus for each match, recover one point of fervor up to the amount spent. Overrides other active Sanguis traits.
Each turn the bonuses decrease by one (every two turns for the defenses), until the effect fades off.
Afflictio
Requisites: way of the blood 4
Cost: 5 experience points
Spend one point of fervor and take an action.
You must successfully touch the target's skin. To do that roll agility + brawl; the game master should adjust the difficulty according to the target's clothes. On success, spend the fervor to deal three points of damage ignoring armor.
Excedunt limites
Requisites: way of the blood 4
Cost: 3 experience points
You can increase an attribute of your choice one point above your racial limit. The point's cost is not included.
This trait can be taken multiple times, always for a different attribute.
Sanguis velox
Requisites: way of the blood 4, Sanguis
Cost: 4 experience points
Spend two or three points of fervor and take a free action.
Like Sanguis, with the difference that the bonuses are equal to your way of the blood's level. Spending two points grant the bonus to the attributes rolls or to the defenses, spending three points grant both. Overrides other active Sanguis traits.
Lasts one turn.
Sanguis perpetuo
Requisites: way of the blood 5, Sanguis
Cost: 5 experience points
All Sanguis traits need one less point of fervor.
Way of the mage traits
Air shot
Requisites: way of the mage 1
Cost: 3 experience points
Take a free action.
You shoot a bullet of air up to 30 meters of distance, dealing one point of damage and giving the target a disadvantage of one dice during his next turn. Can be dodged or blocked (with one success).
Flame edge
Requisites: way of the mage 1
Cost: 4 experience points
Spend one point of fervor and take a free action.
Your melee weapon becomes infused with the power of fire and deals one extra elemental damage.
Lasts one hour.
Wind walking
Requisites: way of the mage 1
Cost: 2 experience points
Spend one point of fervor and take a free action.
A dust of wind helps your steps. Your movement speed is doubled as well as your jumping distance. Taking one single big jump (up to 45 meters) ends the effect.
Lasts two hours.
Ice shell
Requisites: way of the mage 2
Cost: 5 experience points
Spend one point of fervor and take a free action.
Ice protects you from damage. You obtain a barrier equal to twice your way of the mage's level.
Lasts one hour or until the barrier is depleted.
Paralysing current
Requisites: way of the mage 2
Cost: 3 experience points
When applying lightning damage, instead of reducing the target's health you can choose to knock it out.
Follow the standard rules for knock out. Consider the inflicted damage as doubled.
Spell emulation
Requirements: way of the mage 2
Cost: 3 experience points
Your affinity to magic let you learn any trait from the first level of the following magic branches: grey, chromatic and white.
Replace all mana expenditures with fervor.
Steam explosion
Requisites: way of the mage 2
Cost: 3 experience points
Spend one point of fervor and take a free action.
By mixing fire and water you generate a huge amount of stream. The area around you (radius six meters) is covered by a thick mist; ranged attacks never hit and close quarters attacks suffer a disadvantage of five dice.
The cloud does not move and lasts for five turns.
Crystal lotus
Requisites: way of the mage 3
Cost: 5 experience points
Spend from one to four points of fervor and take an action.
Roll way of the mage + arcana. You shot small projectiles made of ice to a number of opponents equal to the fervor spent. Each projectile deals damage equal to the successes. For each match you can convert up to two point of damage to elemental. Can be dodged or blocked.
Flow boost
Requisites: way of the mage 3
Cost: 4 experience points
Spend one point of fervor and take a free action.
Strong wind aids your actions. You have an advantage of three dice on all physical rolls made during the same turn.
Lightning bolt
Requisites: way of the mage 3
Cost: 4 experience points
Spend one, two or three points of fervor and take an action.
A bolt of lightning strikes one target at a maximum distance of 30 meters. Roll way of the mage + melee, one success is needed to hit. Deals elemental damage equal to one plus the fervor spent and the number of matches. Can be dodged or blocked.
Power armor
Requisites: way of the mage 3
Cost: 5 experience points
Spend one point of fervor and take a free action.
You gain one point of inner armor. Works only if you wear an armor made of metal.
Lasts one hour.
Shatter dream
Requisites: way of the mage 3
Cost: 4 experience points
Spend one point of fervor and take a free action.
Your weapon is enchanted with a power capable of interrupting magic.
The first attack that hits a target can dispel the effect of a spell of your choice. The spell can't be of a level higher than your way of the mage's.
Lasts one hour.
Advanced spell emulation
Requirements: way of the mage 4, spell emulation
Cost: 3 experience points
Your affinity to magic let you learn any trait from the second level of the following magic branches: grey, chromatic and white.
Replace all mana expenditures with fervor.
Fighting of the elements
Requisites: way of the mage 4
Cost: 4 experience points
Spend one, two or three points of fervor and take a free action.
You learn how to masterfully enhance your weapon with elemental energy. You can cancel the effects of this trait with an instant action.
Lasts one hour or until all charges are spent.
Fire comet
Requisites: way of the mage 4
Cost: 5 experience points
Spend two points of fervor and take an action.
Roll way of the mage + melee. On success you throw a flaming comet at a maximum distance of 45 meters. It deals elemental damage equal to the number of successes plus the number of matches in a radius of three meters. Can be dodged.
Freezing graze
Requisites: way of the mage 4, fighting of the elements
Cost: 3 experience points
Instead of dealing damage, your melee attacks freeze your opponent. One or two successes will freeze a small area (a hand or a joint), three to four successes a medium area (one limb or two), five successes or more the entire body.
Frozen body parts take half a day to heal.
Each attack that applies a freezing effect consumes one charge.
Plasma cutter
Requisites: way of the mage 4, fighting of the elements
Cost: 3 experience points
Lightning empowers your weapon. It deals two additional points of elemental damage.
At any time you can use part of the remaining energy to cast lightning bolt (only if you have such trait).
Each attack that manages to inflict damage consumes one charge.
Solid-state eraser
Requisites: way of the mage 4, fighting of the elements
Cost: 3 experience points
Your weapon corrodes anything, dealing elemental damage equal to the number of successes.
Each attack that manages to inflict damage consumes one charge.
Acid rain
Requisites: way of the mage 5
Cost: 6 experience points
Spend two points of fervor and take an action.
Roll way of the mage + arcana. A deadly cloud appears above an area with radius of fifteen meters in your field of vision. The rain inflicts two points of elemental damage per turn, that can be blocked.
Lasts one turn per success.
Turbofire
Requisites: way of the mage 5
Cost: 5 experience points
Spend two points of fervor and take an action.
A vortex of fire engulfes one target at a maximum distance of six meters. Roll way of the mage + melee. You inflict elemental damage equal to the number of successes for one turn plus the number of matches.
Damage is not applied immediately, but instead during the target's turn. Each damage application can be dodged or blocked.
Way of the time traits
Enduring
Requisites: way of the time 1
Cost: 2 experience points
Spend one point of fervor.
You travel long distances at three times the speed of a normal human.
Lasts four hours.
Tracking
Requisites: way of the time 1
Cost: 2 experience points
You know the flow of time by instinct. Therefore, clocks and similar tools are useless to you.
Quickening
Requisites: way of the time 2
Cost: 4 experience points
Spend one point of fervor and take a free action.
You gain superhuman speed. Your movement rate is tripled and your initiative is increased by three; attacks, parries, dodges and other actions that might benefit from a greater speed have an advantage of one dice.
Lasts one turn per way of the time's level.
Regaining
Requisites: way of the time 2
Cost: 3 experience points
By spending fervor your health recovery speed is multiplied by: points spent plus one.
Lasts one day.
Soaring
Requisites: way of the time 2
Cost: 4 experience points
Spend one point of fervor. Your current melee attack becomes so fast that it gets an advantage equal to your way of the time's level.
A critical failure shatters your weapon.
Displacing
Requisites: way of the time 3
Cost: 5 experience points
Spend one point of fervor and take a free action.
Teleport in a free place distant up to 15 meters from you.
Dumpening
Requisites: way of the time 3
Cost: 4 experience points
You are able to lessen the amount of damage received. As an instant action, spend one or more points of fervor to ignore an equal amount of damage.
Repeating
Requisites: way of the time 4
Cost: 6 experience points
Spend three points of fervor and take a free action.
You gain an extra action and an extra dice pool, for the duration of this turn.
Warping
Requisites: way of the time 4
Cost: 5 experience points
Spend two points of fervor and take an instant action.
You bend space-time nullifying one material attack aimed at you or at something in your proximity (six meters). The ability must be activated before the attack is performed.
Ruling
Requisites: way of the time 5
Cost: 7 experience points
Spend three points of fervor and take an instant action before you act in the current turn.
All other characters procede normally, as if you didn't activate this ability. You act last. You can't be damaged and you can't interact with anything until the start of your turn. The latter counts as a surprise turn: other characters are taken off guard.
Way of the psychic traits
Precognition
Requisites: way of the psychic 1
Cost: 4 experience points
Add your way of the psychic's level as an advantage to all your perception rolls. In addition, you can't be taken by surprise and you are inherently aware of any danger, even while asleep.
Telepathy
Requisites: way of the psychic 1
Cost: 2 experience points
Spend one point of fervor and take an action.
You can speak to the mind of another person. If you are familiar with the target the maximum distance is 50 kilometers, while if you don't know him visual contact is needed.
Lasts one minute.
Complete awareness
Requisites: way of the psychic 2
Cost: 3 experience points
Spend one or two points of fervor and take an action.
You become aware of all objects and creatures of perceptible size around you in a radius of fifteen meters.
Spending the additional point of fervor triples the range.
Psychic blast
Requisites: way of the psychic 2
Cost: 4 experience points
Spend one point of fervor and take an action.
Roll way of the psychic + marksmanship. You hit a target at a maximum distance of 30 meters, dealing damage equal to three plus the number of successes. Can be dodged or blocked.
Telekinesis
Requisites: way of the psychic 2
Cost: 3 experience points
Spend one point of fervor and take an action.
You can move and/or levitate physical objects without touching them. Roll way of the psychic + integrity and refer to the following table to see how much weight you can move around.
Successes | Weight (kg) |
---|---|
1 | 15 |
2 | 30 |
3 | 60 |
4 | 120 |
5+ | 240 |
Attuned defense
Requisites: way of the psychic 3, telekinesis
Cost: 3 experience points
You are no longer impaired by an attuned suite of armor. Ignore any malus to agility.
In addition, you can wear such armor by taking an action.
You must use a given armor for a full week in order to gain the effects of this trait.
Beyond the veil
Requisites: way of the psychic 3
Cost: 4 experience points
Spend one point of fervor and take an action.
You are able to analyze the behavior of a creature. Roll way of the psychic. For each success pick one of the following pairs: you will know which of the two word is closer to the truth.
Lasts five minutes.
- Honesty or deceitfulness.
- Calmness or anxiety.
- Happiness or despair.
- Kindness or hostility.
- Curiosity or indifference.
Psy-field
Requisites: way of the psychic 3
Cost: 5 experience points
Spend two points of fervor and take a free action.
All attacks made against you suffer a disadvantage equal to half your way of the psychic's level (rounded up). You can parry or block any kind of attack.
Lasts one hour.
True sight
Requisites: way of the psychic 3
Cost: 4 experience points
Spend one point of fervor and take a free action.
You can see weaknesses and solutions that a normal mind is not able to notice. All your actions have their difficulty decreased by one.
Lasts one turn.
Interdiction
Requisites: way of the psychic 4
Cost: 4 experience points
Spend two points of fervor and take an action.
Roll way of the psychic + integrity. For each success you increase the difficulty of your target's next action by one.
Phantom grasp
Requisites: way of the psychic 4
Cost: 5 experience points
Spend one point of fervor and take a free action.
You crush your target's vital points with an immaterial touch. Deals two points of damage that go through armor and barriers. The target must be in your field of vision. Can be dodged (roll against two successes).
Levitation
Requisites: way of the psychic 5
Cost: 6 experience points
Spend one point of fervor and take a free action.
You can levitate and move freely while airborne. Your flying speed is equal to five times your movement speed.
Lasts three turns.
Way of the sun traits
Blinding dawn
Requisites: way of the sun 1
Cost: 4 experience points
Spend one point of fervor and take a free action.
An explosion of light dazzles all those who have their eyes turned towards you. They suffer a disadvantage of three dice on every action that requires the use of sight.
Each turn the disadvantage decreases by one, until the effect fades off.
Sunlight beam
Requisites: way of the sun 1
Cost: 3 experience points
Spend one points of fervor and take a free action or an action.
You hit a target at a maximum distance of 60 meters with a beam of light. As a free action, deals two armor piercing damage. As an action, roll way of the sun + marksmanship and deal the number of successes plus one armor piercing damage. Can be dodged or blocked.
Empyreal bond
Requisites: way of the sun 2
Cost: 2 experience points
You are aware of the position and orbit of the Sun. Thus, you can easily tell the time of the day and the four cardinal directions.
False sun
Requisites: way of the sun 2
Cost: 2 experience points
Spend one point of fervor and take a free action.
Create a fake sun that illuminates an area of one square kilometer as if it were in daylight.
Lasts 2 hours.
Searing light
Requisites: way of the sun 2
Cost: 5 experience points
Spend one point of fervor and take a free action.
Your weapon emits a light which gives it the armor piercing property.
Lasts one hour.
Phoenix's flames
Requisites: way of the sun 3
Cost: 5 experience points
Spend two points of fervor and take a free action.
You become engulfed in flames. People touching you take one elemental damage per turn. Your physical rolls have an advantage of two dice and you regenerate one health point per turn. Ignore magical healing's limitations.
Lasts three turns.
Entrusted power
Requisites: way of the sun 3
Cost: 3 experience points
By spending four hours in full daylight you recover a point of fervor.
Solar wind
Requisites: way of the sun 4
Cost: 5 experience points
Spend two points of fervor and take an action.
A stream of energy hits a target at a maximum distance of 15 meters. Roll way of the sun + integrity. The damage dealt is equal to four plus the number of successes. Can be dodged or blocked.
For each match, push back the target by six meters.
Rise of the phoenix
Requisites: way of the sun 5, phoenix's flames
Cost: 6 experience points
Spend four points of fervor and take a free action.
Instantly recover all your lost health points and cancel any harmful effect. Then activate Phoenix's flames.
Unyielding flame
Requisites: way of the sun 5, rise of the phoenix
Cost: 3 experience points
Rise of the phoenix activates on death as long as you have the necessary points of fervor.
Way of the wilderness traits
Carve shield
Requirements: way of the wilderness 1, revitalize
Cost: 2 experience points
You know how to create a shield from the wood of the ancient trees in Eventide. The process takes two days.
This shield is much lighter than a normal one.
Blessed wood rots in a couple of days if it's not in your possession.
Inward contact
Requirements: way of the wilderness 1
Cost: 3 experience points
By spending one action and touching a living being, you can perceive the current dominant emotion of the latter.
Revitalize
Requirements: way of the wilderness 1
Cost: 3 experience points
Repairing blessed wood is not an impossible task for you.
Restoring a weapon, a shield or an armor stage of wear costs three points of focus and takes one day.
You can only repair items carved by yourself.
Awaken
Requirements: way of the wilderness 2
Cost: 4 experience points
Spend one point of fervor and take a free action.
Your blessed wood weapon or armor gain an exceptional bonus. For weapons, it's one dice of advantage to all related combat rolls. For armors, it's one additional point of damage absorbed and one less agility dice roll disadvantage.
Lasts one hour.
Carve weapon
Requirements: way of the wilderness 2, revitalize
Cost: 5 experience points
You know how to create weapons from the wood of the ancient trees in Eventide. The process takes one week.
These weapons are much lighter than normal ones.
Blessed wood rots in a couple of days if it's not in your possession.
Carve armor (medium)
Requirements: way of the wilderness 2, revitalize
Cost: 3 experience points
You know how to create medium armors from the ancient trees' wood in Eventide. The process takes one week.
These armors are much lighter than normal ones.
Blessed wood rots in a couple of days if it's not in your possession.
Owl's vision
Requirements: way of the wilderness 2
Cost: 2 experience points
You are able to see in partial darkness while wearing your blessed wood helmet.
Carve armor (heavy)
Requirements: way of the wilderness 3, carve armor (medium)
Cost: 3 experience points
Like carve armor (medium), but for heavy armors.
Carve armor (plate)
Requirements: way of the wilderness 4, carve armor (heavy)
Cost: 3 experience points
Like carve armor (heavy), but for plate armors.
Kindle
Requirements: way of the wilderness 4
Cost: 3 experience points, awaken
Awaken now gives the devastating quirk to your weapon.
Rejuvenate
Requirements: way of the wilderness 5
Cost: 5 experience points
Spend one point of focus and take a free action.
You or a target you just touched regenerate one health point per turn.
Lasts two turns.
Martial arts paths traits
Common traits
Flashstep
Requirements: any martial arts path 1
Cost: 2 experience points
As a free action you can perform a dash up to six meters in length.
Focus blast
Requirements: any martial arts path 2
Cost: 3 experience points
Spend one points of focus.
Your current unharmed attack has a range of 12 meters.
Focus razor
Requirements: any martial arts path 2
Cost: 3 experience points
Spend one points of focus.
Your current unharmed attack has the armor piercing property.
Inner power
Requirements: any martial arts path 3
Cost: 4 experience points
Spend one point of focus and take a free action.
All your rolls have an advantage of two dice.
Lasts until your current turn ends.
Feral path traits
King's roar
Requirements: feral path 1
Cost: 3 experience points
Spend one point of focus and take an action.
Roll feral path + intimidation. On success, you roar, scaring away all animals able to hear you. Animals aggressive towards you have a disadvantage on their rolls equal to the number of successes; if the disadvantage is too big they might flee at the game master's discretion. Otherwise, they can spend one action and by rolling willpower decrease the malus of one per success.
Tiger claws
Requirements: feral path 2
Cost: 4 experience points
Like a tiger's claws, your hands can tear the flesh. All your unharmed attacks deal one extra point of damage.
Grow scales
Requirements: feral path 3
Cost: 5 experience points
Spend one point of focus and take an action.
Your skin grows scales like the ones of some animals. Roll feral path; you gain one point of inner armor plus another one for each success. The scales will shred any armor or tight clothes that you are wearing.
Lasts one hour.
Debilitating sting
Requirements: feral path 4
Cost: 5 experience points
Spend two points of focus and take an action.
You must execute a normal unharmed attack. If you deal at least one point of damage your target is poisoned.
The poison takes effect three hours later, giving a disadvantage of three dice on all physical rolls.
When the poison activates and each following day the character can roll constitution (without malus) to decrease the disadvantage by one per success.
Teachings of the forest
Requirements: feral path 4
Cost: 2 experience points
When rolling survival you can use your feral path's level in place of the corresponding attribute.
Relentless assault
Requirements: feral path 5
Cost: 4 experience points
Spend one point of focus and take a free action.
You overwhelming courage doesn't stop even at death's door. During this turn, ignore the penalties caused by injures.
Devil path traits
Devil's luck
Requirements: devil path 1
Cost: 3 experience points
Spending one point of focus you can repeat a roll, a single time only.
Mark of the hellion
Requirements: devil path 2
Cost: 3 experience points
Spend one point of focus and take an action.
Select a victim in your field of vision to be the recipient of the curse. Roll devil path + occult. People around the target will perceive a strange uneasiness, which gives him a disadvantage on all social interaction rolls equal to the number of successes minus his integrity.
Lasts one week.
Hellish fire
Requirements: devil path 3
Cost: 4 experience points
Spend one points of focus and take an action.
You breath fire at the enemy in front of you. Roll devil path + athletics. On success, deal two points of elemental damage. Can be dodged or blocked.
Malefic phantom fist
Requirements: devil path 3
Cost: 5 experience points
Spend two points of focus.
You create illusions in your target's mind. Roll your current attack as usual but don't deal damage. Then, for every success his difficulty when attacking you is increased by one.
The illusion lasts until the victim successfully hits you. The target can also spend an action and roll willpower to decrease the difficulty.
Demonic lethal venom
Requirements: devil path 4
Cost: 4 experience points
Spend one point of focus and take an action.
You spit poison up to three meters. Roll devil path + athletics. Your target takes one point of damage per hour for a total equal to the successes minus his constitution. Can be dodged or blocked.
Deceitful whispers
Requirements: devil path 5
Cost: 5 experience points
Spending time with someone, you can influence the latter. You can twist his judgment about events and other people, without going too far against the nature of the subject.
To be successful, your devil path's level must be equal or greater than the target's integrity; furthermore, you need to spend a significant amount of time with him. The effect lasts until you keep contact with the victim.
Myth path traits
Fairy spirit
Requirements: myth path 1
Cost: 2 experience points
Spend one point of focus and take an action.
Choose a non aggressive animal in your field of vision and roll myth path + animal ken. On success, he becomes obedient and can follow simple commands; although unable to speak he can also convey basic information. The animal won't fight for you, however.
Lasts one hour.
Spine of the manticore
Requirements: myth path 2
Cost: 3 experience points
Spend one point of focus and take an action.
Shoot a venomous spine up to 15 meters. Roll myth path + athletics. The damage dealt is equal to one plus the number of successes; in addition, for each match the victim suffers a disadvantage of one dice on all reaction rolls. Can be dodged or blocked.
The venom's penalties stack and last for five turns.
Consultation
Requirements: myth path 3
Cost: 4 experience points
Spend two points of focus. You will meditate for an entire night, to ask the otherworldly entities for advice. The game master will roll your myth path + occult in secret and then give you an answer based on the following table:
Successes | Answer |
---|---|
0 | random information |
1 | nothing that the character doesn't already know |
2-3 | a partial correct answer |
4 | a correct answer |
5+ | a correct, detailed answer |
Jaws of the hydra
Requirements: myth path 3
Cost: 4 experience points
Spend one, two or three points of focus and take an action.
You will attack multiple targets at a maximum distance of three meters. Roll myth path + brawl and deal damage equal to the successes. Can be dodged, blocked or parried. Can trigger exchanges.
The number of targets is one plus the focus spent.
Thunderbird's plumage
Requirements: myth path 4
Cost: 5 experience points
Spend one point of focus and take an action.
All your unharmed attacks deal one point of elemental damage per match.
Lasts one hour.
Unicorn's blessing
Requirements: myth path 5
Cost: 5 experience points
Spend two points of focus.
Touch the target for a few minutes. Poisonings and minor illnesses will disappear and his current health level will be healed. Mortal diseases may be cured as well, at the game master's discretion.
Appendix A: Traits stacking
Unless explicitly stated a trait doesn't stack with itself; a second activation will replace the current one.
Armor bonus, elemental resist bonus, initiative bonus, barriers, advantages and disadvantages from different specialties never stack: take into account only the highest one.
Examples
Agility (2) + reaction (2) + boots of celerity (1) + celerity (4) -> total initiative: 8
Mail (3) + sanguis (2) + magic armor (1) -> total armor: 5
Strength (2) + melee (2) + sword specialist (1) + sanguis (2) + combat reactions (1) + situational advantage (1) -> total attack dice pool: 8
Appendix B: Summons
Summoned creatures or objects are faithful replicas of their original pieces. They, however, lack any will of their own, following blindly master's orders to the best of their ability.
Summons are made from dust and will return to be dust after the spell's end; until then, consider them as if they were composed by authentic materials.
Imagination is the key behind the most bizarre summonings. Some creations are unique, void of any resemblance with reality. Nevertheless, it is not possible to achieve something that goes against the laws of nature.