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veridia-rpg

A tabletop RPG

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

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

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.

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

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.

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.