THE PATH GALLERY
Thirty-one disciplines, dealt face up — choose a card and read it whole, governed by the casting law.
31 Paths, each with its mastery ladder and every effect it grants. The gallery above requires JavaScript; this chain never does.
🌊 Water — Tidecaller 9
Masters of flow, healing, and resilience. Water Elementalists bend liquid into shields, lashes, and waves. They heal allies, slow enemies, and shift between liquid grace and crushing force.
MR0 — XP · Access Basics & Tier I · Minor Hydrosense: feel water within 30m, sense currents. Learn 1 Tier I spell.
MR1 1 XP · Unlock Tier II–III · Cleansing Waters — once/scene, end one Poison, Bleed, or Burn on an ally you touch.
MR2 2 XP · Unlock Tier IV · Flow Form I — as a sustained ability, become partly liquid: +2 vs missiles, move through narrow gaps, immune to mundane grapples.
MR3 3 XP · Unlock Tier V · Healing Surge — once/scene, when you cast a [Water] heal, add +⌊Mana/2⌋ to it.
MR4 5 XP · Unlock Tier VI · Flow Form II — while active: immune to mundane weapons; water/ice terrain no longer hinders you; may breathe water freely.
MR5 5 XP · Unlock Tier VI/Capstone · Tide Authority — your Water zones double in radius; you may sustain 1 Water effect at 0 Mana (min cost waived).
Flow Form Ability
Type: Sustained, 6–10 Mana/round depending on level.
L1 (MR2): Semi-liquid body, +2 vs missiles, slip through 10 cm gaps, cannot be restrained by mundane means.
L2 (MR4): Full fluid shift, immune to mundane weapons, move in water as if land, breathe underwater, unaffected by difficult water terrain.
Costs scale with level (6 → 8 → 10 Mana sustain).
Unique Powers & Spells (Water)
Mist Veil Min/Max 2/6 · Range Self (3 m radius) · AP 6
Shroud the area in mist, granting Concealment −2 to ranged attacks against allies inside. Lasts ⌊Mana⌋ rounds or until dispersed.
Water Whip Min/Max 1/5 · Range Int × 5 m · AP 7 · Save Reflex (negates push)
A lash of water that deals 1 + ⌊Mana/2⌋ damage and may push the target 1 m.
Healing Wave Min/Max 3/9 · Range Touch/Int × 5 m · AP 8
Heal ⌊Mana/2⌋ + 1 Life to one ally. May also end Bleed/Poison if ⌊Mana⌋ ≥ 6.
Ice Shards (hybrid tie) Min/Max 4/10 · Range Int × 10 m · AP 8 · Save Reflex (half)
Launch jagged shards of ice; damage = ⌊Mana/2⌋ cold. On hit, target suffers −1 m movement.
Tidal Pull Min/Max 5/12 · Range Int × 5 m · AP 9 · Save Stamina (partial)
Target is dragged 2 m per Mana toward the caster. On fail: restrained in a water column for 1 round.
Water Shield Min/Max 6/12 · Range Self/Ally 5 m · AP 9
Encasing barrier of flowing water grants +3 Defense and Resist 2 vs fire. Lasts ⌊Mana⌋ rounds.
Frozen Prison Min/Max 6/15 · Range Int × 10 m · AP 10 · Save Stamina (negates)
Encases target in ice. On fail: restrained and takes ⌊Mana/3⌋ cold. On success: −1 AP and slowed.
Tsunami Surge Min/Max 10/20 · Range Int × 20 m (line) · AP 12 · Save Reflex (half)
A crashing wall of water (3 m high, 6 m long per Mana). All in path take ⌊Mana/2⌋ damage and are knocked prone. Structures take blunt damage.
Eternal Tide Min/Max 20/40 · Range Scene (choose zone Int × 20 m) · AP 20 · Save Stamina (half)
Flood the battlefield with Gaian waters. Area fills knee-deep with water for ⌊Mana/10⌋ rounds. Enemies suffer −2 AP each turn; allies gain +2 Defense.
🪨 Earth — Stonewarden 11
Masters of stone, soil, and resilience. Earth Elementalists create barriers, shake the ground, and fortify allies. They embody Gaia’s endurance, turning the battlefield into fortresses and fault lines.
MR0 — XP · Access Basics & Tier I · Minor Tremorsense — feel vibrations within 5 m through ground contact. Learn 1 Tier I spell.
MR1 1 XP · Unlock Tier II–III · Stone Armor — once/scene, as a free action, gain +2 Armor until your next turn.
MR2 2 XP · Unlock Tier IV · Earthform I — as a sustained ability, harden skin into stone: +3 Armor, −1 movement.
MR3 3 XP · Unlock Tier V · Stonegrip — you may grant an ally within 5 m +2 Armor until the start of your next turn.
MR4 5 XP · Unlock Tier VI · Earthform II — while active: +5 Armor, resist Knockback/Push, halve falling damage.
MR5 5 XP · Unlock Tier VI/Capstone · Mountain Authority — your Earth zones double in size; once/scene, you may create an impassable wall (Int × 5 m long) at no Mana cost.
Earthform Ability
Type: Sustained, 6–10 Mana/round depending on level.
L1 (MR2): Skin like stone, +3 Armor, speed −1 m.
L2 (MR4): +5 Armor, immunity to push/prone from mundane sources, halve falling damage, speed unchanged.
Costs: 6 → 8 Mana sustain.
Unique Powers & Spells (Earth)
Earthen Sense Min/Max 2/6 · Range Self (5 m radius) · AP 6
You sense movement through the ground. Gain +2 to detect hidden or burrowing creatures. Lasts ⌊Mana⌋ rounds.
Stone Fist Min/Max 1/5 · Range Melee · AP 6 · Save Body (negates push)
Your hand (or weapon) becomes stone; on hit deal +⌊Mana/2⌋ blunt damage. On fail, target is pushed 1 m.
Boulder Shot Min/Max 4/10 · Range Int × 10 m · AP 8 · Save Reflex (half)
Form and hurl a spinning boulder. On hit, deal ⌊Mana/2⌋ + 1 blunt. If target collides with obstacle, they must Body save (10 + Int) or stagger −1 AP.
Stone Armor Min/Max 3/9 · Range Touch · AP 7
Target’s skin hardens, gaining +2 Armor (+3 at 6+ Mana). Duration 1 minute or until depleted.
Stone Grasp Min/Max 5/10 · Range Int × 5 m · AP 9 · Save Body (negates)
Hands of stone rise out of the ground and take hold of one creature. On a failed save it is Grappled and its movement is 0 until it breaks free. The hands have Armour 3 and can be destroyed.
Stone Wall Min/Max 6/12 · Range Int × 10 m · AP 9
Raise a wall of stone (1 m² per Mana, 2 m high, 0.25 m thick). Provides cover +3, blocks line of sight until destroyed.
Tremor Min/Max 5/12 · Range Self (radius = Mana × 2 m) · AP 9 · Save Reflex (partial)
Shake the ground, knocking foes prone. On fail, foes fall and take 1 damage. On success, −2 movement next round.
Crushing Walls Min/Max 15/20 · Range Int × 15 m · AP 11 · Save Reflex (half)
Two walls of rock sprout from the ground on either side of a target and race together. Everything caught between takes ⌊Mana/2⌋ bludgeoning damage and is Grappled between the slabs; escape is a Body check vs the save DC. On a successful save the target slips clear before they meet.
Living Fortress Min/Max 6/15 · Range Self · AP 10
Your body becomes stone for ⌊Mana⌋ rounds: +4 Armor, resist fire/acid 2, immune to mundane pushes.
Rock Maelstrom Min/Max 8/16 · Range Self (radius 3 m) · AP 11 · Save Reflex (half)
Orbiting stones shield you (+2 Defense vs missiles). Once/round you may fling shards at up to 2 targets, each for ⌊Mana/3⌋ damage.
Gaia’s Wrath Min/Max 20/40 · Range Scene (Int × 20 m radius) · AP 20 · Save Body (half)
The ground splits, pillars erupt, and stones crash down. All enemies in area take ⌊Mana/5⌋ damage and must Body save or be pinned by rubble (restrained until freed). Terrain becomes hazardous (difficult, unstable).
💨 Air — Stormshaper 7
Masters of winds, pressure, and mobility. Air Elementalists scatter volleys, disrupt formations, and shape the battlefield with storms. Their signature Air Form allows them to slip into wind itself.
MR0 — XP · Access Basics & Tier I · Minor Stormsense: detect wind shifts & movement within 5 m; learn 1 Tier I spell.
MR1 1 XP · Unlock Tier II–III · Gale Step — once/scene, move 3 m as a free action (ignores OA, must end on solid ground).
MR2 2 XP · Unlock Tier IV · Air Form I — become semi-air: +2 vs missiles, slip through narrow cracks, cannot be restrained by mundane means.
MR3 3 XP · Unlock Tier V · Deflecting Winds — once/round, reduce a ranged attack vs you or ally by −2.
MR4 5 XP · Unlock Tier VI · Air Form II — while active: +5 movement, immune to mundane weapons, at-will Wind Wall (basic).
MR5 5 XP · Unlock Tier VI/Capstone · Tempest Authority — your Air zones double in size; Tornado spell unlocked; you may sustain 1 Air effect at 0 Mana (min waived).
Air Form Ability
Type: Sustained, 6–10 Mana/round depending on level.
L1 (MR2): Semi-air body, +2 vs missiles, slip through 10 cm cracks, immune to mundane grapples.
L2 (MR4): +5 m move, immune to mundane weapons, speak normally, maintain spells.
L3 (MR5): Full elemental form, move ×3 speed, immune to non-magical weapons, pass through hairline gaps, may cast Air spells while in form.
Unique Powers & Spells (Air)
Gust Min/Max 1/1 · Range Int m · AP 6 · Save Reflex (negates)
A short burst of wind pushes light objects and may stagger a creature. On fail, target suffers −1 to next action.
Wind Blow Min/Max 5/10 · Range Mana × 5 m · AP 9 · Save Body (partial)
A focused blast (~80 km/h) knocks creatures back. Small/Tiny are thrown to funnel end, Medium cannot advance (save each round), Large half speed. Missiles disrupted.
Wind Wall Min/Max 15/30 · Range Int × 10 m · AP 11 · Save Body (to force through)
Vertical barrier of roaring wind. Blocks missiles, weakens bullets (−15), reduces beams (−3). Small cannot pass, Medium must STR 20, Large must spend full turn.
Control Winds Min/Max 5/15 · Range Int × 10 m · AP 8
Shift wind direction/speed in a radius = Mana × 2 m. Disperse smoke/fog, hinder arrows, alter terrain conditions.
Aerial Massager Min/Max 20/25 · Range Int × 20 m · AP 14 · Save Reflex (half)
Pulses of compressed air batter a creature or patch, disrupting stance and concentration. Fail: damage + push 2 m + −2 to concentration; Success: half + −1 concentration.
Cyclone Step Min/Max 8/16 · Range Self (radius 2 m) · AP 10 · Save Reflex (half)
Create a mini-cyclone around yourself. Enemies within are pushed 2 m outward; on fail, also knocked prone. You may move 2 m as part of the effect.
Tempest of Gaia Min/Max 20/40 · Range Scene (Int × 20 m radius) · AP 20 · Save Reflex (half)
Summon a battlefield storm. Area fills with gale winds: ranged attacks −5, all missiles negated, Large foes save or slowed, Small/Tiny cannot act. Each round, one random lightning bolt strikes (2d6 damage).
🔥 Fire — Pyroclast 14
Masters of flame and destruction. Fire Elementalists ignite the battlefield, burn foes, and spread chaos with blazing zones. Their gifts are raw power and relentless momentum — but also the discipline to wield flame for protection and renewal.
MR0 — XP · Access Basics & Tier II · Minor Heat Sense — feel strong heat or fire within 30 m. Learn 1 Tier II Fire spell.
MR1 1 XP · Unlock Tier III · Ignition — your Fire spells automatically ignite dry flammables; burning foes suffer −1 AP at start of their turn (once/turn).
MR2 2 XP · Unlock Tier IV · Cauterize — when you deal Fire damage, you may end Bleed on an ally within 5 m once/round.
MR3 3 XP · Unlock Tier V · Heat Ward — ignore the first 1 incidental Fire damage from your own effects each scene.
MR4 5 XP · Unlock Tier VI · Overheat (1/scene) — push a Fire spell up to +5 Mana beyond its Max; afterwards roll Botch. On mishap, you take 2 Life.
MR5 5 XP · Unlock Tier VI/Capstone · Inferno Authority — your Fire lines/bursts ignore flimsy cover (cloth, foliage, paper, thin fences). Once/scene you may sustain 1 Fire effect at 0 Mana (min waived).
Fire Mastery Ability
Type: Passive.
Each rank increases the maximum Mana cap for Fire spells by +1.
Prereq: number of Fire spells known equal to rank.
Cost: 1 → 5 XP scaling.
Overheat Ability
Type: Burst (MR4).
Once/scene you may exceed Max Mana by up to +5 when casting a Fire spell.
After resolution, roll Botch: on failure, you take 2 Life and the spell may fizzle.
Unique Powers & Spells (Fire)
Blue Flame Torrent Min/Max 5/10 · Range Int × 5 m · AP 9
High-temperature stream; countered by true energy armor or nova channeling.
Fire Shield Min/Max 5/12 · Range Self · AP 7
Raise a flaming shield in a chosen arc. Gain +2 Defense vs missiles from that arc. When struck in melee, attacker takes 1 fire (once/turn).
Firebrand Greatblade Min/Max 5/10 · Range Int × 5 m · AP 9 · Save Reflex (half)
Melee arc that burns and cleaves; dispellable on parry by higher-order energy constructs.
Flame Blade Min/Max 4/10 · Range Self (melee) · AP 7
Conjure a blade of flame. Melee strikes deal +⌊Mana/2⌋ fire and count as magical. Blade can hover in 1 m threaten zone while linked.
Flame Scatter Min/Max 5/12 · Range Int × 10 m · AP 8 · Save Reflex (half)
Volley of firebolts at up to 3 targets in 2 m cluster. Each takes ⌊Mana/3⌋ + 1 fire.
Flame Threat Min/Max 2/8 · Range 1 m · AP 6 · Save Mind (partial)
Place a flame blade at a creature’s throat. On fail: target is cowed (−1 AP, cannot attack unless Mind save). On success: −1 to next action.
Fire Wall Min/Max 10/25 · Range Int × 10 m (line) · AP 10 · Save Body (half)
Create a wall of blazing fire (3 m high, 1 m thick, length = ⌊Mana⌋ m). Creatures entering/touching wall take ⌊Mana/2⌋ + 1 fire. Missiles hindered.
Orbiting Flame Spheres Min/Max 6/14 · Range Self · AP 8
Conjure 2 + ⌊Mana/4⌋ flame orbs orbiting you. Each may absorb 1 projectile or be launched for 1 fire at Int × 10 m.
Psychic Punch (Tri Wave) Min/Max 10/15 · Range Int × 10 m · AP 11
Three scarlet waves; fail: ⌊Psychic/2⌋ + 1 Life and push 2 m; success: half and push 1 m. If target hits surface: Stamina 10 + Wis or −1 AP.
Fold Snatch Min/Max 15/20 · Range Int × 15 m · AP 13
Fold space, yanking target adjacent to you (or a spot within 2 m). On success: relocated, −1 AP. Heavy/anchored may resist at GG’s call.
Inferno Burst Min/Max 6/15 · Range Int × 10 m (radius 2 m) · AP 10 · Save Reflex (half)
Explosive flame burst. All in radius take ⌊Mana/2⌋ + 1 fire; flammables ignite.
Rupture Fold (Trap Gate) Min/Max 15/20 · Range Int × 15 m · AP 13
1 m rift for 1 round. Entering creature falls through and reappears at a destination you see within Int × 10 m, crashing there. Fail: ⌊Mana/2⌋ impact; creatures within 1 m at destination take ⌊Mana/3⌋ (Dex half). Success: movement ends, −1 AP.
Blazing Prison Min/Max 8/16 · Range Int × 10 m · AP 11 · Save Stamina (negates)
Trap a foe in a ring of flame (2 m radius). On fail: restrained, taking 1 fire/round. On success: zone remains but foe not trapped.
Inferno of Gaia Min/Max 20/40 · Range Scene (Int × 20 m radius) · AP 20 · Save Reflex (half)
Unleash Gaia’s flames. Entire battlefield scorched; all enemies take ⌊Mana/5⌋ fire, flammables ignite. For ⌊Mana/10⌋ rounds, area counts as burning terrain (−2 m movement, take 1 fire/round).
⚡ Lightning — Stormcaller 11
Masters of charged air and sky-born current. Lightning Elementalists focus power into bolts, arcs, and storms — striking single foes with deadly precision or chaining devastation across entire battlefields. Their greatest weapon is momentum: lightning always finds a path.
MR0 — XP · Access Basics & Tier I · Minor Stormsense — feel weather patterns, magnetic shifts, and nearby EM fields within 1 km. Learn 1 Tier I spell.
MR1 1 XP · Unlock Tier II–III · Conduction — soaked/wet or heavily armored foes suffer −1 to saves vs your Lightning spells.
MR2 2 XP · Unlock Tier IV · Channel Discipline — once/round, you may exclude one adjacent ally from the area/line of a Lightning effect.
MR3 3 XP · Unlock Tier V · Grounding — ignore the first 1 point of self-inflicted lightning damage from your spells each scene.
MR4 5 XP · Unlock Tier VI · Overcast (1/scene) — push a Lightning spell up to +5 Mana above Max. Afterwards roll Botch; on mishap, you take 2 Life.
MR5 5 XP · Unlock Tier VI/Capstone · Tempest Authority — your Lightning spells ignore flimsy cover (cloth, foliage, thin barriers). Once/scene, you may sustain 1 Lightning effect at 0 Mana.
Lightning Mastery Ability
Type: Passive.
Each rank increases the maximum Mana cap for Lightning spells by +1.
Prereq: number of Lightning spells known equal to rank.
Cost: 1 → 5 XP scaling.
Overcast Ability
Type: Burst (MR4).
Once/scene, exceed Max Mana by +5 for one Lightning spell.
After resolution, roll Botch: on failure, take 2 Life and lose the spell.
Unique Powers & Spells (Lightning)
Bolt Min/Max 1/5 · Range Int ÷ 2 m · AP 7
Focused strike against one foe. Damage = Mana invested.
Spark Min/Max 1/1 · Range Int ÷ 2 m · AP 6
Tiny arc of lightning; deals 1 Life.
Lightning Bolt Min/Max 5/10 · Range Int m · AP 8 · Save Reflex (half)
A line of lightning up to Int m long. All in line take damage = Mana invested.
Lightning Integument Min/Max 5/10 · Range Int × 5 m · AP 9 · Save Reflex (half)
Wreathe limbs in lightning to amplify kicks and strikes; can discharge bolts.
Volt Strike Min/Max 5/10 · Range Int × 5 m · AP 9 · Save Reflex (half)
Charge limbs with lightning to empower kicks/punches; can arc to nearby metal surfaces.
Arc Redirect Min/Max 10/15 · Range Int × 10 m · AP 10 · Save Reflex (negates)
Reaction. When a projectile, thrown weapon or flying blade would strike you or an ally within range, seize the ambient charge around it and bend its path. On a failed save the attack misses entirely; on a success it strikes at −4.
Chain Lightning Min/Max 7/12 · Range Int ÷ 2 m · AP 10 · Save Reflex (partial)
Strike one target, then leap to 2 others. Each jump reduces damage by 1. Cannot hit the same target twice unless enhanced.
Lightning Gate Min/Max 20/25 · Range Int × 20 m · AP 14
A portal of raw lightning tears open between two points you have seen, up to ⌊Mana⌋ × 100 m apart. It admits ⌊Mana/5⌋ creatures and closes with a clap of thunder audible for a kilometre — this spell cannot be cast quietly.
Sky Strike Min/Max 15/30 · Range (Int + Wis) × 5 · AP 13 · Save Reflex (half)
Call down a lightning strike from above on a target point. Deals damage equal to Mana invested.
Storm Torrent Min/Max 20/25 · Range Int × 20 m · AP 14
Continuous lightning barrage tuned to crack shields and disrupt formations.
Lightning Storm Min/Max 40/60 · Range (Int + Wis) × 5 (center within ×10) · AP 20 · Save Reflex (per bolt)
Unleash a massive storm. For each 20 Mana invested, roll 1d20 per creature in area; result = number of bolts striking them. Each bolt deals 2 Life.
❄️ Ice — Cryomancer 13
Masters of frost, cold winds, and frozen barriers. Ice Elementalists blend the fluidity of water with the force of air, controlling battlefields through slowing, freezing, and shaping frost. Their strength lies in denial and control: locking enemies in place while shielding allies with ice and snow.
MR0 — XP · Access Basics & Tier II · Minor Frostsense — detect nearby cold sources, ice, and water flows. Learn 1 Tier II Ice spell.
MR1 1 XP · Unlock Tier III · Chilling Aura — enemies within 1 m of you suffer −1 movement.
MR2 2 XP · Unlock Tier IV · Iceform I — as a sustained ability, gain +2 Armor and resistance 2 vs Fire.
MR3 3 XP · Unlock Tier V · Frost Ward — once/scene, reduce incoming Fire damage by 50% for one round.
MR4 5 XP · Unlock Tier VI · Iceform II — while active: +4 Armor, immune to mundane projectiles, may walk freely on ice.
MR5 5 XP · Unlock Tier VI/Capstone · Winter Authority — your Ice zones double in size; once/scene, you may sustain 1 Ice effect at 0 Mana.
Iceform Ability
Type: Sustained, 6–10 Mana/round depending on level.
L1 (MR2): Frost skin, +2 Armor, resist 2 vs Fire.
L2 (MR4): +4 Armor, immune to mundane projectiles, unhindered on ice/frost terrain.
L3 (MR5): Full frost-body: +6 Armor, resist 4 vs Fire, pass through solid ice, immune to mundane weapons.
Unique Powers & Spells (Ice)
Ice Blade (Greatsword) Min/Max 5/10 · Range Int × 5 m · AP 9 · Save Reflex (half)
Form a two-handed ice blade; melee strikes deal +⌊Mana/2⌋ cold; parries +1 vs fire weapons.
Ice Shackles Min/Max 4/10 · Range Int × 5 m · AP 8 · Save Body (partial)
Bind a target’s hands/legs in frost. On fail: restrained (hands bound or speed 0). On success: slowed −2 m.
Ice Shards Min/Max 4/10 · Range Int × 10 m · AP 8 · Save Reflex (half)
Launch jagged shards of ice; damage = ⌊Mana/2⌋ cold. On hit, target suffers −1 m movement.
Ice Shield Min/Max 5/10 · Range Int × 5 m · AP 9
Conjure a large ice/light shield. +2 Defense vs missiles, +1 vs beams in chosen arc; may angle to deflect.
Ice Spike Volley Min/Max 5/10 · Range Int × 5 m · AP 9
Hurl spikes at up to 3 clustered targets; each ⌊Mana/3⌋ + 1 cold.
Cone of Cold Min/Max 10/15 · Range Int × 10 m · AP 10 · Save Body (half)
Exhale a cone of killing cold, 5 m long and 3 m wide at its mouth. Everything inside takes ⌊Mana/2⌋ cold damage; on a failed save, flesh and bone go brittle — the target takes +1 damage from all physical sources until the end of its next turn.
Ice Scale Carapace Min/Max 10/15 · Range Int × 10 m · AP 10
Overlapping scales of ice sheathe your body for ⌊Mana⌋ rounds. Gain +3 Armour and Resist 3 vs cold. While it holds, a creature striking you in melee takes 1 cold damage. The carapace does not hinder movement.
Ice Wall Min/Max 6/15 · Range Int × 10 m · AP 9
Raise ice panels (1 m² per Mana, 2 m high). Provides +3 cover; blocks line of sight until destroyed.
Twin Aegis Min/Max 6/12 · Range Self · AP 7
Conjure two ice shields, one per arm. Each provides +2 Defense against chosen arcs.
Shatter Wall Min/Max 3/9 · Range Your Ice Wall · AP 6 · Save Reflex (half)
Detonate one Ice Wall segment into shards. Cone 6 m; creatures take ⌊Mana/3⌋ + 1 cold/pierce.
Glacial Prison Min/Max 8/16 · Range Int × 10 m · AP 11 · Save Body (negates)
Encases target in solid ice. On fail: restrained and takes ⌊Mana/2⌋ cold each round. On success: slowed −2 m.
Eternal Winter Min/Max 20/40 · Range Scene (Int × 20 m radius) · AP 20 · Save Body (half)
Unleash a blizzard. For ⌊Mana/10⌋ rounds: all terrain counts as ice (−2 m movement), ranged attacks suffer −3, enemies must Body save each round or be slowed further (stacking). Allies gain +2 Defense inside the storm.
Ice Dragon Form Min/Max 20/40 · Range Self · AP 20
Take the shape of an ice dragon for ⌊Mana/5⌋ rounds. Life becomes your own × 2, Armour 8, you gain flight, a bite for ⌊Mana/3⌋ piercing and a breath weapon usable once per round for ⌊Mana/2⌋ cold in a 10 m cone. You cannot cast while transformed. When the form ends you return with the damage you took carried over proportionally.
🌋 Lava — Magmaforged 7
Masters of molten stone, magma, and volcanic fury. Lava Elementalists merge the destructive heat of Fire with the resilience of Earth. They melt armor, reshape terrain with molten rivers, and devastate foes with volcanic eruptions. Their power is raw, heavy, and enduring — unstoppable once unleashed.
MR0 — XP · Access Basics & Tier II · Minor Magmasense — sense molten flows, heat, and unstable rock within 10 m. Learn 1 Tier II Lava spell.
MR1 1 XP · Unlock Tier III · Searing Ground — whenever you cast a Lava spell, choose a 1 m square in its area; it remains molten, dealing 1 fire to enemies who stand on it.
MR2 2 XP · Unlock Tier IV · Magma Armor I — as a sustained ability, gain +2 Armor and deal 1 fire to adjacent attackers (once/round).
MR3 3 XP · Unlock Tier V · Flow Mastery — Lava zones you create count as difficult terrain for enemies but not for allies.
MR4 5 XP · Unlock Tier VI · Magma Armor II — while active: +4 Armor, +2 Resist vs fire, adjacent attackers take 2 fire.
MR5 5 XP · Unlock Tier VI/Capstone · Volcano Authority — once/scene, you may create a permanent molten rift (Int × 5 m line) at 0 Mana cost. Lava Capstone unlocked.
Magma Armor Ability
Type: Sustained, 6–10 Mana/round depending on level.
L1 (MR2): +2 Armor, attackers in melee take 1 fire (once/round).
L2 (MR4): +4 Armor, resist 2 vs fire, attackers take 2 fire.
L3 (MR5): +6 Armor, resist 4 vs fire, attackers take 2 fire and must Body save (10 + Int) or suffer −1 AP next turn.
Unique Powers & Spells (Lava)
Molten Lash Min/Max 4/10 · Range Int × 5 m · AP 8 · Save Reflex (half)
Whip of lava strikes out, dealing ⌊Mana/2⌋ + 1 fire. On fail: armor/metal equipment heats painfully, causing −1 Defense until cooled.
Searing Ground Min/Max 3/9 · Range Int × 5 m (2 m radius) · AP 8 · Save Reflex (partial)
The ground melts into lava. Enemies in zone take ⌊Mana/3⌋ fire and must save or suffer −1 m movement.
Magma Burst Min/Max 6/12 · Range Int × 10 m (burst 2 m) · AP 9 · Save Reflex (half)
Eruption of molten rock. Deals ⌊Mana/2⌋ fire + 1 blunt. Enemies failing save are knocked prone.
Obsidian Wall Min/Max 6/12 · Range Int × 10 m (line up to ⌊Mana⌋ m) · AP 9
Raise a wall of black stone infused with heat. Provides +4 cover. Enemies adjacent at cast take ⌊Mana/3⌋ fire.
Molten Wave Min/Max 6/15 · Range Int × 10 m (cone 5 m) · AP 10 · Save Reflex (half)
A cone of lava and ash. Deals ⌊Mana/2⌋ + 1 fire, half on save.
Lava Cage Min/Max 8/16 · Range Int × 10 m · AP 11 · Save Body (negates)
Trap a foe inside a circle of molten stone (radius 2 m). On fail: restrained, taking 1 fire/round. On success: the cage forms but target remains free inside.
Volcano’s Wrath Min/Max 20/40 · Range Scene (Int × 20 m radius) · AP 20 · Save Body (half)
Summon a volcanic eruption. Fissures open, molten geysers erupt. Enemies in radius take ⌊Mana/5⌋ fire + blunt, must Body save or be knocked prone. Terrain becomes molten and counts as hazardous (−2 m movement, 1 fire/round).
🌫️ Swamp — Bogcaller 7
Bogcallers command mire, rot, and fetid waters. They slow enemies, suffocate them in mud, and reshape terrain into treacherous bogs. Their summons emerge from muck and decay. Unique among elementalists, Swamp magic adapts: it resonates with either Druidic life (vines, beasts, protection) or Necromantic death (bone, rot, infection), creating different evolutions of the same base spells.
MR0 — XP · Access Basics & Tier II · Minor Miresense — detect waterlogged terrain, pits, and hidden creatures in mud/swamp within 5 m. Learn 1 Tier II spell.
MR1 1 XP · Unlock Tier III · Mire Grip — once/scene, when a foe moves within 2 m, force Body save (10 + Wis) or movement −2 m.
MR2 2 XP · Unlock Tier IV · Bogform I — as a sustained ability, gain +2 Armor, move freely through swamp/mud terrain.
MR3 3 XP · Unlock Tier V · Choking Fog — once/scene, add a 1 m aura of suffocating gas around a Swamp zone you control. Foes inside −1 AP.
MR4 5 XP · Unlock Tier VI · Bogform II — while active: +4 Armor, immune to restraint in swamp terrain, concealment (−2) in fog/mist.
MR5 5 XP · Unlock Tier VI/Capstone · Mire Authority — your Swamp zones double in size. Once/scene, sustain 1 Swamp effect at 0 Mana. Capstone unlocked.
Bogform Ability
Type: Sustained, 6–10 Mana/round depending on level.
L1 (MR2): Body hardens with muck, +2 Armor, free swamp movement.
L2 (MR4): +4 Armor, immune to mundane restraint, concealment in mist/fog.
L3 (MR5): +6 Armor, resist 2 vs poison/decay, attackers must Body save (10 + Wis) or take 1 [Infected].
Unique Powers & Spells (Swamp)
Mud Wall Min/Max 4/10 · Range Int × 5 m (line 3 m high) · AP 8
Raise a wall of mud and swamp-water, blocking sight and movement. Lasts ⌊Mana/2⌋ rounds before collapsing.
Suffocating Mire Min/Max 3/9 · Range Int × 5 m (radius 2 m) · AP 8 · Save Body (partial)
Ground turns to deep mire. Foes failing save are restrained; success = slowed −2 m.
Mud Beast Min/Max 6/12 · Range Int × 10 m · AP 9
Summon a beast of muck and swamp-water. Stats: Life = caster Life ÷ 2, Armor 1, Attack +Int, Damage ⌊Mana/3⌋. Instinct: Protect summoner unless commanded.
Swamp Spikes Min/Max 6/12 · Range Int × 10 m (line) · AP 9 · Save Reflex (half)
Raise jagged spikes of mud/stone. Damage = ⌊Mana/2⌋ pierce + 1 blunt. Fail = stagger −1 AP.
Rot Fog Min/Max 5/15 · Range Int × 10 m (radius 3 m) · AP 10 · Save Body (partial)
Cloud of fetid swamp rot. Enemies take ⌊Mana/3⌋ poison per round, save halves.
Swamp Grave Min/Max 8/16 · Range Int × 10 m · AP 11 · Save Body (negates)
Target sinks waist-deep into mire. Fail = restrained, 1 suffocation damage/round. Success = slowed −2 m.
Plague Swamp Min/Max 20/40 · Range Scene (Int × 20 m radius) · AP 20 · Save Body (per round)
Transform battlefield into fetid swamp for ⌊Mana/10⌋ rounds. Terrain halved movement; ranged attacks −3; enemies take 1 poison + 1 suffocation each round (save halves). Allies gain +2 Concealment.
🌈 Tempest — Gaian Tempest 5
The Tempest Elementalist embodies Gaia’s fury in its rawest form — a living storm of fire, ice, stone, and lightning. Only those who have studied all four primals can unlock this path. Their magic is unstable but devastating, weaving contradictory forces into a storm that few can withstand.
MR0 — XP · Path Initiation · Must know Air, Fire, Water, and Earth Paths at MR1+. Access Basic/Tier II Tempest spells.
MR1 1 XP · Unlock Tier III · Dual Casting — once/scene, cast a Fire + Water or Air + Earth spell together at +2 AP.
MR2 2 XP · Unlock Tier IV · Elemental Surge — when casting, you may add +1 random secondary element (roll d4: Air/Fire/Water/Earth) to the effect.
MR3 3 XP · Unlock Tier V · Storm Skin — gain +2 Resist vs elemental damage (Fire, Cold, Lightning, Acid).
MR4 5 XP · Unlock Tier VI · Overfusion (1/scene) — push a Tempest spell +5 Mana above Max. Afterwards roll Botch; mishap results in wild surge (GM discretion).
MR5 5 XP · Unlock Tier VI/Capstone · Tempest Authority — your multi-element spells double in radius/effects. Unlocks Elemental Lightning.
Elemental Surge Ability
Type: Passive.
On casting a Tempest spell, roll d4 (1 Air, 2 Fire, 3 Water, 4 Earth). The spell gains an additional minor effect of that element (GM describes).
Example: Fireball + Water = steam cloud, providing concealment.
Storm Skin Ability
Type: Sustained, 6 Mana/round.
While active: +2 Resist vs Fire, Cold, Lightning, Acid.
At MR4, Resist increases to +4.
Unique Powers & Spells (Tempest)
Gale of Ashes Min/Max 5/10 · Range Int × 10 m (cone 4 m) · AP 8 · Save Reflex (half)
Cone of burning wind mixed with dust. Deals ⌊Mana/2⌋ fire + blunt.
Frozen Quake Min/Max 6/12 · Range Int × 10 m (radius 2 m) · AP 9 · Save Body (half)
Ground erupts with ice spikes and shaking earth. Damage ⌊Mana/2⌋ cold + blunt; fail = knocked prone.
Steam Lance Min/Max 6/15 · Range Int × 15 m (line) · AP 10 · Save Reflex (half)
Blast of boiling steam. Deals ⌊Mana/2⌋ fire + 1 acid.
Molten Storm Min/Max 8/16 · Range Int × 20 m (radius 3 m) · AP 12 · Save Reflex (partial)
Rain of lava and stone shards. Damage = ⌊Mana/2⌋ fire + pierce. Fail = staggered −1 AP.
Elemental Lightning Min/Max 25/50 · Range Scene (Int × 20 m radius) · AP 20 · Save Reflex
+ Body (per bolt) A catastrophic fusion of all primals. A massive arc of prismatic lightning strikes a chosen target, then chains to ⌊Mana/5⌋ nearby enemies. Each bolt deals Fire + Cold + Earth + Lightning damage simultaneously. Damage: ⌊Mana/3⌋ mixed-element Life. Chain: each jump reduces damage by 1. Foes must succeed Reflex save (halve fire/lightning) and Body save (halve cold/earth) or take full combined damage.
⚙️ Technomage — Magitech Engineer 17
Technomages merge magic, science, and living code. Their signature is the creation of InsectoBots — semi-living constructs powered by insect embryos bound into mechanical shells. With the right upgrades, they can field entire swarms of specialized bots: strikers, scouts, saboteurs, and tanks. Technomages also command raw Magitech spells, bending energy, circuits, and devices to their will. Lore & Ethics of InsectoBots • • • • Embryos are ethically harvested (≤1% of any egg cluster, never adults). Magically suspended until bound into shells. Insects “volunteer” through Gaia’s pact, willingly joining the war against the Eversor. Destroyed bot ≠ dead insect; embryos survive and may be re-housed.
MR0 — XP · Access Techno Mana Pool (Int+Per). Learn InsectoBots Creation and one Tier I Techno spell. · Initiation
MR1 1 XP · Unlock Tier II–III · Botsmith Training — +1 max bot, +5 m control range.
MR2 2 XP · Unlock Tier IV · Circuit Mastery — once/scene reduce AP cost of Device action by 2.
MR3 3 XP · Unlock Tier V · InsectoBot Sync — all bots act on same initiative tick. Unlock Sabotage upgrades.
MR4 5 XP · Unlock Tier VI · Magitech Overdrive (1/scene): push Techno spell +5 Mana over Max (then roll Botch). Gain 1 Unique Techno Power.
MR5 5 XP · Unlock Tier VI · Hive Authority/Swarm — +2 max bots, sustain one Techno effect at 0 Mana. Once/scene summon ⌊Mana/10⌋ Size 1 bots as a swarm unit.
InsectoBots Ability
Sustained constructs, controlled mentally.
Range = (Int+Per) × 10 m.
Max Active = 2 × Int.
Each costs 5+ Mana (scaled by Size).
Bots can be named/roleplayed as companions (Archi, Tela, Textus).
Misfire & Overclock
On botch or Overclock attempt, roll 1d6:
1–2 Glitch (fizzle, −1 next Tech action).
3–4 Misfire (bot disabled 1d6 min, take 1 non-lethal).
5–6 Catastrophic (stunned 1 round, bot 1d6 dmg, shock burst).
Repair & Salvage
Field: 10 min, Robotics vs 10–20, restores 1d6+Int Life.
Workshop: 1 hr, +2 bonus, full restore.
Salvage: recover 50% materials (+25% with tools).
Spells & Upgrades
On/Off
6 AP, 1 Mana/device. Activate/deactivate Power 1 device.
Armor (Body)
+5 Armor (−1 Speed).
InsectoBots Creation (Ritual)
10 Mana, 1 hr. Create Size 1 bot. Life 10, Armor 5, Dodge 5, Damage 1, Speed 2 m/s.
InsectoBots: Paralytic Payload Min/Max 5/10 · Range Int × 5 m · AP 9
Equip spider-bots with paralytic injectors. On hit: target must save or paralysis 1 round (success: −1 AP).
Refusal Burst Min/Max 5/10 · Range Int × 5 m · AP 9
Instant pulse that collapses deleterious probability bias in the zone (removes ‘gloom’ of time-break), temporarily equalizing odds for allies. Creates a short window (1 round +1 per 4 power) where critical mischance is negated and mechanical devices resist ‘bad luck’. Causes 1 level of Exertion on the caster.
Remote Jam Min/Max 5/10 · Range Int × 5 m · AP 9
Soft-locks firearms or tools within range, forcing misfires or temporary faults; living enhancements resist.
Speed (Legs)
+2–10 m/s.
Device Malfunction Min/Max 10/15 · Range Int × 10 m · AP 11
Target one powered device/weapon. It jams/reboots and can’t be used this round. Partial: −5 penalty until end of next round.
Elemental Resistance (Armor)
Ignore 5–20 dmg of one element.
Hive Swarm Min/Max 10/15 · Range Int × 10 m · AP 11 · Save Body (partial)
Summon up to ⌊Mana/10⌋ Size 1 InsectoBots instantly. They act as one swarm: Defense 12, AP 20, zone attacks (3 m).
Hive Swarm (Capstone) Min/Max 10/15 · Range Int × 10 m · AP 11
Summon up to ⌊Mana/10⌋ Size 1 InsectoBots instantly. The swarm acts as one unit: Defense 12, AP 20, attacks all creatures in a 3 m zone.
Jump (Legs)
Leap ×5–15 size.
Probabilistic Veil Min/Max 10/15 · Range Int × 10 m · AP 11
Stabilizes local quantum state, suppressing hostile time-break/probability skew within the sphere. Allies and designated devices gain advantage vs. luck-skew, misfire, and outcome corruption. Duration 5 min +1 min per 4 extra power. Concentration; if broken, field collapses gracefully (no backlash).
Firearm Disruption
9 AP, Int × 10 m. Jam guns/small mechs. Fail: lose action; success: −5 to next attack.
Shadow Skitter
11 AP. Bots gain stealth protocols. −2 to spot.
Botsmith Training
+1 max bot, +5 m control MR1 1 Unlock Tier II–III range. Rank XP Unlocks MR2 2 Unlock Tier IV MR3 3 Unlock Tier V MR4 5 Unlock Tier VI MR5 5 Unlock Tier VII Feature Circuit Mastery — once/scene reduce AP cost of Device action by 2. InsectoBot Sync — all bots act on same initiative tick. Unlock Sabotage upgrades. Magitech Overdrive (1/scene): push Techno spell +5 Mana over Max (then roll Botch). Gain 1 Unique Techno Power.
Hive Authority/Swarm
+2 max bots, sustain one Techno effect at 0 Mana. Once/scene summon ⌊Mana/10⌋ Size 1 bots as a swarm unit. Abilities InsectoBots (Ability) Sustained constructs, controlled mentally. Range = (Int+Per) × 10 m. Max Active = 2 × Int. Each costs 5+ Mana (scaled by Size). Bots can be named/roleplayed as companions (Archi, Tela, Textus). Misfire & Overclock On botch or Overclock attempt, roll 1d6: o 1–2 Glitch (fizzle, −1 next Tech action). o 3–4 Misfire (bot disabled 1d6 min, take 1 non-lethal). o 5–6 Catastrophic (stunned 1 round, bot 1d6 dmg, shock burst). Repair & Salvage Field: 10 min, Robotics vs 10–20, restores 1d6+Int Life. Workshop: 1 hr, +2 bonus, full restore. Salvage: recover 50% materials (+25% with tools). Spells & Upgrades
⚔️ Guardian Swordsman — Martial 9
Guardian Swordsmen are the masters of tempo, steel, and survival. They read battle flow, turning enemy strikes into openings. While purely martial, their techniques can be infused with Mana or Psychic for added power. They are the frontline duelists and guardians of the Orders, blending speed, precision, and tactical brilliance.
MR0 — XP · Path Initiation · Gain access to Stances and Basic Techniques. Learn Guard Stance + 1 Tier I Technique.
MR1 1 XP · Unlock Tier II–III · Flow Stance, Deflect Missile. Choose a Specialization.
MR2 2 XP · Unlock Tier IV · Riposte Window, Disarm Twist, Pommel Strike.
MR3 3 XP · Unlock Tier V · Tempo Read, Inside Turn, Redirect.
MR4 5 XP · Unlock Tier VI · Whirl Footwork, Whirl Disarm, Deflect Spellbolt, Perfect Parry, Storm of Steel.
MR5 5 XP · Unlock Tier VI/Capstone · Poetry in Motion (capstone).
Brace & Set
4 AP, Preparation/Reaction Until next turn, +2 Defense vs charges. If a charging foe misses, they must Body save or be knocked prone. Boost: +1 Defense • +1 m knockback • prone on hit as well as miss.
Ready Cut
5 AP, Attack Strike with precision. If you moved ≥1 m this turn, +1 to hit. Boost: +1 damage • +1 m step • ignore −1 cover.
Disarm Twist
6 AP, Contest Contest vs foe (Melee + Dex). On success, foe disarmed. Boost: +2 to contest • fling weapon further • chain to second foe.
Pommel Strike
5 AP, Attack (Nonlethal) On hit: target suffers −1 AP next turn. Boost: Increase penalty • impose −1 to hit • follow with Ready Cut at −1 AP.
Inside Turn
6 AP, Attack Setup Your next melee this round ignores shield/cover. Boost: +1 to hit • target −1 Defense • step into flanking 1 m.
Tempo Read
4 AP, Focus Study foe. Gain +1 Defense vs them OR foe suffers −1 AP next turn. Boost: Apply both • extend +1 round • affect 2 foes.
Whirl Disarm
7 AP, Contest Attempt to disarm 2 adjacent foes (−1 each). Boost: Remove penalty • add third foe • foes also −1 AP.
Whirl Footwork
5 AP, Mobility During one melee attack, reposition 2 m (no OA). Boost: +1 m per point (max +5) • ignore difficult terrain • pass through 1 occupied square.
Storm of Steel
9 AP, Multi-attack Make 2 melee attacks vs one or two targets. Boost: Add 3rd attack (−2) • +1 damage to all • split movement 1 m between swings.
🌳 Glade Druid — Forestcaller 9
Glade Druids are the keepers of the forests and gardens of Gaia. They draw on the living power of trees, roots, and blossoms to protect allies, heal wounds, and bind enemies. Their visible sign is the Living Bark Armor — smooth, vine-laced bark that grows over their bodies in times of need.
MR0 — XP · Path Initiation · Gain Minor Greensense (detect plants/roots nearby). Learn Barkskin + 1 Tier I plant spell.
MR1 1 XP · Unlock Tier II–III · Living Bark Armor I (+2 Armor while sustained).
MR2 2 XP · Unlock Tier IV · Rootstride — move freely through natural difficult terrain.
MR3 3 XP · Unlock Tier V · Shelter Growth — once/scene, instantly raise a sapling shelter (cover +2 Defense).
MR4 5 XP · Unlock Tier VI · Living Bark Armor II (+4 Armor, resist 2 vs blunt/pierce).
MR5 5 XP · Unlock Tier VI/Capstone · Grove Authority — double radius/duration of plant zones. Once/scene sustain 1 plant effect at 0 Mana.
Living Bark Armor Ability
Type: Sustained, 5–9 Mana/round depending on level.
L1 (MR1): +2 Armor. Armor regrows minor damage out of combat.
L2 (MR4): +4 Armor, resist 2 vs blunt/pierce, vines deflect one small projectile/round.
Rootstride Ability
Passive (MR2).
Move through forest/jungle/swamp terrain without penalty. Gain +2 Stealth in dense vegetation.
Unique Powers & Spells (Glade)
Thorn Lash Min/Max 2/6 · Range Int × 5 m · AP 7 · Save Reflex (half)
Vine-thorns lash at foe. Damage ⌊Mana/2⌋ pierce, half on save.
Verdant Touch Min/Max 1/5 · Range Touch · AP 6
Heal 1 + ⌊Mana/2⌋ Life or cleanse 1 poison/disease.
Barkskin Min/Max 3/9 · Range Touch · AP 7
Target’s skin hardens like bark: +2 Armor (+3 at 6+ Mana). Duration 1 min.
Entangling Vines Min/Max 4/10 · Range Int × 5 m (2 m radius) · AP 8 · Save Body (partial)
Roots/vines restrain foes in zone. Fail = restrained, Success = slowed.
Blooming Sanctuary Min/Max 5/12 · Range Self (3 m aura) · AP 9
Summon protective flowers and vines. Allies in aura heal 1 Life/round and gain +1 Resist vs poison.
Staff of the Grove (Channel) Min/Max 4/12 · Range Melee (staff) · AP 8 · Save Body (partial)
Your next staff strike this turn channels vines/roots. On hit, deal ⌊Mana/2⌋ + 1 damage and restrain foe. On save: half damage, no restraint.
Seed to Shelter Min/Max 6/15 · Range Int × 10 m · AP 10
Plant a seed that instantly grows into a sapling bulwark. Provides +2 Defense cover for 2 allies. Lasts 1 minute or until destroyed.
Verdant Surge Min/Max 8/16 · Range Int × 10 m (radius 3 m) · AP 11 · Save Body (half)
Roots and plants erupt in a burst, striking foes and healing allies. Enemies: ⌊Mana/2⌋ blunt, restrained on fail. Allies: heal ⌊Mana/3⌋.
Eternal Grove Min/Max 20/40 · Range Scene (Int × 20 m radius) · AP 20 · Save Body (per round)
Summon a massive grove. Allies gain +2 Defense, +2 to saves vs poison/disease, heal 1 Life/round. Enemies inside must Body save each round or be restrained by roots. Lasts ⌊Mana/10⌋ rounds.
🐾 Herder Druid — Beastcaller 9
Herder Druids are bonded to Gaia’s beasts. They summon animal allies, empower companions, and take on aspects of the wild. Their visible sign is Living Hide Armor — supple natural armor resembling hide, fur, or scaled plates, often marked with animal traits.
MR0 — XP · Path Initiation · Gain Minor Beast Sense (detect nearby animals, their mood, and unnatural corruption). Learn Call Companion + 1 Tier I beast spell.
MR1 1 XP · Unlock Tier II–III · Living Hide Armor I (+2 Armor while sustained).
MR2 2 XP · Unlock Tier IV · Bonded Companion — gain 1 permanent animal companion (wolf, hawk, bear, etc.).
MR3 3 XP · Unlock Tier V · Beast Aspect I — assume a minor aspect (claws, fangs, speed, or senses).
MR4 5 XP · Unlock Tier VI · Living Hide Armor II (+4 Armor, resist 2 vs blunt/pierce, +2 vs knockdown).
MR5 5 XP · Unlock Tier VI/Capstone · Pack Authority — sustain 1 beast effect at 0 Mana; summoned beasts gain +2 Attack/Damage. Capstone unlocked.
Living Hide Armor Ability
Type: Sustained, 5–9 Mana/round depending on level.
L1 (MR1): +2 Armor.
L2 (MR4): +4 Armor, resist 2 vs blunt/pierce, +2 vs knockdown.
Bonded Companion Ability
Permanent beast ally gained at MR2.
Stats scale: Life = ½ caster’s Life, Attack = +Wis, Damage = ⌊Mana/3⌋.
Commands: free 2 AP command; otherwise acts to defend summoner.
Can be re-summoned by ritual if slain.
Beast Aspect Ability
MR3+: assume one animal aspect for ⌊Mana⌋ rounds.
Claws/Fangs: natural attack, ⌊Mana/2⌋ + 1 damage.
Speed: +2 m movement.
Senses: +2 to Perception rolls.
At MR5, aspects may be combined (2 at once).
Unique Powers & Spells (Herder)
Beast Empathy Min/Max 1/5 · Range Self/Int × 5 m · AP 6
Soothe, command, or sense nearby beasts. Gain +2 to Handle Animal or Persuade rolls.
Call Beast Min/Max 2/6 · Range Int × 5 m · AP 7
Summon a simple beast (wolf, hawk, etc.) for ⌊Mana⌋ rounds.
Animal Bond Min/Max 3/9 · Range Touch/Int × 5 m · AP 7
Strengthen an ally beast (bonded or summoned). +2 Life, +1 Attack/Damage. Lasts ⌊Mana⌋ rounds.
Aspect of Beast Min/Max 3/9 · Range Self · AP 7
Adopt one beast trait: +2 m move (wolf), +1 Attack (bear claws), +2 Perception (hawk).
Roar of the Wild Min/Max 4/10 · Range 10 m cone · AP 9 · Save Mind (partial)
Roar or howl; enemies must save or be Shaken (−1 AP). Allies gain +1 Attack next round.
Summon Pack Min/Max 5/12 · Range Int × 10 m · AP 9
Summon ⌊Mana/3⌋ beasts (wolves, hawks, hounds). Each: Life ½ caster’s Life, Attack +Wis, Damage 1–2.
Feral Form Min/Max 6/15 · Range Self · AP 10
Transform partially: claws, fangs, senses. Gain +2 Attack, +2 m movement, +2 Perception. Lasts ⌊Mana⌋ rounds.
Alpha’s Command Min/Max 8/16 · Range Int × 10 m (all summoned beasts) · AP 11
Issue a unified command. All your beasts gain +2 Attack and move +2 m this turn.
Stampede of Gaia Min/Max 20/40 · Range Scene (Int × 20 m radius) · AP 20 · Save Body (half)
Summon a spectral stampede (horses, stags, wolves) that tramples the battlefield. Enemies take ⌊Mana/5⌋ blunt damage and must Body save or be knocked prone. Allies gain +2 movement while in the area. Lasts ⌊Mana/10⌋ rounds.
🛡️ Battle Druid — Defender of Gaia 11
Battle Druids are the shield of Gaia. They blend the plant mastery of Glade Druids and the animal might of Herder Druids, requiring at least MR2 in both before walking this path. Their armor manifests as Living Stone-Bark Armor, thickened with veins of green light. In battle, they command forests and beasts alike, standing on the frontline as protectors and champions.
MR0 — XP · Path Initiation · Must know Glade MR2 and Herder MR2. Gain Minor Gaia Sense (feel both plants and beasts in a 20 m radius). Learn Staff Channel + 1 Tier II battle spell.
MR1 1 XP · Unlock Tier III · Living Stone-Bark Armor I (+3 Armor, resist 1 vs blunt/pierce).
MR2 2 XP · Unlock Tier IV · Staff Channel Mastery — channel druidic magic through melee staff attacks.
MR3 3 XP · Unlock Tier V · Rally of Gaia — once/scene, all allies within 5 m heal 1 Life and gain +1 Attack for 1 round.
MR4 5 XP · Unlock Tier VI · Living Stone-Bark Armor II (+5 Armor, resist 3 vs blunt/pierce, +2 vs poison).
MR5 5 XP · Unlock Tier VI/Capstone · Gaian Beast — summon a unique Guardian Beast, an avatar of Gaia’s will, bound only to you.
Living Stone-Bark Armor Ability
Type: Sustained, 6–10 Mana/round depending on level.
L1 (MR1): +3 Armor, resist 1 vs blunt/pierce.
L2 (MR4): +5 Armor, resist 3 vs blunt/pierce, +2 vs poison, visible green veins glowing through cracks.
Staff Channel Ability
At MR2, you may channel druidic spells through staff strikes.
On hit, apply ⌊Mana/2⌋ spell effect in addition to melee damage.
Spells that restrain (roots, vines) apply on hit as if cast.
Gaian Beast (Ability, MR5 Capstone)
Unique summon, bound to you permanently.
Stats: Life = caster Life, Armor 5, Attack +Wis, Damage ⌊Mana/2⌋ + 2 (elemental).
Form: Hybrid (part beast, part forest; can be wolf-bear with bark hide, stag with vine antlers, etc. — chosen at creation).
Aura: Allies within 3 m gain +1 Attack and Resist 1 vs poison.
Evolves with your level; if slain, requires a 24-hour ritual to re-summon.
The Gaian Beast is considered a legendary companion — unlike Herder summons, only 1 may exist, but it is far stronger.
Unique Powers & Spells (Battle Druid)
Beast Communion (Sandworm) Min/Max 5/10 · Range Int × 5 m · AP 9
Empathic rapport with desert sandworms; share intent, pain, and route guidance.
Biofield Ward Min/Max 5/10 · Range Int × 5 m · AP 9
Repels keyed megafauna (e.g., sandworms) from crossing a perimeter without harming humanoids.
Gaia’s Roar Min/Max 5/10 · Range Int × 5 m · AP 9
Allies in aura +1 attack, +1 Defense. Enemies fail: −1 AP next turn.
Gaia’s Staff (Channel) Min/Max 4/10 · Range Melee (staff) · AP 7 · Save Body (partial)
Strike with staff, channeling druidic force. Deals ⌊Mana/2⌋ blunt + 1, and target must save or be rooted in place 1 round.
Gaien Warcall Min/Max 5/10 · Range Int × 5 m · AP 9
Summons/coordinates Gaien beasts to a World Tree battlefront.
Battlefield Roots Min/Max 5/12 · Range Int × 10 m (radius 3 m) · AP 9 · Save Body (half)
Roots erupt from the ground. Enemies take ⌊Mana/2⌋ blunt, and on fail, restrained 1 round.
Staff of the Earth (Channel) Min/Max 10/15 · Range Int × 10 m · AP 11 · Save Reflex (half)
Staff strike adds +Mana damage and throws target 2 m. On save: half, no throw.
Thornburst Min/Max 10/15 · Range Int × 10 m · AP 11 · Save Reflex (half)
Burst radius 2 m of thorns. Fail: ⌊Mana/2⌋ +1 damage + bleed 1. Success: half, no bleed.
Call of the Pack & Grove Min/Max 6/15 · Range Int × 10 m · AP 10
Summon 1 beast (wolf, bear, stag) AND a small grove (sapling cover +1 Defense).
Gaia’s Rally Min/Max 8/16 · Range Self (aura 5 m) · AP 11
Emit a druidic cry. Allies heal 1 Life, gain +1 Attack, +2 vs poison for ⌊Mana/2⌋ rounds.
Summon Gaian Beast Min/Max 20/40 · Range Self (aura 5 m) · AP 20
Summon your unique Gaian Beast, an avatar of Gaia. Life = caster Life, Armor 5, Resist 3 vs poison. Attack +Wis, Damage ⌊Mana/2⌋ + 2 (elemental of choice: fire, ice, lightning, or nature). Aura: Allies in 5 m gain +1 Attack, +1 Defense, +1 Resist vs poison/disease. Lasts ⌊Mana/10⌋ rounds or until dismissed.
🌑 Shadowmancer — Umbral Adept 17
Shadowmancers reshape the darkness around them, forging blades, wings, and shields from living shadow. They are among the most common magical paths — many Guardians dabble in their early tiers to gain access to Umbral Blades or Shadow Cloaks before pursuing other disciplines. At high mastery, Shadowmancers dominate the battlefield with shadows that obscure, pierce, and transport them across space.
MR0 — XP · Path Initiation · Gain Minor Umbrasense (detect shadows/concealment in 5 m). Learn Umbral Blade + 1 Tier I shadow spell.
MR1 1 XP · Unlock Tier II–III · Shadow Cloak (sustain concealment −2).
MR2 2 XP · Unlock Tier IV · Living Shadows — summon spikes/walls of shadow as barriers or attacks.
MR3 3 XP · Unlock Tier V · Shadow Wings — sprout wings, glide, +2 m movement.
MR4 5 XP · Unlock Tier VI · Umbral Fortress — once/scene, conjure full shadow shield (−5 vs ranged, blocks LoS).
MR5 5 XP · Unlock Tier VI/Capstone · Shadow Jump — teleport from shadow to shadow in line of sight. Capstone unlocked.
Umbral Blade Ability
Type: Sustained weapon, 5 Mana/round.
Conjure a melee blade of shadow (counts as Swordbound, requires Guardian Swordsman MR1+).
Attack = caster’s Melee + Int, Damage = ⌊Mana/2⌋ + 1.
Can dual-wield (requires 2× sustain cost).
Shadow Cloak (Ability, MR1)
Type: Sustained, 4 Mana/round.
Gain concealment (−2 vs attacks).
Ends if you enter full light; partial light = halve effect.
Shadow Jump (Ability, MR5 Capstone)
Type: Action, 8 AP.
Teleport between two shadows in line of sight within Int × 10 m.
If destination shadow is contested (magical light, wards), must roll Int save DC 15 or fail.
Unique Powers & Spells (Shadowmancer)
Umbral Blade Min/Max 2/6 · Range Self (melee) · AP 6
Summon a sword of shadow, usable as melee weapon.
Umbral Shield Min/Max 2/6 · Range Self · AP 6
Conjure a floating shadow shield. +2 Defense vs one arc.
Dark Shroud Min/Max 4/10 · Range Int × 10 m (radius 3 m) · AP 8
Blanket an area in shadow. All inside gain concealment (−2 vs attacks).
Plane-Sight: Shadow Min/Max 5/10 · Range Int × 5 m · AP 9
Perceives entities phased in the shadow realm and tracks their movement.
Sense Shadow Imprints Min/Max 5/10 · Range Int × 5 m · AP 9
Detects beacons and trackers hidden in the shadow plane and bound to objects.
Shadow Animation Min/Max 5/10 · Range Int × 5 m · AP 9
Binds shadow to corpses, creating agile ‘shadow zombies’ under remote control.
Shadow Spike Min/Max 5/10 · Range Int × 5 m · AP 9 · Save Reflex (half)
Launch near-silent spikes of darkness.
Shadow Spikes Min/Max 4/10 · Range Int × 10 m (line) · AP 8 · Save Reflex (half)
Spikes of shadow erupt from ground. Damage = ⌊Mana/2⌋ pierce.
Shadow-Plane Perception Min/Max 5/10 · Range Int × 5 m · AP 9
Caster senses across terrain by riding the shadow-web; excellent for night sentry work.
Shadow Bind Min/Max 5/12 · Range Int × 5 m · AP 9 · Save Body (negates)
Shadows wrap around target’s limbs. On fail = restrained. On success = slowed −2 m.
Shadow Door Min/Max 10/15 · Range Int × 10 m · AP 11
Open an oval portal of darkness for short transits.
Shadow Zombies Min/Max 10/15 · Range Int × 10 m · AP 11 · Save Mind (negates)
Command or conjure shadow-touched dead as shock troops.
Umbral Volley Min/Max 6/12 · Range Int × 10 m · AP 9 · Save Reflex (half)
Fire 3 bolts of condensed shadow at up to 3 targets. Each bolt deals ⌊Mana/3⌋ damage.
Umbral Wings Min/Max 10/15 · Range Int × 10 m · AP 11
Shape shadows into wings for rapid retreats.
Living Shadows Min/Max 6/15 · Range Int × 10 m (line or wall) · AP 10 · Save Reflex (partial)
Raise walls/spikes of solid shadow. Blocks LoS and deals ⌊Mana/3⌋ damage to those in its path.
Shadow Wings Min/Max 8/16 · Range Self · AP 11
Sprout wings of shadow. Gain +2 m movement, glide over terrain, and once/round negate fall damage.
Umbral Rift Min/Max 20/40 · Range Scene (Int × 20 m radius) · AP 20 · Save Reflex (per round)
Unleash a storm of shadows, blotting out the battlefield. All light sources dim; enemies suffer concealment penalties (−3 to hit), and each round ⌊Mana/5⌋ shadow bolts strike random foes (Reflex halves).
🩻 Body Mage — Fleshshaper 13
Body Mages turn their own flesh into their weapon. They enhance muscle, grow claws or scales, and infuse their body with elemental energy. Their resilience makes them terrifying duelists. They cannot heal others — their power is purely selfish — but they regenerate wounds, resist psychic force, and strike with monstrous precision.
MR0 — XP · Path Initiation · Gain Minor Somatic Sense (detect poisons, disease, physical strain in self). Learn Muscle Surge + 1 Tier I body spell.
MR1 1 XP · Unlock Tier II–III · Flesh Harden I (+1 Armor, +2 vs push/knockdown).
MR2 2 XP · Unlock Tier IV · Rapid Regeneration I — once/scene heal ⌊Sta/2⌋ Life instantly.
MR3 3 XP · Unlock Tier V · Elemental Infusion I — channel Fire/Ice/Lightning into natural weapons.
MR4 5 XP · Unlock Tier VI · Flesh Harden II (+3 Armor, resist 2 vs poison/disease, +2 vs blunt).
MR5 5 XP · Unlock Tier VI/Capstone · Chimera Form — unleash full transformation (wings, claws, regeneration, elemental aura).
Flesh Harden Ability
Sustained, 5–8 Mana/round.
L1 (MR1): +1 Armor, +2 vs push/knockdown.
L2 (MR4): +3 Armor, resist 2 vs poison/disease, +2 vs blunt.
Rapid Regeneration (Ability, MR2)
Once/scene, heal ⌊Sta/2⌋ Life instantly.
At MR4, usable twice/scene.
Chimera Form (Ability, MR5 Capstone)
Sustained, 12 Mana/round.
Gain wings (fly/glide), claws (⟂Mana/2 + 2 damage), +4 Armor, regen 2 Life/round, aura of chosen element (Fire = burns adjacent, Ice = slows, Lightning = shocks attackers).
Lasts until Mana is dropped or caster is incapacitated.
Unique Powers & Spells (Body Mage)
Claws of Flesh Min/Max 2/6 · Range Self · AP 6
Grow claws. Attack = Melee + Dex, Damage ⌊Mana/2⌋ slash.
Muscle Surge Min/Max 2/6 · Range Self · AP 6
Temporarily bulk muscles. +2 to Str-based rolls, +1 damage melee for ⌊Mana⌋ rounds.
Bestial Leap Min/Max 3/9 · Range Self · AP 7 · Save Reflex (negates stagger)
Leap Int × 2 m. If landing on a foe, deal ⌊Mana/2⌋ + 1 blunt, target Reflex save or stagger −1 AP.
Dragon’s Unmasking Palm Min/Max 5/10 · Range Int × 5 m · AP 9 · Save Mind (negates)
Contact ripple that strips glamours, mimetics, and active tech-wards; reveals true form; temporarily bricks trinkets.
Hardened Limbs Min/Max 5/10 · Range Int × 5 m · AP 9 · Save Reflex (half)
Reinforce legs and arms for devastating impact strikes.
Hardened Skin Min/Max 3/9 · Range Self · AP 7
Skin hardens to scales or chitin. +2 Armor, lasts ⌊Mana⌋ rounds.
Adrenaline Rush Min/Max 5/12 · Range Self · AP 9
Flood body with power. +1 AP next round, +2 Attack, +2 Defense. Lasts ⌊Mana/2⌋ rounds.
Bone Spikes Min/Max 5/12 · Range Self/Int × 5 m (cone 2 m) · AP 9 · Save Reflex (half)
Eject bone shards. Damage ⌊Mana/3⌋ pierce.
Fleshcraft: Weaponize Limb Min/Max 10/15 · Range Int × 10 m · AP 11
Transmute hands/forearms into functional weapons or tools; duration concentration.
Keratin Volley Min/Max 10/15 · Range Int × 10 m · AP 11
Extend nails to hardened blades and fire them as razor projectiles; regrows over time.
Nail Darts Min/Max 10/15 · Range Int × 10 m · AP 11 · Save Reflex (half)
Grow elongated hardened claws and launch them as blades.
Elemental Infusion Min/Max 8/16 · Range Self · AP 11
Channel Fire/Ice/Lightning through claws/fists. Attacks gain +⌊Mana/3⌋ elemental damage.
Chimera Form Min/Max 20/40 · Range Self · AP 20
Unleash full transformation. +4 Armor, Regen 2 Life/round, wings for flight, claws/fangs (⌊Mana/2⌋ + 2). Choose one Elemental Aura: Fire (burns adjacent), Ice (slows adjacent −2 m), Lightning (attackers take 1 damage on hit).
🧬 Shaper — Fleshforger 12
Shapers specialize in altering the bodies of others. They empower thralls, modify allies with unnatural strength, or warp foes into twisted forms. Unlike Body Mages, they cannot reshape themselves beyond the most basic protections. Instead, they act as battlefield commanders, surrounding themselves with mutated servants and shifting the balance of combat through terrifying bio-sorcery.
MR0 — XP · Path Initiation · Gain Minor Biocraft Sense (detect corruption, mutations in others). Learn Thrall Bond + 1 Tier I Shaper spell.
MR1 1 XP · Unlock Tier II–III · Living Thrall I — control 1 Thrall (basic modifications).
MR2 2 XP · Unlock Tier IV · Mass Modification — once/scene, affect 2 allies/thralls with a single spell.
MR3 3 XP · Unlock Tier V · Living Thrall II — control 2 Thralls; choose permanent modifications.
MR4 5 XP · Unlock Tier VI · Overmutation — once/scene, push a modification spell +5 Mana beyond max (risk of backlash).
MR5 5 XP · Unlock Tier VI/Capstone · Flesh Legion — sustain one modification effect at 0 Mana; command 3 permanent Thralls. Capstone unlocked.
Thrall Bond Ability
At MR0, you may claim a willing or subdued creature as a Thrall.
Thralls obey commands (contested by Body save if unwilling).
Each Thrall requires sustained Mana to maintain.
MR1: 1 Thrall, MR3: 2 Thralls, MR5: 3 Thralls.
Living Thralls Ability
Thralls gain modifications via Shaper spells.
Permanent modifications are chosen at MR3+.
Examples: claws, armor plates, enhanced speed, poison sacs.
Mass Modification (Ability, MR2)
Once/scene, cast a Shaper spell on 2 targets (allies/thralls) at the same time.
Flesh Legion (Ability, MR5 Capstone)
You may sustain 1 modification at 0 Mana.
Control 3 permanent Thralls simultaneously.
Thralls count as elite NPC allies under GM control, guided by your commands.
Unique Powers & Spells (Shaper)
Graft Claws Min/Max 2/6 · Range Touch · AP 6
Target grows bestial claws (Attack = Melee + Dex, Damage ⌊Mana/2⌋).
Reinforce Muscle Min/Max 2/6 · Range Touch · AP 6
Target gains +2 to Str-based rolls and +1 melee damage for ⌊Mana⌋ rounds.
Ammunition Imbue Min/Max 5/10 · Range Int × 5 m · AP 9 · Save Reflex (half)
Boost mundane shots; impacts become miniature fireballs.
Ammunition Overcharge Min/Max 5/10 · Range Int × 5 m · AP 9 · Save Reflex (half)
Imbue shots with explosive firebursts (1 m splash).
Bone Spur Hands Min/Max 4/10 · Range Touch · AP 7
Target’s forearms sprout bone blades. Attack = Melee + Str, Damage ⌊Mana/2⌋ slash.
Chitin Armor Min/Max 3/9 · Range Touch · AP 7
Target’s skin hardens into plates. +2 Armor for ⌊Mana⌋ rounds.
Beast Eyes Min/Max 4/10 · Range Touch · AP 9
Target’s senses sharpen. Gain +2 Perception, darkvision, +2 to ranged accuracy.
Extra Limb Min/Max 5/12 · Range Touch · AP 9 · Save Body (negates if unwilling)
Target grows an extra functional limb (arm or tentacle). Grants +1 AP each round for ⌊Mana/3⌋ rounds.
Weapon Flesh Min/Max 10/15 · Range Int × 10 m · AP 11
Reshape hands into weapons on demand.
Winged Growth Min/Max 6/15 · Range Touch · AP 10
Target grows functional wings. Gain +3 m movement, glide, negate fall damage.
Overmutation Min/Max 8/16 · Range Touch · AP 11 · Save Body (negates if unwilling)
Twist a target’s body violently. Ally: gains +2 Attack, +2 Damage for ⌊Mana/2⌋ rounds. Enemy: takes ⌊Mana/3⌋ damage and suffers −1 AP.
Flesh Legion Min/Max 20/40 · Range Scene · AP 20
Command a squad of 3 permanent Thralls (elite NPCs, GM-statted). Each Thrall: Life = ¾ caster’s Life, Armor 3, Attack +Wis, Damage ⌊Mana/3⌋ + 2.
☠️ Necromancer — Deathbinder 12
Necromancers command the forces of death and decay. They raise skeletons, bind souls, and drain life. While feared, this path is common among Guardians seeking forbidden strength. Some blend it with Swamp or Shadow for corruption, while others wield it as a cold, clinical tool.
MR0 — XP · Path Initiation · Gain Minor Deathsense (feel corpses/undead in 20 m). Learn Bone Spike + 1 Tier I necro spell.
MR1 1 XP · Unlock Tier II–III · Raise Skeletons (sustain 1d2 skeletal minions).
MR2 2 XP · Unlock Tier IV · Life Drain — once/scene, heal ⌊Mana/2⌋ by draining a foe.
MR3 3 XP · Unlock Tier V · Command Undead — contest vs Mind save to control free undead.
MR4 5 XP · Unlock Tier VI · Grave Mastery — your skeletons/zombies gain +2 Attack/Damage, +2 Armor.
MR5 5 XP · Unlock Tier VI/Capstone · Death Army — summon a horde of undead, sustain 1 effect at 0 Mana. Capstone unlocked.
Bone Spike Min/Max 2/6 · Range Int × 5 m · AP 6 · Save Reflex (half)
Hurl a sharpened bone. Damage ⌊Mana/2⌋ pierce.
Corpse Whisper Min/Max 1/5 · Range Touch · AP 6
Read echoes from a corpse. Learn 1 memory/emotion.
Animum Parasiti Mortuis Veritatem Min/Max 5/10 · Range Int × 5 m · AP 9
Black Thread of the Maker (One-Shot Trace) Min/Max 5/10 · Range Int × 5 m · AP 9
Eldar Sanction Min/Max 5/10 · Range Int × 5 m · AP 9
Rare binary omen authorizing immediate, unquestioned mobilization.
Raise Dead Min/Max 5/10 · Range Int × 5 m · AP 9 · Save Mind (negates)
Reanimate one fresh corpse as a shambling undead under your command for 1 minute per Mana invested. Limited commands (attack, guard, follow).
Raise Skeletons Min/Max 3/9 · Range Touch (corpse or bones) · AP 8
Reanimate a skeleton under your control. Life = caster Life ÷ 3, Attack +Int.
Withering Touch Min/Max 3/9 · Range Melee · AP 7 · Save Body (half)
Touch decays flesh. Damage ⌊Mana/2⌋ necrotic.
Bone Armor Min/Max 5/12 · Range Self · AP 9
Wrap yourself in bones. +2 Armor, resist 2 vs piercing. Lasts ⌊Mana⌋ rounds.
Soul Bind Min/Max 5/12 · Range Int × 10 m · AP 9 · Save Mind (negates)
Target undead must obey your commands. On fail: bound for ⌊Mana⌋ rounds.
Grave Rot Min/Max 8/16 · Range Int × 10 m (radius 3 m) · AP 11 · Save Body (half)
Zone of rot/disease. Enemies take ⌊Mana/3⌋ necrotic each round, Body save halves.
Death Army Min/Max 20/40 · Range Scene (Int × 20 m radius) · AP 20
Summon a legion of undead (10–20 skeletons/zombies). Acts as a swarm: Attack +Wis, Damage ⌊Mana/5⌋. Enemies in the zone must Body save or be Shaken (−1 AP). Lasts ⌊Mana/10⌋ rounds.
🔊 Sonic Mage — Resonant Adept 12
Sonic Mages wield the power of sound and vibration. They shatter stone with resonance, stun enemies with thunderous blasts, and carry voices across vast distances. Their spells can heal morale or break minds, making them disruptive battlefield controllers and effective communicators.
MR0 — XP · Access Basics & Tier II · Keen Ear — you place any sound within Str × 10 m exactly, and hear through one wall. Learn 1 Tier II Sonic effect.
MR1 1 XP · Unlock Tier II–III · Carrying Voice — your speech is heard clearly at Str × 20 m and cannot be drowned out.
MR2 2 XP · Unlock Tier IV · Resonant Body I — as a sustained ability, your flesh rings with your workings: Resist 2 vs sonic and concussive.
MR3 3 XP · Unlock Tier V · Shatterpitch — once/scene, when you strike an object with a Sonic effect, treat its hardness as one step lower.
MR4 5 XP · Unlock Tier VI · Resonant Body II — while active, Resist 4 vs sonic and concussive, and you are immune to deafening.
MR5 5 XP · Capstone (Tier VI) · Sonic Authority — your Sonic zones double in radius, and you may sustain one Sonic effect at no upkeep.
Boom Min/Max 2/6 · Range Int × 5 m (radius 1 m) · AP 6 · Save Body (half)
A sharp concussive sound. Deals ⌊Mana/2⌋ blunt; creatures in radius must save or be Shaken (−1 AP).
Whisper Min/Max 1/5 · Range Int × 100 m · AP 6
Carry your voice to one target, bypassing obstacles.
Harmonic Shield Min/Max 3/9 · Range Self/Ally 5 m · AP 8
Sonic field around target. +2 Defense for ⌊Mana⌋ rounds.
Resonance Pulse Min/Max 5/10 · Range Int × 5 m · AP 9 · Save Reflex (half)
A directed shockwave of sound. Creatures in the cone must save or be staggered (−1 AP) and deafened 1 round.
Resonant Shatter Min/Max 4/10 · Range Int × 10 m (object or foe) · AP 8 · Save Body (half)
Target object vibrates and breaks; creatures take ⌊Mana/2⌋ blunt.
Sonic School (Sound) Min/Max 5/10 · Range Int × 5 m · AP 9
Sonic boom; stun 1 round in path; may shatter delicate glass.
Disrupting Chord Min/Max 5/12 · Range Int × 10 m (cone 3 m) · AP 9 · Save Mind (partial)
A harmonic chord scrambles thoughts. Enemies must save or suffer −1 AP and disadvantage on next attack.
Echo Pulse Min/Max 4/12 · Range Self (radius 5 m) · AP 9 · Save Reflex (half)
Pulse of sound. Enemies in radius take ⌊Mana/3⌋ damage, loose objects shaken.
Sonic Shatter Min/Max 10/15 · Range Int × 10 m · AP 11 · Save Reflex (half)
Focused sound blast that fractures brittle objects (glass, crystal, bone). On creatures: 2 Life damage and Stamina save or drop held objects.
Sonic Step Min/Max 6/15 · Range Self · AP 10
Your movement resonates. Move +3 m for ⌊Mana⌋ rounds; ignore difficult terrain.
Voice of Command Min/Max 8/16 · Range Int × 10 m (radius 3 m) · AP 11 · Save Mind (partial)
Issue a resonant command. Allies: gain +1 AP. Enemies: Mind save or lose 1 AP.
Resonant Cataclysm Min/Max 20/40 · Range Scene (Int × 20 m radius) · AP 20 · Save Body
+ Mind (per round) The battlefield vibrates in a catastrophic sonic storm. Enemies take ⌊Mana/5⌋ blunt each round. Body save halves damage; Mind save avoids being Stunned (−2 AP). Structures shake and collapse; fragile items destroyed.
⏳ Time/Space Mage — Chronomancer 33
Time/Space Mages bend the rules of reality. They step between moments, fold space to displace enemies, and accelerate allies into impossible speed. Their spells rarely kill outright, but they dictate where and when the battle happens.
MR0 — XP · Path Initiation · Gain Minor Chronosense (feel ripples in time/space nearby). Learn Fold Step + 1 Tier I chrono spell.
MR1 1 XP · Unlock Tier II–III · Temporal Reflex — once/scene, reroll 1 Reflex save.
MR2 2 XP · Unlock Tier IV · Spatial Shift — once/scene, swap positions with an ally within Int × 10 m.
MR3 3 XP · Unlock Tier V · Acceleration Field — once/scene, grant an ally +1 AP and +2 m speed for ⌊Mana/2⌋ rounds.
MR4 5 XP · Unlock Tier VI · Temporal Anchor — once/scene, mark an ally; at any time, revert them to that position & state (undo HP lost in last 1 round).
MR5 5 XP · Unlock Tier VI/Capstone · Reality Authority — your zones double. Unlock Collapse of Time.
Time Flicker Min/Max 1/5 · Range Self · AP 6
Act slightly ahead of time. +1 Defense, +1 Reflex saves for ⌊Mana⌋ rounds.
Blink Min/Max 5/10 · Range Int × 5 m · AP 9
Instantly teleport to any visible unoccupied square within 10 m. Line of sight required.
Branch-Sense Min/Max 5/10 · Range Int × 5 m · AP 9
Reads near-term branch futures in a scene. Grants predictive cues (positioning/driving/swordplay) and warns of time-break onset. On success, user may nudge a declared action to an adjacent higher-odds branch (GM-bounded).
Demon-Queen binding ritual Min/Max 5/10 · Range Int × 5 m · AP 9
The hag blood-ritual that binds a Demon Queen (skull-pile hexagon + blood bowl + hair-wrapped figurine). Absent as a catalogued ritual.
Eversor control/indoctrination spell Min/Max 5/10 · Range Int × 5 m · AP 9 · Save Mind (negates)
The Eversor control/'indoctrination' spell: magically conditions Eversors from birth (commanders = living gods; resistance to psychic/mind manipulation). Null-magic dissolves it. Reframes Eversors as controlled humans. Uncatalogued mechanic.
Grav Vector Swipe Min/Max 5/10 · Range Int × 5 m · AP 9
Momentarily reorient a target’s personal gravity to slam or pin.
Path-Sealing Veil Min/Max 5/10 · Range Int × 5 m · AP 9
Locks routes/doors/ways in a wide sphere; disrupts portals and narrows pathfinding to approved vectors.
Possibility Sight Min/Max 5/10 · Range Int × 5 m · AP 9
Momentarily views branching outcomes to select the safest/highest-value action.
Quantum Bulwark Min/Max 5/10 · Range Int × 5 m · AP 9
Crossing the bubble grants 3–6h resistance to probability manipulation (Eversor warp-shear).
Quantum Shield Bubble Min/Max 5/10 · Range Int × 5 m · AP 9 · Save Body (partial)
Entities passing through gain temporary protection against probability manipulation (3–6 hours). Enables safe ingress/egress across Eversor probability fields.
Quantum Stabilization Pulse Min/Max 5/10 · Range Int × 5 m · AP 9
Radiant sphere that rebalances local probability space, restoring ‘good’ pathways when time begins to break.
Rupture Snare (Ship Arrestor) Min/Max 5/10 · Range Int × 5 m · AP 9
Seizes the jump/propulsion vectors of a craft and forces a deadfall landing.
Set Anchor Min/Max 5/10 · Range Int × 5 m · AP 9
Lay a hand on stone, earth or worked masonry and fix a spatial anchor in it. For ⌊Mana⌋ hours the anchor is a valid destination for your own gates and folds, and grants +2 to Control on Bind and Planar checks made within 3 m of it (stacking with the Core Rule Book's Anchor Circles).
Short Fold (Blink) Min/Max 5/10 · Range Int × 5 m · AP 9
Instantly relocate within sight by folding distance; subject to regional anti-teleport wards.
Spatial Push/Pull Min/Max 3/9 · Range Int × 10 m · AP 8 · Save Body (negates)
Target is shoved or pulled ⌊Mana/2⌋ m.
Stasis Lattice Min/Max 5/10 · Range Int × 5 m · AP 9
Pins targets in a suspended neural stillness; prevents escape and remote triggers.
Stutter Step Min/Max 3/9 · Range Self · AP 7
Your body phases slightly. Gain +2 to Dodge rolls, +1 Defense vs ranged. Lasts ⌊Mana/2⌋ rounds.
Vector Reroute Min/Max 5/10 · Range Int × 5 m · AP 9
Intercepts incoming energy streams and bends their momentum into a new trajectory or target.
Anchor Min/Max 10/15 · Range Int × 10 m · AP 11
Fix a creature to its location in space. While anchored, forced movement effects are negated. Lasts 1 round per Mana.
Echo Strike Min/Max 5/12 · Range Self · AP 9
You strike twice across moments. Your next attack repeats automatically (2 hits).
Eventide Ring (Sixteen Singularities) Min/Max 10/15 · Range Int × 10 m · AP 11
Deploys up to 16 anchored gravity nodes forming a containment ring that drags, pins, and shreds intruders crossing the perimeter; terrain deforms toward nodes. Lasts 3 minutes or until dismissed.
Local Breach (Portal) Min/Max 10/15 · Range Int × 10 m · AP 11
Opens an oval gate between two nearby enclosed spaces; briefly visible to non-casters.
Rupture Gate Min/Max 10/15 · Range Int × 10 m · AP 11 · Save Reflex (half)
Opens a stabilized fracture in space for instant transit of VIPs or strike teams.
Time Breaking Min/Max 10/15 · Range Int × 10 m · AP 10 · Save Mind (negates)
Break the flow of time across a zone. Radius is set entirely by investment — ⌊Mana⌋ m. Every creature inside that fails the save is out of step with the moment and takes a penalty to all dice rolls while it remains in the field. The penalty is set by the tier at which the spell is known: **Tier III −2, Tier IV −3, Tier V −4.** A creature may re-save on entering the field again, but not while it remains inside. The field itself persists ⌊Mana/2⌋ rounds.
Time Slow Min/Max 5/12 · Range Int × 10 m (1 foe) · AP 9 · Save Mind (negates)
Target’s time dilates. Foe suffers −1 AP/round, −2 m movement for ⌊Mana⌋ rounds.
Gravity Crush Min/Max 15/20 · Range Int × 15 m · AP 11 · Save Body (partial)
Crushing weight settles on one target. On fail: ⌊Mana/2⌋ bludgeoning damage that ignores Armour, and the target is Prone and Immobile for 1 round. On success: half damage, Slowed.
Gravity Well Min/Max 15/20 · Range Int × 15 m · AP 13
Create a 3 m radius field of heavy gravity. Creatures inside move at half speed and suffer −2 to jump/flight.
Spatial Hurl Min/Max 15/20 · Range Int × 15 m · AP 11 · Save Reflex (half)
Seize up to ⌊Mana/3⌋ creatures or objects and throw them through folded space to a point you can see within range. Each takes ⌊Mana/3⌋ impact damage; anything they land on takes the same.
Spatial Wall Min/Max 6/15 · Range Int × 10 m (line) · AP 10
Fold space into a barrier. Provides +3 cover; enemies crossing must Reflex save or lose −1 AP.
Acceleration Field Min/Max 8/16 · Range Int × 10 m (radius 3 m) · AP 11
Allies in zone gain +1 AP, +2 movement. Lasts ⌊Mana/2⌋ rounds.
Teleport Ward Min/Max 20/25 · Range Int × 20 m · AP 14
Seal a structure or zone of ⌊Mana⌋ × 5 m against arrival by teleport, gate or fold. You name up to ⌊Wis/2⌋ creatures who may still translocate freely inside it — the ward refuses everyone else. Departure is not blocked unless the Sealed Egress enhancement is taken.
Collapse of Time Min/Max 20/40 · Range Scene (Int × 20 m radius) · AP 20 · Save Mind
+ Body (per round) The battlefield distorts: Enemies must roll Mind save each round or lose 1 AP. Body save or be pushed ⌊Mana/5⌋ m in a random direction. All movement halved; allies gain +2 Defense while inside. Lasts ⌊Mana/10⌋ rounds.
Reality Fracture Min/Max 20/40 · Range Int × 20 m · AP 20 · Save Mind (negates)
Begin shredding the space around one creature. Each round it remains, the target takes ⌊Mana/4⌋ damage that no Armour or Resist reduces, and the forces of multiple dimensions pull at it — it cannot move, teleport or be teleported. A target that fails three consecutive saves is enveloped and removed from play until freed from outside.
💚 Healer — Lifeweaver 12
Healers channel Gaia’s life-force into others. They mend wounds, purge poison, and uplift spirits. Unlike druids, who heal as part of their balance with nature, Healers are fully devoted to restoration. They cannot match the destructive might of Elementalists, but they ensure their allies rise again and again. At the highest levels, a Healer can even restore lost limbs or call a soul back from death.
MR0 — XP · Path Initiation · Gain Minor Lifesense (feel wounds, illness, or vitality nearby). Learn Lesser Heal + 1 Tier I healing spell.
MR1 1 XP · Unlock Tier II–III · Purify — once/scene, cleanse 1 poison or disease from an ally.
MR2 2 XP · Unlock Tier IV · Group Heal — once/scene, heal 2 allies with one spell.
MR3 3 XP · Unlock Tier V · Restoration — may regrow minor limbs, cure blindness, deafness, paralysis.
MR4 5 XP · Unlock Tier VI · Greater Purify — cleanse curses, magical corruption, psychic afflictions.
MR5 5 XP · Unlock Tier VI/Capstone · Resurrection — once/scene, attempt to restore a fallen ally to life (see spell).
Heal Min/Max 1/3 · Range Int × 2 m · AP 7
Restore 1d4 + Wis Life to a target.
Lesser Heal Min/Max 1/5 · Range Touch/Int × 5 m · AP 6
Heal 1 + ⌊Mana/2⌋ Life.
Soothing Light Min/Max 2/6 · Range 3 m aura · AP 6
All allies in aura gain +1 Defense until your next turn.
Heal Wounds Min/Max 3/9 · Range Int × 5 m · AP 8
Heal ⌊Mana/2⌋ + 1 Life.
Healing Ward Min/Max 3/9 · Range Int × 10 m (zone 2 m) · AP 8
Zone of restorative energy. Allies heal 1 Life each round inside.
Radiant Cleanse Min/Max 5/10 · Range Int × 5 m · AP 9
Brief blue radiance washes the caster, removing grime, sweat, and odors; minor refresh to focus.
Bolster Spirit Min/Max 4/10 · Range 10 m cone · AP 9
Inspire allies. +1 AP next round, +2 vs Mind saves.
Greater Heal Min/Max 10/15 · Range Int × 10 m · AP 11
Restore 2d6 + Wis Life.
Purifying Touch Min/Max 5/12 · Range Touch · AP 9
Cleanse poison, disease, or paralysis. Target also heals 2 Life.
Restorative Flow Min/Max 6/15 · Range Int × 10 m · AP 10
Channel a stream of healing. Heal ⌊Mana/2⌋ + 2 Life.
Greater Restoration Min/Max 8/16 · Range Touch · AP 11
Regrow lost limbs, cure blindness, deafness, or paralysis. Heal 5 Life.
Resurrection Min/Max 20/40 · Range Touch · AP 20 · Save Soul
’s Choice Restore an ally who died within last ⌊Mana⌋ minutes. Ally returns with ⌊Mana/5⌋ Life. If unwilling or soul absent, resurrection fails. After casting, caster is Exhausted (−2 AP, −2 Defense).
🧠 Common Psychic Path — Foundations 11
All psychics begin with the same foundations: shielding the mind, sensing emotions, projecting basic thoughts, and defending against intrusion. This common path only advances to MR2; afterwards, the psychic must specialize (Telepathy, Empath, Telekinesis, etc.). Despite its short range, it gives essential attack and defense options so that even novice psychics can contribute in combat.
MR0 — XP · Initiation · Gain Minor Mindsense (detect nearby conscious minds). Learn Psychic Shield + 1 other Tier I power.
MR1 1 XP · Unlock Tier I–II · Empathic Sense — read surface emotions. Unlock Mind Jolt (basic psychic attack).
MR2 2 XP · Unlock Tier II–III · Basic Projection — project thoughts/emotions into another’s mind. Unlock Mental Deflect (reaction defense). Progression ends here.
Mind Jolt Min/Max 2/6 · Range Int × 5 m · AP 6 · Save Mind (half)
Blast target’s mind with psychic force. Damage = ⌊Mana/2⌋ psychic. On fail: target staggered −1 AP this round.
Mind Whisper Min/Max 1/5 · Range Int × 10 m · AP 6
Send a one-way thought to a target.
Psychic Shield Min/Max 1/5 · Range Self · AP 6
Create a mental barrier. +2 vs Mind saves for ⌊Mana⌋ rounds.
Calm Emotion Min/Max 3/9 · Range Int × 5 m (cone 3 m) · AP 8 · Save Mind (partial)
Project calm. Fail = target loses hostile intent for ⌊Mana/2⌋ rounds. Success = −1 AP.
Empathic Boon Min/Max 5/10 · Range Wis × 5 m · AP 9 · Save Mind (negates)
Buff ally with +2 attack, +2 Defense, +1 AP, or temp Life. Cleanses fear/panic.
Mental Deflect Min/Max 3/9 · Range Self · AP 8 · Save Mind (attacker)
Reflexive psychic defense. Gain +2 Defense until start of next turn. If attacker fails Mind save: attack misses outright.
Mental Push Min/Max 3/9 · Range Int × 5 m · AP 7 · Save Mind (negates)
Shove a thought/urge into target’s mind (“drop it,” “run”). Fail = lose 1 AP following command.
Mind Blade Min/Max 5/10 · Range Wis × 5 m · AP 9 · Save Mind (negates)
Launch blade along tether; counts as melee; returns.
Mind Shroud Min/Max 5/10 · Range Wis × 5 m · AP 9 · Save Mind (negates)
Cloak vs thought-reading. Readers must save at −2.
Healing Counter Min/Max 10/15 · Range Wis × 10 m · AP 11 · Save Reflex (half)
Trigger: ally damaged. Heal ⌊Mana/3⌋+1 instantly.
Psychic Aegis (Team Shield) Min/Max 10/15 · Range Wis × 10 m · AP 11
Aura disperses beams/rays 3 m away; shared soak vs energy = 2 × invested. Multiple psychics can contribute. Maintain by committing Psychic.
🧩 Telepathy — Mindbinder 19
Telepaths reach into the thoughts of others. Some focus on silent communication, others on extracting secrets, and others on outright domination. Each telepathic discipline is a choice — at every mastery tier, the psychic picks one ability, and may later expand breadth by investing additional XP.
MR3 3 XP · Path Initiation · Choose 1 of: Surface Probe, Two-Way Link, Whisper Network. Extra MR3 options cost 2 XP each.
MR4 5 XP · Deep Telepathy · Choose 1 of: Deep Probe, Memory Walk, Group Link. Extra MR4 options cost 3 XP each. Gain 1 Unique Power (MR4 pool).
MR5 5 XP · Telepathic Mastery · Choose 1 of: Puppet Mastery, Mind Fortress, Battlefield Telepathy. Extra MR5 options cost 3 XP each.
Eversor Veil Min/Max 5/10 · Range Wis × 5 m · AP 9
Masks a small group from Eversor detection vectors. May fail if a target is specially marked or broadcasting unique signatures.
Revelation Touch Min/Max 5/10 · Range Wis × 5 m · AP 9 · Save Mind (negates)
Grants a target your sight-key to pierce a specific illusion or psychic veil for a short duration.
Scarlet Mark Min/Max 5/10 · Range Wis × 5 m · AP 9
Near-invisible tendrils prime a target for later influence (e.g., reduced resistance to Sleep Weave). Minimal signature while cast seated or in motion.
Sleep Weave Min/Max 5/10 · Range Wis × 5 m · AP 9
Subtle psychic induction that puts multiple targets to sleep; may be post-enhanced to deepen or extend duration.
Telepathic Link Min/Max 5/10 · Range Wis × 5 m · AP 9 · Save Mind (negates)
Form 2-way thought link.
Veilbreath Min/Max 5/10 · Range Wis × 5 m · AP 9 · Save Mind (negates)
Bestows temporary sight-through-glamour to a willing target, allowing them to perceive fae beings and true forms.
Battlefield Telepathy
For ⌊Mana/5⌋ rounds, link all allies in scene into a single network. Everyone shares tactical awareness: +1 Attack and +1 Defense.
Deep Probe
Contest vs Mind save. On success, uncover memories, secrets, or fears. Target feels intrusion unless probe wins by 5+.
Group Link
Maintain a telepathic link with ⌊Wis/2⌋ allies. Costs 1 Psychic/round.
Memory Walk
Touch-based. Enter a target’s memories. Ask ⌊Mana/3⌋ questions, see events as visions.
Mind Fortress
Once/scene, project a psychic bulwark. Allies within 5 m gain +2 vs Mind saves for ⌊Mana/2⌋ rounds.
Puppet Mastery
Once/scene, seize control of a humanoid foe. Contest: Int + Wis + ⌊Mana/2⌋ vs foe’s Mind save. On success: control target for ⌊Mana/10⌋ rounds (min 1).
Silent Command
force target to obey one complex order (Mind save
Suggestion
plant a simple command
Surface Probe
Glimpse surface thoughts of a target within Int × 5 m. Target is aware unless probe succeeds by 5+.
Telepathic Assault
deal ⌊Mana/2⌋ psychic damage, foe −1 AP
Thought Link
communicate with 1 ally
Two-Way Link
Create a sustained telepathic bond with one ally (1 Psychic point/round). Share thoughts instantly.
Whisper Network
Once/scene, broadcast a single thought to up to ⌊Wis⌋ allies within range.
💗 Empath — Emotion Weaver 15
Empaths reach into the hearts of others. They sense emotions, soothe fear, or incite rage. Some become healers of the spirit, others ruthless manipulators who break foes by turning their own feelings against them. At each mastery tier, an Empath chooses one power, and may buy additional options later for extra XP.
MR3 3 XP · Path Initiation · Choose 1 of: Emotional Reading, Calming Presence, Fear Sense. Extra MR3 options cost 2 XP each.
MR4 5 XP · Deep Empathy · Choose 1 of: Emotion Projection, Aura of Fear, Shared Feelings. Extra MR4 options cost 3 XP each. Gain 1 Unique Power (MR4 pool).
MR5 5 XP · Master Empathy · Choose 1 of: Mass Emotion Control, Despair Aura, Exaltation Aura. Extra MR5 options cost 3 XP each.
Euphory Pulse Min/Max 1/3 · Range Wis × 2 m · AP 7 · Save Mind (negates)
Releases a brief, controlled wave of positive sensation to a willing or susceptible target, alleviating stress and inducing calm euphoria.
Golden Thread (Empathic Priming) Min/Max 5/10 · Range Wis × 5 m · AP 9 · Save Mind (negates)
Discreetly attunes a willing target’s emotional state, building gentle resonance for a later release. Leaves minimal signature if concealed.
Aura of Fear
3 m aura. Enemies must Mind save each round or suffer −1 AP from dread.
Calming Presence
Once/scene, spend 2 Psychic to reduce hostility in a 3 m radius. Allies gain +1 Defense for ⌊Mana/2⌋ rounds.
Despair Aura
Once/scene, project crushing hopelessness. Enemies within 5 m must Mind save each round or suffer −2 AP.
Emotion Projection
Implant a strong feeling (fear, joy, rage) into a target. Mind save negates. Lasts ⌊Mana/2⌋ rounds.
Emotional Break
damage = ⌊Mana/2⌋ psychic if target is already fearful/angry
Emotional Reading
Sense surface emotions (joy, fear, hatred, lust, calm) within Int × 5 m. Unlike Empathic Sense from Common Path, reveals strength of feelings and shifts in real time.
Exaltation Aura
Allies in 5 m aura gain +2 AP, +1 Attack for ⌊Mana/2⌋ rounds. Foes inside aura are compelled to focus attacks on exalted allies.
Fear Sense
Detect creatures experiencing fear within Int × 10 m, even if hidden. Gain +2 to attack rolls vs those targets this round.
Group Calm
quell panic, allies immune to fear for ⌊Mana/2⌋ rounds
Incite Rage
target gains +1 Attack but must attack nearest foe
Mass Emotion Control
Affect all creatures in Int × 10 m radius. Choose an emotion (calm, fear, rage). Enemies Mind save or succumb; allies gain corresponding buff (calm = +2 Defense, rage = +2 Attack, etc.).
Shared Feelings
Create an empathic link between ⌊Wis/2⌋ allies. Buffs: when one gains +1 AP/Attack from any effect, all do.
Soothing Light (Psychic)
heal morale, allies gain +1 Defense, remove Shaken
🗡️ Soul Blade — Mind Cutter 25
Soul Blades weaponize pure thought. Their “blades” are projections of psychic energy, launched at range to strike the mind and body directly. They duel not with steel, but with focus, precision, and devastating psychic cuts. Soul Blades can disable foes, disrupt powers, and even mark a target’s soul for later pursuit. Telepathy or Empath MR1 is a prerequisite for unlocking Soul Blade.
MR3 3 XP · Path Initiation · Choose 1 of: Psychic Strike, Mind Lock, Psychic Beacon. Extra MR3 options cost 2 XP each.
MR4 5 XP · Blade Mastery · Choose 1 of: Soul Blade Volley, Mind Sever, Psychic Rend. Extra MR4 options cost 3 XP each. Gain 1 Unique Power (MR4 pool).
MR5 5 XP · Soul Blade Ascendant · Choose 1 of: Blade Storm, Dominate Cut, Ascendant Blade. Extra MR5 options cost 3 XP each.
Aegis of Will Min/Max 5/10 · Range Wis × 5 m · AP 9 · Save Mind (negates)
Momentary force-shield against kinetic or body-augmented strikes.
Mind Blade Projection Min/Max 5/10 · Range Wis × 5 m · AP 9 · Save Mind (negates)
Launch psychic blade tether. Returns.
Mind Lash Min/Max 5/10 · Range Wis × 5 m · AP 9 · Save Mind (negates)
Lash of thought. Fail: 1 Life and −1 next attack.
Psychic Arm Blades Min/Max 5/10 · Range Wis × 5 m · AP 9
Heat-intense red blades extend from forearms; melt through demon carapace and armor.
Psychic Cut Min/Max 5/10 · Range Wis × 5 m · AP 9 · Save Mind (negates)
Fail: damage = invested; Success: half.
Psychic Lash (Whip) Min/Max 5/10 · Range Wis × 5 m · AP 9 · Save Mind (negates)
Manifest a thin, elongated mind-whip from a short rod of energy; can sever or entangle, and bites through shadowy or conjured matter.
Psychic Overload Min/Max 5/10 · Range Wis × 5 m · AP 9
Focused psi surge that overwhelms a caster’s channels, rendering them unconscious.
Soulblade Mind Lash Min/Max 5/10 · Range Wis × 5 m · AP 9 · Save Mind (negates)
Needle-thin psi strike that collapses a foe’s focus and motor control.
Twin Psionic Whips Min/Max 5/10 · Range Wis × 5 m · AP 9
Paired, mono-edge psi ribbons that slice and entangle; effective against light-hidden flyers.
Twin Psychic Blades Min/Max 5/10 · Range Wis × 5 m · AP 9 · Save Mind (negates)
Manifest two translucent mind-blades. Strikes can bypass certain elemental constructs (e.g., conjured ice) and deliver a non-lethal psychic shock.
Mind Grip Min/Max 10/15 · Range Wis × 10 m · AP 11 · Save Body (partial)
Fail: restrained, −2 AP, ⌊Psychic/2⌋ non-lethal.
Psychic Restraint Whips Min/Max 10/15 · Range Wis × 10 m · AP 11 · Save Body (partial)
Manifest paired force-lashes to bind, drag, or slam a target; can pin to terrain.
Psychic Whip Min/Max 10/15 · Range Wis × 10 m · AP 11 · Save Mind (negates)
Condense will into a rod that unspools into a razor-thin whip; can split into multiple tails for binding and shock.
Razor Thought Min/Max 10/15 · Range Wis × 10 m · AP 11 · Save Mind (negates)
Throw psychic edge tether. On hit: 1 + ⌊Psychic/2⌋ damage. Can trigger on-hit riders.
Sever Link Min/Max 10/15 · Range Wis × 10 m · AP 11
End one maintained effect. Success: effect wavers.
Presence Rend Min/Max 15/20 · Range Wis × 15 m · AP 13 · Save Reflex (half)
Fail: −1 AP and damage = invested.
Ascendant Blade
Once/scene, unleash the perfect psychic strike. Ignores armor, cover, and magical shields. Target takes ⌊Mana/2⌋ + 5 psychic damage, Mind save halves. Example Soul Blade Powers (available regardless of tier choice) Soul Pierce — strike ignores physical armor; applies damage directly to Life. Psychic Thrust — psychic bolt, ⌊Mana/2⌋ damage at Int × 15 m. Mind Feint — target rolls attack twice, takes the lower result.
Blade Storm
For ⌊Mana/5⌋ rounds, hurl 1d4 psychic blades each round at foes in range (Int × 15 m). Each blade deals ⌊Mana/4⌋ psychic damage.
Dominate Cut
A psychic slash that severs the target’s will. On hit, target must Mind save or become catatonic/unresponsive for ⌊Mana/5⌋ rounds.
Mind Lock
Focus psychic pressure on a foe. Contest: Int + Wis vs target’s Mind save. On success: target staggered (−1 AP) and cannot move for 1 round.
Mind Sever
Strike a foe’s focus. Contest: Int + Wis vs foe’s concentration. On success: immediately disrupt maintained powers, spells, or psychic effects.
Psychic Beacon
Implant a subtle psychic marker into a foe’s mind (Mind save negates). Caster and allies can track the target at any range for ⌊Mana⌋ hours.
Psychic Rend
Psychic cut that damages both Life and Psychic Pool. Target takes ⌊Mana/2⌋ damage and loses ⌊Mana/4⌋ from their Psychic Pool.
Psychic Strike
Project a psychic “blade” of thought at a target within Int × 10 m. Target takes ⌊Mana/2⌋ psychic damage (Mind save halves).
Soul Blade Volley
Launch up to ⌊Mana/3⌋ psychic blades at different targets within Int × 10 m. Each deals ⌊Mana/3⌋ psychic damage.
🪢 Telekinesis — Kinetic Adept 23
Telekinetics exert force at a distance: push, pull, lift, catch, crush, and shape invisible pressure into shields, shackles, and shockwaves. They excel at battlefield control—redirecting volleys, pinning brutes, and smashing terrain. Jane’s duel shows extreme applications (e.g., bending an energy blade into shackles, dimensional anchoring); those are called out below when they exceed normal caps.
MR3 3 XP · Path Initiation · Choose 1: Kinetic Push/Pull, TK Shield, Kinetic Catch
MR4 5 XP · Advanced TK · Choose 1: Mass Lift, Crush & Pin, Vector Redirect. Gain 1 Unique Psychic Power (MR4 pool).
MR5 5 XP · Mastery · Choose 1: Kinetic Maelstrom, Absolute Barrier, Kinetic Sculpt.
Bilateral Mind Tether Min/Max 5/10 · Range Wis × 5 m · AP 9 · Save Mind (negates)
Links two minds so outcomes mirror (pain/effects); used to force a parasite to spare a host under threat that harm would reflect to controller.
Kinetic Bolt Min/Max 5/10 · Range Wis × 5 m · AP 9 · Save Reflex (half)
A compact bolt of force flicked from a closed palm. Deals ⌊Mana/2⌋ concussive damage; on a failed save the target is pushed 2 m and its next action costs +1 AP.
Psionic Aegis Min/Max 5/10 · Range Wis × 5 m · AP 9
Semitransparent telekinetic shield that blocks or diffuses high-energy attacks (e.g., lightning, coherent beams).
Psionic Parasite Extraction Min/Max 5/10 · Range Wis × 5 m · AP 9
Psionic Quarantine Sphere Min/Max 5/10 · Range Wis × 5 m · AP 9
Psionic Sweep Min/Max 5/10 · Range Wis × 5 m · AP 9
Radial ground pulse that exposes phased/cloaked threats and collapses minor concealments.
Psychic Kinetic Impulse Min/Max 5/10 · Range Wis × 5 m · AP 9
Pin, shove, or hurl targets; redirect momentum mid-charge.
Psychic Wall Min/Max 5/10 · Range Wis × 5 m · AP 9
Erects a semitransparent dome of force that dampens eavesdropping and intrusive sensing; fades after a short duration.
Force Pulse Min/Max 10/15 · Range Wis × 10 m · AP 11
Emit psychic shockwave. Fail: thrown 2 m, prone, breaks concentration. Success: pushed 1 m, no prone.
Nova Kinetic Burst Min/Max 10/15 · Range Wis × 10 m · AP 11
Short-range, wide-angle shove that rag-dolls multiple targets without lethal force.
Psionic Cascade Arc Min/Max 10/15 · Range Wis × 10 m · AP 11
Radial shock-ripple that catastrophically disrupts multiple light/winged targets mid-air.
Psychic Punch (Tri-Wave) Min/Max 10/15 · Range Wis × 10 m · AP 11 · Save Reflex (half)
Launch three scarlet psychic waves. Fail: ⌊Psychic/2⌋ + 1 damage, pushed 2 m. Success: half damage, pushed 1 m.
Redirective Telekinesis Min/Max 10/15 · Range Wis × 10 m · AP 10 · Save Reflex (negates)
Reaction. Catch an incoming volley — arrows, microprojectiles, a swarm of small objects — and invert its trajectory. Up to ⌊Mana/3⌋ projectiles reverse and resolve against whoever launched them, using the original attack roll.
Scarlet Arc Wave Min/Max 10/15 · Range Wis × 10 m · AP 11
Sweep arms to project psychic shockfront. Fail: thrown 3 m and prone. Success: pushed 1 m.
Telekinetic Crush Min/Max 10/15 · Range Wis × 10 m · AP 11
Crush or drop violently.
Vector Veil Min/Max 10/15 · Range Wis × 10 m · AP 11
Manipulate trajectories of incoming matter/energy: split, deflect to ground, or curve around you; can selectively reflect projectiles.
Absolute Barrier
A full dome of force (radius 3–5 m) that blocks line-of-effect. Absorbs total damage equal to Mana × 2 before collapsing; allies inside can shoot out at −2. Lasts until HP depleted or ⌊Mana/5⌋ rounds. Action: 12 AP. (Jane’s multi-psychic shield team is a group version of this.)
Kinetic Catch
Intercept up to ⌊Mana/3⌋ incoming projectiles or loose objects in a round; either drop harmlessly or redirect at a new target (Reflex save halves) for ⌊Mana/3⌋ blunt each. Action: Reaction (per volley).
Kinetic Maelstrom
Create a 6 m zone (Int × 15 m range) of swirling force for ⌊Mana/5⌋ rounds. Enemies entering/starting in zone: Reflex save or are shoved 3 m and take ⌊Mana/4⌋ blunt; terrain inside becomes difficult. Allies gain +2 Defense vs projectiles crossing the zone. Action: 12 AP.
Kinetic Sculpt
Shape telekinetic force into tools or restraints: shackles, wedges, clamps, ramps, or a “hand.” Use to Disarm, Trip, Bind (Mind or Body save based on target); or reconfigure a non-living energy/force construct into a simple form (GM-limited). Action: 9 AP (maintain as 4 AP). Jane bending Kalpor’s energy sword into shackles is an apex use of Sculpt, amplified by her exceptional energy manipulation. Core Telekinesis Powers (available regardless of tier choices) Force Wave — 8 AP — 90° cone 6 m — Reflex save or take ⌊Mana/3⌋ blunt and be shoved 2 m; on success, half damage, no shove. Kinetic Step — 6 AP — Short hop (Int × 2 m) ignoring difficult terrain; may carry 1 ally/object (−2 m). Force Grasp — 7 AP — Lift/pull a single object/weapon (up to heavy crossbow size) within Int × 10 m; Disarm on contested roll. TK Ram — 9 AP — Hurl seized object/creature as an improvised missile for ⌊Mana/3⌋ blunt (Reflex half); if you throw a creature at another: both check Reflex or fall prone. Unique Psychic Power Pool (MR4 pick, examples) Phase Jumping — Short-range teleports (10–40 ft); may chain jumps (each costs AP/points). Machine Reading — Psychically interface with tech; glean status, routines, weak points. Dimensional Anchor — Prevent teleport/phase/banish in a 6–10 m zone; contested by Mind. Astral Echo — Project a briefly tangible astral double (like Jane’s) that can perform 1 simple action (shove/strike) before winking out. Notes on Jane’s Duel (for GM guidance) Dimensional anchoring via radiant filaments = Dimensional Anchor (Unique Power) used creatively and at legendary output. Catching/redirecting volleys & boulders = Kinetic Catch + Vector Redirect. Shattering walls/terrain = Force Wave / Mass Lift tuned for destruction. Energy blade → shackles = Kinetic Sculpt (MR5), with Jane’s extra energymanipulation pushing beyond normal constraints. Psychic Veil (Hide in Shadows) — cloak self in a distortion of perception for ⌊Mana⌋ rounds. In dim light/shadow gain Concealment (−2 to hit). Costs 2 sustain/round.
Mass Lift
Lift and hurl multiple objects/foes within a 6 m radius (Int × 10 m range). Choose up to ⌊Mana/3⌋ targets/objects (size up to “boulder / heavy crate” each). Throw as a line or scatter; each hit deals ⌊Mana/3⌋ blunt (Reflex half). Action: 10 AP. Crush & Pin Focus force on one Large-or-less creature within Int × 10 m. Body save; on fail, target is Pinned (immobile, −1 AP) and takes ⌊Mana/3⌋ crush per round; on success, Restrained (−2 m, −1 Attack). Maintain each round (sustain cost). Action: 9 AP (maintain as 4 AP).
TK Shield
Raise a concussive barrier around self/ally (3 m bubble). Grants +2 Defense and reduces incoming projectile/spell damage by ⌊Mana/3⌋ this round. Can be used as Reaction at +2 AP cost.
Vector Redirect
“Return-to-sender.” When a ranged attack, spell bolt, or thrown boulder targets you/ally within 10 m, redirect it to a new target in your LoS. Attacker must pass Reflex save or the attack re-targets; if save succeeds, its damage is reduced by ⌊Mana/3⌋ instead. Action: Reaction. Scene tie-ins: • Shattering/redirecting boulders → Mass Lift + Vector Redirect • Smashing stone walls with a wave → high-Mana Mass Lift used destructively
🧍 Body Psychic — Psycho-Metabolic Adept 18
Body Psychics override their own biology with sheer will. They spike adrenaline, accelerate reflexes, harden their skin, and alter their physical presence. Unlike Body Mages, they don’t mutate flesh with grotesque features — they refine and discipline the body, sometimes even reshaping hair, complexion, or age. All effects are self-only.
MR3 3 XP · Path Initiation · Choose 1: Adrenal Overclock, Psionic Skin, Pain Gate, Strengthen Self.
MR4 5 XP · Advanced Biocontrol · Choose 1: Reflex Acceleration, Regenerative Focus, Impact Channeling. Gain 1 Unique Psychic Power (MR4 pool).
MR5 5 XP · Mastery · Choose 1: Overdrive, Untouchable Form, Living Bastion.
Psychochromatic Shift Min/Max 1/3 · Range Wis × 2 m · AP 7
Change hair/eye/aura color.
Biometamorph Min/Max 5/10 · Range Wis × 5 m · AP 9
Alter age, weight, scars, or complexion.
Parasite Path-Sight Min/Max 5/10 · Range Wis × 5 m · AP 9
Senses Animum presence and its control tether; enables tactical targeting of controller/host pairs.
Summer Rain Cleanse Min/Max 5/10 · Range Wis × 5 m · AP 9
Flash-clean and freshen body and garments with radiant wash.
Adrenal Overclock
Spike your neuromuscular output for ⌊Mana/2⌋ rounds. Gain +1 AP, +2 m movement, +1 Attack with melee/unarmed. 8 AP.
Biofeedback Purge
8 AP — end 1 poison/disease on yourself; also restore 2 Life. Unique Psychic Powers (MR4 pool, examples) Phase Jumping — short teleports (10–40 ft), can chain jumps. Dimensional Anchor (Self) — anchor yourself (and optional 3 m aura) against forced movement/banishment. Machine Reading — psychically interpret devices; +2 Attack vs that machine this scene. Adaptic Morph — temporary functional adaptation: amphibic lungs, low-light vision, adhesive palms, cold resistance. Psychic Veil (Hide in Shadows) — cloak self in a distortion of perception for ⌊Mana⌋ rounds. In dim light/shadow gain Concealment (−2 to hit). Costs 2 sustain/round.
Breath Discipline
6 AP — purge 1 minor debuff (Frightened, Shaken, Dazed). Gain +2 vs Mind saves until next turn.
Impact Channeling
For ⌊Mana/2⌋ rounds: unarmed/melee strikes gain +⌊Mana/3⌋ force damage and Knockback 1 m (Body save negates). 9 AP.
Iron Grip
7 AP — advantage on Grapple/Restrain this round; if already grappling, crush foe for ⌊Mana/3⌋ blunt (Body save half).
Kinetic Sprint
6 AP — dash Int × 2 m, ignoring difficult terrain; next climb/jump auto-succeeds if plausible.
Living Bastion
For ⌊Mana/5⌋ rounds: Damage Reduction = ⌊Mana/3⌋ (after Armor), immunity to forced movement, and may interpose for an adjacent ally (Reaction). 12 AP. Core Body Psychic Powers (always available) Psychochromatic Shift (Minor Alteration) Alter hair color, eye color, aura hue/brightness. Purely cosmetic, lasts ⌊Mana⌋ hours. 4 AP. Biometamorph (Major Alteration) Profound body reshaping. Adjust age appearance, weight, scars, or complexion. Lasts ⌊Mana⌋ days or until broken. 10 AP.
Overdrive
For ⌊Mana/5⌋ rounds: +2 AP, +2 Attack, +2 Defense, +4 m movement, immunity to Stagger/Slow. When it ends: Exhausted (−2 AP, −2 Defense) for the scene. 12 AP.
Pain Gate
Suppress pain & shock for ⌊Mana/2⌋ rounds. Ignore Wounded/Shaken penalties, gain temp Life = ⌊Mana/2⌋. When it ends, take 1 Fatigue. 7 AP.
Psionic Skin
Harden dermis via biofeedback for ⌊Mana⌋ rounds. +2 Armor, resist 2 vs bleed/poison. 7 AP.
Reflex Acceleration
“Bullet-time” for ⌊Mana/2⌋ rounds: +2 Defense, +2 Reflex saves, and once/round auto-convert 1 melee/ranged hit into a miss (Reaction, 2 AP). 9 AP.
Regenerative Focus
For ⌊Mana/2⌋ rounds: heal 1 Life/round, cleanse 1 minor condition (Bleed, Slow, Weak) at start of turn. May instead burst heal ⌊Mana/2⌋ Life instantly (ends effect). 9 AP.
Strengthen Self
Direct psychic focus to reinforce musculature. For ⌊Mana/2⌋ rounds gain +2 Strength (affects melee damage, athletics, grapples). Enhancements: Balanced Boost (+2 Dex), Iron Core (+2 Sta), Full Boost (+1 all physical stats). 7 AP.
Untouchable Form
For ⌊Mana/5⌋ rounds: once/round auto-evade 1 attack targeting you. Area effects still require saves (with advantage). 12 AP.
👁️ Sight & Sense — Illusionist / Astral Adept 11
Sight & Sense psychics bend how reality is perceived. They can shroud themselves in glamour, create convincing illusions, or project their astral selves. At mastery, they control not only what others see — but also pierce every veil to perceive truth itself.
MR3 3 XP · Path Initiation · Choose 1: Fairy Glamour, Illusory Duplicate, Psychic Sight.
MR4 5 XP · Advanced Senses · Choose 1: Deep Glamour, Astral Projection, Shared Vision. Gain 1 Unique Psychic Power (MR4 pool).
MR5 5 XP · Mastery · Choose 1: World Glamour, Astral Dominion, Perfect Deception, Perfect Psychic Sight.
Personal Field Min/Max 1/3 · Range Wis × 2 m · AP 7 · Save Reflex (half)
Temp Life = invested, reduce energy damage by 1.
Astral Dominion
Once/scene, project your astral self across the entire battlefield (Int × 200 m). Astral self can use psychic attacks and powers independently for ⌊Mana/5⌋ rounds.
Astral Projection
Project an astral double up to Int × 50 m away. Double may scout, communicate, or strike for ⌊Mana/3⌋ psychic damage. If destroyed, caster takes 1d4 psychic recoil.
Deep Glamour
Cloak up to ⌊Wis/2⌋ allies in a shared glamour. Each may appear as another person or gain concealment (−2 to hit).
Fairy Glamour
Cloak yourself in glamour, appearing more charming or intimidating. Gain +2 to Persuasion/Deception; foes suffer −1 AP hesitation on first hostile act.
Illusory Duplicate
Create a visual double of yourself within Int × 10 m. Duplicate mimics your movements but cannot act. Attackers roll 1d2: real vs fake.
Perfect Deception
Once/scene, create an illusion so convincing it resists detection. Targeted foes must succeed at two Mind saves to pierce it. Can disguise entire groups, zones, or events.
Perfect Psychic Sight
Permanently elevate perception to the astral layer. Automatically see through illusions, glamours, invisibility, and false projections. Detect lies by perceiving micro-emotional resonance (+2 vs Deception). Combat: once/scene, reduce an enemy’s Defense by −2 for ⌊Mana/5⌋ rounds as you anticipate every move. Core Sight & Sense Powers (always available) Glamour Veil — 6 AP Minor illusion (hide scars, change clothes, shift aura). Lasts ⌊Mana⌋ hours. Phantom Sound — 5 AP Create sound cues (footsteps, voices) within Int × 10 m. False Image — 7 AP Place a static illusory object/creature in a 5 m square. Fails if touched directly. Sense Echo — 6 AP Replay the last ⌊Mana⌋ minutes of sensory impressions in an area. Unique Psychic Powers (MR4 pool, examples) Phase Jumping — short-range teleports (10–40 ft). Dimensional Anchor (Illusory) — create an aura where illusions cannot be dispelled except by you. Psychic Veil — cloak yourself in shadow and silence (concealment −2, lasts ⌊Mana⌋ rounds). Mind Mirror — reflect 1 targeted psychic/illusion power back at the caster (once/scene).
Psychic Sight
Enhance senses: o See through simple illusions. o Detect hidden creatures in Int × 5 m. o Gain +2 to Perception checks.
Shared Vision
Link senses with ⌊Wis/2⌋ allies. Each sees/hears what others do, granting +2 tactical awareness (+1 Attack, +1 Defense for 1 round after combat starts).
World Glamour
For ⌊Mana/5⌋ rounds, alter the battlefield’s perceived reality in a 15 m radius. Enemies suffer disadvantage on Perception; illusions count as real (Mind/Reflex saves to disbelieve).
🧚 Fae — Glamourwright 32
Glamourwrights work the courtly arts: oaths that bind, glamours that rewrite what the eye consents to see, and gates opened by invitation rather than force. Fae magic persuades the world instead of compelling it — which makes it subtle, social, and dangerous to the caster who forgets a bargain has two sides.
MR0 — XP · Access Basics & Tier I · Glamour Sense — you know when a glamour is worked within Chr × 5 m, though not by whom. Learn 1 Tier I Fae effect.
MR1 1 XP · Unlock Tier II–III · Courtesy Owed — once/scene, a creature that has accepted anything from your hand takes −2 on its next save against you.
MR2 2 XP · Unlock Tier IV · Second Face I — as a sustained ability, wear another's seeming: +4 to pass as them, broken by touch.
MR3 3 XP · Unlock Tier V · Bargain Struck — once/scene, when a creature agrees aloud to a term you set, one of your Fae effects on it cannot be dispelled this scene.
MR4 5 XP · Unlock Tier VI · Second Face II — while active, the seeming survives touch and carries voice and scent; only a Mind save beating your DC by 5 pierces it.
MR5 5 XP · Capstone (Tier VI) · Court Authority — your glamour zones double in radius, and you may sustain one Fae effect at no upkeep.
Fae Follow Min/Max 1/3 · Range Int × 2 m · AP 8 · Save Mind (negates)
Bind a mote of fae light to another creature. The mote tracks its bearer and keeps them lit no matter how they move or what they hide behind — useful three ways: it follows a quarry through darkness, it denies an enemy concealment (−2 to their attempts to hide or gain Concealment), and it holds minor shadow off an ally (Resist 1 vs [Umbral] effects). An unwilling target may contest with a Mind save. Lasts ⌊Mana⌋ × 10 minutes.
Fae Light Min/Max 1/3 · Range Self (2 m radius) · AP 6
A cold mote of fae light kindles at your shoulder and keeps pace with you, lighting a 2 m radius. It needs no hand and cannot be dropped. Lasts ⌊Mana⌋ × 10 minutes, or until dismissed.
Light Glamour Min/Max 1/3 · Range Touch / Int × 2 m · AP 7 · Save Mind (negates)
Rewrite what a specific object appears to be: its colour, wear, markings, material or apparent worth. The object's real properties are untouched — a glamoured blade cuts exactly as well as it did. A character who handles the object and has cause to doubt it may contest with a Mind save. Lasts ⌊Mana⌋ × 10 minutes.
Courtly Feast Conjuration Min/Max 5/10 · Range Int × 5 m · AP 9
Summons curated banquet spreads; can embed provenance/gift intent.
Euphoria Surge Min/Max 5/10 · Range Int × 5 m · AP 9
Overloads hostile targets with involuntary climax, breaking formation and causing crashes or staggers.
Fae Bubble Shield Min/Max 5/10 · Range Int × 5 m · AP 9
Dome of charged air and blue motes; intercepts barrages and isolates VIPs.
Fae Pocket Vault Min/Max 5/10 · Range Int × 5 m · AP 9
Opens a small interdimensional storage aperture to retrieve or stow personal items.
Fairy Sight Min/Max 5/10 · Range Int × 5 m · AP 9 · Save Mind (negates)
Target can perceive Meridian (and chosen fae signatures) even through glamour and most veils.
Glamour-Sight Breath Min/Max 5/10 · Range Int × 5 m · AP 9 · Save Mind (negates)
Temporary ability to see through fae glamour via dust-kiss.
Pactum Desiderium (Desire-for-Desire) Min/Max 5/10 · Range Int × 5 m · AP 9
Balanced exchange: guardian spirit fulfills a deep desire (e.g., open city, awaken magic) in return for a vowed desire (e.g., children’s laughter by the lake).
Power Conduit Min/Max 5/10 · Range Int × 5 m · AP 9
Open a channel to a willing caster you touch or can see within range. You may transfer up to ⌊Mana/2⌋ points from your own pool into theirs for their next casting this round. Magic and Psychic pools cannot be crossed by this spell.
Queen’s Revitalizing Grace Min/Max 5/10 · Range Int × 5 m · AP 9
Direct royal energy transfer to restore fatigue and balance.
Royal Audience Gate Min/Max 5/10 · Range Int × 5 m · AP 9
Casting the Queen’s emblem coin into prepared space opens a court audience portal.
Royal Edict Voice Min/Max 5/10 · Range Int × 5 m · AP 9 · Save Body (partial)
Royal Revitalization Min/Max 5/10 · Range Int × 5 m · AP 9
Blue tendrils of faelight restore stamina and soothe fatigue; accelerates natural recovery.
Seelie Empowerment Surge Min/Max 5/10 · Range Int × 5 m · AP 9
Channels Fae energy into target, supercharging armor/shimmer cloth and psionic output.
Shimmer Sheet of Light Min/Max 5/10 · Range Int × 5 m · AP 9
Silk-like pane of condensed light that hard-counters darkness-forged projectiles and shadow spikes.
Court Veil (Group Glamour) Min/Max 10/15 · Range Int × 10 m · AP 11 · Save Mind (negates)
Mask a convoy’s signatures and presence during travel.
Dispelling Bolt Min/Max 10/15 · Range Int × 10 m · AP 11 · Save Reflex (half)
Multicolored discharge that cancels hostile spells.
Fae Communion Min/Max 10/15 · Range Int × 10 m · AP 11
Initiates sanctioned contact with the Fae Court for audience or message; often paired with a royal token to open a portal.
Fae Phalanx (Six-Node Aegis) Min/Max 10/15 · Range Int × 10 m · AP 11
Six hovering light-nodes drop to form a converging dome shield; scalable radius.
Fey Undercut Min/Max 10/15 · Range Int × 10 m · AP 11 · Save Reflex (half)
Unlaces soil/rock seams to collapse cliffs or berms, creating avalanches or earthen curtains.
Glamour Veil Min/Max 10/15 · Range Int × 10 m · AP 11 · Save Mind (negates)
Powerful illusion that hides allies in plain sight.
Group Glamour Shroud Min/Max 10/15 · Range Int × 10 m · AP 11 · Save Mind (negates)
Wraps a party in layered glamour that dampens notice and masks signs against magical hunters.
Regal Overcharge Min/Max 10/15 · Range Int × 10 m · AP 11 · Save Reflex (half)
Channels Fae Queen/Princess power into an ally, supercharging their next major action. Target gains +2 tiers of output (damage/scale) and temporary resistance vs. corruption/time-break for the action. On over-use, applies Fatigue to the channeler.
Regia Bubble Min/Max 10/15 · Range Int × 10 m · AP 10
A semi-transparent dome of courtly glamour rises around you and up to ⌊Mana/4⌋ allies within 3 m. It filters hostile projectiles and energies — anything crossing inward loses ⌊Mana/3⌋ of its damage — while allowing air, sound and light to pass freely. Those inside may act and cast out through it without penalty. Holds ⌊Mana/2⌋ rounds.
Unbind Psychic Seal Min/Max 10/15 · Range Int × 10 m · AP 11
Removes or loosens a long-standing magical block suppressing innate psychic abilities; restoration unfolds over time.
Unveiling Bloom Min/Max 10/15 · Range Int × 10 m · AP 11 · Save Mind (negates)
Floral rite that relaxes body and unknots guarded minds to enable a pure, court-sanctioned reading of intent.
World Tree Boundary Ward (Ambient) Min/Max 10/15 · Range Int × 10 m · AP 11
Area cleanse, anti-blight, muffles enemy teleport/warp, amplifies healing.
Fairy Portal Min/Max 15/20 · Range Int × 15 m · AP 13 · Save Mind (negates)
Toss a coin to open a swift two-way gate.
Nature’s Wrath (Vine Tentacles) Min/Max 15/20 · Range Int × 15 m · AP 13 · Save Mind (negates)
Vast living vines reach across veils to seize and slam foes.
Area Deep Glamour Min/Max 20/40 · Range Scene (choose zone Int × 20 m) · AP 20 · Save Mind (negates)
Lay a deep glamour over a whole place. Within the zone you dictate what the area appears to be — a ruin for a keep, empty ground for a camp, one street for another — and from outside the zone the true place cannot be perceived at all. Zone radius is ⌊Mana/2⌋ m, so scale rides entirely on what you invest. Those inside who have cause to doubt may contest once per scene with a Mind save; failure means they cannot try again while the glamour holds. Lasts ⌊Mana/10⌋ hours.
⚖️ General 3
Workings no single Path owns — the shared grammar of casting itself: unweaving another mage's spell, armouring your own against interference. Any Guardian may learn these regardless of Path.
MR0 — XP · Access Basics · Steady Hand — once/scene, reroll one failed Casting Roll at −2.
MR1 1 XP · Unlock Tier II–III · Reader of Weaves — you identify the Path of any effect you witness being cast.
MR2 2 XP · Unlock Tier IV · Swift Unweaving — your Counter-Weave reaction costs 2 AP less.
MR3 3 XP · Unlock Tier V · Sheltered Casting — once/round, one of your effects cannot be countered by a Casting Roll that fails to beat yours by 5.
MR4 5 XP · Unlock Tier VI · Shared Grammar — you may learn one effect from any single other Path you have witnessed, at its normal cost.
MR5 5 XP · Capstone (Tier VI) · Arbiter of Weaves — once/scene, unravel every sustained hostile effect in a zone of Int × 5 m.
Counter-Weave Min/Max 10/15 · Range Int × 10 m · AP 10
Reaction, on seeing a spell cast within range. Roll your Casting Roll against the caster's. On success the spell is unravelled before it takes effect; on a tie it resolves at half magnitude. You must be able to perceive the casting.
Blocking Weave Min/Max 15/20 · Range Int × 15 m · AP 11
Lay a weave over your own next spell, or over a zone of ⌊Mana⌋ m. Effects inside cannot be countered or dispelled by anyone whose Casting Roll does not exceed yours by 5 or more. Lasts ⌊Mana/2⌋ rounds.
Runewrought Sphere Min/Max 25/50 · Range Int × 20 m · AP 20 · Save Reflex (half)
A ten-minute ritual. A translucent sphere forms and grows to ⌊Mana⌋ × 3 m across, its surfaces crawling with runes that spin inward and mix at the centre until the whole volume is filled with churning energy. On release, everything inside takes ⌊Mana⌋ damage and every structure within is levelled. The caster chooses the moment of release up to ⌊Mana/10⌋ rounds after completion.
🕳️ Void — Voidcaller 13
Voidcallers draw on the cold that rests in the emptiness of things. The discipline mirrors Ice almost gesture for gesture, but where Ice glitters the Void swallows: its armour and its blades bite harder, its reach is shorter, and nothing it makes gives off light.
MR0 — XP · Access Basics & Tier II · Void Sense — you feel the emptiness in things: detect hollow spaces and voids within Int × 5 m. Learn 1 Tier II Void effect.
MR1 1 XP · Unlock Tier II–III · Cold Draught — once/scene, one creature you touch loses ⌊Mana/3⌋ Life to void-cold that no Armour reduces.
MR2 2 XP · Unlock Tier IV · Hollow Form I — as a sustained ability, partly unmake yourself: +2 vs missiles and you cast no shadow.
MR3 3 XP · Unlock Tier V · Unmaking Edge — once/scene, a Void blade or spike you create shatters a mundane weapon it parries.
MR4 5 XP · Unlock Tier VI · Hollow Form II — while active, immune to mundane weapons; you drink the light around you, granting Concealment −2.
MR5 5 XP · Capstone (Tier VI) · Void Authority — your Void zones ignore the two-thirds reduction, and you may sustain one Void effect at no upkeep.
Void Blade (Greatsword) Min/Max 5/10 · Range Int × 5 m · AP 9 · Save Reflex (half)
Form a two-handed blade of frozen void. Melee strikes deal +⌊Mana/2⌋ + 1 void-cold. On a successful parry against a weapon of ice or frost, that weapon **shatters** — the void blade is the harder of the two.
Void Shackles Min/Max 4/10 · Range Int × 5 m · AP 8 · Save Body (partial)
Bind a target's hands and legs in void-rime. On a failed save: restrained — hands bound, or speed 0. On a success: slowed −2 m. The rime gives off no glimmer; the binding is invisible in poor light.
Void Shards Min/Max 4/10 · Range Int × 10 m · AP 8 · Save Reflex (half)
Launch jagged shards of frozen void; damage = ⌊Mana/2⌋ + 1 void-cold. On hit, the target suffers −1 m movement.
Void Shield Min/Max 5/10 · Range Int × 5 m · AP 9
Conjure a large slab of frozen void. **+4 Defence vs missiles, +3 vs beams** in a chosen arc; may be angled to deflect. It emits nothing and reflects nothing — you gain Concealment −2 while it is raised.
Void Spike Volley Min/Max 5/10 · Range Int × 5 m · AP 9
Hurl spikes of frozen void at up to 3 clustered targets; each takes ⌊Mana/3⌋ + 2 void-cold.
Ray of Void Min/Max 10/15 · Range Int × 10 m · AP 10 · Save Body (half)
Project a ray of void-cold at a single target in a line. The target takes ⌊Mana/2⌋ void-cold; everything in the line between you and it takes half. On a failed save flesh and bone go brittle — the target takes +1 damage from all physical sources until the end of its next turn. The ray casts no glow and leaves no trail.
Twin Void Aegis Min/Max 6/12 · Range Self · AP 7
Conjure two slabs of frozen void, one per arm. Each provides **+4 Defence** against a chosen arc. Neither casts a reflection or a shadow — they simply are not there to the eye.
Void Scale Carapace Min/Max 10/15 · Range Int × 10 m · AP 10
Overlapping scales of frozen void sheathe your body for ⌊Mana⌋ rounds. Gain **+5 Armour** and Resist 3 vs void-cold. A creature striking you in melee takes 2 void-cold. The carapace does not hinder movement, and it shows no sheen — you gain Concealment −2 in anything less than full light.
Void Wall Min/Max 6/15 · Range Int × 10 m · AP 9
Raise panels of frozen void — ⌊Mana × 2/3⌋ m² of surface, 2 m high. The wall provides **+5 cover** and blocks line of sight until destroyed. It reflects nothing: creatures behind it gain Concealment −2 as the panels drink the light around them.
Shatter Void Wall Min/Max 3/9 · Range Your Ice Wall · AP 6 · Save Reflex (half)
Detonate one Void Wall segment into shards. Cone **4 m**; creatures within take ⌊Mana/3⌋ + 2 void-cold and piercing.
Void Prison Min/Max 8/16 · Range Int × 10 m · AP 11 · Save Body (negates)
Encase a target in solid void-rime. On a failed save: restrained, taking ⌊Mana/2⌋ void-cold each round. On a success: slowed −2 m. Nothing can be seen of the target while it holds — the rime is opaque and lightless.
Eternal Void Min/Max 20/40 · Range Scene (Int × 20 m radius) · AP 20 · Save Body (half)
Unmake the warmth of a place. Within **Int × 13 m** for ⌊Mana/10⌋ rounds: all terrain counts as void-rime (−2 m movement), ranged attacks suffer −3, and the zone gives off no light at all — everything inside has Concealment −2. Enemies must make a Body save each round or be slowed further, stacking. Allies inside gain **+4 Defence**.
Void Dragon Form Min/Max 20/40 · Range Self · AP 20
Take the shape of a void dragon for ⌊Mana/5⌋ rounds — a body of Dark Ice, breath that is the coldness of the void. Life becomes your own × 2, **Armour 10**, you gain flight, a bite for ⌊Mana/3⌋ + 1 piercing, and a breath weapon usable once per round for ⌊Mana/2⌋ void-cold in a **6 m** cone. You cannot cast while transformed. When the form ends you return with the damage you took carried over proportionally.