Half-elf and half-human, Feyuel are a very pretty race who prefer the grandeur of Imperial cities over the more intimate familial covens of the Silverbourne. They tend to be pranksters with a mean sense of humor, infectious jovial laugh, and a talent for musical instruments, who always strive to be the center of attention. While they don’t really fit into either culture, that is more by choice than cultural perception and has led them to be entertainers, whether on the streets, in noble courts, or traveling from city to city in caravans.
Glamor:
Possessing a natural beauty and charm, they get a +1 modifier to Influence based roleplay skills and Notoriety modifiers.
Appearance:
There is simply no such thing as an unattractive Feyuel. Lanky and lithe, with the natural frame of a dancer, standing at about 6’3″ tall and 150 lbs, females tend to be a little taller and more aggressive than males. Their soft features are framed by thick locks of hair that flows from their scalp and around slightly pointed ears in various shades, sometimes dyed. Their beauty is almost unnatural and sets them apart from the world of men, while their sinewy frames and shorter height is distinct among the elves.
Feyuel like colors, though not a flamboyant mix of them, rather outfits dyed all one color, or a simple outfit that is offset by a blue cloak, or yellow coat, something that allows them to stand out without being overstated. Their style of dress is usually at least one level above their means, and they prefer clean and neat clothing, and will go without food before having a sloppy appearance. Since it’s rare for them to have facial hair, only their height and manner of dress are clues to their gender.
Languages:
While the language they speak will match the land or people with whom they were raised, most will have taken the time and effort to be literate in at least their native language. Most make an effort to learn multiple languages if only for the opportunity to be entertaining to a wider group.
Politics:
Outwardly Feyuel portray solitary preference, after all its difficult to stand out in a crowd where everyone is beautiful and talented, but they do have an underground community. While they rarely interact in public, Feyuel keep track of and look out for one another, acknowledging one anothers achievements and offering protection and support where and when they can.
Beyond this community, they tend to be mildly rebellious, never doing enough to draw trouble, but willing to speak out enough to stand out.
Religion:
Feyuel tend to be believers, proudly engaging with the religion with which they were raised. This is especially true in the Empire where the support of Cydis is practically mandatory, allowing them to use their musical talents to bring greater glory to the congregation while being at the center of it. Because of this, they tend to either steer away from more personal beliefs, opting to be in the crowds where they can have an opportunity to stand out.
Roleplaying Notes:
Those feyuel who find people with whom they are accepted are exceptionally loyal, treating them as family. Their desire to belong somewhere is at least as strong as their desire to show-off, in some cases even more so. While not known for being heroic or fighting for a noble cause, they do know that everyone celebrates a hero, and if there is a chance for them to get involved with a group who has a chance of pulling off something heroic, they’ll find a way to get into that group.
Common Names:
It is rare for Feyuel to keep their birth name, which will match the land or people with whom they were raised, instead choosing a more dramatic stage name to identify themselves. Having anyone discover their birth name tends to make them uncomfortable, though it is a name sometimes used among those they trust implicitly.
Sample male stage names are: Zaugg, Amsler, Retho, Gilgian, Levian, Walo, and Finnian
Sample female stage names are: Binia, Camille, Vittoria, Kreis, Giada, Cloe, and Jule.
Attribute: Strength
Type: Utility
Time: N/A
Description: A character with this skill understands the dynamics of moving heavy objects and has received training in hoisting, heaving, or hauling objects that exceed their normal carrying capacity. When calculating the character’s Carrying Capacity and Lifting Capacity, this skill rank is used in place of the Strength attribute score, and when lifting something that exceeds the Lifting Capacity, they know how to improvise a fulcrum and lever, assuming available materials. The actual amount of weight that can be moved depends on the length and tensile strength of the lever and the stability of the fulcrum. In addition, when trying to break a grapple or pin, the character can use this skill in place of the Strength attribute score, though normal modifiers apply.
Tactical Use: Move crates to make a barrier, carry a companion, or pry open a stuck gate
Specialization: None
Attribute: Agility
Type: Attack
Time: One Action
Description: Characters with this skill are able to make devastating strikes against unaware foes. With a successful skill check, the target is hit with an attack that doesn’t allow for a defend action (like an Attack of Opportunity); the attack results in a critical hit causing body damage, and carries an additional stun effect, normal saves apply. The target must be unaware of the attack, typically with the use of Stealth or a blindsiding attack, though it may also be used on flanked opponents. Those with this skill may choose to act one segment faster in the round, i.e., make melee attacks during the Ambush segment, make ranged attacks during the Melee segment, etc. This attack may only be used once against a particular target in a round, as the attack will make them aware of the attacker. If the skill check fails, the attack misses.
Prerequisites: The Stealth skill and eight points in the skill tree
Attribute: Constitution
Type: Attack
Time: One Action
Description: This skill is used to make a jaw-grinding Bite attack, causing disabling damage, while pinning a specific limb. With a successful skill check, the target takes physical damage equal to the normal Bite attack +2, suffering that damage with each shake of the head, requiring an action but no skill check, so long as the hold is maintained. The target is required to save against the appropriate disabling effect based on the body part struck and damage taken, and suffers damage to their health and/or body as is appropriate each time damage is caused. Escape attempts are made at a difficult (-4) modifier, -1 per two points in the skill tree. Both the attacker and defender are considered to be prone for the duration of the attack. If the skill check fails the attack is unsuccessful.
Prerequisites: The Biting skill and eight points in the skill tree
Attribute: Constitution
Type: Attack
Time: One Action
Description: Characters with this skill can leverage their strength and mass to compress a prone or pinned target with the intent to destroy. With a successful skill check, the attacker causes physical damage equal to Strength plus basic hits directly to Body points. The attack may be attempted up to two times per round. Due to the aggressive nature of the attack, the defender is allowed an escape attempt (assuming available actions), if successful, no damage is suffered from the attack, though this does not free them from the prone or pin position. If the skill check fails the attack is unsuccessful.
Prerequisites: Eight points in the skill tree
Attribute: Constitution
Type: Attack
Time: One Action
Description: Characters with this skill have a reinforced cranium, horns, or other such head protrusions used to strike an opponent in melee combat. On a successful skill check, the attack succeeds causing physical damage equal to the Strength score (forehead plate, horns, etc.) damage +2, + 1 per three skill points in the tree. It may be used as a strike to the head to attempt a knockout, with a -4 modifier to hit. Targets get a Stamina save to avoid the knockout effect, -1 per two points in the skill tree. If the skill check fails or the target successfully defends, the attack misses.
Specialization: None
Attribute: Strength
Type: Attack
Time: One Action
Description: This skill is used to hold a target prone while causing damage. It may only be used on a foe that has been grabbed. With a successful skill check, the attacker wraps their arms around a defender’s torso with the hands locked, causing physical damage equal to the attacker’s Strength plus basic hits, with a speed factor of two. One action must be spent each round to maintain the hold. Once in the hold, the defender has a -1 modifier per two points in the skill tree for any break or escape attempt. This skill can be used to counter a break or escape, assuming available actions. Both the attacker and defender are prone during the move and this skill cannot be used to defend against attacks made by the target. If the skill check fails, the move has not been applied correctly and the opponent gets a simple (+4) modifier to break the grapple.
Specialization: None
Attribute: Knowledge
Type: Utility
Time: N/A
Description: Characters who select this path are continually looking for ways to increase the effectiveness of their spell casting. With this skill, they can store a number of unmodified instant or passive spells (casting time of two actions or less) on the talisman based on Character Rank – Novice 2, Expert 4, Master 6, Epic 8. Stored spells are cast with a free action, requiring a skill check at this skill tree rank and using this skill tree rank for all relevant spell factors. One spell may be cast off the talisman per round, and a particular spell may only be cast once per encounter, but the number of spells that can be cast in an encounter is based on Character Rank – Novice 1, Expert 2, Master 3, Epic 4. In addition, at Expert level, those taking this path may choose to cast one segment faster in the round with stored spells, i.e., make melee casts during the Ambush segment, make ranged casts during the Melee segment, etc., and continue any available casting or attack actions in a later segment. The talisman must be large enough for the spells to be crafted on it (medium size), a spell can be crafted on it multiple times, and the talisman must be modified in order to make changes, per the Talisman Construction rules.
Specialization: (Required) Magic Foundation, i.e. Mystic, Land Strider, Wind Rider, Fire Walker, Wave Runner
Attribute: Constitution
Type: Attack
Time: Two Action
Description: This skill is used to make a Bite attack, pulling the target down and hauling them across the ground. With a successful skill check, the target takes damage equal to the Bite +2, plus one per two points in the skill tree, and is yanked down into a prone position to be dragged, causing physical damage equal to the move rate plus the attacker’s basic hits. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack, or the remaining action may be used to continue dragging the target. Due to the aggressive nature of the attack, the defender is allowed an escape attempt (assuming available actions), before being dragged, if successful, they are freed from the bite and not knocked prone. While being dragged, the target is considered prone. If the skill check fails the attack is unsuccessful.
Prerequisites: The Biting skill and eight points in the skill tree
Attribute: Agility
Type: Utility
Time: N/A
Description: A character with this skill can add an attack as part of any ground-based move skill in this tree as part of their attack actions in Initiative. Only tiny or small weapons can be used for this attack, and all speed factor rules apply. Attack actions are used during the Movement segment, continuing from attack actions used in previous segments and allowing any remaining attack actions to be used after the movement. It may be used with any novice attack skill that the character has, with all related and general combat modifiers applied normally.
Prerequisites: The (E) Gymnastics skill and eight points in the skill tree
Attribute: Agility
Type: Utility
Time: N/A
Description: A character with this skill can add an attack as part of any aerial-based move skill in this tree. Only tiny or small weapons can be used for this attack, and all speed factor rules apply. Attack actions are used during the Movement segment, continuing from attack actions used in previous segments and allowing any remaining attack actions to be used after the movement. It may be used with any novice attack skill that the character has, with all related and general combat modifiers applied normally.
Prerequisites: The (E) Parkour skill and eight points in the skill tree
Attribute: Constitution
Type: Move
Time: One Action
Description: A character with this skill can maintain a stable longitudinal and latitudinal position, while holding a particular orientation, in mobile combat (assuming that the technology or racial ability has this capability). With a successful skill check, the character may attack, defend, or use any relevant skill with no modifier while hovering. In addition, movement from a hover position may be initiated as a free action, moving a number of yards equal to the number of points in this skill tree. If the skill check fails, all normal move modifiers apply, with a possible loss of control that could lead to a collision or crash.
Prerequisites: The Combat Maneuvers skill and four points in the skill tree
Attribute: Agility
Type: Move
Time: One Action
Description: Those with this skill can make a diving action in mobile combat to make an attack. It can be used as a rush attack with a melee weapon using move rate instead of Strength for damage, a strafing attack with a ranged weapon, etc. Any attack and defend actions taken during the swoop have a -2 modifier regardless of type due to velocity. During a melee pass a single target can be attacked once. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, but no further attacks may be made unless all attack actions are held for the Movement segment. If the skill check fails, the character may suffer a loss of control that could lead to a collision or crash.
Specialization: (Required) Method of mobility, i.e. wings, technology, vehicle, etc.
Attribute: Perception
Type: Move
Time: One Action
Description: Those with this skill are able to make a ranged attack during a mobile move. All speed factor and movement rules still apply. This skill may be used with any Novice ranged attack skill and move skill in this tree (assuming that the character has the skill), with all related and general combat modifiers applied normally. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target successfully defends, the attack misses, with a possible loss of control that could lead to a collision or crash.
Prerequisites: The Combat Maneuvers skill and four points in the skill tree
Attribute: Agility
Type: Move
Time: One Action
Description: Those with this skill are able to make a melee attack during a mobile move. This includes moving through or out of a foe’s threat range, without drawing an Attack of Opportunity. All speed factor and movement rules apply. This skill may be used with any Novice melee attack skill and move skill in this tree (assuming that the character possesses the skill), with related and general combat modifiers applied normally. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target successfully defends, the attack misses and leaves the character open to an attack of opportunity if they are moving out of or through an opponent’s threat range which may result in loss of control that could lead to a collision or crash.
Prerequisites: The Combat Maneuvers skill and four points in the skill tree
Attribute: Constitution
Type: Move
Time: One Action
Description: This skill is used to make a controlled collision, with the intent to control the opponent’s course, while causing damage. With a successful skill check, this maneuver disrupts any move action currently being taken and forces the target to move in a particular direction. Because it is a controlled collision, the ramming damage is reduced by one level for combatants (see Flight-to-Flight and Flight-to-Ground rules for more information). As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, and allows any remaining attack actions to be used after this attack. If hit, the defender is allowed a Piloting skill check to maintain their course, with a -1 modifier per point in the skill tree. If the skill check fails or the target makes a successful defend, the attack misses.
Tactical Use: Force an opponent to land, crash into a solid object, or collide with another vehicle
Prerequisites: The Combat Gambits skill and eight points in the skill tree
Attribute: Constitution
Type: Move
Time: One Action
Description: Those with this skill can use momentum to make a devastating melee attack against an opponent. For this attack, the damage of the weapon is increased by one per point in the skill tree and current the single action flight move rate is used in place of strength when calculating damage. On a successful skill check, the target is hit and may defend normally. It may be used as a Hack, Stab, or Swing attack (assuming the character has the skill), though a single target may only be struck once during a pass, with all related and general combat modifiers applied normally. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target makes a successful defend, the attack misses; in addition, on a failed skill check, the character may experience a loss of control that could result in a collision.
Prerequisites: The Swoop skill and eight points in the skill tree
Attribute: Influence
Type: Move
Time: One Action
Description: A character with this skill can overrun and stomp an opponent who is at least one size class smaller than the mount. With a successful skill check, the target is knocked down and run over, taking damage from half the total number of legs, with each leg attack saved against independently. Damage sustained is considered physical damage. The mount must be moving and must be fast enough to overrun the opponent and as a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, allowing any remaining attack actions to be used after this attack. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target successfully defends, the attack misses.
Prerequisites: Four points in the skill tree
Attribute: Agility
Type: Move
Time: One Action
Description: Characters with this skill can make amazingly long leaps in a vehicular suit. A standing jump is equal to one move action in distance, plus two yards per point in the skill tree, and a running jump is equal to two move actions in distance, plus two yards per point in the skill tree. mech combat. It can be used as an attack, landing on a foe to cause ramming damage. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails, a misstep causes the leap to fail, with possible side effects, or the attack misses. The difficulty is based on distance, terrain, and encumbrance.
Prerequisites: The Hopping skill and four points in the skill tree
Attribute: Strength
Type: Move
Time: One Action
Description: This skill is used to strike an opponent with a melee weapon from the back of the mount while in motion. When calculating damage from a hit, add the mount’s single action move rate at the time of attack to the weapon damage, plus one per point in the skill tree. It may be used with any Novice attack skill in this tree, with all related and general combat modifiers applied normally, though a single target may only be struck once during a pass. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target successfully defends, the attack misses.
Prerequisites: Four points in the skill tree
Attribute: Strength
Type: Move
Time: One Action
Description: Characters use this skill to leap, vault, or hurdle something in a vehicular suit. It can spring forward from a standstill equal to one move action, plus one yard per two points in the skill tree or with a running start leap a distance equal to one move action x2, plus one yard per point in the skill tree. In addition, it can be used as an attack, landing on an opponent to cause ramming damage. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, but no further attacks may be made unless all attack actions are held for the Movement segment. If the skill check fails, a misstep causes the leap to fail, with possible side effects, or the attack misses. The difficulty is based on distance, terrain, and encumbrance.
Specialization: (Required) the type of vehicular suit or mech, i.e. walker, crawler, tumbler, gambol
Attribute: Strength
Type: Move
Time: N/A
Description: This skill can be is used to make amazingly long standing or running jumps. With a successful skill check, the character can make a standing jump equal to one move action, plus 1 yard per 2 points in eth skill tree, and a running jump equal to two move actions, plus 1 yard per 2 points in the skill tree. In addition, it can be used as an attack to bodily land on a target, causing damage equal to the attacker’s Constitution score plus basic hits, and carries a knockdown effect. As a move-type skill, this may be used in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this action. If hit, the target gets a Reaction save to negate the knockdown. A failed skill check indicates that the character missed the jump, as well as the target, and possibly lands prone. The difficulty is based on distance and encumbrance.
Prerequisites: The Jumping skill and eight points in the skill tree
Attribute: Constitution
Type: Per Spell
Time: Per Spell
Description: Characters with this skill can cast a spell during or after a move action. Characters carrying an active Focus Component can cast while moving at no modifier, those requiring spell components have a difficult (-4) modifier. The spellcasting takes place during the move phase and the time required is determined by the number of total actions the spell requires (maximum of 2), but only allows the caster to cover a distance equal to a single move action. As a move-type skill, this may be used to cast in the Movement segment after other attack or casting actions are used, and allows any remaining attack or casting actions to be used after this cast.. Using this skill begins the casting state. Spell details can be found in the Core Rules: Magic Basics section.
Prerequisites: The Running skill, and four points in the skill tree
Attribute: Constitution
Type: Attack
Time: One Action
Description: Those with this skill are able to move and attack in the same action. This includes moving through or out of a single foe’s threat range, without drawing an Attack of Opportunity (-4 modifier per additional threat zone). All speed factor and movement rules apply. Moving through or out of a threat range may be countered by a readied action by the opponent, which will force the attacker to stop and defend or else suffer an Attack of Opportunity. It may be used with any Novice attack skill in this tree, with all related and general combat modifiers applied normally. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target successfully defends, the attack misses and leaves the character open to an attack of opportunity if they are moving out of or through an opponent’s threat range, unless they stop to take defend actions.
Tactical Use: Escape melee combat and fire a weapon, run past a foe while tossing a grenade, etc.
Prerequisites: The Retreat skill and four points in the skill tree
Attribute: Constitution
Type: Move
Time: One Action
Description: A character with this skill can move and attack in the same action. This is a disciplined move, not a rush-type attack. It includes moving into, through, and/or out of a single foe’s threat area, without penalty modifiers or drawing an attack of opportunity (-4 modifier per additional threat zone). All speed factor and movement rules apply, and it may be countered by a readied action, forcing the attacker to stop and defend or suffer an attack of opportunity. It may be used with any Novice attack skill in this tree, with all related and general combat modifiers applied normally. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target makes a successful defend, the attack misses and leaves the character open to an attack of opportunity, unless they stop to take defend actions.
Tactical Use: Make an attack and escape a flanked position; run past a foe while attacking; move through a threat area to set up a flank; etc.
Prerequisites: The Running skill and four points in the skill tree
Attribute: Strength
Type: Move
Time: Two Actions
Description: Characters with this skill can make a series of quick leaps over a short distance in the vehicular suit. A running jump is required, moving a distance equal to two move actions, plus one yard per point in the skill tree, making a total of four leaps. It can be used as an attack to bodily land on up to four foes in range, causing ramming damage, with a single skill check at a difficult (-4) modifier. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. Each target gets an individual defend against the attack. If the skill check fails, a misstep causes the initial leap to fail, with possible side effects, or the attack misses. The difficulty is based on distance, terrain, and encumbrance.
Prerequisites: The (E) Bounding skill and eight points in the skill tree
Vessel: | Object or Individual |
Sigil: | Enhancement |
Material: | Crafted or Derma |
Craft Skill: | Artistry or Tattooing |
Duration: | Active |
Casting Time: | One Action |
Description: These runes can be used to temporarily increase either the target’s swimming or ground move rates, or allow them to act one segment faster in the round, i.e., make melee attacks during the Ambush segment, make ranged attacks during the Melee segment, etc. For swimming, a piece of crafted fish leather, dyed with the sigil and worn around a leg serves as the rune vessel, alternately the individual may be tattooed with the sigil on the leg, within the shape of a fish. For ground movement, a preserved feather, dyed with the sigil, and worked into clothing serves as the rune vessel, alternately, the individual may be tattooed with the sigil, within the shape of a feather. When activated, the appropriate per-action move rate is increased by six. Moving faster in the round requires sigils to be painted or tattooed on each limb.
Attribute: Agility
Type: Per Spell
Time: Per Spell
Description: Characters with this skill have become so proficient at moving through the casting process swiftly and accurately, that they can cast more spells in a round than most others. It does not increase the number of actions in the round, rather it increases the speed factor of any Novice casting skills in the tree. In addition, those with skill may choose to act one segment faster in the round with the casting skill, i.e., make melee casts during the Ambush segment, make ranged casts during the Melee segment, etc. This skill does not change the number of actions a spell requires to cast, rather it directs the effects of known spells (as they are defined) at a target. Spell details can be found in the Core Rules: Magic Basics section.
Prerequisites: The (E) Quick Cast skill and eight points in the skill tree
Attribute: Agility
Type: Utility
Time: N/A
Description: This skill represents a greater weapon expertise, increasing the speed factor of all proficient weapons in this tree. It does not increase the number of actions gained in a round, rather it allows characters to extend the number of attacks that can be made with proficient weapons during the round. At Expert character rank, the speed factor of the weapons is increased by one, and at Master character rank the speed factor is increased by two. In addition, at Master level, those with skill may choose to act one segment faster in the round, i.e., make melee attacks during the Ambush segment, make ranged attacks during the Melee segment, etc.
Prerequisites: Four points in the skill tree
Attribute: Constitution
Type: Move
Time: Two Actions
Description: This skill is used in conjunction with a move to make an attack that does damage and knocks an opponent prone in a rush attack. One action is spent on a move, the other to attack, which does physical damage equal to the Strength attribute score plus modifiers and the distance of the move in yards (to a maximum of six), and includes a stun effect. Normal rush rules apply to the attacker and defender (difficult (-4) modifier to all defend actions for both, defender gets a Stamina save to avoid being stunned for the remainder of the round). As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, but no further attacks may be made unless all attack actions are held for the Movement segment. Each move has modifiers to the attacker and defender actions. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target successfully defends, the attack misses.
Specialization: None
Clothesline – driving an extended arm into the defender’s torso to knockdown.
Modifiers: Attack: +2 Damage: — Save: — Escape: —
Crossbody Block – leaping horizontally into the defender’s torso; both the attacker and defender are prone at the end of this move..
Modifiers: Attack: — Damage: +2 Save: -2 Escape: +2
Forearm Smash – fast strike to the chest with the forearm to knockdown (Reaction save).
Modifiers: Attack: +1 Damage: — Save: -1 Escape: —
Shoulder Block – lower the shoulder and slam bodily into target to knockdown (Reaction save).
Modifiers: Attack: — Damage: — Save: -2 Escape: —
Attribute: Constitution
Type: Move
Time: Two Actions
Description: Characters with this skill can rush a foe without suffering the normal difficult (-4) modifier to defend actions in that round and strike bodily or with a natural attack ability (horns, forehead plate, etc.) to knock an opponent backward. Normal rush rules still apply to the target, i.e., difficult (-4) modifier to defend actions for the round, and a Stamina save to avoid being stunned for the remainder of the round. On a hit, the attack does damage equal to the Strength score plus basic hits or attack ability, and the move rate for a single move action, and the target is knocked backward one yard per point in the skill tree and may take falling damage. Defenders are allowed a Stamina save or related defend skill to remain standing. At least one move action is required to use this skill, and if the skill check fails or the target successfully defends, the attack misses. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, and allows any remaining attack actions to be used after this attack. Hit or miss, if the attacker moves through an opponent’s threat range, the attacker is subject to an attack of opportunity.
Prerequisites: The Charge skill and four points in the skill tree
Attribute: Agility
Type: Move
Time: One Action
Description: A character with this skill can rush a foe without suffering the normal difficult (-4) modifier to defend actions in that round. Normal rush rules still apply to the target, i.e. difficult (-4) modifier to defend actions for the round, and a Stamina save to avoid being stunned for the remainder of the round, and the attack causes physical damage equal to the attacker’s Strength plus basic hits. In addition, when used with a blunt weapon or physical shield, the target’s reaction save to avoid being stunned is reduced by one per two points in the skill tree. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, but no further attacks may be made unless all attack actions are held for the Movement segment. If the skill check fails, the character is subject to the normal Rush modifiers.
Specializations: None
Attribute: Constitution
Type: Move
Time: One Action
Description: Characters use this skill to launch themselves at an opponent, with the intent of landing on them and knocking them down. With a successful skill check, the character springs forward from a standstill equal to a half-move action plus 1 yard per 2 points in the skill tree, and a running start equal to one move action, plus one yard per point in the skill tree. The attack does damage equal to the Strength score plus the distance of the move in yards. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, but no further attacks may be made unless all attack actions are held for the Movement segment. The defender gets a Reaction save, with a -1 modifier per 2 points in the skill tree, to avoid being knocked down. If the skill check fails or the target successfully defends, the attack misses.
Specialization: None
Attribute: Constitution
Type: Utility
Time: Two Actions
Description: Those with this skill can temporarily channel outsider powers into their physical form to change their material qualities. This exotic form must maintain the same proportional size, but can be defined by the character based on their otherworldly associations, i.e., angelic, demonic, tentacle encrusted, etc., that grants a natural armor rating, gaining a +4 to their physical rating (does not stack with natural or worn armor), and an Impact Rating: 13, Magic Rating: 9, and Elemental Rating: 3; plus Basic Hits. When additional armor is worn, ratings do not stack, rather the higher rating is used, and the chosen form cannot grant additional abilities, i.e. extra limbs, elongated limbs, etc. In addition, due to the exotic nature of the form, they gain immunity to critical hits. The ability to maintain the form ends if the character is rendered unconscious or a number of rounds equal to the number of points in the skill tree elapse. This skill may only be used one time per encounter and it takes two actions to complete the transformation.
Prerequisites: The (E) Manifestation skill and eight points in the skill tree
Attribute: Constitution
Type: Utility
Time: Two Actions
Description: A character with this skill can temporarily exchange their physical form to become a transient spiritual force at will. Appearing as a shifting phantasm that is aesthetically similar to their physical form, the character is able to interact with the world in a transient state wherein portions of touched objects or picked up items briefly take on the spiritual force properties. In this form, they have a natural armor rating, gaining a +4 to their physical rating (does not stack with natural or worn armor), and an Impact Rating: 13, Magic Rating: 9, and Elemental Rating: 6; plus Basic Hits. When additional armor is worn, ratings do not stack, rather the higher rating is used, and the character is unable to wear non-magical armor. The ability to maintain the form ends if the character is rendered unconscious or a number of rounds equal to the number of points in the skill tree elapse. This skill may only be used one time per encounter and it takes two actions to complete the transformation. All clothing and gear transforms with the character and is usable by them in this transient spiritual force form, but when removed from their person immediately regains its material qualities.
Prerequisites: The Spirit Touch skill and eight points in the skill tree
Attribute: Constitution
Type: Utility
Time: N/A
Description: Those who take this skill have transcended the physical world to exist as beings of pure magic. Although they appear aesthetically similiar, except for the occasional transient phasing shift, it is the magic that provides them with the substance that allows them to interact with the physical world. As such, these characters no longer have Heath points, adding half that score to the Body points and granting an immunity to critical hits, though these Body points are restored with the Mystic Sustenance skill rather than rest. While in this form, the caster gains a +3 modifier to their Physical Rating (does not stack with natural or worn armor), and an Impact Rating: 9, Magic Rating: 11, and Elemental Rating: 9; plus Basic Hits. The armor rating does not stack with natural or worn armor, and the character is unable to wear non-magical armor. Additionally, the caster is able to walk upon transient surfaces such as water or snow as if they were solid, and they no longer need to eat, drink, or breathe, drawing all of their sustenance through the realm of magic. Losing all Body points causes their form to lose cohesion, trapping them in the Mystic realm for one hour per Body point. Exposure to an anti-magic field causes 10 points of damage per round (no save) and will destroy their form once all Body points are lost.
Prerequisites: The Mystic Sustenance skill and eight points in the skill tree
Attribute: Constitution
Type: Utility
Time: Two Actions
Description: A character with this skill can temporarily become an aspect of their Magic Foundation, taking on the physical qualities of their element. While in this form, the caster automatically gains the novice rating of their foundation armor spell, however, the armor spell must be cast to gain the Expert and Master effects. When additional armor is worn, ratings do not stack, rather the higher rating is used. In addition, all Health points are removed with half that number applied to the Body points, providing an immunity to critical hits. This form can be maintained for up to one hour per point in the skill tree, so long as the character is conscious. Characters who have the Elemental Dominion skill may choose from any of the foundations.
Prerequisites: Eight points in the skill tree and the Elemental Magic Foundation
Attribute: Constitution
Type: Utility
Time: N/A
Description: Those with this skill can alter their form to take on the shape of a specific animal common to the area that they protect or patrol. In this shape, the character can pass as a common animal, including size, behavior, and general mannerisms. While they may use attack, defend, or move abilities specific to the animal type at the skill tree rank and their armor rating (defined before play begins), however the character may not use any of their native skills while in this form. All clothing and gear transforms with the character and the size of the animal must be within 25% of the character’s actual size. It takes a full round to complete the transformation and lasts up to 1 hour per point in the skill tree, so long as the character is conscious.
Specialization: (Required) Magic Foundation, i.e., Mystic, Land Strider, Wind Rider, Fire Walker, Wave Runner
Attribute: Constitution
Type: Utility
Time: N/A
Description: Characters with this skill can alter their form to become a dire version of a specific animal common to the area they protect or patrol. Growing to a large size of the animal, often with aesthetically intimidating additions such as quills, spikes, tusks, etc, the Druid is able to use the attack, move, and defend abilities of the animal type at the skill tree rank, as well as gaining its natural armor rating (this must be defined before play begins), as well as their own full range of skills. Although the character is able to speak normally, this is not a humanoid form, requiring them to physically interact with the world as the animal type while in this form. All clothing and gear transforms with the character, requiring a full round to complete the transformation, and lasts so long as the character is conscious or a number of rounds equal to the points in the skill tree elapse.
Prerequisites: The (E) Iron Fur skill and eight points in the skill tree
Attribute: Constitution
Type: Utility
Time: N/A
Description: Characters who select this skill have fully embraced the natural world, permanently becoming a living embodiment of the plant life they protect. Composed of an amalgamation of plant types shaped to appear aesthetically similar to their physical form, with various colorations and natural pockets in which to carry things, they are able to move and interact with the physical world normally. Due to the elemental nature of the form, they no longer have Health points, making them immune to critical hits, increasing their Body points by a .5 multiplier, restoring lost points with the Photosynthetic skill rather than rest, which also provides all nutritional needs. This form offers a natural armor rating, gaining a +5 to their Physical rating (does not stack with natural or worn armor), and an Impact Rating: 13, Magic Rating: 9, and Elemental Rating: 3; plus Basic Hits. When additional armor is worn, ratings do not stack, rather the higher rating is used. Losing all Body points causes their form to unravel, and must be regenerated. If the form is completely burned to ash, the character is destroyed.
Prerequisites: The Photosynthetic skill and eight points in the skill tree
Attribute: Constitution
Type: Utility
Time: N/A
Description: Those with this skill can alter their form to become living stone at will. They may appear as stacked or faceted stone that is aesthetically similar to their physical form, but with a lack of fine details, in which they may use any of their existing skills. Due to the elemental nature of the form, they gain immunity to critical hits and a natural armor rating, gaining a +6 to their Physical rating (does not stack with natural or worn armor), and an Impact Rating: 12, Magic Rating: 7, and Elemental Rating: 8; plus Basic Hits. When additional armor is worn, ratings do not stack, rather the higher rating is used. The ability to maintain the form ends if the character is rendered unconscious or a number of rounds equal to the number of points in the skill tree elapse. This skill may only be used one time per encounter and it takes two actions to complete the transformation. All clothing and gear transforms with the character and is usable by them in this stone form, but when removed from their person it will transform back the following round.
Prerequisites: The (E) Bedrock skill and eight points in the skill tree
Attribute: Strength
Type: Utility
Time: One Action
Description: Characters with skill are able to enhance their ability to absorb damage with a thick magical pelt. When activated, the Druid’s flesh is covered with fur, adding a +2 durability modifier to physical damage and +3 durability modifier to Impact damage. This effect does not stack with similar modifiers and lasts for a number of rounds equal to the skill tree rank.
Prerequisites: The Animal Shape skill and four points in the skill tree
Attribute: Influence
Type: Per Spell
Time: Per Spell
Description: A character with this skill can add a specific factor to amplify an aspect of a spell variant during casting. These factors may only be added to Change, Control, or Damage spells, and may include one of the Adaptive Cast factors at the caster’s option. The available factor is specific to the Magic Foundation spell variant that is cast. Using this skill begins the casting state. Spell details can be found in the Core Rules: Magic Basics section.
Prerequisites: Adaptive Cast and eight points in the skill tree
Factor | Description |
Strafe | Mystic spells. A repetitive strike of magic accompanies the spell and causes damage equal to one per point in the skill tree a number of times equal to 1 per two points in the skill tree. |
Vacuity | Air spells. Briefly draw all air from the spell’s target, causing them to blackout for three rounds, save vs. Stamina with a -1 modifier per two points in the skill tree. |
Smolder | Fire spells. A searing effect that accompanies the spell, adding one per two points in the skill tree of damage that burns three rounds – damage is reduced by half each successive round. |
Corrode | Land spells. A corrosive that does biological (body) or object damage (durability save) equal to one per four points in the skill tree and continues each round until washed off. |
Frost | Water spells. A cold effect that reduces the number of actions available to the target equal to one per four points in the skill tree. |
Attribute: Influence
Type: Per Spell
Time: Per Spell
Description: A character with this skill can modify specific factors to enhance some aspect of a spell during casting. Any one of the below factors can be added to a Casting skill check at Expert character rank, up to two at Master character rank, up to four at Epic character rank. Using this skill begins the casting state. Spell details can be found in the Core Rules: Magic Basics section.
Prerequisites: Four points in the skill tree and a Magic Foundation, i.e., Mystic, Land Strider, Wind Rider, Fire Walker, Wave Runner
Factor | Description |
Bounce | The magic hops to one additional target per two points in the skill, within the spell’s range. |
Elongate | Increase the range of a spell by up to one yard per point in the skill tree. All range steps must be accounted for, i.e., personal to touch to distance in yards. |
Inflate | Increase the area of effect of a spell by one yard per two points in the skill tree. All range steps must be accounted for, i.e., personal to touch to distance in yards. |
Prolong | Increase the duration of a spell by one round per two points in the skill tree. |
Resistance | Add a -1 modifier per two points in the skill tree to the target’s save against the spell. |
Attribute: Strength
Type: Utility
Time: One Action
Description: Those with skill are able to enhance their ability to absorb damage, by increasing the durability of their flesh. When activated, the Druid’s flesh takes on a rough, bark-like appearance, gaining a +3 durability modifier to physical, impact, and elemental damage, though the modifier doesn’t apply to clefting or fire damage. This effect does not stack with other durability modifiers, taking the higher modifier for the damage type, and lasts for a number of rounds equal to the skill tree rank.
Prerequisites: The Plant Mimicry skill and four points in the skill tree
Attribute: Strength
Type: Attack
Time: One Action
Description: Characters with this skill can temporarily transform forearms and hands into a broad, flat chunk of stone to make a smashing attack. With a successful skill check, the character causes physical damage equal to Strength +4, plus one per two points in the skill tree, with a critical hit range of 1, and causes stun damage – lose any actions for the remainder of the round and allowed only two defend actions in the following round. Targets must take at least one point of damage and get a Stamina save to avoid the stun effect. If the skill check fails or the target successfully defends, the attack misses. Characters can choose to transform for a single attack, retain the stoney appearance for the encounter, or use any combination thereof.
Specialization: (Required) Land Strider Magic Foundation
Attribute: Strength
Type: Utility
Time: One Action
Description: Characters with this skill are able to transform their dermis to stone to enhance their ability to take damage. When activated, the Druid’s flesh takes on the durability and aesthetic properties of stone, gaining a +4 durability modifier to physical and impact damage (durability modifiers do not stack). This effect lasts a number of rounds equal to the skill tree rank.
Prerequisites: The Slab skill and four points in the skill tree
Type: | Defend (L) |
Domain: | Create |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: This spell provides the caster with a personal barrier of protective mystic energies that appears as a visible manifestation of colorful light. At Novice level, the caster gains a +3 modifier to their Physical Rating (does not stack with natural or worn armor), and an Impact Rating: 9, Magic Rating: 11, and Elemental Rating: 9; the rating plus Basic Hits provides the armor save for the duration of the spell. When additional armor is worn, ratings do not stack, rather the higher rating is used. Upon reaching Expert level, the caster’s form is imbued with mystic energy taking on a colorful light aesthetic and providing additional durability that reduces impact damage and magic damage by 2 points (durability modifiers do not stack). And at Master level, the caster can partially move their form into the mystic realm, becoming intangible at will during the spell’s duration – an action is required to move into or out of the Mystic realm, and for every action spent in the Mystic realm, there is a progressive 5% chance (1 in 20) of drawing the attention of a being of that ream at the end of the round.
Type: | Defend (L) |
Domain: | Change |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This protective spell is used to aid in a target’s survivability during combat situations. Upon casting at Novice level, the target’s flesh toughens for the duration of the spell, providing 2 points of Physical damage durability and 4 points of Impact damage durability. The Durability modifiers do not stack with similar modifiers, instead taking the higher number. At Expert level, the magic grants an additional Poison immunity for the duration of the spell, though this does not negate the effect of current poisons. Upon reaching Master level, the target also gains Critical Hit immunity for the duration of the spell. When cast, the spherules hover around the target, rushing to and hovering about areas protected by the spell.
Type: | Defend (L) |
Domain: | Create |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: Those with this spell are able to draw upon the incredible forces of the Realm of Air to intensify their physical form. At Novice level, the caster gains a +4 modifier to their Physical Rating (does not stack with natural or worn armor), and an Impact Rating: 11, Magic Rating: 9 (13 against Air magic), and Elemental Rating: 7; the rating plus Basic Hits provides the armor save for the duration of the spell. When additional armor is worn, ratings do not stack, rather the higher rating is used. Upon reaching Expert level, the skill of manipulating these magics grants Knockback immunity in addition to the armor effect. And at Master level, anyone who enters the character’s threat zone suffers a Knockback effect equal in yards to the number of skill points in the tree (Reaction save to negate), that regenerates each round. In addition, so long as the spell is active, the caster has a continuous windblown effect, billowing clothes, hair, etc., that increases in intensity with character rank.
Type: | Defend (L) |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: A defensive spell that the caster may use for personal protection or to protect an ally within range. When cast it creates a protective barrier in the same color as the caster’s focus object that provides frontal cover in a full 90° arc scaled precisely to the individual. When the shield is attacked, the caster is required to make a skill check against the magic skill used to cast it. If successful the attack is deflected in a bright display, however, if the skill check fails the shield shatters dramatically and the attack succeeds – because the shield is directly in front of the protected target, unless they are specifically holding actions to defend, no further defend actions are permitted The barrier moves with the target and always faces front. This shield protects against Physical, Impact, and directed Elemental damage.
Type: | Defend (L) |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: This defensive spell may be used to create an electrical barrier for personal protection or to protect an ally within range. When cast it creates a protective barrier in the same color as the caster’s focus object that provides frontal cover in a full 90° arc scaled precisely to the individual. When the shield is attacked, the caster is required to make a skill check against the magic skill used to cast it. If successful the attack is deflected with an electrical charge, however, if the skill check fails the shield fizzles and the attack succeeds – because the shield is directly in front of the protected target, unless they are specifically holding actions to defend, no further defend actions are permitted. The barrier moves with the target and always faces front. This shield protects against Physical, Impact, and directed Elemental damage.
Type: | Defend (L) |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: Those with this defensive spell are able to create a fiery barrier that may use for personal protection or to protect an ally within range. When cast it creates a protective barrier in the same color as the caster’s focus object that provides frontal cover in a full 90° arc scaled precisely to the individual. When the shield is attacked, the caster is required to make a skill check against the magic skill used to cast it. If successful the attack is deflected in a gout of flame, however, if the skill check fails the shield shatters into embers and the attack succeeds – because the shield is directly in front of the protected target, unless they are specifically holding actions to defend, no further defend actions are permitted The barrier moves with the target and always faces front. This shield protects against Physical, Impact, and directed Elemental damage.
Type: | Defend (L) |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: When cast, a series of stones rise out of the ground to create a barrier of personal protection or to protect an ally within range. When cast it creates a protective barrier in the same color as the caster’s focus object that provides frontal cover in a full 90° arc scaled precisely to the individual. When the shield is attacked, the caster is required to make a skill check against the magic skill used to cast it. If successful the attack is deflected with rocks falling away and reforming, however, if the skill check fails the shield collapses into sand and the attack succeeds – because the shield is directly in front of the protected target, unless they are specifically holding actions to defend, no further defend actions are permitted The barrier moves with the target and always faces front. This shield protects against Physical, Impact, and directed Elemental damage
Type: | Defend (L) |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: This defensive spell is used to create an icy barrier for personal protection or to protect an ally within range. When cast it creates a protective barrier in the same color as the caster’s focus object that provides frontal cover in a full 90° arc scaled precisely to the individual. When the shield is attacked, the caster is required to make a skill check against the magic skill used to cast it. If successful the attack is deflected in a spray of snow, however, if the skill check fails the shield melts away and the attack succeeds – because the shield is directly in front of the protected target, unless they are specifically holding actions to defend, no further defend actions are permitted The barrier moves with the target and always faces front. This shield protects against Physical, Impact, and directed Elemental damage.
Attribute: Constitution
Type: Attack
Time: One Action
Description: This skill is used on a prone target on the ground to cause damage and leave them unable to act. With a successful skill check, the attacker drops bodily onto the target, leading with an elbow, knee, or shoulder, doing physical damage equal to the Strength attribute score plus basic hits, and leaves them stunned. The defender is allowed a base Stamina save to resist the stun effect. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target successfully defends, the attack misses. Regardless of success or failure, both the attacker and defender are prone at the end of this action.
Specialization: None
Attribute: Strength
Type: Attack
Time: One Action
Description: Characters with this skill are able to toss an opponent a short distance. It may only be used on a target that has been grabbed. With a successful skill check, the attacker is able to throw the target a number of yards equal to the number of skill points in Wrestling, causing normal falling damage and landing prone. The defender can use Tumbling or a related skill to avoid taking damage and/or falling prone. If the skill check fails, the character cannot get the leverage to toss the opponent and they get a simple (+4) modifier to break the grapple.
Specialization: None
Attribute: Agility
Type: Attack
Time: One Action
Description: This skill is used to immobilize a grabbed opponent. The hold is applied with a successful skill check, causing physical damage equal to the Strength attribute score plus modifiers. Each hold has modifiers to attacker and defender actions. One action must be spent each round to maintain the hold and this skill may be used to oppose any break or escape attempt, cause damage, or defend against an attack by the target, assuming available actions. The attacker and defender are prone for the duration of the move. If the skill check fails, the move is not applied correctly, and the target gets a simple (+4) modifier to break the grapple.
Specialization: None
Wristlock – twisting the hand to put pressure on the joint; it may be used as a disabling attack (Stamina save) or pain compliance (Morale save).
Modifiers: Apply: +2 Damage: — Save: -2 Escape: +2
Elbowlock – push the wrist and elbow to cause hypertension; it can be used as a disabling attack (Stamina save) or pain compliance (Morale save).
Modifiers: Apply: — Damage: +2 Save: -2 Escape: +2
Shoulderlock – flex the arm away at the wrist and elbow; it can be used as a disabling attack (Stamina save), or pain compliance (Morale save).
Modifiers: Apply: -2 Damage: +4 Save: — Escape: —
Armbar – rotate the arm to put pressure on the wrist, elbow, and shoulder joints; this move is used for pain compliance (Morale save), or as a disabling attack (Stamina save).
Modifiers: Apply: -2 Damage: +2 Save: -4 Escape: +2
Attribute: Strength
Type: Attack
Time: One Action
Description: This skill is used to pick up a foe and drive them bodily onto a surface. It may only be used on a target that is grappled. With a successful skill check, the attacker picks up and drives the target onto an immediately adjacent surface, i.e. the ground, a table, a wall, etc, causing physical damage equal to the Strength score plus the target’s basic hits, and leaves them prone, with a Stun effect – Stamina save to resist. If the skill check fails, the character cannot get the leverage to pick up the target and they get a simple (+4) modifier to break the grapple.
Specialization: None
Attribute: Strength
Type: Attack
Time: One Action
Description: Characters with this skill make violent attacks that cause damage and leave the opponent unable to act. On a hit, the attack does physical damage equal to the Strength attribute score plus modifiers and includes a stun effect. At least one point of damage must be taken, and the defender gets a Stamina save to resist the stun. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target successfully defends, the attack misses.
Specialization: None
Dropkick – jumping up and kick the foe with the soles of both feet
Modifiers: Attack: — Damage: +2 Save: — Escape: —
Elbow Smash – a punching motion, tucking the hand to the chest so the elbow makes contact; or a pivot that swings the elbow back
Modifiers: Attack: +1 Damage: — Save: -1 Escape: —
Headbutt – strike the opponent with the forehead (front) or occipital bone (back), usually in the face
Modifiers: Attack: — Damage: — Save: -2 Escape: —
Stomp – used on a prone target, stamping the foot down on the opponent
Modifiers: Attack: — Damage: +1 Save: -1 Escape: —
Attribute: Strength
Type: Attack
Time: One Action
Description: Those with this skill are able to make damaging moves to specific parts of the body for devastating effects, on targets that have been grabbed. On a hit, the attack does physical damage equal to the Strength attribute score plus modifiers, leaves them prone, and includes a stun effect. At least one point of damage must be taken, and the defender gets a Stamina save to resist the stun. If the skill check fails, the character cannot perform the move.
Prerequsites: The Slam skill and four points in the skill tree
Backbreaker – lift the defender into a horizontal position, face up, and drive them down onto the attacker’s knee or other solid object
Modifiers: Attack: +2 Damage: +4 Save: — Escape: —
Neckbreaker – lift the target, turn them in air and drive the head to the ground or other solid object
Modifiers: Attack: — Damage: +2 Save: -4 Escape: —
Gutbuster – lift the target and slam them onto their back, landing on top with a knee or shoulder driving into the stomach; both the attacker and defender are prone after this move
Modifiers: Attack: +2 Damage: +2 Save: -2 Escape: —
Spinebuster – lift the target and drive downward face first, landing on top of them with a shoulder in their back; both the attacker and defender are prone at the end of this move
Modifiers: Attack: — Damage: +3 Save: -3 Escape: —
Attribute: Constitution
Type: Attack
Time: One Action
Description: This skill is used to apply one of four advanced holds that immobilize targets that have been grabbed. One action must be spent each round to maintain the hold, and this skill may be used to oppose a break or escape attempt, cause damage, or defend against an attack from the target, assuming actions are available. Damaging holds require one action, may be applied up to twice per round, and cause physical damage. The attacker and defender are prone for the duration of the move. If the skill check fails, the target remains in the grapple, but the move is not applied correctly.
Prerequsites: The Joint-Hold skill and four points in the skill tree
Headlock – encircling the target’s head with the arm; it is used as a disabling attack (Stamina save) to keep the target from attacking
Modifiers: Attack: +3 Damage: — Save: — Escape: -3
Hammerlock – pulling the target’s arms behind and bending up the back to disable (Stamina save) or for pain compliance (Morale save)
Modifiers: Attack: — Damage: +2 Save: -2 Escape: -2
Leglock – hyperextending a target’s knee or hip, while leveraging the legs; it is used to disable (Stamina save) or for pain compliance (Morale save)
Modifiers: Attack: -2 Damage: +4 Save: -2 Escape: -2
Ab-Lock – link the arms from behind and bend to stretch and expose the midsection; it is used for pain compliance (Morale save), or to immobilize, holding the target prone until released or broken
Modifiers: Attack: -2 Damage: +2 Save: -2 Escape: -4
Attribute: Constitution
Type: Utility
Time: N/A
Description: Characters with this skill can perform moves from an elevated position with specific attack skills, i.e. Body Drops, Rush Moves, Slam, Smash Moves, Breakers, and Power Slams. Falling damage is applied to the attack, with no damage suffered to the attacker up to a number of yards equal to the number of skill points in the tree. A difficult (-4) modifier is applied to the hit chance, and the total damage that is sustained is considered physical damage to resist. If the fall exceeds the number of points in the tree, the attacker suffers falling damage for the difference in distance. There must be a logical path to the fall without requiring movement beyond what is allowed in the attack skill.
Tactical Use: Make a dropkick attack from a boulder; dive off a wall to clothesline a target, perform a powerbomb from a flying vehicle, etc
Prerequisites: The (E) Rolling Strike skill and eight points in the tree
Attribute: Strength
Type: Attack
Time: One Action
Description: This is a signature fighting style in which the attacker maintains an upright stance with the legs shoulder-width apart and the rear foot a half step back; the dominant fist is held back protecting the body, and the lead fist is held up at eye level. It is a methodical punching technique, using six strikes that have specific attack, damage, and/or critical hit modifiers aimed at vulnerable areas, causing physical damage. The Jab is a quick straight punch with the lead hand; Cross is a powerful straight punch with the dominant hand; Overhand is a dominant hand over-the-shoulder punch with a looping arc; Hook is a semi-circular punch with the lead hand; Uppercut is a vertical rising punch from the dominant hand; Combo is two punches in quick succession. Strikes may be used at will. If the skill check fails or the target makes a successful defend, the attack misses.
Specialization: (Optional) Specific combat style, technique, or system based on roleplay
Strike Att. Dam. Crit.
Jab +3 -1 1
Cross +1 — 1-2
Overhand — +2 1
Hook -1 +1 1-3
Uppercut -2 +2 1-3
Combo -2 +4 1
Attribute: Agility
Type: Attack
Time: One Action
Description: A practiced combat style where the attacker faces forward with the feet shoulder width apart and slightly turned out, both fists are held vertically at waist level in a ready position. It emphasizes focus and control with a combination of punches and kicks that have specific attack, damage, and/or critical hit modifiers aimed at vulnerable areas, causing physical damage. A Heel Jab is an open handed punch with the heel of the hand; a Chop is a quick open-handed, hewing stroke hitting with either the pinky or thumb side of the hand; a Snap Kick is executed by raising the knee, extending the leg to hit with the ball of the foot, and quickly retracting the leg; a Hammer Fist is a multi-directional, hewing stroke that hits with the bottom of a clenched fist; a Jump Kick is executed by kicking one leg forward to gain momentum, and pushing off with other, raising the knee and extending that leg to hit with the ball of the foot; a Spin Kick begins with a tight rotation to build momentum, after which the leg is extended to strike with the shin or the front of the foot. Strikes may be used at will. If the skill check fails or the target makes a successful defend, the attack misses. Only one striking technique may be purchased during character building, additional techniques may be selected as they advance.
Specialization: (Optional) Specific combat style, technique, or system based on roleplay
Strike Att. Dam. Crit.
Heel Jab +3 -1 1
Chop — — 1-3
Snap Kick — +1 1-2
Hammer Fist -2 +2 1-3
Jump Kick -3 +3 1-3
Spin Kick -4 +6 1
Attribute: Agility
Type: Attack
Time: One Action
Description: A fighting style where attackers maintain an upright stance with the dominant leg back, and both fists held vertically in front of the face. This style uses six strikes with specific attack, damage, and/or critical hit modifiers aimed at vulnerable areas, causing physical damage. A Jab is a straight punch with the lead hand; a Cross is a straight punch from the back hand; a Front Kick is executed by lifting the knee and straightening the leg; a Hook is a semi-circular punch thrown with either hand; a Side Kick is a back leg pivot lifting the front leg in a stomping motion; a Circle Kick is a ball of the foot twist, swinging the leg to strike with the front of the foot. Strikes may be used at will. If the skill check fails or the target makes a successful defend, the attack misses.
Specialization: (Optional) Specific combat style, technique, or system based on roleplay
Strike Att. Dam. Crit.
Jab +3 -1 1
Cross +1 — 1-2
Front Kick -1 +2 1-2
Hook -1 +1 1-3
Side Kick -2 +3 1-2
Circle Kick -3 +5 1
Attribute: Agility
Type: Attack
Time: One Action
Description: A vicious combat style with the attacker facing forward, the dominant leg up on the ball of the foot and a step back, and both arms held vertically in front of the head, palms out. It is aggressive with brutal counterattacks, mixing punches, elbows, and kicks aimed at vulnerable areas, causing physical damage. A Pivot Jab is a punch and step-back, without extending the arm; the Straight Punch is a forward strike by rotating the shoulders and hips; a Hook Kick is a side stance strike across the target with the heel; an Elbow Strike is multi-directional and close range, made by stepping into the target; an Axe Kick is made by raising the leg vertically and bringing the heel down onto the target; a Switch Kick is a forward kick made while jumping off the standing leg and rotating the hips in a second, near simultaneous kick. Strikes may be used at will. If the skill check fails or the target makes a successful defend, the attack misses.
Specialization: (Optional) Specific combat style, technique, or system based on roleplay
Strike Att. Dam. Crit.
Pivot Jab +1 +1 1
Straight Punch — +2 1
Hook Kick -2 +4 1
Elbow Strike -2 +3 1-2
Axe Kick -3 +5 1
Switch Kick -4 +6 1
Attribute: Strength
Type: Attack
Time: One Action
Description: A free form fighting style where the attacker assumes a hunched position with the dominant leg a step back, the dominant arm held back, and the lead hand out front. It is technique with minimal shifts using a mix of close-quarter strikes aimed at vulnerable areas, causing physical damage. A Back Fist is quick strike with the back of the knuckles; a Headbutt is a forceful thrust with forehead while stepping into a target; a Hammer Fist is a multi-directional, hewing stroke that hits with the bottom of a clenched fist; an Elbow Strike is multi-directional and close range attack made by stepping into the target; a Bolo Punch utilizes a distracting move with the lead hand and vertical rising punch with the dominant fist; a Haymaker is wild swing where the arm is whipped from the shoulder with a minimal elbow bend. If the skill check fails or the target makes a successful defend, the attack misses.
Specialization: (Optional) Specific combat style, technique, or system based on roleplay
Strike Att. Dam. Crit.
Back Fist — +1 1-2
Headbutt -1 +2 1-2
Hammer Fist -2 +2 1-3
Elbow Strike -2 +3 1-2
Bolo Punch -3 +4 1-2
Haymaker -4 +5 1-2
Type: | Defend |
Domain: | Change |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: This spell is used to enhance combat ability by protecting the caster’s physical form with death energy, giving them the appearance of the undead. At Novice level, the caster gains a +5 modifier to their Physical Rating (does not stack with natural or worn armor), and an Impact Rating: 13, Magic Rating: 8 (12 against Death magic), and Elemental Rating: 6; the rating plus Basic Hits provides the armor save for the duration of the spell. When additional armor is worn, ratings do not stack, rather the higher rating is used. Upon reaching Expert level, the caster’s flesh takes on the properties of the undead, providing additional durability that reduces sharp damage by 4 points (durability modifiers do not stack). And at Master level, the caster’s internal organs take on the properties of the undead, granting immunity to Critical Hits. The material component is a piece of bone wrapped in rotting flesh that is held in the palm and used up during casting.
Type: | Defend (L) |
Domain: | Create |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: When cast, this spell surrounds the caster in flames – appearing anywhere from a glow of embers to fully immersed in flame – to protect their physical form. At Novice level, the caster gains a +3 modifier to their Physical Rating (does not stack with natural or worn armor), and an Impact Rating: 11, Magic Rating: 9 (13 against Fire magic), and Elemental Rating: 7; the rating plus Basic Hits provides the armor save for the duration of the spell. When additional armor is worn, ratings do not stack, rather the higher rating is used. Upon reaching Expert level, the caster’s control over the element grants immunity from normal fire damage and allows bright illumination up to a 4-yard radius. And at Master level, anyone who enters the character’s threat zone suffers elemental fire damage equal to the number of skill points in the tree, which regenerates each round.
Type: | Defend (L) |
Domain: | Create |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: This spell causes the caster’s flesh to take on the consistency of soil, unworked minerals (ore, gems, etc.), or plants (bark, burls, periderm, etc.) to protect their physical form. At Novice level, the caster gains a+6 modifier to their Physical Rating (does not stack with natural or worn armors), and an Impact Rating: 12, Magic Rating: 7 (11 against Land magic), and Elemental Rating: 8; the rating plus Basic Hits provides the armor save for the duration of the spell. When additional armor is worn, ratings do not stack, rather the higher rating is used. Upon reaching Expert level, the caster’s connection to land grants them Knockdown immunity in addition to the armor effect. And at Master level, the caster’s body becomes the selected consistency (soil, unworked, mineral, or plant), gaining the ability to regenerate – a full round is required with the character either in contact with natural land (soil or unworked mineral) or exposed to sunlight (plant), gaining the healing rate +1 per 4 points in the skill tree. This is a magical effect and does not affect the character’s mobility, weight, or move rate.
Type: | Defend (L) |
Domain: | Create |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: With this spell, the caster is coated in a viscous liquid that provides protection by dampening attacks. At Novice level, the caster gains a +3 modifier to their Physical Rating (does not stack with natural or worn armor), and an Impact Rating: 11, Magic Rating: 7 (11 against Water magic), and Elemental Rating: 9; the rating plus Basic Hits provides the armor save for the duration of the spell. When additional armor is worn, ratings do not stack, rather the higher rating is used. Upon reaching Expert level, the caster’s form becomes viscous, providing additional durability that reduces blunt damage by 4 points (durability modifiers do not stack) and allowing for melee or touch attacks at up to two yards distant. And at Master level, the caster is able to manipulate their shape to flow through virtually any tight space, expand to block a passage or doorway of roughly their size, etc. – this is considered a move, and could require multiple actions depending on type, i.e., it will take longer to flow through a keyhole or crack than a grating or pipe. While the spell is active, the caster appears to shimmer and will sparkle in direct light, and when hit, their form rippling at the point of impact.
Vessel: | Object or Individual |
Sigil: | Protection |
Material: | Crafted or Derma |
Craft Skill: | Engraving or Tattooing |
Duration: | Active |
Casting Time: | One Action |
Description: The vessel of this rune is dried bone crafted into a pentagonal shape with sigils carved on each edge with the Lapidary skill and worn on the chest, alternately, an individual may be tattooed with the sigils, requiring the Tattoo skill. It offers an additional two points of armor protection against physical, impact, and magical damage, but does not stack with similar types of magical protection.
Attribute: Knowledge
Type: Utility
Time: N/A
Description: Those with this skill can mix magic with a fluid substance to create bombs and extracts. Production takes about ten minutes and requires preparing a container (typically a small jar), the addition of liquid, spell casting, and sealing the jar with a stopper covered in wax. Characters are required to make a skill check, can produce 1 per 2 points in the skill tree per day, may not create duplicates, and the magic fades after 1 day per 3 points in the skill tree. If the skill check fails, that one is lost for the day. Bombs are for spells used against opponents, while extracts are for spells that aid the caster or allies.
Specialization: (Required) Magical Foundation, i.e. Mystic, Land Strider, Wind Rider, Fire Walker, Wave Runner
Type | Description | |
Bomb | Requires an oil-type liquid (-4 modifier to the casting for others). It can be used by anyone with the Throw skill and has a splash effect covering an area of three yards. All in the area must save against the spell normally, though, area of effect spells supersedes the splash. All other factors work per the spell. | |
Extract | Requires an alcohol liquid (-4 modifier to the casting for others). Anyone who drinks the extract gains the effect as if cast. Those who want to resist the effect get a save per usual. All other effects work per the spell. |
Type: | Defend (L) |
Domain: | Create |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell is used to create a thin barrier of magic that covers a vertical area from the ground equal to the Influence score. It is up to the caster to determine the height and width of the wall (in yards), within the area allotment, noting that it has no discernable depth. The wall is able to absorb a hundred points of damage before it shatters and shimmers in the same color as the caster’s focus object, making it visible and obvious.
Type: | Defend (L) |
Domain: | Create |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: When cast, this spell creates a barrier of wind that covers a vertical area from the ground equal to the Influence score. It is up to the caster to determine the height and width of the wall (in yards), within the area allotment, noting that it has no discernable depth. The wall appears as a vortex of wind that picks up debris, is able to absorb a hundred points of damage before it shatters, and shimmers in the same color as the caster’s focus object.
Type: | Defend (L) |
Domain: | Create |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: With this spell, the caster can create a blazing barrier that covers a vertical area from the ground equal to the Influence score. It is up to the caster to determine the height and width of the wall (in yards), within the area allotment, noting that it has no discernable depth. Anyone who comes in contact with the wall suffers eight (8) points of elemental damage. It is able to absorb a hundred points of damage before it shatters and shimmers in the same color as the caster’s focus object.
Type: | Defend (L) |
Domain: | Create |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: A caster with this spell can create a barrier of stone that covers a vertical area from the ground equal to the Influence score. It is up to the caster to determine the height and width of the wall (in yards), within the area allotment, noting that it has no discernable depth. The wall is opaque, of the same color and texture as the caster’s focus object, and able to absorb a hundred points of damage before it shatters.
Type: | Defend (L) |
Domain: | Create |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: When cast, this spell creates a barrier of ice that covers a vertical area from the ground equal to the Influence score. It is up to the caster to determine the height and width of the wall (in yards), within the area allotment, noting that it has no discernable depth. The wall is a sheet of ice that takes on the color of the caster’s focus object. It shatters after taking twenty-five points of damage and immediately reforms (three times), giving it a regenerative appearance.
Type: | Utility (L) |
Domain: | Change |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina neg |
Description: With this spell, the caster can link the life energy of two beings, causing one to endure the effects that are visited on the other. The type of effect endured is based on character rank, one of which is selected by the caster, i.e., impact or elemental damage – Novice; magic damage or healing effects – Expert; recent death or physical location – Master. Multiple effects can be layered onto one target. When cast upon willing targets, no save is required, while unwilling targets are allowed a Stamina save each round to negate. Upon casting, a line of spherules runs between the targets, growing from transfer target to enduring target.
Attribute: Agility
Type: Attack
Time: Two Free Actions
Description: Characters with this skill move rhythmically in an aesthetically pleasing manner. On a successful skill check, they are able to make purposely mocking or provocative movements to incite or enrage foes. Targets get a Willpower or related defend to resist, with a -1 modifier per 2 points in the skill tree. Those with this skill are better able to move, gaining a +1 modifier per 2 points in the skill tree for move-based attack and defend actions. If the check fails, the foe ignores the character or the bonus modifier is not applied.
Tactical Use: Proactively draw an opponent away from an ally, turn graceful spins to be more difficult to hit, cause a foe to attack recklessly, etc.
Specialization: None
Attribute: Influence
Type: Attack
Time: Two Free Actions
Description: Characters with this skill can project their voice to resonate with those in the area. On a successful skill check, they can deliver an inspirational speech to give allies a +1 modifier per three skill points in the tree to either attack skill checks (to victory), defend skill checks (hold the line), or move skill checks (chase them down / run away). It can also be used to increase NPC reactions by one level, i.e. hostile to unfriendly, neutral to friendly, etc., stir up a gathering of NPCs and encourage them into action, etc. NPCs may get a morale save at a -1 modifier per two skill points in the skill tree to resist. If the check fails, additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be made again during that encounter.
Tactical Use: Encourage a group to march against a local politician, sway the patrons of a bar to help with a task, help to turn the tide of a battle by shouting a vicious battle cry, etc.
Specialization: None
Attribute: Agility
Type: Attack
Time: One Action
Description: A character with this skill is able to continuously hold, catch, carry, manipulate, and/or balance multiple objects at once. With a successful skill check, a character at Novice level can draw tiny or small weapons or objects with free actions and juggle a number of them equal to the number of points in the skill tree. At Expert level, the character can throw up to two juggled objects per action at targets within a 3-yard range – targets get a single defend action to avoid both objects, but if hit, a damage save is required for each. Those who achieve Master level can attempt to catch items thrown or fired at them with a bow as a defend action. Regardless of how the skill is used, those who are moving suffer a difficult (-4) modifier to the skill check, and an additional skill check is required to maintain a juggle whenever they start or stop moving. If the skill check fails or the target makes a successful defend, the attack misses. When defending, if the skill check fails, the target is hit and takes damage normally; if the initial check fails, the character fails to begin the juggle.
Specialization: None
Attribute: Knowledge
Type: Utility
Time: N/A
Description: A defensive combat style used to gain a psychological advantage over a foe in combat. Pompous and grandstanding, this style focuses on using melee defends to frustrate and annoy opponents, driving them to make reckless mistakes. Learners are instructed in two forms that carry specific attack/defend modifiers. The Balanced form offers no modifiers and is used to assess threats or in group tactics. The Counter form is a passive stance that has a -2 modifier to hit but offers a +4 modifier to defend using the Block or Parry skill with a proficient weapon or a +2 modifier to other defend skills. Part of the skill involves verbal challenges and mocking that can be played out. During combat the forms can be changed at the start of each round, but may not be changed during the round, carrying over to the next round if no change is announced. It may be used with any attack or defend skills in the tree, and the modifiers stack with all combat modifiers. Only one stance may be purchased during character generation, but others can be selected as the character advances.
Specializations: (Required) Proficient weapon
Form Attack/Defend
Balanced –/–
-Counter -2/+4
Attribute: Agility
Type: Utility
Time: One Action
Description: Those with this skill are flexible, able to twist themselves in a variety of positions. This provides them with an additional +1 bonus modifier per three points in the skill tree to any Dance, Escape Artist, Dodge, or Evade skill checks, assuming the character has the skills. In addition, it allows for Tumbling move actions during the character’s attack actions in Initiative, rather than waiting for the Movement phase, and, with a successful skill check, they can dislocate a shoulder and hip joints to squeeze into and move through tiny places. If the check fails, additional attempts to dislocate the joints may be made at a progressive difficult (-4) modifier, but after three fails the character takes disable damage equal to the skill rank to the target joint (normal damage saves apply), and may not try again during that encounter.
Prerequisites: The Tumbling skill and four points in the skill tree
Attribute: Constitution
Type: Defend
Time: One Action
Description: This skill is used to withdraw from melee combat or take cover from ranged combat. The intent to retreat must be announced at the start of the round. When withdrawing from melee combat, with a successful skill check the defender disengages from a single threat zone one yard without drawing an Attack of Opportunity (-4 modifier per additional threat zone) or can take immediate move actions during the attackers initiative phase to remain out of melee range (limited to remaining actions in the round and the characters move rate capability). While seeking cover, with a successful skill check the character is able to move out of line of sight during the attacker’s initiative. Available cover must be within the defender’s single-action move rate and must be durable enough to withstand attack. If the skill check fails, the character is left exposed and may defend normally, assuming additional actions are available and except in the case of an Attack of Opportunity.
Tactical Use: If being charged, the character backs away to remain out of melee range; moving into a doorway to get out of an attacker’s range of sight; drawing back to a hillock for cover, etc.
Specialization: None
Attribute: Perception
Type: Utility
Time: N/A
Description: This specialty includes the ability to make and assemble musical instrument parts, tune instruments, repair damage, etc. Although it is defined as one skill, because instruments require different tools and materials based on type, those who select this skill must select from brass, keyboard, percussion, string, or woodwind instruments, but may take the skill multiple times to pick up more than one type. The appropriate tools and raw materials related to the specialty are required to use this skill. At Expert Character Rank, masterwork quality work can be created from masterwork quality raw materials, and at Master Character Rank, masterwork quality work can be made from common raw materials.
Skill Trees: Cunning, Guile, Performance, Sorcery, Statecraft, Talisman
Type: | Utility |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual or Object |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Four Actions |
Resistance: | N/A |
Description: With this spell, a caster can decrease the size scale of an individual or object by up to two size categories. For items and objects, the change affects the durability in that there is less of it, i.e. one inch of steel is not as strong as three inched of steel. Targets decreased in scale to a small height class will have a slight weight class, while a tiny height class has a delicate weight class. All armors, gear, clothing, and weapons are decreased proportionally, but the effectiveness is not, i.e. a shrunken healing balm will simply require less of it to be as effective. A mirror of the talisman remains with the shrunken character, visually linking them to the caster for the duration of the spell.
Type: | Utility |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Four Actions |
Resistance: | N/A |
Description: This spell is used to increase the scale of an individual or object by up to two size categories. For items and objects, the change affects the durability in that there is simply more of it, i.e. three inches steel is stronger than one inch of steel. Targets increased to large class increase to a hulking weight class, while those that go to giant class increase to a massive weight class. All armors, gear, clothing, and weapons are increased proportionally, but the effectiveness is not, i.e. a large healing balm requires more of it to be as effective. A mirror of the talisman remains with the enlarged character, linking them to the caster for the duration of the spell.
Attribute: Knowledge
Type: Per Spell
Time: Per Spell
Description: Those with this skill possess the talent and knowledge needed to channel, control, and manipulate magic. It’s used to direct the effects of known spells (as they are defined) at a target and begins the casting state. Spell details can be found in the Core Rules: Magic Basics section.
Specialization: (Required) Magical Foundation, i.e. Mystic, Land Strider, Wind Rider, Fire Walker, Wave Runner
Attribute: Perception
Type: Per Spell
Time: Per Spell
Description: Those with this skill know how to channel, manipulate, and control magic with whispered words, subtle gestures, and hidden components. In addition to directing the effects of known spells (as they are defined) at a target, this skill is used to make any saves against opposed Observation and Search attempts. These saves do not require characters to spend any additional actions. Spell details can be found in the Core Rules: Magic Basics section.
Specialization: (Required) Magical Foundation, i.e. Mystic, Land Strider, Wind Rider, Fire Walker, Wave Runner
Attribute: Perception
Type: Utility
Time: N/A
Description: This skill is used to add a sensory quality to the target of a cast spell. These effects are aesthetic in nature and do not enhance the spell but may be used to add a unique signature to castings, indicate a specific order or school, enhance a roleplay scenario, etc. Any one of the below effects can be added to a Casting skill at Novice character rank, up to two at Expert character rank, up to four at Master character rank. Spell details can be found in the Core Rules: Magic Basics section.
Specialization: (Required) Magical Foundation, i.e. Mystic, Land Strider, Wind Rider, Fire Walker, Wave Runner
[table]
[tr][td]Effects[/td] [td]Description[/td][/tr]
[tr][td]Audial[/td] [td]Only sounds the caster has heard before sounded at a normal level, i.e., chimes, lute, animal sound, etc.[/td][/tr]
[tr][td]Olfcatory[/td] [td]A scent familiar to the character, emitting only a slight fragrance, i.e., fresh hewn grass, dung, etc.[/td][/tr]
[tr][td]Tactile[/td] [td]Sensations felt on the flesh that causes no more than awareness, i.e., tingling, tapping, crawling, etc.[/td][/tr]
[tr][td]Visual[/td] [td]A display of color or light, in a normal spectrum of brightness, with no area of effect, i.e., red glow, pink sparkles, rainbow aura, etc.[/td][/tr]
[/table]
Attribute: Agility
Type: Per Spell
Time: Per Spell
Description: Character with this skill are adept at swiftly moving through the casting process to reduce the amount of time it takes to cast complex spells. The casting time of known spells (as they are defined), requiring more than one action to cast, is decreased based on the character rank, Expert = 1 action, Master =2 actions, Epic = 3 actions. The number of actions a spell takes to cast may never be reduced below one. Spell details can be found in the Core Rules: Magic Basics section.
Prerequisites: Four points in the skill tree
Attribute: Influence
Type: Per Spell
Time: Per Spell
Description: A character with this skill can add specific factors to intensify a spell’s effect during casting. Any one of the below factors can be added to a Casting skill check at Expert character rank, up to two at Master character rank, up to four at Epic character rank. These factors may only be added to Change, Control, or Damage spells, and the factor is treated as part of the spell effect – if the save fails, the factor is applied, with any applicable damage saves. Using this skill begins the casting state. Spell details can be found in the Core Rules: Magic Basics section.
Prerequisites: Four points in the skill tree and a Magic Foundation, i.e., Mystic, Land Strider, Wind Rider, Fire Walker, Wave Runner
[table]
[tr][td]Factor[/td] [td]Description[/td][/tr]
[tr][td]Blister[/td] [td]Add a concentrated surge of magic to the spell causing additional damage based on Character Rank – Expert 4, Master 8, Epic 12.[/td][/tr]
[tr][td]Blare[/td] [td]Add a booming sound to the spell causing temporary deafness for a number of rounds based on Character Rank – Expert 4, Master 8, Epic 12.[/td][/tr]
[tr][td]Glare[/td] [td]Add a dazzling effect to the spell causing temporary blindness for a number of rounds based on Character Rank – Expert 2, Master 4, Epic 6.[/td][/tr]
[tr][td]Swat[/td] [td]Add a push effect to the spell that knocks the target prone a distance in yards based on Character Rank – Expert 0, Master 12, Epic 24.[/td][/tr]
[tr][td]Scatter[/td] [td]Add a force effect that knocks away held or loose objects a distance in yards based on Character Rank – Expert 4, Master 8, Epic 16.[/td][/tr]
[/table]
Attribute: Influence
Type: Per Spell
Time: Per Spell
Description: A character with this skill can add a combination of range and damaging factors to intensify a spell’s effect during casting. One of the below factors can be added to a Casting skill check based on the character’s primary Magic Foundation. These factors may only be added to Change, Control, or Damage spells, and the factor is treated as part of the spell effect – if the save fails, the factor is applied, with any applicable damage saves. The area of effect listed Using this skill begins the casting state. Spell details can be found in the Core Rules: Magic Basics section.
Prerequisites: The Surging Cast skill and eight points in the skill tree
[table]
[tr][td]Factor[/td] [td]Description[/td][/tr]
[tr][td]Geyser[/td] [td]Mystic. The spell strikes as a literal fountain of magic, affecting everyone in an area of yards based on Character Rank – Master 3, Epic 6, while adding 2 points of damage per point in the skill tree.[/td][/tr]
[tr][td]Tornado[/td] [td]Air. A violent microburst of wind accompanies the spell, affecting everyone in an area of yards based on Character Rank – Master 3, Epic 6, while tossing them 1 yard per 2 points in the skill tree, causing falling damage.[/td][/tr]
[tr][td]Firestorm[/td] [td]Fire. A shower of tiny fireballs accompanies the spell, affecting everyone in an area of yards based on Character Rank – Master 3, Epic 6, while adding 1 point of damage per two points point in the skill tree that burns for 3 rounds.[/td][/tr]
[tr][td]Quake[/td] [td]Land. A violent tremor accompanies the spell, affecting everyone in an area of yards based on Character Rank – Master 6, Epic 9, and knocking them prone.[/td][/tr]
[tr][td]Hurricane[/td] [td]Water. A massive wave accompanies the spell, affecting everyone in an area of yards based on Character Rank – Master 3, Epic 6, while adding 1 point of damage per 2 points in the skill tree, and knocking them prone.[/td][/tr]
[/table]
Attribute: Agility
Type: Per Spell
Time: Per Spell
Description: Those with this skill possess the talent and knowledge needed to channel, control, and manipulate magic while in melee combat, without the normal modifiers or drawing an attack of opportunity. This type of casting adds a melee touch component as part of the spell cast for adjacent targets, and this skill is used to make any saves against attempts to disrupt the casting. Saves do not require characters to spend additional actions. The skill is used to direct the effects of known spells (as they are defined) at a target and begins the casting state. Spell details can be found in the Core Rules: Magic Basics section.
Specialization: (Required) Magic Foundation, i.e. Mystic, Land Strider, Wind Rider, Fire Walker, Wave Runner
Attribute: Agility
Type: Attack
Time: Per Spell
Description: Characters with this skill can combine an attack spell effect with a melee weapon strike. The weapon must be of at least medium size and activated as the Focus Component for the encounter. It’s used to direct the effects of known spells (as they are defined) at a melee target, using the spell casting time to determine how many actions the attack takes. This skill is used to make the combined spell cast and melee strike. Although the combined actions are counted as a single attack, a defender who is hit by the attack saves against the spell effect and weapon damage separately. Using this skill begins the casting state. Spell details can be found in the Core Rules: Magic Basics section.
Prerequisites: The Focus Component skill and four points in the skill tree
Attribute: Knowledge
Type: Attack
Time: Per Spell
Description: A character with this skill can combine the effects of two attack spells in a single casting. It’s used to direct the effects of known spells (as they are defined) at a target, using the higher spell casting time to determine how many actions the attack takes. The character must be carrying an active Focus Component to use this skill. This skill is used to make the combined spell cast. Although the combined spells are counted as a single attack, a defender saves against each spell effect separately. Using this skill begins the casting state. Spell details can be found in the Core Rules: Magic Basics section.
Prerequisites: The Focus Component skill, (E) Quick Cast skill, and eight points in the skill tree
Attribute: Knowledge
Type: Per Rune
Time: Per Rune
Description: This skill represents the ability to channel magical energies to power rune vessels. It combines sigil creation and empowerment and is divided into the three prime characteristics of Divination, Enhancement, and Protection that form the basis of this type of magic. This skill is used to both create and cast all runes, regardless of their type or purpose. Use of this skill begins the casting state. Rune details can be found in the Core Rules: Magic Basics section.
Specialization: (Required) Mystic Magical Foundation
Attribute: Perception
Type: Utility
Time: N/A
Description: This skill is used to change the aesthetic value of the spell to be theriomorphic. The effect is aesthetic in nature, with an ethereal quality, and does not enhance the spell but does fundamentally change how they are perceived. Before casting, the character chooses one of the listed forms for the spell, i.e. a Fire Walker casts a Hold spell which appears as a huge fiery bear hugging the target. Any one of the forms can be added to any Casting skill the character knows. Spell details can be found in the Core Rules: Magic Basics section.
Specialization: (Required) Magical Foundation, i.e. Mystic, Land Strider, Wind Rider, Fire Walker, Wave Runner
[table]
[tr][td]Form[/td] [td]Description[/td][/tr]
[tr][td]Bear[/td] [td]A magic foundation outline of the animal, typically of large scale, used for area of effect and damaging type spells, i.e. Burst, Detonate, Shatter, etc.[/td][/tr]
[tr][td]Wolf[/td] [td]A magic foundation embodiment of the animal, used for delivering spell effects, i.e., Find, Alter Other, Dispel Magic, etc.[/td][/tr]
[tr][td]Serpent[/td] [td]A magic foundation shadow of the animal, used for duration type spells, i.e., Imprison, Curse, Pain, etc.[/td][/tr]
[tr][td]Owl[/td] [td]A magic foundation animation of the animal, used for transporting enhancements and ally effects, i.e., Light, Haste, Enlarge, etc.[/td][/tr]
[/table]
Vessel: | Object |
Sigil: | Enhancement |
Material: | Mundane |
Craft Skill: | Artistry |
Duration: | Active |
Casting Time: | One Action |
Description: When this rune is activated, the Runecaster becomes a non-target that is ignored by all targets in the immediate vicinity, assuming that there is someone or something else in that vicinity to draw their focus. The effect moves with the Runecaster and all targets get a Willpower save to negate the effect. Those affected cannot be convinced that the Runecaster is present in the vicinity unless the caster attacks the target. The rune vessel is a square of material that matches the surroundings, i.e., wood for forest, brick for cities, glass for desert, etc., with the sigil drawn on with charcoal or chalk. Once the effect ends, the sigil fades from the item and must be redrawn.
Attribute: Constitution
Type: Move
Time: One Action
Description: Characters with this skill can move at twice their normal move rate for a number of actions equal to the total skill rank. Exceeding the total number of actions will require at least one minute of rest afterward to avoid entering a fatigue state. The difficulty is based on terrain type and the amount of weight that is being carried.
Prerequisites: The Running skill and four points in the skill tree
Attribute: Strength
Type: Attack
Time: One Action
Description: With this skill, a character can make sweeping attacks with a pole weapon. It can be used to attack all targets in a frontal 180º arc within reach of the weapon at no modifier, make a spinning attack to strike all targets in a 360º arc around the character within reach of the weapon at a difficult (-4) modifier, or strike at the legs to make a trip attack at targets in a frontal 90º arc (Reaction save to negate the trip attack). Characters can choose to change their facing by spending one free action to take up to a 90º pivot. Because of its aggressive nature, use of this attack action negates any defensive modifiers gained by stance or defend skills for the round, i.e. Defensive form, Counter form, general Evade, etc. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
Specializations: (Required) Proficient weapon(s) with reach capabilities
Attribute: Strength
Type: Attack
Time: One Action
Description: Those with this skill can smash bodily into a melee target to drive them to the ground. The attack causes Strength plus basic hits damage, knocking the target prone and causing a stun effect – lose all actions for the remainder of the round and allowed only two actions in the following round, which may be used for defend or move actions. Defenders get a Stamina save (-1 modifier per two points in the skill tree) to resist the stun effect. If the skill check fails or the target successfully defends, the attack misses.
Prerequisites: The Lunge skill and four points in the skill tree
Attribute: Constitution
Type: Attack
Time: One Action
Description: This skill is used against an opponent moving to engage in melee or making a charging type attack. Feigning a defensive position, the character stabs forward and sets the back end of the weapon in the ground as the target approaches, using the target’s forward motion to turn it into an impale type attack. The attacker is required to hold their actions in the round and wait for the target to advance before making the attack. On a successful skill check the attack hits, and because of the deceptive nature of the attack, the defender is required to make a Reaction save or related skill, with a -1 modifier per 2 points in the skill tree in order to take a defend action. If the target’s save is successful, they may defend normally. Any damage from the attack is taken from remaining body points, putting the target in a fatigue state. If the skill check fails or the target successfully defends, the attack misses.
Prerequisites: The Forbear and Forestall skills and four points in the skill tree
Attribute: Constitution
Type: Defend
Time: One Action
Description: Those with this skill can use a reach weapon to turn away a charging attack in a forward-facing arc. The goal of the defensive action is to force an opponent making a rush or charge type attack, whether mounted or not, to divert from the opponent maintaining a distance along the reach of the pole weapon. Opponents may choose to turn away from charging or take damage and continue the attack. Those who choose to take damage suffer normal weapon damage plus their move rate and are allowed an armor check to resist damage, but it is otherwise treated as an attack of opportunity. Characters can choose to change their forward face by spending one free action to take up to a 90º pivot.
Specializations: (Required) Proficient weapon(s) with reach capabilities
Attribute: Agility
Type: Defend
Time: One Action
Description: This skill is used with reach weapons to keep opponents in a forward-facing arc from moving into melee combat, and may be used in two ways. As a defensive action, the character can halt an individual approach within reach of the weapon with a successful skill check. Opponents may turn away from their approach or take damage and continue into melee, though the character can choose to take a move action to retreat, maintaining the distance (assuming a similar move rate). While potentially a damage-causing action, this does not count against the speed factor of the weapon and is not treated as an attack action. Alternately, the character can assume a purely defensive posture. Announced at the start of the round and requiring four actions, the character can guard against the approach of multiple opponents within reach of the weapon, getting a defend check for each attempt to approach. Opponents may turn away from the attack or take damage from it. Those who choose to take damage break the defend action, giving the character back two actions for the remainder of the round. Characters can choose to change their forward face by spending one free action to take up to a 90º pivot. Opponents who choose to take damage to enter melee are allowed an armor check to resist damage, but it is otherwise treated as an attack of opportunity.
Specializations: (Required) Proficient weapon(s) with reach capabilities
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower negates |
Description: With this spell, the Death Eater causes the target to become enraged, acting without concern for their own well-being or that of their allies. While under the influence of the spell, the target takes no defend actions, will not retreat from combat, and refrains from any action that aids another. Targets get a saving throw each round to negate the effect. The material component is a vial of blood (used up) that is held in the palm and boils away during casting.
Type: | Utility |
Domain: | Summon |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: With this spell, the Death Eater can cause blood-covered bones to grow out of the flesh of their hands, forming living cestus that can be used to make unarmed melee attacks. A hilt crafted from bone serves as the focus, with the blade rising out of it (Str+5, magic damage, SF 4, Crit 1, Small Size), and requires the caster to have a Weapon Proficiency in Gore Gloves. The gloves can take whatever form the caster desires, so long as it maintains a small size, and once the casting state ends, the gloves and the spell must be recast. The material component is a small amount of the caster’s blood, either stored in a vial or from a small wound.
Type: | Utility |
Domain: | Summon |
Range: | Touch |
Area of Effect: | Object |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: When cast, the Death Eater creates a blade made from their own blood that may be used to make melee attacks. A hilt crafted from bone serves as the focus, with the blade rising out of it (Str+10, magic damage, SF 2, Crit 1, Med Size), and requires the caster to have a Weapon Proficiency in Blood Blade. The blade can take whatever form the caster desires, so long as it maintains a medium size, and once the hilt is released or the casting state ends, the blade vanishes and the spell must be recast. The material component is a small amount of the caster’s blood, either stored in a vial or from a small wound.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower negates |
Description: With this spell, the Death Eater can force a target to stop what they are doing, silently walk over, and stand before the caster with hands clasped at the back and head bowed. The target gets an initial save, if it fails the effect lasts a number of rounds equal to the Constitution score, and remain aware of their actions but are unable to communicate for the duration of the spell. Any attack made against the target breaks the spell, while they are considered prone for the attack, this prone position does not make them susceptible to a kill shot. The material component is a small marble figurine wrapped in a braid of hair (used up) that is held in the palm during casting.
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Group |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina negates |
Description: With this spell, the Death Eater can create a link of death energy between themselves and two targets, causing damage to one by transferring their life energy to the other, while taking at least one (1) point for themselves. When cast, the target suffers nineteen (19) points of damage – all damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation, and any damage actually sustained by the target is transferred to the ally, healing Health damage first, and then Body damage. Affected targets must be within a range of yards equal to the Influence score from the caster, with the Death Eater linking them. The material component is a pair of humanoid or animal teeth from different mouths in a small vial of blood, that is consumed upon casting.
Type: | Utility |
Domain: | Change |
Range: | Touch |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | N/A |
Description: The caster causes the ground immediately around them to take on the dank and slightly fetid quality of an open grave. This area combines the feel and odor of freshly turned dirt with that of old stone and a day-old corpse while maintaining a consistent temperature in harsh conditions. The effect ends when the caster leaves the area.
Type: | Utility |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S |
Casting Time: | One Action |
Resistance: | N/A |
Description: When cast, this cantrip summons a pair of shadowy mitts that can hold things for the caster. Lacking the dexterity to do much more than support a weight of up to twenty (20) pounds, the hands are extremely steady even in rough conditions and will turn with the caster, but are not mobile and lack the ability to adjust to threats, e.g., avoid being hit.
Type: | Utility |
Domain: | Create |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S |
Casting Time: | One Action |
Resistance: | N/A |
Description: This cantrip can be used to create a field of magical darkness over the face that shadows the features making them indiscernible even in direct lighting. The caster must be wearing a hat or hood for the cantrip to be effective.
Type: | Utility |
Domain: | Change |
Range: | Touch |
Area of Effect: | Object |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | N/A |
Description: With this cantrip, the caster can taint, spoil, or whither small size objects, i.e. wilt flowers, spoil meat or milk, make a single item of clothing musty, etc. While objects are not damaged or destroyed by the cantrip, they take on an unpleasant or unappealing quality.
Type: | Utility |
Domain: | Summon |
Range: | Touch |
Area of Effect: | Object |
Duration: | Passive |
Components: | V, S |
Casting Time: | One Action |
Resistance: | N/A |
Description: When cast upon a cut of flesh and bone, small shadowy worms flow from the caster’s palm and begin peeling away any remaining muscles, dermis, or other debris, depositing it around the object. When finished, the bone is completely clean, with a slight ivory sheen.
Type: | Utility (L) |
Domain: | Create |
Range: | Touch |
Area of Effect: | Locus |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: This spell can be used on the caster or an ally, providing light in an area equal to the Influence score that always remains one (1) yard ahead of and above the target. Consisting of a tight grouping of spherules that flitter like insects, the light has a soft glow that belies its luminescent range. Unwilling targets get a Reaction save to resist the spell effect.
Type: | Utility |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower neg |
Description: When this spell is cast, the target is filled with life energy and feels temporary relief from the pangs of some discomfort. The caster may remove one source of unpleasantness based on character rank, i.e., physical discomfort such as hunger, thirst, allergies, etc. – Novice; emotional discomfort such as grief, panic, rage, etc. – Expert; response discomfort such as revenge, spite, vindication, etc. – Master. Because the source of discomfort is not permanently resolved, the underlying feelings will return, e.g., after a little while the target will get hungry or thirsty again, but their relief will typically last a few hours, though roleplay could escalate that situation. Unwilling targets are allowed a save to negate the effect. Spherules explode flow from the caster to the target, hovering around the target for the remainder of the round and the next.
Type: | Utility (L) |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell is used to create an exact copy of the caster in the current circumstances appearing up to a distance away equal to the range, so long as it is maintained. The number of projections is based on character rank, i.e., Novice = 1, Expert = 2, Master = 4, with each capable of independent move and defend actions, and speech. When used with layering, one additional projection may be added per casting. Casters are able to transfer their physical form between the projections by spending one action in the round as a move or defend action. If a projection is struck, it explodes into spherules, requiring a recasting to be restored. When the caster takes an attack-type action, all projections mimic it, making it impossible to determine which is the true physical form. During casting, spherules briefly shroud the caster and projections as they appear.
Type: | Attack |
Domain: | Change |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower neg |
Description: With this spell, the caster infuses the target with life energy, bolstering their physical presence and causing them to become the central focus of the encounter, immediately drawing all attention. When cast on an ally in combat, any opponent engaged in combat with them will hesitate, and those that fail the save may not use any of their next four actions to attack. In addition, all opponents in the immediate vicinity will turn their focus to the target, allowing them to be drawn away from their current target. In non-combat situations, the attention of everyone in the vicinity is immediately drawn to the target, raising or lowering their perceived reputation rank by two levels per character rank based on their actions, i.e., being positive or inspirational gains an increased rank, while those being negative or deceitful suffer a lowered rank. Unwilling targets are allowed a save to negate the effect. Spherules engulf the target, giving them a healthy, vibrant, or menacing glow for the remainder of the round and the next.
Type: | Utility |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | Special |
Resistance: | N/A |
Description: This spell allows the caster to draw on the surrounding life energy and focus it on an ally to help them to successfully achieve an action. It may be used to aid in a defend or utility action (Novice), saving throw (Expert), or attack action (Master), by making a die roll for each action spent channeling at the same time as the target, with the highest result used for the action. The spell may only be cast on an individual target one time per round. Spherules rush at and surround the target for the remainder of the round and the next.
Type: | Attack (L) |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Special |
Description: With this spell, the caster can summon a ground covering of thorny foliage in a particular area. The effect of the thorns varies by character rank, those in the AoE become snarled, reducing move actions by half and requiring an action to free themselves before taking a move action (Novice), while suffering twelve (18) points of impact damage for each move action taken (Expert), and becoming immobilized after two rounds in the AoE, taking damage from every action (Master). The spell may be cast on any natural terrain, or upon dirt or wood flooring, during which spherules rush to the area and plunge into the surface, instantly growing into the foliage.
Type: | Attack |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower |
Description: When cast, this spell summons life energy from the surrounding area and concentrates it in a particular location. Living creatures in the area of effect are overwhelmed with a radiant energy that suppresses all negative actions and emotions, placing them in a peaceful trance-like state so long as the spell is maintained. Targets are not subject to an attack of opportunity while in the trance and an attack breaks the effect, though if the effect is broken or the target makes the initial save, they must move out of the area of effect or save against the effect again at the beginning of the next round. Any undead beings in the area of effect become trapped within the barrier of life energy and suffer sixteen (16) points of damage each round, though they may escape the area of effect by using a full round of move actions to push out of it. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers), and undead casters add their Basic Hits to the armor total against spells from the same magic foundation. When cast, spherules rush in from the surrounding area and flitter through the area of effect so long as the spell is maintained.
Type: | Defend |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell fills the target with mystical adrenaline, temporarily increasing their effectiveness, based on Character Rank. Targets may be granted a bonus modifier to the Constitution score to resist damage (Novice +1, Expert +3, Master +5), a bonus modifier to the Strength score to cause damage (Novice +2, Expert +4, Master +6), or a per action movement increase (Novice +3, Expert +6, Master +9). These do not stack with similar effects, targets get the better modifier. When the effect of the spell wears off, the target is left physically drained and is immediately subject to the normal effects of fatigue, based on Character Rank, i.e. Novice 1 hour, Expert 30 minutes, Master 10 minutes. The spherules dance excitedly about the target for the duration of the spell, mimicking the effect.
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina negates |
Description: When this spell is cast, a bloody gash opens on the target’s flesh, causing eleven (11) points of Body damage for each round the caster maintains the effect. In addition, a new wound is opened each subsequent round, adding to the overall Body damage until a save is made, or the target bleeds out and dies. Normal fatigue rules apply. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation. Once a Stamina save is made the effect ends, however, each wound will continue to bleed. A successful First Aide skill check is required to bind the wound and stop the bleeding. The material component is a small vial of blood that is poured into the open palm and used up during casting.
Type: | Attack |
Domain: | Damage |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Stamina negates |
Description: This spell is used to inflict the target with death energy and transfer life energy to the caster. When cast, the target suffers nineteen (19) points of damage – all damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation, and any damage actually sustained by the target is transferred to the caster, healing Health damage first, and then Body damage. The material component is a humanoid or animal tooth in a small vial of blood, that is consumed upon casting.
Type: | Attack |
Domain: | Damage |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina negates |
Description: This spell is used to afflict a living being with death energy, disrupting their life force with the chill touch of the grave. The spell causes thirteen (13) points of body damage, if the target takes any damage, their flesh immediately turns cool and pallid, putting them in a fatigue state, until that damage is healed. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation. Those who die while under the effect of this spell will immediately rise as a feeder and attack the nearest living being. The material components are a piece of used death shroud (used up) and a chunk of a gravestone or a coffin nail held in the palm during casting.
Type: | Attack (L) |
Domain: | Damage |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina negates |
Description: The Death Eater can use this spell to afflict the target with a virulent disease that causes fifteen (15) points of damage each round. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation, and if the target takes damage, their flesh will begin to swell and blister, growing puss-leaking abscesses for as long as the spell is maintained. A saving throw is allowed each round to break the spell effect. The material component is a cut of maggot-ridden flesh that is held in the palm and used up in casting.
Type: | Utility |
Domain: | Change |
Range: | Touch |
Area of Effect: | Object |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Three Actions |
Resistance: | Special |
Description: With this spell, the caster is able to grant humanoid characteristics, intelligence, and behaviors to inanimate objects and simple organisms. The target must be touched and can be given traits that include speech, locomotion, sensory awareness, independent thought, and emotional portrayal. The caster can affect plants, simple animals, crafted objects (toys, puppets, gear, armor, weaponry, etc.), and drawings or paintings (animated within the frame only), of up to a size based on character rank, i.e., Novice – small, Expert – medium, Master – large. Objects that take on humanoid characteristics are not able to attack or cause damage, but can get in the way and be bothersome, and can shift back and forth between their original form and the anthropomorphized form at any time so long as the spell is in effect. When cast upon standalone objects, no save is required, but when cast on held or worn objects, the wearer is allowed a Stamina save to negate the spell effect. The spell lasts a number of rounds (Novice), minutes (Expert), or hours (Master) equal to the skill rank. When cast, a burst of spherules engulfs the target object, continuing to surround it for the duration of the spell.
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Reaction Negates |
Description: This spell is used to create a blast of magic from the caster’s hands that strikes an individual target, causing eighteen (18) points of damage. It appears as a colorful globe or ray and may have an accompanying sound effect. The blast ignores impact armor. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation.
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Reaction Negates |
Description: When cast, this spell throws a bolt of lightning from the caster’s hands that strikes for eighteen (18) points of damage. It can appear as a sheet, bolt, ribbon, etc, and may crackle or thunder. The bolt ignores impact armor. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation.
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Reaction Negates |
Description: Those with this spell can generate a lance of fire, striking for eighteen (18) points of damage. Unless an action is taken to put out the flames, the effect continues to burn into the next round, causing one point of elemental damage, plus one per point in the skill tree. The spell can appear as a stream, funnel, etc. The blast ignores impact armor. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation.
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Reaction Negates |
Description: This spell is used to create a directed seism that drives up through the ground, striking for eighteen (18) points of damage, knocking the target down. Although the shock wave is not visible, the displaced land and a thunderous rumble from the area are obvious. Use of this spell could cause structural damage if cast in buildings or underground. The blast ignores impact armor. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation.
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Reaction Negates |
Description: When cast, this spell sends a stream of water at the target, striking for eighteen (18) points of damage and causing knockback. While there is little actual water in the attack, the force of it is enough to extinguish lanterns or torches. The blast ignores impact armor. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation.
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction Negates |
Description: This spell is used to strike the target with a ball of lightning causing fourteen (14) points of damage for a number of rounds equal to the Constitution score /2. If the target takes eighteen (18) points of damage over the duration of the spell, it will immediately discharge in a sheet of lightning causing fourteen (14) points of damage to anyone in an area equal to the Influence score /2, with a Reaction save to reduce the damage by half. The ball of lightning engulfs the target and remains on them for the duration of the spell, radiating out in all directions upon detonation, and repeating until the duration ends. The magic damage ignores impact armor. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation.
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction Negates |
Description: With this spell, the caster can wreath a target in fire causing fourteen (14) points of damage for a number of rounds equal to the Constitution score /2. Should the target suffer eighteen (18) points of damage over the duration of the spell, the magic will immediately rain fire doing eighteen (18) points of damage to anyone on an area equal to the Influence score /2, with a Reaction save to reduce the damage by half. Those engulfed in flame burn for the duration, though it doesn’t cause them to catch on fire, and the explosion causes knockback to everyone in the area but does not affect those that make the Reaction save to take half damage. The magic damage ignores impact armor. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation.
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction Negates |
Description: When this spell is cast, it causes the target to rapidly oscillate, doing fourteen (14) points of damage for a number of rounds equal to the Constitution score /2 and a -2 modifier to all attack actions. Should the target suffer eighteen (18) points of damage over the duration of the spell, the magic will release a powerful shockwave causing fourteen (14) points of damage to anyone on an area equal to the Influence score /2, with a Reaction save to reduce the damage by half. Those affected by this spell appear to strobe in place, while the shockwave is a blur of motion, and carries a knockdown effect to everyone in the AoE, but does not affect those that make the Reaction save to take half damage. The magic damage ignores impact armor. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation.
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction Negates |
Description: With this spell, the caster is able to instantly freeze water in the air around the target, causing fourteen (14) points of damage for a number of rounds equal to the Constitution score /2. Should a target suffer eighteen (18) points of damage over the duration of the spell, the magic will immediately release an icy wave of cold that causing fourteen (14) points of damage to anyone on an area equal to the Influence score /2, with a Reaction save to reduce the damage by half. Those who are afflicted with this spell take on a bluish hue and have fogging breath and a series of tiny ice shards accompany the blast of intense cold when it explodes. The magic damage ignores impact armor. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation.
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction Negates |
Description: Those with this spell can hit a target with a volatile burst of magic that causes fourteen (14) points of damage for a number of rounds equal to the Constitution score /2. Should the target suffer eighteen (18) points of damage over the duration of the spell, the magic will immediately discharge in a burst causing fourteen (14) points of damage to anyone on an area equal to the Influence score /2, with a Reaction save to reduce the damage by half. The spell appears as a colorful, pulsating symbol that grows more complex with each round, before finally exploding in a display of light and sound, repeating for the duration of the spell. The magic damage ignores impact armor. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation.
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: Those with this spell are able to rain lightning in an area defined by the caster. Anyone in the defined area must make a Reaction save, if successful they may use move actions to escape the AoE, anyone caught in the AoE suffers sixteen (16) points of magic damage. The bolts strike targets in the area and the ground, with each accompanied by a crash of thunder. The burst damage ignores impact armor. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation.
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: With this spell, the caster launches a massive ball of fire, where it will explode in an area defined by the caster. Anyone in the defined area must make a Reaction save, if successful they may use move actions to escape the AoE, anyone caught in the AoE suffers sixteen (16) points of magic damage. Unless an action is taken to put out the flames, the effect continues to burn into the next round, causing one point of elemental damage, plus one per point in the skill tree. It appears as a wide flaming sphere that races at the target area. The burst damage ignores impact armor. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation.
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: This spell can be used to produce a shockwave of energy centered on an area as defined by the caster. Anyone in the defined area must make a Reaction save, if successful they may use move actions to escape the AoE, anyone caught in the AoE suffers sixteen (16) points of magic damage. The force of the shockwave causes the ground to crack in front of the caster and throws obscuring dirt into the air, giving all within the AoE a -2 modifier to attack and defend actions for the remainder of the round and the following round, before settling. If used underground or in buildings, it could cause structural damage. The burst damage ignores impact armor. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation.
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: Those with this spell can generate a maelstrom of water that strikes targets in an area as defined by the caster. Anyone in the defined area must make a Reaction save, if successful they may use move actions to escape the AoE, anyone caught in the AoE suffers sixteen (16) points of magic damage. It appears as a series of powerful water streams that drive through the AoE from various directions and angles, soaking everyone and extinguishing lanterns and torches. The burst damage ignores impact armor. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation.
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: When this spell is cast, it initiates an eruption of magical energy centered on an area as defined by the caster. Anyone in the defined area must make a Reaction save, if successful they may use move actions to escape the AoE, anyone caught in the AoE suffers sixteen (16) points of magic damage. The spell effect appears as a colorful circle, filled with runes, that explodes into a series of lights and sounds. The burst damage ignores impact armor. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation.
Type: | Attack |
Domain: | Summon |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Three Actions |
Resistance: | N/A |
Description: This spell is used to summon a being made of pure magic energy over which the caster has full control. The monster is of the same color and general shape as the caster’s focus object, with a Health score equal to the caster’s Influence and Constitution scores, and a size scale based on Character Rank, i.e. Novice – small, Expert – medium, Master – large. Its per-action move rate is equal to the caster’s Influence score. Attacks may be melee or ranged, attacking and defending at the skill rank, and doing skill rank magic damage. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation. Casters may direct the monster with free actions, but the directions must be simple and clear, and once both free actions are used, additional actions are required. When summoned, it appears adjacent to the caster, and if its Health is reduced to zero, it fades back into the Realm of Magic.
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina negates |
Description: A damaging spell that escalates as it endures, causing eight points of damage in the first round and increasing by eight points each round thereafter until the spell is dropped or a successful save is made. For those under the effect, the pain appears to be generated by the caster’s focus object, with body damage imprinted into the flesh in its shape. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation. This spell typically needs to last for multiple rounds in order for it to be effective, and due to the vicious nature of it and the way it often elicits screams from the target, use of it is morally questionable for most schools of magic and among most casters. This spell is ineffective on animals and monsters.
Attribute: Perception
Type: Attack
Time: One Action
Description: Characters with this skill can make devastating strikes at vulnerable points to cause body damage. For this attack, the crit range for the weapon is increased by one per two points in the skill tree. On a successful skill check, the target is hit and may defend normally. This attack may be used with any Novice attack skill in this tree, with all related and general combat modifiers applied normally. If the skill check fails or the target successfully defends, the attack misses.
Prerequisites: Four points in the skill tree
Attribute: Strength
Type: Attack
Time: One Action
Description: A character with this skill can make a ferocious, forceful attack with the intent of destroying a foe. For this attack, the Strength modifier for weapon damage is increased by one per two points in the skill tree. Due to its aggressive nature, use of this attack action negates any defensive modifiers gained by stance or defend skills for the remainder of the round, i.e. Defensive form, Counter form, general Evade, etc. On a successful skill check, the target is hit and may defend normally. It may be used with any Novice attack skill in this tree, with all related and general combat modifiers applied normally. If the skill check fails or the target successfully defends, the attack misses.
Prerequisites: Four points in the skill tree
Type: | Utility |
Domain: | Control |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | N/A |
Description: With this cantrip, the caster part natural foliage, small branches, or other inhibitive greenery in a one-yard area, allowing the caster to pass without hindrance. After the caster passes, the affected area slowly falls back into place within three rounds.
Type: | Utility |
Domain: | Control |
Range: | Touch |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | N/A |
Description: The caster can magically request natural foliage or small branches of up to a one-yard area to close together to inhibit movement. Those moving through the area add three yards to the total for the move, while prone targets require two actions to stand. A round after casting, the affected begins loosens and falls back into place within three rounds.
Type: | Utility |
Domain: | Change |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | N/A |
Description: When cast, this cantrip will reinvigorate plant life, restoring moisture and color to those wilted, repairing small broken branches, raising crushed greenery, spontaneously blooming of flowers, etc. Refreshed plant life is treated as freshly watered, and while it can be used to mask immediate passage, a one-yard area requires a full round of casting.
Type: | Utility |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Passive |
Components: | V, S |
Casting Time: | One Action |
Resistance: | N/A |
Description: Using this cantrip, the caster can ask the natural world to collect small amounts of one thing from a natural resource, e.g., kindling from surrounding foliage, berries from a bush, fruit from a tree, etc. The objects subtly move into a small pile next to the caster, providing enough for a single use.
Attribute: Influence
Type: Attack
Time: One Action
Description: Characters with this skill can focus their mind to pull unanchored people or objects to them, without causing damage. With a successful skill check, a target up to a number of yards away equal to the Influence score plus 1 per 2 points in the skill tree, is pulled to the character. Defenders get a base damage save to resist the effect, while held objects get a Reaction or other appropriate save, and anchored objects get a structural strength save. If the save is successful, the distance is reduced by the difference between the attacker’s skill rank and defender’s save score. It can affect up to medium-sized targets or up to four hundred pounds, with a -4 modifier per size category increase or a -2 modifier per additional two hundred pounds, based on the situation. It appears as a blur of motion (the color and shape of which is defined by the character) between the attacker and target. If the skill check fails, there is no effect on the target’s position.
Specialization: None
Attribute: Influence
Type: Attack
Time: One Action
Description: Characters with this skill can focus their mind to repel unanchored people or objects a distance away, without causing damage. With a successful skill check, the target is pushed backwards a number of yards equal to Influence plus 1 yard per 2 points in the skill tree. Defenders get a base damage save and anchored objects get a structural strength save, if the save is successful the distance is reduced by the difference between the attacker’s skill rank and defenders save score. It can affect up to medium-sized targets or up to four hundred pounds, with a -4 modifier per size category increase or a -2 modifier per additional two hundred pounds, based on the situation. It appears as a blur of motion (the color and shape of which is defined by the character) between the attacker and target. If the skill check fails, there is no effect on the target’s position.
Specialization: None
Attribute: Knowledge
Type: Utility
Time: N/A
Description: This skill is used to make it more difficult to negate the effect of an Active Duration spell. After successfully casting an Active Duration spell with any Casting skill in this tree, the caster can then layer the same spell atop of it with another casting, adding an additional modifier to the target’s save based on Character Rank – Novice -2, Expert -4, Master -6, Epic -8. So long as the target is under the effect of the original casting, there is no save against the layering effect, and there is no limit to the number of times a spell can be layered. Spell details can be found in the Core Rules: Magic Users section.
Tactical Use: After a Hold spell is cast and the target fails the Willpower save, the effect is activated. In the next round, a second Hold spell is cast on the same target, adding a negative modifier to the save attempt before the target gets their save for that round.
Specialization: (Required) Magical Foundation, i.e. Mystic, Land Strider, Wind Rider, Fire Walker, Wave Runner
Attribute: Knowledge
Type: Utility
Time: N/A
Description: Those with this skill can increase the amount of time a Passive Duration spell affects the target. After successfully casting a Passive Duration spell with any Casting skill in this tree, the caster can then layer the same spell atop of it with another casting, adding the spell duration to the existing duration. The casting time for additional layers is reduced by one action, and a number of layers may be added based on the Character Rank – Novice 1, Expert -2 Master -3, Epic -4. So long as the target is under the effect of the original casting, there is no save against the layering effect. Spell details can be found in the Core Rules: Magic Users section.
Tactical Use: After an Imprison spell is cast (3 actions) and the target fails the Stamina save, the effect lasts a number of rounds based on the character’s Constitution score /2 (example: 4). In the next round, a second Imprison spell is cast (2 actions) on the same target, adding the spell duration (4 rounds) to the remaining number of rounds in the existing duration (3 rounds), for a total of 7 rounds.
Specialization: (Required) Magical Foundation, i.e. Mystic, Land Strider, Wind Rider, Fire Walker, Wave Runner
Attribute: Perception
Type: Move
Time: One Action
Description: This skill includes training in dangerous and risky maneuvers that are used to gain a positional advantage. They can be used for an angular advantage relative to a target to make attacks, to make countermoves to hold, maintain, or break a positional advantage, or to disengage and make an escape. Each maneuver has a set of variables that effects position or carries modifiers to attack, defend, or move skills (see Flight-to-Flight and Flight-to-Ground rules for more information). If the skill check is successful, the maneuver succeeds and the variable is applied, otherwise there is an action of movement and a likely loss of control that could lead to a collision or crash. This skill is specific to a method of mobility and it can be taken multiple times.
Prerequisites: The Combat Gambits skill and eight points in the skill tree
Attribute: Perception
Type: Move
Time: One Action
Description: This skill includes training in advanced tactical maneuvers that are used to gain a positional advantage. They can be used for an angular advantage relative to a target to make attacks, to make countermoves to hold, maintain, or break a positional advantage, or to disengage and make an escape. Each maneuver has a set of variables that effects position or carries modifiers to attack, defend, or move skills (see Flight-to-Flight and Flight-to-Ground rules for more information). If the skill check is successful, the maneuver succeeds and the variable is applied, otherwise there is an action of movement and possible loss of control that could lead to a collision or crash. This skill is specific to a method of mobility and it can be taken multiple times.
Prerequisites: The Combat Maneuvers skill and four points in the skill tree
Attribute: Strength
Type: Attack
Time: One Action
Description: With this skill, the character can make a coordinated damaging attack with the unarmed or grasping appendages of a vehicular suit. The attack is made by striking with two appendages at the same time, causing additional damage equal to the number of points in the skill trees. This can be a punching strike, lashing strike, chopping motion, or crushing squeeze, depending on the appendage and its capabilities, with all related and general combat modifiers applied normally. If the skill check fails or the target successfully defends, the attack misses.
Prerequisites: The Clobber skill plus four points in the skill tree
Attribute: Constitution
Type: Move
Time: N/A
Description: Those with this skill can move at their full normal rate for up to one hour per skill point in the skill tree, without suffering fatigue modifiers. Exceeding the total number of rounds will require at least one minute of rest afterwards to avoid entering a fatigue state. All carrying capacity modifiers are applied normally. The difficulty is based on the type of terrain and amount of weight being carried.
Specialization: None
Attribute: Constitution
Type: Utility
Time: Two Actions
Description: Those with this skill can lay on hands to absorb significant wounds, healing the target while taking on their body damage. The character can choose to exchange any number of body points and heal the target at 1:1 ratio, though upon taking on the damage they immediately enter a fatigue state. The target fatigue state is not removed unless all body damage is healed. The use of this skill begins a communal state.
Prerequisites: The Offering skill and four points in the skill tree
Attribute: Influence
Type: Utility
Time: Four Actions
Description: Characters use this skill to ask the entity to whom they have devoted themselves to absolve their sacrifice. With a successful skill check, they are healed of one effect based on Character Rank, including, cleansing of a poison or disease (Novice), restoring full Health (Expert), or healing all lost body points (Master). If the skill check fails, the plea goes unheard. Three consecutive failures will require further liturgy after the communal state ends before trying again. The use of this skill begins a communal state.
Specialization: (Required) Deity or entity
Vessel: | Sharpening Stone |
Sigil: | Enhancement |
Material: | Mundane |
Craft Skill: | Sculpting |
Duration: | Passive |
Casting Time: | Special |
Description: This sigil is carved into a common sharpening stone and is activated before being used to grind and hone a sharp-edged weapon. Once complete, the sigil fades from the stone and appears along the sharpened edge of the weapon, increasing the critical strike range by three (3) for a number of days equal to Runecaster’s Constitution score, after which time the sigil fades from the weapon. This rune may not be used with blunt weapons.
Vessel: | Fire Opal |
Sigil: | Protection |
Material: | Crafted |
Craft Skill: | Lapidary |
Duration: | Passive |
Casting Time: | One Action |
Description: This rune is used to provide heat and warmth without the need for a fire. The vessel is a polished Fire Opal shaped into an oval with the sigil cut into one side. When activated it provides heat in a two (2) yard area around the rune vessel for a number of hours equal to the Ruinecaster’s Constitution score. The vessel gives off a soft orange glow and is warm to the touch, but is not visible at a distance.
Vessel: | Weapon Effigy or Individual |
Sigil: | Tempest |
Material: | Crafted or Dermis |
Craft Skill: | Engraving or Tattooing |
Duration: | Active |
Casting Time: | One Action |
Description: This rune is used to inflict damage the Runecaster takes back on the attacker. The vessel is a weapon effigy inset with the sigil, that is typically worn as a broach or belt buckle, alternately, an individual may be tattooed with the image of a bladed weapon, with the sigil inside the blade. When activated, half of the total amount of damage that is actually sustained by the Runecaster (after any damage resistance checks) is transferred back to the attacker. If it is an odd number, the Runecaster will take the leftover point. There is no damage resistance save against this rune.
Vessel: | Object or Individual |
Sigil: | Enhancement |
Material: | Crafted or Derma |
Craft Skill: | Engraving or Tattooing |
Duration: | Active |
Casting Time: | One Action |
Description: Few things are more impressive than a brawny Runecaster covered in tattoos, charging into battle, but watching as their rippling musculature expands in size certainly qualifies. The vessel is a bent iron bar secured around the neck on a chain and engraved with the sigil, alternately, an individual may have the sigil tattooed on the chest, with related decoration extending to the arms. When active, it increases their Strength attribute score by four for the purposes of causing damage and making Strength based skill checks. The rune has no effect on damage resistance, hit points, or other such attribute factors.
Vessel: | Flawless Rare Gem |
Sigil: | Tempest |
Material: | Crafted |
Craft Skill: | Lapidary |
Duration: | Active |
Casting Time: | Special |
Description: This taboo rune is used to draw the spirit from a living being and bind it into a rare flawless uncut gem for use in creating permanent effects, such as magic items. The process takes several hours, during which the sigil must be repeatedly and perfectly craft into the gem, requiring a minimum of eight (8) skill points in the Crafting skill tree. Once the spirit is housed in the gem, it could be cut and crafted into items or armaments. Due to the moral implication of spiritual transference, this rune is known to exist, but anyone seeking to learn it must locate a source from which it can be learned.
Vessel: | Object or Individual |
Sigil: | Enhancement |
Material: | Crafted or Derma |
Craft Skill: | Lapidary or Tattooing |
Duration: | Active |
Casting Time: | One Action |
Description: This rune offers the Runecaster the ability to see through doors, walls, and most other such structures. The vessel is a single-shaped glass lens housed in a precious metal frame, with the sigil cut into the lens, alternately, the individual may be tattooed with the sigil around one eye. When activated, and the object is held up to the eye, the Runecaster can observe the activity adjacent to a wall, door, etc., within their normal field of vision assuming there is sufficient available light.
Vessel: | Object |
Sigil: | Tempest |
Material: | Crafted |
Craft Skill: | Engraving |
Duration: | Active |
Casting Time: | One Action |
Description: Very effective in times of war, this sigil is engraved onto rams and other battering devices, but may also be used on blunt weapons. When activated, it can be used to effectively smash inanimate objects, such as walls or doors, ignoring their structural strength to resist damage. The sigil must be carved near the head, and it will fade once the effect ends or is interrupted.
Vessel: | Variable |
Sigil: | Tempest |
Material: | Crafted |
Craft Skill: | Engraving |
Duration: | Passive |
Casting Time: | Four Actions |
Description: A total of four sigils are engraved within a decorative pattern on a door, coffer, chest, or other types of closing container, creating a magic seal that may only be opened with a Freedom rune. Without this runic key, all attempts to open the lock by normal means will fail, though if the sigils are marred by time or damage the magic will fade, and it does nothing to prevent the door or container from being destroyed. So long as one sigil remains intact, the lock remains in place.
Vessel: | Weapon |
Sigil: | Protection |
Material: | Crafted |
Craft Skill: | Engraving |
Duration: | Passive |
Casting Time: | One Action |
Description: Once the sigil has been crafted onto a weapon, no one other than the Runecaster can wield it. Targets suffer a very difficult (-8) modifier to any skill attempt with the weapon, finding that it is difficult to grip, unwieldy, off-balanced, and will turn as it strikes to cause half weapon damage. The sigil must be engraved near handholds, within in a decorative pattern, and inset with precious metal.
Vessel: | Iron Link or Individual |
Sigil: | Protection |
Material: | Crafted or Derma |
Craft Skill: | Engraving or Tattooing |
Duration: | Active |
Casting Time: | One Action |
Description: A powerful protective rune that has gone a long way in promoting the tales of resilient Runecasters, once cast the wielder may ignore up to four points of impact damage. The rune vessel is a single black iron chain link with the sigil carved into the inside edge and is secured around the neck or wrist on a leather strap, alternately, the individual may be tattooed with the image of a chain, with the sigil inside one link. This rune does not stack with similar types of magical protection.
Vessel: | Malachite |
Sigil: | Tempest |
Material: | Crafted |
Craft Skill: | Engraving |
Duration: | Active |
Casting Time: | One Action |
Description: This rune may be dropped into a pool or stream of contaminated water to make it suitable for drinking. The vessel is a rounded piece of polished malachite, with the sigil engraved into its surface. Water up to a one (1) yard area around the vessel will remain drinkable so long as the sigil is active, even in moving water.
Vessel: | Small Corked Bottle |
Sigil: | Tempest |
Material: | Crafted |
Craft Skill: | Artistry, Lapidary |
Duration: | Passive |
Casting Time: | One Action |
Description: This rune is used to send a message by speaking both the name of the target and the message into the bottle, replacing the cork, and tossing it into the air. The bottle is magically transported to the target, sitting in plain view. If not opened, the bottle will continue to follow the target, always just sitting in plain view. When the cork is opened, the message is clearly relayed in the Runecaster’s voice. The sigil must be drawn on a piece of paper within the bottle and carved onto the surface of the bottle. After delivery, both sigils fade away.
Vessel: | Skeleton Key |
Sigil: | Tempest |
Material: | Crafted |
Craft Skill: | Engraving |
Duration: | Active |
Casting Time: | One Action |
Description: This rune is used to loosen bindings, release shackles, open locks, etc, simply by touching the key to the object. The key must be forged from iron or silver with sigils engraved onto both sides. When used against magical locks or devices, the object is allowed a save to resist the effect. The magic fades after each individual use and must be recast.
Vessel: | Gemstone |
Sigil: | Tempest |
Material: | Crafted |
Craft Skill: | Lapidary |
Duration: | Active |
Casting Time: | One Action |
Description: The sigil is cut into a perfectly round, opaque gem of moderate worth that may be crafted into jewelry or stand on its own. The rune aids in negotiation, bluff, and related skills by enthralling the target, and making them susceptible to suggestion. The rune vessel must be in plain sight and the target gets a Willpower save to negate the effect, but if it fails the target will go along with non-life-threatening suggestions.
Vessel: | Melee Weapon |
Sigil: | Tempest |
Material: | Crafted |
Craft Skill: | Engraving |
Duration: | Active |
Casting Time: | One Action |
Description: A vicious sigil that is engraved into a weapon, based on Character Rank, i.e., Novice – small, Expert – Medium, Master – large. When imbued with magic and tossed into the air, the weapon will attack on its own as verbally directed by the Runecaster. The casting skill is used to hit, causing weapon damage plus the Influence score, and attacking up to twice per round, with other factors per the weapon. The caster may use a number of weapons in this manner based on Character Rank, i.e., Novice 1, Expert 2, Master 3, though each must be directed individually.
Vessel: | Small stone |
Sigil: | Divination |
Material: | Mundane |
Craft Skill: | Sculpting |
Duration: | Passive |
Casting Time: | One Action |
Description: The sigil is carved into the stone. When activated, a specific destination is whispered to the stone and it is set down onto the ground, and it will then begin to hop in the most direct route to that location at a speed of 5/20, and will not stop until it arrives. When the magic ends, whether by arriving at the destination or being interrupted, the stone crumbles to dust.
Vessel: | Object |
Sigil: | Tempest |
Material: | Crafted |
Craft Skill: | Artistry |
Duration: | Passive |
Casting Time: | One Action |
Description: This sigil is used to change the shape of some tiny, small, or medium-sized object for the purpose of disguise or deception. Rather than carved, the sigil is drawn onto the object with ash or chalk, and when activated the object is changed into some other form. While the texture and composition may be altered, its size and weight will remain proportional. The change is literal, not illusional, so it will survive any degree of non-magical scrutiny, though the drawn sigil will remain on the object. The effect is broken if the sigil is marred, or the magic is dispelled. Although this rune may be used on magic items, for these the sigil must be drawn in precious metal dust and it may get one a save to resist the change effect, depending on the nature and power of the item.
Vessel: | Gemstone |
Sigil: | Tempest |
Material: | Crafted |
Craft Skill: | Lapidary |
Duration: | Active |
Casting Time: | One Action |
Description: Crafted from a bright and colorful multifaceted gem with a sigil cut into opposing sides. Once activated the rune may be thrown at an opponent, requiring a Thrown Weapons or similar skill check to hit the target. On a hit, the gem will shatter into dust, blinding them for three rounds (very difficult -8 modifier to all attack, defend, and move actions). If it does not hit, the magic fades and it may be collected and used again.
Vessel: | Statue |
Sigil: | Tempest |
Material: | Crafted |
Craft Skill: | Engraving |
Duration: | Active |
Casting Time: | Four Actions |
Description: Although the vessel is listed as a statue, virtually any crafted humanoid or animal form can be animated. The caster is required to place four sigils, inset with a precious metal (typically gold), onto the torso near the limbs, and activate each individually. Once all runes have been activated, the statue will obey the verbal orders of the Runecaster and remain active for up to one hour per point in the Constitution score. While it does not have the reflexes to effectively attack, it can be used to break down doors or even walls, and carry loads equal to its weight at a move rate of 4/20.
Vessel: | Mug |
Sigil: | Divination |
Material: | Crafted |
Craft Skill: | Engraving |
Duration: | Passive |
Casting Time: | One Action |
Description: The sigil for this rune can be carved unto any mug, though Runecasters typically carry their own. Once activated, this rune detects and alerts the Runecaster to the presence of poisons or toxins placed within by causing the mug to shatter. This rune can be used on bowls, plates, pots, etc, with the same effect, and will remain active in a dormant state for up to one hour per point in the Constitution score after a successful cast, after which time the effect ends.
Vessel: | Stone |
Sigil: | Divination |
Material: | Mundane |
Craft Skill: | Sculpting |
Duration: | Passive |
Casting Time: | Three Rounds |
Description: The vessel is typically a small notched circular stone with the sigil sculpted at the center. After casting, the rune must be carried around the perimeter of the campsite or other locale that covers an area up to the Influence score in yards and then is set on the ground near the Runecaster. The casting state ends after six rounds and the vessel lies dormant until a being passes through the walked perimeter with a minimum size based on character rank, i.e., Novice – medium size, Expert – small size, Master – Tiny size, at which point the rock will strike the Runecaster repeatedly until they awaken. Once the Runecaster picks up the stone, the effect ends.
Type: | Attack (L) |
Domain: | Control |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower negates |
Description: This spell is used on animals, enemies, or monsters providing a degree of calm to counter the fight or flight response. When under the effect of the spell, the target ceases all aggressiveness, anger, hostility, or desire for combat for the duration, allowing for roleplay opportunity to resolve combat. Any aggressive act, including verbal threats, made against the target will negate the spell, and they are allowed a saving throw each round to break it. Targets are fully aware of what’s going on around them, and while animals or monsters may lose interest and wander away, enemies will typically interact with the caster. For the duration of the spell effect, slow-moving spherules run between the caster and target, linking them.
Type: | Utility |
Domain: | Control |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell is used to heal severe hindering physical effects. The caster is required to touch the target and may choose to restore a number of body points equal to the Healing Rate plus 1 Novice, 2 Expert, 3 Master, remove the effects of poisons, cure those afflicted with a disease, or restore the recently dead to life – this may only be attempted one time, a system shock Stamina save is required, and if successful the target gains one (1) body point. Those knocked out from taking damage are revived upon being healed, though the character must wait until their initiative turn to stand from prone. When cast, a burst of spherules engulfs the target, fading at the end of the round.
Type: | Defend |
Domain: | Change |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Three Actions |
Resistance: | Special |
Description: Using the caster’s knowledge of the natural world, this spell camouflages the target in nature. It allows for an opposed save to any Observation or Search skill checks based on the magic skill rank used in the casting (it is used as a saving throw and doesn’t require an action). The target is ignored by living beings and doesn’t leave a trace of their passage. Spherules accompany the target for the duration of the spell.
Type: | Utility |
Domain: | Control |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: This spell is used to heal a number of health points based on Character Rank. The caster is required to touch the target, restoring the Healing Rate plus 2 Novice, 4 Expert, 6 Master. Those knocked out from taking damage are revived upon being healed, though the character must wait until their initiative turn to stand from prone.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower negates |
Description: Useful against the undead, this spell focus