(Skills must be unlocked sequentially)
Alchemy allows you to create powerful Elixirs, Bombs, and Balms via different processes.
Requirements: Spellcasting, Monsters, Medicine (3)
Research Method: Skillbook
Alchemy requires Components & Effective Hours to create essences. Most components are found in Monster Blood, which can be harvested and stored in vials.
Common Transmuting
Common Catalysis
Common Distilling
Premium Transmuting
Premium Catalysis
Premium Distilling
Supreme Transmuting
Supreme Catalysis
Supreme Distilling
Peak Transmuting
Difficulty: 10
Effective Hours: 6
Effect: Turns Monster Blood into a powerful Elixir. Properties depend on the blood’s origin. Requires a Cauldron.
Difficulty: 10
Effective Hours: 3
Effect: Turns Elixirs into Bombs using Catalysis (cooking in a Cauldron).
Difficulty: 10
Effective Hours: 3
Effect: Turns Elixirs into Balms via Distilling (cooking in a Cauldron). Balms can en-coat weapons with effects.
Difficulty: 8
Effective Hours: 4
Effect: Transmute faster and more effectively.
Difficulty: 8
Effective Hours: 2
Effect: Transmute faster and more effectively.
Difficulty: 8
Effective Hours: 2
Effect: Infuse faster and more effectively.
Difficulty: 6
Effective Hours: 2
Effect: Transmute faster and more effectively.
Difficulty: 6
Effective Hours: 1
Effect: Transmute faster and more effectively.
Difficulty: 6
Effective Hours: 1
Effect: Infuse faster and more effectively.
Difficulty: 12
Effective Hours: 3
Effect: Converts an essence into any other essence.
(Skills must be unlocked sequentially)
Bardic Combat allows the Bard to invoke powerful effects through music.
Requirements: Spellcasting, Music, Culture, Persuasion
Research Method: Exercise
Provides effects for the Bard and allies.
Requires a musical instrument or singing voice.
Only 1 Song can be active at a time.
Cannot perform other actions while sustaining a song, except Movement.
Sustained songs do not require further rolls unless Movement occurs, then a test must be repeated.
Song of Charm
Song of Bravery
Song of Darkness
Song of Luck
Song of Terror
Song of Haven
Heathen Charge
Note of Dreams
Song of Runik
Song of the Restless
Type: Action
Risk: 1
Effect: Prevents a target within Perception from performing aggressive Actions for the current Round. (Roll must exceed target’s Vigor)
Type: Action (Active)
Risk: 2
Effect: Protects allies from Fear, Confusion, Dishearten, and Berserk within a Ring Radius 5.
Type: Action (Active)
Risk: 3
Effect: Creates magical Darkness suppressing illumination in Ring Radius 5. Bard unaffected.
Type: Action (Active)
Risk: 4
Effect: Allies within Ring Radius 5 roll Strong Dice.
Type: Action (Active)
Risk: 5
Effect: Causes Fear to enemies within Ring Radius 5. Vigor Roll required.
Type: Action (Active)
Risk: 6
Effect: Allies ignore the Bard and cannot perform aggressive actions toward them.
Type: Action (Mobile)
Risk: 7
Effect: Deals Damage, moves, and causes Fear to enemies in Ring Radius 5. Attack Roll vs. target Vigor required.
Type: Action
Risk: 8
Effect: Causes Unconsciousness to enemies in Ring Radius 5 for current Round (Vigor Roll).
Type: Action (Active)
Risk: 9
Effect: Prevents Spellcasting within Ring Radius 5. Spells cast outside still function normally if landing inside.
Type: Action (Active)
Risk: 10
Effect: Allies within Ring Radius 5 can perform Actions or Reactions without Risk.
(Skills must be unlocked sequentially)
Battle Dancing allows you to increase your strength and prowess by performing ceremonial dances during battle.
Dances are regular Actions that use Charges. Only 1 Battle Dance effect can be active at a time.
Requirements: Dancing, Combat Style (1), Warfare (3)
Research Method: Exercise
1 Effective Hour of Dancing generates 1D10 Battle Dancing Charges.
Catalyst: 1 Charge
Type: Action
Effect: Raises Perception by 1 category for the battle.
Catalyst: 2 Charges
Type: Action
Effect: Raises Mobility by 1 category for the battle.
Catalyst: 3 Charges
Type: Action
Effect: Raises Threat by 1 category for the battle.
Catalyst: 4 Charges
Type: Action
Effect: Raises Vigor by 1 category for the battle.
Catalyst: 5 Charges
Type: Action
Effect: Raises Grit by 20 points for the battle.
Catalyst: 6 Charges
Type: Action
Effect: Provides Moonvision for the battle (Nightvision outdoors).
Catalyst: 7 Charges
Type: Action
Effect: Provides +5 Absorption for the battle.
Catalyst: 8 Charges
Type: Action
Effect: Imposes -1 Grit Level penalty to spells cast against you.
Catalyst: 9 Charges
Type: Action
Effect: Protects against 50% Elemental Damage and Critical Effects.
Catalyst: 10 Charges
Type: Action
Effect: Protects against Critical effects from physical attacks.
(Skills must be unlocked sequentially)
Druidism allows you to perform rituals that harness primal forces to shape the environment and commune with nature.
Druidic rituals are outside of combat and require Druidism Charges.
Requirements: Spellcasting, Divination, Nature
Research Method: Skillbook
1 Effective Hour at night draws lunar power, generating 1D10 Druidism Charges.
Catalyst: 1 Charge
Effective Hours: -
Effect: Charges an item with solar energy, producing light in a Field Area 5 for 1D10 hours.
Catalyst: 2 Charges
Effective Hours: 1
Effect: Divination via fire using organic components. Reveals information about a specific person.
Catalyst: 3 Charges
Effective Hours: 1
Effect: Causes rain in an area (1d10x1000 m²) for 1D10 hours. Can also stop rain in the same area.
Catalyst: 4 Charges
Effective Hours: 1
Effect: Causes snow in an area. Can also stop snow or light snow in the same area.
Catalyst: 5 Charges
Effective Hours: 1
Effect: Sends verbal messages through the wind. Distance ~1d10x100 km. Longer distances may distort the message.
Catalyst: 6 Charges
Effective Hours: 1
Effect: Gradually unleashes a storm with rain, wind, and thunderbolts over an area (1D10x1000 m²) for 1D10 hours. Can reverse active storms.
Catalyst: 7 Charges
Effective Hours: 1
Effect: Binds a minor nature spirit to a location, granting minor magical effects. Spirit becomes a Lingering Spirit in combat; destroyed spirits require ritual repetition.
Catalyst: 8 Charges
Effective Hours: -
Effect: Shapeshift into a specific animal for 1D10 hours. Retains mental faculties and can revert at will.
Catalyst: 9 Charges
Effective Hours: 1
Effect: Communicate with ancestral spirits for guidance, wisdom, and knowledge. Requires a personal item from the ancestor and a sacred location.
Catalyst: 10 Charges
Effective Hours: 1
Effect: Creates a temporary sacred grove with the following benefits (1D10 hours, radius 1D10x10 m):
Caster & Allies always at Prime Grit
Caster receives 1D10 healing per Round
+10 bonus on Withering Rolls
Evil spirits cannot enter
Caster & Allies cannot be surprised
(Skills must be unlocked sequentially)
ESP allows you to develop telepathic and telekinetic abilities to control mind and matter via powerful rituals.
Requirements: Spellcasting, Meditation, Insight, Divination
Research Method: Skillbook
1 Effective Hour of Meditation generates 1D10 ESP Charges.
Certain powerful rites may cause permanent Grit loss.
Catalyst: 1 Charge
Effective Hours: -
Effect: Send a telepathic message to a target anywhere in the world. Duration: 1D20 seconds. Target may reply telepathically.
Catalyst: 2 Charges
Effective Hours: -
Effect: Read a target’s mind within line of sight via a Vigor Roll. Can be performed 3 consecutive times to probe deeper:
Surface Thoughts: Current day memories.
Core Thoughts: Memories of the past 10 years.
Deep Thoughts: All memories, including repressed or forgotten.
One failed Roll cancels the process.
Catalyst: 3 Charges
Effective Hours: -
Effect: Partially or completely erase a target’s memory. Requires submission to the caster and a successful Vigor Roll. Can only be attempted once per target.
Catalyst: 4 Charges
Effective Hours: 1
Effect: Grant life and intelligence to an item. Item gains basic intelligence and a personality (GM’s preference). Usable only by the caster.
Catalyst: 5 Charges
Effective Hours: -
Effect: Exit body and travel in Ethereal form with x10 Movement and flight. Body remains Oblivious. Duration: 1D20 minutes.
Catalyst: 6 Charges, 1 Grit permanently
Effective Hours: -
Effect: Teleport a consenting target anywhere. Destination must be known.
Catalyst: 7 Charges, 1D10 Grit permanently
Effective Hours: 1
Effect: Opens two gates (origin + known destination). Anyone may teleport in/out for 1D10 hours.
Catalyst: 8 Charges
Effective Hours: -
Effect: Fortify brain and gain Mental Immunity for 1 day.
Catalyst: 9 Charges
Effective Hours: 1
Effect: Swap bodies with a fully submitted target. Requires Vigor Roll. Exchanges Attributes and Racial Features permanently. Restores permanent Grit Damage and Injuries.
Catalyst: 10 Charges
Effective Hours: -
Effect: Create a living vessel from a fully submitted target. Destroys their brain and intelligence; becomes a living object that obeys the caster.
Each vessel: 30 Grit, native racial Attributes.
Operates as a life bank: caster cannot be harmed while vessels live.
Death of a vessel reduces caster’s Total Grit by 5 points permanently.
Unlimited vessels can be created.
(Skills must be unlocked sequentially)
Necromancy allows you to perform rituals connecting the living and the dead.
Rituals take place outside of combat and require Catalysts.
Requirements: Spellcasting, Divination, Necropsy, Dimensions
Research Method: Skillbook
1 hour of Necropsy generates 1D10 Necromancy Charges.
Certain powerful rites may cause permanent Grit loss.
Catalyst: 1 Charge
Effective Hours: -
Effect: Communicate with a dead target for 1D10 minutes.
Catalyst: 2 Charges
Effective Hours: -
Effect: Communicate with a Spirit to request minor favors (GM discretion).
Catalyst: 3 Charges
Effective Hours: -
Effect: Witness the last 30 minutes of a dead target’s life first-person.
Catalyst: 4 Charges
Effective Hours: 3
Effect: Inflict a powerful Curse on a target using an organic component. The target suffers gradual decay and dies within 1D20 days unless they succeed in repeated Vigor Rolls.
Catalyst: 5 Charges
Effective Hours: 1
Effect: Trap a living, weakened target’s soul to enhance caster power. Only one soul at a time. Effects (roll 1D10):
Threat +1 category
Mobility +1 category
Vigor +1 category
Perception +1 category
Risks -1 Point
Grit +10 Points
Grit +20 Points
Experience gains +1D10
Karma gains doubled
Karma gains tripled
Catalyst: 6 Charges
Effective Hours: 1
Effect: Possess a living target (submitted and incapacitated) via Vigor Roll. Target retains consciousness but submits for 1D10 days.
Catalyst: 7 Charges
Effective Hours: 1
Effect: Animate a corpse as an Undead Minion (Dweller) under the caster’s control.
Catalyst: 8 Charges
Effective Hours: 1
Effect: Heal all severe injuries (broken bones, amputations, etc.).
Catalyst: 9 Charges, 1D20 Grit permanently
Effective Hours: 3
Effect: Restore a dead target to life, including previous injuries. Longer deaths may cause memory loss.
Catalyst: 10 Charges
Effective Hours: 3
Effect: Store caster’s soul in an item. If the caster dies, soul retreats to the item. Destruction of the item during this period may cause true death or -50% experience penalty if alive.
(Skills must be unlocked sequentially)
Oneiromancy allows the Seer to perform deeds and divinations within the realm of dreams.
Requirements: Spellcasting, Divination, Food Gathering, Insight
Research Method: Skillbook
Mushrooms consumed before sleep generate 1D10 Oneiromancy Charges.
All abilities occur during sleep.
Catalyst: 1 Charge
Effective Hours: -
Effect: Receive an answer to a puzzling question in a dream (GM discretion).
Catalyst: 2 Charges
Effective Hours: -
Effect: Enter another target’s dream to convey a message.
Catalyst: 3 Charges
Effective Hours: -
Effect: Travel in Astral Form for 1D20x10 minutes (x10 Movement). Considered Ethereal.
Catalyst: 4 Charges
Effective Hours: -
Effect: Travel in Astral Form for 1D20x10 minutes, then wake up at the destination (teleportation).
Catalyst: 5 Charges
Effective Hours: -
Effect: Observe past events for 1D20 minutes. Cannot intervene.
Catalyst: 6 Charges
Effective Hours: -
Effect: Gain Mental Immunity for the following day.
Catalyst: 7 Charges
Effective Hours: -
Effect: Create a shadow replica to act autonomously during sleep. Spirit acts as a Lingering Spirit; destruction awakens the Seer.
Catalyst: 8 Charges
Effective Hours: -
Effect: See through a target’s eyes (Vigor Roll) for 1D20 minutes while they are awake.
Catalyst: 9 Charges
Effective Hours: -
Effect: Cleanse aura; gain +20 Grit and +1 Karma Point for the following day.
Catalyst: 10 Charges
Effective Hours: -
Effect: Enter a target’s dream to engage in combat. Dream combat affects real life if wounding/killing occurs.
(Skills can be unlocked in random order)
Runecraft allows you to place magical effects on items by carving runes upon their surfaces.
Requirements: Spellcasting, Blacksmithing (2), Items
Research Method: Skillbook
Runecraft requires Effective Hours to carve runes onto items.
Item Type determines the nature of the rune.
Item Quality determines the number of runes it can sustain.
Failing an enchantment requires a Durability Check.
Common Items: 1 Enchantment Slot
Premium Items: 2 Enchantment Slots
Supreme Items: 3 Enchantment Slots
Weapons: Any type of weapon
Armor: Armor, Shields, Gauntlets, Helms
Accessories: Rings, Amulets, Cloaks, Belts, Boots, Bracers, Robes, Gloves
Runes function as magic domains, offering periodic, reactive, or passive effects.
Each level of Runecraft allows learning 1 new Rune with 6 Variations.
Example: Selecting the Fire Rune grants: Inferno, Flame, Ember, Pyre, Comet, Blaze.
Difficulty: 10
Effective Hours: 10
Effect: Carve 1 Rune onto an item
Rune | Weapons | Armor | Accessories | Rune | Weapons | Armor | Accessories |
|---|---|---|---|---|---|---|---|
Ankh | No | Yes | Yes | Mask | No | No | Yes |
Anvil | Yes | Yes | Yes | Mirage | No | Yes | No |
Astral | No | Yes | Yes | Moon | Yes | No | No |
Bane | Yes | Yes | Yes | Oak | Yes | No | No |
Beacon | No | Yes | Yes | Olive | No | No | Yes |
Blaze | No | Yes | No | Oracle | Yes | Yes | Yes |
Blizzard | No | Yes | Yes | Pact | Yes | Yes | Yes |
Breeze | Yes | Yes | Yes | Phantom | No | No | Yes |
Chain | Yes | Yes | No | Pine | No | No | Yes |
Chalice | No | Yes | No | Prism | No | Yes | Yes |
Chrono | Yes | Yes | Yes | Pulse | Yes | Yes | Yes |
Circle | Yes | Yes | Yes | Pyre | No | Yes | Yes |
Cloud | No | Yes | Yes | Ram | No | No | Yes |
Comet | No | Yes | Yes | Raven | Yes | Yes | Yes |
Crackle | No | Yes | No | Ray | No | Yes | Yes |
Cross | Yes | Yes | Yes | Reflection | No | No | Yes |
Cyclone | No | Yes | Yes | Root | Yes | No | No |
Drop | Yes | No | No | Rumble | No | Yes | Yes |
Ember | Yes | Yes | Yes | Scale | No | No | Yes |
Eye | Yes | No | No | Scythe | No | Yes | Yes |
Fade | Yes | Yes | Yes | Shadow | Yes | Yes | Yes |
Fang | Yes | Yes | Yes | Shield | No | Yes | Yes |
Flake | Yes | Yes | Yes | Shimmer | No | No | Yes |
Flame | No | Yes | Yes | Shroud | Yes | Yes | Yes |
Flare | Yes | No | No | Skull | Yes | No | No |
Flower | No | No | Yes | Snow | No | Yes | No |
Frost | Yes | No | No | Spiral | No | Yes | Yes |
Gale | No | No | Yes | Star | Yes | Yes | Yes |
Gauntlet | Yes | Yes | Yes | Stasis | No | Yes | Yes |
Glacier | No | Yes | Yes | Stigma | Yes | Yes | Yes |
Glow | No | No | Yes | Sting | No | Yes | Yes |
Gust | Yes | No | No | Storm | Yes | Yes | Yes |
Hail | No | Yes | Yes | Strike | Yes | No | No |
Halo | Yes | No | No | Sun | No | Yes | Yes |
Hammer | No | Yes | No | Tornado | No | Yes | No |
Heart | Yes | Yes | Yes | Tree | No | No | Yes |
Helm | No | Yes | No | Triangle | Yes | Yes | Yes |
Hourglass | No | No | Yes | Warp | Yes | Yes | Yes |
Inferno | Yes | No | No | Whisper | Yes | No | No |
Jolt | No | Yes | Yes | Willow | No | Yes | Yes |
Link | No | Yes | Yes | Yew | No | No | Yes |
Maple | No | Yes | Yes | Zephyr | No | Yes | No |
Rune | Variation | Effect | Use |
|---|---|---|---|
Fire | Inferno | Burn on Critical Hit (1D20 Bonus Die Fire Damage per Round) | Active |
Flame | Fire Resistance (50% Damage) & Critical Protection | Active | |
Ember | Pyrokinesis (Reaction, redirects Fire attacks) | Roll | |
Pyre | Protection from Heatstroke | Active | |
Comet | 10 Fire Absorption | Active | |
Blaze | 1D10 Active Fire Damage to melee attackers on hit | Active | |
Ice | Frost | Freeze on Critical Hit | Active |
Glacier | Ice Resistance (50% Damage) & Critical Protection | Active | |
Flake | Cryokinesis (Reaction, redirects Ice attacks) | Roll | |
Blizzard | Protection from Frostbite Disease | Active | |
Hail | 10 Ice Absorption | Active | |
Snow | 1D10 Active Ice Damage to melee attackers (automatic) | Active | |
Wind | Gust | Push 1D10 Tiles on Critical Hit | Active |
Zephyr | Removes Armor Penalties | Active | |
Cyclone | Fast Dodge (1 Action instead of 2) | Active | |
Breeze | Immunity to Forced Movement | Active | |
Gale | Allows Long Leaps | Active | |
Tornado | Pushes back 1 Tile Melee Attackers automatically | Active | |
Thunder | Strike | +1D10 Bonus Die Damage on every Hit | Active |
Rumble | Thunder Resistance (50% Damage) & Critical Protection | Active | |
Storm | Electrokinesis (Reaction, redirects Thunder attacks) | Roll | |
Jolt | Momentum (Immune to Prone) | Active | |
Cloud | 10 Thunder Absorption | Active | |
Crackle | 1D10 Active Thunder Damage to melee attackers (automatic) | Active | |
Core | Eye | Fear on Critical Hit | Active |
Astral | Protection from Control effects | Active | |
Link | +1D10 Bonus Die when using Core Spells | Active | |
Oracle | Flight ability | Active | |
Warp | Invisibility 5 Rounds | Action | |
Circle | Detect Invisibility 5 Rounds | Action | |
Iron | Anvil | Doubles Durability Rolls | Active |
Hammer | +1 Critical Resistance | Active | |
Chain | Locks items & protects from Disarm | Active | |
Shield | Protection from Knockdown | Active | |
Helm | +1 Absorption | Active | |
Gauntlet | Deflects metallic weapon attacks 1/day | Active | |
Wood | Oak | +5 Range to Missile/Range Weapons | Active |
Maple | Protection from drowning | Active | |
Yew | Doubles Herbalism Rolls | Active | |
Olive | Trackless walking | Active | |
Willow | -1 Grit Level to Ranged Attacks in forests | Active | |
Pine | Doubles Food Gathering Rolls | Active |
Rune | Variation | Effect | Use |
|---|---|---|---|
Death | Skull | Drain on Critical Hit (1D20 Bonus Die) | Active |
Scythe | Protection from Drain & Death Spells | Active | |
Bane | Control Lesser Undead 5 Rounds | Action | |
Raven | Protection from Critical Attacks 5 Rounds | Action | |
Shroud | Etherealness 5 Rounds | Action | |
Cross | Summons Undead 5 Rounds | Action | |
Blood | Drop | Bleeding on Critical Hit | Active |
Pulse | +1 Vigor | Active | |
Heart | +20 Grit | Active | |
Stigma | +1 Mobility | Active | |
Fang | +1 Perception | Active | |
Pact | +1 Threat | Active | |
Nature | Root | Immobilize on Critical Hit | Active |
Sting | Protection from Poison | Active | |
Scale | Grants Water Breathing | Active | |
Flower | Walk on Difficult Terrain | Active | |
Ram | Grants Wallcrawling | Active | |
Tree | Double Healing Rate from Diseases | Active | |
Theurgy | Halo | x2 Damage vs Undead | Active |
Spiral | -1 Grit Level to incoming Undead attacks | Active | |
Triangle | Retain Core Prime Grit always | Active | |
Ankh | Immune to Fear/Confusion/Berserk | Active | |
Chalice | -1 Grit Level to incoming Ranged Physical Attacks | Active | |
Star | Healing (Touch, 1D20, 1 hour) | Action | |
Time | Moon | Slow on Critical Hit | Active |
Sun | Immune to Time Stop spell | Active | |
Chrono | +1 Action per Round | Active | |
Hourglass | x2 Movement | Active | |
Fade | First Action on Advantage each Round | Active | |
Stasis | Immune to Paralysis | Active | |
Illusion | Whisper | Inflicts Insanity on Critical Hit | Active |
Mirage | Makes armor appear as clothing | Active | |
Mask | See through Illusions | Active | |
Reflection | Creates fake footprints 1D20 minutes | Action | |
Shimmer | Alter facial features 1D20 minutes | Action | |
Phantom | +4 Invisible Slots for Quickbelt | Active | |
Light | Flare | Inflicts Blindness on Critical Hit | Active |
Prism | Protection from Blindness | Active | |
Shadow | Provides Light 3 Field Radius 1 hour | Action | |
Glow | Illuminates path 1D20 minutes | Action | |
Beacon | Protection from magical/artificial Darkness | Active | |
Ray | Provides Moonvision (outdoors) | Active |
(Skills are unlocked sequentially)
Shamanism allows you to develop your senses and increase your power by applying ceremonial Body Paint before events and battles.
Only 1 Shamanism effect can be active at a time.
Each effect lasts 24 hours.
Paint can be applied to up to 10 individuals, paying the Catalyst cost separately.
Requirements: Spellcasting, Painting, Divination, Religion
Research Method: Skillbook
Shamanism uses Painting to generate Catalysts.
1 Hour of Body Painting = 1D10 Shamanism Charges
Ability | Catalyst | Effective Hours | Effect |
|---|---|---|---|
Paint of Vision | 1 | 1 | Detect invisible characters and see in the dark |
Paint of Sanity | 2 | 1 | Protection against Fear, Berserk, and Confusion |
Paint of Spirithold | 3 | 1 | Repels Spirits and prevents attacks on targets |
Paint of Spirithunt | 4 | 1 | X2 Damage against Spirits |
Paint of Readiness | 5 | 1 | +1 Action per Round |
Paint of Deathhunt | 6 | 1 | X2 Damage against Undead |
Paint of Bloodstop | 7 | 1 | Protection from Critical effects from weapons |
Paint of Monsterhunt | 8 | 1 | X2 Damage against Beasts |
Paint of Resistance | 9 | 1 | Reduce Magical Damage by 50% |
Paint of Vigor | 10 | 1 | Disables Risk factors for all abilities |
(Skills are unlocked sequentially)
Spellblade allows you to combine magic and warfare, performing maneuvers that benefit from both combat styles.
Requirements: Spellcasting, Combat Casting, Light Melee Weapons, Warfare (1)
Research Method: Exercise
Spellblade focuses on enchanted blows, imbuing energy into one-handed melee weapons and releasing it against enemies, even at range.
Ability | Type | Risk | Effect |
|---|---|---|---|
Arcane Strike | Action | Weapon +1 | Deals Damage to a target up to 10 Tiles away |
Arcane Bash | Action | Weapon +2 | Deals Damage to a target up to 10 Tiles and pushes them 1D10 Tiles further |
Rune Blade | Action | Weapon +3 | Deals Damage and dispels active magical effects of the target |
Cone Blade | Action | Weapon +4 | Deals Damage to all targets within Cone Radius (5) in front of the target (Light Attack) |
Arcane Shield | Action (Active) | 5 | Protective energy layer; -1 Grit Level to any Spellcasting attempt targeting the character |
Steel Ray | Action | Weapon +6 | Deals Damage to all targets in a straight line up to 10 Tiles |
Arcane Chain | Action | Weapon +7 | Deals Damage to 2 separate targets up to 10 Tiles away |
Steel Blast | Action | Weapon +8 | Deals Damage to all targets within Field Radius (5) around a main target (Light Attack) |
Rune Reign | Action | Weapon +9 | Deals Damage to a target up to 10 Tiles with +3 Critical Levels |
Queen’s Blade | Action | Weapon +10 | Deals Damage and disrupts Spellcasting of the target for 1 Round |
(Skills are unlocked sequentially)
Tactics allow you to position yourself and your allies on the battlefield to gain strategic advantages as a team.
Requirements: Insight, Combat Styles (1), Warfare (1), Persuasion
Research Method: Skillbook
Ability | Type | Effect |
|---|---|---|
Order | Active | Rearranges individual Advantage order between allies at the start of combat. Must be called once Advantage is rolled. |
Fast Support | Active | Allies providing Supporting Reactions (Flank, Surround, Enchant) no longer need to match or exceed the initiating roll. Support is automatically successful unless the roll falls in the Risk zone. |
Placement | Active | Arrange allies anywhere within 5 Tiles of the tactician at the beginning of combat. |
Lead | Action | Spend an Action so that all allies gain Strong Dice on their next Action or Reaction. |
Tactical Retreat | Action | Allows a retreat Action for all allies by rolling a single Roll against a GM-specified Difficulty. Allies must accept the order. |
Double Combo | Action | Sacrifice an Action so two allies can perform an Action simultaneously. Allies must have spare Actions to use. |
Triple Combo | Action | Sacrifice an Action so three allies can perform an Action simultaneously. Allies must have spare Actions to use. |
Phalanx | Action | Sacrifice an Action so all allies perform a Phalanx. Allies must be on adjacent Tiles in a straight line and have a reserved Action. Enemy attacks receive -1 Grit Level. Moving breaks the formation; other Actions are allowed. |
Shield Wall | Action | Sacrifice an Action so all allies perform a Shield Wall. Allies must be on adjacent Tiles, in a straight line, wielding shields, and have a reserved Action. Enemy attacks receive -2 Grit Levels. Moving breaks the formation; only Reactions without relocation allowed. |
Arcane Circle | Action | Sacrifice an Action so spellcasting allies form a Circle. Allies must be within a Ring Radius (5) and have a reserved Action. One caster is Host, others are Vessels. Only Host can perform Actions/Reactions. Spells cast by the Circle gain X Bonus Dice, where X = number of casters. Movement disrupts the Circle. |
A 4-Caster Circle (1 Host + 3 Vessels) casts Fireblast (Fire + Blast):
Roll 4d20 to determine damage.
The first d20 determines Risk and Critical effects.