﻿# KING - PLAYER HANDBOOK
## The Complete Player's Guide

> **WOUNDS SYSTEM EDITION.** This fork replaces damage points with
> wounds: attacks wound or miss, Vigor is a Tier-capped shield with
> Heart-chance regen, and only player characters roll injuries.
> Legacy Vitality and damage-dice numbers anywhere in this book read
> through the conversion table at the start of Part 4.

---

## TABLE OF CONTENTS

**PART 1: INTRODUCTION**
- Core Philosophy
- The Six Stats

**PART 2: CHARACTER CREATION**
- Creating a Character
- Races
- Paths (Heroic & Mythic)
- Thrones

**PART 3: MARTIAL TREES (23 Total)**

**PART 4: MYSTIC TREES (5 Total)**
- Prophet (Faith) - Prayers & Litanies
- Wizard (Mind) - Prepared Spellcasting
- Invoker (Heart) - Spontaneous Spellcasting
- Druid (Sense) - Nature Magic & Shapeshifting
- Psion (Cunning) - Psionic Disciplines
- Arcane Spell List
- Primal Spell List

**PART 5: SKILL TREES (24 Total)**

**PART 6: CORE RULES**
- Stats & Tier
- Combat & Initiative
- Tactics (Maneuvers & Declarations)
- Stamina & Spellcasting
- Death & Healing

**PART 7: EQUIPMENT & GEAR**
- Armor & Weapons
- Adventuring Gear
- Alchemical Items
- Magical Items

**PART 8: ADVANCEMENT**

---

# PART 1: INTRODUCTION

## CORE PHILOSOPHY

**Level Range:** Characters advance from level 1 to level 10. **Level 10 is the maximum.**

**KING** is a classless RPG system based on Shadowdark RPG, where character identity comes from three modular pillars:
- **PATH** = Your background and origin story (provides equipment, legacy ability, titles)
- **THRONE** = Your chief virtue (provides stat bonuses and interpretive abilities)
- **TALENTS** = Your training (grants combat/non-combat capabilities)

---

## THE SIX STATS

Characters have six core stats that represent fundamental essences:

1. **Body** - Physical prowess, strength, endurance, athleticism
2. **Mind** - Intellect, knowledge, perception, arcane magic
3. **Sense** - Divine connection, faith, natural attunement, divine/druidic magic
4. **Heart** - Willpower, conviction, social presence, leadership
5. **Cunning** - Instinct, street smarts, quick thinking, improvisation
6. **Fate** - Destiny, fortune, cosmic connection (also a spendable pool)

**Stats range from 1-22** with modifiers from -5 to +6

---

## HOW TO USE THIS BOOK

This handbook is organized by your player journey:

- **Part 2: Character Creation** - Races, Paths, Thrones
- **Part 3: Martial Trees** - 21 martial trees (spellcasters + martial)
- **Part 4: Mystic Trees** - Spellcasting systems (Prophet, Wizard, Invoker)
- **Part 5: Skill Trees** - 24 skill trees
- **Part 6: Core Rules** - Game mechanics reference
- **Part 7: Equipment** - Weapons, armor, gear
- **Part 8: Advancement** - Leveling, examples, quick reference

---

# PART 2: CHARACTER CREATION

## CREATING A CHARACTER (Step-by-Step)

Follow these steps to create a new character:

### STEP 1: CHOOSE YOUR RACE
Pick Human, Elf, Dwarf, or Halfling.
- Roll 2d6 on your race's ability chart for your first racial ability

### STEP 2: CHOOSE YOUR STAT ARRAY
Pick one of the 4 stat arrays below and assign stats to Body, Mind, Sense, Heart, Cunning, Fate:
- **Array 1 - Specialist**: 14, 14, 12, 10, 8, 8
- **Array 2 - Warrior**: 14, 12, 12, 12, 8, 8
- **Array 3 - Balanced**: 12, 12, 12, 10, 10, 10
- **Array 4 - Dual-Focus**: 14, 14, 10, 10, 10, 8

### STEP 3: CHOOSE YOUR PATH
Pick a Starting Path (48 options available).
- Gain your path's starting equipment
- Gain your path's Passive ability
- Gain your path's Legacy ability (usable 1/level)
- Create your own concrete Obligation (see guidance below)

### STEP 4: CHOOSE YOUR THRONES
Pick 1 or 2 Thrones from the Conviction & Hope system (your choice).
- You can have a maximum of **1 Conviction Throne** and **1 Hope Throne**
- Each Throne ability you take grants +2 to its associated stat
- Each Throne gives one weakness ("Desired By" an evil Throne)
- Each Throne is "Virtuous Against" one evil Throne (you have advantage on saves against that evil Throne's effects)
- **Using Throne abilities costs 1 Fate point each**

### STEP 5: SPEND TALENT POINTS
At level 1, you have:
- **1 martial point** → Spend on Initial tier of one martial tree
- **2 skill points** → Spend on skill trees OR contribute to spellcasting

> **THE TWO POINT TYPES:**
>
> Characters earn two types of points: **Martial Points** and **Skill Points**.
>
> - **Martial Trees** and **Mystic Trees** are mutually exclusive: you cannot take both
> - **Skill Trees** are available to everyone
>
> **MARTIAL CHARACTERS:**
> - Spend martial points on Martial Trees (1 point per ability)
> - Spend all 2 skill points per level on Skill Trees
>
> **MYSTIC CHARACTERS:**
> - Each Mystic ability costs **1 martial point + 1 skill point**
> - This leaves only **1 skill point per level** for Skill Trees
> - Mystics sacrifice skill versatility for magical power

### STEP 6: VIGOR & VITALITY
Your Vigor shield equals your Tier plus your Heart modifier (minimum 0), and
regenerates by rolling Tier exploding d4s each turn (each 4 restores 1). Your
Vitality pool equals 3 + Tier
(4 at level 1). Hits strip Vigor first; a hit past your Vigor costs
1 Vitality (a crit rolls your Tier die, d4 at Tier 1 up to d12 at Tier 5).
A hit that would take you past 0 Vitality instead costs you a WOUND: you
take a rolled lasting injury and catch a SECOND WIND, coming back up with
both your Vitality and your Vigor restored to full. You can carry
wounds equal to your Tier; with no wound left to spend, you die.
Vitality returns in full on a Rest; wounds persist until treated.
### STEP 7: EQUIPMENT
You start with only the gear from your path. No extra starting gold.

### STEP 8: FINAL DETAILS
- Name your character
- Describe appearance and personality

---

## RACES

**Rolling Racial Abilities:**
- Roll 2d6 on your race's chart
- If you roll the same result twice, take the ability directly above or below (your choice)
- If no valid option, reroll

---

### HUMAN

*Adaptable, ambitious, and short-lived. Humans push harder because they have less time.*

**Size:** Full

#### HUMAN RACIAL ABILITIES (2d6)

| Roll | Ability |
|------|---------|-------------|------------------|||
| **2** | **Prodigy** - Choose any one combat or skill tree. You gain the Initial (1pt) ability for free (doesn't cost talent points). |
| **3** | **Ambitious** - You have advantage on checks to learn new skills, negotiate better deals, or convince others of your plans. |
| **4** | **Versatile** - Gain +2 to your lowest stat. |
| **5** | **Quick Learner** - Gain a skill point. |
| **6** | **Adaptable** - Roll on any other Race's trait table. |
| **7** | **Tenacious** - When you would die, take one final action before you fall (once per day). |
| **8** | **Driven** - +1 to all checks related to your path quest. |
| **9** | **Jack of All Trades** - You can attempt any check without penalty, even if untrained. |
| **10** | **Inspiring** - Allies within 5 feet gain +1 to saves vs fear and charm. |
| **11** | **Resourceful** - After every rest, gain an alchemical item of half your tier rounded up. |
| **12** | **Chosen** - Gain +2 to your Fate score permanently. Fate seems to favor you. |

---

### ELF

*Ancient, patient, and touched by magic. Elves see the long arc of history and move through it like water.*

**Size:** Full

#### ELF RACIAL ABILITIES (2d6)

| Roll | Ability |
|------|---------|-------------|------------------|||
| **2** | **Fey Ancestry** - You are immune to magical sleep and have advantage on saves vs charm and enchantment. |
| **3** | **Keen Senses** - You cannot be surprised while conscious. |
| **4** | **Trance** - You need only 4 hours of meditation instead of 8 hours sleep to rest. |
| **5** | **Fleet of Foot** - Your movement speed increases by 5 feet (35 feet total). |
| **6** | **Ageless Memory** - Advantage on Mind checks to recall historical or arcane knowledge. |
| **7** | **Elven Weapon Training** - +1 to attack with bows and swords. |
| **8** | **Light Step** - You leave no tracks and can walk on snow/thin ice without breaking through. |
| **9** | **Nature's Whisper** - You can communicate simple ideas with plants and animals (not control, just communicate). |
| **10** | **Graceful** - +1 AC when wearing light or no armor (stacks with Swordmaster). |
| **11** | **Ancient Blood** - You can cast one Tier 1 spell once per day (choose at character creation) without stamina cost. |
| **12** | **Timeless** - You do not age and are immune to aging effects. You have seen empires rise and fall. Advantage on all saves vs death effects. |

---

### DWARF

*Stubborn, enduring, and crafted from stone. Dwarves are the mountains made flesh: slow to move but impossible to break.*

**Size:** Full

#### DWARF RACIAL ABILITIES (2d6)

| Roll | Ability |
|------|---------|-------------|------------------|||
| **2** | **Heart of the Mountain** - You are immune to poison and disease. Your blood runs with liquid stone. |
| **3** | **Dwarven Resilience** - Advantage on saves vs poison, disease, and petrification. Resistance to poison damage. |
| **4** | **Stonecunning** - You can sense secret doors, traps, and structural weaknesses in stonework within 30 feet. |
| **5** | **Tunnel Fighter** - You suffer no penalties for fighting in confined spaces. Advantage on attack rolls against enemies larger than you in tight quarters. |
| **6** | **Hardy** - You have +1 Vitality slot. |
| **7** | **Dwarven Weapon Training** - +1 to attack with axes and hammers. |
| **8** | **Steady** - Advantage on checks to resist being moved, tripped, or knocked down. |
| **9** | **Craftsman's Eye** - You can identify the quality, origin, and approximate value of any crafted item. |
| **10** | **Stubborn** - Advantage on saves against psionic effects. |
| **11** | **Ancestral Memory** - Advantage on mind checks concerning mining, dungeons, and the underdark. |
| **12** | **Living Stone** - Your skin has the texture of granite. Permanent +1 AC (stacks with armor). |

---

### HALFLING

*Small, lucky, and overlooked. Halflings survive by being where trouble isn't, and when that fails, by impossible luck.*

**Size:** Half

#### HALFLING RACIAL ABILITIES (2d6)

| Roll | Ability |
|------|---------|-------------|------------------|||
| **2** | **Impossible Luck** - If you spend a fate point to reroll an attack and you critically hit, deal maximum damage. |
| **3** | **Lucky** - When you roll a natural 1 on an attack, reroll and take the new result. |
| **4** | **Small and Quick** - You can move through enemy spaces. |
| **5** | **Nimble** - +5 feet movement speed. You can stand from prone as a free action (doesn't cost movement). |
| **6** | **Brave** - You have advantage against fear effects. |
| **7** | **Naturally Stealthy** - You can hide behind creatures one size larger than you. |
| **8** | **Underfoot** - Advantage on stealth in natural environments. |
| **9** | **Second Breakfast** - When you rest, spend an additional ration to gain advantage on the first skill check of that day. |
| **10** | **Good Fortune** - When you roll a natural 1 on an save, reroll and take the new result. |
| **11** | **Overlooked** - Enemies tend to ignore you in combat. Until you attack or cast a spell, enemies target your allies first unless you're the only target. |
| **12** | **Fate's Favorite** - Gain +2 to your Fate score permanently. Once per week, you survive something that should have killed you (GM determines how). |

---

### RACIAL ABILITIES SUMMARY

**At Level 1:** Roll 2d6 on your race's chart. Gain that ability.

**At Level 2:** Roll 2d6 again. Gain that ability. (If duplicate, take adjacent result.)

**At Level 5:** Roll 2d6 again. Gain that ability. (If duplicate, take adjacent result.)

**Total:** Each character gains 3 racial abilities by level 5.

## PATHS

### PATH OPPORTUNITY STRUCTURE

**PASSIVE**
Your Path Passive is something **always true** about your character from their background:
- A loyal follower or companion
- An animal or creature
- A piece of equipment or heirloom
- A spell or minor supernatural ability
- Permanent access or immunity
- A reputation effect that's always active
- A skill or knowledge base

**LEGACY (1/Level)**
Your Legacy is a **dramatic moment** where your background creates a significant story impact. Once per character level, you can invoke your Legacy for a powerful effect tied to your origin.

**Refreshes:** When you gain a new level.

---

## PATH CATEGORIES

**HEROIC PATHS** - Backgrounds, professions, and circumstances. Anyone can take these at any level.

**MYTHIC PATHS** - Available at any level, but only through extraordinary circumstances. These represent world-shaking destinies that fundamentally change who you are. Requires GM permission and a defining moment in play. You don't choose a Mythic Path; it chooses you.

---

## PATH QUEST SYSTEM

At levels 3, 5, 7, and 9, you define a **quest** related to your current path. This represents what you're actively pursuing through your path.

### DEFINING YOUR QUEST

A quest is something **you proactively pursue** in the world. Good quests have **unambiguous completion**: when you're done, everyone knows it. Quests should be achievable within 1-3 levels.

**Good Quests:** "Kill the baron who murdered my family." "Find the source of the corruption." "Retrieve the Sunblade from the Tomb of Kings."

**Bad Quests:** "Become stronger." "Find something worth protecting." "Learn to trust again." (These are internal arcs, not world engagement.)

### FAILING YOUR QUEST

If you **fail to complete your quest** by the time you would gain the next one (or by level 10 for your level 9 quest):

**You MUST change paths.**
- Choose a new path (Heroic is automatic, Mythic requires extraordinary circumstances)
- Lose your current Legacy ability, gain new one
- If changing on an **even level (2, 4, 6, 8, 10)**: Lose your most recent title
- If changing on an **odd level (1, 3, 5, 7, 9)**: Keep all titles

### VOLUNTARY PATH CHANGES

**You can always choose to change paths voluntarily when you level up**, regardless of whether you completed your quest:

- Choose a new path (Heroic is automatic, Mythic requires extraordinary circumstances)
- Lose your current Legacy ability, gain new one
- If changing on an **even level (2, 4, 6, 8, 10)**: Lose your most recent title
- If changing on an **odd level (1, 3, 5, 7, 9)**: Keep all titles

---

## CHANGING PATHS

Your path represents your current identity and relationship to the world. You may change your path **whenever you level up** - voluntarily or because you failed your quest.

### WHEN YOU CHANGE PATHS

**You always gain:**
- The new path's **Legacy ability** (replaces your old one)
- The new path's **Title** for your current level

**You always keep:**
- All previous titles from old paths
- Your starting gear and token from your original path

**Title loss (even levels only):**
- **Odd levels (1, 3, 5, 7, 9):** No penalty
- **Even levels (2, 4, 6, 8, 10):** Lose your most recent title

### PATH RESTRICTIONS

**Heroic Paths:** Anyone can switch to a Heroic path at any level

**Mythic Paths:** Require extraordinary circumstances and GM permission. You don't choose a Mythic Path; it chooses you

---

## HEROIC PATHS

---

### 1. THE PEASANT

**Gear:** Improvised weapon, simple clothes, travel pack, rope, 2d6x5 gp
**Token:** Family heirloom, deed to worthless land, lucky charm, wedding ring, prayer beads

**Legacy - "Voice of the People" (1/level)**
Rally the common folk to collective action. When invoked, the working people of an area rise up in your support: a riot, a strike, a mob, a mass protest, or coordinated non-compliance. The scale depends on your title: Common Folk rallies a single tavern or work crew, while a Tribune of the People can shut down an entire city.


| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Common Folk** - Peasants recognize you as one of their own. They'll share food and warn you of danger without being asked. |
| **3** | **Voice of the Fields** - Workers and laborers listen to you. You can gather a crowd in any village or working district. |
| **5** | **People's Champion** - The common folk will hide you from authorities. Servants in noble houses pass you information. |
| **7** | **Folk Hero** - Peasants and laborers would lie for you, even under threat. Your name is known in every tavern. |
| **9** | **Tribune of the People** - The working class would riot on your behalf. Nobles treat you as a serious political threat. |

---

### 2. THE ORPHAN

**Gear:** Dagger, tattered cloak, stolen backpack, improvised lockpicks, 1d6x5 gp
**Token:** Torn portrait, mysterious letter, stolen locket, strange birthmark, broken toy

**Legacy - "Life Debt" (1/level)**
Call upon the network of street children, beggars, and outcasts who remember you. When invoked, the forgotten people of a settlement act on your behalf: spreading messages through danger, providing hidden shelter, stealing keys and documents, creating distractions, or rising up to protect you. The scale depends on your title: a Street Survivor gets small favors, while a Champion of the Lost can spark riots or hide you from armies.


| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Street Survivor** - Street children and beggars recognize you as one of their own. They'll share gossip and warn you of danger. |
| **3** | **Urchin King/Queen** - You can find the local thieves' guild or criminal network in any city within a day. Street kids carry messages for you. |
| **5** | **Shadow Network** - Beggars and outcasts across the region know your name. You can gather street-level intelligence in any town overnight. |
| **7** | **Voice of the Forgotten** - The dispossessed would hide you from authorities. Servants and slaves pass you information without being asked. |
| **9** | **Champion of the Lost** - Every street child, beggar, and outcast in the realm would help you. The underclass treats you as their protector. |

---

### 3. THE APPRENTICE

**Gear:** Light weapon, artisan's tools (one trade), work clothes, 3d6x5 gp
**Token:** Masterwork tool, unfinished project, master's sigil, trade secret notes, rare material

**Legacy - "Masterwork" (1/level)**
Given appropriate materials and time (at least one day), create a masterwork item of your trade. Masterwork items are exceptional: weapons strike true, armor turns blows that would pierce lesser work, tools feel like extensions of your hand, locks resist picking, rope never frays. The scale depends on your title: a Journeyman makes fine tools, while a Guildmaster creates works that become heirlooms.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Journeyman** - Craftsmen recognize your training. You can find work in any town with your trade skill within a day. |
| **3** | **Master Craftsman** - Guild members treat you as an equal. You can identify the maker of any crafted item in your field. |
| **5** | **Guild Honored** - Craftsmen's guilds across the region know your name. You have access to guild halls and resources. |
| **7** | **Renowned Artisan** - Your work is known in noble courts. Wealthy patrons seek you out for commissions. |
| **9** | **Grandmaster** - Guilds offer you leadership positions. Other masters defer to your expertise. Your name is synonymous with quality. |

---

### 4. THE REFUGEE

**Gear:** Simple weapon, travel-worn clothes, family pack, blanket, 2d6x5 gp
**Token:** Faded map of homeland, prayer book, family recipe, scar from escape, foreign coin

**Legacy - "Survivor's Network" (1/level)**
You find others who fled the same disaster or war. When invoked, fellow refugees appear to help with one mission: reclaiming something, striking back, protecting others, or escaping danger. The scale depends on your title: the Displaced finds 2-3 scared civilians, while an Architect of Return commands a small army of hardened survivors.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Displaced** - Other refugees recognize the look in your eyes. They'll share food and shelter without question. |
| **3** | **Survivor's Voice** - Refugee communities trust you. You can find safe houses and aid networks in any region. |
| **5** | **Leader of the Lost** - Displaced peoples look to you for guidance. You can rally refugee communities to collective action. |
| **7** | **Symbol of Resistance** - Your survival inspires others. Refugee camps speak your name. Those who fled would fight for you. |
| **9** | **Architect of Return** - Refugees across the realm look to you for leadership. Displaced peoples seek your guidance on resettlement. |

---

### 5. THE WANDERER

**Gear:** Staff, weathered cloak, large backpack, rope, map and compass, 2d6x5 gp
**Token:** Strange stone, foreign trinket, journal of places, faded photograph, mysterious key

**Legacy - "Every Road Leads Home" (1/level)**
No matter how lost, you find your way. When invoked, you either: know a safe path through dangerous terrain, remember a contact in this region who can help, arrive at exactly the right moment to witness something crucial, or discover a hidden route that bypasses an obstacle. The scale depends on your title: a Traveler finds a shortcut through the woods, while a Master Guide knows secret paths across continents.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Traveler** - Innkeepers and caravan guards recognize fellow wanderers. You can find safe rest in any settlement. |
| **3** | **Road-Wise** - Merchants and travelers share road conditions with you. You know which inns are safe and which aren't. |
| **5** | **Pathfinder** - Rangers and guides know you by reputation. You can find wilderness guides in any region within a day. |
| **7** | **Wayfarer** - Innkeepers along major routes know you by name. Caravan masters trust your route advice. Bandits recognize you and often let you pass. |
| **9** | **Master Guide** - Noble expeditions seek you as pathfinder. Your knowledge of roads and terrain is unmatched. Border guards wave you through checkpoints. |

---

### 6. THE ESCAPED

**Gear:** Simple weapon, freedom papers (real or forged), simple clothes, small pouch of coins, 2d6x5 gp
**Token:** Broken chain link, brand scar, manumission document, former owner's seal, first coin earned free

**Legacy - "I Know the Way Out" (1/level)**
You understand systems of captivity: their weaknesses, blind spots, and human elements. When invoked, exploit this knowledge to break people free, infiltrate by posing as property, identify vulnerabilities in guard systems, or access underground networks. The scale depends on your title: The Escaped helps a few individuals, while The Unchained can collapse slavery in an entire region.


| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **The Escaped** - Former slaves and current captives recognize scars or mannerisms. Reactions vary: hope, envy, suspicion, or opportunity. |
| **3** | **Known Fugitive** - Underground networks (criminal and otherwise) know your name. You understand how the hidden economy of runaways works. |
| **5** | **The Unbound** - Your escape is legendary. The enslaved whisper your name. Slavers know it too - some want you dead, others want your skills. |
| **7** | **Freedom's Expert** - Abolitionists and slavers alike seek your expertise. Institutions see you as threat or asset depending on your actions. |
| **9** | **Master Liberator** - Your reputation precedes you in any region with bondage. Captive populations know your name. Slave-owners fear your arrival. |

---

### 7. THE KNIGHT

**Gear:** Spear or sword, shield, leather armor, military kit, 2d6x5 gp
**Token:** Order insignia, campaign medal, oath document, mentor's gift, battle scar

**Legacy - "Call the Order" (1/level)**
You invoke your connection to a martial order. When invoked, warriors trained in the same tradition appear for one mission. What that mission entails depends on your order's traditions. The scale depends on your title: a Knight Errant summons 2 fellow initiates, while a Grand Master calls a full chapter of veteran knights.


| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Knight Errant** - Those familiar with martial orders recognize your training and insignia. Reactions vary based on your order's reputation. |
| **3** | **Proven Knight** - Other knights acknowledge you as peer. You have access to knight chapters and martial orders. |
| **5** | **Knight Champion** - Your deeds are known. Lords seek you for their causes. Common folk react based on your order's reputation and your actions. |
| **7** | **Knight Commander** - Bards sing of your deeds. Young warriors seek to join your retinue. Lesser knights defer to your judgment. |
| **9** | **Grand Master** - Martial orders offer you leadership positions. Rulers treat you as a military authority. Knights across the realm know your name. |

---

### 8. THE SOLDIER

**Gear:** Spear or sword, shield, leather armor, military kit, 2d6x5 gp
**Token:** Unit insignia, campaign medal, discharge papers, comrade's memento, battle scar

**Legacy - "Call the Unit" (1/level)**
Your old unit appears when you need them most. When invoked, soldiers who fought beside you arrive for one military operation: assault, defense, escort, sabotage, or extraction. The scale depends on your title: a Veteran calls 3-4 old comrades, while a Marshal commands an entire company.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Veteran** - Other soldiers recognize your bearing. Veterans share drinks and war stories with you freely. |
| **3** | **Decorated Soldier** - Military personnel respect your service. You have access to army camps and veteran networks. |
| **5** | **War Hero** - Your unit's exploits are known. Soldiers salute you. Recruiters want you to train their troops. |
| **7** | **Battle Commander** - Your tactics are taught at war colleges. Officers seek your counsel before campaigns. Veterans salute you in the street. |
| **9** | **Marshal** - Military governors recognize your rank. You can call musters in the crown's name. Standing armies accept your command authority. |

---

### 9. THE SELLSWORD

**Gear:** Sword, leather armor, bedroll, whetstone, 3d6x5 gp
**Token:** Old contract, employer's seal, famous battle scar, dead comrade's token, proof of a legendary job

**Legacy - "The Market" (1/level)**
You know where the work is and who's worth working for. When invoked, the mercenary network provides: intelligence about who's hiring and what they're really paying for, access to a mercenary guild's resources (lodging, equipment, healers), warning about which employers don't pay or which contracts are deathtraps, or an introduction to someone who needs violent professionals. The market takes care of its own. The scale depends on your title. A Hired Blade knows the local jobs, while a Captain-General has contacts across kingdoms.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Hired Blade** - Mercenaries recognize your professionalism. You can find mercenary companies in any city within a day. |
| **3** | **Known Contractor** - Your reputation gets you hired. Employers seek you out. You can name your price for standard jobs. |
| **5** | **Elite Mercenary** - Mercenary guilds compete for your services. You're offered the dangerous, high-paying contracts. |
| **7** | **Senior Contractor** - Your reputation closes deals. Nobles pay premium rates. Rival mercenaries avoid competing against you. |
| **9** | **Captain-General** - You command a recognized mercenary company. City-states negotiate your contracts directly. Your company has standing with regional powers. |

---

### 10. THE NOBLE

**Gear:** Rapier, fine clothes, signet ring, servant (loyal), 5d6x5 gp
**Token:** Family crest, court invitation, scandal hidden, rival's threat, noble burden

**Legacy - "Call in the Favor" (1/level)**
Your family's influence opens doors. When invoked, you leverage noble connections for aid: audiences, military support, legal immunity, access to restricted locations, or court intelligence. The scale depends on your title: a Minor Noble gets a meeting with a local lord, while a Duke commands armies and shapes royal policy.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Minor Noble** - Servants and guards recognize your status. You have access to noble estates and social events. |
| **3** | **Established Noble** - Your name opens doors at court. Merchants offer you credit. Guards defer to your authority. |
| **5** | **Influential Lord/Lady** - Nobles seek your alliance. You can gain audiences with regional rulers within days. |
| **7** | **High Lord/Lady** - Your counsel shapes policy. Royal advisors consult you. Your endorsement or opposition matters in succession disputes. |
| **9** | **Duke/Duchess** - You hold territory and title that demands respect. The crown negotiates with you rather than commands. Lesser nobles petition for your favor. |

---

### 11. THE HEIR

**Gear:** Good weapon, fine clothes (slightly worn), forged documents, blackmail material, 3d6x5 gp
**Token:** Noble parent's letter, illegitimate birth proof, half-sibling's portrait, family secret, bitter keepsake

**Legacy - "The Loyalists" (1/level)**
Some still believe you are the rightful heir. When invoked, those loyal to your claim provide aid: a retainer who served your family opens a door, a sympathetic noble offers shelter and resources, old servants pass you information from enemy households, or legitimist knights answer your summons for one task. They help because they believe in your bloodline - not necessarily in you. The scale depends on your title: a Disinherited has a few secret sympathizers, while a Recognized Claimant commands a faction.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Disinherited** - Those loyal to your family recognize you in secret. They offer hidden aid and information. |
| **3** | **Claimant** - Your bloodline is known. Political factions consider supporting your claim to weaken rivals. |
| **5** | **Rightful Heir** - Legitimists openly support you. Your claim is taken seriously in noble circles. |
| **7** | **Pretender** - Your claim is taken seriously by multiple noble houses. Foreign powers consider backing you. Assassination attempts are likely. |
| **9** | **Recognized Claimant** - Courts officially acknowledge your claim. You have a seat at succession negotiations. Some provinces would accept your rule if you won. |

---

### 12. THE EXILE

**Gear:** Simple weapon, travel clothes, few possessions, exile decree, 2d6x5 gp
**Token:** Homeland keepsake, exile brand, forbidden knowledge, former rank insignia, enemy's promise

**Legacy - "The Underground" (1/level)**
You know the routes that don't exist on maps. When invoked, the exile underground provides: a safe house that authorities won't find, a smuggler's route across a hostile border, passage on a ship asking no questions, forged documents from someone who owes you, or sanctuary in a community of outcasts. These are the networks that catch the fallen - and they remember who helped them survive. The scale depends on your title. An Outcast finds local shelter, while a Government in Exile can move people across continents.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Outcast** - Other exiles recognize the look. Refugees and outcasts offer shelter without questions. |
| **3** | **Voice of the Banished** - Exile communities know your name. You can find sanctuary in foreign lands. |
| **5** | **Leader of the Lost** - The exiled rally to you. Refugee communities offer you positions of authority. |
| **7** | **Exile of Note** - Foreign courts know your name and circumstances. Rival nations consider you a useful asset. Diplomats approach you discreetly. |
| **9** | **Government in Exile** - You lead an organized exile community. Foreign powers grant you official status. Your homeland's enemies fund your operations. |

---

### 13. THE ACOLYTE

**Gear:** Holy symbol, ceremonial weapon, religious vestments, prayer book, 2d6x5 gp
**Token:** Sacred relic, mentor's prayer, divine sign, temple key, sacred vow record

**Legacy - "Divine Intercession" (1/level)**
Your god answers your desperate prayer. When invoked, divine power manifests to aid you: miraculous healing, a sign that changes hearts, sanctuary, or revelation of truth. The scale depends on your title. An Initiate receives subtle guidance, while an Archpriest calls down miracles that reshape the faith.


| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Initiate** - Clergy recognize your devotion. You have access to temples and religious communities of your faith. |
| **3** | **Ordained Priest/Priestess** - Faithful of your religion seek your blessings. You can perform religious rites and ceremonies. |
| **5** | **Blessed Speaker** - Your sermons draw crowds among believers. Church hierarchy of your faith listens to you. |
| **7** | **High Priest/Priestess** - You hold authority within your church hierarchy. Temple leaders seek your guidance. Your interpretations of doctrine carry weight. |
| **9** | **Archpriest** - You oversee multiple temples or a major cathedral. Church councils vote on your proposals. Your blessing or condemnation shapes religious politics. |

---

### 14. THE SCHOLAR

**Gear:** Staff, student robes, spellbook (empty or starter), component pouch, 2d6x5 gp
**Token:** Mentor's sigil, half-learned spell, cryptic lesson, magical Faith, mentor's last words

**Legacy - "Consult the Archives" (1/level)**
You know where to find the answer. When invoked, you locate crucial information: an ancient text, a forgotten expert, a hidden library, or arcane knowledge. The scale depends on your title. The Learned finds a useful book, while a Dean Emeritus accesses forbidden archives that hold world-changing secrets.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Learned** - Scholars recognize your education. You have access to public libraries and academic circles. |
| **3** | **Published Scholar** - Your research is cited. Universities offer you access to restricted sections. |
| **5** | **Expert Authority** - Academics seek your opinion. You can gain entrance to private collections and archives. |
| **7** | **Master of Lore** - Your expertise is legendary. Nobles hire you as advisor. Secret societies invite you. |
| **9** | **Dean Emeritus** - Universities offer you permanent positions. Academic societies name awards after you. Your published works become required reading. |

---

### 15. THE SAILOR

**Gear:** Cutlass, sailor's clothes, rope, navigation tools, 2d6x5 gp
**Token:** Captain's letter, ship's coin, storm survivor mark, sea chart, drowned shipmate's token

**Legacy - "Every Port Knows Me" (1/level)**
Call on your reputation in port towns. When invoked in any coastal or river settlement, you have: contacts who owe you favors, smuggling routes, access to vessels, or maritime intelligence. The scale depends on your title. A Deckhand borrows a rowboat, while a Commodore commands a fleet.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Deckhand** - Sailors recognize your experience. You can find work on any ship in port. |
| **3** | **Boatswain** - Captains know you're reliable. Dock workers share news and warn you of trouble. |
| **5** | **Ship's Master** - Your navigation skills are well-known. Merchant companies offer you command of their vessels. |
| **7** | **Captain** - You're trusted to command your own ship. Harbor masters expedite your paperwork. Crews want to sail under you. |
| **9** | **Commodore** - Naval authorities and merchant fleets recognize your rank. You can requisition supplies on credit in most ports. Multiple captains defer to your judgment. |

---

### 16. THE RANGER

**Gear:** Bow, hunting knife, leather armor, survival kit, 2d6x5 gp
**Token:** Fur pelt, carved totem, wilderness map, animal companion's memory, untamed heart

**Legacy - "Hunter's Network" (1/level)**
Call on wilderness guides and hunters. When invoked, rangers appear to aid in survival, tracking, navigation, or ambush. The scale depends on your title. A Wilderness Scout finds a local trapper, while a Chief Ranger commands a network of rangers across the frontier.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Wilderness Scout** - Hunters and trappers recognize your skills. You can find wilderness guides in frontier towns. |
| **3** | **Proven Tracker** - Ranger lodges welcome you. Frontier settlements hire you to deal with threats. |
| **5** | **Master Ranger** - Your tracking skills are legendary. Lords hire you to hunt dangerous beasts. |
| **7** | **Warden of the Wild** - Wilderness communities trust you to protect them. Rangers defer to your expertise. |
| **9** | **Chief Ranger** - Rangers throughout the region defer to you. Noble houses offer permanent positions as game warden. Frontier settlements name you as protector. |

---

### 17. THE THIEF

**Gear:** Daggers (2, 1d4), thieves' tools, dark clothes, grappling hook, 3d6x5 gp
**Token:** First stolen treasure, guild mark, nemesis's calling card, escape route map, partner's debt

**Legacy - "The Big Score Network" (1/level)**
Assemble specialists for a heist. When invoked, skilled thieves appear for one job: heist, infiltration, forgery, or smuggling. The scale depends on your title: a Cutpurse finds a lockpick and a lookout, while a Guildmaster assembles a legendary crew that could rob a dragon's hoard.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Cutpurse** - Street thieves recognize your skills. You can find fences in any city within a day. |
| **3** | **Proven Thief** - Thieves' guilds know your name. You're trusted with better jobs and higher cuts. |
| **5** | **Master Thief** - Your reputation opens locked doors. Guild masters consult you on difficult scores. |
| **7** | **Senior Burglar** - Nobles hire you to test their security. Guild masters defer to your judgment on difficult scores. |
| **9** | **Guildmaster** - Thieves' guilds offer you leadership. Crime bosses negotiate with you as equals. Your reputation protects you. |

---

### 18. THE INVESTIGATOR

**Gear:** Magnifying glass, notebook, light weapon, investigator's kit, 2d6x5 gp
**Token:** Unsolved case, cryptic clue, enemy's threat, witness's trust, the one that got away

**Legacy - "The Informant Network" (1/level)**
You've cultivated a web of informants across social strata. When invoked, an informant contacts you with actionable intelligence: a servant who saw what happened, a guard who'll look the other way, a clerk who can access records, or a criminal who knows the underground. They provide one piece of concrete help - information, access, or a small service - but they won't risk their lives. The scale depends on your title: a Private Eye has local contacts, while a Chief Inspector has informants in every institution.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Private Eye** - Informants and witnesses trust you. You can ask questions without arousing suspicion. |
| **3** | **Known Investigator** - City guards consult you on difficult cases. You have access to crime scenes. |
| **5** | **Master Detective** - Your deductive skills are renowned. Nobles hire you for sensitive investigations. |
| **7** | **Senior Inspector** - Criminals fear your reputation. Corrupt officials avoid you. Your cases make headlines. |
| **9** | **Chief Inspector** - Law enforcement across the realm consults you. Your cases set legal precedents. Foreign governments request your expertise on sensitive matters. |

---

### 19. THE MERCHANT

**Gear:** Light weapon, merchant's clothes, scales and weights, trade goods, 5d6x5 gp
**Token:** Trade license, family ledger, rare sample, trusted contact's seal, first profit coin

**Legacy - "Trade Network" (1/level)**
Leverage your commercial connections. When invoked, your network provides: rare goods, credit, contacts, or leverage over debtors. The scale depends on your title: a Trader gets wholesale prices and local gossip, while a Trade Magnate can crash economies or fund armies.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Trader** - Merchants recognize you as fellow business folk. You can find trade goods in any market. |
| **3** | **Established Merchant** - Your credit is good. Shop owners offer you wholesale prices and insider information. |
| **5** | **Guild Master** - Trade guilds seek your partnership. You can manipulate local markets. |
| **7** | **Merchant Prince/Princess** - Your economic power rivals nobles. Cities court your business. Trade routes depend on you. |
| **9** | **Trade Magnate** - Your trade empire spans multiple regions. Banks and guilds seek your investment. Cities compete to host your headquarters. |

---

### 20. THE HERMIT

**Gear:** Staff, simple robes, meditation supplies, journal, 1d6x5 gp
**Token:** Revelation record, hermitage location, spiritual Faith, years of silence, the question that haunts you

**Legacy - "Hermit's Wisdom" (1/level)**
Your isolation granted you unique insight. When invoked, you know something others don't: a secret, the solution to a riddle, the true nature of a threat, or a forgotten path. The scale depends on your title: a Recluse knows local secrets, while an Elder Sage holds wisdom that could reshape kingdoms.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Recluse** - Hermits and monks recognize your solitary nature. You find welcome in isolated monasteries. |
| **3** | **Wise Hermit** - Seekers of wisdom find their way to you. Village elders send people with difficult questions. |
| **5** | **Oracle** - Your insights are considered prophetic. Pilgrims journey to seek your counsel. |
| **7** | **Mystic Sage** - Nobles travel far to hear your wisdom. Your prophecies shape events. |
| **9** | **Elder Sage** - Your wisdom is sought by heads of state. Philosophers debate your teachings. Settlements offer you peaceful land if you'll reside nearby. |

---

### 21. THE PERFORMER

**Gear:** Performance instrument or tools, costume, light weapon, 2d6x5 gp
**Token:** Best review, patron's token, rival's grudging respect, show-stopping prop, crowd's favor

**Legacy - "The Show Must Go On" (1/level)**
Your performance moves hearts and changes minds. When invoked, you deliver a performance that creates real change: inspire a crowd, change a tyrant's heart, expose truth through art, or unite factions. The scale depends on your title: a Street Performer sways a tavern, while a Virtuoso moves nations with a single performance.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Street Performer** - Crowds gather to watch you. Innkeepers let you perform for room and board. |
| **3** | **Renowned Entertainer** - Your name appears on playbills. Tavern owners pay well for your performances. |
| **5** | **Star Performer** - Noble courts invite you to perform. Fans follow you from city to city. |
| **7** | **Master Performer** - Theaters sell out when you perform. Nobles compete to host you. |
| **9** | **Virtuoso** - Royal courts compete for your performances. Your name sells out theaters. Wealthy patrons fund your every project. |

---

### 22. THE PILGRIM

**Gear:** Walking staff, pilgrim's robes, prayer beads, holy symbol, 2d6x5 gp
**Token:** Sacred relic, pilgrimage map, blessed token, miracle witnessed, faith tested

**Legacy - "Sacred Journey" (1/level)**
Your pilgrimage granted you divine favor. When invoked, sacred sites provide aid: relics activate, saints' prayers protect, holy ground offers sanctuary, or pilgrims rally. The scale depends on your title: Wandering Faithful receives minor blessings, while a Hajji Master calls upon the power of the holiest sites in existence.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Wandering Faithful** - Priests recognize your devotion. You have welcome at temples and shrines. |
| **3** | **Blessed Pilgrim** - The faithful share your journey. You know sacred sites and pilgrimage routes across the land. |
| **5** | **Holy Wanderer** - Religious communities consider you blessed. Pilgrims seek your guidance. |
| **7** | **Saint's Companion** - Miracles are attributed to you. Temples offer you hospitality without question. |
| **9** | **Hajji Master** - Religious authorities consult you on sacred matters. Pilgrims seek you as guide. Your testimony about holy sites is considered authoritative. |

---

### 23. THE GUARD

**Gear:** Spear or sword, shield, leather armor, guard's badge, 2d6x5 gp
**Token:** Oath of service, protected's token, dead partner's memory, duty roster, the one you couldn't save

**Legacy - "The Watch" (1/level)**
Call fellow guards to enforce order. When invoked, guards arrive to restore law: break up a riot, arrest criminals, protect civilians, or defend a location. The scale depends on your title: a Watchman calls 2-3 fellow guards, while a Lord Commander mobilizes the entire city watch.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Watchman** - Other guards recognize your service. You have access to guard posts and watch stations. |
| **3** | **Senior Guard** - City watch respects you. Criminals know you by sight and reputation. |
| **5** | **Captain of the Watch** - Guards follow your orders. You can requisition resources for investigations. |
| **7** | **Marshal** - Your authority extends across regions. Corrupt officials fear your attention. |
| **9** | **Lord/Lady Commander** - City watches across the realm offer you senior positions. Guards trust your judgment implicitly. Criminals know your reputation. |

---

### 24. THE LOST

**Gear:** Strange weapon, unusual clothes, mysterious items (3), 2d6x5 gp
**Token:** Unknown origin, recurring dream, inexplicable skill, missing time, the face in the mirror

**Legacy - "The Strange Place" (1/level)**
You remember the impossible realm. When invoked, knowledge from that otherworldly place helps you: recognize strange magic, know secret routes, speak alien languages, or understand incomprehensible phenomena. The scale depends on your title: Touched by Beyond has fragments of alien memory, while The Unreturned walks between worlds at will.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Touched by Beyond** - Mystics and seers recognize something strange in your eyes. Weird things don't frighten you. |
| **3** | **Walker Between** - Occultists seek you out. You can identify otherworldly phenomena others can't perceive. |
| **5** | **Strange Wanderer** - Cults and secret societies want to study you. You're immune to reality-bending effects that terrify others. |
| **7** | **Breach-Touched** - Your presence makes reality unstable. Mages study you. Dimensional rifts respond to you. |
| **9** | **The Unreturned** - Part of you never came back. Reality bends near you. Planar beings recognize you as kin. |

---

### 25. DIPLOMAT

**Gear:** Fine clothes, diplomatic papers, light weapon, gifts for negotiation, 3d6x5 gp
**Token:** Peace treaty, rival diplomat's respect, failed negotiation, breakthrough moment, the war you prevented (or started)

**Legacy - "Arrange the Meeting" (1/level)**
You can bring hostile parties to the table. When invoked, you successfully arrange a parley, negotiation, or temporary ceasefire between conflicting factions. Both sides agree to talk - though you don't control what they say or whether they honor it. Whether you seek peace, profit, or manipulation is your business. Scale depends on your title.

**Your title determines the scope:**
- **Mediator (1):** Small disputes, local factions
- **Negotiator (3):** Guild-level conflicts, organizations
- **Ambassador (5):** Regional diplomacy, noble houses, cities
- **Envoy (7):** National level, kingdoms will hear your proposals
- **Grand Ambassador (9):** Rulers personally request your mediation, nations seek your counsel


| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Mediator** - Small factions accept you as neutral ground for talks. |
| **3** | **Negotiator** - Organizations and guilds will send representatives to meet with you. |
| **5** | **Ambassador** - Noble houses and cities will hear your proposals. Your safe conduct is generally respected. |
| **7** | **Envoy** - Kingdoms will negotiate with you. Rulers take your proposals seriously. |
| **9** | **Grand Ambassador** - Rulers personally request your mediation. Your word carries weight in treaties. Nations seek your counsel before major conflicts. |

---

### 26. MONSTER SLAYER

**Gear:** Hunting weapon, silver dagger, monster hunter's kit, trophy bag, 3d6x5 gp
**Token:** First kill trophy, hunter's oath, mentor's weapon, guild mark, the one that got away

**Legacy - "The Hunter's Lodge" (1/level)**
Monster hunters share what they know, because the alternative is more dead hunters. When invoked, the lodge provides: detailed information about a specific monster's weaknesses and habits, access to specialized gear (silver weapons, blessed oils, rare poisons), a safe house where hunters rest between jobs, or warning about a creature's territory and recent kills. The lodge remembers every hunter who contributed, and every hunter who didn't. The scale depends on your title. A Monster Hunter gets local lore, while a Grand Slayer accesses centuries of accumulated knowledge.


| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Monster Hunter** - Villagers hire you for local threats. Hunters recognize your profession. |
| **3** | **Proven Slayer** - Your trophies speak for themselves. Towns send for you when monsters attack. |
| **5** | **Master Hunter** - Nobles hire you for legendary beasts. Your name is spoken in fear by monsters. |
| **7** | **The Slayer** - Monsters know your scent. Some flee at your approach. Ballads sing of your kills. |
| **9** | **Grand Slayer** - Monster hunters throughout the realm know your reputation. Nobles offer permanent retainers. Your expertise commands the highest fees. |

---

### 27. THE REBORN
**Legacy - "Death Denied" (1/level)**
You refuse death itself. When invoked after being reduced to 0 Vitality, you come back up with 1 Vitality and take one final action before collapsing. The scale depends on your title: the Returned gets one desperate swing, while The Undying can fight through wounds that would kill anyone else multiple times over.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Returned** - Those who knew you before recognize the change. The dying feel comfortable near you. |
| **3** | **Death-Touched** - Necromancers and death priests sense you died. Undead react strangely to your presence. |
| **5** | **Twice-Born** - Your impossible survival is known. Healers study you. People believe you're blessed or cursed. |
| **7** | **Deathless** - Legends grow of your resurrections. Assassins fear to kill you lest you return. |
| **9** | **The Undying** - Your repeated returns from death are legendary. Healers study your case. Necromancers fear what you've become. |

---

### 28. THE TOUCHED
**Legacy - "The Presence Speaks" (1/level)**
The entity that touched you manifests. When invoked, the cosmic force provides: visions, otherworldly power, protection, or forbidden knowledge. The scale depends on your title: the Marked receives cryptic whispers, while a Vessel of Power channels forces that terrify even the gods.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Marked** - Mystics see the otherworldly mark on you. Strange things happen in your presence. |
| **3** | **Conduit** - Occultists recognize you as touched by power. Magical anomalies occur near you. |
| **5** | **The Chosen Vessel** - Cults form around you. Powerful entities take interest in you. |
| **7** | **Living Omen** - Your presence signals great change. Seers prophesy about you. Reality warps subtly around you. |
| **9** | **Vessel of Power** - You're the physical anchor for cosmic power. Cults and churches debate your nature. Powerful entities treat you with caution. |

---

### 29. THE TRANSFORMED
**Legacy - "Embrace the Change" (1/level)**
Your transformation grants you power. When invoked, you shift into your altered form for one scene: bestial strength, elemental powers, shapeshifting, or supernatural senses. The scale depends on your title: the Changed shows minor signs, while a True Shapeshifter becomes something entirely inhuman.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Changed** - You can't hide what happened. Mages recognize magical transformation. Common folk fear you. |
| **3** | **Shapeshifter** - Your nature is known in arcane circles. Researchers want to study your condition. |
| **5** | **Master of Forms** - You've learned to control the change. Transformation is now a tool, not a curse. |
| **7** | **Living Chimera** - Your transformations are legendary. Druids revere you. Naturalists document you. |
| **9** | **True Shapeshifter** - You've transcended human limitation. Scholars debate what you've become. Shapeshifters across the realm seek your teaching. |

---

### 30. THE AWAKENED
**Legacy - "The Dreaming Network" (1/level)**
Those who have awakened find each other in visions. When invoked, another awakened (a hermit seer in the mountains, a mad prophet in the city, a sleeping oracle in a distant temple) sends you a vision or warning relevant to your current situation. They share what they've seen: danger approaching, a hidden truth about someone you've met, the location of something lost, or a path forward that others cannot perceive. The awakened help each other because they share the burden of sight. The scale depends on your title. Someone with Opened Eyes receives cryptic fragments, while a Grand Oracle communes with the greatest seers of the age.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Opened Eyes** - Mystics recognize you've awakened. You see through common illusions. |
| **3** | **Seer** - Your insights are valued. People seek you to reveal hidden truths. |
| **5** | **Oracle** - Your visions shape events. Rulers consult you before major decisions. |
| **7** | **Prophet** - Your revelations are considered divine. Religions debate your visions. |
| **9** | **Grand Oracle** - Rulers across the realm seek your visions. Your prophecies are recorded and studied. Seers treat your interpretations as authoritative. |

---

### 31. THE CHOSEN
**Legacy - "The Faithful" (1/level)**
People believe in your destiny and act on that belief. When invoked, those who follow the prophecy provide aid: zealots shelter you from your enemies, a sage who has studied the signs shares crucial knowledge, believers donate resources to your cause, or a dying keeper passes you the next fragment of your prophesied path. They help because they believe you will save them, whether or not you actually will. The scale depends on your title. Someone Marked by Fate has a few true believers, while The Prophesied One commands a movement.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Marked by Fate** - Seers recognize prophecy in you. Omens follow your path. |
| **3** | **The Foretold** - Your role in prophecy is known in religious circles. Believers seek to aid you. |
| **5** | **Destiny's Champion** - Half the realm knows the prophecy. Factions align to support or stop you. |
| **7** | **The Prophesied** - Your legend spreads. People believe you're destined for greatness or ruin. |
| **9** | **The Prophesied One** - Your role in prophecy is undeniable. Factions across the realm position themselves around you. History will record you as pivotal. |

---

### 32. THE CURSED
**Legacy - "The Mark" (1/level)**
Dark forces recognize their own. When invoked, your curse acts as a key: hags will bargain with you when they'd eat others, cursed locations let you pass where the unmarked cannot, spirits bound by similar magic answer your questions, and forbidden texts reveal passages invisible to the blessed. You've been touched by something old and cruel, and that touch opens doors that should stay closed. The scale depends on your title. The Afflicted can parley with minor spirits, while a Curse Master walks freely through places that would destroy anyone else.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Afflicted** - Curse-breakers recognize your condition. The cursed seek you out for sympathy. |
| **3** | **Curse-Bearer** - Witches and warlocks study your affliction. You've learned to live with the pain. |
| **5** | **Master of Curses** - You've turned curse into power. Other cursed ones seek your teaching. |
| **7** | **Living Hex** - Your curse is legendary. Enemies fear catching it. Curse-magic responds to your will. |
| **9** | **Curse Master** - Your curse has become a source of power. Other cursed ones seek your teaching. Curse-breakers study your case as unprecedented. |

---

### 33. THE HEIR APPARENT
**Legacy - "Royal Prerogative" (1/level)**
Assert your royal authority. When invoked, you command resources befitting royalty: military forces, noble support, treasury access, or legal decrees. The scale depends on your title: a Crown Prince commands a personal guard, while an Uncrowned Monarch wields the full power of the throne.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Crown Prince/Princess** - Court factions recognize your position. Loyalists offer secret support. |
| **3** | **Heir Presumptive** - Your claim is acknowledged. Political marriages are proposed. Guards hesitate to arrest you. |
| **5** | **Regent in Waiting** - Noble houses align for or against you. Your coronation is a political inevitability. |
| **7** | **The Rightful Monarch** - Half the kingdom supports your claim. Civil war looms over succession. |
| **9** | **Uncrowned Sovereign** - You rule in all but name. Armies march at your word. Coronation is a formality. |

---

### 34. THE FALLEN HERO

**Gear:** Tarnished armor/weapon, faded medals, torn cloak, 2d6x5 gp
**Token:** Medal of dishonor, broken oath document, newspaper clipping of your fall, former ally's curse, price of failure

**Legacy - "They Remember" (1/level)**
Your past still has power. When invoked, people who remember what you were rally to you: veterans take up arms, folk shelter you, old allies return, or your legend inspires courage. The scale depends on your title: the Disgraced finds a few old friends, while a Redeemed Legend rallies armies who remember your glory days.


| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **The Disgraced** - Those who knew you recognize you but react unpredictably. Your name still appears in old songs. |
| **3** | **The Fallen** - Some still believe in what you were. Idealists seek you out, hoping you'll rise again or prove the fall was justified. |
| **5** | **Legend Tarnished** - Your name is debated. Half think you're cautionary tale, half await your return. The truth is complicated. |
| **7** | **The Return** - Your re-emergence is the story everyone tells. Cities react strongly when you arrive - celebration or condemnation. |
| **9** | **The Twice-Lived** - Your fall and rise define an era. Bards sing of both. What you were and what you became are equally legendary. |

---

### 35. THE VESSEL
**Legacy - "Channel the Entity" (1/level)**
The being within you takes control. When invoked, the entity manifests through you for one scene: ancient tongues, impossible knowledge, supernatural power, or terrifying presence. The scale depends on your title: a Host shows glimpses, while a Divine Conduit becomes an avatar of pure cosmic power.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Inhabited** - Exorcists recognize possession. The entity sometimes speaks through you unbidden. |
| **3** | **The Host** - Occultists know you carry something. Priests try to banish it. You've learned to coexist. |
| **5** | **Shared Soul** - The entity is part of you now. Its power flows through you. Demons recognize kinship. |
| **7** | **Living Prison** - What you contain is legendary. Cults try to free it. Holy orders try to seal you away. |
| **9** | **The Cage** - Gods imprisoned something in you. If you die, it escapes. Reality itself depends on your survival. |

---

### 36. THE PACT-BOUND
**Legacy - "Call in the Bargain" (1/level)**
Your patron owes you power. When invoked, you demand your contracted due: eldritch knowledge, supernatural aid, otherworldly servants, or reality-warping power. The scale depends on your title: a Pact-Sealed summons minor imps, while a Bound King commands legions of hell.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Warlock** - Your pact-mark is visible to those who know what to look for. Demons smell your patron on you. |
| **3** | **Favored Servant** - Your patron's name is whispered in dark circles. Cultists recognize you as chosen. |
| **5** | **High Warlock** - Your power is undeniable. Other pact-bound seek alliances. Churches declare you heretic. |
| **7** | **The Patron's Voice** - You speak with your patron's authority. Lesser demons obey you. Cults worship you. |
| **9** | **The Bound King/Queen** - Your patron made you powerful to serve their goals. Hell itself knows your name. |

---

### 37. THE HUNTED
**Legacy - "The Fugitive Network" (1/level)**
Those who run know how to help others run. When invoked, the network of the hunted provides: a warning before hunters arrive, a safe house where no one asks questions, a false trail that leads pursuers astray, passage with smugglers who move people rather than goods, or someone who will swear they saw you heading the other direction. The hunted help each other because they know what it's like. The scale depends on your title: a Fugitive finds temporary shelter, while a Hunter's Nightmare can disappear for months or redirect entire manhunts.



| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Fugitive** - Other runners recognize the hunted look. Underground networks offer temporary shelter. |
| **3** | **The Quarry** - Your name appears on wanted lists. Bounty hunters discuss you in taverns. |
| **5** | **Most Wanted** - Your face is on posters across the realm. The price on your head buys kingdoms. |
| **7** | **The Unkillable** - Assassination attempts are legendary. Hunters fear you've become too dangerous. |
| **9** | **Hunter's Nightmare** - You've killed so many hunters you're considered cursed. Professionals refuse the contract. |

---

### 38. THE LIBERATOR

**Gear:** Pamphlets, concealed weapon, common clothes, inflammatory writings, 2d6x5 gp
**Token:** Banned manifesto, execution warrant, martyr's blood, liberator's seal, broken chains symbol

**Legacy - "The Cells" (1/level)**
Liberation requires infrastructure. When invoked, the underground provides: a printer who will copy your manifesto overnight, a sympathizer in the guard who warns of raids, a weapons cache hidden beneath a tavern, a network of couriers who move messages through checkpoints, or a safe house where the authorities won't look. The cause lives in a thousand small acts of defiance. The scale depends on your title: an Agitator has a few trusted contacts, while a Liberation General commands cells across multiple regions.


| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Agitator** - Dissidents recognize kindred spirits. Your name appears in underground pamphlets. Authorities watch you. |
| **3** | **Voice of Change** - Dissident groups seek you out. Those in power consider you a threat. |
| **5** | **Liberation Leader** - Your words inspire uprisings. Governments fear your manifestos. Rebels see you as hope or opportunity. |
| **7** | **Cell Commander** - You coordinate multiple rebel cells. Governments consider you a serious threat. Underground networks answer to you. |
| **9** | **Liberation General** - Resistance movements across multiple regions coordinate with you. Governments put serious bounties on your head. Rebel cells shelter you without question. |

---

### 39. THE BETRAYER

**Gear:** Evidence of your betrayal, concealed weapon, forged documents, 3d6x5 gp
**Token:** Blood money, former ally's letter, the thing you sold them for, witness's silence, your justification

**Legacy - "The Dirt" (1/level)**
You collect secrets like others collect coins. When invoked, your network of whisperers provides: compromising information about a specific person, a forger who can create incriminating documents, a servant who will plant evidence, a witness who will change their story for the right price, or someone already inside an organization who owes you. Everyone has something to hide. You just know how to find it. The scale depends on your title. A Turncoat has local dirt, while a Master of Betrayal has leverage on people across kingdoms.


| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Turncoat** - Your betrayal is known. Some see you as cautionary tale. Others see you as useful tool. Some wonder if you had cause. |
| **3** | **The Faithless** - Spymasters want to recruit you. Everyone knows you can't be trusted, but you're effective. |
| **5** | **Master Betrayer** - Kingdoms hire you to infiltrate enemies. Your loyalty is bought, never given. Or perhaps never bought at all. |
| **7** | **The Knife in the Dark** - Your betrayals are legendary. Paranoid rulers assume you're already in their court. You might be. |
| **9** | **Master of Betrayal** - Your reputation makes you invaluable to those who need betrayal done right. Everyone watches their backs around you. No alliance feels safe when you're present. |

---

### 40. THE CONDEMNED

**Gear:** Prison rags or simple clothes, improvised weapon, execution notice, 1d6x5 gp
**Token:** Death warrant, executioner's mark, final meal request, escape scar, the crime (real or fabricated)

**Legacy - "The Last Friends" (1/level)**
The condemned find help in unexpected places. When invoked, those who sympathize with the doomed provide aid. The scale depends on your title:
- **Death Row:** A guard looks the other way once, a cellmate shares a hidden shiv, a priest carries one message out
- **The Damned:** A corrupt official loses paperwork, a fellow prisoner creates a distraction, someone outside leaves supplies at a dead drop
- **Escaped Condemned:** A network of safe houses shelters you, forgers provide new identity papers, guards in multiple cities are bribed to ignore your face
- **Living Ghost:** Officials who could identify you conveniently die or disappear, witnesses recant, records burn in mysterious fires
- **Unkillable Condemned:** Entire prison systems have people on your payroll, your "execution" can be staged with a complicit executioner, you can make others disappear into the system that tried to kill you


| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Death Row** - Guards recognize you're condemned. Some pity you. Others fear you have nothing to lose. Some question if justice was served. |
| **3** | **The Damned** - Your execution is scheduled. Criminals treat you with grim respect. Some believe you earned it. Others don't. |
| **5** | **Escaped Condemned** - Your survival is illegal. Every day breathing is an act of defiance - or proof the sentence was wrong. |
| **7** | **Living Ghost** - You should be dead. Your continued existence makes authorities look weak. Your guilt or innocence is debated. |
| **9** | **Unkillable Condemned** - You've escaped execution so many times it's become a dark joke. Death itself seems to avoid you. |

---

## MYTHIC PATHS

---

### 41. THE ASCENDANT
**Legacy - "Taste of Divinity" (1/level)**
Briefly become something more than mortal. When invoked, you manifest divine power for one scene: flight, invulnerability, an overwhelming aura, or another godlike ability. The scale depends on your title: the Blessed shows a hint of divine grace, while a God-Touched becomes an avatar of pure divine power that reshapes reality.


| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Touched by Divinity** - Priests sense something sacred or profane about you. Divine entities take notice. |
| **3** | **Half-Divine** - Churches debate whether you're saint or heretic. Mortals feel uneasy in your presence. |
| **5** | **Demigod** - Temples are built in your name. Worshippers seek your prayer. Gods watch you closely. |
| **7** | **The Exalted** - Nations treat you as a divine power. Lesser gods acknowledge you as peer. |
| **9** | **The Ascended** - You walk between mortal and divine. Pantheons must decide if you're friend or rival. |

---

### 42. THE KINGSLAYER
**Legacy - "The Crown Falls" (1/level)**
End a reign. When invoked against a ruler, leader, or authority figure, you guarantee the end of their rule within a year and a day. Not necessarily death - abdication, coup, scandal, or catastrophic loss of legitimacy all count. The fall is inevitable, but the details and timing are up to the GM. You can't invoke this against the same target twice. If you die, the curse lifts.


| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Regicide** - Rulers fear you. Liberation movements seek your aid. Palace guards watch you carefully. |
| **3** | **Throne-Breaker** - You've toppled multiple crowns. Rebels invoke your name. Monarchs hire assassins. |
| **5** | **The King-Ender** - Nations tremble when you arrive. Tyrants negotiate. Heirs worry you'll choose their rival. |
| **7** | **Doom of Kings** - Your presence destabilizes governments. Prophets warn rulers of your coming. |
| **9** | **The Crownless** - You could end any monarchy. Republics court you. Kings offer you anything to leave. |

---

### 43. THE WORLD-WALKER
**Legacy - "Open the Way" (1/level)**
Open a path to another realm. When invoked, you create a temporary portal to a plane you've visited or one thematically connected to your location. The scale depends on your title: the Plane-Touched opens unstable rifts to nearby realms, while the Cosmic Wanderer creates stable gates to any plane in existence.


| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Planeswalker** - Extraplanar entities recognize you as a traveler. Portals appear more frequently near you. |
| **3** | **The Wanderer Between** - Planar scholars seek your knowledge. Demons and angels know your scent. |
| **5** | **Master of Thresholds** - You're known on multiple planes. Beings bargain for your escort services. |
| **7** | **The Gate-Keeper** - Entire planes know your name. Cosmic powers negotiate passage through you. |
| **9** | **Walker of All Worlds** - You've been everywhere. Gods call you when planes need connecting. Reality bends for you. |

---

### 44. THE DRAGON-BLOOD
**Legacy - "Dragon's Wrath" (1/level)**
Unleash your draconic heritage. When invoked, you manifest dragon abilities for one scene: breath weapon, dragon fear, scales, or flight. The scale depends on your title: Dragon-Touched shows hints of draconic power, while a True Dragon transforms into an actual dragon.


| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Wyrm-Touched** - Dragons sense your bloodline. Kobolds and dragonborn defer to you. |
| **3** | **Drake's Heir** - Draconic cults seek you. Ancient dragons debate your legitimacy. |
| **5** | **Half-Dragon** - You could claim territory. Wyrmlings see you as kin. Dragon-slayers hunt you. |
| **7** | **Dragon-Born** - True dragons acknowledge you as peer. You could demand tribute from lesser races. |
| **9** | **The Wyrm Incarnate** - Dragons treat you as one of them. Nations fear your wrath. Your hoard is legendary. |

---

### 45. THE LEGEND
**Legacy - "Become the Myth" (1/level)**
Do something legendary. When invoked during a dramatic moment, your action automatically succeeds in a way that becomes myth: the impossible jump, the duel against impossible odds, the speech that changed history. The scale depends on your title: the Storied achieves local fame, while a Living Legend performs feats that become the foundation of religions.


| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Rising Star** - Bards have started singing about you. Taverns tell your early stories. |
| **3** | **The Storied One** - Your exploits are known across regions. People recognize you from the songs. |
| **5** | **Living Legend** - Children play at being you. Nobles invite you to recount your deeds. |
| **7** | **The Mythic** - Your name is synonymous with heroism. Scholars study your life. Kingdoms claim you. |
| **9** | **The Eternal** - You've transcended mortality through fame. Your legend will outlive empires. |

---

### 46. THE PROPHET
**Legacy - "Proclamation" (1/level)**
Make a prophecy that must come true. When invoked, you speak a prophecy about the near future. It must be symbolic, not specific ("the corrupt king falls" not "King John dies tomorrow"). The scale depends on your title: an Oracle speaks local prophecies that may be twisted, while The Final Prophet speaks cosmic truths that reshape the world exactly as spoken.


| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **Oracle** - Your visions come true. Seers recognize you as genuine. People seek your predictions. |
| **3** | **The Foresighted** - Kings consult you before major decisions. Your prophecies shape policy. |
| **5** | **Voice of Destiny** - Nations rise and fall on your words. Temples are built to interpret your visions. |
| **7** | **The Inevitable** - Your prophecies are law. Reality adjusts to accommodate your words. |
| **9** | **The Final Prophet** - You speak the future into being. Gods listen when you prophesy. |

---

### 47. THE APOCALYPSE
**Legacy - "Bring Down the Walls" (1/level)**
Guarantee destruction. When invoked against a structure, organization, or arrangement (not a living creature), you ensure its complete destruction within a year and a day. You can't stop it once invoked. If you die, the curse lifts. The scale depends on your title: The Harbinger dooms a building, while The End of All Things can unmake empires.


| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **The Harbinger** - Prophets see doom in your wake. Builders avoid you. Destroyers seek you. |
| **3** | **Bringer of Ruin** - Your presence signals ending. Kingdoms evacuate when you arrive. |
| **5** | **The Cataclysm** - You've ended cities. Historians mark eras by your destructions. |
| **7** | **Walking Apocalypse** - Your name means annihilation. Entire civilizations negotiate with you. |
| **9** | **The End of All Things** - You could end the age. Gods debate whether to stop you or aid you. |

---

### 48. THE UNMAKER
**Legacy - "Unmake" (1/level)**
Destroy something utterly. When invoked, you reduce an object to its component parts instantly. Not damaged, but disassembled. Doesn't work on living creatures. The scale depends on your title: the Breaker unmakes a lock or weapon, while The Void-Touched can unmake castles or legendary artifacts.


| Level | Title & Reputation |
|------|---------|-------------|------------------||-|
| **1** | **The Disassembler** - Crafters fear you. What you touch comes undone. Entropy follows you. |
| **3** | **Breaker of Works** - Your touch ends craftsmanship. Artisans won't work near you. |
| **5** | **The Unraveler** - You undo creation itself. Mages study the void you leave. |
| **7** | **Destroyer of Form** - Reality weakens where you walk. The unmade fear becoming your target. |
| **9** | **The Void-Touched** - You could unmake artifacts. Creation itself recoils from your power. |

---

## THRONES

## HOW THRONE ABILITIES WORK

**Activation Cost:** Each Throne ability costs **1 Fate point** to activate.

**Choosing Abilities:** You gain access to Throne abilities as you level:
- Level 1: Choose 1 ability from each Throne you have (1-2 total)
- Level 3: Choose 1 more ability (2-3 total)
- Level 5: Choose 1 more ability (3-4 total)
- Level 7: Choose 1 more ability (4-5 total)
- Level 9: Choose 1 more ability (5-6 total)

**Base vs Improved:** Each Throne has 6 Base abilities and 6 Improved abilities (one of each per stat: Body, Mind, Sense, Heart, Cunning, Fate).
- **Base abilities** can be taken at any level (starting at level 1)
- **Improved abilities** require **Tier 3+** (unlocked at level 5)
- **IMPORTANT:** You must have the Base version before taking the Improved version
- Example: To take "BODY - Cannot Miss Justice (Improved)", you must already have "BODY - Strike True (Base)" AND be at least Tier 3

**Improving Your Stats:** When you gain an Throne ability, you also improve the ability score associated with that ability:
- If you take a Body-based ability, increase your Body stat by +2
- If you take a Mind-based ability, increase your Mind stat by +2
- And so on for Sense, Heart, Cunning, and Fate

**Stat Caps:** Stats range from 1 to 22, with modifiers from -5 to +6.
- If improving a stat would push it above 22, choose a different stat to improve instead

**Example:** At level 3, if you choose "MIND - Know Guilt (Base)" from the Justice Throne, you also gain +2 to your Mind stat.

**Duration:** Abilities last for their stated duration (seconds, minutes, hours, days, or scenes as specified).

**Frequency:** Most abilities can be used multiple times per day (limited only by Fate points), unless the ability specifies a frequency limit like "once per target per day."

**In Combat:** Using Throne abilities in combat requires a check. Roll stat dice + Tier dice and count successes (5-6). You need [ability Tier] successes to pass. Rolling 1s costs stamina but grants Fate points. **Spend Fate points to add dice after rolling.** See Checks section for full rules.

---

## 1. JUSTICE (Conviction)
**Virtuous Against:** DECEIT | **Desired By:** DOMINATION  
**Theme:** Voice from the shadows, righteous judgment of the oppressed

### BODY - Strike True (Base)
When striking someone who has harmed innocents within the past day, your blow staggers them. They stumble backward several steps and cannot act for 3-5 seconds. The impact carries weight beyond muscle. Lesser wrongdoers may fall entirely. Works once per target per day.

### BODY - Cannot Miss Justice (Improved)
When attacking one guilty of clear injustice, your strikes bypass their guard for the next 30 seconds. Armor turns aside. Shields shift at wrong angles. Parries arrive a heartbeat too late. They must actively dodge your blows, as stationary defense fails against you. Their guilt makes them vulnerable.

### MIND - Know Guilt (Base)
When observing someone for five minutes, you sense whether they have committed serious wrong in the past month. Not what they did, but certainty that they are guilty of something significant. Works automatically on ordinary people. Powerful individuals with strong will may resist this knowing.

### MIND - See All Crimes (Improved)
When focusing on one person for one minute, you perceive 1-3 major crimes they have committed. Your mind receives flashes of their worst acts. The victims, the betrayals, the abuses of power reveal themselves. Very powerful individuals may cloud one or two crimes from your sight.

### SENSE - Weight of Judgment (Base)
When you declare someone guilty of a named crime to their face, they feel crushing psychological pressure for the next ten minutes. Not pain but weight. Guilt becomes harder to deny. They can still lie but do so while visibly struggling. Lesser wrongdoers may crack under the pressure.

### SENSE - Compel Confession (Improved)
When speaking judgment aloud within 30 feet, ordinary wrongdoers confess the truth immediately. The words erupt unbidden. Powerful criminals feel overwhelming compulsion but may resist for 1-2 minutes before the need to confess becomes unbearable. The compulsion ends after confession or after one hour.

### HEART - Voice of Victim (Base)
When testifying for someone wronged, listeners cannot easily dismiss or interrupt you for five minutes. They may disagree afterward, but while you speak they must genuinely listen and engage with what you describe. Your testimony demands audience.

### HEART - Make Them Feel It (Improved)
When describing injustice to 2-6 listeners, they experience phantom sensations matching what you describe for one minute. A described slap stings their cheek. Betrayal aches in their chest. Not damaging but visceral. Very callous individuals feel muted versions.

### CUNNING - Read the Scene (Base)
When examining a crime scene for ten minutes, you reconstruct what happened: the sequence of events, approximate timeline, and how many perpetrators were involved. You perceive what evidence should exist but is missing. Your mind assembles truth from fragments others see as chaos.

### CUNNING - Unravel Conspiracy (Improved)
When you possess evidence linking three or more conspirators and study it for one hour, you perceive the conspiracy's structure. Who gives orders. How guilt distributes. Which lies protect which criminals. Complex conspiracies reveal their major architecture; simple ones become completely transparent.

### FATE - Justice Finds Way (Base)
When pursuing a specific wrong at a scene's start, choose one: one mundane door unlocks, one person with relevant information appears nearby, or one piece of overlooked evidence surfaces in this location. The obstacle removes itself. Magical barriers are unaffected.

### FATE - Guilty Punished (Improved)
When you possess strong evidence and pronounce judgment (one minute), the target suffers one misfortune per day for one week: a plan fails at a crucial moment, an ally questions their loyalty, evidence surfaces, or guilt weighs unbearably. Very powerful criminals may avoid 1-2 misfortunes. Ends if justice is served or you judge someone new. One target at a time.

---

## 2. VIGILANCE (Conviction)
**Virtuous Against:** SLOTH | **Desired By:** DOMINATION  
**Theme:** Hardened watcher, suspicious and jaded from seeing too much

### BODY - Never Blind (Base)
When maintaining watch for at least one hour, you perceive incoming threats 3-5 seconds before others notice them. Your body processes danger signals faster than thought. The hair rising on your neck is accurate threat detection. You move first when violence begins.

### BODY - Sense All (Improved)
When alert to danger in a building, you perceive threats through walls within 30 feet by reading air pressure, hearing silence, and feeling vibrations. Your senses have expanded past normal range. You know how many enemies, their approximate positions, and whether they're moving or stationary.

### MIND - Read Intent (Base)
When observing someone for thirty seconds, you know whether they intend harm within the next few minutes. Micro-expressions telegraph violence. Posture reveals malice. Your mind processes threat assessment automatically. You see the danger before it moves.

### MIND - Map Threats (Improved)
When surveying any space for one minute, you perceive every entrance, exit, vulnerable point, and position of tactical value. Your consciousness builds complete threat topology. You know where ambushes would hide, where retreat routes lead, and which positions dominate the space.

### SENSE - Create Pressure (Base)
When you watch someone for at least one minute, they feel observed. Your attention has weight. Those you surveil become nervous, make mistakes, or reveal themselves through discomfort. Your vigilance manifests as tangible force that makes concealment psychologically difficult.

### SENSE - Omnipresent Watch (Improved)
When guarding a location for at least ten minutes, everyone within that space feels constantly observed for the next hour. Your attention multiplies itself. Trespassers operate under certainty that you are somehow watching. Lesser intruders may abandon attempts. Powerful ones proceed but cautiously.

### HEART - Voice of Warning (Base)
When warning others of specific danger, they take you seriously regardless of skepticism. Your track record speaks through your tone. For the next ten minutes, they act on your warning as if they had seen the threat themselves. Dismissal becomes impossible.

### HEART - Transmit Fear (Improved)
When describing a threat to 2-6 people, they feel appropriate terror for one minute: calibrated, accurate survival instinct. The complacent become alert. The reckless become cautious. You gift them the fear that keeps people alive. They suddenly understand what you see.

### CUNNING - Predict Attack (Base)
When observing 2-6 potential threats for thirty seconds, you know which will strike first and their method. Patterns of pre-attack behavior are legible. You perceive the sequence before it unfolds. This knowledge lasts until the fight begins or five minutes pass.

### CUNNING - Preempt Entirely (Improved)
When threats organize against something you guard and you observe their preparations for ten minutes, you perceive their complete plan: timing, method, roles, backup plans. Not mind reading but recognizing preparation patterns. Your understanding lets you counter before they execute.

### FATE - Warning Proves Right (Base)
When you raise an alarm about a specific threat, that threat manifests within the next ten minutes, soon enough that your warning is vindicated but not so soon you're ignored. Your timing is uncanny. The danger arrives when your credibility is maximum.

### FATE - Threat Reveals Early (Improved)
When maintaining vigilance over a location for at least one hour, hidden threats expose themselves prematurely within the next day. Ambushes trigger too soon. Infiltrators reveal themselves before reaching position. Scouts are spotted. Your attention forces threats to act before ready.

---

## 3. NECESSITY (Conviction)
**Virtuous Against:** SLOTH | **Desired By:** DECEIT  
**Theme:** Burden-bearer, cold pragmatism of one who does what must be done

### BODY - Functional Always (Base)
When performing genuinely necessary tasks, ignore injury and exhaustion for ten minutes. Broken fingers manipulate tools. Wounded legs walk the distance. The flesh executes function when function is required. Afterward, the pain returns but the task is done.

### BODY - Use Anything (Improved)
When survival demands it, consume or use anything to continue for one hour. Spoiled food becomes nutrition. Poison becomes tolerable. Improvised tools work in your hands. Your flesh adapts through refusal to accept limitation. Effects that would sicken or kill you merely hurt.

### MIND - See What Works (Base)
When facing a problem for one minute, perceive the solution that will actually function regardless of cost. Moral considerations vanish. Squeamishness disappears. Your mind calculates pure efficacy. You see what must be done even if you hate it.

### MIND - Know All Costs (Improved)
When assessing 2-4 options for ten minutes, perceive complete consequences of each choice: immediate results and downstream effects over the next week. Every solution's full price becomes visible. You see who will suffer, what will break, and what new problems emerge. The bill reveals itself before you choose what to pay.

### SENSE - Strip Hesitation (Base)
When near you for one minute, 2-6 others become capable of necessary acts they previously refused. Not courage but removal of inhibition. Your presence gives permission to act pragmatically. Squeamishness fails in the face of genuine necessity. Lasts ten minutes after leaving your presence.

### SENSE - Make Necessary Acceptable (Improved)
When you commit a necessary act, 2-12 witnesses feel its rightness despite revulsion. Your conviction that it had to be done transmits. For the next hour, they understand there was no other way. Later they may judge you, but in the moment they perceive the necessity. Lesser individuals never question you afterward.

### HEART - Voice of Burden (Base)
When explaining why something must be done, listeners understand the weight you carry. For five minutes they perceive necessity as you do: the cost of inaction, the absence of alternatives, the burden of choosing. They may still object but cannot dismiss you as callous.

### HEART - Make Them Bear It (Improved)
When describing the burden of necessary evil to one person for one minute, they experience a fraction of the weight you carry. The guilt, the cost, the necessity of choosing who suffers. For ten minutes they truly understand why you do what you do. Powerful individuals may resist fully feeling it.

### CUNNING - Find the Cost (Base)
When examining a problem for five minutes, you perceive what must be sacrificed to solve it. Who will suffer. What will break. The hidden costs become visible. Your mind flags what everyone else overlooks. You see the price before payment is demanded.

### CUNNING - Thread the Needle (Improved)
When facing a problem for ten minutes, you perceive the solution that minimizes suffering even if it maximizes difficulty. The narrow path that spares the most people at the greatest cost to yourself. Your cleverness finds ways to pay the price personally rather than forcing others to pay it.

### FATE - Necessity Succeeds (Base)
When attempting something genuinely necessary with no alternative, one obstacle fails when it otherwise would have succeeded. A lock jams open. A guard looks away. A rope holds despite fraying. The universe permits necessity even when it denies preference.

### FATE - Only Way Forward (Improved)
When you commit to necessary action with full knowledge of its cost, alternatives close themselves for one day. Others cannot find better solutions. Different paths reveal themselves as impossible. Your choice becomes genuinely the only way. Necessity validates itself through your commitment. Works once per major decision.

---

## 4. LIBERATION (Conviction)
**Virtuous Against:** DOMINATION | **Desired By:** APOSTASY  
**Theme:** Burning rebel, fierce defiance against oppressive authority

### BODY - Break Chains (Base)
When bound by physical means (rope, chains, manacles), break free within 10 seconds regardless of material. Your body refuses subjugation. Magical bonds require one minute of effort. Works once per day.

### BODY - Topple Pillars (Improved)
When striking symbols of authority or oppression (statues, monuments, thrones, chains), your blows shatter them regardless of material. Stone cracks. Metal bends. Wood splinters. Your flesh becomes tool of liberation. Does not work on living beings or general architecture.

### MIND - See Oppression (Base)
When observing a social structure for ten minutes, perceive how power flows and who it crushes. You see the weight of hierarchy, the mechanisms of control, who serves willingly and who serves from fear. The architecture of domination becomes legible.

### MIND - Know the Weak Point (Improved)
When studying a system of power for one hour, perceive its critical vulnerability: the load-bearing element whose removal causes collapse. The corruptible official. The unsustainable expense. The contradictory law. You see how to topple empires with single strikes.

### SENSE - Inspire Defiance (Base)
When speaking against authority for one minute to 2-12 people, they feel sudden courage to resist for the next hour. The cowed remember they can refuse. The compliant remember they have choice. Your conviction that authority can be challenged becomes contagious. Lesser individuals may act immediately.

### SENSE - Make Tyranny Visible (Improved)
When naming oppression aloud within 30 feet, 2-20 listeners perceive it as you do for ten minutes. The "natural order" reveals itself as constructed. "Tradition" shows its chains. "Protection" manifests as control. They see the boot on their neck. What they do with this sight is their choice.

### HEART - Voice of Liberation (Base)
When calling others to rise against injustice, your words bypass careful thought and speak directly to suppressed anger. For five minutes, listeners cannot unhear what you have said. The words lodge in their minds, repeating. They may not act now, but they will remember.

### HEART - Turn the Tide (Improved)
When rallying 2-20 people who are oppressed, they remember their strength for the next hour. The outnumbered remember they are many. The powerless remember they build everything. The fearful remember what anger feels like. Your voice transforms sheep into wolves. Lesser authorities flee rather than face the awakened.

### CUNNING - Exploit Authority (Base)
When facing representatives of power, perceive how to use their own rules against them for the next ten minutes. The loophole. The contradiction. The letter versus Spirit. Your mind weaponizes their systems. Bureaucracy becomes blade in your hands.

### CUNNING - Engineer Collapse (Improved)
When you possess information about a corrupt system and spend one hour planning, perceive the sequence of revelations that causes its destruction. Which truth to release first. Which ally to turn. Which scandal to leak. You orchestrate collapse like composing music.

### FATE - Symbol Breaks (Base)
When you strike a symbol of oppression (crown, seal, proclamation, chains), it breaks even if it should not. The dramatic failure demonstrates fragility of authority. Witnesses remember that power can be resisted. The moment becomes story that spreads. Works once per day.

### FATE - Fire Spreads (Improved)
When you commit one act of defiance publicly, similar acts of resistance occur elsewhere within one week. Your rebellion inspires copies. The guard you struck teaches others to strike back. The tax you refused teaches others to withhold. Liberation spreads from example. GM determines 1-3 sympathetic acts in the region.

---

## 5. DUTY (Conviction)
**Virtuous Against:** DOMINATION | **Desired By:** SLOTH  
**Theme:** Steadfast guardian, reliable presence who holds the line

### BODY - Hold Position (Base)
When defending a position you are sworn to hold, your body becomes immovable for thirty seconds. You cannot be pushed, pulled, knocked down, or moved by physical force. Magical force may still affect you but is significantly weakened. Works once per defensive stand.

### BODY - Bear Any Burden (Improved)
When carrying out sworn duty, ignore all physical exhaustion and carry impossible loads for ten minutes. A person becomes light. Armor has no weight. The dying can be carried for miles. Your body refuses to fail until duty is done. Afterward, the exhaustion hits all at once.

### MIND - Remember Orders (Base)
When given orders by legitimate authority, remember them perfectly regardless of time passed or conditions. Confusion cannot fog them. Distraction cannot obscure them. Your mind holds duty like stone holds carvings. You know what you were told to do.

### MIND - Anticipate Needs (Improved)
When serving those you are sworn to protect, perceive what they will need in the next hour before they know themselves. The commander will need water before thirst strikes. The child will need comfort before tears fall. Your consciousness runs ahead of duty to fulfill it before it is asked.

### SENSE - Project Reliability (Base)
When present, those you serve feel safer for the next hour. Not delusion but recognition of genuine protection. Your presence communicates that duty will be kept. The guarded can rest. The protected can act boldly. They know you will hold the line.

### SENSE - Consecrate Duty (Improved)
When you swear to protect someone or something, the oath gains tangible force for one day. You know their direction and approximate distance. You feel when they are threatened. When you arrive to defend them, lesser threats flee before you. Your sworn duty becomes visible to the world.

### HEART - Voice of Commitment (Base)
When speaking your oaths, listeners feel the weight of your dedication for five minutes. Those who would test you reconsider. Those who need protection trust you. Your conviction that duty matters communicates through absolute certainty. They believe you will not break.

### HEART - Rally the Faithful (Improved)
When calling 2-12 others to duty, they remember why they serve for the next hour. Exhaustion becomes bearable. Fear becomes manageable. Doubt evaporates. Your dedication reminds them of their own. Those who have forgotten their oaths may remember. Lesser individuals regain full resolve.

### CUNNING - Navigate Orders (Base)
When facing orders that seem to conflict, perceive how to fulfill all requirements without breaking faith. The timing. The interpretation. The creative reading. Your cleverness finds the path that keeps every oath without dishonoring any. Solutions appear within five minutes of contemplation.

### CUNNING - Protect Through Precision (Improved)
When defending those in your care, perceive exactly what actions in the next ten minutes will keep them safest. Not prediction but tactical clarity. Where to stand. When to move. Who to intercept. Your understanding of duty translates into perfect positioning.

### FATE - Duty Keeps You (Base)
When performing sworn duty, you survive what should kill you once per day. The fatal blow strikes shallow. The poison weakens before reaching your heart. The fall somehow does not break you. Duty refuses to let you die until it is fulfilled.

### FATE - Others Remember (Improved)
When you fulfill difficult duty publicly, 2-20 witnesses remember for the rest of their lives. The story spreads. Your example teaches what dedication looks like. Within one week, someone else acts with similar loyalty because they saw you do it. Duty multiplies through witness. GM determines who acts and how.

---

## 6. FAITH (Conviction)
**Virtuous Against:** APOSTASY | **Desired By:** DECEIT  
**Theme:** Burning believer, unshakeable certainty in truth of conviction

### BODY - Walk Through Fire (Base)
When advancing toward sacred purpose, ignore one type of environmental harm for thirty seconds (fire, cold, poison gas, thorns). Your body continues because faith demands it. The flesh serves belief. Works once per purposeful advance.

### BODY - Miracles in Flesh (Improved)
When faith demands impossible action, your body performs one feat beyond its capability (lifting enormous weight, running impossible distance, surviving lethal blow). For ten seconds, belief makes flesh capable. The miracle exhausts you afterward but accomplishes the necessary. Works once per day.

### MIND - Know Heresy (Base)
When hearing theological or philosophical claims, you immediately know whether they align with or contradict your faith's core truths. Not details but certainty. Error announces itself. Your mind has become measuring stick for orthodoxy. Deviations from truth are flagged automatically.

### MIND - See God's Pattern (Improved)
When contemplating events for ten minutes, perceive how they serve divine purpose or cosmic truth. The seemingly random reveals its meaning. Tragedy shows its necessity. Suffering demonstrates its teaching. Your consciousness interprets reality through lens of faith and sees coherence. May be wrong, but you believe absolutely.

### SENSE - Project Certainty (Base)
When speaking your faith, doubt becomes difficult for listeners within 30 feet for five minutes. Not mind control but weight of conviction. The skeptical find themselves questioning their skepticism. The uncertain feel pull toward belief. Your certainty has gravity.

### SENSE - Drive Out Darkness (Improved)
When invoking your faith aloud in a space, malevolent spirits or beings opposed to your beliefs feel intense discomfort within 30 feet for ten minutes. Lesser entities flee. Powerful ones remain but are visibly distressed. Your conviction makes existence painful for that which contradicts it. Works on demons, undead, or beings fundamentally opposed to your faith's nature.

### HEART - Voice of Truth (Base)
When proclaiming your faith, you speak with tone of absolute authority. For five minutes, listeners cannot easily dismiss or mock what you say. They may disagree but must engage seriously. Your conviction demands respect even from those who reject your message.

### HEART - Convert the Doubtful (Improved)
When speaking your faith earnestly to one person for ten minutes, they feel genuine pull toward belief. Not compulsion but appeal. The arguments make unexpected sense. The promises become tempting. For one hour after, they seriously consider conversion. Powerful individuals with strong opposing beliefs may resist but still feel the pull.

### CUNNING - Find the Sign (Base)
When seeking guidance from your faith's principles or deity, perceive one sign or omen within the next hour that genuinely relates to your question. The sign exists: bird flight, chance encounter, meaningful coincidence. Your faith makes the world speak to you in symbol. Interpretation remains yours.

### CUNNING - Turn Belief to Action (Improved)
When you need something to serve your faith and pray for one minute, perceive how to create it from available resources within the next ten minutes. The materials are present. The method becomes clear. Your faith translates need into practical solution. Cannot conjure from nothing but reveals unexpected utility.

### FATE - Faith Rewarded (Base)
When acting in perfect accord with your faith's commands, one obstacle fails when it should succeed. The weapon jams. The guard looks away. The storm delays. Divine providence or cosmic agreement smooths your path. Works once per day for genuinely faithful actions.

### FATE - Make Believers (Improved)
When you perform an act of conspicuous faith that others witness (martyrdom risked, sacrifice made, principle kept at great cost), your example converts 1-3 observers within one week. They do not necessarily join your faith but they begin genuine spiritual seeking because of what they saw. GM determines who and when.

---

## 7. HONOR (Conviction)
**Virtuous Against:** DECEIT | **Desired By:** APOSTASY  
**Theme:** Bound by oaths, weight of promises made manifest

### BODY - Oath Incarnate (Base)
When fulfilling a sworn promise, your body performs at peak capacity for ten minutes. Exhaustion lifts. Wounds hurt less. Precision improves. The sacred nature of the vow enhances physical capability. Honor grants capacity to match commitment.

### BODY - Break What Binds (Improved)
When honor demands you break something restraining the innocent or protecting the dishonorable, your strength multiplies for 30 seconds. Shackles shatter. Doors splinter. Chains snap. Your flesh becomes tool of righteous liberation. Works only when freeing others or removing protection from oath-breakers.

### MIND - Detect Dishonor (Base)
When someone breaks an oath, betrays trust, or acts without honor in your presence, you know immediately. Not reasoning but instant recognition. Betrayed promises announce themselves. Your mind has become sensor for violation of code. False words feel different than true ones.

### MIND - See True Character (Improved)
When observing someone for five minutes, perceive their relationship to honor: who keeps faith habitually, who breaks promises readily, whether they feel shame or pride in their betrayals. The pattern of their integrity over time becomes visible. You see what they actually are beneath their claims.

### SENSE - Demand Honor (Base)
When you challenge someone's honor directly and publicly, they feel compelled to respond within one minute. Not legally obligated but psychologically unable to ignore. Your invocation of code creates pressure to either defend themselves or admit dishonor. Lesser individuals may crack immediately.

### SENSE - Make Honor Matter (Improved)
When you invoke honor seriously in a space, everyone within 30 feet feels its pull for ten minutes. The honorable feel strengthened and validated. The dishonorable feel shame and exposure. Your conviction that code matters warps social reality. Honor stops being quaint and becomes urgent.

### HEART - Voice of Code (Base)
When speaking about honor and integrity, your words carry authority of one who has lived the code. For five minutes, listeners hear the cost in your tone. Your conviction that honor matters communicates through what you do not say as much as what you do. They recognize genuine weight.

### HEART - Awaken Conscience (Improved)
When calling 2-6 people to honor for one minute, you make them remember who they want to be. Compromises feel heavier for the next hour. Betrayals become harder to justify. Your voice awakens dormant sense of what is owed. They remember the code they abandoned. Lesser individuals may weep or confess.

### CUNNING - Navigate Honor (Base)
When facing situations where different obligations seem to conflict, you perceive one path within five minutes that maintains integrity. Not choosing which promise to break but finding sequence that keeps all. Your understanding of code reveals solutions others miss.

### CUNNING - Thread Needle (Improved)
When honor seems to demand impossible things and you contemplate for ten minutes, you perceive the narrow path that satisfies all requirements. Your cleverness finds ways to keep every promise, serve every duty, maintain every bond. The code always has a way forward if you are skilled enough to see it.

### FATE - Honor Preserved (Base)
When you act with integrity but circumstances make you appear dishonorable, the truth emerges within one day. Misunderstandings clear. Witnesses come forward. Context reveals itself. People learn you kept faith even when it appeared you did not. Honor vindicates itself.

### FATE - Code Rewarded (Improved)
When maintaining honor costs you significantly (wealth lost, wound taken, opportunity sacrificed), the universe returns what you gave up within one week, transformed. The gold returns doubled. The wound teaches crucial lesson. The opportunity returns improved. Honor is not free but it pays dividends. Works once per major sacrifice.

---

## 8. ZEAL (Conviction)
**Virtuous Against:** APOSTASY | **Desired By:** SLOTH  
**Theme:** Fervent prophet, absolute declarations without compromise

### BODY - Burn Bright (Base)
When advancing your cause, your body generates heat for ten minutes. Not metaphor but literal warmth. Your skin is hot to touch when passion moves you. Those who embrace you feel comfort. Those who oppose you find proximity uncomfortable. The flesh manifests fervor.

### BODY - Become Flame (Improved)
When acting with total fervor, your body becomes painful to touch for thirty seconds. Bare skin contact causes genuine discomfort. Those who attempt to restrain you physically find their hands burning. Your conviction has made you weapon. You are the burning. Does not harm allies who touch you willingly.

### MIND - Know Absolute Truth (Base)
When encountering ideas or claims, you perceive with perfect clarity whether they align with or contradict your truth. No ambiguity exists. No nuance complicates. Everything is either correct or false. Your mind operates in binary because truth is not negotiable. This certainty is unshakeable even if you are wrong.

### MIND - See All Error (Improved)
When observing people or situations for five minutes, you perceive every deviation from your truth. Compromises register. Falsehoods announce themselves. Apostasy reveals itself. Your consciousness has become detection system for error. The world's failures to match your truth become painfully visible.

### SENSE - Project Fervor (Base)
When speaking your truth, the space within 30 feet grows warmer for five minutes. Your passion has physical manifestation. Those near you feel heat of conviction, not discomfort but presence. Your zeal occupies the room as tangible force. Lesser individuals may sweat despite temperature.

### SENSE - Ignite Others (Improved)
When proclaiming truth with absolute conviction to 2-12 listeners, you transfer your fire to them for one hour. The lukewarm become fervent. The doubting become certain. The compromised become absolute. Your zeal is contagious. The burning spreads. They act on your truth as if it were theirs.

### HEART - Voice of Prophecy (Base)
When declaring truth, you speak with tone of one delivering revelation rather than opinion. For five minutes, listeners hear divine authority rather than human judgment. Your words carry weight of cosmic certainty. They may reject you but cannot unhear the prophetic tone. You are not discussing. You are pronouncing.

### HEART - Make Truth Undeniable (Improved)
When speaking your truth to one person for one minute, they find they cannot genuinely disbelieve even when they want to for the next ten minutes. Your conviction colonizes their certainty. They may argue but cannot convince even themselves. Your truth becomes their truth whether they accept it or not. Very strong-willed individuals may resist for 1-2 minutes.

### CUNNING - Expose Heresy (Base)
When identifying corruption of truth, you perceive within one minute exactly which arguments will reveal it as false. Your mind generates perfect refutation automatically. Every heresy contains its own contradiction. You simply make the contradiction visible to others.

### CUNNING - Purge Completely (Improved)
When confronting apostasy and observing it for ten minutes, you perceive how to eliminate it entirely. Not debate but eradication. Which supporters to isolate. Which arguments to demolish publicly. How to make false teaching impossible rather than merely incorrect. You see the path to total victory over error.

### FATE - Truth Spreads (Base)
When you proclaim your truth publicly, it travels beyond your immediate audience within one day. 2-6 people who heard you tell 1-2 others each. Your words take on life of their own. The message multiplies through believers who carry it outward. GM determines who spreads it and to whom.

### FATE - Victory Certain (Improved)
When advancing your cause with total conviction for one day, probability shifts measurably toward its triumph. One piece of opposition crumbles. One convert appears. One resource materializes. Your absolute certainty that truth must win makes truth winning genuinely more probable. Works once per major campaign or conflict. The faithful cannot be stopped.

---

## 9. DISCOVERY (Hope)
**Virtuous Against:** MAMMON | **Desired By:** LUST  
**Theme:** Intrigued scholar, fascinated pursuit of what's hidden

### BODY - Touch Reveals (Base)
When you handle an object deliberately for ten seconds, you sense its emotional history. Not detailed narrative but residue. This was loved. That was used for violence. Ownership and use leave impressions your hands can read. Recent history (past week) is clearer than distant past.

### BODY - Read Everything (Improved)
When you touch an object deliberately for one minute, you perceive its complete story. Who made it. How it was used. Where it traveled. Your flesh has become recording device for object memory. Very old or magically obscured objects may reveal only fragments. Touch is research.

### MIND - Notice Pattern (Base)
When observing anything for five minutes, connections others miss announce themselves. This resembles that. These events echo those. Your mind links disparate information automatically. Pattern recognition operates faster than conscious thought. You see the web others see as threads.

### MIND - Understand System (Improved)
When studying a subject (mechanism, language, theory, organization) for one hour, you grasp its underlying principles rapidly. Not memorizing but comprehending deep structure. Your consciousness maps territory quickly. What takes others weeks you understand in hours. The system reveals its logic.

### SENSE - Draw Knowledge (Base)
When seeking specific information, one relevant source appears nearby within ten minutes. A book falls open to useful pages. A person who knows things you need crosses your path. Knowledge migrates toward genuine seekers. Works once per specific question.

### SENSE - Secrets Whisper (Improved)
When you need to know something and open yourself for one minute, the answer arrives unbidden within one hour. You overhear the crucial conversation. Find the exact document. Dream the solution. Information seeks you out as much as you seek it. The world wants to be understood by you.

### HEART - Infectious Wonder (Base)
When you express genuine fascination about a subject to 2-6 people for one minute, they catch it. Your enthusiasm makes them want to know too. Curiosity spreads from you like welcome disease. For the next hour they remember that learning can be joy. The incurious ask questions.

### HEART - Awaken Curiosity (Improved)
When sharing a discovery with 2-12 people for five minutes, you transform how they see the world for the next day. The incurious become fascinated. The cynical become students again. Your passion for understanding rewires their relationship to knowledge. They become seekers alongside you. Lesser individuals may be permanently changed.

### CUNNING - Connect Dots (Base)
When investigating mysteries and examining evidence for ten minutes, you perceive relationships between clues that have no apparent connection. Your mind assembles understanding from fragments. The seemingly unrelated reveals its link. The solution builds itself from pieces others discard.

### CUNNING - See Complete Picture (Improved)
When pursuing knowledge and contemplating partial information for one hour, you perceive not just answers but entire frameworks. Partial data reveals complete systems. Single clues illuminate whole structures. Your understanding scales from fragments to totality through intuitive leap.

### FATE - Stumble on Answer (Base)
When searching for specific knowledge, you encounter it through accident within one day. The random book contains what you needed. The stranger knows exactly what you sought. The unexpected path leads to the hidden library. Serendipity favors researchers. Works once per specific pursuit.

### FATE - Truth Finds You (Improved)
When you dedicate yourself to understanding something for one week, the universe conspires to teach you. Teachers appear. Documents surface. Insights strike at odd hours. Your dedication to knowing makes knowledge pursue you. Discovery becomes inevitable rather than fortunate. By week's end, you have learned what you sought. Works once per major subject.

---

## 10. CONQUEST (Hope)
**Virtuous Against:** WRATH | **Desired By:** MAMMON  
**Theme:** Unstoppable force, triumphant certainty of one who always overcomes

### BODY - Break Through (Base)
When you commit to overcoming a physical obstacle, your body generates force beyond apparent strength for 10 seconds. Doors shatter under your kick. Walls crack from your shoulder. Your flesh becomes battering ram when victory demands passage. Works once on each specific barrier.

### BODY - Become Unstoppable (Improved)
When pursuing victory, your body cannot be halted by physical restraint for thirty seconds. Holds break. Bonds fail. Obstacles prove insufficient. Your conviction that you will overcome manifests as genuine impossibility of being stopped. You advance regardless. Magical bonds slow you but don't stop you.

### MIND - See Weakness (Base)
When facing opposition (person, structure, argument, defense), you immediately perceive one major vulnerability after five seconds of observation. Not slow analysis but instant recognition. Every defense has flaw. Every fortress has weak point. Your mind flags exploitable targets automatically.

### MIND - Know Victory (Improved)
When confronting challenges and studying them for one minute, you perceive the victorious strategy. Not plan but certainty. The path to triumph reveals itself: the sequence of moves, the timing, the leverage points. Your consciousness sees outcomes before they manifest. You know how this ends.

### SENSE - Project Inevitability (Base)
When you commit to conquest aloud, those within 30 feet who oppose you feel your certainty of victory for ten minutes. Not fear but recognition that they will lose. Your conviction communicates itself as simple fact. They sense the future you are creating. Lesser opponents may surrender or flee.

### SENSE - Manifest Triumph (Improved)
When pursuing victory with absolute conviction for one hour, probability warps measurably in your favor. One enemy weapon jams at crucial moment. One formation breaks down. One piece of luck favors you obviously. Reality itself seems to prefer your success. Very powerful opponents notice the effect but cannot stop it.

### HEART - Voice of Certainty (Base)
When declaring your intention to overcome something, 2-12 listeners believe you for the next hour. Not hope but recognition that you will do what you say. Your tone carries weight of proven track record. They have seen you win before or they sense you always do. They expect your victory.

### HEART - Inspire Victory (Improved)
When rallying 2-20 others to victory for one minute, your conviction spreads to them for the next hour. The defeated remember they can triumph. The hesitant become decisive. Your certainty that winning is possible makes them capable of winning. Triumph multiplies from your example. Lesser individuals fight with renewed fury.

### CUNNING - Exploit Perfectly (Base)
When you identify a weakness and plan for five minutes, you perceive exactly how to leverage it for maximum effect. Not just seeing vulnerability but understanding optimal strike. Your cleverness transforms small advantages into decisive victory. The timing. The angle. The follow-through reveals itself.

### CUNNING - Engineer Collapse (Improved)
When facing complex opposition and observing it for ten minutes, you perceive the single point whose removal causes total failure. The keystone. The load-bearing element. The lyncVitalityin. Your understanding of systems lets you identify catastrophic vulnerabilities. You break one thing and everything falls.

### FATE - Bold Succeeds (Base)
When you take decisive, risky action toward victory, one element succeeds when it should fail. The dangerous leap lands. The desperate gamble pays. The audacious bluff works. The universe rewards boldness over caution. Works once per risky action.

### FATE - Victory Inevitable (Improved)
When you commit completely to conquest and declare it publicly, winning becomes genuinely more probable over the next week. One action that should fail succeeds. One sacrifice that should be in vain matters. Your absolute conviction bends reality toward triumph. You have never failed. You will not start now. Works once per major campaign or battle.

---

## 11. REDEMPTION (Hope)
**Virtuous Against:** WRATH | **Desired By:** DESPAIR  
**Theme:** Grace-giver, compassionate witness who bears others' burdens

### BODY - Absorb Harm (Base)
When someone within 30 feet would be injured by a physical attack or effect you can see, you can interpose yourself and take the harm instead. Not mystical but physical interposition and genuine transfer. Their blood does not flow because yours does. You literally take the blow. Works once per person per day.

### BODY - Shoulder Burden (Improved)
When you touch someone carrying guilt or trauma and concentrate for one minute, their pain transfers to you physically for one hour. You experience their suffering as bodily sensation: the weight, the ache, the nausea. Not metaphor but genuine taking on of burden. They feel lighter because you are heavier. Very deep trauma may transfer only partially.

### MIND - See Who They Were (Base)
When observing someone who has fallen for five minutes, you perceive not just who they are but who they were before corruption. The good person buried under bad choices becomes visible. Your mind sees potential alongside crime. The tragedy of their fall reveals itself with clarity.

### MIND - Map Path Back (Improved)
When facing the fallen and studying their situation for ten minutes, you perceive exact steps that would constitute genuine atonement. Not vague redemption but specific actions. What they must do. Who they must face. How they could actually make things right. The road reveals itself. Very powerful wrongdoers may have no path back.

### SENSE - Ease Guilt (Base)
When you offer forgiveness directly to someone for specific wrong, they feel genuine lightening of burden for one hour. Not erasure of consequence but removal of weight. Your conviction that people can change makes change feel possible to them. Guilt releases its paralysis. Lesser wrongdoers may weep.

### SENSE - Consecrate Change (Improved)
When you witness someone's genuine transformation (seeing their efforts toward good over at least one week), your presence makes it real. Temporary reformation becomes permanent change. Your conviction that they have changed helps the change stick. You are witness who validates rebirth. Works once per person's major transformation.

### HEART - Voice of Grace (Base)
When speaking on behalf of someone seeking redemption to 2-6 others for five minutes, your advocacy carries unusual weight. Those listening find themselves willing to consider forgiveness despite anger. Your conviction that people can change makes cynics pause and genuinely think about second chances.

### HEART - Make Them See (Improved)
When testifying to someone's transformation to 2-12 people for five minutes, you can make them perceive the change you perceive. Not illusion but shared vision. They see the remorse, the effort, the becoming. Your witness makes redemption visible to those who could not see it. Very bitter or wounded individuals may resist.

### CUNNING - Find Atonement (Base)
When someone seeks to make amends and you discuss with them for ten minutes, you perceive what action would actually mean something. Not symbolic gestures but genuine restitution. What would help their victims. What would represent authentic change. The meaningful path reveals itself.

### CUNNING - Build New Life (Improved)
When helping someone leave their past and planning with them for one hour, you perceive how to construct genuinely different future. Which community would accept them. What work they could do. How they could contribute despite everything. You see the life they could build from ruins. The practical steps become clear.

### FATE - Grace Given (Base)
When someone makes genuine effort toward redemption, one opportunity for atonement appears within one day. A victim willing to listen crosses their path. A chance to make things right materializes. The universe supports authentic change. Works once per person per week.

### FATE - Transformation Takes (Improved)
When someone you have helped redeem commits to their new path, their transformation becomes visible to others over the next week. Former enemies notice the change. Skeptics acknowledge effort. Communities begin to accept them. Your belief in their redemption makes others believe it too. The new life becomes possible. Works once per person per major life change.

---

## 12. INNOVATION (Hope)
**Virtuous Against:** DESPAIR | **Desired By:** MAMMON  
**Theme:** Boundary-breaker, gleeful destruction of "impossible"

### BODY - Improvise Tool (Base)
When you need a tool and none exists, your hands make nearby objects function as that tool for ten minutes. Stick becomes lever. Stone becomes hammer. Cloth becomes rope. Your touch grants temporary utility. Objects return to normal afterward. Cannot create complex mechanisms.

### BODY - Impossible Craft (Improved)
When you need to create something and have basic materials, your hands can craft in one hour what should take days. The work is crude but functional. Your body moves with inhuman speed and precision when innovation demands. The bridge holds. The device works. The shelter stands. For one day, then normal wear begins.

### MIND - See New Solution (Base)
When facing a problem everyone calls impossible, you perceive one approach no one has tried within five minutes. Not guaranteed to work but genuinely unexplored. Your mind sidesteps conventional wisdom automatically. The untried path reveals itself. May be brilliant or disastrous but it's new.

### MIND - Invent the Answer (Improved)
When contemplating a problem for one hour, you perceive a solution that genuinely does not exist yet: a device, technique, or approach that would need to be invented. Your consciousness leaps past what is to what could be. You see the innovation that would solve this. Whether you can build it is another question.

### SENSE - Make Others Bold (Base)
When proposing something new to 2-6 people for one minute, their fear of failure diminishes for ten minutes. The cautious consider risk. The traditional entertain change. Your conviction that new ways might work becomes contagious. They remember that all standard methods were once experiments.

### SENSE - prayer of the Untried (Improved)
When attempting something genuinely new that has never been done this way before, one element succeeds when it should fail during your first attempt. The untested material holds. The improvised method works. The novel approach functions. The universe grants grace to first-time innovation. Works once per genuinely novel attempt.

### HEART - Voice of Possibility (Base)
When describing what could be to 2-12 people for five minutes, they see your vision for the next hour. Not delusion but genuine imagination of potential. The cynical consider maybes. The defeated consider trying again differently. Your words make the unbuilt future feel real and achievable.

### HEART - Inspire Creation (Improved)
When sharing a breakthrough with 2-20 people for five minutes, 1-3 of them have inspired ideas of their own within one day. Your innovation sparks theirs. The chain reaction of creation begins. They see problems differently now. GM determines who is inspired and what they think of.

### CUNNING - Repurpose Everything (Base)
When examining objects for five minutes, you perceive 2-4 alternative uses for each item: functions they were not designed for but could serve. The weapon becomes tool. The tool becomes weapon. The container becomes armor. Your mind sees utility hiding in everything.

### CUNNING - Engineer the Unprecedented (Improved)
When designing something new and working for one hour, you perceive how to combine existing elements into something genuinely novel. Not incremental improvement but breakthrough design. The schematic forms in your mind. Whether materials exist or physics cooperates is another matter, but the design is sound.

### FATE - First Success (Base)
When attempting something you have never done before, your first genuine try has better odds. The novice's luck holds. The beginner's fortune operates. You succeed where experienced attempts have failed. Works once per truly first attempt at any specific action.

### FATE - Patent Reality (Improved)
When you successfully create or execute something genuinely new, it becomes easier for everyone afterward over the next week. You have broken trail. Others find your path. The innovation spreads. Within one week, 1-3 others independently develop similar solutions because you proved it possible. GM determines who and where. Your breakthrough changes what people attempt.

---

## 13. BEAUTY (Hope)
**Virtuous Against:** DESPAIR | **Desired By:** LUST  
**Theme:** Artist-soul, fierce defense of meaning against entropy

### BODY - Create Lasting (Base)
When you craft something with genuine artistic intent (not mere utility), it resists decay and damage beyond normal. The painting endures weather. The sculpture survives rough handling. The song is remembered perfectly. Beauty preserves itself. Lasts one year before normal wear begins. Works once per created piece.

### BODY - Restore What Was (Improved)
When you work for one hour on something damaged or degraded, you can restore it toward its original beauty. Faded colors brighten. Cracked surfaces smooth. Torn fabric mends. Your hands remember what it was meant to be. Cannot restore the completely destroyed or resurrect the dead, but can recover the marred. Works once per object.

### MIND - Perceive the Beautiful (Base)
When observing anything for one minute, you perceive beauty that exists there: the elegant equation, the perfect design, the hidden symmetry, the tragic poetry. Your mind finds aesthetic worth in everything. Even horror has terrible beauty. This perception cannot be forced; beauty reveals itself to genuine observation.

### MIND - See the Ideal (Improved)
When studying something for ten minutes, you perceive what it could become at its most beautiful: the sculpture hidden in the stone, the garden hidden in the weeds, the person hidden under damage. Your consciousness envisions perfected form. What you see may or may not be achievable, but you see it truly.

### SENSE - Halt Decay (Base)
When you touch something of genuine beauty and concentrate for one minute, it stops degrading for one week. Food doesn't spoil. Bodies don't rot. Buildings don't crumble. Your conviction that beauty matters suspends entropy temporarily. Works once per object per week.

### SENSE - Make Them See Beauty (Improved)
When you draw 2-6 people's attention to something beautiful for one minute, they perceive its worth for ten minutes regardless of their aesthetic sense. The crude understand refinement. The cynical feel moved. Your conviction that this matters makes them feel it too. Lesser individuals may be permanently affected.

### HEART - Voice of Meaning (Base)
When speaking about why beauty matters to 2-12 people for five minutes, they remember that meaning exists. The despairing recall that some things are worth preserving. The nihilistic remember they care about something. Your conviction that beauty justifies existence becomes difficult to dismiss.

### HEART - Awaken the Soul (Improved)
When sharing something truly beautiful with 2-20 people for five minutes, 1-3 of them remember why they want to live. The suicidal reconsider. The despairing find hope. The numb feel something. Beauty becomes argument against surrender. GM determines who is affected. Your sharing may save lives.

### CUNNING - Find the Beauty (Base)
When searching a space for five minutes, you discover one beautiful thing that exists there but was overlooked: the perfect shell, the elegant stonework, the hidden carving, the preserved manuscript. Beauty reveals itself to those who genuinely seek it. Cannot create beauty but always finds what exists.

### CUNNING - Compose Perfection (Improved)
When creating art and working for one hour, you perceive exactly which choices produce beauty: the right word, the correct note, the proper brushstroke, the perfect gesture. Your consciousness becomes tuned to aesthetic rightness. The result may still require skill to execute, but you know what would be beautiful.

### FATE - Beauty Endures (Base)
When you create something genuinely beautiful, it survives one threat to its existence within one week. The fire somehow spares it. The vandal overlooks it. The flood doesn't reach it. Beauty has value to the universe. It wants to be preserved. Works once per created piece.

### FATE - Inspire Creation (Improved)
When others experience beauty you have created or preserved, 1-3 people are moved to create their own beauty within one week. The painting inspires poetry. The song inspires sculpture. The garden inspires architecture. Beauty multiplies. The world becomes more beautiful because you made it so. GM determines who creates and what.

---

## 14. NATURE (Hope)
**Virtuous Against:** MAMMON | **Desired By:** WRATH  
**Theme:** Wild-heart, fierce advocate for the world that grows without permission

### BODY - Primal Endurance (Base)
When in natural settings (forest, mountain, ocean, desert), your body requires half the usual food and water and no shelter for one day. The wild sustains those who belong to it. Exhaustion from exposure does not touch you. Works in genuinely wild places, not parks or gardens.

### BODY - Become the Wild (Improved)
When threatened in natural settings, your body takes on aspects of that environment for ten minutes. In forest, you move silently through undergrowth. On mountain, you climb impossible slopes. In water, you swim like the born swimmer. The wild recognizes and aids its own. Works once per natural environment per day.

### MIND - Read the Living (Base)
When observing a natural environment for five minutes, you perceive its health and needs. The forest is stressed. The river is dying. The meadow thrives. Your mind reads the land like text. Damage, disease, and imbalance announce themselves. Very subtle problems may remain hidden.

### MIND - Understand the Web (Improved)
When studying an ecosystem for one hour, you perceive the complete web of relationships: what eats what, what supports what, where the keystone species are, how energy flows. Your consciousness maps the living system. You see how change propagates. The ecology becomes legible.

### SENSE - Call the Wild (Base)
When you need aid in natural settings and call out for one minute, 1-3 native animals appear within ten minutes. They are not tame but curious and somewhat cooperative. You can request simple aid through gesture and tone. They help if helping doesn't endanger them. Works once per day.

### SENSE - Speak for the Voiceless (Improved)
When you advocate for a natural place to 2-12 people for five minutes, they feel the land's perspective for ten minutes. The forest's age. The river's patience. The mountain's permanence. Your words make them perceive the world's voice. Lesser individuals may be permanently changed in their relationship to nature.

### HEART - Voice of the Green (Base)
When speaking against harm to natural places, your words carry unusual weight for five minutes. Those listening feel genuine reluctance to proceed with destruction. Not mind control but conscience. Your conviction that nature matters makes exploitation feel like what it is. They may proceed anyway but not casually.

### HEART - Make Them Remember (Improved)
When describing what will be lost if nature is destroyed, 2-6 listeners experience genuine grief for ten minutes. The future without birdsong. The world of only stone. The silence where life was. Your words make them mourn preemptively. Very callous individuals may resist but still feel faint unease.

### CUNNING - Find the Path (Base)
When traveling through natural settings, you perceive safe routes that others miss. The game trail. The shallow ford. The stable slope. Your mind reads the land's patterns. Getting lost becomes nearly impossible. Works in genuinely wild places, not cities or farms.

### CUNNING - Turn Nature's Strength (Improved)
When facing threats in natural settings and observing for one minute, you perceive how to use the environment itself as weapon or defense. Avalanche paths. Cliff edges. Bee hives. Thorny thickets. Your understanding lets you weaponize the wild. The environment becomes ally.

### FATE - Wild Provides (Base)
When genuinely needy in natural settings, you find sustenance within one hour. Edible plants reveal themselves. Clean water appears. Shelter becomes visible. The wild cares for those who care for it. Works once per day when need is genuine.

### FATE - Nature Strikes Back (Improved)
When someone significantly harms a natural place you have claimed kinship with, the land itself retaliates within one week. Trees fall on equipment. Animals harass workers. Weather turns hostile. Disease strikes camps. The wild does not forgive desecration easily. You cannot control what happens, only that something will. Works once per major act of environmental destruction.

---

## 15. HOME (Hope)
**Virtuous Against:** LUST | **Desired By:** WRATH  
**Theme:** Hearth-keeper, fierce protector of the vulnerable and the ordinary

### BODY - Tireless Service (Base)
When caring for your household or community, your body ignores exhaustion for up to six hours. Cooking, cleaning, tending, building: the work that keeps home functioning. Your flesh serves those you shelter. Afterward, the tiredness hits all at once. Works once per day.

### BODY - Carry Them Home (Improved)
When bringing someone to safety (carrying the wounded, guiding the lost, escorting the vulnerable), your body gains strength and endurance for one hour. The burden becomes light. The distance becomes manageable. Your conviction that they belong home makes the journey possible. Works once per person per day.

### MIND - Know What's Needed (Base)
When in your home or community, you automatically perceive what needs doing. The child who needs comfort. The leak before it grows. The conflict before it erupts. Your mind tracks the thousand small needs that make life work. Genuine emergencies announce themselves immediately.

### MIND - Remember Everyone (Improved)
When meeting anyone who belongs to your extended community (hometown, neighborhood, regular visitors), you remember their names, faces, needs, and stories perfectly. Your consciousness holds space for everyone home shelters. This isn't magic but genuine care made supernatural. Works for communities up to town size.

### SENSE - Make it Safe (Base)
When you spend ten minutes making a space welcoming, it becomes noticeably safer and more comfortable for one day. Accidents become less likely. Conflicts cool. Rest comes easier. Your conviction that this is shelter makes it genuinely more sheltering. Works in spaces room-sized or smaller.

### SENSE - Consecrate Hearth (Improved)
When you claim a space as home and spend one hour preparing it, it becomes genuine sanctuary for one week. Those you invite feel safe. Those who mean harm feel unwelcome pressure. The space resists intrusion: doors stick, windows jam, paths seem to turn away. Lesser threats cannot violate your threshold. Very powerful enemies can but feel resistance.

### HEART - Voice of Belonging (Base)
When welcoming someone to your home or community for one minute, they feel genuine acceptance for one hour. The outcast feels included. The stranger feels expected. Your conviction that they belong here makes them feel it. Lesser individuals may weep with relief.

### HEART - Call Them Home (Improved)
When someone who belongs to your community is lost or far away, speak their name and your call reaches them within one day. Not voice but feeling: they know home wants them back. The pull is not compulsion but longing. They feel someone waits for them. Works once per person per week.

### CUNNING - Make Do (Base)
When resources are scarce but genuine need exists, you perceive how to stretch what you have. The food feeds more. The blankets cover everyone. The medicine lasts. Your cleverness makes scarcity into sufficiency. Not multiplication but perfect efficiency. Works once per day for household needs.

### CUNNING - Defend What's Yours (Improved)
When your home or people are threatened and you observe the threat for five minutes, you perceive its weakness and how to exploit it using what you have at hand. The makeshift weapon. The clever trap. The defensive position. Your knowledge of home becomes weapon. Home is where you know every advantage.

### FATE - Home Protects (Base)
When danger approaches your threshold, one warning manifests before it arrives. A bird calls. A dog barks. You feel a chill. The universe warns those who keep homes that someone must be protected. Works once per approaching threat.

### FATE - They Return (Improved)
When someone who belongs to your home or community has been gone dangerously long, they return alive within one week if at all possible. The lost find their way. The captured escape. The wandering remember the path. Home calls its own back. Does not guarantee safety, only return. Works once per person per absence.

---

## 16. TRADITION (Hope)
**Virtuous Against:** LUST | **Desired By:** DESPAIR  
**Theme:** Heritage-bearer, living link to ancestors and continuity

### BODY - Ritual Embodiment (Base)
When performing traditional ceremonies or practices of your culture, your body moves with inherited grace for the duration. The steps are perfect. The gestures are precise. Generations of practitioners work through your flesh. The ritual cannot be botched by physical error. Works for ceremonies you have witnessed at least once.

### BODY - Become Continuity (Improved)
When preserving ancestral ways through physical practice (crafts, dances, martial forms), your body transcends individual limitation for one hour. You perform techniques that should require more strength, endurance, or skill. Heritage flows through you. You are not alone in your body. Works once per day for traditional practices.

### MIND - Remember Always (Base)
When traditional knowledge, ceremonies, or stories are invoked, you recall them perfectly regardless of when you learned them. Heritage does not fade from memory. The old ways remain vivid and accessible. Your mind has become archive that does not degrade. Very obscure traditions may require you to have encountered them once.

### MIND - See Cycles (Improved)
When facing present situations and contemplating for ten minutes, you perceive complete historical patterns. What happened before in similar circumstances. How it ended. What worked and failed. Your consciousness encompasses generations of precedent. History speaks through you, revealing lessons your ancestors learned.

### SENSE - Invoke Ancestors (Base)
When acting according to traditional ways in moments of need, you feel genuine presence of those who came before for ten minutes. Not haunting but support. Their strength becomes somewhat available. Their wisdom somewhat accessible. The dead stand with you when you honor them. Lesser challenges may be overcome purely through this aid.

### SENSE - Channel Heritage (Improved)
When preserving traditions in moments of crisis, you become vessel for ancestral power for ten minutes. Not channeling spirits but accessing accumulated wisdom of generations. You speak with authority of centuries. Act with experience of thousands. The ancestors work through you. Very difficult tasks become achievable. Works once per day.

### HEART - Voice of Ages (Base)
When speaking of traditions to 2-12 people for five minutes, your words carry weight of time itself. They hear not just you but generations. Your conviction that old ways matter communicates through tone older than yourself. They feel the depth of heritage behind your words.

### HEART - Make Them Remember (Improved)
When invoking tradition to 2-20 people for five minutes, you awaken dormant connection to their own heritage for one hour. The modern remember they have roots. The progressive discover they care about preservation. Your voice makes them feel the chain they are part of. They become links too. 1-3 may be permanently affected.

### CUNNING - Apply Ancient Wisdom (Base)
When facing problems and contemplating for five minutes, you perceive which traditional solutions actually address this issue. Not all old ways are good but some survived because they worked. Your mind distinguishes useful tradition from mere habit. The worthy old solutions reveal themselves.

### CUNNING - Adapt Tradition (Improved)
When preserving heritage and planning for one hour, you perceive how to maintain essential truth while adapting form. Not abandoning tradition but translating it. What must stay the same and what can flex. Your cleverness keeps tradition alive through intelligent transformation rather than rigid preservation.

### FATE - Pattern Recurs (Base)
When acting according to ancestral patterns, fortune favors you once per day. The old ways survived because they worked. You position yourself where forebears stood and circumstances cooperate as they did before. History has rhythms you have learned to follow. One element succeeds where it might have failed.

### FATE - Heritage Vindicated (Improved)
When honoring traditions properly before witnesses over one week, probability recognizes the pattern and cooperates with its continuation. Ancestral wisdom proves its worth repeatedly. You step where countless others stepped and the path holds. The old ways work because they always have. Within one week, 1-3 observers adopt the tradition because they saw it succeed. GM determines who and how.

---
---



---

# PART 3: MARTIAL TREES

## MARTIAL TREES

Every martial tree is ONE ability. You buy the tree once (1 martial point)
and its ability grows automatically at each character Tier. Tier rungs are
cumulative: a Tier 3 character has the Tier 1, 2, and 3 lines. Every Tier 5
is a named **Ultimate**. Each tree also grants two Deeds: its initial deed at
Tier 1 and its ultimate deed at Tier 5.

Numbers speak the three-layer language: a hit rolls your Tier die against Vigor and
Vitality, crit range is the damage stat, and Vigor is the shield capped at Tier plus
your Heart modifier. No ability adds damage dice beyond the Tier die.

**21 Martial Trees + 6 Mystic Trees** (mystic trees are in Part 4; martial
and mystic are mutually exclusive).

---

## BODY TREES

### 1. BRAWLER (Body), Unarmed Control

**Pin Down** (Action plus passives)
Your unarmed strikes are true weapons (magical at Tier 3+) and you have
advantage on Body checks to grapple. As an action, make a contested Body
check against a creature in reach. On a success it is pinned: it cannot move,
its attacks have disadvantage, and attacks against it have advantage. Your
hits deal +Tier damage against a foe you have grabbed or pinned.

**Deed (Tier 1), Iron Grip:** *Your hands close like manacles. What you
seize, you keep.* Catch a swinging blade, snatch an arrow, clamp a fleeing
ankle.

- **Tier 2:** Enemies have disadvantage on checks to escape your grapples.
- **Tier 3:** You can grapple creatures one size larger than you. Creatures
  you have pinned cannot regain Vigor.
- **Tier 4:** +1 crit range with unarmed strikes, and +1 AC while unarmed.
- **Tier 5 (Ultimate), Ground and Pound:** You can grapple creatures of any
  size. As an action (2 Stamina), make two unarmed strikes against a creature
  that is pinned or prone. The round you use it, your hits against a grabbed
  or pinned foe roll an extra Tier die.

**Ultimate Deed (Tier 5), Spine Breaker:** *Some holds aren't meant to
escape.* Twist, wrench, and break. A joint bends the wrong way. A bone gives.
They remember this hold forever.

### 2. BERSERKER (Body), Rage Warrior

**Rage** (Maneuver, 1 Stamina)
You rage for one minute: +1 crit range on melee attacks, +10 feet speed, and
your Body modifier as a penalty to AC. Rage continues automatically while you
attack each turn.

**Deed (Tier 1), Blood Surge:** *Pain becomes fuel. Every wound feeds the
fire.* When you should fall, you rise. One more action. One more strike.

- **Tier 2:** While raging you have advantage on Body saves.
- **Tier 3:** While raging, when you lose 1 Vitality, regain 1 Vigor.
- **Tier 4:** Rage costs 0 Stamina. When you drop an enemy while raging,
  regain 1 Vigor.
- **Tier 5 (Ultimate), Death Frenzy:** Once per rage (3 Stamina): until your
  next turn, your melee hits roll an extra Tier die, but hits against you
  deal +1 Vitality.

**Ultimate Deed (Tier 5), Terrifying Presence:** *Your rage becomes a
physical force.* The weak flee. The brave hesitate. Your fury radiates
outward, breaking morale and freezing hearts.

### 3. WRESTLER (Body), Advanced Grappling

**Takedown** (Maneuver plus passives)
You have advantage on Body checks to grapple and to escape grapples. As a
maneuver, make a contested Body check: on a success the target is knocked
prone and pinned. While you have a creature pinned, you may use your action
to **Throw** it 10 feet: it loses 1 Vitality and lands prone. Your hits deal
+Tier damage against a foe you have grabbed or knocked prone.

**Deed (Tier 1), Earth Shaker:** *You take them down so hard the ground
remembers.* Put them through a wall, into their ally, off the ledge. The
impact has consequences.

- **Tier 2:** Enemies have disadvantage on checks to escape you. Throw
  distance becomes 15 feet.
- **Tier 3:** You can grapple creatures one size larger. A creature thrown
  into a hard surface or another creature takes +1 Vitality, and a struck
  creature must make a Body save or fall prone.
- **Tier 4:** You can move at half speed while pinning a creature.
- **Tier 5 (Ultimate), Stunning Throw:** You can grapple creatures of any
  size. When you Throw (2 Stamina), the creature is also stunned until the
  end of its next turn.

**Ultimate Deed (Tier 5), Piledriver:** *Head first into the stone.* The
ultimate finishing throw. You leap, you twist, and they land on their head
from height. The impact is final. The round you use it, your hits against a
grabbed foe roll an extra Tier die.

### 4. GUARDIAN (Body), Shield Defender

**Interpose** (Reaction, 1 Stamina, plus passives)
You gain +1 AC while wielding a shield, and your shield is a weapon. When an
ally within 5 feet is hit, you may grant them +4 AC against that attack,
which can turn it into a miss.

**Deed (Tier 1), Unbreakable Wall:** *Behind you, they are safe. Before you,
nothing passes.* Plant yourself. You are the wall.

- **Tier 2:** Interpose reaches allies within 10 feet.
- **Tier 3:** When your Interpose turns a hit into a miss, the attacker must
  make a Body save or be knocked prone.
- **Tier 4:** Your shield bonus becomes +2 AC. Interpose costs 0 Stamina.
- **Tier 5 (Ultimate), Punishing Guard:** You can Interpose twice per round.
  When it turns a hit into a miss, immediately make a free shield strike
  against the attacker if they are in reach.

**Ultimate Deed (Tier 5), Impossible Interception:** *Distance means nothing
to a guardian's oath.* Intercept an attack meant for someone across the room.
Appear between arrow and ally.

### 5. TITAN (Body), Two-Handed Devastation

**Sweeping Strike** (Action plus passives)
You gain +1 crit range with two-handed weapons. As an
action, attack two enemies within 5 feet of each other, rolling each attack
at disadvantage. Requires a two-handed weapon.

**Deed (Tier 1), Sundering Blow:** *What your weapon strikes, breaks. Not
wounds. Breaks.* Doors, shields, columns. The break is absolute.

- **Tier 2:** Sweeping Strike no longer has disadvantage.
- **Tier 3, Unstoppable Advance (Passive):** When you drop an enemy with a two-handed weapon, move 10 feet
  without provoking.
- **Tier 4:** Sweeping Strike can hit three enemies.
- **Tier 5 (Ultimate), Earthshaker:** As an action (2 Stamina), strike the
  ground: all enemies within 10 feet make a Body save or take 6 damage and
  fall prone; on a success they stay standing and are unharmed. The round you
  use it, your hits roll an extra Tier die.

**Ultimate Deed (Tier 5), Cleaving Arc:** *One swing. Many fall.* Your weapon
carves through everything in its path. The arc doesn't stop until you do.

### 6. GLADIATOR (Body), Arena Fighter

**Showboat** (Maneuver plus passives)
You have advantage on attacks against creatures larger than you or of higher
level than you. As a maneuver, choose one enemy within 30 feet that can see
you: it must make a Heart save or have disadvantage on attacks until your
next turn.

**Deed (Tier 1), Crowd's Champion:** *The audience demands a spectacle. You
deliver.* Do something theatrical enough and reality plays along.

- **Tier 2:** Showboat targets two enemies.
- **Tier 3, Crowd Goes Wild (Passive):** When you score a critical hit or
  drop an enemy, allies within 30 feet gain advantage on their next attack.
  Your crit range improves by 1.
- **Tier 4:** An enemy that fails its Showboat save can target only you until
  your next turn.
- **Tier 5 (Ultimate), Death or Glory:** As an action (2 Stamina), make an
  attack that rolls one extra Tier die on a hit, and all allies within 30
  feet regain 1 Vigor. On a miss you fall prone and every adjacent enemy may
  immediately make an opportunity attack against you.

**Ultimate Deed (Tier 5), The Arena Answers:** *The environment fights for
you.* The chandelier falls. The pillar topples. When you're the star, the
stage itself conspires in your favor.

---

## MIND TREES

### 7. SWORDMASTER (Mind), Tactical Duelist

**Precision Strike** (Passive suite)
You gain +1 AC while wielding a one-handed melee weapon with no shield. When
you hit with a melee attack, you may move 5 feet without provoking. Your crit
range improves by 1.

**Deed (Tier 1), Perfect Cut:** *One stroke. One moment. One outcome.* The
blade finds exactly what you need: the gap in armor, the thread, the strap.

- **Tier 2:** Once per round, when you hit, also strip 1 Vigor from the
  target.
- **Tier 3:** You cannot be flanked. When an enemy misses you in melee, you
  may move 5 feet without provoking.
- **Tier 4:** After your precision strip triggers, you may move 10 feet
  instead of 5.
- **Tier 5 (Ultimate), Flowing Strike:** When you drop an enemy, immediately
  make one attack against another enemy in reach (once per round). Enemies
  you hit have disadvantage on their next attack against you.

**Ultimate Deed (Tier 5), Dance of Steel:** *You flow through them like
water.* One cut leads to another. Enemy to enemy. Poetry in violence. The
round you use it, your hits roll an extra Tier die.

### 8. TACTICIAN (Mind), Battlefield Support

**Assist** (Reaction)
When an ally within 30 feet makes an attack roll, add your Mind die to it.

**Deed (Tier 1), Battlefield Clarity:** *You see the whole board. Every
piece. Every possibility.* Give one perfect command and your insight becomes
reality.

- **Tier 2:** Assist can also be used on an ally's saving throw.
- **Tier 3:** When an attack you Assisted hits, it also strips 1 Vigor.
- **Tier 4:** You may Assist twice per round.
- **Tier 5 (Ultimate), Seize Initiative:** Once per combat (3 Stamina), when
  initiative is rolled, you and all allies within 30 feet act in any order
  you choose this round.

**Ultimate Deed (Tier 5), Masterstroke:** *You see the path to victory.* The
entire battle lays out before you. Give one command that accounts for
everything.

### 9. ALCHEMIST (Mind), Combat Alchemy

**Synthesize** (Action)
Create and immediately use any alchemical item of Tier 1. The item cannot be
saved for later. Your thrown alchemical items have 60 feet range. Alchemical
damage and healing follow the Magic Conversion table (Part 4).

**Deed (Tier 1), Volatile Genius:** *Sometimes the best formula is
improvisation.* Mix what shouldn't be mixed. Spectacular, unpredictable,
unrepeatable.

- **Tier 2:** Synthesize Tier 2 items. **Share Dose:** a potion or oil you
  use on yourself also affects one adjacent ally.
- **Tier 3:** Synthesize Tier 3 items. Your area items gain +10 feet radius.
- **Tier 4:** Synthesize Tier 4 items. You can use non-damaging items as a
  reaction for 1 Stamina.
- **Tier 5 (Ultimate), Chain Reaction:** Synthesize Tier 5 items. Once per
  combat, synthesize and use two different items with one action.

**Ultimate Deed (Tier 5), Philosopher's Gambit:** *The impossible mixture.*
Combine things no formula allows. Once. Spectacular and probably
unrepeatable.

---

## SENSE TREES

### 10. SHIFTER (Sense), Primal Warrior

**Beast Form** (Passive suite)
You have magical natural weapons. In the first tactical phase, choose an
aspect for the combat: Bear +2 Body, Cat +2 Cunning, Wolf +2 Heart, Owl
+2 Mind, Badger +2 Sense. While in Beast Form, your natural-weapon hits deal
+Tier damage.

**Deed (Tier 1), Primal Surge:** *The beast within answers when you need it
most.* Claws to climb, gills to breathe, fangs to bite. The shift fades when
the need passes.

- **Tier 2:** Your form grants a mastery: **Bear**, once per round when an
  adjacent enemy misses you, strip 1 of its Vigor or bank your Body die
  against it (as the Body rule); **Cat**, you cannot be flanked; **Wolf**,
  +1 to hit enemies adjacent to your allies; **Owl**, enemies acting after
  you in the round have disadvantage on ranged attacks against you;
  **Badger**, when a melee attack misses you, the attacker's next attack has
  disadvantage.
- **Tier 3:** +1 crit range with natural weapons. Once per round you may
  change your aspect without spending your action.
- **Tier 4:** **Bestial Maneuver** (Maneuver, 1 Stamina): Bear makes a
  pinning attempt, Cat moves 10 feet without provoking, Wolf gains advantage
  on its next attack against a flanked enemy, Owl adds its Mind die to an
  ally's initiative, Badger regains 1 Vigor.
- **Tier 5 (Ultimate), Full Transformation:** As a maneuver (2 Stamina), for
  one round your aspect bonus becomes +4 and your natural weapon attacks have
  advantage.

**Ultimate Deed (Tier 5), Perfect Form:** *Become exactly what you need to
be.* Full transformation for a single instant. Wings to cross the gap. The
perfect predator for this exact prey.

### 11. ASPECT WARRIOR (Sense), Primal Channeler

**Channel Aspect** (Passive suite, uses the Druid Attunement system)
At the start of combat choose one aspect, active until combat ends: **Stone**
+1 AC; **Flame** your hits deal 1 extra Vigor damage; **Wind** +10 feet speed;
**Beast** +1 to attack rolls. Each round an aspect is active you gain +1
Attunement in it; at 6+ make Claiming checks per the Druid rules. Discord:
while attuned to more than one aspect, take -2 on Claiming checks per extra
aspect and gain +1 crit range while two or more aspects are active.

**Deed (Tier 1), Nature's Claim:** *The wild answers to those who protect
it.* Roots grasp, stone shifts, wind howls. Not summoned. Commanded.

- **Tier 2:** New aspects: **Tide**, move through enemy spaces freely;
  **Root**, you cannot be knocked prone, grappled, or restrained.
- **Tier 3:** Two aspects may be active at once.
- **Tier 4:** Aspects improve: Stone +2 AC; Flame also +1 crit range; Wind
  +15 feet and ignore opportunity attacks; Beast +2 to attack; Tide, enemies
  you pass through take 1 Vigor damage once per round each; Root, roll your
  Heart die twice for Vigor regen and keep the best.
- **Tier 5 (Ultimate), Elemental Burst:** Three aspects at once, and the
  **Star** aspect unlocks: advantage on all saving throws. As an action
  (2 Stamina): enemies within 15 feet make a Body save or take 6 damage;
  gain +3 Attunement in each active aspect and make a Claiming check.

**Ultimate Deed (Tier 5), Avatar State:** *All aspects at once. All power.
All risk.* Stone, flame, wind, tide, root, beast, star. All channels open.
The world shakes.

### 12. STALWART (Sense), Unbreakable Willpower

**Sheer Determination** (Reaction, 1 Stamina, plus passives)
You are immune to fear while conscious and have advantage on Sense saves.
Once per combat, when you would take the wound that drops you, stay standing:
negate it.

**Deed (Tier 1), Immovable:** *They cannot move what refuses to move.* The
giant's swing meets a wall. You are the fixed point around which chaos
swirls.

- **Tier 2:** Also immune to charm. When Sheer Determination triggers, regain
  1 Vigor.
- **Tier 3:** Also immune to stun. Sheer Determination works twice per
  combat.
- **Tier 4:** Once per combat, negate one incoming hit entirely (see Deny
  the Blow).
- **Tier 5 (Ultimate), Refuse Death:** Also immune to paralysis, and Deny
  the Blow works twice per combat. Once per day (3 Stamina), when you
  would die, clear one wound and stand up.

**Ultimate Deed (Tier 5), Absolute Will:** *Reality suggests you should fail.
You disagree.* Refuse something that should be inevitable. Your will
overrides what should happen.

---

## HEART TREES

### 13. COMMANDER (Heart), Inspiring Leader

**Inspiring Presence** (Passive aura plus Maneuver)
Allies within 30 feet who can see or hear you gain +1 to morale checks. As a
maneuver, **Direct**: one ally within 30 feet uses their reaction to move 10
feet, make one weapon attack, or both.

**Deed (Tier 1), Rallying Cry:** *Your voice carries the weight of legends.*
Broken lines reform. Fleeing allies turn. When a Commander speaks, the battle
listens.

- **Tier 2:** The aura also grants +1 to hit.
- **Tier 3:** **Rally** (Action, 1 Stamina): allies within 30 feet regain
  1 Vigor.
- **Tier 4:** Allies within 5 feet are immune to fear, and your Rally also
  lets each ally reroll their next failed save this round.
- **Tier 5 (Ultimate), Coordinated Assault:** Once per combat (3 Stamina), as
  an action choose one enemy: up to three allies immediately use their
  reactions to attack it.

**Ultimate Deed (Tier 5), Legend's Call:** *Your words make the impossible
happen.* The dying friend stands. The broken line reforms. The impossible
charge succeeds because you said it would.

### 14. CHAMPION (Heart), Honorable Duelist

**Challenge** (Reaction, plus a passive): When an enemy within 30 feet starts
its turn, you may challenge it: it makes a Heart save or can target only you
until the end of its next turn. You also gain +1 to hit while exactly one
enemy is within 5 feet of you (single combat).

**Deed (Tier 1), Marked Prey:** *This one is yours. Everyone knows it.* Lock
eyes with a single enemy. They cannot ignore you. They cannot flee you.
Between you and your mark, nothing else exists. While your Mark or Challenge
is on a foe, your hits against it deal +Tier damage.

- **Tier 2:** On a failed Challenge save you also have advantage on attacks
  against it.
- **Tier 3:** Your single-combat bonus rises to +2 to hit. A challenged enemy
  cannot willingly move away from you.
- **Tier 4, Mark (Passive):** An enemy that fails its Challenge save is
  marked for the whole combat: it cannot willingly leave your reach, it has
  disadvantage on attacks against anyone but you, and you have advantage on
  attacks against it.
- **Tier 5 (Ultimate), Irresistible Challenge (Passive):** Your Challenge
  needs no save against enemies of your level or lower. When you drop a
  marked enemy, remove 1 of your wounds.

**Ultimate Deed (Tier 5), The Only Enemy:** *Between you, nothing else
exists.* The world fades. Only you and your opponent remain. The duel
transcends the battle. The round you use it, your hits against your marked
foe roll an extra Tier die.

### 15. PALADIN (Heart), Holy Warrior

**Divine Smite** (Passive)
Once per turn when you hit with a melee attack, the hit deals +Tier damage. Your crit range improves by 1 against profane creatures.

**Deed (Tier 1), Divine Moment:** *For one heartbeat, you are the instrument
of something greater.* Light erupts. Darkness recoils. Purify, banish,
terrify, or absolve.

- **Tier 2:** **Lay on Hands** (Maneuver, 1 Stamina): touch a creature and
  choose one: it regains 2 Vitality, or you refill its Vigor to full (up to
  its cap). It heals no wounds.
- **Tier 3:** Once per combat, your smite deals +1 additional Vitality
  against any target, for +2 total on that hit.
- **Tier 4 (Passive), Aura of Devotion:** You are immune to disease, and
  allies within 5 feet have advantage on saves against fear and charm while
  they stay near you.
- **Tier 5 (Ultimate), Smiting Judgment** (Action, 3 Stamina): When you
  smite a profane creature of your level or lower, it must make a Heart
  save or be destroyed.

**Ultimate Deed (Tier 5), Avatar of Judgment:** *For one moment, you ARE the
divine.* Your eyes glow. Your voice thunders. Lesser beings fall to their
knees.

---

## CUNNING TREES

### 16. ASSASSIN (Cunning), Precision Striker

**Sneak Attack** (Passive)
While you have advantage on an attack or the target is surprised, your crit
range improves by 1.

**Deed (Tier 1), Killing Stroke:** *The death that was always waiting.* A
turned back. A dropped guard. Your strike lands exactly where it does the
most damage.

- **Tier 2:** Your attacks ignore Vigor against surprised targets.
- **Tier 3:** The sneak crit bonus becomes +2. **Study Target** (Action,
  2 Stamina): choose an enemy; your next hit against it this combat is
  automatically a critical hit.
- **Tier 4:** ALL your attacks ignore Vigor entirely.
- **Tier 5 (Ultimate), Death Strike:** When you hit a surprised enemy of your
  level or lower (3 Stamina), it must make a Body save or die.

**Ultimate Deed (Tier 5), No Witnesses:** *The perfect kill is the one no one
sees.* Silence the target before they scream. The assassination never
happened.

### 17. SKIRMISHER (Cunning), Mobile Fighter

**Hit and Run** (Passive suite)
You gain +5 feet speed. When you hit with an attack, you may move 5 feet
without provoking. Each of your hits strips 1 extra Vigor from the target.

**Deed (Tier 1), Ghost Step:** *You were there. Now you're not. Simple.*
Between two guards. Past a closing door. Out of the explosion.

- **Tier 2:** Opportunity attacks against you have disadvantage.
- **Tier 3:** +5 feet speed (total +10) and you ignore difficult terrain.
  **Evasive Maneuver** (Reaction, 1 Stamina): when an attack hits you, move
  up to 15 feet without provoking.
- **Tier 4:** When you move 20+ feet before attacking, gain +1 to hit and
  your hit strips 1 extra Vigor.
- **Tier 5 (Ultimate), Devastating Charge** (Passive): When you move 20+ feet
  before attacking, you may also make one attack against a different enemy
  you passed during that movement (once per round).

**Ultimate Deed (Tier 5), Everywhere and Nowhere:** *They can't hit what they
can't track.* They swing at afterimages. You strike from angles that
shouldn't exist.

### 18. OPPORTUNIST (Cunning), Reactive Striker

**Punish Openings** (Passive suite)
Your opportunity attacks also trigger when an enemy within your reach attacks
one of your allies, or moves within your reach, in addition to the normal
leaving-your-reach trigger. When you are out of reactions, you may spend
1 Stamina to make an opportunity attack anyway. Your hits deal +Tier damage
against a foe that is prone, flanked, off-guard, or that just provoked an
opportunity attack.

**Deed (Tier 1), Perfect Opening:** *Every mistake is a gift. You never
refuse gifts.* See an opening that doesn't exist yet, and create it.

- **Tier 2:** You have 2 reactions per round.
- **Tier 3:** Your reach increases by 5 feet.
- **Tier 4, Chain Opening (Reaction):** Enemies hit by your opportunity
  attacks have their speed reduced to 0 until the end of their turn. When
  one of your opportunity attacks hits, you may make another opportunity
  attack against a different enemy in reach; this follow-up costs a
  reaction, or 1 Stamina if you are out of reactions.
- **Tier 5 (Ultimate), Max Reflexes (Maneuver, 3 Stamina):** You have 3
  reactions per round. As a maneuver (3 Stamina), your opportunity attacks
  cost no reactions this round.

**Ultimate Deed (Tier 5), Turn Everything Against Them:** *Their action
becomes your advantage.* The swing becomes your parry. The charge becomes
your trip. Whatever they do, it works out for you.

---

## FATE TREES

### 19. FORTUNATE (Fate), Luck Manipulator

**Fortune's Favor** (Passive suite)
When you roll a natural 1 on an attack, reroll it. When you score a critical
hit, regain 1 Stamina.

**Deed (Tier 1), Impossible Luck:** *Coincidence is just fate pretending to
be random.* The chandelier falls. The floor gives way. It just happened.

- **Tier 2:** **Bend Luck** (Reaction, 2 Stamina, once per round): turn your
  miss into a hit, or a hit against you into a miss.
- **Tier 3:** +1 crit range. You have advantage on initiative.
- **Tier 4:** When you spend Fate to reroll and the new roll is a critical,
  it deals +1 Vitality.
- **Tier 5 (Ultimate), Twist of Fate:** (Action) Once per combat (2 Stamina),
  choose one this round: all saves your allies make have advantage, or all
  saves enemies make have disadvantage.

**Ultimate Deed (Tier 5), Retroactive Fortune:** *It turns out that already
happened differently.* The poison you drank was actually the antidote.
Rewrite what just occurred. It was always lucky.

### 20. DESTINED (Fate), Unkillable Hero

**Fate Intervenes** (Reaction, 1 Stamina, plus passives)
While dying, your d20 rolls succeed on 19-20. Once per combat, when you would
take the wound that drops you, negate it.

**Deed (Tier 1), Fate's Mandate:** *What is meant to happen will happen.* The
blow that should kill misses. The rope holds. The story was always going this
way.

- **Tier 2:** When Fate Intervenes triggers, regain Vigor up to your cap.
- **Tier 3:** When you would die, you survive instead and fall
  unconscious.
- **Tier 4:** You are immune to instant death effects. **Inevitable**
  (Maneuver, 1 Stamina): your next attack this turn automatically hits (no
  roll, so no critical).
- **Tier 5 (Ultimate), Death Denied:** Passive. If you die in combat, you
  return to life one day later with 1 Vitality, as long as your corpse
  remains intact.

**Ultimate Deed (Tier 5), Rewrite Destiny:** *Change someone else's fate.*
The ally who was destined to die survives. Reach out and alter another's
thread.

### 21. INQUISITOR (Fate), Bane of Profane

**Holy Wrath** (Passive plus Action)
You gain +1 crit range against profane creatures. Once per turn when you hit
a profane creature, it must make a Fate save or be unable to approach you and
have disadvantage on attacks against you until the end of its next turn.

**Deed (Tier 1), Banishment:** *Profane things do not belong in this world.
You remind them.* A ghost recoils. A demon flinches. The undead remember what
death means.

- **Tier 2:** **Turn Profane** (Action, 2 Stamina): profane creatures within
  30 feet make a Fate save or flee for 1 minute; creatures above your level
  have advantage on the save.
- **Tier 3:** Creatures that fail your Turn Profane also lose 3 Vitality.
- **Tier 4:** The crit bonus becomes +2 against profane creatures, and your
  weapons count as magical against them. Creatures that fail Turn Profane by
  5+ are destroyed if they are half your level or lower.
- **Tier 5 (Ultimate), Consecrate Ground:** As an action (3 Stamina), create
  a 30-foot zone centered on you for 3 rounds: profane creatures inside have
  disadvantage on attacks and cannot regain Vigor.

**Ultimate Deed (Tier 5), Divine Judgment:** *Pronounce sentence on the
abomination.* Speak the creature's doom. Lesser profane beings are destroyed.
Greater ones know true fear.

---
# PART 4: MYSTIC TREES

## MAGIC UNDER THE WOUNDS SYSTEM

The spell, prayer, litany, jutsu, and discipline entries in this book are
written natively in the three-layer currency (Vigor -> Vitality -> wounds).
This is the design standard they follow, and the conversion reference for
anything you import from other KING material:

### Spell Damage (flat points by SPELL tier)

A damaging effect deals **flat Damage equal to the SPELL's tier** on a
failed save, and **1 Vigor damage** on a successful save (unless the effect
says otherwise). Save DC is the tier DC (11/13/15/17/19). No damage rolls.

| Spell Tier | Failed save | Successful save |
|------------|-------------|-----------------|
| 1 | 1 Damage | 1 Vigor damage |
| 2 | 2 Damage | 1 Vigor damage |
| 3 | 3 Damage | 1 Vigor damage |
| 4 | 4 Damage | 1 Vigor damage |
| 5 | 5 Damage | 1 Vigor damage |

- **Area effects deal their full tier to EACH target.** The area is already
  priced by the spell's stamina cost; do not discount the number.
- Effects written as **Vigor damage** affect Vigor only, never Vitality,
  never wounds. Against Minors that is simply damage: their whole pool is
  Vigor, which makes Vigor-damage AoEs the mook-clearers.
- Per-tier riders and conditions on individual spells stay as written; only
  the base harm number follows this table.
- Prayers use their stack count as the tier. Alchemical items use item
  tier. Psion disciplines use discipline tier.

### Healing

- A healing effect **heals points of Vitality equal to its tier** (Lay on
  Hands, a Tier 2 grant, heals 2 Vitality on touch).
- "Refill Vigor to cap" effects: unchanged.
- Effects that name mending flesh and bone: **remove 1 wound** -
  literally: remove one of the target's active lasting injuries (the GM or
  player picks which).
- Revival and resurrection effects: unchanged.
- Effects that reduced **maximum Vitality**: reduce maximum Vitality by 1
  (it recovers when the effect ends).

### Everything Else

- "X Vitality" barriers, summons, and constructs: give them Minor pools
  by Tier (Part 7B): flimsy = Tier 1, sturdy = Tier 2, fortress = Tier 4.
- Damage over time: 1 Vigor damage per round; Vitality only on a
  failed save when first applied.
- Self-damage costs ("take X damage"): lose 1 Vigor, or 1 Vitality if the
  listed number exceeded 10.
- Save DCs: always the caster's tier DC (11/13/15/17/19).

---

> **IMPORTANT:** Martial Trees and Mystic Trees are **mutually exclusive**. You must choose one path.
>
> - Each Mystic ability costs **1 martial point + 1 skill point**
> - This leaves only **1 skill point per level** for Skill Trees (compared to 2 for martial characters)
> - **Skill Trees** are available to both martial and mystic characters

### **MYSTIC STRUCTURE:**

All 6 Mystics follow the same point structure but have completely different mechanics:

**12 Abilities:** 1 martial + 1 skill point each (12 martial + 12 skill total)
**3 Ultimates:** FREE choices at 4, 8, and 12 abilities
**At Level 10:** 12 martial + 20 skill points available


**MYSTIC SCALING:**
Each Mystic uses their **Mystic level** (abilities purchased in that tree, 1-12) for their mystic abilities, unless otherwise specified.
---


## MARTIAL ARTIST (Body)

**Core Fantasy:** You've touched something beyond mere training: the architecture of combat itself. Where others learn techniques, you've learned to improvise them. Your body is a weapon that adapts, your mind sees openings before they exist, and you master the secrets of every fighting style you witness.

**What Makes a Martial Artist:**
- Jutsus are NOT spells. Unaffected by anti-magic, can't be dispelled
- You don't cast. You *execute*, pulling power from perfect body-mind unity
- You master deeds from other martial trees and make them your own
- Each jutsu is vast. GM determines specifics based on your intent

**SPONTANEOUS EXECUTION (Martial Artist Unique Ability):**
Unlike other martial characters who rely on specific techniques, **martial artists do not declare**. On your turn, you simply execute whatever jutsu you choose. This represents the instantaneous, reactive nature of true mastery. It comes from within, requiring no preparation or focusing ritual.

- **No tactical phase declaration required**
- **Choose your jutsu and tier when you act**
- **Can react to battlefield conditions as they unfold**
- **Cannot be predicted by enemies**

This makes martial artists uniquely flexible but also means they cannot benefit from coordinated planning the way declared abilities can.

**Primary Stat:** Body
**Stamina Pool:** See core Stamina rules. Martial Artist uses Body as primary stat.
**Martial Artist Level:** Number of Martial Artist abilities purchased (1-12)

---

### THE THREE PATHS

Each Martial Artist ability grants **passives** plus **1 Mastered Deed** (always) and your choice of **either a Jutsu OR a Primal Spell**:

| Path | What You Get |
|------|--------------|
| **Mastered Deed** | Master one deed from any martial tree. Give it a unique name. Always gained. |
| **Jutsu** | Learn one jutsu from the 6 Jutsu categories below. Choose this OR Primal Spell. |
| **Primal Spell** | Learn one spell from the Primal (Druid) spell list. Cast using Body instead of Sense. Choose this OR Jutsu. |

**Note:** Foundation of Iron (your first ability) grants all three as an exception.

---

### JUTSUS

Jutsus are broad martial capabilities with 5 tiers. All tiers are available from the start. Higher tiers are harder but nothing stops you from attempting Tier 5 at level 1.

**Execution:** Roll Body dice + Tier dice, needing [Jutsu Tier] successes. Success: Free. Failure: Works, but costs stamina equal to tier.

**Stamina & Exhaustion:**
- **Have stamina (1+):** Roll normally. Failure costs stamina equal to tier.
- **Out of stamina (0):** Can still execute. Failure causes exhaustion.
- **Already exhausted:** Roll at disadvantage. Failure means instant death.

**Reaction Execute:** Spend 2 stamina to execute as a reaction.

---

### PRIMAL SPELLS

Martial Artists who walk the primal path learn druid magic, channeling nature through their body rather than their will.

**Improvised Casting:** Like jutsus, spells are cast on your turn without declaration. Ability Test (d20 + Body die + Tier vs DC). Success: Free. Failure: Spend stamina equal to tier to succeed, or spell fails.

**Spell Access:** You can only learn spells with tier ≤ your Tier.

---

### MASTERED DEEDS

Master deeds from other martial trees and make them your own. Give each a unique name that fits your style.

**Examples:**
- "Iron Mountain Throw" (from Wrestler's Earth Shaker)
- "Void Step Strike" (from Skirmisher's Ghost Step)
- "Dragon's Crushing Palm" (from Grappler's Spine Breaker)
- "Phoenix Rising Fist" (from Berserker's Blood Surge)

---

### THE 6 JUTSUS

Each jutsu is a broad martial capability that scales with your power. You know all six from the moment you begin training. The question is not which techniques you have, but how deeply you've mastered them.

Outside combat, these jutsus transform you from fighter to something else entirely. A master of Iron Body can survive environmental hazards, endure torture, and demonstrate feats of endurance that inspire legends. A master of Piercing Eye can read people, anticipate danger, and see through deception. The jutsus are tools, and tools work whether or not fists are flying.

---

#### **1. IRON BODY (Hardening)**

You have learned to channel force through your body: where it enters, where it pools, where it exits. Your flesh remembers stone.

**Tier 1 (Free):** Toughen skin. Gain +2 AC for one round.

**Tier 2 (Reaction):** Reduce damage from one attack by half.

**Tier 3 (Free):** Ignore one condition (stunned, paralyzed, poisoned, frightened).

**Tier 4 (Action):** Remove 1 of your wounds. Wounds close visibly.

**Tier 5 (Action):** Become invulnerable for 1 round. Attacks land but do nothing.

**Outside combat:** Survive falls, resist torture, endure environmental hazards, demonstrate impossible feats of endurance.

---

#### **2. SWIFT WIND (Movement)**

Your feet find surfaces that shouldn't hold you. Your body moves faster than thought allows. Physics suggests limits; you respectfully decline.

**Tier 1 (Free):** Gain +15 feet movement this round.

**Tier 2 (Free):** Walk on water, walls, or ceilings for 1 round.

**Tier 3 (Move):** Teleport up to 30 feet to a location you can see.

**Tier 4 (Action):** Take two actions this round. You exist in overlapping moments.

**Tier 5 (Action):** Become incorporeal for 1 round. Pass through solid matter.

**Outside combat:** Run across rooftops, traverse impossible terrain, escape any pursuit, scout ahead instantaneously.

---

#### **3. STRIKING THUNDER (Offense)**

You strike the space between thought and action. Your fists carry the weight of mountains, the precision of needles, the finality of death.

**Tier 1 (Free):** Your next unarmed strike deals and the target loses 1 Vigor.

**Tier 2 (Free):** After hitting, target saves or is dazed (move OR action only).

**Tier 3 (Free):** After hitting, target saves or is stunned for 1 round.

**Tier 4 (Free):** Strike deals 1 extra Vitality on hit, on top of your rolled damage. Target save negates the extra.

**Tier 5 (Free):** After hitting a creature of your level or lower, they save or die instantly.

**Outside combat:** Break objects precisely, strike pressure points for healing, demonstrate power that ends fights before they begin.

---

#### **4. FLOWING WATER (Defense)**

Your hands read the air like water. Attacks announce themselves before they arrive. You simply reach up and suggest they land elsewhere.

**Tier 1 (Reaction):** Negate 1 Vitality from a ranged attack; roll your Body die, and on a 5+ you catch the projectile.

**Tier 2 (Reaction):** Redirect one attack to a different target within 5 feet.

**Tier 3 (Reaction):** Catch and return a ranged attack at the attacker.

**Tier 4 (Reaction):** Counter a melee attack with an immediate unarmed strike.

**Tier 5 (Reaction):** Turn an enemy's attack fully against them. They take their own damage.

**Outside combat:** Catch thrown objects, deflect falling debris, sense incoming danger through air displacement.

---

#### **5. HIDDEN SHADOW (Stealth)**

You have learned that shadows are not absences but presences, doorways for those who know how to step sideways. You are there, and then you're not.

**Tier 1 (Free):** Blend into shadows. Advantage on stealth, disadvantage to spot you in dim light.

**Tier 2 (Free):** Vanish from sight for 1 round. Attacking breaks the effect.

**Tier 3 (Move):** Teleport between shadows within 60 feet.

**Tier 4 (Action):** Become invisible for your level in rounds. True invisibility.

**Tier 5 (Action):** Exist partially outside reality for 1 minute. +4 AC, advantage on saves, can't be targeted by sight.

**Outside combat:** Pass unseen, escape any cage, infiltrate anywhere, disappear when conversations turn dangerous.

---

#### **6. PIERCING EYE (Awareness)**

You've learned to see without eyes, know without being told. Your mind perceives what your body never could.

**Tier 1 (Free):** Sense hidden creatures within 30 feet.

**Tier 2 (Free):** Read a target's next combat action.

**Tier 3 (Free):** Cannot be surprised. Danger sense activates automatically.

**Tier 4 (Free):** See through illusions, detect lies automatically, recognize disguises.

**Tier 5 (Action):** Glimpse the next minute of combat. Ask the GM one yes/no question about what will happen.

**Outside combat:** Investigate crime scenes, verify truth, anticipate danger, read intentions and motives.

---

### MARTIAL ARTIST ABILITIES (12 Total)

**Choose abilities in any order. Requirements listed where applicable.**

Each ability grants **passives** plus **1 Mastered Deed** (always) and **choose 1 of 2**: Primal Spell OR Jutsu.

---

### **1. FOUNDATION OF IRON** (Initial - 1m + 1s)

The training begins. You have learned to feel the flow of force through your body.

**Required:** Must be your first Martial Artist ability.

**Passive:**
- **Passive:** Unarmed strikes count as magical weapons; +1 crit range at Tier 3, +2 at Tier 5.
- **Passive:** While unarmored or in light armor, you may use your Body modifier in place of Sense for AC.

**Gain All Three:** 1 Primal Spell + 1 Jutsu + 1 Mastered Deed

---

### **2. IRON PALM** (1m + 1s)

Your palm becomes a forge hammer. Solid things remember they were always meant to break.

**Passive:**
- Unarmed strikes deal +1 Vitality to objects
- Advantage when attacking objects or structures

**Gain:** 1 Mastered Deed + choose 1: Primal Spell OR Jutsu

---

### **3. SWIFT FEET** (1m + 1s)

You move like something hunting. Your footsteps make less noise than they should.

**Passive:**
- +10 feet movement speed
- Advantage on Body checks to jump

**Gain:** 1 Mastered Deed + choose 1: Primal Spell OR Jutsu

---

### **4. HARDENED BODY** (1m + 1s)

Your skin looks normal but feels subtly wrong, too dense, like touching a statue made of warm stone.

**Passive:**
- **Passive:** +1 AC when unarmored or in light armor.
- **Passive:** Once per combat, negate one wound.

**Gain:** 1 Mastered Deed + choose 1: Primal Spell OR Jutsu

---

### **5. CENTERED MIND** (1m + 1s)

Your mind has walked through darkness. Lesser influences find no purchase in its depths.

**Passive:**
- Advantage on saves vs charm, fear, and mind control
- Cannot be surprised while conscious

**Gain:** 1 Mastered Deed + choose 1: Primal Spell OR Jutsu

---

### **6. FLOWING STANCE** (1m + 1s)

You stand where you choose to stand. Wind, water, and enemy hands find no purchase.

**Passive:**
- **Passive:** When you succeed on a saving throw, you may immediately move 5 feet without provoking.
- Advantage on saves vs being moved or knocked prone

**Gain:** 1 Mastered Deed + choose 1: Primal Spell OR Jutsu

---

### **7. PRESSURE POINT MASTERY** (1m + 1s)

You have memorized the body's hidden architecture: where nerves cluster, where a single touch can silence limbs.

**Passive:**
- **Passive:** Once per turn when you hit with an unarmed strike, the target has disadvantage on its next attack.
- During rest, meditate to recover Stamina equal to Body modifier

**Gain:** 1 Mastered Deed + choose 1: Primal Spell OR Jutsu

---

### **8. IRON SKIN** (1m + 1s)

You have trained your body to redirect force the way rivers redirect around stones.

**Passive:**
- **Passive:** Once per round when an attack strips your Vigor, roll your Body die: on a 5+ the Vigor is not lost.
- **Passive:** Falls and bludgeoning hazards cannot wound you.

**Gain:** 1 Mastered Deed + choose 1: Primal Spell OR Jutsu

---

### **9. SHADOW STEP** (1m + 1s)

Shadows are not absences but presences, doorways for those who know how to step sideways.

**Passive:**
- **Passive:** You may move through enemies' spaces (you cannot end your movement there).
- After using a jutsu, move 5 feet without provoking

**Gain:** 1 Mastered Deed + choose 1: Primal Spell OR Jutsu

---

### **10. GRAPPLING MASTERY** (1m + 1s)

Your grip is iron. What you seize, you keep.

**Passive:**
- **Passive:** Advantage on Body checks to grapple.
- Enemies you grapple have disadvantage to escape

**Gain:** 1 Mastered Deed + choose 1: Primal Spell OR Jutsu

---

### **11. BATTLEFIELD AWARENESS** (1m + 1s)

You've learned to perceive the battlefield as masters do.

**Requires:** 6 martial artist abilities

**Passive:**
- Tremorsense 15 feet
- **Passive:** Add your Tier to initiative rolls.

**Gain:** 1 Mastered Deed + choose 1: Primal Spell OR Jutsu

---

### **12. GRANDMASTER** (1m + 1s)

You have transcended the body by perfecting it. Others argue whether the body is prison or temple; you have made yours a door.

**Requires:** 11 martial artist abilities (must be your final ability)

**Passive:**
- **Passive:** Once per rest, execute a jutsu of any tier regardless of your Tier.
- All jutsu execution checks have advantage

**Gain:** 1 Mastered Deed + choose 1: Primal Spell OR Jutsu

---

### MARTIAL ARTIST ULTIMATES

Choose one ultimate at 4, 8, and 12 abilities purchased.

#### 1ST ULTIMATE (Free at 4 abilities)

Choose ONE:

##### **A. FLOWING STRIKES**
After executing any jutsu, you can immediately move 10 feet without provoking opportunity attacks.

##### **B. ADAPTIVE DEFENSE**
When an enemy hits you, spend 1 Stamina to gain advantage on all saves against that enemy until end of your next turn.

##### **C. JUTSU FUSION**
Once per round, execute two different jutsus as part of the same action. Make one check at disadvantage for both.

---

#### 2ND ULTIMATE (Free at 8 abilities)

Choose ONE:

##### **A. COUNTER MASTERY**
When an enemy misses you with a melee attack, immediately execute any Tier 1-2 jutsu against them as a free action.

##### **B. IRON WILL**
Advantage on all saves. When you fail a save, spend 2 Stamina to reroll (must take new result).

##### **C. LIMITLESS STAMINA**
During rest, recover all Stamina. Maximum Stamina increases by +4.

---

#### 3RD ULTIMATE (Free at 12 abilities)

Choose ONE:

##### **A. PERFECT SELF**
Your body transcends mortality:
- You no longer age
- You don't need food or water
- Immune to disease and poison
- Tier 1-2 jutsus always succeed (no check needed)

##### **B. DEATH TOUCH**
After hitting with an unarmed strike, spend 3 Stamina to place a death mark. Any time in the next 7 days, use an action to activate: target makes Body save or dies instantly. Success: 2 Vitality.

##### **C. EMPTY BODY**
Spend 4 Stamina: Become invisible and intangible for 1 minute. Pass through solid objects. Cannot attack while active. Can end early to make one attack with advantage.

---

**Total at 12 abilities:** 6 broad jutsus (all available, scale with tier), 12 mastered deeds, massive passive bonuses, 3 Ultimates
**Power Fantasy:** Master martial artist who improvises impossible techniques, steals the secrets of every fighting style, and transcends the limits of the body

---



---

## PROPHET (Faith)

**Core Mechanic:** STACK PRAYERS (combat push-your-luck) + PERFORM LITANIES (utility rituals)

**Casting Stat:** Faith (replaces Fate)

**IMPORTANT:** When you invest in the Prophet tree, your **Fate stat becomes Faith** for all purposes. Faith works fundamentally differently from Fate in checks.

### Faith and Checks

Prophets use Faith instead of Fate, with these key differences:

**Initial Dice:** When making checks, your initial dice only succeed on 6 (not 5-6). This represents the higher bar for divine action: miracles require perfect alignment with divine will.

**Explosions:** When you roll a 6 on a check, instead of rolling 1 explosion die, roll [Faith mod] explosion dice. These explosion dice succeed normally on 6. **Explosion dice cannot explode further**. The chain stops after one level. Explosion dice that show 1 do NOT cost stamina (divine protection).

**Example:** A Prophet with Faith +4 rolls 5 dice for a check. They get a 1, 2, 4, 6, and 6. The two 6s are 2 successes. They then roll 8 explosion dice (4 per 6). Those dice succeed on 6, and any 6s among them do not trigger more explosions.

### Faith Points

**Gaining Faith Points:** Same as Fate points. Rolling 1s on checks costs 1 stamina but grants 1 Faith point. Session start grants 1 Faith point. GM awards for devotion.

**Spending Faith Points:** Spend 1 Faith point BEFORE rolling to add 1 die to your pool. You must commit before seeing results. This represents faith, not luck. You can spend multiple Faith points, but all must be declared before rolling.

**Throne Abilities:** Spend 1 Faith point to activate any Throne ability.

---

## CORE MECHANICS

### PRAYER SYSTEM

Prayers can be used **anytime** (in or out of combat).

**PRAYER TIERS:**

| Successes | Tier | Effect Level |
|-----------|------|--------------|
| 1 | 1 | Basic |
| 2 | 2 | Improved |
| 3 | 3 | Greater |
| 4 | 4 | Heroic |
| 5+ | 5 | Legendary |

**INVOKING A PRAYER:**

When you declare a prayer (tactical phase in combat, or anytime out of combat):
1. Roll Faith dice + Tier dice
2. Count successes (initial dice need 6, explosion dice need a 6, and explosions don't chain)
3. **Successes = Prayer Tier** for this invocation
4. **You cannot modify this roll**. No Faith points, no rerolls. Divine will determines the outcome.

**STAMINA BUYOUT:**

If your successes are **less than your character Tier**, you may spend stamina to increase the Prayer Tier:
- Spend 1 stamina per tier you want to add
- Cannot exceed your character Tier this way

*Example: A Tier 3 Prophet rolls 1 success. They can spend 1 stamina to reach Tier 2, or 2 stamina to reach Tier 3. They cannot reach Tier 4 or 5 this way.*

**DISRUPTION (Combat Only):**

If damaged after declaring but before your turn:
- Make a disruption check (d20 + Faith die + Tier vs DC based on prayer tier: DC 11/13/15/17/19 for Tier 1-5)
- Success: Prayer maintained, no cost
- Failure: Spend 1 stamina to maintain, or prayer is lost

**DIVINE COMFORT (Disruption Recovery):**

When your prayer is disrupted and lost, the divine energy disperses as comfort rather than power. As a free action, grant up to [your Tier] allies within 30 feet (including yourself) temporary Vigor equal to your Faith die. This represents the prayer fragmenting into protective blessing rather than being wasted entirely.

---

### LITANY SYSTEM (OUT OF COMBAT)

**How Litanies Work:**
- Long-term ritual prayers using shrinking die
- Start at d20, shrink on failures: d20 → d12 → d10 → d8 → d6 → d4
- Roll at specified interval (minutes, hours, days)
- **Miracles:** When you roll the maximum value on your litany die, it is a Miracle (divine success). Most litanies require multiple miracles to complete.
- Each miracle costs 1 Stamina

---

## PROPHET ABILITIES (12 TOTAL)

**Choose abilities in any order. Requirements listed where applicable.**

**Mystic Level:** Your prophet level = number of Prophet abilities purchased (1-12)

**Tier Access:**
- **Levels 1-2:** Tier 1 Litanies
- **Levels 3-4:** Tier 2 Litanies
- **Levels 5-7:** Tier 3 Litanies
- **Level 8+:** Tier 4 Litanies
- **Level 12:** Tier 5 Litanies

---

### DIVINE INTERCESSION (Prophet Deeds)

Prophets shape their prayers through divine intercession by calling upon their deity's nature to modify how divine power manifests. Using a deed requires a check: roll stat dice + Tier dice, needing [Tier] successes.

**Starting Deeds:** BLESS, CONDEMN (gained with Divine Conduit)

| Deed | Effect |
|------|--------|
| **BLESS** | Add secondary beneficial effect to prayer: healing, protection, courage. The divine light touches more than one need. |
| **CONDEMN** | Add secondary harmful effect to prayer: mark the target, weaken their resolve, expose their sins. Divine judgment falls heavier. |
| **WITNESS** | Call your deity's attention to the target. They are now "seen" by divine eyes. Consequences follow: oaths become binding, lies become obvious, guilt becomes weight. |
| **SANCTIFY** | Convert prayer to area effect. Consecrate ground, fill space with divine presence, let holiness spread rather than strike. |
| **MARTYR** | Take harm yourself to enhance or guarantee prayer's effect. Your sacrifice fuels the miracle. |
| **INVOKE** | Speak a specific name or title of your deity. The prayer gains thematically appropriate power matching that aspect. |
| **HERALD** | Announce, proclaim, prophesy. The prayer's effect becomes public knowledge. All present know what occurred and why. |
| **ABSOLVE** | Remove spiritual burden, guilt, or curse element from target. The prayer cleanses rather than empowers or destroys. |

---

### **1. DIVINE CONDUIT** (Initial - 1m + 1s)

**Required:** Must be your first Prophet ability.

*You are called. Chosen. Marked by the divine as vessel and voice.*

**Passive:** Sense holy and unholy within 30 feet. Identify consecrated/desecrated ground and curses by touch.

**Triggered: Divine Persistence** (3 Stamina) - When you fail a check to stabilize while dying, reroll it.

**Gain:** Prayer and Litany mechanics (detailed above).

**Starting Deeds:** You know BLESS and CONDEMN.

**Learn:** 3 Prayers, 1 Litany

---

### **2. EXPANDED PRAYERS** (1m + 1s)

*Your connection to the divine deepens.*

**Passive:** Your prayers can affect one additional target.

**Learn:** 2 Prayers, 1 Litany. Choose 1 Divine Intercession from the list.

---

### **3. SACRED RESILIENCE** (1m + 1s)

*The divine hardens your body against harm.*

**Reaction: Intercession** (1 Stamina) - When ally within 30 feet takes damage, transfer up to half that damage to yourself after damage is rolled.

**Learn:** 1 Prayer, 1 Litany

---

### **4. UNSHAKEABLE FAITH** (1m + 1s)

*Your conviction becomes armor.*

**Passive:** Advantage on saves against fear and charm.

**Maneuver: Condemning Gaze** - Target one enemy within 30 feet. They make Sense save (your Tier) or have disadvantage on their next attack.

**Learn:** 1 Prayer, 1 Litany. Choose 1 Divine Intercession from the list.

---

### **5. DIVINE WRATH** (1m + 1s)

*The righteous are not meek.*

**Passive:** +1 crit range against profane creatures.

**Learn:** 1 Prayer, 1 Litany

---

### **6. VOICE OF HEAVEN** (1m + 1s)

*You speak and creation listens.*

**Action: Command** (2 Stamina) - Speak one word at enemy within 30 feet. They make a Tier 2 Sense save or suffer:
- **KNEEL:** Falls prone
- **STOP:** Frozen for 1 round, loses action

**Learn:** 2 Prayers, 1 Litany. Choose 1 Divine Intercession from the list.

---

### **7. GUIDED STRIKE** (1m + 1s)

*The divine guides your allies' hands.*

**Reaction: Righteous Empowerment** (1 Stamina) - When ally within 30 feet hits, add your faith die as damage. Declare after hit confirmed.

**Learn:** 1 Prayer, 1 Litany

---

### **8. PROPHET'S VITALITY** (1m + 1s)

*Your body is vessel for divine power.*

**Passive:** Creatures you heal also regain 1 Vigor.

**Maneuver: Healing Presence** - Spend a faith point to heal an adjacent ally or yourself for 1d6 + Faith modifier.

**Learn:** 1 Prayer, 1 Litany. Choose 1 Divine Intercession from the list.

---

### **9. SHIELD OF THE FAITHFUL** (1m + 1s)

*Your prayer is armor.*

**Passive:** When you use this ability's Interpose reaction, the ally also regains 1 Vigor.

**Reaction: Interpose** (1 Stamina) - When ally within 30 feet is hit, grant +3 AC against that attack. If still hits, Negate 1 Vitality from the attack die.

**Learn:** 1 Prayer, 1 Litany

---

### **10. WORDS OF JUDGMENT** (1m + 1s)

*Your pronouncements carry divine weight.*

**Passive:** Enemies damaged by your prayers have disadvantage on their save against your next prayer.

**Learn:** 1 Prayer, 1 Litany. Choose 1 Divine Intercession from the list.

---

### **11. PILLAR OF FAITH** (1m + 1s)

*Where you stand, holiness follows.*

**Passive:** While you have 1+ Stamina you cannot be knocked prone or moved against your will.

**Maneuver: Consecrated Ground** (3 Stamina) - Area within 30 feet becomes holy for 10 rounds. Allies within gain advantage on saves. Unholy beings have disadvantage on attacks. Moves with you. Ends if disrupted.

**Learn:** 1 Prayer, 1 Litany

---

### **12. INEXHAUSTIBLE VESSEL** (1m + 1s)

**Requires:** 12 prophet abilities (this must be your final ability).

*Your body was made to carry divine power.*

**Passive:** The stamina buyout on your prayer checks costs 1 less (minimum 1).

**Triggered: Unbreakable** (4 Stamina) - When you fail a check, choose to succeed instead.

**Learn:** 2 Prayers, 1 Litany. Choose 1 Divine Intercession from the list.

---

### PROPHET ULTIMATES

Choose one ultimate at 4, 8, and 12 abilities purchased.

#### 1ST ULTIMATE (Free at 4 abilities)

##### **A. MIRACLE OF DELIVERANCE**
**Action** (4 Stamina)

Touch one target. remove 1 wound. Remove blindness, deafness, paralysis, poison, or fear (choose up to three). If they died within last minute, return to life with 1 Vitality.

##### **B. RADIANT PRESENCE**
**Maneuver** (4 Stamina) - Lasts 10 rounds

You glow with divine light (near radius). Unholy beings have disadvantage on attacks against you. Allies within gain +1 to saves. You cannot be surprised while active.

##### **C. PROPHET'S ENDURANCE**
**Passive:** You have +1 Vitality slot.

**Triggered: Divine Resilience** (4 Stamina) - When you would take the wound that would drop you, make a Tier 3 Sense save. Success = stay up with 1 Vitality instead.

#### 2ND ULTIMATE (Free at 8 abilities)

##### **A. WRATH OF THE DIVINE**
**Maneuver** (5 Stamina) - Lasts 10 rounds

Eyes blaze white. All attacks critical against unholy beings. Lose 1 fewer Vitality (minimum 0) from all sources (round down). Witnesses must make a Tier 3 Heart save or respond: righteous inspired, wicked flee, neutral kneel.

##### **B. MASS PRAYER**
**Free Action** (5 Stamina) - Declare when invoking a prayer

Your prayer affects all valid targets within 60 feet instead of a single target. Same prayer tier applies to all.

##### **C. DIVINE INTERVENTION**
**Action** (6 Stamina)

Pray for direct intervention. Deity manifests appropriate power: enemies struck down, allies healed, obstacles removed. Form depends on deity and situation.

#### 3RD ULTIMATE (Free at 12 abilities)

##### **A. AVATAR OF LIGHT**
**Maneuver** (7 Stamina) - Lasts 10 rounds

Transform into divine avatar. All Prayers empowered (and the target loses 1 Vigor/healing). Gain 50 vigor. Natural attacks deal 2d10 + casting stat die. Immune to poison, disease, charm, fear. After transformation ends: Faith resets to 0.

##### **B. ETERNAL PRAYER**
**Free Action** (7 Stamina) - Declare when invoking a prayer

Your prayer affects all valid targets within sight. Effect lasts 1 hour (even if normally instant). Damage becomes ongoing, healing becomes regeneration, protections remain.

##### **C. MARTYRDOM**
**Triggered** (All remaining Stamina) - Once per lifetime

When you would die, activate. Stabilize with 1 Vitality. Release all power in a burst: all allies within 30 feet each remove 1 wound, all enemies within 30 feet lose 1 Vitality (save negates).

---

**Total at 12 abilities:** 15 Prayers,  Litany, 3 Ultimates

---

## PROPHET PRAYERS (15)

## **1. WEAPON OF RIGHTEOUSNESS**

**Range:** Touch | **Duration:** Until next dawn

You consecrate a weapon through prayer and anointing. It becomes an instrument of divine wrath. The weapon burns hot in the hands of the faithful and freezing in the hands of the wicked.

**Tier 1:** Weapon blazes white when evil draws near. Against the corrupt it cuts deeper (deals your casting stat die extra). The weapon remembers murder. If wielder sheds innocent blood, it burns hot in their grip until they confess.

**Tier 2:** The blade refuses corruption utterly. It passes through the innocent like water, harmless and cold. The wielder's eyes can see through lies when the weapon is drawn. Attempt murder with this blade and it turns in your hand (1 Vitality, you drop it).

**Tier 3:** The weapon pulls toward hidden evil like iron to lodestone. The first attack against its wielder each battle turns aside as if striking stone. The blade cannot be picked up by those who have murdered within the past year.

**Tier 4:** The weapon becomes the very edge of judgment. Betray your cause with this weapon in hand and it will kill you where you stand. The wicked struck by it are marked. Their sins visible to all who look upon them for one day.

**Tier 5:** The blade is now an instrument of divine will. Those slain by it cannot be raised by any means short of divine intervention. The wielder gains immunity to fear and charm while holding it. Once per day, the weapon may speak a single word of judgment that all within earshot understand.

Consecrated weapons never rust, never dull, never break. They hum before battle. Murderers cannot touch them without their hands blistering. Some become holy relics, others are buried with their wielders, still burning.

---

## **2. MARK OF CAIN**

**Range:** 30 feet | **Duration:** Until blood or confession

You pronounce the mark upon one who has spilled innocent blood or betrayed sacred trust. It burns into their flesh, visible first to the wronged, then to all.

**Tier 1:** The mark appears as brand on the forehead, seen only by the victim and the faithful. It burns constantly, a dull throb. Beasts sense it and growl. Birds flee. The marked one's lies about their crime catch in their throat and come out as choking.

**Tier 2:** Now all can see the mark burning black against their skin. No covering hides it. Paint slides off. Masks crack. Glamours shatter. The marked cannot enter holy ground without their skin cracking and bleeding. They cast two shadows.

**Tier 3:** The faithful know their sin by sight alone. Children scream at their approach. The marked cannot speak lies about their deed at all. Their tongue swells, their voice breaks. Water they touch turns red. Mirrors crack when they look.

**Tier 4:** The mark blazes for every eye, and with it comes knowledge of the crime. Their shadow points always toward what they destroyed. Their dreams are filled with the faces of those they wronged. The mark remains until they publicly confess before witnesses and make restitution.

**Tier 5:** Die unrepentant and the mark follows you. Your ghost bears it. Your grave bears it. Your name becomes a curse. The marked cannot be healed by any magic while bearing the mark. Holy texts burn their hands black. Their very presence causes crops to wither within a mile.

The marked smell of ash and copper. Mirrors crack when they look. Holy texts burn their hands black. Dogs bay when they pass. Some go mad. Some confess. Few escape judgment.

---

## **3. THE TRUTH MADE MANIFEST**

**Range:** Touch | **Duration:** Until sunset

You sanctify a place so lies cannot stand. The very stones cry out against falsehood. The air grows heavy and still.

**Tier 1:** Words spoken false here echo wrong, like bells cracked and ringing sour. You know when lies are told. Liars feel their throats tighten. Their voices crack. Duration one hour.

**Tier 2:** Contracts written here bind deeper than law. Witnesses remember every word perfectly. Speak deliberate falsehood and lose 1 Vitality as your tongue bleeds. The guilty feel stones pressing on their chests.

**Tier 3:** The place remembers. Return within seven days, pray for ten minutes, and you can see shadows of what occurred, truth revealed like afterimage. Liars must fight every moment to maintain deception. Their hearts race, sweat beads on their brow.

**Tier 4:** Invisible beings appear solid. Disguises melt like wax. Shapechangers revert screaming. The hidden is revealed. Secret doors glow, concealed weapons become visible, poisoned food turns black.

**Tier 5:** Truth is compelled absolutely. Lies are impossible. Words choke and die. Speak truth or keep silence. The thoughts of the unguarded bleed into the air like smoke. Those who flee this circle while hiding truth are dragged back by invisible chains. They return and confess or their hearts burst.

After the prayer fades, the ground remains changed. Grass grows greener there or not at all. Treaties sworn here are unbreakable. Liars avoid the place for years. Some call it holy. Others call it cursed. Both are right.

---

## **4. LET THERE BE LIGHT**

**Range:** Self | **Duration:** 10 minutes

Light pours from you like water. You become as beacon on the mountain, and all lies, all darkness, all hidden things are made known.

**Tier 1:** Radiance fills 30 feet. You see through shadow and glamour both. Those hiding are outlined in silver. Secret doors glow at their edges. Darkness itself recoils.

**Tier 2:** Light expands to 60 feet. Your shadow stretches behind you pointing toward the nearest concealed threat. Magical darkness dissolves like morning mist. The invisible become visible as heat-shimmer forms.

**Tier 3:** Light roars from you in waves. Lies spoken near you hang in the air as black smoke. You see the past hours as ghostly figures replaying their deeds. The guilty cannot bear your gaze and turn away.

**Tier 4:** Disguises burn away. Illusions crack and fall. Hidden doors tear open. Buried gold glows beneath earth. Invisible stalkers scream as light forces them into form. Poison in wine turns black. Cursed objects smoke and crack.

**Tier 5:** You become pillar of fire visible for miles. Those who mean harm to the innocent feel their intentions exposed, naked, seen by something vast. The wicked cannot meet your eyes without weeping or rage. Undead within your light lose 2 Vitality per round and cannot regenerate.

You cast no shadow at all while burning with divine light. Your eyes glow white-hot for hours after, and you see too much, too clearly. Those you have illuminated never forget your face. Some are grateful. Others want you dead. All are changed.

---

## **5. CONSECRATE THIS GROUND**

**Range:** 5 feet | **Duration:** 1 hour

You speak the words and the earth responds. 60 feet around you becomes holy ground. Corruption cannot stand here. Evil finds no purchase.

**Tier 1:** The corrupt stumble and fall on holy earth. Their feet catch on nothing. They move as if walking through water. You know when they enter your circle. Those standing here cannot be made afraid. Radius 30 feet.

**Tier 2:** Your circle expands to 60 feet. The wicked cannot enter at all unless they break their will to do it. Water touching holy ground becomes pure. The dying here stabilize, their blood stops flowing.

**Tier 3:** The circle moves as you walk. Minor wounds close for those within. Small birds land on your shoulders. The earth itself is glad. Dead grass greens in moments.

**Tier 4:** Flowers burst from stone. Water springs from dust. The circle expands to 100 feet. Those who enter bearing evil intent feel their resolve crumble like sand. Weapons grow heavy. Cruel thoughts slip away like dreams.

**Tier 5:** The circle remains holy for seven days after you depart. The corrupt cannot teleport or slip between worlds here. They remember who they were before corruption. Some weep. Some pray. Some flee. This is real earth, solid and true. No illusion or deception can exist within.

Where you consecrate, stones rise up marking the boundary. Animals rest within the circle without fear. Plants grow wild and strong. The earth smells like rain on stone, like cedar, like home.

---

## **6. THE VOICE THAT COMMANDS**

**Range:** 30 feet | **Duration:** Faith

You speak and the word is power. Your voice carries harmonics that should not exist in mortal throats. The air itself listens.

**Tier 1:** Command one target with a word of power: "KNEEL." "FLEE." "STOP." "DROP." The weak-willed obey without thought (Tier 1 Heart save to resist). Your voice comes from all directions at once. Echoes linger.

**Tier 2:** Three may hear your command (Tier 2 Heart save). Speak short phrases of absolute authority: "SPEAK THE TRUTH." "LAY DOWN YOUR ARMS." Even those who resist feel the words like hooks in their hearts.

**Tier 3:** Those who obey remember it as their own choice, their own conscience speaking. Commands can be two-part phrases: "REMEMBER YOUR MOTHER'S FACE AND WEEP." The strong must fight against their own muscles to resist (Tier 3 Heart save).

**Tier 4:** All within earshot hear the Voice. Commands can be complex, layered, profound (Tier 4 Heart save). Commands last until fulfilled or ten minutes. The righteous find your commands align with their deepest convictions.

**Tier 5:** Something speaks through you: it is not entirely your own voice anymore. Those who resist do so at disadvantage, fighting the weight of cosmic order itself (Tier 5 Heart save). The wicked feel them as chains of fire. Commands can affect creatures normally immune to charm effects.

Your voice echoes for minutes after, repeating in whispers. Glass hums. Stone resonates. Those commanded see visions: paths branching, consequences cascading, the shape of what comes if they obey or refuse. Birds fall silent. Dogs whimper. The very shadows lean toward you to listen.

---

## **7. HOLY FIRE**

**Range:** 30 feet | **Duration:** Instant

Cold white fire descends. It burns like judgment itself, revealing all.

**Tier 1:** Flame strikes one target for your casting stat die in searing pain. The innocent feel only warmth. The guilty burn. This fire seeks corruption and ignores innocence. It does not spread to tapestries or timber. Only what needs burning burns.

**Tier 2:** The flame deals 1 Vitality to the corrupt. It finds hidden rot, curses embedded in flesh, possession. When corruption is found, fire reveals it: infected wounds glow gold, possessed eyes burn white. The innocent are untouched entirely.

**Tier 3:** The flame hunts corruption like hounds after blood (2 Vitality). It scours out disease, poison lurking in the body, minor curses (the affliction burns away with the damage). The ashes smell sweet. Those struck feel judgment enter their bones.

**Tier 4:** A pillar of white fire fills 30 feet (1 Vitality to the corrupt). Everything pure is warmed like sitting by a hearth. The ground becomes consecrated for one day. Evil struggles to take root here. The flame shows what must be purified.

**Tier 5:** The pillar expands to 60 feet, reaching from earth to sky (2 Vitality). The unholy of your prophet level or lower are unmade entirely. They do not scream. They simply cease, and where they stood flowers grow the next morning. The ground remains consecrated for months.

Those judged by holy fire never forget. Some convert that very hour. Others curse your name until they die. The flames leave no marks on flesh but those who have burned remember in their dreams. The pillar is visible for miles. Some call it miracle. Others call it atrocity. You call it necessary.

---

## **8. THE SHIELD OF THE FAITHFUL**

**Range:** Touch | **Duration:** Until broken or dawn

You trace the sign on their forehead with ash or oil. An invisible barrier springs up, and they are under protection. The air shimmers faintly when struck.

**Tier 1:** The shield absorbs 10 points of harm before shattering. When struck, it chimes like a bell and flashes with brief light. The protected feel courage surge. Commit cruelty while shielded and it breaks immediately.

**Tier 2:** The shield absorbs 20 points. The shielded cannot be moved against their will. Their feet might as well be rooted. The shield turns blades slightly. Attackers feel resistance.

**Tier 3:** The shield absorbs 30 points. Attacks from those with murder in their hearts have disadvantage. When it breaks, it releases a burst of light that blinds the attacker for one round.

**Tier 4:** The shield absorbs 40 points and visibly glows when struck. The protected cannot be cowed by threats, swayed by words, or broken by sorcery. The shield sometimes manifests as wings or a giant's hand.

**Tier 5:** The shield negates the next 4 hits against the protected. The first time the protected would die, they stay up with 1 Vitality instead and the shield explodes outward in blazing light: enemies within 15 feet lose all Vigor.

Those under protection sleep without nightmares. They feel watched, guarded, held. Those who attack them sometimes see faces in the light, eyes in the shine, judgment in the air itself. Some attackers convert. Others redouble their hate.

---

## **9. SEND FORTH THE GUARDIAN**

**Range:** 5 feet | **Duration:** 1 hour

You call and it answers: A servant of the divine manifests according to need. Light tears open and through it comes judgment wearing flesh.

**Tier 1:** A lesser spirit appears, small and bright (1 Vitality, AC 12). It understands you and obeys simple commands. Radiates faint light 5 feet. Cannot speak but gestures and nods. The wicked feel uncomfortable near it.

**Tier 2:** A spirit-servant manifests (1 Vitality, AC 13). It speaks in whispers and can carry messages to other faithful within a mile. Light pours from it 15 feet. It knows when those near you mean harm and warns.

**Tier 3:** A warrior-spirit appears with purpose in its eyes (2 Vitality, AC 14). It speaks in tongues of fire and offers counsel. Light pours from it 30 feet, suppressing magical darkness. It will not commit cruelty even if commanded.

**Tier 4:** A champion of the divine descends with wings and blade (3 Vitality, AC 15). Can invoke one of your Prayers at Tier 2 effect. Flies 30 feet. Its presence grants all allies within 30 feet protection against fear.

**Tier 5:** An angel of judgment manifests (4 Vitality, AC 16). Wise in the ways of justice. Can invoke one of your Prayers at Tier 4 effect. Flies 60 feet. Mundane weapons pass through it harmlessly. The corrupt have disadvantage on all actions near it. When it departs, all who fought beside it succeed on their next moment of testing.

They arrive with trumpet sound or thunder crack or sudden overwhelming smell of cedar. They know your name and why you called. Some leave gifts when they go: a feather that glows in darkness, a scale that turns away one blade, a word that steadies the heart.

---

## **10. THE LAYING ON OF HANDS**

**Range:** Touch | **Duration:** Instant

Your hand glows with warmth and where you touch, vitality flows. Divine healing made manifest.

**Tier 1:** restore 1 Vigor. If target is poisoned, they gain advantage on their next save against the poison. Your hand glows faintly and warmth spreads through their body.

**Tier 2:** restore 1 Vigor. If target is poisoned, the poison is slowed (they lose 1 fewer Vitality (minimum 0) from it for the next hour). Can touch multiple willing targets (up to 3) and split the healing among them.

**Tier 3:** remove 1 wound. Poison is slowed and target gains advantage on saves against it. Can heal up to your prophet level in targets simultaneously. Minor wounds close.

**Tier 4:** remove 1 wound. Poison is purged entirely from the body. Color returns to their face. Can touch area (up to 15 feet) and purify water, neutralize simple poisons in food.

**Tier 5:** remove 1 wound. All poisons, diseases, and minor curses are purged from the body. Can purify an area up to 30 feet. The healed gain advantage on all saves for the next hour as divine warmth lingers in their bones.

The moment of healing: warmth like sunlight spreads from your touch. The afflicted gasp as pain recedes. Some weep with relief. They never forget your face.

---

## **11. PRONOUNCE JUDGMENT**

**Range:** 30 feet | **Duration:** Instant

You speak their name and the word of judgment, and the divine takes notice. The very air becomes heavy. All present know: this is a moment that matters.

**Tier 1:** The judged sees themselves through eyes that see all. They must make a Tier 1 Sense save or stand motionless for one round, overwhelmed by the weight of truth. The righteous feel vindicated. The wicked feel condemned.

**Tier 2:** Judgment manifests visibly. The guilty (those who have shed innocent blood) lose 1 Vitality (Tier 2 Sense save for 1 fewer wound (minimum 0)) and are marked for one hour, visible to all faithful. The innocent feel warmth and comfort.

**Tier 3:** The guilty lose 2 Vitality (Tier 3 Sense save for 1 fewer wound (minimum 0)) and are marked for a day. The innocent are blessed: healed for 2d6. Those in between must save or confess one hidden sin. The words spill out unbidden.

**Tier 4:** The greatly wicked lose 2 Vitality (Tier 4 Sense save for 1 fewer wound (minimum 0)) and collapse to the earth. The innocent are visibly transformed: aura of light for a day, fully healed. Those in moral twilight are forced to see their life from outside.

**Tier 5:** You speak with the Voice itself. The wicked lose 2 Vitality (Tier 5 Sense save for 1 fewer wound (minimum 0)). If they have fewer than your prophet level × 5 in Vitality, their hearts may simply stop. The innocent gain protection by providence. The first attack against them each day automatically misses.

Everyone present knows judgment occurred. Some convert on the spot. Others plot murder. None forget. The place gains reputation. "Where the prophet judged."

---

## **12. REBUKE THE SERVANTS OF DARKNESS**

**Range:** 30 feet | **Duration:** 1 minute

Your holy symbol blazes like a brand torn from the forge. You speak the word of rebuke and corruption itself recoils.

**Tier 1:** All unholy beings within 30 feet (the walking dead, possessing spirits, things that crawled up from below) must make a Tier 1 Heart save or flee for one round. They do not choose direction. They simply run.

**Tier 2:** Unholy creatures within 30 feet must make a Tier 2 Heart save. Those who fail flee and cannot return to your sight for one minute. Those of a lower Tier than you grovel, covering their heads, dropping whatever they held.

**Tier 3:** Unholy creatures within 60 feet must make a Tier 3 Heart save. Those of a lower Tier than you are destroyed. They crumble to ash. Others must flee for one hour. The area resonates with holy power for ten minutes.

**Tier 4:** Your rebuke ripples outward 60 feet (Tier 4 Heart save). Those of your Tier or lower are destroyed utterly. Stronger beings are cast back and cannot approach you for one day. The ground where they stood cracks, then heals cleaner than before.

**Tier 5:** All corruption within 100 feet must save at disadvantage (Tier 5 Heart save) or be unmade. Stronger beings are cast back to their origin plane for one week. Those who witness report hearing voices: multitudes speaking in unison, words in language never spoken but understood: "NO."

When you rebuke, glass trembles. Stone groans. The faithless hear only thunder. The devoted hear words of power. The unholy hear their true names spoken with authority that binds. Your voice carries miles. Some say the earth itself speaks through you.

---

## **13. WARD THE INNOCENT**

**Range:** Touch | **Duration:** 8 hours

You trace the sign with water or oil or ash. The protected bears invisible mark. They are under watch now.

**Tier 1:** They sense danger before it strikes. Hair rises. Gut clenches. They cannot be surprised. The warded dreams true when danger approaches.

**Tier 2:** Those approaching with intent to harm feel resolve weaken (Tier 2 Heart save to attack). Perhaps there is another way. Perhaps they were wrong. The protected can sense the direction of nearest threat.

**Tier 3:** Treachery finds no purchase. Assassins fumble at crucial moments. Poisoners spill. The first hidden attack automatically misses. Those meaning harm must make a Tier 3 Heart save to even approach striking distance.

**Tier 4:** All attacks against them suffer disadvantage. Those attempting harm must make a Tier 4 Heart save each round or find themselves unable to act. Conscience intrudes. Hands shake. The protection appears as subtle shimmer.

**Tier 5:** Divine protection made manifest. The first time the warded would die, they stabilize with 1 Vitality instead. The attacker sees a vision of what comes next. This vision often causes conversion, flight, or madness. Shadows do not touch the warded quite right.

The warded sleep without nightmares. Their presence calms beasts and children. Would-be killers often make different choices. "I raised the blade and I could not. Something stopped me. I wept instead."

---

## **14. WRATH MADE FLESH**

**Range:** Self | **Duration:** 1 minute

Righteous fury fills your frame. Cosmic justice given form. Your eyes blaze white. Your voice booms with harmonics. Lightning crackles at your fingertips.

**Tier 1:** The corrupt must make a Tier 1 Heart save to approach you willingly. Your attacks deal extra harm equal to your casting stat die. You cannot be made afraid. Your shadow seems larger than shadow should be.

**Tier 2:** Gain vigor equal to your prophet level (lost when wrath ends). Your strikes count as magical. Those you hit must make a Tier 2 Body save or be thrown back 5 feet. When you speak, the guilty flinch.

**Tier 3:** You move with terrible purpose. Gain Vitality equal to twice your prophet level. The corrupt have disadvantage resisting your Prayers (Tier 3 saves). Light bends wrong around you. Your eyes shine like coals.

**Tier 4:** Those you hit must make a Tier 4 Body save or be thrown back 10 feet. Harm barely touches you (lose 1 fewer Vitality (minimum 0) from all sources). Those witnessing must make a Tier 4 Heart save or respond according to their nature: the righteous feel inspired, the wicked flee.

**Tier 5:** You become avatar of divine wrath. Your strikes against the corrupt automatically hit. When you strike, thunder. When you speak, glass resonates. The ground trembles with your steps. Defeat someone in this state and they remember you forever in nightmares or prayers.

While wrathful you are no longer quite human. Your shadow blazes with white fire. Your footprints glow briefly before fading. Animals either flee or kneel. When it ends you feel hollow. You have been used as channel for something vast and returning to yourself feels like returning to a cage.

---

## **15. GRANT THEM REST**

**Range:** Touch | **Duration:** Special

You grant peace. Release from suffering. Your touch is cool like water, gentle like sunset. This is mercy.

**Tier 1:** Touch a dying creature to stabilize them AND restore 1 Vigor. Pain vanishes. They feel only peace. Remove all fear and despair from their hearts. Or perform last rites over the dead so they cannot rise as abominations; the dead look peaceful no matter how violent their death. One undead within touch range must make a Heart save or be turned (flees from you for 1 minute).

**Tier 2:** Revive the dying with 1 Vitality. They wake calm, with advantage on all saves against fear for 1 hour. Or lay multiple dead to rest (up to 3). Spirits depart with grateful sighs. Or turn undead in a 15-foot radius (Heart save or flee). Undead who fail by 5+ are destroyed outright if they are of a lower Tier than you.

**Tier 3:** Revive the dying with 1 Vitality and one condition is removed (paralysis, blindness, poison). Or lay up to your prophet level in dead to rest. Haunted places become still. Or offer peace to one walking corpse (Heart save). They simply stop, remember who they were, and fade like morning mist. Destroyed undead leave behind a faint blessing: the ground becomes difficult for evil creatures for 1 hour.

**Tier 4:** restore one who died within the last minute to 1 Vigor. One curse is lifted. They see brief vision of what lies beyond: answers to one question about death or the afterlife. Or offer redemption to unholy beings that were once mortal (Heart save). They remember their names and fade peacefully. Or destroy all undead within 30 feet of a lower Tier than you (no save).

**Tier 5:** Restore one who died within the last minute to half their Vitality. They return with a sense of calm purpose and immunity to fear for one week. Or offer redemption to all undead within sight (Heart save). They speak final words then fade. The ground where they stood becomes permanently consecrated. Or instantly destroy any single undead creature regardless of power (Heart save negates for creatures of legendary power). All who witness weep. It is the saddest and most beautiful thing they have ever seen.

Those granted peace smile even in death. Tension leaves their faces. Their last expression is gratitude. You sometimes hear whispered thanks on the wind or feel warm hand on your shoulder when alone. Places where you have granted peace become still. Violence is harder to commit here. The earth remembers mercy.

---

## PROPHET LITANIES

## TIER 1 LITANIES (20 - Available from start)

### **1. SANCTIFY GROUND**
**Interval:** 1 hour | **Miracles needed:** 3

You walk the boundaries of a place while praying, marking corners with ash or oil. The earth listens. Each hour, roll the litany die.

**After  miracles:** The ground within (up to one acre) becomes holy. The walking dead cannot rise here. Their bodies turn to dust if buried in this earth. Evil creatures feel uncomfortable standing here. Those who rest on sanctified ground sleep without nightmares and wake refreshed. Water that touches this earth becomes pure within the hour. Effect lasts one year unless renewed. The earth remembers and resists desecration.

Sanctified ground has weight to it. The air feels cleaner. Plants grow straighter. Animals rest here peacefully. Some places stay holy for generations.

---

### **2. CURE THE AFFLICTED**
**Interval:** 10 minutes | **Miracles needed:** 2

You pray over someone suffering disease or poison. Your hands hover above them, growing hot. They sweat and tremble. Each ten minutes, roll the litany die.

**After  miracles:** The affliction is burned away. Fever breaks like a storm passing. Color returns to their face. They gasp and sit up, weak but whole. Natural diseases and poisons are cured completely. Magical afflictions require longer (4 successes instead). Those cured remember the heat of your hands, the weight of your prayer, the moment relief came like cool water.

Some wake weeping with gratitude. Others with terror at what they saw while fevered. All remember your face.

---

### **3. FIND THE LOST**
**Interval:** 1 hour | **Miracles needed:** 3

You pray for guidance to locate the missing. Must have something connected to them: their name, an object they touched, description from someone who knew them. Each hour of prayer, roll the litany die.

**After  miracles:** Vision comes like dream. You see where they are, landmarks you can recognize, their condition. If alive, you know if they are in danger or at peace. If dead, you know where the body lies and how they died. The vision is true. Distance does not matter but sealed places (deep caves, other planes) cloud the sight.

The vision comes suddenly. Your eyes see elsewhere while your body remains. Others cannot wake you until it finishes.

---

### **4. PURIFY WATER**
**Interval:** 10 minutes | **Miracles needed:** 1

You kneel beside poisoned water and pray. Your hands glow faintly as you touch the surface. Each ten minutes, roll the litany die.

**After  miracle:** The water source becomes pure permanently. Poison neutralizes. Disease dies. Corruption sinks like sediment and becomes harmless mud. Small sources (wells, fountains) are cleansed entirely. Rivers require multiple miracles at different points. The purified water stays pure even if more poison enters later, cleansing itself within the hour.

Purified water tastes sweet and cold no matter the season. Containers filled here keep water fresh for a month.

---

### **5. MEND THE BROKEN**
**Interval:** 1 hour | **Miracles needed:** 2

You gather the pieces of what was broken and pray over them. They must be mundane (not enchanted). Each hour, roll the litany die.

**After  miracles:** The object reforms perfectly as if never broken. Shattered swords become whole. Torn books mend themselves, words reappearing. Burnt paintings restore, colors bright. The repair is flawless. No seams. No weak points. Some say the restored object is stronger than before. Enchanted items require 4 successes and may lose their power permanently.

During the miracle, pieces float and drift together. When complete, a soft sound like a sigh.

---

### **6. SPEAK WITH DEAD**
**Interval:** 10 minutes | **Miracles needed:** 1

You call upon a corpse to answer questions. The body needs a mouth. Cannot have been dead longer than one week per your prophet level. Each ten minutes, roll the litany die.

**After  miracle:** The spirit returns briefly and answers three questions. Must answer truthfully but can be cryptic if it wishes. Knows only what it knew in life. Hostile spirits give hostile answers. Friendly spirits may offer more than asked. After three questions, it departs. Same corpse can be questioned only once per month. Some spirits thank you for the chance to speak. Others curse you for disturbing their rest.

The corpse's eyes open and glow faintly. Voice is hollow, echoing. It speaks whatever language it knew in life.

---

### **7. BLESS HARVEST**
**Interval:** 1 day | **Miracles needed:** 3

You walk planted fields at dawn for three days, praying over the crops. Each dawn, roll the litany die.

**After  miracles:** The blessed fields bear fifty percent more this season. Crops grow healthier, resist blight and pests. The prayer lasts only this growing season. Farmers who receive this prayer often give a tithe to your cause. Can bless up to one acre per prophet level. Blessed crops have a golden sheen at sunrise.

Those who eat from blessed fields feel satisfied with less. The bread tastes better. Seeds from blessed crops grow true and strong.

---

### **8. DIVINE COUNSEL**
**Interval:** 1 hour | **Miracles needed:** 2

You seek your deity's guidance on a specific question or dilemma. Must be significant (matters of life, death, justice, or faith). Each hour of deep prayer and fasting, roll the litany die.

**After  miracles:** Answer comes through vision, sudden certainty, or voice like thunder in your mind. Your deity shows the right path according to divine law. Not a guarantee of success, only of rightness. You may see consequences branching from different choices. The answer is always clear even when unwelcome. Cannot be used for trivial matters. Those who ignore divine counsel find it haunts them.

The vision sometimes includes symbols you must interpret. Your holy symbol grows warm after, holding heat for hours.

---

### **9. WARD A DWELLING**
**Interval:** 1 hour | **Miracles needed:** 2

You walk the perimeter of a building while praying. Mark the threshold with oil. Each hour, roll the litany die.

**After  miracles:** The structure gains protection for one year. Unholy beings must overcome great resistance to enter. Their feet refuse to cross the threshold. Would-be thieves and murderers feel watched, uncomfortable. Their resolve weakens. Accidents become less likely here. Those who sleep within rest peacefully. Windows don't rattle. Doors stay firm. The warded dwelling feels like sanctuary.

A faint shimmer crosses doorways when evil tries to enter. The faithful feel welcomed. The wicked feel judged.

---

### **10. RESTORE HOPE**
**Interval:** 10 minutes | **Miracles needed:** 1

You sit with someone in despair and speak truth to them. Not comfort. Truth. Each ten minutes, roll the litany die.

**After  miracle:** Supernatural despair (curses, magical sorrow, possession by spirits of grief) is lifted. Natural grief remains but becomes bearable rather than crushing. They see path forward they could not see before. They remember your words in dark times. Gain advantage on saves against fear and despair for one week. Some converts come from this miracle more than any other.

Your presence brings warmth. Tears flow freely but lead to acceptance. The weight lifts visibly from their shoulders.

---

### **11. BLESS THE JOURNEY**
**Interval:** 10 minutes | **Miracles needed:** 1

Before travelers depart, you pray over them and trace signs on their foreheads. Can bless up to your prophet level times two. Each ten minutes, roll the litany die.

**After  miracle:** The blessed suffer no minor accidents on their journey. No twisted ankles. No lost supplies. No spoiled food. Weather inconveniences them less. Predators avoid them unless starving. The prayer lasts until they reach destination or one week. Does not protect against bandits or deliberate danger, only misfortune. Blessed travelers leave faint glowing footprints visible only at dusk.

Most arrive ahead of schedule and in better spirits. The journey feels shorter than it was.

---

### **12. DETECT EVIL**
**Interval:** 10 minutes | **Miracles needed:** 1

You prepare yourself through prayer to sense corruption nearby. Must remain still. Each ten minutes, roll the litany die.

**After  miracle:** You sense presence, direction, and rough distance of unholy beings or cursed objects within 120 feet range. Also sense lingering evil from recent atrocities (within past week). Blood spilled in murder smells like copper. Cursed objects throb like wounds. Walking dead feel like cold spots. Cannot identify specifics, only presence and power. Effect lasts one hour.

Your awareness manifests physically. Cold prickling on your skin pointing toward evil. Foul taste in your mouth. Visual distortions.

---

### **13. SHIELD THE INNOCENT**
**Interval:** 1 hour | **Miracles needed:** 2

You bless a vulnerable person (child, elderly, sick, simple-minded) with divine protection. Each hour of prayer over them, roll the litany die.

**After  miracles:** They gain invisible ward for one month. Those who intend them harm feel hesitation. Must overcome resistance to act on cruel intent. They cannot be possessed or deceived by spirits. Wild animals do not attack them. Accidents avoid them. If someone murders them despite this protection, the killer is marked visibly (to the faithful) for one year. The mark burns.

Protected people's shadows are slightly brighter. They sleep without nightmares. Children laugh more freely.

---

### **14. CONSECRATE WEAPON**
**Interval:** 1 hour | **Miracles needed:** 2

You bless a weapon through prayer and ritual washing. The weapon must be intended for righteous purpose. Each hour, roll the litany die.

**After  miracles:** Weapon becomes holy for one month. Counts as magical. Deals extra 1d4 to unholy beings. If used for murder or cruelty, prayer ends immediately and cannot be reapplied to that weapon. Owner senses when unholy beings are near (hair stands up, weapon grows warm). The weapon remembers its purpose.

Holy weapons glow faintly near corruption. Some bear permanent subtle changes after prayer fades: faint script, symbols in the metal.

---

### **15. PROPHETIC DREAM**
**Interval:** Full night | **Miracles needed:** 1

Before sleeping, you pray for vision about a specific question or future event. Each night spent in prayer, roll the litany die when you wake.

**After  miracle:** Your deity sends prophetic dream. Always symbolic, rarely literal. Shows possible futures, hidden dangers, or divine will. You wake with perfect memory of the dream but interpretation requires wisdom. Cannot predict free will choices precisely. Can only seek one dream per week. Some prophetic dreams haunt you for years.

Dream-visions are more vivid than normal dreams. Colors too bright. Sounds too clear. You wake certain of their importance.

---

### **16. PRESERVE THE DEAD**
**Interval:** 1 hour | **Miracles needed:** 1

You perform rites over a corpse to protect it from decay. Each hour of prayer, roll the litany die.

**After  miracle:** Body is perfectly preserved for one year as if freshly dead. Does not prevent forced undeath through necromancy, only natural decay. Allows proper burial preparation and long transport. Bodies preserved this way resist desecration. Scavengers avoid them. Rot does not come even in heat.

Preserved bodies appear peaceful, almost sleeping. Remain cool to touch. Do not smell. Some say the soul lingers near, grateful.

---

### **17. BREAK MINOR CURSE**
**Interval:** 1 hour | **Miracles needed:** 2

You attempt to break a lesser curse through prayer and ritual cleansing. The cursed person or object must be present. Each hour, roll the litany die.

**After  miracles:** Minor curses shatter like glass. Bad luck, compulsions, small haunting, cursed items of no great power. The curse breaks with audible sound: chains snapping, glass breaking, or a released sigh. Cannot break ancient curses, powerful hexes, or artifact curses. If you abandon the attempt before succeeding, the curse deepens (disadvantage on related matters for one week).

When curses break, those freed often feel lighter. Some weep. Some laugh. All remember the moment of release.

---

### **18. CALM WEATHER**
**Interval:** 1 hour | **Miracles needed:** 2

You pray to calm natural storms or harsh weather in one mile radius around you. Each hour, roll the litany die.

**After  miracles:** Weather calms to gentle conditions for eight hours. Rain stops. Winds die. Temperature moderates. Does not prevent storms from returning naturally afterward. Cannot affect weather sent by divine wrath or powerful sorcery. The area of calm is obvious: clear sky in circle of storm. Those within feel peace.

Birds return. The air smells fresh. Sailors and farmers treasure prophets who can do this.

---

### **19. LOCATE SIN**
**Interval:** 10 minutes | **Miracles needed:** 1

You pray for revelation of recent wrongdoing in an area (one building or 60 feet radius). Each ten minutes, roll the litany die.

**After  miracle:** You sense nature and location of serious sins committed here in past week. Murder, betrayal, sacrilege, rape. Do not learn identities unless other clues present. You feel what occurred and where. Minor sins (lies, petty theft) do not register unless your deity particularly opposes them. Effect lasts until you leave the area. Some prophets go mad from this gift.

Your perception manifests as phantom images, cold spots, or blood-like stains visible only to you. The air tastes like copper.

---

### **20. SEAL WOUNDS**
**Interval:** 10 minutes | **Miracles needed:** 2

You perform prayer-healing on serious wounds. Target must be stabilized and alive. Each ten minutes, roll the litany die.

**After  miracles:** One serious wound closes miraculously. Deep cuts seal. Broken bones mend. Internal bleeding stops. Target restore 1 Vigor. Does not cure disease or poison, only physical trauma. Leaves no scar. Can be performed multiple times on same person for different wounds. Warriors sometimes refuse this, wanting their scars. They say a man without scars has not lived.

Sealed wounds glow briefly during closing. Flesh feels warm after. Heals clean and perfect.

---

## TIER 2 LITANIES (15 - Unlocked at Ultimate 1)

### **21. BRING RAIN**
**Interval:** 1 day | **Miracles needed:** 5

You pray to end drought and bring rain to a region (ten miles radius per prophet level). This is major divine intervention. Each dawn, roll the litany die.

**After  miracles:** Rain comes within hours and continues intermittently for three days. Enough to break drought and save crops. Rivers refill. Wells recharge. The rain is natural afterward. Cannot force rain in cursed lands without additional miracles. The region remembers you as rainbringer. Some call you blessed. Others call you witch.

Clouds gather unnaturally fast. First rain smells sweet. Plants begin recovering immediately. Children dance in it.

---

### **22. LAY THE BATTLEFIELD TO REST**
**Interval:** 1 day | **Miracles needed:** 7

You consecrate a site of great battle or massacre. Must walk the entire field each day in prayer. Each dawn, roll the litany die.

**After  miracles:** All walking dead on the field are laid to rest. They feel release and crumble peacefully. Lingering spirits find peace. Haunting ends. The ground is consecrated. The dead cannot rise here for one hundred years. Grass grows green again within the month. Scavengers leave the remaining bodies in peace. Site becomes memorial.

Spirits depart visibly at the final success: lights rising to sky. The air feels lighter. Survivors report dreams of peace.

---

### **23. CURE PLAGUE**
**Interval:** 1 hour | **Miracles needed:** Variable

You combat epidemic through miraculous healing. Must treat patients personally. Each hour spent ministering, roll the litany die.

**After each miracle:** One patient is cured completely. When you have cured ten percent of the afflicted, the plague breaks. Others recover naturally over the following week. Requires exhausting work. You can do nothing else during this time. Your hands crack and bleed. You do not sleep. Communities remember you as savior. Temples are built in your name.

Cured patients recover dramatically. Fever breaks. Color returns. They sit up healed. Word spreads fast.

---

### **24. RAISE THE RECENTLY DEAD**
**Interval:** 1 hour | **Miracles needed:** 3

You attempt to call back the recently dead (died within 24 hours). Must have most of the body. Each hour of intense prayer, roll the litany die.

**After  miracles:** Dead return to life with 1 Vitality. They remember their death. Brief deaths (minutes) have little effect. Longer deaths leave them changed: cold, haunted, sometimes prophetic. Cannot revive those who died of old age, were destroyed entirely, or whose souls were claimed by powerful entities. Costs you 1 Constitution permanently from the strain. Regained only through rest and pilgrimage to holy site.

The moment of return: gasping breath, eyes opening, a sob. They feel cold for days. Some are grateful. Others resent it.

---

### **25. BREAK GREAT CURSE**
**Interval:** 1 day | **Miracles needed:** 5

You combat serious curses: family curses, cursed bloodlines, powerful hexes, artifact curses of lesser power. Each day of ritual, roll the litany die.

**After  miracles:** Curse breaks permanently. Chains shatter. Cursed items become mundane or beneficial. Cursed bloodlines are cleansed. Generations of suffering end. Cannot break deity-level curses without Tier  Litany. Breaking powerful curses sometimes creates backlash: the curse lashes out one final time at whoever broke it (save or suffer the curse's worst effect once).

When great curses break, all affected feel it: weight lifting, sudden warmth, ability to breathe deeply. Some scream. Some weep.

---

### **26. DIVINE INQUISITION**
**Interval:** 1 hour | **Miracles needed:** 2

You perform sacred trial to determine truth and guilt. Accused must be present (bound if unwilling). Each hour of questioning, roll the litany die.

**After  miracles:** You know with certainty whether accused committed the crime in question. Your deity reveals truth directly. Does not show details, only guilty or innocent. Cannot be deceived by mortal magic. Powerful immortals (demon lords, lesser deities) can obscure truth. Those judged innocent are blessed (advantage on next save). Guilty feel divine gaze and often confess before completion.

During inquisition, your holy symbol glows. The guilty sweat. The innocent stand firm. All present know judgment occurred.

---

### **27. CONSECRATE TEMPLE**
**Interval:** 1 week | **Miracles needed:** 4

You sanctify a building to be true temple to your deity. Each dawn, roll the litany die.

**After  miracles:** Building becomes proper temple. Faithful who pray here gain advantage on saves against fear for 24 hours. Unholy beings cannot enter without overcoming resistance. Your deity can manifest signs here more easily. Prayers offered inside are heard more clearly. Temple remains consecrated as long as maintained and used for worship. Desecration ends effect until reconsecrated.

Consecrated temples feel peaceful. Light seems warmer. Even unbelievers feel presence of something greater. Candles burn brighter here.

---

### **28. MASS HEALING**
**Interval:** 10 minutes | **Miracles needed:** 1

You channel divine healing to multiple wounded (up to your prophet level times two). Must be within 30 feet. Each ten minutes, roll the litany die.

**After  miracle:** All affected remove 1 wound. Minor wounds close. Persistent pain eases. Can be performed multiple times but you must rest one hour between. After three times in one day, must complete rest. Your hands shake after. Your breath comes hard.

Healed patients glow softly during the miracle. They feel warmth spreading through injuries. Scars fade or remain at your discretion.

---

### **29. SUMMON DIVINE SERVANT**
**Interval:** 1 hour | **Miracles needed:** 2

You call upon a divine servant (angel, holy spirit, celestial beast) to aid you. Each hour of prayer, roll the litany die.

**After  miracles:** Servant appears and serves faithfully for one day. Offers advice, guards location, delivers message, or fights alongside you. Statistics appropriate to your prophet level. Knows your deity's will and acts accordingly. Will not perform cruelty. Departs at sunset or when task complete. Can only maintain one servant at a time.

Servants arrive in pillar of light. Their presence calms animals. They speak with divine authority. Some leave gifts when departing.

---

### **30. RESTORE SIGHT**
**Interval:** 1 hour | **Miracles needed:** 3

You heal blindness through divine miracle. Cause does not matter: injury, disease, birth, curse. Each hour, roll the litany die.

**After  miracles:** Sight fully restored. Those blind from birth must learn to see over days. Cursed blindness requires breaking curse first. Magical blindness from powerful sources may resist (need 5 successes instead). Restored eyes often have unusual appearance: golden flecks, unusual clarity, or faint glow in darkness.

The moment sight returns is overwhelming. Most weep. They see you first, haloed in light from windows.

---

### **31. BANISH DEMON**
**Interval:** 1 hour | **Miracles needed:** 4

You perform exorcism on possessed victim or banish manifested demon. Each hour of ritual combat, roll the litany die.

**After  miracles:** Possession ends or demon is banished to its prison for one hundred years. Victim is freed but weakened (loses half current Vitality, recovers with rest). Powerful demons may resist (need 7 successes). Failed attempts anger the demon. It may attack. Banished demons remember you with eternal hatred.

Exorcism is violent. Victim thrashes, speaks in tongues, exhibits impossible strength. Success: demon screams and tears free as black smoke.

---

### **32. TRIAL BY FIRE**
**Interval:** 10 minutes | **Miracles needed:** 1

You invoke ancient trial where accused places hand in holy flame. Your deity judges their guilt. Roll litany die when trial begins.

**After  miracle:** Flame appears on altar or in brazier. Accused must place hand in it. If guilty, flame burns (2d8 fire, permanent scarring). If innocent, flame is cool and pleasant. All witnesses know divine judgment occurred. Accused can refuse (marks them as likely guilty in law). The unholy always burn regardless of specific guilt. The trial is considered absolute by faithful communities.

Holy flame is unnaturally bright. Does not spread. Guilty parties' burns never fully heal. The scars mark them.

---

### **33. RESTORE THE MAIMED**
**Interval:** 1 day | **Miracles needed:** 5

You pray for restoration of lost limbs or organs. Each day of intensive ritual, roll the litany die.

**After  miracles:** Lost body part regrows over following week. Process is painful. Limb functions perfectly when complete. Cannot restore parts lost to specific curses without breaking curse first. Cannot restore parts willingly sacrificed in evil rituals. Restored body parts sometimes bear divine marks: unusual coloring, faint glow, or holy symbols in skin.

Regrowth itches intensely. Restored limb emerges pale and perfect, gaining normal color over days. Some call it miracle. Others call it unnatural.

---

### **34. CREATE SANCTUARY**
**Interval:** 1 hour | **Miracles needed:** 3

You create powerful sanctuary in a location (one building or 60 feet radius). Each hour of ritual prayer, roll the litany die.

**After  miracles:** Area becomes true sanctuary for one month. Violence within is nearly impossible. Attackers must overcome resistance every round or find themselves unable to act. Does not prevent self-defense. Those within feel profound peace. Unholy beings cannot enter at all. Perfect for negotiations, recovery, refuge. If someone is murdered within, sanctuary shatters immediately.

Sanctuary glows faintly at twilight. Air feels still. Angry thoughts become difficult to maintain. Birds nest here.

---

### **35. CALL THE FAITHFUL**
**Interval:** 1 day | **Miracles needed:** 3

You send divine summons to all faithful of your deity within 100 miles. Each day of prayer broadcasting the call, roll the litany die.

**After  miracles:** Message appears to faithful as dream, vision, or undeniable certainty. They know where you are and that you need aid. Most faithful feel compelled to answer if possible. Expect 1d10 times your prophet level faithful to arrive over next week. Power depends on faith's prevalence in region. Can only use once per year.

Called faithful report the same dream: your face in light, calling them to gather. Some walk hundreds of miles to answer.

---

## TIER 3 LITANIES (5 - Unlocked at Ultimate 2)

### **36. RAISE THE LONG DEAD**
**Interval:** 1 week | **Miracles needed:** 7

You attempt to call back someone dead for months or years. Must have body or significant remains. Each dawn, roll the litany die.

**After  miracles:** Dead return to life, fully healed. Remember everything including death and what came after. Long deaths change people profoundly. They may have divine insights, prophetic gifts, or deep trauma. Cannot raise those who were greatly evil (they fled to deserved fate) or whose souls were claimed by demons. Costs you 1d3 Constitution permanently. Can only attempt once per year per person. Some things should stay dead.

Resurrection after long death: body heals before eyes. Flesh regenerates. First breath is gasping, desperate. They always weep.

---

### **37. END FAMINE**
**Interval:** 1 week | **Miracles needed:** 4

You channel divine abundance to end regional famine (50-mile radius). Each dawn, roll the litany die.

**After  miracles:** Divine intervention provides food. Empty granaries are suddenly full (unexplainable). Hunting becomes supernaturally successful. Fish fill nets. Fruit trees bear out of season. Effect lasts one month, breaking famine cycle. Saved region builds temple in gratitude. Your name becomes legend. Can only be performed once per region per lifetime. The divine does not waste miracles.

Miraculous food appears overnight. Empty stores hold grain. People wake to smell of bread from nowhere. None question. All eat.

---

### **38. BANISH DEMON LORD**
**Interval:** 1 week | **Miracles needed:** 10

You attempt to banish powerful demon lord or devil prince from material plane. Each dawn of ritual combat, roll the litany die.

**After  miracles:** Entity is cast to its prison for 100 years minimum. Cannot return unless summoned by great ritual. Leaves physical destruction: cracked buildings, scorch marks, tears in reality that take years to heal. All its servants are destroyed or flee. Region is free. Your faith experiences renaissance. Saved people convert in droves. The demon lord remembers across centuries and plots revenge.

Banishment is apocalyptic. Reality screams. Demon bellows. Sky tears open. When gone: profound silence. Then celebration and weeping.

---

### **39. RESTORE RUIN**
**Interval:** 1 week | **Miracles needed:** 4

You pray for restoration of destroyed temple or holy site. Each dawn, roll the litany die.

**After  miracles:** Ruined structure rebuilds itself over following month. Stones float back into place. Murals repaint themselves. Holy artifacts lost are found or regenerated. Building emerges exactly as it was in glory days but better: infused with obvious divine presence. Becomes pilgrimage site. Your faith grows in prestige. Can only restore structures once consecrated to your deity.

Restoration is gradual. Each day, more complete. Faithful watch in awe. Some claim to see angels helping in the night.

---

### **40. DIVINE JUDGMENT**
**Interval:** 1 day | **Miracles needed:** 1

You call upon your deity to judge grievous evil: tyrant, mass murderer, corrupt high priest who escaped justice. One day of prayer calling divine attention. Roll litany die at sunset.

**After  miracle:** Your deity delivers judgment directly. Form varies: lightning strike, sudden fatal illness, prophetic doom fulfilled, public exposure leading to overthrow, or divine champion arrives to execute sentence. Justice is absolute and proportional. Cannot be used for petty matters. The divine ignores prayers unless crime is truly heinous. Use sparingly. Direct intervention has cosmic cost. Can invoke once per year.

Divine judgment is unmistakable. All witnesses know it was no accident. Some convert from sheer terror. Others curse your name forever.

---

## WIZARD (Mind)

**Core Mechanic:** INTERPRETIVE MAGIC SYSTEM

Wizards shape magic through understanding. You've studied the underlying structure of reality and learned to manipulate it: adding complexity for precision or stripping it down for raw power. Your spellbook is your life's work; your interpretations are your signature.

---

### WIZARD MECHANICS

**Casting Stat:** Mind

When you invest in the Wizard tree, cast spells using your Mind stat:
- In combat: Spells just work with no check, only disruption when damaged
- Out of combat: Ability Test (d20 + Mind die + Tier vs DC). Fail allows stamina buyout
- Spell saves: Target rolls saving throw (dice pool)

**Spellbook:**
- Each Wizard ability grants spells (see individual abilities)
- Can also learn from scrolls, other spellbooks, or research
- Learning from scrolls: 1 hour per spell tier, consumes 10gp of materials per tier

**Preparation:**
- Prepare Mind mod + Tier spells (minimum 1)
- Only prepared spells are available to cast
- Can change prepared spells during a recovery (10 minutes)

**Stamina Pool:** See core Stamina rules. Wizard uses Mind as primary stat.

**Disruption (Combat Only):**
If damaged after declaring but before your turn, make an Ability Test (d20 + Mind die + Tier) vs DC based on spell tier: DC 11/13/15/17/19 for Tier 1-5. Fail = spend 1 stamina to maintain, or spell is lost.

**ARCANE DISCHARGE (Disruption Recovery):**
When your spell is disrupted and lost, the arcane energy releases as raw force. Deal your Mind die + Tier damage to one enemy within 30 feet (no save). The magic finds a target even when the spell cannot form. It would rather wound than dissipate.

**Tier Access (by wizard level, the number of Wizard abilities purchased):**
- **Levels 1-2:** Tier 1 spells
- **Levels 3-4:** Tier 2 spells
- **Levels 5-7:** Tier 3 spells
- **Level 8+:** Tier 4 spells
- **Level 12:** Tier 5 spells

---

### INTERPRETATIONS (Wizard Deeds)

**Interpretations are the Wizard's deeds.** Where Prophets modify prayers through Divine Intercession, Druids through Nature's Voice, and Invokers through Patron's Will, Wizards modify spells through Interpretation.

When you cast, declare how you're bending the magic. The GM rules on what that means: what it costs, what it gains, what it risks.

**This is negotiation, not declaration.** You propose; the GM adjudicates. Interpretations are not guaranteed effects. They're requests to reality, filtered through your skill and the GM's judgment. This requires trust on both sides. A generous GM rewards creative interpretation. A careful player respects the limits of what magic should do. When it works, wizard magic feels like collaboration between player, GM, and the fiction itself.

Outside combat, interpretations work the same way. Extending a ritual's duration, distilling a ward to its essence, layering detection magic with illumination are all valid, all negotiated. The tactical phase doesn't exist, but the conversation does.

**Starting Interpretations:** EXTEND and DISTILL (gained with Arcane Scholar).

---

#### ADDING INTERPRETATIONS
*Add complexity for precision and control*

**EXTEND**
You stretch the spell until the magic goes thin.

**Effect:** Double one dimension: range, duration, area, or number of targets.

Extended spells look elongated, translucent at their edges, like something pulled past its natural shape. You feel the stretch in your chest until the spell ends. Push too far and the GM may rule the magic frays, covering more ground but landing lighter.

*Examples: "I extend the range. I can cast at Sight range." "I extend the targets so two creatures are affected."*

**PRECISE**
You add conditions until the spell cuts like a scalpel.

**Effect:** Add exceptions, conditions, or targeting refinements. The spell gains surgical accuracy, but you must specify exactly what you mean. Vague precision fails.

Precise spells feel cold and deliberate. They don't splash or spread. They find exactly what you named and ignore everything else. Witnesses describe them as "unnatural" and "too clean." The more conditions you add, the more the GM may narrow the spell's power in exchange for its accuracy.

*Examples: "Precise: Only affects creatures who intend me harm." "Precise: The fire only burns objects, not creatures."*

**LAYER**
You weave a second spell into the first, both emerging as one.

**Effect:** Add a secondary effect from another spell you have prepared. Both effects combine as one casting. Both spells' limitations apply. The layered spell must be equal or lower tier.

Layered spells shimmer with doubled colors, overlapping auras that observers find unsettling. The magic feels heavier in your hands. The GM determines how the spells interact. Sometimes they harmonize, sometimes they conflict in unexpected ways.

*Examples: "I layer Light into the spell so targets become visible." "I layer Sleep into Fireball so survivors fall unconscious."*

**CONTINGENCY**
You set the spell like a trap, waiting for its moment.

**Effect:** Set a trigger instead of immediate casting. The spell waits until the trigger occurs. Trigger must be specific and observable. Vague triggers fail.

Contingent spells leave a faint shimmer where they wait, invisible to most but obvious to Witch-Sight. You feel a thread connecting you to each waiting spell, a constant low awareness. Too many contingencies and your sleep grows restless. The GM determines if your trigger is specific enough; "when danger approaches" fails, "when a living creature crosses this threshold" succeeds.

*Examples: "Contingency: The ward triggers if anyone touches the door." "Contingency: Phase Step activates if I drop below half health."*

**METAMORPHOSE**
You twist the spell's nature into something else entirely.

**Effect:** Change the spell's element, appearance, or fundamental nature. Core mechanical effect stays similar, but all interactions change. Fire becomes cold. Force becomes shadow. Healing becomes draining.

Metamorphosed spells look wrong: fire that doesn't flicker, lightning that moves too slowly, force that casts shadows. Other wizards recognize the technique immediately and find it either impressive or unsettling. The GM determines how the new nature interacts with the world; shadow-fire might travel through darkness but fail in bright light.

*Examples: "I metamorphose the fireball into cold for a freezing explosion." "I metamorphose the effect into shadow so it travels through darkness."*

**COMPOUND**
You force two spells to exist in the same moment, intertwined.

**Effect:** Cast two spells as one action. Both happen simultaneously and interact. Both spells are more vulnerable to disruption.

Compound spells arrive with a thunderclap of overlapping magic, too much power in too small a space. The air tastes like metal. Both spells affect each other; the GM rules on how they combine, conflict, or amplify. Failure on the check may mean both spells fail, or worse, that they combine in ways you didn't intend.

*Examples: "I compound Shield with Phase Step to arrive already protected." "I compound Command with Hold so they freeze AND obey."*

---

#### STRIPPING INTERPRETATIONS
*Remove complexity for raw power*

**DISTILL**
You carve away everything but the spell's core.

**Effect:** Remove one component (area, duration, secondary effects, or safety) to intensify what remains. What you strip away concentrates into what's left: a Fireball without area becomes a single devastating lance; a Shield without duration becomes one perfect moment of total protection.

Distilled spells look dense, hard-edged, too bright. The air feels heavy where they land. Declare what you're removing and what you want intensified; the GM rules on the exchange. The more you strip, the more brutal the result and the less control you retain.

*Examples: "I distill away the area so this blast is just for him." "I distill away the duration so everything happens NOW."*

**OVERFLOW**
You let the spell exceed its boundaries, spilling past all limits.

**Effect:** The spell affects more (larger area, more targets, greater range), but you cannot exclude anything. Allies, enemies, yourself, bystanders. The magic goes where it wants.

Overflowed spells feel like releasing a held breath. The magic rushes out of you, eager and hungry, filling every available space. You feel empty afterward, lighter. The GM determines how far the overflow spreads; in enclosed spaces it might fill the room, in open areas it might dissipate quickly.

*Examples: "I let the spell overflow so it fills the whole room." "I overflow the healing to affect everyone nearby, friend and foe."*

**BURN BRIGHT**
You collapse duration into a single instant of maximum intensity.

**Effect:** Everything the spell would do over time happens immediately, all at once. A minute of burning in one flash. An hour of protection in one perfect moment. Consequences that would accumulate also arrive immediately.

Burn Bright spells are blinding, deafening, overwhelming. Witnesses remember them for years. The magic leaves scorch-marks in the air that fade over hours. The GM determines what "maximum intensity" means for each spell; sometimes it's devastating, sometimes the compressed duration simply ends faster with no additional power.

*Examples: "I burn it bright for all the damage NOW." "I burn the duration for permanent effect, but only this instant to apply it."*

**SACRIFICE**
You take the spell's cost yourself so others don't have to.

**Effect:** Accept a consequence willingly (damage, exhaustion, a condition, a loss). In exchange, the spell's benefit is enhanced, guaranteed, or extended for its target. You suffer so they don't.

Sacrifice spells feel like hooks in your chest, pulling something out of you and pushing it into the magic. The more you give, the more the spell delivers. The GM determines fair exchange; sacrificing a minor inconvenience earns minor enhancement, sacrificing something precious earns something powerful.

*Examples: "I take the damage myself so they don't get a save." "I sacrifice my sight for a day so the spell pierces all illusions."*

**RAW CHANNEL**
You strip away all flavor and form until only force remains.

**Effect:** Remove elemental type, sensory manifestation, connection to source. What remains is pure magical force, harder to resist with specific defenses but losing all specific interactions. Fire resistance doesn't help against raw force. But raw force doesn't ignite anything either.

Raw Channel spells are invisible, silent, and feel like nothing at all, which makes them terrifying. Targets often don't realize they've been hit by magic. Other wizards recognize the technique by what's missing: no color, no sound, no signature. Just effect.

*Examples: "I channel it raw with no fire, just force." "I strip away the lightning for pure energy, no thunder."*

**ECHO**
You simplify the spell to its barest form, then let that form repeat.

**Effect:** Reduce the spell to one target, one effect, minimal scope. That simplified spell happens again automatically next round without requiring your action. Costs additional Stamina equal to spell tier.

Echo spells stutter in the air, leaving afterimages that pulse and repeat. The magic feels like a heartbeat (thump, thump, thump), each pulse delivering the same simplified effect. You feel the echo in your bones until it fades. The GM determines what "simplified" means; you're trading power for persistence.

*Examples: "I echo the spell with just the core damage, repeating each round." "I echo the ward with minimal protection, but it keeps refreshing."*

---

### WIZARD ABILITIES (18 TOTAL)

**Choose abilities in any order. Requirements listed where applicable.**

**Mystic Level:** Your wizard level = number of Wizard abilities purchased (1-18)

---

### **1. ARCANE SCHOLAR** (Initial - 1m + 1s)

**Required:** Must be your first Wizard ability.

*You have studied the arcane arts and begun your spellbook.*

**Gain:** Spellbook with 4 Tier 1 spells. Preparation: Mind mod + Tier spells (minimum 1). Gain **Extend** and **Distill** interpretations.

---

### **2. PRECISE CASTING** (1m + 1s)

*Your spells cut with surgical accuracy.*

**Gain:** **Precise** interpretation (add conditions/exceptions to spells).

**Learn:** 2 spells

---

### **3. LAYERED MAGIC** (1m + 1s)

*You weave multiple effects into a single casting.*

**Gain:** **Layer** interpretation (weave secondary spell into primary).

**Learn:** 2 spells

---

### **4. CONTINGENT MAGIC** (1m + 1s)

*Your spells wait patiently for their moment.*

**Gain:** **Contingency** interpretation (set triggered spells).

**Learn:** 2 spells

---

### **5. REALITY SHAPING** (1m + 1s)

*You twist the fundamental nature of magic itself.*

**Gain:** **Metamorphose** interpretation (change spell elements).

**Learn:** 2 spells

---

### **6. COMPOUND CASTING** (1m + 1s)

*Two spells become one overwhelming moment.*

**Gain:** **Compound** interpretation (combine effects of two spells).

**Learn:** 2 spells

---

### **7. OVERFLOW MASTERY** (1m + 1s)

*You release all limits and let the magic flood outward.*

**Gain:** **Overflow** interpretation (let spell exceed boundaries).

**Learn:** 2 spells

---

### **8. BURN BRIGHT** (1m + 1s)

*Duration collapses into a single instant of maximum intensity.*

**Gain:** **Burn Bright** interpretation (collapse duration into instant).

**Learn:** 2 spells

---

### **9. SACRIFICE MASTERY** (1m + 1s)

*Your suffering fuels the magic.*

**Gain:** **Sacrifice** interpretation (take cost yourself to enhance for others).

**Learn:** 2 spells

---

### **10. RAW CHANNEL** (1m + 1s)

*Strip away all flavor until only pure force remains.*

**Gain:** **Raw Channel** interpretation (strip away all flavor, pure force remains).

**Learn:** 2 spells

---

### **11. ECHO MASTERY** (1m + 1s)

*Simplify and let the magic repeat.*

**Gain:** **Echo** interpretation (simplify and repeat).

**Learn:** 2 spells

---

### **12. EXPANDED SPELLBOOK** (1m + 1s)

*Your studies yield new knowledge.*

**Learn:** 6 spells (any tier you have access to)

---

### **13. GREATER SPELLBOOK** (1m + 1s)

*Your collection of arcane knowledge grows ever larger.*

**Learn:** 6 spells (any tier you have access to)

---

### **14. PERFECT MEMORY** (1m + 1s)

*Spells are etched into your mind, never to fade.*

**Passive:** Spells are never forgotten (even if spellbook is lost). Prepare 2 additional spells per day.

**Learn:** 2 spells

---

### **15. SUPREME PREPARATION** (1m + 1s)

*Your mind holds more magic than should be possible.*

**Passive:** Prepare additional spells equal to Tier.

**Learn:** 2 spells

---

### **16. POTENT INTERPRETATION** (1m + 1s)

**Requires:** 8+ Wizard abilities.

*Your interpretations bend reality more readily.*

**Passive:** The GM should rule generously on interpretation results. You may combine one adding AND one stripping interpretation on the same spell.

**Learn:** 2 spells

---

### **17. LIVING MAGIC** (1m + 1s)

**Requires:** 8+ Wizard abilities.

*Magic flows through you like blood.*

**Passive:** Sense magic within 30 feet. When you Overflow, you may exclude yourself. When you Sacrifice, spend 1 Stamina to halve the personal cost. Advantage on saves vs. magical effects.

**Learn:** 2 spells

---

### **18. ARCHMAGE** (1m + 1s)

**Requires:** 12+ Wizard abilities (this must be your final ability).

*You have mastered the arcane arts.*

**Passive:** Combine up to three interpretations (any mix of adding/stripping) on a single spell.

**Triggered: Instant Recall** (3 Stamina) - Cast a spell from your spellbook without having it prepared.

**Triggered: Unbreakable Concentration** (2 Stamina) - Auto-bypass disruption (spell cannot be lost even if damaged).

**Learn:** 3 spells

---

### WIZARD ULTIMATES

Choose one ultimate at 4, 8, and 12 abilities purchased.

#### 1ST ULTIMATE (Free at 4 abilities)

Choose one:

##### A. QUADRUPLE EXTEND
When you Extend, quadruple the dimension instead of doubling.

##### B. SURGICAL PRECISION
When you Precise, add up to three separate conditions or exceptions instead of one.

##### C. DOUBLE DISTILL
When you Distill, remove two components instead of one. The intensification compounds.

##### D. SAFE OVERFLOW
When you Overflow, choose one creature to exclude from the expanded effect.

---

#### 2ND ULTIMATE (Free at 8 abilities)

Choose one:

##### A. DEEP METAMORPHOSIS
When you Metamorphose, change the spell's core function. Damage becomes healing. Movement becomes binding. GM rules on equivalence.

##### B. TRIPLE LAYER
When you Layer, add two secondary spells instead of one. Three effects combine.

##### C. TOTAL SACRIFICE
When you Sacrifice, offer something permanent: a stat point, a memory, a year of life. GM rules what permanence buys.

##### D. PURE CHANNEL
When you Raw Channel, the spell is completely undetectable as magic. No aura, no visible effect. Just reality changing.

---

#### 3RD ULTIMATE (Free at 12 abilities)

Choose one:

##### A. GRAND COMPOUND
**Action** (6 Stamina) - Compound three spells into a single casting. DC equals sum of all tiers + 10.

##### B. PERMANENCE
**Ritual** (8 Stamina, 1 hour) - Make any Tier 3 or lower spell permanent. Can only be used once per month on the same target.

##### C. COMPLETE DISTILLATION
**Free Action** (6 Stamina) - Distill a spell to a single word of power. Maximum intensity, no other components. The word burns from memory; re-learn the spell.

##### D. FINAL SACRIFICE
**Passive:** You no longer age and are unaffected by magical aging, but always appear elderly.

**Triggered** (All remaining Stamina) - Once per lifetime: When you would die, sacrifice your death to fuel one final spell. Maximum effect, automatic success. Then you die. Nothing prevents this death.

---

**Total at 18 abilities:** 41 spells in spellbook (plus scrolls/research), prepare Mind mod + Tier, 12 interpretive abilities (6 adding + 6 stripping), 3 Ultimates
**Power Fantasy:** Master of arcane manipulation, whether adding layers of complexity or stripping spells to raw devastation

---

## **4. DRUID (Sense)**

**Core Mechanic:** ASPECT ATTUNEMENT SYSTEM

Druids channel primal forces through seven Aspects. Magic is reliable but requires careful management. Failure still works but pushes you toward transformation.

---

**ATTUNEMENT MECHANICS:**

**Seven Aspects:**
- **Stone:** Petrification, endurance, crushing weight
- **Flame:** Immolation, consuming heat, spreading fire
- **Tide:** Dissolution into water, drowning, erosion
- **Wind:** Fading to mist, dispersal, breath stolen
- **Root:** Becoming tree, strangling growth, rooting
- **Beast:** Feral transformation, primal instincts
- **Star:** Cosmic madness, void visions, stellar dissolution

**Stamina Pool:** See core Stamina rules. Druid uses Sense as primary stat.

**How Attunement Works:**
- In combat: Spells just work with no check, only disruption when damaged
- Out of combat: Ability Test (d20 + Sense die + Tier vs DC). Fail allows stamina buyout
- **Disruption:** If damaged after declaring, make an Ability Test (d20 + Sense die + Tier) vs DC based on spell tier: DC 11/13/15/17/19 for Tier 1-5. Fail = spend 1 stamina to maintain, or spell is lost.
- When you fail a check (or disruption), gain +1 Attunement in that spell's Aspect

**PRIMAL SURGE (Disruption Recovery):**
When your spell is disrupted and lost, the wild magic flows into the land. Choose: either gain +2 Attunement in the spell's Aspect (power building toward transformation), OR heal yourself for your Sense die + Tier as nature's energy courses through you instead of outward.
- Alternatively, voluntarily spend 1 stamina when casting to gain +1 Attunement (power at a cost)
- Each rest: ALL Attunements drop by 1 (minimum 0)
- Alternatively, spend 1 Stamina to reduce one Attunement by 1 (without resting)
- At 10+ Attunement: Make Claiming check (d20 + Sense die + Tier - discord vs DC 12)
  - **Pass:** Safe, remain at current Attunement
  - **Fail:** Claimed - roll d6 on that Aspect's goal table

**Discord Penalty (Multi-Aspect Casting):**
- 1 Aspect: -0 | 2 Aspects: -2 | 3 Aspects: -4
- 4 Aspects: -6 | 5 Aspects: -8 | 6 Aspects: -10 | 7 Aspects: -12

**While Claimed:**
- Pursue the rolled goal single-mindedly
- Use all abilities toward completing the goal
- Cannot be reasoned with or redirected
- Duration: Until goal is complete
- After: That Aspect resets to 0, others unchanged
- Cannot voluntarily cast spells from that Aspect until you rest

**Affinity System:**
- Start with 3 affinities (chosen Aspects)
- **Druids use the PRIMAL SPELL LIST** (their own unique spell list)
- Can cast ANY primal spell that matches your chosen Aspects
- Prepare Sense modifier spells per aspect when you rest (**not RECOVER like the Wizard!**) from the entire list.
- Gain 4th/5th/6th affinity at Ultimates
- **Each primal spell is tagged with an Aspect** - you can only cast spells from Aspects you have affinity for

---

**DRUID MYSTIC TREE (22 Abilities)**

**Choose abilities in any order. Requirements listed where applicable.**

**Mystic Level:** Your druid level = number of Druid abilities purchased (1-22)

**Tier Access:**
- **Levels 1-2:** Tier 1 spells
- **Levels 3-4:** Tier 2 spells
- **Levels 5-7:** Tier 3 spells
- **Level 8:** Tier 4 spells

**Note:** Tier 5 spells unlock at druid level 12 (requires all 8 core abilities + 4 more from other trees)

**Aspect System:** Each aspect has 3 abilities (21 total) + 1 foundation = 22 total abilities

---

### NATURE'S VOICE (Druid Deeds)

Druids speak with nature's authority. These deeds represent commanding the primal forces, not casting spells, but shaping how magic and nature interweave. Using a deed requires a check: roll stat dice + Tier dice, needing [Tier] successes.

**Starting Deeds:** ATTUNE, CYCLE (gained with Primal Awakening)

| Deed | Effect |
|------|--------|
| **ATTUNE** | Gain +1 Attunement in relevant Aspect for bonus effect. Embrace transformation to empower magic. |
| **CYCLE** | Convert damage to healing or healing to damage. Death feeds life; life feeds death. The wheel turns. |
| **WILD** | Remove precision for raw primal power. Larger, messier, uncontrolled. Nature doesn't do "careful." |
| **ROOT** | Ground the spell in location. It persists, becomes part of the environment, grows into the land. |
| **CLAIM** | Nature marks the target. Plants react to them, animals watch them, elements remember their passage. |
| **RESONATE** | If environment is natural, amplify effect. The land joins your magic. Cities dampen; wilderness sings. |
| **GROW** | Effect expands organically over time. What starts small spreads, multiplies, takes root. |
| **ADAPT** | Spell shifts to match circumstances. You set intention; nature finds the path. |

---

### FOUNDATION

### **1. PRIMAL AWAKENING** (Initial - 1m + 1s)

**Required:** Must be your first Druid ability.

*The wild speaks, and you have learned to listen. Where others hear wind, you hear voices. Where others see forest, you see a living mind.*

**Gain:** Cast primal spells (Ability Test: d20 + Sense die + Tier - discord vs DC). When you fail a casting, gain +1 Attunement in that spell's Aspect. Prepare Sense modifier + druid level spells per day.

**Passive:** Choose 3 starting Affinities (you can cast any primal spell from Aspects you have affinity for). Gain 1 additional affinity at druid levels 4 and 8.

**Starting Deeds:** You know ATTUNE and CYCLE.

*Other druids recognize you by the way nature responds to your presence: the way leaves turn toward you, the way stones feel warmer under your feet.*

---

### STONE ASPECT

### **2. STONE TOUCHED** (1m + 1s)

*The mountain recognizes you. Your footsteps fall heavier, your bones feel denser, and the earth knows when you walk upon it.*

**Passive:** You cannot be knocked prone while standing on earth or stone.

**Active while 2+ Stone Attunement:** +1 AC while standing on earth or stone. Tremorsense 30 feet. Burrow through soft earth at half speed.

**Triggered:** When you take 10+ damage from a single attack, gain +1 Stone Attunement.

---

### **3. STONE FLESH** (1m + 1s)

*Your skin remembers what it once was: mineral, not flesh.*

**Active while 4+ Stone Attunement:** Stone spells deal +d4 damage.

**Maneuver: Harden** - Gain +2 AC and Negate 1 Vitality from the attack, but cannot move faster than near. Lasts until you end it or lose Stone Attunement. Cost: +1 Stone Attunement per round.

**Triggered:** When you cast a Stone spell, gain +1 Stone Attunement.

**Learn:** Choose 1 Nature's Voice from the list.

---

### **4. MOUNTAIN'S HEART** (1m + 1s)

*You are becoming what you worship. Mountains do not move. Mountains do not break. Mountains endure.*

**Passive:** While you have 4+ Stone Attunement, once per round the first Vigor you would lose is not lost.

**Active while 6+ Stone Attunement:** Stone spells deal +d6 damage and enemies have disadvantage on saves. Immune to petrification.

**Triggered:** At the start of combat with 6+ Stone Attunement, gain +1 Stone Attunement.

---

### FLAME ASPECT

### **5. FLAME TOUCHED** (1m + 1s)

*Fire knows its own. Flames lean toward you like flowers toward sun. You carry warmth wherever you go.*

**Passive:** Nonmagical fire and heat cannot harm you.

**Active while 2+ Flame Attunement:** Immune to mundane fire. See through smoke. Fire resistance becomes immunity.

**Triggered:** When you take damage from heat or magical fire, gain +1 Flame Attunement.

---

### **6. LIVING INFERNO** (1m + 1s)

*The fire isn't around you: it's in you. Your blood runs hot. Your breath steams in cold air.*

**Active while 4+ Flame Attunement:** Flame spells deal +d4 damage.

**Maneuver: Ignite** - Your attacks deal +d6 fire damage. Creatures that hit you in melee take d4 fire damage. Lasts until you end it or lose Flame Attunement. Cost: +1 Flame Attunement per round.

**Triggered:** When you cast a Flame spell, gain +1 Flame Attunement.

**Learn:** Choose 1 Nature's Voice from the list.

---

### **7. WILDFIRE SOUL** (1m + 1s)

*You don't contain fire anymore: you barely restrain it. The blaze wants out.*

**Passive:** While you have 4+ Flame Attunement, you shed bright light 30 feet and creatures that start their turn adjacent to you lose 1 Vigor.

**Active while 6+ Flame Attunement:** Flame spells deal +d6 damage and targets catch fire (d6/round).

**Reaction: Explode** - When you take damage, deal fire damage equal to your Sense die to all creatures within 30 feet. Gain 1 Flame attunement.

---

### TIDE ASPECT

### **8. TIDE TOUCHED** (1m + 1s)

*The water welcomes you home. It parts when you enter, holds you when you sink, speaks when you listen.*

**Passive:** You breathe water and swim at full speed.

**Active while 2+ Tide Attunement:** Hold breath 10 minutes. Swim speed equals movement. Breathe underwater. Sense through water.

**Triggered:** When you enter a body of water, gain +1 Tide Attunement.

---

### **9. TIDEWALKER** (1m + 1s)

*Water obeys you now. It moves when you gesture, parts when you command.*

**Active while 4+ Tide Attunement:** Tide spells deal +d4 healing or damage. Squeeze through any gap water could pass. Advantage to escape grapples.

**Maneuver: Shape Water** - Create waves, part streams, walk on water, or assume partial liquid form. Effects last until you end them or lose Tide Attunement. Cost: +1 Tide Attunement.

**Triggered:** When you cast a Tide spell, gain +1 Tide Attunement.

**Learn:** Choose 1 Nature's Voice from the list.

---

### **10. OCEAN'S EMBRACE** (1m + 1s)

*You are becoming the sea: patient, powerful, and impossible to hold.*

**Passive:** While you have 4+ Tide Attunement, move through enemy spaces and difficult terrain freely.

**Active while 6+ Tide Attunement:** Tide spells deal +d6 healing or damage and push/pull targets 10 feet.

**Maneuver: Water Form** - Transform into water for up to 1 minute. Immune to physical damage, flow through cracks, cannot be grappled. Can still cast spells. Cost: +2 Tide Attunement per turn.

---

### WIND ASPECT

### **11. WIND TOUCHED** (1m + 1s)

*Gravity has loosened its grip on you. You fall like a leaf, land like a whisper.*

**Passive:** You take no falling damage while conscious.

**Active while 2+ Wind Attunement:** No falling damage. Advantage on acrobatics. Jump double distance. Leave no tracks.

**Triggered:** When you fall a significant distance, gain +1 Wind Attunement.

---

### **12. WINDBORNE** (1m + 1s)

*You're becoming less solid. Light passes through you strangely. Your edges blur when you move quickly.*

**Active while 4+ Wind Attunement:** Wind spells deal +d4 damage.

**Maneuver: Translucent** - Become nearly invisible in motion, hard to focus on when still. Pass through any space air could. Lasts until you end it or lose Wind Attunement. Cost: +1 Wind Attunement per round.

**Triggered:** When you cast a Wind spell, gain +1 Wind Attunement.

**Learn:** Choose 1 Nature's Voice from the list.

---

### **13. STORM'S FREEDOM** (1m + 1s)

*The sky calls you. The ground is just a memory.*

**Passive:** While you have 4+ Wind Attunement, ranged attacks against you have disadvantage.

**Active while 6+ Wind Attunement:** Wind spells deal +d6 damage and knock targets prone.

**Maneuver: Fly** - Gain 30 feet fly speed. You move like a bird. Bank, glide, ride currents. Lasts until you end it or lose Wind Attunement. Cost: +2 Wind Attunement per round.

---

### ROOT ASPECT

### **14. ROOT TOUCHED** (1m + 1s)

*The green world has noticed you. Plants turn toward you as you pass. Trees creak in greeting.*

**Passive:** Advantage on saves against being moved, grappled, or knocked prone.

**Active while 2+ Root Attunement:** Speak with plants. Sense through roots. Command plants (minor effects at will).

**Triggered:** When you touch a significant plant, gain +1 Root Attunement.

---

### **15. ROOT GUARDIAN** (1m + 1s)

*The green things protect you now. Thorns grow around your camps. Vines trip your enemies.*

**Active while 4+ Root Attunement:** Root spells deal +d4 healing or damage.

**Maneuver: Command Plants** - Entangle enemies (Tier 1 Body save or restrained), grow thorn walls (10 ft, d4 damage to pass), or reshape terrain. Effects last 1 minute. Cost: +1 Root Attunement.

**Maneuver: Bark Armor** - Your skin becomes bark. AC equals 13 + Sense modifier, and you cannot be forcibly moved. Lasts until you end it or lose Root Attunement. Cost: +1 Root Attunement per round.

**Triggered:** When you cast a Root spell, gain +1 Root Attunement.

**Learn:** Choose 1 Nature's Voice from the list.

---

### **16. ANCIENT OAK** (1m + 1s)

*You've begun to think like a tree: rooted, patient, measuring time in rings rather than heartbeats.*

**Passive:** While you have 4+ Root Attunement, roll your Heart die twice for Vigor regen and keep the best.

**Active while 6+ Root Attunement:** Root spells deal +d6 healing or damage and create difficult terrain.

**Maneuver: Take Root** - You cannot move, but regenerate Vitality equal to your Tier die per round and cannot be moved by any force. Lasts until you end it or lose Root Attunement. Cost: +2 Root Attunement per round.

---

### BEAST ASPECT

### **17. BEAST TOUCHED** (1m + 1s)

*Animals recognize you as one of their own. Not prey, not predator, but kin.*

**Passive:** Advantage on Sense checks of smell or hearing; you can convey simple concepts to beasts.

**Active while 2+ Beast Attunement:** Speak with animals. Advantage on animal handling. Enhanced senses (advantage on Perception, track by scent).

**Triggered:** When you meaningfully communicate with an animal, gain +1 Beast Attunement.

---

### **18. FERAL SURGE** (1m + 1s)

*The beast is rising. Your nails thicken. Your teeth sharpen. When you're angry, you growl.*

**Active while 4+ Beast Attunement:** Beast spells deal +d4 damage. Enhanced senses pinpoint hidden creatures.

**Maneuver: Partial Shift** - Grow claws (d6 damage), gain +10 feet speed, and advantage on Body checks. Lasts until you end it or lose Beast Attunement. Cost: +1 Beast Attunement per round.

**Triggered:** When you cast a Beast spell, gain +1 Beast Attunement.

**Learn:** Choose 1 Nature's Voice from the list.

---

### **19. APEX PREDATOR** (1m + 1s)

*You are the thing that hunts. The beast isn't riding you anymore: you're wearing it like a second skin.*

**Passive:** While you have 4+ Beast Attunement, your movement does not provoke opportunity attacks.

**Active while 6+ Beast Attunement:** Beast spells deal +d6 damage. Advantage on attacks against wounded creatures.

**Maneuver: Wildshape** - Transform into a beast of your Tier or lower. Retain mind and can cast spells. Lasts until you end it or lose Beast Attunement. Cost: +2 Beast Attunement per round.

---

### STAR ASPECT

### **20. STAR TOUCHED** (1m + 1s)

*The night sky speaks to you. The stars are not distant. They are watching, and they have opinions.*

**Passive:** You see in darkness without penalty and always know the hour.

**Active while 2+ Star Attunement:** Never lost (always know north, time, date). Advantage on initiative. Prophetic visions in sleep. See invisible creatures.

**Triggered:** When you see the night sky (clear and unobstructed), gain +1 Star Attunement.

---

### **21. COSMIC SIGHT** (1m + 1s)

*You've learned to read the patterns. Everything is connected: fate, time, causality.*

**Active while 4+ Star Attunement:** Star spells deal +d4 damage.

**Maneuver: Cosmic Perception** - See through illusions, read fate, and perceive alternate timelines. Lasts until you end it or lose Star Attunement. Cost: +1 Star Attunement per round.

**Triggered: Foresight** (3 Stamina) - After seeing result of any check, reroll it.

**Triggered:** When you cast a Star spell, gain +1 Star Attunement.

---

### **22. VOID WALKER** (1m + 1s)

*You've looked too deep into the space between stars. Something looked back.*

**Passive:** While you have 4+ Star Attunement, advantage on saves against magic.

**Active while 6+ Star Attunement:** Star spells deal +d6 damage and stun targets (save ends).

**Maneuver: Double Time** - Take an additional action this turn. You exist in overlapping moments. Cost: +3 Star Attunement.

---

### DRUID ULTIMATES

Choose one ultimate at 4, 8, and 12 abilities purchased. Each ultimate also grants a new affinity.

#### 1ST ULTIMATE (Free at 4 abilities + gain 4th affinity)

##### **A. ASPECT HARMONY**
- Reduce discord penalty by 1
- When you rest, choose one Aspect to drop by 2 instead of 1

##### **B. DEEP SPECIALIZATION**
- Choose one Aspect you have affinity for
- Spells from that Aspect: +1 to cast, +d4 damage/healing
- When Claimed by that Aspect, duration reduced by half

##### **C. PRIMAL RESILIENCE**
- Prepare one additional spell per day
- Gain advantage on all Claiming checks
- When Claimed, retain some awareness (can communicate basic needs)

---

#### 2ND ULTIMATE (Free at 8 abilities + gain 5th affinity)

##### **A. PROTECTIVE CLAIMING**
- When Claimed, allies within 30 feet immune to your Claiming effects
- Your Claimed form recognizes friends (won't attack them intentionally)

##### **B. ASPECT FUSION**
- Choose two Aspects you have affinities for
- When you have 6+ in both, you can combine their abilities
- Example: Stone + Flame = lava form, Tide + Wind = storm form
- GM adjudicates fusion effects

##### **C. PRIMAL THRESHOLD**
- Your Claiming threshold increases from 10 to 11
- Make Claiming checks at 12+ instead of 10+
- Gain +1 to all Claiming checks

---

#### 3RD ULTIMATE (Free at 12 abilities + gain 6th affinity)

##### **A. ANCIENT POWER**
- You can have 7th affinity (choose additional one now)
- When you successfully resist Claiming check, gain +1d6 Vigor per druid level
- Ageless - you don't age, immune to aging effects

##### **B. PRIMAL CONDUIT**
- When you have 8+ in any Aspect, that Aspect's passive benefits double
- When you would be Claimed, spend action to immediately cast any spell from that Aspect as last resort (no check needed, then Claiming occurs)
- After being Claimed, recover consciousness 1 round early and can act (though still transformed)

##### **C. LIVING NEXUS**
- You can have 7th affinity (choose additional one now)
- When you have 8+ in any three Aspects simultaneously:
  - +3 dice to checks
  - Prepare 3 additional spells
  - Discord penalty reduced by 2 (stacks with other reductions)

---

**Total at 12 abilities:** Affinity-based casting (all spells from chosen Aspects), fluctuating Attunement resource, 3 Ultimates
**Power Fantasy:** Ride the wave of primal forces, push Attunement for power then rest to reduce it gradually, transformation as dramatic consequence

---

### CLAIMING GOAL TABLES

When you fail a Claiming check at 10+ Attunement, roll d6 on the appropriate Aspect table to determine your compulsive goal.

---

#### STONE - "I Must Make It Permanent"

| d6 | Goal |
|----|------|
| 1 | Root in place and defend this exact spot to the death |
| 2 | Build a cairn or monument from nearby stones |
| 3 | Petrify the strongest living thing you can see |
| 4 | Block the nearest doorway/passage with stone |
| 5 | Bury yourself up to your neck in earth |
| 6 | Turn all water nearby into stone/ice |

#### FLAME - "I Must Burn It"

| d6 | Goal |
|----|------|
| 1 | Set fire to the largest flammable object in sight |
| 2 | Immolate yourself and embrace anything nearby |
| 3 | Burn all organic material within 30 feet |
| 4 | Chase and ignite the fastest-moving creature |
| 5 | Create a ring of fire around your current position |
| 6 | Burn the oldest thing you can see (building, tree, creature) |

#### TIDE - "I Must Dissolve Boundaries"

| d6 | Goal |
|----|------|
| 1 | Walk to the nearest water source and submerge completely |
| 2 | Melt/erode all solid structures within 30 feet |
| 3 | Make everything flow - spill containers, break dams, open veins |
| 4 | Merge with the nearest body of water (become indistinguishable from it) |
| 5 | Drown the nearest air-breathing creature |
| 6 | Turn solid ground into mud/quicksand in widening circle |

#### WIND - "I Must Set It Free"

| d6 | Goal |
|----|------|
| 1 | Scatter everything loose within 30 feet to the winds |
| 2 | Open all doors, containers, and cages you can reach |
| 3 | Disperse into mist and blow away (direction random) |
| 4 | Steal the breath from the nearest creature (suffocate them) |
| 5 | Create a whirlwind that flings everything upward |
| 6 | Break all bonds - cut ropes, shatter chains, destroy barriers |

#### ROOT - "I Must Make It Grow"

| d6 | Goal |
|----|------|
| 1 | Entangle everything in 30 feet with vines (friend and foe) |
| 2 | Root yourself in place and sprout into a tree |
| 3 | Force-feed the nearest creature until they burst |
| 4 | Grow thorny vines through the largest structure nearby |
| 5 | Plant seeds in every corpse and grave you can reach |
| 6 | Bind the two nearest creatures together with strangling roots |

#### BEAST - "I Must Follow Instinct"

| d6 | Goal |
|----|------|
| 1 | Hunt and kill whatever last damaged you |
| 2 | Mark territory with claw marks in expanding radius |
| 3 | Devour the nearest fresh corpse completely |
| 4 | Challenge the strongest creature in sight to single combat |
| 5 | Flee to the furthest point you can reach from danger |
| 6 | Protect the weakest/smallest creature as if it's your offspring |

#### STAR - "I Must Fulfill the Pattern"

| d6 | Goal |
|----|------|
| 1 | Walk in a perfectly straight line until you hit an obstacle, then stop |
| 2 | Arrange all nearby objects into a star/constellation pattern |
| 3 | Climb to the highest point and stare at the sky motionless |
| 4 | Speak prophecies about everyone present's death |
| 5 | Walk to a specific distant location (GM chooses based on stars/fate) |
| 6 | Sacrifice something precious to align the cosmic pattern (GM determines what) |

---
## **5. INVOKER (Heart)**

**Core Mechanic:** PATRON SYSTEM

Invokers draw power from a patron, a mighty being whose essence flows through you. This patron might be currently active or an ancestor from the distant past. In either case, they have imparted an irrevocable power unto you. Your magic is raw and intuitive, granted directly rather than learned from books.

**Casting Stat:** Heart

When you invest in the Invoker tree, you cast spells using your Heart stat:
- In combat: Spells just work with no check, only disruption when damaged
- Out of combat: Ability Test (d20 + Heart die + Tier vs DC). Fail allows stamina buyout
- Spell saves: Target rolls saving throw (dice pool)

**Stamina Pool:** See core Stamina rules. Invoker uses Heart as primary stat.

**Disruption (Combat Only):**
If damaged after declaring but before your turn, make an Ability Test (d20 + Heart die + Tier) vs DC based on spell tier: DC 11/13/15/17/19 for Tier 1-5. Fail = spend 1 stamina to maintain, or spell is lost.

**PATRON'S WRATH (Disruption Recovery):**
When your spell is disrupted and lost, your patron's anger lashes out. One enemy who damaged you within 30 feet takes your Heart die + Tier damage (no save). Your patron protects their investment. Those who interrupt your magic feel divine displeasure.

**Spell Access:**
Invokers cast from the Arcane spell list. Unlike Wizards, you don't maintain a spellbook. Your patron grants you direct access to specific spells.

**Spells Known:**
- Initial ability grants 5 spells
- Deed abilities (grant new deeds) give 3 spells each
- Other abilities give 2 spells each
- All known spells are always available with no preparation needed

**The Trade-off:** Wizards can learn unlimited spells but prepare only Mind mod + Tier. Invokers have twice the ready spells but can never change their selection.

**Tier Access:**
- **Levels 1-2:** Tier 1 spells
- **Levels 3-4:** Tier 2 spells
- **Levels 5-7:** Tier 3 spells
- **Level 8+:** Tier 4 spells
- **Level 12:** Tier 5 spells

---

### PATRON'S WILL (Invoker Deeds)

Invokers channel raw power through their patron's nature. These deeds represent letting that power flow more freely with less refined than a wizard's precision, but potent. Using a deed requires a check: roll stat dice + Tier dice, needing [Tier] successes.

**Starting Deeds:** SURGE, BURN (gained with Heritage Awakening)

| Deed | Effect |
|------|--------|
| **SURGE** | Push more power through to increase effect by one tier at +1 Stamina cost. Raw amplification. |
| **BURN** | Collapse duration to instant for maximum intensity. Everything that would happen over time, now. |
| **CHANNEL** | Let your patron guide the spell. You choose target and tier; patron's personality shapes the result. |
| **UNLEASH** | Remove targeting limits. The spell affects everything: allies, enemies, yourself. Pure power, no discrimination. |
| **ECHO** | The effect persists or repeats. Flames linger, cold spreads, your patron's mark remains. |
| **MANIFEST** | Your patron briefly appears (a shadow, a voice, an impression of presence. Witnesses know who you serve. |
| **SEAR** | Leave permanent arcane mark on target or location. Your patron claims what you touch. |
| **OVERWHELM** | Bypass resistances and immunities through sheer force. Your patron's power recognizes no barriers. |

---

### INVOKER ABILITIES (12 TOTAL)

**Choose abilities in any order. Requirements listed where applicable.**

**Mystic Level:** Your Invoker level = number of Invoker abilities purchased (1-12)

**Ability Categories:**
- **Heritage (4):** Your connection to your patron
- **Arcane (4):** Harnessing inherited magical techniques
- **Throne (4):** Championing your principle

---

### HERITAGE ABILITIES

### **1. HERITAGE AWAKENING** (Initial - 1m + 1s) [HERITAGE]

**Required:** Must be your first Invoker ability.

*Something vast stirs in your blood. You've always been different: the way animals watch you too long, the way magic bends toward you unbidden, the way strangers sense something behind your eyes.*

**Choose your Throne and name your Patron.** Your spell list forms from your patron's nature.

**Passive - Patron's Blood:** You carry undeniable proof of your patronage.

**Passive - Throne's Favor:** Your moral principle grants you insight (see Throne list below).

**Throne List:**
- **Justice:** Sense lies (cold weight in chest)
- **Vigilance:** Cannot be surprised while conscious
- **Necessity:** Ask GM which of two bad options causes fewer deaths
- **Liberation:** Slip free of non-magical bindings in 10 minutes
- **Duty:** Know if protected person is in mortal danger
- **Faith:** Cannot be compelled to doubt beliefs
- **Honor:** Both parties know instantly if word is broken
- **Zeal:** Need half as much sleep
- **Discovery:** Once/day, sense direction of most interesting thing in new location
- **Conquest:** Defeated foes are more cooperative on next meeting
- **Redemption:** Sense genuine remorse in others
- **Innovation:** Understand what's wrong with broken objects
- **Beauty:** Perceive illusions and forgeries
- **Nature:** Animals understand your intent
- **Home:** Always know direction to designated Home
- **Tradition:** Touch old objects to glimpse significant moments

**Starting Deeds:** You know SURGE and BURN.

**Learn:** 5 spells

---

### **2. PATRON'S MARK** (1m + 1s) [HERITAGE]

*You bear your patron's symbol, and you can share it with others.*

**Passive:** You have a mark on your body. Creatures loyal to your patron recognize it instantly.

**Action: Brand** (1 Stamina) - Mark a creature or object. You always know its direction within 1 mile. Creatures loyal to your patron's Throne won't harm it. Maintain up to Heart modifier marks.

**Learn:** 2 spells. Choose 1 Patron's Will from the list.

---

### **3. PATRON'S WHISPER** (1m + 1s) [HERITAGE]

**Requires:** 4+ Invoker abilities.

*Your patron's voice reaches you across the distance. Sometimes you hear it in dreams.*

**Passive:** Once per day, your patron sends you a warning, hint, or cryptic message (GM decides).

**Action: Commune** (2 Stamina) - Reach out to your patron with a question. They may answer clearly, cryptically, or remain silent.

**Learn:** 2 spells

---

### **4. PATRON'S VESSEL** (1m + 1s) [HERITAGE]

**Requires:** 8+ Invoker abilities.

*Your patron can act through you. You become an extension of their will.*

**Maneuver: Channel Patron** (6 Stamina) - For 1 minute: Size becomes Large (optional), take on patron's characteristics, spells cast one tier higher, patron's loyal creatures obey you, opposing creatures must save or be frightened. Afterward: Exhausted until you rest.

**Learn:** 2 spells. Choose 1 Patron's Will from the list.

---

### ARCANE HERITAGE ABILITIES

*Your patron's bloodline carries echoes of ancient magical traditions.*

### **5. WAND WIELDER** (1m + 1s) [ARCANE]

*Your patron's power resonates with stored magic. Wands recognize you as worthy.*

**Passive:** Use wands as a Wizard. Ability Test (d20 + Heart die + Tier) vs DC 10 + spell tier.

**Active** (1 Stamina) - Auto-succeed on wand Ability Test.

**Learn:** 2 spells

---

### **6. SCROLL SAVANT** (1m + 1s) [ARCANE]

**Requires:** 4+ Invoker abilities.

*Written magic speaks to your blood.*

**Passive:** Add Tier to scroll damage/healing. Can read magical script.

**Action: Preserve** (2 Stamina) - After using a scroll, Heart test (DC 12 + tier). Success: scroll returns after 1 hour.

**Learn:** 2 spells. Choose 1 Patron's Will from the list.

---

### **7. STOLEN INTERPRETATIONS** (1m + 1s) [ARCANE]

**Requires:** 4+ Invoker abilities.

*Your patron's lineage includes wizards. Their techniques echo in your blood.*

**Passive:** Choose one wizard interpretation you may apply to Invoker spells.

**Learn:** 2 spells

---

### **8. ARCANE RESERVOIR** (1m + 1s) [ARCANE]

**Requires:** 6+ Invoker abilities.

*Your patron's power can be stored and released in controlled bursts.*

**Passive:** After each rest, you have an arcane stamina reservoir with a number of points equal to your Tier. Spend as Stamina for spells/magic items only.

**Drain Wand** - During a recovery, destroy a SINGLE wand to gain Reservoir equal to its tier. This drained magic will last until your next recovery, increasing your resvoir above its maximum.

**Learn:** 2 spells. Choose 1 Patron's Will from the list.

---

### THRONE ABILITIES

### **9. MORAL COMPASS** (1m + 1s) [THRONE]

*Your principle guides you to friend and foe.*

**Passive:** Spend 1 action to sense if creature shares your Throne, opposes it, or is neutral.

**Action: Seek Opposition** (1 Stamina) - For 1 hour, know direction to nearest creature serving an opposing Crown (within 1 mile).

**Learn:** 2 spells

---

### **10. PRINCIPLED PRESENCE** (1m + 1s) [THRONE]

*Your Throne radiates from you. People sense your moral weight before you speak.*

**Passive:** Creatures sharing your Throne are extremely favorable. Opposing Crown servants are nearly hostile.

**Action: Overwhelming Presence** (2 Stamina) - For 1 minute: allies within 30 feet have advantage vs fear/charm/control. Opposing Crown servants in 30 feet must save or have disadvantage on attacks/checks.

**Learn:** 2 spells. Choose 1 Patron's Will from the list.

---

### **11. THRONE EMPOWERMENT** (1m + 1s) [THRONE]

**Requires:** 4+ Invoker abilities.

*Your principle and your magic are one.*

**Passive:** Spend Stamina instead of Fate points for Throne abilities (1:1).

**Action: Bless** (1 Stamina) - When someone acts in accordance with your Throne, touch them: advantage on next related check. Once per creature per day.

**Learn:** 2 spells

---

### **12. INVOKE OPPOSITION** (1m + 1s) [THRONE]

**Requires:** 6+ Invoker abilities.

*Turn the servants of darkness against themselves.*

**Action: Invoke** (3 Stamina) - Target opposing Crown servant within 60 feet. They save or suffer one (your choice):
- **Paralysis:** Cannot act for 1 round
- **Confession:** Must speak their greatest violation of their Crown's tenets
- **Reversal:** For 1 minute, acts as if they held YOUR Throne (GM interprets)

**Learn:** 2 spells. Choose 1 Patron's Will from the list.

---

### INVOKER ULTIMATES

#### 1ST ULTIMATE (Free at 4 abilities)

Choose one:

##### A. PATRON'S FAVOR
Your patron grants you a unique gift. Work with your GM to determine what. It should reflect your patron's nature.

##### B. SPELL MASTERY
Gain access to 5 more spells.

##### C. THRONE'S CHAMPION
**Passive:** Your Throne abilities cost 1 less Fate point to activate (minimum 0 for the first use each combat). Additionally, your Throne's Favor passive becomes more potent (GM adjudicates).

---

#### 2ND ULTIMATE (Free at 8 abilities)

Choose one:

##### A. PATRON'S SERVANTS
You can spend 3 Stamina to summon a minor creature loyal to your patron (GM determines stats, roughly a Minor of half your Tier, rounded up). It serves you for 1 hour or until destroyed. You can have one such servant at a time.

##### B. PRINCIPLED SOVEREIGN
Creatures who share your Throne treat you as a leader by default. When you give commands aligned with your shared principle, they must save to refuse. This doesn't work on creatures of a higher Tier than you.

##### C. ARCANE PRODIGY
Your Reservoir doubles in size. When you use a wand or scroll, you may choose to pay from your Reservoir first. Additionally, you gain one additional wizard interpretation of your choice (from those available to Stolen Interpretations).

---

#### 3RD ULTIMATE (Free at 12 abilities)

Choose one:

##### A. PATRON'S HEIR
Creatures of your patron's Throne treat you as they would treat your patron. You can command minor creatures of that Throne without question. Major creatures will negotiate with you as an equal.

##### B. LIVING PRINCIPLE
When you die championing your Throne, you don't simply pass on. You become a minor spirit of your principle, able to be summoned by anyone who shares your Throne to provide guidance once per day for 1 minute. Your legacy continues.

##### C. VESSEL OF POWER
When you use Channel Patron, you no longer become Exhausted afterward.

---

**Total at 12 abilities:** 27 spells known (plus 3 per deed ability taken), Patron connection abilities, Arcane heritage powers, Throne powers, 3 Ultimates
**Power Fantasy:** Channel divine heritage through arcane mastery and moral conviction, a living vessel of your patron's will

---

## **5. PSION (Cunning)**

**Core Fantasy:** You've touched something beyond mortal ken: the spaces between thoughts, the architecture of consciousness itself. Where wizards study books and prophets pray to gods, you look *inward* and find terrible, beautiful power waiting. Your mind is a blade, a shield, a key to doors that should remain locked.

**What Makes a Psion:**
- Psionics are NOT magic. Unaffected by anti-magic fields, can't be counterspelled
- You don't cast. You *manifest*, pulling power from your consciousness
- Your talents make you dangerous in combat, not just a ranged blaster
- Each discipline is vast. GM determines specifics based on your intent

**SPONTANEOUS MANIFESTATION (Psion Unique Ability):**
Unlike spellcasters who must declare their spells in the tactical phase, **psions do not declare**. On your turn, you simply manifest whatever power you choose. This represents the instantaneous, reactive nature of mental power. It comes from within, requiring no preparation or focusing ritual.

- **No tactical phase declaration required**
- **Choose your discipline and tier when you act**
- **Can react to battlefield conditions as they unfold**
- **Cannot be predicted by enemies**

This makes psions uniquely flexible but also means they cannot benefit from coordinated planning the way declared spells can.

**Psionic Disciplines:**
You know **ALL 8 disciplines** from the start. Each is a broad tool, not a specific effect.

**Manifestation:** Make an Ability Test (d20 + Cunning die + Tier) vs DC 10 + (Discipline Tier × 2). Success: Power works, no cost. Failure: Power works, but costs stamina equal to discipline tier.

**MENTAL ECHO (Failed Manifestation):**
When you fail an Ability Test and must spend stamina, the psionic energy still releases, just not as intended. Choose one creature within 30 feet (ally or enemy). They experience a flash of your surface thoughts and emotions (disturbing but harmless), and you learn one surface thought from them in return.

**Sustain:** Effects lasting "while you focus" require an Ability Test each round (or when damaged) to maintain.

**Tier Access:** Tier 1-2 always. Tier 3 at psion level 5. Tier 4 at level 7. Tier 5 at level 9.

**Psion Level:** Number of Psion abilities purchased (1-12)

---

### PSIONIC FOCUS (Psion Deeds)

**Psionic Focus is how you shape your manifestations.** Where disciplines define WHAT you do, Focus defines HOW you do it. Apply one Focus when manifesting to modify the effect.

**Starting Focus:** CONCENTRATE, SCATTER (gained with Psionic Awakening)

| Focus | Effect |
|-------|--------|
| **CONCENTRATE** | Single target only, but effect is enhanced (extra die of damage/healing, longer duration, harder save DC). |
| **SCATTER** | Affect up to Tier additional targets, but effect is diluted (one fewer die, shorter duration, easier saves). |
| **SUSTAIN** | Duration doubles, but intensity halves. What would be instant becomes 1 round; 1 round becomes 1 minute. |
| **QUICKEN** | Manifest as reaction instead of action. Ability Test at disadvantage. |
| **SUBTLE** | No visible manifestation. Observers don't know you did anything. Cannot be used with damaging effects. |
| **LINK** | Chain effect through mental connections. If target fails save, one creature they're thinking about is also affected. |
| **IMPRINT** | Leave lasting mental residue. Effect fades normally, but echoes return at random for 1d6 days (GM decides when). |
| **INVERT** | Reverse the discipline's nature. Damage becomes healing. Reading becomes sending. Enhancement becomes suppression. |

---

### **THE 8 DISCIPLINES**

Each discipline is a broad psychic capability that scales with your power. You know all eight from the moment you awaken. The question is not which powers you have, but how deeply you've learned to use them.

Outside combat, these disciplines transform you from adventurer to something else entirely. A telepath can negotiate without speaking, verify truth without magic, coordinate armies without messengers. A clairsentient can investigate crimes by reading objects, scout locations from miles away, or glimpse futures before they arrive. The disciplines are tools, and tools work whether or not swords are drawn.

---

#### **1. TELEPATHY (Mind-to-Mind)**

You reach across the space between skulls. Thoughts are just patterns (electromagnetic, chemical), and you've learned to read them, write them, overwrite them. The mind is no longer private when you're involved.

**Tier 1: Surface Reading**
Range: 30 feet | Duration: Focus

You press your awareness against another mind like a palm against glass. Their surface thoughts flow into you: the stream of consciousness, the words they're about to speak, the fears they're trying to hide. You don't see memories, only the now: what they're thinking, feeling, planning in this moment. If they succeed on a Mind save, they sense the intrusion. A pressure behind the eyes, a feeling of being watched from inside. Your eyes lose focus while reading, staring at nothing physical. You catch fragments of emotion whether you want to or not: their anxiety becomes yours for a heartbeat, their anger makes your jaw clench. When you stop, you feel slightly hollow, as if part of you is still reaching.

**Tier 2: Mind Speech**
Range: 60 feet | Duration: Instant

You shape a thought and send it, not words alone but images, emotions, memories if you choose. The message arrives complete: a sentence spoken in your mental voice, a face recalled perfectly, a feeling of urgency or calm that the recipient experiences as their own until they recognize its source. They know it's you; your mental voice is as distinctive as your physical one. You can send to any creature you've met, regardless of language. The sending leaves a residue, your thoughts echo in their mind for minutes after, fragments of your intentions surfacing when they try to think. You feel briefly exhausted afterward, as if you've spoken for an hour. Multiple sendings in quick succession give you a splitting headache.

**Tier 3: Mental Command**
Range: 30 feet | Duration: Instant

You speak directly to the animal part of their brain, the part that obeys before it thinks. One word, undeniable: *Sleep. Flee. Stop. Drop. Kneel. Speak.* Creatures of your Tier or less simply obey; their body moves before their mind can object, and they watch themselves act with horror or confusion. Higher Tier targets may make a Mind save; on failure they obey, on success they feel the command like a hook in their will and know exactly what you tried to make them do. Commands against fundamental nature (breathe water, kill yourself, attack a loved one) fail and cause psychic backlash. You lose 2 Vitality as the rejected command rebounds. The command echoes in their skull afterward; they'll dream about your voice.

**Tier 4: Phantasmagoria**
Range: 30 feet | Duration: Focus

You paint reality directly into one target's perceptions (all senses, perfect detail). They see what you imagine, hear what you compose, feel what you describe. You can create scenes of terrible beauty or beauty so terrible it breaks, like loved ones speaking, places long destroyed, futures that will never come. The illusion is perfect to them alone; others see them reacting to nothing, speaking to empty air, flinching from invisible threats. Physical interaction shatters it; if they touch something that should be there and isn't, the illusion cracks and falls. While you focus, you see both realities: theirs and the truth. When it ends, they know they were deceived, and they know you did it. Some victims never fully trust their senses again.

**Tier 5: Domination**
Range: 60 feet | Duration: Level minutes

You reach into their skull and take the wheel. Mind save; on failure, you slip into the driver's seat and they become passenger in their own body. You see through their eyes, move their limbs, speak with their voice. You can access their surface memories and skills but not their deep mind. They are aware of everything. watching from behind their own eyes as their hands do things they didn't choose. For your level in minutes, they are yours. When it ends, they remember everything: every word you spoke, every action you forced, the feeling of their own body as a prison. They will hate you forever. Some victims are never psychologically whole again. Others dedicate their lives to finding you. Domination is violation; use it knowing what you become.

---

#### **2. TELEKINESIS (Mind Over Matter)**

Force is just an idea. Matter moves because something tells it to: gravity, momentum, impact. You've learned to tell it yourself, and matter listens.

**Tier 1: Gentle Hand**
Range: 30 feet | Duration: Focus

You reach out with invisible fingers and the world responds. Objects up to 10 pounds float where you direct. drifting, spinning, moving with dreamlike grace. You can manipulate them with surprising precision: turn keys, flip pages, pour wine, button shirts. Delicate work (picking locks, threading needles, writing legibly) requires a Cunning check. The objects trail faint distortions in the air, heat-shimmer traceries that fade after a heartbeat. You feel the weight of what you hold as phantom pressure behind your eyes. Heavy objects (near the limit) give you a dull headache. You cannot lift yourself. You cannot catch yourself if you fall. The mind, it seems, cannot lie to itself about gravity.

**Tier 2: Violent Hand**
Range: 30 feet | Duration: Instant or Focus

You seize something and throw it with your mind: books, chairs, bodies. The object hurtles through the air and strikes with crushing force: 1 Vitality on impact, target pushed 5 feet backward. Alternatively, you can wrap invisible force around one creature and simply... hold. They freeze mid-motion, suspended in a cocoon of pressure. Body save to resist; on failure, they cannot move while you focus. They can still speak, still breathe (barely), still glare at you with helpless fury. You feel the struggle as resistance against your thoughts. The air around held creatures shimmers. When you release them, they stagger as if dropped.

**Tier 3: Shield of Will**
Range: 5 feet from self | Duration: Focus

You shape pure will into a wall (invisible, immovable, absolutely present). The barrier blocks physical attacks from one direction: arrows shatter, swords ring against nothing, bodies bounce back from empty air. It has AC 15 and Vitality equal to your Tier; when broken, it shatters with a sound like cracking ice. While the shield holds, you feel impacts as dull pressure against your skull. The barrier shimmers faintly in bright light and hums at frequencies just below hearing. You can see through it perfectly; enemies cannot. In dust or smoke, its outline becomes visible. A rectangular absence where particles cannot go.

**Tier 4: Mass Levitation**
Range: 30 feet | Duration: Focus

You lift up to your level in targets and hold them in the air; allies float gracefully, enemies dangle helplessly. Hostile targets may make a Body save; success means they merely wobble, failure means they rise whether they wish to or not. Levitated creatures can still act but cannot move under their own power; they drift where you direct at half speed. If you stop focusing while they're airborne, they fall immediately and take normal falling damage. The sensation is disorienting. even willing targets feel vertigo, and hostile ones often panic. You feel their combined weight as building pressure behind your eyes. Too many targets, too long held, and your nose begins to bleed.

**Tier 5: Crushing Grip**
Range: 60 feet | Duration: Instant

You close your hand and something breaks. One creature, seized by pure force and compressed from all directions at once: Body save; 2 Vitality (force) on a failure, 1 Vitality on a success.

---

#### **3. PSYCHOPORTATION (Mind-Space Travel)**

Space is a suggestion. You've learned to disagree with it, to be here, then there, without crossing the distance between. The journey happens in your mind, and your body follows.

**Tier 1: Blink Step**
Range: 5 feet you can see | Duration: Instant

You are here. Then you are there. The distance between simply... doesn't happen. You vanish from one point and appear at another within 5 feet, leaving a faint afterimage that fades over one round, a ghostly impression of where you were, confusing to those who saw you disappear. The sensation is disorienting: a moment of absolute darkness, absolute silence, then light and sound rushing back. You can use this as a reaction to avoid attacks (spend 2 stamina), blinking away from the sword mid-swing. Observers describe it differently: some see you blur, some see you flicker, some insist you were in both places at once for a heartbeat. The truth is simpler and stranger: you were nowhere at all.

**Tier 2: Phase Walk**
Range: Self | Duration: 1 round

You step sideways into the space between spaces. For one round, you become incorporeal, a ghost of yourself, translucent and untouchable. You can pass through walls, doors, bars, anything solid and non-living. The experience is deeply unsettling: you feel hollow, weightless, cold from the inside. Colors drain to gray. Sounds become distant echoes. You cannot affect the physical world while phased, and the physical world cannot affect you. Living matter blocks you utterly. You cannot phase through creatures. Magic blocks you too; enchanted walls are as solid as if you were flesh. When you emerge, you gasp as weight and warmth and color flood back. Some psions become addicted to the peace of incorporeality. They phase more and more often, spending longer in the between. Eventually they don't come back.

**Tier 3: Astral Projection**
Range: 60 feet | Duration: Level × 10 minutes

Your body slumps as your mind steps free. You become invisible awareness, a point of perception that can travel up to 60 feet from your physical form. You can see and hear but cannot touch, speak, or affect anything. You pass through walls as easily as air. The experience is liberating and terrifying: you see the world without a body to ground you, floating through spaces you could never reach. If your body is harmed while you're projecting, you snap back instantly, losing 2 Vitality from the violent reunion. Your body breathes shallowly while you're gone, and your eyes are open but empty. To observers, you look dead, or possessed by something that left.

**Tier 4: Combat Flicker**
Range: 30 feet you can see | Duration: Instant

You've learned to teleport without thinking, to make distance a choice rather than an obstacle. You can teleport up to 30 feet without using your action, usable your level times per combat. You flicker across the battlefield. here, there, behind them, above them, gone before they can react. Each teleport disorients you briefly; you have disadvantage on your next attack after each jump as reality settles. Observers lose track of you; you seem to be everywhere and nowhere. In sustained combat, the flickering becomes constant, and enemies stop trying to predict where you'll be. You become fear given form: the enemy who could be anywhere, who cannot be cornered, who cannot be caught.

**Tier 5: Plane Shift**
Range: Touch | Duration: Instant

You tear a hole in reality and step through. Transport yourself and up to your level in willing creatures to another plane of existence. The hells, the heavens, the elemental chaos, the far realms, wherever you have the knowledge or the madness to reach. The portal is visible for one heartbeat: a wound in the air, showing glimpses of somewhere else. Then it closes, and you are gone. Returning requires another manifestation. Planar travel is not safe: the GM determines what waits on the other side, and some planes change you just by being there. Creatures that watch between worlds notice when someone tears the fabric. Some of them remember your face. Some of them start watching for your return.

---

#### **4. PSYCHOMETABOLISM (Mind-Body Control)**

Your body is a machine. Your mind is the operator. You've learned to override the defaults to push flesh beyond limits, rebuild what breaks, and transform what evolution shaped.

**Tier 1: Enhanced Physique**
Range: Self | Duration: Level rounds

You reach into your own biology and push. Muscles swell with sudden strength, tendons tighten, bones feel dense and unbreakable. For the duration, you have advantage on Body checks and can lift twice your normal capacity. doors that wouldn't budge now fly open, weights that should crush you sit comfortable in your grip. Veins stand out on your arms and temples. Your skin flushes with increased blood flow. You feel invincible, unstoppable, more alive than you've ever been. When it fades, you feel the absence like a loss. Your muscles ache with phantom memory of strength they no longer possess. You're ravenously hungry, your body spent reserves it now demands replenished.

**Tier 2: Metabolic Surge**
Range: Self | Duration: 10 minutes

You flood your system with everything it has, adrenaline, endorphins, stored energy, reserves meant for emergencies. Gain vigor equal to 3d6 + your Cunning die. For 10 minutes, you feel no pain, no exhaustion, no limits. Wounds that should stop you barely register. Your eyes dilate. Your heart races. You can push through anything. Then it ends. The crash is brutal: all the pain you didn't feel arrives at once, all the exhaustion lands on your shoulders like a physical weight. You must eat immediately. A full meal, not a snack, or suffer disadvantage on all checks until you do. Your body took an advance on resources it now desperately needs.

**Tier 3: Forced Regeneration**
Range: Self | Duration: Level rounds

Your flesh remembers what it was and fights to return. For the duration, you restore 1 Vigor at the start of each of your turns. Wounds close visibly. skin crawls together, blood retreats back into veins, bone grinds into alignment. The process is disturbing to watch: flesh rippling, healing in fast-forward, the wet sounds of tissue knitting. It itches terribly, deep beneath the skin where you cannot scratch. After regeneration ends, you're overwhelmed by hunger and thirst, your body consumed its reserves to rebuild itself and demands immediate replacement. You'll eat anything. You'll drink anything. The need is biological, undeniable, almost animal.

**Tier 4: Hostile Adaptation**
Range: Self | Duration: 1 hour

You rewrite your biology for survival. Choose one environmental hazard: fire, cold, poison gas, drowning, vacuum, pressure, radiation. For one hour, you are immune to it. Your body changes visibly to accommodate: scales for heat, blubber for cold, gills for water, sealed skin for vacuum. The transformation takes one round and is unsettling to witness. flesh reshaping, features distorting, your body becoming something not quite human. Others react with fear or disgust; social interactions during adaptation suffer. When it ends, your body returns to normal, but traces remain: skin slightly tougher, temperature regulation slightly off, a lingering sense that your form is more suggestion than fact.

**Tier 5: Perfect Form**
Range: Self | Duration: 1 minute

For one minute, you become what evolution intended. What humanity could have been if every gene expressed perfectly, every cell optimized, every system running at theoretical maximum. +4 Body. +4 Cunning. Advantage on all saves. You regain 1 Vigor each round without rolling. You are faster, stronger, smarter, more aware than any mortal has a right to be. Your senses sharpen to predator acuity. Your reflexes become supernatural. Your mind processes information like a machine. You feel like a god wearing human skin. Then it ends. Perfect form is addictive. The most dangerous drug in existence, because you produce it yourself. Some psions chase that feeling forever, burning out their bodies trying to recapture that single minute of transcendence. Most fail. Some succeed. They're not human anymore.

---

#### **5. CLAIRSENTIENCE (Mind-Sight)**

You've learned to see without eyes, hear without ears, know without being told. Your mind reaches out and touches the world directly, perceiving what your body never could.

**Tier 1: True Sight**
Range: Self | Duration: Level minutes

Your perception sharpens beyond mortal limits. For the duration, you see invisible creatures outlined in silver light, see through illusions as if they were smoke, detect disguised creatures by the wrongness of their form. Truth becomes obvious: lies shimmer, deceptions waver, hidden things glow with quiet insistence. Your eyes turn silver-white, pupilless and unsettling. Others find your gaze uncomfortable. They feel seen, exposed, their secrets vulnerable. You see too much: the fear behind bravado, the grief behind smiles, the lies behind declarations of love. This is not comfortable knowledge. Some truths are hidden for reasons.

**Tier 2: Danger Sense**
Range: Self | Duration: 1 hour

Your awareness expands to encompass threat itself. For the duration, you cannot be surprised. danger announces itself as wrongness in your gut, a prickling at the back of your neck, a sudden certainty that something is wrong. Hidden traps glow with warning, visible only to you. Ambushes feel like pressure before they spring. Poison in your cup tastes wrong before it touches your lips. The cost is paranoia: you're jumpy, flinching at shadows, reading threat into innocent movements. You have disadvantage on social checks while the sense is active. You cannot relax. You cannot trust. Your body is in constant low-level fight-or-flight, and it shows.

**Tier 3: Object Reading**
Range: Touch | Duration: Instant

You hold an object and its history flows into you. Who owned it. What they felt while holding it. Significant moments: the murder weapon remembers the killing, the wedding ring remembers the vows, the child's toy remembers the abandonment. You experience fragments. flashes of emotion, glimpses of faces, echoes of words spoken while this object was present. Traumatic objects are dangerous: murder weapons, torture implements, objects present at deaths. These force a Mind save; on failure, you relive the trauma fully. You feel the victim's pain, see through their dying eyes, experience their final moments. 2 Vitality, and you cannot act for one round as the horror overwhelms you. Some objects are so saturated with suffering that reading them can break a mind permanently.

**Tier 4: Remote Viewing**
Range: Anywhere you've been | Duration: Level minutes

You project your senses across distance, seeing and hearing a location you've visited before as if you stood there. The range is effectively unlimited. anywhere on the same plane that you can clearly remember. Your body sits blank-faced and unresponsive while you view; you are vulnerable. At the target location, you're invisible and intangible. pure perception without presence. But sensitive creatures feel your attention: a prickling awareness of being watched. They may make a Mind save to pinpoint your viewing location, turning to stare at exactly where your perception hovers. Remote viewing feels intrusive because it is. You're watching without permission. Some things you see, you cannot unsee.

**Tier 5: Precognition**
Range: Self | Duration: Instant

You look forward along the threads of probability and ask one question about the future. The GM answers truthfully regarding the most likely outcome, not what will happen, but what would happen if events proceed unchanged. The future is not fixed; your knowledge may change it. That's the point. But the future resists being known. After the vision: terrible migraine for one hour, disadvantage on all checks. You've seen possibilities. deaths that might happen, disasters that could unfold, betrayals waiting to bloom. Some visions haunt you for days. Some psions stop asking questions because they've seen too many terrible futures. The future is vast and mostly dark, and looking too closely changes you.

---

#### **6. PYROKINESIS (Mind-Fire)**

Fire is just excited molecules. Excitement is an emotion. You've learned to share your emotions with matter, and matter burns when you're angry enough.

**Tier 1: Ignite**
Range: 30 feet | Duration: Instant

You look at something flammable and it catches fire. Paper, cloth, oil, dry wood. anything that could burn, does. The flame spreads normally from there; you start it, you don't control it. The fire is real and behaves like real fire: consumes fuel, releases smoke, spreads if given the chance. But observers notice something wrong at the edges. The flame burns slightly too cold at its periphery, the color slightly off, as if the fire remembers it came from a mind rather than friction. You smell of smoke for hours afterward. The fire is your child, and it knows where it came from.

**Tier 2: Fire Bolt**
Range: 60 feet | Duration: Instant

You hurl a bolt of psychic flame. pure heat shaped by will, condensed rage given form. It strikes for 1 Vitality, and flammable targets ignite, losing 1 Vitality at the start of each turn until they spend an action to extinguish themselves. The bolt leaves a trail of heat-shimmer in the air, a line of distortion pointing back to your outstretched hand. The air crackles as it passes. The sound is wrong, not quite the roar of natural flame, but something sharper, more intentional. Observers see exactly what you did: pointed, and fire happened. Some find this more frightening than any spell.

**Tier 3: Flame Cloak**
Range: Self | Duration: Level rounds

Fire wraps around you like a living thing. psychic flame that knows your shape and loves it. For the duration, you're wreathed in fire that doesn't burn you but burns everything else. Melee attackers lose 1 Vitality when they strike you; the flames lash out hungrily at anyone who comes close. You're immune to damage while the cloak persists. You shed bright light in a 30-foot radius and significant heat. snow melts at your feet, water steams, the air shimmers. Animals flee in terror. The fire has opinions: it strains toward enemies, calms around allies, and sometimes flickers in patterns that almost look like faces. When it ends, you feel cold for hours. The fire was keeping you warm in ways you didn't realize.

**Tier 4: Flame Mastery**
Range: 30 feet | Duration: Focus

Existing fire becomes your puppet. You can redirect flames, intensify them to blast furnace heat, extinguish them with a thought, or shape them into walls, bridges, rough forms that move at your command. The fire obeys reluctantly. It wants to burn freely, and controlling it requires constant concentration. Fire shaped into barriers blocks movement and deals 2 Vitality to anything passing through. Fire shaped into forms can intimidate, but cannot truly attack. they're fire given shape, not fire given purpose. If your concentration breaks, the fire does what fire does: spreads, consumes, destroys. You are not immune to fire you're controlling. You're just its master, and masters can be overthrown.

**Tier 5: Immolation**
Range: 60 feet | Duration: Special

You reach into someone and set them on fire from the inside. Sense save; on failure, they erupt in psychic flame, burning from within. 2 Vitality immediately as their body becomes fuel. The fire continues: 2 Vitality at the start of each of their turns until they or an ally spends a full round extinguishing them completely. Water slows it but doesn't stop it; this is not natural fire. All witnesses must make a Mind save or be frightened of you for one minute. they've seen you look at someone and watched them burn. The victim screams in a particular way. Others remember that sound. They remember your face, calm and focused while someone died by your will alone. Immolation is not subtle. Immolation is a statement.

---

#### **7. CRYOKINESIS (Mind-Ice)**

Heat is motion. Still the motion and you still the heat. You've learned to quiet molecules until they stop entirely, and the world freezes at your command.

**Tier 1: Freeze**
Range: 30 feet | Duration: Until melted

You reach out and still the motion in moisture. Water becomes ice, instantly and completely. A 15-foot area of liquid freezes solid. puddles become slick surfaces, locks freeze shut, rivers develop patches solid enough to walk on. The ice lasts until melted normally, but psychic ice is colder than natural ice; it takes longer to thaw and contact causes frostbite. You can create slippery floors, ice walls in doorways, frozen bridges across gaps. The cold radiates outward from the frozen area; breath mists nearby, metal surfaces collect frost. You feel the cold too. A chill that settles in your bones and takes hours to fade. Using cryokinesis in summer feels like betraying the season.

**Tier 2: Ice Blade**
Range: 60 feet | Duration: Instant

You hurl a javelin of psychic ice. crystalline, razor-sharp, cold enough to burn. It forms in your hand and launches in one motion, trailing mist and frost. 1 Vitality on impact, and the cold spreads through the target's body. They must save or be slowed until the end of their next turn: muscles sluggish, movements heavy, joints stiff with creeping frost. The blade shatters on impact, spraying crystalline fragments that melt into nothing. The wound it leaves burns with cold; frostbite around the edges, slow to heal. Some victims feel echoes of that cold for days afterward. phantom shivers, sensitivity to drafts, dreams of ice.

**Tier 3: Flash Freeze**
Range: 30 feet | Duration: Instant

You drain heat from an area in one terrible moment. All liquids in a 15-foot area freeze instantly. water, blood, the moisture in the air. Creatures partially immersed in water lose 2 Vitality as ice locks around them. They're frozen in place, trapped in ice up to their waist or chest (Body DC 15 to break free). They can still attack but cannot move, cannot retreat, cannot escape. The sound is memorable: a sharp crack, then crystalline ringing, then silence. Flash freezing someone is torture. The cold bites deep, the struggle only hurts more, and every moment the ice seems to tighten. Some creatures would rather die than experience it twice.

**Tier 4: Glacial Armor**
Range: Self | Duration: Level × 10 minutes

Psychic ice forms over your skin. plates of crystalline cold, beautiful and deadly. For the duration: +4 AC, resistance to damage (the flames hiss and die against your frozen shell), and immunity to damage from the cold or ice magic. Your touch freezes moisture; footprints of frost mark your passage. Your breath clouds constantly. Metal objects frost in your grip. The armor is beautiful. faceted like crystal, refracting light into rainbows, coldly perfect. When it finally melts, you're left shivering for hours, craving warmth you can't quite find. Your body remembers the cold. It dreams of ice.

**Tier 5: Blizzard**
Range: 60 feet from self | Duration: Level rounds

You become the eye of a storm. Winter erupts around you: driving snow, howling wind, temperature plunging toward fatal. The blizzard fills a 60-foot radius centered on you and moves with you. All creatures except you suffer: half movement as they fight through drifts, disadvantage on attacks as wind and snow blind them, 1 Vitality per round as heat bleeds from their bodies. Visibility drops to 5 feet; beyond that, nothing but white. The sound is deafening. wind screaming, ice rattling, the world ending in frozen chaos. You stand in the calm center, untouched, watching. When the blizzard ends, the terrain is changed: drifts, frozen surfaces, frost-killed plants. Winter doesn't disappear. It merely stops growing.

---

#### **8. ELECTROKINESIS (Mind-Lightning)**

Electricity is just electrons moving. Motion is intention. You've learned to intend very hard, and electrons leap to obey.

**Tier 1: Shock Touch**
Range: Touch | Duration: Instant

You reach out and your hand becomes a weapon. Contact delivers an electric shock. 1 Vitality as current tears through their nervous system. They must save (Body DC 12) or convulse as muscles seize beyond their control. They cannot take actions until the end of their next turn; they stand there, twitching, unable to make their body respond. The shock leaves burns where you touched, branching patterns like frozen lightning. Your own hand tingles for minutes afterward, fingers twitching involuntarily. The smell of ozone clings to your skin. Some targets develop lasting nerve damage: phantom pains, muscle spasms, a flinch whenever they see you raise your hand.

**Tier 2: Lightning Arc**
Range: 60 feet | Duration: Instant

You point and lightning leaps from your fingertips. A bolt of raw electrical force that bridges the gap between you and your target in an instant. 1 Vitality, and the lightning can arc to a second target within 5 feet of the first (1 fewer wound (minimum 0)). Thunder cracks at the moment of impact, audible for miles. The flash blinds momentarily; the thunder leaves ears ringing. Everyone in the area knows what just happened. There is nothing subtle about lightning. it's violence made visible, destruction too fast to dodge. The bolt leaves scorch marks where it passes and ozone-smell that lingers for hours. Witnesses remember the brightness, the sound, the way you stood there with sparks still dancing at your fingertips.

**Tier 3: Lightning Reflexes**
Range: Self | Duration: Level rounds

You accelerate your nervous system beyond human limits. electrical impulses firing faster, reactions becoming superhuman. For the duration: double movement speed, advantage on Cunning saves, +2 AC as you dodge attacks before attackers know they're making them. You perceive the world in slow motion; everyone else moves through honey while you dance. Your eyes flicker with tiny electrical discharges. Your hair stands on end. Your movements become almost too fast to track. Then it ends. The crash is brutal: disadvantage on all physical checks for 10 minutes as your system struggles to return to baseline. You're twitchy for hours. jumping at sounds, reaching for things before you consciously decide to reach. Your nervous system remembers what it could be.

**Tier 4: Overload**
Range: 30 feet | Duration: Instant

You reach out and push electricity through something that contains it: a device, a machine, a construct, anything with electrical or magical components. The power surges beyond tolerance. It explodes. 1 Vitality to all within 5 feet as machinery detonates, magical constructs burst apart in showers of sparks, and devices become shrapnel. Constructs lose 1 additional Vitality: their animating force tears itself apart. Locks pop open as mechanisms fuse. Doors blast off hinges as their enchantments fail catastrophically. The effect is dramatic and destructive: lightning coursing visibly through the target for one eternal moment before the violent end. Complex magical items may survive but cease functioning. Simple items rarely survive at all.

**Tier 5: Lightning Storm**
Range: 60 feet from self | Duration: Level rounds

You become a living storm. For the duration, lightning answers your call. bolts descending from clouds that weren't there a moment ago. Each round, you can call strikes on up to 3 targets within range: 1 Vitality each (Cunning save for 1 fewer wound (minimum 0)). The storm is real: wind rises, thunder rolls continuously, the smell of ozone becomes overwhelming. Rain may begin. The sky darkens. You stand at the center of a localized apocalypse, lightning arcing down where you point, thunder answering your commands. When it ends, you're electrically charged. metal objects shock you for 1 Vitality for the next hour. Your hair refuses to settle. Static clings to everything you touch. The storm drew attention from miles away, and everyone who saw it knows: someone commanded the lightning. Someone out there has power over the sky itself.

---

### PSION ABILITIES (12 TOTAL)

**Choose abilities in any order. Requirements listed where applicable.**

**Mystic Level:** Your psion level = number of Psion abilities purchased (1-12)

**Tier Access:**
- **Levels 1-4:** Tier 1-2 disciplines
- **Levels 5-7:** Tier 1-3 disciplines
- **Level 8-11:** Tier 1-4 disciplines
- **Level 12:** Tier 1-5 disciplines

---

### **1. PSIONIC AWAKENING** (Initial - 1m + 1s)

**Required:** Must be your first Psion ability.

*The third eye opens. The world becomes a hall of mirrors, each mind a door you could push through.*

**Gain:** All 8 disciplines (always available). Manifestation mechanics (see above).

**Passive:** Detect thinking creatures within 30 feet (presence and direction, not precision).

**Starting Focus:** You know CONCENTRATE and SCATTER.

---

### **2. MIND OVER MATTER** (1m + 1s)

*Your thoughts have weight. Your will has force.*

**Passive:** Once per round, a discipline that costs Vitality also strips 1 Vigor from its target.

**Maneuver: Mental Push** (1 Stamina) - Force one creature within 30 feet to move 10 feet in any direction (Body save negates).

**Learn:** Choose 1 Psionic Focus from the list.

---

### **3. PSIONIC BLADE** (1m + 1s)

*You think of a weapon and your hand holds one: crystallized intention, given edge.*

**Passive:** Manifest a weapon of pure psychic force (free action). Deals 2 Vitality, 5 feet reach, counts as magical. Sheds dim blue light. Lasts until dismissed or unconscious.

---

### **4. PSIONIC ASSASSIN** (1m + 1s)

**Requires:** Psionic Blade.

*You strike where thought meets nerve.*

**Passive:** When you hit a creature unaware of you with Psionic Blade, your crit range improves by 2 and the hit ignores Vigor.

**Learn:** Choose 1 Psionic Focus from the list.

---

### **5. PSIONIC WARRIOR** (1m + 1s)

**Requires:** Psionic Blade.

*Your body becomes an extension of your will.*

**Passive:** Attack twice per turn with Psionic Blade. While it is manifested, opportunity attacks against you have disadvantage.

---

### **6. MENTAL FORTRESS** (1m + 1s)

*Your mind is a citadel. Others may knock at the gates, but you choose whether to answer.*

**Passive:** Advantage on saves vs mental effects (charm, fear, domination, possession); allies within 5 feet share it. Know when targeted by mental intrusion.

**Learn:** Choose 1 Psionic Focus from the list.

---

### **7. PSYCHIC RESILIENCE** (1m + 1s)

*Even death gives you a moment to think.*

**Passive:** Once per combat when your Vigor drops to 0, immediately regain 1 Vigor.

**Triggered: Last Thought** (3 Stamina) - When a wound drops you, manifest one Tier 1-2 discipline as free action (auto-succeed) before falling unconscious.

---

### **8. MIND-BODY UNITY** (1m + 1s)

*The distinction between thought and action dissolves.*

**Passive:** Your missed Psionic Blade and discipline attacks bank your Cunning die on the target (as the Body rule), at 5 or 30 feet.

**Learn:** Choose 1 Psionic Focus from the list.

---

### **9. ARCANE ECHO** (1m + 1s)

*Your mental discipline has touched the patterns that underlie all magic.*

**Passive:** Use scrolls as wizard. Ability Test vs DC 10 + (tier × 2). Failure: spell works but take damage = tier.

**Learn:** 3 wizard spells (Tier 3 or lower). Cast using psion manifestation rules.

---

### **10. ENHANCED FOCUS** (1m + 1s)

*Your concentration becomes absolute. Where others waver, you hold.*

**Passive:** When you apply a Psionic Focus, the drawback is halved. Once per combat, apply one with no drawback at all.

**Learn:** Choose 1 Psionic Focus from the list.

---

### **11. TRANSCENDENT MIND** (1m + 1s)

*Your thoughts move outside time's river.*

**Passive:** Immune to surprise. Always act in the first round. Your disciplines' crit range improves by 1.

---

### **12. PSIONIC MASTER** (1m + 1s)

**Requires:** 12 psion abilities (this must be your final ability).

*You have become what others merely imagine.*

**Passive:** Choose one discipline: auto-succeed all Ability Tests for it.

**Triggered: Transcendent Manifestation** (5 Stamina) - Manifest any discipline as Tier 5 (auto-succeed).

**Triggered: Perfect Focus** (2 Stamina) - Auto-succeed any single Ability Test.

**Learn:** Choose 1 Psionic Focus from the list.


---

### PSION ULTIMATES

Choose one ultimate at 4, 8, and 12 abilities purchased.

#### 1ST ULTIMATE (Free at 4 abilities)

##### **A. COMBAT TELEPORTER**
- Your Psychoportation Tier 1 (Blink Step) costs only 1 stamina as reaction (instead of 2)
- You can use it your Tier times per combat
- No afterimage, instant repositioning

##### **B. PSIONIC WARRIOR STANCE**
- **Passive:** While wielding Psionic Blade, gain +2 AC
- You can manifest disciplines while holding your blade
- Your blade can be thrown (30 feet, returns to hand next round)

##### **C. MENTAL DOMINATION**
**Free Action** (4 Stamina) - Manifest Telepathy Tier 3 (Mental Command) against creature you can see. No check required, automatic success.

---

#### 2ND ULTIMATE (Free at 8 abilities)

##### **A. PERFECT ADAPTATION**
**Maneuver** (5 Stamina) - Manifest Psychometabolism Tier 4 (Adaptation) without check. You can adapt to TWO environmental hazards simultaneously. Duration extends to 8 hours, no visible transformation.

##### **B. PSYCHIC ASSASSIN MASTER**
- Your Psionic Assassin damage increases: extra weapon die + full psion level in dice
- After striking from ambush, immediately teleport 5 feet as free action (no stamina cost)
- Striking from stealth does not break invisibility/stealth

##### **C. FORCE BARRIER MASTERY**
- Manifest Telekinesis Tier 3 (Force Barrier) as reaction (spend 1 stamina)
- Barrier can surround you completely (sphere, not wall)
- Barrier wounds double (8 Vitality)
- While inside barrier, you can manifest through it without penalty

---

#### 3RD ULTIMATE (Free at 12 abilities)

##### **A. PSYCHIC STORM**
**Maneuver** (6 Stamina) - For 1 minute, all discipline manifestations require no check (auto-succeed). You can manifest twice per turn. You regain 1 Vigor each round without rolling. After: Exhausted (disadvantage on all rolls) until rest.

##### **B. MIND KILLER**
**Free Action** (6 Stamina) - Declare when manifesting any damaging discipline. If the manifestation drops the target, they die instantly (no death timer). Works even on creatures normally immune to instant death. Leaves no physical mark; they simply... stop.

##### **C. PSIONIC TRANSCENDENCE**
- **Passive:** All disciplines you manifest count as one tier higher (Tier 1 becomes Tier 2, etc.)
- Maximum tier remains 5

---

**Total at 12 abilities:** 8 broad disciplines (all available, scale with level), combat-capable with Psionic Blade, 3 Ultimates
**Power Fantasy:** Mind warrior who manifests thought into reality, deadly in combat, versatile in problem-solving, master of consciousness itself

---

# ARCANE SPELL LIST

Shared by Wizard and Invoker. Magic is strange. Spells are tools with natural properties and limitations. Class abilities provide modification and scaling.

**Casting:** In combat, declare in tactical phase, resolve on your turn with no check (only disruption). Out of combat, ability test (d20 + casting stat die + Tier vs DC). Success costs nothing, failure allows stamina buyout. No stamina? Failure causes exhaustion. Already exhausted? Roll at disadvantage. Failure means death.

---

#### TIER 1 (39 Spells)
*Reliable tools, strange effects. Damage: 1 (spell tier)*

**FORCE DART**
Range: 60 feet | Duration: Instant

You flick your fingers and bolts of violet light streak toward your enemies. One dart per two levels, minimum two. Each dart strikes automatically and strips 1 Vigor; a dart that strikes a Tier 1 Minor kills it. If you direct the whole volley at one target, it deals 1 Vitality instead. You may divide the darts among any targets you can see. The darts cannot be dodged or blocked, only absorbed by magic. They leave glowing trails in the air for one round, illuminating their path and pointing back toward you. They pass through glass without shattering it but not through stone or metal.

**WITCH-SIGHT**
Range: Self | Duration: Level x 10 minutes

Your eyes turn silver and you see the invisible architecture of magic within 30 feet. Enchantments pulse with blue light, illusions waver like heat-mirages, curses coil like black smoke around their victims. Magical creatures glow with intensity proportional to their power. You can read magical writing and see invisible creatures. While your sight is turned to magic, mundane things grow dim. Disadvantage on noticing non-magical details. Others can see the silver gleam in your eyes.

**PHANTOM ARMOR**
Range: Touch | Duration: Until dawn

Ghostly plates of pale blue force settle over a creature like a second skin, granting +2 AC. The armor is weightless and silent but shimmers visibly when struck, shedding motes of light that fade after a moment. It cannot coexist with physical armor. Attempting to don armor causes both to fail. The wearer feels a faint chill while protected, and their breath mists slightly even in warm air.

**COLD HAND**
Range: Touch | Duration: Level rounds (cold)

Your hand turns corpse-blue and killing cold radiates from your palm. A creature you touch loses 1 Vitality and must save or be slowed. Half movement, clumsy actions until the end of their next turn as frost locks their joints. Your hand remains freezing for the spell's duration, leaving frost on everything you touch. You cannot feel texture or temperature with that hand until the cold fades. Water freezes at your touch; flames gutter and die.

**THE DROWSING**
Range: 30 feet | Duration: Level x 10 minutes

A wave of honey-thick exhaustion settles over a 15 feet area. Creatures of your Tier or less fall into deep, dreamless slumber without a save. Higher Tier creatures may save; on failure they sleep, on success they are drowsy (disadvantage on perception and initiative) for the duration. Sleepers wake if harmed or shaken vigorously. loud noises alone won't rouse them. The air in the area smells faintly of lavender and dust. You feel the spell's weight while it persists, not enough to sleep, but enough that your thoughts drift and your eyelids grow heavy.

**FALSE FRIEND**
Range: 30 feet | Duration: Until dawn

You twist a humanoid's perception of you. They must save; on failure they believe you are a trusted ally, an old friend, someone they've always known. On success they feel inexplicably well-disposed toward you (won't attack unless provoked, answers simple questions). Either way, they won't betray their true companions. Hostility from you or your allies allows a new save. When the spell fades, they remember everything with horrifying clarity, your face, your voice, exactly what you made them believe. They know what you did to their mind.

**CANDLELIGHT**
Range: Touch | Duration: Until dawn

An object you touch glows with warm golden light, illuminating 30 feet. The light has no heat and cannot be extinguished by water or wind. Only by your will or the dawn. It flickers and dims when lies are spoken within its radius, though it cannot tell who speaks falsely. You always know the direction to any active Candlelight you've cast, no matter the distance. The light casts no shadows, or rather, shadows fall strangely, pointing toward the light instead of away.

**SLOW FALL**
Range: 30 feet | Duration: Level rounds

You speak a word and gravity loosens its grip on up to your level in falling creatures within range. For the duration, affected creatures fall gently (about 30 feet per round) and take no falling damage. You may cast this the moment you see creatures fall. Affected creatures drift like leaves and can be grabbed, pushed, or attacked easily while descending. They glow faintly with a soft light until they land. If the spell ends while they're still airborne, they resume falling normally.

**FORCE WARD**
Range: Self | Duration: Level rounds

A disc of shimmering blue force snaps into existence on your forearm, granting +3 AC for the duration. You may cast this the moment you are attacked. The ward appears before the blow lands. It crackles audibly when struck and sheds dim light within 5 feet. Your warded hand cannot hold anything while the spell persists; the force disc occupies it completely. Attacks that strike the ward leave rippling patterns of light across its surface.

**WHISPERS OF THE DEAD**
Range: 30 feet | Duration: Level x 10 minutes

You hear the murmuring of spirits tied to this place. The dead who fell here, echoes of violence, ghosts bound to objects or the ground where they died. You may ask them one question per round; they answer truthfully but only know what they witnessed in life or at their death. Spirits speak in whispers only you can hear. Each question beyond your level requires a Sense save or one spirit attempts possession until dawn. They are hungry for life, and your attention feeds that hunger.

**UNSEEN PORTER**
Range: 5 feet | Duration: Level hours

A rippling presence manifests, invisible but for a slight distortion in the air like heat shimmer. The porter follows you, carrying up to 500 pounds, hovering at waist height. It cannot fight, speak, or travel more than 30 feet from you. It can manipulate simple objects: open doors, pour drinks, hold torches, but nothing requiring skill or judgment. It hums faintly when heavily laden. If forced beyond 30 feet, it sets down its burden and vanishes with a soft pop.

**GREASE**
Range: 30 feet | Duration: Level rounds

Slick, foul-smelling oil spreads across a 10-foot area. Creatures entering or standing there must save or fall prone. Standing up in the grease requires an action and another save. The grease is violently flammable: any spark ignites it for 1 Vitality to all creatures inside, then the spell ends. The smell clings to anything that touched it and lingers for hours. The oil gleams sickly in torchlight.

**MENDING TOUCH**
Range: Touch | Duration: Instant

You press your hand to a broken object and its pieces flow together like water finding its level. Breaks, tears, and cracks seal seamlessly over the course of one minute. The object cannot be larger than a door. This cannot restore magical properties, reassemble objects destroyed entirely, or heal living flesh. Each mending leaves a faint silver line visible only under Witch-Sight: a scar in the object's history that reveals it was once broken.

**FOXFIRE**
Range: 30 feet | Duration: Level x 10 minutes

You conjure up to four floating motes of pale blue-green light. Each illuminates like a candle and floats where you direct, moving up to 30 feet per round. They cannot pass through solid objects but can squeeze through gaps. If touched, they feel cold and slightly damp. You can extinguish them at will or combine them into one brighter light. The lights flicker and dance when spirits or invisible creatures pass near them.

**ALARUM**
Range: Touch | Duration: Until dawn

You ward an area up to 30 feet across with invisible magical threads. When a creature larger than a rat crosses the boundary, you are instantly alerted: a sharp tone sounds in your mind, waking you from sleep if necessary. You know the direction of the intrusion but not what caused it. The ward is invisible but Witch-Sight reveals a faint web of silver lines. You may set a password that allows creatures to pass without triggering the alarm.

**THUNDERCLAP**
Range: 5 feet | Duration: Instant

You clap your hands and thunder booms outward. All creatures within 5 feet except you must save; on failure they are deafened for one minute and pushed back; on success they are pushed back but not deafened. The sound is audible from a mile away: everyone nearby knows magic was worked. Brittle objects in range crack or shatter. Your own ears ring for several minutes afterward, giving you disadvantage on hearing-based checks. The air smells of storms.

**FEATHERWEIGHT**
Range: Touch | Duration: Level x 10 minutes

An object you touch becomes nearly weightless, reduced to a tenth of its normal weight. A locked chest becomes easy to carry; a boulder can be rolled by a child. The object still has the same mass for purposes of collision and momentum. Living creatures cannot be affected. When the spell ends, the full weight returns instantly, so be careful what's beneath it. Affected objects drift slightly in strong wind.

**SILVER TONGUE**
Range: Self | Duration: Level x 10 minutes

Your voice becomes honey and velvet. For the duration, you have advantage on checks to persuade, deceive, or charm through speech. Your words are not magically compelling: you're simply supernaturally convincing. Listeners who succeed on a Mind check sense something unnatural about your eloquence. Your voice takes on a faint melodic quality, and your eyes gleam when you speak. The spell ends immediately if you shout, scream, or speak in anger.

**BITTER IRON**
Range: Touch | Duration: Level x 10 minutes

You touch a metal object no larger than a weapon and it becomes cold iron, anathema to fey, spirits, and certain demons. Creatures vulnerable to cold iron lose 1 additional Vitality from the weapon, and Vitality lost to it resist their natural healing. The metal turns dull gray and sweats a faint reddish moisture like blood. When the spell ends, the metal returns to normal but is left with a slight chill that never quite fades.

**WHISPERED WARNING**
Range: Self | Duration: Level hours

You attune yourself to the flow of fate and danger. For the duration, you cannot be surprised, and you feel a prickling unease moments before hidden dangers: traps, ambushes, poison in your cup. The warning is instinctive, not informative; you know *something* is wrong but not what. The magic makes you jumpy and paranoid; you have disadvantage on checks to remain calm or sleep peacefully while it persists.

**SENSE DECEIT**
Range: Self | Duration: Level x 10 minutes

Your perception attunes to falsehood. When someone within 30 feet speaks a deliberate lie, you hear a faint discordant note, not what the truth is, only that deception occurred. The note is perceptible only to you and sounds like a string plucked wrong. Creatures who believe their own lies trigger nothing. The spell makes you sensitive to social subtleties; you have advantage on Insight checks but disadvantage on checks to accept things at face value.

**TRUTH'S ECHO**
Range: Self | Duration: Level x 10 minutes

Your ears attune to the shape of spoken words. When someone within 30 feet speaks, you sense the emotional weight behind their words: conviction, uncertainty, fear, hope. You cannot detect lies directly, but you know when words are spoken with full belief versus hollow recitation. Performers and skilled liars may speak with genuine conviction about false things. The spell leaves a faint ringing in your ears for an hour afterward.

**STEADY HAND**
Range: Self | Duration: 1 minute

You steel yourself for necessary action. For the duration, your hands cannot shake, your voice cannot waver, and you cannot hesitate from fear or doubt. You have advantage on checks to remain calm, resist intimidation, or perform precise actions under pressure. The spell doesn't make you brave. It makes you functional despite terror. When it ends, the suppressed emotions hit; you are shaken for one round.

**EXPOSE WEAKNESS**
Range: 30 feet | Duration: Instant

You study a creature for a heartbeat and perceive one significant vulnerability: a gap in armor, an old injury, a fear they try to hide. The next attack against them within one round has advantage. The knowledge is intuitive, not detailed; you know where to strike, not why it works. Using this on the same target twice in a day reveals nothing new.

**CONDEMNING GAZE**
Range: 30 feet | Duration: Level hours

You fix your eyes upon a creature and they feel the weight of scrutiny. For the duration, they have disadvantage on Deception checks against you and feel compelled to avoid meeting your gaze. If they have wronged someone present, they become visibly uncomfortable: sweating, fidgeting, avoiding the topic. The gaze is unsettling; social interactions with you are strained while it persists.

**OATH BOND**
Range: Touch | Duration: Until dawn

You touch a willing creature and speak words of protection. Until dawn, you know if they fall below half Vitality and their approximate direction. Once during the duration, when they take damage, you may spend your reaction to appear at their side by teleporting up to 60 feet instantly. The bond is visible as a faint silver thread between you, seen only with magical sight. Only one bond at a time.

**SHIELD OTHER**
Range: 30 feet | Duration: Focus

You share the burden of a creature's pain. While you concentrate, half of all damage they take is redirected to you instead. The damage cannot be reduced. You feel exactly what was meant for them. If you fall unconscious, the spell ends. A faint shimmer connects you visibly; enemies can target you to break the link. The redirected Vitality loss appears on you in the same locations.

**WARD WORD**
Range: Self | Duration: 1 minute

You speak a word of protective power. Until you make an attack, cast an offensive spell, or take a hostile action, enemies must save before they can target you directly. Success lets them act normally; failure means they must choose a different target or waste their action. The protection shatters the instant you harm anyone. While protected, you shimmer faintly with residual energy.

**WATCHFUL GUARDIAN**
Range: Touch | Duration: Level hours

You touch a doorway, window, or portal no larger than 10 feet across. For the duration, you are aware of all creatures that pass through it: their number, size, and whether they bear hostile intent toward what lies beyond. The awareness works at any distance on the same plane. You can have up to your level in watched portals at once. The threshold glimmers briefly when something passes through.

**PATHFINDER**
Range: Self | Duration: Level hours

Name a destination you have visited or can describe precisely. For the duration, you know the shortest safe route (not necessarily the fastest, but the one with fewest hazards). The knowledge manifests as gentle intuition; wrong turns feel subtly unpleasant. The spell cannot find paths that don't exist or routes blocked by magic. In unfamiliar territory, you never feel lost.

**SECOND WIND**
Range: Self | Duration: Instant

You push through exhaustion with sheer will. Remove one level of exhaustion or recover Vitality equal to 1d6 + your level. Using this spell more than once between rests is dangerous. Each additional use deals 1 Vitality to you as you burn through reserves. The surge of energy is visible as a brief flush of color returning to pale features.

**SURGE FORWARD**
Range: Self | Duration: 1 round

You burst forward with supernatural momentum. Your movement speed doubles for one round, and you can move through enemy spaces without provoking attacks of opportunity. Moving in a straight line grants and the target loses 1 Vigor to your first melee attack this round. You cannot turn sharply while surging. Only gradual curves. The rush leaves a faint blur in your wake.

**COMPREHEND STRUCTURE**
Range: Touch | Duration: Instant

You touch a mechanism, device, or structure and instantly understand how it functions. Locks reveal their mechanisms, traps show their triggers, devices demonstrate their purpose. You don't learn how to bypass or disable, only how it works. Complex magical devices may reveal only partial information. The knowledge comes as a flash of perfect clarity that fades into memory.

**INSPIRING PRESENCE**
Range: Self | Duration: Level x 10 minutes

Your confidence becomes contagious. Allies within 30 feet have +1 to attack rolls and saves while they can see or hear you. If you flee, cower, or show visible fear, the spell ends immediately for all affected. You stand slightly straighter, your voice carries slightly further, and your shadow seems slightly larger than it should.

**OPEN THE WAY**
Range: 30 feet | Duration: Instant

You speak a word of unmaking directed at a barrier. One mundane door, gate, chain, or lock within range breaks, bends, or springs open. The breaking is loud. Everyone within 60 feet hears it. Magical locks or reinforced barriers (more than 1 foot thick stone) are unaffected. The break is violent; splinters and shards scatter. Works once per specific barrier.

**DETECT SECRETS**
Range: Self | Duration: Level x 10 minutes

Hidden things call to you. Secret doors, concealed compartments, invisible writing, and hidden mechanisms within 30 feet reveal themselves as faint outlines only you can see. The spell doesn't reveal traps, creatures, or magically hidden things, only physically concealed objects and passages. The secrets glow faintly with cold blue light to your enhanced sight.

**HEARTH'S EMBRACE**
Range: Touch | Duration: Until dawn

You touch a fire and it becomes a hearth-fire. It cannot be extinguished by natural means until dawn. Those who sleep within its light recover one additional Vitality die, and the warmth keeps watch; sleepers wake instantly if a creature with hostile intent enters the light. The fire still consumes fuel normally. You can only have one hearth-fire at a time. The flames burn faintly blue at their base.

**NATURE'S GIFT**
Range: Touch | Duration: Until dawn

You touch an area of natural growth. A garden, grove, or field up to 100 feet across. For the duration, plants grow twice as fast, resist disease and pests, and produce abundant yields. The effect is subtle; only careful observation reveals the magic. If the area is damaged (fire, trampling, blight), the spell ends early. The enhanced plants retain their growth when the spell fades.

**ANCESTRAL WHISPER**
Range: Self | Duration: Level x 10 minutes

You attune to the memory of a place. Objects and structures within 30 feet whisper fragments of their history, who made them, who used them, moments of significance that occurred here. The whispers are impressionistic, not detailed; you learn emotions and relationships, not names and dates. Places with long histories can be overwhelming; you may only ask about one specific era or topic per casting.

---

#### TIER 2 (34 Spells)
*Situation changers. Damage: 2 (spell tier)*

**PHASE STEP**
Range: Self | Duration: Instant

You cease to exist for a heartbeat, reappearing up to 60 feet at a location you can see or have visited. You pass through physical barriers but not magical wards; magical barriers feel like hitting a wall of glass. A faint afterimage lingers at your origin for one round, so enemies who saw you vanish know your destination. Using this more than once per hour leaves you disoriented: disadvantage on your next check. The transition is silent but leaves a faint smell of ozone.

**VEIL OF ABSENCE**
Range: Touch | Duration: Level x 10 minutes

A creature you touch slips out of perception: invisible, scentless, leaving no tracks in dust or snow. The spell ends the moment they harm another creature or cast magic. They still make sound: footsteps, breathing, the rustle of cloth. Those who know to listen can find them. Their shadow vanishes entirely; observant creatures may notice its absence. Mirrors do not show their reflection.

**SPIDER'S GIFT**
Range: Touch | Duration: Level x 10 minutes

A creature you touch can climb any surface (walls, ceilings, sheer glass) at their normal speed, hands-free. The magic fails on surfaces that reject grip: ice, oil, magical wards. The creature leaves no tracks but may leave faint sticky residue on delicate materials. Faint web-patterns appear on their palms and soles while the spell lasts. They can support their own weight plus 100 pounds. Falling while the spell is active deals 1 fewer wound (minimum 0).

**WEB SPINNING**
Range: 30 feet | Duration: Level x 10 minutes

Thick strands of sticky webbing fill a 20-foot cube, anchored to solid surfaces on all sides. Creatures caught within must save; on failure they are tangled (cannot move, disadvantage on attacks and Body/Cunning checks); on success they are slowed (half movement, webbing clings to them). Escaping full entanglement requires a Body save as an action. The webs burn quickly. fire destroys them in one round but deals 1 Vitality to everything inside. The webbing is white and slightly luminescent, visible in darkness. Small objects can become permanently stuck.

**MIRROR SELVES**
Range: Self | Duration: Level x 10 minutes

Three perfect copies of yourself step out of your shadow, mimicking your every movement with uncanny precision. When attacked, roll 1d4: on 2-4, an image is struck and shatters into fragments of light and sound. The images have no weight, cast no shadow, and make no sound when they move. Creatures who cannot see are unaffected. The copies cannot move more than 30 feet from you and wink out if forced beyond that distance.

**UNLOCK / SEAL**
Range: 30 feet | Duration: Instant / Until dawn

**Unlock:** Locks spring open, bars bend aside, sealed doors fly wide. The sound echoes: everyone within 60 feet knows something was opened. Magical locks resist for one round, then reassert themselves. The spell leaves faint cracks around the mechanism.

**Seal:** A portal you touch becomes magically locked until dawn. Forcing it requires a DC 18 Body check. You know if your Seal is broken, feeling a snap like a cord cut.

**FEIGN DEATH**
Range: Touch | Duration: Until dawn

A willing creature enters a deathlike trance: no pulse, no breath, cold as a corpse. They perceive their surroundings dimly (muffled sounds, vague shapes) but cannot move, speak, or act. Any damage ends the spell. To all inspection short of powerful magic, they appear to be a corpse. The creature can end the trance at will with a round of concentration. Being in this state for more than an hour leaves the creature groggy for several hours after waking.

**PRIMAL COMMAND**
Range: 30 feet | Duration: Level rounds

Speak with nature's absolute authority. Beasts, plants, and elementals of your Tier or less must obey a single-word command: *Come. Flee. Sleep. Guard. Hunt. Still.* Creatures above your Tier may save. Commands last for the duration or until completed. Commanding against nature (mother from cubs, predator from prey, tree to uproot itself) fails and the magic recoils. You cannot cast this spell again until you rest.

**SHATTER**
Range: 30 feet | Duration: Instant

A word of breaking cracks through the air. Brittle objects in a 10-foot area (glass, crystal, ceramic, bone, ice) explode into fragments. All creatures in the area lose 2 Vitality from shrapnel (1 Vigor damage on a successful save). Creatures made of brittle materials lose 2 Vitality instead. The sound is audible at great distance and leaves ears ringing. The spell has no effect on materials that bend rather than break.

**ENLARGE / DIMINISH**
Range: 30 feet | Duration: Focus

A creature doubles in size or shrinks to half. **Enlarged** creatures deal and the target loses 1 Vigor, have advantage on Body checks, and their voice booms. **Diminished** creatures deal 1 less Vitality (minimum 1), fit through small spaces, and speak in squeaks. Unwilling creatures may save. Clothes and equipment change with them. The transformation is jarring: affected creatures are disoriented and have disadvantage on their first action. Growth breaks chains and bursts through ceilings if space is lacking.

**HOVERING**
Range: 30 feet | Duration: Focus

A creature or object up to 500 pounds rises into the air under your control, moving up to 30 feet per round. Vertical movement only: horizontal requires pushing off surfaces or being pulled by rope. Unwilling creatures may save each round. If you lose concentration, the target floats down gently for one round, then falls. Hovering creatures glow faintly from below with pale light. Strong wind makes fine control difficult.

**CHOKING DARKNESS**
Range: 30 feet | Duration: Focus

A sphere of absolute darkness 30 feet across blooms from a point you choose. No light penetrates: not torches, not magical light below Tier 3. Sound is muffled within; voices seem to come from everywhere and nowhere. You are as blind inside as anyone else. The darkness clings to a surface or object you designate and moves with it. The air inside feels thick and cold. Creatures who spend more than a minute within grow unsettled and paranoid.

**STOLEN FACE**
Range: Self | Duration: Level hours

Your features flow like wax, reshaping into those of another humanoid you have seen clearly. Your body shape changes slightly to match (height, weight, build), though you cannot become significantly larger or smaller. Your voice does not change unless you affect one. The disguise is physical, not illusory; it can be touched and examined. Careful inspection may reveal oddities. The eyes are slightly wrong, the mannerisms unfamiliar. The transformation itches faintly the entire duration.

**CLOAK OF SILENCE**
Range: 30 feet | Duration: Focus

A 15 feet sphere of utter silence manifests at a point you choose. No sound exists within or passes through: screams go unheard, thunder makes no noise, verbal spellcasting becomes impossible inside. Creatures within cannot hear anything outside either. The boundary is invisible but faintly tingles when touched. You cannot move the sphere once placed. Creatures inside grow uneasy at the profound absence of sound.

**BURNING BRAND**
Range: Touch | Duration: Level x 10 minutes

A weapon you touch ignites with smokeless orange flame that sheds light at 5 feet. The weapon deals an additional 1 Vitality on hit and sets flammable materials ablaze. The fire cannot harm the wielder or burn the weapon itself. The flame can be doused normally but reignites at the start of the wielder's next turn. When the spell ends, the weapon is warm for an hour afterward.

**BEAST TONGUE**
Range: Self | Duration: Level x 10 minutes

You understand the speech of beasts and can speak so they understand you. Animals do not become friendly (a hungry wolf still sees you as food) but you can bargain, threaten, or reason with them as with any creature of limited intelligence. Beasts remember you and may recognize you later. The magic leaves a faint animal musk on you that lingers for hours. Domesticated animals become slightly nervous in your presence.

**ACID SPLASH**
Range: 30 feet | Duration: Level rounds

You hurl a glob of hissing green acid that strikes a creature for 1 Vitality. The acid clings. At the start of each of its turns for the duration, the target loses 1 Vitality as the acid eats deeper. The lingering damage can be ended by washing with water as an action. The acid destroys paper and cloth on contact and leaves pitted scars on stone and metal. It has a sharp, eye-watering smell.

**ROPE TRICK**
Range: Touch | Duration: Level hours

You touch a rope up to 60 feet long and it rises into the air, standing rigid. At the top, an invisible opening leads to a small extradimensional space that can hold up to eight creatures. The space has no light and no exit except back down the rope. Creatures inside cannot affect or be affected by anything outside. The rope can be pulled up from inside. When the spell ends, anything inside is deposited gently at the rope's base.

**COMPEL ANSWER**
Range: 30 feet | Duration: Instant

You ask one question and your voice carries weight that demands response. The target must save; on failure they answer truthfully in three words or fewer, unable to elaborate, lie, or stay silent. On success they still hesitate visibly, and you learn whether they know the answer even if they don't speak it. The question must be simple and direct; complex questions cause the spell to fail. The target knows magic was used on them and may resent it.

**PURSUIT**
Range: Self | Duration: Level hours

Name a creature you have seen or whose description you know. For the duration, you sense their direction and approximate distance: across a room, across a district, across the city. The connection fades if they cross running water or enter warded ground. You move slightly faster when traveling toward them. The target feels hunted; they cannot identify you specifically, but they sense something follows.

**WEIGHT OF WORDS**
Range: 30 feet | Duration: Level rounds

You speak accusation and it takes physical form. One creature must save; on failure they are pressed down by invisible force (half movement, disadvantage on attacks); on success they feel the weight but can still function (−1 to attacks, movement reduced by 5 feet). Each round they can use an action to speak a genuine truth about themselves; speaking truth ends the spell. The weight is proportional to how much they conceal; the open feel only pressure, while the secretive can barely stand. You must maintain line of sight.

**SHATTER LIES**
Range: 30 feet | Duration: Instant

You speak a word of unmaking directed at deception. One illusion, disguise, or magical concealment within range is dispelled if Tier 2 or lower. Higher tier effects require a contested magic check (both roll d20 + casting stat die + Tier). The dispelling is visible. The falsehood cracks like glass before dissolving. Everyone within 30 feet knows something was hidden and now is not. Physical disguises (makeup, costume) are unaffected.

**VIGILANT SENSES**
Range: Self | Duration: Level x 10 minutes

Your senses sharpen beyond human limits. You can see clearly in dim light, hear whispered conversations at 60 feet, and smell recent presence. You know if someone passed through an area in the last hour. Ambush becomes nearly impossible; you cannot be surprised while the spell persists. The heightened senses are overwhelming in crowds or loud places. Disadvantage on concentration in chaotic environments.

**DECISIVE STRIKE**
Range: Self | Duration: 1 round

You commit fully to one action. Your next attack or check this round has advantage, and if it's an attack that hits, add 1 Vitality. However, you cannot take reactions until the start of your next turn; you're fully committed. If you don't attack or make the check before your turn ends, the spell is wasted. The moment of decision is visible; your eyes flash with certainty.

**HOLD THE LINE**
Range: Self | Duration: Focus

You plant yourself and become immovable. While concentrating, you cannot be pushed, pulled, knocked prone, or moved against your will by any force short of Tier 5 magic. Your feet leave impressions in stone. You cannot move voluntarily while the spell persists. Ending it requires an action. Enemies who attempt to move you feel as if pushing against a mountain.

**WARDED GROUND**
Range: Touch | Duration: Until dawn

You touch the ground and create a protected area 30 feet across. The warded ground resists intrusion. Creatures with hostile intent toward those inside feel resistance when trying to enter, giving you one round of warning. Undead and summoned creatures must save to enter; failure means they cannot cross the boundary this round. The ward's edge shimmers faintly at night. Violence within the area cracks the ward; a death ends it entirely.

**GUARDIAN BLADE**
Range: Touch | Duration: Level x 10 minutes

A weapon you touch becomes an instrument of protection. While wielded, it grants the wielder +1 AC and the ability to impose disadvantage on one attack against an adjacent ally once per round; the blade leaps to parry. The weapon glows faintly, more so when blocking. If used to strike an unarmed or helpless creature, the spell ends immediately.

**VOICE OF COURAGE**
Range: 30 feet | Duration: 1 minute

You speak words that steady hearts. Up to your level in creatures who hear you gain advantage on saves against fear and cannot be frightened by creatures of a lower Tier than you. If already frightened, they may immediately save again to end the effect. Your voice carries clearly even in chaos, audible to all you intend to hear regardless of noise.

**GUARDIAN'S WARNING**
Range: Self | Duration: Level hours

You become a lightning rod for harm. Whenever an ally within 30 feet would be hit by an attack you can see, you may use your reaction to become the target instead. The attack strikes you, not them. You cannot reduce this damage by any means. A faint shimmer connects you to your allies, marking the protective bond. Those who attack your allies sometimes hesitate, sensing your watchful presence.

**MOMENTUM**
Range: Self | Duration: Focus

Each round you move at least half your speed in the same direction, you gain cumulative bonuses: +5 feet movement, +1 to attacks and damage. The bonus caps at +15 feet / +3. Standing still, moving backward, or changing direction more than 45 degrees resets everything. You leave faint afterimages when moving at full momentum. Enemies can see you building speed.

**ADAPTABLE FORM**
Range: Self | Duration: Level x 10 minutes

Your body shifts to meet challenges. Choose one: gills (breathe water), claws (1d6 natural weapon), scales (+2 natural AC), darkvision (60 feet), or wall-climbing. The transformation is visible and somewhat disturbing, your body reshapes with audible pops and stretches. You can change your adaptation by concentrating for one round, losing the previous benefit.

**FORGE PATH**
Range: 30 feet | Duration: Instant

You create a path where none existed. A bridge of force spans a 30-foot gap, a ladder of shimmering energy climbs a 30-foot wall, or a platform of power supports weight over a 15-foot pit. The path lasts for one minute. long enough to cross. It can support up to 500 pounds at once. The path is visible as faintly shimmering force, transparent but clearly present.

**VICTORIOUS CRY**
Range: Self | Duration: Instant

You shout in triumph and the sound carries power. All enemies within 30 feet who have fewer current Vitality than you must save or be shaken until the end of their next turn (disadvantage on attacks). Allies who hear you gain 1d6 vigor lasting one hour. The shout is unnaturally loud; everyone within 100 feet knows exactly where you are.

**SHELTER**
Range: Touch | Duration: Level hours

You touch a natural feature (a tree, rock formation, hillside) and it opens to reveal a comfortable space large enough for up to six people. The shelter is dry, warm, and hidden from casual observation; finding the entrance requires knowing it's there or a DC 15 Mind check. Inside, time passes normally but the weather cannot reach. The shelter closes when the spell ends, gently depositing anyone inside outside.

---

#### TIER 3 (23 Spells)
*Encounter enders. Damage: 3 (spell tier)*

**CONFLAGRATION**
Range: 60 feet | Duration: Instant

A mote of fire streaks to a point you choose and blooms into an inferno 30 feet across. Everything in the area loses 3 Vitality (1 Vigor damage on a successful save). The fire is indiscriminate; you cannot exclude anyone. Flammable objects ignite and continue burning after the spell ends. The area fills with smoke and the smell of burning for several minutes. The ground is hot enough to burn bare feet for an hour afterward.

**THUNDERBOLT**
Range: Self | Duration: Instant

Lightning erupts from your outstretched hand in a line 60 feet long and 5 feet wide. Creatures in the path lose 3 Vitality (1 Vigor damage on a successful save). The bolt leaves a scorched black line and the smell of storms. It reflects unpredictably off metal surfaces. The GM determines where it bounces. Thunder deafens creatures within 30 feet for one round unless they save. Your arm is numb for several minutes afterward.

**UNMAKING**
Range: 30 feet | Duration: Instant

You reach into a spell's structure and tear it apart. Magical effects of Tier 3 or lower on a creature, object, or area end immediately. Higher tier effects require a contested magic check. You can only unravel one effect at a time. Choose carefully when facing layered magic. Successfully unmaking powerful magic (Tier 4+) leaves you dazed and unable to cast again for one round. The unraveling is visible as threads of light dissolving into nothing.

**FLIGHT**
Range: Touch | Duration: Focus

A creature you touch rises into the air, able to fly at their normal movement speed with perfect maneuverability. When concentration ends normally, they float down gently for one round. If concentration is broken suddenly, they fall immediately. Flying creatures are terribly exposed. Easy targets against the open sky with no cover. Wind affects their movement. A faint hum surrounds them while airborne.

**TONGUE OF BABEL**
Range: Touch | Duration: Level x 10 minutes

A creature you touch understands all spoken language and is understood by all who hear them speak. The words sound wrong. Listeners hear their own tongue but the rhythm is alien, the emphasis strange. Everyone knows magic is at work. Written language and codes remain incomprehensible. The creature's eyes shimmer faintly with reflected letters. Speaking feels strange, like words are being pulled from somewhere else.

**HASTE**
Range: Touch | Duration: Focus

A creature you touch moves with impossible speed, blurring at the edges. They may take two actions each turn and gain +2 AC from sheer quickness. The magic burns hot. When the spell ends, however it ends, The creature is utterly wrung out, barely able to move for their next turn and suffering disadvantage on everything until they rest for at least ten minutes. Their heart races dangerously throughout.

**SLOW**
Range: 30 feet | Duration: Focus

Up to your level in creatures must save; on failure they move as if through thick honey (may move OR act each turn, not both, speech stretches and distorts); on success they are still slowed (half movement, −2 initiative). The air around affected creatures visibly thickens. Those fully slowed may save again at the end of each turn to downgrade to the lesser effect, then save again to end it entirely. You must maintain concentration. Creatures of a higher Tier than you have advantage on their saves.

**COUNTERSPELL**
Range: 30 feet | Duration: Instant

You see magic forming and speak a word of negation. You may cast this the instant you see another creature casting. Make opposing magic checks (both roll d20 + casting stat die + Tier); if you win, their spell unravels harmlessly into wisps of light. If you lose, both spells fail. Regardless of outcome, you cannot cast again until your next turn. The negation is visible as a brief flash and sounds like breaking glass.

**WALL OF FLAME**
Range: 30 feet | Duration: Focus

A curtain of roaring fire springs up to 60 feet long and 30 feet high, or a ring 30 feet across. Creatures within 5 feet of one side (you choose when casting) lose 1 Vitality at the start of each turn. Passing through the wall deals 1 Vitality. The wall blocks sight completely with its bright orange light. The heat is intense. Creatures within 30 feet of the wall are uncomfortable. It sets fire to anything flammable it touches.

**GILLS**
Range: 30 feet | Duration: Until dawn

Up to your level in creatures sprout feathery gills along their necks and can breathe water as easily as air. They cannot speak underwater. Only bubbles emerge, though they can gesture and mouth words. The magic doesn't help them see in murky depths, resist pressure, or swim if they cannot already. At dawn, the gills fade even if underwater. The gills are visible and somewhat disturbing to those unfamiliar with the spell.

**MIST FORM**
Range: Touch | Duration: Focus

A willing creature dissolves into pale, swirling mist along with their possessions. They can drift slowly (half normal speed) and seep through any gap air could pass. They cannot attack, cast, speak, or manipulate objects. They are immune to non-magical weapons but strong wind deals 2 Vitality per round and pushes them. Sunlight makes the mist glitter, revealing their location. Reforming takes a full action.

**DISTANT EYE**
Range: 1 mile | Duration: Focus

You create an invisible, intangible eye at a location you have visited or can precisely describe. You see and hear through it as if present; it can see in dim light but not darkness. The eye is stationary and can be spotted with Witch-Sight as a faint glimmer. While perceiving through the eye, you are blind and deaf to your own surroundings. Your body stands slack and vulnerable. The eye lasts until you end the spell or lose concentration.

**BINDING CHAINS**
Range: 30 feet | Duration: Focus

Spectral chains of cold iron erupt from the ground, ceiling, or walls to bind up to three creatures within range. Each must save or be wrapped in chains (unable to move or take physical actions, can still speak). The chains are visible as links of dull gray metal that frost the air around them. Chained creatures may attempt a Body save at the end of each turn to break free. Creatures vulnerable to iron lose 2 Vitality per round while bound.

**LIGHTNING SHROUD**
Range: Self | Duration: Focus

Crackling electricity wraps around your body, shedding bright light at 30 feet. Any creature that strikes you with a melee attack loses 1 Vitality, and you may have the lightning arc to another creature within 5 feet for 1 Vitality. You are immune to electrical damage while shrouded. The thunder of the spell makes stealth impossible and nearby conversation difficult. Metal objects within 5 feet spark and tingle.

**ELEMENTAL WARD**
Range: Touch | Duration: Focus

Choose fire, cold, lightning, or acid. A creature you touch gains resistance to that element. They lose 1 fewer Vitality (minimum 0) from it and have advantage on saves against effects of that type. The ward manifests visibly: flames flicker harmlessly across fire-warded skin, frost crystals orbit the cold-warded, etc. The first time the ward prevents the wound that would drop the creature, the spell ends instead.

**SCRYING POOL**
Range: Touch | Duration: Focus

You touch a reflective surface (water, mirror, polished metal) and it becomes a window to spy on a creature or place you know. The target may save; you have advantage if you possess something of theirs. Success shows their surroundings from above, with sound. The image is visible to anyone looking at the surface. The target feels a prickling sensation of being watched. The pool ripples occasionally, distorting the image.

**TRUTH'S BINDING**
Range: 30 feet | Duration: Focus

You weave strands of compulsion around a creature's throat. They must save or find themselves unable to speak deliberate lies for the duration. The words simply won't form, catching in their throat like fishhooks. They can remain silent, speak truth, or speak what they believe to be true. Each round they attempt to lie and fail, they lose 2 Vitality from the strain. The binding is visible as faint silver threads around their neck to those with magical sight.

**SHIELD OF CONVICTION**
Range: 30 feet | Duration: Focus

A shimmering barrier of force springs into existence around a creature. They gain +4 AC and resistance to the next source of damage that strikes them, after which the resistance fades but the AC bonus remains. The shield is visible as a faintly blue outline that flares when struck. If the protected creature attacks, the AC bonus drops to +2 as the shield's energy splits between offense and defense.

**WARDED CIRCLE**
Range: Self | Duration: Focus

You create a 15-foot radius barrier of force centered on yourself. Allies within gain +2 AC and advantage on saves against spells. Enemies must save to enter the circle; failure means they cannot enter this round and are pushed back 5 feet. The barrier is visible as faintly shimmering air. You must remain stationary. Moving ends the spell. Ranged attacks pass through normally but at disadvantage.

**UNBREAKABLE VOW**
Range: Touch | Duration: Permanent until fulfilled or broken

Two willing creatures swear an oath that you bind with arcane power. Define the oath clearly: to protect, to serve, to return, to never betray. While both creatures uphold the vow, each knows if the other is alive and in mortal peril. If either breaks the oath willfully, they are wracked with pain (2 Vitality, no save) and permanently marked with a visible brand of broken trust. The mark can only be removed by making amends or Tier 5 magic.

**INEVITABLE PROGRESS**
Range: Self | Duration: Focus

You become impossible to halt. For the duration, you cannot be grappled, restrained, paralyzed, or slowed by any effect of Tier 3 or lower. You move through difficult terrain at full speed. Magical barriers still stop you, but mundane obstacles part as you wade through crowds and push through underbrush without slowing. Your progress is visible as a faint bow-wave in reality, space itself yielding to your advance.

**WRATH OF THE WILD**
Range: 60 feet | Duration: Focus

You call nature's fury upon a 30-foot area. Roots erupt to grasp, branches lash, thorns tear. Creatures in the area lose 3 Vitality when the fury first strikes (save negates) and take 1 Vigor damage at the start of each round they remain; they must also save or be restrained by grasping vines. Escaping requires a DC 14 Body check as an action. The area becomes difficult terrain for the duration. This only works outdoors or where plants can grow. The vegetation remains after the spell ends, dead and withered from the exertion.

**TIMELESS PRESERVATION**
Range: Touch | Duration: Permanent until disturbed

You touch an object or willing creature and suspend it outside time's flow. For creatures, this halts all biological processes: no breathing, no aging, no awareness, until touched by another creature or until a condition you specify occurs. For objects, decay halts utterly; food stays fresh, iron cannot rust, flowers remain in bloom. The subject glows faintly with amber light visible only in darkness. Violence against a preserved creature ends the effect instantly.

---

#### TIER 4 (18 Spells)
*World-reshaping. Damage: 4 (spell tier)*

**RESHAPE FLESH**
Range: 30 feet | Duration: Focus

You twist a creature's form into that of a beast of equal or lower Tier. Unwilling creatures may save. Their mind remains but their body becomes the animal entirely: stats, natural weapons, movement. Animal instincts tug at their thoughts; long transformations risk losing themselves. If the beast form is dropped, they revert; excess Vitality loss carries over to their true form. A creature who wishes to stay transformed may resist reversion with a Sense save.

**STEP BETWEEN**
Range: 60 feet | Duration: Instant

You and one willing creature you touch vanish and reappear at a destination within 60 feet. You need not see it; you may describe direction and distance, or name a place you've visited. Arriving inside solid matter is violently rejected: 1 Vitality and you appear at the nearest open space. A faint thunderclap marks both departure and arrival. The transition leaves you both briefly disoriented.

**WALL OF ICE**
Range: 30 feet | Duration: Level x 10 minutes

A wall of solid ice appears: up to 60 feet long, 30 feet high, 1 foot thick, or a dome 30 feet across. Each 10-foot section has 2 Vitality. Fire deals +1 Vitality. The wall radiates cold; standing within 5 feet is uncomfortable. Creatures where the wall forms may save to leap aside; failure traps them in the ice (1 Vitality each round until freed). The ice is translucent. Shapes are visible through it but details are blurred.

**CONFUSION**
Range: 30 feet | Duration: Focus

A 20-foot sphere of psychic static scrambles thought. Creatures in the area must save or lose control of their actions. Each turn, roll 1d6: 1-2 wander aimlessly, 3-4 attack nearest creature (friend or foe), 5-6 act normally but cannot use complex tactics or cast spells. Affected creatures babble and mutter. They may save again each turn. You are not immune if caught within. The area feels like static against the mind.

**BLACK TENTACLES**
Range: 30 feet | Duration: Focus

Rubbery black appendages erupt from the ground, filling a 20-foot area with writhing limbs. Creatures in the area must save: on a failure they lose 4 Vitality and are seized by the tentacles; on a success they take 1 Vigor damage. Seized creatures take 1 Vigor damage at the start of each turn and cannot move. Escaping requires a Body save as an action. The tentacles cannot distinguish friend from foe. They smell faintly of the sea. Killing individual tentacles is futile; more emerge.

**BANISHMENT**
Range: 30 feet | Duration: Focus

You tear open a rift and hurl a creature through. They may save; creatures native to this world have advantage. On failure, they vanish to a harmless demiplane: a silvery void where they can breathe but not act. When focus ends, they return exactly where they left (or nearest open space), dazed for one round. If they were not native to this world, they return to their origin plane permanently when the spell ends.

**PERFECT INVISIBILITY**
Range: Touch | Duration: Focus

A creature you touch vanishes utterly from sight and remains invisible even through violence and spellcasting. Attacks and spells seem to come from empty air. They still make sound and displace their environment. They make footsteps, ripples in water. Dust, water, paint, and blood cling and reveal outlines. They cast no shadow and have no reflection. Witch-Sight reveals a faint, creature-shaped absence.

**STONE SKIN**
Range: Touch | Duration: Focus

A creature's skin becomes gray and rough as granite. They lose 1 fewer Vitality (minimum 0) from non-magical weapons and are immune to critical hits. Blades simply skid off. They sink like stone in water and cannot swim. They move with grinding weigh: disadvantage on stealth, climbing, and anything requiring grace or delicacy. Their weight doubles, which may stress floors and mounts. The transformation is uncomfortable but not painful.

**PHANTASMAL SLAYER**
Range: 30 feet | Duration: Focus

You reach into a creature's mind and manifest their deepest terror (visible only to them), hideously real. They must save or lose 2 Vitality and freeze in terror (cannot move, act, or speak) until the start of their next turn. Each round you maintain focus, they must save again. Failure means more damage and they remain frozen. Success ends the spell. The creature screams; others hear but see nothing. The fear lingers in their dreams for weeks.

**ARCANE EYE**
Range: 1 mile | Duration: Focus

You create a floating eye (invisible, the size of a fist), able to see in complete darkness. You direct its movement up to 30 feet per round; it can squeeze through gaps as small as 1 inch and hover in place. It cannot pass through solid barriers or magical wards. If the eye is discovered and destroyed, you lose 2 Vitality and cannot cast this spell until you rest. You see through it while your own vision remains normal.

**WALL OF FORCE**
Range: 30 feet | Duration: Focus

An invisible wall springs into existence, up to 60 feet long and 30 feet high, or a dome 30 feet across. Nothing passes through: not matter, not magic, not sound, not air. It cannot be damaged or dispelled by anything short of Tier 5 magic. Creatures inside a dome will eventually suffocate. The wall shimmers faintly when touched and is visible as a slight distortion when looked at from an angle.

**LOCATE**
Range: 1 mile | Duration: Focus

Name a specific creature or object you have seen before, or describe it in precise detail. You sense the direction and approximate distance to the nearest match. The spell cannot find creatures shielded by lead, transformed beyond recognition, or on another plane. The target feels a crawling sensation of being watched; if they succeed on a Mind check, they realize they're being searched for.

**FORCECAGE**
Range: 30 feet | Duration: Level hours

A cage of invisible force bars springs into existence around a point you choose, a cube 5 feet on a side. Creatures inside when it forms may save to leap out; failure means they're trapped. The bars are a hand's width apart. Spells and arrows pass through, but creatures cannot. The cage cannot be damaged or dispelled by anything less than Tier 5 magic. It does not block sound or air. Creatures inside can see the bars shimmer when touched.

**FLESH TO STONE**
Range: 30 feet | Duration: Focus / Permanent

You begin turning a creature to stone. They must save; on failure, they are slowed as stone creeps across their body. At the end of their next turn, they must save again; failure means they become a stone statue permanently. Success ends the effect. While concentration is maintained, you may force additional saves. A fully petrified creature is aware but cannot move, speak, or age. Stone to Flesh or Tier 4+ magic can restore them.

**HUNTER'S BRAND**
Range: 30 feet | Duration: Until dawn

You fix your will upon a creature, marking them for pursuit. A faint sigil visible only to you and your allies appears on their forehead. It cannot be hidden by illusion, disguise, or shapechanging. You always know the branded creature's direction and approximate distance while on the same plane. The first attack against them each round has advantage. They cannot hide from you; concealment and invisibility fail to obscure them from your sight. The brand fades at dawn or when they die. You can only maintain one brand at a time.

**AEGIS OF WILL**
Range: 30 feet | Duration: Focus

You wrap an ally in layered shields of pure force. They are immune to the next two sources of damage that would strike them; attacks deflect at the last instant, spells scatter harmlessly against the barrier. After absorbing two instances of damage, the aegis shatters with a crack like breaking glass. The shields shimmer visibly. Stealth is impossible. If you lose concentration, any remaining protection dissipates.

**CALL OF THE WILD**
Range: 1 mile | Duration: Focus

You send a cry into nature and it answers: Within one hour, 2d6 beasts appropriate to the terrain arrive to aid you: wolves in forests, hawks in mountains, sharks in seas. They follow simple commands and fight on your behalf but won't sacrifice themselves pointlessly. The beasts are natural animals, not summoned; they must exist nearby to answer. When the spell ends, they return to their lives. They remember you favorably.

**ETERNAL GROVE**
Range: Touch | Duration: Until dispelled

You touch the ground and plant a seed of magic. Over one hour, trees and plants grow to form a perfect circle 60 feet across. The grove is protected: fire cannot burn within, disease cannot spread, and nothing can die of natural causes. Creatures resting there recover double normal healing. The grove persists indefinitely but is tied to your life; your death causes it to wither over one year. You may only have one grove.

---

#### TIER 5 (16 Spells)
*Reality-bending. Damage: 5 (spell tier) or conditional*

**DOMINATION**
Range: 30 feet | Duration: Focus

You seize absolute control of a creature's will. They may save; creatures of a higher Tier than you have advantage. On failure, you perceive through their senses and direct their actions mentally. They obey any command, even harmful ones. Each time they take damage, they may save again. When the spell ends, they remember everything: every action you forced, every thought you planted.

**TELEKINESIS**
Range: 60 feet | Duration: Focus

Your will becomes a hand that can grip, lift, and hurl. You can move up to 1,000 pounds up to 30 feet per round. Unwilling creatures may save each round you try to grasp them. Hurled objects or creatures deal 2 Vitality per 100 pounds. Fine manipulation (writing, lockpicking) is possible but requires a Mind check. This requires your total concentration; you can take no other actions while maintaining it.

**POISON CLOUD**
Range: 60 feet | Duration: Focus

A billowing cloud of yellow-green vapor 30 feet across manifests where you point. Creatures in the cloud must save when the vapor first engulfs them: on a failure they lose 5 Vitality; on a success they take 1 Vigor damage. Each round they remain, they take 1 Vigor damage. Minors of Tier 2 or less die without a save; their lungs simply stop. The cloud drifts 5 feet away from you each round and sinks to the lowest ground. Holding your breath doesn't help; the poison absorbs through skin. The cloud persists in still air even after concentration ends.

**TELEPORTATION CIRCLE**
Range: Touch | Duration: 1 round

You draw a circle of silver sigils that connects to another permanent circle whose sequence you know. Until your next turn, any creature entering the circle is instantly transported to the destination. The destination must be on the same plane. Creating a permanent circle requires casting this spell in the same location every day for one year, consuming 50gp of rare materials each time.

**HOLD MONSTER**
Range: 30 feet | Duration: Focus

Invisible bands of force lock a creature rigid. They may save; creatures of a higher Tier than you have advantage. On failure, they are held rigid by invisible force. Aware but unable to move, speak, or act. They may save (Sense DC 15) again at the end of each of their turns to break free. Truly legendary creatures (ancient dragons, demon princes) are immune unless caught utterly by surprise.

**CONE OF COLD**
Range: Self | Duration: Instant

A blast of killing cold erupts from your hands in a 60 feet cone. Creatures in the area must save: on a failure they lose 5 Vitality; on a success they take 1 Vigor damage. Water freezes instantly to a depth of one foot. Unprotected liquids become ice. Creatures who fail their save are slowed until the end of their next turn. The cold lingers. The area remains difficult terrain and uncomfortable for an hour.

**DISINTEGRATE**
Range: 60 feet | Duration: Instant

A thin green ray strikes one creature or object. A creature loses 5 Vitality (1 Vigor damage on a successful save). If killed by this spell, they and everything they carry become fine gray dust; only wish-level magic can restore them. A non-magical object up to 5 feet on a side is simply gone. The ray leaves a distinctive acrid smell and a coating of fine dust that persists for days.

**CHAIN LIGHTNING**
Range: 60 feet | Duration: Instant

Lightning leaps from your hand to strike a creature for 5 Vitality (1 Vigor damage on a successful save). It then arcs to up to 3 additional creatures within 30 feet of the previous target, dealing 5 Vitality to each. You cannot choose arc targets: it seeks the nearest creatures not yet struck. A creature can only be struck once. It may arc to allies if they're nearest. Thunder rolls after each strike.

**SCRYING**
Range: Unlimited | Duration: Focus

You peer across any distance to observe a creature on the same plane. They may save, modified by familiarity: strangers +5, acquaintances +0, those whose possessions you hold -5, those whose blood or hair you hold -10. Success reveals their location, surroundings, and nearby conversation. They feel being watched; if they succeed on a Mind check, they know someone is scrying them and can attempt to trace the connection back to you.

**ANIMATE OBJECTS**
Range: 30 feet | Duration: Focus

Up to 10 small objects or 3 medium objects or 1 large object shudder to hostile life at your command. Small objects: AC 12, Tier 1 Minors. Medium: AC 13, Tier 2 Minors. Large: AC 14, Tier 3 Minors. They attack as Minors of your Tier.

**PASSWALL**
Range: Touch | Duration: Level x 10 minutes

You press your hand to stone, wood, brick, or earth, and it parts silently. A passage 5 feet wide and up to 30 feet deep opens, and anyone can use it. Metal, glass, and living matter resist. When the spell ends, the passage closes slowly over one round; anything inside is pushed to the nearest exit. Multiple castings can extend the passage indefinitely. The walls of the passage are smooth but visibly magical.

**IMPRISONMENT**
Range: Touch | Duration: Permanent

You bind a creature outside of time and space. They must save; legendary creatures have advantage. On failure, you choose their prison: entombed in a gemstone, frozen in a painting, transformed into a statue, grown into a tree, buried in slumber deep underground. They don't age, think, or dream; they simply aren't until released. Only another casting of this spell targeting their specific prison, or magic of equal or greater power, can free them.

**DEATH WARD**
Range: Touch | Duration: Level hours

You touch a creature and weave protective magic into their life force. Once during the duration, when they would die from any source (damage, poison, failed save, instant death effect), they instead survive with 1 Vitality. This triggers automatically the first time they would die. A faint shimmer surrounds them for a moment when the ward activates, visible to all. The ward ends once triggered or when the duration expires.

**IMPENETRABLE BASTION**
Range: Touch | Duration: 1 minute

You touch a structure (a wall, tower, door, or building) and reinforce it with absolute arcane force. For the duration, it cannot be damaged, breached, teleported through, or bypassed by anything short of another Tier 5 spell. Creatures inside cannot leave and creatures outside cannot enter by any means. The structure glows faintly with hairline cracks of blue-white energy. Living creatures cannot be targeted, only constructed things.

**NATURE'S AVATAR**
Range: Self | Duration: Focus

You become one with the natural world. Your form shifts into living nature: bark for skin, leaves for hair, roots for feet. You gain 30 vigor, resistance to all damage except fire, and can move through natural terrain without trace. You can speak with all plants and animals, and they regard you as a friend. Attacking ends the spell immediately. When the spell ends, natural features around you are subtly healthier.

**PRIMEVAL SANCTUARY**
Range: Touch | Duration: Permanent

You touch a natural space. cave, grove, spring. And attune it to the deep magic of the land. The area up to 100 feet across becomes eternally preserved; seasons don't change within, and time passes differently. Creatures hostile to nature cannot enter without save; failure means they are simply turned aside, walking around without realizing. Those you designate can enter freely. The sanctuary remains until the magic is deliberately broken by powerful spells or the destruction of its central feature.

---

### SPELL COUNTS

- **Tier 1:** 39 spells
- **Tier 2:** 34 spells
- **Tier 3:** 23 spells
- **Tier 4:** 18 spells
- **Tier 5:** 16 spells
- **Total:** 130 spells

---

---


# PRIMAL SPELL LIST

Druids cast primal magic drawn from natural forces. Each spell is tied to an Aspect: Stone, Flame, Tide, Wind, Root, Beast, or Star.

**Casting:** In combat, declare in tactical phase, resolve on your turn with no check (only disruption). Out of combat, ability test (d20 + casting stat die + Tier vs DC). Success costs nothing, failure allows stamina buyout. No stamina? Failure causes exhaustion. Already exhausted? Roll at disadvantage. Failure means death.
On any failed check, gain +1 Attunement in that spell's Aspect.

---

## TIER 1 (28 Spells)

### STONE ASPECT

**STONE SHARD**
Range: 60 feet | Duration: Instant

You clench your fist and feel the earth answer. A jagged stone tears itself free from the ground, wall, or floor and hurls itself at your target with bone-cracking force, dealing 1 Vitality. The shard leaves a small crater where it formed and falls where it strikes, obvious evidence of primal violence. In places with no loose stone, the spell pulls minerals from soil or rips chips from bedrock. The stone always feels cold, even in summer. Targets struck feel a deep ache in their bones for hours afterward, as if the earth itself resents them.

---

**EARTHSENSE**
Range: Self | Duration: Focus

You press your palm to earth, stone, or worked masonry and your awareness sinks into the ground like water into sand. Within 30 feet, you sense vibrations through the earth. footsteps become drumbeats, hidden doors reveal themselves as hollow echoes, buried objects press against your consciousness like lumps beneath a blanket. You can count creatures by their footfalls and estimate their weight. Standing still is required; the moment you move, the connection shatters like dropped pottery. Your eyes glaze white while sensing. Underground creatures sense you sensing them: some flee, some investigate.

---

**STONE FIST**
Range: Self | Duration: Level rounds

Your hands harden to grey granite, the transformation crawling up from your fingernails in a wave of cold numbness. Unarmed strikes deal 1 Vitality; the impact sounds like hammers on anvils. Your hands feel impossibly heavy. disadvantage on tasks requiring fine manipulation, and you cannot feel texture or temperature through the stone. The transformation is visually dramatic: veins of quartz visible beneath the surface, your knuckles becoming rough-hewn edges. When the spell ends, your hands ache fiercely as blood returns to flesh, and flakes of stone dust fall from your skin for minutes afterward.

---

**STONECRAFT**
Range: Touch | Duration: Permanent

You press your hands to unworked stone and feel it soften like clay beneath your touch. Over ten minutes of patient work, you can shape stone into simple objects. blades, bowls, tools, crude figurines. The work is meditative; your hands leave faint fingerprints in the stone that never quite fade. Created items are obviously stone. grey, cold, slightly rough. And fragile if dropped on hard surfaces. The magic cannot work on living rock still attached to the earth, nor on stone that has been worked before. Stonecraft items feel oddly warm to their creator, cold to everyone else. Master druids can recognize each other's stonecraft by the patterns left behind.

---

### FLAME ASPECT

**FLAME BOLT**
Range: 60 feet | Duration: Instant

You exhale sharply and fire answers your breath. A streak of orange-white flame lances from your palm toward one target, dealing 1 Vitality. The bolt leaves a trail of heat-shimmer in the air and smells of woodsmoke and hot metal. Misses don't simply vanish; they ignite whatever flammable terrain they strike. dry grass, wooden walls, spilled oil. The spell doesn't discriminate between friend and fuel. Your throwing hand feels fever-warm for an hour afterward, and your eyes reflect firelight more brightly than they should. In complete darkness, casting this spell ruins night vision for everyone who sees it.

---

**EMBERLIGHT**
Range: Touch | Duration: Level x 10 minutes

An object you touch kindles with inner fire, glowing like a coal pulled from the hearth. The light reaches 30-foot radius, warm and orange, casting dancing shadows that seem almost alive. The object radiates gentle heat. enough to warm hands, dry wet clothes, or keep frost at bay. Prolonged contact with flammables causes smoldering; paper browns, cloth scorches, dry wood begins to smoke. The light cannot be extinguished by wind or water while the spell persists, though smothering it in earth ends the magic. Living creatures cannot be made to glow. The warmth feels like summer sunlight, and those who carry emberlights often grow drowsy in their presence.

---

**KINDLE**
Range: 30 feet | Duration: Instant

You point at any flammable object you can see within range. A torch, a haystack, an enemy's cloak. And speak a word that sounds like crackling flames. Fire blooms where you indicate, as if an invisible spark had landed there. The fire spreads naturally from that point; you create the ignition, not control the blaze. The magic cannot kindle living flesh directly, nor materials that wouldn't burn naturally (wet wood resists, oiled wood ignites eagerly). There's a faint smell of sulfur when you cast, and fire-druids are often blamed for blazes they didn't start. The kindled flame burns true and hot, as if begun by natural means.

---

**HEAT METAL**
Range: 30 feet | Duration: Level rounds

You fix your gaze on metal within range and will it to remember the forge. The metal begins to glow. first dull red, then orange, then white at the edges. Creatures touching or wearing heated metal lose 1 Vitality per round as it sears their flesh. Armor becomes a prison of agony; weapons must be dropped or held through screaming pain. The metal remains dangerously hot for minutes after the spell ends, cooling slowly and unevenly. Affected metal warps slightly, leaving permanent ripple-marks. The smell of hot iron fills the area, and you can feel a sympathetic warmth in your own blood while maintaining the spell.

---

### TIDE ASPECT

**WATER BLAST**
Range: 30 feet | Duration: Instant

You gesture toward a water source. A puddle, a waterskin, a rain-soaked cloak. And the water leaps to obey, erupting toward one creature in a churning torrent that deals 1 Vitality and pushes them back 5 feet. The spell moves existing water, it doesn't create it; without a source nearby, the magic finds nothing to grasp. The water strikes with surprising force, cold and heavy as a wave. Targets are left drenched and gasping. The source is depleted. waterskins empty, puddles scatter, barrels slosh half-full. In rain, the spell seems to pull water from the air itself, leaving a brief dry spot where you stand.

---

**WATER BREATHING**
Range: Touch | Duration: Level x 10 minutes

You press your wet fingertips to a creature's throat and feel their lungs shift. For the duration, they breathe water as easily as air: gills don't form, but the magic transforms water to breath within their chest. The adaptation is complete; breathing air becomes uncomfortable while the spell persists, each breath feeling thin and unsatisfying. Targets often find themselves craving immersion. When the spell ends, lungs return to normal with a wet cough that expels residual water. The magic leaves a faint taste of salt and iron. Those who've experienced it say drowning no longer frightens them: they know how peaceful it can be.

---

**PURIFY WATER**
Range: Touch | Duration: Instant

You touch water. A cup, a barrel, a still pond. And will it clean. Impurities separate visibly, sinking to the bottom or rising to the surface in oily films: poison turns black and settles like silt, disease blooms as pale cloudy threads, corruption surfaces as an iridescent sheen. You see exactly what was removed. The purified water tastes impossibly clean, almost sweet, with no mineral character at all. The spell cannot separate water from other liquids (wine remains wine) or purify blood, but it can make swamp water drinkable and render poisoned wells safe. The separated impurities remain dangerous. dispose of them carefully.

---

**SLICK**
Range: 60 feet | Duration: Level rounds

Water spreads across the ground in a 30-foot radius, coating every surface in a thin, impossibly slippery film. The area becomes difficult terrain; creatures moving through must save; on failure they fall prone, on success they move at half speed while fighting for balance. The water comes from nowhere visible, seeping up through stone and soil as if the ground itself were sweating. It evaporates slowly when the spell ends, leaving surfaces damp and slightly iridescent. The slick smells of rain and tastes of nothing. Creatures that fall in it find their clothes soaked through, as if they'd been dunked in a river.

---

### WIND ASPECT

**GUST**
Range: 30 feet | Duration: Instant

You sweep your arm and the air obeys. A powerful wind rushes from you in a 30-foot line, hitting like an invisible wall. Creatures must save: on failure they are pushed back 5 feet, stumbling or thrown from their feet; on success they are merely staggered, losing 5 feet of movement next turn as they brace against the blast. The gust extinguishes torches, scatters loose papers, slams doors, and sends cloaks billowing. The wind carries the scent of high places. mountain peaks, open sky. And your hair whips wildly even after the spell ends. In enclosed spaces, the gust creates a tremendous boom as air pressure shifts; outdoors, it passes almost silently.

---

**FEATHERFALL**
Range: 30 feet | Duration: Instant

You see creatures falling and speak a word of gentle descent. up to your level in falling creatures within range suddenly drift downward like autumn leaves, about 30 feet per round, taking no falling damage. You may cast this the moment you begin to fall; timing is everything, and hesitation means impact. Affected creatures glow faintly with soft white light and can be pushed, grabbed, or attacked easily while floating. Their clothing and hair drift as if underwater. The magic ends the moment they touch solid ground, and they land light as dandelion seeds. If the spell ends while still airborne, normal falling resumes instantly. The transition is jarring.

---

**WHISPER WIND**
Range: Sight | Duration: Instant

You murmur words and they ride the air to someone you can see. up to ten words carried on a breeze that touches no one else. The recipient hears your voice as a whisper directly in their ear, intimate and unmistakable. They know which direction you spoke from. Anyone watching sees you casting: your lips move, a faint stirring of air ripples your clothing, and perceptive observers might guess the target from the wind's direction. The whisper cannot be intercepted, but it cannot carry tone. sarcasm and sincerity sound identical. In still air, the message arrives instantly; in strong wind, it takes a few moments to fight through.

---

**FOG CLOUD**
Range: 60 feet | Duration: Focus

You exhale slowly and mist pours from your mouth, spreading to fill a 30-foot radius with thick, clammy fog that heavily obscures everything inside. Visibility drops to arm's length; sounds become muffled and directionless. The fog smells of morning dampness and leaves surfaces slick with condensation. It disperses naturally in wind. A strong breeze ends the spell immediately, and even light wind causes it to drift and thin. While focusing, you feel cold inside, as if the mist comes from somewhere within you. Creatures in the fog can taste iron on their tongues. The boundary is distinct: step out and you can see clearly, step in and the world disappears.

---

### ROOT ASPECT

**THORN WHIP**
Range: 30 feet | Duration: Instant

You reach out and a vine erupts from the nearest soil or plant matter. thorned, whip-quick, and cruel. It lashes toward one creature, striking for 1 Vitality as thorns the size of daggers rake flesh, then wraps around them and yanks them 5 feet toward you. The vine withers to brown dust the moment it releases, leaving only wounds and scattered thorns behind. Blood on the thorns smells of sap and copper. The spell cannot manifest without plant matter or soil nearby; on bare stone or metal floors, the magic finds nothing to shape. Wounds from thorn whips scar distinctively. druids recognize them on sight.

---

**ENTANGLE**
Range: 60 feet | Duration: Level rounds

You stamp your foot or press your palm to earth and the ground erupts with sudden, hostile life. Vines and roots burst from soil in a 30-foot radius, writhing like serpents seeking prey. Creatures starting their turn in the area must save or be restrained. wrapped in coiling vegetation that tightens when they struggle. Breaking free requires wrenching loose or cutting through. The spell requires soil or existing plants; on bare stone it fails entirely. The vegetation is aggressive, crawling toward warmth and movement. Restrained creatures hear the plants growing, a wet creaking sound. When the spell ends, the vines wither but don't release. corpses have been found wrapped in dead vegetation days later.

---

**SPEAK WITH PLANTS**
Range: Touch | Duration: Level x 10 minutes

You press your palm to bark or leaf and your awareness brushes against something vast and slow. Plants within 30 feet answer simple questions about what they've witnessed, who passed by, what was buried beneath them, whether blood was spilled on their roots. They think in seasons, not seconds; each answer takes a full minute of rustling communication, and concepts like "yesterday" mean little to things that measure time in rings and dormancy. Trees remember longest but care least about small scurrying things. Flowers remember faces but not names. Grass remembers weight and warmth. The plants cannot lie, but they can be confused, mistaken, or simply indifferent to your concerns.

---

**BARKSKIN**
Range: Touch | Duration: Level x 10 minutes

You run your hands over a creature's skin and it transforms, thickening and hardening into bark-like armor that grants +2 AC. The transformation is visually dramatic: skin takes on wood-grain patterns, hair stiffens to twigs, fingernails become rough as pine bark. Joints stiffen. disadvantage on Dexterity checks requiring flexibility. And the creature feels their face become an expressionless wooden mask. They can still speak, but their voice sounds hollow. When the spell ends, the bark flakes away over several minutes, leaving ordinary skin beneath that feels too soft, too vulnerable. Some druids report dreaming of forests for nights afterward.

---

### BEAST ASPECT

**ANIMAL SPEECH**
Range: Self | Duration: Level x 10 minutes

Your voice shifts, taking on growls and chirps and chattering undertones that feel wrong in your human throat. For the duration, you speak with beasts and understand their replies, not words exactly, but meaning conveyed through posture, scent-memory, and sounds below human hearing. Animals share what they know: hunger, territory, fear, the locations of food and danger. They lack complex human concepts; asking a wolf about "justice" earns only confusion, but asking about "threat" gets immediate, visceral response. Different animals have different priorities. prey animals are nervous and scattered, predators are blunt and practical. Your voice sounds strange to human ears while the spell persists, and animals may approach you expecting continued conversation.

---

**BEAST SENSE**
Range: 30 feet | Duration: Focus

You lock eyes with a willing beast and your awareness slides into theirs. For the duration, you perceive through the animal's senses. seeing what they see, hearing what they hear, smelling with noses far keener than your own. The experience is disorienting; colors shift (dogs see differently than hawks), sounds have different meanings, and scents carry information you barely understand. While focused, you're blind and deaf to your own surroundings, your body stands vacant and vulnerable, mouth slightly open, eyes unfocused. The beast knows you're present; most find it comforting, like a rider they trust. Breaking the connection requires a moment of disorientation as you remember what your own senses feel like.

---

**TRACKLESS STEP**
Range: Self | Duration: Level x 10 minutes

You walk and the world forgets your passage. For the duration, you leave no tracks. footprints fill themselves in, bent grass springs back, snow smooths over. You carry no scent; hounds lose your trail, predators cannot smell you on the wind. The magic doesn't make you invisible or silent. You can still be seen and heard, but pursuit becomes nearly impossible once you break line of sight. The sensation is strange: you feel weightless, disconnected, as if the ground itself doesn't quite acknowledge you. When the spell ends, your next few steps feel impossibly heavy by comparison, and you suddenly become aware of how loudly you've been breathing.

---

**PREDATOR'S GRACE**
Range: Self | Duration: Level rounds

Your movements become fluid, predatory, inhuman. For the duration, you ignore difficult terrain as if it weren't there: undergrowth parts, rubble shifts, mud firms beneath your feet. You gain advantage on stealth and can flow through enemy spaces (though you cannot end there) like a wolf slipping between trees. Your eyes take on a faint reflective gleam, and observers feel an instinctive unease in your presence. prey recognizing a hunter. When the spell ends, the grace drains away suddenly, leaving you feeling clumsy and exposed in your merely human body. For several minutes afterward, ordinary walking feels like wading through water.

---

### STAR ASPECT

**STARLIGHT**
Range: 30 feet | Duration: Level x 10 minutes

You raise your hand and soft silver light spills from your palm like moonlight pooled in flesh. illuminating 30-foot radius with the gentle glow of a clear night sky. The light is cool and kind to night-adjusted eyes, casting long shadows that seem to move slightly when not watched directly. Invisible creatures are revealed as faint silhouettes within the light. position obvious but form unclear, like shadows without sources. The light doesn't flicker; it's steady as stars, and slightly unnerving to those unused to magic. Creatures in the light feel watched, as if something vast and distant has turned its attention their way. When the spell ends, the darkness that returns feels deeper than before.

---

**READ OMENS**
Range: Self | Duration: Instant

You still your mind and let the stars speak through intuition. The cosmos offers a glimpse of whether a specific action will bring weal or woe in the next hour, not knowledge, but feeling. You might sense creeping dread at the thought of opening a door, or warm confidence about trusting a stranger. The answer is never specific; the stars show patterns, not particulars. The sensation is unmistakable but resists language. afterward, you struggle to explain why you know what you know. Asking the same question twice earns only silence; the stars don't repeat themselves. Some druids report seeing afterimages of constellations when they close their eyes after casting.

---

**GUIDING STAR**
Range: Self | Duration: Until dawn

A single point of silver light kindles in your mind: an internal compass aligned to the heavens. Until dawn, you always know true north, and you can retrace any path you've walked in the last day as if following a glowing thread visible only to you. The magic shows direction, not obstacles; it will lead you toward a cliff you need to climb or a river you must ford. You cannot become lost while the spell persists, and you navigate with uncanny confidence even in total darkness. The sensation is comforting, like a hand on your shoulder guiding you home. When the spell ends at dawn, you feel momentarily adrift until you remember how ordinary navigation works.

---

**FATE'S THREAD**
Range: Touch | Duration: Level x 10 minutes

You touch a creature and your vision fractures into possibility. For a moment, you glimpse the destiny-threads connecting them to their fate. glowing lines stretching into a future you can barely comprehend. You learn one significant future event involving them: a death, a betrayal, a triumph, a loss. The GM determines specifics. The knowledge arrives as fragments. A face, a place, a sensation. never the full picture, and often maddeningly incomplete. You cannot choose what you see, and the vision may be decades distant or horrifyingly soon. The touched creature feels nothing, but you are left shaken, having glimpsed the machinery of fate. Some druids refuse to cast this spell on those they love.

---

## TIER 2 (21 Spells)

### STONE ASPECT

**STONE SHAPE**
Range: Touch | Duration: Permanent

You press your hands to stone and it flows like cold clay beneath your touch. Over minutes of patient work. One cubic foot per minute. You can carve passages through walls, seal doors into solid rock, or sculpt shapes from raw stone. The work is slow and meditative; rushing leaves rough edges that crumble. Shaped stone bears obvious magical marks: faint fingerprints, unnaturally smooth curves, a subtle crystalline quality where you worked. The changes are permanent but not seamless. anyone examining the stone closely can tell it was magically altered. The spell cannot work on stone that is actively part of a living creature or bound by stronger magic. Your hands ache afterward, as if you'd been sculpting for hours.

---

**TREMOR**
Range: 30 feet | Duration: Instant

You stamp your foot and the earth answers with violence. The ground shakes in 30-foot radius. A sharp, brutal quake that throws creatures from their feet, cracks foundations, and sends unsecured objects crashing down. All creatures in the area lose 1 Vitality from the shaking and must save; on failure they fall prone; on success they keep their feet but are rattled. Structures crack; weak walls may collapse. The tremor is loud, felt for hundreds of feet, and absolutely unmistakable as magical in origin. Dust fills the air. Afterward, the ground is fractured and unstable. difficult terrain until properly settled. Underground, this spell is terrifyingly effective.

---

**STONE ARMOR**
Range: Touch | Duration: Level x 10 minutes

Plates of grey stone flow up from the ground and lock into place around the target like a living statue assembling itself. The armor grants AC 16 and ignores Sense entirely. speed and agility mean nothing when encased in rock. Movement speed is halved; swimming is impossible (the wearer sinks like a stone); Dexterity saves are made with disadvantage. The armor is visually impressive. interlocking plates, subtle crystalline veins. And the wearer can feel the weight of mountains pressing down on them. When the spell ends, the stone crumbles away in chunks, leaving the wearer standing in a pile of gravel. Some find the weight comforting; others feel buried alive.

---

### FLAME ASPECT

**WALL OF FIRE**
Range: 30 feet | Duration: Focus

You trace a line and fire erupts from the earth. A wall of roaring flame 30 feet long and 10 feet high, impossibly hot and hungry. Creatures passing through lose 1 Vitality; there is no avoiding the heat, only enduring it. The wall radiates killing warmth. creatures within 5 feet lose 1 Vitality per round simply from proximity. The flames burn without fuel, impossibly bright, casting dancing shadows that seem to move with malicious intent. The heat is visible as shimmering distortion; the roar of flames drowns conversation. When you stop focusing, the wall gutters out instantly, leaving only scorched earth and the smell of burning. Nothing flammable survives contact with the wall.

---

**FLAME BLADE**
Range: Self | Duration: Focus

Fire gathers in your hand and takes shape. A blade of pure flame, orange-white and hissing, casting sharp light and sharper heat. Attacks with the flame blade deal 1 Vitality; armor provides little protection against something that simply burns through. The blade leaves no wounds. only burns, cauterized and blackened. Gripping pure flame is agony barely contained by magic; your palm blisters slightly throughout. When the spell ends, you lose 1 Vitality as the protective magic fails and the fire bites one last time. The smell of your own singed flesh lingers. The blade cannot be dropped or disarmed. It IS your hand, for the duration, but if you're knocked unconscious, the flame dies.

---

**SCORCHING RAY**
Range: 60 feet | Duration: Instant

You spread your fingers and three rays of concentrated fire lance outward. brilliant orange streaks that leave afterimages on the vision. Each ray strikes a target you can see (same or different targets) for 1 Vitality. Roll separately for each ray; they may hit or miss independently. The rays are precise enough to pick targets from a crowd but cannot navigate around obstacles. Where they strike, they leave small scorched marks and the smell of burning. Missing rays ignite whatever they hit instead. walls char, cloth catches flame, flesh sizzles. Your fingertips glow red-hot for several minutes afterward, and pointing at things makes people nervous.

---

### TIDE ASPECT

**TIDAL WAVE**
Range: 60 feet | Duration: Instant

You raise your arms and water answers. A wave surges up from the nearest significant source (river, lake, flooded room) and crashes through an area 30 feet long by 30 feet wide, a churning wall of force that catches everything in its path. Creatures lose 1 Vitality from the impact and must save; on failure they're knocked prone and swept along; on success they brace and remain standing but soaked. Without a significant water source, the spell finds nothing to command. The wave leaves everything drenched, floors slippery, papers ruined, torches extinguished. The sound is tremendous. The roar of surf, the crash of impact. Afterwards, water pools and drains according to natural laws, often flooding lower areas unexpectedly.

---

**WATER WALK**
Range: Touch | Duration: Level x 10 minutes

You touch up to your level in creatures and the water remembers how to hold them. For the duration, they walk on water as solid ground: the surface dimples beneath their feet like firm skin, rippling with each step but never breaking. Stepping off into deep water requires genuine courage; instinct screams it's impossible, that they'll fall through at any moment. Some targets cannot bring themselves to trust the magic. Those who do find the sensation dreamlike. walking on liquid, watching fish swim beneath their feet. The magic fails if the target is fully submerged (they must stay on top). When the spell ends, they sink normally. hopefully they've reached shore.

---

**CONTROL WATER**
Range: 30 feet | Duration: Focus

You extend your will over water within 30 feet and it obeys. Part rivers to create dry paths; raise water levels to flood rooms; lower them to reveal what lies beneath; create whirlpools that spin and grasp. The water moves as you direct, fighting its natural inclination to flow downhill and settle. You feel the water's weight pressing against your mind; large volumes are exhausting to control. When you stop focusing, water returns to natural flow. sometimes violently, as it rushes to reclaim lost territory. The spell cannot create water, only command what exists. Controlled water feels wrong to those sensitive to nature. too still, too obedient, water acting against its nature.

---

### WIND ASPECT

**CALL LIGHTNING**
Range: Sight | Duration: Focus

You raise your hand to the sky and clouds answer. dark and heavy, gathering with unnatural speed until the air tastes of copper and static. Each round while you focus, you call down lightning on one creature you can see: a blinding flash, a deafening crack, 1 Vitality and the smell of ozone. The bolt strikes from above; the target must be under open sky (indoors, underground, or under significant cover, the spell finds no path). The clouds remain while you focus, casting everything in grey shadow. Thunder rolls after each strike, audible for miles. When you stop focusing, the clouds disperse slowly, leaving an uneasy stillness. Small metal objects in the area become slightly magnetized.

---

**WIND WALL**
Range: 30 feet | Duration: Focus

You sweep your arms apart and wind solidifies into a barrier. A wall of screaming air 30 feet long and 30 feet high, invisible but absolutely present. Projectiles (arrows, thrown weapons, hurled objects) are deflected, tumbling away harmlessly. Gases and airborne particles cannot pass; fog, smoke, and poison clouds are held at bay. Flying creatures attempting to cross must save or be blown back, tumbling through the air. The wall roars constantly, making conversation within 5 feet nearly impossible. It doesn't block line of sight, but everything viewed through it shimmers and distorts. When you stop focusing, the wind disperses explosively outward, sending loose objects tumbling.

---

**GASEOUS FORM**
Range: Self | Duration: Focus

Your body dissolves into pale mist. organs, bones, everything becoming vapor that flows and drifts. In this form you are immune to physical damage (swords pass through, arrows scatter you briefly), can fit through any crack air can pass through, and fly slowly with the effort of swimming through fog. You cannot interact with physical objects, speak clearly (only faint whispers), or cast other spells. Your vision is strange. diffuse, as if seeing from many points at once. The transformation is profoundly unsettling; you feel scattered, your sense of self attenuated. Taking magical damage breaks your focus, snapping you back to flesh. disoriented and gasping. Reforming feels like being poured back into a too-tight container.

---

### ROOT ASPECT

**SPIKE TRAP**
Range: 30 feet | Duration: Until triggered or dawn

You kneel and press your palm to soil, whispering to the plants beneath. Thorny vines settle into dormancy underground, spread across 30-foot radius, invisible and patient. When creatures enter the area, the vines erupt. A sudden violent flowering of razor-sharp thorns that lash upward, dealing 1 Vitality to all creatures in the area. The trap triggers once and then withers to dead vegetation. The dormant trap is nearly undetectable; druids can sense them, and animals instinctively avoid the area. The vines don't discriminate between friend and foe. If dawn arrives without triggering, the vines surface harmlessly and wither. The trap smells faintly of green growth; perceptive creatures might notice something wrong.

---

**GRASPING VINES**
Range: 30 feet | Duration: Focus

You call to the green things below and they answer hungrily. Vines and creepers fill 30-foot radius, making all terrain difficult as vegetation writhes underfoot. Creatures starting their turn in the area must save or be restrained. caught in coiling tendrils that grip and squeeze. The vines are actively malevolent while you focus; they reach toward warmth and movement, tighten when prey struggles. Requires soil or existing plants; on bare stone, the spell finds nothing to awaken. The area becomes a writhing mass of vegetation, leaves rustling without wind, stems reaching like grasping fingers. When you stop focusing, the vines go still but don't release. those restrained must still tear free.

---

**PLANT GROWTH**
Range: 30 feet | Duration: Permanent

You spend several minutes in ritual concentration. This is clearly magic, not subtle. And plants within 30-foot radius respond with explosive growth. Grasses become chest-high tangles; shrubs swell into thickets; trees spread canopies and extend roots. The growth is permanent and becomes difficult terrain that takes hours to clear. The spell doesn't create plants, only enhances what exists; bare stone yields nothing. The growth is natural once established. It will flower, fruit, spread seeds according to its nature. The ritual feels like encouraging something that wants to happen; plants grow toward you as you work, leaves turning like faces toward the sun. Druids use this to heal damaged forests, enrich farmland, or make areas impassable.

---

### BEAST ASPECT

**ANIMAL FORM**
Range: Self | Duration: Focus

Your body twists and reshapes, bones reforming, flesh rearranging. You become a beast of your Tier or less. The transformation takes seconds but feels like hours; pain fades as human nerves become animal ones. You gain the beast's physical stats and abilities; your human mind remains but sits uneasily in an animal skull. Primal instincts surface constantly: when you see prey, smell threat, or feel fear, you must save or act on instinct rather than reason. The beast's urges are powerful. hunger, territorial aggression, flight response. When the spell ends, transformation reverses over several painful seconds. Clothes and gear reform with you but feel strange against newly-human skin. Many druids report dreams of running on four legs for nights afterward.

---

**SUMMON BEAST**
Range: 30 feet | Duration: Level x 10 minutes

You call out with the voice of the wild and something answers. A beast appears. called from nearby wilderness, stepping from shadows or emerging from undergrowth. up to your Tier, real and solid and alive. The beast obeys simple commands (attack, guard, fetch, follow) to the best of its animal understanding. It is a real creature, not a magical construct; it feels pain, has instincts, might disobey commands that violate its nature. When the spell ends, the beast simply leaves. walks, flies, or swims back toward wilderness. It doesn't vanish; it was always a real animal, temporarily called to service. Some druids develop relationships with particular beasts who answer their calls repeatedly.

---

**FERAL SPEED**
Range: Touch | Duration: Level rounds

You touch a creature and the speed of the hunt floods their body. They gain +20 feet movement, advantage on Dexterity checks, and can Dash as a bonus action, moving with the blurring quickness of a charging predator. Their pupils dilate, their breathing quickens, their reactions sharpen to animal precision. The magic burns hot in their blood; they feel invincible, unstoppable. When the spell ends, the price comes due: complete exhaustion settles over them like a heavy blanket. For one hour, they suffer disadvantage on all checks as their body pays for borrowed speed. The crash is profound; some targets have fallen asleep standing up.

---

### STAR ASPECT

**MOONBEAM**
Range: 30 feet | Duration: Focus

You raise your hand and silver light descends: a 5-foot radius beam of concentrated moonlight that shines down from above regardless of ceiling or time of day. Creatures starting their turn in the light lose 1 Vitality as moonlight burns those it judges impure. Shapechangers and creatures hiding behind false forms must save or be revealed. polymorphed creatures revert, disguises become transparent, illusions waver and fail. The light is beautiful and terrible; it illuminates with silver clarity and judges with cold distance. Those within feel exposed, as if something ancient and vast is examining them. When you stop focusing, the light fades reluctantly, leaving afterimages burned into vision.

---

**STARFALL**
Range: 120 feet | Duration: Instant

You point at the sky and the stars answer. Light crashes down. brilliant white points streaking from above like meteors, striking a 30-foot radius with terrible radiance. All creatures in the area lose 1 Vitality as starlight sears through them; they must save or be blinded for one round, vision washed white by cosmic fire. The impact is silent. No thunder, no explosion, just light beyond comprehension. The area is left briefly illuminated as if by noon sun, and creatures' shadows point in wrong directions for several minutes afterward. Those blinded report seeing patterns in the light. constellations, cosmic arrangements, that they cannot quite remember afterward.

---

**AUGURY**
Range: Self | Duration: Instant

You quiet your mind and ask the stars about the future. Describe a specific action you plan to take in the next hour, and receive an omen: weal (good outcome), woe (bad outcome), both (mixed results), or neither (inconsequential). The answer comes not as words but as feeling. certainty that settles in your bones. The stars don't lie, but interpretation is murky; they see outcomes you cannot imagine, weigh factors you don't consider. Asking the same question twice yields silence. The stars don't repeat themselves. The knowledge is frustrating in its vagueness; you know something about what will happen, but not enough to truly plan around it. Some druids become addicted to asking, unable to act without cosmic reassurance.

---

## TIER 3 (21 Spells)

### STONE ASPECT

**STONE TO MUD**
Range: 60 feet | Duration: Level x 10 minutes

You touch stone and unmake it: solid rock becomes thick, sucking mud within a 30-foot radius. The transformation is immediate and dramatic; floors become quagmires, walls sag and ooze, foundations turn to mire. The mud is difficult terrain; creatures standing on affected stone sink immediately to their knees, and each round they remain they sink deeper. Swimming through the mud is exhausting and slow. When the spell ends, the mud hardens back to stone instantly. anything still stuck is trapped, possibly entombed, requiring powerful magic or patient chiseling to free. The hardened stone bears the marks of its transformation: swirls and eddies frozen solid. This spell has ended sieges and buried armies.

---

**MELD INTO STONE**
Range: Self | Duration: Level x 10 minutes

You press yourself against stone and sink into it like water into sand. Your body merges with the rock completely. No seam, no outline, no trace of your presence. You perceive your surroundings dimly, as if through thick fog, sound and vibration reaching you muffled and distant. You are completely hidden and immune to physical damage; weapons find only stone. You cannot move while merged. The spell ends if you try, or if the stone is destroyed. The sensation is strange: cold, compressed, your heartbeat echoing through rock. Time passes strangely; minutes feel like hours, hours like minutes. Emerging is disorienting, like waking from deep sleep, and you're always cold afterward.

---

**METEOR SWARM**
Range: Sight | Duration: Instant

You raise your hand to the sky and call down fire from above. Three burning stones streak from the heavens. trailing smoke and flame, screaming as they fall. Each striking a point you designate within Sight. Each meteor explodes on impact (30-foot radius), dealing 1 Vitality as superheated rock fragments scatter. The impacts are obvious, loud, and terrifying; the sound alone can be heard for miles. Craters mark where the meteors struck; fires spread from the impact points. Witnesses never forget seeing the sky rain fire. The spell works indoors if there's nothing physical between you and sky. The meteors simply materialize at the ceiling and fall. The smell of sulfur and burning fills the air.

---

### FLAME ASPECT

**WILDFIRE**
Range: 60 feet | Duration: Level rounds

You release fire and let it consume. A blazing inferno fills a 30-foot radius, not a controlled burn but true wildfire, hungry and spreading. All creatures in the area lose 1 Vitality at the start of their turn as flames leap and dance. The fire spreads naturally. igniting surfaces, consuming fuel, generating choking smoke that obscures vision and burns lungs. The flames don't discriminate; allies burn as readily as enemies. This spell is catastrophe unleashed; using it indoors or in dry conditions invites disaster. The heat is visible, distorting air; the roar drowns all speech. When the spell's duration ends, natural fires continue burning. you've started something that must burn itself out.

---

**IMMOLATION**
Range: 60 feet | Duration: Focus

You point at a creature and they burst into flames. fire erupting from within their flesh, burning from the inside out. They lose 1 Vitality immediately as flames engulf them, then 1 Vitality at the start of each of their turns as the fire continues to burn. Each turn they may save to extinguish the flames; success ends the spell as they smother the fire through desperate effort. The flames are visible, obvious, screaming. there is nothing subtle about this spell. Creatures on fire illuminate the area and cannot hide. The burning creature's screams are distinctive; anyone who has heard immolation remembers the sound. The spell leaves survivors scarred, burned from within. wounds that heal poorly and ache in cold weather.

---

**FIRE SHIELD**
Range: Self | Duration: Level x 10 minutes

Flames wreath your body like a cloak of fire. dancing, flickering, casting light and shadow in equal measure. You become immune to damage from heat or magical fire; flames part around you like water around a stone. Creatures that hit you in melee lose 1 Vitality as flames lash back at them; armor provides no protection against fire. Everything you touch risks igniting. paper, cloth, dry wood, hair. You cannot be subtle while the shield persists; you glow with obvious fire and leave scorched footprints. The heat radiating from you is uncomfortable for nearby allies. When the spell ends, the flames die instantly, leaving you feeling cold and vulnerable by comparison.

---

### TIDE ASPECT

**FLASH FLOOD**
Range: 120 feet | Duration: Instant

You call to water and it comes in fury. A wall of churning water crashes through. 60 feet long, 30 feet wide. sweeping away everything in its path. Creatures in the flood lose 1 Vitality from the crushing weight and are swept 60 feet in whatever direction the flood travels. The spell requires a major water source nearby. river, lake, sea. without one the magic finds nothing to command. The flood is deafening, terrifying, the sound of nature's wrath unleashed. Everything in its path is drenched, tumbled, scattered. Aftermath leaves debris strewn, floors flooded, survivors gasping and battered. The water drains naturally afterward, seeking its level, often causing secondary flooding in low areas.

---

**WATER BREATHING (MASS)**
Range: Touch | Duration: Level x 10 minutes

You touch up to ten creatures in rapid succession, and their lungs transform together. For the duration, all affected breathe water as easily as air, the change rippling through them simultaneously, a shared adaptation. Breathing air becomes uncomfortable while the spell persists; affected creatures feel themselves drawn toward water, restless on land. The magic creates temporary community; those sharing the spell can communicate underwater with disturbing ease, as if they'd always been aquatic. When the spell ends, all affected cough out water simultaneously. an unsettling chorus of gasping as lungs remember how to process air.

---

**MAELSTROM**
Range: 60 feet | Duration: Focus

You stir the water and it begins to spin. A whirlpool forming in a 30-foot radius, pulling everything toward its hungry center. Creatures starting their turn in the maelstrom lose 1 Vitality from the churning water and must save or be pulled 5 feet toward the center, where the pull is strongest and the water deepest. Swimming against the current is exhausting; those pulled to the center must fight to stay afloat. The maelstrom is loud. A constant roar of spinning water. And visually mesmerizing, hypnotic spirals drawing the eye. When you stop focusing, the whirlpool collapses suddenly, water crashing inward before settling. Debris, bodies, and treasures collect at the center.

---

### WIND ASPECT

**CYCLONE**
Range: 60 feet | Duration: Focus

You raise your arms and wind spirals upward. A whirlwind forming in a 30-foot radius, stretching 60 feet toward the sky, howling with fury. Creatures caught in the cyclone must save: on failure they lose 3 Vitality and are flung 60 feet in random directions, tumbling through the air; on success they take 1 Vigor damage and are pushed 5 feet as they brace against the wind. Projectiles entering the cyclone are deflected away harmlessly. The noise is tremendous. A constant roar that makes communication impossible. Debris becomes deadly missiles; anything loose is caught up in the spin. When you stop focusing, the wind dies suddenly, dropping everything it held. The silence after is profound.

---

**SUFFOCATE**
Range: 30 feet | Duration: Focus

You reach out and steal the air from one creature's lungs, not blocking breath but removing it entirely. The target cannot breathe; their lungs compress as if at great depth, and they lose 2 Vitality at the start of each turn as their body starves for oxygen. Each turn they may save to gasp air and end the spell: a desperate, shuddering breath as they break your hold. The victim cannot speak or cry out while affected; they clutch their throat, mouth working silently. The spell requires focus; losing concentration restores their breath instantly. This is an intimate killing. You feel their desperate need for air echoed in your own chest, a sympathetic pressure that makes focusing uncomfortable.

---

**WINDWALK**
Range: Touch | Duration: Level x 10 minutes

You touch a creature and they dissolve into wind. body becoming streaming mist, able to fly at double normal speed with the effortless grace of a cloud. In this form they cannot interact with physical objects, and speech becomes distant whisper carried on breezes. The experience is exhilarating. weightless, free, drifting on currents. Taking damage while windwalking forces a save; failure snaps them back to flesh wherever they float, dropping them if airborne. The transition back is jarring. sudden weight, sudden solidity, sudden vulnerability. Those who've windwalked speak of the sky differently afterward; some develop a persistent longing for heights.

---

### ROOT ASPECT

**WALL OF THORNS**
Range: 30 feet | Duration: Level x 10 minutes

You call to the green and it rises in fury. A wall of thorny brambles erupts from the ground.30 feet long and 30 feet high, wickedly sharp and densely woven. Creatures attempting to pass through lose 2 Vitality as thorns the size of daggers tear at flesh; they must save or become restrained, caught in the brambles' grasp. The wall is alive and hostile; it shifts to close gaps, reaches toward those who damage it. Cutting through is slow and painful; fire burns it but fills the area with choking smoke. When the spell ends, the brambles wither but don't disappear. brown, dead, still sharp, requiring clearing.

---

**TREE STRIDE**
Range: Touch | Duration: Level x 10 minutes

You touch a living tree and step inside. The bark parting like a curtain, wood flowing around you like water. You emerge from another tree within Sight, stepping out as if through a doorway. The journey between trees is instantaneous but feels longer. A moment of darkness, of vast roots and patient growth, of being part of something ancient and slow. You can transport up to your level in willing creatures; each must be touching you when you enter. Both trees must be living and large enough to admit you; dead wood or saplings won't serve. The trees remember your passage; druids can sense paths through forests, the routes worn by repeated use.

---

**VERDANT SURGE**
Range: 60 feet | Duration: Instant

You release primal growth and the world explodes green. Within a 30-foot radius, roots burst from the ground, vines erupt from walls, branches crack through floors. sudden, violent, unstoppable growth that deals 1 Vitality to all creatures caught in the surge. The growth doesn't discriminate; allies and enemies alike are battered by whipping branches and piercing roots. The area becomes overgrown difficult terrain permanently. dense vegetation that will take hours to clear, and which begins spreading naturally from that point. The spell works even in unlikely places; seeds dormant for centuries, nutrients locked in stone, life waiting for permission. All answer the call. The smell is overwhelming: green, growing, vital.

---

### BEAST ASPECT

**AWAKEN BEAST**
Range: Touch | Duration: Until dawn

You touch a beast and pour intelligence into its skull. human-level awareness flooding a mind built for instinct. The beast's eyes change, deepening with sudden understanding, and it can speak in a voice that sounds wrong coming from animal throat. The awakened beast retains its nature. A predator remains a predator, but now it can plan, anticipate, deceive. This is gift and curse together; the beast now knows it will die, now feels loneliness, now understands the cruelty it has suffered. When dawn comes, the intelligence fades, leaving the beast with fragmentary memories and a profound confusion. Some awakened beasts become bitter enemies; others, devoted allies who remember kindness.

---

**BEAST SWARM**
Range: 60 feet | Duration: Level x 10 minutes

You call to the small and the numerous, and they answer in multitudes. Dozens of small beasts swarm into a 30-foot radius. rats boiling from drains, birds descending in shrieking clouds, insects carpeting every surface. The swarm is overwhelming; creatures within lose 1 Vitality per round from countless bites, stings, and scratches, and suffer disadvantage on attacks as they're covered in crawling, biting things. The swarm requires your focus; if you lose concentration, it attacks indiscriminately. allies, enemies, anything living. The swarm doesn't obey specific commands; you direct its general attention, nothing more. When the spell ends, the swarm disperses, leaving behind small corpses, blood, and profound disgust.

---

**APEX PREDATOR**
Range: Self | Duration: Level rounds

You embrace the hunter within and it consumes you. For the duration, you become the ultimate predator. gain +4 to attack rolls against wounded creatures (you can smell their blood), advantage on tracking, and your attacks prevent magical healing for one minute as your strikes tear something deeper than flesh. Your eyes glow with feral hunger; stealth is impossible while you radiate killing intent. Prey animals panic in your presence; other predators either submit or challenge. The sensation is intoxicating. clarity, purpose, hunger. When the spell ends, ordinary humanity feels like a cage, and meat tastes wrong for days.

---

### STAR ASPECT

**COSMIC BOLT**
Range: 120 feet | Duration: Instant

You reach toward the stars and they answer with violence. Raw starlight lances toward one creature, not fire or lightning but something older, colder, the light of suns that burned out before the world began. The bolt deals 2 Vitality, and the target must save or be stunned for one round as they glimpse infinity. The vast dark between stars, the insignificance of all earthly concerns, the terrible patience of cosmic time. Those who've been struck report nightmares afterward, dreams of falling through endless black. The bolt leaves no mark except a brief afterimage and a profound sense of being noticed by something ancient.

---

**CONSTELLATION**
Range: Self | Duration: Level rounds

Stars manifest around you: points of cold white light orbiting your body in recognizable patterns, constellations made flesh. The stars shed bright light (30-foot radius) and move with you, casting strange shadows that shift independent of normal light sources. When you are attacked, the constellations shift as a reaction: the attacker must save or their blow targets a random creature in range instead, redirected by cosmic interference. The stars are beautiful and alien; observers feel vertigo looking at them, as if staring into infinite distance. When the spell ends, the stars fade slowly, leaving afterimages that persist for hours.

---

**GRAVITY WELL**
Range: 60 feet | Duration: Focus

You invoke the weight of distant stars. The crushing gravity of collapsed suns, the pull of cosmic bodies beyond comprehension. A 30-foot radius becomes a zone of intensified gravity; creatures within lose 1 Vitality at the start of each turn as their own weight crushes them, movement is halved as every step becomes exhausting, and flying creatures fall as wings cannot overcome the pull. The area feels oppressive, heavy; breathing is labored, thoughts sluggish. Those outside can see the effect: light bends strangely around the zone, objects within appear distorted. When you stop focusing, gravity normalizes suddenly, and the relief is profound. everything feels impossibly light afterward.

---

## TIER 4 (14 Spells)

### STONE ASPECT

**EARTHQUAKE (MAJOR)**
Range: 300 feet | Duration: Level rounds

You strike the earth and it breaks. A massive earthquake shakes a 200-foot radius. The ground bucks and heaves, buildings crack and topple, chasms open without warning. All creatures lose 1 Vitality each round as the world shakes itself apart and must save or fall prone each round. Structures collapse; weak buildings are destroyed entirely, strong ones cracked and dangerous. The terrain is permanently altered. new fissures, shifted ground, rubble everywhere. The earthquake is audible for miles, felt for leagues. Underground, this spell is apocalyptic. When the shaking finally stops, the landscape is unrecognizable. This is not attack magic. It is geographical violence.

---

**PETRIFY**
Range: 30 feet | Duration: Permanent

You lock eyes with one creature and speak a word that means *stillness*. And their flesh begins to harden. They must save; on failure, the transformation completes in seconds, flesh becoming stone from the outside in. On success, they feel the magic trying to take hold but shake it off, their joints stiffen for a moment, skin turns grey, then normalizes. Petrified creatures are unaware of time passing; they experience nothing, remember nothing, simply cease and then resume when restored. Only powerful magic can undo the transformation. The statue remains perfectly preserved, holding whatever expression they wore at the moment of transformation. Some petrified creatures have stood for centuries.

---

### FLAME ASPECT

**RAIN OF FIRE**
Range: Sight | Duration: Level rounds

You raise your hand and the sky catches fire. Within a 200-foot radius, flaming rain falls, not droplets but streams of liquid fire, pouring down as if the heavens themselves were burning. Creatures in the area lose 1 Vitality at the start of each turn as fire falls upon them, pools around their feet, ignites their clothing and hair. The terrain itself catches fire. buildings, trees, grass, anything flammable. Smoke chokes the air; visibility becomes nightmare. The fire continues falling for the duration, and natural fires spread from there. When the rain stops, the area is devastated. charred, smoking, forever marked. This spell has burned cities.

---

**SUNBURST**
Range: 120 feet | Duration: Instant

You gather light and compress it into a point. then release it in a single devastating instant. Brilliant light explodes in a 60-foot radius, brighter than the sun, painful to witness even from a distance. Creatures within must save as concentrated solar fury washes over them: on a failure they lose 4 Vitality (fire) and are blinded as their vision burns white; on a success they take 1 Vigor damage. Objects ignite spontaneously; darkness flees before the light and cannot return for several minutes. The flash is visible for miles. A second sun, brief and terrible. Those blinded see afterimages for hours; some never fully recover their night vision. The area smells of ozone and burning. This is the sun's judgment made manifest.

---

### TIDE ASPECT

**TSUNAMI**
Range: 300 feet | Duration: Instant

You call to the ocean and it answers with apocalyptic fury. A massive wave rises. 200 feet long and 100 feet wide, towering and inexorable. And crashes across the battlefield with the weight of the deep. Creatures caught in the tsunami lose 2 Vitality from the crushing water and are swept 60 feet in the wave's direction, tumbling and drowning. The spell requires a major water body nearby. ocean, great lake, wide river. without which the magic finds nothing to command. The aftermath is devastation: flooded areas, scattered debris, survivors gasping in mud and ruin. The wave withdraws as ocean waves do, dragging what it can back with it. Coastal settlements tell stories of druids who ended wars with a single gesture.

---

**ICE STORM**
Range: 120 feet | Duration: Level rounds

You call winter's wrath and the sky darkens with frozen fury. Hail and ice bombard a 120-foot radius, not rain but chunks of ice the size of fists, falling with killing force. Creatures in the area lose 1 Vitality and 1 Vitality at the start of each turn as ice hammers them from above. The ground becomes treacherous. covered in ice and fallen hail, difficult terrain that persists long after the spell ends. The cold is brutal; exposed skin burns, breath freezes in the air. Visibility is reduced to arm's length as ice sheets horizontally through the air. When the storm ends, the area is blanketed in white, silent and frozen, bodies half-buried in hail.

---

### WIND ASPECT

**TORNADO**
Range: Sight | Duration: Focus

You spin your finger and the wind spirals to obey. A tornado forms, 30-foot radius at its base, extending to the sky in a column of shrieking destruction. Creatures caught within lose 1 Vitality and are flung in random directions, tumbling helplessly through the air. The tornado moves 30 feet each round in a direction you choose, a mobile catastrophe that devours everything in its path. Debris becomes deadly missiles; structures are torn apart; trees uprooted and scattered. The roar is constant, overwhelming, the sound of wind given malevolent purpose. When you stop focusing, the tornado disperses violently, dropping everything it held in a scattered radius. The silence afterward is deafening.

---

**HURRICANE**
Range: 300 feet | Duration: Level rounds

You spread your arms and howling winds answer. A hurricane fills a 200-foot radius, sustained fury that batters everything within. Creatures must save at the start of each turn: on failure they lose 1 Vitality and are pushed 30 feet in the direction you choose; on success they lose 1 fewer Vitality (minimum 0) and hold their ground through desperate effort. Ranged attacks are impossible within the hurricane; projectiles are caught by wind and scattered. Structures take damage each round as the storm tears at them: weak buildings collapse, strong ones lose roofing and shutters. The wind is constant, exhausting, deafening. When the spell ends, calm returns suddenly, and the devastation becomes visible: scattered debris, collapsed structures, survivors battered and disoriented.

---

### ROOT ASPECT

**TRANSPORT VIA PLANTS**
Range: Touch | Duration: Instant

You step into a living plant. A tree, a great bush, a massive flower. And the green parts around you like water. For a moment of darkness, you exist within the network of all growing things, aware of roots touching roots across continents, of forests communicating in languages older than speech. Then you emerge from any plant of the same type you've seen, anywhere in the world. The same species, the same green lineage. You can transport up to your level in willing creatures; each must be touching you when you enter. The journey is instantaneous but feels longer; travelers speak of distant awareness, of being part of something vast. One way only. returning requires another casting.

---

**STRANGLE THE LAND**
Range: 120 feet | Duration: Level rounds

You command the earth to rebel, and roots answer with violence. Within a 60-foot radius, roots burst from the ground, thick as arms, strong as iron, grasping at everything that stands. Each round, creatures must save or be restrained by coiling roots that constrict, dealing 1 Vitality as wood crushes flesh. The ground churns and buckles; buildings crack as foundations are torn apart, roads buckle and break, wells collapse. The land itself seems hostile, angry, reclaiming what was taken. Even those who save must fight through writhing vegetation. When the spell ends, the roots withdraw slowly, leaving a landscape scarred by upheaval. The earth remembers what was asked of it.

---

### BEAST ASPECT

**SHAPECHANGE**
Range: Self | Duration: Level x 10 minutes

You surrender your form to the beast within. transforming into any creature you've seen, up to your Tier. The change is complete: you gain all the beast's physical stats, abilities, and instincts. You could become a dragon, a dire wolf, a kraken. Your mind remains, but it sits uneasily in a form built for other thoughts. Each time you take damage, you must save or lose yourself to the beast. acting on instinct, forgetting your purpose, becoming what you've become. The transformation is addictive; many druids have lost themselves permanently, choosing beast over humanity. When the spell ends, returning to human form feels like diminishment.

---

**ALPHA'S DOMINION**
Range: 120 feet | Duration: Level x 10 minutes

You project absolute dominance. The authority of the supreme predator, the pack leader whose word is law. All beasts within a 60-foot radius must save: on failure they become utterly loyal, obeying your commands without question or hesitation; on success they cower, refusing to approach but not fleeing entirely. Intelligent creatures with beast-like nature. lycanthropes, beast-kin, those touched by animal spirits. save with disadvantage, their animal sides recognizing your authority even as their minds resist. The dominated beasts will fight, kill, die at your command. When the spell ends, the dominion shatters, and the beasts scatter in terror. suddenly free, suddenly aware of what they nearly became.

---

### STAR ASPECT

**TIME GLIMPSE**
Range: Self | Duration: Level rounds

You step slightly outside the flow of time, not stopping it, but moving beside it, your actions unshackled from normal causality. For the duration, you take two full turns each round while the world moves at normal speed around you. You see time differently: moments stretch, seconds become elastic, you can think and react before others realize you've moved. The sensation is intoxicating and terrifying. The world reduced to near-stillness, your isolation from normal time profound. When the spell ends, time catches up violently. You are disoriented and exhausted, suffering disadvantage on all rolls for one hour as your body remembers what it means to exist within time.

---

**VOID STEP**
Range: Self | Duration: Instant

You step outside reality. A single step that takes you beyond the world, through the space between spaces, emerging anywhere within Sight. The journey is instantaneous but feels eternal; you glimpse the void between worlds, the darkness beyond stars, the nothing that waits at reality's edge. You must save or gain temporary madness. One hour of confused behavior as your mind struggles to process what it witnessed. Those who fail speak of vastness, of presence, of being noticed by something that has no eyes. The void step leaves no trace of your passage; you simply cease to be in one place and begin to be in another. Some druids refuse to cast this spell, fearing what watches them pass through.

---

## TIER 5 (7 Spells)

### STONE ASPECT

**MOUNTAIN RISE**
Range: Sight | Duration: Permanent

You speak the name of stone that has not been spoken since the world was young. And the earth remembers. A mountain erupts from the ground, its base spanning a quarter-mile radius, its peak climbing hundreds of feet into the sky over the course of minutes. The birth is violent: earthquakes shatter buildings for miles, landslides bury valleys, rivers redirect themselves around the newborn peak. Creatures caught in the eruption zone are hurled aside, buried, or carried upward on rising stone. The mountain is real and permanent. It will stand until the end of the world, indistinguishable from peaks that took millennia to form. Miners who later dig into it find the same mineral veins, the same ancient fossils, the same patient stone as any natural mountain. Maps become lies. Trade routes must reroute. Kingdoms find their borders redrawn by your word. The spell leaves you feeling hollow, as if you've spoken something too large for mortal throats. Some druids who cast this spell never speak again, their voices lost to the magnitude of what they commanded. The mountain has no memory of you, but the earth does; stone is more willing to answer your call forever after, and more reluctant to harm you.

---

### FLAME ASPECT

**VOLCANIC ERUPTION**
Range: Sight | Duration: Until dawn

You call fire from the world's molten heart. And the world bleeds. At the point you designate, the ground splits and a volcano is born, not over millennia but in moments. Lava fountains hundreds of feet into the air, rivers of molten rock flow outward covering everything in their path, and ash clouds billow skyward to blot out the sun. The immediate 60-foot radius becomes an inferno; creatures there lose 1 Vitality each round and must flee or burn. But the devastation spreads. over hours, lava flows can travel miles, pyroclastic clouds can bury towns, ash can fall across entire regions. The air fills with sulfur and char. Earthquakes accompany the eruption for days. Unlike the mountain spell, this destruction has a time limit; at dawn the volcano goes dormant, the lava begins to cool, the ash settles. But the damage is done. forests are gone, rivers boiled away, settlements buried under stone that will take centuries to erode. You smell like brimstone for weeks afterward, and flames seem to lean toward you, eager and waiting. Some druids who cast this spell find they can no longer bear the cold; others discover that ordinary fire no longer burns them at all. The earth remembers this violence, and that ground will be volcanic forever. hot springs, geysers, and the occasional tremor marking your passage for generations.

---

### TIDE ASPECT

**FLOOD**
Range: Sight | Duration: Permanent

You speak to water that exists beyond the world. The primordial ocean that existed before land, the waters above the sky, the deep that waits beneath all things. And you invite it back. Water surges up from the ground, falls from clear skies, erupts from every well and spring and forgotten aquifer. Within minutes, a half-mile radius is submerged under fathoms of water. Rivers forget their banks and spread across valleys. New lakes form where none existed. The flood drowns what cannot swim, but it also transforms. fish appear where there were none, water plants take root overnight, the land becomes wetland and will never fully dry again. The water level eventually stabilizes but the change is permanent: maps must be redrawn, boats become necessary where horses once sufficed, creatures adapted to water move in while those that needed dry land move on or die. Only magic of equal magnitude can undo what you've done. And even then, the land remembers being drowned. You feel water call to you afterward; rain seems to fall more gently on you, rivers never fight your crossing, and you can hold your breath far longer than any mortal should. Some druids who cast this spell find they can no longer tolerate thirst; they must always be near water or feel a hollow ache that grows until it becomes unbearable.

---

### WIND ASPECT

**STORM OF VENGEANCE**
Range: Sight | Duration: Level rounds

You raise your arms and the sky answers with apocalyptic fury. Clouds spiral into existence, black as hate and crackling with lightning that seems to have intent. The storm fills the sky for a half-mile radius, and for a number of rounds equal to your level, you are its conductor. Each round, you choose the storm's wrath: lightning bolts strike targets you designate, dealing 1 Vitality to each as thunder shakes the ground; winds rise to hurricane force, flinging creatures 60 feet through the air; hail the size of fists hammers everything beneath the clouds for 1 Vitality; or a tornado touches down, a 30-foot radius of absolute devastation that reduces structures to splinters and leaves creatures broken in its wake. You can mix these effects, calling lightning one round and tornado the next, orchestrating destruction with terrible precision. The storm does not touch you: you stand in an eye of perfect calm while the world around you dies. When the spell ends, the clouds disperse unnaturally fast, leaving clear sky that seems somehow apologetic. But the damage remains: forests flattened, fields ruined, buildings collapsed. Survivors speak of the storm for generations, and weather-witches can sense the scar in the sky for decades after. You feel the wind differently forever. It whispers to you, warns you of coming storms, and seems reluctant to ever blow against you again.

---

### ROOT ASPECT

**FOREST AWAKENING**
Range: 300 feet | Duration: Level x 10 minutes

You touch the forest floor and speak the oldest words. The words the first trees heard when the world was young. And the forest wakes. Every tree within a quarter-mile radius shudders, groans, and pulls its roots from the earth. They rise as treants, ancient and terrible, each with Hit Dice equal to your level. In a dense forest, this means dozens of awakened giants; even in sparse woodland, a formidable army answers your call. They obey your commands with vegetable patience. slow to understand complex orders but utterly implacable in executing simple ones. They can uproot buildings, crush armies, dam rivers with their fallen bodies, or simply stand as an impenetrable wall of living wood. The awakened trees fight without fear or hesitation, knowing that death means only returning to the earth from which they came. When the spell ends, the survivors root where they stand and return to slumber. which means the forest's shape is permanently changed, trees standing where no trees stood before, gaps where ancient groves once grew. The forest remembers you forever after; the trees seem to lean toward you when you pass, branches part to let you through, and you can never become lost in any woodland. Some druids who cast this spell find that trees speak to them afterward in dreams. slow, deep, patient voices sharing memories of centuries.

---

### BEAST ASPECT

**PLAGUE OF BEASTS**
Range: 300 feet | Duration: Until dawn

You howl. A sound that is not a sound, a call that speaks directly to the beast-mind that lurks in every creature. And the wild answers with madness. Every beast within a half-mile radius becomes frenzied, hostile, and utterly without fear. Rats pour from sewers in rivers of fur and teeth. Wolves forget their caution and charge into armed camps. Bears smash through doors. Birds descend in clouds that blot out the sun, pecking at eyes and exposed flesh. Insects swarm in choking masses. Deer become trampling hordes. The beasts attack everything that is not you: each other, structures, fleeing humanoids, anything that moves or makes sound. You can command them generally: "attack that army," "destroy that village," "drive everything living from this valley." But you cannot control individuals; the tide of beasts flows in the direction you point, but what happens in detail is chaos and carnage. Until dawn, the region becomes a nightmare of nature turned against civilization. When the sun rises, surviving beasts collapse exhausted or flee in terror, horrified by vague memories of what they did. The land is changed. game becomes scarce for years as populations recover, farmers find their livestock slaughtered, and no beast will willingly approach you ever again. They remember, somehow, that you were the voice that stole their minds. Animals that see you afterward either flee in panic or freeze in submission, unsure whether you are predator or something worse.

---

### STAR ASPECT

**COSMIC SIGHT**
Range: Self | Duration: Level x 10 minutes

You open your eyes to the cosmos. And the cosmos opens its eyes through you. Your irises become windows to the void between stars, filled with slowly wheeling galaxies and the cold light of suns that died before your world was born. You see everything: invisible creatures appear as clearly as visible ones, illusions shimmer and fade before your gaze, lies taste like ash in the air before the speaker finishes them, and every language becomes immediately comprehensible because you perceive meaning directly rather than through symbols. You can see through walls, into sealed containers, past magical darkness. You perceive truth. The real nature of shapeshifted creatures, the contents of hidden thoughts (surface level only), the history of objects you touch, the futures most likely to unfold from any choice. Time itself becomes visible as branching paths stretching forward into probability. For the spell's duration, you are functionally omniscient within line of sight. But knowledge has a price. When the spell ends, something of you is left behind in the cosmic void, your Intelligence permanently decreases by 1 as fragments of mortal understanding are traded for glimpses of infinite truth. This loss can be restored only by greater restoration or similar magic. Some druids who cast this spell too often report that the stars watch them even after the spell ends, that they see cosmic patterns in ordinary shadows, that they know things they wish they didn't. A few have cast it one time too many and simply... stopped being human, their minds expanded into something vast and terrible that no longer fits in mortal flesh.

---

**Total: 91 Spells**
- Tier 1: 28 spells
- Tier 2: 21 spells
- Tier 3: 21 spells
- Tier 4: 14 spells
- Tier 5: 7 spells

---

# PART 5: SKILL TREES

> **SKILL POINTS BY CHARACTER TYPE:**
>
> Both martial and mystic characters can access Skill Trees, but with different budgets:
>
> - **Martial characters:** 2 skill points per level (20 total at level 10)
> - **Mystic characters:** 1 skill point per level for Skill Trees (the other goes to mystic abilities)

## SKILL TREE STRUCTURE

Skill trees represent non-combat expertise and specialized knowledge. Each tree contains  **6 advancements**:

- **5 Regular Advancements** (1 skill point each, NO prerequisites): Core abilities you can buy in any order
- **1 Ultimate Advancement** (2 skill points, requires 3+ regulars): Signature mastery ability
- **Total:** 7 skill points to fully master a tree

At Level 10: 20 skill points available = fully master 2 trees with 6 points left, OR spread across many for breadth

Skill trees are organized into 8 categories covering different areas of expertise:

| Category | Tree | Focus |
|----------|------|-------|
| **Underworld** | Thievery | Locks, traps, stealth, black markets |
| | Assassination | Poisons, disguises, shadowing |
| | Streetwise | Rumors, contacts, urban survival |
| **Wilderness** | Hunting | Tracking, trapping, butchering |
| | Nature Lore | Plants, animals, ecology, lore |
| | Beast Handling | Training, riding, calming, bonding |
| **Scholarly** | Scholarship | Research, languages, history |
| | Occultism | Magic lore, supernatural, rituals |
| | Healing | Anatomy, disease, treatment, surgery |
| **Social** | Diplomacy | Etiquette, negotiation, persuasion |
| | Leadership | Command, inspire, organize, rally |
| | Performance | Performance, stories, music, deception |
| **Crafting** | Crafting | Tools, repair, materials, field work |
| | Alchemy | Potions, poisons, acids, compounds |
| | Engineering | Siege engines, traps, mechanisms |
| **Professional** | Commerce | Trade, appraisal, negotiation, networks |
| | Sailing | Navigation, ships, weather, knots |
| | Bureaucracy | Documents, legal systems, official authority |
| **Exploration** | Athletics | Climbing, swimming, jumping, running |
| | Dungeon Delving | Underground navigation, dungeon expertise |
| | Survival | Foraging, shelter, navigation, weather |
| **Specialist** | Investigation | Detective work, forensics, deduction |
| | Inquisition | Hunting evil, forbidden lore, purification |
| | Espionage | Tradecraft, codes, cover identities |

---

## UNDERWORLD TREES (3)

### **1. THIEVERY** - Locks, Traps, Stealth, Fencing


**1. Locksmith** (1 pt)
*You understand locks the way their makers do.*

**Core:** Open simple locks instantly with proper tools. Assess any lock's quality, age, and difficulty at a glance. Make a working key from any lock you've opened (10 minutes).

**Advantage:** Complex or reinforced locks, working without proper tools, picking under time pressure, magical locks with mechanical components.


**2. Trapbreaker** (1 pt)
*You see the mechanism, not the danger.*

**Core:** Identify mechanical traps automatically when examining an area. Disarm simple traps without rolling. If you fail a disarm attempt, the trap doesn't trigger. You just don't succeed.

**Advantage:** Complex traps, magical triggers, disarming under time pressure, traps you can't fully see. You can harvest disabled traps for components.


**3. Second-Story Work** (1 pt)
*Walls are just slow doors.*

**Core:** Climb any surface with handholds at full speed. Identify the weakest entry point of any building within 1 minute. Fit through any opening your head fits through.

**Advantage:** Sheer surfaces, climbing while carrying loads, climbing in combat, identifying hidden entry points.


**4. Fence** (1 pt)
*You know who buys what shouldn't be sold.*

**Core:** Fence stolen goods at 50% value in any settlement with a market (others get 10-20%). Identify provenance and heat level of stolen goods at a glance.

**Advantage:** Moving extremely hot items, finding buyers for unusual goods, negotiating better rates, identifying undercover operations.


**5. Vanish** (1 pt)
*You can disappear in a blink.*

**Core:** Move silently at full speed. In any crowd of 10+, you can disappear entirely. Break line of sight for even a moment and you can attempt to hide.

**Advantage:** Hiding while being actively watched, vanishing in sparse crowds, silent movement on noisy surfaces, escaping pursuit.


**Ultimate:**

**6. MASTER THIEF** (2 pts)
**Prerequisite:** 3+ other Thievery advancements

*You've stolen from places that shouldn't be possible.*

**Core:** Open locks without touching them (thin wire, up to 5 feet). Trigger traps safely from outside their range. Case any building completely in 10 minutes. Every entrance, exit, and security measure.

**Advantage:** Legendary vaults, magical security systems, heists requiring split-second timing, bypassing wards.


**TOTAL: 7 points**

---

### **2. ASSASSINATION** - Poisons, Disguises, Shadowing


**1. Toxicology** (1 pt)
*You know poisons the way a chef knows spices.*

**Core:** Identify common poisons by sight, smell, or careful taste without being affected. Know onset time, duration, and symptoms. Detect obviously poisoned food or drink.

**Advantage:** Rare or magical poisons, subtle poisoning attempts, identifying antidotes, detecting residual traces days later.


**2. Application** (1 pt)
*You know where poison goes.*

**Core:** Coat a blade so the next cut delivers the dose. Poison food or drink without leaving obvious taste or smell. Apply contact poison to surfaces (active 24 hours).

**Advantage:** Leaving no residue at all, delayed-release applications, coating weapons for multiple uses, poisoning guarded targets.


**3. Quick Change** (1 pt)
*You become someone else in moments.*

**Core:** Create a convincing disguise in 10 minutes with basic materials. Change between two prepared disguises in 1 minute. Your disguises hold up to casual inspection.

**Advantage:** Disguises under active scrutiny, quick changes (1 round), disguising others, working with minimal materials.


**4. Shadow** (1 pt)
*You follow without being seen.*

**Core:** Follow a target through crowds at up to 60 feet without being noticed. After 4 hours of observation, know their routine: where they go, when, who they meet.

**Advantage:** Following alert/paranoid targets, shadowing through sparse areas, counter-surveillance, following multiple targets.


**5. Perfect Cover** (1 pt)
*You don't just look like them: you are them.*

**Core:** Impersonate a specific individual after 1 hour of study. Mimic their voice, mannerisms, handwriting, and habits well enough to fool acquaintances.

**Advantage:** Fooling close friends/family, improvising when asked unexpected questions, maintaining cover under interrogation.


**Ultimate:**

**6. PHANTOM** (2 pts)
**Prerequisite:** 3+ other Assassin's Trade advancements

*You are whoever you need to be.*

**Core:** Maintain up to 3 separate identities simultaneously, each with consistent history and contacts. Switch between prepared disguises in 1 round. Your poisons leave no trace. even autopsies show natural causes.

**Advantage:** Creating new identities on the fly, maintaining cover against magical detection, untraceable eliminations.


**TOTAL: 7 points**

---

### **3. STREETWISE** - Rumors, Contacts, Urban Navigation


**1. Read the Streets** (1 pt)
*Cities speak to those who listen.*

**Core:** When you enter a neighborhood, know who controls it, what's sold there, and how dangerous it is. Spot plainclothes guards, criminals, and people who don't belong. Never get lost in a city.

**Advantage:** Reading unfamiliar cities quickly, identifying hidden power structures, spotting undercover operatives, navigating during pursuit.


**2. Rumor Mill** (1 pt)
*You hear what people are saying.*

**Core:** Spend 1 hour in taverns or markets and learn 1d4 current rumors. Tell which rumors are deliberately spread versus arising naturally.

**Advantage:** Tracing rumors to their source, planting rumors effectively, filtering truth from exaggeration, hearing whispers meant to be secret.


**3. Find Anything** (1 pt)
*You know who has what.*

**Core:** In any settlement, locate a specific type of person, business, or goods within 1d4 hours. If it doesn't exist, learn where the nearest one is. Know who to ask without asking the wrong person.

**Advantage:** Finding things people don't want found, locating illegal goods safely, finding specialists in obscure fields.


**4. Safe Houses** (1 pt)
*You always have somewhere to go.*

**Core:** In any city you've spent at least a day in, you have 1d3 bolt-holes. secure places nobody knows about. Lead others to them without being followed.

**Advantage:** Establishing safe houses quickly in new cities, securing locations against searches, creating escape routes.


**5. Street Eyes** (1 pt)
*The street sees everything.*

**Core:** In any city, learn if a specific person has been seen in a neighborhood within the last week. Know when someone has been asking about you. Hear about major disturbances within hours.

**Advantage:** Tracking someone actively hiding, identifying who's watching you, getting real-time intelligence during operations.


**Ultimate:**

**6. URBAN LEGEND** (2 pts)
**Prerequisite:** 3+ other Streetwise advancements

*Nothing in the city is hidden from you.*

**Core:** In any city you've spent a month in, know about planned events before they happen. raids, deals, arrivals, departures. Know the real powers behind the official ones. Find anyone not actively hiding within a day.

**Advantage:** Predicting events in unfamiliar cities, uncovering deeply hidden conspiracies, finding people who are actively hiding.


**TOTAL: 7 points**

---

## WILDERNESS TREES (3)

### **5. HUNTING** - Tracking, Trapping, Butchering


**1. Tracker** (1 pt)
*You read the ground like a book.*

**Core:** Follow fresh, obvious tracks at full speed. Determine from tracks: creature type, approximate number, size, and direction of travel.

**Advantage:** Old trails (hours/days old), tracking in rain, tracking through difficult terrain, reading detailed information (health, emotional state, whether pursued).


**2. Trapper** (1 pt)
*You catch what you can't chase.*

**Core:** Set simple snares using natural materials in 10 minutes. Your traps catch small game reliably. A trap line of 6 snares takes 1 hour and covers a quarter-mile.

**Advantage:** Traps for large/dangerous prey, concealed traps (requires active searching), traps in difficult terrain, live capture.


**3. Silent Stalker** (1 pt)
*You get close without being noticed.*

**Core:** Move silently through natural terrain at half speed. Approach within 60 feet of wildlife without alerting them.

**Advantage:** Silent movement at full speed, approaching within 30 feet, masking scent (8 hours), stalking alert/dangerous prey.


**4. Read the Signs** (1 pt)
*Tracks tell you more than direction.*

**Core:** Determine from tracks: how long ago they passed, creature's approximate health, whether wounded. Follow trails up to 1 day old.

**Advantage:** Tracking across stone/water/hard surfaces, trails 3+ days old, reading emotional state, determining if prey is being pursued.


**5. Field Dressing** (1 pt)
*Nothing goes to waste.*

**Core:** Butcher any creature in 1 hour, extracting usable meat. Identify valuable parts (hide, bones, claws). Preserve meat for 3 days without salt.

**Advantage:** Fast butchering (30 min), maximum meat extraction, harvesting organs/venom glands, preserving meat for 1 week+.


**Ultimate:**

**6. APEX PREDATOR** (2 pts)
**Prerequisite:** 3+ other Hunting advancements

*You are the top of the food chain.*

**Core:** Track any creature across any terrain, even through water or over stone. Traps can hold horse-sized creatures. Butcher creatures in 10 minutes. Identify any creature by tracks, scat, or kills.

**Advantage:** Tracking magical/planar creatures, trapping legendary beasts, identifying creatures that shouldn't exist.


**TOTAL: 7 points**

---

### **6. NATURE LORE** - Plants, Animals, Ecology, Natural Lore


**1. Flora Expert** (1 pt)
*You know every plant and what it does.*

**Core:** Identify common plants by sight. Know basic uses: edible, poisonous, or medicinal. Find common useful plants in appropriate terrain within 1 hour.

**Advantage:** Rare and magical species, subtle distinctions (look-alikes), finding specific plants quickly, identifying plants from fragments.


**2. Fauna Expert** (1 pt)
*You understand how animals think.*

**Core:** Identify common animals by sight, sound, or tracks. Know basic behavior: what it eats, whether it's dangerous, whether it's aggressive.

**Advantage:** Exotic/magical creatures, predicting specific actions, understanding unusual behavior, identifying creatures from partial evidence.


**3. Animal Rapport** (1 pt)
*Animals sense you're not a threat.*

**Core:** Non-hostile domestic animals trust you immediately. Non-hostile wild animals don't flee from slow, careful approach.

**Advantage:** Calming aggressive animals, approaching skittish wildlife, soothing animals that are starving/protecting young, befriending exotic beasts.


**4. Herbalist** (1 pt)
*You make medicine from the wild.*

**Core:** Create poultices that prevent minor infection. Make simple antidotes for common natural poisons (1 hour gathering and preparation). Create salves for minor burns, stings, and rashes.

**Advantage:** Antidotes for rare/magical poisons, medicines that accelerate healing, treatments for serious conditions, working with limited materials.


**5. Ecosystem Reader** (1 pt)
*You understand how nature connects.*

**Core:** Identify obvious environmental problems. recent blight, predator absence, pollution. Know what common creatures are nearby by watching birds and small animals.

**Advantage:** Detecting magical corruption, predicting seasonal changes, understanding complex ecological relationships, identifying unnatural influences.


**Ultimate:**

**6. BEAST FRIEND** (2 pts)
**Prerequisite:** 3+ other Nature Lore advancements

*You speak nature's language.*

**Core:** Communicate with animals through gesture, sound, and patience. They understand simple requests and can convey basic information. Wild animals won't attack you without magical compulsion. Train any natural animal in half the normal time.

**Advantage:** Complex communication, befriending magical beasts, understanding animals affected by magic, training exotic creatures.

**TOTAL: 7 points**

---

### **18. BEAST HANDLING** - Care, Communication, Animal Behavior


**1. Animal Care** (1 pt)
*You keep animals healthy and content.*

**Core:** Provide basic care that keeps animals healthy. Recognize obvious illness or injury. Know what common animals need.

**Advantage:** Stabilizing dying beasts (1 round), healing (restore 1 Vigor per 10 minutes), recognizing poison/magical ailments, etc.


**2. Calm the Beast** (1 pt)
*Frightened and hostile animals trust you.*

**Core:** Calm obviously panicked domestic animals. Approach non-aggressive wild animals without startling them.

**Advantage:** Panicked animals (instantly), aggressive animals (1 minute), approaching without triggering fight/flight, calming exotic beasts.


**3. Animal Messenger** (1 pt)
*Your beasts carry messages and retrieve objects.*

**Core:** Train animals to return to familiar locations. Have beasts carry simple items or wait at locations.

**Advantage:** Complex routes, carrying messages, fetching specific objects, patient waiting (days), leading people.


**4. Read the Animal** (1 pt)
*Animals tell you things without words.*

**Core:** Read obvious animal emotional states. Notice when animals have been recently stressed. Understand basic animal body language.

**Advantage:** Reading recent experiences (fear, predators, humans), trained beasts answering yes/no, wild animals revealing territory dangers.


**5. Endurance Handler** (1 pt)
*Your animals go farther and work longer.*

**Core:** Get good performance from well-cared-for animals. Keep mounts in good condition on normal journeys.

**Advantage:** 50% farther travel, double work duration, enduring harsh conditions, surviving short rations.


**Ultimate:**

**6. BEAST WHISPERER** (2 pts)
**Prerequisite:** 3+ other Beast Handling advancements

*You speak the beast's language.*

**Core:** Instantly attempt to tame any beast you encounter. Communicate basic concepts to any animal.

**Advantage:** Taming hostile/exotic creatures, complex communication, befriending magical beasts, commanding multiple animals.


**TOTAL: 7 points**

---

---

## SCHOLARLY TREES (3)

### **7. SCHOLARSHIP** - Research, Languages, History, Ancient Lore


**1. Researcher** (1 pt)
*You know how to find answers.*

**Core:** Research any topic in a library in 4 hours instead of 1 day. Know which sources are obviously reliable versus propaganda. Find the relevant section of any organized archive in 30 minutes.

**Advantage:** Research in 1 hour, finding information in disorganized archives, identifying subtle biases, finding hidden/restricted materials.


**2. Polyglot** (1 pt)
*Languages are just patterns.*

**Core:** Speak, read, and write 3 additional languages. Recognize any language by sight or sound, even if you don't speak it.

**Advantage:** Learning new languages quickly (1 week immersion), understanding related languages, deciphering pidgins and dialects, communicating across language barriers.


**3. Historian** (1 pt)
*The past explains the present.*

**Core:** Know the major events, rulers, and conflicts of any region you're in. Recognize common symbols, heraldry, and cultural markers. Estimate the age of artifacts and structures.

**Advantage:** Obscure history, identifying precise origins, dating items accurately, recognizing subtle historical references.


**4. Dead Languages** (1 pt)
*Even forgotten words still speak.*

**Core:** Recognize dead languages and understand their general family/origin. Translate simple texts with 1 hour of study. Recognize when a translation is obviously incomplete.

**Advantage:** Complex or damaged texts, translation in 10 minutes, detecting subtle alterations, understanding extinct dialects.


**5. Perfect Recall** (1 pt)
*What you learn, you keep.*

**Core:** Remember the gist of anything you've read. Reproduce simple maps and diagrams you've studied. Recall key points of conversations.

**Advantage:** Word-for-word recall, reproducing complex images, recalling details weeks/months later, remembering under stress.


**Ultimate:**

**6. SAGE** (2 pts)
**Prerequisite:** 3+ other Scholarship advancements

*Your knowledge spans civilizations.*

**Core:** Read any dead language instantly. Cross-reference information across multiple sources in minutes. Recognize when a text has been altered, redacted, or forged.

**Advantage:** Reconstructing destroyed texts, identifying forgeries by master forgers, synthesizing knowledge across unrelated fields.


**TOTAL: 7 points**

---

### **8. OCCULTISM** - Magic Lore, Supernatural Creatures, Rituals


**1. Arcane Recognition** (1 pt)
*You see magic where others see mystery.*

**Core:** Recognize when something is obviously magical by observation. Identify common spell traditions when you see them cast. Know the obvious signs of enchantment, illusion, and curse.

**Advantage:** Subtle magical effects, identifying specific spells, recognizing obscure traditions, detecting magic concealed by other magic.


**2. Creature Lore** (1 pt)
*You know what lurks in the dark.*

**Core:** Identify common supernatural creatures by sight. Know basic weaknesses and behaviors of undead, demons, and fey. Understand basic protocols for dealing with supernatural beings.

**Advantage:** Rare creatures, specific immunities, obscure weaknesses, protocols for unique or ancient beings.


**3. Magic Item Study** (1 pt)
*Objects reveal their secrets to patient study.*

**Core:** Determine a magic item's obvious properties with 1 hour of examination. Recognize clearly cursed items. Know when an item feels dangerous.

**Advantage:** Identifying hidden properties (10 min), finding command words, detecting subtle curses, understanding legendary items.


**4. Ritual Knowledge** (1 pt)
*You understand the old ceremonies.*

**Core:** Recognize ritual sites by their layout. Know when a ritual has been obviously performed. Understand basic ritual components and their purposes.

**Advantage:** Specific ritual procedures, identifying incomplete/corrupted rituals, understanding ancient or unique ceremonies, predicting what could go wrong.


**5. Planar Lore** (1 pt)
*You know where the worlds touch.*

**Core:** Recognize obvious planar phenomena: active gates, summoning circles, creatures obviously from other planes. Know the major planes and their basic natures.

**Advantage:** Subtle rifts, identifying specific planes of origin, understanding planar laws, recognizing dimensional weak points.


**Ultimate:**

**6. RITUAL MASTER** (2 pts)
**Prerequisite:** 3+ other Occultism advancements

*You understand magic's deepest workings.*

**Core:** Identify any spell or magical effect by observation, including power, duration, and how to dispel it. Know true name conventions for supernatural creatures. Predict what magical effects will do before activation.

**Advantage:** Understanding unique/legendary magic, countering magic you've never seen, comprehending reality-altering effects.


**TOTAL: 7 points**

---

### **9. HEALING** - Anatomy, Disease, Treatment, Surgery


**1. Anatomy** (1 pt)
*You understand how bodies work.*

**Core:** Identify obvious cause of death by examination. Know basic anatomy, where major organs are, where to apply pressure. Determine if someone is visibly ill or faking.

**Advantage:** Obscure causes of death, identifying poisoning, determining time of death, recognizing subtle signs of illness.


**2. Diagnosis** (1 pt)
*You see what's wrong.*

**Core:** Identify common diseases and injuries. Know if a condition is likely treatable. Recognize when something is obviously unnatural or magical.

**Advantage:** Rare diseases, identifying specific poisons, determining Medicine thresholds, distinguishing natural from supernatural conditions.


**3. Treatment** (1 pt)
*You keep patients stable.*

**Core:** Provide first aid that prevents wounds from worsening during short rests. Keep stable patients from deteriorating. Clean and dress wounds properly.

**Advantage:** Stabilizing critical patients, preventing deterioration during travel, treating multiple patients, working without proper supplies.


**4. Surgeon** (1 pt)
*You can cut to cure.*

**Core:** Remove obvious foreign objects with proper tools and time (1 hour). Set simple fractures so they heal properly. Stitch wounds cleanly.

**Advantage:** Complex surgery (removing diseased tissue, parasites), field surgery without proper tools, setting compound fractures, surgery under time pressure.


**5. Disease Expert** (1 pt)
*Plagues hold no mystery for you.*

**Core:** Identify how common diseases spread. Create basic quarantine protocols. Know standard prevention methods.

**Advantage:** Rare/magical diseases, creating effective quarantine for unknown diseases, developing treatment protocols, preventing epidemic spread.


**Ultimate:**

**6. MIRACLE WORKER** (2 pts)
**Prerequisite:** 3+ other Healing advancements

*Your skills border on the impossible.*

**Core:** Know exactly what treatment any patient needs, no matter how obscure. Identify conditions that should be impossible to diagnose.

**Advantage:** Treating conditions that should be untreatable, surgery that defies medical possibility, diagnosis of unique/legendary ailments.


**TOTAL: 7 points**

---

## SOCIAL TREES (3)

### **10. DIPLOMACY** - Etiquette, Negotiation, Reading People


**1. Etiquette** (1 pt)
*You know the rules others only guess at.*

**Core:** Know basic forms of address for the culture you're in. Avoid obvious faux pas. Recognize when someone is being deliberately rude versus ignorant.

**Advantage:** Unfamiliar cultures (1 hour observation), subtle protocol violations, navigating complex hierarchies, recovering from social missteps.


**2. Read Intentions** (1 pt)
*People reveal more than they mean to.*

**Core:** Read obvious emotional states (angry, nervous, pleased). Notice when someone is uncomfortable or evasive. Identify who seems to be in charge.

**Advantage:** Detecting deliberate deception, reading trained/masked individuals, identifying hidden power dynamics, spotting specific emotions being concealed.


**3. Negotiator** (1 pt)
*You find terms everyone can accept.*

**Core:** Identify obvious interests in a negotiation. Propose reasonable compromises. Remain neutral when mediating simple disputes.

**Advantage:** Hidden agendas, hostile parties, complex multi-party negotiations, finding creative solutions to deadlocks.


**4. Cultural Fluency** (1 pt)
*You belong everywhere.*

**Core:** Adopt basic mannerisms of a culture after a few days. Know major historical events and heroes. Avoid the most obvious outsider markers.

**Advantage:** Rapid cultural adoption (1 day), deep cultural knowledge, passing as a native, navigating taboo subjects.


**5. Parley** (1 pt)
*Even enemies will hear you out.*

**Core:** Request a truce that reasonable opponents will honor briefly. Recognize when negotiation is obviously pointless. Stall through discussion.

**Advantage:** Hostile/enraged opponents, alien minds, buying significant time, parlaying from a position of weakness.


**Ultimate:**

**6. PEACE MAKER** (2 pts)
**Prerequisite:** 3+ other Diplomacy advancements

*You see the path to agreement.*

**Core:** Identify minimum acceptable terms for each party. Know which concessions seem valuable but cost little. Recognize bad faith negotiation.

**Advantage:** Seemingly impossible agreements, reconciling blood enemies, multi-faction treaties, negotiations with inhuman entities.


**TOTAL: 7 points**

---

### **11. LEADERSHIP** - Organization, Morale, Coordination


**1. Organizer** (1 pt)
*You keep groups functioning.*

**Core:** Coordinate a small group (3-5 people) on a task without confusion. Divide labor sensibly. Keep basic schedules and supply lists.

**Advantage:** Large groups (10+), complex multi-step tasks, maintaining efficiency under pressure, long-term project management.


**2. Clear Orders** (1 pt)
*Your instructions leave no room for confusion.*

**Core:** Give simple orders that people can follow. Communicate basic plans clearly. Ensure subordinates know their immediate role.

**Advantage:** Complex orders to untrained people, rapid communication (1 minute vs 10), orders that anticipate contingencies.


**3. Morale** (1 pt)
*You understand what keeps people going.*

**Core:** Recognize when a group is obviously struggling. Offer encouragement that helps in simple situations. Tell exhaustion from fear.

**Advantage:** Groups near breaking, inspiring people facing impossible odds, addressing loss of faith, rallying after defeat.


**4. Delegation** (1 pt)
*You multiply your effectiveness through others.*

**Core:** Train subordinates to handle routine tasks. Brief lieutenants on your general intentions. Organizations continue basic functions in short absences.

**Advantage:** Autonomous decision-making, extended absences, organizations that adapt to new situations, training leaders.


**5. Battlefield Awareness** (1 pt)
*You see the whole picture.*

**Core:** Track positions of your immediate group in combat. Notice when allies need help. Spot obvious dangers developing.

**Advantage:** Tracking 20+ individuals, chaotic multi-front situations, spotting hidden dangers, coordinating across distances.


**Ultimate:**

**6. LEGENDARY COMMANDER** (2 pts)
**Prerequisite:** 3+ other Leadership advancements

*You lead armies, not just parties.*

**Core:** Coordinate hundreds without losing track. Create command structures that function at distance. Plan operations with dozens of contingencies.

**Advantage:** Armies of thousands, campaigns across continents, operations spanning months, commanding diverse forces.


**TOTAL: 7 points**

---

### **12. PERFORMANCE** - Performance, Storytelling, Crowd Work


**1. Performer** (1 pt)
*You know how to work an audience.*

**Core:** Perform competently for a friendly audience. Read obvious crowd reactions. Recover from minor mistakes without losing the audience.

**Advantage:** Hostile or distracted audiences, reading subtle reactions, adjusting on the fly, recovering from disasters.


**2. Storyteller** (1 pt)
*Your tales are remembered.*

**Core:** Tell engaging stories that hold attention. Make information memorable through narrative. Know common stories that resonate broadly.

**Advantage:** Stories people repeat to others, embedding hidden messages, adapting stories to unfamiliar cultures, creating lasting legends.


**3. Voice Work** (1 pt)
*You can sound like anyone.*

**Core:** Mimic voices you've studied (10+ minutes of listening). Project your voice to fill a room. Whisper clearly to a specific target nearby.

**Advantage:** Brief exposure mimicry (1 minute), throwing voice 30 feet, battlefield projection, perfect mimicry under pressure.


**4. Crowd Reading** (1 pt)
*You feel the audience's pulse.*

**Core:** Sense when a crowd is becoming bored or restless. Identify obvious troublemakers. Know when to wrap up.

**Advantage:** Predicting hostile turns, shifting crowd mood, spotting hidden agitators, reading massive crowds.


**5. Emotional Arc** (1 pt)
*You control the journey, not just the moment.*

**Core:** Build performances with intentional emotional progression. Know when to push and when to pause. Create satisfying conclusions.

**Advantage:** Complex emotional sequences, leaving audiences changed, performances that alter beliefs, art that inspires action.


**Ultimate:**

**6. LEGENDARY PERFORMER** (2 pts)
**Prerequisite:** 3+ other Performance advancements

*You perform at the highest level.*

**Core:** Perform in any style after seeing it once. Adapt any performance to any audience instantly. Audiences react exactly as you intend.

**Advantage:** Creating new art forms, performances that change history, entertaining inhuman audiences, art as magic.


**TOTAL: 7 points**

---

## CRAFTING TREES (3)

### **13. CRAFTING** - Tools, Repair, Materials, Field Work


**1. Field Repairs** (1 pt)
*You fix what breaks on the road.*

**Core:** Repair simple damage to weapons, armor, and tools with basic supplies. Lash together temporary fixes that hold for days. Identify why something broke and how to prevent it.

**Advantage:** Complex repairs without a workshop, fixing items mid-combat (1 minute), using improvised materials, reinforcing weak points permanently.


**2. Tool Making** (1 pt)
*You make what the job requires.*

**Core:** Craft basic tools for any trade given materials and time. Turn scrap into functional improvised tools. Your tools don't break during normal use.

**Advantage:** Specialized tools without training in that trade, tools that last twice as long, improvised tools nearly as good as proper ones, disguised tools.


**3. Material Assessment** (1 pt)
*You know good materials from garbage.*

**Core:** Identify material quality on sight (cheap iron versus good steel). Estimate value of raw materials. Spot flawed or weakened materials before they fail.

**Advantage:** Identifying rare materials, knowing exact provenance and age, spotting magical materials, finding hidden value in scrap.


**4. Improvisation** (1 pt)
*You make do with what you have.*

**Core:** Craft functional items from scrap and salvage. Work without a proper workshop. Create temporary solutions that hold long enough to matter.

**Advantage:** Working under pressure, crafting in the field during short rests, using completely improvised materials, jury-rigged solutions that last.


**5. Masterwork** (1 pt)
*Your best work approaches perfection.*

**Core:** Create items noticeably superior to standard work. Sharper edges that hold longer. Better balance. Cleaner lines. Work that draws the eye.

**Advantage:** Flawless function (edges last months without sharpening), items that feel right in the hand, work that approaches art, repairs that are stronger than the original.


**Ultimate:**

**6. MASTER CRAFTER** (2 pts)
**Prerequisite:** 3+ other Crafter advancements

*Your work defies normal limitations.*

**Core:** Create items that last generations. Repair items others call impossible. Work any material you can identify. Craft in the field what others need workshops for.

**Advantage:** Legendary-quality work from scrap, repairing artifacts, inventing new techniques, work that rivals the ancients.


**TOTAL: 7 points**

---

### **14. ALCHEMY** - Compounds, Reactions, Substances


**1. Substance Knowledge** (1 pt)
*You know what things are made of.*

**Core:** Identify common substances by sight and smell. Know obvious dangers (this is poisonous, this is flammable). Recognize common compounds.

**Advantage:** Rare/magical substances, subtle dangers, identifying specific compounds, determining what created something.


**2. Basic Compounds** (1 pt)
*You make useful things from simple ingredients.*

**Core:** Create simple useful compounds with time and materials. basic acids, simple smoke bombs, glue, solvents.

**Advantage:** Faster creation (1 hour), stronger compounds (acid eats locks in 10 min), reliable flash powder, field creation.


**3. Reactions** (1 pt)
*You understand how substances interact.*

**Core:** Predict obvious reactions (acid + metal = bad). Safely mix common compounds. Create simple timers.

**Advantage:** Complex reaction prediction, delayed triggers (1 round to 1 hour), safely neutralizing dangerous compounds.


**4. Extraction** (1 pt)
*You get the good stuff out.*

**Core:** Extract obvious useful compounds from plants and animals with time and basic equipment. Basic purification.

**Advantage:** Maximum extraction, concentrating for potency, purifying heavily contaminated materials, extracting from minerals.


**5. Preservation** (1 pt)
*You keep things from rotting.*

**Core:** Preserve organic materials for weeks. Create basic protective coatings. Keep compounds stable for transport.

**Advantage:** Indefinite preservation, waterproofing/rustproofing/fireproofing, stabilizing volatile compounds.


**Ultimate:**

**6. GRAND ALCHEMIST** (2 pts)
**Prerequisite:** 3+ other Alchemy advancements

*You push alchemy to its limits.*

**Core:** Create compounds from substitute ingredients. Work with dangerous substances safely. Analyze and reproduce any compound.

**Advantage:** Creating from minimal ingredients, handling substances that kill on contact, inventing new compounds.


**TOTAL: 7 points**

---

### **15. ENGINEERING** - Mechanisms, Structures, Siege Equipment


**1. Mechanical Understanding** (1 pt)
*You see how machines work.*

**Core:** Understand simple mechanical devices by observation. Identify obvious failures. Operate common unfamiliar machines.

**Advantage:** Complex mechanisms, subtle failures, operating ancient/foreign machines, understanding at a glance.


**2. Structural Analysis** (1 pt)
*You read buildings like blueprints.*

**Core:** Identify obvious load-bearing elements. Spot major structural weaknesses. Estimate if a damaged structure is immediately dangerous.

**Advantage:** Hidden spaces, subtle weak points, precise collapse timing, identifying hidden rooms.


**3. Construction** (1 pt)
*You build things that last.*

**Core:** Oversee basic construction competently. Build simple structures that don't leak or settle. Create basic temporary structures.

**Advantage:** Complex designs (bridges, fortifications), structures that last generations, temporary builds in half time.


**4. Siege Craft** (1 pt)
*You understand how walls fall.*

**Core:** Understand basic siege equipment operation. Know obvious weak points in fortifications. Estimate siege duration roughly.

**Advantage:** Designing siege engines, identifying subtle weak points, precise siege planning, field repairs.


**5. Complex Mechanisms** (1 pt)
*You create devices that do things.*

**Core:** Build functional locks and simple traps. Create basic mechanical timers. Design obvious secret compartments.

**Advantage:** Complex traps, reliable clockwork, hidden doors that blend seamlessly, mechanical puzzles.


**Ultimate:**

**6. WAR ENGINEER** (2 pts)
**Prerequisite:** 3+ other Engineering advancements

*You reshape battlefields.*

**Core:** Design fortifications with interlocking defenses. Identify any structure's point of failure. Build field-repairable siege equipment.

**Advantage:** Perfect defensive works, breaching "impregnable" fortresses, revolutionary siege designs.


**TOTAL: 7 points**

---

## PROFESSIONAL TREES (3)

### **16. COMMERCE** - Appraisal, Haggling, Markets, Connections


**1. Appraisal** (1 pt)
*You know what things are worth.*

**Core:** Estimate rough market value of common goods. Spot obvious fakes and misrepresentations. Recognize when a deal is clearly bad.

**Advantage:** Precise valuations, subtle forgeries, knowing exact worth to specific buyers, identifying disguised treasures.


**2. Haggling** (1 pt)
*You know how to negotiate.*

**Core:** Negotiate basic deals competently. Recognize obvious manipulation tactics. Know when to walk away.

**Advantage:** Reading seller's true floor, closing reluctant deals, countering sophisticated tactics, negotiating under pressure.


**3. Market Knowledge** (1 pt)
*You understand how trade flows.*

**Core:** Know what common goods are valuable locally. Recognize obvious shortages and surpluses. Understand basic supply and demand.

**Advantage:** Regional price differences, predicting price changes, spotting hidden opportunities, understanding exotic markets.


**4. Trade Routes** (1 pt)
*You know how goods move.*

**Core:** Know major local trade routes and their basic dangers. Identify where common goods come from. Recognize obvious supply disruptions.

**Advantage:** Obscure routes, predicting disruptions (1 month advance), identifying smuggling routes, exploiting route knowledge.


**5. Rare Goods** (1 pt)
*You can find what shouldn't be findable.*

**Core:** Know where to start looking for unusual goods in major markets. Identify obvious specialty dealers.

**Advantage:** Restricted/illegal goods, finding buyers for exotic items, acquiring things not officially for sale, black market access.


**Ultimate:**

**6. MERCHANT PRINCE** (2 pts)
**Prerequisite:** 3+ other Commerce advancements

*You see deals others miss.*

**Core:** Identify arbitrage opportunities. Recognize desperation in buyers/sellers. Structure complex multi-party deals.

**Advantage:** Continental-scale trading, manipulating markets, deals involving nations, creating monopolies.


**TOTAL: 7 points**

---

### **17. SAILING** - Seamanship, Navigation, Weather, Ship Handling


**1. Seamanship** (1 pt)
*You understand ships and the sea.*

**Core:** Tie common knots reliably. Handle lines and basic rigging. Crew a ship competently under direction.

**Advantage:** Any knot/any sail, operating small vessels solo, handling ships in difficult conditions, teaching others.


**2. Navigation** (1 pt)
*You always know where you are.*

**Core:** Navigate by obvious landmarks. Follow established routes. Estimate rough travel time.

**Advantage:** Navigation by stars/sun/currents, plotting efficient courses, precise arrival estimates, navigating unknown waters.


**3. Weather Reading** (1 pt)
*The sky tells you what's coming at sea.*

**Core:** Predict obvious weather changes (hours ahead). Recognize dangerous conditions developing. Know basic storm safety.

**Advantage:** 24-hour predictions, knowing when to run vs ride it out, identifying subtle dangerous conditions.


**4. Ship Handling** (1 pt)
*You get the most from any vessel.*

**Core:** Sail competently in normal conditions. Maneuver in open water. Maintain reasonable speed.

**Advantage:** Difficult conditions, tight maneuvering, extra speed through efficiency, handling unfamiliar vessels.


**5. Damage Control** (1 pt)
*You keep ships afloat.*

**Core:** Make basic repairs at sea. Manage minor flooding and damage. Know when a ship is in serious trouble.

**Advantage:** Emergency repairs that hold to port, managing multiple crises, saving ships others would abandon.


**Ultimate:**

**6. LEGENDARY CAPTAIN** (2 pts)
**Prerequisite:** 3+ other Sailing advancements

*You've sailed where others fear to chart.*

**Core:** Navigate reefs and shoals that would ground others. Sail with half minimum crew. Predict exactly how any ship responds.

**Advantage:** Impossible passages, sailing skeleton crews, weather that should destroy ships, legendary voyages.


**TOTAL: 7 points**

---

### **21. BUREAUCRACY** - Documents, Red Tape, Legal Systems, Official Authority


**1. Document Forger** (1 pt)
*You can create convincing official papers.*

**Core:** Forge basic documents like travel papers, receipts, or writs. Spot obvious forgeries at a glance. Know what official documents look like in major regions.

**Advantage:** Perfect forgeries that pass thorough inspection, forging while under pressure, recreating seals and signatures, spotting subtle forgeries.


**2. Legal Loopholes** (1 pt)
*You know the gaps between the laws.*

**Core:** Understand local laws well enough to avoid obvious violations. Know when someone else is breaking the law. Find the specific law that applies to any common situation.

**Advantage:** Exploiting technicalities, understanding jurisdictional boundaries, knowing what's technically legal, predicting how laws will be interpreted.


**3. Seal Expert** (1 pt)
*You recognize genuine authority.*

**Core:** Identify official seals, signatures, and symbols of authority on sight. Tell genuine documents from forgeries. Know the hierarchy of local officials.

**Advantage:** Forging official seals, identifying who actually has authority versus who claims it, recognizing expired or revoked credentials, spotting stolen seals.


**4. Navigate Bureaucracy** (1 pt)
*You cut through red tape like a blade.*

**Core:** Get through official processes in half the normal time. Know which official to approach for any task. Understand bribery customs and expected amounts.

**Advantage:** Bypassing delays entirely, finding the actual decision-maker, knowing exactly who to bribe and how much, expediting critical matters.


**5. Institutional Knowledge** (1 pt)
*You understand how organizations really work.*

**Core:** Map the real power structure of any organization within an hour of observation. Identify who makes decisions versus who takes credit. Spot obvious corruption.

**Advantage:** Finding hidden factions, exploiting institutional rivalries, identifying blackmail vectors, predicting organizational responses.


**Ultimate:**

**6. MASTER BUREAUCRAT** (2 pts)
**Prerequisite:** 3+ other Bureaucrat advancements

*Your forged credentials are flawless.*

**Core:** Create perfect official credentials on the spot with minimal materials. Understand continental-scale administrative systems at a glance. Tie up enemies in legal challenges for months.

**Advantage:** Undetectable forgeries, manipulating institutional systems across borders, creating credentials for positions that don't exist, institutional paralysis as a weapon.


**TOTAL: 7 points**

---

---

## EXPLORATION TREES (3)

### **19. ATHLETICS** - Climbing, Swimming, Jumping, Running


**1. Climber** (1 pt)
*You move vertically like others move horizontally.*

**Core:** Climb surfaces with good handholds at half speed. Hang for several minutes before tiring. Catch yourself from minor slips.

**Advantage:** Full speed climbing, hanging indefinitely, automatic catch from any slip, climbing while carrying loads.

**2. Swimmer** (1 pt)
*Water is a medium, not an obstacle.*

**Core:** Swim competently in calm water. Hold your breath for 1 minute of activity. Swim unarmored without difficulty.

**Advantage:** Full speed swimming, 3+ minute breath holds, swimming in light armor, rough water conditions.

**3. Leaper** (1 pt)
*You understand exactly what your body can do in the air.*

**Core:** Jump 10 feet horizontal or 5 feet vertical from standing. Land safely from controlled jumps.

**Advantage:** 15 ft horizontal/8 ft vertical, doubled with running start, always landing on your feet.

**4. Tumbler** (1 pt)
*You know how to fall and how to fold.*

**Core:** Reduce fall damage somewhat. Fit through gaps with effort. Escape from loose bindings.

**Advantage:** Ignore first 20 feet of falls, fit through head-sized gaps, escape ropes (1 min)/manacles (10 min).

**5. Sprinter** (1 pt)
*You can push your body past where others stop.*

**Core:** Run faster than normal for short bursts. Travel efficiently on foot. Function on reduced sleep.

**Advantage:** Double speed for 1 minute, 50% farther per day, only 4 hours sleep needed.

**Ultimate:**

**6. LEGENDARY ATHLETE** (2 pts)
**Prerequisite:** 3+ other Athletics advancements

*Your physical capabilities reach the edge of human possibility.*

**Core:** Climb sheer surfaces at half speed. Ignore first 40 feet of falls. Hold breath 10 minutes. Fit through fist-sized gaps.

**Advantage:** Superhuman feats, impossible climbs, surviving lethal falls, physical feats that become legend.

**TOTAL: 7 points**

---

### **20. DUNGEON DELVING** - Underground Navigation, Hazards, Vertical Movement


**1. Depth Sense** (1 pt)
*You feel where you are underground.*

**Core:** Have a rough sense of depth. Notice obvious air currents. Feel generally which direction leads out.

**Advantage:** Precise depth (within 10 ft), sensing passages/caverns from air flow, always knowing nearest exit direction.


**2. Underground Navigation** (1 pt)
*You never get lost below ground.*

**Core:** Remember routes you've recently traveled. Estimate underground distances roughly. Notice when paths seem to loop.

**Advantage:** Perfect route memory, accurate distance estimation, always knowing when you're walking in circles.


**3. Hazard Recognition** (1 pt)
*You see danger before you step in it.*

**Core:** Identify obviously unstable structures. Recognize clearly bad air or obvious gas. Know which common underground creatures are dangerous.

**Advantage:** Subtle instabilities, gas pockets before entering, dangerous fungi, all underground hazards.


**4. Rope Work** (1 pt)
*Vertical shafts don't slow you down.*

**Core:** Set reliable anchors. Tie knots that hold. Climb and descend ropes safely.

**Advantage:** Anchors that never fail, full speed rope movement, hauling any weight the rope bears.


**5. Underground Survival** (1 pt)
*You can live below ground indefinitely.*

**Core:** Find water underground with effort. Identify obviously safe food sources. Manage light resources.

**Advantage:** Reliable water finding, identifying all safe food (fungi, fish, insects), extended stays without resupply.


**Ultimate:**

**6. MASTER DELVER** (2 pts)
**Prerequisite:** 3+ other Dungeon Delving advancements

*The depths hold no secrets from you.*

**Core:** Navigate in complete darkness by sound/feel. Sense approaching creatures through vibration. Map complex systems from partial exploration.

**Advantage:** Perfect darkness navigation, sensing hidden creatures, mapping impossible labyrinths.


**TOTAL: 7 points**

---

### **4. SURVIVAL** - Foraging, Shelter, Navigation, Weather


**1. Forager** (1 pt)
*You see food where others see weeds.*

**Core:** Find enough food and water for yourself each day in any normal wilderness. Identify common edible, poisonous, and medicinal plants at a glance. Know if a water source is obviously contaminated.

**Advantage:** Foraging for a group, finding food in barren/hostile terrain, identifying rare medicinal plants, feeding others in extreme environments.


**2. Shelter Builder** (1 pt)
*You make the wilderness comfortable.*

**Core:** Build weatherproof shelter for yourself in 30 minutes using natural materials. Start a fire reliably in normal conditions. Your shelters last for weeks if undisturbed.

**Advantage:** Shelter for groups (up to 6), building in extreme weather, fire-starting in rain/wind/with wet wood, creating lasting structures.


**3. Pathfinder** (1 pt)
*You always know where you are.*

**Core:** Determine cardinal directions by sun, stars, moss, or terrain. Retrace any path you've traveled. Estimate distance traveled within 10%. Never get lost in normal wilderness.

**Advantage:** Navigating featureless terrain, finding specific locations from vague descriptions, pathfinding through magical misdirection, navigating at night.


**4. Weather Reader** (1 pt)
*The sky tells you what's coming.*

**Core:** Predict weather 12 hours in advance reliably. Identify signs of incoming storms, temperature drops, or dangerous conditions. Know when to travel and when to shelter.

**Advantage:** Predicting magical weather, 24+ hour forecasts, identifying unnatural weather patterns, finding safe routes through storms.


**5. Danger Sense** (1 pt)
*The wild warns you of threats.*

**Core:** Sense approaching creatures within 100 feet in natural environments, their direction and whether they're predatory. Can't be surprised in wilderness you're familiar with.

**Advantage:** Sensing creatures at greater range (300 ft), detecting hidden/ambushing creatures, identifying specific threats, sensing danger in unfamiliar terrain.


**Ultimate:**

**6. APEX SURVIVOR** (2 pts)
**Prerequisite:** 3+ other Survival advancements

*You are the apex predator in any environment.*

**Core:** Natural animals won't attack you unless cornered or magically compelled. Move through any natural terrain at full speed without leaving tracks. Extreme temperatures don't exhaust you. Always know the direction to civilization, water, or shelter.

**Advantage:** Surviving supernatural environments, thriving where survival should be impossible, leading groups through lethal terrain.


**TOTAL: 7 points**

---


---


## SPECIALIST TREES (3)

### **22. INVESTIGATION** - Observation, Deduction, Evidence, Questioning


**1. Scene Reading** (1 pt)
*Scenes tell you their secrets.*

**Core:** Notice what's been disturbed, removed, or added to a location. Tell approximately how many people were present. Recognize when a scene has been obviously staged.

**Advantage:** Reconstructing specific movements/positions, detecting subtle staging, reading older scenes, understanding chaotic multi-person events.


**2. Physical Evidence** (1 pt)
*Objects tell you where they've been.*

**Core:** Identify obvious origins of materials (this mud is from a riverbed, this fiber is wool). Match a tool to clear marks it left. Notice obvious traces of handling.

**Advantage:** Precise origin identification, matching subtle tool marks, identifying specific handlers, tracing objects through multiple locations.


**3. Body Reading** (1 pt)
*The dead tell you how they died.*

**Core:** Determine obvious cause of death. Estimate time of death within a day. Notice clear signs of struggle, restraint, or movement after death.

**Advantage:** Subtle causes, precise timing, detecting drugs/poisons, distinguishing staged wounds from real ones, reading severely decomposed remains.


**4. Interview Technique** (1 pt)
*People reveal more to you.*

**Core:** Recognize obvious signs someone is withholding information. Help willing witnesses recall details they overlooked. Put nervous witnesses at ease.

**Advantage:** Detecting subtle omissions, perfect witness recall, interviewing hostile/traumatized subjects, catching rehearsed stories.


**5. Deduction** (1 pt)
*Pieces fall into place for you.*

**Core:** Recognize when two pieces of evidence are obviously connected. Eliminate impossible explanations quickly. Organize clues into coherent timelines.

**Advantage:** Connecting disparate clues, leaps of logic, asking GM one yes/no question about what happened (3+ clues required), recognizing missing pieces.


**Ultimate:**

**6. MASTER DETECTIVE** (2 pts)
**Prerequisite:** 3+ other Investigation advancements

*The truth reveals itself to you.*

**Core:** Know when you're missing crucial information. See connections invisible to others. Organize any amount of evidence into coherent narrative.

**Advantage:** Once per mystery, ask GM "Who did this?" or "Why did this happen?" for truthful answer. Solving cases with minimal evidence.


**TOTAL: 7 points**

---

### **23. INQUISITION** - Hunting Evil, Forbidden Lore, Interrogation, Purification


**1. Sense Corruption** (1 pt)
*Evil leaves a stain you can smell.*

**Core:** Detect obvious undead, fiends, or active curses within 30 feet. Recognize objects or locations visibly tainted by dark rituals. Notice when someone openly bears marks of forbidden powers.

**Advantage:** Sensing hidden/masked corruption, detecting subtle taints, identifying specific types of evil, sensing corruption through barriers.


**2. Forbidden Lore** (1 pt)
*You study what others fear to name.*

**Core:** Identify common cults, demons, and undead by their obvious signs. Know general weaknesses of standard fiends. Recognize forbidden texts and ritual components on sight.

**Advantage:** Identifying obscure cults, knowing specific weaknesses, recognizing subtle symbols, understanding methods to destroy cursed objects.


**3. Interrogation** (1 pt)
*Confessions come easily to you.*

**Core:** Recognize when someone is obviously lying about supernatural involvement. Put witnesses at ease when discussing traumatic dark events. Know the right questions to ask cultists.

**Advantage:** Detecting subtle lies, extracting information from cultists/possessed victims, questioning those resisting confession.


**4. Sanctify** (1 pt)
*You cleanse what darkness has touched.*

**Core:** Purify a room or small area (10 minutes). undead uncomfortable entering, minor summoning circles broken. Cleanse cursed food or water. Remove taint from mundane objects used in dark rituals.

**Advantage:** Barring undead entirely, breaking powerful circles, cleansing larger areas, purifying artifacts (not powerful ones).


**5. Hunter's Mark** (1 pt)
*Once you have the scent, prey cannot hide.*

**Core:** Once you've confirmed a creature is undead, fiend, or cultist, recognize their corruption trail. Know when marked prey is nearby (100 feet). They cannot hide from you by simply walking away.

**Advantage:** Tracking through concealment, following old trails, sensing marked prey through barriers, tracking prey that actively hides.


**Ultimate:**

**6. GRAND INQUISITOR** (2 pts)
**Prerequisite:** 3+ other Inquisition advancements

*You are the fire that burns away darkness.*

**Core:** Your presence unsettles hidden fiends and undead. Know the true name of any demon you can see. Recognize any form of corruption instantly.

**Advantage:** Forcing fiends/undead to save or reveal themselves, declaring something unholy (1/day) to force save or repulsion (10 ft, 1 minute), confronting greater evils.


**TOTAL: 7 points**

---

### **24. ESPIONAGE** - Tradecraft, Codes, Cover Identities, Intelligence


**1. Forgery** (1 pt)
*Your fakes pass as real.*

**Core:** Create documents that pass casual inspection. Match handwriting after seeing a sample. Recognize obvious forgeries instantly.

**Advantage:** Surviving active scrutiny, matching unfamiliar hands, detecting expert forgeries, replicating official seals.


**2. Concealment** (1 pt)
*What you hide stays hidden.*

**Core:** Conceal small items so casual searches miss them. Know when a room or person has obvious hidden compartments. Create basic hiding spots.

**Advantage:** Surviving thorough searches, finding subtle compartments, concealing larger items, hiding things in plain sight.


**3. Dead Drops** (1 pt)
*Your messages pass unseen.*

**Core:** Establish a dead drop in any location (10 minutes) that casual observers miss. Tell if a dead drop has been obviously disturbed. Recognize other agents' standard dead drop methods.

**Advantage:** Drops in surveilled areas, detecting subtle compromise, spotting professional tradecraft, creating untraceable message chains.


**4. Codes** (1 pt)
*Your ciphers don't break.*

**Core:** Create codes that resist casual attempts to break them. Break simple codes in minutes. Know when text obviously contains a hidden message.

**Advantage:** Unbreakable codes, breaking complex ciphers (hours), detecting subtle steganography, creating codes only specific people can read.


**5. Read Tradecraft** (1 pt)
*You see the invisible war.*

**Core:** Notice when you're being obviously followed or watched. Recognize surveillance setups and security measures. Identify when someone is trying too hard to blend in.

**Advantage:** Detecting professional surveillance, identifying trained operatives, recognizing counter-intelligence operations, spotting triple agents.


**Ultimate:**

**6. MASTER SPY** (2 pts)
**Prerequisite:** 3+ other Espionage advancements

*You leave no trace.*

**Core:** Create cover identities with basic histories that survive casual inquiry. Disappear from a location without obvious trail. Know when a cover has been compromised.

**Advantage:** Identities that survive thorough investigation (histories, witnesses, paper trails), vanishing completely, knowing about blown covers before anyone acts.


**TOTAL: 7 points**

---

## CHARACTER BUILDING EXAMPLES

---


# PART 6: CORE RULES

*Quick reference for play - read Part 1-5 for character creation*

---

## QUICK START

**Core Loop:** checks roll dice pools; attacks roll d20 + stat modifier + weapon bonus vs AC

**Combat Round:**
1. Tactical Phase: Declare spells/tactics, roll <span class="stat-vitality">Vigor</span>
2. Initiative: d8 + Mind die (reroll each round)
3. Turns: Movement + action + reaction (no bonus actions)

**Key Differences from Other RPGs:**
- Stats have BOTH dice (for rolls including initiative) and modifiers (for AC)
- Initiative rerolls every round
- A missed attack can still deal Vigor damage (Glancing Blow, set by Body)
- Everyone gets <span class="stat-vitality">Vigor</span> (temp Vitality) each round
- Spells/tactics declared before initiative, resolved on your turn
- Tier = half level (rounded up), added to check dice pools and DCs (attacks add NO Tier)

---

# 1. FUNDAMENTALS - Your Character & Dice

## Your Character

### Stats & Modifiers

Each stat has TWO values: a **stat die** and a **flat modifier**.

| Stat Score | Flat Modifier | Stat Die | Average |
|------|---------|-------------|------------------|
| 1 | -5 | -d8 | -4.5 |
| 2-3 | -4 | -d6 | -3.5 |
| 4-5 | -3 | -d4 | -2.5 |
| 6-7 | -2 | -d3 | -2.0 |
| 8-9 | -1 | -d3 | -2.0 |
| 10-11 | +0 | 0 | 0 |
| 12-13 | +1 | d3 | 2.0 |
| 14-15 | +2 | d4 | 2.5 |
| 16-17 | +3 | d6 | 3.5 |
| 18-19 | +4 | d8 | 4.5 |
| 20-21 | +5 | d10 | 5.5 |
| 22 | +6 | d12 | 6.5 |

**Use stat die for:** Checks, saves, initiative (Mind die), Glancing Blow (Body die), most mechanics
**Use flat modifier for:** Attack rolls, AC (Sense modifier), Cunning crit range

### Tier

| Level | Tier |
|-------|------|
| 1-2 | 1 |
| 3-4 | 2 |
| 5-6 | 3 |
| 7-8 | 4 |
| 9-10 | 5 |

**Tier** determines:
- Dice pool size (add Tier dice to skill/checks)
- Successes needed (need [Tier] successes)
- Attack rolls (d20 + stat modifier + weapon bonus, no Tier)
- <span class="stat-vitality">Vigor</span> generation
- Damage on a hit (your Tier die: d4 / d6 / d8 / d10 / d12 for Tiers 1-5)

### What Your Stats Do

Every character benefits from every stat:

**Body**
- **Glancing Blow (on a miss):** When you miss with a weapon or mystic attack, deal Vigor damage to one target within range: roll your Body die if positive (Body 12+), a flat 1 at Body 10-11, nothing if your Body die is negative

**Mind**
- **Initiative:** d8 + Mind die (reroll each round)

**Sense**
- **AC:** Armor base + Sense modifier

**Heart**
- **<span class="stat-vitality">Vigor</span>:** Shield capped at your Tier + Heart modifier (minimum 0). At the start of your turn, roll Tier exploding d4s: each 4 restores 1 point
- Each point negates one incoming point of harm

**Cunning**
- **Crit Range:** Expands at high Cunning
  - Cunning 8 or less: Cannot crit
  - Cunning 10: Crit on 20
  - Cunning 12: Crit on 19-20
  - Cunning 14: Crit on 18-20
  - Cunning 16: Crit on 17-20
  - Cunning 18: Crit on 16-20
  - Cunning 20: Crit on 15-20
  - Cunning 22: Crit on 14-20

**Fate**
- **Saves:** Add Fate die to all saves
- **Rerolls (d20):** Add Fate modifier + Tier when rerolling
- **Rerolls (Deed):** Use Fate die instead of original stat die

---

## Rolling Dice

### Checks (Dice Pool)

Roll [Stat modifier + Tier] d6s. Count successes:
- **1:** Lose 1 stamina, gain 1 Fate point
- **2-4:** Nothing
- **5:** Success
- **6:** Success + roll another die (explosion)

**Need [Tier] successes to pass.**

**Negative Stats:** If stat modifier is negative or zero, roll only Tier dice. Successes require 6 only.

**Fate Points:** Spend 1 Fate point after rolling to add 1 die to your pool. Can spend multiple.

**GM Option - Narrative Consequences:** When a player rolls 1s on a check, the GM can replace the standard stamina cost with a more fitting narrative consequence instead. The "1" represents something going wrong - this could be stamina loss, or it could be a broken lockpick, a torn rope, alerting a guard, or any other setback appropriate to the situation. The player still gains the Fate point. This keeps the fiction dynamic and responsive to context.

### Saves (Dice Pool)

Roll [Stat modifier + Tier] d6s. Need [Effect Tier] successes.

**Key Differences from Checks:**
- 1s do NOT cost stamina or grant Fate points (saves are reactive, not active effort)

**Fate Points:** Spend 1 Fate point after rolling to add 1 die to your pool. Can spend multiple.

**The Six Saves:**
- **Body:** Poison, disease, exhaustion
- **Mind:** Illusions, arcane effects, knowledge-based deceptions
- **Sense:** Divine/primal magic, curses
- **Heart:** Fear, despair, domination
- **Cunning:** Dodging, traps, feints, misdirection, pickpocket attempts
- **Fate:** Death effects, destiny manipulation

### Advantage & Disadvantage

- **Advantage:** Succeed on 4+ (50% per die)
- **Normal:** Succeed on 5+ (33% per die)
- **Disadvantage:** Succeed on 6 only (17% per die)

If you have both, they cancel (normal). Multiple sources don't stack.

---

# 2. COMBAT BASICS - Structure & Your Turn

## Combat Flow

### Round Structure

Each combat round follows this sequence:

| Phase | What Happens |
|-------|--------------|
| **1. Initiative** | Roll d8 + Mind die (reroll each round) |
| **2. Player Tactical Phase** | Regain Vigor, pick ONE Maneuver each |
| **3. Turns** | Each combatant acts in initiative order |
| **4. End of Round** | Enemies declare tactics for next round (blind, don't see next initiative) |

**Enemy Leaders:** If enemies have a Leader, they declare tactics BEFORE players (after initiative). If the Leader dies, enemies revert to declaring at end of round starting that same round.

### Initiative

```
d8 + Mind die
```

**Critical:** Initiative is **rerolled at the end of each round**, not just once at start.

### Tactical Phase (Detailed)

**1. Roll Initiative** (Start of Round)
- All combatants roll d8 + Mind die
- Players see the initiative order before declaring

**2. Enemy Leader Tactics** (if applicable)
- If enemies have a Leader, they declare tactics NOW (after seeing initiative)
- No Leader = enemies declared at end of previous round (blind)

**3. Player Tactical Phase**
- Pick ONE Maneuver each. Most are instant. Casting a spell IS your
  Maneuver (a Declared Maneuver: it resolves on your turn and can be
  disrupted)
- Coordinate strategy as a group
- **Psions never declare** (spontaneous casters; they keep their Maneuver)

**4. Turns** (Actions Resolve)
- Everyone acts in initiative order
- At the start of your turn, roll Tier exploding d4s: each **4** regains 1 Vigor
- Execute Declared Maneuvers on your turn
- Can make opportunity attacks as reactions
- Losing Vitality may disrupt your Declared Maneuver

**5. End of Round**
- Enemies without a Leader declare tactics for next round (blind, don't see next initiative)
- If Leader died this round, enemies declare now instead
- New round begins with initiative roll

### Surprise

**Surprised creatures lose their turn in the first round of combat.** They cannot act, declare tactics, or use reactions until the second round begins.

- The non-surprised side gets a full tactical phase and acts normally
- Surprised creatures join combat normally starting round 2

**Determining Surprise:** GM decides based on stealth checks, ambush setup, etc. Some abilities grant immunity (e.g., Elf's Keen Senses, "cannot be surprised" effects).

---

## Your Turn

### Action Economy

**Each turn you get:**
- **ONE action** - Attack, resolve a Declared Maneuver, Dodge, Sprint, Help, etc.
- **ONE movement** - 30 ft, can split before/after action
- **ONE reaction** - Opportunity attack or triggered ability

**NO bonus actions.** Abilities either replace your action, cost nothing, or use your reaction.

### Basic Actions

These require NO declaration. Decide and execute on your turn. **Cannot be disrupted.**

| Action | Effect |
|--------|--------|
| **Attack** | Make a weapon attack (melee or ranged) |
| **Dodge** | Attacks against you have disadvantage until your next turn |
| **Sprint** | Move additional 30 ft (total 60 ft), no other action |
| **Disengage** | Move without provoking opportunity attacks |
| **Help** | Give an ally advantage on their next check |
| **Use Item** | Interact with an object (but NOT potions, see Drink Potion Maneuver) |
| **Escape Pin** | Contested Body/Cunning ability test to break free |
| **Manifest** | Psion only, spontaneous casting, no declaration |

### Movement

- **Base:** 30 feet per turn
- **Splitting:** Can move before and after your action
- **Sprint:** Use your action to move an additional 30 feet (total 60 feet)
- **Difficult Terrain:** Costs 2 feet per foot moved

### Reactions

- **Limit:** ONE reaction per round
- **Opportunity Attacks:** When an enemy leaves your reach without disengaging
- **Triggered Abilities:** Some abilities trigger on specific events

**Opportunity Attack:** When an enemy you can see leaves your reach without taking the Disengage action, you may make one melee attack against them as a reaction.

---

## Attacks

### Making an Attack

**Attack Roll:**
```
d20 + stat modifier (from martial or mystic tree) + weapon bonus vs AC
```

**Which stat?** Your martial or mystic tree's associated stat:
- Body trees (Brawler, Guardian, Titan, etc.)
- Cunning trees (Assassin, Skirmisher, Opportunist)
- Mind trees (Swordmaster, Tactician, Wizard)
- Sense trees (Aspect Warrior, Stalwart, Druid)
- Heart trees (Commander, Champion, Invoker)
- Fate trees (Fortunate, Destined, Inquisitor)

**Untrained (no martial or mystic tree):** Use Body modifier (melee) or Cunning modifier (ranged). No tactics, no tree effects.

### Armor Class

```
Armor base + Sense modifier
```

Tier is NOT added to AC. Unarmored is 10 + Sense. **Light armor** 11 + Sense
(full Vigor); **Medium armor** 12 + Sense (-1 Vigor cap); **Heavy armor** 13 +
Sense (-2 Vigor cap); a **Shield** is +1 AC. Heavier armor raises AC but its
rigidity shrinks your Vigor shield: light armor and Sense-based dodging keep
your full shield, plate trades some away for protection. Armor no longer taxes
Stamina; its cost is Vigor.

### Range

**Melee:** Reach is 5 feet unless weapon or ability says otherwise
**Ranged:** Each weapon lists its normal range and long range
- **Normal range:** No penalty
- **Long range:** Disadvantage on attack
- **Beyond long range:** Cannot attack

**Cover:** Provides +2 AC (half cover) or +5 AC (three-quarters cover)

**Firing Through Allies:** Ranged weapon attacks (bows, thrown weapons, etc.) are affected by creatures in the line of fire:
- **1 creature in the way:** Disadvantage on attack. On a natural 1, you hit that creature instead of your target.
- **2+ creatures in the way:** Cannot attack that target.
- **Mystic attacks and spells:** Not affected by this rule.

---

## Hits & Crits

There are no hit points. Attacks either hit or they don't, and what a hit
deals depends on who threw it: **Majors roll their Tier die, Minors deal
flat Tier.**

### Glossary

Five terms the rest of this book uses exactly:

- **Vigor damage**: affects Vigor ONLY. Never touches Vitality, never
  inflicts wounds. Mystic attacks deal Vigor damage; many AoE spells and
  abilities do too. Ability text says "deals N Vigor damage".
- **Damage** (unqualified): moves through all three layers as normal
  (Vigor, then Vitality, then wounds for player characters).
- **Major**: player characters and Major NPCs (the boss role). Full
  attribute mechanics (stat dice, modifiers, crit ranges, Sense AC, Heart
  Vigor cap, regen), and they ROLL the damage die: their Tier die on a
  hit, two on a crit. A Major NPC's Vitality is 2 x Tier.
- **Minor** (mook): retainers and rank-and-file NPCs. Flat Tier damage, no
  attribute mechanics, and no Vitality: their whole pool is Vigor equal to
  their Tier; at 0 Vigor they flee, at twice their Tier in total damage they
  die (see Part 7B).
- **Sovereign** (solo boss): a single creature meant to face a whole party
  alone (a dragon, a lich, a demon lord). It uses the Major attribute path
  (rolls its Tier die, Vigor with regen) but with a boss-scaled pool and its
  own action economy: **Vitality = 10 + 4 x Tier** (14/18/22/26/30 by Tier),
  Vigor = Tier + Heart modifier, and **2 Sovereign Actions each round**. A
  Sovereign spends a Sovereign Action AFTER another combatant's turn to take
  an extra attack or maneuver, so one creature can trade blows with four
  heroes. Refreshes to full each round. Promote only creatures fought as the
  lone centerpiece of an encounter; anything you would field more than one of
  is a Major or Minor.

### What a Hit Deals

The die ladder is always the standard one: **d4 / d6 / d8 / d10 / d12 for
Tiers 1-5**.

- **Major hit = roll your Tier die.** The target takes that much Damage.
- **Major critical hit = roll TWO Tier dice** (a natural roll in your crit
  range).
- **Minor hit = flat points equal to Tier.** No roll. Minors are the
  metronome: steady, predictable pressure.
- **Minor critical hit (natural 20 only) = roll the Tier die, floored at
  the flat value.** A crit is never worse than a normal hit.
- Some abilities add points, deal Vigor damage, or attach conditions.
  Flat riders ("+1 point on a hit") stay flat.

### Critical Hits

**Cunning sets how OFTEN you crit; your Tier sets how HARD.** When a
Major's crit lands, roll two Tier dice and the target takes that much
Damage (moving through Vigor, then Vitality, then wounds like any hit):

- Tier 1: 2d4  |  Tier 2: 2d6  |  Tier 3: 2d8  |  Tier 4: 2d10  |  Tier 5: 2d12

A big crit against a target already low can cascade through their
remaining Vitality into wounds.

Your crit range (the natural roll that crits) is set by **Cunning**:

- Cunning 8 or less: Cannot crit
- Cunning 10: Crit on 20
- Cunning 12: Crit on 19-20
- Cunning 14: Crit on 18-20
- Cunning 16: Crit on 17-20
- Cunning 18: Crit on 16-20
- Cunning 20: Crit on 15-20
- Cunning 22: Crit on 14-20

Crit range bonuses (Empower, tree abilities, enchantments) stack, but your
crit range can never grow past 12-20. Weapons carry no crit mechanics:
crit range belongs to Cunning and abilities only.

### Weapon Properties & Weapon Maneuvers

Weapons carry no damage dice and no crit or accuracy mechanics. Weapon
classes (Light/Standard/Heavy) are descriptive flavor only. What a weapon
brings to a fight is its **weapon maneuver**: every weapon grants ONE
simple instant maneuver (0 Stamina, picked in the tactical phase like any
maneuver, consuming the round's single pick; see the Part 7 table).
Unarmed, natural, and improvised attacks grant none.

| Property | Effect |
|----------|--------|
| **Maneuver** | One instant 0-Stamina maneuver per weapon (Part 7 table) |
| **Reach** | 10 ft melee reach |
| **Ranged / Thrown** | As listed ranges |
| **Shield** | +1 AC (occupies one hand) |
| **Magical +N** | +N to hit |

### The Body Rule (Glancing Blow)

When a **Major MISSES with a weapon attack or mystic attack**, they may
deal **Vigor damage** to one target within the attack's range. Body sets
how much:

- **Positive Body die (Body 12+):** roll the Body die and deal the result
  as Vigor damage.
- **No Body die (Body 10-11):** deal a flat 1 Vigor damage.
- **Negative Body die (Body 9 or less):** nothing; no Glancing Blow.

The default target is the one you missed, but any target within the
attack's range is legal. A miss still grinds shields; Body sets how hard.

### Damage Types, Resistance, and Immunity

Hits keep a descriptor from their source (slashing, fire, psychic, holy...).

- **Resistance:** hits of that type deal 1 less point (minimum 0).
- **Immunity:** hits of that type have no effect.
- **Vulnerability:** hits of that type deal 1 more point.

---

## Taking Hits: The Three Layers

Every point of Damage moves through three layers, in order:

1. **<span class="stat-vitality">Vigor</span>** - the shield. Absorbs
   Damage first, 1 point per point. **Vigor damage** stops here: it never
   spills past this layer.
2. **Vitality** - the pool. Each point of Damage past Vigor removes 1
   Vitality.
3. **Wounds** (players only) - a hit that would push you past 0 Vitality
   costs a wound instead: a rolled lasting injury. You catch a Second Wind,
   staying conscious and fighting with your Vitality AND Vigor both back at
   full, and the rest of that hit is negated. With no wound left to spend,
   you die.

### <span class="stat-vitality">Vigor</span>

**What it is:** A shield of battle focus and fighting spirit. Each point
negates one incoming point of harm.

**Cap: Tier + your Heart modifier (minimum 0).** Heart sets how large your
shield can grow. A negative Heart modifier can leave a low-Tier character
with little or no shield; a high Heart makes for a deep one.

**Generation:**
- Start every combat with full Vigor (= your cap)
- At the start of each of your turns, roll a number of **exploding d4s equal
  to your Tier**. Each **4** restores 1 Vigor (a 4 explodes: roll it again and
  keep counting), up to your cap
- Vigor from abilities (Brace regains your Tier, Rally, tree effects) still respects the cap

**Special:**
- Losing Vigor does NOT trigger disruption of Declared Maneuvers
- Only Vitality loss (a hit past your Vigor) counts for disruption

### Vitality

**What it is:** Your capacity to keep fighting while hurt.

```
Vitality = 3 + Tier
```

Each point of Damage past your Vigor removes 1 Vitality. Vitality is
battle damage: it **returns in full on a Rest**, and a Recovery can trade
2 Stamina for 1 Vitality.

### Wounds & Second Wind (Past 0 Vitality)

Running out of Vitality does not drop you. A hit that would push you **past
0 Vitality** costs you a **wound** instead: roll a lasting injury (d4 +
Tier, section 5) and catch a **Second Wind**. You are maimed but still
standing, and you come back up fighting.

- **A wound refills both pools.** Your Vitality returns to its maximum and
  your Vigor shield reforms to its maximum. The rest of that hit is
  negated: the blow that broke you can do no more.
- **Wound capacity = your Tier.** Your active lasting injuries ARE your
  wounds.
- **With no wound left to spend, you die** (section 5). There is no dying
  state to be rescued from.
- **One wound per hit**, however big the hit was. A crit that pushes you
  past 0 costs the same single wound as a 1-point hit; what a big hit
  really costs you is the whole Vitality pool it burned through first.
- Wounds persist through Rest: they heal only via their Treatment column
  or wound-removal magic.
- **NPCs never take wounds.** A Major NPC out of Vigor and Vitality is
  dead; a Minor at 0 Vigor flees, and dies outright at total damage equal
  to twice its Tier (Part 7B).

---

# 3. SPECIAL ABILITIES - Maneuvers & Deeds

## Types of Special Actions

There is ONE tactical choice per round: your **Maneuver**. Some maneuvers
carry the **Declared** tag.

| Type | Chosen When | Resolves | Can Be Disrupted? |
|------|-------------|----------|-------------------|
| **Basic Action** | Your turn | Your turn | No |
| **Maneuver** (instant) | Tactical Phase | Immediately | No |
| **Declared Maneuver** | Tactical Phase | On your turn | **Yes** |
| **Reaction** | When triggered | Immediately | No |

**Quick Reference:**
- **Basic Action** = decide on your turn, can't be stopped (Attack, Dodge, Sprint, etc.)
- **Instant Maneuver** = pick early, happens immediately, flat Stamina cost, can't be stopped
- **Declared Maneuver** = pick early, resolves on your turn, CAN be disrupted. Spellcasting is the big one: **casting a spell IS your Maneuver for the round**

---

## Maneuvers

Picked in the tactical phase. **Limit: ONE Maneuver per round, total.** A
Declared Maneuver (including any spell) consumes the same pick.

### Universal Maneuvers (Available to Everyone)

**Core Maneuvers** (always solid defaults):

| Maneuver | Effect |
|----------|--------|
| **Defend** | +2 AC until start of next turn |
| **Empower** | +1 crit range on your attacks this round |
| **Focus** | Advantage on one saving throw type until start of next turn |
| **Brace** | Regain your Tier in Vigor, up to your cap |
| **Fortify** | Convert Stamina to Vigor 1:1, up to your cap |
| **Steel Yourself** | Convert Stamina to Vitality 1:1, up to your max |

**Situational Maneuvers** (specific tactical uses):

| Maneuver | Effect |
|----------|--------|
| **Drink Potion** | Consume one potion immediately (only way to drink in combat) |
| **Provoke** | Next enemy you hit must target you on their turn |
| **Step** | Move 5 ft without provoking (even if flanked) |
| **Disengage** | Your movement doesn't provoke opportunity attacks this round |

Tree-specific Maneuvers include: Rage, Takedown, Bestial Maneuver, and others
(see tree descriptions). All martial tree maneuvers are instant.

---

## Declared Maneuvers

Announced in the tactical phase, resolved on your turn. **CAN be disrupted if
you lose Vitality before your turn.**

**What is Declared:**
- Spellcasting (Wizard, Invoker, Druid) - tier = spell tier
- Prayer invocation (Prophet) - tier = stack count
- A handful of telegraphed abilities marked (Declared)
- **Psions and Martial Artists never declare** (spontaneous)

**Unresolved Declared Maneuvers are lost at end of round.**

### Declaration Tiers

Every Declared Maneuver has a tier (1-5) that sets its disruption DC and
Stamina cost on failure:

| Tier | Disruption DC | Stamina on Fail |
|------|---------------|-----------------|
| 1 | 11 | 1 |
| 2 | 13 | 2 |
| 3 | 15 | 3 |
| 4 | 17 | 4 |
| 5 | 19 | 5 |

### Disruption

When you lose **Vitality** (a hit past your Vigor) before resolving a Declared
Maneuver, make a disruption check:

**Roll:** d20 + relevant stat die + Tier vs DC (by declaration tier).

**Success:** Maintained, no cost.
**Failure:** Spend Stamina equal to the tier to maintain, or lose it.

**Multiple hits:** One check per point of Vitality lost.

**Important:** Vigor loss does NOT trigger disruption. Declaring paints a
target on you; your shield is what stands between your spell and their steel.

---

## Checks & Creative Actions

A **Check** is any active attempt, whether using trained abilities from skill trees or improvised creative actions. All checks use the dice pool system (see section 1).

**What Triggers a Check:**
- Using skill tree abilities
- Martial/mystic tree signature actions
- Throne abilities used creatively
- Any creative action outside normal combat rules

### Check Tiers

| Tier | Effect Level | Example |
|------|--------------|---------|
| 1 | Basic | Catch a tossed weapon, shove off balance |
| 2 | Improved | Suplex through a table, catch an arrow |
| 3 | Greater | Break a wooden door, rally panicking allies |
| 4 | Heroic | Cut a spell in half, break a stone column |
| 5 | Legendary | Wrestle a giant, defy death itself |

---

## Deeds

### What Are Deeds?

Deeds are narrative, interpretive actions from martial trees with flexible outcomes. Unlike tactical abilities (which give precise mechanical bonuses), deeds describe what your character can do in fiction.

Every martial tree grants two: its **initial deed** at Tier 1 and its
**ultimate deed** at Tier 5.

### Why Martial Trees Have Both Deeds AND Tactical Abilities

The tactical abilities establish a **baseline for power**. When you know what
one Vitality, one Vigor point, or +1 crit range is worth, you can measure deed
effects against those concrete benchmarks.

A Tier 2 deed should accomplish something roughly equivalent to a low-tier
tactical effect. A Tier 4-5 deed should match an Ultimate. Tactical abilities
are the ruler. Deeds are what you measure.

---

## Spellcasting

### In-Combat Spellcasting

**Declare:** In the tactical phase. **Casting is your Maneuver for the
round** (no Defend, Brace, or Empower on a casting round).
**Resolve:** On your turn.
**Disruption:** Can be disrupted by Vitality loss (see Declared Maneuvers above).

**No check required** - declare and resolve. Disruption is the risk.

**What spells do:** see the Magic Conversion table at the start of Part 4.
A damaging spell deals flat Damage equal to its SPELL tier on a failed
save, 1 Vigor damage on a save (each target, for area effects). Healing
heals Vitality equal to its tier, refills Vigor, or removes wounds (a
wound is a lasting injury; removing one heals a real injury).

### Out-of-Combat Spellcasting

When casting spells **outside of combat**, use the d20 system:

**Roll:** d20 + casting stat die + Tier vs DC (Tier 1-5: DC 11/13/15/17/19).

**Success:** Spell works, no Stamina cost.
**Failure:** Spend [Spell Tier] stamina to succeed, or spell fails.

**Fate Points:** Spend 1 Fate point to reroll the ability test. Must take the new result.

### Spellcasting by Class

**Wizard (Mind):** spellbook + preparation + interpretations. Declares.
**Prophet (Faith):** prayers with the litany die. Declares.
**Druid (Sense):** aspects + attunement. Declares.
**Invoker (Heart):** patron magic, all spells known. Declares.
**Psion (Cunning):** manifests on their turn, **never declares**, keeps their
Maneuver, immune to disruption. Not magic; unaffected by anti-magic.
**Martial Artist (Body):** jutsus and primal spells, spontaneous, **never
declares**.

### Mystic Attack

All mystic trees except Martial Artist gain access to a basic ranged attack:

```
Mystic Attack: 120 ft range
```

- **Attack:** d20 + casting stat modifier vs AC
- **On hit:** deals 1 **Vigor damage** (a crit deals your Tier die of
  Vigor damage, d4 at Tier 1 up to d12 at Tier 5; damage type appropriate
  to your class).
- Vigor damage never touches Vitality and never wounds, against anything.
  But a Minor's whole pool IS Vigor, so against Minors it is simply
  damage: the mystic attack grinds Major shields and clears mooks. Real
  damage against Majors comes from your spells.
- A missed mystic attack triggers your **Glancing Blow** (section 2) like
  any weapon attack.
- No declaration required. This is a standard attack action.

---

# 4. RESOURCES & RECOVERY - Stamina, Rest & Healing

## Stamina

### What It Is

Everyone has stamina. It fuels special abilities and prevents disruption.

**Pool Calculation:**
```
7 base + alternating increments of +3/+4 per level
```

**Stamina by Level:**
- Level 1: 7 stamina
- Level 2: 10 stamina (+3)
- Level 3: 14 stamina (+4)
- Level 4: 17 stamina (+3)
- Level 5: 21 stamina (+4)
- Level 6: 24 stamina (+3)
- Level 7: 28 stamina (+4)
- Level 8: 31 stamina (+3)
- Level 9: 35 stamina (+4)
- Level 10: 38 stamina (+3)

### Spending Stamina

**Primary Uses:**
- **Buyout failed checks:** When you fail a check outside combat, spend stamina equal to tier to succeed anyway
- **Maintain disrupted Declared Maneuvers:** When you fail a disruption check, spend stamina equal to the tier to keep it
- **Fuel abilities:** Some abilities cost stamina to activate
- **Boost abilities:** Some abilities allow stamina spending for extra effects

**Rolling 1s on Checks:**
- Each 1 rolled costs 1 stamina (but grants 1 Fate point)
- GM may replace stamina cost with narrative consequence

### When You're at 0 Stamina

**You can still use abilities.** However:

**On a failed check:**
- **Normal:** Spend stamina to succeed
- **At 0 stamina:** Failure causes **exhaustion** instead, even if you would have spent more stamina than you have.
- **At 0 stamina with exhaustion:** Failure costs 1 Vitality per 2 stamina you would have spent (round up).

**Exhaustion Effects:**
- Roll all checks, attack rolls, tests, and saves at **disadvantage**

**Recovering from Exhaustion:**
- Rest: Removes exhaustion

**Critical:** Stamina does NOT recover from Recoveries beyond the Fate
exchange below. Only rests restore stamina freely.

---

## Rest & Recovery

### Rest (8 hours)

**Requires:**
- 8 hours of rest
- 1 ration consumed
- Relatively safe location

**Benefits:**
- **Restore ALL Vitality** (wounds - lasting injuries - persist; see their Treatment)
- Restore Stamina equal to your level
- Remove exhaustion
- Remove non-permanent conditions

### Recovery (10 minutes)

Spend resources to patch up:
- 1 Fate: Recover Stamina equal to your Tier
- 2 Stamina: Restore 1 Vitality
- 1 Stamina: Reduce Attunement by 1 (Druid)

Vigor refills automatically at the start of each combat.

---

### Field Care

There is no dying state to rescue someone from: a character with no wound
left to spend is dead. Field care is therefore about **buying back capacity
and pools before the killing blow**, not about reviving the fallen.

**Treating a wound:** Each injury table lists a Treatment. Meeting it clears
that injury, which gives back a wound slot. A cleared slot is another Second
Wind the character can spend.

**With the Healing skill tree:**
- Advantage on Treatment checks
- Can treat at range with proper tools

**Magical healing:** Restores Vitality or Vigor. Wound-removal magic clears
an injury outright, giving back a slot.

**A Rest** restores Vitality and Stamina in full. Wounds persist: they heal
only via their Treatment column or wound-removal magic.

---

# 5. DEATH & DANGER - When Things Go Wrong

## Out of Vitality: Wounds & Second Wind

### What Happens

Running out of Vitality does not drop you. A hit that would push you **past
0 Vitality** inflicts a **wound** instead: a rolled lasting injury (below).
You catch a **Second Wind** and stay conscious and fighting, coming back up
with your **Vitality and your Vigor both restored to full**. The rest of
that hit is negated. Your wound capacity is your **Tier**, counted from your
active lasting injuries.

This is what makes a KING character hard to put down: a Tier 3 hero has
three more full sets of pools behind the one you can see, and each one costs
a permanent injury to buy.

When you would take a wound and have none left to spend, **you die.**

There is no dying state, no death timer, and no death saves. Your wounds
are the countdown, and everyone at the table can see it: a Tier 3 hero
carrying three wounds is one bad hit from the end, and they knew it when
they took the third.

NPCs never take wounds: a Major NPC out of Vigor and Vitality simply
dies, and a Minor flees at 0 Vigor or dies at twice its Tier in total
damage (Part 7B).

### Staying Alive

Because there is no dying state to be rescued from, everything that keeps
you alive has to happen **before** the killing blow:

- **Heal the pools.** Vitality and Vigor restored before a hit lands mean
  fewer hits that reach past 0 in the first place.
- **Remove a wound.** Wound-removal magic and the Treatment column give
  back capacity, and capacity is life. See the Treatment entries on each
  injury table.
- **Do not be there.** Disengage, Step, cover, and range are how a
  wounded character survives; at capacity there is no cushion left.

## Lasting Injuries

A **wound** IS a lasting injury. Vitality is battle damage that returns on
a Rest; a wound is what a hit costs you when it would push you **past 0
Vitality** (you are maimed but standing, and both pools refill: see Second
Wind above). Roll **d4 + your Tier** on the
table below;
the GM chooses which table based on what caused the hit, or rolls randomly
if the source was mixed. The GM may skip the roll if it is narratively
inappropriate. You can carry wounds equal to your Tier; with no wound left
to spend, you die. Wounds persist through Rest and heal only via
their Treatment column or wound-removal magic.

### Injury Critical Failures

Each injury is tagged with an **injury die** and an **activity**. When you make a check related to that activity, roll your injury die alongside your check dice. If the injury die comes up **1**, the injury severely hampers your efforts: the result is worse than normal failure. The GM describes how the injury made things go wrong.

This only applies to ability checks. Saving throws, attack rolls, spellcasting checks, and disruption checks do not trigger injury critical failures.

**Lower dice = more severe** (d3 is worse than d20). **Broader activities = more severe** (affects more types of checks).

Result 1 on each table has no die; it's cosmetic and fades naturally.

---

### Wound Injuries (Blades, Claws, Arrows, Teeth)

| Roll | Injury | Injury Die | Activity | Treatment |
|------|--------|------------|----------|-----------|
| 1 | **Faint Scar** - A thin line. Barely visible unless you're looking for it. | - | - | Rest 1 |
| 2 | **Ragged Scar** - Obvious. People notice. Some ask questions. | d20 | Social interaction | Rest 2 or Medicine 3+ |
| 3 | **Nicked Artery** - The wound still seeps sometimes. Bandages stain. | d20 | Physical exertion | Rest 2 or Medicine 4+ |
| 4 | **Severed Nerve** - Numbness in one area. You can't feel pressure there anymore. | d20 | Touch and precision | Rest 3 or Medicine 5+ |
| 5 | **Stiff Joint** - Scar tissue limits movement. That limb doesn't bend right. | d12 | Dexterity and agility | Rest 2 or Medicine 5+ |
| 6 | **Torn Muscle** - Strength isn't what it was. The limb tires quickly. | d12 | Strength and lifting | Rest 2 or Medicine 5+ |
| 7 | **Deep Ache** - The wound healed on the surface. Underneath, it still hurts. | d12 | Sustained effort | Rest 3 or Medicine 6+ |
| 8 | **Missing Chunk** - Flesh that didn't grow back. A divot in your body. | d10 | Physical exertion | Medicine 7+ or Litany: Seal Wounds |
| 9 | **Severed Tendon** - Grip or gait is wrong now. That part doesn't work smoothly. | d10 | Fine manipulation | Medicine 8+ or Litany: Seal Wounds |
| 10 | **Messy Healing** - Keloid scars, twisted tissue. Ugly and uncomfortable. | d10 | Social interaction | Medicine 8+ |
| 11 | **Sliced Ear** - Part of it is gone. Hearing on that side isn't quite right. | d8 | Perception | Medicine 10+ or Litany: Restore the Maimed |
| 12 | **Facial Scar** - Across cheek, brow, or lip. Your face tells a story now. | d8 | Social interaction | Medicine 10+ |
| 13 | **Punctured Lung** - Breathing is harder. Deep breaths bring sharp pain. | d8 | Physical exertion | Medicine 12+ or Litany: Seal Wounds |
| 14 | **Damaged Eye** - Something was cut. Vision is compromised on one side. | d6 | Perception | Medicine 14+ or Litany: Restore Sight |
| 15 | **Missing Finger** - Gone at the joint. You've learned to compensate. Mostly. | d6 | Fine manipulation | Litany: Restore the Maimed |
| 16 | **Gut Wound** - Never healed right inside. Eating is careful work now. | d6 | Physical exertion | Medicine 14+ or Litany: Seal Wounds |
| 17 | **Hamstrung** - The leg works, but running is agony. | d4 | Movement | Medicine 16+ or Litany: Restore the Maimed |
| 18 | **Mangled Hand** - Fingers don't close properly. Fine work is difficult. | d4 | Manual activity | Litany: Restore the Maimed |
| 19 | **Throat Scar** - Voice is changed. Speaking too long hurts. | d4 | Socializing | Medicine 18+ or Litany: Restore the Maimed |
| 20+ | **Roll Twice** - The damage was extensive. Apply both results. | - | - | - |

---

### Trauma Injuries (Falls, Blunt Force, Crushing, Explosions)

| Roll | Injury | Injury Die | Activity | Treatment |
|------|--------|------------|----------|-----------|
| 1 | **Tender Bruising** - Deep discoloration that takes months to fade. | - | - | Rest 1 |
| 2 | **Ringing Ears** - A whine that never stops. Loud noises make it worse. | d20 | Perception | Rest 2 or Medicine 3+ |
| 3 | **Headaches** - They come without warning. Light hurts. Thinking is hard. | d20 | Mental effort | Rest 2 or Medicine 4+ |
| 4 | **Cracked Teeth** - Chewing is painful. Cold drinks are agony. | d20 | Eating and talking | Rest 2 or Medicine 4+ |
| 5 | **Trick Joint** - Usually fine, then it gives out. No warning. | d12 | Movement | Rest 2 or Medicine 5+ |
| 6 | **Crooked Bone** - Set wrong. Works, but looks wrong and aches. | d12 | Physical exertion | Medicine 6+ (rebreak and set) |
| 7 | **Compressed Spine** - You're slightly shorter. Back always hurts. | d12 | Physical exertion | Medicine 7+ or Litany: Seal Wounds |
| 8 | **Rattled Brain** - Memory gaps. Words slip away mid-sentence. | d10 | Mental effort | Rest 4 or Medicine 7+ |
| 9 | **Cauliflower Ear** - Swollen, misshapen. Looks like a fighter's ear now. | d10 | Social and perception | Medicine 6+ |
| 10 | **Smashed Nose** - Crooked. Breathing is noisier. Smell is diminished. | d10 | Perception | Medicine 7+ (reset) |
| 11 | **Dizzy Spells** - The world tilts. You grab walls and wait it out. | d8 | Balance and agility | Rest 3 or Medicine 8+ |
| 12 | **Internal Bruising** - Healed outside. Inside, things still ache when you move. | d8 | Physical exertion | Rest 3 or Medicine 8+ |
| 13 | **Fractured Skull** - A dent you can feel. Pressure makes you nauseous. | d8 | Mental and physical | Medicine 12+ or Litany: Seal Wounds |
| 14 | **Shattered Joint** - Rebuilt wrong. That limb's range of motion is limited forever. | d6 | Movement | Medicine 14+ or Litany: Restore the Maimed |
| 15 | **Crushed Ribs** - Healed crooked. Deep breaths are shallow now. | d6 | Physical exertion | Medicine 12+ or Litany: Seal Wounds |
| 16 | **Broken Back** - You walk, but slowly. Bending is careful work. | d6 | Physical activity | Medicine 16+ or Litany: Restore the Maimed |
| 17 | **Seizures** - They come without warning. Brief. Terrifying. You lose moments. | d4 | All activity | Medicine 14+ or Litany: Seal Wounds |
| 18 | **Crushed Hand** - Bones ground together. Fine manipulation is nearly impossible. | d4 | Manual activity | Litany: Restore the Maimed |
| 19 | **Shattered Knee** - Walking is labor. Stairs are enemies. Running is memory. | d3 | Physical activity | Litany: Restore the Maimed |
| 20+ | **Roll Twice** - The impact was catastrophic. Apply both results. | - | - | - |

---

### Burn Injuries (Fire, Acid, Cold, Lightning, Energy)

| Roll | Injury | Injury Die | Activity | Treatment |
|------|--------|------------|----------|-----------|
| 1 | **Discolored Skin** - The mark remains. Faded but visible. | - | - | Rest 1 |
| 2 | **Sensitive Patch** - That area reacts to temperature. Always uncomfortable. | d20 | Physical contact | Rest 2 or Medicine 3+ |
| 3 | **Lost Hair** - It won't grow back there. Eyebrows, scalp, wherever it was. | d20 | Social interaction | Rest 3 or Medicine 4+ |
| 4 | **Nerve Confusion** - Hot feels cold. Cold feels hot. That area lies to you. | d20 | Perception | Rest 3 or Medicine 5+ |
| 5 | **Tight Skin** - Scar tissue doesn't stretch. Movement pulls painfully. | d12 | Movement | Medicine 5+ |
| 6 | **Mottled Scarring** - Patches of different texture. Rough and smooth together. | d12 | Social interaction | Medicine 6+ |
| 7 | **Phantom Burning** - The fire is out. Your nerves don't know that. | d12 | Physical contact | Rest 4 or Medicine 7+ |
| 8 | **Weeping Scar** - It seeps. Never quite dry. Bandages always needed. | d10 | Physical exertion | Medicine 7+ or Litany: Seal Wounds |
| 9 | **Melted Features** - Ear, nose, or lip. Changed shape. People look away. | d10 | Social interaction | Medicine 10+ or Litany: Restore the Maimed |
| 10 | **Damaged Lungs** - You breathed something you shouldn't have. It rattles now. | d10 | Physical exertion | Medicine 10+ or Litany: Seal Wounds |
| 11 | **Branded** - The shape of what burned you, permanently marked. | d8 | Social interaction | Medicine 10+ |
| 12 | **Contracted Fingers** - Scar tissue curled them. They don't straighten. | d8 | Fine manipulation | Medicine 12+ or Litany: Restore the Maimed |
| 13 | **Blinded Eye** - Seared shut or clouded over. Light and dark, nothing more. | d8 | Perception | Litany: Restore Sight |
| 14 | **Ruined Voice** - Smoke, acid, or cold. Your throat is scarred inside. Hoarse forever. | d6 | Social interaction | Medicine 14+ or Litany: Restore the Maimed |
| 15 | **Fused Joint** - Scar tissue locked it in place. That joint doesn't bend anymore. | d6 | Movement | Medicine 14+ or Litany: Restore the Maimed |
| 16 | **Chronic Pain** - The nerves are confused. Pain signals that never stop. | d6 | All activity | Medicine 12+ or Litany: Seal Wounds |
| 17 | **Respiratory Damage** - Breathing is work. Exertion brings fits of coughing. | d4 | Physical exertion | Medicine 14+ or Litany: Seal Wounds |
| 18 | **Extensive Scarring** - Large area. Can't hide it. Part of your appearance now. | d4 | Social and physical | Medicine 16+ or Litany: Restore the Maimed |
| 19 | **Lost Extremity** - Finger, toe, ear, nose. The damage was too severe to save. | d4 | Manual or social | Litany: Restore the Maimed |
| 20+ | **Roll Twice** - The burning was catastrophic. Apply both results. | - | - | - |

---

### Corruption Injuries (Poison, Necrotic, Psychic, Magical)

| Roll | Injury | Injury Die | Activity | Treatment |
|------|--------|------------|----------|-----------|
| 1 | **Strange Dreams** - Your sleep is haunted by things you don't understand. | - | - | Rest 1 |
| 2 | **Dulled Senses** - Colors are muted. Food tastes like nothing. The world is gray. | d20 | Perception | Rest 2 or Medicine 3+ |
| 3 | **Mark of Exposure** - Veins visible under skin. Wrong color. People notice. | d20 | Social interaction | Rest 3 or Medicine 4+ |
| 4 | **Tremors** - Your hands shake. Worse when you're tired or stressed. | d20 | Fine manipulation | Rest 3 or Medicine 5+ |
| 5 | **Cold Spot** - One area is always cold. Doesn't warm up. Ever. | d12 | Physical contact | Medicine 5+ or Litany: Cure the Afflicted |
| 6 | **Intrusive Thoughts** - Not your thoughts. They pass, but they're disturbing. | d12 | Mental effort | Rest 4 or Litany: Restore Hope |
| 7 | **Weakened Constitution** - Illness hits harder. Recovery takes longer. | d12 | Physical exertion | Medicine 6+ or Litany: Cure the Afflicted |
| 8 | **Aged Patch** - Hair went white. Skin went thin. That area looks decades older. | d10 | Social interaction | Medicine 8+ or Litany: Restore the Maimed |
| 9 | **Partial Numbness** - One limb doesn't feel right. Like it belongs to someone else. | d10 | Manual activity | Medicine 8+ or Litany: Seal Wounds |
| 10 | **Nightmares** - Every night. The same thing. You wake exhausted. | d10 | Mental effort | Litany: Restore Hope |
| 11 | **Corrupted Blood** - It's darker than it should be. Maybe thicker. Healers notice. | d8 | Physical exertion | Medicine 10+ or Litany: Cure the Afflicted |
| 12 | **Withered Limb** - Thinner, weaker. It works, but it's diminished. | d8 | Physical activity | Medicine 12+ or Litany: Restore the Maimed |
| 13 | **Paranoia** - You know someone's watching. You can't prove it. You know anyway. | d8 | Social and mental | Litany: Restore Hope |
| 14 | **Magical Sensitivity** - Spells near you feel wrong. Uncomfortable. Painful even. | d6 | Near magic | Medicine 14+ or Litany: Break Great Curse |
| 15 | **Gaps in Memory** - Hours missing. Sometimes days. What happened then? | d6 | Mental effort | Medicine 14+ or Litany: Seal Wounds |
| 16 | **Voices** - Whispers at the edge of hearing. They're not saying anything helpful. | d6 | Mental activity | Litany: Break Great Curse |
| 17 | **Weakened Soul** - Possession attempts are harder to resist. You feel... permeable. | d4 | Resisting influence | Litany: Break Great Curse |
| 18 | **Rotted Tissue** - Part of you died and didn't come back right. Visible decay. | d4 | Physical and social | Litany: Restore the Maimed |
| 19 | **Fractured Mind** - Reality slips sometimes. You see things that aren't there. Briefly. | d3 | All activity | Litany: Break Great Curse |
| 20+ | **Roll Twice** - The corruption was severe. Apply both results. | - | - | - |

---

### Disease Table

When exposed to illness or as a result of certain injuries, roll to determine the affliction.

| Roll | Disease | Injury Die | Activity | Treatment |
|------|---------|------------|----------|-----------|
| 1 | **Common Cold** - Sneezing, fatigue, runny nose. Miserable but passes in days. | - | - | Rest 1 |
| 2 | **Gut Rot** - Food doesn't stay down. Weakness and dehydration until it passes. | d20 | Physical exertion | Rest 1 or Medicine 3+ |
| 3 | **Swamp Fever** - Chills and sweating in waves. Can't get comfortable. Lasts a week. | d20 | Physical exertion | Rest 1 or Medicine 3+ |
| 4 | **Red Eye** - Infected, weeping eyes. Vision blurred. Light hurts. Contagious. | d20 | Perception | Rest 1 or Medicine 4+ |
| 5 | **Rattling Cough** - Deep in the chest. Won't stop. Sleep is hard. Takes weeks. | d12 | Physical exertion | Rest 2 or Medicine 4+ |
| 6 | **Trembling Sickness** - Uncontrollable shaking. Comes and goes. Embarrassing. | d12 | Fine manipulation | Rest 2 or Medicine 5+ |
| 7 | **Bone Chill** - Cold that won't leave. No fire warms you. Joints ache. | d12 | Physical exertion | Rest 2 or Medicine 5+ |
| 8 | **Weeping Sores** - Painful blisters that burst and spread. Highly visible. | d10 | Social and physical | Medicine 6+ or Litany: Cure the Afflicted |
| 9 | **Mind Fog** - Can't think clearly. Words slip away. Simple tasks feel hard. | d10 | Mental effort | Rest 3 or Medicine 7+ |
| 10 | **Blood Flux** - Internal bleeding. Weakness. Need rest and care or it gets worse. | d10 | Physical exertion | Medicine 8+ or Litany: Cure the Afflicted |
| 11 | **Consumption** - Wasting cough. Blood in the spittle. Progressive if untreated. | d8 | Physical exertion | Medicine 10+ or Litany: Cure the Afflicted |
| 12 | **Lockjaw** - Muscles seize. Jaw won't open. Spreads to other muscles. Dangerous. | d8 | Physical activity | Medicine 10+ or Litany: Cure the Afflicted |
| 13 | **Spotted Fever** - High fever, delirium, rash. Can be fatal without treatment. | d8 | Mental and physical | Medicine 12+ or Litany: Cure the Afflicted |
| 14 | **Sleeping Sickness** - Can't stay awake. Longer and longer sleeps. Might not wake. | d6 | All activity | Medicine 12+ or Litany: Cure the Afflicted |
| 15 | **Wasting Disease** - Body consumes itself. Growing thinner no matter how much you eat. | d6 | Physical exertion | Medicine 14+ or Litany: Cure the Afflicted |
| 16 | **Blackened Veins** - Infection spreading through blood. Visible progression. Fatal if it reaches the heart. | d6 | Physical activity | Medicine 14+ or Litany: Cure the Afflicted |
| 17 | **Demon Pox** - Oozing sores, fever, madness. Magical in origin. Resists normal treatment. | d4 | Physical and mental | Litany: Cure the Afflicted (4 miracles) |
| 18 | **Petrification Sickness** - Skin hardening slowly. Joints stiffening. Turning to stone. | d4 | All activity | Litany: Break Great Curse |
| 19 | **Soul Sickness** - No physical symptoms. Just fading. Less present each day. | d4 | All activity | Litany: Break Great Curse |
| 20+ | **Plague** - The real thing. Highly contagious. Fatal without intervention. Quarantine immediately. | d3 | All activity | Litany: Cure Plague |

---

### Treatment Guide

**Reading the Treatment Column:**
- **Rest X** = X months of complete rest (no adventuring)
- **Medicine X+** = Roll X or higher on the Medicine/Healing downtime table
- **Litany: Name** = Requires that specific prophet litany

**Treatment Options:**
- **Rest:** Safe but slow. Character must avoid strenuous activity.
- **Medicine/Healing Downtime:** Seek a physician or healer. Higher rolls = better equipment, more skilled practitioners.
- **Litanies:** Divine intervention. Requires finding a prophet with the appropriate litany and convincing them to help.

**Litanies Used for Treatment:**
- **Cure the Afflicted** (Tier 1) - Cures disease and poison
- **Restore Hope** (Tier 1) - Cures supernatural despair, nightmares, intrusive thoughts
- **Seal Wounds** (Tier 1) - Closes serious wounds, heals internal damage
- **Restore Sight** (Tier 2) - Restores blindness from any cause
- **Restore the Maimed** (Tier 2) - Regrows lost limbs and organs, restores severe damage
- **Break Great Curse** (Tier 2) - Breaks curses, magical corruption, soul damage
- **Cure Plague** (Tier 2) - Required for actual plague

---

## Poison

### Poison

**Application:**
- Poisoned weapons
- Ingested poison
- Contact poison
- Inhaled poison

**Saving:** Body save vs poison DC
- Success: No effect (or reduced effect)
- Failure: Full effect

**Effects:**
- Immediate Vitality loss
- Vigor stripped each round (damage over time)
- Stat penalties
- Conditions (paralyzed, unconscious, etc.)

**Treatment:**
- Antidotes (instant cure)
- Healing magic (varies by spell)
- Time (poison runs its course)

---

## Death

### How Characters Die

A character dies the moment they would take a wound and have none left to
spend. There is no dying state, no death timer, and no stabilization: the
wound track IS the countdown, and it is visible to everyone at the table.

**What this means in play:**
- Help has to arrive **before** the killing blow, not after it
- Clearing a wound (Treatment or wound-removal magic) gives back a slot, and
  a slot is a life
- A character at capacity should be played like it: they are one hit past 0
  Vitality from the end

### Resurrection

**When Characters Die:**

**Low Levels (1-4):**
- Death is usually final
- Resurrection magic is rare
- May require quest to find resurrection

**High Levels (5-10):**
- Resurrection spells become available
- High-tier clerics can resurrect
- Expensive and costly

**Resurrection Limits:**
- Some deaths can't be reversed (disintegration, consumed by demons, etc.)
- Each resurrection takes a toll (stat loss, corruption, etc.)
- Multiple resurrections become harder

**Resurrection Costs:**
- Expensive material components
- Divine favor or intervention
- Personal sacrifice
- Time and recovery

### Permadeath

**When Resurrection Doesn't Work:**
- Body completely destroyed
- Soul trapped or consumed
- Divine intervention prevented
- Player chooses final death

**Making a New Character:**
- Start at appropriate level for party
- Inherit some wealth/resources
- Integration into story

---

## Combat Reference Tables


### Damage Resistance & Immunity

| Term | Effect |
|------|--------|
| Resistance | Hits of that type cost 1 less (minimum 0) |
| Immunity | Hits of that type have no effect |
| Vulnerability | Hits of that type cost 1 more |

---
# PART 7: EQUIPMENT & GEAR

## EQUIPMENT

### **GEAR SLOTS (ENCUMBRANCE):**

**You can carry items equal to 10 + your Tier.**

**What counts as a gear slot:**
- Most items = 1 slot
- Heavy/bulky items = 2-3 slots (noted in description)
- Tiny items = no slots (rings, keys, small pouches)
- Worn clothing = no slots
- First backpack = no slots (when worn)
- First 100 coins = no slots

---

## ARMOR

Armor is an AC-versus-Vigor trade. Its cost is your Vigor shield, not Stamina.

| Armor | Cost | Gear Slots | AC | Properties |
|------|---------|-------------|------------------||---|
| **Light armor** | 10 gp | 1 | 11 + Sense mod | Full Vigor |
| **Medium armor** | 60 gp | 2 | 12 + Sense mod | -1 Vigor cap; disadvantage on stealth |
| **Heavy armor** | 130 gp | 3 | 13 + Sense mod | -2 Vigor cap; no swimming, disadvantage on stealth |
| **Shield** | 10 gp | 1 | +1 AC | Requires free hand |

Armor is a trade: heavier plate raises AC but its rigidity shrinks your Vigor
shield (medium -1, heavy -2 to your Vigor cap). Light armor and Sense-based
dodging keep your full shield. A shield is a simple +1 AC.

---

## WEAPONS

### **MELEE WEAPONS:**

| Weapon | Cost | Type | Range | Maneuver | Properties |
|------|---------|-------------|------------------||---|
| **Bastard sword** | 10 gp | M | 5 ft | Poise | V, 2 slots |
| **Club** | 5 cp | M | 5 ft | Rattle | - |
| **Dagger** | 1 gp | M/R | 5/20 ft | Slip | Th |
| **Greataxe** | 10 gp | M | 5 ft | Sunder | V, 2 slots |
| **Greatsword** | 12 gp | M | 5 ft | Cleave | 2H, 2 slots |
| **Javelin** | 5 sp | M/R | 5/60 ft | Transfix | Th |
| **Longsword** | 9 gp | M | 5 ft | Riposte | - |
| **Mace** | 5 gp | M | 5 ft | Concuss | - |
| **Shortsword** | 7 gp | M | 5 ft | Feint | - |
| **Spear** | 3 gp | M/R | 5/30 ft | Set | Th |
| **Staff** | 5 sp | M | 5 ft | Ward | 2H |
| **Warhammer** | 5 gp | M | 5 ft | Stagger | - |

### **RANGED WEAPONS:**

| Weapon | Cost | Type | Range | Maneuver | Properties |
|------|---------|-------------|------------------||---|
| **Crossbow** | 8 gp | R | 60 ft | Brace Shot | 2H, L, 2 slots |
| **Longbow** | 8 gp | R | 150 ft | Arcing Shot | 2H, 2 slots |
| **Shortbow** | 7 gp | R | 60 ft | Snap Shot | 2H |
| **Sling** | 5 sp | R | 60 ft | Ricochet | - |

### **WEAPON MANEUVERS:**

Every weapon grants access to ONE simple instant maneuver: 0 Stamina,
picked in the tactical phase like any maneuver, consuming the round's
single pick. Unarmed, natural, and improvised attacks grant none.

| Weapon | Maneuver | Effect |
|--------|----------|--------|
| **Bastard sword** | Poise | Choose: your hits push targets 5 ft this round, or you cannot be pushed or knocked prone this round |
| **Club** | Rattle | Your first hit this round dazes: the target has disadvantage on its next attack |
| **Dagger** | Slip | This round you attack without penalty while grappling or grappled, and your Escape Pin checks have advantage |
| **Greataxe** | Sunder | Your hits this round strip 1 additional Vigor |
| **Greatsword** | Cleave | Once this round, when you drop an enemy, immediately make an attack against another enemy in reach |
| **Javelin** | Transfix | Your first thrown hit this round pins the target: its speed is 0 until the end of its turn |
| **Longsword** | Riposte | Once this round, when an adjacent enemy misses you, use your reaction to attack it |
| **Mace** | Concuss | Your first hit this round rings the skull: the target cannot take reactions until the end of its next turn |
| **Shortsword** | Feint | Your first attack this round has advantage against a target you attacked last round |
| **Spear** | Set | The first enemy that moves into your reach this round takes an immediate attack (no reaction cost) |
| **Staff** | Ward | Opportunity attacks against you have disadvantage this round |
| **Warhammer** | Stagger | Your first hit this round knocks the target 5 ft back; into something solid, it falls prone |
| **Crossbow** | Brace Shot | If you do not move this round, your first ranged hit also knocks the target 5 ft back |
| **Longbow** | Arcing Shot | Your shots this round ignore half cover and treat three-quarters cover as half |
| **Shortbow** | Snap Shot | This round you may attack at any point during your movement |
| **Sling** | Ricochet | Your attack this round can strike a target in cover or around a corner, ignoring cover bonuses |

### **WEAPON PROPERTIES:**

Weapon classes (Light/Standard/Heavy) are descriptive flavor with no rules
weight. The listed properties:

**Th = Thrown:** Can be thrown at listed range

**2H = Two-handed:** Must use with both hands

**V = Versatile:** Can be wielded in one or two hands (descriptive only)

**L = Loading:** Must forgo moving to reload (can only shoot once per turn even with multiple attacks)

### **RANGED WEAPON RULES:**

**Firing Through Allies:** Ranged weapons (bows, crossbows, thrown weapons) are affected by creatures in your line of fire:
- **1 creature in the way:** Disadvantage on attack. On a natural 1, you hit that creature instead.
- **2+ creatures in the way:** Cannot attack that target.
- **Note:** Mystic attacks and spells ignore this rule.

### **AMMUNITION:**

| Item | Cost | Per Gear Slot |
|------|---------|-------------|------------------||------|
| Arrows (20) | 1 gp | 1-20 |
| Crossbow bolts (20) | 1 gp | 1-20 |

---

## ADVENTURING GEAR

| Item | Cost | Per Gear Slot |
|------|---------|-------------|------------------||------|
| **Backpack** | 2 gp | 1 (first one free) |
| **Caltrops (bag)** | 5 sp | 1 |
| **Coin (100)** | - | 1 (first 100 free) |
| **Crowbar** | 5 sp | 1 |
| **Flask or bottle** | 3 sp | 1 |
| **Flint and steel** | 5 sp | 1 |
| **Grappling hook** | 1 gp | 1 |
| **Iron spikes (10)** | 1 gp | 1-10 |
| **Lantern** | 5 gp | 1 |
| **Mirror** | 10 gp | 1 |
| **Oil, flask** | 5 sp | 1 |
| **Pole (10')** | 5 sp | 1 |
| **Rations (3 days)** | 5 sp | 1-3 |
| **Rope (60')** | 1 gp | 1 |
| **Torch** | 5 cp | 1 |

### **GEAR DESCRIPTIONS:**

**Backpack:** Holds all the gear you can carry. First one doesn't count as a gear slot.

**Caltrops:** Creatures stepping on them lose 1 Vigor and move at half speed for 10 rounds.

**Crowbar:** Grants advantage on checks to pry open stuck objects.

**Flint and steel:** Routine attempts to light fires always succeed.

**Grappling hook:** Rope anchor with three curved tines. Requires rope.

**Iron spikes:** Strong spikes for hammering. Can thread rope through them.

**Lantern:** Casts light to 60 feet range. Requires oil. Has shutter to hide light.

**Mirror:** Small polished mirror. Useful for looking around corners.

**Oil, flask:** Fuels lantern for 1 hour. As weapon: covers 5-foot area, burns 4 rounds; creatures in it lose 1 Vigor per round (1 Vitality on a failed save if they have none).

**Pole:** Wooden, 10 feet long. Essential for testing floors/ceilings.

**Rations:** One day of food and water. Required for resting.

**Rope:** Hemp rope, 60 feet long.

**Torch:** Sheds light to 30 feet.

### **CRAWLING KIT (7 gp, 7 slots):**

Pre-packaged dungeoneering supplies:
- 1 Backpack (0 slots when worn)
- 1 Flint and steel
- 2 Torches
- 3 Rations (1 slot for all 3)
- 10 Iron spikes
- 1 Grappling hook
- 1 Rope, 60'

---

## ALCHEMICAL ITEMS

Alchemical items are consumables created through mundane chemistry and herbalism. **Anyone can use them.** Using an alchemical item is a Declaration. declare it during the Tactical Phase, then use it on your turn.

### TIER 1 - Common (5-25 gp)

| Item | Cost | Effect |
|------|------|--------|
| **Healing Salve** | 10 gp | Restore 1 Vigor |
| **Antitoxin** | 15 gp | Advantage on saves vs poison for 1 hour |
| **Alchemist's Fire** | 25 gp | Throw (30 feet). 1 Vitality; target loses 1 Vigor per round for 2 rounds |
| **Smokestick** | 10 gp | 10-ft radius obscuring smoke for 1 minute |
| **Sunrod** | 5 gp | Bright light 30 ft for 6 hours. Cannot be extinguished |
| **Glue Pot** | 15 gp | Covers 5-ft area. Creatures stuck until Body save (1 attempt per round) |
| **Universal Solvent** | 20 gp | Dissolves any adhesive, including magical. 1 application |
| **Featherfall Dust** | 25 gp | Sprinkle on self/object. Falls slowly for 1 minute (no fall damage) |
| **Chalk of Marking** | 5 gp | Marks glow faintly in darkness for 1 week. Invisible in light |
| **Bottled Stench** | 10 gp | 10-ft radius. Creatures with smell must save or retch for 1d4 rounds |

### TIER 2 - Uncommon (50-100 gp)

| Item | Cost | Effect |
|------|------|--------|
| **Healing Potion** | 50 gp | Restore all Vigor |
| **Acid Flask** | 75 gp | Throw (30 feet). 1 Vitality (acid), eats through 1 inch of wood/metal |
| **Tanglefoot Bag** | 50 gp | Throw (30 feet). Target immobilized 1d4 rounds (Body save ends) |
| **Thunderstone** | 100 gp | Throw (30 feet). 10-ft radius deafened 1 minute (Cunning save against the effect) |
| **Bottled Darkness** | 75 gp | 20-ft radius magical darkness for 10 minutes |
| **Spider Climb Oil** | 75 gp | Walk on walls and ceilings for 10 minutes |
| **Water Breathing Elixir** | 60 gp | Breathe underwater for 1 hour |
| **Darkvision Drops** | 50 gp | See in darkness 60 ft for 4 hours |
| **Shrinking Draught** | 100 gp | Become 6 inches tall for 10 minutes. Gear shrinks with you |
| **Iron Gut Tonic** | 50 gp | Eat anything safely for 24 hours. Rocks, poison, rot. All nourishing |
| **Silence Powder** | 75 gp | 10-ft radius of total silence for 1 minute |

### TIER 3 - Rare (150-300 gp)

| Item | Cost | Effect |
|------|------|--------|
| **Greater Healing Potion** | 150 gp | Remove 1 wound |
| **Oil of Sharpness** | 200 gp | Weapon gains +1 crit range for 1 hour |
| **Elixir of Speed** | 250 gp | Double movement speed for 10 minutes |
| **Frost Bomb** | 200 gp | Throw (30 feet). 1 Vitality (cold) in 10-ft radius (save negates), difficult terrain 1 minute |
| **Invisibility Dust** | 300 gp | Invisible for 1 minute or until you attack |
| **Gaseous Form Vial** | 250 gp | Become mist for 10 minutes. Fly slowly, immune to physical damage, fit through cracks |
| **Tongues Elixir** | 200 gp | Understand and speak all languages for 1 hour |
| **Levitation Oil** | 175 gp | Float up to 20 ft off ground for 10 minutes. Move by pushing off surfaces |
| **Bottled Sunlight** | 300 gp | 60-ft radius of true sunlight for 1 minute. Harms light-sensitive creatures |
| **Memory Ink** | 150 gp | Write up to 1 page. Only visible to those who know the password |
| **Mirrored Oil** | 200 gp | Coat a surface. Reflects gaze attacks and scrying for 1 hour |

### TIER 4 - Very Rare (500-1000 gp)

| Item | Cost | Effect |
|------|------|--------|
| **Superior Healing Potion** | 500 gp | Remove 2 wounds |
| **Elixir of Giant Strength** | 750 gp | Body becomes 18 for 10 minutes |
| **Fire Breath Potion** | 600 gp | Breathe a 15-ft cone: 1 Vitality (fire), Cunning save negates. 3 uses in 1 hour |
| **Stone Skin Oil** | 800 gp | Resist mundane weapon damage for 10 minutes |
| **Mind Shield Elixir** | 1000 gp | Immune to mind-reading and charm for 1 hour |
| **Phase Oil** | 900 gp | Pass through solid matter for 1 round. Don't stop inside something |
| **Flight Elixir** | 1000 gp | Fly at double walking speed for 10 minutes |
| **Clone Draught** | 750 gp | Create illusory duplicate for 1 hour. You control it, see through its eyes |
| **Bottled Tremor** | 600 gp | Pour on ground. 30-ft radius earthquake, structures crack, creatures fall prone |
| **Liquid Lockpick** | 500 gp | Pour into any lock. Opens it, even magical locks (not arcane seals) |
| **Growth Elixir** | 700 gp | Grow to 12 ft tall for 10 minutes. +4 Body, double weapon damage |

### TIER 5 - Legendary (2000+ gp)

| Item | Cost | Effect |
|------|------|--------|
| **Supreme Healing Potion** | 2000 gp | Heal to full Vitality |
| **Elixir of Life** | 5000 gp | If consumed within 1 minute of death, return to life with 1 Vitality |
| **Philosopher's Oil** | 3000 gp | Transmute up to 1 lb of material into gold (worth 500 gp) |
| **Dragon's Blood** | 4000 gp | Immune to one damage type (fire, cold, lightning, acid, poison) for 24 hours |
| **Bottled Time** | 5000 gp | Take an additional turn immediately after your current turn |
| **True Polymorph Draught** | 4000 gp | Become any creature of your size or smaller for 1 hour. Gain its abilities |
| **Ethereal Mist** | 3500 gp | Enter the Ethereal Plane for 10 minutes. See into material world as ghosts |
| **Bottled Void** | 5000 gp | 20-ft radius sphere. Everything inside is annihilated. One use |
| **Sovereign Glue** | 2500 gp | Permanently bonds any two surfaces. Only universal solvent separates them |
| **Fate's Thread** | 3000 gp | Reroll any one die roll made in the next hour. Must accept second result |

---

## MAGICAL ITEMS

### SPELL SCROLLS

Scrolls contain a single spell captured in written form. **Anyone can use a scroll**. You don't need to be a spellcaster.

**Using a Scroll:**
- Requires 1 minute of concentration to read and activate
- **Cannot be used in combat** (too slow)
- No check required. The spell simply works
- The scroll is consumed upon use
- The spell uses the scroll's tier for any level-dependent effects

**Scroll Costs by Tier:**

| Spell Tier | Cost |
|------------|------|
| Tier 1 | 50 gp |
| Tier 2 | 150 gp |
| Tier 3 | 400 gp |
| Tier 4 | 1000 gp |
| Tier 5 | 2500 gp |

---

### WANDS

Wands are magical implements containing a single spell that can be cast repeatedly using charges. **Only Wizards can use wands.**

**Using a Wand:**
- **Declare wand use during the Tactical Phase** (follows normal tactic rules)
- Cast the spell on your turn as your action
- **No stamina cost** to cast from a wand
- The spell uses your casting stat for any checks or DCs

**Disruption (Charges Replace Stamina):**
- **In Combat:** If damaged before your turn, make a disruption check as normal. If you fail, lose 1 charge (instead of stamina) or the spell is lost.
- **Out of Combat:** Make an ability test as normal. If you fail, lose 1 charge (instead of stamina).

**Wand Properties:**
- **Charges:** All wands have 3 charges
- **Recharging:** Wands regain 1 charge at dawn
- **Depletion:** If you expend the last charge, roll 1d20. On a 1, the wand crumbles to dust.

**Wand Costs by Tier:**

| Spell Tier | Cost |
|------------|------|
| Tier 1 | 200 gp |
| Tier 2 | 500 gp |
| Tier 3 | 1500 gp |
| Tier 4 | 4000 gp |
| Tier 5 | 10000 gp |

---

### RELICS

Relics are sacred objects containing captured divine power. Each provides a **passive benefit** while carried and holds a **Litany** that can be released. destroying the relic but triggering the full miraculous effect instantly.

**Relic Properties:**
- **Passive Benefit:** While you carry the relic, you gain its passive effect
- **Activate Litany:** As an action, release the stored Litany. The full effect occurs immediately (no Litany Die rolls needed). **The relic is destroyed.**
- **Sacred Bond:** A relic only functions for one bearer at a time. Transferring requires a 10-minute ritual.
- **Divine Resonance:** Relics detect as magical and holy

**Tier 1 Relics**

| Relic | Passive Benefit | Litany (Destroys Relic) |
|-------|-----------------|-------------------------|
| **Vial of Purified Water** | Water you carry never spoils | *Purify Water* - Permanently purify one water source |
| **Healer's Prayer Beads** | +1 to Medicine checks | *Cure the Afflicted* - Cure one disease or poison |
| **Saint's Compass** | Sense direction to nearest holy site | *Find the Lost* - Vision reveals location of one missing person |
| **Mending Thread** | Clothing you wear never tears | *Mend the Broken* - Perfectly restore one broken mundane object |
| **Threshold Oil** | +1 to saves while in your home | *Ward a Dwelling* - Protect one building for 1 year |
| **Skull Candle** | Undead hesitate to attack you first | *Speak with Dead* - Corpse answers 3 questions truthfully |

**Tier 2 Relics**

| Relic | Passive Benefit | Litany (Destroys Relic) |
|-------|-----------------|-------------------------|
| **Blessed Weapon Oil** | Weapon glows faintly near evil | *Bless Weapon* - Weapon gains +1 crit range vs evil for 1 week |
| **Guardian's Icon** | +1 AC while displayed openly | *Bless the Innocent* - One vulnerable person gains divine protection for 1 month |
| **Confessor's Stole** | Advantage on Insight vs lies | *Reveal Wrongdoing* - See all crimes committed in area within past week |
| **Pilgrim's Boots** | Never suffer blisters or foot injuries | *Bless Journey* - Group gains safe travel (no random encounters) for 1 week |
| **Consolation Shroud** | Allies within 10 ft can't be frightened | *Restore Hope* - Cure one person of despair, depression, or hopelessness |

**Tier 3 Relics**

| Relic | Passive Benefit | Litany (Destroys Relic) |
|-------|-----------------|-------------------------|
| **Sanctified Earth** | Ground where you sleep becomes holy until dawn | *Sanctify Ground* - Permanently sanctify up to 1 acre |
| **Prophet's Eye** | See invisible creatures within 10 ft | *Prophetic Dream* - Receive true vision about a specific question |
| **Martyr's Blood** | Stabilize automatically when dying | *Heal the Wounded* - Remove 1 wound from all allies within 30 ft |
| **Exorcist's Censer** | Demons and devils have disadvantage vs you | *Banish Lesser Demon* - Force one demon/devil to flee for 1 day |
| **Preservation Salts** | Corpses you touch don't decay | *Preserve the Dead* - Body becomes immune to decay and raising as undead |

**Tier 4 Relics**

| Relic | Passive Benefit | Litany (Destroys Relic) |
|-------|-----------------|-------------------------|
| **Breath of Life Vial** | +2 to death saves | *Raise the Fallen* - Return someone dead within 24 hours to life |
| **Cursebreaker's Nail** | Advantage on saves vs curses | *Break Lesser Curse* - Remove one curse from person or object |
| **Stormcaller's Horn** | Predict weather 24 hours ahead | *Calm the Storm* - End natural storm or harsh weather in 1-mile radius |
| **Celestial Feather** | Fall slowly (no fall damage) | *Summon Divine Aid* - Call a celestial servant to assist for 1 hour |
| **Regeneration Salve** | Remove 1 wound per day of rest | *Restore Limb* - Regrow one lost limb or organ |

---

### MAGIC ARMOR

Magic armor provides enhanced protection through enchanted qualities. Each armor piece can hold **one Quality per tier**. Higher-tier armor can have multiple qualities from lower tiers.

**Quality Slots:**
- Tier 1 armor: 1 quality
- Tier 2 armor: 2 qualities (1 Tier 2, 1 Tier 1)
- Tier 3 armor: 3 qualities (1 Tier 3, 1 Tier 2, 1 Tier 1)
- Tier 4 armor: 4 qualities (1 each tier)
- Tier 5 armor: 5 qualities (1 each tier)

**Base Armor Types:** Any mundane armor (Light, Medium, Heavy) or Shield can be enchanted.

#### TIER 1 - Common Armor Qualities (50-150 gp)

| Quality | Effect |
|---------|--------|
| **Reinforced** | +1 AC |
| **Padded** | Falls cannot wound you |
| **Fitted** | Remove stealth disadvantage (Medium armor only) |
| **Lightweight** | Reduce gear slots by 1 (minimum 1) |
| **Resistant** | Resist one damage type (fire, cold, lightning, acid) - lose 1 fewer Vitality (minimum 0) |
| **Comfortable** | During Recovery, removing a wound costs you 1 Stamina instead of 2 |
| **Hardened** | Critical hits against you deal normal damage (once per rest) |
| **Slick** | Advantage on checks to escape grapples and pins |
| **Spiked** | Creatures that grapple you lose 1 Vigor (1 Vitality if they have none) |
| **Steadfast** | Advantage on saves vs being knocked prone |

#### TIER 2 - Uncommon Armor Qualities (200-400 gp)

| Quality | Effect |
|---------|--------|
| **Warded** | +1 to all saving throws |
| **Deflecting** | Once per rest, negate one missile attack (arrows, bolts, thrown weapons) |
| **Insulated** | Immune to one damage type (fire, cold, lightning, acid) |
| **Buoyant** | You float in water and cannot drown. Remove swim disadvantage |
| **Silent** | Remove all stealth penalties from armor. Advantage on stealth while motionless |
| **Vigilant** | Cannot be surprised while wearing this armor |
| **Absorbing** | When you take damage, store 1 point (max 5). Expend stored points to heal on your turn |
| **Anchored** | Cannot be moved against your will by non-magical means |
| **Reflecting** | Once per rest, reflect a spell of Tier 2 or lower back at its caster |
| **Menacing** | Enemies must make a Heart or have disadvantage on their first attack against you each combat |

#### TIER 3 - Rare Armor Qualities (500-1000 gp)

| Quality | Effect |
|---------|--------|
| **Fortified** | +2 AC |
| **Regenerating** | If you have 0 Vigor at the start of your turn, regain 1 without rolling |
| **Displacement** | Once per combat, force an attack that hits you to miss instead |
| **Ethereal** | Once per day, become incorporeal for 1 round (pass through walls, immune to physical damage) |
| **Adaptive** | Change your damage resistance (from Resistant quality) as an action |
| **Returning** | If removed from your person, armor teleports back to you at dawn |
| **Mind-Shielded** | Immune to mind-reading, scrying, and magical detection |
| **Counterstrike** | When a melee attack misses you, the attacker loses 1 Vigor |
| **Stalwart** | Advantage on all saves against spells and magical effects |
| **Guarding** | Once per round, as a reaction, give an adjacent ally +2 AC against one attack |

#### TIER 4 - Very Rare Armor Qualities (1500-3000 gp)

| Quality | Effect |
|---------|--------|
| **Invincible** | +3 AC |
| **Lifebound** | Once per day, negate the wound that would drop you |
| **Phasing** | Walk through solid objects up to 5 feet thick at will. Cannot end your turn inside solid matter |
| **Spellturning** | Reflect spells of Tier 3 or lower back at caster (once per rest) |
| **Adamantine** | Immune to critical hits. All critical hits against you become normal hits |
| **Temporal** | Once per day, rewind 1 round of combat (only you remember what happened) |
| **Vampiric** | When you drop an enemy, regain 1 Vigor |
| **Elemental** | Absorb elemental damage to gain temporary flight (30 ft) for 1 minute |
| **Commandment** | Once per day, enemies within 30 ft must make a Heart save or cannot attack you for 1 round |
| **Titanic** | Your size counts as one category larger for grappling, shoving, and intimidation |

#### TIER 5 - Legendary Armor Qualities (5000+ gp)

| Quality | Effect |
|---------|--------|
| **Impenetrable** | +4 AC. Reduce all damage you take by 2 |
| **Immortal** | You cannot die while wearing this armor. Wounded past your last slot, you remain conscious and dying but cannot be healed until combat ends |
| **Dimensional** | Teleport up to 30 feet as a bonus action (3 times per day) |
| **Absolute** | Immune to all conditions (charmed, frightened, paralyzed, poisoned, etc.) |
| **Godslayer** | Resistance to all damage types. Advantage on saves against divine magic |
| **Living** | The armor repairs itself, removes 1 of your wounds at dawn, and warns you of danger (cannot be surprised, +2 initiative) |
| **Antimagic** | Create a 10-foot antimagic field once per day for 1 minute |
| **Avatar** | Once per day, assume the form of a divine champion: +4 to all stats, fly 60 ft, for 1 minute |
| **Cosmic** | You no longer need to breathe, eat, or sleep. Immune to environmental hazards |
| **Destiny** | Once per day, automatically succeed on any one roll |

---

### MAGIC WEAPONS

Magic weapons deal enhanced damage through enchanted qualities. Each weapon can hold **one Quality per tier**. Higher-tier weapons can have multiple qualities from lower tiers.

**Quality Slots:**
- Tier 1 weapon: 1 quality
- Tier 2 weapon: 2 qualities (1 Tier 2, 1 Tier 1)
- Tier 3 weapon: 3 qualities (1 Tier 3, 1 Tier 2, 1 Tier 1)
- Tier 4 weapon: 4 qualities (1 each tier)
- Tier 5 weapon: 5 qualities (1 each tier)

**Base Weapon Types:** Any mundane weapon can be enchanted.

#### TIER 1 - Common Weapon Qualities (50-150 gp)

| Quality | Effect |
|---------|--------|
| **Keen** | +1 to attack rolls |
| **Brutal** | +1 crit range |
| **Balanced** | Reroll natural 1s on attack rolls |
| **Returning** | Thrown weapons return to your hand at end of turn |
| **Gleaming** | Weapon sheds light as a torch on command |
| **Quick** | +2 to initiative when wielding this weapon |
| **Venomous** | Once per combat, a hit also deals 1 Vitality (poison) if the target has no Vigor |
| **Elemental** | Deal fire, cold, lightning, or acid damage instead of normal type |
| **Reach** | Melee weapon gains 5 extra feet of reach |
| **Hunting** | +1 crit range against a chosen creature type (choose when enchanted) |

#### TIER 2 - Uncommon Weapon Qualities (200-400 gp)

| Quality | Effect |
|---------|--------|
| **Striking** | +2 to attack rolls |
| **Vicious** | +1 crit range |
| **Thundering** | On critical hit, target is deafened and knocked prone |
| **Flaming** | Hits strip 1 additional Vigor (fire) |
| **Freezing** | Hits strip 1 additional Vigor (cold); on a critical, target's speed is halved on their next turn |
| **Shocking** | Hits strip 1 additional Vigor (lightning); target can't take reactions until their next turn |
| **Wounding** | Damage from this weapon can't be healed until target rests |
| **Sundering** | Attacks ignore 2 points of AC from armor (not natural AC or Sense) |
| **Guardian** | While wielding, gain +1 AC |
| **Disrupting** | +1 crit range against undead; an undead brought to half its wounds must save or be destroyed |

#### TIER 3 - Rare Weapon Qualities (500-1000 gp)

| Quality | Effect |
|---------|--------|
| **Deadly** | +3 to attack rolls |
| **Savage** | +2 crit range |
| **Vampiric** | Heal Vitality equal to half the damage dealt (once per combat) |
| **Seeking** | Attacks ignore cover and concealment. Can attack invisible creatures without penalty |
| **Phasing** | Attacks pass through armor and shields (target uses base AC 10 + Sense only) |
| **Banishing** | On critical hit against extraplanar creatures, they must save or be banished to their home plane |
| **Speed** | Make one additional attack per round with this weapon |
| **Spell-Storing** | Store one spell of Tier 2 or lower. Release as action, spell affects target you hit |
| **Dancing** | Weapon fights on its own (as your action) for 3 rounds per day within 30 feet |
| **Executioner** | Deal +1 Vitality to targets below half Vitality |

#### TIER 4 - Very Rare Weapon Qualities (1500-3000 gp)

| Quality | Effect |
|---------|--------|
| **Legendary** | +4 to attack rolls |
| **Annihilating** | +2 crit range; your critical hits deal +1 Vitality |
| **Vorpal** | On a natural 20, decapitate the target (creatures without heads lose 2 Vitality instead) |
| **Holy** | +1 crit range against profane creatures; crits against them deal +1 Vitality. Opposing Crown creatures suffer both without needing a crit, once per combat |
| **Dragonslayer** | +2 crit range against dragons; advantage on saves against dragon breath |
| **Spell-Drinker** | When you hit a spellcaster, they lose 1 stamina (or equivalent resource) |
| **Dimensional** | Teleport to any point within 30 feet as part of your attack action (once per round) |
| **Soul-Stealing** | Creatures killed by this weapon can't be raised or resurrected |
| **Giant-Killer** | +2 crit range against creatures larger than you; your size counts as equal to theirs for combat |

#### TIER 5 - Legendary Weapon Qualities (5000+ gp)

| Quality | Effect |
|---------|--------|
| **Mythic** | +5 to attack rolls. Cannot miss on rolls of 5 or higher |
| **Apocalyptic** | +2 crit range; your critical hits deal +1 Vitality and cannot be absorbed by Vigor |
| **Godslayer** | Bypass divine protection and damage reduction. and the target loses 1 Vigor against divine beings |
| **Reality-Rending** | Attacks create 5-foot tears in reality. Creatures passing through lose 2 Vitality (force) |
| **Time-Stopping** | Once per day, stop time for 1 round. Only you can act |
| **Life-Ending** | Creatures slain by this weapon are erased from existence. Cannot be restored by any means short of divine intervention |
| **World-Breaker** | Destroy any non-magical object or structure with one strike. Bypass all hardness and damage thresholds |
| **Wish-Granting** | Once per month, the weapon grants one wish (GM determines limitations) |
| **Bound Demon** | A demon is bound within. Summon it to fight for you for 10 minutes (once per week). It will try to corrupt you |
| **Sentient** | The weapon is fully intelligent with its own goals. It grants +3 to one stat while wielded and has 3 Tier 3 spells it can cast (once each per day) |

---

### MAGIC ITEMS - TOOLS & ADVENTURING GEAR

Magic items in this section are **OSR tool-friendly**. They provide creative utility, problem-solving options, and exploration capabilities rather than direct combat bonuses. These items reward clever thinking and creative application.

**Using Magic Items:**
- Most items require no attunement unless noted
- Activated items typically require an action unless specified
- Items with charges regain 1d3 charges at dawn unless noted
- Items marked "consumable" are destroyed after use

#### TIER 1 - Common Magic Items (25-100 gp)

| Item | Effect |
|------|--------|
| **Everburning Torch** | Sheds light as a torch. Cannot be extinguished by water or wind. Can be covered |
| **Rope of Climbing** (50 ft) | On command, snakes toward a point you designate and anchors itself. Holds 1000 lbs |
| **Bag of Holding (Minor)** | Holds 50 lbs / 5 cubic ft, weighs 5 lbs regardless of contents. 1 gear slot |
| **Compass of Finding** | Points toward an object you've held in the last 24 hours (within 1 mile) |
| **Boots of Elvenkind** | Advantage on stealth checks involving movement |
| **Cloak of Elvenkind** | Advantage on stealth checks while stationary |
| **Goggles of Night** | See in darkness as dim light out to 60 feet |
| **Ring of Warmth** | Comfortable in temperatures as low as -50°F. Resist damage ice magic |
| **Hat of Disguise** | Cast Disguise Self at will. Lasts until dismissed or you take damage |
| **Immovable Rod** | Button-activated. When activated, fixes in place, holds up to 8000 lbs |
| **Decanter of Endless Water** | Command words produce stream (1 gallon/round), fountain (5 gallons/round), or geyser (30 gallons/round, can knock creatures prone) |
| **Chalk of Passage** | Draw a door on a surface up to 10 ft thick. Door functions for 1 minute, then chalk crumbles (3 uses) |
| **Candle of Truth** | While lit (1 hour total), creatures within 10 ft cannot deliberately lie |
| **Bell of Warning** | Rings when hostile creature comes within 100 feet while you sleep |
| **Quill of Copying** | Automatically copies any text placed beneath it. Takes 1 minute per page |

#### TIER 2 - Uncommon Magic Items (150-400 gp)

| Item | Effect |
|------|--------|
| **Bag of Holding (Standard)** | Holds 500 lbs / 64 cubic ft, weighs 15 lbs. 1 gear slot |
| **Rope of Entanglement** (50 ft) | Command word causes rope to animate and grapple one creature within 20 ft (Body save DC 14 to escape) |
| **Folding Boat** | Small box unfolds into 10-ft boat (4 passengers) or 24-ft ship (15 passengers) on command |
| **Lantern of Revealing** | Reveals invisible creatures and objects within its light (60 ft). Shows true form of shapeshifters |
| **Boots of Striding and Springing** | Walking speed becomes 30 ft (if lower). Jump triple distance |
| **Cloak of the Manta Ray** | Breathe underwater and swim 60 ft/round while hood is up |
| **Portable Hole** | 6-ft diameter, 10-ft deep extradimensional hole. Place on surface to open. Folds to handkerchief |
| **Wind Fan** | Create strong wind in 60-ft cone. Disperses gas, extinguishes flames, grants disadvantage on ranged attacks through it (3 charges) |
| **Stone of Alarm** | When triggered, mental alarm alerts you within 1 mile |
| **Dust of Disappearance** | One use. Sprinkle on up to 4 creatures. All become invisible for 2d4 minutes |
| **Gem of Seeing** | Peer through to gain truesight 120 ft for 10 minutes (3 charges) |
| **Mirror of Life Trapping** | Trap a creature that sees its reflection inside (Sense save DC 15). Holds up to 12 creatures. Command word releases them |
| **Gloves of Swimming and Climbing** | Climbing and swimming speed equal to walking speed. Can climb difficult surfaces without checks |
| **Sending Stones** (pair) | Once per day, send a 25-word message to holder of paired stone across any distance |
| **Tankard of Sobriety** | Any liquid poured in becomes purified water. You cannot become intoxicated while it's on your person |

#### TIER 3 - Rare Magic Items (500-1500 gp)

| Item | Effect |
|------|--------|
| **Bag of Holding (Greater)** | Holds 1500 lbs / 250 cubic ft, weighs 35 lbs. 1 gear slot |
| **Carpet of Flying** (5x7 ft) | Fly 80 ft carrying up to 400 lbs, 40 ft carrying up to 800 lbs. Requires command word |
| **Helm of Telepathy** | Cast Detect Thoughts at will. Telepathically communicate with any creature within 30 ft |
| **Eyes of the Eagle** | Advantage on Perception checks relying on sight. Can see clearly up to 1 mile |
| **Amulet of Proof Against Detection** | Cannot be targeted by divination magic or perceived through magical scrying |
| **Dimensional Shackles** | Creature restrained by these cannot teleport or plane shift. Escape DC 30 |
| **Cube of Force** | Create immobile 10-ft cube of force around you. Different settings block different things. (6 charges, complex) |
| **Brazier of Commanding Fire Elementals** | Summon a fire elemental (as Tier 4 creature) for 1 hour once per day. Must maintain concentration |
| **Eversmoking Bottle** | Uncork to fill 60-ft radius with thick smoke (heavily obscured). Cork to stop |
| **Horn of Blasting** | 30-ft cone: 2 Vitality (thunder) (Body save half), deafened 1 minute. 10% chance to explode (2 Vitality to you) |
| **Necklace of Adaptation** | Breathe normally in any environment. Immune to inhaled poisons and gases |
| **Instant Fortress** | Command word: 20-ft square adamantine tower rises from the ground. Siege-scale: 10 Vitality, immune to non-magical attacks |
| **Periapt of Wound Closure** | Stabilize automatically when dying. Double Vitality healed from spending Fate during rests |
| **Ring of X-Ray Vision** | See through 1 ft stone, 1 inch metal, 3 ft wood/dirt. 1 minute of use per activation (3 charges) |
| **Well of Many Worlds** | Unfold to create a portal to a random plane of existence. Portal lasts 1 minute. Risky but powerful |

#### TIER 4 - Very Rare Magic Items (2000-5000 gp)

| Item | Effect |
|------|--------|
| **Bag of Devouring** | Appears as bag of holding. Actually the mouth of an extradimensional creature. Reach in: 50% chance it bites (2 Vitality, swallowed on failed Body save). Can be weaponized |
| **Cubic Gate** | 6 sides, each keyed to different plane. Touch side and speak command to open gate to that plane (3 charges) |
| **Mirror of Mental Prowess** | Scry any creature or place you know (like Scrying spell). Telepathically communicate through mirror. Once per week, ask one question about creature viewed |
| **Helm of Brilliance** | Set with gems that cast various fire/light spells when commanded. Powerful but dangerous. taking damage may trigger explosion |
| **Ring of Spell Storing** | Stores up to 5 tiers of spells. Anyone can cast stored spells. Spells use original caster's stats |
| **Ring of Regeneration** | restore 1 Vigor every 10 minutes. Regrow lost limbs over 2d6 days |
| **Apparatus of the Crab** | Barrel-shaped vehicle that transforms into a giant crab. Seats 2, swims 30 ft, walks 15 ft, AC 20, 6 Vitality, two claw attacks |
| **Manual of Golems** | Contains instructions to create one type of golem. Requires massive materials and 60+ days of work. Single use |
| **Daern's Instant Fortress** | As Instant Fortress but 30-ft square, 12 Vitality, includes basic furnishings and supplies for 10 people |
| **Iron Flask** | Trap an extraplanar creature inside (Sense save DC 17). Can command it to serve you for 1 hour when released. Very dangerous |
| **Orb of Dragonkind** | Dominate dragons within 40 miles (dragon's Sense save DC varies by orb). Dragons know who holds it. Ancient artifact with its own agenda |
| **Talisman of Pure Good** (7 charges) | Attuned good creature only. Expend charge to destroy one evil extraplanar creature (no save) or deal 10d10 radiant to fiend/undead |
| **Deck of Illusions** | Draw a card to create an illusion of the depicted creature. Lasts until touched or you lose concentration. 34 cards |
| **Rod of Security** | Create pocket paradise that lasts 200 days (divided by occupants). Everyone inside ages and heals normally but is completely safe. Usable once per 10 days |

#### TIER 5 - Legendary Magic Items (10000+ gp)

| Item | Effect |
|------|--------|
| **Portable Fortress** | Command word conjures a fully equipped stone fortress (60 ft square, 4 stories). Staffed by 20 unseen servants. Lasts until dismissed. Once per month |
| **Sphere of Annihilation** | 2-ft sphere of absolute void. Touch destroys anything except artifacts. Moves 30 ft/round with a Mind save for all within 30 feet. Fail by 5+ and you're pulled in |
| **Cubic Gate (Legendary)** | As Cubic Gate, but you choose which plane each side opens to. Unlimited uses |
| **Ring of Three Wishes** | Cast Wish three times. Then becomes a mundane ring |
| **Well of Many Worlds (Controlled)** | As Well of Many Worlds, but you choose the destination plane and can specify a location you know |
| **Talisman of the Sphere** | Control a Sphere of Annihilation easily (Mind check DC 15). Double sphere's movement speed |
| **Tome of Clear Thought** | Reading increases Mind by +2 permanently. Takes 48 hours. Single use |
| **Manual of Bodily Health** | Reading increases Body by +2 permanently. Takes 48 hours. Single use |
| **Rod of Lordly Might** | Transforms into various weapons (+3). Additional powers: flame, paralyze, drain life, earthquake. Symbol of rulership |
| **Staff of the Magi** | +2 AC, advantage on spell saves, absorb spells targeting you (as charges), cast numerous powerful spells. If broken: 50% teleport safely away, 50% explode for 16× remaining charges in force damage |
| **Deck of Many Things** | Draw cards for permanent effects ranging from incredible fortune to total destruction. Reshuffles between uses |
| **Bag of Infinite Holding** | Holds anything. No weight or space limit. Living creatures can survive inside indefinitely. Pulling a specific item requires knowing it's there |
| **Crystal Ball of True Seeing** | Scry anywhere in the multiverse. See through all illusions, invisibility, and shapechanging. Pierces magical darkness |
| **Luckstone of Ultimate Fortune** | +3 to all rolls. Once per day, automatically succeed on any one roll |
| **Gate Key** | Opens a gate to any plane at any location you can visualize or have been. Gate remains for 1 hour. Usable once per week |

---

### CURSED ITEMS

Cursed items appear as beneficial magic items but carry hidden drawbacks. Identifying a curse requires a Mind check (item tier) or the Identify spell (which reveals the curse 75% of the time).

**Removing Curses:**
- Most curses can be removed with Remove Curse spell
- Some require specific conditions (destroying the item, visiting a holy site, etc.)
- Tier 5 curses may require Wish or divine intervention

#### Sample Cursed Items

| Item | Apparent Benefit | Curse |
|------|------------------|-------|
| **Armor of Arrow Attraction** | +2 AC, appears magical | All ranged attacks against you have advantage |
| **Berserker Axe** | +2 to hit and +1 crit range | When reduced below half Vitality, you must attack the nearest creature (friend or foe) until no targets remain |
| **Shield of Cowardice** | +3 AC | When ally within 30 ft takes damage, you must make a Heart save or use your movement to flee |
| **Sword of Vengeance** | +1 to hit and +1 crit range | If damaged in combat, you must attack the creature that damaged you until it dies or you are dropped |
| **Boots of Stumbling** | Appear as Boots of Speed | Disadvantage on Cunning saves. Fall prone when rolling natural 1 on any d20 |
| **Necklace of Strangulation** | Appears as Necklace of Adaptation | Once worn, slowly tightens. After 1 hour, you can't breathe. After 2 hours, you die |
| **Ring of Memory Loss** | +1 to all saves | Each dawn, you forget one ally's name and face. They seem like strangers |
| **Bag of Devouring** | Appears as Bag of Holding | 50% chance reaching in causes bite (4d6), 25% chance of being swallowed |
| **Demon Armor** | +4 AC, resist fire | Cannot remove without Remove Curse. Demons can see through your eyes. You have disadvantage on saves vs demons |
| **Sword of Wounding (Self)** | +2 to hit; your hits also strip 1 Vigor | You lose 1 Vigor each time you hit |

---

# PART 7B: MONSTERS & ENCOUNTERS

## Monster Roles: Minors, Majors, and Sovereigns

A monster is defined by two things: its **Tier** (1-5) and its role,
**Minor**, **Major**, or **Sovereign**. NPCs have no level; Tier governs
everything about them. NPCs NEVER take wounds. No injury rolls, no death
timers, no refills. Only player characters take wounds.

**Minors have no Vitality. Their whole pool is Vigor equal to their
Tier**, with a past-breaking overflow of equal size behind it:

- **At 0 Vigor, a Minor FLEES**: it breaks, routs, or surrenders. Out of
  the fight but alive. Creatures marked **Fanatic** are the exception:
  they fight into the overflow instead of fleeing.
- **Total damage reaching TWICE its Tier kills the Minor outright.** A
  single blow of 2x its Tier or more kills it on the spot.
- Minors never regenerate Vigor.
- Vigor damage against a Minor is simply damage (its pool IS Vigor).
  Mystic attacks and Vigor-damage AoEs are the mook-clearers.
- **Retainers are Minors** in the party's colors: pool = Tier, same flee
  and death rules.

The old role names survive as texture, not as rules: what used to be a
mook or a soldier is a Minor at Tier 1-2, an elite or a lieutenant is a
Major, and a boss is a Major when it fights with its guards around it or a
Sovereign when it faces the party alone.

| Role | Pool | Intent |
|------|------|--------|
| **Minor** | Vigor = Tier; dies at 2 x Tier total damage | The line, the horde, the hazard. Tier sets the weight class. |
| **Major** | Vigor cap = Tier + Heart mod, Vitality = 2 x Tier | The elite, the lieutenant, a worthy foe for one hero or a pack of 3-4. |
| **Sovereign** | Vigor cap = Tier + Heart mod, Vitality = 10 + 4 x Tier, plus 2 Sovereign Actions/round | The solo boss (dragon, lich, demon lord). Built to face the whole party alone: a 3-5 round climax the party usually wins but can lose. |

**Majors and Sovereigns keep the two-layer model**: a regenerating Vigor
shield over a real Vitality pool. Either one out of Vigor and Vitality is
dead; give escape-minded bosses a morale exit instead. **Major count is
the encounter lethality dial**: one Major is a fight, two is a hard
fight, three is a raid. A Sovereign is its own dial: field exactly one,
and treat every Minor you set beside it as a step up in difficulty,
because the Sovereign already acts more than once per round.

## Sovereigns

A **Sovereign** is a solo boss: one creature built to carry a whole
encounter against a whole party. The dragon in the last chamber, the lich
on its throne, the demon lord, the kraken, the named villain a campaign
has been pointing at from session one.

A Sovereign runs on the Major attribute path (stat dice and modifiers,
Cunning crit range, Sense-based AC, a regenerating Vigor shield, rolled
Tier-die damage) with two things changed: a boss-scaled Vitality pool and
a boss action economy.

### When a Creature Is a Sovereign

The test is how many of it you would ever field at once. **If two of them
could show up in the same fight, it is not a Sovereign.** A Sovereign is
the one and only centerpiece.

- **Sovereign:** adult and ancient dragons of every color and metal, gem
  dragons, dracoliches and wyrms; archfiends fought alone (balors, pit
  fiends, demon princes, archdevils); great undead (liches, demiliches,
  vampire lords, mummy lords, a death knight standing as the last foe);
  titanic singular monsters (krakens, leviathans, phoenixes, colossi,
  elder aberrations, elemental princes); named unique villains and
  god-avatars fought alone.
- **Not a Sovereign:** wyrmlings and young dragons, hags (they come in
  covens), ogres, giants in a war band, rank-and-file devils and demons,
  common elementals, most golems. Those are Majors. Anything fought in
  numbers is a Minor.

Tier sets a Sovereign's weight class: a lesser boss around Tier 3, an
adult dragon or lich or vampire lord around Tier 4, an ancient dragon or
demon lord or kraken at Tier 5. Low-Tier Sovereigns are legitimate and
useful. A goblin king at Tier 1 or a spider queen at Tier 2 is the climax
a starting party can actually lose to.

### Sovereign Statline

- **Vitality = 10 + 4 x Tier**: 14 / 18 / 22 / 26 / 30 for Tiers 1-5.
  This is the number that buys the 3-5 round climax.
- **Vigor cap = Tier + Heart modifier** (minimum 0), full at combat start,
  regenerating at the start of its turn like any Major: roll Tier
  exploding d4s, each 4 restores 1.
- **Damage, crits, ATK, AC, and Save DC are the Major numbers.** It rolls
  its Tier die on a hit and two Tier dice on a crit, crits on its
  Cunning-based crit range, and takes ATK and Save DC from its Tier.
- **At 0 Vigor and 0 Vitality it is dead.** Like every NPC it never takes
  wounds, and it has no death timer.
- Give it **two or three attacks** in a normal turn, same as a Major. The
  Sovereign Actions come on top of that.

### Sovereign Actions

A Sovereign has **2 Sovereign Actions each round**, refreshed to full at
the start of every round. It enters round 1 with both.

- Spend one **after another combatant's turn ends** to take an extra
  attack or a maneuver, out of the initiative order.
- That is the whole boss action economy. Against four heroes a Sovereign
  acts three times a round instead of once, so it trades blows with the
  party rather than drowning under them.
- Unspent Sovereign Actions do not bank. Two per round, every round, until
  the fight ends.
- Hold one back on purpose. Answering the caster who just stepped into the
  open is usually worth more than a fourth swing at the person in plate.

### Sovereigns, Telegraphs, and Morale

- A Sovereign telegraphs exactly like a Major (below) and is disrupted the
  same way: only **Vitality** loss forces the disruption die.
- Its shield is small next to its pool (Tier + Heart mod against 10 + 4 x
  Tier), so most hits that land are Vitality hits. A Sovereign's telegraphs
  live out in the open, and a party that keeps hitting will strip a good
  number of them. Build its threat on the moves that resolve immediately as
  well as on the telegraphed ones.
- **Sovereign Actions do not resolve a telegraph early.** A telegraph still
  fires at the start of the Sovereign's own turn.
- **A Sovereign does not check morale.** It is the encounter. It fights to
  0 Vitality or to whatever exit you wrote for it (a plane shift, a
  collapse, a bargain offered from a losing position). Phase thresholds do
  the work morale does for lesser creatures.

## Monster Statline

```
Tier, Role, Pool, AC, ATK, Save DC, abilities
```

- **ATK** by Tier: +2 / +3 / +5 / +6 / +8 for Tiers 1-5, with a +/-2
  ferocity swing for brutes and cowards.
- **AC** sits in a flat 10-16 band set by concept (hide, armor, scales),
  not Tier.
- **Save DC** = tier DC: 11 / 13 / 15 / 17 / 19 for Tier 1-5.
- **Damage:** a Minor's hit deals **flat points equal to its Tier**, no
  roll. A Major's or Sovereign's hit **rolls its Tier die** (d4 at Tier 1
  up to d12 at Tier 5) like a player character.
- **Crits:** Minors crit on a natural 20 only: roll the Tier die, floored
  at the flat value (a crit is never worse than a hit). Majors and
  Sovereigns crit on their Cunning-based crit range like a character and
  roll **two Tier dice**.
- **Vigor:** a Major or Sovereign has a full shield: cap = Tier + Heart
  modifier (minimum 0), full at combat start, regenerating at the start of
  its turn exactly like a PC. A Minor's Vigor is its whole pool and never
  regenerates.
- **Multiattack** is the threat scaler. A big monster that swings once per
  round is a mook with extra steps: give a Tier 3+ Minor a second attack,
  and Majors and Sovereigns two or three attacks always. A Sovereign's 2
  Sovereign Actions sit on top of that.

## Monster Tier Scaling

| Tier | ATK | Tier Die | Minor Hit | Minor Pool (flees at 0 / dies at) | Major Vitality | Sovereign Vitality | Save DC |
|------|-----|----------|-----------|-----------------------------------|----------------|--------------------|---------|
| 1 | +2 | d4 | 1 | 1 / 2 | 2 | 14 | 11 |
| 2 | +3 | d6 | 2 | 2 / 4 | 4 | 18 | 13 |
| 3 | +5 | d8 | 3 | 3 / 6 | 6 | 22 | 15 |
| 4 | +6 | d10 | 4 | 4 / 8 | 8 | 26 | 17 |
| 5 | +8 | d12 | 5 | 5 / 10 | 10 | 30 | 19 |

The Tier die is what a Major or Sovereign rolls on a hit (two of them on a
crit); a Minor deals the flat Minor Hit instead. Vigor is not on the table:
a Major's and a Sovereign's cap is Tier + Heart modifier, and a Minor's
pool is the Minor Pool column.

## Telegraphs

A Major's or Sovereign's big move is a **Declared Maneuver**, announced to
the table.

1. **Declare** in the enemy tactical window, loudly: name the move, show the
   dread.
2. **It resolves at the start of that creature's next turn** unless
   disrupted.
3. **Disruption:** any Vitality a Major or Sovereign loses while the
   telegraph is pending forces a roll of its **disruption die** (usually a
   d6, listed per ability): on a **1**, the telegraph is lost. A Minor has
   no Vitality, so any damage at all disrupts a Minor's telegraph.
4. Telegraphed nukes hit hard: flat Damage equal to the creature's Tier to
   everyone in the area on a failed save (1 Vigor damage on a save), or a
   battlefield-changing effect. A telegraph should cost at least as much
   as an average basic hit.

Chewing through a Major's Vigor is part of the game: disruption needs real
Vitality loss, so the shield protects the spell. A Sovereign carries the
same small shield over a pool four times the size, so its telegraphs are
exposed far more often.

**Boss phases:** script them at Vitality thresholds (two-thirds and
one-third remaining): new telegraph set, arena change, summon wave. A
Sovereign's pool is deep enough to carry three distinct phases, which is
the main thing its Vitality buys you. A Major or Sovereign at 0 Vitality
is simply dead; give escape-minded bosses a morale exit instead.

## Converting Creature Abilities

For material written with damage dice:

- Dice at or below the creature's old band = its normal attack: **flat
  Damage equal to its Tier** (a Major or Sovereign rolls its Tier die
  instead).
- Breath weapons, AoE riders, and big single hits = **save-based effects:
  flat Damage equal to the creature's Tier on a failed save, 1 Vigor
  damage on a save** (telegraphed declarations for Majors and Sovereigns).
- "Standard attack dealing XdY" = "a normal hit" (flat Tier for Minors,
  Tier die for Majors and Sovereigns).
- Flat DCs = the tier DC above.
- Leech healing = steal 1 Vigor. Summon/wall pools = Minor pools by Tier.
- Conditions, movement, auras, and control effects carry over unchanged;
  they are the interesting part.

## Morale

Creatures fight to live. A Minor at 0 Vigor flees on its own; morale is
the group-level version. When a group loses half its number (fled or
dead), or a Major hits one-third Vitality, check morale (Heart save vs the
party leader's presence, or GM judgment): failures flee, surrender, or
bargain. Morale is how fights end early; use it.

**Sovereigns are exempt.** A solo boss never rolls morale: it is the whole
encounter, and a Sovereign that routs on a bad Heart save takes the climax
with it. If you want a Sovereign to survive its defeat, write the exit into
its lowest phase and take it deliberately.

---


# PART 8: ADVANCEMENT & REFERENCE

## CHARACTER ADVANCEMENT

### **LEVEL 1:**
- Choose Path (determines stats)
- Choose Race (roll 2d6 on racial chart for first ability)
- Choose 1 Throne (1 ability that grants +2 to its stat, 1 weakness)
- Spend 1 martial point (talents in martial trees)
- Spend 2 skill points (skill trees OR spellcasting contributions)
- Vitality: 3 + Tier (4 at level 1); Vigor shield = Tier

### **LEVEL 2:**
- Gain 1 martial point
- Gain 2 skill points
- Gain Throne ability
- Vitality stays 3 + Tier (5 at Tier 2)

### **LEVELS 3-4:**
- Gain 1 martial point per level (BONUS: +1 extra martial point at level 3)
- Gain 2 skill points per level
- Vitality: 3 + Tier

### **LEVEL 5:**
- Gain 1 martial point
- Gain 2 skill points
- Gain Throne ability
- Roll 2d6 on racial chart for second ability
- Vitality: 3 + Tier (6 at Tier 3)

### **LEVELS 6-10:**
- Gain 1 martial point per level (BONUS: +1 extra martial point at level 6)
- Gain 2 skill points per level
- Gain Throne ability at levels 7, 9
- Vitality: 3 + Tier (7 at Tier 4, 8 at Tier 5)

### **TYPICAL LEVEL 5 CHARACTER:**
- 6 martial points spent (could have 1 full tree + 1 more, or partial progress in multiple)
- 10 skill points spent
- 3 Throne abilities (levels 1, 3, 5)
- 3 racial abilities (levels 1, 2, 5)
- 6-7 Vitality slots behind a Tier-capped Vigor shield


---

### LEVELING UP

When you have enough XP to level up:

1. Choose **Adventure** as your monthly activity
2. Pay the time and gold cost (minimum tier = the level you're reaching)
3. Roll on an Adventure table as normal
4. Level up when the time completes

*Example: A level 4 character reaching level 5 must invest at minimum Tier 5 (10 months, 1,000 gp, d12).*



## DOWNTIME SYSTEM

Between adventures, time passes. Each month, you choose how to spend your time.

---

### MONTHLY ACTIVITIES

Each month of downtime, choose ONE:

**WORK**
- Collect income from all your assets
- Roll on a Rest table

**REST**
- Counts as 1 month toward healing conditions that require "Rest X months"
- Roll on a Rest table

**ADVENTURE**
- Roll on an Adventure table
- Costs **1 Fate** + time and gold (see Investment Table)
- You do NOT roll on a Rest table

*No Fate = No Adventure.* If you're out of Fate, you must Work or Rest until you regain it through play.

---

### INVESTMENT TABLE

When you choose Adventure, invest time and gold to determine your die roll. Higher investment = better dice.

| Tier | Die | Time | Gold |
|------|-----|------|------|
| 1 | d4 | 1 month | 0 gp |
| 2 | d6 | 2 months | 50 gp |
| 3 | d8 | 3 months | 150 gp |
| 4 | d10 | 6 months | 400 gp |
| 5 | d12 | 10 months | 1,000 gp |
| 6 | 2d8 | 15 months | 2,000 gp |
| 7 | 2d10 | 21 months | 4,000 gp |
| 8 | 2d12 | 28 months | 7,000 gp |
| 9 | 3d10 | 36 months | 12,000 gp |
| 10 | 2d20 | 45 months | 20,000 gp |

**Fate Bonuses:** Spend extra Fate to add bonuses to your roll:

| Fate | Bonus |
|------|-------|
| 1 | +1 |
| 3 | +2 |
| 6 | +3 |
| 10 | +4 |
| 15 | +5 |
| 21 | +6 |

---

## REST TABLES

Rest tables track the slow, steady progress of life between adventures. When you Work or Rest, you make progress on something personal. A relationship, a home, a craft project, a language.

**How It Works:** Choose a chart and roll d4 (exploding). Add the result to that chart's XP. When you hit a threshold, gain that milestone.

**Chart Types:**
- **Pursuits** .  Continuous personal growth. Never resets.
- **Projects** .  Work toward a specific goal. You choose when to finish; your project completes at your last threshold's quality. Reset to 0 and start a new one.
- **Special Projects (Children)** .  Complete instantly at first threshold. Higher thresholds = bonus results.

*Note: Children growing up happens in real time, not rest time.*

---

#### UNIVERSAL CHARTS

**Homestead** *(Pursuit)*
| XP | Milestone |
|----|-----------|
| 3 | Renting a room. It's yours, with a lock on the door. |
| 8 | Furnished. Your things are here. It feels lived-in. |
| 15 | Upgraded. Better neighborhood, or bigger space. |
| 25 | Owned property. Small cottage or apartment. yours, truly. |
| 38 | Land. Garden, yard, room to breathe. |
| 55 | Expanded. Workshop, stable, guest room, or cellar. |
| 75 | Staff. Someone else cleans, cooks, or tends the grounds. |
| 100 | Estate. Multiple buildings, significant land. |
| 130 | Manor. A proper seat, your name is associated with this place. |
| 170+ | Landmark. Travelers use your home as a reference point. Maps include it. |

**Reputation** *(Pursuit .  specific to one location)*
| XP | Milestone |
|----|-----------|
| 3 | Seen around. Faces are starting to look familiar. |
| 7 | Recognized. The regulars know you're not from here originally. |
| 12 | Named. "That's the one who..." People have a word for you. |
| 20 | Greeted. Shopkeepers say hello. You have a usual order somewhere. |
| 30 | Trusted. People assume you're good for your word. Small credit extended. |
| 42 | Sought. Neighbors come to you with problems or news. |
| 58 | Respected. Your opinion carries weight in local matters. |
| 78 | Influential. Newcomers are told about you. You're part of the town's identity. |
| 102 | Pillar. Major decisions involve consulting you. |
| 130+ | Legend. Stories about you will outlive you. Children are named after you. |

---

#### CHILDREN

**Human Children** *(Special Project .  completes at first threshold, can't start again for 9 months)*
*Humans breed easy. Reach the first threshold and the child is conceived. Higher thresholds mean twins, triplets, etc.*
| XP | Result |
|----|--------|
| 5 | **One child.** Conceived. Nine months until birth. |
| 12 | **Twins.** Two children conceived. |
| 22 | **Triplets.** Three children. Rare and celebrated. |
| 35 | **Quadruplets.** Four children. A miracle. |
| 50+ | **More.** Five or more. Legends are told. |

**Dwarf Children** *(Special Project .  completes at first threshold, can't start again for 2 years)*
*Dwarves breed slow. Children are rare and precious. Reach the first threshold and the child is conceived.*
| XP | Result |
|----|--------|
| 15 | **One child.** Conceived. A blessing from the ancestors. |
| 35 | **Twins.** Two children. The hold celebrates for a week. |
| 60 | **Triplets.** Three children. Once in a generation. |
| 90+ | **More.** Four or more. The stuff of legend. Songs composed. |

**Elf Children** *(Special Project .  completes at first threshold, can't start again for 10 years)*
*Elves rarely conceive. It may take decades. Reach the first threshold and the child is conceived.*
| XP | Result |
|----|--------|
| 50 | **One child.** Conceived. A rare blessing. The community gathers to celebrate. |
| 120 | **Twins.** Two children. Happens perhaps once a century. |
| 200+ | **Triplets.** Three children. Unheard of. Prophecies written. |

**Halfling Children** *(Special Project .  completes at first threshold, can't start again for 6 months)*
*Halflings breed like rabbits. Big families are the goal. Reach the first threshold and the child is conceived.*
| XP | Result |
|----|--------|
| 3 | **One child.** Conceived. First of many, probably. |
| 8 | **Twins.** Two children. Common enough. |
| 15 | **Triplets.** Three children. A full table. |
| 25 | **Quadruplets.** Four children. Chaos and joy. |
| 38 | **Quintuplets.** Five children. The whole village helps. |
| 55+ | **More.** Six or more. You'll need a bigger burrow. |

---

#### PROJECTS
*You choose when to finish. Your project completes at the quality of your last milestone. Reset to 0 and start a new one.*

**Tome** *(Project)*
*Writing a book. History, philosophy, memoir, manual, fiction. When complete, your book is published and circulates. The quality determines its reach and impact.*
| XP | Quality |
|----|---------|
| 5 | **Pamphlet.** A few pages. One idea. Forgettable. |
| 10 | **Chapbook.** Short, rough, gets the point across. |
| 18 | **Manuscript.** A real book. Readable. Unremarkable. |
| 30 | **Solid work.** Well-written. Worth keeping. |
| 50 | **Notable.** People recommend it. Cited by others. |
| 80 | **Important.** Shapes how people think about the subject. |
| 120 | **Definitive.** The book on this topic. Others are compared to it. |
| 170+ | **Immortal.** Read for centuries. Your name attached to the ideas forever. |

**Composition** *(Project)*
*Creating a musical or poetic work. Symphony, opera, epic poem, song cycle. When complete, your work is performed publicly. The quality determines how widely it spreads and how long it's remembered.*
| XP | Quality |
|----|---------|
| 4 | **Ditty.** Simple tune or verse. Pleasant enough. |
| 9 | **Song.** Complete piece. Playable. Nothing special. |
| 16 | **Accomplished.** Technically competent. Audiences polite. |
| 28 | **Moving.** Something real in it. People remember it. |
| 45 | **Beautiful.** Requested at gatherings. Copied by others. |
| 70 | **Masterful.** Musicians study it. Audiences weep. |
| 105 | **Transcendent.** Defines the form. Others aspire to match it. |
| 150+ | **Eternal.** Performed for centuries. Your name lives in every rendition. |

**Masterwork** *(Project)*
*Creating one exceptional item. Weapon, armor, jewelry, furniture, art. When complete, you possess the finished item. The quality determines its value and renown.*
| XP | Quality |
|----|---------|
| 5 | **Functional.** It works. Nothing more. |
| 11 | **Solid.** Well-made. Reliable. Professional quality. |
| 20 | **Fine.** Noticeably good. People comment. |
| 35 | **Excellent.** Sought after. Premium price. |
| 55 | **Exceptional.** One of the best anyone's seen. |
| 85 | **Masterwork.** Your legacy piece. Heirloom quality. |
| 125 | **Legendary.** Museums want it. Collectors fight over it. |
| 175+ | **Priceless.** One of the great works. Your name immortal. |

**Investigation** *(Project)*
*Solving one mystery. Cold case, conspiracy, hidden truth. You gain the benefits of your current milestone immediately. You know that much now. When you finish, you've solved it: the quality determines how much proof you have.*
| XP | Quality |
|----|---------|
| 4 | **Hunch.** You suspect something. No proof. |
| 9 | **Leads.** Names, places, patterns. Threads to pull. |
| 16 | **Evidence.** Proof of something. Partial picture. |
| 28 | **Theory.** You think you know what happened. |
| 45 | **Solid case.** Enough to convince reasonable people. |
| 70 | **Proven.** The truth, documented and undeniable. |
| 105 | **Complete.** Every question answered. Every loose end tied. |
| 150+ | **Legendary.** The investigation others study. Textbook case. |

**Courtship** *(Project)*
*Winning one person. Romance, alliance, or both. Your relationship is at your current milestone now. This project only ends if you marry (use Wedding project), they die, or you break up. Otherwise it continues indefinitely. You can keep deepening the bond.*
| XP | Quality |
|----|---------|
| 3 | **Noticed.** They know you exist. |
| 7 | **Acquaintance.** Regular contact. Friendly. |
| 13 | **Interest.** They look forward to seeing you. |
| 22 | **Affection.** Real feelings. Or convincing performance. |
| 35 | **Commitment.** They've chosen you over alternatives. |
| 55 | **Devoted.** A strong bond. Tested and true. |
| 85 | **Unshakeable.** A partnership others envy. |
| 125+ | **Legendary love.** Songs written about you two. |

**Monument** *(Project)*
*Building something permanent. Statue, bridge, tower, tomb. When complete, your structure stands. The quality determines its grandeur and how long it will be remembered.*
| XP | Quality |
|----|---------|
| 6 | **Marker.** A stone. A plaque. Something small. |
| 13 | **Structure.** It stands. Basic. Functional. |
| 24 | **Solid construction.** Well-built. Will last. |
| 40 | **Impressive.** People stop to look. |
| 65 | **Landmark.** Defines the area. Used for directions. |
| 100 | **Monument.** People travel to see it. |
| 145 | **Wonder.** One of the great constructions. Architects study it. |
| 200+ | **Eternal.** Will stand for millennia. Your name carved in history. |

**Case** *(Project)*
*Building a legal case. Evidence, witnesses, arguments. When complete, you present your case. The quality determines your chances of winning and the precedent it sets.*
| XP | Quality |
|----|---------|
| 4 | **Complaint.** Grievance stated. Nothing more. |
| 9 | **Filed.** Paperwork done. In the system. |
| 16 | **Prepared.** Evidence gathered. Arguments drafted. |
| 28 | **Strong case.** Witnesses lined up. Good chance of winning. |
| 45 | **Airtight.** Every objection anticipated. Every angle covered. |
| 70 | **Overwhelming.** The outcome is not in doubt. |
| 105 | **Landmark.** Sets precedent. Changes how law is interpreted. |
| 150+ | **Historic.** Studied in law schools. Your name on the case forever. |

**Apprentice** *(Project)*
*Training one person. Passing on what you know. Your apprentice is at their current milestone now. They can help at that level. When you finish, their training is complete. The quality determines their final skill.*
| XP | Quality |
|----|---------|
| 4 | **Exposed.** They've seen the basics. Barely started. |
| 9 | **Trainee.** Learning fundamentals. Clumsy but trying. |
| 16 | **Competent.** Can do simple work supervised. |
| 28 | **Capable.** Handles routine tasks alone. |
| 45 | **Skilled.** Good at the work. Professional quality. |
| 70 | **Expert.** Exceptional ability. Ready to teach others. |
| 105 | **Master.** Your equal. Everything passed on. |
| 150+ | **Surpassed.** Better than you. Your legacy exceeds you. |

**Memorial** *(Project)*
*Planning how to honor the dead. Rites, tomb, lasting tribute. When complete, the memorial is established. The quality determines how they are remembered and honored.*
| XP | Quality |
|----|---------|
| 3 | **Buried.** In the ground. Minimally marked. |
| 7 | **Proper rites.** Ceremonies performed. Respectable. |
| 13 | **Well-honored.** Good funeral. People attended. |
| 22 | **Memorial.** Something lasting. A stone, a plaque. |
| 35 | **Celebrated.** Their life remembered. Stories told. |
| 55 | **Honored legacy.** Obligations fulfilled. Affairs settled. |
| 85 | **Monument.** A tomb or memorial people visit. |
| 125+ | **Immortalized.** Their name lives on. Shrines, foundations, legends. |

**Wedding** *(Project)*
*Planning a wedding ceremony. Yours or someone else's. When complete, the wedding occurs. The quality determines how memorable and socially significant the event is.*
| XP | Quality |
|----|---------|
| 3 | **Quick ceremony.** Legal. Witnessed. Done. |
| 7 | **Simple wedding.** Family present. Basic feast. |
| 13 | **Proper wedding.** Good turnout. Nice venue. |
| 22 | **Fine wedding.** Well-planned. Well-attended. Memorable. |
| 35 | **Impressive.** People talk about it afterward. |
| 55 | **Grand.** An event. Politics, spectacle, expense. |
| 85 | **Legendary.** The wedding of the decade. Stories told for years. |
| 125+ | **Historic.** Changes alliances. Shapes politics. Remembered for generations. |

**Language** *(Project)*
*Learning one tongue. From nothing to fluency. You gain the benefits of your current milestone immediately. You don't need to "finish" to use the language. Higher milestones just mean better fluency.*
| XP | Quality |
|----|---------|
| 3 | **Words.** A few useful phrases. Please, thanks, help. |
| 7 | **Survival.** Food, directions, danger. You won't starve. |
| 13 | **Basic.** Simple conversations. Heavy accent. |
| 22 | **Conversational.** Understood and understand. Slow but functional. |
| 35 | **Fluent.** Comfortable speaking and reading. Accent remains. |
| 55 | **Proficient.** Complex topics. Writing. Few mistakes. |
| 85 | **Native-level.** Idioms, humor, nuance. Pass for local. |
| 125+ | **Mastery.** Poetry, rhetoric, ancient dialects. Scholar-level. |

---

## ADVENTURE TABLES

**NOTE:** You can always choose a lower result on any Adventure table, but never a higher one.


## UNIVERSAL ADVENTURE TABLE

*For general advancement when no specialized table fits. Roll based on your investment tier.*

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Wasted Effort | Nothing came of your work this month. Time lost, no progress made. | - |
| 2 | Bare Survival | You made it through. Food and shelter for the coming week, and 1d6x5 gp in spare coin. | - |
| 3 | Small Windfall | A minor opportunity pays off: 2d6x5 gp in coin or trade goods. | - |
| 4 | Useful Information | You learn something valuable: a secret, a map, a name, a weakness. Actionable intelligence you can use. | - |
| 5 | Temporary Ally | Someone capable offers assistance with a specific task or crisis. They'll help once, no strings attached. | - |
| 6 | Local Recognition | Your deeds are known in this settlement. Free lodging, fair prices, and minor favors when you need them. | - |
| 7 | ASSET: Tier 1, Reliable Contact | Gain a recurring contact (merchant, official, or specialist) who deals with you fairly. They provide one service type at fair rates: goods, information, or professional expertise. | +5 |
| 8 | Found Wealth | Discover or inherit valuables: 2d6x10 gp in ancient coins, gems, or trade goods. | - |
| 9 | ASSET: Tier 1, Professional Retinue | 3 skilled professionals join you (2 HD each). They're reliable and committed through professional respect. | - |
| 10 | Quality Equipment | Acquire superior gear: a masterwork weapon, fine armor, or a trained warhorse. | - |
| 11 | ASSET: Tier 2, Small Workshop | Establish a workspace for your trade: forge, lab, studio, or office. Produces goods or services. | +10 |
| 12 | ASSET: Tier 2, Exclusive Access | Gain membership in an exclusive group (guild chapter, gentlemen's club, or professional society). 50 gp annual stipend, access to their facilities, and 4 professional contacts. | +10 |
| 13 | Significant Wealth | Come into real money: 2d6x20 gp in coin, gems, or valuable goods. | - |
| 14 | ASSET: Tier 2, Loyal Companions | 4 capable individuals join you permanently (2 HD each). Committed through shared experience. | - |
| 15 | ASSET: Tier 2, Influential Ally | A wealthy merchant or minor noble becomes your ally. They'll invest up to 200 gp in your ventures and provide introductions to their social circle. | +15 |
| 16 | ASSET: Tier 2, Property | Acquire a shop, cottage, or warehouse. A permanent base that generates modest returns. | +20 |
| 17 | ASSET: Tier 2, Small Warband | 8 trained followers join you (2 HD each). Committed through oath or loyalty. | - |
| 18 | ASSET: Tier 3, Productive Estate | A manor house with productive farmland generating steady income. | +50 |
| 19 | Prized Possession | Find a Tier 2 magic item or 2d6x50 gp in valuables. | - |
| 20 | ASSET: Tier 3, Veteran Company | 12 experienced fighters (3 HD each) sworn to your service. | - |
| 21 | ASSET: Tier 3, Fortified Manor | A fortified manor house suitable as a defensible residence. | +100 |
| 22 | ASSET: Tier 3, Faction Backing | A powerful organization officially backs you and provides support when called upon. | +125 |
| 23 | Legendary Item | Find a Tier 4 magic item or a legendary mount (5 HD). | - |
| 24 | ASSET: Tier 4, Noble Title | Granted title of knight or baron with official recognition and privileges. | +200 |
| 25 | ASSET: Tier 4, Castle Keep | A small castle suitable for defense and administration. | +300 |
| 26 | ASSET: Tier 4, Barony | Rule a barony with tax-generating lands. | +500 |
| 27 | ASSET: Tier 5, Small Kingdom | Rule a kingdom with a capital city. | +2,000 |
| 28 | ASSET: Tier 5, Major Kingdom | A prosperous kingdom with multiple major cities. | +10,000 |
| 29 | ASSET: Tier 5, Vast Empire | An empire spanning multiple former kingdoms. | +25,000 |
| 30 | ASSET: Tier 5, Mythic Artifact | A Tier 5 artifact with unique legendary properties. | - |
| 31 | ASSET: Tier 5, Planar Stronghold | A fortress in another plane under your control. | +40,000 |
| 32 | ASSET: Tier 5, Royal Dynasty | Your bloodline established as a ruling house. | +60,000 |
| 33 | ASSET: Tier 5, Named Institution | A major institution (order, academy, or guild) bearing your name. | +100,000 |
| 34 | ASSET: Tier 5, Divine Champion | A deity has chosen you as their mortal champion. | +150,000 |
| 35 | Beyond Mortal Bounds | Work with GM: achieve something extraordinary that transcends normal limits. | Varies |
---

## SPECIALIZED ADVENTURE TABLES


### Special Access Tables

Each adventure table has specific requirements. If you need points in skill trees, you only need that total amount of points distributed in any combination between the skill trees listed. The GM is always allowed to make exceptions.

| Adventure Table | Requirement |
|-----------------|-------------|
| **Universal** | None (available to all) |
| **Exploration** | 2+ pts in Survival/Hunting/Nature Lore |
| **Magical Research** | Any mystic abilities OR 1+ pts in Occultism |
| **Organization** | Member of an organization (guild, order, company) |
| **Political Intrigue** | Social standing (title, court position, noble contact) |
| **Religious Activity** | Follow a faith OR have Prophet abilities |
| **Crafting** | 2+ pts in Crafting/Engineering OR own a workshop |
| **Engineering/Construction** | 1+ pts in Engineering |
| **Trade/Commerce** | 2+ pts in Commerce OR own a business |
| **Spellcraft** | Must be Wizard |
| **Alchemy** | 1+ pts in Alchemy |
| **Governance** | Rule a domain |
| **Military Command** | Command troops (followers, warband, guards) |
| **Underworld** | 2+ pts in Thievery/Assassination/Streetwise |
| **Seafaring/Naval** | 1+ pts in Sailing |
| **Scholarship/Lore** | 1+ pts in Scholarship/Investigation |
| **Beast Mastery** | 2+ pts in Hunting/Nature Lore/Beast Handling |
| **Monster Hunting** | 1+ pts in Hunting |
| **Espionage/Spy Craft** | 2+ pts in Espionage/Assassination OR intelligence org |
| **Mercenary Work** | 2+ martial pts OR Martial Artist |
| **Medicine/Healing** | 1+ pts in Healing |
| **Performance/Entertainment** | 1+ pts in Performance |
| **Dungeon Delving** | 1+ pts in Dungeon Delving |
| **Athletic Challenges** | 1+ pts in Athletics |

---

### Exploration Adventure Table
*For wilderness expeditions, dungeon delving, ancient ruins*

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Wasted Expedition | Your expedition found nothing of value. Weather turned, trails led nowhere, ruins were already looted. The month passes with nothing to show for it. | - |
| 2 | Barely Worth It | You found little, but not nothing: 1d6x5 gp in salvaged gear, foraged materials, or a rough sketch of the area. | - |
| 3 | Salvaged Supplies | Recover useful gear: 2d6x5 gp in equipment, rations, or tools from abandoned campsites or shallow caches. | - |
| 4 | Mapped Route | You've charted a safe path through dangerous territory. Navigate this area without getting lost. | - |
| 5 | Natural Resource | Discover a useful location: fresh water source, reliable game trail, secure campsite, or harvestable materials worth 2d6x5 gp. | - |
| 6 | Minor Discovery | Find something interesting: strange ruins, unusual tracks, carved stones. More questions than answers, but a lead worth following. | - |
| 7 | Useful Find | Recover something practical: quality rope and intact tools, preserved supplies, or 2d6x10 gp in salvageable goods. | - |
| 8 | Hidden Cache | Discover an abandoned stash: 2d6x10 gp in coins, gems, or trade goods someone hid and never returned for. | - |
| 9 | ASSET: Tier 1, Safe Haven | Locate a secure location: a defensible cave, abandoned watchtower, or hidden grove. A permanent wilderness base you can always return to. | - |
| 10 | Rare Material | Find valuable natural resources: rare herbs, mineral deposits, exotic wood, or unusual stone. Worth 2d6x20 gp or usable for crafting special items. | - |
| 11 | Ancient Artifact | Uncover something from the past: a weathered but functional weapon, a strange idol with minor power, or a tome containing lost knowledge. | - |
| 12 | Detailed Map | Chart extensive territory. Accurate knowledge of a large area including resources, dangers, routes, and landmarks. Worth 2d6x20 gp to merchants or lords. | - |
| 13 | ASSET: Tier 2, Exotic Companion | Befriend or tame an unusual creature: a dire wolf, giant eagle, or trained bear. A wilderness companion loyal through the bond you've formed. | - |
| 14 | Lost Treasure | Discover a significant hoard: 2d6x50 gp in ancient coins, jewelry, or artifacts from a forgotten age. | - |
| 15 | Strategic Location | Find a place of value: a defensible mountain pass, a ford across dangerous waters, a natural harbor, or a vein of precious metal. | - |
| 16 | ASSET: Tier 2, Ruins of Significance | Uncover substantial ancient structures: a collapsed temple, buried fortress, or lost settlement. Could be claimed and restored. | - |
| 17 | ASSET: Tier 2, Natural Wonder | Discover a healing spring that removes 1 wound once per day from those who bathe in it. | - |
| 18 | Magic Item | Find a Tier 2 magic item. | - |
| 19 | ASSET: Tier 3, Ancient Archive | A sealed vault containing 10 pieces of forgotten lore or spell formulas. | - |
| 20 | ASSET: Tier 3, Legendary Location | Discover a place from myth with significant power or importance. | - |
| 21 | Powerful Artifact | Find a Tier 4 magic item. | - |
| 22 | ASSET: Tier 3, Lost City | An entire forgotten city or complex with intact structures to explore. | - |
| 23 | ASSET: Tier 4, Planar Convergence | A location where another plane touches this world and magic is stronger. | - |
| 24 | ASSET: Tier 4, Sacred Ground | A blessed location where resting for a full day grants +4 max Vitality for one week. | - |
| 25 | ASSET: Tier 4, World Feature | Discover something geographically or historically significant of major importance. | - |
| 26 | ASSET: Tier 4, Primordial Refuge | An untouched sanctuary from ancient times, preserved and pristine. | - |
| 27 | ASSET: Tier 4, Titan's Tomb | The resting place of an ancient giant with vast chambers to explore. | - |
| 28 | ASSET: Tier 5, Planar Gateway | Uncover a gateway to another plane or dimension. A rare discovery of immense strategic value. | - |
| 29 | ASSET: Tier 5, Ancient Wellspring | Find a place of extraordinary magical power: an ancient source of magic or a site of historical significance. | - |
| 30 | ASSET: Tier 5, Legendary Maps | Chart previously unknown territories and uncover routes of immense value. Your maps are priceless to traders and explorers. | - |
| 31 | ASSET: Tier 5, Hidden Archive | Uncover knowledge deliberately concealed by the ancients: lost histories, powerful secrets, or forgotten lore. | - |
| 32 | ASSET: Tier 5, Mythic Creature | Discover a creature of legend: an ancient dragon, a rare magical being, or a survivor from bygone ages. | - |
| 33 | ASSET: Tier 5, World's Edge | Find the most remote and extraordinary location imaginable: the end of the known world, a place of wonder and danger. | - |
| 34 | ASSET: Tier 5, Greatest Discovery | Uncover something of supreme historical and magical importance. Your find will be studied for generations. | - |
| 35 | Mythic Discovery | Find something legendary. Work with GM: discover a place of myth made real, uncover secrets that reshape understanding, or find what was thought forever lost. | Varies |
---

### Magical Research Adventure Table
*For enchanting items, creating magical artifacts, and broad arcane experimentation*

**Use this table when:** You want to create magic items, enchant equipment, or experiment with raw magical energy. For spell development, use **Spellcraft**. For potions and transmutation, use **Alchemy**.

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Wasted Research | Your experiments went nowhere. Components consumed, enchantments failed. No progress this month. | - |
| 2 | Salvaged Materials | Little to show, but not nothing: 1d6×5 gp in salvaged reagents and magical residue. | - |
| 3 | Enchanting Notes | You gained understanding. Notes grant +2 on your next magical research roll. Plus 2d6×5 gp in materials. | - |
| 4 | Reference Tome | You created a treatise on enchanting techniques. Worth 2d6×10 gp to other researchers. | - |
| 5 | Minor Enchantment | You successfully enchanted a mundane item with a minor effect: glowing, self-cleaning, temperature-resistant, or similar. | - |
| 6 | Magical Discovery | You discovered a magical property of a common material. +1 to one type of check when using items made from it. | - |
| 7 | Enchanted Trinket | You created a minor magic trinket: compass that points north, stone that glows on command, or similar utility item. | - |
| 8 | Refined Components | You produced rare reagents worth 2d6×10 gp, or refined materials sufficient for Tier 1 item creation. | - |
| 9 | Enchanting Formulary | You documented enchanting processes. Worth 2d6×20 gp to other researchers. | - |
| 10 | Useful Enchantment | You enchanted a weapon or armor with a minor bonus: +1 damage, faint glow, resistance to rust. Lasts 1 month. | - |
| 11 | Charged Item | You created an item with 3 charges of a minor effect (light, detect magic, mending). Recharges at dawn. | - |
| 12 | Masterwork Enhancement | You permanently enhanced a masterwork item: it now counts as magical for overcoming resistance. | - |
| 13 | ASSET: Tier 2, Enchanting Workshop | A dedicated workspace for magical item creation. | - |
| 14 | Tier 1 Magic Item | You created a Tier 1 magic item. | - |
| 15 | Arcane Focus | You created a focus that grants +1 die to checks with one school of magic. | - |
| 16 | Tier 2 Magic Item | You created a Tier 2 magic item. | - |
| 17 | Enchanting Mastery | You mastered efficient techniques. Future Tier 1-2 items take half the normal time and cost. | - |
| 18 | ASSET: Tier 2, Bound Servant | A minor elemental or spirit bound to your service. | - |
| 19 | Tier 3 Magic Item | You created a Tier 3 magic item. | - |
| 20 | ASSET: Tier 3, Permanent Enchantment | You permanently enchanted one location with a useful magical effect. | - |
| 21 | ASSET: Tier 3, Arcane Familiar | An intelligent magical companion that aids your work. | - |
| 22 | Tier 4 Magic Item | You created a Tier 4 magic item. | - |
| 23 | ASSET: Tier 3, Enchanted Stronghold | Your residence permanently warded with magical defenses. | - |
| 24 | ASSET: Tier 4, Magical Sanctum | A tower or demiplane serving as your personal magical space. | - |
| 25 | ASSET: Tier 4, Arcane Academy | A magical school with 10 apprentice mages studying under you. | +300 |
| 26 | Tier 5 Magic Item | You created a Tier 5 magic item. | - |
| 27 | ASSET: Tier 5, Exceptional Workshop | You established one of the finest enchanting facilities in the world. Highly sought after by wealthy patrons. | +1,800 |
| 28 | Artifact Creation | You created a unique artifact: a Tier 5 magic item with an additional special property (sentience, extra ability, or legendary history). | - |
| 29 | ASSET: Tier 5, Master Enchanters | 15 master enchanters who study and work under you. | +2,200 |
| 30 | ASSET: Tier 5, Legendary Reputation | Your enchanting work is renowned. Royalty commissions your items. | +2,700 |
| 31 | ASSET: Tier 5, Grand Workshop | A world-class enchanting facility setting the standard for the craft. | +3,300 |
| 32 | ASSET: Tier 5, Exotic Materials Access | Permanent access to the rarest enchanting materials. | +4,000 |
| 33 | ASSET: Tier 5, Great Academy | A prestigious magical academy with 40 enchanters and 80 students. | +4,800 |
| 34 | ASSET: Tier 5, Master Craftsmen | 60 skilled enchanters who have trained in your methods. | +5,700 |
| 35 | True Mastery | Work with GM: create a legendary artifact, found an enchanting tradition, or achieve unmatched mastery. | Varies |
---

### Organization Adventure Table
*For guilds, armies, temples, factions.*

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Wasted Month | Your work for the organization went nowhere. Assignments fell through, efforts unrecognized. | - |
| 2 | Stipend Earned | You completed basic duties. The organization pays 1d6×5 gp in coin or supplies. | - |
| 3 | Requisitioned Supplies | You drew from organizational stores: 2d6×5 gp worth of equipment, rations, or materials. | - |
| 4 | Contract Completed | You handled a job the organization assigned: a client paid 2d6×10 gp for your work. | - |
| 5 | Equipment Borrowed | You requisitioned a masterwork weapon or armor from the armory. Bring it back intact. | - |
| 6 | ASSET: Tier 1, Safehouse Key | You earned permanent access to an organizational safehouse: bed, lockbox, no questions. | - |
| 7 | Professional Kit | You received professional equipment: thieves' tools, military kit, or guild badge plus 2d6×10 gp supplies. | - |
| 8 | Healing Requisitioned | You used the organization's healers: cured one disease, poison, or injury. Or took 1d6 healing potions. | - |
| 9 | Training Manual | You obtained documentation of organization techniques: worth 2d6×20 gp or useful for teaching. | - |
| 10 | ASSET: Tier 1, Assistants Assigned | You gained 2 organization members to help with an ongoing task. Competent professionals. | - |
| 11 | Cache Located | You accessed a hidden cache: 2d6×20 gp in gear, weapons, or supplies. Yours now. | - |
| 12 | Specialists Borrowed | You requisitioned 1d3 specialists (3 HD each) for one mission: soldiers, thieves, scholars, or priests. | - |
| 13 | ASSET: Tier 2, Travel Network | You gained free passage on organizational routes: caravans, ships, or safehouses spanning 4 cities. | - |
| 14 | ASSET: Tier 2, Quarters Granted | You earned a room in the guildhall, barracks, or temple: permanent residence with storage and workspace. | - |
| 15 | Masterwork Rewarded | The organization rewarded you with a masterwork weapon, armor, or professional tools. | - |
| 16 | ASSET: Tier 2, Squad Commanded | You now command 8 organization members (2 HD each). Loyal through organizational duty. | +15 |
| 17 | War Chest Access | You gained access to organizational funds: 2d6×50 gp for approved operations. | - |
| 18 | Magic Item Granted | You received a Tier 2 magic item from the organization. | - |
| 19 | ASSET: Tier 3, Veterans Sworn | You command 12 veteran specialists (3 HD each). Battle-tested and loyal. | +40 |
| 20 | Artifact Loaned | You were entrusted with a Tier 3 magic item. Expected to return someday. | - |
| 21 | ASSET: Tier 3, Elite Command | You command the organization's best: 12 elite operatives (4 HD each). | +60 |
| 22 | Treasury Access | You draw from organizational wealth: 2d6×100 gp available for major operations. | +75 |
| 23 | Artifact Granted | You were permanently granted a Tier 4 magic item. | - |
| 24 | ASSET: Tier 4, Military Company | You command 30 soldiers (2-3 HD) who answer to you. | +200 |
| 25 | Legendary Artifact | You were permanently granted a Tier 5 magic item. | - |
| 26 | ASSET: Tier 4, Private Army | You command 50 trained warriors (2-3 HD). | +400 |
| 27 | ASSET: Tier 4, Chapter House | A fortified guildhall with quarters for 60 members, armory, and meeting halls. | +600 |
| 28 | ASSET: Tier 4, Organizational Treasury | 4,000 gp in liquid funds under your control. | +800 |
| 29 | ASSET: Tier 5, Regional Headquarters | A massive fortress-compound housing 500 members with full facilities. | +1,000 |
| 30 | ASSET: Tier 5, Artifact Vault | Access to 4 Tier 5 magic items from the organization's secured armory. | +1,300 |
| 31 | ASSET: Tier 5, Standing Force | 1,200 sworn members (2-3 HD) stationed at your command. | +1,700 |
| 32 | ASSET: Tier 5, Grand Fortress | A castle-sized stronghold with walls, towers, housing for 800 members. | +2,300 |
| 33 | ASSET: Tier 5, Elite Legion | 2,000 veteran members (3-4 HD) who serve as your personal force. | +3,000 |
| 34 | ASSET: Tier 5, Organizational Army | 5,000 trained members (2-4 HD) organized as a military force. | +4,000 |
| 35 | Transcendent Resources | Work with GM: build an unprecedented fortress, command 15,000 members, or control legendary artifacts. | Varies |
---

### Political Intrigue Adventure Table
*For courtly maneuvering, diplomacy, leverage.*

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Social Disaster | You made an enemy or committed a faux pas. Lay low. No progress this month. | - |
| 2 | Court Survival | You navigated court politics without incident. Gained experience, no enemies made. | - |
| 3 | Gossip Gathered | You learned one actionable secret: an affair, a debt, a grudge, or a planned betrayal. | - |
| 4 | Favor Earned | You helped someone who now owes you: one introduction, one warning, or one door opened. | - |
| 5 | Patron Impressed | A courtier gifted you: fine clothing worth 2d6×10 gp, a letter of introduction, or an exclusive invitation. | - |
| 6 | Leverage Obtained | You acquired documents proving wrongdoing by a minor official. One significant favor to stay quiet. | - |
| 7 | Noble Indebted | You put a minor noble in your debt: 2d6×10 gp, shelter from authorities once, or speak for you at court. | - |
| 8 | Compromising Evidence | You obtained proof of a secret about someone important. One major favor or 2d6×20 gp to the right buyer. | - |
| 9 | Diplomatic Credentials | You secured diplomatic immunity: sealed letters granting safe passage through 1d6 territories. | - |
| 10 | Writ of Authority | You obtained official power: collect taxes, requisition supplies, or command local militia for one task. | - |
| 11 | ASSET: Tier 2, Patron Secured | You gained a noble patron who funds your activities: 80 gp plus lodging, horses, introductions. | +10 |
| 12 | ASSET: Tier 2, Blackmail Portfolio | You compiled leverage on 4 individuals. Each worth one significant favor or 70 gp in hush money. | - |
| 13 | Letter of Marque | You obtained official sanction: privateering, espionage, or enforcement with legal immunity. | - |
| 14 | ASSET: Tier 2, Manor Estate | A manor house with farmland providing steady income. | +15 |
| 15 | ASSET: Tier 2, Household Staff | 10 servants, guards, and assistants loyal to you. | - |
| 16 | ASSET: Tier 2, Political Faction | 8 minor nobles and officials who support your agenda. | +20 |
| 17 | ASSET: Tier 3, Royal Commission | Official power to judge cases and represent the crown in one region. | +40 |
| 18 | Rival Ruined | You destroyed a rival and seized their assets: 2d6×50 gp and property. | - |
| 19 | ASSET: Tier 3, Council Seat | A seat on the ruling council with veto power on regional matters. | +60 |
| 20 | ASSET: Tier 3, County Estate | A fortified manor ruling a county with productive lands. | +100 |
| 21 | ASSET: Tier 3, Spy Network | 15 trained intelligence agents who report to you. | +75 |
| 22 | ASSET: Tier 4, Political Treasury | 1,200 gp in funds for bribes, favors, and political maneuvering. | +200 |
| 23 | ASSET: Tier 4, Ducal Castle | A castle and duchy under your rule. Seat of regional power. | +400 |
| 24 | ASSET: Tier 4, Royal Influence | Direct access to the monarch as a trusted advisor. | +600 |
| 25 | ASSET: Tier 4, Noble Retinue | 40 sworn retainers: guards, servants, and household knights. | +1,000 |
| 26 | ASSET: Tier 4, Small Kingdom | Rule a kingdom with a capital city and several towns. | +1,500 |
| 27 | ASSET: Tier 5, Royal Army | Standing army of 300 professional soldiers under your command. | +1,900 |
| 28 | ASSET: Tier 5, Intelligence Empire | 50 master spies operating across multiple nations. | +2,400 |
| 29 | ASSET: Tier 5, Major Kingdom | A prosperous kingdom with multiple major cities and trade routes. | +3,000 |
| 30 | ASSET: Tier 5, Diplomatic Corps | 30 skilled diplomats who negotiate on your behalf. | +3,700 |
| 31 | ASSET: Tier 5, Imperial Treasury | 50,000 gp in liquid wealth for political and military purposes. | +4,500 |
| 32 | ASSET: Tier 5, Grand Empire | Rule an empire spanning multiple former kingdoms. | +5,500 |
| 33 | ASSET: Tier 5, Imperial Legion | 2,000 elite soldiers loyal to you personally. | +6,700 |
| 34 | ASSET: Tier 5, Master Spy Network | 150 spies and infiltrators operating across dozens of courts. | +8,000 |
| 35 | Transcendent Power | Work with GM: rule a vast empire, command 500 spies, or amass 200,000 gp in political treasury. | Varies |
---

### Religious Activity Adventure Table
*For temple work, pilgrimage, divine communion.*

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Wasted Devotion | Your prayers went unanswered, the faithful had no need of you. No progress this month. | - |
| 2 | Temple Provisions | You served the temple. Gain 1d6×5 gp in food, shelter, and supplies. | - |
| 3 | Alms Collected | You ministered to the faithful. Gain 2d6×5 gp in donations and supplies. | - |
| 4 | Prayer Book | You transcribed holy passages. Gain a prayer book worth 2d6×10 gp or useful for rituals. | - |
| 5 | Tier 1 Relic | You earned a minor relic: Vial of Purified Water, Healer's Prayer Beads, Saint's Compass, Mending Thread, Threshold Oil, or Skull Candle. | - |
| 6 | ASSET: Tier 1, Sanctuary Token | You earned sanctuary rights. Any temple of your faith shelters you for 1 month, no questions asked. | - |
| 7 | Divine Omen | Your deity sent a clear omen about a current problem. Not cryptic. actionable guidance. | - |
| 8 | Temple Funds | You were entrusted with resources: 2d6×10 gp for missions, charity, or temple business. | - |
| 9 | Tier 2 Relic | You earned a relic: Blessed Weapon Oil, Guardian's Icon, Confessor's Stole, Pilgrim's Boots, or Consolation Shroud. | - |
| 10 | Holy Tokens | Your deity granted 3 holy tokens. Each auto-succeeds one Sense check, then is consumed. | - |
| 11 | Pilgrimage Complete | You returned from a holy site with 2d6×20 gp in offerings, a Tier 2 relic, or a map to sacred ground. | - |
| 12 | ASSET: Tier 2, Acolytes Gained | You attracted 4 acolytes. Loyal through devotion, competent at temple work. | - |
| 13 | Tier 3 Relic | You earned a powerful relic: Sanctified Earth, Prophet's Eye, Martyr's Blood, Exorcist's Censer, or Preservation Salts. | - |
| 14 | Blessed Weapon | You were granted a Tier 2 magic weapon from the temple armory. | - |
| 15 | ASSET: Tier 2, Chapel Granted | You were granted a small chapel or shrine. Permanent residence for you and followers. | +10 |
| 16 | ASSET: Tier 2, Clergy Followers | 8 devoted clergy: priests, monks, or temple guards serve under you. | +20 |
| 17 | Divine Vision | Your god answered one major question directly. Clear guidance. You know what must be done. | - |
| 18 | Tier 4 Relic | You earned a major relic: Breath of Life Vial, Cursebreaker's Nail, Stormcaller's Horn, Celestial Feather, or Regeneration Salve. | - |
| 19 | Miracle Token | You received a one-use miracle: raise the dead (within 24 hours), cure any disease/curse, or summon divine intervention. | - |
| 20 | ASSET: Tier 3, Cathedral | A major temple building with worship hall, library, and living quarters for 20 people. | +50 |
| 21 | Saint's Bones | You received a Tier 3 relic containing one greater miracle (mass heal, smite army, or divine protection for a city). | - |
| 22 | Temple Treasury | You control accumulated offerings: 2d6×100 gp in gold, gems, and sacred objects. | - |
| 23 | Divine Artifact | You received a Tier 4 magic item. | - |
| 24 | ASSET: Tier 4, Ordained Clergy | 25 clergy members answer to your spiritual authority. | +200 |
| 25 | ASSET: Tier 4, Holy Ground | One acre of consecrated land where miracles come easier, undead cannot tread. | +300 |
| 26 | ASSET: Tier 4, Regional Cathedral | A cathedral serving an entire region with seating for 800 and 30 resident clergy. | +600 |
| 27 | ASSET: Tier 4, Sacred Treasury | 2,000 gp in religious wealth: relics, offerings, and sacred art under your control. | +700 |
| 28 | Divine Armory | Access to one Tier 5 magic item and 1d6 Tier 4 relics from the faith's vaults. | - |
| 29 | ASSET: Tier 5, Grand Cathedral | A massive temple complex seating 1,500 worshippers with extensive facilities. | +900 |
| 30 | ASSET: Tier 5, Ordained Priests | 100 ordained clergy stationed at your temple who serve under you. | +1,200 |
| 31 | ASSET: Tier 5, Pilgrimage Site | A holy site that draws 2,000+ pilgrims yearly. Generates offerings. | +1,600 |
| 32 | ASSET: Tier 5, Monastery Complex | A monastery with quarters for 200 monks, library, and training facilities. | +2,200 |
| 33 | ASSET: Tier 5, Temple Fortress | A fortified temple with walls, 50 temple guards, and defensible position. | +3,000 |
| 34 | ASSET: Tier 5, Sacred Order | 400 devoted followers (clergy and guards) who have sworn to serve you. | +4,000 |
| 35 | Divine Transcendence | Work with GM: gain a legendary relic, build an unprecedented holy site, or found a new religious order. | Varies |
---

### Crafting Adventure Table
*For crafting, repair work, tool making, any trade*

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Wasted Month | Your crafting produced nothing usable. Materials spoiled, designs failed, the month passes with no finished work. | - |
| 2 | Functional Work | You produced serviceable items. They'll do their job. Sell for 1d6x5 gp or keep for personal use. | - |
| 3 | Materials Salvaged | Your work produced useful scraps: 2d6x5 gp in reusable materials, components, or supplies for future projects. | - |
| 4 | Master's Tools | Acquire or create a set of superior tools for your craft. These tools grant advantage on one type of crafting work. | - |
| 5 | Quality Item | Create something well-made: a sturdy tool, reliable weapon (standard stats), comfortable furniture, or durable clothing worth 2d6x5 gp. | - |
| 6 | Reputation Started | Word spreads about your competence. Locals know you do good work and will pay fair prices. | - |
| 7 | Commission Completed | Your work pleases a patron: 2d6x10 gp payment and a satisfied customer who may return. | - |
| 8 | Profitable Sales | Your creations sell well: 2d6x10 gp from sales. You've established yourself in the local market. | - |
| 9 | Masterwork Weapon or Armor | Produce a masterwork weapon or armor. | - |
| 10 | ASSET: Tier 1, Workshop Established | Set up permanent workspace: a forge, carpenter's shop, or tailor's studio. A place to work that's yours. | - |
| 11 | Signature Piece | Create something that showcases your skill worth 2d6x20 gp. This item becomes known and sought after. | - |
| 12 | ASSET: Tier 2, Apprentice Trained | A skilled apprentice joins you permanently. They can handle routine work and assist on complex projects, doubling your output on simple items. | - |
| 13 | Rare Materials | Obtain something special: ironwood, star metal, dragon bone, or spider silk. Enough for 2d6 masterwork items or one exceptional creation. | - |
| 14 | Advanced Creation | Successfully craft an advanced item: a suit of full plate armor (AC 16), a siege weapon, or a fine instrument worth 2d6x50 gp. | - |
| 15 | ASSET: Tier 2, Expanded Workshop | A full workshop facility capable of major projects. | - |
| 16 | Legendary Material | Acquire mithril, adamantine, or starmetal. Enough for one Tier 3 magic item. | - |
| 17 | Master Craftsman | Recognized as a master across the region. Create 2 Tier 2 magic items. | - |
| 18 | ASSET: Tier 3, Guild Position | Leadership position in the local crafters' guild. | +40 |
| 19 | Unique Innovation | Invent something no one else can make. You possess the only formula. | - |
| 20 | ASSET: Tier 3, Foundry | A major production facility: foundry, shipyard, or mill. | +75 |
| 21 | Legendary Creation | Create a Tier 3 magic item. | - |
| 22 | Revolutionary Innovation | Invent a breakthrough technique. Create 3d6 items demonstrating it. | - |
| 23 | Enchanted Works | Create 2 Tier 4 magic items. | - |
| 24 | ASSET: Tier 4, Master Craftsmen | 25 master craftspeople trained in your methods. | +300 |
| 25 | Artifact Creation | Create a Tier 5 magic item. | - |
| 26 | ASSET: Tier 4, Legendary Workshop | A workshop facility renowned across nations. | +600 |
| 27 | Impossible Construction | Build something extraordinary and unprecedented. | - |
| 28 | Living Craft | Create 3 Tier 5 magic items with unique properties. | - |
| 29 | ASSET: Tier 5, Workshop Network | 8 major workshop facilities in different locations. | +700 |
| 30 | ASSET: Tier 5, Exotic Materials | Permanent access to meteor iron, ancient wood, and dragon bone. | +850 |
| 31 | ASSET: Tier 5, Master Artisans | 100 master craftspeople who have studied your techniques. | +1,000 |
| 32 | ASSET: Tier 5, Grand Forge | The finest crafting facility in the world. | +1,200 |
| 33 | ASSET: Tier 5, Crafting Academy | An academy with 150 craftspeople studying and working. | +1,450 |
| 34 | ASSET: Tier 5, Artisan Legion | 250 master craftspeople across your network. | +1,750 |
| 35 | Magnum Opus | Work with GM: create a legendary weapon, build a wonder of the world, or establish a crafting tradition. | Varies |
---

### Trade/Commerce Adventure Table
*For merchant activities, business ventures, and trade. Use repeatedly to build your commercial empire.*

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Wasted Venture | Your commercial venture went nowhere. Deals fell through, caravans delayed, markets closed. No profit this month. | - |
| 2 | Broke Even | You kept your capital intact and earned 1d6x5 gp covering basic expenses. Not a loss. | - |
| 3 | Small Profit | Modest but real gains: 2d6x5 gp from deals that actually closed. | - |
| 4 | Market Intelligence | Learn valuable trade information: which goods are scarce, where prices are high, what opportunities exist. Actionable knowledge. | - |
| 5 | ASSET: Tier 1, Reliable Supplier | Find a steady source for goods at 10% below market price. An ongoing connection that saves money on every deal. | +5 |
| 6 | ASSET: Tier 1, Customer Base | Establish regular clientele who return to you. Steady small income from repeat business. | +10 |
| 7 | Good Deal | Negotiate excellent terms on a major transaction. Yield 2d6x10 gp in pure profit. | - |
| 8 | ASSET: Tier 1, Trade Route | Chart and establish a profitable route between settlements. Caravans can follow your path. | +15 |
| 9 | ASSET: Tier 2, Shop Acquired | Gain a storefront, market stall, or trading post. A permanent place of business that's yours. | +20 |
| 10 | ASSET: Tier 2, Merchant Network | Build connections with 4 traders across multiple settlements. They share information and opportunities. | +15 |
| 11 | ASSET: Tier 2, Trade Caravan | A caravan with wagons and guards for trade expeditions. | +25 |
| 12 | ASSET: Tier 2, Local Monopoly | Exclusive control of one commodity in your local market. | +30 |
| 13 | ASSET: Tier 2, Major Contract | Exclusive supply contract with a major institution. | +40 |
| 14 | ASSET: Tier 2, Warehouse | A trading warehouse for storing and managing goods. | +50 |
| 15 | ASSET: Tier 3, Multiple Caravans | 4 trade caravans operating under your direction. | +75 |
| 16 | ASSET: Tier 3, Guild Leadership | Leadership position in the merchant guild. | +100 |
| 17 | ASSET: Tier 3, Exotic Goods Access | Exclusive access to rare and valuable trade goods. | +120 |
| 18 | ASSET: Tier 3, Merchant Employees | 20 merchants and traders working for you. | +150 |
| 19 | ASSET: Tier 3, Trade Capital | 2,000 gp in liquid trading capital. | +250 |
| 20 | ASSET: Tier 3, Regional Monopoly | Control of a major commodity across a region. | +400 |
| 21 | ASSET: Tier 4, International Routes | Established trade routes to foreign markets. | +600 |
| 22 | ASSET: Tier 4, Merchant Fleet | 15 trade ships under your command. | +1,000 |
| 23 | ASSET: Tier 4, Vast Wealth | 10,000 gp in liquid assets. | +1,500 |
| 24 | ASSET: Tier 4, National Monopoly | Dominant control of trade in one nation. | +2,500 |
| 25 | ASSET: Tier 4, Merchant Network | 30 merchant houses in your trading network. | +5,000 |
| 26 | ASSET: Tier 5, Continental Houses | 50 merchant houses across a continent. | +6,000 |
| 27 | ASSET: Tier 5, Trading Empire | 80 merchant houses spanning multiple nations. | +7,200 |
| 28 | ASSET: Tier 5, Merchant Employees | 1,200 merchants and traders in your employ. | +8,500 |
| 29 | ASSET: Tier 5, Trade Monopolies | Exclusive control of 5 luxury goods. | +10,000 |
| 30 | ASSET: Tier 5, Royal Contracts | Supply contracts with 10 royal courts. | +11,700 |
| 31 | ASSET: Tier 5, Massive Fleet | 60 trade ships operating under your banner. | +13,500 |
| 32 | ASSET: Tier 5, Grand Network | 150 merchant houses in your network. | +15,500 |
| 33 | ASSET: Tier 5, Trade Guilds | 12 trade guilds under your control. | +17,700 |
| 34 | ASSET: Tier 5, Commercial Empire | 250 merchant houses spanning the known world. | +20,000 |
| 35 | Economic Transcendence | Work with GM: establish 500 merchant houses, create a banking system, or control continental trade. | Varies |
---

### Spellcraft Adventure Table

*For spell development, arcane experimentation, and magical theory research*

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Wasted Research | Your experiments produced nothing usable. Theories disproven, formulas failed, the month passes with no magical progress. | - |
| 2 | Unstable Result | Your experimentation produced something marginal. You created a scroll of a random tier-1 spell that works, plus 1d6x5 gp in salvaged components. | - |
| 3 | Arcane Scraps | Your research yielded basic understanding: 2d6x5 gp worth of spell components, inks, and materials useful for future work. | - |
| 4 | Theoretical Insight | Through study, you understood a magical principle. Gain a detailed treatise on one school of magic worth 2d6x10 gp to other researchers. | - |
| 5 | Cantrip Discovered | Successfully develop or recover a minor cantrip. You have a scroll of this cantrip and can learn to cast it reliably. | - |
| 6 | Spell Scroll Created | Successfully scribe a scroll of a spell you know (up to tier 2). The scroll is stable and can be used or sold (worth 2d6x10 gp). | - |
| 7 | Rare Components | Your research led to sources of valuable materials: 2d6x10 gp in rare inks, exotic components, or crystallized magic. | - |
| 8 | Spell Variant Scroll | Create a scroll of a spell variant: changed damage type, altered range, or modified duration. One use, but you have notes to recreate it. | - |
| 9 | Three Scrolls | Your scribing work was productive: create 3 spell scrolls of spells you know (any combination up to tier 2). | - |
| 10 | New Spell | Successfully develop or recover a spell of your current tier or lower. You have a scroll and can learn to cast it. | - |
| 11 | Spellbook Fragment | Discover or create a partial spellbook containing 1d3 spells (your tier or lower). Worth 2d6x5 gp to other mages. | - |
| 12 | Spell Focus Created | Create a magical focus for one school of magic: a carved wand or enchanted crystal. When casting spells of that school, you may reroll one damage die (keep either result). | - |
| 13 | Scroll Collection | Complete a comprehensive collection: 2d6 spell scrolls of various spells (your tier or lower). Worth 2d6x50 gp. | - |
| 14 | Two New Spells | Your research bore fruit: scrolls of 2 spells of your current tier or lower. Learn both or sell/trade them. | - |
| 15 | Personal Grimoire | Compile a spellbook containing your known spells plus 1d6 additional researched spells (your tier or lower). Worth 2d6x30 gp. | - |
| 16 | Metamagic Scrolls | Create 3 special spell scrolls that cast at +1 effective tier (more damage, longer duration, extra targets). One-time use each. | - |
| 17 | Combined Spell Scroll | Successfully combine two related spells into a single casting. You gain one scroll of this combined effect and notes on recreation. | - |
| 18 | Advanced Spell | Develop or recover a powerful spell above your current tier (+1 tier). You have a scroll and can attempt to cast it (with appropriate risk). | - |
| 19 | Ritual Mastery | Create a powerful ritual scroll: summoning, scrying, teleportation, or warding. Detailed instructions included. Worth 2d6x50 gp or produces major effects when performed. | - |
| 20 | Master Grimoire | Complete a masterwork spellbook: contains 3d6 spells across multiple tiers. Worth 2d6x100 gp. | - |
| 21 | Signature Spell | You developed a unique spell bearing your name. Describe the effect you want. The GM sets the tier and any limitations. You have the only scroll and documentation. | - |
| 22 | Arcane Breakthrough | Your research revolutionized magical understanding. Create 2d6 scrolls of a powerful effect, and your thesis is worth 2d6x100 gp to academies. | - |
| 23 | Legendary Spell | Recover or create a legendary spell lost to time. You have one scroll and the knowledge to create more (requires 500 gp in materials and one week per scroll). | - |
| 24 | ASSET: Tier 4, School Mastery | Master an entire school of magic. Gain a comprehensive grimoire of that school containing 15 spells from cantrip to highest tier. | - |
| 25 | ASSET: Tier 4, Unique Spell | A spell only you can teach. Others pay to learn it. | +300 |
| 26 | ASSET: Tier 4, Magical Academy | A magical academy with 15 mages studying under you. | +600 |
| 27 | ASSET: Tier 5, Planar Portals | 2 stable portals to other planes under your control. | +700 |
| 28 | ASSET: Tier 5, Grand Grimoire | Know 60 spells across all tiers. | +850 |
| 29 | Reality Weaving | Permanently alter one magical effect in a 1-mile radius. | - |
| 30 | ASSET: Tier 5, Spell Library | A library containing 250 spell tomes. | +1,000 |
| 31 | ASSET: Tier 5, Spell Innovation | Created 20 new spells unknown to others. | +1,200 |
| 32 | ASSET: Tier 5, Great Academy | A prestigious academy with 100 mages and students. | +1,450 |
| 33 | ASSET: Tier 5, Master Spellbook | Know 180 spells across all tiers. | +1,750 |
| 34 | ASSET: Tier 5, Arcane Legion | 200 trained mages who studied under you. | +2,100 |
| 35 | True Name of Magic | Work with GM: know 300+ spells, found multiple academies, or revolutionize magical theory. | Varies |

---

### Alchemy Adventure Table

*For potion brewing, transmutation, and alchemical mastery. Use repeatedly to stock your supplies.*

**Alchemical Tiers:** T1 = 10 gp value | T2 = 25 gp | T3 = 75 gp | T4 = 200 gp | T5 = 500 gp. Choose specific items from your game's alchemy list at the appropriate tier.

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Wasted Brewing | Your experiments failed. Ingredients spoiled, no alchemical progress this month. | - |
| 2 | Salvaged Reagents | Partial success: 1d6x5 gp in salvaged materials for future brewing. | - |
| 3 | Basic Materials | Your work produced supplies: 2d6x5 gp in alchemical reagents. | - |
| 4 | Formula Notes | Discover partial recipe. Notes grant +2 on your next attempt to create this item type. | - |
| 5 | Tier 1 Batch | Brew 3 Tier 1 alchemical items of your choice. | - |
| 6 | Tier 1 Production | Brew 6 Tier 1 alchemical items of your choice. | - |
| 7 | Rare Ingredients | Locate valuable materials: 2d6x10 gp in rare reagents. | - |
| 8 | Tier 2 Batch | Brew 3 Tier 2 alchemical items of your choice. | - |
| 9 | Mixed Production | Brew 4 Tier 1 items and 2 Tier 2 items of your choice. | - |
| 10 | Tier 2 Production | Brew 6 Tier 2 alchemical items of your choice. | - |
| 11 | Tier 3 Batch | Brew 3 Tier 3 alchemical items of your choice. | - |
| 12 | Alchemical Arsenal | Brew 2 Tier 1, 2 Tier 2, and 2 Tier 3 items of your choice. | - |
| 13 | Transmutation | Turn base materials into silver worth 2d6x50 gp. | - |
| 14 | Tier 3 Production | Brew 6 Tier 3 alchemical items of your choice. | - |
| 15 | ASSET: Tier 2, Workshop Established | Proper laboratory with equipment and storage. Permanent workspace. | +15 |
| 16 | Tier 4 Batch | Brew 3 Tier 4 alchemical items of your choice. | - |
| 17 | ASSET: Tier 3, Formula Collection | Master 8 formulas. Recipe book worth 400 gp to other alchemists. | +30 |
| 18 | Tier 4 Production | Brew 6 Tier 4 alchemical items of your choice. | - |
| 19 | Alchemical Stockpile | Brew 3 items each of Tier 1, 2, 3, and 4. | - |
| 20 | Tier 5 Batch | Brew 3 Tier 5 alchemical items of your choice. | - |
| 21 | ASSET: Tier 3, Lesser Philosopher's Stone | 4,000 gp base metal to gold or creates one Tier 4 item instantly. | +60 |
| 22 | Tier 5 Production | Brew 6 Tier 5 alchemical items of your choice. | - |
| 23 | Grand Production | Brew 6 items each of Tier 3, 4, and 5. | - |
| 24 | ASSET: Tier 4, Transmutation Circle | Permanent circle transforms materials. Produces 800 gp initially, reusable weekly. | +200 |
| 25 | ASSET: Tier 4, Grand Laboratory | A legendary alchemical workshop facility. | +350 |
| 26 | ASSET: Tier 4, Alchemical Academy | An academy training 12 apprentice alchemists. | +600 |
| 27 | ASSET: Tier 5, Philosopher's Stone | A stone that transmutes 3,000 gp of base metals monthly. | +750 |
| 28 | Mythic Production | Brew 15 Tier 5 alchemical items this month. | - |
| 29 | Alchemical Mastery | Know 120 alchemical formulas. | +900 |
| 30 | ASSET: Tier 5, Transmutation Mastery | Can transmute 5,000 gp worth of materials monthly. | +1,100 |
| 31 | ASSET: Tier 5, Elixir of Youth | Formula for elixirs that extend life by 20 years. | +1,300 |
| 32 | ASSET: Tier 5, Master Alchemists | 80 master alchemists trained in your methods. | +1,550 |
| 33 | ASSET: Tier 5, Universal Solvent | Formula for a solvent that dissolves any non-magical substance. | +1,850 |
| 34 | ASSET: Tier 5, Laboratory Network | 15 alchemical laboratories under your control. | +2,200 |
| 35 | Alchemical Transcendence | Work with GM: discover elemental transmutation, create immortality elixirs, or master 250+ formulas. | Varies |

---

### Governance Adventure Table

*For ruling domains, managing territories, and kingdom building. Use repeatedly to expand your realm.*

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Wasted Effort | Your governance produced no results. No progress this month. | - |
| 2 | Barely Stable | Domain functions. No disasters. Collected 1d6x5 gp in minimal taxes. | - |
| 3 | Small Revenue | Modest income: 2d6x5 gp in taxes, tariffs, and fees. | - |
| 4 | Community Project | Minor improvement completed. People notice and appreciate it. | - |
| 5 | ASSET: Tier 1, Loyal Steward | Capable administrator (3 HD) joins you. Manages daily affairs. | - |
| 6 | Productive Season | Good harvest, steady trade. 2d6x10 gp surplus, content people. | - |
| 7 | ASSET: Tier 1, Infrastructure | Useful structure completed: bridge, mill, tower, or warehouse. | +10 |
| 8 | Population Growth | Settlers arrive. Domain's tax base increases. | +10 |
| 9 | Trade Agreement | Profitable deal with neighbors or merchants. | +20 |
| 10 | ASSET: Tier 2, Fortifications | Defensive structures: walls, towers, small keep. Can withstand raids. | +15 |
| 11 | ASSET: Tier 2, Specialist | A valuable professional (master smith, renowned healer, or skilled architect) establishes operations in your domain. They attract business and train 2 apprentices per year. | +15 |
| 12 | Treasury Surplus | Excellent governance: 2d6x20 gp surplus from efficient rule. | - |
| 13 | Regional Influence | Neighboring lords seek alliance. Your voice carries weight. | - |
| 14 | ASSET: Tier 2, Bureaucracy | Functioning administration: 8 clerks and officials. Domain runs without you. | +30 |
| 15 | ASSET: Tier 3, Major Infrastructure | Castle, cathedral, harbor, or road network. Regional center. | +50 |
| 16 | Economic Boom | Thriving industries, busy markets. 2d6x50 gp treasury surplus. | +75 |
| 17 | ASSET: Tier 3, Standing Force | 12 soldiers (2 HD) sworn to service with equipment and barracks. | +40 |
| 18 | ASSET: Tier 3, Legal System | Formal laws, courts, magistrates. Recognized authority. | +60 |
| 19 | ASSET: Tier 3, Vassal Lords | 8 minor nobles pledge fealty, each bringing holdings and soldiers. | +100 |
| 20 | ASSET: Tier 3, Regional Capital | A major city serving as a regional capital. | +150 |
| 21 | ASSET: Tier 4, County Lands | A county or barony under your governance. | +250 |
| 22 | ASSET: Tier 4, Small Kingdom | A kingdom with a capital city and several towns. | +500 |
| 23 | ASSET: Tier 4, Royal Dynasty | Your bloodline established as a ruling dynasty. | +750 |
| 24 | ASSET: Tier 4, Crown Authority | Sovereign authority over multiple counties. | +1,500 |
| 25 | ASSET: Tier 5, Imperial Provinces | 8 provinces under your imperial rule. | +3,000 |
| 26 | ASSET: Tier 5, Vassal Kingdoms | 6 vassal kingdoms sworn to you. | +3,800 |
| 27 | ASSET: Tier 5, Imperial Treasury | 80,000 gp in imperial treasury funds. | +4,700 |
| 28 | ASSET: Tier 5, Legal Code | A comprehensive legal system adopted by other nations. | +5,700 |
| 29 | ASSET: Tier 5, Regional Empire | An empire spanning 15 provinces. | +6,900 |
| 30 | ASSET: Tier 5, Grand Palace | An imperial palace complex of legendary magnificence. | +8,200 |
| 31 | ASSET: Tier 5, Continental Empire | An empire spanning 30 provinces across a continent. | +9,700 |
| 32 | ASSET: Tier 5, Religious Endorsement | Official endorsement from major religious authorities. | +11,400 |
| 33 | ASSET: Tier 5, Grand Empire | An empire spanning 50 provinces. | +13,300 |
| 34 | ASSET: Tier 5, Imperial Universities | 20 universities throughout your empire. | +15,500 |
| 35 | Transcendent Governance | Work with GM: rule 100+ provinces, establish laws adopted worldwide, or build enduring monuments. | Varies |

---

### Military Command Adventure Table

*For leading soldiers, conducting warfare, and military operations. Use repeatedly to build your forces.*

**Soldier Stats by Type:** soldiers are Minors; read a listed HD as the Minor's Tier (capped at 5). Regular = Tier 2 Minor, AC 14 | Elite = Tier 3 Minor, AC 15 | Champion = Tier 4 Minor, AC 16

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Wasted Campaign | Your military operations yielded nothing. No progress this month. | - |
| 2 | Meager Plunder | Modest results: 1d6x5 gp in loot or payment for service. | - |
| 3 | Soldier's Pay | Standard military work: 2d6x5 gp and contacts among soldiers. | - |
| 4 | Tactical Knowledge | Learn valuable military insights. Detailed notes on tactics and strategy. | - |
| 5 | ASSET: Tier 1, Veteran Recruit | 1 capable warrior (2 HD) joins your command. Loyal through respect. | - |
| 6 | Successful Operation | Mission accomplished: 2d6x10 gp in plunder, good morale. | - |
| 7 | ASSET: Tier 1, Trained Squad | 4 soldiers (2 HD each) trained and equipped. Loyal to you. | - |
| 8 | War Spoils | Profitable campaign: 2d6x20 gp in arms, armor, and ransoms. | - |
| 9 | ASSET: Tier 2, Officer Cadre | 4 capable officers (3 HD each) who can lead troops independently. | - |
| 10 | ASSET: Tier 2, Elite Unit | 8 elite soldiers (3 HD each). Battle-hardened specialists. | - |
| 11 | ASSET: Tier 2, Military Contract | Steady employment with a lord or kingdom providing regular pay for your services. | +20 |
| 12 | ASSET: Tier 2, Company Formed | 12 soldiers (2 HD) under permanent command with officers and equipment. | +15 |
| 13 | ASSET: Tier 2, Fortification Held | Control a keep or fort with 8 garrison soldiers (2 HD each) and surrounding territory. | +30 |
| 14 | ASSET: Tier 2, Battle Won | Major victory. 350 gp in spoils. 8 veteran volunteers (2 HD each) join your forces. | - |
| 15 | ASSET: Tier 3, Warband | 18 soldiers (2 HD) and 8 elite soldiers (3 HD) under your command. | +40 |
| 16 | Champion Defeated | Slew enemy commander. Their arms (worth 2d6x50 gp) and legendary reputation. | - |
| 17 | ASSET: Tier 3, Military Advisor | Appointed advisor to a lord. Command their forces during campaigns with authority over strategy. | +60 |
| 18 | ASSET: Tier 3, Army Command | 100 soldiers under your command. | +100 |
| 19 | ASSET: Tier 3, Territory Conquered | Captured a town or region with garrison troops and tax-generating populace. | +150 |
| 20 | ASSET: Tier 3, Elite Army | 200 troops under your command. | +200 |
| 21 | ASSET: Tier 4, General's Command | Multiple armies totaling 500 troops. Shape regional military strategy. | +400 |
| 22 | ASSET: Tier 4, Conquering Force | 1,000 troops under your banner. Conquered a kingdom or united factions. | +750 |
| 23 | ASSET: Tier 4, Military Empire | Command multiple armies and strategic fortresses. Dictate terms to kings. | +1,500 |
| 24 | ASSET: Tier 4, Continental Army | 5,000 troops. Subjugate nations. Your word is military law. | +3,000 |
| 25 | ASSET: Tier 4, Invincible Legion | 10,000 elite troops. Never defeated. Enemies surrender at your banners. | +6,000 |
| 26 | ASSET: Tier 5, Continental Army | 15,000 troops under your command. | +7,200 |
| 27 | ASSET: Tier 5, Military Academy | War academy training 500 officers per year. | +8,600 |
| 28 | ASSET: Tier 5, Fortress Network | 40 fortresses under your control. | +10,200 |
| 29 | ASSET: Tier 5, Grand Army | 38,000 troops under your command. | +12,000 |
| 30 | ASSET: Tier 5, Vassal Armies | 12 vassal armies sworn to you. | +14,000 |
| 31 | ASSET: Tier 5, Officer Corps | 1,200 trained officers in your service. | +16,300 |
| 32 | ASSET: Tier 5, Supreme Army | 85,000 troops under your command. | +18,800 |
| 33 | ASSET: Tier 5, Siege Arsenal | 200 siege engines under your control. | +21,600 |
| 34 | ASSET: Tier 5, Imperial Army | 150,000 troops under your command. | +24,700 |
| 35 | War Incarnate | Work with GM: command 250,000+ troops, conquer continents, establish military traditions studied for millennia, build fortress-cities. | Varies |

---

### Underworld Adventure Table

*For thieves, criminals, and organized crime.*

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Busted | Your job went wrong. Lay low. No profit this month. | - |
| 2 | Petty Take | You pulled small-time jobs. Gain 1d6×5 gp in coin or fenced goods. | - |
| 3 | Street Earnings | You worked jobs around town. Gain 2d6×5 gp and a simple hideout. | - |
| 4 | ASSET: Tier 1, Fence Found | You found a reliable fence. Sell stolen goods at 75% value instead of 50%. | - |
| 5 | Crew Job | You worked with a crew. Gain 2d6×10 gp and 1d4 thugs (2 HD) available for one job. | - |
| 6 | ASSET: Tier 1, Official Corrupted | You bribed a guard, official, or merchant. They'll look the other way or provide inside info. | - |
| 7 | ASSET: Tier 1, Safehouse Secured | You established a hidden location with bed, lockbox, and escape route. Shelters 4 people. | - |
| 8 | ASSET: Tier 1, Smuggling Route | You moved contraband successfully. Gain 140 gp and a reusable smuggling route. | +10 |
| 9 | ASSET: Tier 2, Officials Bribed | 2 guards or clerks on your payroll. They warn you, lose paperwork, or open doors. | - |
| 10 | ASSET: Tier 2, Thugs Retained | 8 thugs (2 HD each) on your payroll. Available for jobs, intimidation, or protection. | +15 |
| 11 | ASSET: Tier 2, Front Established | You set up a legitimate business covering criminal income: shop, tavern, or warehouse. | +20 |
| 12 | ASSET: Tier 2, Guild Access | You gained thieves' guild membership: better fences (90% value), forged papers, job leads. | +25 |
| 13 | ASSET: Tier 2, Smuggling Network | You built routes with bribed officials across 4 borders. Move goods, people, or yourself undetected. | +30 |
| 14 | ASSET: Tier 2, Assassin Contracted | A skilled killer (4 HD) on retainer. Expensive, but effective and discreet. | - |
| 15 | ASSET: Tier 3, Racket Running | You established a racket: protection, gambling, smuggling, or fencing operation. | +40 |
| 16 | ASSET: Tier 3, Officials Owned | 8 officials on payroll: guards, magistrates, port authorities. Significant legal protection. | +50 |
| 17 | ASSET: Tier 3, Crew Assembled | You command 12 criminals (2 HD): thieves, smugglers, enforcers. Your organization. | +60 |
| 18 | ASSET: Tier 3, Market Cornered | You control the black market in a major city. Acquire almost anything illegal. | +80 |
| 19 | ASSET: Tier 3, Blackmail Compiled | You hold leverage on 8 powerful individuals. Each worth major favors or 140 gp. | - |
| 20 | ASSET: Tier 3, Treasury Hidden | 700 gp cached across multiple hidden locations plus ongoing income from operations. | +100 |
| 21 | ASSET: Tier 4, Criminal Crew | You command 18 criminals: thieves, enforcers, and smugglers. | +150 |
| 22 | ASSET: Tier 4, Shadow Treasury | 1,400 gp cached in hidden locations. | +200 |
| 23 | ASSET: Tier 4, Criminal Army | You command 35 criminals under your control. | +300 |
| 24 | ASSET: Tier 4, Hidden Wealth | 3,500 gp in liquid assets. | +500 |
| 25 | ASSET: Tier 4, Criminal Network | You command 70 operatives. | +750 |
| 26 | ASSET: Tier 5, Master Treasury | 14,000 gp in liquid assets. | +1,000 |
| 27 | ASSET: Tier 5, Syndicate Operatives | 100 operatives under your command. | +1,200 |
| 28 | ASSET: Tier 5, Blackmail Portfolio | Leverage on 40 powerful individuals. | +1,450 |
| 29 | ASSET: Tier 5, Criminal Force | 200 operatives under your command. | +1,750 |
| 30 | ASSET: Tier 5, Corrupt Officials | 80 corrupted officials on your payroll. | +2,100 |
| 31 | ASSET: Tier 5, Political Assets | Leverage over 12 government officials. | +2,500 |
| 32 | ASSET: Tier 5, Master Operatives | 350 operatives under your command. | +3,000 |
| 33 | ASSET: Tier 5, Shadow Treasury | 60,000 gp in hidden caches. | +3,600 |
| 34 | ASSET: Tier 5, Criminal Legion | 500 operatives under your command. | +4,300 |
| 35 | Shadow Transcendence | Work with GM: build a criminal empire that endures for ages, corrupt entire governments, or become the ultimate crime lord of history. | Varies |
---

### Seafaring/Naval Adventure Table

*For sailors, naval officers, maritime exploration, and sea operations. Use repeatedly to build your fleet.*

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Wasted Voyage | Weather, bad luck, or empty seas. No progress this month. | - |
| 2 | Sailor's Wages | You worked at sea. Gain 1d6×5 gp and contacts among local sailors. | - |
| 3 | Dock Work | You labored at harbor. Gain 2d6×5 gp and a contact who knows ship movements. | - |
| 4 | Crew Position | You served on a trading vessel. Gain 2d6×10 gp and 3 sailors (2 HD) who'll crew for you. | - |
| 5 | ASSET: Tier 1, Salvage Find | You recovered a small boat (20 ft, 8 capacity) from wreckage. Seaworthy with minor repairs. | - |
| 6 | ASSET: Tier 1, Prize Share | You claimed a share of captured cargo. Gain 70 gp and a larger boat (30 ft, 1 mast). | - |
| 7 | ASSET: Tier 1, Fishing Operation | You established productive waters. Gain a fishing boat and regular catches. | +15 |
| 8 | ASSET: Tier 1, Secret Harbor | You discovered a hidden cove. Secure anchorage for your vessels, unknown to authorities. | - |
| 9 | ASSET: Tier 2, Ship's Officer | You earned command position on a vessel. Gain 140 gp and 8 trained sailors (2 HD). | - |
| 10 | ASSET: Tier 2, Trade Route | You established a profitable shipping route between two ports. | +25 |
| 11 | ASSET: Tier 2, First Command | You gained your own ship (40 ft, armed) with 12 loyal crew (2 HD each). | +20 |
| 12 | ASSET: Tier 2, Prize Vessel | You captured or salvaged a larger ship (60 ft, armed). 15 crew (2 HD each) joined through shared fortune. | - |
| 13 | ASSET: Tier 2, Port Connections | You secured exclusive docking rights and trade contacts at a major port. | +30 |
| 14 | Treasure Cache | You discovered a hidden cache worth 2d6×50 gp. The map is yours alone. | - |
| 15 | ASSET: Tier 3, Harbor Facility | You own warehouse and dock space at a major port. Store goods, repair ships. | +40 |
| 16 | ASSET: Tier 3, Small Fleet | You command 3 ships (one warship, two traders). | +60 |
| 17 | ASSET: Tier 3, Port Control | You control a minor port. Collect fees, manage traffic, fortified warehouse. | +80 |
| 18 | ASSET: Tier 3, Sea Legend | You achieved major maritime fame. 20 veteran sailors (3 HD) seek to join you. | - |
| 19 | ASSET: Tier 3, Warship Command | You command a large warship (90 ft, heavily armed). | +75 |
| 20 | ASSET: Tier 3, Island Base | You claimed an island with a fort. | +120 |
| 21 | ASSET: Tier 4, Battle Fleet | You command 5 warships. | +200 |
| 22 | ASSET: Tier 4, Island Stronghold | A fortified island base under your control. | +250 |
| 23 | ASSET: Tier 4, Merchant Fleet | You control 8 merchant vessels. | +400 |
| 24 | ASSET: Tier 4, War Fleet | You command 10 warships. | +500 |
| 25 | ASSET: Tier 4, Island Chain | 5 islands under your rule. | +750 |
| 26 | ASSET: Tier 5, Naval Fleet | You command 50 vessels. | +1,500 |
| 27 | ASSET: Tier 5, Island Bases | 3 major island bases under your control. | +1,800 |
| 28 | ASSET: Tier 5, Island Nation | An island nation of 15 ports under your rule. | +2,200 |
| 29 | ASSET: Tier 5, Grand Fleet | You command 150 vessels. | +2,700 |
| 30 | ASSET: Tier 5, Maritime Crew | 4,000 crew in your employ. | +3,300 |
| 31 | ASSET: Tier 5, Island Empire | 30 islands under your rule. | +4,000 |
| 32 | ASSET: Tier 5, Supreme Fleet | You command 350 vessels. | +4,800 |
| 33 | ASSET: Tier 5, Master Crew | 10,000 crew in your employ. | +5,800 |
| 34 | ASSET: Tier 5, Imperial Fleet | You command 750 vessels. | +7,000 |
| 35 | Ocean Apotheosis | Work with GM: command 1,000+ ships, discover uncharted continents, or rule a maritime empire spanning multiple seas. | Varies |

---

### Scholarship/Lore Adventure Table

*For non-magical academic research, history, archaeology, and ancient knowledge*

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Wasted Research | Your research went nowhere. Sources unhelpful, theories disproven. No progress this month. | - |
| 2 | Copyist Work | You transcribed texts for pay. Gain 2d6×5 gp and a basic text worth 10 gp. | - |
| 3 | Fragment Translated | You translated a text fragment. Notes useful for future research. Gain 2d6×5 gp. | - |
| 4 | Local History | You uncovered interesting local history. Gain a basic text and 2d6×5 gp in consultation fees. | - |
| 5 | ASSET: Tier 1, Archive Access | You worked as copyist. Gain 70 gp and permanent access to a small archive. | - |
| 6 | ASSET: Tier 1, Regional Expert | Your regional history research succeeded. Gain a 50 gp text and 70 gp in fees. Ongoing consultation fees. | +5 |
| 7 | ASSET: Tier 1, Noble Patronage | You traced a noble lineage. Gain 140 gp and a letter of introduction to their house. | - |
| 8 | Map Discovered | You found a partial map to a forgotten ruin. Worth 75 gp. Adventure hook. | - |
| 9 | ASSET: Tier 2, Paper Published | Your monograph appeared in a scholarly journal. Gain 140 gp and 1 scholarly contact. Ongoing citations. | +10 |
| 10 | ASSET: Tier 2, Collector Access | You authenticated artifacts for a collector. Gain 140 gp and permanent access to their collection. | - |
| 11 | ASSET: Tier 2, Academic Network | You translated a baffling inscription. Gain 100 gp reward and 2 academic contacts. | - |
| 12 | ASSET: Tier 2, Historical Proof | You proved a legendary event was real. Gain 210 gp, teaching position offer, and regional fame. | +15 |
| 13 | ASSET: Tier 2, Rare Tome | You obtained a rare text worth 210 gp. Gain 2 academic contacts who consult on related topics. | - |
| 14 | ASSET: Tier 2, University Patronage | Your field research yielded 280 gp in artifacts. University offers ongoing patronage. | - |
| 15 | ASSET: Tier 3, Master's Endorsement | A renowned scholar endorsed you. Access their library, gain 210 gp in tutoring fees. | +20 |
| 16 | ASSET: Tier 3, Dead Language | You achieved fluency in a dead language. Gain a lexicon worth 100 gp and expert reputation. | +30 |
| 17 | ASSET: Tier 3, Private Library | You established a personal library worth 525 gp. Scholars pay access fees, students seek tutoring. | +40 |
| 18 | ASSET: Tier 3, Tomb Excavated | You excavated an intact tomb. Gain 525 gp in treasures. Your work becomes required reading. | +25 |
| 19 | ASSET: Tier 3, Atlas Completed | You completed a comprehensive atlas worth 525 gp. Becomes a standard reference. | +50 |
| 20 | ASSET: Tier 3, Endowed Chair | A patron endowed your research. Gain 525 gp plus 4 research assistants. | +75 |
| 21 | ASSET: Tier 4, Artifact Authenticated | You identified a dismissed artifact as genuine. Gain 1,050 gp and international recognition. | +60 |
| 22 | ASSET: Tier 4, Academy Founded | You established a research institute. Students pay tuition, patrons fund research. | +100 |
| 23 | ASSET: Tier 4, History Rewritten | You disproved a major historical "fact." Gain 1,050 gp and permanent fame. | +75 |
| 24 | ASSET: Tier 4, Royal Cartographer | Your definitive maps are worth 1,050 gp. Kingdoms pay premium for copies. | +125 |
| 25 | ASSET: Tier 4, Grand Library | You oversee a library of immense value. Scholars pay access fees, kingdoms bid for your services. | +175 |
| 26 | ASSET: Tier 5, Universal History | 3-volume definitive work published. | +250 |
| 27 | ASSET: Tier 5, Ancient City | Excavation of an ancient city funded for 10 years. | +400 |
| 28 | ASSET: Tier 5, Grand Library | Library with 6,000 texts. | +600 |
| 29 | ASSET: Tier 5, Scholar Assistants | 60 scholars working under you. | +1,000 |
| 30 | ASSET: Tier 5, Rare Collection | Library with 18,000 texts including rare documents. | +2,000 |
| 31 | ASSET: Tier 5, Scholar Network | 150 scholars working under you. | +4,000 |
| 32 | ASSET: Tier 5, Divine Archives | Library with 50,000 texts including divine archives. | +8,000 |
| 33 | ASSET: Tier 5, Master Library | Library with 85,000 texts. | +15,000 |
| 34 | ASSET: Tier 5, Supreme Library | Library with 150,000 texts. | +30,000 |
| 35 | Apotheosis of Knowledge | 250,000+ texts, 1,000 scholars, libraries in every major city, your historical works define understanding for millennia. | Varies |

---

### Beast Mastery Adventure Table

*For taming, training, and breeding animals and monsters. Use repeatedly to build your menagerie.*

**All beasts acquired through this table come fully trained** for their listed purpose (guard, mount, war, hunt, etc.). The month of downtime represents the full process of finding, taming, bonding with, and training the creature. Higher results represent rarer creatures that require more skill to acquire and train.

**Beast Stats:** beasts are Minors; read a listed HD as the beast's Tier (capped at 5). Tier 1 = AC 12 | Tier 2 = AC 13 | Tier 3 = AC 14

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Wasted Effort | Your taming attempts failed. The beast escaped or the training didn't take. No progress this month. | - |
| 2 | ASSET: Tier 1, Trained Animal | 1 loyal beast (1 HD). Guards, follows commands, carries small loads. | - |
| 3 | ASSET: Tier 1, Working Animal | 1 beast (2 HD) trained for work: mount, guard, tracker, or hunter. | - |
| 4 | ASSET: Tier 1, Pack | 3 loyal beasts (1 HD each). Hunt together, guard camp, haul supplies. | - |
| 5 | ASSET: Tier 1, Hunting Pack | 3 beasts (2 HD each) trained to hunt. Advantage on tracking prey. | - |
| 6 | ASSET: Tier 1, War Beast | 1 combat-trained beast (3 HD). Attacks on command, holds ground, causes morale checks. | - |
| 7 | ASSET: Tier 1, Breeding Pair | 2 beasts (2 HD each) that produce offspring worth 100 gp each or keep. | +10 |
| 8 | ASSET: Tier 1, Flying Mount | 1 flying beast (3 HD). Carries you and 100 lbs, scouts from the air. | - |
| 9 | ASSET: Tier 2, Elite Pack | 4 beasts (2 HD each) working as a coordinated unit. | - |
| 10 | ASSET: Tier 2, Training Ground | Establish beast-training facilities. Train animals for others. | +20 |
| 11 | ASSET: Tier 2, War Pack | 3 combat beasts (3 HD each). A formidable fighting force. | - |
| 12 | ASSET: Tier 2, Exotic Mount | 1 unusual mount (4 HD) with a special ability: climbing, swimming, camouflage, or speed. | - |
| 13 | ASSET: Tier 2, Menagerie Started | 6 beasts of various types (mix of 1-3 HD). Display, sell, rent, or use as needed. | +25 |
| 14 | ASSET: Tier 2, Monster Tamed | 1 dangerous creature (5 HD) with a supernatural ability: poison, gaze attack, breath weapon, or similar. | - |
| 15 | ASSET: Tier 3, Breeding Operation | 6 breeding beasts producing 525 gp worth of offspring per season or keep. | +40 |
| 16 | ASSET: Tier 3, Flying Cavalry | 4 flying mounts (3 HD each). Aerial strike force or transport service. | +30 |
| 17 | ASSET: Tier 3, Apex Predator | 1 terrifying beast (6 HD) with multiple attacks or a devastating special ability. | - |
| 18 | ASSET: Tier 3, Beast Herd | 12 beasts (2 HD each). Army scouts, caravan guards, or breeding stock. | +50 |
| 19 | ASSET: Tier 3, Legendary Beast | 1 mythical creature (7 HD) with magical abilities. Intelligent enough to communicate. | - |
| 20 | ASSET: Tier 3, Menagerie Complete | 20 beasts of all types (1-5 HD). Scholars and nobles pay to view. Rent for expeditions. | +100 |
| 21 | ASSET: Tier 4, War Herd | 8 war beasts (4 HD each). A military asset that turns battles. | +75 |
| 22 | ASSET: Tier 4, Ancient Beast | 1 primordial creature (8 HD) from legend. Multiple devastating abilities. | - |
| 23 | ASSET: Tier 4, Breeding Empire | Facilities producing 15 beasts per season. | +200 |
| 24 | ASSET: Tier 4, Mythical Stable | 6 legendary creatures (5+ HD each) including flyers and magical beasts. | +150 |
| 25 | ASSET: Tier 4, Beast Army | 30 war beasts (3-4 HD each). Command creatures that can siege castles. | +250 |
| 26 | ASSET: Tier 5, War Pack | 40 powerful war beasts (5 HD each) trained for battle. | +400 |
| 27 | ASSET: Tier 5, Dragon Flight | 3 adult dragons (10 HD each) allied to your cause. | +1,000 |
| 28 | ASSET: Tier 5, Mythical Preserve | 100-square-mile preserve breeding rare creatures. | +2,000 |
| 29 | ASSET: Tier 5, Beast Horde | 150 trained beasts (3-7 HD) under your command. | +5,000 |
| 30 | ASSET: Tier 5, Planar Menagerie | 25 creatures from other planes under your control. | +10,000 |
| 31 | ASSET: Tier 5, Dragon Alliance | 8 dragons (10 HD each) sworn to your service. | +20,000 |
| 32 | ASSET: Tier 5, Preserve Network | 30 preserves breeding diverse species. | +40,000 |
| 33 | ASSET: Tier 5, Hybrid Species | 8 new hybrid species you successfully created. | +75,000 |
| 34 | ASSET: Tier 5, Beast Army | 800 trained war beasts (3-6 HD) under your command. | +125,000 |
| 35 | Beast King Apotheosis | Work with GM: bond with ancient primordial beasts, create legendary new species, or establish preserves that will endure for ages. | Varies |

---

### Monster Hunting Adventure Table

*For tracking, hunting, and slaying dangerous creatures. Use repeatedly to build your reputation as a monster slayer.*

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Failed Hunt | The trail went cold. Weather turned, creature fled, or the hunt proved too dangerous. Nothing gained. | - |
| 2 | Minor Trophies | You killed small game or pests. Pelts, teeth, and claws worth 1d6×5 gp. | - |
| 3 | Bounty Claimed | You eliminated a nuisance creature. Grateful locals pay 2d6×5 gp. | - |
| 4 | Useful Harvest | You harvested venom sacs, scales, or glands worth 2d6×10 gp to alchemists. | - |
| 5 | Beast Lore | You learned the habits and weaknesses of a creature type. Advantage on future hunts against them. | - |
| 6 | ASSET: Tier 1, Hunter Contact | You met an experienced hunter (3 HD) who shares information about local monster populations, their weaknesses, and known lairs. They'll join a hunt once per month. | - |
| 7 | Dangerous Game | You killed something that fights back. Trophy worth 2d6×10 gp and a story worth telling. | - |
| 8 | Rare Materials | You harvested organs with alchemical properties. Worth 2d6×20 gp or useful for crafting 2 Tier 1 alchemical items. | - |
| 9 | Local Legend | You killed something that terrorized the area for years. The village remembers your name. | - |
| 10 | ASSET: Tier 2, Nest Cleared | You found and cleared a breeding ground. Salvage worth 140 gp plus 4 monster eggs (worth 70 gp each or hatchable). | - |
| 11 | Exotic Trophy | You took an impressive head, hide, or horn. Worth 2d6×30 gp mounted, or impresses potential patrons. | - |
| 12 | Creature Study | You observed a rare beast without killing it. Knowledge valuable to scholars (2d6×20 gp) plus you learn its weaknesses. | - |
| 13 | ASSET: Tier 2, Militia Trained | You organized locals into monster hunters. They call on you when trouble returns. 8 militia (2 HD) available when needed. | - |
| 14 | Magical Components | You harvested parts with magical properties: heart, eye, or essence. Worth 2d6×50 gp or sufficient for 1 Tier 2 magic item. | - |
| 15 | ASSET: Tier 3, Alpha Slain | You killed the pack leader. The rest scattered. Region safer, bounty 280 gp plus alpha's hide (masterwork armor material). | - |
| 16 | ASSET: Tier 3, Hunter's Reputation | Word spreads. Other hunters seek guidance. Nobles request services. Steady bounty work. | +20 |
| 17 | ASSET: Tier 3, Warden's Territory | You cleared a region completely. You're recognized as its protector. Villagers bring news and tribute. | +30 |
| 18 | ASSET: Tier 3, Masterwork Trophy | You claimed something truly impressive: dragon scales, giant's bone, demon horn. Worth 350 gp or craftable into a Tier 2 magic item. | - |
| 19 | ASSET: Tier 3, Hunter's Guild | You founded or joined a fellowship. Share information, equipment, contracts, and a lodge. | +50 |
| 20 | ASSET: Tier 3, Legendary Kill | You slew something from old stories. Bards sing it. Lords want to meet you. Your name means something. | - |
| 21 | ASSET: Tier 4, Apex Hunter | You killed the top predators. Other monsters avoid your marked territories. Rare components stockpiled (3 Tier 2 items worth). | - |
| 22 | ASSET: Tier 4, Royal Huntmaster | The crown retained your services. Title, stipend, authority to hunt anywhere, and access to royal armories. | +100 |
| 23 | ASSET: Tier 4, Monster Scholar | Your creature knowledge is unmatched. Wizards, kings, and temples pay premium fees for expertise. Bestiary worth 700 gp. | +75 |
| 24 | ASSET: Tier 4, Dragonslayer | You killed a true dragon. Everything else is easier. The title opens doors. Dragon hoard: 700 gp plus Tier 3 magic item. | - |
| 25 | ASSET: Tier 4, Beast Bane | Certain creature types flee at your scent. You're their apex predator. Stockpile of rare materials (5 Tier 2 items worth). | - |
| 26 | ASSET: Tier 5, Trophy Museum | A museum housing your trophy collection worth 1,400 gp. | - |
| 27 | ASSET: Tier 5, Hunter's Lodge | 12 hunters (3 HD) serving you. | +200 |
| 28 | ASSET: Tier 5, Rare Components | Monster remains worth 2,100 gp. | - |
| 29 | ASSET: Tier 5, Component Stockpile | 50 legendary monster components stockpiled. | - |
| 30 | ASSET: Tier 5, Planar Trophies | 15 trophies from creatures on other planes. | +500 |
| 31 | ASSET: Tier 5, Grand Trophy Hall | A grand hall housing 80 monster trophies. | +1,000 |
| 32 | ASSET: Tier 5, Master Hunters | 30 master hunters (4 HD) serving you. | +2,500 |
| 33 | ASSET: Tier 5, Legendary Trophies | 120 legendary creature trophies in your collection. | +5,000 |
| 34 | ASSET: Tier 5, Supreme Trophy Hall | Trophy hall housing 200 trophies from legendary hunts. | +10,000 |
| 35 | The Great Hunt | Work with GM: the last dragon, a divine beast, a creature whose death changes the world. Rewards beyond measure if you survive. | Varies |

---

### Espionage/Spy Craft Adventure Table

*For intelligence gathering, infiltration, and covert operations.*

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Blown Cover | Your operation failed. Someone made you. Lay low. No progress this month. | - |
| 2 | Reconnaissance | You mapped a target: guard posts, schedules, entry points. One location fully scouted. | - |
| 3 | ASSET: Tier 1, Dead Drop Established | Set up a secure exchange point. Messages, money, or small items. yours indefinitely. | - |
| 4 | ASSET: Tier 1, Forged Papers | You created a cover identity with documents. Name, profession, travel permits. Passes casual inspection. | - |
| 5 | Intelligence Sold | You sold patrol routes, shipping schedules, or secrets. Gain 2d6×10 gp. | - |
| 6 | ASSET: Tier 1, Informant Recruited | You turned someone useful: servant, guard, or clerk. They report what they see and hear. | +5 |
| 7 | ASSET: Tier 1, Safehouse Secured | You established a hidden location. Supplies, escape route, room for 4. No one knows. | - |
| 8 | ASSET: Tier 1, Deep Cover Achieved | You built a complete false identity: documents, backstory, vouching contacts. Usable until blown. | - |
| 9 | ASSET: Tier 2, Cipher Created | You developed a code system. 2 contacts share your cipher. Intercepted messages are unreadable. | - |
| 10 | ASSET: Tier 2, Informant Network | You recruited 3 informants in different positions. Daily intelligence on a district or organization. | +10 |
| 11 | ASSET: Tier 2, Agent Trained | You trained an operative (3 HD). Weekly reports, capable of independent missions. | +15 |
| 12 | ASSET: Tier 2, Blackmail Acquired | You obtained compromising documents on 1 notable person. Worth one major favor or 140 gp in hush money. | - |
| 13 | ASSET: Tier 2, Safehouse Network | You established 3 safehouses with supplies, escape routes, and cached funds (140 gp total). | +20 |
| 14 | ASSET: Tier 2, Asset Planted | You placed a deep cover agent in a significant organization: palace, military, or guild. High-value access. | +25 |
| 15 | ASSET: Tier 3, Cell Operational | You coordinated 5 agents (3 HD each). | +40 |
| 16 | ASSET: Tier 3, Agent Network | 8 agents under your command. | +60 |
| 17 | ASSET: Tier 3, Courier Network | You established couriers, dead drops, and ciphers spanning 100 miles. 24-hour message relay. | +50 |
| 18 | ASSET: Tier 3, Foreign Station | 3 agents (3 HD) established in a foreign nation. | +80 |
| 19 | ASSET: Tier 3, Identity Arsenal | 5 complete cover identities for different circles. | - |
| 20 | ASSET: Tier 3, Agency Founded | 12 agents under your command. | +120 |
| 21 | ASSET: Tier 4, Operational Funds | 1,050 gp in liquid operational assets. | +200 |
| 22 | ASSET: Tier 4, Double Agent | A rival operative you flipped to work for you. | +250 |
| 23 | ASSET: Tier 4, Shadow Agency | 20 agents under your command. | +300 |
| 24 | ASSET: Tier 4, Intelligence Cache | Blackmail on 8 powerful figures. | +400 |
| 25 | ASSET: Tier 4, Spymaster Network | 30 agents under your command. | +500 |
| 26 | ASSET: Tier 5, Agent Network | 50 agents under your control. | +750 |
| 27 | ASSET: Tier 5, Agent Corps | 100 agents under your command. | +1,500 |
| 28 | ASSET: Tier 5, Blackmail Archive | Leverage on 150 powerful individuals. | +3,000 |
| 29 | ASSET: Tier 5, Master Agents | 200 agents under your command. | +7,500 |
| 30 | ASSET: Tier 5, Planar Informants | 25 informants from other planes reporting to you. | +15,000 |
| 31 | ASSET: Tier 5, Intelligence Funds | 500,000 gp in operational funds. | +30,000 |
| 32 | ASSET: Tier 5, Supreme Network | 400 agents under your command. | +60,000 |
| 33 | ASSET: Tier 5, Celestial Informant | A celestial being who reports secrets to you. | +100,000 |
| 34 | ASSET: Tier 5, Grand Intelligence | 600 agents under your command. | +175,000 |
| 35 | Transcendent Intelligence | Work with GM: perfect global network, assets beyond counting, know any secret, predict any betrayal, manipulate any nation. | Varies |

---

### Mercenary Work Adventure Table

*For hired warriors, bodyguards, and sellswords. Use repeatedly to build your reputation and company.*

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Wasted Month | Your mercenary work went nowhere. No pay or advancement this month. | - |
| 2 | Guard Duty | Basic protection work. Gain 1d6x5 gp. | - |
| 3 | Rough Work | Intimidation or enforcement. Gain 2d6x5 gp and a reputation. | - |
| 4 | Patrol Work | Militia or caravan duty. Gain 2d6x10 gp and a sergeant contact. | - |
| 5 | Retainer Position | Month protecting a merchant. Gain 2d6x10 gp and contacts. | - |
| 6 | Tournament Placing | Top finish in armed contest. Gain 2d6x5 gp and regional fame. | - |
| 7 | Noble Bodyguard | Protecting an important person. Gain 2d6x5 gp and a favor owed. | - |
| 8 | Caravan Captain | Lead guards on expedition. Gain 2d6x20 gp and a potential retainer (2 HD). | - |
| 9 | ASSET: Tier 2, Premium Client | Satisfied employer. Premium rates. Gain 140 gp and returning patron. | +10 |
| 10 | Delve Contract | Retrieve item from ruins. Gain 2d6x30 gp plus treasure. | - |
| 11 | High-Risk Contract | Dangerous work with high pay. Gain 2d6x40 gp. | - |
| 12 | Monster Bounty | Eliminate specific monster. Gain 2d6x50 gp plus lair treasure. Regional hero. | - |
| 13 | ASSET: Tier 2, Small Company | 8 soldiers (2 HD) join you. Form a mercenary unit. | +20 |
| 14 | ASSET: Tier 2, Company Contract | Major contract for your unit. Gain 350 gp and company reputation. | +25 |
| 15 | ASSET: Tier 3, Rival's Troops | 12 troops (2 HD each) absorbed from defeated rival. | +30 |
| 16 | ASSET: Tier 3, Siege Company | 20 warriors trained for siege warfare. | +40 |
| 17 | ASSET: Tier 3, Royal Writ | A writ of royal favor granting official authority. | +50 |
| 18 | ASSET: Tier 3, Mercenary Company | 30 fighters under your command. | +75 |
| 19 | ASSET: Tier 3, Veteran Battalion | 40 veteran soldiers (3 HD each) under your command. | +100 |
| 20 | ASSET: Tier 3, Mercenary Force | 50 warriors under your command. | +150 |
| 21 | ASSET: Tier 4, Elite Warriors | 15 elite warriors (3 HD each) under your banner. | +200 |
| 22 | ASSET: Tier 4, Mercenary Battalion | 100 warriors under your command. | +300 |
| 23 | ASSET: Tier 4, Mercenary Regiment | 200 warriors under your command. | +500 |
| 24 | ASSET: Tier 4, Elite Regiment | 300 elite warriors under your command. | +750 |
| 25 | ASSET: Tier 4, Mercenary Army | 500 warriors under your command. | +1,200 |
| 26 | ASSET: Tier 5, Grand Company | 1,000 warriors under your command. | +2,500 |
| 27 | ASSET: Tier 5, Continental Army | 3,000 warriors under your command. | +5,000 |
| 28 | ASSET: Tier 5, Great Army | 5,000 warriors under your command. | +10,000 |
| 29 | ASSET: Tier 5, Mercenary Host | 10,000 warriors under your command. | +25,000 |
| 30 | ASSET: Tier 5, Planar Warriors | 50 warriors from other planes under your command. | +50,000 |
| 31 | ASSET: Tier 5, Supreme Army | 15,000 warriors under your command. | +100,000 |
| 32 | ASSET: Tier 5, Legendary Host | 25,000 warriors under your command. | +175,000 |
| 33 | ASSET: Tier 5, Imperial Army | 40,000 warriors under your command. | +300,000 |
| 34 | ASSET: Tier 5, Grand Host | 60,000 warriors under your command. | +500,000 |
| 35 | Sword of Destiny | Achieve mercenary apotheosis. Work with GM: 20,000+ warriors, multiple fortresses, ruling council seats. Wars end when you speak. | Varies |

---

### Medicine/Healing Adventure Table

*For non-magical healing, surgery, and medicine. Use repeatedly to build your practice.*

**Treatment Capability:** Injury and disease tables list treatment requirements like "Medicine 6+" or "Medicine 14+". You can only treat conditions at or below your highest unlocked Medicine threshold. Results below unlock new thresholds.

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Wasted Month | Your healing practice yielded nothing. No advancement this month. | - |
| 2 | Few Patients | Simple treatments. Gain 1d6x5 gp in fees. | - |
| 3 | Basic Practice | Minor wounds and ailments. Gain 2d6x5 gp from patients. **Unlock Medicine 3.** | - |
| 4 | Treat a Patient | Cure one injury or disease you're qualified to treat. The patient pays 2d6x5 gp. | - |
| 5 | Herb Supply | Gather 2d6 healing herb doses (each restores 1 Vigor, or removes 1 wound if a full dose is used during a Recovery). **Unlock Medicine 5.** | - |
| 6 | ASSET: Tier 1, Steady Practice | Regular patients. Good local reputation. **Unlock Medicine 6.** | +5 |
| 7 | Successful Surgery | Complex procedure succeeds. 2d6x10 gp, quality tools. **Unlock Medicine 7.** | - |
| 8 | Poison Treated | Cure poisoning. 2d6x10 gp and learn antidote formula. **Unlock Medicine 8.** | - |
| 9 | Medical Study | Gain valuable medical journal worth 50 gp. | - |
| 10 | ASSET: Tier 2, Outbreak Contained | Help contain disease. Official physician recognition. **Unlock Medicine 10.** | +10 |
| 11 | ASSET: Tier 2, Growing Fame | Difficult surgeries succeed. Gain a masterwork surgical kit and 4 regular patients who pay 50 gp total per month. | +15 |
| 12 | ASSET: Tier 2, Plague Response | Organize quarantine. Save lives. Supply requisition authority. **Unlock Medicine 12.** | +20 |
| 13 | ASSET: Tier 2, Cure Discovery | Discover cure for a specific disease. You own the formula (worth 300 gp) and charge 30 gp per treatment. | +25 |
| 14 | ASSET: Tier 2, Field Hospital | A mobile field hospital with surgical equipment. **Unlock Medicine 14.** | +30 |
| 15 | ASSET: Tier 3, Medical Breakthrough | New technique. Treatise worth 350 gp. | +35 |
| 16 | ASSET: Tier 3, Noble Patron | A noble patron who funds your practice with 200 gp annually. **Unlock Medicine 16.** | +50 |
| 17 | ASSET: Tier 3, Medical Assistants | 4 medical assistants working under you. | +75 |
| 18 | ASSET: Tier 3, Wealthy Patients | 8 wealthy patients who pay premium rates. **Unlock Medicine 18.** | +60 |
| 19 | ASSET: Tier 3, Hospital Founded | A 10-bed hospital facility. | +100 |
| 20 | ASSET: Tier 3, Elite Clientele | 12 noble and royal clients who pay 100 gp per consultation. **Unlock Medicine 20.** | +150 |
| 21 | ASSET: Tier 4, Wealthy Patrons | 8 wealthy patrons who retain your services at 500 gp annually each. | +200 |
| 22 | ASSET: Tier 4, Civic Hospital | A hospital funded by civic authorities with 1,000 gp endowment. | +300 |
| 23 | ASSET: Tier 4, Medical School | A teaching hospital with 20 students. | +500 |
| 24 | ASSET: Tier 4, Medical Students | 8 students per year who pay to learn from you. | +750 |
| 25 | ASSET: Tier 4, Royal Appointment | Position as physician to royalty with stipend. | +1,000 |
| 26 | ASSET: Tier 5, Hospital Network | 6 hospitals under your direction. | +2,000 |
| 27 | ASSET: Tier 5, Medical Staff | 30 trained physicians working under you. | +3,000 |
| 28 | ASSET: Tier 5, Grand Hospital | A 100-bed hospital facility. | +5,000 |
| 29 | ASSET: Tier 5, Medical Academy | Medical academy with 80 students. | +10,000 |
| 30 | ASSET: Tier 5, Master Healers | 60 master healers working under you. | +20,000 |
| 31 | ASSET: Tier 5, Hospital Empire | 20 hospitals under your direction. | +40,000 |
| 32 | ASSET: Tier 5, Research Institute | Medical research institute with 150 researchers. | +75,000 |
| 33 | ASSET: Tier 5, Continental Hospitals | 40 hospitals across multiple nations. | +125,000 |
| 34 | ASSET: Tier 5, Supreme Academy | Medical academy with 300 students and faculty. | +200,000 |
| 35 | Master of Life and Death | Achieve medical apotheosis. Work with GM: cure any disease, heal any injury, revive the dead. Your institution shapes medicine forever. | Varies |

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### Engineering/Construction Adventure Table

*For building fortifications, siege engines, bridges, structures, and major construction projects. Use repeatedly to build your engineering empire.*

| Roll | Benefit | Description | Income |
|------|---------|-------------|--------|
| 1 | Wasted Effort | Your construction failed. Materials spoiled, designs flawed, weather destroyed progress. No results this month. | - |
| 2 | Salvaged Materials | Partial success: 1d6×5 gp in reusable materials from failed construction. | - |
| 3 | ASSET: Basic Construction | Simple structure completed: a shed, basic bridge, or reinforced wall section. | - |
| 4 | Plan Design | Write specialized engineering plans worth 1d6x10 gp. | - |
| 5 | ASSET: Defensive Works | Complete basic fortifications: palisade, ditch, or earthwork. Provides minor defensive benefit. | - |
| 6 | ASSET: Siege Tool | Construct a simple siege weapon: ladders, ram, or mantlet. Functional but basic. | - |
| 7 | Structural Repair | Repair damaged fortification or structure to full function. Worth 2d6×10 gp in labor. | - |
| 8 | ASSET: Tier 1, Bridge Built | Construct a sturdy bridge (up to 30 ft span). Permanent structure, tolls possible. | +10 |
| 9 | Siege Engine | Build a functional siege engine: catapult, ballista, or siege tower. | - |
| 10 | ASSET: Tier 1, Fortified Position | Complete a defensive position: watchtower, gatehouse, or fortified camp. | +15 |
| 11 | ASSET: Tier 2, Engineering Crew | Recruit 4 skilled laborers (2 HD each) who work under your direction. | - |
| 12 | Advanced Siege Engine | Build a superior siege weapon: trebuchet, covered ram, or mobile tower. | - |
| 13 | ASSET: Tier 2, Stone Fortification | Complete stone walls, tower, or keep section. Permanent defensive structure. | +20 |
| 14 | ASSET: Tier 2, Engineering Workshop | Permanent engineering workshop with tools, materials, and workspace. | +25 |
| 15 | ASSET: Tier 2, Siege Train | 3 siege engines under your control. | - |
| 16 | ASSET: Tier 3, Castle Section | Complete a major castle component: great tower, curtain wall, or gatehouse. | +30 |
| 17 | ASSET: Tier 3, Engineering Guild | 8 skilled builders (2 HD each) working under you. | +40 |
| 18 | ASSET: Tier 3, Fortress | A complete fortress you constructed. | +60 |
| 19 | ASSET: Tier 3, Grand Bridge | A major bridge (100+ ft span) you constructed. | +75 |
| 20 | ASSET: Tier 3, Siege Arsenal | 8 siege engines under your command. | +100 |
| 21 | ASSET: Tier 4, Castle | A full castle you constructed. | +150 |
| 22 | ASSET: Tier 4, Engineering Academy | Engineering academy with 8 students. | +200 |
| 23 | ASSET: Tier 4, Grand Fortress | A fortress with concentric walls you constructed. | +300 |
| 24 | ASSET: Tier 4, Monument | A landmark structure you built (lighthouse, colosseum, or cathedral). | +500 |
| 25 | ASSET: Tier 4, Master Fortress | An impregnable fortress you constructed. | +750 |
| 26 | ASSET: Tier 5, Engineering Workshops | 6 workshops in different cities. | +1,000 |
| 27 | ASSET: Tier 5, Master Engineers | 21 master engineers (4 HD each) working under you. | +1,500 |
| 28 | ASSET: Tier 5, World Wonder | A great wonder you constructed (wall section, dam, or floating fortress). | +2,500 |
| 29 | ASSET: Tier 5, Fortress Network | 12 fortresses you constructed. | +5,000 |
| 30 | ASSET: Tier 5, Planar Fortress | A fortress on another plane you constructed. | +10,000 |
| 31 | ASSET: Tier 5, Grand Monuments | 25 major monuments you constructed. | +20,000 |
| 32 | ASSET: Tier 5, Divine Temple | A temple commissioned by a deity. | +40,000 |
| 33 | ASSET: Tier 5, Engineering Staff | 150 engineers working under you. | +75,000 |
| 34 | ASSET: Tier 5, Continental Fortresses | 40 fortresses across multiple nations you constructed. | +150,000 |
| 35 | Engineering Transcendence | Work with GM: build the impossible. A sky fortress, undersea citadel, or structure that defies physics. Your works reshape civilizations. | Varies |

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**END OF ADVENTURE TABLES**










