Magical Gifts

Raise Root and Vine

[Power 0] Sculpt Roots: Bend roots into shapes of your choosing. Alter color of flowers and leaves. Cause images to appear in tree bark.+[Power 2]: Create Cover or structures Reach across. Alternatively increase size of a Structure by a Distance step. [Power 1] Hands of Root, Ritual: Move objects and beings. Create physical maneuvers, restraints […]

Magical Gifts

Death Communion

[Power 0] Placate the Dead, Ritual: Target Dead has to Test Will against your Channeling Test to make an attack. This does not work while Defending.+[Power 1]: Affect an additional target.+[Power 1]: Affect targets within Reach or Increase area by a Distance Step. Channeler can choose to be unaffected. [Power 1] Touch of the Dead:

Magical Gifts

Hedge Magic

[Power 1] Cleanliness: Clean target object or substance from grime, poison and disease.+[Power 1]: Affect an additional target.+[Power 1]: Affect all within Reach or Increase area by a Distance Step. Channeler can choose to be unaffected. [Power 1] Admonish: As an Attack against Will impose Disadvantage on a targets next Test.+[Power 1]: Affect an additional

Magical Gifts

Guide Blood

[Power 0] Shape Blood, Ritual: Cause blood to take on shapes and colors of your choosing. Cause images and patterns to appear in blood. [Power 0] Sense Blood: Search for beings or blood within Close distance by making a Channeling Test opposed by Vigor.+[Power 1]: Increase area by a Distance Step. [Power 1] Clot: Attack

Magical Gifts

Conjure Illusions

Illusion Magic: Illusion magic affects minds of beings witnessing the illusion. Illusion is real to them until they disbelieve it with a successful Will Test. Successful study with Intellect or Awareness grants an Advantage on Tests to break the illusion. [Power 0] Lure, Ritual: Create an illusion that begs for investigation. Target will take actions

Magical Gifts

Command Flame

[Power 0] Sculpt Flame, Ritual: Alter color of flame and create images or patterns within. Cause flame to take real or imagined forms. [Power 0] Kindle/Dowse, Ritual: Light a small flame or dowse it with a Channeling Test. Resist threats of flame with a Channeling Test.+[Power 1]: Give magic an additional target.+[Power 1]: Reduce or

Magical Gifts

Beast Communion

[Power X] Beast call, Ritual: Call for a beast to act as your follower for duration. Beast with Prowess equal to this Intents Power will respond.+[Power 1]: Beast adds +1D6 to its damage.+[Power 2]: Call an additional being.+[Power 1] Beast speech, Ritual: For duration target can communicate with beasts as if they shared a language.+[Power

Character creation

Character Creation 6. Details

Flesh out your character. What is their name, how do they approach adventure? Do they have any distinctive features?Create a story tying together gaps between earlier choices in character creation.Your character is now ready to begin their adventures. Demeanor Distinctive feature 1 Energetic 1 Ritual scars 2 Inquisitive 2 Piercing gaze 3 Secretive 3 Luxurious

Character creation

Character Creation 5. Possessions

No matter the characters past this is what they start with.• Travel clothes• 1D20 + Presence Coin• 1D4 Rations Then choose once from List of Trinkets on this page.Character sheet has six slots for readied equipment. Items in these slots do not fill rows in Possessions but they may increase Burden.Mark each item you put

Character creation

Character Creation 4. Attributes

1. Generate Prowesses Assign 4 points to Prowesses of your choice without going higher than +3 in any one Prowess. Alternatively roll 4D10 to generate Prowesses randomly.Set Passive Prowesses to 10 + Prowess. 2. Generate Defenses Assign 3 points to Defenses of your choice without going higher than +3 in any one Defense. Alternatively roll

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