There are 5 great sorcerous heritages (called Strangecrafts) in the world of Nezdriodel, and those who purchase the Mysterious Blood Edge may choose one to practice, harnessing great power to unleash on their foes and make their adventuring life that much easier.
Tell me about the 5 different Strangecrafts, you fool!
Radiant Magic focuses on healing and channeling positive energy. Bardic Magic can manipulate emotions and aid in travel and communication. Necromantic Magic manipulates the energies of death and darkness. Primordial Magic deals with the elements and nature. Arcane Magic is your old school, classic pointy hat wizarding discipline. Pick one and get to castin’!
Alright, I have the Mysterious Blood Edge. What now?
Each Strangecraft has several Powers associated with it, and each Power has two levels: Basic, and Advanced. If you purchased the Mysterious Blood Edge at Basic, then whenever you activate a Power that you know, you activate the BASIC version of that Power. If you have the Mysterious Blood Edge at Advanced, then you may activate EITHER the Basic or Advanced version of the Power.
Cool. So, I have UNSTOPPABLE POWERZ. What’s the downside?
Each of the 5 Strangecrafts has a drawback associated with it. But you ONLY suffer the drawback of your Strangecraft if you have the ADVANCED version of the Mysterious Blood Edge. Someone with the Mysterious Blood Edge at Basic can perform less impressive feats of sorcery, but they are unhindered by the drawback suffered by those who delve deeper into the study of their Heritage’s blood magic.
Ah, I see. So, people with stronger magic suffer a stronger drawback in exchange for such sweet power.
Precisely.
I only see 10 Powers for each Strangecraft. Is that all there is?
No. The Powers listed here are only the most common found by those who wield mystical knowledge in the world of FEUDALICIOUS!. Feel free to get together with your GM and make up your own Powers unique to your character as long as they approve, and the Power in question is in line with the flavor of your chosen Strangecraft.
I see that each Strangecraft has a favored Species. What does that mean?
Each of the 5 Strangecrafts has a different Species that has a particular knack for that particular mystical skill. If you are playing the favored Species for your particular Strangecraft, then you begin play with 4 powers of that Strangecraft instead of 3. Furthermore, purchasing new Powers of that Strangecraft costs 1 less Experience Point each time.
I am a selfish person. If I purchase the Mysterious Blood Edge twice, can I be like a HALF Wizard, HALF Priest!?!?
Sweet heavens, no! Any of the following disciplines require intense study and devotion, and you can only be a practitioner of one. Make up your dang mind and stop being so greedy.
But I wanna summon anime robots...
Then play a different game and please leave me alone.
Favored Species: Valtborn
Summary: Heal the Sick and protect your allies
Practitioners are called: Clerics, Priests, Radiancers
Requirements: Mysterious Blood Edge, Presence 3+, Bookworm (Religion) and Healing skills at Adept or higher.
Origin: Valtus is the giver and protector of life and health, and he shares this gift with any who hold to the lofty ideals of alleviating suffering and forging a better world. Those who study this magic need not worship at the rigid Church of Valtus (though most do), and there are plenty of Clerics and Priests who are not Valtborn but still cling to the tenets of healing the sick and pledging their aid to those in need of respite.
Drawback: Radiant magic stems from a pure soul and nothing less. Those who want to master the furthest reaches of this magic must be truly pious individuals and lead truly selfless lives. Someone with the Advanced level of the Mysterious Blood Edge in this Strangecraft are held to truly high standards of conduct. They must be honest and forthright in their dealings. Those that do not meet this lofty standard can be docked experience points at the end of an adventure if they behaved in a manner unbefitting of their station. Minor transgressions might warrant a 1 point penalty, but truly egregious behavior might penalize a so-called Radiancer up to 3 Experience Points. Behave yourself!
Soulsight
This power is always active, and allows the user to be able to judge the character of another by merely concentrating on them. This can be used on any being within 25 feet of the user, and immediately detects the presence of Undead beings. The amount of information gained by using this Power depends on the user’s level of Mastery.
Basic: Roll a contested Presence (Perception) roll against the target’s Smarts (Willpower). For each Star you earn above your target, you discern one word of their Personality, up to three. If you earn 0 Stars, then you cannot ever use this power on the target again. Furthermore, you can detect the presence of Undead within 50 feet of your location, getting a cold chill in your heart when such beings are nearby. At this level, you can simply detect if Undead are near your vicinity, but cannot single out Undead individuals (yet). You may use this Power by taking a Full Action.
Advanced: As Basic, but now, targets gain Disadvantage on their Smarts (Willpower) roll to resist this Power. Furthermore, whenever you detect Undead in your vicinity, you may spend a point of Luck to mark any and all Undead beings within 50 feet of you. Undead beings have a faded aura that only you can sense with this power. Beyond this, the type and variety of Undead is revealed to you as well. You may use this Power by taking a Full Action.
Helping Hand
By laying your hands on a target you can infuse them with positive healing energy. When used, roll a Presence (Healing) and heal the target of a number of lost Energy points equal to the number of Stars you’ve earned on the roll multiplied by your Presence Stat score. Use of this power does not require a Healing Kit to use.
Basic: You may use this ability three times per Long Rest. This requires a Full Action.
Advanced: You may use this ability three times per Short Rest. This requires a Half Action.
Font of Radiance
By spending a point of Luck and taking a Full Action, you radiate a wellspring of glowing, brilliant light that illuminates an area around you. Keeping this power active requires a Half Action each turn and activating any other Power immediately cancels this one. As long as this power is active, all allies within the radius of the Font of Radiance can spend a Half Action on their turn to roll a number of d6’s equal to your Presence score, and regain 1 Energy for each Star rolled on this test. The difficulty (and radius) of this roll depends on your level of Mastery. This Power may be used once per Long Rest. You must know the Helping Hand Power in order to learn this.
Basic: The difficulty of this roll is 5. The radius of this Power is 25 feet.
Advanced: The difficulty of this test is 4. Double the radius of this power. The radius of this Power is 50 feet.
Miracle Worker
Once per week, you can lay your hands on an afflicted target and call upon the forces of Radiance to dramatically heal them. You must recite a five minute prayer and then lay both hands on the afflicted target. The miracle you perform depends on your Mastery level. You must know the Font of Radiance Power in order to learn this. Those with this power also have an innate sense of when poison is nearby, and they can detect the presence of any poisons (whether it’s coating a weapon or laced in a drink or food) within 50 feet of them. A sudden acrid taste at the base of their tongue alerts the user of the presence of noxious poison nearby.
Basic: You can immediately heal a poisoned or diseased character (as if taking Antidote Pills). You can also heal blindness or deafness as long as the person was not born that way. This cannot heal a target that has a terminal illness (sometimes people just gotta go).
Advanced: As Basic, and you can now bring the dead back to life as long as the body is mostly intact and has not been dead for more than your Presence score in days. This power cannot be used on a target who does not wish to return to the lands of the living. Using this level of this Power costs you 1 Experience Point per day that the target has been dead, up to a maximum of 5 Experience.
Eternal Essence
This legendary ability halts (or even freezes your aging, making you able to live far beyond the mortal lifespan of most. Those who invest in this Power are often far older and wiser than their years, as their aging is slowed by Radiant energies that preserve their youthful complexion. Keep in mind that you can still be killed by good old fashioned violence, no matter how long your life has been extended!
Basic: You only physically age 1 year for every 10 years that pass. At this level, you are still vulnerable to disease and starvation.
Advanced: You will never age a day and are immortal. You can still be killed via normal means, however, but old age, sickness, and starvation will never ravage you. You no longer need to consume rations to survive, but still need to breathe.
Crusader
Those with this power have a fervent hatred for the Undead, and their very presence strikes holy fear into such nefarious beings. Your level of Mastery in this Power determines how effective you are at battling against these ghoulish forces of darkness. You must know the Soulsight Power in order to learn this.
Basic: All attacks to make against Undead deal an extra d6 damage. All attacks made against you by Undead gain Disadvantage.
Advanced: As Basic, but you now gain Advantage on all attack rolls against Undead. Furthermore, you may spend a point of Luck whenever you deal damage to an Undead being, forcing them to roll a d6. On a result of a 5 or 6, the target is immediately destroyed in a glorious explosion of glimmering light.
Faithful Guardian
You may recite a minute long prayer of protection over one of your allies that you can touch, putting them under your Guardianship. You can have someone under your protection for up to one hour per level of Presence you have.
Basic: During this time, anyone wishing to make an attack against the protected person must succeed at a Smarts (Willpower) roll. If this roll fails, the attacker must change their target to you instead. This power only works if you are within 10 feet of the person you are guarding and if it is possible for the attacker to hit you.
Advanced: As Basic, and during this time, you may choose to take up to half (round down) the damage that your ward would suffer from any attacks, taking the burden of their suffering onto yourself. Also, the Smarts (Willpower) roll any enemies make to attack your warded target are rolled at Disadvantage.
Radiant Ward
This power allows the user to declare an area to be under their protection by kneeling at the site and uttering a protective prayer that takes 10 minutes. For as long as this Ward lasts, the caster will hear a blaring trumpet when an obvious threat sets foot on the warded area intent on doing immediate harm (GM’s discretion). This is most often used by adventurers to guard their camp from harm. The area able to be warded is about the size of a small tavern or similar singular structure. While in battle on ground warded by this power, the caster gains d6 Energy at the start of each of their turns and their attacks deal an additional d6 damage. A Caster can Ward an area once per Long Rest, and only one area can be warded at a time. Warding a new area removes the previous Ward. You must know the Faithful Guardian Power to learn this.
Basic: The benefits of your Radiant Ward only affect you.
Advanced: The benefits of your Radiant Ward now affect up to your Presence score in allies.
Paragon of Virtue
You can radiate a holy sheen of goodness that always surrounds you. Those within your Aura of Virtue find it most difficult to perform evil when you are near. All rolls to deceive, lie, seduce, or negatively manipulate someone while within your aura gain Disadvantage (GM’s discretion). The radius of your Aura depends on your level of Mastery. Also, those within your Aura find your own words compelling and without fault, granting you advantage on all Presence rolls whenever your virtuous nature might impress anyone within your comforting aura. Activating this Aura costs a Luck point and can be activated once per Long Rest. The duration and radius of your Aura depends on your level of mastery.
Basic: Your aura fills a 15-foot radius around you and lasts for one hour when activated.
Advanced: Your aura fills a 50-foot radius around you and lasts for your Presence Stat score in hours.
Divine Intervention
You must know at least 5 other Powers of this discipline in order to learn this. This potent ability allows the user to get occasional advice from celestial beings, who will occasionally appear to you in dreams and offer guidance on your current situation. This Power cannot be called upon regularly, and instead, you will find hints of the divine aiding you in your quests and adventures. The dreams, signals, and guidance you receive depends on your level of mastery. Sounds vague, you say? Well, the Gods work in mysterious ways…
Basic: The dreams, signs, omens and advice you get from these mysterious celestial benefactors are cloudy and shrouded in symbolism, perhaps taking some time to sort out.
Advanced: You may just be a true prophet, and heavenly aid and assistance can oftentimes prove invaluable in your noble quests.
Favored Species: Lepkin
Summary: Sing songs, play music, tell epic tales and travel the world
Practitioners are called: Bards (Duh), Troubadours, Balladeers
Requirements: Mysterious Blood Edge, Presence 3+, Entertain and Persuasion skills at Adept or higher
Origin: The Fates are known for their capriciousness and flights of fancy. Is it really hard to believe that they would preach a lifestyle of travel, adventure, and living for the moment? Bardic magic finds its strength in the joys of song and creativity, sprouting from the soul of the practitioner instead of some musty old font of ancient knowledge. Bards collect tales and recite legends, bringing color and excitement wherever they travel. To a Bard, the story is all that matters, and grand tales of betrayal, revenge, love, and bravery are like an irresistible drug to them.
Drawback: Those who delve deeply into Bardic Magic find themselves simply unable to sit still for very long. The call of travel and a deep wanderlust are a Bard of this level’s only companion, and they find that they cannot spend the night in the same place two nights in a row. At GM’s discretion, a Bard who has spent too long in one area cannot spend Luck Points for any reason. Many Bards alleviate this by constantly being on tour, roving throughout the Kingdoms in search of adventure and new excitements.
Eyes of Emotion
You can spend a point of Luck to see the emotional state of others as clear as day. At a glance, you can see if someone is bubbling with jealousy, or deep in lust. The target gets a Presence OR Smarts (Willpower) roll to resist giving anything away. If you earn no Stars on this contest, then you fail. The better your Mastery level, the more information you gain from this Power. Those who resist this Power emit no emotions to you, and you cannot use this Power on them again for one month. One use of this Power allows you to see the emotions of others for up your Presence score in minutes.
Basic: You can only tell what emotion is dominant at the given time.
Advanced: You can see a tapestry of complex emotions in the individual, as well as their intensity. Lastly, rolls to resist this power gain Disadvantage.
Simmering Heart
You can enhance emotion, turning a spark of lust into a raging inferno of obsession, or flare a warm camaraderie into an unbreakable alliance of loyalty. This Power can often lead to disastrous results, and those Bards that seek to tamper with emotional balance often find themselves in tumultuous times, indeed. You must know the Eyes of Emotion Power in order to learn this. You can only attempt this power on someone who has failed to resist your Eyes of Emotion Power. You may enhance (not degrade) any of the emotions the target was feeling towards the target in question. For instance, if you saw that a target was jealous of their sibling, you can turn this casual jealousy into a sizzling envy. This Power is very powerful and exceedingly dangerous, and requires the user to spend 1 point of Experience to simmer an emotion for a length of time depending on your Mastery level. This Power can only affect one target at a time.
Basic: The emotion in question intensifies for one week.
Advanced: The emotion in question intensifies for one month, and the effects are even more dramatic (read: damaging) than normal.
Relay the Tale
You can read the emotional resonance in items that have been recently handled, and can see the story that transpired around items that are stuffed with this kind of energy. Your rating of Mastery determines the clarity of events you can see. You must have the Eyes of Emotion Power in order to learn this. Use of this Power requires a point of Luck. This Power works best with items that have emotional resonance attached to them, like favored trinkets, signet rings, or murder weapons. Some items simply don’t have much to say…
Basic: You gain snippets and flashes of events transpiring around the item in question. These are hazy and sometimes even cryptic.
Advanced: You get full scenes of events in startling clarity. Not only this, but instead of flashing only the most recent scene, you often get numerous visions of past events that transpired around the item in question. The past has much to say to you, indeed!
Wordsmith
You have unlocked the hidden language of the soul, and are a Master of communication using the spoken word.
Basic: You can effortlessly speak and communicate with anyone, regardless of dialect or native tongue. If it is a codified language, you know it. You can read, write, and masterfully communicate with anyone who has a written language.
Advanced: As Basic, and you can now effortlessly alter the pitch and sound of your voice, mimicking any voice you have physically heard flawlessly, or making up an entirely new voice altogether. By spending a point of Luck, you can effortlessly change your voice for up to one minute per point of Presence you have.
Parlor Trick
What a drama queen! You can spend a point of Luck to summon forth a miniature spectacle of lights and sounds and magical effects. Your level in this Power determines what you can do with it when used. With this Power, you can achieve the following effects:
-Adjust the lighting around you (Basic)
-Amplify your voice up to five times as loud as normal (Basic)
-Add effects to your voice (Basic)
-Conjure forth basic sounds like laughter or applause (Basic)
-Summon small magical illusions like sparkles or phantasmal special effects (Advanced)
-Make a palm sized item disappear in a puff of smoke (Advanced)
-Summon an instrument from thin air (Advanced)
-Change your clothes into whatever costume you can imagine as long as it costs no less than 25 gold (Advanced)
Those with this Power often use it to amplify their performances and add even more spectacle to their tales and songs. This Power can only be used in front of a crowd of 5 people or more.
Basic: You can use this Power once per Long Rest. The duration of the one-man show you can put on is about 15 minutes.
Advanced: You can use this Power once per Short Rest. The duration now improves to one hour.
Makeover
With but a flourish and an exclamation, you immediately tidy your appearance. You could wade through a sewer and not bathe for a month and a half, and one use of this power immediately improves your appearance, making your clothes smell fresh and clean, be wrinkle-free, and completely clean of dirt and dust. Your hair becomes immaculately groomed and you look your absolute best immediately. Note that if you are wearing ragged clothes or are ugly to begin with, this Power will not make you any prettier, but it will freshen you up and make you look as good as you can, with a trim haircut, shave, and clean clothes. You can use this Power once per Long Rest for each point of Presence that you have. Use of this Power also makes the target literally sparkle, and those under its effects find that people tend to pay more attention to them and find them naturally more interesting than normal. While this has no game-mechanic effect, it is certainly noticeable.
Basic: You can only use this Power on yourself.
Advanced: You can now use this Power on others, with each use also affecting up to your Presence score in allies. You can spend a point of Luck to use this power on an entire room, immediately cleaning and organizing even the messiest of abodes into a neat, clean living space that smells just dandy!
Shattersong
You can belt out the highest of high notes, shattering any and all non-magical glass that is within a 100 foot radius of you. Besides this, anyone you don’t consider an ally must immediately roll a Vigor (Athletics) to not have their brains scrambled by your Banshee’s wail. You may activate this power by spending a point of Luck and it can be used once per Long Rest. You must know the Parlor Trick Power in order to learn this.
Basic: Those who fail their roll to resist this power are stunned for a number of rounds equal to your Presence Stat score. Stunned characters suffer Disadvantage on all rolls they make and have their Speed reduced by half, as well as only being given a Half Action on each of their turns for the duration. This Power immediately deals 50 damage to any beings that happen to be made of glass or crystal and damages them automatically without rolling to resist.
Advanced: As Basic, but your Shattersong now deals your Presence score in damage for each Star you roll on a Presence (Entertain) test. Lastly, all enemies suffer Disadvantage on their roll to resist this Power. This Power immediately deals 100 damage to any beings that happen to be made of glass or crystal and damages them automatically without rolling to resist.
Legendary Steed
By taking one minute to recite a stirring ballad, you summon forth a most majestic, powerful and loyal steed that is obviously magical in appearance. This mystical mount commonly appears as a sparkling, glittery, enchanted horse, or even a unicorn. The summoner can determine what the steed looks like, but it always appears as something absolutely dripping with style and panache. Use of this ability requires a Luck Point, and summons the steed to your service for 8 hours. All Agility (Primal) rolls made to control this well-behaved steed gain Advantage, and you look darn spiffy as you ride about strutting your stuff! The Legendary Steed does not require food, water, or rest, and can get to their destination in about half the time as a normal horse.
Basic: Your Legendary Steed is jealous, and will not accept any other passengers besides you.
Advanced: Your Legendary Steed may now carry one passenger besides you. Also, using this Power no longer requires a point of Luck to activate at this level of Mastery.
Wandering Soul
Bards are renowned for their wanderlust, and this potent ability only lends to their freewheeling reputation. This Power allows you to perform a heartrending 5 minute long ballad about a place or location that you have physically been to at least once, and then immediately teleports you to that location. After the rousing melody, the Bard fades from existence like a figure of legend, and fades back into existence at their location. A strange side effect of this power is that the Bard seems to arrive at their location in the middle of some very exciting incident, like a grand battle, or a stirring chase. The life of a Bard is never boring! Performing this song is quite taxing, and requires the Bard to have a Perform skill of Expert and can only be performed once per Month. Note that you can select the destination, but the actual pinpoint location you arrive at is completely up to the GM. For example, you could name a city and teleport there using this power, but you would not be able to select WHERE in the city. You must know the Legendary Steed Power in order to learn this potent ability.
Basic: This Power only affects you, and you cannot bring pals along for the ride.
Advanced: At this level of mastery, you may now bring up to your Presence score in allies along with you on your zany travels. Passengers must be willing to go with you on your zany adventures.
Hero’s Hymn
By performing a classic song, you inspire your allies and infuse them with boldness. You may attempt the Hymn of inspiration once per Adventure and only the most talented of Bards know this ancient song. You must know at least 5 other Barid Magic Powers in order to learn this. The Hymn takes 5 minutes to recite and requires the Bard to roll a Presence (Entertain) test. Only one Star is necessary to successfully perform it. Immediately after hearing this rousing song, all Player Characters gain an immediate amount of bonus Experience Points. Failure gives the entire party a rousing headache, but has no other ill-effect.
Basic: All Player Characters in your party gain 1 bonus Experience Point.
Advanced: All Player characters in your party gain d3 bonus Experience Points.
Favored Species: Trolloch
Summary: Cavort with the dead, coral spirits and mope around cemeteries
Practitioners are called: Creepos, Bone Mages, Necromancers
Requirements: Mysterious Blood Edge, Smarts 3+, Bookworm (Occult) and Willpower skills at Adept or higher
Origin: The forces of entropy are ravenous and their fingers long and grasping. Those who focus on the rather unpleasant discipline of Necrotic Magic seek to harness and master such knowledge, bringing to bear frightening powers that can instill horror and awe in those unfortunate enough to witness them.
Drawback: Those who are touched by this grim discipline are forever marked, and those with strong ties to this morbid gift tend to stand out. A Necromancer has an eerie presence about them that is impossible to ignore. Standing near one of these curious sorts might yield a slight smell of grave-earth, or produce an eerie chill in the air, or the Necrotic Mage might attract a procession of flies or similarly unpleasant vermin around them. In game terms, non-Necromancers who interact with a practitioner of the art find their eerie presence off-putting and gain Disadvantage on all relevant social rolls. Even allies of such a...colorful character can’t help but shiver every now and again at the creepy countenance of their even creepier pal. Lastly, in case it needs to be said, Necrotic Mages are incapable of producing offspring (such stores of negative energy are woefully inept at creating life).
Shadowmancy
The forces of darkness speak to you (quite literally), and you can hear spooky whispers radiating from shadows, which often tell you secrets and reveal hidden lore and knowledge. You can also spend a Full Action to animate and manipulate shadows, putting on spooky shadow-puppet plays to the utter horror of your friends. You can animate Shadows for as long as you spend a Full Action to do so, and you may use this Power three times per Long Rest. This Power has little actual game rule effects, but you can communicate with shadows and the darkness considers you kin.
Basic: Most times, the shadows ramble maddening gibberish at you when you choose to commune with them, but every now and again, the insights they impart are truly eye-opening.
Advanced: You may now parse more beneficial information from the darkness, getting some useful hints and clues from the GM as the darkness lends you its counsel. Furthermore, your dark aura tends to frighten others, and you enjoy Advantage to most attempts to intimidate others using a Vigor (Persuasion) roll to bully someone.
A Taste of Darkness
You can spend a point of Luck to transform your tongue into a lengthy black tendril composed entirely of ice-cold shadow. This prehensile tongue can stretch out to a length depending on your level of Mastery. While the tongue is too weak to do any damage with an attack, it can be used to manipulate and hold objects in the same way that a normal hand could. This lasts for about 5 minutes. You must know the Shadowmancy Power in order to learn this.
Basic: Your shadow tonguey has a maximum length of 25 feet.
Advanced: Your shadow tonguey has a maximum length of 50 feet.
Entropic Touch
Those “blessed” with this Power can summon forth the very essence of decay and channel it through their flesh. The cost to use this ability depends on your Mastery level. With this handy Power, you could touch a lock and corrode it into a brittle, rusted hunk of junk that can be easily broken, or touch a metal or wooden weapon and immediately tarnish it enough that it grants Disadvantage on all attack and damage rolls made with it until the weapon is thoroughly cleaned. Simply touching a plant with this Power will cause it to crumple to ash. Using this Power to attack a Plant creature (roll as a normal Vigor OR Agility (Melee) attack) is a Damage Value 5 attack made with Advantage. This Power cannot affect living Mortals, however, and has its best effects on wood, plants, or metal/iron items.
Basic: You can use this ability three times per Long Rest by spending a point of Luck.
Advanced: You can use this ability three times per Short Rest, and no longer need to spend a point of Luck to activate it.
Foul Tongue
Some Necromancers prefer slightly more exotic social relationships, and this gruesome ability allows you to communicate with vermin and pests. This ability is always active. Note that while you can communicate with such creepy crawly company, they aren’t compelled to obey you, and will often ask for services or favors in trade for their assistance. Your Mastery level determines the type of pests you can interact with.
Basic: You can speak with and understand any sort of insect vermin that would be considered creepy, like worms, roaches, scorpions, millipedes, flies and spiders.
Advanced: You may now speak with higher ranks of vermin, such as rats and vultures.
Locust Armor
You spend a point of Luck to summon forth a whirling cloud of hungry, verminous Locusts that greedily chomp on anyone unlucky enough to be close to you. Anyone who starts their turn in melee range of you takes a number of damage equal to your Mastery level. Once this Power deals damage three times, it ceases working. Armor does not reduce this damage. You must know the Foul Tongue Power in order to learn this.
Basic: This Power deals d3 x 5 damage. You may use this Power once per Long Rest.
Advanced: This Power deals d6 x 5 damage. You may use this Power once per Short Rest.
Ghoulish Goo
You gain the unnerving ability to assume the form of a roiling, bubbling, stinking pool of sticky, tar-like goo using this creative ability. This allows your new, goopy form to slither under doorways, or effortlessly escape bindings like manacles or rope. It takes 1 minute for this change to take place, as your body slowly, grossly melts from the inside out. During this time, you must utter a complex chant and gesture intricately with your hands, so you cannot use this ability if your hands are bound. If you cannot speak, then this Power cannot be used. This can be used once per Long Rest and requires the expenditure of a luck point. You must be unobserved while making this transformation. Anyone laying eyes on you during the transformation period immediately negates the effect. The duration of this Power depends on your Mastery level.
Basic: This Power lasts for up to 1 minute.
Advanced: This Power lasts for up to your Smarts score in minutes. Furthermore, you may now use this form to slither up walls and even ceilings.
Drain Essence
Necromancers thrive on negative energy, and some have mastered this ability to the point that they can draw the very life force from a horrified foe and consume it themselves. This is frankly horrific to behold, as the user feeds off the pain they inflict on their foes and spiritually tears a chunk of the victim's astral essence away and consumes it. Once per Long Rest, you can spend a point of Luck to begin gaining nourishment from the pain you unleash on your victims. During this time, each Star you gain on an attack heals you of d3 Energy. This lasts for 5 turns.
Basic: This Power only affects close combat attacks you make against your foes.
Advanced: This Power now affects all close AND ranged combat attacks you make.
Corpsetalker
You are a great listener and even dead people love to chat your ear off. By spending a point of Luck and touching a corpse, you can animate it and have it speak to you (as if you used Zombie Juice-See the Gear: Consumables section). Most dead folks will be happy to talk to you, but some hate to be disturbed and might be a bit cranky at you interrupting their nap. Those with this Power often make Undead rather comfortable, and Bone Mages of great power often attract other ghoulies and spirits as well.
Base: You can carry on a conversation with a corpse for your Presence score in minutes. Lesser Undead (Zombies, skeletons, etc) are quite fascinated with you, and will not attack you unless you provoke aggression.
Advanced: As Basic, but you now draw even more powerful Undead, and gain advantage on all social rolls made against more dangerous forms of Undead, and attract the likes of Ghosts and Vampires to seek you out for aid. You are universally considered an ally to the Undead. Lucky you!
Grim Attendant
You have an undead servitor that you can command to do your bidding. While this useful servant is a bit too slow and weak to be of much use in a fight, it can follow simple, basic commands and follows you around like a puppy dog. Grim Attendants can speak (slowly) and perform menial tasks for you. These ghastly buddies keep a Necromancer company and act as something akin to emotional support fiends. If your Grim Attendant is destroyed, they cannot be resummoned for one month. Grim attendants do not need to sleep or eat, and make great guards and eternally alert watchdogs. A Grim Attendant can loudly rattle its bones when an intruder is detected, and their Necrotic Master can hear the sound, even if they are miles away. You must have the Corpsetalker Power in order to learn this.
Basic: Your Grim Attendant has 10 Energy.
Advanced: Your Grim Attendant has 25 Energy and is more intelligent and personable than normal. You can summon your Grim Attendant by spending a point of Luck as long as you are outside in a place where natural earth is nearby. Your Grim Attendant claws their way out of the loamy earth in order to serve you.
Kiss of Death
This devastating ability allows the user to terminate the life force of someone hovering close to death. You must know at least 5 other Necrotic Magic Powers in order to learn this. This power only works on targets that have 15 points of Energy or less. Once per Long Rest, you can spend a point of Luck and take a Full Action to issue forth a kiss of death, causing the victim to roll a d6. On any result other than a 5 or 6, the target immediately keels over and dies in a most grisly fashion.
Basic: You must physically kiss the target by rolling an Agility (Melee) attack to use this Power.
Advanced: You may now blow a kiss to any target within 50 feet of you by rolling an Agility (Aim) attack. Furthermore, the victim needs to roll a 6 on their d6 roll to resist.
Favored Species: Marinaut
Summary: Command the raw, chaotic forces of nature and the elements
Practitioners are called: Primordials, Elementalists
Requirements: Mysterious Blood Edge, Presence 3+, Primal and Willpower skills at Adept or higher
Origin: Chaotic and frenzied, the natural forces of Creation roil and pulsate, with some brave souls going so far as to dare to attempt to harness their ancient power. The Elements of Fire, Water (ice is included in this), Nature and Lightning rampage unchecked through destructive natural disasters and savage animal hierarchies, and you are one of the rare few who can issue demands of such primal forces, and sometimes, they even listen…
Drawback: Primordials are attuned to the raw elements of nature, and this makes them gruff and uncivilized to most. Primordials who delve too deeply into this magic care not a lick for the trappings of civility, and make their lives as simple and plain as possible. You turn your back to the lie that is civilization, only leaving the sacred comforts of nature when absolutely necessary. Masters of Primordial Magic cannot use metal weapons or armors, and must live as natural a life as possible, and cannot spend Luck for any reason if they spend too much time in civilized, populated surroundings. Others often look at you like some simple, wild-bearded barbarian, and you can expect your fair share of ridicule and social shunning, though I doubt that you care overly much.
Wildheart
You are finely attuned to the natural world, and can speak effortlessly with beasts and natural animals (not monsters). Animals find your presence soothing, and you will never be attacked by a natural beast unless you initiate the conflict. Note that while this power allows you to communicate with animals, it does not mean you can effortlessly command them. In exchange for their aid or information, beasts will often ask you for favors in return, if they choose to aid you at all. Note that this ability only allows you the ability to communicate with land animals, and not aquatic animals. Vermin are beyond the use of this power (communing with such fetid creatures is the realm of Necromancy).
Basic: You can communicate effortlessly with prey animals.
Advanced: You can now communicate with predators and the largest of natural beasts.
Devolution
Once per Long Rest, you can spend a point of Luck and undergo one hour in deep meditation to change forms into an animal for up to your Presence score in hours. During this time, you can talk normally and in your normal voice. Basic mastery of this Power allows you to change into a land animal, and Advanced mastery of it allows you to turn into an animal that can fly. You must know the Wildheart Power in order to learn this.
Basic: You can assume the form of a land animal.
Advanced: You may now assume the form of an aerial animal.
Blazing Soul
You have a deep connection to the element of fire, and can manipulate its chaotic power for your own benefit. Most common uses of this power are free, taking only a Half Action to initiate. More dramatic uses of this power require an expenditure of Luck at GM’s discretion.
Basic: You can control the raw element of fire with some basic commands. With a wave of your hand, you can light or douse a torch, start or quell a campfire, or intensify or dull any flame that is within 25 feet of you.
Advanced: As Basic. You are now immune to the ill effects of fire and heat. You can happily roast marshmallows in a roiling volcano without ill effect. This power also makes you immune to inhaling smoke and smog as well.
Child of the Deep
If you can’t already, you can now breathe and function underwater without penalty. Your land speed now becomes your swim speed, and you can effortlessly communicate with aquatic wildlife. Note that this Power does not allow you to communicate with land animals. Aquatic animals are often drawn to you and natural aquatic beasts will not attack you unless you initiate the violence.
Basic: You can communicate effortlessly with aquatic prey animals, but not more dangerous or intelligent wildlife. Furthermore, you never take damage from extreme cold or frost.
Advanced: You may now communicate with dangerous and intelligent sea life like sharks, squids, whales, and other formidable sea dwelling beings. You may spend a point of Luck to walk on water for one minute per point of Presence you have.
Stormling
You share an innate tie with the forces of wind and lightning, and have a tempest raging in your heart. You can spend a point of Luck to increase or decrease certain weather patterns in the area around you.
Basic: You are immune to all forms of lightning damage. You may use this power to increase or decrease the wind in an area around you. Those with this Power are invaluable aboard a sailing vessel, and can use this power to propel a sailing ship at shocking speed.
Advanced: You may now use this power to increase or decrease the severity of a storm. While this cannot summon a storm from nothing, it can intensify a mild storm into a severe one, or decrease a severe storm into a mild one, or calm a mild storm into a light rain. You cannot summon weather patterns, only fine tune those already in existence.
Elemental Bolt
You can usher forth a blast of pure force by rolling an Agility (Aim) ranged attack on any target that you can see that is within 50 feet of you. The type of bolt you summon forth depends on the prerequisite Power you have, as detailed below. If you meet more than one of the prerequisites, then you can choose to alternate between different elemental bolts as you choose.
-Fire Bolt (Requires knowing the Blazing Soul Power): You hurl forth a roiling ball of flame that has a Damage Value of 3 (Basic) or 5 (Advanced). Rolling 3+ Stars on an attack roll using this Power sets the target on fire, and they take an extra d6 damage at the start of each of their turns for the next 3 turns. They can spend a Full action to stop, drop and roll to extinguish the flame, ending the burning effect.
-Ice Bolt (Requires knowing the Child of the Deep Power): You expel a chilling bolt of frost that has a Damage Value of 3 (Basic) or 5 (Advanced). Rolling 3+ Stars on an attack roll using this Power freezes the target in place for one turn. A frozen target cannot move (but can take their action normally), and all attacks made against them gain advantage.
-Lightning Bolt (Requires knowing the Stormling Power): You expel a crackling bolt of lightning that has a Damage Value of 3 (Basic) or 5 (Advanced). Rolling 3+ Stars on an attack roll using this Power causes the bolt of lightning to arc to a new target, dealing its damage to full damage to them as well. If there are no targets that the bolt can arc to, it instead deals an extra d6 damage to the target.
Basic: You can use this power up to 3 times per Long Rest.
Advanced: You can use this power up to 3 times per Short Rest.
Natural Essence
You share an ingrained tie to the natural world around you. This ability bestows various benefits to whoever knows this Power, depending on your level of mastery.
Basic: You no longer leave tracks or a scent when traveling through natural surroundings. It is impossible to track you through wilderness, and all attempts to do so automatically fail. You gain immunity to all natural poisons and toxins. You can french kiss a snake all day long and not suffer any ill effects. Hot!
Advanced: You can now spend a point of Luck to sink into the ground and take refuge there for up to 8 hours. During this time, you gain the benefits of a Long Rest. This negates the need to find shelter, and you most likely prefer this manner of resting.
Harvest
Once per Long Rest, you can spend a point of Luck to cause the natural earth around you to offer up its bounty, instantaneously blossoming blushing fruits and nourishing delights. You may only use this Power outside and it only functions on natural ground. The fruit provided does not rot or wither, but does vanish once the power is used again. You must know the Natural Essence Power to learn this.
Basic: Using this power summons forth 25 points of Rations.
Advanced: Using this power summons forth 50 points of Rations.
Wildcraft
You can spend a point of Luck to shape the raw building blocks of nature using your bare hands. Each use of this power lasts for about one minute per point of Presence you have. Primordials often use this power to make beautiful wood and stone art, or effortlessly circumvent a locked wooden door or stone wall by simply parting it like wet clay with your bare hands.
Basic: You can use this power to sculpt wood.
Advanced: As Basic, and you can now use this power to sculpt stone.
Spirit of the Land
You must know at least five other Primordial Magic Powers in order to learn this. By spending a point of Luck, you can enter a meditative trance and ‘see’ through the eyes of the natural world around you. This is less vision and more a ‘sense’ that is difficult to explain. This awareness gives you a sense of all threats and dangers and events occurring in an area around you depending on your level in this skill. You can use this Power once per Long Rest for up to your Presence score in minutes.
Basic: Your natural awareness stretches to a 5 mile radius around you.
Advanced: Your natural awareness stretches to a 25 mile radius around you. At this level, you can now project your voice from the land itself, communicating with anyone within the vicinity (and most likely scaring the absolute crap out of them in the process).
Favored Species: Serpae
Summary: Manipulate the laws of reality and creation and bend them to your will
Practitioners are called: Wizards, Arcanists, Mages
Requirements: Mysterious Blood Edge, Smarts 3+, Bookworm (Arcana) and Perception skills at Adept or higher
Origin: The Goddess Shebsharu carries a clay tablet with the laws of creation etched upon its surface. While she jealously guards these secrets, in a moment of rare transparency, she taught a handful of mortal knowledge-seekers just the vaguest basics of how to bend the laws of reality to suit one’s own will, and thus, the first Wizards were born. Some claim that Shebsharu did so out of the goodness of her sly heart after she became delighted by the natural inquisitiveness of mortal beings. Others are more realistic, claiming that the other Gods demanded that she give at least a menial gift to the mortals to aid them in the taming of creation. The truth will most likely never be known.
Drawback: Those who delve deeply into Arcane magic find that their spellbooks become all-important to them, and require it on their person to act as a focus for their spells. A Wizard without their spellbook cannot use any of their Powers until they recreate it. Recreating a Spellbook is a lengthy, expensive affair that costs 500 gold pieces as well as 5 points of Experience. Indeed, these magical foci are very important to those delving deep into the art.
Arcane Eye
This power is always active and allows the Wizard to detect the pulsing magical auras in an area. This makes magical items (Heirlooms) and enchanted beings under the effects of magic glow with a strange pulse of energy that immediately marks them as touched by the Arcane. Those with this power can immediately sense another being with the Mysterious Blood Edge, detect magic items at a glance, and feels a strange pull whenever an item that has been touched by Magic is nearby. Your rating in the Mysterious Blood Edge determines how wide your detection is.
Basic: You can only detect the traces of Arcane Energy and its practitioners. This power has a radius of 50 feet around you.
Advanced: You can detect the lingering traces of any Strangecraft available to your Setting, and can distinctly tell them apart when encountered. This power has a radius of 100 feet around you.
Summon Familiar
You have a little friend that you can summon once per Long Rest by performing a one hour (Basic) or 5 minute (Advanced) incantation. You must have both hands free and relative peace to perform this, as well as be able to speak. This small creature can either be a Homunculus (a mouse sized copy of yourself with its own distinct personality and mannerisms, but your exact double in all other aspects) or a highly intelligent small animal that depends on your species. Valtmoor Wizards have owl Familiars, Lepkin Wizards have Rabbit familiars, Trolloch Wizards have Rat familiars, Marinaut Wizards have Crab familiars, and Serpae Wizards have Cat familiars (Ha! You thought I was gonna say snakes, didn't cha?).
-Familiars can perform basic tasks and help with mundane things. They can speak to you or any of your allies, but appear as normal animals to anyone else. They most commonly act as companions, messengers, and spies. Their small size makes them useful for many sneaky tasks, but they lack the strength to be of any use in combat.
-If your Familiar is reduced to 0 Energy, it returns to its native plane of existence and cannot be summoned again for one month. Your Familiar will have a pounding headache and be rather upset that you put it in danger when you see it next.
Basic: Your Familiar has a maximum Energy pool of 10.
Advanced: Your Familiar has a maximum Energy pool of 25. You now may communicate telepathically with your Familiar AND see through its eyes if it is within 50 feet of you.
Conjuration
You can summon forth mundane items out of thin air. Both of your hands must be free to use this Power and it requires a Half Action. You must also be able to speak. The item you can summon is always a very basic example of that item, and exactly what you can conjure depends on your mastery level. Conjured items last until you drop them, and crumble to dust immediately. Only the summoner can make use of conjured items. You cannot conjure forth specific items (like the particular key to a particular lock), mind you. The amount of times you may activate this power depends on your mastery level.
Basic: You can conjure forth any common, non-weapon item that costs less than 5 gold. You can use this ability a number of times equal to your Smarts score every Long Rest.
Advanced: You can now conjure forth weapons, but cannot conjure any items with a value of more than 10 gold. You can now use this ability a number of times equal to your Smarts score every Short Rest.
Broomride
You can spend a point of Luck to summon an enchanted broom that can act as a mount for you. This Broom remains with you for 1 hour per point of Smarts you have. Your Mastery rating determines how maneuverable your broom mount is. You must know the Conjuration Power in order to learn this.
Basic: Your broom is about as fast as a normal horse, and hovers about three feet off the ground.
Advanced: Your broom is now as fast as a racehorse, and can now hover up to 10 feet above the ground.
Wizard Armor
This Power can only be used on yourself. By taking a Half Action, spending a point of Luck, and uttering a single word of power, you surround yourself in a sparkling field of glittering force that helps repel damage. This lasts for your Smarts score in hours. This Power does not work if you are wearing any kind of item that already gives you an Armor Rating.
Basic: Your Armor Rating against physical attacks (not magical ones) is 3 for the duration.
Advanced: Your Armor Rating against physical AND magical attacks is 3 for the duration.
Illusion
You can conjure forth illusions that can mystify and trick your average onlooker. Conjuring forth an Illusion costs a point of Luck and takes a Half Action. You must spend a Half Action on each of your turns if you wish to maintain the Illusion for that turn. The Illusion is static and cannot move, and the size of your Illusion depends on your level of Mastery. If your target has a reason to believe that they are seeing an illusion (IE you make an Illusion that is highly unbelievable or fantastical), they get a Presence OR Smarts (Perception) roll to see through it. Physically touching an illusion immediately dispels it.
Basic: You can create an Illusion up to the size of a barrel.
Advanced: You can create an illusion up to the size of a small cottage.
Transmutation
A favored power for Lepkin Wizards, this handy skill allows you to turn copper into silver, or silver into gold! You may use this power once per Long Rest by spending a point of Luck and can use this to affect 1 copper or silver bar, or 25 copper or silver coins, which must be held in both hands while you utter an incantation. Each time you use this power, roll a d6. On a result of 1, the bar or coins crumple to useless dust and you cannot attempt this power again for one month (Basic) or a week (Advanced).
Basic: You can use this power to turn Copper into Silver.
Advanced: You can use this power to turn Silver into Gold.
Sanctum
By spending a Point of Luck and performing an incantation that takes about 10 minutes, you summon forth a free-floating door that leads to another dimension. Only you can open this door, and only those that you allow to enter can follow you in. Inside the door is a lavish study where you can relax, practice your magic, and play chess with your Familiar. With this spell, you are never far from home, and you can use this even in the most dangerous of surroundings. While your Sanctum cannot be lock picked or entered without your say so, someone can just batter down the freaking door and enter the old fashioned way. The sturdiness of your Sanctum door depends on your Mastery level. When Summoned, your Sanctum Door remains in place until you take a Long Rest. This can act as a very useful resting place for you and your allies during long, uncomfy adventures.
Basic: Your Sanctum door has an Energy pool of 50 and an Armor Rating of 0.
Advanced: Your Sanctum door has an Energy pool of 200 and an Armor Rating of 3 against both physical AND magical attacks. Attacks made against your Sanctum door suffer Disadvantage.
Telekinesis
This handy ability allows you to move things with the power of your mind, man! Use of this power costs nothing if you wish to perform small tasks like close a door, flip a page, or look really cool writing with a floating quill, but more spectacular effects like lifting something heavy out of the way require more intensive Mastery and an expenditure of Luck. To use this, you must have both hands free and gesture towards what you want to manipulate. As a rule, you can only affect items that are within 50 feet of you that you can see. Note that use of this power cannot generate velocity enough to do damage. You cannot hurl daggers with your mind, for example, but you could carry a set of unattended keys across a dingy dungeon into your grubby mitts…This power may be used up to your Smarts rating in times per Long Rest.
Basic: You can manipulate unattended items that weigh less than 5 pounds for as long as you spend a Full Action concentrating on doing so. If you take damage during this time, the spell ends.
Advanced: You may now manipulate unattended items that weigh up to 30 pounds per point of Smarts that you have. Therefore, someone with a Smarts score of 3 could manipulate items weighing up to 90 pounds. This now costs you a point of Luck for such cumbersome items.
Counterspell
Arcane Magic focuses heavily on the building blocks of creation itself, and as such, is the oldest, most ancient form of magic. As such, its practitioners are oftentimes highly resistant to the magical attacks of others. Your level of Mastery in Wizardry determines just how good you are at stumping other magic users. Those with knowledge in Counterspells know exactly what type of Power someone is attempting to use on their turn, and can choose to attempt to interfere in its casting.
Basic: Whenever anyone within 50 feet of you with the Mysterious Blood Edge activates a Power, you may choose to spend a point of Luck and roll a d6. On a result of 5 or 6, the power functions normally. If the result of the attack is a 1-4, then the Power has no effect and fizzles. All rolls you make to resist against a Magical attack gain Advantage. You may not use this Power on anyone who has the Mysterious Blood Edge at Advanced if you only have it at Basic (Their level of learning surpasses yours).
Advanced: As per basic, but if you roll a 1 or a 2, the Power is reflected back at the caster, and they gain Disadvantage to resist it, if they get the chance to at all.





