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  1. Table of Contents Introduction..................................................................................................................................3 Character Creation:.................................................................................................................6 Races.................................................................................................................................8 Modifier Table...................................................................................................................14 Single Classes:......................................................................................................................15 Fighter:.............................................................................................................................16 Bard:.................................................................................................................................20 Monk:................................................................................................................................25 Ranger:.............................................................................................................................29 Rogue:..............................................................................................................................33 Cleric:...............................................................................................................................36 Druid:................................................................................................................................40 Wizard/Sorcerer:...............................................................................................................45 Warlocks:..........................................................................................................................47 Hybrid Classes:.....................................................................................................................52 Caller (B-Ra):....................................................................................................................53 Grappler (Ro-M):...............................................................................................................54 Blood Knight (F-W):..........................................................................................................55 Soletaken (D-W):..............................................................................................................56 Enchanter (B-S):...............................................................................................................57 Grove Keeper (C-D):.........................................................................................................59 Battle Master (F-Ra):........................................................................................................60 Knight of Nigh (F-S):.........................................................................................................61 Spellblade (Ro-S):............................................................................................................63 Doombringer (Ra-W):.......................................................................................................64 Gauntlet (F-M):.................................................................................................................65 Anjana(C-W):....................................................................................................................66 Ventolin(D-S):...................................................................................................................67 Avatar (D- M):...................................................................................................................68 Mystic(S-W):.....................................................................................................................69 Fusion Classes:.....................................................................................................................71 D'iver (B-Ra-W):...............................................................................................................72 Blightweaver (B-Ra-W):....................................................................................................73 Shadowsong (B-Ra-Ro):...................................................................................................74 Soul Fighter (M-S-W):.......................................................................................................75 Anima’s Claw (C-M-Ra):...................................................................................................77 Anima's Executioner (D-S-Ro):.........................................................................................79 Otataride Aspect (F-Ro-M):...............................................................................................81 Vorcan ( Ro-S-W):............................................................................................................82 Plane Merger (D-S-W):.....................................................................................................84 Assassin of Nigh (F-Ro-S):...............................................................................................86 Blade of Equinox (F-C-W):................................................................................................89
  2. Spells/Abilities:......................................................................................................................92 Custom Spells:..................................................................................................................94 Spell Proficiency:..............................................................................................................95 Warren Specific Spells:.....................................................................................................96 Warren of Arondight:....................................................................................................96 Warren of U-D’ne:......................................................................................................100 Warren of Lidae:.........................................................................................................103 Warren of Gloria:........................................................................................................106 Warren of Chysuomp:................................................................................................109 Warren of Gammoth:..................................................................................................111 Warren of Lin-Svard:..................................................................................................114 Warren of S’der:.........................................................................................................116 Warren of Rai:............................................................................................................118 Warren of il-Pah:........................................................................................................120 Warren of T’Sha:........................................................................................................121 N'lat Krezxi:................................................................................................................122 N'lat Andii:..................................................................................................................122 N'lat Luscii:.................................................................................................................122 N'lat Horcii:.................................................................................................................122 Class Specific Spells (Single Class)...............................................................................122 Fighter:.......................................................................................................................122 Barbarian:..............................................................................................................122 Bard:..........................................................................................................................124 Dancer:..................................................................................................................124 Druid:.........................................................................................................................125 Wizard:.......................................................................................................................125 Warlock:.....................................................................................................................126 Aspect Specific Spells (Lesser):......................................................................................126 Aspect Specific Spells (Minor):.......................................................................................126 Aspect Specific Spells (Major):.......................................................................................126 Status Conditions:...............................................................................................................126 Skills:...................................................................................................................................129
  3. Introduction Below is an introductory list of the contents of this document. it give a brief introduction to the various contents within this document, such as class, stats, spells, and overall combat within the tabletop RPG. ADDENDUM: The document was originally written for a smaller group size ( less than 3) where the “time” to “turn” relation is based off of seconds (5 seconds = 1 turn). However, for larger groups (3+), we will revert to the standard turn-based for Combat. As such the turns are as follows: 2 actions (Increasing by 1 every 10 character levels). Actions are consisted of: Movement, Attack, Cast Spell/Maintain Spell, Recover (replenish Fatigue and/or Warren energy), or another standard Action not listed.
  4. Abbreviations: F - Fighter B- Bard C- Cleric S- Wizard/Sorc Ro-Rogue Ra-Ranger W-Warlock M- Monk D-Druid
  5. Single Class Progressions: The base classes can only specialize after reaching level 15 of that specific class. Specializing still allows the character to select a path, but upon specializing, the level gets reset to 1 and the base class name is changed to the specialization.
  6. Example: F 29 and F 15 both want to specialize to a Dragoon. Both characters are now Dragoon 1 (the main difference is the amount of stats already gained in the base stats BEFORE specialization).
  7. Base classes over level 15 have diminishing returns in terms of stats and level up (capping at 40 before stat gains are reduced to the minima) and specializations only receive diminishing returns after level 25. Fighter- The options for specialization for solely Fighters are: Dragoon Barbarian Berserker Bard- The options for specialization for solely Bards are: Dancer Jester Maestro Monk- The options for specialization for solely Monks are: Brawler Qi/Chi Master Silk Master Ranger- The options for specialization for solely Rangers are: Grand Archer Trapper
  8. Beast Master Rogue- The options for specialization for solely Rogues are Trickster Shadowdancer Bravadier Cleric -The options for specialization for solely Clerics are Spirit Master Priest Exorcist Druids- The options for specialization for solely druids are: Lycanthrope Wachstum Speaker Wizard/Sorcerer- The options for specialization for solely wizards/sorcerers are unlike the preceding classes: High Mage Warlock- The options for specialization for solely warlocks are: Mindflayer Plaguebringer Blood Mage
  9. NOTE: Specialized base classes can still dabble in other classes. E.G, an enchanter can dabble in being a rogue at times, however is not a hybrid class.
  10. Imagine a character, Bob. Bob is/has been a fighter all his life and specialized into being a Barbarian. Sometime along his journey, he grew fascinated with the arts of the Warrens, and their untapped power. So he decides to dabble in sorcery. The result is that Bob is a Barbarian X and Wiz 1. This does not mean he abandoned his Barbarian way, but rather just dabbles in sorcery. THIS IS NOT A HYBRID CLASS. However, he wishes to devote his time to both barbarian ways and the mysteries of the Warrens. If he wishes to equally devote his time to both schools and lifestyles, he then will specialize into a Spell Knight: the balance of both.
  11. Hybridity: Hybrid spells and classes are specialized classes that are selected from two base classes, each at least level 10. Selecting a hybrid class “deletes” the previous two classes and replaces it with the singular new class. Hybrid classes may still take on other classes that are NOT in the hybrid combination. Restrictions to transcend to Fusion classes will change should the player obtain a hybrid class. Songsword (F/B) Paladin (F/C) Totem Warrior (F/D) Gauntlet (F/M) Battle Master (F/Ra) Duelist (F/Ro) Knight of Nigh(F/S) Blood Knight (F/W) Herald (B/C) Fey (B/D) Friar (B/M) Caller (B/Ra)
  12. Enchanter (B/S) Siren (B/Ro) Soul Caller (B/W) Grove Keeper (C/D) Taoist (C/M) Attendant (C/Ra) Cuelebre (C/Ro) Spirit Weaver (C/S) Anjana (C/W) Avatar (D/M) Predator(D/Ra) Nuberu (D/Ro)
  13. Ventolin (D/S) Soletaken (D/W) Monkey King(M/Ra) Grappler (M/Ro) Magefist (M/S) Doomfist (M/W) Flickerwisp (Ra/Ro) Maker (Ra/S) Doombringer (Ra/W) Spellblade (Ro/S) Dreamstealer (Ro/W) Mystic (S/W)
  14. Path Selection: Selecting a Path Selection essentially locks in place the three primary classes for that character. This results in the following: Immediate Access to base rank Fusion Passive and Spells/Abilities Unique interactions with NPC’s and the world, as well as a title unique to your Fusion. Once a Path Selection is made, it cannot be changed. Path selections is seen as progress towards ascension in the eyes of the world, as such, your character may, or may not, gain followers depending on their interactions.
  15. Minimum level for Path selection: 30 (10 from each of the three classes that make the fusion; or 20 from the hybrid class and 10 from the single class). The unique titles and the descriptions of the Path Selections are below:
  16. Muse of War (F-B-C) Shaman of the Earth (F-B-D) Fists of Fury (F-B-M) Elfentanz (F-B-Ra) Nocturne’s Blade (F-B-Ro) Oppon’s Blade (F-B-S) Remnant Hexblade (F-B-W) Shaman of the Moon (F-C-D) Grandmaster (F-C-M) Bow of Nimae (F-C-Ra) Hood’s Rope (F-C-Ro) Blades of Nigh(F-C-S) Blade of Equinox (F-C-W) Shaman of the Sun (F-D-M) Shaman of the Way (F-D-Ra) Shaman of the Night (F-D-Ro) Shaman of Fire/Ice (F-D-S) Shaman of the Fallen (F-D-W) King of Fists (F-M-Ra)
  17. Otataride Aspect (F-M-Ro) Fists of Fire and Ice (F-M-S) Gauntlegrym (F-M-W) Shadow of Nimae (F-Ra-Ro) Winds of Nimae (F-Ra-S) Corruption of Nimae (F-Ra-W) Nigh’s Assassin (F-Ro-S) Ninja (F-Ro-W) Overlord (F-S-W) Divine Minstrel (B-D-M) Anima’s Voice (B-D-Ra) Minstrel of Shadows (B-D-Ro) Minstrel of Nigh (B-D-S) Minstrel of Blight (B-D-W) Herald of the Way (B-D-C) Herald of the Wilds (B-C-Ra) Herald of Arreat (B-C-M) Herald of Shadows (B-C-Ro) Herald of Nigh (B-C-S)
  18. Plague Singer (B-C-W) Shadowsong (B-Ra-Ro) Hymn Weaver (B-Ra-M) Nimae’s Hymn (B-Ra-S) Blightweaver (B-Ra-W) Spectre’s Fist (B-Ro-M) Spectre’s Tongue (B-Ro-S) Lord of Spirits (B-Ro-W) Octavia (B-M-S) Nekruse (B-M-W) Mystic of Voices (B-S-W) Hermit of Ascension (C-D-M) Seer of Ascension (C-D-Ra) Shadows of Ascension (C-D-Ro) Keeper of Ascension(C-D-S) Witchdoctor (C-D-W) Anima’s Claw (C-M-Ra) Hand of Hood (C-M-Ro) Enchanter of the Way (C-M-S) Overseer (C-M-W) Messenger of Hood (C-Ra-Ro) Messenger of Nigh (C-Ra-S) Messenger of Blight (C-Ra-W)
  19. Hood’s Air (C-Ro-S) Hood’s Chaos (C-Ro-W) Mystic of Devotion (C-S-W) Ascetic of Anima (D-M-Ra) Ascetic of Hood (D-M-Ro) Ascetic of Nigh (D-M-S) Ascetic of Chaos (D-M-W) Rats of the Blade (D-Ra-Ro) Birds of the Wind (D-Ra-S) D'iver (D-Ra-W) Anima’s Executioner (D-Ro-S) Chaos’s Shepherd(D-Ro-W) Plane Merger (D-S-W) T’Roauld (M-Ra-Ro) Spell Dancer (M-Ra-S) Cabal Overlord(M-Ra-W) Cipher (M-Ro-S) Dragonsbane (M-Ro-W) Soul Fighter (M-S-W) Soul Stinger (Ra-Ro-S) Phantom (Ra-Ro-W) Faustus (Ra-S-W) Vorcan (Ro-S-W)
  20. Character Creation:
  21. Base ability scores: When creating a character, often you rolls the alloted 6 times for a base score. Thus to create a character complete the following steps for the stat distribution:
  22. First:
  23. roll 5d6
  24. Next:
  25. add the three highest numbers
  26. Next:
  27. subtract from that total the lowest roll This method yields a variance of 2 (min) to 17 (max) for raw stats (before any ammendments are made.
  28. Next:
  29. Save that number (write it down on a scrap piece of paper or something) Repeat this process until you have 6 numbers (1 for each stat) Then add up all 6 numbers. If the total is less than 68, reroll all 6 numbers.
  30. You may reroll up to 5 time(s), so save all your rolls so you may select the best set of rolls.
  31. Once you have allocated your 6 numbers, you may tweak your character stats in the following way(s): After allocating the numbers, each player has up to 5 movable points. That is to take up to 5 points (total) from any stat to move to another.
  32. Example: Bob decides to take 5 points from STR and allocate to INT. He cannot move any more points as he has reached the 5 maxima. Likewise he can choose to move 3 STR and 2 DEX to 2 CON and 3 INT.
  33. Any movement of stat points must meet the following requirements: Each stat must have at LEAST 5 points in them (for character creation purposes only). Thus no stat can be below 5 after the movement.
  34. To show the movement of points in your character sheet, please input the numbers in the following way: In the base section insert the raw value rolled for the stat. In the ModStat Column indicate the value of the modification: -X for reducing the selected stat by X. And just X for increasing a stat value. Overall the total amount of positive modifiers should not exceed 5 for level 1 Characters. Modifications via equipment will be expressed here as well.
  35. See Example Character Sheet for clarification.
  36. HP:
  37. The base HP pool for character creation is calculated as such: (3d8 + CON Modifier per die) + 15. Thus every character has a minimum of 10 HP. NOTE: Per roll means every roll of the 3d8 roll has the con modifier applied. e.g. If your con modifier is +1, and your three rolls were 1,5,8, the total (before adding 15) is ( 2+6+9)+15 = 32. So your starting HP is 32. (NOTE: the CON modifier can reduce your roll into the negative, hence the 10HP minimum). Should your starting HP be below 10, reroll up to 2 more times.
  38. HP modifier does not affect HP gain per level. Rather it is the innate increase in MAX HP (that scales with level). The HP gained per level is added to the BASE HP stat in the Character Sheet.
  39. Base HP Modifier value is the same as the CON Modifier.
  40. Hit Die: Hit Die are primarily used for the resting mechanic. It determines the rough amount of HP you gain per rest. Some rests you might gain max value. Others are minimal.
  41. Below are some notable new properties for attributes: Note: No class uses primary stats for saving throws. Rather saving throws are reflected on a situation based context. E.G. the saving throw for a mental break from a mental attack is gauged from willpower (skill) and wisdom/intellect (attribute).
  42. STR- The limit for the number of physical actions that can occur before fatigue drawback sets it (calculated as fatigue threshold). STR Modifier is applied to physical basic attacks with most melee weapons.
  43. DEX- No changes for combat. Out of combat checks are still at the discretion of the DM/ party concensus. DEX Modifier is applied to DEX based weapon attacks.
  44. INT- No changes for combat. Out of combat checks are still at the discretion of the DM/party concensus. INT Modifier is applied to damaging based spells.
  45. WIS - No changes for combat. Out of combat checks are still at the discretion of the DM/ party concensus. WIS Modifiers is applied to healing based spells.
  46. CHA - minor changes to interactions with NPC’s, but otherwise no changes. CHA Modifiers is applied to status based spells.
  47. CON- Use to determine the capabilities for withstanding Warren Energy (used for casting spells) and also attribute to increasing Fatigue Threshold if the stat is high enough.
  48. Races Different from D&D5e, the races do not provide stat boosts, but rather they gain bonuses to skills and unique innate traits (if they do not contain many skills). As such, note that not all skills are listed in the Skills section, but are mentioned here. More Extensive details can be found in the future document Study of the Realms.
  49. Humans – Nothing new to be said about their bio/descriptions. Skill Bonuses: Opportunist, Cooking, and Willpower +1 Blunt Weapon Proficiency +1
  50. Dwarves - Nothing new to be said about their bio/descriptions Skill Bonuses: Bodybuilding, Runcrafting, and Engineering +1 Has Stench Hammer Proficiency +1 ElvesNothing new to be said about their bio/descriptions. Skill Bonuses: Loremaster, Herbalism, Willpower, and Alchemy +1 KenkoCursed Birdfolk that have wandered throughout the worlds. Their disposition and cursed nature tends to have people on edge due to the number of “accidents” that seem to accompany them. Skill Bonuses: Willpower, Lucky Charm, Opportunist +1 Due to isolation, Warren Energy + 25 Tabaxi- Catfolk that live in forests, preferring to avoid conflict and face dangers through deceptions and skirmishes. The colour of their fur typically reflects the region of the worlds they grew up in. Skill Bonuses: Body Building +2, Glasscannon +1 Dagger Proficiency +1 AasimarOften seen as angels. Their unique history has resulted in only a handful left in the world. As such, their reputation for combat and magic far exceeds the reality: humans gifted with the strengths of many, but devoid of emotions. Skill Bonuses: Bodybuilding and Willpower +2 Leadership -2 TritonWaterborn humanoids that are seen as cousins to merfolk. Quite amphibious, their civilizations are often bordering the water and land. Their existence is dependent on the balance between the life on land and life in water. As such, their affinity towards the elements are heightened. Fishing +1, Swimming +20ft Spear Proficiency +1 GoliathGargantuan humanoids that exist in secluded areas across the worlds. Often referred to as Giants of the Norn, Goliaths live in quiet seclusion following a specific tradition of a Norn. Regardless of their path, most Goliaths are pacifist and often stray away from other civilizations due to their conflicting views. All Goliaths get:
  51. -10 Speed and +15 base HP Norn of Mortal - Bodybuilding + 2, Leadership +1 Norn of ShieldPreserverence +2, Leadership +1 Norn of Destriant Willpower +2, Leadership +1
  52. Firbody- Cousins of Goliaths, Firbodies are reverred as Forest Guardians, living solitary lives and dedicating their energy and lives towards the balance and stabilization of Nature. Encountering a Firbody usually means no harm, unless your presence is an eminent threat to the sanctuary guarded by the Firbody Herbalism +1, Willpower +2 Staves Proficiency +1 Orc- No explanation needed Corpse Eater +1, Bodybuilding +1, Opportunist +1 Axe Proficiency +1 GoblinNo explanation Needed Engineering +2, Opportunist +1, Mining +1 KoboldNo Explanation needed Mining +2, Rune Crafting +2 Yuan-ti No Explanation Needed Willpower +1, Rune Crafting +1, Dual Wielding +1 Daghast Creatures born of Anima's blessing, they are humanoids with a singular protruding horn atop their heads. History and songs call them Dryads of the stars, often referring to their natural affinity with animals and nature alike. However, unlike many humanoids, losing their head does not end their life. Instead, should their horn break, their lives would end. Wilpower +1, Herbalism +1, Preserverence +2 Rhivi - Often referred to as Figures of Night, Rhivi are dark skinned people with blackened eyes and wispy hair. They dwell below deserts and can be heard as rhythmic chanting to stragglers and forsaken wandering the desert. Their innate attunement with darkness and the unforgiving natures of desert and cave life make them uniquely suitable for long battles. Perseverence +3 1H Swords proficiency +1 HalflingsNo explanation needed
  53. Dual Wielding +2, Comeback Kid +1 Dagger Proficiency +1
  54. DragonbornNo Explanation Needed Willpower +1, Bodybuilding +1, Corpse Eater +2 JhagCursed Dragonfolk who are known for their two protruding tusks. Unlike their cousins, the Dragonborn, they have been stripped of their varying colours. Instead, all Jhag are born a sickly green colour and possess a unique scent that wonders if the Jhag walking next to them is dead or alive. Perseverence +1, Corpse Eater and Loremaster +2 Stench EleintRace of Soulflayers, cousins of the Trells. They are unique in that each individual contains two selves: one of physical form, and one of spiritual. This embodiment forces an Eleint to choose one of two paths: Body or Soul. Body: Bodybuilding and Perseverence +3 Willpower -2 Soul: Willpower and Telekinesis +3 Bodybuilding -2 Sha'ikUnique race of mixed animal humanoids. The Sha'ik are not born in any way, but are a race/tribe of animal humanoids that have been ostracized by their own respective races. As such, the Sha'ik are more peacfeul than most races, even if their people come from every walk of life.Perseverence and Willpower +2
  55. Non-Playable Races for this Campaign: Seguleh: Missing Race Trell – Extinct Race Krezxi – Ancient Race Horcii - Ancient Race Andii - Ancient Race Luscii - Ancient Race
  56. Fatigue and Warren Energy:
  57. The capacity for each of these thresholds can be calculated through the following formulas:
  58. Fatigue Threshold = +1 for every 5 points of STR and +1 for every 10 points of CON + CON Mod + STR Mod (Appropriately scales into later adventures of the campaign and item stats).
  59. Warren Energy Threshold= +10 for every 10 points of CON and + 25 for every 5 points of INT + 5*(INT mod + CON Mod)
  60. (It is automatically calculated on the Character Spreadsheet)
  61. Regeneration of Fatigue and Warren energy are calculated as follows: Fatigue Regen: The regen is calculated as a percentage increase from the base. As a result, the results are as follows: Base: 3 + Character Tier Growth: 0.1 * (CON Mod + STR Mod +1 per 5 STR + 1 per 10 CON) + (Regen Mod * 0.2) + 1 Warren Energy Regen: 5*(1+ CON Mod + INT Mod +1 per 5 INT + 1 per 10 CON + Regen Mod)
  62. Out of combat: Fatigue will always regen back to full. As for Warren Energy, Warren Energy Regen can be separated into two categories: Passive Regen: Regeneration is based per in-game “hour”: roughly 10% Warren Energy Regen per hour. Resting Regen: You regen equal to (Total number of Hit Die) * (Warren Energy Regen).
  63. As per the addendum: recovery of fatigue and warren energy has shifted to take of an action, recovering either resource. The conditions to recover each respective resource still applies. E.g. a recovery action on a turn may only recover warren energy should the conditions to recover fatigue are not met.
  64. Details (Overall): The details for character creation/changes are summarized as follows: The level up method has been changed, modifier ranges have been changed, and exp values have been changed. Their tables are shown below.
  65. Upon leveling up, following your class’s level up chart, you will gain core stats upon level up as well as a random amount of bonus attribute points to allocate.
  66. Level up bonuses are distributed as the following:
  67. Dice Roll Bonus distribution: Amount(Roll Resultr) 1d6 0(1-2), +1 (3-4), +2 (5-6) 1d8 0(1-2), +1(3-5), +2 (6-7), +3 (8) 1d10 0(1-2), +1(3-5), +2(6-8), +3(9-10)
  68. Bonuses grant the amount of attribute points rolled. The player then may allocate the bonus points to any non-core stat (supplementary stats are able to have bonus points allocated)
  69. The bonuses are seen as a test of faith, by the whims of the gods: are you enough entertainment, or shall they punish you for what you are?
  70. Example(s): A Fighter goes from Level 1 to Level 2. So he automatically gets +2 Str, +1 Con, and +2 HP to his stats. However, he also gets to roll 1d6 for bonus attributes. He rolled a 5 and it seems the gods have favoured his progress. He gets 2 free attribute points to allocate (from the above table). However, since his core stat is STR, he cannot put these bonus points into STR. He can allocate them anywhere else. So he decides that he wants to be agile and dumps his 2 points into DEX. NOTE: players can allocate any number of bonus points to any number of attributes as long as the total number of points allocated is equal to the received bonus, such as putting those two points to be evenly spread between DEX and CHA.
  71. Experience Table
  72. Due to the changes in the level ranges that accompany the classes, the following table is the new experience table for the new leveling system: (Note: the level up stats have already been reworked to fit the new experience tables. The EXP table shows the beginning and ending values for the Tiers, mentioned after the table). The experience table is subject to change at the latter levels (level 20+). The exp table for up to level 20 will remain the same.
  73. Experience Level Prof/Mod/Init Bonus Tier 0 1 0 0 100 2 0 0 225 3 0 0 375 4 0 0 550 5 0 0 1800 10 0 0 2400 11 +1 1 3300 12 +1 1 4500 13 +1 1 42300 25 +1 1 54300 26 +2 2 68300 27 +2 2 84300 28 +2 2 102300 29 +2 2 432300 40 +2 2 508300 41 +3 3 583300 42 +3 3 658300 43 +3 3
  74. … (Ask DM for Values) 51+ +4 (+increasing proficiency every specified tier)
  75. 4
  76. Whenever you specialize in class, your total level drops to whatever total level it is after the change. Your experience value resets to the minima of that level. Example. A Fighter 15 Bard 7 has decided to specialize in being a Berserker. He is now a Berserker 1 Bard 7. Thus his level has reverted from 22 to 8. So his exp value will be set at 1225 exp. To understand how stats are affected, refer to the specialization from a Fighter to a Berserker in the respective single class section. Everytime there is an increase in proficiency, there is an increase in exp required to level up. As such you can gauge your character into tiers (based on proficiency). Tier 0 characters are essentially starter characters: new to their class(es). Tier 1 characters are quite familiar with their playstyles and are growing their character. Tier 2 and Tier 3 are specializing into selecting specific spells and feel ready for almost anything. Tier 4+ are considered elites among their kind (but not mythic beings). Any character tier 30+ is considered to be “near ascension”, almost the status of a God.
  77. See EXP table for the Tier distribution
  78. NOTE: All prime aspects are on average Tier 25. Gods are on average Tier 65. The Elders residing in Yog-Noth are Tier 6. General rule of thumb: a Tier consists of around 10 levels. So the just multiply the Tier by 10 to give an approximate Level.
  79. The easiest way to gauge a character's Tier is through their total proficiency. EXP is given as total character EXP, not class based EXP like previous D&D expansions. As such, upon leveling up, the character will get to select which class gets leveled up. Similarly, levels are not tied to the character’s overall “strength”, but rather the total levels in the classes they are invested in.
  80. Modifier Table
  81. The following table is the new modifier values based on core stats: (Subject to change for rebalancing)
  82. Score Modifier 1 -8 2-3 -6 4-5 -4 6-7 -2 8-9 -1 10-15 0 16-55 +1 56-90 +2
  83. 91-120 +3 121-160 +4
  84. Modifier values for stats greater than 160 can be calculated as such: +1 for every 10 points in the stat from 161-210 (for +5, maxing at +9 total) +1 for every 15 points in the stat until 211-286 (for +5, maxing at + 14 total) +1 for every 35 points in the stat starting from 287+ (min +14)
  85. Modifiers are like this due to the new growth in character stats/levels. In addition, modifier interactions with combat (npc interactions, etc) have all been reworked.
  86. Modifiers are applied per dice in a roll for damage, resistance, or skill check. As a result, the vaue of the modifier is multiplicative based on the situation. Similarly, the same effect is applied to negative modifiers, multiplicatively reducing the potential roll value.
  87. IMPORTANT NOTE: Items that grant bonus stat attributes are placed in the modifier section of the character sheet, not the base.
  88. Skills:
  89. All Characters can select up to 1 skill to learn. All skills are learned and set to level 1. See the Skills section for more details.
  90. Note about proficiencies: Proficiencies are only applied to weapons now. Armor type proficiencies are not longer required. Any class may wear any armor type, but must meet certain stat requirements to wear them. As such, a Wizard may wear chainmail, should his stats allow him to. However, since Wizards naturally have a deficit in STR and CON, the chainmail he may be wearing may be levels below his current level.
  91. Resistances are provided via Warren Attunement (if any) or skills. They are used to determine Status afflictions (related to damage type) and damage reduction/increase.
  92. Single Classes: The single classes are broken down into the following: class name, class info (stats, level up, core info, spells learning), accompanied with some lore and playstyles.
  93. Fighter: The basis for all weapon based characters that prefer to brawl it out than be a tactician, Fighters are well built for combat and most of the time can dish the most damage with just sheer brute force. A one-man-wrecking-machine, the Fighter is poised to be the front line, and will do just about anything to be in the fray.
  94. Core stat: STR- determines the sheer force the attacks deliver
  95. Supplementary stats: CON and DEX - Constitution will help give the fighter the meatiness it deserves to take on hits and continue to fight on the front line, whereas Dexterity will allow the fighter to be more accurate and efficient with its blows.
  96. The following chart shows how the stats are gained per level-up for the base class of fighters.
  97. Class Level Level up Stat Level up Bonus Notes 1-15 +2 Str, +1 Con, +2 HP 1d6 16-30 +1 Str, +1 Con, +1 HP 1d6 31-40 +1Str, +1 HP 0 41+ +1HP 0
  98.  
  99. Hit Dice for per Level range:
  100. Class Level Hit Dice Gain on Level Up Total 1-30 1d10 1d10 every other level 31+ -- 0
  101. The Fighter does NOT have access to any spells or abilities, but do have access to universal traits.
  102. Traits:
  103. To ARMS: Fighters gain +2 to a Weapon proficiency.
  104. Iron Heart: Fighters can choose to have +3 Con or +3 Cha
  105. Blunt Bunt: Fighters swinging with non-metal weapons are not held back by their weight. By sacrificing durability of the weapon, the fighter can use brute force to smash their weapon home. Durability: -20% Damage: + 1 per weapon level + STR mod
  106. To specialize, the fighter must be at least Level 15. When specializing, the fighter will select one of three specialties. Once selected, the specialty cannot be changed without sacrificing a portion of stats. Selecting a specialty will reset the class level to 0 but will NOT remove any stat gains from the fighter class.
  107. Switching Specialties penalty:
  108. Everytime the character switches specialties there will be a -20%(rounded up) deduction from the Core stat(s) and -10% deduction from all other stats.
  109. Specialties: Dragoon, Berserker, Barbarian
  110. Dragoon: The dragoon is a specialized fighter that focuses on using spears, polearms, and staves while being acrobatic in nature. They can often be described as smashing down upon an enemy from the air, bringing down with them the force like that of a dragon. Due to the sheer nature of the dragoon, the dragoon must be adept at handling both the motions of their own body as well as their weapon(s).
  111. Upon selecting this specialization, CON is reduced by 20 (minimum of 1), Dex is increased by 10, STR is reduced by 10.
  112. Core Stats: STR and DEX- both are necessary for determining the devastating potential in their actions. Too much STR and the dragoon will flail himself in any direction and damage themselves before their enemy. Too much DEX and the dragoon will not have the strength to maintain an acrobatic form, much less hurt a fly.
  113. Supplementary Stat: None- being solely focused on STR and DEX, the Dragoon has not had much time to place attention to the other areas of themselves.
  114. The following chart shows how the stats are gained per level-up for the Dragoon.
  115. Class Level Level up Stat Level up Bonus Notes 1-25 +1 Str, +1 Dex, +3 HP 1d6 26-35 +1 Str, +1 Dex, +1 HP 1d6 36-45 +1Str, +1 Dex 0 46+ +1 HP 0
  116. Hit Dice for per Level range:
  117. Class Level Starting Dice Gain on Level Up Total 1-30 2d10 1d10 every other level 31+ -- 0
  118. The Dragoon does NOT have access to any spells or abilities; however, they do have access to universal traits.
  119. Traits:
  120. Long Arm of the Law: By sacrificing proficiency in other weapon types, all actions with spears, polearms, and staves gain +3, while other weapons receive a -5 penalty.
  121. NOTE: The + 3 is applied to EVERYTHING: damage, accuracy, durability (scaled appropriately by weapon level), status effect rolls if the weapon is magical, etc. From The Skies: When the Dragoon strikes from above, the damage inflicted is increased by 1 per foot.
  122. To the Skies: Dragoon’s ability to high jump is increased by the (length of his weapon) + STR Mod + Character Height. While in the air, Dragoons gain +2 Armor and have 5s (real time) to decide what to do.
  123. Barbarian: The barbarian is a fighter who sacrifices the use of armor to become more lightweight and agile, like a snake, but with the strength of a hundred oxen. Barbarians often become ambidextrous and dual wield weapons while adorning tattoos to intimidate foes. When a barbarian enters combat, it is said that their cries and shouts echo across the lands.
  124. Upon selecting this specialty, DEX is reduced by 15, and CHA increases by 5, CON is reduced by 5.
  125. Core Stats: STR and CHA - Strength should be apparent. Charisma is a core stat as the Barbarians must be sure of themselves as well as be able to project their intentions through a single shout.
  126. Supplementary stats: DEX - Although not a core stat, the stat is as every bit important in their combat actions. However, combat usually only occurs after shouts have been completed.
  127. The following chart shows how the stats are gained per level-up for the Barbarians.
  128. Class Level Level up Stat Level up Bonus Notes 1-25 +1 Str, +1 Cha, +3 HP 1d6 26-35 +1 Str, +1 Cha, +1 HP 1d6 36-45 +1Str, +1 Cha 0 46+ +1 HP 0
  129. Hit Dice for per Level range:
  130. Class Level Starting Dice Gain on Level Up Total 1-30 2d10 1d10 every other level 31+ -- 0
  131. The Barbarian does not have access to spells, but does have access to abilities. As a result, the Barbarian sacrifices some traits for abilities.
  132. Abilities per level range (listed by the rank of the ability)
  133. Level 0 1 2 3 4 5 6+ 1-10 1 0 0 0 0 0 0 11-20 1 1 0 0 0 0 0 21-35 1 1 1 0 0 0 0 35-50 2 1 1 0 0 0 0 51+ 2 2 1 0 0 0 0
  134. Trait:
  135. Dual Dueling: Gains Dual Wielding 3 Shrekt: Any intimidation tactics gain +3 (both in and out of combat)
  136. Berserker: Berserkers are blood hungry warriors that would trade anything to feel their blood pump through their body and on their skin. They would do anything to see blood fly around, as a result they sacrifice accuracy and wisdom for sheer strength and raw constitution to take as many hits as possible, powering up as they go.
  137. Upon selecting this specialization, WIS is reduced by 15, DEX is reduced by 5, CON is increased by 5, CHA is reduced by 10, and HP increases by 15.
  138. Core Stats: STR and CON
  139. Supplementary stats: None
  140. Unlike other most specializations, Berserker loses some stats as they level up to compensate for their growth.
  141. The following chart shows how the stats are gained per level-up for the Berserker.
  142. Class Level Level up Stat Level up Bonus Notes 1-25 +2 Str, +1 Con, -1 Wis, +3 HP 1d6 Wis cannot drop below 5 26-35 +2 Str, +1 Con, -1 Wis +1 HP 0 36-45 +1Str, +1 Con, -1 Wis 0 46+ +1 HP 0
  143. Hit Dice for per Level range:
  144. Class Level Starting Dice Gain on Level Up Total 1-30 2d10 1d10 every 2 levels 31+ -- 0
  145. The Berserker does NOT have access to any spells or abilities; however, they do have access to universal traits.
  146. Traits:
  147. Bloodbath: Seeing blood gets their own blood pumping. Gain +1 damage per bleeding entity.
  148. MOOOOOAAARRRRR!!!: Getting injured won’t stop a berserker: it just makes them have more fun. The lower HP you are the higher the mod gains. 1 HP = +10 2-5HP = +6 6-20 HP = +2 21- 50 HP = +1 NOTE: HP must be lost to gain the modifier bonus. Changes to CON or having a MAX HP be within those thresholds will NOT grant bonuses. Entering combat previously injured does not grant bonuses.
  149. Bard: The bard is a unique class as they are not experts in magic, nor are they experts in combat. Rather they are usually the face of a party: they are the words to songs, the notes to music, and the eternal voices in the winds. Bards shape the world and influence those around them. If they are forced into combat, they can help with the morale of their own party members through song, or distract and confuse with songs. They are the muse of destruction and the muse of journey.
  150. Core Stat: CHA - As they are the face of the party, every interaction they do is an impactful one. Thus be wary of the intentions that may lie within their words. Supplementary Stats: WIS and INT
  151. The following chart shows how the stats are gained per level-up for the base class of bards.
  152. Class Level
  153. Level up Stat Level up Bonus Notes
  154. 1-15 +2 Cha, +1 Wis/Int, +2 HP 1d6 Alternate Wis/Int 16-30 +1 Cha, +1 Wis/Int , +1 HP 1d6 Alternate Wis/Int 31-40 +1 Cha, +1 HP 0
  155. 41+ +1HP 0
  156.  
  157. Hit Dice for per Level range:
  158. Class Level Starting Hit Dice Gain on Level Up Total 1-30 1d6 1d6 every other level 31+ -- 0
  159. The bard as access to Warren spells from Gloria.
  160. Warren Spells/abilities per level range (listed by their rank)
  161. Level 0 1 2 3 4 5 6+ 1-10 1 0 0 0 0 0 0 11-20 2 0 0 0 0 0 0 21-35 2 1 0 0 0 0 0 35+ 2 2 (1 -40) (1-50) (1-60) (1-70) (1-80)
  162. To specialize, the bard must be at least Level 15. When specializing, the bard will select one of three specialties. Once selected, the specialty cannot be changed without sacrificing a portion of stats. Selecting a specialty will reset the class level to 0 but will NOT remove any stat gains from the base bard class.
  163. Switching Specialties penalty: Everytime the character switches specialties there will be a -20%(rounded up) deduction from the Core stat(s) and -10% deduction from all other stats.
  164. Specialties: Dancer, Jester, Maestro
  165. Dancer: When a bard realizes the limits of song and sound, they then realize the music and sound through motion. In sacrificing, the connection to the Warren, bards then realize the potential and power within sounds of battle, the rhythmic beats of the clanging of metal. The cries and screams of those injured. The bard’s obsession with music has reached new heights and now takes to battle, dancing around the fields, creating music where there needs creation.
  166. Upon selecting this specialization, INT is reduced by 15, STR is reduced by 10, and DEX is increased by 10.
  167. Core Stats: CHA and DEX- Now taking to the fields, the bard needs to be adept and flexible, adept, and responsive to the world around them: especially in combat. This
  168. results in the musical interaction the dancers make with the combat environment around them.
  169. Supplementary Stat: WIS
  170. The following chart shows how the stats are gained per level-up for the Dancer.
  171. Class Level Level up Stat Level up Bonus Notes 1-25 +1 Cha, +1 Dex, +3 HP 1d6 26-35 +1 Cha, +1 Dex, +1 HP 1d6 36-45 +1 Cha, +1 HP 0 46+ +1 HP 0
  172. Hit Dice for per Level range:
  173. Class Level Starting Dice Gain on Level Up Total 1-30 2d6 1d6 every other level 31+ -- 0
  174. Due to the sacrifices made, the Dancer does not have access to any spells (Warren or Class), but gains access to new abilities and universal traits.
  175. Abilities per level range (listed by the rank of the ability)
  176. Level 0 1 2 3 4 5 6+ 1-10 2 0 0 0 0 0 0 11-20 2 1 0 0 0 0 0 21-35 2 1 1 0 0 0 0 35-50 2 2 1 0 0 0 0 51+ 2 2 1 1 1 0 0
  177. Traits:
  178. Look at ME!: Whenever using a dance, gain +5 speed per rank of the Dance.
  179. Mesmerizing Strike: Whenever attacking with a weapon during an ability, the ability is immediately interrupted and the attack gains +X to both damage and accuracy. Can only be used once per combat.
  180. Jester: A bard who has grown tired of music for the sake of music can see the music in laughter: the smile, the ringing echo of a laugh, but all bringing back to the music of the sound. The Jesters are focused on bringing forward the light of laughter through any
  181. means necessary. Be wary of the Jester on the field, they can produce devastating effects from their contraptions that bring laughter to friends. And pain to foes.
  182. Upon specializing in becoming a Jester, CHA is reduced by 10, INT or WIS are increased by 5, and STR is reduced by 10.
  183. Core Stats: INT and WIS- Rather than relying on Charisma, the Jester now relies on intelligence and wit: to see what maximizes the laughter of friends, while maximizing the scream of foes.
  184. Supplementary Stat: CHA - Some amount of charm is required to lure friends and foes into the spectacle and wonders that the Jester provides.
  185. The following chart shows how the stats are gained per level-up for the Jester.
  186. Class Level Level up Stat Level up Bonus Notes 1-25 +1 Wis, +1 Int, +1 Cha, +2 HP 1d6 26-35 +1 Wis, +1 Int, +1 HP 1d6 36-45 +1 Wis, +1 HP 0 46+ +1 HP 0
  187. Hit Dice for per Level range:
  188. Class Level Starting Dice Gain on Level Up Total 1-30 2d6 1d6 every other level 31+ -- 0
  189. Due to the sacrifices made, the Jester does not have access to any spells (Warren or Class), but gains access to universal traits. Traits: Mesmerizing Strike 2.0: Whenever attacking with a weapon during an ability, the ability is immediately interrupted and the attack gains +X to both damage and accuracy. Can only be used twice per combat.
  190. Combative Engineering: Jesters can use their Engineering skills in combat as abilities.
  191. Tricky Engineer: Their engineering skills are innately better. Engineer +2.
  192. Maestro: Rather than curse the world for going against bards, the Maestro elevates their music to make the world bow to them. Harnessing the potential in music to drive a man insane, to charm a woman to bed, to send a soul to depravity, and to raise someone
  193. from the brinks of the dead, the Maestro rekindles the life and magic within the music, and it is in this music that Gloria itself deems Maestro worthy.
  194. Upon selecting this path for specialization, INT is increased by 5, STR and DEX are reduced by 15.
  195. Core Stat: CHA and INT: To compose the music required for the variety of needs, the Maestro must me well researched and intelligent to change the tune on a dime. One single note can spare a man’s life, and that very note could end another’s. Supplementary Stat: None
  196. The following chart shows how the stats are gained per level-up for the Maestro.
  197. Class Level Level up Stat Level up Bonus Notes 1-25 +1 Cha, +1 Int, +3 HP 1d6 26-35 +1 Cha, +1 Int, +1 HP 1d6 36-45 +1 Int, +1 HP 0 46+ +1 HP 0
  198. Hit Dice for per Level range:
  199. Class Level Starting Dice Gain on Level Up Total 1-30 2d6 1d6 every other level 31+ -- 0
  200. Unlike the other two specializations for Bard, the Maestro dedicated his soul to music. As a result they sacrifice the flexibility of traits and abilities and gain a slew of spells from the Warren as Gloria’s blessing.
  201. Warren Spells per level range (listed by the rank)
  202. Level 0 1 2 3 4 5 6+ 1-10 2 1 0 0 0 0 0 11-20 2 1 1 0 0 0 0 21-35 2 2 1 1 0 0 0 35-50 2 2 1 1 1 0 0 51+ 2 2 1 1 1 1 0
  203. Monk: Monks lead a solitary life, often striving for ascension. Their focus on a singular path has led them to reject materials of this world. Studying historical documents and honing their body to the most functional possible, the Monk combats only with their bare hands, and occasionally, whatever around them they can grab.
  204. Core Stats: DEX and STR- Martial artists, they must be swift as a coursing river, strength of a great typhoon, spirit of a raging fire, and mysterious as the dark side of the moon.
  205. Supplementary Stats: CON
  206. The following chart shows how the stats are gained per level-up for the base class of Monks.
  207. Class Level
  208. Level up Stat Level up Bonus Notes
  209. 1-15 +1 Str, +1 Dex, +1 Con, +3 HP 1d6 16-30 +1 Str, +1 Dex, +1 Con, +2 HP 1d6 31-40 +1 Str, +1 Dex 0 41+ +1HP 0
  210.  
  211. Hit Dice for per Level range:
  212. Class Level Starting Hit Dice Gain on Level Up Total 1-30 1d8 1d8 every other level 31+ -- 0
  213. The Monk does NOT have access to any spells or abilities, but do have access to the following traits.
  214. Traits:
  215. Broken Fists: While not wielding a weapon or shield, gain +2 Unarmed proficiency
  216. Homebody: Choose between + 2 HP modifier or +2 unarmed proficiency
  217. Peace of Mind: Willpower +2
  218. To specialize, the monk must be at least Level 15. When specializing, the monk will select one of three specialties. Once selected, the specialty cannot be changed without sacrificing a portion of stats. Selecting a specialty will reset the class level to 0 but will NOT remove any stat gains from the monk base class.
  219. Switching Specialties penalty: Everytime the character switches specialties there will be a -20%(rounded up) deduction from the Core stat(s) and -10% deduction from all other stats.
  220. Specialties: Brawler, Qi Master, Silk Master
  221. Brawler: Keeping the shackles of a monastery life, the Monk realizes that part of ascending is to have had experiences in life. As pacifists, monks do not have much experience in the darker side of life: so what better way than to participate. Thus the Brawler is out for fighting: whenever and wherever they can.
  222. Upon selecting the Brawler specialization, STR is increased by 10, DEX is decreased by 15, and CHA is decreased by 10.
  223. Core Stat: STR and CON- Wanting to pick a fight means being able to rebound as quick as possible and pack the heaviest punch so that another fight can begin.
  224. Supplementary Stat: None
  225. The following chart shows how the stats are gained per level-up for the Brawler.
  226. Class Level Level up Stat Level up Bonus Notes 1-25 +1 Str, +1 Con, + 10 HP 1d10 26-35 +1 Str, +1 Con, +7 HP 1d10 36-45 +1 Con, +3 HP 0 46+ +1 HP 0
  227. Hit Dice for per Level range:
  228. Class Level Starting Dice Gain on Level Up Total 1-30 2d8 1d8 every other level 31+ -- 0
  229. Due to the nature of Brawlers, they do not have any access to spells, abilities, but do have universal traits.
  230. Traits:
  231. Broken Fist: Upon striking a foe with bare hands, you may execute up to X follow up attacks each dealing 1d4 + (STR Mod) damage with a 1d4 chance of applying Fatigue 1 to yourself. Each strike still requires rolls to hit, and is affected by (DEX mod) X is the Brawler Level.
  232. Sting Like a Bee: During Combat, the Brawler may interrupt his attack to immediately deliver a swift kick. Damage +X , Fatigue +1d6
  233. Qi Master: Unlike Brawlers, the monk seeks out the more spiritual side. As a result, monks have learned to fuse with their difference spirits and connections to further enhance their martial prowess. As a result, the Qi Master is incredibly versatile assuming their respective spirit(s) are.
  234. Upon selecting this specialization, STR is reduced by 10, Dex is reduced by 15, WIS is increased by 10. In addition, 1 Lesser Aspect contract is made with 1 Warren.
  235. Unlike majority of the other specializations, the Qi Master is heavily involved with Warrens. As such their martial arts and bodies are often infused with the energy and occasionally fused with Warrens.
  236. Core Stats: CON and WIS: Rather than relying on the strength of their own bodies to deal the bulk of the damage, they focus on strengthening their body to withstand the channeling of the Warren, bringing forth and embodying more than one Aspect at a time!
  237. Supplementary Stats: None
  238. The following chart shows how the stats are gained per level-up for the Qi Master.
  239. Class Level Level up Stat Level up Bonus Notes 1-25 +1 Con, +1 Wis, +3 HP 1d6 26-35 +1 Con, + 1 Wis, +2 HP 1d6 36-45 +1 Con, +1 HP 0 46+ +1 HP 0
  240. Hit Dice for per Level range:
  241. Class Level Starting Dice Gain on Level Up Total 1-30 2d8 1d8 every other level 31+ -- 0
  242. Qi Masters do not have access to any spells, traits, or abilities. Rather, their strength comes from the Warrens. As such, the number of contracts they can hold is shown below:
  243. Number of Contracts per level range
  244. Level Number of Contracts
  245. Number of Warrens Allowed
  246. Rank of contracts
  247. 1-10 1 1 Lesser 11-20 2 1 Max: 1 Minor 21-35 3 2 Max: 1 Minor
  248. 35+ 4 2 Max: 2 Minor
  249. Traits:
  250. Qi Embodiment: Qi Masters can fuse with their contracts. They receive 25% of the stats of their contracted Aspects. Duration: Based on Warren Energy and Contract Details Cost: Fatigue 1 every 30 sec
  251. Traverse the Planes: Because of their contracts to the Warrens, the Qi Master may elect to speed up travel going through the Warren, closing the distance between their location and the destination. Fatigue 30 per 5 feet.
  252. Silk Master: Silk Masters are often given a nickname throughout the lands: the tides of battle. Silk masters fight primarily using their bare hands for combat, but occasionally can use their elongated silk sleeves to control the flow of the battle. Ranging from controlling the direction of an arrow to blocking the field of view, Silk Masters are adept at using their wits to control the field.
  253. Upon selecting Silk Master as the specialization path, STR is reduced by 15, INT is increased by 5, CHA is increased by 5.
  254. Core Stats: DEX and INT: Silk Masters must be adept at quickly deciding to do in the heat of battle as well as precisely act out what they have planned, as the tides of battle are they themselves.
  255. Supplementary Stat: WIS
  256. The following chart shows how the stats are gained per level-up for the Silk Master.
  257. Class Level Level up Stat Level up Bonus Notes 1-25 +1 Dex, +1 Int, +3 HP 1d10 26-35 +1 Dex, +1 Int, +2 HP 1d10 36-45 +1 Int, +1 HP 0 46+ +1 HP 0
  258. Hit Dice for per Level range:
  259. Class Level Starting Dice Gain on Level Up Total 1-30 2d8 1d8 every other level 31+ -- 0
  260. Silk Masters do not have access to any spells or abilities, but do have unique traits.
  261. Flow of the Wind: Gain +0.5ft range for unarmed melee attacks for each level of armor made of silk.
  262. One with Silk: Gain Silk Armour Proficiency + 4
  263. Ranger: Rangers are seen as a jack of all trades. Part Huntsman with their bows, Part Trapper, Part Caller with their kinship with animals, Part Fighter with their swords, and Part rogue with their combat. However, no matter how you view them, they are to be feared, as a single one alone can easily start a coup.
  264. Core Stat: DEX- No matter what they do, they must be able to act with pinpoint accuracy as their bodies are frail and cannot inherently withstand a blow.
  265. Supplementary Stat: STR and WIS
  266. The following chart shows how the stats are gained per level-up for the base class of rangers.
  267. Class Level
  268. Level up Stat Level up Bonus Notes
  269. 1-15 +2 Dex, +1 Str/Wis, +3 HP 1d6 Alternate Wis/Str 16-30 +1 Dex, +1 Str/Wis, +2 HP 1d6 Alternate Wis/Str 31-40 +1 Dex, +1 HP 0 41+ +1HP 0
  270.  
  271. Hit Dice for per Level range:
  272. Class Level Starting Hit Dice Gain on Level Up Total 1-30 1d6 1d6 every other level 31+ -- 0
  273. The Ranger does not have access to spells or abilities, but have universal traits.
  274. Traits:
  275. One for Nature: While amongst natural habitats, gain +2 to all modifiers related to Stealth checks.
  276. Distinguish: Rangers have an innate proficiency with bows and crossbows.
  277. To specialize, the ranger must be at least Level 15. When specializing, the ranger will select one of three specialties. Once selected, the specialty cannot be changed without sacrificing a portion of stats. Selecting a specialty will reset the class level to 0 but will NOT remove any stat gains from the ranger base class.
  278. Switching Specialties penalty: Everytime the character switches specialties there will be a -20%(rounded up) deduction from the Core stat(s) and -10% deduction from all other stats.
  279. Specialties: Grand Archer, Trapper, Beast Master
  280. Grand Archer: When a ranger fancies combat from afar, they test the limits. As the distance between their position and the target grows farther and farther apart, one wonders if an arrow was just conjured from thin air and then forcefully pierces their target. Or if an unforeseen individual target shot from afar. It is the latter that the Ranger becomes.
  281. Upon selecting this class specialization, STR is reduced by 10, CON is reduced by 10, CHA is reduced by 5, and DEX is increased by 10.
  282. Core Stat: DEX- By focusing all their energy into being accurate from such range, they must all their energy into being focused and accurate. As a result, many other parts of the body suffer.
  283. Supplementary Stat: INT
  284. The following chart shows how the stats are gained per level-up for the Grand Archer.
  285. Class Level Level up Stat Level up Bonus Notes 1-25 +3 Dex, -1 Con, +1 HP 1d6 Con cannot be reduced below 10 26-35 +2 Dex, -1 Con, +1 HP 1d6 CON cannot be reduced below 10 36-45 +1 Dex, +1 HP 0 46+ +1 HP 0
  286. Hit Dice for per Level range:
  287. Class Level Starting Dice Gain on Level Up Total 1-30 2d6 1d6 every other level 31+ -- 0
  288. Grand Archers do not have access to any spells, abilities, but do have some universal traits. Traits: Deft Hands: Only using bows and crossbows, Grand Archers gain +3 modifiers to all actions with bows and crossbows, while receiving a -8 modifier on nonbow weapons.
  289. Keep Away: The Grand Archer receives a -1 penalty to all actions for every enemy within 15 ft of their location. In addition, their range when using bows/crossbows is increased by 15ft.
  290. Trappers: Trappers specialize in lying in the shadows, waiting for their prey to stumble into a trap. But it is not one trap they lay. It is a multitude, all at once. This skill in being able to lay multiple traps at once and even creating a trap amidst battle is a skill only Trappers seem to have.
  291. Upon selecting Trapper as the specialization, CON is reduced by 10, DEX is reduced by 10, INT is increased by 5, and WIS is increased by 5.
  292. Core Stats: INT and WIS
  293. Supplementary Stat: None
  294. The following chart shows how the stats are gained per level-up for the Trapper.
  295. Class Level Level up Stat Level up Bonus Notes 1-25 +1 Int, +1 Wis, + 2 HP 1d8 26-35 +1 Int, +1 Wis, +1 HP 1d8 36-45 +1 Wis, +1 HP 0 46+ +1 HP 0
  296. Hit Dice for per Level range:
  297. Class Level Starting Dice Gain on Level Up Total 1-30 2d6 1d6 every other level 31+ -- 0
  298. The Trapper does not have access to any spells or abilities.
  299. Traits:
  300. Master Engineer: Engineering +3
  301. Beast Master: Commanding and forming a bond with an animal is no feat. in fact, many across the land do it, but to command an animal from another realm… That takes skill. Ever since the Warrens have reopened, animals from all over the world, and across the realms, have had some portion of their population migrate to many of the different Warrens. As a result, animals that have been infused with Warren Energy have a higher intelligence than their normal brethren. Beast Masters command and bond with these animals.
  302. Upon selecting this path for specialization, CON is increased by 10, STR and DEX are reduced by 10, and CHA is reduced by 5. In addition to the selection, the Beast Hunter automatically takes a trip to a Warren to bond with an Animal.
  303. Core Stat: CON - The core stat that is used to channel and keep the animal in the Realm that the Beast Master occupies.
  304. Supplementary Stat: None.
  305. The following chart shows how the stats are gained per level-up for the Beast Master.
  306. Class Level Level up Stat Level up Bonus Notes 1-25 +3 Con, -1 Dex, +2 HP 1d8 Dex cannot fall below 8 26-35 +2 Con, -1 Dex, +1 HP 1d8 Dex cannot fall below 8 36-45 +1 Con, +1 HP 0 46+ +1 HP 0
  307. Hit Dice for per Level range:
  308. Class Level Starting Dice Gain on Level Up Total 1-30 2d8 1d8 every other level 31+ -- 0
  309. Beast Masters do not have access to any spells, traits, or abilities. Rather, their strength comes from the inhabitants of Warrens. As such, the number of beasts they can bond with is shown below:
  310. Number of animals per level range
  311. Level Number of Contracts Number of Warrens Allowed 1-10 1 1 11-20 2 1 21-35 3 2 35+ 4 2
  312. Rogue: Rogues specialize in usurping the world around them. They find join in watching the shock in their victims eyes just before death. Others enjoy being unknown to the world. Overall, you will not find them in broad daylight. To the shadows, you must go.
  313. Core Stat: DEX
  314. Supplementary Stat: STR
  315. The following chart shows how the stats are gained per level-up for the base class of rogues.
  316. Class Level
  317. Level up Stat Level up Bonus Notes
  318. 1-15 +3 Dex, +3 HP 1d6 16-30 +2 Dex, +2 HP 1d6 31-40 +1 Dex, +1 HP 0 41+ +1HP 0
  319.  
  320. Hit Dice for per Level range:
  321. Class Level Starting Hit Dice Gain on Level Up Total 1-30 1d6 1d6 every 3 levels 31+ -- 0
  322. Rogues do not access any spells or abilities, but do have universal traits.
  323. Traits:
  324. One with Nothing: Being a gambling man can prove to be… useful. When entering combat, the emptier (and less amount they are carrying), slightly increases the odd for better loot.
  325. Tricks of the Trade: All non-combat stealth interactions gain +2 modifiers.
  326. To specialize, the rogue must be at least Level 15. When specializing, the rogue will select one of three specialties. Once selected, the specialty cannot be changed without sacrificing a portion of stats. Selecting a specialty will reset the class level to 0 but will NOT remove any stat gains from the rogue base class.
  327. Switching Specialties penalty: Everytime the character switches specialties there will be a -20%(rounded up) deduction from the Core stat(s) and -10% deduction from all other stats.
  328. Specialties: Trickster, Shadowdancer, Bravadier
  329. Trickster: Rogues that specialize in playing with their target before watching them fall to their deaths, no knowing what has happened. Tricksters, unlike jesters, do not use contraptions and any machinations of any type. Rather they rely on their wit to lure a target it before quickly ending their life. Amidst combat, they deceive with their actions, throwing hundreds and thousands of feints, only to have one single blow be the fatal one.
  330. Upon selecting Trickster as the specialization, STR and CON are reduced by 10, WIS is increased by 10.
  331. Core Stat: DEX and WIS: Rather than using their charm, they use wit to lure in a target. To know when to feign, how to feign, and where to follow up with a devastating blow.
  332. Supplementary Stat: None.
  333. The following chart shows how the stats are gained per level-up for the Trickster.
  334. Class Level Level up Stat Level up Bonus Notes 1-25 +1 Dex, +1 Wis, +3 HP 1d10 26-35 +1 Dex, +1 Wis, +2 HP 1d10 36-45 +1 Wis, +1 HP 0 46+ +1 HP 0
  335. Hit Dice for per Level range:
  336. Class Level Starting Dice Gain on Level Up Total 1-30 2d6 1d6 every other level 31+ -- 0
  337. The Trickster does not have access to any spells or abilities, but do have universal traits.
  338. Traits:
  339. Mesmerizing Strike: Whenever attacking during an ability, the ability is immediately interrupted and the attack gains +X to both damage and accuracy. Can only be used once per combat.
  340. Magician’s Trade: Whenever performing a persuasion check, the Trickster may sacrifice some materials to deftly distract and trick the target.
  341. Shadow Dancer: The shadowdancer is only known by the targets that they let live. They live in eternal darkness, and often are unknown. When they must venture out in daylight, they are completely cloaked: often times the only visible part of their body is the accidental slip of a fingertip. It is rumored that Shadowdancers leave only a single footprint when a kill is made. Where that footprint is found is a different matter in its entirety.
  342. Upon choosing this specialization, CON is reduced by 10, CHA is reduced by 15 (to a minimum of 1), and DEX is increased by 10.
  343. Core Stat: DEX- This is all they need.
  344. Supplementary Stat: None.
  345. The following chart shows how the stats are gained per level-up for the Shadow Dancer.
  346. Class Level Level up Stat Level up Bonus Notes 1-25 +5 Dex, -1 Cha, -1 Con 1d6 26-35 +4 Dex, -1 Cha, -1 Con 1d6 36-45 +1 Dex, -1 Cha, -1 Con, +1 HP 0 46+ +1 HP 0
  347. Hit Dice for per Level range:
  348. Class Level Starting Dice Gain on Level Up Total 1-30 2d6 1d6 every 3 level 31+ -- 0
  349. The Trickster does not have access to any spells or abilities, but do have universal traits.
  350. Trait:
  351. Hood’s Blessing: The Goddess of Darkness favours shadowdancers. While being within shadows and under darkness, Shadowdancers automatically pass stealth checks.
  352. Bane of Light: Shadowdancers receive a - X/2 penalty to all actions while not in the shadows. (rounded up) X is the Shadowdancer Level
  353. Bravadier: When life in the shadows and away from the world grows boring, Bravadiers prefer flashier assassinations: in the public eye, where everyone can see. The high risk high reward lifestyle is what the Bravadier lives for.
  354. Upon selecting this class, CHA is increased by 5, WIS and INT are reduced by 10.
  355. Core Stat: CHA and DEX
  356. Supplementary Stat: None
  357. The following chart shows how the stats are gained per level-up for the Trickster.
  358. Class Level Level up Stat Level up Bonus Notes 1-25 +1 Dex, +1 Cha, +3 HP 1d10 26-35 +1 Dex, +1 Cha, +2 HP 1d10 36-45 +1 Cha, +1 HP 0 46+ +1 HP 0
  359. Hit Dice for per Level range:
  360. Class Level Starting Dice Gain on Level Up Total 1-30 2d6 1d6 every other level 31+ -- 0
  361. The Bravadier does not have access to any spells, traits, or abilities.
  362. Cleric: Devout to the way of the light, Clerics are often collective kept in a group. Their daily routines usually involve prayer and altruistic deeds. However, these actions do not mean they do not have vindication. When push comes to shove, their affinity with Arondight will prove that Clerics are not to be messed with.
  363. Core Stats: WIS and CHA
  364. Supplementary Stats: None
  365. The following chart shows how the stats are gained per level-up for the base class of clerics.
  366. Class Level
  367. Level up Stat Level up Bonus Notes
  368. 1-15 +2 Cha, +1 Wis, +2 HP 1d6 16-30 +1 Cha, +1 Wis , +1 HP 1d6 31-40 +1 Wis, +1 HP 0 41+ +1HP 0
  369.  
  370. Hit Dice for per Level range:
  371. Class Level Starting Hit Dice Gain on Level Up Total 1-30 1d6 1d6 every other level 31+ -- 0
  372. The cleric have access to minimal Warren Spells from the Warren of Light (Arondight).
  373. Warren Spells/abilities per level range (listed by their rank)
  374. Level 0 1 2 3 4 5 6+ 1-10 2 0 0 0 0 0 0 11-20 2 1 0 0 0 0 0 21-35 2 2 1 0 0 0 0 35+ 2 2 1 1 (1-50) (1-60) (1-70)
  375. To specialize, the cleric must be at least Level 15. When specializing, the cleric will select one of three specialties. Once selected, the specialty cannot be changed without sacrificing a portion of stats. Selecting a specialty will reset the class level to 0 but will NOT remove any stat gains from the base cleric class.
  376. Switching Specialties penalty: Everytime the character switches specialties there will be a -20%(rounded up) deduction from the Core stat(s) and -10% deduction from all other stats.
  377. Specialization: Spirit Master, Priest, Exorcist.
  378. Spirit Master: Prayers are often unanswered, but in Arondight’s blessings, Spirit Masters have been given beings of light to accompany them. Spirit Masters befriend the different Aspects of Arondight. As such, unlike Qi Masters who hold a contract, a Spirit Master’s spirit companion accompanies until their death. However, since they are of the Warren of Arondight, the Spirit Master must have the fortitude of hundreds of men to keep their companion friends within the same realm, thus often sending these clerics to be reclusive.
  379. Upon selecting this path, CON is increased by 15, CHA is reduced by 10, and STR, WIS, and DEX are all reduced by 5. In addition, 1 Lesser Aspect from the Warren of light is befriended.
  380. Core Stat: CON - unlike other clerics, Spirit Masters are solely focused on the well being of their spirit companions. Rather than putting the path and the people before themselves, it is the Spirit and the Warren that they put before themselves.
  381. Supplementary Stat: None
  382. The following chart shows how the stats are gained per level-up for the Spirit Master.
  383. Class Level Level up Stat Level up Bonus Notes 1-25 +2 Con, + 10 Warren Energy 1d10 26-35 +1 Con, +10 Warren Energy 1d10 36-45 +5 Warren Energy, +1 HP 0 46+ +1 HP 0
  384. Hit Dice for per Level range:
  385. Class Level Starting Hit Dice Gain on Level Up Total 1-30 2d10 1d10 every other level 31+ -- 0
  386. Spirit Masters have sacrificed their access to spells, abilities, and traits to bring forth their Spirit companions from the Warren of Arondight.
  387. Number of Companions per level range (Arranged by quality of companion
  388. Level Lesser Aspect(s) Minor Aspect(s) Major Aspect(s) 1-10 1 0 0 11-20 2 0 0 21-30 2 1 0 31-40 2 2 0 41+ 3 2 ~1 (A Major Aspect can be befriended but only through extraordinary deeds)
  389. Priest: When a cleric feels that their connection with Arondight is strongest, rather than befriending those within the Warren, Priests believe in the benevolent energy the Warren carries. As such, Priests use the Warren of Arondight with great pride to bring blessings and salvation to those around them. Not focused on combat, Priests are often focused on healing and the ways of grace.
  390. Upon becoming a priest, INT is increased by 5, CHA is increased by 10, STR, DEX, and CON are all reduced by 10.
  391. Core Stats: INT and CHA - By sacrificing the welfare of their own health and body, the Priest is able to focus on the salvation and saviour of others
  392. Supplementary Stats: None:
  393. The following chart shows how the stats are gained per level-up for the Priest.
  394. Class Level Level up Stat Level up Bonus Notes 1-25 +1 Int, +1 Cha, +3 HP 1d8 26-35 +1 Int, +1 Cha, +1 HP 1d8 36-45 +1 Int, +1 HP 0 46+ +1 HP 0
  395. Hit Dice for per Level range:
  396. Class Level Starting Hit Dice Gain on Level Up Total 1-30 2d6 1d6 every other level 31+ -- 0
  397. Because of the Priest’s connection and affinity to Arondight, they have access to only spells.
  398. Number of Warren Spells per Level (Arranged by rank)
  399. Level 0 1 2 3 4 5 6+ 1-10 1 1 1 0 0 0 0 11-20 2 1 1 0 0 0 0 21-35 2 1 1 1 0 0 0 35-50 2 1 1 1 1 0 0 51+ 2 2 1 1 1 (1-55) (1-60) Note: The only spells that Priests can learn are the NON-COMBATIVE spells from the Warren of Arondight (under Warren Specific Spells or, primarily refer to, Priests)
  400. Exorcists: Unlike their brethren, Priests, Exorcists seek to use the energy and power of the Warren of Arondight to extinguish any trace amount of darkness in the world. Exorcists often bring forth devastating spells from the Warren to inflict harm on their foes. Rarely do exorcists force light into a target to completely expel the darkness from within. Vengeful, exorcists seek to destroy the darkness in all, bringing forth only light.
  401. Upon becoming an Exorcist, CHA is reduced by 15, INT and CON are increased by 5, and WIS is reduced by 5.
  402. Core Stat: INT and CON- it takes darkness to only see darkness within others.
  403. Supplementary Stat: None.
  404. The following chart shows how the stats are gained per level-up for the Exorcist.
  405. Class Level Level up Stat Level up Bonus Notes 1-25 +1 Int, +1 Con, +3 HP 1d6
  406. 26-35 +1 Int, +1 Con, +1 HP 1d6 36-45 +1 Int, +1 HP 0 46+ +1 HP 0
  407. Hit Dice for per Level range:
  408. Class Level Starting Hit Dice Gain on Level Up Total 1-30 2d8 1d8 every other level 31+ -- 0
  409. Because of the Exorcist’s connection and affinity to Arondight, they have access to only spells.
  410. Number of Warren Spells per Level (Arranged by rank)
  411. Level 0 1 2 3 4 5 6+ 1-10 1 1 1 0 0 0 0 11-20 2 1 1 0 0 0 0 21-35 2 1 1 1 0 0 0 35-50 2 1 1 1 1 0 0 51+ 2 2 1 1 1 (1-55) (1-60)
  412. Druid: Druid are hermits of nature, those attuned with nature far beyond others who say they have an affinity with nature. Druids feel the pain of the forests as they burned from Zaalm’s expansion. The speak with animals, dead or alive. Not just befriend them, but truly speak: thoughts, dreams, and words. And in return, Druids are given the gifts of nature: the strength, the dexterity, and the energy within.
  413. Core Stats: WIS and CON
  414. Supplementary Stats: INT
  415. The following chart shows how the stats are gained per level-up for the base class of druids.
  416. Class Level
  417. Level up Stat Level up Bonus Notes
  418. 1-15 +2 Wis, +1 Con, +2 HP 1d6 16-30 +1 Wis, +1 Con , +1 HP 1d6 31-40 +1 Con, +1 HP 0 41+ +1HP 0
  419.  
  420. Hit Dice for per Level range:
  421. Class Level Starting Hit Dice Gain on Level Up Total 1-30 1d8 1d8 every other level 31+ -- 0
  422. The druid as access to some spells (minimal) and abilities (minimal). However, since they are not dedicated to a specific Warren, they do not have access to Warren specific spells. Thus their spells are a mixture of some spells from some Warrens, but gain no added benefit(s).
  423. Druid Spells/abilities per level range (listed by their rank)
  424. Level 0 1 2 3 4 5 6+ 1-10 2 0 0 0 0 0 0 11-20 2 1 0 0 0 0 0 21-35 2 1 1 0 0 0 0 35+ 2 2 1 (1-50) (1-60) (1-70) (1-80)
  425. To specialize, the druid must be at least Level 15. When specializing, the druid will select one of three specialties. Once selected, the specialty cannot be changed without sacrificing a portion of stats. Selecting a specialty will reset the class level to 0 but will NOT remove any stat gains from the base druid class.
  426. Switching Specialties penalty: Everytime the character switches specialties there will be a -20%(rounded up) deduction from the Core stat(s) and -10% deduction from all other stats.
  427. Specialization: Lycanthrope, Speaker, Wachstum.
  428. Lycanthrope: Once a druid has assimilated with nature, they learn that the bane to the existence of nature is often the anomaly: themselves. Not to say the druid themselves are the bane to nature’s survival, but what they were born as: their inherent races. As such, the only way to become one with nature is to sacrifice their own livelihood. These are the Lycanthropes.
  429. Upon becoming a Lycanthrope, CHA is decreased by 10, WIS and INT reduced by 5, CON increased by 5.
  430. Core Stats: CON
  431. Supplementary Stats: STR and DEX
  432. The following chart shows how the stats are gained per level-up for the Lycanthrope.
  433. Class Level Level up Stat Level Bonus Notes 1-25 +1 Con, +1 Str/Dex, +3 HP 1d8 Alternate Every Level 26-35 +1 Con, +1 Str/Dex, +1 HP 1d8 36-45 +1 Con, +1 HP 0 46+ +1 HP 0
  434. Hit Dice for per Level range:
  435. Class Level Starting Hit Dice Gain on Level Up Total 1-30 2d8 1d8 every other level 31+ -- 0
  436. Due to their sacrifices of their own mortal bodies to become one with nature, Lycanthropes have access to unique traits.
  437. Traits:
  438. One with Nature: Sacrificing the existence of their own body, they can shapeshift between their normals selves and an animal form of their choosing for the rest of their lives. Note: Once an animal form is selected, they cannot change the animal they shapeshift into.
  439. Bane of Progress: Gain a -5 modifier on all non-nature based items/equipment. Gain a +2 modifier on all nature based equipment, items, and interactions.
  440. Speaker: Being one with nature, Druids are often the only ones that can hear the voice of Nature, the God Nimae. Nimae speaks through the growth and existence of Nature, Anima of the animals, through the tendrils of plants, and through the very elements of the earth surrounding them. As such, to help relay the words and voice of nature, the Speakers are born.
  441. Upon selecting the Speaker specialization, CON is reduced by 10, CHA is increased by 5. In addition, one animal companion is bestowed the blessings of Nimae and accompanies the Speaker.
  442. Core Stat: CHA and WIS
  443. Supplementary Stat: None.
  444. The following chart shows how the stats are gained per level-up for the Speaker.
  445. Class Level Level up Stat Level up Bonus Notes 1-25 +1 Wis, +1 Cha, +3 HP 1d8 26-35 +1 Wis, +1 Cha, +1 HP 1d8 36-45 +1 Wis, +1 HP 0 46+ +1 HP 0
  446. Hit Dice for per Level range:
  447. Class Level Starting Hit Dice Gain on Level Up Total 1-30 2d6 1d6 every other level 31+ -- 0
  448. The Speaker only has access to some traits that only affect their animal companions, not themselves.
  449. Number of animals per level range
  450. Level Number of Animals 1-10 1 11-20 2 21-35 4 35+ 5 Note: The Animals can only be from the Realms, not the Warrens
  451. Traits: The Traits are inherent to Speakers, but are only applied to their animal companions. Blessings of Nimae: Nimae’s voice rings through the presence of the Speaker. Animal companions receive: +2 to Armor +X Damage +X HP X is the Level of the Speaker
  452. Protection of Nimae: When the speaker is damaged, the animals gain a +X modifier to all stats (Except HP) against the target that has harmed the speaker. X is the level of the Speaker.
  453. Wachstum: Like the Speaker, they are an embodiment of Nimae. Rather than be the voice, they are the wrath. With the force of nature, they bring down the God’s reckoning through their powerful spells. As such, the Warrens of Gammoth and Lidae often assist the Wachstum in bringing forth the Wrath.
  454. Upon selecting Wachstum as the specialization, WIS and CON increase by 5, STR and DEX decrease by 10.
  455. Core Stats: WIS and CON
  456. Supplementary Stats: None
  457. The following chart shows how the stats are gained per level-up for the Wachstum.
  458. Class Level Level up Stat Level Bonus Notes 1-25 +1 Con, +1 Wis, +3 HP 1d8 26-35 +1 Con, +1 Wis, +1 HP 1d8 36-45 +1 Con, +1 HP 0 46+ +1 HP 0
  459. Hit Dice for per Level range:
  460. Class Level Starting Hit Dice Gain on Level Up Total 1-30 2d6 1d6 every other level 31+ -- 0
  461. Because of their connections to Nimae, the Warrens of Gammoth and Lidae have offered some assistance (albeit minimal) to the Wacstum
  462. Number of Warren Spells per Level (Arranged by rank)
  463. Level 0 1 2 3 4 5 6+ 1-10 2 1 0 0 0 0 0 11-20 2 1 1 0 0 0 0 21-35 2 2 1 0 0 0 0 35-50 2 2 1 1 0 0 0 51+ 2 2 1 1 1 (1-65) (1-75) Note: Due to the Wachstum being part of the balance, each spell rank must have 1 spell from EACH warren.
  464. Wizard/Sorcerer: The classic spellslinger, Wizards and Sorcerers alike specialize in slinging spells from their vast repertoire and knowledge pool. However, this comes at a price: a frail body, incapable of maintaining the rigor required for physical actions. As such, their mind is their greatest weapon.
  465. Core Stats: INT
  466. Supplementary Stats: WIS
  467. The following chart shows how the stats are gained per level-up for the base class of Wizards.
  468. Class Level
  469. Level up Stat Level up Bonus Notes
  470. 1-15 +2 Int, +10 Warren Energy, +2 HP 1d6 16-30 +1 Int, +10 Warren Energy , +1 HP 1d6 31-40 +5 Warren Energy, +1 HP 0 41+ +1HP 0
  471.  
  472. Hit Dice for per Level range:
  473. Class Level Starting Hit Dice Gain on Level Up Total 1-30 1d6 1d6 every other level 31+ -- 0
  474. Unlike other classes, the base class for Wizards are not restricted by the Warrens that their spells come from. As such below is the table of spells that Wizards can learn by rank.
  475. Warren Spells/abilities per level range (listed by their rank)
  476. Level 0 1 2 3 4 5 6+ 1-10 2 0 0 0 0 0 0 11-20 2 1 0 0 0 0 0 21-35 2 2 1 0 0 0 0 35+ 3 2 2 1 (1-60) (1-70) (1-80)
  477. To specialize, the wizard must be at least Level 15. When specializing, the wizard will select one of the Warrens for their specialty. Once selected, the specialty cannot be changed without sacrificing a portion of stats. Selecting a specialty will reset the class level to 0 but will NOT remove any stat gains from the base wizard class.
  478. Switching Specialties penalty: Everytime the character switches specialties there will be a -20%(rounded up) deduction from the Core stat(s) and -10% deduction from all other stats.
  479. Specialization: High Mage Unlike other base classes, the wizard/sorcerer only have 1 named specialization (but in reality it’s a multitude in one) Details are provided in the following section.
  480. High Mage: Unlike other specialties, the High Mage is a dedicated and insightful wizard/ sorcerer who realizes the absolute potential in one Warren. As such their title is often referred to as “High Mage of “ the Warren they have chosen to specialize in. Regardless of their Warren choice, the High Mages sacrifice access to all other Warrens to solely be focused and dedicated to the one they are on.
  481. Upon selecting a Warren as a High Mage (required to specialize), INT is increased by 5, Warren energy is increased by 100, and STR, DEX, and CON are all reduced by 10. NOTE: Upon specializing, all spells are lost in focusing on one Warren.
  482. Core Stats: INT
  483. Supplementary Stats: None
  484. The following chart shows how the stats are gained per level-up for the High Mage.
  485. Class Level Level up Stat Level Bonus Notes 1-25 +1 Int, +50 Warren Energy 1d6 26-35 +1 Int, +25 Warren Energy 1d6 36-45 +1 Int 0 46+ +10 Warren Energy 0
  486. Hit Dice for per Level range:
  487. Class Level Starting Hit Dice Gain on Level Up Notes 1-30 2d6 1d6 every 3 levels 1,4,7,10… Gain Hit Dice 31+ -- 0
  488. Because of the High Mage’s Attunement to their chosen Warren, they have new spells, and gain unique traits for their specialization.
  489. Number of Warren Spells per Level (Arranged by rank)
  490. Level 0 1 2 3 4 5 6+ 1-10 2 1 1 0 0 0 0 11-20 2 1 1 1 0 0 0 21-35 2 1 1 1 1 0 0 35-50 2 2 2 1 1 0 0 51+ 2 2 2 1 1 1 (1-60) Note: Any and all spells chosen must all be within the same Warren as the High Mage Specialization.
  491. Traits:
  492. Attune with [Selected Warren]: Spells from the Warren have +2 modifier for Status conditions.
  493. Betrayer of Many: High Mages cannot gain any spells from any other Warren (even from sub-classes), trading access of low ranking spells to high ranking from those of their Warren E.g. High Mage 1 Druid 1 can still only have spells from the High Mage’s Chosen Warren, overriding the Druid’s Access to the other Warrens.
  494. Traverse the Planes: Because of their affinity to a single Warren, the High Mage may elect to speed up travel going through the Warren, closing the distance between their location and the destination. In addition, they may also bring fellow allies through the Warren along the travels. Cost: 50 Warren Energy per 5 feet. Allies cost 25 Warren Energy per 5 feet (Max 5 party members). Example: High Mage Teschrynn wishing to travel 10 feet. It’ll cost him 100 Warren Energy to do so. Likewise, if he wishes to bring 2 party members along with him for the same distance, it’ll cost 200 Warren Energy.
  495. Warlocks: Warlocks are mages whose obsession with manipulating the body and the dark energies within drive them to have the most heinous of magics. That is to say their magic derives from the Warren of T’sha, il-Pah, and Lin-Svard (The sources for death, chaos, and poison based spells, respectively).As such, their abilities and reputation often borders on the dark side.
  496. Core Stat: INT and CON
  497. Supplementary Stat: None
  498. The following chart shows how the stats are gained per level-up for the base class of Warlocks.
  499. Class Level
  500. Level up Stat Level up Bonus Notes
  501. 1-15 +2 Int, +1 Con, +2 HP 1d6 16-30 +1 Int, +1 Con , +1 HP 1d6 31-40 +1 Con, +1 HP 0 41+ +1HP 0
  502.  
  503. Hit Dice for per Level range:
  504. Class Level Starting Hit Dice Gain on Level Up Total
  505. 1-30 1d6 1d6 every other level 31+ -- 0
  506. Similar to Wizards, Warlocks are somewhat unrestricted by the Warren Selection for spells. Instead they can only select from the following Warrens for their spells: S’Der, Lin-Svard, il-Pah, T’sha, and Chysuomp
  507. Warren Spells/abilities per level range (listed by their rank)
  508. Level 0 1 2 3 4 5 6+ 1-10 2 0 0 0 0 0 0 11-20 2 1 0 0 0 0 0 21-35 2 1 1 0 0 0 0 35+ 2 2 1 1 (1-50) (1-65) (1-80)
  509. To specialize, the warlock must be at least Level 15. When specializing, the warlock will select one of three specialties. Once selected, the specialty cannot be changed without sacrificing a portion of stats. Selecting a specialty will reset the class level to 0 but will NOT remove any stat gains from the base warlock class.
  510. Switching Specialties penalty: Everytime the character switches specialties there will be a -20%(rounded up) deduction from the Core stat(s) and -10% deduction from all other stats.
  511. Specialization: Mindflayer, Plaguebringer, Blood Mage
  512. Mindflayer: Warlocks who enjoy dabbling within another’s mind tend to wreak havoc to their well being. As such these Warlocks become mindflayers: unique mages solely focused on sowing chaos in the minds of others, and watching what unfolds. As such, they wreak havoc within the mental worlds of others.
  513. Upon Selecting this specialization, CHA is reduced by 10, CON is reduced by 10, INT and WIS are increased by 5.
  514. Core Stats: INT and WIS
  515. Supplementary Stat: None.
  516. The following chart shows how the stats are gained per level-up for the Mindflayer.
  517. Class Level Level up Stat Level Bonus Notes 1-25 +1 Int, +1 Wis, +3 HP 1d6
  518. 26-35 +1 Int, +1 Wis, +2 HP 1d6 36-45 +1 Wis, +1 HP 0 46+ +1 HP 0
  519. Hit Dice for per Level range:
  520. Class Level Starting Hit Dice Gain on Level Up Notes 1-30 2d6 1d6 every other level 31+ -- 0
  521. Because of the Mindflayer’s affinity for mental-based magic, they’ve sacrificed their connections to the other Warrens to only focus and use Chysuomp’s Warren Magic
  522. Number of Warren Spells per Level (Arranged by rank)
  523. Level 0 1 2 3 4 5 6+ 1-10 2 1 0 0 0 0 0 11-20 2 1 1 0 0 0 0 21-35 2 1 1 1 0 0 0 35-50 2 2 1 1 1 0 0 51+ 2 2 1 1 1 1 0 Note: Any and all spells chosen must all be from Chysuomp’s Warren.
  524. Traits:
  525. Attune to Chysuomp: Because of their attunement to Chysuomp, mental based spells have a +2 modifier to status effects.
  526. Plaguebringer: Plaguebringers enjoy using the natural, and unnatural, venoms, poisons, and afflictions to wreak havoc on the physical bodies of all creatures, friend or foe. Some poisons, in the right doses, can enhance an individual, whereas too much can prove to be lethal. Plaguebringers must be wary of the amount of plagues they have on a target, as mixing them can yield unknown mutations.
  527. Upon selecting the Plaguebringer as the specialization, CON, STR, and DEX are all reduced by 5, and INT is increased by 10.
  528. Core Stat: INT
  529. Supplementary Stat: None
  530. The following chart shows how the stats are gained per level-up for the Plaguebringer.
  531. Class Level Level up Stat Level Bonus Notes 1-25 +1 Int, +25 Warren Energy, +3 HP 1d6
  532. 26-35 +1 Int, +10 Warren Energy, +2 HP 1d6 36-45 +5 Warren Energy, +1 HP 0 46+ +1 HP 0
  533. Hit Dice for per Level range:
  534. Class Level Starting Hit Dice Gain on Level Up Notes 1-30 2d6 1d6 every other level 31+ -- 0
  535. Because of the plaguebringer’s affinity for poison-based magic, they’ve sacrificed their connections to the other Warrens to only focus and use Lin-Svard’s Warren Magic
  536. Number of Warren Spells per Level (Arranged by rank)
  537. Level 0 1 2 3 4 5 6+ 1-10 2 1 0 0 0 0 0 11-20 2 1 1 0 0 0 0 21-35 2 1 1 1 0 0 0 35-50 2 2 1 1 1 0 0 51+ 2 2 1 1 1 1 0 Note: Any and all spells chosen must all be from Lin-Svard’s Warren.
  538. Traits:
  539. Attune to Lin-Svard: The plaguebringer's attunement to the warren gives all spells +2 modifier on status effects.
  540. Blood Mage: Blood Mages are those warlocks whom love the sight of blood as well as the vast versatility provided in using blood as the medium for magic. As a result, not many are fond of Blood Mages. Likewise, not many would want to be the enemy of Blood Mages, lest you will burst in boils and die a horrible death.
  541. Upon selecting this specialization, CON is increased by 15, CHA, STR, DEX, and INT are reduced by 5.
  542. Core Stat: CON
  543. Supplementary Stat: None
  544. The following chart shows how the stats are gained per level-up for the Bloodmage.
  545. Class Level Level up Stat Level Bonus Notes 1-25 +3 Con, +3 HP 1d6 26-35 +2 Con, + 3HP 1d6
  546. 36-45 +1 Con, +1 HP 0 46+ +1 HP 0
  547. Hit Dice for per Level range:
  548. Class Level Starting Hit Dice Gain on Level Up Notes 1-30 2d10 1d10 every other level 31+ -- 0
  549. Due to the Blood Mage's affinity for blood, they have access to any Warren, but are subject to specific constraints on spells.
  550. Number of Warren Spells per Level (Arranged by rank)
  551. Level 0 1 2 3 4 5 6+ 1-10 2 1 0 0 0 0 0 11-20 2 1 1 0 0 0 0 21-35 2 1 1 1 0 0 0 35-50 2 2 1 1 0 0 0 51+ 2 2 1 1 1 1 0 Note: Any and all spells chosen must physical afflictions that directly affect the target (e.g. No mental, inspiration, aura, or of the like. Must be part of conjuration, projectile, or affliction spells)
  552. Traits:
  553. Blood Magic: Sacrificing their own health to assist in casting spells, all spells use blood to help enhance the damage and effects. Increased Cost of Spells: 1 HP per 5 Warren Energy cost Damage Incease: +X X is the Blood Mage Level
  554. Blood Reservoir: Upon depletion of their Warren Energy Threshold, the Bood Mage may forgoe any consequence of casting by substituting the costs with their own health, but gain no added bonuses to the spell. Spell Costs: 1 HP per Warren Energy Cost No Added Bonuses to spells.
  555.  
  556. Hybrid Classes: For all intents and purposes, Hybrid classes are considered a specialization for base classes that have already specialized. Likewise Hybridization is considered increasing in class tiers. As such, upon selecting a hybridization, the character cannot switch to
  557. another hybridization, nor take another single class specialization. They can still take up single classes as part of their repetoire. The only advancement (outside of class levels) would be to select a path selection that includes the hybrid.
  558. Example: A Fighter 10 Wiz 10 can become a Knight of Night with no penalty (as they do not have any bad habits from other specialties). However, a Dragoon 10 and Wiz 10 will receive the specialty change penalty to adjust to the life of a Knight of Nigh more appropriately. In addition, once a Knight of Nigh, the character cannot take any other specializations other than a Path selection upon reaching the appropriate level.
  559. Upon obtaining a hybrid class, the character gains access to the following immediately: Traits unique to that specific hybrid class Immediate access to initial spells/abilities Unique bonuses to pertinent skills
  560. As the hybrid class levels up, they gain access to: Single class skills (skills from their respective composition classes) Example: Grove Keepers have access to Grove Keeper Spells and abilities from level 1, but lose access to cleric and druid traits/abilities/spells. However, as they level up, they remember some spells from each of the respective classes. Single class traits (see above Single Class Skills)
  561. Upon Hybridization, stats are NOT lost (unless previously specialized), similar to single class specialization. Stat gains per level in hybridization are much higher than single classes, but more spread out to compensate for the various class combinations. As a result, Core stat gains are maximized, and supplementary stats do not get any bonuses.
  562. Note: Hybrid Classes gain their spells/abilities regardless of the spell's/ability's rank. Thus there is generally a massive power spike when switching classes (assuming the base stats support it). As such, sometimes, depending on the hybrid class you are wishing to select, it may be best to not immediately take a hybrid class.
  563. Note: X in many of the details is the current level of the specificed hybrid class, not total character level
  564. Caller (B-Ra): Callers, true to their name, are the voice of creatures, and as the voice of creatures, are the voice of reason. Each and every Caller speaks and sings to the winds, only to have their one true following answer to their beck and call.
  565. Upon becoming a Caller, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Caller: CON, STR, and DEX are all reduced by 30
  566. WIS and CHA are increased by 5
  567. Core Stats: WIS and CHA Caller's stat gains per level: Core Stats: +1 each HP: +2 Bonus Rolls:1d10
  568. Spells and abilities forgetten from previous classes are not relearend as the Caller levels up.
  569. Spells/Abilities/Traits: Voice of an Animal(Trait): The Caller's voice becomes so appealing, no humans will tolerate nor listen to it. Verbal interactions with humanoids have a severe penalty, whereas verbal interactions with beasts are drastically increased.
  570. Dr.Doo-Jack-All (Trait): The Caller's physical prowess has been stifled as all animal companions have been doing the work. Caller's direct combat actions suffer severe penalties, but animal companions gain bonuses.
  571. You've Got a Friend in Them (Trait): The Caller's Charisma entices beasts to become companions of the Caller throughout their journey. Max number of comapnions: 1 every 5 levels. Max Level of companions (combined): cannot exceed Caller’s CHA
  572. Grappler (Ro-M): Grapplers sacrifice the proficiency of weapons to subdue and assassinate targets with their strength and body. More often than not, Grapplers can easily incapacitate without injuring the target, letting the Grappler easily continue with their intent.
  573. Upon becoming a Grappler, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Grappler: WIS, CHA, and CON are all reduced by 30 STR and DEX are increased by 5 Fatigue Threshold increased by 5
  574. Core Stats: STR and DEX
  575. Grappler's stat gains per level: Core Stats: +1 each HP: + 4 Bonus Rolls: 1d10
  576. Spells and abilities forgotten from previous classes are not relearned as the Grappler levels up.
  577. Spells/Abilities/Traits: Bare Knuckles (Trait): By focusing on their grip strength, their hand-to-hand strength increases dramatically while not wielding a weapon. STR increase: +1 every 5 levels
  578. Incapacitator (Ability): While not wielding a weapon, the Grappler may expend his remaining fatigue to apply a stun on the target. Damage is slightly reduced while inflicting the stun. Damage: -1 for every 5 fatigue spent Stun duration: 1 sec per every 5 fatigue spent
  579. Well-Built Body(Trait): The immense training of close quarters combat increased the resilience of their body. Body building: +1 per 5 levels, HP: + 5 per 5 levels.
  580. Blood Knight (F-W): Blood knights are those who weild the strengths of the dark arts, the mysteries of flesh, and imbue them within their being as fighters, the front-line of battle. Berserkers envy the prowess many Blood Knights have, but the primary difference is the dedication towards the arts and their integration to combat.
  581. Upon becoming a Blood Knight, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Blood Knight: WIS, CHA, and DEX are all reduced by 30 STR and INT are increased by 5 Fatigue Threshold increased by 5
  582. Core Stats: STR and INT Blood Knight's stat gains per level: Core Stats: +1 each HP: + 3
  583. Bonus Rolls: 1d10
  584. Spells and abilities forgotten from previous classes are not relearned as the Blood Knight levels up.
  585. Spells/Abilities/Traits: Bloodsword (Trait)By infusing the abilities of the Warrens, the Bloodknight imbues their sword with vampiric energy, granting them the ability to siphon health and Warren Energy from targets whom bleed onto the sword. Max Health gained per combat action: X Max Warren energy gained per combat action: 1 every 5 levels Fatigue cost increase per combat action: 1 every 5 levels of Blood Knight Note: Targets must “bleed” onto the sword in order for Blood Knights to reap the benefits. Otherwise (e.g.skeletons), nothing extra happens for the Blood Knight
  586. Blood of the Damned (Trait)The Knight's corruption is not just mental, it exists both in the physical and spiritual aspects. The Blood Knight's blood is toxic to all, but himself. The deeper into depravity the Blood Knight falls, the more toxic their blood becomes. Any living entity coming into contact with their blood takes a small amount of damage over 5 seconds. Damage over 5 seconds: X Note: Damage persists as long as the entity is in contact with the blood.
  587. Knight of the Dark Arts (Trait)The Blood Knight revels and practices in the dark arts, granting them unique proficiencies when using a specific combination of attributed weapons. 2 -H Weapons : +1 proficiency Swords : +1 proficiency Darkness Attribute: +1 proficiency All of the above: +2 proficiency.
  588. Soletaken (D-W): Soletaken take pride in their ancient name, stemming from the oldest shapeshifters, and the most cruel. Soletakens were ancient beings whom, through the Ritual, became shapeshifters of immense power. However, now,
  589. Soletakens have just inherit the names of the morphing ancestors. Rumors have it that Soletakens of now can easiily distinguish between Soletakens and the ancient beings of the past, should any still linger.
  590. Upon becoming a Soletaken, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Soletaken: WIS, CHA, and CON are all reduced by 30 DEX and INT are increased by 5 Fatigue Threshold increased by 5
  591. Core Stats: DEX and INT Soletaken's stat gains per level: Core Stats: +1 each HP: + 3 Bonus Rolls: 1d10
  592. Spells and abilities forgotten from previous classes are not relearned as the Soletaken levels up.
  593. Spells/Abilities/Traits: Darkened Form (Trait): The Soletaken takes on the form of a selected beast from which they have recently consumed the blood of. Their form is covered in a dark aura, granting them +X modifiers to size and attacks, but -X to speed and defenses. Cost: 10 Fatigue per 5 seconds
  594. Soletaken Form (Trait): The Soletaken takes on the form of the selected beast that they have recently consumed, but in condensed form. Their form is of the beast, scaled to human size them +X modifiers to defenses and speed, but -X to attack and size. (Or vice versa depending on the beast itself). Cost: 10 Fatigue per 5 seconds.
  595. Kindred Blood (Ability): The Soletaken can only consume the blood of a beast once a day. Doing so will enable the Soletaken to take on the form of the beast until a new beast is consumed. After consuming a beast, the Soletaken inherits stats from the beast until a new beast is consumed. Beast's level for consumption: X or less Beast must be the same level or less to be consumed once killed
  596. Stats inherited: The beast's highest stat up to X Inherit Stats up to the Soletaken's level from the beast's highest stat.
  597. Enchanter (B-S): Enchanters are know throughout the lands for their impact on the battlefield and with everyday life. Enchanters are often reputable with their immediate enchantments: some lasting til their death, others for a moment, and, rarely, are the legendary enchantments that transcend time and worlds. Enchanters, on the battlefield, are often in the backline: imbuing unnatural gifts to allies, and bestowing havoc on the enemies. Be not a poor man's soul, for even the righteous are not enchanted.
  598. Upon becoming an Enchanter, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Enchanter: STR, DEX, and CON are all reduced by 30 CHA and INT are increased by 5 Warren Energy Threshold increased by 100
  599. Core Stats: CHA and INT Enchanter's stat gains per level: Core Stats: +1 each HP: + 2 Bonus Rolls: 1d10
  600. Spells and abilities forgotten from previous classes are semi-relearned as the Enchanter levels up. Note: Semi-Learned because the spells relearned may be used as they were normally intended, but without the benefits received from Enchanter traits/abilities.
  601. Spells/Abilities/Traits: Aural Prowess (Trait/Ability): Instead of casting spells, the Enchanter may choose to envelop themselves and channel the spell outwards, emitting an aura of the spell. Range: X feet. Offensive spells: The aura applies minimal damage every 5 seconds it is channeled to all in range (allies included) Non-Offensive Spells: The aura grants minimal bonuses to all entities within range
  602. Spell Costs still remain the same, but prolonged to be over the duration of 5 seconds. E.g. If a spell costs 25 Warren
  603. energy, using Aural Prowess will have it cost 25 Warren energy over 5 seconds
  604. The number of Auras able to be maintained at once is +1 Aura every 5 Levels in Enchanter.
  605. Gleaming Auras (Trait): Using Enchanter's optional spells over the base spells grant +X modifiers.
  606. Example: Using Ice Lance yields no bonuses. However, using Aural Prowess(Ice Lance) grants +X modifiers.
  607. Trade off: Aura's deal damage over a set duration, whereas spells deal damage immediately. Note: For turn based combat (not time based), damage is dealt when the “maintain” action is paid.
  608. Aural Focus: Using their knowledge and strengths, the Enchanter augments their spells to be focused and concentrated on a target, bestowing an enchantment on the target. Cost and Range remains the same as the original spell The effect of the enchantment are based on the original spell Each enchantment can only bestow 1 attribute/affliction/action. Duration of the Enchantment is default to 5 seconds. The Enchanter can choose to increase the duration by 5 seconds for every additional 25 Warren Energy spent.
  609. Grove Keeper (C-D): Grove Keepers are quiet silent individuals whose pride does not depend on their recognition from other humanoids or intellectual beings. Instead, they would rather isolate themselves from the world and care for/focus on the lands before them. Grove Keepers do not only exist their vegetated lands, in fact the name Grove Keeper is misleading. To them, groves are anywhere where creatures, vegetations, and life strive to live. As such, their prowess in battle is not of offensive combat, but of manipulation of the lands and supporting all those that protect the lands.
  610. Upon becoming an Grove Keeper, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Grove Keeper:
  611. STR, DEX, and CHA are all reduced by 30 WIS and INT are increased by 5 Warren Energy Threshold increased by 100 1 Habitat Selection
  612. Core Stats: WIS and INT Grove Keeper's stat gains per level: Core Stats: +1 each HP: + 2 Bonus Rolls: 1d10
  613. Spells and abilities forgotten from previous classes are semi-relearned as the Grove Keeper levels up. Note: Semi-Learned because the spells relearned may be used as they were normally intended, but without the benefits received from Grove Keeper traits/abilities.
  614. Spells/Abilities/Traits: Motherland (Traits): The Grove Keeper, while on their Habitat, gain +X modifiers. Habitat aligns with their racial background.
  615. Hearth's Call (Ability): The Grove Keeper may choose to augment their spells to call forth a creature of the terrain whose attributes/affinity aligns with the spell. Cost increase: 5 Warren Energy per level of Grove Keeper
  616. Chance that no creatures within the lands may exist. Such as if the Grove Keeper is underwater, calling forth a creature of Fire affinity may be impossible.
  617. NOTE: Total number of creatures to be called is +1 every 5 levels
  618. Hearth's Strike (Ability): The Grove Keeper may choose to augment their spell to infuse the spell into the lands itself, creating a change to the terrain and strike at the target. Spell Range and Damage is the same as the original spell Cost: Original Spell Cost + 5X Damage Bonus: +X Damage Type: Original Spell Damage + Terrain Type
  619. The spikes/changes to the terrain lasts until the Grove Keeper leaves the terrain. The changes to the terrain are reflective of the spell augmented. E.g. Lance/piercing spells create spikes. Heavy CC creates a platform that launches the target into the air. Etc.
  620. Battle Master (F-Ra): Battle Masters are those who have delved and received a multitude of experiences through warfare. Losses, victories, defeats, surrenders, and any of those in between: Battle Masters have experienced it all. It is from these experiences that the Battle Master is an innate leader, a powerhouse, and one who should not be trifled with under any circumstance.
  621. Upon becoming a Battle Master, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Battle Master: WIS, CHA, and INT are all reduced by 30 STR and DEX are increased by 5 Fatigue Threshold increased by 10
  622. Core Stats: STR and DEX Blood Knight's stat gains per level: Core Stats: +1 each HP: + 5 Bonus Rolls: 1d10
  623. Spells and abilities forgotten from previous classes are not relearned as the Battle Master levels up.
  624. Spells/Abilities/Traits: Armstice (Trait): The Battle Master's proficiency in warfare makes them naturally great leaders in combat. While in combat: Leadership + 3 Proficiency in all weapon types +3
  625. Arms Trade (Trait): The battle master can carry up to 3 difference weapons on him at once (weight restrictions/fatigue restrictions sill apply). Switching and equipping weapons have their fatigue costs removed (and do not consume an action), allowing for seemelessly switching combat styles on the fly.
  626. Example: A Battle Master can slash down with their Claymore, drop it, pull out a bow, smack the enemy back with the bow while drawing an arrow, then firing it as the enemy staggers back: IF the Battle Master has enough fatigue and wit to do so.
  627. Front Man(Trait): While the Battle Master is the front most character in the party (leading the charge per se), the Battle Master gets +X defense modifiers. Note: If all allies are “behind” the Battle Master and the enemies are on the opposite side of the allies, then this trait is activated.
  628. Knight of Nigh (F-S): Knights of Nigh are those soldiers, fighters, and knights who have devoted their lives to serving the recently deceased Nigh. In search of Nigh reincarnate, the Knights hold true to their values, to their name, the beliefs that Nigh previously had. As such, these Knights of Nigh have no extraoridnary prowess, when it comes to magic. They fair on equal footing as a normal mage. Similarly, their physical prowess is nothing spectacular. Yet it is their combination that is the rumoured power of the Knights of Nigh.
  629. Upon becoming an Knight of Nigh, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Knight of Nigh: WIS, DEX, and CHA are all reduced by 30 CON, STR, INT are increased by 5
  630. Core Stats: CON, STR, and INT Kngiht of Nigh's stat gains per level: Core Stats: +1 each HP: + 2 Bonus Rolls: 1d10
  631. Spells and abilities forgotten from previous classes are semi-relearned as the Knight of Nigh levels up. Note: Semi-Learned because the spells relearned may be used as they were normally intended, but without the benefits received from Knight of Nigh traits/abilities.
  632. Spells/Abilities/Traits: Valour of Nigh (Trait): The Knights hold true to their nature, with their actions honouring the goals and aspects of Nigh. Their attunement with magic and
  633. prowess with their physical defenses allow them to be sturdier than most. +X defensive modifiers
  634. Mageblood (Ability): While in combat, the Knight may elect to augment a spell they are casting to enhance themselves, enhancing the defensive abilities of the Knight. Lasts 5 seconds, increasing every 5 levels of the Knight Spell costs are still the same. Resistance/defenses/bonuses scale with the spell's rank.
  635. Note: Lasts 5 seconds from levels 1-5, lasts 10 seconds at level 6-10.
  636. Will of Night (Ability): Should a death blow be dealt by a spell to the Knight of Nigh, they may invoke the Talisman of Nigh: absorbing the projectile and using that magic to fuel their stasis. Usable once a month.
  637. Duration of the Stasis: Amount of Warren Energy used casting the spell in seconds, rounding down to the nearest multiple of 5.
  638. Effects of Stasis: Immune to all magic, damage, effects, and Stunned for the duration.
  639. Spellblade (Ro-S): Spellblades are apprentices to Vorcans. Where Vorcans are known as the Guildmaster of Assassins, Spellblades are known as the grunts. Dabbling in the mystical arts of combining assassination and magic, Spellblades wield their prowess in their ability to conjure up a blade rather than carry one. This yields flexibility in equipment and movement, while opening new possible consequences to Spellblades. Yet, every Spellblade knows their weakness. Lest they ignore it is another situation entirely.
  640. Upon becoming a Spellblade, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Spellblade: WIS, STR, and CHA are all reduced by 30 DEX and INT are increased by 5 Warren Energy increased by 50 Fatigue increased by 5
  641. Core Stats: DEX and INT
  642. Spellblade's stat gains per level: Core Stats: +1 each HP: + 2 Bonus Rolls: 1d10
  643. Spells and abilities forgotten from previous classes are semi-relearned as the Spellblade levels up. Note: Semi-Learned because the spells relearned may be used as they were normally intended, but without the benefits received from Spellblade traits/abilities.
  644. Spells/Abilities/Traits: Getendolk (Trait/Ability): The Spellblade augments one of their spells to create a dagger of the spell instead. Can hold up to 2 daggers (one per hand). Once the dagger leaves the hand of the Spellblade, it will persist for up to 15 seconds. Cost to summon the dagger: Same as the original Spell cost Damage: Same as the spell's damage range If the spell has no damage (e.g. A status spell), the damage of the spell will default to the minimum: 1 Effects/Bonuses: Same as the Spell. Cost per dagger action: 1 Fatigue per rank of the spell.
  645. Note: Sometimes the Spellblade may want to use a status Spell in the form of a dagger to increase the chances of applying the status effect over dealing damage.
  646. Dolkenstaus (Trait): The Spellblade gains increased proficiency with Getendolk daggers, applying both their dagger proficiency and magic proficiency into the blade.
  647. Dolkenspielt (Ability): The Spellblade releases the augmentation on an unequipped Getendolk, reverting back to its spell form, targeting the nearest enemy/ally (dependent on the spell) and applies its effect. Cost to release the spell: 1 Fatigue and 5 Warren Energy per rank of the spell.
  648. Doombringer (Ra-W): Doombringers are the silent watchers who, through the shadows and by their hand, guide unfortunate individuals to their doom. Doombringers augment their spells, transforming them into traps, and setting them. Should a Doombring ever engage in combat, it is only as cause for action, to guide the target to their dooms.
  649. Upon becoming a Doombringer, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Doombringer: CON, STR, and CHA are all reduced by 30 DEX and WIS are increased by 5 Warren Energy increased by 50 Fatigue increased by 5
  650. Core Stats: DEX and WIS Doombringer's stat gains per level: Core Stats: +1 each HP: + 2 Bonus Rolls: 1d10
  651. Spells and abilities forgotten from previous classes are semi-relearned as the Doombringer levels up. Note: Semi-Learned because the spells relearned may be used as they were normally intended, but without the benefits received from Doombringer traits/abilities.
  652. Spells/Abilities/Traits: Strings of Fate(Trait/Ability): The Doombringer augments spells from the Warren of T’sha or ilPah to create a trap woven within the fabric of space and time. Whenever an entity enters the vicinity, the trap triggers, applying the spell to all within range. Number of traps active: +1 every 5 levels.
  653. Harbinger's Weapons (Ability): The Doombringer can augment spells from the Warren of T’sha or il-Pah to enchant their weapon(s) for 5 seconds, immensely increasing their potency, but drastically reducing the weapon(s)'s lifespan. Durability reduction: -5 per Rank of the Spell.
  654. Chaotic Insight(Trait):
  655. The Doombringer gains insight to the future actions of all nonplayable entities. Seconds into the future seen: +1sec every 5 levels
  656. Gauntlet (F-M): Gauntlets have been put through a multitude of trials and challenges to arrive at their chosen specialty. Realizing the encumberences of weapons, the Gauntlet specialize in wielding battle gloves and battle in direct hand-to-hand combat while maintaining the front line. Gauntlets, through a single punch, can shatter bones through multiple people. Every punch can deal immense damage, sometimes only every needing one punch to do anything.
  657. Upon becoming a Gauntlet, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Gauntlet: WIS, CHA, INT, and CON are all reduced by 30 STR and DEX are increased by 10 Fatigue Threshold increased by 20
  658. Core Stats: STR and DEX Gauntlet's stat gains per level: Core Stats: +1 each HP: + 4 Bonus Rolls: 1d10
  659. Spells and abilities forgotten from previous classes are not relearned as the Gauntlet levels up.
  660. Spells/Abilities/Traits: Pain and Power (Trait): The Gauntlet drastically puts in more power into every attack, increasing damage and fatigue costs considerably. Attack Costs increase: X Fatigue Damage increase: +2 damage per Fatigue spent
  661. Battle Strong(Trait): The Gauntlet can ignore Fatigue debuffs up until a certain threshold. Ignore Fatigue debuffs until -X Fatigue. E.g. The Gauntlet can continue to attack, even when Fatigue is negative until they hit their threshold
  662. Sheid Armor (Trait): The fewer armors equipped, the greater increase in damage. The more armor equipped, the greater increase in defenses.
  663. Buffs: + 1 defense modifier and -1 attack modifier for every armor equipped. +1 attack modifier and -1 defense modifier for every empty armor slot.
  664. Note. The increment for increasing the buff increases by 1 every 10 levels.
  665. Anjana(C-W): Anjanas have seen everything from both sides, from the demonic and dark uprising from the forces below to the intervention of mortals by the heavens. Anjanas specialize in utilizing spells whose affinities and energies are drawn from the Warrens that have been birthed by the Six Heavens and Four Hells. As such, their devotion is only surpassed by the sinister nature that the energy entwined in their spells hold! Be wary of Anjanas: for some that battle the darkness may not won.
  666. Upon becoming an Anjana, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Anjana: DEX, WIS, STR, and CON are all reduced by 30 WIS and INT are increased by 10 Fatigue Threshold increased by 5 Warren Energy increased by 50
  667. Core Stats: WIS and INT Anjana’s stat gains per level: Core Stats: +1 each HP: + 2 Bonus Rolls: 1d10
  668. Spells and abilities forgotten from previous classes are semi-relearned as the Anjana levels up.
  669. Spells/Abilities/Traits: Entwined Energies (Trait): Spells cast from either the Warren of T’Sha or Warren of Arondight consume an additional 1 Fatigue per spell tier and 5 Warren Energy per level to provide the following bonuses: Warren of T’Sha Spells: Heals the nearest ally for Xd4 (where X is Anjana’s level). Warren of Arondight Spells: Deals Xd6 to the nearest enemy (where X is Anjana’s level). Note: Thus total cost of spells is: COST+5X Warren Energy and Y Fatigue, where Y is the tier of the spell and X is the level of the Caster.
  670. Internal Struggle (Trait): Every spell cast from either the Warren of T’sha or the Warren of Arondight grants the caster a stack of Demonic Voices or Heaven’s Blessing, respectively: Demonic Voices: +5 Dark Resistance, +1 MOD for T’sha Spells. -5 Light Resistance. Note: Upon gaining a stack of Demonic Voices, all stacks of Heaven’s Blessing are removed. Heaven’s Blessing: +5 Light Resistance, +1 MOD for all Arondight spells. -5 Dark Resistance. Note: Upon gaining a stack of Heaven’s Blessing, all stacks of Demonic Voices are removed. Ventolin(D-S): Ventolins are those individuals whom, fascinated by the wonders and peace from the natural world, realizes the magic within the very world around them. Separating themselves from using magic for the sake of making their own lives better, Ventolins bring forth a new form of magic, one that takes on the elements of the Warrens and infuses them into their surroundings: bringing forth a power to the nature around them. Be wary of their prowess: for a Ventolin not wanting to be seen, will not be found. Anger a Ventolin, and the very lands that your feet lay on may soon betray you.
  671. Upon becoming an Ventolin, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Ventolin: DEX, CHA, STR, and CON are all reduced by 30 WIS and INT are increased by 10 Warren Energy increased by 100
  672. Core Stats: WIS and INT Ventolin’s stat gains per level: Core Stats: +1 each HP: +1 Bonus Rolls: 1d10
  673. Spells and abilities forgotten from previous classes are semi-relearned as the Ventolin levels up.
  674. Spells/Abilities/Traits: Terrain Infusion (Trait): Casting an elemental spell infuses the terrain within Xft of the Ventolin with Warren Energy of that spell for 3 turns. The terrain may only have 1 infusion at a time (The elemental spells are those from the Warrens of U-D’ne, Lidae, Gammoth, S’der, Lin-Svard, or
  675. Rai). NOTE: Casting another spell while a terrain has an infusion does NOT override the previous infusion.
  676. Terrain Attunement (Trait): Recovery Actions gain bonus effects depending on the Terrain Infusion the Ventolin is standing on: Fire: Increased Fatigue Recovery for the turn Water: Recovers a small amount of HP Wind: Increases “dodge” chance of Projectiles for the turn Gammoth: Increases Bodybuilding for the turn Lin-Svard: Increases Willpower for the turn Rai: Increases Warren Energy recovery for the turn
  677. Terrain Shift (Ability): The Ventolin can swap the terrain surfaces of a target area and the terrain the Ventolin is standing upon. The target range is equal to the range of the Terrain Infusion.
  678. Costs: 20 Fatigue
  679. Avatar (D-M): Avatars are druids who have dabbled in the elemental arts. Their dabbling in the elemental arts results in the ability, their focus, to be able to channel the elemental energies inward, harnessing said energy, and embodying such energy. As a result, their physical manifestations of elemental energy brings forth a cataclysmic result of elemental energy and physical bodies: the Avatar.
  680. Upon becoming an Avatar, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Avatar: WIS, DEX, CHA, and STR are all reduced by 30 INT and CON is increased by 10 Warren Energy increased by 200
  681. Core Stats: INT and CON Avatar’s stat gains per level: Core Stats: +1 each HP: +2 Bonus Rolls: 1d10
  682. Spells and abilities forgotten from previous classes are semi-relearned as the Avatar levels up.
  683. Spells/Abilities/Traits:
  684. Elemental Avatar (Trait): Casting an elemental spell causes the Avatar to absorb the essence, becoming a physical manifestation of the element. Casting a spell of a different element causes the Avatar to switch the element it is embodying.
  685. Elemental Armor (Trait): The Avatar’s resistances and weakness are changed with respect to the element that the Avatar is absorbed: Fire: +X , -X Water Water: +X, -X Fire Earth: +X, -X Lightning Wind: +X, -X Poison Lightning: +X, -X Earth Poison: +X, -X Wind
  686. Elemental Cadence (Trait): Casting a spell of the same element as the element that the Avatar is currently embodying grants an increase to damage. Damage bonus is lost upon switching element. +X damage.
  687. Mystic(S-W): Mystics are those who devote every waking minute of their life to harnessing the magic and powers of all the Warrens and Realms. This leads to their immense proficiency in spells and otherworldly knowledge, at the expense of becoming incredibly frail. If well guarded, a single spell from a Mystic can overrun the battlefield and shift the tides with just the snap of their fingers!
  688. Upon becoming an Mystic, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Mystic: WIS, DEX, CHA, STR, and CON are all reduced by 30 INT is increased by 20 Warren Energy increased by 200
  689. Core Stats: INT Mystic’s stat gains per level: Core Stats: +2 each HP: +1 Bonus Rolls: 1d10
  690. Spells and abilities forgotten from previous classes are semi-relearned as the Mystic levels up.
  691. Spells/Abilities/Traits: Otherworldy Knowledge (Trait): The number of spells is increased and the level requirement to learn higher tier spells is reduced: (See the respective level up tables for S and W). Tier 0-2: +3 spells Tier 3-4: +2 spells Tier 5+ : +1 spell and -5 for the Level requirement.
  692. Mystical Bodies (Trait): The Mystic, disregarding their physical bodies, have gained an increase in spell proficiency at a deficit. Warren Energy Recovery: + 5X Bodybuilding: 0 (permanently)
  693. Multicast (Trait): The Mystic may cast up to two spells at the same time if the combined tiers are less than 2. Increasing “combination” threshold by 1 every 10 levels. Note: For the turn-based combat, it means that the Mystic can cast two spells for 1 action if the combined tiers are below the threshold.
  694. Nuberu(D-Ro): Nuberu are those rogues who have let nature guide them in their path to assassination, trickery, or deceit. Using the foundations of nature, the Nuberu calls upon the nature itself to provide the means of getting to where they need to go. Their primary choice, and most often the best solution, is through the wind and clouds. Nicknamed “Cloudwalkers”, Nuberu hide their presence within the skies, then descend upon the target, as if the skies themselves deemed it so.
  695. Upon becoming an Nuberu, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Nuberu: WIS, CHA, STR, and CON are all reduced by 30 INT and DEX are increased by 10 Warren Energy increased by 50 Fatigue increased by 10
  696. Core Stats: INT and DEX Nuberu’s stat gains per level: Core Stats: +1 each HP: +1 Bonus Rolls: 1d10
  697. Spells and abilities forgotten from previous classes are semi-relearned as the Nuberu levels up. Nuberu spells are restricted to Lidae.
  698. Spells/Abilities/Traits: Walking in the Air (Trait): The Nuberu’s natural affinity with nature allows them to seemlessly channel Warren Energy to gain heights required to begin “cloudwalking” instead of jumping. +1 ft per Warren Energy used. Remain airborne for up to X turns, where X is the level of Nuberu.
  699. Cloudstrike (Ability): While airborne, the Nuberu can use their height and control of the wind to enhance their damage, throwing a devastating gust of wind that pierces like a dagger. Distance: 30ft Damage: Xd4 (Scales off of DEX). Cost: 1 Fatigue and 1 Warren Energy per level.
  700. Afterimage (Ability): Using the speed of the wind to blur the image of the Nuberu, an afterimage can be used to haunt those around them. The Afterimage can never deal damage itself nor interact with solid objects
  701. Cost: 2 Fatigue per Level Duration: 1 turn per Level.
  702. Totem Warrior(F-D): Totem Warriors use their experiences with nature to enhance a single totem to channel the attributes into their allies. As such, their primary form of combat is to set down their totems, bring forth an enchantment on all allies, and head to the frontlines of battle themselves. Out of combat, they relinquish their combatitive prowess to constantly generate a way emit a unique enchantment unto all within range.
  703. Upon becoming an Totem Warrior, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Totem Warrior: DEX, CHA, INT, and CON are all reduced by 30 STR and WIS are increased by 10
  704. Warren Energy increased by 100 Fatigue increased by 5
  705. Core Stats: WIS and STR Totem Warrior stat gains per level: Core Stats: +1 each HP: +2 Bonus Rolls: 1d10
  706. Spells and abilities forgotten from previous classes are semi-relearned as the Totem Warrior levels up.
  707. Spells/Abilities/Traits: Totem Slam (Ability): While the totem is not planted, the Totem Warrior can choose to slam the totem into the ground, creating a shockwave and damaging all around the point of impact. The magical totem then stays rooted until it deactivates. (Max 1 Totem)
  708. Damage: Xd4 + STR Mod Range: 10ft Cost: 10 Fatigue Duration: X turns.
  709. Totemic Embrace (Trait): The Totem Warrior knows how to manipulate their spells in such a way that the Totem absorbs whatever spell the Totem Warrior casts at it, transforming the spell into a way to benefit all allies within range.
  710. Range: 5 + X ft. Buff: Depends on the spell used and the properties of the spell.
  711. Living Link (Trait): While having a Totem with Totemic Embrace active, the Totemic Warrior and Totem are Physical Linked, splitting the physical damage, scaling with level.
  712. When Totemic Embrace is not active on the totem, the Totemic Warrior and the Totem are Warren Linked, splitting the magic damage, scaling with level.
  713. Note: The totem must be planted for the link to trigger.
  714. Fusion Classes: Similar to hybrid classes, Fusion classes are automatically given their spells, traits, and pertinent information upon advancing to athe third class decisions. The result of selecting the fusion class does include the specialty penalty for those that select a fusion class stemming from a hybrid class.
  715. Case 1: Three non-specialized single classes, all of at least Level 10 may advance to the selected fusion class without any penalties to core stats (see Specialization).
  716. Case 2: A character with a hybrid class and a single class can select/advance to a fusion class provided they meet the following conditions: Hybrid classes are at least level 20, and the single class is at least 10. The result of such selection will still follow through with the specialization penalty.
  717. The conditions required to begin the Path to Ascension is quite simple: Class Level Requirement And a minimum understanding of the gameplay. Note: Should a player join the campaign late and most of the characters are currently on their path to ascension, the new character will NOT be allowed to find the path to ascension until they have become acquainted with the gameplay/campaign.
  718. Like hybrid classes, upon selecting a path selection, the resulting character will forget all previous spells/abilities and remember/regain them over time (some restrictions may apply). In addition, they gain access to almost all their spells and abilities. ALL FUSION CLASSES HAVE A UNIQUE FUSION ULTIMATE AT LEVEL 50.
  719. >> Important notes about Fusion Classes: - Unlike Hybrid classes (in terms of Lore), the number of individuals that have qualified and started the Path to Ascension (obtain a fusion class) is a select handful, very few. Obtaining a Fusion Class is announcing to the Gods that you will begin your trials/path towards Ascension -If you notice, Fusion classes do NOT gain any base HP with every level – up. That is on purpose. Once reaching the level of Fusion classes, players should be able to be able to handle their own in combat given the smaller health pool. As such, immediately grabbing your Fusion class at level 30 will indeed give you a massive power boost immediately, but the trade off is later into the campaign, you may not have as much survivability. Similarly getting your Fusion class at a much later level may reduce your overall “power level”, but with the benefit of bonus survivability.
  720. D'iver (B-Ra-W): D'ivers are the ancient ancestors of Soletakens. Akin to their young predecessors, D'ivers are more enhanced and deadly in their transformational skills. Where Soletakens thrive in an augmented transformation into one beast, D'ivers can shift their body to take the form of a swarm of rats, fish, or birds, commanding each and every one as a part of their own body. By sacrificing the ability to singularly shift into an individual creature, their power dwells from their overwhelming numbers
  721. Upon becoming a D'Iver, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the D'Iver: WIS, CHA, and CON are all reduced by 60 DEX and INT are increased by 15 Fatigue Threshold increased by 15
  722. Core Stats: DEX and INT D'Iver's stat gains per level: Core Stats: +3 each Bonus Rolls: 2d10
  723. Spells and abilities forgotten from previous classes are not relearned as the D'Iver levels up.
  724. Spells/Abilities/Traits: Ancient Form (Ability): The D'Iver takes on the form of the selected beast that they have recently consumed, but in mass. Their form is a miniature scale of the beast, with X copies, granting them +X modifiers to defenses and speed, but -X to attack and size. Cost: 5 Fatigue per 5 seconds.
  725. Kindred Blood (Ability): The D'Iver can only consume the blood of a beast once a day. Doing so will enable the D'iver to take on the form of the beast until a new beast is consumed. After consuming a beast, the D'iver inherits stats from the beast until a new beast is consumed. Beast's level for consumption: X or less Beast must be the same level or less to be consumed once killed Stats inherited: The beast's highest stat up to X Inherit Stats up to the D'Iver's level from the beast's highest stat.
  726. Level 50 Ability
  727. Ancient Chimera Form (Ability): The D'Iver can merge thier current form with a consumed beast (must be transformed already and in the process of consuming the beast) gaining and combining stats, abilities, and skills from the respective beasts. The D'Iver can only use this ability once a week.
  728. Inhuman Rampage (Ability): The D'iver sacrifices all mental capacity to morph into a mass of random beasts who go berserk. The beasts are those that have recently been consumed or linger in the D'ivers blood. Berserk X. Can only be used once a month.
  729. Blightweaver (B-Ra-W): Blightweavers are those who bring forth the plagues of dark magic and weave them into their traps and combat. Using their experiences as a bard to further enhance their ability to infuse the blights into their being. Blightweavers host an enumerable amount of toxins, parasites, and plagues within their bodies. Blightweavers are known as the silent shadow beneath the locusts of plagues that traverse the lands, leaving only ruins behind.
  730. Upon becoming a Blightweaver, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Blightweaver: WIS, STR, and CHA are all reduced by 60 DEX and INT are increased by 15 Fatigue Threshold increased by 5 Warren Energy Threshold increased by 200
  731. Core Stats: DEX and INT Blightweaver's stat gains per level are as follows: Core Stats: +3 to each Bonus Rolls: 2d10
  732. Spells and abilities forgotten from previous classes are semi- learned as the Blightweaver levels up.
  733. Spells/Abilities/Traits: Pestilent Ammo (Trait): All basic attacks that consume ammo now apply an additional X damage as poison damage and X damage as dark damage.
  734. Molting Skin(Ability): Once per combat, the Blightweaver may absorb all poison, dark, and nature/earth damage for a turn. The next attack that consumes ammo applies all absorbed damage to all enemies within X feet of the target.
  735. Reactive Arrows(Trait): Casting a spell from the Warren of Lin-Svard or Gloria causes the Blightweaver to basic attack another enemy near the target. Note: These basic attacks do NOT consume an action and apply Pestilent Ammo.
  736. Level 50 Ability: Plaguestorm (Ability): The Blightweaver releases all toxins and locusts from their body summoning a Plaguestorm, inflicting Poison X to ALL entities within 100 feet. Set the Blightweaver’s Fatigue to 25 and Warren Energy to -500.
  737. Shadowsong (B-Ra-Ro): The Shadowsong is often remembered and heard throughout the towns, where a humming shadow passes through. It is rumored that when an assassination dictated by fate passed through, a Shadowsong carries out its will. Shadowsongs assassinate from both range and melee, but throughout it all is a lulling hum, drawing the attention of others away from the target, doomed to die.
  738. Upon becoming a Shadowsong, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Shadowsong: WIS, STR, and INT are all reduced by 60 DEX and CHA are increased by 15 Fatigue Threshold increased by 15
  739. Core Stats: DEX and CHA Shadowsong's stat gains per level are as follows: Core Stats: +3 to each Bonus Rolls: 2d10
  740. Spells and abilities forgotten from previous classes are not relearned as the Shadowsong levels up.
  741. Spells/Abilities/Traits:
  742. Reaper's Hymn (Trait): Whenever the Shadowsong enters stealth, they hum an enchanting tune, briefly distracting all within X + 5 ft of the Shadowsong.
  743. Rhythmic Strike (Ability): While Reaper's Hymn is active, the Shadowsongs next strike deals X +5 bonus damage and ends the Reaper's Hymn.
  744. Shadowslip (Ability): During combat, the Shadowsong may attempt to slip into the shadow of a target, damaging and melding with their shadow. Cost: 15 fatigue Damage: 4d6
  745. Shadow Arrow (Ability/Trait): While Reaper's Hymn is active, the next ranged attack does not remove the Shadowsong from stealth, granting +X damage.
  746. While Reaper's Hymn is inactive, the next ranged attack has a -X damage penalty, but allows the Shadowsong to slip into the arrow's shadow upon damage, teleporting the Shadowsong, stealthed, behind the target at impact.
  747. Level 50 Ability: Flute of Death(Trait): Upon being on the verge of death, the Shadowsong resorts to the ultimate method of killing, the Song of Death, indiscriminate of all within range.
  748. All entities within X feet have a 7d20 chance of being inflicted with Decay X.
  749. Can only be triggered once per combat. Damage must be taken to trigger Flute of Death. Enterring combat within the health threshold does NOT trigger the ability.
  750. Soul Fighter (M-S-W): Embracing the depths of depravity from the magic dabbled as a warlock, the mysteries and and unpredictability of sorcery, and the rejection of the physical world as a monk, the Soul Fighter combats the world through the other side: the soul. Soul Fighters engage enemies and allies alike through their souls, inflicting new forms of status effects and damage to enemies, crippling their existence.
  751. Upon becoming a Soul Fighter, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Soul Fighter: WIS, STR, and CON are all reduced by 60 DEX and INT are increased by 15 Fatigue Threshold increased by 10 Warren Energy Threshold increased by 200
  752. Core Stats: DEX and INT Soul Fighter's Stat gains per level are as follows: Core Stats: +3 to each Bonus Rolls: 2d10
  753. Spells and abilities forgotten from the previous classes are not relearned as the character levels up.
  754. Spells/Traits/Abilities: Soul Linkage (Trait): When entering combat, the Soul Fighter can choose to leave their body and engage the enemies' souls, dealing reduced damage, but changing the damage type to true. The body remains in stunned status until returning to the body. Lasts X seconds. Damage penatly: DEX - INT When in combat with souls, all modifiers provided by armor and equipment is lost. If INT is greater than DEX, the consequence is negative. If DEX is greater than INT, there is a damage bonus.
  755. Soul Enchantment (Ability): The Soul Fighter can enchant their soul, infusing their soul with the energy of a specific Warren. Damage dealt to enemies is increased proportionally to the amount of energy spent to mainatin the enchantment. Cost: 5 Fatigue per second for enchantment. Damage bonus: 250 Warren Energy per 5 seconds per damage boost. Damage boost: 1 every 5 levels Example: A Soul Fighter may want +2 damage for 10 seconds. The respective cost would be 500 Warren Energy per 5 seconds. So total 1000 Warren Energy.
  756. True Affliction (Trait):
  757. Damage inflicted by the Soul Fighter's Soul Enchantment has a Xd20 chance to inflict Soul Afflictions to the enemy. Soul Afflictions have reduced durations (compared to their regular counterpart), but much greater effects, increasing with potency.
  758. In laymen's terms: duration is reduced to 25% and damage is increased to about 200-1000% scaling with levels in Soul Fighter
  759. Soul's Attendant (Ability): The Soul Fighter quickly separates from their body, rushing to the aid of their companion(s), briefly enchanting their souls with the Soul Fighter's own energy, granting a massive damage boost for a brief period of time. Cost: Stunned X per target. -X Health per Target. Target(s): Damage +X for 5 seconds.
  760. Level 50 Ability: Soul Barrage (Trait): Whenever the Soul Fighter kills an enemy, their soul shatters, splitting into X bolts, randomly homing and damaging enemies within X + 5 ft range of the enemy's phsyical body. Damage: 3d4 per bolt + (INT - DEX) X is the Soul Fighter Level. If INT is bigger than DEX, there is a damage bonus. If DEX is bigger than INT, there is a damage penalty.
  761. Anima’s Claw (C-M-Ra): Embracing the fury born within Anima, Anima's Claw channels the ferocity and the power innately born to Anima, both before and after Anima had Ascended. The Claw is devout to Anima, bringing down her wrath and fury to all those who would harm her kin. As such, the Claw protects and traverses the worlds, in search of any kin in danger, and saving them from any possible harm. Anima's Claw is an aspect of Anima's Triumvirate, the Mortal Blade.
  762. Upon becoming an Anima's Claw, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Claw: WIS, INT, and STR are all reduced by 60. CHA and DEX are increased by 20 Fatigue threshold increased by 15
  763. Core stats: CHA and DEX
  764. Anima's Claw's stat gains per level are as follows: Core stats: +3 to each Bonus Rolls: 2d10
  765. Spells and abilities from previous classes are lost and are NOT regained as the Claw progresses in levels.
  766. Spells/Traits/Abilities: Anima's Ferocity(Trait): The Claw is Anima's ferocity itself: gentle as a mother to kin, as savage as death to those intending harm. This ferocity and kindness grants the Claw a unique relation to nature and animals. +X modifiers against those that intend to harm Anima's kin.
  767. Will of the Pack(Trait): Being blessed by Anima, the Claw always has at least two animal companions accompanying him. The animals only accompany if the animal is naturally found in the habitat. Example: Tigrexi would followthe Claw until the claw has left the cavern. Upon leaving the cavern, new animal companions would find their way to the claw, as the Tigrexi are not naturally found outside of caves.
  768. Bane of Progress(Trait): Anima's Claw despises the use of equipment, especially at the cost of fellow kin. Claw gains + 5 damage modifiers if they do not wield any weapon. Claw gains + 2 defensive modifiers for each empty equipment slot, maximizing if the Claw is nude. Note: Just because the Claw's prowess is maximized when nude, this does not mean their non-combative interactions will fair the same.
  769. Breath of the Wild(Trait): Anima bestows onto her Claw the energy entwined within the world of Animals, greating enhancing their attacks. Any abilities an animal companion would use is mimicked and recreated by the Claw with + X modifiers. Example: If the Tigrexi would pound and bite at the target, so would the Claw.
  770. Level 50 Abilitiy: Den Mother(Ability):
  771. The Claw's influences reach all within range, calling to their aid beasts of every faction to assist the Claw. Range: X+5 ft. Cost: 100 Fatigue Can only be used once while remaining within a habitat E.g. Can be used once while within the cavern. Cannot be used again until the Claw has left the cavern and entered a new habitat. Note: Beasts only. Demons, plants, and humanoids are NOT affected by this.
  772. Anima's Executioner (D-S-Ro): Embracing the Will and Cunning of Anima, Anima's Executioner treads on the Path, seeking ways to eliminate other Gods and Ascendants to help Anima become the Rebirth, the Prime God of the world following. By sacrificing their own desire to become ascended amongst the ranks, they seek to eliminate all others that would stand in their way, be it mortals or immortals. As such, the fangs of Anima, the executioner are not to be trifled with. Anima's Executioner is an aspect of two of Anima's Triumvirate: the Mortal Blade and the Destriant.
  773. Upon becoming an Anima's Executioner, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Executioner: STR, CON, and CHA are all reduced by 60 INT and DEX are increased by 20 HP is reduced by 60 Fatigue Threshold increased by 5 Warren Energy increased by 250
  774. Core Stat: INT and DEX Anima's Executioner's stat gains per level are as follows: Core Stats: +3 to each Bonus Rolls: 2d10
  775. Spells/Abilities relearning are reflected in Anima's Executioner's base classes.
  776. Spells/Traits/Abilities: Will of Anima(Trait): Being the voice of Anima, all those that stand in Anima's way gives the executioner +5 modifiers to everything for each entity against Anima, for X targets.
  777. Party Members only count towards the modifier if the Executioner is attacking them.
  778. Anima's Fangs(Trait/Ability): Hidden are the fangs of Anima, yet deadly is their strength. While near nature, the Executioner assimilates with the surrounding nature, gaining stealth. Attacking from stealth grants a 5d6 true damage bonus and breaks the stealth. Stealth can only be entered once a combat. Only those with high attunement with the Warrens of Gammoth, Lin-Svard, or Lidae can detect the Executioner while stealthed.
  779. Seer's Eyes(Ability): Anima grants the Executioner to see through the eyes of nearby animals. The executioner cannot command/control these animals, thus whatever direction they are looking will give vision to the executioner. Range: 50ft Cost: 10 Fatigue per Animal
  780. Scythe of Fangs(Spell): Anima empowers the Executioner with her energy, giving them the ability to manifest a Scythe made of the Fangs of various animals, woven together by the energy and essence of Gammoth and LinSvard. Scythe stats: Durability: --; Fatigue Cost per swing/attack: 10 Damage: 4d6 Physical + Xd4 Nature Size: 3m tall, blade is 2m curved. Conjuring Cost: 200 Warren Energy + 150 Warren Energy per 5 second to maintain.
  781. Level 50 Spell: Maelstrom of Wills(Spell): The Executioner expends all of their Warren Energy and Fatigue to generate a maelstrom of Scythes, slicing at all within range of the storm. Range: 15 + X ft Initial Cost: 1500, generating 10 Scythes Additional Scythes: 1 Scyther per 300 Warren Energy Number of Strikes per Scythe: 5 + 1 per 20 Fatigue Damage per Strike: 2d4 + X
  782. Otataride Aspect (F-Ro-M): Anti-magic stemming from magic. The very nature of a paradox, the Otataride Aspect embraces the arts that all oppose: the rejection of magic with magic. The Otataride Aspect lives, breathe, and consumes Otataral. As such, their blood is the very bane of all spellcasters. Most all Warrens fear them, Gods reject them, yet few have stayed on the Path...
  783. Upon becoming an Otataride Aspect, all previous spells/abilities/traits are forgotten and the following chnages are made to the stats of the Otataride Aspect: INT, WIS, and CHA are all reduced by 60 STR and DEX are increased by 15 HP is reduced by 25 Fatigue Threshold is increased by 15
  784. Core Stats: STR and DEX
  785. The Otataride Aspect's Stat gains per level are as follows: Core Stats: +3 to each Bonus Rolls: 2d10
  786. The Otataride Aspect does not have any access to previous spells, but can gain access to some abilities.
  787. Traits/Abilities gained by the Otataride Aspect: Otataral Lineage: The Otataride Aspect's blood has mixed and fused with Otataral, rendering them immune to all forms of magic, friend or foe.
  788. Otataral Weapons: Their weapons are imbued by the presence of Otataral being emitted by them, granting them a unique ability to restore durability by absorbing magic and rendering any conjuration to be destroyed. Note: any enchantments on the weapon will be dispelled when equipped, touched, and used by the Otataride Aspect.
  789. Otataral Aura: The Otataride Aspect's presence is bathed in Otataral, rendering all magic within X feet null and void. In addition, entities within range cannot use any spells.
  790. Death from Within (Abilitiy): The Otataride Aspect may choose to shed some of their blood to bind a target, limiting all magic flowing, taking damage based on their Warren Energy Threshold: Damage: 2d4 +X per 200 Warren Energy Cost: 10% HP (rounded up) Range: Melee
  791. Level 50 Ability: Otataral Manifestation: The Otataral Aspect can manifest the Otataral in an enveloping Aura, draining and damaging all entities within X ft for 10d6 per 200 Warren Energy every 5 seconds. Cost: 100 Fatigue15 per seconds.
  792. Vorcan ( Ro-S-W): The lineage of Vorcans are far and few between. Many have begun the Path, but most abandon it, returning to the world to wreak havoc at their own free will. Most Vorcans become Guild Masters, most prominently: Master Assassins. Unlike most assassins, who weild weapons, Vorcans wield only their fists empowered by their spells.
  793. Upon becoming a Vorcan, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Vorcan: STR, CHA, and CON are all reduced by 60 INT and DEX are increased by 10 HP is reduced by 50 Warren Energy increased by 250
  794. Core Stats: INT and DEX
  795. The Vorcan's Stat gains per level are as follows: Core Stats: +3 to each Bonus Rolls: 2d10
  796. Spell Learning/Regainins is reflected from the base classes of the Vorcan.
  797. Trais/Spells/Abilities gained by the Vorcan: Master Artist(Trait): The Vorcan abandons all forms of melee combat with a weapon and resides in focusing on assasinations through their enchanted body.
  798. Unable to use any weapons. Hand-to-Hand Combat: +5 Modifier to all stats while wielding no weapon. Wielding a weapon: -3 Modifiers
  799. Warren Prowess (Abilitiy): The Vorcan can channel Warren energy into their body, greatly increasing stats temporarily. +1 modifier per 100 Warren Energy Channeled every 5 seconds. Automatically ends when dropping below 500 Warren Energy
  800. Spellfist (Trait): Instead of casting spells, all spells cast are channeled into the Vorcan's gloves/hands, greatly amplifying their damage and potency. Spell Damage added to melee attack
  801. Curse of the Warrens (Ability): While having Warren Prowess active, the Vorcan may choose to expend all the energy within their fists to be transferred into the target, dealing damage based on the amount of Energy transferred and ending Warren Prowess. X (true) damage per 200 Warren Energy Transferred Example: If Warren Prowess is being used for +2 damage modifiers, then the amount of Warren Energy Channeled is a total of 200. Ending the Channel to apply burst damage will be equal to X damage. Calculations are: (energy channeled / 200) *X rounded down.
  802. Level 50 Ultimate (Ability): Slipstream: The Vorcan uses the energy within the Warrens to channel energy into their surroundings, bending the space and merging the Warren spaces together to allow the Vorcan to travel at remarkable speeds. Upon exiting, a burst of energy is released and channeled into their hands. Touching an entity with the amount of energy deals immense damage Cost: Warren Energy -250 per 5 ft traveled Note: not killing would deal massive damage to the target as they would resist the energy from destroying them Damage: 4d6 per 5 feet traveled + 10d6 + X.
  803. Plane Merger (D-S-W): The Plane Merger is known to draw their spells, knowledge, and prowess from the multitude of planes in existence. As a result, the Plane Merger is a force not to be reckoned with. The onslaught of spells brought with them can tear the world(s) apart. Be wary of their powers.
  804. Upon becoming a Plane Merger, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Plane Merger: STR, DEX, and CHA are all reduced by 60. INT and CON are increased by 20 HP is reduced by 50 Warren Energy increased by 500.
  805. Core Stats: INT and CON
  806. The Plane Merger's Stat gains per level are as follows: Core Stats: +3 to each Bonus Rolls: 2d10
  807. Spell Learning/regaining is reflected from the classes' respective spell learning tables.
  808. Traits/Spells/Abiliites gained by Plane Merger: Essence of Planes (Traits): Whenever casting a Warren spell, an essence orb is created, lingering by the Plane Merger. Up to 3 essences can be by the Plane Merger at anytime. These essences are used in the Plane Merger's other spells, abilities, and traits. Note: Whenever an essence is created and the Path Merger is already at 3, the oldest Essence is replaced.
  809. Plane Cycle (Ability): Plane Merger's may sacrifice a hefty portion of Fatigue and Warren Energy to transport ALL entities within X ft to the Realm of the sacrificed Essence(s). All entities are transported back to the original Realm if combat ends. X = 5/10/15 (based on the number of sacrificed essences, up to 3). Cost: 25*X Fatigue and 100*X Warren Energy (X is Plane Merger Level). E.G. Sylvia may sacrifice a single Fire Essence to transport all entities within 5 ft of her to the Warren of S'der
  810. (herself included). To extend the range to 15ft, she must sacrifice 3 Fire Essences. Note: this just changes the environment of combat. Does NOT end combat. Risk of angering the inhabitants of the Warren is still a possibility.
  811. Planar Burst (Spell): The Plane Merger sacrifices all Essences to fire a fusion bolt of the Essences dealing mixed damage (based on the essences sacrificed) and apply status conditions (based on the essences). Damage: 5d6 + X per Essence Sacrificed Damage Type: Dependent on Essences Sacrificed Status Effect : See Above Damage Type Cost: Sacrifice all active essences and 50 Warren Energy per essence.
  812. Attune with Planes (Ability/Trait): While the Plane Merger does not have distinct essences active, the Plane Merger's spells have +X modifiers if the spell is the same attribute as the most common essence active.
  813. While the Plane Merger has distinct essences active, the Plane Merger emits an aura giving other allies within 15ft +X+Y modifiers for spells. (Y is the number of distinct essences) Sylvia has a Fire, Earth, and Poison Essence active. So all allies within range have X+Y bonus modifiers for spells. The second she casts either another Poison or Earth spell, the Fire is replaced (the oldest). Thus the Aura stops emitting and is refocused back onto the Plane Merger themselves.
  814. Speaker of the Planes (Trait): The maximum number of essences can be increased if the new essence obtained is NOT any of the active essences. The second an essence is repeated, the three most recent essences remain and all the other essences fizzle. Example: A Plane Merger can have Water, Light, Fire, Earth, Poison, Mental, Lightning, and Wind essences active, totaling to 8 right now. However, if the next essence obtained is water, ALL essences are disappeared except for the three most recent: Lightning, Wind, and Water. Note: To achieve this flexibility, the Plane Merger, must have 1 spell from each Warren (which is very difficult to manage/do innately).
  815.  
  816. Level 50 Spell: Life of the Planes (Spell): By sacrificing all their Warren Energy and taking on immense fatigue, the Plane Mergers breathe life into each essence, bringing forth the utmost pinnacles of their respective Warrens while rendering the Plane Merger immobile. Each Essence becomes a Tier X elemental creature from that Warren. X is the Plane Merger's Tier.
  817. Each Elemental have their own unique abilities. (E.g. Basic spell[s] of their respective Warren)
  818. Cost: All Warren Energy and Fatigue set to -500 Duration: 1 second per Warren Energy Expended + 500 sec.
  819. Backlash: attempts to use this while Plane Merger has no Warren Energy results in immediate death.
  820. Assassin of Nigh (F-Ro-S): The Assassin of Nigh are those mortals whom tread the fine line between the aspects of the Mortal Blade and the Destriant of Nigh, seemlessly combining the two to deadly efficiency. The Assassins of Nigh carry out the wills of Nigh, removing those whom threaten the peace and stabiity of Nigh, yet renders silently yields Nigh's wisdom throughout their journey. Wielding the elements at their command, Assassin of Nigh wields blades of elements and carry out commands that seem to flourish in the memories of those alive to witness such art, that is assassination.
  821. Upon becoming an Assassin of Nigh, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Assassin of Nigh: STR, CON and CHA are all reduced by 60 (minima of 1). INT and DEX are increased by 20 HP is reduced by 50 Warren Energy increased by 250. Fatigue Increased by 10
  822. Core Stats: INT and DEX
  823. The Assassin of Nigh's Stat gains per level are as follows: Core Stats: +3 to each Bonus Rolls: 2d10
  824. Spells and abilities forgotten from previous classes are semi-relearned as the Assassin of Nigh levels up. Note: Semi-Learned because the spells relearned may be used as they were normally intended, but without the benefits received from Assassin of Nigh's traits/abilities.
  825. Spells/Traits/Abilities: Bladeless Form (Trait): The Assassin of Nigh now passively carries floating elemental daggers (beginning with 2) and able to handle them all more efficiently. These floating daggers persist until they are at least 5 feet away from the Assassin, at which they persist for 5 seconds before dissipating. Cost to summon the dagger: Same as the original Spell cost Damage: Same as the spell's damage range If the spell has no damage (e.g. A status spell), the damage of the spell will default to the minimum: 1 Effects/Bonuses: Same as the Spell. Cost per dagger action: 1 Fatigue + 5 Warren Energy per rank of the spell.
  826. An adept Assassin of Nigh can seemlessly weave and control all daggers at once (including those in hand).
  827. Total number of daggers: 4 +1 every 5 levels (2 in hand, the rest floating somewhere within a 5ft radius of the Assassin).
  828. Aspected Influence(Trait): The Assassin of Nigh is the combination of the Aspects of the Mortal Blade of Nigh and the Destriant of Nigh. As such, embracing one aspect over the other grants benefits at the expense of the other aspect. Destriant: While commanding blades at range, the following change: Command Cost: Fatigue removed, Warren Energy scaling increased by 5 Dagger Persistence: +5 sec every 5 levels Status Chance: +X chance for Status effects Gains access to Destriant Strike, Destriant Parry, and the (Destriant) Ultimate.
  829. Mortal Blade: While only wielding two daggers and sacrificing the other blades, the following changes are applied: Commands: Daggers shift into Swords. Warren Energy Cost removed. Damage: Increased by the Spell's minimum damage per blade sacrificed. Gains access to the Mortal Strike, Mortal Parry, and the (Mortal) Ultimate.
  830. If the Assassin only wields two daggers, they will automatically assume the Mortal Blade Aspect. Else, wielding only floating blades automatically assumes the Destriant mode. Utilizing a mixture of both wielding and floating blades results in neither aspect.
  831. Aspected Strike(Ability): Destriant Strike: While in Destriant mode, Destriant Strike will command an individual blade to fly at the target, dealing minor damage. Each blade may be commanded a different target. Each blade requires a “cast” of Destriant strike to strike. Cost: Same cost as the blade commands. Damage: Same as the blade's spell composition. Range: 10ft + 5ft every 5 levels. Mortal Strike: While in Mortal Blade mode, Mortal Strike will sacrifice the tips of the sword to generate a shockwave that shoots out after the strike, reverting the blade from sword to dagger until the shockwave is dispersed/gone. Cost: Same Warren Energy cost as the spell of the blade. Damage: equal to the total damage of the sacrificed blades that created the sword Range: 5 ft per sacrificed blades.
  832. Example: In Destriant Mode, all blades can be commanded to strike specific targets at range, allowing incredible versatility. Then the Assassin can adeptly sacrifice all blades that are outside of melee range and take two blades in hand, strike nothing to release a Mortal Strike in that direction, dealing immense damage.
  833. Aspected Parry (Ability): Destriant Parry: While in Destriant mode, the Destriant can sacrifice blades to block damage. Each blade has a command cost and a set value of blocking damage. Can only block some physical attacks and most projectiles.
  834. Cost: Same cost as the blade commands Damage blocked: 5 damage per rank of blade's spell composition Mortal Parry: While in Mortal Blade mode, Mortal Parry will sacrifice blades/power to block most physical attacks and some projectiles. Cost: Same Warren Energy cost as the blade commands Damage blocked: 5 damage per blade sacrificed
  835. Level 50 Spell: Bladed Selves (Ability) The blades manifest into clones of the Assassin of Nigh for a set duration. The clones' attacks and subtle difference is based on the Assassin's Aspect when casting this ability. The Assassin is unable to conjure anymore blades until this ability ends, but is able to seemlessly control all of the clones. Destriant Mode: 1 clone for each blade is made. Each clone wields a single floating dagger. Damage is the same as the original blade. Each clone is adept at hand-to-hand combat. When the duration ends, all clones explode, releasing 5 blades in random directions. Mortal Blade Mode: 2 clones are made, 1 for each blade in hand. Each clone has dual wields daggers and can utilize the original Assassin's non-ultimate ability (Mortal Strike and Mortal Parry).
  836. Cost: All Warren Energy and Fatigue set to -50 Damage bonus: +X Duration: 2 seconds every 5 levels.
  837. Blade of Equinox (F-C-W): Blade of Equinox, rumoured to be the sole wielder of the power of Equinox, appears to the fighter who best embodies the strengths and weaknesses of the power of Equinox. With a single strike of the blade, day can shift to night, and night can become day, shattering the boundaries between the circle of time. Be wary, only one may possess the Blade of Equinox. And the one who has it, is the Blade itself.
  838. Upon becoming an Blade of Equinox, all previous spells/abilities/traits are forgotten and the following changes are made to the stats of the Blade of Equinox: DEX and WIS are all reduced by 60 (minima of 1). STR and CHA are increased by 20
  839. HP is reduced by 50 Warren Energy increased by 50. Fatigue Increased by 15
  840. Core Stats: STR and CHA
  841. The Blade of Equinox's Stat gains per level are as follows: Core Stats: +3 to each Bonus Rolls: 2d10
  842. Spells and abilities forgotten from previous classes are semi-relearned as the Blade of Equinox levels up.
  843. Spells/Traits/Abilities: Human Blade(Trait): While wielding a sword, the Blade of Equinox gains +X offensive modifiers. While not wielding a sword, the Blade of Equinox gains +X defensive modifiers.
  844. Attuned Blade (Trait): When it is night, Human Blade, extends the bonuses to allies within Xft. When it is day, these bonuses negatively impact enemies within Xft.
  845. Willful Blade (Ability): The Blade of Equinox summons a blade opposite of the time of day it currently is. The summoned blade persists for 15 seconds. Cost to Summon: 40 Fatigue Heutkling: A blade of light that can only be summoned at Night. Deals Light damage equal to Xd4 every attack and inflicts Burn X.
  846. Nachtkling: A blade of darkness that can only be summoned during the Day. Deals Darkness damage equal to Xd4 every attack and inflicts Blind. Note: The Blade of Equinox must have at least 1 empty-hand to summon and wield the summoned blade.
  847. Level 50 Spell: Avatar of Equinox (Ability):
  848. The Blade of Equinox releases their own limiters, fully embracing the power of Equinox, channeling the power and strength into the very world around the Blade. Trapping all entities within Xft of the Blade in a bubble cut off from time for 15 seconds. All entities, except the blade, are Locked (unable to take any actions) for the duration. Once the duration ends, set Fatigue and Warren Energy to -200 each.
  849. UNDER CONSTRUCTION OPEN TO SUGGESTIONS
  850. Spells/Abilities: List of spells and abilities arranged by their category, rank, and usage. Each spell/ability will have the following format: Name (Spell/Ability): Description Rank, Damage Type, Warren Relation (if applicable), Requirements (to learn) Damage, Range, Status Effects (if any), Cost (W.E./Actions) Backlash: Tolerance Check Amount, Consequence//Disruption, Consequence// Failure, Consequence Spells that have multiple ranks will have their damage and range info separated as such: damage:X/X/X/X/X (where the damage is X for ranks 0/1/2/3/4). Likewise for Costs, Ranges, and Backlash. Unlike original D&D where you are restricted to the number of spells memorized and spellcasts per day cycle, there are an “unlimited” number of spells being cast. However, to balance this the way spellcasting works is different. Each spell has an inherent and immediate consequence upon completing the spellcasting. Additionally, almost all spells require accessing the Warren (a tutorial will be given in the campaign)
  851. NOTE: All classes, fusion, hybrids, and single clases, can only learn up to Rank 6 spells. However, special feats, quests, and or interactions will grant the character some spells/abilities higher than Rank 6. This does not include the spells/abilities automatically learned/gained from acheiving a hybrid/fusion class.
  852. Spells are organized into different categories. Some spells/abilities fall into multiple categories. As such, spells may appear in different categories. So peruse in the order you would like.
  853. Damage Types: The following damage types are as follows: [type] : [what reduces/affects the amount of damage]
  854. Physical: Armor, Status effects
  855. Fire: Fire Resistance (reduces damage), Environment, and Status effects
  856. Cold: Cold Resistance (reduces damage), environment, and status effects
  857. Lightning: Lightning Resistance (reduces damage), Status effects, and environment
  858. True Damage: Damage modifiers
  859. Mental: Willpower
  860. Poison: Nature resistance (minor damage reduction), Environment, and status effects
  861. Nature: Nature resistance (reduces damage) and status effects
  862. Light: Affinities/Alignment/Composition
  863. Dark: Affinities/Alignment/Composition
  864. NOTE: Spells require accessing the Warren, abilities do not; abilities are derived from the innate talents. Some Costs can be offset by Aspects/your individual contracts to the different Aspects and their Warrens. NOTE: More Spells to Come as the Campaign Progresses Custom Spells: Custom spells are integral to making your character go down in history as an important figure. No figure in history even stuck to cookie-cutter styles. Every one of them changed and made their own impact in history. As such, custom spells are encouraged, just bear in mind that the flexibility and customizability increases with each rank, with Rank 0 bearing the most minimal customizations. At the end of every campaign, just as history and time would progress, your spell will be remembered and recorded among the list of possible spells to learn. Whether, they will be properly passed down through your legacy is up to you.
  865. NOTE: If you wish for your character to start with a custom spell/ability/trait, please fill out the custom spell request sheet and send it to me. Most of the sheet should be self explanatory, however if you still have questions, feel free to shoot Quinn a message with what you currently have written in the sheet. More details on the custom spells will be in the custom spells document that is attached with the request sheet.
  866. In creating a custom spell, some information is required. The remaining aspects of the spell can be inferred or hinted at, but ultimately will be based upon your familiarity with the Warren, your finesse with Magic, and your willpower to hone the spell.
  867. Required: Name – Every spell needs a name. Whether that name be twenty words long, or even just a single character, the spell needs a name.
  868. Description – Describe what the spells does, how it looks, or even behaves. Give a verbal description of what is to happen when casting the spell. No numbers are permitted in the description.
  869. Warren Affiliation – Every spell is affiliated and drawn from a Warren. As such, what affiliation is your spell? Similarly, your description should
  870. match the spell. E.g. Do not say in your description that you are shooting an Ice lance and the affiliation is S'der, the Warren of Fire.
  871. Optional: Filling out a basic survey will be helpful in balancing the spell to do what you want. The topics require a simple short response of ranging from 1 (the lowest) to 10 (the highest) Topics: Damage, Range, Resource Cost, Status Effects, and Backlash
  872. Spell Proficiency: To reward consistent use of spells, characters become more proficient at using their spells the more they use it. Proficiencies have varied levels with various bonuses to the spells based on the level. Try to think of it as the following flowchart for proficiency level: Note: All spells start at proficiency level 0 and all bonuses gained from proficiency is placed in the proficiency data box next to the spell and a [P] following the bonus to indicate that it came from the proficiency.
  873. Level 1: Grants a random bonus to the spell based on the spell type. These bonuses can range from increase in damage, effects, range, or some new bonus. Similarly the bonuses can also decrease: cost, backlash, or any negative outcomes the spell may have.
  874. Level 2+ : Can choose between: reroll a proficiency bonus, upgrade a proficiency bonus, or gain a new balanced bonus. Balanced bonuses do the following: provides 1 bonus that benefits the spell and 1 bonus that hinders the spell. Example: A massive increase in damage, but drastically increasing the backlash penalties. Or massively decreasing costs while decreasing damage significantly.
  875. Proficiency levels become more difficult to attain the higher proficiency level the spell is (an exponential rate). You need 100% to increase in proficiency level. Every time the character uses the spell, the spell will gain a percentage related to the current level. Thus the breakdown is as follows (values do not have to be whole numbers. The numbers are generated randomly by number generator).
  876. Level 0 : Receive anywhere between 5-7% per cast (weighted more towards 7%) Level 1: Receive anywhere between 3-5% per cast (weighted more towards 5%) Level 2: Receive anywhere between 1-3% per cast (weighted more towards 3%) Level 3-5: Receive anywhere between 1-3% per cast (weighted more towards 2%) Level 5-8: Receive 1% per cast
  877. Level 9+: Receive 0.5% per cast, decreasing by 10% every multiple of 5 Levels up til lv 25. Then decreaing by 10% every level after 25.
  878. DISCLAIMER: The proficiencies are only gained OUT OF COMBAT. Thus you will only update your character's spell proficiency out of combat, relative to the number of times you have casted it in combat. Thus using spells ingeniously while out of combat are free ways to gain proficiency (randomly firing ice lances to the sky will NOT increase proficiency. Similar case with healing and buffing spells). Overall, it is up to the DM's discretion whether to penalize or gift proficiency in Out of Combat scenarios.
  879. The “Tier” of the proficiency does NOT depend on the tier of the spell.
  880. R- Radius, C- Conal, L-Line, T- Target, A- Target Area of Radius A, M- Melee Warren Specific Spells: Summon Aspect, Transform Aspect, and Fuse Aspect are universal to all Warrens. Details of the spell varies from Aspect to Aspect, as such, the details of the spell(s) will be provided in their contract. Warren of Arondight: Holy Lance: After channeling for a brief amount of time, unleashes a piercing bolt of light damaging all in its path (friend or foe). Rank: 0/1/2, Light, Arondight Damage: 2d4 + 1/5/15 ; Range(l): 15/20/25ft ; Status: -Cost: 50 Warren Energy, Channel for 5 seconds
  881. Holy Bolt: After a brief incantation, unleashes a bolt of light onto the target, briefly blinding and dealing minor damage to the target. Rank: 0/1, Light, Arondight Damage: 1d4 + 0/10 ; Range(t): 15/25 ft ; Status: Blind 5/10 Cost: 50/50 Warren Energy
  882. Healing Bolt: After a brief incantation, unleashes a bolt of light onto the target, healing them a minor amount. Can be intercepted by foreign bodies, thus a direct line of sight is appreciated. Rank: 0/1, Light, Arondight Damage: -- ; Healing: 1/3d6 + 5/15 ; Range(l): 5/10 ft ; Status: -Cost: 75/100 Warren Energy
  883. Blinding Flash: Unleash a flash, blinding all entities within range. Rank: 2, None, Arondight Damage: -- ; Range(r): 10ft ; Status: Blinded 30
  884. Cost: 100 Warren Energy
  885. Arondight's Touch: Channels Arondight's hand through the Cleric's, searing enemies upon touch. Rank: 3, None, Arondight Damage: -- ; Range(m) ; Status: Burned 30 Cost: 150 Warren Energy
  886. Chains of Light: Shackles the target with chains of light, slightly burning them and crippling their movement. Rank: 1/2, None, Arondight Damage: -- ; Range(t): 15/20ft ; Status: Burning 5/10 + Crippled Cost: 75/100 Warren Energy
  887. Blessings of Arondight: The cleric relays the blessings of Arondight to the target, inspiring them. Rank: 0/3, none, Arondight Damage: --; Range(t): 15/20ft ; Status: Inspired 1/5 Cost: 75/100 Warren Energy
  888. Arondight's Kiss: The caster blesses the target with the benevolence of Arondight's Kiss, granting them temporary bonus Willpower. Lasts 10 seconds Rank: 0/1/2, None, Arondight Damage: -- ;Range(t): 15/20/25 ft; Status: Willpower + 1/2/5 Cost: 75/150/225 Warren Energy
  889. Soul Sharing: The caster splits the light between the target and the caster, splitting all damage from the target to the caster, and healing from the caster to the target. Channeling spell. Rank: 3/4, None, Arondight Damage: --; Range(t): 15/20ft ; Status: Linked 50/75 Cost: 125 Warren Energy per 5 seconds.
  890. Breath of Life: The caster breathes life into the corpse of target ally. The corpse must not be more than 10 seconds dead for the target to be revived. Channel length: 20 seconds. Should the channel be interrupted, the spell will be interrupted as well.
  891. Rank: 4, None, Arondight Damage: -- ; Range(t): 5ft ; Status: -Cost: 50 Warren Energy per second
  892. Shackled Existence: The caster links the light between target enemies (up to 3/4), drastically reducing their Willpower as long as the target(s) are within 5 feet of each other. Rank: 1/2, None, Arondight Damage: -- ; Range(t): 20ft ; Status: Willpower : -5/10 Cost: 50/75 Warren Energy per target
  893. Waters of Arondight: The caster brings forth the waters of Arondight, bathing all within the radius with its regenerative properties. Rank: 1/2, None, Arondight Damage: -- ; Range(r): 5/10ft ; Status: Regen 1/2d6 Cost: 75/125 Warren Energy
  894. Cleansing Light: The caster removes Decay and Blinding debuffs from the target. Rank: 0/1, None, Arondight Damage: -- ; Range(t): 5/10ft ; Status: Decay and Blinded -X (reducing the number of stacks// X is the level of the caster) Cost: 100/150 Warren Energy
  895. Soul Arrow: The caster unleashes an arrow of light that pierces through the souls of all in a line, debuffing and leaving a rune of light in the target's soul for X seconds. (X is the level of the caster). Rank: 0, Light, Arondight Damage: 1d4 + 1; Range(l): 10ft ; Status: Rune of Light Cost: 15 Warren Energy
  896. Soul Shatter: The caster triggers all targets with at least 2 Runes of light to have theri souls implode, dealing immense damage, increasing based on the number of runes in the target. Rank: 1/2, Light, Arondight Damage: (X-2)d6 + ; Range(r): 5/10ft ; Status: Removes all Rune(s) of Light Cost: 125/150 Warren Energy
  897. Draining Link: The caster creates a link between an ally (origin) and an enemy (target). The link cannot stretch beyond the range and must maintain line-of-sight. Rank: 2/3, None, Arondight Damage: -- ; Range(l): 5/15 ft ; Status: Linked 25/50 Cost: 150/225 Warren Energy
  898. Rebounding Light: The caster fires a bolt of energy from Arondight that homes in on all Runes of Light within range, bouncing from one target to another, consuming each Rune of Light. Spell stops bouncing when there are no Rune(s) of Light within range to consume. (Can damage allies if they have Rune of Light status) Rank: 1/2/3, Light, Arondight Damage: 1/2/3d6 + 5/10/15 ; Range: 5/10/15 ft ; Status: Removes 1 Rune of Light Cost: 75/125/175 Warren Energy
  899. Expunge Darkness: The caster searches the range for any Runes of Darkness. If any, the caster rips out the Rune from the target(s)'s souls and igniting the targets in the process for each Rune ripped out. Rank: 1/2, Light, Arondight Damage: 1/2d6 + 5/10 per Rune ; Range(r): 5/10ft ; Status: Burning 5/10 per Rune of Darkness removed Cost: 100/175 Warren Energy
  900. Sigil of Light: The caster places a spell trap at target location. Any entity entering the trap triggers the trap, burning a Rune of Light into the target. Max number of traps placed: 1/3. Ranke: 0/2, Light/Fire, Arondight Damage: 1/2d6 ; Range(A[T]): 5[5]/5[10] ft ; Status: Burning 5/10 + Rune of Light Cost: 50/175 Warren Energy
  901. Warren of U-D’ne: U-D'ne's Lament: Plays the crying melody of U-D'ne, only heard sung by U-D'ne itself during the mournful, angered cries from losing a companion. Produces an empowered spear of water reinforced by both Warrens of UD'ne and Gloria. Rank: 0/1/2/3, Cold, Gloria/U-D'ne Damage: 1d10 + 5/10/15/20 ; Range(l): 15/15/15/20 ft ; Status: -- Cost: 50/75/100/100 Warren Energy
  902. U-D'ne's Touch: The user channel's U-D'nes prowess through their hand, and upon touching an entity, freezing them. Rank: 0/2/4, Cold, U-D'ne Damage: 1d4 + 5/10/20 ; Range(m) ; Status: Frozen 5/10/15 Cost: 50/100/200 Warren Energy
  903. Water Bolt: Uses the energy from U-D'ne to bring forth a bolt of water that deals splash damage to all around the point of impact. Rank: 0/1/2, Cold, U-D'ne Damage: 1/2/4d6 + 5/10/15 ; Range(l[a]): 10[3]/15[5]/20[3] ft ; Status: Chilled Cost: 50/75/150 Warren Energy
  904. Ice Lance: Using the energy from U-D'ne, the caster unleashes a piercing ice lance that damages all in a line. Rank:2, Cold, U-D'ne Damage: 4d10 + 6 ; Range(l): 10 ft ; Status: -Cost: 125 Warren Energy
  905. Cleansing Rain: Channeling the energy from the warren into the skies, the caster releases a light rain from the skies to cleanse all burns, warmed, and similar statuses and making all entities within range wet. Rank: 1/2, None, U-D'ne Damage: -- ; Range(r): 5/15ft ; Status: -Cost: 100/175 Warren Energy
  906. Mark of Ice: The caster fires a bolt of Warren Energy to leave a Mark of Ice on the target. Duration of the Mark: X seconds (X is the caster's level). Each mark has its own duration and does not stack on itself. Rank: 0/1, Cold, U-D'ne Damage:1d6 ; Range(t): 5/10 ft ; Status: Mark of Ice Cost: 75/50 Warren Energy
  907. Chained Sickle of Ice: The caster swings a chained sickle at the target, damaging and sinking into the target. If the target does not have a Mark of Ice within them, the sickle melts and leaves a mark of ice. If the target has a Mark of Ice, the sickle will explode. Rank: 3, Cold, U-D'ne Damage: Sickle [3d6 +15]/Explosion [5d10+15] ; Range: 15 ft ; Status: [Gains/Removes] Mark of Ice Cost: 250 Warren Energy
  908. Ymingir: The caster channels for 5 seconds. Upon completion, all entities with Mark of Ice within range are pierced with an Ice Lance from the skies, 1 lance per Mark. Rank: 4, Cold, U-D'ne Damage: 5d10+25 per Lance ; Range(r): 25 ft; Status: Removes Mark of Ice Cost: 60 Warren Energy per second (total 300)
  909. Ice Eater: The caster enchants their body with ice, slipping through the Warren and current Realm of existeence, teleporting to all Marks of Ice within range, tearing out the Mark of Ice to consume it. The spell is nonselective, guaranteed to target everyone within range. However, if it pushes the caster over their Warren Threshold, a backlash check is counted for every target after the capacity is depleted. Rank: 2, Cold, U-D'ne Damage: 3d4 +15 ; Range(r): 25ft ; Status: Removes Mark of Ice Cost: 25 Warren Energy and 5 Fatigue per target
  910. Ice Coffin: The caster encases the target in a coffin of ice, imprisoning the target, but letting them recover. Coffin's HP and duration are 5X and X, respectively (X is the caster's level). Rank: 1/4, None, U-D'ne Damage: -- ; Range(t):5/25 ft ; Status: Regen 5/15 Cost: 75/150 Warren Energy
  911. U-D'ne's Enchantment: The caster enchants target non-living entitiy with the blessings of U-D'ne, giving the item cold damage and a chance to chill. Lasts X seconds. Rank:1, None, U-D'ne Damage: -- ; Range(t): 10ft ; Status: Damage +1d4, 3d10 chance to chill Cost: 75 Warren Energy
  912. U-D'ne's Blessing: The caster enchants target living entity with the blessings of U-D'ne, drastically increasing Cold resistance, armor, but reducing their speed. Lasts X seconds Rank: 1, None, U-D'ne Damage: -- ; Range(t): 5ft ; Status: Armor +5, Cold Resistance + X, Speed -X Cost: 75 Warren Energy
  913. Maelstrom Bolt: The caster infuses the energies of U-D'ne and Lidae into a condensed bolt of energy. The bolt is a miniature maelstrom
  914. compacted, and upon impact, sends out a gush of wind pushing all entities within range away. Rank: 2/3, Cold, Lidae/U-D'ne Damage: 5/6d4 + 15/20 ; Range(l[A]): 15[5] / 20[5] ft ; Status: -- Pushback: 5/10 ft (resistance: bodybuilding) Cost: 125/175 Warren Energy
  915. Cryobolt: The caster imbues an energy of death and decay into a bolt of ice, inflicting minor decay on the first entity hit. Rank: 1/2, Cold, U-D'ne/T'Sha Damage: 1/2d6 + 5/10 ; Range(l): 10/20ft ; Status: Decay 5/10 Cost: 75/125 Warren Energy
  916. Cone of Frost: The caster breathes out a frost breath, chilling all entities in range, dealing damage, and pushing all entities in range to the edge. Rank: 0/1/2, Cold, U-D'ne Damage: 1/2/4d4 + 5/10/15 ; Range[C]: 10/15/25 ft ; Status: Chilled Cost: 50/100/125 Warren Energy
  917. Warren of Lidae: Lidae's Swing: The caster manifest's Lidae's swing, producing a blade of wind flying in a direction, damaging the first entity it hits. Rank: 0/1, Physical, Lidae Damage: 1/2d4 +5/10 ; Range(l) 10/15ft ; Status: -Cost: 50/75 Warren Energy
  918. Lidae's Cage: The caster channels the tempermental winds of the Warren, creating a cylone barrier, trapping all within range inside the cylone. Rank: 1/4, None, Lidae Damage: -- ; Range(r): 5/25 ft ; Status: -- Cost: 75/125 Warren Energy per second
  919. Gale Force Winds: The caster briefly channels the energy of the Warren to release a massive outburst of wind, pushing away all entities within range. Rank: 0/1/2, None, Lidae Damage: -- ; Range(r): 5/10/15 ft ; Status: displaced to the edge of the gust Cost: 50/75/100 Warren Energy
  920. Wall of Wind: The caster summons a wall of wind to briefly block projectiles. Height and Length are dictated in range. Duration X seconds.
  921. Rank:0/2/4, None, Lidae Damage: -- ; Range(Height[Length]): 5[5]/5[10]/5[15] ; Status: -Cost: 100/150/225 Warren Energy
  922. Blessings of the Five Winds: The caster musters up the will of the goddess of five winds, blessing allies drastically increasing speed and time in the air (for airborne tacts). As with all buffs, duration is X seconds. Rank: 1/3, None, Lidae Damage: -- ; Range(t): 5/15 ft; Status: Hasted 5/15 Cost: 75/125
  923. Wrath of the Five Winds: The caster channels the wrath of the goddess onto the field, raining down blades of wind, inflicting bleeding damage. Channel duration: up to 15 seconds. (No targets, allies can be hit). Number of blades per second of channeling: 1/2/3 Rank: 2/3/4, Physical, Lidae Damage: 1/2/4d4 + 10/15/20 per blade; Range(A[t]): 5[10]/5[15]/15[15] ; Status: Bleeding 3/6/10 per blade Cost: 75/125/175 Warren Energy per second
  924. Breath of the Norn: The caster channels the Norn through their breath, breathing down upon those within range. A random status affliction is applied to entities within the breath. The Status Afflictions are: Burning, Frozen, or Decay. Rank: 3, Cold/Fire/Poison, Lidae Damage: 3d4; Range(C): 10ft, 60 degrees ; Status: Burning/Frozen/Decay 10 Cost: 100 Warren Energy per second
  925. Gifts of Lidae: The caster bestows Lidae's gift of flight to the target, enabling the target to fly for 5+X seconds. Rank: 1, None, Lidae Damage: --; Range(t): 5ft ; Status: Grants the ability to Fly Cost: 100 Warren Energy
  926. Maelstrom Bolt: The caster infuses the energies of U-D'ne and Lidae into a condensed bolt of energy. The bolt is a miniature maelstrom compacted, and upon impact, sends out a gush of wind pushing all entities within range away. Rank: 2/3, Cold, Lidae/U-D'ne Damage: 5/6d4 + 15/20 ; Range(l[A]): 15[5] / 20[5] ft ; Status: -- Pushback: 5/10 ft (resistance: bodybuilding) Cost: 125/175 Warren Energy
  927. Pyronado: The caster infuses the energy of Lidae with the flames of S'der's Warren, creating a tornado of fire at target location for X seconds, damaging and burning all within the tornado. Rank: 3/5, Fire, Lidae/U-D'ne Damage: 6d4/6 +5/10 every 5 seconds ; Range(t): 15/20ft ; Burning 5/10 applied every 5 seconds Cost: 200/325 Warren Energy
  928. Maelstrom Blades: The caster channels Lidae's energy into the air around the caster, creating a maelstrom of slicing blade winds. Each blade of wind only slices once. The number of blades is equal 5+ X. Rank: 5, Physical, Lidae Damage: 3d6+10 per blade; Range(r): 15 ft; Status: Bleeding 5 per blade. Cost: 325 Warren Energy
  929. Upheaval: The caster infuses an air mine below the target. After 5 seconds, the air mine launches all above the mine into the air, suspending them for 5 seconds, before letting them fall and taking fall damage. Rank: 0/2/4, None, Lidae Damage: -- ; Range(t): 15/20/30ft ; Status: -Cost: 75/125/200 Warren Energy
  930. Pocket Blast: The caster focuses energy from Lidae into a small pocket next to the target. The caster then releases the energy in targeted direction, pushing the target a certain distance (movement is impeded by terrain/entities). Rank: 1, None, Lidae Damage: -- ; Range[t(d)]: 10ft(20ft ); Status: -- Cost: 65 Warren Energy
  931. Warren of Gloria: Dissonant Bolt: the sequence notes played conjures up a bolt of energy from Gloria to strike the foe. Rank: 0/1, Physical Damage, Gloria Damage: 1d6 + 5/10 ; range(l):10/15ft ; Status: -Cost: 25 Warren Energy.
  932. Song of Rest: Plays a melodic tune to put all entities (friend or foe) at ease. Rank: 0/1/2, No Damage, Gloria Damage: -- ; Range(r): 3/6/10ft ; Status: + 5/10/15 hp healed and +1/2/3 Armor
  933. Cost: 50 Warren Energy
  934. Foe's Requiem: Play's an ominous melody that foreshadows the enemy's suffering. Rank 0/1/2, Aura, Gloria Damage: -- ; Range(r) 5/10/20ft ; Status: Weak 1/2/3 Cost: 25 Warren Energy + 50 Energy per second after the first 5 seconds.
  935. Wanderer's Minuet: The song of wanderer's that can be heard through the soul. Helps calm all those in the area. Rank 0/1, Aura, Gloria Damage: -- ; Range(r) 5/10 ft ; Status: 1d20 chance of turning all enemies neutral. Cost: 50 Warren Energy
  936. Warden's Paean: The triumphant song of the Warden's protection, granting an increase of armor to all allies. Rank 0/1/2/3/4, Aura, Gloria Damage: -- ; Range(r) 5/10/15/25/30 ft ; Status: +1/2/4/10/15 Armor for 10 seconds Cost: 25/50/75/150/200 Warren energy
  937. Song of the Siren: Plays the song of sirens in attempts to charm enemies within range. Rank: 3/4/5, None, Gloria Damage: -- ; Range(r)5/10/15 ft; Status: Charmed for 5/10/15 sec Cost: 150/175/250 Warren Energy
  938. Pipe of Peer Gynt: Plays melodic opening whose effect(s) depends on the time of day. Dawn: Sends out a soothing melody to help increase health regeneration Rank: 0/1/2, None, Gloria Damage: -- ; Range(r): 5/10/15ft ; Status: Regen 1/2/3 Cost: 25 Warren Energy Day: The melody reinforces the strength of the beating sun, burning enemies who fall prey to the sound. Rank: 0/1/2, None, Gloria Damage: -- ; Range(r): 5/10/15ft ; Status: Burn 1/2/4 Cost: 25 Warren Energy Dusk: The melody mixes with the amalgamation of day and night, enticing enemies to ponder the hour: night or day? Rank: 0/1/2, None, Gloria
  939. Damage: -- ; Range(r): 5/10/15ft ; Status: Confused 5/10/20 Cost: 25 Warren Energy Night: All entities (friend and foe) within range of the melody is put to sleep. Rank: 0/1/2, None, Gloria Damage: -- ; Range(r): 5/10/15ft ; Status: Sleep 5/10/20 Cost: 25 Warren Energy
  940. Hood's Lullaby: The sound of Hood's approach echoes through the melody, striking fear into the hearts of enemies. Rank: 3, None, Gloria Damage: -- ; Range(r) 20ft ; Status: Weak 8 Cost: 75 Warren Energy
  941. Cacophonic Burst: Unleashes a cacophnic meldoy from the instrument, releasing chaotic bolts from Gloria that randomly strike targets within range. Rank 4/5, Mental, Gloria Damage: 4/5d10 + 20/25 ; Range(r): 20 ft ; Status: -- Number of targets within range: Up to 7/10 enemies. (can be hit multiple times Cost: 125 Warren Energy
  942. Song of Raging Fire: Plays a rapid melody that echoes across the Warrens of Gloria and S'Der, striking foes with a sudden desire to swim in lava. Rank: 3/5, Mental, Gloria/S'der Damage: 1/2d10 + 15/25; Range(t): 15ft ; Status: Burn 15/25 Cost: 75/175 Warren Energy
  943. Hymn of Chaa'c: Plays a soothing melody that calls down the rains, drenching everyone with water. Rank 0, none, Gloria Damage: -- ; Range(r): 50ft ; Status: Wet Cost: 50 Warren Energy
  944. U-D'ne's Lament: Plays the crying melody of U-D'ne, only heard sung by U-D'ne itself during the mournful, angered cries from losing a companion. Produces an empowered spear of water reinforced by both Warrens of UD'ne and Gloria. Rank: 0/1/2/3, Cold, Gloria/U-D'ne Damage: 1d10 + 5/10/15/20 ; Range(l): 15/15/15/20 ft ; Status: -- Cost: 50/75/100/100 Warren Energy
  945. Cacophnic Bolt: Plays a cacohpnic chord that brings forth clashing energies from within Gloria to randomly strike an enemy within range. Rank: 1/2/4, Mental, Gloria Damage: 1/2/5 d6 + 5/10/25 ; Range(r): 5/5/15 ft ; Status: -Cost: 75 Warren Energy
  946. Warren of Chysuomp: Confuse: The caster attempts to send the target's mind into utter chaos, confusing them. Rank: 0/1, None, Chysuomp Damage: -- ; Range(t): 5/10ft ; Status: 4d10 chance to Confused 5/15 Cost: 75 Warren Energy
  947. Illusionary Bolt: The caster conjures an illusionary bolt to strike the first entity in its path, dealing mental damage to the target. Rank: 0/1/2, Mental, Chysuomp Damage: 1/2/4d4 + 5/10/15 ; Range(l) 15/20/25 ft ; Status: 2d10 chance to Confused 5/10/20 Cost: 50/75/100 Warren Energy
  948. Haunted Visions: The caster searches the target's memories for any traumatic memories. If some exist, the caster conjures illusions of such memories, lowering the target's willpower. Rank: 2, None, Chysuomp Damage: -- ; Range(t): 15ft ; Status: Willpower -5 Cost: 125 Warren Energy
  949. Chains of the Past: The caster brings forth spectres of the target's past, clawing and dragging the target to the depths of hell. Rank: 3, Mental, Chysuomp Damage: 4d10 + 15 ; Range(t): 15ft ; Status: Weak 15 Cost: 200 Warren Energy
  950. Spectres of Hell: The caster brings forth illusions of spectres of hell to torment all entities within range of the caster, inflicting minor damage and debuffing all entities. Rank: 2, Mental, Chysuomp Damage: 2d4 + 5 ; Range(r): 15ft ; Status: Weak 15 Cost: 175 Warren Energy
  951. Perpetual Darkness: The caster creates an orb of darkness at the tip of their finger then firing the orb. Upon contact with a surface (solid or liquid)
  952. the orb expands into a sphere, blinding all within the orb. The orb persists for X seconds. Rank: 1/2, None, Chysuomp Damage: -- ; Range(r[l]): 5[15]/10[15] ft ; Status: Blinded (until they leave the orb) Cost: 100/150 Warren Energy
  953. Trials of the Labrynth: The caster casts the mind of the target into a mental labrynth, stunning the target. The time spent in the depends on both the caster's and target's Willpower. Minimum duration: 1 second. Rank: 3, None, Chysuomp Damage: -- ; Range(t): 15ft ; Status: Stunned Cost: 200 Warren Energy
  954. Siren's Kiss: The caster creates illusions within the target's mind, charming them for a duration. Duration: X (reduced by target's willpower) Rank: 3/4, None, Chysuomp Damage: -- ; Range(t): 15/20 ft ; Status: Charmed X Cost: 175/200 Warren Energy
  955. Touch of the Past: The caster poisons the target, sending the victim into a hallucinatory rage. Rank: 4, Poison, Lin-Svard/Chysuomp Damage: 2d10 + 15 ; Range(m) ; Status: Confused + Berserk 30 Cost: 250 Warren Energy
  956. Maelstrom of Spectres: The caster brings forth haunting images of the past, giving them bodies within the maelstrom of memories, each attacking the nearest entity. Spectres are randomly spawned within range, and each strike once. The number of specters is based on the number of entities within range doubled. Rank: 4, Physical, Chysuomp/T'Sha Damage: 4d4 + 10 per entity ; Range(r): 25ft ; Status: -Cost: 300 Warren Energy Warren of Gammoth: Entangling Bolt: The caster creates a bolt of energy from Gammoth, firing it in a line. The first target that is hit is dealth damage and crippled as roots sprout from the point of impact. Rank: 0/1, Nature, Gammoth Damage: 1/3d6 + 5/10 ; Range(l): 15/20 ft ; Status: Crippled 5/10 Cost: 50/75 Warren Energy
  957. Grasping Roots: The caster forces roots to spawn in target location, crippling all in the area and dealing minor damage per second for X seconds. Rank: 1/3, Nature, Gammoth Damage: 1/3d4 + 0/5 per second; Range(A[t]): 5[10]/10[10] ; Status: Crippled X Cost: 75/125 Warren Energy
  958. Fae Fire: The caster emits the burning essence of Gammoth on the target, dealing minor Nature damage and burning them for a short duration. (Fae Fire duration: Character Level/10 rounded up ) Rank: 0/1/2, Nature, Gammoth Damage: 1/2/3d4 + 0/5/10 per second; Range(t): 10/15/20ft ; Status: Burning 2/3/5 Cost: 50/75/100 Warren Energy
  959. Nimae's Chant: The caster breathes the words of Nimae into air, blessing the area around the caster, increasing HP regen for all characters within the blessed grounds. Rank: 1/3, None, Gammoth Damage: -- ; Range(r): 10/25 ft ; Status: Regen 10/15 Cost: 75/100 Warren Energy
  960. Sigil of Growth: The caster fires a bolt of energy from Gammoth that pierces and leaves behind a Sigil of Growth on all entities it pierces. Sigil duration: X seconds Rank: 0/2, Nature, Gammoth Damage: 1/2d4 +0/15 ; Range(l): 10ft ; Status: Sigil of Gammoth Cost: 50/75 Warren Energy
  961. One with Nature: The caster channels for 5 seconds, focusing on honing the energies for the realm and the Warren to entertwine. Upon completing the channel, all entities with Sigils of Growth within range are rooted, taking damage per 5 seconds of the root. Root duration: X seconds Rank: 1/3/5, Nature, Gammoth Damage: 1/3/5d10 + 15/30/45 ; Range(r): 5/10/15 ft; Status: Rooted Cost: 75/125/200 Warren Energy
  962. Deeproot Lash: The caster calls forth a Deeproot from below, lashing at the target, crippling the target. Rank: 0/1/2, Nature, Gammoth Damage: 1/4/6d6 + 5/10/15; Range(t): 10/15/20ft; Status: Crippled 3/6/9
  963. Cost: 50/75/125 Warren Energy
  964. Wyrewood Growth: The caster infuses the energy from Gammoth to massively accelerate the growth of 1/5/10 Wyrewood trees. The trees are randomly spawned within a certain range of the caster. Rank: 1/3/5, None, Gammoth Damage: -- ; Range(r): 15ft ; Status: --Cost: 100/175/275 Warren Energy
  965. Stone Heave: the caster creates a spike of the ground, firing and damaging the first entity hit, inflicting bleeding and damage to the target. Rank: 0/1/2, Physical, Gammoth Damage: 1/3/5d6 + 5/10/15; Range(l): 15/20/25ft; Status: Bleed 0/3/6 Cost: 50/75/100 Warren Energy
  966. Rejuvenating Growth: All Sigils of Growth within range are expunged, healing the host. Rank: 1/3, None, Gammoth Healing: 1d4 + 5/10 per Sigil; Range(r): 10/15ft; Status: Removes Sigil of Growth Cost: 125/200 Warren Energy
  967. Blessings of Gammoth: the caster imbues the target with increased armor and bodybuilding for 5 seconds. In addition, gives the target a Sigil of Growth. Rank: 0/2, None, Gammoth Damage:--; Range(t): 15ft ; Status: Bodybuilding + 1/3, Armor +1/3, and Sigil of Growth. Cost: 50/75 Warren Energy
  968. Locr Bsetrk: the caster attunes with nature, releasing an seismic shock. All entities affected by the shock are crippled. Rank: 1/3, None, Gammoth Damage: --; Ramge(r) 15ft; Status: Crippled 5/15 Cost: 125/200 Warren Energy
  969. Terra Lance: The caster creates a lance crafted from the terrain immediately surrounding them and fires it at their target (must have terrain, airborne/underwater do not count). Rank: 0/2/4, Terrain-based, Gammoth Damage: 1/3/5d6 + 0/10/20; Range[l]: -- ; Status: -- Cost: 50/100/150 Warren Energy
  970. Warren of Lin-Svard: Poison Bolt: The caster channels and condenses the energy of Lin-Svard into bolt, flinging it, and dealing damage to the first entity hit. Rank: 0/1/2, Poison, Lin-Svard Damage:1/2/3d4 + 4/10/15; Range(l): 15/20/25ft ; Status: -- /-- /Poison 3 Cost: 50/75/100 Warren Energy Backlash: 150/200/350, Poisoned 5 // 1.5x Threshold, Poisoned 15 // Decay 30 + Otataride 30
  971. Poison Lance: The caster focuses the energy of the Warren into a lance, piercing all in its flight. Rank: 2/3, Poison, Lin-Svard Damage: 2/3d6 + 10/15; Range(l) 10/15ft ; Status: -Cost: 150/225 Warren Energy
  972. Poison Nova: The caster releases a ring of poison bolts, damaging all entites within range. Rank:3/4, Poison, Lin-Svard Damage: 4/5d4 + 10/15 ; Range(r): 10/25ft ; Status: Poisoned 5/10 Cost: 200/250 Warren Energy
  973. Intoxicating Drip: The caster gives the target an intoxicating drip of poison, sending the target into a frenzy. Duration scales with character level. Rank: 2/4, Poison, Lin-Svard Damage: 1/2d4 per second ; Range(m) ; Status: Berserk + Poisoned 5/10 Cost: 150/225 Warren Energy
  974. Mucus Skin: The caster envelops themselves in the toxins of the Warren, increasing their armor, crippling themselves, and has a chance of poisoning any melee attackers. Rank: 1/2, None, Lin-Svard Damage: -- ; Range(m) ; Status: Crippled + Armor increased 5/10 Poison Chance: 4d10 Cost: 100/ 175 Warren Energy
  975. Tears of Acid: The caster channels and summons a cloud of acid rain to pour down over target area, damaging and weakening all within the area. Rank: 2/4, Poison, Lin-Svard Damage: 2/4d10 + 10/20 ; Range(A[t]): 5[10]/10[15] ; Status: Weak 5/15
  976. Cost: 175/275 Warren Energy
  977. Venom of the Undergrowth: The caster brings forth the venom of the creatures of S'der, children of Lin-Svard, corroding and burning all who touch the pool of venom from inside out. Rank: 3/4, Poison, Lin-Svard/S'der Damage: 4/5d4 + 15/20 per 5 seconds; Range(r): 15/20ft ; Status: Armor – X, Burning & Poison 5/10 Cost: 225/275 Warren Energy
  978. Touch of the Past: The caster poisons the target, sending the victim into a hallucinatory rage. Rank: 4, Poison, Lin-Svard/Chysuomp Damage: 2d10 ; Range(m) ; Status: Confused + Berserk 30 Cost: 275 Warren Energy
  979. Molt: The caster excretes a thin layer of poison and molts a shell of poison. Any damage dealt to the shell immediately explodes, applying Poisoned to all within range. Ranke: 0/2, None, Lin-Svard Damage: -- ; Range(r): 20/30ft ; Status: Poisoned 5/15 Cost: 75/150 Warren Energy
  980. Spore Explosion: The caster fires out a ball of spores in target direction. Upon colliding within an entitiy, it explodes, infecting all within range with a spore, draining hp from each target for X seconds. Rank: 2/4, True, Lin-Svard Damage: 10/20 per 5 second ; Range(r): 20/40ft ; Status: -- Cost: 150/225 Warren Energy
  981. Warren of S’der: Song of Raging Fire: Plays a rapid melody that echoes across the Warrens of Gloria and S'Der, striking foes with a sudden desire to swim in lava. Rank: 3/5, Mental, Gloria/S'der Damage: 1/2d10 + 15/25; Range(t): 15ft ; Status: Burn 15/25 Cost: 75/175 Warren Energy
  982. Fireball: The caster shoots forth an explosive ball of fire, damaging the first target it hits, then exploding, burning all within range of the explosion. Rank: 0/1/2, Fire, S'der Damage: 1/2/4 d 4 + 0/5/10 ; Range(r[l]): 5[15]/5[20]/5[25] ft ; Status: Burning 1/5/8 Cost: 50/75/125 Warren Energy
  983. Ball of Fire: The caster envelops themself in a ball of fire before charging in a direction, crashing into the first entity hit. The entity is then stunned (briefly) and set ablaze. Rank: 1/3, Fire, S'der Damage: 4/5d4 +5/15 ; Range(l): 15/20ft ; Status: Burning 5/10 + 3d10 chance to Stunned Cost: 100/175 Warren Energy
  984. Cartouche of Ashes: The caster fires a bolt of energy from the Warren, creating a Cartouche of Ashes to the first entity that is hit. Cartouche lasts X seconds. Rank: 0/1, Fire, S'der Damage: 1d4 + 5/10; Range(l): 15/20ft; Status: Cartouche of Ashes Cost: 50 Warren Energy
  985. Searing Afterlife: The caster dashes to the closest enemy Cartouche (within range), leaving behind a trail of fire that burns anything that passes through the fire trail. Upon reaching the Cartouche, the caster ignites the Cartouche, removing the Cartouche, and dealing damage and burning the target. Rank: 3/4, Fire, S'der Damage: 5/6d8 + 20/25 ; Range(r): 10/20ft ; Status: Burning 15/30 Cost: 200/250 Warren Energy
  986. Supernova: The caster channels a Fireball, absorbing all nearby sources of fire that is then propelled in a direction, dealing damage in an area. Range of Explosion, Range of Supernova Travel, and Damage increase per source of fire absorbed. Rank: 4, Fire, S'der Damage: 5d4 + 3d6 per fire source + 1d4 per sec + 25; Range(r[l]): 5+1 per fire source [5+2 per fire source] ; Status: 3d10 + 5per sec chance to Stunned Cost: 75 Warren Energy per second
  987. Pyronado: The caster infuses the energy of Lidae with the flames of S'der's Warren, creating a tornado of fire at target location for X seconds, damaging and burning all within the tornado. Rank: 3/5, Fire, Lidae/U-D'ne Damage: 6d4/6 +5/10 every 5 seconds ; Range(t): 15/20ft ; Burning 5/10 applied every 5 seconds Cost: 200/325 Warren Energy
  988. Venom of the Undergrowth: The caster brings forth the venom of the creatures of S'der, children of Lin-Svard, corroding and burning all who touch the pool of venom from inside out. Rank: 3/4, Poison, Lin-Svard/S'der Damage: 4/5d4 + 15/20 per 5 seconds; Range(r): 15/20ft ; Status: Armor – X, Burning & Poison 5/10 Cost: 225/275 Warren Energy
  989. Ignite: the caster ignites the target, applying a minor burn on the target. Rank: 0/1, Fire, S'der Damage: --; Range(t): 15ft; Status: Burning 5/10 Cost: 75/100 Warren Energy
  990. Warren of Rai: Lightning Strike: The caster calls down a bolt of lightning from Rai, damaging the target. Rank: 0/1, Lightning, Rai Damage: 1/2d20 + 5/10 ; Range(t): 10/15ft ; Status: -Cost: 50/75 Warren Energy
  991. Shellshock: The caster shocks the target for minor damage. Rank: 0/1, Lightning, Rai Damage: 1/2d4 +0/5 ; Range(t): 10/15 ; Status: -Cost: 25 Warren Energy
  992. Emblem of Shock: The caster fires a piercing bolt of lightning leaving behind an Emblem of Shock on all targets the bolt passes through. Emblem lasts X seconds Rank: 0/2, Lightning, Rai Damage: 1/2d4 + 0/5 ; Range(l): 10 ft; Status: Emblem of Rai. Cost: 25 Warren Energy
  993. Reverse Polarity: The caster musters up energy to overload all Emblems within range, releasing bolts of lightning in random directions. The number of bolts released per emblem are 5/7 Rank: 1/4, Lightning, Rai Damage: 1/5d10 + 5/15 per bolt ; Range(r): 10/25 ft ; Status: Removes Emblem of Shock Cost: 100/225 Warren energy
  994. Rai's Dance: The caster musters up the strength to harness the energy of Rai to zip around, shocking all entities with Emblems, before wearing themselves out from jumps. Rank: 3, Lightning, Rai
  995. Damage: 5d6+ 15; Range(r): 15 ft ; Status: Removes Emblem of Shock Cost: 75 Warren Energy + 5 Fatigue per jump
  996. Shock Armor: The caster enchants the target with flowing electricity, giving their attackers a chance to get stunned by the living lightning. Rank:2/4, None, Rai Damage: -- ; Range(r): 15 ft ; Status 1/4d10 chance to Stun Cost: 125/225 Warren Energy
  997. Living Lightning: The caster imbues a creature with an aura of lightning for X seconds. Anytime the creature takes physical damage, a bolt of lightning randomly strikes a target within range (friend or foe). Rank: 1/3, Lightning, Rai Damage: 3/6d6 + 5/15 ; Range(t[r]): 15[15]/15[20] ft ; Status: -Cost: 125/175 Warren Energy
  998. Electroshocker: The caster imbues target player's weapon with energy from Rai, allowing their melee attacks to create bouncing sparks. Lasts for 2 turns. Rank: 0/1, Electric, Rai Damage: 1/2d4 Bonus up to two nearby targets; Range(t): 10ft; Status: -- Cost: 50 Warren Energy
  999. Warren of il-Pah: Chaos Bolt: The caster channels energy from il-Pah, sending out a bolt of energy striking a random target within range. Rank: 0/1/2, Random, il-Pah Damage: 1/2/4d4 +5/10/15; Range(r): 15/15/20ft ; Status: -Cost: 50/75/125 Warren Energy
  1000. Chaos Orb: The caster twists the dimensions at target location. The distortion persists for 10 seconds, absorbing all projectiles coming in range, that are then spit back out in random directions. Rank: 1/3, None, il-Pah Damage: -- ; Range(A[t]): 5[10]/10[20] ft ; Status: -Cost: 100/250 Warren Energy
  1001. Chaos Storm: The caster rains down energy from il-Pah, dropping down bolts that seek out random targets. 5/10/15 bolts rain down from the sky, dealing minor damage.
  1002. Rank: 2/3/4, Random, il-Pah Damage: 2/3/4d4 +5/10/15 per bolt; Range(r): 25ft ; Status: -Cost: 150/225/300 Warren Energy
  1003. Gambler's Roll: The caster gambles on the energy from il-Pah, infusing the energy into the target, applying a status condition. Rank: 0/2/4, None, il-Pah Damage: -- ; Range(t): 5/10/20 ft ; Status: Random Status 5/10/25 Cost: 50/125/225 Warren Energy
  1004. Gates of Chaos: The caster opens up a portal beneath the target that randomly transports the target to another location within a certain range of the caster. Rank: 0/2, None, il-Pah Damage: -- ; Range(t[r]): 10[15]/10[20] ; Status: -- Cost: 50/125
  1005. Chaos Shift: The caster envelopes the target energy from il-Pah's Warren, shifting them into a random location. The caster then takes the target's original position. Rank:1 , None, il-Pah Damage: -- ; Range[t]: 20ft; Status:-- Cost: 50 Warren Energy
  1006. Warren of T’Sha: Bolt of the Afterlife: The caster brings forth a bolt of dark energy pulled from the beyond, inflicting minor damage and decay on the first entity hit. Rank: 0/1/2, Dark, T'Sha Damage: 1d4 + 0/5/10; Range(l) 15ft; Status: Decay 1/2/5 Cost: 50/100/150 Warren Energy
  1007. Corpse Explosion: The caster infuses chaotic energy into target corpse, causing it to explode, dealing physical damage to all within range (scales with target's corpse size). Rank 2/3, Physical, il-Pah/T'Sha Damage: 2/3d10 + 10/15% of target's Max HP (rounded up); Range(t): 25ft; Status: -Cost: 200/250 Warren Energy
  1008. Maelstrom of Spectres: The caster brings forth haunting images of the past, giving them bodies within the maelstrom of memories, each attacking the nearest entity. Spectres are randomly spawned within range, and each strike once. The number of specters is based on the number of entities within range doubled.
  1009. Rank: 4, Physical, Chysuomp/T'Sha Damage: 4d4 + 10 per entity ; Range(r): 25ft ; Status: -Cost: 300 Warren Energy
  1010. Cryobolt: The caster imbues an energy of death and decay into a bolt of ice, inflicting minor decay on the first entity hit. Rank: 1/2, Cold, U-D'ne/T'Sha Damage: 1/2d6 + 5/10 ; Range(l): 10/20ft ; Status: Decay 5/10 Cost: 75/125 Warren Energy Backlash: 300, Decay 5 // 450 Decay 20 // Decay + Otataride 45
  1011. Rune of Darkness: the caster casts an explosive bolt of darkness, inflicting minor damage to all entities caught within the explosion and engraving a Rune of Darkness to all. Each Rune lasts X seconds Rank: 0/1, Dark, T'Sha Damage: 1d4 + 0/5; Range(l[r]): 10[5]/20[10] ft; Status: Rune of Darkness Cost: 50 Warren Energy
  1012. Pantamime Worm: The caster creates a pantamime worm that seeks the nears entity with a Rune of Light and invades the target, damaging them while forcefully converting the Rune of Light to Rune of Darkness. Rank: 1/3, Physical, T'Sha Damage: 3/6d4 + 5/10; Range(r): 15/20ft; Status: Weak 10/20 Cost: 75/150 Warren Energy
  1013. Soul Capture: The caster absorbs all Rune of Darknesses within range, dealing minor damage and healing the caster for the same amount per Rune absorbed. Rank: 2, Dark, T'Sha Damage: 1d4+5 per Rune; Range(r): 10ft; Status: Removes Rune of Darkness Cost: 125 Warren Energy
  1014. N'lat Krezxi: Currently unaccessible at this point in the campaign. (Elder Warren Quest line) N'lat Andii: Currently unaccessible at this point in the campaign. (Elder Warren Quest line) N'lat Luscii: Currently unaccessible at this point in the campaign. (Elder Warren Quest line)
  1015. N'lat Horcii: Currently unaccessible at this point in the campaign. (Elder Warren Quest line) Class Specific Spells (Single Class) Fighter: The only fighter class that has access to abilities are Barbarians. Barbarian: War Cry (Ability): Unleashes a war cry used to try to inspire allies to charge on into battle. Rank: 0/1/2/3, No Damage, No Warren Affiliation Damage: -- ; Range(r):10/20/30/45 Ft ; Status: Inspired 1/2/3/4 Cost: Fatigue 2/3/4/5 (Applied to user only); cannot perform any other actions while using this ability. Usage Check: Bodybuilding and Fatigue
  1016. Threatening Shout (Ability): Unleashes a shout in attempts to intimidate nearby foes. Rank: 0/1/2/3, No Damage, No Warren Affiliation Damage: -- ; Range(c): 5/10/15/25 Ft ; Status: Intimidate 1/2/3/4 Cost Fatigue 2/3/4/5 ; Cannot perform any other actions while using this ability Usage Check: Bodybuilding and Fatigue ; Resistance: Willpower
  1017. Sundering Scream: While swinging at the target, the Barbarian screams in attempts to intimidate and scare the opponent into cowering, lowering their guard. Rank 0/1/2/3, No Damage, No Warren Affiliation Damage: -- ; Range(m): -/-/-/- ; Status: Reduces enemy armor by 1/2/3/5 Cost: Fatigue 1/2/3/4 and can only be used while attacking/midswing. Usage Check: Bodybuilding and Fatigue; Resistance: Willpower
  1018. Undying Cry: Upon the death of an ally, let loose a mournful cry of vengeance, greatly buffing all nearby allies to seek vengeance. Rank: 2, No Damage, No Warren Affiliation Damage: --; Range(r): 5ft ; Status: Berserk 3 Cost: None. Can only be used when an ally dies. Usage Check: Bodybuilding and Fatigue.
  1019. Howl: Release an animalistic howl that echoes across the lands. Rank: 0/1/2, No Damage, No Warren Affiliation Damage: -- ; Range(r): 5/7/10ft ; Status: Fear 1/2/3
  1020. Cost: Fatigue 3. Can only be used in combat. Usage Check: Body Building and Fatigue ; Resistance: Willpower
  1021. Taunt: Releases a taunting cry to all within the area. Rank: 0/1, No Damage, No Warren Affiliation Damage: -- ; Range(r): 3/6/10ft ; Status: Taunted Cost: Fatigue 1. Can only be used once a combat. Usage Check: Bodybuilding and Fatigue ; Resistance: Willpower
  1022. Hork: Unleashes a threatening shout to attempt to scare the target(s) to drop some items they may be holding. Rank: 2, No Damage, No Warren Affiliation Damage: -- ; Range(r): 10 ft ; Status: -Cost: Fatigue 5. Can only be used once a combat Usage Check: Bodybuilding and Fatigue ; Resistance: Willpower Note: The item drop rate is determined between the difference in stats between the target and the barbarian himself. The greater the difference, the more likely to drop an item.
  1023. Battle Orders: Being the vocal front-line leader, Shouts battle orders to other allies at the cost of their own welfare. Rank: 2, No Damage, No Warren Affiliation Damage: -- ; Range(r): 10ft ; Status: Inspired 5 Cost: Fatigue 5. No other actions may be concurrently used while using Battle Orders. Usage Check: Bodybuilding and Fatigue.
  1024. Bard:
  1025. Dancer: Dance of the Winds (Ability): Perform a captivating dance that flows and moves like the wind around them, quickly closing the distance between the dancer and the destination (ignoring obstacles) Rank: 0/1/2, None, None Damage: -- ; Range(l) 10/15/25ft ; Status: -Cost: Fatigue 15 Usage Check: Bodybuilding and DEX
  1026. Dance of the Snakes (Ability): Perform a captivating dance that prepares the dancer to launch a surprising strike at some point during the dance. Note: different from the Mesmerizing Strike Trait Dancers have. Rank: 0/2/4, Physical, None Damage: 2/6/10d6 ; Range(l): 5/15/25ft ; Status: -
  1027. Cost: Fatigue 10/25/40 Usage Check: Bodybuilding and DEX
  1028. Dance of the Muses (Ability): Perform a dance that creates music with every step of the dance. The rhythmic steps precuss through the air, increasing the strength of the following action. Rank: 2/3, None, None Damage: -- ; Range(l): 2/3 ft ; Status: +2/4 modifier to dances immediately following this dance, otherwise +1/2 damage to an attack. Cost: Fatigue 20/40 Usage Check: Bodybuilding and DEX
  1029. Enrapturing Dance (Ability): Perform a mesmerizing dance that briefly charms enemies to be idle until either damage is inflicted or the dance ends. Rank: 2/3/4, None, None Damage: -- ; Range(l): 5/8/10ft ; Status: Charmed 1/3/5 Cost: Fatigue 20 per 5 seconds of Dancing Usage Check: Bodybuilding and DEX ; Resistance: Willpower
  1030. Rapture of the Black Swan: Perform a dark ballet, leading up to a surprising series of strikes amidst the dance (up to 5/7 strikes) Rank: 3/4 , Physical, None Damage: 1/3d4 + Weapon ; Range(m); Status: -Cost: Fatigue 5/10 + Weapon Fatigue per strike Usage Check: Bodybuilding and DEX
  1031. March of the Rat King: Perform a repetitious march towards a target, ending with a heavy cleave from the building momentum. Rank: 4, Physical, None Damage: 3d20 + 15 + Weapon; Range(l): 15ft ; Status: Stunned Cost: 50 Fatigue + Weapon Fatigue Usage Check: Bodybuilding and DEX ; Resistance: Bodybuilding
  1032. Dance of Muses: Perform a rhythmic dance attributing to the muses of Gloria. Grants a buff to Defense/Recovery/Offense to nearby party members depending on the dance selected. Rank: 4 , None, None Damage: None, Range(r): 5/5/5 ft , Status: Defense Mod +5/ Recovery Mod +5/ Offense Mod +5
  1033. Cost: 50/75/100 Fatigue Usage Check: Bodybuilding and DEX
  1034. Druid:
  1035. See the list of Warren Specific Spells (that are relevant to Druid) Wachstum: See list of the Warren Specific Spells (that are relevant to Wachstum) Wizard: See the list of Warren Specific Spells Warlock: See the list of Warren Specific Spells Aspect Specific Spells (Lesser): Under Construction/Spells Aspects use that cannot be learned by players Aspect Specific Spells (Minor): Under Construction/Spells Aspects use that cannot be learned by players Aspect Specific Spells (Major): Under Construction/Spells Aspects use that cannot be learned by players Status Conditions: Due to the nature of the this universe, there is no limit to the number of actions per “turn”. However, to counteract these “infinite” number of actions, there are often status conditions applied to the user. These are categorized under status conditions, same as those afflicted by spells onto enemies. Example: Fatigue: reduces ALL non-HP modifiers by 1 and reduces speed by 2. Lasts 5 seconds for each level of fatigue. Fatigue X = X stacks of Fatigue. All stats listed are in terms of X.
  1036. Most Status Effects that have a chance to proc occur in the following way: Status Chance (total Roll) – Resistance = Result Status Afflicted if the Result is positive Status Resisted if the Result is negative
  1037. NOTE: The list is not comprehensive. As if there comes a time we encounter a status that has not been made, we, as a group, will quickly decide on its strength and create it to add onto the list.
  1038. Berserk X: Gain + X to all stats, damage, and modifiers for 10 seconds. After the duration ends, gain 2X Fatigue and duration of Fatigue is increased by 10 seconds per stack of Fatigue.
  1039. Bleeding X: Take X true damage per second for 5 seconds. Duration increases by 5 seconds every 3 stacks of Bleeding (1, 4, 7, 10... have durations of 5,10,15,20 ... respectively)
  1040. Blinded X: Become blind for X seconds. (Assumed self-explanatory)
  1041. Burn X: Take X fire damage per second for 5*X seconds. Can be dispelled or removed with contact with water. E.g. Burn 2 is 2 damage per second for 10 seconds, maxing at 20 damage.
  1042. Charmed X: Unable to control/perform own actions for X+5 seconds. Controlled by another.
  1043. Chilled: Reduce Cold Resistance by 50 and speed is also reduced to 1 feet/sec. Increases Fire Resistance by 50. Lasts until removed or being near sources of heat.
  1044. Confused X: Target is confused, randomly striking something whenever attempting to cast, attack, or perform an action. Confusion lasts X seconds.
  1045. Crippled X: Speed and actions are greatly reduced by X for 5+X seconds
  1046. Decay X: Bleed X and Fatigue X, HP Modifier: -X
  1047. Diseased X: Take X poison damage per second for 5*X seconds. Gain a stack of Fatigue per second. Physical contact with any entity shares the remainins stacks with the contact. Bob has Diseased 5. He touches Sally after 5 seconds, so now they both have Diseased 4.
  1048. Drunk X: Fatigue threshold is greatly increased per stack of Drunk. Accuracy is greatly lowered per stack of Drunk.
  1049. Encumbered: Speed is greatly reduced due to weight.
  1050. Fatigue X: Reduces ALL non-HP modifiers by 1 and reduces speed by 2 per stack of Fatigue. Lasts 5 seconds for each stack of Fatigue. Note: CON modifier does get reduced, but the reduction from CON modifier are for rolls and do not affect HP. Thus, all modifiers, except HP, gets reduced per stack of fatigue. E.G.: Fatigue 5: reduces all modifiers by 5, reduces speed by 10, and lasts 25 seconds.
  1051. Fear X: Armor is reduced by X and run away from the target for X seconds. Speed is increased by 5ft per second for each stack of fear.
  1052. Frozen X: Unable to take any actions for X seconds, and take X cold damage per second. Armor is increased by 5*X.
  1053. Hastened X: Speed is drastically increased by X feet per second. In addition, most actions have reduced action time to complete. Lasts 5+X seconds
  1054. Inspired X: Gain +X Damage and accuracy modifiers for 5*X seconds. Units also gain X-5 bonus armor (minimum of 0). Lasts 5 seconds for every stack of Inspired.
  1055. Linked X: The target splits X% of the damage with the origin of the link. Likewise, all healing done to the origin has X% of the heal redirect to the target. Duration is 5 seconds per level (based on origin). Example: A(target) is linked with B(origin). Whenever A takes damage, X% is redirected to B. Similarly, when B is healed, X% is redirected to A. NOTE: When B is damaged, the damage is NOT redirected to A. Similarly when A is healed, none is redirected to B.
  1056. Marked X: Character does not receive high ground bonuses. When attacked from the low ground, the attackers receives no penalties. Lasts 5*X seconds.
  1057. Otataride X: Immune to ALL (friend or for) magic for X seconds. Any status effects from magic before received this status effect is NOT removed and still continues. In addition, cannot use any magic for X seconds (including magical weapons) Note: if the user is holding a magical weapon and receives Otataride, the magical attributes of the weapon are negated and the weapons resumes base form stats for the duration of the status effect. Lore Note: Related to the ore, Otataral, often used in anti-magic armor/weapons. Poison X: Take X poison damage per second for 5*X seconds.
  1058. Regen X: Regenerate X health per second for 5 seconds.
  1059. Silenced: Unable to cast spells or use any vocal actions for 10 seconds.
  1060. Sleep X: Character is put to sleep for X + 5 Seconds. Defense is reduced by X and status effect is immediately removed upon receiving any damage.
  1061. Stunned: Unable to perform any action(s) for 10 + (Fatigue stacks) seconds.
  1062. Taunt:: Must attack the target that has taunted you for 5 seconds. All damage dealt to the target is reduced by 5. Immune to any other taunts from the target for 30seconds.
  1063. Warm: Reduces Fire Resistance by 50. Increases Cold Resistance by 50. Lasts until removed or being near sources of cold. Lasts until encountering a source with Wet or any other source of cold.
  1064. Weak X: Damage taken from all sources (friend or foe) takes X bonus damage per source.
  1065. Wet: Increases Fire resistance by 10. Decreases Cold resistance by 10. Lightning resistance is reduced by 20. Increases Stun chance from lightning/thunder based spells by 100 (reduced by bodybuilding and resistance modifiers). Lasts until encountering a source with Warm or any other heat source.
  1066. Cantrips: Cantrips, akin to those of the same names in original D&D, are abilities that do not cost any actions to use in combat, but are primarily made to be utilized as a way to use spells/abilities with the surrounding environment.
  1067. Cantrips are free spells/abilities that do not use any resource and can be used out of combat for unique interactions and effects. As such, most cantrips do not have a damage component!
  1068. Cantrips are acquired through skills. Upon reaching a certain skill level, you can select 1 of 2 cantrips. All skills with (c) by their names have a unique cantrip that can be acquired through that skill. There is no limit on the number of cantrips a character can have.
  1069. Skills:
  1070. Skills are gained and act as passives. Any class can learn a skill. All characters gain a skill point every odd character(total) level. Each skill point can be allocated to 1 skill (level up or learn a new skill). Skills can sometimes be leveled up through quests/special interactions.
  1071. Alchemy: Proficiency in crafting and transmuting elements/potions
  1072. Armor Crafting: Proficiency in creating armor. Armor Proficiency X: Increases the defensive values gained from the specified armor type by X
  1073. Bodybuilding X: Used to help calculate any saving throws or interactions with the physical body (e.g. Slip, knockdowns, bleeds, burns, etc) Comeback Kid: Increases chances from escaping from death. HP gain from the brink of death increases with level. Cooking: Proficiency in cooking foods of various kinds. Corpse-Eater(c): Consumes corpse(s) to recover HP. The amount of HP restored per consumption increases per level. Dual Wielding: Proficiency in dual wielding weapons (Higher-level enables dual wielding two-handed weapons with minimal penalties) Engineer(c): Proficiency in crafting and using machinations.
  1074. Far Out Man X: Increases range of all non-touch/melee actions by X ft. Fishing: Increases proficiency in fishing Glass Cannon: Sacrifices HP and defenses per level to exponentially increase damage. (Scales per level in glass cannon) Herbalism(c): Increases proficiency in gathering herbs Jewelcrafting: Increases proficiency in crafting jewels and sockets. Leadership: Increases CHA and gain benefits and unique interactions with NPCs. Higher levels sometimes yields gifts from NPCs Leech(c): Blood hungry, consumes blood to restore HP. The amount of HP restored per consumption increases per level. Lock picking: Increases proficiency in picking locks. Loremaster: Gain an increase amount of knowledge from the world around you. This knowledge can be used to identify items, attributes of items/enemies, lore about the surrounding areas, and can assist allies in creating the perfect items (E.g. creating the philosopher's stone with an ally who has high alchemy Lucky Charm: Increases Luck. Luck is used in every interaction. Mining: Increases proficiency in ore gathering Opportunist: Grants the user an attack of opportunity with an Xd4 damage bonus (still requires rolls for accuracy) on an enemy leaving your attack range. Perseverence X: Quickly regain health and armor after recovering from a hard crowd control status effect. Pickpocketing: Increases proficiency in pickpocketing. Increases the amount of valuables able to be lifted before being noticed. Rune Crafting: Proficiency in creating runes, magical weapons, and sigils. Scavenging: Proficiency in looting. Increased chance of finding something as level increases. Stench(c): Permanently smelly. Decreases chance of interactions of all entities per level. Lowers reputation and quality of interactions with all NPC's. Friend or foe. Telekinesis(c): Increases the range and ability to use melee interactions at a distance. (e.g. Picking up a key from 5 ft away). Trap Disarming: Decreases chances of fumbling while disarming traps. Weapon Crafting: Proficiency in forging weapons (non-magical, e.g. wands)
  1075. Weapon Proficiency: Proficiency in the specified weapon type gains +ΣX damage and +X bonus durability. (The bonuses are in exponential incements) Willpower X: Used to help calculate any non-physical afflictions (e.g. Mental break, confusion, fear, etc)
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