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Abate Curse Discipline?

Yes
Step Rank + WIL Action Standard
Karma? No Strain 1
Make Abate Curse Test against higher of highest Step Number of any curse or highest Dispel Difficulty of any spell present on object, +1 for each additional curse or spell.
Success neutralizes all curses and spells for Rank hours. Their effects are suspended, but duration is still tracked. This does not alleviate any effects on those already
affected, merely allows further safe handling. User must remain with Rank yards for talent’s duration or effect ends immediately.
Air Dance Discipline? No
Step Rank + DEX Action Free
Karma? No Strain 1
Substitute Air Dance Step for Dexterity Step when making Initiative Test, incurring penalties for armor as normal. If making a close combat attack, compare Initiative Test
result to that opponent’s. An Excellent Result allows an additional close combat attack against that opponent, after his turn.
Anticipate Blow Discipline? Yes
Step Rank + PER Action Simple
Karma? No Strain 1
If user has higher Initiative, may make Anticipate Blow Test against opponent’s Spell Defense. Success adds Rank to Physical Defense against that opponent’s attacks until
end of round. This talent can be used against Rank opponents each round. After one or more successful Anticipate Blow Tests, may announce a Reserved Action for later
that round to interrupt an attack made by an opponent against whom this talent was used successfully. Do not add normal +2 to Difficulty Number for physical attacks
against that opponent (but otherwise suffers that penalty normally), and instead add Rank as bonus to first Attack Test made against opponent that round. This does not
provide additional attacks.
Astral Sight Discipline? Yes
Step Rank + PER Action Simple
Karma? No Strain 1
See into astral plane for Rank x 10 yards, for up to Rank rounds.
Avoid Blow Discipline? Yes
Step Rank + DEX Action Free
Karma? No Strain 1
Make Avoid Blow Test against attacker’s Attack Test when attacked in close or ranged combat. If successful, the blow is avoided; a Good Result is required to dodge a
ranged attack. Up to Rank attacks can be avoided each round, but only one attempt per Attack Test. Avoid Blow cannot be used when Blindsided or Surprised by attack
Book Memory Discipline? No
Step Rank + WIL Action Standard
Karma? Yes Strain 0
Make Book Memory Test against book’s Spell Defense (5 for ordinary books), or the Dispel Difficulty of the highest-Circle spell in a grimoire. Success memorizes Rank pages
per minute. The book remains memorized for Rank months before fading, during which time content is readily accessible, as though book were physically present. Up to
Rank books can be memorized at a time. Old texts can be voluntarily discarded to memorize new ones.
Book Recall Discipline? No
Step Rank + PER Action Standard
Karma? No Strain 1
Make Book Recall Test against the desired text’s Spell Defense, +1 for each currently memorized book. If successful, a previously memorized text is returned to memory for
Rank hours, as though currently memorized with Book Memory. The book may even be returned to active memory, provided a free Book Memory Rank is available. On a
Pathetic Result, the memory of the book has degraded to where the text is no longer recoverable, though it can again be memorized as normal.
Call Missile Discipline? No
Step Rank + PER Action Standard
Karma? No Strain 1
Call Missile Test Result determines number of unbroken projectiles and/or thrown weapons that are called back, flying, tumbling and rotating to drop back into quiver,
container or hand. All missiles within Rank x 20 yards are called, assuming a straight, unbroken path exists. Projectiles will be extracted from bodies and other targets, but
cannot be secured.
Climbing Discipline? Yes
Step Rank + DEX Action Standard
Karma? No Strain 0
A Pathetic Result on a Climbing Test causes loss of grip and a possible fall. Climbing allows moving up or down up to Rank yards each round, up to maximum of Movement
Rate in yards.
Cobra Strike Discipline? No
Step Rank + DEX Action Free
Karma? No Strain 1
When entering first round of close combat with opponent, may substitute Cobra Strike Step for Initiative Step. If result is higher than opponent’s, target is caught off-guard,
preventing use of any defensive abilities, such as Avoid Blow or Riposte, against the first close combat attack of the round.
Cold Purify Discipline? No
Step Rank + WIL Action Sustained
Karma? No Strain 0
Pack ice, snow or chilled water around a poisoned Wound. If no external injury exists, a Wound must be created. Make a Cold Purify Test against the higher of the poison’s
Spell Defense or Step Number. Success ends the effects of the poison and the victim recovers Damage Points equal to the difference between the Test Result and the
Difficulty Number.
Conceal Object Discipline? No
Step Rank + DEX Action Standard
Karma? No Strain 1
Make a reasonable attempt to hide an object up to user’s one-hand Size limit. Objects with combined Size up to Rank can be concealed. Make a Conceal Object Test, the
result being Detection Difficulty for attempts to find the object. Objects of Size 1 are hidden from all searches, while larger objects are hidden only from visual inspection.
As long as an item is concealed, user gains benefit of Surprise when producing it for an appropriate purpose.
Creature Analysis Discipline? No
Step Rank + PER Action Standard
Karma? No Strain 1
Make a Creature Analysis Test against target creature’s Spell Defense. Each Result Level allows asking a single question that would reveal one of the creature’s game
statistics or abilities.
Crushing Blow Discipline? Yes
Step Rank + STR Action Free
Karma? Yes Strain 1
Substitute Crushing Blow Step for Strength Step for one Damage Test.
Dead Fall Discipline? No
Step Rank + WIL Action Simple
Karma? No Strain 1
Make a Dead Fall Test to determine Disbelief Difficulty of illusionary Wounds or symptoms of poison or disease causing “death”. Those observing the “death” may make a
Perception Test as a Sensing Test against the Disbelief Difficulty. The effect lasts for Rank rounds.
Detect Trap Discipline? Yes
Step Rank + PER Action Standard
Karma? No Strain 1
Compare Result of a Detect Trap Test against Detection Difficulty of any trap within short range of Visibility. On an Average Result, a trap is detected. A Good Result
pinpoints the trigger and generally reveals how to avoid setting it off. An Excellent Result reveals the type of effect the trap employs. An Extraordinary Result adds Detect
Trap Rank to any attempts to disarm the trap.
Detect Weapon Discipline? No
Step Rank + PER Action Standard
Karma? No Strain 1
Compare Result of a Detect Weapon Test against Detection Difficulty of any concealed weapons within short range of Visibility. Success reveals the weapon and its type,
but not any magical properties. Once a weapon is detected, user cannot be Surprised by any attack made with that weapon, unless the attacker takes additional measures
to gain Surprise.
Direction Sense Discipline? No
Step Rank + PER Action Standard
Karma? Yes Strain 2
Sense location of a character or object relative to user by focusing on an item directly related to the target. Make a Direction Sense Test against target’s Spell Defense.
Success causes a pull in the direction of the target. If the Test fails, or the target is farther than Rank miles away, no sense of the target is gained.
Disarm Discipline? No
Step Rank + DEX Action Standard
Karma? No Strain 1
Make a Disarm Test against target’s Physical Defense to disarm the opponent. A two-handed weapon requires a Good Result to disarm. Success sends the weapon spinning
in a direction of user’s choice for a number of feet equal to result of a Damage Test, but target suffers no damage. Disarm cannot be used against shields or weapons part of
the target’s body. Disarm counts as an Attack Test and can be defended as such.
Disarm Trap Discipline? Yes
Step Rank + DEX Action Standard
Karma? No Strain 1
May Disarm Trap Test against Disarm Difficulty of a trap, preventing it from activating. On a Pathetic Result, the trap is triggered. User may attempt to disarm the same
trap Rank number of times. Should all attempts fail, no more attempts can be made until Disarm Trap Rank is increased.
Disguise Self Discipline? No
Step Rank + PER Action Standard
Karma? Yes Strain 0
Make a Disguise Self Test to set Detection Difficulty of an illusion disguising user as another Namegiver. The disguise cannot weigh more than twice, or less than half, what
the user does, nor can any physical dimension, such as height, be adjusted by more than 50%. Each use of this talent lasts until the disguise is discarded, or after Rank
hours. The talent only alters appearance.
Dominate Beast Discipline? No
Step Rank + WIL Action Standard
Karma? No Strain 1
Subdue and temporarily control an animal by making Dominate Beast Test against target’s Spell Defense. Success establishes dominance for Rank minutes, during which
time animal will take no hostile action against user. Creature may be commanded to perform one simple task posing no more danger to the animal than to the user and
requiring less time to complete than the duration. Attempting to use this on an animal already under a similar effect, Test Result must be higher than the other effect.
Dominate Beast can only be used on non-sentient, natural creatures.
Durability (9/7) Discipline? No
Step Rank Action N/A
Karma? No Strain 0
Earth Skin Discipline? Yes
Step Rank + TOU Action Standard
Karma? Yes Strain 0
Spend a Recovery Test and make Earth Skin Test, adding Rank to Spell Defense for Test Result hours.
Elemental Tongues Discipline? No
Step Rank + PER Action Standard
Karma? Yes Strain 1
Make an Elemental Tongues Test against elemental’s Spell Defense. On an Average or Good Result, the basics of a conversation is understood by both parties, but complex
questions and specific requests are impossible. An Excellent Result allows complete understanding. Each use allows conversation for Rank minutes.
Empathic Sense Discipline? Yes
Step Rank + CHA Action Standard (see text)
Karma? No Strain 1 (see text)
Gain information about emotional state of a character within 10 yards by making Emotion Sense Test against target’s Social Defense. An Average Result gives an idea of
target’s general emotional state. A Good Result allows reading target’s surface emotions. An Excellent Result gives exact nature of target’s feelings. User gains +1 bonus
per Result Level to any Interaction Tests where knowledge of target’s emotional state would be useful. Each use lasts for Rank minutes. May choose to extend the duration
to a year and a day by attuning to a voluntary target. This requires a half hour of quiet meditation with the target and causes 1 Blood Magic Damage to the user. The range
then increases to Rank miles and provides a vague sense of attuned character’s location, within a 60-degree arc. Unattuning requires another half hour of meditation. User
cannot be attuned to more than Rank characters at one time.
Enhanced Matrix (2) Discipline? No
Step Rank Action N/A
Karma? No Strain 0
Holds 1 spell thread.
Etiquette Discipline? No
Step Rank + CHA Action Sustained
Karma? No Strain 0
Observe the surrounding culture for a minute, then make Etiquette Test against a Difficulty Number for knowing proper behavior. The base Difficulty is 5, with modifiers for
unfamiliarity, generally increasing by +3 for each aspect of difference. An Average Result means observers believe user possesses rudiments of proper behavior. A Good
Result means observers fully approve of user’s manners; an Excellent Result impresses observers enough to improve Attitude by one degree, to a maximum of Friendly. The
effect lasts for Rank days or until the social situation ends, whichever comes first.
Evaluate Discipline? Yes
Step Rank + PER Action Standard
Karma? No Strain 0
Examine an object and make Evaluate Test against item’s Spell Defense. An Average Result yields item’s approximate price. Better Result Levels may disclose more detailed
information based on local or global economy. On a Good Result, any hidden value is discovered, if not readily apparent, such as being a collectible. An Excellent Result
reveals presence of magical enchantments.
Evidence Analysis Discipline? Yes
Step Rank + PER Action Sustained
Karma? No Strain 1
Make an Evidence Analysis Test against Spell Defense of person responsible for leaving evidence. Each Result Level allows one question about the object or place. If used
within a day of an event, a successful Test gives a general impression of when the event occurred. Increase Difficulty Number by +1 for each day after the first since the
event.
Fast Hand Discipline? Yes
Step Rank + DEX Action Standard
Karma? Yes Strain 0
Move one or two items, each no bigger than 6 inches in any dimension, from one place to another without being seen. Result of Fast Hand Test becomes Detection
Difficulty for anyone attempting to notice the move. Anyone observing the user can make a Perception Test against the Detection Difficulty to notice the action
immediately after the switch has occurred.
Fire Heal Discipline? No
Step Rank + WIL Action Sustained
Karma? No Strain 0
Build a fire large enough completely engulf user, then declare how many extra Recovery Tests are to be gained. A half-hour is required for the first Recovery Test, and an
additional 10 minutes for each extra Recovery Test. Make a Fire Heal Test against a Difficulty of Step 8, +2 for each additional Recovery Test. Success gives desired number
of Recovery Tests. Failure instead causes a Wound and a number of Damage Points equal to difference between Fire Heal Result and Fire Intensity Result, which can result
in another Wound. On a Pathetic Result, full Fire Intensity Damage is suffered. Bonus Recovery Tests must be used before Recovery Tests are gained the following day or
they are lost.
Fireblood Discipline? No
Step Rank + TOU Action Standard
Karma? No Strain 0
When currently engaged in combat, though not necessarily directly facing an opponent, spend a Recovery Test to immediately heal Damage Points equal to Fireblood Test
Result.
First Impression Discipline? No
Step Rank + CHA Action Standard
Karma? No Strain 0
A successful First Impression Test against target’s Social Defense improves target’s Attitude toward user by one degree. An Excellent Result increases it by two degrees.
This talent can only be used when meeting someone for the first time and can only be used once against a given target. The Attitude change can be modified by further
actions, but reverts back to original level at a rate of one degree per day. Any hostile act by the user against the target immediately erases the impression.
Forge Armor Discipline? Yes
Step Rank + PER Action Sustained
Karma? No Strain 2
Carried out with proper tools and facilities, this can improve the Armor Rating of armor. A number of days equal to armor or shield’s base Physical + Mystic Armor is
required. After this time, make a Forge Armor Test against item’s current Physical + Mystic Armor + 9. If successful, Physical or Mystic armor is increased by +1. If an Armor
Rating is 0, it cannot be improved. This can be repeated, but the increase to a Rating cannot be higher than half the base Rating, rounded up. An item cannot be forged if
the sum of existing improvements is greater than Rank. Enhancements last for a year and a day from the last successful forging. Additional Forge Armor Tests can be made
to reset the duration, even if maximum enhancement has been made. A Pathetic Result on a Forge Armor Test ruins the item. This talent cannot be used to enhance
threaded magical armor or shields.
Forge Weapon Discipline? Yes
Step Rank + PER Action Sustained
Karma? No Strain 1
Carried out with proper tools and facilities, this can improve the Damage Step of a weapon, but not ammunition. A number of days equal to weapon’s Size is required.
After this time, make a Forge Weapon Test against item’s current Damage Step + 9. If successful, Damage Step is increased by +1. This can be repeated, but the increase to
Damage Step cannot be higher than the item’s Size. An item cannot be forged if the sum of existing improvements is greater than Rank. Enhancements last for a year and a
day from the last successful forging. Additional Forge Weapon Tests can be made to reset the duration, even if maximum enhancement has been made. A Pathetic Result
on a Forge Weapon Test ruins the item. This talent cannot be used to enhance threaded magical weapons.
Frenzy Discipline? No
Step Rank + DEX Action Standard
Karma? Yes Strain 1 (per attack)
Declare number of close combat attacks desired, up to Rank, taking 1 Strain per attack declared before any Tests are made. Frenzy Tests are made as Attack Tests in close
combat as long as attacks are successful. A failed Attack Test forfeits the remaining attacks. This talent cannot be combined with any talent that allows additional close
combat or ranged attacks, such as Second Attack, Swift Kick or Momentum Attack.
Frighten Discipline? Yes
Step Rank + WIL Action Standard
Karma? Yes Strain 0
Make a Frighten Test against target’s Spell Defense. Success causes target to become frightened and attempt to flee from user’s line of sight as fast as possible on target’s
next turn. Target remains scared for Rank rounds, during which time target will not willingly approach user. If target cannot completely escape immediate area, target will
attempt to move as far as possible from user; if opportunity presents itself for target to move out of line of sight, target will do so. Each round, target may make Willpower
Test against Frighten Step to end the fear effect.
Gliding Stride Discipline? No
Step Rank + DEX Action Free
Karma? No Strain 1
Use Movement Rate to glide through air, making a Gliding Stride Test. Twice the Result is the number of yards that can be glided horizontally. The user can use Running
combat option to double distance traveled. For every 4 yards moved horizontally, 2 yards can be moved up or down without affecting Movement Rate. Uesr cannot move
higher, or glide safely lower, than twice Rank in yards. If user is suspended higher than this in mid-air, Gliding Stride can be activated instinctively to reduce distance fallen
by 2 yards per Rank. Gliding Stride cannot be combined with other talents that allow special movement, such as Sprint or Great Leap.
Graceful Exit Discipline? No
Step Rank + CHA Action Standard
Karma? No Strain 0
Escape from combat by making Graceful Exit Test against highest Social Defense among target group, +1 per additional target. If successful, escape by moving as far from
combat as possible. May not take actions other than movement or effect ends. Those affected by this talent can take no direct action against the user for Rank rounds.
This talent benefits only the user. If user returns to combat after using Graceful Exit, targets become enraged, attacking user in preference to others and become immune
to all Interaction Tests made against Social Defense. Their outrage gives +1 bonus to any Action Tests against the user.
Great Leap Discipline? No
Step Rank + DEX Action Free
Karma? No Strain 1
Distance jumped is twice Result in yards. The distance covered can be divided between horizontal and vertical movement, but not exceeding Movement Rate in either
direction. If using Running combat option, movement in each direction can be twice Movement Rate. Great Leap can also be used to avoid environmental hazards, such as
rock slides, but not as a normal Avoid Blow Test in combat. If user is aware of threat, may make Great Leap Test against Difficulty Number determined by GM to avoid being
struck.
Haggle Discipline? Yes
Step Rank + CHA Action Sustained
Karma? No Strain 0
Make a Haggle Test against customer or merchant’s Social Defense. Success raises or lowers price of goods by 5% in user’s favor. Merchants or customers can use Haggle
Tests to readjust in their favor. User may make number of tests per transaction equal to Rank, but a failed Test ends bargaining. Haggle can also be used to get better price
for stolen or illegal goods, usually from a base of 10%. Haggle can be used on one transaction per day against a given merchant.
Heartening Laugh Discipline? No
Step Rank + CHA Action Standard
Karma? Yes Strain 0
Make a Heartening Laugh Test against highest Social Defense among all opponents in earshot. Success allows any Friendly ally within earshot to add Rank to any Willpower
Tests they make to resist fear or Intimidation caused by opponents for Rank rounds.
Hold Thread Discipline? No
Step Rank + PER Action Simple
Karma? No Strain 1
Weave a thread to a spell then hold it until ready to cast. This talent can only be used with spells that require only a single thread to be woven. This can be either a
“Threads: 1” spell or a “Threads: 2” spell cast from an Enhanced or Armored Matrix. After a successful Thread Weaving Test is made, make a Hold Thread Test against spell’s
Weaving Difficulty. Success holds thread within its matrix for Rank rounds. A Spellcasting Test to cast the spell can be made during any of these rounds. If not cast by the
final round of the talent’s effect, another Hold Thread Test can be made to extend the duration. The duration can be extended as long as Strain is willing to be spent. If the
Hold Thread Test is failed, spell must either be cast on the following round, or the thread must be released. While using this talent, no Thread Weaving or Spellcasting Tests
can be made, except for the purposes of the spell currently held.
Item History Discipline? Yes
Step Rank + PER Action Sustained
Karma? Yes Strain 0
Study an item for a week, for at least one hour per day, then make Item History Test against the item’s Spell Defense. Each successful Result Level reveals one new Test
Knowledge from the item’s history. When used on mundane items, each Result Level provides user with a different piece of information, instead of a Test Knowledge. Item
History can be used multiple times on the same item, but each Test requires another week of study. A maximum of Rank Test Knowledges can be learned.
Karma Ritual Discipline? Yes
Step Rank Action N/A
Karma? No Strain 0
Each Karma ritual takes half an hour and can only be performed once per day. Each use allows purchasing up to Rank Karma points, for 10 Legend Points each. Maximum
Karma Points is Rank x 5.
Leadership Discipline? No
Step Rank + CHA Action Sustained
Karma? Yes Strain 0
Lead a group of NPCs no larger than Rank x 20 individuals by giving a short speech and making Leadership Test against highest Social Defense among target group. Success
causes those with an Attitude of Neutral or better to follow the lead. Result Level determines talent’s effects and duration. An Average Result causes target group to treat
user as leader for Rank x 10 minutes; Good Result for Rank hours; Excellent Result for Rank days. If user causes any individual to change Attitude to worse than Neutral, that
individual is no longer bound to follow the user.
Life Check Discipline? Yes
Step Rank + TOU Action Free
Karma? No Strain 0
When Current Damage equals or exceeds Death Rating, spend a Recovery Test, make a Life Check Test, reducing Current Damage by Result. This may be repeated as long as
Recovery Tests are available or until Current Damage is reduced below Death Rating. If Current Damage is reduced below Death Rating, death has been avoided. If reduced
below Unconsciousness Rating, user also regains consciousness. Unsuccessful use of Life Check does not prevent application of other means to prevent death, such as last
chance salves.
Lifesight Discipline? Yes
Step Rank + PER Action Simple
Karma? No Strain 1
Make Lifesight Test and compare result to Spell Defense of each living creature within Rank x 10 yards. Success allows viewing each target’s life force for Rank rounds. A
healthy life force appears strong but delicate; a weaker life force is dimmer and may appear warped or broken. One near death may be barely visible. Lifesight can be used
to view a target’s life force through solid, non-living objects.
Lion Heart Discipline? Yes
Step Rank + WIL Action Free
Karma? No Strain 0
Use Lion Heart Step in place of Willpower Step when making Tests to resist fear or Intimidation. Lion Heart and Resist Taunt cannot be used against the same attack.
Lip Reading Discipline? Yes
Step Rank + CHA Action Standard
Karma? Yes Strain 1
Eavesdrop on a conversation by making Lip Reading Test against speaker’s Social Defense. Success allows reading target’s lips for Test Result minutes, as long as lips can be
seen. Language spoken must be known by adept to understand it. If language is unknown, user can phonetically sound out the target’s speech, allowing another listener to
translate.
Lock Picking Discipline? Yes
Step Rank + DEX Action Standard
Karma? No Strain 0
Open mundane and magical locks by making Lock Picking Test against Difficulty Number determined by GM for mundane locks, or Spell Defense of magical locks. If
successful, lock opens. A lock can be attempted to be opened Rank times. Should all Tests fail, or on any Pathetic Result, the lock cannot be opened until Lock Picking Rank
is increased.
Maneuver Discipline? No
Step Rank + DEX Action Standard
Karma? No Strain 0
Make a Maneuver Test, the Result replacing user’s Physical Defense against a selected opponent until the start of user’s next turn. If successful in avoiding all attacks
directed against user by that opponent, add Maneuver Rank to first close combat Attack Test made against that opponent. If the attack is successful, add Maneuver Rank to
Damage Test for that attack.
Melee Weapons Discipline? Yes
Step Rank + DEX Action Standard
Karma? No Strain 0
Mimic Voice Discipline? No
Step Rank + CHA Action Simple
Karma? No Strain 0
A successful Mimic Voice Test against target’s Social Defense allows mimicking that target’s voice for Rank hours. When attempting to fool others, make a Mimic Voice Test,
the Result being the Detection Difficulty for any Test to detect the mimicry.
Missile Weapons Discipline? No
Step Rank + DEX Action Standard
Karma? No Strain 0
Navigation Discipline? Yes
Step Rank + PER Action Sustained
Karma? No Strain 0
Read maps, chart courses and even guide an airship safely. To pinpoint location, navigators must be able to see the sky and possess a set of navigator charts, taking 10
minutes to make a Navigation Test. Result determines accuracy: Average Result to within 10 miles; Good Result to within 5 miles; Excellent Result to within 2 miles;
Extraordinary Result to within a mile.
Orbiting Spy Discipline? Yes
Step Rank + PER Action Standard
Karma? Yes Strain 0
Summon a spy spirit to serve as lookout my making Orbiting Spy (6) Test. If successful, the spirit travels in a circular pattern around user, up to 20 yards away, for Test
Result in hours. Such conjured spirits cannot affect or be affected by the physical world and are immune to most spells, except those that dispel or disrupt magic. When the
spirit attempts to notice something, make an Orbiting Spy Test instead. If successful, the spirit informs the adept of anything unusual; this requires user’s Standard Action.
The spirit can be given specific instructions on what to look for. May direct the spirit to look out for and inform of presence of up to Rank objects or creatures. Spy spirits
can see into the astral plane as well, requiring an Orbiting Spy (6) Test. Only one orbiting spy can be active at a time.
Parry Discipline? No
Step Rank + DEX Action Free
Karma? No Strain 1
Make a Parry Test against attacker’s Attack Test. Success deflects a close combat blow. This can be done Rank times per round, but no more than once per attack. Cannot
Parry attacks that cannot be seen or while Blind-sided. Parry uses a weapon, shield or other sturdy object to block. Add weapon’s Size, shield’s Deflection Bonus as a bonus
to the Parry Test. An adept with no such equipment much achieve a Good Result to successfully Parry.
Picking Pockets Discipline? Yes
Step Rank + DEX Action Standard
Karma? No Strain 0
Make a Picking Pockets Test, the result being Detection Difficulty to notice the theft. Anyone able to observe the action, including the target character, may make a
Perception Test against the Detection Difficulty to notice the action immediately after the act.
Poison Resistance Discipline? No
Step Rank + TOU Action Free
Karma? No Strain 0
Make a Poison Resistance Test in place of a Toughness Test when resisting the effects of a poison. May also make a Poison Resistance Test in place of a Recovery Test when
healing damage inflicted by poison. Each Poison Resistance Test made, regardless of success, reducing the Difficulty Number and Effect Step by –1 for each successive
Poison Resistance Test made against the same dose of the poison.
Power Mask Discipline? No
Step Rank + WIL Action Standard
Karma? Yes Strain 0
Disguise true magical nature from mundane and magical detection by making Power Mask Test, result being Detection Difficulty for Rank hours. Any Test that fails to beat
the Detection Difficulty show the user to be mundane.
Read/Write Language Discipline? No
Step Rank + PER Action Standard
Karma? No Strain 1 (see text)
Learn up to Rank written languages. An unassigned Rank can be filled by reading at least one page of text written in desired language for at least one minute, then making a
Read/Write Language Test against the language’s Learning Difficulty. When reading, make a Read/Write Language Test to determine understanding of content. Effect of
each such test lasts Rank hours.
Read/Write Magic Discipline? Yes
Step Rank + PER Action Standard
Karma? No Strain 0
Make a Read/Write Magic Test for each page of magical writing to be deciphered, with Result Level determining comprehension level. Can make one Read/Write Magic
Test per day to learn a new spell by rolling against spell’s Learning Difficulty. May learn more spells (or further attempts at a spell) by sacrificing a Recovery Test for each
additional Test.
Research Discipline? No
Step Rank + PER Action Sustained
Karma? No Strain 0
Resist Taunt Discipline? No
Step Rank + WIL Action Free
Karma? No Strain 1
Resist the effects of a social attack against Social Defense by making a Resist Taunt Test against the attack’s Test Result. Success negates the effect. This is effective against
social attacks such as Persuasion, Taunt, Intimidation, and similar talents and Interaction Tests. This can be done up to Rank times per round, but no more than once per
attack.
Safe Path Discipline? Yes
Step Rank + PER Action Standard
Karma? Yes Strain 0
Contact a local elemental spirit to find safest path through territory. Make a Safe Path Test, result being the number of miles of safe passage the elemental can predict.
Elemental communicates safest path to take, and indicates possible dangers or natural beasts along the way. The knowledge is limited by the elemental’s type.
Search Discipline? Yes
Step Rank + PER Action Standard
Karma? No Strain 1
Make a Search Test instead of a Perception Test when deliberately trying to spot someone or something. Success notices the target of search if within short range of
Visibility. On an Excellent Result, the target is noticed within medium range. This does not allow detection of traps or wards.
Second Attack Discipline? Yes
Step Rank + DEX Action Simple
Karma? Yes Strain 1
Make a second close combat attack, using the same weapon as the first Attack Test of the round. This attack uses a Second Attack Test as the Attack Test, making a Damage
Test as normal.
Second Weapon Discipline? No
Step Rank + DEX Action Simple
Karma? No Strain 1
Wield a one-handed weapon in off-hand to attack an opponent in the same round as attacking with primary one-handed weapon. This uses Second Weapon Test as the
Attack Test, making a Damage Test as normal.
Sense Danger Discipline? No
Step Rank + PER Action Standard
Karma? No Strain 1
Sense if a character or creature is hostile by making a Sense Danger Test against the target’s Social Defense. Success determines whether target harbors hostile intentions
toward the user.
Sense Poison Discipline? Yes
Step Rank + PER Action Simple
Karma? No Strain 1
Sense the presence of poison in food, drink and even the air within Rank x 10 yards by making Sense Poison Test against higher of poison’s Spell Defense or Spell Defense of
the creature or character (in the case of a poisoned natural attack or weapon). If poison is carried in a tightly sealed container, or if it comprises part of a natural part of an
animal, a Good Result is required to detect the presence of the poison.
Silent Walk Discipline? Yes
Step Rank + DEX Action Simple
Karma? No Strain 0
Make a Silent Walk Test, result being Detection Difficulty for any Perception Test to hear the user moving. Using Silent Walk halves Movement Rate, as well as the effects of
any abilities used to increase movement speed.
Slough Blame Discipline? Yes
Step Rank + CHA Action Standard
Karma? Yes Strain 1
Divert suspicion and blame to another by concocting a plausible explanation and making a Slough Blame Test against higher of accuser’s or scapegoat’s Social Defense, +1
for each character involved. If successful, blame is passed, per the concocted explanation for Rank minutes.
Speak Language Discipline? Yes
Step Rank + PER Action Standard
Karma? No Strain 1 (see text)
Learn up to Rank spoken languages. An unassigned Rank can be filled by listening to a fluent speaker for at least one minute, then making a Speak Language Test against the
language’s Learning Difficulty. When speaking, make a Speak Language Test to determine clarity of communication. Effect of each such test lasts Rank hours.
Spell Matrix (5) Discipline? No
Step Rank Action N/A
Karma? No Strain 0

Spellcasting Discipline? Yes


Step Rank + PER Action Standard
Karma? No Strain 0
Spirit Dodge Discipline? Yes
Step Rank + PER Action Standard (see text)
Karma? No Strain 1
Conjure a spirit to protect user in combat by making Spirit Dodge (6) Test. If successful, spirit is conjured for Test Result in hours, or until dismissed. Whether user desires
or not, spirit attempts to dodge all close or ranged combat attacks that would otherwise hit user, whether user is aware of the attack or not. Make a Spirit Dodge Test as a
Free Action against the Attack Test. Success causes the attack to miss. Each time a Spirit Dodge Test is made to avoid a blow, user suffers 1 Strain.
Spirit Hold Discipline? Yes
Step Rank + WIL Action Standard
Karma? No Strain 1
Anchor a spirit within 20 yards to one spot by facing it and ordering it to halt, making a Spirit Hold Test against the spirit’s Spell Defense. Success holds the spirit in place for
Rank rounds, during which time it is unable to move or take any action other than communicating. User must concentrate to hold the spirit in place, suffering the same
restriction. Spirit may free itself by making a successful Willpower Test against Spirit Hold Step. If duration ends, user may make another Spirit Hold Test to prolong the
hold. If the effect ends before the duration ends, using talent against same spirit requires a Result Level one higher than previous use.
Spirit Talk Discipline? Yes
Step Rank + PER Action Standard
Karma? Yes Strain 1
Make a Spirit Talk Test against spirit’s Spell Defense to talk to the spirit for Rank minutes.
Spot Armor Flaw Discipline? Yes
Step Rank + PER Action Simple
Karma? Yes Strain 0
Make a Spot Armor Flaw against higher of the target’s or armor’s Spell Defense. If successful, user see flaws in the armor, reducing Result Level required for an Armor-
Defeating Hit by one level for Rank rounds. This effect is not cumulative with Show Armor Flaw.
Sprint Discipline? Yes
Step Rank Action Simple
Karma? Yes Strain 1
Add Sprint Rank to Movement Rate for the round. This cannot be used in same round as other movement-enhancing options, such as Great Leap or Gliding Stride. The
bonus to Movement Rate is not doubled when using Running combat option.
Steel Thought Discipline? Yes
Step Rank + WIL Action Simple
Karma? No Strain 1
When targeted by ability that targets user’s Spell Defense, make Steel Thought Test against opponent’s Test Result. Success prevents effects of the ability. This talent can
be used up to Rank times per round, but no more than once per effect.
Steely Stare Discipline? No
Step Rank + CHA Action Standard
Karma? No Strain 1
Make a Steely Stare Test against target’s Social Defense. Success causes target to become wary of the user for Rank minutes, becoming unable to take any actions against
the user, including Interaction Tests, unless attacked. This effect can be shaken off with a successful Willpower Test against the Steely Stare Step.
Summon [Ally Spirits] Discipline? Yes
Step Rank + PER Action Standard
Karma? Yes Strain 0
Make a Summon Test against spirit’s Spell Defense, causing the entity to appear at user’s current location.
Surprise Strike Discipline? No
Step Rank Action Free
Karma? No Strain 1
If Attack Test against a Surprised opponent is successful, may increase Damage Step by Surprise Strike Rank.
Swift Kick Discipline? No
Step Rank + DEX Action Simple
Karma? No Strain 1
With free use of a leg and a higher Initiative Test result, may make a Swift Kick Test as an Attack Test as an additional attack in close combat. Success allows a normal
unarmed Damage Test.
Tactics Discipline? No
Step Rank + PER Action Standard
Karma? No Strain 0
Followers must be at least Friendly to user. Make Tactics Test against opposing commander’s Social Defense and decide whether on the offensive or defensive. If successful
on the offensive, troops gain +1 bonus to Attack or Damage Tests (determined by commander) for each Result Level; on the defensive, add +1 to Physical, Spell or Social
Defense (determined by commander). A Pathetic Result Level causes a –1 penalty instead. May command up to Rank x 20 troops for Rank minutes. PCs cannot benefit
from this talent.
Temper Other Discipline? No
Step Rank + WIL Action Sustained
Karma? No Strain 0
User and target must not be suffering from Current Damage or Wounds. During half hour of meditation, make a Temper Other Test against higher of target’s Spell Defense
or a Difficulty Number of 6. Success adds Rank to target’s Death Rating, Unconsciousness Rating and Wound Threshold for one day. If the Test fails, target suffers Damage
Points equal to Wound Threshold, resulting in a Wound. A character can be affected by only one Temper Other or Temper Self effect at a time.
Temper Self Discipline? Yes
Step Rank + WIL Action Sustained
Karma? No Strain 0
User must not be suffering from Current Damage or Wounds. During half hour of meditation, make Temper Self Test against higher of user’s Toughness Step or a Difficulty
Number of 6. Success adds Temper Self Rank to Death Rating, Unconsciousness Rating, and Wound Threshold for one day. Failure causes Damage Points equal to Wound
Threshold, resulting in a Wound. A character can be affected by only one Temper Other or Temper Self effect at a time.
Temperature Discipline? No
Step Rank + WIL Action Standard
Karma? No Strain 1
Control temperature within a room or other enclosure user is inside or adjacent to, and no larger than Rank yards in any direction. Make Temperature Test against higher of
room’s Spell Defense or highest Spell Defense of anyone in the room, including the user. Success immediately raises or lowers the room temperature by a maximum of
Rank x 10 degrees Fahrenheit for Rank hours. The effect may be canceled any time the user is inside or adjacent to the room, returning to its original temperature in a
single round.
Thread Weaving (Nethermancy) Discipline? Yes
Step Rank + PER Action Standard
Karma? No Strain 0
Thread Weaving (Scout Weaving) Discipline? Yes
Step Rank + PER Action Standard
Karma? No Strain 0
Thread Weaving (Thief Weaving) Discipline? Yes
Step Rank + PER Action Standard
Karma? No Strain 0
Thread Weaving (War Weaving) Discipline? Yes
Step Rank + PER Action Standard
Karma? No Strain 0
Thread Weaving (Thread Smithing) Discipline? Yes
Step Rank + PER Action Standard
Karma? No Strain 0
Thread Weaving (Wizardry) Discipline? No
Step Rank + PER Action Standard
Karma? No Strain 0
Throwing Weapons Discipline? No
Step Rank + DEX Action Standard
Karma? No Strain 0
Tiger Spring Discipline? No
Step Rank Action Free
Karma? No Strain 1
Add Rank as bonus to Initiative Test that round. This can be used with other talents that improve Initiative.
Tracking Discipline? Yes
Step Rank + PER Action Standard
Karma? No Strain 1
After spotting initial tracks, make Tracking Test against tracks’ Detection Difficulty, which is a base of the lowest Dexterity Step in the target group. If the trail is over a day
old, increase Difficulty by +2; a week or more by +3 for each week. If tracks are obscured by weather, a Good Result is required. Success allows user to see luminous images
of the tracks for Rank hours, allowing flawless tracking during that time. May use this talent to obscure own tracks, as long as traveling no faster than Movement Rate. If
disguising a group’s tracks, travel is limited to half the user’s Movement Rate. Make a Tracking Test each day, the result being the Detection Difficulty.
Trap Initiative Discipline? Yes
Step Rank + DEX Action Free
Karma? No Strain 1
If user would be affected by a triggered trap, may make Trap Initiative Test against trap’s Initiative Test result. Success allows acting before trap goes off, possibly avoiding
harm. User may move up to half Movement Rate to avoid the effects.
Trick Riding Discipline? No
Step Rank + DEX Action Simple
Karma? No Strain 1
Make Trick Riding Tests in place of Avoid Blows Tests to dodge close or ranged combat attacks against user or his mount. May also goad mount into jumping fences, chasms
or other obstacles. If user or mount is required to make a Dexterity-only Test for an acrobatic maneuver, can make a Trick Riding Test instead.
True Sight Discipline? Yes
Step Rank Action N/A
Karma? No Strain 0
Add True Sight Rank to result of any Test to Sense, Disbelieve or otherwise see through an illusion.
Unarmed Combat Discipline? Yes
Step Rank + DEX Action Standard
Karma? No Strain 0
Wilderness Survival Discipline? Yes
Step Rank + PER Action Sustained
Karma? No Strain 0
Can locate or build shelter, start a fire, find water, or forage for edible vegetation. Make a Wilderness Survival Test against a GM-determined Difficulty Number. Each use
requires 2 hours and 4 such Tests can be made per day. For each Result Level on a successful Wilderness Survival Test to forage or find water, one person can be supported
for one day.
Willforce Discipline? No
Step Rank + WIL Action Free
Karma? No Strain 1
Substitute Willforce Step for Willpower step when making spell Effect Tests or resisting effects of some magical abilities.
Wind Catcher Discipline? No
Step Rank + WIL Action Standard
Karma? No Strain 0
Make a Wind Catcher (6) Test. On an Average or Good Result, user lands safely, suffering no Falling Damage. On an Excellent Result, descent can be directed to land no
farther from initial landing site than the distance fallen. Can safely fall up to Rank x 100 yards.
Winning Smile Discipline? No
Step Rank + CHA Action Standard
Karma? No Strain 0
Appear more attractive to sexually compatible targets. Make a Winning Smile Test against target’s Social Defense. Success adds Rank to Interaction Tests made against the
target for Rank hours. Winning Smile can be used once against a given character each day. Use on members of another race may require a higher Result Level.
Wood Skin Discipline? Yes
Step Rank + TOU Action Standard
Karma? Yes Strain 0
Spend a Recovery Test to make a Wood Skin Test, adding result to Death and Unconsciousness Ratings for Rank hours. When active, skin has the appearance of wood or
bark.
Wound Balance Discipline? Yes
Step Rank + STR Action Free
Karma? No Strain 0
Substitute Wound Balance Step for Strength Step when making Knockdown Tests when supporting and balancing user’s own weight.

Armored Matrix (3) Discipline? No


Step Rank Action N/A
Karma? No Strain 0
Holds 1 spell thread.
Astral Pocket Discipline? Yes
Step Rank + PER Action Standard
Karma? No Strain 1 (see text)
Create a pocket in astral space to hold objects. No more than one pocket can be active at a time. Make an Astral Pocket (6) Test. If successful, the Test Result determines
the maximum weight of goods the newly created pocket can hold. Storing and retrieving items from the pocket causes 1 Strain. The pocket remains for Rank days, or until
discarded. An astral pocket may be visible to those who can see astral space. An Excellent Result on an appropriate Astral Sensing Test against the user’s Spell Defense
reveals the pocket, at which point it can be attacked as though a normal Spell Matrix. If the pocket is destroyed, any items in the pocket are lost in astral space, unless some
other means of entering astral space is possessed.
Aura Armor Discipline? Yes
Step Rank + WIL Action Standard
Karma? No Strain 2
Add Rank to natural Physical and Mystic Armor for Aura Armor Test rounds.
Bargain with Summoned Creature Discipline? Yes
Step Rank + CHA Action Standard
Karma? No Strain 1
Strike a deal with a summoned creature by making Bargain with Summoned Creature Test against the creature’s Social Defense. The Result Level required for success
depends on the bargain offered. Without using Blood Magic to seal the bargain, maximum duration of any bargain can be no more than Rank hours.
Bestial Resilience Discipline? No
Step Rank + TOU Action N/A
Karma? No Strain 0
Use Bestial Resilience Step in place of Toughness Step when making Recovery Tests.
Body Blade Discipline? No
Step Rank + STR Action Free
Karma? Yes Strain 0
Transform a limb into a weapon, increasing unarmed damage. Rank determines type of weapon limb transforms into. The transformation lasts one round, using Body Blade
Step for all unarmed Damage Tests during that time.
Bone Compass Discipline? Yes
Step Rank + PER Action Standard
Karma? Yes Strain 2
Use a small piece of bone to connect with astral space to find a True Pattern that has been previously examined by Astral Sensing. Make a Bone Compass Test against the
target’s Spell Defense. If successful, the bone floats above user’s palm, pointing to the target if within Rank miles. If target is out of range, bone fragment does nothing. If
the test fails, the bone shatters. The closer the user gets to the target, the closer the bone floats to the center of the user’s palm. The higher the target is, the higher the
bone floats. The bone floats for Rank hours or until the user closes his fist.
Chameleon Discipline? Yes
Step Rank + WIL Action Simple
Karma? Yes Strain 1
Chameleon Test determines Detection Difficulty for Perception Tests to see the user for Rank minutes. If user engages in combat or uses Running combat option, the
camouflage is disrupted, revealing user until end of the round.
Critical Hit Discipline? No
Step Rank Action Free
Karma? Yes Strain 0
Add Rank to Damage Test of successful close combat or ranged Attack Test that achieves an Excellent Result.
Defense Discipline? Yes
Step Rank + DEX Action Standard
Karma? Yes Strain 1
Add Rank to Physical Defense for Defense Test rounds.
Detect Falsehood Discipline? Yes
Step Rank + PER Action Standard
Karma? No Strain 1
Make Detect Falsehood Test against target’s Social Defense. On an Average Result, know if target is lying to some degree. A Good Result reveals the type of lie: an
Exaggeration, a Half-Truth or a complete Fabrication. An Excellent Result reveals exactly which part of the statement is untrue.
Detect Influence Discipline? No
Step Rank + PER Action Standard
Karma? Yes Strain 0
Make Detect Influence Test against target’s Social Defense. An Average Result reveals if target is contaminated by some sort of Horror taint. A Good Result reveals if target
is currently possessed or actively under the influence of a Horror. An Excellent Result reveals if a voluntary pact was made or if target is Horror-marked. An Extraordinary
Result reveals type and identity of Horror.
Eagle Eye Discipline? No
Step Rank + PER Action Simple
Karma? No Strain 1
Make Eagle Eye Test against target’s Spell Defense. Success causes target to be considered at Short Range to the user for Rank rounds or until a ranged Attack Test is made.
Range modifiers are applied to the Damage Test, but weapon’s Range is not increased.
Echo Location Discipline? Yes
Step Rank + PER Action Standard
Karma? No Strain 1
Compare Echo Location Test against Spell Defense of each solid object and character within Rank x 10 yards. Success detects and tracks position of each object or character
for Rank rounds.
Elemental Walk Discipline? No
Step Rank + WIL Action Standard
Karma? Yes Strain 2
Become immune to a designated element for Elemental Walk Test minutes, allowing breathing underwater, swimming in lava, etc. Provides immunity to Engulf spirit power
and many spells and abilities based on single elements. User would be immune to damage from a rockfall or avalanche, but would gain no extra ability to dig out. Duration
can be extended with further Elemental Walk Tests. Protection can be gained from only one element at a time.
Endure Cold Discipline? Yes
Step Rank + TOU Action Free
Karma? No Strain 0
When taking freezing or cold damage, Endure Cold Test is subtracted from any Damage Points taken after armor and before determining Wounds, unconsciousness or
death. Talent can be used Rank times per day.
Escape Divination Discipline? No
Step Rank + PER Action Sustained
Karma? No Strain 1
Meditate for a half hour, making an Escape Divination Test against highest Spell Defense of whoever imprisoned user. Average Result provides only murky information
about the best exit. A Good Result provides an obscure clue; Excellent Results provide a helpful clue; an Extraordinary Result offers complete and clear information for a
trouble-free escape.
Ethereal Weapon Discipline? Yes
Step Rank + DEX Action Standard
Karma? No Strain 2
Make Ethereal Weapon Test as close combat or ranged Attack Test against opponent’s Physical Defense. Success allows Damage Test to ignore target’s Physical Armor –
Mystic Armor provides protection instead.
First Ring of Perfection Discipline? No
Step Rank + PER Action Simple
Karma? Yes Strain 0
When performing actions leading to an ability that requires a Sustained Action, make First Ring of Protection Test against user’s own natural Spell Defense. Success adds
Rank to Action Test for that Sustained Action.
Gain Surprise Discipline? Yes
Step Rank + WIL Action Simple
Karma? Yes Strain 1
Make Gain Surprise Test against target’s Spell Defense. Success gives user Surprise against that target until end of next round or until user acts against the target.
Characters acting before user can warn the target, ruining the surprise.
Gold Sense Discipline? Yes
Step Rank + PER Action Standard
Karma? Yes Strain 0
Sense presence of precious metals or minerals, but not magic substances, by making Gold Sense (6) Test. Success gives approximate direction in which largest deposit of
valuable substances is located within Rank x 100 yards. User may exclude valuable substances known to him, such as those carried on his person. May also exclude types of
substances, such as gold or diamonds, from detection. This talent is not limited to natural deposits of metals or minerals.
Impossible Hide Discipline? Yes
Step Rank + WIL Action Standard
Karma? Yes Strain 0
Use illusion magic to hide behind or under objects smaller than the user, as long as the object is larger than an inch high or wide. Impossible Hide Test determines Detection
Difficulty for any Perception Test made by those looking for user or scanning the area. With failed Perception Tests, observers simply pass by unless they lift the object the
user is hiding behind. If someone finds the user this way, user gains Surprise. Effect lasts for Rank minutes. Another Karma Point can be spent to maintain the effect.
Infuse Armor Discipline? Yes
Step Rank + PER Action Standard
Karma? Yes Strain 2
Touch armor or shield and make Infuse Armor Test against higher of target’s Spell Defense or its current Physical + Mystic Armor + 5. Success adds +1 to Physical and Mystic
Armor Ratings for each Result Level, lasting Rank hours. A given target can only benefit from one use of this talent at a time. A Rule of One destroys a non-magical target.
Infuse Weapon Discipline? Yes
Step Rank + Per Action Standard
Karma? Yes Strain 1
Touch a weapon and make Infuse Weapon Test against higher of target’s Spell Defense or its current Damage Step + 5. Success adds +1 to Damage Step for each Result
Level, lasting Rank hours. A given target can only benefit from one use of this talent at a time. A Rule of One destroys a non-magical target.
Lion Spirit Discipline? No
Step Rank Action N/A
Karma? No Strain 0
Add Rank to Spell and Social Defense against fear and Intimidation effects.
Matrix Strike Discipline? No
Step Rank + WIL Action Simple
Karma? No Strain 1
Make a Thread Weaving Test against target’s Spell Defense. Success strikes one of the target’s spell matrices, using Matrix Strike Test as Damage Test. Any of the target’s
spell matrices can be attacked, including matrix items. Unless user can see astrally, the matrix struck is determined randomly.
Mind Blade Discipline? Yes
Step Rank Action Standard
Karma? No Strain 1
Create a weapon from sheer will, with a Damage Step equal to Rank. The weapon is used in close combat normally, with no Strength minimum. The weapon lasts for Rank
minutes, but may be dispelled by user at any time. Mind Blades may be broken using magical abilities such as Weapon Breaker, and wielder may be disarmed as normal. A
disarmed or broken mind blade is automatically dispelled.
Mind Wave Discipline? No
Step Rank + WIL Action Standard
Karma? Yes Strain 0
Remain within 2 yards of the target and make Mind Wave Test against target’s Spell Defense. If successful, all conscious thought is washed from target’s mind, and target is
considered Harried for Rank rounds. This condition also affects target’s Social Defense. In this state, target will not initiate any Actions, except to defend if attacked. User
cannot communicate with others during the duration, requiring complete concentration and a Standard Action each round to maintain the effect. Each round, target may
make Willpower Test against Mind Wave Step to end the effect.
Multi-Strike Discipline? Yes
Step Rank + DEX Action Standard
Karma? Yes Strain 1+ (see text)
Make up to Rank close combat attacks, making Multi-Strike Test for each Attack Test. Each such attack causes 1 Strain. Each successful attack allows a Damage Test as
normal. Attacks may be directed against just one target or divided among any targets within reach as desired.
Multi-Weaving Discipline? Yes
Step Rank + PER Action Simple
Karma? No Strain 1
Once per round, may make a Multi-Weaving Test to weave spell threads in place of a Thread Weaving Test. This can even be used to weave multiple threads at the same
time as normal for Thread Weaving.
Netherwalk Discipline? Yes
Step Rank + WIL Action Standard
Karma? Yes Strain 0
Send spirit to walk in astral space. User’s spirit can move about in astral form for Netherwalk Test minutes, but must return to body before duration ends or user dies. User
may end effect any time spirit has re-entered body. While in astral form, may pass through solid objects, but passing through objects with True Pattern requires a
Netherwalk Test against object’s Spell Defense. Movement in astral space is limited to Movement Rate. Each minute of travel, user suffers damage dependent on level of
corruption, natural Mystic Armor protecting from this damage.
Plant Shelter Discipline? No
Step Rank + CHA Action Sustained
Karma? No Strain 1
Create a shelter from plants in 10 minutes, which lasts for Rank hours. Plant Shelter Test determines shelter’s Death Rating when treated as a barrier. Shelter has Physical
Armor equal to Rank. Shelter can hold user and up to Rank additional human-sized characters. Trolls and obsidimen count as two human-sized occupants, dwarves as one-
half, windlings as one-quarter.
Quick Shot Discipline? No
Step Rank + DEX Action Standard
Karma? Yes Strain 1+ (see text)
Declare number of ranged attacks desired, up to Rank attacks, taking 1 Strain per attack declared. Then make Quick Shot Tests as ranged Attack Tests. Continue until an
attack is missed, user chooses to stop, no more targets are available, ammunition runs out, or total number of declared attacks is taken. This cannot be combined with any
talent or skill that allows for additional attacks in close or ranged combat.
Reshape Object Discipline? Yes
Step Rank + WIL Action Standard
Karma? No Strain 2
Change the shape, but not mass, of non-living objects by making Reshape Object Test against highest of object’s Physical Armor, Spell Defense or Difficulty Number of 6.
Success reshapes the object over a 10-minute span, requiring concentration from the user for the entire time. Up to Rank x 20 pounds can be reshaped, and the effect is
permanent. Complexity of the final form should be taken into account, possibly requiring a higher Result Level.
Resist Pain Discipline? Yes
Step Rank Action N/A
Karma? No Strain 0
Reduce any Wound Penalties by Rank. Add Rank to any Action Test made to ignore intense pain, such as a Pain spell.
Rushing Attack Discipline? No
Step Rank Action Simple
Karma? Yes Strain 2 (see text)
Add Rank to Movement Rate. May interrupt movement at any time during the move, even multiple times, without having to resort to Splitting Movement combat option
and without becoming Harried. While interrupting movement, may attack as normal. Each interruption after the first, 1 additional Strain is suffered. This cannot be
combined with other abilities or combat options that increase Movement Rate or determine distance moved by special rules.
Safe Thought Discipline? No
Step Rank + WIL Action Standard
Karma? Yes Strain 0
Hide a specific type of thought, attitude or feeling from telepathic probes or divination magic. This replaces the “real” thought with vague and non-committal images or
sensations in response to the probe. It can only be used on a voluntary subject, who chooses which thought will be hidden. User makes Safe Thought Test against subject’s
Spell Defense. Success adds Rank to subject’s Defense Ratings when targeted by an ability that would detect the hidden thought and as a bonus to any Tests made to resist
the attempt, if allowed. This effect lasts for Rank hours or until the thought is discovered.
Second Chance Discipline? Yes
Step Rank + WIL Action Simple
Karma? No Strain 1
Reattempt a failed action or try to do better at a marginally successful one. Once per round, after making an Action Test, user may disregard the Test Result, making a
Second Chance Test in its place. The result of the Second Chance Test must be accepted, even if new Test Result is lower. If the user’s Second Chance Step is higher than
the original Action Test Step, Second Chance Test is made with penalty equal to the difference between the two.
Sense Magic Item Discipline? No
Step Rank + PER Action Standard
Karma? No Strain 1
Sense the presence of magic items by comparing Sense Magic Item Test against Spell Defense of all magic items within Rank x 10 yards. Success reveals existence and
approximate direction of each located item, but not exact location. Already known magic items can be excluded, or specific types of magic items, such as Blood Charms.
Shackle Shrug Discipline? No
Step Rank + DEX Action Sustained
Karma? No Strain 1
Escape from bonds on hands or feet, spending one minute, then making Shackle Shrug Test against Difficulty Number determined by type of bindings. Increase Difficulty
Number by +2 if bonds are on feet. Success allows user to escape. Failure causes further attempts to require an additional Result Level. Up to Rank attempts per day can
be made for each set of bindings.
Shared Matrix (3) Discipline? No
Step Rank Action N/A
Karma? No Strain 0
Holds spells with total Circle no greater than Rank.
Shield Beater Discipline? No
Step Rank Action Simple
Karma? Yes Strain 1
Make a close combat Attack Test as normal. If successful, reduce target’s Physical Armor by Rank. If using Shattering Shield combat option and achieving a Good Result on
Attack Test, add Rank to Damage Test to determine if shield is destroyed.
Show Armor Flaw Discipline? No
Step Rank + PER Action Standard
Karma? No Strain 2
Make Show Armor Flaw against higher of target’s or armor’s Spell Defense. Success reduces Result Level needed for Armor-Defeating Hit by one level against that target for
anyone attacking the target. This is not cumulative with Spot Armor Flaw.
Soften Blade Discipline? No
Step Rank + WIL Action Standard
Karma? No Strain 0
Weaken a weapon that can be seen within Rank x 6 yards by making Soften Blade Test against higher of weapon or wielder’s Spell Defense. Success reduces weapon’s
Damage Step by Rank, to a minimum of 1, for one hour.
Soul Shatter Discipline? Yes
Step Rank + WIL Action Simple
Karma? Yes Strain 1
Touch target and make Spellcasting Test against target’s Spell Defense. If successful, make Soul Shatter Test, dealing that many Damage Points to the target, reduced by
Mystic Armor. If the target suffers a Wound, target continues to take damage each round for Rank rounds, automatically suffering at least 1 Wound, plus Rank Damage
Points, natural Mystic Armor providing protection. Each round, target may make Willpower Test against Soul Shatter step to end the effect. If the initial Soul Shatter Test
does not cause a Wound, user instead suffers 1 Wound, plus Rank additional Damage Points, as if the talent had been used against the user. User may make Willpower Test
as normal to end this effect.
Spell Crystal Lock Discipline? Yes
Step Rank + PER Action Standard
Karma? No Strain 0
Make Spell Crystal Lock Test in place of Spellcasting Test when casting a spell from a matrix. If successful, spell is locked into matrix for a year and a day, during which time
the matrix cannot be used to hold any other spell. User takes 2 Blood Magic Damage, which cannot be healed until the talent ends. A successful Dispel Magic Test against
the spell’s Dispel Difficulty dispels the lock and ends the talent. Spells with no effective duration or with a duration of 1 round cannot have their duration extended with this
talent. Any matrix can be used, but the talent only locks the spell cast using Spell Crystal Lock. Any other spells that are present are erased from the matrix. User can only
have Rank locked matrices.
Spirit Strike Discipline? No
Step Rank + WIL Action Standard
Karma? No Strain 1
Make a close combat attack against an opponent in astral space by making Spirit Strike Test against higher of target’s Spell Defense or Difficulty Number of 6. If successful,
make a Damage Test as normal, based on weapon used. Defensive talents or skills, such as Avoid Blow, cannot be used against attacks made with Spirit Strike. User must
have some form of astral sensing or suffer a –5 Blindness penalty to Attack Test when using this talent.
Stone Skin Discipline? Yes
Step Rank + TOU Action Standard
Karma? Yes Strain 0
Spend one Recovery Test to add Rank to Physical Armor Rating for Stone Skin Test rounds.
Summoning Circle Discipline? Yes
Step Rank + WIL Action Sustained
Karma? Yes Strain 0
Spend one hour drawing a circle large enough to hold the summoned entity. Entities summoned into the circle cannot escape without first destroying it. The Summoning
Circle Test determines Difficulty Number to break free for any being trapped inside. The effect lasts for Rank hours, and each hour, being trapped inside can attempt a
Willpower Test against circle’s Difficulty Test to break the circle and escape.
Trace Missile Discipline? No
Step Rank + PER Action Simple
Karma? No Strain 1
Trace path of a missile or thrown weapon by looking at it and making Trace Missile Test against attacker’s Spell Defense. Success traces flight path back to attacker, marking
attacker’s forehead with a mystic symbol, which remains for Rank minutes. As long as target is marked, user is aware of attacker’s location and can attack without any
visibility modifiers. This talent can only trace a single missile each round.
Unmount Discipline? Yes
Step Rank + STR Action Simple
Karma? No Strain 1
If Attack Test against a mounted target is successful, can make Unmount Test in place of Damage Test against target’s Strength step. Success knocks target from his mount,
taking Falling damage and suffering effects of Knockdown. Unmount can be used with Setting Against a Charge combat option, but itself does not require target to make a
Charging Attack.
Vital Strike Discipline? No
Step Rank + PER Action Simple
Karma? Yes Strain 1
Make Vital Strike Test against target’s Spell Defense. Success adds Rank to result of next Damage Test against that opponent.
Vitality Discipline? Yes
Step Rank + TOU Action Sustained
Karma? Yes Strain 0
Gain bonus Recovery Tests each day equal to Rank, which may be used in the same way as normal Recovery Tests. If a bonus Recovery Test is used to heal damage, make
Vitality Test in place of normal Recovery Test, under same restrictions as a normal Recovery Test.
Warp Missile Discipline? No
Step Rank + PER Action Standard
Karma? No Strain 1
Make Warp Missile Test against higher of target’s or his weapon’s Spell Defense. Success reduces weapon’s Damage Step by Rank, to a minimum of 0. Any missile weapon
within Rank x 20 yards can be affected, lasting for Rank rounds.
Weapon Breaker Discipline? No
Step Rank + STR Action Simple
Karma? Yes Strain 0
Make normal close combat Attack Test. If successful, make a Weapon Breaker Test against higher of target’s or his weapon’s Spell Defense in place of a normal Damage
Test. Success reduces weapon’s Damage Step by a –2 per Result Level. An Extraordinary Result shatters non-magical weapons, ruining them. Threaded weapons can only
be reduced to a minimum Damage Step of 1. Damaged weapons can be repaired, shattered weapons cannot. Weapon breaker only works on manufactured weapons.
Weapon Ward Discipline? Yes
Step Rank + WIL Action Standard
Karma? Yes Strain 1
Add Rank to Physical, Social and Spell Defenses whenever one of those defenses is targeted by an ability that relies on a weapon (such as Melee Weapons, Stopping Aim or
Impressive Shot). This lasts for Rank rounds.
Wound Transfer Discipline? No
Step Rank + WIL Action Standard
Karma? Yes Strain 0
Touch target and make Wound Transfer Test against target’s Spell Defense. Success heals user of a Wound and transfers Damage Points equal to user’s Wound Threshold to
the target, causing a Wound to the target as normal Damage Points. User cannot transfer more Damage Points than Current Damage allows.
Bear Mark Discipline? No
Step Rank + WIL Action Free (see text)
Karma? No Strain 1
When becoming Horror-marked, make Bear Mark Test against Horror’s Spell Defense. Success isolates the mark, preventing its influence and leaving no ill-effects of being
marked. If the test fails, it may be re-attempted each time the Horror uses its powers through the Horror-mark. If this re-test is successful, the Horror’s attempt fails, but
mark is not isolated. On an Excellent Result, a re-test will isolate the mark. Up to Rank marks can be isolated at a time. If a magical ability that allows tracking or locating a
target is available, an isolated mark can be used to fulfill any requirements to establish a connection.
Suppress Influence Discipline? No
Step Rank + WIL Action Standard
Karma? Yes Strain 0
Suppress a magical power, either suppressing the effects a power has on a target, or prohibiting a target from using a power. Suppress Influence can be used on the powers
of creatures, Spirits, Horrors, Horror Constructs, Dragons and Dragon-like creatures. User must be within Rank x 2 yards to make a Suppress Influence Test against Spell
Defense of entity that used power. Success renders the power inactive for Rank rounds. This only suppresses effects on a single target, but multiple targets can be treated
consecutively. To prohibit a target from using its power, user must see the target, specify the power to be suppressed and make Suppress Influence Test against target’s
Spell Defense. Success renders power unusable for Rank rounds. Powers with a permanent effect, such as Durability, cannot be suppressed.
Swimming Discipline? No
Step Rank + STR Action Standard
Karma? No Strain 0
Make Swimming Test against Difficulty Number determined by water conditions. This uses a Standard Action every other round, starting when the first Swimming Test is
made. A new Swimming Test is required only when conditions change or at GM discretion. Swimming reduces Movement Rate by half.
Strength in the Blood Discipline? No
Step Rank Action N/A
Karma? Yes (see text) Strain 0
Buffer up to Rank x 2 Blood Magic Damage, infusing user’s blood with additional power. Any Blood Magic Charms whose Blood Magic Damage is completely buffered with
this talent negate any Depatterning Rating of that Charm. Each point of Blood Magic Damage to be buffered requires one Karma to be spent at that time.

Acting
Air Sailing
Alchemy
Animal Handling
Bribery
Conversation
Diplomacy
Engaging Banter
Fishing
Flirting
Forgery
Hunting
Mapmaking
Physician
Streetwise

Air Conditioning Temperature Strain 2


Change temperature around user instead of a fixed location. This does not protect against wind and weather, nor heat- or cold-based attacks
Anchored Spell Spellcasting Strain 1 Blood Wound
Cast a spell against Spell Defense of object to which spell will be anchored, requiring an Excellent Result. Suffer Permanent Damage equal to
Wound Threshold, which cannot be healed until spell ends. Once cast, spell remains in place for a year and day, or until triggered or dispelled.
Any character passing within 3 yards of the anchored object may trigger the spell. A magician can avoid triggering his own spell by making
Spellcasting (6) Test. Anchored spells otherwise function as ward traps.
Adept’s Best Tracking Strain 3
Friend
Locate another character’s mount, familiar or animal companion by touching the character and making Tracking Test against the animal’s Spell
Defense. Success allows locating the animal as though Tracking talent successfully used.
Animal’s Best Tracking Strain 4
Friend
Locate owner of a mount, familiar or animal companion by touching animal and making Tracking Test against the character’s Spell Defense.
Success allows following tracks as though successfully using Tracking talent.
Armor Beater Melee Weapons Strain 3
Ignore any Deflection Bonus when determining an Armor-Defeating Hit.
Astral Spy Orbiting Spy Strain 1+
Hide an orbiting spy in astral space, making it invisible to anyone without ability to view or detect astral space. This causes 1 Strain to conjure
spy, +1 Strain for each Orbiting Spy Test made during duration.
Astral Tracking Tracking Strain 2
When seeing into astral space, can use Tracking to follow a character in astral space.
Blood Compass Bone Compass Strain 3
Use Bone Compass on a target that has not been examined astrally. This requires an object linked to the target instead.
Bounce Avoid Blow Strain 2
Reduce Falling Damage Step by Avoid Blow Rank.
Braiding Threads Thread Weaving Strain 2
Allows bypassing maximum thread limits on magic items. All weaving must know Braiding Threads, each weaving a thread as normal,
increasing Difficulty Number by +1 for each additional thread in the braid. Treat all braided threads as a single thread.
By the Climbing Strain 4
Fingernails
After failing a Climbing Test, make a second Climbing Test at same Climbing Difficulty to not fall.
Cosmetics Fire Heal Strain 2 (see text)
Forgo Recovery Tests to remove scars, warts, and other skin deformities. If used with Heal Other knack, Strain costs are combined.
Covet Item Haggle Strain 4
Used with first Haggle Test against target’s Social Defense. On a Good Result, target feels strong desire to purchase item. Each following
successful Haggle Test adds +10% to price target will pay, rather than +5%.
Creature Creature Analysis Strain 2
Remains
A Good Result after analyzing trace evidence of a creature identifies the creature and allows a question as normal.
Deathsight Lifesight Strain 3
See strength and composition of undead Namegivers and Horror constructs with a Good Result on Lifesight Test.
Deflect Blow Melee Weapons Strain 1
When using Defensive Stance combat option, freely determine bonus to Physical Defense, up to Melee Weapons Rank. Penalty to Action
Tests is equal to the bonus to Physical Defense. If at least one use of Melee Weapons is not made in the round this knack is used, penalty is
suffered next round with no concurrent bonus. Effects end immediately if disarmed.
Diagnose Astral Sight Strain 2
A Good Result on an Astral Sight Test against the target’s Spell Defense reveals injuries, diseases, poisons and other afflictions.
Faulty Bowyer Warp Missile Strain 4
Make Warp Missile Test as normal, requiring an Extraordinary Result. Success renders weapon useless until repaired.
Faulty Goods Haggle Strain 2
Use on first Haggle Test, requiring a Good Result against target’s Social Defense. Success causes target to sell item at half original price.
Further Haggle Tests modify the price by +/-5% of the new price.
Flaming Wounds Fireblood Strain 3
Make Fireblood Test against user’s Wound Threshold. Success heals one Wound, but recovers no Damage Points.
Forge Arrow Forge Weapon Strain 2
Forge up to Rank individual pieces of ammunition at a time. Unforged missiles are considered to have parent weapon’s Size and Damage Step
of 1 for purposes of initial Difficulty Number. Success increases Damage Step by +1 when using the ammunition.
Glide Wind Catcher Strain 2
Move horizontally up to three times the distance fallen.
Ghost Master Thread Weaving Strain 0
Ritual
Halt Disease Cold Purify Strain 2
Make Cold Purify Test against disease’s Spell Defense. A Good Result halts effects of disease, but heals no Damage.
Heal Others Fire Heal Strain 1+
Works as Fire Heal, but user must get Good Result on Fire Heal Test. Failure causes both user and target Damage and Wounds. Use of this
knack causes user Strain equal to number of bonus Recovery Tests bestowed on target.
Hold Multiple Hold Thread Strain 2+
Threads
Make Hold Thread Test as normal, but user not limited to holding only one thread. For every thread attempted to be held, suffer 2 Strain.
Horror Analysis Creature Analysis Strain 1
Extend use of Creature Analysis to include Horrors, Horror constructs and the remains of Horrors and their victims, assuming a Good Result is
achieved.
Identify Tracks Tracking Strain 2
Make a Tracking Test; on a Good Result, learn exact number of members and the distinct races that make up a group being tracked. An
Excellent Result or better may provide even more information.
Improvised Throwing Strain 1
Missiles Weapons
Use object no larger than 12 inches long as a throwing weapon. Suffer no penalty to Attack Test when hurling an improvised weapon. If
Attack Test is successful, GM determines Damage Step (usually Step 1). Objects hurled with this knack have same range as dagger.
Liar Detect Falsehood Strain 1
Spend one Karma Point to engineer a lie to work against a specific character. Make Detect Falsehood Test, gaining +1 bonus per Result Level,
starting with a Good Result, to Interaction Tests against the target, as long as the Tests relate to the lie told.
Mind Trick Mind Wave Strain 1
Spend a Karma Point and get Good Result on a Mind Wave Test to make target follow a simple one- or two-word command for the duration of
the talent. Target remains unaware of someone else controlling actions until talent ends. Each round target may make Willpower Test against
Mind Wave Step to end effect. User must remain within Rank x 2 yards or the effect ends.
Nether Sextant Bone Compass Strain 3
Instead of detecting a True Pattern, detect gateways to specific, previously-visited Netherworlds, provided gateway is within Rank miles.
Offguard Picking Pockets Strain 4
After initial Picking Pockets Test, make a second Picking Pockets Test against target’s Social Defense. Success prevents target from noticing
the theft at all.
Orbiting Watcher Orbiting Spy Strain 1
Place a spy spirit to watch a place, item or being. Make Orbiting Spy Test to summon as normal, then a second Orbiting Spy Test against Spell
Defense of the target. Success causes spy spirit to stay with target for duration of the talent. Spirit can communicate with user up to Rank
miles away.
Photographic Book Memory Strain 3
Memory
Remember exact details of a place, up to Rank yards in radius. Make Book Memory Test against highest Spell Defense within the area.
Success perfectly memorizes the details of the place, counting as one book for purposes of Book Memory talent. Calling memory to mind
allows examining scene at leisure, even using Evidence Analysis.
Pin Up Throwing Strain 2
Weapons
Pin a target to a nearby wall with a thrown weapon. Target must be within 2 yards of a structure, and wearing suitable clothing to be pinned.
Make Throwing Weapon Test using a suitable weapon against target’s Physical Defense. On a Good Result, target is pinned to wall, suffering
no Damage Points. A Strength Test against attack’s Damage Step is required to break free. While pinned, target is considered Harried.
Remember Book Memory Strain 2
Conversation
Remember a conversation by making Book Memory Test against highest Spell Defense of all speakers. A memorized conversation lasts up to
Rank hours and counts as one book for purposes of Book Memory talent.
Shadow Hide Silent Walk Strain 1
Conceal user in nearby shadows, making Silent Walk Test to determine Detection Difficulty for Perception Tests to see or hear user. During
use of this knack, can move no faster than half Movement Rate.
Signature Spells Spellcasting Strain 1
Alter (but not eliminate) cosmetic effects of spells.
Smooth Armor Forge Armor Strain 4
Reduce Initiative Penalty of armor or shield instead of increasing its Armor Rating. Decreasing the Initiative Penalty functions mechanically as
though increasing Physical Armor Rating. Initiative Penalty cannot be reduced by more than half (round up).
Swift Hoof Trick Riding Strain 1 (see text)
Spend Karma Point to increase mount’s Movement Rate by Trick Riding Rank. This is treated as though the mount used the Sprint talent, with
the mount taking this knack’s Strain rather than the rider.
Swinging Move Climbing Strain 0+
Make Climbing Tests to travel by swinging from ropes or vines. When covering distance up to Movement Rate, make Climbing (8) Test;
swinging up to double Movement Rate requires Climbing (12) Test and 1 Strain. A successful Climbing Test means user swings and lands
where desired, while failure causes user to be Knocked Down. A Pathetic Result means user loses grip, suffering Falling Damage.
Thread Masking Thread Weaving Strain 2
Increase difficulty of detecting and identifying permanent woven threads.
Traceless Stride Silent Walk Strain 1
While using Silent Walk, leave no footprints for Rank rounds.
Unraveling Thread Weaving Strain 2+
Make Thread Weaving Test against target spell’s Weaving Difficulty for each thread spell requires, causing 2 Strain per Test. Once all threads
(if any) are unraveled, make a final Thread Weaving Test against spell’s Dispel Difficulty, again causing 2 Strain.
Wound Heal Fire Heal Strain 2 (see text)
Heal a Wound instead of gain Recovery Tests. Only one Wound can be healed per use, requiring a one hour ritual. Fire Heal Test is made
against Step 8 Fire Intensity Test. Success heals one Wound, failure causes normal consequences of a failed Fire Heal Test. Can be used with
Heal Other knack to heal one Wound to another character as above. If failed, both characters suffer consequences as per Heal Other.

Act on Instinct
Commanding Gaze
Corner of the Eye
False Evidence
Guard Pockets
Stalk
Brandmark Servant
Break Lock
Cover
Endure Heat
Lay of the Land
Mind Reading
Bind Spirit
Create Orichalcum
Create Armored Matrix Item
Create Common Magic Item
Create Enhanced Matrix Item
Create Shared Matrix Item
Create Spell Matrix Item
Create Thread Item
Weave Element

Damage Min. STR. Short Long Size Weight


Broadsword 11 12 --- --- 3 4 Threaded
Dagger (4) 2 4 10 20 1 1
Hand Axe 6 8 --- --- 2 3 Fully Forged
Knife (8) 1 3 8 16 1 5/8
Short Sword (2) 6 8 --- --- 2 3 Fully Forged
Whip 3* 7 --- --- 3 2
Light Crossbow 8 9 48 96 3 5 Threaded
Folding Longbow 10 11 60 120 5 4 Threaded
Hawk Hatchet 7 8 24 48 3 2 Fully Forged
Bola (2) 3 6 12 24 2 2

Crystal Scale (10/10, fully forged, Threaded)


Blood Pebble (11/8, fully forged, Threaded, 3 Blood Damage)

Threads
Crystal Scale
Blood Pebble
Broadsword
Light Crossbow
Folding Longbow
War Gauntlets (+2 close combat Attacks, +2 close combat Damage)
Buoyant Bag (bag and contents weigh 10% of normal)
Potion of Life (5/day, +10 Healing Potion, +7 Cure Disease potion or normal cure poison potion)
Espagra Boots (+3 Avoid Blow, +3 Silent Walk)
2 Matrix Bracers (1 Shared Matrix, 2 Armored Matrices)
Armored Matrix ring
Band of Fortune (GM Companion 27)
Truefang (GM Companion 44)
Shadow Bomb (Kratas 248)

Blood Karma Charm (1)


Desperate Blow (3)
Desperate Spell (3)
Initiative Booster (4)
Strength Booster (2)
Blood Fingers (2)
Swimming Charm (3)
Cropdiver Charm (0/2)

Bedroll of Comfort
Huntsman’s Boots
Everclean Cloak
Firefly Chalk
Firestarter
Hot Pot
Light Quartz
Quiet Fingers Gloves
Quiet Pouch
Booster Potion (2)
Cure Disease Potion
Disease Remedy
Salve of Closure (3)
Alchemist’s Kit
Alchemist’s Shop
Light/Dry Bag
Belt Pouch
Candles (6)
Fishing Kit
Flint and Steel
Blanket
Scroll Case
Navigation Charts
Paper
Oil Flask (3)
Quill Pen
Grimoire
Rope (100’)
Rope (100’)
Rope (300’)
Whetstone
Writing Ink

Spell Matrix Dragon’s Breath


Spell Matrix Wall of Darkness
Spell Matrix Astral Mount
Spell Matrix Thorny Retreat
Spell Matrix Astral Slice (Hold Pattern)
Spell Matrix Constrict Heart
Enhanced Matrix Bone Shatter
Enhanced Matrix Steal Strength
Enhanced Matrix Dust to Dust
Enhanced Matrix Spirit Bolt
Armored Matrix Target Portal (Hold Pattern)
Armored Matrix Damage Transfer
Armored Matrix Restrain Entity
Armored Matrix Talent Shredder
Shared Matrix Gills, Hunter’s Sense, Fuel Flame, Snuff, Metal Wings
Shared Matrix Resist Poison, Perimeter Alarm, Air Mattress
Shared Matrix Globe of Silence, Recovery, Astral Spear
Shared Matrix Last Chance, Viewpoint, Pain, Repel Animal, Detect Undead, Undead Struggle
Armored Matrix Charm Catch Spell (Spell Crystal Lock)
Armored Matrix Charm Warp Astral Space (Hold Pattern)
Armored Matrix Charm Shatter Pattern (Hold Pattern)
Armored Matrix Item Netherblade
Armored Matrix Item Void Wave (Hold Pattern)
Armored Matrix Item Soul Armor
Armored Matrix Item Wake-up Call
Armored Matrix Item Death Trance
Shared Matrix Item Air Armor, Crunch Climb, Earth Blend, Heat Food, Moonglow, Purify Water, Dry and Wet
Experience Death, Mount Scare, Spirit Grip, Dispel Magic, Ignite, Triangulate, Ethereal Darkness
Shared Matrix Item Clean, Seal, Identify Magic, Fog of Fear, Sense Horror

Air Armor (0) Air Mattress (1) Fuel Flame (0) Air Blast (1) Fireball (1) Living Wall (2) Cloud Summon (3) Blade Fury (2) Burning Water (5) Earth and Air (3)
Crunch Climb (1) Billowing Cloak (1) Plant Feast (3) Blizzard Sphere (2) Ironwood (3) Fire Hounds (1-6) Earth Wall (3) Cloud Banish (3) Weather Change (5)
Earth Blend (0) Boil Water (2) Porter (2) Falcon’s Cloak (2) Metal Wings (2) Perimeter Alarm (3) Cold Embers (4)
Flameweapon (2) Detect Elementalism (2) Repair (1) Fire Whip (1) Resist Poison (2) Silence Metal (3) Dragon’s Breath (3)
Heat Food (1) Gills (2) Sky Lattice (3) Suffocating Paste (2)
Moonglow (0) Hunter’s Sense (0) Snuff (2) Weapon Back (2)
Purify Water (1) Sterilize Object (1)

Astral Spear (1) Bone Circle (3) Death Trance (2) Animate Skeleton (2) Astral Horror (3) Blessed Light (1) Astral Beacon (3) Globe of Silence (3)
Detect Undead (0) Detect Nethermancy (2) Fog of Fear (2) Astral Flare (2) Astral Mount (2/4) Bone Shatter (2) Banquet of Dis (3) Netherblade (2)
Dry and Wet (1) Ethereal Darkness (1) Grave Message (4) Fatal Food (3) Blind (3) Dust to Dust (1+) Cold Storage (8) Restrain Horror (1)
Experience Death (1) Fog Ghost (2) Pack Bags (1) Last Chance (1) Circle of Astral Protection (3) Recovery (3) Constrict Heart (0) Visit Death (4)
Insect Repellent (1) Life Circle of One (2) Pain (0) Spirit Servant (3) Pass Ward (5/6/7) Soul Armor (1) Marathon Run (3) Wall of Bones (4)
Mount Scare (1) Repel Animal (2) Preserve (2) Viewpoint (1) Sculpt Darkness (2) Wall of Darkness (2) Restrain Entity (2)
Spirit Dart (0) Shadow’s Whisper (1) Summon Bone Ghost (1) Visions of Death (1) Sense Horror (2) Reverse Withering (3)
Spirit Grip (0) Shadow Hunter (3) Spirit Bolt (1)
Undead Struggle (0) Spiritual Guidance (3) Steal Strength (3)
Star Shower (1) Step Through Shadow (3)
Create Life (1+) Astral Slice (5) Alter Life (1+) Target Portal (4) Wit Friend (2)
Dark Sword (6) Damage Transfer (3) Shatter Pattern (7) Whisper Through the Night (1)
Disrupt Magic (2) Gateway (5)
Mystic Vessel (3) Soul Trap (6) Erase Horror Mark (6)
Silent Darkness (3) Spirit Tempest (4) Eternal Youth (6)
Talent Shredder (1) Strong Pattern (6)
Void Wave (4) Tap Horror Karma (2)

Dispel Magic (1) Astral Shield (0) Notice Not (1) Identify Magic (1) Kaer Pictographs (4) Mental Library (3) Call (2) Catch Spell (2) Reattach Limb (6) Hold Pattern (6)
Ignite (0) Clean (2) Wizard Mark (2) Inventory (4) Sanctuary (3) Spellstore (2) Warp Astral Space (3)
Triangulate (0) Seal (1) Kaer Knocking (4)
Wake-Up Call (4) Thorny Retreat (1)
Wizard’s Cloak (2)

Named Air Armor


Named Dark Sword
Named Eternal Youth
Named Insect Repellent
Named Soul Armor
Named Weapon Back (3)
Named Weather Cloak
Named Wit Friend
Named Wizard’s Cloak

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