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Lore Master Academies

Academy of the Blademaster

Lore Masters who attended the Blademaster Academies, do so for the Academy’s focus on individual martial skill. The magic and tactics they learn are primarily focused purely on enhancing their own abilities and performance. In battle Blademasters gracefully move from one foe to the next with ease. knowledgeable of many styles of combat forms and stances, they are able to analytically overcomes most foes they are pitched against.

Called Blademasters, those who attend these Academies are found primarily in the midst of the battlefield or acting as guardians of other Lore Master Academies, due to their knowledge in how to deal with both mundane threats as well as those posed by spellcasters.

This Academy is recommended for those who chose a Balanced Focus or Martial Focus for their Academic Philosophy, this is not considered mandatory but consider discussing with the GG the nature of this decision and how you gained this knowledge.

Well Educated

1st Tier Blademaster Feature

You have been trained in skills useful for both developing your tactics and leadership abilities. Choose any two Skills to Learn, then choose one Skill you have Learnt to Master.

You also gain Training in Heavy Armour, Learn the Bladestance Form 1 – Determination Tactical Manoeuvre, and gain an additional Fighting Style Feat.



Lightning Reflexes

1st Tier Blademaster Feature

You strike quicker than most can see. Your Inspired Event Scope increases by 1, and you may use your Trait of Power instead of Physique for fulfilling the Heavy Weapon and Heavy Armour Properties.

Whenever you roll a 1 on the d20 for an Attack Roll with a Weapon Attack or Unarmed Strike, you can choose to reroll the d20, but you must use the new result. If you have Advantage/Disadvantage on the roll the reroll occurs before the d20 results are compared.

In addition, you learn two of the following Tactical Manoeuvres; Careful Strike, Parry, Spellbreaker, or a Tactical Manoeuvre with the Academy of the Blademaster as a Prerequisite, that you meet the Prerequisites of.



Analytical Skill

2nd Tier Blademaster Feature

You know how to quickly assess the weak points of your foes. You learn the Strategic Analysis Tactical Manoeuvre. Whenever you successfully perform the Study action against a Target you can see within 12m (At Range) of you, you may also apply the Marked condition to the Target, and Attack Rolls you make against the Target are made with Advantage until the start of your next Turn.



Trained Method

3rd Tier Blademaster Feature

You have memorised your combat forms and spell incantations. Your Inspired Event Scope increases by 1. If a spell or Tactical Manoeuvre would cost more than 3AP, its AP cost is reduced for you to 3AP.

If an entity makes a Concentration Test after receiving damage from your Weapon Attacks or Unarmed Strikes, they have Disadvantage on the Test.

You gain an additional Tactical Manoeuvre Die and Learn another Tactical Manoeuvre listed with the Lightning Reflexes Feature.



Martial Mastery

4th Tier Blademaster Feature

You have mastered the blade. You gain a Weapon Specialisation Feat. If you miss with a melee Weapon Attack or Unarmed Strike, you can expend a Manoeuvre Die to immediately reroll the d20 roll adding the value of the Manoeuvre Die to the result, you must use the new result.

Your Weapon Attacks and Unarmed Strikes ignore Damage Reduction for Bludgeoning, Piercing, and Slashing damage.

If you score a Critical Hit with a Weapon Attack or Unarmed Strike, you also ignore Resistances to Bludgeoning, Piercing, and Slashing damage.



Academy of the Blademaster Tactical Manoeuvres

Both Deflect Attacks reactions are Learnt together, and both Deflect Spells reactions are Learnt together.

Lore Master Action Card (Tactical Manoeuvre) Bladestance Form 1 - Determination AP Cost: 1AP Prerequisite: Academy of the Blademaster Effect: This is the basic form all Blademasters learn when they begin their training. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You gain a Shield Bonus to your HT equal to your Trait of Power (minimum of +1). •You have Advantage on Trait Tests to resist or avoid being knocked Prone, pushed, pulled, or otherwise unwillingly moved. •Your movement does not provoke Opportunity Attacks. •You may expend a Tactical Manoeuvre Die when making a Determination Test to resist or avoid a harmful effect, the Test automatically succeeds, and this Stance ends. Lore Master Action Card (Tactical Manoeuvre) Bladestance Form 2 - Contention AP Cost: 1AP Prerequisite: Academy of the Blademaster Effect: This is the form is taken by Blademasters who wish to focus their studies on duelling their opponents in single combat. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You may use treat all Weapons as having the Finesse Weapon Property and may perform Opportunity Attacks. •You have Advantage on all melee Weapon Attack and Unarmed Strike Attack Rolls. •You have +1 RP which may only be used to perform Opportunity Attacks or Tactical Manoeuvres. •You may expend a Tactical Manoeuvre Die when an Attack Roll is declared against you from an entity within your AoC. You gain a Focus Bonus to your HT until the start of your next Turn, equal to the roll of your Manoeuvre Die and this Stance ends. Lore Master Action Card (Tactical Manoeuvre) Bladestance Form 3 - Resilience AP Cost: 1AP Prerequisite: Academy of the Blademaster Effect: This is the form is taken by Blademasters who wish to focus their studies on preventing ranged attacks. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You are treated as being in Half Cover from Ranged Attack Rolls. •If you perform the Deflect Attack or Deflect Spell Tactical Manoeuvres against a ranged attack, you may roll the Tactical Manoeuvre Die twice combining their results when determining the Damage Reduction. If the damage is reduced to 0, you do not need to expend a Manoeuvre Die to redirect the attack. •You have +1 RP which may only be used to perform the Deflect Attack or Deflect Spell Tactical Manoeuvres. You must have Learnt these Manoeuvres to be able to use them. •You may expend a Tactical Manoeuvre Die when performing the Deflect Attack or Deflect Spell Tactical Manoeuvre against a ranged attack. You automatically reduce the damage to 0 and are considered to have expended a Tactical Manoeuvre Die for the Manoeuvre, once the Manoeuvre has resolved and this Stance ends. Lore Master Action Card (Tactical Manoeuvre) Bladestance Form 4 - Aggression AP Cost: 1AP Prerequisite: Academy of the Blademaster Effect: This is the form is taken by Blademasters who wish to focus striking from multiple angles at their foes to keep them on the back foot. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You may use treat all Weapons as having the Finesse Weapon Property. •Whenever you deal damage to an opponent with a melee Weapon Attack or Unarmed Strike you may immediately move up to half your Walking speed •You have Advantage on Acrobatics Skill Rolls. •On your Turn, you may for 2AP expend a Tactical Manoeuvre Die. You may make a single melee Weapon Attack or Unarmed Strike against each hostile entity within your AoC. Adding a roll of your Manoeuvre Die to the Damage Roll of any hits. Once this action has resolved this Stance ends. Lore Master Action Card (Tactical Manoeuvre) Bladestance Form 5 - Perseverance AP Cost: 1AP Prerequisite: Academy of the Blademaster Effect: This is the form is taken by Blademasters who wish to focus on counterattacking and exploiting their enemies’ openings. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •At the start of each of your Turns, you may choose to either gain a +2 Shield Bonus to HT or a +2 Focus Bonus to your melee Attack Rolls. This Bonus last until the Stance ends or you choose a different result. •In response to an opponent within your AoC missing you with an Attack Roll, you may use your reaction (1RP) to make a single melee Weapon Attack or Unarmed Strike against the Triggering Target. •If you perform the Deflect Attack or Deflect Spell Tactical Manoeuvres against a ranged attack, even if you do not reduce the damage to 0HP you may expend a Tactical Manoeuvre Die to make a ranged attack against a Target, however the damage dealt is halved. If you do reduce the damage to 0, you have Advantage on the ranged Attack Roll. •In response to an attack from a Target within your AoC hitting you, you may use your reaction (1RP) and expend a Tactical Manoeuvre Die. You may make a single melee Weapon Attack or Unarmed Strike against the Triggering Target with Advantage. Adding a roll of your Manoeuvre Die to the Damage Roll on a hit. Once this reaction has resolved this Stance ends. Lore Master Action Card (Tactical Manoeuvre) Bladestance Form 6 - Moderation AP Cost: 1AP Prerequisite: Academy of the Blademaster Effect: This is the form is taken by Blademasters who wish to focus on a balanced approach, not just between offence and defence, but with the physical and the immaterial. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •Your Inspired Event Scope increases by 1. •You gain a +1 Focus Bonus to HT and a +1 Focus Bonus to Attack Rolls. •You have Advantage on Acrobatics and Focus Skill Rolls to resist, avoid, or end harmful effects. •When casting a spell or performing a Tactical Manoeuvre, you may expend a Tactical Manoeuvre Die. You gain Advantage on Attack Rolls made as part of the Spell or Manoeuvre and grant the Target Disadvantage on Trait Tests to resist or avoid the effects of the spell or Manoeuvre. Should it deal damage you also add a roll of your Manoeuvre Die to the Damage Roll. Once the Spell or Manoeuvre has resolved this Stance ends. Lore Master Action Card (Tactical Manoeuvre) Bladestance Form 7 - Ferocity AP Cost: 1AP Prerequisite: Academy of the Blademaster Effect: This is the form is taken by Blademasters who wish to focus on strengthening their blows with raw emotion and power. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •Your Critical Hit Scope Increases by 2. •You may during your Turn grant yourself Advantage on all Attack Rolls made until the start of the following Turn, however for the same Duration all Attack Rolls against you are made with Advantage. Your Attacks that hit whilst this is occurring add two rolls of your Manoeuvre Die to their Damage Rolls. •You have Advantage on Determination Tests, bar Attack Rolls. •In response to an attack from a Target within your AoC hitting you, you may use your reaction (1RP) and expend a Tactical Manoeuvre Die. You may make a single melee Weapon Attack or Unarmed Strike against the Triggering Target with both the Critical Hit and Critical Failure Scope increased by 2. Adding a roll of your Manoeuvre Die to the Damage Roll on a hit. Once this reaction has resolved this Stance ends. Lore Master Reaction Card (Tactical Manoeuvre) Blade Wall RP Cost: 1RP Prerequisite: Academy of the Blademaster Requirement: Not under the effects of the Frozen, Grappled, or Restrained conditions Trigger: An Attack Roll is made against you Effect: Your training allows you to blow incoming strikes with your blade with near supernatural speed. Make an Attack Roll using a melee Weapon or Unarmed Strike. The TTV of your Attack Roll, if it is higher than your current HT, becomes your HT until the end of the Turn. Lore Master Reaction Card (Tactical Manoeuvre) Deflect Attacks (Melee) RP Cost: 1RP Prerequisite: Academy of the Blademaster Trigger: You receive damage from a Melee Weapon Attack or Unarmed Strike Effect: You have trained to redirecting the blows of attackers away from you. You attempt to deflect the attack, reduce the damage of the attack by a roll of your Tactical Manoeuvre Die + your Trait of Power + your Lore Master Level. If you reduce the damage to 0 and the attack was a Melee Attack, you may expend a Tactical Manoeuvre Die to redirect the attack, to cause the attacker to make an Attack Roll against your chosen Target, resolving the rest of their attack as normal. On Hit: You may add a roll of your Tactical Manoeuvre Die to resulting the Damage Roll. Lore Master Reaction Card (Tactical Manoeuvre) Deflect Attacks (Ranged) RP Cost: 1RP Prerequisite: Academy of the Blademaster Trigger: You receive damage from a Ranged Weapon Attack or Unarmed Strike Effect: You have trained to redirecting the blows of attackers away from you. You attempt to deflect the attack, reduce the damage of the attack by a roll of your Tactical Manoeuvre Die + your Trait of Power + your Lore Master Level. If you reduce the damage to 0 and the attack was a Ranged Attack, you may expend a Tactical Manoeuvre Die to make a Ranged Attack with the Weapon/Ammunition. The Weapon has a Base Range of 6m (Near) and a Long Range of 12m (At Range). On Hit: You may add a roll of your Tactical Manoeuvre Die to resulting the Damage Roll. Lore Master Reaction Card (Tactical Manoeuvre) Deflect Spells (Melee) RP Cost: 1RP Prerequisite: Academy of the Blademaster Trigger: You receive damage from a spell Targeting only you with an Attack Roll Effect: You have trained to redirecting the blows of attackers away from you. You attempt to deflect the attack, reduce the damage of the attack by a roll of your Tactical Manoeuvre Die + your Trait of Power + your Lore Master Level. If you reduce the damage to 0 and the attack was a Melee Spell Attack, you may expend a Tactical Manoeuvre Die to redirect the attack to cause the attacker to make a spell Attack Roll against your chosen Target, resolving the rest of their spell as normal. On Hit: You may add a roll of your Tactical Manoeuvre Die to resulting the Damage Roll. Lore Master Reaction Card (Tactical Manoeuvre) Deflect Spells (Ranged) RP Cost: 1RP Prerequisite: Academy of the Blademaster Trigger: You receive damage from a spell Targeting only you with an Attack Roll Effect: You have trained to redirecting the blows of attackers away from you. You attempt to deflect the spell, reduce the damage of the attack by a roll of your Tactical Manoeuvre Die + your Trait of Power + your Lore Master Level. If you reduce the damage to 0 and the attack was a Ranged Spell Attack, you may expend a Tactical Manoeuvre Die to make a Ranged Spell Attack Roll with the spell against a Target you can see within 12m (At Range) of you. On Hit: You may add a roll of your Tactical Manoeuvre Die to resulting the Damage Roll. Lore Master Action Card (Tactical Manoeuvre) Focused Strike AP Cost: 1AP Prerequisite: Academy of the Blademaster Cost: You may expend one Tactical Manoeuvre Die Target: A hostile entity you can see within Range Range: Melee Effect: You have learned to channel you focus to taking down your enemies one foe at a time. The Target gains the Marked condition and until the start of your next Turn, you double your SB on Attack and Damage Rolls made against your Target. Until the start of your next Turn, Attack Rolls made by hostile entities bar your Target against you are made with Advantage. Empowered Action: If you chose to expend a Manoeuvre Die, you may make a single melee Weapon Attack or Unarmed Strike as part of this action. Lore Master Action Card (Tactical Manoeuvre) Enduring Blade AP Cost: 2AP Prerequisite: Academy of the Blademaster Tier 3 Requirement: Has the Bloodied condition Cost: 1 Tactical Manoeuvre Die Effect: Your duty is clear your blade cannot fall. You recover HP equal to a roll of your Tactical Manoeuvre Die + your Lore Master Level.


Academy of the Emissary

Lore Masters who attend the Emissary Academies, do so for the Academy’s focus on diplomacy and etiquette, utilising the martial training for their own protection should negotiations turn violent. They will study the varying languages and cultures of the region, alongside techniques for debate and negotiation.

Called Emissaries, those who attend these Academies can be found often in royal courts, noble assemblies, and hastily assembled halls for battlefield negotiations. Many seeking out members of this Academy to assist in their diplomatic efforts and to hopefully gain advantages in dealing with their rivals.

Trained Diplomat

1st Tier Emissary Feature

You have been trained in skills useful for diplomacy. Choose any two of the following Skills to Learn, Animal Handling, Deception, Diplomacy, Empathy, Intimidation, Investigation, Linguistics, or Perception. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.

You also Learn two Languages of your choosing and gain the Experienced Courtier Feat.



Empowered Words

1st Tier Emissary Feature

Your skill with words empowers your allies. You may Learn two additional Tactical Manoeuvres from the General Tactical Manoeuvre List or any Academy Specific Tactical Manoeuvre List, use your Tiers of this Academy as Tiers of the appropriate Academy for Prerequisites of any Academy Specific Manoeuvres.

When you perform the Socialise action, you can expend a Tactical Manoeuvre Die to add the result of the Die’s roll to the Test’s TTV. Whenever a Trait Test performed as part of the Socialise action is a success, the Target has Disadvantage on resisting or avoiding the effects of you and allied entities performed as part of Tactical Manoeuvre actions and spells.

When you perform a Tactical Manoeuvre Targeting an allied entity, you can expend a Tactical Manoeuvre Die to grant each Target Advantage on the next Trait Test they make.

In addition, the requirements for moving between Relationships Levels are lower for you (be sure to inform the GG you have this Feature), with the exception of moving to a lower Relationship Level which requires a higher amount than normal.



Keen Diplomat

2nd Tier Emissary Feature

You have learnt how to gain small victories no matter how your efforts pan out. You gain the Words Over the Blade Feat. Whenever you succeed on a Deception, Diplomacy, or Intimidation Skill Roll, you can choose to expend a Tactical Manoeuvre Die, to either increase their Relationship Level to you by a Level, or you can choose to gain a piece of information about the Target; either a Concept, an Interest, a Hatred, or their current mood and feelings as if you had passed an Empathy Skill Roll.

Should you fail the Skill Roll for one of the above listed Skills, you can choose to expend a Tactical Manoeuvre Die, to either glean a piece of insight into something the Target will want to alter their disposition or to gain their assistance, or you can choose to not have this lower the Target’s Relationship Level towards you.

In addition, you gain an additional Tactical Manoeuvre Die, and when you would roll your Tactical Manoeuvre Die, you may roll it twice choosing which result to use.



Mental Labyrinth

3rd Tier Emissary Feature

You have learnt how to channel your thoughts to frustrate interlopers. You have Advantage on Trait Tests made to resist, avoid, or end the effects of Dictation and Divination School Spells, Powers, & Rites.

If you would succeed a Trait Test to resist or avoid effects that would sense your emotions, detect thoughts, or see if you are telling the truth, you can choose what information the user of the effect receives, or you can choose to deal Xd8 Psychic damage where X equals your SB.

If an effect would attempt to read your thoughts, emotions, intentions, etc, and does not require you to make a Trait Test to resist or avoid its effect, then you can make a Trait of Power (Focus) Test whose TG equals 8 + the Intuition + the SB of the entity whose is using the effect.

On a successful Test, you can determine what information the entity gleans from you.

In addition, when making a Trait Test as part of the Socialise action, you may treat d20 rolls of a 9 or less as a roll of a 10.



Master of Words

4th Tier Emissary Feature

You have mastered the art of maximising the effects of your words. You gain an additional three Tactical Manoeuvre Dice, and you can now choose when learning new Tactical Manoeuvres or changing those you know, any Tactical Manoeuvres from the General Tactical Manoeuvre List or any Academy Specific Tactical Manoeuvre List, use your Tiers of this Academy as Tiers of the appropriate Academy for Prerequisites of any Academy Specific Manoeuvres.

Whenever you would roll your Tactical Manoeuvre Die, you can roll a 1d6, choosing to use its result instead of the Manoeuvre Die and not expend a use of the Manoeuvre Die.

If however, you would roll your the Manoeuvre Die but not as part of a Trait Test, you may instead add the 1d6 roll to that of your Manoeuvre Die roll, though this will not stop the Manoeuvre Die being expended.



Academy of the Field Chirurgeon

Lore Masters who attend the Chirurgeon Academies, do so for the Academy’s focus on anatomical studies and training in surgical skills alongside teachings on the optimal use of Restoration School Spells. They will study the varying anatomical peculiarities of those they may need to provide medical assistance to, alongside different kinds of injuries and best practice for stabilising and triaging patients.

Called Blademenders, those who attend these Academies can be found often in battlefields and in disaster locations, taking the lead in arranging distribution of medical aid and assisting those in dire need of support.

This Academy is recommended for those who chose a Balanced Focus or Spell School Focus for their Academic Philosophy, this is not considered mandatory but consider discussing with the GG the nature of this decision and how you gained this knowledge.

Trained Medics

1st Tier Blademender Feature

You have been trained in skills useful for medical aid. Choose any two of the following Skills to Learn, Animal Handling, Driving, Empathy, Investigation, Medicine, Perception, Stamina, or Survival. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.

You gain Training with the Herbalism Kit and gain the Chirurgeon Feat.

You may also use your Trait of Power instead of the normal Trait when making a Medicine Skill Roll.



Medical Spellcasting

1st Tier Blademender Feature

Your studies have focused on restorative magics. When you gain this Feature, you gain access to the Spellcasting option of the Arcane Focus Feature. You gain the Ritual Caster Class Tag and treat Restoration School Spells as being part of the Cosmic Spell List for you.

If upon gaining this Feature, you had already selected the Spellcasting option of the Arcane Focus Feature, you can choose a Restoration School Spell for each Circle of spell you can Prepare (including Cantrips), these chosen spells are always Prepared for you.



Restorative Manoeuvres

2nd Tier Blademender Feature

You have learnt to weave into your commands, restorative magics. You may cast a Restoration School Spell with an AP cost of 1AP or less (this may include spells whose Casting Time is modified from Class Features or Feats), when performing a Tactical Manoeuvre, as part of the Manoeuvre. If you do so each Target of the Manoeuvre within Range of the spell is treated as being the Target of the spell, even if the spell would normally Target less entities.

In addition, when you use the Marked Reprisal reaction, as part of the reaction choose a Target entity within either your AoC or the Triggering entity’s AoC (this need not be same Target as that of the reaction). The Target recovers HP equal to a roll of your Tactical Manoeuvre Die + your Trait of Power (no Manoeuvre Dice are expended as part of this effect).

When you cast a Restoration School Spell, you can teleport a number of metres equal to your Trait of Power before you cast the spell.



Medical Savant

3rd Tier Blademender Feature

Your mastery of medicine grows stronger. You gain the following benefits:

  • Accelerated Spells. When a Restoration School Spell has its Casting Time reduced due to a Class Feature, you may ignore the Material Components of the spell, including those Consumed or with a GP cost less than or equal to 10 times your Lore Master Level.

  • Medical Foci. You gain the Skill Foci Medicine:Anatomy, Medicine:Diseases, and Medicine:Wounds, you also have Advantage on Crafting Tests made to create Items that restore HP or remove conditions or Degrees of conditions.

  • Scar Treatment. You can expend a Tactical Manoeuvre Die when using a Restoration School Spell or Tactical Manoeuvre, Targeting an entity in your AoC, you can roll the Die and remove a Scar Concept whose Severity is determined by the result (you can choose to remove a Scar Concept of a lower Severity than the rolled amount).

    Manoeuvre Die Roll Scar Concept
    1 - 6 Mild
    7 - 10 Moderate
    11 - 12 Severe

    This can only affect a single Target of the Manoeuvre or spell in your AoC at a time, even if the Manoeuvre or spell would Target multiple valid Targets.

  • Spell Range. Your Restoration School Spells with a Range less than 6m, bar those with a Range of Self, increase their Range to 6m | Near. Otherwise, if it has a Range of 6m or more, increase the Range of the spell by a number of metres equal to your Trait of Power.

  • Tactical Restoration. Whenever you would perform an action/reaction that would restore HP, you can add a roll of your Tactical Manoeuvre Die to the amount of HP restored to each Target without expending a Manoeuvre Die.

    You may also choose to expend a number of Tactical Manoeuvre Die up to half your SB, you may add the total roll of the expended Manoeuvre Die to the HP restored for each Target, or to decrease the Degrees of a condition, bar the Wounded condition, affecting the Targets by the number of expended Die.



Medical Mastery

4th Tier Blademender Feature

You have mastered the medical arts. You gain three additional Tactical Manoeuvre Dice. If you would roll half your SB or less on your Tactical Manoeuvre Die, the Die is not expended.

When you would roll dice to determine the amount of HP restored for a Target, if you roll the maximum amount on the die, you can roll it again adding both results to the amount of HP restored. Each die can be rolled up to two additional times with this Feature’s effect.

In addition, when an allied entity within your AoC is the Target of an effect that would restore their HP from an entity other than you, you may choose to expend a number of Tactical Manoeuvre Die up to half your SB, you may add the total roll of the expended Manoeuvre Die to the HP restored for each Target, or to decrease the Degrees of a condition, bar the Wounded condition, affecting the Targets by the number of expended Die.



Academy of the Field Chirurgeon Tactical Manoeuvres

Lore Master Action Card (Tactical Manoeuvre) Get Back In The Fight! AP Cost: 2AP Prerequisite: Academy of the Field Chirurgeon Cost: 1 Tactical Manoeuvre Die Target: An entity within Range, who can understand you and see/hear you Range: Your AoC Effect: Your drive your ally to keep fighting in the harshest conditions. The Target recovers HP equal to a roll of your Tactical Manoeuvre Die + your Trait of Power. If the Target has the Desperation condition you can roll the Manoeuvre Die twice adding both results together. The Target may also expend one unexpended Hit Die to add the result of its roll to the HP restored. If the Target is Bloodied they may instead expend a two Hit Die. Lore Master Reaction Card (Tactical Manoeuvre) Martyr’s Charge RP Cost: 1RP Prerequisite: Academy of the Field Chirurgeon Trigger: You see an allied entity reduced to 0HP Effect: You strike out to make a risky gamble for the sake of the party. You may immediately move up to double your Movement speed towards the Triggering ally. All hostile entities may make an Opportunity Attacks against the you for 0RP, even if they normally cannot use this reaction. If you get within 1m of the Triggering ally you can touch and heal them. The amount of HP restored is equal to your Trait of Power plus a number of rolls of your Tactical Manoeuvre Die, equal to the number of Opportunity Attacks made against you during your movement as part of this reaction. You expend none of your Tactical Manoeuvre Dice for this effect. Lore Master Action Card (Tactical Manoeuvre) Medic’s Stance AP Cost: 1AP Prerequisite: Academy of the Field Chirurgeon Effect: You adopt a posture best for supporting your allies. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •Your can add your Tactical Manoeuvre Die to any rolls to determine HP restored without expending the Manoeuvre Die. •Allied entities within your AoC with 0HP, gain a +[half your SB] Medic Bonus to their HT, and Attack Rolls against them do not automatically count as Critical Hits for being Unconscious. Lore Master Action Card (Tactical Manoeuvre) Protect the Wounded! AP Cost: 2AP Prerequisite: Academy of the Field Chirurgeon Requirement: An allied entity within your AoC is at 0HP Target: A number of allied entities within Range up to or equal to your Trait of Power Range: 3m | Near Effect: You drive your allies to fight to protect the wounded. Each Target may make a Weapon Attack or Unarmed Strike, gaining a Medic Bonus to their Attack Roll equal to the number of allied entities within your AoC at 0HP. Until the start of your next Turn, each entity hit by Attack Rolls of your Targets has Disadvantage on Attack Rolls made against you and allied entities at 0HP. Lore Master Reaction Card (Tactical Manoeuvre) Saviour's Shield RP Cost: 1RP Prerequisite: Academy of the Field Chirurgeon Trigger: An allied entity on 0 HP within Range is the Target of an Attack Roll Range: Your AoC Effect: You use your body to shield an ally. The Triggering ally gains a Medic Bonus to their HT equal to your Trait of Power against the Triggering Attack Roll. Until the start of your next Turn, or until the Triggering allied entity moves away from their current location, any Attack Roll that would hit them hits you instead. Lore Master Action Card (Tactical Manoeuvre) Adrenaline Rush AP Cost: 1AP Prerequisite: Academy of the Field Chirurgeon Tier 2 Cost: 1 Tactical Manoeuvre Die Target: An entity within Range, who can understand you and see/hear you Range: Touch Effect: You push your ally to keep going. At the start of the Targets next Turn, they gain 1d10 BP, +2 AP and +1RP, doubles their Walking speed, and gains a +2 Haste Bonus to their HT for 1 Round. Their following Turn when the effects of this Manoeuvre has ended, the Target gains a Degree of Exhaustion. Lore Master Action Card (Tactical Manoeuvre) Stave Off the Reaper AP Cost: 2AP Prerequisite: Academy of the Field Chirurgeon Tier 2 Cost: 1 Tactical Manoeuvre Die Target: An allied entity you can see within Range Range: Your AoC Effect: Even death itself knows to fear reaching for a medic’s patient. The Target can remove a number of Degrees of the Doom condition equal to a roll of your Tactical Manoeuvre Die. If you roll a result greater than the Target’s Degrees of the Doom condition, they recover HP equal to double the difference. Lore Master Action Card (Tactical Manoeuvre) You’ll Die, When I Say You Can Die! AP Cost: 3AP Prerequisite: Academy of the Field Chirurgeon Tier 4 Cost: 3 Tactical Manoeuvre Dice Target: An allied entity you can see within Range who has Died within the last Round Range: Touch Effect: Your bring an ally back from the brink. The Target returns to life with 1 HP, with 1 Degree of the Dazed condition and 3 Degrees of the Wounded condition. This action can’t return to life an entity that has died of old age, nor can it restore any missing body parts.


Academy of the Loreweaver

Lore Masters who attended the Loreweaver Academies do so out of a love of history, folk tales, and tradition. This Academy is born from traditions where stories and history would be recalled orally or through dance. As such those who follow these Academies are nimble acrobats, who dance across the battlefield, pirouetting between their opponent's strikes, before crescending into their deadly retaliation.

Called Loreweavers, those who attend these Academies can be found travelling the land, learning the tales and histories of regions they travel to, while making performances for local folk to share the tales they know. While small groups can be found on the battlefield as skirmishers, appearing when needed most before fading away before the battles end.

Trained Historians

1st Tier Loreweaver Feature

You have trained your body and your mind. Choose two of the following Skills to Learn, Acrobatics, Athletics, Faiths, General Knowledge, Medicine, Nature, Performance, or Stamina. Then choose one of the Skills you have Learnt, you become a Master in the chosen Skill.

You gain the Skill Foci General Knowledge:Folklore, General Knowledge:History, and Performance:Dance, and Training in a Tool of your choice; we recommend a Musical Instrument.



Dance of Memories

1st Tier Loreweaver Feature

You have trained your body and your knowledge. Your Walking speed increases by half your SB. Whilst not wearing any Armour Pieces or holding a Shield, your HT may equal 10 + your Agility + your Trait of Power.

You gain the Dance of Memories action.

Lore Master Action Card Dance of Memories AP Cost: 1AP Cost: Expend 1 Tactical Manoeuvre Die Effect: You begin performing a dance born of memories and tales of the past. Make a Trait of Power (Performance) Test comparing the result to the Performance Modification Table in the Dance of Memories Feature. Then roll your Manoeuvre die, applying the Performance Modification Result to the roll, checking the result against the Memories Retold Table. The Memories Retold Table states what the Passive Effect of the Dance and its Active Effect. The Dance’s passive effect lasts until the end of the current Encounter/Scene or until you have activated the Active Effect, the Active Effect states the kind of action/reaction requires to activate it. You may only gain the passive benefits of one Dance at a time, using this action to roll on the Table again immediately ends the effects of the current Dance. If the Dance requires a Test TG, use your Tactical Manoeuvre TG.
Performance Modification Table
TG Performance Modification
0 Roll the Manoeuvre Die twice and use the lowest result.
5 No Modification.
13 Roll the Manoeuvre Die twice and choose which result to use.
20 You can choose to use the result rolled, or an adjacent result above or below the roll.
25 Roll twice use both results, you may ignore the effect of not being able to be affected by two Dances at one time, both are ended if you use the Dance of Memories action again.
30 You gain the result rolled and the Dance of Hope result, you may ignore the effect of not being able to be affected by two Dances at one time, both are ended if you use the Dance of Memories action again.
Memories Retold Table
Tactical Manoeuvre Die Result Effect
1

Dance of Beginnings. Passive: You have +1AP.

Active (1AP): You can grant yourself Advantage of one Trait Test made before the end of this Turn, and can Push Your Limit once this Turn, without gaining a Degree of Exhaustion or rolling with Disadvantage from Pushing Your Limit.

2

Dance of Fables. Passive: You have Advantage on Knowledge and Intuition Tests.

Active (1AP): You can treat yourself as a Master in a Skill Roll you make this Turn, and can perform either the Seek, Socialise, or Study action for 0AP.

3

Dance of Comedy. Passive: You have Advantage on Trait Tests to resist, avoid, or end the Charmed condition.

Active (1RP): Trigger: An entity you can see within Range succeeds a Trait Test. Range: 6m (Near). Effect: The Triggering entity must reroll their d20 roll with Disadvantage, and use the new result.

4

Dance of Tragedy. Passive: You treat the Doom condition affecting you as having two less Degrees than normal (to minimum of 0).

Active (1AP): All Attack Rolls you make this Turn are made with Disadvantage. If an Attack Roll made with Disadvantage hits a Target, you double the number of damage dice rolled for the attack.

5

Dance of the Journey. Passive: When you gain the benefits of this Dance, choose either Burrow, Swimming, or Flying speed. You gain that speed equal to your Walking speed.

Active (1AP): For the remainder of this Turn, you and a number of entities of your choosing, that you can see within 6m (Near) of you, up to your Trait of Power, can perform the Dodge action for 0AP and the Movement action only costs 1AP for any additional uses after the first on the Turn.

6

Dance of Nightmares. Passive: You have Advantage on Trait Tests to resist, avoid, or end the Frightened and Terror conditions.

Active (1AP): You become Invisible until the start of your next Turn, or until you damage an entity. If whilst Invisible you damage an entity, the damage adds Psychic damage to its Damage Type and increases the damage dealt by a roll of your Manoeuvre Die, the damaged Target also gains two Degrees of the Frightened condition.

7

Dance of Failure. Passive: Your Inspired Event Scope increases by 2 and Critical Failure Scope increases by 1.

Active (1AP): You gain a Mark of Fate and BP equal to a roll of your Manoeuvre Die + your Trait of Power. Whilst you have BP from this effect, if you roll a Critical Failure, your remaining BP increases by your Trait of Power.

8

Dance of the Monster Slayer. Passive: Your Critical Hit Scope increases by 1, and your Weapon and Unarmed Strike Damage Rolls deal additional Force damage equal to a roll of your Manoeuvre Die.

Active (1AP): Target: An unoccupied space you can see within Range. Range: A number of meters equal to a roll of your Manoeuvre Die. Effect: You or a willing entity within your AoC Teleports to the Target. Attack Rolls made by the teleporting entity until the end of their next Turn, so long as they remain where they Teleported, are made with Advantage.

9

Dance of Visions. Passive: You can reroll one d20 roll each Turn, you must use the new result.

Active (1RP): Trigger: An entity you can see within Range makes a Trait Test and the result is declared. Range: 6m (Near). Effect: You can add your Trait of Power to the Test’s TTV.

10

Dance of the Hero’s Journey. Passive: You can perform an Inspired Action once per Turn, without requiring an Inspired Event.

Active (1RP): Trigger: You roll a d20. Effect: You treat the roll as having rolled a 20 on the die.

11

Dance of the Rebirth. Passive: At the start of each of your Turns, you recover HP equal to a roll of your Manoeuvre Die.

Active (1RP): Trigger:You are reduced to 0HP. Effect: You immediately recover HP equal to double your Lore Master Level + your Trait of Power. Entities within your AoC take Cosmic damage equal to two rolls of your Manoeuvre Die.

12

Dance of Ending. Passive: Your Weapon and Unarmed Strike Damage Rolls deal additional Entropic damage equal to two rolls of your Manoeuvre Die.

Active (3AP): Make a single melee Weapon Attack or Unarmed Strike Attack Roll. On a hit, instead of dealing damage you inflict Doom 5 on the Target. If the Target is a Player Character or a Critical Engagement foe, then this instead deals Cosmic Entropic damage equal to three rolls of your Manoeuvre Die + your Lore Master Level.

13

Dance of Hope. Passive: You gain a Mark of Fate at the start of each of your Turns.

Active (1AP): Each entity of your choosing within 6m (Near) of you, immediately recovers HP equal to your Lore Master Level and your Party immediately gain 100 Limit Potential. You and your allies within your Aoc, treat your/their next Attack Roll made this Turn, on a hit as being a Critical Hit.



Warding Grace Tatoos

2nd Tier Loreweaver Feature

Loreweavers are often granted enchanted tattoos which aid in warding off the powers of malicious spells whilst empowering their manoeuvrability. You have Advantage on Trait Tests to resist, avoid, or end the effects of spells, and gain a +2 Shield Bonus to your HT against spell Attack Rolls.

Should a spell’s Attack Roll miss or you succeed on a Trait Test to resist, avoid, or end a spell, until the end of your next Turn your Walking speed is doubled, and you gain a Flying speed equal to your Walking speed.



Evasion

3rd Tier Loreweaver Feature

You can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath. When you are subjected to an effect that allows you to make an Agility Test to take only half damage, and you are not Incapacitated, you instead take no damage if you succeed on the Test, and only half damage if you fail.

Once you have resolved this Feature, if you succeeded on the Test, you Teleport to an unoccupied space outside of the Area of Effect.

In addition, when rolling on the Memories Retold Table for the Dance of Memories Feature, you may roll twice choosing which result to gain the benefits of.



Spectral Acompanyment

4th Tier Loreweaver Feature

Spirits of the Dance aid you in battle. Whenever you are under the effects of a Passive or Active Effect of a Memories Retold effect per the Dance of Memories Feature, for each Dance affecting you, you summon a Spirit of the Dance, in an unoccupied space you can see within 1m (Melee) of you. The Spirit is a magical, translucent, image of related to a character from the Dance in a colouration of your choice that lasts until it is destroyed, you are no longer under the effects of the Dance that summoned it, or until you’re Incapacitated.

Your Spirit has HT equal to 14 + your SB, HP equal to 1 + your Lore Master Level, 3 AP, 1 RP, and Immunity to all conditions. It has access to all the basic actions from the Actions in Combat section of the Active Time Chapter and all your Lore Master Features. The Spirit is always considered to be under the Passive Effects of the Dance the summoned it.

If it must make a Trait Test, it uses your appropriate Trait Test bonus for the roll. It is the same size as you, and it occupies its space. On your Turn, you can mentally command the Spirit to move up to your Movement speed in any direction and perform actions. If your Spirit is ever more than 6m from you at the end of your Turn, it is destroyed.



Academy of the Loreweaver Tactical Manoeuvres

Lore Master Action Card (Tactical Manoeuvre) Dance of Blades AP Cost: 1AP Prerequisite: Academy of the Loreweaver Cost: You may expend one Tactical Manoeuvre Die Effect: You perform a dance to drive your allies to fight ferociously. Until the end of your next Turn, you and each allied entity who can see or hear you within your AoC, may perform the Blade Dance Strike action. Empowered Action: If you chose to expend a Manoeuvre Die, the Range of the dance increases to 6m (Near), and all Blade Dance Strikes add a roll of your Tactical Manoeuvre Die to their Damage Roll. Blade Dance Strike (1AP). Make a single melee Weapon Attack or Unarmed Strike. Lore Master Action Card (Tactical Manoeuvre) Dance of Flames AP Cost: 1AP Prerequisite: Academy of the Loreweaver Cost: 1 Tactical Manoeuvre Die Effect: You perform a dance that leaves flames in your wake. Until the end of your next Turn, when due to your movement, an entity or an object that isn’t being worn or carried enters your AoC, they take Fire damage equal to a roll of your Manoeuvre Die. An entity or object can only take this damage once per Turn. Lore Master Action Card (Tactical Manoeuvre) Dance of Nightmares AP Cost: 1AP Prerequisite: Academy of the Loreweaver Cost: You may expend one Tactical Manoeuvre Die Effect: You perform a dance to call form the deepest nightmares of your foe’s psyche. Each hostile entity within your AoC must perform a Determination Test. On a Failed Test: The Target gains a Degree of the Frightened condition. If they Fail the Test by 5+: They gain an additional Degree of the condition. Empowered Action: If you chose to expend a Manoeuvre Die, the Range of the dance increases to 6m (Near) and on a failed Test the Target takes Psychic damage equal to a roll of your Manoeuvre Die. The damage is halved on a successful Test and doubled if they failed the Test by 5 or more. Lore Master Action Card (Tactical Manoeuvre) Dance of Shadows AP Cost: 1AP Prerequisite: Academy of the Loreweaver Cost: You may expend one Tactical Manoeuvre Die Effect: You perform a dance the summons the shadows to shield you from the enemy. Until the end of your next Turn, you and each allied entity who can see or hear you within your AoC, whilst they remain within your AoC gain the benefits of Half Cover and are Lightly Obscured. Empowered Action: If you chose to expend a Manoeuvre Die, the Range of the dance increases to 6m (Near) and those affected by this action have Three Quarters Cover against attacks made from outside the area. Lore Master Action Card (Tactical Manoeuvre) Dance of Whirling Death AP Cost: 1AP Prerequisite: Academy of the Loreweaver Cost: You may expend one Tactical Manoeuvre Die Effect: You perform a dance that sharpens the blades of your allies. Until the end of your next Turn, you and each allied entity who can see or hear you within your AoC, ignore damage Reduction to Bludgeoning, Force, Piercing, Slashing, and Vorpal damage for Weapon Attacks and Unarmed Strikes. Empowered Action: If you chose to expend a Manoeuvre Die, the Range of the dance increases to 6m (Near), you also ignore Resistances to the listed Damage Types, and once per Dance, each Target can increase a Damage Roll of a Weapon Attack or Unarmed Strike by a roll of your Tactical Manoeuvre Die. Lore Master Action Card (Tactical Manoeuvre) Dance of Winds AP Cost: 1AP Prerequisite: Academy of the Loreweaver Cost: You may expend one Tactical Manoeuvre Die Effect: You perform a dance to call upon the winds to speed your allies along. Until the end of your next Turn, you and each allied entity who can see or hear you within your AoC, increase their Walking speed by 3m. Empowered Action: If you chose to expend a Manoeuvre Die, the Range of the dance increases to 6m (Near), and affected Targets may perform a Wind Fuelled Rush for 1AP. Wind Fuelled Rush. You move a distance equal to your Walking speed + a roll of a Manoeuvre Die. This Movement does not provoke an Opportunity Attacks and follows the rules for Flying. Lore Master Action Card (Tactical Manoeuvre) Dance of the Tempest AP Cost: 2AP Prerequisite: Academy of the Loreweaver Tier 2 Cost: You may expend one Tactical Manoeuvre Die Effect: You perform a dance the summons a cloud of blades around you. You can move up to your Walking Speed, whenever you would move such that a hostile entity would leave your AoC you may make a single melee Weapon Attack or Unarmed Strike against the Target. Each hostile entity may only be attacked once per use of this action. Empowered Action: If you chose to expend a Manoeuvre Die, you may increase your Damage Rolls for this action by a roll of your Manoeuvre Die. Lore Master Action Card (Tactical Manoeuvre) Dance of the Vines AP Cost: 1AP Prerequisite: Academy of the Loreweaver Tier 2 Cost: You may expend one Tactical Manoeuvre Die Effect: You perform a dance the summons vines around you and your allies. Until the end of your next Turn, you and each allied entity who can see or hear you within your AoC, increases the Reach of their Melee Weapons and Unarmed Strikes by 1m. Empowered Action: If you chose to expend a Manoeuvre Die, the Range of the dance increases to 6m (Near), and all affected allies may replace their Weapon’s Damage Type with Radiant damage.


Academy of the Magus

Lore Masters who attended the Magus Academies, do so for the Academy’s focus on arcane skills. Some who attend these Academies focus on a particular school of magic or use of magic, such as focusing on ranged bombardments and evocation spells or supporting their allies with protection or transmutation spells. Unlike Arcanists however, these studies have focuses on how to meld these spells with their own tactical acumen.

Called Magi, those who attend these Academies are found primarily in the back lines of a battlefield, in the halls of arcane institutions, or acting as arcane tutors to noble families, due to their ability to both educate their allies alongside their ability to act as protectors of their charges.

This Academy is recommended for those who chose a Balanced Focus or Spell School Focus for their Academic Philosophy, this is not considered mandatory but consider discussing with the GG the nature of this decision and how you gained this knowledge.

Arcane Education

1st Tier Magi Feature

You have been trained yourself in additional skills to aid you in the adventurer’s life. Choose two of the following Skills to Learn, Cosmology, Faiths, Focus, Investigation, Magical Lore, Nature, or Technology. Then choose one of the Skills you have Learnt, you become a Master in the chosen Skill.

You also gain a Fighting Style Feat or Spellcaster Feat.



Magus’ Spellcasting

1st Tier Magi Feature

Your studies have focused on the magical arts. When you gain this Feature, you gain access to the Spellcasting option of the Arcane Focus Feature. You gain the Ritual Caster Class Tag, and may pick an additional Signature Foci to gain the benefits of.

If upon gaining this Feature, you had already selected the Spellcasting option when you gained the Arcane Focus Feature, you can gain the benefits of a Spell School listed in the Spell School Focus of the Academic Philosophy Feature. The benefits from Spell Schools selected from the Spell School Focus apply to all spells you cast no matter what Spell School the spell belongs to.



Maneouverable Spellcasting

2nd Tier Magi Feature

You have learnt how to weave your spells between your manoeuvres. Immediately after performing a Tactical Manoeuvre, the next Cantrip you cast this Turn reduces its Casting Time by 1AP.

If you cast a non-Cantrip spell whose Circle is equal to or less than your SB, the next Tactical Manoeuvre you perform this Turn requires 1AP less than normal.



Technical Focus

3rd Tier Magi Feature

Your tactical training aids your focus. When you make a Concentration Test, after rolling the d20 for the Test, you may expend a Tactical Manoeuvre Die to roll the die adding the result to the Test.

You gain an additional Tactical Manoeuvre Die, and Learn an additional Tactical Manoeuvre.



Tactical Modifications

4th Tier Magi Feature

You have learnt to modify spells to better suit the needs of the moment. Whenever you Cast a spell, you may expend a use of your Tactical Manoeuvre Die and roll the die.

The result of the roll is the number of Spell Modification Points (SMP) generated. You can spend the Spell Modification Points on a number of Modifications as presented in the Spell Modification Table, casting the spell with the chosen Modifications to its effect. You can spend any number of the generated Spell Modification Points up the amount rolled; any unspent points are lost once the spell is cast.

Each Modification belongs to a Modification Type, you can never apply multiple Modifications of the same Modification Type to a spell.

For Modifications from the Area of Effect Modification Type if the spell already has an Area of Effect applied such as the Lightning Bolt or Fireball spells, if you apply an Area of Effect Modification to the spell, the Modifiction replaces the Area of Effect normally applied to the spell. If the SMP cost of the Modified Area of Effect would be less than that normally used by the spell you generate additional SMP equal to the difference between the effects to use elsewhere in Modifying the spell.

Spell Modification Table
Modification Modification Effect
Area of Effect Modifications
Burst (2+ SMP)

Each entity within 1m (Melee) of you must make an Agility (Acrobatics) Test against your Spell TG, or be affected by the spell.

You can increase the SMP spent by 1 to cause the spell to deal half the damage on a successful Test. You can also increase the SMP cost by 1 for each metre the Radius increases by.

Cube (5+ SMP)

The Cube has dimensions of 2mx2mx2m with its centre point being placed within the spell’s Range. Each entity within the Cube must make an Agility (Acrobatics) Test against your Spell TG or be affected by the spell.

You can increase the SMP spent by 1 to cause the spell to deal half the damage on a successful Test. You can also increase the SMP cost by 1 for each metre the side of the Cube increases by.

Line (5+ SMP)

The Line has dimensions of 3m length by 2m width with its centre point being placed within the spell’s Range. Each entity within the Line must make an Agility (Acrobatics) Test against your Spell TG or be affected by the spell.

You can increase the SMP spent by 1 to cause the spell to deal half the damage on a successful Test. You can also increase the SMP cost by 1 for each metre the length increases by.

Sphere (5+ SMP)

The Sphere has a 3m Radius with its centre point being placed within the spell’s Range. Each entity within the Sphere of you must make an Agility (Acrobatics) Test against your Spell TG or be affected by the spell.

You can increase the SMP spent by 1 to cause the spell to deal half the damage on a successful Test. You can also increase the SMP cost by 1 for each metre the Radius increases by.

Base Trait Modifications
Range (1+ SMP)

You can increase the Range of a spell from Self to Touch or from Touch to 1m for 1 SMP per step.

If the spell has a Range of 1m or more, you can increase the Range by 3m per SMP spent.

Spell Speed (X SMP)

If the spell has a Casting Time using AP, you can decrease the AP by 1 (minimum of 1AP) for SMP equal to the Circle of the spell (minimum of 1 SMP).

Components (3/6 SMP)

If you spent 3 SMP, you can remove either the Somatic or Verbal Component of a spell.

If you spent 6 SMP you can remove both.

Condition Modifications
Change Conditions (1 SMP)

You can exchange any of the following conditions for another listed here: Charmed, Dazed, Frightened, Poisoned, Prone, or Slowed.

New Condition (5+ SMP)

You can add any one of the following conditions listed here: Charmed, Dazed, Frightened, Poisoned, Prone, or Restrained. The spell will require the Target to succeed on a Knowledge (Focus) Test to resist or avoid the effect, on a failed Test, the Target gains the condition or a Degree of the condition.

You can increase the SMP spent by 2 to remove the ability to repeat the Trait Test at the end of each of the affected Target’s Turns.

Damage & Healing Modifications
Damage/ Healing Die (3+ SMP)

You can increase the size of the damage/healing die by one for every 3 SMP spent on the spell.

If the spell has an Area of Effect double the SMP required.

The damage/healing die cannot be increased above a d12.

Damage Type (0+ SMP)

You may replace a Damage Type dealt by a spell with Acid, Cold, Fire, Force, Lightning, or Poison damage.

For 2 SMP, you can replace it instead to Necrotic, Psychic, Radiant, Thunder, or Vorpal damage, increasing the spell.

For 4 SMP, you can replace it instead with Entropic damage.

Non-Lethal Spell (1 SMP)

You make it so no matter what the spell’s damage can only reduce a Target to 0 HP and cannot kill them due to the Massive Damage rule. They become Unconscious without gaining the Wounded condition unless further damage is dealt.



Academy of the Sage

Lore Masters who attended the Sage Academies, do so for the Academy’s focus on academic knowledge and research. Be it new methods of combat, new arcane discoveries, or more esoteric topics, nothing is beyond their curiosity. These Academies are renowned for their huge collections of written records and the universities that sprout up around them.

Called Sages, those who attend these Academies are found primarily in academic environments as they perform experiments alongside similarly curious individuals. Some may be convinced to leave their halls of tomes and labs, to entertain the whims of noble families seeking tutors for their children, while others may seek more unconventional experimental spaces in the wider world to better test their theories.

Well Studied

1st Tier Sage Feature

You have studied in the fabled libraries of the Sage Academies. Choose any three Skills to Learn, then choose two Skills you have Learnt to Master.

You Learn the Strategic Analysis Tactical Manoeuvre and it costs (0AP) to perform. If you already have learnt this Tactical Manoeuvre, you may Learn another you meet the Prerequisites for.

So long as you maintain a good reputation with the Organisations, you have free access to the common areas of all Sage Academy facilities and libraries and favourable relationship with its members. Some specialised record halls and experimental facilities may require higher reputations or contacts with a specific Academy to gain access to those resources.



Academic Focus

1st Tier Sage Feature

You have devoted your studies into a particular field. When you gain this Feature, work with your GG to come up with an Academic Focus of your studies, that suits both your Character and their backstory alongside the campaign in order to avoid having a topic that may not come up in play.

The Focus should refrain from referencing a specific Skill or other mechanical effect, but instead relate to an area of academic study such as Dead Languages, the architectural history of [Insert Name of a historical nation of your setting], the anatomy of a specific breed of dragon, crafting technics of a lost kingdom, the folk lore of a region, cults to an Eternal with an organised faith in your setting, lightning spells, or astronomical effects on magic.

You Academic Focus is considered a Skill Focus for all Skills, and you also gain an additional Concept to best reflect this Academic Focus. When making a Skill Roll that would utilise this Skill Focus, you can use your Trait of Power instead of the normal Trait for that Test. You can invoke this Concept without requiring a Mark of Fate a number of times equal to your Skill Bonus, replenishing expended uses upon completing a Long Rest.



Encyclopedic Knowledge

2nd Tier Sage Feature

Your studies allow you to glean information from the most esoteric of sources. Whenever you would succeed on a Cosmology, Faiths, General Knowledge, Linguistics, Magical Lore, Medicine, Nature, or Technology Skill Roll to recall information about a subject, you gain an additional piece of information. This is unless the Test would have degrees of success, in which case on a successful Test you instead treat the result as being one-degree higher than normal, or two-degrees higher if the topic is tied to your Academic Focus.

Should you fail the Skill Roll for one of the above listed Skills, you always know of somewhere that may contain texts on the subject, so long as the information be something known and recorded in text form, and it be reasonable for your Character to know of where the text may be located.



Experimental Manouevres

3rd Tier Sage Feature

You have begun experimenting with your manoeuvres, drawing upon your knowledge of the focus of your studies on how to improve their performances. Choose a number of Tactical Manoeuvres you know up to half your SB. These are treated as Experimental Manoeuvres for you. Experimental Manoeuvres gain the following benefits:

  • The AP cost of the Manoeuvre is reduced by 1 AP (minimum of 1 AP).
  • The Manoeuvre if it requires or provides an option to expend a Manoeuvre Die always is treated as you having expended the die, though does not actually expend any die.

You may, working with your GG for this Feature, choose to create unique Tactical Manoeuvres for your Character to be your Experimental Manoeuvres, work together on some unique Manoeuvres that encapsulate the Fighting Styles of your Character and relate to your chosen Academic Focus up until this point on your adventure, potentially modifying them as your Character grows and develops. Though if you do decide to do this the GG must be happy for the designed Manoeuvres to be brought into play before you can use them.

In addition, if your Academic Focus could be tied to a foe you are fighting or how you are fighting them, you gain Advantage on the associated Attack Rolls.



Academic Mastery

4th Tier Sage Feature

You are a master of Academic pursuits. You gain an additional two Tactical Manoeuvre Die. If you would gain the benefits of your Academic Focus in a Skill Roll, you are treated as being a Master in the Skill used for that Test. If you were already a Master in that Skill, you treat the Skill as a Legendary Skill.



Academy of the Seeker

Lore Masters who attend the Seeker Academies, do so for the Academy’s focus on hunting down and tracking targets. They will study how to locate identifying tracks and marks to assist in tracking down a target, alongside survival skills for journeys out into the wilds.

Called Seekers, those who attend these Academies can be found often as scouts for armies, serving as investigators in settled areas, or as wandering bounty hunters. They may also be found in the company of Slayers and Realmwalkers working together as a truly dangerous unit of hunters.

Trained Tracker

1st Tier Seeker Feature

You have been trained in skills useful for tracking and survival. Choose any two of the following Skills to Learn, Athletics, Empathy, Investigation, Medicine, Nature, Perception, Stamina, or Survival. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.

You gain the Combat Awareness Feat. Also, upon gaining this Feature, choose between Sight, Smell, or Sound. You gain a Skill Foci of the chosen Sense for the Empathy, Investigation, Perception, and Survival Skills.

You Learn the Ambush Tactics Warlord Tactical Manoeuvre, you can ignore its Prerequisites, and you Learn the Strategic Analysis Tactical Manoeuvre and it costs (0AP) to perform. If you already have Learnt these Tactical Manoeuvres, you may Learn another you meet the Prerequisites for.



Knowledge of the Wilds

1st Tier Seeker Feature

You can glean a lot of information from studying the tracks and marks left by your target. When you use the Seek action, should you locate any tracks or similar identifiable markings, you can perform the Strategic Analysis Manoeuvre for 0AP, Targeting the source of the tracks/markings. Being treated as expending a Tactical Manoeuvre Die for the Cost, without expending a die.

Whenever you utilise the Strategic Analysis Manoeuvre, you can apply the Marked condition to the Target as part of the action.

Whenever you apply the Marked condition to a Target, you immediately learn their Entity Tags, whether they have any condition Immunities and damage Immunities, Magnifications, Resistances, Reductions, or Vulnerabilities and what they are. If the Target is hidden from Divination School Magic, you sense they have none of these things.

You also gain the Sense Mark action.

Lore Master Action Card Sense Mark AP Cost: 2AP Range: 1km | Beyond Duration: 10 Minutes Effect: You channel the arcane power of your mark to find your target. For the Duration, you know if there is an entity with your Marked condition within Range, as well as where the entity is located. The ability can penetrate most barriers, but it is blocked by 0.5m of stone, 2.5cm of common metal, a thin sheet of lead, or 1m of wood or dirt.


Skilled Seeker

2nd Tier Seeker Feature

You are always aware of your surrounding often finding aspects normally that would have gone unnoticed. You are always treated as a Master in the Skill Rolls made as part of the Study and Seek actions when made against an entity Marked by you. Whenever you succeed on an Empathy, Investigation, Perception, or Survival Skill Roll, you gain one or more of the following pieces of information:

  • Imaging. If the Skill Roll was used to gain a sense of past events, you gain a small vision of what occurred based off of the clues and visuals you have discovered.

  • Reading. If the Skill Roll was used to read one or more entities, you can tell one aspect of the entity such as a topic you sense you should avoid, a topic of interest to them, or a topic you think you could press further.

  • Searching. If the Skill Roll was used to search for one or more entities, locations, or objects, you can Mark one of the Targets you were searching for and found, even if it is not an entity.

  • Tracking. If the Skill Roll was used to track one or more entities, you can tell how many entities made these tracks, the size of these entities, how long ago they passed through the area, and their pace.

Should you fail the Skill Roll for one of the above listed Skills, the GG may point out to you something you may not have noticed or missed within the Encounter/Scene, though not how to utilise the information.

In addition, whenever you would roll on the Critical Hit Table of an entity Marked by you, you can roll twice choosing which result to use.



Squad Scouting

3rd Tier Seeker Feature

You have learnt how to pass on your scouting knowledge to your allies. You gain a Climbing and Swimming speed equal to your Walking speed, and the AP cost increase for multiple uses of the Movement action on a Turn, increases by 1AP rather than 2AP. You also gain the following modifications to your Marked condition:

  • The first time on a Turn you would deal damage to an entity Marked by you, you can add your Tactical Manoeuvre Die to Damage Roll, this does not expend the Manoeuvre Die.

  • Your Tactical Manoeuvres that would Target, or cause the Target to in turn Target, an entity Marked by you, treat their AP cost as 1AP less than normal (minimum of 1AP).

  • Allied entities Targeted by your Tactical Manoeuvres, gain the benefits of your Marked condition and treat them as Marked for their own Features and abilities for the Duration of the Manoeuvre’s effects.

  • A Marked entity cannot have Advantage on Attack Rolls against you, nor can you have Disadvantage on Attack Rolls against them, due to the Marked entity having the Invisibility condition.

  • When a Marked entity would be reduced to 0HP, you can use your reaction (1RP) to move the Marked condition to another entity you can see.

In addition, allied entities Targeted by your Tactical Manoeuvres can also use your Climbing and Swimming speed for any movement made as part of the Manoeuvre’s effects. If the entity already has a Climbing or Swimming speed, they can instead add your Trait of Power (minimum of 1m) to that appropriate Movement speed.



Ambush Manoeuvres

4th Tier Seeker Feature

You and your team have learnt how best to coordinate ambushes together. Entities Marked by you have Disadvantage on Trait Tests made to locate or notice you or as part of the Seek or Study actions.

When performing a Tactical Manoeuvre within a Dimly Lit area or an area of Darkness, you can expend an extra Manoeuvre Die to grant each Target of the Manoeuvre in the area the Invisibility condition. This condition is broken by the use of any actions bar the Movement, Seek, or Study actions.

You can maintain Invisibility granted by this Feature when using a Tactical Manoeuvre action, a number of times equal to your Trait of Power (minimum of 1), replenishing expended uses upon completing a Long Rest.

In addition, entities within the emanation of your Power Manifested Feature gain the following benefit based on your how well you have Learnt the Stealth Skill:

  • Not Learnt. The entity has Advantage on Stealth Skill Rolls.

  • Learnt. The entity has Advantage on Stealth Skill Rolls, and gains a Manoeuvre Bonus equal to half your SB for Stealth Skill Rolls.

  • Mastered. The entity has Advantage on Stealth Skill Rolls, and gains a Manoeuvre Bonus equal to your SB for Stealth Skill Rolls.

  • Legendary. The entity has Advantage on Stealth Skill Rolls, and gains a Manoeuvre Bonus equal to double your SB for Stealth Skill Rolls.



Academy of the Shadebinder

Lore Masters who attend these Academies, do so for the Academy’s focus on specialised group tactics using forces summoned by the Lore Master. The Academy can trace its roots back to Lore Masters who specialised in the summoning of spirits to bind and command in battle, though over time is expanded to include education in the command of many types of summonable entities. They will study a variety of Conjuration School Spells, and how to make best use of entities summoned by each spell depending on battlefield conditions.

Called Shadebinders, those who attend these Academies can be found often in battlefields, leading small units of summoned entities in complicate manoeuvres only able to be performed under the control of a single individual.

This Academy is recommended for those who chose a Balanced Focus or Spell School Focus for their Academic Philosophy, this is not considered mandatory but consider discussing with the GG the nature of this decision and how you gained this knowledge.

Trained Summoner

1st Tier Shadebinder Feature

You have been trained in skills useful for summoning and controlling entities. Choose any two of the following Skills to Learn, Animal Handling, Cosmology, Diplomacy, Faiths, Intimidation, Magical Lore, Nature, or Stamina. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.

You also Learn three Languages of your choosing.



Summoned Forces

1st Tier Shadebinder Feature

You have trained to utilise summoning magic to bring forces forward to aid you in combat. When you gain this Feature, you gain access to either the Spellcasting or Tactical Mastery option of the Arcane Focus Feature, chosen when you gain this Feature. You treat all spells with the Summoning Spell Tag as being part of the Cosmic Spell List for you.

If you would be forced to make a Concentration Test to maintain a spell with the Summoning Spell Tag, you may add your Tactical Manoeuvre Die to the Test, the first time this occurs on a Turn does not expend a use of the Manoeuvre Die, however subsequent uses on the Turn requires expending a die to gain this benefit.

Entities you summon via Spells with the Summoning Spell Tag do not need to spend a reaction as part of your Tactical Manoeuvres to use its effects.

Your spells with the Summoning Spell Tag, gain the following addition to their At Higher Circles effect:

If you cast this spell with a Spell Slot of [base Circle of the spell + 1] Circle or higher, for every Circle above [base spell Circle] you can choose to summon an additional entity with the spell. However, doing so reduces the Circle of the spell by 1 for each additional entity you choose to summon, for determining the strength of the entities with the other effect of casting this spell at a higher Circle.



Adaptive Tactics

2nd Tier Shadebinder Feature

You are quick to adapt your tactics with the changing tide of battle. When an entity with the Summoned Entity Tag would be reduced to 0 HP within your AoC, or within 6m (Near) of you if you summoned them, you replenish an expended Tactical Manoeuvre Die. If the summoned entity being reduced to 0 HP would end your Concentration on a spell with the Summoning Spell Tag, you instead recover a number of Tactical Manoeuvre Die equal to half your SB.

Your Companions with the Summoned Entity Tag, gain +1AP, +1RP, and additional HP equal to your Lore Master Level. Once per Turn, for each of your Companions with the Summoned Entity Tag, when they perform an action that would require an Attack Roll, they may immediately teleport up to 6m (Near) to an unoccupied point they can see.



Chain of Command

3rd Tier Shadebinder Feature

Just as you empower your summoned troops, so too do they pass on commands to the forces around them. You cannot lose Concentration on spells with the Summoning Spell Tag due to receiving damage. Each of your Companions with the Summoned Entity Tag, emanates an effect as if they had your Power Manifested Feature, choosing the same option you did. Though their emanation only goes to a number of metres equal to half your SB.

When you use a Tactical Manoeuvre, you can be treated as occupying the spaces of your Companions with the Summoned Entity Tags within 12m (At Range) of you, for determining Range and Targets you can sense for your Manoeuvres.



Master of Shades

4th Tier Shadebinder Feature

You have mastered the arts of summoning entities to aid you in battle. The Duration of your spells with the Summoning Spell Tag are doubled, you may ignore Material Components of spells with the Summoning Tag with a GP cost up to or equal to 100 times your half Lore Master Level, and your Companions with the Summoned Entity Tags increase their Inspired Event Scope by 2.

When you would use a Tactical Manoeuvre, if the only allied entities affected are those with the Summoned Entity Tags, you are always treated as expending a Tactical Manoeuvre Die for its effects and costs without expending a Manoeuvre Die.

When you cast a spell, you can be treated as occupying the spaces of your Companions with the Summoned Entity Tags within 12m of you, for determining Range and Targets you can sense for your spells.



Academy of the Shadebinder Tactical Manoeuvres

Lore Master Reaction Card (Tactical Manoeuvre) Drain Summon RP Cost: 1RP Prerequisite: Academy of the Shadebinder Trigger: You receive damage Target: A Companion within Range with the Summoned Entity Tag Range: 6m | Near Effect: You channel your arcane energy out of your summon and back into you. You recover HP equal to half the Target’s HP (minimum your Lore Master Level). The Target is then reduced to 0HP. Lore Master Action Card (Tactical Manoeuvre) Enlarge Summon AP Cost: 2AP Prerequisite: Academy of the Shadebinder Cost: 1 Tactical Manoeuvre Die Target: A Companion within Range with the Summoned Entity Tag Range: 6m | Near Duration: Duration of Summoning spell, except if is Instantaneous, at which point becomes 1 Encounter/Scene Effect: You channel your magic to add mass to the essence of your summon. The Target increases its Size Category by 1. Lore Master Action Card (Tactical Manoeuvre) Investiture of the Blade AP Cost: 2AP Prerequisite: Academy of the Shadebinder Target: A Companion within Range with the Summoned Entity Tag Range: 6m | Near Effect: You channel your magic to to empower your summon with the power of a fury. The Target gains the following benefits: •The Target has Advantage on Attack Rolls against entities Marked by it or you. •Increase the size of their damage dice by 1, and they add your Trait of Power to their Damage Rolls. •Allied entities have Advantage on Attack Rolls against Targets within the AoC of the Target. The Target of this Manoeuvre cannot be the Target of other Investiture Manoeuvres. Lore Master Action Card (Tactical Manoeuvre) Investiture of the Mender AP Cost: 2AP Prerequisite: Academy of the Shadebinder Target: A Companion within Range with the Summoned Entity Tag Range: 6m | Near Effect: You channel your magic to to empower your summon with the power of a healer. The Target gains the following benefits: •Increase the size of the dice used to bestow BP or restore HP by 1, and they add your Trait of Power to those rolls. •Allied entities that have had HP restored or BP bestowed by the Target's actions have Advantage on the next Trait Test they make. •Allied entities in the Target’s AoC have Advantage on Trait Tests to resist, avoid, or end negative effects and conditions. The Target of this Manoeuvre cannot be the Target of other Investiture Manoeuvres. Lore Master Action Card (Tactical Manoeuvre) Investiture of the Stalwart AP Cost: 2AP Prerequisite: Academy of the Shadebinder Target: A Companion within Range with the Summoned Entity Tag Range: 6m | Near Effect: You channel your magic to to empower your summon with the power of a protector. The Target gains the following benefits: •The Target increases their HP and Hit Point Maximum by your Lore Master Level. •Hostile entities within 6m (Near) the Target, have Disadvantage on Attack Rolls against Targets other than the Target. •When an entity within the AoC of the Target would be hit by an Attack Roll, the Target can use their reaction (1RP) to force the Attack Roll to hit them instead. The Target of this Manoeuvre cannot be the Target of other Investiture Manoeuvres. Lore Master Action Card (Tactical Manoeuvre) Invigorate Summon AP Cost: 1AP Prerequisite: Academy of the Shadebinder Cost: 1 Tactical Manoeuvre Die Target: A Companion within Range with the Summoned Entity Tag Range: 6m | Near Effect: You channel your magic to empower your Summon. The Target recovers HP equal to the roll of your Tactical Manoeuvre Die and Recharge any Recharge actions. Lore Master Action Card (Tactical Manoeuvre) Mass Investiture AP Cost: 2AP Prerequisite: Academy of the Shadebinder Requirement: You know two or more of the Investiture of the Blade, Investiture of the Mender, and Investiture of the Stalwart Manoeuvres Target: A number of Companions within Range with the Summoned Entity Tag, up to your Trait of Power Range: 6m | Near Effect: You channel your magic to to empower your summons with the power of the furies, healers, and protectors. You can for each Target of this Manoeuvre, use either the Investiture of the Blade, Investiture of the Mender, or Investiture of the Stalwart Manoeuvres you have Learnt. Each Target can be Targeted by a different Manoeuvre. Lore Master Action Card (Tactical Manoeuvre) Restore Summon AP Cost: 2AP Prerequisite: Academy of the Shadebinder Cost: 1 Tactical Manoeuvre Die Target: A Companion within Range with the Summoned Entity Tag Range: 6m | Near Effect: You channel your magic to restore the essence of your summon. The Target recovers HP equal to a roll of your Tactical Manoeuvre Die + your Trait of Power. If the Target has the Desperation condition you can roll the Manoeuvre Die twice adding both results together. You may also expend one unexpended Hit Die to add the result of the roll to the HP restored. If the Target is Bloodied you may instead expend a two Hit Die. Lore Master Action Card (Tactical Manoeuvre) Summoner’s Stance AP Cost: 1AP Prerequisite: Academy of the Shadebinder Effect: You adopt a posture best for your summoning magic. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •When you choose to Target only one of your Companions with the Summoned Entity Tag with a Tactical Manoeuvre, you can choose to instead Target a number of Companions with the Summoned Entity Tag within 6m (Near) of you up to your SB. •Companions with the Summoned Entity Tag within your AoC may use your HT instead of their own if it is greater. Lore Master Action Card (Tactical Manoeuvre) Surge of Fury AP Cost: 2AP Prerequisite: Academy of the Shadebinder Target: A Companion within Range with the Summoned Entity Tag Range: 6m | Near Effect: You channel your arcane energy to drive an ally into a fury. The Target may immediately use an action that would make an Attack Roll. These Attack Rolls are made with Advantage, however until the start of your next Turn, Attack Rolls against the Target are made with Advantage. Lore Master Action Card (Tactical Manoeuvre) Arcane Infusion AP Cost: 1AP Prerequisite: Academy of the Shadebinder Tier 2 Target: A Companion within Range with the Summoned Entity Tag Range: 6m | Near Effect: You channel some of your arcane energy infuse your summons with additional energy. Until the end of your next Turn, the Target gains +1AP, +1RP, and increases their Walking speed by half your SBm. Lore Master Action Card (Tactical Manoeuvre) Pack Strike AP Cost: 2AP Prerequisite: Academy of the Shadebinder Tier 2 Cost: 1 Tactical Manoeuvre Die Target: A number of Companions within Range with the Summoned Entity Tag, up to your Trait of Power Range: 6m | Near Effect: You rally your summons into a offensive formation. Each Target can make a single attack with Advantage against an entity of your choosing with one of their actions. Each Target gains a Squad Bonus to their Attack Rolls equal to the number of other allied entities that made an Attack Roll due to this Manoeuvre. Each Target can increase their Damage Roll by a roll of your Tactical Manoeuvre Die.


Academy of the Spellsword

Lore Masters who attended the Spellsword Academies, do so for the more universal approach to Lore Master studies. This leads to those of this Academy learning to mix their spellcasting and bladework into a pure artform, though at some expense of their focus on the tactical situation of the wider battlefield.

Called Spellswords, those who attend these Academies are found wandering the land as adventurers, duellists, and rogues, many a folk tale of an old folk hero find their roots in the tales of renowned Spellswords. Others may find work as bodyguards and mercenaries.

This Academy is recommended for those who chose a Balanced Focus for their Academic Philosophy, this is not considered mandatory but consider discussing with the GG the nature of this decision and how you gained this knowledge.

Dashing Adventurer

1st Tier Spellsword Feature

You have been trained yourself in additional skills to aid you in the adventurer’s life. Choose two of the following Skills to Learn, Acrobatics, Athletics, Diplomacy, Deception, Empathy, Intimidation, Performance, or Survival. Then choose one of the Skills you have Learnt, you become a Master in the chosen Skill.

You also gain a Fighting Style Feat, and may always add your Skill Bonus to Initiative Tests, doubling the Bonus if you can apply a Skill you have Learnt to the Test.

You may use your Trait of Power instead of Physique for Tests to escape a Grapple, and Opportunity Attacks are made against you with Disadvantage.



Spellsword’s Blade

1st Tier Spellsword Feature

You have been taught the craft of producing a famed Spellsword’s Blade. When you gain this Feature, you gain access to the Arcane Weapon option of the Arcane Focus Feature. Your Inspired Event scope increases by 1, this benefit is doubled for Attack Rolls made with your Arcane Weapon if you have cast a spell this Turn.

If upon gaining this Feature, you had already selected the Arcane Weapon option when you gained the Arcane Focus Feature, on any Turn where you have cast a spell, you may make a single weapon attack with your Arcane Weapon for 1AP.



Spellsword of Renown

2nd Tier Spellsword Feature

Your name is known far and wide. You Learn two additional Tactical Manoeuvres. You gain the Let Me Introduce Myself action.

Lore Master Action Card Let Me Introduce Myself AP Cost: 2AP Effect: You may introduce yourself, any hostile entities with the Minion Entity Tag in the Encounter/Scene who hear you must immediately make a Morale Test. Hostile entities without the Minion Entity Tag, must make a Determination Test against your Tactical Manoeuvre TG. On a Failed Test: The Target gains a number of Degrees of the Frightened condition equal to half the Tiers taken of this Academy. If they Fail the Test by 5+: They instead gain a number of Degrees equal to the Tiers taken of this Academy instead.

Once this action has been used, you cannot do so again until you have completed the Encounter/Scene.



Quick Step

3rd Tier Spellsword Feature

You know how to manoeuvre around the battlefield. You Learn an additional two Tactical Manoeuvres. After completing an action where you hit an opponent with an Unarmed Strike, Weapon Attack, Spell, or Tactical Manoeuvre, you can perform either the Dodge or Disengage action for 0AP.



Lightning Strikes

4th Tier Spellsword Feature

Your training allows you to strike with such speed your strikes across a foe is like lightning. While taking the Attack action using a Weapon with the Finesse Weapon Property or that is a Spellcasting Focus for you, you can attack three times, instead of twice.

Should you miss with an Attack Roll taken as part of the Attack action and you then use the Set-Up action, the benefit of the Set-Up action applies to all remaining Attacks made as part of the Attack action.



Academy of the Spellsword Tactical Manoeuvres

Lore Master Action Card (Tactical Manoeuvre) Cleansing Word AP Cost: 1AP Prerequisite: Academy of the Spellblade Cost: You may expend one Tactical Manoeuvre Die Target: An entity you can see within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your words aid in the bolstering your ally.  The Target can immediately roll any Trait Tests required to remove conditions, spells, powers, or rites affecting them. If the effects from the above sources do not allow for an additional Trait Test to end their effect early, repeat any initial Trait Test that bestowed their effect. Empowered Action: If you expended a Tactical Manoeuvre Die, then the Target may add it to their Trait Tests. Lore Master Reaction Card (Tactical Manoeuvre) Quick Morale Boost RP Cost: 1RP Prerequisite: Academy of the Spellblade Trigger: An entity within Range, who can understand you and see/hear you, failing a Knowledge, Intuition, or Determination Test to resist or avoid a negative effect Cost: 1 Tactical Manoeuvre Die Range: 6m | Near Effect: Your words reassure others when they need it most. The Triggering entity can reroll the Test adding a roll of your Tactical Manoeuvre Die to the result. They must use the new result even if it is worse than the original. Lore Master Action Card (Tactical Manoeuvre) Taunting Jab AP Cost: 2AP Prerequisite: Academy of the Spellblade or Warlord Cost: 1 Tactical Manoeuvre Die Target: An number of entities up to a roll of your Tactical Manoeuvre Die, within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your taunting words throw others off of their game. Each Target must make a Determination Test. On a Failed Test: The Target has Disadvantage on their next Attack Roll, against entities other than you, this effect ends at the end of your next Turn. Lore Master Action Card (Tactical Manoeuvre) Vicious Words AP Cost: 2AP Prerequisite: Academy of the Spellblade Cost: 1 Tactical Manoeuvre Die Target: An entity within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your harsh words throw causes others pain. The Target must make an Intuition Test. On a Failed Test: The Target takes Psychic damage equal to a roll of your Tactical Manoeuvre Die, reduces their next Attack Roll TTV by the rolled result of your Manoeuvre Die, and has Disadvantage on the next Trait Test they make to resist or avoid a negative effect.


Academy of the Warlord

Lore Masters who attended the Warlord Academies, do so for the Academy’s focus on tactical manoeuvres and leading others in combat. Alot of their training is focused on supporting their allies and encouraging them to greater heights. In battle a Warlord can hold their own in combat as well as any Lore Master can, however their primary duties will be in protecting and supporting their allies, while also directing them in battle while.

Called Warlords or Tacticians, those who attend these Academies are found primarily commanding positions of formations in the battlefield, leading smaller militias groups, or in more training roles.

This Academy is recommended for those who chose a Balanced Focus or Martial Focus for their Academic Philosophy, this is not considered mandatory but consider discussing with the GG the nature of this decision and how you gained this knowledge.

Martial Training

1st Tier Warlord Feature

You have been trained in skills useful for both developing your tactics and leadership abilities. Choose two of the following Skills to Learn, Animal Handling, Diplomacy, Driving, Empathy, General Knowledge, Medicine, Performance, or Technology. Then choose one of the Skills you have Learnt, you become a Master in the chosen Skill.

You also gain Training in Heavy Armour and gain an additional Fighting Style Feat.

It costs you 0AP to give commands to Hirelings who pledge themselves to your command in battle.



Tactician’s Mastery

1st Tier Warlord Feature

You have been thoroughly trained in how to maximise the use of tactical manoeuvres in combat. When you gain this Feature, you gain access to the Tactical Mastery option of the Arcane Focus Feature. When performing a Tactical Manoeuvre that Targets another entity it always gains the benefit of the Squad Manoeuvre effect of the Tactical Mastery Feature. This does not replace the ability to choose an option once per Turn, though you cannot choose to apply the Squad Manoeuvre effect twice.

You also, when performing a Tactical Manoeuvre that Targets at least one allied entity other than yourself and that doesn’t allow you to make an attack, can make a single Weapon Attack or Unarmed Strike as part of the action, this attack on a hit, instead of its normal Damage Roll, deals damage equal to your Trait of Power + your SB, doubling your Trait of Power on an Overwhelming Blow and doubling your Trait of Power and SB on a Critical Hit.

If upon gaining this Feature, you had already selected the Tactical Mastery option when you gained the Arcane Focus Feature, whenever you roll a Tactical Manoeuvre Die as part of a Tactical Manoeuvre or for a Warlord Feature, you may choose to roll it twice selecting the highest result to use for the roll.



Tactician’s Spellcasting

1st Tier Warlord Feature

You have learnt how to use your spells to complement your tactical manoeuvres. Whenever you would cast a spell Targeting non-hostile entities, you can choose one of those Targets to Drive Forward.

Drive Forward. The driven Target may immediately use their reaction (1RP) to perform a single Weapon Attack or Unarmed Strike against a Target of your choosing, or to move up to half their Movement speed.



Insightful Guidance

2nd Tier Warlord Feature

You know how to guide those under your command to victory. You gain an additional 1RP. You can perform the Aid action 1AP or 1RP, Targeting an ally within 6m (Near) of you so long as they can see or hear you. If you use this as a reaction, the Trigger is an allied entity in Range making a Trait Test, this reaction can be used after the dice are rolled but before the result is announced.

When performing this action/reaction you may also expend a Tactical Manoeuvre Die to increase the Range to 12m (At Range) and allow you to roll your Manoeuvre Die, adding a Leadership Bonus to the target’s TTV equal to half the result of the roll.

In addition, Tactical Manoeuvres you have Learnt with a Range of 6m (Near) have their Range increased to 12m (At Range).



Manouevre Mastery

3rd Tier Warlord Feature

You know how to get the most out of your Manoeuvres. You gain an additional Tactical Manoeuvre Die and Learn an additional Tactical Manoeuvre. When performing a Tactical Manoeuvre that requires or allows you to expend a use of your Tactical Manoeuvre Die, you may expend a use of this Feature to gain the benefits of having expended a Tactical Manoeuvre Die without expending one.

You may use this Feature a number of times up to your Trait of Power, replenishing expended uses upon completing a Long Rest.



Avatar of Battle

4th Tier Warlord Feature

You are a master of the battlefield. You may when using the Marked Reprisal reaction, choose to in addition to its normal Target, Target all allied entities within 6m (Near) of you who have the Triggering entity in their AoC, who can see or hear you.

You may expend a Tactical Manoeuvre Die as part of performing the reaction, to increase the damage done by all Targets of the reaction against the Triggering entity, equal to the roll of your Tactical Manoeuvre Die.

Once you have modified the Marked Reprisal reaction this way, you cannot do so again until you have completed a Long Rest.

You also gain the Stand Strong reaction.

Lore Master Reaction Card Stand Strong RP Cost: 1RP Trigger: One or more allied entities you can see/hear within Range, make a Trait Test to resist or avoid a negative effect Range: 6m | Near Effect: Your words or presence drive your allies to success. You allow any number Triggering allies within Range to use your Trait of Power instead of the normal Trait for the Test against the Triggering effect.


Academy of the Warlord Tactical Manoeuvres

Lore Master Action Card (Tactical Manoeuvre) Ambush Tactics AP Cost: 2AP Prerequisite: Academy of the Warlord Cost: You may expend one Tactical Manoeuvre Die Target: An number of allied entities you can see within Range, who can understand you and see/hear you equal to your Trait of Power Range: 6m | Near Duration: 1 Hour Effect: You guide your allies in avoiding detection. For the Duration, you and each Target has Advantage on Stealth Skill Rolls whilst they remain within Range. Empowered Action: If you chose to expend a Manoeuvre Die, the Duration increases by a number of Hours equal to a roll of your Tactical Manoeuvre Die. Lore Master Action Card (Tactical Manoeuvre) Change Tactics AP Cost: 1AP Prerequisite: Academy of the Warlord Cost: 1 Tactical Manoeuvre Die Target: One willing allied entity you can see within Range, who can see/hear you Range: 6m | Near Effect: Time for a change of plans. The Target’s Initiative set to be equal to yours, taking their Turn after yours has completed this Round. In subsequent Rounds they may take their Turn simultaneously with yours. If they already had a Turn this Round, they may still take their Turn after yours this Round. Lore Master Action Card (Tactical Manoeuvre) Distracting Blow AP Cost: 2AP Prerequisite: Academy of the Warlord Cost: You may expend one Tactical Manoeuvre Die Effect: You aim to distract your foes. You make a single Weapon Attack or Unarmed Strike. On a Hit: If you chose to expend your Manoeuvre Die, you can increase the Damage Roll by the result of your Manoeuvre Die. After damage is resolved if the Target must make an Intuition Test. On a Failed Test: An allied entity within 1m of the Target may spend 1RP and move half their Movement speed. The Target may not make Opportunity Attacks against your ally for this movement. Lore Master Action Card (Tactical Manoeuvre) Drive Them Out! AP Cost: 1AP Prerequisite: Academy of the Warlord Target: A number of allied entities you can see within Range, who can understand you and see/hear you up to your Trait of Power Range: 6m | Near Effect: Your drive your allies to slay the enemy hordes. Targets may use their reaction (1RP), to make a single Weapon Attack or Unarmed Strike against a Broken Minion or a Bloodied entity. Lore Master Action Card (Tactical Manoeuvre) Feign an Opening AP Cost: 2AP Prerequisite: Academy of the Warlord Target: A hostile entity you can see within Range Range: Melee Effect: You lure your foe into a trap. Make a Weapon Attack or Unarmed Strike. Until the start of your next Turn, if the Target makes any Attack Rolls against you it is made with Advantage. However, if they make an Attack Roll against you, an allied entity you can see within 6m (Near) of you, can use their reaction (1RP) to make a single Weapon Attack or Unarmed Strike against the Target. Lore Master Action Card (Tactical Manoeuvre) Get Back In The Fight! AP Cost: 2AP Prerequisite: Academy of the Warlord Cost: 1 Tactical Manoeuvre Die Target: An entity within Range, who can understand you and see/hear you Range: Your AoC Effect: Your drive your ally to keep fighting in the harshest conditions. The Target recovers HP equal to a roll of your Tactical Manoeuvre Die + your Trait of Power. If the Target has the Desperation condition you can roll the Manoeuvre Die twice adding both results together. The Target may also expend one unexpended Hit Die to add the result of its roll to the HP restored. If the Target is Bloodied they may instead expend a two Hit Die. Lore Master Reaction Card (Tactical Manoeuvre) Hold the Line! RP Cost: 1RP Prerequisite: Academy of the Warlord Trigger: One or more allied entities who can see/hear you within Range, have to make a Trait Test to resist or avoid a damaging effect that would deal half damage on a successful Test Cost: 1 Tactical Manoeuvre Die Range: 6m | Near Effect: Your drive your allies to stand strong. The Triggering entity can choose to make the Trait Test with Disadvantage. If the Target does this and failed their Test, they take damage as normal. If the Target does this and succeeds their Test, they take no damage. Lore Master Action Card (Tactical Manoeuvre) Inspiring Speech AP Cost: 2AP Prerequisite: Academy of the Warlord Cost: You may expend one Tactical Manoeuvre Die Target: A number of allied entities you can see within Range, who can understand you and see/hear you equal to your Trait of Power Range: 6m | Near Effect: Your words inspire others to greatness. Each Target can gain BP equal to your Trait of Power + your Lore Master Level. Empowered Action: If you chose to expend a Manoeuvre Die, the BP bestowed increases by a roll of your Tactical Manoeuvre Die. Lore Master Reaction Card (Tactical Manoeuvre) Protective Strike RP Cost: 1RP Prerequisite: Academy of the Warlord Trigger: An Attack Roll by an entity Marked by you, hits an entity other than you Cost: 1 Tactical Manoeuvre Die Effect: You step in to aid your allies. Make a melee Weapon Attack or Unarmed Strike against the Triggering entity. On a Hit: Increase the Damage Roll against the Triggering entity by the result of the Manoeuvre Die roll. You also decrease the Attack Roll of the Triggering entity by the result of your Manoeuvre Die roll, potentially turning a hit into a miss. Lore Master Action Card (Tactical Manoeuvre) Rallying Cry AP Cost: 2AP Prerequisite: Academy of the Warlord Cost: You may expend one Tactical Manoeuvre Die Target: A number of allied entities you can see within Range, who can understand you and see/hear you up to your Trait of Power Range: 6m | Near Effect: Your words encourage others to access reserves of energy to keep fighting. The Target can spend one of their unexpended Hit Die, rolling it and adding your Trait of Power, regaining that many Hit Points. This Manoeuvre has no effect on Targets with no remaining unexpended Hit Die. Empowered Action: If you chose to expend a Manoeuvre Die, you can add the result of your Manoeuvre Die roll to HP restored. Lore Master Reaction Card (Tactical Manoeuvre) Spur to Heroism RP Cost: 1RP Prerequisite: Academy of the Warlord Trigger: You see an allied entity be reduced to 0HP Target: An allied entity you can see within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your words encourage others to make risky gambles for the sake of the party. The Target can use their reaction (1RP) to immediately move up to double their Movement speed towards the Triggering ally. All hostile entities may make Opportunity Attacks against the Target for 0RP, even if they normally cannot make these attacks. If the Target gets within 1m of the Triggering ally they can touch and heal them. The amount of HP restored is equal to your Trait of Power plus the roll of a number of your Tactical Manoeuvre Die, equal to the number of Opportunity Attacks made against the Target during their movement. You expend none of your Tactical Manoeuvre Dice for this effect. Lore Master Action Card (Tactical Manoeuvre) Taunting Jab AP Cost: 2AP Prerequisite: Academy of the Spellblade or Warlord Cost: 1 Tactical Manoeuvre Die Target: An number of entities up to a roll of your Tactical Manoeuvre Die, within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your taunting words throw others off of their game. Each Target must make a Determination Test. On a Failed Test: The Target has Disadvantage on their next Attack Roll, against entities other than you, this effect ends at the end of your next Turn. Lore Master Action Card (Tactical Manoeuvre) Team Strike AP Cost: 3AP Prerequisite: Academy of the Warlord Cost: You may expend one Tactical Manoeuvre Die Target: An allied entity you can see within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your aim is to coordinate your attacks with others. Make a single Weapon Attack or Unarmed Strike against a Target. On a Hit: If you chose to expend your Manoeuvre Die, you can increase the Damage Roll by the result of your Manoeuvre Die. After damage is resolved, you can select an allied entity within 6m (Near) of you who can see or hear you, they can spend 1RP to make a single Weapon Attack or Unarmed Strike against a Target of your choosing. They can also add the result of your Manoeuvre Die roll their Damage Roll if you expended it. Lore Master Action Card (Tactical Manoeuvre) You First! AP Cost: 1AP Prerequisite: Academy of the Warlord Cost: 1 Tactical Manoeuvre Die Target: A willing allied entity you can see within Range who does not share your place in the Initiative Order Range: 6m | Near Effect: Your drive your ally to shake up the combat. The Target exchanges places with you in the Initiative Order. Once your Turn ends, it is the Target’s Turn. Lore Master Action Card (Tactical Manoeuvre) Back to the Drawing Board! AP Cost: 2AP Prerequisite: Academy of the Warlord Tier 2 Cost: 1 Tactical Manoeuvre Die Target: A number of allied entities, bar you, you can see within Range, who can understand you and see/hear you up to your Trait of Power Range: 6m | Near Effect: You disrupt the rhythm of combat for your team. Each Target, starting with the entity with the highest place in the Initiative Order, may choose to either increase their place in the Order by 1, decrease it by 1, or remain in their current position. Lore Master Action Card (Tactical Manoeuvre) Bring It Down! AP Cost: 3AP Prerequisite: Academy of the Warlord Tier 2 Cost: 1 Tactical Manoeuvre Die Target: A hostile entity you an see within Range Range: 6m | Near Effect: You aim to distract your foes. You make a single Weapon Attack or Unarmed Strike. Until the start of your next Turn, Attack Rolls against the Target gains a Squad Bonus, which equals the number of attacks that has hit the Target since this action was used. You may make a single Weapon Attack or Unarmed Strike against the Target, adding your Tactical Manoeuvre Die to the Damage Roll. Lore Master Reaction Card (Tactical Manoeuvre) Patient Planning RP Cost: 1RP Prerequisite: Academy of the Warlord Tier 2 Trigger: You Turn is about to begin Cost: 1 Tactical Manoeuvre Die Effect: You wait for the perfect moment to strike. Before your Turn actually begins, you move yourself down one place in the Initiative Order. Whoever is moved to your previous place now starts their Turn. Lore Master Action Card (Tactical Manoeuvre) Pinning Strike AP Cost: 2AP Prerequisite: Academy of the Warlord Tier 2 Cost: 1 Tactical Manoeuvre Die Effect: You slow down one foe. Make a melee Weapon Attack or Unarmed Strike. On a Hit: Add your Tactical Manoeuvre Die to your Damage Roll. At the end of your Turn, you and the opponent swap places in the Initiative Order. The Target is treated as just having had their Turn occur. Lore Master Action Card (Tactical Manoeuvre) Take a Breather! AP Cost: 3AP Prerequisite: Academy of the Warlord Tier 3 Cost: 1 Tactical Manoeuvre Die Target: An allied entity you can see within Range, who can understand you and see/hear you Range: Your AoC Effect: Your words encourage others to make risky gambles for the sake of the party. The Target can choose one Feature, action, or ability that replenishes upon completing a Short Rest. The Feature, action, or ability is restored as if they had completed a Short Rest. Once a Target has been affected by this action they cannot do so again until they have completed a Long Rest. Lore Master Action Card (Tactical Manoeuvre) You’ll Die, When I Say You Can Die! AP Cost: 3AP Prerequisite: Academy of the Warlord Tier 4 Cost: 3 Tactical Manoeuvre Die Target: An allied entity you can see within Range who has Died within the last Round Range: Touch Effect: Your bring an ally back from the brink. The Target returns to life with 1HP, 1 Degree of the Dazed condition, and 3 Degrees of the Wounded condition. This action can’t return to life an entity that has died of old age, nor can it restore any missing body parts.