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.
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.
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.
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.
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.
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.
Both Deflect Attacks reactions are Learnt together, and both Deflect Spells reactions are Learnt together.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
| 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. |
| 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. |
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.
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.
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.
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.
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.
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.
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.
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.
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.
| 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. |
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.
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.
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.
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.
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:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Once this action has been used, you cannot do so again until you have completed the Encounter/Scene.
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.
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.
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.
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.
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.
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.
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).
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.
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.