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Appendix A: Element Profiles

This section contains the Element Profiles for the Elements Air, Earth, Fire, Water, Fungi, Metal, Thunder, Wood, and Cosmic.

Each profile does include repeated text from the World Speaker Class Features for what benefit each Tier provides for ease of reference.

When you gain the option to increase the Tier of an Element due to a World Speaker Class Feature you can only choose to increase the Tier of, or gain the 1st Tier of Air, Earth, Fire, or Water. For the other elements they may only be gained via specific Druid Circles or through narrative means.

Air

Tier 1

  • Lightning’s Power. You may reroll a damage die roll of a 1 for any Damage Roll of a spell with the Air Spell Tag. You must use the rerolled result.

  • Lightning Resistance. You gain Lightning Resistance.

  • Expanded Spell List. You treat all spells with the Air Spell Tag as being part of your Primordial Spell List.

  • Spell Knowledge. You may choose one Cantrip and 1st-Circle spell with the Air Spell Tag, you Learn the chosen Cantrip and always have your chosen 1st Circle spell Prepared.

  • Air’s Boon. Your Spell Attack Modifier uses double your SB in its calculation.

  • Air Mender (5th Level+ & Wild Mender Feature). Any entity who recovers HP from the Wild Mender action gains Lightning Reduction 5, until the end of their next Turn.

Elemental Seer

Once you have unlocked the Elemental Visions Feature the following effects apply:

  • Curse: Lightning Rod. Any ranged attacks that deal Lightning damage to Targets, within a number of metres of you, equal to the Circle/Order of the spell/rite, instead Target you.

    If an AoE would deal Lightning damage in this Range, you are treated as being in the Area of Effect and allied entities have Advantage on Trait Tests to resist or avoid its effect. Any entity with Advantage that passes their Test takes no damage, if they would normally take half damage on a success.

    This Curse lasts until you next complete a Long Rest or a number of Hours equal to the spell’s Circle or rite’s Order.

  • Elemental Visions Action. You gain the Shared Charge action.

World Speaker Action Card (Elemental Visions Action) Shared Charge AP Cost: 1AP Cost: A number of unexpended Vision Dice up to half your World Speaker Level Target: An entity you can see within Range Range: 24m | At Range Effect: Your visions channel lighting into your ally’s strike. Roll the expended Vision Dice. The Target deals additional Lightning Damage, with their next Damage Roll, equal to the total of the expended Vision Dice rolls plus the number of Vision Dice rolled.


Tier 2

Spells with the Air Spell Tag with a Range greater than 3m, increase their Range by half your SB x 10 metres.

In addition, your Channel the World Soul Features have become empowered in the following ways:

Summon Spirit

Your familiar gains power from the elements you are bonded to. Upon gaining an Elemental Bond Tier 2 with an Element, your Familiar gains the following modifications:

  • Lightning Damage. You may choose for the Familiar's Natural Weapon action to deal Lighting damage.

  • Lightning Resistance. The Familiar gains Lightning Resistance.

  • Aerial Speed. The Familiar gains a Flying speed equal to their Walking speed, if they already had a Flying speed it increases by 2m.

  • Spell Focus. If you can see your Familiar and the Target of a spell, whilst casting a spell with the Air Spell Tag with a Range greater than Self, you can cast the spell as if you were occupying your Familiar’s location.

If you have unlocked the second Tier Bond with multiple Elements, then your Familiar gains all the applicable elemental modifiers.

Wild Mender

Any entity who recovers HP from the Wild Mender action, gains Lightning Resistance, until the end of their next Turn, instead of Lightning Reduction 5 from Air Mender.

Wild Shaper

Upon gaining an Elemental Bond Tier 2 with an element, your Animal Forms gain the following modifications:

  • Aerial Movement. The Form gains a Flying speed equal to their Walking speed, if they already had a Flying speed it increases by 2m.

  • Lightning Weapons. Your Form begins to exhibit changes based around lightning and wind, when using your Form’s Natural Weapon, you can choose to replace the Damage Type with Lightning damage.

Primordial Ward (7th Level +)

You also gain Advantage on Trait Tests to resist, avoid, or end spells or rites that deal Lightning damage.



Tier 3

Once per Turn, when you would deal damage with a Cantrip, Weapon Attack, or Unarmed Strike, you can replace the normal Damage Type with Lightning Damage.

You also increase the Damage Rolls that would deal Lightning Damage as one of its Damage Types by 1d8. This ability does not stack with other Tier 3 bonds with other Elements.

If you have the Wild Shaper Feature, when using the Wild Shape action, you may choose to transform into an Elemental Form as shown in Appendix B, gaining access to the Air Features of the Stat Block.

Path of the Channeler (9th Level +)

Your spells with the Air Spell Tag increase their Damage Rolls by 1d8, this effect does not stack with this benefit for other Elemental Bonds.

Should a Transmutation School Spell allow you to choose between multiple options for an effect of a spell, you may choose an additional option. Transmutation School Spells that bestow a new Movement speed or increase a Movement speed, increases the provided speed by half your SB.

Path of the Sage (9th Level +)

You may use Intuition instead of Agility when making Acrobatics and Skullduggery Skill Rolls.

Aid of the World (11th Level +)

You gain the Wind Dodge reaction.

World Speaker Reaction Card (Elemental Visions Reaction) Wind Dodge RP Cost: 1RP Requirement: You moved since the start of your last Turn Trigger: An Attack Roll is declared against you Cost: You may expend 1 Vision Die Effect: You dance around your opponent’s strikes like the wind. Until the start of your next Turn, Attack Rolls are made against you with Disadvantage. Empowered by Visions: The RP cost of this reaction is reduced to 0RP.


Tier 4

You gain a defensive benefit, which applies to both your normal Form and any Forms from the Wild Shape action:

Air. You gain a Flying speed equal to your Walking speed and can Hover.

Ranged Attack Rolls made against you at 5m (Near) or greater Range are made at Disadvantage at Base Range and gain a negative modifier equal to your Skill Bonus when made at Long Range.

You are always treated as being under the effects of the Void Breathing spell, but you can talk and verbalise spells.



Tier 5

You gain Immunity to Lightning damage.

In addition, if you have multiple elements at Tier 5 you may combine their Damage Types for spells of the appropriate Spell Tags and Elemental Bond effects. For example, if you had both Fire and Water to Tier 5, your spells with either the Fire and/or Water Spell Tags as well as your Animal Forms can deal Cold Fire damage instead of either Cold or Fire damage.



Earth

Tier 1

  • Earth’s Power. You may reroll a damage die roll of a 1 for any Damage Roll of a spell with the Earth Spell Tag. You must use the rerolled result.

  • Force Resistance. You gain Force Resistance.

  • Expanded Spell List. You treat all spells with the Earth Spell Tag as being part of your Primordial Spell List.

  • Spell Knowledge. You may choose one Cantrip and 1st-Circle spell with the Earth Spell Tag, you Learn the chosen Cantrip and always have your chosen 1st Circle spell Prepared.

  • Earth’s Boon. Spells with a Duration of 1 Round or greater, double their Duration.

  • Stone Mender (5th Level+ & Wild Mender Feature). Any entity who recovers HP from the Wild Mender action gains Force Reduction 5, until the end of their next Turn.

Elemental Seer

Once you have unlocked the Elemental Visions Feature the following effects apply:

  • Curse: Eroding Sands. Your AoC becomes magical Difficult Terrain for you and all other entities. This Difficult Terrain cannot be ignored by other Features, spells, or powers.

    You gain Vulnerability to Bludgeoning and Force damage, and Resistance to Piercing, Slashing and Vorpal Damage.

    This Curse lasts until you next complete a Long Rest or a number of Hours equal to the spell’s Circle or rite’s Order.

  • Elemental Visions Action. You gain the Earthen Revelations action.

World Speaker Action Card (Elemental Visions Action) Earthen Revelations AP Cost: 1AP Requirement: This action is performed as part of using the Study or Seek action Cost: A number of unexpended Vision Dice up to half your SB Effect: Your visions channel the earth to reveal lost secrets. Roll the expended Vision Dice. The Trait Test adds the total of the Vision Die’s roll to the Trait Test made as part of the Study or Seek action. Should any Vision Dice roll a 6 or more, you can roll it again adding both results to the Test. Dice can be repeated rolled this way a number of times equal to half your SB.


Tier 2

Spells with the Earth Spell Tag with a Range greater than 3m, increase their Range by half your SB x 10 metres.

In addition, your Channel the World Soul Features have become empowered in the following ways:

Summon Spirit

Your familiar gains power from the elements you are bonded to. Upon gaining an Elemental Bond Tier 2 with an Element, your Familiar gains the following modifications:

  • Force Damage. You may choose for the Familiar's Natural Weapon action to deal Force damage.

  • Force Resistance. The Familiar gains Force Resistance.

  • Earthen Speed. The Familiar gains a Burrowing speed equal to their Walking speed, if they already had a Burrowing speed it increases by 2m.

  • Spell Focus. If you can see your Familiar and the Target of a spell, whilst casting a spell with the Earth Spell Tag with a Range greater than Self, you can cast the spell as if you were occupying your Familiar’s location.

If you have unlocked the second Tier Bond with multiple Elements, then your Familiar gains all the applicable elemental modifiers.

Wild Mender

Any entity who recovers HP from the Wild Mender action, gains Force Resistance, until the end of their next Turn, instead of Force Reduction 5 from Stone Mender.

Wild Shaper

Upon gaining an Elemental Bond Tier 2 with an element, your Animal Forms gain the following modifications:

  • Earthen Movement. The Form gains a Burrowing speed equal to their Walking speed, if they already had a Burrowing speed it increases by 2m.

  • Earthen Weapons. Your Form begins to exhibit changes based around rocks and stone, when using your Form’s Natural Weapon, you can choose to replace the Damage Type with Force damage.

Primordial Ward (7th Level +)

You also gain Advantage on Trait Tests to resist, avoid, or end spells or rites that deal Force damage.



Tier 3

Once per Turn, when you would deal damage with a Cantrip, Weapon Attack, or Unarmed Strike, you can replace the normal Damage Type with Force Damage.

You also increase the Damage Rolls that would deal Force Damage as one of its Damage Types by 1d8. This ability does not stack with other Tier 3 bonds with other Elements.

If you have the Wild Shaper Feature, when using the Wild Shape action, you may choose to transform into an Elemental Form as shown in Appendix B, gaining access to the Earth Features of the Stat Block.

Path of the Channeler (9th Level +)

Your spells with the Earth Spell Tag increase their Damage Rolls by 1d8, this effect does not stack with this benefit for other Elemental Bonds.

Increase the BP bestowed by Protection School Spells by 2d8 and Shield Bonuses provided by them by 1.

Path of the Sage (9th Level +)

You may use Intuition instead of Knowledge when making Investigation and Technology Skill Rolls.

Aid of the World (11th Level +)

You gain the Mountain's Stance reaction.

World Speaker Reaction Card (Elemental Visions Reaction) Mountain’s Stance RP Cost: 1RP Trigger: An Attack Roll is declared against you Cost: You may expend 1 Vision Die Effect: You entrench your stance to withstand oncoming blows. Until the end of your next Turn, your Movement speed is reduced to 0 and you gain a Divination Bonus to your HT equal to half your unmodified Walking speed. Empowered by Visions: The RP cost of this reaction is reduced to 0RP.


Tier 4

You gain a defensive benefit, which applies to both your normal Form and any Forms from the Wild Shape action:

Earth. You gain a Burrowing speed equal to your Walking speed, Tremorsense out to your AoC, and you gain a +2 Earth Bonus to your HT.

You are always treated as being under the effects of the Earth Breathing spell, but you can talk and verbalise spells.



Tier 5

You gain Immunity to Force damage.

In addition, if you have multiple elements at Tier 5 you may combine their Damage Types for spells of the appropriate Spell Tags and Elemental Bond effects. For example, if you had both Fire and Water to Tier 5, your spells with either the Fire and/or Water Spell Tags as well as your Animal Forms can deal Cold Fire damage instead of either Cold or Fire damage.



Fire

Tier 1

  • Fire’s Power. You may reroll a damage die roll of a 1 for any Damage Roll of a spell with the Fire Spell Tag. You must use the rerolled result.

  • Fire Resistance. You gain Fire Resistance.

  • Expanded Spell List. You treat all spells with the Fire Spell Tag as being part of your Primordial Spell List.

  • Spell Knowledge. You may choose one Cantrip and 1st-Circle spell with the Fire Spell Tag, you Learn the chosen Cantrip and always have your chosen 1st Circle spell Prepared.

  • Fire’s Boon. The size of AoEs of your spells increases by a number of metres equal to half your SB.

  • Fiery Mender (5th Level+ & Wild Mender Feature). Any entity who recovers HP from the Wild Mender action gains Fire Reduction 5, until the end of their next Turn.

Elemental Seer

Once you have unlocked the Elemental Visions Feature the following effects apply:

  • Curse: Spontaneous Combustion. During an Active Time Encounter whilst you are not Incapacitated, you have a number of Degrees of the Burned condition equal to the spell’s Circle or rite’s Order. Degrees of the condition cannot be removed as an action, but can be suppressed until the end of your next Turn as an action (1AP) to focus on diminishing the flames. You can increase the AP cost by any remaining amount of AP, extending the Suppression for an additional number of your Turns, by 1 Turn for each additional AP spent.

    If you cast a spell with the Fire Spell Tag, or that deals Fire damage, the Burned condition is also suppressed until the end of your next Turn.

    This Curse lasts until you next complete a Long Rest or a number of Hours equal to the spell’s Circle or rite’s Order.

  • Elemental Visions Action. You gain the Flame’s Reprise action.

World Speaker Action Card (Elemental Visions Action) Flame’s Reprise AP Cost: 1AP Cost: A number of unexpended Vision Dice up to half your World Speaker Level Target: An entity you can see within Range Range: 12m | At Range Effect: Your visions channel flames of wounds of the past tat have healed, and those yet to be dealt, in blazing flame. The Target must make an Agility Test against your Spell TG. On a Failed Test: The Target takes Fire damage equal to the total roll of your expended Vision Dice + your Intuition (minimum of 1). If Failed By 5+: The Target gains a number of Degrees of the Burned condition, equal to your SB. On a Successful Test: The Target takes half as much damage.


Tier 2

Spells with the Fire Spell Tag with a Range greater than 3m, increase their Range by half your SB x 10 metres.

In addition, your Channel the World Soul Features have become empowered in the following ways:

Summon Spirit

Your familiar gains power from the elements you are bonded to. Upon gaining an Elemental Bond Tier 2 with an Element, your Familiar gains the following modifications:

  • Fire Damage. You may choose for the Familiar's Natural Weapon action to deal Fire damage.

  • Fire Resistance. The Familiar gains Fire Resistance.

  • Fiery Speed. The Familiar gains a Climbing speed equal to their Walking speed, if they already had a Climbing speed it increases by 2m.

  • Spell Focus. If you can see your Familiar and the Target of a spell, whilst casting a spell with the Fire Spell Tag with a Range greater than Self, you can cast the spell as if you were occupying your Familiar’s location.

If you have unlocked the second Tier Bond with multiple Elements, then your Familiar gains all the applicable elemental modifiers.

Wild Mender

Any entity who recovers HP from the Wild Mender action, gains Fire Resistance, until the end of their next Turn, instead of Fire Reduction 5 from Fiery Mender.

Wild Shaper

Upon gaining an Elemental Bond Tier 2 with an element, your Animal Forms gain the following modifications:

  • Fiery Movement. The Form gains a Climbing speed equal to their Walking speed, if they already had a Climbing speed it increases by 2m.

  • Fiery Weapons. Your Form begins to exhibit changes based around fire and smoke, when using your Form’s Natural Weapon, you can choose to replace the Damage Type with Fire damage.

Primordial Ward (7th Level +)

You also gain Advantage on Trait Tests to resist, avoid, or end spells or rites that deal Fire damage.



Tier 3

Once per Turn, when you would deal damage with a Cantrip, Weapon Attack, or Unarmed Strike, you can replace the normal Damage Type with Fire Damage.

You also increase the Damage Rolls that would deal Fire Damage as one of its Damage Types by 1d8. This ability does not stack with other Tier 3 bonds with other Elements.

If you have the Wild Shaper Feature, when using the Wild Shape action, you may choose to transform into an Elemental Form as shown in Appendix B, gaining access to the Fire Features of the Stat Block.

Path of the Channeler (9th Level +)

Your spells with the Fire Spell Tag increase their Damage Rolls by 1d8, this effect does not stack with this benefit for other Elemental Bonds.

Increase the HP restored by Restoration School Spells by 2d8.

Path of the Sage (9th Level +)

You may use Intuition instead of Physique when making Athletics Skill Rolls, and instead of Endurance when making Stamina Skill Rolls.

Aid of the World (11th Level +)

You gain the Rebuking Flame reaction.

World Speaker Reaction Card (Elemental Visions Reaction) Rebuking Flame RP Cost: 1RP Trigger: You receive damage from a Target Cost: You may expend 1 Vision Die Target: An entity you can see within Range Range: 6m | Near Effect: Flame dances to strike those who would dare harm you. The Target must make an Agility Test against your Spell TG. On a Failed Test: The Target takes Fire damage equal to half your SB rolls of your Vision Die and gains two Degree of the Burned condition. If Failed by 5+: The Target takes an additional Fire damage equal to half your SB rolls of your Vision Die and gains an additional two Degrees of the Burned condition. On a Successful Test: They take half as much damage. Empowered by Visions: The RP cost of this reaction is reduced to 0RP.


Tier 4

You gain a defensive benefit, which applies to both your normal Form and any Forms from the Wild Shape action:

Fire. Your Walking speed increases by 3m, and you gain a Climbing speed equal to your Walking speed.

Hostile entities that end their Turn within your AoC, take Fire damage equal to your Intuition + your SB.

You are always treated as being under the effects of the Fire Breathing spell, but you can talk and verbalise spells.



Tier 5

You gain Immunity to Fire damage.

In addition, if you have multiple elements at Tier 5 you may combine their Damage Types for spells of the appropriate Spell Tags and Elemental Bond effects. For example, if you had both Fire and Water to Tier 5, your spells with either the Fire and/or Water Spell Tags as well as your Animal Forms can deal Cold Fire damage instead of either Cold or Fire damage.



Water

Tier 1

  • Water’s Power. You may reroll a damage die roll of a 1 for any Damage Roll of a spell with the Water Spell Tag. You must use the rerolled result.

  • Cold Resistance. You gain Cold Resistance.

  • Expanded Spell List. You treat all spells with the Water Spell Tag as being part of your Primordial Spell List.

  • Spell Knowledge. You may choose one Cantrip and 1st-Circle spell with the Water Spell Tag, you Learn the chosen Cantrip and always have your chosen 1st Circle spell Prepared.

  • Water’s Boon. The Spell TG of your spells increases by half your SB.

  • Water Mender (5th Level+ & Wild Mender Feature). Any entity who recovers HP from the Wild Mender action gains Cold Reduction 5, until the end of their next Turn.

Elemental Seer

Once you have unlocked the Elemental Visions Feature the following effects apply:

  • Curse: Frozen Heart. You cannot breathe underwater, you have Disadvantage on Trait Tests to avoid slipping on ice, and you treat water as Difficult Terrain. If you already considered it Difficult Terrain, then the penalty’s effect is doubled.

    During Active Time Encounters, if you have not taken the Movement or Disengage action, been under the effects of the Frozen condition, or cast a spell with the Water Spell Tag or that deals Cold damage, at the end of your Turn you gain the Frozen condition and a 3m Radius Sphere, Centred on You becomes Difficult Terrain coated in thick ice until the end of your next Turn.

    This Curse lasts until you next complete a Long Rest or a number of Hours equal to the spell’s Circle or rite’s Order.

  • Elemental Visions Action. You gain the Wave’s Flow action.

World Speaker Action Card (Elemental Visions Action) Wave’s Flow AP Cost: 1AP Cost: A number of unexpended Vision Dice up to half your World Speaker Level Target: A number of entities that you can see within Range, up to the number of Vision Dice expended Range: 12m | At Range Effect: Your visions grant your allies the ability to weave past obstacles. Roll your expended Vision Dice. Until the start of your next Turn, each Target increases their Movement speeds by a number of metres equal to the highest value rolled on the expended Vision Dice. For the Duration of this action, each Target can move through occupied spaces without penalty and can ignore the effects of Difficult Terrain on their Movement speed.


Tier 2

Spells with the Water Spell Tag with a Range greater than 3m, increase their Range by half your SB x 10 metres.

In addition, your Channel the World Soul Features have become empowered in the following ways:

Summon Spirit

Your familiar gains power from the elements you are bonded to. Upon gaining an Elemental Bond Tier 2 with an Element, your Familiar gains the following modifications:

  • Cold Damage. You may choose for the Familiar's Natural Weapon action to deal Cold damage.

  • Cold Resistance. The Familiar gains Cold Resistance.

  • Swimming Speed. The Familiar gains a Swimming speed equal to their Walking speed and can breathe underwater, if they already had a Swimming speed it increases by 2m.

  • Spell Focus. If you can see your Familiar and the Target of a spell, whilst casting a spell with the Water Spell Tag with a Range greater than Self, you can cast the spell as if you were occupying your Familiar’s location.

If you have unlocked the second Tier Bond with multiple Elements, then your Familiar gains all the applicable elemental modifiers.

Wild Mender

Any entity who recovers HP from the Wild Mender action, gains Cold Resistance, until the end of their next Turn, instead of Cold Reduction 5 from Water Mender.

Wild Shaper

Upon gaining an Elemental Bond Tier 2 with an element, your Animal Forms gain the following modifications:

  • Fluid Movement. The Form gains a Swimming speed equal to their Walking speed and can breathe underwater, if they already had a Swimming speed it increases by 2m.

  • Ice Weapons. Your Form begins to exhibit changes based around ice and water, when using your Form’s Natural Weapon, you can choose to replace the Damage Type with Cold damage.

Primordial Ward (7th Level +)

You also gain Advantage on Trait Tests to resist, avoid, or end spells or rites that deal Cold damage.



Tier 3

Once per Turn, when you would deal damage with a Cantrip, Weapon Attack, or Unarmed Strike, you can replace the normal Damage Type with Cold Damage.

You also increase the Damage Rolls that would deal Cold Damage as one of its Damage Types by 1d8. This ability does not stack with other Tier 3 bonds with other Elements.

If you have the Wild Shaper Feature, when using the Wild Shape action, you may choose to transform into an Elemental Form as shown in Appendix B, gaining access to the Water Features of the Stat Block.

Path of the Channeler (9th Level +)

Your spells with the Water Spell Tag increase their Damage Rolls by 1d8, this effect does not stack with this benefit for other Elemental Bonds.

Increase the Spell TG of your Illusion School Spells by half your SB.

Path of the Sage (9th Level +)

You may use Intuition instead of Determination when making Diplomacy and Deception Skill Rolls.

Aid of the World (11th Level +)

You gain the Uncanny Dodge reaction.

World Speaker Reaction Card (Elemental Visions Reaction) Uncanny Dodge RP Cost: 1RP Trigger: You receive damage Cost: You may expend 1 Vision Die Effect: You disperse the strength of the blow. The Triggering damage is halved. Empowered by Visions: The RP cost of this reaction is reduced to 0RP.


Tier 4

You gain a defensive benefit, which applies to both your normal Form and any Forms from the Wild Shape action:

Water. You gain a Swimming speed equal to your Walking speed.

You can take the Dodge action for 1AP, and can move through spaces occupied by other entities though cannot end your movement there.

You are always treated as being under the effects of the Water Breathing spell, but you can talk and verbalise spells.



Tier 5

You gain Immunity to Cold damage.

In addition, if you have multiple elements at Tier 5 you may combine their Damage Types for spells of the appropriate Spell Tags and Elemental Bond effects. For example, if you had both Fire and Water to Tier 5, your spells with either the Fire and/or Water Spell Tags as well as your Animal Forms can deal Cold Fire damage instead of either Cold or Fire damage.



Fungi

Tier 1

  • Necrotic Power. You may reroll a damage die roll of a 1 for any Damage Roll of a spell with the Fungi Spell Tag. You must use the rerolled result.

  • Necrotic Resistance. You gain Necrotic Resistance.

  • Expanded Spell List. You treat all spells with the Fungi Spell Tag as being part of your Primordial Spell List.

  • Spell Knowledge. You may choose one Cantrip and 1st-Circle spell with the Fungi Spell Tag, you Learn the chosen Cantrip and always have your chosen 1st Circle spell Prepared.

  • Fungi’s Boon. If a hostile entity is affected by your spell, until the start of your next Turn, they cannot benefit from Shield Bonuses.

  • Fungal Mender (5th Level+ & Wild Mender Feature). Any entity who recovers HP from the Wild Mender action gains Necrotic Reduction 5, until the end of their next Turn.

Elemental Seer

Once you have unlocked the Elemental Visions Feature the following effects apply:

  • Curse: Wilting Decay. You gain Vulnerability to Necrotic and Poison Damage, and Resistance to Entropic and Radiant damage.

    You have Disadvantage of Trait Test to resist, avoid, or end the Poisoned condition and Diseases, and do not remove Degrees of the Wounded condition until this Curse is removed.

    This Curse lasts until you next complete a Long Rest or a number of Hours equal to the spell’s Circle or rite’s Order.

  • Elemental Visions Action. You gain the Fungal Reinforcement action.

World Speaker Action Card (Elemental Visions Action) Fungal Reinforcement AP Cost: 1AP Cost: A number of unexpended Vision Dice up to half your SB Target: An entity that you can see within Range Range: 24m | At Range Effect: Your visions grant you the ability to ward allies against incoming damage. Roll your expended Vision Dice. Until the start of your next Turn, the Target gains Damage Reduction against all Damage Types, bar Entropic and Cosmic damage, equal to the total of your Vision Die’s roll.


Tier 2

Spells with the Fungi Spell Tag with a Range greater than 3m, increase their Range by half your SB x 10 metres.

In addition, your Channel the World Soul Features have become empowered in the following ways:

Summon Spirit

Your familiar gains power from the elements you are bonded to. Upon gaining an Elemental Bond Tier 2 with an Element, your Familiar gains the following modifications:

  • Necrotic Damage. You may choose for the Familiar's Natural Weapon action to deal Necrotic damage.

  • Necrotic Resistance. The Familiar gains Necrotic Resistance.

  • Fungal Speed. The Familiar gains a Swimming speed equal to their Walking speed and can breathe underwater, if they already had a Swimming speed it increases by 2m.

  • Spell Focus. If you can see your Familiar and the Target of a spell, whilst casting a spell with the Fungi Spell Tag with a Range greater than Self, you can cast the spell as if you were occupying your Familiar’s location.

If you have unlocked the second Tier Bond with multiple Elements, then your Familiar gains all the applicable elemental modifiers.

Wild Mender

Any entity who recovers HP from the Wild Mender action, gains Necrotic Resistance, until the end of their next Turn, instead of Necrotic Reduction 5 from Fungal Mender.

Wild Shaper

Upon gaining an Elemental Bond Tier 2 with an element, your Animal Forms gain the following modifications:

  • Fungal Movement. The Form gains a Swimming speed equal to their Walking speed and can breathe underwater, if they already had a Swimming speed it increases by 2m.

  • Necrotic Weapons. Your Form begins to exhibit changes based around fungi and decay, when using your Form’s Natural Weapon, you can choose to replace the Damage Type with Necrotic damage.

Primordial Ward (7th Level +)

You also gain Advantage on Trait Tests to resist, avoid, or end spells or rites that deal Necrotic damage.



Tier 3

Once per Turn, when you would deal damage with a Cantrip, Weapon Attack, or Unarmed Strike, you can replace the normal Damage Type with Necrotic Damage.

You also increase the Damage Rolls that would deal Necrotic Damage as one of its Damage Types by 1d8. This ability does not stack with other Tier 3 bonds with other Elements.

If you have the Wild Shaper Feature, when using the Wild Shape action, you may choose to transform into an Elemental Form as shown in Appendix B, gaining access to the Fungi Features of the Stat Block.

Path of the Channeler (9th Level +)

Your spells with the Fungi Spell Tag increase their Damage Rolls by 1d8, this effect does not stack with this benefit for other Elemental Bonds.

Increase the Degrees of conditions applied of your Necromancy School Spells by half your SB.

Path of the Sage (9th Level +)

You can grant yourself Advantage on a Skill Roll before making the roll.

You can do this a number of times up to your Elemental Bond Tier with Fungi, replenishing expended uses upon completing a Long Rest.

Aid of the World (11th Level +)

You gain the Fungal Regeneration reaction.

World Speaker Reaction Card (Elemental Visions Reaction) Fungal Regeneration RP Cost: 1RP Trigger: You receive damage Cost: You may expend 1 Vision Die Effect: You channel fungal power to heal your wounds. You recover HP equal to half your SB rolls of your Vision Die. Empowered by Visions: For a number of your subsequent Turns, equal to a roll of your expended Vision Die, at the start of your Turn the effect of this action repeats.


Tier 4

You gain a defensive benefit, which applies to both your normal Form and any Forms from the Wild Shape action:

Fungi. You gain a Swimming speed equal to your Walking speed.

Hostile entities that end their Turn within your AoC, take Necrotic Poison damage equal to your Intuition + your SB.

You are always treated as being under the effects of the Earth Breathing and Water Breathing spells, but you can talk and verbalise spells.



Tier 5

You gain Immunity to Necrotic damage.

In addition, if you have multiple elements at Tier 5 you may combine their Damage Types for spells of the appropriate Spell Tags and Elemental Bond effects. For example, if you had both Fire and Water to Tier 5, your spells with either the Fire and/or Water Spell Tags as well as your Animal Forms can deal Cold Fire damage instead of either Cold or Fire damage.



Metal

Tier 1

  • Metal’s Power. You may reroll a damage die roll of a 1 for any Damage Roll of a spell with the Metal Spell Tag. You must use the rerolled result.

  • Vorpal Resistance. You gain Vorpal Resistance.

  • Expanded Spell List. You treat all spells with the Metal Spell Tag as being part of your Primordial Spell List.

  • Spell Knowledge. You may choose one Cantrip and 1st-Circle spell with the Metal Spell Tag, you Learn the chosen Cantrip and always have your chosen 1st Circle spell Prepared.

  • Metal’s Boon. The Critical Hit Scope of your Spell Attack Rolls increases by half your SB.

  • Adamantine Mender (5th Level+ & Wild Mender Feature). Any entity who recovers HP from the Wild Mender action gains Vorpal Reduction 5, until the end of their next Turn.

Elemental Seer

Once you have unlocked the Elemental Visions Feature the following effects apply:

  • Curse: Broken Shield. You gain Vulnerability to Piercing, Slashing and Vorpal Damage, and Resistance to Bludgeoning and Force damage.

    You cannot gain the benefits of a Shield Bonus.

    This Curse lasts until you next complete a Long Rest or a number of Hours equal to the spell’s Circle or rite’s Order.

  • Elemental Visions Action. You gain the Vorpal Cut action.

World Speaker Action Card (Elemental Visions Action) Vorpal Cut AP Cost: 1AP Cost: A number of unexpended Vision Dice up to half your SB Target: An entity that you can see within Range Range: 12m | At Range Effect: Your visions grant you the ability to find your opponent’s weakest point. Roll your expended Vision Dice. Until the start of your next Turn, the Target gains Damage Magnification against all Damage Types, equal to the total of your Vision Die’s roll.


Tier 2

Spells with the Metal Spell Tag with a Range greater than 3m, increase their Range by half your SB x 10 metres.

In addition, your Channel the World Soul Features have become empowered in the following ways:

Summon Spirit

Your familiar gains power from the elements you are bonded to. Upon gaining an Elemental Bond Tier 2 with an Element, your Familiar gains the following modifications:

  • Vorpal Damage. You may choose for the Familiar's Natural Weapon action to deal Vorpal damage.

  • Vorpal Resistance. The Familiar gains Vorpal Resistance.

  • Metallic Speed. The Familiar gains a Burrowing speed equal to their Walking speed, if they already had a Burrowing speed it increases by 2m.

  • Spell Focus. If you can see your Familiar and the Target of a spell, whilst casting a spell with the Metal Spell Tag with a Range greater than Self, you can cast the spell as if you were occupying your Familiar’s location.

If you have unlocked the second Tier Bond with multiple Elements, then your Familiar gains all the applicable elemental modifiers.

Wild Mender

Any entity who recovers HP from the Wild Mender action, gains Vorpal Resistance, until the end of their next Turn, instead of Vorpal Reduction 5 from Adamantine Mender.

Wild Shaper

Upon gaining an Elemental Bond Tier 2 with an element, your Animal Forms gain the following modifications:

  • Metallic Movement. The Form gains a Burrowing speed equal to their Walking speed, if they already had a Burrowing speed it increases by 2m.

  • Vorpal Weapons. Your Form begins to exhibit changes based around metal and crystals, when using your Form’s Natural Weapon, you can choose to replace the Damage Type with Vorpal damage.

Primordial Ward (7th Level +)

You also gain Advantage on Trait Tests to resist, avoid, or end spells or rites that deal Vorpal damage.



Tier 3

Once per Turn, when you would deal damage with a Cantrip, Weapon Attack, or Unarmed Strike, you can replace the normal Damage Type with Vorpal Damage.

You also increase the Damage Rolls that would deal Vorpal Damage as one of its Damage Types by 1d8. This ability does not stack with other Tier 3 bonds with other Elements.

If you have the Wild Shaper Feature, when using the Wild Shape action, you may choose to transform into an Elemental Form as shown in Appendix B, gaining access to the Metal Features of the Stat Block.

Path of the Channeler (9th Level +)

Your spells with the Metal Spell Tag increase their Damage Rolls by 1d8, this effect does not stack with this benefit for other Elemental Bonds.

For the Duration of Protection School Spells you cast, you can choose for your HT to equal 10 + your Intuition + your SB, and gain Bludgeoning, Piecing, Slashing, and Vorpal Reduction X, where X equals your Elemental Bond Tier with Metal.

Path of the Sage (9th Level +)

When using the Identify spell with an Item, you can gain one of the following pieces of information (chosen when you cast the spell):

  • You Learn one Item, which the Target Item is an Ingredient for Crafting.

  • You get a sense of how much the Item is currently worth in GP where you last traded, and how much it would have been originally worth.

    Magic Items may give a range of results or be unable to have their worth measured.

Aid of the World (11th Level +)

You gain the Metallic Coating reaction.

World Speaker Reaction Card (Elemental Visions Reaction) Metallic Coating RP Cost: 1RP Trigger: You are Targeted by an effect that would cause you to make a Trait Test to resist or avoid a harmful effect Cost: You may expend 1 Vision Die Effect: You channel metallic power to seal your form in metallic armour. Until the start of your next Turn, you have Advantage on Trait Tests made to resist or avoid harmful effects (including against the Triggering effect), and your HT becomes 20 unless your HT was already higher. Empowered by Visions: For a number of your Rounds, equal to a roll of your expended Vision Die, until the end of your Turn for that Round, Attacks Rolls against you are made with Disadvantage.


Tier 4

You gain a defensive benefit, which applies to both your normal Form and any Forms from the Wild Shape action:

Metal. You gain a Burrowing speed equal to your Walking speed, and Tremorsense out to your AoC.

You gain a +2 Shield Bonus to your HT, and your Critical Hit Sope increases by 1.

You are always treated as being under the effects of the Earth Breathing and Fire Breathing spells, but you can talk and verbalise spells.



Tier 5

You gain Immunity to Vorpal damage.

In addition, if you have multiple elements at Tier 5 you may combine their Damage Types for spells of the appropriate Spell Tags and Elemental Bond effects. For example, if you had both Fire and Water to Tier 5, your spells with either the Fire and/or Water Spell Tags as well as your Animal Forms can deal Cold Fire damage instead of either Cold or Fire damage.



Thunder

Tier 1

  • Thunder’s Power. You may reroll a damage die roll of a 1 for any Damage Roll of a spell with the Thunder Spell Tag. You must use the rerolled result.

  • Thunder Resistance. You gain Thunder Resistance.

  • Expanded Spell List. You treat all spells with the Thunder Spell Tag as being part of your Primordial Spell List.

  • Spell Knowledge. You may choose one Cantrip and 1st-Circle spell with the Thunder Spell Tag, you Learn the chosen Cantrip and always have your chosen 1st Circle spell Prepared.

  • Thunder’s Boon. If you spell would bestow any number of Degrees of a condition, it applies an additional number equal to half your SB for the same Duration.

  • Storm Mender (5th Level+ & Wild Mender Feature). Any entity who recovers HP from the Wild Mender action gains Thunder Reduction 5, until the end of their next Turn.

Elemental Seer

Once you have unlocked the Elemental Visions Feature the following effects apply:

  • Curse: Storm’s Rage. Your Ranged Attack Rolls are made with Disadvantage, and you have Disadvantage on Trait Tests to resist, avoid, or end the Silenced condition.

    You have Advantage on Trait Tests to resist, avoid, or end the Impaired condition.

    This Curse lasts until you next complete a Long Rest or a number of Hours equal to the spell’s Circle or rite’s Order.

  • Elemental Visions Action. You gain the Distracting Noise action.

World Speaker Action Card (Elemental Visions Action) Distracting Noise AP Cost: 1AP Cost: A number of unexpended Vision Dice up to your SB Target: An entity that you can see within Range Range: 12m | At Range Effect: Your visions flood your enemies minds with distracting fragments of things that have been and things yet to come. Until the start of your next Turn, for the next X Trait Tests the Target would succeed, they gain a Divination Penalty to the Test’s TTV equal to a roll of your Vision Die. Where X equals the number of Vision Dice expended as part of this action’s Cost.


Tier 2

Spells with the Thunder Spell Tag with a Range greater than 3m, increase their Range by half your SB x 10 metres.

In addition, your Channel the World Soul Features have become empowered in the following ways:

Summon Spirit

Your familiar gains power from the elements you are bonded to. Upon gaining an Elemental Bond Tier 2 with an Element, your Familiar gains the following modifications:

  • Thunder Damage. You may choose for the Familiar's Natural Weapon action to deal Thunder damage.

  • Thunder Resistance. The Familiar gains Thunder Resistance.

  • Aerial Speed. The Familiar gains a Flying speed equal to their Walking speed, if they already had a Flying speed it increases by 2m.

  • Spell Focus. If you can see your Familiar and the Target of a spell, whilst casting a spell with the Thunder Spell Tag with a Range greater than Self, you can cast the spell as if you were occupying your Familiar’s location.

If you have unlocked the second Tier Bond with multiple Elements, then your Familiar gains all the applicable elemental modifiers.

Wild Mender

Any entity who recovers HP from the Wild Mender action, gains Thunder Resistance, until the end of their next Turn, instead of Thunder Reduction 5 from Storm Mender.

Wild Shaper

Upon gaining an Elemental Bond Tier 2 with an element, your Animal Forms gain the following modifications:

  • Aerial Movement. The Form gains a Flying speed equal to their Walking speed, if they already had a FLying speed it increases by 2m.

  • Storm Weapons. Your Form begins to exhibit changes based around storms and thunder, when using your Form’s Natural Weapon, you can choose to replace the Damage Type with Thunder damage.

Primordial Ward (7th Level +)

You also gain Advantage on Trait Tests to resist, avoid, or end spells or rites that deal Thunder damage.



Tier 3

Once per Turn, when you would deal damage with a Cantrip, Weapon Attack, or Unarmed Strike, you can replace the normal Damage Type with Thunder Damage.

You also increase the Damage Rolls that would deal Thunder Damage as one of its Damage Types by 1d8. This ability does not stack with other Tier 3 bonds with other Elements.

If you have the Wild Shaper Feature, when using the Wild Shape action, you may choose to transform into an Elemental Form as shown in Appendix B, gaining access to the Thunder Features of the Stat Block.

Path of the Channeler (9th Level +)

Your spells with the Thunder Spell Tag increase their Damage Rolls by 1d8, this effect does not stack with this benefit for other Elemental Bonds.

For Evocation School Spells that Target a single entity, this ignores additional Targets for casting the spell at a higher Circle, you may choose an additional Target for the spell that you can see within 6m (Near) of the original Target.

For Evocation School Spells that have an AoE, increase the size of the Area of Effect a number of metres equal to your Intuition (minimum of 1m).

Path of the Sage (9th Level +)

Whenever someone you can see uses a Skill or Tool, you can use your reaction (1RP) to count as having Learnt the Skill or being Trained in the Tool. This benefit lasts for 1 Hour, and you can only mimic one Skill or Tool at a time.

You can mimic a Skill or Tool this way a number of times up to your Elemental Bond Tier with Thunder, replenishing expended uses upon completing a Long Rest.

Aid of the World (11th Level +)

You gain the Thunderous Evasion reaction.

World Speaker Reaction Card (Elemental Visions Reaction) Thunderous Evasion RP Cost: 1RP Trigger: You are subjected to an effect that allows you to make an Agility Test to take only half damage, and you are not Incapacitated Cost: You may expend 1 Vision Die Effect: You channel the storm to aid you in evading incoming damage. The Test’s effect is modified in the following way: On a Failed Test: You only take half as much damage. On a Successful Test: You take no damage, and you Teleport to an unoccupied space outside of the Area of Effect. Empowered by Visions: The Trigger applies to any Trait Test to resist or avoid a harmful effect that would halve the damage on a successful Test, rather than just Agility Tests.


Tier 4

You gain a defensive benefit, which applies to both your normal Form and any Forms from the Wild Shape action:

Thunder. You gain a Flying speed equal to your Walking speed and can Hover.

You have Advantage on Trait Tests made to resist, avoid, and end the Impaired and Silenced conditions.

Whenever you perform the

Movement

action multiple times in one Turn, it only increases its AP cost by 1AP rather than 2AP.

You are always treated as being under the effects of the Void Breathing and Water Breathing spells, but you can talk and verbalise spells.



Tier 5

You gain Immunity to Thunder damage.

In addition, if you have multiple elements at Tier 5 you may combine their Damage Types for spells of the appropriate Spell Tags and Elemental Bond effects. For example, if you had both Fire and Water to Tier 5, your spells with either the Fire and/or Water Spell Tags as well as your Animal Forms can deal Cold Fire damage instead of either Cold or Fire damage.



Wood

Tier 1

  • Wood’s Power. You may reroll a damage die roll of a 1 for any Damage Roll of a spell with the Wood Spell Tag. You must use the rerolled result.

  • Radiant Resistance. You gain Radiant Resistance.

  • Expanded Spell List. You treat all spells with the Wood Spell Tag as being part of your Primordial Spell List.

  • Spell Knowledge. You may choose one Cantrip and 1st-Circle spell with the Wood Spell Tag, you Learn the chosen Cantrip and always have your chosen 1st Circle spell Prepared.

  • Wood’s Boon. The next Attack Roll made against a hostile entity affected by your spell, is made with Advantage.

  • Wood Mender (5th Level+ & Wild Mender Feature). Any entity who recovers HP from the Wild Mender action gains Radiant Reduction 5, until the end of their next Turn.

Elemental Seer

Once you have unlocked the Elemental Visions Feature the following effects apply:

  • Curse: Rampant Healing. You gain Vulnerability to Fire damage. If an effect would restore your HP, you double the amount of HP you restore, however should the amount restored recover more HP than your Hit Point Maximum, you recover no HP and receive Entropic damage equal to the amount of HP that would have been recovered.

    This Curse lasts until you next complete a Long Rest or a number of Hours equal to the spell’s Circle or rite’s Order.

  • Elemental Visions Action. You gain the Restoring Radiance action.

World Speaker Action Card (Elemental Visions Action) Restoring Radiance AP Cost: 1AP Cost: A number of unexpended Vision Dice up to half your World Speaker Level Target: An entity you can see within Range Range: 24m | At Range Effect: Your visions ward grant you insight to treat your ally. Roll the expended Vision Dice. The Target recovers HP equal to the total of the expended Vision Dice rolls + your Intuition (minimum of 1).


Tier 2

Spells with the Wood Spell Tag with a Range greater than 3m, increase their Range by half your SB x 10 metres.

In addition, your Channel the World Soul Features have become empowered in the following ways:

Summon Spirit

Your familiar gains power from the elements you are bonded to. Upon gaining an Elemental Bond Tier 2 with an Element, your Familiar gains the following modifications:

  • Radiant Damage. You may choose for the Familiar's Natural Weapon action to deal Radiant damage.

  • Radiant Resistance. The Familiar gains Radiant Resistance.

  • Arboreal Speed. The Familiar gains a Burrowing speed equal to their Walking speed, if they already had a Burrowing speed it increases by 2m.

  • Spell Focus. If you can see your Familiar and the Target of a spell, whilst casting a spell with the Wood Spell Tag with a Range greater than Self, you can cast the spell as if you were occupying your Familiar’s location.

If you have unlocked the second Tier Bond with multiple Elements, then your Familiar gains all the applicable elemental modifiers.

Wild Mender

Any entity who recovers HP from the Wild Mender action, gains Radiant Resistance, until the end of their next Turn, instead of Radiant Reduction 5 from Wood Mender.

Wild Shaper

Upon gaining an Elemental Bond Tier 2 with an element, your Animal Forms gain the following modifications:

  • Arboreal Movement. The Form gains a Burrowing speed equal to their Walking speed, if they already had a Burrowing speed it increases by 2m.

  • Radiant Weapons. Your Form begins to exhibit changes based around life, wood, and flora, when using your Form’s Natural Weapon, you can choose to replace the Damage Type with Radiant damage.

Primordial Ward (7th Level +)

You also gain Advantage on Trait Tests to resist, avoid, or end spells or rites that deal Radiant damage.



Tier 3

Once per Turn, when you would deal damage with a Cantrip, Weapon Attack, or Unarmed Strike, you can replace the normal Damage Type with Radiant Damage.

You also increase the Damage Rolls that would deal Radiant Damage as one of its Damage Types by 1d8. This ability does not stack with other Tier 3 bonds with other Elements.

If you have the Wild Shaper Feature, when using the Wild Shape action, you may choose to transform into an Elemental Form as shown in Appendix B, gaining access to the Wood Features of the Stat Block.

Path of the Channeler (9th Level +)

Your spells with the Wood Spell Tag increase their Damage Rolls by 1d8, this effect does not stack with this benefit for other Elemental Bonds.

When you cast Restoration School Spells each allied entity within Xm of you, where X equals your Elemental Bond Tier with Wood, recovers HP equal to your World Speaker Level.

Path of the Sage (9th Level +)

You always have the Identify spell Prepared. When using the spell with an Item, you learn one fact about the history of the Item, or an event tied to the Item’s history.

Aid of the World (11th Level +)

You gain the Bark Shield reaction.

World Speaker Reaction Card (Elemental Visions Reaction) Bark Shield RP Cost: 1RP Trigger: You receive damage Cost: You may expend 1 Vision Die Effect: You channel the wood to shield you from harm. You gain BP equal to your World Speaker Level. At the start of each of your Turns while you have BP from this action available you can either: •Armoured Growths: You gain a Shield Bonus to your HT equal to your Intuition (minimum of 1). •Reduce your Remaining BP: You restore HP of an allied entity you can see within 6m of you equal to double the BP lost. Empowered by Visions: For a number of your subsequent Turns equal to a roll of your Vision Die, at the start of each of your Turns, you increase the BP bestowed by this action by a number of rolls of your Vision Die equal to half your SB.


Tier 4

You gain a defensive benefit, which applies to both your normal Form and any Forms from the Wild Shape action:

Wood. You gain a Burrowing speed equal to your Walking speed, and Tremorsense out to your AoC.

When determining the Hit Point Maximum increase for each World Speaker Level, increase the HP gained by 2 (this is a retroactive bonus).

You are always treated as being under the effects of the Fire Breathing and Void Breathing spells, but you can talk and verbalise spells.



Tier 5

You gain Immunity to Radiant damage.

In addition, if you have multiple elements at Tier 5 you may combine their Damage Types for spells of the appropriate Spell Tags and Elemental Bond effects. For example, if you had both Fire and Water to Tier 5, your spells with either the Fire and/or Water Spell Tags as well as your Animal Forms can deal Cold Fire damage instead of either Cold or Fire damage.



Cosmic

Tier 1

  • Cosmic Power. You may reroll a damage die roll of a 1 for any Damage Roll of a spell with the Space and/or Time Spell Tags. You must use the rerolled result.

  • Cosmic Resistance. You gain Cosmic Resistance.

  • Expanded Spell List. You treat all spells with the Space and/or Time Spell Tags as being part of your Primordial Spell List.

  • Spell Knowledge. You may choose one Cantrip and 1st-Circle spell with the Space and/or Time Spell Tags, you Learn the chosen Cantrip and always have your chosen 1st Circle spell Prepared.

  • Cosmic Boon. Your Spells treat a Target’s Damage Reduction for all Damage Types as being 5 lower than normal (minimum of 0).

  • Cosmic Mender (5th Level+ & Wild Mender Feature). Any entity who recovers HP from the Wild Mender action gains Cosmic Reduction 5, until the end of their next Turn.

Elemental Seer

Once you have unlocked the Elemental Visions Feature the following effects apply:

  • Curse: Cosmic Drain. You gain the Sap Physique X Condition where X equals the Circle/Order of the spell/rite, and you are Immune to the effects of all spells.

    This Curse lasts until you next complete a Long Rest or a number of Hours equal to the spell’s Circle or rite’s Order.

  • Elemental Visions Action. You gain the Cosmic Insight reaction.

World Speaker Reaction Card (Elemental Visions Reaction) Cosmic Insight RP Cost: 1RP Trigger: An entity you can see within Range succeeds or fails a Trait Test Cost: An unexpended Vision Die Range: 24m | At Range Effect: Your visions channel guidance from the stars to alter fate to your whims. Roll the expended Vision Die. Trigger = A Successful Trait Test. The Test’s TTV gains a Divination Penalty equal to the result of the Vision Die’s roll, potentially turning a success into a failure. Trigger = A Failed Trait Test. The Test’s TTV gains a Divination Bonus equal to the result of the Vision Die’s roll, potentially turning a failure into a success.


Tier 2

Spells with the Space and/or Time Spell Tags with a Range greater than 3m, increase their Range by half your SB x 10 metres.

In addition, your Channel the World Soul Features have become empowered in the following ways:

Summon Spirit

Your familiar gains power from the elements you are bonded to. Upon gaining an Elemental Bond Tier 2 with an Element, your Familiar gains the following modifications:

  • Cosmic Damage. You may choose for the Familiar's Natural Weapon action to deal Cosmic damage.

  • Cosmic Resistance. The Familiar gains Cosmic Resistance.

  • Spatial Speed. The Familiar gains a Flying speed equal to their Walking speed, if they already had a Flying speed it increases by 2m.

  • Spell Focus. If you can see your Familiar and the Target of a spell, whilst casting a spell with the Space and/or Time Spell Tags with a Range greater than Self, you can cast the spell as if you were occupying your Familiar’s location.

If you have unlocked the second Tier Bond with multiple Elements, then your Familiar gains all the applicable elemental modifiers.

Wild Mender

Any entity who recovers HP from the Wild Mender action, gains Cosmic Resistance, until the end of their next Turn, instead of Cosmic Reduction 5 from Cosmic Mender.

Wild Shaper

Upon gaining an Elemental Bond Tier 2 with an element, your Animal Forms gain the following modifications:

  • Spatial Movement. The Form gains a Flying speed equal to their Walking speed, if they already had a FLying speed it increases by 2m.

  • Cosmic Weapons. Your Form begins to exhibit changes based around stars and space, when using your Form’s Natural Weapon, you can choose to replace the Damage Type with Cosmic damage.

Primordial Ward (7th Level +)

You also gain Advantage on Trait Tests to resist, avoid, or end spells or rites that deal Cosmic damage.



Tier 3

Once per Turn, when you would deal damage with a Cantrip, Weapon Attack, or Unarmed Strike, you can replace the normal Damage Type with Cosmic Damage.

You also increase the Damage Rolls that would deal Cosmic Damage as one of its Damage Types by 1d8. This ability does not stack with other Tier 3 bonds with other Elements.

If you have the Wild Shaper Feature, when using the Wild Shape action, you may choose to transform into an Elemental Form as shown in Appendix B, gaining access to the Cosmic Features of the Stat Block.

Path of the Channeler (9th Level +)

Your spells with the Space and/or Time Spell Tags increase their Damage Rolls by 1d8, this effect does not stack with this benefit for other Elemental Bonds.

Your Abjuration School Spells are considered a number of Circles higher, equal to half your SB, when used to Counter another spell.

Your Divination School Spells that provide information always provide an additional piece of information about the Target, though not necessarily tied to the kind of information the spell would normally glean. This information usually comes in the form of visions.

Path of the Sage (9th Level +)

When making a Knowledge Trait Test to learn or recall knowledge on a topic, on a successful Test you learn one additional piece of information on the topic granted via visions.

You can choose to reroll a failed Skill Roll.

You can reroll a number of times up to your Elemental Bond Tier with Cosmic, replenishing expended uses upon completing a Long Rest.

Aid of the World (11th Level +)

You gain the Cosmic Mirror reaction.

World Speaker Reaction Card (Elemental Visions Reaction) Cosmic Mirror RP Cost: 1RP Trigger: You are the Target of a spell that misses with its Spell Attack Roll or you succeed on a Trait Test to resist or avoid the effect of a spell Cost: You may expend 1 Vision Die Effect: You channel the cosmic power to redirect a spell. The Triggering spell is recast by you at the same Circle without requiring a Spell Slot, Targeting the original caster of the spell. Empowered by Visions: You can Target any applicable entity rather than the original caster of the spell, and it is considered to have been cast a number of Circles higher equal to half the roll of your Vision Die (to a maximum of 9th Circle).


Tier 4

You gain a defensive benefit, which applies to both your normal Form and any Forms from the Wild Shape action:

Cosmic. You gain a Flying speed equal to your Walking speed and can Hover.

If knocked Prone while Flying, you Fall as if under the effects of the Feather Fall spell, this cannot be Dispelled, Nullified, or Countered.

You gain a +2 Cosmic Bonus to your HT against Attack Rolls from spells, and have Advantage on Trait Tests to resist, avoid, or end the effect of spells.

You are always treated as being under the effects of the Earth Breathing, Fire Breathing, Void Breathing, and Water Breathing spells, but you can talk and verbalise spells.



Tier 5

You gain Immunity to Cosmic damage.

In addition, if you have multiple elements at Tier 5 you may combine their Damage Types for spells of the appropriate Spell Tags and Elemental Bond effects. For example, if you had both Fire and Water to Tier 5, your spells with either the Fire and/or Water Spell Tags as well as your Animal Forms can deal Cold Fire damage instead of either Cold or Fire damage.