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Abilities List
Age
You are able to cause a small object or location to age up to 100 years in a single minute. This effect does not work on living organisms of any kind.
- Arcane Knowledge - Temporal
Animal Communication
You are able to communicate with a specific animal you choose. This communication will be limited by the animal's intelligence, so simple creatures such as squirrels will communicate mostly in vague emotions and simple thoughts.
- Arcane Knowledge - Nature
Antideath Barrier
Attach a 2-meter diameter spherical ward to a location, object, or creature. No undead creature is able to willingly pass or reach through this ward.
- Arcane Knowledge - Warding
Antilife Barrier
Attach a 2-meter diameter spherical ward to a location, object, or creature for one hour. No living creature is able to willingly pass or reach through this ward.
- Arcane Knowledge - Warding
Antimagic Zone
Attach a 2-meter diameter spherical ward to a location, object, or creature. Magic is unable to be cast inside this ward.
- Arcane Knowledge - Warding
Arcane Charm
Make an attack roll against a creature to cast this spell. If successful, the creature becomes friendlier toward you and your allies. A hostile creature becomes neutral, if aggressive, and a neutral creature becomes friendly.
- Arcane Knowledge - Mind
Arcane Dexterity
You are able to create a pair of hands that you can control as if they were your own. The hands are restricted to a 1m sphere around their creation. You can choose to create simple tools held by the hands, such as lockpicks or a hammer.
- Arcane Knowledge - Kinetic
Arcane Influence
Make an attack roll against a creature to cast this spell. If successful, you are able to slightly influence a creature's thoughts and decision-making. They won't take an action they wouldn't normally, but you can cause them to do something they would have done anyway, but earlier or more eagerly, or cause them to pick one of two outcomes they were deciding between.
- Arcane Knowledge - Mind
Arcane Reinforcement
You reinforce an object to make it harder and more durable than it otherwise would be.
- Arcane Knowledge - Kinetic
- Arcane Knowledge - Warding
Asphyxiate
You manipulate the air inside a creature's body to suck the air out of their lungs. They're incapacitated for the next minute, at the end of which they take damage.
- Elemental Affinity - Air
Banish
You banish a creature to a temporary pocket dimension where they are suspended in time. You may cancel this banishment at any time.
- Arcane Knowledge - Planar
Barrage Shot
Fire at up to 3 creatures within range, making an attack roll against each with +1 Disadvantage.
- Marksman 1
Bestial Sympathy
You are able to share an animal's senses.
- Arcane Knowledge - Nature
Bestow Intelligence
You bestow a simple creature or plant with humanoid-level intelligence. Anything normally immobile (like a tree) is able to move itself and gains senses such as sight, hearing, etc that a typical humanoid would have. The entity also learns one language you know to fluency.
- Arcane Knowledge - Nature
- Arcane Knowledge - Mind
Blur Self
Your form warps and shifts, obscuring your true position and orientation. You have +1 Advantage to defense rolls when attacked.
- Arcane Knowledge - Illusion
- Arcane Knowledge - Warding
Bond Senses
You are able to share senses with your bonded partner. When perceiving the world through your partner, you will use the senses they have, and the same is true in reverse. e.g., when sharing senses with a wolf companion, you will have reduced color vision but increased hearing and olfactory senses.
- Bonded 1
Bondchanneling
You are able to channel abilities to originate at your bonded partner's location. You must pay all normal ability costs in addition to the costs of this one.
- Bonded 1
Bonded Telepathy
You are able to communicate telepathically via your bond to your Bonded Animal, Spirit, or Weapon. The level of information conveyed is dependent upon the intelligence level of your bonded partner. For example, if your bonded partner is a simple creature such as a squirrel, it will only be able to communicate basic thoughts and observations.
- Bonded 1
Bondleap
You instantly teleport to your bonded partner's location.
- Bonded 1
Brighteyes
You can see in pitch-black darkness as if it were a brightly-lit room. You do not become extra sensitive to bright lights.
- Arcane Knowledge - Divination
Called Shot
You call out a target. Your next ranged attack against this target gets +1 Advantage. This Ability can be used during your turn without taking an action.
- Marksman 1
Calm
You suppress the emotions of a creature. It will be more difficult for them to become angry, sad, or elated while under the effects of this spell.
- Arcane Knowledge - Mind
Cast Flames
You throw flames outward in a 5m cone in front of you, making a separate attack against all creatures in the cone.
- Elemental Affinity - Fire
Chain Lightning
You release a bolt of lightning that chains between enemies. The maximum chaining distance is 10 meters. This spell costs 1 more for each enemy it chains between. Make a separate attack against each enemy.
- Elemental Affinity - Lightning
Cleanse
You heal a creature suffering from disease or poison.
- Arcane Knowledge - Life
Compel Truth
You force a creature to respond honestly to a single question. They may choose to say nothing or to lie by omission, but they must be fully convinced of anything they say.
- Arcane Knowledge - Mind
Conjure Refuge
You conjure a weatherproof tent large enough for 5 adult humans.
- Arcane Knowledge - Manifestation
Crumble
You dissolve the structure of stone up to 3 meters in diameter, reducing it to sand.
- Elemental Affinity - Earth
Cure Major Wound
You cure a major wound such as a missing eye or limb, or a life-threatening injury.
- Arcane Knowledge - Life
Cure Minor Wound
You cure a minor wound such as a gash, broken bone, or sprain.
- Arcane Knowledge - Life
Death Aura
You cast an aura of death centered on yourself that moves with you. Any living creature within 30 meters gains +1 Disdvantage on rolls to heal, recover, or cast life magic. Any undead creature within 30 meters gains +1 Advantage on rolls to harm or cast death magic.
- Arcane Knowledge - Death
Deflect Stone
You're able to alter the traectory of a small stone projectile.
- Elemental Affinity - Earth
Delve into Mind
Make an attack roll against a creature to cast this spell. If successful, you can search through their mind to view a specific memory or the answer to a specific question.
- Arcane Knowledge - Mind
Detect Lies
When cast on a creature, when the creature communicates something that the creature itslef believes to be untrue, the caster will be alerted.
- Arcane Knowledge - Mind
Disappear
You are able to distract the creatures around you and hide, even when effectively in plain sight. Remaining hidden will use Challenges as normal.
- Whisper 1
Disarm
You disarm a creature holding a weapon.
- Whisper 1 or Warrior 1
Distracted Dodge
You can use this Ability to dodge an attack that was not directed specifically at you (excamples include an area-of-effect attack, chained attack, or volley attack hitting multiple targets)
- Marksman 1 or Whisper 1
Duststorm
You cloak the area in sand or dust, the earth swirling through the air and obscuring vision.
- Elemental Affinity - Earth
Earth Manipulation
You have the ability to manipulate earth and stone to a small degree. You can separate stone from itself, and move stone and earth through the air with roughly the force of an adult human's physical strength.
- Elemental Affinity - Earth
Earthwall
You raise a wall of earth up to 5 meters long and 2 meters high at a point within 10 meters of you.
- Elemental Affinity - Earth
Eavesdrop
You are able to listen in to sounds as if you were in a target location 1km away. You are still able to hear around your physical location, and sound is only carried one way, not bidirectionally.
- Arcane Knowledge - Divination
Electric Manipulation
You have the ability to manipulate lightning and electricity to a small degree. You can create small arcs of lightning between your fingers and sends jolts of energy into objects or creatures.
- Elemental Affinity - Lightning
Empower Bond
Empower the bond between you and your bonded entity. The bonded entity gains +1 Advantage on rolls for the duration of the spell.
- Bonded 1
Enter Rage
Begin raging. In order to continue raging, you must either receive a Crisis or spend Rage each turn (every 10 seconds.)
- Fury 1
Erase Memory
Make an attack roll against a creature to cast this spell. If successful, you are able to erase a memory or specific details about a memory spanning a period of time of at most 24 hours.
- Arcane Knowledge - Mind
Exile
If a creature is not native to the current plane, you banish it to its home plane.
- Arcane Knowledge - Planar
Extended Spell
You are able to extend the range of a spell by 1x for every additional 2 points of resources you spend.
- Arcane Knowledge - Spellcraft
Extract Water
You are able to remove water from objects and non-resisting living creatures, drying them instantly and collecting the water elsewhere.
- Elemental Affinity - Water
Eye Servant
You create a floating, ghostly eyeball whose vision you are able to share at will. You may control the eyeball's movement by focusing. If the eyeball takes any damage, it is destroyed immediately.
- Arcane Knowledge - Divination
Farscent
You are able to smell scents as if you were in a target location 1km away. You are still able to smell around your physical location, and smell is only carried one way, not bidirectionally.
- Arcane Knowledge - Divination
Farspell
You may cast a spell with a range of Touch instead with a range of 15 meters.
- Arcane Knowledge - Spellcraft
Fend
When surrounded by 2 or more enemies, gain +1 Advantage to a defense roll defending against one of those enemies.
- Warrior 1
Fester Wound
A creature's existing wound becomes much worse. A broken limb becomes severed, a minor cut becomes life-threatening.
- Arcane Knowledge - Death
Flame Manipulation
You have the ability to manipulate flame and hear to a small degree. You can conjure or extinguish small flames, move flames through the air, and raise the temperature of objects a moderate amount.
- Elemental Affinity - Fire
Flash
Blind a creature by creating a bright flash of lightning arcing between your hands. The creature takes +1 Disadvantage on all vision-related rolls until the effect wears off.
- Elemental Affinity - Lightning
Flash of Anger
You gain the benefits of your Rage for a single attack or action.
- Fury 1
Focused Spell
You gain +1 Advantage to rolls made to cast or cause the effect of a spell you cast for every additional 3 points of resources you spend.
- Arcane Knowledge - Spellcraft
Force Armor
You create an invisible layer of force around your body. The next time a physical injury would cause a crisis, that crisis is prevented and the armor dissipates.
- Arcane Knowledge - Kinetic
- Arcane Knowledge - Warding
Frost Manipulation
You have the ability to manipulate frost and cold to a small degree. You can freeze a small amount of water, lower the temperature of something, create a small amount of ice, and move it through the air with roughly the force of an adult human's physical strength.
- Elemental Affinity - Ice
Frozen Weapon
You flash freeze the moisture in the air into an ultra-dense ice suitable for shaping a weapon. The weapon melts much more slowly than normal ice and lasts for the duration of this Ability.
- Elemental Affinity - Ice
Fueled by Rage
Your rage blinds you to pain and injury; You ignore the effects of one injury Crisis. It's still listed on your character sheet and contributes to developing Trauma.
- Fury 1
Grant Language
You are able to grant another creature the ability to comprehend a language you already know.
- Arcane Knowledge - Mind
Hew
When you deal damage with a melee weapon and it defeats an enemy, you can choose to make another attack roll against a different enemy within range.
- Warrior 1 or Fury 1
Hunter's Call
You are able to perfectly mimic the sounds of animals you're familiar with, and you can cause it to sound as if the noise is coming from a spot up to 15 meters away.
- Hunter 1
Icesnare
Flash freeze moisture in the air around a creature's limbs, freezing them in place. They are unable to move (but can still attack and speak) until they break free, melt the ice, or the spell wears off.
- Elemental Affinity - Ice
Icewall
You raise a wall of ice up to 5 meters long and 2 meters high at a point within 10 meters of you.
- Elemental Affinity - Ice
Implant Memory
Make an attack roll against a creature to cast this spell. If successful, you are able to plant a specific, false memory that spans a time period of at most 24 hours.
- Arcane Knowledge - Mind
Kinetic Blast
Generate a burst of kinetic force in all directions at the target location. Anything that weighs less than 200kg is thrown 3 meters outward.
- Arcane Knowledge - Kinetic
Kinetic Push
Generate a burst of kinetic force in any direction strong enough to move people and heavy objects about 3 meters.
- Arcane Knowledge - Kinetic
Lash Out
After taking a Crisis as a result of an attack, you can immediately use this ability to make an attack in retaliation.
- Fury 1
Life Aura
You cast an aura of life centered on yourself that moves with you. Any living creature within 30 meters gains +1 Advantage on rolls to heal, recover, or cast life magic. Any undead creature within 30 meters gains +1 Disadvantage on rolls to harm or cast death magic.
- Arcane Knowledge - Life
Living Bomb
Place a core of burning energy inside another living creature. When that creature dies, the energy explodes in a 5 meter radius. Make an attack roll on any creature within the blast radius.
- Elemental Affinity - Fire
Magefood
You create enough food and water to sustain 5 adult humans for one day. The food is almost completely tasteless. The conjured food and water dissipates if not consumed within 24 hours.
- Arcane Knowledge - Manifestation
Magic Trick
You're able to perform small illusions. Creating a faint, temporary smell or phantom noise. You can create small glowing lights or change how an object reflects light. The illusion lasts for up to 15 minutes.
- Arcane Knowledge - Illusion
Magnetize
Charge up a piece of metal, strongly magnetizing it.
- Elemental Affinity - Lightning
Magnified Spell
You are able to increase the radius or scale of a spell by 1x for every additional 3 points of resource you spend.
- Arcane Knowledge - Spellcraft
Major illusion
You can create an illusory object the size of a barn or smaller. The illusion can animate, make noise, and move, but cannot dynamically react to its environment.
- Arcane Knowledge - Illusion
- Arcanist 5
Make Your Own Luck
Reroll one Challenge and take the higher result.
- Whisper 1
Manifest Shape
You manifest relatively simple shapes out of arcane energy. The shapes created will have the consistency of glass. You are able to conjure objects such as scissors, chains, and wheels, but something like a musical instrument is too intricate for this spell. Conjured objects cannot exceed 10kg in mass.
- Arcane Knowledge - Manifestation
Manipulate Currents
You are able to control the currents of fluid around you, increasing or decreasing the swimming speed of creatures in the current.
- Elemental Affinity - Water
Mark Prey
You mentally mark a creature. For the duration of this ability, that creature is considered the same as being your Hunter's Prey.
- Hunter 1
Minor Illusion
You are able to create an illusory object a few centimeters in size that can animate and make noise, but cannot dynamically react to its surroundings. The illusion is not corporeal and cannot be touched.
- Arcane Knowledge - Illusion
Necrotic Curse
You curse a living creature to feel the chill of death. The creature cannot be healed by life magic for the duration of the curse.
- Arcane Knowledge - Death
Peer Into the Past
You are able to open a window into the past for 5 minutes. The window allows you to view and hear past events in your current location up to 1 day ago.
- Arcane Knowledge - Temporal
Pick Lock
You successfully pick a non-magical lock.
- Whisper 1
Pin
You use a ranged attack to pin something to a surface.
- Marksman 1
Predict Movements
You are able to see the future movements of a creature a few seconds into the future. This generally allows you or a companion to unerringly dodge or block an attack.
- Arcane Knowledge - Temporal
Prolonged Spell
You are able to extend the duration of a spell you cast by its specified duration for every additional of resource you spend.
- Arcane Knowledge - Spellcraft
Protective Bark
You cover yourself in a protective layer of tree bark. You have +1 Advantage to defense rolls when attacked.
- Arcane Knowledge - Nature
- Arcane Knowledge - Warding
Purify
You purify food, water, and other objects from disease and poison. A creature already affected by disease or poison cannot be cured with this spell.
- Arcane Knowledge - Life
Quick Shift
You hastily shift into your alternate form for 10 seconds.
- Shifter 1
Read Thoughts
Make an attack roll against a creature to cast this spell. If successful, you are able to detect the surface-level thoughts of the creature for the duration of the spell as if they were speaking them aloud.
- Arcane Knowledge - Mind
Recall
You are able to recall your bonded partner to you instantly, teleporting them to your side.
- Bonded 1
Reckless Attack
Focus all of your effort on an attack, disrupting your stance and forsaking defense. +2 Advantage on this attack roll, but +2 Disadvantage on all defense rolls until your next turn.
- Fury 1
Reflexive Blink
The next time you are attacked, you reflexively shift onto another plane and reappear in a random space up to 5 meters away. This occurs only once, after which the spell dissipates.
- Arcane Knowledge - Planar
- Arcane Knowledge - Warding
Refuge from Time
You are able to enchant an enclosed space such as a room or small building such that time flows more quickly there. One minute passes in the outside world for every hour spent inside the space.
- Arcane Knowledge - Temporal
Regrowth
You use your shapeshifting abilities to heal a physical injury.
- Shifter 1
Reverse Time
You reverse the state of an object to the state it was in up to 5 minutes prior. This effect does not work on creatures.
- Arcane Knowledge - Temporal
Scry
You open a small window through which you can see another location within 1 kilometer. No sound or other sensations are passed through the window.
- Arcane Knowledge - Divination
Seek Omen
Using cards, bones, dice, sticks, or some other divination method, you are able to ask a single question about a possible choice or action and receive a vague answer of "Good", "Bad", or "Neutral" regarding the outcome.
- Arcane Knowledge - Divination
Shattering Blow
When attacking an enemy with blocking defensive capabilities such as hard scales or a shield, you shatter their defenses as you attack. The enemy gets -3 to their indefinitely, and you make an attack as normal as part of this ability.
- Warrior 1 or Fury 1
Shift Form
You transform into your alternate form, gaining its benefits and drawbacks.
- Shifter 1
Skipgate
Create two 3m diameter gates in locations you can see from your current position. Any creature or object passing through one gate appears instantly at the other. The gates are obscured by a thick mist, you cannot look through one gate and see the other side.
- Arcane Knowledge - Planar
Slow
You slow a creature or object. An unwilling creature can only be slowed to about half their normal speed, but willing creatures and objects can be slowed to about 1/10th.
- Arcane Knowledge - Temporal
Soul Vessel
You mark an object as being designated for a specific creature's soul. You must be familiar with the creature in question. When the creature dies, their soul will be transferred to the vessel. The creature is able to control the vessel as is reasonable; a humanoid-shaped vessel causes no real problems, but trapping a soul in a jar leaves them able to speak and hear, but not move.
- Arcane Knowledge - Death
- Arcanist 10
Spark
Attack with electric sparks. +1 Advantage to your attack roll, with an additional +1 Advantage if the opponent is drenched or wearing a substantial amount of metal.
- Elemental Affinity - Lightning
Stoneshape
You carve stone into a specified shape with extreme precision, allowing for intricate and detailed designs.
- Elemental Affinity - Earth
Subjugate
Make an attack roll against a creature to cast this spell. If successful, you dominate a creature, and they will follow any command you issue for the duration of the spell.
- Arcane Knowledge - Mind
Summon Bonded Spirit
Summon your bonded spirit.
- Bonded 1
- Granted
Taunt
You direct an enemy's attention toward you. Make a Challenge against the enemy's DR. On Success the enemy only attacks you. On Mixed Results or Failure, the enemy takes +2 Disadvantage against attacks made against any creature other than you.
- Warrior 1
Telekinesis
Move a small non-living object slowly in any direction.
- Arcane Knowledge - Kinetic
Track Prey
You use your knowledge of your Hunter's Prey to track their movements with incredible accuracy.
- Hunter 1
Triggered Spell
You are able to set conditions for a spell to activate. When the conditions are met, the spell immediately activates.
- Arcane Knowledge - Spellcraft
Tumble
When falling from a great height, you roll when landing, emerging unharmed.
- Hunter 1 or Whisper 1
Twincasted Spell
You are able to cast a spell twice at the same time. You must pay the spell's cost twice, and each instance has +1 Disadvantage to any rolls made relating to the spell.
- Arcane Knowledge - Spellcraft
Undead Servant
Raise a humanoid-sized corpse or smaller as an undead servant. The corpse retains no personality or memory of its life.
- Arcane Knowledge - Death
Unerring Shot
You are able to precisely target a projectile at a space about 1cm wide within the range. The attack can still be blocked or dodged by an active combatant, but gain +2 Advantage on attack rolls made with this ability.
- Marksman 1
Wardlock
You can create a magical lock on a closed door, window, chest, or other object. Only creatures you designate when you cast the spell are able to open the lock. Alternatively, a designated password can be spoken, signed, or written to temporarily open the lock.
- Arcane Knowledge - Warding
Warning
Place a spherical ward up to 2 meters in diameter on a location or object. A sentient entity crossing the boundary of the ward will magically alert you, but you will not gain any details about who or what triggered the alarm.
- Arcane Knowledge - Warding
Water Manipulation
You have the ability to manipulate water to a small degree. You can move an amount of water through the air that an adult human would be able to carry.
- Elemental Affinity - Water
Waterpillow
Collect moisture from the air, rapidly forming an amorphous blob of water temporarily, useful for slowing down something moving through the air quickly.
- Elemental Affinity - Water
Wind Manipulation
You have the ability to manipulate air and wind to a small degree. You can create strong gusts of wind and manipulate air currents to isolate or move gaseous matter.
- Elemental Affinity - Air
Windslice
Compresses some of the air around you into razor-sharp blades you launch forward. +1 Advantage on the attack made with this ability.
- Elemental Affinity - Air
Wisdom of Nature
You gain the collected knowledge of the plants and animals that live in the general area you're in. You know what kinds of predators are around, how to avoid them, and general information about major events in the area from the perspective of plants and animals.
- Arcane Knowledge - Nature
Word of Command
You give a one-word command to a creature in a language they are able to speak. Make an attack roll; if successful, the creature interprets that command in a way makes sense to them and acts upon it for the duration of the spell.
- Arcane Knowledge - Mind