Sorcerer (Playable in Starter Set)
Born rather than trained, Sorcerers carry raw arcane power in their blood and channel it through stave and cloth into spells of extraordinary breadth, their magic growing more unstable and powerful the deeper they push their natural gift, making them capable of the most dramatic single effects in Essentia at the price of anything resembling physical resilience.
Place Holder awaiting Image.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.
Alignment: Alignments range from Lawful, Moral, Ambivalent and Amoral, and are Path and Branch Dependent.
To use the Abilities of this Path or Branch, you must fall within the Alignment's Spectrum. To devote to the Path's Higher Power you must fall exactly at that Alignment (see Alignment, Basic Rules pg. 2).
Higher Power: Path Dependent (see Path below)
Sorcerer's Paths individually restrict by alignment from LVL 4 on, see each Path above for its specific Alignment.
To learn a Path's Abilities, or any of its three Branches', your own alignment need only sit inside this Class's Spectrum.
To draw a Path's Higher Power bonus you must hold that Path's exact base Alignment, and that same base is what its three Branches require.
Favored Races:
Drāco Blood +5, Dwarf (Red) +5, Elf (High) +5, Helf +5, Dwarf (Common)† +5, Human† +5, Halfling† +5
†Dwarf, Human, and Halfling Playable with Starter Set.
Averse Races: None recorded.
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Arcane Ascendance, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Bloodborn Surge, Once Per Day the Sorcerer unleashes raw innate magic, dealing arcane damage equal to twice their Focus SCR to one target, with the Sorcerer taking damage equal to half that amount.
Extra 1d6 + LVL arcane damage on Critical Hits.
Once per encounter, Sorcerers can Flourish their stave that lowers their target's Defense at a number equal to their Focus SCR.
Sorcerers get +5 feet their base movement speed, once per encounter.
Sorcerers get +4 plus their FOCUS SCR on Knowledge checks involving arcane lore.
Sorcerer Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Conjurer - A summoning-focused Sorcerer who calls forth allies and constructs from beyond to fight at their side.
Alignment: Ambivalent
Observance: None. Ambivalent Paths answer to no god and no patron at all.
No Higher Power, so no exact alignment is required at this Path or at any of its three Branches below.
a. Magus - A Conjurer who fuses stave and blade into a single hybrid weapon.
b. Planes Walker - A Conjurer who tears momentary rifts to nearby planes, stepping through and back at will.
c. Psionic - A Conjurer who channels raw mind-power instead of any physical focus.
ii. Seer - A far-seeing Sorcerer who reads fate itself, striking with knowledge as much as raw power.
Alignment: Moral
Observance: Service and care. Devotion is spent on other people rather than performed.
Will not share a Character with: Evil and Amoral.
The Higher Power bonus requires holding Moral exactly, and that same base carries through all three of its Branches below.
a. Clairvoyant - A Seer who reads the immediate future, striking where the enemy hasn't moved yet.
b. Mystic - A Seer who channels raw, intuitive insight into their spellcasting.
c. Prophet - A Seer whose visions reach far beyond the battlefield, foretelling what's still to come.
iii. Wizard - An elemental Sorcerer who wields fire and force with the discipline of formal study.
Alignment: Moral
Observance: Service and care. Devotion is spent on other people rather than performed.
Will not share a Character with: Evil and Amoral.
The Higher Power bonus requires holding Moral exactly, and that same base carries through all three of its Branches below.
a. Battlecryer - A Wizard who channels magic through voice and command as much as spellcraft.
b. Fire Breather - A Wizard devoted to raw, elemental fire above all other schools.
c. Transmuter - A Wizard who reshapes matter itself, turning the battlefield's own materials into a weapon.
Favorite Talent and Profession Trees
Talent Trees: Traveler
Professions: Enchanter, Gem Crafter, Body Artist
No Cost to open Talent Tree. 5% rate increase on Profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Sorcerer Tier Armaments
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Armor Threshold (Tier): Delicate Grade. Armor heavier than Delicate will incur an Armament Penalty (-5 per Grade of difference) when performing Tier Abilities, though heavier armor can still be worn (see Armament Penalties, pg. 4).
Weapon Proficiency (Tier): Variant: Telluric. Type: Magic. Hand: 2h, 1h (Main), or 1h (Off) with Arcane Orb or a free hand. Distance: Melee. Style: Blunt (Stave or Wand). Forbidden: All Variants outside Telluric. Tactical Type. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.
▾ Collapse Armament
Sorcerer Main Class Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each LVL offers 3 choices, learn only ONE. See Spell Abilities individually for details, see card examples on this page. See Slots and Prerequisites, above.
Armaments reminder: Delicate Grade armor, or no armor at all for best potency; Weapon Type: Tactical for Martial, Magic for Spell, 1h or 2h (e.g., orb, crystal ball, stave, stave, or magic blade), see each Path below for its favored focus. Nature are stave-strikes and parries charged with residual arcane force, a spellblade's fighting style rather than plain weapon technique. Wearing a heavier Grade brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Tier Abilities (Sorcerer)
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LVL 1 Sorcerer Tier Ability †
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† For Paths see LVL 3 Tier Abilities Below
| Martial Abilities | Spell Abilities |
- (Slot A) Arcane Strike
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark Cost: 2 Stamina Uses: UnlimitedA stave-strike charged with raw force, struck like a star-spirit's blow made physical, basic melee arcane damage Nature... refer to Ability Card. - (Slot B) Warding Parry
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark Cost: 2 Stamina Uses: UnlimitedA stave-parry woven with balanced breath, blocks one Spell... refer to Ability Card. - (Slot C) Focus Strike
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark Cost: 2 Stamina Uses: UnlimitedA stave-strike that draws hidden knowledge from the world on contact, temporary Mana regeneration boost... refer to Ability Card.
| - (Slot A) Arcane Bolt
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedA raw lance of force called down like sunfire hurled by a star-spirit, punched clean through, basic ranged arcane damage Spell... refer to Ability Card. - (Slot B) Minor Ward
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedConjures a shimmering barrier woven from balanced breath around an ally, blocks the next Spell aimed at them... refer to Ability Card. - (Slot C) Mana Surge
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedAn insight drawn the way a wanderer's stave pulls hidden knowledge from the world, temporary Mana regeneration boost... refer to Ability Card.
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Sorcerer Tier Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Oracle's Strike
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark Cost: 2 Stamina Uses: UnlimitedA stave-thrust guided by a wanderer's far-seeing eye, finds the seam in a foe's defenses, basic melee arcane damage Nature that also briefly reveals the target's weakness... refer to Ability Card. - (Slot B) Sunstone Parry
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark Cost: 2 Stamina Uses: UnlimitedA stave-parry drawn from a star-spirit's light that blocks one Spell, plus resists one fear effect... refer to Ability Card. - (Slot C) Sanctum Strike
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark Cost: 2 Stamina Uses: UnlimitedA stave-strike circulated the way old alchemists taught, temporary Mana regeneration boost, plus advantage on the next Knowledge check... refer to Ability Card.
| - (Slot A) Oracle's Dart
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedA needle of force guided by a wanderer's far-seeing eye, finds the seam in a foe's defenses, basic ranged arcane damage Spell that also briefly reveals the target's weakness... refer to Ability Card. - (Slot B) Sunstone Ward
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedConjures a shimmering barrier drawn from a star-spirit's light around an ally, blocks the next Spell aimed at them, plus resists their next fear effect... refer to Ability Card. - (Slot C) Sanctum Breath
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedA breath drawn and shared with an ally, grants that ally a temporary Mana regeneration boost, plus advantage on their next Knowledge check... refer to Ability Card.
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Sorcerer Tier Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Flame Strike
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark Cost: 2 Stamina Uses: UnlimitedA stave-blow wreathed in controlled alchemical fire that catches flesh and cloth alike, basic melee arcane damage Nature dealing fire damage... refer to Ability Card. ↳ Unlocks Herald's Strike (LVL 4) - (Slot B) Fire Veil Parry
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark Cost: 2 Stamina Uses: UnlimitedA stave-parry wreathed in sun-bright ward that blocks one Spell, reflecting minor fire damage back at the attacker... refer to Ability Card. - (Slot C) Sacred Flame Strike
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark Cost: 2 Stamina Uses: UnlimitedA stave-strike drawn like warmth gathered at a wanderer's hearth-fire, temporary Mana regeneration boost that grows if standing near an open flame... refer to Ability Card.
| - (Slot A) Flame Word
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedA word of controlled alchemical fire that catches flesh and cloth alike, basic ranged arcane damage Spell dealing fire damage... refer to Ability Card. ↳ Unlocks Herald's Ward (LVL 4) - (Slot B) Fire Veil Ward
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedConjures a sun-bright barrier around an ally that blocks the next Spell aimed at them, reflecting minor fire damage back at the attacker... refer to Ability Card. - (Slot C) Sacred Flame Draw
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedAn insight shared with an ally, drawn like warmth gathered at a wanderer's hearth-fire, grants that ally a temporary Mana regeneration boost that grows if they stand near an open flame... refer to Ability Card.
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Sorcerer Paths †
† For Branches, refer to LVL 20 of each Path
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A summoning-focused Sorcerer who calls forth allies and constructs from beyond to fight at their side. (LVL 4-20)
(see Conjurer Path and Branch Abilities Below)
Conjurer Path
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Weapon Proficiency (Culture, Conjurer) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: none (Stave). Weapon Type: Tactical for Martial, Magic for Spell. May bear a Stave Crown (Crystal, Gemstone, Dragon Heartstring, Phoenix Feather, or Unicorn Hair core, see Stave Crowns, Basic Rules pg. 4). +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Conjurer):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate (Riftweave Silk).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Conjurer Branches
◆ Magus (unlocks light armor and a 1h stave-blade hybrid) (LVL 21-30)
A Conjurer who fuses stave and blade into a single hybrid weapon.
Magus Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Magus Branch chosen at LVL 21 - see Magus above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Magus Branch chosen at LVL 21 - see Magus above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Planes Walker (stave; unlocks planar teleportation focus) (LVL 21-30)
A Conjurer who tears momentary rifts to nearby planes, stepping through and back at will.
Planes Walker Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Planes Walker Branch chosen at LVL 21 - see Planes Walker above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Planes Walker Branch chosen at LVL 21 - see Planes Walker above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Psionic (no weapon needed; channels through raw mind power) (LVL 21-30)
A Conjurer who channels raw mind-power instead of any physical focus.
Psionic Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Psionic Branch chosen at LVL 21 - see Psionic above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Psionic Branch chosen at LVL 21 - see Psionic above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Conjurer Abilities (Sorcerer Tier)
(Weapon Type: Tactical for Martial, Magic for Spell, 1h or 2h, summoning-focused - e.g., orb, crystal ball, or magic blade)
▸ Expand Ability Tree Paths
LVL 4 Sorcerer - Conjurer Path Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Herald's Strike
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 2 Stamina Uses: UnlimitedFollowing through Flame Strike, it adds a round of duration, then burns hotter, dealing greater fire damage, and now conjures a small bound star-spirit to strike alongside it for additional minor arcane Damage (advantage - see Card if the caster's Companion is already a spirit or elemental). ↰ Requires Flame Strike (LVL 3) - (Slot B) Spark Guard
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 2 Stamina Uses: UnlimitedA stave-parry that conjures a small elemental barrier, +1 Defense for one turn (advantage - see Card if the caster's Companion is already a spirit or elemental). - (Slot C) Rift Strike
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 2 Stamina Uses: UnlimitedA stave-blow that opens a brief tear to close distance instantly, short teleport taken mid-swing, within line of sight... refer to Ability Card.
| - (Slot A) Herald's Ward
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedFollowing through Flame Word, it adds a round of duration, then burns hotter, dealing greater fire damage at range, and now conjures a small bound star-spirit that strikes the target for additional minor arcane damage (advantage - see Card if the caster's Companion is already a spirit or elemental). ↰ Requires Flame Word (LVL 3) - (Slot B) Summon Spark
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedConjures a small elemental balanced from the five forces, whose barrier shields an ally instead, granting them +1 Defense for one turn (advantage - see Card if the caster's Companion is already a spirit or elemental). - (Slot C) Rift Step
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedA brief tear opened at an ally's feet, letting that ally teleport to the caster's side, within line of sight... refer to Ability Card.
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Sorcerer - Conjurer Path Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Phantom Strike
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 3 Stamina Uses: 3/RoundA stave-blow that conjures a small ancestor-echo to lash out alongside it, minor arcane Damage and briefly confuses the target's next action (advantage - see Card if the caster's Companion is already a spirit or elemental). - (Slot B) Wingbeat Strike
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 3 Stamina Uses: 3/RoundA stave-blow that carries the wielder on a raven's wingbeat, short teleport granting a brief Resistance bonus afterward, within line of sight... refer to Ability Card. - (Slot C) Starbound Strike
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 3 Stamina Uses: 3/RoundA stave-blow charted the way old star-readers mapped the sky, short teleport following a memorized path with no chance of error, within line of sight... refer to Ability Card.
| - (Slot A) Phantom Echo
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Burst/Radius or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundConjures a small ancestor-echo that lashes out at up to two adjacent targets for minor arcane damage, briefly confusing each one's next action (advantage - see Card if the caster's Companion is already a spirit or elemental). - (Slot B) Wingbeat Step
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Burst/Radius or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA raven's wingbeat lent to an ally, carrying that ally a short teleport with a brief Resistance bonus afterward, within line of sight... refer to Ability Card. - (Slot C) Starbound Step
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Burst/Radius or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA path charted the way old star-readers mapped the sky, lent to an ally for a short teleport with no chance of error, within line of sight... refer to Ability Card.
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Sorcerer - Conjurer Path Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Seam Crack
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 3 Stamina Uses: 3/RoundThe first seam cracked into a rift before the spell is even fully formed... refer to Ability Card. - (Slot B) Seam Strike
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 3 Stamina Uses: 3/RoundA stave-blow struck through a seam already cracked into a rift... refer to Ability Card. - (Slot C) Seam Guard
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 3 Stamina Uses: 3/RoundA guard held with a seam cracked into a rift before the spell is even fully formed... refer to Ability Card.
| - (Slot A) Seam Ward
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA seam cracked into a rift, drawn into a ward over self or an ally before the spell is even fully formed... refer to Ability Card. - (Slot B) Seam Bolt
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA bolt loosed through a seam already cracked into a rift... refer to Ability Card. - (Slot C) Seam Renewal
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA renewal drawn from a seam cracked into a rift, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Sorcerer - Conjurer Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Bound Wrath
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 4 Stamina Uses: 3/RoundA star-spirit's wrath bound to a mark, calling it down the moment a target least expects it... refer to Ability Card. - (Slot B) Bound Strike
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 4 Stamina Uses: 3/RoundA stave-blow struck the moment a target least expects it... refer to Ability Card. - (Slot C) Bound Guard
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 4 Stamina Uses: 3/RoundA guard held with a star-spirit's wrath bound to a mark... refer to Ability Card.
| - (Slot A) Bound Ward
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA star-spirit's wrath bound to a ward over self or an ally... refer to Ability Card. - (Slot B) Bound Bolt
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA star-spirit's wrath loosed the moment a target least expects it... refer to Ability Card. - (Slot C) Bound Renewal
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA renewal drawn from a star-spirit's wrath bound to a mark, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Sorcerer - Conjurer Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Star-Spirit's Wrath
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 4 Stamina Uses: 3/RoundConjurers tear rifts into a marked target, calling a bound star-spirit's wrath down on whoever earned it... refer to Ability Card. - (Slot B) Star-Spirit's Strike
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 4 Stamina Uses: 3/RoundConjurers strike whoever's already earned a bound star-spirit's wrath... refer to Ability Card. - (Slot C) Star-Spirit's Guard
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 4 Stamina Uses: 3/RoundConjurers guard while tearing rifts into a marked target... refer to Ability Card.
| - (Slot A) Star-Spirit's Aegis
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundConjurers shield with a bound star-spirit while tearing rifts into a marked target, self or an ally... refer to Ability Card. - (Slot B) Star-Spirit's Bolt
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundConjurers call a bound star-spirit's wrath down at range on whoever earned it... refer to Ability Card. - (Slot C) Star-Spirit's Renewal
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundConjurers mend with a bound star-spirit while tearing rifts into a marked target, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Sorcerer - Conjurer Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
◆ Magus (unlocks light armor and a 1h stave-blade hybrid) (LVL 21-30)
A Conjurer who fuses stave and blade into a single hybrid weapon.
Branch: Magus Abilities (Conjurer Path)
(unlocks light armor and a 1h stave-blade hybrid)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Magus Branch continues this Path's progression exclusively through LVL 30. |
◆ Planes Walker (stave; unlocks planar teleportation focus) (LVL 21-30)
A Conjurer who tears momentary rifts to nearby planes, stepping through and back at will.
Branch: Planes Walker Abilities (Conjurer Path)
(stave; unlocks planar teleportation focus)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Planes Walker Branch continues this Path's progression exclusively through LVL 30. |
◆ Psionic (no weapon needed; channels through raw mind power) (LVL 21-30)
A Conjurer who channels raw mind-power instead of any physical focus.
Branch: Psionic Abilities (Conjurer Path)
(no weapon needed; channels through raw mind power)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Psionic Branch continues this Path's progression exclusively through LVL 30. |
Alignment: Moral
Higher Power: TBA (Moral)
A far-seeing Sorcerer who reads fate itself, striking with knowledge as much as raw power. (LVL 4-20)
(see Seer Path and Branch Abilities Below)
Seer Path
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Weapon Proficiency (Culture, Seer) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: none (Stave). Weapon Type: Tactical for Martial, Magic for Spell. May bear a Stave Crown (Crystal, Gemstone, Dragon Heartstring, Phoenix Feather, or Unicorn Hair core, see Stave Crowns, Basic Rules pg. 4). +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Seer):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate (Farsight Veil).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Seer Branches
◆ Clairvoyant (stave; favors detection and ranged spellcasting) (LVL 21-30)
A Seer who reads the immediate future, striking where the enemy hasn't moved yet.
Clairvoyant Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Clairvoyant Branch chosen at LVL 21 - see Clairvoyant above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Clairvoyant Branch chosen at LVL 21 - see Clairvoyant above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Mystic (stave; favors defensive and support magic) (LVL 21-30)
A Seer who channels raw, intuitive insight into their spellcasting.
Mystic Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Mystic Branch chosen at LVL 21 - see Mystic above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Mystic Branch chosen at LVL 21 - see Mystic above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Prophet (stave; favors ally-support foresight) (LVL 21-30)
A Seer whose visions reach far beyond the battlefield, foretelling what's still to come.
Prophet Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Prophet Branch chosen at LVL 21 - see Prophet above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Prophet Branch chosen at LVL 21 - see Prophet above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Seer Abilities (Sorcerer Tier)
(Weapon Type: Tactical for Martial, Magic for Spell, 1h or 2h, favors perception and defense - e.g., crystal ball, orb, or stave)
▸ Expand Ability Tree Paths
LVL 4 Sorcerer - Seer Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Zodiac Strike
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 2 Stamina Uses: UnlimitedA stave-blow timed to a favorable hour chosen the way old star-readers charted, advantage on the first ATTK roll this encounter, chosen at the start instead of in the moment... refer to Ability Card. - (Slot B) Foresight Parry
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 2 Stamina Uses: UnlimitedA stave-parry guided by a precognitive flicker, grants advantage on one Defense roll this encounter... refer to Ability Card. - (Slot C) Mind's Eye Strike
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 2 Stamina Uses: UnlimitedA stave-blow that opens an inner eye through balanced stillness, reveals one hidden enemy or trap... refer to Ability Card.
| - (Slot A) Zodiac Sight
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA day and hour chosen the way old star-readers charted which were favorable, grants an ally advantage on their first ATTK roll this encounter, chosen at the start instead of in the moment... refer to Ability Card. - (Slot B) Foresight
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA precognitive flicker shared with an ally the same way a wanderer once traded an eye for it, grants that ally advantage on one Defense roll this encounter... refer to Ability Card. - (Slot C) Mind's Eye
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedAn inner eye opened through balanced stillness, reveals one hidden enemy or trap... refer to Ability Card.
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Sorcerer - Seer Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Celestial Strike
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 3 Stamina Uses: 3/RoundA stave-blow timed to a star-chart read the way old astronomers mapped the heavens, reveals one hidden enemy or trap, granting advantage on the first ATTK roll against them... refer to Ability Card. - (Slot B) Prophet's Parry
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 3 Stamina Uses: 3/RoundA stave-parry carried like a raven's news across distance, grants advantage on one Defense roll this encounter, plus warns one ally of the same danger... refer to Ability Card. - (Slot C) Watchman's Strike
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 3 Stamina Uses: 3/RoundA stave-blow struck in stillness the way a mountain hermit keeps watch, reveals one hidden enemy or trap, plus alerts all allies to its location... refer to Ability Card.
| - (Slot A) Celestial Chart Sight
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA star-chart read the way old astronomers mapped the heavens, reveals one hidden enemy or trap, granting an ally advantage on their first ATTK roll against it... refer to Ability Card. - (Slot B) Prophet's Warning
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA precognitive flicker carried like a raven's news across distance, grants an ally advantage on their next Defense roll this encounter instead of the caster... refer to Ability Card. - (Slot C) Watchman's Warning
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA stillness kept the way a mountain hermit keeps watch, reveals one hidden enemy or trap, plus grants all allies +1 Defense against it until it acts... refer to Ability Card.
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Sorcerer - Seer Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Corner Sight
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 3 Stamina Uses: 3/RoundA wound caught in the corner of sight long before the blow that causes it... refer to Ability Card. - (Slot B) Corner Strike
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 3 Stamina Uses: 3/RoundA stave-blow struck at a wound already caught in the corner of sight... refer to Ability Card. - (Slot C) Corner Guard
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 3 Stamina Uses: 3/RoundA guard held with a wound caught in the corner of sight long before it lands... refer to Ability Card.
| - (Slot A) Corner Sight Ward
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA wound caught in the corner of sight, warded away over self or an ally before it lands... refer to Ability Card. - (Slot B) Corner Bolt
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA bolt loosed at a wound already caught in the corner of sight... refer to Ability Card. - (Slot C) Corner Renewal
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA renewal drawn from a wound caught in the corner of sight long before it lands, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Sorcerer - Seer Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Marked Fate
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 4 Stamina Uses: 3/RoundA fate marked mid-vision, priming a target for the blow already coming... refer to Ability Card. - (Slot B) Marked Blow
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 4 Stamina Uses: 3/RoundA blow already coming, struck at a target primed by a marked fate... refer to Ability Card. - (Slot C) Marked Guard
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 4 Stamina Uses: 3/RoundA guard held while priming a target for the blow already coming... refer to Ability Card.
| - (Slot A) Marked Fate Ward
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA fate marked mid-vision, warded away from self or an ally before the blow already coming lands... refer to Ability Card. - (Slot B) Marked Bolt
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA blow already coming, loosed at a target primed by a marked fate... refer to Ability Card. - (Slot C) Marked Renewal
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA renewal drawn while priming a target for the blow already coming, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Sorcerer - Seer Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Foreseen Blow
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 4 Stamina Uses: 3/RoundSeers foresee a wound before it's struck, marking a target's fate for the blow that already landed in their sight... refer to Ability Card. - (Slot B) Foreseen Strike
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 4 Stamina Uses: 3/RoundSeers strike a target whose fate already landed in their sight... refer to Ability Card. - (Slot C) Foreseen Guard
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 4 Stamina Uses: 3/RoundSeers guard while foreseeing a wound before it's struck... refer to Ability Card.
| - (Slot A) Foreseen Aegis
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundSeers shield a wound foreseen before it's struck, self or an ally... refer to Ability Card. - (Slot B) Foreseen Bolt
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundSeers loose a bolt at a target whose fate already landed in their sight... refer to Ability Card. - (Slot C) Foreseen Renewal
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundSeers mend a wound foreseen before it's struck, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Sorcerer - Seer Path Abilities
▸ Select to Expand Abilities
| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
◆ Clairvoyant (stave; favors detection and ranged spellcasting) (LVL 21-30)
A Seer who reads the immediate future, striking where the enemy hasn't moved yet.
Branch: Clairvoyant Abilities (Seer Path)
(stave; favors detection and ranged spellcasting)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Clairvoyant Branch continues this Path's progression exclusively through LVL 30. |
◆ Mystic (stave; favors defensive and support magic) (LVL 21-30)
A Seer who channels raw, intuitive insight into their spellcasting.
Branch: Mystic Abilities (Seer Path)
(stave; favors defensive and support magic)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Mystic Branch continues this Path's progression exclusively through LVL 30. |
◆ Prophet (stave; favors ally-support foresight) (LVL 21-30)
A Seer whose visions reach far beyond the battlefield, foretelling what's still to come.
Branch: Prophet Abilities (Seer Path)
(stave; favors ally-support foresight)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Prophet Branch continues this Path's progression exclusively through LVL 30. |
Alignment: Moral
Higher Power: TBA (Moral)
An elemental Sorcerer who wields fire and force with the discipline of formal study. (LVL 4-20)
(see Wizard Path and Branch Abilities Below)
Wizard Path
▸ Select to Expand Armaments
Weapon Proficiency (Culture, Wizard) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: none (Stave). Weapon Type: Tactical for Martial, Magic for Spell. May bear a Stave Crown (Crystal, Gemstone, Dragon Heartstring, Phoenix Feather, or Unicorn Hair core, see Stave Crowns, Basic Rules pg. 4). +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Wizard):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate (Cinderweave Cloth).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Wizard Branches
◆ Battlecryer (2h (Main) stave or stave, 1h (Off) Slashing or Blunt weapon; favors ally-empowering war magic) (LVL 21-30)
A Wizard who channels magic through voice and command as much as spellcraft.
Battlecryer Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Battlecryer Branch chosen at LVL 21 - see Battlecryer above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Battlecryer Branch chosen at LVL 21 - see Battlecryer above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Fire Breather (stave; unlocks bonus fire damage) (LVL 21-30)
A Wizard devoted to raw, elemental fire above all other schools.
Fire Breather Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Fire Breather Branch chosen at LVL 21 - see Fire Breather above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Fire Breather Branch chosen at LVL 21 - see Fire Breather above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Transmuter (stave; unlocks chemical-type spells) (LVL 21-30)
A Wizard who reshapes matter itself, turning the battlefield's own materials into a weapon.
Transmuter Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Transmuter Branch chosen at LVL 21 - see Transmuter above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Transmuter Branch chosen at LVL 21 - see Transmuter above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Wizard Abilities (Sorcerer Tier)
(Weapon Type: Tactical for Martial, Magic for Spell, 1h or 2h, favors elemental damage - e.g., stave, stave, or magic blade)
▸ Expand Ability Tree Paths
LVL 4 Sorcerer - Wizard Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Firebrand Strike
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 2 Stamina Uses: UnlimitedA stave-blow wreathed in flame that clings and keeps burning long after it lands, fire Damage Nature with a burn-over-time effect... refer to Ability Card. - (Slot B) Sunfire Guard
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 2 Stamina Uses: UnlimitedA stave-parry that channels sunlight the way old sun-priests once bent it into a woven ward, granting a brief Defense bonus during daylight... refer to Ability Card. - (Slot C) Alchemical Strike
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 2 Stamina Uses: UnlimitedA stave-blow tended the way old grove-keepers tended sacred flame, grants a brief Focus bonus and advantage on the next Knowledge check involving fire or alchemy... refer to Ability Card.
| - (Slot A) Firebrand
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: DoT or Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA flame carried the way a wanderer's torch never truly gutters, clings and keeps burning long after it lands, fire damage Spell with a burn-over-time effect... refer to Ability Card. - (Slot B) Sunfire Rite
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: DoT or Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedChannels sunlight the way old sun-priests once bent it into a woven ward around an ally, granting that ally a brief Defense bonus during daylight... refer to Ability Card. - (Slot C) Alchemical Flame
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: DoT or Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA fire tended the way old grove-keepers tended sacred flame, kept and taught, never written down, grants an ally a brief Focus bonus and advantage on their next Knowledge check involving fire or alchemy... refer to Ability Card.
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Sorcerer - Wizard Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Arcane Overstrike
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 3 Stamina Uses: 3/RoundA surge drawn with a wanderer's reckless hunger for more, next Nature deals bonus Damage, costs extra Mana... refer to Ability Card. - (Slot B) Elixir Overguard
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 3 Stamina Uses: 3/RoundA draught brewed the way old sun-priests prepared their sacred rites, the next incoming Spell against the caster is weakened, refunding Mana if it's fully resisted... refer to Ability Card. - (Slot C) Transmuter's Overstrike
ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 3 Stamina Uses: 3/RoundA shape-changing working passed hand to hand the way old grove-keepers passed their lore, transmutes excess Mana into a small Life heal for the caster... refer to Ability Card.
| - (Slot A) Arcane Overcharge
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA surge drawn with a wanderer's reckless hunger for more, next Spell deals bonus Damage, costs extra Mana... refer to Ability Card. - (Slot B) Elixir Overcharge
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA draught shared with an ally, the next incoming Spell against that ally is weakened, refunding the caster Mana if it's fully resisted... refer to Ability Card. - (Slot C) Transmuter's Overcharge
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA shape-changing working passed hand to hand the way old grove-keepers passed their lore, transmutes excess Mana into a small Life heal shared with an ally instead of the caster... refer to Ability Card.
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Sorcerer - Wizard Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Catching Ember
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 3 Stamina Uses: 3/RoundAn ember let catch on a target's own coat before the real spell ever lands... refer to Ability Card. - (Slot B) Catching Strike
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 3 Stamina Uses: 3/RoundA stave-blow struck at an ember already catching on a target's coat... refer to Ability Card. - (Slot C) Catching Guard
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 3 Stamina Uses: 3/RoundA guard held with an ember catching before the real spell ever lands... refer to Ability Card.
| - (Slot A) Catching Ward
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundAn ember drawn into a ward over self or an ally before the real spell ever lands... refer to Ability Card. - (Slot B) Catching Bolt
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA bolt loosed at an ember already catching on a target's coat... refer to Ability Card. - (Slot C) Catching Renewal
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA renewal drawn with an ember catching before the real spell ever lands, self or an ally... refer to Ability Card.
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Sorcerer - Wizard Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Slow Fuse
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 4 Stamina Uses: 3/RoundA target branded with a slow-burning fuse, priming a detonation that only the Wizard can trigger... refer to Ability Card. - (Slot B) Fuse Strike
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 4 Stamina Uses: 3/RoundA stave-blow struck at a target already branded with a slow-burning fuse... refer to Ability Card. - (Slot C) Fuse Guard
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 4 Stamina Uses: 3/RoundA guard held while priming a detonation that only the Wizard can trigger... refer to Ability Card.
| - (Slot A) Slow Fuse Ward
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA slow-burning fuse drawn into a ward over self or an ally, priming a detonation only the Wizard can trigger... refer to Ability Card. - (Slot B) Fuse Bolt
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA bolt loosed at a target already branded with a slow-burning fuse... refer to Ability Card. - (Slot C) Fuse Renewal
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA renewal drawn while priming a detonation that only the Wizard can trigger, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Sorcerer - Wizard Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Primed Detonation
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 4 Stamina Uses: 3/RoundWizards brand a target with smoldering embers, priming a detonation only they can trigger... refer to Ability Card. - (Slot B) Primed Strike
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 4 Stamina Uses: 3/RoundWizards strike a target already branded with smoldering embers... refer to Ability Card. - (Slot C) Primed Guard
ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 4 Stamina Uses: 3/RoundWizards guard while branding a target with smoldering embers... refer to Ability Card.
| - (Slot A) Primed Ward
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundWizards ward self or an ally while branding a target with smoldering embers... refer to Ability Card. - (Slot B) Primed Bolt
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundWizards loose a bolt at a target already branded with smoldering embers... refer to Ability Card. - (Slot C) Primed Renewal
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundWizards mend self or an ally while branding a target with smoldering embers... refer to Ability Card.
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Sorcerer - Wizard Path Abilities
▸ Select to Expand Abilities
| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
◆ Battlecryer (2h (Main) stave or stave, 1h (Off) Slashing or Blunt weapon; favors ally-empowering war magic) (LVL 21-30)
A Wizard who channels magic through voice and command as much as spellcraft.
Branch: Battlecryer Abilities (Wizard Path)
(2h (Main) stave or stave, 1h (Off) Slashing or Blunt weapon; favors ally-empowering war magic)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Battlecryer Branch continues this Path's progression exclusively through LVL 30. |
◆ Fire Breather (stave; unlocks bonus fire damage) (LVL 21-30)
A Wizard devoted to raw, elemental fire above all other schools.
Branch: Fire Breather Abilities (Wizard Path)
(stave; unlocks bonus fire damage)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Fire Breather Branch continues this Path's progression exclusively through LVL 30. |
◆ Transmuter (stave; unlocks chemical-type spells) (LVL 21-30)
A Wizard who reshapes matter itself, turning the battlefield's own materials into a weapon.
Branch: Transmuter Abilities (Wizard Path)
(stave; unlocks chemical-type spells)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Transmuter Branch continues this Path's progression exclusively through LVL 30. |