Chapter 13: Demayth Grimoire
Welcome, Demigod, to the Demayth Grimoire. Within these pages lies a catalogue of known spells, potent abilities, and unique Perks associated with the Twelve Schools of Magic and the martial disciplines practiced throughout the realms. This is not an exhaustive list of every cantrip or incantation ever devised – the potential of Demayth is far too vast for any single volume to contain – but rather a collection of the most common, significant, and representative powers available to those who wield the divine spark.
Organizing Your Grimoire: The Three Chapters
The abilities listed in this Grimoire do not have a pre-assigned Chapter number. Instead, as you create your character and learn new spells, you, the player, assign each known spell to one of the three Chapters in your personal Spellbook. This strategic choice is a key part of mastering your Demigod's magical potential and customizing your Demayth Deck.
When you play a Demayth Chapter Card with a "1" on it, you can cast any spell you have placed in Chapter 1. When you play a card with a "2", you cast from Chapter 2, and so on.
You can typically re-organize your Spellbook Chapters during a long rest or other significant downtime, allowing you to adapt your magical "loadout" to anticipated challenges. Discuss any reorganizing with your Battle Master.
(Note: This system only applies to spells cast via Demayth Chapter Cards. Spells cast through Demayth Mastery Cards or Godlike Demayth cards bypass this system, allowing you to cast any spell from that school regardless of its Chapter assignment).
How to Read Entries:
Each entry in this Grimoire provides the essential information for understanding and utilizing a specific Perk or Ability:
- Name: The common name for the Perk or Ability.
- School: The primary School of Magic governing the ability (e.g., Alteration, Destruction). Perks might list the school they are associated with or enhance. Some abilities might draw upon two schools.
- Classification: The general purpose of the ability (Aggressive, Defensive, or Utility).
- Duration: How long the ability's effects last (Instantaneous, Concentration, or a specific time).
- Range: The distance at which the ability can be used (Self, Touch/Melee, Line of Sight (LOS), Perception).
- Target(s): Who or what the ability affects (Self, one creature, multiple creatures, area, object).
- Saving Throw: If applicable, indicates the type of saving throw (Fortitude, Reflex, Will) allowed to resist or reduce the effect, and how the Difficulty Class (DC) is typically calculated (usually based on your Ability Focus).
- Effect: A detailed description of what the Perk or Ability does mechanically and narratively.
- Scaling: Notes on how the ability might improve with higher Mastery Rank in its governing school.
Keyword Definitions:
The following terms are used throughout the descriptions of Perks and Abilities in this Grimoire to denote specific game effects:
- Rebound: An effect that redirects an incoming hostile spell back onto its original caster. The specifics of how the spell is redirected (e.g., automatic hit, requiring a new attack comparison) would be detailed in the Rebound ability itself.
- Unstoppable: The character cannot be prevented from taking Move or Attack actions by magical effects (e.g., paralysis, hold person, slow), nor can they be forced to fail saving throws against such effects. This does not allow movement through solid objects or creatures unless otherwise stated.
- Free/Freely: This action does not cost a Standard Action Point (SAP) or Move Action Point (MAP) and typically does not cost a Reaction Point (RP) unless specified. It can usually be performed at any time allowed by its description, often in conjunction with other actions.
- Evade: The character completely avoids taking damage or suffering the primary effects from a specific triggering source (usually an attack or area effect). This typically requires a successful saving throw or specific conditions to be met, as defined by the Evade ability. Does not prevent True or Divine damage unless specified.
- Harm: Any negative effect inflicted upon a creature, including dealing damage, imposing a negative Status Effect or Condition, restricting movement or actions, or other detrimental effects.
- Intercept: To magically block or negate a projectile, spell effect, or action before it reaches its intended target.
- Undisturbed: While performing an action designated as Undisturbed (often related to concentration or complex tasks), the character cannot take any other actions (including reactions or free actions) and cannot be moved or have their action interrupted by external forces (attacks still resolve against them normally, potentially breaking concentration if damage is taken).
- Divine Power: A state where the character's attacks, damage, defenses, and potentially cards temporarily gain the "Divine" descriptor, allowing them to affect and defend against beings using Divine Combat rules. Usually has a limited duration and may cause exhaustion afterward for non-Intent Gods.
- Destroyed: A creature reduced to 0 HP and failed stabilization/suffered sufficient additional damage while down, resulting in permanent death (barring resurrection). An object reduced to 0 Durability Points and rendered irreparable. A structure damaged beyond repair.
- Stack/Stacked: Effects with this keyword note that multiple instances of the same specific effect from the same source do not increase the magnitude of the effect on a single target, although their durations might overlap or be tracked separately. Different effects, even if similar, can stack.
- Dispel: To remove or end an ongoing magical effect prematurely.
- Fails/Failure/Failing: Used when a creature is prevented from completing an action or achieving success due to an external effect or condition.
- Silence: A condition preventing the use of magical abilities, perks, or items that require casting, activation, or Demayth energy.
- Slowed: A condition typically halving movement speed and potentially imposing other penalties (like to Reflex saves).
- Mage Marked: A magical mark placed on a creature or object, often used as a target for specific spells like summoning or teleportation.
- Telepathic Link: A direct mental connection allowing two-way communication between minds, bypassing language barriers but typically not sharing senses unless specified.
Use this Grimoire as a reference for the spells and abilities associated with your chosen schools of magic and class perks. Remember that you can also create your own unique abilities through collaboration with your Battle Master, as detailed in Chapter 12. Now, let the exploration of Demayth's magical potential begin!
School of Alteration
Alteration is the magic of change and transformation, manipulating physical matter and energy.
Alteration Perks:
- Metal Scales: Your skin takes on a metallic sheen or grows actual scales, granting natural protection.
- Effect: You gain natural Armor Points (AP) equal to half your maximum HP (rounded down). This AP cannot be repaired by normal Mending spells or mundane means but regenerates fully after completing a long rest.
- Ammunition Duplication: Through minor matter manipulation, you can replicate projectiles.
- Effect: Once per day, choose one type of non-magical ammunition (arrows, bolts, bullets) you possess. You instantly create duplicates, doubling the amount you currently have of that specific type.
- Space of Holding: You create a personal pocket dimension for storage.
- Effect: You have an extradimensional space linked to you, capable of holding items. Opening a portal to access this space requires the cost of Demayth point. The space initially holds up to 25 distinct items regardless of weight, provided no single item is larger than a Large creature. Living creatures cannot be stored. Storing another extradimensional container destroys this space and its contents permanently. Upon your death, the space is lost; upon resurrection, it returns empty.
- Scaling: The item capacity increases by +5 for every 4 Mastery Ranks you possess in Alteration.
- Sharing: You can grant access to others via a magical mark (requiring a ritual, BM determines specifics). Marked individuals also require focus to access.
- Evasive Teleportation: You instinctively shift through space to avoid harm.
- Effect: 3 times per day, when you are targeted by an attack, you can use your Reaction (spending your RP) to instantly Evade* the attack and teleport to an unoccupied space you can see within your Perception range (65 ft).
- Scaling: You gain +1 use per day for every 10 Mastery Ranks you possess in Alteration.
- Shifting Elements: You can alter the elemental nature of magical energy.
- Effect: As a Reaction (spending your RP) when you or another creature within Perception range casts a spell dealing elemental damage, you can change the spell's damage type to another element of your choice (excluding physical, spiritual, psychic, necrotic, blessed, or true damage). This can only be done once per combat rotation.
- Hardened Steel: You imbue your physical strikes with concussive force.
- Effect: When you hit an enemy with a Battle Card attack using a melee weapon, there is a 10% chance the target becomes Stunned for 2 rotations.
- Forceful Transmutation: Your magic weakens physical defenses.
- Effect: When you successfully hit a target with a spell attack (from a Demayth Card or Spellcrafting), you reduce the target's Armor Points (AP) by 3. This reduction lasts until the AP is repaired.
- Scaling: The AP reduction increases by +1 for every 1 Mastery Rank you possess in Alteration.
- Elemental Infusion: You temporarily imbue a weapon with elemental energy.
- Effect: You touch one non-magical melee weapon. For the next 3 rotations, the weapon deals an additional +2 damage of one chosen elemental type (Fire, Cold, or Shock) on each successful hit. Activating this requires focus (typically 1 SAP).
- Scaling: The additional elemental damage increases by +1 for every 1 Mastery Rank you possess in Alteration.
Alteration Abilities/Spells:
Polymorph
- School: Alteration
- Classification: Aggressive
- Duration: Concentration
- Range: Line of Sight (125 ft)
- Target: One creature
- Saving Throw: Will negates
- Effect: You attempt to transform one creature into a harmless mundane creature (rat, toad, etc.). Target makes a Will save. On failure, they adopt the physical stats of the new form but retain mental stats. They can re-attempt the save at the end of each turn to revert.
Teleport
- School: Alteration
- Classification: Utility
- Duration: Instantaneous
- Range: Line of Sight (125 ft)
- Target: Self
- Saving Throw: None
- Effect: Instantly transport yourself to an unoccupied space you can see within range. Does not provoke Attacks of Opportunity.
Portals
- School: Alteration
- Classification: Utility
- Duration: 4 rotations
- Range: Perception (65 ft)
- Target: Two unoccupied spaces
- Saving Throw: None
- Effect: Creates two linked portals. Creatures entering one exit the other into an adjacent space. Requires movement to pass through. Portals last for duration.
- Scaling: Duration increases by +1 rotation per 5 Mastery Ranks
Magical Flight
- School: Alteration
- Classification: Utility
- Duration: Concentration
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: Grants a flying speed equal to your Movement speed.
Magical Toss
- School: Alteration
- Classification: Aggressive
- Duration: Instantaneous
- Range: Line of Sight (125 ft)
- Target: One creature
- Saving Throw: Reflex negates damage
- Effect: Telekinetically hurl target creature to another visible unoccupied space within range. If the target impacts a solid surface (ground, wall, another creature), they make a Reflex save or take 1d6 Impact damage. If slammed into another creature, both make saves vs damage.
- Scaling: Impact damage increases by +1d6 per 5 Mastery Ranks.
Mud Pit
- School: Alteration
- Classification: Utility/Control
- Duration: Until end of battle or dismissed
- Range: Perception (65 ft)
- Target: 10x10 ft square area
- Saving Throw: None
- Effect: Transforms ground into difficult terrain (movement costs double). Caster is unaffected.
- Scaling: Area increases by +5x5 ft per 5 Mastery Ranks.
Gale Force Gust
- School: Alteration
- Classification: Aggressive/Utility
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: One creature, object, or area
- Saving Throw: Strength check negates push
- Effect: Choose one:
- Push Creature: Target makes STR check (vs caster's Ability Focus) or is pushed 5 spaces (25 ft) away. Scaling: +1 space per 1 Mastery Rank.
- Distraction: Create swirling wind/debris (BM determines effect).
- Move Object: Push one unsecured object 5 spaces (25 ft). Scaling: +1 space per 1 Mastery Rank.
Imprisonment
- School: Alteration
- Classification: Aggressive/Control
- Duration: Until broken
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: Reflex negates
- Effect: Attempts to trap target in prison formed from adjacent surface. On a failed Reflex save, the target is Restrained. Prison Durability Points: Magical Material (18), Metal (14), Stone (10), Wood (6). Trapped creature makes STR check (vs DC set by BM) to break free.
- Scaling: Prison DP increases by +1 per 1 Mastery Rank.
Pillar
- School: Alteration
- Classification: Utility
- Duration: Until destroyed
- Range: Perception (65 ft)
- Target: One unoccupied space
- Saving Throw: None
- Effect: Creates 5 ft radius, 10 ft high pillar from ground. DP: Magical Material (20), Metal (18), Stone (14), Wood (8). Provides cover/blocks movement.
- Scaling: Pillar DP increases by +1 per 4 Mastery Ranks.
Heat Metal Item
- School: Alteration
- Classification: Aggressive
- Duration: Concentration
- Range: Perception (65 ft)
- Target: One metal item equipped by a creature
- Saving Throw: None (Wielder can drop/unequip)
- Effect: The target item glows red hot. Wielder takes 1d4 Burning damage at the start of each turn they hold or have equipped.
- Scaling: Burning damage increases by +1d4 per 2 Mastery Ranks.
School of Augmentation
Augmentation is the school of enhancement, amplifying existing qualities and pushing beyond normal limitations using Demayth energy.
Augmentation Perks:
- Gathering Power: Your focus allows you to access combat options more readily.
- Effect: At the start of each of your combat rotations, draw 1 card from your Demayth Deck.
- Scaling: Draw +1 additional card at the start of your rotation for every 5 Mastery Ranks you possess in Augmentation.
- Empowered Strength: You channel Demayth to enhance the force of your physical attacks.
- Effect: Your Battle Card attacks gain a permanent +1 Attack Bonus.
- Scaling: This bonus increases by +1 for every 5 Mastery Ranks you possess in Augmentation.
- Empowered Dexterity: You channel Demayth to enhance your defensive reflexes.
- Effect: Your Battle Card defenses gain a permanent +1 Defense Bonus.
- Scaling: This bonus increases by +1 for every 5 Mastery Ranks you possess in Augmentation.
- Titan’s Endurance: Your body is infused with amplified resilience.
- Effect: Your maximum HP increases by 10 points.
- Scaling: Your maximum HP increases by an additional +2 points for every 1 Mastery Ranks you possess in Augmentation.
- Pack Mule: You enhance your physical carrying capacity.
- Effect: Your carrying capacity (Weight Points) increases by 10 points.
- Scaling: This bonus increases by an additional +10 points for every 5 Mastery Ranks you possess in Augmentation.
Augmentation Abilities/Spells:
Gain Power
- School: Augmentation
- Classification: Utility
- Duration: Instantaneous
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: You focus your mind, drawing upon tactical possibilities. Draw up to 3 cards from your Demayth Deck.
- Scaling: Draw +1 additional card for every 5 Mastery Ranks you possess in Augmentation.
Empower Strikes
- School: Augmentation
- Classification: Utility
- Duration: Concentration
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: You channel Demayth into your attacks, granting yourself a +1 Attack Bonus to all Battle Card attacks while concentrating.
- Scaling: This Attack Bonus increases by +1 for every 5 Mastery Ranks you possess in Augmentation.
Empower Guard
- School: Augmentation
- Classification: Utility
- Duration: Concentration
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: You enhance your defensive posture, granting yourself a +1 Defense Bonus to all Battle Card defenses while concentrating.
- Scaling: This Defense Bonus increases by +1 for every 5 Mastery Ranks you possess in Augmentation.
Demigod Dash
- School: Augmentation
- Classification: Utility
- Duration: Instantaneous
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: You move with incredible speed. Move up to 12 spaces (60 ft) and draw 1 card. This movement does not provoke Attacks of Opportunity.
- Scaling: The movement distance increases by +1 space (5 ft) for every 1 Mastery Rank you possess in Augmentation.
Demigod Rush
- School: Augmentation
- Classification: Utility
- Duration: Instantaneous
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: You surge forward, preparing for your next move. Move up to 6 spaces (30 ft) and draw up to 2 cards. This movement does not provoke Attacks of Opportunity.
- Scaling: The movement distance increases by +1 space (5 ft) for every 1 Mastery Rank you possess in Augmentation.
Swift Attack
- School: Augmentation
- Classification: Utility
- Duration: Concentration
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: Your attacks become preternaturally fast. While concentrating, enemies cannot use the Evade* keyword effect against your Battle Card attacks.
Empower Healing
- School: Augmentation
- Classification: Utility
- Duration: Concentration
- Range: Touch
- Target: One willing creature (can be self)
- Saving Throw: None
- Effect: You enhance the target's connection to restorative energy. While concentrating, any Restoration spells or abilities used by or on the target restore an additional +1 HP.
- Scaling: This healing bonus increases by +1 HP for every 1 Mastery Rank you possess in Augmentation.
Empower Destruction
- School: Augmentation
- Classification: Utility
- Duration: Concentration
- Range: Touch
- Target: One willing creature (can be self)
- Saving Throw: None
- Effect: You enhance the target's connection to destructive energy. While concentrating, any Destruction spells or abilities used by the target deal an additional +1 Magic damage.
- Scaling: This damage bonus increases by +1 for every 1 Mastery Rank you possess in Augmentation.
Demigod Strike
- School: Augmentation
- Classification: Utility
- Duration: Instantaneous
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: You prepare for a powerful blow. Your next Battle Card attack made before the end of your turn gains a +2 Attack Bonus. You lose this bonus at the end of the rotation if the attack is not made. You may play a Battle card to attack as a Free action.
- Scaling: This Attack Bonus increases by +2 for every 5 Mastery Ranks you possess in Augmentation.
Demigod Guard
- School: Augmentation
- Classification: Utility
- Duration: Instantaneous
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: You brace for impact. Your next Battle Card defense made before the start of your next turn gains a +2 Defense Bonus. You lose this bonus at the end of the rotation.
- Scaling: This Defense Bonus increases by +2 for every 5 Mastery Ranks you possess in Augmentation.
Lead With Speed
- School: Augmentation
- Classification: Utility
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: Allied minions summoned this turn within range
- Saving Throw: None
- Effect: You imbue recently summoned allies with speed. Target minions gain an additional Move Action Point (MAP) on their next turn. Additionally, whenever one of the affected minions moves during the current rotation, you may immediately move 1 space (5 ft) as a free action.
- Scaling: The movement you gain increases by +1 space (5 ft) for every 5 Mastery Ranks you possess in Augmentation.
School of Chronology
Chronology is the perilous art of manipulating time, allowing practitioners to regress injuries, accelerate actions, glimpse possibilities, and momentarily halt the relentless march of moments.
Chronology Perks:
- Spell Rush: Your rapid casting creates temporal echoes, allowing for quicker follow-up.
- Effect: If you successfully cast 3 spells using Demayth Cards or abilities within 2 consecutive combat rotations, you immediately gain 1 bonus Standard Action Point (SAP) that can only be used to cast another spell. This bonus SAP must be used before the end of the current rotation.
- Limit: This perk can only activate once per rotation, and the spell cast with the bonus SAP does not count towards triggering Spell Rush again in the subsequent rotation.
- Spell Surge: You can briefly accelerate your spellcasting process.
- Effect: 3 times per battle, you can choose to cast a spell that normally requires 1 SAP by spending your Move Action Point (MAP) instead.
- Scaling: You gain +1 use per battle for every 5 Mastery Ranks you possess in Chronology.
- Chrono Shift (Borrow Time): You borrow time from your immediate future.
- Effect: Once per combat rotation, as a free action, you can gain 1 additional Standard Action Point (SAP) to use during the current turn. However, you automatically lose 1 SAP on your next turn.
- Limit: You cannot use Chrono Shift on a turn immediately following a turn where you lost an SAP due to this perk.
- Chrono Rush: Your movements become subtly faster.
- Effect: Your base movement allowance (determined by your movement die) is increased by +1d4 spaces (5-20 ft) each turn.
- Scaling: The bonus movement die increases by one step for every 5 Mastery Ranks you possess in Chronology (d4 -> d6 -> d8 -> d10 -> d12 at Rank 20).
- Time Stop (Defensive): You momentarily freeze time around yourself to avoid harm.
- Effect: 3 times per day, as a Reaction (spending your RP), you can briefly stop time for approximately 3 seconds. During this time, you automatically Evade* all attacks and harmful effects that would resolve against you.
- Scaling: You gain +1 use per day for every 5 Mastery Ranks you possess in Chronology.
Chronology Abilities/Spells:
Time Regression
- School: Chronology
- Classification: Aggressive
- Duration: Instantaneous
- Range: Line of Sight (125 ft)
- Target: One creature
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: You attempt to rewind your target's immediate future actions. On a failed save, the target loses 1 Standard Action Point (SAP) on their next turn. If they would only have 1 SAP, they lose their Move Action Point (MAP) instead. Cannot be Stacked* on the same target.
Time Progression
- School: Chronology
- Classification: Utility
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: One willing creature (can be self)
- Saving Throw: None
- Effect: You accelerate the target's timeline slightly. The target gains 1 additional Standard Action Point (SAP) on their next turn. Cannot be Stacked* on the same target.
Revert Time
- School: Chronology
- Classification: Utility
- Duration: Instantaneous
- Range: Self
- Target: Self (Discard Pile)
- Saving Throw: None
- Effect: Reach into your immediate past actions; select the top 1 card from your discard pile and place it back on top of your deck. Cannot select Godlike cards this way.
- Scaling: Select +1 additional card (in order from the top) per 5 Mastery Ranks.
Chrono Shift (Movement)
- School: Chronology
- Classification: Utility
- Duration: Instantaneous
- Range: Line of Sight (125 ft)
- Target: Self
- Saving Throw: None
- Effect: You manipulate spacetime to instantly move to an unoccupied space you can see within range. This movement Evades* Attacks of Opportunity, and you cannot be targeted by Reactions triggered by this movement.
Quickened Strikes
- School: Chronology
- Classification: Utility
- Duration: Concentration
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: You accelerate your combat actions. Your next 3 Battle Card attacks do not cost Standard Action Points (SAP) to play (though you still need to play the card itself).
- Scaling: Affects +1 additional Battle Card attack per 10 Mastery Ranks.
Marching Time
- School: Chronology
- Classification: Utility
- Duration: Concentration
- Range: Perception (65 ft)
- Target: Up to 2 allied creatures
- Saving Throw: None
- Effect: You hasten your allies' steps. Targeted allies gain 1 additional Move Action Point (MAP) on their next turn while you concentrate.
Revert Movement
- School: Chronology
- Classification: Aggressive
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: Reflex negates (DC = Ability Focus)
- Effect: You attempt to rewind the target's recent movement. On a failed save, the target is instantly moved back to the space it occupied immediately before its last movement action. If that space is now occupied, they are moved to the nearest unoccupied adjacent space.
Reverse Damage
- School: Chronology
- Classification: Utility
- Duration: Instantaneous
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: You rewind your own timeline slightly to undo harm. Choose 1 attack that successfully damaged you during the previous combat rotation. You regain all HP lost from that specific attack. Cannot be used if you took no damage last rotation.
- Scaling: Affects +1 additional attack from the previous rotation per 5 Mastery Ranks.
Echoes of Time
- School: Chronology
- Classification: Utility
- Duration: Instantaneous
- Range: Self
- Target: Self (Discard Pile)
- Saving Throw: None
- Effect: Pluck a moment from your past; search your discard pile for 1 card of your choice (excluding Godlike cards) and add it to your hand. Then shuffle your discard pile.
- Scaling: Choose +1 additional card per 5 Mastery Ranks.
Time Stop (Targeted)
- School: Chronology
- Classification: Defensive
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: One creature attacking you
- Saving Throw: None
- Effect: As a Reaction (spending your RP) when an enemy declares an attack against you, you briefly stop time for that attacker. You automatically Evade* that specific attack.
- Scaling: Can target +1 additional attacking creature per 5 Mastery Ranks with a single use of this reaction.
School of Conjuration
Conjuration is the art of creation and summoning, allowing practitioners to bring forth objects, creatures, and elemental forces from Demayth energy or other realms.
Conjuration Perks:
- Master of Minions: Your ability to divide your focus allows you to control more summoned or conjured creatures.
- Effect: Increases the maximum number of minions you can control simultaneously by 1.
- Scaling: Increases by +1 additional minion for every 5 Mastery Ranks you possess in Conjuration.
- Minion Independence: Your magical constructs persist even if your concentration is broken unexpectedly.
- Effect: If you fall unconscious or are otherwise stunned, minions you are concentrating on remain summoned/conjured for 1 minute before dissipating (unless their duration expires sooner).
- Scaling: The duration they remain increases by +1 minute for every 1 Mastery Rank you possess in Conjuration.
- Conjure Ammunition: You can create simple ammunition from ambient Demayth energy.
- Effect: As a free action on your turn, you can conjure an unlimited amount of common, non-magical ammunition for any ranged weapon you are wielding (e.g., iron arrows/bolts, sling stones). This ammunition vanishes after 1 minute if not used.
- Summoning Allies: You can instantly summon willing allies who bear your mark.
- Effect: As a Standard Action (1 SAP), you can instantly summon 1 willing creature that you have previously Mage Marked* to an unoccupied space adjacent to you. This costs 1 Demayth Point. You can only maintain your Mark on 1 creature at a time initially; placing a new Mark removes the old one.
- Scaling: The number of creatures you can have Mage Marked* simultaneously increases by +1 for every 4 Mastery Ranks you possess in Conjuration.
- Conjure Food: You can create sustenance from Demayth energy.
- Effect: Once per day, as an action taking about 1 minute, you can conjure enough simple but nourishing food and water to sustain yourself for the day.
- Scaling: You can conjure enough food and water for +1 additional creature for every 5 Mastery Ranks you possess in Conjuration.
Conjuration Abilities/Spells:
Summon Beast
- School: Conjuration
- Classification: Utility
- Duration: Concentration
- Range: Perception (65 ft)
- Target: One unoccupied space within range
- Saving Throw: None
- Effect: You summon a magical beast of Minor power level (stats determined by BM) to an unoccupied space. It acts as a Strong Minion, obeying your commands.
- Scaling: The maximum power level of the beast you can summon increases by one step (Minor -> Moderate -> Powerful -> Superior -> Legendary) for every 5 Mastery Ranks you possess in Conjuration.
Scorched Earth
- School: Conjuration
- Classification: Aggressive
- Duration: Concentration
- Range: Perception (65 ft)
- Target: 15x15 foot square area
- Saving Throw: None
- Effect: You conjure a circle of fire on the ground. Any creature ending its turn within the circle takes 2 Burning damage.
- Scaling: The Burning damage increases by +1 for every 1 Mastery Rank.
Conjure Elemental
- School: Conjuration
- Classification: Utility
- Duration: Concentration
- Range: Perception (65 ft)
- Target: One unoccupied space within range
- Saving Throw: None
- Effect: You summon 1 Elemental (Air, Earth, Fire, or Water) of Minor power level. It acts as a Strong Minion.
- Scaling: Summon +1 additional Elemental per 10 Mastery Ranks.
Lightning Storm
- School: Conjuration
- Classification: Aggressive
- Duration: Concentration
- Range: Perception (65 ft)
- Target: One creature per turn within range
- Saving Throw: None
- Effect: While concentrating, as a Standard Action (1 SAP) each turn, you can call down a bolt of lightning to strike one creature you can see within range. The target takes SCM + 2 Shock damage.
- Scaling: The Shock damage increases by +1 for every 5 Mastery Ranks.
Meteorite
- School: Conjuration
- Classification: Aggressive
- Duration: Instantaneous (Impact after 3 rotations)
- Range: Perception (65 ft)
- Target: 10x10 foot square area
- Saving Throw: Reflex half damage (for impact)
- Effect: You conjure a meteorite that streaks down towards the target area, impacting at the end of the 3rd rotation after casting. For the 2 rotations before impact, creatures ending their turn in the target area take 2 Impact damage from falling debris. Upon impact, all creatures in the area take 6 Impact damage + 6 Burning damage (Reflex save for half damage). Larger creatures take damage for each space they occupy within the area.
- Scaling: The impact area increases by +5x5 feet for every 5 Mastery Ranks.
Lightning Bolt
- School: Conjuration (overlaps with Destruction)
- Classification: Aggressive
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: Fortitude negates Stunned (DC = Ability Focus)
- Effect: You conjure and launch a bolt of lightning. Compare this spell's Attack Value of 3 against the target's Defense Value. On a hit, the target takes SCM + Mastery Rank Shock damage and must make a Fortitude saving throw or be Stunned for 2 rotations.
- Scaling: The spell's Attack Value increases by +1 for every 5 Mastery Ranks.
Summon Weapon
- School: Conjuration
- Classification: Utility
- Duration: Instantaneous
- Range: Self
- Target: One weapon you have Mage Marked*
- Saving Throw: None
- Effect: You instantly summon one weapon you have previously Mage Marked* to your empty hand. This does not cost an action beyond activating the spell/ability. You can maintain your Mark on up to 3 weapons simultaneously.
- Scaling: The number of weapons you can have Mage Marked* increases by +1 for every 4 Mastery Ranks.
Conjure Armor
- School: Conjuration
- Classification: Utility
- Duration: Until end of day or broken
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: You conjure a suit of non-magical armor of your choice: Heavy (Steel Plate equivalent, 6 pieces, grants 2 AP per piece), Light (Leather equivalent, 5 pieces, grants 2 AP per piece), or Magical (Robes, 4 pieces, grants 2 MS per piece). The armor conforms to your shape and vanishes if a piece is broken (reduced to 0 AP/MS) or at the end of the day.
- Scaling: The AP/MS granted per piece increases by +1 for every 1 Mastery Rank.
Fog
- School: Conjuration
- Classification: Utility/Control
- Duration: Concentration
- Range: Perception (65 ft)
- Target: 15x15x15 foot sphere area
- Saving Throw: None
- Effect: You create a sphere of heavy fog centered on a point within range. The area within the fog is heavily obscured (Creatures effectively suffer the Blinded status effect when trying to see anything within or through the fog).
- Scaling: The radius of the sphere increases by +5 feet for every 5 Mastery Ranks.
Conjure Web
- School: Conjuration
- Classification: Aggressive/Control
- Duration: Instantaneous (creates web until broken/destroyed)
- Range: Perception (65 ft)
- Target: One creature or 5x5 ft area
- Saving Throw: Reflex negates (DC = Ability Focus)
- Effect: You conjure sticky webbing. If targeting a creature, they must make a Reflex save or gain the Restrained condition. If targeting an area, it becomes difficult terrain. The web has 6 Durability Points. A creature can use its action to make a Strength check to break free or destroy a 5ft section.
- Scaling: The web's Durability Points increase by +2 for every 1 Mastery Rank.
School of Destruction
Destruction magic harnesses raw Demayth or elemental energy to obliterate foes and obstacles.
Destruction Perks:
- Spellslinger: Your damaging spells hit harder.
- Effect: Increases the damage of your single-target Demayth Card attacks (like bolts, beams, rays) by +1D6 points. This bonus does not apply to Area of Effect (AoE) or Damage over Time (DoT) effects.
- Scaling: This damage bonus increases by +1D6 for every 2 Mastery Ranks you possess in Destruction.
- Powerful Magical Attacks: Your focused magical attacks overwhelm mundane defenses.
- Effect: Your Spell attacks gain a permanent +1 Attack bonus.
- Scaling: This bonus increases by +1 for every 5 Mastery Ranks you possess in Destruction.
- Magic Blasting: You can channel destructive magic through your physical attacks.
- Effect: When you make an attack using a Battle Card, you can choose to have the attack target any enemy within your Line of Sight (LOS). If you do, the attack deals Magic damage instead of its normal physical type, though you still add bonuses from your equipped weapon and relevant attributes. It is still considered a Battle Card attack for purposes of defense and other effects.
- Sniper: Your aim with ranged weapons is magically enhanced.
- Effect: You gain Magic Resonance to damage dealt with ranged weapons.
- Explosive Shots: Your projectiles explode on impact.
- Effect: When you hit with a ranged weapon attack (bow, crossbow, sling, firearm), the projectile deals an additional 1d4 Impact damage and 1d4 Burning damage to the target.
- Scaling: The bonus Impact and Burning damage dice increase by one step (d4 -> d6 -> d8 -> d10 -> d12) for every 5 Mastery Ranks you possess in Destruction.
Destruction Abilities/Spells:
Magical Strike Bolts
- School: Destruction
- Classification: Aggressive
- Duration: Instantaneous (Bolts last 2 rotations if held)
- Range: Perception (65 ft)
- Target: Up to 3 creatures
- Saving Throw: None
- Effect: You create 3 bolts of magical energy. You can direct each bolt at a different target or multiple bolts at the same target within range. Make a separate attack comparison for each bolt using this spell's Attack Value of 1. On a hit, a bolt deals SCM + Mastery Rank Magic damage. You can choose to hold unused bolts, firing them as a Free Action* on subsequent turns within the next 2 rotations.
- Scaling: Create +1 additional bolt per 5 Mastery Ranks.
Magical Blast
- School: Destruction
- Classification: Aggressive
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: None
- Effect: Launch a powerful blast of energy. Compare this spell's Attack Value of 5 against the target's Defense Value. On a hit, deals SCM + Mastery Rank Magic damage.
- Scaling: Attack Value increases by +1 per 5 Mastery Ranks.
Wave of Destruction
- School: Destruction
- Classification: Aggressive
- Duration: Instantaneous
- Range: Self (5 ft radius burst)
- Target: All adjacent creatures
- Saving Throw: None
- Effect: Unleash a shockwave of force. Compare this spell's Attack Value of 4 against the Defense Value of all adjacent creatures. On a hit, deals SCM + Mastery Rank Impact damage.
- Scaling: Attack Value increases by +1 per 5 Mastery Ranks.
Explosion
- School: Destruction
- Classification: Aggressive
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: One unoccupied space
- Area of Effect: Target space and all adjacent spaces (roughly 15x15 ft)
- Saving Throw: Reflex half damage (DC = Ability Focus)
- Effect: Creates a fiery explosion centered on the target space. Creatures in the area take 3 Impact damage + 3 Burning damage. A successful Reflex save halves the damage.
- Scaling: Both Impact and Burning damage increase by +1 per 1 Mastery Rank.
Bombarding Blasts
- School: Destruction
- Classification: Aggressive
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: 10x10 foot area
- Saving Throw: None
- Effect: You rain down 4 blasts of energy within the target area. Compare this spell's Attack Value of 4 against the Defense Value of each creature within the area. A creature hit by a blast takes SCM + Mastery Rank Magic damage. A single creature can be hit by multiple blasts if they occupy multiple spaces within the area.
- Scaling: Attack Value increases by +1 per 5 Mastery Ranks.
Mega Strike
- School: Destruction
- Classification: Aggressive
- Duration: Instantaneous
- Range: Line of Sight (125 ft)
- Target: One creature
- Saving Throw: None
- Effect: Hurl a massive bolt of destructive energy. Compare this spell's Attack Value of 10 against the target's Defense Value. On a hit, deals SCM + Mastery Rank Magic damage.
- Scaling: Attack Value increases by +1 per 5 Mastery Ranks.
Piercing Bolt
- School: Destruction
- Classification: Aggressive
- Duration: Instantaneous
- Range: Line of Sight (125 ft)
- Target: One creature
- Saving Throw: None
- Effect: Launch a bolt designed to pierce defenses. Compare this spell's Attack Value of 3 against the target's Defense Value. On a hit, deals SCM + Mastery Rank Magic damage plus an additional 1 Piercing damage that ignores Armor Points (AP).
- Scaling: Additional Piercing damage increases by +1 per 1 Mastery Rank.
Ricochet Bolts
- School: Destruction
- Classification: Aggressive
- Duration: Instantaneous
- Range: Line of Sight (125 ft)
- Target: One creature, then potentially two others
- Saving Throw: None
- Effect: Create a bolt that bounces between targets. Make an attack comparison using this spell's Attack Value of 4 against the primary target. If it hits, the target takes SCM + Mastery Rank Magic damage, and the bolt ricochets to a second creature of your choice within the first target's LOS and within 30 feet of them. Repeat the attack comparison against the second target. If that hits, the bolt ricochets again to a third creature within the second target's LOS and within 30 feet of them. Make a final attack comparison against the third target. A single creature cannot be targeted more than once by the same bolt.
- Scaling: Attack Value increases by +1 per 5 Mastery Ranks.
Armor Breaker
- School: Destruction (overlaps with Alteration?)
- Classification: Aggressive
- Duration: Instantaneous
- Range: Touch/Melee (5 ft)
- Target: One creature wearing armor
- Saving Throw: None (Requires successful attack)
- Effect: You attempt to shatter a piece of the target's armor. Make a melee spell attack comparison by making an attack with a Battle card attack against the target's Defense. On a hit, one piece of the target's non-magical armor (chosen randomly or by BM) is Destroyed*.
Critical Headshot
- School: Destruction
- Classification: Aggressive
- Duration: Instantaneous
- Range: Line of Sight (125 ft)
- Target: One creature
- Saving Throw: None
- Effect: You launch a bolt seeking vital points. Compare this spell's Attack Value of 3 against the target's Defense Value. On a hit, the target takes SCM + Mastery Rank Magic damage plus an additional 1D6 Magic damage.
- Scaling: The additional Magic damage increases by +1D6 per 5 Mastery Ranks.
School of Divination
Divination is the subtle art of perceiving truths beyond normal senses, glimpsing the threads of fate, understanding hidden knowledge, and sometimes, communing with the Divine.
Divination Perks:
- Perceive Intent: Your insight allows you to anticipate an opponent's plans.
- Effect: At the start of your turn, you may choose one opponent you can see. That opponent must reveal their current hand of Demayth cards to you.
- Foresight: You gain a powerful, recurring premonition.
- Effect: At the start of each day, choose one saving throw type (Fortitude, Reflex, or Will). You gain advantage on all saving throws of that type for the entire day. You lose this effect at the end of each day.
- Prediction: Your reflexes are guided by brief flashes of foresight.
- Effect: Once per combat rotation, when an attacker hits you with an attack, you can use your Reaction (spending your RP) to make a Reflex saving throw (DC = the attacker's total Attack Value). On a success, you Evade* the attack, taking no damage or effects. On a failure, you take only half damage from the attack. This perk cannot avoid Divine or True damage.
- Foretold Events: Your presence subtly guides the fate of your allies.
- Effect: At the start of each battle, all allies within 30 feet (including yourself) gain a +1 bonus to one saving throw type of their choice (Fortitude, Reflex, or Will) for the duration of the battle. A creature cannot benefit from this perk if they are already receiving a saving throw bonus from another perk.
- Scaling: The saving throw bonus increases by +1 for every 10 Mastery Ranks you possess in Divination.
- Changing Fate: You can intervene to alter moments of critical failure for your allies.
- Effect: Once per day, if an ally you can see within 30 feet rolls a natural 1 on any d20 roll, you can use your Reaction (spending your RP) to force them to reroll the die. They must use the new roll.
- Scaling: You gain +1 use per day for every 5 Mastery Ranks you possess in Divination.
Divination Abilities/Spells:
Insight
- School: Divination
- Classification: Aggressive (Disruptive)
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: One opponent
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: You attempt to glimpse the opponent's immediate plans. The target must make a Will saving throw. On a failure, they must reveal their hand of Demayth Deck cards to you, and you choose 1 card for them to discard.
- Scaling: Choose +1 additional card to discard per 5 Mastery Ranks.
True Sight
- School: Divination
- Classification: Utility
- Duration: Concentration
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: Your eyes pierce through illusions and perceive the unseen. You gain True Sight (see through illusions/invisibility, perceive ethereal creatures) out to a range of 60 feet while concentrating.
Reading Battle Omens
- School: Divination
- Classification: Utility
- Duration: Instantaneous
- Range: Self
- Target: Self (Deck/Discard)
- Saving Throw: None
- Effect: You search the strands of fate (your deck or discard pile) for a needed answer. Search your deck or discard pile for 1 card of your choice (excluding Godlike cards) and add it to your hand. If you searched your deck, shuffle it afterward.
- Scaling: Choose +1 additional card per 5 Mastery Ranks.
Scrying Eye
- School: Divination
- Classification: Utility
- Duration: Concentration
- Range: 1 mile radius
- Target: Creates magical sensor
- Saving Throw: None
- Effect: You create an invisible, magical eye sensor at a point you choose within range. As an action (1 SAP), you can move the eye up to 30 feet per round. You can see through the eye as if you were there. The eye is invisible to normal sight but can be detected with Demayth Sense or True Sight.
- Scaling: At Mastery Rank 10, you can also hear through the eye.
Insight of Defenses
- School: Divination
- Classification: Utility/Aggressive
- Duration: Instantaneous (affects next attack)
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: None
- Effect: You perceive a momentary weakness in the target's defenses. Your next successful attack against that target before the end of your next turn deals an additional +1D6 Magic damage.
- Scaling: Additional damage increases by +1D6 per 5 Mastery Ranks.
Translation
- School: Divination
- Classification: Utility
- Duration: Concentration
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: While concentrating, you understand the literal meaning of any spoken language you hear (excluding divine or unique languages like Voidish). You can also understand any written language you can see, provided you are touching the surface it's written on. This does not grant the ability to speak or write the language fluently.
Detect Curse
- School: Divination
- Classification: Utility
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: One item or object
- Saving Throw: None
- Effect: You focus on one item or object. You instantly learn if it is affected by any curses and, if so, the general nature and trigger of the curse(s).
Detect Traps
- School: Divination
- Classification: Utility
- Duration: Instantaneous
- Range: Self (65 ft radius)
- Target: Area around self
- Saving Throw: None
- Effect: You magically sense the presence and general location of any trap (magical, mechanical, ward, glyph) within range. This does not disarm the trap, only reveals its presence.
Seek Animal or Plant
- School: Divination
- Classification: Utility
- Duration: Instantaneous
- Range: 1 mile radius
- Target: Specific kind of known beast or plant
- Saving Throw: None
- Effect: Name or describe a specific kind of beast or plant you have seen before. You sense the direction and approximate distance to the nearest creature or plant of that kind within range. You also know if none exist within range.
- Scaling: The range increases by +1 mile per 3 Mastery Ranks.
Seek Object
- School: Divination
- Classification: Utility
- Duration: Instantaneous
- Range: 1 mile radius
- Target: Specific known object
- Saving Throw: None
- Effect: Name or describe a specific object you have seen or touched before. You sense the direction and approximate distance to that object if it is within range. You also know if it is not within range.
- Scaling: The range increases by +1 mile per 3 Mastery Ranks.
School of Necromancy
Necromancy delves into the energies of life, death, and the souls that linger between realms, often drawing power from Dark Demayth and the domains of Buta or Synthera.
Necromancy Perks:
- Army of Undead: You passively draw necrotic energy to coalesce matter into usable corpses.
- Effect: At the start of each of your combat rotations, you can Freely* magically create 1 humanoid corpse object in an unoccupied space within your Perception range (65 ft). This corpse has 5 Durability Points. It serves as raw material for spells like Raise Skeleton/Zombie/Ghoul but has no other function.
- Scaling: The corpse's Durability increases by +1 DP for every 2 Mastery Ranks you possess in Necromancy.
- Deadman’s Wish: Your death unleashes a final boon for your allies.
- Effect: If your character is Destroyed* during combat, each ally within 60 feet may immediately draw cards from their Demayth Deck until they reach their maximum hand size. This can only occur once per battle.
- Zombified: Death is merely a transition for you.
- Effect: If your character is Destroyed*, you do not die permanently. Instead, at the start of the next rotation, you rise as a Zombie under your own control (or the BM's if your character's mind is gone) with full HP restored. You gain the Undead Fortitude trait (If damage reduces you to 0 HP, make a Fortitude save; on success, drop to 1 HP instead, unless the damage was Radiant/Blessed or from a critical hit) and Weakness to Radiant, Blessed, and Smite damage. This effect occurs only once; subsequent "deaths" are permanent.
- Necrotic Surge: Your magical attacks are infused with life-draining energy.
- Effect: Your Demayth Card attacks deal an additional +1 Necrotic damage.
- Scaling: This bonus damage increases by +1 for every 1 Mastery Rank you possess in Necromancy.
- Aura of Death: Your presence exudes necrotic energy.
- Effect: Any living creature ending its turn adjacent (within 5 ft) to you takes 1 Magic damage. This damage occurs only once per creature per rotation.
- Scaling: This damage increases by +1 for every 2 Mastery Ranks you possess in Necromancy.
Necromancy Abilities/Spells:
Raise Skeleton
- School: Necromancy
- Classification: Utility
- Duration: Concentration
- Range: Perception (65 ft)
- Target: One humanoid corpse
- Saving Throw: None
- Effect: You animate 1 corpse, raising it as a Skeleton minion under your control. (Specify if Minor or Strong Minion).
- Scaling: Raise +1 additional Skeleton from separate corpses per 5 Mastery Ranks with a single casting.
Raise Zombie
- School: Necromancy
- Classification: Utility
- Duration: Concentration
- Range: Perception (65 ft)
- Target: One humanoid corpse of Minor power level
- Saving Throw: None
- Effect: You animate 1 corpse, raising it as a Zombie minion under your control. (Specify if Minor or Strong Minion).
- Scaling: The maximum power level of the corpse you can raise increases by one step (Minor -> Moderate -> etc.) per 5 Mastery Ranks.
Soul Steal
- School: Necromancy
- Classification: Aggressive
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: One living creature
- Saving Throw: Will half damage (DC = Ability Focus)
- Effect: You lash out with necrotic energy. The target takes 1d6 Necrotic damage, or half as much on a successful Will save. If this damage reduces the target to 0 HP or less, you rip out and consume their soul (killing them instantly unless they are immune). For each soul consumed this way during the current battle, the base damage of this spell increases by +1 (bonus lost at end of battle).
- Scaling: Base Necrotic damage increases by +1d6 per 5 Mastery Ranks.
Necrotic Blast
- School: Necromancy
- Classification: Aggressive
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: None
- Effect: Hurl a ball of necrotic energy. Compare this spell's Attack Value of 3 against the target's Defense Value. On a hit, deals SCM + Mastery Rank Necrotic damage.
- Scaling: Attack Value increases by +1 per 5 Mastery Ranks.
Summon Imp
- School: Necromancy
- Classification: Utility
- Duration: Concentration
- Range: Self
- Target: One adjacent unoccupied space
- Saving Throw: None
- Effect: You summon 1 Imp (as a Strong Minion) from the Abyss or Shadow Realm. It obeys your commands while you concentrate.
- Scaling: Summon +1 additional Imp per 5 Mastery Ranks.
Lifesteal
- School: Necromancy
- Classification: Utility/Defensive
- Duration: Concentration
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: While concentrating, each time you deal damage with a spell attack (from a Demayth Card), you regain 1 HP.
- Scaling: HP regained increases by +1 per 2 Mastery Ranks.
Summon Evil Spirit
- School: Necromancy
- Classification: Utility
- Duration: Concentration
- Range: Self
- Target: One adjacent unoccupied space
- Saving Throw: None
- Effect: You summon 1 Evil Spirit from the Shadow Realm or equivalent realm. It obeys your commands while you concentrate.
- Scaling: Summon +1 additional Evil Spirit per 5 Mastery Ranks.
Raise Ghoul
- School: Necromancy
- Classification: Utility
- Duration: Concentration
- Range: Perception (65 ft)
- Target: One humanoid corpse
- Saving Throw: None
- Effect: You animate 1 corpse, raising it as a Ghoul minion under your control as a strong minion.
- Scaling: Raise +1 additional Ghoul from separate corpses per 5 Mastery Ranks with a single casting.
Inflict Disease
- School: Necromancy
- Classification: Aggressive
- Duration: 5 rotations
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: Fortitude negates (DC = Ability Focus)
- Effect: You magically infect the target. On a failed save, the target takes 1 Biological True damage at the start of each of its turns for the duration.
- Scaling: Duration increases by +1 rotation per 2 Mastery Ranks.
Rot
- School: Necromancy
- Classification: Aggressive
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: Fortitude half damage (DC = Ability Focus)
- Effect: You cause decay in the target. The target takes 1d4 Biological damage, or half on a successful Fortitude save.
- Scaling: Damage increases by +1d4 per 5 Mastery Ranks.
School of Protection
The School of Protection is dedicated to safeguarding, defending, and mitigating harm. Practitioners create magical barriers, wards, and reinforcing energies to shield themselves and their allies from physical and magical threats.
Protection Perks:
- Shield Master: You are exceptionally skilled at using shields for defense.
- Effect: When you have a shield equipped, you gain a permanent +1 Defense Bonus to your Battle Card defenses. You only ever gain this bonus once, and lose it when your shield is unequipped/removed.
- Scaling: This bonus increases by +1 for every 5 Mastery Ranks you possess in Protection.
- Advanced Shields: Your magical shields are more potent than those of others.
- Effect: Any ability you use that grants a Magic Shield (MS) grants an additional +2 points to its value.
- Scaling: This bonus increases by +2 MS for every 5 Mastery Ranks you possess in Protection.
- Regenerating Magic Shield: You are wreathed in a personal, regenerating ward at the start of combat.
- Effect: At the beginning of any battle, you gain a Magic Shield with 10 points. At the start of each of your subsequent turns in that battle, this specific shield regenerates 1 point, up to its maximum value. This shield is lost at the end of combat.
- Scaling: The initial value of the shield increases by +2 MS for every 2 Character Levels you possess.
- Elemental Resistance: You can attune your body to resist a specific form of elemental energy.
- Effect: At the end of a long rest, choose one elemental damage type (e.g., Fire, Cold, Shock, Acid). You gain resistance to that damage type until your next long rest. (Resistance typically means you take half damage from that source).
- Magic Armor: You can magically reinforce your defenses against physical attacks.
- Effect: At the start of each battle, choose one physical damage type (Slashing, Impact, or Piercing). You gain resistance to that damage type for the duration of the battle.
Protection Abilities/Spells:
Magical Shield
- School: Protection
- Classification: Defensive
- Duration: Instantaneous
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: You instantly conjure a shimmering barrier around yourself, gaining 4 points of Magic Shield (MS).
- Scaling: The MS gained increases by +1 for every 4 Mastery Ranks you possess in Protection.
Magical Shielding
- School: Protection
- Classification: Defensive
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: One ally
- Saving Throw: None
- Effect: You project a shield around an ally, granting them 3 points of Magic Shield (MS).
- Scaling: The MS gained increases by +1 for every 4 Mastery Ranks you possess in Protection.
Powerful Shield of Magical Protection
- School: Protection
- Classification: Defensive
- Duration: Instantaneous
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: As a Reaction when you are targeted by an attack, you conjure a powerful, focused shield, gaining a +20 Defense Bonus against that single attack. If you receive no damage from the attack, you may draw 1 card.
- Scaling: The Defense Bonus increases by +1 for every 5 Mastery Ranks you possess in Protection.
Bubble Shield
- School: Protection
- Classification: Defensive
- Duration: Concentration
- Range: Perception (65 ft)
- Target: 10x10x10 foot cube area
- Saving Throw: None
- Effect: You create a stationary, shimmering sphere of magical force. The sphere is a barrier that prevents attacks and spell effects from passing through it, in or out. The sphere has 12 Durability Points and is destroyed when its DP is depleted. Creatures may pass through the bubble freely.
- Scaling: The sphere's Durability Points increase by +2 for every 5 Mastery Ranks you possess in Protection.
Shielding Touch
- School: Protection
- Classification: Defensive
- Duration: Instantaneous
- Range: Touch
- Target: One creature
- Saving Throw: None
- Effect: You touch a willing creature, granting them 5 points of Magic Shield (MS).
- Scaling: The MS gained increases by +1 for every 5 Mastery Ranks you possess in Protection.
Anti-Bombardment Shield
- School: Protection
- Classification: Defensive
- Duration: 1 rotation
- Range: Self (centered on you)
- Target: 15x15 foot area
- Saving Throw: None
- Effect: You create a wide, dome-like shield centered on your space that lasts for one full rotation. You and any allies within the dome gain a +4 Defense Bonus against ranged attacks (both magical projectiles and physical ammunition) coming from outside the dome.
- Scaling: The Defense Bonus increases by +1 for every 5 Mastery Ranks you possess in Protection.
Wall of Protection
- School: Protection
- Classification: Defensive
- Duration: 1 rotation
- Range: Perception (65 ft)
- Target: Creates a 15-foot long, 5-foot high, 1-foot thick wall
- Saving Throw: None
- Effect: You create a translucent wall of magical force. The wall provides a +5 Defense Bonus to any creature behind it against ranged attacks that pass through the wall. The wall lasts for one full rotation.
- Scaling: The Defense Bonus increases by +1 for every 5 Mastery Ranks you possess in Protection.
Elemental Protection
- School: Protection
- Classification: Defensive
- Duration: Instantaneous
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: As a Reaction when you take elemental damage, you can reduce the amount of damage taken by 1 point.
- Scaling: The damage reduction increases by +1 for every 5 Mastery Ranks you possess in Protection.
Physical Protection
- School: Protection
- Classification: Defensive
- Duration: Instantaneous
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: As a Reaction when you take physical damage (Slashing, Impact, or Piercing), you can reduce the amount of damage taken by 1 point.
- Scaling: The damage reduction increases by +1 for every 5 Mastery Ranks you possess in Protection.
Magic Protection of Destruction
- School: Protection
- Classification: Defensive
- Duration: 2 rotations
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: You are immune to being Harmed* by spell effects from the School of Destruction. This does not prevent damage from associated physical effects (like a magically thrown boulder), only the direct magical harm.
- Scaling: The duration increases by +1 rotation for every 5 Mastery Ranks you possess in Protection.
School of Psyche
The School of Psyche delves into the enigmatic realm of the mind, granting demigods the power to manipulate thoughts, emotions, and perceptions. It is the school of enchanters, illusionists, and those who seek to influence the world through subtle manipulation and deceptive arts.
Psyche Perks:
- Inspiration: You can utter words of profound encouragement to bolster an ally's fortune.
- Effect: 3 times per day, as a Quick Action (1 MAP), you can inspire one creature within your Perception range (65 ft) who can hear and understand you. The inspired creature may reroll one dice roll of their choice made before the end of your next turn, but they must keep the new value rolled.
- Scaling: You gain +1 use per day for every 5 Mastery Ranks you possess in Psyche.
- Dancing Fairies: Illusory fey dance around you, distracting attackers.
- Effect: At the start of each battle, you automatically conjure 3 illusory fairies that flutter around your space. Each time an enemy targets you with an attack, they must first make a Will saving throw against your Ability Focus. On a failed save, the attacker is fooled and targets one of the fairies instead. The fairy is instantly destroyed. An enemy only needs to make this save once per turn. If you are hit by an Area of Effect (AoE) ability, all remaining fairies are destroyed.
- Bardic Charm: Your natural charisma is magically enhanced.
- Effect: You gain a permanent +1 bonus to your Charisma Attribute score. Additionally, you have advantage on Diplomat and Perform skill checks.
- Disguise: You can veil yourself in a simple but effective illusion.
- Effect: As a Standard Action (1 SAP), you can magically alter your appearance to look like another humanoid creature of similar size and shape that you have seen recently. This visual-only illusion lasts while you concentrate on it. Physical interaction may reveal its nature.
- Mental Break: Your focused psychic presence frays an enemy's mental defenses over time.
- Effect: At the start of each battle, as a free action, choose one enemy you can see. That enemy suffers a -1 penalty to all their Will saving throws as long as you can see them. If the target is destroyed, you may choose a new target at the start of your next turn.
- Scaling: The penalty to the target's Will save increases by -1 for every 5 Mastery Ranks you possess in Psyche.
Psyche Abilities/Spells:
Enchanting Allure
- School: Psyche
- Classification: Aggressive
- Duration: Concentration
- Range: Perception (65 ft)
- Target: 1 non-hostile creature
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: You attempt to magically beguile a creature that is not currently hostile towards you. On a failed save, the target is Charmed by you for the duration.
Commander of Allies
- School: Psyche
- Classification: Utility
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: Up to 3 allied creatures
- Saving Throw: None
- Effect: As a Quick Action (1 MAP), you shout a tactical command. Targeted allies who can hear you may immediately use their reaction to move up to 3 spaces (15 ft).
- Scaling: You can target +1 additional ally for every 4 Mastery Ranks you possess in Psyche.
Taunting
- School: Psyche
- Classification: Aggressive
- Duration: Concentration
- Range: Perception (65 ft)
- Target: 1 creature
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: On a failed save, the target is magically taunted and is compelled to target only you with its attacks and Harm*ful abilities for the duration.
Shorthand Taunting
- School: Psyche
- Classification: Aggressive
- Duration: 3 rotations
- Range: 15 ft
- Target: 1 creature
- Saving Throw: None
- Effect: You issue a sharp, magically-infused taunt. The target is forced to only attack or Harm* you for the duration.
- Scaling: You can target +1 additional creature for every 4 Mastery Ranks you possess in Psyche.
Mind Control: Force Movement
- School: Psyche
- Classification: Aggressive
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: 1 creature
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: On a failed save, you force the target to immediately use its reaction to move up to 8 spaces (40 ft) along a path you dictate.
- Scaling: The forced movement distance increases by +1 space per 5 Mastery Ranks.
Inspiration of Leadership
- School: Psyche
- Classification: Utility
- Duration: 2 rotations
- Range: Perception (65 ft)
- Target: Up to 3 creatures
- Saving Throw: None
- Effect: Targeted allies gain a +1 bonus to any one saving throw of their choice for the duration. A creature cannot benefit from this if they already have a saving throw bonus from another spell effect.
- Scaling: The bonus increases by +1 per 5 Mastery Ranks.
Mind Control: Command Enemy Creature
- School: Psyche
- Classification: Aggressive
- Duration: Instantaneous (affects next turn)
- Range: Perception (65 ft)
- Target: 1 creature
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: On a failed save, you dictate one action the target must take on its next turn from the following list: make one basic Battle Card attack against a target of your choice; drop a held weapon or offhand item; move up to 3 spaces along a path of your choosing.
- Scaling: The forced movement distance increases by +1 space per 1 Mastery Rank.
Giving Orders
- School: Psyche
- Classification: Utility
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: Up to 2 allies
- Saving Throw: None
- Effect: As a Quick Action (1 MAP), you may call out to targeted allies who can hear you. Those allies may use their reaction to immediately move up to 5 spaces toward a point, creature, or object you designate.
- Scaling: The movement distance increases by +1 space per 1 Mastery Rank.
Will Breaker
- School: Psyche
- Classification: Aggressive
- Duration: Concentration
- Range: Perception (65 ft)
- Target: 1 creature
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: On a failed save, the target suffers a -1 penalty to its Will saving throws for the duration.
- Scaling: The penalty increases by -1 per 10 Mastery Ranks.
Mind Blast
- School: Psyche
- Classification: Aggressive
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: 1 creature
- Saving Throw: Will half damage (DC = Ability Focus)
- Effect: You lash out with pure psychic force, inflicting 1d4 Psychic True damage.
- Scaling: Damage increases by +1d4 per 5 Mastery Ranks.
Mind Breaker
- School: Psyche
- Classification: Aggressive
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: 1 creature
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: You assault the target's motor controls. On a failed save, the target is Slowed* for 2 rotations.
- Scaling: The duration increases by +1 rotation per 5 Mastery Ranks.
Sense Emotions
- School: Psyche
- Classification: Utility
- Duration: Concentration
- Range: Perception (65 ft)
- Target: Humanoids in range
- Saving Throw: None
- Effect: You sense the primary surface emotion (love, anger, pain, fear, calm) of humanoid creatures you can see. Illusions or mindless creatures register as "calm."
Telepathy Link
- School: Psyche
- Classification: Utility
- Duration: Concentration
- Range: Touch (to establish), 1 mile radius
- Target: 1 willing/charmed creature
- Saving Throw: None
- Effect: You establish a Telepathic Link*. The link persists as long as you concentrate and remain within range of each other.
- Scaling: The range of the link increases by +1 mile per 5 Mastery Ranks.
Linked Sense
- School: Psyche
- Classification: Utility
- Duration: Concentration
- Range: Touch
- Target: 1 willing/charmed creature
- Saving Throw: None
- Effect: You establish a link to share senses. You can see and hear through the target's senses, gaining the benefit of any special senses they possess. The link breaks if you move more than 1 mile apart.
- Scaling: The range of the link increases by +1 mile per 5 Mastery Ranks.
Mind Breach
- School: Psyche
- Classification: Aggressive
- Duration: Concentration
- Range: Perception (65 ft)
- Target: 1 creature
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: On a failed save, you can read the target's surface thoughts. You can use your action on subsequent turns to attempt to probe deeper, forcing another Will save to access more personal thoughts. An Interrogation skill check may help guide your probing more effectively.
Shared Speech
- School: Psyche
- Classification: Utility
- Duration: Concentration
- Range: Touch
- Target: 1 willing/charmed creature
- Saving Throw: None
- Effect: You touch a creature and grant them the ability to understand and speak any language you know for the duration.
School of Reprisal
The School of Reprisal specializes in neutralizing, manipulating, and turning back hostile magical threats. It is the art of the counter-spell and the dispelling, a discipline for those who fight magic with magic.
Reprisal Perks:
- Negate Magical Projectiles: You can instinctively erase magical projectiles from existence before they strike.
- Effect: 3 times per battle, when you are targeted by an attack from a magical projectile (like Magical Strike Bolts or an energy beam), you can use your Reaction to Intercept* that single projectile, causing it to dissipate harmlessly.
- Scaling: You gain +1 use per battle for every 5 Mastery Ranks you possess in Reprisal.
- Counterspell: You have a knack for disrupting the flow of a spellcaster's energy.
- Effect: 3 times per battle, when you see a creature casting a spell, you can use your Reaction to attempt to counter it. The caster must make a Will saving throw against your Ability Focus. On a failure, their spell fails and has no effect, and any resources used to cast it are wasted.
- Scaling: You gain +1 use per battle for every 5 Mastery Ranks you possess in Reprisal.
- Curse Removal: Your innate connection to Demayth allows you to shrug off lesser curses.
- Effect: Each time you are affected by a curse, you may immediately Freely* discard 1 card from your hand to remove the effects of the curse. This may not work on very powerful or divine curses (BM discretion).
- Magic Release: In a burst of will, you can shatter all magical effects upon you.
- Effect: As a Standard Action (1 SAP), you can end ALL ongoing magical effects, both beneficial and detrimental, that are currently affecting you. If you have a Magic Shield (MS), its value is immediately reduced to 0.
- Mage Breaker: Your physical attacks are infused with a disruptive quality that overpowers magical defenses.
- Effect: Your Battle Card attacks cannot be defended against or Evaded* by abilities from an opponent's Demayth Cards. Opponents must use a Battle Card or a non-magical defensive ability to defend against your physical attacks.
Reprisal Abilities/Spells:
Curse Removal
- School: Reprisal
- Classification: Utility
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: None
- Effect: You Dispel* 1 curse effect of your choice from the target creature.
- Scaling: You can Dispel* +1 additional curse for every 5 Mastery Ranks you possess in Reprisal.
Dispel Magical Projectiles
- School: Reprisal
- Classification: Defensive
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: 1 magical projectile
- Saving Throw: None
- Effect: As a Reaction, you can target 1 magical projectile you can see. The projectile is Dispelled* and vanishes harmlessly.
- Scaling: You can Dispel* +1 additional projectile (from the same source/attack) for every 5 Mastery Ranks you possess in Reprisal.
Dispel Minion
- School: Reprisal
- Classification: Aggressive
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: 1 Minion creature
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: You attempt to unravel the magic sustaining a summoned, conjured, or undead minion. On a failed save, the creature is Dispelled*, either returning to its home plane or dissolving into dust/energy.
- Scaling: You can target +1 additional minion for every 5 Mastery Ranks you possess in Reprisal.
Counter Spell
- School: Reprisal
- Classification: Defensive
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: One creature casting a spell
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: As a Reaction to a creature you can see casting a spell, you can attempt to counter it. The caster must make a Will saving throw. On a failure, their spell Fails* and has no effect.
Anti-Magic Bubble
- School: Reprisal
- Classification: Utility/Control
- Duration: Concentration
- Range: Perception (65 ft)
- Target: 15x15x15 foot sphere
- Saving Throw: None
- Effect: You create a sphere of anti-magic. All creatures within the sphere are Silenced* for the duration.
- Scaling: The area of the sphere increases by +5x5x5 feet for every 5 Mastery Ranks you possess in Reprisal.
Silence Creature
- School: Reprisal
- Classification: Aggressive
- Duration: 2 rotations
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: On a failed save, the target creature is Silenced* for the duration.
- Scaling: The duration increases by +1 rotation for every 5 Mastery Ranks you possess in Reprisal.
Suppress Magic
- School: Reprisal
- Classification: Aggressive
- Duration: Concentration
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: On a failed save, you choose one School of Magic. The target creature is unable to use any spells or abilities from that school for the duration.
Spell Rebound: Destruction
- School: Reprisal
- Classification: Defensive
- Duration: 2 rotations
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: You wreathe yourself in disruptive magic. The next time you are targeted by a spell from the School of Destruction within the duration, the spell is Rebounded* back at its original caster.
- Scaling: The duration increases by +1 rotation for every 5 Mastery Ranks you possess in Reprisal.
Spell Rebound: Witchcraft
- School: Reprisal
- Classification: Defensive
- Duration: 2 rotations
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: You wreathe yourself in disruptive magic. The next time you are targeted by a spell from the School of Witchcraft within the duration, the spell is Rebounded* back at its original caster.
- Scaling: The duration increases by +1 rotation for every 5 Mastery Ranks you possess in Reprisal.
Spell Rebound: Alteration
- School: Reprisal
- Classification: Defensive
- Duration: 2 rotations
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: You wreathe yourself in disruptive magic. The next time you are targeted by a spell from the School of Alteration within the duration, the spell is Rebounded* back at its original caster.
- Scaling: The duration increases by +1 rotation for every 5 Mastery Ranks you possess in Reprisal.
School of Restoration
The School of Restoration embodies the life-giving power of Light Demayth, channeled into spells that mend wounds, cure ailments, and even restore life itself. Practitioners are healers and medics, striving to preserve and protect the vitality of living beings.
Restoration Perks:
- Demigod Regeneration: Your divine spark grants you accelerated healing in combat.
- Effect: While in combat, you regain 1 HP at the start of each of your turns. This perk can only restore a maximum of 20 HP per day.
- Scaling: The amount healed per turn increases by +1 HP, and the maximum HP restored per day increases by +20, for every 5 Mastery Ranks you possess in Restoration.
- Heal Booster: Your healing magic is more potent.
- Effect: All of your healing spells and abilities restore an additional +1 HP.
- Scaling: This healing bonus increases by +1 for every 5 Mastery Ranks you possess in Restoration.
- Healing Aura: You radiate a constant aura of gentle, restorative energy.
- Effect: While in combat, any ally who enters or starts their turn within 10 feet (2 spaces) of you regains 1 HP. A creature can only benefit from this aura once per rotation. This aura can only heal a combined total of 50 HP per battle.
- Scaling: The total amount of HP the aura can heal per battle increases by +5 for every 2 Mastery Ranks you possess in Restoration.
- Self-Mending Armor: You imbue your armor with restorative energy.
- Effect: At the start of each of your turns in combat, each piece of armor you are wearing regains 1 Armor Point (AP). This perk does not affect broken armor (AP at 0). This perk can only restore a maximum of 20 AP per piece of armor per day.
- Scaling: The maximum AP restored per piece per day increases by +2 for every 2 Mastery Ranks you possess in Restoration.
- MasterChef: You have a unique talent for preparing restorative meals.
- Effect: Once per day, when your character consumes a full meal they have prepared, they regain 1d6 HP.
- Scaling: The HP regained increases by +1d6 for every 5 Mastery Ranks you possess in Restoration.
Restoration Abilities/Spells:
Demigod Healing
- School: Restoration
- Classification: Defensive
- Duration: Instantaneous
- Range: Self
- Target: Self
- Saving Throw: None
- Effect: You channel Demayth to mend your own wounds, restoring 3 HP.
- Scaling: The HP restored increases by +1 for every 1 Mastery Rank after the first.
Healing Song
- School: Restoration
- Classification: Defensive
- Duration: Concentration
- Range: Perception (65 ft)
- Target: All allies within range
- Saving Throw: None
- Effect: You sing a song of rejuvenation. While concentrating, all targeted allies who can hear you regain 1 HP at the start of each of your turns.
- Scaling: The HP restored per turn increases by +1 for every 5 Mastery Ranks.
Healing Touch
- School: Restoration
- Classification: Defensive
- Duration: Instantaneous
- Range: Touch
- Target: One willing creature
- Saving Throw: None
- Effect: You touch a creature and channel potent healing energy, restoring 5 HP.
- Scaling: The HP restored increases by +1 for every 5 Mastery Ranks.
Healing Magic
- School: Restoration
- Classification: Defensive
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: One ally
- Saving Throw: None
- Effect: You send a wave of healing energy to an ally, restoring 3 HP.
- Scaling: The HP restored increases by +1 for every 5 Mastery Ranks.
Mend Armor
- School: Restoration
- Classification: Utility
- Duration: Instantaneous
- Range: Touch
- Target: One suit of armor
- Saving Throw: None
- Effect: You touch a suit of armor. Each piece of that suit regains 1 Armor Point (AP). This cannot repair broken armor (AP at 0).
- Scaling: The AP restored per piece increases by +1 for every 5 Mastery Ranks.
Mend Broken Item
- School: Restoration
- Classification: Utility
- Duration: Instantaneous
- Range: Touch
- Target: One broken item
- Saving Throw: None
- Effect: You touch one broken non-magical item. It is magically repaired and restored to 1 Durability Point.
- Scaling: The Durability restored increases by +1 for every 5 Mastery Ranks.
Stabilize
- School: Restoration
- Classification: Defensive
- Duration: Concentration
- Range: Perception (65 ft)
- Target: One ally
- Saving Throw: None
- Effect: You place a protective ward on an ally. If the target's HP would be reduced to 0, the spell ends, and the target's HP is reduced to 1 instead.
- Scaling: The HP the target is left with increases by +1 for every 5 Mastery Ranks.
Cure Disease
- School: Restoration
- Classification: Utility
- Duration: Instantaneous
- Range: Touch
- Target: Self or one willing creature
- Saving Throw: None
- Effect: You cure the target of one mundane Diseased condition and restore 1 HP. This may not affect powerful magical diseases.
- Scaling: The HP restored increases by +1 for every 5 Mastery Ranks.
Cure Poison
- School: Restoration
- Classification: Utility
- Duration: Instantaneous
- Range: Touch
- Target: Self or one willing creature
- Saving Throw: None
- Effect: You neutralize one mundane poison affecting the target, ending the Poisoned condition, and restore 1 HP. This may not affect powerful magical poisons.
- Scaling: The HP restored increases by +1 for every 5 Mastery Ranks.
Death Prevention
- School: Restoration
- Classification: Defensive
- Duration: Concentration
- Range: Perception (65 ft)
- Target: One ally currently in a dying state (at 0 HP)
- Saving Throw: None
- Effect: You magically sustain the target's life force. While concentrating, the target cannot be Destroyed* by taking further damage while unconscious. The dying process is paused.
School of Witchcraft
The School of Witchcraft represents a path to power that is both ancient and deeply misunderstood, a tradition that draws upon the primal forces of nature, the whispers of spirits, and the manipulation of energies often considered forbidden by more conventional schools of magic. It is the art of the ritual, the curse, the summoning, and the delving into secrets that lie beyond the veil of the mundane. Witches are not simply spellcasters; they are conduits to a deeper, more primal understanding of Demayth, wielding powers that are both awe-inspiring and terrifying, often calling upon deities like Muu'Dya or Synthera.
The Art of the Ritual
Witchcraft is distinct from other schools in its heavy reliance on rituals. While other mages might cast spells with a simple word or gesture, a Witch often engages in more elaborate workings that require specific components, precise timing, and the creation of magical circles to focus and amplify power.
- Circles of Power: Magic circles drawn or constructed using specific materials and symbols focus Demayth energy for rituals. Common types include:
- Circle of Binding: Contains summoned entities or spirits.
- Circle of Blood: Amplifies rituals using life force/blood sacrifice.
- Circle of Elements: Channels specific elemental energies.
- Circle of Shadows: Aids necromantic or spirit-communing rituals.
- Circle of the Moon: Enhances lunar, intuitive, or transformative magic.
- Circle of the Sun: Empowers solar, healing, or purification magic.
- Ritual Components: Materials possessing inherent magical properties or symbolic significance, chosen using Demayth Sense or traditional knowledge. Examples include specific herbs, animal parts, crystals, ritual implements (athames, chalices), and personal items connected to a target.
- Ritual Enhancements: Techniques to amplify ritual power:
- Chanting/Incantations: Spoken words of power.
- Dancing/Movement: Raising energy through rhythmic motion.
- Sacrifices: Offerings (food, valuables, blood) to appease entities or fuel the ritual.
- Astrological Alignments: Timing rituals with celestial events like eclipses or full moons.
- Ley Lines: Performing rituals on potent ley lines to enhance magical potency.
Important Considerations: A witch's Intent is crucial for a ritual's success. Preparation is key, and powerful rituals often carry great Risk for their great Reward.
Witchcraft Perks:
- Death Wish Aggressor: You thrive on the edge of oblivion, turning pain into power.
- Effect: You cannot be healed by any means during battle. Each time you take damage from an enemy attack, you gain a +1 Attack Bonus until the end of the battle.
- Limit: This bonus can stack up to a maximum of +10. The bonus resets at the end of the battle.
- Hex Totem Master: You can anchor your curses to physical totems.
- Effect: You gain 3 Hex Totem charges per long rest. As a Quick Action (1 MAP), you can spend a charge to create 1 hex totem in an adjacent unoccupied space. The totem has 1 Durability Point. You can attune one of your Witchcraft spells with a Concentration duration to the totem. The totem will maintain concentration on the spell for you as long as it is not destroyed.
- Scaling: Gain +1 charge for every 5 Mastery Ranks you possess in Witchcraft.
- Ruin: Your mere presence can be a curse upon your foes.
- Effect: At the start of each battle, as a free action, you may target one creature you can see. The target is cursed and must discard 1 card from their hand at the start of each of their turns. This effect lasts until the creature is Destroyed* or the curse is removed by magic. If the target is dealt with, you may target a new creature.
- Master of Curses: Your hexes and curses are exceptionally difficult to resist.
- Effect: Creatures have disadvantage on saving throws made against your Witchcraft spells and abilities.
- Dark Focus: Your concentration deepens when weaving aggressive magic.
- Effect: You gain a +2 bonus to your Ability Focus score for the purpose of setting save DCs, but only while you are concentrating on one or more Aggressive Witchcraft spells. You cannot benefit from other sources that grant a bonus to your Focus while this perk is active.
Witchcraft Abilities/Spells:
Curse of Drain
- School: Witchcraft
- Classification: Aggressive
- Duration: Instantaneous
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: You lash out at the target's mind. On a failed save, the target is forced to discard 2 cards from their hand.
- Scaling: Forces the discard of +1 additional card per 5 Mastery Ranks.
Curse of Ruin
- School: Witchcraft
- Classification: Aggressive
- Duration: Concentration
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: On a failed save, the target is cursed and must discard 1 card from their hand at the start of each of their turns for the duration.
- Scaling: Forces the discard of +1 additional card per turn for every 5 Mastery Ranks.
Curse of Despair
- School: Witchcraft
- Classification: Aggressive
- Duration: Concentration
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: On a failed save, the target suffers a -1 penalty to one saving throw type of your choice (Fortitude, Reflex, or Will) for the duration.
- Scaling: The penalty increases by -1 for every 5 Mastery Ranks.
Curse of Synthera
- School: Witchcraft
- Classification: Aggressive
- Duration: Concentration
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: On a failed save, the target is cursed with a wasting affliction, taking 1 Magic damage at the start of each of its turns for the duration.
- Scaling: The damage increases by +1 for every 5 Mastery Ranks.
True Death Curse
- School: Witchcraft
- Classification: Aggressive
- Duration: Concentration
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: On a failed save, the target is afflicted with the True Death status effect for the duration. If the target's HP is reduced to 0 while under this effect, they cannot be resurrected by any means short of a Divine Wish.
Crippling Plague Curse
- School: Witchcraft
- Classification: Aggressive
- Duration: Concentration
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: On a failed save, the target is cursed. At the end of any rotation where the cursed creature used a Battle Card to attack, it gains the Paralyzed status effect until the start of its next turn.
Curse of Blindness
- School: Witchcraft
- Classification: Aggressive
- Duration: Concentration
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: On a failed save, the target creature becomes Blinded for the duration.
Synthera’s Poison
- School: Witchcraft
- Classification: Aggressive
- Duration: Instantaneous (applies a condition)
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: Fortitude negates (DC = Ability Focus)
- Effect: You inflict a potent magical poison. On a failed save, the target gains the Powerful Poison status effect for 1d6 rotations. (The effects of Powerful Poison are detailed in Chapter 18: Status Effects).
- Scaling: The duration increases by +1d6 rotations for every 10 Mastery Ranks.
Kindle Curse
- School: Witchcraft
- Classification: Aggressive
- Duration: Concentration
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: On a failed save, the target gains vulnerability (takes double damage) to Burning damage for the duration.
Shivering Curse
- School: Witchcraft
- Classification: Aggressive
- Duration: Concentration
- Range: Perception (65 ft)
- Target: One creature
- Saving Throw: Will negates (DC = Ability Focus)
- Effect: On a failed save, the target gains vulnerability (takes double damage) to Freezing damage for the duration.