The Arcane Path
Wizard
Divination of Chaos
Wizard Innate
Call: Ritual
Range: -
Components: Personal, Essence Bloom
Duration: Ritual
A ritual where the Wizard peers into the chaotic currents of the essence. They receive a vague vision of a future event, giving them some insight into upcoming danger or opportunities. The vision is often cryptic and may be incomplete. Multiple casts of this by the same or differing Wizards can cause the user to have the same vision. (Player is handed a vision note, or told the vision by a ref depending.)
Elementalist
Elementalists focus on harnessing the raw forces of the Essence.
Fireball
Elementalist Archetype
Call: Fireball!
Range: Weapon, Area
Components: Essence Root
Duration: ~10 seconds
The wizard slams the ground with their weapon, creating a shockwave around them, EVERYONE in the immediate area must take a few steps back (If safe) and become staggered.
Stagger
Elementalist Archetype
Call: Stagger!
Range: Weapon
Components: Extension of Fireball
Duration: Instant
Staggering an opponent causes them to be dazed for a brief moment from the sheer force of the attack, dropping their arms to their sides.
Earth Trap
Elementalist Archetype
Call: Entangle!
Range: Weapon
Components: Essence Bloom
Duration: Instant
The target is tied down to the floor with entangling roots while still able to use their arms/weapons. To remove this the target but roleplay removing the vines or forcing their way out of the trap, freeing yourself cannot be done while also fighting.
Weaver
Weavers manipulate time, slowing down or speeding up events around them.
Slow
Weaver Archetype
Call: Slow!
Range: Weapon
Components: Essence Root
Duration: ~10 seconds
The target is forced to slow down their movements, going essentially into slow motion for a few seconds. Any hits taken don’t take effect until the spell ends, where all hit at once.
Ward
Weaver Archetype
Call: Ritual
Range: -
Components: Personal, Essence Bloom
Duration: 1 Day
Imbue a permanent structure (such as a campsite or room) with Essence, protecting it against certain types of creature or entity. Anyone crossing the ward’s boundary will be stunned for some time unless invited in.
Sorcerer
Essence Spark
Sorcerer Innate
Call: Empower!
Range: Weapon
Components: Personal, Essence Root
Duration: Instant
The Sorcerer imbues a friendly target with raw Essence, forcing power within them, this gives any target the ability to cast a personal spell a second time in a day.
Wild Mage
Wild Mages channel chaotic magic, making their spells unpredictable but powerful.
Chaotic Flux
Wild Mage Archetype
Call: No Call
Range: Self
Components: Deck of Cards, Essence Root
Duration: Instant
The Sorcerer pulls on Chaotic energies causing a random effect to happen. (Draw from the spell deck) Sorcerer's will be provided with a list of these effects in their character pack.
Heart Card
The Essence gives the Sorcerer the ability to cast a Clerical “Lay on Hands” Spell within the next few minutes.
Diamond Card
The Sorcerer’s weapon is suddenly imbued with sickly energy, allowing them to cast the Rogue spell “Venomous Blade” once.
Spade Card
A sudden strength overtakes the caster, giving them the ability to overpower any opponent, they gain a single use of the warriors “Sword Dance” ability.
Club Card
The essence empowers the sorcerer’s voice, allowing them to cast the bardic spell of “Empower” giving allies around them temporary toughness.
Joker
The Sorcerer overloads themselves with power and instantly explodes with essence knocking them to the floor.
Blood Mage
Blood Mages fuel their magic with their own life force, making their spells powerful but risky.
Hold Person
Blood Mage Archetype
Call: Hold!
Range: Weapon
Components: Essence Root
Duration: Battlefield Ritual
The Sorcerer holds the target completely in place, as long as the sorcerer keeps contact with the target this will persist until one of three things happen:
The target is hit.
The caster is hit.
The caster’s weapon is knocked away from the target.
This spell can cause a great deal of pain to the caster, and it should be played that the longer the spell lasts the more damage it is causing to the caster, with the possibility of it completely sapping them of their own strength eventually breaking the spell.
Warlock
Hex
Warlock Innate
Call: Hex!
Range: Weapon
Components: Personal
Duration: Instant
The Warlock completely saps the target of their essence, If this is used against an ordinary NPC it kills them almost immediately with only a few seconds of struggling against the power. If used against something more powerful it may be ineffective as the essence within them is too great to be sapped by the spell. If used against another player, then it is up to the target how they react but it will always cause noticeable injury at a minimum.
Demonic Pact
These warlocks have made deals with demons or dark spirits, gaining access to hellish powers.
Any Warlock of the Demonic Pact should be aware that it is not unheard of for a Demon to demand favours in return for their help.
Summon Familiar
Demonic Pact Archetype
Call: Ritual
Range: -
Components: Personal
Duration: Ritual
The Warlock calls upon an unseen demonic familiar and can ask it for one of the following effects:
Scout
The familiar will take on the form of a scout, giving the warlock information of an upcoming event that the caster already knows about you. (For example the warlock can ask the familiar to scout out a quest the warlock’s party has accepted, gaining further information on the number and strength of enemies.)
Messenger
The familiar takes the form of a winged messenger, allowing a single message to be sent to any one person or entity the Warlock has had contact with previously. The Warlock can choose whether the one receiving the message either knows where the message was sent from, or if they can reply.
Knowledge
The familiar is sent back into the realms of hell with a single question given by the warlock. It will attempt to find an answer to that question, this doesn’t come without risk as the creatures of the hells can be somewhat unreliable. The answer may come back in the form of a riddle, an item or some other strange unexpected form.
Fae Pact
The powers of the Fae are somewhat unintelligible and act on the whims of the Fae in the area.
The power given by the fae can change from area to area, thus those with a pact tied to the Fae will receive a different ability at the start of each event. This will almost always be a ritual of some kind as opposed to a combat/offensive spell with a call.


