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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.

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