Magic User - Class Tree

Magic User (Not Playable in Starter Set)

Arcane scholars and innate tricksters who bend reality through illusion, transformation, and raw magical force, Magic Users sacrifice all physical durability for nearly limitless manipulation of both the material and immaterial world, equally comfortable turning an enemy into a toad, stepping sideways through time, or opening a rift to somewhere else entirely.

Place Holder awaiting Image.

‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Alignment: Alignments range from Moral, Ambivalent, Amoral and Evil, and are Path and Branch Dependent.

To use the Abilities of this Path or Branch, you must fall within the Alignment's Spectrum. To devote to the Path's Higher Power you must fall exactly at that Alignment (see Alignment, Basic Rules pg. 2).

Higher Power: Path Dependent (see Path below)

Magic User's Paths individually restrict by alignment from LVL 4 on, see each Path above for its specific Alignment.

To learn a Path's Abilities, or any of its three Branches', your own alignment need only sit inside this Class's Spectrum.

To draw a Path's Higher Power bonus you must hold that Path's exact base Alignment, and that same base is what its three Branches require (see Alignment, pg. 2).

Favored Races:
Imperials +5, Gnome +5, Miceling +5, Dwarf (Common)† +5, Human† +5, Halfling† +5

†Dwarf, Human, and Halfling Playable with Starter Set.

Averse Races: Ogre -5, Dwarf, Common -5, Neanderthal (Glaciera) -5

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Spellweaver's Trance, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Reality Fracture, Once Per Day the Magic User tears a seam in reality, dealing arcane damage equal to twice their Knowledge SCR to one target.

Extra 1d6 + LVL arcane damage on Critical Hits.
Once per encounter, Magic Users can Flourish their arcane focus that lowers their target's Defense at a number equal to their Wit SCR.

Magic Users get +5 feet their base movement speed, once per encounter.

Magic Users get +4 plus their KNOWLEDGE SCR on Knowledge checks involving arcane lore.


Magic User Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Illusionist - A Magic User who reshapes reality and self alike, mastering illusion and transformation.
  Alignment: Ambivalent
  Observance: None. Ambivalent Paths answer to no god and no patron at all.
  No Higher Power, so no exact alignment is required at this Path or at any of its three Branches below.
  a. Astral Weaver - An Illusionist who weaves astral threads into illusions few can see through.
  b. Metamorphiser - An Illusionist who reshapes their own form to fit any need.
  c. Shapeshifter - An Illusionist who takes on another's shape entirely, not just its likeness.
ii. Mage - A destructive Magic User who channels raw arcane power into devastating, direct spellcraft.
  Alignment: Ambivalent
  Observance: None. Ambivalent Paths answer to no god and no patron at all.
  No Higher Power, so no exact alignment is required at this Path or at any of its three Branches below.
  a. Blood Mage - A Mage who fuels devastating spells with their own vitality.
  b. Chronomancer - A Mage who bends time itself, slowing enemies or hastening allies.
  c. RuinMaster - A Mage who specializes in outright destruction, LVLing anything in their path.
iii. Trickster - A cunning Magic User who bends reality with misdirection and illusion as much as raw spellcraft. Favors the Guile School, spells that seduce, charm, or coerce, altering another's mind to establish dominance over it.
  Alignment: Amoral
  Observance: Bargain and price. Devotion is a contract kept, whatever it was for.
  Will not share a Character with: Moral.
  The Higher Power bonus requires holding Amoral exactly, and that same base carries through all three of its Branches below.
  a. Arcana - A Trickster devoted to raw sleight-of-hand magic, bending small truths into big illusions.
  b. Jester - A Trickster who fights through misdirection, turning laughter into a weapon.
  c. Shadow Dancer - A Trickster who slips between light and shadow, never quite where they seem.

Favorite Talent and Profession Trees
Talent Trees: Hacker
Professions: Enchanter, Artificer, Gem Crafter

No Cost to open Talent Tree. 5% rate increase on Profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Magic User Tier Armaments
Select to Expand Armaments
Armor Threshold (Tier): Delicate Grade. Armor heavier than Delicate will incur an Armament Penalty (-5 per Grade of difference) when performing Tier Abilities, though heavier armor can still be worn (see Armament Penalties, pg. 4).

Weapon Proficiency (Tier): Variant: Telluric. Type: Magic. Hand: 1h (Main), or 1h (Off) with Spellbook or a free hand. Distance: Melee. Style: Arcane Focus (wand, orb, or tome). Forbidden: All Variants outside Telluric. Tactical Type. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.

▾ Collapse Armament


Magic User Main Class Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Spell Abilities individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Tier Abilities (Magic User)
Expand Ability Tree
LVL 1 Magic User Tier Ability †
Select to Expand Abilities
† For Paths see LVL 3 Tier Abilities Below
Martial AbilitiesSpell Abilities
  • (Slot A) Arcane Strike
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Flux
    Cost: 2 Stamina
    Uses: Unlimited
    A focus-strike charged with raw force, a Magic User's earliest proof that the arcane isn't only cast at range... refer to Ability Card.
  • (Slot B) Focus Jab
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Flux
    Cost: 2 Stamina
    Uses: Unlimited
    A quick jab charged with raw arcane force... refer to Ability Card.
  • (Slot C) Warded Focus
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Flux
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held with the same raw force as a focus-strike... refer to Ability Card.
  • (Slot A) Arcane Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    Raw force drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Force Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A bolt of raw arcane force loosed at a foe... refer to Ability Card.
  • (Slot C) Focus Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn from raw arcane force, self or ally... refer to Ability Card.

†See Ability Cards for LVL 1.5 midpoint Abilities.

LVL 2 Magic User Tier Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Fraying Strike
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Flux
    Cost: 2 Stamina
    Uses: Unlimited
    A strike that unravels the guard along with the flesh, a Magic User's earliest lesson in what raw force alone can unravel... refer to Ability Card.
  • (Slot B) Unraveling Cut
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Flux
    Cost: 2 Stamina
    Uses: Unlimited
    A cut that unravels the guard alone, leaving the flesh for later... refer to Ability Card.
  • (Slot C) Frayed Guard
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Flux
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held against a strike that unravels whatever it touches... refer to Ability Card.
  • (Slot A) Frayed Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A shield woven from what unravels a lesser guard, over self or an ally... refer to Ability Card.
  • (Slot B) Fraying Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A bolt that unravels the guard along with the flesh, loosed at range... refer to Ability Card.
  • (Slot C) Frayed Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn from what raw force alone can unravel, self or ally... refer to Ability Card.

†See Ability Cards for LVL 2.5 midpoint Abilities.

LVL 3 Magic User Tier Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Fracturing Strike
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Flux
    Cost: 2 Stamina
    Uses: Unlimited
    A strike that fractures light itself around the target, a Magic User's earliest reach beyond brute force... refer to Ability Card.
  • (Slot B) Fractured Cut
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Flux
    Cost: 2 Stamina
    Uses: Unlimited
    A cut thrown as light itself fractures around the target... refer to Ability Card.
  • (Slot C) Fractured Guard
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Flux
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held as light itself fractures around it... refer to Ability Card.
  • (Slot A) Fractured Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    Fractured light drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Fracture Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A bolt that fractures light itself around a foe... refer to Ability Card.
  • (Slot C) Fractured Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn beyond brute force, self or ally... refer to Ability Card.
Magic User Paths †
† For Branches, refer to LVL 20 of each Path
i. Illusionist (Penalties and Bonuses TBA)
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A Magic User who reshapes reality and self alike, mastering illusion and transformation. (LVL 4-20)
(see Illusionist Path and Branch Abilities Below)
Illusionist Path
Select to Expand Armaments
Weapon Proficiency (Culture, Illusionist) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: none (Arcane Focus). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Illusionist):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate (Mirrorweave Silk).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Illusionist Branches
◆ Astral Weaver (LVL 21-30)
An Illusionist who weaves astral threads into illusions few can see through.
Astral Weaver Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Astral Weaver Branch chosen at LVL 21 - see Astral Weaver above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Astral Weaver Branch chosen at LVL 21 - see Astral Weaver above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Metamorphiser (LVL 21-30)
An Illusionist who reshapes their own form to fit any need.
Metamorphiser Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Metamorphiser Branch chosen at LVL 21 - see Metamorphiser above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Metamorphiser Branch chosen at LVL 21 - see Metamorphiser above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Shapeshifter (LVL 21-30)
An Illusionist who takes on another's shape entirely, not just its likeness.
Shapeshifter Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Shapeshifter Branch chosen at LVL 21 - see Shapeshifter above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Shapeshifter Branch chosen at LVL 21 - see Shapeshifter above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Illusionist Abilities (Magic User Tier)

Expand Ability Tree Paths
LVL 4 Magic User - Illusionist Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Claim the Fracture's Edge
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Mirage
    Cost: 2 Stamina
    Uses: Unlimited
    The fractured light splintering wider still, an Illusionist's earliest proof that a mark never really heals clean... refer to Ability Card.
  • (Slot B) Splintered Cut
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Mirage
    Cost: 2 Stamina
    Uses: Unlimited
    A cut thrown as fractured light splinters wider still... refer to Ability Card.
  • (Slot C) Splintered Guard
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Mirage
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held behind fractured light splintering wider still... refer to Ability Card.
  • (Slot A) Splintered Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Illusion
    Cost: 2 Mana
    Uses: Unlimited
    Fractured light drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Fracture Splinter
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Illusion
    Cost: 2 Mana
    Uses: Unlimited
    Fractured light loosed at a foe, splintering wider still... refer to Ability Card.
  • (Slot C) Splintered Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Illusion
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn from a mark that never really heals clean, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Magic User - Illusionist Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Warping Strike
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Mirage
    Cost: 3 Stamina
    Uses: 3/Round
    A strike that bends the world's edges along with the target's, an Illusionist's earliest taste of bending more than light... refer to Ability Card.
  • (Slot B) Warped Cut
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Mirage
    Cost: 3 Stamina
    Uses: 3/Round
    A cut thrown as the world's edges bend along with the target's... refer to Ability Card.
  • (Slot C) Warped Guard
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Mirage
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held while bending more than light... refer to Ability Card.
  • (Slot A) Warped Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Illusion
    Cost: 3 Mana
    Uses: 3/Round
    A bent edge of the world drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Warping Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Illusion
    Cost: 3 Mana
    Uses: 3/Round
    A bolt that bends the world's edges along with a foe's, loosed at range... refer to Ability Card.
  • (Slot C) Warped Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Illusion
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn from bending more than light, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Magic User - Illusionist Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Bent Light
    A bend in the light around the Illusionist before a blow ever gets the chance to land clean... refer to Ability Card.
  • (Slot B) Bent Light Cut
    A cut thrown from a bend in the light before a blow can land clean... refer to Ability Card.
  • (Slot C) Bent Light Guard
    A guard held in a bend of light before a blow can land clean... refer to Ability Card.
  • (Slot A) Bent Light Aegis
    A shield sung from a bend in the light, self or ally... refer to Ability Card.
  • (Slot B) Bent Light Bolt
    A bend in the light loosed at a foe before a blow can land clean... refer to Ability Card.
  • (Slot C) Bent Light Renewal
    A renewal drawn from a bend in the light, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Magic User - Illusionist Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Split Image
    The Illusionist's own image split mid-fight, letting a double take a hit meant for the real Illusionist... refer to Ability Card.
  • (Slot B) Split Image Cut
    A cut thrown from a split image meant to take a hit instead... refer to Ability Card.
  • (Slot C) Split Image Guard
    A guard held by a double meant to take the hit instead... refer to Ability Card.
  • (Slot A) Split Image Aegis
    A shield sung by a double meant to take the hit instead, self or ally... refer to Ability Card.
  • (Slot B) Split Image Bolt
    An image split mid-fight, loosed at range as a foe strikes the wrong target... refer to Ability Card.
  • (Slot C) Split Image Renewal
    A renewal drawn by a double meant to take the hit instead, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Magic User - Illusionist Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Mirrored Double
    Illusionists split themselves into mirrored doubles, misdirecting every blow meant to land true... refer to Ability Card.
  • (Slot B) Mirrored Cut
    Illusionists strike from mirrored doubles, misdirecting every blow meant to land true... refer to Ability Card.
  • (Slot C) Mirrored Guard
    Illusionists guard behind mirrored doubles, misdirecting every blow meant to land true... refer to Ability Card.
  • (Slot A) Mirrored Aegis
    Illusionists shield behind mirrored doubles, misdirecting every blow meant to land true, self or ally... refer to Ability Card.
  • (Slot B) Mirrored Bolt
    Illusionists split into mirrored doubles at range, misdirecting every blow meant to land true... refer to Ability Card.
  • (Slot C) Mirrored Renewal
    Illusionists mend behind mirrored doubles, misdirecting every blow meant to land true, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Magic User - Illusionist Path Abilities
Select to Expand Abilities
LVL 9-20 (Path)Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21.
◆ Astral Weaver (LVL 21-30)
An Illusionist who weaves astral threads into illusions few can see through.
Branch: Astral Weaver Abilities (Illusionist Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Astral Weaver Branch continues this Path's progression exclusively through LVL 30.
◆ Metamorphiser (LVL 21-30)
An Illusionist who reshapes their own form to fit any need.
Branch: Metamorphiser Abilities (Illusionist Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Metamorphiser Branch continues this Path's progression exclusively through LVL 30.
◆ Shapeshifter (LVL 21-30)
An Illusionist who takes on another's shape entirely, not just its likeness.
Branch: Shapeshifter Abilities (Illusionist Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Shapeshifter Branch continues this Path's progression exclusively through LVL 30.
ii. Mage (Penalties and Bonuses TBA)
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A destructive Magic User who channels raw arcane power into devastating, direct spellcraft. (LVL 4-20)
(see Mage Path and Branch Abilities Below)
Mage Path
Select to Expand Armaments
Weapon Proficiency (Culture, Mage) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: none (Arcane Focus). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Mage):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate (Runewoven Cloth).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Mage Branches
◆ Blood Mage (LVL 21-30)
A Mage who fuels devastating spells with their own vitality.
Blood Mage Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Blood Mage Branch chosen at LVL 21 - see Blood Mage above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Blood Mage Branch chosen at LVL 21 - see Blood Mage above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Chronomancer (LVL 21-30)
A Mage who bends time itself, slowing enemies or hastening allies.
Chronomancer Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Chronomancer Branch chosen at LVL 21 - see Chronomancer above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Chronomancer Branch chosen at LVL 21 - see Chronomancer above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ RuinMaster (LVL 21-30)
A Mage who specializes in outright destruction, LVLing anything in their path.
RuinMaster Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the RuinMaster Branch chosen at LVL 21 - see RuinMaster above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the RuinMaster Branch chosen at LVL 21 - see RuinMaster above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Mage Abilities (Magic User Tier)

Expand Ability Tree Paths
LVL 4 Magic User - Mage Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Searing Strike
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Force
    Cost: 2 Stamina
    Uses: Unlimited
    A focus-strike wreathed in arcane fire, a Mage's earliest lesson in force that keeps burning after contact... refer to Ability Card.
  • (Slot B) Searing Cut
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Force
    Cost: 2 Stamina
    Uses: Unlimited
    A cut wreathed in the same arcane fire... refer to Ability Card.
  • (Slot C) Wreathed Guard
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Force
    Cost: 2 Stamina
    Uses: Unlimited
    A guard wreathed in arcane fire that keeps burning after contact... refer to Ability Card.
  • (Slot A) Searing Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Fire
    Cost: 2 Mana
    Uses: Unlimited
    Arcane fire drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Searing Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Fire
    Cost: 2 Mana
    Uses: Unlimited
    A bolt of arcane fire that keeps burning after contact... refer to Ability Card.
  • (Slot C) Searing Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Fire
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn from force that keeps burning after contact, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Magic User - Mage Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Overcharged Strike
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Force
    Cost: 3 Stamina
    Uses: 3/Round
    A strike pushed past what's safe, a Mage's earliest taste of power bought at its own cost... refer to Ability Card.
  • (Slot B) Overcharged Cut
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Force
    Cost: 3 Stamina
    Uses: 3/Round
    A cut pushed past what's safe, power bought at its own cost... refer to Ability Card.
  • (Slot C) Overcharged Guard
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Force
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held with power bought at its own cost... refer to Ability Card.
  • (Slot A) Overcharged Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Fire
    Cost: 3 Mana
    Uses: 3/Round
    Power bought at its own cost, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Overcharged Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Fire
    Cost: 3 Mana
    Uses: 3/Round
    A bolt pushed past what's safe, loosed at a foe... refer to Ability Card.
  • (Slot C) Overcharged Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Fire
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn from power bought at its own cost, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Magic User - Mage Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Overreach Cast
    A cast pushed a little further than what's safe, courting a burn the Mage hasn't quite earned yet... refer to Ability Card.
  • (Slot B) Overreach Cut
    A cut thrown a little further than what's safe... refer to Ability Card.
  • (Slot C) Overreach Guard
    A guard held a little further than what's safe... refer to Ability Card.
  • (Slot A) Overreach Aegis
    A shield sung a little further than what's safe, self or ally... refer to Ability Card.
  • (Slot B) Overreach Bolt
    A cast pushed further than what's safe, loosed at a foe... refer to Ability Card.
  • (Slot C) Overreach Renewal
    A renewal courting a burn the Mage hasn't quite earned yet, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Magic User - Mage Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Overcharged Rune
    A rune overcharged mid-spell, runed force building toward more than it was meant to hold... refer to Ability Card.
  • (Slot B) Runed Cut
    A cut thrown while a rune builds toward more than it was meant to hold... refer to Ability Card.
  • (Slot C) Runed Guard
    A guard held while a rune builds toward more than it was meant to hold... refer to Ability Card.
  • (Slot A) Runed Aegis
    A shield sung from a rune building toward more than it was meant to hold, self or ally... refer to Ability Card.
  • (Slot B) Runed Bolt
    A rune overcharged mid-spell, loosed at a foe... refer to Ability Card.
  • (Slot C) Runed Renewal
    A renewal drawn from a rune building toward more than it was meant to hold, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Magic User - Mage Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Overcharged Force
    Mages burn through their own reserves for raw, escalating arcane force, runed and overcharged past what any focus should hold... refer to Ability Card.
  • (Slot B) Overcharged Cut Force
    Mages strike with raw, escalating arcane force, past what any focus should hold... refer to Ability Card.
  • (Slot C) Overcharged Guard Force
    Mages guard by burning through their own reserves, past what any focus should hold... refer to Ability Card.
  • (Slot A) Overcharged Force Aegis
    Mages shield by burning through their own reserves, self or ally... refer to Ability Card.
  • (Slot B) Overcharged Force Bolt
    Mages loose raw, escalating arcane force at range, past what any focus should hold... refer to Ability Card.
  • (Slot C) Overcharged Force Renewal
    Mages mend by burning through their own reserves, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Magic User - Mage Path Abilities
Select to Expand Abilities
LVL 9-20 (Path)Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21.
◆ Blood Mage (LVL 21-30)
A Mage who fuels devastating spells with their own vitality.
Branch: Blood Mage Abilities (Mage Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Blood Mage Branch continues this Path's progression exclusively through LVL 30.
◆ Chronomancer (LVL 21-30)
A Mage who bends time itself, slowing enemies or hastening allies.
Branch: Chronomancer Abilities (Mage Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Chronomancer Branch continues this Path's progression exclusively through LVL 30.
◆ RuinMaster (LVL 21-30)
A Mage who specializes in outright destruction, LVLing anything in their path.
Branch: RuinMaster Abilities (Mage Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The RuinMaster Branch continues this Path's progression exclusively through LVL 30.
iii. Trickster (Penalties and Bonuses TBA)
Alignment: Amoral
Higher Power: TBA (Amoral)
A cunning Magic User who bends reality with misdirection and illusion as much as raw spellcraft. Favors the Guile School, spells that seduce, charm, or coerce, altering another's mind to establish dominance over it. (LVL 4-20)
(see Trickster Path and Branch Abilities Below)
Trickster Path
Select to Expand Armaments
Weapon Proficiency (Culture, Trickster) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: none (Arcane Focus). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Trickster):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate (Shifting Silk).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Trickster Branches
◆ Arcana (LVL 21-30)
A Trickster devoted to raw sleight-of-hand magic, bending small truths into big illusions.
Arcana Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Arcana Branch chosen at LVL 21 - see Arcana above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Arcana Branch chosen at LVL 21 - see Arcana above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Jester (LVL 21-30)
A Trickster who fights through misdirection, turning laughter into a weapon.
Jester Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Jester Branch chosen at LVL 21 - see Jester above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Jester Branch chosen at LVL 21 - see Jester above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Shadow Dancer (LVL 21-30)
A Trickster who slips between light and shadow, never quite where they seem.
Shadow Dancer Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Shadow Dancer Branch chosen at LVL 21 - see Shadow Dancer above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Shadow Dancer Branch chosen at LVL 21 - see Shadow Dancer above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Trickster Abilities (Magic User Tier)

Expand Ability Tree Paths
LVL 4 Magic User - Trickster Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Baffling Strike
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Sleight
    Cost: 2 Stamina
    Uses: Unlimited
    A focus-strike that baffles the mind on contact, a Trickster's earliest proof that a fight can be won without a single real blow... refer to Ability Card.
  • (Slot B) Baffled Cut
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Sleight
    Cost: 2 Stamina
    Uses: Unlimited
    A cut thrown while the mind's still baffled from contact... refer to Ability Card.
  • (Slot C) Baffling Guard
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Sleight
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held behind a baffling focus-strike... refer to Ability Card.
  • (Slot A) Baffling Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Guile
    Cost: 2 Mana
    Uses: Unlimited
    A baffling ward drawn over self or an ally... refer to Ability Card.
  • (Slot B) Baffling Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Guile
    Cost: 2 Mana
    Uses: Unlimited
    A bolt that baffles the mind on contact, loosed at range... refer to Ability Card.
  • (Slot C) Baffling Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Guile
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn while a fight is won without a single real blow, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Magic User - Trickster Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Hexing Strike
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Sleight
    Cost: 3 Stamina
    Uses: 3/Round
    A strike laced with a minor hex, a Trickster's earliest taste of luck itself turned into a weapon... refer to Ability Card.
  • (Slot B) Hexed Cut
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Sleight
    Cost: 3 Stamina
    Uses: 3/Round
    A cut laced with the same minor hex... refer to Ability Card.
  • (Slot C) Hexed Guard
    ATTKRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Sleight
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held with luck itself turned into a ward... refer to Ability Card.
  • (Slot A) Hexed Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Guile
    Cost: 3 Mana
    Uses: 3/Round
    Luck itself turned into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Hex Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Guile
    Cost: 3 Mana
    Uses: 3/Round
    A minor hex loosed at a foe, luck turned into a weapon... refer to Ability Card.
  • (Slot C) Hexed Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Guile
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn from luck itself, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Magic User - Trickster Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Planted Lie
    A lie planted mid-cast that a target won't notice until it's already too late... refer to Ability Card.
  • (Slot B) Lie's Edge
    A cut thrown while a planted lie still hasn't been noticed... refer to Ability Card.
  • (Slot C) Planted Guard
    A guard held behind a lie a target won't notice until it's too late... refer to Ability Card.
  • (Slot A) Planted Aegis
    A shield sung behind a lie a target won't notice until it's too late, self or ally... refer to Ability Card.
  • (Slot B) Lie Bolt
    A lie planted mid-cast, loosed at a foe before it's ever noticed... refer to Ability Card.
  • (Slot C) Planted Renewal
    A renewal drawn from a lie planted mid-cast, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Magic User - Trickster Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Baffled Mind
    Confusion turned into a weapon of its own, baffling a mind before it can even react... refer to Ability Card.
  • (Slot B) Confused Cut
    A cut thrown while a mind is still too baffled to react... refer to Ability Card.
  • (Slot C) Confused Guard
    A guard held while confusion does the first work... refer to Ability Card.
  • (Slot A) Confused Aegis
    A shield sung from confusion turned into a weapon of its own, self or ally... refer to Ability Card.
  • (Slot B) Confusion Bolt
    Confusion turned into a bolt, loosed before a mind can even react... refer to Ability Card.
  • (Slot C) Confused Renewal
    A renewal drawn from confusion turned into a weapon of its own, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Magic User - Trickster Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Turned Strength
    Tricksters unravel a fight from the inside, hexing, baffling, and turning a target's own strength against them... refer to Ability Card.
  • (Slot B) Turned Strike
    Tricksters strike with a target's own strength turned against them... refer to Ability Card.
  • (Slot C) Turned Guard
    Tricksters guard by unraveling a fight from the inside... refer to Ability Card.
  • (Slot A) Turned Aegis
    Tricksters shield by unraveling a fight from the inside, self or ally... refer to Ability Card.
  • (Slot B) Turned Bolt
    Tricksters hex and baffle at range, turning a target's own strength against them... refer to Ability Card.
  • (Slot C) Turned Renewal
    Tricksters mend by unraveling a fight from the inside, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Magic User - Trickster Path Abilities
Select to Expand Abilities
LVL 9-20 (Path)Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21.
◆ Arcana (LVL 21-30)
A Trickster devoted to raw sleight-of-hand magic, bending small truths into big illusions.
Branch: Arcana Abilities (Trickster Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Arcana Branch continues this Path's progression exclusively through LVL 30.
◆ Jester (LVL 21-30)
A Trickster who fights through misdirection, turning laughter into a weapon.
Branch: Jester Abilities (Trickster Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Jester Branch continues this Path's progression exclusively through LVL 30.
◆ Shadow Dancer (LVL 21-30)
A Trickster who slips between light and shadow, never quite where they seem.
Branch: Shadow Dancer Abilities (Trickster Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Shadow Dancer Branch continues this Path's progression exclusively through LVL 30.

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