Sorcerer - Class Tree

Sorcerer (Playable in Starter Set)

Born rather than trained, Sorcerers carry raw arcane power in their blood and channel it through stave and cloth into spells of extraordinary breadth, their magic growing more unstable and powerful the deeper they push their natural gift, making them capable of the most dramatic single effects in Essentia at the price of anything resembling physical resilience.

Place Holder awaiting Image.

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

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


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

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

Higher Power: Path Dependent (see Path below)

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

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

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

Favored Races:
Drāco Blood +5, Dwarf (Red) +5, Elf (High) +5, Helf +5, Dwarf (Common)† +5, Human† +5, Halfling† +5

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

Averse Races: None recorded.

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


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

Arcane Ascendance, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Bloodborn Surge, Once Per Day the Sorcerer unleashes raw innate magic, dealing arcane damage equal to twice their Focus SCR to one target, with the Sorcerer taking damage equal to half that amount.

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

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

Sorcerers get +4 plus their FOCUS SCR on Knowledge checks involving arcane lore.


Sorcerer Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Conjurer - A summoning-focused Sorcerer who calls forth allies and constructs from beyond to fight at their side.
  Alignment: Ambivalent
  Observance: None. Ambivalent Paths answer to no god and no patron at all.
  No Higher Power, so no exact alignment is required at this Path or at any of its three Branches below.
  a. Magus - A Conjurer who fuses stave and blade into a single hybrid weapon.
  b. Planes Walker - A Conjurer who tears momentary rifts to nearby planes, stepping through and back at will.
  c. Psionic - A Conjurer who channels raw mind-power instead of any physical focus.
ii. Seer - A far-seeing Sorcerer who reads fate itself, striking with knowledge as much as raw power.
  Alignment: Moral
  Observance: Service and care. Devotion is spent on other people rather than performed.
  Will not share a Character with: Evil and Amoral.
  The Higher Power bonus requires holding Moral exactly, and that same base carries through all three of its Branches below.
  a. Clairvoyant - A Seer who reads the immediate future, striking where the enemy hasn't moved yet.
  b. Mystic - A Seer who channels raw, intuitive insight into their spellcasting.
  c. Prophet - A Seer whose visions reach far beyond the battlefield, foretelling what's still to come.
iii. Wizard - An elemental Sorcerer who wields fire and force with the discipline of formal study.
  Alignment: Moral
  Observance: Service and care. Devotion is spent on other people rather than performed.
  Will not share a Character with: Evil and Amoral.
  The Higher Power bonus requires holding Moral exactly, and that same base carries through all three of its Branches below.
  a. Battlecryer - A Wizard who channels magic through voice and command as much as spellcraft.
  b. Fire Breather - A Wizard devoted to raw, elemental fire above all other schools.
  c. Transmuter - A Wizard who reshapes matter itself, turning the battlefield's own materials into a weapon.

Favorite Talent and Profession Trees
Talent Trees: Traveler
Professions: Enchanter, Gem Crafter, Body Artist

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

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Sorcerer Tier Armaments
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: 2h, 1h (Main), or 1h (Off) with Arcane Orb or a free hand. Distance: Melee. Style: Blunt (Stave or Wand). Forbidden: All Variants outside Telluric. Tactical Type. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.

▾ Collapse Armament


Sorcerer Main Class Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each LVL offers 3 choices, learn only ONE. See Spell Abilities individually for details, see card examples on this page. See Slots and Prerequisites, above.
Armaments reminder: Delicate Grade armor, or no armor at all for best potency; Weapon Type: Tactical for Martial, Magic for Spell, 1h or 2h (e.g., orb, crystal ball, stave, stave, or magic blade), see each Path below for its favored focus. Nature are stave-strikes and parries charged with residual arcane force, a spellblade's fighting style rather than plain weapon technique. Wearing a heavier Grade brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Tier Abilities (Sorcerer)
Expand Ability Tree
LVL 1 Sorcerer Tier Ability †
Select to Expand Abilities
† For Paths see LVL 3 Tier Abilities Below
Martial AbilitiesSpell Abilities
  • (Slot A) Arcane Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark
    Cost: 2 Stamina
    Uses: Unlimited
    A stave-strike charged with raw force, struck like a star-spirit's blow made physical, basic melee arcane damage Nature... refer to Ability Card.
  • (Slot B) Warding Parry
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark
    Cost: 2 Stamina
    Uses: Unlimited
    A stave-parry woven with balanced breath, blocks one Spell... refer to Ability Card.
  • (Slot C) Focus Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark
    Cost: 2 Stamina
    Uses: Unlimited
    A stave-strike that draws hidden knowledge from the world on contact, temporary Mana regeneration boost... refer to Ability Card.
  • (Slot A) Arcane Bolt
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A raw lance of force called down like sunfire hurled by a star-spirit, punched clean through, basic ranged arcane damage Spell... refer to Ability Card.
  • (Slot B) Minor Ward
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    Conjures a shimmering barrier woven from balanced breath around an ally, blocks the next Spell aimed at them... refer to Ability Card.
  • (Slot C) Mana Surge
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    An insight drawn the way a wanderer's stave pulls hidden knowledge from the world, temporary Mana regeneration boost... refer to Ability Card.

†See Ability Cards for LVL 1.5 midpoint Abilities.

LVL 2 Sorcerer Tier Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Oracle's Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark
    Cost: 2 Stamina
    Uses: Unlimited
    A stave-thrust guided by a wanderer's far-seeing eye, finds the seam in a foe's defenses, basic melee arcane damage Nature that also briefly reveals the target's weakness... refer to Ability Card.
  • (Slot B) Sunstone Parry
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark
    Cost: 2 Stamina
    Uses: Unlimited
    A stave-parry drawn from a star-spirit's light that blocks one Spell, plus resists one fear effect... refer to Ability Card.
  • (Slot C) Sanctum Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark
    Cost: 2 Stamina
    Uses: Unlimited
    A stave-strike circulated the way old alchemists taught, temporary Mana regeneration boost, plus advantage on the next Knowledge check... refer to Ability Card.
  • (Slot A) Oracle's Dart
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A needle of force guided by a wanderer's far-seeing eye, finds the seam in a foe's defenses, basic ranged arcane damage Spell that also briefly reveals the target's weakness... refer to Ability Card.
  • (Slot B) Sunstone Ward
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    Conjures a shimmering barrier drawn from a star-spirit's light around an ally, blocks the next Spell aimed at them, plus resists their next fear effect... refer to Ability Card.
  • (Slot C) Sanctum Breath
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A breath drawn and shared with an ally, grants that ally a temporary Mana regeneration boost, plus advantage on their next Knowledge check... refer to Ability Card.

†See Ability Cards for LVL 2.5 midpoint Abilities.

LVL 3 Sorcerer Tier Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Flame Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark
    Cost: 2 Stamina
    Uses: Unlimited
    A stave-blow wreathed in controlled alchemical fire that catches flesh and cloth alike, basic melee arcane damage Nature dealing fire damage... refer to Ability Card.
    ↳ Unlocks Herald's Strike (LVL 4)
  • (Slot B) Fire Veil Parry
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark
    Cost: 2 Stamina
    Uses: Unlimited
    A stave-parry wreathed in sun-bright ward that blocks one Spell, reflecting minor fire damage back at the attacker... refer to Ability Card.
  • (Slot C) Sacred Flame Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark
    Cost: 2 Stamina
    Uses: Unlimited
    A stave-strike drawn like warmth gathered at a wanderer's hearth-fire, temporary Mana regeneration boost that grows if standing near an open flame... refer to Ability Card.
  • (Slot A) Flame Word
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A word of controlled alchemical fire that catches flesh and cloth alike, basic ranged arcane damage Spell dealing fire damage... refer to Ability Card.
    ↳ Unlocks Herald's Ward (LVL 4)
  • (Slot B) Fire Veil Ward
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    Conjures a sun-bright barrier around an ally that blocks the next Spell aimed at them, reflecting minor fire damage back at the attacker... refer to Ability Card.
  • (Slot C) Sacred Flame Draw
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    An insight shared with an ally, drawn like warmth gathered at a wanderer's hearth-fire, grants that ally a temporary Mana regeneration boost that grows if they stand near an open flame... refer to Ability Card.
Sorcerer Paths †
† For Branches, refer to LVL 20 of each Path
i. Conjurer (Penalties and Bonuses TBA)
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A summoning-focused Sorcerer who calls forth allies and constructs from beyond to fight at their side. (LVL 4-20)
(see Conjurer Path and Branch Abilities Below)
Conjurer Path
Select to Expand Armaments
Weapon Proficiency (Culture, Conjurer) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: none (Stave). Weapon Type: Tactical for Martial, Magic for Spell. May bear a Stave Crown (Crystal, Gemstone, Dragon Heartstring, Phoenix Feather, or Unicorn Hair core, see Stave Crowns, Basic Rules pg. 4). +8 to Hit when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Conjurer):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate (Riftweave Silk).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Conjurer Branches
◆ Magus (unlocks light armor and a 1h stave-blade hybrid) (LVL 21-30)
A Conjurer who fuses stave and blade into a single hybrid weapon.
Magus Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Magus Branch chosen at LVL 21 - see Magus above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Magus Branch chosen at LVL 21 - see Magus above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Planes Walker (stave; unlocks planar teleportation focus) (LVL 21-30)
A Conjurer who tears momentary rifts to nearby planes, stepping through and back at will.
Planes Walker Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Planes Walker Branch chosen at LVL 21 - see Planes Walker above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Planes Walker Branch chosen at LVL 21 - see Planes Walker above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Psionic (no weapon needed; channels through raw mind power) (LVL 21-30)
A Conjurer who channels raw mind-power instead of any physical focus.
Psionic Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Psionic Branch chosen at LVL 21 - see Psionic above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Psionic Branch chosen at LVL 21 - see Psionic above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Conjurer Abilities (Sorcerer Tier)
(Weapon Type: Tactical for Martial, Magic for Spell, 1h or 2h, summoning-focused - e.g., orb, crystal ball, or magic blade)
Expand Ability Tree Paths
LVL 4 Sorcerer - Conjurer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Herald's Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft
    Cost: 2 Stamina
    Uses: Unlimited
    Following through Flame Strike, it adds a round of duration, then burns hotter, dealing greater fire damage, and now conjures a small bound star-spirit to strike alongside it for additional minor arcane Damage (advantage - see Card if the caster's Companion is already a spirit or elemental).
    ↰ Requires Flame Strike (LVL 3)
  • (Slot B) Spark Guard
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft
    Cost: 2 Stamina
    Uses: Unlimited
    A stave-parry that conjures a small elemental barrier, +1 Defense for one turn (advantage - see Card if the caster's Companion is already a spirit or elemental).
  • (Slot C) Rift Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft
    Cost: 2 Stamina
    Uses: Unlimited
    A stave-blow that opens a brief tear to close distance instantly, short teleport taken mid-swing, within line of sight... refer to Ability Card.
  • (Slot A) Herald's Ward
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    Following through Flame Word, it adds a round of duration, then burns hotter, dealing greater fire damage at range, and now conjures a small bound star-spirit that strikes the target for additional minor arcane damage (advantage - see Card if the caster's Companion is already a spirit or elemental).
    ↰ Requires Flame Word (LVL 3)
  • (Slot B) Summon Spark
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    Conjures a small elemental balanced from the five forces, whose barrier shields an ally instead, granting them +1 Defense for one turn (advantage - see Card if the caster's Companion is already a spirit or elemental).
  • (Slot C) Rift Step
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A brief tear opened at an ally's feet, letting that ally teleport to the caster's side, within line of sight... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Sorcerer - Conjurer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Phantom Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft
    Cost: 3 Stamina
    Uses: 3/Round
    A stave-blow that conjures a small ancestor-echo to lash out alongside it, minor arcane Damage and briefly confuses the target's next action (advantage - see Card if the caster's Companion is already a spirit or elemental).
  • (Slot B) Wingbeat Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft
    Cost: 3 Stamina
    Uses: 3/Round
    A stave-blow that carries the wielder on a raven's wingbeat, short teleport granting a brief Resistance bonus afterward, within line of sight... refer to Ability Card.
  • (Slot C) Starbound Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft
    Cost: 3 Stamina
    Uses: 3/Round
    A stave-blow charted the way old star-readers mapped the sky, short teleport following a memorized path with no chance of error, within line of sight... refer to Ability Card.
  • (Slot A) Phantom Echo
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Burst/Radius or Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    Conjures a small ancestor-echo that lashes out at up to two adjacent targets for minor arcane damage, briefly confusing each one's next action (advantage - see Card if the caster's Companion is already a spirit or elemental).
  • (Slot B) Wingbeat Step
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Burst/Radius or Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A raven's wingbeat lent to an ally, carrying that ally a short teleport with a brief Resistance bonus afterward, within line of sight... refer to Ability Card.
  • (Slot C) Starbound Step
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Burst/Radius or Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A path charted the way old star-readers mapped the sky, lent to an ally for a short teleport with no chance of error, within line of sight... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Sorcerer - Conjurer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Seam Crack
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft
    Cost: 3 Stamina
    Uses: 3/Round
    The first seam cracked into a rift before the spell is even fully formed... refer to Ability Card.
  • (Slot B) Seam Strike
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft
    Cost: 3 Stamina
    Uses: 3/Round
    A stave-blow struck through a seam already cracked into a rift... refer to Ability Card.
  • (Slot C) Seam Guard
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held with a seam cracked into a rift before the spell is even fully formed... refer to Ability Card.
  • (Slot A) Seam Ward
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A seam cracked into a rift, drawn into a ward over self or an ally before the spell is even fully formed... refer to Ability Card.
  • (Slot B) Seam Bolt
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A bolt loosed through a seam already cracked into a rift... refer to Ability Card.
  • (Slot C) Seam Renewal
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn from a seam cracked into a rift, self or an ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Sorcerer - Conjurer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Bound Wrath
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft
    Cost: 4 Stamina
    Uses: 3/Round
    A star-spirit's wrath bound to a mark, calling it down the moment a target least expects it... refer to Ability Card.
  • (Slot B) Bound Strike
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft
    Cost: 4 Stamina
    Uses: 3/Round
    A stave-blow struck the moment a target least expects it... refer to Ability Card.
  • (Slot C) Bound Guard
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft
    Cost: 4 Stamina
    Uses: 3/Round
    A guard held with a star-spirit's wrath bound to a mark... refer to Ability Card.
  • (Slot A) Bound Ward
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    A star-spirit's wrath bound to a ward over self or an ally... refer to Ability Card.
  • (Slot B) Bound Bolt
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    A star-spirit's wrath loosed the moment a target least expects it... refer to Ability Card.
  • (Slot C) Bound Renewal
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    A renewal drawn from a star-spirit's wrath bound to a mark, self or an ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Sorcerer - Conjurer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Star-Spirit's Wrath
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft
    Cost: 4 Stamina
    Uses: 3/Round
    Conjurers tear rifts into a marked target, calling a bound star-spirit's wrath down on whoever earned it... refer to Ability Card.
  • (Slot B) Star-Spirit's Strike
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft
    Cost: 4 Stamina
    Uses: 3/Round
    Conjurers strike whoever's already earned a bound star-spirit's wrath... refer to Ability Card.
  • (Slot C) Star-Spirit's Guard
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft
    Cost: 4 Stamina
    Uses: 3/Round
    Conjurers guard while tearing rifts into a marked target... refer to Ability Card.
  • (Slot A) Star-Spirit's Aegis
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    Conjurers shield with a bound star-spirit while tearing rifts into a marked target, self or an ally... refer to Ability Card.
  • (Slot B) Star-Spirit's Bolt
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    Conjurers call a bound star-spirit's wrath down at range on whoever earned it... refer to Ability Card.
  • (Slot C) Star-Spirit's Renewal
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    Conjurers mend with a bound star-spirit while tearing rifts into a marked target, self or an ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Sorcerer - Conjurer 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.
◆ Magus (unlocks light armor and a 1h stave-blade hybrid) (LVL 21-30)
A Conjurer who fuses stave and blade into a single hybrid weapon.
Branch: Magus Abilities (Conjurer Path)
(unlocks light armor and a 1h stave-blade hybrid)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Magus Branch continues this Path's progression exclusively through LVL 30.
◆ Planes Walker (stave; unlocks planar teleportation focus) (LVL 21-30)
A Conjurer who tears momentary rifts to nearby planes, stepping through and back at will.
Branch: Planes Walker Abilities (Conjurer Path)
(stave; unlocks planar teleportation focus)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Planes Walker Branch continues this Path's progression exclusively through LVL 30.
◆ Psionic (no weapon needed; channels through raw mind power) (LVL 21-30)
A Conjurer who channels raw mind-power instead of any physical focus.
Branch: Psionic Abilities (Conjurer Path)
(no weapon needed; channels through raw mind power)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Psionic Branch continues this Path's progression exclusively through LVL 30.
ii. Seer (Penalties and Bonuses TBA)
Alignment: Moral
Higher Power: TBA (Moral)
A far-seeing Sorcerer who reads fate itself, striking with knowledge as much as raw power. (LVL 4-20)
(see Seer Path and Branch Abilities Below)
Seer Path
Select to Expand Armaments
Weapon Proficiency (Culture, Seer) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: none (Stave). Weapon Type: Tactical for Martial, Magic for Spell. May bear a Stave Crown (Crystal, Gemstone, Dragon Heartstring, Phoenix Feather, or Unicorn Hair core, see Stave Crowns, Basic Rules pg. 4). +8 to Hit when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Seer):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate (Farsight Veil).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Seer Branches
◆ Clairvoyant (stave; favors detection and ranged spellcasting) (LVL 21-30)
A Seer who reads the immediate future, striking where the enemy hasn't moved yet.
Clairvoyant Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Clairvoyant Branch chosen at LVL 21 - see Clairvoyant above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Clairvoyant Branch chosen at LVL 21 - see Clairvoyant above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Mystic (stave; favors defensive and support magic) (LVL 21-30)
A Seer who channels raw, intuitive insight into their spellcasting.
Mystic Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Mystic Branch chosen at LVL 21 - see Mystic above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Mystic Branch chosen at LVL 21 - see Mystic above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Prophet (stave; favors ally-support foresight) (LVL 21-30)
A Seer whose visions reach far beyond the battlefield, foretelling what's still to come.
Prophet Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Prophet Branch chosen at LVL 21 - see Prophet above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Prophet Branch chosen at LVL 21 - see Prophet above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Seer Abilities (Sorcerer Tier)
(Weapon Type: Tactical for Martial, Magic for Spell, 1h or 2h, favors perception and defense - e.g., crystal ball, orb, or stave)
Expand Ability Tree Paths
LVL 4 Sorcerer - Seer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Zodiac Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave
    Cost: 2 Stamina
    Uses: Unlimited
    A stave-blow timed to a favorable hour chosen the way old star-readers charted, advantage on the first ATTK roll this encounter, chosen at the start instead of in the moment... refer to Ability Card.
  • (Slot B) Foresight Parry
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave
    Cost: 2 Stamina
    Uses: Unlimited
    A stave-parry guided by a precognitive flicker, grants advantage on one Defense roll this encounter... refer to Ability Card.
  • (Slot C) Mind's Eye Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave
    Cost: 2 Stamina
    Uses: Unlimited
    A stave-blow that opens an inner eye through balanced stillness, reveals one hidden enemy or trap... refer to Ability Card.
  • (Slot A) Zodiac Sight
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A day and hour chosen the way old star-readers charted which were favorable, grants an ally advantage on their first ATTK roll this encounter, chosen at the start instead of in the moment... refer to Ability Card.
  • (Slot B) Foresight
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A precognitive flicker shared with an ally the same way a wanderer once traded an eye for it, grants that ally advantage on one Defense roll this encounter... refer to Ability Card.
  • (Slot C) Mind's Eye
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    An inner eye opened through balanced stillness, reveals one hidden enemy or trap... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Sorcerer - Seer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Celestial Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave
    Cost: 3 Stamina
    Uses: 3/Round
    A stave-blow timed to a star-chart read the way old astronomers mapped the heavens, reveals one hidden enemy or trap, granting advantage on the first ATTK roll against them... refer to Ability Card.
  • (Slot B) Prophet's Parry
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave
    Cost: 3 Stamina
    Uses: 3/Round
    A stave-parry carried like a raven's news across distance, grants advantage on one Defense roll this encounter, plus warns one ally of the same danger... refer to Ability Card.
  • (Slot C) Watchman's Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave
    Cost: 3 Stamina
    Uses: 3/Round
    A stave-blow struck in stillness the way a mountain hermit keeps watch, reveals one hidden enemy or trap, plus alerts all allies to its location... refer to Ability Card.
  • (Slot A) Celestial Chart Sight
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A star-chart read the way old astronomers mapped the heavens, reveals one hidden enemy or trap, granting an ally advantage on their first ATTK roll against it... refer to Ability Card.
  • (Slot B) Prophet's Warning
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A precognitive flicker carried like a raven's news across distance, grants an ally advantage on their next Defense roll this encounter instead of the caster... refer to Ability Card.
  • (Slot C) Watchman's Warning
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A stillness kept the way a mountain hermit keeps watch, reveals one hidden enemy or trap, plus grants all allies +1 Defense against it until it acts... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Sorcerer - Seer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Corner Sight
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave
    Cost: 3 Stamina
    Uses: 3/Round
    A wound caught in the corner of sight long before the blow that causes it... refer to Ability Card.
  • (Slot B) Corner Strike
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave
    Cost: 3 Stamina
    Uses: 3/Round
    A stave-blow struck at a wound already caught in the corner of sight... refer to Ability Card.
  • (Slot C) Corner Guard
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held with a wound caught in the corner of sight long before it lands... refer to Ability Card.
  • (Slot A) Corner Sight Ward
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A wound caught in the corner of sight, warded away over self or an ally before it lands... refer to Ability Card.
  • (Slot B) Corner Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A bolt loosed at a wound already caught in the corner of sight... refer to Ability Card.
  • (Slot C) Corner Renewal
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn from a wound caught in the corner of sight long before it lands, self or an ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Sorcerer - Seer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Marked Fate
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave
    Cost: 4 Stamina
    Uses: 3/Round
    A fate marked mid-vision, priming a target for the blow already coming... refer to Ability Card.
  • (Slot B) Marked Blow
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave
    Cost: 4 Stamina
    Uses: 3/Round
    A blow already coming, struck at a target primed by a marked fate... refer to Ability Card.
  • (Slot C) Marked Guard
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave
    Cost: 4 Stamina
    Uses: 3/Round
    A guard held while priming a target for the blow already coming... refer to Ability Card.
  • (Slot A) Marked Fate Ward
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    A fate marked mid-vision, warded away from self or an ally before the blow already coming lands... refer to Ability Card.
  • (Slot B) Marked Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    A blow already coming, loosed at a target primed by a marked fate... refer to Ability Card.
  • (Slot C) Marked Renewal
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    A renewal drawn while priming a target for the blow already coming, self or an ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Sorcerer - Seer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Foreseen Blow
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave
    Cost: 4 Stamina
    Uses: 3/Round
    Seers foresee a wound before it's struck, marking a target's fate for the blow that already landed in their sight... refer to Ability Card.
  • (Slot B) Foreseen Strike
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave
    Cost: 4 Stamina
    Uses: 3/Round
    Seers strike a target whose fate already landed in their sight... refer to Ability Card.
  • (Slot C) Foreseen Guard
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave
    Cost: 4 Stamina
    Uses: 3/Round
    Seers guard while foreseeing a wound before it's struck... refer to Ability Card.
  • (Slot A) Foreseen Aegis
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    Seers shield a wound foreseen before it's struck, self or an ally... refer to Ability Card.
  • (Slot B) Foreseen Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    Seers loose a bolt at a target whose fate already landed in their sight... refer to Ability Card.
  • (Slot C) Foreseen Renewal
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    Seers mend a wound foreseen before it's struck, self or an ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Sorcerer - Seer Path Abilities
Select to Expand Abilities
LVL 9-20 (Path)Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21.
◆ Clairvoyant (stave; favors detection and ranged spellcasting) (LVL 21-30)
A Seer who reads the immediate future, striking where the enemy hasn't moved yet.
Branch: Clairvoyant Abilities (Seer Path)
(stave; favors detection and ranged spellcasting)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Clairvoyant Branch continues this Path's progression exclusively through LVL 30.
◆ Mystic (stave; favors defensive and support magic) (LVL 21-30)
A Seer who channels raw, intuitive insight into their spellcasting.
Branch: Mystic Abilities (Seer Path)
(stave; favors defensive and support magic)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Mystic Branch continues this Path's progression exclusively through LVL 30.
◆ Prophet (stave; favors ally-support foresight) (LVL 21-30)
A Seer whose visions reach far beyond the battlefield, foretelling what's still to come.
Branch: Prophet Abilities (Seer Path)
(stave; favors ally-support foresight)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Prophet Branch continues this Path's progression exclusively through LVL 30.
iii. Wizard (Penalties and Bonuses TBA)
Alignment: Moral
Higher Power: TBA (Moral)
An elemental Sorcerer who wields fire and force with the discipline of formal study. (LVL 4-20)
(see Wizard Path and Branch Abilities Below)
Wizard Path
Select to Expand Armaments
Weapon Proficiency (Culture, Wizard) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: none (Stave). Weapon Type: Tactical for Martial, Magic for Spell. May bear a Stave Crown (Crystal, Gemstone, Dragon Heartstring, Phoenix Feather, or Unicorn Hair core, see Stave Crowns, Basic Rules pg. 4). +8 to Hit when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Wizard):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate (Cinderweave Cloth).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Wizard Branches
◆ Battlecryer (2h (Main) stave or stave, 1h (Off) Slashing or Blunt weapon; favors ally-empowering war magic) (LVL 21-30)
A Wizard who channels magic through voice and command as much as spellcraft.
Battlecryer Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Battlecryer Branch chosen at LVL 21 - see Battlecryer above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Battlecryer Branch chosen at LVL 21 - see Battlecryer above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Fire Breather (stave; unlocks bonus fire damage) (LVL 21-30)
A Wizard devoted to raw, elemental fire above all other schools.
Fire Breather Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Fire Breather Branch chosen at LVL 21 - see Fire Breather above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Fire Breather Branch chosen at LVL 21 - see Fire Breather above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Transmuter (stave; unlocks chemical-type spells) (LVL 21-30)
A Wizard who reshapes matter itself, turning the battlefield's own materials into a weapon.
Transmuter Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Transmuter Branch chosen at LVL 21 - see Transmuter above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Transmuter Branch chosen at LVL 21 - see Transmuter above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Wizard Abilities (Sorcerer Tier)
(Weapon Type: Tactical for Martial, Magic for Spell, 1h or 2h, favors elemental damage - e.g., stave, stave, or magic blade)
Expand Ability Tree Paths
LVL 4 Sorcerer - Wizard Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Firebrand Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A stave-blow wreathed in flame that clings and keeps burning long after it lands, fire Damage Nature with a burn-over-time effect... refer to Ability Card.
  • (Slot B) Sunfire Guard
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A stave-parry that channels sunlight the way old sun-priests once bent it into a woven ward, granting a brief Defense bonus during daylight... refer to Ability Card.
  • (Slot C) Alchemical Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A stave-blow tended the way old grove-keepers tended sacred flame, grants a brief Focus bonus and advantage on the next Knowledge check involving fire or alchemy... refer to Ability Card.
  • (Slot A) Firebrand
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: DoT or Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A flame carried the way a wanderer's torch never truly gutters, clings and keeps burning long after it lands, fire damage Spell with a burn-over-time effect... refer to Ability Card.
  • (Slot B) Sunfire Rite
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: DoT or Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    Channels sunlight the way old sun-priests once bent it into a woven ward around an ally, granting that ally a brief Defense bonus during daylight... refer to Ability Card.
  • (Slot C) Alchemical Flame
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: DoT or Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A fire tended the way old grove-keepers tended sacred flame, kept and taught, never written down, grants an ally a brief Focus bonus and advantage on their next Knowledge check involving fire or alchemy... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Sorcerer - Wizard Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Arcane Overstrike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A surge drawn with a wanderer's reckless hunger for more, next Nature deals bonus Damage, costs extra Mana... refer to Ability Card.
  • (Slot B) Elixir Overguard
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A draught brewed the way old sun-priests prepared their sacred rites, the next incoming Spell against the caster is weakened, refunding Mana if it's fully resisted... refer to Ability Card.
  • (Slot C) Transmuter's Overstrike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A shape-changing working passed hand to hand the way old grove-keepers passed their lore, transmutes excess Mana into a small Life heal for the caster... refer to Ability Card.
  • (Slot A) Arcane Overcharge
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A surge drawn with a wanderer's reckless hunger for more, next Spell deals bonus Damage, costs extra Mana... refer to Ability Card.
  • (Slot B) Elixir Overcharge
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A draught shared with an ally, the next incoming Spell against that ally is weakened, refunding the caster Mana if it's fully resisted... refer to Ability Card.
  • (Slot C) Transmuter's Overcharge
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A shape-changing working passed hand to hand the way old grove-keepers passed their lore, transmutes excess Mana into a small Life heal shared with an ally instead of the caster... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Sorcerer - Wizard Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Catching Ember
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft
    Cost: 3 Stamina
    Uses: 3/Round
    An ember let catch on a target's own coat before the real spell ever lands... refer to Ability Card.
  • (Slot B) Catching Strike
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A stave-blow struck at an ember already catching on a target's coat... refer to Ability Card.
  • (Slot C) Catching Guard
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held with an ember catching before the real spell ever lands... refer to Ability Card.
  • (Slot A) Catching Ward
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    An ember drawn into a ward over self or an ally before the real spell ever lands... refer to Ability Card.
  • (Slot B) Catching Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A bolt loosed at an ember already catching on a target's coat... refer to Ability Card.
  • (Slot C) Catching Renewal
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn with an ember catching before the real spell ever lands, self or an ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Sorcerer - Wizard Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Slow Fuse
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft
    Cost: 4 Stamina
    Uses: 3/Round
    A target branded with a slow-burning fuse, priming a detonation that only the Wizard can trigger... refer to Ability Card.
  • (Slot B) Fuse Strike
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft
    Cost: 4 Stamina
    Uses: 3/Round
    A stave-blow struck at a target already branded with a slow-burning fuse... refer to Ability Card.
  • (Slot C) Fuse Guard
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft
    Cost: 4 Stamina
    Uses: 3/Round
    A guard held while priming a detonation that only the Wizard can trigger... refer to Ability Card.
  • (Slot A) Slow Fuse Ward
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    A slow-burning fuse drawn into a ward over self or an ally, priming a detonation only the Wizard can trigger... refer to Ability Card.
  • (Slot B) Fuse Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    A bolt loosed at a target already branded with a slow-burning fuse... refer to Ability Card.
  • (Slot C) Fuse Renewal
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    A renewal drawn while priming a detonation that only the Wizard can trigger, self or an ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Sorcerer - Wizard Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Primed Detonation
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft
    Cost: 4 Stamina
    Uses: 3/Round
    Wizards brand a target with smoldering embers, priming a detonation only they can trigger... refer to Ability Card.
  • (Slot B) Primed Strike
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft
    Cost: 4 Stamina
    Uses: 3/Round
    Wizards strike a target already branded with smoldering embers... refer to Ability Card.
  • (Slot C) Primed Guard
    ATTKRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft
    Cost: 4 Stamina
    Uses: 3/Round
    Wizards guard while branding a target with smoldering embers... refer to Ability Card.
  • (Slot A) Primed Ward
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    Wizards ward self or an ally while branding a target with smoldering embers... refer to Ability Card.
  • (Slot B) Primed Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    Wizards loose a bolt at a target already branded with smoldering embers... refer to Ability Card.
  • (Slot C) Primed Renewal
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    Wizards mend self or an ally while branding a target with smoldering embers... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Sorcerer - Wizard Path Abilities
Select to Expand Abilities
LVL 9-20 (Path)Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21.
◆ Battlecryer (2h (Main) stave or stave, 1h (Off) Slashing or Blunt weapon; favors ally-empowering war magic) (LVL 21-30)
A Wizard who channels magic through voice and command as much as spellcraft.
Branch: Battlecryer Abilities (Wizard Path)
(2h (Main) stave or stave, 1h (Off) Slashing or Blunt weapon; favors ally-empowering war magic)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Battlecryer Branch continues this Path's progression exclusively through LVL 30.
◆ Fire Breather (stave; unlocks bonus fire damage) (LVL 21-30)
A Wizard devoted to raw, elemental fire above all other schools.
Branch: Fire Breather Abilities (Wizard Path)
(stave; unlocks bonus fire damage)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Fire Breather Branch continues this Path's progression exclusively through LVL 30.
◆ Transmuter (stave; unlocks chemical-type spells) (LVL 21-30)
A Wizard who reshapes matter itself, turning the battlefield's own materials into a weapon.
Branch: Transmuter Abilities (Wizard Path)
(stave; unlocks chemical-type spells)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Transmuter Branch continues this Path's progression exclusively through LVL 30.

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