Character attributes

Character Attributes

Races, stats, classes, skills, abilities, and spells.

Races

When choosing a race, players set the basic direction of their character. Each race grants core bonuses and special abilities, while subraces define the specific path.

Humans

Humans

Versatile and adaptable, humans are masters of adjustment. Their hunger for knowledge and growth lets them learn quickly and overcome challenges.

Natural Talent: Skills tied to a stat that is a hybrid stat for the class do not have the 'Beginner' level. The character either does not know the skill, or skips the 'Beginner' level and advances higher.
Bonus: +20% more experience

Subraces

Imperial
Imperial

Raised in courtly culture, imperial humans excel in politics, scholarship, and magical arts.

INT +1 WIS +1

Extra Abilities: They have one extra ability, and gain one additional extra ability every 5th level.

Freeborn
Freeborn

Independent spirits, freeborn humans are strong, adaptable, and wise warriors.

STR +1 WIS +1

Body Management: A passive ability that improves overall physical fitness.

Nomad
Nomad

Experienced travelers and survivors, nomads are agile and resilient against harsh conditions.

DEX +1 WIS +1

Harsh Conditions: The character is used to rough conditions and survives better in the wilderness.

Race Lore – Humans
Elves

Elves

Elegant and wise guardians of forest and stars. Elves, bound to nature and magic, carry the wisdom of their ancestors and exceptional gifts.

Longevity: Elves live much longer than other races, giving them a natural inclination toward wisdom.
Bonus: +1 to Animal Handling and Healing

Subraces

Forest Elf
Forest Elf

Masters of the bow and concealment. Forest elves are fast, quiet, and deadly accurate archers.

DEX +1 WIS +1

Strong Bow Draw: The ability to draw a bow to extreme tension for a devastating shot.

High Elf
High Elf

Masters of magic and knowledge. High elves have natural access to more powerful spells.

INT +1 WIS +1

Expanded Magic: A high elf may have spells one level higher than normally allowed.

Dark Elf (Drow)
Dark Elf (Drow)

Masters of darkness and surprise. Drow are dangerous and quick assassins living underground.

DEX +2

Alertness: A drow cannot be surprised.

Race Lore – Elves
Dwarves

Dwarves

Hard as the stone they come from, dwarves are skilled craftsmen and feared warriors. Their firm nature makes them unbreakable defenders of their homes.

Racial Stats: Strength +1 Constitution +1 Dexterity -1
:
Bonus: +3 to Crafting

Subraces

Mountain Dwarf
Mountain Dwarf

Heroic warriors and protectors of the mountains. Their toughness makes them resistant to critical hits.

STR +1 CON +1

Hardiness: Cannot receive a critical hit in combat.

Shield Dwarf
Shield Dwarf

Masters of defense. Shield dwarves are impenetrable walls protecting their allies.

CON +2

Shield Combat: Effective shield use in combat without attack penalties.

Mining Dwarf
Mining Dwarf

Craftsmen and traders. They know the secrets of the deep and can process rare resources.

STR +1 WIS +1

Ore and Gem Processing: Can process iron ore and gemstones for crafting and enchanting.

Race Lore – Dwarves
Goblins

Goblins

Born in chaos, goblins are known for cunning and unpredictable nature. Their natural luck and determination let them survive even in the harshest conditions.

Racial Stats: Strength -1 Dexterity +1 Wisdom +1
Luck in Chaos: Once per combat, a goblin may reroll a pure stat roll (not a skill or combined roll) and take the better result.

Subraces

Cave Goblin
Cave Goblin

Experienced underground survivors. Always watchful, never surprised.

CON +1 DEX +1

Alertness: The character cannot be surprised.

Skull Hunter
Skull Hunter

Masters of ambush and silent killing. Their victims never know what hit them.

DEX +2

Death from Ambush: An attack from ambush deals increased damage.

Desert Goblin
Desert Goblin

Survivors of extreme conditions. They understand poisons and venomous animals.

CON +1 INT +1

Poison Work: Can create and apply poisons. +3 bonus to resistance rolls.

Race Lore – Goblins
Kobolds

Kobolds

Lizard-like servants with sharp wits and inventiveness, kobolds are known for speed and the ability to surprise an enemy.

Racial Stats: Constitution -1 Dexterity +1 Intelligence +1
Lizard Cunning: Kobolds have a natural instinct for survival. They can use their lizard instincts at a key moment.

Subraces

Juggernaut
Juggernaut

Strong and intelligent kobolds specialized in heavy combat. Jugger mode makes them terrifying opponents.

STR +1 INT +1

Jugger Mode: Activates a special combat mode with significantly increased attack strength.

Mystic
Mystic

Magically gifted kobolds. Their natural affinity for magic makes them powerful spellcasters.

INT +2 WIS +1

Spell Knowledge: Allows one extra spell from each newly gained category.

Naga Kobold
Naga Kobold

Serpentine sea kobolds with natural resilience and exotic combat abilities.

CON +2 WIS +1

Poison Work: Can create and apply poisons. +3 bonus to resistance rolls.

Race Lore – Kobolds
Orcs

Orcs

Fierce and unyielding warriors, orcs carry strength and stubbornness that let them face even the greatest threats.

Racial Stats: Strength +1 Constitution +1 Intelligence -2
Orc Stubbornness: All negative effects (debuffs) affect an orc for a shorter time: passively −50% debuff duration.

Subraces

Black Orc
Black Orc

The largest and strongest orcs. Their battle fury is legendary.

STR +1 CON +1

['Battle Fury', 'Berserk']: ['Allows the character to fight with greater aggression, increasing hit chance but lowering defense.', 'A state of extreme combat rage in which the warrior becomes almost unstoppable.']

Wild Orc
Wild Orc

Fast and deadly. Wild orcs combine strength with dexterity.

STR +2 DEX +1

Tenacity: Skill rolls gain +1. Increased physical resilience.

Half-Orc
Half-Orc

A mixing of orc blood with another race. Gains bonuses from the chosen subrace of another race, while racial benefits and stat bonuses remain orcish.

Adaptability: The half-orc inherited the blood of another race: choose any race and one of its subraces. You gain all stat and skill bonuses from that subrace.

Race Lore – Orcs
Centaurs

Centaurs

Half horse and half human, centaurs are a symbol of wild freedom and warrior strength. Their speed and ability to strike with the force of the wind make them deadly opponents.

Charge: A centaur can perform a powerful charge combining the speed of a horse with the strength of a warrior.
Bonus: Damage is taken from both stats: Strength and Dexterity, regardless of weapon type

Subraces

Steppe Centaur
Steppe Centaur

Fast hunters of the steppes. They excel in ranged combat and long-term endurance.

STR +1 DEX +1

Hunter: Bonus to Stealth, Perception, and Animal Handling. A chosen enemy takes +2 damage.

Forest Centaur
Forest Centaur

Wise guardians of the forest. Bound to nature and animals.

INT +1 WIS +1

Natural Kinship: +2 bonus to Healing, Enchanting, and Animal Handling.

Eastern Centaur
Eastern Centaur

The strongest centaurs. Their charge is a devastating military maneuver.

STR +3

Fierce Charge: A charge at maximum force: speed and strength combined into a devastating attack.

Race Lore – Centaurs

📊 Stats

  • Every adventurer starts with all stats at value 5.
  • At the start, you have 25 points to distribute.
  • Every 5th level grants another 5 points.
  • Maximum stat value: 15 (magical items can exceed it).
  • Stat roll: 20 - stat value (rolled with 3 dice). A higher stat means a lower target number and therefore a better chance.

Stat Increase Costs

Stat valueCost per step
1 – 81 point
9 – 122 points
13 – 153 points

Strength

Strength is the weight of a blow, a firm grip, and the courage to stand in the front line when shields break and steel sings. A hero with a strong arm can carry the weight of an expedition both literally and figuratively. Mechanically, it determines damage with melee weapons, maximum hit points (Strength × level), and bonuses to rolls for strength skills.

  • +1 melee weapon damage for each point
  • +1 maximum hit point for each point (× character level)
  • +1 roll bonus to strength skills for every 5 points

Constitution

Constitution is the toughness of body and will: the ability to withstand a blow, poison, or a long night in hostile wilderness. This kind of character stays on their feet when others are already looking for a healer. Mechanically, it reduces incoming damage, improves the defensive skills Armor and Defensive Maneuvers, and adds bonuses to rolls for constitution skills.

  • −3% incoming damage from all types for each point
  • +1 to Armor (DR) and Defensive Maneuvers for every 3 points
  • +1 roll bonus to other constitution skills for every 5 points

Dexterity

Dexterity is a light step, a quick hand, and the instinct to move aside when an arrow misses the cloak by a hair. An agile hero dances across the battlefield where a heavier warrior would simply grit their teeth. Mechanically, it determines damage with ranged weapons, the defensive skill Dodge, and bonuses to rolls for dexterity skills.

  • +1 ranged weapon damage for each point
  • +1 to Dodge for every 3 points
  • +1 roll bonus to other dexterity skills for every 5 points

Intelligence

Intelligence is a sharp mind, knowledge of old signs, and the ability to understand the laws of magic before they become an explosion. A learned hero turns knowledge into spells, plans, and solutions where brute force is not enough. Mechanically, it determines damage with magical attacks, the number of available skill points (+1 for every 3 points), and bonuses to rolls for intelligence skills.

  • +1 magical attack damage for each point
  • +1 skill point for every 3 points
  • +1 roll bonus to intelligence skills for every 5 points

Wisdom

Wisdom is a quiet understanding of the world, a sense for danger, and the inner voice that warns you before a corridor becomes too calmly silent. A wise hero reads signs, people, and spiritual currents before they fully reveal themselves. Mechanically, it determines the perception roll (target on 3d6 = 20 − Wisdom), the number of ability slots (+1 for every 5 points), and bonuses to rolls for wisdom skills.

  • Perception roll: 3d6 ≥ 20 − Wisdom
  • +1 extra ability for every 5 points
  • +1 roll bonus to wisdom skills for every 5 points

⚔ Classes

A hybrid is a combination of two stats that defines the class's main focus. The character gains: +1 point to both hybrid stats; skills tied to a hybrid stat provide +2 to rolls instead of +1 for every 5 points in that stat; every 3rd level grants +1 point to a hybrid skill. In addition, defensive skills (Armor, Defensive Maneuvers, Dodge) add +1 for every 5 points in the relevant hybrid stat (Constitution / Dexterity), alongside the normal +1 for every 3 stat points.

Your class cannot be changed.

Fighter

Fighter

Strength Constitution

A steady weapon master who holds the front line and stands strong in both attack and defense.

The Fighter is a fearless master of the battlefield who relies on strength, courage, and precise control of weapons. Whether standing in the front line with sword and shield or crushing enemies with two-handed weapons, the fighter is born for battle. Their training and abilities make them an unbreakable wall on defense and a deadly force on attack. Through constant refinement of their craft they adapt to every situation and command combat techniques at a master's level. The Fighter is the cornerstone of any party, ready to face danger with determination and unshakable will.

Class Bonus

Attack rolls and defense rolls gain +1 for every 4 character levels. Starts at +1.

Skill Bonus

+1 to combat skills with selected weapons (chosen by the player), Armor, and Training

Abilities by Level
Lv. 1
Weapon Art, Shield Combat
Lv. 5
Counterattack
Lv. 10
Weapon Mastery
Lv. 15
Battle Knowledge
Barbarian

Barbarian

Strength Constitution

A savage destroyer who relies on raw strength, endurance, and crushing close-range blows.

The Barbarian is a wild warrior whose strength and toughness make them an untamed force on the battlefield. They come from harsh lands where only the strongest survive, and their life is a celebration of instinct, raw power, and unbreakable will. With massive weapons they break through enemy lines, and their fury lets them stand against the mightiest foes. The barbarian knows no fear, and their relentless tenacity keeps them going where others fall. Every blow they land is delivered with maximum force, making them a terrifying opponent and the embodiment of nature's wild strength, capable of crushing anything in their path.

Class Bonus

Melee physical damage increases by +1 for every 3 levels. Starts at +1.

Skill Bonus

+1 to Heavy Weapons, Endurance, and Resistance

Abilities by Level
Lv. 1
Battle Fury, Weapon Art
Lv. 5
Tenacity
Lv. 10
Mighty Strike
Lv. 15
Wild Fury
Ranger

Ranger

Strength Dexterity

A precise hunter who follows the trail, uses terrain, and kills enemies from afar.

The Ranger is a master of the wilds, moving through nature as if it were home and using a keen eye and quick hand to neutralize enemies from a safe distance. Their bond with the environment lets them follow tracks, understand animal behavior, and turn the terrain to their advantage. The ranger is quick, agile, and precise whether shooting at range or overcoming obstacles, and their training lets them mark a target and strike it at exactly the moment the enemy least expects. The Ranger is a silent guardian of the wild and a deadly archer whose arrows find their mark without mercy.

Class Bonus

Attack rolls with ranged weapons gain +1 for every 3 levels. Starts at +2.

Skill Bonus

+1 to Ranged Weapons, Perception, and Animal Handling

Abilities by Level
Lv. 1
Hunter, Rapid Fire
Lv. 5
Acrobatics
Lv. 10
Masters of Disguise
Lv. 15
Deadly Accuracy
Shadow Warrior

Shadow Warrior

Strength Dexterity

A silent killer who attacks from the shadows and punishes every enemy mistake.

The Shadow Warrior is a master of subtle combat and deadly strikes delivered from darkness. They wield exotic weapons, move with lightning reflexes, and become a dangerous opponent who is difficult to hit. Through stealth and precise weapon control they slip unseen among enemies and strike where it hurts most. The shadow warrior relies on a combination of speed, accuracy, and strategic thinking to control the battlefield. Their counter-attacks and deadly precision from ambush make them a silent but relentless hunter — enemies do not see them until it is far too late.

Class Bonus

After winning a defense in combat, deals +1 damage for every 3 levels. Starts at +1.

Skill Bonus

+1 to Exotic Weapons, Stealth, and Reflexes

Abilities by Level
Lv. 1
Silent Killer, Weapon Art
Lv. 5
Counterattack
Lv. 10
Mighty Strike
Lv. 15
Death from Ambush
Hexblade

Hexblade

Strength Intelligence ✨ Magic

A cursed duelist who blends weapon combat with dark magical force.

The Hexblade is a mysterious warrior who combines deadly weapon skill with magical power. Their weapons are not only steel, but extensions of the magic they command with masterful precision. The curses they place on enemies weaken their defense and open the way for devastating attacks. With every level the Hexblade deepens their bond between magic and blade, becoming an unmatched master of the union of physical force and spellcraft. Their fusion of intelligence and strength makes the Hexblade an extraordinary and fascinating warrior.

Class Bonus

Can use spells (Intelligence archetype).

Skill Bonus

+1 to Simple Weapons, Magic, and Enchanting

Abilities by Level
Lv. 1
Hexblade, Weapon Art +3× basic
Lv. 5
Curse Enemy +2× advanced
Lv. 10
Deadly Bond +1× strong
Lv. 15
Enchanted Blade +1× master
Paladin

Paladin

Strength Intelligence ✨ Magic

A holy protector who shields allies, heals wounds, and punishes enemies of the faith.

The Paladin embodies honor, courage, and unwavering faith in justice. This holy warrior combines martial skill with magical spells drawn from divine power. They wield simple weapons and armor with elegance and precision, and their healing abilities often decide the outcome on the battlefield. Their resolve to protect allies and cleanse the world of evil is unshakable. With every level they strengthen their magical command, becoming a stronger fighter and a mightier servant of the divine. The Paladin is a shield against darkness and a shining light of hope for those who stand beside them.

Class Bonus

For each character level: -2% debuff duration and +2% Magic Defense.

Skill Bonus

+1 to Simple Weapons, Healing, and Armor

Possible Deities

Auris, Luna, Valtor

Abilities by Level
Lv. 1
Divine Protection, Shield Combat +2× basic
Lv. 5
Purgatory +2× advanced
Lv. 10
Mighty Strike +1× strong
Lv. 15
Divine Touch +1× master
Druid

Druid

Strength Wisdom ✨ Magic

A guardian of nature who fights beside animals and commands elemental power.

The Druid is a guardian of nature and an embodiment of its strength and harmony. This wise warrior blends martial discipline with deep understanding of natural laws. They communicate with nature, command animals, and protect the world from forces that would corrupt its balance.

Class Bonus

Can use spells (Wisdom archetype) + chooses a deity at the start.

Skill Bonus

+1 to Polearms, Healing, and Animal Handling

Possible Deities

Nythis, Ignis, Sylvara

Abilities by Level
Lv. 1
Summon Pet, Bond with Nature +2× basic
Lv. 5
Purgatory +2× advanced
Lv. 10
Harmony +1× strong
Lv. 15
Lord of Elements +1× master
Runic Guardian

Runic Guardian

Strength Wisdom

A runic protector who empowers weapons and armor, turning defense into a magical wall.

The Runic Guardian is a warrior who combines physical prowess with the art of rune magic, creating unusual weapons and armor. Their ability to enchant equipment and increase its effectiveness makes them a master of defense and support. Thanks to Divine Protection they can withstand many attacks, while their runes become a devastating tool against enemies. With every level they refine their abilities until they reach mastery in joining physical might with the magical power of runes. The Runic Guardian carries an ancient art and stands as a steadfast protector of those who fight beside them.

Class Bonus

Each weapon and armor can hold +2 additional enchantments. For every 5 character levels, gains +2 additional stat points (7 total).

Skill Bonus

+1 to Enchanting, Crafting, and Armor

Abilities by Level
Lv. 1
Rune Usage, Divine Protection
Lv. 5
Tenacity
Lv. 10
Deadly Bond
Lv. 15
Masters of Runes
Armorer

Armorer

Constitution Dexterity

A master of armor who crafts sturdy equipment and becomes an almost impenetrable fortress.

The Armorer is an unwavering master of defense and an expert in metal and gemstones, creating armor that is both functional and masterfully crafted. Thanks to their skill in moving freely even in heavy armor, they become an unassailable fortress on the battlefield. The armorer can protect themselves and their allies through quality equipment that they forge with precision and craft, which makes them an indispensable member of any party and a guardian against every threat.

Class Bonus

Crafting armor costs half as much. Each actively used armor/helmet/shield gains +1 DR for every 5 levels.

Skill Bonus

+1 to Armor, Defensive Maneuvers, and Crafting

Abilities by Level
Lv. 1
Free Movement in Armor, Shield Combat
Lv. 5
Ore and Gem Processing
Lv. 10
Bulletproof Defense
Lv. 15
Masters of Defense
Guard

Guard

Constitution Dexterity

A disciplined soldier who reacts quickly, changes weapons, and adapts to every fight.

The Guard is an elite protector and master of combat efficiency, focused on quick reaction and precision. They specialize in ranged weapons combined with endurance and mobility, which makes them a perfect defender and attacker. Thanks to free movement in armor they adapt quickly to any situation, while their rapid-fire ability lets them hit enemies before the foe even registers the danger. Weapon swaps are so fluid they cost no time. The Guard is an ideal companion for those who want a steady hand and sharp judgment in combat.

Class Bonus

For each character level: -2% debuff duration and +2% Magic Defense.

Skill Bonus

+1 to Ranged Weapons, Dodge, and Endurance

Abilities by Level
Lv. 1
Free Movement in Armor, Rapid Fire
Lv. 5
Tenacity
Lv. 10
Quick Grip
Lv. 15
Battle Knowledge
Bard

Bard

Constitution Intelligence ✨ Magic

A master of words and songs who inspires allies, confuses enemies, and wins through wit.

The Bard is a charismatic warrior and master of words and melodies, combining martial skill with the power of magic and music. Exotic weapons and diplomatic skills make them equally effective in battle and in negotiation. Their Bardic Song can inspire allies or confuse enemies, while their rune-empowered magic brings unexpected tactical advantages. With every level the bard develops their abilities all the way to the deadly Song of Pain, which strikes enemies with the force of musical magic. The bard's harmony between combat, magic, and diplomacy makes them a versatile hero who can turn battles and fill allies' hearts with courage and hope.

Class Bonus

Can use spells (Intelligence archetype).

Skill Bonus

+1 to Exotic Weapons, Diplomacy, and Resistance

Abilities by Level
Lv. 1
Bard Song, Rune Usage +3× basic
Lv. 5
Healing Melody +2× advanced
Lv. 10
Harmony +1× strong
Lv. 15
Song of Pain +1× master
Mechanic

Mechanic

Constitution Intelligence

A creator of combat machines who wins through inventions, repairs, and loyal mechanical companions.

The Mechanic is a master of technology and craft who can turn ordinary materials into wonders of mechanical strength and precision. Their command of tactics, crafting, and enchanting lets them build machines that bring an advantage to the battlefield. Through their adventure the mechanic gradually builds a fleet of loyal companions — from the simple Mechider to the mighty Dinodroid — and each one can be upgraded and customized. The mechanic's creativity and technical mastery make them an unstoppable force that turns every battle into a triumph of human ingenuity. They are tactician, innovator, and creator.

Class Bonus

The Mechanic can build combat machines. Each level unlocks a better companion.

Skill Bonus

+1 to Tactics, Crafting, and Enchanting

Abilities by Level
Lv. 1
Repair in Battle, Engineering Talent
Lv. 5
Ore and Gem Processing
Lv. 10
Revive Machine
Lv. 15
Master Machine
Alchemist

Alchemist

Constitution Wisdom ✨ Magic

A master of potions and transformations who prepares an answer for every unexpected situation.

The Alchemist is a master of transformation and hidden processes, blending ancient alchemical knowledge with delicate control of magic. Through deep understanding of substances, energies, and the world's hidden laws, they create potions, elixirs, and enchanted items with unexpected effects. In a party the alchemist brings wide options for support and improvisation. They can strengthen allies, weaken enemies, or prepare a solution where ordinary abilities fail. It is precisely this ability to adapt to the situation at unexpected moments that makes them a valuable and often irreplaceable member of any expedition.

Class Bonus

Can use spells (Wisdom archetype).

Skill Bonus

+1 to Intuition, Crafting, and Enchanting

Abilities by Level
Lv. 1
Spell Knowledge, Fast Synthesis +3× basic
Lv. 5
Ore and Gem Processing +2× advanced
Lv. 10
Transmutation +1× strong
Lv. 15
Elixir of Power +1× master
Cleric

Cleric

Constitution Wisdom ✨ Magic

A divine healer who keeps the party alive and strengthens it in its hardest moments.

The Cleric is a devoted servant of divine powers and a steadfast protector of light and the vulnerable. They combine combat ability with sacred spells that heal wounds, strengthen allies, and strike against dark forces. For the party the cleric is a firm pillar — they keep companions alive, support them in battle, and bring wisdom and moral guidance to difficult choices. The cleric is therefore the ideal choice for players who want to be a dependable pillar of the party both on the battlefield and beyond it.

Class Bonus

Can use spells (Wisdom archetype) + chooses a deity at the start.

Skill Bonus

+1 to Defensive Maneuvers, Healing, and Trading

Possible Deities

Auris, Luna, Valtor

Abilities by Level
Lv. 1
Spell Knowledge, Divine Protection +2× basic
Lv. 5
Purgatory +2× advanced
Lv. 10
Doctor +1× strong
Lv. 15
Divine Touch +1× master
Rogue

Rogue

Dexterity Intelligence

An agile scout who opens paths, reveals traps, and strikes where it hurts most.

The Rogue is a master of quiet movement, subtlety, and lightning-fast reactions. They move through shadows, using dexterity and wit to overcome obstacles, open locks, and disarm traps. They are just as dangerous in combat, where they rely on speed, precision, and the ability to strike at the right moment. They can slip into enemy territory unnoticed, gather valuable information, and clear a safe path forward for the party. Thanks to their knack for handling unexpected situations, the rogue is an indispensable companion wherever agility, a cool head, and quick decisions matter.

Class Bonus

Starts with more skills, and every roll for those skills gains +2.

Skill Bonus

+1 to Thievery, Reflexes, Dodge, Perception, and Stealth

Abilities by Level
Lv. 1
Poison Work, Surprise Attack
Lv. 5
Acrobatics
Lv. 10
Profit Maximization
Lv. 15
Escape from Grip
Illusory Archer

Illusory Archer

Dexterity Intelligence ✨ Magic

A deceptive archer who confuses enemies with illusions and strikes them with precise shots.

The Illusory Archer is a master of precise shooting who combines their skill with deceptive magic. Through archery and illusion, they manipulate the battlefield to keep tactical advantage over enemies. Enchanted arrows, flashes of deceit, and apparent movement let them confuse opponents and strike at the moment they least expect. They can divert enemies, create false targets, or unsettle foes so their allies gain the upper hand. Joining magic, tactics, and shooting mastery, they become a valued member of any party that relies on wit, coordination, and accurate strikes.

Class Bonus

Can use spells (Intelligence archetype).

Skill Bonus

+1 to Ranged Weapons, Stealth, and Tactics

Abilities by Level
Lv. 1
Illusion, Rapid Fire +3× basic
Lv. 5
Curse Enemy +2× advanced
Lv. 10
Strong Bow Draw +1× strong
Lv. 15
Deadly Accuracy +1× master
Ninja

Ninja

Dexterity Wisdom

A fast assassin who relies on poisons, agility, and deadly precision.

The Ninja is a master of silence, speed, and deadly precision. They move like a shadow and rely on perfect reflexes, dexterity, and long years of training to control the battlefield before their enemies even realize the danger. Whether sneaking into an enemy camp, striking quickly from ambush, or executing a precise sabotage, the ninja always acts with cold efficiency. Through a combination of a sharp mind, discipline, and exceptional agility the ninja can read the battlefield and turn every weakness of the enemy to their advantage, which makes them a dangerous opponent and a valued ally.

Class Bonus

A critical hit requires winning the attack by only 5.

Skill Bonus

+1 to Training, Dodge, and Reflexes

Abilities by Level
Lv. 1
Poison Work, Weapon Art
Lv. 5
Acrobatics
Lv. 10
Mighty Strike
Lv. 15
Battle Knowledge
Scout

Scout

Dexterity Wisdom ✨ Magic

A quiet tracker who guides the party through unknown territory and spots threats before others do.

The Scout is a master of movement through wilderness and unknown lands. With keen perception, orientation, and quiet movement, they can guide the party safely through even the most hostile regions. In practice the scout combines stealth, tracking, and ingenuity to expose hidden traps, follow enemy movement, or slip unseen behind their lines. They also command spells tied to wisdom and harmony with the surrounding world, which help them survive in the harshest conditions. Thanks to their versatility the scout is a valuable member of every expedition.

Class Bonus

Can use spells (Wisdom archetype).

Skill Bonus

+1 to Perception, Stealth, and Thievery

Abilities by Level
Lv. 1
Poison Work, Free Movement in Armor +3× basic
Lv. 5
Foresight +2× advanced
Lv. 10
Profit Maximization +1× strong
Lv. 15
Perfect Tracker +1× master
Mage

Mage

Intelligence Wisdom ✨ Magic

A learned caster who commands the elements and decides battles through spell power.

The Mage embodies wisdom and deep understanding of magical mysteries. Their power comes from intelligence, study, and the ability to shape magical energies so they may be used in battle. Magic for the mage is not only a tool of destruction, but also a means of control and of influencing what happens on the battlefield. Their typical weapon is the magical staff, which serves not only for combat but also as a channel for casting powerful spells. Through focus and discipline the mage can keep the balance between magic and physical combat, becoming a dangerous opponent and a valued ally.

Class Bonus

Can use spells (both archetypes). Starts with 3 basic spells.

Skill Bonus

+1 to Polearms, Concentration, and Magic

Abilities by Level
Lv. 1
Spell Knowledge, Focus +3× basic
Lv. 5
Stronger Debuffs +2× advanced
Lv. 10
Dual Knowledge +1× strong
Lv. 15
Lord of Elements +1× master
Shaman

Shaman

Intelligence Wisdom ✨ Magic

A spiritual healer who blends natural magic, ally support, and the power of the gods.

The Shaman is a mystical spellcaster and healer who draws strength from a deep bond with the spirit world. Combining wisdom with intelligence, they use magic with great flexibility and understanding. As a mediator between the world of the living and the world of spirits, they listen to the forces of nature and call on their aid. Their magic spans from healing rituals to spells that command the natural elements and the course of battle itself. With intuition and spiritual insight the shaman can quickly read the situation on the battlefield, strengthen their allies, and weaken enemies. These abilities make them a valued member of every party.

Class Bonus

Can use spells (both archetypes) + chooses a deity at the start.

Skill Bonus

+1 to Intuition, Magic, and Healing

Possible Deities

Nythis, Ignis, Sylvara

Abilities by Level
Lv. 1
Natural Affinity (+1), Focus +2× basic
Lv. 5
Purgatory +2× advanced
Lv. 10
Harmony +1× strong
Lv. 15
Temporary Immortality +1× master

📚 Skills

  • At the start, you have 5 skill points.
  • Every 3rd level grants +1 skill point and +1 point in a hybrid skill.
  • Every 3 Intelligence points grant +1 extra skill point.

Skill Levels

LevelNameDiceBonus
1 Unskilled 2k6
2 Beginner 3k6
3 Trained 3k6 +2
4 Advanced 3k6 +4
5 Master 4k6 +3

Strength

Simple Weapons

Skill with shorter and easily controlled weapons that can be combined with another weapon or with a shield. This includes daggers, short swords, maces, and light axes. These weapons are agile and especially effective against enemies relying on dodge, while they are less effective against strong guard and cover. This skill is rolled when attacking in combat and is usually not used outside combat.

  • 1 2 dice for attacks with simple weapons
  • 2 3 dice for attacks with simple weapons
  • 3 3 dice +2 to attack rolls
  • 4 3 dice +4 to attack rolls
  • 5 4 dice +3 to attack rolls

Heavy Weapons

This skill represents control of heavy and devastating weapons such as two-handed, double-edged, and other large weapons. Fighters using them usually do not use shields because these weapons require both hands and considerable strength. Heavy weapons are very effective against guard and defensive stances, but slower against quick dodges. This skill is rolled when attacking in combat and is usually not used outside combat.

  • 1 2 dice for attacks with heavy weapons
  • 2 3 dice for attacks with heavy weapons
  • 3 3 dice +2 to attack rolls
  • 4 3 dice +4 to attack rolls
  • 5 4 dice +3 to attack rolls

Polearms

Skill with long weapons usually built around a wooden shaft. This includes spears, javelins, halberds, and fighting staves. These weapons provide reach and control over space, which is why they are often used by mages or fighters with a specific combat style. They are less effective against fast dodges. This skill is rolled when attacking in combat and is usually not used outside combat.

  • 1 2 dice for attacks with polearms
  • 2 3 dice for attacks with polearms
  • 3 3 dice +2 to attack rolls
  • 4 3 dice +4 to attack rolls
  • 5 4 dice +3 to attack rolls

Exotic Weapons

Skill with unusual and specialized weapons that require specific training. This includes weapons such as kukri, sabers, whips, and other atypical arms. Their style is closest to simple weapons, but they often have unique properties, greater reach, or greater force. They are generally balanced against different defense types. This skill is rolled when attacking in combat and is usually not used outside combat.

  • 1 2 dice for attacks with exotic weapons
  • 2 3 dice for attacks with exotic weapons
  • 3 3 dice +2 to attack rolls
  • 4 3 dice +4 to attack rolls
  • 5 4 dice +3 to attack rolls

Concentration

A key skill especially for mages and other spellcasters. It lets a character maintain focus while casting spells, which often require several rounds of preparation or uninterrupted attention. A concentration roll is made each round while a spell is being cast, and also when the caster is injured or disturbed. The more powerful the spell, the harder it is to maintain concentration. Although it is used mainly in combat, it may also apply in situations requiring strong mental resilience or deep focus.

  • 1 2 dice for concentration rolls
  • 2 3 dice for concentration rolls
  • 3 3 dice +2 to rolls
  • 4 3 dice +4 to rolls
  • 5 4 dice +3 to rolls

Constitution

Endurance

Endurance represents a character's physical and mental resilience against harmful effects. It is used when a character is exposed to poisons, weakening effects, exhaustion, or other negative states. An endurance roll can shorten the duration of these effects. The higher the endurance level, the faster the character can recover from unfavorable conditions.

  • 1 No bonus against debuffs
  • 2 Debuff lasts only 90% of its duration
  • 3 Debuff lasts only 80% of its duration
  • 4 Debuff lasts only 70% of its duration
  • 5 Debuff lasts only 50% of its duration

Resistance

Resistance represents the character's ability to withstand hostile effects before they fully manifest. Unlike endurance, which shortens the duration of negative states, resistance strengthens the character's Magic Defense. The higher the resistance level, the greater the percentage protection against magical attacks, spells, and special negative influences.

  • 1 No bonus to Magic Defense
  • 2 +5% to Magic Defense
  • 3 +10% to Magic Defense
  • 4 +15% to Magic Defense
  • 5 +25% to Magic Defense

Armor

The armor skill expresses how effectively a character uses protective equipment. It increases the base defense rating and improves protection provided by armor. Characters with a high level in this skill can distribute incoming damage better and withstand even strong attacks. This skill is not rolled, but each roll bonus for it grants an equally high bonus to DR. Final DR value = skill tier bonus + Constitution/3 (rounded down) + roll bonus. If Constitution is a hybrid stat for the class, add +1 for every 5 Constitution points.

  • 1 +0 to defense rating
  • 2 +1 to defense rating
  • 3 +2 to defense rating
  • 4 +3 to defense rating
  • 5 +4 to defense rating

Defensive Maneuvers

Defensive Maneuvers are one of the basic ways to defend in combat. The character tries to catch, deflect, or block an attack with a weapon, shield, or proper stance. Defensive Maneuvers are not rolled; their value is used as a defense number against which the enemy attack is compared. The higher this value is, the better the character's chance to deflect the attack. Final value = skill tier bonus + Constitution/3 (rounded down). If Constitution is a hybrid stat for the class, add +1 for every 5 Constitution points.

  • 1 +0 to maneuver defense + Constitution/3
  • 2 +2 to maneuver defense + Constitution/3
  • 3 +4 to maneuver defense + Constitution/3
  • 4 +6 to maneuver defense + Constitution/3
  • 5 +9 to maneuver defense + Constitution/3

Training

Training reflects a character's ability to learn from experience and quickly develop their skills. Characters with high training can gain experience more efficiently from battles and other challenges. This skill also affects some situations where the character tries to learn new abilities, techniques, or knowledge.

  • 1 No experience bonus
  • 2 +5% more experience
  • 3 +10% more experience
  • 4 +15% more experience
  • 5 +20% more experience

Dexterity

Ranged Weapons

Skill with weapons designed to attack from a distance. This includes bows, crossbows, slings, and various thrown weapons. These weapons allow attacks from a safer distance and are popular with characters who want to avoid direct clashes. They are less effective against strong cover. This skill is rolled when attacking in combat and is usually not used outside combat.

  • 1 2 dice for ranged weapon attacks
  • 2 3 dice for ranged weapon attacks
  • 3 3 dice +2 to attack rolls
  • 4 3 dice +4 to attack rolls
  • 5 4 dice +3 to attack rolls

Dodge

Dodge is one of the two basic defense types in the game. A character using dodge tries to avoid an attack through speed, movement, and instinct instead of stopping it directly. Dodge is not rolled; its value is used as a defense number against which the enemy attack is compared. It is especially important for agile characters, light fighters, and anyone who relies on movement rather than armor. Final value = skill tier bonus + Dexterity/3 (rounded down). If Dexterity is a hybrid stat for the class, add +1 for every 5 Dexterity points.

  • 1 +0 to dodge + Dexterity/3
  • 2 +2 to dodge + Dexterity/3
  • 3 +4 to dodge + Dexterity/3
  • 4 +6 to dodge + Dexterity/3
  • 5 +9 to dodge + Dexterity/3

Perception

A skill representing keen awareness of the surroundings and the ability to notice even small details. It lets a character discover tracks, notice hidden threats, or recognize important objects and situations. It is very broadly useful during exploration and information gathering, but is usually not used in direct combat.

  • 1 2 dice for perception rolls
  • 2 3 dice for perception rolls
  • 3 3 dice +2 to rolls
  • 4 3 dice +4 to rolls
  • 5 4 dice +3 to rolls

Reflexes

Reflexes represent the character's ability to react quickly and instinctively to sudden danger. They are most often used when traps or other unexpected threats activate and immediate reaction matters. In combat this skill is used only for some specific attacks, but outside combat it can decide whether a character avoids danger in time.

  • 1 2 dice for reflex rolls
  • 2 3 dice for reflex rolls
  • 3 3 dice +2 to rolls
  • 4 3 dice +4 to rolls
  • 5 4 dice +3 to rolls

Stealth

Skill in quiet and inconspicuous movement. It lets a character follow others, approach enemies unnoticed, or leave a dangerous place without being seen. Stealth is key for scouting, infiltration, and surprise attacks from hiding.

  • 1 2 dice for stealth rolls
  • 2 3 dice for stealth rolls
  • 3 3 dice +2 to rolls
  • 4 3 dice +4 to rolls
  • 5 4 dice +3 to rolls

Intelligence

Magic

The core skill for all characters who actively use spells. It affects the strength of cast spells and also determines how advanced a character's magical abilities can be. The higher the magic level, the more effective their spells are in combat. This skill is especially useful for mages and other spellcasters, but it can also help with recognizing magical phenomena and items in the world of Howl of Eternity.

  • 1 +0 spell damage
  • 2 +2 spell damage
  • 3 +4 spell damage
  • 4 +6 spell damage
  • 5 +8 spell damage

Thievery

A set of skills tied to quiet and discreet work. This includes pickpocketing, lockpicking, disarming traps, and manipulating different mechanisms. This skill is used mainly by rogues and characters who rely on wit. Beyond acquiring valuables, it can also reveal secret paths, hidden objects, or information that would otherwise remain out of reach.

  • 1 No thievery options
  • 2 Lockpicking and pickpocketing
  • 3 Using and disarming traps
  • 4 Recognizing fake items
  • 5 Forging documents and infiltration

Trading

A skill focused on negotiation and understanding trade. Characters with high trading can get better prices when buying and selling goods, and they often spot better offers. Each day, this skill can affect the discount the party gains when buying. It can also help acquire rare goods or negotiate better trade terms.

  • 1 2 dice for trading rolls
  • 2 3 dice for trading rolls
  • 3 3 dice +2 to trading rolls
  • 4 3 dice +4 to trading rolls
  • 5 4 dice +3 to trading rolls

Diplomacy

A skill for persuasion, negotiation, and working with people. It lets a character gain information, convince others of their position, calm conflicts, or use intimidation. The higher the diplomacy level, the better the character's chance to succeed in conversations and obtain important information needed for quests or story progress.

  • 1 Negotiation and forming alliances
  • 2 Persuasion and gathering information
  • 3 Threats and de-escalating conflict
  • 4 Effective lying and blackmail
  • 5 Manipulation and distraction

Animal Handling

A skill that lets a character communicate with animals and better understand their behavior. Through it, a character can gain information from the surroundings, seek help from animal allies, or discover things that would otherwise stay hidden. In some situations, this skill can open unexpected ways to solve problems.

  • 1 2 dice for animal handling rolls
  • 2 3 dice for the roll
  • 3 3 dice +2 to rolls
  • 4 3 dice +4 to rolls
  • 5 4 dice +3 to rolls

Wisdom

Tactics

Tactics expresses a character's ability to think strategically and use the environment to their advantage. Characters with high tactics can better use terrain, ally positions, and enemy weaknesses. The higher this skill is, the more tactical options the character can use during combat. It is also often used for strategic decisions outside direct combat.

  • 1 No special advantages
  • 2 Can use nearby objects in combat
  • 3 Reading the battlefield and using terrain
  • 4 Spotting weaknesses and adapting combat style
  • 5 Determining enemy turn order before combat

Intuition

Intuition represents a kind of sixth sense that helps a character recognize hidden dangers or find the right direction in uncertain situations. It can sense false trails, discover hidden paths, or reveal truths that are not obvious at first glance. In quests, it can help avoid bad decisions and guide the party toward a better solution.

  • 1 2 dice for intuition rolls
  • 2 3 dice for intuition rolls
  • 3 3 dice +2 to rolls
  • 4 3 dice +4 to rolls
  • 5 4 dice +3 to rolls

Healing

A skill focused on supporting and restoring allies. It increases the effectiveness of healing spells, abilities, and other restorative tools. In some critical situations, properly used healing can save a life. Healing is used mainly by characters focused on party support and strengthening their allies.

  • 1 No healing bonus
  • 2 +10% restoration effect from different sources
  • 3 +20% restoration effect
  • 4 +30% restoration effect
  • 5 +50% restoration effect

Enchanting

A skill tied to magically improving items. It lets a character add special magical effects to weapons, armor, and other items, or strengthen existing properties. An enchanting roll is made whenever a character tries to add, adjust, or remove a magical augmentation from an item.

  • 1 Cannot enchant items
  • 2 Can enchant any item once
  • 3 Can enchant a weapon and armor twice
  • 4 Can enchant a weapon and armor three times
  • 5 Can enchant a weapon and armor multiple times

Crafting

A craft skill focused on modifying and improving equipment through smithing and other crafts. It lets a character strengthen weapons and armor, repair damaged equipment, or modify items to be more resistant to negative effects. In some cases, this skill can also be used to dismantle items and recover materials for further crafting.

  • 1 2 dice for crafting rolls
  • 2 3 dice for crafting rolls
  • 3 3 dice +2 to rolls
  • 4 3 dice +4 to rolls
  • 5 4 dice +3 to rolls

🌟 Abilities

  • At the start, choose 2 abilities.
  • Every 5 Wisdom points grant +1 extra ability.
  • Every 4th level grants +1 extra ability.
  • Innate abilities cannot be selected — they are granted automatically by race and subrace.

Innate Racial Abilities

Humans

Natural Talent

Skills tied to a stat that is a hybrid stat for the class do not have the 'Beginner' level. The character either does not know the skill, or skips the 'Beginner' level and advances higher.

Bonus: +20% more experience
Humans · Imperial

Extra Abilities

They have one extra ability, and gain one additional extra ability every 5th level.

Humans · Freeborn

Body Management

A passive ability that improves overall physical fitness.

Humans · Nomad

Harsh Conditions

The character is used to rough conditions and survives better in the wilderness.

Elves

Longevity

Elves live much longer than other races, giving them a natural inclination toward wisdom.

Bonus: +1 to Animal Handling and Healing
Elves · Forest Elf

Strong Bow Draw

The ability to draw a bow to extreme tension for a devastating shot.

Elves · High Elf

Expanded Magic

A high elf may have spells one level higher than normally allowed.

Elves · Dark Elf (Drow)

Alertness

A drow cannot be surprised.

Dwarves · Mountain Dwarf

Hardiness

Cannot receive a critical hit in combat.

Dwarves · Shield Dwarf

Shield Combat

Effective shield use in combat without attack penalties.

Dwarves · Mining Dwarf

Ore and Gem Processing

Can process iron ore and gemstones for crafting and enchanting.

Goblins

Luck in Chaos

Once per combat, a goblin may reroll a pure stat roll (not a skill or combined roll) and take the better result.

Goblins · Cave Goblin

Alertness

The character cannot be surprised.

Goblins · Skull Hunter

Death from Ambush

An attack from ambush deals increased damage.

Goblins · Desert Goblin

Poison Work

Can create and apply poisons. +3 bonus to resistance rolls.

Kobolds

Lizard Cunning

Kobolds have a natural instinct for survival. They can use their lizard instincts at a key moment.

Kobolds · Juggernaut

Jugger Mode

Activates a special combat mode with significantly increased attack strength.

Kobolds · Mystic

Spell Knowledge

Allows one extra spell from each newly gained category.

Kobolds · Naga Kobold

Poison Work

Can create and apply poisons. +3 bonus to resistance rolls.

Orcs

Orc Stubbornness

All negative effects (debuffs) affect an orc for a shorter time: passively −50% debuff duration.

Orcs · Black Orc

['Battle Fury', 'Berserk']

['Allows the character to fight with greater aggression, increasing hit chance but lowering defense.', 'A state of extreme combat rage in which the warrior becomes almost unstoppable.']

Orcs · Wild Orc

Tenacity

Skill rolls gain +1. Increased physical resilience.

Orcs · Half-Orc

Adaptability

The half-orc inherited the blood of another race: choose any race and one of its subraces. You gain all stat and skill bonuses from that subrace.

Centaurs

Charge

A centaur can perform a powerful charge combining the speed of a horse with the strength of a warrior.

Bonus: Damage is taken from both stats: Strength and Dexterity, regardless of weapon type
Centaurs · Steppe Centaur

Hunter

Bonus to Stealth, Perception, and Animal Handling. A chosen enemy takes +2 damage.

Centaurs · Forest Centaur

Natural Kinship

+2 bonus to Healing, Enchanting, and Animal Handling.

Centaurs · Eastern Centaur

Fierce Charge

A charge at maximum force: speed and strength combined into a devastating attack.

Level 1 Abilities

Shield Combat

The character can use a shield as a full part of combat, not just as a piece of iron in front of their face. Proper grip and technique mean the shield restricts them less while attacking. This ability is ideal for defenders who want to survive in the front line without losing offensive pressure. It improves the balance between defense and attack.

Passive: The negative bonus to attack rolls while using a shield is reduced by up to 3. The resulting bonus cannot become positive.

Dual Wielding

The character can fight with two one-handed weapons well enough to get the most out of the style. Better hand coordination reduces the usual drawbacks. This ability supports an aggressive and fast combat style that keeps constant pressure on the enemy. It suits fighters who want to keep moving and strike from every side.

Passive: The negative bonus for both weapons when fighting with two weapons is reduced by 25%. Applies only to simple and exotic weapons.

Free Movement in Armor

The character learns to move in armor with greater confidence and less restriction. Where others would wheeze and scrape metal against every corner, they move more naturally. This ability greatly helps defensive characters and heavily equipped warriors. Armor stops feeling like a punishment for safety.

Prerequisites: Armor skill at level 3
Passive: Negative bonuses from medium armor are completely canceled. For heavy armor, the negative bonus is reduced by 3.

Poison Work

The character understands poisons, how to make them, how to use them, and how to protect against them. They handle toxic substances more safely and effectively than an ordinary adventurer. This ability opens room for alchemy, sabotage, and specialized hunting use. If something is going to kill slowly, it may as well do it professionally.

Passive: The character can create and use poisons. Resistance skill rolls gain +3.

Summon Pet

The character forms a magical bond with a companion that supports them in combat and beyond. The pet develops together with the user and changes form according to character level. Each form brings a different kind of support and a different mood. Some people get a dog; here you start with a raven and end with a bear.

Prerequisites: Magic skill at level 3
Passive: The character gains a companion that changes according to the user's level: 1-4 Raven, 5-9 Badger, 10-14 Boar, 15+ Bear.

Fast Synthesis

The character can combine basic potions into new mixtures without a lengthy process. The result may be unusual and very useful effects for combat or exploration. This ability fits alchemists, experimenters, and brave fools. Sometimes it creates a miracle; sometimes something better left unopened in a closed room.

Prerequisites: Wisdom stat at 10
Passive: The character can combine basic potions with each other. The combination may produce varied effects.

Rune Usage

The character can work with magic stored in runes and scrolls. Because of that, they do not have to rely only on their own spellcasting and gain more flexibility. This ability expands tactical options in and out of combat. A prepared mage is a dangerous mage.

Prerequisites: Intelligence stat at 10
Passive: The character can use spells stored in runes and scrolls.

Bond with Nature

The character forms a deeper relationship with the natural world and understands its rhythm better. This gives them an advantage in healing, enchanting, and communicating with animals. The ability is ideal for shamans, rangers, and everyone who would rather listen to the forest than the market. Nature may not speak in human words, but it likes to give hints.

Passive: Healing, Enchanting, and Animal Handling rolls gain +2.

Rapid Fire

The character can shoot so quickly that they often fire at an enemy twice in a single turn. Both shots in the same round require attack rolls. This ability is especially dangerous in the hands of accurate marksmen. By the time someone asks where it came from, it is usually too late.

Active: The character attacks twice with a ranged weapon in one turn. 5 rounds

Divine Protection

The character gains a blessing in the form of protective divine power. It helps them deflect attacks and, when needed, create a magical shield for themselves or an ally. The ability combines passive resilience with active support. It is exactly the kind of help you appreciate when something truly large is charging at you.

Prerequisites: Constitution stat at 10
Passive: Every defense roll gains +1.
Active: The character can cast a magical shield on themselves or another target, increasing DR by +1. 10 rounds

Spell Knowledge

The character has broader knowledge of magical principles and learns new spells more easily. For each newly gained magic category, they can keep one extra spell. This ability is very strong for players who want a more versatile caster. More spells mean fewer moments spent just standing there and hoping.

Passive: The character can have one extra spell from each newly gained category: basic, advanced, strong, and master.

Hunter

The character is used to tracking prey, reading trails, and focusing on one specific target. Experience improves their stealth, perception, and work with animals. In combat, they can mark an enemy and steadily dismantle them attack by attack. A hunter does not waste strength; a hunter chooses.

Prerequisites: At least one of Stealth, Perception, or Animal Handling at master level
Passive: Stealth, Perception, and Animal Handling rolls gain +2.
Active: In combat, the character chooses one enemy. That enemy takes +2 damage from each of the character's attacks.

Illusion

The character controls deceptive magic and can recognize and create false images. Enemy illusions do not confuse them as easily, and their own can briefly divert an attack. This ability is excellent for tactical play and battlefield manipulation. When an enemy swings at a mirage, it is a beautiful moment.

Prerequisites: Magic skill at level 4
Passive: The character can detect enemy illusions and attacks the real target instead of the illusion.
Active: The character creates an illusion that absorbs one enemy attack and then falls apart. 10 rounds

Silent Killer

The character is a master of precise and deadly strikes. When they land a critical hit, the injury is much more devastating than usual. This ability supports quick eliminations and a combat style built on precision. Some warriors win through endurance; this character wins by switching the enemy off.

Prerequisites: Dexterity stat at 10
Passive: Each critical hit deals 3x damage instead of 2x.

Focus

The character can better control mind, breath, and energy. This makes them more precise in healing, magic, and long-term concentration. The ability is universal and very useful for spellcasters and support roles. Someone who can focus does not fall apart at the first problem.

Passive: Healing, Magic, and Concentration rolls gain +2.

Surprise Attack

The character can use the moment of surprise fully and turn the first seconds of a clash into a major advantage. If they catch the enemy off guard, their attacks become more accurate and more painful. This ability is ideal for ambush-focused combat styles. When the plan works, the first phase of the fight tends to be very short.

Passive: If the character successfully surprises the enemy, they gain +3 to attack rolls and +2 physical attack damage for 5 rounds.

Weapon Art

The character handles weapons with greater confidence, precision, and judgment. They time attacks and defenses better and get more from every weapon than an ordinary fighter. This ability is a universal foundation for many combat specializations. If you know what you are holding, half the fight is already won.

Prerequisites: Any weapon combat skill at level 3
Passive: The character gains +2 to attack or defense rolls with a weapon.

Animal Instincts

The character has a stronger instinctive connection to animals and understands their behavior better. They more easily recognize when a creature is unusual, magical, or even intelligent. The ability helps in nature, while hunting, and in diplomatic encounters that smell faintly of fur. Animals are sometimes easier to read than people; they just lie less.

Passive: Animal Handling rolls gain +2. The character recognizes animals that can speak.

Break Free

The character can shake off restrictive effects through body and will where another fighter would be taken out. Stun or grapple is not the end of the road for them. This ability greatly improves the chance to survive control effects in combat. Sometimes the biggest victory is simply moving again.

Active: The character can cancel a stun or grapple debuff if it is currently active on them. 35 rounds

Trip

The character uses the right moment and the weight of the weapon to throw an enemy off balance. The result is a brief stun and an opening for further attacks. The ability is strong not only for the user, but for the whole team. When an enemy ends up in the wrong place at the wrong time, it tends to be a very educational experience.

Active: The character can immediately stun an enemy for 1 round. During this and the following round, they can attack that enemy without using the enemy's defense, and the enemy cannot take their turn. 25 rounds

Half Dodge

Even on a failed dodge, the character can reduce the consequences of being hit. They do not avoid everything, but they prevent the worst. This ability helps mainly against enemies who rely on critical hits. Even a bad step is better than standing completely wrong.

Prerequisites: Dodge skill at level 3
Passive: If the character loses a Dodge defense, the attack against them cannot become a critical hit.

Businessman

The character is excellent at negotiation, haggling, and pushing prices in their favor. They can better read an opponent in trade and extract the maximum value from a transaction. This ability is ideal for merchants, resellers, and adventurers who do not want to be robbed at every sale. Some expeditions are not won by sword, but by margin.

Prerequisites: Trading skill at level 3
Passive: The character can haggle. A Trading roll is compared against the opponent's Wisdom and Trading roll. On success, buyback prices increase by 50%.

Legendary Thief

The character belongs among the absolute elite of the thief craft. Locks, pockets, and complex thefts are handled with exceptional confidence. Experience means they almost never fail even in crisis. When someone says it cannot be stolen, this character hears a personal challenge.

Prerequisites: Thievery skill at level 5
Passive: Thievery rolls gain +5. Rolls made with Thievery cannot result in a critical failure.

Understanding in Negotiation

The character can sense exactly what kind of pressure or manipulation will work best on a target. It is not just charisma, but empathy, reading the situation, and strong intuition. Their pressure therefore feels more natural and less obvious. A truly capable manipulator never looks like one.

Passive: The character recognizes which type of pressure is effective, and when using it the opponent cannot recognize that pressure is being applied.

Coin Production

The character can process certain raw materials directly into tradeable coins. This ability connects craft and trade into a very practical combination. It is useful for economically oriented characters and groups that want to get more value from loot. If you are already pulling gold from a mine, it is nice to turn it straight into money.

Passive: The character can turn materials into coins. Copper = 100 coins, gold = 500 coins.

Knowledge of Enemy

The character can analyze opponents and quickly understand what they are facing. They notice weaknesses, endurance, and basic enemy parameters, gaining a strong tactical advantage. This ability is ideal for experienced fighters and commanders. Information alone does not win fights, but it often helps in a very inconvenient way.

Passive: The character knows the enemy's stats, hit points, and weaknesses.

Guard Dog

The character is physically tougher and lasts longer in combat than most others. The ability increases maximum hit points and supports defensive and tanking roles. It fits fighters who enjoy the style of "I will somehow stand through this." And often, they do.

Prerequisites: Strength stat at 10
Passive: Maximum hit points are 10% higher.

Tactical Knowledge

The character understands the rhythm of combat and can time key moments cleverly. Every third turn is used with greater efficiency because they know exactly when to press forward and when to withstand pressure. This ability suits players who enjoy planning and combat rhythm. Good tactics turn an average fighter into a problem.

Prerequisites: Tactics skill at level 3
Passive: On every 3rd turn, the character gains +2 to attack and defense.

Predator

After first wounding a target, the character shifts into a more aggressive tempo and starts systematically finishing the enemy. A blood-marked opponent becomes easier to read and more vulnerable. This ability supports pressure on one opponent and fast combat resolution. Once they sense weakness, they do not let go.

Passive: If the character successfully damages an enemy, their next attack against the same enemy in the following round gains +3 to the attack roll and +3 damage.

Combat Coordination

The character works extremely well with allies and knows how to exploit the moment when an enemy is under pressure from multiple sides. Focused group attacks become far more dangerous because of them. This ability supports teamwork and organized combat. When the party moves in sync, the enemy usually cannot even complain fast enough.

Prerequisites: Tactics skill at level 5
Passive: If one ally has attacked an enemy, every additional attack against that same enemy in the same round by any ally gains +4 to the attack roll.

Cleave

The character can deliver a heavy strike that hits not only the primary target, but also enemies standing nearby. This ability is ideal for breakthroughs and fighting groups. The force of the attack spills outward and punishes poor positioning. If they stand too close together, that is their problem.

Active: A successful attack hits the main opponent for full damage and each additional enemy standing next to them for half damage. 10 rounds

Read Faith

The character has a feel for recognizing another person's spiritual or religious conviction before the interaction even begins. This lets them choose their words, pressure and manipulation more effectively. The ability is useful in diplomacy, interrogations and social play in general. Faith is often a sensitive point, and this character knows exactly where to look for it.

Passive: Before an interaction begins, the character always recognizes the target's faith. If they use pressure during the conversation, they gain +3 to the roll. Further interactions with this target are simplified.

Lizard Cleverness

This innate ability reflects the kobolds' natural cunning and their talent for surviving even at a disadvantage. Once per combat, they may correct one key roll and turn the result in their favor. The ability is simple, but exceptionally useful. A kobold may not look threatening, but very often they are one step ahead.

Prerequisites: Kobold race
Active: The character may repeat any roll in combat: attack, defense or spell. 1x per combat

Luck in Chaos

Goblin survival instinct shows itself when the situation is at its worst. The character may repeat one clean stat roll and try to reverse an unfavorable result. This ability captures improvisation and raw survivability. It is not elegance; it is the goblin way to avoid losing.

Prerequisites: Goblin race
Active: The character may repeat any stat roll. It cannot be used on rolls combined with a skill or similar effect. 1x on a stat roll

Longevity

Elven longevity brings not only time, but deeper wisdom. With every achieved skill mastery, the character's Wisdom also grows, even beyond the usual maximum level. This ability supports long-term development and specialization. If you live long enough, you either grow wiser or at least learn to look like you did.

Prerequisites: Elf race
Passive: For each mastery in any skill, the character gains +1 Wisdom. The usual maximum level can be exceeded only through this ability.

Jugger Mode

A juggernaut kobold can switch into a special combat mode and focus on attack, defense or spellcasting. In the chosen area, they gain a significant boost for a longer part of combat. This ability is very strong and defines the style of the whole character. When a small menace switches into war mode, it suddenly does not seem so small.

Prerequisites: Juggernaut kobold race
Active: The character activates a special mode focused on attack, defense or spellcasting. In the chosen category, they gain +5 to rolls. 1x per combat

Orc Stubbornness

Orcs endure more than most others and are not easily broken. All negative effects last a shorter time on them, making them unpleasantly resilient opponents. This ability is simple, but excellent in practice. An orc does not give up; an orc just continues angrier.

Prerequisites: Orc race
Passive: All negative effects, including debuffs, have half duration on the character.

Charge

A centaur can use their natural speed for a violent rush that is hard to withstand. The attack is boosted by Dexterity and, on success, badly stuns the opponent. This ability captures the raw force of movement and mass. When a centaur runs at you, you usually do not need anything else explained.

Prerequisites: Centaur race
Active: The character attacks the opponent at full speed. Dexterity is added to the attack roll. If the attack lands, the opponent is stunned for 2 rounds. 20 rounds

Violent Charge

This is an improved version of the centaur charge, meant for war centaurs. The rush is more destructive and stuns the opponent for longer. The ability replaces basic Charge and turns its bearer into a true battering ram. This is no longer just an attack; this is a mobile disaster.

Prerequisites: War centaur raceCharge ability
Passive: This ability replaces Charge.
Active: The character attacks the opponent at full speed. Dexterity is added to the attack roll. If the attack lands, the opponent is stunned for 3 rounds. 10 rounds

Hexblade

A Hexblade can manipulate weapon enchantments in ways other characters cannot. They can extract enchantments and, with the right combination, reshape them into another form. This ability greatly increases the flexibility of the weapon arsenal. For some people, a weapon serves; for a Hexblade, a weapon evolves.

Prerequisites: Hexblade class
Passive: Each enchantment on a weapon can be extracted and removed from the weapon.
Active: If the Hexblade has 3x the same enchantment, they may exchange them for 1 type of any other enchantment.

Masters of Runes

Rune guardians reach peak efficiency when working with runes and scrolls. They cast stored spells faster, more accurately and without losing their entire turn. This ability significantly changes the tempo of their magic and gives them exceptional action flexibility. When runes get into the right hands, they start behaving very rudely.

Prerequisites: Rune Guardian classRune Usage ability
Passive: This ability replaces Rune Usage. The character may use spells stored in runes and scrolls. These spells gain +3 to the roll. Using them costs no turn, but cooldowns still apply.

Bard Song

Through music, the bard encourages themselves and all allies on the battlefield. The melody increases their overall success and improves almost everything they do for several rounds. This ability is excellent group support. When the right bard plays, even an average party suddenly looks suspiciously competent.

Prerequisites: Bard class
Active: The character applies a buff to themselves and all allies. This buff increases rolls for anything by +2. 35 rounds

Song of Pain

Instead of support, the bard can play a dark melody that causes enemies pain and ongoing damage. The ability affects all opponents and is very unpleasant in longer fights. It is powerful area control through music. Sometimes music heals; sometimes it does exactly the opposite.

Prerequisites: Bard class
Active: The character applies a debuff to all opponents. This debuff deals 10 damage each round. 40 rounds

Repair in Battle

A mechanic can quickly repair their damaged machine even in the middle of combat. The ability restores a significant part of its durability and keeps mechanical support in play. It is a key skill for machine-based builds. Anyone who leaves maintenance until after battle has probably never fought a war with metal.

Prerequisites: Mechanic class
Active: The mechanic may heal any of their machines for 50% of its maximum hit points. 30 rounds

Engineering Talent

The mechanic is significantly more reliable at crafting, enchanting and maintaining technical processes. Their projects are more precise and less prone to failure. They also do not need to rely on ordinary concentration rolls for their abilities. Where others assemble, they create.

Prerequisites: Mechanic class
Passive: Any crafting and enchanting gain a bonus roll of +3. Any ability does not need to pass a Concentration roll.

Revive Machine

The mechanic can return a fallen machine to working order directly during an encounter. This ability is very strong for maintaining mechanical superiority and saving key constructs. In campaigns with machines, it is an essential tool. Some things get a second wind; others get a second start.

Prerequisites: Mechanic class
Active: The mechanic may revive a fallen machine. 1x per combat

Master Machine

The mechanic chooses one machine and raises it to a much higher level of performance. This machine becomes stronger in attack, defense and overall durability, and becomes the main support of the fight. The ability turns one machine into a true jewel of the workshop. Every master needs their finest work.

Prerequisites: Mechanic class
Active: The mechanic may choose one machine and improve it. It gains +5 to attack rolls, +5 to defense rolls, +8 damage, +5 defense rating and +50 hit points. change before combat

Elixir of Power

The alchemist can create a special potion that temporarily and significantly strengthens physical and magical abilities. It is a unique class privilege and a very valuable preparation tool before hard encounters. Power in a bottle is suspicious, but while it works, nobody complains.

Prerequisites: Alchemist class
Active: The character may create a special potion: Elixir of Power.

Natural Affinity (+1)

The character is exceptionally connected to nature and its processes. As a result, they are better at healing, crafting, enchanting, resistance and communicating with animals. The effect is even stronger when the right race and class combine. Some people go to the forest to rest; this character literally draws strength there.

Prerequisites: Shaman classForest centaur race
Passive: Resistance, Healing, Enchanting, Crafting and Animal Handling rolls gain +2. If the character is both a shaman and a forest centaur, the effect is doubled.

Extra Abilities

Imperial humans grow up in an environment that values versatility and education. As a result, they have broader access to abilities than other races. They are more flexible and adapt better to different situations. This advantage increases further with level. Ideal for universal builds.

Prerequisites: Imperial human race
Passive: The character has one extra ability. For every 5th level, they gain one additional extra ability.

Expanded Magic

High elves have a strong connection to magic from birth. Their natural talent lets them reach higher spell levels earlier than others. This gives them access to stronger effects and broader options. This ability significantly strengthens magical builds. Elven magic is simply one step ahead.

Prerequisites: High elf race
Passive: The character may use spells one level higher than normally allowed.

Hardiness

Mountain dwarves are known for their incredible resilience. Their bodies are used to extreme conditions and hard fights. Critical hits do not devastate them the way they do others. This makes them extremely reliable on the front line. Ideal for tanks and defenders.

Prerequisites: Mountain dwarf race
Passive: The character cannot receive a critical hit.

Adaptability

Half-orcs carry a combination of two worlds, giving them unique flexibility. They can adapt and take on the advantages of other races. This ability enables a highly variable character. The chosen subrace strongly influences playstyle. Every half-orc is a bit of an original.

Prerequisites: Half-orc race
Passive: Choose one race and its subrace. The character gains all of its stat and skill bonuses.

Level 5 Abilities

Acrobatics

The character has exceptional control over their body, speed and balance. They dodge attacks more easily and handle movement-heavy situations with elegance and confidence. This ability is excellent for agile fighters, thieves and light scouts. Where others trip, they add a stylish spin.

Prerequisites: Dexterity stat 12
Passive: Any Dodge or Reflexes roll gains a +3 bonus.

Stronger Debuffs

The character can use spells to keep enemies weakened longer than other casters. Their debuffs do not fall away as easily and remain an unpleasant problem for longer. This ability greatly improves the control potential of magic. If you break someone, it helps if it lasts a while.

Passive: Any debuff caused by a spell lasts 2 rounds longer.

Ore and Gem Processing

The character can process mined iron ore and found gemstones. This gives access to better crafting, trading and preparation of materials for enchanting. The ability is mainly useful in campaigns with crafting and economy. Someone who can work stone often sees more in it than stone.

Passive: The character can work with mined iron ore and found gemstones.

Counterattack

The character can turn a successful defense into an immediate attacking opportunity. If they withstand an opponent's pressure, they strike back before the enemy can recover. This ability supports an active defensive fighting style. The prettiest defense is the one that makes the attacker regret starting anything.

Passive: The character may start one extra attack after a successful defense.

Tenacity

The character benefits from endurance and long-term skill development. Their general ability to succeed at practical tasks grows across different areas. This ability is excellent for versatile, well-rounded characters. It is not flashy, but it is exactly the kind of strength that wins campaigns.

Prerequisites: Number of skills at level 3: 5
Passive: All skill rolls gain +1.

Curse Enemy

The character can cast a weakening incantation that disrupts the opponent's confidence and focus. The affected enemy is less effective throughout combat and makes more mistakes. This ability works well for magical control and preparation before harder encounters. Sometimes all you need is to ruin an enemy's day and let the rest of the fight solve itself.

Prerequisites: Ability to cast spells
Active: The character casts an incantation on an opponent. That opponent has their rolls reduced by -3 during combat. 25 rounds

Battle Fury

The character can fight more aggressively and deliberately sacrifice part of their defense for a better chance to hit. This ability suits offensive fighters who want to overpower opponents through force and tempo. It can remain active for the whole combat depending on the situation. Defense is nice, but a dead enemy usually stops attacking.

Prerequisites: Any weapon combat skill at level 4
Passive: The character gains +1 to attack rolls.
Active: The character gains +2 to attack rolls and -2 to defense.

Purgatory

The character can cleanse body and mind of all negative influences currently weakening them. This ability is especially strong when several debuffs pile up at once. It allows a quick return to full action. Think of it as a magical restart without shutting down the whole body.

Prerequisites: Healing skill at level 4
Active: The character removes all negative debuffs from themselves. 25 rounds

Foresight

The character learns to read an opponent's movements and react before they fully unfold. As a result, they are less vulnerable when surprised and gradually adapt to further attacks. This ability rewards persistent defense and reading the flow of combat. Anyone who learns from the first blow survives the second more easily.

Passive: The surprise effect is halved. Each failed defense increases the next defense by +2. The bonus can stack, but it is removed after a successful defense.

Healing Melody

The character uses music as a healing tool that affects all allies in combat. As long as they maintain concentration, they can gradually restore their hit points. This ability is very strong in longer encounters and when defending a group. The right tune is sometimes better than a backpack full of bandages.

Active: During each round of summoning, the character heals all allies for 15 hit points. 25 rounds

Combat Experience

The character has been through enough clashes that combat situations no longer feel unfamiliar. Better stamina, focus and training give them a firm foundation for demanding fights. This ability is excellent for veteran warriors and commanders. Practice is not everything, but in combat it tends to matter a damn lot.

Passive: The skill roll bonus for Training, Endurance and Concentration is +2.

Forest Lore

The character understands the forest environment perfectly and can use terrain, cover and animal instincts to their advantage. In a forest, they are nearly impossible to surprise and can even prepare an ambush themselves. This ability is ideal for hunters, rangers and woodland fighters. In the deep woods, they are not the one who gets lost. Everyone else is.

Passive: The character cannot be surprised in a forest.
Active: At the start of their turn, the character may activate an ambush once per combat. If they succeed, the opponent gains the surprise effect as normal. 1x per combat

Better Manipulation

The character becomes much better at persuasion, pressure and socially influencing others. Not only do they act with greater confidence, they may try pressure again against the same target. This ability is strong in intrigue, interrogations and political scenes. Some call it diplomacy, others a finely tuned mental screw.

Passive: The character gains +2 to Diplomacy skill rolls.
Active: The character may use pressure on the same character again. 1x per same character

Experienced Summoner

The character handles summoning rituals with greater confidence and is not disrupted as easily by ordinary circumstances. Routine and intuition help them maintain control over the summoning process. This ability improves the reliability of all longer castings. An experienced summoner knows the worst part is not the demon, but botched concentration.

Passive: The character does not need to roll for concentration during summoning rounds. They still roll for concentration when damaged by an opponent.

Know the Disease

The character is more resistant to diseases, poisons and other harmful influences because they understand how they work. They can deal with them more effectively and overcome them faster. This ability supports tanks and hardy scouts alike. Catch the problem early and you usually get out of it faster.

Passive: Resistance skill rolls gain +4. Any debuff on the character lasts 1 round less.

Finishing Drive

The character can push an attack even further at a critical moment. When they land an exceptionally precise hit, they can immediately continue with another turn. This ability is very strong for physical attackers and aggressive builds. Some call it pressure, others pure appetite.

Passive: If the character scores a critical success on an attack, they may take one additional turn.

Animal Friend

The character can form a very strong bond with an ordinary animal and persuade it to help them. Such a creature may accompany the character, protect them and even fight at their side. This ability expands options both outside combat and during it. Some friendships start over ale, others at a feeding trough.

Passive: The character can always persuade one animal to fight at their side. It also opens more options for interaction and friendship with these animals.

Critical Defense

The character can turn a perfect defense into an immediate counter-effect. When they properly block an attack with defensive maneuvers, they may also stun the opponent. This ability is ideal for technical fighters and defensive specialists. Sometimes the best attack really is the right defense.

Passive: On a successful defense using Defensive Maneuvers, the character rolls Training against a value of 18. On success, they stun the enemy for 1 round.

Level 10 Abilities

Mighty Strike

The character can deliver a crushing attack that combines high damage with a hard stun on the target. It is a powerful combat technique for those who want to gain the upper hand quickly. If the attack lands, the opponent is in a very bad position. It is exactly the kind of blow that changes plans and faces alike.

Prerequisites: Any weapon combat skill at level 5
Active: The character attacks with bonus damage of +3 rolls. If the attack lands, the enemy is stunned for 2 rounds. 10 rounds

Dual Knowledge

The character has deep understanding of spells and can quickly recognize what an opponent is casting. In exceptional cases, they can even take that spell and use it themselves. This ability is very strong for experienced mages and duelists. Stealing ideas is common; stealing someone else's spell is a higher league.

Passive: The character knows all spells and always knows what the opponent is summoning or casting.
Active: The character may copy the spell the opponent is currently casting and use it as well. 1x per combat

Body Management

Body Management is a passive ability that doubles the effects of food and potions, making healing and character boosts more efficient.

Prerequisites: Have Healing at maximum level.
Passive: Food and potions have double effect.

Harsh Conditions

Harsh Conditions is a passive ability that strengthens the character's resistance to negative environmental or magical effects by granting a bonus to saving rolls against those effects.

Prerequisites: Have Resistance at maximum level.
Passive: The character gains +5 on Resistance and Endurance rolls.

Transmutation

The character can combine potions at a much higher level than ordinary alchemists. They may even merge compound mixtures and create wildly unpredictable results. This ability is extremely creative and dangerous at the same time. When someone says, "that probably should not be mixed," that is exactly when the fun begins.

Prerequisites: Wisdom stat 15Fast Synthesis ability
Passive: The character may combine all types of potions with each other, including already combined ones. The result may lead to any effect, including an explosion.

Weapon Mastery

The character has reached a higher level of mastery with their weapon, and basic technique is no longer enough. In their hands, the weapon acts with greater precision and confidence in both attack and defense. This ability directly replaces the weaker form of weapon art. When a tool becomes an extension of the body, the results tend to be unpleasant for everyone nearby.

Prerequisites: Weapon Art ability
Passive: This ability replaces Weapon Art. The character gains +4 to attack or defense with a weapon.

Wild Fury

The character can fight in an extremely aggressive mode and push attack accuracy even further. It is a stronger version of ordinary battle fury, but still weakens defense. This ability suits players who want to take risks for maximum pressure. The less caution, the more numbers on the dice.

Prerequisites: Battle Fury ability
Passive: This ability replaces Battle Fury. The character gains +2 to attack rolls.
Active: The character gains +4 to attack rolls and -3 to defense.

Strong Bow Draw

The character can use greater strength when shooting a bow and transfer it into the arrow. Longbows and shortbows become significantly more dangerous as a result. This ability increases raw damage and supports classic archers. The string may not scream, but the target does.

Passive: Longbows and shortbows have their damage increased by +3.

Strong Throw

The character handles thrown weapons with greater force and precision. Javelins, axes, daggers and stars land harder and more effectively. This ability supports thrown-weapon specialization and quick distance switching. When something is flying through the air to hit you, it might as well hurt.

Passive: Throwing stars, axes, throwing daggers and javelins have their damage increased by +3.

Alertness

The character is constantly on guard and can avoid situations putting them at a severe disadvantage. Negative modifiers to skills barely limit them anymore. This ability is exceptionally versatile and supports stable performance in every situation. Some people have talent; others have a permanent inner alarm.

Prerequisites: Reflexes skill at level 5
Passive: Any skill roll cannot have a negative bonus.

Doctor

Doctor is an ability for healers that lets them draw maximum efficiency from every healing effect. It brings not only immediate recovery, but also lingering benefits.

Passive: The character doubles any healing effect performed by the character. If the healing exceeds the target's maximum hit points, the excess points become a buff for the next round that automatically heals the target for the remaining amount. This effect is applied once per healing.

Harmony

The character perfectly links magic and enchanting into one smooth whole. This makes them more efficient when working with magical energy and expands their spell repertoire. The ability supports versatile and technically minded casters. When magic and craft stop getting in each other's way, nice things start happening.

Passive: The character gains +3 to Magic and Enchanting skill rolls. They gain +1 powerful spell. At level 15, they also gain +1 master spell.

Deadly Bond

Deadly Bond lets the character create a unique bond with one of their weapons. Thanks to this connection, the weapon becomes exceptionally powerful, grants its owner a major combat advantage, and its enchantments are far more effective.

Prerequisites: Have Enchanting and any weapon combat skill at master level.
Passive: The character chooses one weapon in their arsenal. It has +5 damage during attacks and its enchantments are twice as effective.
Active: They may switch to another weapon, but not during combat.

Masters of Disguise

The character is a master of subtle movement and concealment. They move through shadows with such confidence that revealing them in time is extremely difficult. The active stealth boost requires giving up an immediate attack from hiding. Sometimes being unseen is better than being first to stab.

Prerequisites: Stealth skill at level 5
Passive: The character gains +3 to Stealth skill rolls.
Active: The character gains +5 to Stealth, but cannot attack from stealth.

Bulletproof Defense

The character is extremely reliable in defense and can correct a mistake even under pressure. Their base defense is much higher, and once per combat they may repeat a defense roll. This ability is ideal for tanks and defensive specialists. When others panic, they simply adjust their stance.

Passive: The character improves defense by +3.
Active: The character may repeat any defense roll. 1x per combat

Quick Grip

The character can quickly and firmly immobilize an opponent at the right moment. Their combination of dexterity and intelligence lets them not only perform the grip, but time it properly. This ability is very useful for battlefield control and disabling a key target. Sometimes the fastest path to victory is simply grabbing someone and not letting go.

Active: The character may use a grip on an enemy for 5 turns. 1x per combat

Profit Maximization

Profit Maximization makes the character a master at gaining wealth, whether through quest rewards, trade deals, looting treasure and similar sources. The character always gains more than was originally promised.

Prerequisites: Have Thievery at master level.
Passive: The character always gains 20% more gold than the expected reward. This applies to every way of gaining money.

Commander

The character has a natural feel for leading others and reading the flow of battle. They plan attacks better, organize allies and hold the team together. This ability supports command and strategy roles. Some people speak loudly; commanders speak in a way that makes others listen.

Passive: Training and Tactics rolls gain +3.

Strong Mind

The character can maintain control over concentration even in difficult situations. Their mind is more stable and resists disruption during spellcasting or other demanding actions. Once per combat, they may also correct a critical concentration roll. A calm head is sometimes stronger than a full suit of armor.

Passive: Concentration rolls gain +3.
Active: The character may repeat a Concentration roll. 1x per combat

Unyielding

The character is physically and mentally exceptionally resilient and can recover even from very difficult situations. In addition to a general resilience bonus, they can turn a successful defensive performance into partial vitality recovery. This ability is excellent for tanks and survivor-style characters. If you refuse to fall, it is only fair to heal a little for it.

Prerequisites: Constitution stat 14
Passive: The character gains +2 to rolls for all resilience-type abilities.
Active: Any successful roll on resilience-type skills restores 10% of the character's hit points. 20 rounds

Premonition

Thanks to intuition and quick reaction, the character senses danger before it fully lands. They improve in Reflexes and Intuition and also avoid critical failures in those areas. This ability is very useful for scouting, defense and social tension. Something just feels wrong to them, and they are usually right.

Passive: Reflexes and Intuition rolls gain +3. The character cannot score a critical failure on Reflexes or Intuition rolls.

Art of Speaking

The character is highly persuasive and also good at reading others. They more easily detect lies, manipulation or attempts at pressure, and they act with far greater confidence in interactions. This ability is strong for diplomats, schemers and investigators. Someone who speaks beautifully and hears between the lines is a dangerous combination.

Passive: Diplomacy and Intuition rolls gain +3. The character better recognizes when someone is lying or using interaction pressure because their Intelligence counts as +3 higher for this comparison.

Wide Attack

The character can make a wide swing that strikes several enemies at once. The main target takes a slightly weaker hit, but the attack spills into the surrounding area as well. This ability is excellent against groups and when holding a line. It is not delicate work, but it is very convincing.

Active: Instead of a classic attack, the character may use a special attack that hits the main opponent for 75% damage and all other enemies in range for 50% damage. This attack has -3 to the attack roll.

Disarm Weapon

The character can aim a precise strike at an opponent's weapon and take it out of use. For a limited time, the target cannot rely on the weapon currently in hand and must improvise. This ability is especially strong against specialized opponents. Every fighter becomes a lot less heroic when they suddenly have nothing to wave around.

Prerequisites: Strength stat 14
Active: The character applies a debuff for 2 rounds that prevents the opponent from using the weapon currently held in hand. The opponent may use a secondary weapon if they have one. 25 rounds

Level 15 Abilities

Battle Knowledge

The character has mastered the principles of combat, tactics and decision-making under pressure. In combat, they are more accurate, confident and better at reading the situation than most others. This ability represents peak combat awareness. This is no longer talent; this is warcraft refined into something frightening.

Prerequisites: Any weapon combat skill at level 5
Passive: Rolls for any action during combat and for the Tactics skill gain +3.

Defensive Stance

The character becomes an almost impenetrable wall in defense. Armor, maneuvers and weapon work connect into one solid defensive style. This ability greatly increases natural defense rating and the quality of defensive maneuvers. When they take the right stance, the path through them gets very expensive.

Passive: The character gains +3 to natural defense rating and +5 to Defensive Maneuvers.

Lord of Elements

The character forms a deep bond with one chosen element and can use its power much more effectively. The chosen element significantly increases damage and the success of rolls tied to its spells. This ability is the peak focus for elemental mages. Fire is nice, but only once someone truly knows how to use it.

Passive: The character chooses one of 6 elements: fire, water, lightning, physical, psychic, darkness. Spells of this element deal 10 more damage and gain +5 to any roll made with them.
Active: The character may change the chosen element before combat.

Temporary Immortality

The character can escape death at the moment they would otherwise fall. After activation, they remain briefly alive and cannot drop below 1 hit point. This ability is exceptionally strong at decisive moments in combat. When death knocks, this character makes it wait outside for three rounds.

Passive: If the character would receive a final blow and die, they gain a buff for 3 rounds that prevents them from dropping below 1 hit point. It activates only once per combat.

Master of Two Weapons

The character has brought two-weapon fighting to its absolute peak. They use both weapons with the same confidence as if fighting with only one. This ability fully removes the drawback of the original style. When there is trouble in each hand, the opponent has trouble twice.

Prerequisites: Dual Wielding abilityTraining skill at level 4
Passive: This ability replaces Dual Wielding. The character has no negative bonus for either weapon when fighting with two weapons. It applies only to simple and exotic weapons.

Enchanted Blade

The character commands weapon enchanting at a level beyond ordinary craft. Any weapon can become a stronger tool of battle and carry stronger magical properties. This ability is ideal for masters of crafting and enchanting. An ordinary blade is only the beginning of the conversation.

Passive: The hero automatically has the option to enchant all weapons by +3 above the maximum number of enchantments per weapon.

Masters of Defense

The character represents the absolute peak of defensive art and can withstand even the hardest situations. Their base defense is even stronger, and they may retry a defense roll even in life-or-death combat. This ability is meant for true tanks and defensive legends. This is no longer an obstacle; it is an architectural problem for the enemy.

Prerequisites: Bulletproof Defense ability
Passive: This ability replaces Bulletproof Defense. The character improves defense by +5. Armor crafting always succeeds.
Active: The character may repeat any defense roll. 25 rounds

Escape Master

The character has absolute command of retreating from combat and knows when and how to vanish. Escape is not desperation for them, but deliberate tactics. They flee without risk of failure and without the usual Dexterity roll. Surviving the right fight sometimes means leaving the wrong one.

Prerequisites: Tactics skill at level 5
Passive: The character automatically scores a critical success when escaping, without needing to roll Dexterity.
Active: The character performs a master escape. 1x against the same opponent

Deadly Accuracy

The character is a peak marksman, and every precise hit can be fatal. If they beat an opponent clearly enough with a ranged attack, the attack becomes a critical hit. This ability rewards precision and stable dominance in shooting. It is the kind of talent that makes people stop feeling safe even behind cover.

Passive: Any ranged weapon attack is a critical hit if the attack wins by at least 3.

Divine Touch

The character can cast an exceptionally powerful healing blessing on themselves or an ally. It restores a large part of health, removes negative effects and temporarily strengthens the target's combat ability. This is one of the strongest support abilities of all. Once you touch divine power, it is hard to fight normally afterward.

Active: The character may heal themselves or an ally for half of their maximum hit points. All negative effects are removed. For the next 5 rounds, the target has +3 to attack and +3 to defense. 1x per combat

Escape from Grip

The character is exceptionally resistant to immobilization, stun and mind control. Unpleasant effects last a shorter time on them, and if needed they can cancel them directly. This ability is very strong against control and mental builds. If you want to stop them, you will have to try very hard.

Passive: Stun, grip and mind control last 1 round less on the character.
Active: The character may cancel stun, grip or mind control. 25 rounds

Berserk

The character enters a state of extreme battle fury in which they endure more and strike even harder. When wounded, they paradoxically become even more dangerous. This ability is ideal for frontline fighters who want to push through pain. A calm berserk, by the way, is just a person before the problem starts.

Prerequisites: Wild Fury abilityEndurance skill at level 4
Passive: Every Endurance roll gains +5. If the character is below 50% hit points, their attacks deal +5 damage.

Death from Ambush

The character can use an attack from hiding or from behind with absolute deadly precision. Once the ambush succeeds, the attack automatically becomes a critical hit. This is a peak ability for assassins, spies and stealth builds. It is exactly why some people never sit with their backs to the door.

Prerequisites: Reflexes skill at level 5
Passive: Any attack during a successful surprise is a critical hit for the 5 rounds of the surprise effect.

Perfect Tracker

The character is a brilliant hunter and tracker who not only follows enemy movement perfectly, but can also systematically disadvantage them. Their active ability weakens the target's defense and prevents escape. This is the peak of hunting specialization. When they find you, they usually do not let you leave.

Passive: The character gains +3 to Perception and Reflexes rolls.
Active: The character may place a debuff on an enemy that gives them -4 to defense and prevents them from escaping combat for 5 rounds. 30 rounds

Divine Intent

The character is so focused while casting that a higher power sometimes lets them exceed ordinary limits. A critical success on concentration reduces the cooldown of the spell being cast. This ability rewards precise spellcasters and stability-based builds. When the gods decide to help, it tends to be very practical.

Passive: If the character scores a critical success on a Concentration roll while casting, the cooldown of that spell is reduced by half. The effect can stack.

Crossbow Siege

The character is a master of crossbows and can use them not only for precise shooting, but also for defensive maneuvers. With the right technique, they can combine a crossbow with a shield and once completely defend against an enemy shot. This ability turns a crossbowman into a true line defender. Whoever said a crossbow is slow and clumsy was probably holding it wrong.

Passive: The character gains +3 when attacking with a ranged weapon. They may use a shield with both light and heavy crossbows without a negative bonus.
Active: The character may defend against any ranged weapon attack. 20 rounds

🔮 Spells

Only a minority of characters can cast spells. Most spells require several rounds to cast — the effect takes place on the following round unless the caster loses the Concentration roll.

Final spell damage: base + Intelligence + Magic skill roll + bonuses (character effects, abilities, equipment, and similar modifiers).
Area damage: the attacker first chooses the primary target and resolves the hit and final damage against that target. The same final value is then applied to every other valid target in the line, or to all enemies as described by the spell or ability. Unless the effect explicitly says otherwise, reductions and special protections are resolved using the primary target.

Basic Spells (level 1, min. roll 9)

Intelligence Archetype

Damage Reduction Psychic

The caster disrupts one enemy's ability to strike at full force. For 3 rounds, the target deals reduced damage based on the caster's Intelligence divided by 3. Best used against enemies that hit too hard to ignore. It is not meant to end a fight quickly; its strength is in cutting the edge off an enemy that would otherwise hit too hard. On the table it is quiet, practical magic, the kind that saves lives without looking heroic.

⬇️ Damage + debuff 🎯 One enemy Duration: 3 rounds Cooldown: 20 rounds
Inner Pain Psychic

The caster applies psychic pressure that spreads over 3 rounds and deals a total base damage of 9. It is a steady pressure spell for wearing down tough targets while the caster handles other threats. Use it when steady pressure matters more than a single dramatic hit, especially against tougher targets that still need to be worn down. It feels less like a hammer blow and more like a headache sent by the gods themselves.

💥 Damage over time 🎯 One enemy Duration: 3 rounds 🕐 Cast rounds: 1 Cooldown: 15 rounds
Duel of Intellect Psychic

The caster challenges the target in a contest of minds. Damage equals the Intelligence difference between the caster and the target; if the target is equally intelligent or smarter, the spell has no effect. The spell rewards reading the enemy correctly and choosing a target that is genuinely weaker in the relevant contest. When it works, it is an elegant way to prove that the sharpest weapon in the room was never made of steel.

Conditional damage 🎯 One enemy Duration: Instant 🕐 Cast rounds: 1 Cooldown: 15 rounds
Weak Magic Shield Physical

The caster creates a simple physical barrier that absorbs 5 base damage and remains active until depleted. It is a small but reliable reserve against an unexpected hit. It is best used before a dangerous exchange or when the caster needs a little room to survive a mistake. The spell is not glamorous, but a reliable layer of protection often matters more than a spectacular explosion.

🛡️ Shield 🎯 Caster Duration: Permanent 🕐 Cast rounds: 1 Cooldown: 15 rounds
Deflection Physical

The caster immediately turns aside a physical attack, even after losing the defense roll. It does not work against magic, but it is a strong emergency answer to weapons and arrows. It is a true emergency button for the moment when the defense has already gone wrong and the next hit would hurt too much. Against blades, arrows, and other physical threats, having one more answer is sometimes the whole plan.

Block 🎯 Caster (reaction) Duration: Instant Cooldown: 20 rounds
Fire Ring Fire

The caster creates a ring of flames around themself. For 5 rounds, enemies in range take a total of 20 base damage over time, making the spell useful for area control and anti-surround defense. The spell is ideal for controlling space, punishing enemies that crowd the caster, or making a clear zone of personal safety. It is not subtle magic, but sometimes the best argument is a burning circle nobody wants to cross.

Area damage over time 🎯 Area around caster Duration: 5 rounds 🕐 Cast rounds: 2 Cooldown: 15 rounds
Magic Torch Fire

The caster creates a stable magical light for exploration. In dark areas it improves orientation and grants +1 Perception for every 5 Intelligence. This is exploration magic rather than battlefield glory, but in crypts, tunnels, and old ruins that can be worth more than another attack spell. Light is often half of survival, and good light is also a warning system.

Exploration buff 🎯 Caster Duration: Permanent Cooldown: None
Water Bolt Water

The caster fires a water projectile at one target for 3 base damage. It is a simple attack spell with a short cooldown, useful for steady pressure or finishing weakened enemies. It will not define an entire battle by itself, but its short rhythm makes it useful for pressure, finishing wounded enemies, or spending a turn without wasting stronger magic. Small spells are still spells, and timing makes them matter.

💥 Damage 🎯 One enemy Duration: Instant 🕐 Cast rounds: 1 Cooldown: 10 rounds
Water Whirl Water

The caster stirs a water vortex that hits all enemies for 1 base damage each. It is light area pressure rather than a burst finisher. It is made for groups, weakened enemies, and moments when touching every hostile target matters more than destroying one. The damage is modest, but spread across a battlefield it can nicely support the rest of the party's plan.

Area damage 🎯 All enemies Duration: Instant 🕐 Cast rounds: 2 Cooldown: 30 rounds
Lightning Burst Lightning

The caster strikes one enemy with lightning for 1 base damage and applies a -3 defense penalty. It sets the target up for follow-up attacks. The direct damage is only part of the value; the real purpose is to prepare the target for the next attacks. It is a setup spell, the sort of magic that may not take the kill but makes the kill much easier.

Damage + debuff 🎯 One enemy Duration: 3 rounds 🕐 Cast rounds: 1 Cooldown: 20 rounds
Storm Cloud Lightning

The caster summons an unstable storm cloud that randomly damages enemies for 3 rounds. Its value is in sustained pressure and disruption. Its randomness makes it unreliable as a finisher, but excellent at keeping enemies uncomfortable over several rounds. Not every spell has to be precise; sometimes being persistent and annoying is enough to change a fight.

Random damage over time 🎯 Random enemy Duration: 3 rounds 🕐 Cast rounds: 2 Cooldown: 25 rounds
Weak Curse Darkness

The caster places a dark curse on one enemy. It deals 10 base damage over 2 rounds, and the target may try to break it on each of its turns with an Endurance roll against 10. It creates pressure and forces the enemy to spend attention on resisting the effect instead of acting freely. Dark magic rarely plays fair, and this spell is useful exactly because it turns time itself into a problem.

Curse damage over time 🎯 One enemy Duration: Permanent 🕐 Cast rounds: 2 Cooldown: 20 rounds
Shadow Dagger Darkness

The caster creates a dark dagger that deals physical-style damage over 3 rounds. Its damage increases by 2 each round, so it becomes more dangerous the longer it remains active. At first it may not look terrifying, but the longer it remains active, the more the target has to respect it. That delayed growth makes the spell feel wonderfully treacherous in drawn-out fights.

Scaling damage over time 🎯 One enemy Duration: 3 rounds 🕐 Cast rounds: 1 Cooldown: 30 rounds

Wisdom Archetype

Mind Cleanse Psychic

The caster removes all negative debuffs from themself and regains control of their condition. It is strongest when several restrictions have stacked at once. It is strongest when several penalties have stacked at once and the caster needs to return to the game immediately. Sometimes the greatest victory is simply no longer being broken by everyone else's plans.

Cleanse 🎯 Caster Duration: Instant 🕐 Cast rounds: 1 Cooldown: Once per combat
Remove Advantages Psychic

The caster dispels all positive buffs on one enemy, stripping away the advantages the target was relying on. It is especially useful against enemies that rely on preparation, layered defenses, or stacked offensive boosts. When a target looks too confident, this spell politely removes the reasons for that confidence.

Dispel buffs 🎯 One enemy Duration: Instant 🕐 Cast rounds: 1 Cooldown: Once per combat
Confusion Psychic

The caster disrupts an enemy's focus and imposes -3 to attack and defense rolls for 3 rounds. It is a broad control spell against almost any opponent. Because it weakens both offense and defense, it works against almost any kind of opponent. Many enemies are frightening only until they stop being sure which way they are supposed to be facing.

Attack and defense debuff 🎯 One enemy Duration: 3 rounds 🕐 Cast rounds: 1 Cooldown: 20 rounds
Minor Strength Boost Physical

The caster increases their Strength by 4 for 5 rounds and may exceed the normal maximum. It supports short bursts of physical power. This is a short window of exaggerated physical power, made for breaking through defenses or surviving a harsher exchange. The spell is simple, direct, and very satisfying when the next few rounds must be decided by raw numbers.

⬆️ Stat buff 🎯 Caster Duration: 5 rounds 🕐 Cast rounds: 1 Cooldown: 30 rounds
Minor Constitution Boost Physical

The caster increases their Constitution by 4 for 5 rounds and may exceed the normal maximum. It is a defensive buff for longer or harsher fights. This is a short window of exaggerated physical power, made for breaking through defenses or surviving a harsher exchange. The spell is simple, direct, and very satisfying when the next few rounds must be decided by raw numbers.

⬆️ Stat buff 🎯 Caster Duration: 5 rounds 🕐 Cast rounds: 1 Cooldown: 30 rounds
Hold Target Physical

The caster magically holds one enemy in place for 3 rounds, preventing it from attacking or moving. Use it to stop a fast or dangerous target immediately. Use it against fast, dangerous, or tactically annoying enemies that must be removed from the tempo of combat right now. Sometimes the most effective strategy is saying 'stay there' with enough magic behind it.

Root + attack disabled 🎯 One enemy Duration: 3 rounds Cooldown: 20 rounds
Fire Retaliation Fire

The caster wraps themself or an ally in a fiery aura. Whenever the protected target defends, the attacker is burned for a total of 12 base damage over 4 rounds. It shines on defensive characters, front-line allies, or anyone expecting to be attacked repeatedly. The spell turns every incoming strike into a mutual inconvenience, which is often exactly what a stubborn defender wants.

Retaliation flames 🎯 Caster or ally Duration: 4 rounds 🕐 Cast rounds: 1 Cooldown: 30 rounds
Fire Companion Fire

The caster summons a Phoenix as a fire companion, adding another active unit to the battlefield and improving tactical pressure. This is a spell for players who like controlling space through allies and extra actions rather than only through direct damage. Even a humble companion changes positioning, attention, and pressure once it enters the battlefield.

Summon companion 🎯 Battlefield Duration: Permanent 🕐 Cast rounds: 1 Cooldown: Once per combat
Minor Renewal Water

The caster restores 20 hit points to themself or an ally, quickly stabilizing a damaged target. It is a clean recovery tool for moments when a character needs to stay relevant instead of collapsing out of the fight. Healing rarely looks dramatic, but the party tends to remember who kept them from becoming a cautionary story.

💚 Healing 🎯 Caster or ally Duration: Instant 🕐 Cast rounds: 1 Cooldown: 20 rounds
Minor Regeneration Water

The caster grants regeneration to themself or an ally. For 5 rounds, the target restores 5 hit points at the start of each turn. It is not the best answer to an immediate disaster, but it becomes excellent in longer fights where repeated healing quietly adds up. After a few rounds, the spell has often done more work than anyone noticed at first.

Regeneration 🎯 Caster or ally Duration: 5 rounds 🕐 Cast rounds: 1 Cooldown: 25 rounds
Stun Lightning

The caster stuns one enemy for 3 rounds. It is a direct control spell for removing a target from the tempo of combat. This is hard control, best saved for a target whose next turn would be genuinely dangerous. Lightning does not always need to burn down the room; sometimes it only needs to switch off the enemy's plans.

Stun 🎯 One enemy Duration: 3 rounds 🕐 Cast rounds: 1 Cooldown: 20 rounds
Reverse Forces Darkness

The caster transfers a negative effect away from themself and turns it against an enemy, changing a bad position into pressure on the target. It rewards players who manage tempo and are willing to turn a bad position into an opportunity. The spell is clever, a little risky, and very satisfying when the enemy has to carry the problem they created.

Transfer debuff 🎯 One enemy Duration: Instant 🕐 Cast rounds: 1 Cooldown: Once per combat
Light Burden Darkness

The caster burdens one enemy for 5 rounds, reducing all of its stats by 2. It weakens both offense and defense at once. Because it weakens the whole target rather than one narrow action, it is useful against nearly any enemy type. You do not always need more damage when you can make someone worse at everything at once.

All stats debuff 🎯 One enemy Duration: 5 rounds 🕐 Cast rounds: 1 Cooldown: 30 rounds

Advanced Spells (level 5, min. roll 13)

Intelligence Archetype

Bad Luck Psychic

The caster twists probability around one enemy, applying a penalty to all rolls for 3 rounds. The value is broad pressure: attacks, defenses, and risky actions all become less reliable for the target. When everything starts going wrong at once, this spell is usually the reason.

All rolls debuff 🎯 One enemy Duration: 3 rounds 🕐 Cast rounds: 1 Cooldown: 25 rounds
Mind Attack Psychic

The caster launches a direct psychic attack whose damage is based on mental force. It is a focused single-target strike. The spell rewards choosing the right stat and understanding where the target is weakest. It is not magic for random button pressing; it is for players who enjoy pretending, accurately, that they are thinking.

Stat-based damage 🎯 One enemy Duration: Instant 🕐 Cast rounds: 1 Cooldown: 35 rounds
Defensive Wall Physical

The caster instantly creates a solid protective wall. For 1 round, it absorbs any damage regardless of strength. It is a blunt and practical answer to burst damage, desperate moments, and attacks that should absolutely not connect. A good wall is not subtle, but subtlety is overrated when survival is on the line.

Absolute block 🎯 Caster Duration: 1 roundso Cooldown: 35 rounds
Advanced Magic Shield Physical

The caster creates a stronger physical barrier that absorbs 15 base damage and remains active until broken. It is best used before a dangerous exchange or when the caster needs a little room to survive a mistake. The spell is not glamorous, but a reliable layer of protection often matters more than a spectacular explosion.

🛡️ Shield 🎯 Caster Duration: Permanent 🕐 Cast rounds: 1 Cooldown: 25 rounds
Fireball Fire

The caster hurls a fireball that deals 10 base damage to the main target and half that damage to nearby enemies. It is ideal when enemies stand too close together or when the caster wants one main victim with collateral pressure around it. Fire is very good at explaining why safe spacing exists.

Primary + splash damage 🎯 Enemy + nearby enemies Duration: Instant 🕐 Cast rounds: 1 Cooldown: 20 rounds
Fire Wave Fire

The caster releases a broad wave of flame that hits all enemies for 4 base damage each. It is made for groups, weakened enemies, and moments when touching every hostile target matters more than destroying one. The damage is modest, but spread across a battlefield it can nicely support the rest of the party's plan.

Area damage 🎯 All enemies Duration: Instant 🕐 Cast rounds: 2 Cooldown: 20 rounds
Healing Touch Water

The caster restores hit points to themself or an ally with a stronger focused heal. It is a clean recovery tool for moments when a character needs to stay relevant instead of collapsing out of the fight. Healing rarely looks dramatic, but the party tends to remember who kept them from becoming a cautionary story.

💚 Healing 🎯 Caster or ally Duration: Instant 🕐 Cast rounds: 1 Cooldown: 25 rounds
Ice Arrow Water

The caster fires an ice arrow that damages one enemy and applies attack and defense penalties for 3 rounds. The spell combines a real hit with a useful weakening effect, so it can finish a target or prepare it for the party. Ice has the pleasant property of hurting someone while also making them worse at everything important.

Damage + attack and defense debuff 🎯 One enemy Duration: 3 rounds 🕐 Cast rounds: 1 Cooldown: 25 rounds
Lightning Jump Lightning

The caster prepares a lightning buff. After losing a defense, the caster can jump behind the enemy, avoid the attack, and deal 5 base damage. It supports a mobile, technical combat style and turns a failed defense into a positional trick. Losing the exchange feels much better when the enemy suddenly discovers the mistake was theirs.

Reactive escape + damage buff 🎯 Caster Duration: Permanent 🕐 Cast rounds: 1 Cooldown: 10 rounds
Electric Discharge Lightning

The caster shocks one enemy for 7 base damage and stuns it for 2 rounds. This is both a strike and a control tool, which makes it excellent against priority targets. The spell hits, flashes, and then buys the party a short silence in which to work.

Damage + stun 🎯 One enemy Duration: 2 rounds 🕐 Cast rounds: 1 Cooldown: 20 rounds
Sensory Suppression Darkness

The caster suppresses one enemy's senses for 3 rounds, punishing the target when it tries to act effectively. It is cruelest against active enemies that need to roll often, attack often, or keep making decisions under pressure. The spell punishes success rather than failure, which is exactly why it feels so dark.

Punishing debuff 🎯 One enemy Duration: 3 rounds 🕐 Cast rounds: 2 Cooldown: 40 rounds
Change of Circumstances Darkness

The caster twists the outcome of a conflict by swapping key rolls and damage in the moment. It can turn a resolved exchange against the enemy. It can reverse a key exchange and make the enemy's successful moment become their own problem. Dark magic is unfair by nature, and this spell wins fights by leaning into that fact.

Swap rolls + damage 🎯 One enemy Duration: Instant Cooldown: Once per combat

Wisdom Archetype

Power of Wisdom Psychic

The caster focuses Wisdom into a direct strike against one enemy. It favors characters whose strength comes from insight, calm, and spiritual certainty rather than pure intellect. When it lands, the target learns that being wrong can hurt in a very literal way.

Wisdom-based damage 🎯 One enemy Duration: Instant 🕐 Cast rounds: 1 Cooldown: 20 rounds
Defense Break Psychic

The caster weakens one enemy's defenses for 3 rounds, applying a defense penalty that opens the target to follow-up attacks. It is a preparation spell for harder attacks and coordinated party pressure. If brute force cannot break the enemy, breaking their defensive certainty first is often the smarter answer.

Defense debuff 🎯 One enemy Duration: 3 rounds 🕐 Cast rounds: 1 Cooldown: 20 rounds
Advanced Strength Boost Physical

The caster increases their Strength by 7 for 5 rounds and may exceed the normal maximum. This is a short window of exaggerated physical power, made for breaking through defenses or surviving a harsher exchange. The spell is simple, direct, and very satisfying when the next few rounds must be decided by raw numbers.

⬆️ Stat buff 🎯 Caster Duration: 5 rounds 🕐 Cast rounds: 1 Cooldown: 40 rounds
Advanced Constitution Boost Physical

The caster increases their Constitution by 7 for 5 rounds and may exceed the normal maximum. This is a short window of exaggerated physical power, made for breaking through defenses or surviving a harsher exchange. The spell is simple, direct, and very satisfying when the next few rounds must be decided by raw numbers.

⬆️ Stat buff 🎯 Caster Duration: 5 rounds 🕐 Cast rounds: 1 Cooldown: 40 rounds
Fire Damage Fire

The caster empowers their attacks with fire for 3 rounds, adding extra damage to successful hits. It is excellent for martial or hybrid characters who want every successful hit to carry more weight. Once the weapon connects, the spell makes sure the enemy keeps paying for the mistake.

Attack & damage buff 🎯 Caster Duration: 3 rounds 🕐 Cast rounds: 1 Cooldown: 30 rounds
Fire Foresight Fire

The caster gains a fire-based reactive buff for 5 rounds. When the right defensive moment comes, the spell punishes the enemy with extra damage. It favors active characters who expect to attack, defend, and stay involved round after round. The fire does not wait for one grand moment; it joins every successful exchange with enthusiasm.

Reactive damage buff 🎯 Caster Duration: 5 rounds 🕐 Cast rounds: 1 Cooldown: 35 rounds
Advanced Renewal Water

The caster restores 50 hit points to themself or an ally, providing a major recovery option in serious fights. It is a clean recovery tool for moments when a character needs to stay relevant instead of collapsing out of the fight. Healing rarely looks dramatic, but the party tends to remember who kept them from becoming a cautionary story.

💚 Healing 🎯 Caster or ally Duration: Instant 🕐 Cast rounds: 1 Cooldown: 20 rounds
Advanced Regeneration Water

The caster grants regeneration that restores 15 hit points each turn for 5 rounds. It is not the best answer to an immediate disaster, but it becomes excellent in longer fights where repeated healing quietly adds up. After a few rounds, the spell has often done more work than anyone noticed at first.

Regeneration 🎯 Caster or ally Duration: 5 rounds 🕐 Cast rounds: 1 Cooldown: 25 rounds
Lightning Stun Lightning

The caster stuns one enemy with lightning for 3 rounds and leaves it more vulnerable while the effect lasts. The spell combines control with focus-fire support, turning a disabled target into an even better victim for the group. It is not especially polite, but it is very efficient.

Stun + vulnerability 🎯 One enemy Duration: 3 rounds Cooldown: 35 rounds
Lightning Attack Lightning

The caster charges their next physical attack with lightning, making the next hit guaranteed. It is made for the attack that absolutely must land, especially when paired with a heavy weapon or a powerful active ability. Sometimes the strongest magic is not more damage, but certainty.

Guaranteed physical hit 🎯 Caster Duration: Instant Cooldown: 30 rounds
Summon Toad Darkness

The caster summons a toad companion to the battlefield. This is a spell for players who like controlling space through allies and extra actions rather than only through direct damage. Even a humble companion changes positioning, attention, and pressure once it enters the battlefield.

Summon companion 🎯 Battlefield Duration: Permanent 🕐 Cast rounds: 1 Cooldown: Once per combat
Crucifixion Darkness

The caster punishes one enemy based on missing health. The spell is most dangerous once the target has already been weakened. It is a finisher, not an opener, and grows more threatening the worse the target's condition becomes. Dark magic has a talent for choosing enemies that are already running out of options.

Missing HP damage 🎯 One enemy Duration: Instant 🕐 Cast rounds: 2 Cooldown: Once per combat

Strong Spells (level 10, min. roll 18)

Intelligence Archetype

Awakening Psychic

The caster forces a target into a worse roll state, reducing the effectiveness of its next roll or outcome. It is strongest as a reaction to an important enemy action, where one changed roll can decide the whole exchange. Few things are more satisfying than watching a confident plan collapse because the caster was just clever enough.

Roll reduction 🎯 One enemy Duration: Instant Cooldown: 10 rounds
Strong Magic Shield Physical

The caster creates a robust physical barrier that absorbs 25 base damage and remains active until depleted. It is best used before a dangerous exchange or when the caster needs a little room to survive a mistake. The spell is not glamorous, but a reliable layer of protection often matters more than a spectacular explosion.

🛡️ Shield 🎯 Caster Duration: Permanent 🕐 Cast rounds: 1 Cooldown: 25 rounds
Disarm Physical

The caster disarms one enemy for a special duration, limiting its ability to apply its normal weapon pressure. Even if the enemy has another weapon, the spell interrupts tempo, comfort, and combat style in a single moment. Turning a weapon master into an angry person without the right weapon is a very respectable tactic.

Disarm 🎯 One enemy Duration: Special 🕐 Cast rounds: 1 Cooldown: 25 rounds
Fire Breath Fire

The caster breathes fire across the battlefield, hitting all enemies for 10 base damage each. It is made for groups, weakened enemies, and moments when touching every hostile target matters more than destroying one. The damage is modest, but spread across a battlefield it can nicely support the rest of the party's plan.

Area damage 🎯 All enemies Duration: Instant 🕐 Cast rounds: 1 Cooldown: 20 rounds
Ice Storm Water

The caster summons an ice storm for 5 rounds. Each round it randomly hits one enemy for 10 base damage and applies a -3 roll penalty for 1 round. Use it when the listed mechanic matters tactically, not just when the caster wants to spend a spell slot. In play, the spell should feel like a meaningful choice with a clear battlefield identity.

Random damage + debuff over time 🎯 Random enemy Duration: 5 rounds 🕐 Cast rounds: 2 Cooldown: 40 rounds
Tsunami Water

The caster sends a massive wave through all enemies, dealing 5 base damage and applying a -5 defense penalty. Use it when the listed mechanic matters tactically, not just when the caster wants to spend a spell slot. In play, the spell should feel like a meaningful choice with a clear battlefield identity.

Area damage + defense debuff 🎯 All enemies Duration: 3 rounds 🕐 Cast rounds: 2 Cooldown: 50 rounds
Mighty Lightning Lightning

The caster strikes one priority target with lightning for 25 base damage. This is a priority-target spell, meant for the enemy that needs to feel the hit immediately. It is simple, bright, loud, and not at all interested in being subtle.

High damage 🎯 One enemy Duration: Instant 🕐 Cast rounds: 1 Cooldown: 30 rounds
Dark Scythe Darkness

The caster creates a dark scythe for 5 rounds, forming a powerful offensive threat with 20 base damage. It gives the caster a temporary offensive identity and a clear reason for enemies to keep their distance. The weapon is not just damage; it changes how the caster threatens the space around them.

Summoned weapon 🎯 Caster Duration: 5 rounds 🕐 Cast rounds: 2 Cooldown: 30 rounds
Summon Skeleton Darkness

The caster summons a skeleton companion to the battlefield. This is a spell for players who like controlling space through allies and extra actions rather than only through direct damage. Even a humble companion changes positioning, attention, and pressure once it enters the battlefield.

Summon companion 🎯 Battlefield Duration: Permanent 🕐 Cast rounds: 2 Cooldown: Once per combat

Wisdom Archetype

Magical Empowerment Psychic

The caster enters an empowered magical state for 3 rounds. During the effect, the caster's spells deal double base damage. It rewards timing and planning, because the caster wants to spend the empowered rounds on meaningful spells. When used well, it turns an ordinary magical sequence into a short, frightening surge.

Magic damage buff 🎯 Caster Duration: 3 rounds 🕐 Cast rounds: 1 Cooldown: 35 rounds
Strong Strength Boost Physical

The caster increases their Strength by 10 for 5 rounds and may exceed the normal maximum. This is a short window of exaggerated physical power, made for breaking through defenses or surviving a harsher exchange. The spell is simple, direct, and very satisfying when the next few rounds must be decided by raw numbers.

⬆️ Stat buff 🎯 Caster Duration: 5 rounds 🕐 Cast rounds: 1 Cooldown: 50 rounds
Strong Constitution Boost Physical

The caster increases their Constitution by 10 for 5 rounds and may exceed the normal maximum. This is a short window of exaggerated physical power, made for breaking through defenses or surviving a harsher exchange. The spell is simple, direct, and very satisfying when the next few rounds must be decided by raw numbers.

⬆️ Stat buff 🎯 Caster Duration: 5 rounds 🕐 Cast rounds: 1 Cooldown: 50 rounds
Lava Bath Fire

The caster punishes one enemy based on missing stats, turning prior stat loss into direct danger. It works best after other effects have already weakened the target, turning prior losses into a new source of pain. The spell is nasty because it makes every earlier penalty feel relevant again.

Missing stat damage 🎯 One enemy Duration: Instant 🕐 Cast rounds: 1 Cooldown: 40 rounds
Lava Companion Water

The caster summons a lava companion to the battlefield. This is a spell for players who like controlling space through allies and extra actions rather than only through direct damage. Even a humble companion changes positioning, attention, and pressure once it enters the battlefield.

Summon companion 🎯 Battlefield Duration: Permanent 🕐 Cast rounds: 1 Cooldown: Once per combat
Strong Renewal Water

The caster restores 100 hit points to themself or an ally. It is a clean recovery tool for moments when a character needs to stay relevant instead of collapsing out of the fight. Healing rarely looks dramatic, but the party tends to remember who kept them from becoming a cautionary story.

💚 Healing 🎯 Caster or ally Duration: Instant 🕐 Cast rounds: 1 Cooldown: 20 rounds
Strong Regeneration Water

The caster grants strong regeneration for 5 rounds, restoring a large amount of hit points each turn. It is not the best answer to an immediate disaster, but it becomes excellent in longer fights where repeated healing quietly adds up. After a few rounds, the spell has often done more work than anyone noticed at first.

Regeneration 🎯 Caster or ally Duration: 5 rounds 🕐 Cast rounds: 1 Cooldown: 25 rounds
Purification Lightning

The caster purifies themself for 3 rounds, cleansing negative effects and gaining protection against further debuffs. It is a reset and a safeguard at the same time, ideal when enemies rely on control, curses, or stacked penalties. For a few rounds, the caster gets to stop being the battlefield's favorite problem.

Cleanse + debuff immunity 🎯 Caster Duration: 3 rounds 🕐 Cast rounds: 1 Cooldown: 40 rounds
Blackout Darkness

The caster places a severe dark debuff on one enemy for 3 rounds, causing the target to automatically fail its rolls while the effect lasts. This is severe control and should be treated as a major answer to one dangerous enemy. While it lasts, the target does not merely struggle; it becomes a warning about what happens when darkness gets serious.

Automatic failure 🎯 One enemy Duration: 3 rounds 🕐 Cast rounds: 2 Cooldown: Once per combat

Master Spells (level 15, min. roll 25)

Intelligence Archetype

Divine Wrath Psychic

The caster channels destructive psychic force around themself. Enemies in the area take 10 base damage each round and suffer -3 to attack until the caster ends the effect or fails Concentration. It asks the caster to hold concentration, but rewards that risk with continuing damage and pressure around them. The spell feels like standing at the center of a storm that has chosen sides.

Channeled area damage + attack debuff 🎯 Area around caster Duration: Permanent 🕐 Cast rounds: -1 Cooldown: 20 rounds
Summon Dragon Physical

The caster summons a dragon companion to the battlefield. This is a spell for players who like controlling space through allies and extra actions rather than only through direct damage. Even a humble companion changes positioning, attention, and pressure once it enters the battlefield.

Summon companion 🎯 Battlefield Duration: Permanent 🕐 Cast rounds: 2 Cooldown: Once per combat
Meteor Swarm Fire

The caster calls a meteor swarm for 5 rounds. Each round, one random enemy is hit for 20 base damage. It is unpredictable, but every round threatens a devastating hit somewhere in the enemy line. The uncertainty is part of the fear; nobody knows who the sky has selected next.

Random high damage over time 🎯 Random enemy Duration: 5 rounds 🕐 Cast rounds: 3 Cooldown: 30 rounds
Drowning Water

The caster forces one enemy to resist drowning pressure for 5 rounds. Each failed Constitution roll causes 25 base damage. It creates a brutal repeated test, forcing the target to keep resisting or keep suffering. The spell is terrifying because the danger does not arrive once; it keeps coming back for air.

Save or damage over time 🎯 One enemy Duration: 5 rounds 🕐 Cast rounds: 2 Cooldown: 50 rounds
Power of Lightning Lightning

The caster empowers physical attacks with lightning for 5 rounds, adding 5 base damage to each physical hit. It is excellent for martial or hybrid characters who want every successful hit to carry more weight. Once the weapon connects, the spell makes sure the enemy keeps paying for the mistake.

Attack & damage buff 🎯 Caster Duration: 5 rounds 🕐 Cast rounds: 1 Cooldown: 40 rounds
Revive Companion Darkness

The caster revives fallen allies or companions and returns them to the fight. It is a dramatic recovery spell for moments when the battle would otherwise be decided by losses already taken. Bringing allies back does not erase the danger, but it gives the group one more chance to refuse the ending.

Revive allies 🎯 All fallen allies Duration: Instant 🕐 Cast rounds: 1 Cooldown: Once per combat

Wisdom Archetype

Mind Control Psychic

The caster controls one enemy's mind for 3 rounds, turning the target's actions against its own side. It is one of the clearest forms of battlefield domination: the target acts according to the controlling character's commands. Used well, it turns an enemy resource into a temporary tool, which is as dangerous as it sounds.

Mind control 🎯 One enemy Duration: 3 rounds 🕐 Cast rounds: 2 Cooldown: 40 rounds
Weapon Petrification Physical

The caster petrifies one enemy's weapon permanently, limiting the damage it can deal to 1. It is especially cruel against enemies built around a single powerful weapon. The target can still fight, but every swing becomes a reminder that their favorite solution has turned into stone.

Damage limit 🎯 One enemy Duration: Permanent 🕐 Cast rounds: 1 Cooldown: 35 rounds
Fiery Determination Fire

The caster fills themself with fiery resolve for 5 rounds, increasing all stats. It is a broad empowerment spell for moments when the caster needs to become better at everything at once. The effect is blunt, fiery, and excellent when hesitation has stopped being useful.

All stats buff 🎯 Caster Duration: 5 rounds 🕐 Cast rounds: 1 Cooldown: 50 rounds
Storm of Eternity Water

The caster unleashes a storm for 5 rounds that weakens all enemies and halves their rolls. It is a large-scale control spell for disrupting the entire enemy side over several rounds. When the storm settles in, every hostile action becomes smaller, weaker, and much less certain.

Area roll reduction 🎯 All enemies Duration: 5 rounds 🕐 Cast rounds: 2 Cooldown: 30 rounds
Counterspell Lightning

The caster immediately counters one enemy spell and prevents it from resolving. Its value is timing: one prevented spell can matter more than any damage the caster might have dealt that round. It is the magical equivalent of saying no at exactly the right moment.

Counterspell 🎯 Enemy spell Duration: Instant Cooldown: 30 rounds
Touch of Death Darkness

The caster deals damage based on the target's missing health. Against a heavily wounded enemy, the spell can be decisive. It is a finisher, not an opener, and grows more threatening the worse the target's condition becomes. Dark magic has a talent for choosing enemies that are already running out of options.

Missing HP damage 🎯 One enemy Duration: Instant 🕐 Cast rounds: 1 Cooldown: Once per combat