Magic

## Mystical traditions

### Animism

From the wild spirits of the winds and the earth of the world comes the tradition of Animism. For generations, its teachings have been passed on to Mystics who have nurtured good relationships with the unseen world. Surely, it is the primal powers of Animism that enables the Nomadic peoples to live within corrupt place.

* Novice **Special**. The Animist has learned the teachings of Animism and how to withstand its darker elements. The witch no longer suffers any permanent Corruption from learning powers at novice level belonging to the Animism tradition, nor when learning any of its rituals. Despite this, the character still suffers the temporary Corruption that follows when using the powers and rituals of Animism.
* Adept **Special**. The Animist suffers no Corruption from learning the powers of Animism at adept level. The adept witch has also learned to bind the powers and rituals of the craft in earth, blood and spirit so that they only give one (1) temporary Corruption when used.
* Master **Special**. The Animist suffers no Corruption from learning the powers of Animism at the master level.

### Augury

Augury is taught by astrologers and diviners. Knowledge of the heavens is combined with inhalation of noxious smoke and sweltering heat to enter prophetic trances. It is a tradition whose practitioners are well-versed in the mysteries of reading flame, the mysteries of fate and how to subtly manipulate it. To Augurs of the Order, these phenomena are intimately connected.

* Novice **Special**. The Augur no longer suffers permanent Corruption when learning powers at novice level belonging to the tradition of Augury, nor when learning its rituals. Despite this, the character has no protection against the temporary Corruption that comes from using the powers and rituals of Augury.
* Adept **Special**. The Augur no longer suffers Corruption from learning the adept level of the powers belonging to the tradition of Wizardry. The adept has also learned to ground the powers and rituals of Augury in theories so well that the character now only suffers one (1) temporary Corruption when casting them.
* Master **Special**. The master Augur’s understanding of linked magic is all but complete and the player character may therefore re-roll one (1) failed test each turn when attempting to establish a Chain of mystical effects (see page 130). The Augur no longer suffers permanent Corruption from learning the master level of the powers belonging to the tradition of Augury

### Hex Singer/ Chanter

The mystical tradition of Warrior poets and Witch chanters is expressed through singing, sometimes accompanied by music played on horn, flute or Drums. They use chanting and song to embolden themselves and sew vile curses on their enemies.

* Novice **Special**. The Hex singer suffers no permanent corruption from learning Hymnal Hexes at the novice level, but has no protection from temporary corruption suffered when singing them. In addition, once per scene all Hex singers have a second chance to succeed on a test when trying to influence or affect a target’s mind (that is, situations when the adversary defends using the attribute Resolute). The re-roll may not be used to create or maintain a chain of mystical effects.
* Adept **Special**. The Hex singer suffers no permanent corruption from learning Hymnal Hexes at the adept level. Additionally, the adept may re-roll one success test when trying to influence or affect a target’s mind, also when creating or maintaining a chain of such mystical effects.
* Master **Special**. The Hex singer suffers no permanent corruption from learning Hymnal Hexes at the master level. The master may re-roll every success test when trying to influence or affect a target’s mind, also when creating or maintaining a chain of such mystical effects.

 Blessed shield
 Combat Hymn
 CONFUSION
 CURSE
 Dancing Weapon
 Heroic Hymn
 Retribution
 Storm Arrow
 Weakening Hymn

### The Magi

    Magi are practitioners of faith without institution. They walk the land in pilgrimage for personal enlightenment. They Seek personal connections and to try and achieve an unbiased view on existence. They also hold a unique set of magical teachings accompanied by a specially made wooden staff. Magi are well respected and at least known in all communities across the realm. Many kings have seeked out these practitioners for their wisdom.

* Novice **Special**. The Magi binds his or her soul to a staff, carved with the runes of the elements or elaborate depiction of them. The staff absorbs all corruption the character would have gained by learning the powers of the tradition at the novice level. If the character already has permanent corruption when being bound to the staff, the level of permanent corruption is reduced by 1D6. This can only be done once; if the staff gets lost or must be replaced, no additional reduction is made. In addition, as a free action the Magi can activate an elemental power o and then deal +1D4 damage with the staff, no matter if it is used in combination with the powers of the tradition or as a melee weapon. The character can chose between fire, lightning, cold or acid. Activating the staff's magic gives no corruption.
* Adept **Special**. The staff absorbs all corruption the character would have gained by learning the powers of the tradition at the adept level. Also, the staff binds the corruption so well that the character gets a second chance to roll for corruption when using all powers included in the tradition; the character suffers from the lower of the two outcomes.
* Master **Special**. The staff absorbs all corruption the character would have gained by learning the powers of the tradition at the master level. The staff also binds temporary corruption so effectively, that the character no longer suffers any temporary corruption when using the powers of staff magic.

### Scribal/Symbet

    Symbettal Magic was developed in Scribal schools in the age of the first humans in the ancient city of Suhl, a place of myth, lost somewhere in the vast ocean to the west of Kaljir. Nowadays, the Scribes learn the ancient art in the Eduba schools that still exist across the realms sticking to themselves, though some of them travel far and wide in their search for knowledge of runes, signs and symbols. The basic assumption of the Scribe states that the world forces and powers can be associated with Powerful symbols, and that it therefore may be affected and influenced by altering signs and symbols which represent its diverse features. The powers of Scribes are created by drawing or writing. More fanciful procedures are also possible, like embroidery, etchings or weaves. Procedures aside, the power of the symbol is released by the symbolist’s command, and the symbol vaporizes when its power has been unleashed. Creating a symbol gives no corruption but when it is activated the one who uses it suffers one (1) point of temporary corruption. Scribes start with literacy.

* Novice **Special**. The character has begun to grasp the power of runes. The signs must be physically represented – carved, painted, etched, tattooed – which takes time; for a novice, it takes one hour to create a power symbol. However, it only takes a combat action to activate a symbol, which is done by uttering an activation phrase. Note that the symbolist has to see or be in direct contact (melee range) with the symbol in order to activate it. The symbolist can only have one symbol per mystical power prepared in this way. When a symbol has been used it must be recharged, which takes as much time as it does to create the symbol from scratch.
* Adept **Special**. With a combat action, the Symbet can quickly paint a symbol in a book or draw it in the mud or dust of the ground. These temporary symbols transcend the limitation stating that the symbolist may only have one symbol per power prepared. To the adept, activating symbols – no matter if they are prepared in a more permanent fashion (see novice) or are of a temporary nature – is a free action where he or she only has to utter a single word. However, only one symbol may be activated per turn. In addition, the adept symbolist can choose to activate symbols using a physical trigger instead of a word. The trigger is decided by the mystic when the symbol is created, and can for instance be that a living creature enters a room, that someone steps on the symbol or that a weapon is drawn within melee range. The Scribe may or may not exclude him- or herself from this equation, but the allies of the Scribe cannot be excluded: if they act in accordance with the trigger, the symbol is activated. The adept can erase one of his or her own symbols with a simple gesture (free action), but this requires actually touching the symbol.
* Master Active. As a combat action, the Symbet can draw flaming power runes in the air and activate them as part of the same action. Hence, the symbols work just like the powers of other traditions, aside from the mystic only suffering one point in temporary corruption per activation. These momentary symbols transcend the limitation stating that the symbolist may only have one symbol per power prepared.

### SORCERY

    The character is one of those who are arrogant or desperate enough to cling to the darkness. While other mystical traditions do everything they can to avoid the soul-eroding powers of Corruption, the sorcerer chooses to do the opposite. The powers and rituals of Sorcery rely on the force of corruption and the possibilities offered by the taint. The sorcerer must always balance between grasping the black power that is just within its reach and remaining independent of the darkness. Most sorcerers realize that their chosen path only holds one possible end, and the most depraved among them have already come to terms with this, seeing their final and inevitable enslavement as some sort of salvation.

* Novice **Special**. The sorcerer has taken its first faltering steps down the slippery slope of darkness and has found a way to not lose its foothold entirely. The sorcerer can reduce the Corruption he or she suffers from. By making a successful roll against Resolute each time the sorcerer suffers Corruption, he or she only receives one (1) point of Corruption.
* Adept **Reaction**. The sorcerer can draw from its own Corruption to successfully use mystical powers. A sorcerer who fails in an attempt to use a power may try again, this time rolling against his or her Total Corruption value. Should this test be successful, then the power is activated as normal, but the sorcerer also suffers an additional 1D4 temporary Corruption.
* Master **Special**. The sorcerer can use the Corruption of others in order to enforce its will. Each time the sorcerer attempts to affect the Resolute attribute of another creature, he or she may choose to roll against the creature’s Shadow instead (the creatures Resolute –Total Corruption). Thoroughly corrupted creatures are strangely immune to this; it is as if they feed off the darkness of the world to carry on with their dark calling.

### THEURGY

Theurgy is the mystical tradition championed by the high priest mages of temple worship. Theurgy is the doctrine and hidden teaching held by such institutions, where the ember of the soul is seen as a reflection of the divine. Theurges are expected to Hold religious ceremony and provide Hospitality to the gods when they visit.

* Novice **Special**. The theurg no longer suffers permanent Corruption when learning powers at novice level belonging to the tradition of Theurgy, nor when learning its rituals. Despite this, the character still has no protection against the temporary Corruption that comes from using the powers and rituals of Theurgy.
* Adept **Special**. The theurg no longer suffers permanent Corruption when learning powers at adept level belonging to the tradition of Theurgy. The adept theurg has also learned to rest the powers and rituals of Theurgy on a foundation of faith so that the theurg now only suffers one (1) temporary Corruption when casting them.
* Master **Special**. The theurg has reached a higher understanding of the essence of its holy powers, and therefore heals an additional 1D4 when using healing and holy powers, including those that harm abominations and the undead. Adding to this, the theurg suffers no permanent Corruption when learning powers at master level belonging to the tradition of Theurgy.

## Mystic powers

### ANATHEMA

Tradition: Animist, Symbet, Thurge

Material: A small silver bell. The mystic has studied the secrets of countering magic and can dispel the effects of other powers. Anathema does not affect rituals – their mystical bonds are too thoroughly woven and can only be dispelled by other rituals.

* Novice **Active**. By making a successful roll against [Resolute←Resolute] the mystic can disperse a power’s ongoing effects on a creature, or on himself provided that the mystic is fit to wield magic. The Resolute of the mystic who has unleashed the power is used as resistance when making the test.
* Adept **Active**. The mystic can disperse the ongoing effects on multiple creatures in a Chain; the test is made for one target at a time.
* Master **Active**. The mystic is now powerful enough to dispel all kinds of mystical effects, including summoned effects and creatures, by making a successful Resolute test.

### Banishing Seal

Tradition: Symbet

Material: A symbol created for the purpose The mystic binds banishing energies to a symbol, that when unleashed sweeps out in waves over the area. Upon creation, the mystic must choose what type of creature will be affected (Abominations, Beasts, Cultural Beings or Undead).

* Novice **Active**. The symbol triggers a chain of banishing energies. The target closest to the symbol is affected if the mystic passes a [Resolute←Resolute] test; if this succeeds, an attempt is made to banish the next enemy and so on, until a test fails. Banished creatures must leave the area as quickly as they can and may not return before the end of the scene.
* Adept **Active**. Same as the novice level, but creatures that are unaffected (the test fails) suffer 1D4 damage from the power, ignoring Armor. Targets that are unaffected by the banishing effect can choose to flee to avoid being damaged; if so, they may not return until after the scene.
* Master **Active**. Same as the novice level, but those that are not banished suffer 1D8 damage, ignoring Armor. Targets that are unaffected by the banishing effect can choose to flee instead and only suffer 1D4 damage, ignoring Armor; if so, they may not return until after the scene.

### BEND WILL

Tradition: Hex Singer, Sorcerer

Material: A silver ring. Free will is an illusion, but the power of the will is unmistakable. The mystic has come to understand these seemingly contradictory principles and can use the insight to control the will of other creatures.

* Novice **Active**. The mystic can seize control of a creature’s will by making a successful [Resolute←Resolute] test. The control is considered active until the mystic breaks concentration or fails a [Resolute←Resolute] test. The controlled creature can only perform one (1) Action each turn and cannot use any active abilities or powers while affected.
* Adept **Active**. The mystic can seize control of a creature’s will by making a successful [Resolute←Resolute] test. The mystic does not have to concentrate to sustain the control; it is ongoing and considered active until the mystic fails a [Resolute←Resolute] test. A controlled creature can only perform one (1) Action each turn and cannot use any active abilities or powers while affected.
* Master **Active**. The mystic can seize control of a creature’s will by making a successful [Resolute←Resolute] test. The mystic does not have to concentrate to sustain the control; it is ongoing and considered active until the mystic fails a [Resolute←Resolute] test. The controlled creature can perform two Actions each turn.

### Black Bolt

Tradition: Sorcerer

Material: A shard of volcanic glass During The Great War, the black bolts of the Dark Lords, ensnaring and burning their targets, were feared by all. In more recent days, other sorcerers have discovered that they can do the same, by extending their tainted souls and using them as a whip that traps and corrodes the enemy. The mystic cannot cast a new black bolt as long as at least one enemy is ensnared by the power, but he or she is free to make use of other mystical powers.

* Novice **Active**. With a passed [Resolute←Quick] test, the character casts a black bolt at an enemy. If successful, the target is hit and suffers 1D6 damage, ignoring Armor. Also, the target is trapped and may not act until it manages to break free, which requires a passed Resolute test (one roll is made each turn after the first) or happens automatically if the mystic loses concentration, [Resolute –Damage].
* Adept **Active**. The character casts a chain of black bolts. This works just like at the novice level, but for every target that is hit by the bolt another enemy may be attacked, until a failed success test is rolled. All affected enemies may try to break free from the effect of the power, and if one of them succeeds all of them are immediately free to act. The same happens if the mystic loses concentration, [Resolute –Damage].
* Master **Active**. The character casts a chain of black bolts, just like at the adept level, but ensnared targets must break free individually; they cannot help each other like at the adept level. If the mystic loses concentration [Resolute –Damage] all targets are immediately freed from the entangling darkness.

### Black Breath

Tradition: Sorcerer

Material: The mystic’s own permanent corruption. A mystic with permanent corruption can spew out its inner darkness and infect others with corruption, or heal already tainted creatures.

* Novice **Active**. One (1) creature is hit; roll 1D4 against its total corruption. If the roll is equal to or lower than the corruption value, the creature heals an amount equal to the outcome of the roll; if higher, the creature suffers the outcome in temporary corruption.
* Adept **Active**. Like Novice, but the roll is 1D6.
* Master **Active**. Same as Adept level, but the attack is made in a chain, where another target is hit if the previous one suffered corruption. As soon as someone is healed, the chain is broken.

### BLESSED SHIELD

Tradition: Hex singer, Theurge

Material: A holy symbol. By faith and will, the mystic raises a holy shield against the weapons of its enemies. The shield is invisible until attacked, at which time it glitters as if struck by sunlight.

* Novice **Active**. With a successful roll against Resolute the mystic surrounds itself with a warm glow. This glow provides an additional 1D4 Armor. Also, any abomination or undead who attacks the mystic with melee attacks suffers 1D4 damage from the glow, ignoring Armor. The blessed shield lasts until the end of the scene.
* Adept **Active**. As at the novice level, but the extra Armor and the damage dealt is rolled with 1D6. Also, an ally within sight can be included in the effect of the blessed shield.
* Master **Active**. As at the novice level, but the extra Armor and the damage dealt is rolled with 1D8. Two of the mystic’s allies can be included in the effect of the blessed shield.

### Blinding Symbol

Tradition: Symbet

Material: A prepared symbol Intricate runes emit energies that can temporarily blind those who are bedazzled by the light. The effect of a Blinding Symbol is immediately suspended if the victim uses a dose of Eye Drops.

* Novice **Active**. The runes trigger a chain of blinding energies. The target closest to the symbol is blinded if the mystic passes a [Resolute←Resolute] test; if this succeeds, an attempt is made to blind the next enemy and so on, until a test fails. The victims are only blinded for one turn before automatically regaining their sight.
* Adept **Active**. Same effect as the novice level. However, the effect lasts until the mystic fails a Resolute test or loses concentration [Resolute –Damage].
* Master **Active**. Same effect as the novice level. However, the effect lasts until the afflicted regains Toughness from healing powers or elixirs.

### BRIMSTONE CASCADE

Tradition: Auger, Magi

Material: A fistful of pure brimstone. The mystic can unleash the rampaging spirit of fire and burn its enemies to cinders, or at least scorch them severely.

* Novice **Active**. The mystic lashes out with fire and brimstone against a target. If the mystic succeeds with a [Resolute←Quick] test, the cascade deals 1D12 points of damage. If the mystic fails the test the cascade deals only 1D6 damage.
* Adept **Active**. The mystic unleashes a Chain of burning energy. If the mystic succeeds with a [Resolute←Quick] test, the cascade deals 1D12 points of damage. If the mystic fails the test the cascade deals only 1D6 damage. If the target suffers the full 1D12 damage, the mystic may try to steer the flaming energy towards an additional target, and so on until the mystic fails a [Resolute←Quick] test.
* Master **Active**. The mystic unleashes a veritable storm of flaming and smoking energies. If the mystic passes a [Resolute←Quick] test, the cascade deals 1D12 points of damage. If the mystic fail the test the cascade only deals 1D6 damage. Even if the mystic should fail a test the Chain does not stop; it continues to strike new oppenents until a second test is failed.

### Combat Hymn

Tradition: Hex singer

Material: None, but the mystic must sing out loud There is a raw and untamed power in singing, and some mystics learn to sing while fighting to gain considerable extra strength when battling the enemy. The character is one of those who have learned to sing combat hymns to increase his or her chances in combat. The song is interrupted if the mystic uses another mystical power or if concentration is lost due to taking damage [Resolute –Damage].

* Novice **Free**. The character gives himself and all allies a +1 bonus to either Quick, Strong or Accurate (the ally chooses what attribute will be affected) for as long as the singing continues.
* Adept **Free**. The character gives himself and all allies a +1 bonus to Quick, Strong and Accurate for as long as the singing continues.
* Master **Free**. The character and all allies gain a +1 bonus to Quick, Strong and Accurate for as long as the singing continues. Also, the character and all allies regain 1D6 Toughness when the song begins; this healing effect may only be used once per scene.

### CONFUSION

Tradition: Auger, Hex singer

Material: A couple of drops of wine. The mystic’s understanding of the labyrinth of the senses can cause an enemy to lose iteself inside its own mind. Confused enemies become paralyzed or lose their ability to separate friend from foe.

* Novice **Active**. The mystic can confuse an enemy with a successful [Resolute←Resolute] test, making the enemy unaware of its actions. Roll 1D6 each turn until the mystic breaks concentration or fails a [Resolute←Resolute] test: 1–2, the target stands still, blinking stupidly; 3–4, the target attacks whichever of its allies is closest; 5–6, the target attacks whichever of its enemies is closest. If there is any uncertainty regarding who is closest to the target, roll a die to decide.
* Adept **Active**. The mystic can confuse an enemy without having to concentrate. The Confusion is ongoing until the mystic fails a [Resolute←Resolute] test. A new test must be made each turn.
* Master **Active**. The mystic creates a Chain of Confusion. If the mystic manages to confuse a target with a [Resolute←Resolute] test, then it may continue with another target and so on, until the mystic fails a test. Resolute is then tested each turn for each target to decide which of them remain confused.

### CURSE

Tradition: Augur, Sorcerer

Material: None, a dark glare is enough. The mystic masters the stare of the Evil Eye and can curse enemies on the battlefield; a power often used by the disciples of the Dark Lords during The Great War.

* Novice **Free**. Once per turn, the mystic’s dark glare automatically gives an enemy a second chance to fail all success tests meant to affect the mystic (roll twice, the action fails if one of the tests is a failure). This effect is ongoing until the mystic fails a Resolute test.
* Adept **Free**. Like novice, but the enemy has a second chance to fail all its success tests regardless of target. The effect is ongoing until the mystic fails a Resolute test.
* Master **Active**. The mystic puts a curse of death upon an enemy. The enemy suffers 1D6 damage, ignoring Armor, for all actions it tries to perform. The target suffers no damage if it remains still and passive. This effect is active until the mystic fails a Resolute test.

### Dancing Weapon

Tradition: Animist, Magi

Material: A melee weapon By willpower alone, the mystic makes a weapon soar and fight, with the speed and agility of a thought. The weapon in question does not have to be special in any way; if it has qualities or powers, these may be used by the mystic according to standard rules of combat. However, the mystic cannot use other abilities related to melee combat while using this power.

* Novice **Active**. The mystic lets a weapon dance and uses Resolute instead of both Accurate (attack) and Quick (defense). Other than that, normal combat rules apply. The novice must focus on the weapon while fighting, which prevents him or her from using other powers or abilities while the weapon dances.
* Adept **Active**. The mystic must take control of the weapon by spending a combat action to activate the power, but then the weapon fights on its own while the mystic is free to use other powers and abilities. Both attack and defense rolls are made against Resolute.
* Master **Free**. The weapon dances out of the scabbard when the master needs it, attacks once per turn and defends the character by itself, leaving the mystic free to use other powers and abilities. Both attack and defense rolls are made against Resolute.

### Draining Glyph

Tradition: Symbet

Material: A carefully crafted glyph The mystic creates a glyph that upon activation becomes a whirling vortex, sucking the life-force from the enemy. The glyph affects all enemies who can see the symbol and are in front of it.

* Novice **Active**. With a [Resolute←Strong] test the mystic can damage every enemy in the vicinity (one test per target). The damage is 1D4, ignoring Armor. The effect lasts until the mystic fails a Resolute test or loses concentration [Resolute –Damage].
* Adept **Active**. Same as the novice level, but the effect lasts until the mystic fails a Resolute test.
* Master **Active**. The master can direct part of the drained energy into himself or his allies; the stolen life-force heals the mystic or one of its allies, returning 1D4 points of Toughness per turn for as long as effect is active.

### ENTANGLING VINES

Tradition: Entangling vines

Material: A handful of seeds or a tangle of roots. The earth is bound by roots, while objects above ground are often covered by vines. All that the mystic does is uses its will to stimulate the already ongoing processes of nature.

* Novice **Active**. By rolling a successful Resolute test, the mystic calls forth entangling vines or roots from out of the earth and can ensnare an enemy. The ensnared creature cannot move but can use ranged weapons and powers. The creature is ensnared until the mystic fails a [Resolute←Strong] test, starting the following turn.
* Adept **Active**. The mystic can ensnare a Chain of creatures. If the mystic manages to ensnare a target with a successful Resolute test, then he or she can attempt to snare another one, and so on until an attempt fails. Starting the following turn, a [Resolute←Strong] test is made for each target to determine how many of them remain ensnared.
* Master **Active**. The mystic creates an entangling Chain of thorns. Those ensnared with a [Resolute←Strong] test also suffers 1D6 damage per turn from their thorny prison. The sharp thorns find gaps in the targets armor, so any Armor is ignored.

### Exorcize

Tradition: Animist Augur, Thurge

Material: A sharp weapon to cut the world’s fabric A Sorcerer’s lack of respect for the laws of nature lends him or her the astounding ability to tear at and bend apparent constants like time and space. One way to make use of this is to temporarily banish creatures from the world of the living, out into the Yonderworld where alien winds howl in chorus with hunting abominations. This poses a danger for the demonologist, since every failed attempt to use the power risks bringing an abomination into the world. If this happens, the abomination attacks a random victim, though not someone who is protected by an Unholy Aura or whose soul is already thoroughly corrupt. The abomination that comes has an equal chance (1d6) of being (1–2) a Vindictive Daemon, 3–4) a Knowledgeable Daemon, or (5–6) a Guardian Daemon (for stats, see the ritual Summon Daemon on page 94).

* Novice **Active**. With a successful [Resolute←Resolute] test, the character opens a temporary rift in the world’s fabric and sends an enemy through it. The enemy returns one turn later, on the characters initiative and in the same location – steaming from the mists of the Yonderworld and having suffered 1D4 Damage (ignoring Armor) and 1D4 temporary corruption. A failed attempt automatically attracts an abomination that enters through the rift.
* Adept **Active**. With a successful test against [Resolute←Resolute], the character sends an enemy further out into the Yonderworld and he or she must struggle to get back; each turn the enemy may roll a Resolute test, a success brings it back to the world. Every turn spent in the Yonderworld deals 1D4 damage (ignoring Armor) and 1D4 temporary corruption. If the target dies or becomes blight-born, the rift closes and the enemy is gone for good. Since the rift is open for as long as the enemy is expelled, there is a risk that a wrathful abomination slips through – every turn after the first, the mystic must pass a Resolute test to stop an abomination from entering through the rift. If the initial test for using the power fails, the mystic must immediately roll a Resolute test to stop a raging abomination from slipping through into the world. The mystic may choose not to try and stop the abomination from entering, no matter if the abomination comes as an effect of a failed attempt to use the power or as a consequence of a successful long-lasting rift.
* Master **Reaction**. Once per turn, one enemy that attacks the mystic in melee is at risk of being expelled to the Yonderworld, [Resolute←Resolute]. If expelled, he or she suffers the same effect as at the novice level. A failed test has no effect; there is no risk that an abomination enters into the world.

### Fire Soul

Tradition: Augur

Material: None, but Fire Souls often display physical signs of their attraction to fire; a burning gaze, red hair or heat that radiates from the body. Pyromancers have found that those who dedicate their lives to the study of fire in time learn to instinctively use it as a shield and a weapon. It is even said that the most devoted learn to manipulate the force of hostile fires and paradoxically enough use these burning powers to heal themselves when wounded.

* Novice **Reaction**. When the mystic is hit in melee combat, flames strike out at the attacker, dealing 1D6 damage. Also, the mystic suffers less damage from fire, meaning that he or she has +1D6 Armor to damage from that element.
* Adept **Reaction**. Like the novice level, except the protection from fire and the damage dealt against those attacking the mystic in melee combat are rolled with 1D10 instead of 1D6.
* Master **Reaction**. The master’s power is so great that he or she does not take damage but is instead healed by fire. The mystic recovers half of any damage that would have been dealt by fire (if the mystic should have suffered 4 damage, he or she instead heals 2 Toughness). This also pertains to fire created by the mystic when using other powers besides Fire Soul. In addition, the flames that lash out from the mystic when he or she is attacked now also retaliate at range. Powers that affect the mind will not trigger such a retaliation, but powers which potentially deal damage do. The striking flames deal 1D10 damage and Armor protects as usual.

### FLAME WALL

Tradition: Augur, Magi

Material: A fistful of brimstone, with some mercury. The mystic has gained insights into the mysteries of fire and can summon fire to form it into a wall or a dome.

* Novice **Active**. By making a successful Resolute test the mystic calls forth a wall of whirling flames just in front of it (melee combat distance). The wall is wide enough to cover most corridors and divide most rooms. When in larger rooms and when outside, one can get around the wall of flames by using two Movement Actions, but it can also be flown over with only one Movement Action. It is possible to pass through the wall with an ordinary Movement Action, but all who do suffer 1D12 points of fire damage. Smaller flammable objects such as arrows and bolts are burned to cinder if shot through the burning wall. The wall can also be summoned directly on a group of enemies who are then automatically wounded, provided that the targets form a line in front of the mystic. The Flame Wall is sustained until the mystic fails a Resolute test, made once each turn after the first.
* Adept **Active**. The Flame Wall curves and closes into a burning circle around the mystic and its allies, as well as any enemy combatants within range of melee combat when this power is activated. The wall of flames can either be flown over or passed through, both with a Movement Action, but all who pass through the wall suffer 1D12 points of fire damage. The Flame Wall is sustained until the mystic fails a Resolute test, made once each turn after the first.
* Master **Active**. The Flame Wall curves and bends until it forms a burning dome that covers the mystic and its allies, as well as any enemy combatants within range of melee combat when this power is activated. It is possible to pass through the burning wall with a Movement Action, but all who do so suffer 1D12 points of fire damage. The wall of fire is sustained until the mystic fails a Resolute test, made once each turn after the first.

### Heroic Hymn

Tradition: Hex singer

Material: None, but the mystic must sing out loud There is power in the heroic hymns of old. The mystic can sing while fighting, thereby filling his or her allies with courage and vigor. The song is interrupted if the mystic uses another mystical power or if concentration is lost by taking damage [Resolute –Damage].

* Novice **Free**. The character gives himself and all allies a +1 bonus to either Cunning, Resolute or Persuasive (the ally chooses what attribute will be affected) for as long as the singing continues.
* Adept **Free**. The character gives himself and all allies a +1 bonus to Cunning, Resolute and Persuasive for as long as the singing continues.
* Master **Free**. The character and all allies gain a +1 bonus to Cunning, Resolute and Persuasive for as long as the singing continues. Also, the temporary corruption of the character and all allies is reduced by 1D4 when the song begins; this corruption reducing effect may only be used once per scene.

### HOLY AURA

Tradition: Thurge

Material: Holy symbol. The mystic can send out a holy and life-affirming aura that harms abominations and the undead. At higher levels, this aura can also provide healing powers for living creatures.

* Novice **Active**. With a successful Resolute test the mystic envelops itself in an aura of holy energies that is harmful to abominations and undead. The target suffers 1D6 points of damage, ignoring Armor. This power affects all abominations and undead within sight of the mystic and is ongoing until the mystic fails a Resolute test or breaks concentration. The mystic can exclude allied abominations or undead from the effect of the Holy Aura.
* Adept **Active**. The aura now deals 1D8 damage to abominations and undead, while living creatures heal 1D4 points of Toughness each turn.
* Master **Active**. Same effect as at adept level, but the effect against abominations and undead is increased to 1D10. Living allies now heal 1D6 points of Toughness each turn.

### ILLUSORY CORRECTION

Tradition: Augur, Symbet

Material: A shard of a mirror. There is a gap between the world and the perception of it. The mystic can use this gap to evade a potentially horrible fate or to make alterations to the flow and perception of reality.

* Novice **Reaction**. The mystic can make a Resolute test once per turn to make a correction of reality – if successful the mystic may re-roll a failed Defense test.
* Adept **Reaction**. The mystic can make a Resolute test in order to correct something that happened to him or her during the turn. This means that any test that somehow affected the mystic can be re-rolled.
* Master **Reaction**. The mystic can make a Resolute test in order to correct reality for someone else. This means that any test that affected the intended target in any way may be rerolled.

### INHERIT WOUND

Tradition: Thurge

Material: A splash of blood. The mystic has closely studied the spirits of creation and death, and can use this knowledge to redistribute damage between itself, its allies and its enemies.

* Novice **Free**. By making a successful die roll against Resolute the mystic can attract the spirits of damage from another creature. The target heals 1D6 points of Toughness while the mystic suffers an equal amount of damage.
* Adept **Free**. As novice, but the effect heals 1D8 points of Toughness and also draws any ongoing effects of poison and bleeding to the mystic. The mystic suffers half the damage (rounded up), both from wounds and any poison/bleeding.
* Master **Active**. The target heals 1D8 points of Toughness while the mystic suffers half as much damage. The mystic may also pass the other half of the damage on to another creature in sight. The chosen target’s armor is ignored and it cannot defend itself in any way.

### LARVAE BOIL

Tradition: Sorcery

Material: A handful of larvae. Drawing from the force of wrath the mystic can infuse an enemy’s body with larvae that then start to eat their way out. Although it is loudly refuted by members of the court, persistent rumors say that this is how the hero king Ynedar met his demise.

* Novice **Active**. The mystic plants larvae inside the body of its enemy, which then start to eat their way out. The poor target suffers 1D4 damage each turn, ignoring Armor. The effect is automatic the first turn and continues until the mystic fails a [Resolute←Strong] test.
* Adept **Active**. The larval growth inside the body deals 1D6 damage each turn, ignoring Armor. The effect continues until the mystic fails a [Resolute←Strong] test.
* Master **Active**. The larvae swarm inside the target’s body and deal 1D8 damage each turn, ignoring Armor. The effect continues until the mystic fails a [Resolute←Strong] test.

### LAY ON HANDS

Tradition: Animist, Magi

Material: A holy symbol. The secrets of life lay bare for the mystic and with them follows the coveted power of healing, often interpreted as a gift from whichever deity the mystic adheres to.

* Novice **Active**. The mystic can through touch, and by passing a Resolute test, heal 1D6 points of a target’s Toughness. This power also works on the mystic itself.
* Adept **Active**. The mystic’s healing hands now heal 1D8 points of Toughness and stop the ongoing effect of poisons and bleeding.
* Master **Active**. The mystic can heal a creature within sight, healing 1D8 Toughness and halting the ongoing effect of poisons and bleeding. The mystic now heals 1D12 points of Toughness when touching the target.

### LEVITATE

Tradition: Scribe, Thurge

Material: A handful of feathers. The binding force of the world can be manipulated, and with that insight the mystic has gained the capability to levitate, using nothing but the power of the mind.

* Novice **Active**. With a successful Resolute test the mystic can soar over the battlefield, out of reach of melee weapons. The mystic can move a distance equal to one stride per turn while levitating. Ranged attacks and flying enemies remain a problem. The mystic stays floating in the air until the mystic breaks concentration or the scene ends. If concentration is broken the mystic falls to the ground and suffers 1D6 damage, ignoring any Armor the mystic might be wearing.
* Adept **Active**. With a passed [Resolute←Strong] test the mystic can levitate an ally and let him or her soar over the battlefield out of reach of the enemies’ melee weapons. The mystic can move the soaring ally a distance equal to one stride per turn while it is levitating. Ranged attacks and flying enemies remain a problem. The mystic’s ally stays soaring in the air until the mystic breaks concentration or the scene ends. If concentration is broken the ally falls to the ground and suffers 1D6 damage, ignoring Armor.
* Master **Active**. The mystic can make itself and a Chain of allies [Resolute←Strong] soar over the battlefield, out of reach of melee weapons. The mystic can move both itself and any soaring creature a distance equal to one stride per turn while levitating. Ranged attacks and flying enemies remain a problem. The mystic and its allies stay soaring in the air until the mystic breaks concentration or the scene ends. If concentration is broken, they all float down to the ground without taking any damage.

### Lifegiver

Tradition: Thurge

Material: A drop of pure water The wellspring of life runs clear and refreshing in these dark days. Dedicated healers can draw from its power and transform it into a purifying gift that cleanses souls of corruption and heals physical wounds.

* Novice **Active**. The mystic washes away 1D4 points of temporary corruption from a creature in sight. Any excess points heal the creature’s Toughness instead. The mystic may use this power on him- or herself.
* Adept **Active**. The mystic washes away 1D4 points of temporary corruption from himself and all allies in sight. Any excess points heal Toughness instead.
* Master **Reaction**. The mere presence of the Confessor directly reduces the harmful effect of temporary corruption on all allies in sight. When an ally uses a mystical power or an artifact that gives corruption, the amount suffered is reduced by 1D4 points. Any excess points have no effect. In this case, the power has no effect on the mystic using it; the player character suffers from temporary corruption when using powers and artifacts as usual.

### MALTRANSFORMATION

Tradition: Sorcery

Material: A pupa or an egg. The mystic has grasped that physical appearance is a dynamic concept, and knows how to use that insight to transform its enemies into weaker forms.

* Novice **Active**. With a successful roll against Resolute the mystic can turn a target into a harmless beast (mammal or reptile, the mystic decides which). The target stays in that form until the mystic breaks concentration or fails a [Resolute←Resolute] test. This test is made each turn on the mystic’s Initiative. The harmless animal keeps the target’s original Attributes but none of its abilities or powers and can neither attack nor use items.
* Adept **Active**. The mystic no longer has to concentrate to keep the Maltransformation active; it is ongoing until the mystic fails a [Resolute←Resolute] test.
* Master **Active**. The mystic can trigger a Chain of Maltransformations. If the mystic succeeds in transforming one target, he or she may attempt to transform another one, and so on until a transformation attempt fails. The Maltransformation is ongoing until the mystic fails a Resolute test, made each turn for each target.

### MIND-THROW

Tradition: Symbet, Thurge

Material: A glass pearl. The mystic can use its mind to move and throw loose objects, or even enemies.

* Novice **Active**. The mystic can hurl objects in the surrounding area as weapons or use them to block incoming attacks. The mystic will have to make a [Resolute←Quick] test to attack this way and deals 1D8 damage if successful. If an object is used as a temporary shield, make a [Resolute←Accurate] test to block incoming physical attacks or a [Resolute←Resolute] test for magic projectiles. The object is destroyed after one hit, either dealt or blocked.
* Adept **Active**. The mystic is capable of using the power of his or her mind [Resolute←Strong] to lift, and throw, an enemy. A thrown enemy lands a Movement Action away and suffers 1D8 damage. The enemy lands on its back, unless it makes a successful Quick test.
* Master **Active**. The mystic can throw a Chain of enemies if succeeding with a [Resolute←Strong] test. The mystic starts with the first target and keeps making tests until one fails. The thrown enemies land a Movement Action away and suffer 1D8 damage. The enemies land on their back, unless they make a successful test against Quick.

### Mirroring

Tradition: Symbet

Material: A couple of small figurines Reality’s layers of misconceptions and lies may be used to project a series of conceivable phenomena, only one of which corresponds to the reality of the world. The multiple false images created this way serve to protect the mystic from hostile attacks – in most cases; there is always the risk that the enemy targets the mystic instead of an illusion. Every attack against the mystic has a chance of hitting one of the projections or the mystic: if three illusions are made, the chance of the mystic being targeted is 1 out of 4. As the illusions are destroyed, the mystic’s risk of being hit increases.

* Novice **Active**. With a passed Resolute test, the mystic projects 1D4 mirror copies of himself. If a copy is hit, it ceases to exist. Damage from area effects hit the mystic as usual and instantaneously dispel all mirror copies.
* Adept **Active**. With a passed Resolute test, the mystic projects 1D6 mirror copies of himself. Damage from area effects hit the mystic as usual and dispel one mirror copy.
* Master **Active**. With a passed Resolute test, the mystic projects 1D8 mirror copies of himself. Damage from area effects hit the mystic as usual but dispel no mirror copies.

### NATURE’S EMBRACE

Tradition: Animist

Material: A fistful of soil. The deep soil of the world is a safe place for the mystic, just as the mountain rock may become a shelter. The mystic can sink into the earth and thereby avoid attacks from its enemies.

* Novice **Active**. The mystic is able to sink into the earth if a successful Resolute test is made. There, the mystic is invulnerable but also unable to take any Actions. The mystic must succeed with another Resolute test each turn to remain in the safe bosom of the earth. If the mystic fails the test, then he or she is returned to the surface.
* Adept **Active**. The mystic can use mystical powers on itself while in the earth and does not have to test Resolute in order to remain there.
* Master **Active**. The mystic can move by using its Movement Action to appear in a different spot than where it first sank into the ground. The mystic can also use powers on its allies while in the earth, as well as see the allies through the protective layers of soil.

### PRIOS’ BURNING GLASS

Tradition: Thurge

Material: A holy symbol. The mystic can focus the light of its soul into a burning ray, which damages most beings and destroys the unholy.

* Novice **Active**. With a Resolute test the mystic steers the holy light towards a target, dealing 1D6 damage. The damage increases to 1D8 if the target is an abomination or undead.
* Adept **Active**. With a successful Resolute test, the mystic can let the holy light pass over all nearby enemies. The burning energy deals 1D8 damage, 1D12 on abominations and undead.
* Master **Active**. With a Resolute test the mystic can let his or her inner light shine over all nearby enemies, dealing 1D8 damage, increased to 1D12 if the enemies are abominations or undead. The mystic can also stun all thoroughly corrupt and undead enemies for one turn if he or she succeeds with a [Resolute←Resolute] test

### Protective Runes

Tradition: Symbet

Material: A depiction of the runes The mystic’s runes emit protective energies that surround the mystic and at higher levels also his or her allies.

* Novice **Active**. The power of the runes offers +1D4 to Armor until the mystic fails a Resolute test or loses concentration [Resolute – Damage]. The extra die of Armor is rolled separately with each hit and is added to any other Armor.
* Adept **Active**. The runes provide +1D4 to Armor (see the novice level). A retaliating effect also inflicts 1D4 damage on every enemy that harms the protected creature, ignoring any Armor. The effect lasts until the mystic fails a Resolute test or loses concentration [Resolute –Damage].
* Master **Active**. The protective and retaliating effects are rolled with 1D6 instead of 1D4, and it lasts until the mystic fails a Resolute test.

### Psychic Thrust

Tradition: Thurge

Material: A shard of glass, sharp as a knife Some mystics know how to project their will to form a psychic weapon that can attack the enemy together with the mystic’s ordinary melee attacks. This means that the enemy must defend on two fronts, and risk failing at both. There is also a chance that the enemy will be paralyzed or severely damaged by the psychic thrust.

* Novice **Reaction**. The mystic performs a normal melee attack in combination with a psychic thrust, aimed at the enemy’s defensive capability. The character gains a second chance to succeed on the attack test.
* Adept **Reaction**. The psychic thrust is made in combination with the melee attack, and if the mystic passes a [Resolute←Resolute] test the enemy is incapable of defending against the attack. Hence, if this test is successful, the mystic automatically hits the enemy.
* Master **Reaction**. With a successful test against [Resolute←Resolute] the enemy is unable to defend and the melee attack hits automatically. Moreover, the enemy suffers 1D4 extra damage, ignoring Armor, in addition to the damage dealt by the melee attack.

### Purgatory

Tradition: Augur

Material: A short piece of a rusty chain Blackened souls echo with pain and darkness, and a trained Inquisitor can use that darkness against the enemy, or even drown the twisted target in its own inner blackness.

* Novice **Active**. The mystic forces one target to roll 1D20 against its total corruption. An outcome equal to or lower leads to acute pain that incapacitates the target for a whole turn. Thoroughly corrupt creatures automatically suffer 1D6 damage instead, ignoring armor.
* Adept **Active**. The mystic forces all targets in sight to roll 1D20 against their total corruption. An outcome equal to or lower leads to acute pain that incapacitates the target for a whole turn. Thoroughly corrupt creatures automatically suffer 1D6 damage instead, ignoring armor.
* Master **Reaction**. The mystic automatically punishes all enemies in sight who happen to attract corruption. The mystic may exclude any allies from the effect. Each point in corruption suffered through the use of powers or artifacts deals the same amount of physical damage to the enemy, ignoring Armor.

### Retribution

Tradition: Hex Singer, Sorcerer

Material: None, only harmful words Some dark-minded mystics can use their anger and vindictiveness to amass dark energies around a creature they want to hurt. In fact, at the higher levels the effect of this ability becomes instinctive, and all pain that the mystic suffers will undoubtedly be transferred to any enemies in the vicinity. Note that members of the race Dwarf can learn Retribution as if it was a normal ability. Hence, they suffer no corruption from using this particular power, neither when they learn it, nor when they make use of it. This pertains only to this power and the dwarven race.

* Novice **Active**. If the character utters words of doom and passes a [Resolute←Resolute] test, misfortune gathers in a dense cloud around an enemy. All who attack the target get a second chance to pass their attack tests during the rest of the scene. Only one enemy at a time can suffer the mystic’s Retribution this way; changing the target counts as a combat action.
* Adept **Reaction**. When the character suffers damage and passes a [Resolute←Resolute] test, the attacker is bound by a death link. Only one enemy at a time can be bound by a death link, but if a link is broken a new enemy who damages the character can be bound. The death link means that damage suffered by the character is also inflicted upon the bound enemy. This includes all damage, irrespective of source. The Pain Threshold is not affected; it is handled separately for the character and the target. Attacks that do not deal damage can be ignored, but in the case of powers that deal damage as part of their effect, any and all damage is transferred through the link. Damage from the monstrous trait Alternative Damage is also transferred to the target. If the character dies (becomes dead or dying) the link is immediately broken and the damage from the attack that felled the character is not transferred.
* Master **Reaction**. Same as at the adept level, but each time the character suffers damage from an attack and passes a [Resolute←Resolute] test, the attacker is bound by a death link. Hence, the number of creatures bound is unlimited.

### REVENANT STRIKE

Tradition: Sorcery

Material: A weapon tainted by a Desecrating Rite. The mystic’s weapon is touched by dark energies, which increases the damage dealt against living creatures. Worse, those slain will rise again, as walking corpses controlled by the sorcerer. Undead created by revenant strikes have the same statistics as the dragoul (see page 230). The undead returns to its state of true death at the end of the scene.

* Novice **Active**. The sorcerer ignites a malicious flame around its melee weapon, which then deals 1D4 additional damage till the scene ends.
* Adept **Active**. As novice, and creatures slain by the Revenant Strike rise again the following turn, loyal to the sorcerer.
* Master **Active**. As adept, but the unholy weapon deals 1D8 additional damage, instead of the 1D4 at novice level.

### SHAPESHIFT

Tradition: Animist, Magi

Material: A bit of fur or skin from the beast in question. The mystic’s understanding of the essence of nature makes it possible to take the form of beasts – a talent that the snake witches of clan Gaoia are particularly renowned for.

* Novice **Active**. With a successful Resolute test, the mystic can take the form of a small beast (mammal or reptile); practical when wanting to escape or when scouting, but useless in combat. The mystic’s Attributes remain unchanged but he or she may re-roll all Discreet and Quick tests (including Defense). Also, enemies do not get any Free Attacks against the mystic when in beast form, even if it withdraws from melee combat or hurries past an enemy. The mystic does not have to test Resolute to remain in beast form, but has to pass a Resolute test to change back. For the duration of the transformation, the mystic counts as a beast. If the mystic becomes the victim of powers that affect beasts, then it may choose to remain in beast form – and hence suffer the effect of the power – or revert back to its original form.
* Adept **Active**. The mystic can assume the form of a battle beast (wild boar or wolf are most common). The beast form has the Attributes of the mystic but also gains the traits Armored (I) and Natural Weapon (I).
* Master **Active**. The mystic can now assume the form of a truly imposing battle beast, gaining the traits Regeneration (I) and Robust (I) in addition to those gained at the adept level.

### Sphere

Tradition: Magi

Material: Rune staff or melee weapon The mystic has his or her staff – or another melee weapon – spin around at such velocity that it forms a protective sphere. The sphere effectively parries most attacks. On the negative side, the mystic cannot perform attacks or use other powers without dispelling the sphere. The sphere is active until it is willingly aborted, until the mystic uses another power or until it is dispelled by some other mystic using the power Anathema.

* Novice **Active**. The sphere lets the mystic choose to defend using Resolute instead of Quick. It can protect the mystic from melee and ranged attacks but not from mystical powers. Only movement is allowed while within the sphere – not even actions which normally can replace movement are possible while maintaining the sphere.
* Adept **Active**. The sphere automatically defends against an unlimited number of melee and ranged attacks as long as it is active. However, it does not provide any protection against mystical powers and area effects like explosions, smoke bombs or similar.
* Master **Active**. The master can make a weapon form a sphere without having to touch it. That way, he or she may include an ally inside the sphere. Also, this leaves the hands of the mystic free for other actions, such as drinking an elixir, bandage an ally’s wounds or unrolling a spell scroll – i.e. such actions that can replace a movement action. The mystic cannot affect the world outside the sphere, but can maintain mystical effects which are already active – the same goes for any ally the mystic protects inside the sphere.

### Spirit Walk

Tradition: Animist

Material: A piece of a burial gown Because of his or her closeness to death, the mystic has developed the mystical skill to assume the immaterial form of a spirit. Spirit Walk is hindered by Magic Circle, Witch Circle and Sanctifying Rite; the mystic cannot pass through or leave such areas while moving in the form of a spirit; however, it is possible to assume the spirit form when inside such protected domains. The Spirit Walk also ends if someone lights a Ghost Candle close by (see the alchemical elixir with that name, on page 153 in the Core Rulebook).

* Novice **Whole Turn**. With a passed Resolute test, the mystic assumes spirit form. This immaterial form lasts for one movement action (about 10 meters), making it possible to move through even the thickest walls, or, for that matter, through enemies on the battlefield. All attacks aimed at the mystic are ignored unless they are made with mystical powers or artifacts – both deal only half damage. The movement is all that the character can do during the turn, and after having moved he or she reassumes his or her physical form.
* Adept **Reaction**. The spirit form comes instinctively to the mystic. When attacked the mystic may roll [Resolute –Damage] instead of a Defense test; if successful the attack passes through the mystic without dealing damage. The exceptions are mystical powers and artifacts, which deal half damage even if the test is passed. The mystic immediately returns to its physical form. The mystic can choose to roll Defense as usual if he or she prefers, i.e. not use Spirit Walk to avoid a specific attack.
* Master **Reaction**. With a passed Resolute test, the mystic can let an attack – from a weapon or a mystical power dealing damage – start in spirit form and then transcend into physical form once the enemy’s armor has been penetrated; if so, the Armor of the target is ignored by the mystic’s attack.

### Staff Projectile

Tradition: Magi

Material: A rune staff In the hands of a staff mage, the rune staff is a powerful throwing weapon. The staff is thrown at an enemy and returns to the mystic’s hand, whether it hits or not.

* Novice **Active**. The mystic throws the staff and may roll against Resolute instead of Accurate to hit the target. The staff deals 1D8 damage; the effect of a possibly activated elemental rune (see Staff Magic) is added.
* Adept **Active**. Like novice, but the projectile deals 1D10 damage. The staff may be thrown past blocking terrain or enemies to reach a target further away; the mystic does not need a clear line of sight but has to see at least part of the target. The effect of a possibly activated elemental rune (see Staff Magic) is added.
* Master **Active**. The staff is thrown in a chain and the mystic may use Resolute instead of Accurate to hit. The first hit deals 1D12, the second 1D10, the third 1D8, the forth 1D6 and the fifth 1D4. The chain is not broken by missing an attack test, but the damage is reduced with each target, hit or no hit. More than five targets cannot be targeted by the Staff Projectile; the mystic must see the target but does not need a clear line of sight. The effect of a possibly activated elemental rune (see Staff Magic) is added.

### STORM ARROW

Tradition: Hex singer, Thurge

Material: Arrows or crossbow bolts. The mystic can ask the wind to lift and carry arrows towards its enemies. The barbarian witch Yagaba, a friend of Lasifor Nightpitch, sometimes demonstrates this power, and is rarely seen without a handful of black-feathered arrows floating by her side.

* Novice **Active**. The mystic enchants a handful of arrows (up to five) with a successful Resolute test. The arrows then float next to the mystic for the rest of the scene and can be fired, once per turn, as a Free Action (one arrow can be fired the same turn that the power is activated). The arrows hit their target automatically. Any quality or special ability that the arrow might have is added to the effect. The arrow normally deals 1D6 damage.
* Adept **Active**. The arrows are enchanted as above, but in the hands of the adept mystic they now deal 1D8 damage. As a Combat Action, the mystic can send two arrows against either the same target or two different targets. If the mystic performs this Action, then he or she cannot fire another arrow as a Free Action.
* Master **Active**. The mystic can use a Combat Action to fire three arrows against one or separate targets. If the mystic performs this Action, then he or she cannot fire another arrow as a Free Action.

### Teleport

Tradition: Augur

Material: A sharp weapon to cut the world’s fabric The sorcerers who have gone furthest in questioning the laws of nature can tear holes in the world and step outside, only to tear another rift in the fabric of the Yonderworld and reenter the world of the living in a new location. As always when the shell of reality is perforated, there is a risk that an abomination slips through and attacks a random creature – except those protected by the power Unholy Aura or whose souls are thoroughly corrupt. The abomination that comes has an equal chance (1d6) of being (1–2) a Vindictive Daemon, 3–4) a Knowledgeable Daemon, or (5–6) a Guardian Daemon (for stats, see the ritual Summon Daemon on page 94).

* Novice **Active**. With a passed Resolute test, the character can exit the world and return within a range of two movement actions. The mystic suffers 1D4 damage from the journey through the Yonderworld, ignoring Armor. The teleportation does not trigger a Free Attack, even if withdrawing from melee. The mystic must see the return location when the mystical power is activated. If the test fails an enraged daemon enters through the rift instead.
* Adept **Active**. Same as at the novice level, except the mystic suffers no damage during his or her trip to the Yonderworld. If the test fails, the mystic must pass a Resolute test to stop an enraged abomination from entering through the rift in the world. The mystic can choose not to stop the entry and willingly let the daemon get through.
* Master **Active**. Same as at the Adept level, with the addition that the mystic may take someone along on the journey. This someone must stand next to the mystic when the power is activated (melee range) and if the creature is reluctant, the mystic must pass a [Resolute←Resolute] test to force it to follow. The fellow traveler suffers 1D4 damage, ignoring Armor, and also 1D4 temporary corruption from the traumatic experience. If the test fails, the mystic must pass a Resolute test to stop an enraged abomination from entering through the rift in the world. The mystic can choose not to stop the entry and willingly let the daemon get through.

### Thorn Cloak

Tradition: Animist

Material: A thorn bush branch The plants in nature are usually seen as still and reactive rather than aggressive and active. Experienced green weavers know better and can use surrounding vines, thorns and roots to defend themselves and their allies.

* Novice **Active**. The mystic allows himself to be entwined by vegetation, which provides a bonus of +1D4 in Armor, or +1D6 if the mystic does not move during the whole turn.
* Adept **Active**. Same as at the novice level, but the vegetation branches out to also protect any allies who stand close to the mystic (inside melee range). These allies gain a +1D4 bonus to Armor, but this extra protection disappears if they move away from the mystic, or if the mystic moves away from the allies.
* Master **Active**. The mystic and its allies are protected as at the adept level, with the addition that the vegetation strikes back at enemy attackers. Every successful hit in melee against the mystic or a protected ally inflicts 1D10 damage (ignoring Armor) upon the attacker due to lashing thorns.

### Tormenting Spirits

Tradition: Animist

Material: A piece of a burial gown The world is old and many spirits linger from days past; nature spirits in dirt and water, or dead heroes who are yet to pass over to the other side. Some mystics can wake spirits to life and make them attack their enemies. The enemies are beset with these fiery spirits who tear at their clothes, equipment, hair and flesh. At best, the target cannot act; at worst , the target is driven mad or even dies from the attacks.

* Novice **Active**. The mystic calls spirits to his or her aid, and these transparent shapes attack an enemy. The target automatically fails all tests for concentration while using mystical powers; all other tests have a second chance to fail. The mystic must pass a Resolute test each turn in order for the spirits to continue their attacks.
* Adept **Active**. The mystic may demand more substantial help from the spirits. They attack ferociously and deal damage to Resolute, adding to the effect described at the novice level. The damage dealt is 1D4 per turn, ignoring armor. If Resolute is reduced to zero the target dies, presuming they are not allowed to roll death tests (like characters). The latter instead becomes temporarily insane – catatonic, crying or otherwise unable to act – while rolling their death tests. The Resolute damage heals like other damages. The mystic must pass a Resolute test each turn in order for the spirits to continue their attack. Also, if the mystic takes damage, concentration will be broken if failing a [Resolute –Damage] test.
* Master **Active**. Like adept, but the spirit attacks deal 1D6 damage to Resolute.

### TRUE FORM

Tradition: Augur

Material: A pupa. The mystic has spent many long nights closely studying lies and false guises, and is capable of making the surrounding world reveal its true nature.

* Novice **Reaction**. With a [Resolute←Resolute] test, the mystic’s clarity allows him or her to see through every illusion, transformation or any other effect within sight that hides the true form of things. Revealed illusions disappear, while transformations remain intact, although the mystic can see what is behind them.
* Adept **Active**. With a [Resolute←Resolute] test, the mystic can make a Chain of creatures return to their true form. If the first attempt succeeds the mystic can make another attempt for the next creature, and so on until a test is failed. Nothing stops the creatures from transforming again, though.
* Master **Active**. As adept, but the mystic can make transformed creatures reveal their true form and then force them to maintain their original form. A Resolute test is required to make a target maintain its original form. The test is made on the targets’ Initiative when/if they try to transform again.

### UNHOLY AURA

Tradition: Sorcery

Material: An unholy symbol. The mystic can surround itself with an aura of unholy energies that harms living enemies but heals abominations and undead.

* Novice **Active**. With a successful Resolute test the mystic can send out an aura of unholy energies that harms both cultural beings and beasts. It deals 1D6 damage, ignoring Armor. The aura affects all cultural beings and beasts within sight of the mystic, whether they are friend or foe, and remains active until the mystic fails a Resolute test or breaks concentration.
* Adept **Active**. As novice level, but the mystic can choose to exclude living allies from the effect of the Unholy Aura. The power is active until the mystic fails a Resolute test.
* Master **Active**. As adept, but the effect is increased to 1D8 and any nearby allied abominations and undead heal 1D8 points of Toughness due to the spell's unholy energies.

### UNNOTICEABLE

Tradition: Symbet, Sorcerer

Material: A strip from a thin veil. The mystic can remain undetected by subtly turning the enemy’s attention elsewhere.

* Novice **Active**. With a successful [Resolute← Resolute] test, the mystic can fade from one creature’s perception. The mystic remains invisible to this creature until the mystic makes an attack or takes any kind of damage.
* Adept **Active**. With a successful Resolute test, the mystic can fade from the perception of all nearby enemies and remain invisible until the mystic makes an attack or takes any kind of damage.
* Master **Active**. With a successful Resolute test, the mystic can make itself as well as an ally fade from the perception of their enemies. The mystic and the ally remain invisible separately and can be detected or remain hidden separately, until they make an attack or take any kind of damage.

### Weakening Hymn

Tradition: Hex singer

Material: None, but the mystic must sing out loud Throughout history, many taunting songs have been written about the faint of heart and in these tunes there are debilitating harmonies to be exploited by mystics who know how. The mystic repeatedly sings this infectious theme while fighting, thereby spreading cowardliness and weakness amongst his or her enemies. The song is interrupted if the mystic uses another mystical power or if concentration is lost by taking damage [Resolute –Damage].

* Novice **Free**. With a passed [Persuasive←Resolute] test, the mystic can give each wounded enemy a second chance to fail all success tests while the singing continues; one test is made for each wounded enemy.
* Adept **Free**. With a passed [Persuasive←Resolute] test, the mystic can give each enemy (wounded or not) a second chance to fail all success tests while the singing continues.
* Master **Free**. With a passed [Persuasive←Resolute] test, the mystic can give each enemy (wounded or not) a second chance to fail all success tests. Furthermore, all enemies that fail a success test because of the Weakening Hymn suffer 1D4 damage, ignoring armor – caused by them being physically affected by harrowing lyrics that conjure past failures.

### Wild Hunt

Tradition: Animist, Magi

Material: The fur of a beast dead from natural causes Davokar’s nature may seem dark and full of conflicts, trapped in an eternal cycle of birth, strife and death. But to mystics who have the capability to see the deeper truth, there is a perfect imbalance to this cycle; a higher form of harmony. This insight can be used by the mystic to acquire the help of seemingly hostile creatures of the Beast category. The summoned beasts may not be of the same type as the enemies; otherwise the type is decided by which types occur naturally in the environment. The character dictates how the beasts act during the scene, after which they turn and leave the area.

* Novice **Active**. The mystic can summon one weak beast to aid him or her in combat.
* Adept **Active**. The mystic calls one ordinary beast or 1D4 weak beasts to aid him or her in combat.
* Master **Active**. The mystic calls one challenging beast, 1D4 ordinary beasts or 1D6 weak beasts to aid him or her in combat.

### WITCH HAMMER

Tradition: Magi, Thurge

Material: A melee weapon blessed with the ritual Sanctifying Rite. The mystic has learned to shroud its melee weapon with holy and blight-hating fire, just like the legendary Lightbringer Ofelya Attio.

* Novice **Free**. Holy fire encircles the novice’s melee weapon and deals 1D4 additional damage, or 1D6 additional damage if the target is an abomination or an undead. This effect is active for the remainder of the scene.
* Adept **Free**. As novice, but the melee weapon now deals 1D4 additional damage or 1D8 additional damage if the target is an abomination or an undead.
* Master **Free**. As novice, but the melee weapon now deals 1D4 additional damage or 1D10 additional damage if the target is an abomination or an undead.

## Rituals

### Anoint

Tradition: Magi, Thurge

The mystic anoints him- or herself with holy oils before a battle, thereby gaining the following: +10 temporary Toughness, +1d4 in protection in addition to any Armor worn, and +1d4 damage on all attacks. If the mystic is damaged, he or she first loses the temporary Toughness, before his or her own Toughness is affected. The downside is that the mystic cannot be healed and that all death tests automatically fail during the scene. The effect lasts for the duration of a scene.

### Atonement

Tradition: Augur, Thurge

The higher level of the ritual Exorcism makes the theurg able to lighten the spiritual burdens of a non-possessed person; this is done by the sinner accepting to perform a task for the Confessor. The task must be time-consuming and expensive or dangerous, usually some good deed for the Sun Church or for Prios in general. Once the task is accomplished, the sinner’s permanent corruption is reduced by 1d4. The ritual costs one point of Experience to perform, paid by the confessor or the sinner (the mystic decides).

### Beast Companion

Tradition: Magi

The higher level of the ritual Familiar binds the beast to the mystic’s body and soul; if the familiar dies it is resurrected at dawn the following morning. The mystic suffers damage when the familiar dies, as before. Should the beast companion become thoroughly corrupt – through the ritual Blood Bond or in some other way – the link between the mystic and the beast is forever broken.

### Bewitching Landscape

Tradition: Scribe

The mystic can weave a grand illusion over a location, making all who enter the area confused, lost and at risk of starving to death if they cannot break the spell. The mystic enthralls every creature in the area with a passed [Resolute←Cunning] test; the victims gain a second chance to break the spell if one of their companions passes the test and then rolls a successful Persuasive test. The effect can temporarily be dispelled with Anathema; otherwise it can only be permanently broken by the mystic who wove the illusion.

### Black Sympathy

Tradition: Hex Singer

With a passed Resolute test, the mystic can inflict pain on an enemy from a distance, by damaging a doll or driving nails into a trace left by the target. The ritual also requires a mystical link to the victim – some hair strands, a puddle of blood or an item that the target holds dear. The victim does not suffer any damage but experiences acute pains and cannot heal by any means during the days of torment. It takes the tormentor one hour to perform the ritual, but no success test is needed after the first. Black Sympathy can be aborted with the ritual Break Link. After that, the Black Sympathy cannot be resumed using the same mystical link, nor before thirty days have passed, even if a new link is available.

### BLOOD BOND

Tradition: Hex singer, Sorcerer

The corrupting effect of magic is of course well known to mystics. Sometimes the Corruption is a necessary price to pay in order to succeed with whatever task the mystic has undertaken. In the same way, the tainting of a familiar can be a necessary sacrifice for the mystic to be able to continue serving its people or its calling. By using this bond of blood, the mystic can share Corruption with its familiar. The mystic has to make a Resolute test whenever a Blood Bond ritual is attempted. A successfully performed ritual decreases the mystic’s permanent Corruption by 1d4 points, and increases the familiars permanent

### Blood Storm

Tradition: Magi

The staff mage binds a storm of blood in the rune staff, to be unleashed with a thrust into the ground. The storm rages over the area, with the mystic standing in its calm eye. The mystic and allies standing nearby are unaffected, as are any enemies within melee range. All further out are hit by the full effect of the Blood Storm. Those caught in the storm are blinded. Other than moving blindly, they must pass a Vigilant test each turn to be able to perform any actions. Even if they pass that test, they have a second chance to fail on all success tests. The Blood Storm also has a drowning effect; it actively aims for the mouth and nose, and penetrates into the lungs, dealing 1d4 damage each turn, ignoring Armor. The only way to stop this is to leave the area, enter into close combat, flee to some place outside, or take refuge within a windowless structure. The Blood Storm lasts until the mystic fails a Resolute test or loses concentration from being damaged, [Resolute –Damage].

### BORROW BEAST

Tradition: Animist

By performing this ritual the mystic can possess the body of a small beast and have full control over it for a long period of time. The mystic’s body is in a trance during the duration of the ritual. The mystic’s mind is thrown back to its own body if the borrowed body is harmed. The same happens if the mystic’s body is harmed or exposed to some kind of powerful interference (like being shoved, drenched in water or affected by heat and smoke). A mystic can manage to remain in this trance for 24 hours, after which the mind returns to its body. After this, Borrow Beast cannot be performed again for a time period which is as long as the previous trance lasted. A mystic who performs Borrow Beast and lets its body rest inside a Witch Circle has no limitation as to how long it can maintain the trance, since the body gets all the nutrition it needs from the ground inside the circle.

### BREAK LINK

Tradition: Thurge

The mystic can break any current mystical links and bonds to an object or a person by trapping the target in a circle of mystical runes and making a successful Resolute test. The magic of the object is not affected but the target can no longer be reached with rituals like Heretic´s Trail and Summoning. In addition, any mystical bonds that may have been created by people visiting the location are negated, which can be used to prevent others from using Clairvoyance and Seven-league Stride to view or reach the location until they have visited the location again. Finally, Break Link can be used to cut the bond between a creature and a mystical artifact (see more on artifacts on page 186).

### Burdened by Fate

Tradition: Augur

With a passed Resolute test, the mystic binds a creature to a mission. The ritual requires a mystical link to the target – some hair strands, a puddle of blood or an item that the target holds dear. If successful, the target immediately knows what it must do but not who has actually bound him or her to the mission or task. The effect of the ritual is that the creature has a second chance to pass one test per scene while trying to complete the mission. On the other hand, he or she has a second chance to fail all tests during scenes which are not directly related to the mission. Burdened by Fate can be dispelled by the ritual Break Link.

### Carve Rune Tattoo

Tradition: Scribe

The mystic carves power runes into the skin of a creature, giving the target the ability Rune Tattoo. The tattoo must then be paid for by “offering” 10 Experience or permanent corruption; it is possible to combine these, and pay part of the cost in Experience and the rest in corruption. The target can pay in full or the symbolist can contribute with the whole or a part of the cost.

### CLAIRVOYANCE

Tradition: Augur

By using this ritual the mystic can observe and listen in on a faraway location, provided that the mystic has personally visited that location before. People at that location with the Witchsight ability can realize that they are being watched if they make a successful [Resolute←Discreet] test. Clairvoyance is blocked by the rituals Sanctum, Sanctifying Rite and Witch Circle. COMMAND CONFESSION Tradition: Theurgy The ritual forces a victim to truthfully answer a number of yes/no questions asked by the mystic. Each question requires a [Resolute←Resolute] test and the ritual is disrupted as soon as a test fails. The mystic may not continue to interrogate the victim after that, at least not through the use of this ritual.

### COMMAND CONFESSION

Tradition: Magi

The ritual forces a victim to truthfully answer a number of yes/no questions asked by the mystic. Each question requires a [Resolute←Resolute] test, and the ritual is disrupted as soon as a test fails. The mystic may not continue to interrogate the victim after that, at least not through the use of this ritual.

### Death Divination

Tradition: Animist

At the higher level of the ritual Necromancy, the mystic has a second chance to pass all tests to get answers from the spirits of the dead.

### Death Lord

Tradition: Sorcery

The higher level of the ritual Raise Undead lets the necromancer summon an undead creature of greater power, a Death Lord; a blackened skeleton in soot-covered full plate armor, that performs the mystic’s bidding with eyes that burn from behind the visor. Death Lords are smart and take their own initiative when solving problems; they often command hordes of lesser undead or act as the bodyguards of their makers. The Death Lord is handled like a second character, and gains Experience and is developed just like a player character.

### DESECRATING RITE

Tradition: Sorcery

The mystic desecrates a specific site, tainting it and in effect punishing those who try to affect it from outside. A desecrated location corrupts those who use rituals like Clairvoyance, Summoning or Heretic´s Trail on it. The desecration gives 1D6 temporary Corruption to those who perform said rituals and if they persist in trying to get information with rituals they will also suffer 1D6 permanent Corruption. Abominations (creatures belonging to the Abomination monster category) and the undead are drawn to desecrated areas and heal 1D4 points of Toughness for each hour they remain on desecrated ground. Even creatures that are only tainted by corruption, but have not transformed into true abominations, feel a strong attraction to desecrated areas and objects. The Desecrating Rite can also be performed over a weapon, which is a requirement for the Revenant Strike power.

### ENSLAVE

Tradition: Sorcery

The mystic can use this ritual to enslave a creature. The enslavement is linked to a slave rune, carved into the skin somewhere on the victim (usually forehead, chest or neck). The slave rune and its effect can be revealed by someone using the Witchsight ability or the Holy Smoke ritual. The power of the slave rune may be broken with either Break Link or Exorcism. It is also possible to physically remove the rune from the victim, but not without inflicting 1d6 points of damage and 1d4 points of permanent Corruption. The slave will fight to remain in slavery. The creature is not controlled by the mystic in every detail, but it will obey the mystic blindly to the best of its ability. The slave can partially reflect upon its situation, cry when it acts against its old nature and so on, but can in no way resist the mystic’s latest command.

### EXCHANGE SHADOW

Tradition: Sorcery

The mystic can exchange its Shadow with that of another creature by making a successful [Resolute←Resolute] test: the mystic’s Shadow looks like the creature’s Shadow and vice versa. The ritual is active for 24 hours and requires a link to the victim for the mystic to even be able to attempt the exchange: a lock of hair, a splash of blood or an item which is important to the target. The target does not notice the switch but those who can see Shadows can of course perceive it (or be tricked by it). Exchange Shadow can be negated by Break Link or Exorcism.

### EXORCISM

Tradition: Thurge

The mystic can banish a spirit possessing a creature or person. The mystic gets three attempts to succeed with a [Resolute←Resolute] test; the test’s resistance being the Resolute of the possessing spirit. It only takes one successful test to banish the possessing force. If all three tests should fail, the spirit possesses the mystic instead.

### False Shape

Tradition: Symbet

The mystic weaves an illusory image around itself or an ally, who then assumes a different physical appearance. This cannot be the appearance of a specific individual, only of a typical version of the member of a race. The mystic can decide on form and features typical to the race, in terms of gender, hair color, voice, cloths and so on but the target keeps its stats, abilities and shadow. Its actual size is not affected, only the size of the illusory appearance. The illusion cannot be revealed without using other powers or rituals. The only exception is if the target tries to do something he or she normally cannot do, but that the assumed shape could do; then the illusion crumbles. Other than that, the False Shape fades away after about a week.

### FALSE TERRAIN

Tradition: Magi

The mystic can weave an illusion over a location and completely hide what is truly there. Any creature that comes close can see through the illusion with a successful [Resolute←Resolute] test. Any creature that either touches or passes through the illusion will, of course, automatically see through the deception. The illusion remains, even if revealed, but fades over time, if not maintained monthly by someone renewing the ritual.

### FAMILIAR

Tradition: Hex singer

The mystic binds itself to a beast. This beast is not much smarter than others of its kind, but is fiercely loyal to the mystic and the bond between them is made up of mystical energies – they are soul mates. The spiritual bond is so strong that the two can communicate telepathically; the mystic can command the familiar from a distance and also experience whatever the familiar perceives with its senses. The depth of this union also makes it possible for the two to share wounds. If the familiar is wounded the mystic can choose to suffer half of the damage, or if the mystic is wounded half of the damage can be transferred to the familiar. The player decides when damage should be shared in this way. There is also a downside to the mystical bond: should the familiar die the mystic suffers 1D8 points of damage, ignoring Armor. The familiar is managed by the player as if it was an additional character. It gains Experience like a player character and loses it if it dies, just like a character.

### Faraway Writing

Tradition: Symbet

From a distance the mystic can write signs and symbols in a well-known location. The signs appear on a flat surface, like a wall, a floor or a table. They appear when the mystic performs the ritual, and spell out a short message or even a mystical power from the tradition of Symbolism. The mystic can choose to let the writing be visible to all or become visible when a specific individual views the surface. In the latter case, the text appears and/or the power is activated only when that person sees it.

### Fata Morgana

Tradition: Symbet

The higher level of the ritual False Terrain gives the Illusionist such power over the lie that it touches the truth; that which is created with Fata Morgana actually exists, at least during the moon cycle that the illusion persists. The mystic can place a type of terrain over another or decide to raise a smaller building, such as a croft or a stone fort (see Damage on Buildings, page 106), on a select location. The creation cannot be seen-through but it can be destroyed; if the rules for Damage on Buildings are used, the Fata Morgana has half the Toughness of a corresponding building. After one month, the illusion fades away over the course of a night. Those who were inside during the night end up on the ground and nothing of the lie remains. Performing the ritual costs one Experience point.

### FLAMING SERVANT

Tradition: Augur

The mystic awakens a fierce fire creature and binds it to a suit of metal (medium or heavy armor). The servant then walks by the mystic’s side like a smoldering and steaming bodyguard, which flares up and turns into a burning warrior in battle. The mystic can only have one Flaming Servant bound to itself at any time, and if the Flaming Servant perishes in battle, then the suit of armor needs to be repaired by a blacksmith in order for the ritual to be placed on that same armor again. The Flaming Servant is handled by the player as if it was an additional character. It gains Experience as a player character and loses it if it dies, just like a character.

### Flesh Craft

Tradition: Sorcery

The mystic temporarily transforms his or her hands to flesh crafting and bone sculpting claw-like instruments, put to work on a more or less willing victim. The work transforms the victim into a grotesque mockery of its former self, possessing one or more monstrous traits at level I from the following list: Acidic Blood, Acidic Attack, Armored, Corrupting Attack, Natural Weapon, Poisonous, Poison Spit, Regeneration, Robust, Wings. Later, the victim may develop the traits granted by the ritual with Experience, as if they were normal abilities. A voluntary victim gains 1d4 permanent corruption per trait, but is only affected by whatever amount transcends its current value in permanent corruption. An involuntary victim gains 1d4 permanent corruption per trait, which is added to the corruption it already has. Since the risk of the victim becoming blight born is high, the careful sorcerer always starts off by binding the victim with the ritual Enslave. With that precaution taken, the newborn abomination will obey its creator after the fall into darkness.

### FORTUNE-TELLING

Tradition: Augur

With a successful Resolute test, the mystic may ask a yes/no question regarding the adventure. Fortunetelling can only be done once per adventure, and further attempts are only possible when something major has come to pass, potentially changing the future (the Game Master decides if such an event has occurred).

### HERETIC’S TRAIL

Tradition: Augur

With a successful Resolute test the mystic can track an abomination or a tainted creature that the mystic has met personally. The tracking is impeccable until the blighted one crosses water – if it does, the ritual must be performed again on the far side of the stream. Should the test fail, the mystic cannot try again until the next day. Also, it is harder to track blight-stricken creatures within larger settlements and in Davokar, giving the mystic a second chance of failing the test; the player must roll twice and if one of those fails, so does the ritual.

### HOLY SMOKE

Tradition: Thurge

The mystic can reveal blight-stricken persons or creatures by using incense and making a successful Cunning test. The smoke spreads among those present and gathers around objects and creatures in relation to how corrupted they are: the closer the smoke gathers, the more tainted the creature in question is. The Game Master clearly states if objects or creatures are blight-stricken, blightmarked or thoroughly corrupt. Holy Smoke can be countered by the Exchange Shadow ritual.

### ILLUSION

Tradition: Scribe

The mystic creates a false image. This image can move and speak but dissolves if touched by intelligent creatures. The image is completely real until then; it both sounds, smells and appears dangerous. Yet, the image can neither harm nor affect physical objects. The Illusion can only perform simple tasks such as guard a location or go towards a village and howl. The effect is active for one scene or one hour if not dissolved before then.

### JUDGING BONDS

Tradition: Thurge

The mystic lets pacifying light flow through chains or shackles holding a person. This prevents the shackled person from using mystical powers and traits that require a Resolute test. The light evaporates from the shackles over time, so the effect must be maintained by a renewed ritual each month.

### Life Extension

Tradition: Magi

The mystic can postpone his or her aging for a year. The ritual requires one dose of Elixir of Life per use and costs either one Experience or a point in permanent corruption.

### Living Fortress

Tradition: Animist

The higher level of the ritual Quick Growth lets the mystic create a fortress of living trees and thorny bushes. The fort counts as a Wooden Fort (see Damage on Buildings, page 106) and defends against anyone trying to pass its living walls – both when entering and exiting. Those trying to pass must succeed with three [Quick←Resolute] tests or suffer 1d12 damage (ignoring armor) per failure from being impaled by thorns or beaten by heavy branches. The mystic who created the fort can let anyone in or out, and may also teach his or her allies secret words which will let them pass unhindered through the watchful greenery. The fortress lives a season (three months), then the ritual must be performed again or it will start to wither away. Performing the ritual costs one Experience point.

### MAGIC CIRCLE

Tradition: Symbet

The mystic establishes a permanent magical circle which can be used to communicate telepathically with persons in other known magical circles. Only mystics with the Magic Circle ritual can initiate telepathic communication with another circle, but anyone can receive such a transmission. The mystic needs not have visited these other circles to be able to communicate with them, but must know with certainty that there is another circle at a specific location to be able to reach it. There must also be a person in the receiving circle for communication to be possible. All who stand within a receiving Magic Circle are aware of and may participate in the communication; one cannot discriminate between recipients.

### NATURE’S LULLABY

Tradition: Hex Singer

By making a successful Resolute test the mystic can sing an aspect of dark Davokar to sleep, and can therefore pass by a specific abomination without it reacting – the mystic and its allies becomes more or less invisible to the blighted creature. If the mystic or its allies behave aggressively, then the effect of the ritual is broken. The same happens if the mystic stops singing, to use a mystical power for example.

### NECROMANCY

Tradition: Sorcery

The mystic can ask a dead person a number of questions, either by sitting next to its body (just a skull will do, as well) or its grave. Each question demands a successful Resolute test, and the dead answers either ‘yes’ or ‘no’ by knocking: one knock for ‘no’ and two for ‘yes’. In the case of a failure the mystic can still try to force an answer from the dead, but at the risk of becoming possessed by the spirit; roll [Resolute←Resolute]. If the test is failed the mystic becomes possessed and is forced to perform the last wish of the dead, often of a vengeful nature.

### ORACLE

Tradition: Augur

A successful roll against Resolute allows the mystic to ask an open question about the future of the ongoing adventure. This ritual can only be used once per adventure, regardless of what happens. The Game Master’s answer must be truthful, but not necessary easily interpreted or too revealing.

### PATRON SAINT

Tradition: Animist, Thurge

The mystic is accompanied by a guardian spirit, the soul of a fallen Templar given the honorable mission to once again serve one of the Sun God’s chosen. The martyr manifests as a warrior of light that normally is invisible but starts to shine when danger is close, and protects its ward until its second death. Only one Patron Saint can be bound to a mystic at a time, and should the saint be defeated in any way a new one must be summoned. A Patron Saint is handled by the player as if it was an additional character. It gains Experience like a player character and loses it if it dies, just like a character.

### Phylactery

Tradition: Animist

The mystic binds his or her corrupt soul to a vessel – usually a figurine – and is physically resurrected in its vicinity within 1d12 days after having died. Creating a Phylactery costs either one Experience or a point in permanent corruption. Every time the Phylactery is used to resurrect the mystic, he or she suffers 1d6 permanent corruption. Thoroughly corrupt creatures cannot have a Phylactery, since they technically no longer have a soul.

### Piercing Gaze

Tradition: Augur

The higher level of the ritual Holy Smoke allows the theurg a second chance to pass all tests when using Holy Smoke. In addition, with a passed Cunning test, the Piercing Gaze sees through the ritual Exchange Shadow, revealing the actual shadow hidden by the false one.

### POSSESS

Tradition: Sorcerer

By performing this ritual, and making a successful [Resolute←Resolute] test, the mystic can possess a creature’s body and control it completely for a limited time (up to 24 hours). The ritual requires a link to the victim for the mystic to even be able to attempt the possession: a lock of hair, a splash of blood or an item that is important to the intended victim. The victim recalls everything that happens during the possession, but sees these events more as a surreal dream than an actual memory. The victim cannot be made to commit suicide while possessed, but can otherwise be made to go against all its principles. The possession can be observed as a change in the Shadow, as the victim gains the Shadow of the mystic. The possession can be broken by either Exorcism or Break Link. If done by using Exorcism, the mystic cannot possess the same creature ever again. The mystic’s own body remains in a trance during the possession. If the borrowed body is killed during the possession then the mystic’s mind and spirit are thrown back into its own body. The same happens if the mystic’s body is harmed or exposed to some kind of powerful interference (like being shoved, drenched in water or affected by heat and smoke, etc.).

### PURGING FIRE

Tradition: Augur, Magi

Corruption is extra dreadful to theurgs, since it represents the foremost proof of the power of darkness. Most theurgs do their utmost to not be tainted by Corruption, and should they fail they can always learn the ritual called Purging Fire. When performing the ritual, the mystic prepares itself with song and prayers before climbing onto a burning pyre to cleanse its body of Corruption. For each turn the theurg stands in the fire, it suffers 1D6 damage, and if a [Resolute –Damage] test is passed, one (1) point of permanent Corruption is removed. If the test fails, the mystic throws itself from the pyre and the ritual is interrupted. Performing the ritual costs one (1) point of Experience, whether it is successful or not. The mystic cannot perform the ritual for someone else; only he or she who performs the ritual may benefit from the purifying effect.

### Quake

Tradition: Magi

It is said that the earth trembles when a staff mage grows furious – likely a rumor brought about by this ritual. The mage draws on the wrath of the bedrock and keeps it stored in his or her rune staff. When needed, the mage can slam the staff into the ground and a force wave shoots out, like waves on water. The Quake can be aimed at a physical structure and then crush doors, windows and bridges; the mystic can strike the targeted structure with the staff, or throw the staff using the power Staff Projectile. No matter if the Quake is directed into the ground or towards an object, the mage suffers 1d6 temporary corruption upon activation Into the ground: The mage strikes the ground and sets off shock waves that topple all creatures nearby with a passed [Resolute←Quick] test – one roll per creature, ally or enemy. The mystic and adjacent allies are excluded from the effect, just like any enemies within melee range. Those who fall suffer 1d4 damage, ignoring armor. Towards an object: The Quake is powerful enough to crush bridges, walls and doors. The damage dealt is rolled as a usual hit with the staff, but the quality Razing is added thanks to the ritual; the staff damages structures as if it is a battering ram. See the rule Damage on Buildings, page 106, for more information. Doors turn to splinters while floors and bridges crumble to dust. If the mystic crushes a floor, he or she remains standing on the edge of the rupture, but before him or her a hole big enough to require two movement actions to get around opens up. Naturally, if it instead is a bridge that is crushed, anyone wanting to pass must climb or swim to the other side.

### QUICK GROWTH

Tradition: Magi

The mystic can have a seed grow into a full sized plant by using this ritual. The form of the plant is partially under the control of the mystic, and a tree can become a bridge or smash a gate to splinters. However, the mystic has no control over the seasons; the plant takes the form that it naturally has during the current season. The location where this seed is planted must meet the conditions required for the plant to grow to full size under natural circumstances. In other words, an oak cannot be planted in a dark cave without light and soil, but maybe vines can take root there and grow into lianas for people to climb. In a Witch Circle created by the same mystic, the ritual Quick Growth can be performed regardless of the season.

### Raise Undead

Tradition: Animist

The mystic has the ability to grant permanent (un)life to a newly dead creature that perished no more than seven days earlier. For the undead to fall under the mystic’s control after the ritual’s completion, the mystic must successfully roll a test against [Resolute←Resolute]. Should the test fail, the undead awakens with its own will intact and is then free to decide for itself whether or not to follow the mystic. If the test is successful, the creature must obey the mystic as if bound by a slave rune, and can only be freed by the death of its master. The creature keeps all stats and abilities it had in life and is also gifted with the monstrous trait Undead at level I. It does not age but will not go on forever, since its body is in a constant state of slow decomposition. The creature must make a test against Strong each year – if the test fails the creature’s value in Strong is reduced by one point. When the Strong value reaches 0, the body finally falls apart and the creature meets its final death.

### Restore

Tradition: Hex singer

The mystic can restore a damaged item by singing – a broken sword is mended, a shattered vase is reassembled and a corroded lock regains its functionality. The restored item recovers all its functions and qualities. The mystic cannot create anything new by using the ritual.

### Retrieve

Tradition: Hex singer

The mystic can sing a tune that reveals the path to a lost or displaced object. This requires that the mystic, or someone who is in the company of the mystic, knows the object so well that he or she can describe it in detail. If the object in question has been purposefully hidden, the mystic must pass a [Resolute←Discreet] test to learn its whereabouts.

### Rune Guardian

Tradition: Symbet

The mystic creates a personal guard from a statue of stone or wood, carved with life-giving and loyalty building runes. The creator of the guardian can instill some of its own experience into the statue, to make the being stronger upon creation. The Rune Guardian is handled like a second character of the player; it gains Experience and develops over time. The guardian does not sleep and has a simple personality, revolving around duty and obedience. If the guardian dies all acquired Experience is lost and the mystic must start over with a new guardian.

### SANCTIFYING RITE

Tradition:Thurge

The mystic sanctifies a location, thereby shielding it from outside mystical influence. A sacred location blocks rituals like Clairvoyance, Summoning, Heretic´s Trail and the like, but should any of these rituals be tracking or hunting a person the block is gone as soon as the person leaves the sacred area. Abominations (creatures that are members of the Abomination monster category) feel sick when getting close to an area that has been sanctified, and suffer 1D4 damage that ignores Armor each turn they remain on holy ground. Creatures that are tainted but have not yet turned into a true abomination experience a strong discomfort when around sacred locations and objects. Sanctifying Rite can also be performed over a weapon, which is a requirement for the Witch Hammer power.

### SANCTUM

Tradition: Symbet

The mystic can use this ritual to cover a location (one large or a couple of smaller rooms) in a magical shroud, making it impossible to peek inside or disturb it from outside with mystical powers. Sanctum blocks the effect of rituals like Clairvoyance, Summoning or Heretic´s Trail, but should any of these rituals be tracking or hunting a person the block is gone as soon as the person leaves the Sanctum. If there is a Magic Circle within an area affected by Sanctum (regardless of which was there first), then no one but the mystic who performed the Sanctum can use the circle for communication or for the purpose of performing a Seven-league Stride.

### Scapegoat

Tradition: Theurgy

The Mystic can use prayer and the sacrifice of an animal to ease the hold of Corruption. However every time you use this ritual a larger sacrifice is needed. A young goat is the minimum requirement, the Storm King went so far as to using his own son for the ritual. The Ritual Allows the mystic to reduce their Permanent corruption By 1d4. The ritual does not work without the pageantry.

### Sealing/Opening Rite

Tradition: Hex singer

The mystic can sing power words over a door, a lock or a gate to either seal it with mystical energies or open it, whether it is locked by a conventional lock or by mystical energies. Sealing a door requires no test, but to open it the mystic must pass a test against [Resolute←Difficulty], where the difficulty is decided by the difficulty of the lock mechanism or the Resolute of the mystic who sealed it. Locks that normally cannot be picked, which open to a password or similar, are counted as having Difficulty −8.

### Servant Daemon

Tradition: Augur

The higher level of the ritual Summon Daemon binds a servant daemon to the demonologist. The servant is weak at first but can develop over time, and it is handled by the player like a second character. Also, the Servant Daemon can be the subject of the ritual Blood Bond.

### SEVEN-LEAGUE STRIDE

Tradition: Magi

The mystic can create a temporary magic circle/witch circle and use it to teleport itself and one of its allies standing in the circle to another Magic Circle/witch circle that is well known to the mystic. A circle is considered known when the mystic has visited its location and taken some time to study it.

### SOUL STONE

Tradition: Animist

Corruption was never a problem to wizards before The Great War, since their meticulous practices protected them from blackening their souls. During desperate moments of the war, the battle mages of Ordo Magica took increasingly greater risks in the name of necessity and thereby brought Corruption upon themselves. To counteract this evil they dusted off an ancient and shunned ritual, by which one can capture the soul of a dying creature in a crystal prepared for the purpose. That same ritual proved to work well in order to drain Corruption from a wizard and transfer it to the soul in the stone. The ritual binds the mystic to the crystal, which then works as an extension of the wizard’s soul. The ritual allows the mystic to move 1D4 points of permanent Corruption to the soul stone with a successful Resolute test. The stone can hold up to half of the mystic’s Resolute in Corruption; it darkens as it fills up and detonates if said limit is surpassed. The collected Corruption then rushes back to the mystic, often with a rather nasty result. In the unlikely case that he or she survives that wave of Corruption, it is possible for the mystic to bind itself to a new soul stone and start over. The ritual costs one (1) point of Experience to perform, whether it is successful or not. A wizard that manages to learn the ritual receives a soul stone from its order chapter; other mystics must pay their own way. To buy a soul stone costs 100 thaler.

### Soul Trap

Tradition: Animist, Sorcerer

With a passed Resolute test, the mystic binds the soul of a newly dead creature to a prepared vessel, usually a pendant with a jewel. The target must have died less than a minute prior to the start of the ritual, and the mystic must be at the scene of death or have access to the corpse. The purpose of capturing the soul is often to stop others from contacting it with the ritual Necromancy. The Soul Trap is easily destroyed by smashing the vessel, but the rituals Break Link and Exorcism may also be used if one wants to spare the jewel.

### Spell Trap

Tradition: Animist, Magi

The mystic binds a power to a certain location or to an object. Note that the powers of Symbolism do not have to be bound this way; this is covered by the Adept level of Symbolism. Spell Trap is instead used for powers not included in that tradition. All Spell Traps need to be given a trigger criterion when created. Such a criterion can, for instance, be that a living creature enters the room, that someone steps on the Spell Trap or that a weapon is drawn in the vicinity. The mystic can exclude him- or herself from being able to trigger the trap, but the allies of the mystic are not excluded – if they meet the criterion, the power is activated. The mystic who makes the Spell Trap does not have to know the power which is to be trapped, but in that case he or she needs the assistance of a mystic who does or a scroll that describes the power. The Spell Trap can be dispelled with Anathema or the ritual Break Link; if not, it remains dormant for years – decades, sometimes centuries – before its energies dissipate.

### Spell Tunnel

Tradition: Augur

The higher level of the ritual Clairvoyance makes it possible for the mentalist to open a mystic tunnel to the location observed. By way of this tunnel, all mystical powers that do not require touching the target can be used. Also the allies of the mentalist can use the tunnel to affect the observed location with mystical powers. However, the tunnel goes both ways, so people on the far side may very well retaliate. Ranged weapons cannot fire projectiles through the tunnel; only powers and traits that work as powers are allowed. The Spell Tunnel is active during a scene but can be closed earlier with Anathema

### Summon Daemon

(Vindictive, Knowledgeable or Guardian)

Tradition: Animist, Thurge

Outside the world known to Ambrians and barbarians, winds gust over a dead, mist-covered landscape. Abominations roam the mists, hunting for life to consume. Demonologists know how to summon daemons to the world of the living, and can force them into service. These daemons come in three different forms and the summoning of each requires the use of a separate ritual, but since the procedures share many characteristics they are described together. Irrespective of the type of daemon to be summoned, the procedure is the same: the creature must appear within a symbol prepared on the ground, and wise demonologists make sure to learn, and use, the ritual Magic Circle in order to protect themselves if something goes wrong during the summoning. Summoning a daemon requires no test to be rolled once the special symbol has been created; however, in order to subdue the daemon and make it obey the demonologist, a test against [Resolute←Resolute] must be passed. A blood sacrifice in the form of a living Cultural Being gives the mystic a second chance to pass the test, and if the victim has no permanent corruption the mystic also gains a +1 bonus on the test. If the test is successful, the daemon does the mystic a service; if the test fails, the daemon is free to do whatever it wishes until the same time next day. The creature cannot stay longer than that unless it is bound to the service of the demonologist. Whether or not the daemon is bound to the mystic, it can never enter magic circles, witch circles or a site protected by Sanctum. The demonologist may only bind one daemon at a time; if more are summoned, the one already bound is freed and will remain in the world for twenty-four hours before returning to its place of origin. However, if the mystic knows more than one of the summoning rituals, he or she can have one daemon of each type in service. The three rituals let the mystic summon a specific type of daemon – either a Vindictive, a Knowledgeable or a Guardian daemon. The ritual costs one point in Experience to perform, whether the test to control the daemon is a success or a failure. Vindictive Daemon: The abomination is one of the winged creatures that soar through the mists of the Yonderworld. If ordered by the mystic, the Vindictive Daemon can track down and attack a known and named creature with the intention of killing it. The mystic needs a link to the target, for example its hair, blood or an item he or she holds dear. The daemon follows the astral link to the victim; if the distance can be counted in day’s marches, the daemon flies at death march pace and must test to see if something catastrophic takes place – maybe it is tracked down by witch hunters, or killed by some other monstrosity along the way. Knowledgeable Daemon: The abomination is one of the manipulative creatures lurking in the mists of the Yonderworld, always looking for lifeforms to tame and consume. A Knowledgeable Daemon answers one question from the mystic; further [Resolute←Resolute] tests provide more answers. The daemon can answer yes or no on a direct question (like the ritual Fortune Telling) or answer an open question (like the ritual Oracle). Additional questions do not increase the risk of the daemon breaking free – if a test fails, the daemon will simply refuse to answer more questions – and it takes one hour to get each answer. A blood sacrifice also helps when rolling for additional questions. Guardian Daemon: The abomination is summoned from among the howling monstrosities that rage through the Yonderworld hunting for targets for their hate and frustration. The Guardian Daemon guards a place until it is killed or set free by the demonologist. The daemon will obey instructions regarding who is allowed entry or passage; the demonologist may change the definition regarding who or what may enter or pass, but the pact does not allow him or her to change the location.

### SUMMONING

Tradition: Augur

The mystic summons a creature by making a successful Resolute test. The creature must then make its way to the location of the summoning. The mystic must have something in its possession related to the summoned creature, either an object of great value to the creature, or an actual part of it, such as a drop of blood or a lock of hair. The summoned creature will try to reach the location to the best of its abilities but does not necessarily know why it wants to go there, other than following an irresistible calling. The only way to protect a creature that has been summoned is to trick and lure it to step inside a mystically shielded area (the Sanctifying Rite, Witch Circle or Sanctum rituals) or use the Break Link ritual.

### TALE OF ASHES

Tradition: Augur

The mystic can read the ashes of a burnt object and thereby discern what the object once was and what happened when it burned – the mystic experiences all impressions from the fire, sees who was there and hears what was being said. A campfire can have much to tell about what happened around it.

### TELEPATHIC INTERROGATION

Tradition: Thurge

The mystic can stretch out its mind and read thoughts. The mystic can receive an answer to a yes/no question from the victim’s subconscious by making a successful [Resolute←Resolute] test. A failed test severs the telepathic connection and no further attempts can be made with that creature during the adventure. The mystic must touch its victim, and the victim can notice the mind-reading if the mystic fails a [Discreet←Vigilant] test. Of course, a helpless and bound victim can do nothing to stop this, but other victims will react. Sleeping victims wake up if the test fails.

### Torment

Tradition: Hex singer, Sorcerer

The mystic places a tormenting curse on the target. This requires a mystical link to the target. The effect of the ritual can vary, but an often employed version makes the victim slowly wither – its Toughness is reduced by one point each week and it cannot heal until the curse is lifted. Other known effects of the ritual are the summoning of warts or a nasty stench that surrounds the victim, making the target tired during the day and alert at night – then often limited to a duration of a month, just to teach the target a lesson. The torment effect can be aborted by the ritual Break Link.

### Traceless

Tradition: Animist

All physical traces of the mystic and his or her allies disappear. For instance, footsteps in mud subside, broken branches and grass stalks heal and spider webs are mystically restored. The ritual works just as well in civilization; dust settles on mosaic floors and piles of paper are arranged as they were before the mystic or some ally browsed them. The duration is 24 hours, either forward or back from the casting of the ritual; traces from the previous day’s activities can be obliterated, or the effect can affect all activities performed during the day after the ritual is performed. In any case, the effect of the ritual is that neither the mystic nor his or her allies can be traced by any physical means, including smell. Mystical tracking methods are not affected.

### TURN WEATHER

Tradition: Magi

The mystic alters the local weather as he or she sees fit. Fog that obscures one’s view, storms that prevent trips or the calming of such storms are all possible to achieve. The ritual takes one hour to perform and the effect remains active for half a day; after that the local weather returns to its natural form.

### Twin Servants

Tradition: Animist

The advanced version of the ritual Flaming Servant allows the Pyromancer to have two f laming servants. These are handled like two separate, additional characters by the player, and they gain Experience from adventuring just like all flaming servants do.

### WITCH CIRCLE

Tradition: Animist, Magi

The mystic breathes new life into a beautiful location and turns it into a witch circle. Witch circles are protected from prying eyes and influences from outside, and the mystic has more or less complete control over what happens within the circle. The mystic decides how things grow and which season it is within, and can with the Quick Growth ritual create an environment to mirror its heart’s delight. It is hard to find a Witch Circle, even if you know where to look for it. It requires a [Vigilant←Discreet] test to even see the circle if encountered in the wilderness. Creatures that do not see the circle will simply walk around it, without knowing they have taken a short detour. A mystic with both the Witch Circle ritual and the Alchemy ability can make an extra attempt at Alchemy tests when using the ability inside its circle. A mystic with Quick Growth, Witch Circle and Alchemy can make two extra attempts when using Alchemy. A mystic who performs Borrow Beast and lets its body rest inside a Witch Circle has no limitation as to how long it can maintain the trance, since its body gets all the nutrition it needs from the ground inside the circle.