Potential

The spellcasting tag of an ability origin either states, “Minor,” “Moderate,” or “Major,” which corresponds to a value of Potential. You can spend the Potential you accumulate on Exaltation or spellcasting (if you and your GM has agreed you have it). The amount of Potential you receive every level depends upon your spellcasting tag and your total level.

#### Potential gain per level and tag

##### *Minor*

* Level 1-5: 20 Potential per level
* Level 6-10: 30 Potential per level
* Level 11-15: 40 Potential per level
* Level 16-20: 50 Potential per level

##### *Moderate*

* Level 1-5: 40 Potential per level
* Level 6-10: 50 Potential per level
* Level 11-15: 60 Potential per level
* Level 16-20: 70 Potential per level

##### *Major*

* Level 1-5: 60 Potential per level
* Level 6-10: 100 Potential per level
* Level 11-15: 140 Potential per level
* Level 16-20: 180 Potential per level

#### **Spend Potential on Exaltation**

All characters can exalt their Soul to push themselves further than what they normally can achieve. By digging deep into your own Soul, you can manifest your own power to enhance yourself, some spend their Potential on spellcasting, others on short bursts of strength. When reaching for greater power than what you currently possess, parts of your Soul burn to fuel you as your eyes shine brightly with your Soul’s colors.

Whenever you exalt your Soul, depending upon your level, there is a cap of how much you can spend. This cap equals the Potential given per level for major spellcasting ability origins, so minor, moderate and major spellcasting levels grant the same amount of Potential for Exaltation.

Level 1-5: 60

Level 6-10: 100

Level 11-15: 140

Level 16-20: 180

Whenever you spend Potential on Exaltation options presented below, your Soul requires 7 days of recovery to regain your Potential pool for Exaltation. When you level up, your Potential for Exaltation is automatically recovered (or increased on certain level ups), however, any Potential for Exaltation that you still have stored is exchanged by the Potential you gain on a level up.

If you spend Potential on Spellcasting during a level up, you cannot use Potential on Exaltation. Furthermore, if you gained access to spellcasting during, even if you spend Potential on Exaltation, on a level up, you may recover the Potential you received last level and add it on the Potential you receive this level to purchase spells slots and spells known with.

###### **Dirty Inspiration**

Once per long rest, you may spend 40 Potential to grant yourself advantage on any check. In comparison to normal Inspiration, using Dirty Inspiration must be declared before you make the check.

###### **Skill Rank Boost**

Once per long rest, you may spend 20 Potential to give yourself one more skill rank with a skill of your choice for one check. With this Exaltation option, you can gain Skill Rank 6 for one skill check, modifying your proficiency bonus with x3. You must spend Potential on this Exaltation option before you make the skill check.

###### **[Artistry] - Empowered Inspiration**

If you possess the Inspiration ability from [Artistry], you may spend 40 Potential to upgrade the size once of one of your Inspiration dice this turn. If you already have 1d12 as your Inspiration dice, with this Exaltation option you roll your Inspiration dice with advantage instead.

###### **[Artistry] - Rebounded Inspiration**

Once per long rest, if you possess the Inspiration ability from [Artistry], you may spend 40 Potential to grant yourself one more Inspiration die to use this turn.

###### **[Devotion] - Rebounded Channel Divinity**

Once per long rest, if you possess the Channel Divinity ability from [Devotion], you may spend 60 Potential to grant yourself one more use of it this turn.

###### **[Discipline] - Empowered Martial Arts**

If you possess the Martial Arts ability from [Discipline], you may spend 40 Potential to upgrade the size once of your weapon damage dice for your unarmed or quarterstaff attacks this turn. If you already have 1d10 as your weapon damage dice, with this Exaltation option you roll your weapon damage dice with advantage instead.

###### **[Discipline] - Rebounded Mastery**

If you possess the Mastery ability from [Discipline], you may spend 20 Potential to grant yourself one more Mastery Point to use this turn.

###### **[Divine Oath] - Rebounded Divine Smite**

Once per long rest, if you possess the Divine Smite ability from [Divine Oath], you may spend 40 Potential to grant yourself one more level 1 Smite spell slot. You can spend an additional 20 Potential for each spell slot higher that you want to recover, to a maximum of 100 Potential for a level 4 Smite spell slot.

###### **[Finesse] - Empowered Sneak Attack**

If you possess the Sneak Attack ability from [Sneak Attack], you may spend 30 Potential to grant yourself two more Sneak Attack dice when you successfully Sneak Attack this turn.

###### **[Occult Student] - Rebounded Arcane Recovery**

Once per long rest, if you possess the Arcane Recovery ability from [Occult Student], you may spend 40 Potential to recover a level 1 spell slot with Arcane Recover this turn. You can spend an additional 20 Potential for each spell slot higher that you want to recover, to a maximum of 180 Potential for a level 8 spell slot.

###### **[Pact] - Rebounded Absorb Innate Spellcasting**

Once per long rest, if you possess the Absorb Innate Spellcasting ability from [Pact], you may spend 40 Potential to cast a level 1 spell as Soul Mastery this turn. You can spend an additional 20 Potential for each spell slot higher that you want to cast as Soul Mastery, to a maximum of 180 Potential for a level 8 spell slot.

###### **[Power] - Empowered Rage**

If you possess the Rage ability from [Power], you may spend 40 Potential to grant yourself +3 Rage damage and you roll any weapon attack with advantage this turn.

###### **[Predator] - Empowered Favored Enemy**

Once per long rest, if you possess the Favored Enemy ability from [Predator], you may spend 40 Potential to grant yourself +2 bonus to your attack rolls and damage rolls against your favored enemy for 3 turns.

###### **[Predator] - Extended Favored Enemy**

Once per long rest, if you possess the Favored Enemy ability from [Predator], you may spend 60 Potential to choose another creature type to become your favored enemy for 5 turns.

###### **[Soul Oath] - Empowered Threaten**

Once per long rest, if you possess the Threaten ability from [Soul Oath], you may spend 40 Potential to grant yourself +3 bonus to your damage rolls against your favored enemy for 3 turns.

###### **[Soul Oath] - Rebounded Threaten**

Once per long rest, if you possess the Threaten ability from [Soul Oath], you may spend 60 Potential to grant yourself one more use of Threaten to activate this turn.

###### **[Soul Weapon] - Precise Martial Arcanist**

Once per long rest, if you possess the Martial Arcanist ability from [Soul Weapon], you may spend 40 Potential to ignore the penalties to hit with all your attacks this turn.

###### **[Tactics] - Rebounded Action Surge**

Once per long rest, if you possess the Action Surge ability from [Tactics], you may spend 60 Potential to grant yourself one more use of Action Surge to activate this turn.

###### **[Unique Ancestry] - Rebounded Font of Magic**

If you possess the Font of Magic ability from [Unique Ancestry], you may spend 40 Potential to grant yourself one more sorcery point to use this turn.

###### **[World Magic] - Empowered Wild Shape**

Once per long rest, if you possess the Wild Shape ability from [World Magic], you may spend 60 Potential to transform into a +1 CR creature for maximum 10 minutes.

#### **Spend Potential on Spellcasting**

If you possess spellcasting, you can spend Potential during character creation or during a level up to purchase **cantrips**, **spells known** and **spell slots** in a manner that fits your character. Take a look at the Spellcasting Quick Guide down below or the spellcasting section to learn more.

Cantrip

Spells known

Spell slots

#### **Storing Potential**

After you have leveled up your character, you can't store more Potential than the value you acquired during your current level up. For example, if you receive 40 Potential during your level-up, you can only store 40 Potential until the next time you level your character.

#### **Level and spell slot limitation**

You may not pick a spell known or a spell slot that is of a higher spell level than your total level. You cannot purchase an unlimited amount of spell slots. Consult the table below.

##### **Number of spell slots per spell level table**

If you have different spellcasting tags (Minor, Moderate, and Major), the limitations below only apply to your Potential spending with your current level’s spellcasting tag status. For example, if you choose an AO with the Major spellcasting tag this level, you may spend your Potential with the Major spell slot limitations. If you would choose an AO with Moderate spellcasting next level, you may only purchase spell slots that do not exceed the Moderate table's limitations. Therefore, only Major Potential can be used to purchase level 8 spells and above.

Potential that has been stored for a later level changes its tag status to the current spellcasting tag. For example, storing Moderate Potential to the next level where you choose Major spellcasting, the stored Moderate Potential transforms into Major Potential and can now be used to purchase an 8 level spell slot.

Minor

 2nd
 3rd
 4th
 5th
 6th
 7th
 8th
 9th

Moderate

 2nd
 3rd
 4th
 5th
 6th
 7th
 8th
 9th

Major

 2nd
 3rd
 4th
 5th
 6th
 7th
 8th
 9th

#### **Gaining Spellcasting at Later Levels**

If you would gain spellcasting at a later level, you reclaim some spent Potential. The next time you level up your character you can purchase spellcasting with this reclaimed Potential. The amount equals half the Potential you have received at every level up except for this level (rounded up to nearest 10 value, half of 30 becomes 20). You must spend this Potential with the normal level requirements and number of spell slots limitations. Start at level one, spend the Potential you reclaimed for that level, abiding by the requirements. Then do the same for level two, and so on, until you reach your current level up. Then activate your spellcasting tag like a normal spellcaster this level up and level ups to come.

*For example, if you only have Moderate spellcasting tags and you gained spellcasting after level 4, you refer to the Moderate Potential gain table. From level 1 to 5, Moderate spellcasting receives 40 Potential per level. You first return to level 1, halving the Potential to 20 and spending it as if you were level one. Then 20 Potential at level 2 and level 3. At your 4th level up, you can spend the Potential you gain as normal.*

#### ***Soul Mark***

Any character with the ability to cast spells with spell slots possesses a Soul Mark - a magical tattoo somewhere on the caster’s body. The Soul Mark stores Potency used to cast spells. The tattoo’s style for your character you decide, but it should be aligned with your character’s theme and spells. For example, a character with many fire spells could have a tattoo with some kind of fiery design. The size of the tattoo grows and swells with the proficiency of the caster. A first-level character would start with a tattoo the size of a small symbol. For a level 20 character, the tattoo will cover most of a body part (a whole arm, leg, chest, back, etc.).

Your Soul Mark will light up as you cast spells, and thus, if you don’t cover it up, it will reveal you as a caster. If you cast a spell with no somatic or verbal requirements, such as casting a spell with the Subtle Metamagic option, the Soul Mark does not shine. Because of the Soul Marks, tattooing is a normal decoration in the World. Therefore, as long as you do not cast a spell, the unactivated Soul Mark does not automatically reveal you as a caster if it is visible.

In the Realm of Frostmark, the guilds of Stormholme like to tattoo their followers to keep their loyalty. Amongst the Creekish, it is commonplace to mark their body with their life experiences. Many royal families all over Frostmark enjoy tattooing their noble heritage onto their bodies.

#### **Starting Soul Potency**

If you gain a Soul Mark in character creation you start with a number of Souls and Potency depending upon your starting level and your spellcasting tag. Depending on which spellcasting tag you have, you will gain an amount of Souls and Potency equal to your level. Using the following tables, you will find how much Potency you gain whilst creating your character to power your spellcasting.

##### **Minor Starting Soul Potency Table**

 Level 1
 Level 5

 Level 6
 Level 7
 Level 8
 Level 9
 Level 10

 Level 11
 Level 12
 Level 13
 Level 14
 Level 15

 Level 16
 Level 17
 Level 18
 Level 19
 Level 20

#### **Maximum Soul Potency in your Soul Mark**

Your Soul Mark is not an infinite prison for Potency and attempting to fill your Soul Mark with more than the maximum amount will cause the Soul to disappear. As your character gains levels, the Soul Mark will grow with you and increase its capacity for Potency. Consult the table below:

Max Potency in Soul Mark per Level