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🔮 Wizardry

Wizardry
Corruption: 1

Anathema

Novice: Active. By making a successful roll against [ResoluteResolute] the Mystic can disperse a power’s ongoing effects on a creature, or on himself provided that the Mystic is fit to wield magic. It is the Resolute of the Mystic who has unleashed the power that 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.
Wizardry
Corruption: 1

Brimstone Cascade

Novice: Active. The Mystic lashes out with fire and brimstone against a target. If the Mystic succeeds with a [ResoluteQuick] test, the cascade deals 1D12 points of damage. If the Mystic fail the test the cascade only deals 1D6 damage.
Adept: Active. The Mystic unleashes a chain of burning energy. If the Mystic succeeds with a [ResoluteQuick] test, the fountain deals 1D12 points of damage. If the Mystic fails the test the fountain only deals 1D6 damage. If the target suffers the full 1D12 damage, the Mystic may try to steer the flaming energy toward an additional target, and so on until the Mystic fails a [ResoluteQuick] test.
Master: Active. The Mystic unleashes a veritable storm of flaming and smoking energies. If the Mystic succeeds with a [ResoluteQuick] test, the fountain deals 1D12 points of damage. If the Mystic fail the test the fountain only deals 1D6 damage. The chain continues, even if the Mystic should fail one of the tests, and doesn't stop until there is a second failed attempt.
Wizardry
Corruption: 1

Confusion

Novice: Active. The Mystic can confuse an enemy with a successful [ResoluteResolute] test, making the enemy unaware of its actions. Roll 1D6 each turn until the Mystic breaks concentration or fails a [ResoluteResolute] 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 [ResoluteResolute] test, a test being made each turn.
Master: Active. The Mystic creates a Chain of Confusion. If the Mystic manages to confuse a target with a [ResoluteResolute] 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 remains confused.
Wizardry
Corruption: 1

Flame Wall

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 double 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 so 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 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.
Wizardry
Corruption: 1

Illusory Correction

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.
Wizardry
Corruption: 1

Levitate

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 of damage, ignoring any Armor the Mystic might be wearing.
Adept: Active. The Mystic can levitate an ally [ResoluteStrong] 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 any Armor he or she might be wearing.
Master: Active. The Mystic can make him-/herself and a chain of allies [ResoluteStrong] 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.
Wizardry
Corruption: 1

Mind-throw

Novice: Active/Reaction. The Mystic can use objects in the surroundings to either hurl around as weapons or to block incoming attacks. The Mystic will have to make a [ResoluteQuick] test to attack this way and deals 1D8 damage if successful. If some object instead is used as a temporary shield, make a [ResoluteAccurate] test to block physical attacks and [ResoluteResolute] if trying to block a magic projectile. 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 [ResoluteStrong] 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 [ResoluteStrong] test. The Mystic starts with one target and keep making tests until he or she fails. The thrown enemies land a Movement Action away and suffer 1D8 damage. The enemies land on their back, unless they make a successful roll against Quick.
Wizardry
Corruption: 1

True Form

Novice: Reaction. The Mystic’s clarity allows him or her to make a [ResoluteResolute] test 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. The Mystic can make a Chain of creatures return to their true form with a [ResoluteResolute] test. If the first attempt succeeds the Mystic can make another attempt for the next creature, and so on until he or she fails. Nothing stops the creatures from transforming again, though.
Master: Active. The Mystic can not only make transformed creatures reveal their true form, he or she can also force them to maintain their original form. It requires a Resolute test to make targets maintain their original form, made on the targets’ Initiative when/if they try to transform again.
Wizardry
Corruption: 1

Unnoticeable

Novice: Active. With a successful [ResoluteResolute] 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.

🔮 Symbolism

Symbolism
Corruption: 1

Banishing Seal

Novice: Active. The symbol triggers a chain of banishing energies. The target closest to the symbol is affected if the mystic passes a [ResoluteResolute] 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.
Symbolism
Corruption: 1

Blinding Symbol

Novice: Active. The runes trigger a chain of blinding energies. The target closest to the symbol is blinded if the mystic passes a [ResoluteResolute] 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.
Symbolism
Corruption: 1

Draining Glyph

Novice: Active. With a [ResoluteStrong] 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.

🔮 Witchcraft

Witchcraft
Corruption: 1

Bend Will

Novice: Active. The Mystic can seize control of a creature’s will by making a successful [ResoluteResolute] test. The control is considered active until the Mystic breaks concentration or fails a [ResoluteResolute] 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 [ResoluteResolute] test. The Mystic does not have to concentrate to sustain the control; it is ongoing and considered active until the Mystic fails a [ResoluteResolute] 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 [ResoluteResolute] test. The Mystic does not have to concentrate to sustain the control; it is ongoing and considered active until the Mystic fails a [ResoluteResolute] test. The controlled creature can perform two Actions each turn.
Witchcraft
Corruption: 1

Curse

Novice: Free. Once per turn, the Mystic’s dark glare automatically gives an enemy a second chance to fail any success tests against 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, which ignores any 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.
Witchcraft
Corruption: 1

Entangling Vines

Novice: Active. The Mystic calls forth entangling vines or roots from out of the earth and can ensnare an enemy by making a successful Resolute test. The ensnared creature cannot move but can use ranged weapons and powers. The creature is ensnared until the Mystic fails a [ResoluteStrong] test, starting the following turn.
Adept: Active. The Mystic can ensnare a chain of creatures. If the Mystic manage 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 [ResoluteStrong] test is then made for each target to decide how many of them remain ensnared.
Master: Active. The Mystic creates an entangling chain of thorns. Those ensnared with a [ResoluteStrong] 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.
Witchcraft
Corruption: 1

Inherit Wound

Novice: Free. By making a successful die roll against Resolute the Mystic can attract the spirits of damage from another creature. The target is healed 1D6 points of Toughness while the Mystic suffers as much in 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, both from wounds and any poison/bleeding.
Master: Active. The Mystic heals its target 1D8 points of Toughness, while suffering half as much in 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.
Witchcraft
Corruption: 1

Larvae Boils

Novice: Active. The Mystic plants larvae inside the body of its enemy, which then starts 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 [ResoluteStrong] test.
Adept: Active. The larval growth inside the body deals 1D6 damage each turn, ignoring Armor. The effect continues until the Mystic fails a [ResoluteStrong] 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 [ResoluteStrong] test.
Witchcraft
Corruption: 1

Lay on Hands

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.
Witchcraft
Corruption: 1

Maltransformation

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 [ResoluteResolute] 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 objects.
Adept: Active. The Mystic no longer has to concentrate to keep the Maltransformation active; it is ongoing until the Mystic fails a [ResoluteResolute] test.
Master: Active. The Mystic can trigger a Chain of Maltransformations. If the Mystic succeeds in transforming one target, he or she may then 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.
Witchcraft
Corruption: 1

Nature’s Embrace

Novice: Active. The Mystic is able to sink into the earth if he or she makes a successful Resolute test. 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 and appear in another spot than where he or she first sank into the ground. The Mystic can also use powers on his or her allies while in the earth, as well as see the allies through the protective layers of soil.
Witchcraft
Corruption: 1

Shapeshift

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 it can move twice as far and may re-roll all Discreet and Quick tests. 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 Armor (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 the ones gained at Adept level.
Witchcraft
Corruption: 1

Storm Arrow

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.

🔮 Sorcery

Sorcery
Corruption: 1

Black Bolt

Novice: Active. With a passed [ResoluteQuick] 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.
Sorcery
Corruption: 1

Black Breath

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.
Sorcery
Corruption: 1

Retribution

Novice: Active. If the character utters words of doom and passes a [ResoluteResolute] 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 [ResoluteResolute] 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 [ResoluteResolute] test, the attacker is bound by a death link. Hence, the number of creatures bound is unlimited.
Sorcery
Corruption: 1

Revenant Strike

Novice: Active. The sorcerer ignites a malicious flame around its melee weapon, which then deals 1D4 additional damage.
Adept: Reaction. Creatures slain by the Revenant Strike rises again the following turn, loyal to the sorcerer.
Master: Free. As Adept, but the effect is activated as a free action and a hit deals +1D8 damage, instead of +1D4.
Sorcery
Corruption: 1

Unholy Aura

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 surrounding 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 the unholy energies heal any nearby allied abomination and undead 1D8 points of Toughness.

🔮 Theurgy

Theurgy
Corruption: 1

Blessed Shield

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 to the end of the scene.
Adept: Active. As on the Novice level, but the shield now provides 1D6 of extra Armor and damage. Also, an ally within sight can be included in the effect of the blessed shield.
Master: Active. As on the Novice level, but the shield now provides 1D8 of extra Armor and damage. Two of the Mystic’s allies can be included in the effect of the blessed shield.
Theurgy
Corruption: 1

Holy Aura

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 targets suffer 1D6 damage, ignoring its 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 are healed by 1D4 points of Toughness each turn.
Master: Active. Same effect as on Adept level, but the effect against abominations and undead is increased to 1D10 and the holy energies also heals living allies 1D6 points of Toughness each turn.
Theurgy
Corruption: 1

Prios’ Burning Glass

Novice: Active. With a Resolute test the Mystic steers the holy light towards a target, dealing 1D6 of 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 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 [ResoluteResolute] test.
Theurgy
Corruption: 1

Witch Hammer

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.

🔮 Troll Singing

Troll Singing
Corruption: 1

Combat Hymn

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.
Troll Singing
Corruption: 1

Heroic Hymn

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.
Troll Singing
Corruption: 1

Weakening Hymn

Novice: Free. With a passed [PersuasiveResolute] 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 [PersuasiveResolute] 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 [PersuasiveResolute] 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.

🔮 Staff Magic

Staff Magic
Corruption: 1

Dancing Weapon

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.
Staff Magic
Corruption: 1

Protective Runes

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.
Staff Magic
Corruption: 1

Sphere

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.