WHEN YOU GAIN A LEVEL FROM 2-5, PICK ONE OF THESE MOVES AND CUT AND PASTE IT TO THE MOVE LIST ABOVE
Buddy Movie
You have a trusty sidekick or partner, who supports you in all that you do. Describe them and give them a name (Adam, Monkey King, or Sarah, for example). They count as a hireling with loyalty +2 and skill points equal to your level+1, with your choice of skills, plus one of the following abilities:
- When they help you defend, you get +1 hold.
- When they help you defy danger, take +1.
- When they help you fight, you deal +1d4 damage.
- When they help you parley, take +1.
They do not have their own HP. When they take damage, lower your own HP. If you die or refuse Death’s bargain, your buddy can sacrifice their own life so that you may live.
Fount of Knowledge
When you spout lore about something no one else has any clue about, take +1.
I Know This Work
When you encounter an interesting artifact, construction, or device (your call), roll+WIS. On a hit, you can ask the GM questions. On a 10+, ask three. On a 7-9, ask two:
How could I make this thing do ________?
- How is it weak or vulnerable?
- What’s happened to it recently?
- What’s it for?
- What’s it made of?
- Who made it?
On a miss, it is something beyond your knowledge and understanding.
Quick Study
When you see the effects of an arcane spell, ask the GM the name of the spell and its effects. You take +1 when acting on the answers.
Empowered Magic
Requires: Cast a Magic Spell. When you cast a spell, on a 10+, you have the option of choosing from the 7-9 list. If you do, you may choose one of these as well:
- The spell’s effects are maximized.
- The spell’s targets are doubled.
Expanded Spellbook
Requires: Magic Spellbook. Add a new spell from the spell list of any class or archetype to your spellbook.
Prodigy
Requires: Prepare a Magic Spell. Choose a spell. You prepare that spell as if it were one level lower.
Arcane Library
When you spout lore about magical writings, on a 10+, the GM will also ask you a question. Whatever you answer, it is the truth.
Logical
When you use strict deduction or logic to analyze your surroundings, you can discern realities with INT instead of WIS.
Scrying Pool
When you perform a ritual to investigate the doings of someone, and you have a piece of their body or an item that is important to them, roll+INT. On a 10+, ask the GM two questions
from the list. On a 7-9, ask one. On a miss, they get to ask two questions about you:
- How could I get to them, physically or emotionally?
- What are they really up to?
- What is their weakness?
- Who are their allies?
- Who are their enemies?
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WHEN YOU GAIN A LEVEL FROM 6-10, YOU MAY CHOOSE FROM THIS LIST AS WELL AS THE 2-5 LIST
Book of Names
When you meet someone important (your call), say what you’ve heard about them and roll+WIS. On a hit, the GM will tell you more details. On a 10+, the GM’s details will complement yours. On a 7-9, the GM’s details may contradict your own information, and how you discover the truth is your own affair. On a miss, you are wrong about something important.
Evidence of Faith
When you see divine magic as it happens, you can ask the GM which deity granted the spell and its effects. Take +1 when acting on the answers.
Superfriends
Requires: Buddy Movie. Give your trusty sidekick or partner a second ability from the list.
A Wealth of Knowledge
When you spout lore, on a 12+, you ask the GM a question, but the GM will also ask you a question about the subject. Whatever you answer, it is the truth.
Greater Empowered Magic
Replaces: Empowered Magic. When you cast a spell, on a 10-11, you have the option of choosing from the 7-9 list. If you do, you may choose one of the these effects as well. On a 12+, you get to choose one of these effects for free:
- The spell’s effects are doubled.
- The spell’s targets are doubled.
Master
Requires: Prodigy. Choose one spell in addition to the one you picked for prodigy. You prepare that spell as if it were one level lower.
Spell Augmentation
Requires: Cast a Magic Spell. When you deal damage to a creature, you can shunt a spell’s energy into them—end one of your ongoing spells and add the spell’s level to the damage dealt.
Astral Scryer
Requires: Scrying Pool. When you use your scrying pool, you can ask an extra question, even on a miss.
Ethereal Tether
When you have time with a willing or helpless subject, you can craft an ethereal tether with them. You perceive what they perceive and can discern realities about someone tethered to you or their surroundings no matter the distance. Someone willingly tethered to you can communicate with you over the tether as if you were in the room with them.
Highly Logical
Replaces: Logical. When you use strict deduction to analyze your surroundings, you can discern realities with INT instead of WIS. On a 12+, you get to ask the GM any three questions, not limited by the list.
Self-Powered
Requires: Ritual. When you have time, arcane materials, and a safe space, you can create your own place of power. Describe to the GM what kind of power it is and how you’re binding it to this place, the GM will tell you one kind of creature that will have an interest in your workings.
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