RuleS Update 2024-01-01:
Part 1
List of Contents:
Builder Changes
Counselor Changes
Ranger Changes
Warrior Changes
Arcanist Changes, including Arcane Traditions and Theurgic Anchors
Not Included in Part 1:
Stigmata and Item Augments and General Changes.
Lore for the Stigmata, Classes, Traditions, and Anchors will be moved to a different section.
List of Bonuses: how to improve damage, healing, HP, Aegis, etc. and their sources.
Fortified Items: how to make your items semi-permanent
Class book v2024 PDF
Creation Calculator: pick an item and augments — this will automatically tell you what you need.
Builder
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Added alternate and/or combat functionality to skills that would otherwise just Crafting skills
Advanced Item Augments are called Expert Augments.
“Magical” items from Complex skills (e.g. rune weaver, rune carver) no longer require an Adept ATN. “Magical” items from Erudite skills will require Adept ATN
Instead of requiring Superior Skill Kits, Etheric Expertise requires the assistance of an ally with Adept ATN
Magna Tracing is the tech version of Fate Binding
Fate Binding is no longer an Augment or occupy “augment slots”.
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Artful Apothecary: You can create Basic items or effects without expending a Craft-Ritual action but it requires an Herb Shop.
Gear Head: You can create Basic items without expending a Craft-Ritual action but it requires a Scrap Shop.
Versatile Artisan (late addition): Basic and Complex skills take up only one ally’s Craft action while Erudite skills require two allies’ Craft actions.
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Soothing Meal
No longer has a limit on how many people it can affect
It can bestow the Invigorated Status
Greater Resolve ---> Lasting Resolve
Aqueous Expertise: This can create and use Healing Vials
Expert Brewer: Advanced Elixirs and Advanced Kit Augments are called Expert Elixirs and Expert Kit Augments.
Potent Potables: This now also grants Strength.
Strange Brews: You can make Esoteric Elixirs, which enhances and debilitates.
Apex-Tech Additives: You can use Resist Toxin as though you had it.
Biomantic Brewing: You can now make Swarm Vials
Eldritch Elixirist:
You can Bind an Herb Kit to its owner with Fate, preventing its loss
If you are assisted by an ally with Adept ATN, you are counted as having an Adept ATN when crafting magical items of this discipline
Master of Elixirs - Elixir Longevity makes an Elixir last for 3 Events instead of 6 months
Stim Shivers: This grants additional abilities like Smite and Dodge.
Supreme Feast -- this has a combat function that can be used if desired.
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Extinguish element:
Instead of healing allies, this simply negates attacks of 3 damage or lower if they are Frost, Flame, or Corrosive. This ability needs to be reloaded by a qConc-10 before it can be used again but doesn’t cost Focus
With Focus, Quench can negate attacks of any amount of damage if they are of certain damage types
Expert Chemist: Advanced Kit Augments are called Expert Kit Augments.
Greater Admixture: You can Tweak a Skill kit to alter the kinds of damage it inflicts.
Trap Springer: If you have certain Erudite Skills, you can negate Trap or Backlash effects that inflict high amounts of damage.
Eldritch Alchemy:
You can Bind a Skill Kit to its owner with Fate, preventing its loss
If you are assisted by an ally with Adept ATN, you are counted as having an Adept ATN when crafting magical items of this discipline
Hyper Refined Chemistry:
You can now make and use Ethertronic Gadgets.
You can use a limited version of Resist Toxin
Master of Elements
You can Quench Lightning and Shadow damage
Your Venom Vials inflict more damage
Perfect Admixture
You can tweak a Skill Kit to inflict Shadow or Psychic damage
You can use Quench on Shadow and Psychic damage
Xeno Swarm Vials: This can now craft Symbiotic Gadget augments
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Medicine Maker: The craft action only requires 5 minutes
Treat Injury
Invoked as “Remedy” which is quicker to say
The questions of this Skill are Examine effects
This only needs an iConc-7
Interlinked Conc is disrupted if the target is hurt but the effect doesn’t duplicated across the link
Corpse Reader replaced Double Take
Distill Disease can affect Greater Diseases
Expert Chemist: Advanced Kit Augments are called Expert Kit Augments.
Greater Remedy: This increases the Heal Cap to Heal 7
Alternative Remedies:
You can Bind an Herb Kit to its owner with Fate, preventing its loss
If you are assisted by an ally with Adept ATN, you are counted as having an Adept ATN when crafting magical items of this discipline
Endure Plague: This can grant Resolve 3 to fuel the non-Focus using function of it.
High Tech Medicine: You can use a limited version of Resist Toxin
Master of Remedies:
You can apply Greater Remedy’s heal bonus to self healing
You can choose “Painful Revive” with Treat Injury.
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Disarm Device
The term for individuals with Disarm skills is “Lockpick”
Cooperative disarm is now explicitly spelled out and works with other Lockpicks
Arcane Artifice:
Can make an artificial Arcane Ember.
Arcane Gadgets no longer require an Adept ATN to make
Clockwork Gadgeteer: Can Tweak a Skill Kit to alter its damage
Expert Tinker: Advanced Kit Augments are called Expert Kit Augments.
Strengthen Item: Can Tweak Weapons and Armor.
Tech Diver:
You can perform Superior Disarm with assistance
You can lower the Conc count of your Basic or Greater Disarms by 5 counts.
Eldritch Gadgetry:
You can Bind any item to its owner with Fate, preventing its loss
If you are assisted by an ally with Adept ATN, you are counted as having an Adept ATN when crafting magical items of this discipline
Ethertronic Engineering: You can Magna-Trace an item, which is the tech version of Fate Binding
Metabionic Gadgeteer: You can use a limited version of Resist Magna Storm, which needs certain props or gestures
Xenotech Savant
Tweak a Skill kit to hit for a different damage type
You can use a limited version of Resist Fear, which needs certain props or gestures
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Battle Smith: This applies to weapons that you made or upkept within your last 3 attended Events.
Expert Weaponer: Advanced Kit/Weaponry Augments are called Expert Kit/Weaponry Augments.
Rune Carver: Runic Weaponry no longer needs an Adept ATN to make
Apex-Tech Armaments: You can Magna-Trace an item, which is the tech version of Fate Binding
Eldritch Ordinance:
You can Bind a weapon to its owner with Fate, preventing its loss
If you are assisted by an ally with Adept ATN, you are counted as having an Adept ATN when crafting magical items of this discipline
Magna tech munitions: You can use a limited version of Resist Magna Storm, which needs certain props or gestures
Master of Weaponry: You can repair two weapons at the same time
Xeno Tech Armoury: You can use a limited version of Resist Fear, which needs certain props or gestures
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Armor Expertise:
Refit is 5 minutes but only restores 2 Aegis
Defenses no longer require 2 steps back
Repair armor:
5 minutes to fully restore Aegis of 1-3 allies
Quick Patch no longer strips Aegis, it simply dissipates if unused after 10 mins or the end of combat.
Expert Weaver: Advanced Kit/Weaver Augments are called Expert Kit/Weaver Augments.
Rune Weaver and Thermal Clothier: Lasting Patch is like Quick Patch except it lasts longer
Apex Tech Armorer: You can Magna-Trace an item, which is the tech version of Fate Binding
Etheric Thread:
You can Bind a weaver item to its owner with Fate, preventing its loss
If you are assisted by an ally with Adept ATN, you are counted as having an Adept ATN when crafting magical items of this discipline
Magna tech Clothier: You can use a limited version of Resist Magna Storm, which needs certain props or gestures
Xeno Tech Fleshweaver: You can use a limited version of Resist Fear, which needs certain props or gestures
COUNSELOR
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Altruistic Aide: When you use Guard, Healing, Resolve on others, you can also grant a “Cure Strike” as an Aftereffect. Also, this no longer grants Treat Injury, neither is the bonus dependent on having an Herb Kit..
Cunning Mastermind: No longer grants Guard. Allows a Counselor to draw strength from their allies, similar to Bond of Blood.
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Bond of Blood:
Only takes 5 minutes
Can use the Guard defense on Blood Bond
Label ATN as “Bond of Blood”
Bond of Oaths:
“Inspire” from Inspiring Aspect affects an additional Bonded ally.
Oathbound Spells only require one of their targets to be Bonded.
Forceful Inspiration
You can use Ignite offensively against enemies.
Inspiring Aspect
Split into two versions: Commanding Aspect and Banneret Aspect
The former is the previous Inspiring Aspect while the latter is an action focused version
Bond of Command -- Bonded Spellcraft can affect 3 people.
Ceremonial Binding:
Uses Battlebond from the Guild Warband augment and expands into similar forms: Flamebond, Heartbond, Shieldbond.
Can Lasting Patch allies, similar to Thermal Clothier
Can fate bind an item to its owner
Greater Inspiring Aspect
Ignite Inspiration affects 3 targets instead of 1-2
Gains Unflinching Spirit from Soother and can potentially use it on an ally.
Imperious Voice
Two new options: you can grant your ally a strong attack or insult a foe.
Supreme Inspiration
You can vocally imbue Bonded allies with Painful Revive as an option
Alternate version: harangue and wound enemies with mockery
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Mental Shield: Can now negate Shadow damage
Sudden Defiance: Can reduce the damage of an attack to 2 points. This is usable against Ambush attacks.
Iron Concentration: this isn’t broken by damage from an Interlinked Conc unless it is Bane damage.
Supreme Defiance: the resolve from this Skill bypasses limitations on Healing/Resolve
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Masked Mind: Has a combat function involving pistols, knife packs, and hand crossbows
Regal Restraint: This no longer removes Resolve. Can grant Resolve to self
Veiled Bonds: Can grant Regal Restraint to a Bonded ally
Art of War:
Inflict a Blind 10 with Masked Parry
Defenses no longer require 2 steps back
Deft Deflection:
Reduces Piercing damage to 2 points. It keeps the damage type or negates dmg.
Instead of requiring expensive equipment, certain skills will allow you to “Deflect” Psychic and Shadow damage.
Mind Games:
Can inflict Frenzy
Art of War can inflict Frenzy, Pain, or Hobble
Veiled Visage
Can defend against Assassinate, Dead-eye Smite, and Kensai Smite
Increases the damage cap for Quickdraw.
Conniving Spirit
Can negate Silence
These require 1 Resolve but instead expending it all, you simply Self-inflict 2 damage.
Lord of Lies:
Can negate Examine skills to determine identity
Can have 2 Aspects
Improves Regal Restraint
Bonded allies are able to use Masked Mind
Supreme Deception
You can use Supreme Deception while moving
Quick self-revive
Negate Master Inquiries
Veiled Aspect
Takes up 2 ATNs instead of 1 ATN
Can use Duck and Cover against Piercing attacks
Can negate Harmonize
Can redirect a melee attack back to its source
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The clue mechanic is now officially within the game system.
Differentiate Inquiry vs. Examine effects -- examine effects cannot usually be negated.
Defensive Reading:
Insightful can augment Dodge or Parry
Defenses no longer require 2 steps back
Mental Deduction: Can ask questions from other Skills’ lists.
Deep Reader: Can discern a creature “What are you” frequently
Know thy Enemy:
After you study someone, you can use Assassinate on them within the hour
An NPC respawning as the same type of foe counts as the same individual
Insightful Aspect
Bonus for Clue cards
Self-inflict 2 to use Quickened Studying/Targeting
Mind Reader: Improves Defensive Reading to allow for two negates
Ruthless Assassin: 2nd attack doesn’t need to hit the back.
Supreme Observation: Alternate function - gain use of Assassinate on everyone in sight.
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Instruction: teach any amount of skills to 1-10 students. Basic skills are free.
Lorebook:
Lorebook is now a Unique item
Lorebook starts at Tier 1.
Lorekeeper
Can ask “What are you” with some frequency
Expert Instructor
You can teach a skill you don’t know, basic or complex only
You can learn skills from students or co-teachers
Your student can spend their Craft action when you teach them instead of you spending yours.
You can drill training into someone so that it sticks for several Events, even if they don’t learn it.
Researcher
No longer requires other researchers and discussion
Scholastic Scrutiny
Can determine the banes and resists of a creature
Can do research on items
Teach the Village
You can assist allies that are Concentrating on disarming/healing/etc
Expend 1 Focus to allow an ally to retry an attack
People you teach count as Bonded to you for a few skills
Crafty Improvisation
You can quench damage like a Chemist
You can affect Rare CMP with the Admixture effect
Decipher Construction: Can Upkeep a Superior item
Instruct the Citadel
Can teach Erudite Drills
When you teach a Basic skill, it doesn’t expend a Craft-Ritual action
Supreme Versatility
A crafter or ritualist can use your Lorebook as a manual as though they had the skills within
Ask a research question without expending your Craft-Ritual action
Teach the Unknown
You can teach spells, even if you aren’t magical
You can quench Psychic or Shadow damage, similar to a Chemist’s quench.
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Treat Injury
Invoked as “Remedy” which is quicker to say
The questions of this Skill are Examine effects
This only needs an iConc-7
Interlinked Conc is disrupted if the target is hurt but the effect doesn’t duplicated across the link
Restful Composition
No limit to audience numbers
Can grant Invigorated status
Greater Resolve is now Lasting Resolve
Soothing Aspect
Increases the healing cap to Heal 7
Takes up 2 ATNs instead of 1 ATN
Can raise the dead using Calming Confessor
Can Distil Curses
Soothing Composition: Adds more options, including Curing Basic Curses
Place of Peace
Allows Soother to assist in more Workshop construction
Shrines allow you to choose 2 picks instead of only 1 pick for Restful Composition, etc.
Greater Soothing Aspect
Can cure disease
Improves self healing
Quell the Warp (new skill, replaces Resist Warp): Use a Runewand or Warbanner to quench shadow or psychic attacks similar to a chemist and chemicals.
Supreme Composition: Added a in-combat function: you can revive allies with a short speech or song.
Symbol of Peace: You can revive an ally without them gaining a Grave Scar if you spend 1 Pure CMP
Unflinching Spirit: These require 1 Resolve but instead expending it all, you simply Self-inflict 2 damage.
RANGER
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Shadow Scout: You can grant Resist skills to others or benefit from others’ skills.
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Keen Perception: Get a free shot without Targeting
Pursue Quarry: Escape now is 60 counts instead of 30
Corpse Reader: This replaces Double Take
Insightful Aspect
Bonus for Clue cards
Self-inflict 2 to use Quickened Studying/Targeting
Perfect Accuracy: can be used when the attack is negated by Aegis
Supreme Awareness:
Added a non-combat function for quicker inquiry.
Negating an attack also grants Resolve 5 that is not lowered by Resolve limitations.
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Conceal Item:
You can negate Inquiry effects about the items you are hiding
You have a special attack usable with a pistol, knife pack, or hand crossbow
Disarm Device
The term for individuals with Disarm skills is “Lockpick”
Cooperative disarm is now explicitly spelled out and works with other Lockpicks
Scrounger: You can spend Focus to quickly Scavenge after Conc-3
Clockwork Gadgeteer: Can Tweak a Skill Kit to alter its damage
Junkyard Ingenuity: Upkeep an item 2 Events after it has regressed to basic.
Junk Diver: You can perform Superior Disarm with assistance
Scholastic Scrutiny
Can determine the banes and resists of a creature
Can do research on items
Trap Springer: If you have certain Erudite Skills, you can negate Trap or Backlash effects that inflict high amounts of damage.
Crafty Improvisation
You can quench damage like a Chemist
You can affect Rare CMP with the Admixture effect
Metabionic Gadgeteer: You can use a limited version of Resist Magna Storm, which needs certain props or gestures
Trophy Hunter:
Survivor skills will increase the amount of Resolve this grants
You can Tweak a weapon’s damage to match the damage type of a creature you’ve killed recently
This can work with Herb Kits or Scrap Kits
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The clue mechanic is now officially within the game system.
Differentiate Inquiry vs. Examine effects -- examine effects cannot usually be negated.
Defensive Reading:
Insightful can augment Dodge or Parry
Defenses no longer require 2 steps back
Mental Deduction: Can ask questions from other Skills’ lists.
Deep Reader: Can discern a creature “What are you”
Know thy Enemy:
After you study someone, you can use Assassinate on them within the hour
An NPC respawning as the same type of foe counts as the same individual
Insightful Aspect
Bonus for Clue cards
Self-inflict 2 to use Quickened Studying/Targeting
Mind Reader: Improves Defensive Reading to allow for two negates
Ruthless Assassin: 2nd attack doesn’t need to hit the back.
Supreme Observation: Alternate function - gain use of Assassinate on everyone in sight.
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Artful Dodger: Defenses no longer require 2 steps back
Flee the Scene: Escape is now 60 counts instead of 30 counts to create more distance.
Armored Dodge: You can use Armored Dodge with Heavy armor.
Escape Artist: You can slip free as per Athletics
Dodger Aspect - you can wear shields with this Aspect
Veiled Aspect → replaced by Doubled Defenses
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Camouflage: Global effects can also remove Concealment
Conceal Item:
You can negate Inquiry effects about the items you are hiding
You have a special attack usable with a pistol, knife pack, or hand crossbow
Set the Ambush: You can apply Shot in the Dark to allies that you have hidden.
Art of War:
Inflict a Blind 10 with Masked Parry
Defenses no longer require 2 steps back
Shot in the Dark:
This only works when you’ve spent Focus to Conceal yourself
This improves Quickdraw
Duck and Cover: You can use this against Global effects.
Fade into Shadow: You gain Resolve 5 if you are concealed for a minute
Veiled Aspect
Takes up 2 ATNs instead of 1 ATN
Can use Duck and Cover against Piercing attacks
Can negate Harmonize
Can redirect a melee attack back to its source
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Armor Expertise:
Refit is 5 minutes but only restores 2 Aegis
Defenses no longer require 2 steps back
Treat Injury
Invoked as “Remedy” which is quicker to say
The questions of this Skill are Examine effects
This only needs an iConc-7
Interlinked Conc is disrupted if the target is hurt but the effect doesn’t duplicated across the link
Willful Tenacity: You can increase the amount of Resolve you gain.
Endure Plague: This can grant Resolve 3 to fuel the non-Focus using function of it.
Stim Shivers: This grants additional abilities like Smite and Dodge.
Supreme Toughness: added a new function that grants Impervious to the self. Impervious is the new term for the Shielded status.
Tough as Nails: This also improves self-healing
Warrior
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Bloodsworn Sentinel can get a bonus to HP
Ironsoul Bravado (no change)
Vorpal Maven now gets a bonus to all weapons
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For flavor, the different fighting styles (dual wield, sword and board) were given evocative names.
Stalwart Defense: Defenses no longer require 2 steps back
Battle Bracing: If you have Wilful Tenacity, you gain Resolve 2 instead.
Block and Bash: Added a function for those not using the listed fighting styles
Defensive Techniques:
Added a function for those not using the listed fighting styles
Changed “Heavy Parry/Block” to “Forward Parry/Block”
Added an Aftereffect to Spinning Parry: invoke Minimal 2 times in the next 10 seconds
Deft Deflection:
Reduces Piercing damage to 2 points. It keeps the damage type or negates damage.
Instead of requiring expensive equipment, certain skills will allow you to “Deflect” Psychic and Shadow damage.
Furious Rebuke: Instead of requiring weapon-quality, the bonus function of this skill only requires Battle, Defender, or Dodger Aspect active
Defender Aspect
Gaining Valorous with Bastion Aspect is an Aftereffect
Whenever you use Bastion defenses, you must “heal 1”
Dreadnaught aspect only requires Heavy or Ultraheavy armor
Zephyr Aspect no longer prevents Shield usage
Doubled Defenses: Added a function for those not using the listed fighting styles
Nimble Defense: This can be used with Aegis
Supreme Bulwark: You can move while using it
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Mental Shield: Can now negate Shadow damage
Sudden Defiance: Can reduce the damage of an attack to 2 points. This is usable against Ambush attacks.
Iron Concentration: this isn’t broken by damage from an Interlinked Conc unless it is Bane damage.
Supreme Defiance: the resolve from this Skill bypasses limitations on Healing/Resolve
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For flavor, the different fighting styles (dual wield, sword and board) were given evocative names.
Melee Fighter:
When holding a Medium weapon with both hands, this increases the damage cap similar to using Heavy weapons
When using two melee weapons, you can apply the Smite bonuses of both weapons’ augments to your Smites for ease of use.
Battle Aspect:
Channeler Aspect can also be used with a Rune Wand
Kensai Aspect requires a qConc-15 to study its targets
Power Attack: This no longer has a function of increasing damage
Brutal Backswing: The bonus function only needs the proper fighting style.
Great Strength: You can Cure Grapples or Snares
Wall of Blades: Added a function for those not using the listed fighting styles
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Keen Perception: Get a free shot without Targeting
Pursue Quarry: Escape now is 60 counts instead of 30
Corpse Reader: This replaces Double Take
Insightful Aspect
Bonus for Clue cards
Self-inflict 2 to use Quickened Studying/Targeting
Perfect Accuracy: can be used when the attack is negated by Aegis
Supreme Awareness:
Added a non-combat function for quicker inquiry.
Negating an attack also grants Resolve 5 that is not lowered by Resolve limitations.
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Armor Expertise:
Refit is 5 minutes but only restores 2 Aegis
Defenses no longer require 2 steps back
Faith in Steel: This Skill aug is called “Heavy Aegis” instead and can be used with Heavy armor.
Armored Dodge: You can use Armored Dodge with Heavy armor.
Armored Rush: The mechanics for Armored Rush have been reworked.
Elemental Endurance:
Combined the different defenses into one defense
Added a version that uses Aegis instead of Focus
Supreme Toughness: added a new function that grants Impervious to the self. Impervious is the new term for the Shielded status.
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Ranged Expertise:
Shortarms now inflict “Piercing 3 damage” to start
Dual weapons combine Weapon Augments to make using them easier.
Sharpshooter Aspect: Channeler Aspect can also be used with a Rune Wand
Perfect Accuracy: can be used when the attack is negated by Aegis
Repeating Smite: added a function specifically for Siege Casters
Arcanist
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Most of the Sorcerous spells have been given additional functionality.
Aspect ATNs take up 2 ATNs and given more abilities
Adept ATNs can be “free” but cost 2 ATNs instead.
Animancy: Somatic Gesture only requires EConc-7 instead of EConc-10. Resonant Medium drops this to EConc-5
Talismanry: There are no longer different kinds of Rune Wands. Thus, a Rune Wand can be used for any Sphere.
Shivered Soul now takes up 3 ATNs
Suffering Flesh now limits max HP to 7.
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Artificer Magus: Craft basic weaponry, scrap kits without a Ritual action if you have a Scrap Shop or an Arcane Orrery.
Barrier Magus:
You gain the ability to use the Guard defense
Defenses no longer require 2 steps back
Blood Witch: You gain Heal 1 if your Death Blow succeeds or if your Sanguineous spell inflicts damage.
Phantasmal Seer: Instead of relying on Perceiving/Arcane Embers This Aptitude enhances your Perceiving and Inquiry spells as well as adding additional effects whenever you augment your spells with “Phantasmal”
Resonant Medium: You only need 5 counts instead of 7 counts and this no longer depletes your Resolve, but it has no other Aftereffect except as below.
Shadow Witch: You can use Tenebrous with Pursue, and Quick Patch effects.
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Etheric Arcana now has several Tradition-based uses that use Focus. E.G Talismongers can repair their Rune Wand when it is sundered.
Talismanry: There are no longer different kinds of Rune Wands. Thus, a Rune Wand can be used for any Sphere.
Etheric Arcana (Diablerie): Ichor can now affect folks who are immune to Elixirs/foods
Tradition Rituals are outlined in Etheric Arcana and their upgrades but the exact details of their use is listed in the specific Tradition sections
The ways of gaining Traditions are now outlined and are part of Arcane Proficiency.
Diablerie is the most prolific of the Traditions
Empowered Arcana: Animancers can imbue their Crowns with Augments
The ATN labels for Theurgic Anchoring are shortened
The specifics for anchoring are listed in their own sections.
Arcane Proficiency: Animancers can create/upkeep a Superior Animus Crown
Metamagic Augmentation:
“Altered” spells can now inflict Corrosive.
“Displaced” spells have a melee version.
“Grounded” spells are now Barrage 3 effects
Supreme Theurgy:
Sorcerous Phasing -- Xeno Jauntonly grants Impervious-15 (formerly Shielded-30). Impervious is the new term for Shielded.
Sorcerous Phasing - Xeno Insight has more functions now because of Sorcerous Inquisition and Reality’s new functions.
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The clue mechanic is now officially within the game system.
Detect Presence and Detect Trace now follow a similar procedure to most spells (EConc -> Focus -> Spell)
Perceiving lasts 10 minutes
Detect Trace: Escape counts are now 60 counts instead of 30 counts
Detect Secret: Can ask “What are you?” with some frequency
Detection Adept: Animancy’s costs have been standardized across the Spheres. (Astral/Wind).
Furthermore, you can waive the CMP cost if you use 2 ATNs instead.
Detect Secret: you can ask a second question.
Detect Doom: Now grants Deft Deflection with augmented with Bonus Quality
Detect Shortcut renamed to Detect Method
Detect Weakness: this is now explicitly affected by bonuses to spell damage
Clairsentient aspect:
2 ATNs instead of 1 ATN
You can help allies as per Versatile Artisan
You can ask additional questions with certain inquiry spells
Detect Hazard:
improved defensive abilities.
Talismanry - this version lasts 10 minutes, granting 1-3 Guards and Resolve.
Detect Truth: (Diablerie) teach yourself an Erudite Skill at a discount.
Master of Divination -- improves Detect Presence and discounts Skill Training of allies
Sorcerous Inquisition: “Doom” now allows 3 allies to inflict Siege.
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Infuse Item:
Cooperative disarm is now explicitly spelled out and works with other Lockpicks
The term for individuals with Disarm skills is “Lockpick”
Infuse Material: Quick Patch no longer strips Aegis, it simply dissipates if unused after 10 mins or the end of combat.
Infusion Adept: See Detection Adept
Infuse Form: This can help non-magical Crafters craft magical items
Infuse Ground:
Works the same way, but written out differently.
Animancy can inflict a Piercing Pull
Diablerie can inflict Piercing Pain
Talismanry can inflict a Knockback 20
Infuse Structure:
Infuse Structure (weapon): functions identical to Reinforced weapon augment
Wards entrances as part of the baseline spell
Talismanic: Infuse structure (weapon) allows you intermittently defend against energy attacks
Master of Imbuement:
You can perform Superior Disarm with assistance
You can quick patch, reinforce, or grant Resolve to two targets per casting.
Shielding Aspect:
Takes up 2 ATN instead 1 ATN
You can improve the Resolve you are subject to.
You can Tweak Weapons as per a Weaponer with Rune Carver
Reinforcing Aegis is only Econc-10 and grants a “Heal 1”
Sorcerous Barrier
You can move while using it
You have the option to perform a quick Superior Disarm
Diablerie: This is only an Impervious-10 instead. Impervious is the new term for Shielded.
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Obfuscate Aura no longer hinders the user. In fact, it has a minor combat use.
Obfuscate Exodus: Escape is up to 60 counts to ensure that you are farther away from the initial area.
Obfuscation Adept: See Detection Adept
Obfuscate Spirit:
There is now a non-Dodge option for those wearing armor.
With your Somatic, this grants 3 uses instead of 2.
Obfuscate Senses: Granting Resolve or Cure Strike is now only melee touch.,
Distorting Aspect:
You can now Shadow Walk like an Expert Shadower, allowing you limited movement while Concealed
You grant more Resolve and you can increase your Obscure Senses’ duration
You can inflict “Piercing 3 Psychic” with Obfuscate Spirit
Master of Illusion:
You can redirect attacks when you use Dodge vs. ranged attacks
You can affect more allies with Obfuscate Presence or Exodus
Obfuscate Form: This is only an Impervious-5, as opposed to a Shielded-10. Impervious is the new term for the Shielded status.
Sorcerous Reality: There is a new function, a non-combat version that acts like Supreme Composition.
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Project Disruption
The term for individuals with Disarm skills is “Lockpick”
Cooperative disarm is now explicitly spelled out and works with other Lockpicks
Project Force: you can now opt to pull targets
Projection Adept: See Detection Adept
Project Agony: Now EConc-3 to be in line with the other spells (and make it easier to remember)
Project Halo:
Can burn chains/ropes
Can use Arcane Ember while on the neck or head
Burning Halo invoked as “Backlash” as per all identical effects
Project Shield: Changed to make it different from Infuse Shield
No longer requires that you are holding a shield or rune wand.
You can deliver Etheric Guard via packet/foam dart
Burning Aspect:
Takes up 2 ATN instead of 1 ATN
Protective Halo’s effect is affected by Bonus Quality
Wildfire Spellcraft → Burning Spellcraft, inflicts Pain or Rot
You can use Project Power with your own Rituals at a cost
You can grant nearby allies the ability to speak to spirits
Master of Evocation
You can perform Superior Disarm with assistance
You can increase your damage cap to 7 but it loses Piercing.
Project Power: This also Augments your ally’s Craft/Ritual with Bonus Quality/Output
Project Storm: (Diablerie) can inflict a Piercing Hobble Wound or Piercing Rot Wound.
Sorcerous Ruin: New option, Immolation Crown -- you are enfeebled and can strike for Siege damage but doing so hurts you.
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Restoration Adept: See Detection Adept
Restore Harmony: With Restoration Adept, you can Distill Greater Afflictions to gain CMP.
Harmonic Restoration:
This increases Restore Vitality’s heal by +1
Gives new options to Restore Focus, including the new Invigorated Status
Restore Focus: No longer a Ritual action. Now only takes 5 minutes.
Restore Structure: Can grant Quick Patch, which no longer strips Aegis.
Master of Rejuvenation:
Self healing is improved slightly
You can double repair when using Restore Structure
You can cure Anathemic Afflictions with Restore Harmony but it costs Pure CMP
You can regrow a body for an ally without one.
Restore Tether: You can restore a destroy or lost item.
Revitalizing Aspect:
Takes up 2 ATN instead of 1 ATN
You can increase the heal cap for your Restore Vitality to Heal 7
You can remove Afflictions from yourself without expending a Ritual action, provided that you can cast spells
You can use your Ritual action in place of others’.
Sorcerous Renewal
You can use Sorcerous Renewal while moving and bestow “Painless Revives”
You can revive yourself quickly with Restoration magic
(Diablerie) You can come back from near death with a “Painless Revive”
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Transmute Element: This now has a defensive function
Transmute Flesh: Interlinked Conc is disrupted if the target is hurt but the effect doesn’t duplicated across the link
Transmute Material
Cooperative disarm is now explicitly spelled out.
The term for individuals with Disarm skills is “Lockpick”
Quick Patch no longer strips Aegis, it simply dissipates if unused after 10 mins or the end of combat.
Transmutation Adept: See Detection Adept
Transmute Air: You can now pull targets
Transmute Form: Armored form grants more HP
Transmute Structure: this can grant the Lasting Patch status to 1-5 armored allies.
Unchained Transmutation:
Transmute Material can now fully repair armored allies (regain all Aegis)
Transmute Flesh: Your healing is improved by +1 point.
Master of Alteration:
Transmute Elements: You can choose 2 CMP types for Admixtures
You can disarm Superior Devices with assistance
Shifting Aspect
Takes up 2 ATN instead of 1 ATN
You can use Transmute Element vs. Physical, Shadow, and Corrosive attacks
Transmute Form doesn’t cost CMP or a Ritual action to use on yourself, but it does cost ATN.
Sorcerous Metamorphosis
Windy Metamorphosis is now Escape 60
Vaporous Metamorphosis is now only Flying-10
Earthen Metamorphosis is now Impervious-15 instead of Shielded-30. Impervious is the new term for Shielded.
Transmute Components
(Diablerie)You can now duplicate Elixirs that you cannot make
(Talismanry) You can duplicate Superior items, waiving their Skill requirements.
Transmute Water
(Diablerie) You can intoxicate willing allies
(Talismanry) You can imbue allies with Resolve
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Animantic Tradition
Phantasmal Seer: Instead of relying on Perceiving/Arcane Embers This Aptitude enhances your Perceiving and Inquiry spells as well as adding additional effects whenever you augment your spells with “Phantasmal”
Resonant Medium: You only need 5 counts instead of 7 counts and this no longer depletes your Resolve, but it has no other Aftereffect except as below.
Your Animantic Gesture only requires EConc-7 instead of EConc-10
Etheric Arcana now has several Tradition-based uses that use Focus. E.G Talismongers can repair their Rune Wand when it is sundered.
The ways of gaining Traditions are now outlined and are part of Arcane Proficiency.
Empowered Arcana: Animancers can imbue their Crowns with Augments
Arcane Proficiency: Animancers can create/upkeep a Superior Animus Crown
Primal Animus now prevents you from Healing others for more than “Heal 1”. This does not affect self healing or Resolve.
Diabolic Tradition
Blood Witch: You gain Heal 1 if your Death Blow succeeds or if your Sanguineous spell inflicts damage.
Shadow Witch: You can use Tenebrous with Pursue, and Quick Patch effects.
Etheric Arcana now has several Tradition-based uses that use Focus. E.G Talismongers can repair their Rune Wand when it is sundered.
Etheric Arcana (Diablerie): Ichor can now affect folks who are immune to Elixirs/foods
The ways of gaining Traditions are now outlined and are part of Arcane Proficiency.
Diablerie is the most prolific of the Traditions
Shivered Soul now takes up 3 ATNs
Suffering Flesh now limits max HP to 7.
Talismanic Tradition
Talismanry: There are no longer different kinds of Rune Wands. Thus, a Rune Wand can be used for any Sphere.
Artificer Magus: Craft basic weaponry, scrap kits without a Ritual action if you have a Scrap Shop or an Arcane Orrery.
Barrier Magus: You gain the ability to use the Guard defense
Etheric Arcana now has several Tradition-based uses that use Focus. E.G Talismongers can repair their Rune Wand when it is sundered.
Tradition Rituals are outlined in Etheric Arcana and their upgrades but the exact details of their use is listed in the specific Tradition sections
The ways of gaining Traditions are now outlined and are part of Arcane Proficiency.
Talismanic Addiction now takes up 2 ATN and punishes its recipients for not being around magic with a Rot and a Hobble. However, they can now use active skills (which allows them to help themselves with their addiction)
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Deotheurgic Anchor
The Anchoring Rite only takes 5 minutes and requires either 4 faithful, a personal shrine prop, or a Hallowed Shrine
The Anchoring Rite can be used to regain Sagral Divinity
Greater Sagral Divinity -> Greater Divinity
Using a Hex a 2nd time via Greater Divinity grants Heal 2 instead of inflicting a penalty.
Cleansing Faith now cures and distills Greater Afflictions
Necrotheurgic Anchor
The Anchoring Rite only takes 5 minutes
The Anchoring Rite can be used to regain Soul Glut
Greater Soul Glut -> Greater Glut
Using a Hex a 2nd time via Greater Glut grants Heal 2 instead of inflicting a penalty.
Augmenting a damage spell with Necrotheurgic now increases its damage and/or changes it to Shadow
You gain a “heal 1” or imbue it on others if you inflict damage with a Necrotheurgic spell or a Death Blow. It can be affected by bonuses to healing spells.
You gain a Grave Gift whenever you gain a Grave Scar.
Necrotheurgic Scion → Necro Scion
Necro Scion makes you vulnerable to Frenzy and Inquiry effects.
Xenotheurgic Anchor
The Anchoring Rite only takes 5 minutes and can include a Venom Tonic.
The Anchoring Rite can be used to regain Xeno Cognition
Augmenting a damage spell with Xenotheurgic now increases its damage and/or changes it to Psychic
Greater Xeno Cognition -> Greater Cognition
You can now research but you gain stacks of Abyssal Terror ATN
You can discount your rituals or use restricted Spheres in exchange for Abyssal Terror
Unravelling Hex is only EConc-15
Sorcerous Phasing -- Xeno Jaunt only grants Impervious-15 (formerly Shielded-30). Impervious is the new term for Shielded.
Sorcerous Phasing - Xeno Insight has more functions now because of Sorcerous Inquisition and Reality’s new functions.