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Welcome to the World of Faith:

A medieval high fantasy character builder!

Here you can build your own character by selecting combinations of options provided below.

Click to expand the sections below.



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The Faith System

The Foundation of Reality, the Truth of Truths, is that "Reality is what it is believed to be".



Reality is determined by continual contest between those who hold a belief and those who hold a contrary belief. Several factors come together to influence this: Consensus, Conviction, and Justifiability.



• The belief held by more people wins out.

• The belief that is more strongly held by its believers, or held by believers who have more confidence in the belief, wins out.

• The belief whose believers have the best reason to believe it's right and others are wrong, suppresses or "derogates" other beliefs. This is a particular of justifiability based on a particular interpretation of what is considered rational.



You cannot fool yourself into believing something you didn't already believe. Even if you have thoroughly convinced yourself to the contrary, that disbelief remains in your subconscious and continues to "derogate" your beliefs to the contrary.



A sufficiently strong belief that a given behavior can cause a given result, will do so. This determines the rules that govern reality. However, in many cases the beliefs hold that only certain individuals with sufficient confidence can do so. Such beliefs comprise magic systems. Success boosts confidence. Failure erodes it.







This character builder only reflects the simpler magic systems available in the world of Faith, and is by no means a complete catalog. It also does not detail the consequences the Faith System has on the world at large and on society. The scope of the Faith System project is much larger than what is shown here. A more detailed exploration of the Faith System is available at conworld.wikia.com/wiki/Faith This character builder only reflects the simpler magic systems available in the world of Faith, and is by no means a complete catalog. It also does not detail the consequences the Faith System has on the world at large and on society.



Personal Background

What is your personal background?



(Choose options with higher numbers for more of an easy difficulty setting and for more of a Mary Sue / Gary Stu character. This allows extensive lore-friendly character customization. If however you want to "play on normal difficulty", limit yourself to no more than 25 points of gold and faith combined.)



Slave You were kidnapped and made a slave and forced to do either drudgery or back-breaking labor for a long while. (Pick this option even if you were freed or escaped later.) - -20 Beggar You became a beggar on the streets, living a pointless life of scrounging and scraping by and getting chased away by the guards whenever you tried to find a better place to sit. - -16 Prostitute You had at some point in your life found no recourse but to provide sexual services to clients. (Also take 'Slave' if you were made a sex slave.) - -14 Tramp You became a vagrant constantly searching for another job, each of which pays barely enough to provide you food and board, having nothing but the clothes on your back. - -12 Laborer You worked as a laborer - perhaps a peasant from some backwater village, perhaps a rough-and-tough menial laborer, working long and tedious hours for little pay. - -10 Traveler You travel from place to place, perhaps singing tales as a bard, perhaps docking as a sailor, perhaps selling wares as a peddler, perhaps visiting holy sites as a pilgrim. - -8 Artisan You became a tailor, tanner, cobbler, carpenter, mason, smith, jeweler, or any other of a numerous trades professions as an artisan's apprentice. 3 -6 Rogue You became one with the underground factions, and plied the trades of lockpicking, fencing, pickpocketing, bullying, pimping, and had always evaded capture. 1 -4 Guardsman You joined a town guard and learned common combat techniques. You led a boring life day in and day out, but at least the rabble treated you with respect. 1 -2 Squire You became a page, then a squire, trained in the ways of vassalage and then in the martial arts in preparation for when you'd have to answer your lord's call to war. 1 - Merchant You have inherited your family's trade business and have managed to keep the enterprise from falling apart, in the process securing a satisfactory living. 3 - Adventurer You have taken up arms and searched for adventure to satisfy your wanderlust. You have become well traveled and knowledgeable, and come through all of it alive. 7 3 Noble Lady As the daughter of a noble lord, you became trained in the arts and of tending to management of an estate, in preparation for when you'd be married off to another noble. 16 7 Young Lord You are the scion of a noble lineage that can trace its ancestry back many generations, and as such must surely stand above all the common rabble. 24 12 Princess You have royal blood flowing through your veins, and all your life you have been pampered as the princess you are, with many maidservants to tend to your every whim. 60 20 Prince You have royal blood flowing through your veins, and since childhood you have trained in the arts of politics and have grown very cultured from your education. 90 36



Psychology

Those with a stronger self confidence have a better ability to work magic. Which of these apply to you? (Select all that apply.)



Broken Mind Your mind has been shattered by a mental attack. You are not quite yourself any more, and lack the spirit you used to have. Thinking is painful, and you've lost all emotion now. -20 Depressed You have recurring bouts of depression which drain you of much of your willpower. (If you choose this option, the build describes your character while depressed.) -16 Battle Fright You are terrified of battle, and anything that so much as hints at a risk to your person can easily leave you traumatized. You are afraid of the slightest dangers. -12 Cowardly You have always tread beneath the footfalls of giants... or so you believe. As such you feel you are inferior to most of the people around you, and so you are. -8 Confident You brim with confidence and self-esteem beyond those of your peers. You bring that same confidence to bear against any challenges and are thus more likely to succeed. 6 Narcissistic You have an overweening self adoration which makes you as beautiful, handsome, or charming as you think you are, and that reflects in your powers as well. 10 Manic You have recurring bouts of mania during which you have the feeling that you can do anything. (If you choose this option, the build describes your character while manic.) 16 Megalomanic You are utterly confident in yourself and in your powers, and that is reflected in the real world. While you can't do everything, you stand far above and beyond all others. 24



Personal Experiences

Those with a sense of justified self-confidence have a better ability to work magic. Various experiences and beliefs can influence this. Which of these apply to you? (Select all that apply.)



Maimed You have been physically maimed. Perhaps you had to amputate your leg, perhaps you lost an eye in battle, perhaps you had your hand cut off for being a thief. -2 -12 Damseled You have been abducted and were helpless to escape on your own, and would have been raped, tortured or killed if not for some stranger who'd come and rescued you. -1 -10 Forever Virgin You never had luck with women and had always been spurned. Marriage? Hah! The last time you proposed, the woman's father came and personally gave you a beating. - -8 Imprisoned You have been thrown in prison. Perhaps for something you were framed for, perhaps for something you stole, perhaps for have insulted someone who's actually someone. -1 -6 Bullied You were constantly bullied as a child, and constantly had your belongings taken away from you. Even grown up, you still feel inferior to others. - -5 Abandoned As A Child You were abandoned by your parents when you were a babe. You know it wasn't your fault, but you just can't help but feel, deep down, a sense of inferiority. -1 -4 Lost A Child You lost a beloved child despite your best attempts to save them. Perhaps they died from disease. Perhaps they ran away and never returned. Perhaps they were abducted. - -3 Bankruptcy You launched your own or bought a business venture and collapsed disastrously shortly thereafter, or drove your parents' business into the ground posthaste. -4 -3 Shorty You're barely five foot two, and that means you have to look up at other people. Others look down upon you in more ways than one. It's not like you're a child any more. - -3 Fat Ass You're fat and you just can't help it. Eat too little and you stave; exercise and you get exhausted too easily. It does little to improve your self-image or your confidence. - -2 Ugly You're ugly and you know it. Others look at you like a hag, and just being in the presence of someone beautiful or handsome makes you flinch and want to back away. - -1 Amulet Theft You unclasped the gemstone amulet right off that countess as she toured the bazaar. She found what she wanted to buy but didn't find what she wasn't selling. 1 - Bedding Gifts You seduced your way into a wealthy nobleman's bed, you naughty you. You left that same bed with quite the load of gifts. 3 - Windfall You found a large cache of money or valuables some time ago. It's helped tide you over in hard times. You can't help but wonder what god had it in his heart to bless you. 2 1 Escaped Captivity You have escaped captivity as a slave through personal daring and willpower. You know that as someone who had accomplished such a feat, you are destined for greater things. - 2 Master Artisan You have had your masterpiece accepted by the guild of your craft and have now become a full fledged master and member of your guild. You now have apprentices under you. 2 2 Murdered Master You have murdered your former master. Of course you have. You are destined for greatness, and none shall have any power over you but will pay for it with their lives. - 3 Finished Pilgrimage You have accomplished the holy pilgrimage through the nine sites of the Trials of Ascension. Surely the gods shall smile upon your endeavors henceforth. - 3 Magicite Discovery You discovered a rare cache of magicite while expeditioning within the ruins of a long-collapsed civilization, which you could use to make yourself some magic items. 5 2 Knighted You have been knighted - either for having accomplished a daring deed in battle, or for having finished your squire training, or for having done something of great value. 2 3 Assassination You have assassinated someone of importance in the community and gotten away with it. You have seen firsthand how the fruits of your labor have changed your world. 2 4 Grand Heist You disguised yourself as a guard, broke into a well-guarded vault and made off with all the gold, only narrowly evading capture. 5 3 Savior You have, through your own initiative and, at great risk to yourself and despite difficult odds, managed to save the life of someone you care for. - 5 Battle Survivor You survived a battle where your side had been entirely routed. All the comrades you knew were slain, yet you survived. Surely this must be a sign of your being blessed. - 6 Charmer You are so good with sweet talking others, you can charm anyone into your bed so long as you put some effort into it - and you have taken full advantage of your talent. 2 6 Dungeon Delver You and your party have explored the depths of a dungeon or two, overcoming traps and monsters, and made out of there with the loot to make it all worthwhile. 9 5 Successful Venture You launched your own business venture and turned it into a thriving enterprise, selling massive amounts of wares for a hefty profit and employing a great many workers. 6 4 Martial Glory You fought in battle - not just a small skirmish or policing action, but a full fledged battle - and have drawn the blood of your foes and brought glory to yourself. 4 7 Bandit Lord You become a bandit lord, either by forming your own band of outlaws or rising through the ranks of one. Now you chose your targets and get first dibs on the spoils. 10 10 Minor Cult Leader You have styled yourself a prophet and successfully converted a handful to a few dozen people into being your followers. They obey your every command, stoking your ego. 7 14 Victorious You have led your forces to war and through your maneuvering and strategic prowess, have achieved a decisive victory over your enemies and claimed the spoils of war. 32 8 Noble Lord You have succeeded your father in becoming the ruling lord of your house, maker of your own destiny, with the power of life and death over all your subjects. 50 12 Founded House You have, through great deeds and amassing political power and gained competent forces as your allies, risen from the common rable to found your own noble house. 20 18 King You have ascended to be king of your realm, maker of laws, dispenser of justice, leader of armies, master of your destiny. You stand above all except your fellow kings. 1000 16



Studying the Ways

Though much of whether one can use any Way is a matter of fate and self-confidence, one can learn various techniques so as to empower themselves - such as meditation practices that may increase their faith in themselves - and thus stand a better chance of using the Ways.

Wilder You had become apprenticed to a hedge witch or wizard and learned the basics of spellcasting from him/her, and have oftentimes used a bit of magic. -1 3 Tutored Your family acquired you the services of a tutor in the magical arts. From youth you had learned the ways of spellcasting, and now it flows from you with ease. -4 6

Initiate You were inducted into one of the world's many Orders of magic, and there learned the basics of the order's Way of magic. -1 3 Graduate You completed all the foundational training of the Order you joined - enough to use the magic the Order's members ought to be able to use. Req. Initiate. -3 4 Associate You joined the Order proper after graduating, and have spent several years honing your order's art. Now you're skilled in a wide range of spells. Req. Graduate. 2 5 Master You have spent a great many years moving up the Order's hierarchy and mastering all of the order's Ways, and now hold the title of Master. Req. Associate. 4 6



Elemental Lineage

Those with elemental lineages have the ability to change their body into a living form of their element and back, at will or when struck or injured.



If you choose any of these options, you will not age and accrue old age inflictions as is natural for humans, but instead your body will gradually turn permanently into the associated element bit by bit through old age until you completely turn into an inanimate form of that element.



Barkform Your body can meld into bark, stiff and flaky and combustible, but hardy against physical blows and resilient against the elements. -3 Stoneform Your body can meld into stone, heavy and rigid and hard, but is liable to crack when struck with a well delivered blow from a mighty opponent. -4 Ironform Your body can meld into metal, heavy and very hard and resistant against all physical attack, but offers poor insulation from the elements. -5 Shadowform Your body can meld into a two-dimensional shadow, utterly unblockable and untouchable yet vulnerable only to light; and reform out from the shadows at any time. -6 Waterform Your body can meld into water, wet and imperturbable and able to slip through the smallest openings, and you can rapidly reform your body by absorbing water. -7 Flameform Your body can meld into flames, hot and burning and ethereal (though safe to yourself), and you can rapidly reform your body by burning combustibles (ie. grass). -8 Earthform Your body can meld into earth or sand, loosely formed and heavy and resilient, and you can rapidly reform your body by absorbing loose earth or sand. -9 Mistform Your body can meld into visible mist, floating, barely visible, and able to slip through the smallest openings, and you can rapidly reform your body at all times. -10



Way of Focused Affinities

By law, only those lineages with hereditary affinity may be deemed noble. While there are many noble houses, there are a limited number of affinities, so many noble houses will share the same affinities. If you have an affinity, then with this Way, you can conjure elements or energies from your hand so long as they are governed by your affinity. By default, you only have the ability to thrust conjured elements or energies by touch, but with increased study and mastery you can direct those elements or energies.



Available affinity types for this Way below.



PATH OF HOUSE BREEZE Air Conjuring You can continuously conjure breathable air from your fingertips or from the palm of your hands, bursting away from you as streaming wind. -2

PATH OF HOUSE DAWN Light Conjuring You can continuously conjure light (of the styles and colors of your choice) from your fingertips or from the palm of your hands. -2

PATH OF HOUSE NIGHT Darkness Conjuring You can continuously conjure opaque blackness out from your palms, which spread out to suck out all ambient light, dimming ultimately into utter darkness. -2

PATH OF HOUSE MIST Mist Conjuring You can continuously conjure billowing fog and mist out from your palms, which rapidly spread and billow outward to obscure all sight in the local area. -2

PATH OF HOUSE CHARGE Charge Absorbing You can safely absorb electricity into yourself, building up your charge for use in Charge Conjuring, or redirect it through your body. -1 Charge Conjuring You can continuously conjure electricity out from your fingers or palms (safely for yourself), but doing so drains absorbed electricity. Req. Charge Absorbing. -1 Storm Taunting You can taunt the storm goddess Aeria by shouting up in the thunderstorms, and goad her into striking you with lightning. Req. Charge Absorbing. Req. Far Shouting I. -1

PATH OF HOUSE SNARE Web Conjuring You can continuously conjure super sticky and super strong strands of webbing from your fingertips or from the palm of your hands (won't ensnare you). -2 Web Siphoning You can continuously siphon back into your hand any webbing that's near your hands. -1

PATH OF HOUSE RUST Acid Conjuring You can continuously conjure incredibly corrosive acid from your fingertips or from the palm of your hands (safely for yourself), counteracting base. -2 Acid Neutralizing You can continuously conjure incredibly corrosive base from your fingertips or from the palm of your hands (safely for yourself), counteracting acid. -2

PATH OF HOUSE HEARTH Heat Conjuring You can continuously conjure heat out from your fingers or palms (without burning yourself). -1 Flame Conjuring You can continuously conjure flames out from your fingers or palms (without burning yourself). Without combustibles they'll soon vanish. Req. Heat Conjuring. -2

PATH OF HOUSE FROST Water Conjuring You can continuously conjure pure freshwater out from your fingers or palms, sucking it out of the water vapor in your surroundings. -1 Cold Conjuring You can continuously conjure freezing cold out from your fingers or palms (without giving yourself frostbite). -1 Ice Conjuring You can continuously conjure snow, frost, or ice (such as ice shards) out from your fingers or palms. Req. Water Conjuring, Cold Conjuring. -1

Metamagic options below. Charge Concentrating You can concentrate conjured energies / elements into a sphere in the palm of your hand and then thrust your palm forward to release it all in a short range burst. -1 Dual Concentrating You can concentrate energies / elements in the space between your opposing palms, allowing you to focus much more than with one hand. Req. Charge Concentrating. -1 Energetic Releasing You can release the energies / elements between your palms by parting them to your sides, sending it outward in all directions. Req. Dual Concentrating. -1 Charged Orb Releasing You can maintain the spherical shape of the energy / elements when you release it, to fire it as a fast moving projectile that bursts on impact. Req. Charge Concentrating. -2 Extended Releasing You can channel (or with Charge Concentrating, release all of) your energies / elements in a conic spray or torrent that spreads out and weakens up to a few meters away. -2 Beam Releasing You can channel (or with Charge Concentrating, release all of) your energies / elements in a narrow but intensely focused long-range beam. Req. Extended Releasing. -2



Way of Energetic Absorption

Elementite are precious gems which can absorb energies from their surroundings. When worn or kept close, these can protect the bearer from harm of that energy.



Firestone You carry with you rubies which can absorb nearby flame into itself to build up charge. It shatters when thrown, releasing that charge as a fireball. -2 Froststone You carry with you sapphires which can absorb nearby cold into itself to build up charge. It shatters when thrown, releasing that charge as a cold snap. -2 Forcestone You carry with you diamonds which can absorb heavy physical blows against nearby objects to build up charge. It shatters when thrown, releasing that charge as a shockwave. -3 Shockstone You carry with you topazes which can absorb nearby electricity into itself to build up charge. It shatters when thrown, releasing that charge as burst lightning. -2 Windstone You carry with you amethysts which can absorb nearby wind into itself to build up charge. It shatters when thrown, releasing that charge as a blast of wind. -2



Way of Stolen Life

Vitalite and vivacite can drain, hold, and replenish human life force and vigor.



VITALITE Bloodstone, a deep red gem, can drink human blood to build up charge as vitalite. The charge in vitalite can be used to heal many wounds, diseases, and poisons. Bloodstone Athame You carry a ritualist's bloodstone dagger which you can thrust into a person to cause their blood to run out and be consumed by the bloodstone shard, charging it as vitalite. -1 Vitalite Amulet You wear a vitalite amulet against your bare skin. It guards you from physical harm, poisoning, and even certain diseases by gradually expending its charge to heal you. -3 Vitalite Potion You carry a potion infused with vitalite. The liquor of the potion has sapped the charge out of the vitalite, making it deep red. One can consume it for rapid healing. -3

VIVACITE Jade, a bright green gem, can sap human vigor to build up charge as vivacite. The charge in vivacite can be used to grant superhuman strength, stamina, and agility. Jade Athame You carry a ritualist's jade dagger which you can thrust into a person to steal them of all their vigor, leaving them paralyzed and weak of breath, charging it as vivacite. -1 Vivacite Circlet You wear a vivacite circlet against your bare skin. It affords you nigh boundless stamina and enhanced reflexes, but consumes charges whenever you tap into such power. -3 Vivacite Potion You carry a potion infused with vivacite. The liquor of the potion has sapped the charge out of the vivacite, making it forest green. One can consume it for superhuman strength. -3



Way of Ensouled Infusion

The souls of the dead can be trapped inside soulstones, charging them into spiritite. These trapped souls can then be used to give life to the lifeless, though only as a mockery of life.



Soulstone Athame You carry a ritualist's soulstone dagger which you can thrust into a person to siphon their soul out of their body and trap it within the soulstone shard, making it spiritite. -1 Soul Speaking You can speak with the souls of those who are trapped within spiritite and hear their responses. This also makes them temporarily sentient and aware of their environment. -2 Soul Befriending You can befriend captured souls and thus get them to be willing to cooperate. Don't expect cooperation from someone you killed in cold blood, though. Req. Soul Speaking. -2 Corpse Ensoulment You can place spiritite within the body of a corpse and the trapped soul will find itself within the corpse and able to animate its new body as an undead. -3 -2 Golem Ensoulment You can place spiritite within a earth, clay, stone or metal golem and the trapped soul will find itself within the golem and able to animate its new body. -3 -2



Way of Affine Soulbinding

Souls of those with affinities can be trapped inside gems, making them into soulstones, or magicite. Soulstones can be placed atop rods to be wielded, with the wielder able to tap into the trapped soul's affinity to unleash elements or energies, however the form that takes - the casting release - will depend on the form of the rod. While legally one can only bear the soulstones of one's ancestors, those of commoner blood can seek to use these to gain power.



You can obtain one or more soulstones, which correspond to the noble houses. Soul of House Breeze You have a soulstone holding the trapped soul of a member of House Breeze, which has an affinity for air and wind conjuration. -5 Soul of House Dawn You have a soulstone holding the trapped soul of a member of House Dawn, which has an affinity for light conjuration. -5 Soul of House Night You have a soulstone holding the trapped soul of a member of House Night, which has an affinity for darkness conjuration. -5 Soul of House Mist You have a soulstone holding the trapped soul of a member of House Mist, which has an affinity for fog and mist conjuration. -5 Soul of House Charge You have a soulstone holding the trapped soul of a member of House Charge, which has an affinity for lightning channeling and absorption. -5 Soul of House Snare You have a soulstone holding the trapped soul of a member of House Snare, which has an affinity for web conjuration and siphoning. -5 Soul of House Rust You have a soulstone holding the trapped soul of a member of House Rust, which has an affinity for acid conjuration and neutralization. -5 Soul of House Hearth You have a soulstone holding the trapped soul of a member of House Hearth, which has an affinity for heat and fire conjuration. -5 Soul of House Frost You have a soulstone holding the trapped soul of a member of House Frost, which has an affinity for water, cold, ice and snow conjuration -5

You can use your soulstones with any of a number of casting implements listed below, and swap your soulstones out between different implements at any time. Channeling Rod You have a channeling rod - a narrow, spirally engraved rod - which can be used to cast a element or energy out from the rod tip as a narrow, focused, long range beam. -2 Wand You have a wand - a short, narrow, lightweight rod - which can be used to cast a element or energy out from the rod tip as individual bolts, one after another. -2 Staff You have a staff - a long, thick rod with a large headpiece holder - which can be used to cast a element or energy out from the rod tip as an explosive orb projectile. -2 Fork You have a fork - a short, narrow, three-pronged rod - which can be used to cast a element or energy out from the rod tip as a conic spray or torrent. -2



Way of Attended Senses

With this Way, you can imbue your senses of observation with potent magical abilities.

PATH OF SHATTERED ILLUSIONS Sight Disbelieving No magic can ever happen before your eyes - that magic always fails. So long as you have your eyes open, your own magic will always fail as well. -3 Penetrating Staring You can stare at something and be able to see through more and more layers of obstacles hampering your sight the longer you stare in that direction. -3 Magic Seeing You can see the pulsing threads of magic in all enchantments, traps, and spells, allowing you to see the design and flaws of the magic and spot any magic users in hiding. -3

PATH OF THE EMPATH Understanding You have the ability to carefully observe the actions of others when they speak and thus understand what they're saying even if they're speaking a different language. -2 Thought Hearing Your empathy is such that you can hear the thoughts in those nearby, especially if you pay attention. You can bring up certain topics to try to elicit thoughts on a topic. -5

PATH OF THE REVEALED TRUTHS Eye Minding You can lock eyes with another and they will be unable to look away, and you will be able to peer into their eyes and thereby access their memories as if your mind entered theirs. -3 Name Hearing You can feel a nasal itch whenever someone says your name while referring to you, and with a sneeze you know who's doing so, where they are, and what they're talking about. -3

PATH OF THE BLIND SEEKER Blind Hearing You can close your eyes to enhance your sense of hearing several times over, allowing you to discern between different sounds and accurately pinpoint where sounds are coming from. -1 Sound Extrapolating You can, through just your sense of hearing, accurately extrapolate what is going on around you, allowing you to for example fight enemies with your eyes closed. Req. Blind Hearing -2



Way of Inner Peace

With this Way, you can meditate to remove your burdens, strengthen your mind, sleep more easily, and even project your consciousness out of your mind.



PATH OF INNER PURITY Poison Digesting You can sit down and focus inward to gradually neutralize any poison you've ingested, but if you do it too late it'll still harm your body. -1

PATH OF THE ORDERED MIND Mind Palacing You can form a 'mind palace' so that memories, once committed (through effort), will almost never be forgotten and can be easily organized for later searching. -4 Mind Prisoning You can enhance your 'mind palace' into a 'mind prison' that will trap minds delving into yours, unable to access memories or return to their own body. Req. Mind Palacing. -2

PATH OF THE RESTFUL Rapid Sleeping You can sit or lay down in a resting position and put your mind to rest to fall asleep almost immediately. -2

PATH OF DREAM PROJECTION Dream Projecting You can, while dreaming, project your mind out of your body and float around at will, during which you sense through your dream spirit's perspective. -2

PATH OF THE BODY UNBURDENED Unburdening You can meditate to banish away your earthly guilts, worries, desires, and attachments. The more strongly you do this, the more lightweight your body becomes. -2 Lightweight Leaping You have, through meditation, greatly reduced your weight, such that you are able to leap to quite a distance and height, effortlessly. Req. Unburdening. -3 Umbrella Floating You have, through meditation, made yourself light enough to float upon the skies with the aid of nothing more than an opened umbrella. Req. Lightweight Leaping. -3



Way of Evoked Aspects

With this Way, you can evoke an aspect within yourself (bring to and hold in mind with significant mental focus) to imbue yourself with magical properties. Note, while you can learn multiple aspects, you can only hold one in your mind at a time.



Aspect of the Hound You can evoke the Aspect of the Hound, granting you an incredible sense of smell and allowing you to track others by smell alone. -1 Aspect of the Owl You can evoke the Aspect of the Owl, allowing you to see as if everything was well lit, even if in total darkness such as at night. -1 Aspect of the Bat You can evoke the Aspect of the Bat, allowing you to see via echolocation, which works even with your eyes covered but is weather at longer range. -1 Aspect of the Dragon You can evoke the Aspect of the Dragon, allowing you to breathe out torrents of flame out before you at will. -4 Aspect of the Cat You can evoke the Aspect of the Cat, allowing you to tread softly, step lightly, and suffer no harm when falling from heights. -3 Aspect of the Leaf You can evoke the Aspect of the Leaf, allowing you to dodge readily and evade incoming strikes easily. -4 Aspect of the Whirlwind You can evoke the Aspect of the Whirlwind, allowing you strike and spin through a mob of enemies without being brought to a standstill. -3 Aspect of the Lion You can evoke the Aspect of the Lion, allowing you to roar terribly, disheartening those who hear it and perhaps sending them fleeing. -3 Aspect of the Eagle You can evoke the Aspect of the Eagle, granting you a visual acuity several times sharper than normal. -2 Aspect of the Fish You can evoke the Aspect of the Fish, allowing you the ability to breathe underwater and swim rapidly through water with ease. -2 Aspect of the Giant You can evoke the Aspect of the Giant, allowing you to strike with the might of half a dozen men and making your steps thump loudly against the ground. -3 Aspect of the Beetle You can evoke the Aspect of the Beetle, allowing you to walk up walls and along ceilings so long as you're walking on all hands and feet. -2 Aspect of the Strider You can evoke the Aspect of the Strider, allowing you to float upon the surface of the water while standing or walking slowly. -2 Aspect of the Wallflower You can evoke the Aspect of the Wallflower, allowing you to stand near others without them noticing your presence. -3 Aspect of the Boulder You can evoke the Aspect of the Tree, allowing you to take physical impacts as if they struck with little force and to weather gale force winds without buckling. -4 Aspect of the Fly You can evoke the Aspect of the Fly, allowing you to rapidly accelerate/decelerate and change directions. -2 Aspect of the Cheetah You can evoke the Aspect of the Cheetah, allowing you to as much as double how quickly you can sprint and how long you can run. -2 Aspect of the Corpse You can evoke the Aspect of the Corpse, shutting down your senses, muscles, and bodily functions as if dead but keeping you alive until you emerge from this aspect. -1



Way of Love And Loathing

With this Way, you can evoke (focus your mind on a thought) either desire for or revulsion against certain things to either attract or repulse them.



Water Repelling You can evoke a strong revulsion against water to cause it to avoid you, rain falling to the side, bodies of water parting so you can walk along the seafloor. -1 Heat Repelling You can evoke a strong revulsion against heat so that you feel cool at all times, even on bright summer days or when near an open flame. -1 Cold Repelling You can evoke a strong revulsion against cold so that you feel warm at all times, even on cold winter nights or when soaked in a rainstorm. -1 Flame Repelling You can evoke a strong revulsion against fire and nearby fires will twist and burn away from you and the flame beneath and before you will safely dissipate away. -1 Wind Repelling You can evoke a strong revulsion against the winds so that no wind blows against you or blows past anything nearby. -1 Ground Repelling You can evoke a strong revulsion against the ground, to lessen the effect of gravity upon you, making you lightweight or mitigating your fall. -2 Object Repelling You can evoke a strong revulsion against objects to repulse nearby lightweight objects away from you and deflect any incoming projectiles away from you. -3 Object Attracting You can evoke a strong desire for objects to attract nearby lightweight objects toward you (this could cause bodily harm from objects colliding into your body). -3 Plant Repelling You can evoke a strong revulsion against plants and they will bend away from you as if a continuous wind pushed them aside, opening a path through undergrowth. -1 Animal Repelling You can evoke a strong revulsion against animal types of your choice - from among insects, birds, fish, beast - to cause them to instinctively avoid you. -2 Animal Attracting You can evoke a strong desire for animal types of your choice - from among insects, birds, fish, beast - to cause them to instinctively be attracted to you. -3 People Repelling You can evoke a strong revulsion against everyone or to individuals to make them instinctively avoid you or anxious to get away from you or to get out of your way. -2 People Attracting You can evoke a strong desire for company by everyone or individuals to make them be instinctively drawn toward you and be comfortable while in your presence. -2



Way of Will Made Manifest

Can you make something happen just by willing it?



PATH OF A MOMENT'S PAUSE Moment's Pausing You can, by willing for a brief moment to last just a bit longer, cause all around you to cease moving for a few heartbeats, so long as you're not moving either. -1

PATH OF THE EMPATH Thought Casting You can broadcast your thoughts or raw emotions to all nearby, and can focus your thoughtcasting to recipients of you choice, and send your thoughts to those far away. -3 Telepathing You can send your thoughts to recipients of your choice, even if they're far away, and can hear their thoughts back, through a telepathic channel. Req. Thought Casting. -3

PATH OF EMOTIONAL AWAKENING Joyous Uplifting You can cause all very lightweight objects around yourself to float up and there remain suspended in midair whenever you are feeling uplifted in joy. -1 Shocked Sparking You can cause sparks of electricity to arc right above your skin whenever you're feeling shocked, enough to temporarily stun anyone attempting to surprise you. -1

PATH OF ILL WILL Curse Glaring You can glare at someone while full of hatred for them, and the more you glare at them the more bad luck they will attract in the near future. -2

PATH OF THE FORLORN Eyes Pleading You can look at someone with pleading eyes and there's a chance that they'll have a change of heart about you (and perhaps, say, set you free if you've been captured). -2



Way of Overwhelming Presence

With this Way, you can exude overwhelming aura over your surroundings at will or with a glare. For best effect, it is important to be "pomped up", that is, dressed to impress upon others the idea that you really *are* all that.



Crushing Presence You can exude a crushing pressure over your surroundings, as if gravity in the area were greatly enhanced and flattening all around you against the ground. -4 -2 Terrifying Presence You can exude an aura of terror and despair over all others in your surroundings which may cause others to flee or cower before you. -3 -2 Silencing Presence You can exude an aura of blanketing silence that sucks out all noise from your vicinity and causes people to become unwilling to speak or to make any sounds. -1 -2 Repellent Presence You can exude an aura that causes those near you to keep their distance from you instinctively, and which turns aside weapons strokes and projectiles. -3 -2 Attentive Presence You can exude a social aura that draws others' attention, eyes and ears toward you, so that you are always the most commanding presence in any place. -1 -1 Incubic Presence You can exude an aura of such overwhelming masculinity and sexuality that nearby women swoon helplessly and become immediately and utterly infatuated with you. -4 -4 Succubic Presence You can exude an aura of such overwhelming femininity and sexuality that men ogle you and catcall as you pass them, and trip over themselves to earn your favor. -6 -2



Way of the Songstress

With this Way, you can play, sing, or otherwise perform perform songs to cause an effect in your listeners, but which doesn't affect you or those who can hardly hear it.



PATH OF PEACE Song of Nirvana You can play a harmonious song that's so euphoric and utopian that it's instantly addictive, such that when you stop playing it, other listeners are driven to suicide. -6 Song of Tranquility You can hum an serene song that suffuses listeners with a sense of inner peace and banishes away their concerns and fears and can cause them to lose track of time. -3 Song of Lullabies You can hum a quiet and soft song that drains the wakefulness right out of your listeners, causing them to become more and more lethargic until they fall asleep. -1

PATH OF UNEASE Song of Remorse You can play a slow-paced song that's so saddening and heartfelt that it makes listeners remorseful over and regret any past transgressions they've ever made. -2 Song of Dissonance You can play a song that's so dissonant it makes people in the area want to flee or put their hands over their ears, and if they can't then it makes them uncomfortable. -2

PATH OF EXCITEMENT Song of Allure You can sing a song so full of feminine allure that it can attract any men who hear it and make them unable to think of nothing else but to approach you. -2 Song of Encouragement You can play an upbeat song that causes listeners to be infused with wanton courage as well as motivates them to do whatever they'd been wanting to do. -2 Song of Alacrity You can play a fast-paced song that causes listeners to go about their work with excitable alacrity and elicits them to perform at the peak of their ability. -3

PATH OF FLORA Song of Growth You can sing a vibrant song that causes flora all around you to grow and flower within minutes, and allowing them to become much more luxuriant and fruitful than normal. -4 Song of Awakening You can sing a song that causes plants around you to move as if alive and intelligent, and you can choose different words to elicit different plant behaviors. -3



Way of Shielding Recitation

With this Way, you can recite any of several litanies, one at a time, to be afforded protection and focus.



Litany Of Attention You can recite the Litany of Attention to keep yourself as prepared and focused as possible and keep yourself from becoming distracted, bored, or of being caught by surprise. -2 Litany Of Dedication You can recite the Litany of Dedication to make yourself keep doing what you'd set out to do even if you lack the grit to finish the task, as long as you're reciting. -4 Litany Against Pain You can recite the Litany Against Pain to suppress any pain you've been feeling so long as you're reciting, as well make any injuries incurred while reciting, painless indefinitely. -2 Litany Against Harm You can recite the Litany Against Harm to keep yourself safe from harm to your person, so long as you're reciting. Walk through fires, deflect weapons and arrows, etc. -8 Litany Against Wrath You can recite the Litany Against Wrath to keep yourself from becoming the subject of others' hurtful intentions or undesired attentions as long as you're reciting. -6



Way of Sound and Speaker

With this Way, you can influence the behavior of sounds.



PATH OF CAPTURED SOUND Voice Cupping You can cup your hand over your mouth and speak into it, and your voice will be trapped in your hand until you open it up, at which point the words are released and can be heard. -1 Voice Throwing You can throw the words captured in your hand, and the captured sound will be thrown, and where it impacts is where the spoken words are released. Req. Voice Throwing. -1

PATH OF BOOMING SHOUTS Loud Shouting You can greatly amplify your voice by tapping your throat, then return your voice volume to normal by tapping your throat again. -1 Far Shouting I You can speak very loudly and your voice will easily carry up to several hundred feet away, and if you cup your hands about your moth, your shout projects up to a mile away. -2 Far Shouting II You can shout and have your words be heard up to hundreds of miles away, by anyone in the path of your shout, even if there are obstacles such as walls in the way. Req. Far Shouting I. -2

PATH OF ANOTHER'S VOICE Voice Changing You can say "Quote" or "and I quote" to change your voice into that of a person of your choice. You can then say "unquote" again to change back to your normal voice. -2 Ventriloquizing You can say "Ahem" to change your voice into any kind of sound, even of that animals or inanimate objects. You can then say "ahem" again to change back. Req. Voice Changing. -2

PATH OF PEACE AND QUIET Silencing You can say "Be quiet", "Quiet!", or "Silence!" to muffle or mute out all sound in the vicinity. The louder you do this, the more ambient sounds are muted. -2 Shushing You can say "Shh" or "Shush" at someone to make them quieter and unable to make any loud sounds no matter what they do. The louder you do this, the softer their sounds become. -2 Clapping You can clap your hands to return all sound volume to normal in your surrounding area, and you can clap your hands in front of someone to un-silence them. -1



Way of Nature's Companions

The elves have pointy ears which allow them to understand animal speech. One with such ears can use this Way to listen to or speak to them.



Elven Earstealing You were not born elven but you have cut the ears off a captured or dead elf and transplanted them in place of your own, allowing you to gain their hearing powers. -1 Elven Hearing You can, with your elven hears, hear the speech of animals - insects, birds, and beast - though it may take some learning to understand their speech. -1 Animal Speaking You can speak to animals - insects, birds, and beast - and you'll understand them. Doesn't mean they'll speak to you though. Req. Elven Hearing, Ventriloquizing. -2 Marine Speaking You can speak to fish and other sea creatures in addition to land based ones, so long as you're speaking while underwater. Req. Animal Speaking, Aspect of the Fish. -1 Animal Befriending You can readily befriend or persuade animals, and have a close cadre of pets who'd risk their lives to defend you. Req. Animal Speaking. -2 Animal Asking You can ask questions or favors of animals you've befriended and they'll do their best to help, including scouting or spying for you. Req. Animal Befriending. -2 Insect Shooing You can say "Shoo", and all nearby insects in the direction you're facing - including flies, mosquitoes, wasps, bees, ants, worms, and spiders - will leave and never return. -1



Way of Transcendent Awakening

With this Way, your words have the power to awaken and command the dead.



Corpse Awakening You can say "Wake up", "Rise", "Arise", or "Up" to human corpses and they'll awaken as undead. Some of them might be pissed off at being awakened. -3

Corpse Commanding You can give instructions to undead humans and they'll obey you mutely - so long as they're willing to. Give them commands they don't like and they'll get angered. -4 Corpse Personifying You can return a degree of the former personality, intelligence, and knowledge back into undead humans. Req. Corpse Commanding. -2 Corpse Speaking You can say "Speak" or "Answer" to undead humans to have them speak, such as when you have questions you want them to answer. Req. Corpse Commanding. -2 Corpse Befriending You can, through conversing with intelligent undead humans, befriend them such that they may go out of their way to help you. Req. Corpse Personifying, Corpse Speaking. -

Corpse Sleeping You can say "Rest in peace" to undead humans and they'll revert to being dead, falling where they stand - so long as they're willing to obey you. -2



Way of the True Prince

With this Way, your words have the power to influence people's behavior.



PATH OF ONE'S NAME Full Name Speaking You can speak someone's full name in a stern tone, and your words will make them give up whatever they were attempting or advocating, and pay respectful, meek attention to you. -7

PATH OF THE TRUE PRINCE Thought Asking You can ask someone, "Penny for your thoughts?", and they'll say what they're thinking at the moment as if they had no filter. They may be mortified by what they've said afterwards. -4 Tell Meing You can say "Tell me about yourself", to someone and they'll spill their deepest desires and most embarassing secrets to you. They may be mortified by what they've said afterwards. -4 Really Thinking You can say "Tell me what you really think" to someone and they'll instantly change their mind on what they'd last said and they'll say "actually" and state their new opinion. -6 Untruth Calling You can say "You must be joking" / "You're kidding, right?" to someone, and if they were knowingly lying, they'll admit to lying, no matter how much they're trying to mislead you. -3 Oh Looking You can say "Oh look!" while pointedly indicating a given direction, and the one you're saying this to will look that way and be unable to look away until you say "made you look". -3 Favor Asking You can say "Can you do me a favor?" and whatever you then ask of them they'll be much more willing to do, but they'll become immune to this if they call in a favor and you refuse. -5 Pretty Pleasing You can say "Pretty please?" to someone who's just refused a request of yours, and they'll rush to fulfill your request, so long as they find you very, very pretty. -4 Questioning You can say "What was that?" or "Say that again?" to someone who's just asserted or asked you to do something, and they'll mutter and take back what they'd said earlier. -4 Daring You can say "I dare you" to someone and whatever you dare them to do, they'll feel very uncomfortable or afraid of, and will only do if they have a strong will or no alternatives. -3 Double Daring You can say "I double dare you" to someone and whatever you double dare them to, they'll do foolhardily and with great courage, but only if they wanted to do it anyways. -3 Never Minding You can say "Don't mind me" or "Never mind", and the people you're saying this to will forget your presence as well as what they'd just seen of you. -4 Excusing You can say "Excuse me" and the people you're saying this to will get out of your way and not attempt to stop you from doing what you're doing. -4 Giving Pause You can say "One moment", "One minute", or "One sec" and the people you're saying this to will cease all actions for a moment or until something alarming or surprising happens. -4

PATH OF THE WORDS OF POWER Words of Stunning You can shout 'Freeze', 'Halt', or 'Stop' to make those you're speaking to (and who can hear you) to flinch and stop for a moment. They won't keep that up for long though. -3 Words of Falling You can shout 'Kneel', 'Sit', or 'Down' to make those you're speaking to (and who can hear you) to fall and kneel before you, for a moment, after which they can just get back up. -4 Words of Repulsing You can shout 'Back', 'Flee', or 'Leave' to make those you're speaking to (and who can hear you) to send them reeling, scatter tem, or make them wander off, respectively, for a moment. -5



Way of Castigating Adjudication

With this Way, your words can shame and guilt others into feeling the just desserts of their wrongdoings.



Disappointmenting You can say "I'm disappointed in you" to make someone feel guilty and depressed for not having achieved more, and make them more determined to excel in the future. -2 Rethink Prompting You can say "What have you done?" to make someone rethink what they think were the consequences of their actions, if they previously had thought they were in the right. -2 Shaming You can say "You should be ashamed" to make someone feel intense shame and guilt for having done something unworthy or selfish. -2 Hurt Feeling You can say "You've hurt my feelings" or "That's mean" to guilt-trip someone for having said something simply because you found it offensive, insulting or hurtful. -2

Castigating You can tell someone how they ought to be punished, and if they believe they had indeed done wrong, they will suffer the corporeal punishment you say they deserve. -4 Lie Burdening You can say "I trust you" or "I believe you" to someone and if they'd been lying to you, they'll feel increasingly physically burdened down by their lies. -2



Way of Uttered Malediction

With this Way, you can curse others to doom them to a terrible fate for the rest of their life, however if your faith is not strong enough compared to that of your victim, it may instead rebound onto you.



Doom Marking You can curse your victims with an indelible mark of doom. Vile monsters will be attracted to and seek to kill them so that they shall never know safety again. -3 Unhealing You can curse your victims so that they can never recover or heal from any wounds they incur, from the moment they are cursed until they die, until their body falls apart. -2 Pain Wracking You can curse your victims to either suffer endless pain, or dream nightmares, for the rest of their days. The torture and torment will drive even the toughest men insane. -3 Thaumetic Torturing You curse the innate magic of your victims so that any time they attempt to work magic, they suffer unavoidable and excruciating injury and pain. -2 Luck Cursing You curse your victims to have gradually worsening luck and causing your victims to become more and more reckless thereby exposing them to more instances of bad luck. -2



Way of Whispered Inception

With this Way, you can whisper to affect others' minds, oftentimes subconsciously, likely without them realizing it. You can do this at such low volume that they don't realize you're doing this, and it can still influence them. You can do this if they're sleeping too. With Wind Whispering, you can do this from a distance.



Mental State Whispering Your whispers can subconsciously alter others' state of minds, making them groggy or asleep, anxious or terrified, drunken or confused, dazed or berserk, awed or fascinated. -3 Desire Whispering Your whispers can subconsciously awaken suppressed desire within others, such as feelings of hunger, thirst, greed, jealousy, envy, lust, and wrath, or create new ones. -4 Thought Whispering Your whispers can subconsciously insert in-the-moment thoughts into another's mind, as if the thought was their own, and if they aren't mindful, they may act on them. -5 Belief Whispering Your whispers can subconsciously change another's beliefs and morals, which can eventually cause them to change their loyalties and change their behaviors. -5 Memory Whispering Your whispers can subconsciously incept false memories of your describing, into another's minds, including deeming memories as false. The memory has to be describable. -5 Torment Whispering Your whispers can cause lasting damage to others' minds, such as making them hallucinate, mute, retarded or insane, or give them battle-fright or nightmares. -4



Way of the Eater of All Things

With this Way, you have a superhuman ability to swallow and eat things.



PATH OF INFINITE BREATH Deep Breathing You can inhale and hold and then exhale tremendous quantities of air, allowing you to not have to breathe for long stretches of time (ie. while underwater). -1 Wind Blasting You can inhale a great amount of wind and then blow it all out rapidly, releasing a powerful gust of wind outward from your mouth that can knock enemies aside. Req. Deep Breathing. -1

PATH OF RAVENOUS GLUTTONY Fire Eating You can open your mouth wide and draw in and suck up all nearby flames, holding them safely in your mouth, before releasing the flames back out as a breath of fire. -1 Fire Swallowing You can swallow flames that you've sucked up and burp, converting it into gradually released bodily heat that can keep you warm (such as in the winter). Req. Fire Eating. -1 Water Eating You can open your mouth wide to draw in and suck up all nearby water, holding massive amounts of water in your mouth, before releasing it back out as a pressurized torrent. -1 Earth Eating You can open your mouth wide to draw in and suck up all nearby earth, dirt, sand or mud, holding massive amounts of it in your mouth, before spewing it back out. -1 Object Swallowing You can open your mouth wide to eat an object (so long as it can fit in your mouth) and swallow it and regurgitate it out cleanly later when you need to use it. -3

PATH OF THE MAGEBANE Magic Sucking You can inhale to suck the magic right out of an enchanted item or item being used in a magical manner. An item depleted in this way can never be magically used again. -1

PATH OF THE SAGE Book Swallowing You can open your mouth wide and swallow a page, scroll, or book to digest and learn the knowledge therein, though a whole book will be quite filling for your stomach. -4

PATH OF THE SOUL KEEPER Soul Sucking You can breathe deeply right from another's mouth to suck out that person's soul, effectively killing the body of the person and storing their soul within yourself. -5 Soul Breathing You can breathe deeply into the mouth of a soulless but living body, to infuse a soul you've sucked out, into that body, effectly returning the soul to life. Req. Soul Sucking. -9 Self Soul Breathing You can breathe deeply into the mouth of a soulless but living body, to infuse your own soul into that body, after which you control and are 'in' that body. Req. Soul Sucking. -8



Way of the Abjurationist

With this Way, you can use hand gestures to banish away certain effects or undesired things.



PATH OF AMELIORATION Relief Kissing You can kiss someone to cause any pains and aches on the body part you kissed, to quickly recede. This does not actually heal any underlying injuries. -1

PATH OF PURIFICATION Clean Blowing You can blow upon an object to vanish away all dust, grime, rust, tarnish, dirt, mud, and splatters off that object with incredible ease, leaving it clean like new. -1 Water Cupping You can cup water between your palms, and the water will become purified. You can use this to drink fresh water right out of the sea. -1

PATH OF AWAKENING Glamer Snapping You can snap your fingers in front of someone to snap them out of any temporary mental magical effects that they might be under the influence of. -1 Thought Snapping You can snap your fingers in front of someone to break their line of thought or even make them temporarily forget what they were thinking of. -2 Blinking Away You can dispel any illusions and hallucinations you're seeing, as well as wipe away any sight or hearing ailments, by blinking thrice in rapid succession. -1 Shaking Off You can shake your head to wipe away any temporary mental magical effects that you might be under the influence of. -1 Face Rubbing You can rub your face to banish away your lethargy and give you a temporary burst of extra energy. You can do this to stave off needing to sleep and reduce time spent sleeping. -2 Face Palming You can face-palm yourself to immediately come up with a new idea out of the blue. The ideas are random, most won't have to do with the issue at hand. -2

PATH OF REJECTION Rejecting You can put forth a hand, palm out, to block any magic or attacks directed at you. It only blocks what's incoming from one direction. -3 Dual Rejecting You can put two hands, palm out, to either side, to create a spherical transparent shield as wide as your armspan to block magic or attacks directed at you. Req. Rejecting. -3

PATH OF HIDDEN WORDS Text Hiding You can pass your hand over a page or a scroll to turn the text of your choice invisible, and only people you choose can wave their hand over it to see the invisible text. -1



Way of the Reaching Palm

With this Way, you can use hand gestures to telekinetically manipulate nearby objects.



Forward Thrusting You can thrust your hand forward, palm-outward, to cause anything in right front of you to be sent flying away from you (in a conical burst if with many objects or liquids). -1 Dual Thrusting You can thrust forwards with both hands brought together, to launch light objects and liquids in a concentrated orb (almost as a projectile). Req. Forward Thrusting. -1 Palm Stalling You can hold your hand before you palm-outward, and any incoming projectiles from that direction will be brought to a stand-still and float in mid air. -2 Dual Stalling You can hold your hands palm-outward to your sides, and incoming projectiles will come to a stand-still as if they'd run into a spherical shield. Req. Palm Stalling. -1 Sweep Deflecting You can sweep a hand past you to guide any incoming weapons strikes, projectiles, and the like to harmless deflect past you in that same general direction. -2 Bringing In You can raise forth your hand palm-inward and curl your fingers to cause lighter objects or liquids in front of you to be pulled toward you. -1 Palm Crushing You can clench your fist while willing for an object in front of you to be crushed inward from all directions as if crushed within an invisible giant's hand. -2 Beside Uplifting You can put your hands out to the sides and lowered, and raise them palms-upward, and any lighter objects near you will be lifted up to float in midair for a moment. -1 Remote Choking You can put out your hand with your index finger horizontally curled into a C shape, and thereby remotely choke a person in front of you by the neck and even lift them up. -2 Leap Thrusting You can thrust downward with your open palm while you are in mid jump, to thrust out a burst of wind below you and thrust yourself up again (allowing for a 'double jump'). -1 Explosive Releasing You can cross your arms before your chest and then swing your arms out to your sides, to unleash a burst of force outward from you in an expanding, repulsing ring. -2 Curled Holding You can bring your hands out before your chest as if holding a ball before you, and lighter objects or liquids can be made to float in a sphere between your hands. -1 Curled Reflecting You can catch incoming objects and liquids to hold them between your hands and then turn around before releasing them back out in any direction. Req. Curled Holding. -2 Telekinetic Pointing You can point at a nearby lightweight object with your index finger and redirect your finger, and the object will go floating or sliding along in that direction. -2 Telekinetic Turning You can point at a nearby lightweight object with both your index and middle finger and you can turn your fingers about and the object will turn accordingly. -1 Lock Palming You can touch the back of your hand to a lock and then turn or slide your hand to turn the lock along with it (allowing locking or unlocking depending on direction). -2



Way of the Traced Boundary

With this Way, you can trace a circle, line, or other geometric pattern on the ground to apply an effect associated with the encircled area or its boundary. Tracing can be done by anything that leaves behind the traced pattern, ie. chalk, blood, ink, or finger/twig upon impressionable ground. By default the traces require a somewhat elaborate drawing.



Line of Shielding You can trace circles or lines that raise an invisible barrier that blocks projectiles from passing through in the direction you designate (but not from the other direction). -3 Line of Barring You can trace circles or lines that prevent anyone, except those you designate, from passing through. They will seem to run into an invisible wall and be held back. -4 Circle of Truthbinding You can trace circles that prevent anyone within, except those you designate, from knowingly speaking any lies (though they can still dissemble or mislead). -3 Circle of Sanctuary You can trace circles that cause anyone who would pass through, except those you designate, to instead seek out other paths around it (but only if that's possible). -2 Circle of Invisibility You can trace circles that cause anyone within (and any traced circles) to be unseen by those outside, so long as they keep quiet and don't take offensive action. -2 Line of Confusion You can trace circles or lines that cause anyone passing through, except those you designate, to forget why they're here or what they ought to be doing at the moment. -1 Line of Paralysis You can trace circles or lines that cause anyone passing through, except those you designate, to become instantly paralyzed (except vital functions such as breathing). -3 Circle of Silence You can trace circles through which no sounds can pass in the direction you specify (but not from the other direction), except from those you designate. -2 Circle of Pain You can trace circles that can inflict intense pain or mental torment upon anyone within, except those you designate, toggled by your touching the boundary. -3 Circle of Antimagic You can trace circles that prevent any magic, except by those you designate (such as this ability itself), from operating within. -2 Line of Fear You can trace circles or lines and anyone, except those you designate, will feel too much dread to even dare to approach the boundary. -2

Metamagic options below. Simple Linedrawing You can make traced lines and circles with incredible ease - simply draw a line on the ground without any need for elaborately traced patterns. -2 Conditional Linedrawing You can make your traced lines and circles activate only when certain pre-specified conditions (such as number of people inside, whether you're there) are met. -1 Discerning Linedrawing You can make your traced lines and circles capable of discerning non-mental facts about people and objects at or within the boundary and change behavior accordingly. -2



Way of Inscribed Truth

With this Way, you manually inscribe phrases into the surfaces of objects to imbue them with magical properties. Objects of different types of materials are inscribed in different ways. The phrases must cover at least a tenth of the surface area of the object. Any gash through the phrase breaks the effect.



If you want Way of Inscribed Truth, choose one or more of the below. Paper Scribing You can inscribe objects made of paper by writing on them in ink. -1 Clothes Sewing You can inscribe objects made of cloth by sewing on them with a different colored thread. -1 Wood Cutting You can inscribe objects made of wood by cutting into them. -1 Stone Carving You can inscribe objects made of stone by carving into them. -1 Metal Etching You can inscribe objects made of metal by etching into them. -2

If you want Way of Inscribed Truth, also choose one or more of the below. I Seek My Target You can inscribe a projectile item (ie. arrow) to hunt your target. -3 I Reflect All Harm You can inscribe a shield or armor piece to reflect harmful attacks. -4 I Last The Eons You can inscribe an object to make it either indestructible. -2 I Of Changing Words You can inscribe a sheet of paper to cause words upon it to randomly change. -1 I Weigh A Feather You can inscribe an object to make it next to weightless. -2 I Light The Darkness You can inscribe an object to make it glow in the dark. -1 I Hide From Sight You can inscribe an object to make it invisible. -1 I Repel Water You can inscribe an object to make it waterproof. -1 I Of Flowing Wind You can inscribe an object so that winds always breeze by it. -1 I Of Shocking Touch You can inscribe an object so that it shocks anyone who touches it. -2 I Am Always Aflame You can inscribe an object so that it is always on fire (but not harmed by that fire). -2 I Eat Away Flesh You can inscribe an object so that it the slightest touch by it withers flesh. -2 I Of Keen Edge You can inscribe an object so that it cuts super sharp. -1 I Keep Quiet You can inscribe an object so that it never makes a sound. -1 I Keep The Warmth You can inscribe a piece of clothing to keep the wearer warm. -1 I Ward Against Fire You can inscribe an object to make it fireproof. -1 I Strike True You can inscribe an weapon to make strikes with it always strike true. -3

Metamagic options below. Toggled Inscribing You can make it so people can, by touching the right location on the object, toggle on and off any effects granted by the inscriptions. -1 Owned Inscribing You can make the inscriptions recognize you as the master so that only you can activate or use (your choice) the inscriptions. Req. Toggled Inscribing. -1 Hidden Inscribing You can make the inscriptions disappear when inactive and reappear when their effects are active. With Owned Inscribing, the inscriptions only appear when you hold it. -1 Luminous Inscribing You can make the inscriptions glow with inner light (color of your choice) when active and flesh when toggled (with Toggled Inscribing). -1 Dual Inscribing You can place two inscriptions on an object instead of just one, applying both properties to it. -2 Inner Inscribing You can place an inscription on the inside of an object rather than the outside and still have the inscription's properties take effect. -1 Inscription Changing You can cancel the property granted by an inscription on an object you're touching at will, causing the inscription to vanish. -2



Way of Branded Flesh

With this Way, you apply glyphic phrases onto a person's skin in one of two ways: carving into them with a knife, deep enough to draw blood, for a lasting effect; or tattooing on them for a temporary effect. This is usually done on their chest or back, but potentially other places as well. It must cover at least ten percent of the body or body parts to be affected. A gash right through the phrase will collapse the effect.



I Seem Young Forever You can inscribe a person's skin to remain young-looking (ie. no wrinkles etc.) forever, however it does not prevent actual aging. -2 I Dance Like Wind You can inscribe a person to move with incredible ease and agility. This greatly enhances melee combat capability. -3 I Hold My Ground You can inscribe a person such that none can budge them except if they are moving under their own effort. -2 I Leave No Trail You can inscribe a person to move without leaving any discernable trail, such as footsteps in snow, odor trail, etc. -1 I Strike With Force You can inscribe a person to strike with the might of a dozen men, and the resilience to use such power without causing any harm to the self. -2 I Keep At Rest You can inscribe upon a person's individual limbs to make those limbs completely paralyzed (may be done by tattooing to make it reversible). -1 I Need Not Eat You can inscribe a person to never need to eat, and even if they go without eating, the hunger will never become crippling. -2 I Of Great Beauty You can inscribe a person's skin to make them beautiful almost beyond compare. Even the glyphs inscribed upon them will just seem to 'fit' their appearance. -3 I Harden My Skin You can inscribe a person's skin to make it as if hard as stone, preventing cutting, piercing, and blunt trauma. -3 I Tell No Lies You can inscribe a person to make them completely incapable of knowingly speaking any lies. They can still try to disassemble or mislead, however. -2 I Of Heightened Sense You can inscribe a person's skin such that their skin's sensitivity to taste, heat, cold, pressure, and pain are heightened several times over. -3 I Bear Others' Pain You can inscribe a person to make them bear physical and emotional pain in the place of those around them (who don't also have this inscription). -2 I Do As Commanded You can inscribe a person to be completely incapable of disobedience, so that anyone can order them to do anything and they will obey to the fullest extent. -4 I Am Slave To You can inscribe a person to be a slave to a particular individual whose full name is also inscribed (and thus only obey that one person). Req. I Do As Commanded. -5 I Of Insane Mind You can inscribe a person's forehead to cause them to lose their mind to an extent, inducing any one of insanity, mania, or obsessive-compulsive disorder. -2 I See False Things You can inscribe a person's forehead to cause them to see things that don't exist, experiencing hallucinations, and perhaps go schizophrenic. -2

Metamagic options below. Invisible Branding You can make your inscriptions invisible. -1 Tattooing You can place inscriptions using henna tattooing instead of carving with a knife. Tattoos made in this manner will fade with time. -2 Unaware Branding You can have those you have placed the inscriptions on, to forget that you have done so and forget that they have been branded, no matter how much they are reminded of it. -1 Uncancelable Branding You can make your inscriptions such that they continue to function even if the inscription is drawn through (which would normally ruin it). -3 Dual Inscribing You can place two inscriptions on a person instead of just one, applying both properties to that person. -3



Way of the Puppeteer

With this Way, you can create a doll in the general likeness of a person and add to it a person's blood or body parts (ie. hair, nail clips) to bind them to the doll. Thereafter, you can apply actions to the doll and convey them forcibly into the bound person.



Puppet Binding You can create a doll and insert someone's hair, blood etc. into it to make it a binding doll of that person. Blood is more potent but lasts only until it congeals. -2

Stance Binding You can with a thought, bind a person to the doll, causing that person to immediately take up the stance of the doll if able, and stay trapped in that position thereafter. -1 Movement Binding You can with a thought, animate the bound person to move in accordance with how you are moving the doll. The movement will generally be jerky and unnatural. Req. Stance Binding. -3 Speech Binding You can with a thought, make the bound person unable to speak of their own accord, and by saying whatever you want, cause them to say the same and do so simultaneously. -2 Baleful Binding You can twist or bend the doll and the bound person's body will be twisted or bent similarly, even if it would cause harm or death. Req. Movement Binding. -1 Sense Binding You can with a thought, cause the bound person to feel whatever sensation the doll would be subject to (ie. touch, smell, heat, cold, pain). -1 Hearing Binding You can with a thought, cause the bound person to hear whatever the doll would be able to hear, allowing you to threaten them, or hear nothing if you keep silent. -1 Sight Binding You can with a thought, cause the bound person to see whatever the doll is looking at (instead of what they'd normally see), or see nothing if you blindfold the doll. -1 Infliction Binding You can damage the doll to inflict matching bodily harm to the bound person (ie. burning, freezing, drowning, beating, shocking, stabbing, cutting, dismembering). -3



Way of Winged Exaltation

Those who have done above and beyond in doing good deeds are exalted by wings growing forth from their back, as one, two, or three pairs of wings. Additional pairs are much more difficult to obtain than the first and give additional lift. Wings are like normal body parts in that they are instinctive to control, are sensitive, and have limited regenerative ability.



First Wings You have performed a great and honorable deed and have grown a pair of wings out your back, allowing you to fly at a jogging speed and bearing no more than a light weight. - Second Wings You have performed a deed fit for legend and have grown a second pair of wings, allowing you to fly at sprint speeds and fly while carrying another person. Req. First Wings. - Third Wings You have performed a deed at great personal risk or sacrifice and have grown a third pair of wings, allowing you to unparalleled flight speed and agility. Req. Second Wings. -

As an alternate means of obtaining wings: Blackened Wings You have snapped the wings off another and transplanted them onto yourself, granting yourself flight, however the wings have become blackened from your evil deed. -3



Way of the Removed Eye

With this Way, you can gouge out a person's eyes and/or replace eyes back into eye sockets in order to change what you or others can see.



Remote Eyeing You can gouge out one of your eyes, and you can see through the removed eye. An eye removed in this way remains alive and won't decay, but eyes are vulnerable things. -2 Eye Replacing You can place an eye in an empty eye socket and have it heal over. A human eye will see normally, but you can also transplant an animal's eye to see they way they do. -1 Eye Donating You can give someone another's eyes (such as yours), allowing the donor of the eye to see from the perspective of the eye's recipient. Req. Eye Replacing, Remote Eyeing. -2 View Stealing You can gouge out someone's eye and put it in one of your eye sockets (replacing your own), and you can see what that person is seeing through it. Req. Eye Replacing. -2 Life Reviewing You can implant another's eye and then kill that person, and your new eye will rapidly show you highlights and recent events in that person's life. Req. Eye Replacing. -2 Past Seering You can implant the Left Eye of the Seer in one of your eye sockets (replacing your own) and see the past through it, but with nostalgia and inflicts crippling depression. -5 Future Seering You can implant the Right Eye of the Seer in one of your eye sockets (replacing your own) and see possible futures through it, though it be ever changing and unreliable. -8



Way of the Dread Lord

With this Way, you can inflict horrendous atrocities upon your captives in exchange for boons.



PATH OF THE SADIST Sensory Torturing You can ritually torture a captive human being and in exchange gain temporarily enhanced sensory perceptions and feel heightened sensations and emotions in all things. -1

PATH OF THE MASOCHIST Pain Delegating You can bind others to yourself as your pain thralls, such that any harm or hurt that would have come to you harms or hurts the pain thralls instead until they die. -6

PATH OF THE IMMORTAL Youth Transferring You can make yourself or anyone of your choice younger, but only at the cost of siphoning far more youth from others, leaving your victims old and haggard. -8

PATH OF THE MEMORY THIEF Memory Stealing You can place your hand on someone's head and rapidly steal knowledge and memories directly out of their minds, but causing them to lose the stolen memories. -8



Way of the Many Faced Rogue

With this Way, you can take on the guise of another, throw others off your trail, and even turn invisible.



PATH OF THE TAILORED Clothes Fitting You can put on clothes while looking at yourself, and the clothes will reshape to perfectly suit your form until you take them off. -1 Form Fitting You can put on clothes while looking at a mirror of yourself, and your body will adjust and reshape to perfectly suit the clothes until you take the clothes off. -2 Clothes Changing You can spin yourself around to instantly swap out your current clothes with another set you own of your choice, even if those clothes are far away. -1

PATH OF THE JACK OF ALL TRADES Uniform Minding You can put on a uniform or style of clothing or armor associated with a skill, and temporarily gain the passable basics of that skill until you change out of them. -3 -3

PATH OF THE MASKED MAN Masking You can create and paint a wax mask in the likeness of a person's face, then wear it, to adopt their appearance, allowing you to pass yourself off as another. -2 -2

PATH OF THE HAIRSTYLIST Hair Styling You can use your bare hands to style and shape your hair - such as patting your hair to make it more ruly, or twirling hair about your finger to make princess curls. -1

WAY OF THE WAYLAID CHASE Pursuit Retagging You can tap someone and say "Tag, you're it", and anyone who's pursuing you at the time will mistake the person you tagged, for you, and chase that person instead, for some time. -3

WAY OF THE HIDDEN Hiding You can say "Now you see me, now you don't" as you cover your eyes to make yourself invisible until you say "Here I am". -6



Way of the Friend to All Things

With this Way, you are able to, through proper treatment of the objects around you and showing them respect above and beyond that shown by others, to befriend them and thus be able to ask them to do your bidding or have them simply do so of their own accord.



Portal Befriending You have befriended doors, windows, chests, and the locks upon them, and they will open, close, lock or unlock for you at your request or simply upon your approach. -2 Bond Befriending You have befriended ropes, chains, manacles and the like, and they will animate and tie or untie, and unlock for you at your request or when you tug at your bonds. -3 Clothes Befriending You have befriended all manner of cloth and fabric, and they will animate or try to hold down your enemies who are wearing them (to partial success), at a request from you. -3 Utensil Befriending You have befriended kitchenware, silverware, pewterware and the like; cups, plates, knives, forks, wine glasses, tumblers and more will animate to serve you at your request. -4 Instrument Befriending You have befriended musical instruments. They will play for you on their own, whatever suits the mood or on your request, and will sound out in alarm if intruders approach. -2 Pen Befriending You have befriended pens and quills and the like, and they will animate and write things out for you as you want or as you dictate. -2 Paper Befriending You have befriended paper, and they will flutter about to where you want them to go or tear themselves apart if they fall into the wrong hands, at your request. -1 Weapon Befriending You have befriended weapons and projectiles. Your foes will find that their blades turn away from you of their own accord, and arrows loosed at you never strike true. -6



Way of Convoked Winds

With this Way, you are able to befriend, call, and enrage the winds, and ask them to do your bidding.



Wind Whistling You can whistle into the open sky and the wind will blow past and around you as a zephyr as it whistles back. How you whistle influences the direction and flow of the wind. -1 Wind Gifting You can create lightweight crafts, such as paper lanterns and paper cranes, and send them floating into the winds as a gift, in order to earn the winds' favor. -1 Wind Befriending You can make idle conversation with the wind as it is blowing past you, to gradually build rapport with the wind, especially if you're charismatic. Req. Wind Gifting. -1 Wind Whispering You can whisper into the wind to have your words borne by the wind as it travels to the recipient, who will hear it as a whisper. Req. Wind Befriending. -1 Wind Asking You can ask questions of the wind and they will try to answer. They're good at finding things or people or spying for you. Req. Wind Befriending, Wind Whispering. -2 Wind Enraging You can tell friendly winds about something particularly enraging, whipping the winds into an enraged frenzy, rapidly turning soft breeze into gale. Req. Wind Befriending. -2 Wind Shielding You can ask the winds to protect you, and they will wrap you in a sphere of rapidly revolving winds that deflect and repulse. Req. Wind Enraging. -3 Wind Shunning You can ask the winds to trap your enemies in a sphere of winds that traps them and sucks out all air until they suffocate to death. Req. Wind Shielding. -2 Wind Twisting You can call to the enraged winds, to have them spin around you into the form of a tornado with you in its eye. Req. Wind Shielding. -2





Way of Primordial Friendship

The gods of the world of Faith draw power from and are shaped by peoples' beliefs. The primordials of the Tetratheon are among the oldest of gods, believed to be the progenitors of the world, and although they may seem quite unpersonable or destructive, a chosen few may befriend them, and thereafter ask favors of them.



A harrowing run-in with the wrath of the primordial gods may be deadly, but they may also be a precious opportunity to gain the acquaintance of one of these gods. Acquainted with Aeria You have been caught by a tornado or had willfully walked into one, but instead of trying to flee, took the opportunity to become acquainted with the Goddess of Air. Acquainted with Pyra You have walked through a field of wildfires or a burning building, perhaps braving death to rescue strangers, and thus became acquainted with the Goddess of Fire. Acquainted with Aqua You have dived into the depths to try to rescue drowning sailors after Aeria had whipped up a storm, and thus became acquainted with the Goddess of Water. Acquainted with Gaia You have lost yourself underground or became trapped by a cave-in and managed, in the course of navigating the caverns, become acquainted with the Goddess of Earth.

Abilities related to each god:



FRIENDSHIP WITH AERIA Storm Befriending You have befriended Aeria by making conversation - by shouting up at a storm and listening to her thundering replies. Req. Far Shouting I, Acquainted with Aeria. - Storm Resisting You are protected by a loving Aeria from being affected by rain, wind, snow, hail, and lightning. Req. Storm Befriending. -2 Storm Banishing You can call upon the sky goddess Aeria to either stop raining or to part the clouds by departing, and a friendly Aeria will do so. Req. Storm Resisting. -2 Lightning Striking You can call upon the sky goddess Aeria and ask her to strike down your foes with lightning strikes - but only if she's manifest as a storm in the area. Req. Storm Befriending. -3 Storm Calling You can call upon the sky goddess Aeria to visit you. It may take a few minutes, but eventually she will arrive - in the form of a thunderstorm. Req. Lightning Striking. -4

FRIENDSHIP WITH PYRA Flame Befriending You have befriended Pyra by speaking into the flames, watching her flames dance, and making burnt offerings. Req. Acquainted with Pyra. - Flame Resisting Your friendship with Pyra has resulted in you being granted immunity to heat and fire and able to walk on hot coals and lava while only feeling warm. Req. Flame Befriending. -1 Flame Keeping Your can bid Pyra to light a fire for you or keep any fires you choose to burn indefinitely, with or without fuel. Req. Flame Befriending. -2 Flame Animating Your can bid Pyra to dance for you, and she will animate any nearby flames to move as if it had a mind of its own and perhaps attack your foes. Req. Flame Keeping. -2 Flame Wreathing You can ask the fire goddess Pyra to wreath you in flames that don't hurt you or anything you touch but burn any enemies who get too close. Req. Flame Resisting, Flame Keeping. -2 Remote Incinerating You can call upon the Goddess of Fire to spontaneously incinerate your foes, no matter where they may be. Req. Flame Keeping. -4

FRIENDSHIP WITH AQUA Water Befriending You have befriended Aqua by speaking with her while underwater and listening to her underwater babbling. Req. Acquainted with Aqua, Aspect of the Fish. - Water Forming You can bid Aqua to conjure water out of thin air by collecting water vapor in the surrounding area (harder to do in a desert). Req. Water Befriending. -1 Water Animating Your can bid Aqua to dance for you, and she will animate any nearby water to move as if it had a mind of its own and perhaps attack your foes. Req. Water Befriending. -2 Water Wreathing You can ask the water goddess Aqua to surround you in a sphere of water, which will hamper incoming projectiles and hamper others' approach. Req. Water Forming. -2 Water Encasing You can call upon the Goddess of Water to rapidly trap your foes in a sphere of water, which will drown them should they be unable to breathe water. Req. Water Wreathing. -2 Current Carrying You can ask the water goddess Aqua to summon or shift water currents about you or those nearby who are in the water, rapidly carrying you places. Req. Water Befriending. -1 Whirlpool Forming You can call upon the water goddess Aqua to cause the currents in a body of water to eddy into a massive vortex, fully capable of swallowing ships. Req. Current Carrying. -3

FRIENDSHIP WITH GAIA Earth Befriending You have befriended Gaia by speaking with her while deep in the caves after awakening her through stomping against the cavern walls. Req. Acquainted with Gaia. - Earth Raising You can bid Gaia to cause the earth in a location to rise and meld into a desired shape, such as a into a stone wall or earthen platform. Req. Earth Befriending. -2 Earth Sinking You can bid Gaia to cause the earth in a location to lower, collapse, or part out of your way, such as tearing down walls or flattening ground. Req. Earth Befriending. -2 Ground Erupting You can call upon Gaia to cause the earth in a location to erupt, causing dirt and stone shrapnel to fly out in all directions. Req. Earth Raising. -2 Earth Swallowing You can bid Gaia to cause the very earth beneath your foes' feet to to open up and swallow them whole or trap them until they die. Req. Earth Sinking. -3 Earth Tunneling You can bid Gaia to open a path through the ground, allowing you to pass through what was solid stone, and reform the stone behind you if you wish. Req. Earth Swallowing. -3



Way of the Answering Unanswered

The gods of the world of Faith draw power from and are shaped by peoples' beliefs. The Pentatheon of Unanswered are younger gods, born of men's thirst for knowledge and of their belief that asking questions and seeking answers brings power. If you have earned a god's favor and beseech your god for a boon, they may deign to grant you it so long as you're not abusing their help (a much higher bar to meet for the Wrath favors), but it is ultimately up to them, and the gods are fickle.





One can seek to earn a god's favor by the following means. Priest of a God You have, after several years of dedicating yourself to a god as a priest-in-training and proving yourself worthy, been inducted into the priesthood. 2 Favored of a God You have done many a great deed to bring honor to the god you serve, such as spreading the faith or rescuing the devoted. 4

In addition, a few are tested by a god each year, oftentimes matters of life or death. Tested by Who You have been put into the body of someone you don't know and solved the dire predicament that stranger just happened to be in, and thus gained his favor. 4 Tested by What You have had a growing part of your body transmuted into inanimate material and successfully raced against time to find a cure, and thus gained his favor. 4 Tested by When You have been brought back in time by the God of Eternity to redo the day in a manner that satisfies the god's whims and have done so, and thus gained his favor. 4 Tested by Where You have been spirited away by the God of All Places, and have passed managed to locate and reach a particularly evasive fugitive, and thus gained his favor. 4 Tested by Why You have been given a test of challenging riddles and puzzles and the like by the God of the Muses, have passed by providing correct answers, and thus gained his favor. 4

Favors given by the gods:

FAVORS OF WHO Boon of Who You can beseech the God of Many Faces to grant you a boon by temporarily giving you the appearance and mannerisms of a person of your choice, which you can end at will. -4 Wrath of Who You can invoke the God of Many Faces to deliver judgment by changing the appearance, identity, and/or sex and gender of your enemies, for the rest of their lives. -2

FAVORS OF WHAT Boon of What You can beseech the God of Transmutation to grant you a boon by temporarily turning a part of your body or skin into a material of your choice, which you can end at will. -4 Wrath of What You can invoke the God of Transmutation to deliver judgment by transmuting your enemies into conscious but inanimate statues (of a material at the whim of the god). -2

FAVORS OF WHEN Boon of When You can beseech the God of Eternity to grant you a boon by letting you go back a short length of time into the past so that you can choose another course of action. -4 Wrath of When You can invoke the God of Eternity to deliver judgment by trapping your enemies in a baleful time loop that they are forced to repeat until their will is utterly broken. -2

FAVORS OF WHERE Boon of Where You can beseech the God of All Places to grant you a boon by teleporting you to a requested location, instantly and safely and with any belongings you desire. -4 Wrath of Where You can invoke the God of All Places to deliver judgment by teleporting your enemies into hostile environments or into captivity, no matter where they may be. -2

FAVORS OF WHY Boon of Why You can beseech the God of the Muses to grant you a boon by giving you a stroke of genius or strike you with inspiration or a moment of clarity and understanding. -4 Wrath of Why You can invoke the God of the Muses to deliver judgment by making your enemies retarded, amnesiac, or insane, for a while or indefinitely, depending on the whim of the god. -2









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