Sigil

Bleak Forest

Sigil

Paths Arcane

Created by Johnathan L Bingham

Necromancer

Paths Arcane Index

The Arcane Paths form a unified Arcane Framework. Every arcane working uses one casting roll: d20 + Spiritus modifier + the rank of its core skill (Conjuration, Mysticism or Occultism) against the BAM! of the working. Focus ranks never add to the roll; a Focus grants Advantage as its entry states (Competent: Moderate, Accomplished: Major, Adept: Extreme). On a success, pay the cost and apply the effect. On a failure, pay the cost as the table below says and roll on the Magical Misfire table; a failed Healing check rolls only on a natural 1. A natural 1 adds 1 Mishap die to the Misfire roll; a natural 20 follows the Might rules. The three core skills can be loosely defined as the Word (Conjuration: True Names), the Writ (Occultism: Spells, Formulae and Sigils), and the Way (Mysticism: Powers and Mendings).

Sigil

Arcana

Sigil

The Occultism skill grants the rudiment abilities in the arcane arts and unlocks the ability to understand and use spell magic. Spellcasters cast advanced spells via the Arcana focus. The casting of spells requires the expenditure of energy, be it personal energy through the expenditure of Vitality or using spell components (or both). While practitioners begin with a grimoire that contains some basic spells, more advanced spells are closely guarded and highly sought out by practitioners – often the items of quests and the drive for adventure.

All practitioners of the arcane arts have the following cantrips available as soon as they gain the Occultism skill:

Detect Magic

enables the caster to detect if an item or area is under a magic affect. It does not grant the ability to determine what the effect is.

  • BAM!: Easy (10)
  • Duration: immediate
  • Range: Far (100 m)
  • Cost: 1 Vitality and 1 component; or 2 Vitality
  • Spell Component: Bone chips (consumed on casting)
  • Damage/Effect: You sense whether any magic is active within range. You learn if an item, creature, or area is under a magical effect, but not what the effect is or its source. Multiple active effects are detected as a single presence.

Read Magic

enables the caster to read the basic magic texts that have not been warded (protected)

  • Range: Near (25 m)
  • Cost: 1 Vitality and 1 component; or 2 Vitality
  • Spell Component: Glass shard (consumed on casting)
  • Damage/Effect: You can read warded, magical, or arcane script that would otherwise be incomprehensible. For the duration, runes, sigils, spell scrolls, and protected magical texts are legible to you. This does not reveal the meaning of unknown languages, only magical encoding.

Mage Candle

creates a dim light, like a candle, just bright enough to read by. It hovers above the caster and lights a 3-metre radius.

  • BAM!: Easy (10)
  • Duration: 6 Ticks
  • Range: Near (25 m)
  • Cost: 1 Vitality and 1 component; or 2 Vitality
  • Spell Component: Sulphur (consumed on casting)
  • Damage/Effect: A small flame springs into being and hovers just above your head, shedding dim light in a 3-metre radius — enough to read by. The candle moves with you and cannot be blown out by natural wind, but it does not shed enough light to eliminate penalties for darkness in combat. It emits no heat and cannot ignite flammable materials.

Spell Duels

A Spell Duel occurs when two practitioners bring conflicting magical workings to bear on each other directly — one caster countering another's spell, both targeting each other simultaneously, or one practitioner attempting to seize control of another's active magical effect. A Spell Duel is not a separate minigame: it is resolved in the same round as normal combat, using the same d20 roll as casting, extended by a single opposed check.

When a Spell Duel Occurs

A Spell Duel is triggered when:

  • Counterspell: A practitioner declares they are countering a spell they can see being cast within Near range (25 m). This declaration must be made after the casting is announced but before the original caster rolls. Counterspelling uses the responding caster’s Reaction for the round.
  • Mutual Attack: Both practitioners cast spells targeting each other in the same round. Both declare their spells, then both resolve simultaneously as a Spell Duel rather than as separate rolls.
  • Contested Effect: One caster attempts to seize control of another's summoned entity, dispel an active ward or binding, or override an ongoing effect that was placed by another practitioner. The original caster may oppose the attempt even if not present — the working itself resists disruption.

Resolving a Spell Duel

Both sides make an Arcane Contest roll: d20 + Spiritus modifier + the rank of the core skill used for the working (Conjuration, Mysticism or Occultism). A relevant Focus grants Advantage as usual. Cantrips used to counter add only the Spiritus modifier with no skill rank bonus.

Compare the results:

  • Higher roll wins outright. The winner's spell resolves normally against its target (which may be the loser). The loser's spell is cancelled and their resource cost (Vitality or components) is consumed regardless.
  • Equal roll: both effects cancel and both resource costs are refunded (the one exception to the usual cost rules). Neither spell took effect. Describe the magical energies meeting and dissipating — a visible flash, a crack of displaced air, the smell of burnt ozone.
  • Lower roll loses. The winner's spell resolves. The loser's spell fails and their cost is consumed. Additionally, the losing practitioner must make a Spiritus save (BAM!: Average 13) or take 1d3 Vitality damage from magical backlash as the thwarted working rebounds.

Counterspell vs. Mutual Attack

These two modes produce different outcomes on a win:

  • Counterspell (you used your Reaction): If you win, the opponent's spell is cancelled. Your Reaction is spent, but you keep your own action. If you lose, the opponent’s spell resolves and your Reaction is wasted.
  • Mutual Attack (both casting): If you win, your spell resolves against the opponent and their spell is cancelled. If you lose, their spell resolves against you and yours is cancelled. On a tie, both cancel. The risk is higher but so is the potential — a winning Mutual Attack deals your spell's full effect on the opponent without giving them a save based on spell targeting (though saves against specific effects still apply).

Modifiers to the Arcane Contest Roll

  • +3: Caster is inside a prepared Summoning Circle.
  • +3: Countering with a spell of equal or higher Order than the spell being opposed (e.g. countering a 2nd Order spell with a 2nd or 3rd Order spell).
  • +3: Caster has an active Psionic Ward or equivalent protective effect.
  • -3: Countering with a cantrip against an ordered spell (1st, 2nd, or 3rd Order).
  • -3: Caster is under any Condition that would affect concentration (Dizzied, Confused, Frightened).
  • -3: Caster is attempting to oppose a Glyph, Ward, or Sigil without physically touching the inscription surface. These items resist disruption — they were designed for it.

Natural 1s and Natural 20s

A natural 1 on the Arcane Contest roll is an automatic loss regardless of modifiers and triggers an immediate Magical Misfire (roll on the Magical Misfire table) in addition to the normal Spell Duel outcome. The backlash save is still required and made at Moderate Disadvantage.

A natural 20 is an automatic win regardless of the opponent's total. On a natural 20, the losing caster must additionally make a Spiritus save vs. Difficult (16) or suffer the Locked condition (see Special Conditions in Character Rules) from the force of the magical disruption.

Duelling Over Multiple Rounds

A Spell Duel resolves in a single round. If both practitioners are still standing afterward, they may continue casting and opposing each other in subsequent rounds — each round is its own Spell Duel if both choose to engage that way. There is no automatic chaining mechanic: each round, each caster decides independently whether to attack, counter, move, or do something else entirely. The Bleak Forest does not reward standing in place trading blows with a Lych.

Example: The Nameless (Occultism Master +4, Spiritus +1) spots a Hag beginning to cast a hex and counterspells with their Reaction. Both roll: the Nameless 14 + 1 + 4 = 19; the Hag 11 + 1 + 2 = 14. The Nameless wins and the hex is cancelled. The Hag’s 4 Vitality is still spent. The Nameless still has their own action this round.

Spell Guidance

Spells are separated into orders or classes to denote the power level of the spell. The power level of a spell is defined by its duration, range, damage capability or other factors such as transformation of physical or mental state of an object or entity. The following is general guidance for determining power level of spells. Spell types: Area of Effect, Crowd Control, Direct Damage, Damage over Time, Buff/Debuff, Healing, Healing over Time, Utility

BAM! Easy Average Difficult Challenging Formidable Inconceivable
Target Score 10 13 16 19 22 25

1st Order

  • BAM!: Average (13)
  • Duration: Up to 1 watch (4 hours)
  • Range: Near (25 m)
  • Cost: 2 components; or 2 Vitality and 1 component; or 4 Vitality
  • Spell Component: Common
  • Damage/Effect: 1d6 points of damage maximum, one object or character, alter ability by 1 point. Can do damage over time, but no more than 6 points of damage total over a period of 6 rounds

2nd Order

3rd Order

Spell List

1st Order

2nd Order

Roll 1d6 twice. The first roll picks the half of the table (1–3: rows 1–6; 4–6: rows 7–12) and the second picks the row within it.

Die Roll (2 × 1d6) Spell Name BAM!
1 Blind Difficult (16)
2 Charm
3 Corrosive Mist
4 Fireball
5 Haste
6 Hold Creature
7 Jump
8 Lightning Bolt
9 Remote Viewing
10 Succour
11 Summon Animal
12 Summon Barrier

3rd Order

Die Roll d20 Spell Name BAM!
1-2 Alter Weather Challenging (19)
3-4 Dispel
5-6 Enchant Item
7-8 Farseer
9-10 Inferno
11-12 Insect Swarm
13-14 Invisibility
15-16 Sanctuary
17-18 Shadow Weave
19-20 Tree Step

Acid Spray

Alter Weather

  • BAM!: Challenging (19)
  • Duration: 1d6 Watches (4-24 hours)
  • Range: Span (500 m; 1 sub-hex)
  • Cost: 4 components (1 Uncommon, 1 Rare); or 6 Vitality and 3 components; or 12 Vitality
  • Spell Component: Air Salts [r] and Feather [c] (Consumed upon casting)
  • Alter Weather lets the caster set the weather condition (not reroll it) in a 1-hex radius for the full duration (1d6 watches). Additionally, severe conditions conjured by the caster (Heavy Downpour, Blizzard, High Winds) have tactical consequences: Heavy Downpour extinguishes non-magical fire across the hex, grants Total Cover against Distant ranged attacks, and disperses mist/smoke effects. This makes it a powerful area-control tool worthy of 3rd Order.

Befuddle

Blind

  • Damage/Effect: The target becomes unable to see and faces a Major Disadvantage when attempting any actions that would usually require vision.

Camouflage

  • BAM!: Average (13)
  • Duration: 1d6 Ticks
  • Range: Self
  • Cost: 2 components; or 2 Vitality and 1 component; or 4 Vitality
  • Spell Component: Lichen [c] and Moss [c](Consumed upon casting)
  • Damage/Effect: Your outline blurs into the background. You gain Moderate Advantage on checks to avoid being spotted, and count as having one-quarter cover. This does not stack with other stealth effects.

Charm

  • BAM!: Difficult (16)
  • Duration: 1 Watch (4 Hours)
  • Range: Near (25 m)
  • Cost: 3 components (1 Uncommon); or 4 Vitality and 2 components; or 8 Vitality
  • Spell Component: Mandrake Root [u] and Fungal Spores [c] (Consumed upon casting)
  • Damage/Effect: For the spell's duration, you gain Major Advantage on social checks against one target. During this time, the target's effective disposition counts as two steps more favourable for Persuasion and Influence checks. When the spell ends, the target makes a Spiritus save (d20 + Spiritus modifier vs. Average (13)). On a success, their disposition returns to its original state and they become Wary of you. On a failure, their disposition permanently improves by one step from its original disposition, rather than remaining at the fully charmed level. Charm cannot move a creature's disposition beyond Friendly through this effect alone; reaching Devoted requires the Devoted Follower Focus in a separate, later interaction.

Corrosive Mist

  • BAM!: Difficult (16)
  • Duration: 1d6 Ticks
  • Range: Far (100 m)
  • Cost: 3 components (1 Uncommon); or 4 Vitality and 2 components; or 8 Vitality
  • Spell Component: Acid [c] and Bane tree sap [u] (Consumed upon casting)
  • Damage/Effect: Creates a cloud measuring 20 meters in diameter. Any targets inside the cloud take 1 point of damage per round to any item’s durability. One point of damage to Vitality per round once Armour has been reduced to zero durability while target is inside the cloud’s perimeter.

Dispel

  • BAM!: Challenging (19)
  • Duration: 1d6 watches (4-24 hours)
  • Range: Far (100 m)
  • Cost: 4 components (1 Uncommon, 1 Rare); or 6 Vitality and 3 components; or 12 Vitality
  • Spell Component: Shimmer flower pollen [r] and a pinch of salt [c] (Consumed upon casting)
  • Damage/Effect: You attempt to end one active magical effect within range. Make an opposed check: your casting roll vs. the original caster's casting roll (or the spell's BAM! if the caster is absent). On a success, the effect ends immediately. You may target a specific effect on a creature, object, or area. Permanent magical enchantments require a Challenging (19) result to dispel temporarily, and cannot be permanently removed by this spell alone.

Enchant Item

  • BAM!: Challenging (19)
  • Duration: 1d6 watches (4-24 hours)
  • Range: Far (100 m)
  • Cost: 4 components (1 Uncommon, 1 Rare); or 6 Vitality and 3 components; or 12 Vitality
  • Spell Component: Dragon or Demon blood [r] and Fae dust [u] (Consumed upon casting); the item must be held throughout
  • Damage/Effect: You temporarily imbue one non-magical item with a magical property. Choose one: weapon deals +1d3 damage; armour gains +1 Armour rating; tool grants Moderate Advantage on its associated skill; light source sheds magical light that cannot be extinguished. The enchantment fades at the end of the duration. The item faintly glows (visible to Detect Magic).

Enervate (Drain) Stat

  • BAM!: Average (13)
  • Duration: 1d6 Ticks
  • Range: Near (25 m)
  • Cost: 2 components; or 2 Vitality and 1 component; or 4 Vitality
  • Spell Component: Snake Venom [c] and Tallow [c] (Consumed upon casting)
  • Damage/Effect: Target is drained of 1 point of a specified statistic (Corpus, Anima, Spiritus) for the duration of the spell. After the spell wears off, the point returns to the affected statistic.

Farseer

  • BAM!: Challenging (19)
  • Duration: 1 watch (4 hours)
  • Range: Span (500 m)
  • Cost: 4 components (1 Uncommon, 1 Rare); or 6 Vitality and 3 components; or 12 Vitality
  • Spell Component: Blight Owl Feather
  • Damage/Effect: You project your senses to any location within range, enabling you to see into surrounding subhexes. You may see and hear as if present there. You cannot interact with the location or be perceived by mundane senses. Creatures with Magic Resistance may sense your presence (Spiritus save Difficult 16). While scrying, your body is unaware of its surroundings (Extreme Disadvantage on all checks). The effect ends immediately if your body takes damage.

Fear

Fierceness

Flame Touch

Fireball

  • BAM!: Difficult (16)
  • Duration: Instantaneous
  • Range: Far (100 m)
  • Cost: 3 components (1 Uncommon); or 4 Vitality and 2 components; or 8 Vitality
  • Spell Component: A pinch of sulphur and bat guano (consumed)
  • Damage/Effect: A ball of fire detonates in a 5-metre radius at the target point. All creatures in the area make a Corpus save (Difficult 16) for half damage. On a failed save: 2d6 fire damage. On a success: 1d6. Flammable objects ignite automatically. The explosion is visible and audible from Far range.

Frost Bolt

Haste

  • BAM!: Difficult (16)
  • Duration: 1d6 rounds
  • Range: Self or Touch
  • Cost: 3 components (1 Uncommon); or 4 Vitality and 2 components; or 8 Vitality
  • Spell Component: Claw and Mushroom/Toadstool (both consumed)
  • Damage/Effect: The target gains one additional action per round (attack, move, or cast a cantrip only), and its movement rate increases by half. The extra action adds no Mishap die under Diminishing Returns. When the effect ends, the target gains 1 Fatigue marker. Multiple castings do not grant more actions; they extend the duration only.

Hold Creature

  • BAM!: Difficult (16)
  • Duration: 1d6 rounds
  • Range: Near (25 m)
  • Cost: 3 components (1 Uncommon); or 4 Vitality and 2 components; or 8 Vitality
  • Spell Component: Knotted cord and Mandrake Root (consumed)
  • Damage/Effect: One target must make a Corpus save vs. your casting roll. On a failure, the target is Restrained: they cannot move or take physical actions, and all attacks against them have Moderate Advantage. At the end of each round the target may repeat the save. Creatures of Might 5+ make the save with Moderate Advantage. Has no effect on Intangible creatures.

Identify

  • BAM!: Average (13)
  • Duration: Instantaneous
  • Range: Close
  • Cost: 2 components; or 2 Vitality and 1 component; or 4 Vitality
  • Spell Component: Powdered pearl or ground quartz and a pinch of salt (consumed)
  • Damage/Effect: You learn the magical properties of one item you can see or touch. The spell reveals: whether the item is magical, what its effects are (spells, abilities, curses), any command words, and whether it has limited charges remaining. Cursed items reveal their beneficial properties only — the curse is not revealed and the item may be identified as something different than it is.

Inferno

Invisibility

  • BAM!: Challenging (19)
  • Duration: 1d6 watches (4–24 hours)
  • Range: Self or Touch
  • Cost: 4 components (1 Uncommon, 1 Rare); or 6 Vitality and 3 components; or 12 Vitality
  • Spell Component: Ectoplasm and spider web (consumed)
  • Damage/Effect: The target becomes invisible. Attacks made by the invisible creature gain Extreme Advantage; attacks against it are at Extreme Disadvantage. The spell ends if the invisible creature attacks or casts a spell. Detect Magic reveals an invisible creature's presence but not exact location. Creatures with Keen Scent or special senses may detect it (Wits check Difficult 16).

Insect Swarm

Jump

  • BAM!: Difficult (16)
  • Duration: Instantaneous (one Jump)
  • Range: Self
  • Cost: 8 3 components (1 Uncommon); or 4 Vitality and 2 components; or 8 Vitality
  • Spell Component: A grasshopper leg or dried frog tendon (consumed)
  • Damage/Effect: You can teleport to another adjacent tactical hex on the battle map up to 100 meters away from the centre of your current hex.

Light

  • BAM!: Average (13)
  • Duration: 1d6 watches (4–24 hours)
  • Range: Touch
  • Cost: 2 components; or 2 Vitality and 1 component; or 4 Vitality
  • Spell Component: Phosphorus or a glow worm (consumed)
  • Damage/Effect: One touched object sheds bright light in a 10-metre radius, eliminating darkness penalties within that radius. If cast targeting a creature's face, that creature makes a Spiritus save (Average 13) or suffers Moderate Disadvantage on sight-based checks for 1 round. The light can be ended by a command word. The light cannot be blown out by wind.

Lightning Bolt

Mend

  • BAM!: Average (13)
  • Duration: Instantaneous
  • Range: Touch
  • Cost: 2 components; or 2 Vitality and 1 component; or 4 Vitality
  • Spell Component: Spider web and iron filings (consumed)
  • Damage/Effect: Repair one non-magical object that is broken, cracked, or torn. Objects up to 1 metre across can be fully repaired; larger objects have one break sealed. The repair is permanent. Cannot restore destroyed objects (must still be in large pieces), cannot restore durability lost from wear, and has no effect on magical items or living creatures.

Night Eyes

  • BAM!: Average (13)
  • Duration: 1d6 watches
  • Range: Self
  • Cost: 2 components; or 2 Vitality and 1 component; or 4 Vitality
  • Spell Component: Lambent Moth Eyes and spring water (consumed)
  • Damage/Effect: You see clearly in total darkness to Near range (25 m) and perceive shapes and movement beyond. This is true darkvision — it functions in magical darkness. While active, your eyes glow faintly silver in darkness (visible to observers).

Remote Viewing

Respite

  • BAM!: Average (13)
  • Duration: 1d6 Ticks
  • Range: Self or Touch
  • Cost: 2 components; or 2 Vitality and 1 component; or 4 Vitality
  • Spell Component: Moss and Spring Water (both consumed)
  • Damage/Effect: Each casting lets the target recover 2 extra Vitality per Tick (10 minutes) of rest for the duration.

Sanctuary

  • BAM!: Challenging (19)
  • Duration: 1 watch (4 hours)
  • Range: Self (5-metre radius)
  • Cost: 4 components (1 Uncommon, 1 Rare); or 6 Vitality and 3 components; or 12 Vitality
  • Spell Component: Salt and chalk inscribed in a circle (consumed)
  • Damage/Effect: A warded zone forms around you. Supernatural entities must make a Spiritus save (Challenging 19) to enter. Mundane creatures are unaffected. The zone moves with you. If you attack or cast a harmful spell at a creature, the Sanctuary collapses immediately. Inside, extended rituals or rest proceed without supernatural interference.

Shadow Weave

  • BAM!: Challenging (19)
  • Duration: 1d2 watches
  • Range: Span (500 m; 1 sub-hex)
  • Cost: 4 components (1 Uncommon, 1 Rare); or 6 Vitality and 3 components; or 12 Vitality
  • Spell Component: Ectoplasm and Grave Dust (both consumed)
  • Damage/Effect: Friendly creatures you designate gain Major Advantage on stealth and evasion checks while inside the area of effect while hostile creatures are at a Major Disadvantage for the same.

Shield

  • BAM!: Average (13)
  • Duration: 1d6 rounds
  • Range: Self
  • Cost: 2 components; or 2 Vitality and 1 component; or 4 Vitality
  • Spell Component: Iron shavings and a pinch of salt (consumed)
  • Damage/Effect: A magical barrier forms around you granting +2 Armour rating against all incoming physical attacks. Additionally, the first incoming attack that would hit you is completely absorbed by the shield before this bonus applies — this one-time block is consumed on use. After the first block, the +2 Armour bonus continues for the remaining duration.

Slow Creature

Slow Fall

  • BAM!: Average (13)
  • Duration: Until landing
  • Range: Self or Touch
  • Cost: 2 components; or 2 Vitality and 1 component; or 4 Vitality
  • Spell Component: Blight Owl Feather
  • Damage/Effect: The target descends at a rate of 10 metres per round, regardless of actual height. All falling damage is negated. The target can move horizontally up to their normal movement rate during descent. The spell triggers automatically when the caster or touched target begins to fall — it does not need to be cast while falling if pre-cast. Once triggered, the effect ends when the target touches solid ground.

Succour

  • BAM!: Difficult (16)
  • Duration: Instantaneous
  • Range: Touch
  • Cost: 3 components (1 Uncommon); or 4 Vitality and 2 components; or 8 Vitality
  • Spell Component: Life's Blood and spring water (consumed)
  • Damage/Effect: A powerful healing surge restores 2d6 Vitality to the touched creature and removes one Minor or Moderate Condition immediately. On a critical success (natural 20), restores 2d6+6 Vitality and removes one Severe Condition instead. Cannot be cast in the same round as another spell.

Summon Animal

  • BAM!: Difficult (16)
  • Duration: 1 watch (4 hours) or until dismissed
  • Range: Far (100 m)
  • Cost: 3 components (1 Uncommon); or 4 Vitality and 2 components; or 8 Vitality
  • Spell Component: Dried flesh or fur from the animal type to be summoned (consumed)
  • Damage/Effect: Call one animal of a specific type from the local environment. It arrives within 1d3 rounds, is Friendly, and obeys simple commands (attack, guard, lead). It will not take suicidal actions. When dismissed or the duration ends, it returns to the wild. You may have only one summoned animal at a time.

Summon Barrier

  • BAM!: Difficult (16)
  • Duration: 1 watch (4 hours)
  • Range: Near (25 m)
  • Cost: 3 components (1 Uncommon); or 4 Vitality and 2 components; or 8 Vitality
  • Spell Component: Earth Salts and stone dust (consumed)
  • Damage/Effect: Conjure a solid magical barrier up to 3 metres wide and 3 metres tall at any point within range. The barrier has 12 Vitality and Armour 4. It blocks movement, projectiles, and line of sight. It can be placed in any orientation. When destroyed or the duration ends, it dissolves without trace.

Summon Mist

Sustenance (Create Food and Water)

  • BAM!: Average (13)
  • Duration: Instantaneous
  • Range: Self or Touch
  • Cost: 2 components; or 2 Vitality and 1 component; or 4 Vitality
  • Spell Component: Moss and spring water (consumed)
  • Damage/Effect: Conjure a nourishing meal and clean water for up to 4 people. Each person fed counts the next Watch as rested for hunger and thirst purposes — they do not need to consume rations. Food and water vanish if not consumed within 1 hour. Does not cure existing starvation conditions but prevents new ones for the next Watch per casting.

Tree Step

  • BAM!: Challenging (19)
  • Duration: Instantaneous (one passage)
  • Range: Span (500 m) — both trees must be within range
  • Cost: 4 components (1 Uncommon, 1 Rare); or 6 Vitality and 3 components; or 12 Vitality
  • Spell Component: A splinter from both entry and exit trees, bound with thread (consumed)
  • Damage/Effect: Touch a tree and step through it, emerging from any other tree within range that you have personally touched before. You may bring one willing Regular-sized creature. If the exit tree has been destroyed, the spell fails. Cannot step into a tree on fire or in water. Requires components from both trees — you must have visited the exit tree in a prior scene.

Vampiric Touch

  • BAM!: Average (13)
  • Duration: Instantaneous
  • Range: Close (3 m)
  • Cost: 2 components; or 2 Vitality and 1 component; or 4 Vitality
  • Spell Component: Spider venom and a drop of Life's Blood (consumed)
  • Damage/Effect: Make a melee attack roll vs. the target's Corpus save. On a success, the target loses 1d6+2 Vitality and you gain half that amount (rounded down) as Vitality, up to your maximum. This affects undead normally (damage but no Vitality gain). Constructs, elementals, and creatures without life force are immune.

Whispering Wind

  • BAM!: Average (13)
  • Duration: 1 round
  • Range: Near (25 m)
  • Cost: 2 components; or 2 Vitality and 1 component; or 4 Vitality
  • Spell Component: Feather and Spring Water (both consumed)
  • Damage/Effect: You create a faint, controlled breeze that can carry sound or scent in a chosen direction.
    • You may transmit whispered speech up to the spell’s range as if speaking normally.
    • You may disperse smoke, fog, or lingering scents within Near range.