Bleak Forest
Paths Arcane
Created by Johnathan L Bingham
Paths Arcane Index
Alchemy
- Acid Burn
- Alchemist’s Fire
- Distillation of Shadows
- Draught of Fortitude
- Elixir of Arcane Sight
- Elixir of Elements
- Night Eyes Potion
- Vigour Draught
- Restorative Balm
- Oil of Enervation
- Potion of Invigoration
- Oil of Petrification
- Philosopher’s Tincture
- Quickening Salve
- Oil of Armoured Skin
- Major Transformation Elixir
- Minor Transformation Elixir
- Transmutation Potion
- Veiled Eyes Potion
Arcana Spells
- Acid Spray
- Alter Weather
- Befuddle
- Blind
- Camouflage
- Charm
- Corrosive Mist
- Dispel
- Enchant Item
- Enervate (Drain) Stat
- Farseer
- Fear
- Fierceness
- Flame Touch
- Fireball
- Frost Bolt
- Haste
- Hold Creature
- Identify
- Inferno
- Invisibility
- Insect Swarm
- Jump
- Light
- Lightning Bolt
- Mend
- Night Eyes
- Remote Viewing
- Respite
- Sanctuary
- Shadow Weave
- Shield
- Slow Creature
- Slow Fall
- Succour
- Summon Animal
- Summon Barrier
- Summon Mist
- Sustenance (Create Food and Water)
- Tree Step
- Vampiric Touch
- Whispering Wind
Sigilcraft
- Glyph of Fate
- Glyph of Sensing
- Glyph of Vision
- Rune of Ensnarement
- Sigil of Traversal
- Ward of the Dragon
- Ward of Protection
- Ward of Stone
- Mark of Warning
- Trace Rune
- Ward of Holding
- Sigil of Silence
- Rune of Warding
- Glyph of Binding
- Ward of Mirrors
- Rune of Unmaking
- Sigil of Vaulting
- Ward of Sundering
- Rune of Dominion
- Sigil of the Void
- Ward of Unbreaking
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).
The Word (Conjuration)
- True Name working [Conjuration]: compelling, binding, banishing and summoning entities. Cost: Vitality or components. Requires the entity’s True Name (Rebuke excepted).
Conjuration
Conjuration is the practice of compelling, binding, banishing, and summoning entities of supernatural origin (undead, fae, demonic, etc.). It is the most dangerous branch of the arcane arts for the practitioner, because unlike Arcana or Sigilcraft; Conjuration works directly upon beings that have their own will and every working risks retaliation, contamination, or betrayal.
True Names
A True Name uniquely identifies a supernatural being, representing the core resonant syllables tied to its existence. This is not just any name it uses or is given; True Names are bound up in the very fabric of the being’s essence. When you speak an entity’s True Name in its presence, it must respond; it cannot ignore you, feign ignorance, or easily mislead you about what it truly is. There are two types of True Name: Nominal and Resonant. Nominal True Names (as the moniker would imply) define some aspects of the being in question but are less specific in nature and do not have as strong effect as a Resonant True Name.
If you possess no True Name for a being, you cannot compel, bind, banish or summon it; you can only Rebuke it. Depending on its demeanour, it either ignores you or becomes Hostile.
A Nominal True Name allows you to force an interaction as though you possessed the being’s Resonant True Name. However, every Action made to bind, exorcise, summon, command, or otherwise deal with it is made at a Major Disadvantage against the creature’s BAM!. Ranks in the relevant Binding, Exorcism, or Summoning Focus reduce this Disadvantage as specified by that Focus.
True Name required, by Entity Tier: Tier 0 and Tier I (Might 0–4): a Nominal or Resonant True Name. Tier II (Might 5–7): the Resonant True Name. Tier III (Might 8+): the Resonant True Name and a prepared summoning circle. With no True Name: Rebuke Entity only.
How to Discover a True Name: You can't create or guess a True Name; you must learn it by:
Research: Scouring codices, inscriptions, or ancient texts (Wits check, BAM! based on entity's Might: Easy for Might 0–4, Average for Might 5–7, Difficult for Might 8+; requires at least one watch of study).
Coercion: Forcing a bound lesser entity of the same type to reveal it (Conjuration check against that entity’s BAM!).
Revelation: The entity or another knowledgeable creature freely gives the name, often at great cost.
Encounter: Some entities blurt out their names in anger or pride. Hearing it spoken means you know it.
How to Use a True Name: To Banish, Bind or Summon an entity, you must clearly say its Nominal or Resonant True Name aloud (it cannot be written or mouthed). When a True Name is spoken while the entity is in the same hex, it makes a Spiritus save against the speaker’s Conjuration check result (minimum Average 13) or is compelled to approach the speaker within one round. This does not necessarily make it hostile, but it will know who called its name.
Summoning Circles
A summoning circle is a protective ward made with ash, chalk, coarse salt, ash, or carved into stone. Preparing one correctly takes 1 watch. When you perform Conjuration inside a properly prepared circle:
- You gain Moderate Advantage on all Conjuration checks.
- A Summoned creature appears outside the circle and cannot cross its boundary unless the caster allows it.
- If a Binding is broken, the circle keeps the creature contained for 1 more round before it fails.
If someone breaks the circle while a creature is bound, make an immediate Spiritus save against Difficult (16). On a failure, the creature is freed and becomes Hostile.
A normal circle stops working if its markings are disturbed, such as when someone walks through it or water washes it away.
You can carve a permanent circle into stone with a Challenging (19) Wits check and 1 full day of work. A permanent circle is not damaged by weather or normal contact.
■ EXAMPLE: Summoning with and without a True Name
Without a True Name: The Nameless wants to summon a Draugr (Might 0, Tier 0, BAM! Average 13) but has no True Name for it. They cannot summon it at all; if one appears, they can only Rebuke it.
With a True Name and a circle: The Nameless researches the Draugr’s True Name (1 Watch, Wits check Easy 10) and prepares a summoning circle (1 Watch). The circle grants Moderate Advantage, so Average (13) becomes Easy (10). Cost: 4 Vitality. Roll: 8 + 0 (Spiritus) + 3 (Conjuration Expert) = 11. Success. The Draugr appears at the circle’s edge, constrained, and its disposition is checked. The Nameless immediately casts Bind Entity, still inside the circle, to hold it before negotiating.
Preparation is not caution. It is survival.
Entity Tiers and Conjuration
Entities are categorised by Might into four tiers for Conjuration purposes (the Might tiers in Character Rules):
- Tier 0 (Might 0): human-scale entities such as draugr, imps, lesser undead and minor fae. A Nominal True Name is enough.
- Tier I (Might 1–4): imposing entities such as a death knight or a revenant. A Nominal True Name is enough, at Major Disadvantage (see above).
- Tier II (Might 5–7): significant entities such as greater demons, lyches, vampires and Sidhe nobles. Their Resonant True Name is required for binding or summoning.
- Tier III (Might 8+) covers beings that defy mortal limits: demon lords, ancient undead, true elementals, and entities whose natures are not fully understood. Binding a Tier III entity requires a prepared summoning circle AND its Resonant True Name; even then, the binding lasts only 1 watch regardless of Vitality spent. Summoning a Tier III entity without both is not possible (the ritual simply fails).
Consequences of Failed Conjuration
Failed Conjuration workings pose a real danger to the caster. On a failed check, roll on the Magical Misfire table as normal. Additionally: if the entity was present or summoned and the check fails, the entity is immediately free of any compulsion and knows who attempted to bind it. Entities of Might 5+ that were subject to a failed binding will not simply leave, they will act against the practitioner on their next turn. A natural 1 on any Conjuration working in the presence of a summoned entity causes the entity to make a free attack before the Mishap roll is made. The Magical Misfire table result is applied in addition, not instead. There is no safe practice of Conjuration. There is only careful practice.
Conjuration Workings
The following are the core Conjuration workings available to practitioners. Additional workings may be discovered through grimoires, entity bargains, or revealed through play. Binding, Exorcism and Summoning Focus ranks grant Advantage on the matching Conjuration checks, as listed under Conjuration in Character Rules.
Banish Entity (Exorcism Focus)
- BAM!: Based on the BAM! of the entity
- Duration: Instantaneous (banishment lasts 24 hours; natural 20 extends to 1 week)
- Range: Near (25 m)
- Cost: 2 Vitality
- Spell Component: Coarse salt circle (1 handful) and the entity’s True Name spoken aloud (salt consumed)
- Damage/Effect: The named entity is compelled to leave immediately and cannot willingly return for 24 hours. Entities of Might 5+ may resist with a Spiritus save at casting BAM!.
Bind Entity (Binding Focus)
- BAM!: Might 0–4: Average (13); Might 5–7: Difficult (16); Might 8+: Challenging (19). True Name required for Might 5+.
- Duration: 1 watch (4 hours); extend by spending 2 Vitality per additional watch
- Range: Close (3 m)
- Cost: 3 Vitality or Uncommon component
- Spell Component: Coarse salt circle (1 handful) and the entity’s True Name spoken aloud (salt consumed)
- Damage/Effect: The named entity must remain within Close range and cannot take hostile action against the caster for the duration. Might 5+ entities make a Spiritus save (at casting BAM!) each watch to break free. Breaking the physical token ends the effect immediately.
Summon Entity (Summoning Focus)
- BAM!: Based on the BAM! of the entity
- Duration: Until dismissed, binding ends, or sunrise
- Range: Span (500 m) — entity appears at a point you designate within range
- Cost: 4 Vitality or Uncommon component (offering appropriate to entity type)
- Spell Component: Entity-appropriate offering — Grave Dust and Salt (Common) for lesser undead/fae; Ectoplasm and Mandrake Root (Uncommon) for Might 5–7; Demon Blood and Gold Coin (Rare) for Might 8+. Consumed on casting.
- Damage/Effect: The named entity is called to your location. Make an opposed Spiritus check to determine initial disposition (see Reaction table). A Bind Entity cast immediately after a won Spiritus contest is made at Major Advantage (not automatically successful). Summoning needs the True Name its tier requires; without it, the working fails.
Rebuke Entity (Exorcism Focus)
- BAM!: Based on the BAM! of the entity. True Name not required.
- Duration: Instantaneous (entity is driven back for 1d6 rounds; may re-engage after)
- Range: Near (25 m)
- Cost: 2 Vitality
- Spell Component: Handful of coarse salt (consumed on casting); True Name NOT required.
- Damage/Effect: Force one supernatural entity (undead, fae, or demonic) to withdraw at least Far range from you and remain there for 1d6 rounds. The entity is not destroyed and is not prevented from returning after the duration. Entities of Might 5+ make a Spiritus save at casting BAM! to resist. On a natural 20, the entity is driven back for 1 watch instead. Rebuke does not require the True Name and can be used in desperation — but unlike Banish, it is temporary and leaves the entity present in the hex, merely distant.
Interrogate (Binding Focus)
- BAM!: Might 0–4: Average (13); Might 5–7: Difficult (16); Might 8+: Challenging (19). True Name required.
- Duration: 1 question per casting; the entity may elaborate but cannot lie
- Range: Close (3 m); entity must be present and bound or otherwise restrained
- Cost: 3 Vitality
- Spell Component: Entity’s True Name written on parchment and held in the caster’s hand during the working (parchment is consumed)
- Damage/Effect: Force a bound or present supernatural entity to answer one question truthfully. The entity cannot refuse to answer, cannot lie, and cannot evade the question through silence. It may answer obliquely, speak in riddles, or provide technically true but misleading answers — the compulsion is to truth, not clarity. The entity knows it was compelled and remembers. Interrogate cannot be used on an entity that is actively resisting a Bind Entity effect — the binding must hold before Compel can be applied.
Anoint (Exorcism Focus)
- BAM!: Average (13) for a person or object; Difficult (16) for a location (1 room or camp)
- Duration: 1 watch per casting; may be renewed
- Range: Touch (person or object) or Self (for location anointing)
- Cost: 2 Vitality; 1 Common component (salt, ash, or rendered tallow)
- Damage/Effect: Ward a person, object, or location against supernatural entities. Anointed targets gain Moderate Advantage on saves against supernatural possession, charm, fear, and life drain. Entities attempting to enter or possess an anointed space must make a Spiritus save (Average 13 for Tier 0 and Tier I, Difficult 16 for Tier II, Challenging 19 for Tier III) or be unable to enter until the duration expires. Anoint does not prevent physical entry of corporeal entities — only supernatural manifestations. An anointed person who takes Critical Damage has the ward broken immediately.