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).
Healing Arts
The Healing Arts use focused intention, prepared Healing Herbs, and direct touch to repair the body, mind, and spirit. Unlike Alchemy, Healing Arts restore the body to its natural state; they do not buff, augment, or transform. Instead, each act of healing consumes a Healing Herb (see Herb Compendium); the Healing Arts never cost Vitality. Healing Herbs are distinct from Alchemical Components: they are gathered by foraging with Herb Search intent, purchased from Herbalists, or harvested from specific creatures. They cannot substitute for Alchemical Components in formulae, and Alchemical Components cannot substitute for Healing Herbs in the Healing Arts.
Resolution: roll d20 + Spiritus modifier + Mysticism skill rank vs. the BAM! listed for each power (the Healing Focus grants Advantage). On a success, consume the herb and apply the effect. On a failure, no herb is consumed and the attempt simply fails; on a natural 1, roll on the Magical Misfire table.
A healer’s kit (1 inventory slot, 2sp) is required for 2nd Order and 3rd Order work; 1st Order healing can be performed with a Healing Herb alone.
At Adept rank, the Focus Object replaces all Healing Herb costs — no herb is consumed. Below Adept, the Focus Object grants Moderate Advantage on all healing checks.
Summary of Orders
1st Order (Average 13): Use 1 Common Healing Herb (see Herb Compendium). Restores 1d6 Vitality, closes a minor wound, or removes one Minor condition.
2nd Order (Difficult 16): Requires 1 Uncommon Healing Herb. Healer’s kit needed. Restores 2d6 Vitality, removes a Moderate condition, or restores 1 Attribute point.
3rd Order (Challenging 19): Uses 1 Rare Healing Herb. Healer’s kit needed. Fully restores Vitality, removes one Severe condition, or restores 2 Attribute points.
1st Order Healing Powers
BAM!: Average (13) | Cost: 1 Common Healing Herb
Bind Wound
- BAM!: Average (13)
- Duration: Instantaneous
- Range: Touch
- Cost: 1 Common Healing Herb
- At Adept rank, the Focus Object replaces all Healing Herb costs — no herb is consumed. Below Adept, the Focus Object grants Moderate Advantage on all healing checks.
- Effect: Close lacerations, stop bleeding, restore 1d6 Vitality. On a critical success (natural 20), restore 1d6+3. Cannot heal attribute damage.
Calm the Flesh
- BAM!: Average (13)
- Duration: 1 watch
- Range: Touch
- Cost: 1 Common Healing Herb
- At Adept rank, the Focus Object replaces all Healing Herb costs — no herb is consumed. Below Adept, the Focus Object grants Moderate Advantage on all healing checks.
- Effect: Remove the Minor Bloodied or Minor Dizzied condition. The target regains composure and loses the Minor Disadvantage imposed by that condition.
Soothe
- BAM!: Average (13)
- Duration: 1 watch
- Range: Near (25 m)
- Cost: 1 Common Healing Herb
- At Adept rank, the Focus Object replaces all Healing Herb costs — no herb is consumed. Below Adept, the Focus Object grants Moderate Advantage on all healing checks.
- Effect: Calm a frightened, panicked, or distressed creature. An unwilling target makes a Spiritus save Average (13) to resist. Removes the Minor Confounded condition caused by fear or distress.
Staunch
- BAM!: Average (13)
- Duration: Instantaneous
- Range: Touch
- Cost: 1 Common Healing Herb
- At Adept rank, the Focus Object replaces all Healing Herb costs — no herb is consumed. Below Adept, the Focus Object grants Moderate Advantage on all healing checks.
- Effect: Halt ongoing damage from a bleeding wound or Minor condition. The wound does not heal but does not worsen for 24 hours. Stacking multiple Staunch effects on the same wound has no additional effect.
Poultice
- BAM!: Average (13)
- Duration: 1d6 watches
- Range: Touch
- Cost: 1 Common Healing Herb
- Effect: Prepare and apply a slow-release poultice. The target restores 1 Vitality at the start of each watch for the duration. Strenuous activity or combat ends the effect immediately. Multiple poultices do not stack.
2nd Order Healing Powers
BAM!: Difficult (16) | Cost: 1 Uncommon Healing Herb | Requires healer’s kit
Mend Flesh
- BAM!: Difficult (16)
- Duration: Instantaneous
- Range: Touch
- Cost: 1 Uncommon Healing Herb
- At Adept rank, the Focus Object replaces all Healing Herb costs — no herb is consumed. Below Adept, the Focus Object grants Moderate Advantage on all healing checks.
- Effect: Knit torn muscle and tissue. Restore 2d6 Vitality and remove one Moderate condition (Wounded, Concussed, or Confused). If both Vitality and a condition need healing, this handles both in one casting.
Set Bone
- BAM!: Difficult (16)
- Duration: Instantaneous
- Range: Touch
- Cost: 1 Uncommon Healing Herb
- At Adept rank, the Focus Object replaces all Healing Herb costs — no herb is consumed. Below Adept, the Focus Object grants Moderate Advantage on all healing checks.
- Effect: Re-knit fractured or broken bone and restore 1 Corpus point. The bone must be set first: target makes a Corpus save Average (13); failure adds 1 fatigue and imposes Moderate Disadvantage on the healing roll.
Purge
- BAM!: Difficult (16)
- Duration: Instantaneous
- Range: Touch
- Cost: 1 Uncommon Healing Herb
- At Adept rank, the Focus Object replaces all Healing Herb costs — no herb is consumed. Below Adept, the Focus Object grants Moderate Advantage on all healing checks.
- Effect: Flush poison or mundane disease from a target. Removes one active Poison I or II effect, or one mundane disease. For Poison III or magically-enhanced poison, the BAM! increases to Challenging (19).
Fortify
- BAM!: Difficult (16)
- Duration: 1 watch
- Range: Touch
- Cost: 1 Uncommon Healing Herb
- At Adept rank, the Focus Object replaces all Healing Herb costs — no herb is consumed. Below Adept, the Focus Object grants Moderate Advantage on all healing checks.
- Effect: Strengthen the target’s constitution. Grants Minor Advantage on Corpus saves and reduces the damage of the next physical hit by 1d3 (minimum 0, applied after armour). Does not stack with itself; only the most recent casting applies.
Restore Attribute
- BAM!: Difficult (16)
- Duration: Instantaneous
- Range: Touch
- Cost: 1 Uncommon Healing Herb
- At Adept rank, the Focus Object replaces all Healing Herb costs — no herb is consumed. Below Adept, the Focus Object grants Moderate Advantage on all healing checks.
- Effect: Restore 1 lost Attribute point (Corpus, Anima, or Spiritus) caused by damage, conditions, or drain effects. Does not restore attribute points reduced by Extreme (permanent) conditions — use Sever the Wound for that. An attribute point drained by Corruption is not restored by this power; only a Major Challenge success or Restoration can return it.
3rd Order Healing Powers
BAM!: Challenging (19) | Cost: 1 Rare Healing Herb | Requires healer’s kit
Full Mend
- BAM!: Challenging (19)
- Duration: Instantaneous
- Range: Touch
- Cost: 1 Rare Healing Herb
- At Adept rank, the Focus Object replaces all Healing Herb costs — no herb is consumed. Below Adept, the Focus Object grants Moderate Advantage on all healing checks.
- Effect: Restore the target to their full Vitality and remove one Severe condition (Maimed, Brutalised or Traumatised). On a critical success, also remove one Moderate condition.
Restore Life
- BAM!: Challenging (19)
- Duration: Instantaneous
- Range: Touch
- Cost: 1 Rare Healing Herb
- At Adept rank, the Focus Object replaces all Healing Herb costs — no herb is consumed. Below Adept, the Focus Object grants Moderate Advantage on all healing checks.
- Effect: Stabilise a dying character: bring them to 1 Vitality if their Corpus has not yet reached 0. Does not reverse Extreme conditions or attribute loss beyond 0. The healer gains 1 Fatigue marker immediately after use regardless of success or failure.
Deep Purge
- BAM!: Challenging (19)
- Duration: Instantaneous
- Range: Touch
- Cost: 1 Rare Healing Herb
- At Adept rank, the Focus Object replaces all Healing Herb costs — no herb is consumed. Below Adept, the Focus Object grants Moderate Advantage on all healing checks.
- Effect: Cleanse all active poisons and diseases from the target, including magical or supernatural ones. Also removes one Moderate condition caused by poison or disease. Poison III and supernatural curses require a second casting at Formidable (22).
Sever the Wound
- BAM!: Challenging (19)
- Duration: Instantaneous
- Range: Touch
- Cost: 1 Rare Healing Herb
- At Adept rank, the Focus Object replaces all Healing Herb costs — no herb is consumed. Below Adept, the Focus Object grants Moderate Advantage on all healing checks.
- Effect: Attempt to reduce an Extreme (permanent) condition: roll d20 + Spiritus + Mysticism vs. Formidable (22). On success, the Extreme condition downgrades to Severe. This cannot remove a condition entirely. Usable only once per condition per recursion.
Wellspring
- BAM!: Challenging (19)
- Duration: 1d3 watches (concentration)
- Range: Close (3 m)
- Cost: 1 Rare Healing Herb
- At Adept rank, the Focus Object replaces all Healing Herb costs — no herb is consumed. Below Adept, the Focus Object grants Moderate Advantage on all healing checks.
- Effect: Create a field of restorative energy centred on the healer. All creatures within range restore 1 Vitality at the start of each watch. Recovery cannot exceed the target’s base Vitality. The healer must remain within the area and avoid combat or strenuous activity; either ends the effect immediately.
Restoration
- BAM!: Challenging (19)
- Duration: Instantaneous
- Range: Touch
- Cost: 1 Rare Healing Herb
- Effect: Remove one Condition of any severity from Minor to Severe, restore 1d6 Vitality and restore 1 point of any one attribute (including a point drained by Corruption). Once per Recursion, it also removes 1d6 from the target’s Corruption Pool. Restoration also ends petrification and the Cursed condition. It does not affect Extreme (permanent) Conditions, and can be applied only once per Recursion to a given Condition.
Herb Compendium
Healing Herbs are the primary resource of the Healing Arts. They are distinct from Alchemical and Spell Components: Healing Herbs are foraged with Herb Search intent, purchased from the Herbalist wanderer, or harvested from natural creatures. Alchemical Components cannot substitute for Healing Herbs in Healing Arts powers. Each herb is categorised by tier (Common, Uncommon, Rare, Cursed) matching the Healing Arts Order they primarily serve. The Side Effect column notes mishaps on a natural 1 or if overused (more than once per watch on the same target). Cursed herbs are effective but dangerous — their use always risks harm alongside their benefit.
Any herb of the right tier powers a Healing Art of that Order: a Common herb for 1st Order, Uncommon for 2nd, Rare for 3rd, and a higher-tier herb can power a lower Order. A herb named for a power below also adds its listed bonus or side effect.
| Category | Herb Name | Use/Effect (EtBF) | Side Effect / Mishap |
|---|---|---|---|
| Common | Gloomleaf | Bind Wound (1d6 Vitality, stops Bleeding) | None |
| Pale Yarrow | Staunch (halts Bleeding, Bleed Resist 1 encounter) | −1 Anima if overused | |
| Spiritmint | Remove Exhausted, +1 Anima save | Shivering if overused | |
| Mosswort | Calm the Flesh (remove Minor Bloodied) | −1 Corpus for 1 watch if used on open wounds | |
| Foxglove | Soothe (remove Minor Confounded, +1 Wits check) | −1 Vitality if used >1/day | |
| Sweetroot | Poultice (restore 1 Vitality each watch) | Strenuous activity ends effect | |
| Uncommon | Witch’s Comfrey | Mend Flesh (2d6 Vitality, heal Moderate Wound) | −1 movement for 1 day |
| Fogbell | Soothe (1d6 Anima, remove Fear) | 25% sleep for 1 hour | |
| Blackwillow Bark | Ignore pain, Damage Resist (1d3) | No Vitality recovery | |
| Starcap | Calm the Flesh (remove Minor Dizzied, +1 Anima save) | −1 Spiritus for 1 watch if used at night | |
| Ironfern | Fortify (Corpus saves +1 for 1 watch) | −1 Vitality if used >1/day | |
| Hare’s Ear | Recovery (recover 2 extra Vitality per rest) | −1 to next Foraging check | |
| Rare | Ashen Kingsfoil | Full Mend (full Vitality, remove Cursed, +1d6 Anima) | Forest escalation (Danger Die +1) |
| Nightbind Root | Sleep/paralysis, remove Fear | −1d3 Anima after effect | |
| Silverdew | Purge (Poison/Disease, +2 Spiritus save) | Hallucinations (1-in-6) | |
| Moonpetal | Restore Life (stabilise dying, +1d6 Vitality) | −1 Spiritus for 1 day | |
| Bloodrose | Mend Flesh (2d6 Vitality, remove Bleeding, +1 Corpus save) | 1-in-3 Minor Condition | |
| Frostmoss | Deep Purge (removes magical poison/disease) | −1 Corpus for 1 watch | |
| Cursed | Widowshade | 3d6 Vitality or cure any status | Hallucination/Anima loss/blind |
| Thornheart Fungus | Ignore death at 0 Vitality (1 encounter) | −1 max Corpus | |
| Bloodwort | Remove Bleeding, +2 Corpus save | Minor Condition after effect | |
| Graveblossom | Restore Attribute (1 point any stat) | 50% Major Disadvantage 1 watch | |
| Nightmare Ivy | Full Mend, remove Severe Condition | 1d6 Spiritus dmg, nightmares | |
| Rotcap | Deep Purge (removes all poisons/diseases, even magical) | −1d3 Corpus, 1-in-6 Scar |