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).
The Writ (Occultism)
- Spell [Arcana]: Magic effects that have been written in the language of magic. Cost: Spell Components or Vitality. Requires grimoire.
- Formula [Alchemy]: crafted consumables. Cost: Components + crafting time. Effect resolves when used, not when crafted.
- Sigil binding [Sigilcraft]: prepared charged effects. Cost: Components + 1 watch to empower. Limited charges.
The Way (Mysticism)
- Power [Psionics]: no components, no preparation. Cost: Vitality. Focus Object reduces or eliminates Vitality cost.
- Mending [Healing]: no Vitality. Cost: Healing Herbs (see Herb Compendium) or a Healing Focus Object. Requires healer’s kit or prepared poultice. Healing Herbs are distinct from Alchemical and Spell Components. All rules specific to each discipline follow in their own sections.
Components vs. Vitality as a Resource
Every arcane discipline has a cost, paid in components, Vitality, or both. Components (such as herbs, powders, and oils) are consumed when an effect is created or used. Alchemy requires specific formulae and ingredients, while Psionics uses no components and draws entirely on the caster’s Vitality. Conjuration and Arcana may use the listed components, a combination of components and Vitality, or Vitality alone. Magic is never risk-free: spending Vitality weakens the caster in combat because Vitality represents health. Each discipline’s cost reflects how readily and reliably its magic can be used.
When costs are paid (whatever the result of the roll):
Arcana spells and Conjuration workings: Vitality and components are paid on a success or a failure.
- Psionic powers: Vitality is paid only on a success.
- Imbued items (Alchemy and Sigilcraft): components are consumed on a success or a failure; Vitality is paid only on a success.
- Healing Arts: the Healing Herb is consumed only on a success.
Standard Spells (Arcana)
Casting a spell requires that you have the spell in your grimoire and that it is charged by paying the prescribed cost. Spell costs may be fuelled by one of the following three ways:
- Using the components as listed,
- spending Vitality together with fewer components, or
- spending Vitality alone if no components are available.
Spell costs are paid on a success or a failure. Every spell of an Order costs the same:
- Cantrips: 1 Vitality and 1 component; or 2 Vitality
- 1st Order spell: 2 components; or 2 Vitality and 1 component; or 4 Vitality
- 2nd Order spell: 3 components (minimum 1 Uncommon); or 4 Vitality and 2 components; or 8 Vitality
- 3rd Order spell: 4 components (minimum 1 Uncommon and 1 Rare); or 6 Vitality and 3 components; or 12 Vitality
Imbued Items (Sigils, Glyphs, Wards, and Alchemical Items)
Sigils, Glyphs, Wards, and Alchemical items are different from spells. They are created once and then work when activated, consumed, or used. The success or failure determination of imbued items occurs at the creation process against the BAM! Rating of imbued item. Imbued items are triggered at will and persist without further effort, though their creator can only maintain a limited number of imbued items at any given time.
Component costs for imbuing persistent items:
- 1st Order Glyph, Ward, Sigil, or Alchemical Item: 2 components
- 2nd Order Glyph, Ward, Sigil, or Alchemical Item: 3 components (minimum 1 Uncommon)
- 3rd Order Glyph, Ward, Sigil, or Alchemical Item: 4 components (minimum 1 Uncommon and 1 Rare)
The components are consumed as part of the process. Sigils, glyphs and wards take 1 Watch to create at any Order. Alchemical items take 1 Watch at 1st Order, 2 Watches at 2nd Order and 1 day at 3rd Order (as in Playing the Game). On a success, pay the Vitality cost: 2 at 1st Order, 4 at 2nd, 6 at 3rd. On a failure, the components are still consumed; no Vitality is spent, and you roll on the Magical Misfire table.
A practitioner may keep a limited number of active imbued items they created: 3 at Competent, 6 at Accomplished or 9 at Adept, using the higher of their Alchemy and Sigilcraft Focus ranks. This one cap covers every sigil, glyph, ward and alchemical item; individual entries have no limits of their own.
EXAMPLE: Imbuing a Sigil and Triggering It
The Nameless (Spiritus +1, Occultism Expert +3, Sigilcraft Accomplished, Vitality 16) inscribes a Mark of Warning on their camp threshold. Cost: 2 components (Chalk and Feather), and 2 Vitality on a success. They spend 1 Watch. The Mark is Average (13); Accomplished Sigilcraft gives Major Advantage, two steps easier, so the target is Easy (10). Roll: 9 + 1 + 3 = 13. Success. Vitality 16 → 14. The mark is invisible and active.
Three Watches later, a Ghoul crosses the threshold during the night. The mark rings out: every sleeper within Near range wakes, and the Nameless knows which threshold was crossed. The mark is consumed and must be re-inscribed. Had the crafting check failed, the components would have been spoiled, no Vitality spent, and a Misfire rolled.
EXAMPLE: Spending Vitality to Cast
The Nameless (Spiritus +1, Occultism Skilled +2, Vitality 14) casts Frost Bolt (1st Order) with no components, so the cost is 4 Vitality. Roll: d20 + 1 + 2 vs. Average (13). Result: 11 + 3 = 14. Success. Vitality 14 → 10, and the bolt deals 1d6 cold damage. With one Common component (Ice), the cost would have been 2 Vitality and the component. Components matter.
On a failure, the cost is still paid and the Nameless rolls on the Magical Misfire table.
Components
Alchemical & Spell Components - Common (Part 1)
Usage: [A] = Alchemy, [S] = Spell, [H] = Healing Herb (can serve as Healing Arts component)
Alchemical base: Elixir [E], Oil [O], Potion [P], Powder [Pd], Salt [S], Salve [Sv]
Die Roll (1-3)d6/(1d20) |
Component | Size | Cost |
|---|---|---|---|
| 1 | Charcoal [A][S] | T | 1cp |
| 2 | Frog/Toad Skin [A][S] | T | 1cp |
| 3 | Feather [A][S] | T | 1cp |
| 4 | Grave Dust [S] | T | 1cp |
| 5 | Life’s Blood [A][S][H] | T | 1cp |
| 6 | Venom [A][S] | T | 1cp |
| 7 | Sulphur [A][S] | T | 1cp |
| 8 | Spider web [A][S] | T | 1cp |
| 9 | Tallow [A][S][H] | T | 1cp |
| 10 | Fungal Spores [A][S] | T | 1cp |
| 11 | Carapace [A][S] | T | 1cp |
| 12 | Zombie Flesh [S] | T | 1cp |
| 13 | Bone [A][S] | T | 1cp |
| 14 | Glass [A] | T | 1cp |
| 15 | Iron [A][S] | T | 1cp |
| 16 | Salt [A][S][H] | T | 1cp |
| 17 | Chalk [S] | T | 1cp |
| 18 | Spring Water [A][S][H] | T | 1cp |
| 19 | Moss [A][S][H] | T | 1cp |
| 20 | Turpentine [A] | T | 1cp |
Alchemical & Spell Components - Common (Part 2)
Die Roll (4-6)d6/(1d20) |
Component | Size | Cost |
|---|---|---|---|
| 1 | Lamp oil [A][S] | T | 1cp |
| 2 | Olive Oil [A] | T | 1cp |
| 3 | Cat’s Whiskers [S] | T | 1cp |
| 4 | Alcohol (Beer/Wine/Spirits) [A] [S] | T | 1cp |
| 5 | Lichen [A][S][H] | T | 1cp |
| 6 | Ashes [A][S] | T | 1cp |
| 7 | Wax [A][S][H] | T | 1cp |
| 8 | Tree Resin [A][S] | T | 1cp |
| 9 | Vinegar [A] | T | 1cp |
| 10 | Fur/Pelt [A][S] | T | 1cp |
| 11 | Guano [A][S] | T | 1cp |
| 12 | Tusk/Canine tooth [A][S] | T | 1cp |
| 13 | Claw [A][S] | T | 1cp |
| 14 | Mushroom/Toadstool [A][S][H] | T | 1cp |
| 15 | Glow worm [A][S] | T | 1cp |
| 16 | Lead [A] | T | 1cp |
| 17 | Tin [A] | T | 1cp |
| 18 | Zinc [A] | T | 1cp |
| 19 | Acid [A][S] | T | 1cp |
| 20 | Copper coin [A] | T | 1cp |
Alchemical & Spell Components - Uncommon
Die Roll 1d20 |
Component | Size | Cost |
|---|---|---|---|
| 1-2 | Lambent Moth Wings [A][S] | T | 1sp |
| 3-4 | Ectoplasm [A][S] | T | 1sp |
| 5-6 | Mandrake Root [A][S] | T | 1sp |
| 7-8 | Phosphorus [A][S] | T | 1sp |
| 9-10 | Bane Tree Sap [A][S] | T | 1sp |
| 11-12 | Magic Feather (harpy, griffin, etc.) [A][S] | T | 1sp |
| 13-14 | Magic Blood [A][S] | T | 1sp |
| 15-16 | Pother Berry [A][S] | T | 1sp |
| 17-18 | Fae Dust [A][S] | T | 1sp |
| 19-20 | Silver coin [A] | T | 1sp |
Alchemical & Spell Components - Rare
Die Roll 1d20 |
Component | Size | Cost |
|---|---|---|---|
| 1-2 | Dragon Blood [A][S] | T | 1gp |
| 3-4 | Demon Blood [A][S] | T | 1gp |
| 5-6 | Fire Salts [A][S] | T | 1gp |
| 7-8 | Ice Salts [A][S] | T | 1gp |
| 9-10 | Earth Salts [A][S] | T | 1gp |
| 11-12 | Air Salts [A][S] | T | 1gp |
| 13-14 | Shadow Essence [A][S] | T | 1gp |
| 15-16 | Bleak Tree Sap [A][S] | T | 1gp |
| 17-18 | Shimmer flower Pollen | T | 1gp |
| 19-20 | Gold coin [A] | T | 1gp |
Other components named in entries count as the tier shown: Ice, Wine (as Alcohol), Knotted Cord, Iron Rod (as Iron) — Common. Mercury, Marshmarrow Root, Blight Owl Feather, Lambent Moth Eyes, powdered Quartz or Pearl, Lodestone, Demon Blood (Lesser) — Uncommon. Water Salts — Rare. Where an entry names a component that is in no table, any component of the same tier with a fitting description will do.