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.
Sigilcraft (Glyphs, Wards, and Runes)
Using the Occultism skill and the Sigilcraft Focus, you can activate magic sigils for effects like absorbing damage, guaranteeing success on an action, or teleportation. These powerful sigils are limited by the skill focus level and are single-use, needing recharging after activation. Empowering a sigil requires a successful BAM! roll against its difficulty, specific materials, and focused effort for one watch (4 hours).
1st Order
| Die Roll (d20) | Sigil Name | BAM! |
|---|---|---|
| 1–3 | Glyph of Sensing | Average (13) |
| 4–5 | Mark of Warning | |
| 6–8 | Rune of Warding | |
| 9–10 | Sigil of Silence | |
| 11–13 | Trace Rune | |
| 14–15 | Ward of Holding | |
| 16–18 | Ward of Protection | |
| 19–20 | Ward of Stone |
2nd Order
| Die Roll (d20) | Sigil Name | BAM! |
|---|---|---|
| 1–3 | Glyph of Binding | Difficult (16) |
| 4–6 | Glyph of Vision | |
| 7–9 | Rune of Ensnarement | |
| 10–11 | Rune of Unmaking | |
| 12–14 | Sigil of Traversal | |
| 15–17 | Sigil of Vaulting | |
| 18–20 | Ward of Mirrors |
3rd Order
| Die Roll (d6) | Sigil Name | BAM! |
|---|---|---|
| 1 | Glyph of Fate | Challenging (19) |
| 2 | Ward of the Dragon | |
| 3 | Ward of Sundering | |
| 4 | Rune of Dominion | |
| 5 | Sigil of the Void | |
| 6 | Ward of Unbreaking |
Glyph of Fate
- BAM!: Challenging (19)
- Duration: Until triggered (max 1 week); single use
- Range: Touch (inscribed on a surface or object)
- Cost: 6 Vitality and 4 components (1 Uncommon, 1 Rare)
- Spell Component: Chalk (C), Grave Dust (C), Ectoplasm (UC) and Shadow Essence (R) (consumed on inscription)
- Damage/Effect: Inscribe a fate-binding glyph. Define a trigger at inscription (next creature to touch this, on sunrise, when a specific word is spoken nearby). When triggered, one die roll by the triggering creature is forced to reroll and the worse result kept. Invisible to non-practitioners; Spiritus save (Difficult 16) to detect.
Glyph of Sensing
- BAM!: Average (13)
- Duration: Permanent until triggered; single use
- Range: Touch (any surface)
- Cost: 2 Vitality and 2 components
- Spell Component: Chalk and Tallow (consumed on inscription)
- Damage/Effect: Inscribe a silent sensing glyph on any surface. Define one trigger at inscription (a creature crosses a threshold, an object is moved, a door is opened). When triggered, only you receive a momentary mental ping — a certainty that the trigger occurred — regardless of distance. Nothing nearby is alerted, so the intruder does not know it was noticed. Invisible to non-practitioners; Detect Magic reveals it.
Glyph of Vision
- BAM!: Difficult (16)
- Duration: 1 watch (4 hours) after triggering; vision lasts 1d6 rounds
- Range: Touch (inscription point); remote vision up to Far (100 m) from it
- Cost: 4 Vitality and 3 components (1 Uncommon)
- Spell Component: Powdered quartz (UC), a scrap of reflective metal (C) and Lambent Moth Wings (UC) (consumed on inscription)
- Damage/Effect: Inscribe a seeing-glyph on a surface. When a creature passes within Near range, you receive a vision of what the glyph sees for 1d6 rounds regardless of your distance. While receiving the vision you are Distracted (Moderate Disadvantage on Anima checks). Triggers once per watch.
Rune of Ensnarement
- BAM!: Difficult (16)
- Duration: Until triggered; restraint lasts 1d3 rounds
- Range: Touch (floor, threshold, or path)
- Cost: 4 Vitality and 3 components (1 Uncommon)
- Spell Component: Knotted cord (C), Spider web (C) and Mandrake Root (UC) (consumed)
- Damage/Effect: A creature of Regular size or larger that crosses the rune makes a Corpus save (Average 13) or becomes Restrained for 1d3 rounds. One use only. Visible with Detect Magic. Aware creatures may step over it on a successful Anima check (Average 13).
Sigil of Traversal
- BAM!: Difficult (16)
- Duration: Permanent until activated; activation is instantaneous
- Range: Touch (two paired surfaces up to Span apart)
- Cost: 4 Vitality and 3 components (1 Uncommon)
- Spell Component: Chalk from a collapsed threshold (C), a drop of the caster’s blood on both surfaces (C) and Ectoplasm (UC) (consumed)
- Damage/Effect: Inscribe linked traversal sigils on two surfaces up to Span (500 m) apart. Touch and activate one to instantly transport to the paired location. You may bring one willing Regular-sized creature. Both sigils destroyed after one use. Cannot cross between different terrain types.
Ward of the Dragon
- BAM!: Challenging (19)
- Duration: 1 watch (4 hours)
- Range: Self or touched surface (3-metre radius from inscription)
- Cost: 6 Vitality and 4 components (1 Uncommon, 1 Rare)
- Spell Component: Salt (C), Chalk (C), Fae Dust (UC), and a dragon scale, wyvern tooth or lindwyrm skin (R) (consumed)
- Damage/Effect: Demonic creatures cannot willingly enter the warded area. Undead and Fae must make a Spiritus save (Challenging 19) to enter. Draconic creatures are immune. Faintly visible as a shimmer at the threshold to creatures with Spiritus 12+. Ends if inscription surface is destroyed.
Ward of Protection
- BAM!: Average (13) for one charge, one step harder for each further charge (five charges: Inconceivable 25)
- Duration: Until all charges spent; each charge absorbs one hit
- Range: Touch (inscribed on armour, shield, or skin)
- Cost: 1 Vitality per charge inscribed (minimum 1 charge, maximum 5). Alternatively, substitute one Common component for the Vitality cost of any single charge at inscription.
- Spell Component: Wax seal pressed with a personal mark and powdered iron (consumed)
- Damage/Effect: Each charge absorbs 1d6 points of incoming damage from one attack, applied before armour. Declare charge use before the attack roll. Multiple charges may be spent on a single hit. Invisible but detectable with Detect Magic.
Ward of Stone
- BAM!: Average (13) for one charge, one step harder for each further charge (five charges: Inconceivable 25)
- Duration: 1 watch (4 hours) per charge; or until armour reaches 0 Durability
- Range: Touch (inscribed on armour or bare skin; not applicable to shields)
- Cost: 1 Vitality per charge inscribed (minimum 1 charge, maximum 5). Alternatively, substitute one Common component for the Vitality cost of any single charge at inscription.
- Spell Component: River-smoothed lodestone and a pinch of ground iron (consumed)
- Damage/Effect: Each active charge adds +1 to armour rating against one incoming physical attack, applied after standard armour. Charges are spent one at a time. The effect is visible as a faint grey sheen on skin or clothing.
Mark of Warning
- BAM!: Average (13)
- Duration: Permanent until triggered; single use
- Range: Touch (inscribed on a surface, object, or threshold)
- Cost: 2 Vitality and 2 components
- Spell Component: Chalk and Feather (consumed on inscription)
- Damage/Effect: Inscribe an alarm mark on a surface, object or threshold. Define a trigger at inscription. When triggered, the mark rings out with a sharp, unearthly tone: every creature within Near range wakes and is alert, you know which mark was triggered, and the triggering creature makes an Anima save (Average 13) or is Frightened for 1 round. Unlike a Glyph of Sensing, everyone nearby (including the intruder) knows the alarm has sounded. Invisible to mundane inspection; Detect Magic reveals it.
Trace Rune
- BAM!: Average (13)
- Duration: 1 week; single use
- Range: Touch (inscribed on a creature or object)
- Cost: 2 Vitality and 2 components
- Spell Component: Grave Dust and Bone fragment (both consumed on inscription)
- Damage/Effect: Inscribe an invisible tracking rune on a creature (Anima save Average 13 to notice if aware) or object. For the duration, you always know the general direction and rough distance (same hex; near; distant; gone) to the marked target when you concentrate for 1 round. The rune is detectable with Detect Magic. It can be removed by a successful Dispel, or by scrubbing the inscription surface for a full Tick. On a natural 20 crafting roll, the duration extends to 1 month.
Ward of Holding
- BAM!: Average (13)
- Duration: Until triggered; hold lasts 1d6 rounds
- Range: Touch (inscribed on a door, container, chest, or gate)
- Cost: 2 Vitality and 2 components
- Spell Component: Iron Rod and Chalk (consumed on inscription)
- Damage/Effect: Inscribe a locking ward on a closable object. The object cannot be opened or moved by mundane means — it is held fast as if jammed shut by an invisible force (Corpus check Challenging 19 to force). When triggered (first attempt to open by an unauthorised creature), the creature attempting to open it is Held: Corpus save Average 13 or unable to move or release their grip for 1d6 rounds. One use only. Invisible; detectable with Detect Magic.
Sigil of Silence
- BAM!: Average (13)
- Duration: 1 watch (4 hours) after activation; single use
- Range: Touch (inscribed on a surface; silences a 5-metre radius from inscription point)
- Cost: 2 Vitality and 2 components
- Spell Component: Bone fragment and Tallow (consumed on inscription)
- Damage/Effect: When activated (by command word or a creature entering the area), all sound within a 5-metre radius of the inscription point is suppressed for the duration. Creatures within the zone cannot speak, shout, cast verbal spells (all Arcana and Occultism workings require verbal components by default), or hear anything. Spells with a verbal component cast from inside the zone automatically fail. Spells targeting creatures inside the zone from outside are unaffected. Detectable with Detect Magic as a visible shimmer of quiet air.
Rune of Warding
- BAM!: Average (13)
- Duration: 1 watch (4 hours) per charge inscribed; maximum 3 charges
- Range: Touch (inscribed on a creature or worn item)
- Cost: 1 Vitality per charge and 2 components (minimum 1 charge)
- Spell Component: Salt and Iron Rod fragment (both consumed on inscription)
- Damage/Effect: Inscribe a protective ward on a creature or worn item. Each charge grants Moderate Advantage on saves against supernatural fear, possession, and charm effects for 1 watch. The bearer also senses when a supernatural entity (undead, fae, demonic) is within Near range — an unease or tingling in the inscribed area. Each save the ward assists consumes one charge. Charges may also be actively spent (no action) to gain +2 Armour against one supernatural attack. Invisible; detectable with Detect Magic.
Glyph of Binding
- BAM!: Difficult (16)
- Duration: Until triggered; binding lasts 1 watch (4 hours)
- Range: Touch (inscribed on a floor, wall, or threshold)
- Cost: 4 Vitality and 3 components (1 Uncommon)
- Spell Component: Knotted cord, Mandrake Root, and Salt (all consumed on inscription)
- Damage/Effect: When a creature of Regular size or larger moves within Near range of the glyph, it is immediately Bound: it cannot move beyond Close range (3 m) of the glyph’s location for the duration (Corpus save Difficult 16 to resist; on success the creature is Slowed instead). Bound creatures may still attack, cast spells, or take other actions. At the end of each round the bound creature may repeat the save. Might 5+ creatures make the initial save at Moderate Advantage. One use only.
Ward of Mirrors
- BAM!: Difficult (16)
- Duration: 1 watch (4 hours) or until triggered
- Range: Touch (inscribed on armour, shield, or skin)
- Cost: 4 Vitality and 3 components (1 Uncommon)
- Spell Component: Ectoplasm, Phosphorus, and Glass shard (all consumed on inscription)
- Damage/Effect: When the bearer is targeted by a spell or supernatural effect (not physical attacks), roll d6: on a 4–6, the effect is reflected back at the original caster (who is subject to their own spell’s full effects with no save). On a 1–3, the effect is simply blocked and the ward is consumed. The caster whose spell is reflected must make a Spiritus save (Difficult 16) or take 1d3 Vitality from backlash in addition to any effect their own spell would cause. Single use.
Rune of Unmaking
- BAM!: Difficult (16)
- Duration: Until triggered; single use
- Range: Touch (inscribed on a non-magical object up to Bulky size)
- Cost: 4 Vitality and 3 components (1 Uncommon)
- Spell Component: Iron Rod, Venom, and Bone fragment (all consumed on inscription)
- Damage/Effect: When the inscribed object is touched or picked up by an unauthorised creature, the rune detonates in a burst of unmaking energy. The triggering creature makes a Corpus save (Difficult 16) or loses 2d6 Durability from their armour (applied before Vitality). The object the rune is inscribed on is simultaneously destroyed. If the object has no intrinsic Durability (a rock, a coin), the burst instead deals 1d6 direct Vitality damage. A successful save halves both effects. Can only be inscribed on non-magical, non-living objects.
Sigil of Vaulting
- BAM!: Difficult (16)
- Duration: Permanent until activated; 1d6 rounds after activation
- Range: Touch (inscribed on footwear or the bare sole of the foot)
- Cost: 4 Vitality and 3 components (1 Uncommon)
- Spell Component: Bane Tree Sap, Phosphorus, and Chalk (all consumed on inscription)
- Damage/Effect: When activated (command word or triggered by a fall), you may jump vertically up to 10 metres or horizontally up to 20 metres with no Athleticism check required. Falling damage is negated entirely for the duration. You may perform one additional Vaulting jump per round as a free action (no action cost). Your movement rate doubles for the duration. Upon the effect’s end, make a Corpus save (Average 13) or land awkwardly, gaining the Slowed condition for 1 round. Single use.
Ward of Sundering
- BAM!: Challenging (19)
- Duration: Until triggered; single use
- Range: Touch (inscribed on a weapon, armour, or object)
- Cost: 6 Vitality and 4 components (1 Uncommon, 1 Rare)
- Spell Component: Iron Rod, Air Salts, Ectoplasm, and Salt (all consumed on inscription)
- Damage/Effect: When the inscribed item is struck by or against another object in combat (a weapon hits, a shield blocks, armour absorbs), the ward detonates: the striking weapon, shield, or piece of armour that initiated contact is immediately Sundered — its Durability is reduced to 0 and it is broken. Magic items are unaffected (they resist with a Spiritus save Challenging 19 using the original creator’s skill). The inscribed item is not destroyed by the detonation. One use only.
Rune of Dominion
- BAM!: Challenging (19)
- Duration: Until triggered; compulsion lasts 1 watch (4 hours)
- Range: Touch (inscribed on a gift, coin, food, or object likely to be handled)
- Cost: 6 Vitality and 4 components (1 Uncommon, 1 Rare)
- Spell Component: Grave Dust, Bone, Mandrake Root, and Magic Blood (all consumed on inscription)
- Damage/Effect: When a creature handles the inscribed object (picks it up, wears it, eats it), the rune activates. The creature makes a Spiritus save (Challenging 19). On failure, they are Dominated: for the duration they must follow simple verbal commands from the inscriber as if the commands were their own intentions. They will not undertake suicidal actions but will accept significant risk. On a success, they feel a sudden revulsion and drop the object — and they know something tried to compel them. Mindless creatures and those with Spiritus 18 are immune. Single use. The inscription is invisible.
Sigil of the Void
- BAM!: Challenging (19)
- Duration: Until triggered; void lasts 1d3 rounds
- Range: Touch (inscribed on a surface in a 3-metre radius area)
- Cost: 6 Vitality and 4 components (1 Uncommon, 1 Rare)
- Spell Component: Grave Dust, Ectoplasm, Demon Blood (Lesser), and Magic Blood (all consumed on inscription)
- Damage/Effect: When triggered (a creature steps within the marked area, or by command word), a 3-metre radius void of absolute silence and magical suppression erupts. All active spells, powers, and magical effects on creatures within the area are immediately suppressed for the duration (they resume after). No spell or power may be cast while inside the void. Psionic powers, Occultism workings, and alchemical effects already in progress all cease. Any entity of supernatural origin (undead, fae, demonic, elemental) within the area takes 2d6 damage (no save) from the anti-magical force. Single use.
Ward of Unbreaking
- BAM!: Challenging (19)
- Duration: 1 week
- Range: Touch (inscribed on a weapon, armour, or non-magical object)
- Cost: 6 Vitality and 4 components (1 Uncommon, 1 Rare)
- Spell Component: Iron Rod, Earth Salts, Tree Resin, and Bone fragment (all consumed on inscription)
- Damage/Effect: The inscribed item cannot lose Durability for the duration — all Durability damage that would apply to it is negated. The item may still be physically moved, dropped, or disarmed, but it will not break, crack, chip, or degrade under any mundane force or spell. The ward does not restore already-lost Durability — inscribe it on an item in good repair. At the end of the duration, the item resumes normal Durability tracking from wherever it currently stands. Detectable with Detect Magic as a faint silver sheen.
Focus Object Creation (Mysticism)
A Focus Object (Healing or Psionic) is more than a component: it is a vessel holding part of the caster's life. Unlike a sigil or potion, the Vitality spent to create one is a permanent sacrifice that reduces the caster's maximum Vitality until the Focus Object is destroyed or relinquished.
To create a Focus Object, the caster must complete 1 Watch of uninterrupted ritual work, provide the appropriate materials (1 Uncommon component), succeed on a check with the discipline’s core skill vs. Difficult (16), and permanently sacrifice Vitality to attune it. On failure, the materials are consumed and the Vitality is spent, but that Vitality returns as normal instead of becoming permanent.
A Focus Object can substitute for the Vitality cost of one use per Order level per watch: once for a 1st Order power, once for a 2nd Order power, and once for a 3rd Order power. After substitution, that Order's slot is spent until the next watch period. If the owner takes Critical Damage while channelling through the Focus Object, it is destroyed.
Vitality cost for Focus Object creation
Base cost: two-thirds of the caster's current maximum Vitality, rounded up. Example: maximum Vitality 15 gives a base cost of 10.
Mysticism skill rank cost reduction: subtract (skill rank × 2) from the base Vitality cost. Minimum Vitality cost is always 4 Vitality, regardless of rank.
Example: costs by rank (caster with maximum Vitality 18, base cost 12):
- Apprentice (rank 1): 12 − 2 = 10 Vitality
- Skilled (rank 2): 12 − 4 = 8 Vitality
- Expert (rank 3): 12 − 6 = 6 Vitality
- Master (rank 4): 12 − 8 = 4 Vitality (minimum)
- Grand Master (rank 5): 12 − 10 = 4 Vitality (minimum)
The sacrificed Vitality reduces the caster's maximum Vitality until the Focus Object is relinquished (given to another) or destroyed. The caster then restores maximum Vitality at 1 point per full day of rest. A caster may hold only one Focus Object per arcane discipline at a time. Creating a second Focus Object in the same discipline destroys the first, releasing the bound Vitality immediately.
This high cost is intentional: veteran practitioners, whose skill rank can minimise it, are the ones most likely to maintain Focus Objects. A Focus Object found on a dead caster is a valuable prize because its power is real and was paid for in life.
A Note on Time Spent Crafting and Resting:
Time spent crafting imbued items or researching does not count as resting or as any other activity, such as foraging. While imbuing items, you gain no rest benefits for that watch; treat it as a watch spent travelling, because arcane work is physically and mentally taxing.