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).

The Word (Conjuration)

The Writ (Occultism)

The Way (Mysticism)

Sigil

Sigilcraft (Glyphs, Wards, and Runes)

Sigil

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

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

Sigil

Focus Object Creation (Mysticism)

Sigil

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):

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.