Power Strike
Make one melee, bow, crossbow, sling, or thrown-weapon attack against a visible target within your weapon's range. On a hit, deal 4 damage instead of 2.
Three pillars · Six classes · Five tiers
Thumb-worn pages. A few singed corners. Room for one more discovery.
90 ways to leave your mark. Choose from three options at each tier, with two starting abilities and a new choice after every session.
Learn two abilities in a class for Tier 2, four for Tier 3, six for Tier 4, and eight for Tier 5. Choose freely from any open tier.
Unless stated otherwise, using an ability takes your turn’s one thing. Pay AP when used. Roll abilities succeed on 9 or higher; a Haggle adds a chosen price. A Triumph doubles damage and grants 1 AP. Automatic effects do not roll or double damage.
Only one concentration effect and one reaction per round. Repeated copies do not stack. Use only the strongest damage reduction on a hit. Read the core rules.
Might
A nick in the blade. A steady hand. First through the door.
Melee and ranged weapons, strength, and battlefield movement.
Build a swordsman, an archer, or a weapon thrower. The paired techniques share one ability choice and AP cost; choose the technique each time you use it. Ranged attacks require a ready weapon, a clear shot, and ammunition. A multi-target ability uses one roll; a Triumph doubles damage to each target and grants 1 AP total.
Make one melee, bow, crossbow, sling, or thrown-weapon attack against a visible target within your weapon's range. On a hit, deal 4 damage instead of 2.
When a physical hit would damage you, reduce that hit by 3, to a minimum of 0.
Leap to a nearby place you can see and land on. This uses your move, not your action; it cannot carry you farther than Nearby.
Make one melee or ranged weapon attack against a visible creature within your weapon's range. On a hit, deal normal weapon damage and knock one held object onto the ground nearby. It takes an action to recover it.
Choose Cleave with a melee weapon or Twin Shot with a ranged weapon. Make one attack roll against two visible enemies: both must be in melee reach for Cleave, or within your weapon's range for Twin Shot. On a hit, deal 3 damage to each. Twin Shot needs one arrow, bolt, sling stone, or thrown weapon per target.
Break an ordinary wooden door, chain, or person-sized wooden obstacle within reach. Enchanted barriers and thick stone remain intact.
After a visible enemy within your weapon's range misses you with an attack, immediately make one basic melee or ranged weapon attack against it. This uses your reaction; a ranged counterattack needs a ready weapon and ammunition.
Make one melee or ranged weapon attack against a visible target within your weapon's range. On a hit, deal normal damage and pin it in place with a grip or a projectile fixing clothing or gear to a nearby solid surface. Without a grip or suitable surface, deal only the damage. It or an ally must spend an action to free it; it can still act.
For one minute, lift, brace, or push an ordinary object up to the size of a small wagon. You must stay in reach and use both hands; this grants no attack bonus.
Choose Whirlwind with a melee weapon or Volley with a ranged weapon. Make one attack roll against up to three visible enemies: all must be in melee reach for Whirlwind, or within your weapon's range for Volley. On a hit, deal 4 damage to each. Volley needs one arrow, bolt, sling stone, or thrown weapon per target.
For the scene, enemies cannot move past you through a doorway or gap you could physically block while you remain standing there. They can attack you, move you with an ability, or find another route.
Make a ranged weapon attack against one visible target within your weapon's range. On a hit, deal 6 damage and break one ordinary shield or piece of cover protecting it. You must be able to see part of the target; this cannot shoot through solid walls.
Choose Earthshaker by striking the ground, or Arrowstorm with a ranged weapon. Make one roll against up to three visible enemies: nearby and standing on the same ground for Earthshaker, or within your weapon's range for Arrowstorm. On a hit, each takes 6 damage and falls prone. Standing costs their move. Arrowstorm needs one arrow, bolt, sling stone, or thrown weapon per target.
When a hit would take you to 0 HP, remain at 1 HP instead. Once per scene.
Perform one brief feat of strength with an ordinary object up to the size of a wagon: hurl it nearby into empty space, hold a falling gate, or tear open a stone wall. It cannot directly injure or trap a creature.
Might
A shield held over someone smaller.
Hold the line, shelter allies, and channel offensive magic through weapons.
Champion paths: Build a bulwark with Protect, Ward, Bulwark Stance, Stand Together, Radiant Wall, and Last Stand; build a spellsword with Aether Strike, Radiant Strike, Spellcleave, Spellbreaker Strike, and Dawnblade. Mix both freely. Weapon spells require a melee weapon and deal their listed damage instead of adding it to normal weapon damage. Multi-target attacks use one roll; a Triumph doubles damage to each target and grants 1 AP total. Bulwark Stance is physical; the listed weapon spells and healing, Ward, Radiant Wall, Last Stand, and Restore Life are magical.
When an ally within reach takes a hit, take that hit in their place and reduce its damage by 2, to a minimum of 0.
Touch a living creature and restore 4 HP, up to its maximum. You can help an Incapacitated creature.
Channel fire, frost, lightning, or radiance through a melee weapon and attack one visible creature in reach. On a hit, deal 3 damage of the chosen type instead of normal weapon damage. The element grants no extra effect; this is a magical weapon attack.
Channel radiance through a melee weapon and attack one visible creature in reach. On a hit, deal 4 radiant damage instead of normal weapon damage, and shed clear light around the target until your next turn; it cannot hide in darkness during that time. This is a magical weapon attack.
Touch a willing creature. For the scene, reduce the next three hits it takes by 2 each, to a minimum of 0. A new Ward replaces the old one.
Call to one nearby enemy who can hear and understand you. On success, its next attack must target you if possible. It can instead take a non-attack action or retreat.
Sweep a melee weapon through fire, frost, lightning, or radiance. Make one attack roll against up to two visible enemies in reach. On a hit, deal 3 damage of the chosen type to each instead of normal weapon damage. The element grants no extra effect; this is a magical weapon attack.
Plant your feet and raise your shield, weapon, or armored forearm. For the scene, while you stay in that position, you and one willing ally within reach each reduce the next three physical hits by 2, to a minimum of 0. Ordinary shoves cannot move you against your will. Moving voluntarily or being moved by an ability ends the stance; spent reductions do not return. Use only the strongest damage reduction. This stance is physical, not a spell.
When an effect would forcibly move you or a willing ally within reach, prevent that movement. Damage and other effects still apply.
Restore 4 HP to each of up to three nearby living creatures, up to their maximums. Incapacitated creatures can benefit.
Drive radiance through a melee weapon and attack one visible creature in reach. On a hit, deal 6 radiant damage instead of normal weapon damage and end one active magical ability affecting that target that originally cost 3 AP or less. The Guide identifies eligible effects before you choose. This cannot end an item enchantment, a lasting curse, or a psychic or physical ability. This is a magical weapon attack.
Raise a nearby wall of light spanning an ordinary doorway. It has 8 HP, blocks movement and attacks from both directions, and lasts while you concentrate, up to one scene.
For the scene, you and up to two nearby willing allies ignore the first hit that would take each of you to 0 HP, remaining at 1 HP. The effect then ends for that creature; repeated uses cannot renew it in this scene.
Sweep a melee weapon to send a crescent of radiant force at up to three visible nearby enemies. Roll once; on a hit, each takes 6 radiant damage. Ordinary darkness nearby clears for the scene. This is a magical weapon attack, and its arc does not pass through solid barriers.
Spend ten uninterrupted minutes touching someone who died within the last minute when you began. If their player consents and their body is present and repairable, return them to life at 1 HP. Each creature can return this way only once; this does not reverse aging.
Guile
Soft soles, clever fingers, and an entirely innocent expression.
Stealth, disguises, practical misdirection, and daring escapes.
Your disguises, props, mimicry, and misdirection are practical skills. Your kit carries ordinary portable materials; a larger staged scene needs plausible space and supplies. These tricks do not create magic, true invisibility, or mind control.
Move into nearby cover or darkness and become Hidden from creatures that cannot see into it. This uses your action and does not grant extra movement. Attacking or entering clear view reveals you.
Open one ordinary lock within reach using your tools. Traps remain armed; enchanted locks require a different solution.
Spend one minute using makeup, wigs, costume pieces, and practiced mimicry to pass as a person whose appearance and voice you have studied. The disguise lasts for one scene or until removed. Your size and knowledge remain your own. Close physical inspection or contradictory evidence reveals it; you gain no memories or passwords.
Make a weapon attack from Hidden. On a hit, deal 4 damage instead of 2. The attack reveals you; Hidden grants its usual Knack.
When an attack hits you and there is space to dodge, halve its final damage, rounded up. Stay in your current position.
Use a performance, planted prop, or convincing diversion to occupy one nearby creature's attention. On success, it focuses where you direct for up to one minute while you keep performing. Danger or direct contradiction ends the distraction. It is practical showmanship, not mind control, and cannot compel an action.
Slip ordinary ropes, manacles, or a creature’s physical grip. You need a moment to move; this cannot escape sealed containers, magic, or restraints fused to your body.
Use your action to deploy a dressed puppet or stand-in decoy resembling you at a nearby point. For one minute, use your action to move it and supply its voice. It needs a plausible screen or route for your apparatus. A hit or direct inspection reveals the prop. It cannot attack, carry useful loads, or take independent turns.
Spend an uninterrupted minute concealing your group in suitable terrain. If enemies arrive unaware, up to three hidden allies gain a Knack on their first attack there. Each is revealed when they attack.
For this turn, move silently through nearby occupied spaces and ignore mundane pressure plates or tripwires without triggering them. You cannot pass through solid walls or sealed doors.
Make a ranged weapon attack at a target you can see in range. Ignore ordinary cover that leaves any part exposed. On a hit, deal 6 damage.
Spend ten minutes using screens, painted cloth, props, and sounds to disguise one ordinary nearby room for up to one hour. Conceal a doorway or make it look occupied, abandoned, or used for another purpose. Actual terrain stays unchanged. It needs plausible materials and space; inspection, touch, or a conflicting view reveals the trick.
For the scene, move unnoticed while you remain in shadow, cover, or a crowd. Even watchful creatures overlook you there. Attacking, taking an obviously guarded object, or entering open light ends the effect.
Spend ten minutes rehearsing a person you have observed closely, using your costume kit to copy their appearance, voice, and mannerisms for one scene. Ordinary observers without contradictory evidence accept the impersonation. It grants no memories, passwords, size changes, or authority over players. Clear contradictions, direct physical inspection, or magical detection can expose you.
When you would take damage, move to a safe nearby place you can see and avoid that one hit. You must have a physically possible route; this cannot cross solid barriers.
Guile
A quiet thought. A distant voice. The world moves when you listen.
Psychic perception, telepathy, mental influence, and telekinesis.
Psychic powers work through minds, perception, and concentration. They are distinct from the Wizard’s elemental and arcane spells. They grant only the stated effect; no hidden mind-reading, extra actions, or control of another player’s hero without consent.
While you concentrate, up to ten minutes, move one unattended object no heavier than you could carry in one hand within Nearby. Use your action for each meaningful manipulation. No attacks, fine lock work, or taking held objects.
Send one brief thought to one willing nearby creature you can see. It can answer with one brief thought. This uses your action and grants no language, memories, or access to unspoken thoughts.
Focus on one nearby creature you can see. Learn its strongest present emotion: fear, joy, anger, grief, or another clear feeling. This reveals no thoughts, secrets, intentions, or truthfulness.
Project one simple false sight or sound into the mind of one nearby creature you can see while you concentrate, up to one minute. On success it perceives that harmless detail. Direct contradiction reveals the projection; it cannot hide an obvious danger, deal damage, or force an action.
Focus the attention of one nearby creature that can see or hear you. On success, it watches or listens while you concentrate, up to one minute. Danger, damage, or an ally shaking it ends the trance. It does not make the creature friendly or let you command it. Another player's hero requires their consent.
Push one nearby creature a few paces with your mind. On success, it takes 2 damage and moves to safe ground. This cannot push it over a drop or into a damaging hazard.
When a nearby creature tries to read your thoughts, alter your emotions or memories, or direct your actions with a psychic ability, block that one attempt. Its AP remains spent. This does not block physical damage, a mental image outside your mind, or an effect already active.
While you concentrate, up to ten minutes, link your mind with up to three willing creatures you can see nearby. They can exchange brief thoughts even after leaving your sight, while they remain Nearby. This grants no extra actions, shared senses, languages, or knowledge.
Project a moving, speaking copy of yourself into the mind of one nearby creature you can see, up to one minute while you concentrate. On success, it perceives the copy. Use your action to direct it. The first physical interaction reveals the trick; the copy cannot deal damage or give extra turns.
While you concentrate, up to one minute, lift one unattended object up to the size of a wagon nearby, or a willing creature. Direct its movement with your action. It cannot crush or strike creatures or remove held objects.
Place one short, plausible suggestion in the mind of one nearby creature that understands you. On success, it follows that suggestion within the next minute. It will not knowingly harm itself or allies, surrender something precious, or abandon a central loyalty. Another player's hero requires their consent.
Over one minute, share one willing nearby creature's recollection of an event lasting no more than ten minutes. Experience what it remembers seeing and hearing. A mistaken memory remains mistaken; this cannot establish truth, recover forgotten details, change memories, or read an unwilling mind.
While you concentrate, up to ten minutes, share the ordinary sight and hearing of up to three willing nearby creatures, with their consent. They can exchange brief thoughts while they remain Nearby. Each keeps their own position and actions. It grants no extra turns, attacks, or ability to see through walls independently of a participant.
Speak for one minute to send a dream to a sleeping person you have met, wherever they are in this world. They hear your message and may answer with one sentence. An awake or unwilling recipient receives nothing; the AP is still spent.
Roll once to strike the minds of up to three creatures you can see nearby. On a hit, each takes 6 damage. It has no physical force and does not damage objects. Mind Shield can block its damage for its user as an explicit exception.
Magic
Ink on your sleeves. Starlight in the margins.
Choose elemental spells for damage, protection, movement, divination, and terrain.
Wizard elements: Each tier offers three different elements with different uses. Tier 1: Stone Ward (earth protection), Firebolt (fire damage), Light (illumination). Tier 2: Gust (wind movement), Frost (ice restraint), Scrying Pool (water divination). Tier 3: Windstep (wind travel), Fireball (fire area damage), Icebridge (ice terrain). Tier 4: Wall of Fire (fire barrier), Fly (wind flight), Quenching Veil (water counter-magic). Tier 5: Tidegate (water portal), Lightning Storm (lightning damage), Earthshaping (earth construction). Choose spells freely; you do not commit to one element. Each spell grants only its stated effects. All are magical; multi-target attacks use one roll and grant 1 AP total on a Triumph.
Raise a shell of floating stone around yourself or one willing creature within reach. Until the scene ends, reduce the next hit against that creature by 2, to a minimum of 0, then the stones crumble. Use only the strongest damage reduction; wards do not stack. The stones cannot be used as projectiles or building material.
Send fire at one creature in range. On a hit, deal 3 damage. You may instead light an unattended ordinary flammable object you can see nearby without rolling.
Make an object within reach glow as brightly as a lantern for one hour. You can extinguish your light freely. One glowing object at a time.
Send a sudden gust against one nearby creature. On success, it takes 2 damage and moves a few paces to safe ground. It cannot push the creature over a drop or into a damaging hazard.
Freeze one nearby creature’s footing. On a hit, deal 3 damage and it loses its next move. It can still act. Alternatively freeze a bucket-sized amount of unattended water without rolling.
Study the reflection of a visible object or creature within reach in a bowl of ordinary water for one minute. Learn whether magic affects it and the effect's broad purpose. This reveals no invisible target, caster's name, complete spell, distant location, or psychic ability. The bowl and water are not consumed.
Become a swift ribbon of wind and move yourself and your carried gear to a safe nearby place you can see. You can cross a gap or pass through an open person-sized route, but not a solid or sealed barrier. You arrive standing; this uses your action and grants no extra move. You cannot carry another creature.
Roll once against up to three nearby creatures clustered together. On a hit, each takes 4 fire damage. Choose the targets before rolling.
Over one minute, form a bridge or ramp of ice across a nearby gap you can see, anchored to solid ground at both ends. It is wide enough for one person and supports up to six people and their ordinary gear at once. It lasts while you concentrate, up to ten minutes. It cannot form on creatures, restrain them, or deal damage; heat can melt it. Tell everyone before ending it.
While you concentrate, up to one minute, create a doorway-wide curtain of fire at a nearby point you can see. It must start in unoccupied space. A creature that chooses to cross it takes 4 fire damage, at most once per turn. It grants no free attacks, cannot be placed on creatures, and ends if you stop concentrating.
Lift yourself on a current of wind and fly while you concentrate, up to ten minutes, using your normal move. When the effect ends, you descend safely to the ground unless a solid obstacle prevents it. The wind cannot move other creatures or give extra actions.
When a creature you can see nearby activates a magical ability costing 3 AP or less, conjure a veil of enchanted water to unravel it. Cancel that use; its AP is spent. The water vanishes immediately and cannot be collected. This cannot end an already active effect or affect an item with no AP cost, a psychic power, or a physical ability.
Pour a bowl of ordinary water onto the ground within reach to open a doorway of flowing water to a safe place you have personally visited within a day's ordinary travel. It lasts one minute and permits up to six willing creatures with carried gear to pass, then closes. The destination needs no water. It cannot cross sealed magical boundaries; the doorway creates no usable water or flood.
Roll once against up to three enemies you can see nearby. On a hit, each takes 6 lightning damage. Mundane shelter with no open route to the target blocks it.
Over one minute, reshape a nearby mass of ordinary earth or stone up to wagon size into a bridge, doorway, ramp, or shelter. Keep the material and volume. The change is permanent; it cannot injure or entomb creatures, create valuable minerals, or reshape wood, metal, or enchanted material.
Magic · Brewing and engineering
A stained notebook. A patient hand. Something remarkable in the next bottle.
Brew unpredictable mixtures, study aether, and build ingenious devices.
Brewing techniques use the brewing procedure and random mixture tables. Engineering follows each device’s text.
Brew a random Tier 1 mixture using the brewing procedure: 10 uninterrupted minutes, 1 supply charge, and 1 AP. Roll Fate for success, then a d6 on the Tier 1 table. Your kit needs 10 minutes of cleanup before another batch, even after failure.
Spend one minute assembling one palm-sized mundane gadget from your kit: a timed bell, a shuttered lamp, a simple latch probe, or a harmless flash signal. It lasts until your next full rest. It cannot attack, pick a lock by itself, grant a Knack automatically, or give extra turns. One at a time; assembling another dismantles the old one.
Test a sample within reach. Learn its main material, whether it contains poison or magical residue, and one useful physical property. This does not identify an entire spell or its caster.
Brew a random Tier 2 mixture using the brewing procedure: 10 uninterrupted minutes, 1 supply charge, and 2 AP. Roll Fate for success, then a d6 on the Tier 2 table. Your kit needs 10 minutes of cleanup before another batch, even after failure.
Spend ten minutes with your tools repairing one broken ordinary handheld tool, weapon, lock, or small mechanism. You need its major pieces; this cannot replace a missing part, repair enchanted objects, or restore HP to a creature. If its contents or fuel were spent, they stay spent.
When brewing, you may take 15 minutes instead of 10 to gain a Knack on the brewing Fate roll. A fitting Trouble cancels it as usual. This changes neither the random d6 effect nor the cleanup time, supply cost, or AP cost.
Brew a random Tier 3 mixture using the brewing procedure: 10 uninterrupted minutes, 1 supply charge, and 3 AP. Roll Fate for success, then a d6 on the Tier 3 table. Your kit needs 10 minutes of cleanup before another batch, even after failure.
Spend ten minutes assembling a reusable pressure tool. While it lasts, use your action to pull a person-sized object, lift a fallen beam, or force an ordinary stuck door within reach. It cannot attack, open a locked door without breaking it, or move a resisting creature. It lasts until your next full rest; one at a time.
Spend ten minutes assembling a hand-sized helper with 3 HP, lasting until your next full rest. Spend your action to direct it nearby: carry a small item, scout, or operate a simple latch. It cannot attack or give extra turns. One at a time.
Brew a random Tier 4 mixture using the brewing procedure: 10 uninterrupted minutes, 1 supply charge, and 4 AP. Roll Fate for success, then a d6 on the Tier 4 table. Your kit needs 10 minutes of cleanup before another batch, even after failure.
Spend ten minutes building one knee-high guardian with 6 HP, lasting until your next full rest. Use your action to direct it nearby to carry a person-sized load, hold a door, or deal 2 damage to one creature within its reach. Your reaction can instead have it absorb up to 3 damage from one physical hit against a nearby hero; that damage reduces its HP. It cannot act on its own or grant extra turns.
Spend one minute applying a vial to dissolve a door-sized patch of ordinary wood, rope, or metal within reach. It cannot affect living or enchanted material or stone. This preparation must be made and used together; it cannot be stored.
Brew a random Tier 5 mixture using the brewing procedure: 10 uninterrupted minutes, 1 supply charge, and 5 AP. Roll Fate for success, then a d6 on the Tier 5 table. Your kit needs 10 minutes of cleanup before another batch, even after failure.
Spend one hour building one wagon-sized engine, lasting until your next full rest. It can move a small boat or wagon, raise a portcullis, or power one ordinary mechanism with a fitting connection. Spend your action to start, stop, or redirect it; it cannot attack, create AP or brewing supplies, operate enchanted machinery, or give extra turns. Its motion follows your instructions; it makes no decisions.
Over one hour, change a wagonload of ordinary nonliving material into wood, stone, glass, or iron. Keep its volume; the change is permanent. It creates no precious metals, food, potions, enchanted objects, brewing supply charges, or complex mechanisms.
On a successful batch, roll one d6 on the table for the technique you used. Each flask is single-use. Its name and effect are known when brewing finishes; random brewing does not mean drinking an unidentified potion.
| d6 | Mixture | Effect when used |
|---|---|---|
| 1 | Mending Draught potion | A willing drinker regains 2 HP, up to maximum. You can administer this to an Incapacitated creature within reach. |
| 2 | Crackle Flask bomb | Throw at one nearby creature you can see. It takes 2 fire damage. The blast cannot damage other creatures. |
| 3 | Smoke Flask flask | Break at a nearby point to fill a doorway-sized area with smoke for one minute. Sight through it is blocked for everyone; wind disperses it. |
| 4 | Gecko Sip potion | For one minute, a willing drinker can cling to sturdy walls with bare hands and feet. It grants no extra movement and cannot hold them on ceilings, loose rubble, or liquids. |
| 5 | Glowglass Flask flask | Pour onto a small object. It sheds lantern-bright light for one hour; it cannot blind or burn. |
| 6 | Slick Flask flask | Pour onto a stuck ordinary hinge or a rope-sized knot within reach. It moves or loosens freely; this cannot open a lock or restrain a creature. |
| d6 | Mixture | Effect when used |
|---|---|---|
| 1 | Restorative Draught potion | A willing drinker regains 4 HP, up to maximum. You can administer this to an Incapacitated creature within reach. |
| 2 | Ember Flask bomb | Throw at up to two nearby creatures standing together that you can see. Each takes 3 fire damage. |
| 3 | Smoke Screen flask | Break at a nearby point to fill a room-sized area with smoke for one minute. Sight through it is blocked for everyone; wind disperses it. |
| 4 | Climber's Draught potion | For ten minutes, a willing drinker can cling to sturdy walls and ceilings with bare hands and feet. It grants no extra movement; loose rubble, liquids, and crumbling surfaces cannot hold them. |
| 5 | Antidote Draught potion | End one ordinary poison affecting a willing drinker. Damage already suffered remains. You can administer this to an Incapacitated creature within reach. |
| 6 | Featherfall Draught potion | For ten minutes, a willing drinker falls as gently as a leaf and takes no damage from falling. It cannot lift them or give horizontal flight. |
| d6 | Mixture | Effect when used |
|---|---|---|
| 1 | Renewal Draught potion | A willing drinker regains 6 HP, up to maximum, and ends one ordinary poison. You can administer this to an Incapacitated creature within reach. |
| 2 | Thunder Flask bomb | Throw at up to two nearby creatures standing together that you can see. Each takes 4 lightning damage. |
| 3 | Veil Draught potion | For one minute, a willing drinker becomes invisible. Attacking, using a damaging ability, or touching an unwilling creature ends it. Noise and tracks remain; invisibility does not make an alert enemy helpless. |
| 4 | Water Breathing Draught potion | For one hour, a willing drinker can breathe air and water. It grants no swimming skill or protection from pressure and temperature. |
| 5 | Stoneguard Draught potion | For the scene, a willing drinker reduces the next three physical hits by 2 each, to a minimum of 0. Use only the strongest damage reduction. |
| 6 | Solvent Flask flask | Over one minute, dissolve a hand-sized patch of ordinary wood, rope, or metal within reach. It cannot affect living or enchanted material or stone. |
| d6 | Mixture | Effect when used |
|---|---|---|
| 1 | Greater Renewal potion | A willing drinker regains 8 HP, up to maximum, and ends one ordinary poison or disease. You can administer this to an Incapacitated creature within reach. |
| 2 | Storm Flask bomb | Throw at up to three nearby creatures standing together that you can see. Each takes 5 lightning damage. |
| 3 | Ironhide Draught potion | For the scene, a willing drinker reduces the next three physical hits by 3 each, to a minimum of 0. Use only the strongest damage reduction. |
| 4 | Growth Draught potion | For one minute, a willing drinker and worn gear grow to twice their height. Their melee hits deal +2 damage; they gain no HP or extra actions. Insufficient room prevents use. |
| 5 | Skystep Draught potion | For ten minutes, a willing drinker can walk on air as though it were solid ground, using their normal move. When the effect ends, they descend safely to the nearest ground directly below. |
| 6 | Universal Solvent Flask flask | Over one minute, dissolve a door-sized patch of ordinary wood, rope, or metal within reach. It cannot affect living or enchanted material or stone. |
| d6 | Mixture | Effect when used |
|---|---|---|
| 1 | Panacea Draught potion | After ten minutes of treatment, a willing living recipient returns to full HP and ends ordinary poison and disease. It cannot remove curses, aging, death, or a lasting injury. You can administer this to an Incapacitated creature within reach. |
| 2 | Tempest Flask bomb | Throw at up to three nearby creatures standing together that you can see. Each takes 6 lightning damage. |
| 3 | Living Stone Draught potion | For the scene, a willing drinker reduces the next four physical hits by 4 each, to a minimum of 0. Use only the strongest damage reduction. |
| 4 | Winged Draught potion | For one hour, a willing drinker can fly using their normal move and carry their ordinary gear. It grants no extra action. When it ends, they descend safely to the nearest ground directly below. |
| 5 | Renewing Form Draught potion | After ten minutes of treatment, a willing living recipient recovers from one lasting physical injury, including a lost limb. It restores no HP and cannot remove curses, aging, or death. You can administer this to an Incapacitated creature within reach. |
| 6 | Phase Draught potion | Within ten minutes, a willing drinker can step once through one nearby ordinary wall no thicker than their arm into an open space they can see on the other side. It cannot cross enchanted barriers or carry another creature. |

Pre-launch artifact · v0.9 · Read the official v1.0 release