Ember Wielder Arcanas
This article lists Arcanas - spells - that Ember wielders can learn. Note that if the range of the spell is not mentioned, it is by default assumed to be up to 60 m. Also, in combat, spells can target only enemies or allies in the same environment unless mentioned otherwise.
The Fool's curse
0 - The FoolNow and until your last breath, you will have the power of Dreamscape. You began a foolish journey my friend.Passive
Whenever you cast your Ember abilities, your eyes will glow in a distinct color. This is a starting Arcana that allows you to learn further Ember Wielder Arcanas. You can choose 2 additional Ember Wielder Arcanas. When you obtain additional shards of Ember, you will learn additional Arcanas.
Heartfire
I - The MagusYour Path will be fraught with danger. This, my friend, will help you become more dangerous too.Action
You draw power from your own blood to conjure elemental energy capable of damaging other living and conscious beings. Up to two targets roll Fate saving throw DC equal to your Intimidation + your Fate. Deal 1d10 + your Fame of Elemental damage, half (rounded down) if the targets save. You may also target enemies in other Environments as long as you can see them. Requires: Vision, Gestures, Lifeblood 2.
Ebb: Lifeblood 4. Choose an element, the Ebb effect does bonus damage based on the target's element. You may choose a different target for the ebb effect.
Eggshell
II - High priestessMy friend, maybe the saying, "keep your friends close, and your adversaries closer" may be true. Either way, this will help you hone your instincts when the closeness becomes a bit too personal.Free action/Reaction
In Encounters, whenever you don't spend your free action during your turn, you may cast Eggshell outside of your turn as a reaction to an enemy attack. Casting Shell will increase your Defenses by 2 + your Fame until the start of your turn. Requires: Gestures, Lifeblood 1.
Ebb: Lifeblood 2
Majesty
III - The QueenWhy do I call you "my friend" you ask? Let me show you...Action
Target of the same race as you rolls Wisdom check, DC 16 + your Fame. If you succeed, they will be in awe of you, not be able to attack you and you gain their trust for the duration of the next hour. If you fail, or they get physically hurt the spell will fizzle and they will know you attempted to charm them. Requires: Vision, Lifeblood 1
Order
IV - The Chieftain"Beg"Action
Target rolls Wisdom check, DC 16 + your Fame. On failure, they will be forced to obey your one-word command and fulfill it for up to twenty seconds (two turns of combat). Command cannot force the target to do anything that would endanger its own life or well-being. For examples: "Grovel!" will force the target to lay down and grovel. "Escape!" Will make it run away from combat. "Surrender!" Will make it throw down its weapon. The spell can also be broken when the target receives damage. Requires: Speech, Gestures, Lifeblood 2
Smite
V - HierophantUnconventional problems may require unconventional solutions my friend. So, I suggest instead of cutting the tree in half, set fire to its roots instead...Action
Target of unnatural origin, or target that is currently not in its native sphere of existence will be severed from its Dream. Deal 1d10 psychic damage to the target. Add additional 1d10 for each point of Fame past 1. This ability only deals half its damage (rounded down) against other targets. Requires: Speech, Lifeblood 3, Divinity
Longing
VI - The LoversMy friend, souls connect not only our body and Dreams, but also other things we feel strongly about. This will aid you in finding your Path againWhen cast on an item, you will see a trail of wispy lines connecting it to the person who possesses or possessed strong bond with it. When cast on a person, you will see whom they have strong bonds with - family, mates and other trusted companions. Requires: Gestures, 10 Minutes
Falth's flow
VII - The EnvoyOur towers and spears proved to be no obstacle for them. Their leader was able to transport his own troops even through the thickest of stones as if they weren't even there.Action
When cast on an ally or yourself, target may Transfer between any two neighbouring Environments using only a free action. All effects that would trigger on you Transferring (such as Overwatch) do not apply until the end of target's turn. Lasts 2 minutes or until the end of Encounter. Requires: Speech, Lifeblood 2.
Ebb: Lifeblood 4 - you transport self or target instantly to neighboring Environment or up to 20 m away to a location you can see. Ebb target may be different from initial spell's target. Ebb target does not provoke any effects that trigger on Transferring.
Heroic resolve
VIII - StrengthI expect you to return the favor laterAction
Target ally in the same Environment as you gets your choice of either: Retaliate 2, Legendary resistance 1, Inspired, Overwatch or Focused for one turn. Requires: Lifeblood 1, Gestures.
Ebb: Lifeblood 4 - this effect lasts for an hour instead.
Spot weakness
IX - The HermitTheir pride is their greatest weakness. Show, how weak they truly are and their confidence will shatter like an empty eggshell.Free action
At the start of your next turn, you will be told three specifics about the target enemy. Example "How much Scratch points does it have left?". "What are its passive effects?" What are its active abilities?" "What is its weakest Characteristic?" "What type of animal is it?" "What tattoos does it have?" etc... if the questions are vague, the answers will also be vague - for example, the question about "What tattoos does he have?" Will be replied with names of those tatoos, but not the actual effects these tattoos provide, however, caster may then use its second question to ask about a specific tattoo's details if they so desire. Requires: Speech, Lifeblood 1, Divinity.
Ebb: 10 minutes - paying the Ebb cost allows you to avoid paying with lifeblood.
Wild magic
X - Wheel of fortuneHave I got a surprise for you...Passive
At the beginning of each day, caster may decide to roll 1d20, each representing one Arcana starting from The Magus and ending with The Sun, Rolling 20 allows you to choose any of the Arcanas (even if you do not meet its Arcana requirements yet). You will know this Arcana for the remainder of the day and be able to cast its Ebb effect at half its Lifeblood cost (round up). All requirements apply.
Lawmaster's protection
XI - JusticeIn Lawmaster's name, you are to stay here and not let a single feather through!Action
Target other ally's protection increases by 1 and they gain 5 temporary scratch points for as long as they remain in the same Environment as the caster. Requires: Lifeblood 1, Speech
Ebb: Lifeblood 4, the spell effect is applied also on the caster. Lifeblood subtracts Scratch points before the spell resolves.
Rebirth
XII - Hanged manRise. You are still neededAction
Target ally restores Scratch points based on how many you lost casting this spell. You fall unconscious for an hour after the effect resolves. If the cost of Lifeblood makes you fall unconscious rather than the spell effect, roll Fate check for avoiding death. Requires: Gestures, Speech, Lifeblood 10, At least 3 Arcanas.
Ebb: Lifeblood 10, you may choose a different target for the Ebb effect. The Ebb effect can restore a dead creature back to life at -2 Scratch points, but only if it wasn't dead for longer than ten minutes and its body is still intact.
Ascend
XIII - Death...first we heard Falth's voice and then we saw his visage. Eerie silence that encompassed the entire city was palpable. His eyes were glowing and we felt an otherworldly aura around him. He became something different. Something godlikePassive
Your eyes glow permanently, giving away your status as Ember wielder in public. You gain 1 Fame. You gain 4 Max Scratch points. Requires: At least 5 Arcanas
Purify
XIV - TemperanceI never asked for these powers. But I will use them to save my people.Free Action
Roll 1d20 + x Lifeblood you paid for this spell. If you roll 15 or higher, target creature loses all status effects, positive or negative. If you roll lower, you dispel only one status effect of target's choice. This spell will not cure diseases, poisons or infections. Requires: Lifeblood 1 + x, Speech
Ebb: If you pay 5 or more life, you may target one more creature.
Life steal
XV - The DevilPermission? Hah, I take what I want.Action
Deal 4 + 1d4 for each point of Fame of elemental damage to target in the same environment, gain that much Scratch points back. Scratch points gained this way cannot exceed your maximum. Requires: Gestures.
Ebb: You may also choose to deal this much damage to 1 willing ally.
Soulrot
XVI - The TowerNot even my enemies deserve this fate. Except for her. She stole the powers of one of ours. She will pay.Action and free action
Perform a contesting Fate roll with target enemy who will try to avoid a mortal curse. Upon failure, you can choose two of the following effects: Exposed, Deafened, Blinded, Hobbled, Provoked or Frightened. If the target saves, they themselves choose one of the effects instead. This effect lasts as long as the caster is conscious. Requires: Speech, Gestures, Divinity, Lifeblood 4, At least 5 Arcanas
Pain mending
XVII - The StarI can't say I agree with Scrawl's methods. But they certainly are effective.Passive
Each time you cast Ebb effect that makes you pay in Lifeblood, all other allies within the same Environment (or up to 50 m away) heal 1 Scratch point back + 1 for each second point of Fame. Requires: Vision, At least 3 Arcanas
Illusory unison
XVIII - The MoonMind is a terribly easy thing to fool.Action/Passive
Enchant target ally in any Environment with an illusory clone. It gains a status effect "Double team" which has this passive ability: "Each time you attack an enemy, that enemy makes a Wisdom check, DC 14 + caster's Fame. The roll is repeated for each attack. On fail, target gains Exposed status effect until the end of its turn." Requires: Lifeblood 2, Gestures, At least 3 Arcanas
Ebb: Lifeblood 3. Instead of enchanting an ally, you fall unconscious but you gain full control over an illusion that appears just as you do and can use it to explore 60 m area around your unconscious body. This illusion cannot manipulate objects and cannot speak. You may dispel this effect any time to regain consciousness.
Ember light
XIX - The SunRally to me! Their eyes can pierce the darkness but cannot overcome pure daylight!Free Action
Caster's blood projects light up to the luminosity of a torch and gains + 2 to their Initiative and + 2 Elemental Reduction. Lasts up to thirty minutes. Requires: Lifeblood 1, Speech, At least 3 Arcanas
Ebb: Lifeblood 3. Up to two target items or creatures now also project light. If all three light sources are in the same Environment, they gain + 4 to the Initiative and to their Elemental Reduction instead.
Commune with dead
XX - JudgementWe can't let them harvest our own dead. They are using their spirits to spy on usAction
Caster will perform a ritual to try and commune with spirits of the place where they currently are present. The success and clarity of information received depends on a Fate roll and DMs discretion. Places where one or more people recently died may yield better results. Requires: Minutes 10, Lifeblood 1, Divinity, At least 3 Arcanas
Ebb: 5 Lifeblood - When cast this way, the spell does not require Divinity
Dreamgliding
XXI - WorldIf we fail here... Not even Dreamscape will be able to hide us.Action + Free action
Target creature instantly transitions between planes of existence. Target that is not willing will roll 1d20 Fate check, DC 14 + your Fame to resist the transition. If they fail or are willing, they will be untargettable by any ability except for Smite. Target returns back at the end of their second turn (or after 20 seconds) but can remain there longer if they wish. Transitions between any two Environments in Dreamscape is always a free action. Requires: Lifeblood 2, Gestures
Ebb: Lifeblood 3, Divinity. Unwilling target rolls with a disadvantage against your spell
Glossary
- Ember Wielder Arcanas Spellcasting abilities listed under each heading, all these are available to the Ember wielder Character background.
- Passive Abilities that function at all times, even outside of your turn. Some may include fulfilling pre-requirements to take effect.
- Reaction Abilities that can only be triggered in response to an enemy action.
- Elemental damage Damage reduced by Elemental Reduction.
- Psychic damage Damage that can't be naturally reduced or resisted.
- Requires This lists a number of things what the Ember wielder needs to perform in order to successfully summon the Arcana.
- Vision Caster needs to be able to see their target during the summoning. If the caster is blinded or the target is obstructed from view, the spell fails.
- Gestures Caster needs to have at least one limb free in order to manifest the arcana. If the caster is restrained they cannot summon the spell.
- Lifeblood x Cost in x Scratch points that need to be sacrificed in order to fuel the spell's power. Scratch points lost this way cannot be reduced in any way.
- At least x Arcanas Character needs to know x amount of any other Arcanas before they can learn this Arcana.
- Divinity Caster may only cast one spell with "Divinity" keyword per day.
- Ebb x Ebb spells can have their effects manifested twice if you meet the requirements stated therein. Some Ebb abilities can also add new effects to the spell or list an alternative cost. For example: Spell Heartfire has cost in Lifeblood 2 and Ebb in Lifeblood 3. This means that if you wish to increase its power from 1d10 to 2d10 damage, you will have to sacrifice 5 Scratch points instead of just 2.
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