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6

Detect Movement

Concentration

Main Action

You sharpen your senses to feel subtle shifts in air currents.
Until the end of the round, you gain Advantage on Awareness rolls made to notice movement or approaching creatures.
You can also sense movement even when you would not normally be able to see the target, such as in darkness or through light cover.

0

6

Detect Aura

Concentration

Main Action

You attune your senses to the flows of Aura. You can perceive nearby living beings if they have active Aura Techniques, and lingering aura traces — even through obstacles.

0

6

Slow Fall

Concentration

Quick Action

You reduce target's falling speed with controlled air flow. Thay take no damage from falling, regardless of distance.

0

6

Create Flame

Concentration

Main Action

You conjure a small, steady flame in your hand or on a surface. It sheds light and can ignite flammable materials.

0

6

Silent Step

Concentration

Main Action

You cloak your movements with subtle aura currents. You gain advantage on Stealth checks for a short time.

0

6

Stable Position

Concentration

Main Action

You anchor yourself with the aura of the earth. You gain advantage on balance checks and cannot be forcibly moved.

0

6

Stone Glove

Concentration

Quick Action

You encase your hand in solid rock. Until the end of your turn, your unarmed attacks behave as if wielding a Greatclub, dealing the same damage and gaining the same traits.

0

6

Warmth

Concentration

Main Action

You surround yourself with gentle internal heat. Temperatures up to 10°C colder than normal no longer harm you.

0

6

Fire Daggers

Concentration

Quick Action

You conjure up to two daggers in your hands made of flame. They behave like standard daggers but deal fire damage instead of physical. You cannot Block while wielding them.

0

6

Force Missile

Instantaneous

Main Action

You launch a bolt of compressed Aura at a creature within range. This Form’s success roll is treated as a ranged attack roll. On a hit, it deals Force Damage.

0

6

Ice Dagger

Concentration

Quick Action

You create a single thin dagger of ice in your hand. It behaves like a Misericorde.

0

6

Dancing Light

Concentration

Main Action

You create a small floating light above your hand that illuminates the area around you.

0

6

Soothe Pain

Instantaneous

Quick Action

You channel aura to ease recent wounds. A creature you touch regains 3 Hit Points, but only if the damage was taken within the last minute. The creature becomes Healed Out. This technique is ineffective against targets that have Healed Out condition.

0

6

Water Whip

Instantaneous

Main Action

You lash out with a whip of water in a fluid strike. This Technique’s success roll is treated as a melee attack roll with the Reach property (range: 4 meters). On a hit, it deals Bludgeoning Damage.

0

6

Create Sand

Instantaneous

Quick Action

You crush a nearby stone or chunk of earth into fine sand. The created sand can be used for other Techniques. Cannot target enchanted or Aura-Imbued stone.

0

6

Soft Landing

Instantaneous

Reaction

You soften the earth beneath a falling creature. They take no fall damage.

0

6

Mind Hand

Concentration

Main Action

You project a focused wave of Aura to push, pull, or move a small object (up to 1kg) within distance.

0

6

Create Rain

Concentration

Main Action

You summon a faint drizzle in a small area. It slightly dampens surfaces and may extinguish small, unprotected flames. The effect is minor and does not hinder visibility or movement.

0

6

Gust of Wind

Instantaneous

Main Action

You unleash a focused blast of wind at a single creature. This Technique’s success roll is treated as a ranged attack roll. On a hit, the target is pushed back 2 meters per hit Strength. On a Hit Strength 3 target also falls prone. This attack cannot be Blocked, only Dodged. This technique works best against medium and smaller targets. If the target is large, they will be moved 2 metres less.

1

12

Enhance Perception

Concentration

Main Action

You heighten the target’s senses with focused aura. They gain advantage on Perception-based Skill Checks for a short time.

1

12

Guidance

Concentration

Main Action

You channel a whisper of Aura into an ally (or yourself), granting clarity and precision. The target adds +1d4 to their next Skill Check made within a minute. Having advantage nullifies this effect.

1

12

Seal the Wound

Instantaneous

Quick Action

You channel focused aura to mend injuries beyond normal limits.
A creature you touch regains 3 Hit Points, ignoring any healing resistance, including the effects of the Healed Out condition.

The creature becomes Healed Out.

1

12

Shield of Wind

Instantaneous

Reaction

You create a sudden gust of wind to deflect an incoming melee attack. 

  • When you are hit by an attack, you may use this Technique to increase the die size used in your Block Reaction. Use the following die size progression: d4 → d6 → d8.

  • If you block all damage and the attacker was in melee range, the attacker is pushed back 2 meters.

Because this Technique requires fast, precise aura control, it uses up your Concentration.

Created by Jan Tyszka

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