Caffeinated alien The World Below: Sorceries

Boh Holy

Chastise the Unholy (•••)

Wisdom: Boh
Style: Supplemental
Prerequisites: Calling: Holy, Close Combat •••, Presence •••
Dice Pool: Close Combat + Might

This power allows the Holy to unleash divine vengeance on their enemies, ripping the flesh from their bones in a brutal display of righteous anger. The Holy makes a Close Combat attack against a target within Close range that currently has the Branded status effect and is declared unholy. The target suffers 1 injury and gains the Bleeding status effect.

Additional Tricks: Additional hits can be spent to increase the brutality of the blow. At a cost of 1 hit, the caster may add the Burning status effect to the target. The caster may also spend hits to purchase Melee Tricks or Universal Combat Tricks.

Declaration of Indulgence (••••)

Wisdom: Boh
Style: Simple
Prerequisites: Calling: Holy, Persuasion ••••, Presence •••

This power allows the Holy to interrupt their enemy’s connection to Kaos itself. The Holy shouts an accusation at a target within Short range that currently has the Branded status effect and is declared unholy. The target suffers 1 injury and gains the Taxed status effect.

Additional Tricks: The caster may spend 2 hits to add the Kaos Locked status effect. If the target is already under the Kaos Locked status effect, the caster may spend 4 hits to add this Sorcery to the existing Kaos Locked status effect.

Flames of Judgment (••)

Wisdom: Boh
Style: Supplemental
Prerequisites: Calling: Holy, Close Combat ••, Might •••
Dice Pool: Close Combat + Might

The Holy lashes out against their enemy with a fiery strike. The caster recites a prayer of condemnation and makes a Close Combat attack against a target within Close range. If successful, the target gains the Burning status effect.

Additional Tricks: Additional hits can be spent to purchase Melee Tricks or Universal Combat Tricks.

Holy Ground (••)

Wisdom: Boh
Style: Simple
Prerequisites: Calling: Holy, Culture ••, Composure ••

The Holy recites a blessing. A sphere extends out to Short range from their present location, which becomes holy ground until the end of the scene. While within an area of holy ground, all creatures with the Branded status effect who are blessed gain a +1 Enhancement to all actions. All creatures with the Branded status effect who are unholy suffer a Minor Complication while within an area of holy ground. If this Complication isn’t resolved, the unholy creature suffers 1 injury.

Additional Tricks: Additional hits can be spent to increase the size of the affected area at a cost of 2 hits per range band of increase. The caster can add the Kaos Locked status effect to this power at a cost of 4 hits.

Mend the Flesh (••)

Wisdom: Boh
Style: Simple
Prerequisites: Calling: Holy, Medicine ••, Composure ••

The Holy can knit sundered flesh and mend shattered bone with a simple expression of faith. The caster recites a prayer of healing and selects a wounded target within Close range. The target heals all the injuries from their most severe Injury Level. Unlike mundane healing, this may be used on a target more than once in a scene.

Additional Tricks: Additional hits can be spent to increase the range at which the Holy may heal a target at a cost of 2 hits per range band of increase. The caster can also affect multiple targets at a cost of 2 hits per additional target or heal the Agony or Insensate status effect for 1 additional hit each.

Ministration for the Hindered (••)

Wisdom: Boh
Style: Simple
Prerequisites: Calling: Holy, Medicine ••, Composure ••

The Holy selects a target within Close range. With a touch, the caster can discern whether the target is currently hindered. If the target currently suffers from the Aggravated Wound, Bleeding, Dazed, Fast-Acting Toxin, Slow-Acting Toxin, Senses Occluded, or Stunned status effect, the caster perceives them as hindered. The caster knows how many of the status effects the target currently suffers from, though they gain no insight into the specific effects, their causes, or their resolutions.

Additional Tricks: Additional hits can be spent to identify each status effect on the target at a cost of 1 hit per status effect revealed. The caster may also spend 2 hits to gain immediate knowledge of the fastest mundane means to resolve a revealed status effect. At a cost of 3 hits, the caster can immediately end one identified status effect on a target.

Miraculous Invervention (•••••)

Wisdom: Boh
Style: Simple
Prerequisites: Calling: Holy, Persuasion •••••, Presence •••

The Holy shouts a plea to their god for divine assistance. All bondmates within Short range who have the Branded status effect and are considered blessed gain 1 Advantage of any one type on rolls made until the end of the caster’s next turn. This cannot bring any character’s Advantage above 3.

Additional Tricks: The caster can spend hits to increase the range of this power’s reach at a cost of 2 hits per range band, to a maximum of Extreme range. The caster can also increase the value of the Advantage granted at a cost of 3 hits per +1 increase, to a maximum of 3 Advantage. At a cost of 5 hits, the caster can extend the benefits of this power to the end of the scene for a single bondmate.

Pardoner's Sight (•)

Wisdom: Boh
Style: Simple
Prerequisites: Calling: Holy, Culture •, Composure ••

The Holy selects a target within Short range. With a single glance, the caster can discern whether the target is currently troubled. If the target currently suffers from the Crestfallen, Disgraced, Fabulist, or Guilty status effect, the caster perceives them as troubled. The caster knows how many of the status effects the target currently suffers from, though they gain no insight into the specific effects, their causes, or their resolutions.

Additional Tricks: Additional hits can be spent to identify each status effect on the target at a cost of 1 hit per status effect revealed. The caster may also spend 2 hits to gain immediate knowledge of the means to resolve a revealed status effect, if needed.

Petrify the Unholy (•••••)

Wisdom: Boh
Style: Simple
Prerequisites: Calling: Holy, Persuasion •••••, Presence •••

The Holy shouts a prayer of condemnation. An enemy within Short range who has the Branded status effect and is considered unholy gains the Petrified status effect, which persists until the end of the scene. When this Sorcery takes effect, the earth rises up, infecting the target’s flesh and turning it to stone. Creatures who have the Incorporeal, Immunity, Invulnerability, or Regeneration qualities do not suffer the Petrified status effect, but instead suffer the Stunned status effect.

Additional Tricks: The caster can spend hits to increase the range of this power’s reach at a cost of 2 hits per range band, to a maximum of Extreme range. The caster can also increase the number of targets affected by the Sorcery at a cost of 3 hits per target. At a cost of 3 hits, the caster can add the Kaos Locked status effect to this Sorcery. At a cost of 4 hits, the caster can add this effect to an existing Kaos Locked status effect.

Rebuke the Unholy (•)

Wisdom: Boh
Style: Simple
Prerequisites: Calling: Holy, Persuasion ••, Presence ••

The Holy calls out to a Branded target within Short range that is currently declared unholy. The unholy target may not move any closer to the caster until the end of the caster’s next turn, and if they attempt an offensive action against the caster, they gain the Agony status effect. If forced to move closer to the caster by outside pressure, such as being dragged by an opponent or pushed by a natural phenomenon, the target suffers 1 injury per range band.

Additional Tricks: Additional hits can be spent to increase the number of affected targets at a cost of 1 hit per additional target. The caster may also increase the range at which they can affect a target at a cost of 2 hits per range band. Furthermore, the caster may compel the target to move away from them at their earliest opportunity at a cost of 3 hits per range band. While so compelled, the target must move away from the caster each turn until the distance has been reached. Lastly, the caster may increase the duration of this Sorcery’s effects by spending 1 hit per round of increased duration.

Refresh the Spirit (•••)

Wisdom: Boh
Style: Simple
Prerequisites: Calling: Holy, Medicine •••, Composure ••

The Holy selects a target within Close range. With a touch, the caster can discern whether the target is currently drained. If the target currently suffers from the Deprived, Exhausted, Exposure, or Taxed status effect, the caster perceives them as drained. The caster knows how many of the status effects the target currently suffers from, though they gain no insight into the specific effects, their causes, or their resolutions.

Additional Tricks: Additional hits can be spent to identify each status effect on the target at a cost of 1 hit per status effect revealed. The caster may also spend 2 hits to gain immediate knowledge of the fastest mundane means to resolve a revealed status effect. At a cost of 3 hits, the caster can immediately end one identified status effect on a target.

Restore the Flesh (•••)

Wisdom: Boh
Style: Simple
Prerequisites: Calling: Holy, Medicine •••, Composure ••

The Holy selects a target within Close range that currently suffers from the Agony, Branded, Burning, Insensate, Kaos Warped, Liquified, or Petrified status effect, and the caster perceives the cause of the status effect and the fastest mundane means to resolve the status effect.

Additional Tricks: Additional hits can be spent to immediately end one identified status effect on the target at a cost of 2 hits per status effect resolved. The caster may also extend the effective range of this power by one range band per 2 hits spent on increasing the range.

Resurrection (•••••)

Wisdom: Boh
Style: Simple
Prerequisites: Calling: Holy, Medicine •••••, Composure •••

The Holy selects a target within Close range that has died in the current scene and isn’t currently antagonistic (as raised undead, for example). Alternatively, the caster may select a corpse who has been preserved with Stay the Reaper’s Hand, provided that power is still in effect. With a touch, the caster returns life to the corpse. The target is brought to the Near Death Injury Level. All other status effects on the target end.

Additional Tricks: The caster can spend hits to channel additional healing energies into the target, restoring 1 Injury Level per 2 hits spent in this fashion.

Scathing Accusation (••••)

Wisdom: Boh
Style: Simple
Prerequisites: Calling: Holy, Persuasion ••••, Manipulation •••

The Holy levels an accusation of duplicity against a target, making it much harder for that target to lie. The Holy speaks their condemnation at a target within Short range that currently has the Branded status effect and is declared unholy. The target suffers 1 injury and gains the Fabulist status effect, complicating any attempts the target makes to lie to not only the caster, but all bondmates who are present in the scene. Targets also have the Branded status effect and are considered blessed.

Additional Tricks: The caster may spend 2 hits to add the Kaos Locked status effect. If the target is already under the Kaos Locked status effect, the caster may spend 4 hits to add this Sorcery to the existing Kaos Locked status effect.

Shatterlock (•••)

Wisdom: Boh
Style: Simple
Prerequisites: Calling: Holy, Close Combat •••, Composure ••

The Holy selects a target within Close range that is under the Kaos Locked status effect. With a touch, the caster ends the Kaos Locked status effect. All effects under the influence of Kaos Locked persist for the remainder of their normal duration or until the end of the scene, whichever comes first.

Additional Tricks: The caster can spend 2 hits to immediately end all status effects on the target that were dependent on the Kaos Locked status effect. The caster may also purchase any Close Combat Tricks or Universal Combat Tricks.

Summon the Blessed (•)

Wisdom: Boh
Style: Simple
Prerequisites: Calling: Holy, Persuasion •, Presence ••

The Holy calls out to a Branded target within Close range that is currently blessed. The blessed target gains the Inspired status effect. The target may choose which action to apply this status effect to. If the benefits of the Inspired status effect aren’t used before the Branded status effect ends, the benefit is wasted.

Additional Tricks: Additional hits can be spent to increase the number of affected targets at a cost of 1 hit per additional target. The caster may also increase the range at which they can affect a target at a cost of 2 hits per range band.

Stay the Reaper's Hand (•••)

Wisdom: Boh
Style: Simple
Prerequisites: Calling: Holy, Medicine •••, Composure ••

The Holy selects a target within Close range that has died in the current scene and isn’t currently antagonistic (such as raised undead, for example). With a touch, the caster preserves the body at the cusp of death, preventing decay for the remainder of the story. While this power is in effect, the corpse cannot be raised in undeath or have its spirit separated from its body.

Additional Tricks: The caster can spend 2 hits to impart the Kaos Locked status effect on the target, which ends when the creature is revived. At a cost of 4 hits, the caster can bring the body back to life for one scene at Near Death Injury Level, after which it returns to its state of repose. Healing administered during this time does not lengthen the body’s lifespan.

Word of Judgment (•)

Wisdom: Boh
Style: Simple
Prerequisites: Calling: Holy, Persuasion •, Presence ••

With a single word, the Holy declares a target within Close range to be either blessed or unholy. The target gains the Branded status effect. While Branded in this fashion, a blessed target gains +1 Enhancement to Defense actions, while an unholy target suf- fers the Crestfallen status effect as long as they remain Branded.

Additional Tricks: Additional hits can be spent to increase the number of affected targets at a cost of 1 hit per additional target. The caster may also increase the range at which they can affect a target at a cost of 2 hits per range band.

Heliogy Farsighter

Animal Spy (•••)

Wisdom: Heliogy
Style: Simple
Prerequisites: Calling: Farsighter, Persuasion •••, Presence ••; or Calling: Hunter, Pilot •••, Presence ••; or Kaosist, Esoterica •••, Manipulation ••

The wielder can build a psychic bond with an animal. Choose an animal of the Pest or Blight antagonist template or of any minion template in Close range that isn’t hostile. With this Sorcery, the caster binds the animal’s senses to their own. This imparts the Branded status effect on the target. While the target remains Branded, the character can use a reflexive action to shift their senses to those of the animal. While perceiving through the animal’s senses, the caster is unaware of their body. The caster can’t control the animal through this connection and only perceives what the animal naturally perceives.

Additional Tricks: The caster may spend hits to strengthen the bond formed when branding the target. Each hit spent in this fashion allows a single one-word command the caster can issue to the target telepathically via the brand regardless of the distance between the target and wielder. The target follows these commands without question.

Beast Speech (••)

Wisdom: Heliogy
Style: Simple
Prerequisites: Calling: Farsighter, Leadership ••, Presence ••

This Sorcery allows the caster to communicate with an animal or monster as though they were another person. This communication is verbal, involving grunts, groans, growls, and purrs, but is supported and reinforced by an empathic connection that clarifies intent and eliminates communication noise. This eliminates misunderstandings and grants the connected parties clear, concise communication. The caster may attempt Influence actions on the target, though likewise, the target may do the same. This Sorcery can target any animal or beast that is within Medium range of the caster and can perceive the wielder. The Sorcery remains in effect until the end of the scene.

Additional Tricks: The caster can spend additional hits to target additional creatures within range at a cost of 1 hit per creature. For an additional 2 hits, the caster can apply the Kaos Locked status effect to this Sorcery, maintaining the communication until the status effect ends.

Bolster Will (••)

Wisdom: Heliogy
Style: Simple
Prerequisites: Calling: Farsighter, Leadership ••, Presence ••; or Calling: Holy, Persuasion ••, Presence ••

The caster shores up their target’s mental fortitude, granting the target 1 Durability Advantage to resist mind-altering abilities or Influence until the end of the scene. The wielder may target any creature who can see or hear them, including beasts of any minion or antagonist template. While under the effect of this Sorcery, the target’s eyes take on a milky quality as channeled Kaos dances across the orbs. This doesn’t impact the target’s sight but does inform onlookers who are aware of this Sorcery that the target is under its effects.

Additional Tricks: At the cost of 1 hit each, the caster may extend the benefits of this Sorcery to one additional target within range. At a cost of 2 hits, the caster may apply the Kaos Locked status effect to this Sorcery. If the target is already under the effect of a Kaos Locked Sorcery, the caster may spend 4 hits to add this Sorcery to the existing Kaos Locked status effect.

Wisdom: Heliogy
Style: Simple
Prerequisites: Calling: Farsighter, Empathy •••, Cunning ••

The caster selects a target within Long range that they can see. The Kaos flowing through the target becomes visible to the wielder, showing different patterns of swirling, colored light. These patterns reveal where the target is weakest and illuminate the quickest path to cause the most damage to the target. This vision grants +1 Enhancement to all attack rolls against the target.

Additional Tricks: The caster may spend 2 hits to grant 1 Power Advantage to the caster’s attacks against the target, to a maximum of 3 Power Advantage. At a cost of 3 hits, the wielder gains an additional action at the end of their turn, which may be used only to attack the target. Both effects persist until the end of the scene.

Call Animal (•)

Wisdom: Heliogy
Style: Simple
Prerequisites: Calling: Farsighter, Leadership ••, Presence ••; or Calling: Hunter, Survival ••, Manipulation ••; or Calling: Kaosist, Esoterica ••, Composure ••

The caster reaches out into the Kaos connecting all things and calls out for an animal to come to their aid. An animal using the Pest minion template arrives at the beginning of the caster’s next turn. The animal is friendly and follows the caster’s verbal instructions, acting on its own initiative. The animal remains until the end of the scene or until destroyed, whichever comes first. The caster may extend this duration by an additional scene by feeding the animal their blood, taking 1 injury for each scene. If this effect’s duration is extended for a number of scenes equal to the animal’s desperation pool, the minion becomes hostile to the caster and their bondmates at the end of that scene. Otherwise, the animal runs away at the end of the story. Extending control in this fashion irritates the creature. While it remains obedient, the animal becomes aggressive, growling or nipping at the caster and their bondmates whenever not actively engaging another combatant.

Additional Tricks: Additional hits can be used to increase the minion template of the summoned animal. Each 2 hits spent in this fashion increases the template of the minion summoned by one step. The caster may also spend 2 hits to forge an unspoken bond with the creature. If they do, the animal gains the Branded status effect. While this effect persists, the animal follows unspoken commands and acts on its own initiative in the fashion dictated by the summoner.

Cleanse the Slate (••••)

Wisdom: Heliogy
Style: Simple
Prerequisites: Calling: Farsighter, Empathy •••, Composure •••; or Calling: Holy, Culture ••••, Composure •••

This Sorcery allows the caster to peer into the emotional connections between a target’s misdeeds and their commu- nity. By studying the network of action and consequence that have impeded the target’s relationship with their community, the wielder gleans insight into righting wrongs and restoring the target’s damaged reputation. If successful, the target gains +1 Enhancement to all rolls made toward the resolution of any Social status effects they are suffering. This bonus remains until the Social status effects the target suffers at the time of this Sorcery’s activation are resolved.

Additional Tricks: In addition to the basic benefits of this Sorcery, the caster may spend 2 hits to grant the target +1 Advantage on Social rolls for the duration of the Sorcery. The wielder may increase the Advantage up to a value of +3 in this fashion.

Comb the Hourglass (••••)

Wisdom: Heliogy
Style: Simple
Prerequisites: Calling: Farsighter, Empathy ••••, Cunning ••

The caster focuses on potential future outcomes. By shifting their senses throughout possible futures, the wielder gains valuable insight that they can leverage in times of dire need. Once this Sorcery has been successfully activated, the caster may apply 1 Advantage to any die roll of their choice. This can be one of their own rolls or a roll made by a bondmate. If unused, the insight granted by this Sorcery ends when the caster completes Kalm.

Additional Tricks: Each additional hit spent gifts the benefit of this power to one bondmate per additional hit.

Dead Eyes (•)

Wisdom: Heliogy
Style: Simple
Prerequisites: Calling: Farsighter, Empathy •, Composure •••; or Calling: Kaosist, Esoterica •, Resolve •••

Looking into the eyes of a dead creature, the caster sees the final moments the corpse witnessed before death. The caster sees the last scene of the target’s life through their eyes. This information is visual only, and this Sorcery doesn’t work on creatures without eyes. Once the scene is witnessed, this Sorcery ends.

Additional Tricks: Additional hits can purchase additional senses at a cost of 1 hit each. For example, perceiving the target’s final scene via sight, hearing, and smell costs 2 additional hits.

Floral Fortress (••)

Wisdom: Heliogy
Style: Simple
Prerequisites: Calling: Farsighter, Persuasion •••, Intellect ••

By communing with local plant life, the caster can choose a target to be absorbed into a protective shell of vines, tendrils, and fungi. Choose a creature or location within Long range the caster is aware of. If the target has the Branded status effect and the caster knows the brand, they may choose the target regard- less of distance. The wielder commands local plant life in the target’s area to cocoon the individual in a grappling action (us- ing the Farsighter’s Persuasion + Intellect pool if they resist), making them invulnerable to all forms of damage for a number of rounds equal to the hits on the Sorcery action.

Additional Tricks: The caster may spend additional hits to designate additional targets for the Sorcery at a rate of 2 hits per 1 additional target.

Mineral Scrying (•••)

Wisdom: Heliogy
Style: Simple
Prerequisites: Calling: Farsighter, Empathy •••, Cunning ••

By calling on sympathetic bonds in ambient Kaos, the wielder shifts their vision to a remote location. Choose a creature or location within Long range. If the target has the Branded status effect and the caster knows the brand, they may choose the target regardless of distance. The wielder may use this Sorcery to shift their Heliogy senses to that creature or location, perceiving the exact location of every element, mineral, and ore within Medium range of the target. While perceiving a remote location, the wielder lacks the projected sense in their own location.

Additional Tricks: The caster may spend additional hits to extend the range of the Sorcery at a rate of 1 hit per range band. The caster may also spend additional hits for finer information, such as 1 hit to find out if a Kaos rock is being carried or hasn’t been excavated yet or 1 hit to determine if the diamonds are in a vault or a dragon’s hide.

Nature's Hunger (•••)

Wisdom: Heliogy
Style: Simple
Prerequisites: Calling: Farsighter, Leadership ••••, Might ••

Reaching out to the local flora, the wielder can command it to target a creature or location within Long range. If the target has the Branded status effect and the caster knows the brand, they may choose the target regardless of distance. The wielder commands the flora in the target’s area to cocoon the individual in a grappling action (using the Farsighter’s Leadership + Might pool if they resist). Upon being grappled, the cocooned individual suffers 1 damage, and the attack is treated as having the Flaming (corrosive in practice) and Painful tags. For every round they remain grappled, the target suffers an additional 1 damage with those tags applied. The floral cocoon does not have an injuries or Defense value, instead retreating when its victim (or an outside party) overcomes the hits on its grapple roll.

Additional Tricks: The caster may spend additional hits to add the Poison and Wounding tags to the attack at a rate of 2 hits per 1 additional tag.

Rallying Respite (•••)

Wisdom: Heliogy
Style: Simple
Prerequisites: Calling: Farsighter, Empathy •••, Resolve •••

Drawing on the healing properties of Kaos, the caster rejuvenates themselves. This Sorcery grants the wielder the Refreshed status effect. Once a creature gains the Refreshed status effect from this Sorcery, they must complete a Kalm season before they may benefit from this Sorcery again.

Additional Tricks: Additional hits may be spent to target additional creatures within Short range. Each hit spent in this fashion grants the Refreshed status effect to an additional crea- ture of the caster’s choice within range.

Rend the Sovereign Soul (••)

Wisdom: Heliogy
Style: Supplemental
Prerequisites: Calling: Farsighter, Persuasion ••, Manipulation ••; or Calling: Holy, Persuasion ••, Presence ••; or Calling: Kaosist, Esoterica ••, Presence ••
Dice Pool: Persuasion + Manipulation

The caster enhances their words with the Sorcery of Kaos, eroding a target’s confidence. As a supplemental action, while verbally chastising the target, the wielder inflicts the Crestfallen status effect on the target.

Additional Tricks: Additional hits can purchase increased severity of the Social Advantage granted against the creature with the Crestfallen Status. 2 hits increase the Advantage Rating to 2, whereas 4 hits increase it to 3. The wielder may also add the Kaos Locked status effect to this Sorcery at a cost of 3 hits.

Return to the Earth (•••••)

Wisdom: Heliogy
Style: Simple
Prerequisites: Calling: Farsighter, Leadership •••••, Stamina ••••

Using this Sorcery, the wielder can target a settlement (or other habitat) inhabiting a single cave within Long range and command a natural disaster, such as a cave-in, sudden release of toxic gas, or invasion by a hostile natural species. The caster communes with nature spirits and flora local to the settlement and orders them to destroy the target. The disaster takes place over a scene’s duration, and at minimum, results in the settlement losing 2 injuries (using the Kalm Events rules, see p. 157) and the Overgrowth and Quaking area effects, with repercussions falling to the cave inhabitants.

Additional Tricks: The caster may spend additional hits to add the Sinking and Suffocating area effects to the attack at a rate of 2 hits per 1 additional area effect.

Sol Sight (•)

Wisdom: Heliogy
Style: Simple
Prerequisites: Calling: Farsighter, Empathy •, Resolve ••; or Calling: Hunter, Survival •, Cunning ••; or Calling: Kaosist, Esoterica •, Resolve ••; or Calling: Silhouette, Larceny •, Stamina ••

While this Sorcery is active, the caster is unaffected by the Darkness area effect until the end of the scene.

Additional Tricks: Additional hits can be spent to share this enhanced sight with the wielder’s bondmates, adding one additional creature per hit spent in this manner. The Kaos Locked status effect can be added to this Sorcery for a cost of 2 hits.

Suppress Emotion (•••••)

Wisdom: Heliogy
Style: Simple
Prerequisites: Calling: Farsighter, Empathy •••••, Composure •••

This Sorcery allows the wielder to reinforce the mental and emotional fortitude of a willing subject, temporarily suppressing their emotions and reducing the impact of some status effects. To do so, the caster must make physical contact with the target. While under the effects of this Sorcery, the target suffers no ill effects from the Crestfallen, Disgraced, Fabulist, Guilty, or Unexpected Favor status effects until the end of the scene.

Additional Tricks: In addition to the basic benefits of this Sorcery, the caster may spend 2 hits to grant the target 1 Social Advantage for the duration of the Sorcery. The wielder may increase the Advantage up to a value of 3 in this fashion. For an additional 3 hits, the caster may add the Kaos Locked status effect to this Sorcery.

Truthseeker (••)

Wisdom: Heliogy
Style: Simple
Prerequisites: Calling: Farsighter, Empathy ••, Cunning ••

With this Sorcery, the caster gains deep insight into the bonds and attitudes a target holds. Each of these elements, and their ratings where applicable, are laid bare for the wielder to see. To use this Sorcery, the wielder must be able to perceive their target in some fashion. So long as they can do so, they may pry forth this knowledge.

Additional Tricks: The caster can target an additional individual with this Sorcery per hit spent, provided there is a valid target for them to perceive. This allows the wielder to glean an accurate picture of social dynamics within a small group.

Tunnel to the Past (••••)

Wisdom: Heliogy
Style: Simple
Prerequisites: Calling: Farsighter, Empathy ••••, Intellect •••

The caster shifts their perceptions through time itself, gaining amazing insight into past events in their immediate vicinity. Upon activation, the wielder can see into the past within Medium range of where they activated the Sorcery. They may move freely within the targeted area as they collect clues and observations. This grants the caster 1 Intellect Advantage to all investigation-related actions while they remain in the area, as they can witness events how they originally unfolded. This Sorcery persists until the end of the scene but ends early if the wielder leaves the affected area.

Additional Tricks: The caster can grant their vision to bondmates within range, spending 2 hits per bondmate. All affected bondmates gain 1 Intellect Advantage to their investigation-related rolls. The caster can spend 3 hits to impart the Kaos Locked status effect on this Sorcery, allowing any who benefit from this Sorcery to leave the area and come back, should they require further or deeper investigation of the affected area, so long as the Kaos Locked status effect persists.

Twist of Fate (•)

Wisdom: Heliogy
Style: Supplemental
Prerequisites: Calling: Farsighter, Empathy ••, Cunning ••
Dice Pool: Empathy + Cunning

This Sorcery grants the caster access to a horrible, haunting vision of the future. This knowledge is a blessing in disguise, however, as the caster can intervene at the right time, hopefully averting a dark fate. The wielder uses this Sorcery’s dice pool as well as the dice pool for the action they’re supplementing, rolls twice (each dice pool once), and picks the highest result. This can be a roll made by the caster or by any bondmate within Long range.

Additional Tricks: None, though if the donated result causes the target to gain an extraordinary success, they benefit from it normally.

KaosKaosist

Absorption (•••)

Wisdom: Kaos
Style: Supplemental
Prerequisites: Calling: Farsighter, Empathy •••, Stamina •••; or Calling: Kaosist, Esoterica •••, Stamina •••
Dice Pool: Survival + Stamina

This Sorcery is used when taking a defensive action. The caster’s body glows a dull purple as it absorbs the non-physical energy of attacks directed at them. The caster may then immediately tap into the energy of those attacks to heal wounds and overcome status effects. Success recovers 1 Injury Level and permits the caster to resolve one of the following status effects they suffer: Agony, Aggravated Wound, Bleeding, or Dazed.

Additional Tricks: The caster may spend additional hits to gain Enhancement on Kaos Sorceries for the remainder of the scene. This costs 2 hits per +1 Enhancement, to a maximum of +3 Enhancement. In addition, the caster may spend hits to purchase Defense Tricks, as this Sorcery supplements a defensive action.

Aegis (•)

Wisdom: Kaos
Style: Supplemental
Prerequisites: Calling: Kaosist, Esoterica •, Resolve ••
Dice Pool: Esoterica + Resolve

One of the earliest effects a Kaosist learns is the art of channeling Kaos defensively. This Sorcery can be activated when using a defensive action, allowing the player to roll to purchase Defense Tricks as they mold ambient Kaos into protective forms, shields, or fields that appear with a dull indigo glow.

Additional Tricks: The caster can spend 1 hit to gain 1 dot of armor. The caster may also spend hits from this roll to purchase Defense Tricks. The wielder may spend 3 hits to add the Kaos Locked status effect. If purchased, the Kaos Locked status effect ends when the armor reaches 0 injuries or when the scene ends, whichever comes sooner.

Animate Corpse Minion (• to ••••)

Wisdom: Kaos
Style: Simple
Prerequisites: Calling: Alchemist, Enigmas ••, Resolve ••; or Calling: Kaosist, Esoterica ••, Resolve ••

By channeling Kaos into earthly remains, the caster imbues a corpse with false life. This Sorcery allows the caster to control the target corpse like a puppet, adding the Kaos Locked status effect to the target. The character chooses a corpse within Short range, commanding it to rise through the power of Kaos. This creates an undead creature from the remains, which uses the basic minion template (see p. 363) with the Feral quality to everyone but its creator and follows the creator’s verbal commands, acting on its own initiative.

The minion collapses into a pile of flesh, bone, and sinew, no longer suitable for animation at the end of the scene. However, the caster can extend this duration by an additional scene by feeding the corpse their blood, taking 1 injury for each scene. If the minion’s animation is extended for a number of scenes equal to their desperation pool, the minion becomes hostile to the caster and their bondmates at the end of the scene. Other- wise, the minion collapses and is no longer suitable for animation at the end of the story.

Each additional dot in this Sorcery allows the caster to raise minions of a higher minion template.

Additional Tricks: Additional minions can be raised at a cost of 2 hits per minion, provided there are sufficient targets within range. The caster may also spend 2 hits to forge an unspoken bond with the creatures created via this Sorcery. If they do so, each minion gains the Branded status effect. While this effect persists, the minion follows unspoken commands and acts on its own initiative in the fashion dictated by the creator.

Armor of Stilled Flesh (••)

Wisdom: Kaos
Style: Simple
Prerequisites: Calling: Kaosist, Esoterica •••, Resolve ••

Infusing Kaos into the corpse of a fallen creature or plant in Close range, the character commands the organic matter to rise and reconfigure into a suit of unliving armor that surrounds a living creature within range of the caster’s choice. Bone snaps, and dead flesh crawls, dragging the corpse matter up the target’s body and sliding into place as a blasphemous, rotting mockery of a suit of armor. This armor protects the wearer. This Sorcery imparts the Kaos Locked status effect on the armor, which it retains until the armor’s last injury is lost.

The armor has a value of 1 and 1 Padded tag, though it can negatively affect the attitudes of those who see and smell you wearing it.

Additional Tricks: Additional suits of armor can be raised at a cost of 2 hits per suit, provided there are sufficient targets within range. The wielder may purchase additional armor tags at a rate of 1 hit per tag.

Binding Chains (•••)

Wisdom: Kaos
Style: Simple
Prerequisites: Calling: Kaosist, Esoterica ••••, Dexterity •••

With this Sorcery, the caster forms heavy chains of raw Kaos to ensnare their enemies. Choose a target within Medium range. The activation roll for this Sorcery acts as a ranged weapon attack. If successful, the target gains the Grappled status effect.

Additional Tricks: Additional hits can be spent to purchase the Seize (2 hits), Sunder (2 hits), Overwhelm (2 hits), Throw Person (2 hits), or Critical (3 hits) Tricks.

Brilliant Rebound (•)

Wisdom: Kaos
Style: Supplemental
Prerequisites: Calling: Kaosist, Esoterica •, Dexterity ••
Dice Pool: Esoterica + Dexterity

This Sorcery can be used as a defensive action. When activated, this Sorcery redirects the energy of an incoming Kaos attack back at its wielder with an Esoterica + Dexterity roll. If successful, the caster begins to glow with bright yellow energy that reflects the incoming attack, causing the effect to bounce back and hit the attacker instead.

Additional Tricks: Not only does the effect bounce back and hit the attacker, but it also strikes an additional enemy target of the wielder’s choosing within range of the attacker for each additional hit spent in this manner. If the instigating attack affects an area, 1 hit can be spent to create an additional area of effect centered on the attacker. The wielder may also spend additional hits from this roll to purchase Defense Tricks.

Constructed Kaos (•• to •••••)

Wisdom: Kaos
Style: Simple
Prerequisites: Calling: Kaosist, Esoterica ••, Intellect ••

By channeling raw Kaos into a prepared object, the caster imbues an item with a Sorcery they know. Typically, this is performed on a tool, weapon, or piece of armor, but it can be used to empower any item. This simple Sorcery lets the caster select a Sorcery they possess, calcifying the Kaos that fuels the Sorcery into a form others can benefit from. When the item is used, the Sorcery is discharged. The item has the Kaos Locked status effect, representing the Sorcery contained within.

When creating the item, the caster records their dice pool for activating the Sorcery if it is a simple Sorcery and designates a command word that will activate the Sorcery. This dice pool is rolled to activate the Sorcery normally when the item is activated, regardless of who activates it or what their dice pool might be. If the item contains a supplemental Sorcery, the person activating the item uses their own dice pool as dictated in the supplemental Sorcery’s description to activate the Sorcery. The character activating the item is considered the Sorcery’s wielder for the duration of the Sorcery, which occurs normally.

This Sorcery may only imbue items with a Sorcery of a rating less than or equal to the caster’s dots in this Sorcery. A caster can create as many items as they like, provided they have sufficient resources and time. Once the Sorcery is used, the item returns to normal.

Additional Tricks: Additional uses of the Sorcery can be imbued into the item at a cost of 2 hits per use.

Filch (•)

Wisdom: Kaos
Style: Simple
Prerequisites: Calling: Kaosist, Esoterica ••, Dexterity ••; or Calling: Silhouette, Larceny ••, Dexterity ••

By creating a small, temporary portal, the caster can summon small objects to themselves. Any object within Medium range that can be lifted and held in one hand, which the wielder can perceive, can be targeted. This Sorcery allows the caster to bring the object to them without it crossing the intervening space. If the caster wishes to avoid notice, doing so requires a Larceny + Dexterity action against any observers. This roll may benefit from the Don’t Mind If I Do Synthesis if used simultaneously. Filch can’t take an object from another creature’s grip, nor can it remove any item with the Worn tag. The summoned item appears in the wielder’s hand, bag, or pocket, at which point this Sorcery ends, and the portal generated closes.

Additional Tricks: Additional hits can be spent to attempt to wrestle an object out of another character’s grip, either to steal it or to simply disarm the opponent. 1 hit must be spent to make the attempt, after which the Disarm (2 hits), Seize (2 hits), and Sunder (2 hits) Combat Tricks may be purchased.

Hand of Kaos (••)

Wisdom: Kaos
Style: Simple
Prerequisites: Calling: Kaosist, Esoterica ••, Dexterity •••

By anchoring their own life force to ambient Kaos, the wielder creates a hand of pure Kaos up to Medium range from their location. This hand allows the caster to manipulate objects up to Medium range away as if they were using their own hand. The hand has 3 injuries, uses the caster’s dice pools for manual dexterity, and the effect ends at the end of the scene or when the hand is destroyed, whichever comes sooner.

Additional Tricks: Each additional hit spent can purchase 1 dot of armor for the hand, to a maximum of 3. The caster may buy tags for the armor at a cost of 1 hit each. The caster may add the Kaos Locked status effect to the hand for 2 hits.

Kaos Spear (•••)

Wisdom: Kaos
Style: Simple
Prerequisites: Calling: Kaosist, Esoterica •••, Might ••••

With this Sorcery, the wielder summons a spear of raw Kaos in physical form. Flecks of every color of the rainbow dance along the spear’s length. The summoned spear is a weapon with the Reach and Kaos Touched tag. When the caster deals 1 damage with this weapon, they may choose to inflict the Taxed status effect on the target. If they do, the Kaos Spear disappears.

Additional Tricks: Additional hits can be spent to add weapon tags to the Kaos Spear. The Brutal, Deadly, Piercing, and Versatile tags can be purchased for 1 hit each. For 2 hits, the caster can cause the spear to impart the Branded status effect when imparting the Taxed status effect on the target.

Kaotic Companion (•••••)

Wisdom: Kaos
Style: Simple
Prerequisites: Calling: Kaosist, Esoterica ••••, Composure •••••

The caster summons a doppelganger from raw Kaos. The doppelganger has an appearance like the caster’s, but their flesh is covered in swirling bands of color that shift and undulate in irregular fashion. This doppelganger uses the wielder’s traits, acts when the caster acts, and follows the caster’s instructions according to the spirit of their desires. The doppelganger shares the caster’s Theses and Syntheses, but it cannot cast Sorceries or tether Wild Kaos.

The doppelganger disappears at the end of the scene, but the caster may extend this duration by an additional scene by feeding the doppelganger their blood, taking 1 injury for each scene. If the doppelganger’s presence is extended for a number of scenes equal to the caster’s Composure, the caster loses control of the doppelganger at the end of that scene. The doppelganger gains a negative attitude toward the wielder and becomes hostile. Only one doppelganger may be active at a time.

Additional Tricks: Additional hits can be spent to grant the doppelganger 1 Power Advantage when making attacks or using Theses and Syntheses at a cost of 2 hits per increase, to a maximum of 3 Power Advantage.

Kaotic Interdiction (•••)

Wisdom: Kaos
Style: Simple
Prerequisites: Calling: Kaosist, Esoterica •••, Dexterity •••

This Sorcery has two uses. The first is to apply the Taxed status effect on a target up to Medium range away, if the caster overcomes the target’s Defense with their action.

The second is to suppress one ongoing effect from anoth- er Sorcery of Rating 3 or lower, halting the effect until the end of their next turn and canceling Kaos Locked if present. Time passing while the effect is suppressed counts against the effect’s total duration.

Additional Tricks: Additional hits can be spent to extend the duration of suppression for an additional turn per hit, spending up to 4 hits in this fashion. At 5 hits, the wielder can suppress the effect for the remainder of the scene. The caster may also interrupt greater powers by spending hits. Spending 2 hits in this manner allows the wielder to interrupt Rating 4 Sor- ceries, while 4 hits spent this way allow for interrupting Rating 5 Sorceries.

Orienteering (•)

Wisdom: Kaos
Style: Simple
Prerequisites: Calling: Any, Esoterica •, Intellect ••

This Sorcery allows the caster to gauge the ambient levels of Kaos in their surroundings. The caster gains an intuitive un- derstanding of the depth and Kaos level of their current location (p. 204) as well as the direction and distance to the Well. This knowledge is conveyed in a series of brief mental flashes that can prove disorienting if the caster fails to exercise proper caution.

Additional Tricks: Additional hits can be spent to gain clues about the immediate area, aiding in investigation actions. If there is evidence present within Long range of the caster, they may spend hits to intuitively understand those clues and their locations. Each piece of evidence gained in this manner costs 1 hit.

Perception Feedback (••)

Wisdom: Kaos
Style: Simple
Prerequisites: Calling: Kaosist, Esoterica ••, Resolve •••

The caster protects themselves and their surroundings by inflicting a Minor Complication on all attempts to scry them or find them while they’re attempting stealth. If unresolved, this Complication inflicts 1 injury on the party attempting to detect the caster as Kaos overwhelms the scrying party’s senses, bruising and battering their sensory organs. This occurs whether the wielder is the direct target of a scrying effect, if the target is just looking or listening with their mundane senses, or if they happen to be in an area that comes under a scrying effect. If the caster has this Sorcery active when entering an area under a scrying effect, the wielder of that scrying effect must immediately repeat their activation roll, applying the Complication from this Sorcery. Once activated, this Sorcery lasts until the end of the scene.

Additional Tricks: Additional hits can be spent to increase the value of the Complication associated with this Sorcery. Spending 2 hits increases it to a Moderate, while 4 hits spent in this manner increases the Complication to Major. An additional 2 hits may be spent to purchase the Kaos Locked status effect, and 4 hits may be spent to add this Sorcery to an existing Kaos Locked status effect.

Pure Kaos (• to •••)

Wisdom: Kaos
Style: Simple
Prerequisites: Calling: Kaosist, Esoterica •••, Might •••

The caster pulls on the threads of Kaos and unleashes whatever’s waiting on the other side. This Sorcery instantly triggers a Kaotic Retaliation at Short range, with the Sorcery’s dot rating indicating whether it’s Minor (•), Moderate (••), or Major (•••). The player must roll on the appropriate Kaotic Retaliation chart to determine the outcome of the Sorcery. Note that if the caster fails to buy off Complications attached to this Sorcery’s use, a second Kaotic Retaliation may trigger simultaneously.

Additional Tricks: Additional hits can be spent to adjust the result on the Kaotic Retaliation chart at a rate of 1 hit per shift up or down.

Purge Brand (••••)

Wisdom: Kaos
Style: Simple
Prerequisites: Calling: Kaosist, Esoterica ••••, Resolve •••

The wielder uses this simple Sorcery to end the Branded status effect on one creature within Short range. The brand burns away from the creature’s flesh in a painful but harmless flash of orange light.

Additional Tricks: Additional hits can be spent to end the Branded status effect on additional creatures within range at a cost of 1 hit per additional target.

Reveal Base Kaos (•)

Wisdom: Kaos
Style: Simple
Prerequisites: Calling: Any, Esoterica •, Cunning ••

Most denizens of the World Below learn to recognize the ebbs and flows of Kaos. With this Sorcery, the caster can recognize and identify the effects of active Kaos powers out to Medium range.

Additional Tricks: Additional hits can be spent to gain evidence about the Sorcery’s intended use, the mindset of the caster at the time the Sorcery was manifested, how long the Sorcery has been persisting, and how long the Sorcery has remaining on its duration. Each piece of evidence gained costs 1 hit.

Shield the Gathering (••)

Wisdom: Kaos
Style: Simple
Prerequisites: Calling: Holy, Persuasion ••, Composure •••, or Calling: Kaosist, Esoterica ••, Resolve •••

The caster drives protective energy toward their companions, ensuring their safety. Upon activating this Sorcery, the caster emits a burst of sparkling golden light within Short range of the caster. This allows the caster to bestow 1 armor to all bondmates within the affected area.

Additional Tricks: The wielder may purchase armor tags on a 1 hit per tag basis. Tags purchased with additional hits affect all bondmates who gain armor from this power. The caster may add the Kaos Locked status effect for 2 hits. If any of the targets already have the Kaos Locked status effect, the wielder may add this Sorcery to that Kaos Locked status effect for 3 hits per valid target.

Unusual Orb (••)

Wisdom: Kaos
Style: Supplemental
Prerequisites: Calling: Kaosist, Esoterica ••, Dexterity ••
Dice Pool: Ranged Combat + Dexterity

This Sorcery allows the caster to conjure a floating orb of liquid Kaos—a globe of swirling color about the size of a humanoid head—and hurl it at a target with a Ranged Combat

Additional Tricks: At a cost of 1 hit, the splash effect inflicts the Stunned status effect in addition to the normal effects of the attack. Additional hits can be used to purchase Universal Combat Tricks.

Wall of Kaos (•••••)

Wisdom: Kaos
Style: Simple
Prerequisites: Calling: Kaosist, Esoterica •••••, Resolve •••••

The caster summons a massive, impenetrable wall of Kaos large enough to surround everything within Short range. The wall is treated as full cover and is impervious to damage except from weapons and items with the Kaos Touched or Kaos Bound tags. It reaches up to a Medium range height in an open cavern but stops when it contacts earth or stone in any direction. The wall can be placed anywhere within Medium range of the wielder or may be used to surround the caster and their companions within Short range, but it is stationary once placed and remains until the end of the scene. The wielder may call the Kaos back into themselves to dismiss the wall at any time as a reflexive action. Doing so heals 1 injury.

Additional Tricks: Additional hits allow the caster to tap into the healing and harmful properties of Kaos. The caster can spend hits to apply area effects to either side of the wall. Minor area effects cost 1 hit, Moderate effects cost 2 hits, and Major effects cost 3 hits. The caster may not apply more than 5 additional effects to the area through extraordinary success. If the same effect is applied to both sides of the wall, it counts as two effects. For 1 hit, the wielder may add the Kaos Locked status effect to the wall.

Shykar Hunter

Aggravate Wounds (•••)

Wisdom: Shykar
Style: Simple
Prerequisites: Calling: Hunter, Close Combat •••, Cunning ••; or Calling: Kaosist, Esoterica •••, Might ••

Select a creature the caster can perceive within Short range. The caster reaches out with their will and causes the Kaos flowing through the target to flare. Waves of red energy pulse forth from the target out to Close range as their body is wracked with raw Kaos. While these waves aren’t harmful, they do provide +1 Enhancement to anyone trying to see the target’s location until the end of the caster’s next turn. This is wildly uncomfortable if performed on an uninjured target, inflicting the Dazed status effect. If the target is injured, they gain the Aggravated Wound status effect instead of the Dazed status effect.

Additional Tricks: When targeting an injured creature, in addition to inflicting the Aggravated Wound status effect, the caster may purchase any of the following Combat Tricks: Distraction (1 hit), Critical (3 hits), Pull Your Punch (0 hits), Trip (2 hits). Whether the target is injured or not, additional hits can also be spent to increase the Enhancement granted to spot the creature, adding +1 Enhancement per 2 hits spent in this fashion. The caster may also spend 2 hits to add the Kaos Locked status effect to this Sorcery. In this case, the Enhancement granted to spot the creature lasts as long as the Kaos Locked status effect persists.

Auspicious Harvest (••)

Wisdom: Shykar
Style: Simple
Prerequisites: Calling: Hunter, Survival ••, Intellect ••

This Sorcery grants the caster insight into the best location to plant crops for maximum yield. Crops planted under normal circumstances will not grow to fruition until the end of the story. Seeds and spores planted in soil detected with this Sorcery grow to ripeness after the passage of one session. If the soil is treated with mulch generated by the Compost Sorcery, these are shortened further to one scene. Furthermore, crops grown in the mulch generated by Compost while under the effect of this Sorcery yield twice as much food.

Additional Tricks: Additional hits spent when activating this Sorcery enhance the crops, granting benefits. At a cost of 2 hits, the food grants 1 Durability Advantage to rolls made to resist the Fast-Acting Toxin or Slow-Acting Toxin status effects, which lasts until the end of the scene in which they consume the food. At a cost of 3 hits, the caster may grant the Refreshed status effect to any who eat the crops. Alternatively, the caster may spend 3 hits to grant +1 injuries to a settlement that accepts the crops into their stores.

Beastmaster's Eye (••)

Wisdom: Shykar
Style: Simple
Prerequisites: Calling: Hunter, Pilot ••, Cunning ••

This Sorcery allows the caster to analyze the capabilities and weaknesses of a creature. The caster may select any creature within Long range that they can perceive as their target. If successful, they gain the answer to one of the following questions:

Additional Tricks: Additional hits can be used to purchase answers to additional questions from the options above, with each question costing 1 hit.

Beastmaster's Lash (•••••)

Wisdom: Shykar
Style: Supplemental
Prerequisites: Calling: Hunter, Close Combat or Ranged Combat ••••, Presence •••
Dice Pool: Close Combat + Might or Dexterity or Ranged

Combat + Dexterity or Might, determined by the attack. This Sorcery may be activated when the caster successfully attacks a creature with a Close Combat or Ranged Combat attack. If the attack is successful, the weapon emits a burst of violet energy at the point of impact, and the caster may select one of the target’s qualities, which fails to function until the end of the caster’s next turn. This can even grant a semblance of solidity to an Incorporeal creature, making them susceptible to physical attack for a brief time.

Additional Tricks: Additional hits can be invested to deny the target their use of additional antagonist qualities at a cost of 2 hits per targeted quality. The caster may spend 3 additional hits to add the Kaos Locked status effect to this Sorcery.

Beastmaster's Voice (••••)

Wisdom: Shykar
Style: Simple
Prerequisites: Calling: Hunter, Pilot ••••, Presence •••

This Sorcery reinforces the caster’s commands to animals and beasts with the power of Kaos. For the remainder of the scene, they gain 1 Social Advantage when interacting with bugs, animals, beasts, and monsters with the Feral quality.

Additional Tricks: Additional hits can be invested to increase the caster’s Social Advantage at a cost of 2 hits per degree of Advantage to a maximum rating of 3 Power Advantage. The caster may spend 2 additional hits to add the Kaos Locked status effect to this Sorcery.

Blood Trail (•)

Wisdom: Shykar
Style: Supplemental
Prerequisites: Calling: Hunter, Survival •, Cunning ••; or Calling: Kaosist, Esoterica •, Resolve ••
Dice Pool: Close Combat + Might

As a supplemental effect when making a Close Combat attack against a creature, the Kaosist inflicts the Kaos Locked status effect on the target. This persists until the end of the scene. The caster may extend this duration by an additional scene by bleeding onto their weapon, taking 1 injury for each scene. The caster always knows the exact distance and direction to any creature they have given the Kaos Locked status effect with this Sorcery if that creature remains Kaos Locked.

Additional Tricks: Additional hits can be used to purchase Universal Combat Tricks or Melee Tricks.

Dowsing (•)

Wisdom: Shykar
Style: Supplemental
Prerequisites: Calling: Alchemist, Science •, Intellect ••; Calling: Hunter, Survival •, Cunning ••; or Calling: Kaosist, Esoterica •, Resolve ••
Dice Pool: Survival + Cunning

By following the flows of Kaos, the wielder can track creatures, locations, or elements. When activating this Sorcery, the caster enhances their normal skill, adding their mastery of Kaos to the effort. Choose a person, creature, specific place, element such as fire or water, or a specific rock or mineral. The caster gains 1 Intellect Advantage on rolls made to find the chosen quarry until the end of the scene.

Additional Tricks: Additional hits can be spent to increase the degree of Intellect Advantage by 1 per 2 hits spent. The caster may spend 2 hits to add the Kaos Locked status effect or may spend 3 hits to incorporate this Sorcery into an existing Kaos Locked status effect.

Environmental Adaptation (••)

Wisdom: Shykar
Style: Simple
Prerequisites: Calling: Hunter, Survival ••, Stamina ••

Upon activating this simple Sorcery, the caster gains immunity to Minor area effects for the duration of the scene as their body adapts to the local conditions. This can generate a variety of temporary mutations as the caster’s body contorts and shifts to accommodate its surroundings. Such mutations can be as simple as generating remarkable amounts of sweat to overcome the On Fire area effect to exuding pheromones that repel fungi, negating the Overgrowth area effect for the caster. The nature and appearance (if any) of these mutations are left to the player and Storyguide to determine when the Sorcery is activated to best suit the circumstances in the scene.

Additional Tricks: Additional hits can be spent to increase the caster’s degree of immunity, with 2 hits increasing the immunity to Moderate and 4 hits increasing the immunity to Major. As hits are spent in this manner, the severity and obviousness of mutation increases. Resisting Extreme Temperature due to cold may cause the caster to temporarily grow fur or thicken the fat throughout their body to act as insulation, whereas resisting the Underwater area effect might result in growing fins and gills for the duration. Additional hits can be spent to impart the same degree of immunity—and the same mutations—the caster enjoys to another target at the cost of 1 hit per target. The caster may add the Kaos Locked status effect to this Sorcery at a cost of 2 hits.

Environmental Mastery (•••••)

Wisdom: Shykar
Style: Simple
Prerequisites: Calling: Alchemist, Science ••••, Intellect •••; or Calling: Hunter, Survival ••••, Resolve •••

Upon activating this simple Sorcery, the caster shifts earth, fluids, and the flow of air in an area out to Long range from their current location. They may use this ability to create or terminate one Minor area effect in the targeted area. This change remains for the duration of the scene.

Additional Tricks: Additional hits can be spent to increase the severity of the area effect they begin or end, with 2 hits enabling Moderate effects and 4 hits opening Major effects. The caster may add the Kaos Locked status effect to this Sorcery at a cost of 2 hits.

Evidence of Nature (••••)

Wisdom: Shykar
Style: Simple
Prerequisites: Calling: Farsighter, Empathy •••, Intellect ••; Calling: Hunter, Survival •••, Cunning ••

The caster senses the ebb and flow of life and extrapolates details of recent events in the area. Details and clues embedded in the earth reveal themselves, the plant and fungal life communicate simple understanding of past occurrences, and any remnants of ended area effects become clear. This Sorcery can be used in lieu of, or in addition to, traditional investigation techniques, with a successful use yielding a relevant piece of evidence.

Additional Tricks: Additional hits can be spent to purchase investigation Tricks.

Exalted Deeds (••)

Wisdom: Shykar
Style: Simple
Prerequisites: Calling: Farsighter, Empathy ••, Composure •••; or Calling: Hunter, Leadership ••, Presence •••

This Sorcery enables the caster to exude the weight of their deeds and appeal to (or cow) their audience, up to Medium range. The targets of this Sorcery must be able to see or hear the caster when it’s used. The caster chooses whether the people who perceive them shift in attitude positively or negatively by one degree. This Sorcery has no effect on player characters or monstrous creatures with Antitheses.

Additional Tricks: Additional hits may be spent to give onlookers a status effect. Each hit spent in this fashion grants the Crestfallen or Inspired status effect to a character of the caster’s choice (for use on their next action).

Furious Detonation (•••)

Wisdom: Shykar
Style: Simple
Prerequisites: Calling: Holy, Empathy •••, Intellect •••; or Calling: Hunter, Leadership ••••, Presence •••

The caster chooses a point within Medium range and selects any visible, solid, nonliving material. With a shout, often declaring divine or righteous fury, the area explodes in a sudden detonation. The targeted elements explode, affecting everyone in Medium range of the target with 1 injury and the Dazed status effect if they fail to defend. The Tight area effect is applied as the falling debris closes off easy access in the Sorcery’s surroundings.

Additional Tricks: The caster can spend hits to apply additional area effects to the targeted area. Minor area effects cost 1 hit, Moderate effects cost 2 hits, and Major effects cost 3 hits. The caster may not apply more additional effects to the area through extraordinary success than their Empathy or Leadership rating. Alternatively, the caster may spend 2 hits to remove the Suffocating or Tight area effects from the targeted area.

Knockout Shot (•••)

Wisdom: Shykar
Style: Supplemental
Prerequisites: Calling: Hunter, Ranged Combat ••, Dexterity ••; or Calling: Kaosist, Esoterica ••, Resolve ••; or Calling: Silhouette, Athletics ••, Stamina ••
Dice Pool: Ranged Combat + Dexterity

This Sorcery imbues a single piece of ammunition used for a ranged attack with deep stone qualities. While the ammunition remains on the caster’s person, it bears no unusual effect. If the caster deals 1 damage with the ammunition, the attack is treated as if it has the Deep Stone and Stunning tags.

Additional Tricks: Additional hits can be spent to purchase Universal Combat Tricks or Ranged Tricks. Additional hits can also be spent to apply this effect to multiple pieces of ammunition at a cost of 1 hit per piece of ammunition so empowered. Ammunition empowered with this effect can be gifted to another character by investing 1 additional hit per piece of ammunition so gifted. If ammunition is gifted in this fashion, the recipient is considered the caster until the effect ends on that piece of ammunition. Additional hits can be invested to grant Power Advantage when using the weapon at a cost of 2 hits per degree of Advantage to a maximum rating of 3 Power Advantage. The caster may spend 2 additional hits to inflict the Branded status effect on the target. The caster may add the Kaos Locked status effect to this Sorcery at a cost of 2 hits.

Monstrous Kinship (•••)

Wisdom: Shykar
Style: Simple
Prerequisites: Calling: Hunter, Survival •••, Presence •••

This Sorcery enables a Hunter to walk among and even converse with intelligent monsters with Antitheses without fear of immediate attack. The targets of this Sorcery must be able to see or hear the Hunter when it’s used. The caster chooses whether the monsters who perceive them shift in attitude positively or negatively.

Additional Tricks: Additional hits may be spent to give observing monsters a status effect. Each hit spent in this fashion grants the Crestfallen or Inspired status effect to a monster of the caster’s choice.

Precision Strike (•)

Wisdom: Shykar
Style: Supplemental
Prerequisites: Calling: Hunter, Close Combat ••, Might •••
Dice Pool: Close Combat + Might

The caster of this Sorcery knows exactly where to strike to cause immense pain or temporary paralysis in a target. On a successful hit with this Sorcery applied, the attacker can choose to attach the Painful or Stunning tag to their weapon. This power persists until the caster drops or sheathes the weapon or the scene ends.

Additional Tricks: Additional hits may be spent to increase the number of tags applied to the hit at a rate of 1 hit per tag, starting with Painful and Stunning and opening to Brutal and Piercing after the first two are applied. The caster may add the Kaos Locked status effect to this Sorcery at a cost of 2 hits.

Sense Brand (•)

Wisdom: Shykar
Style: Simple
Prerequisites: Calling: Hunter, Survival ••, Cunning ••; or Calling: Holy, Culture ••, Composure ••

The caster focuses their mind on a character, creature, or object marked with the Branded status effect and bearing a brand with which they are familiar. The caster instinctively knows the direction and distance to the target. This knowledge remains until the caster is within Short range of the target or the caster completes Kalm.

Additional Tricks: The connection to the target not only illuminates the quickest path to them, but helps the caster avoid pitfalls on their way. Additional hits generated when activating this Sorcery can be spent to add +1 Enhancement to any roll made while in transit to the target. These hits can be saved throughout the journey and spent as the caster deems necessary. Once the wielder is within Short range of the target, these hits disappear, and any unused hits are wasted.

Soothe the Wild (•••)

Wisdom: Shykar
Style: Simple
Prerequisites: Calling: Hunter, Pilot •••, Manipulation ••

This Sorcery allows the caster to soothe an animal or beast within Short range. This allows the caster to suppress the Feral quality in the target. If the target doesn’t have the Feral quality, the caster instead gains 1 Social or Power Advantage to ride or otherwise influence the creature until the end of the scene.

Additional Tricks: Additional hits can be spent to increase the Advantage granted by this Sorcery at a cost of 2 hits per increase, up to a maximum of 3 Advantage. For an additional 2 hits, the caster can add the Kaos Locked status effect to this Sorcery.

Territorial Instinct (••)

Wisdom: Shykar
Style: Simple
Prerequisites: Calling: Hunter, Survival •••, Intellect ••

This Sorcery allows the caster to analyze an area, determining any conditions or impediments that may negatively impact life in the region and calculating the best places to erect traps. The wielder focuses on the area within Long range of themselves when they activate this Sorcery, which serves as their target. If successful, the caster instinctively knows if the land is inhabited, what kind of creatures call the target area home, if any area effects are at play in the target area, and gains +1 Enhancements to placing traps in the location.

Additional Tricks: Each additional hit provides the easiest method by which the caster may end a single area effect in the target area. Alternatively, additional hits may be spent to identify the most humane means of relocating any creatures who dwell there or means for taming or herding local wildlife if applicable. Additional hits can also be spent to purchase investigation Tricks gathering further information on the area.

Unquenchable Blade (••)

Wisdom: Shykar
Style: Supplemental
Prerequisites: Calling: Hunter, Close Combat •, Stamina ••; or Calling: Kaosist, Esoterica •, Resolve ••
Dice Pool: Close Combat + Might

This Sorcery is activated when the wielder makes a Close Combat attack with a weapon in hand. The caster imbues their weapon with an unquenchable taste for blood, gifting it the Abyssal and Painful tags. This power persists until the caster drops or sheathes the weapon or the scene ends.

Additional Tricks: Additional hits can be spent to purchase Universal Combat Tricks or Melee Tricks. Additional hits can also be invested to grant Power Advantage when using the weapon at a cost of 2 hits per degree of Advantage to a maximum rating of 3 Power Advantage. The caster may spend 2 additional hits to inflict the Branded status effect on the target. For an additional 2 hits, the caster can add the Kaos Locked status effect to this Sorcery.

Transmutation Alchemist

Antidote (••)

Wisdom: Transmutation
Style: Simple
Prerequisites: Calling: Alchemist, Medicine ••, Intellect ••; or Calling: Kaosist, Esoterica ••, Stamina ••

This Sorcery allows the caster to nullify toxins or pains at work in their own body or a target’s body. By exerting command over the Kaos within the toxin, the caster coaxes the offending material out of the target’s flesh in a shower of brown ichor. The caster targets a creature within Close range, removing the Agony, Fast-Acting Toxin, or Slow-Acting Toxin status effect from the target. If all three status effects are present, the caster must choose which one to alleviate.

Additional Tricks: At the cost of 1 additional hit, the caster may remove two of the listed status effects simultaneously, and for 2 additional hits, all three status effects can be removed. Further hits can be spent to extend this effect to additional targets at a cost of 1 hit each. For a cost of 2 hits, the caster can harvest the ichor generated by this Sorcery and apply it to a weapon or a single piece of ammunition. If they do, the next successful attack with that weapon or ammunition inflicts the status effect the target initially suffered, which the victim may attempt to resist normally.

Aura of Death (••••)

Wisdom: Transmutation
Style: Simple
Prerequisites: Calling: Alchemist, Science ••••, Cunning •••; or Calling: Silhouette, Larceny ••••, Intellect •••

This Sorcery allows the wielder to extend their will into the Kaos up to Medium range, poisoning it against rejuvenation. This interferes not only with attempts to use Kaos to heal, but with a body’s natural healing processes. Any roll made to heal 1 injury or end a status effect on any creature other than the caster within Medium range of the caster suffers a +1 difficulty. This affects applicable heroic talents, Antitheses and stops the Regeneration quality.

Additional Tricks: Additional hits may be spent to increase the difficulty of any healing attempts in the area up to a maximum of +5. The caster may spend 3 hits to add the Aggravated Wound status effect to an injured creature within the aura and may purchase this effect multiple times, provided there are sufficient targets in the area and the caster has enough surplus hits to cover the cost. The caster may also choose to insulate their bondmates from the effects of this power at a cost of 1 hit per bondmate so protected.

Battlecry (••)

Wisdom: Transmutation
Style: Supplemental
Prerequisites: Calling: Alchemist, Enigmas ••, Presence ••; or Calling: Holy, Persuasion ••, Presence ••, or Calling: Kaosist,
Esoterica ••, Presence ••

Dice Pool: Ranged Combat + Presence The caster funnels riddles of Kaos into a primal scream, tearing at the flesh of any who stand before them. The caster screams, using Battlecry as a supplemental Sorcery. This transforms the caster’s voice into a ranged weapon of babbling horror with the Dreamcrafted and Piercing tag. This Sorcery ends after the attack resolves.

Additional Tricks: The wielder may spend 2 hits to purchase the Deadly tag. The caster may also spend hits to purchase the Distraction (1 hit), Critical (3 hits), or Feint (1-3 hits) Universal Combat Tricks.

Black Blood of the Earth (•••)

Wisdom: Transmutation
Style: Simple
Prerequisites: Calling: Alchemist, Enigmas •••, Cunning •••

The caster chooses a point within Medium range. A sphere of ultraviolet Kaos ripples through everything within Short range of the chosen point. This wave has no effect on creatures other than causing a disconcerting feeling, but everywhere the Kaos touches stone or raw earth, a blast of hot, viscous black fluid sprays out, filling the area with a swirling mass of boiling oil and applying the On Fire (Moderate) area effect.

Additional Tricks: The caster can spend hits to apply additional area effects to the targeted area. Minor area effects cost 1 hit, Moderate effects cost 2 hits, and Major effects cost 3 hits. The wielder may not apply more additional effects to the area through additional Tricks than their Enigmas rating.

Bleeding Sickness (•)

Wisdom: Transmutation
Style: Simple
Prerequisites: Calling: Alchemist, Medicine •, Dexterity ••; or Calling: Kaosist, Esoterica •, Resolve ••

The caster touches a creature, pulling the Kaos within to the surface to create a sucking wound. The target suffers the Bleeding status effect.

Additional Tricks: The caster may spend 1 hit to deal 1 injury to the target. Additional hits may also be spent to purchase any Universal Combat Trick.

Chill Wind (••)

Wisdom: Transmutation
Style: Simple
Prerequisites: Calling: Alchemist, Science ••, Cunning ••; or Calling: Kaosist, Esoterica ••, Resolve ••

The wielder calls an icy wind to blow through the area, chilling their enemies to the bone. This Sorcery calls forth a cold wind, inflicting the Exposure status effect on all creatures within Short range. This Sorcery ends after the status effect is applied.

Additional Tricks: At the cost of 1 hit per creature, the caster may impose the Petrified status effect on creatures affected by this power. At the cost of 2 additional hits, the caster may impose the Extreme Temperature (Cold) area effect within Short range of the target. For each additional hit, this range band may be expanded up to Long range.

Compost (•)

Wisdom: Transmutation
Style: Simple
Prerequisites: Calling: Any, Esoterica ••, Resolve ••

One of the most basic expressions of Transmutation, taught widely for its utility in maintaining arable land and healthy communities. The caster touches the corpse of a creature killed within the same scene or any inert and unworked natural matter such as stone or dead plants and causes the matter to immediately decay to a nutrient-rich mulch. A single corpse or matter of equivalent mass provides enough mulch to cover a Short range band worth of earth. If spread out across an area of arable land, the mulch doubles the basic crop yield of that area (see Kaos Levels p. 204).

Additional Tricks: The nutrients in the mulch have a healing quality, healing 1 injury per hit spent in this fashion for the caster and anyone who touches the mulch before the end of the caster’s next turn.

Craft Animated Minion (•• to •••••)

Wisdom: Transmutation
Style: Simple
Prerequisites: Calling: Alchemist, Enigmas ••, Intellect ••

By instilling Kaos into an item, the caster imbues the item with false life. This simple Sorcery allows the caster to control the item like a puppet, adding the Animated tag and the Kaos Locked status effect to the target. The character chooses an inanimate object within Short range, commanding it to rise through alchemical mastery. This causes the object to also count as a creature, which uses the basic minion template with the Stable quality, is friendly to the creator, and follows the creator’s verbal commands, acting on its own initiative. The object returns to normal, losing the Animated tag at the end of the scene. The caster may extend this duration by an additional scene by bleeding onto the item, taking 1 injury for each scene. If the minion’s animation is extended for a number of scenes equal to their desperation pool, the minion becomes hostile to the caster and their bondmates at the end of the scene. Each additional dot in this Sorcery allows the caster to raise minions of a higher minion template.

Additional Tricks: Additional minions can be raised at a cost of 2 hits per minion, provided there are sufficient targets within range. The caster may also spend 2 hits to forge an unspoken bond with the creatures created via this Sorcery. If they do, the minions gain the Branded status effect. While this effect persists, the minion follows unspoken commands and acts on its own initiative in the fashion dictated by the creator.

Craft Consumable (•• to •••••)

Wisdom: Transmutation
Style: Simple
Prerequisites: Calling: Alchemist, Enigmas ••, Intellect ••

The caster imbues a consumable item, such as a potion or a serving of food with a Sorcery. The casters select a Sorcery they possess, transmuting the Kaos that fuels the Sorcery into a form others can benefit from. The consumable has the Kaos Locked status effect, representing the Sorcery contained within. Once this item is consumed, it’s gone.

When creating the consumable, the caster records their dice pool for activating the Sorcery if it’s a simple Sorcery. This dice pool is rolled to activate the Sorcery normally when the item is consumed, regardless of who consumes it or what their dice pool might be.

If the consumable contains a supplemental Sorcery, the person consuming the item uses their own dice pool as dictated in the supplemental Sorcery’s description to activate the Sorcery. The character consuming the item is considered the Sorcery’s wielder for the duration of the Sorcery, which occurs normally.

This Sorcery may only create consumables that carry a Sorcery of a rating less than or equal to the caster’s dots in this Sorcery. A caster can create as many consumables as they like, provided they have sufficient food, water, and time.

Additional Tricks: Additional doses of the same consum- able can be created at a cost of 2 hits per success.

Drain the Infection (••••)

Wisdom: Transmutation
Style: Simple
Prerequisites: Calling: Alchemist, Medicine ••••, Intellect •••; or Calling: Kaosist, Esoterica ••••, Resolve •••; or Calling: Silhouette, Larceny ••••, Cunning •••

When activating this Sorcery, the caster chooses a willing target within Close range that suffers from the Infected status effect. The caster coaxes the infection out through the target’s flesh as pools of yellow and green ichor bubble to the surface of the target’s body, reducing the severity of the infection by 1. If this Sorcery reduces the severity of the infection to 0 or below, the target is cured.

Additional Tricks: Additional hits can be spent to increase the efficacy of this Sorcery, with each additional hit reducing the severity of the infection by 1. If sufficient successes are gained on this Sorcery in the same scene that a target’s infection reaches 5+ to reduce the infection to 0, the target is returned to life, though suffers the Taken Out status effect for the remainder of the scene as they are disoriented and disturbed by their brush with death. For a cost of 3 hits, the caster can harvest the ichor generated by this Sorcery and apply it to a weapon or a single piece of ammunition. If they do, the next successful attack with that weapon or ammunition inflicts the status effect the target initially suffered, which the victim may attempt to resist normally.

Eldritch Blade (••)

Wisdom: Transmutation
Style: Supplemental
Prerequisites: Calling: Alchemist, Science •, Intellect ••; or Calling: Hunter, Close Combat •, Stamina ••; or Calling: Kaosist, Esoterica •, Resolve ••
Dice Pool: Close Combat + Might

This Sorcery is activated when the wielder makes a Close Combat attack with a weapon in hand. The caster imbues their weapon with a hurricane of screams, flashes, and dreamlike images. While the weapon remains in the caster’s hand, it emits bright light, preventing the Darkness area effect from occurring within Short range. If the caster deals 1 damage with the weapon, the Overstimulating area effect afflicts anyone at Close range from the target (excluding caster and bondmates) until the end of their turn. This power persists until the caster drops or sheathes the weapon or the scene ends.

Additional Tricks: Additional hits can be spent to purchase Universal Combat Tricks or Melee Tricks. Additional hits can also be invested to grant 1 Power Advantage when using the weapon at a cost of 2 hits per degree of Advantage to a maximum rating of 3 Power Advantage. The caster may spend 2 additional hits to inflict the Branded status effect on the target.

Eldritch Missile (••)

Wisdom: Transmutation
Style: Supplemental
Prerequisites: Calling: Alchemist, Science ••, Intellect ••; or Calling: Kaosist, Esoterica ••, Resolve ••
Dice Pool: Ranged Combat + Dexterity

This Sorcery imbues a single piece of ammunition used for a ranged attack with a cocktail of elemental qualities. While the ammunition remains on the caster’s person, including loaded into a weapon the wielder carries, it emits flashing images and a rising and falling pitch, preventing the Darkness area effect from occurring within Short range. If the caster deals 1 damage with the ammunition, the Overstimulating area effect afflicts everyone at Close range to the target until the end of their turn.

Additional Tricks: Additional hits can be spent to purchase Universal Combat Tricks or Ranged Tricks. Additional hits can also be spent to apply this effect to multiple pieces of ammunition at a cost of 1 hit per piece of ammunition so empowered. Ammunition empowered with this effect can be gifted to another character by investing 1 additional hit per piece of ammunition so gifted. If ammunition is gifted in this fashion, the recipient is considered the caster until the effect ends on that piece of ammunition. Additional hits can be invested to grant Power Advantage when using the weapon at a cost of 2 hits per degree of Advantage to a maximum rating of 3 Power Advantage. The caster may spend 2 additional hits to inflict the Branded status effect on the target.

Elemental Switch (••)

Wisdom: Transmutation
Style: Simple
Prerequisites: Calling: Alchemist, Science ••, Dexterity ••

With this Sorcery, the caster can target an elemental tag or status effect at Short range and switch it to a different element. As an example, this Sorcery can make a weapon with a tag like Flaming gain the Freezing tag instead. It can also be used to shift a status effect, such as Burning to Petrified or vice versa. It cannot be used to remove a tag or status effect. This Sorcery’s effects remain in place for a round.

Example tags affected by this Sorcery are Electrified, Flaming, Freezing, Poison, and Shadow for weapons, and Elemental for armor.

Example status effects this Sorcery alters are Burning, Liquified, and Petrified.

Additional Tricks: For each additional hit spent, the duration of the Sorcery lasts for another round. The caster can also spend additional hits to extend their range by 1 per band. The caster may add the Kaos Locked status effect for 2 hits.

Ephemeral Armor (••)

Wisdom: Transmutation
Style: Simple
Prerequisites: Calling: Alchemist, Enigmas ••, Intellect ••

By channeling Kaos into an animated item or animated corpse, the character reinforces their creation, granting 1 dot of armor. Choose one target with the Animated tag or resurrected into undeath within Short range as the target for this effect and bestow a protective enchantment. While so enchanted, the animated form shimmers with energy, bending what little light hits it and giving it an ephemeral appearance like a mirage, though the animate remains fully solid.

Additional Tricks: The caster may spend 1 hit to target an additional animated object within range. Alternatively, the caster may purchase armor tags for 1 hit each. Finally, the caster may include this Sorcery in the Kaos Locked status effect if the animated object already has the Kaos Locked status effect for 3 hits.

Exhume (•••••)

Wisdom: Transmutation
Style: Simple
Prerequisites: Calling: Alchemist, Science ••••, Intellect •••

The caster chooses a point within Long range and selects any nonliving material, which can be an element such as fire, or water, or a specific rock or mineral. Any instance of the chosen element or object that is buried within Medium range of the chosen point emerges from the earth, no matter how small or large the quantity. The emergence takes place immediately. While the targeted elements emerge from the earth, the area affected by this Sorcery suffers the Suffocating and Tight area effects as dirt is flung about in the process of exhuming the targeted materials. The most common metals and minerals buried in an area are determined by the area’s depth (p. 204).

Additional Tricks: The caster can spend hits to apply additional area effects to the targeted area. Minor area effects cost 1 hit, Moderate effects cost 2 hits, and Major effects cost 3 hits. The caster may not apply more additional effects to the area through extraordinary success than their Science rating. Alternatively, the caster may spend 2 hits each to remove the Suffocating or Tight area effects from the targeted area.

Flash (•)

Wisdom: Transmutation
Style: Simple
Prerequisites: Calling: Alchemist, Science ••, Presence ••; or Calling: Kaosist, Esoterica ••, Composure ••

The caster condenses ambient Kaos into a bright flash of light. This creates the Overstimulating area effect and Dazed status effect within Close range of the caster until the beginning of the caster’s next turn. The caster and their bondmates are unaffected by this effect.

Additional Tricks: A hit can be spent to remove the Kaos Locked status effect from the Gloom Sorcery if present, allowing Flash to end the Gloom effect. The caster may add the Kaos Locked status effect for 2 hits.

Gathering Light (••)

Wisdom: Transmutation
Style: Simple
Prerequisites: Calling: Alchemist, Enigmas ••, Might ••; or Calling: Farsighter, Persuasion ••, Resolve ••; or Calling: Kaosist, Esoterica ••, Presence ••

When activating this simple Sorcery, light flies from all light sources in Medium range into an orb in front of the wielder’s chest. If activation is successful, the wielder’s next successful attack gains the Brutal and Heavy Weapon tags.

Additional Tricks: Additional hits can be spent to extend the effect through multiple attacks. Every 2 hits spent in this fashion allows an additional attack the wielder makes before the end of the scene to benefit from the Brutal and Heavy Weapon tags.

Grim Feast (••)

Wisdom: Transmutation
Style: Simple
Prerequisites: Calling: Alchemist, Medicine ••, Stamina •••; or Calling: Kaosist, Esoterica ••, Stamina •••

The caster siphons the remaining Kaos from a corpse, translating it into sustenance. The caster activates this Sorcery while touching a corpse. Doing so destroys the corpse, which collapses to ash and heals the caster’s most severe wound.

Additional Tricks: Additional hits can be spent to increase the number of wounds healed. Each additional wound costs 2 hits to heal.

Molecular Mastery (•••••)

Wisdom: Transmutation
Style: Simple
Prerequisites: Calling: Alchemist, Science •••••, Intellect •••••

This Sorcery enables the caster to target an area effect at Short range and switch it to a different element. As an example, this Sorcery can make somewhere with the Flooding effect gain the Extreme Temperature (Cold) area effect instead, at equivalent level.

This Sorcery can also be used to alter elemental substances at a molecular level, such as making the earth beneath the caster’s feet gain the Sinking area effect, turn the air in a cave into a ball of fire with the On Fire (Major) area effect, or even make the ground turn into vapor with a Short range radius around the target, dropping them into a pit. This Sorcery is incredibly versatile, and its effects remain in place for the scene’s duration.

Example area effects affected by this Sorcery are Extreme Temperature, Extreme Weather, Flooding, On Fire (Major), Overgrowth, Suffocating, and Underwater.

Additional Tricks: For each additional hit spent, the caster can extend the Sorcery’s range by 1 per band. The caster may add the Kaos Locked status effect for 2 hits.

Sonic Shock (••••)

Wisdom: Transmutation
Style: Supplemental
Prerequisites: Calling: Alchemist, Technology ••••, Might •••
Dice Pool: Close Combat + Might

This Sorcery is activated as part of a successful Close Combat attack. The impact from the attack causes a burst of indigo light accompanied by a loud popping noise hearable out to Long range, which weakens the victim and makes them susceptible to a lethal blow. The caster may apply the Brutal, Deadly, Piercing, or Stunning tag to their weapon for this attack, and the target suffers the Dazed status effect if they take 1 injury. Attacks made against the target using the chosen tag gain 1 Power Advantage for the remainder of the scene, regardless of who the attacker is.

Additional Tricks: Additional hits can be spent to add additional tags to the effect, with each additional susceptibility costing 1 hit. Hits can also be spent to increase the degree of Power Advantage granted at a cost of 2 hits per 1 increase. Finally, the Kaos Locked status effect can be added at a cost of 3 hits.

Zone of Purity (••)

Wisdom: Transmutation
Style: Simple
Prerequisites: Calling: Alchemist, Science ••, Intellect ••; or Calling: Holy, Medicine ••, Composure ••

This Sorcery allows the caster to remove toxins from the vicinity. Reaching into the ambient Kaos, the wielder cleanses everything within Close range, rendering the Poison tag inert and suspending the Fast-Acting Toxin, Slow-Acting Toxin, and Infected status effects for the scene’s remainder.

Additional Tricks: Additional hits may be spent to increase the affected area. Every hit spent in this fashion increases the affected area by 1 range band.

Umbral Silhouette

Beast Rider (••••)

Wisdom: Umbral
Style: Simple
Prerequisites: Calling: Kaosist, Esoterica ••••, Resolve ••••; or Calling: Silhouette, Athletics ••••, Stamina ••••

The caster activates this Sorcery and touches an animal, transforming themselves and melding their flesh with the beast’s form. They may ride along wherever the beast travels and perceive the world with the animal’s senses. If the animal dies while this Sorcery is in effect, the caster immediately appears next to the corpse, takes 1 injury, and suffers the Aggravated Wound status effect.

Additional Tricks: The caster may spend 1 hit to seize control of the creature for the remainder of the scene. This control is imperfect, limiting the caster to the creature’s desperation pool. However, additional hits may be spent to add +1 Enhancement per hit to rolls made with that pool for the duration of the Sorcery.

Body of Sand (••••)

Wisdom: Umbral
Style: Simple
Prerequisites: Calling: Kaosist, Esoterica •••, Dexterity •••, or Calling: Silhouette, Athletics •••, Stamina •••

Upon activating this Sorcery, the caster gains the Liquified status effect for 2 rounds as their body transforms into a collection of animated grains of sand. This allows the Kaosist to squeeze through tight spaces, hide on a dirt floor, or avoid damaging effects.

Additional Tricks: The wielder may add rounds to the duration of this Sorcery at a rate of 1 round per hit. They may purchase the Kaos Locked status effect for 3 hits. If the caster has the Kaos Locked status effect already, they may spend 2 hits to add this Sorcery’s duration to the existing Kaos Locked status effect.

Craft Osseus Spurs (•)

Wisdom: Umbral
Style: Simple
Prerequisites: Calling: Kaosist, Esoterica •, Might •••, or Calling: Silhouette, Athletics •, Stamina •••

The caster funnels Kaos into their bones, causing them to sharpen and poke through their flesh. For the remainder of the scene, any creature who enters a grapple with the caster suffers the Bleeding status effect.

Additional Tricks: Additional hits can be spent to purchase the Brutal, Deadly, Heavy Weapon, Piercing, or Reach tags, which are applied to the caster’s Close Combat attacks as sharp spurs protrude all over their body to impale a foe. Each tag costs 1 hit to purchase. The caster can also purchase the Kaos Locked status effect at a cost of 3 hits.

Echo Strike (•••)

Wisdom: Umbral
Style: Supplemental
Prerequisites: Calling: Silhouette, Ranged Combat ••, Dexterity ••
Dice Pool: Ranged Combat + Dexterity

When the caster makes a Ranged Combat attack, this Sorcery causes a shadowy duplicate of the attack that appears in tandem with the triggering strike but assaults the opposite end of the target as if flanking them. This grants 1 Power Advantage to the attack. This Sorcery ends once the attack is resolved.

Additional Tricks: Additional hits can be spent to increase the Power Advantage granted by this Sorcery at a cost of 2 hits per 1 increase, to a maximum of 3 Power Advantage. Each increase generated in this fashion creates an additional shadowy duplicate of the weapon, which appears at a 90-degree angle from the actual weapon. Additional hits may also be spent to purchase Universal Combat Tricks or Ranged Tricks.

Escape the Bonds of Flesh (•••••)

Wisdom: Umbral
Style: Supplemental
Prerequisites: Calling: Silhouette, Larceny ••••, Stamina •••••
Dice Pool: Close Combat + Might

The caster’s command of flesh is such that they can use this Sorcery in lieu of inflicting 1 injury in Close Combat. With a successful Close Combat + Might attack, the character may attempt to wrestle the target’s skeleton loose from their body. If the target uses the Pest template, the creature dies, and its skeleton becomes an undead creature using the basic minion template with the Kaos Locked status effect. This skeleton is friendly to the caster, acts on its own initiative, and follows verbal commands issued by its creator. It disassembles at the end of the scene. Creatures who have the Incorporeal, Immunity, Invulnerability, Regeneration, or Unusual Anatomy qualities are immune to this Sorcery’s effect.

Additional Tricks: Additional hits can be spent to increase the antagonist template the caster may successfully target with the full effects of this Sorcery. At 2 hits, the character may target creatures of the Blight template. At 4 hits, the Scourge Template. For a cost of 6 hits, the wielder may target creatures using the Horror antagonist template. The caster may also spend 2 hits to forge an unspoken bond with the creature. If they do, the skeleton gains the Branded status effect. While this effect persists, the skeleton follows unspoken commands and acts on its own initiative in the fashion dictated by the Silhouette. The caster can also purchase the Kaos Locked status effect at a cost of 3 hits.

Frostform (•••••)

Wisdom: Umbral
Style: Simple
Prerequisites: Calling: Kaosist, Esoterica •••••, Resolve ••••, or Calling: Silhouette, Athletics •••••, Stamina ••••

The caster turns their flesh and bone into ice. While this Sorcery is active, the caster has 1 Power Advantage due to the extreme cold they emit. Furthermore, the area within Close range of the caster while in this form gains the Extreme Temperature (Cold) area effect. Touching the caster—including being attacked in Close Combat or touched by them—while they are in this form deals an additional injury. The caster also enjoys an additional 2 Durability Advantage against cold or water-based attacks, but they lose all Durability Advantage against heat or fire-based attacks, which have Power Advantage against the character.

Additional Tricks: Additional hits can purchase an increase in Power Advantage or Durability Advantage at a cost of 2 hits per increase, to a maximum rating of 3 each.

Gloom (•)

Wisdom: Umbral
Style: Simple
Prerequisites: Calling: Silhouette, Larceny •, Resolve ••

This Sorcery drives the light away, snuffing out any flames torch-sized or smaller and inflicting the Darkness area effect on everything within Close range of the caster. The area effect does not move with the caster and dissipates at the end of the scene.

Additional Tricks: Additional hits can be spent to increase the radius of the effect by 1 range band per hit spent in this manner. The Kaos Locked status effect can be added to this Sorcery for a cost of 2 hits. For an additional 2 hits, the area effect moves with the caster.

Lavaform (••••)

Wisdom: Umbral
Style: Simple
Prerequisites: Calling: Kaosist, Esoterica ••••, Resolve •••; or Calling: Silhouette, Athletics ••••, Stamina •••

The caster transforms their flesh and bone into lava. Upon activating this Sorcery, the caster gains the Liquified status effect for 2 rounds. While Liquified, the caster has 1 Power Advantage due to the extreme heat they emit. Furthermore, the area within Close range of a creature in this form gains the Extreme Temperature (Heat) area effect. Touching the caster— including being touched or tripped by them—while they are in this form deals 1 injury. The caster also enjoys an additional 2 Durability Advantage against heat or fire-based attacks, but they lose all Durability Advantage against cold or water-based attacks, which have Power Advantage against the caster while they remain in this form.

Additional Tricks: Additional hits can purchase an increase in Power Advantage or Durability Advantage at a cost of 2 hits per increase, to a maximum rating of 3 each. The wielder may add rounds to the duration of this Sorcery at a rate of 1 round per hit. They may purchase the Kaos Locked status effect for 3 hits. If the caster has the Kaos Locked status effect already, they may spend 2 hits to add this Sorcery’s duration to the existing Kaos Locked status effect.

Leech Field (•••••)

Wisdom: Umbral
Style: Simple
Prerequisites: Calling: Silhouette, Larceny ••••, Intellect •••••

Shadows deepen throughout the area within Medium range of the caster. Apply the Darkness area effect to that area. All creatures other than the caster within the affected area suffer 1 injury. Any creature entering the area while the effect remains active likewise suffers 1 injury. When this effect causes a creature to suffer 1 injury, the wielder recovers 1 injury. The area remains affected until the caster leaves the area or the end of the scene.

Additional Tricks: Injuries leeched via this Sorcery can be channeled to bondmates in its radius at a rate of 1 additional hit per 1 injury. The caster may add the Kaos Locked status effect at a cost of 3 hits.

Ominous Bolt (•)

Wisdom: Umbral
Style: Supplemental
Prerequisites: Calling: Silhouette, Ranged Combat •, Dexterity ••
Dice Pool: Ranged Combat + Dexterity

The wielder uses this supplemental Sorcery to imbue their ranged attacks with the raw essence of shadows. Upon successfully striking a target with a ranged attack, the caster may command the shadows to flit about the target, interfering with their ability to act. This ranged attack gains the Shadow and Stunning tags. This Sorcery ends when the attack resolves.

Additional Tricks: Additional hits may be spent to purchase Universal Combat Tricks or Ranged Tricks. Additional hits can also be used to apply this effect to multiple pieces of ammunition at a cost of 1 hit per piece of ammunition so empowered. Ammunition empowered with this effect can be gifted to another character by investing 1 additional hit per piece of ammunition so gifted. If ammunition is gifted in this fashion, the recipient is considered the caster until the effect ends on that piece of ammunition. Additional hits can be invested to grant Power Advantage when using the weapon at a cost of 2 hits per degree of Advantage to a maximum rating of 3 Power Advantage. The caster may spend 2 additional hits to inflict the Branded status effect on the target.

Ominous Strike (•)

Wisdom: Umbral
Style: Supplemental
Prerequisites: Calling: Hunter, Close Combat •, Might ••; or Calling: Silhouette, Athletics •, Stamina ••
Dice Pool: Close Combat + Might

The wielder uses this Sorcery to imbue their melee weapon strikes with the raw essence of shadows. When the wielder strikes a target with a Close Combat, they command the nearby shadows to flit about the target, interfering with their ability to act. This melee attack gains the Shadow and Stunning tags. This power persists until the caster drops or sheathes the weapon or the scene ends.

Additional Tricks: Additional hits may be spent to purchase Melee Tricks or Universal Combat Tricks. Additional hits can also be invested to grant 1 Power Advantage when using the weapon at a cost of 2 hits per degree of Advantage to a maximum rating of 3 Power Advantage. The caster may spend 2 additional hits to inflict the Branded status effect on the target.

Penumbral Traitor (••••)

Wisdom: Umbral
Style: Simple
Prerequisites: Calling: Silhouette, Survival ••••, Resolve •••

The character chooses a creature within Medium range, commanding the creature’s shadow to attack. This creates an undead creature from the shadow. The shadow uses the basic minion template with the Incorporeal quality, is vulnerable to fire, is hostile to the creature it is physically attached to, and acts on its own initiative. This adds the Kaos Locked status effect to the target’s shadow. The shadow remains physically connected to the target, causing the target to suffer the Grappled status effect until the shadow is destroyed.

Anyone attacking this shadow gains 1 Power Advantage if using light and fire-based weapons. The shadow fights until destroyed or the scene ends, at which point they return to being a normal shadow.

Additional Tricks: Additional hits can be used to increase the shadow’s minion template at a cost of 2 hits per step of increase.

Rebuke Shadow (••)

Wisdom: Umbral
Style: Simple
Prerequisites: Calling: Silhouette, Larceny ••, Presence ••

The wielder reaches out with their will, sharply rebuking any creature with the Incorporeal quality. This inflicts a Minor Complication on the target’s actions, which persists until the end of the scene and inflicts 1 injury if unresolved. If the target lacks injuries, the effect generating it ends upon receiving 1 injury in this fashion.

Additional Tricks: Additional hits can be expended to increase the severity of the Complication imposed on the target. Spending 2 hits increases the Complication to Moderate, while spending 3 hits increases it to Major. At a cost of 5 hits, the target can be banished instantly.

Seek Brand (••)

Wisdom: Umbral
Style: Supplemental
Prerequisites: Calling: Hunter, Ranged Combat ••, Might ••; or Calling: Silhouette, Ranged Combat ••, Cunning ••
Dice Pool: Ranged Combat + Dexterity

With this Sorcery, the caster targets a character, creature, or object within Long range that is marked with the Branded status effect and bearing a brand with which they are familiar. The caster makes a Ranged Combat attack against the target, ignoring all cover as the projectile twists through the air, avoiding obstacles to strike true.

Additional Tricks: The connection to the target not only illuminates the quickest path to them, but helps the caster avoid pitfalls on their way. Additional hits generated when activating this Sorcery can be spent to add +1 Enhancement to any roll made while in transit to the target. These hits can be saved throughout the journey and spent as the caster deems necessary. Once the caster is within Short range of the target, these hits disappear, and any unused hits are wasted.

Shadecraft Conjuration (••)

Wisdom: Umbral
Style: Simple
Prerequisites: Calling: Silhouette, Larceny ••, Intellect ••

With this simple Sorcery, the caster conjures a tool crafted of pure, solidified shadow, which may have one tag, as well as the Shadow tag if used as a weapon. While the tool appears like an inky sculpture of the tool in question, the tool is solid and functions normally.

Additional Tricks: Additional hits may be used to purchase tags at a cost of 1 hit per tag.

Shadow Form (••••)

Wisdom: Umbral
Style: Simple
Prerequisites: Calling: Silhouette, Athletics ••••, Dexterity •••

The caster turns their flesh and bone into pure shadow. Upon activating this Sorcery, the caster gains the Liquified status effect for 2 rounds. Touching the wielder—including being touched or tripped by them—while they are in this form inflicts the Crestfallen status effect. Light and fire-based attacks have 1 Power Advantage against the caster.

Additional Tricks: Additional hits can purchase Durability Advantage against light and fire-based attacks at a cost of 2 hits per increase, to a maximum rating of 3. The wielder may add rounds to the duration of this Sorcery at a rate of 1 round per hit. They may purchase the Kaos Locked status effect for 3 hits. If the caster has the Kaos Locked status effect already, they may spend 2 hits to add this Sorcery’s duration to the existing Kaos Locked status effect.

Shadow Wall (••••)

Wisdom: Umbral
Style: Simple
Prerequisites: Calling: Silhouette, Larceny ••••, Resolve ••••

With this Sorcery, the wielder crystallizes the shadows in an area into a massive wall, large enough to surround everything within Short range. The wall acts as heavy cover (10 injuries), reaching up to a Medium range height in an open cavern, but it stops when it contacts earth or stone in any direction and has 2 armor to reflect its ability to withstand damage. Once reduced to 0 injuries, the wall disappears. The wall can be placed anywhere within Medium range of the caster or may be used to surround the caster and their companions within Short range but is stationary once placed and remains until the end of the scene. The wielder may dismiss the wall at any time as a reflexive action, pulling the shadowy material into themselves and healing 1 injury.

Additional Tricks: Additional hits from this roll may be spent to purchase armor tags for the wall for 1 hit each. The caster may add the Kaos Locked status effect to the wall for 2 hits.

Swarm Form (•••••)

Wisdom: Umbral
Style: Simple
Prerequisites: Calling: Farsighter, Leadership ••••, Stamina •••••; or Calling: Kaosist, Esoterica ••••, Resolve •••••; or Calling: Silhouette, Athletics ••••, Dexterity •••••

Using this Sorcery, the wielder exhibits the apex of control over flesh and sinew, transforming into a swarm of insects. This Sorcery grants the caster the Swarm quality. While in swarm form, the wielder may still use powers and attacks normally. If Taken Out while in this form, the caster reverts to their true form. The power ends when the caster wills it or when the scene concludes, whichever occurs first.

Additional Tricks: Additional hits spent to improve the Swarm are reflected as an armor value purchased for 1 hit each. In addition, the caster may purchase armor tags for 1 hit each. For 1 hit, the caster may add the Kaos Locked status effect to this Sorcery. The caster may also add the Liquified status effect for 2 rounds to represent a swarm of very tiny bugs at a cost of 2 hits.

Umbrageous Step (••••)

Wisdom: Umbral
Style: Simple
Prerequisites: Calling: Silhouette, Larceny ••••, Dexterity •••

The caster steps into an area under the Darkness area effect. Using this Sorcery, they move through the shadows and emerge in another unoccupied space under the Darkness area effect up to Short range away. The wielder needn’t see their destination, and this Sorcery enables them to move through barriers, so long as there is a valid location for the caster to appear from on the other side of the barrier. If no such location exists, the Sorcery fails, and the effort is wasted. This Sorcery ends once the transit is complete.

Additional Tricks: Additional hits may be spent to increase the distance the caster may travel. Every hit spent in this fashion increases the maximum distance by one range band. Moreover, the caster can bring along passengers of the same size or smaller than themselves at the cost of 1 hit per passenger.

Umbral Trap (•••)

Wisdom: Umbral
Style: Simple
Prerequisites: Calling: Silhouette, Larceny •••, Cunning ••

The wielder uses this Sorcery while setting a trap in an area no larger than a Short range radius. Any creature entering the area triggers the trap, inflicting the Darkness and Suffocating area effects on the area as shadows rush in, filling the radius and assailing those within.

Additional Tricks: Additional hits can be spent to exclude creatures from triggering the trap. Each hit spent in this fashion allows one creature of the caster’s choice to move freely through the area without risking triggering the trap. This doesn’t confer any resistance to the trap’s effects once triggered. Bondmates never trigger the trap. Additional hits may be spent to increase the trap’s radius. Every hit spent in this fashion increases the maximum radius by one range band. For 2 hits, the caster can add the Kaos Locked status effect to this Sorcery.