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The Kindred Kingdom

The Kindred KingdomThe Kindred KingdomThe Kindred Kingdom
  • Home
  • COMBAT & INTERACTIONS
  • Skill Lists
  • Proficiencies
  • Guild Divisions
  • Kingdom Chronicles
  • Maps
  • Contact Us
  • Echoes of the Kingdom

skill lists

A Skill is an ability that can do damage but rather has other effects, e.g. disabling effects, healing, etc.


In other words, Skills succeed on a 1d20 roll of 9 or above and fail on a 1d20 roll of 8 or below, except in certain circumstances. 


Skills are combined in Combat Events with Attacks during character turns or are used in Non-Combat situations. They have limited uses per event. Please see the Combat & Interactions page for more details.


Basic Skills


  • (UPDATED) Inspire: Grants +2 to Attack rolls for allies within 15 feet for 2 rounds.
  • (UPDATED) Weakening Curse: Targets one enemy, reducing their Attack damage by 1d6 for 3 rounds.
  • (UPDATED) Battle Shout: All allies in a 30 ft. radius gain +2 to saving throws against fear or mind control effects for 3 rounds.
  • (UPDATED) Crippling Touch: A player touches an enemy; upon success, increases all damage by all players dealt to this enemy by +2 per attack for 3 rounds.
  • (UPDATED) Spirit’s Edge: Allies within 20 feet gain +2 to their Attack Damage for 3 rounds as an ethereal force sharpens their strikes.
  • (UPDATED) Shadowed Intent: Grants allies within 15 feet the ability to dodge attacks more easily; for 2 rounds, all enemies take Disadvantage when attacking affected allies.
  • (UPDATED) Hex of Woe: Reduces a single target's Skill Damage by 1d4 +2 for 3 rounds, as an ominous aura reduces their precision and force.
  • (UPDATED) Glimmer of Valor: When activated, this skill gives a single ally a +2 bonus to their next Attack Roll and +2 on Attack Damage for 3 rounds, filling them with courage and vigor.
  • (NEW) Dance of the Hollow Jester: Targets one creature. The target must succeed a 1d20 save (DC 14) or begin dancing uncontrollably for 2 rounds. If they save, they dance for 1 round. While dancing, they cannot make Reactions or suffer Disadvantage on all Attack rolls and Skill Rolls. Creatures immune to charm or mind effects are unaffected.
  • (NEW) Quickening Pulse: You send a sharp ripple of energizing force through the air. Up to two allies within 20 feet feel their reflexes sharpen and their movements tighten with precision. Until the end of their next turn, those allies gain +2 to their Initiative rolls and have Advantage on their next attack. This is ideal for setting the pace at the start of combat or allowing repositioning before an engagement begins. If used outside of combat, it can also allow for sudden evasive maneuvers or quick strategic retreats. 


Intermediate Skills


  • (UPDATED) Bolster Defense: Increases all allies' Attack and Skill Rolls by 2 for 3 rounds.
  • (UPDATED) Cloak of Shadows: All enemies within a 30 ft. radius have disadvantage on Attack rolls against you and your allies for 2 rounds.
  • (UPDATED) Hex: Choose a single enemy; they suffer -2 to Attack Rolls and -2 Attack Damage for 3 rounds. If they die while the effect is active, you can reapply it to another enemy.
  • (UPDATED) Withering Ray: Target takes a -4 penalty to all Damage (Skill and Attack) rolls for 3 rounds.
  • (UPDATED) Sentinel's Grace: Allies gain +10 to temp HP for 3 rounds (or until depleted) as a protective ward shields them from harm.
  • (UPDATED) Mystic Cloak: Enemies within a 30 ft. radius suffer a -2 penalty to Perception and Insight-based Skill Rolls for 3 rounds, as an illusory mist obscures their sight and senses. Classed as a combat skill even though it will typically be used before combat. If combat begins, affected enemies take Disadvantage on their first Attack roll and first Skill roll.
  • (UPDATED) Mark of the Craven: Select up to three enemies; their Attack Rolls are reduced by 1 and their Attack Damage reduced by 2 for 3 rounds as an unseen dread fills their mind, weakening their resolve.
  • (NEW) Sheogorath’s Insane Cacophony: Targets one creature. The target falls prone, incapacitated with uncontrollable laughter for 1d3 +1 rounds. While laughing, they can take no actions and must spend their turns cackling, shrieking, or babbling nonsense. Creatures immune to charm or without a mind cannot be affected. Effect ends if the creature takes damage or rolls a DC14 save at the end of their turn.
  • (NEW) Mantle of Valor: You call upon a radiant force of purpose that empowers your allies within 10 feet. For 3 rounds, all friendly creatures near you deal additional 1d4 radiant or elemental damage when they land a successful hit with a Basic Attack. The mantle does not amplify Skill Attacks. The glow of the mantle is visible, though not blinding, and may draw attention in dim environments. This effect lasts for three full turns or until you are Banished, Broken, or otherwise silenced by magical interference. 

 

Advanced Skills


  • Rage of the Ancients: All allies in a 50 ft. radius deal an additional 1d6 damage on successful attacks for 1 minute.
  • Soul Reap: Target enemy has disadvantage on all saving throws for 3 rounds.
  • Aura of Pain: All enemies within 30 ft. take 1d4 damage per round for 3 rounds and have disadvantage on saving throws against being rooted.
  • Curse of Binding: Restrain the target for 2 rounds. While Restrained, all damage dealt to the target increases by 1d6.
  • Chains of the Abyss: Conjures shadowy chains that ensnare two enemies, rooting them in place for 2 rounds. While rooted, the target suffers a -3 penalty to Attack Rolls and Skill Rolls as their strength and focus are sapped by the dark energy binding them.
  • Whispered Insight: Grants allies within a 30 ft. radius a heightened awareness for 1 hour, improving their Lore Skill Rolls by +3 as whispers of knowledge guide their perceptions. Perfect for delving into mysteries, deciphering texts, remembering interesting bits of history, understanding cultures, or unraveling magical secrets.
  • Aura of Majesty: Exudes an aura of confidence and command, providing allies within 20 ft. a +3 to Persuasion and Intimidation Skill Rolls for 1 hour. Enemies within range also feel compelled to show respect or deference, suffering a -2 penalty to Deception-based Skill Rolls, making them less likely to lie or deceive while in your presence.



Basic Skills


  • (UPDATED) Flame Bolt: Deals 1d8 +2 fire damage to one target within 60 ft.
  • Piercing Strike: Deals 2d6 damage and ignores enemy defenses, dealing full damage even against heavily armored targets.
  • (UPDATED) Thunder Punch: A melee or ranged attack that deals 1d8 damage and has a 50% chance to stun the target for 1 round (takes away 1 Attack). 
  • (UPDATED) Magicka Dart: Three tiny bolts of magic hit one or more targets, dealing 1d4 damage per dart.
  • (UPDATED) Frost Shard: Launches a shard of ice at one target within 40 ft., dealing 1d6 +2 cold damage and halving their Attack damage for 1 round. Ideal for combat but also useful to immobilize or disrupt objects.
  • (UPDATED) Earthen Spikes: Causes small stone spikes to erupt in a 10 ft. radius, dealing 1d4 piercing damage to enemies within the area. The rumbling may cause enemies to stumble and become Prone for 1 round (50% chance). It can be used to create hazardous terrain for 3 rounds, useful for non-combat scenarios as well.
  • (NEW) Draco Strike: Swipe at an enemy with a visage of a dragon's claw, dealing 1d6 damage. There is a 50% chance to apply Bleeding for 2 rounds for 1d4 damage each round.
  • (NEW) Blade Phalanx: You channel magic and summon up to 4 blades around you. Every turn, you can shoot one towards an enemy (it does 1d8 damage) or use one as a defensive shield for when struck (it takes 5 damage instead of you). Usage will deplete 1 sword charge.
  • (NEW) Cutting Remark: You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on DC14 saving throw or take 1d8 and have Disadvantage on the next Attack roll it makes before the end of its next turn.
  • (NEW) Spore Cloud: You cast a cloud of fungal spores (or similar) in a 20 foot radius. All enemies within that radius take 1d6 damage and suffer one of the following effects (roll a 1d4) for 2 rounds:

  1. Blind: Cannot attack without aid 
  2. Withered: -2 to All Rolls 
  3. Charmed: Attack allies  
  4. Bleeding (1d4 damage each round)


Intermediate Skills


  • (UPDATED) Chain Lightning: Deals 2d8 lightning damage to one target and then arcs to up to 2 other nearby enemies, dealing 1d6 lightning damage to each.
  • (UPDATED) Rend: A melee attack that deals 1d10 +2  damage and causes the target to Bleed for 2 rounds for 1d4 bleeding damage each round.
  • (UPDATED) Fire Nova: Deals 2d8 fire damage to all enemies within 30 ft. of the caster.
  • (UPDATED) Soulburn: Deals 2d8 necrotic damage to one target and reduces the target’s healing received by half for 2 rounds.
  • (UPDATED) Arcane Shatter: Deals 1d12 +2 force damage to one enemy or object within 40 ft., with a 50% chance of breaking weaker non-magical materials (like wood or stone) in non-combat situations, useful for breaching barriers or creating diversions.
  • (UPDATED) Venomous Mist: Summons a poisonous cloud in a 10 ft. radius that deals 1d10 poison damage and causes up to 3 targets within to suffer -2 on all Rolls for their next turn. The mist lingers for 2 rounds, making it useful for non-combat purposes like driving enemies or creatures away from an area.
  • (NEW) Thunderwave: A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
  • (NEW) Falling Guillotine: Channel magic into the palm of one's hands and summon a giant weapon to use to strike downward towards one enemy dealing 1d8 +2 damage and causing Sundered for 2 rounds, granting +2 to Skill damage for anyone who successfully hits the enemy with a Skill. 


Advanced Skills

 

  • Meteor Strike: Calls down a meteor in a 15 ft. radius, dealing 4d6 fire damage to all enemies in the area and knocking them prone (DC 15 Dexterity save halves damage and negates knockdown).
  • Bladestorm: Perform 3 melee attacks against enemies within 5 ft., each dealing 1d10 damage.
  • Dragon’s Breath: A cone attack that deals 3d8 fire damage to all targets in a 30 ft. cone (DC 14 Dexterity save halves damage).
  • Void Strike: Deals 4d8 damage to a single target and banishes them to another plane for 1 round (no actions can be taken while banished).
  • Storm of Destruction: Conjures a massive tempest in a 20 ft. radius, dealing 3d6 lightning and wind damage to enemies within. This storm persists for 2 rounds, making it useful both in combat and for creating chaos or destroying structures.
  • Disintegrate: A focused beam of destructive energy deals 3d10 damage to one target within 50 ft., with a 50% chance of completely destroying non-magical objects or structures it hits. Ideal for tactical breaches, this spell is also a strong combat choice for single-target elimination.


 

Basic Skills


  • (UPDATED) Deflect: Gain +8 temporary HP for 2 rounds as you knock a blow back. (Reaction)
  • (UPDATED) Arcane Shield: Creates a shield around the caster or an ally, absorbing 1d6 damage for 3 rounds and granting them Advantage on Attack Rolls.
  • (UPDATED) Parry: When attacked in melee, reduce Skill damage and Attack damage by half for that round (Reaction).
  • Stoneform: Gain resistance to Attack damage for 2 rounds (halves Attack damage taken).
  • (UPDATED) Mystic Veil: Creates a shimmering, temporary shield over an ally, reducing damage from the next two attacks by 1d8 +2 and causes the enemy’s attacks against them to be rolled with Disadvantage.
  • (UPDATED) Rebounding Shield: The caster or a chosen ally gains a temporary deflective barrier that reflects up to 1d8 damage back at an enemy for 2 rounds and causes them Disadvantage on Attack Rolls.
  • (UPDATED) Earthen Embrace: Envelops an ally’s legs in earthen energy, granting them resistance to Broken, Ensnared, Banished, and Sundered for 3 rounds, ideal for maintaining position in combat. If cast on someone with one of those conditions, it ends the condition entirely and grants 2 rounds of resistance.
  • (UPDATED) Defender’s Stance: Increases the caster’s or an ally’s defense against attacks, granting them +8 to temp HP and +2 to Attack Rolls for 3 rounds.
  • (NEW) Living Armor: A golden (or whatever color you prefer) glow surrounds you, protecting you with the power of the Divines, the Daedra, or whatever entity you choose. The armor takes up to 2d4 + 4 damage. It lasts 3 rounds or until its HP is 0. It also adds +2 to your Skill Damage for all 3 rounds. 


Intermediate Skills


  • Protective Ward: A magical ward that protects the user from up to 2d10 damage before it fades. It lasts for 3 rounds or until depleted.
  • (UPDATED) Mirror Image: Creates three illusory duplicates of the caster, each with 5 HP. Attackers attack duplicates first. Duplicates last 3 rounds or until they are "killed."
  • (UPDATED) Fortify Spirit: Allies in a 20 ft. radius gain +3 to saving throws against all Condition effects for 3 rounds and grants 5 temp HP.
  • (UPDATED) Shield of Thorns: Reflects 2d6 damage back to melee attackers for 3 rounds.
  • (UPDATED) Barrier of Light: Creates a radiant barrier around the caster or an ally, absorbing up to 2d6 damage from magical sources for 3 rounds. If the barrier absorbs damage equal to or exceeding its limit, it shatters in a burst of light, granting all attackers Blind for 1 round.
  • (UPDATED) Spectral Deflection: Creates a shimmering afterimage of the caster or ally, which draws up to two enemy's attacks for 2 rounds. 
  • (UPDATED) Mantle of Stoneskin: Grants a stony layer of protection to the caster and an ally, providing resistance to both Skill and Attack damage. All Skill and Attack Damage is reduced by 5 for 2 rounds.
  • (NEW) Celestial Resolve: Allies within a 15 ft. radius cannot be Exhausted, Broken, Sundered, or Charmed, and take 8 Temp HP for 2 rounds. 


Advanced Skills


  • Impenetrable Barrier: Create a wall of force up to 30 ft. long that blocks all physical and magical attacks for 2 rounds.
  • Guardian Spirit: Summons a protective spirit that blocks one incoming attack (negates all damage) and increases your temp HP by 5 for 2 rounds.
  • Absorption Ward: Absorbs 3d8 damage from any source for the caster or ally and converts half of that absorbed damage into healing.
  • Divine Aegis: Grants resistance to all damage for 1 round and immunity to one attack of your choice during that time.
  • Entropic Chains: Summons shadowy chains to ensnare a single enemy within a 20 ft. radius, rooting them for 3 rounds. While rooted, the target suffers a -5 penalty to all offensive Skill Rolls, as the entropic energy disrupts their focus and resilience, reducing their ability to retaliate effectively.
  • Veil of Sanctuary: A shimmering aura envelops all allies within 15 ft. for up to 1 hour, granting them increased resistance to environmental or magical hindrances by providing +3 to rolls against any non-combat hazards (such as traps, poisons, and curses) as well as a subtle mental calm. Ideal for exploring dangerous terrain or arcane ruins.
  • Bond of Resilience: Creates a mystical tether between up to three allies for 30 minutes, allowing them to draw upon each other's vitality and fortitude. Allies linked by the Bond gain a +2 to any rolls that mitigate fatigue or harm from environmental effects. Additionally, if one ally would fall unconscious due to non-combat hazards, the others may lend their energy to prevent it once per hour.


 Basic Skills


  • (UPDATED) Minor Life Steal: Heal 1d8 +2 hit points when you successfully deal necrotic or life-stealing damage to an enemy.
  • (UPDATED) Renewing Touch: Heal an ally for 1d8 +2  hit points by transferring soothing energy through touch. Ideal for stabilizing minor wounds quickly.
  • (UPDATED) Blood Infusion: Heal 1d12 hit points by consuming the blood of a Broken, Prone, or Banished enemy within 20 ft.
  • (UPDATED) Quickened Regeneration: Heal yourself for 1d4 +2 hit points per round for 3 rounds.
  • (UPDATED) Restorative Touch: Heal an ally for 1d12 hit points by gently laying your hands on them, transferring a portion of your vitality (25% of your healing comes from your HP). Suitable for minor wounds and fatigue.
  • (UPDATED) Crystal Cascade: Releases a gentle shower of healing energy that heals up to three allies within 10 ft. for 1d6 hit points each. Ideal for group restoration in minor conflicts.
  • (NEW) Suture Sigil: You trace a quick glyph of binding light over a fresh wound. Heals 1d8 HP and grants the target +2 to their next save against the Bleeding condition. If used on a Bleeding target, the condition ends immediately, and the target automatically takes 8 points of healing (no D20 check required).
  • (NEW) Spriggan Assistant: When an enemy damages any ally within 30 feet, summon a friendly spriggan that heals within 30 feet for 1d6 for one round. (Reaction) 


Intermediate Skills


  • Vampiric Feast: Hit an enemy for 2d6 hit points and take 50% of it as healing.
  • (UPDATED) Cleansing Wave: Restores 2d6 hit points to all allies in a 10 ft. radius and restores allies who have been Charmed or are Blind. Outside combat, it can purify food or water.
  • (UPDATED) Rejuvenating Rain: Summons a magical rain in a 20 ft. radius that restores 1d8 hit points per round for 3 rounds to allies. Also refreshes and revitalizes plants, animals, or crops in non-combat scenarios.
  • (UPDATED) Life’s Beacon: Heal up to 3 allies within 20 ft. for 2d8 hit points each, as you channel a rejuvenating aura around you. Primarily used to restore energy and clear fatigue in non-combat settings.
  • (UPDATED) Balm of the Ages: Allows the caster to ease pain, prevent infection, and promote the healing of minor injuries on all allies in the party, restoring 1d8 hit points to each ally and restoring 1 Basic Combat Skill Slot to each ally. 
  • (UPDATED) Restoration Pool: Creates a glowing pool of energy on the ground for 3 rounds in a 10 ft. radius. Allies who stand within it are healed for 2d6 hit points upon entry and gain immunity to becoming Exhausted or Sundered.
  • (NEW) Transfusion Channel: You create a temporary link between two allies within 20 ft. One ally heals 2d8 HP, but the other loses 1d8 HP in the transfer. But if the donor is at full health, they take no damage.
  • (NEW) Nature’s Challenge: Provoke your foes for one round to target only yourself. Half of all damage taken is given to your party as healing divided as evenly as possible between all. 


Advanced Skills


  • Vampiric Regeneration: Heal for 2d6 hit points at the start of each round for 3 rounds.
  • Blood Mist: Heal 3d10 hit points as you turn into mist and move through enemies, dealing damage and absorbing vitality.
  • Soul Drain: Deal 4d10 damage to a single target and heal for half the damage dealt.
  • Revitalizing Wave: Sends a surge of restorative energy through up to 4 allies within 30 ft., healing each for 2d8 hit points and removing one non-magical affliction, such as minor poisons or physical exhaustion.
  •  Radiant Renewal: A burst of radiant energy heals all allies within 30 ft. for 3d8 hit points and grants them immunity to fear or paralysis effects for 1 minute. 
  • Essence of Restoration: This spell allows the caster to restore a grievously injured ally, healing them for 4d8 hit points. Additionally, this spell has a long-lasting effect, allowing the target to recover 1 extra hit point per hour for the next 12 hours. Often used in non-combat for severe injuries.
  •  Sanctuary of Light: Creates a protective dome with a 20 ft. radius that heals allies for 1d10 hit points per round for 3 rounds and provides +2 to their Attack Rolls while inside. Perfect for turning the tide in a prolonged fight. 


 Basic Skills


  • Arcane Grasp: A spectral, floating hand appears at a point you choose within range. The hand lasts for 3 rounds or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of something. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
  • Tongues Unbound: You attune your mind to the essence of language itself, unlocking the threads of meaning woven into unfamiliar tongues. For the duration, you can understand the literal meaning of any spoken language you hear. If you touch a surface marked with writing, you can comprehend its content, even if you cannot speak or write that language yourself. The spell does not decipher codes, metaphors, or ciphers; it offers truth, not context.
  • Hearthcall: A basic conjuration taught to village stewards and temple aides. The food is simple but filling and tasty. Feeds 4 people. Effects: Each person recovers 5 HP; Each person gets +2 to one Physical (Acrobatics, Athletics, Performance) or Spontaneous (Insight, Perception, Survival) Proficiency roll of their choice made before the next day.
  • Veracity's Sphere: You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range for 3 rounds. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make an Insight saving throw (DC 14). On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
  • Mindshed: By narrowing your focus and muting your outer senses, you attune to the thoughts of those nearby. You immediately sense surface-level thoughts of any creature within range that you can see. With continued concentration, you may probe deeper into the mind of one creature, but doing so alerts them unless they are asleep, unaware, or otherwise mentally vulnerable. If resisted, you must win a contested roll using your Insight Proficiency to maintain the connection. Probing too far may expose you to emotional backlash or mental traps if the target is magically protected.
  • Veilstep: You draw a veil of natural or arcane shadow over yourself and chosen companions. For the duration, up to six creatures move with unnatural silence and leave no trace of their passing. Tracks are erased, scents are dulled, and environmental signs are suppressed. The effect requires line-of-sight with the caster to remain active. All affected creatures gain +3 to Stealth checks and cannot be tracked by non-magical means during this time. For 3 rounds. 
  • Flickershape: You create a fleeting visual illusion no larger than a loaf of bread or a small animal. The image is clearly magical on close inspection and can move slightly but lacks sound, smell, or weight. You may animate it in place, such as making it spin, bob, or shift, though it cannot leave its origin point. This spell is often used to display a symbol, flash a warning, or mimic a simple magical trick. It fools only the inattentive, the foolish, or those who want to believe. This illusion lasts 3 rounds unless it is dismissed or damaged.
  • Bolstering Chant: Restores morale, granting allies within a 15 ft. radius +2 to Persuasion or Intimidation Skill Rolls for 3 rounds. Ideal for rallying allies before negotiations or confrontations.
  • Ventriloquism: For 3 rounds, you can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).
  • Veil of Serenity: Reduces the stress and agitation in allies, giving a +2 to Insight or Perception Skill Rolls for 3 rounds, useful in tense situations or puzzles. 


Intermediate Skills


  • Ephemeral Minion: This spell creates an invisible, mindless, shapeless, force that performs simple tasks at your command until the spell ends. The minion springs into existence in an unoccupied space on the ground within range. It lasts 3 rounds, unless it is hit, which makes it vanish. Once on each of your turns as a bonus action, you can mentally command the minion to move up to 15 feet and interact with an object. The minion can perform simple tasks that a normal servant or assistant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the minion performs the task to the best of its ability until it completes the task, then waits for your next command.
  • Omniglot: You channel a universal resonance, aligning your speech with the listener’s understanding. For 3 rounds, any creature that understands at least one language can comprehend the words you speak, regardless of your tongue. Your voice carries the cadence and clarity of their native speech, though it may still betray your intent, or reveal more than you mean to. This does not let you understand others in return unless you already share a language.
  • Eyes of the Seeker: Allies within a 30 ft. radius gain a +2 to Perception, Insight, and Lore Skill Rolls for 3 rounds, enhancing their perceptiveness and ability to uncover secrets.
  • Blessed Table: A mid-tier invocation used by traveling priests and court stewards. The meal is warm, seasoned, and abundant. Feeds: 8 people. Effects: Each person recovers 10 HP. Those who are Bleeding, Withered, or Exhausted are cleansed of those effects. Each person gets +2 to one Interaction (Animal Handling, Sleight of Hand, Stealth) or Occupational (Expertise, Medicine, Nature) Proficiency roll of their choice made before the next day.
  • Silent Lens: You conjure a quiet, unseen point of perception within a place familiar to you or that you can describe clearly. For 3 rounds, you may see or hear through that point as if you were physically present. The lens cannot be moved once placed, and cannot pass through solid barriers. The perception is as sharp as your natural senses allow, but magical silence or darkness can obscure it. You may choose sight or sound at the time of casting. While using the lens, your own body remains aware, but distracted.
  • Compelling Presence: You project an aura of unnatural warmth, familiarity, or fascination that causes one creature within range to regard you as a trusted friend. If the creature fails to resist, it will not attack you or act against your interests for 3 rounds. The target remains aware of its surroundings and will defend itself if harmed. If you or your allies threaten, harm, or openly deceive the target, the effect ends immediately. This influence is subtle and emotional. The target will remember the interaction, though they may not realize magic was involved unless they have reason to suspect it.
  • Veilpierce: You shift your perception just slightly out of phase with the visible world, allowing your eyes to catch the ripple of things hidden. For 3 rounds, you can see invisible creatures, objects, and effects within your line of sight. This includes naturally invisible beings, magically concealed items, and creatures affected by invisibility spells or powers. You do not automatically know the nature or allegiance of what you see, only that it is present. This spell does not reveal illusions or shapechangers unless they are using invisibility.
  • Ghostcraft: You conjure a detailed visual illusion no larger than a horse and cart. The image may be stationary or move as long as it remains within 20 feet of the caster. It can take on any shape you imagine and appears completely real until physically interacted with or until 3 rounds are up. It cannot make sound or emit smell but can be animated to perform simple motions like walking, waving, or standing naturally. The illusion passes casual inspection but fails under direct touch or magical scrutiny. When used creatively, it can delay or confuse even seasoned soldiers or scouts.


Advanced Skills


  • Deity's Bounty: A sacred conjuration rarely granted outside temple rites. The banquet manifests according to the caster’s homeland and divine patronage. Feeds: 12 people. Effects: Each person regains 20 HP. Each person regains one expended Basic Skill slot. Each person gets +2 to one Conversational (Deception Intimidation, Persuasion) or Knowledge (Magicka & Science, History & Religion, Arts & Culture) Proficiency roll of their choice made before the next day.
  • Eyes Unclouded: You open your inner vision to the unseen truths of the world. For the duration, you can perceive invisible creatures, illusions, and hidden magical effects within your direct line of sight. Disguises and shapeshifting are seen for what they truly are. You can also perceive through one inch of non-magical material and see the true form of anything that has been magically altered. This effect does not grant the ability to perceive through solid walls or reveal memories, only what is directly before you in physical or magical disguise.
  • Charmbind: You speak, sing, or move with a resonance that pulls attention toward you like a lodestone. Any number of creatures within range who can hear or see you must focus their awareness entirely on you for as long as you maintain the performance. While enthralled, they are considered distracted and cannot take reactions or focus on Perception-based tasks concerning anyone but you. This effect ends if you fall silent, stop moving, are struck, or break line of sight. Creatures that are actively hostile may attempt to resist at the start of each of their turns.
  • Rootwhisper: You attune yourself to the living weave of the wild. Upon completing the casting, you receive a rush of impressions and information from the surrounding landscape, carried by wind, leaf, soil, and beast. You may ask up to three questions about the natural world within a half-day’s travel. These may include the presence of freshwater, sheltering terrain, major predators, unnatural intrusions, nearby settlements, or the general health of the land. The answers are felt or heard through sensory impressions rather than words, such as ripples on a river, a crow's distant warning, the scent of rot in still air. If cast in desecrated or defiled lands, the answers may be warped or obstructed.
  • Stonewhisper: You open your awareness to the subtle pulse of urban life, listening through stone, soot, ink, and memory. The walls remember, and for a time, they share what they know. For the next hour, you may ask up to three questions about the city or settlement you are within. These may include the location of recent unrest, major centers of power, guarded secrets, hidden passages, or the movement of a specific individual known to you. The answers come as flashes, such as chalk signs scrawled in a back alley, a whispered name beneath a tavern door, the silence of a watched rooftop. The spell fails in cities that actively ward against divination
  • Doppelganger: You conjure a fully convincing illusory duplicate of yourself, standing or seated at a location within line of sight. The illusion mimics your appearance, posture, and gestures with perfect accuracy. You may choose to animate it directly, causing it to move, speak, or cast false spells using your own actions. The voice sounds real. The movements are fluid. Even close allies may be fooled at a glance. While the illusion is active, you may perceive the world through its position instead of your own. You may speak through it as if standing there. The illusion has no physical form and vanishes if struck or disbelieved. You cannot use other Skills or attack while the double is active. Used in negotiations, infiltrations, or just for fun, the Doppelganger allows a skilled deceiver to be present where they are not or appear to be vulnerable when they are far from danger.


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