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Archetypes & Pathways

Spell Scribe

The Spell Scribe relies on a vast breadth of knowledge surrounding Words of Power, studying and recording magic with unmatched precision. Masters of preparation and arcane theory, they inscribe, alter, and reshape sorcery itself through careful understanding rather than raw power.

Level 1 Abilities

Shared Script: Once per Long Rest, inscribe a Sorcery onto a Scroll (1), expending its Words of Power. Anyone in possession of the Scroll may cast that Sorcery once before the end of the next Long Rest, after which the Scroll is expended.

Foreseen Failure: Before casting a Sorcery, you may ask the GM what the most likely consequence would be if the Sorcery failed.

Arcane Signature: When you use {Attune} to examine a Sorcery, magical item, or magical residue, you can determine where it came from and identify one Word of Power involved in its creation.

Esoteric Literacy: You may use {Mysticism} to read magical texts, runes, rituals, and inscriptions regardless of the language in which they are written. You may identify any Words of Power written among them.

Field Notes: Whenever you identify a Word of Power you do not know, you may record it. Once recorded, you may later learn that Word without needing access to its original source.

Level 5 Abilities

Efficient Study: When learning a Word of Power, learn an additional Word of Power of the same level from a source you know.

Master Archive: Start an 8-Step Archive Track. Whenever you identify a Word of Power you do not know, fill 1 section and record that Word. When the Track is filled, clear it and the listed words, permanently gain an additional use of any of those Words of Power. (If you have not learned a Word listed in the track, gain 1 use of that Word instead).

Passing Notes: Once per Long Rest, inscribe a Sorcery onto a Scroll (1). A character who successfully casts one of your Scrolls may learn one Word of Power contained within it for 1 Point. Anyone in possession of the Scroll may cast that Sorcery once before the end of the next Long Rest, after which the Scroll is expended.

Rewrite Sorcery: Once per Scene, when another character casts a Sorcery, exchange one Word of Power within it for one Word you know. Expend one use of your replacement Word and refund the use of the Word removed.

Level 10 Abilities

Field Scholar: Words of Power first encountered or discovered during play cost 1 fewer Point to learn.

Perfect Copy: Once per Scene, when you witness a Sorcery being cast, you may immediately inscribe an exact copy of it onto a Scroll (1). You do not need to know or expend any of its Words of Power. The Scroll may cast that Sorcery once before the end of the next Long Rest.

Neologism: Once per Level, begin a 10-Step Neologism Track and declare a magical concept you wish to define. Fill the Track through research, experimentation, studying related Words, and witnessing the concept in the world. When filled, work with the GM to create a new Word of Power representing that concept. You permanently learn the Word, and it now exists within the world.

Level 1 Words of Power

Beam, Line, Bind, Mark, Book, Pulse, Brand, Ray, Dark, Rune, Echo, Seal, Flare, Sigil, Imprint, Spark, Ink, Thread, Light, Trace

Level 5 Words of Power

Anchor, Scry, Archive, Shatter, Channel, Transcribe, Cipher, Veil, Conduit, Weave, Fracture, Glyph, Inscribe, Lattice, Pierce

Level 10 Words of Power

Apex, Codex, Dominion, Embody, Manifest, Paradox, Reality, Rewrite, Thesis, Unmake