
Opening the archive
Innate Aspect · Playtest
Attach a curse; recognize its traces; break or redirect own hex.
Start here: Choose an Aspect, set your level and Intelligence score, then open one of its three paths. At level 1, you can spend your 2 points on two rank-I paths. Use Try this Aspect to spend points in the builder; this page previews rules.
2 Mastery Points at this level · Five free basics
1 point total in this path · Earlier ranks required
Express ominous glyphs as up to 5 words or a similarly detailed image, visible or audible within 60 feet. Observers require a shared language or code; no private channel or language comprehension.
Ends: duration expiry, node removal, Aspect replacement, and any specific ending condition in the effect. Permanent mundane results persist.
Mark a tiny harmless hex. Action; touch or within 5 feet, normally no more than 1 pound. No damage, conditions, saleable material, or replacement for trained tool work.
Ends: Aspect replacement or dormancy ends access.
Necrotic damage. When you would take necrotic damage, after damage is rolled but before applying it, use your ordinary reaction and 1 Charge to reduce it by 1d4+3, minimum 1, never below 0. Apply before resistance/vulnerability; only one Aspect reduction per event.
Ends: Aspect replacement or dormancy ends access.
Your exposed curse marks. Notice relevant exposed phenomena within 5 feet. Does not automatically reveal hidden creatures, intentions, diagnoses, or facts. A stated touch requirement still applies.
Ends: Aspect replacement or dormancy ends access.
Ominous glyphs. Action; simple observable signals within 30 feet. No automatic privacy or language comprehension. Explicit willing-touch thought, dream-image, or mood expressions use touch instead of remote signaling.
Ends: Aspect replacement or dormancy ends access.
Own hexes feel like threads. Descriptive sensory experience only. Grants no immunity, proficiency, compulsory personality, or unstated mechanical benefit.
Ends: Aspect replacement or dormancy ends access.
Proficiency +2; Intelligence modifier +3. Aspect attacks use their sum; saves use 8 + their sum. These are PC level-based examples. NPCs and monsters use their actual proficiency.
3 maximum Charges, restored by a long rest. Pay only the cost printed on the ability. All actions and concentration share your ordinary turn.
Mass Hex: 5 points, one rank-V path and rank II in both others. Natural access begins at level 20; paid ultimate acceleration can permit level 17. One shared annual recovery record and bodily strain apply.
Up to six creatures within 60 feet make WIS saves or are frightened for 1 minute, repeating the save at the end of each turn. Concentration; success ends it. No permanent curse or automatic death. You are the source of frightened. A successful initial or repeat save protects that creature from this ultimate for 24 hours. Save DC 13 (WIS).
Ends: Concentration loss; duration expiry, node removal, Aspect replacement, and any specific ending condition in the effect. Permanent mundane results persist.