You can have as many path abilities as you have mind score, but to gain a new ability after your mind score has increased you must pay for training costs. (This does not include character creation)
Some abilities have prerequisites which must be reached or completed before learning the ability.
The abilities are split between Archetypes, some of which can not be blended. Learning an ability from a particular Path bestows its Archetype on the character which may come into affect during certain RP situations.
Archetypes[]
Path of Shadows []
The Rogue Archetype
Followed by Pirates, Assassins, and Thieves.
The abilities from the Path of Shadow deal with infiltration, assassination, and equipment enhancements. They are a mix of physical, magical tools, and skill based. Characters who select abilities from the Path of Shadow are classified as “Rogues” for the purposes of any game events that affect such character types. The “Rogue” archetype may be combined with any other.
Abilities
Ranged Disarm | Potion Tolerance |
Back Stab | Ranger |
Path of Steel []
Warrior Archetype
Followed by Soldiers, Barbarians, and Knights.
The abilities from the Path of Steel are entirely physical. Characters who learn abilities from the Path of Steel are classified as “Warriors” for the purposes of any game events that affect this character type. The Warrior archetype may be combined with any other.
Abilities
Armed to the Teeth | One Man Army |
Cleave Limb | Toughness |
Heavy Armour | Disarm |
Path of Magic []
Mage Archetype
Followed by Sorcerers, Witches and Alchemists.
Abilities from the Path of Magic draw from the pool of Arcane Energy that flows from the space between the realms, and penetrates the fibre of all living things in the mortal realm. Characters who learn abilities from the Path of Magic are classified as “Mages” for the purposes of game events that affect this character type. The Mage archetype may be combined with any other. Abilities from the Path of Magic are classified as “Spells” for items and abilities that affect these.
Abilities
Deflect Magic | Destruction |
Freeze | Mage Armour |
Arcane Nexus |
Path of Light []
Holy Archetype
Followed by Clerics, Paladins, and Priests.
Abilities from the “Path of Light” are drawn from sources of “natural” magic – such as nature, latent spirituality, innate abilities, or a power bestowed by a divine power. Characters who learn abilities from The Path of Light serve the cause of nature, the light, or a particular deity, and are classified as “Crusaders” or the purposes of any game events that affect such character types. The “Crusader” archetype cannot be combined with that of the “Dark Caster”.
Abilities
Blood of the Martyr | Inspire Courage |
Warding | Heal |
Path of Darkness []
Corrupted Archetype
Followed by Cultists, Necromancers, and Warlocks.
The abilities from the Path of Darkness draw exclusively upon power from the Shadow Realm – whose overseer is the Goddess Maelanon. Characters who learn abilities from the Path of Shadow are classified as “Dark-Casters” for the purposes of game events that affect this character type. The “Dark-Caster” class cannot be combined with that of the“Crusader”. All Path of Darkness abilities, with the exception of “Blood Drinker” are classified as “Spells” for the purposese of items and abilities that affect these.
Abilities
Drain Life | Fear |
Death | Raise Dead |
Prestige Path[]
You can not take an ability from the Prestige path at character creation and you can only have one. You may only ever have ONE ability from the Prestige Path.
Prestige Path abilities do not use a Mind point ability slot and you gain the listed title for the purposes of game events.
Abilities
Weapon Expert | |
Chemical Wizardry | Shadow Walker |
Lord of Undeath | Healing Light |
Absorb Magic | Battle Master |
Higher Learning | Juggernaut |
Resistant to Sorcery | Enhanced Deflection |
All items (34)