Cherreads

Perk Tree

COMBAT BRANCHES (up to level 100)

Novice: 0-30

Adept: 30-60

Expert: 60-90

Master: 90-100

1. Light/Medium/Heavy Armour

1. Light Armour

Novice: Unhindered (1 Point): The weight of your attire is meaningless to you. You can run, climb, swim, and perform acrobatic maneuvers in leather or reinforced cloth as if you were wearing nothing at all. Your movement is always fluid and silent.

Adept: Wind Dancer (2 Points): You flow with the currents of battle. You can use an opponent's attack momentum against them, pivoting and weaving around blows with impossible grace. A well-timed dodge allows you to slip inside a sword swing or sidestep a charging beast, leaving them over-extended and vulnerable.

Expert: Unyielding Agility (3 Points): Your body has learned to react to the intent of an attack. You possess a preternatural "danger sense" for ambushes and the first strike in any combat. Against a single, telegraphed attack, you will automatically evade it without conscious thought.

Master: Untouchable (4 Points): You become a phantom on the battlefield. Against opponents of lesser or equal speed, you cannot be hit by predictable attacks. Swings, thrusts, and projectile weapons simply pass through the space you were in. Only area-of-effect blasts, traps, or truly unpredictable, chaotic assaults can hope to touch you.

2. Medium Armour

Novice: Adaptive Fit (1 Point): You are a master of wearing just enough protection. You gain the defensive benefits of chainmail and reinforced leather without sacrificing any meaningful mobility. You are always perfectly balanced, ready to attack, defend, or reposition.

Adept: Combat Reflexes (2 Points): When a powerful, potentially lethal attack is incoming, your perception of time sharpens. The world slows down just enough for you to make a critical decision: dodge with the grace of a light-armour user, or brace and counter with the stability of a heavy-armour specialist.

Expert: Relentless (3 Points): Your endurance in a prolonged fight is legendary. You recover from exertion, minor wounds, and the mental strain of combat with astonishing speed. While others tire, you remain sharp. While their blows weaken, yours retain their full force. You win wars of attrition.

Master: Sentinel's Stance (4 Points): You become the fulcrum of the battlefield. When you plant your feet and commit to a defense, you create a zone of order around you. Allies near you feel their own resolve harden and find their movements more sure-footed. Conversely, enemies feel a psychological pressure, their attacks becoming slightly more hesitant and clumsy. You don't just fight; you shape the very morale of the conflict.

3. Heavy Armour

Novice: Unburdened (1 Point): The weight of full plate mail is a comfort, not a hindrance. You can sprint, leap, and even swim in your armour without fatigue. The clinking of plate is not a warning of your approach, but a herald of your coming.

Adept: Unbreakable (2 Points): Your blocks and parries are not just deflections; they are impacts. A successful block with your armoured limb or weapon doesn't just stop an attack—it jars the opponent to their core, shattering their posture and leaving them physically stunned and wide open for a counter-blow.

Expert: Tower of Flesh (3 Points): You become an anchor in the world. You are completely immune to being staggered, knocked down, grappled, or moved against your will. You can walk calmly through a hail of arrows, ignore the charge of a warhorse, and stand firm against a giant's club.

Master: Living Fortress (4 Points): Your will to endure becomes a tangible reality. The armour is merely a focus. For a brief moment, you can project an aura of absolute defiance. Blows that land do not find flesh; they strike what feels like a mountainside, their force dissipating into the air around you. You can briefly become completely and utterly immune to all physical harm.

2. Melee Combat

1. Sword

Novice: Precision (1 Point): Your cuts are precise, your thrusts deadly. You instinctively target weak points.

Adept: Parry & Riposte (2 Points): Perfectly timed blocks create a guaranteed opening for a critical counter-strike.

Expert: Flurry (3 Points): Unleash three blindingly fast strikes in the time it takes for one.

Master: Duelist's Triumph (4 Points): In a one-on-one fight, your first attack cannot be blocked or parried.

2. Mace

Novice: Concussive Force (1 Point): Blows rattle bones and dent armour.

Adept: Sunder (2 Points): Attacks degrade and destroy enemy weapons and armour.

Expert: Skullcracker (3 Points): Clean hits to the head stun, disorient, or knock out.

Master: Implacable Advance (4 Points): Your presence is oppressive; weaker enemies may lose the will to fight.

3. Axe

Novice: Biting Edge (1 Point): Your swings are controlled savagery. You cause deep, terrible wounds that bleed profusely and are difficult to heal, even with magic.

Adept: Deep Wounds (2 Points): The bleeds you inflict are not just surface-level. They damage muscle, tendon, and bone. An enemy suffering from your bleed will find their movements slowed and their strength faltering. A warrior's sword arm becomes a liability.

Expert: Bloodlust (3 Points): The scent of blood and the sounds of battle invigorate you. For every enemy in the vicinity who is bleeding (from any source), your own speed and ferocity increase perceptibly. In a chaotic melee, you become a whirlwind of gore.

Master: Mortal Strike (4 Points): You have learned the one, true blow. A single, perfectly executed swing from an axe, targeting a key structural point, can achieve the impossible: severing a limb through full plate mail, cleaving a helmet (and the head within) in two, or cutting a massive beast's tendon in a single stroke. It is not an attack; it is a declaration that the fight is over.

4. Hammer

Novice: Shock and Awe (1 Point): Every impact from your hammer carries a deep, bone-jarring resonance. Blocks against your blows are physically painful for the opponent, numbing arms and cracking shields.

Adept: Sunder (2 Points): Your attacks don't just damage; they destroy. A few solid blows can reduce a legendary shield to splinters, warp a magical breastplate into a death trap, or shatter a sword at the hilt. You turn an enemy's assets into liabilities.

Expert: Earthshaker (3 Points): You can channel force through the ground. A mighty overhead slam doesn't just crush your target; it creates a small shockwave that staggers everyone in a small radius, breaking formations and creating openings.

Master: Shatterpoint (4 Points): You perceive the world in terms of structural integrity. You see the inherent weakness in everything: the single stone that, if dislodged, collapses a wall; the flaw in a dragon's scale; the precise point on a demon's skull that will not withstand impact. Striking a Shatterpoint doesn't just do damage—it causes catastrophic failure.

5. Dagger

Novice: Quick Hands (1 Point): You can draw and stow your daggers in the blink of an eye. Your attacks are a flicker of steel—fast, precise, and aimed at vulnerable spots: wrists, thighs, the neck.

Adept: Exsanguinate (2 Points): You know exactly where to cut to cause the most rapid blood loss. A single, well-placed slash can be fatal in seconds. This makes you incredibly dangerous even if you only manage a glancing blow.

Expert: Ghost Strike (3 Points): You have learned to make a killing blow utterly silent. When you strike from stealth, the impact makes no sound. An enemy can die beside their comrades without anyone noticing, allowing you to thin ranks like a phantom.

Master: Death's Moment (4 Points): You transcend mere stealth. For one moment after emerging from hiding, you are still invisible to the senses. You can deliver a single, guaranteed critical strike to any target you can perceive, appearing as a blur before your true position is even known. It is less an attack and more a decree of fate.

6. Spear

Novice: Unassailable Range (1 Point): You understand distance like a second language. You can consistently attack from outside the effective range of every other melee weapon, making you a nightmare for wielders of weapons with a short reach.

Adept: Polearm Master (2 Points): You are a master of formation fighting and area denial. You can effectively fight from the second rank, striking over allies, and you are a nightmare for multiple opponents, keeping them all at bay with a web of precise, threatening thrusts.

Expert: Impale (3 Points): You put your entire body's momentum into a single, devastating lunge. This attack has immense armor penetration, capable of punching through a shield, a suit of plate, and the body within, potentially skewering multiple enemies in a line.

Master: Unassailable Stance (4 Points): When you plant your feet, grip your spear, and take a defensive stance, you become an immovable object. You cannot be flanked, and your defense is absolute. Nothing short of a giant or a siege engine can force you back. You are the anchor that holds the line against the tide.

7. Shield

Novice: Shield Wall (1 Point): You wield a shield with instinctive expertise. Your blocks are incredibly efficient, deflecting blows with minimal effort and dissipating the force away from your body. You can weather a hailstorm of attacks without your arm tiring.

Adept: Deadly Bash (2 Points): Your shield is an extension of your will. A well-timed bash doesn't just interrupt an attack; it carries stunning force, capable of breaking an opponent's nose, shattering teeth, or even concussing them. It creates a perfect opening for a counter-attack.

Expert: Ricochet (3 Points): You have mastered the art of deflection. You can angle your shield to not only block projectiles but send them hurtling back towards the attacker or into another enemy. An archer volley becomes a hazard for their own ranks.

Master: Aegis of the Unyielding (4 Points): Your defense becomes a tangible force. For a brief moment, you can project the concept of your shield beyond its physical form. You can create an invisible, immobile barrier in the air to block a dragon's breath, or form a small dome of protection around yourself and nearby allies, making you all impervious to harm. This is the ultimate expression of protection.

3. Ranged Combat

1. Bow

Novice: Hunter's Stealth (1 Point): You can move silently through any terrain and draw your bow without a sound. The creak of wood and the whisper of the string are silenced, making you a ghost until the moment your arrow flies.

Adept: Eagle Eye (2 Points): When you draw the bowstring, your focus becomes absolute. Time seems to slow, allowing you to account for wind, distance, and movement. You can thread the needle through a helmet's visor at a hundred paces or sever a hanging rope from a staggering distance.

Expert: Ranger's Pace (3 Points): You have mastered the art of the mobile archer. You can fire accurately while running, leaping from a height, or balanced on a narrow surface. The world is your firing platform, and you are never at a disadvantage.

Master: Arrow of Certainty (4 Points): Once per conflict, you can loose an arrow that is guided by fate itself. It will not miss. It will curve around cover, defy the wind, and strike the one spot that will cause the most catastrophic damage—be it the pin holding a bridge together or the single, magical weak point on a demon's hide.

2. Crossbow

Novice: Rapid Reload (1 Point): You have perfected the reloading sequence. You can crank and reload even the heaviest crossbow in half the usual time, turning a slow, powerful weapon into a credible threat in sustained combat.

Adept: Piercing Bolt (2 Points): Your bolts are designed for penetration. They ignore a significant portion of physical armor, treating plate mail as if it were leather and shields as if they were paper. They are the bane of heavily armored knights.

Expert: Suppressing Fire (3 Points): You understand the psychological power of the crossbow. Your rate of fire becomes intimidatingly fast, allowing you to pin down multiple opponents, force spellcasters to break concentration, and control the flow of an engagement from a fortified position.

Master: Ballista Shot (4 Points): You can overload a crossbow's mechanism for a single, monumental shot. This bolt flies with the force of a siege engine, capable of throwing a fully armored man through the air, punching through a castle's portcullis, or bringing down a flying griffon with one well-placed hit. The sound of the shot is a thunderclap of finality.

3. Javelin

Novice: Skirmisher's Throw (1 Point): You can throw a javelin with deadly accuracy while on the move. It is a seamless part of your advance, used to wound or distract an enemy just before you engage them in melee.

Adept: Pin Down (2 Points): A precisely thrown javelin can cripple and immobilize. It can pin a foe's foot to the ground, nail a shield to the user's arm, or pierce a wing, grounding a flying creature. It turns a target's assets into traps.

Expert: Shock and Awe (3 Points): Your thrown javelins carry incredible kinetic force. On impact, they don't just pierce; they stagger, knock back, or even throw smaller enemies to the ground, disrupting formations and creating chaos in the enemy's ranks.

Master: Spear of the Hunter (4 Points): You can make a single, thrown javelin attack that is both unerringly accurate and possesses the armor-piercing quality of a crossbow's Piercing Bolt. This is your ultimate opening move, a decisive strike meant to eliminate the most dangerous threat before the true melee even begins.

4. Specialised Combat

1. Sneak Combat

Novice: Light Foot (1 Point): You move with a preternatural silence. Your footsteps make no sound, regardless of the surface—dry leaves, gravel, or creaky floorboards are as silent as packed earth to you.

Adept: Assassin's Edge (2 Points): You know exactly how to exploit a moment of vulnerability. Your attacks from stealth or against unaware targets are devastating, multiplying the force and lethality of your blow, whether it's with a dagger, a sword, or even your bare hands.

Expert: Shadow's Embrace (3 Points): You do not simply hide in shadows; you become one with them. As long as you are not in direct, bright light and move slowly, you are functionally invisible. Your presence is a mere void in the air, undetectable to normal sight.

Master: Ghostwalk (4 Points): For a few moments, you can step partially out of phase with the world. You become completely silent, invisible, and intangible, able to walk through enemy lines, bypass traps, and position yourself for the perfect strike. You are not a fighter; you are a force of nature.

2. Mounted Combat

Novice: Born in the Saddle (1 Point): You have a supernatural sense of balance. You cannot be unhorsed by mundane means, and you can fight from your mount's back as easily as from the ground, with no penalty to your attacks.

Adept: Charge! (2 Points): You and your mount become a single weapon. Your mounted attacks carry immense momentum, allowing you to deliver blows with enough force to break through shield walls and send enemies flying. A lance charge from you is a tidal wave of steel.

Expert: Unity of Steed and Rider (3 Points): The distinction between you and your mount blurs. You share a single combat instinct. You can perform complex maneuvers as one entity—dodging in unison, your mount kicking while you strike, turning on a dime to catch a pursuing enemy off-guard. Your mobility is your greatest defense and your greatest weapon.

Master: Joust of the Heavens (4 Points): You can channel your combined spirit into a single, transcendent charge. For the duration of this charge, you and your mount are enveloped in a nimbus of energy, your speed multiplies, and your attack becomes an unstoppable force that can pierce through magical barriers and critically wound even the most massive of foes.

5. SKILL BRANCHES

1. Cooking

Novice: Cook (1 Point) - You can prepare meals that restore fatigue and minor wounds. The food is always palatable and comforting.

Adept: Sous Chef (2 Points) - Your meals can now grant minor, temporary buffs: a warmth that guards against chill, a meal that sharpens the mind (+Magicka regen), or a stew that bolsters endurance.

Expert: Culinary Artist (3 Points) - You can cook feasts that grant major, long-lasting buffs. A dragon steak might grant fire resistance for an hour, while a salad of rare herbs could allow one to breathe underwater.

Master: Housewife (4 Points) - You can prepare a grand feast that buffs an entire party, its effects lasting for a full day. This meal can turn a band of recruits into a formidable army and is a tool of immense diplomatic power.

2. Comfort

Novice: Hearthfire (1 Point) - With a moment's focus, you can light a campfire that radiates an aura of safety. Resting here mends minor wounds and restores one's spirit far faster than normal.

Adept: Sanctuary (2 Points) - You can designate a small area as a Sanctuary. Within its bounds, allies are immune to fear and despair, and find their energy (Stamina/Magicka) replenishing at an accelerated rate.

Expert: Home (3 Points) - You gain the ability to designate an additional Sanctuary as a home area, where allies can find comfort and rest.

Master: God of the Hearth (4 Points) - You gain the status effects of the previous perks, allowing those close to you to always bask in the gifts of comfort.

3. Speech

Novice: Silver Tongue (1 Point) - You are naturally persuasive and charismatic. You get better prices and can often talk your way out of minor troubles.

Adept: Intimidation (2 Points) - Your will can be a physical pressure. You can force weak-willed enemies to flee, and even powerful foes may hesitate before striking you.

Expert: Paragon/Renegade (3 Points) - When the situation requires, you are able to be the paragon of reason or the renegade of mayhem, and can influence those around you to accept your demands, offers and warnings.

Master: Voice of the Protagonist (4 Points) - When you speak, people listen. You command attention in any social situation. Your words carry weight and authority, making you a natural leader and diplomat.

4. Blacksmith

Novice: Apprentice Smith (1 Point) - You can work with common materials and improve basic weapons and armor.

Adept: Journeyman Smith (2 Points) - You can work with advanced materials and significantly improve magical items.

Expert: Master Smith (3 Points) - You can reforge and repair legendary items. You can also add a single, powerful enchantment to any item you create. You can work with rare materials.

Master: Artisan of the Ages (4 Points) - You can create unique, named artifacts. These items grow in power with their wielder and may possess sentient-like properties or world-altering abilities, touching upon the realm of the divine.

5. Engineer

Novice: Tinkerer (1 Point) - You understand basic mechanics and can perform repairs on simple machinery, from a broken cart to a complex lock.

Adept: Journeyman Engineer (2 Points) - You can design and construct complex mechanical devices, including siege engines, clockwork traps, and basic steam-powered contraptions.

Expert: Master Architect (3 Points) - You can design and oversee the construction of grand structures like castles, bridges, and aqueducts. Your knowledge extends to destabilizing them as well. You can also reverse-engineer advanced technology you encounter.

Master: Visionary of Industry (4 Points) - You can pioneer revolutionary technologies, such as rudimentary computing engines, power grids, or even magi-tech hybrids. You can see the potential for industry in any world.

6. Scientist

Novice: Scholar (1 Point) - You possess a vast, foundational knowledge of biology, physics, chemistry, and astronomy from a modern perspective. You can identify flora, fauna, and geological formations with ease.

Adept: Researcher (2 Points) - You can form and test hypotheses. You can analyze magical phenomena with a scientific lens, discerning their underlying principles. You can create detailed maps and bestiaries that provide tactical advantages.

Expert: Theorist (3 Points) - You can integrate knowledge from different worlds, creating new fields of study (e.g., Multiversal Biology, Trans-Reality Physics). You can predict natural (and some magical) events with high accuracy and understand the cause and effect of complex systems.

Master: Grand Unifier (4 Points) - You can perceive the fundamental laws that bind realities together. You can devise experiments to test the limits of local physics and magic, and your theories can lead to breakthroughs that alter a world's technological or magical development.

7. Artist

Novice: Apprentice (1 Point) - You have proficient skill in artistic medium (e.g., lute, brush, chisel) and can create pleasant, competent works.

Adept: Artisan (2 Points) - Your works are of masterful quality, capable of moving audiences to strong emotion. You can use your art to subtly influence moods—a stirring war song, a calming painting.

Expert: Virtuoso (3 Points) - Your art transcends skill and touches the soul. A song can heal minor mental fatigue, a sculpture can inspire unwavering courage, a painting can reveal hidden truths about its subject. Your art has minor, tangible magical effects.

Master: Maestro (4 Points) - Your art bends reality. A masterpiece can become a powerful, permanent magical artifact. A symphony could literally calm a storm, and a portrait could bind a soul or preserve a memory for eternity. You don't just create art; you create legacies.

8. Alchemist

Novice: Herbalist (1 Point) - You can identify and combine ingredients to create basic potions (healing, mana) and poisons.

Adept: Transmuter (2 Points) - You can transmute base metals into precious ones (with limitations), create potent elixirs with powerful buffs, and craft alchemical items like smoke bombs and explosives.

Expert: Philosopher of Stone (3 Points) - You can create the fabled Panacea (curing any disease) and the Elixir of Life (dramatically extending a lifespan). You can also create Homunculi and powerful golems bound to your will.

Master: Magnum Opus (4 Points) - You achieve the ultimate goal: the creation of a Philosopher's Stone, an artifact capable of perfect, limitless transmutation and the pinnacle of healing. You can alter the very nature of materials at a conceptual level.

9. Businessman

Novice: Merchant (1 Point) - You have a keen sense for appraisal and negotiation. You can turn a steady profit and manage a small shop or enterprise.

Adept: Mogul (2 Points) - You can establish and manage a continent-spanning trade empire. You understand and can manipulate complex economies, create monopolies, and wield financial power as a weapon.

Expert: Tycoon (3 Points) - Your influence extends to controlling national treasuries and funding wars or peace. You can create economic systems so robust they can survive apocalyptic events. Your "wealth" is measured in political and social capital as much as gold.

Master: The Invisible Hand (4 Points) - You don't just participate in economies; you design them. You can create a stable, multiversal currency or trade network. Your financial power can dethrone kings and make gods consider you an equal. Wealth is not what you have; it is what you control.

10. Ruler

Novice: Leader (1 Point) - You can naturally inspire loyalty and command respect. You can effectively manage a small group, like an adventuring party or a village.

Adept: Strategist (2 Points) - You are a master of military and political strategy. You can command armies, win wars, and navigate the complex webs of courtly intrigue.

Expert: Statesman (3 Points) - You can found, build, and rule a prosperous nation. Your leadership fosters golden ages of peace and culture. Your presence alone can stabilize a region on the brink of chaos.

Master: Sovereign (4 Points) - You are a true emperor, capable of managing an inter-realm empire. Your rule is just, stable, and enduring. You possess a "King's Charisma" that makes other leaders naturally defer to you, and your edicts carry weight that resonates with the very concept of order.

11. Farmer

Novice: Gardener (1 Point) - You have a green thumb. You can cultivate small plots for personal use, ensuring a steady supply of fresh, high-quality vegetables, herbs, and grains. You understand soil quality and crop rotation.

Adept: Husbandry (2 Points) - Your knowledge extends to animal husbandry and large-scale farming. You can breed healthier, stronger livestock and manage vast fields with maximized yield. Your harvested ingredients are of superior quality, enhancing any meal or potion they are used in.

Expert: Bounty of the Earth (3 Points) - You can cultivate magical and rare plants, even in inhospitable environments. You can encourage the land itself to become more fertile, creating pockets of abundance. The food from your farms can cure minor ailments and bolster the health of a community.

Master: Demiurge of the Harvest (4 Points) - You command the cycle of growth and decay. You can cause crops to sprout and ripen in minutes. You can bless a land to be eternally fertile or blight it to become barren. You don't just farm the land; you are its steward and master.

12. Peasant

Novice: Hardy (1 Point) - You are inured to hardship. You can endure long hours of manual labor, poor weather, and meager rations without complaint or loss of effectiveness. You are, for all intents and purposes, very difficult to inconvenience.

Adept: Jack of All Trades (2 Points) - You possess a wide array of practical, non-combat skills: thatching a roof, mending clothes, basic carpentry, finding clean water, and navigating by the stars. You can blend seamlessly into any common populace.

Expert: Unassuming Presence (3 Points) - You have mastered the art of being overlooked. Nobles, officials, and even guards will dismiss you as nobody of importance, allowing you to hear secrets and move freely where others would be questioned. Your sheer normalcy is a cloak.

Master: Spirit of the People (4 Points) - You understand the heartbeat of the common folk. You can instinctively gauge the mood of a city, incite a riot or calm a mob with a few well-chosen words, and rally peasants into a formidable militia. You are the voice of the voiceless.

13. Cleric

Novice: Acolyte (1 Point) - You can perform basic rites and blessings. Your prayers can purify water and food, and you can sense the presence of undead and outright unholy forces.

Adept: Priest (2 Points) - You can channel divine energy to Turn Undead, creating barriers that repel them. Your blessings can grant minor boons of protection and courage to allies. You can commune with a deity or cosmic principle to seek guidance.

Expert: High Priest (3 Points) - You can consecrate ground, creating holy sites that heal allies and severely harm creatures of darkness. You can call down divine judgment in the form of searing light upon your foes. Your faith can provide mental protection for an entire congregation against fear and despair.

Master: Prophet (4 Points) - You can perform true miracles. You can call upon your divine patron for direct intervention, such as a massive area-wide healing, summoning a celestial avatar, or sealing a powerful demonic entity. Your words carry the weight of prophecy, and you can establish a faith that spans worlds.

6. WONDER BRANCHES

1. Protagonist

Novice: Fast Learner (1 Point) - You gain proficiency in all skills 20% faster. You learn from doing things with uncanny speed. You automatically can speak the language of the entity you are conversing with.

Adept: Unlocked Potential (2 Points) - Once per world, you can refund all perk points and reassign them, allowing you to adapt your build to new challenges.

Expert: Plot Armor (3 Points) - Once per week, you automatically survive a killing blow. You are left on the brink of death, but alive.

Master: The Chosen One (4 Points) - Major quests and pivotal individuals are naturally drawn to you. Your luck is supernaturally high. You occasionally get a "hunch" about narrative tropes, allowing you to sense ambushes, betrayals, or key story moments.

2. Magecraft: Destruction

Novice: Apprentice (1 Point) - You can cast basic spells of fire, wind, water, lightning and earth. You are also able to imbue your weapons and armour with these basic spells.

Adept: Elementalist (2 Points) - With experience you enhance the effects of the basic spells, while also gaining access to those of higher level. You are able to communicate with elements laid bare, gaining the ability to form runes.

Expert: Wrath (3 Points) - You can call down meteors, summon blizzards and conjure lightning storms.

Master: Apocalypse (4 Points) - You command the weather as elements bow to your authority. Your spells become a fundamental force of nature, ignoring magical resistance.

3. Magecraft: Conjuration

Novice: Summoner's Pact (1 Point) - You can summon a weak, temporary familiar (e.g., a ghostly wolf, an imp) and conjure a basic bound weapon (sword or bow) that is able to attack spiritual foes.

Adept: Soul Binder (2 Points) - You can summon powerful elementals (fire, frost, storm), raise the undead and conjure armored phantoms.

Expert: Planar Commander (3 Points) - You can bind a single separate entity to walk the world beside you. You call forth two powerful summons at the same time. You can open temporary portals that spew forth weak hostile creatures.

Master: Summoner's Favor (4 Points) - You can summon a legendary, named entity. You can also cast a portal that briefly summons a warband of 5 powerful summons.

4. Magecraft: Restoration

Novice: Acolyte of Life (1 Point) - You can cast a basic healing spell to mend wounds and a wards to block hostile spells.

Adept: Beacon of Vitality (2 Points) - You can cast healing over an area, cure common diseases and poisons, and use spells hostile to the concepts of evil and dark, causing great effect against undead etc.

Expert: Champion of the Light (3 Points) - You can heal a target to its peak, restoring its stamina in the process as well. You can also create a "Circle of Protection" that reduces damage and negates the effects of the dark concepts.

Master: Hand of the Divine (4 Points) - You are able to defy fate and resurrect the recent (up to a minute) dead. You can cast "Guardian's Domain," a massive aura that surrounds yourself and continuously heals allies and vaporizes lesser forces of the dark concept.

5. Magecraft: Alteration

Novice: Student of Change (1 Point) - You can cast "Oakflesh" to toughen your skin and "Waterbreathing.", you are also able to use "Candlelight" to lighten the surroundings and "Wayfare" to point the way to your destination.

Adept: Reality Weaver (2 Points) - You can use telekinesis to manipulate objects at a distance, paralyze weak-willed creatures, and cast "Ironflesh" for significant damage reduction.

Expert: Arch-Mage of Form (3 Points) - You can manipulate large objects with telekinesis, mass-paralyze groups of foes, and cast "Ebonyflesh." You learn "Featherfall," making you immune to fall damage, and "Detect Life," seeing all living beings through walls

Master: Demiurge (4 Points) - You can briefly stop time in a localized area. You can create a "Domain of Will," a small bubble where you can subtly alter physics (e.g., make allies lighter, increase gravity for foes, nullify sound). You can cast "Dragonhide," making you immune to all physical damage for the duration of the spell.

6. Magecraft: Illusion

Novice: Whisperer of Minds (1 Point) - You can cast "Courage" on an ally, "Fear" on a weak foe, and "Muffle" to silence the noise you make.

Adept: Puppet Master (2 Points) - You can cast "Fury" to make enemies attack each other, "Calm" to pacify aggressive creatures, and "Rally" to bolster the morale of an entire group.

Expert: Shadow Weaver (3 Points) - You can become completely invisible and cast "Hysteria," causing all enemies in a large area to flee in terror. You can also craft "Phantasmal Killer," an illusion so terrifying it can cause physical heart failure in weaker beings.

Master: Architect of Delusion (4 Points) - You can cast "Mass Invisibility" on your entire party. You can create a "Reverie," a powerful, tactile illusion that can mimic a person, a treasure, or even a terrain feature perfectly. Your master ability, "Grand Mesmer," allows you to briefly take direct control of a single, powerful target, puppeteering their body for your own ends.

7. Travel

Novice: Hop (1 Point) - Uncontrolled, short-range "hops" to adjacent realities. No cooldown.

Adept: Anchor (2 Points) - Can target worlds he has a strong conceptual anchor for (a person, a place, an item). Unlocks fast travel to 3 saved "Soul Signatures."

Expert: Gate (3 Points) - Can open stable, two-way portals. Cooldown significantly reduced. Soul Signature capacity increased to 6.

Master: Odyssey (4 Points) - Can travel to any known world at will. Soul Signature capacity increased to 9. You are now a true master of the multiverse.

8. Soul

Novice: Soul Shield (1 Point) - You can erect a barrier that specifically defends against soul-based attacks, possession, and spiritual corruption.

Adept: Unyielding Will (2 Points) - You are immune to fear, despair, and most mental compulsions. Your will is an unbreakable fortress.

Expert: Echo (3 Points) - You can sense and communicate with lingering souls, memories, and echoes of the past. You can learn secrets from the dead and even call upon their skills for a moment.

Master: Soul Forging (4 Points) - You gain the ability to manipulate souls. You can actively burn your soul to nourish your body. You can also imprint your soul onto items to bind themselves to you.

9. Body

Novice: Peak Condition (1 Point) - Your body operates at the absolute peak of human potential. You are faster, stronger, and more durable than any Olympic athlete.

Adept: Adaptive Regeneration (2 Points) - Your body learns from damage. Surviving an attack (fire, poison, etc.) grants you a degree of permanent resistance to it and drastically improves your healing rate from that damage type.

Expert: Perfect Control (3 Points) - You have 100% conscious control over your body. You can ignore pain, slow your heartrate to enter suspended animation, or consciously push your muscles and bones beyond their safe limits without causing permanent damage.

Master: Apotheosis of Flesh (4 Points) - You are no longer entirely mortal. You can regenerate lost limbs over time, survive in hostile environments without air, and your physical form becomes a weapon in itself, immune to disease and aging.

10. Sensory

Novice: Witcher Sense (1 Point) - Your natural senses are heightened to their absolute peak. You can hear a heartbeat across a silent room, see the faintest trail in near-total darkness, and smell specific individuals in a crowded street. This is the foundation of a superhuman tracker and scout.

Adept: Mage Sense (2 Points) - You gain the ability to perceive the flow of magical energy. You can see the aura of spells being cast, identify enchanted items by their glow, and sense the approximate power level of magical beings. You can now "see" in the dark by perceiving the ambient mana in the air and objects (basically heat vision).

Expert: The Mind's Eye (3 Points) - Your perception transcends the physical. You can now sense life force and hostile intent. You can feel the presence of all living beings within a large radius, perceiving them as "life-lights" regardless of walls or invisibility. You gain a preternatural "danger sense" that warns you of ambushes, traps, and lethal attacks a split second before they happen. You can sense the general emotional state of those around you (a cloud of anger, a shroud of deception).

Master: Omni-Sense (4 Points) - You achieve a state of near-omniscient awareness. You can actively focus to perceive anything happening within a city-sized area, as if you were there. You can now distinguish between types of energy: divine, demonic, elemental, spiritual, etc. A god trying to hide their presence would feel like a blinding sun to you, while a stealthy assassin would be a void of cold intent. Your "Mind's Eye" becomes a passive, constant radar. Nothing can surprise you. You perceive the world in multiple layers simultaneously: the physical, the magical, and the intentional.

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