v11.13.19a

Wisen


Starting Skills: Basic Martial Skill, Cloth Armor, Basic Medicine.  Choose two different Lore skills.  Choose one Apprentice Profession or Crafter skill.

Lvl

Spikes

Spike Dmg

Powers

LP

CP

1

1

1

Choose two 1st level Wisen Powers.  

2

+2

2

1

1

Bonus Power: Choose either Oral Tradition or Tradition of Creation.  Choose three Wisen Powers of 2nd level or lower.  

2

+3

3

1

1

Bonus Advantage: Minor Fame (Being a Wisen).  Choose two Wisen Powers of 3rd level or lower.

3

+2

4

1

1

Choose two Wisen Powers of 4th level or lower.

3

+3

5

1

1

Choose two Wisen Powers of 5th level or lower.

4

+2

6

1

1

Choose two Wisen Powers of 6th level or lower.

4

+3

The history of the Land is one of ancient secrets, dark rites and old, almost forgotten lore.  Above this, masters of all knowledge, stand the Wisen.  These are the Wisewomen and Wisemen of the villages, the keepers of the stories and history of the Land.  So important are these ancient pieces of lore that the Wisen are considered sacred people, protected by the Slayers - even the Hunters - at all costs.  If knowledge is indeed power, then the Wisen wield the greatest weapon of them all.

There are a number of different figures that can be seen as Wisen characters from page and screen.  Professor van Helsing from Bram Stoker's Dracula, although arguably a Slayer, had the scholarly spirit and passion for research and knowledge that makes an excellent Wisen.  Nynaeve al'Meara from Robert Jordan's Wheel of Time series is also Wisen, being the Wisdom of her village. Lastly, again from popular culture, Giles from the Buffy the Vampire Slayer series or movie is Wisen, as his research and understanding of ancient rite and ritual make him the perfect addition to any slaying team.  From a different vein, Sherlock Holmes and Dr. Watson were probably both Wisen of their time.

The Wisen of the villages of the Land are researchers and scholars.  They have keen minds and are passionate seekers of ancient spells and rituals.  Even greater than their stores of knowledge is their ability to gain more knowledge.  The Wisen are protected and guarded, but their thirst for knowledge often drives them into the darkness to seek more.  A Wisen, as she grows, begins to put more and more of her knowledge to work for her, eventually mastering great herbal knowledge and ritualistic power.  The Wisen is an excellent investigative addition to any team.

Wisen can be found in almost any clothing, but simple, traditional garb is most appropriate.

1st level Wisen Powers


Antidote

Incantation: Focus Slow 60

Call:”Cure Poison”, “Cure Disease”, or “Cure Tainted”

Target: Individual                        Duration: Instantaneous

Delivery: RP                                Refresh: Short Rest

Accent: None                                Effect: Cure Poison, Disease, or Tainted

My spending about a minute finding, preparing, and applying various ingredients to an individual, the Wisen can Cure Poison, Disease, or the tainted Condition.  By expending one Bloom during the process, the Wisen can Cure all three.

Insight [Utility]

Instead of choosing a Power, the Wisen can take Insight as a bonus Advantage.

Item Lore [Utility]

Incantation: None

Call: None

Target: Self                                Duration: Passive

Delivery: None                                Refresh: None

Accent: None                                Effect: None

The Wisen can identify magic items in hand as if she had the appropriate Lore or Skill.  Potions, magic items, scrolls, etc. can all be easily and quickly identified as per the relevant skill.

Kick

Incantation: Special

Call: Written

Target: Potion                                 Duration: Until Used

Delivery: RP                                Refresh: Short Rest

Accent: Poison                                Effect: Imbue Heal, Imbue Shielding, Imbue Cure Special

A Wisen can take an existing potion (any quaffed liquid created with alchemy or found in the world)  and add a little kick to it.  After spending a minute or so adding to, mixing and enhancing the potion, she may choose one of four benefits that will take place when the potion is imbibed.  The potion can (in addition to any other Effect) Heal 1 point, grant 1 point of Shielding, Cure Poison, or cause a state of immediate and profound drunken inebriation that will last until the intoxicated character feels they are sobering up.  No Potion can be Kicked more than once.  The Kick effect should be added to the information card for the item if it has one.

Jury Rig

Incantation: Focus Quick 100

Call: “Mend 2”

Target: Armor                                Duration: Permanent

Delivery: Touch                        Refresh: Immediate

Accent: None                                Effect: Mend

By spending a Quick 100 fixing and readjusting a character’s armor and consuming 1 Hide or Ingot, the Wisen can Mend Armor for 2 points. In addition, if the character has this Power, she Mends one additional point when using Field kits and Armorer’s Kits.

Perspicacity

Incantation: “From the light of ancient stars, from the lessons of ancient lore, I see with eyes that shine.”

Call: “Divine: What is one of your Vulnerabilities?”

Target: Individual                        Duration: Instantaneous

Delivery: Packet (Spell-Packet)                Refresh: Instantaneous

Accent: None                                Effect: Divine

The Wisen can charge a Spell-Packet with a tiny divination spell that will give her some indication of the weaknesses of a foe. Note that in mass melees and high pressure/speed situations, it may be impossible to Divine things properly and no or erroneous answers may occur.  Note that vulnerability is a Condition, so unless the target has a specific vulnerability Condition, the answer will come back as “None”.

Share [Utility]

Incantation: Special

Call: “[Name or Description] Cure [Condition or Accent]”

Target: Individual                        Duration: Instantaneous

Delivery: Verbal                        Refresh: Short Rest

Accent: None                                Effect: Divine, Cure

This Power can only be used out of combat with another Individual and, ideally, should be done in private.  The Wisen connects herself to the emotions of the other sitting in silence with them for at least a minute.  After the minute, the Wisen should describe her own emotional state in honest, descriptive terms.  She should not convey facts other than about how she feels (i.e. “I feel hurt and betrayed” rather than “Because Triss ended up taking Tymeria on his quest instead of me, I feel hurt and betrayed”).  When she feels she has fully described her feelings, she should Call “Divine: How do you feel right now?”   The target should then describe her emotional state.  After this sharing, until the end of the Event, the Wisen can, once, Cure that character of berserk, charmed, dominated, or any Condition caused by an emotion-based Accent (by Terror, by Fear, by Rage) as a Verbal Effect.

Sight [Utility]

Instead of choosing a Power, the Wisen can take Sight as a bonus Advantage.

2nd level Wisen Powers


Aura Healing

Incantation: Special

Call: “Heal [amount]”

Target: Individual                                Duration: Instantaneous

Delivery: RP                                        Refresh: Long Rest

Accent: None                                        Effect: Heal

The Wisen moves her hands in strange ways over the aura of another character, careful not to touch the person at any time lest the aura flow be disrupted.  This adjustment will take a Quick Count of 100 to perform for each individual.  She bends and shapes the target’s aura, easing pains and closing wounds.  The Wisen can heal up to 4 points per Wisen level per Long Rest in any increment.  Unfortunately, since much of the power of the adjustment is the target’s own internal energy and belief, this cannot be used on character’s that are unaware (slept, for example) or already at 0 Life Points.  She also cannot use this Power on herself.  

Endeavor Blessing [Utility]

Incantation: “From the light of ancient stars, from the lessons of ancient lore, I bless this endeavor”

Call: Explanation

Target: Individual                                Duration:Short Rest

Delivery: Touch                                Refresh: Short Rest

Accent: None                                        Effect: None

When this is cast on a person who is making a crafting attempt (which may be the Wisen herself), the Wisen can choose one of two different effects: The blessing of alacrity will halve the durations of all time requirements, as well as halve the number of repetitions (round up) on all repeated actions (like hammering).  The blessing of fortune will allow the crafter to submit a crafted item for an artistic boon without using one of her normal opportunities (from the Mastercrafter Skill).  The wisen may only use the blessing of fortune once per event.

Infusion of Light

Incantation: None

Call: “Cure Tainted, Drained, Charmed and Dominated by Will”

Target: Individual                                Duration: Immediate

Delivery: Touch/RP                                Refresh: Short Rest

Accent: Will                                        Effect: Cure Tainted, Drained, Charmed, Dominated

The Wisen confronts another, gazing intently into their eyes (even if they don’t look back) and engaging them in conversation, telling them that they are free, that their will is their own and their soul is pure.  If the Wisen can get the target to engage with her emotionally for about five seconds, this is considered willing enough, and the Power can be Called on that target.  This engagement can happen if the target is still attacking, but it is unlikely, and would be a generally unusual circumstance.

Living Armor

Incantation: “From the light of ancient stars, from the lessons of ancient lore, I imbue this armor with life and vigor”

Call: Explanation

Target: Armor                                        Duration: Short Rest

Delivery: Touch                                Refresh: Short Rest

Accent: None                                        Effect: None

Out of combat, the Wisen can give the power of life to the armor worn by an individual.  Once the Power is used, up to 2 points of physical or summoned Armor will be infused with tendrils of living power, gaining the benefit of Natural Armor (Natural Armor can be Healed as well as Mended).  The Living Armor will always be the last 2 points of Armor the character has on, so if she takes off pieces of physical Armor, she will only start losing the benefit of this Power once her total Armor Point value is less than 2.  If the Wisen expends a Hide during the casting of this magic, up to 10 points of Armor are made into Living Armor.  The Wisen should deposit the used Hide at the nearest Ash Box as soon as they are able (located at each crafting stations).

Moon Glow

Incantation: “From the light of ancient stars, from the lessons of ancient lore, I conjure moonlight”

Call: None/“[Name or Description] Piercing 10 to Lycanthropes by Moonlight”

Target: Special/Individual Lycanthrope                Duration:Long Rest or until extinguished/Instantaneous

Delivery: Touch/Verbal                                Refresh: Long Rest

Accent: None/Moonlight                        Effect: Special/Piercing

The Wisen has heard the whispers of the moon and has been told some of her secrets; one of these is the secret of moonlight.  By preparing a torch or other special instrument, the Wisen can cause an object to create light.  This Power must be used on a specially prepared flashlight that is diffused with either a light blue or light yellow covering and is no more than about 300 lumens.  The light should not be shone directly in anyone’s eyes.  A Wisen holding an item enchanted with Moon Glow can illuminate another creature and release the power of the Moon Glow. The Wisen calls “Piercing 10 to Lycanthropes by Moonlight” and the light will then be extinguished.  This light cannot be commanded on and off, but will remain on.  The light can also be extinguished at any time, ending the magic.  Note that sometimes the magic will fade on its own (the batteries may die).

Oral Tradition  [Utility]

Incantation: None

Call: None

Target: Self                                Duration: Passive

Delivery: None                                Refresh: None

Accent: None                                Effect: None

The Wisen has been the beneficiary of the stories of her elders, and the ingenuity of her ancestors.  She reduces the cost of all Thieving skills by 1 (to a minimum of 1).  Note that if the character took this skill at character creation, this will apply to any skills she purchased at character creation.  This Power can only be chosen once.  If the player ever decides to drop this Power, she must have enough free CP to “pay back” the discounts on the costs of the Thieving skills that were purchased.

Scry Glyph [Utility]

Incantation: “From the light of ancient stars, from the lessons of ancient lore, I scry that glyph”

Call: “Divine: What are the properties of this Glyph?”

Target: Self                                        Duration: Slow Count of 10

Delivery: None                                        Refresh: Long Rest

Accent: None                                        Effect: Divine

The Wisen looks through the mystic lines, pulling each apart for special meaning and nuance.  The Wisen should then go to the Glyph information card and read as much as she can from the back.  She has 10 seconds to do this, and while she is doing it, she will not activate the Glyph.  If she takes any other actions (trying to go through a door, open a box, answer questions) then the Glyph will trigger normally (if she is doing something that would trigger it).  At the end of the 10 seconds, it will also trigger normally if it should be triggering.  The Wisen can use this Power once per Wisen level per Long Rest.

Tradition of Creation [Utility]

Incantation: None

Call: None

Target: Self                                Duration: Passive

Delivery: None                                Refresh: None

Accent: None                                Effect: None

The Wisen comes from a long tradition of creators, brewers, makers and craftspersons.  The Wisen reduces the cost of all Profession and Crafting skills by 1 (to a minimum of 1).  Note that if the character took this skill at character creation, this will apply to any skills she purchased at character creation.  This Power can only be chosen once.  If the player ever decides to drop this Power, she must have enough free CP to “pay back” the discounts on the costs of the Profession and Crafting skills that were purchased.

Treat

Incantation: None

Call: “Heal to full by Poison” “Cure all Conditions by Poison”

Target: Up to six Individuals                Duration: Instantaneous

Delivery: RP                                Refresh: Short Rest

Accent: Poison                                Effect: Heal

This Power can only be used out of combat.   By expending one Bloom, the Wisen can provide a powerful curative rite for up to six other Individuals, moving from one to the other, treating wounds and injuries.  The Wisen must Focus for at least 10 seconds over each character to be Treated.  All targets are Healed to full Life Points and Cured of all Conditions.  The Wisen should deposit the used Bloom at the nearest Ash Box as soon as they are able (located at each crafting station).

Weird Lore 

Incantation: Special

Call: Special

Target: Special                                Duration: Special

Delivery: Special                        Refresh: Special

Accent: Special                                Effect: Special

The Wisen can choose one 1st level Power from any other Basic Class (other than Wisen).  The Power will have the same incant, requirements, etc. as it did in the original class.  The Power cannot have a Refresh of “Spell”, nor can the Power chosen be one that causes the Refresh Effect.  Weird Lore can only be chosen once.  

3rd level Wisen Powers


Acid Soak

Incantation: Focus Quick 100

Call: “Wounding 4 by Acid”

Target: Individual                                Duration: Instantaneous

Delivery: Packet (Spell-Ball)                        Refresh: Short Rest

Accent: Acid                                        Effect: Wounding

Carefully, the Wisen soaks a spell-ball full of materia in a solution that will react over a few minutes, making for a powerfully acidic projectile.  The Wisen must work on the packet for a quick count of 100 and may then throw it at any time.  If the spell-ball leaves her hand or touches any object other than her hand, it will discharge.

Ancient Wisdom [Utility]

Incantation: None

Call: None

Target: Self                                Duration: Passive

Delivery: None                                Refresh: None

Accent: None                                Effect: None

The Wisen can choose 4 points worth of Lore, Artisan, or Profession skills (do not apply any reductions for Tradition of Creation or Oral Tradition) and add them to her skill list.  This Power can only be taken once.

Borrow Knowledge [Utility]

Incantation: None

Call: None

Target: Touch                                Duration: Short Rest

Delivery: RP                                Refresh: Short Rest

Accent: Psychic                        Effect: None

Out of combat, the Wisen sits down with a willing creature and puts her hands near the other’s temples (remember not to touch unless consent has already been explicitly established).  She should walk the other through a meditation, or explain how she is sifting through the other’s skills and talents.  When she is done with the role-play, the Wisen will have all the same Lore skills as the target of this Power, at the same levels of skill until completing her next Short Rest.

Cooperative Power

Incantation: “From the light of ancient stars, from the lessons of ancient lore, you and I will do this together.”

Call: Explanation

Target: Individual                        Duration: Long Rest or until used

Delivery: Touch                        Refresh: Short Rest

Accent: None                                Effect: None

Out of combat, the Wisen uses the incantation to link herself with a caster.  She joins some of her power to theirs and explains the benefits of this Power.  At any time after that, while the Wisen is within Touch range of the other caster and is Focusing , that caster can cast one spells as if she were using the next higher spell-slot than is actually expended. The Wisen must maintain Focus while the spell is cast.  The caster should say “Empowered” before she begins her incantation for the spell, and the Wisen will add “Empowered” after the spell incantation is complete, verifying the use of the power.  If the Wisen’s Focus is disturbed during the spell, she should not call Empowered at the end, and the spell will either be cast at the lower power-level (as if it were not Empowered) or can be failed, at the caster’s option. Choosing this Power multiple times will allow more linkages with more casters, or additional uses with the same caster.  Once the Cooperative Power link is established, it will last until a Long Rest (or until used) and will not recharge (even during a Short Rest).  A single individual can be Empowered by multiple Wisen for much more powerful spells.

The Wisen, Jonathan, links himself with Knox, a Mage.  Knox, a 5th level Mage, casts Forcebolt, using an Intermediate spell-slot instead of a Novice one.  This takes it from 3 Force damage to 5 Force damage.  Because of the Cooperative Power link with Jonathan, Knox calls “Empowered!” before casting the Forcebolt, and Jonathan calls “Empowered” after the incantation. The Forcebolt will now act as though a Greater spell-slot were used, doing 10 Force damage.

Detonate

Incantation: Focus Slow 30

Call: “Imbue Wounding”, Explanation

Target: Individual                        Duration: Until Used

Delivery: RP                                Refresh: Short Rest

Accent: None                                Effect: Imbue Wounding, Imbue Shatter

The Wisen can give another character the power to ignite a weapon she is using, by preparing strange fuses, oils, and other ingredients.  After the Wisen spends a slow count of 30 role-playing this preparation, the character is ready to detonate her weapon.  At any time the target chooses, a melee weapon can be ignited to use the Power below.   This should be explained to the target while the preparations are being made.  Note that the Role-Playing of this Power may include props or equipment given to the target, or infusing the character’s limb with bizarre oils; the exact details are up to the Wisen.

Call: “Wounding 8 by Fire”

Target: Self/ Individual                        Duration: Instantaneous

Delivery: None/Weapon                Refresh: None

Accent: Fire                                Effect: Wounding, Shatter

A melee weapon can be used to deliver a Wounding Effect for 8 points of Fire damage. This will, unfortunately, also cause a Shatter on the weapon itself and 4 points of Wounding by Fire delivered by Touch to the wielder.  This damage is not Weapon-delivered and cannot be stopped by Effects that stop Weapon attacks.  This should be explained to the target while the preparations are being made.

Faebane

Incantation: “From the light of ancient stars, from the lessons of ancient lore, I abjure the Green!”

Call: None

Target: Self                                Duration: Short Rest

Delivery: None                                Refresh: Short Rest

Accent: Iron                                Effect: Resistance

After speaking the words, the Wisen covers herself in a powerful enchantment that is designed to protect her from the wiles of the Fae creatures.  Until the next Short Rest, the Wisen has the following abilities:

Foundation Spark

Incantation: “From the light of ancient stars, from the lessons of ancient lore, I restore you!”

Call: “Grant Life”

Target: Individual                        Duration: Permanent

Delivery: Touch                        Refresh: Short Rest

Accent: None                                Effect: Grant Life

This rite can only be performed out of combat, and requires a Foundation Resource of Death as the material component.  The Wisen can give life back to an Enchanter who has drawn the Foundation Resource of Death through the primal barrier while attempting to collect power for her art.  To do this, the Wisen must cast the rite on a dead Enchanter, replacing the Foundation Resource of Death in the Portal as part of the casting.  The Enchanter will come back to life with 1 Life Point.

Gathering  [Utility]

Instead of choosing a Power, the Wisen can take one Gathering skill free of Character Point cost.

Minor Demonic Binding

Incantation: “From the light of ancient stars, from the lessons of ancient lore, I bind this demon to my will!”

Call: “Charm to Demons by Will Until Short Rest”

Target: Individual Demon                Duration: Short Rest

Delivery: Packet                        Refresh: Short Rest

Accent: Will                                Effect: Charm

This minor binding will cause a demon to cease all hostility towards the Wisen and treat her like a trusted ally.

Rite of Rest

Incantation: Focus Quick 100

Call: Explanation

Target: Individual                                Duration: Immediate

Delivery: Touch                                Refresh: Long Rest

Accent: None                                        Effect: Refresh, Special

By performing a short ceremony over another, the Wisen can cause the character to undergo a Short Rest instantaneously.  This can be extremely powerful, but it will also end Powers with a duration of Short Rest. The rite should be a brief moment of words and gestures, the details of which are up to the Wisen, and then a quick 100 of focus.  This Power cannot be refreshed by any Power and can only be chosen once.

Sound of Breaking  [Utility]

Incantation: “From the light of ancient stars, from the lessons of ancient lore, I see the truth behind the sky!”

Call: “[Name or Description] Discern by Mind: Do you believe the last thing you said was true?”

Target: Individual                Duration: Immediate

Delivery: Verbal                Refresh: Short Rest

Accent: Mind                        Effect: Discern

After speaking the incantation, anytime before the completion of the next Short Rest, the Wisen may determine if a spoken statement was true or not (according to the speaker).

Spirit Lore  [Utility]

Incantation: Focus Slow 180

Call: None

Target: Self                                Duration: Special

Delivery: RP                                Refresh: Long Rest

Accent: None                                Effect: None

This Power mimics the Soothsayer Advantage.  The Wisen can see into the future, or see through the thin veil between reality and the possible py performing a small ceremony (which may be drawing cards, viewing entrails, or even preparing for a sleep filled with prophetic dreams). The character should provide a question or topic to Staff in written form and, sometime after the ceremony is performed, the answer will come to her in a vision or by some other sign.  The character can request one vision per use of this Power.  If the question is frivolous or offensive, this can anger the Spirits, which may end in retribution.

4th level Wisen Powers


Arcane Ritual Magic [Utility]

Instead of choosing a Power, the Wisen can reduce the cost of the Apprentice Arcane Ritual Magic skill by 4 and can ignore the spell-slot requirements for all Arcane Ritual Magic skills.  The character must be 7th level in order to take Journeyman Arcane Ritual Magic and must be 10th in order to purchase Greater Arcane Ritual Magic.

Bloodline Draught  [Utility]

Incantation: Focus Slow Count of 60

Call: Explanation

Target: Individual                Duration: Long Rest

Delivery: Touch                Refresh: Long Rest

Accent: None                        Effect: Special

With hair, fingernail, and blood from an individual, the Wisen can create a powerful potion that can be brewed to one of two formulations.  The first kind will suppress many of the external signs of the character’s Breed, making her appear Human.  She does not lose any of her Breed Advantages, but until she completes a Long Rest, may appear fully Human.  The second formulation gives the character all of her Breed’s Advantages until she completes a Long Rest.   These Advantages can be found within the Character Options chapter.  Many have said that drinking the draught causes wracking pain and can cause confusion and disorientation.  If this occurs (which is up to the player who drinks the draught) it will last until the player decides it is time to end.  The draught keeps its potency for only a few minutes, so is usually brewed and immediately imbibed under the supervision of the Wisen.

Divine Ritual Magic [Utility]

Instead of choosing a Power, the Wisen can reduce the cost of the Apprentice Divine Ritual Magic skill by 4 and can ignore the spell-slot requirements for all Divine Ritual Magic skills.  The character must be 7th level in order to take Journeyman Divine Ritual Magic and must be 10th in order to purchase Greater Divine Ritual Magic.

Exploding Arrows

Incantation: Special

Call: “Imbue Shield-Breaking”, Explanation

Target: Individuals                Duration: Long Rest

Delivery: Touch                Refresh: Long Rest

Accent: None                        Effect: Imbue Shield-Breaking

Out of combat, the Wisen can treat a number of projectiles (arrows or crossbow bolts) with a special mixture that will cause them to explode on impact.  The Wisen may prepare a number of projectiles equal to three times her Wisen class-levels.  These projectiles can then be handed out to whomever and each of those recipients will be able to the Shield-Breaking Power below that many times.  For example, Samanta creates 12 Exploding Arrows and gives ten to Ajax and two to Triss.  At any time before Ajax completes a Long Rest, he could fire ten arrows that are Shield-Breaking by Fire; Triss could fire two.  The exact projectiles do not need to be tracked or used, but the actual projectiles must be handed out.  The arrow will only work for the person the Wisen gives it to. (that person may not then pass it on.)  All this needs to be explained when the Wisen hands out the arrows.

Incantation: None

Call: “Shield-Breaking by Fire

Target: Individual                Duration: Instantaneous

Delivery: Weapon                Refresh: None

Accent: Fire                        Effect:Shield-Breaking

Anytime before the next Long Rest character cause Shield-Breaking by fire with a projectile.

Forsake Name [Utility]

Incantation: “From the light of ancient stars, from the lessons of ancient lore, forsake the name that was given.”

Call: Explanation

Target: Individual                        Duration: Until Used or Long Rest

Delivery: Touch                        Refresh: Long Rest

Accent: None                                Effect: Special

The Wisen can call for strange power from the stars themselves and give the target the ability to use one Power that normally has a “to [Truename]” qualifier without that qualifier.  There are some Wisen who believe that this skirts the Lich’s Laws too closely and refuse to use it.  Wisen have been punished by the Curates for using this Power before, but usually when there is other context and history.

Infuse

Incantation: "From the light of ancient stars, from the lessons of ancient lore, make of this what you will”

Call: “Grant [Accent] Accent on Weapon attacks at-will until Short Rest”

Target: Individual        Duration: Short Rest

Delivery: Touch        Refresh: Short Rest

Accent: Var                Effect: Grant Accent

This rite allows the touched individual to use a chosen Accent at-will with weapon attacks.  The Wisen can choose from the following Accents: Silver, Wood, Iron, or Salt.  This target can use that Accent on weapon attacks until they complete a Short Rest.

Lich Light  [Utility]

Incantation: "From the light of ancient stars, from the lessons of ancient lore, I charge you to uncloak the mysteries”

Call: “Obey: Point to something hidden nearby”; “Obey: Give me a clue to this puzzle”

Target: Special                                Duration: Instantaneous

Delivery: Verbal                        Refresh: Short Rest

Accent: None                                Effect: Obey

This rite is usually cast in the presence of a Curate, although it can be attempted anywhere at any time.  It will cause a nearby or designated Staff member to help locate hidden objects or cause them to give a small clue concerning a puzzle or other mental challenge.  The exact result is up to the Staff member.  If no reasonable benefit can be gained, the casting will instead give the Wisen 2 points of Shielding and 2 points of Healing.

Mesmerism  [Utility]

Incantation: None

Call: None

Target: Touch                                Duration: Permanent

Delivery: RP                                Refresh: Short Rest

Accent: Psychic                        Effect: Special

Out of combat, the Wisen sits down with a willing creature and puts her hands near the other’s temples (remember not to touch unless consent has already been explicitly established).  She should talk the other person through a series of mental exercises to calm the mind and relax the will.  The Wisen can choose to (with the consent of the target) alter, remove, or even implant memories.  Once the Power is complete, the subject will forget entirely that Mesmerism has been used, and will accept the new memories as true and natural.  Alternatively, this can be used to cure a character of all the penalties associated with the Nightmares Challenge until the end of the Event.

Remove Glyph [Utility]

Incantation: "From the light of ancient stars, from the lessons of ancient lore, unravel this Glyph”

Call: “Insubstantial”

Target: One Glyph        Duration: Instantaneous

Delivery: RP                Refresh: Short Rest

Accent: None                Effect: None

The Wisen reaches out both hands towards a Glyph (a magical trap: see the Traps and Locks Chapter for more information) she can see and locks herself into a mental battle with it, unraveling its cords and lines of energy piece by piece.  Once the Incantation is spoken, the Glyph will be inert for a few moments while she immediately walks to it and touches it.  If the Wisen has already used Scry Glyph on this Glyph, she may choose to simply make the Glyph inert forever (and should then remove the Glyph information card and even the Glyph symbol itself if possible).  If the Wisen has not already Scryed the Glyph, it will remain inactive only as long as the Wisen touches the symbol and then 5 seconds after she stops.

Rite of Riches [Utility]

Incantation: None

Call: None

Target: Component        Duration: Immediate

Delivery: Touch        Refresh: Immediate

Accent: None                Effect: Special

This rite transforms one set of Resources into other Resources through the magic of transmutation.   By taking a few Resources off to a private location and spending four hours on a special rite (while taking an NPC shift), the Wisen can take up to four Resources of any kind to Staff and, at the end of the rite (the NPC shift) trade them out for four Resources of their choice.  Two ingots and two minerals, for example, could be traded for three Harvest and a Night Prize.  If the Wisen has the Gather skill associated with one of the Resources she wishes to trade for, she can take one additional Resource of that type.  No more than five total Resources can be claimed per use of this Power.

Slip Between  [Utility]

Incantation: Special

Call: “Insubstantial”

Target: Self                Duration: Until Ended

Delivery: None                Refresh: Short Rest

Accent: None                Effect: Grant Insubstantial, Dispel Insubstantial

The Wisen sits down to focus and meditate; this will take at least a Slow Count of 30.  She contemplates the nature of reality, time, and matter, and soon slips into the aether, becoming Insubstantial and taking all of her gear with her.  She can remain Insubstantial indefinitely, but while Insubstantial, she has Resistance to Heal and Cure Effects and cannot Rest.  When she wishes to return, she can call “Dispel Insubstantial” on herself and come back into the solid world.

Strange Candy  

Incantation: None

Call: Explanation

Target: Object                Duration: Event

Delivery: RP                Refresh: Long Rest

Accent: Poison                Effect: Imbue Grant Shielding

The Wisen spends a few minutes out of combat preparing special nuggets of ingestibles.  This Power will infuse two small non-liquid consumable items (often small candies) with the power to grant one point of Shielding.  The Wisen can create two items per Wisen class-level. With an explanation, these may then be handed out to others, but may not then be re-gifted.  Each time one item is consumed (please be mindful of food allergies), one point of Shielding is granted to the consumer.  Remember that characters can have a maximum of 3 points of Shielding, unless specified otherwise. The type of consumable need not be all the same, so a 4th level Wisen might infuse two clementine slices, four small caramels, and two pieces of beef jerky.

Incantation: None

Call: None

Target: Self                Duration:

Delivery: RP                Refresh: None

Accent: Poison                Effect: Grant Shielding

By consuming the small, non-liquid consumable (like a candy), that she was given by the Wisen, the character gains one point of Shielding.  Remember that characters can have a maximum of 5 points of Shielding, unless specified otherwise.

Studied Focus  [Utility]

Instead of taking a 4th level Power, the Wisen can choose two 2nd or 3rd level powers, or three 1st level Powers.  This option can only be chosen once.

Wisen Wee  [Utility]

Incantation: Focus Slow 120

Call: "Cure all Conditions"  "Remove all runes"

Target: Object or Individual                Duration: Permanent

Delivery: RP                                Refresh: Short Rest

Accent: None                                Effect: Refresh, Cure

The special elixir has many names; Astral Elixir, Runewash, and Mystic Cleanser, but it is usually just called Wisen Wee, based on a rumor that the elixir is made with the Wisen’s own urine.  The Wisen Wee takes a little over two minutes to brew, which the Wisen should roleplay.  When complete, the potion has only a few minutes of potency before it loses its power, so it must be used fairly quickly once brewed.  The potion has a few possible effects when applied to an item:

5th level Wisen Powers


Channel Grace

Incantation: None

Call: None

Target: Self                        Duration: Passive

Delivery: None                        Refresh: None

Accent: None                        Effect: None

The Wisen can absorb castings of Touch of the First from a Warder.  After the Warder casts Touch of the First on her, the Wisen can say “absorb” to take in that healing energy, rather than being Healed by it.  The Wisen can have a number of healing points absorbed equal to her Wisen level. These can be used to Heal others as a Touch Power (Target: Individual, Duration: Instantaneous, Refresh: None) with the incantation "From the light of ancient stars, from the lessons of ancient lore, I channel this healing to you.”  The Call for this is “Heal [X]”. Each point healed with this spell uses one of the absorbed healing points. The Wisen cannot use the healing on herself.  

Energy

Incantation: "From the light of ancient stars, from the lessons of ancient lore, I fill you with energy”

Call: “Refresh [type of Power]”  Explanation

Target: Individual                Duration: Instantaneous

Delivery: Touch                Refresh: Long Rest

Accent: None                        Effect: Refresh

This Power allows the Wisen to fill another with an ancient power, recharging and energizing them, returning resources to them that they thought were gone.  The Wisen can recharge any Power of 6th level or lower or a Novice or Intermediate spell-slot.  The recharged Power cannot have the Refresh Effect or a Long Rest Refresh time.  The call should include that injunction.

Fae Pact  [Utility]

Incantation: Special

Call: Special

Target: Special                                Duration: Special

Delivery: Special                        Refresh: Event

Accent: Special                                Effect: Special

Once per Event, the Wisen can set a small area for a special rite, usually a table or altar.  The rite must have prepared offerings of the following things: milk, blood, and a precious metal (silver and gold).  There may not be any iron anywhere on or near the offering area.  The Wisen performs a ceremony for a minute or two and when completed, sends out a binding magical request into the world.  The player should inform Staff either before the rite, or once completed.  The offerings must be left out.  At some point within the next few hours, a powerful Fae noble will come to the altar and decide if the offering is worthwhile.  The noble will seek out the Wisen and will listen to any request made by the Wisen and will agree to the Wisen’s desire if it is within the Fae noble’s power.  However, the Fae will ask a price of the Wisen, which will be commensurate with the request.  This will all be role-played between the Wisen and the Fae, and the results will come about if an agreement can be reached.  The Fae will be magically unable to go back on the compact once made, although wording and meaning can be very important.

Rebellion [Utility]

Incantation: Focus Quick 100

Call: “Rebellion”

Target: Self                        Duration: Instantaneous

Delivery: None                        Refresh: Long Rest

Accent: None                        Effect: Counter

Once per Long Rest the Wisen can overcome a compulsion that would require her to stay out of a forbidden area.  The Wisen can Counter an Obey command that would require her to stay out of something like a Ward Circle.  Alternatively, this will let a Wisen enter a Ward once even if not normally permitted.  

Rite of Return

Incantation: “From the light of ancient stars, from the lessons of ancient lore, I return the precious flame of life”

Call: “Grant Life to Corpse 3rd level or lower by Blood”

Target: Corpse/Self                Duration: Instantaneous        

Delivery: Packet/None                Refresh: Long Rest

Accent: Blood                        Effect: Grant Life/Refresh

The target of this rite will return the target to life if they are 3rd level or lower.  If the rite is successful, the Wisen may refresh up to two or her own exhausted Powers (that do not have Refresh as an Effect). As a reminder, characters returned to life in this way will have 1 Life Point.  By sacrificing a Vitality Foundation Resource, this rite can be used on characters of 5th level and lower, instead, although doing so will not refresh any of the Wisen’s exhausted Powers.  The Vitality should be deposited in the nearest Ashbin after it has been sacrificed in this way. During the incantation of this rite, the Wisen or some other individual may sacrifice Life Points equal to their maximum possible Life Points.  Failure to do so constitutes an infraction of the First Law.

6th level Wisen Powers


Ancient Spirit

Incantation: Focus Slow Count 60

Target: Self                        Duration: Short Rest

Delivery: None                        Refresh: Long Rest

Accent: None                        Effect: Special

This powerful rite allows the Wisen to call up the spirit of a long-dead warrior of significant power, and invite it to possess her body for a short period.  While possessed, the Wisen can hear and see everything that happens, and can communicate with the warrior’s spirit, but is not in charge of the body.   The personality, voice, and desires of the ancient spirit may be vastly different than the Wisen’s.  Although some Wisen just call for the closest or most powerful spirit and end up possessed by a different personality each time, others have a long-standing agreement with one particular spirit.  Some even promise to use this power once each Long Rest to give the spirit life again for some short reprieve.  In return, they can be assured of a spirit that is sympathetic with their goals.  While possessed, the Wisen has the following:

While possessed, the Wisen cannot use Wisen Powers.

Dig Deep

Incantation: Focus Slow 60

Call: “Refresh [Power Name]”, “Refresh [Power Name]”, “Refresh [Power Name]”, “Refresh [Power Name]”  

Target: Self                        Duration: Instantaneous

Delivery: None                        Refresh: Long Rest

Accent: None                        Effect: Refresh

After sitting in quiet meditation for at least one minute, the Wisen can refresh up to four Wisen Utility Powers of 1st - 4th level (that do not have Refresh as an Effect).  She must name the Powers in the Call at the end of her meditation.

Moonspell/Sunspell

Incantation: “From the light of ancient stars, from the lessons of ancient lore, I summon the power of moon and sun.”

Call: “[Name or Description] 8 Radiance” or “[Name or Description] 8 Healing by Radiance

Target: Individual                        Duration: Instantaneous

Delivery: Verbal                        Refresh: Short Rest

Accent: Radiance                        Effect: Heal

This strange power has different effects depending on whether it is cast while the sun is up or not.  If the sun is above the horizon, the Sunspell version of this spell channels an intense beam of powerful healing energy.  If the sun is not up, the Moonspell channels a searing beam of light at another creature.  

Salvo

Incantation: Focus Quick 100

Call: “Wounding 3 Fire”

Target: Individual                        Duration: Instantaneous

Delivery: Packet (Spell-ball)                Refresh: Short Rest

Accent: Fire                                Effect: Wounding

With the secrets of special powders, the Wisen can prepare three spell-balls so that they will explode on impact.  The Wisen must work on the spell-balls for a quick count of 100 to charge them.  If a packet leaves her hand or touches any object other than her hand, it will discharge.  The Wisen can charge up to three spell-balls and each one causes Wounding of  3 points by Fire.  Each spell-ball must be thrown separately.

The Question  [Utility]

Incantation: "From the light of ancient stars, from the lessons of ancient lore, so do we ask The Question” repeated six times

Target: Self and up to six Individuals        Duration: Long Rest or until Discharged

Delivery: Touch                        Refresh: Short Rest

Accent: None                                Effect: Grant Insubstantial, Discern, Dispel Insubstantial

This powerful rite lets the Wisen ask the stars and constellations to answer a question.  The Wisen and up to six other targets must find an out-of-combat location to perform this powerful Rite.  All targets will, at the end of the incantation (which all must perform) fade away, becoming insubstantial and travelling directly to the Spirit Well, where they will seek the answers of the universe.  All targets will be gone for at least four hours (taking an NPC shift).  At the end of their seeking, they will return, and each person will have the answer to a single question that they ask at the Spirit Well.  These answers will be absolutely true and reliable, although maybe couched in riddle, poetry, or other obfuscation.  At the end of their seeking, all targets will travel directly back, insubstantial, to where they cast the rite, and become corporeal again by calling “Dispel Insubstantial”.