Heal, not Harm

Heal, not Harm

Should someone flee, you may not chase them, should they surrender, you will not be able to give harsh consequences and only ever Skirmish consequences. Unless there is no value of life or justified verifiable reason.
Heal, not Harm

Flame of Life

Like a candle, each time you use your fire spells in excess it burns away at your very self. You will be given the Weakened Status should you use Blazing Revival. You will be unable to use this again for 24 hours disallowing you access to Cauterizing Flames for the...
Heal, not Harm

Fate’s Woes

Divining during the day given you read the starry sky as your muse is imperfect, as such you will roll any and all divination and boon attempts during the day at disadvantage.
Dance of Dragons

Dance of Dragons

You may use 2 superiority dice to become a force of nature. With speed and precision you turn the ability into the Dance of Dragons. A quick dash of up to 5 foundations and a strike brings your enemy low. Rolling your constitution, the enemy must make a dexterity...