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	<updated>2026-07-26T18:29:13Z</updated>
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	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Creatures_in_MythCraft&amp;diff=4390</id>
		<title>Creatures in MythCraft</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Creatures_in_MythCraft&amp;diff=4390"/>
		<updated>2024-02-17T05:04:07Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Tags &amp;amp; Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Monster Tags ===&lt;br /&gt;
Creatures come in a variety of types, and might have more than one type. Monster tags do not frequently come into play, but are occasionally relevant for talents, spells, abilities, and the like. For example, the Cultist can occasionally summon a creature with the [[Occult]] tag. Creature types include mundane and planar groupings. &lt;br /&gt;
&lt;br /&gt;
'''Mundane.''' Beast, Humanoid, Monstrosity, Plant &lt;br /&gt;
&lt;br /&gt;
'''Planar.''' Avadri, Celestial, Eldritch, [[Elemental]], Fae, Fiend &lt;br /&gt;
&lt;br /&gt;
Some creatures might also have modifying tags or magic tags. &lt;br /&gt;
&lt;br /&gt;
'''Magic.''' [[Arcane]], [[Divine]], Occult, [[Primal]], [[Psionic]] &lt;br /&gt;
&lt;br /&gt;
'''Modifying.''' Abominable, Constructed, [[Giant]], Swarm, Shapechanger, and [[Undead]]&lt;br /&gt;
&lt;br /&gt;
=== Monster Traits ===&lt;br /&gt;
Creature traits are shorthand for abilities that many creatures have in common. Creature traits that you might encounter in this document are listed below. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ethereal&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait can pass through walls and other barriers and surfaces freely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Immovable&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait cannot be teleported or moved against its will.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Immutable&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait cannot have its physical form changed, such as with the [[Cloven Step]] spell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Invisible&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait is Unseen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Iron Will&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait cannot gain the Frightened or Shaken [[conditions]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mythic&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mythic monsters are incredibly challenging to fight. A Mythic monster has the Iron Will and Steel Mind traits. A Mythic monster is also more difficult to [[kill]]: if it gains the Helpless condition, it is not reduced to 0 HP when it takes [[damage]]. Instead, all damage that it takes is considered critical.&lt;br /&gt;
&lt;br /&gt;
Finally, Mythic monsters do not roll [[Initiative]], but instead act after every 2 characters in Initiative [[order]], making them much more capable of devastating a battlefield.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Regen X&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the start of each of the creature’s turns, the creature regains HP equal to its Regen number.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Steel Mind&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait cannot gain the Charmed or Enthralled conditions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Unerring Mind&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait cannot be tricked by illusions, disguise magic or magical effects, and sees the true form of any shapechanger or polymorphed creature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilant&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait does not suffer any penalties to its AWR while Unconscious.&lt;br /&gt;
&lt;br /&gt;
== Recharge Abilities ==&lt;br /&gt;
Some monsters have abilities that they regain on a recharge or after a set amount of time. If an ability is followed by (Recharge X), that means that after you use the ability, roll 1d6 at the start of each of the creature’s turns until you roll equal to or greater than the Recharge number. Once you do, you regain the ability and can use it on that turn.&lt;br /&gt;
&lt;br /&gt;
Some abilities such as the innate ability to cast specific Spells might specify 1/Day, 1/Recoup, or something similar. Monsters regain these abilities after the specified time has passed.&lt;br /&gt;
&lt;br /&gt;
== Monster Senses ==&lt;br /&gt;
&amp;lt;u&amp;gt;Blindsight&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with Blindsight can “see” in some way out to a specified range without needing physical eyes, but is completely [[blind]] beyond this point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Darkvision&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with Darkvision can see normally out to a specified range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Low-Light Vision&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with Low-Light Vision does not suffer TD when making rolls that rely on sight within the specified range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tremorsense&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with Tremorsense can detect the footfalls of creatures out to a specified range, even if the creatures are Unseen. It cannot detect flying creatures or objects that are not touching the ground in this way&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Truesight&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with Truesight can see a creature’s true form if it has magically disguised itself or changed its form. It also ignores the Unseen condition provided that the creature is not gaining Unseen from Total Cover or [[Darkness]] (unless the creature also has Darkvision).&lt;br /&gt;
&lt;br /&gt;
== Monster Speed ==&lt;br /&gt;
Some monsters have multiple kinds of speed. If a creature has multiple kinds of speed, it cannot use the sum of all of these types of movement; rather, each time it uses an action to move, it chooses which type of movement it uses.&lt;br /&gt;
&lt;br /&gt;
=== Hover ===&lt;br /&gt;
If a creature has a hover speed, then they hover above the ground when they move. This allows them to ignore Difficult and Hazardous terrain, but it cannot elevate itself more than 5ft off the ground unless it also has a fly speed.&lt;br /&gt;
&lt;br /&gt;
=== Jump ===&lt;br /&gt;
While moving, a creature may need to [[jump]]. A creature cannot jump farther than it can move. &lt;br /&gt;
&lt;br /&gt;
A creature’s default vertical jump distance is 3ft + a number of ft equal to its STR. &lt;br /&gt;
&lt;br /&gt;
A creature’s default horizontal jump distance is double its vertical jump distance.&lt;br /&gt;
&lt;br /&gt;
=== Moving Through Creatures ===&lt;br /&gt;
A creature may move through an allied creature’s space, but this counts as Difficult Terrain. A creature may not end its turn in an allied creature’s space.&lt;br /&gt;
&lt;br /&gt;
A creature may not move through a hostile creature’s space unless that creature is Paralyzed, Restrained, or Unconscious. In that case, moving through a hostile creature’s space counts as difficult terrain.&lt;br /&gt;
&lt;br /&gt;
== Creature Actions ==&lt;br /&gt;
Monsters don’t use AP like adventurers do; instead, they use creature [[actions]]. A monster’s stat block will explain how many creature actions they can take on their turn. High-power monsters may have several options, such as taking five normal actions or two or three much stronger actions.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if a creature has one or more Reaction abilities, then the creature can take one reaction per round unless otherwise noted. Some monster reactions (like the Wolf’s Growl ability) require them to take actions on their turn to prepare reactions.&lt;br /&gt;
&lt;br /&gt;
=== Spellcasters ===&lt;br /&gt;
Some creatures can cast magical abilities like spells and prayers. When casting magic, refer to the creature’s actions instead of the magic ability’s APC when determining how long the ability takes to cast. This means that many magical abilities can be used slightly more quickly by creatures than by adventurers.&lt;br /&gt;
&lt;br /&gt;
The exception is Conjuring. When a creature casts a magical ability with the Conjuring tag, they must continue to conjure that magic for the appropriate number of rounds as normal. For example, if a [[Mage]] uses its spellcasting action to cast a [[Fireball]] (which has Conjuring 1), the fireball triggers immediately at the start of the Mage’s next turn.&lt;br /&gt;
&lt;br /&gt;
=== Innate Magic ===&lt;br /&gt;
Some monsters possess the ability to cast magic innately. This means that while they still must observe any Conjuring restrictions, they do not need to track SP when casting their magic.&lt;br /&gt;
&lt;br /&gt;
Some spells have a set number of times that they can be cast innately. Track each spell separately, so if a creature has “(3/Rest) [[Circle of Haste]], Fireball” it means that it can cast each of those spells innately three times, regaining all expended uses when it Takes a Rest.&lt;br /&gt;
&lt;br /&gt;
When a creature innately casts a ritual or invocation, it does not need any material components to do so.&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Creatures_in_MythCraft&amp;diff=4389</id>
		<title>Creatures in MythCraft</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Creatures_in_MythCraft&amp;diff=4389"/>
		<updated>2024-02-17T05:02:29Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is Text&lt;br /&gt;
&lt;br /&gt;
== Tags &amp;amp; Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Monster Tags ===&lt;br /&gt;
Creatures come in a variety of types, and might have more than one type. Monster tags do not frequently come into play, but are occasionally relevant for talents, spells, abilities, and the like. For example, the Cultist can occasionally summon a creature with the [[Occult]] tag. Creature types include mundane and planar groupings. &lt;br /&gt;
&lt;br /&gt;
'''Mundane.''' Beast, Humanoid, Monstrosity, Plant &lt;br /&gt;
&lt;br /&gt;
'''Planar.''' Avadri, Celestial, Eldritch, [[Elemental]], Fae, Fiend &lt;br /&gt;
&lt;br /&gt;
Some creatures might also have modifying tags or magic tags. &lt;br /&gt;
&lt;br /&gt;
'''Magic.''' [[Arcane]], [[Divine]], Occult, [[Primal]], [[Psionic]] &lt;br /&gt;
&lt;br /&gt;
'''Modifying.''' Abominable, Constructed, [[Giant]], Swarm, Shapechanger, and [[Undead]]&lt;br /&gt;
&lt;br /&gt;
=== Monster Traits ===&lt;br /&gt;
Creature traits are shorthand for abilities that many creatures have in common. Creature traits that you might encounter in this document are listed below. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ethereal&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait can pass through walls and other barriers and surfaces freely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Immovable&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait cannot be teleported or moved against its will.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Immutable&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait cannot have its physical form changed, such as with the [[Cloven Step]] spell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Invisible&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait is Unseen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Iron Will&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait cannot gain the Frightened or Shaken [[conditions]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mythic&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mythic monsters are incredibly challenging to fight. A Mythic monster has the Iron Will and Steel Mind traits. A Mythic monster is also more difficult to [[kill]]: if it gains the Helpless condition, it is not reduced to 0 HP when it takes [[damage]]. Instead, all damage that it takes is considered critical.&lt;br /&gt;
&lt;br /&gt;
Finally, Mythic monsters do not roll [[Initiative]], but instead act after every 2 characters in Initiative [[order]], making them much more capable of devastating a battlefield.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Regen X&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the start of each of the creature’s turns, the creature regains HP equal to its Regen number.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Steel Mind&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait cannot gain the Charmed or Enthralled conditions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Unerring Mind&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait cannot be tricked by illusions, disguise magic or magical effects, and sees the true form of any shapechanger or polymorphed creature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilant&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait does not suffer any penalties to its AWR while Unconscious.&lt;br /&gt;
&lt;br /&gt;
== Recharge Abilities ==&lt;br /&gt;
Some monsters have abilities that they regain on a recharge or after a set amount of time. If an ability is followed by (Recharge X), that means that after you use the ability, roll 1d6 at the start of each of the creature’s turns until you roll equal to or greater than the Recharge number. Once you do, you regain the ability and can use it on that turn.&lt;br /&gt;
&lt;br /&gt;
Some abilities such as the innate ability to cast specific Spells might specify 1/Day, 1/Recoup, or something similar. Monsters regain these abilities after the specified time has passed.&lt;br /&gt;
&lt;br /&gt;
== Monster Senses ==&lt;br /&gt;
&amp;lt;u&amp;gt;Blindsight&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with Blindsight can “see” in some way out to a specified range without needing physical eyes, but is completely [[blind]] beyond this point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Darkvision&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with Darkvision can see normally out to a specified range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Low-Light Vision&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with Low-Light Vision does not suffer TD when making rolls that rely on sight within the specified range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tremorsense&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with Tremorsense can detect the footfalls of creatures out to a specified range, even if the creatures are Unseen. It cannot detect flying creatures or objects that are not touching the ground in this way&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Truesight&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with Truesight can see a creature’s true form if it has magically disguised itself or changed its form. It also ignores the Unseen condition provided that the creature is not gaining Unseen from Total Cover or [[Darkness]] (unless the creature also has Darkvision).&lt;br /&gt;
&lt;br /&gt;
== Monster Speed ==&lt;br /&gt;
Some monsters have multiple kinds of speed. If a creature has multiple kinds of speed, it cannot use the sum of all of these types of movement; rather, each time it uses an action to move, it chooses which type of movement it uses.&lt;br /&gt;
&lt;br /&gt;
=== Hover ===&lt;br /&gt;
If a creature has a hover speed, then they hover above the ground when they move. This allows them to ignore Difficult and Hazardous terrain, but it cannot elevate itself more than 5ft off the ground unless it also has a fly speed.&lt;br /&gt;
&lt;br /&gt;
=== Jump ===&lt;br /&gt;
While moving, a creature may need to [[jump]]. A creature cannot jump farther than it can move. &lt;br /&gt;
&lt;br /&gt;
A creature’s default vertical jump distance is 3ft + a number of ft equal to its STR. &lt;br /&gt;
&lt;br /&gt;
A creature’s default horizontal jump distance is double its vertical jump distance.&lt;br /&gt;
&lt;br /&gt;
=== Moving Through Creatures ===&lt;br /&gt;
A creature may move through an allied creature’s space, but this counts as Difficult Terrain. A creature may not end its turn in an allied creature’s space.&lt;br /&gt;
&lt;br /&gt;
A creature may not move through a hostile creature’s space unless that creature is Paralyzed, Restrained, or Unconscious. In that case, moving through a hostile creature’s space counts as difficult terrain.&lt;br /&gt;
&lt;br /&gt;
== Creature Actions ==&lt;br /&gt;
Monsters don’t use AP like adventurers do; instead, they use creature [[actions]]. A monster’s stat block will explain how many creature actions they can take on their turn. High-power monsters may have several options, such as taking five normal actions or two or three much stronger actions.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if a creature has one or more Reaction abilities, then the creature can take one reaction per round unless otherwise noted. Some monster reactions (like the Wolf’s Growl ability) require them to take actions on their turn to prepare reactions.&lt;br /&gt;
&lt;br /&gt;
=== Spellcasters ===&lt;br /&gt;
Some creatures can cast magical abilities like spells and prayers. When casting magic, refer to the creature’s actions instead of the magic ability’s APC when determining how long the ability takes to cast. This means that many magical abilities can be used slightly more quickly by creatures than by adventurers.&lt;br /&gt;
&lt;br /&gt;
The exception is Conjuring. When a creature casts a magical ability with the Conjuring tag, they must continue to conjure that magic for the appropriate number of rounds as normal. For example, if a [[Mage]] uses its spellcasting action to cast a [[Fireball]] (which has Conjuring 1), the fireball triggers immediately at the start of the Mage’s next turn.&lt;br /&gt;
&lt;br /&gt;
=== Innate Magic ===&lt;br /&gt;
Some monsters possess the ability to cast magic innately. This means that while they still must observe any Conjuring restrictions, they do not need to track SP when casting their magic.&lt;br /&gt;
&lt;br /&gt;
Some spells have a set number of times that they can be cast innately. Track each spell separately, so if a creature has “(3/Rest) [[Circle of Haste]], Fireball” it means that it can cast each of those spells innately three times, regaining all expended uses when it Takes a Rest.&lt;br /&gt;
&lt;br /&gt;
When a creature innately casts a ritual or invocation, it does not need any material components to do so.&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Creatures_in_MythCraft&amp;diff=4388</id>
		<title>Creatures in MythCraft</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Creatures_in_MythCraft&amp;diff=4388"/>
		<updated>2024-02-17T05:01:56Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is Text&lt;br /&gt;
&lt;br /&gt;
== Tags &amp;amp; Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Monster Tags ===&lt;br /&gt;
Creatures come in a variety of types, and might have more than one type. Monster tags do not frequently come into play, but are occasionally relevant for talents, spells, abilities, and the like. For example, the Cultist can occasionally summon a creature with the [[Occult]] tag. Creature types include mundane and planar groupings. &lt;br /&gt;
&lt;br /&gt;
'''Mundane.''' Beast, Humanoid, Monstrosity, Plant &lt;br /&gt;
&lt;br /&gt;
'''Planar.''' Avadri, Celestial, Eldritch, [[Elemental]], Fae, Fiend Some creatures might also have modifying tags or magic tags. &lt;br /&gt;
&lt;br /&gt;
'''Magic.''' [[Arcane]], [[Divine]], Occult, [[Primal]], [[Psionic]] &lt;br /&gt;
&lt;br /&gt;
'''Modifying.''' Abominable, Constructed, [[Giant]], Swarm, Shapechanger, and [[Undead]]&lt;br /&gt;
&lt;br /&gt;
=== Monster Traits ===&lt;br /&gt;
Creature traits are shorthand for abilities that many creatures have in common. Creature traits that you might encounter in this document are listed below. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ethereal&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait can pass through walls and other barriers and surfaces freely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Immovable&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait cannot be teleported or moved against its will.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Immutable&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait cannot have its physical form changed, such as with the [[Cloven Step]] spell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Invisible&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait is Unseen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Iron Will&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait cannot gain the Frightened or Shaken [[conditions]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mythic&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mythic monsters are incredibly challenging to fight. A Mythic monster has the Iron Will and Steel Mind traits. A Mythic monster is also more difficult to [[kill]]: if it gains the Helpless condition, it is not reduced to 0 HP when it takes [[damage]]. Instead, all damage that it takes is considered critical.&lt;br /&gt;
&lt;br /&gt;
Finally, Mythic monsters do not roll [[Initiative]], but instead act after every 2 characters in Initiative [[order]], making them much more capable of devastating a battlefield.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Regen X&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the start of each of the creature’s turns, the creature regains HP equal to its Regen number.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Steel Mind&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait cannot gain the Charmed or Enthralled conditions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Unerring Mind&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait cannot be tricked by illusions, disguise magic or magical effects, and sees the true form of any shapechanger or polymorphed creature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilant&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with this trait does not suffer any penalties to its AWR while Unconscious.&lt;br /&gt;
&lt;br /&gt;
== Recharge Abilities ==&lt;br /&gt;
Some monsters have abilities that they regain on a recharge or after a set amount of time. If an ability is followed by (Recharge X), that means that after you use the ability, roll 1d6 at the start of each of the creature’s turns until you roll equal to or greater than the Recharge number. Once you do, you regain the ability and can use it on that turn.&lt;br /&gt;
&lt;br /&gt;
Some abilities such as the innate ability to cast specific Spells might specify 1/Day, 1/Recoup, or something similar. Monsters regain these abilities after the specified time has passed.&lt;br /&gt;
&lt;br /&gt;
== Monster Senses ==&lt;br /&gt;
&amp;lt;u&amp;gt;Blindsight&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with Blindsight can “see” in some way out to a specified range without needing physical eyes, but is completely [[blind]] beyond this point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Darkvision&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with Darkvision can see normally out to a specified range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Low-Light Vision&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with Low-Light Vision does not suffer TD when making rolls that rely on sight within the specified range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tremorsense&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with Tremorsense can detect the footfalls of creatures out to a specified range, even if the creatures are Unseen. It cannot detect flying creatures or objects that are not touching the ground in this way&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Truesight&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature with Truesight can see a creature’s true form if it has magically disguised itself or changed its form. It also ignores the Unseen condition provided that the creature is not gaining Unseen from Total Cover or [[Darkness]] (unless the creature also has Darkvision).&lt;br /&gt;
&lt;br /&gt;
== Monster Speed ==&lt;br /&gt;
Some monsters have multiple kinds of speed. If a creature has multiple kinds of speed, it cannot use the sum of all of these types of movement; rather, each time it uses an action to move, it chooses which type of movement it uses.&lt;br /&gt;
&lt;br /&gt;
=== Hover ===&lt;br /&gt;
If a creature has a hover speed, then they hover above the ground when they move. This allows them to ignore Difficult and Hazardous terrain, but it cannot elevate itself more than 5ft off the ground unless it also has a fly speed.&lt;br /&gt;
&lt;br /&gt;
=== Jump ===&lt;br /&gt;
While moving, a creature may need to [[jump]]. A creature cannot jump farther than it can move. &lt;br /&gt;
&lt;br /&gt;
A creature’s default vertical jump distance is 3ft + a number of ft equal to its STR. &lt;br /&gt;
&lt;br /&gt;
A creature’s default horizontal jump distance is double its vertical jump distance.&lt;br /&gt;
&lt;br /&gt;
=== Moving Through Creatures ===&lt;br /&gt;
A creature may move through an allied creature’s space, but this counts as Difficult Terrain. A creature may not end its turn in an allied creature’s space.&lt;br /&gt;
&lt;br /&gt;
A creature may not move through a hostile creature’s space unless that creature is Paralyzed, Restrained, or Unconscious. In that case, moving through a hostile creature’s space counts as difficult terrain.&lt;br /&gt;
&lt;br /&gt;
== Creature Actions ==&lt;br /&gt;
Monsters don’t use AP like adventurers do; instead, they use creature [[actions]]. A monster’s stat block will explain how many creature actions they can take on their turn. High-power monsters may have several options, such as taking five normal actions or two or three much stronger actions.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if a creature has one or more Reaction abilities, then the creature can take one reaction per round unless otherwise noted. Some monster reactions (like the Wolf’s Growl ability) require them to take actions on their turn to prepare reactions.&lt;br /&gt;
&lt;br /&gt;
=== Spellcasters ===&lt;br /&gt;
Some creatures can cast magical abilities like spells and prayers. When casting magic, refer to the creature’s actions instead of the magic ability’s APC when determining how long the ability takes to cast. This means that many magical abilities can be used slightly more quickly by creatures than by adventurers.&lt;br /&gt;
&lt;br /&gt;
The exception is Conjuring. When a creature casts a magical ability with the Conjuring tag, they must continue to conjure that magic for the appropriate number of rounds as normal. For example, if a [[Mage]] uses its spellcasting action to cast a [[Fireball]] (which has Conjuring 1), the fireball triggers immediately at the start of the Mage’s next turn.&lt;br /&gt;
&lt;br /&gt;
=== Innate Magic ===&lt;br /&gt;
Some monsters possess the ability to cast magic innately. This means that while they still must observe any Conjuring restrictions, they do not need to track SP when casting their magic.&lt;br /&gt;
&lt;br /&gt;
Some spells have a set number of times that they can be cast innately. Track each spell separately, so if a creature has “(3/Rest) [[Circle of Haste]], Fireball” it means that it can cast each of those spells innately three times, regaining all expended uses when it Takes a Rest.&lt;br /&gt;
&lt;br /&gt;
When a creature innately casts a ritual or invocation, it does not need any material components to do so.&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Coast_Elf&amp;diff=4364</id>
		<title>Coast Elf</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Coast_Elf&amp;diff=4364"/>
		<updated>2024-02-14T22:23:50Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Just cleaned up some messy text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Ancerra Before|[back to Supereon One]]]&lt;br /&gt;
&lt;br /&gt;
Coast Elves generally value freedom and self-expression above responsibility to any stagnant authority. They can be found throughout most coastal cultures, quickly joining shipping crews and leaving them for new crews just as suddenly. Elven navigators are some of the sharpest, bravest, and most perceptive aboard shipping crews, and crews led by these intrepid elves are often responsible for discovering new island chains or coastal landmarks.&lt;br /&gt;
&lt;br /&gt;
Elves from the coast or a major riverbank gain the following two features at 1st level.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Sea Legs'''&lt;br /&gt;
|Your REF increases by +1.&lt;br /&gt;
|-&lt;br /&gt;
|'''Life Oath'''&lt;br /&gt;
|Life-Oath. You choose one creature as the target of your life-oath. You and the target gain +1 AR while within 30ft of each other. This ability can only be used once.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ocean Dweller'''&lt;br /&gt;
|Gain +6 Skill Points that you can spend on the following [[skills]]. You cannot put more than +4 points into a single skill using this feature.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics:&amp;lt;/u&amp;gt; Balancing, Tumbling&lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism:&amp;lt;/u&amp;gt; Applied Force, Athletics&lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting:&amp;lt;/u&amp;gt; Cartography, Carpentry, Woodcarving&lt;br /&gt;
* &amp;lt;u&amp;gt;Knowledge:&amp;lt;/u&amp;gt; Vehicles (Water), Geography&lt;br /&gt;
* &amp;lt;u&amp;gt;Luck:&amp;lt;/u&amp;gt; Scavenging&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation:&amp;lt;/u&amp;gt; Perceiving&lt;br /&gt;
* &amp;lt;u&amp;gt;Survival:&amp;lt;/u&amp;gt; Nature, Navigating&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=User_talk:Dumbgeonmaster&amp;diff=4363</id>
		<title>User talk:Dumbgeonmaster</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=User_talk:Dumbgeonmaster&amp;diff=4363"/>
		<updated>2024-02-14T21:48:08Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Please do not add defenses to spells that do not have them listed. If you find one missing please bring it to the attention of the development team and they will errata with the defense they intended. Thank you - The Admin Team&lt;br /&gt;
&lt;br /&gt;
Apologies, I've added a few more on other spells, but will go back and remove them. Could you tell me how I can get in touch with the developement team?&lt;br /&gt;
&lt;br /&gt;
There's a few ways! &lt;br /&gt;
1) We can see the edits as they go. So you can either create a talk page like you did for Nova or just place it here and we will see it. &lt;br /&gt;
2) If you are on discord, we have a typo/mistake channel in the discord for reported issues. The discord is discord.gg/mythcraft&lt;br /&gt;
3) You can also open a talk page with myself (just like this one) and report there. &lt;br /&gt;
&lt;br /&gt;
We really appreciate your help and your other edits have been greatly appreciated and added into the errata and/or brought up to the team for clarification. Just asking no &amp;quot;mechanics&amp;quot; text be added that could impact gameplay by anyone outside of the devs.&lt;br /&gt;
&lt;br /&gt;
That's much appreciated, I feel kinda dumb for making all those changes, rather than creating talk pages, I guess I just got carried away with finding the missing information. I'll just make talk pages for mechanical issues, going forward. Thanks for your patience, and apologies if I've caused any unnecessary headaches for you or the dev team.&lt;br /&gt;
&lt;br /&gt;
None at all! Luckily its very easy on our end to see changes and adjust. Plus they are all mistakes that need to be fixed! Thank you so much for your help.&lt;br /&gt;
&lt;br /&gt;
Thanks, I've only just discovered Mythcraft this week, but I'm already very invested in it. I'm actully noting the Errata in my PDF copy, which is how I came across the other issues.&lt;br /&gt;
&lt;br /&gt;
Hey, could you help me understand what's going on with the Errata and Changelog? There's reports of changes to spells and talents that don't seem to have been made? At first, I thought it was my fault, as the spells were ones I had incorrectly added mechanics to, and thought that my mistake was being recorded as a fix. But now there's recorded fixes for Tinkerer talents, that I've not touched, but seem to be erroneous as well? Very confused, would really appreciate a bit of help figuring this out.&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Talk:Tinkerer&amp;diff=4362</id>
		<title>Talk:Tinkerer</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Talk:Tinkerer&amp;diff=4362"/>
		<updated>2024-02-14T21:36:44Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: /* Breakthrough Active Enchantments */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;quot;Enchantments active on your Masterwork at onetime&amp;quot; number/formula seem to be reversed for &amp;quot;Breakthrough&amp;quot; and &amp;quot;Breakthrough II&amp;quot;. The first one limits the amount to 1/2 your INT, while the second limits it to simply 2. As this is a reduction, I believe they have been mistakenly swapped.&lt;br /&gt;
&lt;br /&gt;
== Breakthrough Active Enchantments ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Enchantments active on your Masterwork at onetime&amp;quot; number/formula seem to be reversed for &amp;quot;Breakthrough&amp;quot; and &amp;quot;Breakthrough II&amp;quot;. The first one limits the amount to 1/2 your INT, while the second limits it to simply 2. As this is a reduction, I believe they have been mistakenly swapped. [[User:Dumbgeonmaster|Dumbgeonmaster]] ([[User talk:Dumbgeonmaster|talk]]) 16:36, 14 February 2024 (EST)&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Talk:Tinkerer&amp;diff=4361</id>
		<title>Talk:Tinkerer</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Talk:Tinkerer&amp;diff=4361"/>
		<updated>2024-02-14T21:35:00Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Breakthrough Active Enchantments.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;quot;Enchantments active on your Masterwork at onetime&amp;quot; number/formula seem to be reversed for &amp;quot;Breakthrough&amp;quot; and &amp;quot;Breakthrough II&amp;quot;. The first one limits the amount to 1/2 your INT, while the second limits it to simply 2. As this is a reduction, I believe they have been mistakenly swapped.&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Talk:Errata_and_Changelog&amp;diff=4344</id>
		<title>Talk:Errata and Changelog</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Talk:Errata_and_Changelog&amp;diff=4344"/>
		<updated>2024-02-14T14:47:38Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: /* Target defenses */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Could the Magic Changes from 2/13/24 please clarify which spells they are referring to? I believe the Arcane spell change is Nova, but can't seem to find the others.&lt;br /&gt;
&lt;br /&gt;
== Target defenses ==&lt;br /&gt;
&lt;br /&gt;
The target defense for Starlight Nebula, Grasp of Bones, Hex of Tumult, and Shadow Travel have not been clarified, though the Errata currently states they have been.&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Talk:Errata_and_Changelog&amp;diff=4342</id>
		<title>Talk:Errata and Changelog</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Talk:Errata_and_Changelog&amp;diff=4342"/>
		<updated>2024-02-13T21:38:50Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Created page with &amp;quot;Could the Magic Changes from 2/13/24 please clarify which spells they are referring to? I believe the Arcane spell change is Nova, but can't seem to find the others.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Could the Magic Changes from 2/13/24 please clarify which spells they are referring to? I believe the Arcane spell change is Nova, but can't seem to find the others.&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Talk:Radiance_of_the_Dawn&amp;diff=4341</id>
		<title>Talk:Radiance of the Dawn</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Talk:Radiance_of_the_Dawn&amp;diff=4341"/>
		<updated>2024-02-13T21:14:08Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Created page with &amp;quot;Errata suggestion: Spell targets the Attribute AWR, when spells typically target a defense, with ANT being the seemingly appropriate choice.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Errata suggestion: Spell targets the Attribute AWR, when spells typically target a defense, with ANT being the seemingly appropriate choice.&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Talk:Warrior&amp;diff=4256</id>
		<title>Talk:Warrior</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Talk:Warrior&amp;diff=4256"/>
		<updated>2024-02-12T22:20:00Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Created page with &amp;quot;Errata Suggestion: The &amp;quot;Archer&amp;quot; and &amp;quot;Protector&amp;quot; tracks as named in the Warrior description page are thereafter referred to as the &amp;quot;Archery&amp;quot; and &amp;quot;Protection&amp;quot; tracks, respectively. Would suggest a uniform term for each track, to avoid confusion.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Errata Suggestion: The &amp;quot;Archer&amp;quot; and &amp;quot;Protector&amp;quot; tracks as named in the Warrior description page are thereafter referred to as the &amp;quot;Archery&amp;quot; and &amp;quot;Protection&amp;quot; tracks, respectively. Would suggest a uniform term for each track, to avoid confusion.&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Zealot&amp;diff=4235</id>
		<title>Zealot</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Zealot&amp;diff=4235"/>
		<updated>2024-02-12T16:42:58Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Punctuation fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You have always been a serious person. As a child, you took playing with a somber gravity and it greatly upset you when another child broke the rules. In your adolescence, you were often dismayed by the lackadaisical nature of your contemporaries. At some point along the way, you found a cause to which you dedicated your very soul. This transformation has led you to seek out a sacred [[order]] or deity to whom you have pledged your allegiance. You now strive to undertake acts of selflessness and zeal for the betterment of the world in accordance with the tenets of your faith.&lt;br /&gt;
&lt;br /&gt;
You are undoubtedly dedicated to your beliefs with keen resolve. How do you approach those who do not share your convictions? Do you seek to persuade folk to adopt your tenets as their own, or do you try to learn the beliefs of other creatures and the reasons behind those beliefs? Maybe you engage in a mix of both approaches.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Zealot Tracks&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Aura Enhancement:''' Gain powerful auras that bolster yourself and your allies against the encroaching [[darkness]].&lt;br /&gt;
&lt;br /&gt;
'''Cavalier''': Bond with a mystic steed, on whom you can ride into battle.&lt;br /&gt;
&lt;br /&gt;
'''Consecrated Blade''': You can enchant a weapon, turning it into a powerful artifact capable of smiting evil wherever it might lurk.&lt;br /&gt;
&lt;br /&gt;
'''Crusader:''' As a sword for the just, and a [[shield]] for the innocent, you lead a crusade against the forces of evil.&lt;br /&gt;
&lt;br /&gt;
'''Holy Cause:''' Your very presence is enough to help other creatures remain true to their convictions, even against strong temptations.&lt;br /&gt;
&lt;br /&gt;
'''Reputation:''' Your reputation precedes you, for good or ill, and you are never treated as simply an innocuous traveler.&lt;br /&gt;
&lt;br /&gt;
== Zealot Entry Talent ==&lt;br /&gt;
After gaining the Zealot Entry talent, you can take talents from any of the zealot stacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Zealot Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Just Defender&amp;lt;/u&amp;gt;: Gain one Talent from the  [[Specialization Talents|Defense Specialization Stack]]. This talent can be from the [[Armor]], Defensive Maneuvers, or Shield Talents.&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Cause&amp;lt;/u&amp;gt;: (2/Rest) You may spend 1 Reactive AP to cancel one condition when an ally within 10 ft of you suffers from that condition. You are only able to cancel the Charmed condition with this ability. You regain all expended uses when you Take a Rest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aura&amp;lt;/u&amp;gt;: (AWR/Rest) Gain one Aura of your choice from the ''Aura'' table. You may activate an Aura by spending 3 AP on your turn. The Aura lasts for 10 minutes or until you choose to end it early (costing 0 AP) or cast another Aura. Your Aura’s radius is 10ft. You regain all expended uses when you Take a Rest. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;[[Divine]]&amp;lt;/u&amp;gt;[[Divine|:]] You gain +1 Divine Power from this talent and from every talent you take in the Zealot stack. You do not gain additional SP unless noted in an individual talent.&lt;br /&gt;
|''Zealot Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aura Table ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Aura&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Aggression''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You and all creatures of your choice within your aura’s radius deal +2 [[damage]] whenever they hit a creature with an attack.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Aggression II'''&lt;br /&gt;
|Aura of Aggression, Divine 7&lt;br /&gt;
|You and all creatures of your choice within your aura’s radius deal +5 damage whenever they hit a creature with an attack.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Aggression III'''&lt;br /&gt;
|Aura of Aggression II, Divine 12&lt;br /&gt;
|You and all creatures of your choice within your aura’s radius deal additional damage equal to your AWR (min 5) whenever they hit a creature with an attack.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Protection'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You and all creatures of your choice within your aura’s radius gain +1 to their mental defenses (ANT, LOG, and WILL).&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bodily Protection''' &lt;br /&gt;
|Aura of Protection&lt;br /&gt;
|Your Aura of Protection applies to creatures’ physical defenses as well (REF and FORT).&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bodily Protection II'''&lt;br /&gt;
|Bodily Protection, Divine 7&lt;br /&gt;
|Your Aura of Protection applies to creatures’ AR as well.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bulwark''' &lt;br /&gt;
|Aura of Protection&lt;br /&gt;
|Your Aura of Protection enhances creatures’ defenses by +1.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bulwark II'''&lt;br /&gt;
|Bulwark&lt;br /&gt;
|Your Aura of Protection enhances creatures’ defenses by 1 more than it did previously.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bulwark III'''&lt;br /&gt;
|Bulwark II&lt;br /&gt;
|Your Aura of Protection enhances creatures’ defenses by 1 more than it did previously.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Reduction''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You and all creatures of your choice within your aura’s radius gain DR 2/Magic.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Reduction II'''&lt;br /&gt;
|Aura of Reduction, Zealot 7&lt;br /&gt;
|Aura of Reduction grants targets DR 3/Magic.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Reduction III'''&lt;br /&gt;
|Aura of Reduction II, Zealot 12&lt;br /&gt;
|Aura of Reduction grants targets DR 5 / Magic.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Vitality''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You and all creatures of your choice within your aura’s radius gain Shield HP equal to your AWR at the start of their&lt;br /&gt;
turn.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Vitality II'''&lt;br /&gt;
|Aura of Vitality, Zealot 12&lt;br /&gt;
|You and all creatures of your choice within your aura do not gain Death Points at the end of your turns if you end your turn with 0 HP.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Aura Enhancement Track ==&lt;br /&gt;
[[File:Aura Track.png|thumb|251x251px|Aura Enhancement Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|''Repeatable.'' Gain one additional Aura of your choice. When you activate your Aura, choose which Aura you use out of the ones that you know.&lt;br /&gt;
|''Zealot, Aura Enhancement, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Combined Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|By spending two uses of your Aura, you may activate two different Auras simultaneously, spending the normal number of AP that it costs you to cast one Aura.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Combined Aura II'''&lt;br /&gt;
|Combined Aura&lt;br /&gt;
|By spending three uses of your Aura, you may activate three different Auras simultaneously, spending the normal number o0f AP that it costs you to cast one Aura.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Combined Aura III'''&lt;br /&gt;
|Combined Aura II&lt;br /&gt;
|By spending four uses of your Aura, you may activate four different Auras simultaneously, spending the normal number of AP that it costs you to cast one Aura.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Your aura’s radius extends by +5 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura II'''&lt;br /&gt;
|Extended Aura&lt;br /&gt;
|Your aura’s radius extends by +5 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura III'''&lt;br /&gt;
|Extended Aura II&lt;br /&gt;
|Your aura’s radius extends by +10 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura IV'''&lt;br /&gt;
|Extended Aura III&lt;br /&gt;
|Your aura’s radius extends by +10 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura V'''&lt;br /&gt;
|Extended Aura IV&lt;br /&gt;
|Your aura’s radius extends by +10 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura VI'''&lt;br /&gt;
|Extended Aura V&lt;br /&gt;
|Your aura’s radius extends by +20 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frequent Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You regain expended uses of your Aura after Recouping.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|'''Frequent Aura II'''&lt;br /&gt;
|Frequent Aura, Zealot 7&lt;br /&gt;
|You regain expended uses of your Aura after Catching Breath.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frequent Aura III'''&lt;br /&gt;
|Frequent Aura II, Divine 24&lt;br /&gt;
|You have unlimited uses of your Aura.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Your Aura costs 1 fewer AP to cast (min 1).&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Aura II''' &lt;br /&gt;
|Quickened Aura&lt;br /&gt;
|Your Aura costs 1 fewer AP to cast (min 1).&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You may use reactive AP to activate your Aura, spending the normal number of AP that it costs you to cast your Aura.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cavalier Track ==&lt;br /&gt;
[[File:Cavalier Track.png|thumb|395x395px|Cavalier Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You gain a companion mount that is unusually intelligent and can communicate basic thoughts, feelings, and ideas to you telepathically. It has the stats of a [[Draft Horse]] (although your MC may allow you other options for your mount) and your mount has -1 INT instead of -3. You can choose your mount’s appearance and your mount has the Divine tag. Each time you complete a rest, you must spend 15 minutes tending to your mount. If you do not, then it ignores you for the day (perhaps it is dispelled or on another plane, or maybe it’s just off foraging for food on its own). Your mount always finds its own sustenance, either magically or through mundane means (at your discretion).&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier''' &lt;br /&gt;
|Holy Mount&lt;br /&gt;
|Gain +2 Skill Points in Animal Handling and +2 in one skill of your choice with the Survival tag. &lt;br /&gt;
You can mount and dismount your holy mount with 5 ft of movement instead of spending an AP to mount or dismount.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount II'''&lt;br /&gt;
|Cavalier&lt;br /&gt;
|Your holy mount’s stats improve. Add your Divine Power to its max HP, and all of its defenses increase by 1.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier II'''&lt;br /&gt;
|Holy Mount II&lt;br /&gt;
|You gain +1 MCAP while riding your holy mount. &lt;br /&gt;
Gain one Cavalier ability from the ''Cavalier Abilities'' table.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount III'''&lt;br /&gt;
|Cavalier II&lt;br /&gt;
|Your mount can use the stats of a [[Riding Horse|riding horse]] or [[camel]] (your MC might choose to allow additional options). You can spend 1 MCAP on your turn to allow your mount to make one of their basic attacks.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier III'''&lt;br /&gt;
|Holy Mount III&lt;br /&gt;
|Gain +2 Skill Points in Animal Handling and +2 in one skill of your choice with the Survival tag. &lt;br /&gt;
Gain a second Cavalier ability from the ''Cavalier Abilities'' table. &lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount IV'''&lt;br /&gt;
|Cavalier III&lt;br /&gt;
|Your mount can use the stats of a warhorse or [[giant]] elk (your MC might choose to allow additional options). Your mount’s defense bonus increases to +2. You can spend 2 MCAP on your turn to allow your mount to make one of their special attacks, if they have one.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier IV'''&lt;br /&gt;
|Holy Mount IV&lt;br /&gt;
|Gain +2 Skill Points in Animal Handling and +2 in one skill of your choice with the Survival tag. &lt;br /&gt;
Gain a third Cavalier ability from the ''Cavalier Abilities'' table.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount V'''&lt;br /&gt;
|Cavalier IV&lt;br /&gt;
|Your mount can use the stats of a [[pegasus]] or [[ponycorn]] (your MC might choose to allow additional options). Your mount’s defense bonus increases to +3.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier V'''&lt;br /&gt;
|Holy Mount V&lt;br /&gt;
|You gain another +1 MCAP while riding your holy mount. One of your three Cavalier choices becomes Enhanced.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cavalier Abilities Table ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Cavalier Ability&lt;br /&gt;
!Description&lt;br /&gt;
!Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Invigorate''' &lt;br /&gt;
|(1/Recoup) Spend 1 MCAP to roll 1d6 + CHA; you and your mount each gain that much HP. &lt;br /&gt;
|(3/Recoup) Spend 1 MCAP to roll 1d10 + CHA; you and your mount each gain that much HP. You regain all expended uses when you Recoup. &lt;br /&gt;
|-&lt;br /&gt;
|'''Lead the Charge'''&lt;br /&gt;
|(1/Recoup) When you move, you may spend 1 MCAP to allow (CHA) number of allies to move up to 1⁄2 their speed for free.&lt;br /&gt;
|(3/Recoup) When you move, you may spend 1 MCAP to allow (CHA) number of allies to move up to their speed for free. You regain all expended uses when you Recoup. &lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier’s Charge'''&lt;br /&gt;
|(1/Recoup) When you use MCAP to move, you can spend 1 more MCAP to make a weapon attack against a creature that you moved within melee reach of during movement.&lt;br /&gt;
|(3/Recoup) When you use MCAP to move, you can also make a weapon attack against a creature that you moved within melee reach of during movement. You regain all expended uses when you Recoup. &lt;br /&gt;
|-&lt;br /&gt;
|'''Stampede''' &lt;br /&gt;
|(1/Recoup) Spend 2 MCAP to move and make a Trample attack against up to 3 creatures that you moved next to. This doesn't provoke reactive attacks. &lt;br /&gt;
|(3/Recoup) Spend 2 MCAP to move and make a Trample attack against any creatures that you moved next to. This doesn't provoke reactive attacks. You regain all expended uses when you Recoup. &lt;br /&gt;
|-&lt;br /&gt;
|'''Together We Fall'''&lt;br /&gt;
|(1/Recoup) When you or your mount takes damage, you can reduce the damage by 1⁄2 CHA then split the remainder evenly between the two of you. &lt;br /&gt;
|(3/Recoup) When you or your mount takes damage, you can reduce the damage by CHA then split the remainder evenly between the two of you. You regain all expended uses when you Recoup. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Consecrated Blade Track ==&lt;br /&gt;
[[File:Consecrated Blade Track.png|thumb|554x554px|Consecrated Blade Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Holy Weapon]]''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Learn the Holy Weapon ritual, ignoring its Divine 7 Prerequisite. If you already knew it, learn one ritual of your choice if you meet its prerequisites.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unwavering''' &lt;br /&gt;
|Holy Weapon&lt;br /&gt;
|Gain +4 Skill Points that you may spend on [[skills]] with the Athleticism or Endurance tags. &lt;br /&gt;
While wielding your holy weapon, you cannot be disarmed.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Weapon''' &lt;br /&gt;
|Unwavering&lt;br /&gt;
|Your holy weapon also deals +1d6 damage against the creature tag that you chose when you cast the ritual. When you cast the ritual choose whether the damage is physical, fire, radiant, or necrotic.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blessed Blade''' &lt;br /&gt;
|Ardent Weapon&lt;br /&gt;
|Any creature that can see you may use your Holy Weapon and gain its full benefits.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Zealots Resolve'''&lt;br /&gt;
|Blessed Blade&lt;br /&gt;
|Your +1 bonus from the Holy Weapon also applies to mental defenses.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Arsenal''' &lt;br /&gt;
|Zealot’s Resolve&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Versatile Weapon&lt;br /&gt;
|(1/Week) When you use Holy Weapon, you can bless two [[weapons]], choosing the same or different creatures for each weapon. &lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blessed Blade II'''&lt;br /&gt;
|Holy Arsenal&lt;br /&gt;
|Any creature can use your Holy Weapon, even without seeing you.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Weapon''' &lt;br /&gt;
|Zealot’s Resolve&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Holy Arsenal&lt;br /&gt;
|Choose an extra creature tag when you cast Holy Weapon. Your Holy Weapon gains its benefits against creatures with either tag.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Weapon II'''&lt;br /&gt;
|Versatile Weapon&lt;br /&gt;
|Your holy weapon also has a +1 crit range against any creature tag that you chose.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Consecrated Weapon''' &lt;br /&gt;
|Consecrated Blade 7&lt;br /&gt;
|One weapon that you bless as a Holy Weapon is your Consecrated Weapon. It has a +2 bonus instead of +1.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Zealots Resolve II'''&lt;br /&gt;
|Consecrated Weapon&lt;br /&gt;
|Holy Weapon bonus also applies to physical defenses.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Recall'''&lt;br /&gt;
|Zealot’s Resolve II&lt;br /&gt;
|When within 200 ft of your weapon, you can call your weapon back to your hand for 1 AP. If another creature is holding it, make an END attack against that creature’s FORT. If you succeed, your weapon returns to you.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lance'''&lt;br /&gt;
|Recall&lt;br /&gt;
|Your Consecrated Weapon gains the Thrown 40 ft property if it didn’t have the thrown property.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ethereal Recall'''&lt;br /&gt;
|Recall&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Bloody Recall&lt;br /&gt;
|When you use Recall, by spending 1 additional AP you no longer have to draw an unobstructed line as your weapon becomes ethereal and flies through walls. You no longer need to make an attack to recall it if another creature is holding it; you automatically succeed.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloody Recall'''&lt;br /&gt;
|Recall&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Ethereal Recall&lt;br /&gt;
|When you use Recall, you may spend 3 additional AP to attack all creatures in a line between you and your weapon as it returns to your hand.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Arsenal II'''&lt;br /&gt;
|Recall, Blessed Blade II&lt;br /&gt;
|(1/Week) When you use Holy Weapon, you can bless three weapons. &lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Weapon II'''&lt;br /&gt;
|Recall, Ardent Weapon II&lt;br /&gt;
|Choose an extra creature tag when you cast Holy Weapon. Your Holy Weapon gains its benefits against creatures with any tag that you chose.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reward'''&lt;br /&gt;
|Consecrated Blade 11&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Punishment&lt;br /&gt;
|A Holy Weapon made by your ritual has 1 charge. A creature can cast [[Healing Touch]] using this charge.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Punishment''' &lt;br /&gt;
|Consecrated Blade 11&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Reward&lt;br /&gt;
|A Holy Weapon made by your ritual has 1 charge. A creature can cast [[Shining Bolt]] using this charge.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Consecrated Weapon II'''&lt;br /&gt;
|Consecrated Blade 12&lt;br /&gt;
|Your Consecrated Weapon has a +3 bonus instead of +2.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Zealots Resolve III'''&lt;br /&gt;
|Consecrated Weapon II&lt;br /&gt;
|Holy Weapon damage bonus applies to damage, attacks, mental defenses, physical defenses, and AR.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon of Legend''' &lt;br /&gt;
|Zealot’s Resolve III&lt;br /&gt;
|Your weapon has untold fame and your reputation benefits accordingly. Enemies might boastfully challenge you or act super deferential out of fear. Kings and generals will herald you with great feasts in your honor. Knights and soldiers will seek to learn from you.&lt;br /&gt;
Your consecrated weapon bonus is +4. Reward/Punish with Consecrated weapons can be done 3/day.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: All of your benefits from Weapon of Legend become permanent. You lose the Consecrate Weapon ability permanently, but your consecrated weapon bonus increases to +4 and the Reward/Punish bonus is 5/day. This weapon costs no Essence for you, but its benefits remain after you die, and it takes 40 Essence for for another creature to bond with this item.&lt;br /&gt;
|''Zealot, Consecrated Blade, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crusader Track ==&lt;br /&gt;
[[File:Crusader Track.png|thumb|538x538px|Crusader Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Crusader Aspirant''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Gain the first rank of the [[Knight]] profession. If you already have it, you do not gain additional Skill Points, but you can use your rank 1 feature one additional time per day.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice''' &lt;br /&gt;
|Crusader Aspirant&lt;br /&gt;
|Gain the Divine Infusion ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Infusion&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP when you touch an allied creature or when you hit with a weapon attack. Choose an ally and heal 1d10 HP, or hit an enemy with the weapon and deal +1d10 radiant. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice II'''&lt;br /&gt;
|Sword for Justice&lt;br /&gt;
|Choose a planar or magical creature tag: [[arcane]], avadri, celestial, divine, eldritch, fae, fiend, [[occult]], [[primal]], or [[psionic]]. When you use Divine Infusion, if the target is that type of creature or [[Undead]], deal +1d10 damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice III'''&lt;br /&gt;
|Sword for Justice II&lt;br /&gt;
|Gain the Cleanse ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleanse&amp;lt;/u&amp;gt;: (2/Rest) Spend 3 AP to make a magical AWR attack against a creature’s WILL. If you hit, the creature takes 1d6 Psychic and you can remove a condition from that creature: Focused, Protected, or Rallied. If you miss, you do not expend a use of this ability. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice IV'''&lt;br /&gt;
|Sword for Justice III&lt;br /&gt;
|When you use Divine Infusion, roll +1d10 if used for healing an ally.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent''' &lt;br /&gt;
|Crusader Aspirant&lt;br /&gt;
|Gain the Purge Unholy ability.&lt;br /&gt;
&amp;lt;u&amp;gt;Purge Unholy&amp;lt;/u&amp;gt;: (2/Rest) Spend 4 AP to speak a holy word censuring the unholy. Make a magical AWR attack against the WILL of each hostile Undead within 30 ft of you. On a hit, a creature is Broken for 1 minute or until they take damage. On a miss, a creature is Broken until the end of their next turn or until they take damage. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent II'''&lt;br /&gt;
|Shield the Innocent&lt;br /&gt;
|Choose one planar or magical creature tag: arcane, avadri, celestial, divine, eldritch, fae, fiend, occult, primal, or psionic. When you use Purge Unholy, it targets both Undead and that choice.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent III'''&lt;br /&gt;
|Shield the Innocent II&lt;br /&gt;
|Gain the Intercede ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Intercede&amp;lt;/u&amp;gt;: (2/Rest) When an ally within 30 ft takes damage, you take all the damage instead. The ally still suffers other effects. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent IV'''&lt;br /&gt;
|Shield the Innocent III&lt;br /&gt;
|Creatures that you hit with Purge the Unholy also take 1d8 radiant damage on a hit.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crusader Postulant''' &lt;br /&gt;
|Crusader 5&lt;br /&gt;
|Gain the second rank of the Knight profession. If you already have it, you do not gain additional Skill Points, but you gain one additional Page in your employ.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice V'''&lt;br /&gt;
|Sword for Justice IV, Crusader Postulant&lt;br /&gt;
|Cleanse now deals 2d6 damage and removes all three [[conditions]].&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice VI'''&lt;br /&gt;
|Sword for Justice V&lt;br /&gt;
|Cleanse costs 1 fewer AP (min 1) and is 1⁄2 AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice VII'''&lt;br /&gt;
|Sword for Justice VI&lt;br /&gt;
|Gain the Holy Sword Ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Sword&amp;lt;/u&amp;gt;: You may spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged until the start of your next turn. You deal +1d6 radiant damage if you make a reactive attack against a creature Engaged in this way.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice VIII'''&lt;br /&gt;
|Sword for Justice VII&lt;br /&gt;
|Gain the Cleansing Fire ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleansing Fire&amp;lt;/u&amp;gt;: (2/Rest) When you use Cleanse, you may also use Cleansing Fire. This removes any passive spells or magical effects that are improving the creature’s stats, such as [[Minor Augmentation]]. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent V'''&lt;br /&gt;
|Shield the Innocent IV, Crusader Postulant&lt;br /&gt;
|When you use Intercede, you may also suffer any conditions/effect instead of your ally. Intercede becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent VI'''&lt;br /&gt;
|Shield the Innocent V&lt;br /&gt;
|Gain Second Wind.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Second Wind&amp;lt;/u&amp;gt;: (1⁄2 AWR/Rest) If you are Bloodied, spend 1 AP to regain HP equal to 1d6+AWR. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent VII'''&lt;br /&gt;
|Shield the Innocent VI&lt;br /&gt;
|Choose another creature type from Shield the Innocent II. Purge Unholy works on all three creature types. Purge Unholy also costs 1 fewer AP (min 1).&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent VIII'''&lt;br /&gt;
|Shield the Innocent VII&lt;br /&gt;
|Gain the Holy Shield ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Shield&amp;lt;/u&amp;gt;: (AWR/Rest) You may spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged for 1 minute. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crusader Ordinant''' &lt;br /&gt;
|Crusader Postulant, Crusader 10&lt;br /&gt;
|Gain the third rank of the Knight profession. If you already have it, you do not gain additional Skill Points, but you gain one additional Squire in your employ.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice IX'''&lt;br /&gt;
|Sword for Justice VIII, Crusader Ordinant&lt;br /&gt;
|Choose two more creature types that Divine Infusion does more damage on.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice X'''&lt;br /&gt;
|Sword for Justice IX&lt;br /&gt;
|Cleanse does 3d6 damage and is AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice XI'''&lt;br /&gt;
|Sword for Justice X&lt;br /&gt;
|Regain one use of Divine Infusion when you Recoup. You can use Divine Infusion 1⁄2 AWR/Rest. When you roll the highest number on a Divine Infusion die that would heal HP or deal damage, set that die aside and roll another die of the same size. Repeat this process until you have no new maximum rolls, then add all of those numbers together for your total healing or damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice XII'''&lt;br /&gt;
|Sword for Justice XI&lt;br /&gt;
|Cleanse does 1⁄2 damage on a miss, and you can use Cleansing Fire any time you Cleanse.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent IX'''&lt;br /&gt;
|Shield the Innocent VIII, Crusader Ordinant&lt;br /&gt;
|Purge Unholy does +1d8 radiant damage. Pick 1 more creature tag for Purge Unholy to work against.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent X'''&lt;br /&gt;
|Shield the Innocent IX&lt;br /&gt;
|Reduce damage you take from Intercede by 1d6+AWR. Intercede becomes AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent XI'''&lt;br /&gt;
|Shield the Innocent X&lt;br /&gt;
|Regain one use of Purge Unholy when you Recoup. Purge Unholy becomes 1⁄2 AWR/Rest. When you roll the highest number on a Purge Unholy die that would deal damage, set that die aside and roll another die of the same size. Repeat this process until you have no new maximum rolls, then add all of those numbers together for your total healing or damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent XII'''&lt;br /&gt;
|Shield the Innocent XI&lt;br /&gt;
|Second Wind becomes 1d8. Second Wind is AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crusader Templar''' &lt;br /&gt;
|Crusader Ordinant, Crusader 14&lt;br /&gt;
|You are known far and wide as a defender of the weak and a devoted [[soldier]] to your ideals.&lt;br /&gt;
Whenever you are within 30 miles of a settlement and you have at least 3 [[Goodwill]] in that settlement, you can intimidate potential foes when you roll [[initiative]]. Any creature that has a level equal to or lower level than your level, or Monster Level equal to or lower than half your level, must roll a CHA check upon entering [[combat]] with you if they can see you, or if they’ve heard tale/seen evidence of your presence (But you must actually be there), and if they do not beat 10+Your CHA, they are Shaken until the end of their next rest whenever you are within 30 ft of them. If they beat the DC or you become bloodied, they are immune to this ability until the end of their next rest.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Creatures who fail their CHA check will make a reasonable effort to avoid combat with you, potentially by retreating or negotiating. If they are being actively led by a creature that is equal to or greater ML than your Character Level, half of them will flee.&lt;br /&gt;
|''Zealot, Crusader, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Holy Cause Track ==&lt;br /&gt;
[[File:Holy Cause Track.png|thumb|547x547px|Holy Cause Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Cause II'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Holy Cause also works on Shaken (choose one condition each time).&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inspirational''' &lt;br /&gt;
|Holy Cause II&lt;br /&gt;
|You gain the Inspirational ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Inspirational&amp;lt;/u&amp;gt;: (CHA/Rest) While you have an Aura active, you may choose for affected creatures in the aura to gain tactical advantage for 5 minutes while in the Aura. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands''' &lt;br /&gt;
|Inspirational&lt;br /&gt;
|You gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (2/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inspire Fear''' &lt;br /&gt;
|Lay on Hands&lt;br /&gt;
|You gain the Inspire Fear ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Inspire Fear&amp;lt;/u&amp;gt;: (CHA/Rest) While you have an Aura active, you may spend 2 AP to impose Tactical Disadvantage on all hostile creatures in the aura for 5 minutes while in the aura. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Inspire Fear&lt;br /&gt;
|Lay on Hands becomes 3/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Cause III'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety&lt;br /&gt;
|Holy Cause also works on Enthralled. Choose which condition to affect each time.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety''' &lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Holy Cause III&lt;br /&gt;
|(1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it. &lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fervent Leader''' &lt;br /&gt;
|Holy Cause 6&lt;br /&gt;
|You gain the Fervent Leader ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fervent Leader&amp;lt;/u&amp;gt;: (CHA/Rest) When an allied creature within range of your active aura is hit by an attack that targets their ANT, LOG, or WILL, you may choose for it to hit you instead. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ever Holy''' &lt;br /&gt;
|Fervent Leader, Holy Cause&lt;br /&gt;
|Holy Cause recharges 1⁄2 AWR/Rest (min 2).&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Fervent Leader, Piety&lt;br /&gt;
|Piety can also cure common Diseases.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Holy Cause 8&lt;br /&gt;
|Lay on Hands becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ever Holy II'''&lt;br /&gt;
|Lay on Hands III, Ever Holy&lt;br /&gt;
|Holy Cause recharges AWR/Rest (min 2).&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Lay on Hands III, Piety II&lt;br /&gt;
|Piety becomes 2/Week.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalwart Leader''' &lt;br /&gt;
|Holy Cause 10&lt;br /&gt;
|Gain +6 Skill points that you can assign to any skill with the Athleticism, Stamina, Influence, and/or Observation tags.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ever Holy III'''&lt;br /&gt;
|Stalwart Leader, Ever Holy II&lt;br /&gt;
|Regain 1 use of Holy Cause when Recouping.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Stalwart Leader, Piety III&lt;br /&gt;
|Piety can cure uncommon poisons and diseases.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fervent Leader II'''&lt;br /&gt;
|Holy Cause 12&lt;br /&gt;
|When you use your Fervent Leader ability, you can ignore the Frightened and Shaken conditions if you would gain them as a result of being hit.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands IV'''&lt;br /&gt;
|Fervent Leader II&lt;br /&gt;
|Lay on Hands becomes AWR/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shining Beacon''' &lt;br /&gt;
|Lay on Hands IV&lt;br /&gt;
|You are renowned far and wide as an inspirational figure. Kings and generals vie for your attention and would pay great prices to get you to lead their armies, but all know that you only raise a blade or lead a battle when you believe that the cause is just.&lt;br /&gt;
Once per week when you roll initiative, you may choose to activate your Shining Beacon ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Shining Beacon&amp;lt;/u&amp;gt;: For the duration of the battle, you and all allies that can see or hear you gain TA. All hostile creatures that can see or hear you gain TD. At the start of each minute, you and a number of creatures up to your CHA gain Shield HP equal to your AWR. You and all allies that can see or hear you cannot be Frightened, Shaken, or Broken&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: The final cap for your AWR increases from 12 to 14.&lt;br /&gt;
|''Zealot, Holy Cause, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reputation Track ==&lt;br /&gt;
[[File:Reputation Track.png|thumb|345x345px|Reputation Track Progression]]&lt;br /&gt;
&lt;br /&gt;
==='''Good Reputation'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Bad Reputation&lt;br /&gt;
|When in a settled area where you have 0 or more Goodwill, gain Good Reputation. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Good Reputation&amp;lt;/u&amp;gt;: You get a 10% discount on room/ board.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation II'''&lt;br /&gt;
|Good Reputation&lt;br /&gt;
|Good Reputation also grants you a 10% discount on goods/ services.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation III'''&lt;br /&gt;
|Good Reputation II&lt;br /&gt;
|Gain Upstanding Citizen.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Upstanding Citizen&amp;lt;/u&amp;gt;: (1/Month) Gain +1 Goodwill in a settled area.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation IV'''&lt;br /&gt;
|Good Reputation III&lt;br /&gt;
|Your Room/Board discount increases to 15%.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation V'''&lt;br /&gt;
|Good Reputation IV&lt;br /&gt;
|Your Goods/Services discount increases to 15%.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation VI'''&lt;br /&gt;
|Good Reputation V&lt;br /&gt;
|Gain Citizen’s Favor.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Citizen’s Favor&amp;lt;/u&amp;gt;: (1/month) Call in a minor favor from a [[merchant]], city [[guard]], [[clergy]], politician, or [[noble]]. &lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation VII'''&lt;br /&gt;
|Good Reputation VI&lt;br /&gt;
|Your Room/Board discount increases to 20%.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation VIII'''&lt;br /&gt;
|Good Reputation VII&lt;br /&gt;
|Your Goods/Services discount increases to 20%.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation IX'''&lt;br /&gt;
|Good Reputation VIII&lt;br /&gt;
|Upstanding Citizen becomes 1/Week.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation X'''&lt;br /&gt;
|Good Reputation IX&lt;br /&gt;
|Citizen’s Favor becomes 1/Week.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''Bad Reputation'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Good Reputation&lt;br /&gt;
|While in a settlement where you have 0 or fewer Goodwill, gain Bad Reputation. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bad Reputation&amp;lt;/u&amp;gt;: You gain +2 to Menacing and Intimidating.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation II'''&lt;br /&gt;
|Bad Reputation&lt;br /&gt;
|Bad Reputation also grants you +2 to Initiative as people are intimidated by your threatening presence.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation III'''&lt;br /&gt;
|Bad Reputation II&lt;br /&gt;
|Bad Reputation also grants you a 10% discount on room/ board as people are afraid of giving you normal rates.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation IV'''&lt;br /&gt;
|Bad Reputation III&lt;br /&gt;
|Bad Reputation also grants you a 10% discount on goods and services as people are afraid of giving you normal rates.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation V'''&lt;br /&gt;
|Bad Reputation IV&lt;br /&gt;
|Gain Bribe.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bribe&amp;lt;/u&amp;gt;: (1/Month) Call in a minor favor from a merchant, city guard, clergy, politician, or noble.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation VI'''&lt;br /&gt;
|Bad Reputation V&lt;br /&gt;
|Your Room/Board discount increases to 15%.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation VII'''&lt;br /&gt;
|Bad Reputation VI&lt;br /&gt;
|Your Goods/Services discount increases to 15%.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation VIII'''&lt;br /&gt;
|Bad Reputation VII&lt;br /&gt;
|Your Intimidating and Menacing bonus gains another +3.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation IX'''&lt;br /&gt;
|Bad Reputation VIII&lt;br /&gt;
|Your Initiative bonus gains another +3.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation X'''&lt;br /&gt;
|Bad Reputation IX&lt;br /&gt;
|Bribe becomes 1/Week.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Earthen_Rupture&amp;diff=4233</id>
		<title>Earthen Rupture</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Earthen_Rupture&amp;diff=4233"/>
		<updated>2024-02-12T16:04:19Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Created page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Primal]] Invocation, Altering, Extrinsic, Nature''&lt;br /&gt;
&lt;br /&gt;
'''Casting Time:''' 10 minutes&lt;br /&gt;
&lt;br /&gt;
'''Range:''' 2 miles&lt;br /&gt;
&lt;br /&gt;
'''Materials:''' A small stone, which you strike against the ground&lt;br /&gt;
&lt;br /&gt;
'''Requires:''' Gesture, Verbal, Visual&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instantaneous&lt;br /&gt;
&lt;br /&gt;
You create a small earthquake along a magical line between you and a point within range. Each creature within 10 ft of that line must make an END roll against a DC of 10 + your magic attribute. On a fail, that creature falls Prone. Additionally, make a magic attack against the FORT of each artificial structure within 10 ft of the line, dealing 5d12 blunt [[damage]] to such structures on a hit and ½ as much on a miss (roll damage once, applying it to each structure as appropriate). This Invocation treats structures as having a DT of 5 points lower than their written DT, if any.&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Everfog&amp;diff=4231</id>
		<title>Everfog</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Everfog&amp;diff=4231"/>
		<updated>2024-02-12T16:00:15Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: The previous description contained the description for the spell &amp;quot;Earthen Rupture&amp;quot;, by mistake.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Primal]] Invocation, Altering, Extrinsic, Nature''&lt;br /&gt;
&lt;br /&gt;
'''Casting Time:''' 10 minutes&lt;br /&gt;
&lt;br /&gt;
'''Range:''' Self&lt;br /&gt;
&lt;br /&gt;
'''Materials:''' A few drops of water and a few drops of blood&lt;br /&gt;
&lt;br /&gt;
'''Requires:''' Gesture, Verbal&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' 30 minutes&lt;br /&gt;
&lt;br /&gt;
You pull billowing fog from the Pale into the mortal coil. Take 1d6 sharp [[damage]] when you complete the casting of this Invocation. For the duration, fog wafts out from a point centered on you in a ½ mile radius. All creatures in the fog are Concealed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Primal Spells|[Back to Primal Spells]]]&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Talk:Shadow_Travel&amp;diff=4227</id>
		<title>Talk:Shadow Travel</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Talk:Shadow_Travel&amp;diff=4227"/>
		<updated>2024-02-12T15:48:44Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Created page with &amp;quot;Errata Suggestion: Spell does not contain a target defense for the magic attack roll.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Errata Suggestion: Spell does not contain a target defense for the magic attack roll.&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Talk:Grasp_of_Bones&amp;diff=4225</id>
		<title>Talk:Grasp of Bones</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Talk:Grasp_of_Bones&amp;diff=4225"/>
		<updated>2024-02-12T15:47:27Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Created page with &amp;quot;Errata Suggestion: Spell does not contain a target defense for the magic attack roll.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Errata Suggestion: Spell does not contain a target defense for the magic attack roll.&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Talk:Hex_of_Tumult&amp;diff=4224</id>
		<title>Talk:Hex of Tumult</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Talk:Hex_of_Tumult&amp;diff=4224"/>
		<updated>2024-02-12T15:46:03Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Created page with &amp;quot;Errata Suggestion: Spell does not contain a target defense for the magic attack roll.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Errata Suggestion: Spell does not contain a target defense for the magic attack roll.&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=User_talk:Dumbgeonmaster&amp;diff=4223</id>
		<title>User talk:Dumbgeonmaster</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=User_talk:Dumbgeonmaster&amp;diff=4223"/>
		<updated>2024-02-12T15:44:15Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Please do not add defenses to spells that do not have them listed. If you find one missing please bring it to the attention of the development team and they will errata with the defense they intended. Thank you - The Admin Team&lt;br /&gt;
&lt;br /&gt;
Apologies, I've added a few more on other spells, but will go back and remove them. Could you tell me how I can get in touch with the developement team?&lt;br /&gt;
&lt;br /&gt;
There's a few ways! &lt;br /&gt;
1) We can see the edits as they go. So you can either create a talk page like you did for Nova or just place it here and we will see it. &lt;br /&gt;
2) If you are on discord, we have a typo/mistake channel in the discord for reported issues. The discord is discord.gg/mythcraft&lt;br /&gt;
3) You can also open a talk page with myself (just like this one) and report there. &lt;br /&gt;
&lt;br /&gt;
We really appreciate your help and your other edits have been greatly appreciated and added into the errata and/or brought up to the team for clarification. Just asking no &amp;quot;mechanics&amp;quot; text be added that could impact gameplay by anyone outside of the devs.&lt;br /&gt;
&lt;br /&gt;
That's much appreciated, I feel kinda dumb for making all those changes, rather than creating talk pages, I guess I just got carried away with finding the missing information. I'll just make talk pages for mechanical issues, going forward. Thanks for your patience, and apologies if I've caused any unnecessary headaches for you or the dev team.&lt;br /&gt;
&lt;br /&gt;
None at all! Luckily its very easy on our end to see changes and adjust. Plus they are all mistakes that need to be fixed! Thank you so much for your help.&lt;br /&gt;
&lt;br /&gt;
Thanks, I've only just discovered Mythcraft this week, but I'm already very invested in it. I'm actully noting the Errata in my PDF copy, which is how I came across the other issues.&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Talk:Starlight_Nebula&amp;diff=4221</id>
		<title>Talk:Starlight Nebula</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Talk:Starlight_Nebula&amp;diff=4221"/>
		<updated>2024-02-12T15:41:29Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Created page with &amp;quot;Errata Suggestion: &amp;quot;make another magic attack roll, increasing the threshold&amp;quot;. Spell is not an attack, and the rest of the spell simply refers to them as &amp;quot;magic rolls&amp;quot;. Suggest change to say &amp;quot;make another magic roll, increasing the threshold&amp;quot;.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Errata Suggestion: &amp;quot;make another magic attack roll, increasing the threshold&amp;quot;. Spell is not an attack, and the rest of the spell simply refers to them as &amp;quot;magic rolls&amp;quot;. Suggest change to say &amp;quot;make another magic roll, increasing the threshold&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=User_talk:Dumbgeonmaster&amp;diff=4218</id>
		<title>User talk:Dumbgeonmaster</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=User_talk:Dumbgeonmaster&amp;diff=4218"/>
		<updated>2024-02-12T15:36:46Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Please do not add defenses to spells that do not have them listed. If you find one missing please bring it to the attention of the development team and they will errata with the defense they intended. Thank you - The Admin Team&lt;br /&gt;
&lt;br /&gt;
Apologies, I've added a few more on other spells, but will go back and remove them. Could you tell me how I can get in touch with the developement team?&lt;br /&gt;
&lt;br /&gt;
There's a few ways! &lt;br /&gt;
1) We can see the edits as they go. So you can either create a talk page like you did for Nova or just place it here and we will see it. &lt;br /&gt;
2) If you are on discord, we have a typo/mistake channel in the discord for reported issues. The discord is discord.gg/mythcraft&lt;br /&gt;
3) You can also open a talk page with myself (just like this one) and report there. &lt;br /&gt;
&lt;br /&gt;
We really appreciate your help and your other edits have been greatly appreciated and added into the errata and/or brought up to the team for clarification. Just asking no &amp;quot;mechanics&amp;quot; text be added that could impact gameplay by anyone outside of the devs.&lt;br /&gt;
&lt;br /&gt;
That's much appreciated, I feel kinda dumb for making all those changes, rather than creating talk pages, I guess I just got carried away with finding the missing information. I'll just make talk pages for mechanical issues, going forward. Thanks for your patience, and apologies if I've caused any unnecessary headaches for you or the dev team.&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Starlight_Nebula&amp;diff=4214</id>
		<title>Starlight Nebula</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Starlight_Nebula&amp;diff=4214"/>
		<updated>2024-02-12T15:28:30Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Removed my previous change to &amp;quot;magic attack roll&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Divine]] Spell, Invocation''&lt;br /&gt;
&lt;br /&gt;
'''APC:''' 4&lt;br /&gt;
&lt;br /&gt;
'''SPC:''' 12&lt;br /&gt;
&lt;br /&gt;
'''Range:''' 80 ft&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' Verbal, Gesture&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instantaneous&lt;br /&gt;
&lt;br /&gt;
By generating curative starlight, you regain 1d8 HP. Then make a magic roll; if you roll a 10 or higher, then one creature within range also regains 1d8 HP. If you hit, make another magic attack roll, increasing the threshold by +2 (to 12).&lt;br /&gt;
&lt;br /&gt;
Repeat this process until you miss a magic roll (the difficulty increases to 14, 16, etc) or until you run out of creatures that you wish to target. You cannot heal the same creature multiple times from a single instance of casting this spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Divine Spells|[Back to Divine Magic]]]&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Hex_of_Tumult&amp;diff=4213</id>
		<title>Hex of Tumult</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Hex_of_Tumult&amp;diff=4213"/>
		<updated>2024-02-12T15:24:27Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Removed my previous addition of defense target.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Occult]] Spell, Enchanting, Incantation (1 AP; up to 1 minute)''&lt;br /&gt;
&lt;br /&gt;
'''APC:''' 3&lt;br /&gt;
&lt;br /&gt;
'''SPC:''' 4&lt;br /&gt;
&lt;br /&gt;
'''Range:''' 60 ft&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' Verbal, Visual, Gesture&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Up to 1 minute&lt;br /&gt;
&lt;br /&gt;
Make a magic attack against a creature within range. If you hit, that creature becomes Shaken for the duration. When you take [[damage]], you must immediately make this attack again (without spending AP or SP); if you miss, then the spell ends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Occult Spells|[Back to Occult Spells]]]&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=User_talk:Dumbgeonmaster&amp;diff=4211</id>
		<title>User talk:Dumbgeonmaster</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=User_talk:Dumbgeonmaster&amp;diff=4211"/>
		<updated>2024-02-12T15:22:50Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Please do not add defenses to spells that do not have them listed. If you find one missing please bring it to the attention of the development team and they will errata with the defense they intended. Thank you - The Admin Team&lt;br /&gt;
&lt;br /&gt;
Apologies, I've added a few more on other spells, but will go back and remove them. Could you tell me how I can get in touch with the developement team?&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Grasp_of_Bones&amp;diff=4206</id>
		<title>Grasp of Bones</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Grasp_of_Bones&amp;diff=4206"/>
		<updated>2024-02-12T15:18:29Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Changed &amp;quot;Energy (Necrotic) damage&amp;quot; to &amp;quot;necrotic damage&amp;quot;, to better fit standard formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Occult]] Spell, Summoning, Incantation (2 AP; max 10 minutes), Dark Power''&lt;br /&gt;
&lt;br /&gt;
'''APC''': 3&lt;br /&gt;
&lt;br /&gt;
'''SPC:''' 12&lt;br /&gt;
&lt;br /&gt;
'''Range''': 60 ft&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' Gesture, Visual&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Up to 10 minutes&lt;br /&gt;
&lt;br /&gt;
When you cast this spell, or when you Incant to extend its duration, make a magic attack against a creature in range. On a hit, an enormous skeletal hand bursts forth from the ground and grabs the target. The target takes 1d12 necrotic [[damage]] and is Restrained if you hit, and takes 1⁄2 damage and is not Restrained if you miss. The Restrained condition ends automatically if you target a new creature with this spell. Otherwise, the creature must beat your Spellcasting bonus +10 to escape.&lt;br /&gt;
&lt;br /&gt;
If that creature is Restrained by this spell already, roll 2d20 and use whichever one is higher when making the attack&lt;br /&gt;
&lt;br /&gt;
'''Dark Power:''' If you crit fail on an attack with this spell, you take 1d12 necrotic damage as a skeletal hand grasps at you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Occult Spells|[Back to Occult Spells]]]&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Shadow_Travel&amp;diff=4205</id>
		<title>Shadow Travel</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Shadow_Travel&amp;diff=4205"/>
		<updated>2024-02-12T15:17:42Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Added the &amp;quot;Fort&amp;quot; defense target, and changed &amp;quot;Energy (Necrotic) damage&amp;quot; to &amp;quot;necrotic damage&amp;quot;, to better fit standard formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Occult]] Spell, Altering, Ritualize, Conjuring 2''&lt;br /&gt;
&lt;br /&gt;
'''APC:''' 10&lt;br /&gt;
&lt;br /&gt;
'''SPC:''' 24&lt;br /&gt;
&lt;br /&gt;
'''Range:''' Self (10 ft radius)&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' Verbal, Gesture&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instantaneous&lt;br /&gt;
&lt;br /&gt;
You can only cast this spell when standing in dim light, [[darkness]], or a distinct [[shadow]]. You and each willing creature within range teleport up 1 mile; you appear in the closest unoccupied space that is also in dim light, darkness, or a distinct shadow that you are familiar with. &lt;br /&gt;
&lt;br /&gt;
Make a magic attack against yourself and each creature that traveled in this way, targeting FORT. Creatures that are hit take 1d4 necrotic [[damage]] and are Sickened for 10 minutes. &lt;br /&gt;
&lt;br /&gt;
'''Upcharge:''' Double the distance per +5 SP (10 miles, 20 miles, 40 miles, and so on).&lt;br /&gt;
&lt;br /&gt;
'''Ritualize:''' If you cast this spell as a ritual, it takes 10 minutes to cast but does not cost SP (upcharging still costs SP). You can cast this spell as a ritual a number of times equal to your magic attribute, regaining all expended uses upon [[Resting]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Occult Spells|[Back to Occult Spells]]]&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Hex_of_Tumult&amp;diff=4204</id>
		<title>Hex of Tumult</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Hex_of_Tumult&amp;diff=4204"/>
		<updated>2024-02-12T15:13:07Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Added the &amp;quot;WILL&amp;quot; defense target, as one was not originally present. Defense choice based off of typical defense against Shaken effects, as well as description of type of effects that target WILL.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Occult]] Spell, Enchanting, Incantation (1 AP; up to 1 minute)''&lt;br /&gt;
&lt;br /&gt;
'''APC:''' 3&lt;br /&gt;
&lt;br /&gt;
'''SPC:''' 4&lt;br /&gt;
&lt;br /&gt;
'''Range:''' 60 ft&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' Verbal, Visual, Gesture&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Up to 1 minute&lt;br /&gt;
&lt;br /&gt;
Make a magic attack against a creature within range, targeting their WILL. If you hit, that creature becomes Shaken for the duration. When you take [[damage]], you must immediately make this attack again (without spending AP or SP); if you miss, then the spell ends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Occult Spells|[Back to Occult Spells]]]&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Grasp_of_Bones&amp;diff=4200</id>
		<title>Grasp of Bones</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Grasp_of_Bones&amp;diff=4200"/>
		<updated>2024-02-12T15:03:15Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Added the target defense of &amp;quot;REF&amp;quot;, as none was provided, and REF appears the most appropriate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Occult]] Spell, Summoning, Incantation (2 AP; max 10 minutes), Dark Power''&lt;br /&gt;
&lt;br /&gt;
'''APC''': 3&lt;br /&gt;
&lt;br /&gt;
'''SPC:''' 12&lt;br /&gt;
&lt;br /&gt;
'''Range''': 60 ft&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' Gesture, Visual&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Up to 10 minutes&lt;br /&gt;
&lt;br /&gt;
When you cast this spell, or when you Incant to extend its duration, make a magic attack against a creature in range, targeting their REF. On a hit, an enormous skeletal hand bursts forth from the ground and grabs the target. The target takes 1d12 Energy (Necrotic) [[damage]] and is Restrained if you hit, and takes 1⁄2 damage and is not Restrained if you miss. The Restrained condition ends automatically if you target a new creature with this spell. Otherwise, the creature must beat your Spellcasting bonus +10 to escape.&lt;br /&gt;
&lt;br /&gt;
If that creature is Restrained by this spell already, roll 2d20 and use whichever one is higher when making the attack&lt;br /&gt;
&lt;br /&gt;
'''Dark Power:''' If you crit fail on an attack with this spell, you take 1d12 necrotic damage as a skeletal hand grasps at you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Occult Spells|[Back to Occult Spells]]]&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Grasp_of_Bones&amp;diff=4199</id>
		<title>Grasp of Bones</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Grasp_of_Bones&amp;diff=4199"/>
		<updated>2024-02-12T14:59:53Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Changed &amp;quot;When you cast this spell, or when you Incant to extend its dhen you cast this spell, or when you Incant to extend its duration, make a magic attack against a creature in range.&amp;quot; to &amp;quot;When you cast this spell, or when you Incant to extend its duration, make a magic attack against a creature in range.&amp;quot; to fix formatting error.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Occult]] Spell, Summoning, Incantation (2 AP; max 10 minutes), Dark Power''&lt;br /&gt;
&lt;br /&gt;
'''APC''': 3&lt;br /&gt;
&lt;br /&gt;
'''SPC:''' 12&lt;br /&gt;
&lt;br /&gt;
'''Range''': 60 ft&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' Gesture, Visual&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Up to 10 minutes&lt;br /&gt;
&lt;br /&gt;
When you cast this spell, or when you Incant to extend its duration, make a magic attack against a creature in range. On a hit, an enormous skeletal hand bursts forth from the ground and grabs the target. The target takes 1d12 Energy (Necrotic) [[damage]] and is Restrained if you hit, and takes 1⁄2 damage and is not Restrained if you miss. The Restrained condition ends automatically if you target a new creature with this spell. Otherwise, the creature must beat your Spellcasting bonus +10 to escape.&lt;br /&gt;
&lt;br /&gt;
If that creature is Restrained by this spell already, roll 2d20 and use whichever one is higher when making the attack&lt;br /&gt;
&lt;br /&gt;
'''Dark Power:''' If you crit fail on an attack with this spell, you take 1d12 necrotic damage as a skeletal hand grasps at you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Occult Spells|[Back to Occult Spells]]]&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Starlight_Nebula&amp;diff=4198</id>
		<title>Starlight Nebula</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Starlight_Nebula&amp;diff=4198"/>
		<updated>2024-02-12T14:55:29Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Changed &amp;quot;magic attack roll&amp;quot; to &amp;quot;magic roll&amp;quot;, as this spell is not an attack.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Divine]] Spell, Invocation''&lt;br /&gt;
&lt;br /&gt;
'''APC:''' 4&lt;br /&gt;
&lt;br /&gt;
'''SPC:''' 12&lt;br /&gt;
&lt;br /&gt;
'''Range:''' 80 ft&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' Verbal, Gesture&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instantaneous&lt;br /&gt;
&lt;br /&gt;
By generating curative starlight, you regain 1d8 HP. Then make a magic roll; if you roll a 10 or higher, then one creature within range also regains 1d8 HP. If you hit, make another magic roll, increasing the threshold by +2 (to 12).&lt;br /&gt;
&lt;br /&gt;
Repeat this process until you miss a magic roll (the difficulty increases to 14, 16, etc) or until you run out of creatures that you wish to target. You cannot heal the same creature multiple times from a single instance of casting this spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Divine Spells|[Back to Divine Magic]]]&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Nova&amp;diff=4196</id>
		<title>Nova</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Nova&amp;diff=4196"/>
		<updated>2024-02-12T14:52:26Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Clarified the magic attack targets' FORT, as no defense target was provided. Choice of defense was based on the typical target defense for fire damage amongst other spells, not an official Errata.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&lt;br /&gt;
== &amp;lt;big&amp;gt;'''Nova'''&amp;lt;/big&amp;gt; ==&lt;br /&gt;
|-&lt;br /&gt;
|''[[Arcane]] Spell, Evoking''&lt;br /&gt;
|-&lt;br /&gt;
|'''APC:''' 2 reactive AP that you spend when you take [[damage]]&lt;br /&gt;
|-&lt;br /&gt;
|'''SPC:''' 8&lt;br /&gt;
|-&lt;br /&gt;
|'''Range:''' Self (10 ft cone)&lt;br /&gt;
|-&lt;br /&gt;
|'''Requires:''' Gesture&lt;br /&gt;
|-&lt;br /&gt;
|'''Duration:''' Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
!Spell Description&lt;br /&gt;
|-&lt;br /&gt;
|Make a magic attack roll against each creature in the area, targeting their FORT. Deal 2d10 Fire damage to creatures that you hit, and 1⁄2 as much to creatures that you miss. &lt;br /&gt;
|-&lt;br /&gt;
!Upcharge &lt;br /&gt;
|-&lt;br /&gt;
|'''Upcharge:''' +5 ft radius per +2 SP&lt;br /&gt;
|-&lt;br /&gt;
|'''Upcharge:''' +1d10 damage per +4 SP&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Arcane Spells|[Back to Arcane Spells]]]&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Talk:Nova&amp;diff=4194</id>
		<title>Talk:Nova</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Talk:Nova&amp;diff=4194"/>
		<updated>2024-02-12T14:34:57Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What Defense does this spell target? I would assume FORT, but it doesn't specify.&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Talk:Nova&amp;diff=4192</id>
		<title>Talk:Nova</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Talk:Nova&amp;diff=4192"/>
		<updated>2024-02-12T14:30:24Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Target Defense?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What Defense does this spell target? I would assume REF, but it doesn't specify.&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Devil%27s_Sight&amp;diff=4191</id>
		<title>Devil's Sight</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Devil%27s_Sight&amp;diff=4191"/>
		<updated>2024-02-12T13:53:36Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Changed the &amp;quot;Ritual&amp;quot; tag to &amp;quot;Occult Ritual&amp;quot; tag, following the correst format for Occult Magic. Additional note to anyone with permission to edit the Errata and Changelog: Where it says &amp;quot;	Blight, Blood Bond, Child of Darkness, Curse of Trembling, Curse of Withering, and Dreamwalker all updated to have Occult Ritual Tag&amp;quot; the Dreamwalker spell is already has the Occult Ritual tag in the original text, but Devil's Sight doesn't. I think there was a mix up between the spells when writing the Errata.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Occult]] Ritual, Enchanting, Dark Power''&lt;br /&gt;
&lt;br /&gt;
'''Casting Time:''' 30 minutes, which can be part of a Recoup&lt;br /&gt;
&lt;br /&gt;
'''Materials:''' A black onyx gem worth at least 200 sc, which the spell consumes&lt;br /&gt;
&lt;br /&gt;
'''Recharge:''' Rest&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' 4 hours&lt;br /&gt;
&lt;br /&gt;
Choose one willing creature (which can be yourself) when you cast this ritual. By siphoning power from an Archfiend or an Exile living in Phlegmereth, you imbue that creature with the ability to see. For the duration, that creature gains Darkvision 30 ft and can see in magical [[darkness]]. At any point for the duration, the creature can improve their sight by spending 1 AP, gaining one of the following benefits until the end of their next turn:&lt;br /&gt;
&lt;br /&gt;
That creature can also ignore fog, smoke, [[mist]], and similar atmospheric obscurants within 30 ft of it That creature can see invisible creatures within 30 ft of it That creature can magically tell when another creature within 30 ft of it is magically disguised or has its form magically altered in some way, but cannot see the target creature’s true form.&lt;br /&gt;
&lt;br /&gt;
'''Dark Power:''' When you cast this ritual, roll 1d20. On a roll of 5 or lower, the target creature instead becomes [[Blind]] for the duration, as the deity in question becomes aware of your attempted theft and punishes you for your transgressions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Occult Spells|[Back to Occult Spells]]]&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Eldritch_Orb&amp;diff=4190</id>
		<title>Eldritch Orb</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Eldritch_Orb&amp;diff=4190"/>
		<updated>2024-02-12T13:49:12Z</updated>

		<summary type="html">&lt;p&gt;Dumbgeonmaster: Edited &amp;quot;Chant,&amp;quot; to &amp;quot;Occult Chant,&amp;quot; to fit with the correct format for Occult Magic. Anyone with access might want to add this change to the Errata and Changelog.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Occult Chant, Evocation''&lt;br /&gt;
&lt;br /&gt;
'''APC:''' 3&lt;br /&gt;
&lt;br /&gt;
'''Range:''' 80 ft&lt;br /&gt;
&lt;br /&gt;
'''Requires:''' Visual, Gesture&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instantaneous&lt;br /&gt;
&lt;br /&gt;
Make a magic attack against a creature's AR within range. On a hit, deal 1d8 necrotic [[damage]].&lt;br /&gt;
&lt;br /&gt;
This chant gets stronger when you have higher [[Occult]] Power:&lt;br /&gt;
&lt;br /&gt;
'''Occult 4:''' +20 ft range.&lt;br /&gt;
&lt;br /&gt;
'''Occult 7:''' +20 ft range.&lt;br /&gt;
&lt;br /&gt;
'''Occult 13:''' The chant creates two beams; make two separate attack and damage rolls. This can target the same or different creatures within range.&lt;br /&gt;
&lt;br /&gt;
'''Occult 19:''' +40 ft range.&lt;br /&gt;
&lt;br /&gt;
'''Occult 23:''' The chant creates three beams; make a third attack and damage roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Occult Spells|[Back to Occult Spells]]]&lt;/div&gt;</summary>
		<author><name>Dumbgeonmaster</name></author>
	</entry>
</feed>