Hierophant
The Library of Aman-Keth fell with the Empire of old. Before then, care of the place and its contents was entrusted to the hierophants. These learned people, anticipating the coming doom, committed as much lore as they could to memory, and then passed down what they had learned to their apprentices. You joined the hierophants and have only recently begun to discover the depth and breadth of their erudition. Each mystery you learn opens your mind to new possibilities. As you progress, you discover more secrets until you demonstrate your worthiness to acquire the ultimate knowledge of your order.
Level 7 Hierophant
Attributes: Increase three attributes by 1 each.
Health: +6
Languages: All
Traditions: One, Spells: One master
Ancient Mysteries (Magical): You learn one mystery of your choice from among those described below. You gain a second mystery at level 8, and a third at level 10.
- Mystery of Arcane Lore: You learn three novice spells from any traditions, even ones you have not yet discovered.
- Mystery of Boundless Celerity: Increase your natural Defense by 2 and your Speed by 2. You make Agility rolls with 1 boon and you impose 1 bane on rolls against your Defense and Agility.
- Mystery of Eternal Vitality: Increase your Health score by 20. When you become injured or take damage while injured, make a luck roll. On a success, you heal 1d6 damage.
- Mystery of Occluded Ways: You gain the Teleport 10 trait.
- Mystery of Puissance in Battle: You ignore the requirements for using weapons. You roll to attack with 1 boon. You increase your supply of Bonus Damage by three dice.
Level 8 Hierophant
Health: +6
Spells: One master
Deny Outcome (Magical): You can use a reaction when a creature within 10 yards gets a success or failure on an attribute roll or a luck roll to turn the success into a failure or a failure into a success. Once you use this talent, you lose access to it for 1 minute.
Level 10 Hierophant
Health: +6
Spells: One master
Mystery of Immortality: You stop aging, and grow no physically older no matter how long you live. You are immune to exposure, infection, being poisoned, and the harmful effects of sleep deprivation. Although your body can survive indefinitely, a mishap or an act of violence can still do you in, at which point your body instantly turns to dust.
Ultimate Casting (Magical): You can use this talent when you cast a spell. If the spell requires you to make an attribute roll, you count as having rolled a 20 on the die; you also count as having rolled 6s on any boons you roll with it. If the spell enables a creature to make an attribute roll or luck roll to resist the effect, the creature treats its result as if it rolled a 1 on the die and rolled 6s on any banes rolled with it. If the spell deals a variable amount of damage or loss of Health, it deals the maximum amount. After resolving the spell’s effects, you become weakened (luck ends). Once you use this talent, you lose access to it until after you finish your quest.