Chapter II · Volume I An aide-mémoire Tier · III

Master Summaries — the peak of power —

Every master calling distilled to a single line — the peak of every craft, named, sized up, and ready to compare.

170 Master paths Level 7 · III
  1. Abjurer

    Protection mages — Defense bonus after casting Protection spells, banes to enemy attacks, boons to resist them.

  2. Acrobat

    Move through occupied spaces, full Speed through difficult terrain, take an action and move on fast turns, and more mobility tricks.

  3. Aeromancer

    Air mages — air-walk after casting an Air spell, finally get full flight.

  4. Alchemist

    Gain a homunculus servant, bonus to Alchemy spells.

  5. Alienist

    Madness mages — increased Insanity threshold, random mutation.

  6. Anchorite

    Cloistered priest — meditate to become immune to all damage and gain divine insight bonus.

  7. Annihilator

    Suicidal Destruction mages — take increased damage to boost Destruction spell damage, AOE echo of destruction after casting.

  8. Anointed

    Divine avatars — Theurgy-focused priests, banes on unholy creatures, boost Theurgy spells, sprout wings and fly.

  9. Apocalyptist

    Forbidden mages — frighten targets after casting Forbidden spells, AOE destruction afterward.

  10. Arcanist

    Arcana mages — sacrifice any spell to cast another, chance to regain casting, swift casting.

  11. Ardent

    Telekinesis monks — focus mind to deal extra damage or reduce damage taken.

  12. Astromancer

    Celestial mages — radiate light, bonus damage and blinding light from Celestial spells, boon to Celestial casts.

  13. Avenger

    Batman — mark targets for bonus effects against them.

  14. Bard

    Song mages — boons to recall information, impair charmed creatures, swift songs.

  15. Beast

    Primal mages who lost control — numerous bonuses while under the beast within spell.

  16. Beastmaster

    Proper druids — bonuses to animal transformation and animal companions.

  17. Beguiler

    Fey-magic mind manipulators — impose compelled or frightened, become invisible to a target, and more.

  18. Blackguard

    Scary fighter — darksight, AOE fear, soul-stealing weapon. Pronounced "blaggard".

  19. Blade

    Not Wesley Snipes — knife fighters, cause bleeding, swift attacks with knives.

  20. Blighter

    Destroy the environment with the blight spell — Captain Planet's greatest foe.

  21. Blood Magus

    Blood-focused necromancers — boosted Necromancy and Blood spells, outright kill and heal from incapacitated enemies.

  22. Bone Collector

    Necromancy mages who summon skeletons.

  23. Brute

    Bane to Strength rolls becomes a boon, add Strength modifier to all weapon damage.

  24. Builder

    Conjuration mages focused on building walls and structures.

  25. Cat Sith

    Cat transformers — become a black cat, upgrade to dire black cat.

  26. Cavalier

    Mounted combatants — boon vs targets smaller than mount, bonus damage charging, Defense and Speed bonus to mount.

  27. Cenobite

    Soul masters — boons from past life memories, reset Corruption, mental fortresses. Not summoned by puzzle box.

  28. Champion

    Non-magical paladins — battle stance grants combat bonuses, chance to heal when incapacitated.

  29. Chaplain

    Warpriest — chant to grant boons to allies and prevent charm/frighten, grant extra damage, can heal.

  30. Chronomancer

    Time mages — move freely after casting Time spells, glimpse the future to reroll failures.

  31. Chrononaut

    Mages who guard time — freeze time for another action, rewind time to make a creature redo its turn.

  32. Conjurer

    Conjuration mages — summon tiny monsters, grant frightening trait, buff summoned monsters.

  33. Conqueror

    Battlefield commanders — bonus to allies, grant movement, boons to attack and bonus damage on hit.

  34. Corsair

    Life swashbuckler — agile, boons to combat maneuvers with swift weapons.

  35. Cryomancer

    Mages of water magic — ignore difficult terrain on snow or ice. Not to be confused with Blizzard Mage.

  36. Daemonhost

    Invocation demon-binder — bonuses to Invocation spells, release a daemon for double bonus.

  37. Dawnstrider

    Celestial blind mages — burnt their eyes out, truesight 60 yards, shine with light, extra Celestial damage, short teleport to lit areas.

  38. Death Dealer

    Guts — heavy weapon masters, bonus attack on incapacitate, instantly kill low-level minions.

  39. Defender

    Shield warriors — defend allies, immobilize targets, attack creatures who attack your allies.

  40. Degenerate

    Forbidden nasty mages — change Forbidden recovery, covered in darkness after casting, empower spells.

  41. Demonologist

    A demon lives in your body — boons increase with Corruption, immune to horrifying, compel demons.

  42. Dervish

    Masters of two-weapon fighting — Defense bonus while dual-wielding, bonus to attack and damage.

  43. Destroyer

    Destruction mages — AOE damage after casting Destruction spells, change Destruction damage dice from 1s to 6s.

  44. Devastator

    Zeus — hurl lightning bolts, AOE thunder effects.

  45. Diabolist

    Hell mages — give Corruption to enemies, empower your spells with Corruption.

  46. Diplomat

    Social manipulators — boons to mental challenge rolls in social situations, chance to counter attacks against you.

  47. Diviner

    Divination mages — expend all castings to grant boons to spell rolls, receive premonitions after resting.

  48. Doppelganger

    Master impersonator — steal memories and identities, alter worn clothes.

  49. Dragonslayer

    Immune to fear, half damage from fire and poison, can climb and ride large creatures.

  50. Dreadnaught

    Heavy armor experts — ignore heavy armor requirements, Defense bonus, cannot be moved, half weapon damage.

  51. Dualist

    Jekyll and Hyde — mutation alchemist, alter ego that grants bonuses, extra damage.

  52. Duelist

    1v1 master — Challenge targets to grant bonuses and impose penalties.

  53. Dust Walker

    Air + Earth mages — ignore difficult terrain on natural sand or rock, turn into a dust storm.

  54. Enchanter

    Enchantment mages — remove certain mental afflictions, countercharm, double duration of Enchantment spells.

  55. Engineer

    Get a robot servant, ride inside it like a Gundam, probably fight kaiju.

  56. Entropist

    The Grim Reaper — boons to Death spells, AOE death field after casting Death spells.

  57. Eternal

    Immortal Soul mages — stop aging, bonuses to Str/Int/Will, sub Will for any attribute, no need to eat, resurrect when killed.

  58. Eternal Guardian

    Protection warriors — designate an ally, teleport to attack creatures attacking them, immune to compel/frighten, boosted counterattack.

  59. Executioner

    Chance to auto-kill injured targets, can deal weapons’ maximum damage.

  60. Exorcist

    Hunter of otherworldly creatures — expel possessions, bonuses against fey, demons, and undead.

  61. Explorer

    Indiana Jones — boon to Perception, heal during short rests, re-roll d20 if first result was less than 5.

  62. Fae Scourge

    Specialize in killing fae creatures. Might not work too well in a campaign without much fae.

  63. Fencer

    Swift weapon masters — free attack against targets who miss their attacks.

  64. Firebrand

    The Human Torch — reckless Fire mages, flaming body after casting Fire spells, bonuses to Fire spells.

  65. Forgeborn

    T-1000 — Metal mages, transform limbs into metal weapons, increased damage and push targets away.

  66. Forgehammer

    Gain a special hammer, enchant weapons and armor on the spot.

  67. Geomancer

    Earth mages — expend Earth castings for temporary Defense, move through and across earthen terrain.

  68. Ghostrider

    Not as cool as Ghost Rider — frighten enemies, triggered Spiritualism on yourself, bonuses while under Spiritualism effects.

  69. Gladiator

    Dirty fighters — impair targets, bonuses against impaired targets.

  70. Graven

    Tattooed Rune mages — add Int modifier to Defense unarmored, triggered self-cast, Health bonus while under a Rune spell.

  71. Gunslinger

    Masters of firearms — get a six-shooter, bonus to firearm attacks, swift reloader.

  72. Halberdier

    Polearm masters — double-attack with the other end of the polearm, bane on enemy melee attacks.

  73. Harbinger

    Teleporting sneak attackers — teleport to a created mirror image and attack, triggered teleport away when attacked.

  74. Healer

    Life mages — extend Life spells from reach to short range, extra healing, immune to disease and poison, full healing after a rest.

  75. Hexer

    Curse mages — bonus effects on cursed targets, cursed targets take increased damage from your attacks.

  76. Hydromancer

    Water mages — coated in water after casting Water spells (no grapple/immobilize), swimmer, turn into watery form.

  77. Illusionist

    Illusion mages — banes to enemies perceiving your illusions, boon to Illusion attacks, illusory duplicates when attacked.

  78. Indistinct

    Alteration masters — swift Alteration on yourself, boost the distort appearance spell, become completely faceless.

  79. Inevitable

    Order mages — fight to keep stability, change any attack spell roll to a 10, AOE of order increases boons or banes by 2.

  80. Infiltrator

    Spies — hide in plain sight, people cannot remember your face, bonus damage to surprised or hidden-from targets.

  81. Inquisitor

    Torturer — frighten targets, torture for answers, know when scrutinized targets lie, bonus damage to scrutinized targets.

  82. Invoker

    Masters of Invocation magic — heal after casting Invocation spells, immune to Insanity from learning Invocation spells.

  83. Jack-Of-All-Trades

    Gain and modify boons, reduce bane penalties, learn rank 0 spells temporarily, gain any profession temporarily, aptitude pool.

  84. Keeper of the Flame

    Firebenders — bane to fire attacks against you, stick your hand in fire to regain a low-level Fire spell, control nearby fire.

  85. Legalist

    Masters of Order magic — immune to disease, poison, and aging; can return to life after you die.

  86. Librarian

    Personal library — bonuses to recall knowledge, one spell per book of any spell in your Power range, free augur spell.

  87. Machinist

    Technomancy engineers — create up to 3 small constructs, expend spells to boost them, upgrade to medium constructs.

  88. Mage Knight

    Hybrid melee fighters and Battle mages.

  89. Mage of the Tower

    Gain colorful robes, minor spell potency boost, learn any spell you don't know by gaining Insanity.

  90. Mageblade

    Psylocke — ultimate bladed battle mages, form a weapon of solidified magical energy, throw shards at all enemies in a cone.

  91. Magnet

    You become Magneto. To some degree.

  92. Magus

    Staff mages — bonus to melee attacks, attack spells, and Defense when wielding your staff.

  93. Marauder

    Vikings — bonuses to charging, charge again after incapacitating an enemy, bonus to Strength while injured.

  94. Martial Artist

    Monk upgrade — unarmored Defense and unarmed damage bonuses, martial arts talents.

  95. Medium

    Masters of Spiritualism magic.

  96. Metallurgist

    Metal mages — Defense bonus after casting Metal spells, chance to break enemies' metal weapons when they hit you.

  97. Mind Bender

    Scanners — telepaths who can read thoughts and explode heads.

  98. Mindwitch

    Scarlet Witch — Telepathy to implant ideas or alter reality, deal damage telepathically and give Insanity.

  99. Miracle Worker

    Temporarily become a god — frighten nearby enemies, all creatures understand you, booming voice, remove afflictions and heal.

  100. Monster Hunter

    Monster slayer — immune to frightened, banes to monster attacks, half damage from monsters, boon and bonus damage to monsters.

  101. Morph

    Mystique — Transformation experts, hide in plain sight, learn the mask spell, attack within a Transformation spell, heal injuries by expelling Transformation.

  102. Morrigan

    The Crow — summon two attack crows, frighten a target who then takes extra damage, change into a murder of crows.

  103. Muse

    Fey bard — AOE boon to allies' challenge rolls, 20+ grants the boon to attack rolls as well.

  104. Musketeer

    Sword and gun expert — bonuses to disarm, triggered reload, Defense bonus in light/no armor, bonus firearm damage, impair with insults.

  105. Myrmidon

    Shield masters — push targets with your shield, banes on creatures attacking you, bonus to attack/damage/Defense with shield.

  106. Mystic Navigator

    Can see really far, sail very fast, and make the Kessel Run in less than 12 parsecs.

  107. Namer

    Basically a summoner — inflict status effects or destroy creatures it knows the True Name of.

  108. Necromancer

    Necromancy mages — immune to poison/disease, roll twice when incapacitated, command undead spell, double compelled creatures, buffed undead.

  109. Nightstalker

    Masters of stealth and shadow — make no noise, hide doesn't cost an action in shadows, move from shadow to shadow when attacked.

  110. Orb Master

    Battlefield controller mages — crystal-ball implement to manipulate and buff AOE spells (sizes, shapes, exclude allies).

  111. Paviser

    Get a big-ass shield you can use for cover, great at shooting under cover.

  112. Phantasmist

    Illusion masters — bonus damage and Health to created illusions.

  113. Phaseshifter

    Manipulate Teleportation magic to phase out of reality — half damage from all sources, walk through walls, ignore difficult terrain.

  114. Pit Fighter

    Brutal fighters — take extra damage once to deal extra damage for 1 minute, impair instead of bonus damage, triggered attack when healing.

  115. Plaguist

    Curse masters — triggered re-attack on a missed Curse, regain expended casting when lifting a Curse.

  116. Poisoner

    Poison masters — quick potion creation, extra damage and banes to resist your poisons, melee touch poison attack.

  117. Psychokinetic

    Carrie White — Telekinesis tradition, big bonuses to Defense and reduced damage after casting Telekinesis spells.

  118. Puppetmaster

    Enchantment masters — move charmed targets under your control, upgrade charmed to compelled.

  119. Pyromancer

    Fire mages — half damage from fire, chance for targets of your fire spells to catch fire.

  120. Reaver

    Free move after a successful unarmed attack, bonus damage when injured.

  121. Reviver

    Life masters who focus on reviving the dead — AOE healing damages undead, touch a dead creature to return it to life, destroy undead.

  122. Runesmith

    Rune mages — inscribe sigils on weapons and armor for bonuses after casting a Rune spell, sigils last longer.

  123. Sapper

    Bomb makers and tool experts.

  124. Savant

    Focus on two traditions to gain bonuses, give banes to resisting, and learn additional spells from them.

  125. Sea Captain

    Boon to resist frightened in an AOE, grant bonuses to ship stats and crew actions.

  126. Seeker

    Focus their minds to boost combat abilities.

  127. Seer

    Divination user with some healing ability.

  128. Sentinel

    Super guards — boon to Perception, cannot be surprised or stunned, see invisible creatures, guarded area grants bonuses.

  129. Shade

    Shadow masters — enveloped by shadows after casting Shadow spells, obscuring almost all vision.

  130. Shapeshifter

    Transformation mages — bonuses while transformed, triggered cast of a Transformation spell.

  131. Sharpshooter

    Bow and crossbow masters — Perception attack to gain attack/damage bonuses, auto-hit ranged attacks.

  132. Shroud

    Death masters — frighten enemies after casting Death spells, AOE insta-death for any creature very near death, extra damage and Health bonus on kills.

  133. Sin-Eater

    Transfer Corruption from targets to yourself, gaining a Health bonus and boon to attack rolls.

  134. Skald

    Inspiring bard warriors — group buffing.

  135. Skydancer

    Air fighters — combat bonuses while flying, expend spell castings to gain flier trait.

  136. Slayer of the Dead

    Killer of undead — immune to frightened, boons against undead, Defense bonus when injured.

  137. Sleuth

    Sherlock Holmes — learn mechanical info about enemies, Perception boon, immune to surprise, Defense bonus first round.

  138. Sniper

    Use a long-range gun to shoot from one position. Chance to insta-kill target.

  139. Soulbound

    Living liches — soul bound to an object, body regenerates while object intact, immune to aging, possess another creature if your body is destroyed.

  140. Spellmaster

    Arcana masters — replace any attack result with a 15, learn two more rank 0 Arcana spells, increase duration of Arcana spells.

  141. Spellsinger

    Song masters — don't need an implement, increase medium-range spells to long range, empowered Song spells, no concentration with maximum duration.

  142. Spellsniper

    Masters of attack spells using custom wands — 2 boons to spell attack rolls, regain casting of failed attack spells.

  143. Spellweaver

    Gun mages — craft magical ammunition that casts spells on impact.

  144. Stoneheart

    Earth masters — become living stone, half weapon damage, Earth spell damage bonus, root in place to gain Defense and half damage from all sources.

  145. Stormbringer

    Storm mages — fly up to your Speed after casting a Storm spell, immune to lightning/thunder, empowered when hit by them.

  146. Survivor

    Defense bonus when unarmored, increased unarmed damage, remove 1 affliction per round if uninjured, cannot die from instant death rule, bonuses when injured.

  147. Taskmaster

    Misleading name — masters of utility spells, +1 castings per utility spell from one tradition, increase duration, sacrifice one utility for another.

  148. Technomancer

    Technomancy mages — create a device after casting a Technomancy spell that grants boons, learn the animate object spell.

  149. Tenebrist

    Shadow mages — considered in shadow even in lit areas, learn the shadow form spell.

  150. Thaumaturge

    Chaos mages — re-roll mechanic at the cost of taking Damage, expend castings of same or higher level instead of the one you are casting.

  151. Theurge

    Theurgy mages — expend spell castings to heal damage, AOE frightened or stunned after casting Theurgy spells.

  152. Thresher

    Flail master. Wield two flails and wreck shit up.

  153. Tormentor

    Fear barbarians — instill fear and even Insanity, boon to attacks and damage vs frightened targets, immune to fear.

  154. Transmuter

    Alteration mages — slightly alter your attributes after every rest, learn an extra spell.

  155. Traveler

    Teleportation mages — expend spell castings to teleport away when attacked, increase teleport range, partial obscurement after casting Teleportation spells.

  156. Tree Shepherd

    Ultimate druid mage — turn into Swamp Thing (again), bonus to Health and damage from plant ally spell, create difficult terrain after Nature casts.

  157. Trickster

    Fey mages — banes on creatures attacking you, creatures rolling 0 or lower fall prone, double bane penalty, prone enemies take damage.

  158. Troll Hunter

    Masters of fighting larger creatures — bonuses to attack and damage vs larger creatures, move through their spaces without penalty.

  159. Unchained

    Chaos masters — chaos die adds penalty or bonus to any roll, AOE Chaos damage after casting a Chaos spell, sacrifice a spell for AOE damage.

  160. Void Thrall

    Nasty Demonology void people — ignore demons’ horrifying trait, see in shadows and darkness, void shadows obscure you, redirect spell damage to a target.

  161. Warder

    Bodyguard mages — triggered talent to bane the attacker or boon the defender, two bonus triggered actions, triggered halve-damage.

  162. Warmage

    Talent to halve damage taken or boost damage given a set number of times, upgraded to unlimited uses at max level.

  163. Warrior Spirit

    Spiritual berserker.

  164. Watcher

    Future-seer Divination mages — force enemy to re-roll and choose result, take two actions and choose which one resolves.

  165. Wavebender

    Water masters — highly mobile, half damage from fire, move when you cast Water spells, ignore difficult terrain while swimming, bonus to Water attack spells, move enemies around.

  166. Weapon Master

    Master of weapons — favored weapon after every rest, Defense and attack bonus with that weapon, extra damage from favored weapon.

  167. Witch Hunter

    Devil hunters — resistant to dark magic, extra damage to casters, sense Corruption.

  168. Woodwose

    Nature mages — Swamp Thing, situational damage reduction and attack bonuses, invisible in foliage after casting Nature spells, turn into a plant or tree, bonus to Health.

  169. Zealot

    Gain Insanity to re-roll failures, immune to mental afflictions after using this talent, combat bonuses afterward, always gain the violence result on the madness table.

  170. Zephyr

    Become living wind with cool wind actions and powers.

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