Messenger
← Mastermind ✧ Way of Flame →
Messengers wield the magic of the Rephaim by “calling” its fluid motion to their command. This ability gives Messengers tremendous power over the wind itself. Messengers can glide through the air and blast foes with powerful gales. Depending on their lore, Messengers can also control flame, lightning and thunder, and even the Rephaim directly.
You gain a special action die, the Wind Die. You’ll use your Wind Die for your core ability, ✪ Call Wind. Many other Messenger abilities and spells use the Wind Die. No matter the form of magic, wind carries the message.
The size of your Wind Die is based on your Will, plus one other attribute of your choice. Choose the secondary attribute and calculate how many sides your Wind Die has:
Will + Secondary Attribute + 4 (rounded down)
Based on your choice of secondary attribute, you might summon the wind by bellowing with the raw force of your mighty lungs (Strength); by stirring the air in a flowing dance (Agility), or by whispering clever and precise incantations (Intellect). You can’t choose Will as your secondary attribute.
Note your Wind Die on your character sheet separately from your four main action dice, even if it’s built from the same set of components.
Can I sense anything strange on the wind?
How's the weather going to be today?
What vibe does the Rephaim in this area have?
༄ Ride Wind | WIND 1+
The wind propels you. As an action, you leap 1 height into the air.If you Ride Wind up to high ground, you can take a free, nonmagical action after you land. If the high ground is higher than 1 height, you can leap up partway and then take a free climb action. Or you can Ride Wind to leap high above an enemy—and then make a free jump attack. You can also cast this spell as a reaction if you’re about to suffer falling damage (including if your jump attack misses). Cast this way, a cushion of wind protects you from all falling damage, but you don’t rise 1 height. Whether you cast this spell as an action or as a reaction, you must expend more wind if you’re larger or wear heavy armor. The wind cost increases by 1 if:༄ Gale Strike | WIND 1
As you cast this spell, make a melee or ranged attack. A blast of wind follows the attack’s motion. If your attack doesn’t miss, make a free Shove brace roll with wind advantage.༄ Windwave | WIND 2
Make a Shove brace roll with wind advantage against all characters in one direction. The windwave surges a number of spans equal to your Will before dissipating. Characters behind cover aren’t affected.All Messengers practice what is known as the Way of Wind. But depending on your lore, you can learn another set of abilities based on another Way.
There are three other Ways: Flame, Storm, and Names. You can learn a Way's starting ability with XP, but you must have at least one of the Way's listed lore types.
Dance
Path of Air
Solar Circle
Wisdom of Adod
Ancient Cylinder
Dream
Insurgency
Lord Adod
Wisdom of Adod
Ancient Rod
Death
Politics
Song
Wisdom of Adod
༄ Healing Wind | WIND 4
Roll Wind to heal yourself or an adjacent ally. ✦ 5+ The character recovers +1 life⬖ 1–4 The character can recover +1 life if they choose to suffer an injury penalty corresponding to your result; otherwise, no effect.༄ Steal Breath | WIND 4
Roll Brace to redirect the flow of air from your foe’s lungs. You can take -1 guard to gain wind advantage on this roll.✦ 7+: You gain 1 stamina (up to your maximum) and inflict -1 stamina and -1 guard on your foe.⬖ 4–6: The foe can take -1 stamina to resist your magic.ⓧ 1–3: No effect.If the foe’s stamina is 0, they suffer -2 life instead of -1 stamina on a success, but you don’t gain stamina.← Mastermind ✧ Way of Flame →