Arcana - Magical Abilities

Magical Abilities

(Currently in draft mode!)

Compounding Essences

Some abilities can be enhanced with additional essences. To increase the magical ability, the character or item must be imbued with a number of essences equal to the previous amount imbued to create or enhance the ability plus one additional essence of the same type. For example, to gain the Speedy ability, the character must self-imbue 1 Ethereal Essence to gain 5’ of additional movement. If the character the imbues 2 additional Ethereal Essences for a total of 3 Ethereal Essences, the character gains an additional 5’ of movement for a total of 10’ of movement. If they add 3 more Ethereal Essences for a total of 6 essences, the character will advance to 15’ of movement. A total of 15 essences can be imbued to give the character 5 times the base ability. In this case, 15 Ethereal Essences may be imbued for a total of 25’ of movement.


Character Abilities

Passive Abilities Requisite Description
Skillful 1 Ethereal Essence The character becomes better at a single skill.
Speedy 1 Ethereal Essence The character becomes fleet of foot and gains a bonus to movement speed.
Hardened 1 Ethereal Essence The character’s skin becomes harder, keeping them from harm.
Sprightly 1 Ethereal Essence The character becomes more adept at Reflex saves.
Robust 1 Ethereal Essence The character becomes more adept at Fortitude saves.
Willful 1 Ethereal Essence The character becomes more adept at Will saves.
Spell Resistance 1 Ethereal Essence The character’s ability to withstand magical attacks becomes greater.
Energy Resistance 1 Primal Essence The character can withstand energy from the type of essence imbued.
Triggered Abilities Requisite Description
Halcyon 1 Air Essence The character gains…
Exoskeleton 1 Bone Essence The character gains an exoskeleton protecting them from weapon damage.
Halcyon 1 Blood Essence The character gains additional health when receiving magical healing.
Halcyon 1 Death Essence The character gains…
Halcyon 1 Earth Essence The character gains…
Halcyon 1 Fire Essence The character gains…
Halcyon 1 Water Essence The character gains…

Armor Bond Abilities

Magical Ability Requisite Description
Passive Abilities
Cloudburst
Deathless
Frosted
Grinding
Impervious
Staunching
Volcanic
Triggered Abilities Requisite Description
Primal Aura Any Primal Essence The armor radiates energy attuned to the essence type damaging nearby creatures.

Weapon Bond Abilities

Passive Abilities Requisite Description
Bane 1 Ethereal Essence Focus a Weapon Bond to a creature type or sub-type
Bone-Crunching
Brilliant Energy Ignore non-living matter with a Weapon Bond
Corrosive Burst
Cruel
Deceptive 1 Shadow Essence
Flaming Burst
Ghost Touch 1 Dream Essence
Godsmelt
Icy Burst
Luminescence Brilliant light illuminates the weapon, charging it with positive energy.
Ruination Purple, crackling energy ignites upon the weapon’s edges, charging it with negative energy.
Shocking Burst
Wounding
Triggered Abilities Requisite Description

Casting Bond Abilities

Passive Abilities Requisite Description
Triggered Abilities Requisite Description
Acidulous Transforms the next spell’s energy type to acid.
Anemic Transforms the next spell’s energy type to negative energy.
Concussive Transforms the next spell’s energy type to force.
Glacial Transforms the next spell’s energy type to cold.
Haunt Siphon Capture a haunt’s energies within the Divine Casting Bond.
Igneous Transforms the next spell’s energy type to fire.
Metamagic Allows the bond to apply a metamagic effect to the next spell cast.
Spell Culling Teaches the bond a new spell from the caster’s spell list.
Vigorous Transforms the next spell’s energy type to positive energy.
Voltaic Transforms the next spell’s energy type to electricity.
Shadowed 1 Shadow Essence

Curio Abilities

Passive Abilities Requisite Description
Triggered Abilities Requisite Description
  • Deflection Bonus (AC): 1 ethereal essence per +1, compounding
  • Insight Bonus (AC, Attacks, Checks, Saves): 1 ethereal essence per +1, compounding
  • Luck Bonus (AC, Attacks, Checks, Damage, Saves): 1 ethereal essence per +1, compounding
  • Morale Bonus (AC, Attacks, Checks, Damage, Saves): 1 ethereal essence per +1, compounding
  • Magical Effect:
    ….1 ethereal essence: up to 2,000 gp
    ….2 ethereal essence: 2,001 to 8,000 gp
    ….3 ethereal essence: 8,001 to 16,000 gp
    ….4 ethereal essence: 16,000 to 32,000 gp
    ….+1 ethereal essence: per 16,000 gp over 32,000 gp

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Arcana - Magical Abilities

Reign of Hazards Valjoen Valjoen