diff --git a/Classes/Disciple/index.md b/Classes/Disciple/index.md
index 7f520e310..7bcbb302f 100644
--- a/Classes/Disciple/index.md
+++ b/Classes/Disciple/index.md
@@ -42,12 +42,5 @@ You can change your list of prepared spells when you finish a long rest. Prepari
#### Spellcasting Focus
You can use a holy symbol or druidic focus (see [Adventuring Gear](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/AdventuringGear/)) as a spellcasting focus for your disciple spells.
-### Potent Cantrips
-
-
-
-#### **Prerequisite:** 5 Other Disciple or Mage Talents
-Your cantrips deal one additional die of damage.
-
## Talents
Disciples may take talents from the [cleric](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Cleric/), [druid](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Druid/), [paladin](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Paladin/) and [spellcasting](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Spellcasting/) talent trees.
diff --git a/Classes/Expert/index.md b/Classes/Expert/index.md
index 72e1cce04..f3a02e65d 100644
--- a/Classes/Expert/index.md
+++ b/Classes/Expert/index.md
@@ -29,14 +29,5 @@ Prior to any attack roll, a martial feat, or feat for short, can be declared. Th
The feat die determines the feat's success. This is a d4 and can be enlarged by taking talents from the martial feat talent tree. If the feat die meets a DC (typically 3, but higher at GM discretion) and the attack hits, then the feat succeeds. If the feat die is not equal to or higher than the DC, or the overall attack misses, then the feat fails as well.
-### Reliable Skill
-
-
-
-#### **Prerequisite:** 9 Expert Talents
-*You have refined your chosen skills until they approach perfection.*
-
-Whenever you make a skill check with proficiency and the highest d20 roll is a 9 or lower, you can treat that roll as a 10.
-
## Talents
Experts may take talents from the [bard](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Bard/), [ranger](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Ranger/), [rogue](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Rogue/), and [martial feat](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Martial/) talent trees.
diff --git a/Classes/Mage/index.md b/Classes/Mage/index.md
index 89e33340c..404d5beb0 100644
--- a/Classes/Mage/index.md
+++ b/Classes/Mage/index.md
@@ -32,12 +32,5 @@ You have 3 mana with which to cast your arcane spells of 1st level and higher. T
### Spellcasting Focus
You can use an arcane focus (see [Adventuring Gear](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/AdventuringGear/)) as a spellcasting focus for your arcane spells.
-### Potent Cantrips
-
-
-
-#### **Prerequisite:** 5 Other Disciple or Mage Talents
-Your cantrips deal one additional die of damage.
-
## Talents
Disciples may take talents from the [sorcerer](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Sorcerer/), [warlock](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Warlock/), [wizard](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Wizard/) and [spellcasting](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Spellcasting/) talent trees.
diff --git a/Classes/Warrior/index.md b/Classes/Warrior/index.md
index 18b0f0bfd..2d97d585d 100644
--- a/Classes/Warrior/index.md
+++ b/Classes/Warrior/index.md
@@ -30,13 +30,6 @@ Prior to any attack roll, a martial feat, or feat for short, can be declared. Th
The feat die determines the feat's success. This is a d4 and can be enlarged by taking talents from the martial feat talent tree. If the feat die meets a DC (typically 3, but higher at GM discretion) and the attack hits, then the feat succeeds. If the feat die is not equal to or higher than the DC, or the overall attack misses, then the feat fails as well.
-### Extra Attack
-
-
-
-#### **Prerequisite:** 5 Warrior Talents
-Each turn, the first [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) action that you take does not count for the purposes of calculating your multiattack penalty.
-
## Talents
Warriors may take talents from the [barbarian](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Barbarian/), [fighter](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Fighter/), [monk](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Monk/) and [martial feat](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Martial/) talent trees.
diff --git a/Combat/Actions/Crawl/index.md b/Combat/Actions/Crawl/index.md
deleted file mode 100644
index 9886a6272..000000000
--- a/Combat/Actions/Crawl/index.md
+++ /dev/null
@@ -1,12 +0,0 @@
----
-title: Crawl
-parent: Basic Actions
-grand_parent: Combat
----
-
-# Crawl
-*Move*
-**Actions:** 1
-**Requirements:** You are prone and your speed is at least 10 feet.
-
-You move 5 feet by crawling and continue to stay prone.
diff --git a/Combat/Actions/Drop/index.md b/Combat/Actions/Drop/index.md
deleted file mode 100644
index 6741c0715..000000000
--- a/Combat/Actions/Drop/index.md
+++ /dev/null
@@ -1,11 +0,0 @@
----
-title: Drop Prone
-parent: Basic Actions
-grand_parent: Combat
----
-
-# Drop Prone
-*Move*
-**Actions:** 1
-
-You fall prone.
diff --git a/Combat/Actions/Leap/index.md b/Combat/Actions/Leap/index.md
deleted file mode 100644
index ab697c2db..000000000
--- a/Combat/Actions/Leap/index.md
+++ /dev/null
@@ -1,15 +0,0 @@
----
-title: Leap
-parent: Basic Actions
-grand_parent: Combat
----
-
-# Leap
-*Move*
-**Actions:** 1
-
-You take a careful, short jump. You can Leap up to 10 feet horizontally if your speed is at least 15 feet, or up to 15 feet horizontally if your speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more).
-
-If you Leap vertically, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface.
-
-Jumping a greater distance requires using the Athletics skill.
diff --git a/Combat/Actions/Stand/index.md b/Combat/Actions/Stand/index.md
deleted file mode 100644
index 7f4c1ca3e..000000000
--- a/Combat/Actions/Stand/index.md
+++ /dev/null
@@ -1,20 +0,0 @@
----
-title: Stand
-parent: Basic Actions
-grand_parent: Combat
----
-
-# Stand
-*Move*
-**Actions:** 1
-
-You stand up from prone.
-
-If you are supine, then standing requires that you either succeed at a DC 10 athletics check, or you must [turn]() from supine to prone.
-
-## Standing Up in Melee
-Rising from a throw or fall in the heat of battle is difficult. To do so quickly takes training and skill. This is an even greater challenge when under attack.
-
-When you stand while in melee range of hostile creatures, make an athletics check with a DC of 10 + 2 for each enemy for whom you are within reach. If you are supine, this DC increases by 5. If you beat the DC to stand by 5 or more, you may also choose to tumble 5 feet into an unoccupied space and stand up there.
-
-If you fail, then you must succeed at a defence check vs the weapon skill of each hostile creature individually. Failure results in being hit by an [opportunity attack](https://stormchaserroleplaying.com/stormchaserRPG/Combat/MakinganAttack/MeleeAttacks/#opportunity-attacks). If any defence check fails by 10 or more, then you are knocked supine.
diff --git a/Combat/Melee/index.md b/Combat/Melee/index.md
index 6835ab25f..f98e99afe 100644
--- a/Combat/Melee/index.md
+++ b/Combat/Melee/index.md
@@ -2,8 +2,8 @@
title: Melee Actions
parent: Combat
has_children: true
-nav_order: 4
+nav_order: 5
---
# Melee Actions
-Melee actions are tactical options specifically for melee combat.
\ No newline at end of file
+Melee actions are tactical options specifically for melee combat.
diff --git a/Combat/Movement/index.md b/Combat/Movement/index.md
index 5524c864a..f3a2be765 100644
--- a/Combat/Movement/index.md
+++ b/Combat/Movement/index.md
@@ -2,7 +2,7 @@
title: Movement in Encounters
parent: Combat
has_children: true
-nav_order: 6
+nav_order: 7
---
# Movement in Encounters
diff --git a/Combat/Actions/Burrow/index.md b/Combat/Moves/Burrow/index.md
similarity index 97%
rename from Combat/Actions/Burrow/index.md
rename to Combat/Moves/Burrow/index.md
index 598d781b6..a759b0782 100644
--- a/Combat/Actions/Burrow/index.md
+++ b/Combat/Moves/Burrow/index.md
@@ -1,6 +1,6 @@
---
title: Burrow
-parent: Basic Actions
+parent: Movement Actions
grand_parent: Combat
---
diff --git a/Combat/Actions/Cover/index.md b/Combat/Moves/Cover/index.md
similarity index 96%
rename from Combat/Actions/Cover/index.md
rename to Combat/Moves/Cover/index.md
index 7b588788d..e83f5877a 100644
--- a/Combat/Actions/Cover/index.md
+++ b/Combat/Moves/Cover/index.md
@@ -1,6 +1,6 @@
---
title: Take Cover
-parent: Basic Actions
+parent: Movement Actions
grand_parent: Combat
---
diff --git a/Combat/Moves/Crawl/index.md b/Combat/Moves/Crawl/index.md
new file mode 100644
index 000000000..aeaca171a
--- /dev/null
+++ b/Combat/Moves/Crawl/index.md
@@ -0,0 +1,12 @@
+---
+title: Crawl
+parent: Movement Actions
+grand_parent: Combat
+---
+
+# Crawl
+*Move*
+**Actions:** 1
+**Requirements:** You are [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/) and your speed is at least 10 feet.
+
+You move 5 feet by crawling and continue to stay [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/).
diff --git a/Combat/Moves/Drop/index.md b/Combat/Moves/Drop/index.md
new file mode 100644
index 000000000..ea7621f01
--- /dev/null
+++ b/Combat/Moves/Drop/index.md
@@ -0,0 +1,11 @@
+---
+title: Drop Prone
+parent: Movement Actions
+grand_parent: Combat
+---
+
+# Drop Prone
+*Move*
+**Actions:** 1
+
+You fall [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/).
diff --git a/Combat/Actions/Fly/index.md b/Combat/Moves/Fly/index.md
similarity index 80%
rename from Combat/Actions/Fly/index.md
rename to Combat/Moves/Fly/index.md
index a7a4a0e65..ef401ef06 100644
--- a/Combat/Actions/Fly/index.md
+++ b/Combat/Moves/Fly/index.md
@@ -1,6 +1,6 @@
---
title: Fly
-parent: Basic Actions
+parent: Movement Actions
grand_parent: Combat
---
@@ -11,7 +11,7 @@ grand_parent: Combat
You move through the air up to your fly speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you fly to the ground, you don’t take falling damage. You can use an action to fly 0 feet to hover in place. If you’re airborne at the end of your turn and didn’t use a fly action this round, you fall.
-If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the *fly* spell.
+If a flying creature is knocked [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/), has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the *fly* spell.
> ## Breaking Up Your Move
> You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take an action, such as Strike, and then move 20 feet.
diff --git a/Combat/Actions/Grab/index.md b/Combat/Moves/Grab/index.md
similarity index 98%
rename from Combat/Actions/Grab/index.md
rename to Combat/Moves/Grab/index.md
index 5744692ce..baaf637d6 100644
--- a/Combat/Actions/Grab/index.md
+++ b/Combat/Moves/Grab/index.md
@@ -1,6 +1,6 @@
---
title: Grab an Edge
-parent: Basic Actions
+parent: Movement Actions
grand_parent: Combat
---
diff --git a/Combat/Moves/Leap/index.md b/Combat/Moves/Leap/index.md
new file mode 100644
index 000000000..964c31552
--- /dev/null
+++ b/Combat/Moves/Leap/index.md
@@ -0,0 +1,15 @@
+---
+title: Leap
+parent: Movement Actions
+grand_parent: Combat
+---
+
+# Leap
+*Move*
+**Actions:** 1
+
+You take a careful, short jump. If your movement speed is at least 15 feet, you can Leap across any space up to 5 feet wide, safely clearing any obstacle on the same or lower elevation as your starting point, then land on the next space beyond. If your movement speed is at least 30 feet, you can Leap across a space 10 feet wide in the same manner. For every 10-foot drop in elevation from your starting to ending point, your Leap may cover an extra 5 feet of cleared distance.
+
+If you Leap vertically, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface.
+
+Jumping a greater distance requires using the [Athletics](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Athletics/) skill.
diff --git a/Combat/Actions/Mount/index.md b/Combat/Moves/Mount/index.md
similarity index 93%
rename from Combat/Actions/Mount/index.md
rename to Combat/Moves/Mount/index.md
index 50ac047c2..82e322490 100644
--- a/Combat/Actions/Mount/index.md
+++ b/Combat/Moves/Mount/index.md
@@ -1,6 +1,6 @@
---
title: Mount
-parent: Basic Actions
+parent: Movement Actions
grand_parent: Combat
---
diff --git a/Combat/Actions/Overrun/index.md b/Combat/Moves/Overrun/index.md
similarity index 97%
rename from Combat/Actions/Overrun/index.md
rename to Combat/Moves/Overrun/index.md
index 81df31c4b..d66c333ee 100644
--- a/Combat/Actions/Overrun/index.md
+++ b/Combat/Moves/Overrun/index.md
@@ -1,6 +1,6 @@
---
title: Overrun
-parent: Basic Actions
+parent: Movement Actions
grand_parent: Combat
---
diff --git a/Combat/Moves/Stand/index.md b/Combat/Moves/Stand/index.md
new file mode 100644
index 000000000..da47251e6
--- /dev/null
+++ b/Combat/Moves/Stand/index.md
@@ -0,0 +1,20 @@
+---
+title: Stand
+parent: Movement Actions
+grand_parent: Combat
+---
+
+# Stand
+*Move*
+**Actions:** 1
+
+You stand up from [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/).
+
+If you are [Supine](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Supine/), then standing requires that you either succeed at a DC 10 [Athletics](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Athletics/) check, or you must spend 5 feet of your movement to [Turn](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Turn/) from [Supine](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Supine/) to [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/).
+
+## Standing Up in Melee
+Rising from a throw or fall in the heat of battle is difficult. To do so quickly takes training and skill. This is an even greater challenge when under attack.
+
+When you stand while in melee range of hostile creatures, make an [Athletics](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Athletics/) check with a DC of 10 + 2 for each enemy for whom you are within reach. If you are [Supine](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Supine/), this DC increases by 5. If you beat the DC to stand by 5 or more, you may also choose to tumble 5 feet into an unoccupied space and stand up there.
+
+If you fail, then you must succeed at a defence check vs the weapon skill of each hostile creature individually. Failure results in being hit by an [attack of opportunity](https://stormchaserroleplaying.com/stormchaserRPG/Combat/MakinganAttack/MeleeAttacks/#opportunity-attacks). If any defence check fails by 10 or more, then you are knocked [Supine](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Supine/).
diff --git a/Combat/Actions/Step/index.md b/Combat/Moves/Step/index.md
similarity index 92%
rename from Combat/Actions/Step/index.md
rename to Combat/Moves/Step/index.md
index a729ab45a..26ba11a7a 100644
--- a/Combat/Actions/Step/index.md
+++ b/Combat/Moves/Step/index.md
@@ -1,6 +1,6 @@
---
title: Step
-parent: Basic Actions
+parent: Movement Actions
grand_parent: Combat
---
diff --git a/Combat/Actions/Stride/index.md b/Combat/Moves/Stride/index.md
similarity index 97%
rename from Combat/Actions/Stride/index.md
rename to Combat/Moves/Stride/index.md
index 9341988da..3580e4622 100644
--- a/Combat/Actions/Stride/index.md
+++ b/Combat/Moves/Stride/index.md
@@ -1,6 +1,6 @@
---
title: Stride
-parent: Basic Actions
+parent: Movement Actions
grand_parent: Combat
---
diff --git a/Combat/Moves/index.md b/Combat/Moves/index.md
new file mode 100644
index 000000000..124915e9c
--- /dev/null
+++ b/Combat/Moves/index.md
@@ -0,0 +1,9 @@
+---
+title: Movement Actions
+parent: Combat
+has_children: true
+nav_order: 4
+---
+
+# Movement Actions
+Movement actions are how you navigate your surroundings during combat, or at any other time when actions are counted individually. Some of these actions will be used very regularly, while others may only be applicable when a character benefits from a special movement type (e.g. [Fly](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Fly/)).
diff --git a/Combat/Ranged/index.md b/Combat/Ranged/index.md
index ba6e7a54d..2e33dddab 100644
--- a/Combat/Ranged/index.md
+++ b/Combat/Ranged/index.md
@@ -2,8 +2,8 @@
title: Ranged Actions
parent: Combat
has_children: true
-nav_order: 5
+nav_order: 6
---
# Ranged Actions
-Ranged actions are tactical options specifically for ranged combat.
\ No newline at end of file
+Ranged actions are tactical options specifically for ranged combat.
diff --git a/Combat/Special/index.md b/Combat/Special/index.md
index 93e9738d6..58f1a9101 100644
--- a/Combat/Special/index.md
+++ b/Combat/Special/index.md
@@ -2,7 +2,7 @@
title: Special Battles
parent: Combat
has_children: true
-nav_order: 7
+nav_order: 8
---
# Special Battles
diff --git a/Conditions/Fleeing/index.md b/Conditions/Fleeing/index.md
new file mode 100644
index 000000000..fb0704639
--- /dev/null
+++ b/Conditions/Fleeing/index.md
@@ -0,0 +1,7 @@
+---
+title: Fleeing
+parent: Conditions
+---
+
+# Fleeing
+You're forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using movement actions to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source. You can't [Delay](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Delay/) or [Ready](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Ready/) while fleeing.
\ No newline at end of file
diff --git a/Conditions/Persistent/index.md b/Conditions/Persistent/index.md
new file mode 100644
index 000000000..8420e4e7a
--- /dev/null
+++ b/Conditions/Persistent/index.md
@@ -0,0 +1,28 @@
+---
+title: Persistent Damage
+parent: Conditions
+---
+
+# Persistent Damage
+Persistent damage comes from effects like acid, being on fire, or many other situations. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]” is the damage type. Like normal damage, it can be increased or decreased based on the result of the corresponding attack roll. Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition. After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends.
+
+Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots and the like. The GM determines when this occurs, but it usually takes 1 minute.
+
+## Assisted Recovery
+You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn. This is usually an activity requiring 2 actions and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame, or wash off acid. This allows you to attempt an extra flat check immediately, but only once per round.
+
+The GM decides how your help works, using the following examples as guidelines when there's not a specific action that applies.
+* The action to help might require a skill check or another roll to determine its effectiveness.
+* Reduce the DC of the flat check to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames.
+* Automatically end the condition due to the type of help, such as healing that restores you to your maximum Stamina to end persistent bleed damage, or submerging yourself in a lake to end persistent fire damage.
+* Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient.
+
+## Immunities, Resistances and Vulnerabilities
+Immunities, resistances and vulnerabilities all apply to persistent damage. If an effect deals initial damage in addition to persistent damage, apply immunities, resistances, and weaknesses separately to the initial damage and to the persistent damage. Usually, if an effect negates the initial damage, it also negates the persistent damage, such as with a slashing weapon that also deals persistent bleed damage because it cut you. The GM might rule otherwise in some situations.
+
+## Multiple Persistent Damage Conditions
+You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. The damage that you take from persistent damage occurs all at once, so if something triggers when you take damage, it triggers only once; for example, if you're dying with several types of persistent damage, the persistent damage increases your dying condition only once.
+
+For example:
+* If a character is splashed with Alchemist's Fire for 2 persistent fire damage, then splashed with acid for 1 persistent acid damage, they would take 2 persistent fire damage and 1 persistent acid damage at the end of each turn and need to remove each with successful checks.
+* If a character is hit by a red dragon's fire breath and takes 5 persistent fire damage, then a mage's fireball spell and takes 3 persistent fire damage, they would only take 5 persistent fire damage and need to remove it with one successful check.
diff --git a/Conditions/Slowed/index.md b/Conditions/Slowed/index.md
new file mode 100644
index 000000000..6d3b0c240
--- /dev/null
+++ b/Conditions/Slowed/index.md
@@ -0,0 +1,8 @@
+---
+title: Slowed
+parent: Conditions
+---
+
+# Slowed
+* Slowed always includes a value, such as "Slowed (1)"
+* When you regain your actions at the start of your turn, reduce the number of actions that you regain by your slowed value. Since slowed has its effect at the start of your turn, you don't immediately lose actions if you become slowed during your turn.
diff --git a/Conditions/Staggered/index.md b/Conditions/Staggered/index.md
new file mode 100644
index 000000000..ecba59e75
--- /dev/null
+++ b/Conditions/Staggered/index.md
@@ -0,0 +1,8 @@
+---
+title: Staggered
+parent: Conditions
+---
+
+# Staggered
+* A staggered creature's speed is halved. Any increases to the creature's speed are added before halving it.
+* The target cannot take the [Dodge](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Dodge/) or [Step](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Step/) actions.
diff --git a/Equipment/Armour/Wearing/index.md b/Equipment/Armour/Wearing/index.md
index 83b2b6ad0..4be634beb 100644
--- a/Equipment/Armour/Wearing/index.md
+++ b/Equipment/Armour/Wearing/index.md
@@ -26,24 +26,21 @@ If your species and class both grant proficiency in an armour category, you trea
When doffing armour or when donning medium armour, if a character has help, then this time is halved. A single character doing nothing else can help two adjacent creatures. Two characters can't help each other don or remove armour pieces at the same time. The wearer must have help to don heavy armour pieces. Without help, they can only be donned hastily.
+Shields without the [Worn](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Armour/Glossary/#worn) property take 1 Action to don or doff. Worn shields are considered arm armour of the same weight category for the purposes of donning/doffing.
+
##### Donning and Doffing Armour Suits
| Category & Piece | Don | Don Hastily | Remove |
|:----------------:|:---:|:-----------:|:------:|
| Underlay | 1 minute | 5 rounds | 1 minute |
-| Light arm | 2 rounds | 1 round | 2 rounds |
-| Light leg | 3 rounds | 2 rounds | 2 rounds |
-| Light torso | 5 rounds | 2 rounds | 5 rounds |
-| Medium arm | 1 minute | 2 rounds | 2 rounds |
-| Medium leg | 1 minute | 3 rounds | 2 rounds |
-| Medium torso | 1 minute | 5 rounds | 3 rounds |
-| Heavy arm | 1 minute | 1 minute | 1 minute |
-| Heavy leg | 1 minute | 1 minute | 1 minute |
-| Heavy torso | 2 minutes | 1 minute | 2 minutes |
-
-##### Donning and Doffing Shields
-
-| Category & Piece | Don | Remove |
-|:----------------:|:---:|:------:|
-| Medium shield | 1 bonus action | 1 object interaction |
-| Heavy shield | 1 action | 1 bonus action |
+| Light Arm | 2 rounds | 1 round | 2 rounds |
+| Light Leg | 3 rounds | 2 rounds | 2 rounds |
+| Light Torso | 5 rounds | 2 rounds | 5 rounds |
+| Medium Arm | 1 minute | 2 rounds | 2 rounds |
+| Medium Helmet | 2 Actions | 1 Action | 1 Action |
+| Medium Leg | 1 minute | 3 rounds | 2 rounds |
+| Medium Torso | 1 minute | 5 rounds | 3 rounds |
+| Heavy Arm | 1 minute | 1 minute | 1 minute |
+| Heavy Helmet | 3 Actions | 2 Actions | 2 Actions |
+| Heavy Leg | 1 minute | 1 minute | 1 minute |
+| Heavy Torso | 2 minutes | 1 minute | 2 minutes |
diff --git a/Equipment/Magic/index.md b/Equipment/Magic/index.md
index b0fb7b5be..d42bbd665 100644
--- a/Equipment/Magic/index.md
+++ b/Equipment/Magic/index.md
@@ -15,10 +15,10 @@ Identifying a magic item without the aid of the identify spell (or similar magic
| Item Rarity | Arcana Check DC |
|:---:|:-----------:|
-| Common | 10 |
-| Uncommon | 15 |
+| Common | 15 |
+| Uncommon | 17 |
| Rare | 20 |
-| Very Rare | 25 |
-| Legendary | 30 |
+| Very Rare | 22 |
+| Legendary | 25 |
Note: Some powerful magic items might be recognisable with a history check of a lower DC, but the arcana check to accurately identify all of their capabilities remains challenging.
diff --git a/Introduction/Credits/index.md b/Introduction/Credits/index.md
index 06ab51801..678998720 100644
--- a/Introduction/Credits/index.md
+++ b/Introduction/Credits/index.md
@@ -9,7 +9,7 @@ Many thanks to all of my dedicated patrons and the members of the Stormchaser Ro
* Kyle Taylor - Project Lead
-* Barlow - Barbarian and Bard Talent Branches, Playtesting
+* Barlow - Barbarian, Bard and Monk Talent Branches, Playtesting
* Chip - Playtesting
* Drake - Paladin Talent Branches, Playtesting
* Eddlr - Proof Reading
@@ -21,4 +21,6 @@ Many thanks to all of my dedicated patrons and the members of the Stormchaser Ro
* RisenZed - Playtesting
* SansaSnark - Playtesting
* Sphynxy - Playtesting
-* Trent - Cleric, Druid and Sorcerer Talent Branches, Playtesting
+* Trent - Cleric, Druid, Ranger, Sorcerer and Warlock Talent Branches, Spells, Playtesting
+
+* Daniel Duane Harcourt (August 1978 — December 2021). The Witcher archetype was written in collaboration with and is dedicated to our friend, fellow player, games master and brewer... We miss you, Dan. Rest in peace.
diff --git a/Origins/Cultures/Forest/index.md b/Origins/Cultures/Forest/index.md
index f4375e30b..204db2837 100644
--- a/Origins/Cultures/Forest/index.md
+++ b/Origins/Cultures/Forest/index.md
@@ -32,8 +32,6 @@ You are trained with martial blades and martial bows. Additionally, you treat an
If your class grants training with simple blades or simple bows, then you become trained in martial blades, or martial bows, respectively. If your class grants training with martial blades or martial bows, you gain 2 character points. If your class grants training with both martial blades and martial bows, you gain 4 character points.
## Languages
-You can speak, read and write Elvish, Gnomish and one other language.
+You can speak, read and write Elvish, Sylvan and one other language.
Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
-
-The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
diff --git a/Origins/Cultures/Villager/index.md b/Origins/Cultures/Villager/index.md
new file mode 100644
index 000000000..c59121454
--- /dev/null
+++ b/Origins/Cultures/Villager/index.md
@@ -0,0 +1,32 @@
+---
+title: Villager
+parent: Cultures
+grand_parent: Origins
+---
+
+# Villager
+Far away from the protection of armies and uncomfortably close to the borders beyond which anything might roam, day-to-day life as a villager is routine, but a future is far from guaranteed. Village life can be simple and mundane, filled with the humdrum-but-insistent needs of farm animals and crops. However, there can be far worse than wolves stalking the woods and, at any moment, a villager's life can be punctuated by upheaval
+
+More so than larger towns and cities, a village is a community. With rarely more than a few hundred citizens, for better or worse everybody knows everybody in a village. There can be spiteful rivalries and old grudges, but most regard the entire village as their homestead, to be cared for and protected together. A warm hearth, lifelong friends and homegrown food are a universal way of life, enjoyed by countless peoples of all shapes and sizes.
+
+Characters raised in the village culture share a variety of traits in common with one another.
+
+## Alignment
+A village is a community that relies upon and sustains itself. Every person contributes to the whole prosperity and as such everyone is expected to put their share of work in where they fit best. Villagers will generally be neutral or good as they seek to provide for their community and expect the same in return.
+
+## Features
+
+### Farm Life
+You are trained in [Animal Handling](https://stormchaserroleplaying.com/stormchaserRPG/Skills/AnimalHandling/).
+
+### Sharpened Tools
+When danger approaches the village and there are no adventurers around, it's often left to the villagers to defend themselves with whatever they have on hand. You are trained with improvised weapons.
+
+### Tall Tales
+Life along the crossroads rarely offers an opportunity for proper schooling, but the roads carry with them legends and stories from far and wide. You may always choose to use Wisdom when making [History](https://stormchaserroleplaying.com/stormchaserRPG/Skills/History/), [Nature](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Nature/), or [Theology](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Theology/) checks. However, the GM may decide that the results of a check made in this way are distorted or exaggerated forms of the truth.
+
+### Village Watch
+You have +1d to Perception while keeping watch during a rest.
+
+## Languages
+You can speak, read and write your local language. For example, a village from the kingdom of Breanne speaks Breannian.
diff --git a/Species/Beastkin/Kitsune/index.md b/Species/Beastkin/Kitsune/index.md
new file mode 100644
index 000000000..8fd2d09e6
--- /dev/null
+++ b/Species/Beastkin/Kitsune/index.md
@@ -0,0 +1,66 @@
+---
+title: Kitsune
+parent: Beastkin
+grand_parent: Species
+---
+
+# Kitsune
+Kitsune, or fox folk, are vulpine shapeshifters known for their love of both trickery and art. Kitsune possess three forms: that of an attractive human of slender build with salient eyes, that of an ordinary fox and their true form of an anthropomorphic fox. Despite an irrepressible penchant for deception, kitsune prize loyalty and make true companions. They delight in the arts, particularly riddles and storytelling, and settle in ancestral clans, taking their wisdom from both the living and spirits.
+
+## Age
+Kitsune reach adulthood in their mid-teens and generally live into their late 70's.
+
+| Age Bracket | Age |
+|:-----------:|:---:|
+| Child | <16 |
+| Young Adult | 16-22 |
+| Adult | 23-31 |
+| Middle Aged | 32-49 |
+| Old | 50-64 |
+| Venerable | >65 |
+| Maximum Age | 65 + 3d12 |
+
+| First Class Talent | Random Starting Age |
+|:------------------:|:-------------------:|
+| Barbarian, Rogue, Sorcerer and Warlock | 15 + 1d4 (16-19) years |
+| Bard, Fighter, Paladin and Ranger | 15 + 1d6 (16-21) years |
+| Cleric, Druid, Monk and Wizard | 15 + 2d6 (17-27) years |
+
+## Appearance
+A kitsune has three forms — a single human form, a single fox form and its true form, that of a humanoid fox. In their human forms, kitsune tend toward quickness and lithe beauty. In all forms they possess golden, amber, or brilliant blue eyes. In their true forms, they are covered with a downy coat of auburn fur, although more exotic coloration is possible.
+
+## Features
+
+### Attribute Score Increase
+Your Dexterity score rises by 2.
+
+### Change Shape
+You can assume the appearance of a specific single human form of the same gender. You always take this specific form when you use this ability. You cannot use your bite attack when in your human form and your speed is reduced by 5 feet. However, you gain +1d on [Deception](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Deception/) checks made to appear human. Changing shape is an action. This ability otherwise functions as [Alter Self](), except that you do not adjust your ability scores and can remain in this form indefinitely.
+
+You can also take the form of a [fox](https://stormchaserroleplaying.com/stormchaserRPG/Bestiary/Animals/Fox/) whose appearance is static and cannot be changed each time you assume this form. Your bite attack's damage is reduced to 1d3 points of damage on a hit, but you gain +1d on [Deception](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Deception/) checks made to appear as a fox. Changing from kitsune to fox shape is an action. This ability otherwise functions as [Beast Shape](https://stormchaserroleplaying.com/stormchaserRPG/Spells/3/Transmutation/#beast-shape), and your attribute scores change accordingly.
+
+### Low-Light Vision
+You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.
+
+### Keen Senses
+You have +1d to Perception.
+
+### Keen Scent
+[Scent](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/Special/#scent) is an [imprecise sense](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/Senses/#imprecise-senses) for you with a range of 30 feet.
+
+### Natural Weapons
+In your natural form, you have a bite attack that deals piercing damage equal to 1d4 + your Strength modifier.
+
+### Fey Magic
+You know the [Minor Illusion](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Illusion/#minor-illusion) cantrip. You can cast the [Mischief]() spell a number of times equal to your Charisma modifier. Charisma is your spellcasting attribute for these spells.
+
+## Size
+Regardless of their form, Kitsune are generally slender and slight in stature. Your size is Medium.
+
+| Gender | Base Height | Height Modifier | Base Weight | Weight Multiplier |
+|:------:|:-----------:|:---------------:|:-----------:|:-----------------:|
+| Kitsune, Male | 4'10" | +2d8"
(5'0" – 6'2") | 100 lbs. | +(2d8 × 2d4) lbs.
(110 – 180 lbs.) |
+| Kitsune, Female | 4'5" | +2d8"
(4'7" - 5'9") | 85 lbs. | +(2d8 × 2d4) lbs.
(95 – 165 lbs.) |
+
+## Speed
+Add 5 feet to your base walking speed.
diff --git a/Species/Common/Elf/index.md b/Species/Common/Elf/index.md
index b4dbbd324..5843ffd51 100644
--- a/Species/Common/Elf/index.md
+++ b/Species/Common/Elf/index.md
@@ -32,7 +32,7 @@ Generally taller than humans, elves possess a graceful, slender physique that is
## Features
Your elf character has a variety of natural features, which are the result of thousands of years of elven refinement.
-## Attribute Score Increase
+### Attribute Score Increase
Your Dexterity score rises by 2.
### Fey Ancestry
diff --git a/Species/Common/Giantkin/index.md b/Species/Common/Giantkin/index.md
index bb56df38f..cbd1b5454 100644
--- a/Species/Common/Giantkin/index.md
+++ b/Species/Common/Giantkin/index.md
@@ -41,7 +41,7 @@ You are descended from giants. Choose one of the following phenotypes:
### Cloud Giant
#### Cloud's Jaunt
-You can cast the [Fog Cloud]() and [Misty Step]() spells a number of times equal to your Constitution modifier.
+You can cast the [Fog Cloud]() and [Misty Step]() spells a number of times equal to your Constitution modifier. Wisdom is your spellcasting attribute for these spells.
You regain all expended uses when you finish a long rest.
@@ -104,5 +104,7 @@ You can use this feature a number of times equal to your Constitution modifier a
## Size
Giantkin stand between 7 and 8 feet tall and typically weigh between a little less than 300 pounds. Your size is Medium.
+| Gender | Base Height | Height Modifier | Base Weight | Weight Multiplier |
+|:------:|:-----------:|:---------------:|:-----------:|:-----------------:|
| Giantkin, Male | 6'3" | +2d10"
(6'5" – 7'11") | 210 lbs. | +(2d10 × 2d6) lbs.
(214 lbs. – 450 lbs.) |
| Giantkin, Female | 6'1" | +2d10"
(6'3" – 7'9") | 170 lbs. | +(2d10 × 2d6) lbs.
(174 lbs. – 410 lbs.) |
diff --git a/Spellcasting/CastingaSpell/DefenceChecks/index.md b/Spellcasting/CastingaSpell/DefenceChecks/index.md
index a1477dbb1..598f89513 100644
--- a/Spellcasting/CastingaSpell/DefenceChecks/index.md
+++ b/Spellcasting/CastingaSpell/DefenceChecks/index.md
@@ -8,4 +8,14 @@ nav_order: 9
# Defence Checks
Some spells specify that a target may make a defence check on its turn to shrug off the some or all of the spell's effects. The spell specifies the ability that the target uses for the defence check and what happens on a success or failure.
-The DC to resist one of your spells equals 10 + 4 (your proficiency bonus) + your spellcasting ability modifier + any special modifiers.
+The DC to resist one of your spells equals your Dice Pool Score + your spellcasting attribute modifier + other bonuses - penalties.
+
+| Dice Pool Size | Dice Pool Score |
+|:--------------:|:---------------:|
+| 1d20 | 10 |
+| 2d20kh1 | 14 |
+| 3d20kh1 | 16 |
+| 4d20kh1 | 17 |
+| 5d20kh1 | 18 |
+| 6d20kh1 | 19 |
+| 7d20kh1 | 20 |
diff --git a/Spells/1/Charms/index.md b/Spells/1/Charms/index.md
index 9c644b47c..9516ed9e2 100644
--- a/Spells/1/Charms/index.md
+++ b/Spells/1/Charms/index.md
@@ -6,18 +6,55 @@ grand_parent: Spells
# Charms
+## Agitate
+*Level 1 Charm*
+**Casting Time:** 2 Actions
+**Range:** 30 Feet
+**Components:** V, S, M *(A morsel of food.)*
+**Duration:** Sustained, up to 1 minute
+
+*You send someone's mind and body into overdrive, forcing it to become restless and hyperactive.*
+
+Make a charm attack vs the Wisdom defence of one creature that you can see within range. On a hit, the creature must take the [Stride](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Stride/) action at least each turn, or take 2d8 psychic damage at the end of its turn.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, the damage increases by 1d8 for each point of mana above the 1st.
+
+## Animal Friendship
+*Level 1 Charm (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** 30 Feet
+**Components:** V, S, M *(A morsel of food.)*
+**Duration:** 24 Hours
+
+*You convince a beast that you mean it no harm.*
+
+Make a charm attack vs the Intelligence defence of one beast that can see and hear you within range. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, on a hit the creature is [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, you can affect one additional beast for each point of mana above the 1st.
+
## Anointed Skull's Midnight Whispers
*1st Level Charm (Ritual)*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self (10-Foot Radius)
**Components:** V, S, M *(An undamaged human skull and droplets of holy water worth 2 gp, which the spell consumes.)*
**Duration:** Until Dawn
After anointing an undamaged human skull with droplets of holy water, hide it in a place where neither sun nor moon nor starlight will ever touch it. Upon casting this spell, the skull will begin to utter whispers that ooze from the spell's caster.
-Make a spell attack roll vs the Wisdom defence of any hostile creature within 10 feet of you. On a hit, the creature is frightened by the whispers until they leave this 10 foot radius. Any creature that enters the radius on its turn must succeed at a Wisdom defence check or also become frightened of you.
+Make a charm attack vs the Wisdom defence of a creature within 10 feet of you. On a hit, the creature is [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) by the whispers until they leave this 10 foot radius. Any creature that enters the radius on its turn must succeed at a Wisdom defence check vs your charms skill or also become [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) of you.
+
+## Bane
+*Level 1 Charm*
+**Casting Time:** 2 Actions
+**Range:** 30 Feet
+**Components:** V, S, M *(A drop of blood.)*
+**Duration:** Sustained, up to 1 minute
+
+*You inflict a minor curse upon your enemies making it harder for them to hit their mark.*
+
+Make a charm attack vs the Charisma defence of up to three creatures that you can see within range. On a hit, an affected creature has -1d to defence checks, and melee and ranged attack rolls until the spell ends.
-The morning after this spell is cast, the skull is destroyed and the spell ends.
+**At Higher Levels.** When you cast this spell using 2 or more mana, you can target one additional creature for each point of mana above the 1st.
## Bare the Slave's Heart
*1st Level Charm (Ritual)*
@@ -26,38 +63,141 @@ The morning after this spell is cast, the skull is destroyed and the spell ends.
**Components:** V, S, M *(The preserved heart of a slave, worth 20 gp, which the spell consumes.)*
**Duration:** Special
-Take the preserved heart of a slave and wrap it in hempen cord when you cast this spell. The next time that a creature touches this heart barehanded, make a spell attack roll vs the creature's Charisma defence. On a hit, the creature becomes a slave to the spell's caster until the heart is destroyed, or the magic dispelled. A slave will not do anything to harm itself or any friends it has, but will perform any manner of menial task for its master. An undead creature, or any creature immune to the charmed condition, is immune to this charm.
+Take the preserved heart of a slave and wrap it in hempen cord when you cast this spell. The next time that a creature touches this heart barehanded, it must make a Charisma defence check vs your charms skill. Should the creature fail, it becomes a slave to the spell's caster until the heart is destroyed, or the magic dispelled. A slave will not do anything to harm itself or any friends that it has, but will perform any manner of menial task for its master. An undead creature, or any creature immune to the [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) condition, is immune to this spell's effects.
+
+## Bless
+*Level 1 Charm*
+**Casting Time:** 2 Actions
+**Range:** 30 Feet
+**Components:** V, S, M *(A sprinkling of holy water.)*
+**Duration:** Sustained, up to 1 minute
+
+*Through the power of your patron, the attacks of you and your allies receive guidance.*
+
+You bless up to three creatures of your choice within range. For the duration of the spell, an affected creature has +1d to melee and ranged attack rolls and defence checks.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, you can target one additional creature for each point of mana above the 1st.
## Cause Fear
*1st Level Charm*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 60 Feet
**Components:** V
-**Duration:** Concentration, up to 1 minute
+**Duration:** Sustained, up to 1 minute
-You choose one creature that you can see within range and call upon its dread of its worst nightmare. Make a spell attack roll vs the target's Wisdom defence. On a hit, the target becomes frightened of you until the spell ends. The frightened target can make a Charisma defence check at the end of each of its turns, ending the effect on itself on a success.
+*You call upon the dread of one's worst nightmare.*
-**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
+Make a charm attack roll vs the Wisdom defence of one creature that you can see within range. On a hit, the creature becomes [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) of you until the spell ends. The [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) creature can make a Charisma defence check vs your charms spell skill at the end of each of its turns, ending the effect on itself on a success. Constructs and undead creatures are immune to effect.
-### Command
+**At Higher Levels.** When you cast this spell using 2 or more mana, you can target one additional creature for each point of mana above the 1st. The creatures must be within 30 feet of each other when you target them.
+
+## Charm Person
*1st Level Charm*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
+**Range:** 30 Feet
+**Components:** V, S
+**Duration:** 1 hour
+
+*Your words are honey and your visage seems bathed in a dreamy haze.*
+
+Make a charm attack vs the Intelligence defence of a humanoid creature that you can see within range; if you or your companions are fighting it, then you have -1d to the roll. If you hit, it is [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) by you until the spell ends or until you or your companions do anything harmful to it. The [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) by you.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, you can target one additional creature for each point of mana above the 1st. The creatures must be within 30 feet of each other when you target them.
+
+## Command
+*1st Level Charm*
+**Casting Time:** 2 Actions
**Range:** 60 Feet
**Components:** V
**Duration:** 1 Round
-You speak a one-word command to a creature that you can see within range. Make a spell attack roll against the target's Charisma defense. On a hit, the target follows the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
+*You shout a command that's hard to ignore.*
+
+You speak a one-word command to a creature in range. Make a charm attack vs the Charisma defence of the creature. On a hit, the creature follows the command on its next turn. The spell has no effect if the creature is undead, if it doesn't understand your language, or if your command is directly harmful to it.
+
+Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the creature behaves. If the creature can't follow your command, the spell ends.
+
+**Approach.** The creature moves towards you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
+
+**Drop.** The creature drops whatever it is holding and then ends its turn.
+
+**Flee.** The creature spends its turn moving away from you by the fastest available means.
-Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.
+**Grovel.** The creature falls prone and then ends its turn.
-**Approach.** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
+**Halt.** The creature doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, you can target one additional creature for each point of mana above the 1st. The creatures must be within 30 feet of each other when you target them.
+
+## Compelled Duel
+*1st Level Charm*
+**Casting Time:** 1 Action
+**Range:** 30 Feet
+**Components:** V
+**Duration:** 1 minute
+
+*You attempt you coerce another, making it difficult for them to attack anyone but you.*
+
+Make a charm attack vs the Charisma defence of one creature that you can see within range. On a hit, the creature is drawn to you, compelled by your demand. For the duration, it has -1d on attack rolls vs creatures other than you, and must make a Charisma defence check vs your charms spell skill each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this check, this spell doesn’t restrict the creature's movement for that turn.
+
+The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
+
+## Heroism
+*1st Level Charm*
+**Casting Time:** 2 Actions
+**Range:** Touch
+**Components:** V, S
+**Duration:** Sustained, up to 1 minute
+
+*You instill a friend with bravery.*
+
+You touch a willing creature and, until the spell ends, the creature is immune to being [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) and gains temporary Stamina equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the creature loses any remaining temporary Stamina from this spell.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, you can target one additional creature for each point of mana above the 1st.
+
+## Hex
+*1st Level Charm*
+**Casting Time:** 1 Action
+**Range:** 90 Feet
+**Components:** V, S, M *(A petrified eye of newt.)*
+**Duration:** 1 hour
+
+*You place a curse on a creature that makes your attacks more impactful.*
+
+Target one creature you can see within range. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with an melee or ranged attack; damage type is determined by choice of patron. Also, choose one attribute when you cast the spell. The target has -1d on skill checks made with the chosen attribute.
+
+If the target drops to 0 Stamina before this spell ends, you can use an action on a subsequent turn of yours to curse a new creature.
+
+A [Remove Curse]() cast on the target ends this spell early.
+
+**At Higher Levels.** When you cast this spell using 3 or 4 mana, you can maintain your concentration on the spell for up to 8 hours. When you use 5 or more mana, you can maintain your concentration on the spell for up to 24 hours.
+
+## Hideous Laughter
+*1st Level Charm*
+**Casting Time:** 2 Actions
+**Range:** 30 Feet
+**Components:** V, S, M *(Tiny tarts and a feather that is waved in the air.)*
+**Duration:** Sustained, up to 1 minute
+
+*Your words or actions - funny or not - are perceived to be so hilarious that it causes some to fall to the ground in fits of laughter.*
+
+Make a charm attack vs the Wisdom defence of one creature within range that you can see. On a hit, the creature falls [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/), becoming [Incapacitated](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Incapacitated/) and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
+
+At the end of each of its turns the creature can make a Wisdom defence check vs your charms spell skill. Additionally, the creature can make a Wisdom defence check vs your charms spell skill at the beginning of its turn if it has taken damage since the end of its last turn; the creature has +1d on the check if it's triggered by damage. On a success, the spell ends.
+
+## Sleep
+*1st Level Charm*
+**Casting Time:** 2 Actions
+**Range:** 90 Feet (20-foot radius)
+**Components:** V, S, M *(A pinch of fine sand, rose petals or a cricket)*
+**Duration:** 1 Minute
-**Drop.** The target drops whatever it is holding and then ends its turn.
+*You send creatures into a magical slumber.*
-**Flee.** The target spends its turn moving away from you by the fastest available means.
+Roll 10d10; the total is the amount of Stamina that this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current Stamina (ignoring unconscious creatures).
-**Grovel.** The target falls prone and then ends its turn.
+Starting with the creature that has the lowest current Stamina, each creature affected by this spell falls [Unconscious](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Unconscious) until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s current Stamina from the total before moving on to the creature with the next lowest Stamina. A creature’s Stamina must be equal to or less than the remaining total for that creature to be affected.
-**Halt.** The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
+Undead and creatures immune to being [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) aren’t affected by this spell.
-**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
+**At Higher Levels.** When you cast this spell using 2 or more mana, roll an additional 4d10 for each point of mana above the 1st.
diff --git a/Spells/1/Conjuration/index.md b/Spells/1/Conjuration/index.md
index 4ad2981ba..5ef16d72b 100644
--- a/Spells/1/Conjuration/index.md
+++ b/Spells/1/Conjuration/index.md
@@ -6,13 +6,126 @@ grand_parent: Spells
# Conjuration
-## Arms of Hadar
+## Alien Arms
*1st Level Conjuration*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self (10-foot radius)
**Components:** V, S
**Duration:** Instantaneous
-You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Make a melee spell attack roll against each creature in that area. On a hit, a target takes 2d6 necrotic damage and can’t take make opportunity attacks or engage in other off-turn activity until its next turn. On a miss, the creature takes half damage, but suffers no other effect.
+*Tendrils of dark energy erupt from you and batter all creatures around you.*
-**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
\ No newline at end of file
+Make a melee conjuration attack against each creature within range, other than yourself. On a hit, a target takes 2d6 decay damage and can’t take make attacks of opportunity or take other free actions until the start of its next turn. On a miss, the creature takes half damage, but suffers no other effect.
+
+**At Higher Levels.** When you cast this spell using a 2 or more mana, the damage increases by 1d6 for each point of mana above the 1st.
+
+## Entangle
+*1st Level Conjuration*
+**Casting Time:** 2 Actions
+**Range:** 120 Feet (20-foot square)
+**Components:** V, S
+**Duration:** Sustained, up to 1 minute
+
+*You cause grasping weeds and vines sprout from the ground.*
+
+Plants emerge from the ground and turn the area into difficult terrain for the duration.
+
+When you cast the spell, make a conjuration attack vs the Strength defence of each creature within the area. On a hit, a creature is [Restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) by the entangling plants until the spell ends. A creature [Restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) by the plants can use 2 actions to make a Strength defence check vs your conjuration spell skill. On a success, it frees itself.
+
+When the spell ends, the conjured plants wilt away.
+
+## Find Familiar
+*1st Level Conjuration (Ritual)*
+**Casting Time:** 1 Hour
+**Range:** 10 Feet
+**Components:** V, S, M *(10gp worth of charcoal, incense and herbs that must be consumed by fire in a brass brazier.)*
+**Duration:** Instantaneous
+
+*You summon a creature from another plane to assist you.*
+
+You gain the service of a familiar that takes an animal form you choose, examples include: [bat](), [cat](), [crab](), [frog](), [hawk](), [lizard](), [octopus](), [owl](), [poisonous snake](), [rat](), [raven](), [sea horse](), [spider](), or [weasel](). Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
+
+In combat, your familiar shares your same initiative count, but acts immediately after your turn. A familiar can't [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/), but it can take other actions as normal.
+
+When the familiar drops to 0 Stamina, it disappears, leaving behind no physical form. It reappears after you cast this spell again. Using 1 Action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. Using 2 Actions while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Stamina or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
+
+While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, using 2 Actions, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are [Blinded](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Blinded/) and [Deafened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Deafened/).
+
+You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Your familiar transforms into the chosen creature.
+
+Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it cannot engage in other off-turn actions until its next turn when you cast a spell in this manner. If the spell requires an attack roll, you use your attack modifier for the roll.
+
+## Floating Disc
+*1st Level Conjuration (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** 30 Feet
+**Components:** V, S, M *(A drop of mercury.)*
+**Duration:** 1 Hour
+
+*A disc of magical force materializes adjacent to you that is useful for carrying a heavy load.*
+
+This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disc remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disc falls to the ground.
+
+The disc is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disc follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disc can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
+
+If you move more than 100 feet from the disc (typically because it can't move around an obstacle to follow you), the spell ends.
+
+**At Higher Levels.** When you cast this spell using a 3 or more mana, the diameter increases by 3 feet and capacity increased by 500 pounds for every 2 mana above the 1st.
+
+## Fog Cloud
+*1st Level Conjuration (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** 120 Feet (20-foot radius)
+**Components:** V, S
+**Duration:** 1 hour
+
+*A small area of fog appears, hiding everything within it.*
+
+You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, the radius of the fog increases by 20 feet for each point of mana above the 1st.
+
+## Ice Knife
+*1st Level Conjuration*
+**Casting Time:** 2 Actions
+**Range:** 60 Feet (5-foot radius)
+**Components:** S, M *(A drop of water or piece of ice.)*
+**Duration:** Instantaneous
+
+*You create a shard of ice, exploding when it reaches its target.*
+
+Make a ranged conjuration attack against a target you can see within range. On a hit, the target takes 1d10 piercing damage.
+
+Hit or miss, the shard then explodes. Make a conjuration attack vs the Dexterity defence of the target and each creature within 5 feet of it. On a hit, a creature takes 2d6 cold damage.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, the cold damage increases by 1d6 for each point of mana above the 1st.
+
+## Oil Slick
+*1st Level Conjuration (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** 60 Feet (10-foot square)
+**Components:** V, S, M *(A drop of oil.)*
+**Duration:** Instantaneous
+
+*A pool of flammable oil covers the ground.*
+
+You throw a drop of oil at a point within range and it spreads to cover a 10-foot square area. The area is difficult terrain. When the grease appears, make a conjuration attack against each creature in the area vs its Dexterity defence. On a hit, a creature falls [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/). A creature that enters the area or ends its turn there must make Dexterity defence check vs your conjuration spell skill. On a fail, it falls [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/).
+
+The oil is flammable. Any 5 foot square of the oil exposed to fire ignites and burns away in 2 rounds. Each creature who enters the fire or starts it turn there takes 2d4 fire damage. The fire ignites any flammable objects in the area that aren’t being worn or carried.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, you can increase the size of the square by 5 feet for each point of mana above the 1st.
+
+## Unseen Servant
+*1st Level Conjuration (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** 60 Feet
+**Components:** S, M *(A bit of string and wood.)*
+**Duration:** 1 Hour
+
+*You create an invisible, mindless, shapeless force that performs simple tasks at your command.*
+
+The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
+
+As an action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
+
+If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
diff --git a/Spells/1/Divination/index.md b/Spells/1/Divination/index.md
index f74830b95..e4a1d23c5 100644
--- a/Spells/1/Divination/index.md
+++ b/Spells/1/Divination/index.md
@@ -6,12 +6,40 @@ grand_parent: Spells
# Divination
+## Beast Bond
+*1st Level Divination (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** Touch
+**Components:** V, S, M *(A bit of fur wrapped in cloth.)*
+**Duration:** Sustained, up to 10 minutes
+
+*You link your mind with an animal.*
+
+You establish a telepathic bond with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains +1d on attack rolls against any creature within 5 feet of you that you can see.
+
+## Comprehend Languages
+*1st Level Divination (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** Self
+**Components:** V, S, M *(A ribbon with symbols of different languages written on it.)*
+**Duration:** 1 Hour
+
+*You attempt to understand a foreign language.*
+
+For the duration, you have +1d to skill checks to understand the literal meaning of any spoken language that you hear or any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
+
+This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
+
+**At Higher Levels:** When you cast this spell using 3 or more mana, you have an additional +1d to skill checks for every 2 points of mana above the 1st.
+
## Detect Evil
*1st Level Divination (Ritual)*
-**Casting Time:** 1 Action
-**Range:** 60 feet
+**Casting Time:** 2 Actions
+**Range:** 60 Feet
**Components:** V, S, M *(A divine focus.)*
-**Duration:** Concentration, up to 10 minutes
+**Duration:** Sustained, up to 10 minutes
+
+*Your persistent gaze will unveil hidden evil.*
You can sense the presence of evil in a 60 foot cone in front of you. The amount of information revealed depends on how long you study a particular area or subject.
@@ -23,42 +51,91 @@ If you are of good alignment and the strongest evil aura’s power is overwhelmi
## Detect Evil and Good
*1st Level Divination (Ritual)*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self
**Components:** V, S
-**Duration:** Concentration, up to 1 minute
+**Duration:** Sustained, up to 1 minute
+
+*Many creatures cannot hide from your eyes.*
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
-## Hunter's Mark
-*1st Level Divination*
-**Casting Time:** 1 Free Action
-**Range:** 90 feet
-**Components:** None
-**Duration:** Concentration, up to 1 hour
+**At Higher Levels.** When you cast this spell using 2 or more mana, the duration increases to 1 hour. When you cast this spell using 3 or more mana, the spell no longer needs to be sustained. When you cast this spell using 4 or more mana, the duration increases to 8 hours.
+
+## Detect Magic
+*1st Level Divination (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** Self (30-foot radius)
+**Components:** V, S
+**Duration:** Sustained, up to 10 minutes
+
+*You can see the color of magic.*
-You choose a creature that you have seen within range in the last 6 seconds and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d4 damage to the target whenever you hit it with a weapon attack and you have advantage on any Wisdom (Perception) and Wisdom (Survival) checks that you make to find it. If the target drops to 0 hit points before this spell ends, you can use a free action on a subsequent turn of yours to mark a new creature.
+For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
-Hunter's Mark also allows the caster to sense the relative direction and distance of their marked target for the duration of the spell.
+The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
-**At Higher Levels:** When you cast this spell at 2nd level, you deal 1d6 damage. When you cast this spell at 3rd level, you deal 1d8 damage and can concentrate for up to 8 hours. When you cast this spell at 4th level, you deal 1d10 and can concentrate for up to 8 hours. If you use a slot of 5th level or higher, you deal 1d12 damage and can concentrate for up to 24 hours.
+**At Higher Levels.** When you cast this spell using 2 or more mana, the duration increases to 1 hour. When you cast this spell using 3 or more mana, the spell no longer needs to be sustained. When you cast this spell using 4 or more mana, the duration increases to 8 hours.
+
+## Detect Poison and Disease
+*1st Level Divination (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** Self (30-foot radius)
+**Components:** V, S, M *(A yew leaf.)*
+**Duration:** Sustained, up to 10 minutes
+
+*You can sense the presence and location of poisons, poisonous creatures, and diseases.*
+
+For the duration, you can sense the presence of and you also identify the kind of poison, poisonous creature, or disease within range.
+
+The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, the duration increases to 1 hour. When you cast this spell using 3 or more mana, the spell no longer needs to be sustained. When you cast this spell using 4 or more mana, the duration increases to 8 hours.
+
+## Identify
+*1st Level Divination (Ritual)*
+**Casting Time:** 1 Minute
+**Range:** Touch
+**Components:** V, S, M *(A pearl worth at lease 100 gp and an owl feather.)*
+**Duration:** Instantaneous
+
+*Magical secrets become known to you.*
+
+You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
+
+If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
## Lesser Foresight
*1st Level Divination (Ritual)*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V, S, M *(A hummingbird feather.)*
**Duration:** 8 Hours
-You touch a willing creature who isn't wearing armour. Until the spell ends, the target can sense melee and ranged attacks a split second before they happen. The target gains +1d to its Dexterity defence. The spell ends if the target dons armour or if you dismiss the spell as an action.
+*You grant the ability to sense attacks a split second before they happen.*
+
+You touch a willing creature who isn't wearing armour. Until the spell ends, the gains +1d to its Dexterity defence vs melee and ranged attacks. The spell ends if the target dons armour or if you dismiss the spell using an action.
+
+## Speak with Animals
+*1st Level Divination (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** Self
+**Components:** V, S
+**Duration:** 10 Minutes
+
+*Have you ever thought that your pet always looks like it has something to say?*
+
+You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
## Tongue That Dream-Speaks
*1st Level Divination (Ritual)*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V, S, M *(A bronze dagger worth 1 gp.)*
**Duration:** Instantaneous
+*Your dreams will reveal the meaning of a short passage you read in a foreign language.*
+
Split your tongue with a bronze dagger (suffering 1d4 slashing damage) and read aloud a text before you. You need not understand the text or know the language and you have 1 round in which to read it. When you are done, sleep. In your dreams you will understand all that you read and wake with a tongue healed. This spell allows you to understand even the ciphered text of other spellbooks.
diff --git a/Spells/1/Evocation/index.md b/Spells/1/Evocation/index.md
index 6d5c4882f..cb17d47a4 100644
--- a/Spells/1/Evocation/index.md
+++ b/Spells/1/Evocation/index.md
@@ -6,60 +6,242 @@ grand_parent: Spells
# Evocation
-## Corrosive Stream
+## Arcane Riposte
*1st Level Evocation*
**Casting Time:** 1 Action
+**Range:** Self
+**Components:** V, S
+**Duration:** Instantaneous
+
+*You respond to an incoming attack with a magically-infused attack of your own.*
+
+Make a melee evocation attack against a creature that hit you with a melee attack since your last turn. On a hit, the creature takes 3d6 cold, corrosive, electric, fire, poison or sonic damage.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, the spell deals an extra 1d6 damage for each mana point above 1st. When using 4 or more mana, you may choose to deal profane, psychic or sacred damage. When using 6 or more mana, you may choose to deal energy damage.
+
+## Burning Hands
+*1st Level Evocation*
+**Casting Time:** 2 Actions
+**Range:** Self (15-foot cone)
+**Components:** V, S
+**Duration:** Instantaneous
+
+*As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips.*
+
+Make an evocation attack vs the Dexterity defence of each creature in the area. On a hit, a creature takes 3d6 fire damage, or half as much damage on a miss.
+
+The fire ignites any flammable objects in the area that aren't being worn or carried.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, the damage increases by 1d6 for each point of mana above the 1st.
+
+## Chaos Bolt
+*1st Level Evocation*
+**Casting Time:** 2 Actions
+**Range:** 120 Feet
+**Components:** V, S
+**Duration:** Instantaneous
+
+*You hurl an undulating, warbling mass of chaotic energy at one creature in range.*
+
+Make a ranged evocation attack against a target that you can see within range. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.
+
+| d8 | Damage Type |
+|:--:|:------------|
+| 1 | Cold |
+| 2 | Corrosive |
+| 4 | Electric |
+| 5 | Energy |
+| 3 | Fire |
+| 6 | Poison |
+| 7 | Psychic |
+| 8 | Sonic |
+
+If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
+
+A creature can be targeted only once by each casting of this spell.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, each target takes 1d6 extra damage of the type rolled for each point of mana above the 1st.
+
+## Chromatic Orb
+*1st Level Evocation*
+**Casting Time:** 2 Actions
+**Range:** 90 Feet
+**Components:** V, S, M *(A diamond worth at least 50 gp.)*
+**Duration:** Instantaneous
+
+*You conjure a small sphere that can deal damage of any element.*
+
+Choose cold, corrosive, electric, fire, poison, or sonic for the type of orb you create, and then make a ranged evocation attack against a target that you can see within range. On a hit, the creature takes 3d8 damage of the type you chose.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, the damage increases by 1d8 for each point of mana above the 1st.
+
+## Corrosive Stream
+*1st Level Evocation*
+**Casting Time:** 2 Actions
**Range:** Self (30-foot line)
-**Components:** V,S,M *(A bit of rotten food.)*
-**Duration:** Up to 1 minute, Concentration
-
-A jet of acid flows from you in a line 30 feet long and 5 feet wide in a direction you choose. Make an attack against the Dexterity defense of each creature in the line. On a hit, the creature is covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at the start of each of its turns.
+**Components:** V, S, M *(A bit of rotten food.)*
+**Duration:** Sustained, Up to 1 minute
-**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
+*A gout of acid flows from you and adheres to those who are not quick enough to avoid it.*
-## Cure Wounds
+Make an evocation attack vs the Dexterity defense of each creature in the line. On a hit, the creature is covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 1d8 corrosive damage at the start of each of its turns.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, the damage increases by 2d4 for each point of mana above the 1st.
+
+## Divine Favour
*1st Level Evocation*
**Casting Time:** 1 Action
-**Range:** Touch
+**Range:** Self
+**Components:** V, S
+**Duration:** Sustained, Up to 1 minute
+
+*Your prayer empowers your strikes with divine energy.*
+
+Until the spell ends, your weapon attacks deal an additional 1d4 sacred damage on a hit.
+
+## Earth Tremor
+*1st Level Evocation*
+**Casting Time:** 2 Actions
+**Range:** 10 Feet
**Components:** V, S
**Duration:** Instantaneous
-A creature you touch regains stamina points equal to its stamina die + your spellcasting ability modifier. This spell has no effect on undead or constructs.
+*The ground quakes around you, throwing those nearby to the ground.*
+
+You cause a tremor in the ground within range. Make an evocation attack vs the Dexterity defence of each creature other than yourself within range. On a hit, a creature takes 1d6 bludgeoning damage and is knocked [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/). If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
-**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the healing increases by one die for each slot level above 1st.
+**At Higher Levels.** When you cast this spell using 2 or more mana, the damage increases by 1d6 for each point of mana above the 1st.
-## Healing Word
+## Faerie Fire
*1st Level Evocation*
-**Casting Time:** 1 Bonus Action
-**Range:** 60 ft
+**Casting Time:** 2 Actions
+**Range:** 60 Feet (20-foot cube)
**Components:** V
+**Duration:** Sustained, up to 1 minute
+
+*Colorful, twinkling lights reveal hidden creatures and marking others making them easier to hit.*
+
+Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Make an evocation attack vs the Dexterity defence of each creature within the area when the spell is cast. On a hit, a creature is also outlined in the light. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
+
+Any attack roll against an affected creature or object has +1d if the attacker can see it. An affected creature or object cannot benefit from being [Invisible](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Invisible/).
+
+## Frost Fingers
+*1st Level Evocation*
+**Casting Time:** 2 Actions
+**Range:** Self (15-foot cone)
+**Components:** V, S
**Duration:** Instantaneous
-A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. If the creature has a d10 or d12 hit die, it regains hit points equal to 1d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
+*Freezing cold blasts from your fingertips.*
-**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the healing increases by one die for each slot level above 1st.
+Make an evocation attack against vs the Constitution defence of each creature within the area. On a hit, a creature takes 2d10 cold damage, or half as much damage on a miss.
+
+The cold freezes nonmagical liquids in the area that aren’t being worn or carried.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, the damage increases by 1d10 for each point of mana above the 1st.
+
+## Guiding Bolt
+*1st Level Evocation*
+**Casting Time:** 2 Actions
+**Range:** 120 Feet
+**Components:** V, S
+**Duration:** Instantaneous
+
+*A missile of holy light streaks toward a foe, marking them for your allies.*
+
+Make a ranged evocation attack against a creature of your choice within range. On a hit, the target takes 4d6 sacred damage. Additionally, the next melee or ranged attack roll made against this target before the end of your next turn has +1d thanks to the mystical dim light glittering on the target until then.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, the damage increases by 1d6 for each point of mana above the 1st.
## Hellish Rebuke
*1st Level Evocation*
-**Casting Time:** 1 Free Action
+**Casting Time:** 1 Action
**Range:** 60 Feet
**Components:** V, S
**Duration:** Instantaneous
-When a creature that you can see damaged you within the last round, you may point your finger and that creature is momentarily surrounded by hellish flames. Make a spell attack roll vs the creature's Dexterity defence. On a hit, it takes 2d10 fire damage. On a miss, it takes half as much damage.
+*You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames.*
-**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
+Make an evocation attack roll vs the Dexterity defence of a creature that damaged you within the last round. On a hit, it takes 3d6 fire damage. On a miss, it takes half as much damage.
-## Magic Missile
-This spell strikes with perfect precision and thus ignores armour DR.
+**At Higher Levels.** When you cast this spell using 2 or more mana, the damage increases by 1d6 for each point of mana above the 1st.
+
+## Magic Missiles
+*1st Level Evocation*
+**Casting Time:** 2 Actions
+**Range:** 120 Feet
+**Components:** V, S
+**Duration:** Instantaneous
+
+*You pepper your enemies with pin-point precise darts of magical force.*
+
+You create three glowing darts. Each dart hits a target of your choice that you can see within range. A dart deals 1d4 + 1 energy damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, the spell creates one more dart for each point of mana above the 1st.
## Searing Smite
*1st Level Evocation*
-**Casting Time:** 1 Bonus Action
+**Casting Time:** 1 Action
**Range:** Self
**Components:** V
-**Duration:** Concentration, up to 1 minute
+**Duration:** Sustained, up to 1 minute
+
+*Your weapon is imbued with a searing heat.*
+
+The next time that you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target takes 1d6 fire damage. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, the initial extra damage dealt by the attack increases by 1d6 for each slot.
+
+## Thunderwave
+*1st Level Evocation*
+**Casting Time:** 2 Actions
+**Range:** Self (15-foot cube)
+**Components:** V, S
+**Duration:** Instantaneous
+
+*A wave of thunderous force sweeps out from you.*
+
+Make an evocation attack vs the Strength defence of each target in the area. On a hit, a target takes 4d4 sonic damage and is pushed 10 feet away from you. On a miss, a target takes half as much damage and isn't pushed.
+
+In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect and the spell emits a thunderous boom audible out to 300 feet.
+
+**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
+
+## Thunderous Smite
+*1st Level Evocation*
+**Casting Time:** 1 Action
+**Range:** Self
+**Components:** V
+**Duration:** Sustained, up to 1 minute
+
+*Your weapon strikes with the power of the storm.*
+
+The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 3d4 sonic damage to the target.
+
+Additionally, when the melee weapon attack hits, add your spellcasting attribute modifier to the d20 of the melee attack roll, if that total hits the target's Strength defence, the target is pushed 10 feet away from you and knocked [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/).
+
+## Witch Bolt
+*1st Level Evocation*
+**Casting Time:** 2 Actions
+**Range:** 30 Feet
+**Components:** V, S, M *(A twig from a tree that has been stuck by lightning.)*
+**Duration:** Sustained, up to 1 minute
+
+*A beam of crackling, blue energy locks onto your target.*
+
+Make a ranged evocation attack against a creature that you can see in range. On a hit, the creature takes 3d4 electric damage and, on each of your turns for the duration, you can use 2 actions to deal 3d4 electric damage to the target automatically. The spell ends if the target ends its turn outside the spell’s range, you end your turn outside the spell's range, or if it has total cover from you.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, the damage increases by 3d4 for each point of mana above the 1st.
+
+## Wrathful Smite
+*1st Level Evocation*
+**Casting Time:** 1 Action
+**Range:** Self
+**Components:** V
+**Duration:** Sustained, up to 1 minute
+
+*Your weapon strikes with such ferocity that it causes your target to be filled with fear.*
-The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target takes 1d6 fire damage. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
+The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d12 psychic damage.
-**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
+Additionally, when the melee weapon attack hits, add your spellcasting attribute modifier to the d20 of the melee attack roll, if that total hits the target's Wisdom defence, the target is [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) of you until the spell ends. Using 2 actions, the creature can make a Wisdom defence check vs your evocation spell skill to steel its resolve and end this spell.
diff --git a/Spells/1/Illusion/index.md b/Spells/1/Illusion/index.md
index a454a3afe..97b01b091 100644
--- a/Spells/1/Illusion/index.md
+++ b/Spells/1/Illusion/index.md
@@ -5,3 +5,91 @@ grand_parent: Spells
---
# Illusion
+
+## Colour Spray
+*1st Level Illusion*
+**Casting Time:** 2 Actions
+**Range:** Self (15-foot cone)
+**Components:** V, S, M *(A pinch of powder or sand that is colored red, yellow and blue.)*
+**Duration:** 1 Round
+
+*A blinding array of colored light springs from your hand.*
+
+Roll 15d10; the total is the amount of Stamina this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current Stamina (ignoring unconscious creatures and creatures that can't see).
+
+Starting with the creature that has the lowest current Stamina, each creature affected by this spell is [Blinded](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Blinded/) until the end of your next turn. Subtract each creature's Stamina from the total before moving on to the creature with the next lowest Stamina. A creature's Stamina must be equal to or less than the remaining total for that creature to be affected.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, roll an additional 5d10 for each point of mana above the 1st.
+
+## Disguise Self
+*1st Level Illusion (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** Self
+**Components:** V, S
+**Duration:** 1 Hour
+
+*Perfect when you want to hide in plain sight.*
+
+You make yourself - including your clothing, armor, weapons, and other belongings on your person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
+
+The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
+
+To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an [Investigation](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Investigation/) check vs your illusion spell skill.
+
+## Distort Value
+*1st Level Illusion (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** Touch (1-foot cube)
+**Components:** V
+**Duration:** 8 Hours
+
+*Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort Value has you covered.*
+
+You cast this spell on an object no more than 1 foot on a side, doubling the object’s perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful [Investigation](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Investigation/) check vs your illusion spell skill.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, the maximum size of the object increases by 1 foot for each point of mana above the 1st.
+
+## Hidden Item
+*1st Level Illusion (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** Touch (1-foot cube)
+**Components:** S
+**Duration:** 1 Hour
+
+*You make an object invisible.*
+
+You cast this spell on an object no more than 1 foot on a side [invisible](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/Concealment/#invisible). A creature can [Seek](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Seek/) to attempt to locate the hidden object vs your illusion spell skill.
+
+If the item is used as part of a hostile action, the spell ends after that hostile action is completed. Making a weapon invisible typically doesn't give any advantage to the attack, except that an invisible thrown weapon or piece of ammunition can be used for an attack without necessarily giving information about the attacker's hiding place unless the weapon returns to the attacker.
+
+**At Higher Levels.** The duration of this spell can be extended by expending additional mana: 3 mana, 8 hours; 5 mana, 24 hours; 7 mana, 10 days; 9 mana, until dispelled.
+
+## Illusory Script
+*1st Level Illusion (Ritual)*
+**Casting Time:** 1 Minute
+**Range:** Touch
+**Components:** S, M *(A lead-based ink worth at least 10 gp, which the spell consumes.)*
+**Duration:** 10 Days
+
+*You write a message and hide its true meaning.*
+
+To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
+
+Should the spell be dispelled, the original script and the illusion both disappear.
+
+A creature with [truesight](https://stormchaserroleplaying.com/stormchaserRPG/Exploration/Environment/VisionandLight/#truesight) can read the hidden message.
+
+## Silent Image
+*1st Level Illusion (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** 60 Feet (15-foot cube)
+**Components:** V, S, M *(A bit of fleece.)*
+**Duration:** Sustained, up to 10 minutes
+
+*You create a large illusion with convincing movements.*
+
+You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
+
+On subsequent turns, you can use 2 actions to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
+
+Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful [Investigation](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Investigation/) check vs your illusion spell skill. If a creature discerns the illusion for what it is, the creature can see through the image.
diff --git a/Spells/1/Necromancy/index.md b/Spells/1/Necromancy/index.md
index 2c0cc008e..292b54b72 100644
--- a/Spells/1/Necromancy/index.md
+++ b/Spells/1/Necromancy/index.md
@@ -6,24 +6,82 @@ grand_parent: Spells
# Necromancy
+## Corpse Explosion
+*1st Level Necromancy*
+**Casting Time:** 2 Actions
+**Range:** 60 Feet
+**Components:** V, S
+**Duration:** Instantaneous
+
+*A corpse explodes with a poisonous cloud.*
+
+You target the corpse of one creature that you can see within range and cause it to explode. Make a necromancy attack vs the Constitution defence of each creature within a 10-foot radius of the corpse. On a hit, a creature takes 4d4 sonic damage and is [Poisoned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Poisoned/) until the beginning of your next turn. This spell has no effect on the corpse of a construct. On a miss, a creature takes half as much damage and is not [Poisoned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Poisoned/).
+
+**At Higher Levels.** When you cast this spell using 3 or more mana, you may target an additional corpse for every 2 points of mana beyond the 1st.
+
+## False Life
+*1st Level Necromancy*
+**Casting Time:** 2 Actions
+**Range:** Self
+**Components:** V, S, M *(A small amount of alcohol or distilled spirits.)*
+**Duration:** 1 Hour
+
+*You are bolstered by a necromantic facsimile of life.*
+
+You gain 1d4 + 4 temporary Stamina for the duration.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, you gain 5 additional temporary Stamina for each point of mana above the 1st.
+
## Gift Them Their Misfortune
*1st Level Necromancy*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V, S, M *(Ointment of your own making.)*
**Duration:** Instantaneous
-When you are missing hit points, suffer 1 damage as you smear the wound with bewitched ointments of your own make. Then make a melee attack roll to smear the blood-oil produced on another creature. On a hit, if the attack roll also beat the creature's Constitution defence, then the creature loses twice the hit points that you have lost.
+*You pass your misfortune on to another.*
+
+When you are missing Stamina, you can choose to suffer 1 damage as you smear the wound with bewitched ointments of your own make.
+
+Make an unarmed melee attack roll to smear the blood-oil produced on another creature. If the attack hits, add your spellcasting attribute modifier to the d20 of the attack roll, if that total hits the target's Constitution defence, then the creature loses twice the Stamina that you have lost.
+
+## Inflict Wounds
+*1st Level Necromancy*
+**Casting Time:** 2 Actions
+**Range:** Touch
+**Components:** V, S
+**Duration:** Instantaneous
+
+*Touching the body of the other, you cause their flesh to rot.*
+
+Make a melee necromancy attack against a creature you can reach. On a hit, the target takes 3d10 decay damage.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, the damage increases by 1d10 for each point of mana above the 1st.
## Nail to Them the Nomad's Curse
*1st Level Necromancy (Ritual)*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V, S, M *(A list of wrongs committed by the target, which the spell consumes, and one nail.)*
**Duration:** Special
-Write upon a sheet of parchment the wrongs that a creature has committed, nail them to its home or lair and make a spell attack roll vs the creature's Wisdom defence. On a hit, for every wrong written, the creature will be unable to return to its home and unable to rest anywhere else.
+*You prevent a creature from returning to their home.*
+
+Write upon a sheet of parchment the wrongs that a creature has committed, nail them to its home or lair and make a necromancy attack roll vs the creature's Charisma defence. On a hit, for every wrong written, the creature will be unable to return to its home and unable to rest anywhere else.
+
+Each day at dawn, one of the wrongs disappears. Creatures who are unable to rest due to this curse suffer one level of exhaustion at the dawn of every day and cannot rest to regain Stamina.
+
+Each day at dusk, the creature may attempt a Charisma defence check vs your necromancy spell skill to throw off the curse.
+
+## Ray of Sickness
+*1st Level Necromancy*
+**Casting Time:** 2 Actions
+**Range:** 60 Feet
+**Components:** V, S
+**Duration:** Instantaneous
+
+*With a ray of greenish energy, you bring about a wave of sickness in a creature.*
-Each day at dawn, one of the wrongs disappears. Creatures who are unable to rest due to this curse suffer one level of exhaustion at the dawn of every day and cannot rest to regain hit points.
+Make a ranged necromancy attack against a creature that you can see within range. On a hit, the target takes 2d8 poison damage. Additionally, if the attack hits the target's Constitution defense, it is also [Poisoned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Poisoned/) until the end of your next turn.
-Each day at dusk, the creature may attempt a Charisma defence check to throw off the curse.
+**At Higher Levels.** When you cast this spell using 2 or more mana, the damage increases by 1d8 for each point of mana above the 1st.
diff --git a/Spells/1/Restoration/index.md b/Spells/1/Restoration/index.md
index 5383a873f..2d27c0615 100644
--- a/Spells/1/Restoration/index.md
+++ b/Spells/1/Restoration/index.md
@@ -3,8 +3,18 @@ title: Restoration
parent: Level 1
grand_parent: Spells
---
+## Bedrest
+*1st Level Restoration (Ritual)*
+**Casting Time:** 1 Minute
+**Range:** Touch
+**Components:** V, S
+**Duration:** Instantaneous
+
+*Through calming words or healing touch, you help others recover from their fatigue from their adventures.*
+
+A creature you touch recovers up to two levels of exhaustion on its next long rest, instead of the usual one. Additionally, this rest counts as 24 hours of bedrest for the purposes of healing injuries.
-# Restoration
+**At Higher Levels.** When you cast this spell using 2 or more mana, the target recovers one additional level of exhaustion for each point of mana above the 1st.
## Heal
*1st Level Restoration*
diff --git a/Spells/1/Transmutation/index.md b/Spells/1/Transmutation/index.md
index d9464e845..de08ee7b4 100644
--- a/Spells/1/Transmutation/index.md
+++ b/Spells/1/Transmutation/index.md
@@ -6,20 +6,159 @@ grand_parent: Spells
# Transmutation
+## Ant Haul
+*1st Level Transmutation*
+**Casting Time:** 2 Actions
+**Range:** Touch
+**Components:** V, S
+**Duration:** 8 Hours
+
+*You reinforce a creature's frame to bear more weight.*
+
+The target is considered on size category greater for the purposes of [lifting and carrying](https://stormchaserroleplaying.com/stormchaserRPG/Attributes/Strength/#lifting-and-carrying).
+
+## Catapult
+*1st Level Transmutation*
+**Casting Time:** 2 Actions
+**Range:** 60 Feet
+**Components:** S
+**Duration:** Instantaneous
+
+*You are a one-person siege engine, hurling objects toward obstacles or foes.*
+
+Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, make a transmutation attack vs that creature's Dexterity defence. On a hit, the object strikes the creature and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each point of mana above the 1st.
+
+## Create or Destroy Water
+*1st Level Transmutation*
+**Casting Time:** 2 Actions
+**Range:** 30 Feet (30-foot cube)
+**Components:** V, S, M *(A drop of water if creating water or a few grains of sand if destroying it.)*
+**Duration:** Instantaneous
+
+You either create or destroy water.
+
+**Create Water.** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
+
+**Destroy Water.** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each point of mana beyond the 1st.
+
+## Expeditious Retreat
+*1st Level Transmutation*
+**Casting Time:** 1 Action
+**Range:** Self
+**Components:** V, S
+**Duration:** Sustained, up to 10 minutes
+
+You become [Fleeing](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Fleeing/) for the duration. As long as you are [Fleeing](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Fleeing/), you gain a +10-foot bonus to all your Speeds for the duration. You immediately [Stride](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Stride/).
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, you gain an additional 10-foot bonus to your speed for each point of mana above the 1st.
+
## Feather Fall
*1st Level Transmutation*
-**Casting Time:** 1 Free Action
+**Casting Time:** Free Action
**Range:** 60 Feet
**Components:** V, M *(A small feather or piece of down.)*
**Duration:** 1 Minute
-When you or a creature within 60 feet of you fell within the last round, you may choose up to five fallen creatures within range. From the moment that the target fell, its rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
+*You cause the air itself to arrest a fall.*
-## Lesser Darkvision
+Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage, can land on its feet, and the spell ends for that creature.
+
+This spell automatically triggers when a friendly creature would take falling damage, with the following exceptions: on your turn, or when you roll initiative, you may declare a specific trigger for this spell, or not to use it at all.
+
+**At Higher Levels.** When you cast this spell using 3 or more mana, targets can move horizontally 1 foot for every 1 foot they descend.
+
+## Goodberry
+*1st Level Transmutation (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** Touch
+**Components:** V, S, M *(One ripe berry.)*
+**Duration:** 10 Minutes
+
+*"No, these aren't poisonous... anymore."*
+
+You imbue one ripe berry with with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6 + 4 stamina. A berry not consumed during the duration withers away. Every six goodberries consumed give as much nourishment as one square meal for a typical human.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, for each point of mana beyond the 1st you can target an additional berry and a creature can consume an additional goodberry from the same casting with a single Interact action.
+
+## Jump
*1st Level Transmutation*
+**Casting Time:** 1 Action
+**Range:** Self
+**Components:** V, S, M *(A grasshopper's hind leg.)*
+**Duration:** Instantaneous
+
+*Your legs surge with strength, ready to leap high and far.*
+
+You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action.
+
+**At Higher Levels.** When you cast this spell using 3 mana or more, the range becomes touch and the duration becomes 1 minute, allowing the target to jump as described whenever it takes the Leap action.
+
+## Lesser Darkvision
+*1st Level Transmutation (Ritual)*
**Casting Time:** 1 Minute
**Range:** Self
**Components:** S
-**Duration:** Concentration, up to 8 hours
+**Duration:** 8 Hours
+
+*You can see in the dark, but don't venture out during the daytime.*
+
+You kneel down and meditate for one minute - adjusting to the darkness. After completing this meditation, your eyes have a slight glow and you are granted the ability to see in the dark. For the duration, you have [Darkvision](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/Special/#darkvision) out to a range of 60 feet. If exposed to bright light, you must make a DC 10 concentration check in order to maintain the spell.
+
+## Longstrider
+*1st Level Transmutation*
+**Casting Time:** 2 Actions
+**Range:** Touch
+**Components:** V, S, M *(A pinch of dirt.)*
+**Duration:** 1 Hour
+
+*You lengthen the stride of a creature. Your dwarven friend can now travel a little better over cross-country.*
+
+You touch one willing creature and its speed increases by 10 feet until the spell ends.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, you can target one additional creature for each point of mana above the 1st and the duration increases to 8 hours.
+
+## Lubricate
+*1st Level Transmutation*
+**Casting Time:** 2 Actions
+**Range:** 30 Feet
+**Components:** V, S, M *(A bit of pork rind or butter)*
+**Duration:** Sustained, up to 1 Minute
+
+*You cover the skin of a creature in a slippery substance.*
+
+Make a transmutation attack vs the Dexterity defence of a creature in range. On a hit, the target is covered in grease until the spell ends and the following apply to the target:
+* Attempts to [Grapple](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Grapple/) the target and attempts made by the target to [Grapple](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Grapple/) another creature gain have -1d.
+* Attempts to [Disarm](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Disarm/) the target have +1d.
+* The target has +1d to [Escape](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Escape/).
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, you can target one additional creature for each point of mana above the 1st.
+
+## Magnify Gravity
+*1st Level Transmutation*
+**Casting Time:** 2 Actions
+**Range:** 60 Feet (10-foot radius sphere)
+**Components:** V, S, M *(A pinch of dirt.)*
+**Duration:** 1 Round
+
+*That magical force that keeps us attached to the ground becomes stronger in a small area.*
+
+The gravity in a 10-foot radius sphere centered on a point you can see within range increases for a moment. Make a transmutation attack vs the Strength defence for each creature in the sphere. On a hit, a creature takes 2d8 energy damage and its speed is halved until the end of its next turn. On a miss, a creature takes half as much damage and suffers no reduction to its speed.
+
+Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check vs your transmutation spell skill to pick up or move.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, the damage increases by 1d8 for each point of mana above the 1st.
+
+## Purify Food and Drink
+*1st Level Transmutation (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** 10 Feet (5-foot radius sphere)
+**Components:** V, S
+**Duration:** Instantaneous
+
+*You make food and drink safe to consume.*
-You kneel down and meditate for one minute - adjusting to the darkness. After completing this meditation, your eyes have a slight glow and you are granted the ability to see in the dark. For the duration, you have darkvision out to a range of 60 feet. If exposed to direct sunlight, you must make a DC 10 concentration check in order to maintain the spell.
+All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
diff --git a/Spells/1/Warding/index.md b/Spells/1/Warding/index.md
index 34f2e902c..804bdb551 100644
--- a/Spells/1/Warding/index.md
+++ b/Spells/1/Warding/index.md
@@ -8,73 +8,137 @@ grand_parent: Spells
## Absorb Elements
*1st Level Warding*
-**Casting Time:** 1 Free Action
+**Casting Time:** 1 Action
**Range:** Self
**Components:** S
**Duration:** 1 Round
-The spell captures some of the incoming energy from acid, cold, fire, lightning, or thunder damage that you took within the last round, lessening its effect on you and storing it for your next melee attack. You recover half of the hit points that you have lost to damage of the chosen damage type since the end of your last turn. Also, the first time that you hit with a melee attack within the next round, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
+*You capture incoming energy, lessening its effect and storing it for an attack of your own.*
+
+You gain resistance to elemental damage for the duration. If you took damage of these types within the last round, you recover half the stamina that you lost.
-**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
+If you absorb damage using this spell, then the first time that you hit with a melee or ranged attack on your next turn, the target takes an extra 1d6 damage of the triggering type and the spell ends.
-## Bedrest
+**At Higher Levels.** When you cast this spell using 2 or more mana, for each point of mana above the 1st you gain an additional instance of resistance and the extra damage increases by 1d6.
+
+## Alarm
*1st Level Warding (Ritual)*
**Casting Time:** 1 Minute
-**Range:** Touch
-**Components:** V, S
-**Duration:** Instantaneous
+**Range:** 30 Feet
+**Components:** V, S, M *(A tiny bell and a piece of fine silver wire.)*
+**Duration:** 8 Hours
+
+*You set an alarm against unwanted intrusion.*
-A creature you touch recovers up to two levels of exhaustion on its next long rest, instead of the usual one. Additionally, this rest counts as 24 hours of bedrest for the purposes of healing injuries.
+Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
-**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the target recovers one additional level of exhaustion for each slot level above 1st.
+A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
+
+An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
## But I Get Up Again
*1st Level Warding (Ritual)*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self
**Components:** V, S, M *(A whiskey, a vodka, a lager and a cider worth a total of 2 sp, all of which the spellcaster consumes.)*
-**Duration:** 8 hours
+**Duration:** 8 Hours
-Casting this spell reminds you of the good times, preventing anyone or anything from keeping you down. You are immune to the prone condition for the duration, even if you lose consciousness.
+*You are reminded of the good times and the better times, preventing anyone or anything from keeping you down.*
+
+You are immune to the [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/) condition for the duration, even if you lose consciousness.
+
+## Calculated Retribution
+*1st Level Warding*
+**Casting Time:** 1 Action
+**Range:** Self
+**Components:** V, S, M *(An executioner's hood.)*
+**Duration:** Sustained, up to 1 minute
+
+*You surround yourself with a dampening magical field and collect the energy of a foe’s attack to use against them.*
+
+When this spell is cast, you gain resistance to physical damage for the duration. If you are hit by a weapon attack while this spell is active, you gain a retribution charge, wbhich you can choose to spend before the spell ends to deal an additional 2d12 energy damage when you hit with a weapon attack. Once you expend the charge, the spell ends.
## Mage Armour
*1st Level Warding (Ritual)*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V, S, M *(A strip of leather.)*
**Duration:** 8 Hours
-You touch a willing creature and a magical protective force surrounds it until the spell ends. The target gains DR 4 and coverage 11-16. The effects of *mage armour* do not stack with worn armour. The spell ends if you dismiss it as an action.
+*A magical force surrounds you or an ally like a suit of armour.*
+
+Until the spell ends, the target gains DR 4 and coverage 11-16. The effects of this spell do not stack with worn armour. The spell ends if you dismiss it using 1 Action.
-## Shield
+## Protection from Evil and Good
*1st Level Warding*
-**Casting Time:** 1 Free Action
-**Range:** Self
-**Components:** V, S
-**Duration:** 1 Round
+**Casting Time:** 2 Actions
+**Range:** Touch
+**Components:** V, S, M *(Holy water or powdered silver and iron, which the spell consumes.)*
+**Duration:** Sustained, up to 10 minutes
-An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a three-quarters cover and you take no damage from *magic missile*.
+*You protect one against many types of creatures.*
-If you go the entire round without being the target of a *magic missile* or your cover being hit, you reabsorb your magical shield and recover the mana spent to create it.
+Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends and undead.
-## Ward the Evil Eye
+The protection grants several benefits. Creatures of those types have -1d on attack rolls against the target. The target also can't be [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/), [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/), or possessed by them. If the target is already [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/), [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/), or possessed by such a creature, the target has +1d on any new defence checks vs such an effect.
+
+## Sanctuary
*1st Level Warding*
**Casting Time:** 1 Action
+**Range:** 30 Feet
+**Components:** V, S, M *(A small silver mirror.)*
+**Duration:** Sustained, up to 1 minute
+
+*Creatures think twice before attacking those with this spell's protection.*
+
+You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Charisma defence check vs your warding spell skill. On a failed check, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a [Fireball]().
+
+If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
+
+## Shield of Faith
+*1st Level Warding*
+**Casting Time:** 1 Action
+**Range:** 60 feet
+**Components:** V, S, M *(A small parchment with a bit of holy text written on it.)*
+**Duration:** Sustained, up to 10 minutes
+
+*A shimmering shield of divine energy appears to provide additional protection.*
+
+A creature of your choice within range gains a +2 bonus to Strength and Dexterity defence vs melee and ranged attacks for the duration.
+
+## Traveler's Ward
+*1st Level Warding (Ritual)*
+**Casting Time:** 1 Action
**Range:** Touch
+**Components:** V, S, M *(Well-polished ball bearing.)*
+**Duration:** 8 Hours
+
+*A divine eye watches over your pockets.*
+
+Until the spell ends, creatures have -1d on [Sleight of Hand](https://stormchaserroleplaying.com/stormchaserRPG/Skills/SleightofHand/) checks made against the target. If a creature fails a [Sleight of Hand](https://stormchaserroleplaying.com/stormchaserRPG/Skills/SleightofHand/) check to steal from the target, the ward creates a loud noise and a flash of bright light easily heard and seen by creatures within 100 feet.
+
+## Ward the Evil Eye
+*1st Level Warding*
+**Casting Time:** 1 Action
+**Range:** Self
**Components:** V, S
**Duration:** Special
-You must cover one eye in its entirety when you cast this spell. While the eye is covered, you have disadvantage on Wisdom (Perception) checks that rely on sight and on melee and ranged attack rolls.
+*Partially sacrificing your vision, you are guarded from magic by an malevolent force.*
+
+You must cover one eye in its entirety when you cast this spell. While the eye is covered, you have -1d on [Perception](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/) checks that rely on sight and on melee and ranged attack rolls.
For the spell's duration, any hostile creature that attempts to target you with a spell must make a Charisma defence check. On a failure, the creature may not target you with the spell, but must instead target the creature nearest to you. This spell lasts until your eye is uncovered.
## Winter's Ward
*1st Level Warding*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self
**Components:** V,S,M *(A cup of water.)*
**Duration:** 1 hour
-
-A protective frost surrounds you, covering you and your gear. You gain 5 temporary stamina for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
-
-**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, both the temporary stamina and the cold damage increase by 5 for each slot.
+
+*A layer of ice surrounds you, throwing of shards when you are attacked.*
+
+You gain 5 temporary Stamina for the duration. If a creature hits you with a melee attack while you have any of this temporary Stamina remaining, the creature takes 5 cold damage.
+
+**At Higher Levels.** When you cast this spell using 2 or more mana, both the temporary stamina and the cold damage increase by 5 for each point of mana above the 1st.
diff --git a/Spells/1/index.md b/Spells/1/index.md
index 5ce54e8fe..9b323ccac 100644
--- a/Spells/1/index.md
+++ b/Spells/1/index.md
@@ -2,7 +2,7 @@
title: Level 1
parent: Spells
has_children: true
-nav_order: 2
+nav_order: 3
---
# Level 1
diff --git a/Spells/10/index.md b/Spells/10/index.md
index 95ea1c28a..e1561bfc7 100644
--- a/Spells/10/index.md
+++ b/Spells/10/index.md
@@ -2,7 +2,7 @@
title: Level 10
parent: Spells
has_children: true
-nav_order: 11
+nav_order: 12
---
# Level 10
diff --git a/Spells/2/Evocation/index.md b/Spells/2/Evocation/index.md
index 14a3cac38..d586ee0ff 100644
--- a/Spells/2/Evocation/index.md
+++ b/Spells/2/Evocation/index.md
@@ -32,6 +32,25 @@ An undead creature created within or summoned into a desecrated area gains +1 hi
You cannot consecrate/desecrate an area with a similar fixture of a deity other than your own patron. Instead, the spell curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
+## Force Punch
+*2nd Level Evocation*
+**Casting Time:** 2 Actions
+**Range:** Touch
+**Components:** V, S
+**Duration:** Instantaneous
+
+*You strike with pure magical energy.*
+
+Make a melee evocation attack against one creature that you can see within range.
+
+On a hit, the target takes 2d12 energy damage. If your attack roll hits the target's Strength defence, then it is pushed 10 feet away from you in a straight line. The distance pushed is reduced by 5 feet for every size category the target is larger than Medium.
+
+If the target being pushed would be moved into the space of a larger creature or a solid obstacle, its movement stops and it falls prone if your attack roll hit its Dexterity defence.
+
+If the target being pushed would be moved into a creature of its own size or smaller and your attack roll hits the second creature's Dexterity defence, then that creature takes 1d8 bludgeoning damage. If your attack roll hits the second creature's Strength defence, then that creature is pushed back 5 feet as well, with the first target moving into its former space. This forced movement then ends for both creatures and both creatures fall prone if the attack hit their Dexterity defence.
+
+**At Higher Levels.** When you cast this spell using 3 or more mana, the damage increases by 1d12 and the distance pushed by 5 feet for each additional point of mana.
+
## Gust of Wind
*2nd level Evocation*
**Casting Time:** 1 Action
diff --git a/Spells/2/index.md b/Spells/2/index.md
index 209d783f4..6d2f0b9db 100644
--- a/Spells/2/index.md
+++ b/Spells/2/index.md
@@ -2,7 +2,7 @@
title: Level 2
parent: Spells
has_children: true
-nav_order: 3
+nav_order: 4
---
# Level 2
diff --git a/Spells/3/index.md b/Spells/3/index.md
index aaeb8e62b..7f49554cb 100644
--- a/Spells/3/index.md
+++ b/Spells/3/index.md
@@ -2,7 +2,7 @@
title: Level 3
parent: Spells
has_children: true
-nav_order: 4
+nav_order: 5
---
# Level 3
diff --git a/Spells/4/index.md b/Spells/4/index.md
index 2436ef7dd..b3b7fbd72 100644
--- a/Spells/4/index.md
+++ b/Spells/4/index.md
@@ -2,7 +2,7 @@
title: Level 4
parent: Spells
has_children: true
-nav_order: 5
+nav_order: 6
---
# Level 4
diff --git a/Spells/5/index.md b/Spells/5/index.md
index 5dfe8797f..d81f4d1f2 100644
--- a/Spells/5/index.md
+++ b/Spells/5/index.md
@@ -2,7 +2,7 @@
title: Level 5
parent: Spells
has_children: true
-nav_order: 6
+nav_order: 7
---
# Level 5
diff --git a/Spells/6/index.md b/Spells/6/index.md
index 95f6e71e0..9605e5788 100644
--- a/Spells/6/index.md
+++ b/Spells/6/index.md
@@ -2,7 +2,7 @@
title: Level 6
parent: Spells
has_children: true
-nav_order: 7
+nav_order: 8
---
# Level 6
diff --git a/Spells/7/index.md b/Spells/7/index.md
index f009f27fe..7f7a6dfaf 100644
--- a/Spells/7/index.md
+++ b/Spells/7/index.md
@@ -2,7 +2,7 @@
title: Level 7
parent: Spells
has_children: true
-nav_order: 8
+nav_order: 9
---
# Level 7
diff --git a/Spells/8/index.md b/Spells/8/index.md
index 196ca8a3c..b3cd5c6ac 100644
--- a/Spells/8/index.md
+++ b/Spells/8/index.md
@@ -2,7 +2,7 @@
title: Level 8
parent: Spells
has_children: true
-nav_order: 9
+nav_order: 10
---
# Level 8
diff --git a/Spells/9/index.md b/Spells/9/index.md
index 075b9a613..1e55ba7bb 100644
--- a/Spells/9/index.md
+++ b/Spells/9/index.md
@@ -2,7 +2,7 @@
title: Level 9
parent: Spells
has_children: true
-nav_order: 10
+nav_order: 11
---
# Level 9
diff --git a/Spells/Cantrips/Charms/index.md b/Spells/Cantrips/Charms/index.md
index c1db0cc87..cdff7e051 100644
--- a/Spells/Cantrips/Charms/index.md
+++ b/Spells/Cantrips/Charms/index.md
@@ -8,40 +8,39 @@ grand_parent: Spells
## Encode Thoughts
*Charms Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self
**Components:** S
**Duration:** Up to 8 hours
+*Your thoughts, or possibly those of others, are made tangible.*
+
Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.
If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.
Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, the duration increases to 24 hours.
+
## Friends
*Charms Cantrip*
-*Casting Time:* 1 Action
+*Casting Time:* 2 Actions
**Range:** Self
**Components:** S, M *(A small amount of makeup applied to the face as this spell is cast.)*
**Duration:** Concentration, up to 1 minute
-For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realises that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM's discretion), depending on the nature of your interaction with it.
+For the duration, you have +1d on all Charisma checks directed at one creature of your choice that isn't hostile towards you. When the spell ends, the creature realises that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM's discretion), depending on the nature of your interaction with it.
+
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, the duration increases to 10 minutes.
## Mind Sliver
*Charms Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 60 Feet
**Components:** V
**Duration:** 1 round
-You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. Make a spell attack roll vs the target's Wisdom defence. On a hit, the target takes 1d6 + your spellcasting ability modifier psychic damage and the next attack roll made against the target before the end of your next turn has advantage.
-
-## Vicious Mockery
-*Charms Cantrip*
-**Casting Time:** 1 Action
-**Range:** 60 Feet
-**Components:** V
-**Duration:** Instantaneous
+*You drive a disorienting spike of psychic energy into the mind of a creature.*
-You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), make a spell attack roll vs its Intelligence defence. On a hit, the target takes 1d4 + your spellcasting ability modifier psychic damage and has disadvantage on the next attack roll that it makes before the end of its next turn.
+Make a charm attack vs the Wisdom defence of one creature that you can see within range. On a hit, the target takes 1d6 + your spellcasting ability modifier psychic damage and the next attack roll made against the target before the end of your next turn has +1d.
diff --git a/Spells/Cantrips/Conjuration/index.md b/Spells/Cantrips/Conjuration/index.md
index 724c25476..aefff7902 100644
--- a/Spells/Cantrips/Conjuration/index.md
+++ b/Spells/Cantrips/Conjuration/index.md
@@ -8,71 +8,87 @@ grand_parent: Spells
## Acid Splash
*Conjuration Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 60 Feet
**Components:** V, S
**Duration:** Instantaneous
-You hurl a bubble of acid. Choose one or two creatures that you can see within range. If you choose two, then they must be within 5 feet of each other. Make a spell attack roll vs the target's Dexterity defence. On a hit, the target takes 1d6 + your spellcasting ability modifier acid damage.
+*You hurl a bubble of acid.*
+
+Choose one or two targets that you can see within range. If you choose two, then they must be within 5 feet of each other. Make a conjuration attack roll vs the target's Dexterity defence. On a hit, a target takes 1d6 + your spellcasting ability modifier corrosive damage.
## Create Bonfire
*Conjuration Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 60 Feet
**Components:** V, S
**Duration:** Concentration, up to 1 minute
-You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Make a spell attack roll vs the Dexterity defence of any creature in the bonfire’s space when you cast the spell. On a hit, the creature takes 1d8 fire damage. A creature must also make a Dexterity defence check when it moves into the bonfire’s space for the first time on a turn or ends its turn there. On a failure, the creature takes 1d8 + your spellcasting ability modifier fire damage.
+*You create a bonfire on the ground.*
+
+Until the spell ends, the magic bonfire fills a 5-foot cube on ground that you can see. Make a conjuration attack roll vs the Dexterity defence of any creature in the bonfire’s space when you cast the spell. On a hit, the creature takes 1d8 fire damage. A creature must also make a Dexterity defence check vs your conjuration spell skill when it moves into the bonfire’s space for the first time on a turn or ends its turn there. On a failure, the creature takes 1d8 + your spellcasting ability modifier fire damage.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
## Infestation
**Conjuration Cantrip**
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 30 Feet
**Components:** V, S, M *(A living flea.)*
**Duration:** Instantaneous
-You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature that you can see within range. Make a spell attack roll vs the target's Constitution defence. On a hit, the target takes 1d6 + your spellcasting ability modifier poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks and, if the direction rolled is blocked, the target doesn't move.
+*You cause a cloud of mites, fleas and other parasites to appear momentarily.*
+
+Make a conjuration attack roll vs the Constitution defence of one creature that you can see within range. On a hit, the target takes 1d6 + your spellcasting ability modifier poison damage and moves 5 feet in a random direction, if it can move and its speed is at least 5 feet. Roll a d8 for the direction: 1, north; 2, northeast; 3, east; 4, southeast; 5, south; 6, southwest; 7, west; 8, northwest. This movement does not provoke attacks of opportunity. If the direction rolled is blocked, then the target does not move.
## Mage Hand
*Conjuration Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 30 Feet
**Components:** V, S
**Duration:** 1 Minute
-A spectral, floating hand appears at a point that you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
+*You create a spectral, floating hand to perform various tasks.*
+
+The hand appears at a point that you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you, or if you cast this spell again.
-You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
+You can use 2 actions to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry more than 10 pounds.
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, the weight limit increases to 20 pounds.
+
## Poison Spray
*Conjuration Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 10 Feet
**Components:** V, S
**Duration:** Instantaneous
-You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. Make a spell attack roll vs the creature's Constitution defence. On a hit, it takes 1d12 + your spellcasting ability modifier poison damage.
+*A puff of noxious gas sprays from the palm of your hand.*
+
+Make a conjuration attack roll vs the Constitution defence of one creature that you can see within range. On a hit, it takes 1d12 + your spellcasting ability modifier poison damage.
## Produce Flame
*Conjuration Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self
**Components:** V, S
**Duration:** 10 Minutes
-A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
+*A flickering flame appears in your hand - useful for providing light or attacking your enemies.*
-You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 + your spellcasting ability modifier fire damage.
+You summon a flame in the palm of your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as a free action, or if you cast it again.
+
+You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as 2 actions on a later turn, you can hurl the flame at a target within 30 feet of you. Make a ranged conjuration attack. On a hit, the target takes 1d8 + your spellcasting ability modifier fire damage.
## Sword Burst
*Conjuration Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self (5-Foot Radius)
**Components:** V
**Duration:** Instantaneous
-You create a momentary circle of spectral blades that sweep around you. Make spell attack rolls vs all other creatures within 5 feet of you. On a hit, they take 1d6 + your spellcasting ability modifier force damage.
+*You create a momentary circle of spectral blades that sweep around you.*
+
+Make conjuration attack rolls vs the Dexterity defence of all other creatures within 5 feet of you. On a hit, they take 1d6 + your spellcasting ability modifier energy damage.
diff --git a/Spells/Cantrips/Divination/index.md b/Spells/Cantrips/Divination/index.md
index 429685e5e..1e7981f85 100644
--- a/Spells/Cantrips/Divination/index.md
+++ b/Spells/Cantrips/Divination/index.md
@@ -8,12 +8,16 @@ grand_parent: Spells
## Guidance
*Divination Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V, S
**Duration:** Concentration, up to 1 minute
-You touch one willing creature. Once before the spell ends, the target benefits from advantage on an ability check of its choice. The spell then ends.
+*You aid someone by providing them a touch of divine guidance.*
+
+You touch one willing creature. Once before the spell ends, the target has +1d on a skill check of its choice. The spell then ends.
+
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, the spell can affect a second roll within the duration.
## True Strike
*Divination Cantrip*
@@ -22,4 +26,10 @@ You touch one willing creature. Once before the spell ends, the target benefits
**Components:** S
**Duration:** Concentration, up to 1 round
-You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
+*A glimpse into the future ensures your next blow strikes true.*
+
+You point a finger at a target in range. You have +1d on your next attack roll against that target, provided that this spell hasn't ended.
+
+The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.
+
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, the duration increases to 2 rounds.
diff --git a/Spells/Cantrips/Evocation/index.md b/Spells/Cantrips/Evocation/index.md
index 2cb92e54f..f02d012cd 100644
--- a/Spells/Cantrips/Evocation/index.md
+++ b/Spells/Cantrips/Evocation/index.md
@@ -8,141 +8,181 @@ grand_parent: Spells
## Booming Blade
*Evocation Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self
**Components:** S, M *(A melee weapon.)*
**Duration:** 1 round
-You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 + your spellcasting ability modifier thunder damage and the spell ends.
+*You cause your weapon to be sheathed in booming energy.*
+
+You brandish the weapon used in the spell’s casting and make a melee weapon attack with it against one target. On a hit, the target suffers the weapon attack’s normal effects and becomes surrounded by thunderous energy. If the target willingly moves 5 feet or more before the beginning of your next turn, the target takes 1d8 + your spellcasting ability modifier sonic damage and the spell ends.
+
+When you gain the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, the melee attack deals an extra 1d8 sonic damage on a hit, and the damage the target take for moving increases to 2d8 + your spellcasting attribute modifier.
## Dancing Lights
*Evocation Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 120 Feet
**Components:** V, S, M *(A bit of phosphorus or wychwood, or a glowworm.)*
**Duration:** Concentration, up to 1 minute
+*You create a handful of small lights that bob through the air.*
+
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
-As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
+As an action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
+
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, the number of lights created increases to 8.
## Eldritch Blast
*Evocation Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 120 Feet
**Components:** V, S
**Duration:** Instantaneous
-A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 + your spellcasting ability modifier force damage.
+*A beam of crackling energy bestowed upon you by your patron streaks toward your foe.*
+
+Make a ranged evocation attack against a target that you can see within range. On a hit, the target takes 1d10 + your spellcasting ability modifier damage - type of damage is determine by your choice of patron.
+
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, instead of this spell dealing one additional die of damage, you make an additional ranged evocation attack. This second attack can be at the same target or a different target within range.
## Fire Bolt
*Evocation Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 120 Feet
**Components:** V, S
**Duration:** Instantaneous
-You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 + your spellcasting ability modifier fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
+*You hurl a mote of fire.*
+
+Make a ranged evocation attack against a target that you can see within range. On a hit, the target takes 1d10 + your spellcasting ability modifier fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
## Frostbite
*Evocation Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 60 Feet
**Components:** V, S
**Duration:** Instantaneous
-You cause numbing frost to form on one creature that you can see within range. Make a spell attack roll vs the target's Constitution defence. On a hit, the target takes 1d6 + your spellcasting ability modifier cold damage and has disadvantage on the next weapon attack roll that it makes before the end of its next turn.
+*You cause numbing frost to form.*
+
+Make an evocation attack roll vs the Constitution defence of one creature that you can see within range. On a hit, the target takes 1d6 + your spellcasting ability modifier cold damage and has -1d on the next weapon attack roll that it makes before the end of its next turn.
## Green-Flame Blade
*Evocation Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self
**Components:** S, M *(A melee weapon.)*
**Duration:** Instantaneous
-You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature. On a hit, the target suffers the weapon attack’s normal effects and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
+*Your weapon is covered in a green flame that can leap to another nearby foe.*
+
+You brandish the weapon used in the spell’s casting and make a melee weapon attack with it against one creature. On a hit, the target suffers the weapon attack’s normal effects and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
+
+When you gain the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, the target of the melee attack takes an additional 1d8 fire damage on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier.
## Light
*Evocation Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V, M *(A firefly or phosphorescent moss.)*
**Duration:** 1 Hour
+*You cause an object to shine brightly and illuminate your surroundings.*
+
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
-If you target an object held or worn by a hostile creature, you must hit with a spell attack roll vs that creature's Dexterity defence. Otherwise the creature avoids the spell.
+If you target an object held or worn by a hostile creature, you must hit with an evocation attack roll vs that creature's Dexterity defence. Otherwise the creature avoids the spell.
You can create a permanent light by casting this spell on the same object every day for one year.
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, the radius which the light is shed is increased to 40 feet for both the bright and dim light.
+
## Lightning Lure
*Evocation Cantrip*
-**Casting Time:** 1 Action
-**Range:** Self (15-Foot Radius)
+**Casting Time:** 2 Actions
+**Range:** 15 Feet
**Components:** V
**Duration:** Instantaneous
-You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. Make a spell attrack roll vs the target's Strength defence. On a hit, it is pulled up to 10 feet in a straight line towards you and then takes 1d8 + your spellcasting ability modifier lightning damage if it is within 5 feet of you.
+*You create a rope of lightning that pulls your target closer to you then delivers a shock them.*
+
+Make an evocation attack roll vs the Strength defence of one target that you can see within range. On a hit, it is pulled up to 10 feet in a straight line towards you and then takes 1d8 + your spellcasting ability modifier electric damage if it is within 5 feet of you.
## Ray of Frost
*Evocation Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 60 Feet
**Components:** V, S
**Duration:** Instantaneous
-A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 + your spellcasting ability modifier cold damage, and its speed is reduced by 10 feet until the start of your next turn.
+*A frigid beam of blue-white light slows down attackers.*
+
+Make a ranged evocation attack against a target that you can see within range. On a hit, it takes 1d8 + your spellcasting ability modifier cold damage, and its speed is reduced by 10 feet until the start of your next turn.
## Sacred Flame
*Evocation Cantrip*
-*Casting Time:* 1 Action
+*Casting Time:* 2 Actions
**Range:** 60 Feet
**Components:** V, S
**Duration:** Instantaneous
-Flame-like radiance descends on a creature that you can see within range. Make a spell attack roll vs the target's Dexterity defence. On a hit, the target takes 1d8 + your spellcasting ability modifier radiant damage. The target gains no benefit from cover for this attack.
+*Flame-like radiance descends from the heavens.*
+
+Make an evocation attack roll vs the Dexterity defence of a target that you can see within range. On a hit, the target takes 1d8 + your spellcasting ability modifier sacred damage. The target gains no benefit from cover for this attack.
## Shock
*Evocation Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 120 feet
**Components:** V, S
**Duration:** Instantaneous
-You hurl a spark of lightning at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 + your spellcasting ability modifier lightning damage.
+*You hurl a spark of lightning at a creature or object.*
+
+Make a ranged evocation attack against a target that you can see within range. On a hit, the target takes 1d10 + your spellcasting attribute modifier electric damage.
## Shocking Grasp
*Evocation Cantrip*
-*Casting Time:* 1 Action
+*Casting Time:* 2 Actions
**Range:** Touch
**Components:** V, S
**Duration:** Instantaneous
-Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 + your spellcasting ability modifier lightning damage, and it can’t take reactions until the start of its next turn.
+*Reaching out, you deliver a jolt to the system of a creature causing them to sieze up and allowing you to slip away.*
+
+Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee evocation attack against a target that you see within range. You have +1d on the attack roll if the target is wearing armour made of metal. On a hit, the target takes 1d8 + your spellcasting ability modifier electric damage, and it can’t make attacks of opportunity or take other free actions until the start of its next turn.
## Thunderclap
*Evocation Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 5 Feet
**Components:** S
**Duration:** Instantaneous
-You create a burst of thunderous sound that can be heard up to 100 feet away. Make a spell attack roll vs the Constitution defence of each creature other than you within range. On a hit, the creatures takes 1d6 + your spellcasting ability modifier thunder damage.
+*You emit a burst of thunderous energy.*
+
+Make an evocation attack roll vs the Constitution defence of each creature other than you within range. On a hit, a creature takes 1d6 + your spellcasting ability modifier sonic damage. The sound from this spell can be heard up to 100 feet away.
## Touch of Combustion
*Evocation Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V, S, M
**Duration:** Instantaneous
-Make a melee spell attack against the target. On a hit, the target ignites in a violent burst of flame, dealing 1d6 + your spellcasting ability modifier points of fire damage and setting the target on fire. On your next turn, make a spell attack roll vs the Dexterity defence of all creatures adjacent to the original target. On a hit, they take 1d4 points of fire damage.
+*You set a creature alight with fire that can spread to others.*
+
+Make a melee evocation attack against a target you can see within range. On a hit, the target ignites in a violent burst of flame, dealing 1d6 + your spellcasting ability modifier fire damage and setting the target on fire. On your next turn, make an evocation attack vs the Dexterity defence of all creatures adjacent to the original target. On a hit, they take 1d4 fire damage.
## Word of Radiance
*Evocation Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 5 Feet
**Components:** V, M *(A holy symbol.)*
**Duration:** Instantaneous
-You utter a divine word, and burning radiance erupts from you. Make a spell attack roll vs the Dexterity defence of each creature of your choice that you can see within range. On a hit, the creature takes 1d6 + your spellcasting ability modifier radiant damage.
+*You utter a divine word and burning radiance erupts from you.*
+
+Make an evocation attack roll vs the Dexterity defence of each creature of your choice within range. On a hit, a creature takes 1d6 + your spellcasting ability modifier sacred damage.
diff --git a/Spells/Cantrips/Illusion/index.md b/Spells/Cantrips/Illusion/index.md
index 00f44c61d..58f7ee123 100644
--- a/Spells/Cantrips/Illusion/index.md
+++ b/Spells/Cantrips/Illusion/index.md
@@ -8,15 +8,19 @@ grand_parent: Spells
## Minor Illusion
*Illusion Cantrip*
-*Casting Time:* 1 Action
+**Casting Time:** 1 Action
**Range:** 30 Feet
**Components:** S, M *(A bit of fleece.)*
**Duration:** 1 Minute
-You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
+*You create a small illusory object or sound.*
+
+You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it using an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object (such as a chair, muddy footprints, or a small chest) it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
-If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
+If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful [Investigation](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Investigation/) check vs your illusion spell skill. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
+
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, the distance is increased to 60 feet if used to create a sound, and the maximum size of the illusion increases to 10 feet for image of an object create.
diff --git a/Spells/Cantrips/Necromancy/index.md b/Spells/Cantrips/Necromancy/index.md
index e93292323..59b127f57 100644
--- a/Spells/Cantrips/Necromancy/index.md
+++ b/Spells/Cantrips/Necromancy/index.md
@@ -6,16 +6,18 @@ grand_parent: Spells
# Necromancy
-## Chill Touch
+## Lich Slap
*Necromancy Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 120 Feet
**Components:** V, S
**Duration:** 1 round
-You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 + your spellcasting ability modifier necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.
+*You create a ghostly, skeletal hand that assails a creature with the chill of the grave.*
+
+Make a ranged necromancy attack against a creature that you can see within range. On a hit, the target takes 1d8 + your spellcasting attribute modifier decay damage and cannot regain Stamina until the start of your next turn. Until then, the hand clings to the target.
-If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
+If you hit an undead target, it also has -1d on attack rolls against you until the end of your next turn.
## Sapping Sting
*Necromancy Cantrip*
@@ -24,13 +26,17 @@ If you hit an undead target, it also has disadvantage on attack rolls against yo
**Components:** V, S
**Duration:** Instantaneous
-You sap the vitality of one creature you can see in range. Make a spell attack roll vs the target's Constitution defence. On a hit, the target takes 1d4 + your spellcasting ability modifier necrotic damage and falls prone.
+*You sap the vitality of a creature.*
+
+Make a necromancy attack roll vs the Constitution defence of a target that you can see within range. On a hit, the target takes 1d4 + your spellcasting ability modifier profane damage and falls [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/).
## Toll the Dead
*Necromancy Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 60 Feet
**Components:** V, S
**Duration:** Instantaneous
-You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. Make a spell attack roll vs the target's Wisdom defence. On a hit, the target takes 1d8 + your spellcasting ability modifier necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
+*The sound of dolorous bells around a creature, for a momnet.*
+
+You point at one creature that you can see within range and make a necromancy attack roll vs the target's Wisdom defence. On a hit, the target takes 1d8 + your spellcasting attribute modifier profane damage. If the target is missing any of its Stamina, it instead takes 1d12 + your Spellcasting attribute modifier profane damage.
diff --git a/Spells/Cantrips/Restoration/index.md b/Spells/Cantrips/Restoration/index.md
index 01669d719..02324151c 100644
--- a/Spells/Cantrips/Restoration/index.md
+++ b/Spells/Cantrips/Restoration/index.md
@@ -8,9 +8,13 @@ grand_parent: Spells
## Spare the Dying
*Restoration Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V, S
**Duration:** Instantaneous
-You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
+*Your touch keeps others from succumbing to their wounds.*
+
+You touch a living creature that has 0 Stamina. The creature is no longer [Dying](https://stormchaserroleplaying.com/stormchaserRPG/General/Stamina/Conditions/#dying). This spell has no effect on undead or constructs.
+
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, the range is increased to 10 feet.
diff --git a/Spells/Cantrips/Transmutation/index.md b/Spells/Cantrips/Transmutation/index.md
index 14497d82b..aecf404f3 100644
--- a/Spells/Cantrips/Transmutation/index.md
+++ b/Spells/Cantrips/Transmutation/index.md
@@ -8,12 +8,15 @@ grand_parent: Spells
## Control Flames
*Transmutation Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 60 Feet
**Components:** S
**Duration:** Instantaneous or 1 hour (see below)
+*Flames bend to you your will.*
+
You choose a non-magical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
+
* You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
* You instantaneously extinguish the flames within the cube.
* You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
@@ -21,39 +24,53 @@ You choose a non-magical flame that you can see within range and that fits withi
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, the cube of fire that can be controlled is increased to 10 feet.
+
## Druidcraft
*Transmutation Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 30 Feet
**Components:** V, S
**Duration:** Instantaneous
-Whispering to the spirits of nature, you create one of the following effects within range:
+*Whispering to the spirits of nature, you can perform a minor manipulation to your environment.*
+
+You create one of the following effects within range:
+
* You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
* You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
* You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
* You instantly light or snuff out a candle, a torch, or a small campfire.
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, the spell's range increases to 60 feet.
+
## Gust
*Transmutation Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 30 feet
**Components:** V, S
**Duration:** Instantaneous
-You seize the air and compel it to create one of the following effects at a point you can see within range:
-* Make a spell attack roll vs the Strength defence of one Medium or smaller creature within range. On a hit, the creature is either pushed up to 5 feet away from you or knocked prone.
+*You seize the air and compel it push creatures and objects.*
+
+You create one of the following effects at a point that you can see within range:
+
+* Make a transmutation attack roll vs the Strength defence of one Medium or smaller creature within range. On a hit, the creature is either pushed up to 5 feet away from you or knocked [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/).
* You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
* You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, the distance that you can push a creature or object is increased by 5 feet.
+
## Magic Stone
*Transmutation Cantrip*
-**Casting Time:** 1 Bonus Action
+**Casting Time:** 1 Action
**Range:** Touch
**Components:** V, S
**Duration:** 1 Minute
-You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.
+*You imbue small stones with magic making them more potent for striking.*
+
+You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged transmutation attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.
If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.
@@ -64,28 +81,38 @@ If you cast this spell again, the spell ends on any pebbles still affected by yo
**Components:** V, S, M *(Two lodestones.)*
**Duration:** Instantaneous
+*You repair a small tear or break in an object - does not work on broken hearts.*
+
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, the size of the break or tear that you can mend increases to 2 feet.
+
## Message
*Transmutation Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 120 Feet
**Components:** V, S, M *(A short piece of copper wire.)*
**Duration:** 1 Round
-You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
+*You whisper a message that magically finds its way to the ears of another.*
+
+You point your finger toward a creature within range and whisper a message. Only the target hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, the range increases to 240 feet.
+
## Mold Earth
*Transmutation cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 30 Feet
**Components:** S
**Duration:** Instantaneous or 1 hour (see below)
+*Some will move heaven and earth for someone. This spell makes the latter much easier.*
+
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
* If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
@@ -94,14 +121,18 @@ You choose a portion of dirt or stone that you can see within range and that fit
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, the cube of earth that can be controlled increases to 10 feet.
+
## Prestidigitation
*Transmutation Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 10 Feet
**Components:** V, S
**Duration:** Up to 1 hour
-This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
+*This spell is a minor magical trick that novice spellcasters use for practice.*
+
+You create one of the following magical effects within range:
* You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
* You instantaneously light or snuff out a candle, a torch, or a small campfire.
@@ -112,23 +143,30 @@ This spell is a minor magical trick that novice spellcasters use for practice. Y
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, you can create a total of 6 non-instantaneous effects.
+
## Primal Savagery
*Transmutation Cantrip*
-*Casting Time:* 1 Action
+*Casting Time:* 2 Actions
**Range:** Self
**Components:** S
**Duration:** Instantaneous
-You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 + your spellcasting ability modifier acid damage. After you make the attack, your teeth or fingernails return to normal.
+*You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack.*
+
+Make a melee transmutation attack against one creature within 5 feet of you. On a hit, the target takes 1d10 + your spellcasting ability modifier corrosive damage. After you make the attack, your teeth or fingernails return to normal.
## Shape Water
*Transmutation Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 30 Feet
**Components:** S
**Duration:** Instantaneous or 1 hour (see below)
+*You can make the waters dance.*
+
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
+
* You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
* You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
* You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
@@ -136,23 +174,30 @@ You choose an area of water that you can see within range and that fits within a
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, the cube of water that can be controlled increases to 10 feet.
+
## Shillelagh
*Transmutation Cantrip*
-**Casting Time:** 1 Bonus Action
+**Casting Time:** 1 Action
**Range:** Touch
**Components:** V, S, M *(Mistletoe, a shamrock leaf and a club or quarterstaff.)*
**Duration:** 1 Minute
+*"Get stick!"*
+
The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
## Thaumaturgy
*Transmutation Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 30 Feet
**Components:** V
**Duration:** Up to 1 Minute
-You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
+*You manifest a minor wonder, a sign of supernatural power.*
+
+You create one of the following magical effects within range:
+
* Your voice booms up to three times as loud as normal for 1 minute.
* You cause flames to flicker, brighten, dim, or change color for 1 minute.
* You cause harmless tremors in the ground for 1 minute.
@@ -162,11 +207,15 @@ You manifest a minor wonder, a sign of supernatural power, within range. You cre
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, you can create a total of 6 non-instantaneous effects.
+
## Thorn Whip
*Transmutation Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 30 Feet
**Components:** V, S, M *(The stem of a plant with thorns.)*
**Duration:** Instantaneous
-You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 + your spellcasting ability modifier piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
+*You create a long, vine-like whip covered in thorns that lashes out at your command.*
+
+Make a melee transmutation attack against a target that you can see within range. If the attack hits, the creature takes 1d6 + your spellcasting ability modifier piercing damage, and if the creature is large or smaller, you pull the creature up to 10 feet closer to you.
diff --git a/Spells/Cantrips/Warding/index.md b/Spells/Cantrips/Warding/index.md
index 2b41b439b..06def50da 100644
--- a/Spells/Cantrips/Warding/index.md
+++ b/Spells/Cantrips/Warding/index.md
@@ -8,18 +8,39 @@ grand_parent: Spells
## Blade Ward
*Warding Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self
**Components:** V, S
**Duration:** 1 round
-You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
+*You produce a ward that dampens a strike from a weapon.*
+
+You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you gain one instance of resistance against bludgeoning, piercing and slashing damage dealt by weapon attacks.
+
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, the spell's duration increases to 2 rounds.
## Resistance
*Warding Cantrip*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V, S, M *(A miniature cloak.)*
**Duration:** 1 Minute
-You touch one willing creature. The next time before the spell ends that the creature is the target of an attack, roll 1d4 and subtract the number rolled from the attack roll. The spell then ends.
+*You ward a creature against harm.*
+
+Touch one willing creature. The next time before the spell ends that the creature is the target of an attack, that attack roll has -1d. Alternatively, the target has +1d to its next defence check. The spell then ends once one roll is affected.
+
+When you learn the [Potent Cantrips](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/#potent-cantrips) feature, the spell can affect a second roll within the duration.
+
+## Shield
+*Warding Cantrip*
+**Casting Time:** 1 Action
+**Range:** Self
+**Components:** V, S
+**Duration:** 1 Round
+
+*You raise a magical shield of force.*
+
+This counts as using the [Raise Shield](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Raise/) action, giving you a +1 shield bonus vs melee and ranged attacks until the start of your next turn, but it doesn't require a hand to use.
+
+Additionally, until the start of your next turn you take no damage from [Magic Missiles](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Evocation/#magic-missile).
diff --git a/Spells/Cantrips/index.md b/Spells/Cantrips/index.md
index 1dc7ba535..048b4ac87 100644
--- a/Spells/Cantrips/index.md
+++ b/Spells/Cantrips/index.md
@@ -2,7 +2,7 @@
title: Cantrips
parent: Spells
has_children: true
-nav_order: 1
+nav_order: 2
---
# Cantrips
diff --git a/Spells/Lists/Arcane/index.md b/Spells/Lists/Arcane/index.md
new file mode 100644
index 000000000..90cddada6
--- /dev/null
+++ b/Spells/Lists/Arcane/index.md
@@ -0,0 +1,390 @@
+---
+title: Arcane Spell List
+parent: Spell Lists
+grand_parent: Spells
+---
+
+# Arcane Spell List
+
+## Cantrips
+* [Acid Splash]()
+* [Blade Ward]()
+* [Booming Blade]()
+* [Chill Touch]()
+* [Control Flames]()
+* [Create Bonfire]()
+* [Dancing Lights]()
+* [Encode Thoughts]()
+* [Firebolt]()
+* [Friends]()
+* [Frostbite]()
+* [Green-Flame Blade]()
+* [Gust]()
+* [Infestation]()
+* [Lesser Darkvision]()
+* [Lesser Foresight]()
+* [Light]()
+* [Lightning Lure]()
+* [Mage Hand]()
+* [Magic Stone]()
+* [Mending]()
+* [Message]()
+* [Mind Sliver]()
+* [Minor Illusion]()
+* [Mold Earth]()
+* [Poison Spray]()
+* [Prestidigitation]()
+* [Ray of Frost]()
+* [Sapping Sting]()
+* [Shape Water]()
+* [Shocking Grasp]()
+* [Sword Burst]()
+* [Thunderclap]()
+* [Toll the Dead]()
+* [True Strike]()
+
+## Level 1
+* [Absorb Elements]()
+* [Agitate]()
+* [Alarm]()
+* [Alien Arms]()
+* [Ant Haul]()
+* [Arcane Riposte]()
+* [Burning Hands]()
+* [Catapult]()
+* [Cause Fear]()
+* [Chaos Bolt]()
+* [Charm Person]()
+* [Chromatic Orb]()
+* [Color Spray]()
+* [Comprehend Languages]()
+* [Corrosive Stream]()
+* [Corpse Explosion]()
+* [Detect Magic]()
+* [Disguise Self]()
+* [Distort Value]()
+* [Earth Tremor]()
+* [Expeditious Retreat]()
+* [False Life]()
+* [Feather Fall]()
+* [Find Familiar]()
+* [Floating Disk]()
+* [Fog Cloud]()
+* [Force Punch]()
+* [Frost Finger]()
+* [Hidden Item]()
+* [Hideous Laughter]()
+* [Ice Knife]()
+* [Illusory Script]()
+* [Jump]()
+* [Lesser Darkvision]()
+* [Lesser Foresight]()
+* [Longstrider]()
+* [Lubricate]()
+* [Mage Armor]()
+* [Magic Missile]()
+* [Magnify Gravity]()
+* [Oil Slick]()
+* [Protection from Evil and Good]()
+* [Ray of Sickness]()
+* [Shield]()
+* [Silent Image]()
+* [Silvery Barbs]()
+* [Sleep]()
+* [Thunderwave]()
+* [Unseen Servant]()
+* [Winter's Ward]()
+* [Witch Bolt]()
+
+## Level 2
+* [Acid Arrow]()
+* [Aganazzar's Scorcher]() -rename
+* [Air Bubble]()
+* [Alter Self]()
+* [Arcane Lock]()
+* [Arcanist's Magic Aura]()
+* [Binding Ice]()
+* [Blindness/Deafness]()
+* [Blur]()
+* [Borrowed Knowledge]()
+* [Cloud of Daggers]()
+* [Continual Flame]()
+* [Crown of Madness]()
+* [Darkness]()
+* [Darkvision]()
+* [Detect Thoughts]()
+* [Dragon's Breath]()
+* [Dust Devil]()
+* [Earthbind]()
+* [Earthen Grasp]()
+* [Enhance Ability]()
+* [Enlarge/Reduce]()
+* [Enthrall]()
+* [Flaming Sphere]()
+* [Flock of Familiars]()
+* [Gentle Repose]()
+* [Gift of Gab]()
+* [Gust of Wind]()
+* [Hold Person]()
+* [Invisibility]()
+* [Kinetic Jaunt]()
+* [Knock]()
+* [Levitate]()
+* [Locate Object]()
+* [Magic Mouth]()
+* [Magic Weapon]()
+* [Mind Spike]()
+* [Mind Whip]()
+* [Mirror Image]()
+* [Mischief]()
+* [Misty Step]()
+* [Phantasmal Force]()
+* [Pyrotechnics]()
+* [Ray of Enfeeblement]()
+* [Rope Trick]()
+* [Scorching Ray]()
+* [See Invisibility]()
+* [Shadow Blade]()
+* [Shatter]()
+* [Skywrite]()
+* [Snowball Swarm]()
+* [Spider Climb]()
+* [Suggestion]()
+* [Vortex Warp]()
+* [Warding Wind]()
+* [Web]()
+* [Wither and Bloom]()
+
+## Level 3
+* [Animate Dead]()
+* [Arcane Tower]() -rename
+* [Bestow Curse]()
+* [Blink]()
+* [Catnap]()
+* [Clairvoyance]()
+* [Counterspell]()
+* [Dark Hunger]()
+* [Daylight]()
+* [Dispel Magic]()
+* [Erupting Earth]()
+* [Fast Friends]()
+* [Fear]()
+* [Feign Death]()
+* [Fireball]()
+* [Flame Arrows]()
+* [Fly]()
+* [Freedom of the Waves]()
+* [Gaseous Form]()
+* [Glyph of Warding]()
+* [Haste]()
+* [Hypnotic Pattern]()
+* [Incite Greed]()
+* [Inflamed Feet]()
+* [Intellect Fortress]()
+* [Tiny Hut]()
+* [Life Transference]()
+* [Lightning Bolt]()
+* [Magic Circle]()
+* [Major Image]()
+* [Minute Meteors]()
+* [Nondetection]()
+* [Phantom Steed]()
+* [Protection from Energy]()
+* [Remove Curse]()
+* [Sending]()
+* [Sleet Strom]()
+* [Slow]()
+* [Spirit Shroud]()
+* [Stinking Cloud]()
+* [Summon Fey]()
+* [Summon Lesser Demon]()
+* [Summon Shadowspawn]()
+* [Summon Undead]()
+* [Thunder Step]()
+* [Tidal Wave]()
+* [Tiny Servant]()
+* [Tongues]()
+* [Vampiric Touch]()
+* [Wall of Sand]()
+* [Wall of Water]()
+* [Water Breathing]()
+* [Water Walk]()
+
+## Level 4
+* [Arcane Eye]()
+* [Banishment]()
+* [Biting Shadows]()
+* [Black Tentacles]()
+* [Blight]()
+* [Charm Monster]()
+* [Confusion]()
+* [Conjure Minor Elementals]()
+* [Control Water]()
+* [Dimension Door]()
+* [Dominate Beast]()
+* [Elemental Bane]()
+* [Fabricate]()
+* [Faithful Hound]()
+* [Fire Shield]()
+* [Greater Invisibility]()
+* [Ice Storm]()
+* [Locate Creature]()
+* [Phantasmal Killer]()
+* [Polymorph]()
+* [Private Sanctum]()
+* [Psychic Lance]()
+* [Resilient Sphere]()
+* [Secret Chest]()
+* [Speedy Courier]()
+* [Sickening Radiance]()
+* [Stone Shape]()
+* [Stoneskin]()
+* [Storm Sphere]()
+* [Summon Aberration]()
+* [Summon Construct]()
+* [Summon Elemental]()
+* [Summon Greater Demon]()
+* [Vitriolic Sphere]()
+* [Wall of Fire]()
+* [Watery Sphere]()
+
+## Level 5
+* [Animate Objects]()
+* [Arcane Hand]()
+* [Cloudkill]()
+* [Cone of Cold]()
+* [Conjure Elemental]()
+* [Contact Other Plane]()
+* [Control Winds]()
+* [Creation]()
+* [Danse Macabre]()
+* [Dawn]()
+* [Dominate Person]()
+* [Dream]()
+* [Enervation]()
+* [Far Step]()
+* [Freedom of the Winds]()
+* [Geas]()
+* [Hold Monster]()
+* [Immolation]()
+* [Infernal Calling]()
+* [Insect Plague]()
+* [Legend Lore]()
+* [Mislead]()
+* [Modify Memory]()
+* [Negative Energy Flood]()
+* [Passwall]()
+* [Planar Binding]()
+* [Scrying]()
+* [Seeming]()
+* [Skill Empowerment]()
+* [Steel Wind Strike]()
+* [Summon Draconic Spirit]()
+* [Synaptic Static]()
+* [Telekinesis]()
+* [Telepathic Bond]()
+* [Teleportation Circle]()
+* [Transmute Rock]()
+* [Wall of Force]()
+* [Wall of Light]()
+* [Wall of Stone]()
+
+## Level 6
+* [Arcane Gate]()
+* [Chain Lightning]()
+* [Circle of Death]()
+* [Conjure Fey]()
+* [Contingency]()
+* [Create Homunculus]()
+* [Create Undead]()
+* [Disintegrate]()
+* [Eyebite]()
+* [Flesh to Stone]()
+* [Freezing Sphere]()
+* [Globe of Invulnerability]()
+* [Guards and Wards]()
+* [Instant Summons]()
+* [Investiture of Flame]()
+* [Investiture of Ice]()
+* [Investiture of Stone]()
+* [Investiture of Wind]()
+* [Irresistible Dance]()
+* [Magic Jar]()
+* [Mass Suggestion]()
+* [Mental Prison]()
+* [Move Earth]()
+* [Planar Guise]
+* [Platinum Shield]()
+* [Programed Illusion]()
+* [Scatter]()
+* [Soul Cage]()
+* [Summon Fiend]()
+* [Sunbeam]()
+* [Tenser's Transformation]() -rename
+* [True Seeing]()
+* [Wall of Ice]()
+
+## Level 7
+* [Create Magen]()
+* [Crown of Stars]()
+* [Delayed Blast Fireball]()
+* [Draconic Transformation]()
+* [Dream of the Blue Veil]()
+* [Etherealness]()
+* [Finger of Death]()
+* [Fire Storm]()
+* [Forcecage]()
+* [Magician's Sword]
+* [Magnificent Mansion]()
+* [Mirage Arcane]()
+* [Plane Shift]()
+* [Power Word Pain]()
+* [Prismatic Spray]()
+* [Project Image]()
+* [Reverse Gravity]()
+* [Sequester]()
+* [Simulacrum]()
+* [Symbol]()
+* [Teleport]()
+* [Whirlwind]()
+
+## Level 8
+* [Antimagic Field]()
+* [Antipathy/Sympathy]()
+* [Clone]()
+* [Control Weather]()
+* [Demiplane]()
+* [Dominate Monster]()
+* [Earthquake]()
+* [Feeblemind]()
+* [Glibness]()
+* [Horrid Wilting]()
+* [Illusory Dragon]()
+* [Incendiary Cloud]()
+* [Maddening Darkness]()
+* [Maze]()
+* [Mighty Fortress]()
+* [Mind Blank]()
+* [Power Word Stun]()
+* [Sunburst]()
+* [Telepathy]()
+
+## Level 9
+* [Astral Projection]()
+* [Blade of Disaster]()
+* [Foresight]()
+* [Gate]()
+* [Imprisionment]()
+* [Invulnerability]()
+* [Mass Polymorph]()
+* [Meteor Swarm]()
+* [Power Word Kill]()
+* [Prismatic Wall]()
+* [Psychic Scream]()
+* [Shapechange]()
+* [Time Stop]()
+* [True Polymorph]()
+* [Weird]()
+* [Wish]()
+
+## Level 10
diff --git a/Spells/Lists/Divine/index.md b/Spells/Lists/Divine/index.md
new file mode 100644
index 000000000..49bdf4491
--- /dev/null
+++ b/Spells/Lists/Divine/index.md
@@ -0,0 +1,286 @@
+---
+title: Divine Spell List
+parent: Spell Lists
+grand_parent: Spells
+---
+
+# Divine Spell List
+
+## Cantrips
+* [Control Flames]()
+* [Create Bonfire]()
+* [Druidcraft]()
+* [Frostbite]()
+* [Guidance]()
+* [Gust]()
+* [Infestation]()
+* [Light]()
+* [Magic Stone]()
+* [Mending]()
+* [Mold Earth]()
+* [Poison Spray]()
+* [Produce Flame]()
+* [Resistance]()
+* [Sacred Flame]()
+* [Shape Water]()
+* [Shillelagh]()
+* [Spare the Dying]()
+* [Thaumaturgy]()
+* [Thorn Whip]()
+* [Thunderclap]()
+* [Toll the Dead]()
+* [Word of Radiance]()
+
+## Level 1
+* [Absorb Elements]()
+* [Animal Friendship]()
+* [Bane]()
+* [Bedrest]()
+* [Beast Bond]()
+* [Bless]()
+* [Calculated Retribution]()
+* [Ceremony]()
+* [Charm Person]()
+* [Command]()
+* [Compelled Duel]()
+* [Corpse Explosion]()
+* [Create or Destroy Water]()
+* [Detect Evil and Good]()
+* [Detect Magic]()
+* [Detect Poison and Disease]()
+* [Divine Favor]()
+* [Earth Tremor]()
+* [Entangle]()
+* [Faerie Fire]()
+* [Fog Cloud]()
+* [Goodberry]()
+* [Guiding Bolt]()
+* [Heal]()
+* [Heroism]()
+* [Ice Knife]()
+* [Inflict Wounds]()
+* [Jump]()
+* [Lesser Darkvision]()
+* [Longstrider]()
+* [Protection from Evil and Good]()
+* [Purify Food and Drink]()
+* [Sanctuary]()
+* [Searing Smite]()
+* [Shield of Faith]()
+* [Speak with Animals]()
+* [Thunderous Smite]()
+* [Thunderwave]()
+* [Traveler's Ward]()
+* [Wrathful Smite]()
+
+## Level 2
+* [Aid]()
+* [Air Bubble]()
+* [Animal Messenger]()
+* [Augury]()
+* [Barkskin]()
+* [Beast Sense]()
+* [Blindness/Deafness]()
+* [Borrowed Knowledge]()
+* [Branding Smite]()
+* [Calm Emotions]()
+* [Continual Flame]()
+* [Darkvision]()
+* [Dust Devil]()
+* [Earthbind]()
+* [Enhance Ability]()
+* [Find Traps]()
+* [Flame Blade]()
+* [Flaming Sphere]()
+* [Gentle Repose]()
+* [Gust of Wind]()
+* [Healing Spirit]()
+* [Heat Metal]()
+* [Hold Person]()
+* [Lesser Restoration]()
+* [Locate Animals or Plants]()
+* [Locate Object]()
+* [Magic Weapon]()
+* [Moonbeam]()
+* [Pass without Trace]()
+* [Prayer of Healing]()
+* [Protection from Poison]()
+* [Silence]()
+* [Skywrite]()
+* [Spike Growth]()
+* [Spiritual Weapon]()
+* [Summon Beast]()
+* [Warding Bond]()
+* [Warding Wind]()
+* [Wither and Bloom]()
+* [Zone of Truth]()
+
+## Level 3
+* [Animate Dead]()
+* [Aura of Vitality]()
+* [Beacon of Hope]()
+* [Bestow Curse]()
+* [Blinding Smite]()
+* [Call Lightning]()
+* [Clairvoyance]()
+* [Conjure Animals]()
+* [Create Food and Water]()
+* [Crusader’s Mantle]()
+* [Daylight]()
+* [Dispel Magic]()
+* [Elemental Weapon]()
+* [Erupting Earth]()
+* [Fast Friends]()
+* [Feign Death]()
+* [Flame Arrows]()
+* [Freedom of the Waves]()
+* [Glyph of Warding]()
+* [Incite Greed]()
+* [Life Transference]()
+* [Magic Circle]()
+* [Mass Healing Word]()
+* [Meld into Stone]()
+* [Motivational Speech]()
+* [Plant Growth]()
+* [Protection from Energy]()
+* [Remove Curse]()
+* [Revivify]()
+* [Sending]()
+* [Sleet Storm]()
+* [Speak with Dead]()
+* [Speak with Plants]()
+* [Spirit Guardians]()
+* [Spirit Shroud]()
+* [Summon Fey]()
+* [Tidal Wave]()
+* [Tongues]()
+* [Wall of Water]()
+* [Water Breathing]()
+* [Water Walk]()
+* [Wind Wall]()
+
+## Level 4
+* [Aura of Life]()
+* [Aura of Purity]()
+* [Banishment]()
+* [Blight]()
+* [Charm Monster]()
+* [Confusion]()
+* [Conjure Minor Elementals]()
+* [Conjure Woodland Beings]()
+* [Control Water]()
+* [Death Ward]()
+* [Divination]()
+* [Dominate Beast]()
+* [Elemental Bane]()
+* [Freedom of Movement]()
+* [Giant Insect]()
+* [Grasping Vines]()
+* [Guardian of Faith]()
+* [Guardian of Nature]()
+* [Hallucinatory Terrain]()
+* [Ice Storm]()
+* [Locate Creature]()
+* [Polymorph]()
+* [Staggering Smite]()
+* [Stone Shape]()
+* [Stoneskin]()
+* [Summon Elemental]()
+* [Wall of Fire]()
+* [Watery Sphere]()
+
+## Level 5
+* [Antilife Shell]()
+* [Awaken]()
+* [Banishing Smite]()
+* [Circle of Power]()
+* [Commune]()
+* [Commune with Nature]()
+* [Conjure Elemental]()
+* [Contagion]()
+* [Control Winds]()
+* [Dawn]()
+* [Destructive Wave]()
+* [Dispel Evil and Good]()
+* [Flame Strike]()
+* [Freedom of the Winds]()
+* [Geas]()
+* [Greater Restoration]()
+* [Hallow]()
+* [Holy Weapon]()
+* [Insect Plague]()
+* [Legend Lore]()
+* [Maelstrom]()
+* [Mass Cure Wounds]()
+* [Planar Binding]()
+* [Raise Dead]()
+* [Reincarnate]()
+* [Scrying]()
+* [Summon Celestial]()
+* [Summon Draconic Spirit]()
+* [Transmute Rock]()
+* [Tree Stride]()
+* [Wall of Stone]()
+* [Wrath of Nature]()
+
+## Level 6
+* [Blade Barrier]()
+* [Bones of the Earth]()
+* [Conjure Fey]()
+* [Create Undead]()
+* [Druid Grove]()
+* [Find the Path]()
+* [Forbiddance]()
+* [Harm]()
+* [Major Heal]()
+* [Heroes' Feast]()
+* [Investiture of Flame]()
+* [Investiture of Ice]()
+* [Investiture of Stone]()
+* [Investiture of Wind]()
+* [Move Earth]()
+* [Planar Ally]()
+* [Primordial Ward]()
+* [Sunbeam]()
+* [Transport via Plants]()
+* [True Seeing]()
+* [Wall of Thorns]()
+* [Wind Walk]()
+* [Word of Recall]()
+
+## Level 7
+* [Conjure Celestial]()
+* [Divine Word]()
+* [Draconic Transformation]()
+* [Etherealness]()
+* [Fire Storm]()
+* [Mirage Arcane]()
+* [Plane Shift]()
+* [Regenerate]()
+* [Resurrection]()
+* [Reverse Gravity]()
+* [Symbol]()
+* [Temple of the Gods]()
+* [Whirlwind]()
+
+## Level 8
+* [Animal Shapes]()
+* [Antimagic Field]()
+* [Antipathy/Sympathy]()
+* [Control Weather]()
+* [Earthquake]()
+* [Feeblemind]()
+* [Holy Aura]()
+* [Sunburst]()
+* [Tsunami]()
+
+## Level 9
+* [Astral Projection]()
+* [Foresight]()
+* [Gate]()
+* [Mass Major Heal]()
+* [Shapechange]()
+* [Storm of Vengeance]()
+* [True Resurrection]()
+
+## Level 10
diff --git a/Spells/Lists/index.md b/Spells/Lists/index.md
new file mode 100644
index 000000000..906fc10fc
--- /dev/null
+++ b/Spells/Lists/index.md
@@ -0,0 +1,8 @@
+---
+title: Spell Lists
+parent: Spells
+has_children: true
+nav_order: 1
+---
+
+# Spell Lists
diff --git a/Spells/Resurrection/index.md b/Spells/Resurrection/index.md
index 4d1769b82..6289701b4 100644
--- a/Spells/Resurrection/index.md
+++ b/Spells/Resurrection/index.md
@@ -1,7 +1,7 @@
---
title: Resurrection Rules
parent: Spells
-nav_order: 12
+nav_order: 13
---
# Resurrection Rules
diff --git a/Spells/index.md b/Spells/index.md
index 92a91f678..72b302bcc 100644
--- a/Spells/index.md
+++ b/Spells/index.md
@@ -5,4 +5,4 @@ nav_order: 10
---
# Spells
-This section describes spells in the Stormchaser RPG. It contains spell descriptions, presented by spell level, school of magic and then in alphabetical order by the name of the spell.
+This section describes spells in the Stormchaser RPG. It contains the arcane and divine spell lists, followed by spell descriptions, presented by spell level, school of magic and then in alphabetical order by the name of the spell.
diff --git a/Talents/Barbarian/RagePowers/index.md b/Talents/Barbarian/RagePowers/index.md
index e66ee5cfb..fa2f56980 100644
--- a/Talents/Barbarian/RagePowers/index.md
+++ b/Talents/Barbarian/RagePowers/index.md
@@ -6,296 +6,321 @@ nav_order: 1
---
# Rage Powers
-Any barbarian who meets a power's prerequisites can select and use a rage power. Totem rage powersgrant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers. For example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with "dragon totem" in its title).
+Any barbarian who meets a power's prerequisites can select and use a rage power. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers. For example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with "dragon totem" in its title).
## Ancestral Guidance
-#### **Rage Point Cost:** 1 Point
-When the barbarian is raging and makes a skill check, they may spend a rage point for +1d on the check.
+#### **Cost:** 5 Character Points
**Rage Point Cost:** 1 Point
+When you make a skill check, you can activate this rage power for +1d to the roll.
-## Animal Fury
+## Animalistic Fury
-#### **Rage Point Cost:** 1 Point
-While raging, the barbarian gains a bite attack that deals 1d4 points of piercing damage plus the barbarian's Strength modifier. The barbarian may spend a rage point to make a bite attack as a bonus action. If the barbarian already has a bite attack, its damage die increases by one step.
+#### **Cost:** 5 Character Points
**Rage Point Cost:** 1 Point
+*Your teeth grow and sharpen to a row of terrible fangs.*
-Additionally, a barbarian can spend a rage point to make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round have +1d.
+Activating this rage power grants you a bite attack that deals 1d4 piercing damage plus your Strength modifier. If you already have a bite attack, its damage die increases by one step.
+
+Additionally, you can use this bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple attack is made and, if the bite attack hits, then the grapple attack has +1d.
## Armour Ripper
+
-#### **Rage Point Cost:** 1 Point
**Prerequisite:** 1 Feral Soul Talent
-Attacks made with natural weapons from the Form of the Beast talent are hardened to shred all but the strongest armour. Natural weapon Strikes (e.g. bites, claws, etc.) gain the Sunder 1 property.
+#### **Cost:** 5 Character Points
**Prerequisite:** 1 Feral Soul Talent
**Rage Point Cost:** 1 Point
+Attacks made with natural weapons from the Form of the Beast talent are hardened to shred all but the strongest armour. Natural weapon attacks (e.g. bites, claws, etc.) gain the Sunder 1 property.
## Auspicious Mark
-#### **Rage Point Cost:** 2 Points
-The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark they possess. Once per rage, as a free action that costs 2 rage points, the barbarian can call upon the spirits' favor. Using auspicious mark lets them add +1d to one d20 roll that they have just made. They can call on the auspicious mark after seeing the result of the d20 roll but not before the result is declared.
+#### **Cost:** 5 Character Points
**Prerequisite:** Ancestral Guidance
**Rage Point Cost:** 2 Points
+*You have been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark.*
+
+Once per rage, you can call upon the spirits' favour. Using your Auspicious Mark adds +1d to one d20 roll that you have just made. You can call on the auspicious mark after seeing the result of the d20 roll, but not after the result is declared.
## Barreling Charge
-#### **Rage Point Cost:** 2 Point
-If you take the Charge Action, and your attack hits, you can spend 2 rage points to inflict the [dazed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Weakened/) condition on the target until the beginning of your next turn.
+#### **Cost:** 10 Character Points
**Rage Point Cost:** 2 Points
+When you hit with a [Charge](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Charge/), you can activate this Rage Power to inflict the [Dazed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Dazed/) condition on the target until the beginning of your next turn.
## Battle Roar
-#### **Rage Point Cost:** 1 Point
-When the barbarian successfully demoralises an opponent using intimidating glare, they can spend an additional rage point to also deal their rage die in thunder damage to that opponent.
+#### **Cost:** 10 Character Points
**Prerequisite:** Intimidating Glare
**Rage Point Cost:** 1 Point
+When you successfully demoralise an opponent using your [Intimidating Glare](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Barbarian/RagePowers/#intimidating-glare), you can activate this Rage Power to also deal your martial feat die in thunder damage to that opponent.
## Blood For Blood
-#### **Rage Point Cost:** 2 Points
-No one strikes you without reprisal in kind. At the start of your turn, if you were hit in melee during the last round, you can spend 2 rage points to make a melee or thrown weapon Strike against the last target to hit you. Subsequent Strikes do not incur multi-attack penalty.
+#### **Cost:** 5 Character Points
**Rage Point Cost:** 2 Points
+*No one strikes you without reprisal in kind.*
+
+At the start of your turn, if you were hit in melee during the last round, you can immediately make a melee or thrown weapon [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) vs the last creature to hit you. Subsequent Strikes do not incur the multiple attack penalty.
## Bone Breaker
-#### **Rage Point Cost:** 2 Points
-You can spend 2 rage points after a successful attack to impose the [weakened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Weakened/) condition on a target. This effect lasts until the target passes a successful Constitution defence check.
+#### **Cost:** 10 Character Points
**Rage Point Cost:** 2 Points
+When hit a creature with the [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) action, you can activate this Rage Power to impose the [Weakened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Weakened/) condition on the target. At the end of each of its turns, an affected creature may make a Constitution defence check vs your Rage skill to end the condition.
## Celestial Totem, Lesser
-#### **Rage Point Cost:** 1 Point
-Whenever you are subject to a spell that restores stamina, you regain an additional amount of stamina equal to twice the spell’s level.
+#### **Cost:** 5 Character Points
**Rage Point Cost:** 2 Points
+Whenever you are subject to a spell that restores Stamina, you can activate this power to regain an additional amount of stamina equal to twice the spell’s level.
## Celestial Totem
-#### **Rage Point Cost:** 1 Point
**Prerequisite:** Celestial Totem, Lesser
-This effect bestows a halo of gleaming light upon you. The halo shines as if it were daylight and triggers an [Invisibility Purge]() effect in your square and each adjacent square. The invisibility purge only affects non-good creatures.
+#### **Cost:** 15 Character Points
**Prerequisite:** Celestial Totem, Lesser
**Rage Point Cost:** 2 Points
+This effect bestows a halo of gleaming light upon you. The halo shines as if it were daylight and removes the [Invisible](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Invisible/) condition from all non-good creatures in your square and each adjacent square.
## Celestial Totem, Greater
-#### **Rage Point Cost:** 1 Point
**Prerequisite:** Celestial Totem
-You gain +1d on all defenses against spells with the Evil trait. You also gains +1d to all defences against spells and effects from evil creatures.
+#### **Cost:** 35 Character Points
**Prerequisite:** Celestial Totem
**Rage Point Cost:** 2 Points
+You gain +1d to all defenses vs spells with the Evil trait. You also gain +1d to all defences against spells and effects from evil creatures.
## Clear Mind
-#### **Rage Point Cost:** 1 Point
+#### **Cost:** 5 Character Points
**Rage Point Cost:** 1 Point
Once per rage, you can reroll any mental (Intelligence-, Wisdom-, or Charisma-based) check made to end an effect on yourself.
## Come and Get Me
-#### **Rage Point Cost:** 1 Point
-As a free action, you may leave yourself open to attack while preparing devastating counterattacks. Enemies gain +1d on attack and damage rolls against you until the beginning of your next turn, but every attack against you provokes an attack of opportunity from you, which is resolved prior to resolving each enemy attack.
+#### **Cost:** 10 Character Points
**Prerequisite:** Blood for Blood
**Rage Point Cost:** 1 Point
+As a free action, you may leave yourself open to attack while preparing devastating counterattacks. Enemies gain +1d on melee attack and damage rolls against you until the beginning of your next turn, but every melee attack that targets you provokes an attack of opportunity from you, which is resolved prior to resolving each enemy attack.
## Crippling Blow
-#### **Rage Point Cost:** 2 Points
**Prerequisite:** Powerful Blow
-When using your powerful blow rage power, you can forgo the normal bonus to damage (including any bleed damage granted by the bleeding blow rage power or similar boosts to the damage of the powerful blow rage power) and instead roll your martial feat die and deal the damage as ability damage to the target’s Strength or Dexterity score. As a free action, at the start of its next turn the target can attempt a Constitution defence check vs your weapon skill to halve this ability damage.
+#### **Cost:** 15 Character Points
**Prerequisite:** Powerful Blow
**Rage Point Cost:** 2 Points
+When using your Powerful Blow rage power, you can forgo the normal bonus to damage (including any bleed damage granted by the bleeding blow rage power or similar boosts to the damage of the powerful blow rage power) and instead roll your martial feat die and deal the damage as ability damage to the target’s Strength or Dexterity score. At the start of its next turn, the target can attempt a Constitution check vs your weapon skill to halve this ability damage.
## Cult Totem, Lesser
-#### **Rage Point Cost:** 1 Point
+#### **Cost:** 5 Character Points
**Rage Point Cost:** 1 Point
Whenever you would gain +1d to attack from a morale bonus or from flanking, you instead add one additional martial feat die to your damage roll.
## Cult Totem
-#### **Rage Point Cost:** 2 Points
**Prerequisite:** Cult Totem, Lesser
-WHenever a creature within your reach damages an ally of yours with a melee attack, you may make an attack of opportunity against it. Only the enemy, not your ally, needs to be within your melee reach in order for you to make this attack of opportunity. Once you use this ability to make an attack of opportunity against a creature, you can’t use this ability to make an attack of opportunity against the same creature until you complete a long rest.
+#### **Cost:** 10 Character Points
**Prerequisite:** Cult Totem, Lesser
**Rage Point Cost:** 2 Points
+Whenever a creature within your reach damages an ally of yours with a melee attack, you may make an attack of opportunity against it. Only the enemy, not your ally, needs to be within your melee reach in order for you to make this attack of opportunity. Once you use this ability to make an attack of opportunity against a creature, you can’t use this ability to make an attack of opportunity against the same creature until you complete a short rest.
## Death Dealer
-#### **Rage Point Cost:** 1 Point
-When you hit with an attack, you can spend 1 rage point to change the damage type of your rage damage die to rot damage that cannot be reduced.
+#### **Cost:** 10 Character Points
**Rage Point Cost:** 1 Point
+When you hit with an attack, you can change the damage type of your rage damage die to decay damage that cannot be reduced.
## Fleshrender
-#### **Rage Point Cost:** 3 Points
-Make a melee attack roll against a target. On a hit, make a rage attack roll against the target's Constitution defence. On a hit, you force the target to roll for an [Injury]().
+#### **Cost:** 20 Character Points
**Rage Point Cost:** 3 Points
+Make a melee attack roll against a target. On a hit, make a rage attack roll against the target's Constitution defence. On a hit, you force the target to roll for a [Physical Injury](https://stormchaserroleplaying.com/stormchaserRPG/General/Damage/Injuries/).
## Focus of the Ascetic
-#### **Rage Point Cost:** 1 Point
-You can spend 1 rage point as a bonus action or as part of the bonus action to activate your rage to gain blindsight (30') for the remainder of your rage. Additionally, you have +1d on Wisdom (Perception) checks that rely on sound, as long as you aren't [deafened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Deafened/).
+#### **Cost:** 20 Character Points
**Rage Point Cost:** 1 Point
+When you begin your rage, you can use this power to gain blindsight (30', imprecise) for the remainder of your rage. Additionally, you have +1d on Perception checks that rely on sound, as long as you aren't [deafened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Deafened/).
## Fury Manifested
-#### **Rage Point Cost:** 4 Points
-When you hit a target with a melee or thrown weapon attack, you can spend 4 rage points to push the target 10' away from you leave them [dazed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Dazed/) until the beginning of your next turn. If you critically hit the target when triggering this rage power, then they are [stunned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Stunned/) until the beginning of your next turn.
+#### **Cost:** 25 Character Points
**Rage Point Cost:** 4 Points
+When you hit a target with a melee or thrown weapon attack, you push the target 10' away from you leave them [Dazed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Dazed/) until the beginning of your next turn. If you critically hit the target when triggering this rage power, then they are [Stunned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Stunned/) until the beginning of your next turn.
## Great Throw
-#### **Rage Point Cost:** 1 Point
-When you throw a ranged weapon, you can put the full force of your rage behind it. By spending up to 3 rage points, you can add an additional weapon damage die for each point spent in this way. If you spend at least 2 rage points in this way, the target is also knocked prone. Your maximum range also increases by 5 times your Strength modifier and your long range threshold replaces your short range.
+#### **Cost:** 15 Character Points
**Rage Point Cost:** 1-3 Points
+When you throw a ranged weapon, you can put the full force of your rage behind it. You add an additional weapon damage die for each point spent by this power. If you spend at least 2 rage points in this way, the target is also knocked [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/). Your maximum range also increases by 5 times your Strength modifier and your long range threshold replaces your short range.
## Inspire Ferocity
-#### **Rage Point Cost:** 1 Point per Ally
**Prerequisite:** Reckless Attack
+#### **Cost:** 10 Character Points
**Prerequisite:** Reckless Attack
**Rage Point Cost:** 1 Point per ally
As an action, you can grant allies within 30 feet the benefit (and penalty) of your Reckless Attack talent. This effect lasts for a number of rounds equal to your Charisma modifier.
## Intimidating Glare
-#### **Rage Point Cost:** 1 Point
-The barbarian can spend a rage point to make an Intimidation check against one adjacent foe as a bonus action. If the barbarian's ability check equals or exeeds the target's passive insight, then the foe is [Shaken](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Shaken/) for 1d4 rounds + 1 round for every 5 points by which the barbarian’s check exceeds the DC.
+#### **Cost:** 5 Character Points
**Rage Point Cost:** 1 Point
+Make an [Intimidation](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Intimidation/) check against one adjacent foe as an action. If your skill check equals or exeeds the target's passive insight, then the foe is [Shaken](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Shaken/) for 1d4 rounds + 1 round for every 5 points by which your check exceeds the DC.
## Knockdown
-#### **Rage Point Cost:** 2 Points
-When you deal damage with a melee or thrown weapon attack, you can spend 2 rage points to knock the target prone and inflict the [dazed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Dazed/) condition until the end of its next turn.
+#### **Cost:** 10 Character Points
**Rage Point Cost:** 2 Points
+Make a melee or thrown weapon attack. On a hit, you knock the target prone and inflict the [Dazed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Dazed/) condition until the end of its next turn.
## Leap to the Fray!
-#### **Rage Point Cost:** 3 Points
-You can spend 3 rage points as part of your move to leap into the air. The distance can be up to your maximum move distance for the turn and the height is equal to 5 times your Strength modifier. If you attack at the end of this movement, you can roll any damage that you would ordinarily take from falling as additional damage on your attack.
+#### **Cost:** 20 Character Points
**Rage Point Cost:** 3 Points
+As part of your [Stride](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Stride/) action, you leap into the air and bring your fury down on those nearby when you land. The distance can be up to your maximum move distance for the turn and the height is equal to 5 times your Strength modifier. If you attack at the end of this movement, you can roll any damage that you would ordinarily take from falling as additional damage on your attack.
## Moon Totem, Lesser
-#### **Rage Point Cost:** 1 Point
+#### **Cost:* 5 Character Points
**Rage Point Cost:** 1 Point
While raging, you gain darkvision with a range of 30 feet. If you already have darkvision, then the range of your darkvision increases by 30 feet while you are raging.
## Moon Totem
-#### **Rage Point Cost:** 1 Point
+#### **Cost:** 10 Character Points
**Prerequisite:** Moon Totem, Lesser
**Rage Point Cost:** 1 Point
While raging, you gains +1d on Perception checks to pinpoint the location of an unseen creature. Unseen attackers gain no bonus on attacks against the barbarian.
## Moon Totem, Greater
-#### **Rage Point Cost:** 1 Point
+#### **Cost:** 25 Character Points
**Prerequisite:** Moon Totem
**Rage Point Cost:** 1 Point
While raging, you ignores the miss chance for concealment and treat total concealment as concealment.
## Powerful Blow
-#### **Rage Point Cost:** 1 Point
-You add your martial feat die to a single damage roll. This power is used as a free action before the roll to hit is made and can only be used once per rage.
+#### **Cost:** 5 Character Points
**Rage Point Cost:** 1 Point
+You add your martial feat die to a single damage roll. This power is declared before the roll to hit is made and can only be used once per rage.
+
+## Primal Instinct
+
+
+
+#### **Cost:** 10 Character Points
**Rage Point Cost:** 3 Points
**Actions** 1
+*You shut out the world with a terrifying cry, reverting your mind to its most basic instincts*
+
+You unleash a terrifying roar that numbs your higher reasoning, but allows you to perceive the world through primal instinct. For 1 minute, you have -1d on all Intelligence checks, but +1d vs conditions inflicted by spells from the Charm and Illusion schools. Additionally, you gain a vague sense that can perceive [Invisible](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Invisible/) creatures and illusions.
## Raging Skald
-#### **Rage Point Cost:** 2 Points
+#### **Cost:** 5 Character Points
**Prerequisite:** Berserker Cry
**Rage Point Cost:** 2 Points
If you unleash a [Berserker’s Cry]() as you enter a rage or during a rage, the bonus granted increases to +2 and lasts an additional number of rounds equal to your Constitution bonus (if any).
## Reaping
-#### **Rage Point Cost:** 1-3 Points
-When you hit a target you can expend rage points to gain temporary stamina. When you do so, the amount of temporary stamina gained is equal to the number of rage points spent, multiplied by 5.
+#### **Cost:** 10 Character Points
**Rage Point Cost:** 1-3 Points
+When you hit a target, you can expend rage points to gain temporary Stamina. When you do so, the amount of Semporary stamina gained is equal to the number of rage points spent, multiplied by 5.
## Rip and Tear
-#### **Rage Point Cost:** 1 Point
-When you make deal damage with two consecutive melee attacks, you can spend 3 rage points to inflict the damage caused by one of the attacks plus 1-1/2 times your Strength modifier.
+#### **Cost:** 15 Character Points
**Prerequisite:** None
**Rage Point Cost:** 3 Points
+Immediately after you deal damage with two consecutive [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) actions, you can inflict the damage caused by one of the attacks plus 1-1/2 times your Strength modifier to the target.
## Rolling Dodge
-#### **Rage Point Cost:** 2 Points
+#### **Cost:** 5 Character Points
**Rage Point Cost:** 2 Points
Your Dexterity defense vs ranged attacks increases by +1d for a number of rounds equal to your Constitution modifier.
## Scatter the Hordes
-#### **Rage Point Cost:** 3 Points
-While you are grappling a target of equal or smaller size, you can spend 3 Rage Points to throw them. As an action, make an unarmed attack roll. On a hit, you throw them a distance equal to 5 times your Strength modifier in any direction that you choose. If the target hits something before the end of this distance, roll your rage damage die once for every 5 feet of distance remaining. The target takes this much damage. At the end of this movement, the target falls prone.
+#### **Cost:** 15 Character Points
**Rage Point Cost:** 3 Points
+While you are grappling a target of equal or smaller size, you can choose to throw them across the battlefield. As an action, make an unarmed attack roll. On a hit, you throw them a distance equal to 5 times your Strength modifier in any direction that you choose. If the target hits something before the end of this distance, roll your rage damage die once for every 5 feet of distance remaining. The target takes this much damage. At the end of this movement, the target falls prone.
## Seize the Prey
-#### **Rage Point Cost:** 1 Point
-When you grapple a target while raging, if you have a free hand, then you can spend 1 rage point strangle the target in place of an unarmed attack. On a hit, you deal no damage, but begin strangling the target. A target one size larger than you requires two hands to do this. A target two sizes larger than you cannot be strangled in this way. Each round, you must spend an attack to maintain the strangle hold. As long as you do so, the target is [suffocating](https://stormchaserroleplaying.com/stormchaserRPG/Adventuring/TheEnvironment/Suffocating/).
+#### **Cost:** 10 Character Points
**Rage Point Cost:** 2 Points
+While you grappling a target, if you have a free hand, you can attempt to strangle the target in place of an unarmed attack. Make a rage attack roll. On a hit, you deal no damage, but begin strangling the target. A target one size larger than you requires two hands to do this. A target two sizes larger than you cannot be strangled in this way. Each round, you must spend an action in order to maintain the strangle hold. As long as you do so, the target is [Suffocating](https://stormchaserroleplaying.com/stormchaserRPG/Adventuring/TheEnvironment/Suffocating/).
## Shadow Totem, Lesser
-#### **Rage Point Cost:** 4 Points
**Prerequisite:** Darkvision 60 ft.
+#### **Cost:** 10 Character Points
**Rage Point Cost:** 4 Points
While raging, each time that you score a critical hit, your weapon surges with draining shadows. Make a rage attack vs the Constitution defence of the target. On a hit, the target takes 1d4 Strength damage. This is a negative energy effect.
## Shadow Totem
-#### **Rage Point Cost:** 4 Points
+#### **Cost:** 25 Character Points
**Prerequisite:** Shadow Totem, Lesser
**Rage Point Cost:** 4 Points
Once per rage, as an action, you can take on a shadowy form until the end of your turn. While in this form, you gain the incorporeal subtype. You have resistance to damage from corporeal sources, as long as they are magic (and no damage from non-magical weapons and objects). Likewise, corporeal creatures have resistance to damage dealt by any magical effects that you create. Your manufactured and natural weapons count as ghost touch weapons while incorporeal in this manner. Spells and other effects that do not deal damage function normally. While you are incorporeal, you can pass through a wall or other surface that is up to 5 feet thick per barbarian talent that you have. You must exit the solid material by the end of your turn.
## Shadow Totem, Greater
-#### **Rage Point Cost:** 4 Points
-While raging, you gain the see in darkness ability, allowing you to see perfectly to any distance in darkness, including magical darkness. You are immune to blindness while raging. In addition, the Strength damage that you deal on critical hits from your lesser shadow totem increases to 1d6.
+#### **Cost:** 35 Character Points
**Prerequisite:** Shadow Totem
**Rage Point Cost:** 4 Points
+While raging, you see perfectly to any distance in darkness, including magical darkness. You are immune to blindness while raging. In addition, the Strength damage that you deal on critical hits from your lesser shadow totem increases to 1d6.
## Spell Sunder
-#### **Rage Point Cost:** 3 Points
**Prerequisite:** None
-Once per rage, you can attempt to sunder an ongoing spell effect by succeeding at a melee attack roll. For any effect other than one on a creature, you must make your melee attack roll against a DC of 15 plus the spell's level. To sunder an effect on a creature, the melee attack must also hit the creature, ignoring any miss chance caused by a spell or spell-like ability. If successful, you suppress the effect for 1 round, or 2 rounds if you exceed the DC by 5 or more.
+#### **Cost:** 10 Character Points
**Rage Point Cost:** 3 Points
+Once per rage, you can attempt to sunder an ongoing spell effect by succeeding at a [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) action. For any effect other than one on a creature, you must make your [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) roll against a DC of 15 plus the spell's level. To sunder an effect on a creature, the melee attack must also hit the creature, ignoring any miss chance caused by a spell or spell-like ability. If successful, you suppress the effect for 1 round, or 2 rounds if you exceed the DC by 5 or more.
+
+## Tear the Veil of Shadows
+
+
+
+#### **Cost:** 10 Character Points
**Rage Point Cost:** 3 Points
**Actions:** 2
+*Your rage overflows and surges forth, creating a psychic tidal wave that dispels the works of creatures that skulk about unseen.*
+
+You let loose a primal roar that affects all creatures within 30 feet. Make a Rage Power Attack against the Wisdom defense of any Aberration, Fey, Fiend, or Undead creature in the area. On a hit, the target is [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) of your for 1 minute. On a miss, the target is [Shaken](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Shaken/) for 1 round. Additionally, if there is any effect in the area caused by an affected Aberration, Fey, Fiend, or Undead that can be dispelled, use the result of your Rage Attack Roll as a check against the effect's DC to insantly remove the effect.
## Trample
-#### **Rage Point Cost:** 1 Point
-As an action, the barbarian can spend a rage point and attempt to overrun any creature that is the same size or smaller than itself. This works just like the overrun combat action, but the barbarian does not need to make a check, it merely has to move over opponents in its path.
+#### **Cost:** 5 Character Points
**Rage Point Cost:** 1 Point
+As an action, you can attempt to overrun any creature that is the same size as you or smaller. This works just like the overrun combat action, but the barbarian does not need to make a check, it merely has to move over opponents in its path.
-Targets of the overrun take an amount of damage equal to the barbarian’s rage damage + its Constitution modifier and may make an opportunity attack, but with -1d. If a target forgoes its opportunity attack, it may attempt to avoid the barbarian creature and make a Dexterity defence check against the barbarian's skill to take half damage.
+Targets of the overrun take an amount of damage equal to your martial feat die + your Constitution modifier and may make an attack of opportunity, but with -1d. If a target forgoes its opportunity attack, it may attempt to avoid you and make a Dexterity defence check against your weapon skill to take half damage.
-The barbarian can only deal this damage to each target once per round, no matter how many times its movement takes it over a target creature.
+You can only deal this damage to each target once per round, no matter how many times your movement takes you over a target creature.
## Whirlwind
-#### **Rage Point Cost:** 1 Point
-Your rage drives you across the battlefield on a vicious, reaping path. You can spend 1 rage point to attack a target, then move to attack another target. The second target must be close enough to reach in melee with your remaining move distance. This movement does not provoke opportunity attacks. Do not add your ability score modifier to the attack or damage roll of these attacks. You can repeat this effect for 1 rage point as long as you have enough move remaining during your turn.
+#### **Cost:** 10 Character Points
**Rage Point Cost:** 1 Point
+Your rage drives you across the battlefield on a vicious, reaping path. Following a [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) action against a target, [Stride](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Stride/) to another target and [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) it. The second target must be close enough to reach in melee. This movement does not provoke opportunity attacks and the second attack does not suffer from the [multiple attack penalty](https://stormchaserroleplaying.com/stormchaserRPG/General/Specific/Attack/#multiple-attack-penalty).
diff --git a/Talents/Bard/Charm/index.md b/Talents/Bard/Charm/index.md
index 7a15f5010..e54070e40 100644
--- a/Talents/Bard/Charm/index.md
+++ b/Talents/Bard/Charm/index.md
@@ -22,34 +22,36 @@ Work with your GM to determine an appropriate item or items to keep on your pers
| Talent | CP | Prerequisites | Bard Talents Required |
|:------:|:--:|:-------------:|:---------------------:|
| Commanding Adoration | 5 | - | - |
-| Aura of Good Will | 10 | Bardic Inspiration, Commanding Adoration and 2 other Bard Talents | 4 |
+| Aura of Good Will | 10 | Bardic Performance, Commanding Adoration and 2 other Bard Talents | 4 |
| Charismatic Resolve | 50 | Aura of Good Will and 7 other Bard Talents | 8 |
### Commanding Adoration
-#### **Cost:** 5 Character Points
-It pains your opponents to fight you and your allies.
+#### **Cost:** 5 Character Points
**Actions:** 1
+*It pains your opponents to fight you and your allies.*
-As a bonus action, you exude an aura that commands adoration from those around you. For 1 minute or until you are incapacitated, any creature hostile to you that ends their turn within 30ft of you must make a Wisdom saving throw against your spell save DC or take 1d4 psychic damage. This damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level and 1d12 at 17th level. You can use this feature a number of times equal to your Charisma modifier, with a minimum of 1. Once you use this feature, you can't use it again until you finish a long rest.
+You exude an aura that commands adoration from those around you. For 1 minute or until you are incapacitated, any creature hostile to you that ends their turn within 30ft of you must succeed at a Wisdom defence check vs your passive [Performance](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Performance/) skill or take psychic damage equal to your martial feat die.
+
+You can use this talent a number of times equal to your Charisma modifier and you regain all expended uses when you finish a long rest.
### Aura of Good Will
-#### **Cost:** 10 Character Points
**Prerequisite:** Bardic Inspirastion, Commanding Adoration and 2 other Bard Talents
-Your silken words and welcoming body language give others cause to trust you
+#### **Cost:** 10 Character Points
**Prerequisite:** Bardic Performance, Commanding Adoration and 2 other Bard Talents
**Actions:** Free
+*Your silken words and welcoming body language give others cause to trust you.*
-As a free action, you can expend 1 use of your Bardic Inspiration to attempt to enamor your target. Make a performance check vs the target's wisdom defence. On a hit, the target is charmed by you. While charmed in this way, the target becomes enamored with you, and becomes defensive against any creature that threatens you. This ability cannot force another creature to fight, unless they would otherwise be inclined to do so. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
+As a free action, you can expend 1 use of your Bardic Performance to attempt to enamour your target. Make a performance check vs the target's wisdom defence. On a hit, the target is charmed by you. While charmed in this way, the target becomes enamoured with you and becomes hostile towards against any creature that threatens you. This ability cannot force another creature to fight, unless they would otherwise be inclined to do so. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
-If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
+On a miss, the target has no hint that you tried to charm it.
-### Charismatic Resolve
+### Bardic Performance: Charismatic Resolve
-#### **Cost:** 50 Character Points
**Prerequisite:** Aura of Good Will and 7 Bard Talents
-Your presence alone gives your companions encouragement.
+#### **Cost:** 50 Character Points
**Prerequisite:** Aura of Good Will and 7 Bard Talents
**Actions:** 1
+*Your presence alone gives your companions encouragement.*
-As a bonus action on your turn, you can spend a Bardic Inspiration on any enemy you can see within 60 ft. Until your next turn, your companions gain +1d on skill checks and attacks made against this enemy. Once you have used this ability on an enemy, it cannot be used on that enemy again for 24 hours.
+Select a creature that you can see within 60 ft. Until the start of your next turn, your companions gain +1d on skill checks and attacks made vs this creature. Once you have used this ability on a creature, it cannot be used on that creature again for 24 hours.
diff --git a/Talents/Bard/Creation/index.md b/Talents/Bard/Creation/index.md
index 41e7f80a8..5da8e4ac9 100644
--- a/Talents/Bard/Creation/index.md
+++ b/Talents/Bard/Creation/index.md
@@ -13,8 +13,8 @@ Dwarves and gnomes often encourage their bards to become students of the Song of
| Talent | CP | Prerequisites | Bard Talents Required |
|:------:|:--:|:-------------:|:---------------------:|
-| Mote of Potential | 3 | - | - |
-| Performance of Creation | 2 | - | - |
+| Mote of Potential | 3 | Bardic Performance | 1 |
+| Performance of Creation | 2 | Bardic Performance | 1 |
| Animating Performance | 5 | Performance of Creation and 3 Other Bard Talents | 4 |
| Performance of Creation II | 5 | Performance of Creation and 3 Other Bard Talents | 4 |
| Performance of Creation III | 5 | Performance of Creation II and 9 Other Bard Talents | 10 |
@@ -24,8 +24,8 @@ Dwarves and gnomes often encourage their bards to become students of the Song of
-#### **Cost:** 3 Character Points
-Whenever you give a creature a bardic inspiration die, you can utter a note from the song of creation to create a tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable. It lasts until the bardic inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.
+#### **Cost:** 3 Character Points
**Prerequisite:** Bardic Performance
+When you select a target for Bardic Inspiration, you can utter a note from the song of creation to create a tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable. It lasts until the bardic inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.
When the creature uses the bardic inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:
@@ -39,8 +39,8 @@ When the creature uses the bardic inspiration die, the mote provides an addition
-#### **Cost:** 2 Character Points
-As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can’t be more than 100 gp and the item must be medium or smaller. The item glimmers softly and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see [Equipment](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/).
+#### **Cost:** 2 Character Points
**Prerequisite:** Bardic Performance
**Actions:** 1
+You can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can’t be more than 100 gp and the item must be medium or smaller. The item glimmers softly and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see [Equipment](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/).
Once you create an item with this feature, you can’t do so again until you finish a long rest, unless you expend 2 mana to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.
@@ -48,12 +48,12 @@ Once you create an item with this feature, you can’t do so again until you fin
-#### **Cost:** 5 Character Points
**Prerequisite:** Performance of Creation and 3 other Bard Talents
-As an action, you can animate one large or smaller nonmagical item within 30 feet of you that isn’t being worn or carried. The animate item uses the Dancing Item stat block. The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 integrity, or until you die.
+#### **Cost:** 5 Character Points
**Prerequisite:** Performance of Creation and 3 other Bard Talents
**Actions:** 1
+You can animate one large or smaller nonmagical item within 30 feet of you that isn’t being worn or carried. The animate item uses the Dancing Item stat block. The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 integrity, or until you die.
-In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move on its own, but the only action that it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just dodge.
+In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move on its own, but the only action that it takes on its turn is the Dodge action, unless you spend an action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just dodge.
-When you use your bardic inspiration feature, you can command the item as part of the same bonus action you use for bardic inspiration. Once you animate an item with this feature, you can’t do so again until you finish a long rest, unless you expend 3 mana to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.
+When you use your Bardic Performance talent, you can command the item as part of the same action that you use for Bardic Performance. Once you animate an item with this feature, you can’t do so again until you finish a long rest, unless you expend 3 mana to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.
> #### Dancing Item
> Large or smaller construct
diff --git a/Talents/Bard/Eloquence/index.md b/Talents/Bard/Eloquence/index.md
index 5e1760ac7..c8388a40e 100644
--- a/Talents/Bard/Eloquence/index.md
+++ b/Talents/Bard/Eloquence/index.md
@@ -5,25 +5,25 @@ grand_parent: Talents
---
# Eloquence
-Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.
+Eloquence bards master the art of oratory. Persuasion is regarded as a high art and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.
## Talents
| Talent | CP | Prerequisites | Bard Talents Required |
|:------:|:--:|:-------------:|:---------------------:|
-| Unsettling Words | 5 | - | - |
+| Unsettling Words | 5 | Bardic Performance | 1 |
| Unfailing Inspiration | 5 | Silver Tongue and 3 Other Bard Talents | 4 |
| Universal Speech | 5 | Unsettling Words and 3 Other Bard Talents | 4 |
| Infectious Inspiration | 50 | Unfailing Inspiration, Universal Speech and 10 Other Bard Talents | 11 |
-### Unsettling Words
+### Bardic Performance: Unsettling Words
#### **Cost:** 5 Character Points
*You can spin words laced with magic that unsettle a creature and cause it to doubt itself.*
-As an action, you can expend one use of your bardic inspiration and choose one creature that you can see within 60 feet of you. The next attack roll made agains the creature before the start of your next turn gains +1d.
+Choose one creature that you can see within 60 feet of you. The next attack roll made vs that creature before the start of your next turn gains +1d.
### Unfailing Inspiration
@@ -32,7 +32,7 @@ As an action, you can expend one use of your bardic inspiration and choose one c
#### **Cost:** 10 Character Points
**Prerequisite:** Silver Tongue and 4 Other Bard Talents
*Your inspiring words are so persuasive that others feel driven to succeed.*
-When a creature uses one of your bardic inspiration dice and the roll fails, the creature can keep the bardic inspiration die.
+When a creature uses one of your Bardic Inspiration dice and the roll fails, the creature can keep the Bardic Inspiration die.
### Universal Speech
diff --git a/Talents/Bard/Glamour/index.md b/Talents/Bard/Glamour/index.md
index c5a3194e8..f0f9572bc 100644
--- a/Talents/Bard/Glamour/index.md
+++ b/Talents/Bard/Glamour/index.md
@@ -13,7 +13,7 @@ Glamour bards are regarded with a mixture of awe and fear. Their performances ar
| Talent | CP | Prerequisites | Bard Talents Required |
|:------:|:--:|:-------------:|:---------------------:|
-| Mantle of Inspiration | 5 | - | - |
+| Mantle of Inspiration | 5 | Bardic Performance | 1 |
| Enthralling Performance | 5 | - | - |
| Mantle of Inspiration II | 5 | Mantle of Inspiration and 2 other Bard Talents | 3 |
| Mantle of Majesty | 10 | Enthralling Performance and 3 other Bard Talents | 4 |
@@ -21,23 +21,23 @@ Glamour bards are regarded with a mixture of awe and fear. Their performances ar
| Unbreakable Majesty | 50 | Mantle of Majesty and 9 other Bard Talents | 10 |
| Mantle of Inspiration IV | 5 | Mantle of Inspiration III and 10 other Bard Talents | 11 |
-### Mantle of Inspiration
+### Bardic Performance: Mantle of Inspiration
-#### **Cost:** 5 Character Points
+#### **Cost:** 2 Character Points
**Prerequisite:** Bardic Performance
*You have the ability to weave a song of fey magic that imbues your allies with vigour and speed.*
-As a bonus action, you can expend one use of your bardic inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures that you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier. Each of them gains 5 temporary stamina. At the start of the creature's next turn it can immediately move up to its speed, without provoking opportunity attacks.
+You grant yourself a wondrous appearance. When you do so, choose a number of creatures that you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier. Each of them gains 5 temporary stamina. At the start of the creature's next turn it can immediately move up to its speed, without provoking attacks of opportunity.
### Enthralling Performance
-#### **Cost:** 5 Character Points
+#### **Cost:** 3 Character Points
*You can charge your performance with seductive, fey magic.*
-If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier. Make a performance check and compare the result to the Wisdom defense of each target. If the result is equal to or greater than the target's Wisdom defence, then the target is [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/). While [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) in this way, the target idolises you, speaks glowingly of you to anyone who talks to it and hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
+If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier. Make a [Performance](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Performance/) check vs the Wisdom defense of each target. On a hit, the target is [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/). While [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) in this way, the target idolises you, speaks glowingly of you to anyone who talks to it and hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
On a miss, the target has no hint that you tried to charm it.
@@ -54,10 +54,10 @@ The amount of temporary stamina granted by Mantle of Inspiration increases to 8.
-#### **Cost:** 10 Character Points
**Prerequisite:** Enthralling Performance and 3 other Bard Talents
+#### **Cost:** 10 Character Points
**Prerequisite:** Enthralling Performance and 3 other Bard Talents
**Actions:** 1
*You gain the ability to cloak yourself in a fey magic that makes others want to serve you.*
-As a bonus action, you can cast [Command]() without expending mana. You take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast [Command]() as a bonus action on each of your turns, without expending mana.
+You can cast [Command]() without expending mana. You take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast [Command]() as a bonus action on each of your turns, without expending mana.
Any creature [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) by you is automatically hit by the [Command]() that you cast with this talent.
@@ -74,10 +74,10 @@ The amount of temporary stamina granted by Mantle of Inspiration increases to 11
-#### **Cost:** 50 Character Points
**Prerequisite:** Mantle of Majesty and 9 other Bard Talents
+#### **Cost:** 50 Character Points
**Prerequisite:** Mantle of Majesty and 9 other Bard Talents
**Actions:** 1
*Your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.*
-In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are [incapacitated](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Incapacitated/). For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma defense check with a DC equal to your passive performance skill. On a failed check, it can’t attack you on this turn and it must choose a new target for its attack, or the attack is wasted. On a successful check, it can attack you on this turn, but you have +1d to hit it on your next turn.
+You can assume a magically majestic presence for 1 minute or until you are [Incapacitated](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Incapacitated/). For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma defense check with a DC equal to your passive performance skill. On a failed check, it can’t attack you on this turn and it must choose a new target for its attack, or the attack is wasted. On a successful check, it can attack you on this turn, but you have +1d to hit it on your next turn.
Once you assume this majestic presence, you can’t do so again until you finish a short or long rest.
diff --git a/Talents/Bard/Performances/index.md b/Talents/Bard/Performances/index.md
new file mode 100644
index 000000000..818c26cef
--- /dev/null
+++ b/Talents/Bard/Performances/index.md
@@ -0,0 +1,205 @@
+---
+title: Bardic Performances
+parent: Bard Talent Tree
+grand_parent: Talents
+nav_order: 1
+---
+
+# Bardic Performances
+Any bard who meets a performance's prerequisites can select and use a bardic performance.
+
+## Bardic Inspiration
+*You can inspire others through stirring words or music.*
+
+To do so, choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d20.
+
+Once within the next 10 minutes, the creature can roll the die as +1d on one ability check, attack roll, or defence check it makes. The creature can wait until after it rolls the original die before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
+
+## Compulsion
+
+
+
+#### **Cost:** 15 Character Points
**Prerequisite:** Dissonant Whispers
+*The town shunned the bard who helped rid the town of plague rats. In the weeks following, a nightly procession left the city, heralded by a haunting aria.*
+
+Make a [Performance](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Performance/) check and compare the result to the Wisdom defence of all creatures of your choice that you can see and that can hear you within 30 feet. Creatures that are immune to the [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) condition are unaffected. On a hit, the target falls under the influence of your Compulsion.
+
+Until the performance ends, you can use one action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to [Stride](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Stride/) in that direction on its next turn. It can use other actions before it moves. After moving in this way, the creature may make a Wisdom defence check vs your passive [Performance](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Performance/) skill to try to end the effect.
+
+A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke attacks of opportunity to move in the designated direction.
+
+## Countersong
+*You gain the ability to use musical notes or words of power to disrupt mind-influencing effects.*
+
+You can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have +1d to your defences vs being [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) or [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/). A creature must be able to hear you to gain this benefit.
+
+## Cutting Words
+
+
+
+#### **Cost:** 10 Character Points
+*You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others.*
+
+Once per round, you may choose a target within 60 feet that you can see. The target's next attack roll, skill check, or defence check suffers -1d. The target is immune if it can’t hear you or if it’s immune to being charmed.
+
+## Deadly Performance
+
+
+
+#### **Cost:** 100 Character Points
+*She started to dance, and the world paused to become her audience. When she finished, all the world's gaze remained fixed to her, dead and cold.*
+
+You an use your performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear you perform for one full round and be within 30 feet. Make a [Performance](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Performance/) check vs the Wisdom defense of each enemy within range. On a miss, the effect is negated, the target is staggered for 1d4 rounds, and you cannot use deadly performance on that creature again for 24 hours. On a hit, it dies.
+
+Deadly performance is a mind-affecting death effect that relies on audible and visual components.
+
+## Dirge of Doom
+
+
+
+#### **Cost:** 25 Character Points
**Prerequisite:** Suggestion
+*Your words cut deep into the hearts of the bold, exposing a gap in the armour of their courage.*
+
+You can use your performance to foster a sense of growing dread in his enemies, causing them to take become [Shaken](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Shaken/). To be affected, an enemy must be within 30 feet and able to see and hear your performance. The effect persists for as long as the enemy is within 30 feet and you continue the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already [Shaken](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Shaken/) from another effect. Dirge of doom is a mind-affecting fear effect that relies on audible and visual components.
+
+## Dissonant Whispers
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Vicious Mockery
+*Whispers in the dark create an illusion of phantom enemies to drive your enemies to madness.*
+
+You whisper a discordant melody that only one creature of your choice within 60 feet can hear, wracking it with terrible pain. Make a [Performance](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Performance/) check vs the target's Wisdom defense. On a hit, you deal 3d6 psychic damage and the target immediately moves as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a miss, the target takes half damage and is not forced to move. A deafened creature is unaffected.
+
+You may invest additional points to upgrade the performance, increasing the damage dealt by 1d6:
+
+| Psychic Damage Dealt | Character Point Cost |
+|:--------------------:|:--------------------:|
+| 3d6 | 5 |
+| 4d6 | +5 |
+| 5d6 | +10 |
+| 6d6 | +15 |
+| 7d6 | +25 |
+| 8d6 | +35 |
+| 9d6 | +50 |
+| 10d6 | +65 |
+| 11d6 | +80 |
+| 12d6 | +100 |
+
+Thus, a Dissonant Whispers performance that deals 12d6 psychic damage costs 5+5+10+15+25+35+50+65+80+100=390 character points.
+
+## Fascinate
+*You use your performance to cause one or more creatures to become fascinated with you.*
+
+Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. You can target a number of creature's equal to your Charisma modifier with this ability.
+
+Make a [Performance](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Performance/) check vs the Wisdom defence of each creatrue targetted. On a miss, you cannot attempt to fascinate that creature again for 24 hours. On a hit, the creature sits quietly and observes the performance for as long as you continue to maintain it. While fascinated, a target has –1d penalty on skill checks, such as Perception checks.
+
+Any potential threat to the target allows the target to make a Wisdom defence check against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is a mind-affecting charm and relies on audible and visual components in order to function.
+
+## Frightening Tune
+
+
+
+#### **Cost:** 65 Character Points
**Prerequisite:** Dirge of Doom
+*"Ask not for whom the bell tolls..."*
+
+To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Make a [Performance](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Performance/) check vs the Wisdom defense of each enemy within range. On a miss, the creature is immune to this ability for 24 hours. On a hit, the target becomes frightened and flees for as long as it can hear your performance.
+
+Frightening tune relies on audible components.
+
+## Inspire Greatness
+
+
+
+#### **Cost:** 25 Character Points
+*Through your force of will, heroes rise to deeds worthy of legend.*
+
+You can use your performance to inspire greatness in a number of willing creatures (including yourself) equal to your Charisma modifier, granting extra fighting capability.
+
+To inspire greatness, all of the targets must be able to see and hear you. A creature inspired with greatness gains 2d10 temporary stamina (apply the target’s Constitution modifier to these bonus temporary hit points), +1d on attack rolls, and +1d to Constitution defence.
+
+Inspire greatness is a mind-affecting ability that relies on audible and visual components.
+
+## Inspire Heroics
+
+
+
+#### **Cost:** 80 Character Points
**Prerequisite:** Inspire Greatness
+*"I once saw a man thrown across the room by a rampaging golem. He stood up, wiped the blood from his mouth and said, "I can do this all day".*
+
+Your can inspire tremendous heroism in a number of willing creatures (including yourself) within 30 feet equal to your Charisma modifier. To inspire heroics, all of the targets must be able to see and hear you. Inspired creatures gain a +1d morale bonus to their defences. The effect lasts for as long as the targets are able to witness the performance.
+
+Inspire heroics is a mind-affecting ability that relies on audible and visual components.
+
+## Into the Breach!
+
+
+
+#### **Cost:** 15 Character Points
+*A roar washes over the field, as countless voices herald a wave of violence. Your voice rings above the cacophany.*
+
+Choose a number of targets equal to your Charisma modifier. At the start of its next turn, each of these creatures can move its speed without provoking an attack of opportunity.
+
+## Peerless Skill
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** Jack of all Trades
+When you make a skill check, you can spend a use of your Bardic Performance to roll with +1d. You can choose to do so after you roll the die for the skill check, but before the GM tells you whether you succeed or fail.
+
+## Rise and Fight
+
+
+
+#### **Cost:** 50 Character Points
+*Your voice resounds to the soul of your allies, pulling them back from darkest defeat.*
+
+A single dying creature within 30 feet may roll its recovery die and regain that amount of Stamina. Once a creature has benefited from this battle hymn, it can’t benefit from it again until it finishes a long rest.
+
+## Song of Rest
+*You can use soothing music or oration to help revitalise your wounded allies.*
+
+At the end of the short rest, you and any friendly creatures who can hear your performance regain stamina equal to the result of one Hit Die plus their Constitution modifier.
+
+## Soothing Performance
+
+
+
+#### **Cost:** 50 Character Points
+*When things seem grim and your allies turn to despair, you offer a rallying cry to bolster their hearts.*
+
+You can use your performance to create an effect equivalent to a 3rd-level Heal spell, using the bard’s Charisma as the spellcasting ability. In addition, this performance removes the Fatigued, Sickened, and [Shaken](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Shaken/) conditions from all those affected.
+
+Using this ability requires 4 rounds of continuous performance and the targets must be able to see and hear you throughout the performance.
+
+Soothing performance relies on audible and visual components.
+
+## Suggestion
+
+
+
+#### **Cost:** 15 Character Points
+*You can plant the most subtle of compulsions in the minds of those who listen to you.*
+
+You can make a [Performance](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Performance/) check vs the target's Wisdom defense to make a [Suggestion]() (as per the spell) to a creature that you have already fascinated (see above).
+
+Using this ability does not disrupt the fascinate effect. However, it does require an action to activate (in addition to the action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. This ability affects only a single creature (but see mass suggestion, below). Suggestion is a mind-affecting, language-dependent charm ability and relies on audible components.
+
+## Suggestion, Mass
+
+
+
+#### **Cost:** 80 Character Points
**Prerequisite:** Suggestion
+*"Your sword will end my life, but my words moved your people to rise up against you."*
+
+This ability functions just like suggestion, but allows you to make a suggestion simultaneously to any number of creatures that you have already fascinated. Mass suggestion is a mind-affecting, language dependent charm ability that relies on audible components.
+
+## Willful Serenade
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** Soothing Performance
+*By uplifting the spirit, the body can press on through hardships*
+
+Choose a target within 30 feet. Until the end of combat, the creature may ignore up to 4 levels of [Exhaustion](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Exhaustion/).
diff --git a/Talents/Bard/Spirits/index.md b/Talents/Bard/Spirits/index.md
index 2747e205a..a1628fdc3 100644
--- a/Talents/Bard/Spirits/index.md
+++ b/Talents/Bard/Spirits/index.md
@@ -19,18 +19,18 @@ You can reach out to spirits to guide you and others. You learn the *[guidance](
| Talent | CP | Prerequisites | Bard Talents Required |
|:------:|:--:|:-------------:|:---------------------:|
-| Tales From Beyond | 5 | - | - |
+| Tales From Beyond | 5 | Bardic Performance | 1 |
| Spirit Session | 10 | Tales From Beyond and 3 Other Bard Talents | 4 |
| Mystical Connection | 50 | Spirit Session and 9 Other Bard Talents | 10 |
-### Tales From Beyond
+### Bardic Performance: Tales From Beyond
-#### **Cost:** 5 Character Points
-You reach out to spirits who tell their tales through you. While you are holding your spiritual focus, you can use an action to to expend one use of your bardic inspiration roll on the table below, using your martial feat die to determine the tale that the spirits direct you to tell. You retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest.
+#### **Cost:** 5 Character Points**Prerequisite:** Bardic Performance
+You reach out to spirits who tell their tales through you. While you are holding your spiritual focus, you can roll on the table below, using your martial feat die to determine the tale that the spirits direct you to tell. You retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest.
-You can use an action to choose one creature that you can see within 30 feet of you (this can be you) to be the target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again.
+As an action, choose one creature that you can see within 30 feet of you (this can be you) to be the target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again.
You can retain only one of these tales in mind at a time. Rolling on the table immediately ends the effect of the previous tale. If the tale requires an attack roll, make a performance check.
diff --git a/Talents/Bard/Valour/index.md b/Talents/Bard/Valour/index.md
index 662f9b5b6..333dbdf2e 100644
--- a/Talents/Bard/Valour/index.md
+++ b/Talents/Bard/Valour/index.md
@@ -16,9 +16,8 @@ When you take your first valour talent, you may choose to either gain a fighting
| Talent | CP | Prerequisites | Bard Talents Required |
|:------:|:--:|:-------------:|:---------------------:|
-| Blade Flourish | 5 | Bardic Inspiration | - |
+| Blade Flourish | 5 | Bardic Performance | 1 |
| Extra Attack | 10 | Blade Flourish and 3 other Bard Talents | 4 |
-| Battle Magic | 50 | Extra Attack and 9 other Bard Talents | 10 |
| Master's Flourish | 50 | Extra Attack and 9 other Bard Talents | 10 |
### Blade Flourish
@@ -28,15 +27,15 @@ When you take your first valour talent, you may choose to either gain a fighting
#### **Cost:** 5 Character Points
**Prerequisite:** Bardic Inspiration
*You learn to perform impressive displays of martial prowess and speed that inspire others in battle.*
-Whenever you take the Strike action on your turn, your walking speed increases by 10 feet until the end of the turn. If a weapon attack that you make as part of this action hits a creature, you can use one of the following blade flourish options of your choice. You can use only one blade flourish option once per turn.
+Whenever you take the Strike action on your turn, your walking speed increases by 10 feet until the end of the turn. Once per turn, if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice.
-**Defensive Flourish.** You can expend one use of your bardic inspiration to cause the weapon to deal extra damage equal to your martial feat die to the target that you hit. You may also add +1d to your strength or dexterity defense until the start of your next turn.
+**Defensive Flourish.** You can expend one use of your Bardic Performance to cause the weapon to deal extra damage equal to your martial feat die to the target that you hit. You may also add +1d to your strength or dexterity defense until the start of your next turn.
-**Slashing Flourish.** You can expend one use of your bardic inspiration to cause the weapon to deal extra damage equal to your martial feat die to the target that you hit and to any other creature of your choice that you can see within 5 feet of you.
+**Slashing Flourish.** You can expend one use of your Bardic Performance to cause the weapon to deal extra damage equal to your martial feat die to the target that you hit and to any other creature of your choice that you can see within 5 feet of you.
-**Mobile Flourish.** You can expend one use of your bardic inspiration to cause the weapon to deal extra damage equal to your martial feat die to the target that you hit. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
+**Mobile Flourish.** You can expend one use of your Bardic Performance to cause the weapon to deal extra damage equal to your martial feat die to the target that you hit. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
-Additionally, a creature that has a bardic inspiration die from you can instead roll your martial feat die and add the number rolled to a weapon damage roll that it just made. If a creature has a bardic inspiration die from you casts a spell that restores stamina or deals damage, then that creature can instead roll your martial feat die and choose a target affected by the spell. Add the number rolled as a bonus to the stamina regained or the damage dealt.
+Additionally, a creature benefitting from your Bardic Inspiration can instead roll your martial feat die and add the number rolled to a weapon damage roll that it just made. If a creature has a bardic inspiration die from you and casts a spell that restores stamina or deals damage, then that creature can instead roll your martial feat die and choose a target affected by the spell. Add the number rolled as a bonus to the stamina regained or the damage dealt.
### Extra Attack
@@ -45,16 +44,9 @@ Additionally, a creature that has a bardic inspiration die from you can instead
#### **Cost:** 10 Character Points
**Prerequisite:** Blade Flourish and 3 other Bard Talents
Each turn, the first [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) action that you take does not count for the purposes of calculating your multiattack penalty.
-### Battle Magic
-
-
-
-#### **Cost:** 50 Character Points
**Prerequisite:** Extra Attack and 9 other Bard Talents
-You have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a spell, you can make one weapon attack as a bonus action.
-
### Master's Flourish
#### **Cost:** 50 Character Points
**Prerequisite:** Extra Attack and 9 other Bard Talents
-You can use blade flourish without expending a bardic inspiration die.
+You can use now a Blade Flourish without expending a use of your Bardic Performance.
diff --git a/Talents/Bard/Whispers/index.md b/Talents/Bard/Whispers/index.md
index df09bff5e..4cb0fa4dd 100644
--- a/Talents/Bard/Whispers/index.md
+++ b/Talents/Bard/Whispers/index.md
@@ -13,7 +13,7 @@ Many other bards hate their whisper peers, viewing them as parasites that use a
| Talent | CP | Prerequisites | Bard Talents Required |
|:------:|:--:|:-------------:|:---------------------:|
-| Psychic Blades | 3 | - | - |
+| Psychic Blades | 3 | Bardic Performance | 1 |
| Words of Terror | 2 | - | - |
| Psychic Blades II | 5 | Psychic Blades and 2 Other Bard Talents | 3 |
| Mantle of Whispers | 10 | Words of Terror and 3 Other Bard Talents | 4 |
@@ -28,7 +28,7 @@ Many other bards hate their whisper peers, viewing them as parasites that use a
#### **Cost:** 3 Character Points
*You gain the ability to make your weapon attacks magically toxic to a creature’s mind.*
-When you hit a creature with a weapon attack, you can spend a use of your bardic inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round.
+When you hit a creature with a weapon attack, you can spend a use of your Bardic Performance to deal an additional 2d6 psychic damage to that target. You can do so only once per round.
### Words of Terror
@@ -63,7 +63,7 @@ You can use the shadow as an action. When you do so, it vanishes, magically tran
While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.
-Another creature can see through this disguise by succeeding on an [insight](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Insight/) check against your passive deception. Your passive deception gains +1d for this check.
+Another creature can see through this disguise by succeeding on an [Insight](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Insight/) check against your passive deception. Your passive deception gains +1d for this check.
Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest.
@@ -83,9 +83,9 @@ The bonus damage that you inflict with Psychic Blades increases to 5d6.
an action, magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. Make a performance check vs the target's wisdom defence. This check automatically fails if the target doesn’t share a language with you or if it cannot hear you. On a miss, your whisper sounds like unintelligible mumbling and has no effect.
-On a hit, the target is [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) by you for the next 8 hours, or until you or your allies attack or damage it. The target interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced that you know it.
+On a hit, the target is [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) by you for the next 8 hours, or until you or your allies attack or damage it. The target interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced that you know it.
-The [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favours and gifts that it would offer to a close friend.
+The [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favours and gifts that it would offer to a close friend.
When the effect ends, the creature has no understanding of why it held you in such fear.
diff --git a/Talents/Bard/index.md b/Talents/Bard/index.md
index d85db28f6..23c12d698 100644
--- a/Talents/Bard/index.md
+++ b/Talents/Bard/index.md
@@ -12,41 +12,30 @@ Untold wonders and secrets exist for those skillful enough to discover them. Thr
| Talent | CP | Prerequisites |
|:-------|:--:|:--------------|
-| Bardic Performance | 5 | - |
-| Jack of All Trades | 5 | - |
-| Cutting Words | 5 | Bardic Performance |
-| Suggestion | 15 | Bardic Performance and 4 Other Bard Talents |
-| Dirge of Doom | 20 | Suggestion and 5 Other Bard Talents |
-| Inspire Greatness | 25 | Bardic Performance and 6 Other Bard Talents |
-| Peerless Skill | 35 | Jack of all Trades and 7 Other Bard Talents |
-| Soothing Performance | 30 | Bardic Performance and 8 Other Bard Talents |
-| Frightening Tune | 65 | Dirge of Doom and 10 Other Bard Talents |
-| Inspire Heroics | 40 | Inspire Greatness and 11 Other Bard Talents |
-| Mass Suggestion | 80 | Suggestion and 12 Other Bard Talents |
-| Deadly Performance | 50 | Bardic Performance and 13 Other Bard Talents |
-| Virtuoso | 50 | 14 Other Bard Talents |
+| Bardic Performance | 5 | - |
+| Jack of All Trades | 5 | - |
+| Vicious Mockery | 5 | - |
+| Vicious Mockery II | 5 | 3 Other Bard Talents |
+| Vicious Mockery III | 5 | 8 Other Bard Talents |
+| Vicious Mockery IV | 5 | 12 Other Bard Talents |
+| Virtuoso | 100 | 14 Other Bard Talents |
### Bardic Performance
-#### **Cost:** 5 Character Points
-
-#### Bardic Inspiration
-*You can inspire others through stirring words or music.*
-
-To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d20.
+#### **Cost:** 5 Character Points
**Actions:** 1
+You are trained to use the [Performance](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Performance/) skill to manipulate those around you. You know the following Bardic Performances: [Bardic Inspiration](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Bard/Performances/#bardic-inspiration), [Countersong](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Bard/Performances/#countersong), [Fascinate](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Bard/Performances/#fascinate) and [Song of Rest](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Bard/Performances/#song-of-rest).
-Once within the next 10 minutes, the creature can roll the die as an instance of advantage on one ability check, attack roll, or defence check it makes. The creature can wait until after it rolls the original die before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
+Starting a Bardic Performance is an action and must be maintained each round as an action. Changing a Bardic Performance from one effect to another requires you to stop the previous performance as a free action and start a new one as an action. A Bardic Performance cannot be disrupted, but it ends immediately if the bard is killed, paralysed, stunned, knocked unconscious, or otherwise prevented from taking an action to maintain it each round.
-You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.
+Each Bardic Performance has audible components, visual components, or both.
-Additionally, you can use soothing music or oration to help revitalise your wounded allies during a short rest. At the end of the short rest, you and any friendly creatures who can hear your performance regain stamina equal to the result of one Hit Die plus their Constitution modifier.
+If a Bardic Performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a Bardic Performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
-#### Countersong
-*You gain the ability to use musical notes or words of power to disrupt mind-influencing effects.*
+If a Bardic Performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a Bardic Performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
-As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have +1d to your defences vs being [frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) or [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/). A creature must be able to hear you to gain this benefit. The performance ends early if you are [incapacitated](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Incapacitated/) or silenced or if you voluntarily end it (no action required).
+You can use this feature a number of times equal to your Charisma modifier. You regain any expended uses when you finish a short or long rest.
### Jack of All Trades
@@ -55,21 +44,35 @@ As an action, you can start a performance that lasts until the end of your next
#### **Cost:** 5 Character Points
You may reroll any ability check that you make that does not benefit from proficiency, but you must take the result.
-### Cutting Words
+### Vicious Mockery
-#### **Cost:** 5 Character Points
-*You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others.*
+#### **Cost:** 5 Character Points
**Actions:** 2
+*You unleash a string of insults.*
+
+Choose a creature that can hear you and make a [Performance](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Performance/) check vs the target's Wisdom defence. On a hit, the creature takes 1d4 psychic damage and has -1d on the next attack roll that it makes before the end of its next turn.
+
+### Vicious Mockery II
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** 3 Other Bard Talents
+The damage dealt by your Vicious Mockery talent increases to 2d4.
+
+### Vicious Mockery III
+
+
-Once per round, you may choose a target within 60 feet that you can see. The target's next attack roll, skill check, or defence check suffers -1d. This consumes 1 use of your Bardic Inspiration. The target is immune if it can’t hear you or if it’s immune to being charmed.
+#### **Cost:** 5 Character Points
**Prerequisite:** 8 Other Bard Talents
+The damage dealt by your Vicious Mockery talent increases to 3d4.
-### Peerless Skill
+### Vicious Mockery IV
-#### **Cost:** 35 Character Points
**Prerequisite:** Jack of all Trades and 7 Other Bard Talents
-When you make a skill check, you can spend a use of your bardic inspiration die to roll with +1d. You can choose to do so after you roll the die for the skill check, but before the GM tells you whether you succeed or fail.
+#### **Cost:** 5 Character Points
**Prerequisite:** 12 Other Bard Talents
+The damage dealt by your Vicious Mockery talent increases to 4d4.
### Virtuoso
@@ -78,6 +81,6 @@ When you make a skill check, you can spend a use of your bardic inspiration die
#### **Cost:** 100 Character Points
**Prerequisite:** 14 Other Bard Talents
*You are the epitome of music and magic.*
-Your Dexterity and Charisma scores increase by 2. Your maximum for those scores also increases by 2. Additionally, when you roll initiative and have no uses of Bardic Inspiration left, you regain a number of uses equal to your Charisma modifier.
+Your Dexterity and Charisma scores increase by 2. Your maximum for those scores also increases by 2. Additionally, when you roll initiative and have no uses of Bardic Performance left, you regain a number of uses equal to your Charisma modifier.
## Bard Talent Tree Branches
diff --git a/Talents/Fighter/Commander/index.md b/Talents/Fighter/Commander/index.md
index 0d074b0f1..40a0c9080 100644
--- a/Talents/Fighter/Commander/index.md
+++ b/Talents/Fighter/Commander/index.md
@@ -1,5 +1,5 @@
---
-title: Mirror Knight
+title: Commander
parent: Fighter Talent Tree
grand_parent: Talents
---
diff --git a/Talents/Monk/Astral/index.md b/Talents/Monk/Astral/index.md
new file mode 100644
index 000000000..d31f6f4ae
--- /dev/null
+++ b/Talents/Monk/Astral/index.md
@@ -0,0 +1,73 @@
+---
+title: Astral Self
+parent: Monk Talent Tree
+grand_parent: Talents
+---
+
+# Astral Self
+An astral self monk believes that their body is an illusion. They see their chi as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.
+
+## Forms of Your Astral Self
+The astral self is a translucent embodiment of the monk's soul. As a result, an astral self doesn't necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur, the strength of which the monk feels within. Similarly, an orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc's soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance.
+
+When choosing this path, consider the quirks that define your monk. Are you obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:------:|:--:|:-------------:|
+| Arms of the Astral Self | 5 | Chi |
+| Visage of the Astral Self | 10 | Arms of the Astral Self and 4 other Monk Talents |
+| Body of the Astral Self | 35 | Visage of the Astral Self and 8 other Monk Talents |
+| Awakened Astral Self | 40 | Body of the Astral Self and 12 other Monk Talents |
+
+### Arms of the Astral Self
+
+
+
+#### **Cost:** 5 Character Points
+Your mastery of your chi allows you to summon a portion of your astral self. As an action, you can spend 1 chi point to summon the arms of your astral self. When you do so, make a chi attack roll against the Dexterity defense of each creature of your choice that you can see within 10 feet. On a hit, each target takes energy damage equal to two rolls of your martial feat die.
+
+For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance and they vanish early if you are incapacitated or die.
+
+While the spectral arms are present, you gain the following benefits:
+* You can use your Wisdom modifier in place of your Strength modifier when making Strength checks.
+* You can use the spectral arms to make unarmed [Strikes](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/).
+* When you make an unarmed [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) with the arms on your turn, your reach is 5 feet greater than normal.
+* The unarmed [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) that you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is energy.
+
+### Visage of the Astral Self
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Arms of the Astral Self and 4 Other Monk Talents
+You can summon the visage of your astral self. As an action, or as part of the action that you take to activate Arms of the Astral Self, you can spend 1 chi point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.
+
+The spectral visage covers your face like a helmet or mask. You determine its appearance.
+
+While the spectral visage is present, you gain the following benefits.
+* **Astral Sight:** You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
+* **Wisdom of the Spirit:** You have +1d on [Insight](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Insight/) and [Intimidation](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Intimidation/) checks.
+* **Word of the Spirit:** When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
+
+### Body of the Astral Self
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** Visage of the Astral Self and 8 Other Monk Talents
+When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armour, connecting with the arms and visage. You determine its appearance.
+
+While the spectral body is present, you gain the following benefits:
+* **Deflect Energy:** The first time that you take elemental, or energy damage, the damage that you take is reduced by your martial feat die + your Wisdom modifier.
+* **Empowered Arms:** Once on each of your turns, when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your martial feat die.
+
+### Awakened Astral Self
+
+
+
+#### **Cost:** 40 Character Points
**Prerequisite:** Body of the Astral Self and 12 Other Monk Talents
+Your connection to your astral self is complete, allowing you to unleash its full potential. As an action, you can spend 5 chi points to summon the arms, visage and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.
+
+While your astral self is awakened, you gain the following benefits:
+* **Armour of the Spirit:** You gain a +2 bonus to your damage reduction.
+* **Astral Barrage:** Once each turn, you may ignore the multiple attack penalty when making a [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) with your astral arms.
diff --git a/Talents/Monk/Dragon/index.md b/Talents/Monk/Dragon/index.md
new file mode 100644
index 000000000..0f17e0912
--- /dev/null
+++ b/Talents/Monk/Dragon/index.md
@@ -0,0 +1,69 @@
+---
+title: Ascendant Dragon
+parent: Monk Talent Tree
+grand_parent: Talents
+---
+
+# Ascendant Dragon
+The dragon god is known to travel the world in the guise of a young monk. Legend says that he founded the first monastery of the ascendant dragon in this guise. The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies and can even soar through the air on draconic wings. However, all of this is in service to a greater goal: achieving a spiritual unity with the essence of the world.
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:------:|:--:|:-------------:|
+| Draconic Disciple | 5 | Chi |
+| Wings Unfurled | 10 | Draconic Disciple and 4 Other Monk Talents |
+| Greater Breath of the Dragon | 5 | Draconic Disciple and 8 Other Monk Talents |
+| Aspect of the Wyrm | 30 | Wings Unfurled and 8 Other Monk Talents |
+| Ascendant Aspect | 40 | Aspect of the Wyrm and 12 Other Monk Talents |
+
+### Draconic Disciple
+
+
+
+#### **Cost:** 5 Character Points
+You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon's breath. You gain the following benefits:
+
+* **Draconic Presence:** If you fail an [Intimidation](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Intimidation/) or [Persuasion](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Persuasion/) check, you can reroll the check and take the new result, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can't use it again until you finish a long rest.
+
+* **Draconic Strike:** When you damage a target with an unarmed [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/), you can change the damage type to cold, corrosive, electric, fire, or poison.
+
+* **Breath of the Dragon:** You can spend 2 chi points to channel destructive waves of energy, like those created by the dragons that you emulate. As an action on your turn, you exhale draconic energy in either a 20-foot cone, or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: cold, corrosive, electric, fire, or poison. Make a chi attack roll against the Dexterity defense of each creature in the area. On a hit, the creature takes damage equal to two rolls of your Martial Feat die. On a miss, the creature takes half damage.
+
+### Wings Unfurled
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Draconic Disciple and 4 Other Monk Talents
+When you use your Step of the Wind, you can spend an additional point of chi to unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.
+
+### Greater Breath of the Dragon
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Draconic Disciple and 8 Other Monk Talents
+The damage of your Breath of the Dragon talent increases to three rolls of your Martial Feat die.
+
+### Aspect of the Wyrm
+
+
+
+#### **Cost:** 25 Character Points
**Prerequisite:** Wings Unfurled and 8 Monk Talents
**Actions**: 1
+The power of your draconic spirit now radiates from you, warding your allies, or inspiring fear in your enemies. You can spend 3 chi points to create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:
+
+* **Frightful Presence:** When you create this aura and for 1 action on subsequent turns, you can make a chi attack against a target's Wisdom defense within the aura. On a hit, the target becomes frightened of you for 1 minute. The target can make a Wisdom defence check at the end of each of its turns, ending the effect on itself with a successful check.
+
+* **Resistance:** Choose a damage type when you activate this aura: cold, corrosive, electric, fire, or poison. You and your allies within the aura have resistance to that damage.
+
+### Ascendant Aspect
+
+
+
+#### **Cost:** 50 Character Points
**Prerequisite:** Aspect of the Wyrm and 12 Other Monk Talents
+Your draconic spirit reaches its peak. You gain the following benefits:
+
+* **Augment Breath:** When you use your Breath of the Dragon, you can spend 1 additional chi point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone, or a 90-foot line that is 5 feet wide (your choice) and each creature in that area takes damage equal to four rolls of your Martial Feat die on a failed save, or half as much damage on a successful one.
+
+* **Dragon Senses:** You gain [infravision](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/Special/#infravision). Additionally, [scent](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/Special/#scent) is an [imprecise sense[(https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/Senses/#imprecise-senses) for you with a range of 30 feet.
+
+* **Explosive Fury:** When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures that you can see in your aura and make a chi attack roll against the Dexterity defense of each of those creatures. On a hit, the target takes 3d10 cold, corrosive, electric, fire, or poison damage (your choice).
diff --git a/Talents/Monk/Drunken/index.md b/Talents/Monk/Drunken/index.md
new file mode 100644
index 000000000..624092db4
--- /dev/null
+++ b/Talents/Monk/Drunken/index.md
@@ -0,0 +1,55 @@
+---
+title: Dunken Master
+parent: Monk Talent Tree
+grand_parent: Talents
+---
+
+# Drunken Master
+Drunken master monks move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant, who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks and retreats.
+
+A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant. However, when battle is joined, the drunken master can be a maddening, masterful foe.
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:------:|:--:|:-------------:|
+| Drunken Technique | 5 | Chi |
+| Tipsy Sway | 10 | Drunken Technique and 5 other Monk Talents |
+| Drunkard's Luck | 35 | Tipsy Sway and 8 other Monk Talents |
+| Intoxicated Frenzy | 40 | Drunkard's Luck and 12 other Monk Talents |
+
+### Drunken Technique
+
+
+
+#### **Cost:** 5 Character Points
+You learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you can also [Step](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Step/) as a free action and your movement speed increases by 10 feet until the end of your turn.
+
+### Tipsy Sway
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Drunken Technique and 5 Other Monk Talents
+*You can move in a spontaneous, fluid, swaying manner.*
+
+You gain the following benefits:
+* **Hike-Up:** When you're [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/), you can [Stand](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Stand/) as free action.
+* **Bob and Weave:** The first time each round that a creature misses you with a melee attack roll, you can spend 1 chi point to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
This ability triggers automatically the first time each round that you are missed by a melee attack, with the following exceptions: on your turn, or when you roll initiative, you may declare that only a specific creature will trigger Bob and Weave, or not to use it at all.
+
+### Drunkard's Luck
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** Tipsy Sway and 8 Monk Talents
+*You always seem to get a lucky bounce at the right moment.*
+
+When you make a skill check, an attack roll, or a defence check and suffer -1d to the roll, you can spend 2 chi points to remove the penalty for that roll.
+
+### Intoxicated Frenzy
+
+
+
+#### **Cost:** 40 Character Points
**Prerequisite:** Drunkard's Luck and 12 other Monk Talents
**Actions:** 3
+*You gain the ability to make an overwhelming number of attacks against a group of enemies.*
+
+Make six melee attacks with your unarmed strike, or a monk weapon. Provided that each attack targets a different creature, you do not suffer the [multiple attack penalty](https://stormchaserroleplaying.com/stormchaserRPG/General/Specific/Attack/#multiple-attack-penalty).
diff --git a/Talents/Monk/Elements/index.md b/Talents/Monk/Elements/index.md
new file mode 100644
index 000000000..57c5d06c7
--- /dev/null
+++ b/Talents/Monk/Elements/index.md
@@ -0,0 +1,80 @@
+---
+title: Four Elements
+parent: Monk Talent Tree
+grand_parent: Talents
+---
+
+# Four Elements
+You follow a tradition that teaches you to harness the elements. When you focus your chi, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Many members of this tradition dedicate themselves to a single element, but a talented few can weave the elements together.
+
+Many monks of this tradition tattoo their bodies with representations of their chi powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains and cresting waves.
+
+## Elemental Speciality
+When you take your first talent in this branch, you choose an element as your preferred element. Each element has an opposing element: air vs earth and water vs fire. Your preferred and opposed elements do not change any effects or bonuses received from talents within the branch. When you choose your preferred Element, future branch talents that require a choice of element are affected in the following ways:
+* Talents that require a choice of elemental specialisation can be taken multiple times, each time gaining access to the benefits of a new element. If a prerequisite talent has an elemental specialisation, you must have that element chosen already to take the new talent with the same specialisation.
+* After you choose your preferred element with your first talent, the CP cost is doubled for talents that specialise in your opposed element.
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:------:|:--:|:-------------:|
+| Elemental Conduit | 5 | Chi |
+| One with the Elements | 10 | Elemental Conduit and 4 other Monk Talents |
+| Elemental Soul | 35 | One with the Elements and 8 other Monk Talents |
+| Avatar of the Elements | 40 | Elemental Soul and 12 other Monk Talents |
+| Master of the Eight Gates | 40 | Elemental Conduit, One with the Elements, and 12 other Monk Talents |
+
+### Elemental Conduit
+
+
+
+#### **Cost:** 5 Character Points
+Your fundamental teaching holds that channeling the elements is not so much a matter of mastery and control, but instead allowing yourself to become a medium of expression. Through this expression, you learn to project the elements as you would extensions of your body.
+
+Choose an element from the list below. When you hit a target with an Unarmed [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/), you add a bonus effect for the chosen element. If you have taken this talent multiple times, you can choose which elemental effect is used, but no more than one effect can be added to each Strike.
+* **Fire:** The target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using an action to make a DC 10 Dexterity check to extinguish the flames.
+* **Air:** You can choose to push a target 5 feet in a direction of your choice, or knock them [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/). You may also choose to deal no damage. If you do, the target is pushed 5 feet and knocked [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/).
+* **Water:** The target is [Slowed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Slowed/) until the end of your next turn
+* **Earth:** You can change the damage type of your Unarmed Strike to piercing rather than bludgeoning. On a hit, the target is [Staggered](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Staggered/) until the end of their next turn
+
+### One with the Elements
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Elemental Conduit and 4 Other Monk Talents
+Your attunement to the elements affects your body, mind and soul. Choose an element from the list below. You gain the benefit associated with it. If you take this talent multiple times with different elements, you can change the benefit by meditating as part of a short rest.
+* **Air:** Your movement speed increases by 10 feet. Additionally, your [Leap](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Leap/) distance increases by 15 feet horizontally and 5 feet vertically.
+* **Water:** You gain a swim speed equal to your movement speed and are not affected by difficult terrain caused by ice or similar surface-level effects.
+* **Earth:** You gain [Tremorsense](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/Special/#tremorsense) (30 feet). If you already have [Tremorsense](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/Special/#tremorsense) from another source, it becomes a precise sense.
+* **Fire:** You gain resistance to fire and lightning damage.
+
+### Elemental Soul
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** One with the Elements and 8 Other Monk Talents
+Your connection to the four elements grows to masterful harmony with your soul. When you attack using your Elemental Conduit, your Unarmed [Strikes](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) also gain the following benefits.
+* **Fire:** Your reach is increased by 10 feet and you deal half damage to an additional target that you choose within 5 feet of the first. You may your Wisdom modifier to the persistent fire damage.
+* **Air:** Your reach is increased by 15 feet and your forced movement can affect up to two additional targets of your choice within 10 feet of the primary target. Additionally, you can move up to 10 feet once per turn after successfully hitting a target with a [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/). This movement does not provoke attacks of opportunity.
+* **Water:** Your reach is increased by 10 feet. If a target was [Slowed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Slowed/) when this attack hits, they are now [Grappled](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Grappled/) as ice begins to encase their body with each successful attack. A [Grappled](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Grappled/) target becomes [Restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) and a [Restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) target becomes [Pinned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Pinned/).
+* **Earth:** Your reach increases by 5 feet and a successful [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) against a [Staggered](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Staggered/) or [Slowed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Slowed/) target immediately knocks them [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/). Additionally, when you take the [Dodge](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Dodge/) or [Guard](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Guard/) actions, you create an earthen barrier in an open space within 5 feet of you or the target of your [Guard](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Guard/) action. The barrier has 5 DR and stamina equal to your Wisdom score. This barrier cannot move and provides standard cover. Any damage that exceeds the shield’s stamina is transferred to the target immediately behind it.
+
+### Avatar of the Elements
+
+
+
+#### **Cost:** 40 Character Points
**Prerequisite:** Elemental Soul (4 elemental specialties) and 12 other Monk Talents
+Your connection with the elemental forces is absolute. Your soul is bonded to each of the elements so closely that they are now one and the same. You may spend 1 Action and 2 chi points to enter an empowered state and gain the benefits listed below. This state can be sustained for 1 Chi point at the start of subsequent turns to a maximum duration of 1 minute.
+* You gain a flying speed equal to your movement speed.
+* Your reach with Elemental Conduit and Elemental Soul is increased by 5 feet and you add your Wisdom modifier to the damage of these attacks.
+* You gain resistance to physical, elemental and poison damage.
+* The area within 10 feet of you becomes difficult terrain
+
+### Master of the Eight Gates
+
+
+
+#### **Cost:** 40 Character Points
**Prerequisite:** Elemental Conduit (4 Elemental Specialties), One with the Elements (4 Elemental Specialties) and 12 Other Monk Talents
+You have achieved a transcendent enlightenment that allows you to touch energies in the souls of others. You gain resistance to holy, profane, and decay damage. Additionally, you can spend 1 action to perform one of the following effects a number of times per long rest equal to your Wisdom modifier:
+* Make an Unarmed [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) against a target. On a hit, the target cannot cast spells until they finish a long rest.
+* If you take the [Dodge](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Dodge/) or [Guard](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Guard/) actions, the next effect against you that deals elemental, holy, profane, decay, or poison damage automatically misses.
diff --git a/Talents/Monk/Hand/index.md b/Talents/Monk/Hand/index.md
new file mode 100644
index 000000000..104cc4650
--- /dev/null
+++ b/Talents/Monk/Hand/index.md
@@ -0,0 +1,56 @@
+---
+title: Open Hand
+parent: Monk Talent Tree
+grand_parent: Talents
+---
+
+# Open Hand
+Monks of the open hand are the ultimate masters of martial arts, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate chi to heal damage to their bodies and practice advanced meditation that can protect them from harm.
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:------:|:--:|:-------------:|
+| Open Hand Technique | 5 | Chi |
+| Wholeness of Body | 10 | Open Hand Technique and 5 other Monk Talents |
+| Tranquility | 35 | Wholeness of Body and 8 other Monk Talents |
+| Quivering Palm | 40 | Tranquility and 12 other Monk Talents |
+
+### Open Hand Technique
+
+
+
+#### **Cost:** 5 Character Points
+You can manipulate the chi that flows through your enemies as you bring forth your own. Whenever you make a [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/), you can spend a chi point to impose one of the following effects on the target:
+* Compare your attack roll plus your Wisdom modifier to the target's Strength defense. On a hit, the target is pushed up to 15 feet away from you.
+* Compare your attack roll plus your Wisdom modifier to the target's Dexterity defense. On a hit, the target is knocked [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/).
+* Compare your attack roll plus your Wisdom modifier to the target's Constitution defense. On a hit, the target is [Dazed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Dazed/) until the end of its next turn.
+
+### Wholeness of Body
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Open Hand Technique and 4 other Monk Talents
**Actions:** 2
+*You gain the ability to heal yourself.*
+
+Roll 4 recovery dice and regain Stamina equal to the total. You must finish a long rest before you can use this talent again.
+
+### Tranquility
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** Wholeness of Body and 7 Bard Talents
+*You enter a meditative trance that surrounds you with an aura of peace.*
+
+At the end of a long rest, you gain the effects of a [Sanctuary]() spell, which lasts until the start of your next long rest (the spell can end early as normal).
+
+### Quivering Palm
+
+
+
+#### **Cost:** 40 Character Points
**Prerequisite:** Tranquility and 10 other Bard Talents
+*You gain the ability to manipulate lethal vibrations in another creature's body.*
+
+When you hit a creature with an unarmed strike, you can spend 3 chi points to start these imperceptible vibrations, which last for a number of days equal to your Wisdom score. The vibrations are harmless unless you use an action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, make a chi attack roll vs the target's Constitution defense. On hit, the target is reduced to 0 stamina. On a miss, the target takes 10d10 decay damage.
+
+You can only have one creature under this effect at a time. You can choose to end the vibrations harmlessly without using an action.
diff --git a/Talents/Monk/Kensei/index.md b/Talents/Monk/Kensei/index.md
new file mode 100644
index 000000000..2a5d3ae7d
--- /dev/null
+++ b/Talents/Monk/Kensei/index.md
@@ -0,0 +1,79 @@
+---
+title: Kensei
+parent: Monk Talent Tree
+grand_parent: Talents
+---
+
+# Kensei
+Kensei monks train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.
+
+A kensei sees a weapon in much the same way as a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion , practice, and study.
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:------:|:--:|:-------------:|
+| Path of the Kensei | 5 | - |
+| One With the Blade | 5 | Path of the Kensei and 5 other Monk Talents |
+| Path of the Kensei II | 5 | Path of the Kensei and 5 other Monk Talents |
+| Sharpen the Blade | 30 | One With the Blade and 8 other Monk Talents |
+| Path of the Kensei III | 5 | Path of the Kensei II and 8 other Monk Talents |
+| Unerring Accuracy | 35 | Sharpen the Blade and 12 other Monk Talents |
+| Path of the Kensei IV | 5 | Path of the Kensei III and 12 other Monk Talents |
+
+### Path of the Kensei
+
+
+
+#### **Cost:** 5 Character Points
+Your special martial arts training leads you to master the use of certain weapons. You gain the following benefits:
+* **Kensei Weapons:** Choose two types of weapon to be your kensei weapons: one melee and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the unwieldy property. The longbow is also a valid choice, despite being unwieldy. Weapons of the chosen types are monk weapons for you.
+* **Agile Parry:** If you make an unarmed strike and you are holding a kensei melee weapon, you can use it to defend yourself. As long as the weapon is in your hand and you aren't incapacitated, you gain +1d to your Defenses vs melee and ranged attacks until the start of your next turn.
+* **Kensei's Shot:** You can use one action to make your ranged attacks with a kensei weapon more deadly. For the rest of your turn, any target that you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type.
+
+### One With the Blade
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Path of the Kensei and 5 other Monk Talents
+You extend your chi into your kensei weapons, granting you the following benefits:
+
+- Chi-Infused Strikes: Attacks with your kensei weapons count as magical for the sake of overcoming resistance and immunity to non-magical attacks and damage.
+- Perfect Form: Once per turn, when you hit a target with a kensei weapon, you can spend 1 chi point to cause the weapon to deal extra damage equal to your martial feat die.
+
+### Path of the Kensei II
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Path of the Kensei and 5 other Monk Talents
+You can select 1 additional weapon as a kensei weapon (for a total of 3).
+
+### Sharpen the Blade
+
+
+
+#### **Cost:** 30 Character Points
**Prerequisite:** One With the Blade and 8 Monk Talents
+You gain the ability to augment your weapons further with your ki. As an action, you can expend up to 3 chi points to grant one kensei weapon that you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of chi points that you spent. This bonus lasts for 1 minute or until you use this feature again. When this feature is applied to a magic weapon that already has a bonus to attack and damage rolls, the total may cannot exceed +3.
+
+### Path of the Kensei III
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Path of the Kensei II and 8 other Monk Talents
+You can select 1 additional weapon as a kensei weapon (for a total of 4).
+
+### Unerring Accuracy
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** Sharpen the Blade and 12 other Monk Talents
+*Your mastery of weapons grants you extraordinary accuracy.*
+
+Once per turn, if you miss with an attack roll using a monk weapon, you may reroll it.
+
+### Path of the Kensei III
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Path of the Kensei II and 12 other Monk Talents
+You can select 1 additional weapon as a kensei weapon (for a total of 5).
diff --git a/Talents/Monk/LongDeath/index.md b/Talents/Monk/LongDeath/index.md
new file mode 100644
index 000000000..75f03f034
--- /dev/null
+++ b/Talents/Monk/LongDeath/index.md
@@ -0,0 +1,45 @@
+---
+title: Long Death
+parent: Monk Talent Tree
+grand_parent: Talents
+---
+
+# Long Death
+Long death monks are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:------:|:--:|:-------------:|
+| Touch of Death | 5 | Chi |
+| Hour of Reaping | 10 | Touch of Death and 4 other Monk Talents |
+| Mastery of Death | 35 | Hour of Reaping and 8 other Monk Talents |
+| Touch of the Long Death | 40 | Mastery of Death and 12 other Monk Talents |
+
+### Touch of Death
+
+
+
+#### **Cost:** 5 Character Points
+Your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 stamina, you gain temporary stamina equal to your martial feat die + your Wisdom modifier.
+
+### Hour of Reaping
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Touch of Death and 4 Other Monk Talents
+You gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, make a chi attack roll vs the Wisdom defense of each creature within 30 feet of you that can see you. On a hit, the target is [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) of you until the end of your next turn.
+
+### Mastery of Death
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** Hour of Reaping and 8 Monk Talents
+You use your familiarity with death to escape its grasp. When you are reduced to 0 stamina, you can expend 1 chi point (no action required) to have 1 stamina instead.
+
+### Touch of the Long Death
+
+
+
+#### **Cost:** 40 Character Points
**Prerequisite:** Mastery of Death and 12 other Monk Talents
+Your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you and expend 1 to 10 chi points. Make a chi attack vs the target's Constitution defence. On a hit, the target takes decay damage equal to two rolls of your martial feat die per chi point spent, or half as much damage on a miss.
diff --git a/Talents/Monk/Mercy/index.md b/Talents/Monk/Mercy/index.md
new file mode 100644
index 000000000..1f895755e
--- /dev/null
+++ b/Talents/Monk/Mercy/index.md
@@ -0,0 +1,74 @@
+---
+title: Mercy
+parent: Monk Talent Tree
+grand_parent: Talents
+---
+
+# Mercy
+Mercy monks learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.
+
+Followers of this tradition might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.
+
+The walkers of this way usually don robes with deep cowls and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.
+
+# Visage of Mercy
+You gain a special mask, which you often wear when using the talents of this branch. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.
+
+Merciful Mask
+| d6 | Mask Appearance |
+|:--:|:---------------:|
+| 1 | Raven |
+| 2 | Blank and White |
+| 3 | Crying Visage |
+| 4 | Laughing Visage |
+| 5 | Skull |
+| 6 | Butterfly |
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:------:|:--:|:-------------:|
+| Bringer of Mercy | 5 | Chi |
+| Physician's Touch | 10 | Bringer of Mercy and 4 other Monk Talents |
+| Flurry of Healing and Harm | 35 | Physician's Touch and 8 other Monk Talents |
+| Hand of Ultimate Mercy | 40 | Flurry of Healing and Harm and 12 other Monk Talents |
+
+### Bringer of Mercy
+
+
+
+#### **Cost:** 5 Character Points
+*The mystic gifts that you bring to the world have the supernatural ability to ease the suffering of the ailing. Wounds mend and toxins are purged, but there are times when fate has other plans. In these times, your gift brings a swift and peaceful end to those whom your touch finds.*
+* **Hand of Healing:** Your mystical touch can mend wounds. As an action, you can spend 1 chi point to touch a creature and restore an amount of stamina equal to their martial feat die + your Wisdom modifier.
+* **Hand of Harm:** You use your chi to inflict wounds. When you hit a creature with an unarmed [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/), you can spend 1 chi point to deal extra decay damage equal to one roll of your martial feat die + your Wisdom modifier. You can use this feature only once per turn.
+
+### Physician's Touch
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Bringer of Mercy and 4 Other Monk Talents
+*You can administer even greater cures with a touch and, if you feel it's necessary, use your knowledge to cause harm.*
+
+When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: [Blinded](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Blinded/), [Deafened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Deafened/), [Paralyzed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Paralysed/), [Poisoned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Poisoned/), or [Stunned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Stunned/).
+
+When you use Hand of Harm on a creature, you can subject that creature to the [Poisoned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Poisoned/) condition until the end of your next turn.
+
+### Flurry of Healing and Harm
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** Physician's Touch and 8 Monk Talents
+*You can now mete out a flurry of comfort and hurt.*
+
+You can use your Hand of Healing on two targets within 5 feet of you. Additionally, when you make an unarmed [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) with Flurry of Blows, you can use Hand of Harm with that strike without spending the chi point for Hand of Harm. You can still use Hand of Harm only once per turn.
+
+### Hand of Ultimate Mercy
+
+
+
+#### **Cost:** 40 Character Points
**Prerequisite:** Flurry of Healing and Harm and 12 other Monk Talents
+*Your mastery of life energy opens the door to the ultimate mercy.*
+
+As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 chi points. The creature then returns to life, regaining an amount of stamina equal to 4 of their martial feat dice + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: [Blinded](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Blinded/), [Deafened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Deafened/), [Paralyzed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Paralysed/), [Poisoned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Poisoned/), or [Stunned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Stunned/).
+
+This talent can only be used once per day.
diff --git a/Talents/Monk/Shadow/index.md b/Talents/Monk/Shadow/index.md
new file mode 100644
index 000000000..9c308453c
--- /dev/null
+++ b/Talents/Monk/Shadow/index.md
@@ -0,0 +1,57 @@
+---
+title: Shadow
+parent: Monk Talent Tree
+grand_parent: Talents
+---
+
+# Shadow
+Shadow monks follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers and they serve as spies and assassins. Sometimes, the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anybody else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience from their students.
+
+## Talents
+
+| Talent | CP | Prerequisites | Bard Talents Required |
+|:------:|:--:|:-------------:|:---------------------:|
+| Shadow Arts | 5 | - |
+| Shadow Step | 10 | Shadow Arts and 5 other Monk Talents |
+| Cloak of Shadows | 35 | Shadow Step and 8 other Monk Talents |
+| Opportunist | 40 | Cloak of Shadows and 12 other Monk Talents |
+
+### Shadow Arts
+
+
+
+#### **Cost:** 5 Character Points
+*You can use your chi to manipulate the shadows around you.*
+
+You learn the [Minor Illusion](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Illusion/#minor-illusion) cantrip.
+
+If you already know [Minor Illusion](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Illusion/#minor-illusion), then you may learn another cantrip of your choice from the spell list of the class that previously granted you the [Minor Illusion](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Illusion/#minor-illusion) cantrip.
+
+Additionally, you can spend 2 chi points to cast the following spells without providing material components: [Darkness](), [Darkvision](), [Pass Without Trace](https://stormchaserroleplaying.com/stormchaserRPG/Spells/2/Warding/#pass-without-trace) and [Silence]().
+
+### Shadow Step
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Shadow Arts and 5 Other Monk Talents
**Actions:** 1
+*You gain the ability to step from one shadow into another.*
+
+When you are in dim light or darkness, you can teleport up to 60 feet to an unoccupied space that you can see that is also in dim light or darkness. You then benefit from +1d on the next attack roll that you make before the end of your turn.
+
+### Cloak of Shadows
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** Shadow Step and 8 Other Monk Talents
**Actions:** 2
+*You have learned to become one with the shadows.*
+
+You can become [Invisible](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Invisible/), when you are in an area of dim light or darkness. You remain [Invisible](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Invisible/) until you make an attack, cast a spell, or are in an area of bright light.
+
+### Opportunist
+
+
+
+#### **Cost:** 40 Character Points
**Prerequisite:** Cloak of Shadows and 12 Other Monk Talents
+*You can exploit a creature's momentary distraction when it is hit by an attack.*
+
+Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, it provokes an Attack of Opportunity from you.
diff --git a/Talents/Monk/SunSoul/index.md b/Talents/Monk/SunSoul/index.md
new file mode 100644
index 000000000..23dcd95ca
--- /dev/null
+++ b/Talents/Monk/SunSoul/index.md
@@ -0,0 +1,55 @@
+---
+title: Sun Soul
+parent: Monk Talent Tree
+grand_parent: Talents
+---
+
+# Sun Soul
+Sun Soul Monks learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:------:|:--:|:-------------:|
+| Radiant Sun Bolt | 5 | Chi |
+| Searing Arc Strike | 10 | Radiant Sun Bolt and 4 other Monk Talents |
+| Searing Sunburst | 35 | Searing Arc Strike and 8 other Monk Talents |
+| Sun Shield | 40 | Searing Sunburst and 12 other Monk Talents |
+
+### Radiant Sun Bolt
+
+
+
+#### **Cost:** 5 Character Points
+*You can hurl searing bolts of magical radiance.*
+
+You gain a new attack option that you can use with the [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) action. This special attack is a ranged evocation attack with a range of 30 feet. You use your unarmed proficiency in place of your evocation proficiency for this attack and you add your Dexterity modifier to its attack and damage rolls. Its damage is sacred and its damage die uses your martial feat die.
+
+### Searing Arc Strike
+
+
+
+#### **Cost:** 15 Character Points
**Prerequisite:** Radiant Sun Bolt and 5 Other Monk Talents
**Actions:** 1
+You gain the ability to channel your Chi into searing waves of energy. Immediately after you take the [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) action on your turn, you can spend 2 chi points to cast the [Burning Hands](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Evocation/#burning-hands) spell as a single action.
+
+You can spend additional ki points to cast [Burning Hands](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Evocation/#burning-hands) as a higher-level spell. Each additional chi point that you spend increases the spell’s level by 1. The maximum number of chi points (2 plus any additional points) that you can spend is determined by your [spellcasting talents](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Spellcasting/) (if any).
+
+### Searing Sunburst
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** Searing Arc Strike and 8 Monk Talents
**Actions:** 2
+*You gain the ability to create an orb of light that erupts into a devastating explosion.*
+
+You magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. Make a chi attack roll vs the Constitution defense of each creature within that 20-foot-radius sphere. On a hit, the creature takes 1d12 sacred damage. A creature that is behind opaque greater cover is automatically missed.
+
+You can spend additional chi points up to your Wisdom modifier to increase the damage by one die for every chi point spent.
+
+### Sun Shield
+
+
+
+#### **Cost:** 40 Character Points
**Prerequisite:** Searing Sunburst and 12 other Monk Talents
+*You become wreathed in a luminous, magical aura.*
+
+You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as an action. If a creature hits you with a melee attack while the light shines, it takes radiant damage equal to 5 + your Wisdom modifier.
diff --git a/Talents/Monk/index.md b/Talents/Monk/index.md
index 922a57825..7fea880d2 100644
--- a/Talents/Monk/index.md
+++ b/Talents/Monk/index.md
@@ -5,7 +5,7 @@ has_children: true
nav_order: 7
---
-# Monk Talent Tree (Warrior)
+# Monk Talent Tree ([Warrior](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Warrior/))
For the truly exemplary, martial skill transcends the battlefield. It is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.
## Core Talents
@@ -14,16 +14,16 @@ For the truly exemplary, martial skill transcends the battlefield. It is a lifes
|:-------|:--:|:--------------|
| Martial Arts | 5 | - |
| Dance of the Crane | 5 | - |
-| Chi | 5 | *2 Monk Talents* |
-| Stunning Strike | 5 | *Chi and 3 Other Monk Talents* |
-| Calm in the Storm | 15 | *Stunning Strike and 5 Other Monk Talents* |
-| Flying Crane | 20 | *Calm in the Storm* |
-| Purity of Body | 25 | *Flying Crane* |
-| Tongue of the Sun and Moon | 30 | *Purity of Body and 9 Other Monk Talents* |
-| Diamond Soul | 50 | *Tongue of the Sun and Moon* |
-| Timeless Body | 65 | *Diamond Soul* |
-| Empty Body | 80 | *Timeless Body and 13 Other Monk Talents* |
-| Perfect Self | 100 | *Empty Body* |
+| Chi | 5 | 2 Monk Talents |
+| Stunning Strike | 5 | Chi and 3 Other Monk Talents |
+| Calm in the Storm | 15 | Stunning Strike and 5 Other Monk Talents |
+| Flying Crane | 20 | Calm in the Storm |
+| Purity of Body | 25 | Flying Crane |
+| Tongue of the Sun and Moon | 30 | Purity of Body and 9 Other Monk Talents |
+| Diamond Soul | 50 | Tongue of the Sun and Moon |
+| Timeless Body | 65 | Diamond Soul |
+| Empty Body | 80 | Timeless Body and 13 Other Monk Talents |
+| Perfect Self | 100 | Empty Body |
### Martial Arts
@@ -38,21 +38,24 @@ You gain the following benefits while you are unarmed or wielding only monk weap
* You learn the brawling fighting style. If you already know the brawling fighting style, gain 5 character points.
### Dance of the Crane
-#### *Cost:* 5 Character Points
+
+
+
+#### **Cost:** 5 Character Points
While you are wearing no armor and not wielding a shield, your speed increases by 10 feet and you may use your Wisdom defence in place of your Strength or Dexterity defence versus melee and ranged attacks.
-Additionally, the first time each round that you are hit by a ranged weapon attack, you can deflect or catch the missile as a free action. When you do so, the damage that you take from the attack is reduced by 1d10 + your Dexterity modifier.
+Additionally, the first time each round that you are hit by a ranged weapon attack, you deflect the missile as a free action. When you do so, the damage that you take from the attack is reduced by 1d10 + your Dexterity modifier.
-If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.
+If you reduce the damage to 0, then you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.
### Chi
-#### *Cost:* 5 Character Points
-#### *Prerequisite:* 2 Monk Talents
-Your training allows you to harness the mystic energy of chi. Your access to this energy is represented by a number of chi points equal to your Wisdom modifier.
-You can spend these points to fuel various chi features. You start knowing 7 such features: Deflect Missiles, Flurry of Blows, Focussed Aim, Patient Defense, Quickened Healing and Step of the Wind.
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** 2 Monk Talents
+Your training allows you to harness the mystic energy of chi. Your access to this energy is represented by a number of chi points equal to your Wisdom score.
-If you spend 1 chi point or more as part of your action on your turn, then you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.
+You can spend these points to fuel various chi features. You start knowing 7 such features: Deflect Missiles, Flurry of Blows, Focussed Aim, Patient Defense, Quickened Healing and Step of the Wind.
When you spend a chi point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended chi back into yourself. You must spend at least 30 minutes of the rest meditating to regain your chi points.
@@ -64,75 +67,102 @@ Some of your chi features require you to make a chi attack roll versus your targ
Whenever you finish a short or long rest, you can touch one weapon, focus your chi on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet these criteria:
-* The weapon must be a simple or martial weapon.
-* You must be proficient with it.
-* It must lack the unwieldy and special properties.
+* You must be trained with it.
+* It must lack the two-handed and unwieldy properties.
#### Deflect Missiles
-If you catch a missile that was shot at you, you can spend 1 chi point to make a ranged attack as a free action with the weapon or piece of ammunition you just caught. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
+If you catch a missile that was shot at you, you can spend 1 chi point to immediately make a ranged attack as a free action with the weapon or piece of ammunition you just caught. The missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
#### Flurry of Blows
-Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
+When you take the [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) action, you may spend 1 chi point to ignore the [multiple attack penalty](https://stormchaserroleplaying.com/stormchaserRPG/General/Specific/Attack/#multiple-attack-penalty).
#### Focussed Aim
When you miss with an attack roll, you can spend 2 chi points to reroll your attack roll, potentially turning the miss into a hit.
#### Patient Defense
-You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
+You can spend 1 chi point to [Dodge](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Dodge/) using only a single action.
#### Quickened Healing
-As an action, you can spend 2 ki points and roll your recovery die. You regain an amount of stamina equal to the number rolled plus your wisdom bonus.
+As an action, you can spend 2 chi points and roll your recovery die. You regain an amount of Stamina equal to the number rolled plus your wisdom bonus.
#### Step of the Wind
-You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
+You can spend 1 chi point to [Step](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Step/) or [Stride](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Stride/) as a free action on your turn. Additionally, your jump distance is doubled for that turn.
### Stunning Strike
-#### *Cost:* 5 Character Points
-#### *Prerequisite:* Chi and 3 Other Monk Talents
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Chi and 3 Other Monk Talents
You can interfere with the flow of chi in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 chi point to attempt a stunning strike. If your chi attack hits the target's Constitution defence, they are stunned until the end of your next turn.
### Calm in the Storm
-#### *Cost:* 15 Character Points
-#### *Prerequisite:* Stunning Strike and 5 Other Monk Talents
+
+
+
+#### **Cost:** 15 Character Points
**Prerequisite:** Stunning Strike and 5 Other Monk Talents
Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that deals only half damage on a miss, you instead take no damage on a miss, and only half damage on a hit.
Additionally, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
### Flying Crane
-#### *Cost:* 20 Character Points
-#### *Prerequisite:* Calm in the Storm
+
+
+
+#### **Cost:** 20 Character Points
**Prerequisite:** Calm in the Storm
When you fall, reduce any falling damage that you take by an amount equal to five times your number of monk talents.
Additionally, your unarmoured speed bonus increass to 20 feet and you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.
### Purity of Body
-#### *Cost:* 25 Character Points
-#### *Prerequisite:* Flying Crane
-Content
+
+
+
+#### **Cost:** 25 Character Points
**Prerequisite:** Flying Crane
+Your mastery of Chi flowing through you makes you immune to disease and poison.
### Tongue of the Sun and Moon
-#### *Cost:* 30 Character Points
-#### *Prerequisite:* Purity of Body and 9 Other Monk Talents
-Content
+
+
+
+#### **Cost:** 30 Character Points
**Prerequisite:** Purity of Body and 9 Other Monk Talents
+You learn to touch the chi of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
### Diamond Soul
-#### *Cost:* 50 Character Points
-#### *Prerequisite:* Tongue of the Sun and Moon
-Content
+
+
+
+#### **Cost:** 50 Character Points
**Prerequisite:** Tongue of the Sun and Moon and 10 Other Monk Talents
+You mastery of chi grants +1d to all defenses.
+
+Additionally, whenever you make a defence check and fail, you may spend 1 chi point to reroll it and take the second result.
### Timeless Body
-#### *Cost:* 65 Character Points
-#### *Prerequisite:* Diamond Soul
-Content
+
+
+
+#### **Cost:** 65 Character Points
+*Prerequisite:*+ Diamond Soul
+*Your chi sustains you so that you suffer none of the frailty of old age.*
+
+You can't be aged magically. However, you can still die of old age. In addition, you no longer need food or water.
### Empty Body
-#### *Cost:* 80 Character Points
-#### *Prerequisite:* Timeless Body and 13 Other Monk Talents
-Content
+
+
+
+#### **Cost:** 80 Character Points
**Prerequisite:** Timeless Body and 13 Other Monk Talents
+As an action, you can 4 chi points to become invisible for 1 minute. During that time, you also have resistance to all damage except energy.
+
+Additionally, you can spend 8 Chi points to cast the [Astral Projection]() spell, without needing material components. When you do so, you cannot take any other creatures with you.
### Perfect Self
-#### *Cost:* 100 Character Points
-#### *Prerequisite:* Empty Body
-Content
+
+
+
+#### **Cost:** 100 Character Points
**Prerequisite:** Empty Body
+*You've gained perfect control over your body.*
+
+Your Dexterity and Wisdom scores increase by 2. Your maximum for those scores increases by 22.
+
+Additionally, when you roll for initiative and have no chi points remaining, you regain a number of chi points equal to your Wisdom modifier.
## Monk Talent Tree Branches
diff --git a/Talents/Paladin/index.md b/Talents/Paladin/index.md
index 84e7904c8..97bdd874d 100644
--- a/Talents/Paladin/index.md
+++ b/Talents/Paladin/index.md
@@ -23,7 +23,6 @@ When you take your first paladin talent, you gain the following bonus proficienc
| Lay on Hands | 5 | - | - |
| Divine Smite | 5 | *Divine Sense* |
| Divine Health | 5 | *Lay on Hands* |
-| Extra Attack | 10 | *Divine Smite and 4 Other Paladin Talents* |
| Aura of Protection | 10 | *2nd Level Spells and 6 Other Paladin Talents* |
| Aura of Courage | 25 | *3rd Level Spells, Aura of Protection and 7 Other Paladin Talents* |
| Greater Divine Smite | 35 | *3rd Level Spells, Divine Smite and 8 Other Paladin Talents* |
@@ -61,19 +60,12 @@ When you hit a creature with a melee weapon attack, you can expend mana to deal
#### **Cost:** 5 Character Points
**Prerequisite:** Lay on Hands
Divine magic flowing through you makes you immune to disease.
-### Extra Attack
-
-
-
-#### **Cost:** 10 Character Points
**Prerequisite:** Divine Smite and 4 Other Paladin Talents
-Each turn, the first [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) action that you take does not count for the purposes of calculating your multiattack penalty.
-
### Aura of Protection
#### **Cost:** 10 Character Points
**Prerequisite:** 2nd Level Spells and 6 Other Paladin Talents
-Whenever an attack targets you, or a friendly creatures within 10 feet of you, the creature may use your Charisma defence in place of the defence that the attack would ordinarily target. You must be conscious to grant this benefit.
+Whenever an attack targets you, or a friendly creature within 10 feet of you, the creature can use your spellcasting attribute modifier in place of the normal attribute modifier used for the defence that the attack targets. You must be conscious to grant this benefit.
### Aura of Courage
diff --git a/Talents/Ranger/Knacks/index.md b/Talents/Ranger/Knacks/index.md
new file mode 100644
index 000000000..f6997c8dc
--- /dev/null
+++ b/Talents/Ranger/Knacks/index.md
@@ -0,0 +1,80 @@
+---
+title: Exploration Knacks
+parent: Ranger
+grand_parent: Talents
+nav_order: 1
+---
+# Exploration Knacks
+
+| Talent | CP | Prerequisites |
+|:-------|:--:|:--------------|
+| Ear to the Ground | 5 | - |
+| Expert Foraging | 5 | - |
+| Healing Salves | 5 | - |
+| Hunter's Reflexes | 5 | - |
+| Monster Mimic | 5 | - |
+| Natural Explorer | 5 | - |
+| Poisons and Antidotes | 5 | - |
+| Snare | 5 | - |
+
+# Exploration Knack Desriptions
+
+## Ear to the Ground
+
+
+
+#### **Cost:** 5 Character Points
+By remaining still for 1 minute, using sound and vibrations alone you are able to sense your surroundings. You gain [tremorsense](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/Special/#tremorsense) as a precise sense with a range of 30 feet.
+
+## Expert Foraging
+
+
+
+#### **Cost:** 5 Character Points
+As part of a long rest, you can spend 10 minutes to collect a number of edible, non-poisonous plants or grubs equal to two times your Wisdom modifier. A creature can use 1 action to consume up to 5 plants or grubs, each of which restores 1 Stamina. The plants or grubs spoil if not consumed withing 24 hours of being collected.
+
+## Healing Salves
+
+
+
+#### **Cost:** 5 Character Points
+As part of a long rest, you can spend 1 hour to collect natural ingredients and concoct an ointment that speeds healing. This salve is potent for 24 hours and has a number of uses equal to 1 + your Wisdom modifier. Using 1 action, you can use the salve to restore 1d4 Stamina to a creature within reach.
+
+## Monster Mimic
+
+
+
+#### **Cost:** 5 Character Points
+By imitating how a beast or Favoured Enemy sounds, looks and moves, you gain +1d on Depception and Imitation checks made to convince a creature that it is seeing or hearing that beast or Favoured Enemy.
+
+## Natural Explorer
+
+
+
+#### **Cost:** 5 Character Points
+You gain the following benefits:
+* You ignore difficult terrain.
+
+In addition, you gain the following benefits when traveling for an hour more:
+* Difficult terrain doesn't slow your group’s travel.
+* Your group can't become lost except by magical means.
+* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
+* If you are traveling alone, you can move stealthily at a normal pace.
+* When you forage, you find twice as much food as you normally would.
+* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
+
+## Poisons and Antidotes
+
+
+
+#### **Cost:** 5 Character Points
+Spending 1 hour and a successful DC 10 [Survival](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Survival/) check, you forage for poisonous plants in your area. With these plants you can spend 10 minutes as part of a short or long rest to extract 3 doses of liquid poison (when ingested, a creature makes a Constitution defence check vs your poisoner's kit skill, on a failure it is [Poisoned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Poisoned/) for 1 hour. Alternatively, using the same plants you can spend an hour making 1 dose of [antitoxin](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Gear/Descriptions/#antitoxin).
+
+## Snare
+
+
+
+#### **Cost:** 5 Character Points
+Using a 25-foot length of rope, you spend 1 minute to create a snare trap on the ground using other available materials to camoflauge the trap. This trap is nearly invisible, requiring a successful [Investigation](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Investigation/) check vs your [Survival](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Survival/) skill to be perceived.
+
+The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity defence check vs your Survival skill or be hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is [Restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) there until it is freed. A [Restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) creature can make a Dexterity defence check vs your [Survival](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Survival/) skill at the end of each of its turns. On a success, it frees itself from the trap.
diff --git a/Talents/Ranger/index.md b/Talents/Ranger/index.md
index 7d8d70795..549385daf 100644
--- a/Talents/Ranger/index.md
+++ b/Talents/Ranger/index.md
@@ -10,72 +10,137 @@ For those who relish the thrill of the hunt, there are only predators and prey.
**As long as at least half of your expert talents are from the ranger talent tree, your stamina increases to 4× your Constitution score and your recovery die increases to a d10.**
-## Bonus Proficiencies
-When you take your first ranger talent, you gain the following bonus proficiencies:
-* **Armour:** Medium armour
-* **Weapons:** 4 martial weapon groups
-
## Core Talents
| Talent | CP | Prerequisites |
|:-------|:--:|:--------------|
-| Favoured Enemy | 5 | - |
-| Natural Explorer | 5 | - |
-| Primeval Awareness | 5 | *2 Ranger Talents* |
-| Extra Attack | 5 | *Primeval Awareness* |
-| Greater Favoured Enemy | 5 | *Extra Attack* |
-| Fleet of Foot | 5 | *Extra Attack* |
-| Hide in Plain Sight | 25 | *Greater Favoured Enemy and 6 Other Ranger Talents* |
-| Vanish | 50 | *Hide in Plain Sight and 9 Other Ranger Talents* |
-| Feral Senses | 80 | *Vanish and 12 Other Ranger Talents* |
-| Foe Slayer | 100 | *Feral Senses* |
-
-### Favoured Enemy
-#### *Cost:* 5 Character Points
-Content
-
-### Natural Explorer
-#### *Cost:* 5 Character Points
-Content
+| Favoured Enemy I | 5 | - |
+| Hunter's Mark | 5 | - |
+| Exploration Knacks | 5 | - |
+| Primeval Awareness | 5 | - |
+| Fleet of Foot | 5 | - |
+| Hunter's Intuition | 5 | - |
+| Favoured Enemy II | 5 | Favoured Enemy and 3 Other Ranger Talents |
+| Hide in Plain Sight | 25 | Favoured Enemy II and 6 Other Ranger Talents |
+| Vanish | 50 | Hide in Plain Sight and 9 Other Ranger Talents |
+| Feral Senses | 80 | Vanish and 12 Other Ranger Talents |
+| Foe Slayer | 100 | Feral Senses |
+
+### Favoured Enemy I
+
+
+
+#### **Cost:** 5 Character Points
+*You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.*
+
+Choose a type of favoured enemy: beasts, fey, humanoids, monstrosities, or undead. You add your martial feat die to damage rolls with weapon attacks against creatures of the chosen type.
+
+You have +1d on Survival checks to track your favoured enemies, as well as on checks to recall information about them and a number of additional skills equal to your wisdom modifier, when interacting with your favoured enemy.
+
+### Hunter's Mark
+
+
+
+#### **Cost:** 5 Character Points
**Actions:** 1
+*You focus your senses on a specific enemy*
+
+Using 1 action, you choose a creature that you can see within 90 feet to mark as your quarry. For 1 hour, you are focused on this creature. You gain a bounus to damage rolls with weapon attacks against this creature equal to your martial feat die. In addition,you have +1d on [Perception](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/) and [Survival](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Survival/) checks you make to find and track it. If the creature drops to 0 Stamina before the hour ends, you can use 1 action to mark a new creture.
+
+You can use this ability a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a short or long rest.
+
+### Exploration Knacks
+
+
+
+#### **Cost:** 5 Character Points
+*For rangers, exploration isn't just something that happens between destinations - it's a way of life. You learn various techniques to make travel safer for you and your companions.*
+
+Choose a [Ranger Knack](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Ranger/Knacks/) of your choice. As you gain Character Points, you may purchase additional [Knacks](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Ranger/Knacks/). If an [Knack](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Ranger/Knacks/) has prerequisites, then you must meet them to learn it. You can learn the [Knack](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Ranger/Knacks/) at the same time that you meet its prerequisites.
### Primeval Awareness
-#### *Cost:* 5 Character Points
-#### *Prerequisite:* 3 Ranger Talents
-Content
-### Extra Attack
-#### *Cost:* 5 Character Points
-#### *Prerequisite:* Primeval Awareness
-Content
+
+
+#### **Cost:** 5 Character Points
+*You can establish a powerful link to beasts and the land around you.*
+
+You have an innate ability to communicate with beasts and they recognise you as a kindred spirit. Using 2 actions, you can communicate simple ideas to a beast through sounds and gestures and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short term needs (such as food or safety) and actions that you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked in the past 10 minutes.
+
+Additionally, you can attune your senses to determine if any of your favoured enemies lurk nearby. After performing a 1 minute ritual, you can sense whether any of your favoured enemies are present within 5 miles of you. This feature reveals which of your favoured enemies are present and the creatures' general direction and distance (in miles) from you. If there are multiple groups of your favoured enemies within range, you learn this information for each group.
+
+You can use this ability a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a short or long rest.
+
+### Hunter's Intuition
+
+
+
+#### **Cost:** 5 Character Points<
+*You are always alert and react with swift and decisive action when attacked.
+
+You have +1d to initiative and, on your first turn during combat, +1d on attack rolls against creatures that have not yet acted.
-### Greater Favoured Enemy
-#### *Cost:* 5 Character Points
-#### *Prerequisite:* Extra Attack
-Content
+### Favoured Enemy II
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisites:** Extra Attack
+*You are ready to hunt even deadlier game.*
+
+Choose a type of favoured enemy from Favoured Enemy I, or from the following list: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favoured enemy, including an additional language.
+
+Additionally, you have +1d on defence checks against the spells and abilities used by all of your favoured enemies.
### Fleet of Foot
-#### *Cost:* 5 Character Points
-#### *Prerequisite:* Extra Attack
-Content
+
+
+
+#### **Cost:** 5 Character Points
**Actions:** 1
+*You move with greater agility as you dance among your foes.*
+
+Using an action, for 1 minute your movement does not provoke attacks of opportunity. You can choose to end this effect early to either double your movement speed once when you take the [Stride](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Stride/) or gain +1d on a weapon attack.
+
+You can use this ability a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a short or long rest.
### Hide in Plain Sight
-#### *Cost:* 25 Character Points
-#### *Prerequisite:* Greater Favoured Enemy and 7 Other Ranger Talents
-Content
+
+
+
+#### **Cost:** 25 Character Points
**Prerequisites:** Favoured Enemy II and 6 Other Ranger Talents
+*You can remain perfectly still for long periods of time to set up ambushes.*
+
+When you attempt to [Hide](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Stealth/Hide/) on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take -2d to their [Perception](https://stormchaserroleplaying.com/stormchaserRPG/General/Specific/Perception/) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.
+
+If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
### Vanish
-#### *Cost:* 50 Character Points
-#### *Prerequisite:* Hide in Plain Sight and 10 Other Ranger Talents
-Content
+
+
+
+#### **Cost:** 50 Character Points
**Prerequisites:** Hide in Plain Sight and 9 Other Ranger Talents
+*You can quickly hide from your enemies.*
+
+When you [Take Cover](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Cover/), you can also attempt to [Hide](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Stealth/Hide/) as part of the same action. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
### Feral Senses
-#### *Cost:* 80 Character Points
-#### *Prerequisite:* TBD
-Vanish and 13 Other Ranger Talents
+
+
+
+#### **Cost:** 80 Character Points
**Prerequisite:** Vanish and 12 Other Ranger Talents
+*You gain preternatural senses that help you fight creatures you can’t see.*
+
+When you attack a creature you can’t see, your inability to see it doesn't impose -1d on your attack rolls against it.
+
+You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren't [Blinded](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Blinded/) or [Deafened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Deafened/).
### Foe Slayer
-#### *Cost:* 100 Character Points
-#### *Prerequisite:* Feral Senses
-Content
+
+
+
+#### **Cost:** 100 Character Points
**Prerequisite:** Feral Senses
+*You become an unparalleled hunter.*
+
+Your Strength or Dexterity score increases by 2, and your Wisdom score increases by 2. Your maximum for those scores also increases by 2.
+
+Additionally, once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
## Ranger Talent Tree Branches
diff --git a/Talents/Rogue/index.md b/Talents/Rogue/index.md
index 61d52a579..4df84ea68 100644
--- a/Talents/Rogue/index.md
+++ b/Talents/Rogue/index.md
@@ -82,10 +82,14 @@ Content
#### **Cost:** 15 Character Points
#### **Prerequisite:** Uncanny Dodge and 4 Other Rogue Talents
Content
-### ?
+### Reliable Skill
+
+
#### **Cost:** 35 Character Points
#### **Prerequisite:** Evasion and 6 Other Rogue Talents
-Content
+*You have refined your chosen skills until they approach perfection.*
+
+Whenever you make a skill check with proficiency and the highest d20 roll is a 9 or lower, you can treat that roll as a 10.
### Blindsense
diff --git a/Talents/Sorcerer/Chaos/index.md b/Talents/Sorcerer/Chaos/index.md
index 6da472c5e..18e3bf3c2 100644
--- a/Talents/Sorcerer/Chaos/index.md
+++ b/Talents/Sorcerer/Chaos/index.md
@@ -16,7 +16,7 @@ If you have a bonus spell that doesn’t appear on the arcane spell list, that s
| Spell Level | Spells |
|:-----------:|:------:|
-| 1st | Bane, Chaos Bolt, Colour Spray, Grease |
+| 1st | Bane, Chaos Bolt, Colour Spray, Lubricate, Oil Slick |
| 2nd | Alter Self, Crown of Madness, Enlarge/Reduce, Mischief |
| 3rd | Blink, Enemies Abound, Hypnotic Pattern, Summon Fey |
| 4th | Confusion, Dimension Door, Greater Invisibility, Polymorph |
@@ -103,7 +103,7 @@ Any time before you regain the use of this feature, if you roll on the Wild Magi
-#### **Cost:**10 Character Points
**Prerequisite:** 3rd Level Spells and Tides of Chaos
**Actions:** Free
**Trigger:** A creature you see, besides yourself, makes an attack roll, ability check or defense check.
+#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Tides of Chaos
**Actions:** Free
**Trigger:** A creature you see, besides yourself, makes an attack roll, ability check or defense check.
*You draw upon your wild magic to twist fate of others.*
You expend 2 mana to apply a bonus or penalty of 1d to the creature’s roll.
diff --git a/Talents/Universal/Fighting/index.md b/Talents/Universal/Fighting/index.md
index 9fdfd760c..dd0ef6ffa 100644
--- a/Talents/Universal/Fighting/index.md
+++ b/Talents/Universal/Fighting/index.md
@@ -30,7 +30,7 @@ You've mastered returning pain to those who deliver it, becoming a scourge on th
#### **Cost:** 5 Character Points
You are skilled at using your weight to your advantage. You gain the following benefits:
- You are proficient with improvised weapons.
-- Your unarmed strike and impprovised weapon damage die increases by one step (e.g. from 1 to 1d4).
+- Your unarmed strike and improvised weapon damage die increases by one step (e.g. from 1 to 1d4).
- When you take the Attack action and attempt to grapple, shove, or trip a creature, or make an attack against a creature with an unarmed strike or a weapon wielded in one hand on your turn, you can use your bonus action to make an unarmed strike, grapple, shove, or trip against the same creature.
> The damage die size increases from brawling fighting style and brawling mastery **do** apply to the damage die of natural weapons. For example, the damage die of a longtooth shifter's fangs increases from 1d6 to 1d8.
diff --git a/Talents/Warlock/Archfey/index.md b/Talents/Warlock/Archfey/index.md
new file mode 100644
index 000000000..6353342fd
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+---
+Title: Archfey
+parent: Warlock Talent Tree
+grand_parent: Talents
+---
+
+# The Archfey
+Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; the Prince of Fools; and ancient hags.
+
+## Branch Features
+
+### Bonus Spells
+You learn the [Eldritch Blast](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Evocation/#eldritch-blast) cantrip. It does not count against the number of arcane cantrips that you know. The damage type for this spell is psychic.
+
+You gain the following bonus spells once you can cast spells of that level. Once you gain a bonus spell, you always know it and it doesn’t count against the number of spells that you know.
+
+If you have a bonus spell that doesn’t appear on the arcane spell list, that spell is nevertheless an arcane spell for you.
+
+| Spell Level | Spells |
+|:-----------:|:------:|
+| 1st | Faerie Fire, Sleep |
+| 2nd | Calm Emotions, Phantasmal Force |
+| 3rd | Blink, Plant Growth |
+| 4th | Dominate Beast, Greater Invisibility |
+| 5th | Dominate Person, Seeming |
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:-------|:--:|:--------------|
+| Fey Presence | 5 | - |
+| Misty Escape | 10 | 3rd Level Spells and Fey Presence |
+| Beguiling Defenses | 35 | 5th Level Spells and Misty Escape |
+| Dark Delirium | 50 | 7th Level Spells and Beguiling Defenses |
+
+### Fey Presence
+
+
+
+#### **Cost:** 5 Character Points
**Actions:** 2
+*Your patron bestows upon you the beguiling and fearsome presence of the fey.*
+
+Make a spell attack roll vs the Wisdom defense of creatures of your choice in a 10-foot cube originating from you. For all creatures that you hit, they are either [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) or [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) (your choice) by you until the end of your next turn.
+
+Once you use this feature, you can’t use it again until you finish a short or long rest.
+
+### Misty Escape
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Fey Presence
**Action:** Free
**Trigger:** You take damage.
+*You vanish in a puff of mist in response to harm.*
+
+You turn [Invisible](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Invisible/) and teleport up to 60 feet to an unoccupied space you can see. You remain [Invisible](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Invisible/) until the start of your next turn or until you attack or cast a spell.
+
+This ability triggers the first time that you take damage, with the following exceptions: on your turn, or when you roll initiative, you may declare a specific trigger for your Misty Escape, or not to use it at all.
+
+Once you use this feature, you can’t use it again until you finish a short or long rest.
+
+### Beguiling Defenses
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** 5th Level Spells and Misty Escape
**Actions:** Free
**Trigger:** A creature attempts to charm you.
+*Your patron teaches you how to turn the mind-affecting magic of your enemies against them.*
+
+You are immune to being [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/).
+
+When another creature attempts to charm you, the creature must make a Wisdom defense check vs your spellcasting skill. On a fail, it is [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) by you for 1 minute, or until the creature takes any damage.
+
+This ability automatically triggers once per round the first time that a creature attempts to charm you, with the following exceptions: on your turn, or when you roll initiative, you may declare that your Beguiling Defences will only be triggered when a specific creature attempts to charm you, or not to use them at all.
+
+### Dark Delirium
+
+
+
+#### **Cost:** 50 Character Points
**Prerequisite:** 7th Level Spells and Beguiling Defenses
**Actions:** 2
+*You plunge a creature into an illusory realm.*
+
+Choose a creature that you can see within 60 feet of you and make a spell attack vs its Wisdom defense. On a hit, it is [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) or [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) by you (your choice) for 1 minute, or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
+
+Until this illusion ends, the creature thinks that it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you and the illusion.
+
+You must finish a short or long rest before you can use this feature again.
diff --git a/Talents/Warlock/Celestial/index.md b/Talents/Warlock/Celestial/index.md
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+---
+Title: Celestial
+parent: Warlock Talent Tree
+grand_parent: Talents
+---
+
+# The Celestial
+Your patron is a powerful being of the higher planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
+
+Being connected to such power can cause changes in your behaviour and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.
+
+## Branch Features
+
+### Bonus Spells
+You learn the [Eldritch Blast](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Evocation/#eldritch-blast) cantrip. The damage type for this spell is sacred. You also learn the the [Light](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Evocation/#light) cantrip. These count as arcane cantrips for you. However, they don’t count against your number of cantrips known.
+
+Additionally, you gain the following bonus spells once you can cast spells of that level. Once you gain a bonus spell, you always know it and it doesn’t count against the number of spells that you know.
+
+If you have a bonus spell that doesn’t appear on the arcane spell list, that spell is nevertheless an arcane spell for you.
+
+| Spell Level | Spells |
+|:-----------:|:------:|
+| 1st | Heal, Guiding Bolt |
+| 2nd | Flaming Sphere, Lesser Restoration |
+| 3rd | Daylight, Revivify |
+| 4th | Guardian of Faith, Wall of Fire |
+| 5th | Flame Strike, Greater Restoration |
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:-------|:--:|:--------------|
+| Healing Light | 5 | - |
+| Radiant Soul | 10 | 3rd Level Spells and Healing Light |
+| Celestial Resilience | 35 | 5th Level Spells and Radiant Soul |
+| Searing Vengeance | 50 | 7th Level Spells and Celestial Resilience |
+
+### Healing Light
+
+
+
+#### **Cost:** 5 Character Points
**Actions:** 1
+*You channel celestial energy to heal wounds.*
+
+You have a pool of recovery dice that you spend to fuel this healing. The number of dice in the pool equals two times your maximum spell level.
+
+You can heal one creature that you can see within 60 feet of you, spending dice from the pool to grant it recovery dice. The maximum number of dice that you can spend at once is equal to your spellcasting attribute bonus (minimum of one die). Roll the dice that you spend, add them together, and restore an amount of Stamina equal to the total.
+
+Your pool regains all expended dice when you finish a long rest.
+
+### Radiant Soul
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Healing Light
+*Your link to the celestial allows you to serve as a conduit for sacred energy.*
+
+You have resistance to sacred damage.
+
+Additionally, when you cast a spell of 1st level or higher that deals sacred or fire damage, you can add your spellcasting ability modifier to one damage roll of that spell against one of its targets.
+
+### Celestial Resilience
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** 5th Level Spells and Radiant Soul
+*Your patron bolsters the vigour of you and your allies.*
+
+When you finish a short or long rest, you gain temporary Stamina equal to twice your maximum spell level plus your spellcasting ability modifier. Additionally, choose up to five creatures that you can see at the end of the rest. Those creatures each gain temporary Stamina equal to your maximum spell level plus your spellcasting ability modifier.
+
+### Searing Vengeance
+
+
+
+#### **Cost:** 50 Character Points
**Prerequisite:** 7th Level Spells and Celestial Resilience
+*The radiant energy that you channel allows you to resist death.*
+
+When you have to make a recovery check at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain Stamina equal to half your maximum stamina and can stand if you so choose. Each creature of your choice that is within 30 feet of you takes sacred damage equal to 2d8 + your spellcasting ability modifier, and it is [Blinded](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Blinded/) until the end of the current turn.
+
+Once you use this feature, you can’t use it again until you finish a long rest.
diff --git a/Talents/Warlock/Djinn/index.md b/Talents/Warlock/Djinn/index.md
new file mode 100644
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--- /dev/null
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+---
+Title: Genie
+parent: Warlock Talent Tree
+grand_parent: Talents
+---
+
+# The Djinn
+You have made a pact with one of the djinn. Such entities rule vast fiefs on the elemental planes and have great influence over elemental creatures. Djinn are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind djinn into servitude and readily enter into pacts that expand their reach.
+
+### Djinn Affinity
+Choose your patron’s affinity or determine it randomly, using the following table:
+
+| d4 | Element |
+|:--:|:-------:|
+| 1 | Fire |
+| 2 | Earth |
+| 3 | Air |
+| 4 | Water |
+
+## Branch Features
+
+### Bonus Spells
+You learn the [Eldritch Blast](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Evocation/#eldritch-blast) cantrip. It does not count against the number of arcane cantrips that you know. The type of this damage is determined by your patron's affinity: corrosive (earth), sonic (air), fire (fire), or cold (water).
+
+Once you can cast spells of that level, you gain the below djinn spells as bonus spells, along with the spells associated with your patron’s affinity. Once you gain a bonus spell, you always know it and it doesn’t count against the number of spells that you know.
+
+If you have a bonus spell that doesn’t appear on the arcane spell list, that spell is nevertheless an arcane spell for you.
+
+| Spell Level | Djinn Spells | Fire | Earth | Air | Water |
+|:-----------:|:------------:|:----:|:-----:|:---:|:-----:|
+| 1st | Detect Evil and Good | Burning Hands | Sanctuary | Thunderwave | Fog Cloud |
+| 2nd | Phantasmal Force | Scorching Ray | Spike Growth | Gust of Wind | Blur |
+| 3rd | Create Food and Water | Fireball | Meld into Stone | Wind Wall | Sleet Storm |
+| 4th | Phantasmal Killer | Fire Shield | Stone Shape | Greater Invisibility | Control Water |
+| 5th | Creation | Flame Strike | Wall of Stone | Seeming | Cone of Cold |
+| 9th | Wish | - | - | - | - |
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:-------|:--:|:--------------|
+| Djinn's Vessel | 5 | - |
+| Elemental Gift | 10 | 3rd Level Spells and Genie's Vessel |
+| Sanctuary Vessel | 35 | 5th Level Spells and Elemental Gift |
+| Limited Wish | 50 | 7th Level Spells and Sanctuary Vessel |
+
+### Djinn's Vessel
+
+
+
+#### **Cost:** 5 Character Points
+*Your patron gifts you a magical vessel that grants you a safe resting place and a measure of the djinn’s power.*
+
+The vessel is a tiny object and you can use it as a spellcasting focus for your arcane spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie’s Vessel table.
+
+#### Djinn’s Vessel
+| d6 | Vessel |
+|:--:|:-------|
+| 1 | Oil Lamp |
+| 2 | Urn |
+| 3 | Ring with a compartment |
+| 4 | Stoppered bottle |
+| 5 | Hollow statuette |
+| 6 | Ornate lantern |
+
+While you are touching the vessel, you can use it in the following ways:
+
+**Bottled Respite:** Using 2 actions, you can magically vanish and enter your vessel, which remains in the space that you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot radius, 20-foot high cylinder and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel, as though you were in its space. You can remain inside the vessel for a number of hours up to twice your maximum spell level. You exit the vessel early if you use 1 action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out. If the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. Once you enter the vessel, you cannot enter it again until you finish a long rest.
+
+**Djinn’s Wrath:** Once during each of your turns, when you hit with an attack roll, you can deal extra damage to the target equal to your spellcasting attribute modifier. The type of this damage is determined by your patron's affinity: corrosive (earth), sonic (air), fire (fire), or cold (water).
+
+The vessel’s defence is equal to your spellcasting attribute. The vessel's Stamina is equal to twice your maximum spell level plus your spellcasting attribute modifier. The vessel is immune to poison and psychic damage.
+
+If the vessel is destroyed, or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.
+
+### Elemental Gift
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Djinn's Vessel
+*You begin to take on characteristics of your patron.*
+
+You now have resistance to a damage type determined by your patron’s kind: corrosive (earth), sonic (air), fire (fire), or cold (water).
+
+Using 1 Action, you can give yourself a flying speed equal to your movement speed that lasts for 10 minutes, during which you can hover. You can use this ability a number of times equal to your spellcasting attribute modifier and you regain all expended uses when you finish a long rest.
+
+### Sanctuary Vessel
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** 5th Level Spells and Elemental Gift
+*You can welcome others into the safety of your vessel.*
+
+When you enter your djinn’s Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.
+
+Using 1 action, you can eject any number of creatures from the vessel and everyone is ejected if you leave or die, or if the vessel is destroyed. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of completing a short rest and anyone can add your spellcasting attribute modifier to the amount of Stamina that they regain if they spend any recovery dice as part of a short rest there.
+
+### Limited Wish
+
+
+
+#### **Cost:** 50 Character Points
**Prerequisite:** 7th Level Spells and Sanctuary Vessel
**Actions:** 2
+*You entreat your patron to grant you a small wish.*
+
+You can speak your desire to your djinn’s Vessel, requesting the effect of one spell that is 6th level or lower. The spell can be from any spell list and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.
+
+Once you use this feature, you can’t use it again until you finish 1d4 long rests.
diff --git a/Talents/Warlock/Fathomless/index.md b/Talents/Warlock/Fathomless/index.md
new file mode 100644
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+---
+Title: Fathomless
+parent: Warlock Talent Tree
+grand_parent: Talents
+---
+
+# The Fathomless
+You have plunged into a pact with the depths. An entity of the ocean, the elemental plane of water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?
+
+Perhaps you were born into a generational cult that venerates the fathomless and its spawn, or you might have been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.
+
+Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods and sea hag covens.
+
+## Branch Features
+
+### Bonus Spells
+You learn the [Eldritch Blast](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Evocation/#eldritch-blast) cantrip. It does not count against the number of arcane cantrips that you know. The damage type for this spell is cold.
+
+You gain the following bonus spells once you can cast spells of that level. Once you gain a bonus spell, you always know it and it doesn’t count against the number of spells that you know.
+
+If you have a bonus spell that doesn’t appear on the arcane spell list, that spell is nevertheless an arcane spell for you.
+
+| Spell Level | Spells |
+|:-----------:|:------:|
+| 1st | Create or Destroy Water, Thunderwave |
+| 2nd | Gust of Wind, Silence |
+| 3rd | Lightning Bolt, Sleet Storm |
+| 4th | Control Water, Summon Elemental (water only) |
+| 5th | Arcane Hand, Cone of Cold |
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:-------|:--:|:--------------|
+| Tentacle of the Deep I | 3 | - |
+| Gift of the Sea | 2 | - |
+| Oceanic Soul | 5 | 3rd Level Spells and Gift of the Sea |
+| Guardian Coil I | 5 | 3rd Level Spells and Tentacle of the Deep I |
+| Grasping Tentacles | 25 | 5th Level Spells and Guardian Coil I |
+| Tentacle of the Deep II | 5 | 5th Level Spells and Guardian Coil I |
+| Guardian Coil II | 5 | 5th Level Spells and Guardian Coil I |
+| Fathomless Plunge | 50 | 7th Level Spells and Grasping Tentacles |
+
+### Tentacle of the Deep I
+
+
+
+#### **Cost:** 5 Character Points
**Actions:** 1
+*You summon a spectral tentacle that strikes at your foes.*
+
+You create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
+
+On subsequent turns, using 1 Action, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your spellcasting attribute modifier, and you regain all expended uses when you finish a long rest.
+
+### Gift of the Sea
+
+
+
+#### **Cost:** 5 Character Points
+You can swim a distance equal to your speed, and you can breathe underwater.
+
+### Oceanic Soul
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** 3rd Level Spells and Gift of the Sea
+*You are now even more at home in the depths.*
+
+You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech and you can understand theirs.
+
+### Guardian Coil I
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** 3rd Level Spells and Tentacle of the Deep I
**Actions:** Free
**Trigger:** A creature you see takes damage within 10 feet of the tentacle.
+*The tentacle you summon can defend you and others.*
+
+You can choose one creature damaged within the range of your tentacle and reduce the damage to that creature by 1d8.
+
+This ability automatically triggers once per round the first time that a creature within the range of your tentacle takes damage, with the following exceptions: on your turn, or when you roll initiative, you may declare that your Guardian Coil only be triggered when a specific creature takes damage, or not to use it at all.
+
+### Grasping Tentacles
+
+
+
+#### **Cost:** 25 Character Points
**Prerequisite:** 5th Level Spells and Guardian Coil I
+You learn the spell [Black Tentacles](). It counts as an arcane spell for you, but it doesn’t count against the number of spells that you know. You can also cast it once expending mana and you regain the ability to do so when you finish a long rest.
+
+Whenever you cast this spell, your patron’s magic bolsters you, granting you an amount of temporary Stamina equal to twice your maximum spell level. Moreover, damage can’t break your concentration on this spell.
+
+### Tentacle of the Deep II
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** 5th Level Spells, Oceanic Soul and Guardian Coil I
+Attacks made by your tentacle now do 2d8 cold damage.
+
+### Guardian Coil II
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** 5th Level Spells, Oceanic Soul and Guardian Coil I
+Your tentacle now reduces damage by 2d8.
+
+### Fathomless Plunge
+
+
+
+#### **Cost:** 50 Character Points
**Prerequisite:** 7th Level Spells and Grasping Tentacles
**Actions:** 2
+*You magically open temporary conduits to watery destinations.*
+
+You can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water that you’ve seen (pond size or larger), or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.
+
+Once you use this feature, you can’t use it again until you finish a short or long rest.
diff --git a/Talents/Warlock/Fiend/index.md b/Talents/Warlock/Fiend/index.md
new file mode 100644
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+++ b/Talents/Warlock/Fiend/index.md
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+---
+Title: Fiend
+parent: Warlock Talent Tree
+grand_parent: Talents
+---
+
+# The Fiend
+You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords and archdevils.
+
+## Branch Features
+
+### Bonus Spells
+You learn the [Eldritch Blast](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Evocation/#eldritch-blast) cantrip. It does not count against the number of arcane cantrips that you know. When you learn this spell, choose the type of damage it will do: fire or profane.
+
+You gain the following bonus spells once you can cast spells of that level. Once you gain a bonus spell, you always know it and it doesn’t count against the number of spells that you know.
+
+If you have a bonus spell that doesn’t appear on the arcane spell list, that spell is nevertheless an arcane spell for you.
+
+| Spell Level | Spells |
+|:-----------:|:------:|
+| 1st | Burning Hands, Command |
+| 2nd | Blindness/Deafness, Scorching Ray |
+| 3rd | Fireball, Stinking Cloud |
+| 4th | Fire Shield, Wall of Fire |
+| 5th | Flame Strike, Hallow |
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:-------|:--:|:--------------|
+| Dark One's Blessing | 5 | - |
+| Dark One's Own Luck | 10 | 3rd Level Spells and Dark One's Blessing |
+| Fiendish Resilience | 35 | 5th Level Spells and Dark One's Own Luck |
+| Hurl Through Hell | 50 | 7th Level Spells and Fiendish Resilience |
+
+### Dark One's Blessing
+
+
+
+#### **Cost:** 5 Character Points
+*Your patron rewards you with vigour when you send a soul to hell.*
+
+When you reduce a hostile creature to 0 Stamina, you gain temporary Stamina equal to your spellcasting attribute modifier plus your maximum spell level.
+
+### Dark One's Own Luck
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Dark One's Blessing
+*You call on your patron to alter fate in your favour.*
+
+When you make an ability or defense check you can gain +1d. Additionally, you may declare when you roll initiative or at the end of your turn that the next indirect spell attack against you gains -1d, or not to use it at all.
+
+Once you use this feature, you can’t use it again until you finish a short or long rest.
+
+### Fiendish Resilience
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** 5th Level Spells and Dark One's Own Luck
+*Your patron grants you whatever protection you desire.*
+
+You can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
+
+### Hurl Through Hell
+
+
+
+#### **Cost:** 50 Character Points
**Prerequisite:** 7th Level Spells and Fiendish Resilience
+*You damn those whom you strike to briefly endure hell.*
+
+When you hit a creature with an attack, you can instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
+
+At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
+
+Once you use this feature, you can’t use it again until you finish a long rest.
diff --git a/Talents/Warlock/Hexblade/index.md b/Talents/Warlock/Hexblade/index.md
new file mode 100644
index 000000000..16c6dbd66
--- /dev/null
+++ b/Talents/Warlock/Hexblade/index.md
@@ -0,0 +1,86 @@
+---
+Title: Hexblade
+parent: Warlock Talent Tree
+grand_parent: Talents
+---
+
+# The Hexblade
+You have made your pact with a mysterious entity of chaos, which manifests as a sentient, black magic weapon. Such weapons can offer power to warlocks who form pacts with them. Many hexblade warlocks wield the weapons themselves, while others forgo such arms, content to weave the dark magic they the entity provides their spellcasting.
+
+## Branch Features
+
+### Bonus Spells
+You learn the [Eldritch Blast](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Evocation/#eldritch-blast) cantrip. It does not count against the number of arcane cantrips that you know. The damage type for this spell is energy.
+
+You gain the following bonus spells once you can cast spells of that level. Once you gain a bonus spell, you always know it and it doesn’t count against the number of spells that you know.
+
+If you have a bonus spell that doesn’t appear on the arcane spell list, that spell is nevertheless an arcane spell for you.
+
+| Spell Level | Spells |
+|:-----------:|:------:|
+| 1st | Shield, Wrathful Smite |
+| 2nd | Blur, Branding Smite |
+| 3rd | Blink, Elemental Weapon |
+| 4th | Phantasmal Killer, Staggering Smite |
+| 5th | Banishing Smite, Cone of Cold |
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:-------|:--:|:--------------|
+| Hex Warrior | 5 | - |
+| Accursed Specter | 10 | 3rd Level Spells and Hex Warrior |
+| Armor of Hexes | 35 | 5th Level Spells and Accursed Specter |
+| Master of Hexes | 50 | 7th Level Spells and Armor of Hexes |
+
+### Hex Warrior
+
+
+
+#### **Cost:** 5 Character Points
+*The influence of your patron also allows you to mystically channel your will through a particular weapon and you gain the ability to place a baleful curse on someone.*
+
+Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your spellcasting attribute modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon that you conjure with that feature, no matter the weapon’s type.
+
+**Hexblade’s Curse:** As an action, choose one creature that you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are [incapacitated](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Incapacitated/). Until the curse ends, you gain the following benefits:
+
+* You gain a bonus to damage rolls equal to your spellcasting attribute modifier vs the cursed target.
+* Any attack roll that you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
+* If the cursed target dies, you regain Stamina equal to twice your maximum spell level + your spellcasting attribute modifier.
+
+You can’t use this feature again until you finish a short or long rest.
+
+### Accursed Specter
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Hex Warrior
+*You can curse the soul of a person that you slay, temporarily binding it to your service.*
+
+When you slay a humanoid, you can cause its spirit to rise from its corpse as a [specter](), the statistics for which are in the [Bestiary](https://stormchaserroleplaying.com/stormchaserRPG/Bestiary/). When the specter appears, it gains temporary Stamina equal to your maximum spell level. The specter shares your initiative count, but acts directly after you. It obeys your verbal commands and its attack rolls are modified by your spellcasting attribute modifier.
+
+The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
+
+Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest.
+
+### Armour of Hexes
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** 5th Level Spells and Accursed Specter
**Action:** Free
**Trigger:** A creature cursed by your Hexblade’s Curse hits you with an attack roll.
+*Your hex grows more powerful.*
+
+If the target cursed by your Hexblade’s Curse hits you with an attack roll, it must roll a d6. On a 4 or higher, the attack misses you, regardless of its roll.
+
+This ability automatically triggers once per round the first time that a cursed creature hits you, with the following exceptions: on your turn, or when you roll initiative, you may declare that your Armour of Hexes will only be triggered trigger under a specific condition, or not to use it at all.
+
+### Master of Hexes
+
+
+
+#### **Cost:** 50 Character Points
**Prerequisite:** 7th Level Spells and Armor of Hexes
**Actions:** Free
**Trigger:** A creature cursed by Hexblade’s Curse dies.
+*You can spread your Hexblade’s Curse from a slain creature to another creature.*
+
+You can apply the curse to a different creature that you can see within 30 feet of you, provided that you aren’t [incapacitated](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Incapacitated/). When you apply the curse in this way, you don’t regain Stamina from the death of the previously cursed creature.
+
+At the end of each of your turns, you may declare which creature to apply the curse to, should the currently cursed creature die on another creature’s turn. Otherwise, the curse will end.
diff --git a/Talents/Warlock/Invocations/index.md b/Talents/Warlock/Invocations/index.md
new file mode 100644
index 000000000..c5b6ba868
--- /dev/null
+++ b/Talents/Warlock/Invocations/index.md
@@ -0,0 +1,484 @@
+---
+Title: Eldritch Invocations
+parent: Warlock Talent Tree
+grand_parent: Talents
+---
+
+## Eldritch Invocations
+
+| Invocation | CP | Prerequisites |
+|:-----------|:--:|:--------------|
+| Armour of Shadows | 5 | - |
+| Aspect of the Moon | 5 | Pact of the Tome |
+| Beast Speech | 5 | - |
+| Book of Ancient Secrets | 5 | Pact of the Tome |
+| Devil's Sight | 5 | - |
+| Eldritch Mind | 5 | - |
+| Eldritch Sight | 5 | - |
+| Eldritch Spear | 5 | [Eldritch Blast]() Cantrip |
+| Eldritch Whip | 5 | [Eldritch Blast]() Cantrip |
+| Eyes of the Rune Keeper | 5 | - |
+| Fiendish Vigor | 5 | - |
+| Gaze of Two Minds | 5 | - |
+| Gift of the Ever-Living Ones | 5 | Pact of the Chain |
+| Hellish Rebuke | 5 | - |
+| Hex | 5 | - |
+| Improved Pact Weapon | 5 | Pact of the Blade |
+| Investment of the Chain Master | 5 | Pact of the Chain |
+| Lance of Lethargy | 5 | [Eldritch Blast]() Cantrip |
+| Mask of Many Faces | 5 | - |
+| Misty Vistions | 5 | - |
+| Rebuke of the Talisman | 5 | Pact of the Talisman |
+| Replelling Blast | 5 | [Eldritch Blast]() Cantrip |
+| Thief of Five Fates | 5 | - |
+| Voice of the Chain Master | 5 | - |
+| Cloak of Flies | 10 | 3rd Level Spells |
+| Eldritch Smite | 10 | 3rd Level Spells and Pact of the Blade |
+| Far Scribe | 10 | 3rd Level Spells and Pact of the Tome |
+| Frigid Tomb | 10 | 3rd Level Spells |
+| Gift of the Depths | 10 | 3rd Level Spells |
+| Maddening Hex | 10 | 3rd Level Spells and Hex spell or other ability that curses |
+| Mire of the Mind | 10 | 3rd Level Spells |
+| One with Shadows | 10 | 3rd Level Spells |
+| Sign of Ill Omen | 10 | 3rd Level Spells |
+| Thirsting Blade | 10 | 3rd Level Spells and Pact of the Blade |
+| Undying Servitude | 10 | 3rd Level Spells |
+| Bewitching Whispers | 15 | 4th Level Spells |
+| Dreadful Word | 15 | 4th Level Spells |
+| Ghostly Gaze | 15 | 4th Level Spells |
+| Protection of the Talisman | 15 | 4th Level Spells and Pact of the Talisman |
+| Relentless Hex | 15 | 4th Level Spells and Hex spell or other ability that curses |
+| Sculptor of Flesh | 15 | 4th Level Spells |
+| Trickster's Escape | 15 | 4th Level Spells |
+| Ascendant Step | 25 | 5th Level Spells |
+| Gift of the Protectors | 25 | 5th Level Spells and Pact of the Tome |
+| Minions of Chaos | 25 | 5th Level Spells |
+| Otherworldly Leap | 25 | 5th Level Spells |
+| Whispers of the Grave | 25 | 5th Level Spells |
+| Bond of the Talisman | 35 | 6th Level Spells and Pact of the Talisman |
+| Lifedrinker | 35 | 6th Level Spells and Pact of the Blade |
+| Shroud of Shadow | 50 | 7th Level Spells |
+| Chains of Carceri | 65 | 8th Level Spells and Pact of the Chain |
+| Master of Myriad Forms | 65 | 8th Level Spells |
+| Visions of Distant Realms | 65 | 8th Level Spells |
+| Witch Sight | 65 | 8th Level Spells |
+
+## Eldritch Invocations Desriptions
+
+### Armour of Shadows
+
+
+
+#### **Cost:** 5 Character Points
+You can cast [Mage Armour](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Warding/#mage-armour) on yourself at will, without expending mana or material components.
+
+### Aspect of the Moon
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisites:** Pact of the Tome
+You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
+
+### Beast Speech
+
+
+
+#### **Cost:** 5 Character Points
+You can cast [Speak with Animals]() at will, without expending mana.
+
+### Book of Ancient Secrets
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisites:** Pact of the Tome
+You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag. The spells appear in the book and don’t count against the number of spells that you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
+
+On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
+
+### Devil’s Sight
+
+
+
+#### **Cost:** 5 Character Points
+You have [Greater Darkvision](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/Special/#darkvision).
+
+### Eldritch Mind
+
+
+
+#### **Cost:** 5 Character Points
+You have +1d to maintain your concentration.
+
+### Eldritch Sight
+
+
+
+#### **Cost:** 5 Character Points
+You can cast [Detect Magic]() at will, without expending mana.
+
+### Eldritch Spear
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisites:** [Eldritch Blast]() Cantrip
+When you cast [Eldritch Blast](), its range is 300 feet.
+
+### Eldritch Whip
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisites:** [Eldritch Blast]() Cantrip
+Once on each of your turns when you hit a creature with your [Eldritch Blast](), you can move that creature in a straight line 10 feet closer to you.
+
+### Eyes of the Rune Keeper
+
+
+
+#### **Cost:** 5 Character Points
+You can read all writing.
+
+### Fiendish Vigour
+
+
+
+#### **Cost:** 5 Character Points
+You can cast [False Life]() on yourself at will as a 1st-level spell, without expending mana or material components.
+
+### Gaze of Two Minds
+
+
+
+#### **Cost:** 5 Character Points
+You can use 2 Actions to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use 2 Actions on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature and you are blinded and deafened to your own surroundings.
+
+### Gift of the Ever-Living Ones
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisites:** Pact of the Chain
+Whenever you regain Stamina while your familiar is within 100 feet of you, treat any dice rolled to determine the Stamina that you regain as having rolled their maximum value for you.
+
+### Hellish Rebuke
+
+
+
+#### **Cost:** 5 Character Points
+You learn the [Hellish Rebuke](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Evocation/#hellish-rebuke) spell. This spell does not count against your number of spells known.
+
+### Hex
+
+
+
+#### **Cost:** 5 Character Points
+You expend 1 mana and place a curse on a creature that you can see within 90 feet. The curse lasts for 1 hour, or until you lose your concentration (as if you were concentrating on a spell). A [Remove Curse]() cast on the target ends this spell early.
+
+Until the curse ends, you deal an extra 1d6 damage to the target whenever you hit it with an attack; the damage type is one appropriate to your patron. Also, choose one ability when you cast the spell. The target has -1d on ability checks made with the chosen ability.
+
+If the target drops to 0 stamina before this curse ends, you can use 1 Action on a subsequent turn of yours to curse a new creature within 90 feet of you.
+
+### Improved Pact Weapon
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisites:** Pact of the Blade
+You can use any weapon that you summon with your Pact of the Blade ability as a spellcasting focus for your warlock spells.
+
+In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
+
+Finally, the weapon that you conjure can be a ranged weapon.
+
+### Investment of the Chain Master
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisites:** Pact of the Chain
+When you cast [Find Familiar](), you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
+
+* The familiar gains either a flying speed or a swimming speed (your choice) equal to its walking speed.
+* Using 1 Action, you can command the familiar to take the [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) action.
+* The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to non-magical attacks.
+* If the familiar forces a creature to make a defence check, it uses your conjuration spell skill as the DC.
+* When the familiar takes damage, you can use a free action to grant it resistance against that damage. This ability automatically triggers once per round the first time that the familiar takes damage, with the following exceptions: on your turn, or when you roll initiative, you may declare that this ability will only be triggered by a specific source of damage, or not to use it at all.
+
+### Lance of Lethargy
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisites:**[Eldritch Blast]() Cantrip
+Once on each of your turns when you hit a creature with your [Eldritch Blast](), you can reduce that creature’s speed by 10 feet until the end of your next turn.
+
+### Mask of Many Faces
+
+
+
+#### **Cost:** 5 Character Points
+You can cast [Disguise Self]() at will, without expending mana.
+
+### Misty Visions
+
+
+
+#### **Cost:** 5 Character Points
+You can cast [Silent Image]() at will, without expending mana or material components.
+
+### Rebuke of the Talisman
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisites:** Pact of the Talisman
+When the wearer of your talisman is hit by an attacker that you can see within 30 feet of you, you can use a free action to deal psychic damage to the attacker equal to your spellcasting attribute modifier and push it up to 10 feet away from the talisman’s wearer.
+
+This ability automatically triggers once per round the first time that the wearer of your talisman is hit, with the following exceptions: on your turn, or when you roll initiative, you may declare that your Rebuke of the Talisman will only be triggered when a specific creature attacks the wearer, or not to use it at all.
+
+### Repelling Blast
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisites:** [Eldritch Blast]() Cantrip
+When you hit a creature with [Eldritch Blast](), you can push the creature up to 10 feet away from you in a straight line.
+
+### Thief of Five Fates
+
+
+
+#### **Cost:** 5 Character Points
+You can cast [Bane]() at will, without expending mana.
+
+### Voice of the Chain Master
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisites:** Pact of the Chain
+You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
+
+### Cloak of Flies
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisites:** 3rd Level Spells
+An an action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it (no action required).
+
+The aura grants you +1d on [Intimidation](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Intimidation/) checks but -1d on all other Charisma-based checks. Any other creature that starts its turn in the aura takes poison damage equal to your spellcasting attribute modifier.
+
+Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+### Eldritch Smite
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisites:** 3rd Level Spells and Pact of the Blade
+Once per turn, when you hit a creature with your pact weapon, you can expend mana to deal an extra 1d8 energy damage to the target, plus another 1d8 per mana expended, and you can knock the target prone if it is Huge or smaller.
+
+### Far Scribe
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisites:** 3rd Level Spells and Pact of the Tome
+A new page appears in your Book of Shadows. With your permission, a creature can use 2 actions to write its name on that page, which can contain a number of names equal to your spellcasting attribute modifier.
+
+You can cast the [Sending]() spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
+
+Using 2 actions, you can magically erase a name on the page by touching it.
+
+### Frigid Tomb
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisites:** 3rd Level Spells
+As a free action when you take damage, you can entomb yourself in ice. You gain temporary Stamina equal to 5 times your maximum spell level, which takes as much of the triggering damage as possible. If any temporary Stamina remain after the the triggering damage, you immediately gain vulnerability to fire damage, your speed is reduced to 0 and you are [Incapacitated](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Incapacitated/) as you are now encased in ice.
+
+These effects end once all temporary Stamina is expended. Otherwise, it ends at the end of your next turn, along with any remaining temporary Stamina, when all the ice melts away.
+
+This invocation automatically triggers once per round the first time that you take damage, with the following exceptions: on your turn, or when you roll initiative, you may declare that your Frigid Tomb will only be triggered when a specific creature attacks you, or not to use it at all.
+
+Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+### Gift of the Depths
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisites:** 3rd Level Spells
+You can breathe underwater, and you gain a swimming speed equal to your walking speed.
+
+You can also cast [Water Breathing]() once without expending mana. You regain the ability to do so when you finish a long rest.
+
+### Maddening Hex
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisites:** 3rd Level Spellsl, [Hex]() spell or a warlock feature that curses
+Using 1 Action, you cause a psychic disturbance around the target cursed by your [Hex]() spell or by a warlock abilitiy of yours, such as Hexblade’s Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your spellcasting attribute modifier. To use this invocation, you must be able to see the cursed target and it must be within 30 feet of you.
+
+### Mire the Mind
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisites:** 3rd Level Spells
+You can cast [Slow]() once, expending 3 mana. You can’t do so again until you finish a long rest.
+
+### One with Shadows
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisites:** 3rd Level Spells
+When you are in an area of dim light or darkness, you can use 2 Actions to become invisible until you move or take an action.
+
+### Sign of Ill Omen
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisites:** 3rd Level Spells
+You can cast [Bestow Curse]() once as a 3rd level spell and expending 3 mana. You can’t do so again until you finish a long rest.
+
+### Thirsting Blade
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisites:** 3rd Level Spells and Pact of the Blade
+You can use the Strike action twice with your pact weapon on your turn without suffering the [multiple attack penalty](https://stormchaserroleplaying.com/stormchaserRPG/General/Specific/Attack/#multiple-attack-penalty).
+
+### Undying Servitude
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisites:** 3rd Level Spells
+You can cast [Animate Dead]() without expending mana. Once you do so, you can’t cast it in this way again until you finish a long rest.
+
+### Bewitching Whispers
+
+
+
+#### **Cost:** 15 Character Points
**Prerequisites:** 4th Level Spells
+You can expend 4 mana and cast [Compulsion](). You can’t do so again until you finish a long rest.
+
+### Dreadful Word
+
+
+
+#### **Cost:** 15 Character Points
**Prerequisites:** 4th Level Spells
+You expend 4 mana and cast [Confusion]() as a 4th level spell. You can’t do so again until you finish a long rest.
+
+### Ghostly Gaze
+
+
+
+#### **Cost:** 15 Character Points
**Prerequisites:** 4th Level Spells
+Using 2 actions, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
+
+Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+### Protection of the Talisman
+
+
+
+#### **Cost:** 15 Character Points
**Prerequisites:** 4th Level Spells and Pact of the Talisman
+The wearer of your talisman has +1d to their defences vs indirect spell attacks. This benefit can be used a number of times equal to your spellcasting attribute modifier and all expended uses are restored when you finish a long rest.
+
+### Relentless Hex
+
+
+
+#### **Cost:** 15 Character Points
**Prerequisites:** 4th Level Spells, [Hex]() spell or a warlock feature that curses
+Your curse creates a temporary bond between you and your target. As an action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell, or by another warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
+
+### Sculptor of Flesh
+
+
+
+#### **Cost:** 15 Character Points
**Prerequisites:** 4th Level Spells
+You can cast [Polymorph]() once using 4 mana. You can’t do so again until you finish a long rest.
+
+### Trickster's Escape
+
+
+
+#### **Cost:** 15 Character Points
**Prerequisites:** 4th Level Spells
+You can cast [Freedom of Movement]() once on yourself without expending mana. You regain the ability to do so when you finish a long rest.
+
+### Ascendant Step
+
+
+
+#### **Cost:** 25 Character Points
**Prerequisites:** 5th Level Spells
+You can cast [Levitate]() on yourself at will, without expending mana or material components.
+
+### Gift of the Protectors
+
+
+
+#### **Cost:** 25 Character Points
**Prerequisites:** 5th Level Spells and Pact of the Tome
+A new page appears in your Book of Shadows. With your permission, a creature can use 2 actions to write its name on that page, which can contain a number of names equal to spellcasting attribute modifier.
+
+When any creature whose name is on the page is reduced to 0 Stamina but not killed outright, the creature magically drops to 1 stamina instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
+
+Using 2 actions, you can magically erase a name on the page by touching it.
+
+### Minions of Chaos
+
+
+
+#### **Cost:** 25 Character Points
**Prerequisites:** 5th Level Spells
+You can cast [Conjure Elemental]() once expending 5 mana. You can’t do so again until you finish a long rest.
+
+### Otherworldly Leap
+
+
+
+#### **Cost:** 25 Character Points
**Prerequisites:** 5th Level Spells
+You can cast [Jump]() on yourself at will, without expending mana or material components.
+
+### Whispers of the Grave
+
+
+
+#### **Cost:** 25 Character Points
**Prerequisites:**: 5th Level Spells
+You can cast [Speak with Dead]() at will, without expending mana.
+
+### Bond of the Talisman
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisites:** 6th Level Spells and Pact of the Talisman
+While someone else is wearing your talisman, you can use 2 actions to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using 2 actions to teleport to you. The teleportation can be used a number of times equal to your spellcasting attribute modifier and all expended uses are restored when you finish a long rest.
+
+### Lifedrinker
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisites:** 6th Level Spells and Pact of the Blade
+When you hit a creature with your pact weapon, you gain temporary Stamina equal to your spellcasting attribute modifier.
+
+### Shroud of Shadow
+
+
+
+#### **Cost:** 50 Character Points
**Prerequisites:** 7th Level Spells
+You can cast [Invisibility]() at will, without expending mana.
+
+### Chains of Carceri
+
+
+
+#### **Cost:** 65 Character Points
**Prerequisites:** 8th Level Spells and Pact of the Chain
+You can cast [Hold Monster]() at will — targeting a celestial, fiend, or elemental — without expending mana or material components. You must finish a long rest before you can use this invocation on the same creature again.
+
+### Master of Myriad Forms
+
+
+
+#### **Cost:** 65 Character Points
**Prerequisites:** 8th Level Spells
+You can cast [Ater Self]() at will, without expending mana.
+
+### Visions of Distant Realms
+
+
+
+#### **Cost:** 65 Character Points
**Prerequisites:** 8th Level Spells
+You can cast [Arcane Eye]() at will, without expending mana.
+
+### Witch Sight
+
+
+
+#### **Cost:** 65 Character Points
**Prerequisites:** 8th Level Spells
+You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
diff --git a/Talents/Warlock/OldOne/index.md b/Talents/Warlock/OldOne/index.md
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+---
+Title: Great Old One
+parent: Warlock Talent Tree
+grand_parent: Talents
+---
+
+# The Great Old One
+Your patron is a mysterious entity who's nature is utterly foreign to the fabric of reality. It might come from the a distant realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets that you have learned allow you to draw your magic from it.
+
+## Branch Features
+
+### Bonus Spells
+You learn the [Eldritch Blast](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Evocation/#eldritch-blast) cantrip. It does not count against the number of arcane cantrips that you know. The damage type for this spell is psychic.
+
+You gain the following bonus spells once you can cast spells of that level. Once you gain a bonus spell, you always know it and it doesn’t count against the number of spells that you know.
+
+If you have a bonus spell that doesn’t appear on the arcane spell list, that spell is nevertheless an arcane spell for you.
+
+| Spell Level | Spells |
+|:-----------:|:------:|
+| 1st | Dissonant Whispers, Hideous Laughter |
+| 2nd | Detect Thoughts, Phantasmal Force |
+| 3rd | Clairvoyance, Sending |
+| 4th | Dominate Beast, Black Tentacles |
+| 5th | Dominate Person, Telekinesis |
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:-------|:--:|:--------------|
+| Awakened Mind | 5 | - |
+| Entropic Ward | 10 | 3rd Level Spells and Awakened Mind |
+| Thought Shield | 35 | 5th Level Spells and Entropic Ward |
+| Create Thrall | 50 | 7th Level Spells and Thought Shield |
+
+### Awakened Mind
+
+
+
+#### **Cost:** 5 Character Points
+*Your alien knowledge gives you the ability to touch the minds of other creatures.*
+
+You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
+
+### Entropic Ward
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Awakened Mind
**Actions:** Free
**Trigger:** A creature makes a melee or ranged attack roll against you.
+*You learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself.*
+
+When a creature makes an attack roll against you, you can add +1d to your defence. If the attack misses you, your next attack roll against the creature gains +1d, if you make it before the end of your next turn.
+
+This ability automatically triggers the first time that you are the target of a melee or ranged attack, with the following exceptions: on your turn, or when you roll initiative, you may you declare that your Entropic Ward will only be triggered when a specific creature targets you with an attack, or not to use it at all.
+
+Once you use this feature, you cannot use it again until you finish a short or long rest.
+
+### Thought Shield
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** 5th Level Spells and Entropic Ward
+*Your patron causes your mind to appear muddied to others.*
+
+Your thoughts can’t be read by telepathy, or other means, unless you allow it. You also have resistance to psychic damage and, whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
+
+### Create Thrall
+
+
+
+#### **Cost:** 50 Character Points
**Prerequisite:** 7th Level Spells and Thought Shield
**Actions:** 2
+*You gain the ability to infect a humanoid’s mind with the alien magic of your patron.*
+
+You touch an [Incapacitated](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Incapacitated/) humanoid, that then becomes [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) by you until a [Remove Curse]() spell is cast on it, the [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) condition is removed from it, or you use this ability again.
+
+You can communicate telepathically with the [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) creature, as long as the two of you are on the same plane of existence.
diff --git a/Talents/Warlock/Undead/index.md b/Talents/Warlock/Undead/index.md
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+---
+Title: Undead
+parent: Warlock Talent Tree
+grand_parent: Talents
+---
+
+# The Undead
+You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.
+
+## Branch Features
+
+### Bonus Spells
+You learn the [Eldritch Blast](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Evocation/#eldritch-blast) cantrip. It does not count against the number of arcane cantrips that you know. When you learn this spell, choose the type of damage it will do: decay or profane.
+
+You gain the following bonus spells once you can cast spells of that level. Once you gain a bonus spell, you always know it and it doesn’t count against the number of spells that you know.
+
+If you have a bonus spell that doesn’t appear on the arcane spell list, that spell is nevertheless an arcane spell for you.
+
+| Spell Level | Spells |
+|:-----------:|:------:|
+| 1st | Bane, False Life |
+| 2nd | Blindness/Deafness, Phantasmal Force |
+| 3rd | Phantom Steed, Speak with Dead |
+| 4th | Death Ward, Greater Invisibility |
+| 5th | Antilife Shell, Cloudkill |
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:-------|:--:|:--------------|
+| Form of Dread | 5 | - |
+| Grave Touched | 10 | 3rd Level Spells and Form of Dread |
+| Necrotic Husk | 35 | 5th Level Spells and Grave Touched |
+| Spirit Projection | 50 | 7th Level Spells and Necrotic Husk |
+
+### Form of Dread
+
+
+
+#### **Cost:** 5 Character Points
**Actions:** 1
+*You manifest an aspect of your patron’s dreadful power.*
+
+You transform into this eerie form for 1 minute. You gain the following benefits while transformed:
+
+* You gain temporary stamina equal to 1d10 + twice your maximum spell level.
+* Once during each of your turns, when you hit a creature with an attack roll, you can compare the result to the target’s Wisdom defense. If the attack roll hits the target's Wisdom defence, the target is [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) of you until the end of your next turn.
+* You are immune to the [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) condition.
+
+You can transform a number of times equal to your spellcasting attribute modifier and you regain all expended uses when you finish a long rest.
+
+The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.
+
+### Grave Touched
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Form of Dread
+*Your patron’s powers have a profound effect on your body and magic.*
+
+You don’t need to eat, drink, or breathe.
+
+In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with profane damage. While you are using your Form of Dread, you can roll one additional damage die when determining the profane damage that the target takes.
+
+### Necrotic Husk
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** 5th Level Spells and Grave Touched
**Actions:** Free
**Trigger:** You are reduced to 0 stamina.
+*Your connection to undeath now saturates your body.*
+
+You have resistance to profane damage. If you are transformed using your Form of Dread, you instead become immune to profane damage.
+
+In addition, when you would be reduced to 0 Stamina, you can instead choose to drop to 1 Stamina instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes profane damage equal to 2d10 + twice your maximum spell level. You then gain 1 level of [Exhaustion](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Exhaustion/).
+
+This ability automatically triggers once per round the first time that you drop to 0 Stamina, with the following exceptions: on your turn, or when you roll initiative, you may declare that your Necrotic Husk talent will only be triggered by a specific creature, or not to use it at all.
+
+Once you use this ability, you can’t do so again until you finish 1d4 long rests.
+
+### Spirit Projection
+
+
+
+#### **Cost:** 50 Character Points
**Prerequisite:** 7th Level Spells and Necrotic Husk
**Actions:** 1
+*Your spirit can become untethered from your physical form.*
+
+You can project your spirit from your body. The body that you leave behind is unconscious and in a state of suspended animation.
+
+Your spirit resembles your mortal form in almost every way, replicating your game statistics, but not your possessions. Any damage, or other effect, that applies to your spirit or physical body, affects the other. Your spirit can remain outside of your body for up to 1 hour, or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body, or your body magically teleports to your spirit’s space (your choice).
+
+While projecting your spirit, you gain the following benefits:
+
+* Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
+* When you cast a spell of the Conjuration or Necromancy school, that spell doesn’t require verbal or somatic components, or material components that lack a gold cost.
+* You have a flying speed equal to your movement speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
+* While you are using your Form of Dread, once during each of your turns when you deal profane damage to a creature, you regain Stamina equal to half the amount of profane damage dealt.
+
+Once you use this feature, you can’t do so again until you finish a long rest.
diff --git a/Talents/Warlock/Undying/index.md b/Talents/Warlock/Undying/index.md
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+++ b/Talents/Warlock/Undying/index.md
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+---
+Title: Undying
+parent: Warlock Talent Tree
+grand_parent: Talents
+---
+
+# The Undying
+Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although, like all power, such a prize comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death.
+
+## Branch Features
+
+### Bonus Spells
+You learn the [Eldritch Blast](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Evocation/#eldritch-blast) cantrip. The damage type for this spell is energy. You also learn the [Spare the Dying](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Restoration/#spare-the-dying). These cantrips don't count against the number of cantrips known.
+
+You gain the following bonus spells once you can cast spells of that level. Once you gain a bonus spell, you always know it and it doesn’t count against the number of spells that you know.
+
+If you have a bonus spell that doesn’t appear on the arcane spell list, that spell is nevertheless an arcane spell for you.
+
+| Spell Level | Spells |
+|:-----------:|:------:|
+| 1st | False Life, Ray of Sickness |
+| 2nd | Blindness/Deafness, Silence |
+| 3rd | Feign Death, Speak with Dead |
+| 4th | Aura of Life, Death Ward |
+| 5th | Contagion, Legend Lore |
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:-------|:--:|:--------------|
+| Among the Dead | 5 | - |
+| Defy Death | 10 | 3rd Level Spells and Among the Dead |
+| Undying Nature | 35 | 5th Level Spells and Defy Death |
+| Indestructible Life | 50 | 7th Level Spells and Undying Nature |
+
+### Among the Dead
+
+
+
+#### **Cost:** 5 Character Points
+*Being on the edge of death, it’s difficult for the undead to determine if you stand with them.*
+
+You gain +1d to your defenses vs disease.
+
+Additionally, the undead have difficulty harming you. If an undead creature targets you directly with an attack, that creature must make a Wisdom defense check vs your spellcasting skill (an undead needn't make the check when it includes you in an area effect, such as the explosion of fireball). If the undead creature fails, then it must choose a new target or forfeit the attack, potentially wasting it. On a successful check, the creature is immune to this effect for 24 hours. An undead creature is also immune to this effect for 24 hours if you target it with an attack.
+
+### Defy Death
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Among the Dead
+*You can give yourself vitality when you cheat death or when you help someone else cheat it.*
+
+when you succeed on a recovery check or when you stabilise a creature with [Spare the Dying](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Restoration/#spare-the-dying), you can regain Stamina equal to 1d8 + your Constitution modifier.
+
+Once you use this feature, you can’t use it again until you finish a long rest.
+
+### Undying Nature
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** 5th Level Spells and Defy Death
+*You have one foot in the grave!*
+
+You can hold your breath indefinitely and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
+
+In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year and you are immune to being magically aged.
+
+### Indestructible Life
+
+
+
+#### **Cost:** 50 Character Points
**Prerequisite:** 7th Level Spells and Undying Nature
**Actions:** 1
+*You partake of some of the true secrets of the Undying.*
+
+You can regain Stamina equal to 1d8 + twice your maximum spell level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.
+
+Once you use this feature, you can’t use it again until you finish a short or long rest.
diff --git a/Talents/Warlock/index.md b/Talents/Warlock/index.md
index bf318c3e7..943e4bac2 100644
--- a/Talents/Warlock/index.md
+++ b/Talents/Warlock/index.md
@@ -9,45 +9,68 @@ nav_order: 12
**As long as at least half of your mage talents are from the warlock talent tree, your stamina increases to 3× your Constitution score and your recovery die increases to a d8.**
-## Bonus Proficiencies
-When you take your first warlock talent, you gain the following bonus proficiencies:
-* **Armour:** Light armour
+## Spell School Proficiencies
+If your first talent is a warlock talent, then you are trained in the following spell schools: Conjuration, Charms and three additional schools of your choice.
+
+## Spellcasting
+When you take your first warlock talent, your spellcasting class feature for the mage class is affected in the following ways.
+
+### Spellcasting Ability
+Choose Charisma, Intelligence or Wisdom as your spellcasting ability for your arcane spells. You use use your chosen ability whenever an arcane spell refers to your spellcasting ability. You also use the modifier of your chosen ability when making an attack roll with an arcane spell.
+
+### Spells Known of 1st Level and Higher
+You know two 1st-level spells of your choice from the [arcane spell list]().
+
+Each time that you gain the ability to cast spells of a higher spell level, you learn 2 additional arcane spells of your choice. Each of these spells must be of a level that you can cast. For example, when you take the *2nd Level Spells* talent, you learn two new arcane spells of 1st or 2nd level.
+
+Additionally, whenever you gain a warlock talent, you can choose one of the arcane spells that you know and replace it with another spell from the arcane spell list, which must also be of a level that you can cast.
## Core Talents
| Talent | CP | Prerequisites |
|:-------|:--:|:--------------|
-| Eldritch Invocations | 5 | 1 Warlock Talent |
-| Pact Boon | 5 | Eldritch Invocations |
-| Eldritch Master | 100 | 10th Level Spells and 6 Warlock Talents |
+| Eldritch Invocations | 5 | 1 Warlock Talent |
+| Pact Boon | 5 | Eldritch Invocations |
+| Unchained | 100 | 10th Level Spells and 6 Warlock Talents |
### Eldritch Invocations
#### **Cost:** 5 Character Points
**Prerequisite:** 1 Warlock Talent
-Content
+*In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.*
+
+You gain an [Eldritch Invocation](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Warlock/Invocations/) of your choice. As you gain Character Points, you may purchase additional [Invocations](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Warlock/Invocations/). If an [Eldritch Invocation]((https://stormchaserroleplaying.com/stormchaserRPG/Talents/Warlock/Invocations/)) has prerequisites, then you must meet them to learn it. You can learn the [Invocation](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Warlock/Invocations/) at the same time that you meet its prerequisites.
+
+Additionally, when you gain a new talent in this class or a spellcasting talent, you can choose one of the [Invocations](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Warlock/Invocations/) that you know and replace it with another [Invocation](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Warlock/Invocations/) that you could learn, provided that they share the same Character Point cost.
### Pact Boon
#### **Cost:** 5 Character Points
**Prerequisite:** Eldritch Invocations
-Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
+*Your otherworldly patron bestows a gift upon you for your loyal service.*
+
+You gain one of the following features of your choice.
#### Pact of the Blade
-You can use an action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time that you create it (see the [Weapons](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Weapons/) section for weapon options). You are gain +1d to hit with this weapon while you wield it. The weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
+You can use an action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time that you create it (see the [Weapons](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Weapons/) section for weapon options). You gain +1d to hit with this weapon while you wield it. The weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
-You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
+You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases to be your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
#### Pact of the Chain
You learn the [Find Familiar]() spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: [imp](), [pseudodragon](), [quasit](), or [sprite]().
+#### Pact of the Talisman
+Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails a d20 roll, they can roll an additional d20, potentially turning the roll into a success. This benefit can be used a number of times equal to your spellcasting ability modifier and all expended uses are restored when you finish a long rest.
+
+If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
+
#### Pact of the Tome
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose any three cantrips from the arcane or divine list. While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the arcan spell list, they are nonetheless arcane spells for you.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
-### Eldritch Master
+### Unchained
#### **Cost:** 100 Character Points
**Prerequisite:** 10th Level Spells and 6 Warlock Talents
-Content
+You have grown beyond mortal limits. Your spellcasting ability score increases by 4, and your maximum for this score also increases by 4.
## Warlock Talent Tree Branches