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**Mantras** are active abilities unique to this campaign. Considered the root of Ether’s usage and sometimes referred to as _Words of the Song_, Mantras are the primary way characters channel supernatural power.
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## What Is a Mantra?
A Mantra is an **active ability** that a character can intentionally use during play.
- Mantras are **not spells** unless explicitly stated.
- Each Mantra defines:
- How it is activated (Action, Bonus Action, Reaction, etc.)
- Its effects
- Any costs, cooldowns, or conditions
- Mantras obey normal D&D action economy rules unless specified otherwise.
Mantras are always gained through **Level-Up Cards** or specific narrative rewards.
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## Obtaining Mantras
Mantras are primarily obtained by **selecting Mantra cards when leveling up**. Once learned, a Mantra becomes a permanent part of your character unless replaced or removed by a specific effect.
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## Mantra Slots & Loadout
By default, a character can **equip up to six Mantras at once**.
You may know more Mantras than you can equip, but only equipped Mantras can be used.
### Mantra Slot Types
- **Combat Mantras (3)**
Offensive or combat-focused abilities used to deal damage, apply pressure, or control enemies.
- **Support Mantra (1)**
Utility-focused abilities such as healing, buffs, crafting effects, or special interactions.
- **Mobility Mantra (1)**
Abilities that enhance movement, positioning, traversal, or evasion.
- **Wildcard Mantra (1)**
Can hold **any** Mantra type (Combat, Support, or Mobility).
Unlike spell slots in D&D, these aren't expended after using the mantra, instead the mantra is put on a cooldown.