**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. --- ## 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. --- ## 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. --- ## 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.