Files

1.7 KiB
Raw Permalink Blame History

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.