34 lines
1.6 KiB
Markdown
34 lines
1.6 KiB
Markdown
**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?
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A Mantra is an **active ability** that a character can intentionally use during play.
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- Mantras are **not spells** unless explicitly stated.
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- Each Mantra defines:
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- How it is activated (Action, Bonus Action, Reaction, etc.)
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- Its effects
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- Any costs, cooldowns, or conditions
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- Mantras obey normal D&D action economy rules unless specified otherwise.
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Mantras are always gained through **Level-Up Cards** or specific narrative rewards.
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---
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## Obtaining Mantras
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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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---
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## Mantra Slots & Loadout
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By default, a character can **equip up to six Mantras at once**.
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You may know more Mantras than you can equip, but only equipped Mantras can be used.
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### Mantra Slot Types
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- **Combat Mantras (3)**
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Offensive or combat-focused abilities used to deal damage, apply pressure, or control enemies.
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- **Support Mantra (1)**
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Utility-focused abilities such as healing, buffs, crafting effects, or special interactions.
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- **Mobility Mantra (1)**
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Abilities that enhance movement, positioning, traversal, or evasion.
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- **Wildcard Mantra (1)**
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Can hold **any** Mantra type (Combat, Support, or Mobility).
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Unlike spell slots in D&D, these aren't expended after using the mantra, instead the mantra is put on a cooldown. |