Sheet1.csv

canon/registries/T0_Ability_Tree_Registry [ACTIVE v0.1]/Sheet1.csv

185 rows

ability_idability_nameelementlayertier_numericaltier_nameunlock_chapter_refunlock_prerequisitesintegrity_band_lockvril_cost_classresource_costability_classeam_pair_eligibilitymastery_point_costtrade_dependencycanonical_questline_refrange_classduration_classcooldown_classstatus_effectssection_refdescription_briefv1_2_additioncast_patternpersistence_classcombo_characterphysical_properties_arrayshape_primitivematerial_producedmaterial_consumedtransform_rolemerge_base_eligibilitycomposable_operator_familiesability_sfx_id_ref_arrayvril_cast_sfx_id_ref_arraypresentation_tier_refcast_visual_formsomatic_formaftermath_statesignature_readability_impact_sfx_id_ref_arrayability_aftermath_sfx_id_ref_arraymyth_source_refcast_identity_provenance
A_E_001Stone SkinEarthA1.0NeophyteCh_02first vril uselowdefensiveEAM-on-bonded-Root1.0§11.1skin hardens vs physical damageinstantbriefSFX_00043SFX_00042EARTH_T1A grey grain runs up the forearms and across the collarbone like wet limestone drying, and it arrives half a beat behind the flinch that called it. At this depth the shell closes unevenly - thickest where the fear was, thin across the back where nothing was guarding.The child does what a frightened body already knows how to do: weight dropped, shoulders in, forearms crossed over the face. The stone follows the guarding rather than the intent, so it lands where the arms are and nowhere else.The grain lets go as fine pale dust off the sleeves for a few steps afterward, and the ground where they stood keeps a dry ring of it.The flinch that turns solid - a body making itself small and coming up grey.SFX_00044SFX_00045world_system:vril_seat_rootWORLD_SYSTEM
A_E_002Tremor StompEarthA1.0NeophyteCh_02bear encounterlowcombatEAM-on-bonded-Root1.0melee_aoe§11.1seismic pulse staggers nearby enemiesinstantinstantSFX_00047SFX_00046EARTH_T1The ground answers a fraction late, then a ring of dust and loose grit jumps clear of the earth one pace out and drops. Nothing is thrown and nothing flies; the world simply stops holding still where they are standing.Heel driven down with the whole weight behind it and the knee locking at the bottom of the drop - a stamp a child makes in temper, borrowed by something that answers it.A shallow disturbed ring around their feet, dust hanging at knee height, and small stones still rolling back into the depression.The stamp that the ground agrees with - one ring of jumped dust and everything nearby losing its footing at once.SFX_00048SFX_00049world_system:vril_seat_rootWORLD_SYSTEM
A_E_003Rock ThrowEarthA1.0NeophyteCh_03Manggarai traininglowcombatEAM-on-bonded-Root1.0ranged_single§11.1ranged Earth projectileinstantinstantorbstonenoneSOURCEBASESHAPESFX_00051SFX_00050EARTH_T1A fist-sized stone works itself up out of the ground at their feet, hangs at hip height turning slowly, and then goes where the arm sends it - travelling flat and fast and trailing the dirt it was still wearing.The overhand throw does the work. The vril only lifts the stone to the hand and holds it there while the shoulder comes round; if the throw is bad, the stone is bad, and at this depth it often is.A shallow socket left open in the ground where the stone came from, and a scatter of loose earth downrange from where it struck.A stone that stands up by itself and waits for the arm - the pause at hip height before the throw is the whole read.SFX_00052SFX_00053world_system:vril_seat_rootWORLD_SYSTEM
A_E_004Stone WallEarthA3.0TheoricusCh_07Blacksmithing 30-49 Theoricusmediumdefensive_constructEAM-on-bonded-Root2.0Trade_3_Blacksmithing§11.1stone barrier blocks LOS and projectilescharge_holdcharge_hold_scaledmass:heavy;structural_integrity:high;flammability:low;thermal_state:neutral;conductivity:low;organic_substrate:inertSFX_00055SFX_00054EARTH_T3Stone comes up out of the ground in a single slab as long as the hold lasts, its face rough and its top edge ragged where the charge ended. Held longer it comes up taller and squarer; released early it is a low broken thing that stops an arrow and not much else.The stance is the taught one: hands out in front, spine straight, weight always forward, so the length of what the protagonist raises keeps the other fighter at that distance rather than closer. The wall goes up along the line the body is already holding.The slab stays, and the ground in front of it is left sunken and cracked in a shallow trough where the stone was drawn from.A barrier that grows at the speed of a held breath - the ragged top edge tells you exactly how long they held it.SFX_00056SFX_00057kerala_kalari_staff_line_stance [SRC: _source/02_Tier_2_Region_Pages/south_india.md Section 6 - the staff is treated as an extension of the natural line of the spinal column, hands kept in front and body weight always forward so the staff's full length keeps an opponent at bay]CANON_CITED
A_E_005Earth PillarEarthA3.0TheoricusEarth 30-49 plus Mining 30-49 Theoricusmediumdefensive_constructEAM-on-bonded-Root2.0Trade_2_Mining§11.1free-standing stone pillar charge-hold constructyescharge_holdcharge_hold_scaledmass:heavy;structural_integrity:high;flammability:low;thermal_state:neutral;conductivity:low;organic_substrate:inertSFX_00210SFX_00209EARTH_T3A single column of stone grows straight up out of the ground for as long as the charge is held, reaching about the height of a person and a half at full hold, its sides scored with the vertical drag marks of coming up through packed earth.Both hands rise together from the knees with the fingers spread and the palms turned up, and the pillar keeps pace with them exactly - stop the hands and it stops.The pillar stays where it was put, a permanent obstacle until something breaks it, with a ring of heaved soil around its base.A column that rises at the speed of two lifting hands, scored with drag marks all the way up.SFX_00211SFX_00212world_system:vril_seat_rootWORLD_SYSTEM
A_E_006Seismic PulseEarthA3.0TheoricusCh_16Indus Valley chapter completionmediumcombatEAM-on-bonded-Root2.0aoe§11.1wider seismic crowd-controlinstantinstantSFX_00214SFX_00213EARTH_T3The shock leaves them as a visible ring in the dirt, wider and slower than the earlier stomp, and it crosses the whole space rather than stopping at a pace - dust standing up in a circle that keeps expanding after they have finished moving.Both feet come down together from a short hop, knees taking the landing, and the whole body drops its weight into the ground at once instead of driving it through one heel.A wide field of cracked and disturbed ground with everything loose on it moved a hand's width out from where it was.A ring in the dirt that keeps going after they have stopped - wide, slow, and impossible to stand through.SFX_00215SFX_00216world_system:vril_seat_rootTREE_THIN
A_E_007Earth GripEarthA3.0TheoricusCh_10Rift Valley chaptermediumcombat_controlEAM-on-bonded-Root2.0restrain§11.1stone tendrils restrain targetinstantbriefSFX_00059SFX_00058EARTH_T3Two and then three tendrils of stone come up out of the floor around a target's legs and close, still wearing the layers of the ground they came from - pale ash, dark ash, older pale beneath it - so the restraint is visibly made of the place's own accumulated time.A low open-handed reach toward the ground and then a slow closing of the fingers, the arm dropping as the hands shut. The grip in the air is the grip in the stone.The tendrils stay standing after they let go, hardened into a small broken cage that anything crossing that ground afterward has to step around.Stone hands that come up out of the floor still striped with the layers they were lying in.SFX_00060SFX_00061world_system:vril_seat_root [SRC: docs/spine/CH_10.md section 10 beat graph - the descent is held against the deep-time fauna guardian by answering the charge with Earth Grip's restraining stone tendrils, so the form is staged on the stratigraphic column and never on a living community's practice]WORLD_SYSTEM
A_E_008Earth SurfEarthA4.0PracticusEarth 50-69 PracticushighmobilityEAM-on-bonded-Root2.0§11.1sustained-drain mobility on stone waveyessustained_drainsustainedSFX_00218SFX_00217EARTH_T4A shelf of rock lifts under their feet and runs, carrying them across the ground on a moving swell that stays about knee height and throws a bow-wave of loose earth to either side.The protagonist rides it standing, knees soft, weight shifted forward, steering with the hips exactly as a body steers anything it is standing on.A long churned furrow left behind them with the earth turned over and standing in ridges along both sides.A figure travelling on a wave of ground with a bow-wave of dirt curling off it.SFX_00219SFX_00220world_system:vril_seat_rootWORLD_SYSTEM
A_E_009Earth BurrowEarthA5.0PhilosophusEarth 70-99 plus Mining 50-69 PracticushighmobilityEAM-on-bonded-Root3.0Trade_2_Mining§11.1channeled blind-directional underground traversalyeschanneledsustainedSFX_00222SFX_00221EARTH_T5The ground opens just enough to take them and closes over the top; from above there is only a travelling ridge in the soil, like something large moving under a blanket, and it stops when they stop.The protagonist goes in headfirst with the arms leading and the hands cupped, and underground they swim rather than walk - the whole body working, blind, with no way to defend themselves.A closed seam of disturbed earth marking the whole route, and a broken mound where they came back up.A ridge travelling under the soil with nothing above it - and it can only be followed, never seen.SFX_00223world_system:vril_seat_rootWORLD_SYSTEM
A_E_010Earth WaveEarthA5.0PhilosophusEarth 70-99 Philosophushighcombat_terrainEAM-on-bonded-Root3.0§11.1kinetic ground-wave triggering Force-meets-Wall and Pillar-meets-Slope chainsyesinstantbriefSFX_00225SFX_00224EARTH_T5A ridge of ground rears up in front of them and runs outward, gathering height as it goes, and everything standing in its path is thrown up and forward rather than knocked flat.One arm sweeps from low across the body to full extension with the shoulder turning behind it - a heaving motion, the kind used to turn something over rather than to strike it.A ploughed corridor of broken ground with anything built along it left leaning, cracked or collapsed.The ground standing up and travelling - things do not get knocked over, they get thrown upward.SFX_00226SFX_00227world_system:vril_seat_rootWORLD_SYSTEM
A_E_011Living StoneEarthA5.0PhilosophusMining 70-99 PhilosophushighsummonEAM-on-bonded-Root3.0Trade_2_Mining§11.1summon stone construct allyinstantcharge_hold_scaledmass:heavy;structural_integrity:moderate-to-high;flammability:low;thermal_state:neutral;conductivity:low;organic_substrate:inertSFX_00229SFX_00228EARTH_T5Stone gathers from the ground into a rough standing figure the size of a large adult, unfinished and asymmetric, wearing whatever the local rock is - and it moves with a lag, as if hearing the order a moment after it was given.The protagonist points and holds the point, and the figure assembles along the line of the arm from the feet upward.When the hold ends it comes apart where it stands, leaving a scatter of stone in the rough outline of a body.A stone figure that is always half a beat behind - it fights, but it never looks alive.SFX_00230SFX_00231world_system:vril_seat_rootWORLD_SYSTEM
A_E_012Mountain FormEarthA5.0PhilosophusCh_38Azores plus L1 or L2 integrityL1,L2hightransformationEAM-on-bonded-Root3.0§11.1Earth-state transformation increased mass and durabilityinstantsustainedSFX_00233SFX_00232EARTH_T5Their body thickens and the skin takes a stone texture shot through with warm gold veins that brighten when they are struck and fade between blows.The protagonist sets their feet, breathes all the way out, and stops moving quickly on purpose - every motion afterward is slower and arrives with more behind it.The stone recedes from the extremities inward and the gold veins are the last thing to go out, leaving them standing where they stood.Gold veins in stone skin that light up when they are hit.SFX_00234SFX_00235world_system:vril_seat_rootWORLD_SYSTEM
A_E_013Corruption StoneEarthA5.0PhilosophusMining 70-99 PhilosophusL4,L5highcombat_debuffEAM-on-bonded-Root3.0Trade_2_Mining§11.1vril-corrupted stone fragments drain target vitalityinstantbriefSFX_00237SFX_00236EARTH_T5Fragments of stone come off their hand wrong-coloured - dull, greasy-dark, with the light going into them and not coming out - and they do not fall after they strike but cling and sink.A flick of the fingers, casual, thrown from the wrist rather than from the body, which is exactly what makes it read badly.Dark pitting is left on whatever it touched, and it spreads slowly outward from each mark long after the cast.Stone the light will not come back out of, thrown from the wrist like something discarded.SFX_00238SFX_00239world_system:vril_seat_rootWORLD_SYSTEM
A_E_014Geo CommunionEarthA6.0Adeptus MinorMining 100 plus Geomancer questlinepassiveperceptionEAM-on-bonded-Root0.0Trade_2_MiningGeomancer_Adeptus_Minor§11.1reads geological history through terrain contactpassivepermanentSFX_00240EARTH_T6Nothing changes in the world; what changes is what they can see in it. Bare ground shows them faint layered depth wherever their skin is touching it, with older things sitting lower and brighter.Bare hand or bare foot laid flat on natural ground, and stillness. Standing on stone is enough; touching it deliberately is better.The depth fades from the edges inward when contact breaks, leaving the last-read layer visible a moment longer.The protagonist crouches and puts a hand on the ground and does not move, and afterward they know what is under it.SFX_00241world_system:vril_seat_rootWORLD_SYSTEM
A_E_015EarthsongEarthA7.0Adeptus MajorEarth 100 plus L3 plus SQ7 advancedL3very_highcombat_utilityEAM-on-bonded-Root0.0SQ7_advanced§11.1sustained tone affects stone structuresinstantsustainedSFX_00243SFX_00242EARTH_T7No visible manifestation at all until the stone answers - and then the answer is visible: dust jumping off ledges in patterns, hairline cracks opening along the lines of hidden joins, and a doorway's outline appearing as a line of shed grit.The protagonist opens their throat and holds one long low note, hands loose at their sides, and finds the pitch the structure will take rather than forcing their own.The revealed lines stay visible as shed dust for a while, and anything that was already weak in the stone stays weaker.One held note, and then the building starts drawing its own hidden lines in dust.SFX_00244SFX_00245world_system:vril_seat_rootWORLD_SYSTEM
A_W_001Water WhipWaterA1.0NeophyteCh_04Bali water traininglowcombatEAM-on-bonded-Sacral1.0melee_extension§11.2ranged Water-element melee with trackinginstantinstantSFX_00080SFX_00079WATER_T1A rope of water pulls out of whatever is nearest - the channel, the flooded terrace, a full jar - and runs out along the arm's line, holding its shape for exactly as long as the arm keeps moving and falling apart the instant it stops.The whole body turns from the hip and the arm follows it round, loose to the last third and snapping only at the end. It is the rhythm of the chapter's own martial practice: the turn is the tell, and the break at the end is where the water is.A dark wet arc left across the ground where the water finally dropped, drying inward from both ends.A line of water that lives only while the shoulder is turning - the arc goes dark and flat the moment they stop.SFX_00081SFX_00082bali_silat_rhythm [SRC: _source/02_Tier_2_Region_Pages/bali.md Section 6 - the martial register of the chapter itself is silat-rhythm, the bhuta-kala break on a silat tell in the shadow-duel; the same section records that register as resting on the spine's typed beat with no technique source behind CANON_CITED
A_W_002Fluid DodgeWaterA1.0NeophyteCh_04Bali chapterlowdefensiveEAM-on-bonded-Sacral1.0§11.2evasion timing windows expand under Water activationinstantbriefSFX_00084SFX_00083WATER_T1A skin of water gathers along the shoulder and hip on the side they are about to leave, and it stays behind for an instant as an outline while the body is already elsewhere - so the eye reads two of them for as long as it takes the sheet to fall.The weight goes off the front foot before anything else moves, the hips fold away from the strike, and the water follows the fold. The protagonist does not jump; they stop being where the blow was going.A wet outline on the ground exactly where they had been standing, holding its shape a moment before it spreads.The afterimage made of water - the shape they left standing while they moved.SFX_00085SFX_00086bali_silat_rhythm [SRC: _source/02_Tier_2_Region_Pages/bali.md Section 6 - the martial register of the chapter itself is silat-rhythm, the bhuta-kala break on a silat tell in the shadow-duel; the same section records that register as resting on the spine's typed beat with no technique source behind CANON_CITED
A_W_003Mist ScreenWaterA1.0NeophyteCh_06Sri Lanka chapterlowutilityEAM-on-bonded-Sacral1.0aoe§11.2concealing mist breaks LOSinstantsustainedSFX_00088SFX_00087WATER_T1Mist lifts off the ground in a rough disc rather than a clean circle, thickest where the ground is wettest, thinning where it is not - so the shape of the cover tells you what you are standing on.Both palms turn down and open at waist height and the breath goes out slowly through the mouth. The mist comes up to meet the hands rather than out from them.The ground underneath is left visibly drier than the ground around it, and the mist thins from the edges inward until only a low ankle-deep haze is left.Cover that rises off the ground instead of being thrown - and that is thinner over dry stone than over wet.SFX_00089world_system:vril_seat_sacralWORLD_SYSTEM
A_W_004Water BendWaterA2.0ZelatorWater 10-29 Zelator plus Ch 4 Bali yogiclowutilityEAM-on-bonded-Sacral1.0§11.2manipulate ambient water for utilityyesinstantbriefSFX_00349SFX_00348WATER_T2Water within reach starts moving the way they mean it to - rain leaning away from them in a visible cone, standing water opening a dry lane, a stream lifting into a rope or a sheet or a bowl and holding it.Open hands turn and travel, and the water copies them without delay. It is the first place where the element does exactly what the hands do, and it looks like it.The water goes back to being water and finds its level again, leaving a wet outline where the shape had been.Water doing precisely what two open hands are doing, with no lag at all.SFX_00350world_system:vril_seat_sacralWORLD_SYSTEM
A_W_005Cool SurgeWaterA3.0TheoricusCh_06Water 30-49 Theoricus plus Sri Lankamediumcombat_utilityEAM-on-bonded-Sacral2.0§11.2cooled water-substrate wave; Heat-meets-Ice substrate inverseyesinstantbriefSFX_00091SFX_00090WATER_T3A low sheet of water runs out ahead of them at knee height with the cold visible in it - the surface going matte, then grained, then crusting white at the leading edge as it travels.Both arms sweep out and down together from the centre of the body, palms turning over at the end of the sweep as if setting something heavy on a table.A pale rime is left on stone and standing water for a while afterward, and anything that was already ice in the area comes back harder and clearer than it was.A wave that gets whiter the further it goes - the cold arriving visibly ahead of the water.SFX_00092SFX_00093world_system:vril_seat_sacralWORLD_SYSTEM
A_W_006Undertow PullWaterA3.0TheoricusFishing/Navigation 30-49 Theoricusmediumcombat_controlEAM-on-bonded-Sacral2.0Trade_10_FishingNav§11.2Water-element grapple pullinstantbriefSFX_00352SFX_00351WATER_T3A tongue of water leaves the nearest wet thing, wraps a target once around the middle, and shortens - so the target arrives feet-dragging rather than flying.The arm reaches out full, the hand closes, and the elbow drives back into the ribs. The pull is the elbow, not the water.A wet drag-line across the ground between where the target was and where it is now.A rope of water that closes around the middle and hauls, and the target keeps its feet the whole way.SFX_00353SFX_00354world_system:vril_seat_sacralWORLD_SYSTEM
A_W_007Healing CurrentWaterA3.0TheoricusCh_06Herbalism 30-49 Theoricus plus L1 or L2L1,L2mediumhealingEAM-on-bonded-Sacral2.0Trade_4_Herbalism§11.2Water-channel single-target healinginstantinstantSFX_00095SFX_00094WATER_T3Water gathers over the wound rather than over the person - a slow clear bead that draws itself flat across the injury, goes cloudy as it works, and thins away clean.The hand is laid on and held still. The other hand steadies the limb. It is the posture of the region's own physicians, and the ability is taught in that grammar: look first, hold, then treat, and never hurry it.The skin is left clean and slightly damp, and the water that did the work is gone - not shaken off, used up.The clear bead that goes cloudy - you can see the hurt leaving in the colour of the water.SFX_00096SFX_00097sri_lanka_deshiya_chikitsa [SRC: _source/02_Tier_2_Region_Pages/sri_lanka.md Section 14 Trade 4 Herbalism - the region carries the arc's Ayurvedic origin substrate and the corpus records the living practitioners' tradition under its own name] [SRC: docs/spine/CH_06.md section abilities_unlocked - thCANON_CITED
A_W_008Drowning GraspWaterA4.0PracticusWater 50-69 PracticusL4,L5mediumcombatEAM-on-bonded-Sacral2.0suffocation,silence§11.2materialize water around airwaysinstantsustainedSFX_00356SFX_00355WATER_T4Water gathers where no water is - a clear mask forming over a face from nothing, thickest at the mouth and nose, with the panic visible through it.One hand closes slowly in the air at head height, thumb across the fingers. It is a deliberate, unhurried gesture, and that is the point of it.The mask falls away all at once and leaves the target soaked to the collar and unable to speak for a while.Clear water on a face that had none, and a hand closing slowly across the room.SFX_00357SFX_00358world_system:vril_seat_sacralWORLD_SYSTEM
A_W_009Ice WallWaterA4.0PracticusWater 50-69 Practicus plus Cool Surge masteryhighdefensive_constructEAM-on-bonded-Sacral2.0§11.2ice barrier with cold thermal state; melts under fireyescharge_holdcharge_hold_scaledmass:heavy;structural_integrity:moderate;flammability:zero;thermal_state:cold;conductivity:low;organic_substrate:inertSFX_00360SFX_00359WATER_T4Ice builds up out of the ground in a slab, milky at the base and clearer toward the top, with the crystal grain visibly running upward the whole time the charge is held.Both arms sweep out sideways from the chest and hold there, palms flat and facing away, and they do not lower them until the wall is done.The wall stands and starts losing itself immediately - dripping in warm country, holding hard in cold, and going quickly at the first heat.A slab of ice with the grain running visibly upward and water already beading off its face.SFX_00361SFX_00362world_system:vril_seat_sacralWORLD_SYSTEM
A_W_010Ice PillarWaterA4.0PracticusWater 50-69 Practicus plus Cool Surge masteryhighdefensive_constructEAM-on-bonded-Sacral2.0§11.2free-standing ice pillar; cold thermal stateyescharge_holdcharge_hold_scaledmass:heavy;structural_integrity:moderate;flammability:zero;thermal_state:cold;conductivity:low;organic_substrate:inertSFX_00364SFX_00363WATER_T4A clear column of ice rises off the ground with the grain twisting as it climbs, throwing distorted light through itself, and taller the longer they hold it.Both hands rise together, wrists turning as they go, and the twist in the column follows the twist in the wrists.The pillar stands and is climbable, and when it fails it does not slide - it shatters and drops.A twisting column of clear ice throwing broken light on everything near it.SFX_00365SFX_00366world_system:vril_seat_sacralWORLD_SYSTEM
A_W_011Ice Path / Frost SlideWaterA5.0PhilosophusWater 70-99 plus Cool Surge plus Fluid DodgehighmobilityEAM-on-bonded-Sacral3.0§11.2dual-mode mobility: sustained-drain Ice Path traversal plus instant Frost Slide combat-burstyessustained_drain;instantsustainedSFX_00368SFX_00367WATER_T5Ice lays itself down under the feet as a running track a stride ahead, and in the short form it is one bright burst of ice under the boots that throws the body sideways and leaves a scuffed patch behind. On tropical ground and on hot sand the plate sets thin and patchy and gives out mid-stride.For the long form the protagonist leans and lets the track do the work, arms out for balance. For the short form one heel drops hard and pushes off it, and the ice is only there for the length of the push.The laid track stays a short while for anyone else to cross on, then goes patchy from both ends; the short form leaves one scarred residue patch at the origin. In heat it is gone before anybody can follow it.A track of ice appearing one stride ahead of a runner - or a single burst under one heel that fires them sideways.SFX_00369SFX_00370world_system:vril_seat_sacral [SRC: _source/01_Tier_1_Foundation/T1_Ability_Tree section 11.2 - the self-laying ice-track that persists briefly behind for ally traversal, the Frost Slide ice-burst beneath the feet leaving an ice-residue patch at origin, and the tropical and desert surface-state failWORLD_SYSTEM
A_W_012Ocean MemoryWaterA5.0PhilosophusCh_55Fishing/Navigation 70-99 Philosophus plus Atacama VimanahighperceptionEAM-on-bonded-Sacral3.0Trade_10_FishingNav§11.2vibrational imprints of past events at water locationsinstantsustainedSFX_00372SFX_00371WATER_T5The water around them goes glassy and stops carrying its own reflections, and shapes move in it that are not there - hulls, bodies, weather - layered over each other by depth of time rather than depth of water.The protagonist goes in up to the chest and stops swimming, arms out, letting themselves hang. It only works if they stop working.The surface returns to normal and they come out unsteady, having been somewhere the body did not go.Water that stops reflecting and starts showing - and a figure hanging still in it with their eyes open.SFX_00373world_system:vril_seat_sacralWORLD_SYSTEM
A_W_013Tidal FormWaterA5.0PhilosophusCh_38Water 70-99 plus AzoreshightransformationEAM-on-bonded-Sacral3.0§11.2partial Water-state transformationinstantsustainedSFX_00375SFX_00374WATER_T5The outline of them goes soft and starts to carry the light like moving water; strikes pass through the softened parts without finding anything, and where their hands are the water is nearly all there is.The protagonist lets their shoulders drop and lets the tension out of the whole frame at once, which is the opposite of what a body wants to do in a fight.They solidify from the centre outward and are left dripping, with a puddle where they were standing.A body the strikes go through, carrying light like a river does.SFX_00376SFX_00377world_system:vril_seat_sacralWORLD_SYSTEM
A_W_014Purification WaveWaterA7.0Adeptus MajorHerbalism 100 plus Ayurveda questlineL1very_highhealing_aoeEAM-on-bonded-Sacral0.0Trade_4_HerbalismAyurveda Adeptus Minor§11.2AoE cleanse status afflictions and corrupted-vrilinstantinstantSFX_00379SFX_00378WATER_T7A shallow sheet of clear water spreads outward across the ground at ankle height, and everything foul it crosses comes off - stains lifting, dark residues thinning, corrupted marks going pale and then gone.The protagonist kneels and puts both palms flat on the ground and pushes down, head lowered. The wave leaves from the hands, not from the body.The ground is left visibly clean and the water that did it is gone, and the site holds that cleanliness afterward.An ankle-high sheet of clean water travelling outward and taking the wrongness off everything it crosses.SFX_00380SFX_00381world_system:vril_seat_sacralWORLD_SYSTEM
A_W_015Mirror SurfaceWaterA7.0Adeptus MajorWater 100 plus Inscription 100 plus L3L3very_highsocial_perceptionEAM-on-bonded-Sacral0.0Trade_9_Inscription§11.2reflective surface shows substrate-stateinstantsustainedSFX_00383SFX_00382WATER_T7A standing sheet of water holds itself vertical and perfectly still, and what it shows is not the room - it shows the person looking into it as they actually are, and it does not flatter.The protagonist raises one hand palm-out and holds it there, and they watch the other person rather than the surface.The sheet falls when they drop their hand, and whoever looked into it carries whatever they saw out of the scene with them.A standing pane of water that reflects the truth of a person instead of their face.SFX_00384SFX_00385world_system:vril_seat_sacralWORLD_SYSTEM
A_F_001Ember StrikeFireA1.0NeophyteCh_02first combat encounterlowcombatEAM-on-bonded-SolarPlexus1.0melee§11.3melee strike with Fire damageinstantinstantSFX_00063SFX_00062FIRE_T1Fire arrives on the last third of the swing only, running up the forearm and along whatever is in the hand, and it is gone before the arm has finished following through - a bright smear rather than a burning weapon.An ordinary strike thrown too hard, with the shoulder over-committed and the recovery slow. The heat is in the commitment; a careful strike does not light at all.A scorch on the ground or the enemy where it landed, and the air above the strike wobbling for a moment afterward.The swing that catches fire only where it means it - bright at the end of the arc and dark at the start.SFX_00064SFX_00065world_system:vril_seat_solar_plexusWORLD_SYSTEM
A_F_002Fire BoltFireA1.0NeophyteCh_04Bali chapterlowcombatEAM-on-bonded-SolarPlexus1.0ranged_single§11.3ranged Fire projectileinstantinstantSFX_00067SFX_00066FIRE_T1A dense knot of fire forms in front of the palm, dark at its centre and bright at its skin, and goes out flat with a wake of hot air behind it that bends the view of whatever it passes.The heel of the hand pushes out from the middle of the chest with the elbow low - a short shove rather than a throw, so the reach comes from the vril and never from the arm.A round scorch where it struck and a thin line of ash falling out of the air along the path it took.A dark-hearted knot of fire and the air bending behind it.SFX_00068SFX_00069world_system:vril_seat_solar_plexusWORLD_SYSTEM
A_F_003Heat AuraFireA3.0TheoricusCh_07South India chapterpassivecombat_passiveEAM-on-bonded-SolarPlexus2.0§11.3ambient heat radius applies low-intensity Fire damagepassivepermanentSFX_00070FIRE_T3The air within arm's reach of them stands visibly wrong - not flame, just a constant shimmer with the heat concentrated in a band across the middle of the body and thinning above and below it, so the shape of the warmth reads as anatomy rather than as an aura.Nothing is done to hold it. The stance is upright with the belly soft and the breath sitting low, which is the taught posture that keeps the heat where it belongs and keeps it from climbing.Anything damp near them dries out over time and small things - cloth edges, dry leaves - curl toward them rather than away.No flame at all, just the air standing wrong in a band across their middle.SFX_00071SFX_00072tamil_siddha_marma_vital_points [SRC: _source/01_Tier_1_Foundation/T1_Vril_and_Magic_System_Master section 2 - the Yogic and Tantric tradition is one authentic human perception of the same seven-fold order, honored and immersed as wonder at Ch 7 South India, the Tamil Siddha and Tirumantiram and marCANON_CITED
A_F_004Ignition FieldFireA4.0PracticusBlacksmithing 50-69 Practicusmediumcombat_terrainEAM-on-bonded-SolarPlexus2.0Trade_3_Blacksmithing§11.3AoE Fire field with sustained burninstantcharge_hold_scaledmass:zero;structural_integrity:none;flammability:high_propagation;thermal_state:hot;conductivity:low;organic_substrate:inertSFX_00259SFX_00258FIRE_T4Fire lies down flat across a patch of ground and stays there, low and blue at the base and orange at the tips, with the burning running along the surface rather than standing up off it.The protagonist throws underhand and low, the way a sower scatters seed, and the fire spreads across the ground the way the scatter would have.The patch is left black, hot and smoking, and anything flammable that was on it is now the fire.Fire that lies flat on the ground and stays lying there.SFX_00260SFX_00261world_system:vril_seat_solar_plexusWORLD_SYSTEM
A_F_005Forge WeaponFireA4.0PracticusBlacksmithing 50-69 PracticusmediumbuffEAM-on-bonded-SolarPlexus2.0Trade_3_Blacksmithing§11.3enchant melee weapon with Fire damageinstantsustainedSFX_00263SFX_00262FIRE_T4Fire runs into the metal instead of over it - the blade darkening first, then showing a colour that climbs from the tang toward the point until the whole edge is holding heat like something just out of a forge.The protagonist draws the flat of the weapon through their closed hand from base to tip, once, slowly, the way a smith checks work.The colour fades from the point back toward the hand and the blade is left warm and slightly discoloured along its length.A blade taking forge colour from the hand up, and holding it.SFX_00264SFX_00265world_system:vril_seat_solar_plexusWORLD_SYSTEM
A_F_006Ember TrailFireA3.0TheoricusFire 30-49 Theoricusmediummobility_constructEAM-on-bonded-SolarPlexus2.0§11.3sustained burning trail along traversal pathyesinstantcharge_hold_scaledmass:zero;structural_integrity:none;flammability:high_propagation;thermal_state:hot;conductivity:low;organic_substrate:inertSFX_00267SFX_00266FIRE_T3Wherever they have just been is burning - a line of fire laid down behind their own footsteps a step or two late, so the trail is drawn by where they went and not by where they aimed.Nothing is thrown. The protagonist simply moves, and the heel of the trailing foot is where the fire starts, so the shape of the trail is the shape of their run.The line keeps burning after they have stopped running, and it spreads into anything dry it happens to have crossed.Fire drawn on the ground by the caster's own path, always a step behind them.SFX_00268SFX_00269world_system:vril_seat_solar_plexusWORLD_SYSTEM
A_F_007Fire JetFireA4.0PracticusFire 50-69 PracticushighmobilityEAM-on-bonded-SolarPlexus2.0§11.3sustained-drain Fire jet mobilityyessustained_drainsustainedSFX_00271SFX_00270FIRE_T4Two hard columns of flame come out of their heels and hands and they go up on them, and the columns are visibly doing work - shortening when they climb, widening when they hover.Arms angled back and down, chin up, body held rigid, steering with the whole trunk. It is not graceful; it is a body holding on to something that is pushing it.Scorched ground at every point they left from and hung over, and anything dry underneath is now a problem.Fire coming out of the heels, and a body held stiff on top of it.SFX_00272SFX_00273world_system:vril_seat_solar_plexusWORLD_SYSTEM
A_F_008ConsumeFireA5.0PhilosophusFire 70-99 PhilosophusL4,L5highcombatEAM-on-bonded-SolarPlexus3.0§11.3drain target vitality for Fire damage and vril regeninstantinstantSFX_00275SFX_00274FIRE_T5A dim red line runs from the target to their open hand and the target visibly loses colour along it - and what arrives at their end shows in them, not as light but as heat coming up under the skin of their forearm.The hand is open and the fingers curl in slowly, and they take a long breath in while it runs. The protagonist is feeding.The target is left greyed and diminished, and they are left running hot and steadier than they were.A dull red line between an open hand and something that is losing its colour.SFX_00276SFX_00277world_system:vril_seat_solar_plexusWORLD_SYSTEM
A_F_009Sacred FlameFireA5.0PhilosophusAlchemy 50-69 PracticusL1,L2highcombat_utilityEAM-on-bonded-SolarPlexus3.0Trade_5_Alchemy§11.3sustained Fire that purges negative consciousnessinstantsustainedSFX_00279SFX_00278FIRE_T5A steady flame that gives light and no smoke, sits where it is put, and does not consume what it stands on - wood under it stays wood, cloth stays cloth, and things that should not be in the room come apart at the edges within its reach.It is set down rather than thrown: both hands cupped, lowered, and opened, and they step back from it once it is placed.The flame stays until it is let go, and the ground it stood on is unmarked.A fire that burns nothing - clean light on unburnt wood, and things coming apart quietly at its edge.SFX_00280SFX_00281zoroastrian_sacred_fire_tradition [SRC: _source/01_Tier_1_Foundation/T1_Ability_Tree section 11.3 - the entry states its own grounding: the Zoroastrian sacred fire tradition is the cultural foundation and the purging mechanic is the canonical interpretation built on that documented tradition]CANON_CITED
A_F_010Forge HammerFireA5.0PhilosophusFire 70-99 plus Blacksmithing 70-99 PhilosophushighcombatEAM-on-bonded-SolarPlexus3.0Trade_3_Blacksmithing§11.3charge-hold offensive triggering Force-meets-Wall plus ignitionyescharge_holdbriefSFX_00283SFX_00282FIRE_T5A hammer head assembles in the air above their grip out of glowing metal that is still finding its shape while the charge runs, getting bigger and brighter and more finished the longer they hold it.Both hands on an invisible haft, weight back on the rear foot through the hold, and then a full overhead swing that ends with them bent over the strike.A crater, a set of radial cracks, and the hammer gone - and whatever was standing near the impact is on fire.A forge-hot hammer head finishing itself in the air while someone holds it over their head.SFX_00284SFX_00285world_system:vril_seat_solar_plexusWORLD_SYSTEM
A_F_011Phoenix StrikeFireA6.0Adeptus MinorFire 100 Adeptus Minor plus Phoenix-lineextrememobility_combat_hybridEAM-on-bonded-SolarPlexus0.0Phoenix_line§11.3mobility-plus-attack hybrid; brief Fire-state traversal-with-arrivalyesinstantinstantSFX_00287SFX_00286FIRE_T6The protagonist is briefly not a body but a line of fire between two places, and they arrive already swinging - the strike and the arrival are one event with no gap in them.The commitment happens before the movement: they square to the target, drop their weight, and the whole body goes forward in one piece rather than stepping.A burnt streak in the air's dust between origin and arrival, and scorching at both ends.A line of fire between two points, with the hit already landed at the far end of it.SFX_00288SFX_00289world_system:vril_seat_solar_plexusWORLD_SYSTEM
A_F_012Phoenix FormFireA7.0Adeptus MajorCh_65Fire 100 plus all Fire questlines completevery_hightransformationEAM-on-bonded-SolarPlexus0.0§11.3Fire-state transformation with encounter-fatality regeninstantsustainedSFX_00291SFX_00290FIRE_T7Their outline holds fire instead of skin, brightest at the joints, and when they go down the fire does not go out - it collects where they fell and stands them back up out of itself, dimmer than before.The protagonist opens their arms and lets the change take them rather than driving it, and the return is not a choice at all - the body reassembles and they have to catch up with it.A scorched outline where they fell, and they come back visibly less than they were.Fire at the joints - and the fire standing them back up once, dimmer, after they go down.SFX_00292SFX_00293world_system:vril_seat_solar_plexusWORLD_SYSTEM
A_F_013Forge RealityFireA8.0Adeptus ExemptusEngineering 100 plus Fire 100L1extremepermanent_constructionEAM-on-bonded-SolarPlexus0.0Trade_8_Engineering§11.3permanent vril-enhanced construction (Vimana, defenses, water access)instantpermanentSFX_00295SFX_00294FIRE_T8Material takes a finished form and stays finished - a wall closes its own joints, a channel finds its own line, a mechanism seats itself - and the work happens at the speed of building rather than the speed of casting, over minutes, in front of everyone.The protagonist works with their hands the whole time and moves around the piece, checking it, and stops to think. It reads as labour rather than as power.The change is permanent and belongs to the place; nothing is holding it up afterward and nothing needs to.Someone building something with their hands, and it stays built after they leave.SFX_00296SFX_00297world_system:vril_seat_solar_plexusWORLD_SYSTEM
A_A_001Wind StepAirA1.0NeophyteCh_04Bali chapterlowmobilityEAM-on-bonded-Heart1.0§11.4short-distance dash with brief invulnerabilityinstantbriefSFX_00032SFX_00031AIR_T1The protagonist goes without appearing to push off. A short corridor of disturbed air is left along the line they took - dust and leaf litter lifting behind them in sequence rather than all at once - so the eye can read the path after they are already at the end of it.The step is a small one and the whole thing rides on the exhale. The chapter's own martial rhythm is in it: the turn happens on the tell and the distance closes in the break.The corridor of lifted dust settles back down from the far end toward where they started.No push-off - just a corridor of dust standing up behind someone who is already elsewhere.SFX_00033bali_silat_rhythm [SRC: _source/02_Tier_2_Region_Pages/bali.md Section 6 - the martial register of the chapter itself is silat-rhythm, the bhuta-kala break on a silat tell in the shadow-duel; the same section records that register as resting on the spine's typed beat with no technique source behind CANON_CITED
A_A_002Gust PushAirA1.0NeophyteCh_04Bali chapterlowcombat_controlEAM-on-bonded-Heart1.0§11.4directional air current displaces lightweight enemiesinstantinstantSFX_00035SFX_00034AIR_T1A flat front of moving air leaves the palms with the dust in it doing the drawing - a shallow fan that widens as it goes, taking loose things up into itself and pushing them along in front.Both palms come out low and open and then rise as they extend, which is why the push tips a light body backward rather than sliding it flat.Loose material is left in a rough crescent at the far end of the fan, and whatever was in the air comes down slowly afterward.A fan of air you can only see because of what it is carrying - and everything light in it going over backward.SFX_00036SFX_00037bali_silat_rhythm [SRC: _source/02_Tier_2_Region_Pages/bali.md Section 6 - the martial register of the chapter itself is silat-rhythm, the bhuta-kala break on a silat tell in the shadow-duel; the same section records that register as resting on the spine's typed beat with no technique source behind CANON_CITED
A_A_003Air ReadAirA2.0ZelatorFishing/Navigation 10-29 ZelatorpassiveperceptionEAM-on-bonded-Heart1.0Trade_10_FishingNav§11.4reads atmospheric vril patternspassivepermanentSFX_00098AIR_T2Nothing shows on them. Moving air becomes legible: they read which way the wind will turn before it turns, what weather is coming, and where something unseen has just moved through it.Nothing is done. The protagonist wets a finger out of habit even though they no longer need to, which is the tell everyone learns.The sense stays. It is sharpest in open country and goes vague indoors, which is how they learn where it is worth trusting.They hold up a finger they do not need, and then say which way it will go.world_system:vril_seat_heartWORLD_SYSTEM
A_A_004Wind ScarAirA3.0TheoricusCh_19Persia chapter completionmediumcombatEAM-on-bonded-Heart2.0bleed§11.4ranged Air-element edge projectile with bleedinstantbriefSFX_00100SFX_00099AIR_T3A thin curved edge of compressed air leaves the hand nearly invisible - readable only by the seam it cuts through dust and rain along its path - and what it opens on arrival opens cleanly and keeps bleeding.A short flicking cut from the wrist and forearm, more like someone throwing a blade than casting anything, with the hand finishing knife-straight.A clean straight cut in whatever it crossed, still open, and a seam of settled dust marking the line it took.A seam opening through the rain, and a cut on the far side of it that will not close.SFX_00101SFX_00102world_system:vril_seat_heartTREE_THIN
A_A_005Wind WalkerAirA4.0PracticusAir 50-69 PracticushighmobilityEAM-on-bonded-Heart2.0§11.4sustained-drain mobility on air-currentsyessustained_drainsustainedSFX_00104SFX_00103AIR_T4The protagonist stands on nothing, a hand's width off the ground and then higher, with the air under their boots visibly turning over - dust and leaves circling under each foot in small tight spirals.They walk. That is the whole of it - ordinary steps taken on air, with the arms out only when they misjudge, which they do.The spirals under them collapse when they land or fall, and whatever they were carrying comes down after them.Someone walking normally with a hand's width of nothing under their boots.SFX_00105SFX_00106world_system:vril_seat_heartWORLD_SYSTEM
A_A_006Mini Cyclone LiftAirA4.0PracticusAir 50-69 PracticusmediummobilityEAM-on-bonded-Heart2.0§11.4charge-hold timing-window vertical liftyescharge_holdbriefSFX_00108SFX_00107AIR_T4A tight vertical spin gathers under them, pulling dust and grit up their legs, and the longer they hold it the taller and thinner it stands - and it throws them exactly as high as it had grown when they let it go.Knees bent and arms down at their sides through the hold, then everything opens at once - arms up, knees straight - on the release.The column collapses under them and drops everything it had picked up in a ring.A thin twist of dust standing up under a crouching figure, and them going as high as it got.SFX_00109SFX_00110world_system:vril_seat_heartWORLD_SYSTEM
A_A_007CycloneAirA4.0PracticusAir 50-69 Practicushighcombat_terrainEAM-on-bonded-Heart2.0§11.4AoE wind vortex with element-fusion mechaniccharge_holdcharge_hold_scaledmass:low;structural_integrity:moderate;flammability:zero;thermal_state:neutral;conductivity:moderate-when-fused;organic_substrate:inertSFX_00112SFX_00111AIR_T4A standing vortex the width of a room, its shape drawn entirely by what it has picked up, leaning where they lean it - and whatever element crosses into it is carried up and around and becomes the colour of the whole thing.One arm raised with the index and middle fingers extended, turning small circles; the vortex answers the circles at scale.It falls apart from the top down and everything it was carrying comes down over a wide area.A vortex you can only see by what is in it - and it takes the colour of whatever it swallows.SFX_00113SFX_00114world_system:vril_seat_heartWORLD_SYSTEM
A_A_008Poison CycloneAirA5.0PhilosophusAir 70-99 plus Herbalism 50-69 plus Alchemy 30-49highcombat_terrainEAM-on-bonded-Heart3.0Trade_4_Herbalism;Trade_5_Alchemy§11.4vortex of toxic compounds; coop-signature abilitycharge_holdcharge_hold_scaledSFX_00116SFX_00115AIR_T5The vortex is the same shape but wrong-coloured - a heavy yellow-green haze turning in it that settles slowly instead of dispersing, hanging lowest where it is thickest.The same turning fingers, and the other hand held low with a preparation in it - the toxin is carried and released, not conjured, so the second hand is doing real work.The haze outlasts the wind and sinks, pooling in the low ground for a long while afterward.A turning column of yellow-green that settles instead of clearing.SFX_00117SFX_00118world_system:combo_vril_seat_heart_trade_herbalism_alchemyWORLD_SYSTEM
A_A_009Breath of LifeAirA5.0PhilosophusVril Healing T5 PhilosophusL1highrevivalEAM-on-bonded-Heart3.0§11.4single-target revivalinstantinstantSFX_00120SFX_00119AIR_T5The protagonist breathes out into a downed ally's face and the air goes in visibly bright, and the light does not spread - it stays in the chest and the chest starts moving again.They kneel, tilt the head back with one hand under the neck, and give one long breath. It is the real thing, done properly, with vril in it.They are left short of air themselves and the ally comes back weak, coughing, and not fit to fight properly.One long breath given mouth to mouth, and the light staying in the other chest.SFX_00121SFX_00122world_system:vril_seat_heartWORLD_SYSTEM
A_A_010Storm CallingAirA5.0PhilosophusAir 70-99 plus Water 70-99 plus Fishing/Nav 70-99very_highcombat_terrainEAM-on-bonded-Heart3.0Trade_10_FishingNav§11.4localized storm conditionsinstantsustainedSFX_00124SFX_00123AIR_T5The sky over one patch of ground goes dark and low on its own schedule - cloud building in a place that had none, rain arriving in a hard local column, and the wind inside it running in circles rather than in a direction.Both arms come up slowly from the sides to overhead and stay there, and the weather builds for as long as they hold the shape.The storm outlives the cast and rains itself out over minutes, leaving the ground soaked, slick and dark.A private storm standing over one patch of ground with clear sky around it.SFX_00125SFX_00126world_system:combo_vril_seat_heart_vril_seat_sacralWORLD_SYSTEM
A_A_011Cyclone CradleAirA7.0Adeptus MajorAir 100 plus Cyclone plus Wind Walker plus Mini Cyclone Liftextrememobility_combat_hybridEAM-on-bonded-Heart0.0§11.4sustained vortex; canonical exception to mobility-suspends-combat ruleyessustained_drainbattlefield_minutesSFX_00128SFX_00127AIR_T7A broad slow vortex holds them a few metres up with their legs crossed under them, steady enough that they can look down, aim, and talk - and it stays under them while they do all three.The protagonist sits. The whole point of it is that they are not holding on to anything, and both hands are free the entire time.They are set down rather than dropped, and the vortex unwinds outward around their feet.Someone sitting cross-legged a few metres up, with both hands free and talking to you.SFX_00129SFX_00130world_system:vril_seat_heartWORLD_SYSTEM
A_A_012Freedom FormAirA8.0Adeptus ExemptusAir 100 plus Wind questline plus L3L3passivetransformation_passiveEAM-on-bonded-Heart0.0Wind Adeptus Minor§11.4passive Air-state increased mobilitypassivepermanentSFX_00132SFX_00131AIR_T8Their edges go indistinct and thin, and things pass through them - a swing, a wall, a falling beam - with only a brief disturbance in the air where the solid part met the thinned part.The protagonist walks straight at what would stop them and does not brace, which is the whole difficulty: every instinct in the body says turn.They thicken back the moment they are through, and there is a small displacement of dust on both sides of whatever they passed.Someone walking straight through a wall without slowing down or flinching.SFX_00133SFX_00134world_system:vril_seat_heartWORLD_SYSTEM
A_A_013Voice of the WorldAirA8.0Adeptus ExemptusAir 100 plus SQ7 advanced plus L1L1very_highcombat_utilityEAM-on-bonded-Heart0.0SQ7_advanced§11.4sustained tone disrupts negative consciousnessinstantsustainedSFX_00136SFX_00135AIR_T8Nothing manifests. What changes is what is standing in front of them: a manifestation loses its coherence from the edges in, stops being one thing, and either leaves or comes apart.The protagonist opens their chest, drops their shoulders and holds one long note that does not waver - and they do not raise their voice, which is what makes it frightening.Whatever it acted on is gone or going, and the ground where it stood is left ordinary.One long unwavering note at a conversational volume, and something coming apart in front of it.SFX_00137SFX_00138world_system:vril_seat_heartWORLD_SYSTEM
A_T_001EntranceEther-ThroatA1.0NeophyteCh_03Manggarai social mechanicslowsocialEAM-on-bonded-Throat1.0§11.5vril-tinted social presence projectioninstantsustainedSFX_00074SFX_00073ETHER_THROAT_T1Nothing is thrown and nothing shows on them. What changes is the room: heads come round a beat sooner than they should, the talking drops a level, and there is a brief clarity around their voice as if the space had been arranged for it.The protagonist stands still, waits for the natural gap, and speaks into it. The whole of the ability is in the timing and the opening words - the chapter's own tradition holds that a thing said in the proper form is owed a hearing, and they are asking for that hearing correctly.The room stays tipped for a while after they stop talking - people finish their sentences to them rather than to each other.You never see it. You see the room turn a beat early and stay turned.SFX_00075manggarai_proverb_tradition [SRC: docs/spine/CH_03.md section Lore - the Manggarai proverb tradition is named canon for the chapter, alongside the potent-landscape belief and the caci meaning] [SRC: _source/02_Tier_2_Region_Pages/flores_island.md Section 5 - the twisted-word sorcerer inverts that prCANON_CITED
A_T_002CloakingEther-ThroatA1.0NeophyteCh_02instinctive escape sequencelowstealthEAM-on-bonded-Throat1.0§11.5visual concealment for non-perceptive observersinstantsustainedSFX_00077SFX_00076ETHER_THROAT_T1The child does not vanish. The edges of them stop agreeing with each other - the outline slides a hand's width off the body, colour drains toward whatever is behind them, and a watcher's eye keeps sliding past the place they are standing to something more definite nearby.They go still and small and hold their breath, which is what a frightened child does anyway. The stillness is doing half the work and the vril is doing the other half, and at this depth a sudden movement undoes both.The outline snaps back into agreement all at once when it ends, which is more noticeable than the concealment was.Not invisibility - an outline that will not sit still on the body, and an eye that keeps sliding off them.SFX_00078world_system:vril_seat_throatWORLD_SYSTEM
A_T_003Illusion - Single TargetEther-ThroatA3.0TheoricusCh_15astral projection discoverymediumcombat_utilityEAM-on-bonded-Throat2.0§11.5vril-illusion to single targetinstantsustainedSFX_00320SFX_00319ETHER_THROAT_T3The target alone sees a thing that is not in the room - a companion who is not there, a second copy of an enemy already in front of them, or a piece of the terrain that does not exist - and everyone else sees only the target reacting to it. The tell for a watcher is always the gap between what one fThe protagonist holds the target's eyes and speaks quietly and steadily, keeping the contact, and the illusion lasts exactly as long as attention keeps being given to it.It ends the moment the target puts a hand on the thing or their own perception opens on it, and they are left standing somewhere they did not mean to be, having spent effort on nothing.One fighter swinging at empty air while everyone else can see the air is empty.SFX_00321world_system:vril_seat_throat [SRC: _source/01_Tier_1_Foundation/T1_Ability_Tree section 11.5 - the three declared forms of the projection, a phantom companion or an enemy duplicate or an environmental feature, holding until proximate physical interaction or substrate-perception activation reveals iWORLD_SYSTEM
A_T_004Illusion - MultipleEther-ThroatA5.0PhilosophusEther-Throat 70-99 PhilosophusL4,L5highcombat_utilityEAM-on-bonded-Throat3.0§11.5multi-target illusion projectioninstantsustainedSFX_00323SFX_00322ETHER_THROAT_T5Several people react to different things at once, and none of the things agree with each other - which is what makes a group under it read as a group coming apart rather than a group being deceived.The protagonist turns slowly on the spot with their arms low and open, giving a share of their attention to each of them, and the ones at the edge get the thinnest version.They come out of it staggered rather than together, each one at a different moment, and each one having done something different.A whole group reacting to a different thing each, and none of the things being in the room.SFX_00324world_system:vril_seat_throatTREE_THIN
A_T_005Optical OcclusionEther-ThroatA5.0PhilosophusCloaking-line 70-99 plus Inscription 50-69highstealth_aoeEAM-on-bonded-Throat3.0Trade_9_Inscription§11.5AoE Cloaking extends to alliesinstantsustainedSFX_00326SFX_00325ETHER_THROAT_T5The concealment stops being about them and becomes a place: a soft area within which several people's outlines will not hold still, with a visible boundary at its edge that reads as a slight blur if you walk past it.The protagonist plants and keeps one hand raised and open above their head, and the party has to stay inside the reach of that hand.The area collapses inward toward them and everyone in it comes back into focus at once.A soft patch of world with a blurred edge, and several people inside it who will not resolve.SFX_00327world_system:vril_seat_throatWORLD_SYSTEM
A_T_006True VoiceEther-ThroatA7.0Adeptus MajorInscription 100 plus Throat 100 plus L1L1highsocial_combatEAM-on-bonded-Throat0.0Trade_9_Inscription§11.5substrate-frequency speech reveals truthinstantsustainedSFX_00329SFX_00328ETHER_THROAT_T7Nothing manifests. Everyone in earshot hears a voice with no cover on it - and each of them registers what the protagonist actually is at that moment, whether or not that helps.The protagonist drops their volume rather than raising it, stands square, and does not use their hands at all. Everything performative comes off.The room cannot un-hear it. Whatever they were hiding is out, and so is whatever the person they were speaking to was hiding.A voice with nothing on it - and the whole room learning what they really are in the same second.SFX_00330SFX_00331world_system:vril_seat_throatWORLD_SYSTEM
A_E3_001Intuition PulseEther-ThirdEyeA1.0NeophyteCh_15tomb artifact discoverypassiveperception_passiveEAM-on-bonded-ThirdEye1.0§11.6passive vril-concentration sensitivitypassivepermanentSFX_00190ETHER_THIRDEYE_T1Nothing shows. Where vril gathers, they notice it the way anyone notices a draught - not seeing anything, just knowing that this corner is different from that one.Nothing is done. The protagonist hesitates on a threshold now and then, for no reason they could give.It never ends and it never resolves - they are left holding a hesitation they cannot account for, which is as far as this depth reaches.They pause at a doorway they have no reason to pause at.world_system:vril_seat_third_eyeWORLD_SYSTEM
A_E3_002Vril SightEther-ThirdEyeA2.0ZelatorCh_15Intuition 10-29 plus Egypt activationlowperceptionEAM-on-bonded-ThirdEye1.0§11.6active vril perception (surface T2; substrate T6)instantsustainedSFX_00192SFX_00191ETHER_THIRDEYE_T2Vril becomes visible to them as movement rather than as light - currents in the air, gathering in the ground, a slow drift toward things that hold it - and at this depth only the surface of that, never what is under it.The protagonist stops walking and lets their focus go long, the way someone looks through a window rather than at it.Sight comes back with ordinary edges and they blink a few times getting used to them again.Someone looking through the room instead of at it, tracking something moving that nobody else can see.SFX_00193world_system:vril_seat_third_eyeWORLD_SYSTEM
A_E3_003Temporal EchoEther-ThirdEyeA3.0TheoricusCh_21China Oracle Bone tradition encountermediumperceptionEAM-on-bonded-ThirdEye2.0§11.6reads vibrational imprints of past eventsinstantbriefSFX_00195SFX_00194ETHER_THIRDEYE_T3The place shows them what happened in it as thin overlaid figures without faces, moving through their own paths at their own speed and passing through the furniture as it is now.The protagonist puts a palm flat on the nearest surface that was there at the time - a wall, a table, a stone - and holds it, and turns their head to follow what they see.The figures thin out from the oldest to the most recent, and they are left looking at an ordinary room.Faceless figures walking their old paths through the furniture that is there now.SFX_00196world_system:vril_seat_third_eyeWORLD_SYSTEM
A_E3_004Intent ReadingEther-ThirdEyeA5.0PhilosophusHerbalism 70-99 plus Third Eye 70-99passiveperception_passiveEAM-on-bonded-ThirdEye3.0Trade_4_Herbalism§11.6passive NPC-state reading (emotion, vril-polarity, intent)passivepermanentSFX_00197ETHER_THIRDEYE_T5There is no outward sign. The protagonist reads what a person is carrying - what they feel, which way their vril leans, and what they are about to try - and it arrives as certainty rather than as an image.Nothing is done. They look at people slightly longer than is polite, and they stop asking certain questions.It stays, and the cost of it is that nobody can pleasantly surprise them any more.The protagonist stops asking a stranger for answers already in hand.world_system:vril_seat_third_eyeWORLD_SYSTEM
A_E3_005Probability SightEther-ThirdEyeA5.0PhilosophusCh_38Third Eye 70-99 plus Azores plus L3L3highperception_combatEAM-on-bonded-ThirdEye3.0§11.6perceives short-horizon probability vectors during combatinstantsustainedSFX_00199SFX_00198ETHER_THIRDEYE_T5The protagonist sees the next second as a set of thin forward shadows of the people around them, each showing where a body is about to be, and the real bodies catching up to them a moment later.They stop reacting and start arriving early, which reads as unhurried rather than fast - the shortest movement in the room, always made before the reason for it.The forward shadows fall away and they are back to reacting like everyone else, which is briefly disorienting.Thin forward shadows of every fighter in the room, and the real bodies stepping into them.SFX_00200world_system:vril_seat_third_eyeWORLD_SYSTEM
A_E3_006Temporal SightEther-ThirdEyeA8.0Adeptus ExemptusThird Eye 151-199 plus Inscription 151-199 plus all 7 vril-seat T6very_highperceptionEAM-on-bonded-ThirdEye0.0Trade_9_Inscription§11.6perceives past and probable future statesinstantsustainedSFX_00202SFX_00201ETHER_THIRDEYE_T8Time in a place opens both ways at once: the old figures of what happened here and the thinner, branching figures of what is likely to, layered together and disagreeing with each other at every fork.The protagonist sits down. It takes long enough and costs enough attention that standing is not an option, and they need someone to watch the room.Both layers close and they come back slowly, needing a moment before they can say what they saw.Two sets of ghosts in the same room, one behind and one ahead, disagreeing at every branch.SFX_00203world_system:vril_seat_third_eyeWORLD_SYSTEM
A_C_001Astral ProjectionEther-CrownA4.0PracticusCh_15tomb artifact activationhighperception_mobilityEAM-on-bonded-Crown2.0§11.7consciousness separates from body within vril-bounded radiusinstantsustainedSFX_00158SFX_00157ETHER_CROWN_T4The body stays exactly where it was left, breathing and blank, and what travels is unseen by nearly everyone - so from outside, the whole ability is a person who has stopped being in themselves.The protagonist settles, closes their eyes, lets their hands fall open, and stops. The body is not asleep; it is vacant, and that is visible.They return with a hard start, and the body is stiff and cold from having been left.Someone sitting with their eyes closed and their hands open, and nobody home.SFX_00159world_system:vril_seat_crownWORLD_SYSTEM
A_C_002Vril HealingEther-CrownA4.0PracticusCh_06Sri Lanka chapterL1,L2mediumhealingEAM-on-bonded-Crown2.0§11.7single-target vril-channel healinginstantinstantSFX_00039SFX_00038ETHER_CROWN_T4A steady light gathers behind the sternum first and then travels outward along the arms to the hands before any of it reaches the person being healed - so the giving is visibly costly and visibly one-directional.Both hands are placed and the head comes down, and they stop attending to anything else in the room. It is not a gesture; it is attention held on one person until it is finished.The protagonist is left visibly emptied - breathing hard, the light gone from behind the sternum - and the person they treated is left warm to the touch for some time.The light leaves them before it arrives anywhere else, and you can see what it cost by looking at them afterward.SFX_00040SFX_00041world_system:vril_seat_crownWORLD_SYSTEM
A_C_003Vril RevivalEther-CrownA5.0PhilosophusVril Healing 70-99 PhilosophusL1,L2highrevivalEAM-on-bonded-Crown3.0§11.7single-target revivalinstantinstantSFX_00161SFX_00160ETHER_CROWN_T5The protagonist puts both hands on a downed ally's chest and the light goes out of the protagonist and into the ally with nothing left over - it is a transfer, and what leaves does not come back.They kneel over the downed ally, arms locked straight, shoulders over the hands, using their own weight. There is effort in it and it shows in their face.They come back weak and confused, and they are left grey and short of breath and slower than they were.A straight-armed press with the light going one way only, and the one doing it going grey.SFX_00162SFX_00163world_system:vril_seat_crownWORLD_SYSTEM
A_C_004Vril Mass RevivalEther-CrownA7.0Adeptus MajorVril Revival 100 Adeptus MinorL1extremerevival_aoeEAM-on-bonded-Crown0.0§11.7multi-target revivalinstantinstantSFX_00165SFX_00164ETHER_CROWN_T7The light goes out of them in several directions at once, finding each downed body on its own thread, and every one of them comes up in the same second.The protagonist stands, spreads both arms wide, and puts their head back - and afterward they cannot stand at all.The field is left with everyone up and them on their knees, having spent more than they had.Several threads of light leaving one standing figure at once - and everyone getting up together while that figure goes down.SFX_00166SFX_00167world_system:vril_seat_crownWORLD_SYSTEM
A_C_005Item RiftEther-CrownA4.0PracticusCh_15tomb artifact activationlowutilityEAM-on-bonded-Crown2.0§11.7vril-folded inventory pocket accessinstantpermanentSFX_00169SFX_00168ETHER_CROWN_T4A slit of folded space opens at arm's length, no wider than a hand and dark inside, and things go into it and are simply not anywhere afterward.Two fingers draw down through the air and open it, and they reach in past the wrist as if into a bag they cannot see the bottom of.The slit closes along the line it opened and the air where it was smells faintly of nothing at all.A hand-wide slit in the air with an arm going into it up to the elbow.SFX_00170world_system:vril_seat_crownWORLD_SYSTEM
A_C_006Vril CommunionEther-CrownA5.0PhilosophusAnimal Communication 70-99 plus Crown 70-99L1highsocial_perceptionEAM-on-bonded-Crown3.0Trade_1_AnimalComm§11.7vril-consciousness across species barrierinstantsustainedSFX_00172SFX_00171ETHER_CROWN_T5Nothing passes visibly between them. The animal stops behaving like an animal being spoken at and starts behaving like something being spoken with - the head coming round, the body settling, the attention holding.The protagonist lowers to the creature's own height, keeps their hands visible and still, and does not look directly at them for the first while.The attention holds after the exchange ends; the creature stays near them and behaves as if something was agreed.An animal that stops watching a person and starts listening to them.SFX_00173world_system:vril_seat_crownWORLD_SYSTEM
A_C_007Soul DrainEther-CrownA5.0PhilosophusCrown 70-99 PhilosophusL4,L5highcombatEAM-on-bonded-Crown3.0§11.7extract vril vitality for personal regen and attribute boostinstantbriefSFX_00175SFX_00174ETHER_CROWN_T5A thread runs from a target to the crown of their head rather than to their hands, and it is the wrong colour for anything else they do - a cold no-colour that makes the target dim and them briefly too bright.The protagonist tilts their head back and lets it come. Nothing is reached for; the ability is a willingness, which is why it changes them and the other abilities do not.The target is left hollowed, they are left sharper and faster than they should be, and something at the top of their head stays cold afterward.A colourless thread running to the top of someone's head, and them going too bright for a moment.SFX_00176SFX_00177world_system:vril_seat_crownWORLD_SYSTEM
A_C_008Collective SurgeEther-CrownA7.0Adeptus MajorCh 70-77 plus all healing-class T6L1extremebuff_aoeEAM-on-bonded-Crown0.0§11.7vril-amplification surge through all allies in rangeinstantsustainedSFX_00179SFX_00178ETHER_CROWN_T7Fine bright lines run from them to every ally in range and stay up, and they visibly carry - a line brightening when someone spends from the shared pool, and every line brightening at once when one of them is healed.The protagonist stands with both arms out at shoulder height and open, and they have to keep them there. It is a posture that leaves them entirely undefended and it is held anyway.The lines go out one by one from the furthest ally inward, and everyone still standing is briefly aware of how the others were doing.Bright lines from one figure to everyone they are fighting beside, brightening whenever any of them spends.SFX_00180SFX_00181world_system:vril_seat_crownWORLD_SYSTEM
A_C_009Void CommandEther-CrownA8.0Adeptus ExemptusCrown 151-199 plus all evil-path T5L5extremesummonEAM-on-bonded-Crown0.0§11.7direct negative consciousness manifestations as summonsinstantsustainedSFX_00183SFX_00182ETHER_CROWN_T8The manifestations that would come for the protagonist instead come to them and stand where they are put - shapes without stable edges, oriented toward whatever the protagonist last looked at, and they do not leave when the fighting stops.The protagonist does not gesture. They look at a thing, then look where they want it, and it goes - which is a colder read than any amount of gesturing would be.They dissolve slowly and unwillingly, and the ground where they stood stays wrong for a while afterward.Shapes with no stable edges standing where someone last looked, waiting.SFX_00184SFX_00185world_system:vril_seat_crownWORLD_SYSTEM
C_L_001Static ChargeLightningC3.0TheoricusEngineering 30-49 Theoricusmediumbufftrade-mastery-only2.0Trade_8_Engineering§11.8weapon Lightning damage buffinstantsustainedSFX_00595SFX_00594LIGHTNING_T3Small blue threads crawl along the blade, following its fuller and its edge rather than wrapping it, jumping the guard and running back, brightest where the metal is thinnest.The protagonist raps the flat of the blade once against a bracer or a buckle, and the charge takes from the strike - a workshop habit rather than a gesture.The threads die back into the metal and it holds a faint smell of storm for a while.Blue threads running the fuller of a blade and jumping its guard.SFX_00596SFX_00597world_system:trade_engineeringWORLD_SYSTEM
C_L_002Arc StrikeLightningC4.0PracticusEngineering 50-69 Practicusmediumcombattrade-mastery-only2.0Trade_8_Engineering§11.8ranged Lightning attack with chain effectinstantbriefSFX_00599SFX_00598LIGHTNING_T4A bolt goes out and then thinks - it lands, hesitates for a fraction, and jumps to the next nearest body and then the one after that, each jump dimmer and more crooked than the last.A short flick of the first two fingers, palm down, thrown from the elbow. The wrist has to be loose or the arc grounds itself in their own arm.Three scorched contact points and the smell of burnt hair, with the last one barely marked.A bolt that lands, pauses, and then goes looking for the next person.SFX_00600SFX_00601world_system:trade_engineeringWORLD_SYSTEM
C_L_003Tesla FieldLightningC5.0PhilosophusEngineering 70-99 plus Wardenclyffe questlinehighcombat_terraintrade-mastery-only3.0Trade_8_EngineeringWardenclyffe_advanced§11.8continuous EM field disrupts enemy coordinationinstantsustainedmass:zero;structural_integrity:none;flammability:zero;thermal_state:neutral;conductivity:high;organic_substrate:inertSFX_00603SFX_00602LIGHTNING_T5The air for a long way in every direction fills with fine hair-thin discharges that do not connect to anything, and everything electrical inside it starts behaving badly - lights guttering, screens tearing, older equipment simply stopping.The protagonist plants a hand on the ground or on a metal surface and leaves it there. The field is anchored to the contact, so they cannot walk while it holds.The field falls and the equipment inside it stays dead, and the air keeps a metal taste for a while.Hair-thin discharges in the air connected to nothing, and every device inside them failing.SFX_00604world_system:trade_engineeringWORLD_SYSTEM
C_L_004Resonance CollapseLightningC5.0PhilosophusEngineering 70-99 plus Inscription 50-69highcombattrade-mastery-only3.0Trade_8_Engineering;Trade_9_Inscription§11.8targeted resonance destabilizes specific structuresinstantinstantSFX_00606SFX_00605LIGHTNING_T5Nothing visible travels. A structure starts to shiver at one specific place, dust walking off it in lines, and then that place gives - a wall opening along a seam nobody could see from outside.The protagonist reads the surface first with a flat palm and only then strikes it once with the heel of the hand, and the strike is small; the reading was the work.A precise structural failure at one seam, with everything either side of it untouched.A wall shivering in one small place, and then opening exactly there.SFX_00607SFX_00608world_system:trade_engineeringWORLD_SYSTEM
C_L_005Electromagnetic PulseLightningC7.0Adeptus MajorCh_46Engineering 100 Adeptus Minor plus Area 51very_highcombat_aoetrade-mastery-only0.0Trade_8_Engineering§11.8AoE pulse disables electronic systemsinstantinstantSFX_00610SFX_00609LIGHTNING_T7One soundless white flare with no heat in it, and then a wide stretch of ground in which nothing electrical works any more - lights out, screens dark, everything that hummed now silent.Both fists clench at their sides and open all at once, and they brace for it, because it goes off around them rather than in front of them.A dead zone: no lights, no signals, no equipment, and every unshielded thing in it permanently finished.One white flare with no heat, and then a very large silence.SFX_00611SFX_00612world_system:trade_engineeringWORLD_SYSTEM
C_P_001Toxin ApplicationPoisonC3.0TheoricusHerbalism 30-49 Theoricusresourcesingle Poison reagentbufftrade-mastery-only2.0Trade_4_Herbalism§11.9weapon Poison coatinginstantsustainedSFX_00623SFX_00622POISON_T3A dark oil goes onto the blade from a stoppered vial and stays where it is put, dulling the steel and beading rather than running, so the edge reads wet and wrong.The protagonist works it along the edge with a folded rag, both hands busy, eyes on the work - and if they are careless with it they poison themselves.The coating wears off across the fight, blade-length by blade-length, and the empty vial has to be carried out.A wet-looking dulled edge with the oil beading on it instead of running.SFX_00624SFX_00625world_system:trade_herbalism_alchemyWORLD_SYSTEM
C_P_002Paralytic CloudPoisonC3.0TheoricusHerbalism 30-49 plus Alchemy 30-49resourcemulti-reagent dispersalcombat_terraintrade-mastery-only2.0Trade_4_Herbalism;Trade_5_Alchemyparalysis,slow§11.9AoE paralytic dispersalinstantsustainedSFX_00627SFX_00626POISON_T3A heavy pale cloud spreads at knee height and stays low, moving where the ground slopes rather than where the wind goes, and it settles rather than clears.The protagonist throws a prepared vessel underarm and turns away with their sleeve across their own mouth before it lands.The cloud lies in the low ground for a long time and the ground under it is left tacky and pale.A pale cloud that runs downhill instead of downwind.SFX_00628SFX_00629world_system:trade_herbalism_alchemyWORLD_SYSTEM
C_P_003Curative ReversalPoisonC5.0PhilosophusHerbalism 70-99 PhilosophusL1,L2resourcehigh-grade alchemy reagenthealingtrade-mastery-only3.0Trade_4_Herbalism§11.9reverses toxin effect on poisoned allyinstantinstantSFX_00631SFX_00630POISON_T5A pale compound goes into the mouth or onto the wound and the colour comes back in the wrong order - the extremities first, the face last - so the recovery is visibly working inward.The protagonist holds the head, gets the dose in, and then holds them still through the reaction, which is unpleasant and takes time.They are left exhausted and clean, and the reagent - expensive, hard to make - is gone.Colour coming back to the hands before the face.SFX_00632SFX_00633world_system:trade_herbalism_alchemyWORLD_SYSTEM
C_P_004Corruption SpreadPoisonC5.0PhilosophusAlchemy 50-69 PracticusL4,L5resourcecorrupted alchemical compoundcombattrade-mastery-only3.0Trade_5_Alchemy§11.9vril-corrupted toxin spreads via contactinstantsustainedSFX_00635SFX_00634POISON_T5The compound goes on dark and then travels on its own, moving from the first body to the next by contact - a spreading grey bloom that crosses at a touch, a grab, a body falling against another.The protagonist touches one person, once, almost gently, and then steps back and lets the crowd do the rest of the work.Several people carry the bloom and none of them know which of them started it, and it does not stop when they do.A grey bloom that crosses from one body to the next on contact and keeps going.SFX_00636SFX_00637world_system:trade_herbalism_alchemyWORLD_SYSTEM
C_P_005Master ToxicologyPoisonC7.0Adeptus MajorHerbalism 100 plus Alchemy 100 plus Tamil Siddhapassivepassivetrade-mastery-only0.0Trade_4_Herbalism;Trade_5_AlchemyTamil_Siddha_T5_Portal§11.9extended duration, increased potency, combination unlockspassivepermanentSFX_00638POISON_T7There is nothing to point at. Their compounds simply work better - longer, harder, and in combinations that should not hold together - and their hands are stained in ways that do not wash out.Nothing is done. The protagonist measures less and less carefully as their knowledge grows, which looks like sloppiness and is not.The mastery stays; it is a standing property of everything else they mix.They stop measuring, and everything they make gets stronger.world_system:trade_herbalism_alchemyWORLD_SYSTEM
C_V_001EntangleVegetationC4.0PracticusHerbalism 50-69 Practicusmediumcombat_controltrade-mastery-only2.0Trade_4_Herbalismrestrain§11.10living plant matter restrains targetinstantbriefSFX_00651SFX_00650VEGETATION_T4Whatever is growing nearby comes for the target - vines from a wall, roots up through soil, grass twisting into cord - and it is always the local plant, so the restraint looks different in every biome.One hand closes low toward the ground with the fingers hooking in, and they keep the hook until the plants have taken hold.The plants stay wrapped and go on growing there afterward, marking the spot for a season.Whatever happens to be growing there coming up and taking hold - different plants in every place.SFX_00652SFX_00653world_system:trade_herbalism_alchemyWORLD_SYSTEM
C_V_002Living ShieldVegetationC4.0PracticusHerbalism 50-69 Practicusmediumdefensive_constructtrade-mastery-only2.0Trade_4_Herbalism§11.10temporary living-vegetation barriercharge_holdcharge_hold_scaledmass:medium;structural_integrity:low;flammability:high-when-dry;thermal_state:neutral;conductivity:low;organic_substrate:organicSFX_00655SFX_00654VEGETATION_T4A living wall knits itself up out of the ground - green, uneven, with real leaves and real thorns on it - and it comes apart the way a hedge does, losing leaves and branches rather than cracking.Both hands push down and then out at waist height, and the wall grows in the direction of the push and keeps growing while the hands stay out.What is left standing is a half-stripped hedge that goes on living there, and it burns very easily.A wall made of real green growth that sheds leaves when it is hit.SFX_00656SFX_00657world_system:trade_herbalism_alchemyWORLD_SYSTEM
C_V_003Forest CallVegetationC5.0PhilosophusHerbalism 70-99 plus Animal Comm 50-69L1,L2highsummontrade-mastery-only3.0Trade_4_Herbalism;Trade_1_AnimalComm§11.10calls regional fauna and conscious vegetationinstantsustainedSFX_00659SFX_00658VEGETATION_T5The protagonist conjures nothing. Animals arrive - the ones that actually live there, in the numbers that would actually be there - and they act like themselves rather than like summons, which makes them unpredictable and real.They call with their own voice, in the register the local creatures use, and then get out of their way.They leave when it suits them, not when they say, and some of them stay near the area afterward.Real local animals arriving and fighting like animals, not like servants.SFX_00660SFX_00661world_system:trade_herbalism_alchemyWORLD_SYSTEM
C_V_004Bloom PulseVegetationC5.0PhilosophusHerbalism 70-99 plus Vril Healing 70-99L1,L2highhealing_aoetrade-mastery-only3.0Trade_4_Herbalism§11.10AoE vegetation-channel healinginstantinstantSFX_00663SFX_00662VEGETATION_T5Everything green for a long way around flowers at once, out of season, and the light of it moves outward as a spreading front - and the allies inside it are visibly mended as the bloom reaches them.The protagonist kneels and pushes both palms into soil or bark and stays down while it runs, head bowed, taking no part in the fight.The blooms stay open for a while and then close, and the plants that gave the most are visibly tired.Everything green flowering at once, out of season, in a wave.SFX_00664SFX_00665world_system:trade_herbalism_alchemyWORLD_SYSTEM
C_V_005World Tree AspectVegetationC8.0Adeptus ExemptusHerbalism 151-199 plus Inscription 151-199 plus Bodhi TreeL1extremetransformationtrade-mastery-only0.0Trade_4_Herbalism;Trade_9_InscriptionBodhi_Tree_mastery§11.10vril-rooted axis manifestation; AoE healing plus presence projectioninstantsustainedSFX_00667SFX_00666VEGETATION_T8The protagonist roots where they stand and becomes an axis - bark up the legs, branch structure standing off the shoulders, and light coming down through it as if through a canopy that is not there.Feet apart and set, arms raised and held wide and still. They cannot take a step, and the whole shape of the ability is that refusal to move.The bark recedes and the roots pull out of the ground, and the ground where they stood is richer than it was.Someone rooted where they stand with canopy light falling through nothing.SFX_00668SFX_00669world_tree_traditions_yggdrasil_bodhi_tree_of_life [SRC: _source/01_Tier_1_Foundation/T1_Ability_Tree section 11 - the entry states its own grounding: the ability draws on the Yggdrasil, Bodhi Tree and Tree of Life traditions as carried by T1_World_Geography_Master's fairy-realm geography]CANON_CITED
B_EW_001Mud FieldEarth+WaterB3.0TheoricusEarth 30-49 plus Water 30-49medium-mediumEAM-pair-when-bonded2+2Medium§12.1.1sustained mud field; viscous restraint without conductive vulnerabilityinstantsustainedcontrol_terrain_reshapeSFX_00475SFX_00474EARTH_WATER_T3Dry ground turns to deep mud across a wide patch in a few seconds, the change spreading outward as a darkening, and it stays wet long after there is any reason for it to be.One hand down flat and one turning slowly beside it - the earth hand sets the area, the water hand does the mixing.A field of churned mud with everyone's footprints in it, and it drains only very slowly.Ground darkening outward and going soft, with no rain and no river anywhere near it.SFX_00476SFX_00477world_system:combo_vril_seat_root_vril_seat_sacralWORLD_SYSTEM
B_EW_002Clay BindEarth+WaterB5.0PhilosophusEarth 70-99 plus Water 70-99 plus Herbalism 50-69high-highEAM-pair-when-bonded3+3Trade_4_HerbalismLong§12.1.1living clay envelopes target; sustained restraint plus draininstantbattlefield_minutescontrol_damageSFX_00479SFX_00478EARTH_WATER_T5Wet clay climbs a target from the boots upward and hardens as it goes, so the lower half is already stone while the upper half is still soft and moving.One hand rises slowly in front of them with the fingers curling closed as it climbs, and the clay climbs at exactly that rate.A hardened clay case left standing where the target was, cracked open or not depending on how it ended.Clay walking up a body from the boots, stone at the bottom and still wet at the top.SFX_00480SFX_00481world_system:combo_vril_seat_root_vril_seat_sacralWORLD_SYSTEM
B_EW_003Living Earth CathedralEarth+WaterB6.0Adeptus MinorEarth Adeptus Minor questline plus Water Adeptus Minor questline plus dual 100extreme-extremeEAM-pair-when-bonded0+0Very_Long§12.1.1T6 substrate-peak: massive landscape reshape with sustained pillars and mud terraininstantbattlefield_minutesterrain_reshape_controlmulti-construct:variesSFX_00483SFX_00482EARTH_WATER_T6The whole field is rebuilt at once - columns coming up in a rough colonnade, water finding new channels between them, and the ground standing at heights it was not standing at a minute ago.Both arms raise from full down to full up in one long slow movement that takes several seconds, and they stay with the arms up while it stands.The landscape is permanently different, with standing columns, running water and a battlefield nobody had a map of.A colonnade of stone standing up out of a field with water already running between the columns.SFX_00484SFX_00485world_system:combo_vril_seat_root_vril_seat_sacralWORLD_SYSTEM
B_EF_001Metal StrikeEarth+FireB3.0TheoricusEarth 30-49 plus Fire 30-49 plus Blacksmithing 30-49medium-mediumEAM-pair-when-bonded2+2Trade_3_BlacksmithingMedium§12.1.2heated-metal projectile; piercing plus sustained burninstantbriefdamage_utilitylancemolten_metalmetalTRANSFORMMODIFIERTHERMAL;SHAPESFX_00439SFX_00438EARTH_FIRE_T3A gobbet of metal comes off their hand still liquid and orange, flattens in flight, and goes hard the instant it lands - so it arrives molten and finishes as a spike.An overhand throw with a snap at the end, the way anyone throws something too hot to hold on to.A cooling metal wedge stuck in whatever it hit, glowing down through orange to grey.Metal thrown while it is still liquid, arriving hard.SFX_00440SFX_00441world_system:combo_vril_seat_root_vril_seat_solar_plexusWORLD_SYSTEM
B_EF_002Magma TideEarth+FireB5.0PhilosophusEarth 70-99 plus Fire 70-99high-highEAM-pair-when-bonded3+3Long§12.1.2sustained magma flow; battlefield-burn with construct destructioninstantbattlefield_minutesdamage_terrain_reshapemass:medium;structural_integrity:low;flammability:max_propagation;thermal_state:hot;conductivity:moderate;organic_substrate:inertSFX_00443SFX_00442EARTH_FIRE_T5The ground splits along a line and runs molten, and the flow keeps moving downhill on its own terms afterward - slow, bright-edged, unstoppable, taking whatever it reaches.The protagonist drives the heel of their hand into the ground and drags it, and the split follows the drag.A cooling crust over a still-hot flow, and everything that was in its path is gone rather than damaged.A bright split in the ground that keeps flowing downhill after everyone has stopped fighting.SFX_00444SFX_00445world_system:combo_vril_seat_root_vril_seat_solar_plexusWORLD_SYSTEM
B_EF_003Volcanic EruptionEarth+FireB6.0Adeptus MinorEarth Adeptus Minor questline plus Fire Adeptus Minor questline plus dual 100extreme-extremeEAM-pair-when-bonded0+0Very_Long§12.1.2T6 substrate-peak: canonical mini-volcano-class anchor; magma fissures plus structural failure cascadesinstantbattlefield_minuteshybrid_damage_terrain_reshapemulti-construct:variesSFX_00447SFX_00446EARTH_FIRE_T6Fissures open across the field in a rough ring and throw fire straight up, then the centre rises - the ground itself building into a cone that keeps working after it is made.The protagonist drives both fists down into the ground and stays down on one knee, and the ring opens outward from where they landed.A new landform: a working cone, standing fissures, and a field that will not be crossed the same way again.A ring of fissures throwing fire straight up, and the middle of the field starting to build.SFX_00448SFX_00449world_system:combo_vril_seat_root_vril_seat_solar_plexusWORLD_SYSTEM
B_EA_001Dust CloudEarth+AirB3.0TheoricusEarth 30-49 plus Air 30-49medium-mediumEAM-pair-when-bonded2+2Medium§12.1.3sustained dust cloud; visibility plus abrasive damageinstantsustainedutility_controlSFX_00427SFX_00426EARTH_AIR_T3The topsoil comes up and stays up, filling the space as a brown standing cloud that does not blow away, thick enough to lose a person in at ten paces.One hand sweeps low across the ground and the other spirals upward from it - the earth hand lifts, the air hand keeps it there.Everything is left dusted and gritty, and the dust settles from the top down over a long minute.A standing cloud of dirt that will not blow away.SFX_00428SFX_00429world_system:combo_vril_seat_root_vril_seat_heartWORLD_SYSTEM
B_EA_002Sand LashEarth+AirB5.0PhilosophusEarth 70-99 plus Air 70-99high-highEAM-pair-when-bonded3+3Long§12.1.3sand-vortex with directional input; abrasive plus blindingcharge_holdsustainedcontrol_damageSFX_00431SFX_00430EARTH_AIR_T5A tight spiral of sand stands and travels where they point it, and it is dense enough to read as solid at its core and ragged at its edges, stripping colour off whatever it passes over.Both hands out and steering, arms working continuously - it goes where the hands go and stops the moment they stop.A scoured track with everything abraded down to clean material, and sand piled on the lee side of every obstacle.A travelling spiral of sand that leaves everything it crosses stripped clean.SFX_00432SFX_00433world_system:combo_vril_seat_root_vril_seat_heartWORLD_SYSTEM
B_EA_003Desert StormEarth+AirB6.0Adeptus MinorEarth Adeptus Minor questline plus Air Adeptus Minor questline plus dual 100extreme-extremeEAM-pair-when-bonded0+0Very_Long§12.1.3T6 substrate-peak: regional sandstorm with sustained navigation-disorientationinstantbattlefield_minutescontrol_damageSFX_00435SFX_00434EARTH_AIR_T6The whole horizon goes brown and comes in - not a cloud in a place but weather over the field, so there is no edge to step outside of and no direction that is clear.The protagonist turns a slow full circle with both arms extended, and the storm arrives from every direction they faced.The field is buried and re-shaped in dunes, and things that were on it are under it.No cloud and no edge - the whole horizon coming in brown from every side.SFX_00436SFX_00437world_system:combo_vril_seat_root_vril_seat_heartWORLD_SYSTEM
B_WF_001Steam BurstWater+FireB3.0TheoricusWater 30-49 plus Fire 30-49medium-mediumEAM-pair-when-bonded2+2Medium§12.1.4high-pressure steam burst; scalding plus visibility restrictioninstantbriefdamage_utilitySFX_00559SFX_00558WATER_FIRE_T3Water and fire meet at their hands and neither wins - what leaves is a white blast of steam under real pressure, and it fills the space rather than travelling to a point.The two hands come together and are driven apart hard - the meeting is the cast and the shove is the delivery.Everything nearby is left dripping and hot, and the air holds the wet for a while.Two hands slapped together and driven apart, and a white wall of steam.SFX_00560SFX_00561world_system:combo_vril_seat_sacral_vril_seat_solar_plexusWORLD_SYSTEM
B_WF_002Plasma LanceWater+FireB5.0PhilosophusWater 70-99 plus Fire 70-99high-highEAM-pair-when-bonded3+3Long§12.1.4ionized projectile; piercing plus electromagnetic vulnerability applicationinstantbriefdamageSFX_00563SFX_00562WATER_FIRE_T5A rod of white-violet plasma leaves their hands with the air torn open along its whole length, and it is the brightest thing anyone in the fight has seen.Both hands together at the hip and driven forward together, arms locking out - a thrust rather than a throw.A cauterised hole, a torn seam of air closing behind it with a clap, and afterimages in everyone's eyes.A white-violet rod with the air torn open all the way along it.SFX_00564SFX_00565world_system:combo_vril_seat_sacral_vril_seat_solar_plexusWORLD_SYSTEM
B_WF_003Plasma ColumnWater+FireB6.0Adeptus MinorWater Adeptus Minor questline plus Fire Adeptus Minor questline plus dual 100extreme-extremeEAM-pair-when-bonded0+0Very_Long§12.1.4T6 substrate-peak: vertical plasma pillar with ambient ionization radiusinstantbattlefield_minutesdamageSFX_00567SFX_00566WATER_FIRE_T6A standing column of plasma runs from ground to well above head height, white at the core and violet at the skin, throwing hard shadows that move as it flickers.The protagonist sets it down with both hands, palms together and opening, and steps back from it - it is placed and then left alone.A vitrified ring on the ground and everything within a few paces of it charred and stripped.A standing white column with hard moving shadows thrown off it.SFX_00568SFX_00569world_system:combo_vril_seat_sacral_vril_seat_solar_plexusWORLD_SYSTEM
B_WA_001Mist SurgeWater+AirB3.0TheoricusWater 30-49 plus Air 30-49medium-mediumEAM-pair-when-bonded2+2Medium§12.1.5sustained mist surge; visibility plus terrain-traction reductioninstantsustainedutility_controlSFX_00547SFX_00546WATER_AIR_T3Mist comes in as a moving front rather than rising from the ground, thick and cold, and the ground it crosses goes visibly wet and slick behind it.One hand pushes forward at chest height with the fingers spread, and the front travels at walking pace.A soaked, slippery field and mist hanging in the low places long after.Mist arriving as a wall rather than rising, with the ground going slick behind it.SFX_00548SFX_00549world_system:combo_vril_seat_sacral_vril_seat_heartWORLD_SYSTEM
B_WA_002Squall LineWater+AirB5.0PhilosophusWater 70-99 plus Air 70-99 plus Fishing/Nav 50-69high-highEAM-pair-when-bonded3+3Trade_10_FishingNavLong§12.1.5moving squall line with directional steering; rain-saturation triggers Conductioncharge_holdsustainedcontrol_damageSFX_00551SFX_00550WATER_AIR_T5A line of hard weather crosses the field where they send it - a visible front with rain slanting inside it and dry ground either side, moving at their direction and no faster.One arm held out sideways and swept slowly across the horizon; the line goes where the arm goes and holds when it stops.A soaked band across the field with everything either side of it dry, and the wet band conducts anything electrical for a long time.A line of rain with dry ground on both sides of it, walking where an arm points.SFX_00552SFX_00553world_system:combo_vril_seat_sacral_vril_seat_heartWORLD_SYSTEM
B_WA_003Hurricane CellWater+AirB6.0Adeptus MinorWater Adeptus Minor plus Air Adeptus Minor plus dual 100 plus Fishing/Nav Adeptus Minorextreme-extremeEAM-pair-when-bonded0+0Trade_10_FishingNavVery_Long§12.1.5T6 substrate-peak: localized hurricane with multi-physics-chain triggeringinstantbattlefield_minuteshybrid_control_damageSFX_00555SFX_00554WATER_AIR_T6A closed circular storm sits over the field with a still centre and everything else moving, and it stays a circle - which is what marks it as made rather than weather.The protagonist plants and turns both hands in slow opposed circles and does not stop turning them, and the storm holds while they turn.A wrecked, soaked, re-arranged field, with several other physics chains armed at once by the water it left.A storm with a still centre that stays a perfect circle.SFX_00556SFX_00557world_system:combo_vril_seat_sacral_vril_seat_heartWORLD_SYSTEM
B_FA_001Smoke VeilFire+AirB3.0TheoricusFire 30-49 plus Air 30-49medium-mediumEAM-pair-when-bonded2+2Medium§12.1.6smoke veil with Fire-trace residue; visibility plus ignition triggerinstantsustainedutility_controlSFX_00487SFX_00486FIRE_AIR_T3Thick smoke rolls out with orange traces still alive inside it, so the veil is visibly still carrying fire and anything flammable it reaches takes light without being touched.One hand fans across in front of the face, close, the way anyone clears smoke rather than makes it.A greasy black film on everything and small fires started wherever the veil found something dry.Smoke with live orange traces still moving in it.SFX_00488SFX_00489world_system:combo_vril_seat_solar_plexus_vril_seat_heartWORLD_SYSTEM
B_FA_002Vril ThunderboltFire+AirB5.0PhilosophusFire 70-99 plus Air 70-99high-highEAM-pair-when-bonded3+3Long§12.1.6vril-channeled Lightning bolt with chain capability; distinct from Trade 8 LightninginstantbriefdamageSFX_00491SFX_00490FIRE_AIR_T5A bolt that is clearly not weather - too straight, too white, arriving from their hands rather than from above - and it jumps once to something near the first target.Both arms come up and clap together overhead, and the bolt leaves from the point where they meet.Two scorched points, a stunned second target, and the smell of burnt air.Lightning too straight to be weather, leaving from two hands clapped overhead.SFX_00492SFX_00493world_system:combo_vril_seat_solar_plexus_vril_seat_heartWORLD_SYSTEM
B_FA_003ThunderheadFire+AirB6.0Adeptus MinorFire Adeptus Minor questline plus Air Adeptus Minor questline plus dual 100extreme-extremeEAM-pair-when-bonded0+0Very_Long§12.1.6T6 substrate-peak: electrical storm cell with auto-targeting Lightninginstantbattlefield_minutesdamageSFX_00495SFX_00494FIRE_AIR_T6A low black cell builds over the field and starts striking on its own, picking targets without them - and each strike arrives with the flash first and the noise long after.The protagonist raises one arm and leaves it raised, and the strikes come without any further instruction from them.Scorched points scattered across the field in no pattern, and the cell drifting apart slowly.A storm cell that picks its own targets while someone stands with one arm up.SFX_00496SFX_00497world_system:combo_vril_seat_solar_plexus_vril_seat_heartWORLD_SYSTEM
B_EL_001Magnetic PullEarth+LightningB3.0TheoricusEarth 30-49 plus Engineering 30-49medium-mediumEAM-on-trade-mastery2+2Trade_8_EngineeringMedium§12.2.1magnetic field pulls metal-armored enemiesinstantbriefutility_controlSFX_00451SFX_00450EARTH_LIGHTNING_T3Nothing visible leaves the caster, and then everything metal in the area leans toward one point - blades pulling in hands, armoured soldiers skidding a step, loose iron leaving the ground.One hand closes into a fist and draws back sharply to their chest, and the pull is exactly as strong as the draw.A heap of metal at the focus point and several people no longer holding what they were holding.Every blade in the room leaning toward the same spot.SFX_00452SFX_00453world_system:combo_vril_seat_root_trade_engineeringWORLD_SYSTEM
B_EL_002Magnetic LockEarth+LightningB5.0PhilosophusEarth 70-99 plus Engineering 70-99high-highEAM-on-trade-mastery3+3Trade_8_EngineeringLong§12.2.1sustained magnetic lock; metal restraint plus electronic disruptioninstantsustainedcontrol_utilitySFX_00455SFX_00454EARTH_LIGHTNING_T5Armoured soldiers stop where they are and stay stopped, pinned by their own gear, and every powered thing in the area goes strange at the same time.Both fists close and stay closed at their sides for as long as it holds, and the strain of it is on their face the whole time.Released soldiers fall out of position all at once, and the equipment that was in the field does not come back on.A line of armoured soldiers held perfectly still by their own armour.SFX_00456SFX_00457world_system:combo_vril_seat_root_trade_engineeringWORLD_SYSTEM
B_EP_001Toxic PatchEarth+PoisonB3.0TheoricusEarth 30-49 plus Herbalism 30-49 plus Alchemy 30-49medium-resourceEAM-on-trade-mastery2+2Trade_4_Herbalism;Trade_5_AlchemyMedium§12.2.2toxic ground patch; sustained Poison plus crop disruptioninstantsustaineddamage_controlSFX_00459SFX_00458EARTH_POISON_T3A patch of ground goes wrong-coloured - a sallow grey-yellow spreading through the soil - and the plants standing in it lose their colour from the roots up over the next minute.The protagonist crumbles a prepared compound into the earth and works it in with their heel, and the patch spreads from where their heel was.Dead ground that stays dead and will not grow anything for a long time, which people who farm here will notice.A sallow patch spreading through soil with the plants in it dying from the roots up.SFX_00460SFX_00461world_system:combo_vril_seat_root_trade_herbalism_alchemyWORLD_SYSTEM
B_EP_002Wither FieldEarth+PoisonB5.0PhilosophusEarth 70-99 plus Herbalism 70-99 plus Alchemy 70-99high-resourceEAM-on-trade-mastery3+3Trade_4_Herbalism;Trade_5_AlchemyLong§12.2.2battlefield wither field; vegetation withers to flammableinstantbattlefield_minutesdamage_terrain_reshapeSFX_00463SFX_00462EARTH_POISON_T5The wrongness goes wide - grass browning in a spreading front across the whole field, leaves curling, everything green turning to dry tinder in front of everyone.The protagonist drives a hand into the soil to the wrist and holds it there, and the front travels outward for as long as the hand is buried.A field of dead dry vegetation - which is now the most flammable ground anyone could ask for.Green turning brown in a spreading front across a whole field.SFX_00464SFX_00465world_system:combo_vril_seat_root_trade_herbalism_alchemyWORLD_SYSTEM
B_EV_001ThornsmenEarth+VegetationB3.0TheoricusEarth 30-49 plus Herbalism 30-49medium-mediumEAM-on-trade-mastery2+2Trade_4_HerbalismMedium§12.2.3vegetation-bound earth construct summonsinstantsustaineddamage_controlmass:medium;structural_integrity:low;flammability:high-when-dry;thermal_state:neutral;conductivity:low;organic_substrate:organicSFX_00467SFX_00466EARTH_VEGETATION_T3Figures of packed earth and thorn stand up rooted where they are, unable to step but able to reach - so the danger of them is the arc of their arms and nothing else.The protagonist drives four fingers into the ground at intervals as they walk a short line, and one stands up at each point.They wither and slump back into the ground, leaving thorny mounds where they stood.Rooted earth figures that cannot take a step and can reach a long way.SFX_00468SFX_00469world_system:combo_vril_seat_root_trade_herbalism_alchemyWORLD_SYSTEM
B_EV_002Living Earth WallEarth+VegetationB5.0PhilosophusEarth 70-99 plus Herbalism 70-99high-highEAM-on-trade-mastery3+3Trade_4_HerbalismLong§12.2.3self-repairing earth wall with thorn-extensionscharge_holdcharge_hold_scaledterrain_reshape_damagemass:heavy;structural_integrity:high;flammability:low;thermal_state:neutral;conductivity:low;organic_substrate:organicSFX_00471SFX_00470EARTH_VEGETATION_T5An earth wall goes up with green running through it, and when it is struck the green closes the wound - the split visibly knitting shut while the fight is still going on.Both hands push out and then keep making small feeding motions afterward, which is what keeps the repair running.A standing wall with visible scars closed over, thorned along the top, and still slowly growing.A wall that closes its own holes while you are still hitting it.SFX_00472SFX_00473world_system:combo_vril_seat_root_trade_herbalism_alchemyWORLD_SYSTEM
B_WL_001Charged PoolWater+LightningB3.0TheoricusWater 30-49 plus Engineering 30-49medium-mediumEAM-on-trade-mastery2+2Trade_8_EngineeringMedium§12.2.4charged water pool; sustained Lightning damage plus Conduction amplificationinstantsustaineddamage_controlSFX_00571SFX_00570WATER_LIGHTNING_T3A shallow pool spreads and then starts showing thin bright threads across its surface, and anything that steps in it becomes part of the circuit.One hand pours the water out flat and the other touches the edge of it once, and the threads start from the touch.The pool stays charged for a while after the fight and remains genuinely dangerous to walk through.Bright threads running across the surface of a shallow pool.SFX_00572SFX_00573world_system:combo_vril_seat_sacral_trade_engineeringWORLD_SYSTEM
B_WL_002Lightning StormWater+LightningB5.0PhilosophusWater 70-99 plus Engineering 70-99high-highEAM-on-trade-mastery3+3Trade_8_EngineeringLong§12.2.4rain-saturation plus auto-targeting Lightning strikesinstantsustaineddamageSFX_00575SFX_00574WATER_LIGHTNING_T5Rain first, soaking everything, and then the strikes start finding the wettest things on the field - so the storm is visibly choosing by the water it laid down.One arm sweeps up to summon the rain and stays up; the strikes need nothing further from them.A soaked field with scorch marks at all the low wet points, and the water still conducting.Rain first, and then the lightning going for whatever got wettest.SFX_00576SFX_00577world_system:combo_vril_seat_sacral_trade_engineeringWORLD_SYSTEM
B_WP_001Acid SplashWater+PoisonB3.0TheoricusWater 30-49 plus Herbalism 30-49 plus Alchemy 30-49medium-resourceEAM-on-trade-mastery2+2Trade_4_Herbalism;Trade_5_AlchemyMedium§12.2.5corrosive splash with armor-degradationinstantbriefdamage_utilitySFX_00579SFX_00578WATER_POISON_T3A thrown arc of clear liquid that begins smoking the moment it lands, eating pits into armour and leaving the metal dull and thin where it ran.An underarm flick from a stoppered flask, thrown low so it strikes at the legs and runs upward on the splash.Pitted and thinned armour, a smoking patch of ground, and gear that will fail later rather than now.Clear liquid that starts smoking the instant it lands.SFX_00580SFX_00581world_system:combo_vril_seat_sacral_trade_herbalism_alchemyWORLD_SYSTEM
B_WP_002Acid RainWater+PoisonB5.0PhilosophusWater 70-99 plus Herbalism 70-99 plus Alchemy 70-99high-resourceEAM-on-trade-mastery3+3Trade_4_Herbalism;Trade_5_AlchemyLong§12.2.5sustained acid rain; multi-substrate degradationinstantsustaineddamage_controlSFX_00583SFX_00582WATER_POISON_T5Rain that everyone can see is wrong - slightly yellow, smoking off armour, leaving cloth holed - and it falls across an area rather than on a target.Both arms rise and stay up while it falls, and they stand in it themselves, which tells you what they have become by this point.Ruined equipment, dead vegetation and pitted stone over a wide patch, all of it still working slowly.Yellowish rain smoking off armour across a whole area.SFX_00584SFX_00585world_system:combo_vril_seat_sacral_trade_herbalism_alchemyWORLD_SYSTEM
B_WV_001SwampbindWater+VegetationB3.0TheoricusWater 30-49 plus Herbalism 30-49medium-mediumEAM-on-trade-mastery2+2Trade_4_HerbalismMedium§12.2.6swamp terrain; traction reduction plus entanglementinstantsustainedcontrol_damageSFX_00587SFX_00586WATER_VEGETATION_T3Firm ground turns to swamp - water rising into it, reeds and roots coming up through the surface at the same time - so it becomes both soft and tangled at once.One hand down flat for the water and the other opening upward for the growth, held together throughout.A standing patch of marsh that stays marsh, with reeds and standing water where a dry field was.Ground going soft and growing reeds at the same time.SFX_00588SFX_00589world_system:combo_vril_seat_sacral_trade_herbalism_alchemyWORLD_SYSTEM
B_WV_002MarshlandWater+VegetationB5.0PhilosophusWater 70-99 plus Herbalism 70-99high-highEAM-on-trade-mastery3+3Trade_4_HerbalismLong§12.2.6battlefield marshland; concealment plus dual physics-chain triggeringinstantbattlefield_minutescontrol_utilitySFX_00591SFX_00590WATER_VEGETATION_T5A whole field becomes marsh, chest-high in growth and knee-deep in water, so people vanish into it a few paces apart and the fight becomes something else entirely.The protagonist kneels in the wet with both hands under the surface and stays there while it spreads outward past them.A permanent marsh with real cover in it, and several physics chains standing armed across the whole area.A field turning into chest-high marsh that people disappear into.SFX_00592SFX_00593world_system:combo_vril_seat_sacral_trade_herbalism_alchemyWORLD_SYSTEM
B_FL_001Charged StrikeFire+LightningB3.0TheoricusFire 30-49 plus Engineering 30-49medium-mediumEAM-on-trade-mastery2+2Trade_8_EngineeringMedium§12.2.7Fire-Lightning hybrid strike; ignition plus electrical disableinstantbriefdamage_utilitySFX_00499SFX_00498FIRE_LIGHTNING_T3A single strike carrying both - fire on the outside, a blue thread through the middle - so it burns and stops a body in the same instant.A straight driving strike with the shoulder behind it and a snap at the wrist that sets the electrical half.A burn with a small blue-white centre, and gear on the target that has stopped working.Fire on the outside and a blue thread through the middle of the same hit.SFX_00500SFX_00501world_system:combo_vril_seat_solar_plexus_trade_engineeringWORLD_SYSTEM
B_FL_002Thunder ArcFire+LightningB5.0PhilosophusFire 70-99 plus Engineering 70-99high-highEAM-on-trade-mastery3+3Trade_8_EngineeringLong§12.2.7chained Fire-Lightning with metal-armor precisioninstantbriefdamageSFX_00503SFX_00502FIRE_LIGHTNING_T5A branching arc that finds the armoured soldiers specifically - chaining from steel to steel and skipping the one in cloth standing between them.A wide sweeping cast across the front with the arm fully extended, and the arc follows the sweep and then chooses.Several armoured soldiers down and the unarmoured one between them untouched and staring.An arc that jumps from armour to armour and steps over the one in cloth.SFX_00504SFX_00505world_system:combo_vril_seat_solar_plexus_trade_engineeringWORLD_SYSTEM
B_FP_001Volatile MixFire+PoisonB3.0TheoricusFire 30-49 plus Herbalism 30-49 plus Alchemy 30-49medium-resourceEAM-on-trade-mastery2+2Trade_4_Herbalism;Trade_5_AlchemyMedium§12.2.8explosive ignition plus sustained burn through Poison residueinstantbriefdamage_utilitySFX_00507SFX_00506FIRE_POISON_T3A thrown vessel breaks and goes up at once, and the burning does not stop when the flash does - the residue keeps burning green-edged where the compound splashed.Overarm, hard, and they are already moving away before it lands, because they know exactly how big it is.A blast mark with green-edged fire still working around it and a foul smell that stays.A flash, and then green-edged fire that keeps going after it.SFX_00508SFX_00509world_system:combo_vril_seat_solar_plexus_trade_herbalism_alchemyWORLD_SYSTEM
B_FP_002Combustion WaveFire+PoisonB5.0PhilosophusFire 70-99 plus Herbalism 70-99 plus Alchemy 70-99high-resourceEAM-on-trade-mastery3+3Trade_4_Herbalism;Trade_5_AlchemyLong§12.2.8explosive area magnitude; multi-physics-chain triggeringinstantbriefdamageSFX_00511SFX_00510FIRE_POISON_T5The air itself over a wide area goes up at once - not a fireball with an edge but the whole volume catching, so it arrives everywhere inside that volume in the same instant.The protagonist breaks a sealed container at arm's length, waits a beat for the compound to reach, and then ignites it - the pause is the ability.A blast-flattened circle with the ground burning in patches and everything that was standing knocked over outward.The whole volume catching at once with no edge to the fireball at all.SFX_00512SFX_00513world_system:combo_vril_seat_solar_plexus_trade_herbalism_alchemyWORLD_SYSTEM
B_FV_001Ember Trail ComboFire+VegetationB3.0TheoricusFire 30-49 plus Herbalism 30-49medium-mediumEAM-on-trade-mastery2+2Trade_4_HerbalismMedium§12.2.9line-magnitude burn with visibility restriction and ignition triggerinstantsustainedutility_damageSFX_00515SFX_00514FIRE_VEGETATION_T3The burning line they lay behind themselves catches the growth on both sides of it, so the trail widens as it goes and starts making its own smoke - a corridor rather than a line.The same running cast as the bare trail, but they choose their line through the vegetation rather than around it, which is the whole difference.A burning corridor with smoke standing over it, and the fire still spreading sideways into anything green.A burning trail that widens on its own because of what it is running through.SFX_00516SFX_00517world_system:combo_vril_seat_solar_plexus_trade_herbalism_alchemyTREE_THIN
B_FV_002Burning ForestFire+VegetationB5.0PhilosophusFire 70-99 plus Herbalism 70-99high-highEAM-on-trade-mastery3+3Trade_4_HerbalismLong§12.2.9self-igniting summoned forest; battlefield-magnitude wildfireinstantbattlefield_minutesdamage_terrain_reshapeSFX_00519SFX_00518FIRE_VEGETATION_T5A stand of trees grows up out of nothing across the field and is already burning as it grows - so the forest and the fire arrive together and neither is waiting for the other.One hand seeds the ground and the other ignites it, in that order, half a second apart, and the half second is visible.A burnt-out stand of charred trunks standing where there was open ground, and the fire moving out past it.Trees growing up already alight.SFX_00520SFX_00521world_system:combo_vril_seat_solar_plexus_trade_herbalism_alchemyWORLD_SYSTEM
B_AL_001Static BurstAir+LightningB3.0TheoricusAir 30-49 plus Engineering 30-49medium-mediumEAM-on-trade-mastery2+2Trade_8_EngineeringMedium§12.2.10electrostatic burst; Lightning damage plus movement disruptioninstantbriefdamage_controlSFX_00403SFX_00402AIR_LIGHTNING_T3A soundless dry crackle fills a small volume of air and everything in it gets a static wrongness - hair standing, small arcs jumping between metal, movement going jerky.The protagonist rubs their palms together once, hard, and then opens them toward the space - which is exactly what it looks like it is.The air stays charged for a moment and small arcs keep jumping between metal things for a while after.Hair standing up across a whole group and small arcs jumping between their gear.SFX_00404SFX_00405world_system:combo_vril_seat_heart_trade_engineeringWORLD_SYSTEM
B_AL_002Plasma FieldAir+LightningB5.0PhilosophusAir 70-99 plus Engineering 70-99high-highEAM-on-trade-mastery3+3Trade_8_EngineeringLong§12.2.10sustained plasma field; Cyclone-fusion mechanic extensioninstantsustaineddamage_controlSFX_00407SFX_00406AIR_LIGHTNING_T5A standing volume of violet-white air that is neither a cloud nor a bolt - just charged space, faintly luminous, with things inside it lit from every direction at once.Both hands held apart at chest width and kept there; the field stands between and around them and grows if the hands widen.The field discharges to ground and the whole area is left smelling of storm with everything electrical in it dead.A standing volume of glowing air with no cloud and no bolt in it.SFX_00408SFX_00409world_system:combo_vril_seat_heart_trade_engineeringWORLD_SYSTEM
B_AP_001Poisoned MistAir+PoisonB3.0TheoricusAir 30-49 plus Herbalism 30-49 plus Alchemy 30-49medium-resourceEAM-on-trade-mastery2+2Trade_4_Herbalism;Trade_5_AlchemyMedium§12.2.11poisoned mist dispersal; sustained Poison plus visibility restrictioninstantsustaineddamage_utilitySFX_00411SFX_00410AIR_POISON_T3A pale mist that drifts on the wind like ordinary mist and is not - it carries a faint sheen, and the people in it start coughing before they start reacting to it.The protagonist breaks a prepared vessel into their own moving air and lets the current carry it, steering it with one open hand.The mist drifts on past the fight and thins out somewhere downwind, which is somebody else's problem.Mist that drifts like weather and makes people cough before they notice it.SFX_00412SFX_00413world_system:combo_vril_seat_heart_trade_herbalism_alchemyWORLD_SYSTEM
B_AP_002Toxic CloudAir+PoisonB5.0PhilosophusAir 70-99 plus Herbalism 70-99 plus Alchemy 70-99high-resourceEAM-on-trade-mastery3+3Trade_4_Herbalism;Trade_5_AlchemyLong§12.2.11battlefield toxic atmosphere; sustained area effect distinct from Poison Cycloneinstantsustaineddamage_controlSFX_00415SFX_00414AIR_POISON_T5A whole area's air goes visibly wrong - a green-grey tint over everything, thick enough to see the edges of, and it stays because they are holding it rather than releasing it.Both hands turn slowly at waist height for as long as it holds, keeping the volume where it is rather than letting the wind take it.The cloud stays after they stop, sinking and pooling, and the area is not safe to cross for some time.A green-grey volume of air with visible edges that stays where it is put.SFX_00416SFX_00417world_system:combo_vril_seat_heart_trade_herbalism_alchemyWORLD_SYSTEM
B_AV_001Pollen DriftAir+VegetationB3.0TheoricusAir 30-49 plus Herbalism 30-49medium-mediumEAM-on-trade-mastery2+2Trade_4_HerbalismMedium§12.2.12pollen drift; visibility plus organic-substrate selective allergeninstantsustainedutility_damageSFX_00419SFX_00418AIR_VEGETATION_T3A golden haze of pollen fills the air and looks entirely benign, which is the point - and then eyes start streaming and breathing tightens for anything that breathes.One hand shakes a seed-head, the other moves the air, and the beauty of it is unfeigned.Everything is left dusted gold and the haze settles slowly over several minutes.A golden haze that looks lovely and closes throats.SFX_00420SFX_00421world_system:combo_vril_seat_heart_trade_herbalism_alchemyWORLD_SYSTEM
B_AV_002Pollen StormAir+VegetationB5.0PhilosophusAir 70-99 plus Herbalism 70-99high-highEAM-on-trade-mastery3+3Trade_4_HerbalismLong§12.2.12battlefield allergen storm; selective organic-substrate filter plus regenerative seedinginstantsustaineddamage_controlSFX_00423SFX_00422AIR_VEGETATION_T5The gold goes from a haze to a storm - thick enough to lose people in, moving in a body across the field, and it visibly does nothing at all to constructs and stone.Both arms sweep upward and outward from the ground and stay wide, and they keep them wide while it runs.Everything organic on the field is compromised and everything inorganic is untouched, which reads clearly to anyone watching.A gold storm that ruins every living thing on the field and does nothing whatsoever to the stone.SFX_00424SFX_00425world_system:combo_vril_seat_heart_trade_herbalism_alchemyWORLD_SYSTEM
B_LP_001Charged ToxinLightning+PoisonB3.0TheoricusEngineering 30-49 plus Herbalism 30-49 plus Alchemy 30-49medium-resourcesingle Poison reagent plus electrostatic catalysttrade-mastery-only2+2Trade_8_Engineering;Trade_4_Herbalism;Trade_5_AlchemyMedium§12.3.1electromagnetic-mediated Poison delivery; doubled absorption rateinstantbriefdamage_utilitySFX_00523SFX_00522LIGHTNING_POISON_T3A faint field around a poisoned blade or shaft, showing as a slight shimmer, and the poison it carries works far faster than it has any right to once it is in.The protagonist passes the coated weapon between two fingers and a thumb - one hand's worth of work, done in the middle of a fight.The field goes with the weapon and the target goes down much sooner than the dose should allow.A shimmer on a poisoned edge, and a dose that works far too fast.SFX_00524SFX_00525world_system:combo_trade_engineering_trade_herbalism_alchemyWORLD_SYSTEM
B_LP_002Galvanic FieldLightning+PoisonB5.0PhilosophusEngineering 70-99 plus Herbalism 70-99 plus Alchemy 70-99high-resourcehigh-grade alchemical compound plus EM substrate matrixtrade-mastery-only3+3Trade_8_Engineering;Trade_4_Herbalism;Trade_5_AlchemyLong§12.3.1sustained galvanic field; Poison absorption plus electrical disable plus Tesla disruptioninstantsustaineddamage_controlSFX_00527SFX_00526LIGHTNING_POISON_T5A dull field over an area with the same shimmer in it, and everything in it fails on two fronts at once - poison working too fast and gear working not at all.The protagonist sets a prepared device on the ground and steps back, and the field is anchored to the device rather than to them.The device is spent, the area is left with dead equipment and people who went down faster than expected.A set-down device with a dull field over it, and everything in range failing two ways.SFX_00528SFX_00529world_system:combo_trade_engineering_trade_herbalism_alchemyWORLD_SYSTEM
B_LV_001QuickbloomLightning+VegetationB3.0TheoricusEngineering 30-49 plus Herbalism 30-49medium-mediumtrade-mastery-only2+2Trade_8_Engineering;Trade_4_HerbalismMedium§12.3.2EM-accelerated vegetation growth; cover plus restraint plus concealmentinstantsustainedutility_controlSFX_00531SFX_00530LIGHTNING_VEGETATION_T3Plants shoot up at a visible rate wherever the field touches - waist-high in seconds, cover where there was none, and roots tangling the ground while they climb.The protagonist sets one hand to the earth and holds a small charge in the other, and the growth follows the charge across the ground.Real standing cover that stays there afterward, unnaturally lush for the season.Plants going waist-high in seconds where a charge passes over the ground.SFX_00532SFX_00533world_system:combo_trade_engineering_trade_herbalism_alchemyWORLD_SYSTEM
B_LV_002Living SurgeLightning+VegetationB5.0PhilosophusEngineering 70-99 plus Herbalism 70-99high-hightrade-mastery-only3+3Trade_8_Engineering;Trade_4_HerbalismLong§12.3.2battlefield vegetation explosion with restorative ambient effectinstantbattlefield_minutescontrol_terrain_reshapeSFX_00535SFX_00534LIGHTNING_VEGETATION_T5Growth explodes across the whole field at once - not a patch but the entire ground going from bare to overgrown in seconds - and the plants keep working afterward, mending what stands in them.The protagonist puts both hands and one knee to the ground and keeps them there while the field runs out past them in every direction.A permanently changed, heavily overgrown battlefield that quietly restores what is standing in it.Bare ground going fully overgrown in a few seconds, and then helping whoever is standing in it.SFX_00536SFX_00537world_system:combo_trade_engineering_trade_herbalism_alchemyWORLD_SYSTEM
B_PV_001WitherbloomPoison+VegetationB3.0TheoricusHerbalism 30-49 plus Alchemy 30-49resource-mediumsingle corrupted vegetation reagenttrade-mastery-only2+2Trade_4_Herbalism;Trade_5_AlchemyMedium§12.3.3ground-bound corrupted vegetation; Poison plus paralytic-spore escalationinstantsustaineddamage_controlSFX_00539SFX_00538POISON_VEGETATION_T3Growth comes up wrong-coloured and stays low - grey-purple, ground-bound, releasing small puffs of spore when anything disturbs it, and the puffs get worse the longer it stands.The protagonist scatters a prepared dose across the ground and does not touch it again; the growth does the rest of the work on its own schedule.A low corrupted mat that goes on releasing when disturbed and does not die back on its own.Low grey-purple growth that puffs when anything touches it, and gets worse the longer it stands.SFX_00540SFX_00541world_system:combo_trade_herbalism_alchemy_vegetation_poisonWORLD_SYSTEM
B_PV_002BloomrotPoison+VegetationB5.0PhilosophusHerbalism 70-99 plus Alchemy 70-99resource-highhigh-grade corrupted-substrate compoundtrade-mastery-only3+3Trade_4_Herbalism;Trade_5_AlchemyLong§12.3.3battlefield corrupted vegetation cathedral; multi-substrate decay with propagation riskinstantbattlefield_minuteshybrid_damage_controlSFX_00543SFX_00542POISON_VEGETATION_T5The corrupted growth builds upward instead of lying flat - arches, columns and hanging matter, grey-purple and rotting as it grows - so the field becomes an overgrown ruin of something that was never alive properly.The protagonist drives a prepared compound into the ground and rises with both arms as it builds, and the structure follows the rise.A standing rotted structure that goes on decaying, taking down equipment, growth and stone at different speeds.Arches and columns of rotting growth building up over a battlefield.SFX_00544SFX_00545world_system:combo_trade_herbalism_alchemy_vegetation_poisonWORLD_SYSTEM
A_E_016StoneshapeEarthA2.0ZelatorEarth 10-29 plus Mining 10-29 ZelatorlowutilityEAM-on-bonded-Root1.0Trade_2_Mining§11.1refines stone into shaped forms; tools, projectile darts, sealed containersinstantsustainedSFX_00247SFX_00246EARTH_T2Raw stone in their hands loses its roughness and takes an edge, a curve or a lid - the change running across the surface like frost forming, fast at first and slowing as the detail gets finer.The stone is held in both hands and turned, and the thumbs work its surface as if it were soft. The protagonist looks at it the whole time; this is made, not commanded.The shaped object stays shaped and stays stone, needing nothing further from them, and the offcut grit is left in their palms.Rough rock going smooth under two working thumbs, fastest at the start and slowest at the detail.SFX_00248world_system:vril_seat_rootWORLD_SYSTEM
A_E_017Ground SenseEarthA2.0ZelatorEarth 10-29 Zelatorpassiveperception_passiveEAM-on-bonded-Root1.0§11.1bonded-Root passive ambient terrain sensitivitypassivepermanentSFX_00249EARTH_T2Nothing is visible on them. What they get is a sense of where the ground is hollow, disturbed or holding something, strongest through bare feet and weakest through boots on paving.Nothing is done. The awareness runs constantly and sharpens when they stop walking and stand still.The sense stays; it has no end state, only a range.The protagonist stops mid-stride for no reason anyone else can see, and then looks down.world_system:vril_seat_rootWORLD_SYSTEM
A_E_018Stone SpikeEarthA4.0PracticusEarth 50-69 Practicus plus Mining 30-49 TheoricusmediumcombatEAM-on-bonded-Root2.0Trade_2_Mining§11.1single-target piercing projectile triggering Force-meets-Wall cascadeinstantinstantSFX_00251SFX_00250EARTH_T4A spike of dense stone forms point-first in front of the palm, dark and smooth rather than rough, and leaves flat and fast in a straight line with no arc at all.A short straight punch from the shoulder with the hips squared, the arm locking out at the end - all line, no swing.The spike stays where it landed, standing in stone or ground or a body, and does not crumble.A dark smooth point that travels dead flat and stays standing in whatever it hit.SFX_00252SFX_00253world_system:vril_seat_rootWORLD_SYSTEM
A_W_016Flow RedirectWaterA2.0ZelatorWater 10-29 ZelatorlowutilityEAM-on-bonded-Sacral1.0§11.2channels existing water-current flow; redirect rivers and deflect projectilesinstantsustainedSFX_00387SFX_00386WATER_T2An existing current visibly changes its mind - a stream folds back on itself, a river opens a crossing lane, and rain in the air near them bends into a curtain that catches what is thrown through it.One hand traces the line they want the water to take, slowly, following the whole path rather than pointing at it.The water holds the new line for a while and then remembers its own, sliding back over some minutes.A river changing course along the exact line a hand just drew.SFX_00388SFX_00389world_system:vril_seat_sacralWORLD_SYSTEM
A_W_017Moisture DrawWaterA2.0ZelatorWater 10-29 ZelatorlowutilityEAM-on-bonded-Sacral1.0§11.2bidirectional moisture-substrate manipulation; extract from or distribute to organicsinstantbriefSFX_00391SFX_00390WATER_T2Moisture travels visibly along a thin bright thread between them and whatever they are drawing from or feeding - leaves going grey and curling at one end of it, or a cracked mouth going wet at the other.Fingers spread toward the source with the palm turned up to take and turned down to give; the direction of the palm is the whole control.One side of the exchange is left dry and one is left damp, and both stay that way.A bright thread of water in the air, and the two ends of it telling you which way it is running.SFX_00392world_system:vril_seat_sacralWORLD_SYSTEM
A_W_018Living WaterWaterA4.0PracticusWater 50-69 Practicushighutility_constructEAM-on-bonded-Sacral2.0§11.2pure water-form construct flows around obstacles; absorbs projectilescharge_holdcharge_hold_scaledmass:medium;structural_integrity:low;flammability:zero;thermal_state:neutral;conductivity:high;organic_substrate:inertSFX_00394SFX_00393WATER_T4A body of clear water stands up and stays standing without a container, keeping a rough vertical shape, flowing around obstacles instead of stopping at them and swallowing anything thrown into it.One hand stays extended toward it the whole time and steers with the fingers; the moment the hand drops it is only water again.It collapses where it stands into a broad clean pool, drinkable and cool.Standing water that walks - it goes around things rather than through them, and it eats arrows.SFX_00395SFX_00396world_system:vril_seat_sacralWORLD_SYSTEM
A_F_014Flame ShapeFireA2.0ZelatorFire 10-29 ZelatorlowutilityEAM-on-bonded-SolarPlexus1.0§11.3shapes ambient fire into directional projection; campfires/torches/braziersinstantbriefSFX_00299SFX_00298FIRE_T2An existing fire stops behaving like a fire in a hearth: a campfire flame stretches out sideways into a held line, a torch flame leans across a room and finds a target, and none of it leaves its source.One hand, palm edge-on, sweeps the direction they want and the flame follows the edge of the hand as if led.The flame snaps back to its source and burns normally again, having spent some of its fuel doing it.Fire leaning a long way out of its own hearth and staying attached to it.SFX_00300SFX_00301world_system:vril_seat_solar_plexusWORLD_SYSTEM
A_F_015Heat SenseFireA2.0ZelatorFire 10-29 Zelatorpassiveperception_passiveEAM-on-bonded-SolarPlexus1.0§11.3bonded-Solar-Plexus passive thermal-substrate detectionpassivepermanentSFX_00302FIRE_T2There is nothing to see. The protagonist perceives warmth where warmth is - a body behind a wall, a hearth put out an hour ago, work still cooling off a forge - and the read is strongest in the cold and weakest in the sun.Nothing is done. They turn their face slightly toward what they have noticed, which is the only outward sign.The sense stays, and it is loudest at night, when everything warm is the only thing there is.They turn their head toward a wall for no visible reason, and there is someone behind it.world_system:vril_seat_solar_plexusWORLD_SYSTEM
A_F_016SparkFireA2.0ZelatorFire 10-29 Zelatorlowutility_combatEAM-on-bonded-SolarPlexus1.0§11.3ignition for prepared incendiaries plus brief melee burninstantinstantSFX_00304SFX_00303FIRE_T2One small bright spark at the fingertips, no bigger than a struck flint would make, jumping exactly where they point it.Thumb across middle finger and a snap, close to whatever they want lit. There is no ceremony at all in it and that is the appeal.Either something is now burning or nothing happened, and there is a faint smell of struck stone either way.A finger-snap and one spark, and it is the least dramatic thing they can do.SFX_00305SFX_00306world_system:vril_seat_solar_plexusWORLD_SYSTEM
A_F_017Flame LanceFireA4.0PracticusFire 50-69 PracticushighcombatEAM-on-bonded-SolarPlexus2.0§11.3sustained-control directional flame-spear; protracted single-targetsustained_drainsustainedSFX_00308SFX_00307FIRE_T4A narrow spear of flame stands out from their hands and stays out, and they walk it across the ground and up onto whatever they are working on - so the fire is a tool being aimed rather than a shot being fired.Both hands are up and locked together on the line of it, and the whole upper body turns to move the point. The protagonist leans into the push the way someone leans on a hose.A cut of scorch wherever the point dwelled, deeper where they held it longest.A standing spear of fire being walked across a target by two locked hands.SFX_00309SFX_00310world_system:vril_seat_solar_plexusWORLD_SYSTEM
A_F_018Heat ShieldFireA4.0PracticusFire 50-69 Practicus plus Blacksmithing 30-49 Theoricushighdefensive_constructEAM-on-bonded-SolarPlexus2.0Trade_3_Blacksmithing§11.3charge-hold heat-shield absorbs Fire damage and reflects partial damagecharge_holdcharge_hold_scaledmass:zero;structural_integrity:none;flammability:zero;thermal_state:hot;conductivity:low;organic_substrate:inertSFX_00312SFX_00311FIRE_T4A curved shell of heated air stands in front of them, visible only as distortion and a red rim, and incoming fire goes into it and does not come out - except in part, back the way it came.One forearm up across the body with the palm turned outward, elbow tucked - the guard anyone makes against a fire they have to walk toward.The shell drops away in a wash of hot air, and whatever threw fire at them has some of it back.A shimmer with a red rim that fire goes into and partly comes back out of.SFX_00313SFX_00314world_system:vril_seat_solar_plexusWORLD_SYSTEM
A_A_014Wind DeflectAirA2.0ZelatorAir 10-29 ZelatorlowdefensiveEAM-on-bonded-Heart1.0§11.4directional wind-shield turns hostile projectiles asideinstantbriefSFX_00140SFX_00139AIR_T2A curved wall of moving air stands where they put it, visible as a lens - things behind it wobble - and arrows entering it turn and go somewhere else instead of stopping.One arm sweeps across the body and stops, palm out, on the side the shot is coming from, and they keep it there.The lens falls and whatever it turned is left lying somewhere off to one side.A lens of moving air that makes arrows go the wrong way instead of stopping them.SFX_00141SFX_00142world_system:vril_seat_heartWORLD_SYSTEM
A_A_015Breath HoldAirA2.0ZelatorAir 10-29 Zelatorpassivesurvival_passiveEAM-on-bonded-Heart1.0§11.4bonded-Heart passive extended underwater plus toxic-atmosphere endurancepassivepermanentSFX_00143AIR_T2Nothing shows above water. Below it they simply keep going, and in foul air they keep working long after everyone else is coughing.Nothing is done. Their chest stops moving and stays not moving, which is unsettling to watch at close range.The sense stays; it is capacity, not a cast.Their chest stops moving, and stays stopped, and they carry on working.world_system:vril_seat_heartWORLD_SYSTEM
A_A_016Pressure WaveAirA3.0TheoricusAir 30-49 TheoricusmediumcombatEAM-on-bonded-Heart2.0stagger,disorient§11.4directed air-pressure wave; staggers and disorientsinstantbriefSFX_00145SFX_00144AIR_T3A visible band of compressed air travels out flat and fast, bending the view as it crosses, and things do not fly - they stumble, put a hand out, and lose their line.Both palms drive out from the chest and stop hard, and the stop is what sends it; there is no follow-through at all.Dust knocked outward in a broad low band and anything in flight through the space knocked off course.A band of bent air, and everything it crosses putting a hand out to steady itself.SFX_00146SFX_00147world_system:vril_seat_heartWORLD_SYSTEM
A_A_017Wind EchoAirA3.0TheoricusAir 30-49 Theoricus plus Air Read masterymediumperceptionEAM-on-bonded-Heart2.0§11.4active distant atmospheric-substrate listening at canonical extended rangeinstantbriefSFX_00149SFX_00148AIR_T3Nothing manifests. The protagonist turns their head, closes their eyes, and picks up what the air has been carrying - talk from further away than talk carries, and the shape of things moving beyond sight.They stop, turn their face across the wind rather than into it, and go very still. It is listening, and it looks like listening.They open their eyes and look in a direction nobody else has any reason to look at.A figure standing side-on to the wind with their eyes shut, and then looking straight at something nobody can see.SFX_00150world_system:vril_seat_heartWORLD_SYSTEM
A_A_018Soaring GlideAirA4.0PracticusAir 50-69 Practicus plus Wind Walker masteryhighmobilityEAM-on-bonded-Heart2.0§11.4sustained-drain horizontal-glide chapter-spanning traversalsustained_drainsustainedSFX_00152SFX_00151AIR_T4The protagonist goes out flat and long with their arms held back, riding a smooth column of moving air that they do not steer so much as commit to - a shallow descending line across a lot of ground.Chest down, arms swept back, legs together and locked. The whole body is the wing, and correcting it means moving the shoulders, not the hands.A long shallow scuff where they land running, and a wake of air still travelling on past them.A long flat committed glide with the arms swept back - it goes far and it does not turn much.SFX_00153SFX_00154world_system:vril_seat_heartWORLD_SYSTEM
A_T_007Vocal BiasEther-ThroatA2.0ZelatorThroat 10-29 Zelator plus Ch 3 ManggarailowdialogueEAM-on-bonded-Throat1.0§11.5dialogue-mechanic single-line modulation per §16.3instantbriefSFX_00333SFX_00332ETHER_THROAT_T2There is nothing to see and nothing to hear that anyone could name. One sentence lands harder than it should and the listener's answer arrives already leaning the way they wanted, and a perceptive listener hears the lean and resents it.The change is in the delivery: they time the line into the other person's breath and put the weight on a different word than they would have.The lean lasts one exchange and then it is gone, and if it was noticed it is remembered.One sentence weighted onto the wrong word, and an answer that arrives already leaning.SFX_00334world_system:vril_seat_throatWORLD_SYSTEM
A_T_008Voice ThrowEther-ThroatA2.0ZelatorThroat 10-29 Zelator plus Cloaking masterylowstealth_utilityEAM-on-bonded-Throat1.0§11.5stealth-misdirection auditory mechanic; vocal projection at distanceinstantbriefSFX_00336SFX_00335ETHER_THROAT_T2Nothing manifests where they are. Sound happens somewhere else - footsteps down the other corridor, two people talking around the corner, a shout from a room nobody is in.The protagonist speaks under their breath with a hand cupped at their mouth and turned toward the place they want it, and does not move otherwise.The far sound stops as if whoever was making it walked out, and the guards who went to look are now somewhere else.Footsteps in an empty corridor, and someone standing still with a hand at their mouth.SFX_00337world_system:vril_seat_throatWORLD_SYSTEM
A_T_009Confusion AuraEther-ThroatA4.0PracticusThroat 50-69 Practicushighcombat_aoeEAM-on-bonded-Throat2.0confusion,friendly_fire_risk§11.5combat-AoE social-substrate disruption sustainedinstantsustainedSFX_00339SFX_00338ETHER_THROAT_T4Nothing shows in the air. What shows is the enemy line: targets chosen badly, two of them turning on each other, orders arriving late and not being followed.The protagonist keeps talking - low, continuous, not to anyone - and moves through the space while they do it, which is what spreads the aura rather than any gesture.It clears from the edges inward and the enemy come back to themselves knowing something has just happened to them.No visible effect at all, and an enemy line coming apart from the inside.SFX_00340world_system:vril_seat_throatWORLD_SYSTEM
A_T_010True CloakEther-ThroatA4.0PracticusThroat 50-69 plus Cloaking plus Voice Throw masteryhighstealthEAM-on-bonded-Throat2.0§11.5stealth vs substrate-perception multi-channel concealmentinstantsustainedSFX_00342SFX_00341ETHER_THROAT_T4The protagonist is properly gone this time - no sliding outline, no smear, just an absence that holds still and does not give itself away under a careful look, and it hides the sound and the substrate of them along with the sight.They can move under it. That is the difference from the child's version: the stillness is no longer part of the price, so they walk normally and are not there.They come back into the world all at once and deliberately, usually at a moment they have chosen.A clean absence that walks - no smear, no slide, nothing to catch the eye at all.SFX_00343world_system:vril_seat_throatWORLD_SYSTEM
A_E3_007Precognitive FlickerEther-ThirdEyeA4.0PracticusThird Eye 50-69 Practicuspassivecombat_perception_passiveEAM-on-bonded-ThirdEye2.0§11.6combat passive premonition; ~half-second pre-action without L3 path-lockpassivepermanentSFX_00204ETHER_THIRDEYE_T4The protagonist never sees it coming; they simply already know. Half a second before a blow they have the shape of it, and the knowledge arrives as a flinch they have time to convert into a step.Nothing is done. They are simply never quite where the first strike goes, and it reads as luck for a long time before it reads as skill.It stays, and it is only ever half a second - enough for a step, never enough for a plan.They are never where the first swing goes, and it looks like luck.world_system:vril_seat_third_eyeWORLD_SYSTEM
A_E3_008Vril TrailEther-ThirdEyeA4.0PracticusThird Eye 50-69 Practicusmediuminvestigation_utilityEAM-on-bonded-ThirdEye2.0§11.6directional-trace investigation following vril-residue across regioninstantsustainedSFX_00206SFX_00205ETHER_THIRDEYE_T4Recent casting leaves visible residue for them - a hanging colour in the air along the line a shot took, pooled where someone stood to cast, thinning with age so the oldest traces are almost gone.The protagonist walks the ground slowly with one hand held low and open, palm down, reading the space at knee height rather than at eye height.The residue thins under their attention as they read it and does not come back.Someone walking a room slowly with one hand held low, following colours in the air that nobody else has.SFX_00207world_system:vril_seat_third_eyeWORLD_SYSTEM
A_E_019Steadfast StanceEarthA5.0PhilosophusL3 Drifting + Earth 70-99 Philosophus + Mining 50-69 PracticusL3highcombat_balanceEAM-on-bonded-Root3.0Trade_2_Mining§11.1L3 battlefield-balance posture; absorbed damage delays into timed counter-strikeinstantsustainedSFX_00255SFX_00254EARTH_T5The protagonist stops moving and stays exactly where they are; incoming blows land and do nothing visible, and a dull red light collects along their forearms and shoulders and grows brighter with every hit they take.Feet planted, weight even, hands open at their sides. They do not brace and they do not counter - the whole ability is a refusal to move in either direction until they choose.Everything they absorbed leaves at once in a single strike, and the red light goes with it.Someone who will not move and gets brighter every time you hit them.SFX_00256SFX_00257world_system:vril_seat_rootWORLD_SYSTEM
A_W_019Tidal EquilibriumWaterA5.0PhilosophusL3 Drifting + Water 70-99 Philosophus + Fishing/Nav 50-69 PracticusL3highcombat_balanceEAM-on-bonded-Sacral3.0Trade_10_Fishing_Navigation§11.2L3 sync-with-tide-rhythm; alternating offensive/defensive without active cast burdeninstantsustainedSFX_00398SFX_00397WATER_T5The water around them moves on its own rhythm - drawing back as a blow comes and running forward as they move - so the movement reads as tide rather than as casting, and they never appear to start any of it.The protagonist breathes to a count and stops adjusting to the fight, letting the rhythm arrive rather than chasing it. The stillness in the middle is the ability.The rhythm keeps going a few beats after they stop holding it, and then the water simply falls.Water going out and coming in on its own count, with the figure in the middle of it doing nothing at all.SFX_00399SFX_00400world_system:vril_seat_sacralWORLD_SYSTEM
A_W_020Watershed SenseWaterA6.0Adeptus MinorWater 100 + Watershed canonical questline completepassiveperception_passiveEAM-on-bonded-Sacral3.0Watershed Adeptus Minor§11.2passive water-flow + ocean-state perception across canonical extended rangepassivepermanentSFX_00401WATER_T6Nothing shows. The protagonist knows where the water in a landscape is going, how fast, what it is carrying, and where it has been fouled, and the knowing is strongest facing downhill.Nothing is done. They tend to stop at high ground and turn once, slowly, which is the only outward sign of it.It stays with them, and it is why they stop choosing where to camp the way other people choose it.They stop on a ridge, turn once, and then know which way the whole valley drains.world_system:vril_seat_sacralWORLD_SYSTEM
A_F_019Balanced FlameFireA5.0PhilosophusL3 Drifting + Fire 70-99 Philosophus + Alchemy 50-69 PracticusL3highutility_balanceEAM-on-bonded-SolarPlexus3.0Trade_5_Alchemy§11.3L3 pure-illumination flame neither consumes nor heals nor harmsinstantsustainedSFX_00316SFX_00315FIRE_T5A flame with no violence in it: even, white-warm, standing steady in still air, casting a clean light that does not flicker and does not eat what it stands on.One hand held palm-up and level, and they keep it level. The moment the hand tips the flame leans, so carrying it is a discipline of the wrist.It goes out when they close their hand, and there is nothing where it was.A flame that does not flicker - clean, level, and cold to everything but the eye.SFX_00317world_system:vril_seat_solar_plexusWORLD_SYSTEM
A_F_020HearthsenseFireA6.0Adeptus MinorFire 100 + Phoenix-line canonical questline completepassiveperception_passiveEAM-on-bonded-SolarPlexus3.0Phoenix-line Adeptus Minor§11.3passive thermal-substrate perception incl emotional fire-state, volcanic activitypassivepermanentSFX_00318FIRE_T6Still nothing to look at, and much more to feel: warmth at long range and in more kinds - bodies far off, ground heat under stone, and the heat that comes off people who are about to do something.Nothing is done. The protagonist stops looking at faces and starts looking slightly past them, which people notice.The sense stays, and it makes a crowded room tiring in a way they have no words for.A look aimed slightly past an opponent's face, and knowing from it what that opponent is about to do.world_system:vril_seat_solar_plexusWORLD_SYSTEM
A_A_019EquipoiseAirA5.0PhilosophusL3 Drifting + Air 70-99 PhilosophusL3passivedefensive_balance_passiveEAM-on-bonded-Heart3.0§11.4L3 sustained passive force-stabilization; cancels knockback/displacement/push-pullpassivepermanentSFX_00155AIR_T5The absence is the effect. Things that should move them do not: a blast arrives and their coat moves and they do not, a pull closes on them and slides off, the ground shifts under them and they stay over the same point of it.Nothing is done, and that is the point. The protagonist does not brace, plant or lean into anything - the correction happens before the force does.The sense stays; it is a standing condition, not a cast.Their coat moves and they do not.world_system:vril_seat_heartWORLD_SYSTEM
A_A_020SkybreathAirA6.0Adeptus MinorAir 100 + Wind canonical questline completepassiveperception_passiveEAM-on-bonded-Heart3.0Wind Adeptus Minor§11.4passive atmospheric-pressure intuition; Velheim aerial vessel detectionpassivepermanentSFX_00156AIR_T6Nothing shows. Atmosphere reads at long range - pressure turning ahead of the weather, the vril-state of the air over a whole region, and large craft moving high up before anyone on the ground can see them.Nothing is done. The protagonist looks up more often than other people, and for slightly too long.It stays, and it costs them: they are the one who knows about the weather two hours before there is anything to point at.They look up at an empty sky, hold it a moment too long, and then say what is coming.world_system:vril_seat_heartWORLD_SYSTEM
A_T_011Witness VoiceEther-ThroatA5.0PhilosophusL3 Drifting + Throat 70-99 Philosophus + Inscription 30-49 TheoricusL3mediumdialogue_balanceEAM-on-bonded-Throat3.0Trade_9_Inscription§11.5L3 truth-without-judgment dialogue; observed facts without persuasive biasinstantbriefSFX_00345SFX_00344ETHER_THROAT_T5Nothing manifests and nothing leans. The protagonist states what happened, and the listener gets it without any pull on it at all - which is unusual enough in their mouth by now that people notice the absence.They put their hands behind them, speak flatly, and deliberately do not use any of the timing they have learned. The discipline is in what they refuse to do.The exchange closes with nothing owed either way, and they cannot lean on that conversation afterward.A flat statement with no weight on any word, from someone who is very good at putting weight on words.SFX_00346world_system:vril_seat_throatWORLD_SYSTEM
A_T_012Inner VoiceEther-ThroatA6.0Adeptus MinorThroat 100 + SQ7 Music Theory Adeptus Minor + voice-trade-compoundpassiveperception_passiveEAM-on-bonded-Throat3.0Throat Adeptus Minor (SQ7 Music Theory + voice compound)§11.5passive substrate-frequency perception; lie detection, voice-control detectionpassivepermanentSFX_00347ETHER_THROAT_T6Nothing shows. A lie arrives with a mismatch in it - the sound and the substance not agreeing - and vocal influence aimed at them registers as a hand on their shoulder that is not there.Nothing is done. The protagonist has stopped reacting to being lied to, which is its own kind of tell.It stays and it does not switch off, which is harder to carry in company than in a fight.Someone who no longer reacts at all when they are being lied to.world_system:vril_seat_throatWORLD_SYSTEM
A_E3_009Substrate PerceptionEther-ThirdEyeA6.0Adeptus MinorThird Eye 100 + Vril Sight Adeptus Minor progression + ancient-substrate questline completepassiveperception_passive_thresholdEAM-on-bonded-ThirdEye3.0Third Eye Adeptus Minor (ancient-substrate engagement)§11.6canonical Adeptus Minor substrate-perception threshold; elevates Vril Sight to deep-substratepassivepermanentSFX_00208ETHER_THIRDEYE_T6The looking goes deep instead of wide: what was a current on the surface becomes a column with age in it, and marks thousands of years old surface as clearly as this morning's.Nothing is done to reach it. What changes is that they no longer have to lengthen their focus at all - the deep layer is simply there when they look.It does not end. This is the threshold that stays crossed.The protagonist looks at a wall and reads its whole age at once, without doing anything to reach for it.world_system:vril_seat_third_eyeWORLD_SYSTEM
A_C_010Equilibrium SoulEther-CrownA6.0Adeptus MinorL3 Drifting + Crown 100 + Crown Adeptus Minor questline completeL3passiveself_maintenance_passiveEAM-on-bonded-Crown3.0Crown Adeptus Minor (L3 anchor)§11.7L3 vril-substrate self-stabilization; resists drift bleed-through across 5,000-year arcpassivepermanentSFX_00186ETHER_CROWN_T6Nothing shows outwardly. What is visible is what does not happen: no drift in them under pressure that would move anyone else, and no change in the way they carry themselves between a good day and a bad one.Nothing is done. The protagonist answers a provocation at the same speed and volume as a greeting, every time, and that consistency is the whole read.The sense stays; it is a standing condition of the person.They answer an insult exactly the way they answer a greeting.world_system:vril_seat_crownWORLD_SYSTEM
A_C_011Dimension PocketEther-CrownA6.0Adeptus MinorCrown 100 + Crown Adeptus Minor questline complete + integrity §13 mirrored 5-bandpassiveutility_dimension_accessEAM-on-bonded-Crown3.0Crown Adeptus Minor§11.7Personal Dimension access; 200+ creature housing + garden + integrity-visible home (defers spec to T1_Personal_Dimension_Spec)passivepermanentSFX_00188SFX_00187ETHER_CROWN_T6A door-sized fold opens where there is no door and holds itself open, with real light and real weather on the other side of it - a place rather than a pocket.Both hands part in front of the body from the centre outward at chest height, slowly, the way someone opens heavy curtains.It stays available. Once opened it can be opened again anywhere, and what is inside it keeps living while they are out here.A door-shaped fold with weather on the other side of it.SFX_00189world_system:vril_seat_crownWORLD_SYSTEM
C_L_006Resonance MatchLightningC5.0PhilosophusL3 Drifting + Engineering 70-99 PhilosophusL3highdefensive_balance3.0Trade_8_Engineering§11.8L3 sustained EM-field matches incoming hostile EM-substrate at neutralizationinstantsustainedSFX_00614SFX_00613LIGHTNING_T5A field stands around them that visibly answers what is coming at it - matching its shimmer to an incoming discharge and cancelling it at the boundary, so hostile lightning stops in mid-air a pace from their skin.One hand out with the fingers spread and constantly, minutely adjusting - the tuning is continuous and visible, and a moment's inattention lets something through.The field drops with a discharge to ground and the air around them is left dead of charge.Incoming lightning stopping in the air a pace short of them.SFX_00615SFX_00616world_system:trade_engineeringWORLD_SYSTEM
C_L_007Field SenseLightningC6.0Adeptus MinorEngineering 100 + Wardenclyffe Adeptus Minor questline completepassiveperception_passive3.0Trade_8_EngineeringWardenclyffe Adeptus Minor§11.8passive EM-substrate perception; lightning forecast, antagonist electronic infrastructure detectionpassivepermanentSFX_00617LIGHTNING_T6No manifestation of any kind. The protagonist reads charge at long range - a storm four hours out, the pull of a big installation over the horizon, the small live hum of a device in a drawer.Nothing is done. They rub their fingertips together absently, which is what the charge feels like to them.The sense stays, and it is worst near anything powered, where it sits under everything like a room they cannot walk out of.They rub their fingertips together and then say how long until the storm.world_system:trade_engineeringWORLD_SYSTEM
C_P_006Bidirectional ReagentPoisonC5.0PhilosophusL3 Drifting + Herbalism 70-99 + Alchemy 70-99 PhilosophusL3high-grade dual-purpose alchemical compoundcombat_balance_dual3.0Trade_4_Herbalism + Trade_5_Alchemy§11.9L3 substrate-responsive bidirectional alchemy; poison-or-antidote based on target substrateinstantbriefSFX_00640SFX_00639POISON_T5One compound, one colour going in - and what it does depends entirely on who receives it, going pale and clean in one body and dark in another, with the difference visible only after it is in.The protagonist applies it the same way both times, without hesitating and without checking, because the compound is what does the deciding.One person is cured and one is poisoned by the same vial, and the vial is empty either way.The same compound going into two people and doing opposite things.SFX_00641SFX_00642world_system:trade_herbalism_alchemyWORLD_SYSTEM
C_P_007Bioalchemy SensePoisonC6.0Adeptus MinorHerbalism 100 + Alchemy 100 + Tamil Siddha T5 Portal questline completepassiveperception_passive3.0Trade_4_Herbalism + Trade_5_AlchemyTamil Siddha Portal Adeptus Minor§11.9passive biochemical-substrate perception; toxin detection without active testingpassivepermanentSFX_00643POISON_T6There is nothing to see happening. The protagonist knows what is in the food, the water and the air, and what is wrong inside a plant or an animal or a person, and it arrives as taste and smell rather than as sight.Nothing is done. They stop eating mid-mouthful sometimes, or put a cup down without drinking, and do not explain.It stays, and it turns eating at a stranger's table into an act of trust rather than a courtesy.They put a cup down without drinking from it and do not say why.world_system:trade_herbalism_alchemyWORLD_SYSTEM
C_V_006Symbiotic BondVegetationC5.0PhilosophusL3 Drifting + Herbalism 70-99 Philosophus + Animal Communication 50-69 PracticusL3highcombat_balance_exchange3.0Trade_4_Herbalism + Trade_1_Animal_Communication§11.10L3 give-and-take vegetation-bonded ally; sustained mutual exchange at canonical equalityinstantsustainedSFX_00671SFX_00670VEGETATION_T5A vegetation-bonded companion stands beside the protagonist with a visible green tether between the two, and the tether runs both ways - brightening toward the companion when it feeds the protagonist, brightening the other way when it takes.The protagonist opens one hand toward it and leaves it open, palm up. Closing the hand ends it, so the whole exchange is held in an offered hand.It withers back into the ground when the exchange ends, and they are exactly as well off as when they started.A green tether that runs bright in both directions by turns, and nobody ends up ahead.SFX_00672world_system:trade_herbalism_alchemyWORLD_SYSTEM
C_V_007Verdant CommunionVegetationC6.0Adeptus MinorHerbalism 100 + Ayurveda Adeptus Minor questline completepassiveperception_passive3.0Trade_4_HerbalismAyurveda Adeptus Minor§11.10passive organic-substrate perception; ancient tree-substrate sensing, conscious-vegetation communionpassivepermanentSFX_00673VEGETATION_T6No outward sign at all. Living growth is legible at range - which stands of trees are sick, where the water is failing them, and where something very old is still standing.Nothing is done. The protagonist puts a hand on trunks in passing, the way other people touch doorframes.It stays, and a felled stand of trees stops being something they can walk past.They touch trunks in passing without looking at them.world_system:trade_herbalism_alchemyWORLD_SYSTEM
C_L_008Static TouchLightningC2.0ZelatorEngineering 10-29 Zelatorlowutility_combat1.0Trade_8_Engineeringbrief_stun§11.8Outer Order EM-substrate single-touch; brief stun + ignites prepared electrical trapsinstantinstantSFX_00619SFX_00618LIGHTNING_T2One small blue discharge at the point of contact - fingers to a lock, a palm to a shoulder, a knuckle to a prepared device - and it is over before it is properly seen.A single deliberate touch, made with one knuckle rather than the flat of the hand, which is what keeps it from grounding through them.A small scorch mark, a stunned person or an opened lock, and the smell of ozone at close range only.One knuckle laid against something, and a blue snap.SFX_00620SFX_00621world_system:trade_engineeringWORLD_SYSTEM
C_P_008Reagent MixPoisonC2.0ZelatorHerbalism 10-29 Zelator + Alchemy 10-29 Zelatorlowbasic herbal-substrate componentsutility_synthesis1.0Trade_4_Herbalism + Trade_5_Alchemy§11.9Outer Order alchemical compound creation; basic toxins/curatives/neutralizersinstantstored_compoundSFX_00644POISON_T2There is no manifestation and no element. Ground material becomes something else at the bench - liquid changing colour in stages, a precipitate forming, a jar being filled and labelled and put away.Both hands on real tools: mortar, measure, flame, filter. It is entirely craft, done at a bench, and it takes as long as it takes.Stoppered vials that stay in the pack, ready, and a bench that has to be cleaned.A bench, a mortar and a row of stoppered vials at the end of it.SFX_00645world_system:trade_herbalism_alchemyWORLD_SYSTEM
C_P_009Toxic AuraPoisonC4.0PracticusHerbalism 50-69 Practicus + Alchemy 30-49 Theoricushighcombat_aoe_sustained2.0Trade_4_Herbalism + Trade_5_Alchemypoison_sustained§11.9body-emitted ambient poison-substrate radius; sustained damage to enemies in proximitysustained_drainsustainedSFX_00647SFX_00646POISON_T4A close skin of thin haze hangs around them at arm's length, moving when they move, and anything shot through it comes out the other side carrying some of it.The protagonist breaks a sealed pouch at their belt and leaves it broken, and keeps their own face covered while it runs.The haze thins out where they last stood in a trail behind their path, and the ground under it is left tacky.A haze that walks with its caster and fouls anything shot through it.SFX_00648SFX_00649world_system:trade_herbalism_alchemyWORLD_SYSTEM
C_V_008Plant CallVegetationC2.0ZelatorHerbalism 10-29 Zelator + Animal Communication 10-29 Zelatorlowutility1.0Trade_4_Herbalism + Trade_1_Animal_Communication§11.10Outer Order vegetation cooperation; plants part for path, bloom for harvestinstantbriefSFX_00675SFX_00674VEGETATION_T2Dense growth opens a path in front of them without being cut, plants lean into fruit and seed out of turn, and the ones that notice such things notice that it happened.The protagonist touches the nearest stem with two fingers and asks with their voice rather than their hands - low, brief, and in the same tone every time.The path closes behind them at its own pace and the plants that gave fruit are lighter for it.Undergrowth opening a path with nothing cut, and closing again behind them.SFX_00676world_system:trade_herbalism_alchemyWORLD_SYSTEM
C_V_009Living WalkerVegetationC4.0PracticusHerbalism 50-69 Practicus + Animal Communication 30-49 Theoricushighcombat_ally_construct2.0Trade_4_Herbalism + Trade_1_Animal_Communication§11.10vegetation-construct ambulatory ally; charge-hold construct fights at protagonist's sidecharge_holdcharge_hold_scaledmass:medium;structural_integrity:moderate;flammability:moderate;thermal_state:neutral;conductivity:low;organic_substrate:organicSFX_00678SFX_00677VEGETATION_T4A walking figure of woven green stands up out of the undergrowth, roughly human-shaped and clearly still growing - leaves opening on it while it fights, and gaps in it where the growth has not caught up.The protagonist holds the charge with one hand low and the other pointing where it should stand, and it assembles from the ground up along that line.It comes apart into ordinary plant matter where it falls, and the pieces take root there.A human-shaped thing of woven green that is still putting out leaves while it fights.SFX_00679SFX_00680world_system:trade_herbalism_alchemyWORLD_SYSTEM

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