Quest Digital Core Deck
Quest Digital Core Deck
important note
Page numbers correspond to loca-
tions in the Digital Game Book. Page
role learning path — step numbers differ in the physical edition
of the book.
www.adventure.game
Quest Digital Edition, Version 1.5 (August, 2020)
© The Adventure Guild, LLC, 2019. All rights reserved
counterattack wild attack overpower
0 When an enemy within reach roll the die 1 You use your strength to
rolls a tough choice or worse on a You attack with reckless power, overpower a commoner or minion
basic attack against you, you parry disregarding your safety. Describe within reach. (You cannot use this
their attack and take no damage. a signature style for this attack and ability on bosses.) Describe how
If they roll a failure or worse, you what it looks like when you make you overpower them.
may also immediately roll the die it.
to make a basic attack on them. You put the target in a compro-
20: You deal quadruple damage. mised position until they spend a
This counterattack does not count 11-19: You deal double damage. turn getting out of it. During this
as a turn. time, basic attacks hit them for
6-10: You deal double damage to
double damage.
the enemy, but they counterat-
tack you.
the fighter
fighter
fighter
against you.
of three guesses.
duel
disarm
dueling — 5
dueling — 4
provoke intercept charge
0 Make a nearby creature angry 1 If a nearby NPC is about to 2 You lock your gaze on a nearby
at you by saying something or attack someone, you may rush to destination, summoning all of your
making a rude gesture. Your target intercept the attack. (You must say strength to charge toward it. You
must be able to understand your you’re using this ability as soon as violently barrel through any foes
intent. For the next minute, the the Guide declares the attack.) The in your path, knocking them down
target focuses its attention on NPC makes their attack on you and dealing 1 damage to each of
you, ignoring all others. The effect instead. them. Creatures you knock down
ends if the target is hit by another are dazed and cannot use special
creature or if hostilities subside. When you intercept the attack, abilities during their next turn.
the attacker immediately becomes
affected by your Provoke ability.
the fighter
tactics
fighter
fighter
this attack.
roll the die
choose to give chase.
chance to attack you.
retreat
tactics — 5
tactics — 4
marshal
camaraderie 1 When you face a serious test
of strength, you can organize the
camaraderie — 3
flict each time you use this ability.
You must recount a different con-
journey. (You can’t spout history
downtime in the story, like when
Once per game session, you may
fighter
fighter camaraderie — 4
bond
camaraderie — 2
rousing speech. You can write your
fighter camaraderie — 5
regrouping.
fighter
size up plan recruit
0 You evaluate the capabilities 3 If you have time to prepare 1 You command a nearby
of a nearby creature or group of before a conflict and you can commoner or minion to assist you.
creatures. The Guide will give you choose when it begins, you may (They cannot currently be hostile
useful insight into their capabili- ambush your enemies and take the toward you.) You can have them
ties, strength, vulnerabilities, and/ first round. Before action begins, join a fight or perform other tasks,
or resistances. At a minimum, each party member must say what like watching a door, defending
you will receive an accurate they will do during their first turn. an area, or delivering a message.
assessment from the Guide about The Guide will then resolve these They will follow your commands
whether they would pose a fair actions simultaneously. to the best of their ability, but they
fight. won’t follow absurd or suicidal
orders. The Guide plays the part
The Guide will deliver this infor- of the NPC. After one day or when
mation to you narratively. For they complete the task you give
the fighter
example, they might say “you them, the recruit will leave you and
notice the giant spider flinching return to their business.
leadership
leadership — 4
focus
body You pause briefly, closing your
eyes and clearing your mind of its
body — 3
1 Once per scene, you may make
fighter
scene.
fighter body — 4
defy death
body — 2
attack, you may immediately make
1 When you roll a 20 on a basic
you.
kicks) now hit for 2 HP.
fighter body — 5
fighter
limit break champion steel pact
7 You single-handedly rout all Tales of your heroic deeds have Choose a weapon you own. You
nearby minions that you can see in spread through the lands, elevating form an extraordinary bond with
a stunning display of martial fury. your stature into the stratosphere. it that cannot be broken unless
You may choose to kill or intimi- You are now a hero, especially the weapon is destroyed. You now
date any number of them. Describe to those who value power. sense which direction your weapon
how you clear the scene. Authoritarian-minded people is in and feel a vague sense of how
are especially vulnerable to your far away it is. If it is beyond your
4 You mark an enemy. You auto- reputation, and most will defer to current plane of existence, you
matically make three successful you in reverence. This includes sense nothing but a dull feeling of
basic attacks on them. Then, you town guards, bandits, and others sadness.
may continue making basic attacks who enjoy using force.
on them until you roll lower than a 0 When you roll a failure when
success. You gain the Recruit ability (p. 38) using this weapon, you may reroll
the fighter
if you do not already have it, and the die once. You must take the
3 You can briefly perform one you may use it for no AP cost on result of the reroll.
legendary
feat of strength that was previously your fans or those who are awe-
impossible, like single-handedly struck by your prestige. 0 When you roll a 20 on an
lifting a giant boulder or running attack against a minion while
through a brick wall. The Guide You also gain the Attendant ability using this weapon, you automati-
will decide what’s possible. (p. 38). It now costs 4 AP to use. cally kill it, unless it has immunity
against weapon attacks.
invoker
no AP cost.
vow
invocation — 4
soul gaze impression evil eye
roll the die 1 You brush against a creature 1 You pause, closing your eyes
1 Your eyes turn black, like for a fleeting moment, feeling its and quieting your mind. You sense
shimmering gateways to eternity, desires. The Guide chooses and the worst thing that ever happened
as you peer into the eyes of a reveals to you something specific nearby. The Guide will describe
nearby creature. They become that the creature routinely craves. to you the type of thing that
momentarily transfixed on your You become cursed to also crave happened and what the people
gaze. that thing and cannot use Impres- involved look like. For example,
sion again until you fulfill the you might learn that someone was
20: You learn the creature’s ideal desire. When you fulfill it once, the murdered, a curse was created, or
and flaw. You also learn the curse is lifted. an evil vow was taken.
worst and best thing they have
ever done.
11-19: You learn their ideal and
the invoker
flaw.
inquiries
invoker
roll the die
inquiries — 4
6-10: You briefly glimpse the target,
inspire compel truth forgive
1 You inspire a nearby NPC by roll the die 3 While placing your hand on
reciting a meaningful statement 1 Your eyes glow like blue a creature and telling them they
to them. You may invent a famous flames as you gaze into a nearby are forgiven, they immediately feel
quote or proverb, or borrow one creature’s eyes and grip their guilt fade. You must know some-
from the real world. The creature mind. thing specific that they feel guilty
must be able to hear and under- about. Your words of forgiveness
stand you, and cannot currently be 20: The target answer all questions must be in the form of a Petition
hostile toward you. truthfully for the next 5 minutes. (p. 42).If you use this on a com-
You may set a real timer. moner or minion, they will become
Until the end of the day, the NPC 11-19: The target is compelled to awestruck as if they have received
shapes their behavior around their answer three questions truthfully. a blessing from a god. They may
ideal, and cannot fall victim to begin to follow you as if you are a
6-10: The target is compelled to
their flaw. prophet, and they will not harm
answer one question truthfully.
the invoker
verdicts — 4
fiery avenger thunderous word lawbringer
Choose a phrase to use for this Choose a word to use for this spell. 3 You raise your hand to the sky
spell. and summon a spectral warham-
2 You speak a word of power, mer into your grip. The hammer is
1 You speak the phrase of releasing a thunderous shockwave a one-handed weapon that deals 3
power, igniting your weapon in a in the direction you are facing. The damage. It appears to crackle with
magical flame of any color. While wave knocks up to three creatures blue-green light and leaves a deep,
the weapon is on fire, it acts as backward and hits them each for 2 reverberating sound in its wake.
a torch that casts light nearby. damage. Creatures affected by the
The flame increases the weapon’s spell are briefly dazed and cannot If you roll a triumph when using
damage by 1. The flame persists use special abilities during their the hammer, it releases a crackling
until you roll a failure or worse on next turn. boom and casts your Thunderous
an attack with the weapon. You Word spell on the target. The
may dismiss the flame at any time. hammer vanishes in smoke after
wrath
the invoker
invoker
invoker
target.
mies are nearby.
following benefits:
wrath — 5
wrath — 4
shield sigil rebuke
1 You summon a magical shield 2 You draw a magic sigil on 1 You utter a righteous word or
that appears as an aura of soft an object. The spell lasts until phrase in the direction of a nearby
light around your body. The shield you cancel it or cast Sigil again. creature that is approaching you
blocks up to 3 hit points of dam- You can only cast the spell if no during that creature’s turn. (The
age. (Any damage dealt in excess enemies are currently nearby. (See creature cannot already be within
of 3 HP passes through the shield full rules on p. 47.) Choose one of reach.) You release a spectral
and hits you.) The shield lasts until four effects: clone of yourself that rushes them,
it takes 3 or more damage in a knocks them back several meters,
lure. Creatures approach and
single hit. deals 1 damage, and ends their
linger nearby the sigil for a short
turn. The clone then disappears.
time.
invoker
invoker
or do something else.
befizzle
oblation
wards — 5
wards — 4
wraith sacrifice prophecy
0 You become a wraith: a 0 You lay your hands on a You glimpse an NPC’s fate. Your
creature between two worlds. Now, creature who has died, bringing it prophecy must come true; when
whenever you have 0 HP, you may back to life. The creature must still and how it emerges is up to the
instantly become ethereal. You have a corpse that is mostly intact. Guide. (Please see full rules for
appear translucent and ghostly If the creature died of old age, they this spell on p. 48.) Choose one:
while ethereal, but you are still receive a new maximum lifespan
visible to others. Your ethereal of the Guide’s choice. The sacrifice savior. They will sacrifice their life
form has a maximum of 0 HP and withers your soul. Each time you to try to save something.
cannot be healed. You are immune use this ability, you must choose
betrayer. They will betray their
to all physical (non-magical) an additional character flaw. Addi-
allies at a pivotal moment.
harm while in this form. However, tionally, you permanently lose 2
harmful magic hits you for double HP from your maximum hit points. leader. They will acquire power
HP while ethereal, and taking If you reduce your max HP to 0 over a people or place.
the invoker
damage can still kill you. You by using this ability, you acquire
may revert to your normal form the legendary Wraith ability, and disgraced. They become widely
legendary
at any time during your turn. But you permanently enter an ethereal known for a grave misdeed.
you cannot change forms to avoid form. Using Sacrifice while at 0
maximum HP permanently kills
paragon. They become widely
taking damage immediately after known for a righteous deed.
being hit. you.
legendary
commune folk song speak myth
1 You use the language of 2 You sing a song that kindles 3 You appeal to a local myth to
outland folks, gaining the trust strong feelings in NPCs nearby. gain the favor of a commoner. You
of a nearby commoner. You must (The song has no effect on hostile create the myth from these parts:
invent a local saying to exchange creatures.) Read or sing the chorus
with the NPC; it can be something of a song at the table and describe obligation. Decide how the myth
like “It’s raining cats and dogs” or your performance. You may write affects your target. (See p. 51.)
“Don’t judge a book by its cover.” your own or use one from another lesson. Using the obligation, say
Explain what it means at the table. songwriter. Choose a mood to set what the lesson of the myth is,
for your audience: like “Give refuge to strangers” or
Then, if you ask any of these
questions, the NPC will answer to bright. Hearts swell with friendly “Always be a fair dealer.”
the best of their ability. enthusiasm, sparking joyful subject. Name a central person or
■ Is anyone causing trouble? conversations. event.
the ranger
■ Where can I find the leader? somber. The audience falls silent story. Describe a dramatic situa-
■ What are folks talking about and begins a sorrowful reflection tion the person or event is famous
lately? on their suffering. for. Perhaps they were a mission-
story and song
proud. Zealous feelings make the ary who fed the hungry or it was a
crowd noisy and excitable. great flood that killed many.
ranger story and song — 1 ranger story and song — 2 ranger story and song — 3
remedy shroud signal
1 You scavenge your area for a 3 You entreat nearby flora to 4 While in wilderness, you create
short time to find a plant-based provide the party with protection a distress signal that can be seen
remedy for an ailment. You find while camping in wilderness. by other Rangers, like a smoke
enough for a single dose. The (There must be plants nearby.) signal or a message left on a tree.
remedy cures temporary illness Shrubs and thorny vines will Within the next day, you will meet
and eliminates poison. emerge around the campsite to an NPC Ranger who comes to your
provide concealment. The shroud aid. Out of respect for you as a
lasts until you leave the camp. colleague, they will stay with you
The shroud conceals the light until they finish helping you with
from a small campfire. If hostile a request. Your request cannot
creatures advance on the party’s be unlimited; they will not stay
campsite, the trees will rustle with you forever. The NPC Ranger
and howl to provide 5 minutes of has 10 hit points, and comes with
the ranger
ranger
somewhere.
ritual
survivalist — 4
read the winds navigate delve
0 You concentrate on the 0 You feel the land in your 2 You make a sound that travels
language of wind, sensing weather bones. You cannot get lost in throughout an underground
patterns in your region of the wilderness unless magic is inhibit- structure, like a natural cave
world. You are able to glimpse a ing you. system or dungeon. (You can clap,
weather forecast for the next few make an animal noise, or anything
days in your region of the world. 1 You navigate your party to else that might echo.) You sense
one of the following areas when the general layout of the next three
2 If you spend 2 AP on this traveling in wilderness: areas connected to yours, plus the
ability, you may choose the layout of any passageways between
weather that you foresee in your oasis. You find a reprieve that has
a small amount of nourishment. these areas. The Guide will draw
region over the next few days, as you a rudimentary map, noting
long as it is seasonally appropriate. shelter. You find a natural cave any major features, like columns,
You might choose light rain, a that offers shelter from storms. bridges, or crevasses.
the ranger
pathfinder — 4
track farshot deadeye
0 When you find tracks, you 1 You briefly sharpen your 0 Whenever you roll a 20 with
can instantly identify the type of senses, surpassing your normal a ranged weapon, you can name
creature that left them. If it is an limits. You can make a ranged a specific limb on a creature to
animal, the Guide will share a fact attack on a faraway target that you hit with your projectile. The limb
that you know about them, like can see, even if it is out of range. becomes disabled and cannot be
their habits or personality traits. used until it is restored by a healer.
1 You can pick up on the trail of 3 You take aim and focus your
an animal of your choice even if senses, automatically scoring a
there are no tracks nearby, as long triumph with a ranged weapon on
as it is native to the environment a nearby creature or object that
you’re currently in. You must you target. The hit disables the
choose a type of animal to find, targeted limb.
the ranger
hunter
ranger
ranger
nemesis:
the hunt.
cealed or invisible.
stalk
nemesis
2 When you discover the
hunter — 5
hunter — 4
speak with animal animal partner courier
1 You touch an animal that 4 You recruit a nearby animal 1 You find a friendly animal
is not currently hostile toward companion who will follow your nearby and whisper to it, giving
you, forming a telepathic bond orders to the best of its ability. It it instructions to deliver an item.
with it for the next minute. You can’t be smaller than a mouse or The item must be small and light
are capable of interpreting the bigger than a horse. You may only enough for the animal to rea-
animal’s thoughts and feelings, have one partner at a time. sonably carry. You can have the
and you can have an exchange of animal deliver the item to a place
communication with it. It can give The animal is an NPC played by or a specific person. The destina-
basic information about things, the Guide that acts in addition tion must be within a day’s travel
like how it feels, what it has seen, to you during your turn. It won’t time.
and what it wants, but it does not willingly leave your area, and if
understand complex ideas. you are separated, it will try to find
you. It cannot speak to you, but it
friend
the ranger
first.
ranger
ranger
harmed.
any time.
raven or a griffin.
pair bond
friend — 5
friend — 4
wild celebrity slayer friend of the land
Your presence is now respected by 4 Your experience as a Ranger You become the friend of a wilder-
wild creatures everywhere. Wild has taught you to deal with over- ness region that has meaning to
animals, except bosses, will no whelming odds. Once per scene, you, like a forest or a valley. The
longer attack you unless you harm you may devastate a group of region cannot already be under the
them. (Trained animals and pets minions in an impressive acrobatic control of a boss. You are known
can still be commanded to harm fashion. You instantly kill half of to all living things in this area
you.) You may now use the Speak all nearby minions, rounding up. as its ally. You may now use the
With Animal (p. 55) and Speak Shroud (p. 52), Speak with Trees
with Trees (p. 53) abilities for no (p. 53), Navigate (p. 53), Track (p.
AP cost if you have already learned 54), and Speak With Animal (p.
them. Your Animal Partner ability 55) abilities within your chosen
(p. 55) now recruits a more power- land for no AP cost, if you have
ful animal. Your partner has 10 HP, already learned them. When you
the ranger
can hit for 2 HP, and attack twice become the Friend of the Land, a
per turn. If you have an existing group of volunteer creatures living
legendary
3 HP.
naturalist
naturalist
shatters and dies.
these differences:
petrify
shapeshifter — 5
shapeshifter — 4
aurora
summoner 5 Your eyes glitter like dancing
wisps as you conjure a dazzling
summoner — 3
ing you to see far in the distance. It
matches your movement such that
(You must be outdoors to cast this
naturalist
1, they are stunned in place until
the spell ends or if they are hit.
naturalist summoner — 4
echoes of creation
summoner — 2
excess material out generously. For
1 You touch a container holding
beyond.
of its next turn.
roll the die
naturalist summoner — 5
naturalist
freeze burn shock
roll the die 0 You blow hot air, creating 4 Choose a target creature
0 You blow cool air, creating scorching winds that swirl around or object you can see. A bolt of
freezing winds that swirl around a a nearby creature or object. The lightning strikes it from the sky or
nearby creature or object. The tar- heat is enough to make the crea- from your hands, dealing 8 damage
get feels a deep chill in their bones tures very uncomfortable but not and creating a deafening blast
and is hit for 1 HP. You can use the enough to harm them. of thunder. If the creature has
spell to snuff out small fires. metal connected to their body, it
1 You overcharge the spell and becomes molten, hitting them for
2 You freeze a nearby com- ignite the target in flame instead, an extra 2 HP.
moner, minion, or object, encasing hitting it for 2 damage and setting
it in ice until you leave the scene. it ablaze.
If you freeze a creature, it cannot
move or act. The ice shatters, and
the creature is freed if it takes any
the naturalist
additional damage.
elementalist
naturalist
roll the die
to 3 nearby creatures.
fireball
elementalist — 4
cloudcall vortex gale
1 You swirl your hands in the 2 You create a howling vortex 3 You close your eyes and stir
air, producing a thick fog centered within a body of liquid that you the air, shaping the winds around
on you. The fog rolls out rapidly, can see. The vortex lasts until you. A gale forms that you can
spilling around corners and down you leave the area. Any creatures spread across an area of any size
slopes. Within a few seconds, you touching the vortex are violently and shape in your scene, as long
blanket everything nearby in fog. sucked in, submerged, and then as you can see its area of effect.
Creatures inside the fog cannot spit out, each taking 2 damage. Inside the area of effect, wind
see beyond their reach, preventing blows at ferocious speeds, kicking
them from making ranged attacks. up dust and sending small objects
The fog disperses after you leave flying. Creatures inside can’t see
the area, or if the area is hit by far away, only what’s nearby.
strong winds.
When you begin the spell, the gust
knocks creatures to the ground
the naturalist
naturalist
naturalist
stormcall
beyond where you can see.
stormcaller — 5
stormcaller — 4
wild aspect prey sense nature’s watch
1 eagle. For the next minute 1 You sharpen your sense of 3 You extend your senses for the
you can see far away things clearly, danger for the next hour. You next hour. Choose two:
including things that would feel a subtle signal in your body
normally be imperceptible. whenever you will imminently be aurasight. Detect a faint outline
threatened by another creature. around anything affected by a
2 cat. You purr softly. For the (The hair on your skin might raise, spell.
next hour, up to 6 nearby crea- or you might feel a tingling in your
tures gain the ability to see things infrasight. Detect objects nearby
bones.) This includes creatures whose relative heat makes them
nearby in complete darkness as that you can’t see. If you detect
if they were in a dimly-lit room. stand out, like creatures with warm
a creature this way, your party bodies. This works through walls.
Affected creatures may occasion- cannot be ambushed. (If you detect
ally feel the urge to stop and clean a creature trying to attack you, darksight. See in darkness nearby
themselves. your party gets the first round in as if it were dimly lit.
combat.)
the naturalist
(Howl at the table.) For the next the bend of a hallway. You must be
hour, creatures affected by the within reach of the corner.
spell can outrun any other crea-
tures while traveling by foot. realsight. Any illusions you can
see appear to flicker.
can have the effect deal 2 HP of the surface, like hidden temples or
damage to a nearby target. For ancient vaults. Finally, you vaguely 2-5: The Guide chooses a season,
example, you might have vines sense the most powerful lost arti- and a storm brews, making travel
grow thorns and lash a creature, fact in this world and the region through the area more difficult.
or have a tree shake its acorns on where it might be located. 1: You accidentally cause a natural
their head violently. disaster. The Guide chooses it.
blizzard. NPCs are hit for 1 HP now cast spells in animal form and
legendary
per turn and can’t see beyond speak telepathically to your allies.
reach. You can still use Animal Form and
Shapeshift, and the rules for those
hurricane. Buildings are abilities still function as usual.
destroyed; NPCs are hit for 4 HP
per turn.
legendary
mend relieve heal
1 You gently touch a creature, 1 You say something comforting 2 You embrace a creature with a
immediately restoring 5 HP and to a nearby creature, alleviating caring touch, restoring all of their
mending minor wounds like cuts them of anxiety, pain, and discom- hit points. After a short time, the
and bruises. The spell does not fort for one hour. In this state, the creature is relieved of any short-
remove impairments, heal perma- creature cannot be affected by fear term impairments. The spell does
nent wounds, or cure disease. You or confusion. For a brief time, they not remove permanent conditions.
cannot use this spell during feel better than they have ever felt If you are using Heal on another
combat. before. member of the party, they may
contribute any amount of their
own AP to help pay for the spell.
the doctor
healing
healing — 4
sleep calcify feign death
2 You whisper a brief lullaby, 1 You touch a creature within 3 You place up to six nearby
putting any number of nearby range, causing its surface to swell creatures in suspended animation
commoners to sleep for up to and harden. During this time, they for up to an hour. (You may only
one hour. You can write your feel numb to external pain. Their cast the spell on yourself or willing
own lullaby or borrow one from hardened shell absorbs up to 2 HP allies.) Creatures in this state
another author. Read it at the from physical hits. Any damage cannot see, feel, speak, or move,
table. Creatures affected by the dealt in excess of 2 HP hits the but they remain semiconscious
spell collapse and enter a dreamful creature normally. The creature’s and can hear what is happening
state, but wake up immediately if skin returns to normal after 1 around them.
they are harmed. minute.
Affected creatures become cold
x You can intensify the spell to to the touch, and their pulse is
affect nearby minions. Add 1 AP undetectable, appearing to be
the doctor
for each minion you wish to put to dead to onlookers. Only magic can
sleep. reveal the ruse. Affected creatures
alteration
doctor
doctor
the spell.
of healing.
dealt to the other.
area-of-effect spell).
lifelink
reshape
alteration — 5
alteration — 4
deathsense speak to the dead reanimate
0 You naturally sense whether 1 If you are aware of one or 1 You animate a nearby corpse
any remnants of the dead (spirit more spectral creatures nearby or skeleton, making it your thrall.
creatures) are nearby, but not their (like ghosts), you may communi- It can move around, but it cannot
positions. The Guide will notify cate with them. You do not need leave your scene. The spell ends
you when this sense is triggered. to be able to see a spirit as long as when you leave the scene. You
you have sensed its presence, like control the creature telepathically.
1 You sense whether any sen- with the Deathsense spell. It is not conscious, and it only fol-
tient creatures have died nearby lows your commands. The creature
and how long ago they died. You You may have a conversation with has 3 HP and can attack for 1 HP.
can sense the location where the spirits for up to a minute,
any creatures died, as well as the and you communicate with them
general nature of their death; you telepathically. You must share a
sense if they were killed by natural language to understand each other.
the doctor
doctor
pathically.
necromancy — 4
corrupt nox afflict
0 You grip an organic creature 1 You touch a creature, giving roll the die
within reach and create a necro- them a combination of deleterious 3 You touch a creature, cursing
tizing wound. The wound turns effects for the next hour. You may them with an affliction that lasts
flesh black-green and branches out choose up to three effects from up to 1 month. Choose one:
from where you touched them. The this list: the sillies. The creature acts
spell hits for 1 HP immediately, completely out-of-character in a
and again at the beginning of the Wakefulness, alertness, increased
confidence, anxiety, euphoria, silly and carefree way. This may
target’s next turn. (A total of 2 change their goals.
damage.) Affected creatures can laughter, vivid sensations, para-
noia, hallucination, drowsiness, clumsy. The creature’s extrem-
only recover these hit points with ities feel awkward to use. They
the Restore spell (p. 67). relaxedness, sweating, nausea,
chills, disorientation, irritability, or are unable to wield weapons
effectively and they drop things
harm
poor concentration.
the doctor
constantly.
blighted. They can’t recover HP.
1 year.
doctor
doctor
instantly.
wither
heartkill
harm — 5
harm — 4
modulate shape senses false sense
1 You alter the nature and inten- 1 You touch a creature and 3 You touch a creature, causing
sity of a nearby creature’s physical manipulate their perception of it to perceive a specific thing or
sensations for up to 1 hour. Choose color. You can also cause the a category of things falsely. For
one effect: target to see oversaturated colors, example, you might have them see
undersaturated colors, or give the town mayor as a clown or all
temperature. The creature feels them monochromatic vision. You wolves as puppies. Or you might
a relaxing sensation of warmth or can choose any number of changes have them think that freshly baked
a cool external breeze. Or you can and combinations as long as they bread smells like fire. The spell
make them feel too hot or too cold. do not overlap. lasts until you cancel it or until the
nourishment. The creature either creature is harmed by the effects
2 You touch a commoner or of the deception.
sees food and drink as revolting, minion, transporting one of their
feels an insatiable hunger and senses to a random part of the
the doctor
thirst, or feels perfectly satiated. omniverse for the next day. You
comfort. The creature either feels may choose to transport a single
perception
relaxed wherever they sit or lay, or sense: feeling, sight, hearing, smell,
they cannot find comfort however or taste. The creature will expe-
they arrange their body. rience its new surroundings as if
they were actually there.
additional year.
forget
perception — 4
examine the dead diagnose curious case
1 You evaluate a corpse within roll the die 3 If your scene contains some-
reach. The corpse must be intact You touch a creature, extending thing overtly suspicious, like a
enough for you to look at it. (It your senses to diagnose a mysteri- dead body or blood on the walls,
cannot be completely obliterated.) ous affliction, like a disease, spell, you may investigate by considering
After a minute of inspection, you or curse. You must correctly guess things that seem familiar to you.
are able to determine the crea- the entire name of the affliction. Choose three details you already
ture’s exact cause of death. You If your guess is wrong, the spell know about your scene. (As the
are also able to determine the time fails and you must spend 1 AP to Guide if you need more detail.)
and date of its death. try again. The Guide will give you Explain where you have seen the
blanks to fill in that show how details in your scene before. The
many words are in the name and Guide will then reveal one of these
how many letters are in each word. clues:
the doctor
doctor
the bitter gift
legendary
cosmopolitan silver tongue don’t you know who i am?
0 You are an expert in the study 1 You appeal to your adversaries 1 You impress common folk
of cosmopolitan cultures, partic- when caught in a prohibited or and minions by pretending to be
ularly in cities and nations. If you mischevious act. One of these someone notable. You initiate the
are falsely presenting as a citizen approaches is correct; the Guide ruse by giving a special wink to
or official of a city or nation and writes it down in secret: a party member. Then, each of
your authenticity is challenged, your nearby party members must
orders. Someone with authority
you may use a local mannerism proclaim an incredible fact that
commanded you to do it.
to fool common people. You must creates your identity. For example,
come up with the mannerism and ignorance. You didn’t know better! a party member might begin by
describe it to the table. It can be a calling attention to you as a fabled
gesture, like a special handshake, graft. You offer something of value writer, a storied warrior, or a sports
a common saying, or some other to make this all go away. hero. The other members of the
the spy
idiosyncrasy from the people you party should build on this fake
1 The Guide eliminates one of the
are pretending to belong to. identity until everyone has contrib-
incorrect choices.
charisma
pressure points. They fall to the 4 black. Commoners and turn each time you recharge the
ground unconscious for the next 10 minions are instantly killed. Bosses weapon.
minutes, or until they are harmed. are hit for 10 HP.
termination
termination — 4
strap disguise blink pack
0 Unless you are actively 1 Any time you are in a room magic item. A magical messenger
searched by another creature, you like a bedroom, armory, or office, pack with a hidden switch in the
can conceal up to two weapons you may find objects to use to put clasp. When activated, the switch
in your clothing without being together a convincing disguise. turns the bag’s mouth into a portal
noticed, provided you’re wearing Depending on where you are, the to a shadow plane where secret
enough to reasonably conceal disguise will offer at least one objects may be stored. When the
them. signature element of your decep- switch is deactivated, the bag func-
tion, like a uniform, a membership tions normally. Spy items stored in
insignia, or a style of dress. The the pack do not count against your
disguise automatically fools com- inventory limit. (This allows you to
moners, but minions and bosses carry more than 12 items.)
may question you.
the spy
spy
spy
again.
invisible.
shadow
needful hilt
magic item. A hilt to a basic
concealment — 5
concealment — 4
tracker spyglasses cloner
magic item. A pair of devices that magic item. Eyeglasses that let you magic item. A magic amulet that
allows you to track something. see in darkness as if it were day- allows you to eavesdrop on a
light. The glasses can be upgraded: communications device.
The kit includes a magical tag
the size of a tiny bead that is 3 Add the ability to magnify the When holding the Cloner next to
sticky and can be applied to most details of small nearby objects, or a spell or object that transmits
surfaces. The tracker is linked to zoom to see faraway things clearly. communications, you may clone its
a magic compass that shows the signal. You share a telepathic link
direction the tag is in. 4 Add infrared vision that lets with the Cloner, and you automat-
you see an outline of things that ically hear any messages being
The arrow on the compass is black. are generating heat nearby. This transmitted through the cloned
It turns gold when the tag is in ability works through walls. device in your mind. You may only
the spy
your scene, and begins to vibrate clone one device at a time; pairing
softly. 6 Add the ability to detect
whether something is an illusion. the Cloner with a new device will
Illusions you detect appear to break the link with the previous
flicker and distort. one.
surveillance
surveillance — 4
dossier mimic listener
magic item. A magic book that magic item. A magical pen that magic item. A small magic gem
copies things. You can make guides your hand to copy any that can be activated to record
a Dossier of any size — from a writer’s personal style. On the end sounds nearby for up to 1 hour.
pocket-sized folio to a coffee table opposite the pen tip is a magical If you have the Cloner (p. 78),
book. stamp that can create forgeries you can insert the Listener into
of official seals. By bringing the a socket on the amulet. When
0 You can use the book to copy Mimic within reach of a handwrit- they are paired, you can have the
any kind of writing or drawing that ten document, it automatically Listener record sounds that the
is pressed against its pages. For learns how to reproduce the Cloner intercepts. The device can
instance, if you press a handwrit- document’s handwriting styles, record up to 1 hour of sound, and
ten letter against one of the Dos- signatures, and seals. you can squeeze it softly to have
sier’s pages, a legible but imperfect it audibly play back the sound.
the spy
copy will appear inside. 2 You use the pen to create a Using the device to record makes
single document forged in any it completely forget the previous
style the pen has previously recording.
learned, including the reproduc-
stenography
deactivates.
crypto
stenography — 4
feather hook bricolage needful key
magic item. A magical grappling 1 When you are in a room with magic item. A key that magically
hook that gently glides itself everyday objects, you hastily craft senses the mechanism of a phys-
upward, like a balloon, until it an item in less than 1 minute: ical lock and morphs itself to fit
reaches and attaches to a ledge. tripwire. You create a wire it perfectly. In its default form,
You can tie any length of rope to attached to an auditory trigger that the device is a simple key with no
the hook. makes a loud noise when someone teeth. By twisting the key’s han-
crosses it. dle, you can make it revert to its
0 Activate the Feather Hook. default form.
poison trap. If you have poison,
you may create a small floor trap 2 The key morphs to fit a new
that poisons the first creature to lock.
step on it.
the spy
periscope. You can make a small and can morph to fit them for no
periscope that allows you to look AP cost.
over objects and around doors that
have a bit of clearance.
infiltration — 4
persona persona persona
You carefully prepare a convincing commoner officer
alternate identity. You cannot
create a persona of an existing 2 You create the persona of a 4 You create the persona of an
person, or the identity of someone common person of average means, officer (someone in a position of
who holds an exclusive position, like a farmer, artisan, traveling formal authority), like a politician,
like the ruler of an existing nation. salesperson, priest, soldier, or judge, military officer, guild leader,
Each persona consists of a ward- teacher. or ship captain.
robe, credentials, and a backstory. When using a commoner’s iden- When using an officer’s identity,
You may create and describe each tity, you can effortlessly blend into you may:
element of the persona. When you crowds and travel unnoticed in
use your alternate identity, you ■ Enter restricted areas that your
public spaces. rank and affiliation gives you
must outwardly present yourself
the spy
or an aristocrat.
clubs or balls.
minor crimes.
aristocrat
persona
ambassador, or governor.
6 You create the persona of
an aristocrat, like a prominent
impersonation — 1
shadow cutter the artifice nightcrawl
magic item. The Shadow Cutter magic item. A small mask that 4 When you infiltrate a person’s
is a wearable bracelet that you projects an illusion, transforming office, encampment, or home, you
can stretch to form a hoop large your image and voice. The mask discover sensitive info. The Guide
enough to crawl through. records the appearance and voice chooses two things to reveal to you:
of every nearby creature you ■ The identity of an important
3 When you press the device encounter and remembers them
against a solid surface, it can be associate.
forever.
activated to create a hole of an ■ A location they will travel to, with
equal circumference, up to 1 meter 2 The mask projects a con- a time and date.
deep. When you’re done using it, it vincing illusion that gives you ■ A secret that would embarrass
collapses to its original size. When the appearance of any creature them if revealed.
activated, a low buzzing sound can it remembers. Additionally, it ■ Their financial situation, includ-
the spy
be heard by all creatures nearby. changes your voice to sound like ing who they owe their largest
The material behind the device is the creature you’re impersonating. debt to or who owes them the
instantly teleported to a random It is capable of fooling everyone largest debt.
legendary
magician
magician
reappear.
invisibility
misdirection — 5
misdirection — 4
splitting image phantom menace illusory creature
1 You vanish momentarily, reap- 2 You read the mind of a nearby 3 Imagine a creature. You create
pearing with two illusory dupli- NPC and produce an illusion of a convincing illusion of it that
cates at your side. Your duplicates a creature they find extremely appears nearby. It looks, moves,
travel alongside you and perfectly irritating. Only you and the target and sounds like the creature you
mimic all of your movements. of the spell can see and hear the imagined. It even feels real to the
illusion.For the next 10 minutes, touch. The illusion has 6 HP and
If a creature attempts to target you, the illusion relentlessly mocks and vanishes at 0 HP. The illusion can
the Guide must flip a coin. If it taunts your target, provoking their behave independently and travel
turns up “heads,” you are targeted; full attention. away from you. You can program
on “tails” one of your duplicates is the illusion’s routines and set rules
targeted. If one of your duplicates You may control the illusion for it. You share a telepathic bond
takes damage, it disappears. directly and have it manipulate with the illusion when it is nearby
small objects. For example, you and you can control it directly
can have it steal an item from the
the magician
magician
magician
minutes.
successful.
Choose one:
your choice.
prominent intention.
insight
to do to a specific creature of
a nearby creature, discovering a
Guide will write down a word or
clairvoyance — 5
clairvoyance — 4
little bird helen’s fantastic feast monitor
1 You summon an illusory bird 4 Imagine an elaborate feast of 2 You summon a small illusory
somewhere nearby that keeps any culinary style. You summon servant that hovers over your
watch over an area that it can see. food and drink, your choice of shoulder and follows you around
It remains there until you dismiss furniture (if necessary), and your for the remainder of your play
it. You may only have one Little choice of dinnerware and table session. The Monitor looks like a
Bird at a time. decorations. You may summon blooming flower with an eye in the
enough to feed a party of up to center, and it’s invisible except to
You share a telepathic link with 20 people. Consuming the meal creatures you designate. You can
the bird. It will message you when restores 4 hit points. deploy the Monitor to places just
it witnesses something you specify, beyond your sight. For instance,
like a specific creature entering a you can send it searching around
room or a door opening. The bird a corner into another room. The
will wake you up to tell you what it Monitor can tell you how many
sees if you are sleeping.
the magician
it travels through.
conjuration — 4
bamboozle wren’s delightful dream perky profanation
1 You make a nearby creature 1 You whisper and wave your 1 You curse a nearby creature
mildly confused about a specific hand at a nearby creature. The for the next 10 minutes. The curse
subject until you leave the area. next time the creature falls asleep, is lifted if the creature is harmed.
For example, you could make a they experience a deeply comfort- Choose one:
merchant confused about the value ing dream. They wake up feeling
of their goods, a guard confused beloved and forget all of their laughter. They double over in
about who is authorized to pass, grudges for the next week. sustained laughter and can’t move.
or a dog confused about whether Everything they hear is hilarious.
he is a good boy. The confusion is dance. They hear their favorite
lifted if you push the deception too tune and start dancing like their
far, like trying to trade a rock for a life depends on it.
priceless item.
mimicry. They begin to mimic a
the magician
mind control — 4
scintillate bedazzle loosen
0 You extend your fingers 4 You summon four prismatic 2 You twirl your finger as if you
outward, and a streaking bolt of bolts that sparkle brilliantly. You are unwinding a spool of yarn.
sparks shoots toward a target you may direct each bolt toward any Starting with a single creature
can see. Roll the die to see if it hits target you can see. nearby that you can see, you
the target successfully. create a cascading wave of magic
The bolts each hit for 2 HP. If all mischief that loosens anything fas-
You may make the bolt explode on four hit a single creature, the crea- tened or tightened around nearby
contact with crackling energy, hit- ture is affected by your Mesmerize creatures. For example:
ting the target for 2 HP. Or you can ability (p. 84).
make the bolt a harmless firework ■ Bags become unclasped and spill
that explodes in the air, creating a out their contents.
pattern of any shape and color. ■ Shoelaces become untied, belts
unbuckled, and shirts unbut-
toned.
the magician
mayhem
mayhem — 4
peerless pilot control perfect gift
5 You conjure a fantastic hot air 8 You dominate the mind of a 4 You glimpse the mind of a
balloon from another dimension nearby creature for the next hour. nearby creature, discovering what
that can fit you and your party. The creature will do anything you stirs their heart. Then, you conjure
You must be standing in a clearing verbally command them to do an emotionally priceless gift for
with room for the balloon to form. without exception or hesitation. them. Choose one:
The balloon is 30m tall and can When the spell ends, they remem- ■ They come to terms with the loss
look like anything you want. It’s ber everything that happened. This of a loved one.
piloted by a small, illusory creature spell is cursed. If you use Control
■ They decide to repair a broken
that can talk and take instructions. to harm another creature, you
relationship in their life.
The pilot remembers you and permanently forfeit your character
where you’ve been if you cast the and they become an NPC boss. The ■ They become exuberantly happy
spell again. The balloon can soar Guide will now play your character for the next month.
as high as the tallest mountain as a villain in the story. The Guide ■ They become obsessed with the
the magician
peaks, and move at up to 30km an will inform you if your use of the gift, refusing to part with it.
hour. The carriage has 40 HP, and spell will cause your character to
legendary
legendary
telekinesis
evocation You move a nearby creature or
object using only your mind.
evocation — 3
direction you are facing. The wave
wizard
wizard evocation — 4
last light
evocation — 2
ing a flammable object you can see
You rub your hands together, caus-
wizard evocation — 5
wizard
familiar pegasus cloak force field
2 You summon a tiny spectral 3 You bestow any number of 3 You create a paper-thin wall
creature, like a bird, a lizard, a nearby creatures with illusory of force capable of preventing
butterfly, or anything else of a feather cloaks for the next hour. non-magical creatures and objects
comparable size. The familiar is Affected creatures hover 1 meter from passing through. You may
the avatar of a random spirit crea- above the ground and can move by choose whether the field blocks
ture from your world. It becomes gliding in the direction they want passage on one or both sides.
bound to you as your ally and will to travel. They will also fall gently
follow your commands. The Guide until they are hovering one meter The field can be in any shape you
chooses the creature’s background above ground. want, but it must fit inside of a
and personality, and speaks for cube that’s 10 meters on all sides.
them. The familiar cannot move The force field has 20 hit points
out of your sight. It can pick up and dissolves at 0 HP.
and move objects no larger than
the wizard
conjuration — 4
dark door
planeshifting 2 You knock on a door, making
it a temporary portal to a specific
planeshifting — 3
cally connects to the previous one.
wizard
wizard planeshifting — 4
teleport
planeshifting — 2
only bind yourself to one at a time.
party. This is your Circle. You may
wizard planeshifting — 5
wizard
no reflect enscroll
roll the die roll the die 2 You create a Spell Scroll (p.
2 You say “no” and attempt 3 You produce a counterspell, 145) that can be used to produce
to neutralize a spell being cast reflecting a spell that targets you. a spell that you know. You must
nearby. You must declare you are You must declare that you are add the AP cost of the spell you are
using this ability before the Guide reflecting the spell as soon as inscribing to the cost of Enscroll.
describes the consequences of the the Guide says that you are being For example, if you create a magic
spell. targeted by a spell. scroll that can produce your Tele-
port spell, you must spend 7 AP.
20: The spell is violently canceled 11-20: The caster is hit by their
and its caster is hit for 1 HP. own spell, instead of you. You must spend a short time in a
11-19: The spell is stopped before 6-10: The spell reflects off of you safe and quiet place to prepare the
it's cast. but misses the caster. scroll. You decide what is written
on it. The user of the scroll must
6-10: The spell misses and hits 1-5: The spell reflects off of you
the wizard
magecraft — 4
sense magic aura’s silvery broadcast scry
0 You get a gentle tingling 2 You broadcast a message up to 1 Once per game session, you
feeling in your bones whenever 20 words in length. Each creature may flash forward in time to
you are near a powerful source of within 1 kilometer hears the mes- glimpse your actions in the near
magic. You’re aware that magic is sage clearly in a voice that sounds future. For the next hour, you can
in the area, but not its location or pleasant to them. The sound seems avert failure by redoing a roll of
nature. to originate from every direction the die. You must take the result of
and background noises are muted the new roll.
1 You discern the location of for the duration.
nearby magic and its general Or you may ask the Guide to
nature. For instance, the Guide reveal a situation you are likely to
may reveal that you sense a magic encounter based on the current
sword, a cursed door, or an illu- trajectory of your choices. You
sion. may ask the Guide questions about
the wizard
wizard
wizard
illusion.
by magic.
several ways:
see
find
projection — 5
projection — 4
speak pinch stretch
1 For the next minute, you may 2 You imbue your fingers with Choose a nearby creature or object
speak silently into the mind of a supernatural strength. For the next that is no smaller than an ant.
nearby creature. Your lips move minute, you can effortlessly pick You cause it to instantly enlarge
normally as if you were speaking up and move objects of any weight, or shrink. It can grow up to twice
aloud, but no sound comes out. as long as you can reasonably its size or shrink up to half of its
Instead, the target of the spell handle their size and shape. For size. The target’s weight increases
hears your voice inside their head. instance, you might pinch the shirt or decreases proportionally, but
The creature can tell that your of a bully and raise them up in the its hit points do not change. You
voice is inside their mind. air or casually move a giant anvil. cannot enlarge something beyond
the confines of the space it’s in.
2 Up to 1 day of effort.
1 Up to 1 minute of effort.
reversing the fate of a nearby
trickery — 4
rift transcendence planecraft
5 You summon a magnificent 5 You embark on an incredible You conjure a shadow plane. Its
gateway that contains a portal to quest for knowledge within living contents are illusory and cannot
your current universe’s nexus in things. For the next minute, you leave the plane. You can fill it with
The Rift. (You can read more about enter a trance as your conscious- anything you can imagine, except
The Rift in the Game Book on p. ness expands, touching all sentient sentient beings. The things inside
33.) Each universe’s gateway is beings within 1,000 km of you. The may look and feel real, but they
unique; the Guide imagines what it ordeal is staggering. You absorb are utimately mirages. Creatures
looks like. The portal only remains the simultaneous experiences of cannot be harmed by things you
open for 1 minute. Once opened, others — possibly from billions put in this plane. The cost for this
any creatures or objects that can of beings. Your knowledge quest spell depends on the plane’s size:
fit through the portal may pass must be limited to a subject that
through it. you could reasonably come to 2 No larger than a castle.
understand by seeing through
the wizard
legendary
attacks attacks attacks
basic attack basic attack basic attack
A basic attack is when you say A basic attack is when you say A basic attack is when you say
you use your body or a weapon to you use your body or a weapon to you use your body or a weapon to
attack something without using a attack something without using a attack something without using a
special ability. You must roll the special ability. You must roll the special ability. You must roll the
die every time you make a basic die every time you make a basic die every time you make a basic
attack. attack. attack.
punches and kicks) deal 1 damage. punches and kicks) deal 1 damage. punches and kicks) deal 1 damage.
each.
each.
attack.
attack.
unarmed
unarmed
basic attack
basic attack
attacks
attacks
common weapons
common weapons
you a choice between two setbacks. you a choice between two setbacks. you a choice between two setbacks.
damage.
damage.
2-5 — failure
2-5 — failure
11-19 — success
11-19 — success
20 — triumph
20 — triumph
outcomes
1 — catastrophe
Deal the standard amount of
1 — catastrophe
regroup while at 0 HP, you would regroup while at 0 HP, you would regroup while at 0 HP, you would
recover 5 HP. recover 5 HP. recover 5 HP.
resting
resting
recover 5 HP.
recover 5 HP.
regrouping
regrouping
maximum hp
maximum hp
hit points
hit points
death’s door, you are killed if you death’s door, you are killed if you death’s door, you are killed if you
roll a 1 or 2. roll a 1 or 2. roll a 1 or 2.
injury
injury
roll a 1 or 2.
roll a 1 or 2.
death’s door
death’s door
deadly scenes
deadly scenes
To get something from an NPC, To get something from an NPC, To get something from an NPC,
you can offer something in you can offer something in you can offer something in
exchange. It can be one of your exchange. It can be one of your exchange. It can be one of your
own items or something intangi- own items or something intangi- own items or something intangi-
ble, like a favor, a promise, or your ble, like a favor, a promise, or your ble, like a favor, a promise, or your
labor. The NPC may accept or labor. The NPC may accept or labor. The NPC may accept or
reject your offer, or try to negotiate reject your offer, or try to negotiate reject your offer, or try to negotiate
with you. with you. with you.
with you.
with you.
trading
trading
basic goods
basic goods
convenience store.
convenience store.
buying things
buying things
Your one thing can be a special Your one thing can be a special Your one thing can be a special
ability you have or something else ability you have or something else ability you have or something else
you imagine, like helping a friend you imagine, like helping a friend you imagine, like helping a friend
to their feet, attacking an enemy, to their feet, attacking an enemy, to their feet, attacking an enemy,
or trying to break through a door. or trying to break through a door. or trying to break through a door.
The Guide decides whose turn it is The Guide decides whose turn it is The Guide decides whose turn it is
based on what’s happening in the based on what’s happening in the based on what’s happening in the
story. They’ll call on you when it’s story. They’ll call on you when it’s story. They’ll call on you when it’s
rules
When each member of the party When each member of the party When each member of the party
has taken a turn, the party has has taken a turn, the party has has taken a turn, the party has
completed a round. Then, the completed a round. Then, the completed a round. Then, the
Guide gets a round of turns for all Guide gets a round of turns for all Guide gets a round of turns for all
of the creatures they control. of the creatures they control. of the creatures they control.
your turn.
your turn.
turns
turns
creatures. Any sentient being, creatures. Any sentient being, creatures. Any sentient being,
including both NPCs and player including both NPCs and player including both NPCs and player
characters. People, humans, dogs, characters. People, humans, dogs, characters. People, humans, dogs,
aliens, talking trees. aliens, talking trees. aliens, talking trees.
spirits. Ethereal creatures who do spirits. Ethereal creatures who do spirits. Ethereal creatures who do
not have physical bodies. Think of not have physical bodies. Think of not have physical bodies. Think of
rules
them like ghosts who float through them like ghosts who float through them like ghosts who float through
the world. Many spirits are invis- the world. Many spirits are invis- the world. Many spirits are invis-
ible. ible. ible.
animals. Sentient creatures with- animals. Sentient creatures with- animals. Sentient creatures with-
out self-awareness or personhood, out self-awareness or personhood, out self-awareness or personhood,
like cats, dogs, giant eagles, and like cats, dogs, giant eagles, and like cats, dogs, giant eagles, and
insects. insects. insects.
ible.
ible.
insects.
insects.
keywords
keywords
minions. Creatures that are more minions. Creatures that are more minions. Creatures that are more
rules
powerful than average, like a vil- powerful than average, like a vil- powerful than average, like a vil-
lain’s groupies or the town guard. lain’s groupies or the town guard. lain’s groupies or the town guard.
bosses. Unique creatures of power, bosses. Unique creatures of power, bosses. Unique creatures of power,
intellect, or importance who are intellect, or importance who are intellect, or importance who are
resistant to some abilities. resistant to some abilities. resistant to some abilities.
p. 33.
p. 33.
movie.
movie.
keywords
keywords
stop sign
stop sign