My Documents
Become a Patron!
# Gift List (Work in Progress) ___ Gifts can only be gained if they are under your Auspice or Tribe's section. When you get a gift you have it forever and cannot get rid of it. It fills one gift slot, you cannot receive a gift if you have no open gift slots. Gifts are given to you by a spirit correlating with the theme of the gift, for instance an spirit of trickery might give giftfs of Evasion. Also note, have fun coming up with your own gifts as this is where you can really get creative! ___ Template **Essence Cost:** **Range:** **Casting Time** **Duration:** **Effect:** #### Auspices **Rahu:** Dominance Father Wolf's Full Moon Inspiration **Cahalith** Father Wolf's Gibbous Moon Inspiration **Elodoth** Dominance Father Wolf's Half Moon Insight **Ithaeur** Crescent Moon Father Wolf's Insight **Irraka** Evasion Father Wolf's #### Tribes **Fire Touched** Father Wolf's **Ivory Claws** Father Wolf's **Predatory Kings** Father Wolf's **Blood Talons** Father Wolf's Inspiration **Bone Shadows** Death Father Wolf's Insight **Hunters in Dakrness** Elemental Father Wolf's **Iron Masters** Father Wolf's **Storm Lords** Dominance Evasion Father Wolf's **Ghost Wolves** Father Wolf's **Bale Hounds** Father Wolf's \pagebreakNum ## Gift Descriptions ### Crescent Moon Gifts They following gifts are granted by spirits of great intellect and wisdom. #### Read Spirit **Essence Cost:** 1 **Range:** Self **Casting Time:** 1 Minute (ritual) **Duration:** Instantaneous **Effect:** You name one creature (by name or title, for example: Lord Fredrick. Saying: Troll, will not work) and roll a d20. You hear a voice in your head and gain insight on that creature depending on your roll: |d20 Roll|Result| |:---:|:---:| |20| You know the two highest ability scores they have |10-19| You know the highest ability score they have |2-9| You receive no information |1| You receive incorrect information on their highest ability score You do not know what the score actually is, just whether it is their highest or not. #### Gauntlet Cloak **Essence Cost:** 1 **Range:** Self **Casting Time:** 1 Action **Duration:** Concentration, up to 10 minutes **Effect:** You cloak yourself in the energy between planes of existence, you cannot be forced to switch planes of existence, even for a second. For example you automatically succeed on the saving throw for *Plane Shift* and are unaffected by *Divine Word's* forced return to your original plane. #### Between the Weave **Essence Cost:** 4 **Range:** Self **Casting Time:** 1 Reaction or 1 Action **Duration:** Until the start of your next turn **Effect:** You slip into the spirit realm, becoming effectively ethereal for the duration. #### Crash the Gates **Essence Cost:** 10 **Range:** 30ft **Casting Time:** 1 Reaction or 1 Action **Duration:** Concentration, up to 1 minute **Effect:** You and up to 3 other willing creatures you can see slip into the spirit realm becoming effectively ethereal for the duration. \columnbreak ### Death Gifts The following gifts are granted by spirits of death. #### Death Sight **Essence Cost:** 1 **Range:** self **Casting Time:** 1 Action **Duration:** 1 Minute **Effect:** For the duration you can see the dead as if they were alive and can speak to them. You can see ghosts and can also talk with them. Who you can see or what, is entirely up to your DM. #### Ghost Knife **Essence Cost:** 3 **Range:** Self **Casting Time:** 1 Bonus Action **Duration:** Concentration, up to 1 minute **Effect:** You imbue essence into a weapon you are holding or your claws. For the duration they can harm targets on the ethereal plane. You can of course imbue a ranged weapon with this effect, when you do, all ammunition fired from the weapon can also harm the ethereal. #### Corpse Witness **Essence Cost:** 2 **Range:** Touch **Casting Time:** 1 Action **Duration:** Instantaneous **Effect:** You breathe into the head of a corpse that still has flesh on it's body and roll a d20. |D20 Roll|Result| |:---:|:---:| |20| It tells you anything of importance to it from it's last 24 hours before death and can try and answer one question you ask it. |10-19| It tells you anything of importance to it from it's lasts 24 hours before death |2-9| It tells you nothing |1| It screams of it's pain and you take 2d6 psychic damage No matter the outcome only you can hear it's answer and this gift cannot be used again on the same corpse. #### Word of Quiet **Essence Cost:** 4 **Range:** 30ft **Casting Time:** 1 Action **Duration:** Instantaneous **Effect:** You speak a complicated word in the first tongue that was spoken by the first incarnate of Death. It tugs at the hearts of those present that can hear it. All living creatures within range that can hear you must make a wisdom saving throw, on a failed save taking 5d6 psychic damage or half as much on a success. Undead creatures are unaffected. \pagebreakNum #### Vengeance of the Slain **Essence Cost:** Equal to half the target's CR or level (minimum of 1) **Range:** Touch **Casting Time:** 1 Action **Duration:** 12 seconds **Effect:** You touch a creature that has been dead for no more than 24 hours and roll a d20. |D20 Rolls|Result| |:---:|:---:| |20| The creature comes back to life with awareness of the situation and is your ally |10-19| The creature comes back to life |2-9| A evil spirit possessed the body and controls it |1| Nothing happens ### Dominance Gifts The following gifts are granted by spirits who owe an Uratha's family. These gifts cannot be used against gods or creatures that are immune to the frightened condition. #### Warning Growl **Essence Cost:** 3 **Range:** 30ft **Casting Time:** 1 Action **Duration:** Concentration, up to 1 minute **Effect:** You let out a low growl and choose a creature you can see within range, they must succeed on a wisdom saving throw or be frightened of you for the duration. #### Luna's Dictum **Essence Cost:** 2 **Range:** 60ft **Casting Time:** 1 Action **Duration:** 1 Round **Effect:** You speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn. The gift has no effect if the target is Undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their Effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the effect ends. Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop: The target drops whatever it is holding and then ends its turn. Flee: The target spends its turn moving away from you by the fastest available means. Grovel: The target falls prone and then ends its turn. Halt: The target doesn't move and takes no Actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. \columnbreak #### Voice of Command **Essence Cost:** 5 **Range:** 30ft **Casting Time** 1 Action **Duration:** 24 Hours or until the task is complete **Effect:** You speak a command to a creature that can understand you inflicting a wisdom saving throw. A typical command might be something like: "Hide those bodies in my basement" or "Get me some water from the river over there". On a failed save the target complies unless the task is obviously harmful to it, mentally or physically. A creature immune to the charmed condition automatically succeeds on this saving throw. If the target takes damage while charmed in this way they may repeat the saving throw unless they take more than 15 damage at once in which case the effect ends. #### Break the Defiant **Essence Cost:** 7 **Range:** 30ft **Casting Time** 1 Action **Duration:** 1 Minute **Effect:** You glare at a creature that can see you inflicting a wisdom saving throw. On a failed saving throw for the duration the target has disadvantage on wisdom saving throws imposed by you. #### Tug The Soul's Strings **Essence Cost:** 12 **Range:** 60ft **Casting Time** 1 Action **Duration:** 1 Minute or until the task is complete **Effect:** You issue a command to a creature that can understand you within range inflicting a wisdom saving throw. A creature immun to the charmed condition automatically succeeds on the saving throw. On a failed save the target obeys a command you give it. Examples of commands are: "Stock my wagon with these kegs of gunpowder" or "Attack your best friend". If the command you give the creature is obviously harmful to it, mentally of physically then it has advantage on it's saving throw. ### Elemental Gifts These are given by elemental spirits. #### Call Water **Essence Cost:** 1 **Range:** Touch **Casting Time** 1 Action **Duration:** Instantaneous **Effect:** You form up to three cups of water in a location you touch. #### Call Fire **Essence Cost:** 1 **Range:** Touch **Casting Time** 1 Action **Duration:** Instantaneous **Effect:** You light a flammable object you touch on fire. \pagebreakNum #### Call Wind **Essence Cost:** 1 **Range:** Touch **Casting Time** 1 Action **Duration:** Instantaneous **Effect:** You cause a slight breeze across a surface you are touching. The breeze covers no more than 5ft of surface area. #### Call Earth **Essence Cost:** 1 **Range:** Touch **Casting Time** 1 Action **Duration:** Instantaneous **Effect:** You create up to three cups of sand, soil, or mud in your palm. #### Manipulate Earth **Essence Cost:** 5 **Range:** 60ft **Casting Time** 1 Action **Duration:** Instantaneous **Effect:** You shape the earth within range into whatever form you wish. The changes made are permanent. You cannot alter stone, metal, gems etc... #### Command Fire **Essence Cost:** 10 **Range:** Self, 1 mile **Casting Time** 1 Action **Duration:** Instantaneous or 1 Hour **Effect:** You call on the flames that flicker in the darkness to answer you call to battle. All non-magical flames within the range are pulled into your palm and you may use one of the following bonus actions: * **Blast:** You target a 15ft radius are you can see within 120ft and all creatures in that area must make a dexterity saving throw taking 10d6 fire damage on a failed save or half as much on a successful one. * **Wave:** The fire you pulled to yourself rips outwards in a wave of heat burning all in a 60ft sphere. Creatures in the are must make a constitution saving throw taking 8d6 fire damage on a failed save or half as much on a successful one. * **Lance:** You target a number of creature you can see within 120ft equal to your wisdom modifier and fiery tendrils lash out at them like long spears. Make a separate gift attack toll attack each of them, on a hit they take 7d6 fire damage. #### Invoke the Wind's Wrath **Essence Cost:** 7 **Range:** 120ft **Casting Time** 1 Action **Duration:** Concentration, up to 1 minute **Effect:** You call upon the wind to fight for you. You cause a gale that has a 15ft radius and is 30ft tall to appear in a location you can see within range. Any creature in that area must make a strength saving throw, on a failed save taking 5d6 slashing damage and being knocked prone. The area the whirlwind covers is also heavily obscured. \columnbreak #### Lament of the River **Essence Cost:** 15 **Range:** self, 1 mile **Casting Time** 3 Actions **Duration:** Instantaneous **Effect:** You channel the power of the seas for 3 rounds for which you must maintain concentration. When the time is up any body of water within 1 mile swells flows out of it's usual course and begins to flow towards you. The water travels at a speed of 240ft per round in a direct line towards you. Any creatures caught in it's swells must make a strength saving throw, on a fail being swept up in it's flow. If a creature fails by 5 or more they take 3d6 untyped damage unless they do not need to breathe. Creatures in the flow are pushed 120ft per round in the direction the water is traveling. When the water reaches you, you and all creatures within 5ft of you are unaffected and then the water begins to retreat. On it's way there and on it's way back the water picks up any loose object that your DM thinks would be reasonable. The water is always 5ft deep and can move up cliffs or slopes to reach you but it cannot move through solid objects. ### Evasion Gifts The following gifts are granted by spirits of cunning and deception. These gifts embody the cunning of the mind and the instincts of survival in wild animals. With them deception and trickery becomes a natural part of your being. #### Loose Tongue **Essence Cost:** 1 **Range:** 30ft **Casting Time** 1 Action **Duration:** 1 Minute **Effect:** After being in conversation with someone for at least 30 seconds you may use this gift inflicting an intelligence saving throw on the a creature within range. Creatures immune to the charmed condition automatically succeed on this save. On a failed save the target has less regard for what they say, maybe they let things slip or they don't see the harm in keeping a secret anymore. #### Sand in the Eyes **Essence Cost:** 6 **Range:** Self **Casting Time** 1 Action **Duration:** 8 Hours **Effect:** For the duration all creature that interact with you seem to be unable to remember details of the encounter specifically. Any creature that tries to remember anything about the encounter must make a history check with disadvantage to remember. Creatures remember the basics of the encounter but not details, for instance a farmer might know that goblins attack him but be unable to remember the mysterious group of people who saved him... If you are with a group during the encounter then this gift applies for them as well. \pagebreakNum #### Playing Possum **Essence Cost:** 4 **Range:** Self **Casting Time** 1 Action **Duration:** Concentration, up to 1 hour **Effect:** You lay still, breathless, and cold, to all but keenest eye you are dead. While in this state you can hear normally but lose any sight you had *not including blindsight or tremorsense). A creature can take 1 minute examining your body and make a medicine check against your gift DC with a success revealing that you are still alive. #### Double Back **Essence Cost:** 5 **Range:** Self, 60ft **Casting Time** 1 Action **Duration:** 1 Hour **Effect:** You gain insight into the lies of others. For the duration you have advantage on insight checks and you are aware of physical ploys to hide secrets within the last hour within range. For instance, if a creature within the last hour hid a body, you know where they hid it and how. Tis gift does not pick up when someone tells a lie as it is not "physical". This gift also tells you if a creature has gone invisible within the last hour within range, you know that creature's face. #### Fog of War **Essence Cost:** 10 **Range:** 60ft **Casting Time** 1 Action **Duration:** Concentration, up to 1 minute **Effect:** You let out a howl and all creatures of your choice within range must make a wisdom saving throw. On a failed save the target can take reactions and rolls on the below table at the start of each of their turns to determine what actions, if any, they take. |D10|Behavior| |:---:|:---:| |1|The target uses all it's movement to move in a random direction. To determine the direction roll a d8 and assign a direction to each face. The creature doesn't take actions this turn. |2-6|The target doesn't move or take actions this turn. |7-9|The target uses it's action to make a melee weapon attack against a random creature within range, if there are no creatures within range then the target does nothing this turn. |10|The target acts normally on this turn. At the end of each of it's turns an affected creatures may make another wisdom saving throw, ending this effect on tat creature on a success. \columnbreak ### Father Wolf's Gifts These gifts represent the lineage that all werewolves share, Father Wolf's blood. They are given by ancestor spirits or spirits that take on a wolf's form. #### Wolf - Blood's Lure **Essence Cost:** 1 **Range:** Self **Casting Time** 1 Action **Duration:** 1 Hour **Effect:** You are not simply a werewolf but a man with a wolf's soul. You can, for the duration talk with canines of any kind as easily as if speaking to someone next to you in a bar. #### Father Wolf's Speed **Essence Cost:** 5 **Range:** Self **Casting Time** 1 Bonus Action **Duration:** 1 Hour **Effect:** You imbue your muscles with the strength of your first ancestor. Once within the duration you may use a bonus action to take the dash action and after doing this you gain advantage on any attack rolls you make until the end of your turn. #### Primal Howl **Essence Cost:** 9 **Range:** 30-120ft **Casting Time** 1 Action **Duration:** Instantaneous **Effect:** You unleash the howl of a wolf fueled with the thrill of the hunt audible for miles. All humanoids in range must make a charisma saving throw, on a fail they are unaffected but on a success they are infected with Lycanthrope. Other werewolves in range receive a d10 to add to the next attack roll, ability check, or saving throw they make before the start of your next turn. You can adjust the range by expending extra essence with the gift having a 30ft default range. You may expend 1 essence extra to increase the range by 30ft up to a maximum of 120ft (3 extra essence). #### Savage Rending **Essence Cost:** 3 **Range:** Self **Casting Time** 1 Bonus Action **Duration:** 1 Minute **Effect:** You imbue the spirit of the wildest hunter and strongest fighter of all wolves into your claws and fangs as you tear apart your enemies. For the duration you may reroll one damage die per attack you make with your natural weapons. The damage from this also counts as silver for the purposes of overcoming resistances and immunities although this technique is forbidden against other werewolves... use cautiously... \pagebreakNum #### Spirit Pack **Essence Cost:** 6 **Range:** Line of Sigh **Casting Time** 1 Action **Duration:** 1 Hour or until you fall unconscious **Effect:** No wolf should have to hunt alone, you call upon 1d6 *wolves* (see: Monster Manual) to aid you in battle. They appear within 120ft of you in locations that are beneficial to you and are your allies. They see you as their pack leader and follow your every command. They disappear when killed, when you are knocked unconscious, or when the hunt is complete. ### Full Moon Gifts These gifts display the ultimate power of righteousnesses, they are granted by spirits of the full moon. #### Clarity **Essence Cost:** 3 **Range:** Self **Casting Time** 1 Free Action **Duration:** Until the encounter ends **Effect:** Your soul burns with the light of the moon and your muscles tense ready to pounce. You may add +5 to your initiative rolls for this combat (used when you roll initiative). If you are using the optional rule to reroll initiative each round then this bonus is granted to each of them even if you go unconscious and wake only to roll initiative again. #### Attunement **Essence Cost:** 7 **Range:** Self **Casting Time** 1 Action **Duration:** Concentration, up to 1 minute **Effect:** Your senses attune to the fight and you notice every muscle ripple through your foe's body. For the duration when you roll to hit total is lower than your strength score you may use the score in place of the roll. Do not add your Atk bonus to the score if you use it. #### Death Grip **Essence Cost:** 8 **Range:** Self **Casting Time** 1 Attack Action **Duration:** Instantaneous **Effect:** While the fangs of a wolf hurt the gift of brutality added to them is truly horrific. While in Gauru, Urshul or Urhan you may use this gift. Whenever you have a target successfully grappled you may make an attack against them that automatically hits and lands a critical hit. You deal an extra 4d8 magical piercing damage on top of any damage you already dealt before calculating the critical hit. #### Rage Armor **Essence Cost:** 6 **Range:** Self **Casting Time** 1 Bonus Action **Duration:** Concentration, up to 1 hour **Effect:** You let forth a howl mighty howl audible for miles as you begin the true hunt. You gain 50 temporary hit points when you activate this gift and for the duration you have a bonus to your armor class equal to your wisdom modifier. #### Luna's Fury **Essence Cost:** 14 **Range:** Self **Casting Time** 1 Bonus Action **Duration:** Concentration, up to 1 minute **Effect:** A raging werewolf should be feared by all, but a werewolf who channels the fury of Luna herself should cause fear to run. A pillar of moonlight descends to your location (you must be under the open sky to use this) and engulfs you. You then emerge, your eyes, fangs, and claws blazing with white flame. You gain the following benefits for the duration: * Add 2d8 magical fire and 1d12 radiant damage to your natural weapon attacks * Your attacks count as silver for the purposes of overcoming resistances and immunities * You are immune to fire and radiant damage * You gain 60ft blindsight * You are immune to the charmed, frightened and stunned conditions * Any non-magical weapon that comes within 5ft of you is incinerated * Any creature that starts it's turn within 5ft of you takes 1d8 fire and 1d8 radiant damage ### Gibbous Moon Gifts These gifts surmount legends and are granted by spirits of the gibbous moon. #### Pack Awareness **Essence Cost:** 1 **Range:** 1-5 Miles **Casting Time** 1 Bonus Action **Duration:** Instantaneous **Effect:** Every member of a pack is equally important but they aren't always in the same spot at the same time. The range for this gifts is a number of miles equal to a your wisdom modifier (minimum of 1). Anyone who you count as part of your adventuring party is a target of this if they are within range. You know what they are doing such as: cooking, having sex, killing a goblin etc... you know how hurt they are if applicable, you know if they are in their true form is applicable and if they are a shapeshifter, what form they are currently in, you also learn they exact location and how to get to them by the most direct route. #### Resist Pain **Essence Cost:** 3 **Range:** Self **Casting Time** 1 Bonus Action **Duration:** 1 Minute **Effect:** You feel no pain for the duration and you cannot have a use for it in this instance. You are immune to the effects of *Power Word Pain* or any effects that would have you feel or writhe in pain. Additionally you are immune to psychic damage for the duration. \pagebreakNum #### Rallying Cry **Essence Cost:** 5 **Range:** 30ft **Casting Time** 1 Minute **Duration:** 8 Hours **Effect:** You tell of a story or give speech to move others. Anyone who hears your story or speech gains 2d10 to be added to an attack roll, ability check or saving throw within the duration (basically bardic inspiration two times at once). If an affected creature takes a long rest for a least 2 hours he/she loses this benefit. #### Unspoken Communication **Essence Cost:** 6 **Range:** 60ft **Casting Time** 1 Action **Duration:** 12 Hours **Effect:** You join yourself and up to 7 other creatures within range together in a telepathic bond. This bond has no range limit but does not reach across planes of existence. The creatures you choose do not have to be willing and a creature can disconnect itself form the bond bu using it's bonus action or action to will the bond to go away. #### Call of Glory **Essence Cost:** 14 **Range:** 5 Miles **Casting Time** 1 Action **Duration:** Instantaneous **Effect:** The howl of the Cahalith is a beautiful, scary thing but when accompanied by Luna's chorus it drives foes insane and inspires allies to cling to life. You can designate creatures to be viewed as allies and if they can hear this they regain 4d10 hit points. Any other creatures that hear this must make a wisdom saving throw, on a failed save taking 3d8 psychic damage and having their speed reduced to 0 until the end of their next turn. On a success they take half damage. ### Half Moon Gifts These gifts embody humane views and connections of understanding, they are granted by spirits of the half moon. #### Scent Beneath the Surface **Essence Cost:** 3 **Range:** 15ft **Casting Time** 1 Reaction **Duration:** Instantaneous **Effect:** You read what is not shown, you read the pages smeared by the hand of a liar. When a creature within range says something you may use this to immediately know if the target is lying outright, by omission, or bending the truth and you also can piece together the target's emotional state. #### Snarl of Command **Essence Cost:** 5 **Range:** 15ft **Casting Time** 1 Action **Duration:** Instantaneous **Effect:** When you get the whiff of a lie you may use this and ask a question to a creature within range inflicting a wisdom saving throw. On a failed save the target must answer truthfully but afterwards is aware that you used this. #### Aura of Truce **Essence Cost:** 6 **Range:** 60ft **Casting Time** 1 Action **Duration:** Concentration, up to 1 hour **Effect:** You emanate a pure, non-violent aura, any creature in the area that attempts to attack another creature, indirectly or directly must succeed on a charisma saving throw, on a failed save the target's action is spent and it does nothing. On a successful save the target takes 6d6 psychic damage and is immune to this effect until you re-cast it. This aura does not stop those outside it from attacking creatures in it or stop those in it from insulting others, it only applies to more physical forms of harm. #### Fuel Rage **Essence Cost:** 9 **Range:** Self **Casting Time** 1 Action **Duration:** Instantaneous **Effect:** You use your great intellect to reach an understanding of flesh and spirit. When you use this if you are in the Gauru state you lose all levels of exhaustion you currently have. If you use this and then in the same turn, move into the Gauru state you gain an extra 1d4 rounds before you begin to receive levels of exhaustion. #### Bind or Sunder **Essence Cost:** 10 **Range:** Touch **Casting Time** 1 Action **Duration:** Instantaneous **Effect:** You touch a creature and cause their body and spirit to become completely in sync. For the next 18 seconds they cannot be charmed, frightened, or stunned unless they choose to be, they have advantage on saving throws, they cannot be surprised and they also regain 1 Ki point/ essence, a 2nd level spell slot, a use of rage or second wind or if none of these apply they restore 1d8 HP. This has an alternate use, you can cause a creature's connection with their spirit to waver for a split second. If this happens they automatically they must make a saving throw using their spellcasting stat or constitution if the former is not applicable. On a failed save they fall prone and are treated as if they had momentarily fallen unconscious (barbarians stop raging and all concentration effects are ended). This does not trigger abilities that activate on death or when a creature falls to 0hp. ### Insight Gifts You see beneath the physical and perceive what the heart feels. These gifts are given by insightful spirits. #### Sense Malice **Essence Cost:** 2 **Range:** Self, 30ft **Casting Time** 1 Action **Duration:** Concentration, up to 1 hour **Effect:** You sense the hearts around you and can tell when a creature within range is distressed or hateful and how strong the emotion is. You know who it is coming from as well. \pagebreakNum #### Smell of Taint **Essence Cost:** 5 **Range:** 120ft **Casting Time** 1 Action **Duration:** Concentration, up to 8 hours **Effect:** Your nose can pick up the slightest tainting of the world, you can tell where and who within range is a spellcaster, a shapeshifter, a vampire, an aberration, a monstrosity, an elemental, a fey, a fiend, an ooze, a celestial or a creature blessed by a deity or a being of great power. You know which of these each creature is but you cannot smell a lycanthrope in this way. #### Echo Dream **Essence Cost:** 7 **Range:** Touch **Casting Time** 1 Action **Duration:** 1 Minute **Effect:** You touch an object and listen to the strongest echo of it's past. When you do this the object recounts to you as it would have "seen" it, the most significant event it has experienced with death being the highest significance. The object recounts the story over the course of 1 minute and if in combat the DM will describe a part each round. If you take damage this ends. You cannot use this on the same object more than once within 24 hours. #### Soul Read **Essence Cost:** 8 **Range:** 60ft **Casting Time** 1 Action **Duration:** Instantaneous **Effect:** Have you DM make an insight check using your bonus against 10 + your target's deception bonus and on a success know their most precious secret, their worst fear and their biggest regret. If the target does not remember one of these then you receive no information on it. The DM does not tell you the roll because... If you fail the check you receive a lie in all three categories and are unaware that you failed. Use with caution... :) #### Omen Gazing **Essence Cost:** 1 **Range:** Self **Casting Time** 1 Hour **Duration:** Instantaneous **Effect:** You look into the future using the gaze of time. Have your DM roll a d20 for you and you recieve information as shown below depending on the roll (the DM does not tell you the roll): |D20 Roll|Result| |:---:|:---:| |20|You recieve a warning of danger from a specific creature you catch a glimpse of in the vision. |2-19|Nothing happens |1| You recieve a waring of danger from a specific creature you catch a glimpse of in the vision but in reality they mean you no harm. You can only cast this once every 24 hours. ### Inspiration Gifts These gifts embody the ability to inspire others. They are granted by spirits that were leaders in life. #### The Right Words