⌂ Compendium Core Rules The Ledger v4 Reliquary

Patch Notes

The complete changelog, 31 May through 16 June 2026 — every rules, Ledger, and content change this stretch, newest first.

31 May – 16 June 2026

What this is: a combined archive of all patch notes from 31 May to 12 June, so nothing is buried in older files. Most recent work is at the top. Jump by session:
16 June 2026 — The Vraxxal: the Aakzad, Renamedthe alien race’s true name · “the Hollow Ones” · display text only
A name, set right. The pre-world intelligence once written as the Aakzad now carries its true name: the Vraxxal — called the Hollow Ones by the peoples who have survived them (the High-Elven records keep their own scholarly name, Mor-Tekh). This is a display-text change only: the bestiary, lore, magic items, and every reference now read Vraxxal. No stats, types, or mechanics moved — an undead Vraxxal is still type Undead, so Light-Soul and every vs-type effect resolve exactly as before. Older entries in this log keep the original name as written; they are a record of the time.

The Aakzad Are Now the Vraxxal

The race is renamed Aakzad → Vraxxal — “the Hollow Ones” Content

The alien intelligence is the Vraxxal throughout. The settled world’s common name for them is the Hollow Ones, for the one thing the living feel in their presence — that there is nothing inside. The rename was applied across the bestiary, lore, items, and tools.

No mechanics, types, or stats were touched. Undead Vraxxal remain type Undead (Light-Soul and vs-type effects unaffected). Earlier patch entries retain “Aakzad” as written — a changelog records the time, and one earlier entry (Mortek → Aakzad) would read wrong if rewritten.

12 June 2026 — IronTithe: The Renaming, The Tithe Foretold & a Rules Passthe new name · the Tithe takes shape in flavor · held actions simplified · the natural 1 · Backstab/Ambush · Ki & armour · new coinage · housekeeping
A name, plus a tidy-up pass. The headline change is the gentlest at the table: the game is now called IronTithe. Alongside it, a round of rules clarifications and consistency fixes: held actions simplified, the natural 1 settled as a plain miss (gentler than before), Backstab/Ambush split into two clean tiers, the coinage renamed to the Iron Bit / Silver Mark / Gold Crown, and Vibhuti & Ki folded fully into the Overcast system. One trim to flag honestly: Ki no longer ignores heavy armour — it now matches the Vibhuti, biting only at the heavy end (full plate). If you run a full-plate monk, that is the one to read. The Tithe begins to show its face in the fiction, though not yet in the rules. Name change noted at irontithe.com.

The Game Is Now IronTithe

THRICE-MARKED is renamed IronTithe Content

THRICE-MARKED has been renamed IronTithe across every book, tool, and page. The name comes straight from the cosmology: the world does not give, it lends, and it collects its due in iron — which a mortal carries in one vault only, the blood. Thrice-Marked survives as in-world vocabulary — the name for a soul the Weave has drawn from in all three columns — but the game itself, and everything on your shelf, is IronTithe now. The change is announced at irontithe.com.

Purely a label change — no mechanics, costs, or stats were touched by the rename.

The IronTithe Is Now Live — The Game’s Namesake Rule Arrives

The Tithe of the Die: a natural 1 collects from you, a natural 10 collects from your foe Rules

The mechanic the game is named for is finally at the table. The world is always counting, and on the extremes of the die it collects — in both directions. On any damage-dealing attack or working (melee, ranged, or an offensive spell or blessing that deals damage):

Three things keep this fair and farm-proof, and they are worth stating plainly for the table. It only ever takes — it never heals. There is no self-restoration to chase, so there is no way to grind it for free recovery. It rides only on blows meant to draw blood — buffs, heals, wards, and utility carry no Tithe in either direction, so you cannot farm it on idle or out-of-combat rolls. And it is a mortal-vs-world reckoning: monsters do not invoke it, and two mortals in an opposed contest do not tithe each other — the ledger runs between you and the world, never between two players.

On the luck dice, consistent with the natural-1 rules: Luck cannot stop the Tithe (it nudges the math but never escapes a 1 or unmakes a 10), but a Fortune reroll can — replacing the die erases the triggering face before the world collects. Why this is balanced rather than a pure tax: the die punishes you exactly as often as it rewards you (a 1 and a 10 are equally likely), so over a campaign the Tithe of the Die is roughly even — it adds swing and drama, not a one-way drain. The other two faces of the law — the Tithe of Becoming (your XP/skill point-buy, already how advancement works) and the Tithe of the Deep-Drawn (Overreach and the Malefic toll, already in the rules) — are not new mechanics; they are simply named as parts of the one law. Only the Tithe of the Die asks anything new of the table, and a group that prefers may treat it as optional — the law still stands on the other two. Offered as a player option for group review.

Mending — Now Works in the Thick of Battle

Mending can now be used in combat — with a test under pressure Rules

Mending was previously usable only outside of combat, and when you used it, it simply worked. Both halves of that change:

Net effect: this is mostly a buff — battlefield medicine is now possible where it was flatly forbidden before — with a fair price (it is no longer a guaranteed heal when the room is on fire). Triage (3 pts) and Clean Hands (6 pts) are unchanged, and a new Steady Under Fire perk at 9 pts grants Advantage on all in-combat Mending tests for the dedicated field medic. A worked “triage under fire” example was added to the core rules. Offered as a player option for group review.

Defense — The Formula Is Now Written Down

How to calculate your Defense is finally stated in plain text Fix

The rulebook never actually told you how to build your Defense number — the math lived only in the character sheet’s code. It is now written out: Defense = 3 (base) + your armour’s Def value + your Evasion bonus (+1 per 3 points of Evasion, reduced by your armour’s Agility penalty). A “Calculating Your Defense” box was added in character creation with two worked builds — the same Defense reached by heavy iron or by light armour plus trained Evasion — and a reminder at the armour table that the Def column is a bonus to your base, not a finished total.

No values changed — this is how Defense already worked on the sheet; the book simply now agrees with it. One genuine correction: an earlier line said Defense was modified by Agility; the skill that actually raises it is Evasion. If you have been reading your Defense off the character sheet, nothing about your number changes.

Death Always Resolves at End of Turn

A downed character dies at the end of the turn, not the instant they fall Rules

The dying rules carried one line that read “you die at once” when an overwhelmed bleed-out met a character’s Iron Will limit — which clashed with the rest of the system, where a falling character always gets a reaction window. That is now consistent across every case: death resolves at the end of the turn (your own, or the group’s if you were the last to act), and your companions may still reach you with a heal or stabilise before that turn closes. No more truly instant death from the die.

Net effect: a small but real safety net — the table always gets the chance to save a fallen ally that the reaction rules already implied. This goes in your favour.

Housekeeping & Consistency

Books brought back into agreement Fix

Behind the scenes: the public-facing Quickstart was reconciled against the core rules — combat terms, the natural-1/Luck interaction, and the Damage Mitigation naming all brought into line, with no rules changed, only the Quickstart’s wording caught up. The discipline count was corrected to seven wherever it had lagged at six, and the Preview and Patch Notes navigation were repaired. None of this changes play; it keeps the books agreeing with each other.

Footnote: the Quickstart’s three structural “columns” were also re-labeled to the canonical Mind / Body / Soul of the TrineTithe (they had read Flesh / Matter / Trauma), and re-paired so each column names the mechanic that truly belongs to it — a consistency fix with the lore, not a play change.

Held Actions — Simpler, Cheaper, and a New Way Initiative Matters

Holding an action is now free — and two old rules that disagreed are now one Rules

The rulebook carried two different descriptions of holding an action, and they did not agree: one said a hold costs only the action’s normal AP, the other charged a separate 1 AP to enter a stance plus a −2 penalty. That contradiction is resolved, in your favour, into a single clean rule:

Net effect: holding is cheaper and clearer than before, the −2 only ever applies to un-planned reactions, and Discipline keeps its job (it buys clean improvisation). The Carrying-AP rule (the Power of 3, floor of base AP ÷ 3) is unchanged. A worked “contested moment” example was added to the core rules so the new initiative-tiebreak reads clearly at the table. Offered as a player option for group review — though this one mostly gives time back.

The Natural 1 — Now Simply a Miss

A rolled 1 is a clean failure — nothing worse, by default Rules

The natural 1 is settled into one plain rule, and it is gentler than what some corners of the book implied. A natural 1 is simply a failure — an attack misses, a test fails. That is all it does on its own. There is no automatic fumble, no backlash, and no self-injury baked into rolling a 1 in the standard game. A few stray passages had still hinted a 1 might burn you when you cast; those are corrected to agree with this.

Two clarifications that go in your favour on the luck dice: Luck cannot rescue a natural 1 (the miss stands), but Fortune now can — Fortune replaces the die outright, so it may reroll a 1 where the older wording said it could not. And casting Backlash is decoupled from the 1 entirely: backlash is the price of Overreach (reaching past your Max TN), not of an unlucky die. Overreach’s backlash is unchanged and remains core for every discipline.

Spectacular failures still exist for groups that want them — they live in the optional Flubs & Criticals appendix, which uses a two-roll confirmation so a 1 only escalates if a second roll also fails. That is a table opt-in, not the default. Net effect at most tables: a 1 is less punishing than before.

Backstab & Ambush — Two Clean Tiers

The old “1d10 × 2” sneak rule is split into two distinct moves Rules

The single ambiguous sneak-attack line is replaced by two clearly separated tiers, so it is always obvious which one applies. Ambush is the opening strike from hiding, melee or ranged: the target rolls Awareness against your Stealth, and on a failure your damage bonus is tripled (the Power of Three — the weapon die itself is not multiplied; flat modifiers are, and the assembled total is tripled once, after any two-handed doubling). If they sense you, it degrades gracefully — a melee opener becomes a Backstab, a ranged opener becomes an advantaged shot.

Backstab is the mid-fight move, melee only: one extra d10, gated behind a Stealth-vs-Awareness test — or automatic against a foe already pressed by three or more melee attackers (front and both flanks), unless they are always-alert/Battle-Ready, in which case the test still applies. Ranged attackers get Ambush but no Backstab (position is meaningless at range); their in-fight equivalent is the existing Aim. Thrown weapons count as ranged for Ambush, never Backstab.

This is a clarity rework, not a power swing — it pins down exactly when each bonus applies and removes the “wait, do I double the dice or not” confusion. Worked examples were added so both moves read clearly at the table.

Quickness & First Blood — Now Talks to the Hold Rule

First Blood’s initiative win now explicitly settles contested holds Rules

With the new Held-Actions rule making initiative the tiebreaker when two held or reactive actions collide, the 9-point Quickness mastery First Blood (which wins initiative ties) gains a clean, explicit role: it wins those contested-hold standoffs. No numbers changed — this just connects two rules that now touch, with cross-references added in both directions so the interaction is obvious. It only ever matters on a genuine tie or against a boss, which is appropriately rare for a 9-point investment.

Ki & the Iron Cage — Heavy Armour Now Bites

Ki is no longer immune to armour penalties — it now matches the Vibhuti Rules

Heads-up: this one is a trim, and we want to be straight about it. Ki previously ignored armour entirely — the armoured monk paid nothing for plate. That has changed: Ki now sits in the Iron Cage on the same line as the Vibhuti, because both are disciplines of breath and body, and heavy iron that locks the chest and shortens the breath disrupts the channel just as it scrambles a mage’s gestures.

In practice the change is mild where most monks actually fight and only bites at the heavy end: no penalty through studded leather; half penalty for chain, banded, splint, and field plate; and a flat −3 To-Cast in full plate only. A monk in light or medium armour feels nothing. The cost lands squarely on the full-plate Ki build — the one concept this deliberately reins in — while leaving the classic robed or lightly-armoured monk completely untouched.

Why the change: a discipline that paid zero for the heaviest armour in the game was an outlier no other caster enjoyed, and it quietly made “full-plate monk” a strictly-better default. Matching Ki to the Vibhuti keeps the monk’s identity (the body is the weapon) while restoring a real choice between mobility and protection. Offered as a group-review item — if your table has a full-plate Ki character, this is the one to talk through before it lands.

Coinage — The Iron Bit, Silver Mark & Gold Crown

The currency is renamed to an iron-forward metal triad Content

To match the world’s new name, the money is now the Iron Bit, Silver Mark, and Gold Crown. The base coin — previously called the copper “Bit” in one place and the “Iron Penny” in another — is unified into the single Iron Bit, struck from melted-down weapons and frontier scrap (fittingly, the commonest coin in a world that tithes in iron). The Mark and Crown keep their names and their meaning — the merchant’s silver standard and the Church’s gold authority.

No values changed: 10 Iron Bits = 1 Silver Mark, 10 Marks = 1 Gold Crown, 100 Iron Bits = 1 Crown, exactly as before. This is a naming and flavour change only — and it cleans up the old “Bit vs Iron Penny” inconsistency into one coin.

Vibhuti & Ki — Folded Fully Into the Overcast System

Both now have a characteristic home, an Essence pool, and Overcast access Rules

A loose end is tidied: the Overcast and Essence rules now correctly list every channelled discipline. The Vibhuti draws on Willpower and Ki on Physique; both have Essence pools and full access to the Overcast menu, just like the other traditions. The old line claiming the Vibhuti “stands apart with no characteristic home” is gone. Runecraft remains the lone exception — it is carved, not channelled, and draws no Essence.

This brings the Overcast section into agreement with the Essence rules, which already pointed this way — a consistency fix, not new power.

Terminology — The Last Wounds/Damage Stragglers

A follow-up sweep finished the 5 June damage/wounds split Fix

The 5 June terminology pass split damage (dealt and mitigated) from wounds (the health pool that healing mends). A handful of offensive descriptions across the spell lists still said “wounds” where they meant damage dealt; a careful pass caught and corrected the remainder, while deliberately leaving every legitimate use of “wounds” intact — healing, the 0-wounds threshold, max-wound checks, and object/barrier durability all still read “wounds,” as they should. No mechanics changed; the words just match the system now.

8 June 2026 — The Contest Rule, Re-Centredreverting the characteristic out of every test · the untrained fallback · two projection exceptions
Course correction. The 7 June Mark of Three made every opposed test 1d10 + skill + characteristic. Playtest math showed that over-inflated the curve — the characteristic added +2 to +8 on top of skill, and because skill points already raise the characteristic, heavy investment double-dipped. Worse, the PC side outgrew the creature defence bars, which had been calibrated for the old 1d10 + skill. So the contest rule is re-centred. This is a correction to an unratified proposal, not a nerf to settled play.

The Contest Rule — Re-Centred on Skill

Trained opposed contests are now 1d10 + Skill  vs.  1d10 + Skill. The characteristic no longer rides on top of every test — it keeps its other jobs (wounds, casting) and gains one clean role in a contest: the untrained fallback.

The untrained roll their nature, at a cost. With no points in the relevant skill you roll Disadvantage on the d10 (two dice, take the lower) + the governing characteristic. Training is what steadies the hand; without it the die is unkind, but raw aptitude still carries the gifted. The worse die is the penalty — not a missing bonus — so a naturally tough soul can still occasionally resist even a fearsome foe, rather than auto-failing.

Two skills keep the rule of three. Inspire and Performance still roll 1d10 + skill + characteristic. Both are uncontested projection — you radiate Charisma at allies or an audience against a flat Difficulty Value, never against a defender’s bar — so the characteristic there cannot distort a contest or outpace a creature’s defence. (Authority was considered but reverts: it is opposed, which is exactly where the inflation lived.)

Creatures need no change. The Law of Resistance bar (Characteristic TN + Resist by Tier) was always the pre-computed defender; with the PC side back to 1d10 + skill, the two sides line up again, which is the point of the revert.

Applied across core-rules (the core section plus every affected skill: the social, larceny, craft, and resist lines), both ledgers, and the three planning docs (spec, re-carve, worksheet), which now describe the re-centred rule. The character sheets needed no structural change — they store skill points, so dropping the characteristic from the roll is a reading change, not a data one.

Resolving Any Test — Full Coverage

An audit found the contest rule covered opposed tests well but left edge cases unwritten — what the untrained roll against a flat Difficulty Value or a creature bar, and whether some skills can be tried untrained at all. These are now spelled out in one place (Resolving Any Test, in the core rules).

The shape of any roll is one of three — against a task (vs a GM Difficulty Value), a person (opposed), or a creature (vs its Law of Resistance bar). Across all three, the trained/untrained rule is now explicitly universal: trained is 1d10 + skill; untrained is Dis.d10 + the governing characteristic. Inspire and Performance remain the only skills that add the characteristic when trained.

New: trained-only skills. Some skills are pure learned craft and cannot be attempted untrained — Alchemy, Engineering, Medicine, Read/Write, Linguistics, Riposte, Precise Strike, the Combat proficiencies, and the seven Disciplines. For these, untrained is no roll at all; the knowledge or technique is the price of entry. Their entries now carry a ⚒ Trained-Only flag.

No mechanics changed for trained play — this fills gaps and writes down what was previously left to GM inference.

The Dominator — Signed Off, with an Anti-Lockout Rule

The Dominator archetype (Will & Coercion controller) is reviewed and confirmed. Its identity holds up: it does not out-damage the room, it decides who in the room gets to act — and its value scales with the size of a fight, not the toughness of one target, which keeps it cleanly distinct from a striker rather than competing with one.

Two guard-rails make that control fair, both grounded in how the system already works. First, the creature Resist bar rises with Tier, so a Boss or Legendary foe is a genuine gamble to control rather than a guaranteed lockdown — control is strong against the many, a coin-flip against the mighty. Second, a new core rule, The Unbroken Will: once a creature has been hit by any control effect this encounter, it resists every further control attempt at Advantage (static-bar defenders impose Disadvantage on the attacker instead). The first domination lands clean; chaining a single key foe into permanent helplessness does not. It applies symmetrically — it shields the party's own champions exactly as it shields the GM's. Damage has no ceiling; control now has one, by design.

The Dominator’s Build-Guide entry was also brought onto the re-centred contest rule (it had been written in the old +characteristic form). No change to its skills or vocations — only the roll notation and the new anti-lockout guard-rail.

7 June 2026 — Skill Reworks & The Mark of Threethe unified opposed-test proposal · Wizardry capstones · Dark-Soul · the Resolve/Zealotry re-carve · targeted skill reworks
The big one: this session adopted The Mark of Three — a single resolution rule for opposed tests. It also reworked several skills for balance and cleared a cluster of overlapping “resist” abilities. The Mark of Three is a structural change to how contests are rolled; three planning documents (the rule spec, the resist-cluster re-carve, and the migration worksheet) accompany it for group review. Everything below is offered as a player option for the group to weigh before it becomes settled canon.

The Mark of Three — Unified Opposed Tests

One rule for every contest Rules

Opposed tests now resolve the same way everywhere: 1d10 + skill + characteristic on each side — but each side uses its own skill and that skill’s governing characteristic. A commander pressing Authority rolls 1d10 + Authority + Charisma; the target resisting rolls 1d10 + their resist skill + Willpower. If you have no points in the relevant skill you still roll, leaning on the bare characteristic (1d10 + 0 + characteristic) — training is a bonus over innate capacity, and no one is barred from trying. The name echoes the Power of Three already at the system’s spine: a contest resolved as die + training + nature.

Against Bestiary creatures, nothing changes at the table — the Law of Resistance bar (Characteristic TN + Resist bonus, scaled by Tier) is the creature’s pre-rolled version of that same roll. Live opposed rolls happen against fully-statted NPCs; the fast static bar still handles monsters.

Now live across the social & larceny skills Rules

The rewrite has been applied to the skills whose tests are genuinely opposed: Charm, Deception, Intimidation, Seduction, Authority (defended with Zealotry/Insight + Willpower/Awareness), and Thieving, Stealth, Sleight of Hand, Disguise, Escapology (defended with Acute Senses/Insight + Awareness, or a grappler’s Brawling). Stealth also gained its missing characteristic — it now rolls + Agility rather than points alone. Creature-facing auras (Light-Soul, Dark-Soul) and saves (Shieldsman’s bash) were left on the Law of Resistance form, which is already the correct creature-side resolution.

A few embedded errors surfaced and were fixed in passing: Intimidation’s Stand Down and Deception’s Confident Lie both rolled “against Resolve” — a skill, not a characteristic — and now resolve correctly.

Wizardry Capstones — Each Given a Distinct Role

The high-tier Wizardry spells (TN 16+) had drifted into overlap — several were the same apocalypse at escalating numbers. No spell was removed. Instead, the three that blurred together have each been specialized so every capstone now answers a different battlefield problem:

Wave of Annihilation (TN 18) — the Debuffer. Damage eased from 5d10 to 4d10, but its cellular-decay teeth sharpened: a failed save now strips 2 random characteristic points (was 1), unrecoverable by ordinary means for the encounter. It no longer competes as a nuke — it cripples a crowd and leaves husks.

Zero-State Erasure (TN 20) — the Zone. Same opening 6d10, but the erasure now lingers across the full 60 Ft as sustained terrain — anyone entering or starting their turn inside takes the recurring damage and stat-drain, and the caster can hold the zone turn after turn. It is battlefield denial, not a single blast. (No damage reduction.)

Reality Fracture (TN 21) — the Anti-Caster. Damage eased from 6d10 to 5d10, but its disruption escalated: enemy spells cast inside the AoE now misfire 75% of the time (was 50%), and the Disorient (lose all AP) recurs each turn rather than once. It is the wizard’s answer to enemy wizards and to any foe relying on a clean turn.

The other four capstones — Arcane Nova (panic-button burst), Entropic Coil (max-wound soft-kill), Unravelling (permanent single-target unmake), and Obliteration (the raw 8d10 hammer) — were already distinct and are unchanged. The two small damage trims on Wave and Fracture are offset by markedly stronger signature effects: these are specializations, not reductions. Updated on the v4 ledger sheet (and legacy v3).

Dark-Soul — Brought Into Line With Light-Soul

A balance pass found Dark-Soul was the weaker twin of Light-Soul on two counts, and both are now corrected in its favour — this is a buff, nothing was taken away.

Cost parity. Dark-Soul cost 25 XP while Light-Soul cost 20. It now costs 20 for all races, matching its counterpart exactly.

Trigger parity. The real gap: Light-Soul’s bonus fires against a broad swath of the bestiary (Undead, Daemons, Beastmen, Chaos, Cultists — the genre’s standard foes), while Dark-Soul only hit creatures tagged strictly Good — barely a seventh as many. Dark-Soul’s bonus damage (and its 6-point Ward) now applies against the Good and the consecrated: celestials and the divine, the faithful (paladins, clerics, the blessed), and the sacred-natural (treants, fey, unicorns, Pyreborn, woodland spirits). The theme reads cleanly opposite to Light: Light burns the corrupt and unnatural; the void in you burns the pure and the hallowed. The bonus does not extend to ordinary unaligned mortals or spiritually-neutral monsters — it strikes the sacred, not merely the living.

The Sundered Soul rule (Light and Dark each reduce the other’s effective points) was reviewed and is sound — it remains the anti-dabbling mechanic, now governing two properly-balanced halves. Applied to core-rules and the v4 ledger cost table.

Resolve & Zealotry — Untangled

Two overlapping resist skills given clean lanes Rules

Resolve and Zealotry both covered Fear and Charm, doing roughly the same job in different words. They are now split along a clear line: Resolve endures the supernatural (Fear, Terror, magical compulsion, Dominate), and Zealotry endures mundane coercion (being charmed, intimidated, or seduced by people). Zealotry was also fleshed out from two tiers to a full four — gaining No Purchase (3 pts; mundane Intimidation/Seduction at Disadvantage) and Conviction’s Banner (9 pts; an ally aura mirroring Resolve’s Iron Bulwark). Both passives are written in the new Mark of Three roll style, making them the rule’s first adopters.

Resolve’s old “+Damage Mitigation vs spells/blessings” line was removed — that warding belonged to Spirit, and has now been consolidated there. Spirit’s magical mitigation now stacks two lines — +1 per 2 points and a further +1 per 3 points (so Spirit 6 grants +5, Spirit 9 grants +7), keeping its +1 Willpower per 3 alongside. The net effect for existing casters is at or slightly above their old combined Spirit+Resolve mitigation — nobody loses ground — while magical defense now lives in a single, thematically correct skill. Resolve is purely the supernatural-endurance skill going forward.

Willpower Reserve — Restructured

The steepest gate in the game, brought into line Rules

Willpower Reserve required Willpower 10 to access — by far the highest prerequisite of any skill (most gate at 0–3). It now requires Willpower 3. With the gate lowered, the dense Deep Well passive was trimmed: the per-turn upkeep reduction moved out to a new Sustained Efficiency tier so the skill isn’t a front-loaded mega-buy. The tier order is now Sustained Efficiency (3), Push Through (6, the failed-cast re-roll, moved up), and The Last Cast (9).

Two ghost mechanics were removed: the “Spirit upkeep” label (the rules denominate sustained upkeep in AP, so it now reads AP upkeep), and a “casting penalty from being below half Wounds” that the old Second Wind claimed to negate but which existed nowhere else in the rules. Second Wind itself was removed as redundant.

Pain Tolerance & Endurance — Overlap Resolved

One “won’t stay down” ability, not two Rules

Both skills let you act after reaching 0 wounds — the rules even noted the two were “separate and both apply.” The death-defiance now lives once, as a 9-point capstone: Pain Tolerance keeps it (its old 6-point version promoted to the stronger per-session form), with Tectonic sliding down to 6. Endurance gives up the duplicate and gains a new 9-point capstone, Tireless (immunity to Exhaustion), completing its existing resist–slow–immune progression.

Brawling, Climbing & Seduction — Targeted Reworks

Three skills tuned for balance and texture Rules

Brawling: the passive’s Disadvantage-on-defence edge is now lost against armored opponents; Dirty Fighter costs 1 AP rather than being free, and its leg-sweep DV is GM-set by footing and size; Brawler’s Finish now deals 3d10 + your melee damage bonus (the Combat Mastery figure).

Climbing: Free Climber’s flat DV 9 became a GM-set difficulty scaled to the surface, with the listed surfaces as the mid-band anchor.

Seduction: Exploit and Loyal Tool converted from static DVs to the standard opposed roll (Loyal Tool with Advantage for the hour of groundwork).

Planning documents for the group Reference

Three read-only documents accompany the Mark of Three for review before it becomes settled canon: the rule spec (the resolution principle and its two design decisions), the resist-cluster re-carve (how the will/mental/social defences divide into clean lanes), and the migration worksheet (every skill and exactly what its wording becomes). A companion skill-resolution map sorts all 54 skills by how they resolve.

7 June 2026 — Skill-Cost Pass, Meditation Rework & Essencethe Dwarf spike trim · a 24-skill cross-race parity pass · Meditation re-pointed to a caster discipline · Essence wired into Ledger v4

Dwarf Premium — Spike Trim

Four off-archetype Dwarf skills brought down to the +10 ceiling Rules + Ledger

The Dwarf had been carrying the steepest net XP premium of any race, concentrated in a handful of finesse and social skills where it sat a full +15 above the cheapest race. Those four were pulled level with the rest of the spike pattern:

SkillDwarf cost
Seduction3530
Swimming3025
Evasion2520
Escapology2520

The Dwarf’s deliberate “poor at finesse, strong at endurance” profile is untouched everywhere else — this only clipped the four cells that overshot even that pattern. A player option for group review.

Cross-Race Cost Pass

A 24-skill pass compressing the gaps between races Rules + Ledger

A broad tuning pass adjusted costs across two dozen skills, mostly small per-cell shifts (±5 XP). The intent was parity: bringing the four races’ average cost-per-point into a tight band rather than leaving one race broadly cheaper or dearer. The pass is net cost-positive across the system (more raises than cuts), so it reads as a gentle, system-wide increase — flagged as a proposed option for table review rather than silent canon.

Skills touched: Charm, Discipline, Evasion, Dark-Soul, Mending, Quickness, Read/Write, Riposte, Shieldsman, Stamina, Survival, Thieving, Tumble, Escapology, Linguistics, Swift Read, Intimidation, Performance, Alchemy, Navigation, Endurance, Swimming, Meditation, and Willpower Reserve. Per-cell detail lives in the rulebook and the Ledger skill tables.

Iron Will — +5 XP per race Rules + Ledger

Iron Will bundles three benefits on one skill — +2 permanent Wounds, the 0-Wounds survival window, and Willpower scaling — at what had been the toughness cluster’s baseline price. Its cost was raised one step to sit level with Hard as Nails: Dwarf 25→30, Elf/Halfling/Human 30→35. This is a genuine (if small) nerf to a defensive skill, so it is the change in this pass most worth table buy-in.

Where The Costs Now Stand

Average XP per skill point, by race Rules

After the full pass, the four races sit within two-thirds of a point of each other on average cost-per-point — effectively flat parity, while each race keeps its characteristic spiky profile underneath. Figures cover the 55 cost-varying skills (uniform “flat” skills and the GM-gated Mounted Combat are excluded, since they don’t vary by race).

RaceAvg XP / pointPremiumTotal (all skills)Premium
Dwarf25.18+0.451385+25
Elf25.36+0.641395+35
Halfling24.731360
Human25.09+0.361380+20

Read with care: a flat average smooths over the shape that gives each race its identity. The Dwarf still pays more on finesse and social skills and less on Physique and endurance — the profile is intact; it simply nets to near-parity in aggregate. “Everyone costs about 25 per point” is true on average without meaning the races feel the same to build.

Sync & Corrections

Two genuine rulebook/ledger mismatches resolved Fix

A cross-file audit turned up two cells where the rulebook and the Ledger disagreed (pre-dating this pass): Performance / Elf (set to 25, the rulebook value) and Discipline / Human (set to 20, the Ledger value). Both reconciled across all files.

The Primary Skills table brought back in line Fix

The Primary Skills reference table had drifted from the rulebook over earlier passes and was re-synced to the canonical costs. A few of these were sizable pre-existing corrections rather than today’s tuning — most notably Resolve (the table had it at 25–30; canonical is a flat 15), Tracking/Tracker (table 10 → canonical 20), and Ki (table 30–35 → canonical 25–30). These move character power in both directions and are called out here so they aren’t mistaken for silent changes.

A handful of entries on the table (Runecraft, Shaman, and a few others) have no per-race cost in the core rulebook to sync against, so they were left untouched — a gap worth a dedicated reconciliation later.

Meditation — Caster Rework

Meditation pivots from a redundant fear-save to a caster discipline Rules + Ledger

Meditation’s old passive granted a flat bonus to resist Fear, Shaken, Dominated, and Confused — which simply tripled up with Zealotry and Resolve, both of which already cover that ground. That redundant save (and the mundane-fear immunity) has been removed, and Meditation re-pointed at a niche nothing else fills: holding a working together.

This shifts who Meditation suits — away from generic mental-defense, toward casters. A player option for table review.

The Essence Pool — Reworked to the Power of Three, Live in the Ledger

Essence adopted; fully wired into the v4 sheet Ledger

The optional Essence resource is being adopted at the table, and its formula has been reworked to honour the Power of Three. The v4 Ledger now computes and tracks it automatically: Pool = (vocation ÷ 3 + Discipline ÷ 3 + Characteristic ÷ 3) × 3, plus any relic bonus, plus 1 if you have Meditation 6+. The Characteristic is the discipline's primary attribute — Intellect (Wizardry), Willpower (Shamanism & Vibhuti), Charisma (Devotion), Awareness (Druidism), or Physique (Ki); Runecraft draws no Essence. Each spell costs its TN; cantrips are free; the pool refreshes each encounter. The sheet shows max pool, used, and remaining.

Why the change: counting the governing characteristic — not just skill points — makes the pool reward commitment to a single path. A pure caster who invests in both discipline and attribute draws a deep well; a hybrid splitting between weave and blade carries a shallower one. The earlier draft used (vocation + Discipline÷6) × 2, which ignored the characteristic and so handed dabblers the same pool as devotees of equal skill. The new figures sit close to the old for pure casters (a 9/6/Cha-6 healer: 20 → 21) and trim hybrids modestly.

Housekeeping: three stale “÷ 3” notes in the Ledger (left over from the casting-capacity change to ÷ 6) were corrected. The underlying math was already right; only the labels were wrong.

Ledger v4 — Import Fixes

Legacy character files load cleanly again Fix

Two loader defects in the v4 sheet were fixed. An empty swap-slot in a saved file no longer defaults to the wrong skill and shuffles the column (the “Discipline jumps rows” symptom). And the old “Sabda” discipline name now migrates to “Vibhuti” on load, so characters saved before that rename restore correctly. Characters saved before this fix may need their Willpower discipline re-selected once and re-saved.

6 June 2026 — Bestiary Overhaul & Mounts12 rideable mounts · creature alignment · discipline colours · a top-to-bottom readability pass

New Content — Rideable Mounts

Twelve mounts added to the Bestiary Content

Every mount on the ledger’s Mount dropdown now has a full stat block in the Bestiary, from the humble Jackass (Riding 0) up to the legendary Drake / Young Dragon (Riding 9). Each lists Move, Wounds, Size, and a signature trait, and notes its Riding requirement. Flying mounts (Griffon/Hippogriff, Wyvern, Drake) show both ground and flight speeds.

The roster, by Riding tier: Jackass (0), Pony/Mule (1), Riding Horse (2), Light Warhorse (3), Heavy Warhorse & Large Ram (4), Dire Wolf & War Boar/Elk (5), Giant Lizard/Raptor (6, Rare), Griffon/Hippogriff (7, Rare), Wyvern (8, Mythical), Drake/Young Dragon (9, Mythical). These are player options — available to any character who invests in Riding and can find a willing beast.

Mount dropdown & the Jackass Ledger

The character sheet’s Mount field is now a dropdown gated by your Riding skill. Normal mounts warn if you’re under-skilled; Rare and Mythical mounts are hard-blocked until you meet the requirement. The Jackass sits at the bottom as the tier-0 mount — the honest start to any riding career.

Bestiary — Creature Alignment

Every creature now carries an alignment Content

All 198 creatures (and the new mounts) are tagged Good, Neutral, Evil, or Corrupted, shown as a colour-coded tag in the stat block. Corrupted is reserved for the living twisted — the Chaos Dwarves of Birn Uluhm, the Blight Elves, cultists, and the cursed — distinct from things that are innately Evil (undead, fiends, the Aakzad).

This isn’t just flavour: it’s the hook the soul and willpower skills key off. Light-Soul and Dark-Soul deal their bonus damage against Good and Evil respectively, and Insight / Zealotry reference it too. A GM can now read a creature’s alignment at a glance to know what triggers.

Bestiary — Readability Overhaul

Discipline-coloured casting tags Visual

A spellcasting creature’s discipline tag now uses its proper colour from the rulebook — Faith/Devotion red, Druidism green, Wizardry indigo, Shaman teal, Ki sienna, Runes grey, Vibhuti purple, Necromantic deep purple — so you can spot a creature’s tradition instantly.

A top-to-bottom contrast pass Visual

The Bestiary moved off its old warm-brown base to a cool charcoal, and the creature card’s header is now a parchment block with a red border and black text. Stat labels and to-hit values are deep blue; characteristic boxes are white; meta and alignment tags are outlined tiles; the toolbar, filters, search box, and creature count were all brightened. Fonts across the card were enlarged for legibility. Purely a styling pass — no stats changed.

Fixes

“Bin Uluhm” → “Birn Uluhm” Fix

Corrected the spelling of the Chaos-Dwarf faction name to the canon-correct Birn Uluhm across the affected Bestiary entries.

5 June 2026 — Skill System OverhaulDark-Soul & the Sundered Soul · four new counter-skills · Riding folded in · cost reconciliation & racial balance

New Skills

Dark-Soul — the shadow-mirror of Light-Soul Rules

A new Charisma skill for those who walk the dark path. Every point grants +1 damage against Good and consecrated creatures; it gates the fallen abilities (profane blessings, necrotic leeching, command of lesser undead) the way Light-Soul gates the Crusader's powers. At 3 points it radiates Profane Dread (a Shaken aura against the pure); at 6 points it grants Profane Ward (Damage Mitigation vs holy and radiant). Thematically it is the mark left by the void — the Aakzad register, the Titan-Blood that unmade Birn Uluhm.

The Sundered Soul — Light and Dark cannot coexist Rules

A soul cannot be both pure and corrupt. Your effective Light-Soul is reduced by your Dark-Soul points and vice versa (minimum 0), for all purposes — bonus damage, prerequisites, Wards, and encounter powers. A character who splits evenly between the two holds neither. Alignment is now a real choice with mechanical weight.

Four new counter-skills for the opposed-test system Rules

Defensive answers to the skills that force tests on you:

Insight (Awareness) — detect Deception, Charm, Intimidation, Seduction, and Disguise used against you.

Zealotry (Willpower) — resist Fear, Charm, Intimidation, Seduction, and Dominate; auto-pass the first Fear test each encounter at 6 points.

Steadfast (Physique) — resist shove, push, charge, grapple, and being knocked Prone; forced movement halved at 6 points.

Linguistics (Intellect) — decipher codes, dead languages, and scripts that predate the current Age.

Skill Structure

Riding folded into the Agility pool Ledger

The standalone Riding box has been retired; Riding is now a normal selectable skill in the Agility pool with a proper race-varied cost, alongside every other skill.

Wider swap pools, same 6 skills per characteristic Ledger

Each characteristic still shows 3 permanent skills + 3 selectable swap slots (6 total), but the pool each swap slot draws from has been widened — the new skills and disciplines are now options in their characteristics' dropdowns, giving more meaningful choices without changing the slot count.

Cost Reconciliation & Balance

Skill XP costs reconciled across all files Rules & Ledger

Sixteen skills whose costs had drifted out of sync between the rulebook and the ledgers were reconciled to agreed values, and a hidden duplicate-entry quirk in the ledger cost table (which silently overrode some costs) was resolved so the rulebook and both ledgers now agree exactly.

Light racial-balance pass Rules & Ledger

A handful of outlier-cheap skills were nudged up by 5 for the races that were running cheapest overall — closing part of the gap toward the Dwarf's higher total without lowering any costs (to avoid min-max incentives) and without touching each race's signature-cheap identity skills. The Dwarf retains a modest premium as a counterweight to its durability.

5 June 2026 — Armour Expansion & Beast-Craft PassFull armour review · khugron chitin tweak · four new beast-craft armours · Reliquary sync

Armour Review

Every armour type reviewed side-by-side Rules

A full comparison pass over the ledger's armour values — standard ladder, Mithril, shields, and the whole beast-craft line — checking Defense, Mitigation, Agility/Awareness/Movement penalties, casting TN, and the melee/ranged To-Hit costs. The ladder held up well; the standard progression and the no-penalty beast pieces (Dragonscale, Wolf-Pelt) are working as intended as rare perks, and the off-ladder Mitigation values (Titan-Vein and Chimera-Hide at 7) are deliberate.

Khugron Carapace now carries a light casting penalty Fix

The Khugron chitin armour previously waived its casting penalty entirely (TN 0) on top of its other boons, which made it a touch too generous for a Chainmail-class piece. It now has a +1 casting TN, in line with other warded mid-weight armour; its Bleed immunity and first-crit-softening boons are unchanged.

New Beast-Craft Armours

Four new monster-craft armours Ledger & Reliquary

New options for players who hunt the right creature, each counting as a base armour class with its own boon:

Broodmother Carapace (Studded) — +2 Climbing, ignore webs & difficult terrain, immune to natural Poison.

Gravebone Harness (Chainmail) — +1 wound vs the living; once per battle, ignore a Critical's extra effect.

Elemental-Forged Plate (Field Plate) — attune one element (fire/frost/storm/stone): immune to it, and once per battle melee attackers take 2d10 of it.

Iron Golem Reinforced Plate (Full Plate, reinforced) — Mitigation 10 and a further −1 to all physical wounds taken; immovable by equal/smaller Size. The trade is steep: −20 movement, the harshest casting penalty in the game, and a heavy ranged To-Hit cost. A walking fortress, not a skirmisher. Now gated by a Physique requirement: it asks Physique 6 to bear — meet it and the suit moves as ordinary Full Plate; fall short and it becomes a cage of dead weight (an extra −2 Agility, −1 Action per turn, and Disadvantage to all To-Hit). The armour is still findable by anyone, but only the genuinely strong can fight in it. A soft gate, not a lock — the first armour in the game to carry a Physique floor.

Reliquary loot tables updated Reliquary

All four new armours were folded into the Beast-Hide & Monster-Craft loot tables at the appropriate rarity (the spider and bone pieces in the Common Hoard, the elemental and iron-golem plates in the Greater Hoard), with the d100 bands re-balanced so every roll still resolves cleanly.

5 June 2026 — Fixes, the Collapse Rules & Ledger Sync0-Wounds & Unconscious fleshed out · Overreach bug · Flub/Crit proofread · ledger-v3 caught up

Rules — Falling & Recovery

Unconscious & The Collapse (0 Wounds) fully defined Rules

The old one-line Unconscious entry has been expanded into a complete rule. Reaching 0 Wounds drops you Prone and Unconscious — no actions, attacks against you at Advantage. Whether you survive the drop now depends on Iron Will and Bleeding: with Iron Will you linger for a number of turns equal to your points before death (each Bleeding stack costs you one of those turns); without Iron Will and Bleeding, you die at the end of the turn you fell, though allies with actions left may still save you.

Healed back from the brink Rules

Being healed to 1+ Wounds no longer snaps you instantly upright. You rise at the end of your party's turn and may take half movement; you may optionally attempt a Resolve test (DV 10) for a single 1 AP action, but failing that attempt leaves you Shaken. You act normally the following turn. An optional Dying Clock is included for tables that want a tenser bleed-out.

Iron Will survival window Rules

Iron Will now grants a survival window equal to your points invested (1 point = 1 turn) while Unconscious at 0 Wounds, rather than a flat single turn — reduced by 1 per active Bleeding stack. A designer note flags this for possible future scaling.

Fixes

Overreach grouping now works in every spell slot Fix

The Castable / ⚠ Overreach / ✕ Beyond Reach grouping in the spell dropdowns previously appeared only in the first five (cantrip) slots. Slots 6–18 now rebuild the grouped, reachability-sorted list the same way. Fixed in both the v4 and v3 ledgers.

Law of Resistance display fix Fix

The "Target must surpass [Characteristic] TN [number] + Resist bonus" formula line was rendering as dark text on its dark box — effectively invisible. It now reads in light parchment. The rule and its tier math (Boss Resist +3 turning a TN 7 test into a 10) were already correct.

Flub & Critical Strike proofread Fix

Four consistency fixes: the Spell Miscast "Enveloped" and Devotion "Reversed" results now stay in second person; the Critical "Devastating Hit" save reads "make a Physique test with a TN equal to the total wounds received"; and the "Death" result is now phrased in second person to match the rest of the table.

Ledger

Ledger-v3 brought in line with today's changes Ledger

The parallel v3 ledger received today's rune work (two new runes, fifteen TN updates, Blood-Surge and Dread Horn effect changes), the Ghost Wolf → Ancestral Wolf rename, and the seven new Shaman Calling spells (Breath of the Clanless, Grave Miasma, Grave-Shard, Necrotic Frost, Spirit Walk, The Var'kai Ritual, The White Blind). All of v3's own unique spells were preserved — nothing was overwritten.

5 June 2026 — Vibhuti Lexicon ReviewSpell-by-spell balance pass · resist saves · bypass & Retraction clarity · the final discipline review

Vibhuti — Lexicon Review

No-save debuffs now contested Rules

Three invocations that previously applied their effect automatically now call for a resist test: The Severed Chord (Willpower TN 4 + Resist to avoid Silence), The Abyssal Deterrent (Willpower TN 7 + Resist each turn for void entities), and the Silencing Word’s save was already in place. Hard control should be earned, not guaranteed.

Durations and power tightened Rules

The Char-Tongue’s arrow-enchantment now lasts a single turn rather than scaling with bonus turns. The Osteo-Resonance was fleshed out — now 3d10 per turn, with a Stun save whose TN rises by 1 for each turn the tone is sustained, rewarding a committed channel. “Maximum damage on the dice” was simplified to “maximum damage” throughout.

Bypass and Retraction rules made explicit Rules

Mid-tier invocations (Hollowing Verse, Agni-Axiom, Sphoṭa Strike, Agneyastra Volley) now clearly bypass only non-magical armour Mitigation — skill-based and magical Mitigation still apply — reserving full bypass for the high-TN and heavy-cost workings. The Retraction rules now spell out passive vs. active Retraction and define double severity, so every invocation’s Retraction line is self-explanatory.

Cantrips grouped, terminology cleaned Fix

The two Bija (TN 0) cantrips now sit under a proper section header alongside the rest of their tier. All remaining offensive “wounds” in the lexicon were converted to “damage” per the system-wide terminology split.

5 June 2026 — Runecraft RelicsSix new high-tier discipline relics · Rare through Artifact · no rule-breaking

Reliquary — Runecraft High-Tier Loot

Runecraft finally has top-end gear Reliquary

Runecraft was the only discipline with no relics above Uncommon — every other caster could find Rare, Legendary, and Artifact foci, while a Runemaster found nothing past mid-game. Six new Discipline Relics close that gap: The Anvil-Sworn Chisel, Plate of the Deepening Vault, and The Quenching Basin (Rare); Vorn’s Hollow Heart and The First Forge Ember (Legendary); and Thessan’s Last Inscription (Artifact).

None of them break the Laws of Runecraft Design

By deliberate design, the new relics never exceed the per-object rune limit, the Mastery Limit, or the no-duplication law. They reward a Runemaster through bigger To-Cast bonuses, the readiness to keep an extra prepared Temporary rune, faster Permanent inscription, a tactical Defense-stripping rider, and runework that lesser hands cannot erase — power that honours the craft’s rules rather than bending them.

5 June 2026 — Damage vs Wounds TerminologyWound Mitigation → Damage Mitigation · offensive effects deal damage · wounds reserved for the health pool & healing

Terminology — Damage vs Wounds

The system now cleanly separates damage from wounds All Books + Ledger

A long-standing inconsistency is resolved across every book and the character sheet. Damage is what an attack, spell, or harmful effect deals, and what armour and wards reduce; wounds are the health pool that damage carves into, and what healing restores. Accordingly, Wound Mitigation is now Damage Mitigation everywhere (including the Ledger’s defence table and the W.Mit / WM abbreviations), offensive effects now state the damage they deal rather than “wounds,” and healing, the health track (0 wounds, maximum wounds), and damage-over-time that drains the pool continue to read as wounds. Conditions such as Bleed and Poison deal damage.

A sweeping change — roughly 300 Mitigation references and several hundred damage lines were converted, with healing and health-pool wording deliberately preserved. Bestiary stat blocks, with their many damage types, got the closest scrutiny. Worth a read-through if any individual line looks off.

5 June 2026 — Vibhuti, Cantrips & Discipline ColourVibhuti scales Willpower · per-discipline spell-block colours · cantrip layout fix · ledger Sabda → Vibhuti

Vibhuti, Cantrips & Colour

Vibhuti is no longer a standalone discipline Rules + Ledger

Vibhuti now advances its governing characteristic like the other casters — +1 Willpower per 3 points invested (the Power of Three) — and its offensive invocations add the Speaker’s casting bonus damage. It still carries no healing. The old “standalone, advances nothing, adds no bonus” framing (in three places) has been corrected.

Each discipline’s colour now runs through its spells Books

The per-discipline identity colours now extend to the left spine of every spell, rite, calling, and rune block — Devotion crimson, Druid green, Shaman teal, Wizardry indigo, Ki bronze, Runecraft iron, Vibhuti violet — replacing the single red spine they all shared. Vibhuti’s remaining gold framing boxes were also recoloured to its violet, matching the contrast treatment the other disciplines received.

Vibhuti cantrip layout fixed Fix

The two Bija (TN 0) cantrips were nested inside the cantrip intro box, so they rendered cramped and “covered up.” They now sit as their own cards, consistent with the rest of the discipline.

Description bold text is now legible Fix

The bold labels inside spell, rune, and power descriptions (Permanent:, Temporary:, damage values, conditions) were rendering in a washed-out crimson that read as muddy gold against the parchment — worst in the dense Runecraft, Ki, and Wizardry blocks. They are now crisp dark ink across every discipline, with the identity colours kept where they belong (titles, spines, headers).

Ledger: Sabda renamed to Vibhuti Ledger

Both Ledger v4 and v3 still carried the discipline’s old name, Sabda, in the magic selector and its underlying logic. Renamed to Vibhuti throughout the user-facing selector, display, and spell data so the sheet matches the rulebook.

5 June 2026 — Runecraft ReviewRune tuning · two new defensive runes · unified AP/Days inscription scale · Ledger v4 sync

Runecraft — Rune Review & Inscription Scale

The whole rune list now uses one inscription scale Rules + Ledger

Every rune’s cost is now stated explicitly and tied to the core system. Temporary runes show their carving cost as Inscribe X AP, scaled to the casting bands by the Power of Three (TN 1–6 = 1 AP, 7–9 = 2, 10–12 = 3, and up) — a high-TN rune can take more than one turn to carve in combat, banked across turns like a large spell. Permanent runes show their labour as X Days, scaled to TN tier. Activating a rune costs whatever the triggered action naturally costs — a Block or Parry is 1 AP, a weapon-bound rune rides the weapon’s own attack cost.

Two new defensive runes Rules + Ledger

Rune of the Bulwark (Armor / Shield) grants the bearer the Block reaction once per turn even without the vocation; Rune of the Deflection (Weapon) grants the Parry reaction once per turn even without the skill. Both give access to a defence the bearer hasn’t trained — the geometry knows the move.

Rune tuning pass Rules + Ledger

Across the list: Rune of Might now grants +3 To-Wound (Power of Three) at a higher TN; Rune of Shielding now halves non-magical missile damage rather than reducing it to 1; Rune of Stone grants +1 Defense only (the stray Parry reference is gone, now covered by the new Deflection rune); Rune of the Blood-Surge grants +1 AP for melee; Rune of Spell Breaking gains a permanent always-on suppression aura; and a spread of TN adjustments touched Speed, Luck, Resistance, and several Master Runes (Vorn, Balance, Breaking, Dread Horn, Thessan, Spellbinding, Spite, Weapon Flight). The Undying Edge climbs to TN 33 and the Soul-Chain to TN 32.

Resistance test now scales off the carver Rules

Rune of Resistance’s save now reads “Willpower TN 10 + the carving Runemaster’s Resist bonus,” tying the ward’s strength to the smith who forged it.

5 June 2026 — Discipline Colours & Runecraft ReadabilityPer-discipline identity colours · Runecraft intro rebuilt for contrast

Presentation — Discipline Identity & Readability

Each casting discipline now has its own colour Books

Previously most discipline headers shared the same gold (or, in three cases, the same purple), so the sections blurred together. Each discipline now carries a distinct identity colour on its section header and title, themed to its nature: Devotion crimson, Druid forest green, Shaman frost teal, Wizardry indigo, Ki bronze, Runecraft iron, and Vibhuti violet.

The Runecraft intro was rebuilt for contrast Fix

The discipline’s opening rules — Permanent and Temporary Inscriptions, the AP Scale, the Laws, and the Compatibility table — were previously five identical gold boxes with gold titles on a gold-tinted background, which made the headers hard to read and gave the section no hierarchy. They now use a left-accent layout with dark, high-contrast titles: the two defining mechanic boxes take Runecraft’s iron accent, and the three reference boxes a gold accent. No rules text changed.

5 June 2026 — Ki Discipline ReviewDiscipline-wide tuning · standardized size limits on knockback/Prone · resist tests to core-rules form · section styling unified · Ledger v4 sync

Ki — Discipline Review & Tuning

Size limits standardized on knockback and Prone Rules + Ledger

Forced-movement and knockdown effects across the discipline now respect the creature size ladder, in line with how the Bestiary already gates knockback. Force Kick, Quake Fist, and Ki Eruption no longer knock Giant size or larger creatures Prone or throw them; Shockwave gains the same immunity for its throw; and Chi Strike’s natural-10 pushback now scales — full distance against your size or smaller, half against one size larger, none against Giant or greater.

Resist tests and capstone tests brought to core-rules form Rules + Ledger

Silent Hand Strike now allows a Willpower save to negate; Expel Wounds’ expelled damage now permits a Physique save and is capped at 15 ft range. Two capstone tests that used off-scale values were normalized: The Vajra Lance’s limb-loss test moves from a flat TN 18 to TN 14 + Resist, and The Pashupata Stance’s retaliation test moves from “TN = Ki skill points” to TN 16 + Resist.

Damage and effect tuning Rules + Ledger

Inner Flame now scales off casting bonus rather than Physique modifier; Empowered Strikes deals +3 bonus wounds (was +1); Shockwave’s throw is now 3 ft per Ki point (the system’s rule of three, up from 2); Soul Resonance now costs the Monk Disadvantage on their own actions while the tether holds; Zen gains a Willpower save if the entranced body is dropped to 0 wounds; Pressure Points now requires the Monk to declare the targeted effect before rolling; Astral Projection’s natural-10 Ki action is capped at 2 AP; and Iron Body now lasts 1 turn.

Ignite Weapons moved to TN 10 Rules + Ledger

Repositioned within the discipline’s TN order accordingly.

Thousand Strikes clarified and de-penalized Rules

The compounding −1 To-Hit penalty was a poor return on a 5-AP cast, so it has been removed. The wording is also clarified: the casting itself delivers all 5 melee strikes with no additional AP cost, and the power remains an instant burst rather than a sustained stance.

Section styling unified Fix

Two powers (Death Touch and The Still Point) carried malformed TN labels and a non-standard, compact stat-line that rendered differently from the rest of the discipline. Both were normalized to the standard navy stat-line and (TN n) title format, so the entire Ki section now matches the other disciplines.

5 June 2026 — Shaman Calling ReviewDiscipline-wide tuning · standardized resist tests · new TN 23 capstone · Broken Father lore tie-in · Ledger v4 sync

Shaman — Calling Review & Tuning

Resist tests standardized across the discipline Rules + Ledger

Spells that called for a bare attribute test now use the standard form — the relevant characteristic plus the Shaman’s Resist bonus. Applied to Unwieldy, Bones, Cursed Spells, Mental Anguish, and both saves on Spirit Transference, bringing them in line with the curses that already scaled off Resist.

A pass of damage and duration tuning Rules + Ledger

Numbers brought into line across the calling: Pin Doll now deals Dis.d10 + casting bonus alongside its Bleed; Bestial Curse drops to a 1-turn lock; Spirit Rush adds +15 ft movement to its extra action; Maelstrom can apply to up to 3 AP in a turn; Tribal Tenacity grants +1d10 to allies’ melee/ranged damage; Cursed Wound’s per-turn growth is now a flat +1d10; Blood Boil’s resisted tick rises to 2d10 + bonus; Grave Miasma gains a 2d10 + bonus hit and moves to TN 12; Voodoo Storm’s storm-move now costs 2 AP; and Tribal Mending / Soul Surge are capped at once per turn per character.

Vigor and Enduring Agony reworked Rules

Vigor trades its three-stat spread for a sharper buff: a flat +1 to Physique and Willpower and +1d10 to the target’s next action’s damage or healing. Enduring Agony drops its per-turn damage stack in favour of relentless Disadvantage on all tests and actions until the victim breaks the curse with a Willpower save.

Agony brought back from overpowered Rules + Ledger

The escalating death-curse no longer grows without limit — its damage now caps at 6d10 from Turn 3 onward, and the automatic Stun is gated behind a To-Cast of 9 or higher (Stunned, or lose 1 AP).

New capstone: The Var’kai Ritual (TN 23) Rules + Ledger

The discipline gains a new highest calling, seated just below the Variable-TN utility spells. The Var’kai Ritual is the rite the Broken Father performed — the summoning that, in our lore, created the Orcs. The ancestral spirit manifests on the field and strikes a random enemy for 3d10 each turn; every enemy resists Willpower TN 23 + Resist or takes 4d10 (bypassing non-magical Mitigation) and permanently loses 2 Willpower, with any target reduced to −1 consumed outright. The terror of the rite, per lore, is that it works — but what answers the call is not guaranteed to be what was summoned.

Lore tie-in and a rename Lore

The existing Broken Father entry gains a “The Calling” section connecting the discipline’s two highest spells to him — The Var’kai Ritual as his original summoning, and The Hungry Dead (TN 21) as its lesser echo. Separately, Ghost Wolf was renamed Ancestral Wolf, and The Hungry Dead’s malformed TN label was normalized to the standard format.

4 June 2026 — Spell Discipline OverhaulFull caster restructure · Wizardry rebuild · fire/ice relocation · Shaman & Druid reworks · Devotion light integration · spell tuning · global readability fix

The Great Elemental Division

Every caster discipline retuned so the elements no longer overlap Rules + Ledger

A deep pass across all five casting disciplines found heavy redundancy — the same fire, ice, and lightning spread thin across Wizardry, Druid, and Shaman. The fix was a wholesale restructure giving each discipline a distinct elemental identity: Wizardry now owns arcane, force, and kinetic magic; Shaman owns frost, curse, spirit, and death; Druid owns fire, nature, beast, and earth; Devotion owns blinding holy radiance.

Wizardry rebuilt — 86 → 77 spells Rules + Ledger

A new combat spine of 36 spells (with renames such as Thirsting Blade → Monomolecular Edge, Death Coil → Entropic Coil, and a new TN 22 capstone, Obliteration), all utility kept (Dispel Magic, Teleport, the Daemon suite), Lightning Bolt retained, and 14 fire/ice spells pulled out for relocation. Fireball stays as the one wizard fire spell.

Shaman reworked into a fireless frost/spirit caster — 52 spells Rules + Ledger

The Wizardry ice line was reskinned as spirit-frost and rehoused here (Cold Blast → Breath of the Clanless, Ice Lance → Grave-Shard, Frostbite → Necrotic Frost, Whiteout → The White Blind). All of Shaman’s own fire and lightning was stripped, leaving a discipline of cold, curse, spirit, and death.

Druid received the tectonic fire and the ice — now 56 entries Rules + Ledger

Seven relocated spells placed at their TNs (Consumed in Flame, Lava Spray, Incinerate, Molten Earth, Frozen Shards, Ice Blade, Ice Field); three redundant ones dropped (Fire Sling, Firebomb, Summon Firebrand Weapon). Druid also got a light text polish on five high-tier spells.

Devotion claims the light — Sun/Light spells integrated Rules + Ledger

Pulled the radiant spells out of Druid and Wizardry and concentrated them in the Church: added Unconquered Sun (TN 3), Sun Beam (TN 8), and Sunburst (TN 11), replacing three redundant divine-damage spells (Divine Weapon, Righteous Wrath, Upheaval).

Spell Tuning & New Mechanics

Two large balance passes across Wizardry, Devotion, and Druid Rules

Dozens of targeted edits: casting-stat corrections (Arcane Shield uses Intellect, Bonded in Blood uses Willpower), duration tightening on strong buffs (Void Carapace, Ablative Matrix, Life Diverted now 1 turn), damage rescaling (Lacerate, Soul Burst, Molten Earth, Fireball burn), and the standard once-per-turn clause added to every healing spell that lacked it.

New stat blocks & summoning tables Rules

Conjured Elemental Mote (Summon Elemental), a Corrupted Woodland Spirit stat line, daemon-manifestation tiers for Twisted Words, and the Summon Damned / Call the Unhallowed reanimation tables — all scaled from the bestiary’s tier system and tied to the existing Turn Undead ladder.

Stat-block values are first-draft and not yet playtested.

“Evil” scoped, “maximum damage” simplified Rules

Protection from Evil and Cast Out now define true Evil as Undead, Daemons, and the corrupted/Chaos-tainted (so Orcs and Hobgoblins aren’t auto-affected). Anti-undead riders across Devotion changed from “maximum on the dice” to simply “maximum damage.”

Readability, Ordering & Sync

Spell stat-lines switched from gold to navy across all seven disciplines Rules

The Actions / Range / Duration line under each spell was low-contrast gold on cream. Every instance — including the differently-formatted Runecraft and Vibhuti lines — is now navy (#1A2740) for legibility.

All disciplines re-sorted into clean TN order Rules

Pre-existing ordering drift (most notably in Devotion) corrected so every spell list runs in ascending Target Number, cantrips first and Variable-TN spells last.

Ledger v4 fully synced, including cantrips Ledger

All four caster spell arrays in the character sheet were brought in line with the rebuilt rosters in one comprehensive sweep, and the Druid and Wizardry TN 0 cantrips reconciled to match the rulebook exactly.

Ledger v3 sync remains deferred.

Reliquary jump-links & Campaign Chronicle rename Fixes

The reliquary’s d100 roller gained click-to-jump links from the master table and each roll result to the matching loot table. The Campaign Chronicle had all “Mortek” references renamed to Aakzad and standardised (Elder Rock spacing, racial capitalisation) to match house style.

4 June 2026New Vibhuti battle-magic · codex layout for Lore & Mechanics · advanced-skill popout · mechanics corrections · fixes

New Vibhuti Battle-Magic

Four new Words bridge the TN 7–11 damage gap Rules + Ledger

A coverage pass on the Grimoire turned up a real hole: Vibhuti — a damage-focused discipline — had an offensive spell at TN 3, then nothing until TN 12. A Speaker had no scaling attack for the entire early-to-mid game. Four new spells now fill that span, built on the discipline’s own identity: the arc from the “blunt edge” of the Dissonant Word toward the high Axioms that strip Wound Mitigation entirely.

First-draft values, matched to the system’s TN/AP/damage scaffold — worth a table-test for balance against the other disciplines’ spells at the same tiers. TN 8 was left to Vibhuti’s existing utility Words.

Lore & Mechanics — Codex Layout

Two more books get the side-nav treatment Books

The Tome of Lore (52 A–Z entries) and the Mechanics Reference (17 sections) were rebuilt into the same codex layout as the core rulebook and the skill compendia: a collapsible iron-and-gold side index, live search/filter, scroll-position highlighting, a collapse toggle, and a clean print stylesheet. Lore is grouped alphabetically with each entry individually linkable; Mechanics is grouped by theme (Core, Combat Bonuses, Casting & Healing, Reference).

The interactive tools (Reliquary, Refinery, trackers) and the tab-based Races page were deliberately left as-is — the codex layout suits long reference reading, not tools.

The Ledger

Advanced skills now pop out their full entry Ledger

By table request: clicking an advanced skill’s name (or the new ⓘ icon) in the Ledger now opens an in-page panel with the skill’s complete codex entry — flavor, Mechanic, Specialization, and Vulnerability — exactly like the racial passives popout. Closes with × or Escape. This also replaces an old link that pointed at a since-renamed file. Applied to both v4 and v3.

The “Dodge” defense box no longer clips Ledger

In the Active Defenses row, the third input (Dodge) was being cut off by the container edge. The row was resized to fit all three boxes cleanly in both screen and print views. Fixed in v4 and v3.

Mechanics Reference Corrections

Armour casting column rebuilt to current rules Rules

The Mechanics armour table was still showing the old uncapped “+TN (Cast)” penalty (+1/+2/+3). It now carries the full per-discipline To-Cast breakdown — Wizardry/Druidism/Shamanism, Devotion, Vibhuti, Ki as separate columns — using the current capped values from the core rules’ Iron Cage table. No caster is penalized worse than −3 by armour weight; Ki is never penalized.

Outdated weapon attribute removed Rules

The Piercing 1H row (Dagger / Rapier / Spear) listed an “Advantage vs Leather/Cloth” property that is no longer part of the rules. Removed; the row now reads simply “Finesse eligible.”

Fixes & Housekeeping

Lore entry rendering outside its pane Books

One Lore entry (“Northern Clan: Stoneback of Brackwater”) — and everything after it — was spilling outside the reading pane and jumping to the bottom of the page. The cause was a handful of stray closing tags in the source that the new codex layout exposed. Removed; all 52 entries now sit correctly in the pane.

Bestiary structural pass Bestiary

A mechanical audit of all 198 monsters fixed a small set of data defects: two creatures with a tier name stuck in the group-size field, a caster wrongly flagged as a non-caster, an inconsistent casting-type spelling, and a couple of formatting slips. No balance or stat values were changed.

3 June 2026Beast-craft armour · monster-bone weapons · enchanted gear · Ledger v4 · casting-penalty cleanup

Beast-Hide & Monster-Craft Armour

A new loot category: armour cut from monsters Rules

The Reliquary gained a dedicated Beast-Hide & Monster-Craft Armour category — 35 entries across a Common Hoard and Greater Hoard, the full d100 spread from Common up to a Unique artifact. Every piece is rendered from a slain creature’s hide, scale, bone, or carapace, and counts as a standard armour CLASS in brackets (Furs, Leather, Studded, Chain, Banded, Field, Full) so it plugs straight into the existing rules for casting penalty, Agility, and slot. Beast-craft never rusts and is always proof against the natural weapons of its own kind.

The roster leans on our own lore rather than generic fantasy fare: Khugron deep-beast chitin, Aakzad pre-world shell, Weald-beast and Pyreborn hide, Titan-Blood-fed scale, dragon and wyrm scale & bone, the Iron Chitin mutation, and Lizardman-cut scutes. Standouts include the Dragonscale Hauberk (chain-class, no penalties, halves the dragon’s element), the Carapace of the Deep Stone (stay at 1 wound once per battle), and the unique Wyrm-Father’s Whole Hide.

The d100 master roller was re-banded to fit it (Armour 18–24, Beast-Craft 25–31, Enchanted 32–35); the roller now handles all sixteen categories.

Harvesting a kill is its own task Rules

Beast-craft isn’t free loot. Quartering a monster for usable material assumes a full day’s butchery and a Survival or Medicine test — fail it and the hide is ruined. Worth a GM ruling on time and tools before the party starts skinning everything they drop.

Enchanted Beast-Craft & Monster-Bone Weapons

+1 to +3 warded beast-craft, folded into the enchanted table Rules

27 new entries were woven into the existing Enchanted Arms & Armour category (now 152 items total), re-flowing the d100 bands so both sub-tables stay gapless. They follow the enchanters’ convention — +1 Common-grade, +2 Rare, +3 Legendary — and the higher tiers carry abilities that earn the rarity:

An enchanted beast-craft piece stacks its magical bonus (+X To-Hit/Wounds, or +X Defense) on top of the hide’s native trait — so a +2 Dragonscale Hauberk is chain-class with no penalties, +2 Defense, and still halves its element.

Mundane and enchanted versions now cross-reference Rules

Because the same hides appear in two places — plain in Beast-Hide & Monster-Craft, warded in Enchanted Arms & Armour — both table intros now point at each other so it’s clear which tier you’re reading.

The Ledger v4

Grouped armour dropdowns, beast hides included Ledger

The new Ledger v4 (built from v3) regroups the two armour selectors with clear headers — Forged Armour, Shields, and Beast-Hide & Monster-Craft — adding 19 beast materials, each labeled with the armour class it counts as (e.g. “Dragonscale Hauberk (Chain, no pen.)”). Picking one feeds the real engine, so all the Defense / Mitigation / Agility / casting math resolves correctly.

Beast hides auto-fill their signature trait Ledger

Selecting a beast-craft armour drops its special boon into the Props field automatically (e.g. “immune to Bleed; 1st crit/battle → normal hit”), so the effect isn’t lost — the engine only scores the base class. It won’t overwrite a note you typed yourself. Saved characters load in v4 with no migration needed.

The Compendium links v4 Ledger

The hub now carries a Ledger v4 card in Play Tools, marked newest. (v2 remains the stable default; v3 is still listed.)

Vibhuti / Armour Casting Penalty

Full-plate Vibhuti penalty normalized to −3 Rules + Ledger

A correction to last session’s notes: Vibhuti was not actually untouched by the armour rescale. Full plate had been imposing a punishing −5 To-Cast on Speakers — harsher than any other caster. That’s been normalized to −3, the same hard ceiling Wizard / Druid / Shaman hit in plate. Lighter armour is unchanged.

ArmourOld (Vibhuti)New (Vibhuti)
Studded / lighternonenone
Chainmail−1−1
Banded / Splint−1−1
Plate / Field−2−2
Full Plate−5−3

Fixed in the Ledger v4 engine and across the rules text (the Arcane Interference table, the Vibhuti entries, and the Toll of Iron). No caster is now penalized worse than −3 by armour weight alone.

A clarification on "TN" Rules

Worth flagging because it caused confusion: the armour “Tension Value (TN)” — the 0–5 weight index on the armour tables — is not the same thing as a spell’s Target Number, even though both get abbreviated “TN.” The armour figure just feeds the To-Cast penalty; it isn’t a number you roll against. Reference tables should label that column “Tension Value” or show the derived To-Cast penalty, never “Cast TN.”

Housekeeping

Older rules copy brought in line Rules

A standalone older copy of the rulebook (rules_noted.html) was still running the original uncapped casting penalties (Wizard up to −5 in full plate) and had no Vibhuti column at all. Its Arcane Interference table was rebuilt to match current core rules — capped penalties, the Vibhuti column added at the −3 ceiling — and its armour stat block (“Toll of Iron”) was re-aligned: corrected Agility / Awareness values and real capped To-Cast figures in place of the old “+X TN to Cast.”

31 May – 1 June 2026The discipline-wide spell & blessing rebalance · bypass floor · Essence on the sheet · Ledger split · Reliquary audit

Spellcasting & Blessings

Armour no longer wrecks your casting Rules + Ledger

Heavy armour still interferes with the arcane (Wizard / Druid / Shaman), but the penalty is far gentler than before. The middle and heavy tiers were brutal on a d10 — a plate mage essentially couldn't cast. Now:

ArmourOld PenaltyNew Penalty
Studded−1−1
Chainmail−2−1
Banded / Splint−3−2
Plate / Field−4−3
Full Plate−5−3

Devotion, Vibhuti, and Ki are unchanged — they already had their own forgiving rules. This buff is specifically for the three traditions that took the worst of it.

New rule: Maximum Castable TN Rules + Ledger

There is now a clear ceiling on the highest-TN spell or blessing you can attempt:

Max TN = (your vocation's skill points) + (Discipline skill ÷ 3)

So a Wizard with 9 Wizardry and 6 Discipline can attempt spells up to TN 11 (9 + 2). A magic item or relic can raise this ceiling further. The Ledger now shows your Max TN right next to your Cast bonus, with a "+itm" box for any item bonus.

New rule: Overreach — reaching past your ceiling Rules

A desperate caster may attempt a spell above their Max TN — but never by more than 3. Each step over makes the To-Cast roll harder, and on a failure the weave tears its price from your own body. (Succeed, and you only eat the roll penalty.)

Steps Over Max TNTo-Cast PenaltyBacklash on Failure
+1 over−24d10 wounds (ignore Mitigation) + 1 Stunned
+2 over−45d10 wounds (ignore Mitigation) + 2 Stunned
+3 over−66d10 wounds (ignore Mitigation) + 3 Stunned

The backlash wounds ignore all Mitigation — armour can't stop the weave turning on the one who forced it — and the Stuns feed straight into the new Action-loss rule. Reaching more than 3 TN above your maximum is simply impossible.

Blessing Rebalance

Harm (TN 9) — armour matters again Rules + Ledger

Harm kept its signature auto-maximised damage vs Undead & Daemonic, but it no longer ignores Armour Wound Mitigation. Holy wrath still scorches the unclean, but an armoured Grave Warden's iron now actually counts. Previously it was a guaranteed, undefendable delete button.

Cleric's Ward (TN 7) — capped by Light Soul Rules + Ledger

The Mitigation it grants allies can never exceed your Light Soul skill points. Before, it added the caster's full damage bonus to the whole party's Mitigation with no ceiling — a high-offense Cleric could near-immunise the group. Now the protection scales off a holy/defensive skill, as it thematically should. The +1 Defense is unchanged.

Blessing of the Crusader (TN 9) — flat die removed Rules + Ledger

Now grants +2 To-Hit and adds your casting damage bonus (no longer +1d10 and the bonus) to the target's attacks for one turn. Trims the per-swing burst that was feeding already-high martial damage.

Wrath of the Crusader (TN 7) — no more free knockdown Rules + Ledger

Still 2d10 + casting bonus with a Prone knockdown, but the automatic Prone on a natural 10 is removed — the knockdown is now always a fair contest (target resists with Willpower vs TN 7 + your Resist bonus).

Divine Weapon (TN 7 → TN 8) — reworked to a ranged strike Rules + Ledger

Restored to its proper form as a ranged Cleric attack rather than a melee-weapon buff. Now TN 8: strikes up to 2 targets for 1d10 + casting bonus each, with Undead/Daemonic taking an additional 1d10. This removes the old abuse where the per-hit bonus doubled and stacked across many attacks over several turns.

Spell Balance — Druid Pass

Flame Blade (TN 5 → TN 6) — reworked Rules + Ledger

Three changes at once. The TN rose from 5 to 6; the duration dropped from "1 + bonus turns" to a flat 1 turn; and the per-hit fire damage was changed from a raw Intellect characteristic to 1d10 + casting damage bonus. The old version let a high-Intellect Druid keep a free, scaling damage rider running for many turns off a TN 5 cast — too cheap and too persistent. It's now a sharper, single-turn burst that costs a real casting beat. The Ledger TN was synced to 6.

Call Lightning (TN 10) — now Instant Rules

Duration changed from "1 + bonus turns" to Instant. The damage is unchanged (3d10 + casting damage bonus to the primary, half to others in the 20 Ft AoE), but it no longer lingered as a maintained effect — it was never intended to be a multi-turn channel. TN and Ledger entry are unchanged.

Husk-Skin & Adrenal Jolt — reviewed, left as-is

Both were checked during the pass and held up. Husk-Skin (TN 3, +2 Wound Mitigation, non-stacking) and Adrenal Jolt (TN 6, +1d10 + casting bonus on next melee strike, +10 Ft move, then a Dis.d10 crash) are balanced as written. No change.

Spell Balance — Wizardry Pass

Three Ki powers moved out of Wizardry Rules + Ledger

The Vajra Lance (TN 14), The Pashupata Stance (TN 16), and The Narayana Strike (TN 17) were misfiled at the tail of the Wizardry list — all three are Ki workings (Monk, unarmed, "Perfect Form" prerequisite). They now live in the Ki Powers discipline where they belong, sorted by TN. No mechanics changed; this is purely a filing correction. Reality Fracture (TN 21) and Obliteration (TN 22) were reviewed alongside them and confirmed as intended Wizardry capstones — they stay put.

Mage's Arrow (TN 7) — now unblockable Rules

Mage's Arrow was the odd bolt out: identical cost and damage to the other TN 7 bolts but with no rider at all. It now has a real identity — the slug ignores all cover and cannot be reacted to or blocked by Arcane Shield or any other reactive defense. Damage (2d10 + casting bonus) is unchanged. It's the bolt you reach for when the target is behind cover or holding a reactive ward.

Consumed in Flame (TN 10) — fire now spreads Rules

On a failed save, the flames now leap to the nearest creature within 15 Ft — friend or foe — igniting a fresh burn there (1d10/turn, same TN 10 save to end). Never spreads to a creature already burning. Turns the spell into a crowd-punisher with real friendly-fire risk, and distinguishes it from the other damage-over-time spells.

Soul Burst (TN 11) — now a delayed bomb Rules

The per-turn tick was lowered to a flat 1d10, but the orb now detonates when the target dies while afflicted or when the spell expires: every creature within 15 Ft takes 3d10 + casting bonus wounds. Stack it on something about to die, or on a fleeing enemy who'll carry it back to its allies.

Lacerate (TN 11) — now stops healing Rules

While the cuts remain open, the target cannot recover wounds by any means — healing magic, regeneration, potions, and natural recovery all fail until the wounds close (Willpower TN 11 save each turn). The dedicated answer to enemy healers and high-regeneration bruisers. Damage is otherwise unchanged.

Cluster cleanup: the eight TN 7–9 single-target bolts and the seven TN 10–11 damage-over-time spells were reviewed for overlap. The genuinely distinct ones (Bolt, Fire Sling, Flay Malignant, Lightning Bolt, Ice Lance, Iron Missile; Decompose, Frostbite, Life Leash, Scourge) were left alone — their riders and ranges already justify them. Only the true duplicates above were touched. The defensive-spell overlap was reviewed and left as-is; those are separated by mechanism (Defense vs Mitigation vs negation).

Spell Balance — Shamanism Pass

Exsanguinate (TN 10) — now an execution bleed Rules

Exsanguinate was the filler of the Shaman's damage-over-time spells — a plain 3d10 + small bleed, while its neighbours each had a real identity (Scarlet Venom counters healing, Cursed Wound ignores armour and escalates, Enduring Agony immobilises, Blood Boil can't be shaken off, Agony ramps each turn). It now has its own niche: the bleed scales with how wounded the target is1d10 per turn above half their maximum wounds, 2d10 at or below half, and 3d10 at or below a quarter. The closer to death, the faster the blood drains. Cast it to finish what other wounds have started. The opening hit (3d10 + casting bonus) is unchanged, and the duration was aligned to the other DoTs ("1 + bonus turns" with a Willpower TN 10 save each turn to break free).

The rest of Shamanism was reviewed and left alone: the damage curve is clean, there are no misfiled spells, and the curse/hex utility spells (Hex, Bestial Curse, Cursed Spells, Mental Anguish, Death Hex) and totem/idol spells are already well separated by effect. The high-TN capstones (Spirit Apocalypse, The Grand Unravelling) pay for their Mitigation-bypass with very high TN and heavy cost, consistent with the rest of the system.

Spell Balance — Vibhuti Pass

The Sphoṭa Strike (TN 13) — bypass narrowed to mundane armour Rules + Ledger

Sphoṭa Strike was the cheapest "ignore all armour" attack in the game by a wide margin. Every other effect that bypasses all Wound Mitigation with no strings sits at TN 16 or higher and pays a real price — caster self-damage, a once-per-encounter limit, or permanent stat loss. Sphoṭa delivered clean full-bypass damage at TN 13 with no resist roll and no cost. It now bypasses mundane Wound Mitigation only — it shears through ordinary armour, but magical wards still hold against it. The damage (4d10 + casting bonus) and TN are unchanged. Against Aakzad units the full bypass remains — their own pre-world architecture has no defence tuned against their register — so the spell keeps its signature role as the answer to the Aakzad. This brings it in line with The Agni-Axiom (TN 12), its smaller mundane-bypass sibling.

The rest of Vibhuti was reviewed and left alone. The high-TN workings that bypass all Mitigation are properly gated: The Osteo-Resonance (maintained, the Speaker cannot move, AP upkeep), The Brahmastra (TN 18, heavy cost, Retraction required), and The Agneyastra Volley (mundane bypass only, needs allied archers) all pay for their power. The Agni-Axiom's partial (mundane-only) bypass at TN 12 was already correctly priced.

The Bypass Floor — Armour Matters Again

New rule: total Mitigation bypass is a capstone privilege Rules

A new line in the magic chapter draws a hard floor under one of the game's most armour-invalidating effects. As a rule, only workings of TN 16 or higher may bypass all Wound Mitigation — that's the tier where a spell is costly and rare enough that turning steel to paper is its earned reward. Below that line, magic that "burns through armour" bypasses mundane Mitigation only: ordinary leather, mail, and plate yield, but magical wards and enchanted armour still hold. The single exception is a foe whose own nature has no defence against the effect (an Aakzad struck by its own pre-world register, for instance). The point: mid-tier magic should make armour worse, not irrelevant. Every existing full-bypass capstone (TN 16 and up) is unaffected — that's exactly the tier the rule protects.

The Vajra Lance (TN 14) — bypass narrowed to mundane armour Rules + Ledger

The lone offender under the new floor. A 5d10 projectile that ignored all Mitigation from 400 Ft, once per encounter, at a TN a dedicated Monk reaches well before the capstone tier — it deleted an armoured target's entire defensive investment with no answer. It now bypasses mundane Wound Mitigation only; it still shears through ordinary armour and punches through cover and walls, but magical wards and enchanted plate bite against it. Damage, range, and the once-per-encounter limit are unchanged.

The Preserver's Axiom (TN 14) — kept as a documented exception

This one sits below the floor but keeps its full bypass. It only strikes those bearing genuine hostile intent — it cannot be fooled by feigned surrender, and anyone who truly lays down their arms is unharmed — and it carries a brutal Retraction cost (failure inflicts double-severity backlash and locks the Speaker Silenced for the rest of the encounter). It behaves like a capstone in everything but its TN number, so rather than gut an elegant mechanic, it stands as an explicit exception to the bypass floor.

The Śabda-Axiom is now Vibhuti

The seventh discipline has been renamed Rules + Ledger

The discipline formerly written as the Śabda-Axiom is now Vibhuti (The Manifest Power). Vibhuti carries a double meaning that fits the tradition better than the old name did — it is both the sacred ash left when fire has consumed all that can burn, and the manifestation of divine power made visible. That range — from the quiet diagnostic syllables to the apocalyptic unmaking workings — is what the discipline actually spans, so the name now reflects the whole of it rather than only its sound. The old "Śabda" term has been retired from the rules; the body of surviving fragments is still called the Primordial Lexicon, and the individual Bija syllables are unchanged.

This is a name change only — no mechanics, TNs, costs, or spell effects were touched. Every Vibhuti spell works exactly as it did. On the character sheet the discipline still shares the same skill row it always has; only the label you see has changed.

Spell Balance — Ki Pass & New Workings

Karma (TN 11) — bypass narrowed to mundane armour Rules

The Ki discipline was reviewed against the new Bypass Floor. The only spell below the line that ignored all Wound Mitigation was Karma — the retaliation working that redirects wounds you've taken back into an enemy. It now bypasses mundane Mitigation only; raw redirected suffering shears through ordinary armour, but magical wards still hold. Everything else in Ki was already correctly gated (the full-bypass workings all sit at TN 16+).

New utility spells — filling some obvious gaps Rules + Ledger

Four staple utility workings that the disciplines were simply missing have been added:

SpellTNDisciplineEffect
Feather Fall4WizardryReaction; gently lands up to 3 falling creatures (others, not just self — complements the Monk's Slow Fall).
Enlarge / Reduce7WizardryGrow a target one Size (+1d10 melee, −1 Def) or shrink one Size (+1 Def, +Stealth, −1d10 melee).
Water Breathing4DruidismTouched targets (1 + casting bonus) breathe water for 1 hour.
Scry9ShamanismRitual spirit-sight; view a distant person or place. Unfamiliar/guarded targets resist with Willpower.

These are new player options — run them past the table. They use the same TN / save / casting-bonus conventions as everything else.

Essence on the Sheet & the Ledger Split

The Essence pool is now live on the character sheet Ledger

The proposed Essence rule now has a home on the sheet. The casting panel auto-computes your Essence pool — (vocation points + Discipline ÷ 3) × 2, the same figure that drives Max TN, doubled — with a +itm box for relic Essence (e.g. the Wellspring Pearl). A Used / Left tracker lets you count what you've spent in an encounter; Left shows what remains (Pool − Used, floored at zero). Essence remains an optional rule under group consideration.

New caster relics in the Reliquary Rules

Five relics were added to the Discipline Relics table, keyed to the new casting mechanics: a ring that raises your Max TN, a sigil that eases Overreach penalties, a pearl that grants and refreshes Essence, a cord that absorbs the first Overreach backlash each encounter, and a legendary relic that both raises Max TN and lets mid-tier spells bypass mundane Mitigation.

Two ledger versions while Essence is evaluated Ledger

To keep play stable while the group decides on Essence, the sheet now comes in two flavours. The Ledger v2 is the default. The Ledger v3 is a proposed redesign with a cleaner, denser casting panel (a three-column stat grid and a grouped Essence block). Both carry the Essence tracker; pick whichever your table prefers. Your saved characters load in either.

Filling the Gaps — More New Workings

Utility & niche spells the disciplines were missing Rules + Ledger

A coverage pass turned up a few obvious holes — areas a tradition thematically owns but had no working for. Four more spells were added (verified absent first, designed to the usual conventions):

SpellTNDisciplineEffect
Sacred Light2DevotionCombat-grade holy radiance (30 Ft); the unliving take Disadvantage in its light. The cleric finally has a real Light.
Discern the Unholy3DevotionSense undead, daemonic, Blight-touched, and Evil within 60 Ft, through walls and disguises. The missing detect line.
Teleport13WizardryTrue teleport — no line of sight, carries passengers, range limited by clarity of destination not distance. Distinct from Blink’s short hop.
The Silencing Word8VibhutiA preemptive spoken silence: seal a caster’s voice before they cast. Complements the existing Arcane Duel (a contested reaction) rather than duplicating it.

These are new player options — worth a look from the table.

The Reliquary — Audit & Expansion

Existing relics audited against the Bypass Floor Rules

Every mitigation- and bypass-touching relic in the hoard was checked against the new Bypass Floor. The result was clean — no violations. The collection already used the safe forms throughout (ignore N points, mundane-only bypass, or full bypass reserved for the top tiers). Two items were examined closely and left as designed: the Draught of the Open Gate (half-bypass for three turns, then Exhausted — partial and costed, so compliant) and The Sundering Edge (full bypass, but a Cursed item, where breaking the rules is the entire point).

Three new loot categories Rules

The d100 master table was re-banded to make room for three categories the hoard lacked: Enchanted Ammunition (arrows, bolts, shot — from Keen Broadheads up to a once-only Artifact quarrel), Scrolls & One-Use Castings (single-use spells that cast at their TN without spending Essence or risking Overreach, then crumble; anyone may attempt one with a Willpower check), and Mounts & Companions (steeds and bound beasts, from a sure-footed mule to a bonded wyrmling). The roller handles all fourteen categories.

First hybrid spellblades for the battle-mage Rules

A gap was identified: weapons buffed melee or casting, never both, leaving the sword-and-spell fighter to choose. Two teaser hybrids were seeded — The Adept’s Edge (Uncommon, a Wizard’s arming sword: +1 To-Hit/wounds and +1 To-Cast) and The War-Sage’s Brand (Rare, any discipline: +1 To-Hit/wounds, +1 To-Cast, +1d10 to offensive spells, and once a battle a melee hit cheapens your next spell by an Action). Each is deliberately modest in either lane; the value is doing both at once, so neither outclasses a dedicated weapon or focus.

Armour Penalties

The whole armour penalty curve was rescaled Rules + Ledger

Armour was stacking too many penalties at once (to-hit, Agility, Awareness all piling on). Everything was eased and smoothed into a cleaner curve. Here's the full current table:

ArmourAgilityAwarenessMoveMelee HitRanged Hit
None / Furs / Padded00000
Leather−10000
Studded−100−10
Chainmail−10−5−1−1
Banded / Splint−1−1−10−1−1
Plate / Field−2−2−15−2−2
Full Plate−2−3−15−2−3

The biggest winners: Agility at the heavy end (chain/banded dropped from −2 to −1; plate from −3 to −2), and the to-hit penalties were trimmed across the board. Movement penalties were left alone.

Conditions & Combat

Stunned now reduces your Actions — automatically Ledger

Each Stunned condition strips 1 Action from your turn (2 Stuns = 2 fewer Actions, floored at 0). Enter your Stun count in the Tactical Conditions panel and the Ledger now drops your total Actions for you. Clear the Stuns and your Actions come right back. (The rulebook already described this — the sheet now enforces it.)

Combat Mastery labels renamed Ledger

On the character sheet, "Wounds" → "Damage" and "W. Evil" → "D. Evil" for clarity. The math is unchanged — just clearer labels.

Advanced Skills

"Cleric / Crusader" is back Rules + Ledger

The advanced skill some of you were looking for wasn't lost — it existed under the name "Devout / Runepriest." It's been renamed to "Cleric / Crusader" everywhere. The mechanics are unchanged and already balanced for 100 XP: requires Devotion (3) + Light Soul (2), gives a +1 Wound Mitigation / +1 Healing passive, and the Crusader action (Cause Fear to Evil, add Light Soul to wounds vs Evil).

Sheet Fixes Bug Fixes

Human "Adaptable" discount now survives a reload Ledger

The −5 XP discount on your chosen Adaptable skill was silently disappearing when you saved and reloaded a character. It now persists correctly — including across different devices/browsers — and applies even before you open the racial-traits panel.

Vibhuti casting now calculates correctly Ledger

Vibhuti characters were showing the wrong Max TN (scaling only with Discipline, ignoring the vocation itself), especially on imported sheets. Root cause: the Vibhuti skill's points weren't being read into the casting math at all. Fixed — Vibhuti now scales exactly like the other disciplines, however the character was built.

Cleaner casting panel Ledger

The Max TN display was overflowing its box. It now sits on its own tidy row, clearly labeled, with its value and an item-bonus field.

Discussed, No Change (Yet)

Martial to-hit bonuses — reviewed, left as-is

We looked hard at whether melee/ranged to-hit bonuses are too generous. Verdict for now: they're in range. A mid-tier fighter's +5 to-hit only lands ~30% of the time against a peer's Defense, and Defense scales on the same engine, so it's largely self-correcting. The thing that makes hits feel big is the exploding natural-10 crits plus high wound output — not the accuracy itself. If "hits land too often on elites" keeps coming up, the most likely fix is making sure elite enemies carry high enough Defense (16–18), not nerfing every character's to-hit.