STORMLIGHT ™
HANDBOOK
Tabletop Roleplaying in the World of
Brandon Sanderson’s The Stormlight Archive®
cosmere
roleplaying ga me
The Cosmere® RPG was created by Brotherwise Games and Dragonsteel Entertainment.
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and Lydia Suen Lithén, Jessica Liu, Howard Lyon, Georgi Madarov, Adam
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Jillian Schumacher
© 2025 by Brotherwise Games, LLC. Based on The Stormlight Archive®
novels by Brandon Sanderson, copyright © 2010, 2014, 2017, 2020,
2024 by Dragonsteel Entertainment, LLC, and used with the express
permission of Dragonsteel Entertainment, LLC.
Plotweaver™ Game System © 2025 Brotherwise Games, LLC.
ISBN: 978-1-966528-00-5
First Printing (v1.01)
Printed in China
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Contents
Introduction Willshaper. . . . . . . . . . . . . . . . . . . . . . . . . . 190 Movement and Positioning. . . . . . . . . 309
The Cosmere RPG. . . . . . . . . . . . . . . . . . . . . 1 Windrunner. . . . . . . . . . . . . . . . . . . . . . . . . 198 Variant: Using a Grid . . . . . . . . . . . . . . . . 311
Using This Book. . . . . . . . . . . . . . . . . . . . . . . 2 Bondsmith. . . . . . . . . . . . . . . . . . . . . . . . . 206 Opportunities and
Welcome to Roshar . . . . . . . . . . . . . . . . . . . 3 Chapter 6: Surges Complications in Combat. . . . . . . . . . . . 313
What Is a Roleplaying Game?. . . . . . . . . . 5 Using Surges. . . . . . . . . . . . . . . . . . . . . . . 209 Mounted Combat. . . . . . . . . . . . . . . . . . . 313
Using Cosmere RPG Dice. . . . . . . . . . . . . . 7 Abrasion. . . . . . . . . . . . . . . . . . . . . . . . . . . . 212 Chapter 11: Conversations
Actions and Reactions. . . . . . . . . . . . . . . . 10 Adhesion . . . . . . . . . . . . . . . . . . . . . . . . . . . 215 Setting the Scene. . . . . . . . . . . . . . . . . . . 315
Game Conventions. . . . . . . . . . . . . . . . . . . 11 Cohesion . . . . . . . . . . . . . . . . . . . . . . . . . . . 217 Order of Conversations. . . . . . . . . . . . . . 315
Adventuring and Advancement. . . . . . . 11 Division. . . . . . . . . . . . . . . . . . . . . . . . . . . . 220 Focus in Conversations. . . . . . . . . . . . . . 317
Example of Play. . . . . . . . . . . . . . . . . . . . . . 12 Gravitation . . . . . . . . . . . . . . . . . . . . . . . . 223 Conversation Types. . . . . . . . . . . . . . . . . 318
Chapter 1: Character Creation Illumination. . . . . . . . . . . . . . . . . . . . . . . . 226 Example Conversation . . . . . . . . . . . . . 321
Before Character Creation. . . . . . . . . . . . 15 Progression. . . . . . . . . . . . . . . . . . . . . . . . 229 Chapter 12: Endeavors
Character Creation Steps. . . . . . . . . . . . . 15 Tension. . . . . . . . . . . . . . . . . . . . . . . . . . . . 231 Setting the Scene. . . . . . . . . . . . . . . . . . 323
Character Advancement . . . . . . . . . . . . . 24 Transformation. . . . . . . . . . . . . . . . . . . . 234 Order of Endeavors . . . . . . . . . . . . . . . . 324
Chapter 2: Origins Transportation. . . . . . . . . . . . . . . . . . . . . 237 Discovery Endeavors. . . . . . . . . . . . . . . 326
Considering Your Origins . . . . . . . . . . . . . 29 Chapter 7: Items Exploration Endeavors . . . . . . . . . . . . . 329
Ancestry. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Using Items. . . . . . . . . . . . . . . . . . . . . . . . . 241 Mission Endeavors. . . . . . . . . . . . . . . . . 330
Culture. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Spheres . . . . . . . . . . . . . . . . . . . . . . . . . . . 242 Pursuit Endeavors. . . . . . . . . . . . . . . . . . 332
Chapter 3: Character Statistics Starting Kits. . . . . . . . . . . . . . . . . . . . . . . 243 Example Endeavor. . . . . . . . . . . . . . . . . 334
About Your Statistics. . . . . . . . . . . . . . . . . 47 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . 243 Chapter 13: Gamemastering
Attributes. . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252 Getting Started. . . . . . . . . . . . . . . . . . . . . 337
Defenses. . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Equipment. . . . . . . . . . . . . . . . . . . . . . . . . 256 Calling for Skill Tests . . . . . . . . . . . . . . . 338
Deflect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Travel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 261 Using the Plot Die. . . . . . . . . . . . . . . . . . 338
Expertises. . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Fabrials. . . . . . . . . . . . . . . . . . . . . . . . . . . . 262 Using Opportunities
Health, Focus, and Investiture. . . . . . . . 54 Crafting . . . . . . . . . . . . . . . . . . . . . . . . . . . 265 and Complications. . . . . . . . . . . . . . . . . 340
Senses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Chapter 8: Goals and Rewards Narrative Advantages
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Purpose and Obstacle. . . . . . . . . . . . . . 275 and Disadvantages. . . . . . . . . . . . . . . . . 342
Chapter 4: Heroic Paths Goals. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 276 Structuring a Game Session . . . . . . . . 342
Using Paths and Talents. . . . . . . . . . . . . . 69 Rewards. . . . . . . . . . . . . . . . . . . . . . . . . . . 279 Using Adversaries. . . . . . . . . . . . . . . . . . 342
Agent. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Reward Categories. . . . . . . . . . . . . . . . . 280 Building Combat Scenes. . . . . . . . . . . . 347
Envoy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Chapter 9: Adventuring Adventures. . . . . . . . . . . . . . . . . . . . . . . . 350
Hunter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 Roleplaying. . . . . . . . . . . . . . . . . . . . . . . . 287 Mass Warfare. . . . . . . . . . . . . . . . . . . . . . . 351
Leader. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288 Structuring a Campaign . . . . . . . . . . . . . 355
Scholar. . . . . . . . . . . . . . . . . . . . . . . . . . . . 106 Scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289 Awarding Advancement. . . . . . . . . . . . . 355
Warrior. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114 Events. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290 Starting at Higher Levels . . . . . . . . . . . . 357
Downtime. . . . . . . . . . . . . . . . . . . . . . . . . 291 Canon and Continuity. . . . . . . . . . . . . . 358
Chapter 5: Radiant Paths
Conditions. . . . . . . . . . . . . . . . . . . . . . . . . 293 Safety Guide. . . . . . . . . . . . . . . . . . . . . . . 360
Using Radiant Paths. . . . . . . . . . . . . . . . . 123
Playing a Radiant. . . . . . . . . . . . . . . . . . . . 125 Durations. . . . . . . . . . . . . . . . . . . . . . . . . . 295 The Next Step. . . . . . . . . . . . . . . . . 366
Orders of Knights Radiant. . . . . . . . . . . 130 Food and Water. . . . . . . . . . . . . . . . . . . . 295 Appendix: Animal Companions
Dustbringer. . . . . . . . . . . . . . . . . . . . . . . . . 132 Damage, Injury, and Death . . . . . . . . . 295 Using Animal Companions. . . . . . . . . . 368
Edgedancer. . . . . . . . . . . . . . . . . . . . . . . . 140 Resting. . . . . . . . . . . . . . . . . . . . . . . . . . . . 299 Animal Companion Stat Blocks . . . . . 368
Elsecaller. . . . . . . . . . . . . . . . . . . . . . . . . . 148 Chapter 10: Combat Customizing Stat Blocks. . . . . . . . . . . . . 371
Lightweaver . . . . . . . . . . . . . . . . . . . . . . . . 156 Order of Combat. . . . . . . . . . . . . . . . . . . 301 Glossary and Index. . . . . . . . . . . . 374
Skybreaker . . . . . . . . . . . . . . . . . . . . . . . . 164 Actions and Reactions. . . . . . . . . . . . . . 302
Acknowledgments. . . . . . . . . . . . . 383
Stoneward. . . . . . . . . . . . . . . . . . . . . . . . . . 172 Attacking. . . . . . . . . . . . . . . . . . . . . . . . . . 305
Truthwatcher. . . . . . . . . . . . . . . . . . . . . . 180 Targeting and Range. . . . . . . . . . . . . . . 307 Character Sheet . . . . . . . . . . . . . . 386
RE RULEBOOK VERSION NOISREV KOOBELUR E
Introduction
T he Cosmere Roleplaying Game is a
tabletop roleplaying game (RPG) in which
you and a group of friends collaboratively tell
a story of heroes in a universe of adventure and
powerful Investiture. This handbook provides rules
The core Stormlight books for the Cosmere RPG
include the following:
Stormlight Handbook. You’re reading this book now!
It contains the foundational rules for playing the game,
such as how to create characters, roll dice, and play
for playing in the world of Roshar—the setting for out scenes. You’ll use this handbook alongside either
the Stormlight Archive novels. In this game, you and a published adventure or the Stormlight World Guide,
your fellow players take on the roles of characters from which provides lore and adversary profiles you can
around the world, working together to determine how use to create your own adventures.
your stories unfold as you face a cataclysmic era of Stormlight World Guide. This guide explores the
global conflict. history and cultures of Roshar and its place in the
cosmere. This book contains new canonical lore in
The Cosmere RPG the form of character biographies, timelines, and
The planet Roshar is a small part of a much larger travelogues. It also provides adversary profiles for
universe known as the cosmere. Dozens of inhabited a wide range of non-player characters (NPCs).
worlds fill the cosmere—worlds of mist, of color, and Stonewalkers. The first official Stormlight adventure,
of powerful divine magic, worlds where adventures written in close partnership with Brandon Sanderson
abound. The Cosmere RPG uses a rules system and Dan Wells, takes players from 1st through 8th level
designed for not only adventures on Roshar, but on an adventure across the continent of Roshar.
on any of these worlds.
Adventures Beyond Roshar
Adventures on Roshar Whether you’re ready to adventure throughout the
The first books of the Cosmere RPG focus on the cosmere, or whether you simply want to introduce a
acclaimed Stormlight setting. The battle for the cosmere character from another world, the Stormlight Handbook
begins here, as the Knights Radiant and Odium’s forces is just the beginning! You can expand your adventures
wield powerful Investiture in a conflict spanning all with other books in the Cosmere RPG series, including
of Roshar. the upcoming Mistborn Handbook, Mistborn World
Guide, and Mistborn Legacy adventure.
The Knights Radiant must stand again.
The ancient oaths have at last been spoken; the spren return.
Men seek what was lost; I fear the quest will destroy them.
It is the nature of magic. A broken soul
has cracks into which something else can be fit.
Surgebindings, the powers of creation themselves;
they can brace a broken soul, but they can also widen its fissures.
MICAH EPSTEIN
Introduction 1
Using This Book Chapter 10: Combat. This describes how to engage in
a combat scene, including the general actions every
This book presents the information you’ll need to create
character can use and the rules for targeting, making
remarkable characters and collaborate on an epic tale,
attacks, and moving around the battlefield.
divided into the following sections:
Chapter 11: Conversations. This provides the rules for
Introduction. This describes roleplaying games, presents tense conversation scenes in which characters attempt
the Cosmere RPG’s dice and core mechanics, and to influence each other’s opinions or behavior.
provides an example of what to expect in a typical Chapter 12: Endeavors. This presents rules for high-
game session. stakes endeavor scenes such as solving mysteries and
Chapter 1: Character Creation. This walks you conspiracies, exploring dangerous environments,
through creating your player character, from and pursuing (or fleeing) adversaries in adrenaline-
imagining a compelling backstory to filling out pumping chases.
your character sheet. Chapter 13: Gamemastering. This guides GMs
Chapter 2: Origins. This offers detailed information through the nuances of running a game for their
for your character’s origins, including ancestry players, including calling for skill tests, using the plot
and culture. die, depicting enormous battles, creating a comfort-
Chapter 3: Character Statistics. This provides able space to explore intense themes and maximize
everything you need to know about your character’s everyone’s experience, and more.
attributes, defenses, resources, skills, senses, and The Next Step. This presents resources for beginning
expertises. a campaign and immersing yourself in the storm-
Chapter 4: Heroic Paths. This presents the rules for blasted world of Roshar and the cosmere beyond.
using paths and talents, then details the six heroic Appendix: Animal Companions. This provides
paths from which you’ll choose your character’s first profiles for Rosharan creatures you can befriend
specialized abilities: Agent, Envoy, Hunter, Leader, and work with.
Scholar, and Warrior. Glossary and Index. These sections summarize
Chapter 5: Radiant Paths. This describes the ten key terms and provide page references for more
orders of the mythical Knights Radiant—magic users information.
who wield Stormlight and the forces of nature—and Character Sheet. This provides a sheet to keep track
guides you in choosing a Radiant path, joining that of your character’s statistics, abilities, equipment,
order, and climbing its ranks. and other information.
Chapter 6: Surges. This outlines the ten magical
powers that Radiant characters control and the talents
Adapting the Stormlight Archive
that upgrade them.
Chapter 7: Items. This provides your character’s In adapting the Stormlight Archive into a tabletop role-
starting equipment, weapons, armor, and fabrials, playing game, great care was taken to remain faithful to
along with rules for crafting, travel, and more. Roshar and the cosmere. New lore and powers described
Chapter 8: Goals and Rewards. This guides you in this book are canonical, developed in close partnership
through choosing your character’s core drives and with Brandon Sanderson. However, a few adjustments
downfalls, setting objectives to advance between levels, were made to fit the medium of this collaborative game.
and earning rewards for completing your goals and For example, some flexible Radiant powers have been
advancing the narrative. codified into specific mechanical effects; some words
Chapter 9: Adventuring. This introduces general rules are capitalized differently for clarity; and some lore is
for adventuring in Roshar. You’ll learn about the three merely hinted at, preserving surprises for new readers
scene types—combat, conversations, and endeavors— of the novels. This game is simply a foundation to build
and how to navigate dynamic events. During your on, so choose whichever elements work for you—you’re
adventures, you’ll experience trials and tribulation; embarking on adventures in your Roshar now.
this chapter also presents rules for the conditions,
damage, and injuries you’ll face, plus rules for resting,
recovering, and enjoying extended downtime.
2 Introduction
Welcome to Roshar History of Roshar
Wracked by an endless cycle of supernatural storms This section contains significant spoilers for the Stormlight
and devastated by eons of conflict, Roshar is a harsh Archive novels.
world. Warlike kingdoms vie for superiority, attacking In times now lost to memory, long before humankind’s
and oppressing any who dare challenge them, including arrival, indigenous cultures flourished across Roshar.
their own people. Even the flora and fauna of this planet The singers (as they called themselves) were humanoids
are rugged and resilient; many sport tough shells or can with striking marbled skin and protective carapace.
retract into themselves to survive the highstorms that They could attune to the rhythms of Roshar, connect-
sweep across the landscape. ing profoundly with the enigmatic spren and wielding
But amid this unyielding environment lies great magic to change the singers’ forms and powers.
beauty and power. The highstorms carry Stormlight, When human refugees arrived first on Roshar, the
a well of magic that empowers the world and those singers regarded them with a mix of suspicion and
who dwell on it. Elements and emotions spring to life hospitality, allowing humans to live in the muddy lands
in the form of spren—ethereal beings who fade in and now called Shinovar. However, this uneasy peace was
out of the physical world, affecting it in strange ways. unraveled by Odium, the god of hatred, who many of
Flamespren dance around blazing hearths. Painspren the invading humans had worshipped on their world.
grasp at people suffering from wounds. Gloryspren Manipulated by Odium, humans and singers made
shine around those who realize the magnitude of their war on one another.
DARKO STOJANOVIC
accomplishments. Even greater powers lurk in places Over millennia of escalating conflict, another deity
less traveled; the heart of the storm and the depths called Honor opposed Odium’s designs. Both created
of lonely valleys hold spren more powerful than most immortals—the Fused and the Heralds—to fight their
people could imagine. battles in a series of cataclysmic wars called Desolations.
Introduction 3
The turning point came when humans learned to bond True Desolation
with sapient spren, swearing oaths to unlock the power
This section contains significant spoilers for the Stormlight
of Stormlight. These champions of Honor were called
Archive novels.
the Knights Radiant. Human legends tell of malevolent
gods and Voidbringers ravaging the continent, attempt- For nearly five thousand years, humanity dominated
ing to erase humankind—and every time, the Radiants Roshar. Radiants, spren bonds, and Voidbringers were
overcame these foes. nothing but a memory. Humans enslaved the singers,
But then, for reasons lost to history, two disasters calling them “parshmen,” and eventually lost all records
swept across Roshar. The Radiants gave up their oaths of conflict between the two peoples. Instead, the
and forsook their powers. An act of terrible betrayal human nations fought among themselves, embroiled
struck nearly every singer in Roshar, severing their in generations of endless war.
Connection to the pure tones of Roshar. Singers entered But powers stir once again. The listeners—the last
a clouded mental state. Humanity was left to fend for of the singers who still rule themselves—have been
itself, bracing for the next Desolation—but it never driven to a desolate wilderness known as the Shattered
came. Millennia passed, and Radiant powers were all Plains. Desperate, they connected with long-lost powers
but forgotten. and summoned a new storm to rival the highstorm.
This Everstorm freed singers across Roshar, but it also
brought baleful powers from another world. A new
Desolation now besieges humanity, led by the evil
god whose name people fear to speak: Odium.
In the face of this threat, new heroes rise across
Roshar, human and singer alike. Enterprising leaders
coordinate the resistance. Clever artifabrians build
wondrous technologies. Listeners seek a life free from
the influence of Odium’s forces or human oppression.
Agents of mysterious factions work carefully behind
the scenes.
And, most wondrous of all, Radiant spren have begun
to appear once again. By forging new bonds with these
spren, the powers of the surges can once again be used
to defend Roshar. Those who prove themselves worthy
earn the illustrious title of Knights Radiant.
Era of Play
The Stormlight setting spans millennia, and groups may
decide to set their campaign at any point in the history
of Roshar. The Stormlight Handbook and Stormlight
World Guide describe the world as it exists during the
True Desolation era, specifically in the year of global war
that follows the events of Oathbringer. However, the
Stonewalkers adventure begins a few months earlier,
parallel to the novel Words of Radiance. It’s up to your
group where your campaign begins; you might explore
another point in the timeline of the novels, or you might
find yourselves thousands of years in the past, during
the original Desolations.
ARTEM DEMURA
What Is a
Roleplaying Game?
A roleplaying game is a collaborative experience
of storytelling and imagination. You and your friends
work together to tell the story of a group of char
acters, describing their environment, playing out their
conversations, and narrating their actions. You roll
dice to determine whether those actions succeed or
fail, so nobody knows the outcome ahead of time. Each
character in the game has unique attributes and rules
that affect these die rolls in different ways. A character
can attempt anything in the game, but the rules mean
some things are more likely to succeed than others.
Players
As detailed in chapter 1, each player—other than the
game master—creates a character to play throughout
the group’s adventure. Your character is known as a
player character (or PC). They’re unique to you,
and it’s up to you to decide what you want their origins,
ambitions, and decisions to be. Alongside the other
player characters, you form a group—sometimes called
an adventuring party—who’ll (hopefully) stick together
throughout your adventures exploring Roshar. Together,
you might form bonds with powerful spren, face the
forces of Odium, or take on whatever other challenges
your story puts before you.
During the game, you describe the actions your
character takes, roll the dice for their actions when
prompted by the game master, and decide how and
when to use your character’s abilities. How you describe
your character’s actions is up to you. Some players act
out each word and action of their character, while others
prefer to narrate their character’s actions as if they were
telling a story. Do whichever feels best to you.
Game Master
Most players create and control a single character. GMs, Players, and You
One player, however, takes on the role of the game While the GM is certainly a player—after all, you’re
master (or GM). They don’t play a single character, playing a game together—this game’s rules use the word
but instead act as the guiding storyteller for your game “player” to specifically refer to participants other than the
experience. GM. Rules for players only apply to anyone who has an
As detailed in chapter 13, the GM is the lead individual player character.
storyeller and referee of the game. They prepare Similarly, when this game refers to “you,” it’s usually
an adventure for your group to experience, narrate talking specifically to the players. However, some sections
the action, and play the roles of each non-player (including the entirety of chapter 13) address the
character (NPC) that PCs encounter, whether friend GM directly.
ANNA PAZYNIUK
or foe. The GM is also responsible for adjudicating the
game’s rules as the story unfolds; as such, it’s important
for the GM to be familiar with all rules of the game,
even those that only apply to player characters.
Introduction 5
After a player decides what their character attempts What You Need to Play
to do, the GM decides how those actions resolve. Players
Besides this rulebook, the players need just a few things
are free to make suggestions, but the GM has the final
to play this game:
say on what ultimately happens in the story. The role of
GM is infinitely flexible as they improvise in response Character Sheet. Each player needs a copy of the
to unexpected player choices and dice rolls. character sheet to track their unique rules and record
In this game, the GM isn’t an adversary to the other what happens to their character during play. You’ll fill
players; instead, the GM serves as guide and collab out this sheet during character creation in chapter 1;
orator in creating a story together. It’s true the GM is you can find a blank sheet in the back of this book or
responsible for determining which dangers and enemies online at CosmereRPG.com/character-sheets.
PCs face, but the GM’s ultimate goal is to facilitate a Dice. The group needs at least one set of polyhedral
story the whole group finds compelling and satisfying. dice (described in the next section). These dice can
be found at hobby stores or online. Additionally, this
Flow of Play game uses a unique plot die with special symbols to
The game itself is played out in a series of sessions trigger effects during gameplay. You can buy plot dice
where your group gathers to play (either in person or online at CosmereRPG.com/shop, or you can designate
online). Many groups prefer sessions of two to four an ordinary six-sided die to use in its place (as
hours, but they can be any length you wish. During described in the upcoming “Plot Die” section).
a session, gameplay follows this general pattern: Pencils and Paper. In addition to pencils for writing
on your character sheet, scratch paper can be helpful
The GM sets the scene. The GM tells you about your
for taking notes or drawing quick sketches to visualize
character’s surroundings. They describe the environ-
areas during play.
ment and anything going on that’s easily noticeable.
Safety Tools. Before you play, it’s important to
Depending on the context, they may outline the stakes
establish expectations for your group. Tabletop RPGs
of the current scene or describe some options you may
can include sensitive material, and safety tools help
want to pursue.
players steer the narrative away from topics that make
The players decide what they do. You and the other
them feel uncomfortable or unwelcome. Chapter 13,
players decide what actions your characters take
“Gamemastering,” presents a safety guide to help
based on the information. You might investigate
your group navigate these areas.
the environment or quickly enact a plan of action.
Sometimes the entire group acts together (such as
“we all head into the stormshelter”). However, your
characters can also act individually, or even split up
between different locations to tackle each aspect of
the situation.
The GM narrates the results. The GM describes the
results of the actions you decided to take. Sometimes
this is as simple as describing a new scene, but when
your attempted actions carry some risk or chance of
failure, the GM might have you roll dice to decide
the outcome. Then, based on those results, the
GM narrates the outcomes, repeating the loop all
over again.
As this cycle continues, the game feels like a casual
conversation; you and the GM go back and forth,
occasionally interjecting a dice roll to see how things
resolve. These steps play out whether you’re negotiating
with a Thaylen merchant, exploring the eerie bottom of
a chasm, or fighting a pitched battle against a greatshell.
SAMI RYTKÖNEN
To help each situation feel unique, the game presents
special rules for three scene types: combat, conver
sations, and endeavors (see chapter 9, “Adventuring”).
6 Introduction
Additionally, the GM might use some or all of the 2. Add your skill modifier. The number next to each
following resources to enhance the game experience: skill on your character sheet is your skill modifier,
Stormlight World Guide. The Stormlight Archive reflecting how good you are at that skill. Add it to
novels describe the rich and deep world of Roshar, but your d20 roll.
you can play this game without them. The Stormlight 3. Add any bonuses or penalties. Some tests
World Guide (see “The Cosmere RPG” earlier in this gain bonuses or penalties in certain circumstances.
introduction) collects the essential information about Add any of these to your d20 roll.
Roshar into a single reference book, complete with 4. Compare your total to the test’s difficulty.
rules and statistics for enemies you can encounter You’re trying to reach a target number known as a
all over the world. difficulty class (or DC). Add up your d20 roll plus
Adventures. The GM can use the Stormlight World skill modifiers, bonuses, and penalties; if that result
Guide to design their own custom adventure for your equals or exceeds the DC, you succeed at your task.
group to play through. Or if the GM prefers, they can 5. Resolve the results. Resolve the results of the
use official published adventures that provide all the success or failure, as well as any side effects triggered
resources they’ll need to tell the story. by your abilities or the plot die (described in the
Maps and Miniatures. The Cosmere RPG rules “Plot Die” section).
support “theater of the mind” play, but many players
enjoy visual aids. Miniatures and grid maps can help
track character placement during combat, as described
in the “Variant: Using a Grid” section of chapter 10.
Music. A laptop or speaker with music queued up for
the right moments can add to the atmosphere of a
game table.
Using Cosmere RPG Dice Adding Additional Dice
This RPG uses a set of polyhedral dice. In these Some skill tests require adding additional dice to your
sets, each die has a different number of sides: four, six, d20 roll, such as the following:
eight, ten, twelve, and twenty. This RPG also uses one Plot Die. On especially important rolls, the GM might
additional six-sided die known as the plot die (described have you add the plot die to introduce Opportunities
later in this section). Your group needs at least one of or Complications to the story. See the next section.
each of these dice to play the game, but most players Advantage or Disadvantage Die. When circumstances
prefer to have their own set. make your test easier (or harder) than usual, you might
Throughout the rules text, these dice are referred to roll an extra copy of one or more dice, then pick the
by the letter “d” followed by the number of sides of the most (or least) beneficial result. See “Advantages and
die: d4, d6, d8, d10, d12, and d20. So when you’re told Disadvantages” in chapter 3.
to roll a d20, find and roll the twenty-sided die. Damage Die. When you attack an adversary, you add
one or more damage dice to your test, which deter-
Rolling a Skill Test mines how powerful your attack is. See “Attacking”
Whenever the outcomes of your character’s actions in chapter 10.
are uncertain, you make a skill test using a d20 to Unless otherwise instructed, roll any additional dice at
determine whether you succeed or fail. Tests are the core the same time as your d20.
mechanic of this game, so you’ll roll them frequently! When an ability requires you to roll multiple dice of
The “Skills” section of chapter 3 further details how the same kind, this is indicated by a number before the
skill tests work, but at their most basic, tests follow “d” (such as “3d6”). Roll that number of dice and add
these steps: together their results—or if you don’t have that many
1. Pick a skill and roll the dice. Determine which dice, you can roll the same die that many times in a row.
skill on your character sheet best applies to the situ- For example, if an ability tells you to “roll 3d6,” you roll
GORDON MCALPIN
ation, then roll one d20. (You might also need to roll three six-sided dice (or roll the same six-sided die three
other dice at the same time as the d20, as described times) and add their results together.
below in “Adding Additional Dice.”)
Introduction 7
Plot Die Plot Die
In addition to normal polyhedral dice, this game uses a
custom die called the plot die. You don’t automatically
roll the plot die with every skill test—it’s only used
1 2 3 4 5 6
to “raise the stakes” during tense moments and tests
O O
critical to the plot. NPC tests don’t generally use
the plot die.
2 4
When you roll the plot die, the result might add a
bonus to your test—but it can also result in unforeseen
Opportunities or Complications arising from your
Raising the Stakes
When your character is about to make an important
actions, as described in the upcoming sections.
skill test, the GM can emphasize this by raising the
The plot die has six sides, two of which are blank.
stakes. When the stakes are raised, roll the plot die
Another two sides have an Opportunity symbol ( ),
at the same time as you roll your d20 for the test.
and the final two sides have a Complication symbol
The GM might raise the stakes to emphasize
( ). If you don’t own this game’s custom plot die, you
tests like the following:
can instead use a normal d6 and convert the results
using the Plot Die diagram. Note that 1 and 2 are the ◆ Tests that directly contribute to the current mission.
“worst” results, though they offset the Complication ◆ Tests that play directly to your character’s purpose,
by granting a bonus to that test (see “Complication obstacle, or goals.
Bonus”). The bonus is equal to the number shown ◆ Other tests with high tension or dramatic import
on the Complication symbol—which is double the ance, as determined by the GM.
number rolled on a normal d6. The stakes can only be raised once per test, and they
can’t be raised after the d20 has already been rolled.
ANTTI HAKOSAARI
8 Introduction
Resolving a Plot Die Roll Influence the Narrative. Your actions result in a
When you roll the plot die with your test, the effect positive narrative effect of your choice, which the
depends on whether you roll an Opportunity ( ), GM must approve. For example, you might be trying
a Complication ( ), or a blank. to rough up a Ghostblood agent; if you fail on your
If you roll a blank on the plot die, no positive or ultimate goal but roll an Opportunity on that test,
negative side effects apply to your test, and you resolve you and your GM might decide you managed to pick
the remainder of the test as normal. If you roll an or the agent’s pocket while you had your hands on them.
symbol, see “Opportunities and Complications.” The “Skills” section of chapter 3 suggests example
Opportunities.
Raising the Stakes Yourself
Some abilities provide additional ways you can spend
Some abilities give your character the ability to raise the
an Opportunity. If an ability says you can spend an
stakes yourself, though you can only do so if the GM
Opportunity to trigger a special effect, but you don’t
hasn’t already raised the stakes.
roll an Opportunity on that ability’s test, you can’t use
Even if you don’t have one of those abilities, you
that special effect.
might think a test is worthy of raising the stakes. You
C
can always ask the GM to raise the stakes and advocate Facing a Complication
for why you think the test warrants it, but ultimately When you gain a Complication,
it’s the GM’s call. (GMs, see “Using the Plot Die” in this applies a negative side effect
chapter 13 for further guidance on when and how to to the outcome of your current test
raise the stakes.) (regardless of whether the test succeeds
or fails). The GM should “spend” this
Opportunities and Complication to choose one of the
Complications following effects:
When you make a test, Opportunities and Compli Hinder an Ally. Your actions have unforeseen
cations represent beneficial or detrimental side effects repercussions. The next test taken by a PC gains
related to what happens during the test. These narrative a disadvantage (see “Using Skills” in chapter 3).
tools add interesting wrinkles to the story as it unfolds. Become Distracted. You lose 1 focus (see “Focus”
Your test can gain an Opportunity or Complication in chapter 3).
when you roll the plot die, when an ability grants it, or Influence the Narrative. Your actions result in a
when you roll a 20 or 1 on your d20 (see the upcoming narrative drawback of the GM’s choice. For example,
“Opportunity and Complication Ranges” section). you might be trying to deceive a guard into thinking
Spending an Opportunity you’re an important foreign emissary; if you succeed
When you gain an Opportunity, on your ultimate goal but roll a Complication on that
this applies a beneficial effect to the test, your GM might decide your deception worked
outcome of your current test (regardless so well that the guard insists on escorting you to their
of whether the test succeeds or fails). commander. The “Skills” section of chapter 3 suggests
You can “spend” this Opportunity to example Complications.
choose one of the following effects: Some rules provide additional ways the GM can spend
Aid an Ally. Thanks to your actions, the next test a Complication.
made by an ally of your choice gains an advantage Complication Bonus
(see “Using Skills” in chapter 3). True to its name, a Complication can complicate
Collect Yourself. You recover 1 focus (see “Focus” a situation—but it can also help your test result!
in chapter 3). When you gain a Complication from rolling the plot
Critically Hit. You change a hit into a critical hit die, it also grants you a bonus to your current d20
(see “Attacking” in chapter 10). You can only use roll. This bonus equals the number displayed inside
this effect on attack tests. the Complication symbol you rolled (either +2 or +4).
If you gain a Complication from another source, it
tells you what bonus to add, if any.
Introduction 9
Opportunity and Stacking Range Expansions
Complication Ranges Multiple expansions to Opportunity range, Compli
cation range, or both can be applied to the same test—
In addition to the plot die, you can also gain
but only if they come from effects with different names
Opportunities and Complications from a very high
(see “Stacking Talents and Effects” in chapter 4).
or low d20 roll. When you make a test, you gain an
For example, if two different effects expand your
Opportunity if your d20 rolls a number that falls within
Opportunity range by 2 each, you add an Opportunity
your Opportunity range. By default, this range begins
if the die shows a 17, 18, 19, or 20.
and ends at 20, so you gain an Opportunity when you
roll a natural 20—a roll where the die itself shows
the number 20, regardless of the test result after skill
Actions and Reactions
modifiers, bonuses, and penalties. Many of your character’s abilities require you to use
Similarly, you gain a Complication if your d20 rolls an action or reaction. This game’s rules often refer to
a number that falls within your Complication range. these using special symbols instead of words. You’ll
By default, this range begins and ends at 1, so you gain learn more about actions and reactions in chapter 10,
a Complication when you roll a natural 1—a roll where “Combat,” but here are the basics:
the die itself shows the number 1. However, unlike plot Actions ( ). On your turn in combat, you typically
die Complications, this Complication doesn’t grant you can use either two or three actions. These can
a bonus to your test. allow you to do more than one thing on your turn
You can gain an Opportunity (or Complication) from (for example, moving toward a foe and then attacking
a natural 20 (or natural 1) even when you also rolled them), or you can combine multiple actions into a
the plot die—so sometimes you might face multiple single longer action (for example, using two actions to
Opportunities or Complications on the same test. Recover lost health). If an ability requires one action,
it’s labeled ; if it requires two actions, it’s labeled ;
Ranges When Rolling and if it requires three actions, it’s labeled .
Multiple D20s Reactions ( ). You typically can’t act on other
You’ll sometimes roll more than one d20 for a test,
characters’ turns—but if a specific trigger occurs,
usually due to advantages or disadvantages (see “Using
you might use a reaction to immediately respond
Skills” in chapter 3). When you do, a d20 only adds an
in a special way. You typically can use one reaction
Opportunity (or Complication) if you (or your GM)
between each of your turns.
choose that d20 result to apply to your test.
Free Actions ( ). Some activities don’t require an
Expanding D20 Ranges action or reaction. For example, you can freely banter
Some effects expand the range of numbers that add an during combat, even if you’ve used all your actions.
Opportunity or Complication to your roll.
If an effect expands your Opportunity range, reduce Choosing Opportunities and Complications
its beginning by the stated number. For example, if a
When someone adds an Opportunity or a Complication
talent expands your Opportunity range by 2 for Crafting
to their test, everyone else at the table can suggest fun
tests, that range becomes 18 through 20—so you now
ways to spend it (such as dramatic narrative outcomes in
add an Opportunity on Crafting rolls of a natural 18,
your current scene). However, the final choice is up to the
19, or 20.
player or GM who is spending it.
If an effect expands your Complication range,
If you spend an Opportunity and choose to influence
increase its end by the stated number. For example,
the narrative, the GM has the final say on if your proposed
if a talent expands your Complication range by 3 for
narrative effect is possible. If the GM doesn’t approve, you
Crafting tests, that range becomes 1 through 4—so you
can work together to pick a new narrative effect, or you
now add a Complication on Crafting rolls of a natural 1,
can choose a different effect.
2, 3, or 4.
RANDY VARGAS
10 Introduction
Game Conventions Stacking Similar Effects
These general guidelines apply to all rules of the game. Some effects seemingly overlap with others. In general,
similar effects can stack on a target unless the effects
GM Has the Final Say share the same name. See “Stacking Talents and
If there’s ever uncertainty or disagreement about how Effects” in chapter 4 for the full rules on which effects
to apply the rules of the game, the GM decides. stack in this game.
Specific Beats General Minimum of Zero
The general rules of the game (such as how to roll dice, If an effect tells you to reduce a value, you can’t reduce
use skills in tests, and engage in combat) provide a it past 0 unless otherwise specified. For example, your
foundation for gameplay. However, many specific rules health can’t drop below 0, and you can’t reduce damage
granted by characters’ talents, powers, items, or other to a negative number.
elements seemingly “break” the general rules—this
is intentional and adds variety. If a more specific rule Round Down
contradicts a general rule, the specific rule wins. Whenever you need to divide a value, round down
unless otherwise specified. For example, if your
movement rate is 25 feet and an ability allows you to
“move up to half your movement rate,” you can move
up to 12 feet.
Adventuring
and Advancement
The stories you tell with the Cosmere RPG can vary
in length and complexity. One group’s adventure might
play out in a single session; these games are often called
one-shots. Another group’s adventure could span
many sessions, forming a lengthy campaign where
the characters grow and advance over time. Some
campaigns might string together many smaller, loosely
connected adventures. Other campaigns could play a
long and elaborate adventure that spans characters’
whole careers.
Levels and Goals
For groups that play longer adventures, each player
character grows in two ways: through gaining levels
(discussed in the “Character Advancement” section of
chapter 1) and achieving goals (discussed in chapter 8).
Gaining levels represents your growth as you practice
over time; each level allows you to improve your innate
skills and unlock new abilities. Meanwhile, as you pur-
sue and achieve goals unique to your personal narrative,
you gain access to powerful rewards (such as earning
legendary Shardblades or bonding with magical spren).
As your PCs grow in ability and power, your roles
and experiences on Roshar advance and change. Over
time, you’ll progress through five tiers of play (see
“Character Advancement” in chapter 1). These serve
as general guides for what kinds of experiences the PCs
can expect and what kinds of stories the GM should be
trying to tell.
Introduction 11
Example of Play Taylor (playing Jhesh): Okay, let’s get a bit more
information before heading down. My Memories of
This section presents an excerpt of gameplay from
Stone talent lets me use Cohesion to commune with
the middle of an adventure. The PCs have tracked a
the stone of Roshar. I want to find a piece of the ruin’s
group of singers to a location on the Shattered Plains.
stone and lay my hand on it. What can it show me
Lisiril the Veden Elsecaller (she/her), Jhesh the listener
about what’s happening below?
Willshaper (they/them), and Aj the Iriali Edgedancer
GM: These stones have been through a lot in recent
(he/him) prepare to approach the location.
months. You’ll need to test Cohesion to interpret
Game Master (GM): An anticipationspren whips at what they show you.
the air as you approach the spot you scouted. The
Taylor rolls a d20 and gets a 14 on the roll. Since this is
Everstorm’s arrival tore apart the plateau’s surface
a Cohesion test, they add their Cohesion modifier of + 5
here. Under the broken layers of crem lie ancient
for a total of 19.
ruins, exposed for the first time in millennia. A rift in
Taylor (playing Jhesh): What do I see with a 19?
the ruins leads underground—it’s possible your quarry
GM: Jhesh, you see flashes of the stone being quarried
headed down there.
to form a grand city, then cataclysm, darkness,
Rico (playing Aj): Well, what are we waiting for?
peace. This stone was slowly yielding to Roshar’s
Let’s get in there after them!
embrace until… pickaxes and hammers! You see
GM: Your spren Swillo slithers closer to the entrance
singers smashing this stone to open an entrance to
and gives you an admonishing look. “What did we
the depths. Regals enter the ruins, their imposing
just learn about rushing in?”
forms coursing with red lightning, and the singers
LINDA LITHÉN
unhappily follow. Finally, you see the singers working
deep below—and you see a lone singer standing guard
in the passage just below you.
12 Introduction
Taylor (playing Jhesh): I attune the Rhythm of Taylor (playing Jhesh): Wait! I quickly whisper to the
Determination and turn to my companions. “Only singer, “I was like you once, but I found my own path
one singer stands watch, away from the others. to freedom. Tell me: are the Regals holding you against
They might listen to me as a fellow singer.” your will?”
Mia (playing Lisiril): “Alone? Kelek’s breath! That’s GM: Thanks to your previous Persuasion, she still
a risk. At least let me sneak inside with you, in case trusts you, and she nods as Tempo pulses faster.
things go south.” Taylor (playing Jhesh): “Don’t worry, we’re
Taylor (playing Jhesh): I roll my eyes. “You realize here to help.”
I can heal myself, right? But fine, go in there, but don’t Mia (playing Lisiril): “We are?! Jhesh, you realize
intervene unless absolutely necessary!” I also tell the they’re our enemy, right?”
group what I saw about the guard’s positioning. Taylor (playing Jhesh): I glare at Lisiril. “Am I
GM: Alright, Lisiril, make a Stealth test—and you can your enemy?”
make that with an advantage, thanks to the information GM: The sound of footsteps draws closer and a glowing
Jhesh shared from their vision. red form comes into view. Jhesh and Lisiril, each of
Mia rolls two d20s because she has an advantage; she rolls a you can do one thing before they’re upon you.
2 on one and a 17 on the other. Since she wants a high roll, Mia (playing Lisiril): “Storms. Storms. Storms. You get
she picks the 17. She then adds her Stealth modifier of + 4 her out of here, and I’ll distract our company.” I step
for a total of 21. from the shadows and stand between Jhesh and the
approaching figure.
Mia (playing Lisiril): Phew, your information really
Taylor (playing Jhesh): I’m getting this guard out of
paid off, Jhesh. I got a 21.
here. I grab her and, assuming she follows, we run up
GM: Lisiril, you carefully stick to the deepest shadows
the passage toward Aj.
as you work your way through the ruins. Thanks to
GM: Jhesh, the singer guard briefly hesitates then follows
Jhesh’s info, you know to hug the left wall as you near
you. Lisiril, a glowing red Regal reaches you. You feel
the chamber; there, a singer guards the far doorway
the electricity around them intensifying dangerously.
while quietly humming to a steady rhythm.
Mia (playing Lisiril): I wait until the last moment, then
Rico (playing Aj): Before Jhesh heads down there,
use my Realmic Step talent to pass into Shademar.
I infuse myself with Abrasion, slicking the bottoms
I want to use the sea of beads to reach the surface of
of my feet so I’m ready to get down there too.
the ruins when I step back out—hopefully before the
Taylor (playing Jhesh): I head down into the ruins.
Regals attack.
As I near the guard, I loudly attune the Rhythm of
GM: Okay, make a DC 15 Transportation test for that.
Peace and raise my hands. “Peace, friend. I only want
And raise the stakes again.
to talk, I’m here to help.”
GM: The guard jumps at the sight of you, attuning the Mia rolls a 3 on the d20 for a total of only 7, but she rolls
Rhythm of the Terrors and grabbing her axe. Test an on the plot die.
Persuasion and raise the stakes! Mia (playing Lisiril): Uh-oh, that’s a 7. But with an
Taylor rolls a d20 along with the plot die, rolling an 11 on Opportunity! Can I spend it to at least emerge from
the d20 and a 4 on the plot die. They add their Persuasion Shadesmar into a shadowy side passage, where they
modifier of + 3, along with the + 4 from the plot die, for a can’t see me?
total of 18. GM: Sure! As the Physical Realm reforms around
you, you find yourself hidden in a small side passage
Taylor (playing Jhesh): Well, that’s an 18, but I got a
nearer the surface. After you vanish, the Regal yells
Complication.
and rushes after Jhesh, completely overlooking
GM: Your words get through to her! She lowers her axe
your presence.
a bit and her rhythm changes to Anxiety. “Shhh, they’ll
Taylor (playing Jhesh): Well, it looks like this is
kill you if they spot you. They want to keep what’s here
inevitable. I tell the singer guard to keep running
a secret.” Your spren Tempo hovers over the guard’s
and turn to face the Regals. Mist gathers in my
shoulder, pulsing slightly in warning—then the singer
hand as I summon Tempo as a Shardblade.
freezes as your Complication comes into play. A shout
GM: Alright, looks like we’re starting a combat.
echoes from a deeper passage. Red lights dance in the
Who wants to take a fast turn?
darkness there. It seems someone heard your exchange!
Mia (playing Lisiril): Storms! This is why I’m here. The players briefly discuss strategy, and soon,
I’m going to move out of the shadows and… combat ensues…
Introduction 13
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Chapter 1
Character Creation
A s you step into the world of Roshar,
you start by creating the character you’ll
embody in the game. From one perspective,
your character is merely a collection of statistics and
abilities that outline what you can do in the rules
Collaborating on a Story
Before you begin character creation, the GM will let
you know the general theme of your adventure. As you
begin creating your character, make decisions that mesh
with this shared story. For example, if the GM says each
of this game. But more importantly, your character player character is part of the same bridge crew, you
is a concept, a story waiting to be told. You create probably shouldn’t create a renowned stormwarden—
everything about them—their wants and needs, unless you and your GM can decide how they’re
their strengths and weaknesses, their appearance connected to the story and its other characters.
and personality—forging the beginnings of the story
that defines their place on Roshar. Character Creation Steps
This section guides you through the eight steps of
Before Character Creation character creation:
Before you create your character, imagine who they are.
1. Choose your origins.
What sort of person do you want to play? If you’re a
2. Choose your starting path.
longtime fan of the Stormlight Archive and Roshar, this
3. Choose your attributes.
might be an incredibly specific idea like “a listener who
4. Choose your skills and expertises.
serves as keeper of songs.” If you haven’t even touched
5. Choose your talents.
the novels, maybe it’s as simple as “a tough-as-nails
6. Equip yourself.
mercenary.” There’s no wrong way to approach this
7. Tell your story.
process! You can come up with this concept on your
8. Calculate your final statistics.
own, or the group can collaborate on everyone’s
characters. If you need inspiration, consider the iconic While following these steps in order makes your
builds in the heroic paths of chapter 4, or think about calculations easiest, some players prefer taking other
the example purposes, obstacles, and goals in chapter 8. approaches. For example, you could start with your
character’s story then fill out the rest of your character
Telling a Compelling Story around that concept. To spark inspiration, each heroic
The Stormlight Archive examines journeys of personal path in chapter 4 includes examples of how you might
growth. The character you make will change throughout use it to build an iconic Stormlight character archetype;
gameplay, inching ever closer to their destiny. What type if you’re looking for ideas, that’s a great place to start.
of story feels important, interesting, or healing for you Before starting character creation, make sure you
to tell? As you decide on their challenges and potential have a copy of the Cosmere RPG character sheet;
areas of growth, do those parallel things you’re dealing you’ll use this to keep track of your character’s statistics
with in real life? Or are you exploring new topics, hoping and unique abilities. You can copy the version at the
to increase your empathy and understanding through back of this book or download and print a sheet from
the process of roleplaying? CosmereRPG.com/character-sheets.
Starting at Higher Levels
Most characters in this game start at level 1. If your GM
Three Knights Radiant asks your group to create higher-level characters instead,
search the chasms for see “Starting at Higher Levels” in chapter 13.
an unseen threat.
HUGH PINDUR
Chapter 1: Character Creation 15
Step 1: Origins Choosing Your Name
The first step in defining your character is choosing
Names hold power. Whenever you’re ready to choose
where you come from, including your ancestry and
your character’s name, record both your name and theirs
culture. As you think about your origins, use the tips
at the top of your character sheet. Most people’s names
at the beginning of chapter 2 to begin brainstorming
are influenced by the culture they’re raised in, and the
other aspects of your story; you’ll solidify these details
“Culture” section of chapter 2 suggests names for each
in step 7 of character creation.
culture. However, your character’s name doesn’t have to
Choose Your Ancestry be inspired by your culture, and you can choose it in any
Your ancestry represents the species you’re descended way you wish; after all, many people adopt new names
from. In this game, you can choose from the two later in life.
most common sapient species on Roshar: humans and
singers. Your ancestry guides your appearance, and
depending on the capabilities of your species, it might
unlock some unique talents.
On Your Character Sheet. Choose one ancestry
from the “Ancestry” section of chapter 2, then write its
name on the front of your sheet. Record that ancestry’s
special rules in their respective fields. (Your ancestry
also grants you one or more bonus talents; you’ll choose
these during step 5 when you gain your other talents.)
Choose Your Culture
Consider the society (or societies) in which you
were raised or have spent the most time. These are
represented by cultural expertises that determine
the languages in which you’re most fluent, grant you
knowledge of how to navigate those societies, and likely
influence your perspective on the world.
On Your Character Sheet. Choose up to two
cultural expertises from the “Culture” section of
chapter 2, then record them on the front of your sheet.
(You’ll learn more about expertises—and possibly gain
more of them—in step 4 of character creation.)
She had created Veil and
Radiant to be strong when
she was weak.
16 Chapter 1: Character Creation
Step 2: Starting Path On Your Character Sheet. Choose a heroic path
from chapter 4, then record this starting path on the
Player characters gain most of their abilities from paths,
front of your sheet. (For now, you’re just writing down
reflecting their specialty, training, and experience. Your
the path name, but you’ll gain a skill from this path in
character’s chosen paths significantly influence the role
step 4, and you’ll gain at least one talent from this path
you play in the game. If you’ve played other roleplaying
in step 5.)
games, you’re likely familiar with “classes”; paths are
similar but highly flexible.
You begin with a heroic path that grants you
How Do I Create a Radiant?
mundane abilities, but as you gain levels, you might Radiants are the most iconic wielders of powerful magical
choose a Radiant path and begin wielding Stormlight. surges on Roshar. When a human or singer takes special
oaths and bonds their soul with a willing sapient spren,
Choose Your Starting Path
that person becomes Radiant, able to breathe in and
During this step of character creation, you chose
utilize Stormlight to fuel their powers. Radiants glow with
your first heroic path—your starting path. This
the Stormlight they breathe in, which increases their
book presents six heroic path options in chapter 4:
physical abilities, rapidly heals their bodies, and allows
Agent, Envoy, Hunter, Leader, Scholar, or Warrior.
them to manipulate the fundamental forces of nature
Each of these is summarized on the Heroic Paths
through Surgebinding.
at a Glance table.
If you want to play a Radiant in this game, you certainly
Later, as your character gains levels (and talents),
can—but when you first create your character, they aren’t
you can follow that path for as long as you like,
yet Radiant (unless the GM decides otherwise, such as in a
picking new talents from the same talent tree. Or you
campaign starting at level 2 or higher). To follow a Radiant
can branch into multiple paths—sometimes called
path, your character must first swear Ideals; you’ll work
“multi-pathing”—and become as diversified as fits
toward this goal during play, as described in chapter 5.
your story. You might even bond a spren and unlock
a Radiant path from chapter 5!
Heroic Paths at a Glance
Path Theme Specialties Starting Skill Summary of Key Talent
Agent A talented operative who solves problems Investigator Insight Opportunist: Reroll the plot die once
with a keen mind or deft hand. Spy per round.
Thief
Envoy An insightful negotiator who adeptly Diplomat Discipline Rousing Presence: Make an ally Determined.
influences others. Faithful
Mentor
Hunter A skilled sharpshooter and outdoorsperson Archer Perception Seek Quarry: Choose one character to pursue
who seeks and eliminates problems. Assassin and gain an advantage against.
Tracker
Leader A poised commander who directs and Champion Leadership Decisive Command: Add a d4 “command die”
guides others to be their best. Officer to an ally’s tests.
Politico
Scholar An adroit thinker who excels at planning Artifabrian Lore Erudition: Gain bonus skill ranks that you
and building. Strategist can reallocate.
Surgeon
Warrior A fighter who relies on their skill, brute Duelist Athletics Vigilant Stance: Gain a fighting stance that
strength, or indomitable will. Shardbearer makes you more responsive and flexible
Soldier in combat.
DEANDRA SCICLUNA
Chapter 1: Character Creation 17
Step 3: Attributes Next, refer to the Movement Rate table in
the “Speed” section of chapter 3, and record the
Your character’s innate characteristics are represented
indicated movement rate on the front of your sheet.
by six attributes: Strength, Speed, Intellect, Willpower,
For example, if your Speed is 3, your movement rate
Awareness, and Presence. These form the foundation
is 30 feet per action.
for your skills, physical and mental limits, and more,
Next, refer to the Recovery Die table in the
as detailed in chapter 3.
“Willpower” section of chapter 3, and record the
Choose Your Attributes indicated die size on the front of your sheet. For
Consider which attributes best represent your strengths. example, if your Willpower is 2, your recovery
Most humans and singers have attribute scores die is a d6.
ranging from 0 to 5—the higher your score, the more Finally, refer to the Senses Range table in
exceptional you are in that area. When you gain levels, the “Awareness” section of chapter 3, and record
you can increase your attribute scores even further. the indicated range on the front of your sheet.
On Your Character Sheet. Distribute 12 points For example, if your Awareness is 3, you can easily
across the six attributes in any order. You don’t have sense up to 20 feet even when your primary sense
to put points in every attribute—0 is a valid attribute is obscured.
score—and you can’t put more than 3 points into
any attribute during this step of character creation. Step 4: Skills and Expertises
For example, you might choose a distribution of The next step is to consider what skills and expertises
0, 3, 2, 3, 3, and 1. your character has honed, regardless of their innate
Record each chosen attribute score on the front of attributes.
your character sheet. For now, ignore the nearby boxes
for your defenses, health, focus, and Investiture; you’ll
Gain a Starting Skill Rank
The starting path you chose in step 2 grants an
calculate these statistics in step 7.
associated starting skill, which is considered central
Record Related Statistics to characters who start on that path.
Your attribute scores determine how good you are On Your Character Sheet. Gain a free rank in
in related areas, including (but not limited to) the your path’s starting skill (listed on the earlier Heroic
following: Paths at a Glance table, and also in the path’s “Key
◆ Your Strength determines your lifting capacity, Talent” section in chapter 4). On the front of your
representing the heaviest weight you can lift. sheet, mark a checkbox next to this skill.
◆ Your Speed determines your movement rate, Choose Your Skills
representing how fast and far you can move As you play the game, you’ll frequently use skills
under pressure. (detailed in chapter 3) to attempt various tasks. You
◆ Your Willpower determines your recovery die, might sneak past enemy lines with a Stealth test, or
representing how efficiently you recover health you might forage in the wilderness with a Survival test.
and focus. You could’ve gained these skills through your education,
◆ Your Awareness determines your senses range. line of work, or personal experience. You might even
When your primary sense is overwhelmed (such attribute some to supernatural events.
as in a thunderous highstorm or a lightless room), The more ranks you have in a skill, the better you
your senses range determines how far away you can are at tests and abilities that use that skill. Each skill is
perceive using other faculties (such as smell, touch, also enhanced by the attribute listed next to it on your
or intuition). character sheet. This combination of skill ranks plus
While your Intellect and Presence are just as import- attribute score determines your skill modifier, which
ant as the above attributes, you don’t need to record you add to your test result; this reflects how effectively
anything about them on your character sheet right now. you can perform various skill tests. For example, you’re
On Your Character Sheet. First, refer to the more likely to succeed on Insight tests if you also have
Lifting and Carrying Capacity table in the “Strength” high Awareness.
section of chapter 3, and record the indicated lifting On Your Character Sheet. Distribute 4 more
capacity on the front of your sheet. For example, if your ranks among the eighteen skills listed on the front of
Strength is 2, your lifting capacity is 200 pounds. your character sheet, marking a checkbox for each
rank. You can’t increase any skill above 2 ranks during
18 Chapter 1: Character Creation
CHaraCter name leVel
Veil 1
patHs anCestrY
plaYer name Agent (S py ) Human
S hallan
physical cognitive spiritual
defense defense defense
strenGtH speed intelleCt willpower awareness presenCe
0 11 1 2 15 3 3 16 3
HealtH CUrrent foCUs CUrrent inVestitUre CUrrent
maXimUm maXimUm maXimUm
10
1 5 0 0
defleCt
1 aGilitY (spd) 2 CraftinG (int) 4 deCeption (pre)
0 atHletiCs (str) 3 dedUCtion (int) 5 insiGHt (awa)
0 HeaVY weaponrY (str) 3 disCipline (wil) 3 leadersHip (pre)
1 liGHt weaponrY (spd) 3 intimidation (wil) 3 perCeption (awa)
2 stealtH (spd) 2 lore (int) 3 persUasion (pre)
1 tHieVerY (spd) 2 mediCine (int) 3 sUrViVal (awa)
_____________ ( ___ ) _____________ ( ___ ) _____________ ( ___ )
liftinG CapaCitY moVement reCoVerY die senses ranGe
100 lbs. 25 ft. 1d8 20 ft. when obscured
Conditions & inJUries eXpertises
Alethi Inves tiga tion
Veden S leight of Hand
Underworld
weapons talents
K nife: +1 vs. Phy sical (1d4 +1 k een damage) O ppor t unis t : Once per round,y ou can
Unarmed: +0 vs. Phy sical (1 impact damage) reroll y our plot die.
Plausible Excuse: When discovered
skulking, spend 2 focus to feign
innocence.
Cosmere rpG CHaraCter sHeet | © 2025 BrotHerwise Games
The front of your completed character sheet shows your attributes, skills, and talents.
Chapter 1: Character Creation 19
character creation, but you can otherwise choose them Step 5: Talents
however you wish. (If you choose 2 ranks in a skill,
Your path allows you to pick talents from a tree of
mark two checkboxes by it.)
options each time you gain a level. Each talent grants
After you distribute these ranks, calculate your skill
you a benefit or ability, representing the specialized
modifiers for each skill, even those you have no ranks in.
capabilities that set you apart from other characters.
Your skill modifier equals:
your number of ranks in that skill + your score for that Gain Your Key Talent
skill’s attribute + any bonuses or penalties In step 2, you chose a starting path, which determines
your first talent. This key talent is an important ability
Record each skill modifier in the box to the left of that
that other talents in the path may further improve on.
skill. For example, if you have 2 ranks in Insight and
On Your Character Sheet. You gain the first talent
your Awareness is 3, your Insight modifier is +5.
in your starting path, as detailed at the top of that path’s
talent tree. Record this talent on the front of your sheet.
Special Skills
Choose an Ancestry Talent
All characters can use the eighteen skills listed on the
In step 1, you chose an ancestry that grants you one or
character sheet. However, you might gain additional skills
more bonus talents.
during play, representing your practice with surges (see the
If you’re a singer, you gain Change Form plus one
“Using Surges” section of chapter 6) or other fantastical
talent that grants you starting forms (see “Choosing
elements of the cosmere. If you later gain an additional
Singer Ancestry” in chapter 2).
skill, record it on the blank lines at the end of the skill list.
If you’re a human, you gain another talent from
a heroic path (see “Choosing Human Ancestry” in
Choose Your Expertises chapter 2). You can choose another talent within your
Beyond concrete skills, your character has several areas existing path or choose the first talent of another path.
of expertise—very specialized knowledge from personal On Your Character Sheet. Following the rules in
experience. You might have intricate knowledge of one the “Ancestry” section of chapter 2, choose your bonus
kind of weapon, years of learning about an academic talent(s) and record them on the front of your sheet. If a
subject, or deep familiarity with a given culture. talent affects your other statistics, also record those in
Each expertise is a simple word or phrase repre- the appropriate fields.
senting a subject you specialize in. If your character
is combat-focused, you’ll likely want to choose your Step 6: Equipment
favorite weapon or armor as an expertise. If you’re To reflect your character’s background and interests,
interested in crafting, consider expertises on creating you gain a starting kit with equipment, currency, and
fantastical items such as fabrials. If you’re a scholar, other resources. Some kits also have intangible benefits
consider cultural expertises that reflect your expanded like granting you a bond with a patron (discussed in
knowledge about the world. chapter 8) or jump-starting your journey to becoming
As detailed in chapter 3, your expertise grants you a Radiant (discussed in chapter 5).
various benefits; for example, if you have an expertise
in Engineering, you might automatically know if it’s safe
Choose Your Starting Kit
Each character begins with a starting kit from chapter 7.
to cross a rickety bridge, while another character would
Your story isn’t bound by the names of each kit, so pick
have to test Deduction to come to the same conclusion.
any kit you wish, then decide how you came to possess
On Your Character Sheet. You already gained
these items and resources. For example, if you pick the
two expertises when you picked your culture in step 1 of
Courtier kit, perhaps you inherited these items from
character creation. If your Intellect score is 1 or higher,
your noble Alethi family—or perhaps you illicitly gained
you can now choose additional expertises equal to that
them from your criminal career in Thaylen City.
score, recording them on the front of your sheet.
On Your Character Sheet. Choose a starting
The “Expertises” section of chapter 3 suggests
kit from chapter 7, then record its contents in the
potential subjects, but you can choose an expertise
corresponding fields of your sheet (such as “Weapons”
on nearly any subject you can imagine.
or “Armor & Equipment”).
20 Chapter 1: Character Creation
Purchase More Equipment
If your kit grants you marks (Roshar’s common cur-
rency), you can use these to purchase more equipment
if you wish (or you can save the marks for later). You
can buy any of the weapons, armor, or equipment listed
in chapter 7—but pay attention to the prices! As a
starting character, much of the equipment is beyond
your means.
On Your Character Sheet. If you purchase extra
equipment, record it in the corresponding fields of
your sheet.
Record Your Deflect Value
Some armor reduces the effect of impact, keen, and
energy damage (see “Deflect” in chapter 3). Your
deflect value determines how much of that damage
you can ignore.
On Your Character Sheet. If you gained armor
during this step, record its deflect value on the front of
your sheet. Otherwise, your deflect is probably 0.
Step 7: Story
You now know your abilities, and you have an idea of
what experiences shaped you. Now it’s time to solidify
who you were leading up to this moment, and even
more importantly, who you are today.
Choose Your Purpose and Obstacle
Your purpose is your soul and reason for being. It
doesn’t have specific mechanical effects; rather, your
purpose is what drives you, what defines you, and what
inspires you to the lofty goals of your adventures ahead.
Your obstacle, on the other hand, is what stands
in the way of your purpose, time and time again. This
could be pride, impulsiveness, greed, or anything else
that keeps you from your full potential.
Your goals not only define what currently drives
On Your Character Sheet. Choose a purpose
you, but they grant you access to powerful items, people,
and at least one obstacle, following the guidance in the
and resources during your adventures. As described in
“Purpose and Obstacle” section of chapter 8. Record
chapter 8, when you accomplish a goal, you unlock a
these choices on the back of your sheet.
reward. These can include possessions (like fabrials or
Choose Your Goals Shardplate), relationships (like traveling companions or
The tangible objectives your character is personally patrons), increased status (like noble titles), and more.
working toward during their adventures are represented On Your Character Sheet. Create one or two goals
by goals. These are a critical part of your character and to start with, following the guidance in the “Goals”
how they advance in this game, so think about them section of chapter 8. Record these goals on the back
carefully. Each goal should be something you’re trying of your sheet.
to accomplish in the game; this might be as immediate For now, ignore the checkboxes to the right of each
as “escaping imprisonment” or as lofty as “swearing an goal. As the game progresses, you’ll use these to mark
Ideal of the Knights Radiant.” your progress toward your goals.
DEREK MURPHY
Chapter 1: Character Creation 21
CHaraCter name leVel
Veil 1
patHs anCestrY
plaYer name Agent (S py ) Human
S hallan
physical cognitive spiritual
defense defense defense
strenGtH speed intelleCt willpower awareness presenCe
0 11 1 2 15 3 3 16 3
CHaraCter appearanCe armor & eQUipment pUrpose
2 k nives Shelter those I love from the harsh
L eather armor (trenchcoat ) realities of an unforgiving world.
Common clothes oBstaCle
I can be impulsive, brash,
L ockpick
and overprotective.
Notebook, pen, and ink Goals
Bottle of Horneater white Infiltrate the Ghostbloods
___________________________
Back pack
___________________________
Crowbar
___________________________
Rope
F lint & steel ___________________________
Oil lantern & oil ___________________________
talents, ContinUed
5 day s st reet food ___________________________
___________________________
___________________________
marKs
20 ___________________________
notes ConneCtions
Veil is a hard-edged Alethi woman with Ty n (Ghostblood mentor, deceased)
a my sterious past. S he considers herself
a sk illed con ar tist, but she’s not as worldly
as she appears. S he has a weakness for
strong drinks and rug g ed bridgemen.
DEANDRA SCICLUNA
Cosmere rpG CHaraCter sHeet | © 2025 BrotHerwise Games
The back of your completed character sheet shows equipment, goals, and backstory.
22 Chapter 1: Character Creation
Tell Your Story Step 8: Final Calculations
By now, you probably have a good idea of not only what Congratulations, you’ve made all the big decisions!
your character is, but who they are. Feel free to add As the final step of character creation, use the
details to your story, referring back to “Considering instructions in this section to calculate and record
Your Origins” at the beginning of chapter 2. Consider your remaining statistics. Chapter 3 details how your
details such as the following: attributes affect these and other aspects of the game.
Occupation. What do you do for a living? Is it leading As you do so, be sure to apply any bonuses from
you into your adventures or distracting you from them? your talents, equipment, and other effects. For example,
Relationships. Who are the most important—or the Collected talent increases both your Cognitive
troublesome—people in your life? What factions defense and Spiritual defense by 2.
are you allied with or at odds with? If you have few
Calculate Resource Pools
connections, is there a reason you prefer to work alone?
During your adventures, you draw from three resource
And importantly, how do you know the other player
pools, each of which has a maximum value that you’ll
characters, if at all? (Work with your GM and the
regularly deplete and recover during play (see “Health,
other players to create connections to them.)
Focus, and Investiture” in chapter 3).
Loyalties. Has your loyalty to your friends or factions
ever conflicted with your values or goals? For Health
example, perhaps you’re a middling member of the This physical resource represents your stamina and
Diagram who once believed you were helping save resistance to minor injuries, and it increases as you level
humankind, but now you grapple with the depravity up. At level 1, your maximum health equals:
of your missions. 10 + your Strength attribute + any bonuses or penalties
Personality. Your character’s personality will solidify
Record your maximum health on the front of your sheet,
as you play the game, but you can sketch it out now.
then record the same number for your current health.
What are your preferences, dislikes, quirks, and general
For example, at level 1, if your Strength is 2 and you
disposition? Do you take joy in the finer things and
have no relevant talents or other effects, your maximum
find poor lodgings an insufferable burden? Or are
and current health are 12.
you frugal, refusing to overspend or be swindled?
What makes you stand out from others who share Focus
your ancestry, culture, and occupation? This cognitive resource represents mental resolve
Appearance. What are your distinctive features? and ability to resist distraction and emotional distress.
What fashions appeal to you? How tall are you? Your maximum focus equals:
You can record your description in the “Character 2 + your Willpower attribute + any bonuses or penalties
Appearance” field on your character sheet.
Record your maximum focus on the front of your sheet,
Possible Radiant Order. Do you want your character
then record the same number for your current focus.
to eventually join a Radiant order? If so, consider
For example, if your Willpower is 2 and you have no
harmonizing your story and personality with a specific
relevant talents or other effects, your maximum and
Order’s tenets, preparing to bond the corresponding
current focus are 4.
type of spren when the opportunity arises.
You don’t need to know everything about your character
Investiture
As a new character, you don’t have this spiritual
when you begin your adventures; feel free to keep things
resource yet. If you later gain Investiture (see chapter 5),
flexible and let more of their story emerge during play.
your Awareness or Presence affects it.
Chapter 1: Character Creation 23
Calculate Defenses Character Advancement
Your three defenses represent your resilience against
During this game, your character will face adventure
attacks, coercion, and other unwanted effects. The
and adversity, making friends and foes alike. As you
higher your defenses, the harder it is for opponents to
do, you’ll advance in two meaningful ways. First, you’ll
succeed on skill tests against you (see the “Defenses”
earn rewards for completing personal goals; these can
section of chapter 3). Record your three defenses on
grant you powerful items, allies, and abilities, as detailed
the front of your sheet:
in chapter 8. Second, as your campaign progresses,
Physical Defense. Your Physical defense equals your GM will indicate that your collaborative story has
10 + your Strength attribute + your Speed attribute + reached certain milestones. When this happens, each
any bonuses or penalties. For example, if your Strength character gains a level, representing that each of you has
is 2 and your Speed is 3, and you have no relevant reached a significant milestone in skill and experience.
talents or other effects, your Physical defense is 15.
Cognitive Defense. Your Cognitive defense equals Tiers of Play
10 + your Intellect attribute + your Willpower The levels you advance through are divided into five
attribute + any bonuses or penalties. For example, tiers. As your adventuring party grows in power and
if your Intellect is 2 and your Willpower is 2, your faces more dangerous foes, each tier presents a slightly
Cognitive defense is 14. different play experience:
Spiritual Defense. Your Spiritual defense equals
Tier 1 (Levels 1–5). Characters are just coming
10 + your Awareness attribute + your Presence
into their powers and learning about their place on
attribute + any bonuses or penalties. For example,
Roshar. You’re dealing with issues and threats on a
if your Awareness is 3 and your Presence is 0,
personal scale that affect you and the people around
your Spiritual defense is 13.
you. Your decisions may attract a spren to bond with
Complete Other Fields your character, eventually granting you access to
Only a few more fields remain on your character sheet: powerful surges.
Tier 2 (Levels 6–10). Characters begin dealing with
Level. On the front of your sheet, record that your
higher-stakes issues on Roshar. At this point, some
character is level 1. This reflects your current power
characters have likely gained talents in the powerful
and experience; you’ll gain levels as you continue
Radiant paths and sworn multiple Ideals. Other char-
your adventures in the cosmere. (See the “Character
acters may have earned Shardblades of their own.
Advancement” section of this chapter.)
Tier 3 (Levels 11–15). Characters begin facing
Conditions & Injuries. For now, you don’t have
challenges on a scale that impacts all of Roshar.
any active conditions. You’ll use this field to track
You might be fighting Fused or other powerful
temporary effects you experience during gameplay
adversaries, and some characters may have earned
(see “Conditions” and “Injuries” in chapter 9).
a set of Shardplate.
Notes. You can use this field to keep track of any-
Tier 4 (Levels 16–20). Characters face challenges
thing you wish.
not just on Roshar, but potentially stretching into
Connections. During your adventures, you’ll use this
the greater cosmere. Though you’ve largely mastered
field to track the special connections you build with
your powers, you now face otherworldly foes and
NPCs and factions. Unless you gained a connection
unfamiliar threats.
earlier in character creation, this field should remain
Tier 5 (Level 21+). After level 20, you’ve embraced your
blank for now. (See “Connections” in chapter 8.)
identity, your powers, and your destiny. At this point,
Play the Game! you might be leading the struggle against cosmere-level
With your character sheet completed, you’re ready threats—or you might retire to a life of peace after a
to play! job well done.
Your character’s tier primarily impacts the scope of
your current adventures, but it also affects a few of
your statistics. For example, you gain ancestry talents
at the beginning of each tier; your maximum skill rank
ADAM J. MARIN
increases along with your tier; and some of your talents
may become more powerful.
24 Chapter 1: Character Creation
Character Advancement
Character Attribute Health Maximum
Tier Level Points Gained Skill Rank Skill Ranks Talents Gained
1 12 attribute points 10 + STR health 2 4 skill ranks 1 talent from starting path
(+1 from starting path) plus ancestry bonus talent(s)
2 — +5 health 2 +2 skill ranks +1 talent
1
3 +1 attribute point +5 health 2 +2 skill ranks +1 talent
4 — +5 health 2 +2 skill ranks +1 talent
5 — +5 health 2 +2 skill ranks +1 talent
6 +1 attribute point +4 + STR health 3 +2 skill ranks +1 talent plus ancestry bonus talent
7 — +4 health 3 +2 skill ranks +1 talent
2 8 — +4 health 3 +2 skill ranks +1 talent
9 +1 attribute point +4 health 3 +2 skill ranks +1 talent
10 — +4 health 3 +2 skill ranks +1 talent
11 — +3 + STR health 4 +2 skill ranks +1 talent plus ancestry bonus talent
12 +1 attribute point +3 health 4 +2 skill ranks +1 talent
3 13 — +3 health 4 +2 skill ranks +1 talent
14 — +3 health 4 +2 skill ranks +1 talent
15 +1 attribute point +3 health 4 +2 skill ranks +1 talent
16 — +2 + STR health 5 +2 skill ranks +1 talent plus ancestry bonus talent
17 — +2 health 5 +2 skill ranks +1 talent
4 18 +1 attribute point +2 health 5 +2 skill ranks +1 talent
19 — +2 health 5 +2 skill ranks +1 talent
20 — +2 health 5 +2 skill ranks +1 talent
5 21+ — +1 health 5 Either +1 skill rank or +1 talent
(plus ancestry bonus talent at level 21 only)
Gaining a Level You can’t have more ranks in a skill than the
maximum skill rank for your tier, as shown in the
When you gain a level (sometimes known as “leveling
Max Skill Rank column of the Character Advancement
up”), your power and abilities increase, as indicated
table. However, some talents may temporarily boost
on the Character Advancement table in this section.
your skills, which doesn’t count toward this limit.
Follow these steps to advance your character:
Beyond the above limitations, you can distribute
1. Increase your character level by 1. these new skill ranks among any skills you wish,
2. If indicated for this level, increase an attribute including surge skills gained from Radiant paths.
and its related statistics. On your character sheet, for each skill rank
3. Increase your health. you gain, mark one checkbox next to that skill
4. Gain skill ranks. and increase its modifier by 1.
5. Gain a new talent.
Step 5: Gain a Talent
Step 1: Increase Your Level Each time you gain a level (through level 20), you gain
Your character starts the game at level 1, and you one talent. From level 21 onward, you gain your choice
gain a level when your adventure reaches a milestone of either a skill rank (see step 4) or a talent, not both,
as indicated by your GM. as indicated on the Character Advancement table.
Additionally, your ancestry grants you a bonus talent
Step 2: Increase an Attribute at the beginning of each tier (levels 1, 6, 11, 16, and 21);
At levels 3, 6, 9, 12, 15, and 18, increase one attribute
the “Ancestry” section of chapter 2 details which bonus
of your choice by 1, as indicated on the Character
talents are available to your ancestry.
Advancement table. (No other levels grant an attribute
Whenever you choose a talent, you must meet its
increase.) You can’t increase any attribute above 5 in
prerequisites (as described in the next section).
this way, but some talents may temporarily boost your
attributes, which doesn’t count toward this limit. Prerequisites
On your character sheet, be sure to update skill
Some abilities—usually talents—have prerequisites
modifiers and other statistics affected by this attribute;
you must meet before selecting or benefiting from them.
the “Attributes” section of chapter 3 tells you what to
For example, you might need to swear an Ideal or gain
recalculate for each attribute.
more ranks in a skill before you’re allowed to choose a
Step 3: Increase Your Health particular talent. Additionally, each talent (other than
Increase both your maximum and current health by a key talent) requires you to have the talent preceding it
the amount specified for your level on the Character in the talent tree, as described in “Advancing Through
Advancement table. a Path” in chapter 3.
Some effects permanently increase your statistics,
Step 4: Gain Skill Ranks and these count toward such prerequisites. However,
Each time you gain a level (through level 20), you
if you gain a temporary bonus from talents, fabrials,
gain 2 skill ranks of your choice. From level 21 onward,
and similar effects, this doesn’t count toward prereq
you gain your choice of either a skill rank or a talent
uisites. For example, if you’re a singer in artform,
(see step 5), not both, as indicated on the Character
your Awareness temporarily increases—but because
Advancement table.
that bonus ends when you change forms, it doesn’t
count toward prerequisites that require a certain
Awareness score.
26 Chapter 1: Character Creation
Choosing Rewards
As your character advances, you’ll complete
He saw it in her eyes. The anguish,
goals that allow you to choose special rewards
(see chapter 8, “Goals and Rewards”). You may the frustration. The terrible nothing that
wish to think in advance and talk to your GM about clawed inside and sought to smother her.
what rewards you want to work toward. If your She knew. It was there, inside. She had
character becomes a Radiant, you’ll likely spend most
been broken. Then she smiled. Oh, storms.
of your rewards on strengthening your spren bond
and swearing Ideals—but this diverts your attention She smiled anyway.
from growing your status, resources, and strategic
affiliations. So while Radiant characters tend to earn
more impressive personal power, heroic characters
tend to secure monumental connections and key
assets to dominate their enemies and write themselves
into legend.
MICHAEL WHELAN
Chapter 1: Character Creation 27
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Chapter 2
Origins
Y our character’s life story begins long
before your game does. You certainly don’t
need to write an epic novel about this
backstory, but your campaign will feel more meaningful
if you have a basic idea of where your character is
Ancestry and Culture
During the first step of character creation, you choose
your ancestry and the cultures that shaped you. The
later sections of this chapter detail these choices and
how they impact the rules of this game.
coming from (and how they might be connected to the
other player characters). This chapter helps you build Story Considerations
that foundation, including some choices that are purely You’ll decide more about your story during step 7 of
for flavor, and others that significantly impact your character creation, but you can start considering the
game statistics. following factors now. These don’t affect your game
statistics, but they certainly shape who you are and
Considering Your Origins how you respond to your adventures.
As you begin character creation, think about the
Occupation
winding path that led your character to the moment
Depending on your character’s age and ability, you
your adventures start. Who and where do they come
might decide on a past or present occupation. This
from? What have they spent their time learning, either
experience doesn’t have to directly tie to your decisions
voluntarily or under duress? How does their personality
or role in the party, but if you wish, it can inform many
inform their interests? Most importantly, what story
decisions. For example, your occupation might influence
do you want to set up with their origins? During step 7
your later choice of talents. Your choice of starting
of character creation, you’ll solidify these details,
equipment might reflect your occupation. And when
but thinking about them now can inspire your other
you have a break between adventures, you might even
character-building decisions.
ply your trade to earn spheres (see “Downtime”
Most enjoyable and fulfilling stories tend to focus
in chapter 9).
less on the cool things a character can do, and more on
Remember, your experience and prowess should
the sacrifices they make and challenges they overcome
correspond to your level. A 1st-level character wouldn’t
to accomplish those cool things. Whether your character
yet be a battalionlord (see “Titles” in chapter 8), but
is destined to bond a spren and become a Knight
you could tend a stable of royal Ryshadium with the
Radiant, or whether they’ll achieve greatness all on their
appropriate expertise.
own, their past likely includes some degree of hardship
and perseverance. Keeping that in mind, it’s time to Identity
start crafting your character’s story, beginning with Your occupation might be part of your past, but you
their origins. carry much of your identity with you wherever you go.
How old are you? What’s your gender identity? Do you
belong to any groups (by circumstance or by choice)
that you consider part of your core identity?
Friends and Factions
Dalinar faces No one is an island. Consider which relationships have
memories of his past. most shaped you. This might include family (and chosen
family), old friends, trusted colleagues, bitter rivals,
and more. Is there anyone you’re responsible for, owe a
debt to, or grieve? In addition to individual people, what
factions do you owe allegiance to? Are you connected to
RANDY VARGAS
any governments, religions, guilds, armies, crime rings,
or secret organizations?
Chapter 2: Origins 29
Ancestry Human Ancestry
Your ancestry reflects who you’re descended from. Most of Roshar is divided into human-ruled nations
When you choose an ancestry in step 1 of character with majority-human populations.
creation, this affects your identity and general appear Many ethnic groups are represented within the
ance, determines your size (see “Size and Space” in human species, some of which include distant singer
chapter 10), and grants you talents or other abilities ancestry. Although each ethnic group shares common
to represent unique traits of your species. physical characteristics among many of its people, these
Though your ancestry may be an important part characteristics can express themselves very differently
of your identity, it doesn’t define you. In a later section, across individuals. Due to the Vorin “right of travel,”
you’ll choose the culture and society you were raised in, international relations, and diasporas born of conflict,
and possibly a different one you embrace today. These most nations have some degree of ethnic diversity
significantly impact how you view the world and what among citizens.
you want for yourself, which might completely diverge The “Culture” section of this chapter discusses the
from what others expect of you. nations of Roshar and the most common ethnicities of
This section details the two species of sapient the people who live there.
humanoids who live on Roshar: humans and singers.
Choosing Human Ancestry
If you choose the human ancestry, your size is
Medium, and you gain the following benefits at the
specified levels:
Ancestry Bonus Talents (Level 1, 6, 11, 16, and
21). During step 5 of character creation, you gain
one bonus talent. As a human, you must choose this
talent from a heroic path (such as those in chapter 4).
Whenever you reach a new tier (as indicated on the
Character Advancement table in chapter 1), you again
gain a bonus talent from a heroic path.
As usual, you must meet the prerequisites for these
talents (see the “Advancing Through a Path” section
of chapter 4).
Singer Ancestry
Singers are the indigenous population of Roshar,
though this knowledge was suppressed by the humans
and lost for many Desolations. Singers can change
forms by bonding spren during highstorms, altering
the singer’s appearance and abilities. Their intellectual
and emotional capacities are equal to those of humans—
but unlike humans, whose abilities generally remain
constant, singer forms have the remarkable ability
to temporarily amplify some abilities while others
lie dormant.
Singers have skin marbled with black, white, or
red. Singer hairstrands range in hue, including orange,
red, and black. Protective carapace covers parts of their
bodies, though certain forms have more substantial
carapace, acting as biological armor. When a singer
takes on a new form, it can influence their physicality,
aspects of their personality, and their access (or lack
thereof) to certain rhythms.
GAL OR
Singers use these rhythms—which suffuse all of The “Culture” section of this chapter describes the
Roshar—to add emotional context and depth to their listeners—a culture of singers—and also summarizes
words. Though most humans can’t comprehend the the experiences of other singers who live in human-
rhythms, singers associate rhythms with specific ruled lands. You can learn even more about singers
emotions. Each singer imbues their words with a in chapter 2 of the Stormlight World Guide.
cadence representing their mood. With concentration,
they can even attune a false rhythm; sometimes singers
Choosing Singer Ancestry
If you choose the singer ancestry, your size is
do this to correct themselves, and other times, to
Medium, and you gain the following benefits at the
mislead their audience. For example, a singer might
specified levels:
attune the Rhythm of Peace to lessen their own
anxiety—or hum to the Rhythm of Consideration to Unique Talent Tree (Level 1). Whenever you choose
pretend they’re paying close attention to an argument a new talent, you can choose it from the Singer talent
they find boring. Other examples of common rhythms tree in this chapter (in addition to the other trees you
include the Rhythm of Determination, the Rhythm have access to).
of the Terrors, the Rhythm of Joy, and the Rhythm Change Form (Level 1). You gain the Change Form
of the Lost. (Singer Key) talent from the Singer tree, along with
one bonus talent that’s connected to it. Decide which
form to begin the game in, choosing from the forms in
these two talents. As you gain levels, you can learn new
forms from talents in the Singer tree.
Ancestry Bonus Talents (Level 6, 11, 16, and 21).
Each time you reach a new tier (as indicated on the
Character Advancement table in chapter 1), you again
gain a bonus talent. You must choose it from the Singer
tree or from any heroic path (see chapter 4).
As usual, you must meet the prerequisites for these
talents (see the “Advancing Through a Path” section
of chapter 4).
Singer Talents
The following talents are available to characters with
singer ancestry. See “Using Talents” in chapter 4 for
information on how to read and use these talents.
Change Form (Singer Key)
Prerequisite: Singer ancestry
Activation:
You learn to bond a spren during highstorms and change
your form. This transformation alters not only your
appearance, but your physical, cognitive, and spiritual
strengths, and even your personality.
When you acquire this talent, you begin with
two singer forms, dullform and mateform:
Dullform. Your form isn’t specialized, as your bonded
spren grants no form. You can pass unnoticed as a
“parshman” in most human societies, but you don’t
gain other benefits from your form.
Mateform. You have bonded with a lifespren, and your
form is specialized for reproduction.
KATIE PAYNE
a Singer in Nimbleform
Chapter 2: Origins 31
Change Form (Singer Key)
Prerequisite: Singer ancestry
During a highstorm, you can change into dullform,
mateform, or another one of your singer forms.
Singer forms
Forms of Finesse Forms of Wisdom Forms of Resolve
Gain artform and nimbleform. Gain mediationform and scholarform. Gain warform and workform.
Artform: Awareness +1, expertises in Mediationform: Presence +1. You can Aid Warform: Strength +1, deflect +1.
Painting and Music, advantage on without spending focus. You can jump horizontally up to your
Crafting tests and tests to entertain. Scholarform: Intellect +1. Temporarily gain movement rate and vertically up to
Nimbleform: Speed +1, focus +2. a cultural or utility expertise and a rank half your movement rate.
in a non-surge cognitive skill. Workform: Willpower +1, ignore Exhausted.
You can disguise yourself as a “parshman.”
Ambitious Mind
Prerequisite: Discipline 3+
Increase Cognitive defense by 2. You can
bond a Voidspren, but once per day on
, you must test Discipline (DC 15) or
be Stunned.
Forms of Destruction Forms of Expansion Forms of Mystery
Gain direform and stormform. Gain envoyform and relayform. Gain decayform and nightform.
Direform: Strength +2, deflect +2. You can Envoyform: Intellect +1, Presence +1. Decayform: Willpower +2. You can spend
use Reactive Strikes to Grapple instead You know all languages and gain an 1 focus or 1 Investiture to prevent a
of attacking. advantage on Insight tests about the character within reach from recovering
Stormform: Strength +1, Speed +1, intentions of others. health or focus.
deflect +1. You can use Unleash Light- Relayform: Speed +2, ignore Slowed. Spend Nightform: Awareness +1, Intellect +1,
ning as : Spend 1 focus or 1 Investiture 1 focus to gain an advantage when you focus +2. You receive unpredictable
to make a ranged Discipline attack test Agility, Stealth, or Thievery. glimpses of the future. Preroll two d20s
(60 feet) vs. Physical. Roll 2d8 energy each session, which you can use to
damage, and on a hit, the target is replace enemy and ally d20 rolls.
Disoriented.
icon meaning
1 action
2 actions
3 actions
Free action
Reaction
Special activation
Always active
While outdoors during a highstorm, you can activate Forms of Finesse
this talent either to change into dullform, or to take a Prerequisite: Change Form key talent
spren into your gemheart and change into mateform Activation:
or any form you’ve unlocked on the Singer talent tree. You gain two new singer forms—artform and nimble
The type of spren bonded determines your new form. form—which you can transform into using your
In most circumstances, you can automatically find and Change Form.
bond the type of spren required for that form. However,
if the GM determines that current circumstances make Artform
the spren difficult to locate, you might need to roleplay Artform specializes in creative expression. You gain a
or succeed on a test to do so. heightened awareness of the rhythms, colors, and other
While in a form, you temporarily gain its actions, aspects of the world around you. If you have carapace,
statistic increases, and other effects (even if this temp it’s purely cosmetic, representing radical self-expression.
orarily increases your statistics above the maximum); You’ve bonded with a creationspren. While in this form,
these effects only last until you assume a different you increase your Awareness by 1, and you gain utility
form by using this talent again. You can only be in expertises in Painting and Music.
one form at a time. Additionally, you gain an advantage on Crafting tests
and on tests related to entertaining, such as singing
and dancing.
Nimbleform
Warform Nimbleform specializes in physical and mental flexibility.
Your protective carapace is minimal; instead, you have
an increased range of motion and mental focus.
You’ve bonded with a windspren. While in this form,
your Speed increases by 1. When you change into this
form, your maximum focus and current focus both
increase by 2, and when you assume a different form,
both decrease by 2.
Forms of Resolve
Prerequisite: Change Form key talent
Activation:
You gain two new singer forms—warform and
workform—which you can transform into using
your Change Form.
Warform
Warform specializes in combat, increasing your strength
and stamina. Your body is large and covered with fierce
carapace, which protects you like armor. Any aversions
you might usually have to violence, pain, and death
become slightly less pronounced in warform.
ANTHONY AVON (LEFT); KATIE PAYNE (RIGHT)
You’ve bonded with a painspren. While in this form,
your Strength increases by 1 and your deflect value
increases by 1. This deflect doesn’t stack with armor,
so if you wear armor over your carapace, choose
which value to use.
Additionally, when you move, you can jump a
horizontal distance up to your movement rate, or
a vertical distance up to half your movement rate,
without succeeding on an Athletics test.
Chapter 2: Origins 33
workform Workform
Workform specializes in labor. This form helps you see
tasks through to completion, granting you determination
and stamina. You have a rugged body with modest
carapace ridges.
You’ve bonded with a gravitationspren. While in this
form, your Willpower increases by 1, and you ignore
the effects of the Exhausted condition.
Additionally, you can easily disguise yourself to pass
unnoticed as a “parshman” in most human societies,
though people might begin noticing the differences in
your form if you’re caught doing anything suspicious.
Forms of Wisdom
Prerequisite: Change Form key talent
Activation:
You gain two new singer forms—mediationform and
scholarform—which you can transform into using your
Change Form.
Mediationform
Mediationform specializes in communication, whether
you’re connecting with new people or teaching those you
know well. Your carapace is smooth, and your facial
features are well-defined and expressive.
You’ve bonded with a bindspren. While in this form,
your Presence increases by 1.
Additionally, you don’t have to spend focus to use
the Aid reaction.
Scholarform
Scholarform specializes in scholarship, enhancing your
mental processes and memory. You become more patient
and analytical, but you may also find yourself more
inclined toward ambition. You have long hairstrands,
and a cushioned lower body suited to sedentary work.
You’ve bonded with a logicspren. While in this form,
your Intellect increases by 1.
Additionally, when you adopt this form, choose
one cultural or utility expertise you don’t already have,
and choose one cognitive skill that isn’t a surge skill.
You temporarily gain that expertise, and you tempor
arily gain an additional rank in that skill.
If you gain the Erudition talent from the Scholar
path, the expertise and skill rank you gain from your
scholarform count as being granted by Erudition; when
Erudition allows you to reassign expertises and skills,
your scholarform expertise and skill are also eligible for
reassignment. You can’t choose the same skill for both
scholarform and Erudition.
KATIE PAYNE
scholarform
34 Chapter 2: Origins
Ambitious Mind You’ve bonded with a stormspren, a type of Voidspren.
Prerequisite: Discipline 3+; either the Forms While in this form, your Strength increases by 1, your
of Finesse, Forms of Resolve, or Forms of Speed increases by 1, and your deflect value increases
Wisdom talent by 1. This deflect doesn’t stack with armor, so if you wear
Activation: armor over your carapace, choose which value to use.
Additionally, you can use Unleash Lightning:
Your growing thirst for power opens you to the influence
of Odium. Unleash Lightning. Your body crackles with the Ever
Though you haven’t yet bonded a Voidspren, Odium’s storm’s unnatural red lightning, which you can unleash in a
influence seeps into your mind, and your Cognitive violent arc. Spend 1 focus or 1 Investiture to make a ranged
defense increases by 2. Discipline attack against the Physical defense of a target
If you later acquire a talent that grants you forms of within 60 feet of you. Roll 2d8 energy damage. On a hit,
power, you can then use your Change Form to attract the target is also Disoriented until the end of their next turn.
a Voidspren. Bonding with this Voidspren follows the If you have recently taken on stormform, the GM might raise
same rules as taking other forms. the stakes on this attack due to the unpredictability of the
While bonded with a Voidspren, you become arcing lightning.
vulnerable to its influence; once per day when you gain As you gain ranks in Discipline, the size of this attack’s
a Complication on a test, you must succeed on a DC 15 damage dice increases: at 4 ranks, you roll 2d10 damage
Discipline test or become Stunned until the end of (instead of 2d8), and at 5 ranks or more, you roll
your next turn as you struggle against the Voidspren’s 2d12 damage.
influence. You automatically succeed on this test if
you’ve sworn the First Ideal of a Radiant order.
Direform
Forms of Destruction
Prerequisite: Ambitious Mind talent
Activation:
You gain two new forms of power—direform and
stormform—which you can transform into using
your Change Form.
Direform
Direform specializes in unyielding strength and
persistence, and this form is commonly used to guard
objects or prisoners. You have substantial carapace
with a jagged crest of spikes running along your head
and shoulders. You’re inclined toward obedience to your
superiors but obstinacy with others.
You’ve bonded with a callousspren, a type of Void
spren. While in this form, your Strength increases by
2 and your deflect value increases by 2. This deflect
doesn’t stack with armor, so if you wear armor over
your carapace, choose which value to use.
Additionally, when a character triggers a Reactive
Strike from you, you can use that reaction to attempt
to Grapple them instead of attacking; when you do,
you must spend 1 focus as usual for Reactive Strike.
Stormform
Stormform is an elite battle form optimized for physical
prowess and honed attacks. You’re covered in finesse-
IRINA NORDSOL
enhancing armored carapace that grows under your
skin, poking through in ridges and spikes. You can
manipulate and unleash powerful red lighting on
your foes.
Chapter 2: Origins 35
Forms of Expansion Relayform
Prerequisite: Ambitious Mind talent Relayform boasts speed and stamina ideal for scouts.
Activation: Your agile and muscular body is protected in the front by
You gain two new forms of power—envoyform and light carapace with smooth edges, and aerodynamic spikes
relayform—which you can transform into using your run along the backs of your forearms and calves. You can
Change Form. run great distances and avoid detection.
You’ve bonded with a hastespren, a type of Voidspren.
Envoyform
While in this form, your Speed increases by 2 and you
Envoyform is an embellished form often used to serve the
ignore the effects of the Slowed condition.
administrative needs of the Fused. Your tall form towers
Additionally, when you make an Agility, Stealth,
over others, and your ornate carapace is uniquely alluring.
or Thievery test, you can spend 1 focus to gain an
You comprehend any language after brief exposure and can
advantage on that test.
grasp hidden context with the subtlest of cues.
You’ve bonded with a zealspren, a type of Voidspren.
While in this form, your Intellect increases by 1, your
Presence increases by 1, and you can speak, read, write,
and understand all languages.
Additionally, you gain an advantage on Insight tests
made to interpret the desires or intentions of others.
Decayform
relayform
IRINA NORDSOL
36 Chapter 2: Origins
Voidspren and Forms of Power Nightform
Nightform grants unpredictable visions of the future,
While most spren who bond with singers are connected to and your senses become more acute, especially at night.
the Shards of Honor or Cultivation, Voidspren are powerful Petal-like carapace grows from your skull, framing your
spren connected with Odium. Bonding a Voidspren ears and enhancing your ability to perceive rhythms.
makes you more susceptible to Odium’s influence—but In various lights, your carapace reflects different
it also grants you access to powerful forms. The Forms of iridescent patterns.
Destruction, Forms of Expansion, and Forms of Mystery You’ve bonded with a nightspren, a type of Voidspren.
talents each grant you access to two of these forms of While in this form, your Awareness increases by 1 and
power (also known as Regal forms). your Intellect increases by 1. When you change into
In these forms, you can hum to new, malevolent this form, your maximum focus and current focus both
rhythms, and you may find that ordinary rhythms feel increase by 2, and when you assume a different form,
distant. Your newfound power emboldens you, and both decrease by 2.
depending on your personality, you might feel increased Additionally, your bond with a nightspren has
aggression or apathy toward others. If you have a Nahel granted you precognitive abilities—whether you
bond with a Radiant spren, this helps you retain your usual wish them or not. While in this form, you gain the
disposition without a struggle. Intervening Premonitions and Sporadic Premonitions
abilities:
Forms of Mystery Intervening Premonitions. At the start of each session,
Prerequisite: Ambitious Mind talent
roll two d20s and record both results. When an enemy
Activation:
or willing ally you can sense makes a test, you can use this
You gain two new forms of power—decayform and reaction to replace the test’s d20 roll with one of your
nightform—which you can transform into using your recorded numbers. You can replace that number after you
Change Form. see their die roll and after they apply any advantages, but
Decayform you must do so before the effects of the test are resolved.
The enigmatic decayform grants an insidious ability You lose a recorded number when you use it to replace a
to sap the vitality of other beings. Your thin carapace d20 roll or when the session ends, whichever comes first.
is jagged, brittle, and asymmetrical. People you touch Sporadic Premonitions. At the GM’s discretion, you might
find themselves less resilient while you remain in contact occasionally receive glimpses of the future at unpredictable
with them. This spiritual decay affects not just their times during gameplay. When this happens, the GM might
bodies, but their minds, leaving them with nightmares describe vague flashes of imagery, sounds, and impressions
long after the fact. in your mind, hinting at what may come.
You’ve bonded with a blightspren, a type of Voidspren.
While in this form, your Willpower increases by 2 Rules Tip: Actions and Reactions
and you can use Decaying Touch:
Some forms of power grant unique actions, reactions, or
Decaying Touch. Before a character within your other abilities: stormform gives you the Unleash Lightning
reach recovers health or focus, you can spend 1 focus or action, nightform gives you the Intervening Premonitions
1 Investiture to prevent them from doing so. The character reaction, and some other forms allow you to spend focus
does not regain that health or focus, but any actions, Invest or Investiture on special effects without using an action.
iture, or other resources they spent still remain spent. In chapter 9 (“Adventuring”) and chapter 10 (“Combat”),
you’ll learn everything you need to know about using
abilities like these—but if you’re not sure where to start,
Forms of power. The ability check out the “Terms from Later Chapters” sidebar in
to reshape the world. chapter 4.
Strength beyond anything
you’ve ever dreamed of having.
Chapter 2: Origins 37
Culture Rosharan Cultural Expertises
Your character’s culture isn’t determined by birth or Each culture’s subsection begins with a brief description
any other single moment in time. Instead, cultural of that culture; these aren’t comprehensive, but they
awareness can be shaped by nationality, ethnicity, serve as a quick reference for the basic information
migration, traveling experience, and more. The you’d know with your cultural expertise. (If you’d like,
upcoming “Rosharan Cultural Expertises” section you can learn much more about Roshar’s nations and
presents cultural expertises for player characters; cultures in chapter 2 of the Stormlight World Guide.)
in step 1 of character creation, you can choose two of These summaries are followed by examples of common
these expertises. And if you’re playing a singer, the names from that culture. Each subsection concludes
“Singers in Human Cultures” section helps you consider with the cultural expertise you gain if you choose that
your connections to the human-majority cultures of culture for your origins.
the world. (To learn more about using expertises, see
Alethi
“Expertises” in chapter 3.)
Alethkar is ruled by a monarch and ten highprinces,
Your cultural expertises can be tied to your ancestry
and the nation is driven by war and conquest. The
and ethnicities if you’d like them to be; this is common
Vorin religion is practiced by proxy, with ardents acting
for characters who grew up in or spent significant time
as religious servants of the noble class. Gender roles are
in cultures tied to their lineage. Alternatively, you might
strictly enforced in Alethi society: women are expected
know little about any culture related to your lineage,
to engage in scholarly and domestic pursuits, and men
but be well-versed in the culture of a nation you were
in warfare and physical labor. However, ardents have
raised in or studied abroad in. The cultures you choose
more flexibility to exist outside of the harsh gender
aren’t meant to limit your character’s identity; rather,
binary imposed by Vorinism. The lightness of one’s eyes
they highlight where your cultural awareness is most
determines their social caste, with the privileged dahn
comprehensive.
system designated for lighteyes and persecuted nahn
Either way, these expertises signify your character
for darkeyes. Singers and some darkeyed humans suffer
knows information about that culture and its place
enslavement at the hands of the upper class.
of origin, including potential fluency in an applicable
Most Alethi people are tall and have tan skin and
language. Your level of proficiency in spoken, signed,
dark hair. Men typically wear uniforms or work clothes.
and written language is up to you. Consider whether
Women either wear silk dresses called havahs that
you adhere to social customs around language or
cover their left hands for propriety, or less ornate work
not—for example, an Alethi man might have learned
clothes with gloves to conceal their left hands. Due to
to read despite cultural discouragement. There are
Vorin custom, few men are literate, though most have
no right or wrong answers here.
a rudimentary understanding of glyphs.
Culture as a Canvas, Not the Painting Alethi Names
Adelar, Arin, Dannic, Elhamir, Ersha, Hilar, Janar,
No group of people is a monolith. Rather than basing Kalith, Lanerin, Marith, Nar, Ravir, Rilin, Selith,
your character’s personality on the cultural details in the Taren, Tel, Valerin, Varda, Yaladir, Zalith.
following sections, instead think of your culture as a series
of stimuli you’ve been exposed to. Do you flourish in this Alethi Expertise
cultural environment, or do you feel like an outsider? What As a character with the Alethi expertise, you know
aspects of social customs resonate with you, and which the names, locations, and highprinces of each prince-
ones don’t? If you’re Herdazian, you might scoff at being dom. Choose a princedom your character has lived in.
called “cousin” by a stranger who only shares your general You can replicate its regional dialect, and you know how
ancestry—or the term might bring you a profound sense to find vendors, public organizations, and noteworthy
of comfort and belonging in a foreign land. The one or two landmarks there. Choose how proficient you are in
cultures you choose are merely a canvas, and your story is spoken Alethi, and reading and writing glyphs, as well
the painting; how you respond to the values and traditions as your literacy in women’s script (depending on your
of society is entirely up to you. gender and regard for gender norms). Regardless of your
religious beliefs, you’re familiar with the basic tenets of
Vorinism, the Almighty, and the Heralds.
38 Chapter 2: Origins
Azish Azish Expertise
The Prime Aqasix and a class of elite government As a character with the Azish expertise, you know about
scribes called viziers lead the bureaucratic nation of the bureaucracy, Bronze Palace, Prime Aqasix, and the
Azir and influence the Azish Empire’s member states. viziers. You can recall basic facts about each member
While independent thought is encouraged in friendly state in the Azish Empire. Choose how proficient you
and official debates, most Azish look down on those are in Azish sign language, as well as in spoken and
who fail to uphold procedure. Following said procedure written Azish. You can easily navigate civic buildings
is made difficult by Azish legislature’s expansiveness. to review current laws, request the help of a constable
Most Azish people have very dark brown skin and for law enforcement, file a complaint, or take the vizier
black hair. They tend to be slightly shorter than people exam. Regardless of your religious beliefs, you’re
in Eastern Roshar. Large hats are a fixture of Azish familiar with the Kadasixes and scions.
uniforms and civilian fashion. Wraps and robes are worn
by all genders, with vibrant colors and symbolic patterns
Herdazian
Herdaz is a verdant nation ruled by a monarch. Most
indicating a person’s status. Azish is the official language
of its territory is taken up by its two hundred and three
and is spoken, signed, and written by most citizens. It is
hog ranches, for which Herdaz is famous. There are also
typically spoken in pleasant, agreeable tones.
large diasporas of Herdazians in neighboring nations,
Azish Names as nearly half of their population has left their ancestral
Adebazik, Arnok, Baxtol, Chivik, Dalwa, Etosha, Falkir, land seeking opportunities or refuge from a long
Ganxir, Hauzir, Jirana, Koxi, Kunde, Maliq, Nineka, history of foreign occupation. It’s common for fellow
Raukir, Sigwir, Tama, Tigzir, Uju, Wolu, Yemzil. Herdazians in foreign lands to warmly greet each other
as cousins.
Vorinism is popular in Herdaz, but the nation has
fewer ardents, and people of any status and occupation
can practice it personally. Most Herdazian Vorins
care deeply about their individual connections to
the Almighty and the Heralds, and they place little
importance on what they consider outward posturing.
Singer ancestry in their ancient history has bestowed
nearly all Herdazians with crystalline fingernails that
can function like flint when struck with a steel tool
called a sparkflicker. They are also more resistant
to poisons native to Roshar. Most Herdazians have
medium brown skin tones and brown hair.
Herdazian Names
Aloro, Dunal, Duro, Erona, Hanol, Jonio, Kunor,
Lurio, Luron, Palor, Pinola, Polino, Relio, Sulio,
Torona, Yorino.
Herdazian Expertise
As a character with the Herdazian expertise, you
know of the king and prominent ranching families.
You know how to navigate between expansive ranches,
including how to avoid the coastal areas inhabited by
vicious greatshells. Choose how proficient you are in
spoken and written Herdazian, along with reading
and writing glyphs. You know about basic tools for
ranching, including sparkflickers. Regardless of your
DEANDRA SCICLUNA
religious beliefs, you’re familiar with the basic tenets
of Herdazian Vorinism.
Alethi Azish
Chapter 2: Origins 39
Iriali Iriali Names
Iri is ruled by three monarchs. The Iriali descended long Byrle, Drin, Ilori, Imral, Jyste, Lalys, Lyre, Lysna,
ago from offworlders, and most follow the religion of the Myi, Rallin, Rellis, Ryli, Syderim, Palir, Ynne.
One. They believe their mission in life is to obtain a vast Iriali Expertise
diversity of experiences so they can eventually merge As a character with the Iriali expertise, you know
their consciousnesses together at the end of the Long of the Iriali Triumvirate—the two kings and queen
Trail and become one being of extensive knowledge who rule together. Choose a city or rural area your
and understanding. Their destined journey is said to character has lived in; you know how to find vendors,
consist of seven worlds, of which they consider Roshar public organizations, and noteworthy landmarks there.
the fourth. It is unknown when they must leave for the Choose how proficient you are in spoken and written
fifth, so they remain ever vigilant and prepared. Iri. Regardless of your religious beliefs, you’re familiar
Ethnic Iriali have golden skin and golden hair, with the basic tenets of the One and the Long Trail.
which many foreigners consider auspicious. Orna You also know basic strategies for travel and journeys,
mental body paint adds contrast to their metallic such as management of supplies.
features. Iriali fashion favors pastel colors and flowy
fabrics, and people of all genders and ages commonly Kharbranthian
wear wraps. Many Iriali forgo shirts altogether or wear Kharbranth, the City of Bells, is an independent city-
just a simple bandeau. Due to their religious emphasis state that largely practices Vorinism. The mountain
on journeying, items like practical shoes are considered that borders the city largely absorbs the initial impact
indicators of personal preparedness and faith. of highstorms, making them milder than in neigh
boring regions. Once a pirate town, Kharbranth
has become a center of academic and medical
achievement, supported by robust trade. Healthcare
is free to all, including lower castes and foreigners.
Prospective surgeons from all over Roshar compete
for expensive educations at the Great Concourse of
Kharbranth. Scholars of other subjects flock to the
Palanaeum, the largest library in Roshar. Innovations
like a plumbing system enhanced by heating fabrials
earn the city a reputation of luxury.
Ethnically similar to the Veden and Alethi, most
Kharbranthians have tan skin and dark hair. Although
human slavery is banned in Kharbranth, this basic right
doesn’t extend to singers.
Kharbranthian Names
Arivian, Baranam, Dorval, Harnith, Kintar, Korventh,
Larnish, Lervian, Lorvis, Navil, Ovelgian, Sartal,
Sarvena, Telvar, Trilam, Zorlinth.
Kharbranthian Expertise
As a character with the Kharbranthian expertise,
you’re familiar with the city’s major education systems
and their designations. Even if you don’t know how
to use common medicines, you know their names and
functions, as well as basic hygiene measures to ward
off rotspren. Choose how proficient you are in speaking
Kharbranthian and reading and writing glyphs, as well
DEANDRA SCICLUNA
as in women’s script (depending on your gender and
regard for gender norms). Regardless of your religious
beliefs, you’re familiar with the basic tenets of Vorinism,
the Almighty, and the Heralds.
Herdazian Iriali
40 Chapter 2: Origins
Listener Natan
The listeners are a group of singers who defied Odium The Vorin city-state of New Natanan is located near
long ago and settled near the Shattered Plains. Through the Ocean of Origins. This meager landholding is a
oral tradition, they retained their sense of identity remnant of a much larger empire that was destroyed
during “the long sleep,” a time when they lost access long ago. The ruins of its capital, once called Storm-
to nearly all of their forms. seat, were reclaimed by the listeners and called Narak.
When they learned King Gavilar of Alethkar Today, some Natans live as nomads that travel the
intended to bring back the listener “gods”—the beings desolate lands previously contained in their empire.
who could take away their agency—the listeners had Ethnic Natans have pale blue skin and white hair.
him assassinated in an effort to retain their autonomy They mostly exist in isolation, either as nomads or
and freedom from Odium’s influence. The Alethi, as citizens confined to New Natanan by vigorous
who called the listeners “Parshendi,” waged the War highstorms that make sea travel exceptionally perilous.
of Reckoning as vengeance for the death of their king. Their sense of loss over their empire, particularly
Narak became the listeners’ home, and they slowly Stormseat and its Oathgate, persists.
recovered more forms to fight the humans.
Natan Names
The Song of Listing includes upward of ninety-
Atarel, Balar, Cetsa, Farlar, Gerem, Linarat, Lortan,
one forms, but only five were recovered before the
Nalina, Nathural, Oranat, Talinan, Tsalar, Tsorem,
Everstorm: dullform, mateform, nimbleform, warform,
Valisha, Valten, Xaltor.
and workform. Similar to other singers, the listeners
are humanoid and typically have red and white or
red and black marbled skin, along with red carapace,
red or black hair strands, and dark gray eyes.
Listener Names
Bredol, Eldir, Fenral, Gromil, Istarin, Jarnak, Kethan,
Koriel, Lurin, Nalim, Nirith, Orlan, Rishai, Saren,
Tirith, Urlan, Varem, Welten.
Listener Expertise
The Listener expertise is generally only available to
singer characters. If you’re a human who has lived or
worked closely with the listener people, your GM can
give you permission to choose this expertise.
As a character with the Listener expertise, you’re
aware of dullform, mateform, nimbleform, warform
and workform (even if you’re human and can’t assume
them yourself), and you’re familiar with the listener
council known as the Five. Depending on your interests,
you might know some of the songs of the listeners. You
know basic facts about Shattered Plains ecology. Choose
how proficient you are in the listener language and how
familiar you are with the rhythms (though any singer
instinctively knows all the rhythms). You know about
the War of Reckoning and the Alethi armies that fight
for gemhearts on the plateaus.
DEANDRA SCICLUNA
Kharbranthian Listener
Chapter 2: Origins 41
Natan Expertise Reshi Names
As a character with the Natan expertise, you’ve heard Ashi, Avand, Calsi, Fashan, Hailor, Ilesh, Isna, Jersa,
tales of the lands the Natan people lost and what Lish, Naila, Neshor, Rifta, Sha, Tana, Trin, Vara, Wesh.
they were like during their full glory. You know what
Reshi Expertise
highstorms are like at full potency, as well as defensive
As a character with the Reshi expertise, you know about
measures you can take to protect yourself and your prop-
the existence of Tai-na greatshells, spren deities, and
erty. Choose how proficient you are in Natan or another
tales of islands going to war. You’re familiar with the
Vorin language. Regardless of your religious beliefs,
basic ecology of the Reshi Sea and the locations of major
you’re familiar with the basic tenets of Vorinism, as well
stationary islands. Choose how proficient you are in
as with the common Natan reverence for the moons.
speaking and writing Reshi. You know which resources
Reshi are unavailable in the Reshi Isles and which nations
The Reshi Isles are a series of misty islands and they are typically sourced from. Regardless of whether
inhabitable Tai-na greatshell carapaces, each ruled by you choose to engage with the tradition yourself, you’re
a monarch. The Tai-na islands roam the Reshi Sea, familiar with the Reshi inclination toward fierce but
occasionally colliding in brief conflicts. Reshi people quickly resolved social conflicts.
worship these greatshell islands as their gods. Tourism
Shin
is common on the stationary islands.
The isolated nation of Shinovar is governed by Stone
Most Reshi have brown skin, black hair, and round
Shamans who believe that stone is sacred and that
faces. Unfamiliar with the horrors of devastating
it shouldn’t be broken or walked on by commoners.
wars, they tend to fight fiercely with words but resolve
A mountain range offers Shinovar significant protection
disagreements quickly. The intonation of their language
from highstorms, which are already lighter so far west.
is sharp and spoken in quick bursts, making it difficult
Non-native crops and animals flourish here, even those
for foreigners to learn.
that wouldn’t survive anywhere else on Roshar.
Farmers are highly esteemed, while warriors are
seen as lowly and destructive. Those people who
commit especially grievous offenses are named
Truthless. They must take a symbolic Oathstone
and hand it over to a master who claims authority to
command them and pass ownership as they please.
Shin skin tones vary widely, including pale pink
tones that are rarely seen outside Shinovar. Unlike most
human ethnic groups on Roshar, their eyes don’t have
epicanthic folds. Clothing customs assign vibrant colors
to people who add to society (such as farmers), and
duller colors to people who detract from it.
Naming conventions include a given name followed
by “son,” “daughter,” or “child,” and the name of a
parent. If a child disgraces their parent, the child must
add a degree of separation by repeating the middle part
of their name and replacing the last with a grandparent’s
name instead of their parent’s.
Those who subtract are
allowed to walk on stone,
because their lives are
DEANDRA SCICLUNA
blasphemy.
Natan Reshi
42 Chapter 2: Origins
Shin Names Ethnic Thaylens have tan skin and long white
Allo-daughter-Zethar, Ethsono-son-Alvo, Gesh- eyebrows that can be creatively styled as dictated by
son-Nar, Lanethen-child-Gemth, Lorseth-son- fashion trends and personal preferences. Their hair is
son-Thalor, Nama-son-Elhlan, Shal-daughter-Xin, usually brown or black, but some Thaylens dye their
Szam-child-Lorn. hair in bold colors. They favor tight vests with loose
pants and skirts.
Shin Expertise
As a character with the Shin expertise, you’re familiar Thaylen Names
with the mild highstorms that reach the isolated Alstrym, Bnlath, Brekmynv, Bryndal, Calkl, Cazmerk,
western lands of Shinovar, as well as the ecology and Creyn, Dvalnm, Elcryn, Klazmn, Mralt, Pradlvk, Tlkry,
architecture they support. You know how to barter Uvlost, Ylbedr.
by diminishing the perceived value of your offerings. Thaylen Expertise
Choose how proficient you are in speaking and writing As a character with the Thaylen expertise, you’re
Shin. Regardless of your religious beliefs, you’re familiar familiar with the elective monarchy and the merchant
with the basic tenets of Stone Shamanism. councils. You know the names and reputations of major
Thaylen artifabrian guilds, and you’ve likely experienced fabrials
The island nation of Thaylenah is ruled by a monarch as a part of everyday life. You know tips to mitigate sea
who is elected by merchant councils and naval officers. sickness and arrange travel between the three islands
The nation thrives on international trade by land and and outer islets. Choose how proficient you are in speak-
sea, and it rewards particularly industrious merchants ing and writing Thaylen. Regardless of your religious
with increased social status. Although the nation is beliefs, you’re familiar with the basic tenets of Vorinism,
Vorin, Thaylens are more flexible with their faith as well as the Passions.
and tend to ignore or relax customs rigidly upheld Unkalaki
in Jah Keved and Alethkar. The Horneater Peaks are each ruled by a patriarch
called a nuatoma. Atop these steep and inhospitably icy
mountains, warm crater lakes form cozy microclimates
where crops flourish in balmy humidity. Unkalaki
people refer to these lakes as oceans. Traditional family
structures dictate each son’s occupation according
to their birth order; the first two sons are assigned as
hunters or farmers, the third as a craftsman, and the
fourth as a warrior. Occupations for other genders tend
to be more individualized and diverse.
Ethnic Unkalaki get their nickname of Horneaters
from their abnormally strong teeth that can crush crem-
ling shells, a feature they receive through their ancient
singer ancestry. They tend to be tall with red hair, and
their skin ranges from pale to tan. A rare few Unkalaki
can see spren that most humans can’t, earning the title
of Sighted.
In the Unkalaki tradition, a person’s full name is
a poem. In less formal situations, they go by a single
word or phrase from their name.
Unkalaki Names
Arluno’ratha’tu, Harlun’thaoka, Ina’larataka’noom,
Kalorunel’ith, Luau’nun’iel, Tha’enithmonal’toko,
Unla’biki’ai’karath, Yamloho’tamai’sinak.
DEANDRA SCICLUNA
Shin Thaylen
Chapter 2: Origins 43
Unkalaki Expertise There are four major ethnic groups within the
As a character with the Unkalaki expertise, you know borders of Jah Keved: Bav, Siln, Veden, and Unkalaki,
about the leadership, ecology, and myths of the oceans with Veden as the majority. Vedens comprise the
atop the peaks. Due to your lineage or lived experience, majority; they share many physical traits with the Alethi,
your body is familiar with breathing thin air, allowing though they most commonly have black or red hair.
you to keep your wits about you. Choose how proficient Their language is close enough to Alethi to be mutually
you are in speaking and writing Unkalaki. Regardless intelligible. Fashion trends are also closely tied between
of your religious beliefs, you know of the gods of the the two nations.
waters, mountains, and trees, along with the practice In Jah Keved, sons are given a first name that
of worshiping spren as gods. You also know of the indicates their birth order; the first four sons are named
phenomenon of strange offworld visitors emerging Nan, Tet, Asha, and Van. Second names are chosen by
from the oceans. parents. Surnames are passed down from the parent of
the highest dahn or nahn social order.
Veden
Jah Keved is ruled by a king and highprinces. Social Veden Names
orders for lighteyes and darkeyes are maintained and Nan Amallan, Bervash, Asha Cemdon, Dorlivana,
endorsed by Vorinism, the primary religion of Vedens. Van Elnaha, Lerinda, Nan Qish, Tet Ridvish, Shulla,
The Holy Enclave in the city of Valath is the center of Varli, Tet Zashu.
the faith. Despite border disputes with Alethkar, the Veden Expertise
two nations remain cordial. As a character with the Veden expertise, you’re familiar
with the king, the princedoms, and the four major
ethnic groups in Jah Keved. Choose how proficient you
are in speaking Veden and reading and writing glyphs,
as well as your literacy in women’s script (depending on
your gender and regard for gender norms). If relevant
to your backstory, also choose how proficient you are in
the Alethi, Bav, or Siln languages. Regardless of your
religious beliefs, you’re familiar with the basic tenets of
Vorinism and current events relevant to the church.
Wayfarer
Occupation, exile, or tourism may lead a person to live
a life of traveling from one place to the next. You could
be a traveling surgeon reluctant to return home to Jah
Keved, a mercenary from Steen, or an Iriali tidereader
sent to gain insights from the shores of faraway lands.
Whatever the reason, the lifestyle of a perpetual
traveler involves learning land and sea routes between
major cities, remaining aware of bandit and pirate
risks, and maintaining familiarity with mobile storm
shelters, map-reading, and modes of long-distance
transportation.
Wayfarer Expertise
As a character with the Wayfarer expertise, you know
how to read international map keys. You can find trust-
worthy currency exchange hubs in major cities, which
can be used to switch out dun spheres for infused ones.
From your travels, you’ve learned basic greetings and
DEANDRA SCICLUNA
a few cultural touchstones from various nations.
unkalaki Veden
44 Chapter 2: Origins
Other Cultures might include forced labor, permanent separation from
Characters aren’t limited to the specific cultures defined loved ones, mockery, assault, malnourishment, and
above. With your GM’s approval, you can choose other being treated and traded as property. This is by no
cultural expertises, such as the following: means an exhaustive list; while many aspects of harm
are universal for all enslaved singers, others are unique
Other Nations. You might decide to play a character
and deeply personal.
who is from (or familiar with) a Rosharan culture
You’ve been exposed to human culture as a mostly
that’s not detailed above. Feel free to create your
silent observer. What keen insights has your character
own expertise for any culture your character would
made in the time since they awakened in the Everstorm?
reasonably be an expert on. You can find information
What cultural values and traditions have they internal-
about many cultures in the Stormlight World Guide or
ized? Many of the singers in Azir sued their nation for
another canon resource.
back pay once they awakened, seeking acknowledgment
Subcultures. Some subcultures have values and
through the legal system. Any human cultures your
norms that transcend national or ethnic identity.
singer character has lived in are well within their
You can choose an expertise in a subculture within
understanding. Which parts of those cultures do they
society—for example, High Society, Military Life,
align with, and which harmed them or otherwise don’t
or Underworld.
align? How do they generally feel toward humans now?
Singers in Human Cultures What do they see as the best way forward?
Along with enslavement, consider how slaveform
If you’re playing a singer character, decide whether
has affected your character. For example, discovering
you’re a listener or have lived as a “parshman” in a
rhythms that were withheld from them in slaveform
majority-human society. In the case of the latter, it’s
might be a heartbreaking experience that deepens their
likely your character was enslaved and persecuted by
grief and sense of loss, even as they strive to reclaim
the humans around them. Consider how the following
their lives.
elements have influenced your character.
Listeners
Previously Enslaved Singers A small enclave of singers known as the listeners
Before the arrival of the Everstorm, most singers across
lives in the Shattered Plains. They oppose the human
Roshar were trapped in what they know as slaveform. In
Alethi who fight them for gemhearts under the guise
this form, a singer’s mind and spirit are suppressed; they
of avenging the fallen Alethi king. These singers
speak only in terse phrases, apathetically follow orders,
aren’t confined to what they know as “slaveform,”
and withhold any type of self-expression. Humans in
though the forms they can access are still limited
some nations enslaved singers in slaveform as “parsh-
compared to those of their forebearers. The listeners
men,” exploiting their inability to assert themselves or
cling to precious clues about their heritage and lost
object to forced labor. These singers couldn’t process
forms through the keeping of songs. Humans call
or consent to what was done to them, but they later
the listeners “Parshendi” to differentiate them from
awakened from this form to the nightmarish realization
“slaveform” singers (who they know as “parshmen”),
of all they had been through.
as most humans understand little about the singers
After the arrival of the Everstorm, enslaved singers
and their cultures.
regained full access to their minds and the so-called
What exposure to humans has your character had,
slaveform was no more. Unfortunately, most humans
if any? How do they generally feel about humans?
who had enslaved these people continued to reject them
as inferior beings. Some singers held onto hope that Singer Characters in Campaigns
their human countryfolk would be honorable and work Players of singer characters can work with their GM
with them in good faith to figure out a way forward to determine how their character fits within the time
together. However, many joined Odium, seeing no other period of their campaign. The Listener expertise
way to protect themselves from their human oppressors. requires singer ancestry or GM permission, as humans
were largely unaware of the listener city of Narak and
Processing Enslavement
the culture of its people. All other cultural expertises
What are some ways your character was harmed by
listed are available to humans and singers, based on
their enslavement? There’s no such thing as an enslaved
where they have lived or spent considerable time.
person who is treated fairly or well. Examples of harm
Chapter 2: Origins 45
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Chapter 3
Character Statistics
W hat does your character excel at?
Are they charming and quick-witted, or
are they quiet and reserved? Are they agile
and dexterous, or do they have two left feet? Do they
Health, Focus, and Investiture. Your health protects
you from injury or death, while your focus and
Investiture power your talents and other abilities.
Skills. Your skills represent your learned and practiced
have an iron will, or do they quickly compromise to abilities, and they determine how likely your tests are
avoid conflict? Are they a fount of wisdom or as silly to succeed.
as a chicken? Other Statistics. Your attributes influence other aspects
These qualities of your character—along with many of your character; for example, your Speed affects your
more—are represented by the statistics you record movement rate. Each attribute’s section describes what
on your character sheet. These statistics allow your it affects, and character creation guides you through
character to interact with the rules of this game, and calculating these statistics.
thus, with the world of Roshar.
Physical, Cognitive,
About Your Statistics and Spiritual
This chapter details the statistics you’ll select during Throughout the cosmere, reality is composed of three
character creation (see chapter 1) and how they affect facets: the Physical Realm, the Cognitive Realm,
various aspects of the game. Your statistics include the and the Spiritual Realm. Many of your statistics are
following: categorized into one of these facets, as seen in the three
Attributes. Your six attributes determine your innate columns of your character sheet:
characteristics. During gameplay, you won’t need to Physical. Your physical statistics include your Strength
pay much attention to these building blocks, but they and Speed attributes, all skills that use those attributes,
influence many elements of your other statistics. your Physical defense, your health, your movement
Defenses. When another character makes a test against rate, and your lifting capacity. These appear on the
you, your defenses determine whether their test first column of your character sheet.
succeeds. Likewise, your abilities target your foe’s Cognitive. Your cognitive statistics include your Intellect
defenses—the higher their defense, the harder the test. and Willpower attributes, all skills that use those
Deflect. Your deflect value represents your resilience to attributes, your Cognitive defense, your focus, and
damage. It allows you to reduce energy, impact, and your recovery die. These appear on the second column
keen damage. of your character sheet.
Expertises. Your skills reflect things you do, but your Spiritual. Your spiritual statistics include your Aware
expertises reflect things you know. This specialized ness and Presence attributes, all skills that use those
knowledge can benefit you in navigating cultures, attributes, your Spiritual defense, your Investiture,
recalling information, crafting fabrials, and and your senses range. These appear on the third
much more. column of your character sheet.
In addition to these categories keeping the character
sheet organized, a few game rules reference them;
for example, the key talent in the Scholar heroic path
Knights Radiant aboard grants you additional ranks in cognitive skills. The skills
affected by Strength or Speed are physical skills, the
the Fourth Bridge skills affected by Intellect or Willpower are cognitive
skills, and the skills affected by Awareness or Presence
are spiritual skills.
HOWARD LYON
Chapter 3: Character Statistics 47
Attributes
Every character has six attributes
that determine their innate characteristics:
Strength, Speed, Intellect, Willpower, Awareness,
and Presence.
Each attribute is a number, the higher the better.
These determine the physical, mental, and spiritual
limits of your character. On Roshar, most humans and
singers don’t have attributes above 2. However, player
characters are extraordinary (even at 1st level), and as
you gain levels, you can increase your attribute scores
as high as 5. This range can increase even further for
some singer forms, Invested characters, massive beasts,
and other powerful creatures.
Each skill is associated with an attribute (listed in
parentheses on your character sheet). As described in
the later “Skills” section, that attribute score influences
your skill modifier, and thus how likely you are to
succeed with that skill.
Attributes also determine other elements of your
character, from how much you can carry to how many
expertises you have. The following sections detail the
attributes and how they affect the game.
Strength
Strength is your physical power, toughness, and
athleticism. It represents the raw strength and force
you can exert, along with your constitution and physical
resilience.
Lifting and Carrying Lifting and Moving Characters
Your Strength determines how much weight you can lift At your GM’s discretion, you might be able to lift
and carry, as shown on the Lifting Capacity table. and move an unwilling character who you Grapple or
similarly have Restrained. However, depending on the
Lifting and Carrying Capacity
character, their nearby allies, and the environment, you
Strength Lifting Capacity Carrying Capacity
might take damage, need to succeed on a test to move
0 100 lb. 50 lb. them, or experience other effects.
1–2 200 lb. 100 lb.
Carrying Capacity
3–4 500 lb. 250 lb.
While many items in this book mention their weights,
5–6 1,000 lb. 500 lb. you aren’t expected to track exactly how much you’re
7–8 5,000 lb. 2,500 lb. carrying at all times. Just be reasonable—if you want to
9+ 10,000 lb. 5,000 lb. bring an entire library of books on your adventures, your
GM will likely ask how you’re transporting that wealth
Lifting Capacity of knowledge! When it becomes important to track
Lifting capacity represents the maximum weight you how much you’re carrying, you can use the following
can lift by yourself in one attempt. You can’t sustain guidelines.
this much weight for long, but if needed, you can safely
ANTTI HAKOSAARI
lift it over your head.
48 Chapter 3: Character Statistics
Your carrying capacity represents how much weight Moving Outside Combat
you can comfortably carry while walking. While you If you need to determine your movement rate when
can temporarily exceed this weight (to a maximum of you’re not in combat, you can complete around three
your lifting capacity), it’ll slow you down and eventually actions every 10 seconds. Similarly, to determine how
exhaust you. far you can run in 10 seconds, multiply your movement
If you move while exceeding your carrying capacity rate by 3.
(including everything you’re wearing and carrying),
you become Slowed. Affected Statistics
Additionally, each time you exceed your carrying Your Speed score affects several of your statistics.
capacity for a cumulative period of 60 minutes, you When your Speed changes, update the following
become Exhausted [−1]. This cumulative time resets sections of your character sheet:
to zero after a long rest. ◆ Physical defense
◆ Movement rate
Affected Statistics ◆ Speed-based skill modifiers (Agility, Light Weaponry,
Your Strength score affects several of your statistics.
Stealth, Thievery, Abrasion surge)
When your Strength changes, update the following
sections of your character sheet: Intellect
◆ Physical defense Intellect is your applied intelligence and wit. It rep
◆ Health resents your ability to store and recall knowledge and
◆ Lifting capacity to deduce facts.
◆ Unarmed attack damage die
◆ Strength-based skill modifiers (Athletics, Additional Expertises
Heavy Weaponry, Tension surge) During character creation, all characters can choose
two cultural expertises. If your Intellect score is 1 or
Speed higher, you can choose additional expertises equal
Speed is your quickness and dexterity. It represents to that score (see the “Expertises” section later in
your finesse and overall alacrity. this chapter).
If your Intellect increases as you gain levels, you can
Movement Rate choose a new expertise for each Intellect point you gain.
Your Speed determines how quickly you can move
in combat and other tense situations. When you use Other Effects
the Move action (described in chapter 10), you can move Your Intellect score affects several of your statistics.
up to your movement rate, as shown on the Movement When your Intellect changes, update the following
Rate table. When other abilities allow you to move, they sections of your character sheet:
specify what rate you can use to move. ◆ Number of expertises
By default, you move by walking or similarly ◆ Cognitive defense
propelling across the surface of the ground; you can ◆ Intellect-based skill modifiers (Crafting,
learn more about movement types in the “Movement Deduction, Lore, Medicine, Division surge,
and Positioning” section of chapter 10. Transportation surge)
Movement Rate
Speed Movement
0 20 feet per action
1–2 25 feet per action
“It’s unseemly for a young woman
3–4 30 feet per action
to speak as I so often do.”
5–6 40 feet per action “The only ‘unseemly’ thing is to not
7–8 60 feet per action channel your intelligence usefully.”
9+ 80 feet per action
Chapter 3: Character Statistics 49
Willpower Affected Statistics
Willpower is your determination and mental fortitude. Your Willpower score affects several of your statistics.
It represents your cognitive resilience, ability to enact When your Willpower changes, update the following
your will on others, and resistance to outside influences. sections of your character sheet:
◆ Cognitive defense
Recovery Die ◆ Focus
Your recovery die determines how efficiently you
◆ Recovery die
recover health and focus when you take a break (see
◆ Willpower-based skill modifiers (Discipline,
the “Resting” section of chapter 9). Your Willpower
Intimidation, Cohesion surge, Transformation surge)
determines the size of your recovery die, as shown
on the Recovery Die table.
Awareness
Recovery Die Awareness is your wisdom and connection to the world
Willpower Recovery Die around you. It represents your ability to sense your
0 1d4 surroundings and relate to others around you.
1–2 1d6 Senses
3–4 1d8 Your senses encompass not only sight and hearing,
5–6 1d10 but any other ways you might perceive the world.
7–8 1d12 The higher your Awareness, the farther you can sense
while darkness, noise, or other distractions obscure
9+ 1d20
your senses. Use the Senses Range table to determine
your senses range, then see the “Senses” section later
in this chapter for details on how to use this range.
Singer in
Artform Senses Range
Awareness Senses Range
0 5 ft.
1–2 10 ft.
3–4 20 ft.
5–6 50 ft.
7–8 100 ft.
9+ Unaffected by obscured senses
Affected Statistics
Your Awareness score affects several of your statistics.
When your Awareness changes, update the following
sections of your character sheet:
◆ Spiritual defense
◆ Investiture (unless you use Presence)
◆ Senses range
◆ Awareness-based skill modifiers (Insight, Perception,
Survival, Gravitation surge, Progression surge)
KATIE PAYNE
50 Chapter 3: Character Statistics
Presence When a character makes a test against you, they’re
usually testing against your defense from the same
Presence is your charisma and bearing. It represents
category as their skill (unless otherwise specified by the
your ability to influence others, build rapport, and reach
effect that’s prompting the skill test). Your correspond-
the masses.
ing defense sets the DC for that test.
Establishing Connections In general, your Physical defense protects you
When your adventures bring you to cities and other against physical tests, your Cognitive defense protects
inhabited areas, you’ll often want to determine whether you against cognitive tests, and your Spiritual defense
your character knows someone in the area. Your protects you against spiritual tests. (To learn which cat-
Presence score can help the GM decide whether you egory each skill falls into, see the “Physical, Cognitive,
previously spent enough time in that region to have and Spiritual” section at the beginning of this chapter.)
an existing connection to call on. The Establishing Especially when making a test against another
Connections table provides guidance on how long it character, be aware that defenses might not be the only
takes you to establish these connections, but this varies factors affecting your DC, as described in the “Skills”
with the situation and is up to the GM’s discretion. section later in this chapter.
Establishing Connections Deflect
Presence Time to Establish Connections
When an enemy succeeds on an attack test against you
0 1 year
or when you take damage from another source, this
1–2 50 days generally reduces your health, as described later in this
3–4 5 days chapter. However, armor (or other effects) can grant you
5–6 1 day a deflect value that reduces impact, keen, and energy
7–8 1 hour damage by that amount. For example, if your deflect
9+ Your reputation precedes you. You have connections value is 2 and you take 5 energy damage, you deflect
in places you haven’t even visited. 2 damage, then reduce your health by 3.
Your deflect value also offers some protection from
serious injuries, as described in “Injuries” in chapter 9.
Affected Statistics
Your Presence score affects several of your statistics.
When your Presence changes, update the following
Expertises
sections of your character sheet: Each character has unique areas of knowledge acquired
through their upbringing, training, interests, and other
◆ Spiritual defense
life experience. When your character specializes in a
◆ Investiture (unless you use Awareness)
particular area, you gain an expertise on that topic.
◆ Established connections
This represents your unique knowledge and ability in a
◆ Presence-based skill modifiers (Deception, Leader-
particular niche, which can’t be matched by characters
ship, Persuasion, Adhesion surge, Illumination surge)
who don’t have that expertise.
Defenses Using Expertises
Your attributes combine to form your defenses, which As described in step 4 of character creation, your
protect you from unwanted effects. You have three character starts with two cultural expertises from chap-
defense values: Physical defense (affected by Strength ter 2, plus additional expertises equal to your Intellect
and Speed), Cognitive defense (affected by Intellect attribute score. You gain an additional expertise each
and Willpower), and Spiritual defense (affected by time your Intellect score increases by 1. You might also
Awareness and Presence). gain expertises from other character creation choices,
talents, rewards, experiences in adventures, or training
Defenses and Difficulty Class during downtime (see “Training” in chapter 9).
Your Physical, Cognitive, and Spiritual defense Most sources of expertise either specify the exact
values equal: expertise you gain or tell you to choose from a specific
10 + both attributes in that category + category (see “Expertise Categories”). If unspecified,
any bonuses or penalties you gain an armor, cultural, utility, or weapon expertise
of your choice. (You can’t choose a specialist expertise
unless your GM makes an exception.)
Chapter 3: Character Statistics 51
Choosing Expertises Creative Uses of Expertises
Unlike attributes, defenses, and skills, there isn’t a finite
list of expertises. Each expertise names a general area People’s knowledge of the cosmere is infinitely varied and
of knowledge, but it’s up to you how your character complex, and areas of study constantly grow and change
gained an expertise and what knowledge it confers. as new discoveries are made. As a result, it’s impossible to
For example, one character with the Military Life define all the knowledge and capabilities that an expertise
expertise could be a singer who served in Odium’s grants. Instead, your expertises merely guide you on which
forces, while another could be a human who absorbed subjects your character specializes in. It’s up to you and
their knowledge of warfare from being raised in the your GM to decide what you know based on where and
Alethi culture. Though these two characters share the when in the cosmere you find yourself.
same expertise, their knowledge might be drastically If you believe one of your expertises should allow you to
different. make a test, to automatically know something, or to gain
When choosing an expertise, consider what cultures, a situational benefit, ask your GM! Expertises are tools
weapons, armor, and areas of study your character to help creatively tell your story—it’s okay to stretch and
has significant experience with; this can be from your come up with cool new uses for them.
backstory or influenced by current adventures. The
“Expertise Categories” section provides examples of Expert Crafting
common expertises, but with your GM’s permission, Some specialized items can’t be crafted without a
you can create a new expertise instead. specific expertise (see “Crafting” in chapter 7).
The more specific an expertise, the greater its
Item Expert Traits
narrative impact. For example, if your character has
Most weapons and armor, along with a few other items,
the Religion expertise, you have general knowledge of
have expert traits (see chapter 7). These traits grant
all Rosharan religions, but you might need to test Lore
additional benefits to characters with the specified
to recall obscure details about Stone Shamanism. By
expertise.
contrast, with your GM’s permission, you might choose
an expertise in Stone Shamanism; this expertise won’t Known Languages
help you with tests about Vorinism, but you’ll know If you have a cultural expertise for a specific nation or
much more about Stone Shamanism without needing culture, you can communicate with those who share
to test for it. its language or languages. It’s up to you how well you
know those languages—you might be fluent with no
Expertise Benefits discernible accent, or you might only know enough
An expertise doesn’t directly add any abilities to your words to conduct basic trade.
character sheet, but it can assist you during the game For other expertises, you might know special
in several ways. jargon or codewords connected with that subject. For
Assumed Knowledge example, the Underworld expertise could allow you to
It’s assumed you automatically know all basic facts communicate covertly with local thieves’ guilds, while
about your area of expertise. When another character the Engineering expertise could help you talk circles
might need to test Lore, Deduction, or Insight to learn around a mere layperson.
anything about that topic, you don’t need a test to recall Regardless of what languages you know, it’s assumed
basic information. that all PCs can communicate well enough with each
other to easily share information and create plans
Advanced Thinking
together (unless the GM wishes to highlight a language
Beyond your automatic knowledge of the basics, your
barrier between two PCs as a specific plot point).
depth in a particular subject allows you to make tests
that would be impossible for other characters. For Expertise Categories
example, if your party wants to figure out how the
All expertises fall into one of five categories; armor,
enemy’s intricate new fabrial works, only characters with
cultural, utility, and weapon expertises are available
the Fabrial Crafting expertise can make a Deduction
to all characters, while specialist expertises must
test to learn that information.
be obtained in special ways. These categories are
When you make other tests related to your exper
primarily descriptive, and you can have more than
tise, a success might grant you more information
one expertise from the same category; however,
than an inexperienced character would learn with
the same result.
52 Chapter 3: Character Statistics
some talents and other abilities apply only to expertises
from certain categories.
The following sections give examples of common
expertises that qualify for each category, but you’re
not restricted to the specific examples in these lists.
Talk to your GM if you’d like to have an expertise in
a different area.
Armor Expertises
Armor expertises pertain to maintaining and wearing
a specific type of non-Invested armor. (Some rare
types of armor, such as Shardplate, require specialist
expertises rather than armor expertises.)
If you have an armor expertise, you’re well-versed
in cleaning, maintaining, and even creating that kind
of armor. You can use the expert traits of that armor
(described in chapter 7), as you know how best to wear
and use it in combat.
Examples. You can choose an armor expertise in
any non-special armor type listed in chapter 7—for
example, the Leather Armor expertise.
Cultural Expertises
Cultural expertises pertain to regional, social, and
linguistic knowledge for a nation, culture, subculture,
or other group of people.
If you have a cultural expertise, you’re deeply know
ledgeable about that group’s traditions, customs, and
superstitions. You also know their history and current
politics. You can communicate with others from that
group through spoken language, signed language, other
forms of communication, or all of the above.
Examples. You can choose any cultural expertise
from the “Culture” section of chapter 2—for example,
a character from Herdaz probably has the Herdazian Weapon Expertises
expertise, while a noble character might have the High Weapon expertises pertain to the maintenance and
Society expertise. wielding of a specific type of weapon. (Some rare types
of weapons, such as Shardblades, require specialist
Utility Expertises expertises rather than weapon expertises.)
Utility expertises pertain to tools, trades, technical
If you have a weapon expertise, you’re adept in
knowledge, and similar areas of study.
cleaning, maintaining, and even creating that kind of
If you have a utility expertise, you’re practiced in an
weapon. You can use the expert traits of that weapon
area of technical knowledge, such as creating a certain
(described in chapter 7), as you know how best to wield
type of equipment or specializing in a discipline like
it in combat.
military planning and strategy. You’re skilled in specific
Examples. You can choose an expertise in any
techniques, specialized equipment, and technical jargon
non-special weapon type listed in chapter 7—for
related to your area of expertise.
example, the Shortbow expertise. You can also choose
Examples. You can choose a utility expertise in
the Improvised Weapon expertise and the Unarmed
topics such as Animal Care, Armor Crafting, Engineer-
Attacks expertise, despite them being special weapons.
ing, Equipment Crafting, History, Military Strategy,
Religion, Riding Horses, or Weapon Crafting.
GAL OR
Chapter 3: Character Statistics 53
Specialist Expertises Focus
Specialist expertises pertain to restricted spheres Your focus is a cognitive resource representing your
of knowledge, such as wielding Shardblades and mental resolve and ability to resist influence and distrac-
Shardplate. tion, as well as to execute complex or precise maneuvers.
If you have a specialist expertise, you have significant Your maximum focus equals:
knowledge about a subject that’s been lost to history or is
2 + Willpower + any bonuses or penalties
otherwise inaccessible to the average person. On Roshar,
this primarily includes Shards, fabrials, the lost history Focus can be spent to fuel talents and other abilities,
of the singers, and the lost history of the Radiants. or to withstand manipulation (see “Focus in Conversa-
Restrictions. You can’t choose specialist expertises tions” in chapter 11).
when gaining an expertise from your Intellect. These When you have no focus left, your attention might
can only be granted by a talent, reward, or permission waver, you might stare intently while working through a
from your GM. problem, or you might be overcome with frustration or
Examples. You might gain a specialist expertise in another emotion.
topics such as Half-Shards, Grandbows, Shardblades, You can partially recover focus during a short rest,
Shardplate, Warhammers, Fabrial Crafting, Singer and you recover all your focus after a long rest (see
History, or the Knights Radiant. “Resting” in chapter 9).
Health, Focus, Investiture
and Investiture Investiture is a spiritual resource representing your
ability to hold and channel Investiture—an energy that
Many of your abilities are powered or affected by three suffuses the cosmere. On Roshar, this represents your
expendable pools of resources: health, focus, and ability to breathe in and hold Stormlight.
Investiture. These are primarily calculated using your New characters don’t have Investiture, but if you later
attributes, but they can also be affected by bonuses or choose a Radiant path, you’ll gain an Investiture pool
penalties from talents and other effects. that works much like your focus does. When you do,
your maximum Investiture equals:
Health
Your health is a physical resource representing your 2 + either your Awareness or Presence
stamina and resistance to minor wounds. When you (whichever is higher) + any bonuses or penalties
create your character, your maximum health equals: See “Investiture and Stormlight” in chapter 5 for rules
10 + Strength + any bonuses or penalties on using your Investiture.
When you level up, your maximum health increases
as indicated on the Character Advancement table in
Senses
In any scene, your senses and what you’re aware of
chapter 1. If your Strength changes, refer to the same
are key. This can be straightforward in an open field
table to recalculate your health.
on a sunny day, but senses are more complicated when
When you lose health, you might breathe heavily,
darkness and fog get involved—or when Lightwoven
stagger under the weight of a blow, notice blood on your
illusions obscure the truth of the world.
clothes from a minor wound, or cry out from exertion.
Your senses encapsulate not just your vision, but your
See “Damage, Injury, and Death” in chapter 9 for more
hearing, smell, touch, and even your intuition. Someone
details on losing health.
with excellent hearing might navigate pitch darkness
If your health is reduced to 0, that represents suffer-
by their practiced ear. This game doesn’t have separate
ing a severe blow that knocks you out of the fight. When
rules for sight versus other senses; instead, it’s up to you
reduced to 0 health, you suffer an injury and become
and the GM to decide what primary sense you most
Unconscious (see “Conditions” in chapter 9), and you
heavily rely on to navigate the world.
run the risk of incurring more serious injuries.
You can partially recover health during a short rest, Senses Range
and you recover all your health after a long rest (see
Under most conditions, it’s assumed all characters can
“Resting” in chapter 9). Some talents and other effects
sense things from a reasonable distance, at the GM’s
provide other ways to recover your health; for example,
discretion. However, when your primary sense is entirely
a character with a rank in Medicine can tend to your
obscured, this limits how far away you can detect
wounds in combat (see “Medicine” later in this chapter).
54 Chapter 3: Character Statistics
If an ability doesn’t require senses, you’ll still gain
a disadvantage on many tests against a target you can’t
sense (see “Targeting and Range” in chapter 10).
Sensing Hidden Characters
and Objects
No matter how good your senses are, you can’t auto
matically see through any kind of deception, nor can
you spot hidden characters or objects. If an illusion
designed to trick you is obscuring an object, or if an
object is purposefully hidden from your ability to sense
it (such as with the Stealth skill), you must succeed on
the usual skill tests to spot it.
Senses and Disabilities
If you usually rely on a sense and suddenly lose it, this
can disrupt your perception of the world; for example, if
you rely on sight but someone throws crem in your eyes,
you might temporarily gain the Disoriented condition.
However, if you’re accustomed to having limited access
to one or more senses (such as with some disabled
characters), you already rely on other senses to interact
with your surroundings.
If you create a disabled character who has adapted
to other senses, you can make Perception tests (and all
tests) the same as an abled character. However, if you’d
like your disability to affect not only your story, but also
the game’s rules, you can work with the GM to decide
when your limited senses might make some tests impos-
sible, impose a disadvantage on others, or even grant an
advantage (reflecting your practice with other senses).
Skills
Your character starts the game with eighteen skills,
things. Depending on your primary sense, it could be each representing your general competency in various
obscured by the roaring cacophony of a highstorm, by pursuits. This section presents general rules for skills and
the pitch black during the “hateful hour” of night when tests, followed by descriptions of each individual skill.
no moons are visible, and so on.
Your senses range determines how far away you can Using Skills
easily sense when your primary sense is obscured. Your When your character attempts a task that has a chance
Awareness score determines this range (see “Awareness” of failure—a daring attack, a rousing speech, a subtle
earlier in this chapter). theft—the GM will probably ask you to make a skill
Within this range, you don’t have any trouble test, as described in the “Rolling a Skill Test” section
detecting things with the help of your other senses. in this book’s introduction. The same also applies to
But outside of this range, you can’t detect objects and NPCs and the GM; whether an NPC is attempting to
characters, and must move closer or try to target them attack you or scale an imposing cliff, the GM will make
without senses (if you’re aware of them). a test to determine that attempt’s outcome. (If you’re
attempting something that has no downsides or that
Targeting Without Senses
you’d eventually succeed on with enough attempts,
If you can’t sense something, it’s hard to affect it
the GM probably won’t require a test.)
with many abilities. For example, to target “a char
ARI IBARRA
acter you can sense” while your senses are obscured,
the character must be within your senses range.
Chapter 3: Character Statistics 55
You usually don’t need any ranks in a skill to test it, Set DC
but your chance of success increases with your inherent Some abilities call for a specific DC to succeed. For
aptitude (represented by that skill’s corresponding example, when you use the Field Medicine talent to
attribute) and your relevant training (represented by treat a wounded ally, you make a DC 15 Medicine test,
your rank in that skill). as stated in that talent’s text.
Everything you attempt during gameplay uses one
Defenses
of your skills—but there’s often more than one way to
When you make a skill test targeting another charac-
accomplish a task! In each situation, consider the narra-
ter—such as picking their pocket or trying to intimidate
tive and mechanical implications of using one skill over
them—the DC of that test is usually determined by one
another. Your character’s approach to a task may reflect
of that character’s defenses (see the earlier “Defenses”
their personality, experiences, and goals. Don’t just pick
section). This is typically the defense in the same
a test and roll it; you’re telling a collaborative story, so
category as the skill being used; for example, if you’re
describe how you go about your attempt! Depending
threatening someone, you’ll usually test Intimidation
on your approach, the environment, and other circum-
against their Cognitive defense. However, the GM or
stances, the GM will let you know which skill test you
certain rules may occasionally have you use different
should roll.
defenses; for example, the Feinting Strike talent lets
Skill Ranks and Modifiers you make an attack against a target’s Cognitive defense
Each skill is associated with one of your attributes, as instead of their Physical defense.
stated in parentheses in that skill’s title (both in this Adjusting DCs. The relevant defense’s value sets
chapter and on your character sheet’s list of skills). the base DC for that skill test, but the GM might further
Additionally, you have anywhere from 0 to 5 ranks modify the DC based on other circumstances, using the
in each skill, depending on your tier and your choices upcoming Difficulty Class Examples table as guidance for
during character creation and advancement. Narratively, how big of an adjustment is warranted. For example, if
ranks indicate your education and lived experience. a character is particularly friendly to you, the GM might
Your skill modifier equals your score in that skill’s lower the DC for persuading them; perhaps they have a
associated attribute + your number of ranks in that skill. Spiritual defense of 14, but the GM lowers that DC to
You’ll add this modifier to each test you make with that 11 for you. Or if a character is on high alert, it might be
skill, and you’ll also use it for a few other calculations; significantly harder to pick their pocket. Unlike granting
for example, when you hit with an attack, you add your you advantages and disadvantages, the GM doesn’t
skill modifier to the damage dealt (see “Attacking” in necessarily have to tell you when something is modifying
chapter 10). a character’s defense, so use caution!
GM Discretion
Difficulty Class In many cases, the GM sets the DC based on their
When you make a test, you roll a d20, add the modifier judgment of the difficulty of the task and the normal
for the chosen skill, and apply any bonuses or penalties. range of DCs. The Difficulty Class Examples table
Then compare that result to the test’s difficulty class provides some guidance, but the GM can choose any
(or DC)—this is the target number you’re trying number that feels like a good fit.
to reach. If the total equals or exceeds the DC, you The task’s difficulty should be gauged by the
succeed; this means you accomplish your task and the abilities of an average humanoid, not a player character.
GM narrates the results. If the total is less than the DC, For example, if leaping a particular chasm would be
you fail; this means you make little to no progress on nearly impossible for a random citizen of Urithiru,
what you were attempting. the Athletics test to do so would be DC 30.
Depending on the situation, DC can be determined
by the ability itself, by the target’s defenses, by the GM, Difficulty Class Examples
or by both characters making an opposed test against Difficulty DC
each other. Easy 10
Medium 15
Hard 20
Very Hard 25
Nearly Impossible 30
56 Chapter 3: Character Statistics
Opposed Tests If you roll lower than your opponent, this means they
Occasionally, two characters actively want to make tests rolled higher than you, thereby meeting their DC.
against each other (such as when wrestling), or similarly, So they succeed on their test and you fail on yours.
one character’s actions would reasonably set the DC for In the Adhesion example, their successful Adhesion
a later attempt to subvert that action. Opposed tests can test means you can’t pry it off the ceiling.
also resolve conflicts there aren’t specific rules for. If you tie with your opponent, nobody meets their DC!
When such a conflict happens, the GM might have In this case, both of you might fail to achieve your
both characters make an opposed test using relevant contested objective—or, in the case of an aggressive
skills. The DC is determined not by a set number or by contest, the result favors the defender who’s trying to
GM discretion, but by the result of your opponent’s test. keep things the same. In the Adhesion example, the
For example, if a Windrunner uses the Adhesion surge to object was already stuck to the ceiling—so if neither of
Lash an object to the ceiling, then you try to pry it off the you succeed on your opposed test, the object remains
ceiling, you might test Athletics against their Adhesion. stuck on the ceiling.
To meet the DC and succeed (or to prevent the other Automatic Successes
person from succeeding), your test result must exceed Some effects grant you an automatic success on a test.
your opponent’s. Determine the outcome as follows: When you automatically succeed, you don’t roll, and you
If you roll higher than your opponent, you meet the DC gain the benefits of a success with no Opportunities or
and accomplish your goal (even if that goal was simply Complications. (Rarely, you might automatically fail a
to resist your opponent). In the Adhesion example, test; handle this the same way, without rolling.)
STEVE ARGYLE
your successful Athletics test means you pry the object
from the ceiling.
Chapter 3: Character Statistics 57
Advantages and Disadvantages Enemy NPC Tests
Sometimes, tests are modified by positive or negative If an enemy NPC is making a test with advantages or
circumstances. In these cases, you’ll be instructed to disadvantages, the roles of the GM and players are
test with one or more advantages or disadvantages. reversed. For advantages, the GM gets to pick which
These could be from a rule of the game, or from the die to keep, and for disadvantages, a player gets to pick
GM granting it to you based on circumstances in the (typically the player whose character is most affected by
narrative. For example, if you’re trying to research an the roll, to avoid slowing down play with group debate).
obscure myth in an archive, and you’ve read up on
regional folklore recently, the GM might give you an
Varied Test Results
On a basic level, your DC and test result determine
advantage on that test. Meanwhile, if you’re trying to
whether you succeed or fail. However, most situations
scale a steep cliff, but the stones are slick with rain,
are narratively much more complicated (and interesting)
the GM might give you a disadvantage.
than that. To help you, your fellow players, and the GM
Testing With Advantages tell the story together, this game provides additional
For each advantage affecting the test, choose one die tools to narrate more interesting outcomes.
you’re about to roll for your test; you can pick the d20,
Degree of Success and Failure
the plot die, or any other die (like one of the damage
While the DC sets a specific success/failure threshold,
dice from an attack). Roll two of each chosen die, then
test results can run a wide range of values from 1 to 30
choose one of the two results to keep, discarding the
(or even higher!). The difference between the test result
other with no effect.
and DC can inspire more detailed descriptions about
You can choose each die only once during a
how well the attempt succeeded or how horribly it failed.
test. If you have two advantages, you’ll have to roll
In cases where the test result is very close to the
copies of two different dice, instead of rolling three
DC, you have a low degree of success or failure. You
of the same die.
(or the GM) might describe your character just barely
Testing With Disadvantages succeeding or getting incredibly close but failing at
Conversely, for each disadvantage affecting the test, the the last second.
GM chooses one die you’re about to roll for your test. On the other hand, if your test result is far above
Roll two of the GM’s chosen die, then allow the GM to or below the DC, you have a high degree of success
choose one of the two results you keep, discarding the or failure. You (or the GM) might describe your
other with no effect. As with advantages, the same die character catastrophically failing at a task or expertly
can’t be chosen twice. overcoming it.
Testing With Both Opportunities and Complications
If a test is affected by both advantages and disadv On tests where the GM has raised the stakes, the plot
antages, they cancel each other out; each disadvantage die introduces a wide spectrum of outcomes due to
cancels one advantage and vice versa. For instance, Opportunities and Complications. You can also gain
if your test has two advantages and one disadvantage, Opportunities and Complications from various talents
the disadvantage cancels one advantage, leaving you and from high or low d20 rolls (see “Opportunities and
with one advantage on the test. Complications” in this book’s introduction). These
Affecting Multiple Targets narrative side effects create an interesting mix of results.
Some abilities instruct you to make a single test against When rolling the plot die, you’ll commonly get a
multiple targets. However, you might have advantages mix of good and bad: either succeeding with a Comp
or disadvantages against only some of those targets. lication or failing with an Opportunity. These results
In that case, first roll the test without those extra dice, compellingly progress your story while introducing
then roll the dice for your advantages or disadvantages twists or new ways forward. The Skill Examples table
separately, applying them only to the results for the at the end of this chapter provides inspiration for how
affected targets and ignoring them for the other targets. Opportunities and Complications might impact a test.
(For more information, see “Attacks with Multiple Occasionally, you’ll roll a success with an Opportunity
Targets” in chapter 10.) or a failure with a Complication (usually when you roll a
natural 1 or 20). These are the highest highs and lowest
lows, when you either gain exhilarating momentum
or stop dead in your tracks. Such moments can be
58 Chapter 3: Character Statistics
a good time to pivot the action to other characters, using Working Together
your momentum to help others or giving someone else a When you attempt a task with the help of others,
chance to step in after your failure. you typically don’t all make separate tests. Instead,
Trying Again use the following rules to work together on a test.
When you fail a skill test, you might be able to Helping in Combat
try again—if time and the situation allow. Failure Assisting allies in combat can be challenging, as every
sometimes just costs precious time, and the clock keeps second matters. If you want to help in combat, you must
ticking with each reattempt. But in other situations, use the Aid reaction (see “Actions and Reactions” in
failure carries more consequences, and trying again can chapter 10).
require bigger and bigger risks.
Ultimately, it’s up to your GM how many times you
Helping Outside Combat
Outside of combat, whoever is leading the group effort
can retry a test before misfortune catches up with you.
makes one test, and they gain an advantage for each
When you try again, potential risks might simply be
character helping them. You can often choose this leader
narrative, or the GM might include mechanical effects
based on who has the best skill modifier, though in some
like the following:
situations, you might not have a choice.
◆ Losing focus due to strain or unforeseen outcomes. The GM may ask you to describe exactly how
◆ Losing health due to danger posed by the test. you’re contributing to a test. Characters can only
◆ Raising the stakes and risking a Complication, help with tests they could reasonably complete them
such as getting caught or breaking the device selves. For example, a character can’t assist with a
you’re working on. task that requires an expertise or tools they don’t have.
Resisting Influence Additionally, if the task requires physical contributions,
When you succeed on a test to influence someone each character helping must be able to reach and
socially, such as lying to them or convincing them to contribute to the task.
help you, they might resist your influence by spending Helping in Complex Situations
some focus. When they do, you fail to influence them For complex or particularly important tasks involving
despite your successful test. For details, see the “Focus a group, the GM might have your group complete an
in Conversations” section of chapter 11. endeavor (see chapter 12), rather than a single test
Ongoing Skill Effects with advantages. For example, if you’re sneaking into
Sometimes you might make a skill test for a single a guarded encampment, the GM will probably ask for
action that you hope will have an ongoing benefit— more than a single Stealth test.
for example, a Thievery test to disguise yourself all day.
Changing Die Size
At the GM’s discretion, you might be able to apply such
Some abilities let you change a die’s size; this doesn’t
a result across an extended time, but if the situation
refer to its physical measurements, but to how many
changes significantly, you may need to make a new test.
sides it has.
To apply the same skill test to multiple characters
When you make a test with a die whose size is
(such as tricking multiple guards with your existing
increased, replace it with the next largest die (and vice
disguise as you wander through a building), keep track
versa when decreasing). For example, an attack that
of your original result. As you encounter other char
originally deals 1d4 damage might increase its die size
acters, compare your result to the relevant defense of
as you gain levels; allowing you to roll 1d6 in its place
each character (or to the result of their opposed test).
(and eventually 1d8, 1d10, and 1d12).
Skills as Actions Targeting From a Distance
Skill tests don’t inherently require actions or reactions
Some tests target other characters (or objects) from
to use. For example, the GM might ask everyone to
a distance. The “Targeting and Range” section of
make a Discipline test (no action required) to steel their
chapter 10 defines which characters are eligible targets
nerves against a fearsome foe. However, if you make a
for various tests. Note that if you can’t sense a character,
test to do something that takes time or concentration,
you usually gain a disadvantage on tests made to directly
the GM will usually ask you to use to do so (via the
affect them (such as with surges and weapon attacks).
Use a Skill action in chapter 10).
If you’re making a test as part of another action, you
don’t need to use .
Chapter 3: Character Statistics 59
Anatomy of a Skill Athletics (Strength)
The upcoming sections describe the eighteen basic skills Athletics reflects your physical prowess, brawn,
available to all characters in this game. (In addition to endurance, and resistance to harm and physical
these skills, you might later choose a Radiant path and adversity. Athletics can allow you to overcome an
unlock unique surge skills, as described in chapter 5.) obstacle with feats of strength such as lifting, pushing,
Each section includes the following details: climbing, jumping horizontally and vertically, and
Title and Attribute. Each entry’s title states the name pulling. Athletics is also used to make unarmed attacks,
of that skill, followed by the associated attribute. You’ll as described in the “Weapons” section of chapter 7.
use this attribute to calculate your skill modifier, as Jumping. While moving, a character can generally
described earlier in “Skill Ranks and Modifiers.” jump a horizontal distance equal to their own size
Relevant Tasks. Each entry lists some tasks that use that without making a test, and a vertical distance equal to
skill. This isn’t a comprehensive list—it’s up to you and half their size (see “Movement and Positioning” in chap-
your GM to decide what skill best applies for anything ter 10). For longer jumps, they must make an Athletics
you might attempt. test. This test’s DC is determined by the GM, but as a
Special Situations. Some entries provide guidance general guideline, a 40-foot jump on Roshar would be
for using that skill in special ways. For example, the nearly impossible (DC 30) for a Medium character.
Medicine skill gives examples of how you can treat Gaining Advantage. You might Gain Advantage
wounded allies. with Athletics by…
Gaining Advantage. Each entry suggests creative ways ◆ Leaping onto a foe to throw them off guard.
you might use that skill with the Gain Advantage ◆ Seizing an enemy’s shield to get an opening to attack.
action (see “Actions and Reactions” in chapter 10), ◆ Flexing menacingly to shake an opponent’s resolve.
giving you the upper hand on your next test
against that foe.
Examples. Finally, at the end of the chapter, the Skill
Examples table includes several examples of tasks,
suggested DCs, and inspiration for how you and the
GM might resolve successes, failures, Opportunities,
and Complications. Many of the outcomes in these
tables are purely narrative; however, some include
mechanical effects that can heighten the drama or
give players a chance to use their abilities. GMs are
encouraged to improvise such effects regardless of
whether the game rules directly call for them, and
players should feel free to suggest interesting effects
that support the story.
Agility (Speed)
Agility reflects your capacity to maneuver within your
environment, steer a mount, execute acrobatic feats,
and pilot vehicles with precision. When your reflexes,
mobility, or maneuverability are challenged by a task,
you test Agility.
Gaining Advantage. You might Gain Advantage
with Agility by…
◆ Nimbly rolling to attack at an unexpected angle.
◆ Bobbing and weaving quickly to throw your opponent
off-balance.
◆ Slipping inside an opponent’s guard, making it harder
for them to defend against attacks.
60 Chapter 3: Character Statistics
Crafting (Intellect) Deduction (Intellect)
Crafting uses your ingenuity and knowledge to design To understand the world, one must observe, question,
and build physical objects with what you have on hand. and test. Through logic, reason, accruing evidence,
When you’re crafting commonplace items like simple and interpreting it, you can test Deduction to more
machines, traps, pottery, woodworking, sketches, sew- confidently navigate the many uncertainties that
ing, or impromptu tools, you test Crafting to determine surround you.
your success. Gaining Advantage. You might Gain Advantage
Crafting Complex Items. If you want to create with Deduction by…
more complex items like weapons, armor, equipment, ◆ Inferring a foe’s weakness or hidden injury
buildings, grand works of art, and fabrials, you need to by observing their behavior.
have a corresponding expertise to make a Crafting test. ◆ Reflecting on a character’s rhetoric to discern their
The “Crafting” section in chapter 7 presents the full true motives.
rules of crafting. ◆ Identifying a foe’s most useful asset and how
Repairing Items. This game has no specific rules to impede it.
about damaging or repairing existing items, and it’s
assumed you can competently maintain your equipment. Discipline (Willpower)
But when it suits the story, the GM might call for a Discipline determines your ability to control your
Crafting test to repair or reassemble an important item. outward reactions and responses to unsettling circum-
Gaining Advantage. You might Gain Advantage stances. Discipline can help you maintain composure
with Crafting by… in the face of fear, anger, pain, or sorrow. This doesn’t
◆ Scooping dust or dirt into a pouch to use as a mean you don’t feel these emotions, but you can think
makeshift powderbomb. and act with exceptional clarity and poise even under
◆ Attaching rope or cloth to a weapon, making its great duress.
trajectory harder to track. Overcoming the Odds. Discipline can be used
◆ Deploying an improvised device to flash light actively, such as when putting on a brave face while
into someone’s eyes. approaching a formidable foe. However, it can also be
used reactively to shake off fear, doubt, distraction, and
Deception (Presence) similar challenges. The GM might sometimes have
Deception measures how well you can mislead others you test Discipline to avoid an unwanted effect or to
with blatant dishonesty, clever insinuations, exagger- later overcome it.
ations, and strategic omissions. Using this skill can Gaining Advantage. You might Gain Advantage
include carefully chosen words, but also emotional with Discipline by…
manipulation, deflection, falsified evidence, and ◆ Waiting until the perfect moment to strike.
misleading body language. ◆ Unnerving the foe by holding firm despite
Long-Distance Deception. When trying to deceive their advance.
others from afar—such as via spanreed communication, ◆ Marching into obvious danger without showing fear.
letters, or messenger—uncontrollable variables make
Deception more difficult. A long-distance recipient is
less likely to be fooled by a convincing performance,
and more likely to employ unseen aid and evidence. During the final weeks as bridgemen,
As a result, you make Deception tests with a disad they’d learned to act with the precision
vantage if your target can’t sense you. and discipline of soldiers. They stood at
Gaining Advantage. You might Gain Advantage
attention while their abusers marched
with Deception by…
across bridges, never uttering a word
◆ Pretending to aim or swing from a certain direction,
only to change at the last moment.
of derision. Their discipline itself had
◆ Wearing the enemy’s uniform on a hectic battlefield. become their weapon.
ANTTI HAKOSAARI
◆ Lying to your foe and rattling their composure.
Chapter 3: Character Statistics 61
Heavy Weaponry
(Strength)
Heavy Weaponry represents your experience
wielding the most devastating weapons of
warfare. You test Heavy Weaponry when you
attack with or otherwise use weapons that are
literally heavy, such as axes and hammers, along
with most Shardblades.
Heavy vs. Light Weaponry. Weapons that
use the Heavy Weaponry skill tend to have greater
reach and heft than light weapons, increasing
their lethality but reducing their maneuverability
and precision. The “Creative Maneuvers” section of
chapter 10 suggests creative ways you might fight with
your heavy weapon.
Gaining Advantage. You might Gain Advantage
with Heavy Weaponry by…
◆ Distracting foes by winding up a danger-
ous-looking swing.
◆ Dramatically drawing a sheathed heavy weapon.
◆ Performing a practiced kata with your weapon,
demonstrating your skill.
Insight (Awareness)
Insight measures your ability to discern the true feelings
of others, see through deceptions, and use your intuition
to determine whether a situation is off. When your social
instincts, emotional intelligence, and gut reactions are
challenged by a task, you test Insight.
Advantages. You might Gain Advantage with
Insight by…
◆ Manipulating the right emotions to provoke
a sloppy—and revealing—response. An Azish Commandant
◆ Following a hunch that a rival is posturing to appear
more powerful than they are. leads her troops into battle.
◆ Appealing to a foe’s underlying desire that conflicts
with their current actions.
warrior while you’re visibly ill and can’t stand up,
Intimidation (Willpower) you gain a disadvantage on your Intimidation test.
Intimidation reflects your ability to induce fear in Gaining Advantage. You might Gain Advantage
another character and thereby ensure their compliance. with Intimidation by…
When you project physical dominance, issue a threat ◆ Singing, humming, or speaking to contentious
(whether explicit or implied), or intentionally catas rhythms (if you’re a singer).
trophize a situation, you test Intimidation. ◆ Mocking your enemy.
Insincere Threats. Most threats include some ◆ Displaying signs of “the Thrill.”
JOEL CHAIM HOLTZMAN
degree of exaggeration, such as overstating your willing-
ness or ability to make good on the threat. If a threat is Leadership (Presence)
plausible to the receiving party, bluffing doesn’t affect Leadership represents your ability to inspire people,
how the test is made. However, if you’re feigning some draw attention, and command allies. When you appeal
thing preposterous, such as claiming to be a fearsome to someone’s better nature or sense of right and wrong,
62 Chapter 3: Character Statistics
exper-tise of yours, the GM should generally give you
Leadership or Persuasion? the information without a test. By contrast, if you
When you test Persuasion, you’re typically convincing want to know secret, forbidden, or otherwise obscure
someone to help you by negotiating, appealing to logic or knowledge about a subject, you might have to test even
self-interest, and pointing out the practical implications if you have an expertise. If you succeed on a test to recall
of a decision. When you test Leadership, you’re usually such hidden knowledge but you don’t have the relevant
seeking to inspire, appealing to higher ideals, and char- expertise, you might not learn enough key details to
ismatically taking control of a situation. Some problems gain the full picture.
can be solved with either skill, though the DC for each test Gaining Advantage. You might Gain Advantage
may vary significantly depending on your target and your with Lore by…
own intentions. ◆ Demonstrating how your target’s actions don’t
line up with the beliefs they claim to uphold.
you test Leadership. You can also use this skill to ◆ Recalling your target’s inherent weaknesses
delegate tasks, manage a crowd, bait an enemy, or or reservations.
direct allies who aren’t strictly under your command. ◆ Recognizing the useful properties of something
Gaining Advantage. You might Gain Advantage in the environment.
with Leadership by…
◆ Challenging an enemy to a one-on-one duel. Medicine (Intellect)
◆ Calling nearby allies to cover your advance toward Medicine measures your ability to heal yourself and
the enemy. others through your knowledge of anatomy, psychology,
◆ Asking a nearby companion to help. and surgery. When you attempt to diagnose physical
maladies, support those with mental or physical
Light Weaponry (Speed) illnesses, or determine a corpse’s time and cause of
Light Weaponry represents your facility with death, you test Medicine. You might even carry surgical
smaller armaments that are wielded with finesse supplies (see “Items” in chapter 7) to make your
rather than raw strength. When you attack with or ministrations more effective.
otherwise use knives, short swords, bows, slings, Using Medicine in Combat. If you have at least
and similar weapons, you test Light Weaponry. one rank in Medicine, you can spend 2 focus and Use
Light vs. Heavy Weaponry. Though light weap- a Skill (see “Actions and Reactions” in chapter 10) to
ons don’t have the same range and damage as heavy make a DC 15 Medicine test to treat a conscious ally
weapons, they’re more quick, subtle, and precise. The within your reach, or you can make the same test with a
“Creative Maneuvers” section of chapter 10 suggests disadvantage to treat yourself. On a success, your target
creative ways you might fight with your light weapon. recovers health equal to your ranks in Medicine.
Gaining Advantage. You might Gain Advantage Using Medicine While Resting. During a long
with Light Weaponry by… rest, you can make a DC 20 Medicine test to treat
an ally’s injury (see “Injuries” in chapter 9), or you
◆ Feinting with an intricate flourish, drawing a foe’s
can make the same test with a disadvantage to treat
attention away from the real threat.
yourself. On a success, the duration of a shallow or
◆ Conspicuously patting a concealed weapon, calling
vicious injury is reduced by 1d4 days. Once a character
attention to its presence.
has been treated in this way (whether successfully or
◆ Throwing a weapon as a distraction from some
unsuccessfully), they can’t be treated in this way again
other action.
during that long rest.
Lore (Intellect) Gaining Advantage. You might Gain Advantage
with Medicine by…
Lore establishes your familiarity with history,
current events, folklore, religions, places, and science. ◆ Spotting a previous injury you can exploit in
When you attempt to recall information that you could your opponent.
reasonably know from your background, you test Lore. ◆ Thinking of a specific medicine to use in
Lore and Expertise. In addition to the general this moment.
Lore skill, your expertises represent areas of specific ◆ Alleviating an injured ally’s pain so they can
knowledge (see the earlier “Expertises” section). If you support your next maneuver.
want to recall basic information relating to an
Chapter 3: Character Statistics 63
Perception (Awareness) Attitudes. People are more likely to agree with
you if they already find you pleasant, intelligent, and
Perception signifies your ability to notice details about
trustworthy. If you have a good rapport with someone
your surroundings. When you inspect the area around
(or a particularly strained relationship), the GM may
you, search for a hidden character or item, or try to rec-
choose to decrease (or increase) the DC to reflect the
ognize something from your memory or a description,
target’s attitude toward you.
you test Perception. (The upcoming “Stealth” section
Gaining Advantage. You might Gain Advantage
contains rules for detecting hidden characters.)
with Persuasion by…
Senses and Perception. Much like this game
doesn’t restrict your senses to sight and hearing, you ◆ Negotiating the terms of a duel.
don’t need access to all senses to test Perception. The ◆ Distracting a foe with clever banter.
earlier “Senses” section provides guidance on navigating ◆ Making a genuine offer of peace.
the world with limited senses, but in general, each
character tests Perception in the same way regardless Stealth (Speed)
of which senses they can access. Stealth represents your ability to avoid or escape
Gaining Advantage. You might Gain Advantage attention. When you attempt to sneak, hide, blend into
with Perception by… a crowd, or similarly avoid notice or lose pursuers, you
test Stealth.
◆ Spotting something in your environment to use to
Hiding in Combat. In combat, you can Use a Skill
your advantage.
(see “Actions and Reactions” in chapter 10) to attempt
◆ Using depth perception to gauge the exact distance
to hide from a character, making a Stealth test against
between you and a target.
their Spiritual defense. You can hide only if you’re in
◆ Observing a weakness in an enemy’s stance.
cover, if you’re in an area where your target’s primary
sense is obscured (such as darkness), or if your target
Feelings as Information
has no line of effect to you (see “Targeting and Range”
Perception helps you collect facts about your sur- in chapter 10). If you’re attempting to hide from more
roundings. By contrast, Insight helps you interpret your than one character, compare your test result to each
subconscious impressions of other characters’ words, character’s Spiritual defense.
body language, and similar cues. Of course, your biases Each character who you succeed against loses track
can lead you astray, making your feelings less trustworthy. of you and can no longer sense you, and they remain
Existing biases might cause you to gain a disadvantage unaware of your exact location until you attack or
on an Insight test—or if you fail an Insight test or gain take another action that would logically expose your
a Complication on one, you might obtain misleading position. As , you can covertly signal one or more
information. allies you can sense, revealing your position to them.
A character searching for you can Use a Skill to make
a Perception test to search for you; the DC for this test
Persuasion (Presence) equals the result of your original Stealth test, and it
Persuasion reflects your charisma, social fluency, and gains a disadvantage if you’re in cover or an area where
assumed trustworthiness. When you barter, debate, the character’s primary sense is obscured. On a success,
reason, or appeal to self-interest, you test Persuasion. that character senses you.
While Deception and Intimidation tests might allow you Gaining Advantage. You might Gain Advantage
to pressure an unwilling target into compliance, you’ll with Stealth by…
usually test Persuasion if you’re seeking agreement and
a reasonably amicable outcome.
◆ Briefly ducking out of view to disguise what
you’re doing.
◆ Using an object you had hidden up your sleeve.
◆ Feinting one direction before moving in another.
64 Chapter 3: Character Statistics
Survival (Awareness) Thievery (Speed)
Survival indicates your competence in obtaining vital Thievery covers all manner of tasks that require precise
resources and shelter, avoiding environmental threats, manual dexterity or are useful in skulduggery. When
and understanding animal behavior. When you track you pickpocket, lockpick, perform sleight of hand,
someone or something, interact with wildlife, or escape from bonds, tie knots, or create disguises, you
navigate unfamiliar territory, you test Survival. test Thievery.
Foraging in Nature. During a short rest, you can Pickpocketing in Combat. You can Use a Skill
try to collect resources like food, water, or medicinal (see “Actions and Reactions” in chapter 10) to make a
plants. When you do, you forgo the other benefits of Thievery test to pick the pocket of a character within
resting and instead test Survival. On a success, you your reach. When you make this test, raise the stakes.
identify useful natural resources and safely collect some. The DC of this test equals the target’s Spiritual defense,
For example, you might painstakingly milk knobweeds and you gain a disadvantage if the target is aware of
in the Shattered Plains during your short rest, producing your presence.
one dose of potent antiseptic (see “Equipment” in Gaining Advantage. You might use Gain Advan-
chapter 7). The DC for foraging depends on where tage with Thievery by…
you’re foraging and what (if anything) you’re specifically ◆ Using sleight of hand to make something you’re
looking for. The GM might deny this option if an area holding seemingly disappear into thin air.
has nothing noteworthy to hunt or gather, or if foraging ◆ Subtly drawing a weapon to catch your foe unawares.
would be too risky. ◆ Donning a ridiculous piece of pre-prepared
Gaining Advantage. You might Gain Advantage costuming to shock your target.
with Survival by…
◆ Working with an animal companion to coordi-
nate attacks.
◆ Using knowledge of the terrain to find a favorable
position to act.
◆ Adjusting a ranged attack based on weather
conditions.
An expert thief escapes
with delicious pancakes.
SVETLANA KOSTINA
Chapter 3: Character Statistics 65
Skill Examples
Task Test DC Success Failure Opportunity Complication
To reach the window, Janiel tests DC 13 She reaches Janiel’s foot slips, She finds a handhold She knocks a chunk
Agility to shimmy ten feet along a the window. and she’s now stuck on the route, gaining of stone loose, alert-
high, narrow ledge. hanging on to the an advantage on ing a nearby guard
ledge. future tests to cross. who investigates the
disturbance.
Unable to pick the lock, Vorusht DC 20 Her boot shatters Her foot thuds A guard hears the Vorusht’s foot throbs
decides to test Athletics to break the door. against the door, noise and opens and she takes 1d4
the heavy wooden door instead. but the wood holds. the door to see impact damage.
what’s outside.
Caught in the Frostlands at the DC 18 He chisels stone into Hands shaking from Kennick spots Kennick hurts
height of winter, Kennick’s heatrial the shape of the the cold, he realizes an animal in the his hand while
breaks; he must test Crafting to broken part. This he can’t fix the distance; he and his attempting to create
repair it or risk freezing. replacement should heatrial. Each party companions won’t a replacement part.
keep the heatrial member becomes need to worry about He makes an injury
working for at least Exhausted [−1] for food tonight. roll (see “Injuries”
another week. each day they remain in chapter 9) to see
without warmth. how long it takes his
hand to recover.
Torvash wears the stolen uniform DC 17 Torvash is given a Torvash puts the uni- The uniform’s pocket A citizen approaches
of an Azish constable and tests wide berth and no form on incorrectly, holds notes about Torvash in tears,
Deception to pass as one in a busy one questions them and a real constable a corrupt vizier who begging them to
market square. when they enter confronts them. can be blackmailed. save his brother from
restricted areas. mercenaries.
Determined to connect the dots, DC 16 Lisril puts together a Lisril comes up short; A new lead suddenly New developments
Lisril tests Deduction to reflect on working hypothesis they need one more reveals itself. create doubt about
the clues the group has found. and a surefire way to clue to put it all a previous clue’s
prove or disprove it. together. veracity.
Exhausted and injured, Senelen DC 18 She barely clings She collapses, She unexpectedly Her wounds
tests Discipline as she struggles to to consciousness, slipping into hears the voices of a worsen and she
remain conscious while caught in continuing her unconsciousness. search party looking makes an injury roll
a highstorm. journey. for her. (see “Injuries” in
chapter 9).
Vorusht tests Heavy Weaponry DC 12 She leads the group The group can’t She notices one One of the villagers
to a group of inexperienced in a coordinated kata. follow Vorusht’s member of the loses control of
villagers in a kata with improvised The group seems movements and group is far more their weapon and
heavy weapons, training them to more confident and learns nothing from experienced than the accidentally hits
better defend their village from relaxed and will be the exercise. They others. She recruits Vorusht! She takes
an incoming attack. prepared to face the remain ill-prepared them to help with an 1d8 impact damage.
coming attack. to fight the coming important defense
attack. position.
Jorni tests Insight to consider a DC 15 Jorni sees the The merchant’s Jorni notices A marketplace
merchant’s mannerisms to detect merchant’s lip curve behavior doesn’t the merchant has cutpurse attempts to
if he’s ripping her off. in a duplicitous smile. help Jorni decide if covertly covered pick Jorni’s pockets
He’s overcharging. the price is fair. some of his merch while she’s intently
andise with cloth. focused on the
merchant.
Roisercha wordlessly raises her DC 15 Roisercha convinces The scout doesn’t Roisercha notices a An arrow flies into
arm to summon a Shardblade, the scout to talk. flinch and remains map of the enemy a nearby rockbud.
HOWARD LYON
testing Intimidation and hoping silent, preferring to camp peeking out of The scout wasn’t
to terrify the enemy scout into accept death rather the scout’s bag. alone.
revealing secrets. than answer.
66 Chapter 3: Character Statistics
Skill Examples, continued
Task Test DC Success Failure Opportunity Complication
Jhesh tests Leadership to call DC 17 They help all the They help evacuate They scrounge up The enemy takes
out directions to townspeople willing townspeople the most vulnerable, a small troop of special notice of
evacuating a threatened city. evacuate in time. but several hundred brave volunteers Jhesh, and advance
civilians remain in to help fight. scouts target them
the city as enemy with the first salvo.
combatants arrive.
Osreeva tests Light Weaponry DC 14 Osreeva’s skill clearly Osreeva fumbles Osreeva uses the Osreeva nicks
to perform a trick with a knife to impresses their the knife, dropping distraction to themself in the
impress bar patrons. audience. it midway through draw closer to the process, taking 1d4
their performance. spy they’ve been keen damage.
shadowing.
Lisril tries to recall the penalty for DC 20 Lisril knows this Lisril doesn’t Lisril happens on The official buildings
impersonating a palace vizier by would incur a remember and would a local festival are closed for a
testing Lore. steep fine. need to look it up at with free food and holiday, and most
an official building. entertainment. viziers are off duty.
Talani tests Medicine to help an DC 20 Talani reduces the Talani comforts The ally is bolstered Talani’s caregiving
injured ally during a long rest. recovery time of the the ally but doesn’t by Talani’s help drains her; after
ally’s injury by 1d4 improve their and becomes her long rest, she
days. recovery time. Determined. recovers 1 fewer
focus than usual.
Torvash listens closely to check if DC 15 Behind them, Torvash doesn’t hear Torvash finds a guard A hurried passerby
anyone’s following them through the Torvash hears two any unusual noises post up ahead. rounds the corner
alley by testing Perception. sets of footsteps— nearby. and collides with
one light, one Torvash. Torvash
heavy—that pause loses 2 focus and
when Torvash slows falls Prone.
their stride.
On the eve of an important battle, DC 22 The artifabrian guild Kennick isn’t permit- Kenrick is offered a Kenrick is told that
Kennick test Persuasion to ask allows Kennick to ted to requisition the lesser fabrial. the artifabrian’s guild
to borrow a highly unstable and borrow the fabrial experimental fabrial. expects this grand
irreplaceable fabrial. and provides strict favor to be returned
instructions. in the future.
While a highstorm rages outside, DC 12 Hezib avoids all Hezib runs into a Hezib discovers a Unbeknownst to
Hezib tests Stealth to creep through guards and person servant headed to hidden passage to Hezib, a guard has
a fort to steal battle plans. nel and slips into the cellar to fetch more easily escape been stationed along
the war room. more Shin wine. the fort. the planned escape
route.
During a short rest in the Purelake, DC 12 Bristle catches three Bristle doesn’t catch Bristle finds a javelin Bristle stumbles
Bristle tests Survival to go fishing fish: a stumpy cort any fish. that someone left into a sinkhole
instead of resting and recovering. and two minnows. behind. (see “Falling” in
chapter 10).
At a Thaylen merchant’s stall, DC 15 Korb slips the object The merchant A local thief A local thief sees
Korb attempts to palm one of the into his pack with- notices Korb pick up notices Korb and is the theft and,
merchant’s wares. Testing Thievery out the merchant the object and begins impressed. once Korb is in
against the merchant’s cognitive noticing. an enthusiastic sales a more private
defense while they’re distracted by pitch. location, confronts
another customer. him about edging
into the thief’s turf.
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Chapter 4
Heroic Paths
C haracters in Stormlight campaigns are Agent. A talented operative who solves problems
heroes: they help others in need, save innocent with a keen mind or a deft hand. Agent specialties
lives, and fight against the rising tide of Odium’s include the Investigator, Spy, and Thief.
power. The six heroic paths presented in this chapter Envoy. An insightful negotiator who adeptly
represent the mundane competencies each hero uses influences others. Envoy specialties include the
to make their mark on the world. Whether you’re a Faithful, Diplomat, and Mentor.
skillful Agent, an erudite Scholar, or an indomitable Hunter. A skilled sharpshooter and outdoorsperson
Warrior, your path and its talents represent the unique who seeks and eliminates problems. Hunter specialties
combination of tricks and techniques you use to navigate include the Archer, Assassin, and Tracker.
life on Roshar. Leader. A poised commander who directs and guides
others to be their best. Leader specialties include
Using Paths and Talents the Champion, Officer, and Politico.
Scholar. An adroit thinker who excels at planning and
As a player character, the abilities on your character
building. Scholar specialties include the Artifabrian,
sheet primarily come from your talents (see “Using
Strategist, and Surgeon.
Talents” later in this section). You’ll gain your first
Warrior. A fighter who relies on their skill, brute
talent during character creation, then choose more
strength, or indomitable will. Warrior specialties
as you gain levels.
include the Duelist, Shardbearer, and Soldier.
Your path provides structure for how you choose
your talents. It begins with a key talent that, once Some characters remain focused on these heroic paths
chosen, unlocks access to the talents within that path’s as they gain levels, but as the narrative develops, many
three specialties. For example, once you pick the characters eventually bond a spren, swear their First
Vigilant Stance (Warrior Key) talent, you gain access to Ideal, and become Radiant. As detailed in chapters
the Duelist, Shardbearer, and Soldier specialties within 5–6, Radiant paths contain the powers and abilities a
the Warrior path. character can gain through their spren bond, including
surges, Radiant Shardblades, and more.
Heroic and Radiant Paths
Over the course of their adventuring career, player Creating Your Hero
characters can—and most do—choose talents from The entry for each heroic path begins with an intro-
multiple paths and specialties. This can include addi duction describing its three specialties, recommending
tional heroic paths or a Radiant path. You might also which statistics to prioritize during character creation,
be able to choose unique talents from other sources, and suggesting several iconic Stormlight characters you
such as the Singer talent tree in chapter 2. could build with that path. The remainder of each entry
All player characters begin by choosing a heroic presents the talents for that path, divided by specialty.
path and gaining one talent from it. This chapter See chapter 1 for instructions on how to create your
presents six heroic paths: character and choose your first heroic path.
Creation Tips
As you create your character, be sure to consider how
your character’s build will serve you in all scene types,
Adolin Kholin, Alethkar’s not just combat (see “Scenes” in chapter 9).
You can create characters from any path with nearly
most talented young any combination of attributes, skills, and talents, but
warrior. some combinations work especially well together. The
general advice in each path’s introduction can help you
PETAR PENEV
get started—but the possibilities are endless, and these
tips might not apply to the specific role you envision
your character playing.
Chapter 4: Heroic Paths 69
Advancing Through a Path Talent Summaries
Each path includes a full talent tree for that path’s Each path’s talent tree includes a brief summary of
specialties. Your character can advance through a talent its talents. These are provided for quick reference,
tree by gaining a level—and with it, a new talent. When but you’ll need to read the talent’s full text to learn
you acquire a talent, you unlock access to the more all the rules associated with it.
potent talents from deeper in that path.
Using Talents
Key Talent Each talent represents a specific ability or other benefit
When choosing a new talent, the key talent (the top you’ve acquired through your experience or training.
talent of each path) is always available, provided you This can be an ability you can activate (such as a new
meet any prerequisites (see “Prerequisites” at the end attack), a permanent bonus to your statistics (such as
of chapter 1). Gaining this key talent unlocks access to an increase to your Cognitive defense), or even an effect
the specialties in that path. that lets you shape the narrative in special ways.
You can follow as many heroic paths and specialties
as you wish. You might even decide to follow a powerful Anatomy of a Talent
Radiant path (see chapter 5)—if so, its key talent can be All talents (including those in other chapters) have
chosen just like those of heroic paths. the following elements:
Name. The name of the talent.
Accessing Other Talents
Prerequisite. To choose a talent, it must be a key
You can also choose talents that lie deeper in your
talent or you must’ve already gained a talent linked to
existing paths, as long as you otherwise meet their
it in the talent tree (see “Advancing Through a Path”).
prerequisites. These deeper talents appear below or
Additionally, some talents list other prerequisites you
beside the talent that unlocks them, connected by a line;
must meet before choosing that talent (see “Prereq-
you have access to any talent connected to one you’ve
uisites” at the end of chapter 1). These might include
already gained. (In addition to these lines on the visual
gaining skill ranks or achieving certain ambitions
tree, you can check each talent’s text to see which talents
within the narrative, such as gaining the backing
unlock it.)
of a patron.
Talents With Goals Activation. Each talent lists an activation time,
If a talent gives you a particular goal, you must complete representing how long it takes to initiate or accomplish
that goal before choosing later talents in that tree. For the ability granted by that talent (see the upcoming
example, if you previously chose the Third Ideal talent “Activating a Talent” section). For ease of reference,
from a Radiant path, but you haven’t completed its the talent tree shows the corresponding icon for that
“Swear the Third Ideal” goal, you can’t yet choose the activation type beside the talent’s name.
Fourth Ideal, Deepened Bond, or Take Squire talent. Narrative Description. Each talent briefly describes
Talents With Duplicate Names how its effect might fit within your shared story.
Some talents in different paths share the same name This doesn’t impact the talent’s rules, but it provides
(for example, the Hardy talent appears in the Agent, context and flavor to help you, other players, and
Hunter, Leader, and Warrior paths). If you already have the GM imagine how that ability might play out
a talent of the same name, you’re considered to have narratively. Feel free to reflavor these to suit your
that talent in every path, so you can (and must) skip character or the situation.
that duplicate talent in the tree. Effect Description. Each talent includes at least one
new ability or other mechanical effect that interacts
Starting Path and Starting Skill with your character’s statistics and abilities. The
When you create your character for this game, you talent explains the new rules for this effect (such
choose your starting path. This first path grants you as a new way to spend your focus), any tests you or
one free rank in the starting skill listed at the top of other characters might need to make for this effect,
that heroic path. how to resolve this effect’s outcome, and other
If you later branch out into other paths, you don’t relevant considerations.
gain the starting skill for those paths, as they aren’t your
starting path. However, as you gain levels, you gain more
skill ranks of your choice; the skills associated with your
paths are a great option for these ranks.
70 Chapter 4: Heroic Paths
Terms from Later Chapters Activating a Talent
Each talent lists its activation type after its prerequisites.
This chapter uses terms from throughout this book to These activation types include the following:
describe how talents work, so if you’re reading this chapter
Action ( ). Many talents require using one or more
before exploring the remaining chapters, some terms
actions to activate their effect. To activate these
may be unfamiliar. If you’d like to read ahead, this sidebar
talent effects, follow the normal rules for actions
points you to the most important rules that affect your
(see “Actions and Reactions” in chapter 10).
talents (other than those presented in earlier chapters).
Free Action ( ). Some talents require activation on
Chapter 9 contains general rules for adventuring. Pay
your turn, but since they’re a free action, they don’t
special attention to the following sections:
prevent you from doing other things too. These follow
◆ Conditions. Some talents apply a detrimental or ben- the normal rules for free actions (see “Actions and
eficial effect that only lasts a short while. For example, Reactions” in chapter 10).
the Stunned condition temporarily halves the target’s Reaction ( ). Some talents can only be used in
movement rate. response to a trigger—an effect stated in the talent.
◆ Damage, Injury, and Death. Damage reduces your You aren’t required to use the talent when that trigger
health, though some damage types might affect you occurs, but if you want to, you use your reaction
more than others. If your health drops to 0, you gain following the normal rules for reactions (see “Actions
the Unconscious condition, and you risk injury or death. and Reactions” in chapter 10). Some talents allow
◆ Resting. When you take a break from adventuring, you to use a reaction to activate a separate ability that
you might recover health, forage for resources, or usually requires an action; when that happens, follow
gain other benefits. all that ability’s rules except for its activation time.
Chapter 10 contains rules for combat and similar Special Activation ( ). Some talents don’t necessarily
situations where time is precious. Pay special attention cost an action or reaction; instead, you choose to
to the following sections: activate them in other specific ways, such as by
◆ Rounds and Turns. Combat is divided into rounds. taking a short or long rest, by spending focus as
Each round, you choose whether to take a fast turn part of another action, or by simply choosing to
or a slow turn. A fast turn allows you to act before reroll a die (no action required). You can find the
opponents, while a slow turn grants you more actions rules for activating these talents in that talent’s
during your turn. description; if a particular action type isn’t named,
◆ Actions and Reactions. Each round, you control what you can freely activate the effect when the described
your character does. You usually take actions on your circumstances occur.
turn, but a few special reactions let you act during Always Active ( ). Some talents always affect your
another character’s turn. character. Sometimes known as “passive” or “ongoing”
◆ Attacking. You can reduce an enemy’s health by effects, these don’t require you to use an action or
attacking them using a melee weapon, ranged weapon, do anything else to benefit from them. For example,
Radiant surges, and more. a talent that permanently increases your health is
◆ Targeting and Range. When you target a character always active and you needn’t choose when you benefit
in combat, you might face limitations such as their from it. By contrast, if a talent requires a conscious
location, their distance from you, or whether you can choice such as rerolling a die, the talent is considered
sense them. a special activation ( ), even if you can do it any time
◆ Movement and Positioning. Your ability to move across you encounter that situation.
the battlefield is determined by your movement rate,
nearby terrain, the size of your opponents, and more.
Chapter 11 contains rules for scenes that center on social “Do not dismiss your own talents
interaction. Pay special attention to the following section: because you envy those of another.”
◆ Resisting Influence. When you succeed on a skill test
to socially influence a character, they can spend focus
to resist your influence.
Chapter 4: Heroic Paths 71
Using Talents Outside Combat While. If an effect occurs “while” something, this
Though actions and reactions are often used in combat, means the effect only applies during the specified
your talents apply in other circumstances too! In these circumstances, and it ends when those circumstances
non-combat scenes, the GM might grant you the talent’s do. For example, if an effect occurs “while you
full effect or adapt it to fit the non-combat situation. maintain a Basic Lashing,” it remains active while you
In endeavors and conversations (see chapters 11 and maintain the Lashing, then stops at the moment your
12), talent effects that require an action or reaction can Lashing ends.
be used as a single contribution, while those that require Until. If an effect occurs “until” a specified time or
a free action can be used at any time. Most special acti- trigger, this means the effect ends when the stated
vation talents can be used too, at the GM’s discretion. duration does. For example, if an effect occurs “until
In other scenes, the GM determines the amount of the end of your next turn,” it remains active until that
time a talent requires to use. time, then ends.
If two or more of your abilities occur during the
Talent Targets
same timing interval, you choose which order to
Some talents merely affect you, while others allow you
resolve them in.
to interact in special ways with other characters, objects,
or the environment. Effects that target characters and Stacking Talents and Effects
objects follow the rules in the “Targeting and Range” The following rules determine if a talent or other effect
section of chapter 10. can apply multiple times.
Talent and Effect Timing Choosing Duplicate Talents
Talents, NPC abilities, and other effects resolve Some talent names appear in several paths—these can’t
at various timing intervals. You can determine be chosen twice. See the earlier “Advancing Through
when an effect begins and ends by looking for the a Path” section for instructions on how to skip over
following terms: these talents.
When. If an effect occurs “when” something happens, Duplicate Effect Names
this means it occurs during the resolution of its trigger. If two similar effects come from abilities with different
“Before” and “after” (see below) are sometimes used names, the effects can stack on a target. However,
to further clarify this timing. If an effect has multiple if two similar effects come from abilities with the
distinct steps, the player who controls the effect same name, they can’t simultaneously affect the same
decides when to resolve it. For example, if an effect target—even if the talents come from different paths.
occurs “when you attack,” you can resolve it at any For example, if two characters are each using a talent
point during the attack. However, if it says “when you to grant you an advantage on a test, you gain two
attack, before resolving damage,” you must resolve it advantages if those two talents have different names;
sometime between when you declare your attack and however, if those two talents have the same name, you
when your target reduces their health. can only gain one advantage.
Before. If an effect occurs “before” something, this If two abilities have the same name but their effects
means the effect applies after its trigger has been have different durations or intensities, apply the talent
declared but before anyone begins resolving that with the most substantial effect. For example, if one
trigger. For example, if an effect occurs “before you’re character gives you a +2 bonus and another character
hit by a weapon attack,” you resolve that effect once gives you a +3 bonus, you only gain a +3 bonus.
the attacker succeeds on their attack test against you,
Duplicate Expertises
but before you reduce your health or apply other
Many talents grant expertises. If a talent grants a
BEN MCSWEENEY & SAMI RYTKÖNEN
effects of that hit.
cultural, utility, weapon, or armor expertise that you
After. If an effect occurs “after” something, this means
already have, you can instead choose another expertise
the effect applies immediately after its trigger is
from the same category (with your GM’s permission).
resolved. For example, if an effect occurs “after you’re
hit by a weapon attack,” first you fully resolve the
attack (including reducing your health) then apply
the effect.
72 Chapter 4: Heroic Paths
Agents of Roshar
Agent If you’d like to draw on the Stormlight Archive for
inspiration, consider these builds for iconic Agent
Heroic Path characters.
Azish Constable
Azish constables regularly travel across Azir to enforce
Artists of duplicity and sabotage, Agents grasp the the law. They are authorized to determine innocence
threads of fate in the palms of their hands, waiting for and guilt, though corruption or callousness can
the perfect moment to pull and unravel the carefully result in grave injustice. Regional assignments cycle
laid plans of others. Agents can fool even the most throughout Azir, punctuated by mandatory trips to
prudent with their clever ruses, swift movements, designated hubs to receive education on the latest
and calculated strikes. legislation. On rare occasions, constables are sent to
Formal education matters little to Agents. Most are other member states in the Azish Empire on matters
fiercely observant and either self-taught or trained in of great importance.
action by their crew. Rules and regulations from outside Building a Constable. Pick human ancestry
entities are but playthings to work around or disregard and the Azish and Wayfarer cultural expertises. Start
altogether, and Agents answer only to their own code. with high Intellect and Willpower. In addition to the
They meet impossible tasks with a sly smile and razor- Insight skill rank you gain from Agent, put 2 ranks
sharp wit, living for the thrill of cheating death yet again. into Deduction, and put 1 rank into Insight and
Light Weaponry.
Agent Specialties In addition to the Opportunist (Agent Key) talent,
The Agent path presents talents in three specialties: use your human ancestry to choose the Get ’Em Talking
Investigator. Hunches tend to be unreliable—but talent in the Investigator specialty. Finally, choose the
Investigators cultivate trustworthy instincts, learning Academic starting kit.
to listen, collaborate, and pursue answers to questions As you level up, consider working toward the Gather
others don’t think to ask. Evidence and Sleuth’s Instincts talents.
Spy. To get what they need, Spies plant themselves in
Street Urchin
sticky situations, ready to deflect or ease suspicion
Forsaken by society, street urchins learn early that risk
when it inevitably sweeps their way.
is synonymous with survival. Circumstances have never
Thief. Although a quick mind is an invaluable asset,
been kind, so they make their own luck and their own
Thieves train their bodies to keep pace. Whether out
kindness. Some steal just for sustenance, others for
of necessity or ambition, they risk it all to swindle the
cheeky triumph—either way, street urchins do what they
insurmountable odds standing between them and
must to carry on. In the depths of squalor and misery,
their prize.
hope flickers like a fading sphere, yet they keep fighting
Building an Agent to see another day.
Building a Street Urchin. Pick any ancestry and
The following “Agents of Roshar” section suggests
any two cultural expertises. Start with high Speed and
example builds for iconic characters. If you have a
Willpower. In addition to the Insight skill rank you gain
different idea in mind, consider these general tips for
from Agent, put 2 ranks into Thievery, and put 1 rank
building an effective Agent:
into Light Weaponry and Stealth.
Attributes. It’s usually a good idea to prioritize Aware In addition to the Opportunist (Agent Key) talent,
ness, Intellect, and Speed. if you’re a human, choose the Cheap Shot talent in
Skills. Useful skills include Agility, Deception, the Thief specialty. If you’re a singer, choose the
Deduction, Insight, Light Weaponry, and Thievery. Change Form and Forms of Finesse singer talents,
Other Heroic Paths. The Hunter and Scholar paths then later acquire Cheap Shot. Finally, choose either
make excellent multi-path choices. the Underworld or Prisoner starting kit.
Rewards. When choosing rewards, you can’t go wrong As you level up, consider working toward the Risky
with a bodyguard companion and patrons from the Behavior, Shadow Step, and Trickster’s Hand talents.
AMIRUL HHF
criminal world or high society.
74 Chapter 4: Heroic Paths
Undercover Workform (Listener) singer ancestry to choose the Forms of Resolve singer
Humans easily mistake workform listeners for the talent and begin in workform. Finally, choose the
“parshmen” long exploited and enslaved by Roshar’s Underworld starting kit.
humans. A listener can use this to their advantage As you level up, choose the Plausible Excuse talent
by going undercover in workform, gathering intelli- in the Spy specialty, and consider working toward
gence while suppressing their sorrowful indignation. Mercurial Facade.
Alone in a new place, they watch others who look
like them toil endlessly, confined to slaveform. Some
Agent Key Talent
humans try to be charitable, yet spurn and belittle The Agent key talent, Opportunist, unlocks access to
out of ignorance. More often, workform listeners find the Agent specialties.
suspicion and contempt exaggeratedly furrowing the Starting Skill: Insight. If you choose Agent as your
thin carapace of human faces. Keeping careful watch, starting path, gain a free skill rank in Insight.
the listeners eagerly await the day they can claim their Opportunist (Agent Key)
freedom, assert their individuality, and exact justice for Prerequisite: none
their people. Activation:
Building an Undercover Workform. Pick singer
You instinctively sense moments of consequence. In these
ancestry, the Listener cultural expertise, and one
moments where the scale teeters between disaster and glory,
human culture you live undercover in. Start with high
you can push yourself—and your luck—to tip the outcome
Awareness and Presence. In addition to the Insight skill
in your favor.
rank you gain from Agent, put 2 ranks into Deception,
Once per round, when you roll a plot die, you can reroll
and put 1 rank into Insight and Light Weaponry.
that result. The original roll has no effect and you must
In addition to the Opportunist (Agent Key) talent
use the new result.
and the Change Form (Singer Key) talent, use your
Opportunist (Agent Key)
Once per round, you can reroll your plot die.
Investigator
↻ Watchful Eye 2 Get ’Em Talking
Prerequisite: Deduction 1+ Prerequisite: Insight 2+
Use Opportunist on the plot Spend 1 focus to test
die of a willing ally within Deduction vs. Spiritual to learn
20 feet. the target’s motivation. During
this scene, you can raise the
stakes on tests to leverage
this motivation.
▷ Quick Analysis ∞ Baleful
Spend 2 focus to gain for To resist your influence,
cognitive tests with Use a Skill, a character must spend
Gain Advantage, or an Agent additional focus equal to
talent. your tier.
∞ Gather Evidence ∞ Hardy
Prerequisite: Insight 2+ Gain +1 max health per level
Gain Legal Codes expertise. (including previous levels).
When you succeed on a
cognitive test against a target,
you become Focused.
∞ Sleuth’s Instincts Close the Case
Prerequisite: Deduction 3+ Prerequisite: Deduction 3+
Gain an advantage on Spend 3 focus to test Deduc-
cognitive tests against tion vs. Cognitive, gaining an
characters whose motivation advantage if you know the
you know. You know when target’s motivation. On failure,
those characters lie to you. the target gains an advantage
against you. On success, they
back down.
STEVE PRESCOTT
76 Chapter 4: Heroic Paths
Agent
Heroic Path
Spy Thief
Sure Outcome Plausible Excuse Risky Behavior Cheap Shot
Prerequisite: Insight 2+ Prerequisite: Deception 1+ Prerequisite: Insight 2+ Spend 1 focus to make an
When you use Opportunist, Gain Sleight of Hand Spend 1 focus to raise the unarmed attack with Thievery
spend 2 focus to change to expertise. When discovered stakes on your test. vs. Cognitive, raising the
4, or change any to . skulking, spend 2 focus to stakes. On a hit, the target
feign innocence. is Stunned.
Collected Cover Story Double Down ∞ Surefooted
Increase your Cognitive and Gain a false identity and a You can reroll again with Your movement increases
Spiritual defenses by 2. relevant cultural expertise. Opportunist, but on , you by 10. Reduce damage from
lose 2 focus. falling and dangerous terrain
Subtle Takedown Mighty by twice your tier.
Prerequisite: Insight 3+ When you hit with a weapon
Make an unarmed attack with or unarmed attack, for each Underworld Shadow Step
Insight vs. an unsuspecting spent, deal extra damage Contacts Prerequisite: Thievery 3+
target’s Cognitive, raising the equal to 1 + your tier. Prerequisite: Patron or follower After you Disengage, spend
stakes. On a hit, they can’t in criminal underworld 2 focus to test Thievery vs.
communicate. Gain Criminal Groups expert each enemy’s Cognitive to
ise. Spend 2 focus to add to hide from them. You gain
a social test against criminals. an advantage if in cover
Mercurial Facade High Society
Prerequisite: Deception 3+ Contacts or obscured.
Disguise yourself using Prerequisite: Patron in
Deception without needing high society Fast Talker Trickster’s Hand
physical supplies. The first Gain High Society expertise. Prerequisite: Insight 3+ Prerequisite: Thievery 3+
character to see through your Spend 2 focus to add to a Spend 2 focus to gain for Spend 2 focus to gain for
disguise is Surprised. test to interact in high society. spiritual tests with Use a Skill, physical tests with Use a Skill,
Gain Advantage, or an Agent Gain Advantage, or an Agent
talent. talent.
icon meaning
1 action
2 actions
3 actions
Free action
Reaction
Special activation
Always active
Investigator Specialty can influence. You gain an advantage on this test if you
know the target’s current motivation, and a disadv
The following talents, presented here in alphabetical
antage if you don’t.
order, appear in the Investigator specialty on the Agent
On a failure, the target gains an advantage on all tests
talent tree.
against you until the end of their next turn.
Baleful On a success, you influence the target to back down.
Prerequisite: Get ’Em Talking talent They stop opposing your immediate aims in this scene
Activation: and might even leave the scene. A target can resist this
With a severe stare, you crack the resolve of all but the most influence, but after they do, they gain a disadvantage
composed adversaries. on all tests until the end of their next turn.
To resist your influence, a character must spend Gather Evidence
additional focus equal to your tier. Prerequisite: Insight 2+; Quick Analysis talent
Close the Case Activation:
Prerequisite: Deduction 3+; Hardy talent Observing clues in your environment, you slowly but surely
Activation: build a mental model of the mysteries before you.
You’ve compiled information on your target’s motive and After you succeed on a cognitive test against another
circumstances. Now, by pressing on your target’s desires, character, you become Focused until the end of your
weaknesses, or guilt, you can convince them to back down. next turn.
Once per scene, spend 3 focus to make a Deduction Additionally, when you acquire this talent, gain a
test against the Cognitive defense of a character you utility expertise in Legal Codes.
Get ’Em Talking Watchful Eye
Prerequisite: Insight 2+; Opportunist key talent Prerequisite: Deduction 1+; Opportunist key talent
Activation: Activation:
With a leading question or cutting remark, you goad others Allies can be an asset or a liability, so you keep an eye on
into revealing their motives. them for their protection and yours.
Spend 1 focus to make a Deduction test against the When a willing ally you can influence within 20 feet
Spiritual defense of a character you can influence. of you rolls a plot die, you can use this reaction to use
On a success, you learn the target’s motivation for Opportunist on that plot die as if it were your own.
being in the scene. Until the end of the scene, when
you make a test to leverage this motivation against Spy Specialty
the target, you can raise the stakes. The following talents, presented here in alphabetical
order, appear in the Spy specialty on the Agent
Hardy talent tree.
Prerequisite: Baleful talent
Activation: Collected
You’ve trained your body to endure pain and fatigue, Prerequisite: Sure Outcome talent
keeping you in the fight until the bitter end. Activation:
When you acquire this talent, your maximum and You remain mindful of your immediate goals without
current health increase by 1 per level. This applies losing sight of your deeper value, keeping you even-keeled
to all previous and future levels; for example, if you amid chaos.
choose this talent at level 6, retroactively increase your When you acquire this talent, increase your Cognitive
health by 6. and Spiritual defenses by 2.
Quick Analysis Cover Story
Prerequisite: Watchful Eye talent Prerequisite: Plausible Excuse talent
Activation: Activation:
Your mind quickly files and organizes data, and you swiftly By spinning vague rumors into popular gossip, you’ve
act on that information while under pressure. created a false identity to inhabit.
Spend 2 focus to gain , which you can only use to When you acquire this talent, you put the finishing
make cognitive skill tests via the following actions: touches on a false identity for yourself. Discuss the
Use a Skill, Gain Advantage, or an action from any details of this identity with your GM, including which
Agent talent. communities you use this identity to move through
During a conversation or endeavor, at the GM’s and what its reputation is within those communities.
discretion, you can instead use both to make an Additionally, when you acquire this talent,
additional contribution for the round. gain a cultural expertise relevant to your false
identity’s culture.
Sleuth’s Instincts
Prerequisite: Deduction 3+; Hardy talent High Society Contacts
Activation: Prerequisite: Have a patron who is part of high
When cracking mysteries, you know that “why” can be society; Cover Story talent
as important as “who” or “how.” Once you understand Activation:
motivations, other details easily fall into place. Your patron’s name opens doors for you, even in unfamiliar
You gain an advantage on cognitive tests against a places. By invoking their name or network in the right
character whose motivation you know; you might learn context, you can expand your influence even further.
this motivation from the Get’ Em Talking talent, or When you make a test to interact socially in high
from other activities such as researching them. society, you can spend 2 focus to add an Opportunity
Additionally, after a character whose motivation you to the result.
know lies to you, you automatically know they’re being Additionally, when you acquire this talent, gain a
ANTTI HAKOSAARI
deceitful (but not the nature of their lie). cultural expertise in High Society.
Chapter 4: Heroic Paths 79
Mercurial Facade Subtle Takedown
Prerequisite: Deception 3+; Subtle Takedown talent Prerequisite: Insight 3+; Cover Story talent
Activation: Activation:
You know poise is essential to any disguise, and you can You swiftly strike at your target’s throat, knees, or another
change your perceived persona simply by altering your gait vulnerable area. Before the target can cry out, they
and presence. are silenced.
When you attempt to disguise yourself, you can use Make an unarmed attack using Insight against the
Deception instead of Thievery. You can do this even Cognitive defense of a character who is Surprised,
if you don’t have supplies for a physical disguise. doesn’t sense you, or doesn’t view you as a threat (such
The first character who sees through your disguise, as if you’re disguised). The target must be your size or
or who you choose to surprise by revealing your identity, smaller. Raise the stakes on this attack test. On a hit,
becomes Surprised until the end of your next turn. the target also can’t communicate until the end of their
next turn. Also on a hit, you can spend an Opportunity
Mighty to Grapple them as , automatically succeeding on
Prerequisite: Cover Story talent
your test; while Restrained by this grapple, they are
Activation:
also Prone.
You deliver your swings, punches, and kicks with practiced
efficiency. Sure Outcome
When you hit with a weapon or unarmed attack, for Prerequisite: Insight 2+; Opportunist key talent
each you used on that attack’s action, increase the Activation:
damage you deal by 1 + your tier. For example, if you’re The best gamble is one that secretly isn’t a gamble at all.
level 6 and you make an attack that costs , each Your insight sometimes reveals that seemingly random
deals an extra 1 + 2 damage, for a total of 6 damage. events are part of someone’s plan.
When you use your Opportunist talent, instead of
Plausible Excuse rerolling the plot die, you can spend 2 focus to flip it to
Prerequisite: Deception 1+; Opportunist key talent
a specific result. If the die was showing , flip it to 4.
Activation:
If it was showing any , flip it to .
Years of covert operations have taught you to dissemble
on the spot, concocting a reasonable excuse for the most Thief Specialty
incriminating of behavior. The following talents, presented here in alphabetical
After you are discovered while hiding or otherwise order, appear in the Thief specialty on the Agent
skulking about, you can use this reaction and spend talent tree.
2 focus to pass yourself off as doing something innocent.
You influence each character who can sense you to Cheap Shot
believe your excuse. Prerequisite: Opportunist key talent
A character can resist this influence, but after they Activation:
do, they lose additional focus equal to your ranks in You know exactly where to strike to leave your foe reeling
Deception. in pain. Some might not view it as sporting, but it
Additionally, when you acquire this talent, gain a certainly works.
utility expertise in Sleight of Hand. While you have a hand free, spend 1 focus to make an
unarmed attack using Thievery against the Cognitive
defense of an enemy of your size or smaller, raising the
stakes when you do. On a hit, the target also becomes
Stunned until the end of their next turn. On a hit or
graze, you can also spend an Opportunity to steal one
item on the target’s person that they aren’t holding
or wielding. The exact item you can steal is up to the
GM’s discretion.
80 Chapter 4: Heroic Paths
Double Down Surefooted
Prerequisite: Risky Behavior talent Prerequisite: Cheap Shot talent
Activation: Activation:
When you decide to take a risk, you commit fully in pursuit You move through treacherous terrain with confidence
of the greatest reward. and speed.
After you use your Opportunist talent, you can reroll the When you acquire this talent, increase your movement
die one additional time. You must use this final result, rate by 10.
and if it includes a , you lose 2 focus. Additionally, before you take damage from dangerous
terrain or falling, reduce that damage by 2 × your tier.
Fast Talker
Prerequisite: Insight 3+; Double Down talent Trickster’s Hand
Activation: Prerequisite: Thievery 3+; Surefooted talent
Speaking quickly gets you out of trouble as often as it gets Activation:
you into it, and you never miss a chance to get a word You execute your acts of skulduggery with such subtlety
in edgewise. and dexterity that your marks struggle to follow.
Spend 2 focus to gain , which you can only use to Spend 2 focus to gain , which you can only use to
make spiritual skill tests via the following actions: make physical skill tests via the following actions:
Use a Skill, Gain Advantage, or an action from any Use a Skill, Gain Advantage, or an action from any
Agent talent. Agent talent.
During a conversation or endeavor, at the GM’s During a conversation or endeavor, at the GM’s
discretion, you can instead use both to make an discretion, you can instead use both to make an
additional contribution for the round. additional contribution for the round.
Risky Behavior Underworld Contacts
Prerequisite: Insight 2+; Opportunist key talent Prerequisite: Have a patron or follower who is
Activation: a member of the criminal underworld; Double
You know that risk and reward are inseparable traveling Down talent
companions, and you love seeing where this pair takes you. Activation:
Before you make a test, you can spend 1 focus to raise When you travel in circles of ill repute, your patron or
the stakes. follower’s name carries remarkable weight.
Before you make a test to interact socially with criminal
Shadow Step individuals or groups, you can spend 2 focus to add an
Prerequisite: Thievery 3+; Surefooted talent
Opportunity to the result.
Activation:
Additionally, when you acquire this talent, gain a
You know every con artist’s trick for avoiding comeuppance, utility expertise in Criminal Groups.
and you can slip from sight with ease.
After you Disengage, you can spend 2 focus to make
a Thievery test and compare the result against the
Cognitive defense of each enemy who can sense you.
You gain an advantage on this test if you’re in cover or “Don’t be insulted at being called
an area where your target’s primary sense is obscured a thief. I meant it as a compliment.”
(such as darkness).
If you succeed against an enemy, you’re hidden as if
you’d succeeded on a Stealth test to hide from them.
Chapter 4: Heroic Paths 81
Envoys of Roshar
Envoy If you’d like to draw on the Stormlight Archive for inspi-
ration, consider these builds for iconic Envoy characters.
Heroic Path
Azish Merchant
Instead of serving a government or religion, merchants
across Roshar preach the good name of commerce,
Prominent organizations throughout Roshar appoint delivering premium goods to nations near and far.
Envoys who vie for resources, curry favor, or offer Merchants must be connoisseurs of international
service on the organization’s behalf. These stewards cultures, social trends, and individual tastes. Adorned
dutifully further the reach of their ideologies through in richly patterned clothing, Azish merchants ply wares
precise rhetoric, patient attendance, and ceaseless fervor. from across the empire and neighboring regions: Marati
Envoys typically subscribe to well-established beliefs rugs, Tukari jewelry, and Liaforan fashions. Whether
and are careful not to disrupt the integrity of those tenets they serve the merchant lords of Steen or the viziers of
with personal desires and ambitions. Wherever they go, Azir, these traders are shrewd negotiators trained to
an Envoy stays rooted in their ethos through their strong recognize mutually beneficial solutions.
connection to the entity they serve. Though an Envoy Building a Merchant. Choose human ancestry
considers themself part of something much grander, and the Azish and Wayfarer cultural expertises. Start
their personality shapes the way they fulfill their duties— with a high Intellect and Presence. In addition to the
and thus they shape the organization they serve. Discipline skill rank you gain from Envoy, put 2 ranks
into Persuasion, and put 1 rank into Lore and Insight.
Envoy Specialties In addition to the Rousing Presence (Envoy Key)
The Envoy path presents talents in three specialties: talent, use your human ancestry to choose the Steadfast
Diplomat. Stationed abroad, Diplomats are adept at Challenge talent from the Diplomat specialty. Finally,
navigating court politics. They use what they learn choose the Academic starting kit.
about their host countries to seek more favorable As you level up, consider working toward the
treatment for their own. Collected, Calm Appeal, and Peaceful Solution talents.
Faithful. For Faithful, worship of the divine permeates
Keeper of Songs (Listener)
their entire lives. They devote themselves to the
Every society has Envoys who tend to the spiritual needs
traditions of their faith, demonstrating their
of its people. The listeners rely on keepers of songs to
convictions to others through word or deed.
remember their history, forms, and identity, which were
Mentor. More interested in the individual than the
obscured when their ancestors valiantly defied Odium
whole, Mentors devote themselves to their wards.
and rejected the forms of power. Learning the listeners’
They patiently nurture others toward greatness,
songs and passing them on is a substantial undertaking
seeing beyond doubts and deficits to stoke each
most often entrusted from parent to child. Only the
person’s potential.
most diligent keepers can recite all the songs perfectly.
Building a Keeper of Songs. Choose singer
Building an Envoy ancestry, the Listener cultural expertise, and one other
The following “Envoys of Roshar” section suggests
cultural expertise. Start with a high Strength and
example builds for iconic characters. If you have a
Awareness. In addition to the Discipline skill rank you
different idea in mind, consider these general tips for
gain from Envoy, put 2 ranks into Leadership, and put
building an effective Envoy:
1 rank into Discipline and Heavy Weaponry.
Attributes. It’s usually a good idea to prioritize Presence In addition to the Rousing Presence (Envoy Key)
and Willpower. talent and the Change Form (Singer Key) talent, use
Skills. Discipline is an essential skill for most Envoys. your singer ancestry to choose the Forms of Wisdom
Other useful skills include Deception, Leadership, singer talent so you can eventually take on scholarform;
Lore, and Persuasion. if you get at least one expertise, select Music, and put
Other Heroic Paths. The Leader and Scholar paths skill ranks in either Discipline or Leadership. Finally,
make excellent multi-path choices. choose the Artisan starting kit.
Rewards. When choosing rewards, you can’t go wrong As you level up, consider working toward the Instill
with influential patrons. Confidence and Rallying Shout talents from the Mentor
specialty.
82 Chapter 4: Heroic Paths
Vorin Ardent As you level up, consider taking Customary Garb
In the Vorin ardentia, priests conduct rites and rituals then working toward Inspired Zeal, adding Composed
to worship the Almighty and the Heralds on behalf for additional focus.
of the household or nation they serve. Their duties
include burning glyphwards in prayer and performing
Envoy Key Talent
other rituals so the nobility they serve needn’t burden The Envoy key talent, Rousing Presence, unlocks access
themselves. Each ardent belongs to a devotary and fol- to the Envoy specialties.
lows its precepts. Unrestricted by typical Vorin gender Starting Skill: Discipline. If you choose Envoy as
roles, ardents of all genders can pursue various arts and your starting path, gain a free skill rank in Discipline.
studies, which they teach to others on request. Rousing Presence (Envoy Key)
Building an Ardent. Choose human ancestry Prerequisite: none
and the Alethi and Veden cultural expertises. Start Activation:
with a high Intellect and Awareness. In addition to
With a gesture, a facial expression, or a few scant words,
the Discipline skill rank you gain from Envoy, put
you inspire others to excel.
2 ranks into Lore, and put 1 rank into Discipline and
Choose an ally you can influence. They become
Light Weaponry.
Determined until they benefit from that condition
In addition to the Rousing Presence (Envoy Key)
or until the scene ends.
ANNA PAZYNIUK
talent, use your human ancestry to choose the Galvanize
talent from the Faithful specialty. Finally, choose the
Academic starting kit.
Chapter 4: Heroic Paths 83
Rousing Presence (Envoy Key)
An ally becomes Determined until end of scene.
Diplomat
Steadfast Challenge Collected
Prerequisite: Discipline 1+ Increase your Cognitive and
Spend 1 focus to test Discipline Spiritual defenses by 2.
vs. an enemy’s Spiritual. On
success, they are Disoriented
and gain a disadvantage on
tests against you.
Withering Retort Well Dressed
Prerequisite: Discipline 2+ Gain Fashion expertise. While
Use your Steadfast Challenge wearing Presentable armor
before an attack and increase or fashionable clothing, gain
your deflect against the attack an advantage on your first
by your ranks in Discipline. Deception, Leadership, or
Persuasion test.
Calm Appeal High Society
Prerequisite: Discipline 2+ Contacts
When your Steadfast Prerequisite: Patron in high
Challenge makes a target society
Disoriented, spend 1 focus to Gain High Society expertise.
pacify them. Resisting your Spend 2 focus to add to a
Steadfast Challenge costs test to interact in high society.
additional focus equal to your
ranks in Discipline.
Peaceful Solution Practiced Oratory
Prerequisite: Discipline 3+ Prerequisite: Persuasion 3+
If all non-minion enemies are When you use Rousing Pres-
pacified, you ease tensions ence or Steadfast Challenge,
and end combat. spend focus up to your ranks
in Persuasion to add that
many targets.
STEVE PRESCOTT
84 Chapter 4: Heroic Paths
Envoy
Heroic Path
Faithful Mentor
Customary Garb Galvanize Sound Advice Practical
While wearing Presentable An ally rolls their recovery die Spend 1 focus to use Rousing Demonstration
armor or appropriate clothing, and recovers that much focus. Presence on an ally who failed Prerequisite: Leadership 1+
increase your Physical and a skill test. When you Gain Advantage or
Spiritual defenses by 2. hit with an attack, use your
Rousing Presence as .
Devoted Presence Composed
Prerequisite: Lore 1+ Increase your max and current Lessons in Patience Mighty
When you use Rousing Pres- focus by your tier. Prerequisite: Discipline 2+ When you hit with a weapon
ence, spend 1 focus to remove Gain Motivational Speech or unarmed attack, for each
Prone, Slowed, Stunned, and expertise. When you use spent, deal extra damage
Surprised from your target. Rousing Presence, your target equal to 1 + your tier.
recovers 1 focus.
Stalwart Presence Applied Motivation
Prerequisite: Discipline 2+ Prerequisite: Discipline 2+ Instill Confidence Guiding Oration
When you use Rousing When you cause a character Prerequisite: A companion Prerequisite: Leadership 2+
Presence, spend 1 focus to to recover focus, they recover Rousing Presence can make After you Gain Advantage,
increase one of the target’s additional focus equal to half an ally Focused instead of an ally within 10 feet of your
defenses by 2. your ranks in Lore. Determined. target gains an advantage on
their next test against your
target.
Sage Counsel Inspired Zeal
Prerequisite: Lore 3+ Prerequisite: Discipline 3+
When you Aid a character, When an ally uses Deter- Foresight Rallying Shout
spend 1 focus to grant them mined, choose other allies Prerequisite: Discipline 3+ Prerequisite: Leadership 3+
Rousing Presence. to recover 1 focus, up to your Gain an additional Rousing Presence can revive
ranks in Discipline. each turn. an Unconscious ally, and
if they have 0 health, they
recover health equal to their
recovery die + your ranks in
Leadership.
icon meaning
1 action
2 actions
3 actions
Free action
Reaction
Special activation
Always active
Diplomat Specialty Collected
The following talents, presented here in alphabetical Prerequisite: Rousing Presence key talent
order, appear in the Diplomat specialty on the Envoy Activation:
talent tree. You remain mindful of your immediate goals without
losing sight of your deeper value, keeping you even-keeled
Calm Appeal amid chaos.
Prerequisite: Discipline 2+; Withering Retort talent
When you acquire this talent, increase your Cognitive
Activation:
and Spiritual defenses by 2.
You draw on your enemy’s innate desire to live and
continue pursuing their goals. Sowing seeds of doubt, you High Society Contacts
encourage them to reach a compromise. Prerequisite: Have a patron who is part of high
When your Steadfast Challenge makes a character society; Well Dressed talent
Disoriented, you can spend 1 focus to also pacify them Activation:
until the end of this scene. A pacified character makes Your patron’s name opens doors for you, even in unfamiliar
no attacks or similar hostile actions without provocation. places. By invoking their name or network in the right
However, if you or your ally attacks them or similarly context, you can expand your influence even further.
acts hostilely, or if one of their allies suffers an injury When you make a test to interact socially in high
or dies, the pacified character ceases to be pacified. society, you can spend 2 focus to add an Opportunity
Additionally, after a target resists the influence of to the result.
your Steadfast Challenge, they lose additional focus Additionally, when you acquire this talent, gain
equal to your ranks in Discipline. a cultural expertise in High Society.
Peaceful Solution
Prerequisite: Discipline 3+; Calm Appeal talent
Activation:
The best battle is one you don’t have to fight. If your calm
appeals meet willing hearts, you’d rather end the conflict
peacefully.
In combat, if all non-minion enemies are currently
pacified (such as by Calm Appeal) and all other
non-minion characters agree to cease hostilities, you
can ease tensions. The combat immediately ends and
becomes a conversation.
At the GM’s discretion, you can use this talent in
non-combat scenes.
“Everyone wants something.
Everyone has needs. It is my job
to connect the needs to the people.”
NIA KOVALEVSKI
Practiced Oratory Faithful Specialty
Prerequisite: Persuasion 3+; High Society Contacts The following talents, presented here in alphabetical
Activation: order, appear in the Faithful specialty on the Envoy
Thanks to your study of the history of rhetoric, you talent tree.
confidently craft your speeches for widespread appeal.
Applied Motivation
When you use your Rousing Presence or Steadfast
Prerequisite: Discipline 2+; Galvanize talent
Challenge, you can spend focus up to your ranks in
Activation:
Persuasion to affect that many additional targets.
You skillfully motivate others with your words to
Steadfast Challenge keep them focused on the goal.
Prerequisite: Discipline 1+; Rousing Presence When you cause a character to recover focus, they
key talent recover additional focus equal to half your ranks
Activation: in Lore (rounded up).
You stand firm, locking eyes with your opponent and
speaking a challenge with unnerving calm.
Composed
Prerequisite: Galvanize talent
Spend 1 focus to make a Discipline test against the
Activation:
Spiritual defense of an enemy you can influence.
Through practiced composure, you push your limits
On a success, they become Disoriented and gain a
without becoming distracted or losing track of threats.
disadvantage on tests against you until the end of
their next turn. When you acquire this talent, your maximum and
current focus increase by a number equal to your tier.
Well Dressed When your tier increases by 1, your maximum and
Prerequisite: Steadfast Challenge talent current focus do as well.
Activation:
You cleverly match your outfits to the occasion, always
Customary Garb
Prerequisite: Rousing Presence key talent
making the perfect statement.
Activation:
While visibly wearing Presentable armor or fashion
You’ve worn your uniform or traditional clothing for
able clothing, you gain an advantage on the first
so long that it feels like a second skin, freeing your
Deception, Leadership, or Persuasion test you
movements and granting you a deep well of confidence.
make during each scene.
Additionally, when you acquire this talent, gain While you’re visibly wearing Presentable armor or
a cultural expertise in Fashion. clothing appropriate for your station, your Physical
and Spiritual defenses increase by 2.
Withering Retort
Prerequisite: Discipline 2+; Steadfast Challenge talent Devoted Presence
Activation: Prerequisite: Lore 1+; Customary Garb talent
Activation:
You unflinchingly face even the most violent of attacks.
Your words fill your compatriots with purpose, helping
Before a character you can sense targets you with an
them shrug off discomfort or surprise.
attack test, you can use your Steadfast Challenge as
. When you do, also increase your deflect value against When you use your Rousing Presence on one or
this attack by your ranks in Discipline. more allies, you can spend 1 focus per target to
remove any number of the following conditions
from them: Prone, Slowed, Stunned, and Surprised.
Chapter 4: Heroic Paths 87
Galvanize Sage Counsel
Prerequisite: Rousing Presence key talent Prerequisite: Lore 3+; Stalwart Presence talent
Activation: Activation:
You speak to an ally with infectious fervor, renewing their You offer reassuring guidance alongside physical assistance,
focus on your shared goals. making your allies confident of your approval.
Once per scene, choose an ally you can influence. After you use the Aid reaction on an ally, spend 1 focus
They can roll their recovery die (no action required) to grant that ally the benefits of your Rousing Presence
and recover focus equal to the result. (no action required).
Inspired Zeal Stalwart Presence
Prerequisite: Discipline 3+; either Applied Motivation Prerequisite: Discipline 2+; Devoted Presence talent
talent or Stalwart Presence talent Activation:
Activation: Your words carry the certainty of your beliefs, bolstering
When an ally achieves new heights, your proclamations the endurance of even those who don’t share your faith.
of their success inspire those around you. When you use your Rousing Presence, you can spend
After an ally you can sense uses their Determined 1 focus to increase one of the target’s defenses (your
condition to add an Opportunity to a test, you can choice) by 2 until the end of the next round.
choose a number of other allies you can influence up to
your ranks in Discipline. Each target recovers 1 focus Mentor Specialty
(no action required). The following talents, presented here in alphabetical
order, appear in the Mentor specialty on the Envoy
talent tree.
Foresight
Prerequisite: Discipline 3+; Instill Confidence talent
Activation:
Through hard personal experience, you’ve learned to
remain alert and aware even when your surroundings
appear safe.
At the beginning of combat and at the start of each
of your turns, gain an additional .
Guiding Oration
Prerequisite: Leadership 2+; Mighty talent
Activation:
Your quick and effective communication enables your allies
to make the most of your actions.
After you succeed on a test to Gain Advantage, you can
choose an ally you can influence within 10 feet of your
target. Until the end of their next turn, that ally gains
an advantage on their next test against your target.
Instill Confidence
Prerequisite: Have a companion; Lessons in
Patience talent
Activation:
Your presence brings clarity and encouragement, keeping
others focused on their goal.
When you use your Rousing Presence, instead of the
target becoming Determined, you can make them
Focused until the end of the scene.
GAL OR
Lessons in Patience
Prerequisite: Discipline 2+; Sound Advice talent
Activation:
Amid the uncertainties of life, you encourage others to
slowly and persistently pursue their goals rather than push
themselves to burnout.
After you use your Rousing Presence, the target
recovers 1 focus.
Additionally, when you acquire this talent, gain
a utility expertise in Motivational Speech.
Mighty
Prerequisite: Practical Demonstration talent
Activation:
You deliver your swings, punches, and kicks with practiced
efficiency.
When you hit with a weapon or unarmed attack, for
each you use d on that attack’s action, increase the
damage you deal by 1 + your tier. For example, if you’re
level 6 and you make an attack that costs , each
deals an extra 1 + 2 damage, for a total of 6 damage.
Practical Demonstration
Prerequisite: Leadership 1+; Rousing Presence
key talent
Activation:
Your lessons are functional and direct, providing an
excellent example for others to follow.
After you succeed on a test to attack or Gain Advantage,
you can use your Rousing Presence as .
Rallying Shout
Prerequisite: Leadership 3+; Guiding Oration talent
Activation:
Your words cut through pain, fatigue, and even
unconsciousness, helping your allies regain their feet
at critical moments.
When you use your Rousing Presence, you can target an
Unconscious ally you can sense. When you do, the target
is no longer Unconscious, and if they have 0 health, they Knife against spear. Adolin breathed
roll their recovery die and recover health equal to the in and out .... He tried to dredge up
result + your ranks in Leadership.
Zahel’s lessons, remembering days
Sound Advice on the practice yard running this
Prerequisite: Rousing Presence key talent
exact exchange.
Activation:
You know failure can be an excellent teacher, but only if its
origin is understood, so you encourage your allies to grow
from their inevitable setbacks.
After an ally you can influence fails a skill test, you
ARI IBARRA
can spend 1 focus to use your Rousing Presence on
them as .
Chapter 4: Heroic Paths 89
Hunters of Roshar
Hunter If you’d like to draw on the Stormlight Archive for
inspiration, consider these builds for iconic Hunter
Heroic Path characters.
Emuli Conscript
When new conscripts are drafted into Emul’s military
The thrill of the chase thrums in a Hunter’s mind to fight in the Eighty’s War, they’re given little more
as they patiently surveil. No detail is too small or than a bow and arrows. The threat of merciless Tukari
insignificant to ignore. Experience teaches the most invaders looms day and night, yet the conscripts’
important lesson: you don’t have to be more powerful courage remains true. These Emuli must dispatch
than your quarry, so long as you’re better prepared. enemies before they get close enough to dominate,
Through careful planning, Hunters choose when and not only for the sake of the conscripts themselves,
where to strike, securing an upper hand through clever but for their kingdom’s claim on their hallowed capital,
use of traps, high ground, and the element of surprise. Sesemalex Dar. The unwavering conscripts remind
If all goes well, the quarry won’t perceive their assailant all of Roshar that Emuli camaraderie and patriotism
until it’s too late. Some Hunters prefer a clean kill from aren’t to be trifled with.
afar. Others make their work personal, striking in close Building a Conscript. Choose human ancestry
quarters and taking pleasure in their prey’s visceral and the Azish and Tashikki cultural expertises. Start
panic; nothing feels sweeter than methodical prepar with a high Strength and Awareness. In addition to the
ation culminating in an exhilarating onslaught. Perception skill rank you gain from Hunter, put 2 skill
ranks into Heavy Weaponry, and put 1 skill rank into
Hunter Specialties Agility and Perception.
The Hunter path presents talents in three specialties: In addition to the Seek Quarry (Hunter Key) talent,
Archer. Targeting weak points in an enemy army’s use your human ancestry to choose the Tagging Shot
assault, Archers shape the battlefield before the front- talent in the Archer specialty. Finally, choose the
line confrontation. They steadily unleash a torrent of Military starting kit.
arrows to scatter and terrorize foes. As you level up, consider working toward the
Assassin. Whether commissioned to kill or driven by Unrelenting Salvo talent.
their own interests, Assassins exploit weaknesses to
Ghostblood Operative
quickly incapacitate their quarry.
Operatives of the mysterious Ghostbloods are tempted
Tracker. In untamed wilds, none are more capable
by the secrets offered by their order, including whispers
than Trackers. With trusty animal companions at their
of other worlds. Intent on achieving the goals of their
sides, they scrounge provisions, deftly cross unfriendly
superiors, operatives see those who stand in their way
terrain, and set perilous traps.
as collateral damage. They keep their skirmishes in the
Building a Hunter shadows and skillfully avoid attention. Within the order,
operatives follow a strict chain of command and are
The following “Hunters of Roshar” section suggests
often audited by higher-ranking members. Loyalty must
example builds for iconic characters. If you have a
be proven regularly, lest a Ghostblood hunter become
different idea in mind, consider these general tips for
Ghostblood prey.
building an effective Hunter:
Building a Ghostblood. Choose human ancestry,
Attributes. It’s usually a good idea to prioritize the Wayfarer cultural expertise, and one other cultural
Awareness, Strength, and Speed. expertise. Start with high Strength and Speed. In
Skills. Useful skills include Agility, Perception, addition to the Perception skill rank you gain from
Stealth, Survival, and either Light Weaponry or Hunter, put 2 ranks into Light Weaponry, and put
Heavy Weaponry. 1 rank into Perception and Stealth.
Other Heroic Paths. The Warrior and Agent paths In addition to the Seek Quarry (Hunter Key) talent,
make excellent multi-path choices. use your human ancestry to choose the Startling Blow
Rewards. When choosing rewards, you can’t go talent in the Assassin path. Finally, choose the Under-
wrong with an animal companion, a grandbow, world starting kit.
or a Shardblade.
90 Chapter 4: Heroic Paths
As you level up and increase your ranks in As you level up, consider working toward the Sure-
Perception, consider taking the Fatal Thrust talent, footed and Hunter’s Edge talents; if you gain an animal
then working toward Mighty and Sidestep. Also companion as a reward, choose Pack Hunting as well.
consider talents from the Agent’s Spy specialty.
Hunter Key Talent
Unkalaki Kaluk’i’iki The Hunter key talent, Seek Quarry, unlocks access to
Known throughout the Horneater Peaks as elite guides
the Hunter specialties.
for the gods, kaluk’i’iki are adept at navigating inhosp
Starting Skill: Perception. If you choose Hunter
itable conditions. These women are responsible for
as your starting path, gain a free skill rank in Perception.
leading chull-hunting expeditions, as well as escorting
offworlders safely down ice-laden mountainsides. One Seek Quarry (Hunter Key)
rule remains a crucial lifeline to Unkalaki who venture Prerequisite: none
beyond the safety of the ocean villages: never disregard Activation:
a kaluk’i’iki’s warnings, especially when they don’t seem Once you’ve found your prey’s trail, you unrelentingly
to make sense. pursue them and study their movements across the harshest
Building a Kaluk’i’iki. Choose human ancestry of terrain.
and the Unkalaki and Wayfarer cultural expertises. Start After spending 1 minute mentally preparing, you choose
with high Strength and Awareness. In addition to the a character who you can sense or who you’ve previously
Perception skill rank you gain from Hunter, put 2 ranks encountered. That character becomes your quarry until
into Survival, and put 1 rank into Heavy Weaponry and you choose to end this effect ( ) or select a new quarry.
Perception. Additionally, you gain an advantage on tests made
IRINA NORDSOL
In addition to the Seek Quarry (Hunter Key) talent, to find, attack, or study your quarry (such as the Gain
use your human ancestry to choose the Deadly Trap Advantage action).
talent from the Tracker specialty. Finally, choose the
Courtier starting kit.
Chapter 4: Heroic Paths 91
Seek Quarry
Choose a character to be your quarry, gaining an
advantage on tests to find, attack, and study them.
Archer
Tagging Shot Combat Training
Prerequisite: Perception 2+ Gain expertise in a weapon,
Move 5 feet and make a an armor, and Military Life.
ranged attack. On a hit or a Once per round, graze without
graze, the target becomes spending focus.
your quarry.
Sharp Eye Steady Aim
Observe a target then test Prerequisite: Agility 1+
Perception vs. Cognitive to Increase your weapon
learn their lowest attribute, range by half and deal extra
lowest defense, or if their damage equal to your ranks
health, focus, or Investiture in Perception.
are below half.
Exploit Weakness Backstep
Prerequisite: Perception 3+ Prerequisite: Agility 2+
Gain Advantage on your quarry After making a ranged attack,
without spending . spend 2 focus to Disengage
without spending , and Brace
if you enter cover or obscured
area.
Unrelenting Salvo Hardy
Prerequisite: Agility 3+ Gain +1 max health per level
You can Strike your quarry (including previous levels).
more than once per turn with
the same ranged weapon. STEVE PRESCOTT
92 Chapter 4: Heroic Paths
Hunter
Heroic Path
Assassin Tracker
Startling Blow Killing Edge Deadly Trap Animal Bond
Prerequisite: Stealth 1+ Prerequisite: Perception 2+ Prerequisite: Survival 1+ Prerequisite: Animal
Make an unarmed or Gain Knives and Slings exper- Conceal a 5-foot entangling or companion
improvised weapon attack vs. tises. These weapons gain the impaling trap. While your companion is
Cognitive. On a hit or graze, Deadly and Quickdraw expert Entangling Trap: Test Survival within 10 feet, your defenses
the target is Surprised. traits. vs. Cognitive, roll 2d4 impact increase by 1. Use to give
damage. Target is Immobilized your companion or on
and the area becomes difficult your turn. They can use Track
Fatal Thrust Shadowing
terrain. as : One target within your
Prerequisite: Perception 3+ Prerequisite: Stealth 2+
companion’s reach becomes
Attack an unsuspecting target Your quarry gains a disadv Impaling Trap: Test Survival
your quarry.
with a light melee weapon vs. antage to sense you, and you vs. Physical, roll 2d4 keen
Cognitive. Add 4d4 damage, gain an advantage to avoid damage. Target is Afflicted
and gain two advantages if their notice. When you succeed [vital damage equal to 3 +
the weapon is Discreet. Max vs. Spiritual while in cover or your ranks in Survival].
damage rolls add a penalty to obscured, spend 3 focus to
the injury roll. designate that target as your
Experienced Trapper Protective Bond
quarry. Prerequisite: Perception 2+ Your animal companion
You easily forage for characters protects an ally within 30 feet
Mighty Cold Eyes up to your ranks in Survival. of you, and that ally gains your
When you hit with a weapon After you defeat your quarry, You can fashion natural tools Animal Bond bonus instead
or unarmed attack, for each recover 1 focus and choose a using Survival. Your Deadly of you.
spent, deal extra damage new quarry. Traps increase to 2d6 damage
equal to 1 + your tier. and 2 rounds duration.
Swift Strikes Sidestep Surefooted Feral Connection
Spend 1 focus to make a Prerequisite: Stealth 3+ Your movement increases Prerequisite: Survival 2+
second Strike with the same Gain an additional to by 10. Reduce damage from Gain expertise in Animal Care.
weapon. Dodge when you’re not falling and dangerous terrain Your animal companion’s
wearing armor with deflect by twice your tier. health increases by 5 × your
of 2 or higher. tier, their defenses increase by
2, and their tests gain a bonus
equal to your ranks in Survival.
icon meaning ∞ Hunter’s Edge Pack Hunting
1 action Prerequisite: Survival 3+ Prerequisite: Perception 3+
2 actions Your animal companion gains Spend 1 focus to add your
3 actions an advantage against your ranks in Survival to your ally’s
Free action quarry. Your Deadly Traps attack or damage roll against
Reaction increase to 2d8 damage and your quarry.
Special activation 3 rounds duration.
Always active
Archer Specialty Sharp Eye
The following talents, presented here in alphabetical Prerequisite: Tagging Shot talent
order, appear in the Archer specialty on the Hunter Activation:
talent tree. Your practiced eye discerns the strengths and vulnerabilities
of your foes—especially your chosen quarry.
Backstep
After you observe your quarry for , or after you
Prerequisite: Agility 2+; Steady Aim talent
observe another character for at least 1 minute, make
Activation:
a Perception test against their Cognitive defense.
You’ve learned to fire then fade into Roshar’s harsh
On a success, you learn one of the following of
battlefields, keeping a safe distance from heavily armed
your choice:
enemies who might force hand-to-hand combat.
◆ The target’s lowest attribute score.
After you make a ranged attack, spend 2 focus to
◆ The target’s lowest defense.
Disengage as . If you then end your turn in cover
◆ Whether the target has lost more than half of their
or an area where your enemy’s senses are obscured,
maximum health, focus, or Investiture (choose one).
you gain the benefit of the Brace action.
Combat Training Steady Aim
Prerequisite: Seek Quarry key talent Prerequisite: Agility 1+; Combat Training talent
Activation: Activation:
You’ve been trained in the basics of weaponry and Your shot finds its mark even across dizzying distances.
elementary battle tactics. Until the end of your turn, both the short and long
Once per round, when you miss on a weapon attack, ranges of your ranged weapons increase by half, and
you can graze one target without spending focus. when you hit with a ranged weapon attack, you deal
Additionally, when you acquire this talent, gain a extra damage equal to your ranks in Perception.
weapon expertise and an armor expertise of your choice, Tagging Shot
and gain a cultural expertise in Military Life. Prerequisite: Perception 2+; Seek Quarry key talent
Exploit Weakness Activation:
Prerequisite: Perception 3+; Sharp Eye talent Your careful shot wounds your target, causing them to leave
Activation: behind a trail of blood, staggering footprints, or other marks
You study your quarry’s gait, posture, and movements, of passage.
homing in on their weaknesses to bring them down for good. Move up to 5 feet and make a ranged weapon attack
Use the Gain Advantage action as , targeting only against the Physical defense of a target. On a hit or a
your quarry. graze, you also make the target your quarry for your
Seek Quarry talent.
Hardy
Prerequisite: Steady Aim talent Unrelenting Salvo
Activation: Prerequisite: Agility 3+; Hardy talent
You’ve trained your body to endure pain and fatigue, Activation:
keeping you in the fight until the bitter end. Drawing the bowstring with impressive speed, you fire
When you acquire this talent, your maximum and again, using your first arrow’s path as your guide.
current health increase by 1 per level. This applies You can use the same ranged weapon to Strike against
to all previous and future levels; for example, if you your quarry more than once a turn, instead of being
choose this talent at level 6, retroactively increase limited to one Strike per hand.
your health by 6.
94 Chapter 4: Heroic Paths
Assassin Specialty Mighty
The following talents, presented here in alphabetical Prerequisite: Cold Eyes talent
order, appear in the Assassin specialty on the Hunter Activation:
talent tree. You deliver your swings, punches, and kicks with practiced
efficiency.
Cold Eyes
When you hit with a weapon or unarmed attack,
Prerequisite: Shadowing talent
for each you used on that attack’s action, increase
Activation:
the damage you deal by 1 + your tier. For example,
As you eliminate one target, your gaze instinctively slides
if you’re level 6 and you make an attack that costs
to the next threat.
, each deals an extra 1 + 2 damage, for a total
After you kill or incapacitate an enemy who is your of 6 damage.
quarry, you recover 1 focus and can designate another
enemy you can sense as your quarry for your Seek Shadowing
Quarry talent. At the GM’s discretion, you might not Prerequisite: Stealth 2+; Killing Edge talent
be able to use this talent on some characters, such as Activation:
those who pose no threat. You silently skulk toward your target, using cover, crowds,
or other camouflage to remain unseen until it’s too late.
Fatal Thrust
You gain an advantage on tests to avoid being sensed
Prerequisite: Perception 3+; Startling Blow talent
by your quarry, and your quarry gains a disadvantage
Activation:
on tests to sense you.
You aim for your foe’s vitals with callous finesse, hoping
Additionally, when you succeed on a test against
to bring the fight to an end before it begins.
an enemy’s Spiritual defense while you’re in cover or
Using a light weapon, make a melee attack against the an area where your target’s senses are obscured, you
Cognitive defense of a target who is Surprised, doesn’t can spend 3 focus to designate that target as your
sense you, or doesn’t view you as a threat (such as if quarry for your Seek Quarry talent.
you’re disguised). If this weapon has the Discreet trait,
you gain two advantages on the test. Sidestep
When you roll damage for this attack, add an extra Prerequisite: Stealth 3+; Shadowing talent
4d4 damage, then count the number of your damage Activation:
dice that rolled their maximum value (including your Sliding like a shadow, you flit past your foes’ strikes
weapon’s usual damage plus the extra damage). For each and evade blows that seem certain to connect.
die that rolled its maximum, your target must subtract Gain an additional at the start of combat and at the
2 from any injury roll they make for that attack. For start of each of your turns, which you can use only to
example, if you roll 1d6 plus 4d4, and two dice roll their Dodge. You can’t benefit from this talent while wearing
maximum value—a 6 on your weapon’s d6 and a 4 on an armor with a deflect value of 2 or higher.
extra d4—your target subtracts 4 from their injury roll.
This talent becomes more powerful as your tier in-
Startling Blow
Prerequisite: Stealth 1+; Seek Quarry key talent
creases: at tier 3, you roll an extra 6d4 damage (instead
Activation:
of 4d4); at tier 4, you instead roll an extra 8d4 damage;
and at tier 5, you instead roll an extra 10d4 damage. You unexpectedly strike at your target’s weak point,
dizzying your target and creating an opening for your
Killing Edge next attack.
Prerequisite: Perception 2+; Seek Quarry key talent Make an unarmed or improvised weapon attack against
Activation: the Cognitive defense of a target of your size or smaller.
Your simple weapons seem humble beside ancient relics On a hit or graze, the target also becomes Surprised
or weapons of war, but in your hands, even a rusty knife until the end of your next turn.
or pitted sling is as deadly as the finest steel.
When you acquire this talent, gain weapon expertises
in Knives and Slings.
Additionally, while you wield a knife or sling, it also
has the Deadly and Quickdraw expert traits for you.
Chapter 4: Heroic Paths 95
Swift Strikes can still die from injuries or for narrative reasons.)
Prerequisite: Cold Eyes talent If you ever lose your animal companion, you can bond
Activation: with a new animal at an opportunity the GM deems
appropriate.
You instinctively follow the tempo of battle, keeping the
pressure on your foes at critical moments. Deadly Trap
Spend 1 focus to make a second Strike action with Prerequisite: Survival 1+; Seek Quarry key talent
a hand you already used for a Strike this turn. Activation:
You know how to build traps and snares to catch wildlife—
Tracker Specialty or even deadlier game!
The following talents, presented here in alphabetical Using foraged supplies or specialized equipment, you
order, appear in the Tracker specialty on the Hunter create and conceal a trap within your reach. Choose an
talent tree. entangling trap or an impaling trap:
Animal Bond Entangling Trap (Survival vs. Cognitive defense).
Prerequisite: Have an animal companion; Seek You create a trap with rope, debris, or other ensnaring
Quarry key talent objects. On a hit, the target takes 2d4 impact damage
Activation: and becomes Immobilized for 1 round, then the
Your animal companion is more than just a friend trap’s area becomes difficult terrain until the end of
or working beast—they’re your partner. They warn the scene.
you of danger, anticipate your needs, and follow your Impaling Trap (Survival vs. Physical defense).
commands … most of the time, anyway. You create a trap with caltrops, spikes, or other sharp
When you acquire this talent, it upgrades an animal objects. On a hit, the target takes 2d4 keen damage
companion you’ve gained as a reward (see “Compan- and becomes Afflicted [vital damage equal to 3 + your
ions” in chapter 8). ranks in Survival] for 1 round, and you can spend
You can communicate simple concepts with your to inflict an injury on the target.
animal companion, and they generally attempt to help This trap covers a 5-foot-diameter circle on the ground
you as requested. When a scene requires their stat block, or other surface concealing it; the trap remains until
see appendix A, “Animal Companions.” triggered, then it is expended. When a character touches
Your animal companion alerts you of incoming this surface, the trap triggers. Make an attack using your
danger. While you can sense them within 10 feet of Survival against the defense listed for that trap, gaining
you, each of your defenses increases by 1. When you an advantage if the target is your quarry. On a hit, the
move, your animal companion automatically moves target suffers the trap’s effects. This attack can’t graze.
alongside you. You can have a maximum number of active traps
During combat, your animal companion follows equal to your ranks in Survival. You can’t overlap the
the rules for allied NPCs (see “Rounds and Turns” in areas of active traps. If another character makes a test
chapter 10). However, if your animal companion hasn’t to search for or disarm a trap, the DC equals your
yet acted this round, you can use to call on them to act Spiritual defense.
during your turn. When you do, they gain either or
(your choice) to immediately use actions of your choice,
Experienced Trapper
Prerequisite: Perception 2+; Deadly Trap talent
then at the start of their next turn, they gain that many
Activation:
fewer than usual.
In addition to the actions in chapter 10 and in your You’re adept at living off the land, confidently hunting with
animal companion’s stat block, they can use the special your traps and foraging for resources.
Track action: When you forage as part of a short rest, it doesn’t
take your full attention, so you can roll your recovery
Track. The animal companion helps their Hunter track
die or engage in other activities as usual. When you
one character of the Hunter’s choice who the animal
make a Survival test to forage for food and water, you
companion can sense within their reach. The target becomes
automatically succeed as long as they exist in your
the Hunter’s quarry for their Seek Quarry talent.
environment and nothing prevents you from foraging.
If your animal companion is reduced to 0 health, they Your foraging can sustain a number of characters equal
don’t become Unconscious, but they stop fighting and to your ranks in Survival.
retreat to safety. (However, your animal companion
96 Chapter 4: Heroic Paths
Additionally, after a long rest in the wilderness, you
can fashion a tool from natural materials using your
Survival modifier instead of Crafting (see “Crafting”
in chapter 7). This foraged tool could be a spear, sling, A friendly
tent, or another survival tool that can be made from axehound
materials found in the area, as determined by the GM.
Finally, when you acquire this talent, the damage
from your Deadly Traps talent increases from 2d4
to 2d6, and when that talent applies a condition,
its duration increases from 1 round to 2 rounds.
Feral Connection
Prerequisite: Survival 2+; Protective Bond talent
Activation:
Your animal companion has grown strong under
your care and has learned to trust your instincts
as much as their own.
When you acquire this talent, your animal
companion’s maximum and current health increase
by 5 × your tier; when your tier increases, your animal
companion’s health does as well.
They also increase their Physical, Cognitive,
and Spiritual defenses by 2 each. When your animal
companion makes a test, they add a bonus equal to
your ranks in Survival.
Additionally, when you acquire this talent, gain a
utility expertise in Animal Care. Protective Bond
Prerequisite: Animal Bond talent
Hunter’s Edge Activation:
Prerequisite: Survival 3+; Experienced Trapper talent
With a word or gesture, you command your animal
Activation:
companion to defend others.
You put your traps and animal companion to best
You assign your animal companion to protect an ally
use, inflicting devastating wounds with all the tools in
within 30 feet of you, and your animal companion
your arsenal.
moves to that ally’s side. While your animal companion
Your animal companion gains an advantage on tests remains within reach of the ally, you lose the bonus to
against your quarry. your defenses from your Animal Bond, and the ally
Additionally, when you acquire this talent, the gains this bonus instead.
damage from your Deadly Traps talent increases from You can end this effect as if you’re within 30 feet
2d6 to 2d8, and when that talent applies a condition, of your animal companion and can influence them,
its duration increases from 2 rounds to 3 rounds. at which point the animal companion returns to your
Pack Hunting side. Otherwise, this effect ends at the end of the scene.
Prerequisite: Perception 3+; Protective Bond talent Surefooted
Activation: Prerequisite: Experienced Trapper talent
Like a predator who hunts in groups, you expose your Activation:
quarry’s weaknesses, enabling your allies to fight alongside You move through treacherous terrain with confidence
you with terrifying coordination. and speed.
When an ally in your line of effect attacks your quarry, When you acquire this talent, increase your movement
you can use this reaction and spend 1 focus to add your rate by 10.
VALERIA CASALE
ranks in Survival to either the result of their attack test Additionally, before you take damage from dangerous
or their damage roll (your choice). terrain or falling, reduce that damage by 2 × your tier.
Chapter 4: Heroic Paths 97
Leaders of Roshar
Leader If you’d like to draw on the Stormlight Archive for
inspiration, consider these builds for iconic Leader
Heroic Path characters.
Azish Vizier
Second only to the Prime Aqasix, viziers are the beating
Beacons of encouragement and direction, leaders heart of the Azish bureaucracy. In addition to selecting
oversee the efforts of others. Some are born with and advising each Prime Aqasix, these revered scribes
an unquenchable thirst for power and influence. write legislation, requisition resources such as Imperial
Others solemnly accept their calling out of a sense Shardblades throughout the empire, educate constables,
of duty. Either way, skilled leadership requires both and more. Regardless of one’s status at birth, becoming
natural aptitude and dedicated learning. Mistakes a vizier bestows an air of dignity and accomplishment.
are unavoidable, and indecision is a costly pitfall. The intricate robes and swanky hat are nice perks too.
When worsening conditions cause followers Building a Vizier. Choose human ancestry and
to doubt, Leaders rise to the occasion, bolstering the Azish and High Society cultural expertises. Start
fellowship and resolve to carry on. Though filling this with high Intellect and Willpower. In addition to the
role often proves lonely and burdensome, Leaders can Leadership skill rank you gain from Leader, put 1 rank
gloriously turn the tides of fate and prevail against into Deduction, Leadership, Lore, and Deception.
superior forces. In addition to the Decisive Command (Leader Key)
talent, use your human ancestry to choose the Cutthroat
Leader Specialties Tactics talent from the Politico specialty. Finally,
The Leader path presents talents in three specialties: choose the Courtier starting kit.
Champion. Inspiring others through unfaltering As you level up, consider working toward the
grit, Champions ferociously charge their foes. Well Dressed and Shrewd Command talents.
Their momentum is magnetic, rallying nearby allies
Warform Commander (Listener)
to press on.
Leaping across chasms with unparalleled grace and
Officer. Officers coolly maintain order in utter chaos.
vigor, warform commanders exude tenacity. They
They allocate resources and issue commands,
avoid clashing with human armies if there’s nothing
orchestrating the march to victory.
to gain, as listeners are generally outnumbered and not
Politico. With a penchant for theatrics, Politicos
particularly interested in bloodshed. When engaged,
chase favor and prestige while subtly undermining
listeners counter Alethi malice with fierce competition
their enemies.
and tactics that emphasize close coordination between
Building a Leader allies. Warform commanders are undeterred by
swarming enemies, and they seize every chance to carve
The following “Leaders of Roshar” section suggests
a gemheart from a chasmfiend chrysalis and bid their
example builds for iconic characters. If you have a
bested rivals farewell.
different idea in mind, consider these general tips for
Building a Warform Commander. Choose singer
building an effective Leader:
ancestry and the Listener and Alethi cultural expertises.
Attributes. It’s usually a good idea to prioritize Start with high Strength and Willpower. In addition
Presence, Strength, and Willpower. to the Leadership skill rank you gain from Leader,
Skills. Useful skills include Athletics, Deception, Heavy put 2 ranks into Athletics, and put 1 rank into Heavy
Weaponry, Intimidation, Leadership, and Persuasion. Weaponry and Leadership.
Other Heroic Paths. The Warrior and Envoy paths In addition to the Decisive Command (Leader Key)
make excellent multi-path choices. talent and the Change Form (Singer Key) talent, use
Rewards. When choosing rewards, you can’t go wrong your singer ancestry to choose the Forms of Resolve
with a mount companion, high-ranking military title, singer talent and begin in warform. Finally, choose the
and possibly even Shardplate. Military starting kit.
As you level up, consider working toward the Mighty
and Resilient Hero talents from the Champion specialty.
Also consider talents from the Scholar’s Strategist
specialty and the Warrior’s Soldier specialty.
98 Chapter 4: Heroic Paths
Veden Sergeant Leader Key Talent
Veden sergeants value synergy over brute force, and The Leader key talent, Decisive Command, unlocks
they use it to devastating effect in the service of their access to the Leader specialties.
highprinces. They are famous for their expertly Starting Skill: Leadership. If you choose Leader
coordinated armies of raiders. Even in the grimmest of as your starting path, gain a free skill rank in Leadership.
battles, Veden sergeants trust in the compliance of their
troops, enabling them to execute challenging assaults Decisive Command (Leader Key)
and win the day. Prerequisite: none
Building a Veden Sergeant. Choose human Activation:
ancestry and the Veden and Military Life cultural Your voice carries the certainty of steel and your tactical
expertises. Start with high Willpower and Presence. acumen is renowned. This battle-won wisdom benefits
In addition to the Leadership skill rank you gain from those who listen.
Leader, put 2 ranks into Persuasion, put 1 rank into When you acquire this talent, gain a command die,
Leadership, and put 1 rank into either Heavy Weaponry which begins as a d4.
or Light Weaponry. Spend 1 focus to choose an ally you can influence
In addition to the Decisive Command (Leader Key) within 20 feet of you. The next time they make a test
talent, use your human ancestry to choose the Through before the end of their next turn, they can roll your
the Fray talent from the Officer specialty. Finally, command die along with the other dice for that test.
choose the Military starting kit. After rolling, they can choose one die roll from that test,
As you level up, consider working toward the other than the plot die, and add the command die to
Synchronized Assault talent then adding Composed that roll.
KEVIN O’NEILL
for additional focus. Some Leader talents allow you to use your command
die in other ways; you can do so even if an ally currently
has a command die from you.
Chapter 4: Heroic Paths 99
Decisive Command (Leader Key)
Spend 1 focus to give an ally within 20 feet a d4
command die. They can add it to one die roll on their
next test.
Champion
Combat Coordination Valiant Intervention
Prerequisite: Leadership 2+ Prerequisite: Athletics 1+
After you Strike, use Decisive Spend 1 focus to move 10 feet,
Command without spending then test Athletics vs. Spiritual
. If your Strike didn’t hit, you to give a target a disadvantage
also don’t spend focus. on tests against your allies.
Imposing Posture Hardy
Prerequisite: Athletics 2+ Gain +1 max health per level
After an enemy resists (including previous levels).
your influence while in your
weapon’s reach, they are
Disoriented.
Mighty Resolute Stand
When you hit with a weapon Prerequisite: Athletics 1+
or unarmed attack, for each Valiant Intervention prevents
spent, deal extra damage Reactive Strikes. Spend focus
equal to 1 + your tier. up to your ranks in Leadership
to add that many targets for
Valiant Intervention.
↻ Resilient Hero ★ Demonstrative
Prerequisite: Athletics 3+ Command
Before your health drops to 0, Prerequisite: Leadership 2+
it instead becomes equal to Increase the size of your
your Athletics modifier. command die. Spend 1 focus
to add your command die
to your Athletic, Agility, or
Leadership d20 roll.
icon meaning
1 action
2 actions
3 actions
STEVE PRESCOTT
Free action
Reaction
Special activation
Always active
100 Chapter 4: Heroic Paths
Leader
Heroic Path
Officer Politico
Composed Through the Fray Cutthroat Tactics Tactical Ploy
Increase your max and current Prerequisite: Persuasion 1+ Prerequisite: Deception 1+ Test Deception vs. Cognitive
focus by your tier. An ally within 20 feet can Your ally can raise the stakes to make your target lose one
Disengage or Gain Advantage instead of rolling your and gain a disadvantage on
as . command die; if they roll , their next cognitive or spiritual
you recover 1 focus. test.
Well Supplied Customary Garb
Prerequisite: Persuasion 2+ While wearing Presentable Rumormonger Well Dressed
Gain Military Logistics exper- armor or appropriate clothing, Prerequisite: A patron Gain Fashion expertise. While
tise. Spend 2 focus to add increase your Physical and Gain Scandal expertise. wearing Presentable armor
to your test to requisition Spiritual defenses by 2. Spend 2 focus to add when or fashionable clothing, gain
resources. you make a test to spread an advantage on your first
misinformation or gather Deception, Leadership, or
Relentless March Confident Command rumors. Persuasion test.
Prerequisite: Persuasion 3+ Prerequisite: Leadership 2+
Decisive Command increases Increase the size of your Baleful Set at Odds
your target’s movement command die. Spend 1 focus To resist your influence, a char- Prerequisite: Leadership 3+
by 10 feet, and they ignore to add your command die to acter must spend additional Spend focus equal to the
Exhausted, Slowed, and your Intimidation, Leadership, focus equal to your tier. number of targets you want
Surprised. or Persuasion d20 roll. to seed division among. Test
Leadership vs. their highest
Synchronized Authority Spiritual to make them hostile
Assault Prerequisite: Title granting you to each other.
Prerequisite: Leadership 3+ command of 5+ people
Spend 2 focus to test Lead- Double the range of Leader Shrewd Command Grand Deception
ership vs. enemy’s Cognitive. talents that affect allies, and Prerequisite: Leadership 2+ Prerequisite: Deception 3+
On success, allies up to your double the number of allies Increase the size of your Spend 3 focus to test
ranks in Leadership gain for affected. command die. Spend 1 focus Deception (DC 15) to reveal a
an additional Strike against to add your command die to ruse that changes a detail.
the target. On failure, only one your Deception, Insight, or
ally gains . Leadership d20 roll.
Champion Specialty
The following talents, presented here in alphabetical
order, appear in the Champion specialty on the Leader
talent tree.
Combat Coordination
Prerequisite: Leadership 2+; Decisive Command
key talent
Activation:
You lead through action, bolstering your allies with the
momentum of your blows.
After you use the Strike action, use Decisive Command
as . If your Strike didn’t hit, you also don’t have to
spend the usual focus for Decisive Command.
Demonstrative Command
Prerequisite: Leadership 2+; Resolute Stand talent
Activation:
You set an example from the front, applying your advice
to your own actions.
Before you make an Athletics, Agility, or Leadership
test, you can spend 1 focus to roll your command die
and add the result to your d20 roll.
Additionally, when you acquire this talent, increase
the size of your command die by one size (such as from
a d4 to a d6).
Hardy
Prerequisite: Valiant Intervention talent
Activation: Mighty
You’ve trained your body to endure pain and fatigue, Prerequisite: Imposing Posture talent
keeping you in the fight until the bitter end. Activation:
When you acquire this talent, your maximum and You deliver your swings, punches, and kicks with
current health increase by 1 per level. This applies to all practiced efficiency.
previous and future levels; for example, if you choose this When you hit with a weapon or unarmed attack, for
talent at level 6, retroactively increase your health by 6. each you used on that attack’s action, increase the
Imposing Posture damage you deal by 1 + your tier. For example, if you’re
Prerequisite: Athletics 2+; Combat Coordi level 6 and you make an attack that costs , each
nation talent deals an extra 1 + 2 damage, for a total of 6 damage.
Activation: Resilient Hero
On and off the battlefield, your powerful physique sends Prerequisite: Athletics 3+; Resolute Stand talent
a clear message to your foes. Activation:
After an enemy resists your influence while within your You summon your last reserves and press forward despite
weapon’s reach, they become Disoriented until the end grievous wounds.
of their next turn. Once per scene, before you are reduced to 0 health,
you can use this reaction to instead change your
health to equal your Athletics modifier.
ARI IBARRA
102 Chapter 4: Heroic Paths
Resolute Stand When you acquire this talent, your maximum and
Prerequisite: Athletics 1+; Hardy talent current focus increase by a number equal to your tier.
Activation: When your tier increases by 1, your maximum and
current focus do as well.
You project resolve, and even powerful groups of opponents
find it hard to focus their attention elsewhere. Confident Command
When you use your Valiant Intervention, you can spend Prerequisite: Leadership 2+; Customary Garb talent
focus up to your ranks in Leadership to target that many Activation:
additional characters. You deliver your words with care and conviction, letting
Additionally, after you affect a target with Valiant them resound in the hearts of those under your command.
Intervention, they can’t make Reactive Strikes against Before you make an Intimidation, Leadership, or
your allies until the end of that target’s next turn. Persuasion test, you can spend 1 focus to roll your
Valiant Intervention command die and add the result to your d20 roll.
Prerequisite: Athletics 1+; Decisive Command Additionally, when you acquire this talent, increase
key talent the size of your command die by one size (such as
Activation: from a d4 to a d6).
You dauntlessly approach your opposition, daring them to Customary Garb
ignore you at their peril. Prerequisite: Through the Fray talent
Spend 1 focus to move up to 10 feet, then make an Activation:
Athletics test against the Spiritual defense of an enemy You’ve worn your uniform or traditional clothing for so long
you can influence. On a success, they gain a disadvan- that it feels like a second skin, freeing your movements and
tage on tests against your allies until the end of the granting you a deep well of confidence.
target’s next turn. While you’re visibly wearing Presentable armor or
A target can resist this influence, but after they do, clothing appropriate for your station, your Physical
you gain an advantage on your next test against them and Spiritual defenses increase by 2.
until the end of your next turn.
Officer Specialty
The following talents, presented here in alphabetical
order, appear in the Officer specialty on the Leader
talent tree.
Authority
Prerequisite: Have a title granting you command over
at least 5 people; Confident Command talent
Activation:
Your command experience helps you coordinate larger
groups across greater distances.
Your Leader talents that affect allies now have double
the range (if they had one) and can affect up to twice
as many allies as usual.
Composed
Prerequisite: Decisive Command key talent
Activation:
Your practiced composure enables you to push yourself to
impressive limits without becoming distracted or losing
track of threats in your environment.
PETAR PENEV
Through the Fray Politico Specialty
Prerequisite: Persuasion 1+; Decisive Command The following talents, presented here in alphabetical
key talent order, appear in the Politico specialty on the Leader
Activation: talent tree.
You skillfully spot opportunities to gain the upper hand,
coordinating with your allies as they spring into action.
Baleful
Prerequisite: Rumormonger talent
Choose an ally you can influence within 20 feet of you.
Activation:
Before the end of your turn, they can use the Disengage
With a severe stare, you crack the resolve of all but
or Gain Advantage action as .
the most composed adversaries.
Relentless March To resist your influence, a character must spend
Prerequisite: Persuasion 3+; Confident Com- additional focus equal to your tier.
mand talent
Activation: Cutthroat Tactics
Prerequisite: Deception 1+; Decisive Command
You invigorate your troops, helping them push through fear,
key talent
pain, and exhaustion under the worst of conditions.
Activation:
After you use your Decisive Command on an ally, until
You’ve learned to take risks if you want to get results.
the end of their next turn, their movement rate increases
When briefing your allies, sometimes you downplay the
by 10 feet and they ignore the effects of the Exhausted,
danger to increase their confidence—and to increase
Slowed, and Surprised conditions.
the chances they’ll prevail.
Synchronized Assault Before an ally rolls your command die on a test,
Prerequisite: Leadership 3+; Authority talent they can choose to instead raise the stakes on that
Activation: test. If they do so and roll a Complication, you
You observe a weakness in your enemy’s position, then recover 1 focus.
direct your squad to focus their full power on a single
crucial foe.
Grand Deception
Prerequisite: Deception 3+; Shrewd Command talent
Spend 2 focus to make a Leadership test against the
Activation:
Cognitive defense of an enemy you can sense. On a
With great forethought and misdirection, you spread a
success, choose a number of allies up to your ranks
rumor that even your allies assume to be true. When you
in Leadership. On a failure, choose one ally you can
later reveal the truth behind your ruse, your enemies are
influence. On the next turn of each of your chosen
thrown into disarray.
allies, they gain that can be spent only to Strike
against that enemy. This Strike doesn’t count against Spend 3 focus to make a DC 15 Deception test. On a
their allowed number of Strike actions for the hands success, choose a detail you established since the start
holding that weapon. of the last scene and reveal that it was actually a ruse.
This ruse must be plausible. For example, it’s reasonable
Well Supplied to reveal you hid a powerful artifact in a different place
Prerequisite: Persuasion 2+; Composed talent than you previously said, or to reveal you moved your
Activation: army east instead of west. It’s not reasonable to reveal
You adeptly move the wheels of the military machine, that a mundane item is actually a priceless artifact, nor
acquiring the supplies needed to keep your unit in to suddenly declare you recruited an army when you
fighting shape. previously said you had no allies in the region. The GM
When you make a test to requisition or allocate is the final arbiter of what sort of ruse you can reveal.
resources, you can spend 2 focus to add an
Opportunity to the result.
Additionally, when you acquire this talent,
gain a utility expertise in Military Logistics.
104 Chapter 4: Heroic Paths
Rumormonger Tactical Ploy
Prerequisite: Have a patron; Cutthroat Tactics talent Prerequisite: Decisive Command key talent
Activation: Activation:
In social circles where rumors swirl and eddy, your patron’s Through clever omissions and false implications, you
name creates vast ripples. undermine your enemy’s confidence and force them to
When you make a test to spread misinformation question their own defenses.
or gather rumors, you can spend 2 focus to add an Make a Deception test against the Cognitive defense of
Opportunity to the result. an enemy you can influence. On a success, your target
Additionally, when you acquire this talent, gain loses one and gains a disadvantage on their next
a utility expertise in Scandal. cognitive or spiritual test.
A target can resist this influence, but after they do,
Set at Odds you gain an advantage on your next test targeting them
Prerequisite: Leadership 3+; Baleful talent
before the end of your next turn.
Activation:
Envy, greed, suspicion—to you, these are mere tools, useful Well Dressed
for igniting rivalries between rival factions or dividing your Prerequisite: Rumormonger talent
foes in the heat of battle. Activation:
Choose two or more characters you can influence and You cleverly match your outfits to the occasion, always
spend that many focus to seed division among them. making the perfect statement.
Describe a potential source of conflict (such as suspicion While visibly wearing Presentable armor or fashionable
or jealousy), then make a Leadership test (DC equals clothing, you gain an advantage on the first Deception,
highest Spiritual defense among those targets). On a Leadership, or Persuasion test you make during
success, you influence each target to become hostile each scene.
toward the other targets, which sparks an argument, Additionally, when you acquire this talent, gain
combat, or other conflict until they find a way to a cultural expertise in Fashion.
resolve it.
A target can resist this influence, but after they
do, they lose additional focus equal to your ranks in
Leadership. If only some of the targets resist influence,
the others remain hostile, but their conflict might
become easier to resolve.
Shrewd Command
Prerequisite: Leadership 2+; Rumormonger talent
Activation:
With a biting word or strategic glance, you cut to the heart
of a conversation.
Before you make a Deception, Insight, or Leadership
test, you can spend 1 focus to roll your command die
and add the result to your d20 roll.
Additionally, when you acquire this talent, increase
the size of your command die by one size (such as from
a d4 to a d6).
ANDREA MONTALTO
Chapter 4: Heroic Paths 105
Scholars of Roshar
Scholar If you’d like to draw on the Stormlight Archive for
inspiration, consider these builds for iconic Scholar
Heroic Path characters.
Kharbranthian Surgeon
Trained at the Great Concourse of Kharbranth,
Creativity, acumen, and patience are hallmarks of hospital surgeons in the City of Bells have the best
legendary Scholars. Each time a Desolation sweeps medicines and tools at their disposal. They freely
away centuries of progress and scientific advancement, share research and advancements with colleagues,
Scholars rise to build Roshar anew. everyone doing their part to uphold the city’s venerated
To a Scholar, every mystery is a challenge with a reputation. Funded entirely by the city’s Palanaeum,
befitting prize. Some Scholars devote their research to Kharbranthian surgeons aim to provide exemplary care
famines, barren lands, and related food crises. Others for anyone who walks through their wards, treating
study the body, how it functions, and how to restore physiological illnesses and addressing mental health
it after injury and illness. But not all Scholars occupy concerns free of charge. Medical practice doesn’t begin
themselves with bettering society—some instead pursue or end with identifying what’s wrong; people are more
tools of destruction. Military Scholars often devise new than their diagnoses, so a skilled surgeon focuses on
instruments of war and calculate how to best pressure becoming a carer and healer of the whole person.
enemy forces. Building a Kharbranthian Surgeon. Choose
No matter their field of study, Scholars use their human ancestry, the Kharbranthian cultural expertise,
insatiable hunger for knowledge to change the world and one other cultural expertise. Start with high
for better or worse, one brilliant discovery at a time. Intellect and Willpower. In addition to the Lore skill
rank you gain from Scholar, put 2 ranks into Medicine,
Scholar Specialties and 1 rank into Athletics and Lore.
The Scholar path presents talents in three specialties: For your Erudition (Scholar Key) talent, choose
Artifabrian. Combining science, engineering, and your preferred field of medicine (such as Pediatrics,
artistry, Artifabrians use polestones and metal casings Psychiatry, Diagnostics, or Surgery) as your bonus
to construct fabrials that perform precise functions. expertise, and put your bonus skill ranks into Lore
Strategist. Always three steps ahead, Strategists know and Medicine. Use your human ancestry to choose
timing is everything and make it work to their benefit. the Field Medicine talent from the Surgeon specialty.
Surgeon. Qualified Surgeons apply their knowledge and Finally, choose the Artisan starting kit.
empathy to heal the unwell and save lives. As you level up, consider taking Emotional
Intelligence (putting the bonus skill rank into
Building a Scholar Insight) and working toward Ongoing Care.
The following “Scholars of Roshar” section suggests
Stormwarden
example builds for iconic characters. If you have a
Adorned in glyph-covered robes, stormwardens
different idea in mind, consider these general tips
are often employed by governments across Roshar.
for building an effective Scholar:
Their skill in predicting highstorms is an enigmatic
Attributes. It’s usually a good idea to prioritize Intellect and complex art appreciated by all but the strictest
above all else, then Presence plus either Speed Vorins. Adding to their allure, stormwardens conduct
or Strength (depending on your desired combat their work in a secretive glyph-based script decipherable
functionality). only by fellow stormwardens. Unfortunately, some
Skills. Useful skills include Crafting, Deduction, Lore, charlatans sell haphazardly calculated charts in
and Medicine. city squares, making a mockery of the remarkable
Other Heroic Paths. The Agent and Envoy paths discoveries in mathematics, ecology, and geography
make excellent multi-path choices. used by formally trained stormwardens.
Rewards. When choosing rewards, you can’t go
wrong with fabrials, a companion to mentor, and
a Soulcaster.
106 Chapter 4: Heroic Paths
Building a Stormwarden. Choose human ancestry
and the Alethi and Wayfarer cultural expertises. Start
Artifabrians
with high Speed and Intellect. In addition to the Lore Unique to Roshar, the artifabrian is a creator, scholar,
skill rank you gain from Scholar, put 2 ranks into tinkerer, and planner. They tend to be as curious and
Deduction and Light Weaponry. divergent in their thinking as they are structured in their
For your Erudition (Scholar Key) talent, choose processes and meticulous in their recordkeeping. Some
Meteorology as your bonus expertise, and put your artifabrians enjoy surrounding themselves with other
bonus skill ranks into Deduction and Lore. Use your like-minded individuals, while others prefer secrecy—
human ancestry to choose the Strategize talent from especially when it comes to their machinations.
the Strategist specialty. Finally, choose the Academic Artifabrians come from all walks and stations of life,
starting kit. but many either depend on a wealthy patron or serve
As you level up, consider taking the Mind and as one themselves. Some Artifabrians act as visionaries
Body talent (putting the bonus skill rank into Light who direct a cadre of ardents and scholars to create
Weaponry) and working toward Know Your Moment, the future, while others enjoy taking a more hands-on
Deep Contemplation, and Turning Point. approach to their work.
Known as incredible problem-solvers, artifabrians relish
Vriztl Engineer
testing their intellect and creativity against whatever the
The engineers of Thaylenah rank among the most
world throws against them. By bending both metal and
accomplished artifabrians on Roshar, thanks to their
spren to their will, artifabrians aim to change the world in
boundless passion and persistence. Their secretive
ways both mundane and magnificent. Most artifabrians
guilds, such as the Vriztl Guild, guard state-of-the-art
focus their craft on certain types of fabrials, gradually
innovations in fabrial construction. Vriztl engineers
learning to modify existing fabrials in novel ways; however,
take copious notes about their failures, believing that
every artifabrian dreams of leaving their mark on Roshar
LINDA LITHÉN
such records contain vital leads to future successes.
by creating a wholly new fabrial, the likes of which has
never been seen before.
Chapter 4: Heroic Paths 107
After many generations of this diligent recordkeeping, Artifabrian Specialty
the Vriztl Guild has gained a significant edge in fabrial
The following talents, presented here in alphabetical
development, and Vriztl engineers further their legacy
order, appear in the Artifabrian specialty on the Scholar
with every fabrial they craft.
talent tree.
Building a Vriztl Engineer. Choose human
ancestry, the Thaylen cultural expertise, and one other Deep Study
cultural expertise. Start with high Speed and Intellect. Prerequisite: Efficient Engineer talent
In addition to the Lore skill rank you gain from Scholar, Activation:
put 2 ranks into Crafting, put 1 rank into Lore, and put Driven by academic inquiry, you love nothing more than
1 rank into either Agility or Light Weaponry (depending getting lost in an archive of books, scrolls, and dusty secrets.
on which fabrial you plan to make; see “Inventing When you acquire this talent, your Erudition talent
Unique Fabrials” in chapter 7). grants you one additional cultural or utility expertise,
For your Erudition (Scholar Key) talent, choose and it grants you two additional cognitive skills that
Equipment Crafting as your bonus expertise, and put aren’t surge skills. You can reassign these in the same
your bonus skill ranks into Crafting and Lore. Use way as the others you gained from that talent.
your human ancestry to choose the Prized Acquisition
talent from the Artifabrian specialty. Finally, choose Efficient Engineer
the Academic starting kit. Prerequisite: Crafting 1+; Erudition key talent
As you level up, consider working toward the Activation:
Inventive Design, Overcharge, and Experimental Solid work begins with practice and fundamentals like
Tinkering talents. measuring twice before each cut. You’ve put in the hours,
sweat, tears, and occasional blood to learn the basic tricks
Scholar Key Talent of the tinkerer’s trade.
The Scholar key talent, Erudition, unlocks access to the When you acquire this talent, gain a utility expertise
Scholar specialties. in Armor Crafting, Equipment Crafting, or Weapon
Starting Skill: Lore. If you choose Scholar as your Crafting. You also gain one of the following from
starting path, gain a free skill rank in Lore. chapter 7:
Erudition (Scholar Key) ◆ An amplifying painrial
Prerequisite: none ◆ A numbing painrial
Activation: ◆ A pair of spanreeds plus an emotion bracelet
You’ve conditioned your mind to quickly assimilate, Additionally, when you attempt to craft an item or
archive, and recall information. After brief but intensive invent a fabrial (see “Crafting” in chapter 7), your
study, you can navigate your newest areas of focus with Opportunity range on those tests expands by 2, and
impressive proficiency. any cost to acquire raw materials is reduced by half.
When you acquire this talent, you become adroit at
Experimental Tinkering
mental organization. Choose one cultural or utility
Prerequisite: Fine Handiwork talent
expertise you don’t already have, and choose two
Activation:
different cognitive skills that aren’t surge skills.
You’ve honed your instinct for when to sacrifice one
When you make a test, you count as having the
feature to enhance another; after all, invention relies not
chosen expertise, and you count as having one
only on ingenious breakthroughs, but also on carefully
additional rank of each of the chosen skills.
balanced tradeoffs.
You can use this talent to gain skill ranks even
if they exceed your usual maximum for skill ranks. When you craft an item or invent a fabrial, your
This talent’s expertise and skill ranks are temporary Opportunity range on those tests expands by 1,
and don’t count toward prerequisites. and your crafting time is halved.
After a long rest during which you had access to a Additionally, you can forgo the usual benefits of a
library, you can reassign any expertises and skill ranks long rest to instead spend that time tinkering with a
granted by this talent. Follow the same rules to choose fabrial that uses your Prized Acquisition gem. After
them as you did when you gained this talent. that long rest, you can attempt to reconfigure this
fabrial to create a different fabrial of the same tier or
lower; this follows the normal crafting process, except
you don’t need new materials and you ignore the usual
108 Chapter 4: Heroic Paths
time requirement for attracting a spren and crafting the Overwhelm With Detail
fabrial. If you fail your Lore test to trap a spren, your Prerequisite: Lore 3+; Experimental Tinkering talent
previous fabrial remains intact, but you can’t use this Activation:
talent to reconfigure a fabrial again until your next long
When speaking about a topic you’re passionate about, you
rest. After you finish crafting a new fabrial using this
do so with unsurpassed authority and at unmatched length.
talent, the old fabrial is lost.
The uninitiated can rarely withstand such a torrent of
Fine Handiwork information without becoming lost amid the data.
Prerequisite: Efficient Engineer talent Spend 2 focus to make a cognitive or spiritual test using
Activation: your Lore modifier instead of the usual skill modifier
Your dedication to quality and love for innovation ensure for that test.
that your designs stand out from the crowd.
Prized Acquisition
When you craft an item or invent a fabrial, you can Prerequisite: Erudition key talent
spend one upgrade to apply an advanced feature, instead Activation:
of spending two upgrades. You can only benefit from
Through good fortune or hard work, you’ve acquired a
this talent once per item.
gemstone of sufficient quality to practice crafting fabrials.
Inventive Design When you acquire this talent, you gain a specialist
Prerequisite: Crafting 2+; Prized Acquisition talent expertise in Fabrial Crafting.
Activation: Additionally, you gain a specially cut gemstone and
Your custom fabrials often integrate novel functionalities can use it to craft a fabrial (see “Crafting” in chapter 7).
thanks to your deep knowledge of the stone with which you The first time you attempt to craft a fabrial with this
most commonly work. gem, you ignore the usual time requirements for attract-
When you craft a fabrial using your gemstone from your ing a spren and crafting the fabrial, thanks to previous
Prized Acquisition, you can select an effect of 1 tier study and tinkering, though you still need raw materials.
higher than the tier you’re currently crafting. This gem fulfills the gem requirement for a unique
fabrial with a tier equal to your current character tier.
Overcharge You can’t bear to sell or trade this gem, as it is vital
Prerequisite: Crafting 3+; Prized Acquisition talent to your work! If for any reason you lose it, you can
Activation: usually find an appropriate replacement after a long
You push fabrials to their limits, overcharging them beyond rest, though the GM is the final arbiter of when you
conventional use or safe practice. can replace it. During downtime, you can salvage your
Once per turn, when you make an attack test using a fabrial to recover this gem, which you can then use in a
fabrial, you can raise the stakes. new fabrial (ignoring the crafting rule that prevents the
You can spend from this test to use the Strike reuse of gems).
action with that fabrial as on the same turn; that
Strike doesn’t count against your allowed number of
Strikes for the hands holding that weapon.
The GM can spend from this test to add one new
drawback to that fabrial. This drawback remains until
you resolve the unexpected issue by succeeding on a
DC 15 Crafting test made as .
She always claimed that she wasn’t
a scholar .... Anyone who saw the light
in her eyes as she took out another sheet
and sketched her idea further knew
SAMI RYTKÖNEN
she was being too modest.
Chapter 4: Heroic Paths 109
Erudition (Scholar Key)
Temporarily gain a cultural or utility expertise and a
rank in two non-surge cognitive skills. Reassign these
after a long rest with library access.
Artifabrian
Efficient Engineer Prized Acquisition
Prerequisite: Crafting 1+ Gain Fabrial Crafting
Gain expertise in Armor expertise. Gain a special gem
Crafting, Equipment Crafting, you can immediately use to
or Weapon Crafting, and gain craft a fabrial of your tier.
a fabrial. When crafting, your You can reuse this gem for
Opportunity range expands new fabrials.
by 2 and your material cost
is halved.
Deep Study Inventive Design
Erudition grants you an Prerequisite: Crafting 2+
additional cultural or utility Your Prized Acquisition fabrial
expertise and two additional can have an effect 1 tier higher
non-surge cognitive skills. than the tier you’re currently
crafting.
Fine Handiwork Overcharge
When crafting, advanced Prerequisite: Crafting 3+
features cost one upgrade Once per turn, you can raise
instead of two. the stakes on a fabrial attack,
then spend to Strike with
that fabrial as .
Experimental
Overwhelm
Tinkering with Details
When crafting, your Prerequisite: Lore 3+
Opportunity range expands Spend 2 focus to use your Lore
by 1 and your crafting time modifier on another cognitive
is halved. During a long rest, or spiritual test.
you can reconfigure your
Prized Acquisition fabrial to a
different fabrial.
STEVE PRESCOTT
110 Chapter 4: Heroic Paths
Scholar
Heroic Path
Strategist surgeon
Strategize Mind and Body Field Medicine Emotional
Prerequisite: Deduction 1+ Gain a weapon expertise. Prerequisite: Medicine 1+ Intelligence
After you Gain Advantage Gain an additional skill from Spend 1 focus and test Gain Diagnosis expertise.
using an Erudition skill, grant Erudition. You can now choose Medicine (DC 15) to heal Gain an additional skill from
that advantage to an ally physical skills with Erudition. a conscious character. On Erudition. You can now choose
instead. You can spend 2 focus success, add your ranks in spiritual skills with Erudition.
to also prevent the target from Medicine to their recovery die.
using reactions against that
ally.
Anatomical Insight Collected
When you hit with an unarmed Increase your Cognitive and
Composed Know Your Moment attack, spend 1 focus or to Spiritual defenses by 2.
Increase your max and current Prerequisite: Deduction 2+ make the target Exhausted
focus by your tier. Your defenses increase by 2 [− half your ranks in Medicine].
from the start of each round
until you take your turn.
Swift Healer Applied Medicine
Prerequisite: Medicine 2+ Prerequisite: Lore 2+
Deep Contemplation Keen Insight Use Field Medicine as . Your healing abilities restore
Prerequisite: Lore 2+ After you Gain Advantage, the Your healing abilities restore additional health equal to your
Reassign up to 2 skills and target must resist your influ- additional health equal to your ranks in Lore.
expertises from Erudition. ence or gain a disadvantage ranks in Medicine.
on their next test.
Ongoing Care Resuscitation
Contingency Turning Point Prerequisite: Lore 3+ Prerequisite: Medicine 3+
Prerequisite: Lore 3+ Prerequisite: Deduction 3+
Gain Mental Health Care Spend 3 focus when using
Spend 2 focus to remove Spend 2 focus to test
expertise. During a rest, test Field Medicine to revive an
from the test of an ally within Deduction vs. Cognitive of
Medicine (DC 10) to treat an Unconscious character or one
20 feet. the enemy leader, gaining an
ally, removing one condition who died recently.
advantage if you took a slow
caused by their injury.
turn. On success, you and
your allies gain on your next
turns.
icon meaning
1 action
2 actions
3 actions
Free action
Reaction
Special activation
Always active
Strategist Talents Mind and Body
The following talents, presented here in alphabetical Prerequisite: Erudition key talent
order, appear in the Strategist specialty on the Scholar Activation:
talent tree. You expand your intensive studies to include martial arts
and fitness in addition to the cerebral arts.
Composed
When you acquire this talent, your Erudition talent
Prerequisite: Strategize talent
grants you an additional skill, and you can use Erudition
Activation:
to choose physical skills that aren’t surges.
Through practiced composure, you push your limits without
Additionally, gain one weapon expertise of
becoming distracted or losing track of threats.
your choice.
When you acquire this talent, your maximum and
current focus increase by a number equal to your tier. Strategize
When your tier increases by 1, your maximum and Prerequisite: Deduction 1+; Erudition key talent
current focus do as well. Activation:
You carefully observe and assess your problem from novel
Contingency angles, creating a cunning plan to remove an obstacle,
Prerequisite: Lore 3+; Composed talent
gain the edge, or counter a foe’s next move.
Activation:
After you succeed on a test to Gain Advantage using
History is strewn with the debris of those who failed to learn
a skill gained from your Erudition, you can choose
from the past. You’re determined not to join them, so you
an ally you can influence. That ally gains the benefits
prepare for anything that might derail your plans.
of your Gain Advantage action instead of you. When
After an ally you can influence within 20 feet of you you use this talent, you can also spend 2 focus to
rolls a Complication, you can use this reaction and prevent the target of your Gain Advantage from using
spend 2 focus to remove a Complication from their test. reactions against the ally you chose until the end of
Deep Contemplation your next turn.
Prerequisite: Lore 2+; Composed talent Turning Point
Activation: Prerequisite: Deduction 3+; Contingency talent
You methodically search your mental archives for facts Activation:
and information to help resolve your current situation. Battles often pivot on a single crucial moment. Through
Reassign up to 2 of the skills and expertises gained from studying the history of warfare, you learn to identify such
your Erudition. opportunities and gain the upper hand.
Keen Insight Once per scene, you can spend 2 focus to find a weak-
Prerequisite: Deep Contemplation talent ness in an opposing group’s strategy. Make a Deduction
Activation: test against the Cognitive defense of the top-ranking
enemy leader in this scene; to target this leader, you
Everyone has weaknesses—and you have a knack for
must be able to sense them. If you took a slow turn, you
uncovering and exploiting them.
gain an advantage on this test. On a success, you and
After you succeed on a test to Gain Advantage, you
your allies you can influence gain an additional on
exploit one of your target’s crucial traits, strengths, or
your next turns.
flaws. Unless the target resists your influence, they gain
a disadvantage on their next test during this encounter. Surgeon Talents
Know Your Moment The following talents, presented here in alphabetical
Prerequisite: Deduction 2+; Mind and Body talent order, appear in the Surgeon specialty on the Scholar
Activation: talent tree.
Conflict follows its own beat, rising and falling as powers Anatomical Insight
struggle for dominance. Your knowledge of strategy, Prerequisite: Field Medicine talent
rhetoric, and history guides you on when to act for Activation:
greatest effect.
Your knowledge of anatomy aids you in striking vital
After the beginning of each round, each of your defenses points to incapacitate your enemies while minimizing
increases by 2 until the start of your turn. permanent harm.
112 Chapter 4: Heroic Paths
When you hit a target of your size or smaller with an Ongoing Care
unarmed attack, you can spend 1 focus or to apply the Prerequisite: Lore 3+; Swift Healer talent
Exhausted condition to your target. The penalty applied Activation:
by this condition equals half your ranks in Medicine,
Medical care can be an arduous process that requires
rounded up.
patience and periodic reassessment. You’ve studied the
Applied Medicine connection between physical and mental health, learning
Prerequisite: Lore 2+; Collected talent to support both on the long road to recovery.
Activation: You can forgo the usual benefits of a short or long
You’ve studied chemistry, anatomy, social behavior, and rest to instead spend that time treating an ally within
much more. Thanks to this broad foundation, you practice your reach. After that rest, make a DC 10 Medicine
the complex art of healing with flexibility and confidence. test, increasing the difficulty by 5 for each injury the
When you cause a character to recover health, they target has beyond the first. On a success, you remove
recover additional health equal to your ranks in Lore. a single condition or similar effect caused by one of
the target’s injuries (but the injury itself remains until
Collected healed). A target can’t benefit from this talent more
Prerequisite: Emotional Intelligence talent than once every 24 hours.
Activation: Additionally, when you acquire this talent, gain a
You’ve learned to be mindful of your immediate goals utility expertise in Mental Health Care.
without losing sight of your deeper value, keeping you
even-keeled amid chaos.
Resuscitation
Prerequisite: Medicine 3+; Swift Healer talent
When you acquire this talent, increase your Cognitive
Activation:
and Spiritual defenses by 2.
You quickly and efficiently treat a mortally wounded
Emotional Intelligence creature, seeking to pull them back from the brink
Prerequisite: Erudition key talent by applying a tourniquet, administering an antidote,
Activation: or even restarting failed organs.
You hone your intuition and understanding of others, You can use your Field Medicine talent to attempt
enabling you to spot easy-to-miss signs of hidden symptoms to resuscitate a fallen character. When you do, spend
and complicated feelings. 3 focus (instead of 1) to target a character within your
When you acquire this talent, your Erudition talent reach who is Unconscious or who died within a number
grants you an additional skill, and you can use Erudition of rounds equal to your ranks in Medicine.
to choose spiritual skills that aren’t surges. That talent’s test DC increases by 5 for each injury
Additionally, you gain a utility expertise in Diagnosis. the target has beyond the first. On a failure, the target
doesn’t regain health. On a success, the target recovers
Field Medicine health as usual for that talent, and if they were dead,
Prerequisite: Medicine 1+; Erudition key talent
they return to life. If they were Unconscious, they can
Activation:
choose to remove that condition if they wish.
You treat a minor wound by bandaging a gash, applying
salves, or resetting a dislocated joint. Swift Healer
Prerequisite: Medicine 2+; Field Medicine talent
Spend 1 focus to make a DC 15 Medicine test to treat
Activation:
a conscious willing character within your reach, and roll
the target’s recovery die as part of this test. You gain a Your practiced hands quickly dress wounds, even as
disadvantage if you’re treating yourself. On a success, the tides of battle ebb and flow around you.
your target recovers health equal to the result of their You can use your Field Medicine as .
recovery die + your ranks in Medicine. On a failure, Additionally, when you acquire this talent, you
your target only recovers health equal to the result of become more skilled in healing. When you use an ability
their recovery die. that restores health to another character, they recover
additional health equal to your ranks in Medicine.
Chapter 4: Heroic Paths 113
Warriors of Roshar
Warrior If you’d like to draw on the Stormlight Archive for
inspiration, consider these builds for iconic Warrior
Heroic Path characters.
Alethi Duelist
In Alethkar, martial skill is seen as requisite for leader-
Roshar is a world riven by conflict, and many of its ship, and many Shardplate-clad brightlords take to the
people follow the path of the Warrior, whether for arena or battlefield to demonstrate their potency and
good or ill. A Warrior might view fighting as a calling, crush their foes. Some specialize in duels, where Shards
an ethos, a profession, or simply an unpleasant necessity are often wagered on the outcome—a prize especially
for survival—but in all cases, battle follows the Warrior tempting for a duelist who relies on borrowed Shard-
like a shadow. plate. A victorious duel yields vast riches and acclaim,
Those who survive long enough to become seasoned whether for the winner or the highprince they serve.
fighters tend to be tough, resilient, and skilled at inflict- Building an Alethi Duelist. Choose human
ing harm. An experienced Warrior can handle themself ancestry, the Alethi cultural expertise, and one other
in any dangerous martial situation, whether a formal cultural expertise. Start with high Strength and Will
duel, an alleyway scuffle, or a terrifying clash of armies. power. In addition to the Athletics skill rank you gain
from Warrior, put 2 ranks into Heavy Weaponry, and
Warrior Specialties put 1 rank into Athletics and Perception.
The Warrior path presents talents in three specialties: In addition to the Vigilant Stance (Warrior Key)
Duelist. In the inner circles of the elite, skilled Duelists talent, use your human ancestry to choose the
contend for glory and political sway, wielding their Stonestance talent from the Shardbearer specialty.
weapons with brutal grace. Finally, choose the Military starting kit.
Shardbearer. Warriors fortunate enough to own As you level up, consider working toward the Mighty
(or borrow) Shardblades and Shardplate serve as and Shattering Blow talents. When you acquire your
Shardbearers. They wield these arms and armor of own Shardblade or Shardplate (see “Rewards” in
ancient provenance to dominate the battlefield with chapter 8), choose the Shard Training talent so you
mythic might. can safely wield it.
Soldier. The most common of fighting forces, Soldiers
Bridge Runner
form the bulk of Roshar’s massive armies. They master
Not only the elite are warriors in Alethkar. Whe
the tactics needed to fight effectively in units and stay
never war breaks out, citizens of all ranks are
alive in a deadly world.
recruited—or drafted—to serve in armies. Alethkar’s
Building a Warrior most recent military venture is the so-called War of
Reckoning against the listeners of the Shattered Plains.
The following “Warriors of Roshar” section suggests
On both sides of this conflict, countless soldiers have
example builds for iconic characters. If you have a
become unwilling participants in a war they don’t
different idea in mind, consider these general tips for
desire. The least fortunate are conscripted into bridge
building an effective Warrior:
crews, carrying heavy wooden bridges to span the
Attributes. It’s usually a good idea to prioritize Speed chasms of the Shattered Plains.
and Strength, then consider Awareness and Willpower. Building a Bridge Runner. Choose human
Skills. Useful skills include Athletics, Light Weaponry, ancestry, the Alethi cultural expertise, and one other
Heavy Weaponry, Intimidation, Leadership, and cultural expertise. Start with high Strength and
Persuasion. Speed. In addition to the Athletics skill rank you gain
Other Heroic Paths. The Leader and Hunter paths from Warrior, put 2 ranks into Discipline, put 1 rank
make excellent multi-path choices. into Athletics, and put 1 rank into Heavy Weaponry,
Rewards. When choosing rewards, you can’t go Light Weaponry, or Survival.
wrong with a Shardblade, Shardplate, and a fancy In addition to the Vigilant Stance (Warrior Key)
military title. talent, use your human ancestry to choose the Cautious
Advance talent from the Soldier specialty. Finally,
choose the Military or Prisoner starting kit.
114 Chapter 4: Heroic Paths
As you level up, consider working toward the Combat Warrior Key Talent
Training and Formation Drills talents, and adding
The Warrior key talent, Vigilant Stance, unlocks access
Hardy for additional health.
to the Warrior specialties.
Warpair Partner (Listener) Starting Skill: Athletics. If you choose Warrior as
Within listener culture, “warrior” is less a profession your starting path, gain a free skill rank in Athletics.
and more a role one holds in time of conflict. Until
recently, the will and technique necessary to attract
Vigilant Stance (Warrior Key)
Prerequisite: none
the spren to enter warform was lost to time (see “Singer
Activation:
Ancestry” in chapter 2). However, recent conflict has
pushed many listeners to become practiced in its use. You study special fighting styles to face various foes and
Most listeners enter battle in warpairs, partnered with strategies. The most basic of these postures emphasizes
another listener they share a bond with. This is often alertness and quick responses to oncoming threats.
their once-mate, but could be another listener they are When you acquire this talent, you learn to use stances.
very close with. You begin with Vigilant Stance, which you can
Building a Warpair Partner. Choose singer enter as :
ancestry and the Listener and Alethi cultural expertises. Vigilant Stance. While in this stance, reduce the focus
Start with high Strength and Willpower. In addition cost of your Dodge and Reactive Strike reactions
to the Athletics skill rank you gain from Warrior, put by 1. Additionally, you can enter another stance
2 ranks into Heavy Weaponry and Intimidation. you know as .
In addition to the Vigilant Stance (Warrior Key)
You can enter a stance you know by using that talent’s
talent and the Change Form (Singer Key) talent, use
stated number of actions. Your stance ends if you either
your singer ancestry to choose the Forms of Resolve
end it as , enter another stance, or end the scene. While
DARKO STOJANOVIC
singer talent and begin in warform.
in a stance, you temporarily gain any actions, bonuses,
As you level up, take the Flamestance talent from
and other effects it grants; these effects end when the
the Duelist specialty. Also consider working toward
stance does.
Signature Weapon and Wit’s End.
By default, you can only use stances during combat,
not during other scenes.
Chapter 4: Heroic Paths 115
Vigilant Stance (Warrior Key)
Enter Vigilant Stance: Reduce the focus cost of Dodge
and Reactive Strike by 1, and you can enter other
stances as .
Duelist
Practiced Kata Flamestance
You can now use stances in Prerequisite: Intimidation 1+
conversations and endeavors, Enter Flamestance: You gain
and unless Surprised, you can an advantage on Intimidation,
start each scene in Vigilant and when only one enemy is in
Stance. Spend 1 focus to enter reach and no allies are, gain
a stance mid-conversation or to attack or Gain Advantage.
mid-endeavor.
Ironstance Signature Weapon
Prerequisite: Athletics 2+ Gain a weapon expertise.
Enter Ironstance: You gain Choose one of your weapon
an advantage on Insight, and expertises, expanding its
when you’re grazed or missed, Opportunity range by 1.
you can make a Reactive Strike
against your attacker.
Surefooted Feinting Strike
Your movement increases Prerequisite: Intimidation 2+
by 10. Reduce damage from Spend 2 focus to make a
falling and dangerous terrain melee weapon attack vs.
by twice your tier. Cognitive. On a hit, your target
loses and loses focus equal
to your ranks in Intimidation.
On a graze, they lose half as
much focus.
Vinestance Wit’s End
Prerequisite: Athletics 3+ Prerequisite: Intimidation 3+
Enter Vinestance: Your Phys- Spend 1 focus to move half
ical and Cognitive defenses your movement then make
increase by 1. After you’re hit a melee weapon attack vs.
or grazed in melee, spend Cognitive of a target who has
to test Athletics vs. Cognitive 0 focus. This attack ignores
to make attacker lose 1d4 deflect, deals an extra 4d6
focus and be pushed. damage, and can’t graze.
STEVE PRESCOTT
116 Chapter 4: Heroic Paths
Warrior
Heroic Path
Shardbearer Soldier
Shard Training Stonestance Cautious Advance Combat Training
Prerequisite: Access to a Enter Stonestance: Your Prerequisite: Discipline 1+ Gain expertise in a weapon,
Shardblade and Shardplate deflect increases by 1, and Move up to half your move- armor, and Military Life. Once
Gain Shardplate expertise, enemies within your reach ment, ignoring difficult terrain, per round, graze without
and gain either Grandbow, must spend an additional to then gain to Brace or Gain spending focus.
Shardblade, or Warhammer attack your allies who aren’t in Advantage.
expertise. Your Shardplate Stonestance.
has 2 additional charges.
Defensive Position Devastating Blow
Your Shardblade Strikes graze
Prerequisite: Athletics 2+ Prerequisite: Athletics 3+
additional targets up to your
The Brace action adds two Make a melee weapon attack
ranks in the skill used.
disadvantages to attacks vs. Physical, rolling an extra
against you, instead of one, 2d8 damage.
Windstance Mighty and allies can Brace behind
Prerequisite: Perception 1+ When you hit with a weapon your shield.
Enter Windstance: Gain an or unarmed attack, for each
advantage on Agility. While spent, deal extra damage Formation Drills Hardy
you can reach multiple equal to 1 + your tier. Prerequisite: Discipline 2+ Gain +1 max health per level
enemies, use to gain to Allies within 10 feet who (including previous levels).
Disengage or attack. Brace gain the benefits of your
Defensive Position.
Shattering Blow Bloodstance
Prerequisite: Perception 2+ Prerequisite: Athletics 2+
Wary Swift Strikes
When you hit with a melee Enter Bloodstance: Your Prerequisite: Discipline 3+ Spend 1 focus to make a
attack, spend 2 focus to Opportunity range for attacks You can’t be Surprised while second Strike with the same
deplete 1 charge from their and physical tests expands you have focus. When you lose weapon.
armor, and each target you by 2, but your Physical, Cog- focus involuntarily, reduce the
damage is pushed 5 feet. nitive, and Spiritual defenses amount lost by your ranks in
decrease by 2. Discipline.
Precise Parry Meteoric Leap
Prerequisite: Perception 3+ Prerequisite: Athletics 3+
Before being hit in melee, Spend 2 focus to leap a
spend 1 focus to attempt quarter of your movement
to turn it into a graze. If and make unarmed attack icon meaning
unarmed, test Athletics vs. vs. Physical of multiple 1 action
triggering attack, gaining a targets, doubling damage 2 actions
disadvantage unless attacked and knocking weaker targets 3 actions
by a Shardblade. If armed, test Prone. Gain an advantage in Free action
Light/Heavy Weaponry vs. Shardplate. Reaction
triggering attack. Special activation
Always active
Duelist Specialty Practiced Kata
The following talents, presented here in alphabetical Prerequisite: Vigilant Stance key talent
order, appear in the Duelist specialty on the Warrior Activation:
talent tree. Your study of martial kata and other forms has taught you
that your stance in conversation is as important as in battle.
Feinting Strike With practiced poise, you project the exact attitude you want
Prerequisite: Intimidation 2+; Flamestance talent
through body language and positioning.
Activation:
When you acquire this talent, you can use fighting
You intimidatingly press your opponent’s defenses—
stances in conversation and endeavor scenes, in
and their nerves—hoping to expose a fatal gap.
addition to combat. Activating or changing a stance
Spend 2 focus to make a melee weapon attack against during a conversation or endeavor costs 1 focus and
a target’s Cognitive defense. On a hit, your target also counts as your contribution for the round.
loses one and loses focus equal to your ranks in Additionally, if you aren’t Surprised when a
Intimidation. On a graze, they lose half as much focus combat, conversation, or endeavor scene begins,
(rounded up) and don’t lose . you can enter Vigilant Stance at the beginning of
You can spend from this test to gain , which that scene (no action required).
you can use only to Strike or activate a stance.
Signature Weapon
Flamestance Prerequisite: Flamestance talent
Prerequisite: Intimidation 1+; Vigilant Stance Activation:
key talent
You have trained extensively with a particular weapon
Activation:
and can exploit all the advantages it offers.
You enter an aggressive, squared stance that favors swift
When you acquire this talent, gain one weapon
flurries of decisive blows.
expertise. Then choose one weapon type in which
When you acquire this talent, you learn a new stance, you have an expertise and denote it in parentheses
which you can enter as : after this talent’s name on your character sheet;
Flamestance. While in this stance, you gain an for example, “Signature Weapon (Longspear).”
advantage on Intimidation tests. Additionally, while Your Opportunity range for tests using this
there is exactly one enemy within your reach and none weapon type expands by 1. When you reach tier 3,
of your allies are within the reach of that enemy or this Opportunity range instead expands by 2.
you, you can use to gain , which you can spend
Surefooted
only to Gain Advantage or use an action that includes
Prerequisite: Ironstance talent
an attack test targeting that enemy.
Activation:
Ironstance You move through treacherous terrain with confidence
Prerequisite: Athletics 2+; Practiced Kata talent and speed.
Activation: When you acquire this talent, increase your movement
You hold your weapon high, prepared to deliver a crushing rate by 10.
blow downward when your opponent shows weakness. Additionally, before you take damage from dangerous
When you acquire this talent, you learn a new stance, terrain or falling, reduce that damage by 2 × your tier.
which you can enter as :
Vinestance
Ironstance. While in this stance, you gain an advantage Prerequisite: Athletics 3+; Feinting Strike talent
on Insight tests. Additionally, when a character within Activation:
your reach misses you or grazes you with an attack, You assume a flexible stance, allowing you to quickly switch
you can use Reactive Strike against them as if they between inexorable advances and rapid reactions to wear
had voluntarily left your reach. down your foe.
118 Chapter 4: Heroic Paths
When you acquire this talent, you learn a new stance, Shardbearer Specialty
which you can enter as :
The following talents, presented here in alphabetical
Vinestance. Your Physical and Cognitive defenses order, appear in the Shardbearer specialty on the
increase by 1. Additionally, after you’re hit or grazed by Warrior talent tree.
a melee attack, you can use to make an Athletics test
against your attacker’s Cognitive defense. On a success, Bloodstance
your target loses 1d4 focus, and you can push them Prerequisite: Athletics 2+; Mighty talent or Shard
horizontally up to 5 feet × your ranks in Athletics. Training talent
Activation:
Wit’s End You assume a reckless, violent stance that trades defense
Prerequisite: Intimidation 3+; Feinting Strike talent for deadly power.
Activation:
When you acquire this talent, you learn a new stance,
Battles are won and lost in moments of brief inattention which you can enter as :
or exhaustion. You create and exploit these opportunities,
patiently waiting to vanquish your foe in a single stroke. Bloodstance. While in this stance, your Opportunity
range for attack tests and physical tests expands by 2,
Spend 1 focus to move up to half your movement rate,
but your Physical, Cognitive, and Spiritual defenses
then make a melee weapon attack against the Cognitive
decrease by 2.
defense of a target who has 0 focus. This attack ignores
your target’s deflect value and deals an extra 4d6 Meteoric Leap
damage on a hit. It can’t graze, only miss or hit. Prerequisite: Athletics 3+; Bloodstance talent
This talent becomes more powerful as your tier Activation:
increases: at tier 3, you roll an extra 6d6 damage You vault aggressively above your foes and slam into them
SONDERFLEX STUDIO
(instead of 4d6); at tier 4, you instead roll an extra with your full weight—a leap made all the more terrifying
8d6 damage; and at tier 5, you instead roll an extra by unyielding Shardplate.
10d6 damage. Spend 2 focus to leap up to a quarter of your movement
rate, then make an unarmed attack against the Physical
defense of each character of your choice within your
Chapter 4: Heroic Paths 119
reach. While wearing Shardplate, you gain an advantage Once per round, when you use the Strike action to
on this test. Roll double the usual damage dice for this attack with a Shardblade, you can choose a number
attack. On a hit, each target whose Strength score is of additional enemies up to your ranks in the skill you
lower than yours is also knocked Prone. used for that Strike. Each target must be within your
Shardblade’s reach. Without spending focus, you graze
Mighty each additional target whose Physical defense is equal
Prerequisite: Stonestance talent
to or lower than your Strike’s test result.
Activation:
Additionally, when you acquire this talent, gain a
You deliver your swings, punches, and kicks with specialist expertise in Shardplate, and gain a specialist
practiced efficiency. expertise in either Grandbows, Shardblades, or
When you hit with a weapon or unarmed attack, for Warhammers.
each you used on that attack’s action, increase the Finally, while you wear Shardplate, it has 2 additional
damage you deal by 1 + your tier. For example, if you’re charges for you.
level 6 and you make an attack that costs , each
deals an extra 1 + 2 damage, for a total of 6 damage. Shattering Blow
Prerequisite: Perception 2+; Windstance talent
Precise Parry Activation:
Prerequisite: Perception 3+; Shattering Blow talent Whether striking a barricaded door, a Shardbearer, or
Activation: a hapless enemy on the field, you know how to break
A Shardbearer must know when to deflect an oncoming through weak points or send foes flying with a precise,
blow, when to take it on their Shardplate, and when to two-handed blow.
evade. In extreme cases, a desperate fighter even might When you hit a target with a melee attack, if you did
catch a Shardblade between their bare hands in a desperate so either with a two-handed weapon or with a hand
maneuver called a lastclap. free, you can spend 2 focus to hit with remarkable force.
Before being hit by a melee attack, you can use this Before resolving that attack’s damage, if your target is
reaction and spend 1 focus to attempt to parry the blow. wearing armor with charges (such as Shardplate or a
Depending on whether you’re unarmed or wielding a half-shard), the armor loses 1 charge.
weapon, make one of the following tests: After that attack, each target who lost health to your
Unarmed. Make an Athletics test, gaining a disadvan- attack is pushed horizontally 5 feet away from you.
tage unless you’re being attacked with a Shardblade. If your Strength is greater than 5, they’re pushed an
You can spend to disarm your opponent, taking additional 5 feet for each additional point of Strength;
control of their weapon (and wielding it, if you desire). for example, if your Strength is 7, they’re pushed an
Wielding a Weapon. Make a Light Weaponry test or additional 10 feet, for a total of 15 feet. If your target
Heavy Weaponry test (using the skill corresponding hits a Medium or larger object during this forced
to your weapon). If you’re wielding a Shardblade and movement, the target takes damage as if they’d fallen
if your opponent’s weapon is non-Invested, you can the distance they were pushed (1d6 impact damage per
spend to destroy their weapon. 10 feet); at the GM’s discretion, the object might also
take damage.
The DC of this test equals the result of the attack
test that hit you. On a success, the hit against you Stonestance
becomes a graze. Prerequisite: Vigilant Stance key talent
Activation:
Shard Training
Prerequisite: Access to a Shardblade and Shardplate You shift into a solid stance, delivering powerful blows
for training; Vigilant Stance key talent without giving up ground to the enemy.
Activation: When you acquire this talent, you learn a new stance,
Given the rarity of Shardblades and Shardplate, it’s which you can enter as :
exceptionally difficult to acquire firsthand experience Stonestance. While in this stance, increase your deflect
with these relics. You’ve managed this feat, learning to value by 1. Additionally, before an enemy within your
deal blows for maximum effect and to absorb strikes as melee weapon’s reach spends one or more to attack
efficiently as possible. one of your allies not in Stonestance, that enemy must
spend one additional .
120 Chapter 4: Heroic Paths
Windstance Devastating Blow
Prerequisite: Perception 1+; Shard Training talent Prerequisite: Athletics 3+; Combat Training talent
Activation: Activation:
You adopt a mobile stance that maximizes your area Delivering a fatal strike requires not only skill, but resolve.
of attack, delivering wide sweeps that slash across You’ve learned to set aside any natural aversion to harming
groups of foes. others, and when you strike to kill, you do so without
When you acquire this talent, you learn a new stance, mercy or hesitation.
which you can enter as : Make a melee weapon attack against the Physical
Windstance. While in this stance, you gain an advantage defense of a target. When you roll damage for this
on Agility tests. Additionally, while there are two or attack, add an extra 2d8 damage.
more enemies within your reach, you can use to This talent becomes more powerful as your tier
gain , which you can spend only to Disengage or use increases: at tier 3, you roll an extra 3d8 damage (instead
an action that includes an attack test targeting one or of 2d8); at tier 4, you instead roll an extra 4d8 damage;
more of those enemies. and at tier 5, you instead roll an extra 5d8 damage.
Formation Drills
Soldier Specialty Prerequisite: Discipline 2+; Defensive Position talent
The following talents, presented here in alphabetical Activation:
order, appear in the Soldier specialty on the Warrior You coordinate your allies to march in a defensive form
talent tree. ation with you.
Cautious Advance While an ally within 10 feet of you benefits from the
Prerequisite: Discipline 1+; Vigilant Stance key talent Brace action, they also benefit from your Defensive
Activation: Position as if they had that talent themself.
You understand the hazards in your environment and Hardy
the flow of battle, helping you find the safest path across Prerequisite: Combat Training talent
the battlefield. Activation:
Move up to half your movement rate, ignoring difficult You’ve trained your body to endure pain and fatigue,
terrain, then gain that can be spent only on the Brace keeping you in the fight until the bitter end.
or Gain Advantage actions.
When you acquire this talent, your maximum and
Combat Training current health increase by 1 per level. This applies to all
Prerequisite: Vigilant Stance key talent previous and future levels; for example, if you choose this
Activation: talent at level 6, retroactively increase your health by 6.
You’ve been trained in the basics of weaponry and Swift Strikes
elementary battle tactics. Prerequisite: Hardy talent
Once per round, when you miss on a weapon attack, Activation:
you can graze one target without spending focus. You instinctively follow the tempo of battle, keeping the
Additionally, when you acquire this talent, gain a pressure on your foes at critical moments.
weapon expertise and an armor expertise of your choice,
Spend 1 focus to make a second Strike action with a
and gain a cultural expertise in Military Life.
hand you already used for a Strike this turn.
Defensive Position Wary
Prerequisite: Athletics 2+; Cautious Advance talent
Prerequisite: Discipline 3+; Defensive Position talent
Activation:
Activation:
You’ve learned when to withdraw and when to commit to
Through your experience living in dangerous locations,
a position, holding it unflinchingly.
you’ve learned to stay focused and respond quickly to
The Brace action adds two disadvantages to attacks unexpected hazards.
against you, instead of one.
While you have 1 or more focus, you can’t be Surprised.
Additionally, while you’re using a shield to Brace,
Additionally, when you resist influence or lose focus
allies within 5 feet of you can Brace as if they had cover
involuntarily, reduce the amount of focus lost by your
or a shield.
ranks in Discipline (to a minimum of 1 focus lost).
Chapter 4: Heroic Paths 121
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Chapter 5
Radiant Paths
T he ten orders of the ancient Knights
Radiant wielded wondrous powers to protect
humankind. Their members formed bonds
with bits of sapient Investiture known as spren, and
through this powerful symbiosis, each Radiant order
Choosing a First Ideal Talent
You must be level 2 or higher to choose a First Ideal
key talent. However, even before you gain a level and
choose that talent, you can talk to your GM about
introducing a Radiant spren to begin forging a bond
gained access to two of the ten surges—extraordinary with (see “Playing a Radiant” for guidance on attract-
abilities powered by Stormlight. For millennia, ing a spren, and see “Playing with Spren” for rules on
the Knights Radiant used these surges to defend interacting with them once bonded).
humankind from cataclysmic events known as When you do choose your First Ideal talent, this
Desolations … but one day, the Radiants mysteriously confirms to the GM that you’re interested in becoming
abandoned humankind, forsaking their powers and Radiant in a particular order. However, your character
leaving their people defenseless on Roshar. hasn’t yet “spoken the Words” and sworn that Ideal.
Instead, this talent has two effects: it immediately
Using Radiant Paths grants you access to Investiture, and it grants you
The Radiant paths in this chapter operate much like a goal: “Speak the First Ideal.”
heroic paths, following the rules in the “Using Paths and
Unlocking Investiture
Talents” section of chapter 4. However, as described
The First Ideal talent represents that you’ve attracted
in the upcoming “Playing a Radiant” section, being a
the attention of a Radiant spren. You immediately
Knight Radiant carries with it much more responsibility
gain access to Investiture in the form of Stormlight,
than merely writing a talent on your character sheet.
and along with it, access to three actions: Breathe
Radiant Path Options Stormlight, Enhance, and Regenerate (see “Stormlight
Actions”).
This chapter presents nine playable Radiant paths
In addition to healing your body and empowering
(along with information about the exceptional tenth
your attributes, you’ll eventually be able to use
order, the Bondsmiths). Much like each heroic path has
Investiture to fuel the two surges of your Radiant order
three specialties, each Radiant path grants access to
(detailed in chapter 6).
three talent trees: one for your spren bond, and two for
the surges wielded by your Radiant order. The talents Unlocking Surges
for each path’s spren bond are presented in this chapter; Your First Ideal talent doesn’t immediately grant
meanwhile, chapter 6 details the surge skills and their access to the surges for your prospective Radiant order.
corresponding talents. Instead, as you continue your adventures, you’ll work
The upcoming “Orders of Knights Radiant” section toward your new goal, “Speak the First Ideal,” which
summarizes each order and the talent trees they gain you’ll likely complete before you gain your next level.
access to. After you complete that goal, you’re rewarded with
the two surges from your First Ideal talent. See the
upcoming “Playing a Radiant” section for more details
on pursuing this goal.
Investiture and Stormlight
Investiture is the energy that suffuses the cosmere, the
Alight with Radiance, divine essence that powers Invested Arts. Every soul in
the cosmere begins life with some natural Investiture,
Shallan reaches toward but they aren’t usually able to manipulate it. Characters
JUSTYNA DURA
Re-Shephir with her with an Investiture score have gained the ability to wield
that energy.
safehand exposed.
Chapter 5: Radiant Paths 123
On Roshar, Investiture mainly manifests as Storm- During combat, you can use the Breathe Stormlight
light—the energy that coruscates across the highstorm, action from the next section, draining an infused sphere
glows within each broam, and gives the Knights Radiant and gaining its Stormlight.
their wondrous powers. You usually start scenes with full Investiture; much
like drawing your weapon before a fight, it’s assumed
Spending Investiture that if you’re not Surprised when a scene begins,
Investiture is a spiritual resource that mechanically
you’ve already instinctively used Breathe Stormlight
operates much like focus does. For a Radiant character,
(no action required). However, if you start a scene with
Stormlight is your source of Investiture, and your
the Surprised condition, you only start with 1 Invest
Investiture pool reflects the amount you can breathe
iture—just enough to passively maintain any ongoing
in and use efficiently.
Invested powers.
At character creation, you’ll leave the Investiture field
on your character sheet blank. However, once you’ve Light and Anti-Light
chosen the First Ideal key talent from a Radiant path, During your adventures, you’ll primarily use
you gain a maximum Investiture score (see “Investiture” Stormlight, but Investiture can also appear in rarer
in chapter 3). forms like Lifelight or Voidlight, or even hybrids
You can spend Investiture to activate your surges like Towerlight.
and surge talents (presented in chapter 6), along with Each form of Light also has an inverse (such as
your spren bond talents (presented later in this chapter). anti-Stormlight). These Lights glow differently and
Additionally, you can use the three Stormlight actions are horribly destructive when they encounter their
in the next section: Breathe Stormlight, Enhance, and opposite. Anti-Light can’t fuel your surges in the same
Regenerate. way Stormlight does; while some people wield weapons
Investiture also maintains any ongoing Invested using anti-Light, doing so is extremely dangerous to
effects that draw on your Stormlight. As a result, if them and their spren. Use caution if you encounter
your current Investiture ever drops to 0, you temporarily anti-Stormlight in your travels.
become non-Invested and you can’t maintain your
ongoing Investiture effects (such as infusions) beyond Stormlight Actions
their remaining durations. In addition to fueling surges, holding Stormlight allows
you to tap into powers like improved healing, improved
Regaining Stormlight strength, and improved speed. When you choose a
Roshar is a world rich with Investiture. Most people use
First Ideal talent, you gain access to the following three
gemstones embedded in glass spheres as currency (see
actions, which follow the usual rules in the “Actions
“Spheres” in chapter 7). Since these spheres effectively
and Reactions” section of chapter 10.
serve as batteries for storing Stormlight, infused spheres
are precious to Radiants. Breathe Stormlight ( )
You draw Stormlight into yourself from infused spheres
GM Tip: Managing Stormlight within 5 feet of you; if you have enough spheres, you
recover Investiture up to your maximum.
Radiant players need spheres to store Investiture in the
In normal times, dun spheres can be readily
form of Stormlight, which they can breathe in to fuel their
exchanged for infused spheres, and highstorms occur
powers. While players can keep track of exactly how many
regularly. If you have at least three times as many marks
infused and dun spheres they have, only re-infusing them
as your Investiture total, it’s assumed you have enough
when they’re in highstorms, tracking this is cumbersome.
infused spheres to draw from.
You’re encouraged to assume PCs have sufficient
In some situations, the GM may ask you to keep
Stormlight to fuel their abilities, as long as they can access
track of how many of your spheres are infused. On those
passing highstorms and are carrying wealth in marks equal
occasions, you recover 1 Investiture for each infused
to at least three times their Investiture total. Don’t worry
mark or broam you drain.
about tracking whether their spheres are technically chips,
You can use this action even if you’re Unconscious
marks, or broams (see “Spheres” in chapter 7).
or otherwise prevented from using actions.
However, if the story causes a PC to lose all their
spheres or not have access to a highstorm for extended
periods, you can increase narrative tension by asking
players to track their infused marks and broams.
124 Chapter 5: Radiant Paths
Enhance (▶) strengthening bond and your new ability to control
Spend 1 Investiture to become Enhanced [Strength +1] Investiture.
and Enhanced [Speed +1] until the end of your next It’s up to you and your GM to decide how you
turn. At the end of that turn and each of your turns interweave the talent’s rules, timing, and narrative.
thereafter, you can spend 1 Investiture as to maintain For example, some players want to continue (or start)
these conditions until the end of your next turn. developing their spren bond after they choose the First
Ideal talent; in this case, you can delay your use of Inves-
Regenerate ( ) titure until it fits the narrative, even though your talent
Spend 1 Investiture to recover health equal to 1d6 + lets you use it sooner.
your current tier; for example, a tier 2 character recovers Regardless of whether you initiate the bonding
1d6 + 2 health. process before or after choosing the talent, the GM has
You can use this free action even if you’re Uncon- ultimate say over whether you’re successful in advancing
scious or otherwise prevented from using actions. your spren bond. In some situations, you might discover
your personal ideals aren’t well-suited for that order.
Unifying with Your Spiritual Self
You exist in all three realms: the Physical, the Cognitive,
Attracting a Spren
and the Spiritual. Even if your physical body is wounded, “Are windspren attracted to wind,” she asked softly,
your spiritual self may be intact and whole. When you heal “or do they make it?”
with Investiture, you’re simply transforming your physical Each Knight Radiant gains their abilities through their
body to match your spiritual one. This may have effects on spren bond, which scholars call the “Nahel bond.”
your body beyond regaining health; for example, people This bond is a linking of spirits, a symbiotic relationship
who have a different identity or sense of self may see that grants benefits to both partners: the spren gains
their bodies transform to match their spiritual identity, the ability to manifest in the Physical Realm without
including changing sex and appearance. losing their sapience or memory, and the person gains
Surgebinding and the ability to breathe in Stormlight.
Playing a Radiant But before this bond can be formed, the spren must first
be drawn to the prospective Radiant.
Once your character reaches level 2 or higher, you might In general, when you behave in a way that appeals
choose to join one of the orders of the Knights Radiant. to a certain type of spren or aligns with the Ideals of
But becoming a Radiant isn’t simply a matter of choosing a given order, a Radiant spren can be drawn to you.
the First Ideal key talent and gaining access to powerful Nine common types of Radiant spren can bond with
surges. It represents your profound commitment to a set humans and singers, each corresponding with an order
of Ideals and your growing relationship with a sapient of Knights Radiant; the tenth Radiant order works a
spren who chooses to bond with you. bit differently. Individual spren vary in motives and
This section guides you on using storytelling to preferences just like people of flesh and blood, but when
support your relationship with your spren and Radiant selecting prospective Radiants, each type of spren tends
order, both by roleplaying your character and by to follow certain patterns (as detailed in the section for
collaborating with your GM. It also includes rules each order).
for interacting with your spren.
You and Your Spren
Before Choosing As a player, be open with your GM about what kind of
a Radiant Path spren you hope your character will attract (even if your
character isn’t personally aware they’re doing so).
Long before you gain a level and choose a First Ideal
The GM is encouraged to use Radiant spren as
talent, it’s a good idea to talk to your GM about your
NPCs, communicating when a PC’s heroic actions have
desire to follow a Radiant path. This helps your GM
drawn a spren’s attention and approval. However, it can
give you opportunities to live up to your prospective
sometimes be overwhelming for the GM to track all
order’s Ideals.
the different types of spren and whether a character is
Similarly, you don’t have to wait until you choose
behaving in a way that would attract one. You and your
the First Ideal talent to start attracting a spren. You
fellow players can help them keep an eye out for times
and your GM are encouraged to collaborate earlier
you specifically embody the Ideals or preferences of a
to introduce a Radiant spren to the narrative; when
spren. See the upcoming “Playing with Spren” section
you later choose the First Ideal talent, it reflects your
Chapter 5: Radiant Paths 125
for more suggestions on developing and depicting your Each time you take a step like the above in a dramatic
relationship with your spren. or narratively satisfying way, ask the GM if you can
On Your Character Sheet. Once you’ve attracted mark a milestone box. Additionally, you can mark a
a Radiant spren (whether before or after choosing your milestone after a significant action that aligns with
first Radiant talent), you can record their name and type your prospective order’s core philosophy (such as “I will
in the “Connections” section of your character sheet. protect” for the Windrunners). You can find each
order’s core philosophy in the upcoming “Orders of
Swearing Ideals Knights Radiant” section.
Each Radiant order has five Ideals, as described in
each order’s section. These immortal Words are their
Saying the Words
You’ll generally swear an Ideal “on camera” during
ethos and creed, guiding the members of that order in
a scene, ideally at the climax of a narrative arc. Once
everything they do.
you’ve marked all three milestone boxes, you can
Once you speak an Ideal, you must continue follow-
collaborate with your GM to plan a fitting moment—or
ing it, and forsaking it can have dire consequences. But
when the timing feels right, either you or your GM can
swearing an Ideal isn’t as simple as saying a few words
suggest swearing an Ideal during that scene. If you both
out loud. You must understand the Words and feel their
agree, the GM prompts you to “speak the Words” for
meaning and purpose deep in your soul—a process that
that Ideal. After you do so, the GM replies that “these
takes much time, growth, and dedication.
Words are accepted,” and your goal is complete.
Ideals and Goals
This game tracks your progression through each Ideal
via special Ideal goals (see chapter 8), which you
acquire from the corresponding Ideal talent from your
Radiant path.
Starting with the First Ideal, you’ll work toward
your current goal by embodying the philosophy of your
Radiant order. As you achieve significant personal
milestones, the GM will have you mark milestone boxes
on your character sheet (see “Progressing the First
Ideal” for example milestones).
Once you’ve marked all three milestone boxes
toward your Ideal goal, the rules of your talent allow
you to speak the Words—but you might want to wait
until a particularly fitting moment in the story (see
the upcoming “Saying the Words” section).
Progressing the First Ideal
While each Radiant order swears different oaths,
they all share the First Ideal: “Life before death.
Strength before weakness. Journey before destination.”
Interpretations of these Words vary, but every Radiant
who swears this oath is committing to personal growth
in the service of others.
Once you choose your First Ideal key talent, you’ll
need to progress your new goal over time. For example,
you might:
◆ Prioritize saving lives over causing death.
◆ Display great physical, mental, or emotional fortitude
DEANDRA SCICLUNA
amid enormous challenges—especially ones relating
to the obstacle you chose during character creation.
◆ Stay present in the moment and focus on the tasks FIRST IDEAL
and people in front of you, rather than on ambitions
in the distant future.
126 Chapter 5: Radiant Paths
Each time you complete an Ideal goal, your character Swearing Higher Ideals
bursts alight with power! As stated in each Ideal’s talent, To gain some of the most important and iconic Radiant
you become Empowered until the end of the current abilities—such as a Shardblade—you must first swear
scene, and you unlock any remaining benefits from higher Ideals. Once you’re ready for your character
that talent. to work toward the next Ideal (and once you meet the
Swearing the First Ideal prerequisites for that talent in your spren bond tree),
When you swear the First Ideal, your character commits you can choose that talent when you level up.
to an order of the Knights Radiant. Completing this Like your First Ideal talent, your new Ideal talent
goal unlocks the remaining benefits from your First doesn’t immediately grant all its benefits; instead, you
Ideal talent: you become Empowered and gain access gain a new goal that’ll eventually allow you to swear
to your order’s two surge skills. its Ideal.
On Your Character Sheet. When you complete As you work toward your three milestones for each
your First Ideal goal, write the names of your order’s new Ideal goal, this represents strengthening your spren
two surges on the blank lines beneath your list of skills; bond while enduring hardship, demonstrating growth
you gain a free skill rank in both of these surge skills. toward your Ideal to become worthy of it. Like you did
As your character gains levels, you can advance your for the First Ideal, when your actions exemplify this new
surge skills like any other skill. goal, ask your GM about marking another milestone box.
Second IDEAL Third IDEAL Fourth IDEAL
Chapter 5: Radiant Paths 127
When you’re ready, you again speak the Words during
a scene (see the earlier “Saying the Words” section),
Switching First Ideal Talents
unlocking a new ability for that Ideal. The “Philosophy” On your journey to speaking the First Ideal, you or the GM
section for your Radiant order suggests ways to advance might conclude your character isn’t compatible with the
your higher Ideal goals. philosophy of the order you initially wanted to join. If you’ve
For higher Ideals, the Words differ for each person already chosen a First Ideal talent when that happens, you
and order. Some orders have more structured themes, can switch your current First Ideal talent after a long rest,
while others are entirely personalized for each Radiant. instead choosing a different order that may be a better fit.
The section for your order outlines the customary oaths From a narrative perspective, this attracts a Radiant spren
and ideas behind each Ideal; however, feel free to of a different type. However, when you switch, you can
creatively shape your own Words to match your keep any milestones you’ve already recorded toward your
character, so long as they still represent the core “Speak the First Ideal” goal.
philosophies of the Ideal.
Squires
The Fifth Ideal
Once you speak the Third Ideal, you can choose the
Only a handful of modern Knights Radiant have sworn Take Squire talent. This allows you to designate trusted
the Fourth Ideal. While each order of Radiants has a Fifth allies as squires, granting them a portion of your
Ideal, it hasn’t been spoken by any living person for over Radiant powers without them needing to bond spren.
two thousand years. These Words are lost to time, and
characters in this game can’t achieve it (yet).
Gaining Your Own Squires
When the Take Squire talent grants you the ability to
take on squires, you can do so with NPCs you know
Forsaking Your Ideals and trust. If you gain a companion as a reward (see
When you join an order, you’re swearing to follow its “Companions” in chapter 8), you can make them a
Ideals your entire life, embodying and living them to the squire and grant the Squire ability described below.
best of your ability. If you start to act against your oaths, Squires aren’t limited to companions; even a non-
this can damage the bond with your spren, causing you Radiant player character can become your squire,
to lose access to the surges and potentially even killing if they so wish.
your spren:
Squire Ability
◆ The first time you act against your Ideals, nothing
For an NPC or player character to become a squire,
occurs. No one is perfect, and mistakes can
they must have spent enough time with their Radiant to
be forgiven.
form a bond of trust, and they must already benefit from
◆ If you act against your Ideals a second time before
the Radiant’s mentorship or training in more mundane
demonstrably advancing your Ideals, your bond
ways. This bond of trust isn’t formed lightly and can
weakens: you lose access to your highest Ideal and its
take a lot of time—or extreme circumstances.
benefits, and you lose access to any talents with that
Each player character or NPC who is chosen as
Ideal as a prerequisite.
a Radiant’s squire gains the following ability:
◆ These losses continue each time your actions do,
removing your highest remaining Ideal talent until Squire. While within 50 miles of the Radiant who made
you have none left. you their squire, you have the ability to draw Stormlight,
◆ After this, continually breaking your oath will you have an Investiture maximum of 2, and you can use
permanently bar you from that order’s path and the Breathe Stormlight, Enhance, and Regenerate actions.
talents. If you had a particularly strong bond with Additionally, when your Radiant makes you their squire, they
your spren, doing so can severely hurt or even kill can choose to give you access to one or both of their surges,
your spren. including 1 rank in each surge skill; these last for as long as
you are their squire. You don’t gain access to any of their
Before it gets that far though, you can repair your bond!
Radiant talents, and during character advancement, you
If you prove that you’re once again dedicated to your
can’t gain ranks in those surge skills.
Ideals and that your infractions are behind you, you
DAN DOS SANTOS
You stop being this Radiant’s squire if you choose to,
reverse any damage to your spren bond. It’s up to you
if your Radiant dismisses you, if you become a squire to
and your GM to decide what this looks like for you, but
another Radiant, or if you bond a Radiant spren and gain
rededicating yourself to your Ideals is a personal choice
your own Radiant abilities.
that goes much deeper than lip service.
128 Chapter 5: Radiant Paths
Playing as a Squire Spren Rules
If you have a patron who is themself a Radiant of the Your spren doesn’t have a stat block and they don’t take
Third Ideal or higher, or if another player character turns of their own; instead, they serve more as a force of
decides to take you on as their squire, you can become nature who can act whenever it suits the shared story.
a Radiant squire. To do so, you must have spent enough
time with them to form a bond of trust, as detailed in
Movement
In combat, your spren can move up to your movement
the previous section. Your GM decides when you’ve
rate each round, ignoring terrain penalties when they do.
forged a bond strong enough to be taken on as a squire.
A newly bonded spren temporarily loses their sapience if
Playing With Spren they move out of your spren bond range—this range
begins at 30 feet, but you can increase it further with
Your spren is both an extension of your character and
the Deepened Bond talent.
an individual in their own right. Feel free to roleplay
both sides of the partnership between your character Interacting With Your Spren
and their spren—but at times, the GM may speak In general, your spren is invisible and inaudible to other
through your spren, maybe even sharing information people, but this varies between spren, as described in
that you and your character don’t know. If you break the section for each Radiant order. Even if your spren
your oaths and the bond with your spren begins to fray, is inaudible to others, you can’t hear their voice unless
they become a GM-controlled NPC (see the earlier they’re reasonably close to you (or have the ability to
“Forsaking your Ideals” section). communicate telepathically).
In this way, roleplaying a spren is a joint effort You generally need to speak aloud to communicate
between you and the GM. Together, you shape the with your spren, which can potentially reveal your
personality of your spren. The section for your order position to other characters. However, once you speak
describes the spren associated with it, but each spren is the Third Ideal and can manifest your spren as a
unique, and discovering your spren’s personality through Radiant Shardblade, you can carry on silent telepathic
play can be a very fun and rewarding experience. conversations while touching them.
When you give your spren a specific task, such as In the modern era, these legendary powers were
answering a difficult question or doing something to rediscovered when spren began to feel a new Desolation
assist you, the GM may require you to spend some focus coming, and people began to forge new spren bonds.
to gain a benefit from the interaction. This reflects the Some modern Radiants have banded together like the
fact that spren aren’t creatures of the Physical Realm; knights of old, reforming the ten ancient orders. These
they may have difficulty understanding or explaining orders are each defined by the spren they bond, the
concepts, requiring additional attention on your part. Ideals they follow, and thereby the surges they command.
As a player character, you can choose between nine
Spren Abilities Radiant orders; the tenth, the Order of Bondsmiths,
You can spend the indicated focus and actions to allow
can only have three Radiants at any given time.
your spren to use the following abilities:
However, not all Radiants have joined together in
Covert Scouting (Costs 2 Focus). Over several minutes, these formal orders; a few prefer to work alone. These
your spren stealthily scouts an area within your spren bond independent Radiants still adhere to their Ideals, but
range, then reports back on what they observed. To glean they don’t observe an order’s traditions or hierarchy.
certain information from this report, the GM might require The Radiant Orders table summarizes the ten orders,
you to make an Awareness skill test against a DC they set. then the following sections (presented in alphabetical
or Oath Encouragement (Costs 2 Focus). When you order) go into greater detail on their philosophies,
face hardship, your spren encourages you to find the best in history, and spren.
yourself and live up to your Ideals. You gain an advantage on
your next test to face self-doubt, fear, or anything else that Bonding Multiple Radiant Spren
stems from your obstacle.
Though incredibly uncommon, it’s possible to bond
Sudden Warning (Costs 3 Focus). When you’re imperiled, multiple Radiant spren—either two of the same type, or
your spren can alert you to imminent danger (no action even two of different types. While each PC can usually
required). At the GM’s discretion, this can allow you to ignore only join one Radiant path, you and your GM can make an
the effects of the Surprised condition or otherwise react to exception if it fits the story. For each spren bond, you must
a threat you didn’t detect. speak and maintain new oaths as described below.
Translation (Costs 2 Focus). For the next minute, your Same Type of Spren. If you’re bonding a second spren
spren helps you communicate by translating spoken and of the same type as your existing spren bond, you don’t
signed Rosharan languages (including Rosharan Shadesmar). need to choose your existing Ideal talents a second time,
During this time, characters who know at least one Rosharan but you must once again progress through your Ideal
language can understand you, and you can understand any goals and speak the Ideals in a unique way under new
Rosharan language you don’t normally know. Alternatively, circumstances, reflecting how you’ve changed since you
you can use this ability to have your spren read aloud one swore the oaths a previous time. Any future Ideals you
page of text that’s written in a Rosharan language you swear can count toward all your spren bonds of that type—
can’t read. though each spren must accept the Words.
Each type of spren has other unique abilities, described Once you complete the goal “Speak the Third Ideal,”
in the entry for the corresponding Radiant order. Your you can summon two of your spren who accepted those
spren can also gain abilities from your spren bond Words, allowing you to dual-wield Radiant Shardblades,
talents, and you and your GM are welcome to create and you can summon both of them using a single Interact
other abilities together. action.
Different Type of Spren. If you’re bonding a second
Orders of Knights Radiant spren of a different type, you must start from the very
beginning of that order’s path by choosing its First Ideal
The ancient Knights Radiant were a group dedicated
key talent and progressing each Ideal goal as usual.
to protecting Roshar during the Desolations—the
Once you’ve attained the Third Ideal with both your
cataclysms where Odium’s forces returned to wreak
original path and the new one, you can summon both
havoc and destroy human society—and in the times
spren as dual-wielded Radiant Shardblades, and you
in between, to rebuild. After the Last Desolation
can summon both using a single Interact action.
thousands of years ago, the knights forswore their
The inherent contradictions of many orders’ philo
oaths in an event called the Recreance. The power
sophies make it nearly impossible to maintain both
of Surgebinding was lost, and only legends remained
bonds, so few Radiants attempt to bond multiple spren.
of the Radiants and their betrayal of humanity.
130 Chapter 5: Radiant Paths
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Radiant Orders
Order Spren Surges Philosophy
Dustbringers Ashspren Abrasion and Division Great power requires strong discipline.
Edgedancers Cultivationspren Abrasion and Progression Remember and serve those who others forget.
Elsecallers Inkspren Transformation and Transportation Strive to reach your true potential.
Lightweavers Cryptic Illumination and Transformation Separate truth from lies.
Skybreakers Highspren Division and Gravitation Enforce the law and strive for justice.
Stonewards Peakspren Cohesion and Tension Be the support on which others can depend.
Truthwatchers Mistspren Illumination and Progression Search for fundamental truth and share it.
Willshapers Lightspren Cohesion and Transportation Seek freedom and choice for all peoples.
Windrunners Honorspren Adhesion and Gravitation Protect the innocent and the defenseless.
Bondsmiths* Unique spren* Adhesion and Tension Unite before you divide, and strive for peace before engaging in war.
*Not available for player characters.
Recommended Heroic Paths for Dustbringers
Dustbringers are highly mobile, with a penchant for
crafting and engineering. They also have a reputation for
being thrill-seekers who dive headfirst into any situation.
As such, the following heroic paths can be excellent
precursors to the Dustbringer Radiant path:
◆ Agent (Investigator or Thief)
◆ Hunter (Archer, Assassin, or Tracker)
◆ Scholar (Artifabrian or Strategist)
Dustbringer Dustbringers strive to avoid civilian casualties in even
Radiant Path the largest conflicts, and as a rule, they spurn people
who only value their destructive potential. Between the
speed and mobility from Abrasion and the decay and
annihilation of Division, Dustbringers are the Radiant
order capable of the greatest destruction. However,
A barefoot Dustbringer skates along the ground as if it were they define themselves by their control, precision, and
ice, fleeing from the pursuing soldiers. Finally clear of the understanding, and this is reflected in their Ideals.
civilian casualty zone, she whips around and unleashes Beyond the First Ideal (see “Swearing Ideals” earlier
a gout of flame to devastate her enemy. in this chapter), each Ideal is designed to teach the true
Sliding across the atrium, a Dustbringer erodes the top nature of power—both literal and figurative—along with
layer of the floor in their wake and kicks up the resulting dust. what it means to possess power and the responsibilities
They slip beyond the cloud, collect the innocents cowering that power brings. While each individual Dustbringer’s
behind an overturned table, and guide them to safety. Ideals are personal to their own journey and involve
With patient strokes of his fingers, a Dustbringer shaves their own specific Words, they tend to follow certain
down the metal ingot under the attentive watch of his patterns. The sections below suggest common phrases
ashspren partner. There! It’s finally the exact shape he you can use to inspire your own oaths.
needed to repair the broken heatrial; its owners will be
The Second Ideal
comfortable in this brutal winter.
“To control my power, I will control myself.”
Dustbringers enjoy engineering and taking things apart
The Second Ideal focuses on self-mastery. Each
to learn how they work. The surges of Division and
Dustbringer has their own desires and wills, but this
Abrasion make them incredibly hard to pin down, giving
oath channels all toward a greater purpose. This is less
them a great advantage as mobile artillery and sappers
about changing yourself and what you want, and more
on the battlefield. Division allows them to selectively
about demonstrating your discipline to constructively
decay and destroy, whether by disabling war machines,
direct your desires—thereby proving you can be trusted
rending the air into flame, or destroying weapons,
to do the same with your destructive Surgebinding
armor, and structures. With Abrasion, they can make
potential. Traditionally, a Dustbringer doesn’t gain
any part of themselves frictionless, enabling them to
the surge of Division until they’ve sworn this Ideal
slip, slide, and dodge at incredible speeds.
(see the “GM Tip: Dustbringers and Canon” sidebar
Dustbringer Philosophy later in this entry).
As you work toward milestones to “Speak the Second
“I will seek self-mastery.”
Ideal,” consider the following guidance:
The Order of Dustbringers can seem the most contra- ◆ Demonstrate restraint, especially relating to your
dictory of the Radiant orders. They wield enormous purpose and obstacle. If you’re usually impulsive,
destructive powers and both Dustbringers and ashspren you must work not to act on your impulses. If you’re
alike tend to enjoy breaking things down to see how they usually careless in how your actions harm others, you
work—but at its core, the philosophy of the Dustbringers must become more cognizant of the consequences
is that those with great power must have even greater your actions have beyond yourself. In moments of
discipline. Just as their powers must be properly chan- emotion and passion, channel them in a controlled
neled and shaped, so must their own desires and wills. and deliberate way.
132 Chapter 5: Radiant Paths
The Third Ideal
“To understand my power, I will understand what power is.”
Now that you’ve shown through the Second Ideal
that you can master yourself, the Third Ideal begins
your journey to the mastery of power itself. You must
understand not only the Surgebinding powers you wield,
but also other types of power: political position, societal
echelon, wealth, physical aptitude, charisma, knowledge,
and other avenues of influence.
As you work toward milestones to “Speak the Third
Ideal,” consider the following guidance:
◆ Bear witness to the effects of various types of power.
How do leaders control those under their command?
How do merchants and nobles wield wealth to get
what they want? How do Shardbearers and Radiants
exert their influence? What privileges do
lighteyed people claim over darkeyed ones?
◆ Examine your own powers. Beyond
Surgebinding, what types of power do you
hold, and what privileges do they afford you?
The Fourth Ideal
Though the specific words are individualized for each
Dustbringer, the Fourth Ideal requires acknowledgment
that all power is accompanied by obligation, and that
ignoring your responsibility can have dire consequences.
For Radiants, obligation means literally following oaths,
but even a monarch is responsible for serving their
people, and there are rules that even gods must follow.
When those with influence fail to match it with
responsibility, shockwaves extend as far as the power
that person wields. As a powerful Dustbringer, you
have a duty to serve the common person and do as
little harm as possible.
As you work toward milestones to “Speak the
Fourth Ideal,” consider the following guidance:
◆ Examine the ways you’ve seen power abused.
What should’ve been the duties of holding that
power, and how were those duties failed?
◆ Consider the powers you wield, including any
you’ve gained since speaking the Third Ideal.
What responsibilities do each of your sources of
power require of you? How do they conflict with
your purpose or obstacle?
◆ Reflect on the times you’ve failed to properly We all bear the capacity for unimaginable
uphold your obligations. What consequences did damage and destruction. The only way to
your failures bring for you and others? What harm
protect those around us is to always maintain
STEVE PRESCOTT
did you cause, intentionally or not, and how could
you have avoided it? If you gain greater power, what a firm, unshakeable control over ourselves.
responsibilities might it bring and how will you
manage them?
Chapter 5: Radiant Paths 133
Dustbringer History Ashspren
In the days of the old Radiants, Dustbringers served as To become a Dustbringer, you must bond with an
sappers, engineers, and strategists, though their primary ashspren—but most ashspren never forgave humanity
military use was razing earth and causing widespread for the hundreds of spren that were killed during the
destruction. As the Desolations grew more frequent Recreance.
and horrible leading up to the Recreance, the ancient
Dustbringers became increasingly concerned that they
Ashspren Appearance
Within the Cognitive Realm, ashspren are humanoids
were valued purely for their powers of annihilation.
with ashen-white skin. Their hair appears as thin
Some Radiant orders—particularly the Skybreakers—
strands of ash or smoke that billow easily in the wind
considered Dustbringers to walk the edge of evil and
or stream behind them as they move. When their
distrusted them greatly. The Dustbringers eventually
skin stretches or meets resistance, it briefly collapses
attempted to abandon their order’s name due to its
into dust particles that blow away, revealing the bone
similarity to “Voidbringer”; instead, they encouraged
beneath, then their flesh reforms. Ashspren often take
others to call them the Order of Releasers.
advantage of this to direct a scornful gesture toward
In the modern era, very few Dustbringers are known.
humans: they use their thumb to flick away their lower
The first of these was Malata and her ashspren Spark;
lip and expose their teeth in a sneer.
she arrived with the King of Kharbranth, Taravangian,
Ashspren appear in the Physical Realm as a branch-
when he joined the Coalition of Monarchs. Unknown
ing network of faintly glowing electrical scorches. They
to the rest of the coalition, Taravangian and Malata
can’t alter their appearance, but as an ashspren moves
were both members of the Diagram, a secretive group
across a surface or within an object, their branches
who sought to predict the future to protect Kharbranth.
“grow” along it, creating an illusion that they’re burning
They betrayed the coalition to side with Odium, who
toward their destination. After they pass, the trail of
they believed would win the war. Malata’s betrayal
cracks disappears without causing harm.
was motivated in part by her spren Spark, who seeks
vengeance against the refounded Knights Radiant on Ashspren Culture
behalf of all the ashspren who died in the Recreance. Scholars know little about ashspren culture, though
However, not all modern Dustbringers have sided many ashspren sail the bead oceans of Shadesmar
with Odium. Ral-na, king of the Reshi community or cohabitate with other spren within the cities of
that lives atop the seafaring greatshell Relu-na, has also the Cognitive Realm. Their shroud of mystery may
bonded an ashspren. He led a Reshi delegation to visit be due to the near-universal hostility that these
Dalinar Kholin at Urithiru, hoping to learn more about spren feel toward humans, especially Radiants,
his powers and to open talks of alliance. Despite these for killing ashspren. This ancient animosity drives
glimmers of hope, the damage of Malata’s betrayal is some to form a Nahel bond with a person who is
done, and many modern Radiants view Dustbringers likely to join Odium’s forces and oppose the modern
with the same suspicion as did the Radiants of old. Radiants, but most simply choose to avoid people
However, if you confront these shadows head-on, you and Voidbringers alike.
might be able to change this perception and prove your
loyalty to the Coalition of Monarchs.
An Ashspren
manifesting on
a stone in the
Physical Realm
KEVIN O’NEILL
134 Chapter 5: Radiant Paths
Ashspren Names Dustbringer Key Talent
Many ashspren names reference phenomena related When a Dustbringer completes their goal from the First
to fire, such as Blaze, Charcoal, Cinder, Ember, Flare, Ideal key talent, this unlocks access to the Ashspren
Inferno, Pyre, Sear, Scorch, and Smoke. Bond talent tree (in this chapter) and the Abrasion
Earning a Bond and Division talent trees (in chapter 6).
In the days of the ancient Knights Radiant, ashspren First Ideal (Dustbringer Key)
typically sought bonds with people who shared their Prerequisite: Level 2+
fascination with learning how things work. They Activation:
especially preferred those with a propensity for breaking
You begin bonding an ashspren, allowing you to breathe
things to examine their internal workings. As a result,
in and use Stormlight. You might be aware of this nascent
most Dustbringers were recruited from tinkerers,
bond, or you might use the powers subconsciously until
craftspeople, and reverse-engineers.
you get closer to speaking the First Ideal.
In the modern era, most ashspren still haven’t
When you acquire this talent, you gain access to
forgiven humans for the Recreance, and many are more
Investiture, beginning with a maximum Investiture of
inclined to bond with a maladjusted or angry person
2 + your Awareness or Presence (whichever is higher).
who could likely be convinced to work against the
You can now use the Breathe Stormlight, Enhance,
modern Radiants. However, there may still be individual
and Regenerate actions.
ashspren more inclined to the ancient ways, looking for
Additionally, you gain the goal “Speak the First
scholars (especially engineers and artifabrians), crafters,
Ideal.” After you complete this goal, you gain the
and foolhardy (but brave) soldiers who try to mitigate
following reward:
the destruction of war and protect the lives and property
of innocents. ◆ You become Empowered until the end of that scene.
◆ You gain the Abrasion and Division surges.
Roleplaying an Ashspren ◆ You gain an additional skill on your character sheet
for the above surges, starting with 1 rank in each.
The “Playing with Spren” section provides general
guidance on interacting with your spren. If you bond Ashspren Bond Talents
with an ashspren, also consider the following. The following talents, presented here in alphabetical
Perceivability. An ashspren can make themself order, appear in the Ashspren Bond talent tree for the
visible and audible to whomever they wish; otherwise, Dustbringer path.
ashspren in the Physical Realm are generally invisible and
inaudible to physical entities who don’t have a specific Deepened Bond
ability to perceive spren. Prerequisite: Speak the Third Ideal
Physical Interaction. Ashspren are nearly incorporeal Activation:
in the Physical Realm. They can’t pass through objects, The strength of your Nahel bond now allows your spren to
but they can press themselves completely flat against manifest more fully in the Physical Realm.
surfaces, enabling them to pass through almost any Your spren bond range increases from 30 feet to 100 feet.
gap that’s at least a handspan long, even if its width Additionally, when you spend focus to give your spren a
is razor-thin. task, it costs you 1 fewer focus (to a minimum cost of 1).
or Test Assistance (Costs 1 Focus). Your spren
uses their knowledge and experiences to grant you an Fourth Ideal (Dustbringer)
advantage on a specific test. Typically, ashspren can help Prerequisite: Level 13+; Speak the Third Ideal
with setting traps, dismantling objects, Crafting tests, and Activation:
Lore tests related to topics they’re familiar with, though You seek to become a full Knight Radiant by speaking the
your spren may be able to help in additional ways. Fourth Ideal.
You gain the goal “Speak the Fourth Ideal.” After you
complete this goal, you gain the following reward:
◆ You become Empowered until the end of that scene.
◆ You can call a swarm of flamespren as Radiant
Shardplate (see chapter 7).
Chapter 5: Radiant Paths 135
First Ideal (Dustbringer Key)
Prerequisite: Level 2+
Gain Investiture score, Breathe Stormlight, Enhance,
and Regenerate. When you complete the goal “Speak
the First Ideal,” gain Abrasion and Division skills.
Ashspren Bond
Second Ideal
Searing Dust Storm
(Dustbringer) Prerequisite: Speak the
Prerequisite: Level 4+; First Ideal
Speak the First Ideal Spend Investiture to kick up an
When you complete the goal obscuring cloud of dust as you
“Speak the Second Ideal,” Move. Enemies in this cloud
you become Empowered and take extra damage equal to
can use Enhance as without your ranks in Discipline.
spending Investiture.
Third Ideal
Invested
(Dustbringer) Your max Investiture increases
Prerequisite: Level 8+; by your tier.
Speak the Second Ideal
When you complete the goal
“Speak the Third Ideal,” you
become Empowered and
can manifest your spren as
a Radiant Shardblade.
Fourth Ideal
Wound Regeneration
(Dustbringer) When you Regenerate, spend
Prerequisite: Level 13+; Speak 2 Investiture to recover from
the Third Ideal a temporary injury, or spend
When you complete the goal 3 Investiture to recover from
“Speak the Fourth Ideal,” you a permanent one.
become Empowered and can
manifest Radiant Shardplate.
Deepened Bond Take Squire
Prerequisite: Speak the (Dustbringer)
Third Ideal Prerequisite: Speak the
Your spren bond range Third Ideal
increases to 100 feet, and You can choose a squire,
giving your spren a task costs granting them one or both of
1 fewer focus. your surges. You can have a
SONDERFLEX STUDIO
number of squires up to your
current ideal.
136 Chapter 5: Radiant Paths
Dustbringer
Radiant Path
abrasion division
Frictionless Motion
Reverse Abrasion Bodily Decay Eroding Escape
Prerequisite: Speak the Prerequisite: Speak the Prerequisite: Speak the Prerequisite: Speak the
First Ideal First Ideal First Ideal First Ideal
While infused with Abrasion, You can increase the friction When you hit with a Division Spend 1 or more Investiture
increase your movement by of an object or area, canceling attack, you can spend to to end that many effects
10 and ignore Slowed. difficult terrain and giving an cause one target of that attack inflicting the Restrained or
advantage to interact with it. to suffer an injury. Immobilzed condition.
Graceful Skating Stormlight
Igniting Division Spark Sending
When you Skate and use its Reclamation When you use Division, spend When there’s a solid surface
Move free action, you aren’t At the start of your turn, 1 or more Investiture to light between you and target, use
restricted to moving in a you can end any number the target’s space on fire, Division as though your reach
straight line. of infusions to regain their dealing ongoing damage equal is 20 feet.
remaining Investiture. to your Division modifier.
Slippery Target Distant Surgebinding
Gout of Flame Inescapable Spark
While infused with Abrasion, Use your surges and their Spend 3 Investiture to make Your Spark Sending now
attacks can’t graze you and talents as though your reach a Division attack vs. Physical extends to your spren bond
Reactive Strikes against you is 20 feet. against each target in an area range. You don’t need line of
gain a disadvantage. one size larger than normal. effect when you can sense
your target, and they can’t
Brace against your Division.
Slick Combatant Smooth Operator
While infused with Abrasion, While you have Investiture,
you can interrupt a Move with you are infused with Abrasion Devastating Division
Unleashed Entropy
other actions. Deal extra and it costs you 1 fewer focus When you roll damage for It costs you one fewer to use
damage on a mid-movement to Skate. Division, roll an additional the Division skill. Your Division
attack. damage die. Under Pressure DC is reduced
by 5.
icon meaning
1 action
2 actions
3 actions
Free action
Reaction
Special activation
Always active
Invested you must have known them for at least 1 game session,
Prerequisite: Searing Dust Storm talent and they must not have bonded a Radiant spren.
Activation: When you choose a squire, decide whether you
want to grant them both of your surges, one of them,
You learn to hold and wield greater quantities of Stormlight
or none. That character becomes your squire, gaining
within yourself.
the surges you chose plus the other benefits in the
When you acquire this talent, your maximum Invest
“Squires” section earlier in this chapter.
iture increases by a number equal to your tier. When
You can have a maximum number of squires up to
your tier increases by 1, your maximum Investiture
your current Ideal (such as three for the Third Ideal).
does as well.
If you already have the maximum number of squires,
Searing Dust Storm you must choose one to dismiss as your squire before
Prerequisite: Speak the First Ideal choosing a new one.
Activation:
Third Ideal (Dustbringer)
You combine the mobility of Abrasion with the destruction Prerequisite: Level 8+; Speak the Second Ideal
of Division to leave trails of dust in your wake. These Activation:
stinging storms assail enemies foolish enough to enter,
You seek to advance your Nahel bond even further by
leaving them open to attack.
speaking the Third Ideal.
When you use the Move action to move along a solid
You gain the goal “Speak the Third Ideal.” After you
surface, you can spend 1 Investiture or more to kick up
complete this goal, you gain the following reward:
an obscuring cloud of dust in spaces of your choice that
you enter or leave during that movement. This cloud ◆ You become Empowered until the end of that scene.
remains for a number of rounds equal to the Investiture ◆ You can summon your spren as a Radiant Shard
spent, or until a reasonably strong wind disperses it. blade (see chapter 7).
When each enemy within this cloud takes damage Wound Regeneration
for the first time during a round, that damage increases Prerequisite: Invested talent
by your ranks in Discipline. Activation:
Second Ideal (Dustbringer) You can use Stormlight to rapidly recover from injuries.
Prerequisite: Level 4+; Speak the First Ideal When you use the Regenerate free action, you can
Activation: spend Investiture to instantly recover from an injury of
You seek to deepen your Nahel bond with your ashspren your choice (either instead of or in addition to healing
by speaking the Second Ideal. yourself). Spend 2 Investiture to recover from a temp
You gain the goal “Speak the Second Ideal.” After you orary injury, or spend 3 Investiture to recover from a
complete this goal, you gain the following reward: permanent one.
◆ You become Empowered until the end of that scene.
GM Tip: Dustbringers and Canon
◆ Your Enhance action becomes more powerful.
While you have 1 Investiture or more, you can use Within the Stormlight Archive books, Dustbringers can’t
Enhance as , and you don’t need to spend Invest access the surge of Division until at least the Second Ideal.
iture to use this action or maintain its effect. If your group wishes to emulate this element of canon in
your own game, you can add a Second Ideal prerequisite to
Take Squire (Dustbringer) the surge of Division and each Division talent.
Prerequisite: Speak the Third Ideal
If you implement this prerequisite, the First Ideal talent
Activation:
BEN MCSWEENEY & DARREN CALVERT
for Dustbringers grants the following Focus Increase
You begin taking other people under your wing, allowing instead of granting Division:
them to breathe Stormlight and use surges before they’ve
established their own Nahel bond. Focus Increase. When you complete this goal, your
maximum and current focus increase by a number
After a long rest, choose a companion or player
equal to half your tier (rounded up); for example, if
character you can influence to take as your squire.
you’re tier 1 or 2, your focus increases by 1. When your
To choose them, they must be willing and sapient,
tier increases, increase your maximum and current
focus accordingly.
138 Chapter 5: Radiant Paths
Recommended Heroic Paths for Edgedancers
Edgedancers come from all walks of life, though they must
care more about service to and advocacy for the common
folk than they do for impressing the powerful. Those
most attracted to the order often grew up destitute or
similarly understand what it is to struggle, and religious
practitioners, doctors, and other civil servants often find
themselves attracted to the order. As such, the following
heroic paths can be excellent precursors to the Edged-
Edgedancer
ancer Radiant path:
◆ Agent (Thief)
Radiant Path ◆ Envoy (Diplomat, Faithful, or Mentor)
◆ Hunter (Tracker)
◆ Leader (Champion)
◆ Scholar (Surgeon)
A blur skates through the conflict—and behind her, her Edgedancer Philosophy
cultivationspren partner follows in a line of crystal-studded
“I will remember.”
vines. The Edgedancer slides over obstacles and through
narrow gaps as enemies futilely slash at the air in her wake. Amid war, it’s all too easy to slip into tunnel vision,
Everywhere she glides, allies’ wounds knit, glowing with to pay attention only to important people, and to
Stormlight, while enemies find themselves with cuts and seek emotional distance by abstracting the costs and
bruises they scarcely have time to register. casualties. When leaders and Radiants lose sight of the
Above the collapsed staircase, injured people cry from lives and livelihoods behind those numbers, it can have
the second floor. An Edgedancer produces a vinebud seed disastrous consequences for the ordinary people with
from his pocket, infusing it with Stormlight to create a no voice in the war room. An Edgedancer’s most sacred
burst of tendrils leading to the upper level. After nimbly duty is to advocate and care for these common people—
climbing the vines, he heals the wounded, ushers them to the working class and the “expendable” foot soldiers—
safety, and moves on to the next house. and to remind the powerful who they truly serve.
An Edgedancer prepares the community center for Edgedancers tend to ignore high society. In return,
the next group of residents seeking support and solace. members of the upper crust tend to look on them with
The recent battle was brutal, and the people of this town disdain. The order generally avoids battle, instead
lost so many loved ones. The very least the knight can healing, rescuing, and triaging. Edgedancers provide
do is give them the space to talk and grieve in a safe care even for their enemies, since enemy combatants
environment. are also people with full lives who others intentionally
ignore. However, Edgedancers do fight and kill if they
An Edgedancer’s core duty is to provide service and
feel they have no other choice.
assistance to the common people. These Radiants
Beyond the First Ideal (see “Swearing Ideals” earlier
generally prefer to avoid combat, instead using their
in this chapter), each centers around remembering
surges of Abrasion and Progression to perform triage for
and serving the people others overlook, whether
the wounded, rescue the trapped, and create cover for
friend or foe.
noncombatants. However, when necessary, Edgedancers
While each Edgedancer expresses the Words in
reveal their deadly grace, vexing their opponents with
their own way, they tend to follow certain patterns.
their speed, literal slipperiness, and ability to grow
The sections below suggest common phrases you
obstacles and cages from plants.
can use to inspire your own oaths.
140 Chapter 5: Radiant Paths
The Second Ideal
“I will remember those who have been forgotten.”
Both in battle and everyday life, many people slip
through the cracks: those with no family, the low-
ranking, the destitute, the imprisoned, the enslaved,
the sick, the dying. The Second Ideal obligates you to
bear witness to these people’s lives. Even when everyone
else has forgotten, an Edgedancer remembers. When
an Edgedancer strikes down an enemy, the Radiant
often pauses to learn their foe’s name and final words,
carrying on their memory.
As you work toward milestones to “Speak the Second
Ideal,” consider the following guidance:
◆ Seek out people on society’s fringes and carry their
memory with you. Learn as much as you can about
them—their name, their needs, their desires—and
care for them without assumptions or judgment.
◆ Consistently take notes about people’s lives, their
needs, and how you helped (or were unable to help);
keep these accessible for your character.
The Fourth Ideal
The Third Ideal For the previous two oaths, you learned to seek,
“I will listen to those who have been ignored.”
remember, and listen. Though the specific words of the
Even within the boundaries of society and community, Fourth Ideal are individualized for each Edgedancer,
leaders and politicians often serve their own interests this oath progresses you into advocacy: carrying ordinary
over the needs of their people. As such, laborers, people’s concerns to those with power to address them.
farmers, tradespeople, foot soldiers, and others with You likely haven’t been able to help everyone you’ve
more “pedestrian” occupations are often ignored. The come across, but as an Edgedancer, you can give them
Third Ideal teaches you to watch for people in distress a voice. This Ideal obligates you to do so.
and lend them a kind ear, including those whose needs As you work toward milestones to “Speak the Fourth
aren’t outwardly visible. Ideal,” consider the following guidance:
As you work toward milestones to “Speak the Third ◆ Cultivate alliances with powerful individuals who can
Ideal,” consider the following guidance: address needs on a larger scale than you could alone:
◆ Seek out people who have unmet needs—a farmer politicians, high-ranking officers, monarchs, advisors,
suffering a blight, a person trapped in a toxic and others positioned near the top of their society.
domestic situation, a suffering person who longs for ◆ Review your notes about people you couldn’t help
an empathetic ear. Listen to stories like these with while working toward the Second and Third Ideals—
kindness and patience, making them feel heard and then leverage your new connections to provide the
seen. Afterward, do what you can to aid them or help you couldn’t before.
STEVE PRESCOTT
connect them with someone who can better serve ◆ Through speaking with those affected, identify a
their needs. Even if you can’t personally help, the act systemic problem that disproportionately harms the
of listening and making them feel heard is invaluable. common folk, and seek to change it. You might not
◆ Continue to take notes about people’s lives, their succeed, but work until your cultivationspren feels
needs, and how you helped (or were unable to help). you’ve done all you can.
Chapter 5: Radiant Paths 141
Edgedancer History Since Lift, the Ring has chosen other individuals
as Edgedancer candidates, and the order is steadily
Prior to the Recreance, the Edgedancers were perhaps
growing in size. All known Edgedancers serve the
the least militant of the Knights Radiant, even in
Coalition of Monarchs at Urithiru under Dalinar
wartime. Unlike many orders, Edgedancers weren’t
Kholin’s command.
organized as a larger military force. They spread
out their members, so most sizable settlements had Cultivationspren
at least one Edgedancer on permanent assignment,
To become an Edgedancer, you must form a bond with
proportional to the local population. Within those
a cultivationspren.
towns and cities, Edgedancers provided Regrowth
healing and worked for the common good, sometimes Cultivationspren Appearance
serving as counselors or spiritual leaders depending on In the Cognitive Realm, cultivationspren take a
their personal strengths. These Radiants were beloved humanoid form, one of tightly interwoven vines
by the common people for their care and grace. Even that imitate musculature. In some cases, these vines
members of high society begrudgingly admitted that have a subtle texture reminiscent of rough cloth,
Edgedancers numbered among the most graceful, but cultivationspren don’t form clothing as part of
refined, and well-spoken of Radiants. their essence. Their eyes and teeth are translucent
During the Desolations, most Edgedancers remained crystal; their hands are also crystalline, though with
at their stations in case of Voidbringer attack, but some the flexibility and mobility of flesh. On the crown of
instead served as scouts, medics, or special forces their heads and throughout their vine-like hair, most
alongside Windrunners or Skybreakers. Thanks to the cultivationspren sport additional crystal growths.
combination of speed, agility, and near-indestructibility While in the Physical Realm, a cultivationspren
granted by Edgedancer surges, other Radiant orders appears as a small network of vines speckled with
viewed them with much respect. However, the Edge smooth quartz. They “grow” rapidly in the direction
dancer tendency to elevate ordinary people’s needs of their movement, their trail turning crystalline then
above direct commands occasionally chafed other dissipating into dust. When conversing, they often curl
orders. For example, when the ancient Radiants and contort their form to resemble a face, though they
abandoned their capital city Urithiru, the Edgedancers needn’t do so to speak.
prioritized relocating the displaced populace, while
other orders focused on recording messages in the gem
Cultivationspren Culture
Unlike many other sapient spren, cultivationspren
archive (which modern Radiants discovered thousands
don’t have their own nation or cities within Shadesmar.
of years later). These tendencies caused some leaders
Instead, they live among other spren cultures, often
and strategists to feel that the Edgedancers were too
working as gardeners. This “gardening” generally
ignorant of the bigger picture.
involves manifesting objects from soul beads and
It’s believed that a young thief, Lift, is the first
artfully arranging them to create elaborate structural
person to bond a cultivationspren in the thousands
installations. Many cultivationspren specialize their
of years since the Recreance. She grew up on the
gardening around a particular type of object, such as
streets of Rall Elorim, then began traveling Roshar
tables, chairs, or doors.
as a young teen. Lift survived by infiltrating wealthy
Most cultivationspren also adorn themselves in the
domiciles to steal a bite of their dinner, taking nothing
fashions of the Physical Realm, though sometimes worn
else. During her adventures, she found herself in the
differently than in the clothing’s culture of origin.
Valley of the Nightwatcher—but when Lift sought a
Despite having no geographic cultural center,
blessing, the Shard Cultivation herself attended to
cultivationspren are led by a government council known
Lift’s request. Lift asked to remain herself even when
as the Ring. In the modern era, the Ring selects people
everything else goes wrong, and Cultivation granted
they believe would be worthy Edgedancers and sends
her unique and powerful abilities. From the perspective
particular cultivationspren to bond them.
of the cultivationspren council known as the Ring
(see “Cultivationspren Culture”), this was a sign of
Cultivation’s favor, so the Ring sent the spren Wyndle
to bond Lift and make her an Edgedancer.
142 Chapter 5: Radiant Paths
Cultivationspren Names Edgedancer Key Talent
The names of cultivationspren are often inspired When an Edgedancer completes their goal from the
by natural phenomena, especially plant life, though First Ideal key talent, this unlocks access to the Culti-
others use ancient naming conventions long-forgotten vationspren Bond talent tree (in this chapter) and the
to Roshar’s physical denizens. Fitting names include Abrasion and Progression talent trees (in chapter 6).
Althaine, Floriana, Glykis, Hedera, Hortus, Phyllium,
Pollene, Typh, Verdo, and Vlanala. First Ideal (Edgedancer Key)
Prerequisite: Level 2+
Earning a Bond Activation:
While other spren usually regard Nahel bonds and the
You begin bonding a cultivationspren, allowing you to
return of the Radiants with some degree of caution
breathe in and use Stormlight. You might be aware of this
or even hostility, most cultivationspren seem outright
nascent bond, or you might use the powers subconsciously
excited. Some cultivationspren don’t choose their
until you get closer to speaking the First Ideal.
bond partners individually. Instead, the Ring deter-
When you acquire this talent, you gain access to
mines these assignments, preferring people with deep
Investiture, beginning with a maximum Investiture of
empathy or who foster other life (such as caretakers,
2 + your Awareness or Presence (whichever is higher).
farmers, and doctors). The Ring also prioritizes those
You can now use the Breathe Stormlight, Enhance,
people they believe are favored by the Blessed Mother,
and Regenerate actions.
Cultivation, who all cultivationspren revere.
Additionally, you gain the goal “Speak the First
Ideal.” After you complete this goal, you gain the
following reward:
◆ You become Empowered until the end of that scene.
◆ You gain the Abrasion and Progression surges.
◆ You gain an additional skill on your character sheet
for the above surges, starting with 1 rank in each.
Roleplaying a Cultivationspren
The “Playing with Spren” section provides general
guidance on interacting with your spren. If you bond with
a cultivationspren, also consider the following.
Perceivability. A cultivationspren can make themself
visible and audible to whomever they wish; otherwise, cul-
tivationspren in the Physical Realm are generally invisible
and inaudible to physical entities who don’t have a specific
ability to perceive spren. However, when cultivationspren
move, their crystalline vines are temporarily visible before
collapsing to dust, making stealthy movement difficult.
Physical Interaction. Cultivationspren are nearly
incorporeal in the Physical Realm. They can’t pass through
objects, but they’re made of thin vines, enabling them to
pass through gaps with a diameter of 1 inch.
or Test Assistance (Costs 1 Focus). Your spren
uses their knowledge and experiences to grant you an
advantage on a specific test. Typically, cultivationspren
can help with finding common ground or similarly
understanding someone you don’t share a culture or
language with (though they must still speak at least one
VALERIA CASALE
language), Insight tests, and Lore tests related to topics
A cultivationspren they’re familiar with, though your spren may be able to
in the Physical Realm help in additional ways.
Chapter 5: Radiant Paths 143
First Ideal (Edgedancer Key)
Prerequisite: Level 2+
Gain Investiture score, Breathe Stormlight, Enhance,
and Regenerate. When you complete the goal “Speak
the First Ideal,” gain Abrasion and Progression skills.
Cultivationspren
Bond
Second Ideal Edgedancer’s Grace
(Edgedancer) Prerequisite: Abrasion 2+;
Prerequisite: Level 4+; Speak Progression 2+; Speak the
the First Ideal First Ideal
When you complete the goal While you have Investiture,
“Speak the Second Ideal,” gain an additional to Avoid
you become Empowered and Danger or Dodge without
can use Enhance as without spending focus.
spending Investiture.
Third Ideal Invested
(Edgedancer) Your max Investiture increases
Prerequisite: Level 8+; Speak by your tier.
the Second Ideal
When you complete the goal
“Speak the Third Ideal,” you
become Empowered and
can manifest your spren as
a Radiant Shardblade.
Fourth Ideal Wound Regeneration
(Edgedancer) When you Regenerate, spend
Prerequisite: Level 13+; Speak 2 Investiture to recover from
the Third Ideal a temporary injury, or spend
When you complete the goal 3 Investiture to recover from
“Speak the Fourth Ideal,” you a permanent one.
become Empowered and can
manifest Radiant Shardplate.
Deepened Bond Take Squire
Prerequisite: Speak the (Edgedancer)
Third Ideal Prerequisite: Speak the
Your spren bond range Third Ideal
increases to 100 feet, and Choose non-Radiant charac-
giving your spren a task costs ters as your squires, granting
SONDERFLEX STUDIO
1 fewer focus. them one or both surges. They
can also Breathe Stormlight,
Enhance, and Regenerate.
Your max number of squires
equals your Ideal.
144 Chapter 5: Radiant Paths
Edgedancer
Radiant Path
abrasion Progression
Frictionless Motion
Reverse Abrasion Injury Regrowth Explosive Growth
Prerequisite: Speak the Prerequisite: Speak the Prerequisite: Speak the Prerequisite: Speak the
First Ideal First Ideal First Ideal First Ideal
While infused with Abrasion, You can increase the friction Spend 2 Investiture to cause Spend 1 Investiture to explo-
increase your movement by of an object or area, canceling a target to recover from a sively grow plants in an area.
10 and ignore Slowed. difficult terrain and giving an temporary injury, or spend Make a Progression attack
advantage to interact with it. 3 Investiture to recover from vs. Physical of each character
a permanent one. of your choice, rolling 2d4
impact or keen damage.
Graceful Skating Stormlight
When you Skate and use its Reclamation
Move free action, you aren’t At the start of your turn, Swift Regeneration Overgrowth
restricted to moving in a you can end any number Prerequisite: Progression 2+ When you infuse Growth into a
straight line. of infusions to regain their When you Regenerate, recover plant, test Progression (DC 15)
remaining Investiture. health equal to 1d6 + your to cause it to grow much larger
Progression modifier. While and stronger than its species’
you have Investiture, you and normal limits.
Slippery Target Distant Surgebinding
your Regrowth targets can add
While infused with Abrasion, Use your surges and their
your Progression modifier to
attacks can’t graze you and talents as though your reach
injury rolls.
Reactive Strikes against you is 20 feet.
gain a disadvantage.
Extended Regrowth Reliable Progression
Your Regrowth infusions Prerequisite: Progression 2+
Slick Combatant Smooth Operator only expend 1 Investiture per When you roll a Progression
While infused with Abrasion, While you have Investiture, rounds equal to your ranks in die, make the result equal your
you can interrupt a Move with you are infused with Abrasion Progression. ranks in Progression.
other actions. Deal extra and it costs you 1 fewer focus
damage on a mid-movement to Skate.
attack.
From the Brink Font of Life
Prerequisite: Progression 3+ It costs you one fewer to use
Spend 3 Investiture to restore Progression and its talents.
life to a willing character who
died within the last minute.
icon meaning
1 action
2 actions
3 actions
Free action
Reaction
Special activation
Always active
Cultivationspren Bond Talents You gain the goal “Speak the Second Ideal.” After you
complete this goal, you gain the following reward:
The following talents, presented here in alphabetical
order, appear in the Cultivationspren Bond talent tree ◆ You become Empowered until the end of that scene.
for the Edgedancer path. ◆ Your Enhance action becomes more powerful.
While you have 1 Investiture or more, you can use
Deepened Bond Enhance as , and you don’t need to spend Invest
Prerequisite: Speak the Third Ideal iture to use this action or maintain its effect.
Activation:
The strength of your Nahel bond now allows your spren to Take Squire (Edgedancer)
manifest more fully in the Physical Realm. Prerequisite: Speak the Third Ideal
Activation:
Your spren bond range increases from 30 feet to 100 feet.
Additionally, when you spend focus to give your spren a You begin taking other people under your wing, allowing
task, it costs you 1 fewer focus (to a minimum cost of 1). them to breathe Stormlight and use surges before they’ve
established their own Nahel bond.
Edgedancer’s Grace After a long rest, choose a companion or player
Prerequisite: Abrasion 2+; Progression 2+; Speak character you can influence to take as your squire.
the First Ideal To choose them, they must be willing and sapient,
Activation: you must have known them for at least 1 game session,
You’ve mastered the supernatural grace told of the and they must not have bonded a Radiant spren.
Edgedancers of yore. When you choose a squire, decide whether you want
After you start your turn with 1 Investiture or more, to grant them both of your surges, one of them, or
you gain an additional , which you can use only to none. That character becomes your squire, gaining the
Avoid Danger or Dodge. If you use the Dodge reaction surges you chose plus the other benefits in the “Squires”
in this way, ignore its focus cost. section earlier in this chapter.
You can have a maximum number of squires up to
Fourth Ideal (Edgedancer) your current Ideal (such as three for the Third Ideal).
Prerequisite: Level 13+; Speak the Third Ideal
If you already have the maximum number of squires,
Activation:
you must choose one to dismiss as your squire before
You seek to become a full Knight Radiant by speaking the choosing a new one.
Fourth Ideal.
You gain the goal “Speak the Fourth Ideal.” After you Third Ideal (Edgedancer)
complete this goal, you gain the following reward: Prerequisite: Level 8+; Speak the Second Ideal
Activation:
◆ You become Empowered until the end of that scene.
You seek to advance your Nahel bond even further by
◆ You can call a swarm of lifespren as Radiant
speaking the Third Ideal.
Shardplate (see chapter 7).
You gain the goal “Speak the Third Ideal.” After you
Invested complete this goal, you gain the following reward:
Prerequisite: Edgedancer’s Grace talent
◆ You become Empowered until the end of that scene.
Activation:
◆ You can summon your spren as a Radiant Shard
You learn to hold and wield greater quantities of Stormlight blade (see chapter 7).
within yourself.
When you acquire this talent, your maximum Invest Wound Regeneration
Prerequisite: Invested talent
BEN MCSWEENEY & DARREN CALVERT
iture increases by a number equal to your tier. When
your tier increases by 1, your maximum Investiture Activation:
does as well. You can use Stormlight to rapidly recover from injuries.
When you use the Regenerate free action, you can
Second Ideal (Edgedancer) spend Investiture to instantly recover from an injury
Prerequisite: Level 4+; Speak the First Ideal
of your choice (either instead of or in addition to
Activation:
healing yourself). Spend 2 Investiture to recover from
You seek to deepen your Nahel bond with your a temporary injury, or spend 3 Investiture to recover
cultivationspren by speaking the Second Ideal. from a permanent one.
146 Chapter 5: Radiant Paths
Recommended Heroic Paths for Elsecallers
While the Order of Elsecallers accepts all who genuinely
wish to improve themselves, the order’s combination
of surges is particularly powerful in the hands of a quick
and strategic mind. It also appeals to those who wish to
aid others in journeys of self-improvement. As such, the
following heroic paths can be excellent precursors to the
Elsecaller Radiant path:
◆ Agent (Investigator)
Elsecaller ◆
◆
Envoy (Faithful or Mentor)
Leader (Officer)
Radiant Path ◆ Scholar (Strategist or Surgeon)
◆ Warrior (Soldier)
Elsecaller Philosophy
“I will reach my potential.”
With a thunderous crash, a boulder breaches the perimeter
wall. Behind it, red eyes glow through the dust. Then an Thoughtful, careful, and cautious, Elsecallers are
Elsecaller blinks into existence next to the debris, seemingly typically viewed as the wisest of the Radiants. For
from nowhere. With a flash of Stormlight, they solidify them, the words of the First Ideal aren’t simply about
the dust into stone, resealing the breach. It isn’t pretty, themselves, but about all people together. We should
but it’ll buy them time. all be encouraged to develop our strengths and address
An Elsecaller turns her vision to the Cognitive Realm our weaknesses, to make our journeys the best they can
while her inkspren partner keeps watch from her shoulder. be. As such, Elsecaller philosophy focuses on striving
There, behind that wall, a deadeye! With a warning and making progress. They want to reach their true
shout to her comrades, she touches the wooden door and potential so the world around them can do the same.
transforms it into a brief cascade of water, then steps See “Swearing Ideals” earlier in this chapter for more
through to capture the treacherous Shardbearer. details on the First Ideal.
An Elsecaller squats with his back to the dawn,
balancing gracefully while using the light of the rising
The Second and Higher Ideals
Because each person’s journey toward their true
sun to read a book on Azish military strategy. Quite
potential is unique, Elsecallers have no strict patterns
efficient, exercising the body and mind simultaneously.
or themes for their Ideals beyond the First. And unlike
Elsecallers have the strongest connection to the other orders, their Ideals aren’t oaths quite so much
Cognitive Realm of all the Radiant Orders. They use as aspirations. An Elsecaller declares to their inkspren
the surges of Transformation and Transportation to how they wish to improve themself, then they set out
outwit and outmaneuver their enemies while turning to achieve that growth.
their surroundings into weapons. Transformation allows Once you progress enough to satisfy your spren—
an Elsecaller to converse with the Cognitive aspect of even if you improved in a different way than they
objects, offering Stormlight and potentially convincing intended—declare what you have accomplished to
them to become a different material. Meanwhile, deepen your bond and achieve the Ideal. The partic-
Transportation generates temporary personal perpen ular type of improvement isn’t nearly so important as
dicularities—passageways between the Physical and constantly striving to improve, so each Ideal has Words
Cognitive Realms—allowing the Elsecaller to peer into and steps unique to that individual.
and travel strategically through Shadesmar. As you work toward milestones to “Speak the
Second/Third/Fourth Ideal,” consider the follow-
ing guidance:
148 Chapter 5: Radiant Paths
◆ Create a list of areas where you could improve
yourself—especially those related to your purpose
and obstacle. Consider whether any new areas have
emerged since the last Ideal you achieved. You might
want to improve a strength, mitigate a weakness,
train in an entirely new area, or something else.
◆ Analyze your current situation or the greater journey
on which you find yourself. Which path of improve-
ment would be best for you to pursue at this stage?
◆ Take steps toward that growth. Do you need to find
a mentor or master to teach you? The support of
friends or family? Specific tools or access to particular
facilities? You might already know what steps are
needed, or you might need to do more research.
◆ Do the work: train with the master, learn from the
mentor, work with the support of those you trust,
make use of the tools and facilities, do the research.
You might achieve that growth to your inkspren’s
satisfaction—or along the way, you might improve
in a different but equally profound way.
For example, you could aspire to one of the
following oaths:
◆ I will follow the path I set for myself, not the path
others expect me to take.
◆ I will cast light on my past missteps so I make
only new ones.
◆ I will leave behind what is comfortable in search
of untamed greatness.
For each Ideal beginning with the Second, your chosen
aspiration should be more difficult each time, requiring
more work and strenuous introspection (though any
self-improvement accepted by your inkspren partner
allows you progress toward your goal).
Over the course of your campaign, it’s likely your
needs and plans for improvement will change, so don’t
feel as though your original list for the Second Ideal is
immutable. Any earnest journey toward reaching your
true potential is valid for the Elsecaller Ideals.
were appointed as keepers of the Honor’s Drop—a large
Elsecaller History ruby so perfectly cut that it doesn’t leak any Stormlight—
In the days of the ancient Radiants, the Order of and other perfect gems.
Elsecallers had perhaps the most diverse membership During the Desolations, in addition to strategizing
of any order, as they accepted all who genuinely desired and transporting troops through Shadesmar, the
self-improvement. While the order had a significant con- Elsecallers used the surge of Transformation to turn
tingent of scholars, theologians, and leaders, Elsecallers stone and waste materials into food and water. As such,
came from all walks of life. As a result, they also had the Elsecallers were invaluable for maintaining armies
greatest variety of duties: some served as liaisons to the when supply lines were disrupted by the enemy. These
STEVE PRESCOTT
great ones among the spren, including Oathgate spren qualities earned the respect of Radiants and common
and spren cultural leaders. Others served as Shadesmar soldiers alike, and the order developed a reputation
guides, military strategists, and logistical experts. Some for benevolence.
Chapter 5: Radiant Paths 149
In the modern day, though, only one Elsecaller is Ideals, modern inkspren believe a bond is far too unsafe,
known: scholar and Alethi royal Jasnah Kholin, bonded since both humans and singers have too irrational of
to the inkspren Ivory. Thus far, no other inkspren have natures and change opinions too easily.
sought a Nahel bond. During the Recreance, the mass Some rumors tell of rare cases where inkspren killed
deaths of spren afflicted the already cautious inkspren Radiants traveling through Shadesmar, believing
population with a deep fear of the mercurial nature of that this murder would save the bonded spren’s life.
physical beings. However, inkspren are too cautious to act on their
In addition to being the Coalition of Monarchs’ only emotions or make spur-of-the-moment decisions,
Elsecaller, Jasnah is a master of the surge of Transform so if such murders indeed occurred, they were
ation, but she’s only begun to explore the possibilities meticulously planned.
of Transportation. The coalition would gladly welcome
new Elsecallers, and these could grow into strategically
Inkspren Names
Best described as humanoids made of black yet iri
important roles during the True Desolation, especially
descent oil, inkspren naming conventions often evoke
if they’re skilled in Transportation.
colors and liquids, such as Drip, Ebony, Fluid, Graphite,
Inkspren Indigo, Obsidian, Pigment, Sepia, Solute, and Viscosity.
To become an Elsecaller, you must first bond with
Earning a Bond
an inkspren.
Despite the overall censure of sapient physical entities in
Inkspren Appearance inkspren culture, a small contingent of inkspren actively
In the Cognitive Realm, inkspren have similar features seek bonds and wish to aid in the fight against Odium.
to humans, though more angular, resembling an When searching for a prospective bond partner, these
incomplete statue rather than a living person. Their inkspren value logic, caution, and honoring promises.
forms are deep black, much like marble thinly coated in They respect people who objectively consider future
shimmering oil, and their forms include black clothing actions, and they distrust those who act on instinct or
or armor (which is part of their essence). emotion. While such analytical qualities are common
In the Physical Realm, unlike other Radiant among scholars and religious adherents, they can
spren, inkspren look exactly the same as they do in be found in nearly any
the Cognitive Realm, though they have the ability to profession; for example,
change their size at will—from as large as a humanoid a thoughtful soldier who
to smaller than a grain of sand. stops to assess a situation
before rushing into
Inkspren Culture melee would appeal
Inkspren are known for their unemotional logic and
to an inkspren.
distinct manner of speech. They sometimes use verbs
in unusual ways, commonly using “is” (and other
forms of “to be”) to create efficient sentences—and in
the process, they often omit other parts of speech and
leave much implied. For example, instead of saying
“there is a spren present,” they might say “a spren is.”
Similarly, instead of “this is untrue,” an inkspren might An Inkspren in the
say “this thing is not.” Inkspren are similarly minimalist Physical Realm
with their body language, moving precisely as much as
needed to express their point, and no more.
Due to their extreme distrust of and hostility toward
humans since the Recreance, very little is known about
inkspren culture, such as whether they have their own
nation within Shadesmar. Even in the ancient days,
inkspren were known for their general aversion to risk;
VALERIA CASALE
after the mass spren casualties of the Recreance, the vast
majority of remaining inkspren viewed the Nahel bond
as a death sentence for any spren who forms one. Since
a bonded spren now dies if their Radiant forsakes their
150 Chapter 5: Radiant Paths
Roleplaying an Inkspren Inkspren Bond Talents
The following talents, presented here in alphabetical
The “Playing with Spren” section provides general
order, appear in the Inkspren Bond talent tree for the
guidance on interacting with your spren. If you bond with
Elsecaller path.
an inkspren, also consider the following.
Perceivability. Unlike many Radiant spren, inkspren Deepened Bond
are visible and audible to other characters, so any spren Prerequisite: Speak the Third Ideal
interaction has the chance of revealing their (and likely Activation:
your) position. However, inkspren can become almost The strength of your Nahel bond now allows your spren to
imperceptibly small in the Physical Realm, and their col- manifest more fully in the Physical Realm.
oring makes them exceptional at blending into shadows, Your spren bond range increases from 30 feet to
so there’s little chance of them being spotted if they don’t 100 feet. Additionally, when you spend focus to give
wish to be. your spren a task, it costs you 1 fewer focus (to a
Physical Interaction. Inkspren are nearly incorporeal minimum cost of 1).
in the Physical Realm. They can’t pass through objects,
but they can change their size to pass through even the Elsecaller’s Perspicacity
smallest gaps. Prerequisite: Transformation 2+; Transportation 2+;
▷ or ↻ Test Assistance (Costs 1 Focus). Your spren Speak the First Ideal
uses their knowledge and experiences to grant you an Activation:
advantage on a specific test. Typically, inkspren can help Your shrewd reasoning and enhanced observations across
you with Deduction, Discipline, and Stealth tests, along realms allow you to notice details others overlook and to
with Lore tests related to topics they’re familiar with, react with supernatural alacrity.
though your spren may be able to help in additional ways. While you have 1 Investiture or more, you gain an
advantage on Deduction tests, on tests you make as part
Elsecaller Key Talent of a reaction, and on tests to gather information while
peering between the Physical and Cognitive Realms.
When an Elsecaller completes their goal from the First
Ideal key talent, this unlocks access to the Inkspren Fourth Ideal (Elsecaller)
Bond talent tree (in this chapter) and the Transform Prerequisite: Level 13+; Speak the Third Ideal
ation and Transportation talent trees (in chapter 6). Activation:
First Ideal (Elsecaller Key) You seek to become a full Knight Radiant by speaking
Prerequisite: Level 2+ the Fourth Ideal.
Activation: You gain the goal “Speak the Fourth Ideal.” After you
You begin bonding an inkspren, allowing you to breathe complete this goal, you gain the following reward:
in and use Stormlight. You might be aware of this nascent ◆ You become Empowered until the end of that scene.
bond, or you might use the powers subconsciously until you ◆ You can call a swarm of logicspren as Radiant
get closer to speaking the First Ideal. Shardplate (see chapter 7).
When you acquire this talent, you gain access to Invested
Investiture, beginning with a maximum Investiture of Prerequisite: Elsecaller's Perspicacity talent
2 + your Awareness or Presence (whichever is higher). Activation:
You can now use the Breathe Stormlight, Enhance,
You learn to hold and wield greater quantities of Stormlight
and Regenerate actions.
within yourself.
Additionally, you gain the goal “Speak the First
Ideal.” After you complete this goal, you gain the ◆ When you acquire this talent, your maximum
following reward: Investiture increases by a number equal to your
tier. When your tier increases by 1, your maximum
◆ You become Empowered until the end of that scene.
Investiture does as well.
◆ You gain the Transformation and Transport
ation surges.
◆ You gain an additional skill on your character sheet
for the above surges, starting with 1 rank in each.
Chapter 5: Radiant Paths 151
First Ideal (Elsecaller Key)
Prerequisite: Level 2+
Gain Investiture score and the Breathe Stormlight,
Enhance, and Regenerate actions. When you complete
the goal “Speak the First Ideal,” you become Empow-
ered and gain Transformation and Transportation.
Inkspren Bond
Second Ideal
Elsecaller’s
(Elsecaller) Perspicacity
Prerequisite: Level 4+; Speak Prerequisite: Transformation
the First Ideal 2+; Transportation 2+; Speak
When you complete the goal the First Ideal
“Speak the Second Ideal,” While you have Investiture,
you become Empowered and gain an advantage on reactions,
can use Enhance as without Deduction tests, and tests to
spending Investiture. peer between realms.
Third Ideal
Invested
(Elsecaller) Your max Investiture increases
Prerequisite: Level 8+; Speak by your tier.
the Second Ideal
When you complete the goal
“Speak the Third Ideal,” you
become Empowered and
can manifest your spren as
a Radiant Shardblade.
Fourth Ideal
Wound Regeneration
(Elsecaller) When you Regenerate, spend
Prerequisite: Level 13+; Speak 2 Investiture to recover from
the Third Ideal a temporary injury, or spend
When you complete the goal 3 Investiture to recover from
“Speak the Fourth Ideal,” you a permanent one.
become Empowered and can
manifest Radiant Shardplate.
Deepened Bond Take Squire
Prerequisite: Speak the (Elsecaller)
Third Ideal Prerequisite: Speak the
Your spren bond range Third Ideal
increases to 100 feet, and Choose non-Radiant char
giving your spren a task costs acters as your squires, granting
1 fewer focus. them one or both surges. They
SONDERFLEX STUDIO
can also Breathe Stormlight,
Enhance, and Regenerate. Your
max number of squires equals
your Ideal.
152 Chapter 5: Radiant Paths
Elsecaller
Radiant Path
Transformation Transportation
Soulcast Defense Living Soulcasting Cognitive Farsight Realmic Evasion
Prerequisite: Speak the Prerequisite: Speak the Prerequisite: Speak the Prerequisite: Speak the
First Ideal First Ideal First Ideal Second Ideal
Before you or an ally is hit by a Spend 1 Investiture and make You can spot things in the Cog- Before you’re hit by an attack,
projectile, spend 1 Investiture a melee Transformation nitive Realm up to a distance spend 1 Investiture and test
to test Transformation (DC attack vs. Spiritual of a living equal to 3 × your spren Transportation (DC equals
equals triggering attack). On organism, rolling 3d4 spirit bond range. While you have triggering attack). On failure,
failure, the projectile grazes. damage. The target dies if Investiture, you can identify the attack grazes. On success,
On success, the projectile reduced to 0 health. north and the direction to the the attack misses.
misses and becomes an nearest settlement.
Essence.
Cognitive Vision Realmic Step
Soulcast Parry Bloodcasting When you use Transportation Test Transportation (DC 15)
You can use Soulcast Defense Spend 1 Investiture and test to look into the Cognitive and spend 2 Investiture to
on melee weapon attacks. Transformation (DC 15) to Realm, you can learn an transport yourself to a space
cleanse all poison from the enemy’s intent by testing within spren bond range.
target and reduce one injury’s Transportation vs. Cognitive,
recovery time by 5 days. and you can learn about your
immediate environment.
Distant
Flamecasting
Surgebinding You gain “Flame” as a sixth Shared
Elsecalling
Use your surges and their category following “Clear Air” Transportation Prerequisite: Speak the
talents as though your reach (DC 30 to transform stone Prerequisite: Transportation 4+ Third Ideal
is 20 feet. to flame). When Soulcasting When you transport yourself, Spend 1 Investiture to trans-
flames, attack each character spend 1 Investiture or more port yourself from the Physical
within 5 feet using Transform to bring that many additional to the Cognitive Realm, or
ation vs. Physical, rolling 2d4 characters with you. test Transportation (DC 20)
energy damage. and spend 2 Investiture to
transport from the Cognitive
Persistent Expansive to the Physical Realm.
Transformation Transmuter
Prerequisite: Transformation 2+ Soulcasting non-living material
When transforming non-living Elsegate Realmwalker
costs 2 fewer Investiture.
Prerequisite: Speak the When you test Transportation
objects, your max DC is 15.
icon meaning Fourth Ideal for a talent, you automatically
Also, you can reattempt Soul-
1 action Transport yourself and up succeed.
casting, but on success, must
2 actions to ten companions to an
spend 1 additional Investiture
3 actions Oathgate or permanent
per recent Soulcasting failure.
Free action perpendicularity you’ve visited
Reaction before.
Special activation
Always active
Second Ideal (Elsecaller) you chose plus the other benefits in the “Squires”
Prerequisite: Level 4+; Speak the First Ideal section earlier in this chapter.
Activation: You can have a maximum number of squires up to
your current Ideal (such as three for the Third Ideal).
You seek to deepen your Nahel bond with your inkspren by
If you already have the maximum number of squires,
speaking the Second Ideal.
you must choose one to dismiss as your squire before
You gain the goal “Speak the Second Ideal.” After you
choosing a new one.
complete this goal, you gain the following reward:
◆ You become Empowered until the end of that scene. Third Ideal (Elsecaller)
◆ Your Enhance action becomes more powerful. Prerequisite: Level 8+; Speak the Second Ideal
While you have 1 Investiture or more, you can use Activation:
Enhance as , and you don’t need to spend Invest You seek to advance your Nahel bond even further by
iture to use this action or maintain its effect. speaking the Third Ideal.
You gain the goal “Speak the Third Ideal.” After you
Take Squire (Elsecaller) complete this goal, you gain the following reward:
Prerequisite: Speak the Third Ideal ◆ You become Empowered until the end of that scene.
Activation: ◆ You can summon your spren as a Radiant Shard
You begin taking other people under your wing, allowing blade (see chapter 7).
them to breathe Stormlight and use surges before they’ve
established their own Nahel bond. Wound Regeneration
After a long rest, choose a companion or player char Prerequisite: Invested talent
acter you can influence to take as your squire. To choose Activation:
them, they must be willing and sapient, you must have You can use Stormlight to rapidly recover from injuries.
known them for at least 1 game session, and they must When you use the Regenerate free action, you can
not have bonded a Radiant spren. spend Investiture to instantly recover from an injury
When you choose a squire, decide whether you want of your choice (either instead of or in addition to
to grant them both of your surges, one of them, or none. healing yourself). Spend 2 Investiture to recover from
That character becomes your squire, gaining the surges a temporary injury, or spend 3 Investiture to recover
from a permanent one.
They’re smart, strategic, and
capable. They know logistics,
VALERIA CASALE (LEFT); BEN MCSWEENEY & DARREN CALVERT (RIGHT)
they know tactics, and they can
travel through other cultures and
mindsets—and literally other
worlds—better than almost anyone.
An Inkspren in the
Cognitive Realm
154 Chapter 5: Radiant Paths
Recommended Heroic Paths for Lightweavers
The Lightweavers attract personalities of all types—from
the quiet and introspective to the gregarious and
outgoing—so long as they have an artistic spirit. The order
is also of particular interest to those with a penchant for
subterfuge. As such, the following heroic paths can be
excellent precursors to the Lightweaver Radiant path:
◆ Agent (Investigator, Spy, or Thief)
◆ Envoy (Diplomat)
Lightweaver ◆
◆
Hunter (Assassin)
Leader (Politico)
Radiant Path ◆ Scholar (Strategist)
Lightweaver Philosophy
“I will speak my truth.”
Surrounded by three opponents, a Lightweaver breathes out Almost all Lightweavers are artists at heart, regardless
Stormlight to create the image of a whitespine. His enemies of their personal abilities. They view entertainment,
scoff—until the illusion’s spikes skewer one of them. The art, and beauty as vital, believing that survival means
Lightweaver turns the air behind his foes into a stone wall. nothing without also having something to live for. As
Now who’s cornered? such, many Lightweavers give the impression of being
In the illusory guise of a pauper, a Lightweaver picks carefree, but this is far from the truth; their apparent
up a handful of pebbles and transforms them into pebble- frivolity is intended to create laughter, joy, and catharsis.
shaped lumps of grain. She approaches a group of beggars Some Lightweavers were drawn to the order not by
and offers the food for boiling into porridge, striking up a art, but by their love of intrigue, secrets, and espionage.
friendly conversation and getting the latest gossip. Even those who prefer artistry still perform these clan-
A Lightweaver stands on a stage, their trusty fiddle in destine duties when required, and this predisposes every
hand. As they play and tell their tale, their illusions depict Lightweaver to deception. They constantly straddle the
the scenes in exquisite detail. Coupled with the sound line between reality and fiction, and it can be all too easy
effects provided by their Cryptic partner, the audience to seek safety in lies. As such, a Lightweaver’s Ideals
is enraptured. aren’t about speaking oaths; they center on deep intro-
spection to find personal truth, along with readiness to
The Order of Lightweavers includes many painters,
confront harsh personal realities. (See “Swearing Ideals”
musicians, sculptors, thespians, and practitioners of
earlier in this chapter for details on the First Ideal.)
similar arts. These Radiants create works of beauty to
boost the morale of their comrades and the common The Second and Higher Ideals
people—but they also serve as the spies of the Knights For each Ideal beyond the First, you must speak an
Radiant. Using the surge of Illumination to deceive uncomfortable and difficult truth about yourself, one
the senses and the surge of Transformation to alter you must recognize and address to grow as a person.
their surroundings, Lightweavers excel at clandestine Each Lightweaver must uncover the truth buried
operations to gather information and sow confusion beneath the lies they tell themself.
in enemy ranks. As you work toward milestones to “Speak the
The resonance of this order’s surges affects each Second/Third/Fourth Ideal,” consider the follow-
Lightweaver’s senses and memory. For example, this ing guidance:
can bestow a unique way of experiencing light and color, ◆ Construct a network of falsehoods. You could create
or it can grant the ability to perfectly recall images or a complex false identity for a mission, concoct lies to
scenes as if captured in a photograph. advance in a social group, or disguise aspects of your-
self that you don’t like to think about. Make the web
of lies large enough to potentially lose yourself in it.
◆ Fall short or fail, letting yourself or your allies down
through your deceits.
156 Chapter 5: Radiant Paths
◆ Look inward. Acknowledge a misbelief you’ve allowed beauty. Other Lightweavers traveled Roshar, visiting the
yourself or an uncomfortable fact about your history. towns most affected by the Desolations and working with
Discoveries related to your obstacle or purpose are the other orders to rebuild homes. These Lightweavers
excellent, but you can admit anything that grounds often recreated damaged cultural works or left new
you to your truth and allows you to grow. pieces of their own creation, dedicated to offering beauty
For the Second Ideal, the truth you admit to yourself and art in the lives of those who most needed it.
can be a simple emotional one; for example, after During wartime, however, Lightweavers were sent
trying to convince herself she was fearless, Lightweaver on deep cover operations. Using Lightweavings, they
Shallan Davar simply admitted she was afraid. For the disguised themselves and infiltrated enemy strongholds.
Third and Fourth Ideal, though, you must plumb truly These spies performed vital reconnaissance, stole battle
uncomfortable truths. These can include confronting plans, sabotaged operations, fomented dissidence, and
traumatic experiences, examining parts of your identity engaged in many other acts of subterfuge and espionage.
you’ve found difficult to accept, addressing ingrained Many other orders, especially the Skybreakers,
misbeliefs about yourself, or something else powerful viewed the Lightweavers with some distrust—in part
and painful enough to bring you crashing back from due to the deception required by the Lightweavers’
fiction into reality. Generally, the truth for each further activities, and also because the order doesn’t speak
Ideal should increase in magnitude, though any oaths as part of their Ideals. Many wary Radiants
admission accepted by your Cryptic partner allows you believed Lightweavers had loose morals, making them
to complete the goal. liable to get lost in their own lies and defect to the
enemy. However, the Lightweavers had strong personal
Lightweaver History values, and each argued they didn’t need to match the
In the era before the Recreance, the Lightweavers stricter oaths the other orders required. As long as
were artists, entertainers, and spies. Many took it on each Lightweaver stayed true to themself, as required
themselves to maintain the morale of the other Radiants, by their Ideals, they were confident they’d remain true
creating performances, visual art, and other works of to their allies as well.
STEVE PRESCOTT
Chapter 5: Radiant Paths 157
In the modern day, the Lightweavers consist of about Cryptic Culture
twenty Radiants in service of the Coalition of Mon- Cryptics are generally fascinated with “lies,” including
archs at Urithiru, though their numbers are growing. sarcasm, jokes, fiction, and anything else that isn’t the
They were founded (in many ways unintentionally) literal truth. When someone speaks a particularly good
by a young sketch artist named Shallan Davar and her “lie,” Cryptics gather around them to appreciatively
bonded Cryptic, Pattern. Shallan began her journey hum “mmmm.” But ironically, Cryptics are quite inept
by seeking apprenticeship with the renowned scholar at constructing “lies” of their own, and they typically
Jasnah Kholin—but in reality, this was a scheme to speak in a highly literal manner.
steal Jasnah’s Soulcaster and save Shallan’s failing noble The vast majority of Cryptics live in one of the largest
house. In the process, Shallan began seeing strange cities in Shadesmar; its name is an incomprehensibly
figures on the edges of her vision and subconsciously massive number that Cryptics can recite with ease,
including them in her drawings. This led Shallan not but others can't hope to commit to memory. Because
only into immense paranoia, but into bonding with one of this, most people just refer to it as Number City.
of these spren, almost by accident. After several assas- Other Radiant spren distrust Cryptics, thinking their
sination attempts on both herself and Jasnah, Shallan mannerisms strange, pushy, and judgemental. However,
found herself alone on a trek to the Shattered Plains. most Cryptics are content to passively learn and listen,
During her journey, she instinctively used her Radiant so they aren’t overly bothered by others’ opinions. This
abilities to inspire others to be better versions of them- Cryptic tendency toward inaction doesn’t mean they
selves; eventually, some of them became Lightweavers. don’t care about action; rather, they’re fond of planning
Shallan’s nascent Lightweavers perform much the at length, then analyzing that plan extensively until it
same role as did ancient ones, though in the war on can be refined no further. Once they make a decision,
Odium, they focus on espionage and training in Surge- they singularly commit to it.
binding. Shallan herself has led several infiltration teams Cryptics don’t represent untruths, but rather the
and conducted many individual clandestine operations. underlying mathematics and patterns that comprise
Roshar and the greater cosmere. As a result, the Cryptic
Cryptics language is incredibly complex. They primarily speak
To become a Lightweaver, you must bond with a in raw data using a variety of rapid clicking sounds and
Cryptic. These are sometimes called “liespren,” though jagged tones in various frequencies. Because Cryptics
the Cryptics themselves consider this term somewhat are so adept at code-breaking and analyzing patterns,
pejorative and reductive. they can also speak many other languages of Roshar.
Cryptic Appearance
Each Cryptic has a unique, three-dimensional pattern
of ever-shifting fractal patterns around a central point.
Most physical beings find it extremely difficult to
comprehend the totality of this complex movement,
yet can easily recognize the fractal of a Cryptic they’ve
met before.
Within the Cognitive Realm, this fractal is the
Cryptic’s head. It floats atop a tall, willowy body
ensconced in dark glassy robes with no folds or creases,
only sharp angles. The Cryptic’s robe is part of their
essence, and its planes and angles shift as the spren
moves. Their hands appear chiseled from obsidian or
pure white marble, yet their elongated, bony fingers
move as fluidly as skin and muscle.
In the Physical Realm, a Cryptic’s fractal is their
entire body, and it vibrates when they speak or hum.
They can press themself into surfaces to hide, but their
fractal remains slightly raised. As a result, they are easily
spotted unless they actively slow their fractal’s shifting A Cryptic in the
and hide on a heavily patterned surface. Physical Realm
KII W
158 Chapter 5: Radiant Paths
Roleplaying a Cryptic
The “Playing with Spren” section provides general guidance Physical Interaction. Cryptics are nearly incorporeal in
on interacting with your spren. If you bond with a Cryptic, the Physical Realm. They can’t pass through objects, but
also consider the following. they can press themselves nearly flat against surfaces,
Language Deciphering. A Cryptic’s language-learning enabling them to pass through gaps that are at least half
abilities far surpass those of other spren. After your Cryptic an inch wide.
spends 10 minutes listening to a spoken language or 1 hour ▷ or ↻ Test Assistance (Costs 1 Focus). Your spren uses
deciphering a written one, they become permanently able to their knowledge and experiences to grant you an advantage
use the spren Translation ability with that language, even if on a specific test. Typically, Cryptics can help with figuring
it isn’t Rosharan. out patterns (including ciphers and codes), picking locks,
Perceivability. Unlike many Radiant spren, Cryptics Deduction tests, and Lore tests related to topics they’re
are visible and audible to other characters, so any spren familiar with, though your spren may be able to help in
interaction has the chance of revealing their (and likely additional ways.
your) position. However, Cryptics are exceptionally adept at Once you speak the Third Ideal, your Cryptic becomes
mimicking sounds and voices, which can be used to generate much better at detecting falsehoods, and you can use this
distractions and deceive others. This mimicry can be used Test Assistance ability to gain an advantage on a test to
to embellish Lightweavings, as the Cryptic can perfectly determine whether a character within your spren bond
recreate the sounds of what they’re mimicking. range is lying.
Cryptic Names Lightweaver Key Talent
When a Cryptic’s complex name is translated to When a Lightweaver completes their goal from the First
another language, its meaning can almost always be Ideal key talent, this unlocks access to the Cryptic Bond
approximated as “Pattern.” When interacting with talent tree (in this chapter) and the Illumination and
other cultures, Cryptics take unique names inspired Transformation talent trees (in chapter 6).
by art or mathematics, such as Algorithm, Cipher,
Collage, Factorial, Integral, Radial, Symbol, Template, First Ideal (Lightweaver Key)
Tessellation, and Variable. Prerequisite: Level 2+
Activation:
Earning a Bond You begin bonding a Cryptic, allowing you to breathe in
Though some spren still generally distrust Cryptics,
and use Stormlight. You might be aware of this nascent
many others trust Cryptic logic and decision-making
bond, or you might use the powers subconsciously until you
so completely that when the Cryptics were some of
get closer to speaking the First Ideal.
the first spren to begin bonding humans again in the
When you acquire this talent, you gain access to
modern era, the cultivationspren and several other spren
Investiture, beginning with a maximum Investiture of
cultures quickly followed suit. Most Cryptics are quite
2 + your Awareness or Presence (whichever is higher).
supportive of their fellows forming Nahel bonds, even
You can now use the Breathe Stormlight, Enhance,
though they believe (due to the Recreance) that bonding
and Regenerate actions.
a human is a death sentence. They’ve decided the risks
Additionally, you gain the goal “Speak the First
are worth what they can gain from becoming Knights
Ideal.” After you complete this goal, you gain the
Radiant again.
following reward:
Unlike many spren, a Cryptic who seeks to bond
a human often doesn’t do so alone. Instead, these ◆ You become Empowered until the end of that scene.
Cryptics travel with a group of others to assess the ◆ You gain the Illumination and Transform
prospective Lightweaver, offer moral support, and study ation surges.
the properties of a budding bond as it forms. They ◆ You gain an additional skill on your character sheet
tend to look for bonding qualifications such as aptitude for the above surges, starting with 1 rank in each.
with falsehoods, sarcasm, and humor (which Cryptics
themselves tend to lack). They also appreciate artists
and other creatives who create well-constructed “lies,”
including fictional and imaginative works of art.
Chapter 5: Radiant Paths 159
First Ideal (Lightweaver Key)
Prerequisite: Level 2+
Gain Investiture score and the Breathe Stormlight,
Enhance, and Regenerate actions. When you complete
the goal “Speak the First Ideal,” you become Empow-
ered and gain Illumination and Transformation.
Cryptic Bond
Second Ideal
Invested
(Lightweaver) Prerequisite: Speak the
Prerequisite: Level 4+; Speak First Ideal
the First Ideal Your max Investiture increases
When you complete the goal by your tier.
“Speak the Second Ideal,”
you become Empowered and
can use Enhance as without
spending Investiture.
Third Ideal
Wound Regeneration
(Lightweaver) When you Regenerate, spend
Prerequisite: Level 8+; Speak 2 Investiture to recover from
the Second Ideal a temporary injury, or spend
When you complete the goal 3 Investiture to recover from
“Speak the Third Ideal,” you a permanent one.
become Empowered and
can manifest your spren as
a Radiant Shardblade.
Fourth Ideal
Physical Illusion
(Lightweaver) Prerequisite: Speak the
Prerequisite: Level 13+; Speak Fourth Ideal
the Third Ideal Spend Investiture to create a
When you complete the goal physical illusion with health
“Speak the Fourth Ideal,” you and defenses. You control it
become Empowered and can with , and it can test and
manifest Radiant Shardplate. attack using your Illumination.
Deepened Bond Take Squire
Prerequisite: Speak the (Lightweaver)
Third Ideal Prerequisite: Speak the
Your spren bond range Third Ideal
increases to 100 feet, and Choose non-Radiant charac-
giving your spren a task costs ters as your squires, granting
1 fewer focus. them one or both surges. They
SONDERFLEX STUDIO
can also Breathe Stormlight,
Enhance, and Regenerate.
Your max number of squires
equals your Ideal.
160 Chapter 5: Radiant Paths
Lightweaver
Radiant Path
Illumination Transformation
Distracting Illusion Lingering
Soulcast Defense Living Soulcasting
Prerequisite: Speak the Lightweavings Prerequisite: Speak the Prerequisite: Speak the
First Ideal Prerequisite: Speak the First Ideal First Ideal
Spend 1 Investiture to Light- First Ideal Before you or an ally is hit by a Spend 1 Investiture and make
weave an illusion of yourself or You can infuse an illusion in projectile, spend 1 Investiture a melee Transformation
an ally. Until an attack misses a sphere. The illusion moves to test Transformation (DC attack vs. Spiritual of a living
the target, attacks against with the sphere, expending equals triggering attack). On organism, rolling 3d4 spirit
them gain a disadvantage and 1 Investiture per rounds equal failure, the projectile grazes. damage. The target dies if
can’t graze. to your ranks in Illumination. On success, the projectile reduced to 0 health.
misses and becomes an
Disorienting Flash Stormlight
Essence.
Spend 1 Investiture to Reclamation
project light in an area, testing End Illumination infusions Soulcast Parry Bloodcasting
Illumination vs. Cognitive of within spren bond range You can use Soulcast Defense Spend 1 Investiture and test
each character to make them and recover their remaining on melee weapon attacks. Transformation (DC 15) to
Disoriented. Investiture. cleanse all poison from the
target and reduce one injury’s
Spiritual Illumination Multiplicative recovery time by 5 days.
Spend 2 Investiture to cause Lightweaving
an ally to become Determined You can Lightweave additional Distant
Flamecasting
and Focused. illusions, up to your ranks Surgebinding You gain “Flame” as a sixth
in Illumination, with no Use your surges and their category following “Clear Air”
additional Investiture. talents as though your reach (DC 30 to transform stone
is 20 feet. to flame). When Soulcasting
Painful Truth Endless Illusions flames, attack each character
Spend 2 Investiture and test You can maintain illusions within 5 feet using Transform
Illumination vs. Spiritual of a indefinitely. While you have ation vs. Physical, rolling 2d4
target. On success, they are Investiture, Illumination infu- energy damage.
Slowed and must Move away sions in your spren bond range
on their next turn or spend don’t expend Investiture. Persistent Expansive
focus to avoid doing so. Transformation Transmuter
Prerequisite: Transformation 2+ Soulcasting non-living material
When transforming non-living costs 2 fewer Investiture.
icon meaning objects, your max DC is 15.
1 action Also, you can reattempt Soul-
2 actions casting, but on success, must
3 actions spend 1 additional Investiture
Free action per recent Soulcasting failure.
Reaction
Special activation
Always active
Cryptic Bond Talents Physical Illusion
The following talents, presented here in alphabetical Prerequisite: Speak the Fourth Ideal; Wound Regen-
order, appear in the Cryptic Bond talent tree for the eration talent
Lightweaver path. Activation:
By mixing Transformation and Illumination, you create
Deepened Bond illusions with weight and tangibility.
Prerequisite: Speak the Third Ideal
Spend 1 Investiture or more to use your Illumination
Activation:
surge to infuse a physical illusion in thin air, following
The strength of your Nahel bond now allows your spren to
the normal rules for either a simple or complex illusion.
manifest more fully in the Physical Realm.
However, unlike other illusions, this physical illusion
Your spren bond range increases from 30 feet to 100 feet. occupies its space as if it were real; objects can’t pass
Additionally, when you spend focus to give your spren a through it, and if it’s Medium or larger, it can be used
task, it costs you 1 fewer focus (to a minimum cost of 1). as cover. This illusion weighs half as much as the real
Fourth Ideal (Lightweaver) version would (maximum of 25 pounds per surge
Prerequisite: Level 13+; Speak the Third Ideal rank). Though it isn’t a character, it has health equal
Activation: to 5 × your ranks in Transformation, and each of its
defenses equals 10 + your Transformation modifier.
You seek to become a full Knight Radiant by speaking the
If the illusion is reduced to 0 health, its infusion ends
Fourth Ideal.
early and any infused Investiture is lost.
You gain the goal “Speak the Fourth Ideal.” After you
When you control your physical illusion, it can
complete this goal, you gain the following reward:
interact with its environment (such as an illusionary
◆ You become Empowered until the end of that scene. chicken flying into a windowpane). You can use to
◆ You can call a swarm of creationspren as Radiant task one of your physical illusions with something that
Shardplate (see chapter 7). requires a test (such as attacking someone) or your
careful attention (such as writing a note).
Invested
When the illusion’s task requires a test, you must be
Prerequisite: Speak the First Ideal
able to sense its target, and you use your Illumination
Activation:
instead of that test’s usual skill. For example, if the
You learn to hold and wield greater quantities of Stormlight
illusion is attacking with a real weapon, test your
within yourself.
Illumination but otherwise follow the normal rules
When you acquire this talent, your maximum Invest for that attack.
iture increases by a number equal to your tier. When While wielding an illusionary weapon, the illusion
your tier increases by 1, your maximum Investiture can make a melee attack against the Physical defense
does as well. of a target within its reach. This attack deals either
keen or impact damage depending on the illusionary
weapon, and the size of its damage dice increases
The other orders stand on ceremony, with your ranks in Transformation: at 2 ranks, roll
tradition, or arcane systems of 2d6 damage; at 3 ranks, roll 2d8 damage; and so on.
As usual, on a hit, add your Illumination modifier
laws and rights and organizations. to damage, and on a miss, you can spend 1 focus
Lightweavers just get the job done to graze with that attack.
in whatever way’s best, beholden
to no one but themselves. And
they use art to do it.
162 Chapter 5: Radiant Paths
Second Ideal (Lightweaver) Wound Regeneration
Prerequisite: Level 4+; Speak the First Ideal Prerequisite: Invested talent
Activation: Activation:
You seek to deepen your Nahel bond with your Cryptic by You can use Stormlight to rapidly recover from injuries.
speaking the Second Ideal. When you use the Regenerate free action, you can
You gain the goal “Speak the Second Ideal.” After you spend Investiture to instantly recover from an injury
complete this goal, you gain the following reward: of your choice (either instead of or in addition to
◆ You become Empowered until the end of that scene. healing yourself). Spend 2 Investiture to recover from
◆ Your Enhance action becomes more powerful. a temporary injury, or spend 3 Investiture to recover
While you have 1 Investiture or more, you can use from a permanent one.
Enhance as , and you don’t need to spend Invest
iture to use this action or maintain its effect.
Take Squire (Lightweaver)
Prerequisite: Speak the Third Ideal
Activation:
You begin taking other people under your wing, allowing
them to breathe Stormlight and use surges before they’ve
established their own Nahel bond.
After a long rest, choose a companion or player char
acter you can influence to take as your squire. To choose
them, they must be willing and sapient, you must have
known them for at least 1 game session, and they must
not have bonded a Radiant spren.
When you choose a squire, decide whether you want
to grant them both of your surges, one of them, or none.
That character becomes your squire, gaining
the surges you chose plus the other benefits in
the “Squires” section earlier in this chapter.
You can have a maximum number of squires
up to your current Ideal (such as three for the
Third Ideal). If you already have the maximum
number of squires, you must choose one to dismiss
as your squire before choosing a new one.
Third Ideal (Lightweaver)
Prerequisite: Level 8+, Speak the Second Ideal
Activation:
You seek to advance your Nahel bond even further
by speaking the Third Ideal.
You gain the goal “Speak the Third Ideal.”
After you complete this goal, you gain the
following reward:
◆ You become Empowered until the end of that scene.
◆ You can summon your spren as a Radiant Shard
blade (see chapter 7).
A Cryptic in the
Cognitive Realm
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Chapter 5: Radiant Paths 163
Recommended Heroic Paths for Skybreakers
Skybreakers are investigators, law enforcement officers,
attorneys, and litigators. Some focus on the physical
aspects of law enforcement, while others become experts
in the legal codes of nations throughout Roshar. As such,
the following heroic paths can be excellent precursors to
the Skybreaker Radiant path:
◆ Agent (Investigator or Spy)
◆ Envoy (Diplomat)
Skybreaker ◆
◆
Hunter (Archer or Assassin)
Scholar (Strategist)
Radiant Path ◆ Warrior (Duelist)
Skybreaker Philosophy
“I will seek justice.”
A Skybreaker announces his presence at a residence as he The highest purpose of the Order of Skybreakers is to
sends his highspren partner to invisibly scout the interior. ensure that the law serves everyone well, preventing
After waiting the requisite time with no response, he decays both tyranny and anarchy so that all have a fair chance
the door into dust. The infractions within abound, from to live peaceful and happy lives. In particular, they
improper facility maintenance to unlawful bondage and believe it’s their job to prevent the other Radiant orders
mistreatment of captives. The Skybreaker notes each from abusing influence or Surgebinding power. To this
infraction while freeing the prisoners, then begins his hunt end, Skybreakers strive to change unjust laws, while
for the perpetrators. otherwise working within the law to serve the people—
Deserters stalk through the night toward a sleeping often by exploiting loopholes in unfair laws.
merchant encampment. They’ve just unsheathed their Skybreaker Ideals focus on fighting for justice,
weapons when a cone of flame illuminates the landscape upholding codes, and protecting civilization. In the
around them. Skybreakers glide in its wake, surrounding modern era, the Ideals beyond the First typically follow
the bandits. The Radiants had been tracking this group for a rigid pattern; see “Swearing Ideals” earlier in this
days, and they finally caught the criminals in the act. chapter for details on the First Ideal. If you’re bonded
For months, the Skybreaker has been preparing her to an independent highspren that isn’t part of Nale’s
case for an audience with the Prime Aqasix and his viziers, faction (see “Skybreaker History”), you can use the
studying laws and proceedings to write a faultless petition patterns and common phrases below to inspire your
essay. She now stands in the throne room of the Bronze own oaths that are less rigid.
Palace, presenting arguments that back pay should be
The Second Ideal
granted to the formerly enslaved “parshmen” singers.
“I swear to seek justice, to let it guide me, until I find
Skybreakers are justice incarnate, ensuring that power a more perfect Ideal.”
is never abused and that order never devolves into
This oath, known as the Ideal of Justice, is typically
chaos. Though other Radiant orders see them as rigid
sworn when a Skybreaker master—one who has spoken
fanatics, Skybreakers typically use moral codes and legal
the Fourth Ideal—accepts you as their squire. However,
structures to fight for justice, protect civilization, and
this isn’t strictly required for those independent from
champion vital causes. They are the bane of tyrants,
Nale. Either way, the oath represents that you’re in the
violent criminals, anarchists, and all who seek to
process of learning, and that you swear obedience to the
pervert the law and prey on the weak. With the surges
written code of law (as well as to your master, if you have
of Gravitation and Division, Skybreakers can bypass or
one). The Second Ideal requires you to learn firsthand
annihilate nearly any obstacle that hinders them from
what laws serve the people and which do not—essential
delivering justice.
preparation for the higher Ideals, which allow you to
choose which laws you follow and which you don’t.
164 Chapter 5: Radiant Paths
As you work toward milestones to “Speak the Second The Fourth Ideal
Ideal,” consider the following guidance: Uniquely, you must speak the Fourth Ideal of the
◆ Demonstrate your willingness to follow the letter Skybreakers before actually completing it. Though the
of the law, especially when doing so is difficult or specific words of this Ideal of Crusade are individual-
conflicts with your obstacle. This could involve ized for each Skybreaker, in swearing it, you pledge to
following the legal codes of a nation you’re take on a personal quest with the permission of (or
operating in or traveling through, respecting the in keeping with the tenets of) your pledged entity.
rules of an organization or home you’re visiting, You only become a Fourth Ideal Skybreaker after
or something similar. succeeding to your highspren’s satisfaction. Your
◆ Find a mentor (especially if you’re in Nale’s faction quest must include rooting out an injustice
of Skybreakers) who is willing to take you as an from a system; as a result, many Skybreakers
apprentice. This could be a master Skybreaker or take decades to complete theirs, if ever.
someone else with a mastery of legal codes. Through
strict obedience, learn from them the art of working
through or around the law.
The Third Ideal
“I swear to follow…”
Known as the Ideal of Dedication, the Third Ideal
is an oath pledging yourself to a singular authority:
perhaps a code of conduct, a law, or even a specific
person. Highspren outside of Nale’s faction might even
accept you swearing to a criminal organization. This
Ideal demands that you follow the laws, orders, and
tenets of your chosen entity, even if their codes change
later on. While obedience is still a prominent element
of this Ideal, you gain some agency in which laws you
follow; you can ignore the rules of other entities and
nations who contradict or aren’t included in your pledge.
For example, the Skybreaker Szeth spoke this Ideal as
“… the will of Dalinar Kholin,” swearing himself to
the honorable king of Urithiru.
As you work toward milestones to “Speak the
Third Ideal,” consider the following guidance:
◆ Continue following the letter of the law in
each place you travel. As you do, ruminate
on the tension of being forced to act
against your own interests by such codes,
especially where it concerns your obstacle.
◆ Reflect on your experiences with your previous
Ideal: which laws and systems served all of their
peoples, and which only served the interests of
the powerful?
◆ Find a code of tenets that most closely mirrors
your values and to which you feel you can pledge
obedience without overly compromising yourself.
This is often a fair and moral person (for example,
Nale’s faction chooses Nale himself), a nation with
STEVE PRESCOTT
equitable laws, or an organization that shares your
principles.
Chapter 5: Radiant Paths 165
For example, Szeth declared that his quest was to are inflexible and merciless in their interpretation of
“cleanse the Shin of their false leaders, so long as the law, and he has implemented a testing program
Dalinar Kholin agrees.” to determine the worthiness of hopefuls. Decades
As you work toward milestones to “Speak the Fourth ago, the Bondsmith Herald Ishar told Nale that the
Ideal,” consider the following guidance: return of the Radiants would hasten the return of the
◆ Choose your quest: what lawful injustice have you Voidbringers; in response, Nale ordered the Skybreakers
personally witnessed that needs to be excised from on a crusade to either recruit or execute anyone they
its legal code? Both your highspren and your pledged could find with even a nascent spren bond.
entity must agree this quest is worthy. The vast majority of modern Skybreakers are
◆ Acquire power or resources that enable you to part of Nale’s faction, which stands in contempt of
enact change within the relevant legal system. the refounded Knights Radiant at Urithiru. Nale’s
For example, you might make allies in key positions, Skybreakers operate out of a Marabethian fortress
gather necessary evidence or tools, or gain a position overlooking the Purelake. While traveling, they wear
of power within the flawed system. the uniforms of local law enforcement (regardless of
◆ Correct the systemic injustice to the satisfaction their own ethnicity or nationality), eschewing clothing
of your highspren. or iconography that would identify them as Radiant.
After the True Desolation, Nale declared that the
Skybreaker History singers were the original owners of Roshar—and thus,
The Order of Skybreakers was founded to mimic the that their law was the true law of the land—and he
abilities of the Honorblade of Nale, Herald of Justice. allied his faction with the singers.
Nale is a willful and uncompromising man who is Szeth-son-Honor is the most prominent Skybreaker
obsessed with law and order. He excels at adhering who has defected from Nale’s command to join Dalinar
to the exact written letter of the law of whatever land Kholin and the Coalition of Monarchs. There are
he’s in … and at finding and exploiting loopholes. He other defectors from Nale’s faction who would join
once was more compassionate in his execution of the the refounded Knights Radiant or another party, and
law, but he has grown more rigid and merciless over some independent highspren could choose to bond a
the millennia; in the modern day, he always seeks the prospective Radiant in defiance of Nale’s will.
maximum penalty for offenders without any leniency.
In the ancient days of the Knights Radiant, the
Highspren
Skybreakers served as military police and international To become a Skybreaker, you must bond with a high
law enforcement, tasked with keeping the peace, spren, whether one of Nale’s or an independent spren.
containing dark and dangerous forces, and monitoring Highspren Appearance
the other orders. The Skybreakers feared that Radiants In the Cognitive Realm, highspren have a humanoid
would think themselves above the law and become shape—but that form appears as a void in reality
tyrants, so they kept a vigilant watch for abuses of through which stars can be seen. This starscape
Surgebinding. This caused frequent conflicts with other doesn’t move with the spren; instead, their movement
orders, especially the Windrunners and Dustbringers, seems to pan across a night sky. Each highspren’s form
with whom they had many moral disagreements. But seems to outline clothing and hair, which move as if a
the ancient Skybreakers valued mercy regardless of physical wind were blowing on their form. And despite
whether a criminal was Radiant; they understood that appearing to be holes in the universe, their bodies are
the law isn’t perfect, and as they upheld it, they focused fully solid and can be touched. When viewed straight
on protecting the weak from the strong. on, highspren don’t have discernible facial features;
When the Recreance occurred, the Skybreakers were most people can recognize individuals only by their
the only Radiant order that didn’t forswear their oaths. silhouette and voice, though highspren can recognize
Instead, Nale clandestinely reclaimed his Honorblade each other with no difficulty.
from Shinovar, bonded a highspren—becoming the Within the Physical Realm, highspren usually appear
only known Herald to also become a Radiant—and as black slits in the air, which they can expand to reveal
began directly leading the Skybreakers as a secret their starfield. They tend to be not much larger than a
police. For millennia, he has shaped the order in his foot in any dimension, and the air seems to warp around
own increasingly extreme visage: his highspren only them as they move.
bond the candidates he chooses, his Skybreakers
166 Chapter 5: Radiant Paths
Roleplaying a Highspren Highspren Culture
Highspren inhabit isolated settlements in Shadesmar.
The “Playing with Spren” section provides general They don’t tend to live in close proximity to other
guidance on interacting with your spren. If you bond with spren, who see them as fanatical, righteous, and strict.
a highspren, also consider the following. Honorspren particularly dislike highspren.
Perceivability. A highspren can make themself visible Highspren culture idealizes obedience, order, and
and audible to whomever they wish; otherwise, highspren following the law; many highspren have an encyclopedic
in the Physical Realm are generally invisible and inaudible knowledge of legal codes from societies in both the
to anyone (including other spren) without a specific ability Cognitive and Physical Realms. Because of Nale’s own
to perceive spren. dedication to the exact letter of law, many highspren
Unlike other spren, highspren can become invisible seem to worship him, or have at least pledged their
even to their bonded Skybreaker. They can also read their allegiance.
Radiant’s thoughts while within spren bond range, allowing
for completely silent communication between the two. Highspren Names
Physical Interaction. Highspren are nearly incorporeal Many highspren are reluctant to share their names with
in the Physical Realm, but they don’t have the ability to non-highspren. Highspren names are numbers. Unlike
pass through objects. They lack malleable forms but are Cryptics, who often have complex equations as their
mostly two-dimensional; as a result, they can't shrink names, highspren names tend to be straightforward
down, but can pass through very thin openings. numbers like 13294, 0–11, or 3405.
▷ or ↻ Test Assistance (Costs 1 Focus). Your spren Earning a Bond
uses their knowledge and experiences to grant you an Historically, highspren looked for prospective Radiants
advantage on a specific test. Typically, highspren can with a strong, unflinching moral code—even if it’s
help with investigating crimes and determining guilt or a criminal code—or someone who believes in the
innocent, Intimidation tests, and Lore tests related to importance of societies having rules that govern
topics they’re familiar with, though your spren may be behavior. This could be an empathetic soul who tries
able to help in additional ways. to change systems from within to better serve the weak,
a stout defender of the public that believes in protecting
the innocent, a moral warrior who wishes to punish
the guilty, or any other individual who believes in
true justice.
In the modern era, however, the majority of highspren
will bond only to an aspirant presented to them by Nale.
Even then, the hopeful must first pass trials and tests
proctored by existing Skybreaker masters. Promising
candidates tend to be disciplined individuals zealous
about peacekeeping, obedience, and the rule of law.
Nale’s faction of highspren don’t form a bond until
their Skybreaker speaks the Second Ideal; if you want to
play a current or former member of Nale’s Skybreakers,
see the “GM Tip: Skybreakers and Canon” sidebar in
the “Highspren Bond Talents” section.
VALERIA CASALE
a highspren in
the Physical Realm
Chapter 5: Radiant Paths 167
First Ideal (Skybreaker Key)
Prerequisite: Level 2+
Gain Investiture score and the Breathe Stormlight,
Enhance, and Regenerate actions. When you complete
the goal “Speak the First Ideal,” you become Empow-
ered and gain Division and Gravitation.
Highspren Bond
Second Ideal
Soaring Destruction
(Skybreaker) Prerequisite: Speak the
Prerequisite: Level 4+; Speak First Ideal
the First Ideal After you Move with a Basic
When you complete the goal Lashing, spend 1 focus to gain
“Speak the Second Ideal,” for Division or its talents.
you become Empowered and
can use Enhance as without
spending Investiture.
Third Ideal
Invested
(Skybreaker) Your max Investiture increases
Prerequisite: Level 8+; Speak by your tier.
the Second Ideal
When you complete the goal
“Speak the Third Ideal,” you
become Empowered and
can manifest your spren as
a Radiant Shardblade.
Fourth Ideal
Wound Regeneration
(Skybreaker) When you Regenerate, spend
Prerequisite: Level 13+; Speak 2 Investiture to recover from
the Third Ideal a temporary injury, or spend
When you complete the goal 3 Investiture to recover from
“Speak the Fourth Ideal,” you a permanent one.
become Empowered and can
manifest Radiant Shardplate.
Deepened Bond Take Squire
Prerequisite: Speak the (Skybreaker)
Third Ideal Prerequisite: Speak the
Your spren bond range Third Ideal
increases to 100 feet, and Choose non-Radiant charac-
giving your spren a task costs ters as your squires, granting
1 fewer focus. them one or both surges. They
SONDERFLEX STUDIO
can also Breathe Stormlight,
Enhance, and Regenerate.
Your max number of squires
equals your Ideal.
168 Chapter 5: Radiant Paths
Skybreaker
Radiant Path
division Gravitation
Bodily Decay Eroding Escape
Flying Ace Gravitational Slam
Prerequisite: Speak the Prerequisite: Speak the Prerequisite: Speak the Prerequisite: Speak the
First Ideal First Ideal First Ideal First Ideal
When you hit with a Division Spend 1 or more Investiture Fly up to your gravitation rate, Use a Basic Lashing to collide
attack, you can spend to to end that many effects which permanently increases a target with a solid surface,
cause one target of that attack inflicting the Restrained or to 40 feet. You can spend 1 dealing 1d4 impact damage
to suffer an injury. Immobilzed condition. focus to make a melee weapon per 10 feet moved. The target
attack during this flight. can Avoid Danger to halve
damage.
Igniting Division Spark Sending
When you use Division, spend When there’s a solid surface
1 or more Investiture to light between you and target, use Stable Flight Multiple Lashings
the target’s space on fire, Division as though your reach While maintaining a Basic When you move an unwilling
dealing ongoing damage equal is 20 feet. Lashing on yourself, your character with Gravitation,
to your Division modifier. ranged attacks don’t gain a you can infuse Investiture up
disadvantage due to flying or to your ranks in Gravitation to
unstable footing. prolong the effect.
Gout of Flame Inescapable Spark
Spend 3 Investiture to make Your Spark Sending now
a Division attack vs. Physical extends to your spren bond Group Flight Lashing Shot
against each target in an area range. You don’t need line of When you use a Basic Propel an object at a target,
one size larger than normal. effect when you can sense Lashing out of combat, infuse spending Investiture equal to
your target, and they can’t additional characters up to distance divided by gravitation
Brace against your Division. your ranks in Gravitation rate. Make a ranged Gravita-
without spending additional tion attack vs. Physical, rolling
Investiture. 2d4 impact damage.
Devastating Division
Unleashed Entropy
When you roll damage for It costs you one fewer to use
Division, roll an additional the Division skill. Your Division Aerial Squadron Master of the Skies
damage die. Under Pressure DC is reduced Prerequisite: Gravitation 3+ While you have Investiture,
by 5. You can use your Group Flight you’re always infused with
in combat. Gravitation.
icon meaning
1 action
2 actions
3 actions
Free action
Reaction
Special activation
Always active
Skybreaker Key Talent Fourth Ideal (Skybreaker)
When a Skybreaker completes their goal from the First Prerequisite: Level 13+; Speak the Third Ideal
Ideal key talent, this unlocks access to the Highspren Activation:
Bond talent tree (in this chapter) and the Division and You seek to become a full Knight Radiant by speaking the
Gravitation talent trees (in chapter 6). Fourth Ideal.
You immediately speak the Fourth Ideal and must
First Ideal (Skybreaker Key)
decide on a suitable quest in line with your values.
Prerequisite: Level 2+
You gain the goal “Complete Your Fourth Ideal
Activation:
Quest.” After you complete this goal, you gain the
You begin bonding a highspren, allowing you to breathe
following reward:
in and use Stormlight. You might be aware of this nascent
bond, or you might use the powers subconsciously until you
◆ You become Empowered until the end of that scene.
get closer to speaking the First Ideal.
◆ You can call a swarm of luckspren as Radiant
Shardplate (see chapter 7).
When you acquire this talent, you gain access to
Investiture, beginning with a maximum Investiture of Invested
2 + your Awareness or Presence (whichever is higher). Prerequisite: Soaring Destruction talent
You can now use the Breathe Stormlight, Enhance, Activation:
and Regenerate actions. You learn to hold and wield greater quantities of Stormlight
Additionally, you gain the goal “Speak the First within yourself.
Ideal.” After you complete this goal, you gain the
following reward:
◆ When you acquire this talent, your maximum
Investiture increases by a number equal to your
◆ You become Empowered until the end of that scene. tier. When your tier increases by 1, your maximum
◆ You gain the Division and Gravitation surges. Investiture does as well.
◆ You gain an additional skill on your character sheet
for the above surges, starting with 1 rank in each. Second Ideal (Skybreaker)
Prerequisite: Level 4+; Speak the First Ideal
Highspren Bond Talents Activation:
The following talents, presented here in alphabetical You seek to deepen your Nahel bond with your highspren
order, appear in the Highspren Bond talent tree for the by speaking the Second Ideal.
Skybreaker path. You gain the goal “Speak the Second Ideal.” After you
Deepened Bond complete this goal, you gain the following reward:
Prerequisite: Speak the Third Ideal ◆ You become Empowered until the end of that scene.
Activation: ◆ Your Enhance action becomes more powerful.
The strength of your Nahel bond now allows your spren to While you have 1 Investiture or more, you can use
manifest more fully in the Physical Realm. Enhance as , and you don’t need to spend Invest
Your spren bond range increases from 30 feet to 100 feet. iture to use this action or maintain its effect.
Additionally, when you spend focus to give your spren a
task, it costs you 1 fewer focus (to a minimum cost of 1).
“Most Skybreakers choose to swear
themselves to the law—and follow
with exactness the laws of whatever
lands they visit. That is a good
option, but not the only one.”
170 Chapter 5: Radiant Paths
Soaring Destruction Wound Regeneration
Prerequisite: Speak the First Ideal Prerequisite: Invested talent
Activation: Activation:
You excel at using Division while sweeping through the air You can use Stormlight to rapidly recover from injuries.
with Gravitation. When you use the Regenerate free action, you can
After you Move while maintaining a Basic Lashing on spend Investiture to instantly recover from an injury
yourself with your Gravitation surge, spend 1 focus to of your choice (either instead of or in addition to
gain , which can be used only for Division or one of healing yourself). Spend 2 Investiture to recover
its talents. from a temporary injury, or spend 3 Investiture to
recover from a permanent one.
Take Squire (Skybreaker)
Prerequisite: Speak the Third Ideal
GM Tip: Skybreakers and Canon
Activation:
You begin taking other people under your wing, allowing Within the Stormlight Archive books, Skybreakers who
them to breathe Stormlight and use surges before they’ve serve Nale can’t even breathe in Stormlight upon speaking
established their own Nahel bond. the First Ideal, let alone use surges. (However, it’s possible
After a long rest, choose a companion or player that independent Skybreakers who don’t follow Nale
character you can influence to take as your squire. might ignore these restrictions.)
To choose them, they must be willing and sapient, If your group wishes to emulate this element of canon
you must have known them for at least 1 game session, in your own game, Nale’s Skybreakers gain their abilities
and they must not have bonded a Radiant spren. as follows:
When you choose a squire, decide whether you want Second Ideal Goal. Upon completing their “Speak the
to grant them both of your surges, one of them, or Second Ideal” goal, a Skybreaker gains access to
none. That character becomes your squire, gaining the Investiture and to the Breathe Stormlight, Enhance,
surges you chose plus the other benefits in the “Squires” and Regenerate actions. They also gain the surge of
section earlier in this chapter. Gravitation and can choose its talents.
You can have a maximum number of squires up to Third Ideal Goal. Upon completing their “Speak the Third
your current Ideal (such as three for the Third Ideal). Ideal” goal, a Skybreaker gains the surge of Division
If you already have the maximum number of squires, and can choose its talents.
you must choose one to dismiss as your squire before To accomplish this delayed progression, replace the entire
choosing a new one. First Ideal talent with the following.
Third Ideal (Skybreaker) First Ideal. When you acquire this talent, your maximum
Prerequisite: Level 8+, Speak the Second Ideal health increases by 1 per level. This applies to all previous
Activation: and future levels; for example, if you choose this talent at
You seek to advance your Nahel bond even further by level 3, retroactively increase your maximum health by 3.
speaking the Third Ideal. Additionally, you gain the goal “Speak the First Ideal.”
After you complete this goal, you become Empowered
You gain the goal “Speak the Third Ideal.” After you
until the end of that scene, and your maximum and
complete this goal, you gain the following reward:
current focus increase by a number equal to your tier.
◆ You become Empowered until the end of that scene. When your tier increases by 1, your maximum and current
◆ You can summon your spren as a Radiant Shard focus do as well.
blade (see chapter 7).
Chapter 5: Radiant Paths 171
Recommended Heroic Paths for Stonewards
Stonewards are known for their teamwork, dependability,
and love of a good challenge. People who enjoy sport,
martial arts, or wilderness exploration easily find them-
selves drawn to the Stonewards. As such, the following
heroic paths can be excellent precursors to the Stoneward
Radiant path:
◆ Envoy (Mentor)
◆ Hunter (Tracker)
Stoneward ◆
◆
Leader (Champion or Officer)
Warrior (Duelist, Shardbearer, or Soldier)
Radiant Path
Stoneward Philosophy
“I will be there when I’m needed.”
Stonewards often put the interests of others before
A Stoneward reaches one hand out to touch their ally’s shirt, their own. Dependability is one of their core tenets,
transforming it into a substance harder than diamond. and they strive to never let anyone down. Stonewards
Meanwhile, their other hand scoops into softened stone and help strangers in need, and they always make time to
flings a handful at an enemy. The ally’s hardened cloth support their friends—which sometimes leads to taking
deflects the enemy’s blade just as the resolidified rock slams on large projects that are more than they can handle.
into the enemy’s chest. They love to challenge themselves, approaching even
Backing into a canyon, a Stoneward removes her sash, the most daunting situations with a can-do attitude.
pulls it taut, and makes it stronger than tempered steel. To a Stoneward, teamwork is beloved, even sacred.
As her enemies enter the canyon, the Stoneward wills the They nurture their social skills, learning to connect with
earth to seal behind her, then charges forth to crush her foes. even the most abrasive of personalities. When working
A Stoneward rushes toward the mess hall for a late with a group for extended periods, Stonewards typically
dinner. One thing after another has delayed him; he coordinate everyone to work together efficiently and
stopped to hang a banner for a merchant, moved a couch effectively, and after a job well done, they’re usually
for an elderly couple, and held a large fabrial in place generous with praise.
while an artifabrian welded it. Food can wait when there However, most Stonewards are also remarkably
are people who need help! The mess hall finally enters stubborn. They don’t like to admit defeat, retreat, or
his sight—but with the approval and amusement of his leave projects unfinished, and they’re almost always the
peakspren partner, the Stoneward diverts once more to last to leave the battlefield or the work area. More than
help a work crew unload boxes of provisions. any other order, Stonewards refuse to bend their oaths
for the sake of convenience, and many develop a habit
The Order of Stonewards are the heavy infantry of the
of self-sacrifice to live up to them.
Knights Radiant, standing side by side with their allies
Beyond the First Ideal (see “Swearing Ideals” earlier
as an unflinching vanguard. With their two surges,
in this chapter), each centers on humbly supporting
Cohesion and Tension, the entire environment is theirs
those in need and helping people achieve their dreams.
to wield. They can use Cohesion to sculpt stone and
While each Stoneward expresses the Words in their own
earth, strategically blocking and slowing their enemies
way, they tend to follow certain patterns. The sections
while creating vantage points and cover for their allies.
below suggest common phrases you can use to inspire
With Tension, they can turn even the softest materials
your own oaths.
into powerful weapons and armor. And their focus on
teamwork makes them an invaluable part of any unit.
172 Chapter 5: Radiant Paths
The Second Ideal The Fourth Ideal
“I will step forward when others fall back.” The previous two Ideals taught you to staunchly
embrace difficulty so you can overcome it, especially
The Second Ideal, at its core, is about dependability,
in the service of others. However, this causes many
about pushing through seemingly impossible odds that
Stonewards to deny not only their personal desires,
others balk at. Instead of crumbling under the weight
but their essential needs. Though the specific words
of a challenge, you do everything in your power to
are individualized for each Stoneward, the Fourth
rise gleefully to the occasion. You don’t bend, break,
Ideal recognizes that it’s impossible to consistently help
give up, or compromise; once you give your word, you
others if you don’t care for yourself. There’s a difference
accomplish it or die trying. But even more importantly,
between sacrificing your interests and sacrificing your
as a Stoneward, you commit to be where you’re needed
needs; this Ideal requires you to learn the difference.
and do whatever’s required of you to support your
You must both ask for and allow yourself to receive the
friends and allies.
care you need, which allows you to continue serving
As you work toward milestones to “Speak the Second
others without crumbling under your own expectations.
Ideal,” consider the following guidance:
As you work toward milestones to “Speak the Fourth
◆ Take on challenges and difficult tasks, especially Ideal,” consider the following guidance:
those that others have already refused.
◆ Support your friends and allies in their moments
of doubt, weakness, or struggle.
◆ Refuse to give up in the face of adversity. Through
improvisation, clever problem-solving, or sheer grit,
see yourself and those relying on you through.
The Third Ideal
“I will be the foundation on which others can build.”
In many ways, the Second Ideal is self-
aggrandizing, causing Stonewards to
compare themselves to others and strive
to come out on top. Meanwhile, the Third
Ideal requires you to recognize you’re only
one piece of a greater whole, and it’s your
duty to use the strength and dependability
you’ve cultivated to support all who need
you, not just a select few. Your aspirations should
always come second to the people you serve.
As you work toward milestones to “Speak the
Third Ideal,” consider the following guidance:
◆ Provide aid to people who look like they’re
in need, especially if they’re too stubborn
to ask for it themselves.
◆ Delay your own goals and other ambi-
tions—or even fail them—for the sake of
helping others achieve theirs.
◆ Put yourself in danger for a cause that doesn’t
directly benefit you.
STEVE PRESCOTT
Chapter 5: Radiant Paths 173
◆ Work so hard on maintaining your Second and a prominent role, but they assist in the goals of the
Third Ideal oaths that you burn yourself out, such modern Radiants at Urithiru. Their number includes
as ignoring your needs so drastically that you collapse Dami, the Stormwall who fought in the war in Emul,
or are nearly killed. as well as the Iriali woman Zu and her peakspren
◆ Engage in introspection: what needs have you ignored partner Ua’pam, who joined a diplomatic delegation
in pursuit of others? Have you been eating and to the honorspren capital Lasting Integrity to entreat
resting properly? Have you maintained your support the spren to bond more Windrunners.
system? Have you lost sight of the importance of
your own life? Peakspren
◆ Take steps to address your needs: go to the people To become a Stoneward, you must bond with a peak
who care for you and discuss the needs you’ve been spren, the personification of mountains.
ignoring. Make a plan with them to form healthier
habits that allow you to continue supporting others
Peakspren Appearance
In the Cognitive Realm, peakspren are broad-
without sacrificing your mental, emotional, and
shouldered and tall, their height generally surpassing
physical health.
seven feet. Each peakspren appears to be made of a single
◆ Allow yourself to rely on your support system.
rock, but across individuals, the colors and textures of
When you take on too large of a project, allow
that stone have enormous variety. Some peakspren are
yourself to call on others. When you go into
as smooth as polished marble, while others are rough
battle in service of another, allow yourself to
and porous as basalt. Each peakspren’s form is crossed
ask for backup.
by a unique network of fissures, which often resemble
Stoneward History glyphs or other symbols. Their eyes, mouths, nostrils,
ear canals, and fissures give off a soft, molten glow,
During the Desolations, the Stonewards acted as elite
though their skin is only slightly warm to the touch.
ground troops. They were renowned as the Radiants’
Like their appearance suggests, peakspren move heavily,
finest soldiers, though the Windrunners often contested
and their movements and voices both sound like grinding
them for this title. Stonewards typically operated in
stone. They can’t change shape and their clothing isn’t
units made up entirely of their order, but they could
part of their essence, so they typically import Unkalaki
also be called on to lead units of non-Invested troops
garments and wear them the way the Unkalaki do.
or offer support to Radiants of other orders. They were
While in the Physical Realm, peakspren appear as
known to face down any odds with gleeful anticipation
miniature versions of themselves, only about a hand-
and to never leave allies behind during a strategic
length tall. However, in the Physical Realm, they don’t
retreat. While Stonewards generally weren’t inventors
necessarily have fissures or facial features, nor do
or creators, they had a reputation for improvisational
they glow with molten light, making them look like
problem-solving; in even the most dire situations with
a humanoid figurine carved from rock.
minimal resources, their presence could improve the
odds. This dependability earned them the respect Peakspren Culture
and appreciation of all the other orders—even the Peakspren culture has many parallels to the Unkalaki
Windrunners, their friendly rivals. of the Horneater Peaks, from the builds of their bodies
In times of peace between Desolations, many and their preferred fashions to their speech patterns
Stonewards organized and participated in competitions, and mannerisms.
especially sporting leagues and fighting tournaments. Like the Unkalaki, peakspren tend to be pacifistic
Participation in these events was open to all, and (though they remain non-judgmental if their bonded
they generally drew crowds of spectators with betting Radiant disagrees). Peakspren avoid violence unless
aplenty. Other Stonewards loved the outdoors and absolutely necessary, and they place a much higher
embarked on expeditions to explore the less-charted value on providing and caring for family than they
regions of Roshar. Still others preferred simply helping do on martial prowess.
communities, either traveling to find those in need or Peakspren culture isn’t centralized, and several
staying at home to support their neighbors. different tribes live throughout Shadesmar. Unlike
In the modern day, a small but growing number of the monolithic tendencies of other spren cultures,
Stonewards fight in the war against Odium. Ever the peakspren tribes have great variety in their opinions
supporting players, none have yet gained fame or taken and cultural values—and there’s quite a bit of rivalry
174 Chapter 5: Radiant Paths
between them. Some tribes find joy in the Radiants’
return, while others remain bitter about the Recreance
Roleplaying a Peakspren
and hold nothing but scorn for the new knights and the The “Playing with Spren” section provides general
spren who bonded them; meanwhile, other tribes have guidance on interacting with your spren. If you bond with
every possible opinion in between. a peakspren, also consider the following.
Perceivability. Unlike many Radiant spren, peakspren
Peakspren Names
are visible and audible to other characters, so any spren
Unsurprisingly, peakspren naming conventions are
interaction has the chance of revealing their (and likely
similar to those of the Unkalaki. Such names include
your) position. However, peakspren blend in well with
Autu, Hinlan’ai, Kun’ai’lam, Ku’tah’no, Lun’ha’ua,
rocky environments, and they can hide within stone (see
Na’mi’ahu, Nua’lan, Tik’he’aku, Toam’ul, and
“Physical Interaction” below), making them extremely
Una’tanu.
difficult to detect.
Bonding Preferences Physical Interaction. Peakspren are nearly incorporeal
When a peakspren seeks a prospective Radiant to bond, in the Physical Realm. They can’t pass through most
they tend to value jovial and helpful individuals. Most materials, but they can move through and occupy stone
greatly enjoy conversation and friendly competition, and other earthen materials as if in thin air. While within
so they often look for gregarious or athletic people, stone, their sight, hearing, and ability to speak audibly
especially if the person enjoys being part of a close- aren’t limited.
knit group. When a peakspren leaves their rocky hiding place, they
appear to be breaking out of the rock. The stone quickly
Stoneward Key Talent melds back together and becomes whole, leaving no trace
When a Stoneward completes their goal from the First of the peakspren’s passage.
Ideal key talent, this unlocks access to the Peakspren ▷ or ↻ Test Assistance (Costs 1 Focus). Your spren
Bond talent tree (in this chapter) and the Cohesion and uses their knowledge and experiences to grant you an
Tension talent trees (in chapter 6). advantage on a specific test. Typically, peakspren can help
with supporting or coordinating individuals (especially
First Ideal (Stoneward Key)
unruly ones), Athletics tests, and Lore tests related to
Prerequisite: Level 2+
topics they’re familiar with, though your spren may be able
Activation:
to help in additional ways.
You begin bonding a peakspren, allowing you to breathe
in and use Stormlight. You might be aware of this nascent
bond, or you might use the powers subconsciously until you
get closer to speaking the First Ideal.
When you acquire this talent, you gain access to
Investiture, beginning with a maximum Investiture of
2 + your Awareness or Presence (whichever is higher).
You can now use the Breathe Stormlight, Enhance,
and Regenerate actions.
Additionally, you gain the goal “Speak the First
Ideal.” After you complete this goal, you gain the
following reward:
◆ You become Empowered until the end of that scene.
◆ You gain the Cohesion and Tension surges.
◆ You gain an additional skill on your character sheet
for the above surges, starting with 1 rank in each.
A Peakspren in the
KEVIN O’NEILL
physical realm
Chapter 5: Radiant Paths 175
First Ideal (Stoneward Key)
Prerequisite: Level 2+
Gain Investiture score and the Breathe Stormlight,
Enhance, and Regenerate actions. When you complete
the goal “Speak the First Ideal,” you become Empow-
ered and gain Cohesion and Tension.
Peakspren Bond
Second Ideal
Cohesive Teamwork
(Stoneward) Prerequisite: Cohesion 2+;
Prerequisite: Level 4+; Speak Tension 2+; Speak the
the First Ideal First Ideal
When you complete the goal When you Gain Advantage
“Speak the Second Ideal,” while having Investiture, the
you become Empowered and next test an ally makes against
can use Enhance as without that target gains an advantage,
spending Investiture. and you can’t be forcibly
moved or knocked Prone.
Third Ideal
Invested
(Stoneward) Your max Investiture increases
Prerequisite: Level 8+; Speak by your tier.
the Second Ideal
When you complete the goal
“Speak the Third Ideal,” you
become Empowered and
can manifest your spren as
a Radiant Shardblade.
Fourth Ideal
Wound Regeneration
(Stoneward) When you Regenerate, spend
Prerequisite: Level 13+; Speak 2 Investiture to recover from
the Third Ideal a temporary injury, or spend
When you complete the goal 3 Investiture to recover from
“Speak the Fourth Ideal,” you a permanent one.
become Empowered and can
manifest Radiant Shardplate.
Deepened Bond Take Squire
Prerequisite: Speak the (Stoneward)
Third Ideal Prerequisite: Speak the
Your spren bond range Third Ideal
increases to 100 feet, and Choose non-Radiant charac-
giving your spren a task costs ters as your squires, granting
SONDERFLEX STUDIO
1 fewer focus. them one or both surges. They
can also Breathe Stormlight,
Enhance, and Regenerate.
Your max number of squires
equals your current level.
176 Chapter 5: Radiant Paths
Stoneward
Radiant Path
Cohesion Tension
Stone Spear Memories of Stone Tension Parry Stormlight
Prerequisite: Speak the Prerequisite: Speak the Prerequisite: Speak the Reclamation
First Ideal First Ideal First Ideal Prerequisite: Speak the
Spend 1 Investiture to make Spend 1 Investiture to Before you or an ally is hit or First Ideal
a ranged Cohesion attack vs. communicate with stone grazed by an attack, spend End Tension infusions within
Physical of a target within you’re touching. If this requires Investiture to infuse the reach and recover their
60 feet, rolling 2d4 impact interpretation, test Cohesion target’s clothing, increasing remaining Investiture.
damage. (DC determined by the GM). their Physical defense by 2
and potentially cause the
attack to miss.
Sinkhole Tunneling
Spend 1 Investiture and Spend 1 Investiture to move
test Cohesion vs. Cognitive through stone as if through Rigged Weaponry Extended Tension
of chosen targets on stone difficult terrain, leaving a Spend 1 Investiture to increase Your Tension infusions only
ground. On success, the target 5-foot tunnel behind you. the reach of your melee expend 1 Investiture per
sinks into the ground and is weapon by 10 feet. When you rounds equal to your ranks
Immobilized. hit with a melee attack, spend in Tension. While you have
or 2 focus to infuse Tension Investiture, you can freely
into an object the target is maintain Tension infusions
Through the Stone
True Stoneshaping
Prerequisite: Cohesion 2+ holding. on objects you’re holding.
Use your surges and their
talents as though your reach Intricately and extensively
is 20 feet. shape stone without using Cloth Mastery Surface Tension
additional actions or time. Prerequisite: Tension 2+ Use Tension to increase a
Use Tension to instantly create liquid’s surface tension and
intricate and complex objects. walk on it like solid ground.
Unbound Cohesion Flowing Earth
Prerequisite: Cohesion 4+ After using Cohesion, shape
Use Cohesion on any solid the stone beneath your Fine Control Clothsmith
material that isn’t alive, feet, pushing yourself in any Spend Investiture to infuse an Your Hardened Defense effect
Invested, or infused with direction up to 5 feet × your object you can control with increases the target’s Physical
Stormlight. ranks in Cohesion. while touching it. It can move defense by 4 instead of 2.
up to 25 feet along surfaces, When you temporarily create a
perform tasks, and make weapon with Tension, it gains
attacks using your Tension. an extra d4 damage die.
icon meaning
1 action
2 actions
3 actions
Free action
Reaction
Special activation
Always active
Peakspren Bond Talents You gain the goal “Speak the Second Ideal.” After you
complete this goal, you gain the following reward:
The following talents, presented here in alphabetical
order, appear in the Peakspren Bond talent tree for the ◆ You become Empowered until the end of that scene.
Stoneward path. ◆ Your Enhance action becomes more powerful.
While you have 1 Investiture or more, you can use
Cohesive Teamwork Enhance as , and you don’t need to spend Invest
Prerequisite: Cohesion 2+; Tension 2+; Speak the iture to use this action or maintain its effect.
First Ideal
Activation: Take Squire (Stoneward)
Stonewards strive to exemplify determination and teamwork. Prerequisite: Speak the Third Ideal
Their resolve shows allies where to intuitively hold the line. Activation:
After you use the Gain Advantage action while having You begin taking other people under your wing, allowing
1 Investiture or more, whether you succeed or fail, them to breathe Stormlight and use surges before they’ve
the next test an ally makes against that target gains established their own Nahel bond.
an advantage. Until the end of your next turn, while After a long rest, choose a companion or player character
standing on stone, you can’t be moved against your you can influence to take as your squire. To choose them,
will or knocked Prone. they must be willing and sapient, you must have known
them for at least 1 game session, and they must not have
Deepened Bond bonded a Radiant spren.
Prerequisite: Speak the Third Ideal When you choose a squire, decide whether you want
Activation: to grant them both of your surges, one of them, or none.
The strength of your Nahel bond now allows your spren to That character becomes your squire, gaining the surges
manifest more fully in the Physical Realm. you chose plus the other benefits in the “Squires” section
Your spren bond range increases from 30 feet to 100 feet. earlier in this chapter.
Additionally, when you spend focus to give your spren a As a Stoneward, you can have a maximum number
task, it costs you 1 fewer focus (to a minimum cost of 1). of squires up to your current level. If you already have
the maximum number of squires, you must choose one
Fourth Ideal (Stoneward) to dismiss as your squire before choosing a new one.
Prerequisite: Level 13+; Speak the Third Ideal
Activation: Third Ideal (Stoneward)
You seek to become a full Knight Radiant by speaking the Prerequisite: Level 8+, Speak the Second Ideal
Fourth Ideal. Activation:
You gain the goal “Speak the Fourth Ideal.” After you You seek to advance your Nahel bond even further by
complete this goal, you gain the following reward: speaking the Third Ideal.
◆ You become Empowered until the end of that scene. You gain the goal “Speak the Third Ideal.” After you
◆ You can call a swarm of bindspren as Radiant complete this goal, you gain the following reward:
Shardplate (see chapter 7). ◆ You become Empowered until the end of that scene.
◆ You can summon your spren as a Radiant Shard
Invested blade (see chapter 7).
Prerequisite: Cohesive Teamwork talent
Activation: Wound Regeneration
You learn to hold and wield greater quantities of Stormlight Prerequisite: Invested talent
within yourself.
BEN MCSWEENEY & DARREN CALVERT
Activation:
When you acquire this talent, your maximum Invest You can use Stormlight to rapidly recover from injuries.
iture increases by a number equal to your tier. When When you use the Regenerate free action, you can
your tier increases by 1, your maximum Investiture spend Investiture to instantly recover from an injury
does as well. of your choice (either instead of or in addition to
Second Ideal (Stoneward) healing yourself). Spend 2 Investiture to recover from
Prerequisite: Level 4+; Speak the First Ideal a temporary injury, or spend 3 Investiture to recover
Activation: from a permanent one.
You seek to deepen your Nahel bond with your peakspren
by speaking the Second Ideal.
178 Chapter 5: Radiant Paths
Recommended Heroic Paths for Truthwatchers
The Order of Truthwatchers attracts those who seek
truth wherever it can be found: artifabrians, scientists,
philosophers, journalists, and all manner of scholars
and thinkers. As such, the following heroic paths can be
excellent precursors to the Truthwatcher Radiant path:
◆ Agent (Investigator or Thief)
◆ Envoy (Diplomat or Faithful)
◆ Scholar (Artifabrian, Strategist, or Surgeon)
Truthwatcher
Radiant Path
A stormform creeps through a back alley, hunting a fleeing
man—then vines burst from an illusory wall and pin the
Regal to the opposite building. A Truthwatcher follows the
branches from his disguised branching path, then he grins.
Works every time.
During the tense negotiation, the Truthwatcher has
stood back and allowed others to speak. But after the
highlord spits out yet another ignorant piece of drivel,
they’ve finally had enough. The Truthwatcher steps
forward and conjures an illusion of the magnificent leader
the highlord could’ve been if he were a better man. The
highlord’s voice quavers before falling silent, and the
Truthwatcher steps back to allow the talks to resume.
As the red crystalline form of her mistspren partner floats
above her head, an Enlightened Truthwatcher meditates
and attempts to send herself into a vision of the ancient
Radiants. If only she could discover the secrets of ancient
fabrial technology, it would revolutionize everything.
The cosmere contains countless secrets and mysteries.
Truthwatchers live to uncover and solve as many as
possible, acting as the researchers and investigative
reporters of the Knights Radiant. Their quest for
knowledge can take them almost anywhere, and their
surges of Progression and Illumination empower them
with illusions and plant structures as they explore
enemy strongholds or long-lost ruins. Meanwhile, the
power of Regrowth helps them survive the experience,
providing crucial healing for themselves and their allies.
A Truthwatcher with an Enlightened mistspren partner
can gain additional power from the Future Sight talent,
STEVE PRESCOTT
granting them visions of possible futures and even more
paths to discovery.
180 Chapter 5: Radiant Paths
Truthwatcher Philosophy The Third Ideal
“I will seek truth.” “I will reveal truth to all who seek it.”
At its core, the mission of the Truthwatchers is to A core belief of the Truthwatchers is that knowledge
search for ultimate truths and share them. They believe belongs to everyone; when you hoard secrets, you harm
that knowledge belongs to everyone, and they refuse the greater world. The Third Ideal obligates you to
to tolerate the misuse or malicious withholding of share truth with anyone who would benefit from it.
information—especially when those in power are lying Despite the broadness of the oath, you don’t need to
to their people. However, the order isn’t a monolith, share everything you ever discovered with every person
and its members frequently disagree on what truths are you meet; this Ideal focuses on sharing knowledge that
the most important, or even on the nature of “truth” has been deliberately withheld from those who would
itself. Acknowledging that many truths are subjective, most benefit, such as sharing proprietary agricultural
Truthwatchers are open to changing their beliefs as they techniques with struggling farmers, or publicizing
learn new information. They generally greet differences fabrial technology previously kept secret by one
in opinion with excitement, and they often enjoy nation’s artifabrians.
engaging in spirited debates. As you work toward milestones to “Speak the Third
Beyond the First Ideal (see “Swearing Ideals” earlier Ideal,” consider the following guidance:
in this chapter), a Truthwatcher must actively pursue ◆ Share truths you’ve discovered during your
discovery and spread what they learn, regardless of adventures in a way that helps strangers. These are
what fields they specialize in or what beliefs they hold. generally people who are struggling greatly without
The Words are different for each Truthwatcher, but the knowledge or are in dire need of it. At your GM’s
they tend to follow certain patterns. The sections below discretion, you might even publish your discoveries in
suggest common phrases you can use to inspire your writing, then ensure your written works are available
own oaths. to those who need them.
The Second Ideal The Fourth Ideal
“I will seek truth wherever it is hidden.” Sharing delicate truths can have consequences,
especially for the person sharing and those they hold
For knowledge to be shared, it must first be discovered.
dear. Since such consequences vary between individuals
The Second Ideal swears you to actively search for new
and types of truth, each Truthwatcher’s Fourth Ideal
discoveries and answers to mysteries. You choose which
is unique. Regardless of the specific words, this oath
truths to seek, but success or failure in these pursuits
requires you to acknowledge the likely consequences of
doesn’t matter. It only matters that you deliberately
sharing well-kept secrets and knowledge forbidden by
seek to learn.
the powerful, and then to share those truths despite the
As you work toward milestones to “Speak the Second
risks—no matter who might try to ignore or silence you,
Ideal,” consider the following guidance:
and no matter what price you might pay.
◆ Dedicate yourself to discovery by deciding the truths As you work toward milestones to “Speak the Fourth
you wish to seek. Will you research a particular Ideal,” consider the following guidance:
academic field, a science, a religion, an ideology, or
◆ Uncover a truth that others, especially those in
the words and actions of those in power? You can
power, might kill to keep secret.
choose more than one, and you can change your
◆ Confront your fears or biases about the consequences
pursuits throughout the course of your journey
of sharing the truth, especially in how they relate to
without risking your bond.
your obstacle.
◆ Identify an unanswered question, an unsolved
◆ Share the truth you discovered in a way that makes
mystery, or an undiscovered innovation from one of
it nearly impossible to make it secret again. You might
the types of truth you chose. With your mistspren’s
do so during a massive gathering, at a conference
approval, begin to seek it.
of leaders from many nations or factions, or in a
◆ Actively search until you discover what you seek—or
published work spread across Roshar.
at the GM’s discretion, until you learn an unrelated
but significant truth.
Chapter 5: Radiant Paths 181
Truthwatcher History Enlightened Truthwatchers
In the days of the ancient Radiants, the Order of
With your GM’s permission, you might be able to bond with
Truthwatchers was known as the most scholarly and
a mistspren who has been Enlightened by Sja-anat. As an
quiet of the orders. Most Truthwatchers primarily
Enlightened Truthwatcher, you begin having visions of the
served as scientists, commonly researching the
past and future. When you bond this mistspren, you gain
nature and limits of Surgebinding, fabrials, and other
the Future Sight key talent from the Enlightened talent
technologies. As a result, the order was celebrated for
tree (see the end of this “Truthwatcher” entry). Later,
many innovations. The ranks of the Truthwatchers
after you speak the First Ideal, you can choose additional
also included philosophers and other thinkers who
talents from this talent tree, in addition to the talents from
tended to get lost in their thoughts. While these
your Truthwatcher path.
Radiants often seemed reserved in face-to-face
As these Truthwatchers continue experimenting
conversation, they excitedly explained and debated
with the surge, they usually become adept in Spiritual
their discoveries, especially in writing. Truthwatchers
Lightweaving, which excels in affecting hearts and minds.
published many manuscripts and spread them across
When choosing Illumination talents, you’re encouraged to
Roshar for interested parties to access.
select talents from the left side of the tree. These talents
A minority of Truthwatchers concerned themselves
include Distracting Illusion, Disorienting Flash, Spiritual
with the actions of the powerful. These Radiants acted
Illumination, and Painful Truth; you might also choose
like investigative reporters, loudly and forcefully voicing
Endless Illusions in addition to or instead of Painful Truth.
their opinions if they discovered that a leader or other
powerful person was abusing their power or lying to
their people. Mistspren
Thousands of years after the Recreance, only To become a Truthwatcher, you must bond with a
a few Truthwatchers have appeared. Unlike the mistspren—but is your spren simply a mistspren, or
Windrunners, Skybreakers, and Lightweavers, there’s are they Enlightened?
no central organization among Truthwatchers; they
are scattered and disparate individuals each finding Mistspren Appearance
their own way. However, a society calling themselves Mistspren appear in the Cognitive Realm as a mass of
“Watchers of Pailiah” has formed to further the Herald mist; though they can shape this as they please, they
Pailiah’s interests; this organization is shrouded in generally prefer a humanoid shape. Atop the mist floats
secrecy, but it has at least one actual Truthwatcher a translucent crystal mask shaped like a human face,
among its agents. Of the Radiant Truthwatchers outside which looks like solid porcelain until it catches the light.
this organization, several have aligned themselves with A mistspren’s mask is part of their essence, but it’s the
the modern Radiants at Urithiru. A phenomenon has only part they can’t shape to their will, and it doesn’t
emerged among them that differs greatly from the move even when they speak. Despite a mistspren’s
ancient order: Enlightened Truthwatchers. diaphanous appearance, their body is completely solid,
Enlightened Truthwatchers bond to mistspren that and most mistspren wear clothing from the Physical
became willingly corrupted by the Unmade Sja-anat. Realm that suits their occupation.
This alters the spren’s appearance and the abilities In the Physical Realm, mistspren look like shimmers
granted by their spren bond. These unusual powers of light refracted through a prism onto a surface, and
include future sight, which is believed to be related each mistspren’s pattern is unique. These lights can
to Odium and Voidbinding. Renarin Kholin and the even appear floating midair and without a light source.
Enlightened mistspren Glys were the first known pair When mistspren hold still, plant-like structures of
of this new type of Radiant, and they’ve begun carefully light begin to grow atop them, then retract once the
recruiting to bolster their number for the continued mistspren begins to move. Though a mistspren can
war against Odium. alter the shape of their light shimmer, they’re each still
recognizable by the shape of the plant-like light that
grows from them.
182 Chapter 5: Radiant Paths
Mistspren Culture A mistspren in
Shadesmar
Mistspren are known for their highly curious natures
and zest for novelty and adventure. They’re greatly
interested in learning how other people think and
looking at things from new and different perspectives.
They love adventure, and combined with their hard
working and generally uncomplaining nature, this leads
many mistspren to be crewmembers on the ships that
sail the bead oceans of Shadesmar (particularly on
honorspren vessels).
Mistspren Names
Lovers of nature and beauty, and closer to
Cultivation than to Honor, many mistspren have
descriptive, poetic names such as Adrift-in-Shade,
Constant-despite-Shifting, Flowing-and-Shapeless,
Hopeful-in-Measure, Temperance-through-Strife,
Truth-without-Bounds, and Weeping-though-Joyful.
Roleplaying a Mistspren
Bonding Preferences
Most mistspren seem to view the prospect of bonding The “Playing with Spren” section provides general
a Radiant with general indifference. However, Enlight- guidance on interacting with your spren. If you bond with
ened mistspren (described in the next section) all seem a mistspren, also consider the following.
to be actively seeking a Nahel bond. Enlightened or Perceivability. A mistspren can make themself visible
not, when a mistspren seeks a bond, they tend to look and audible to whomever they wish; otherwise, mistspren
for people with unique or interesting perspectives in the Physical Realm are generally invisible and inaudible
about the world, especially social outsiders. They’re to physical entities who don’t have a specific ability to
also attracted to people who spend a lot of time in perceive spren.
their own heads and who aren’t afraid to look at things If your mistspren is Enlightened, you can hold silent
in different ways, such as philosophers, scientists, telepathic conversations with them while they’re in your
and scholars. spren bond range. If your mistspren isn’t Enlightened, you
must speak aloud to them (until you reach the Third Ideal
Enlightened Mistspren and manifest them as a Radiant Shardblade).
The Unmade Sja-anat has recently been experi-
Physical Interaction. Mistspren are nearly incorporeal
menting with injecting Voidlight into various types
in the Physical Realm. They can’t pass through objects, but
of spren, changing their appearance and properties.
they can easily flow through even the smallest gaps.
Though she has freely experimented with the more
Additionally, Enlightened mistspren can hide within the
animal-like spren, she won’t experiment on sapient
body of non-sapient characters and remain within them.
spren without express consent. Mistspren, who welcome
If they do so with a cremling, the mistspren gains some
new experiences, were the first Radiant spren to accept
control of it; however, at the GM’s discretion, you may
Sja-anat’s offer.
need to spend some focus for the cremling to perform
While the word “corrupted” is sometimes used to
complex tasks or act against its instincts.
describe spren altered by Sja-anat, she and her altered
or Test Assistance (Costs 1 Focus). Your spren
mistspren instead call these spren Enlightened. In
uses their knowledge and experiences to grant you an
Shadesmar, the mist of an Enlightened mistspren’s body
advantage on a specific test. Typically, mistspren can
is a deep ruby red, and their face mask is absent, leaving
help with approaching and engaging in new experiences,
in its place a swirling red void. In the Physical Realm,
understanding others’ perspectives, Persuasion tests, and
they look like red crystalline structures that “drip”
Lore tests related to topics they’re familiar with, though
light upward.
your spren may be able to help in additional ways.
Mistspren who have been Enlightened seem to take
on new and simpler names such as Bryn, Goli, Kyhe,
Mele, Qima, Ruka, and Vlor.
KII W
Chapter 5: Radiant Paths 183
First Ideal (Truthwatcher Key)
Prerequisite: Level 2+
Gain Investiture score and the Breathe Stormlight,
Enhance, and Regenerate actions. When you complete
the goal “Speak the First Ideal,” you become Empow-
ered and gain Illumination and Progression.
Mistspren Bond
Second Ideal
Spiritual Healing
(Truthwatcher) Prerequisite: Illumination 2+;
Prerequisite: Level 4+; Speak Progression 2+; Speak the First
the First Ideal Ideal
When you complete the goal Instead of healing yourself or
“Speak the Second Ideal,” an ally, spend 2 Investiture to
you become Empowered and restore half as much focus as
can use Enhance as without the target would’ve recovered
spending Investiture. health.
Third Ideal Invested
(Truthwatcher) Your max Investiture increases
Prerequisite: Level 8+; Speak by your tier.
the Second Ideal
When you complete the goal
“Speak the Third Ideal,” you
become Empowered and
can manifest your spren as
a Radiant Shardblade.
Fourth Ideal Wound Regeneration
(Truthwatcher) When you Regenerate, spend
Prerequisite: Level 13+; Speak 2 Investiture to recover from
the Third Ideal a temporary injury, or spend
When you complete the goal 3 Investiture to recover from
“Speak the Fourth Ideal,” you a permanent one.
become Empowered and can
manifest Radiant Shardplate.
Deepened Bond Take Squire
Prerequisite: Speak the (Truthwatcher)
Third Ideal Prerequisite: Speak the
Your spren bond range Third Ideal
increases to 100 feet, and Choose non-Radiant charac-
giving your spren a task costs ters as your squires, granting
1 fewer focus. them one or both surges. They
SONDERFLEX STUDIO
can also Breathe Stormlight,
Enhance, and Regenerate.
Your max number of squires
equals your Ideal.
184 Chapter 5: Radiant Paths
Truthwatcher
Radiant Path
Illumination Progression
Distracting Illusion Lingering
Injury Regrowth Explosive Growth
Prerequisite: Speak the Lightweavings Prerequisite: Speak the Prerequisite: Speak the
First Ideal Prerequisite: Speak the First Ideal First Ideal
Spend 1 Investiture to Light- First Ideal Spend 2 Investiture to cause Spend 1 Investiture to explo-
weave an illusion of yourself or You can infuse an illusion in a target to recover from a sively grow plants in an area.
an ally. Until an attack misses a sphere. The illusion moves temporary injury, or spend Make a Progression attack
the target, attacks against with the sphere, expending 3 Investiture to recover from vs. Physical of each character
them gain a disadvantage 1 Investiture per rounds equal a permanent one. of your choice, rolling 2d4
and can’t graze. to your ranks in Illumination. impact or keen damage.
Disorienting Flash Stormlight
Swift Regeneration Overgrowth
Spend 1 Investiture to Reclamation Prerequisite: Progression 2+ When you infuse Growth into a
project light in an area, testing End Illumination infusions When you Regenerate, recover plant, test Progression (DC 15)
Illumination vs. Cognitive of within spren bond range health equal to 1d6 + your to cause it to grow much larger
each character to make them and recover their remaining Progression modifier. While and stronger than its species’
Disoriented. Investiture. you have Investiture, you and normal limits.
your Regrowth targets can add
your Progression modifier to
Spiritual Illumination Multiplicative
Lightweaving injury rolls.
Spend 2 Investiture to cause
an ally to become Determined You can Lightweave additional
and Focused. illusions, up to your ranks Extended Regrowth Reliable Progression
in Illumination, with no Your Regrowth infusions Prerequisite: Progression 2+
additional Investiture. only expend 1 Investiture per When you roll a Progression
rounds equal to your ranks in die, make the result equal your
Progression. ranks in Progression.
Painful Truth Endless Illusions
Spend 2 Investiture and test You can maintain illusions
Illumination vs. Spiritual of a indefinitely. While you have From the Brink Font of Life
target. On success, they are Investiture, Illumination infu- Prerequisite: Progression 3+ It costs you one fewer to use
Slowed and must Move away sions in your spren bond range Spend 3 Investiture to restore Progression and its talents.
on their next turn or spend don’t expend Investiture. life to a willing character who
focus to avoid doing so. died within the last minute.
icon meaning
1 action
2 actions
3 actions
Free action
Reaction
Special activation
Always active
Truthwatcher Key Talent Invested
When a Truthwatcher completes their goal from Prerequisite: Spiritual Healing talent
the First Ideal key talent, this unlocks access to the Activation:
Mistspren Bond talent tree (in this chapter) and the You learn to hold and wield greater quantities of Stormlight
Illumination and Progression talent trees (in chapter 6). within yourself.
When you acquire this talent, your maximum Invest
First Ideal (Truthwatcher Key)
iture increases by a number equal to your tier. When
Prerequisite: Level 2+
your tier increases by 1, your maximum Investiture
Activation:
does as well.
You begin bonding a mistspren, allowing you to breathe
in and use Stormlight. You might be aware of this nascent Second Ideal (Truthwatcher)
bond, or you might use the powers subconsciously until Prerequisite: Level 4+; Speak the First Ideal
you get closer to speaking the First Ideal. Activation:
When you acquire this talent, you gain access to You seek to deepen your Nahel bond with your mistspren
Investiture, beginning with a maximum Investiture of by speaking the Second Ideal.
2 + your Awareness or Presence (whichever is higher). You gain the goal “Speak the Second Ideal.” After you
You can now use the Breathe Stormlight, Enhance, complete this goal, you gain the following reward:
and Regenerate actions. ◆ You become Empowered until the end of that scene.
Additionally, you gain the goal “Speak the First ◆ Your Enhance action becomes more powerful.
Ideal.” After you complete this goal, you gain the While you have 1 Investiture or more, you can use
following reward: Enhance as , and you don’t need to spend Invest
◆ You become Empowered until the end of that scene. iture to use this action or maintain its effect.
◆ You gain the Illumination and Progression surges.
◆ You gain an additional skill on your character sheet
Spiritual Healing
Prerequisite: Illumination 2+; Progression 2+;
for the above surges, starting with 1 rank in each.
Speak the First Ideal
Activation:
Mistspren Bond Talents You mix Illumination and Regrowth to skillfully repair
The following talents, presented here in alphabetical
the mind and soul.
order, appear in the Mistspren Bond talent tree for the
Before you restore health to yourself or a willing ally,
Truthwatcher path.
you can spend 2 Investiture to instead cause the target
Deepened Bond to recover half as much focus (rounded up) as they
Prerequisite: Speak the Third Ideal would have recovered health.
Activation:
Take Squire (Truthwatcher)
The strength of your Nahel bond now allows your spren to
Prerequisite: Speak the Third Ideal
manifest more fully in the Physical Realm.
Activation:
Your spren bond range increases from 30 feet to 100 feet.
You begin taking other people under your wing, allowing
Additionally, when you spend focus to give your spren a
them to breathe Stormlight and use surges before they’ve
task, it costs you 1 fewer focus (to a minimum cost of 1).
established their own Nahel bond.
Fourth Ideal (Truthwatcher) After a long rest, choose a companion or player char
Prerequisite: Level 13+; Speak the Third Ideal acter you can influence to take as your squire. To choose
BEN MCSWEENEY & DARREN CALVERT
Activation: them, they must be willing and sapient, you must have
You seek to become a full Knight Radiant by speaking the known them for at least 1 game session, and they must
Fourth Ideal. not have bonded a Radiant spren.
You gain the goal “Speak the Fourth Ideal.” After you When you choose a squire, decide whether you want
complete this goal, you gain the following reward: to grant them both of your surges, one of them, or none.
That character becomes your squire, gaining the surges
◆ You become Empowered until the end of that scene.
◆ You can call a swarm of concentrationspren as
Radiant Shardplate (see chapter 7).
186 Chapter 5: Radiant Paths
you chose plus the other benefits in the “Squires” Enlightened Talents
section earlier in this chapter.
If you bond an Enlightened mistspren (see the earlier
You can have a maximum number of squires up to
“Enlightened Mistspren” section), you gain the
your current Ideal (such as three for the Third Ideal).
Future Sight talent for free. This unlocks access to the
If you already have the maximum number of squires,
remaining talents in the Future Sight tree, which you
you must choose one to dismiss as your squire before
can choose as usual when you gain a level.
choosing a new one.
Third Ideal (Truthwatcher) Future Sight (Enlightened Key)
Prerequisite: Bond an Enlightened mistspren
Prerequisite: Level 8+, Speak the Second Ideal
Activation:
Activation:
As a Truthwatcher bonded to an Enlightened mistspren,
You seek to advance your Nahel bond even further by
you have enigmatic visions of the future, which are initially
speaking the Third Ideal.
outside your control.
You gain the goal “Speak the Third Ideal.” After you
After a short or long rest or at the start of any scene,
complete this goal, you gain the following reward:
you can ask the GM for a vision of the future. If the
◆ You become Empowered until the end of that scene. GM deems an event in the near future to be important
◆ You can summon your spren as a Radiant Shard enough to trigger a vision, you have a vision. Most
blade (see chapter 7). concern events within the next day, but events with
wider-reaching implications might be seen earlier than
Wound Regeneration that. At the GM’s discretion, they can have you make a
Prerequisite: Invested talent
Deduction test to determine how much you can see and
Activation:
understand; depending on the result, the GM might
You can use Stormlight to rapidly recover from injuries. tell you what the vision reveals about upcoming events,
When you use the Regenerate free action, you can or they might simply describe a jumbled vision with
spend Investiture to instantly recover from an injury confusing glimpses that don’t grant useful information.
of your choice (either instead of or in addition to The GM can spend C from this test to secretly and
healing yourself). Spend 2 Investiture to recover from randomly determine whether to give you true or false
a temporary injury, or spend 3 Investiture to recover information.
from a permanent one. After you complete your goal to “Speak the First
Ideal,” you gain access to the later talents on this
A mistspren in the talent tree.
Physical Realm
Alter Fortune
Prerequisite: Glimpse the Future talent
Activation:
You use your glimpses of possibilities to control the outcome
of events.
Each time you finish a long rest, roll a number of d20s
equal to 1 + your tier, and record each result.
When an enemy or willing ally you can sense makes a
test, you can use a reaction to replace the test’s d20 roll
with one of your recorded numbers. You can replace
that number after you see their die roll and after they
apply any advantages, but you must do so before the
effects of the test are resolved.
You lose a recorded number after you use it to replace
a d20 roll or after a long rest.
KII W
188 Chapter 5: Radiant Paths
Glimpse the Future On a successful test, you experience a vision of
Prerequisite: Speak the First Ideal; Future Sight 10 minutes of the event as though you were there. If the
key talent event is one you’ve experienced before, you can choose
Activation: to appear in a specific different location or time within
that event. You are a passive observer in the vision,
You have vague visions of future possibilities, giving you
invisible, intangible, and otherwise unable to alter
some sway to divert your Fortune.
the course of the event in any way.
Once per round after you roll the dice for a test, you
can spend 1 Investiture or more to reroll that many Vision Void
of the test’s dice. The original rolls have no effect and Prerequisite: Glimpse the Future talent or Search
you must use the new result. the Past talent
Activation:
Search the Past
Thanks to your ability to see the future and change its
Prerequisite: Speak the First Ideal; Future Sight
course, you and your nearby allies create a black spot in
key talent
the future sight of others.
Activation:
You and each ally within your spren bond range are
You can attempt to direct your visions to see past events;
immune to any enemy effect that would reroll or replace
the further back you look, the harder they are to glimpse.
the result of any die rolled by you or those allies.
After a long rest, you can choose one past event you’ve
Additionally, if you’re present in or strongly
either heard about or experienced, then make a Lore
influencing an event, no enemy can ever see visions of
test. The DC is determined by how long ago the event
that event, whether they’re viewing it as a future event
took place, as shown on the Past Sight DC table. This
or a past one.
DC is reduced by 10 if you’ve experienced the event
before, whether in person or through a vision.
Past Sight DC Future Sight (Enlightened Key)
Prerequisite: Bond an Enlightened mistspren
Max Time Since Event Test DC
Ask the GM for a vision of the future. If the vision
1 day DC 10 requires interpretation, test Deduction; on a C,
10 days DC 13 the vision might be unreliable.
50 days DC 16
1 year
10 years
DC 19
DC 22
Enlightened
100 years DC 25
1,000 years DC 30 Glimpse the Future Search the Past
Prerequisite: Speak the Prerequisite: Speak the
10,000 years DC 35 First Ideal First Ideal
Spend 1 Investiture or more Choose a past event you’re
to reroll that many dice from familiar with and test Lore
your test. (DC determined by time since
that event). On success, you
have a 10-minute vision of
that event.
Alter Fortune Vision Void
Preroll d20s equal to 1 + your You and allies within your spren
tier. You can replace enemy bond range are immune to
and ally d20 rolls with those enemy effects that reroll your
numbers. dice, and enemies can’t see
visions of events you influence.
SAMI RYTKÖNEN
An enlightened
misTspren in the
Physical Realm
Chapter 5: Radiant Paths 189
Recommended Heroic Paths for Willshapers
Willshapers are freedom fighters, teachers, and leaders
who all work in their own ways to free the oppressed and
create opportunities for others to express themselves.
Even before bonding lightspren, Willshapers are often
architects, crafters, and civil engineers. As such, the
following heroic paths can be excellent precursors to the
Willshaper Radiant path:
◆ Envoy (Mentor)
Willshaper ◆
◆
Leader (Champion, Officer, or Politico)
Scholar (Artifabrian or Surgeon)
Radiant Path ◆ Warrior (Soldier)
Willshaper Philosophy
“I will seek freedom.”
In a flash of light, a Willshaper appears in front of a At its core, the philosophy of the Willshapers is that all
group of soldiers, palms on the ground at the enemies’ feet. people should be free, able to make their own choices
The stone beneath the squad becomes a quagmire, each and follow any path in life. Many Willshapers facilitate
plunging to their waist before the ground resolidifies and this with physical projects that support people from
traps them. The Willshaper slips back into the Cognitive all walks of life, often leading construction projects for
Realm to prepare for the next contingent. housing, irrigation, and infrastructure. However, some
Shackled in a cell, prisoners cower at the sounds Willshaper feel that the building and bolstering of hearts
of battle reverberating through the stone. Their chains and minds is even more important. These Radiants
unexpectedly go slack; with mouths agape, the prisoners often teach useful skills and trades that people can use
watch the wall behind them melt like fresh crem. for both income and community improvement; they also
Beyond it, they see a Willshaper humming while his love to create safe spaces for people to radically express
lightspren partner pulses, both to a reassuring rhythm. and live as their truest selves.
The captives are free. Importantly, the Willshapers also facilitate
Tears in their eyes, a family watches their destroyed literal freedom, from liberating the imprisoned and
house rise from the rubble. Its stone reassembles seemingly enslaved to aiding in campaigns against tyranny
of its own volition, emerging whole and undamaged. and oppression. Wherever and however freedom is
The Willshaper steps away from the restored walls with sought, the Willshapers are there to offer tools and
a smile on her lips; it’s an easy task when the stone support. They also know that when law gives way to
remembers well the home it’s supposed to be. anarchy, tyrants inevitably emerge, so the Willshapers
advocate for new laws that prevent the strong from
Willshapers embody freedom. This can be the freedom
oppressing the weak.
of liberating the captive, but also the freedom of choice
Beyond the First Ideal (see “Swearing Ideals” earlier
and self-expression. They’re the builders and crafts
in this chapter), each leads the Willshaper toward not
people of the Knights Radiant, laying the foundations
only seeking freedom for those around them, but also
of not only buildings, but of civilization. These Radiants
considering the nature of true freedom. While each Will-
use the surge of Transportation to bypass physical
shaper expresses the Words in their own way, they tend
obstacles and travel using Shadesmar, and they use
to follow certain patterns. The sections below suggest
Cohesion to soften the walls and chains that prevent
common phrases you can use to inspire your own oaths.
people from being free.
The Second Ideal
“I will seek freedom for those in bondage.”
During wartime, most captives are either prisoners
of war and or civilians held hostage within captured
settlements. But even in times of peace, freedom is
190 Chapter 5: Radiant Paths
infringed throughout Roshar. The Second Ideal
obligates you to recognize oppression in all its
forms and help those suffering it how you can.
For example, most human cultures have engaged in
slavery, (especially the chattel slavery of singers), and
many cultures press criminals or those with debts into
indentured servitude. Beyond this, many forms of
systemic oppression exist, from Vorinism’s caste system
and rigid gender roles to the destitution and poverty
throughout most nations. These injustices reduce
people’s freedom to express themselves and walk the
life paths they want.
As you work toward milestones to “Speak the Second
Ideal,” consider the following guidance:
◆ Free people from literal captivity.
◆ Give people the tools or training to make
their own way.
◆ Help a companion feel the freedom and safety to
express their true identity.
The Third Ideal
“I will fight oppression…”
Each Willshaper finishes this oath in their own way.
For one, it could end “… even if that oppression comes
from within.” For another, it may be “… even against
the tyranny of the leaders I serve.” Your Third Ideal
depends on your journey and the challenges you face,
especially related to seeking freedom for yourself and
others despite your flaws, biases, and obstacles. This
Ideal requires you to expand your search for oppression
beyond the individual to identify its sources.
As you work toward milestones to “Speak the Third
Ideal,” consider the following guidance:
◆ Think back on the people you helped as part of
earning the Second Ideal, as well as the forms of
personal or cultural oppression you’ve witnessed
or experienced. What root cause prevented
freedom or self-expression in those cases?
◆ Ponder whether you’ve been complicit, intention
ally or not, with any forms of oppression. Are you
associated with the root cause? Have you held They don’t just talk about freedom,
yourself or others to the oppressor’s standards?
they work for it, and they build
◆ Choose a form of oppression from your list—ideally
one you learned you were complicit in—and work
systems and structures that enable
to end it. You might seek to change laws, start a freedom for everyone.
cultural moment, or help someone with similar goals
who’s in a better position to achieve the change.
STEVE PRESCOTT
You must either succeed, or in your pursuit instead
create other widespread freedoms that satisfy your
lightspren partner.
Chapter 5: Radiant Paths 191
The Fourth Ideal many could create sudden and impromptu battlements,
Liberating people and giving them options to pursue reshaping the battlefield for their allies.
what they want in life is an exhilarating and fulfilling With the return of the Knights Radiant, Willshapers
endeavor. It can be easy to center such actions on have been one of the most elusive orders. Lightspren feel
yourself, attaining that high and moving on to the next. deeply betrayed by the humans who enslaved singers for
The Fourth Ideal’s specific words are individualized millennia, so these spren have largely rejected humans
for each Willshaper, but it requires you to instead focus as potential Willshapers. Instead, the lightspren have
on the people you’re helping: have you made a lasting sought singers. The lightspren Timbre started to bond
difference in their lives? Are those people truly free, or the listener heroine Eshonai before her death in the War
did they gain but a glimpse before again succumbing to of Reckoning; afterward, Timbre sought a bond with
the clutches of oppression? To stay free, people need the Eshonai’s sister Venli. Through this bond, Venli has
ability to maintain their own freedom. overcome the influence of a bonded Voidspren, defecting
As you work toward milestones to “Speak the Fourth from Odium’s forces and returning to the Shattered
Ideal,” consider the following guidance: Plains. There, with the permission of the lightspren,
Venli now offers Radiance to other surviving listeners.
◆ Consult the list of people you freed while working
toward the Second Ideal, along with people you Lightspren
helped while working toward the Third. Find out
To become a Willshaper, you must bond with a lights-
where they are now and check in with them: are they
pren (also known as a Reacher).
still living in freedom, or are they again suffering
oppression? Either way, ask what they want or need to Lightspren Appearance
live happily as their truest selves. Do your best to help In the Cognitive Realm, Reachers look much like
them gain this. humans cast in bronze. Though statue-like, their body
moves as smoothly and easily as would flesh and hair.
Willshaper History Each lightspren’s bronze skin has a unique pattern of
The ancient Willshapers traveled throughout Roshar to grooves. The pupils of their eyes are the only gaps in
aid settlements. Some constructed buildings and infra- their body’s exterior; these small holes dilate much like
structure, while others taught skills and other essential those of humans. Reachers can’t change their appear-
trades that offer everyone more freedom to live as they ance, and they typically don clothing of human make,
choose, such as sanitation and metalworking. Many though they don’t often wear it the way the culture of
Willshapers chose to aid campaigns to depose tyrants, origin would.
change oppressive laws, and liberate the enslaved and Within the Physical Realm, lightspren are balls of
incarcerated. light, warm and silky to the touch. Both their tempera-
Due to the order’s philosophy of facilitating radical ture and brightness fluctuate with their mood, from
self-expression, these Radiants were far from uniform. subtle while relaxed to bright and feverish in moments
Some were flamboyant, gregarious, and loved daring of high emotion. As they move, a comet-like tail follows
fashions, while others were much more subdued behind, then quickly catches up when they stop.
and dressed conservatively. However they presented
themselves, Willshapers all celebrated and encouraged
each other’s forms of expression, since they believed A lightspren in the
that freedom to follow their own path was the most physical Realm
important thing.
However, many other Radiant orders perceived this
lack of uniformity as erraticism and unreliability. To
them, the Willshapers were capricious, more concerned
with novelty and oddity than serving as a military force.
Meanwhile, supporters of the order observed the posi-
tive change Willshapers facilitated, and understood that
their seeming frivolity never interfered with their duties.
KEVIN O’NEILL
During the Desolations, the Willshapers’ main
responsibility was to reinforce fortifications in anticipa-
tion of an attack and to rebuild following one. In battle,
192 Chapter 5: Radiant Paths
Lightspren Culture Reachers are ubiquitous among Shadesmar’s cities
Reachers are characterized by their love of travel and and bead sea vessels, and many work as sailors, dock-
adventure, as well as their seeming taciturnity. While workers, guides, currency exchangers, and merchants
they can speak humanoid languages, lightspren have a (including offworld imports). They are known for
greater alignment to the rhythms of Roshar than other generally being helpful and polite. The floor and decks
spren, and they prefer to communicate via rhythmic on which Reachers work are typically strewn with
pulses. Anyone can understand this form of speech with sound-conducting copper lines. The lightspren walk on
enough exposure, but it’s especially intuitive to singers, these lines with bare feet, allowing near-instantaneous
who are also attuned to the rhythms. vibrational communication with each other.
Lightspren Names
Roleplaying a Lightspren Because of their rhythmic form of communication, when
The “Playing with Spren” section provides general lightspren deal with humans or other spren, many use
guidance on interacting with your spren. If you bond with names inspired by music, such as Aria, Beat, Cadence,
a lightspren, also consider the following. Chime, Hymn, Lyric, Pitch, Tempo, Trill, and Vibrato.
Perceivability. Unlike many Radiant spren, lightspren Earning a Bond
are visible and audible to other characters, so any spren When a Reacher seeks a prospective Radiant, they first
interaction has the chance of revealing their (and likely look for kindness and empathy. Does the person have
your) position. However, lightspren can move exceptionally the patience and understanding to meet others where
fast through the air, and they can read their Radiant’s they are and facilitate communication despite barriers?
thoughts within spren bond range, significantly reducing Lightspren also appreciate people who seek freedom
the risk of detection. for themselves and others. They have no tolerance for
Physical Interaction. Lightspren are mostly insubstan- and refuse to bond bullies or anyone who has willingly
tial in the Physical Realm, but they have more substance oppressed others. For a human to bond a lightspren,
than most spren. Lightspren can’t pass through objects— the human must demonstrate a commitment to freedom
and they can even interact with lightweight objects using and a rejection of slavery in all its forms.
their Push Object ability, despite not having hands or the
ability to change their form. Willshaper Key Talent
Push Object (Costs 2 Focus). Your lightspren slowly When a Willshaper completes their goal from the First
pushes an unattended, unsecured object that weighs no Ideal key talent, this unlocks access to the Lightspren
more than 0.1 pounds (but they aren’t strong enough to Bond talent tree (in this chapter) and the Cohesion and
carry it). This movement must begin and end in your spren Transportation talent trees (in chapter 6).
bond range. If your spren is trying to do so undetected, the
GM might ask you to make a Stealth test against a DC they First Ideal (Willshaper Key)
set. Prerequisite: Level 2+
Rhythmic Communication (Costs 1 Focus): You’ve Activation:
taught yourself to interpret your lightspren’s pulses. While You begin bonding a lightspren, allowing you to breathe
within spren bond range, you can have your spren send in and use Stormlight. You might be aware of this nascent
you a silent message up to 25 words long. Additionally, bond, or you might use the powers subconsciously until you
after you’ve known an ally for at least 5 days, you can teach get closer to speaking the First Ideal.
them to interpret your spren’s pulses, and the spren can When you acquire this talent, you gain access to
communicate with them in the same way (but the ally can’t Investiture, beginning with a maximum Investiture of
respond silently). 2 + your Awareness or Presence (whichever is higher).
or Test Assistance (Costs 1 Focus). Your spren You can now use the Breathe Stormlight, Enhance, and
uses their knowledge and experiences to grant you an Regenerate actions.
advantage on a specific test. Typically, lightspren can help Additionally, you gain the goal “Speak the First
with tests related to travel and fair trade, Survival tests, Ideal.” After you complete this goal, you gain the
and Lore tests related to topics they’re familiar with, following reward:
though your spren may be able to help in additional ways. ◆ You become Empowered until the end of that scene.
◆ You gain the Cohesion and Transportation surges.
◆ You gain an additional skill on your character sheet
for the above surges, starting with 1 rank in each.
Chapter 5: Radiant Paths 193
First Ideal (Willshaper Key)
Prerequisite: Level 2+
Gain Investiture score and the Breathe Stormlight,
Enhance, and Regenerate actions. When you complete
the goal “Speak the First Ideal,” you become Empow-
ered and gain Cohesion and Transportation.
Lightspren Bond
Second Ideal Spiritual Cohesion
(Willshaper) Prerequisite: Speak the
Prerequisite: Level 4+; Speak First Ideal
the First Ideal Choose allies up to your
When you complete the goal current Ideal to become Deter-
“Speak the Second Ideal,” mined. from that condition
you become Empowered and increases that ally’s Cognitive
can use Enhance as without and Spiritual defenses by 2.
spending Investiture.
Third Ideal Invested
(Willshaper) Your max Investiture increases
Prerequisite: Level 8+; Speak by your tier.
the Second Ideal
When you complete the goal
“Speak the Third Ideal,” you
become Empowered and
can manifest your spren as
a Radiant Shardblade.
Fourth Ideal Wound Regeneration
(Willshaper) When you Regenerate, spend
Prerequisite: Level 13+; Speak 2 Investiture to recover from
the Third Ideal a temporary injury, or spend
When you complete the goal 3 Investiture to recover from
“Speak the Fourth Ideal,” you a permanent one.
become Empowered and can
manifest Radiant Shardplate.
Deepened Bond Take Squire
Prerequisite: Speak the (Willshaper)
Third Ideal Prerequisite: Speak the
Your spren bond range Third Ideal
increases to 100 feet, and Choose non-Radiant charac-
giving your spren a task costs ters as your squires, granting
1 fewer focus. them one or both surges. They
SONDERFLEX STUDIO
can also Breathe Stormlight,
Enhance, and Regenerate.
Your max number of squires
equals your Ideal.
194 Chapter 5: Radiant Paths
Willshaper
Radiant Path
Cohesion Transportation
Stone Spear Memories of Stone Cognitive Farsight Realmic Evasion
Prerequisite: Speak the Prerequisite: Speak the Prerequisite: Speak the Prerequisite: Speak the
First Ideal First Ideal First Ideal Second Ideal
Spend 1 Investiture to make Spend 1 Investiture to You can spot things in the Cog- Before you’re hit by an attack,
a ranged Cohesion attack vs. communicate with stone nitive Realm up to a distance spend 1 Investiture and test
Physical of a target within you’re touching. If this requires equal to 3 × your spren Transportation (DC equals
60 feet, rolling 2d4 impact interpretation, test Cohesion bond range. While you have triggering attack). On failure,
damage. (DC determined by the GM). Investiture, you can identify the attack grazes. On success,
north and the direction to the the attack misses.
nearest settlement.
Sinkhole Tunneling
Spend 1 Investiture and Spend 1 Investiture to move
test Cohesion vs. Cognitive through stone as if through Cognitive Vision Realmic Step
of chosen targets on stone difficult terrain, leaving a When you use Transportation Test Transportation (DC 15)
ground. On success, the target 5-foot tunnel behind you. to look into the Cognitive and spend 2 Investiture to
sinks into the ground and is Realm, you can learn an transport yourself to a space
Immobilized. enemy’s intent by testing within spren bond range.
Transportation vs. Cognitive,
and you can learn about your
Through the Stone
True Stoneshaping
Prerequisite: Cohesion 2+ immediate environment.
Use your surges and their
talents as though your reach Intricately and extensively
is 20 feet. shape stone without using Shared
Elsecalling
additional actions or time. Transportation Prerequisite: Speak the
Prerequisite: Transportation 4+ Third Ideal
When you transport yourself, Spend 1 Investiture to trans-
Unbound Cohesion Flowing Earth
spend 1 Investiture or more port yourself from the Physical
Prerequisite: Cohesion 4+ After using Cohesion, shape
to bring that many additional to the Cognitive Realm, or
Use Cohesion on any solid the stone beneath your
characters with you. test Transportation (DC 20)
material that isn’t alive, feet, pushing yourself in any
and spend 2 Investiture to
Invested, or infused with direction up to 5 feet × your
transport from the Cognitive
Stormlight. ranks in Cohesion.
to the Physical Realm.
Elsegate Realmwalker
Prerequisite: Speak the When you test Transportation
icon meaning Fourth Ideal for a talent, you automatically
1 action Transport yourself and up succeed.
2 actions to ten companions to an
3 actions Oathgate or permanent
Free action perpendicularity you’ve visited
Reaction before.
Special activation
Always active
Lightspren Bond Talents Once per scene, choose one or more allies you can
influence, up to a number equaling your current Ideal
The following talents, presented here in alphabetical
(such as two allies for the Second Ideal). Each target
order, appear in the Lightspren Bond talent tree for the
becomes Determined until the end of the scene. If a
Willshaper path.
target uses that condition to add an Opportunity to
Deepened Bond a test, increase their Cognitive defense and Spiritual
Prerequisite: Speak the Third Ideal defense by 2 until the end of the scene.
Activation:
Take Squire (Willshaper)
The strength of your Nahel bond now allows your spren to Prerequisite: Speak the Third Ideal
manifest more fully in the Physical Realm. Activation:
Your spren bond range increases from 30 feet to 100 feet. You begin taking other people under your wing, allowing
Additionally, when you spend focus to give your spren a them to breathe Stormlight and use surges before they’ve
task, it costs you 1 fewer focus (to a minimum cost of 1). established their own Nahel bond.
Fourth Ideal (Willshaper) After a long rest, choose a companion or player charac-
Prerequisite: Level 13+; Speak the Third Ideal ter you can influence to take as your squire. To choose
Activation: them, they must be willing and sapient, you must have
You seek to become a full Knight Radiant by speaking the known them for at least 1 game session, and they must
Fourth Ideal. not have bonded a Radiant spren.
You gain the goal “Speak the Fourth Ideal.” After you When you choose a squire, decide whether you want
complete this goal, you gain the following reward: to grant them both of your surges, one of them, or
none. That character becomes your squire, gaining the
◆ You become Empowered until the end of that scene.
surges you chose plus the other benefits in the “Squires”
◆ You can call a swarm of joyspren as Radiant Shard
section earlier in this chapter.
plate (see chapter 7).
You can have a maximum number of squires up to
Invested your current Ideal (such as three for the Third Ideal).
Prerequisite: Spiritual Cohesion talent If you already have the maximum number of squires,
Activation: you must choose one to dismiss as your squire before
You learn to hold and wield greater quantities of Stormlight choosing a new one.
within yourself. Third Ideal (Willshaper)
When you acquire this talent, your maximum Investiture Prerequisite: Level 8+, Speak the Second Ideal
increases by a number equal to your tier. When your tier Activation:
increases by 1, your maximum Investiture does as well. You seek to advance your Nahel bond even further by
Second Ideal (Willshaper) speaking the Third Ideal.
Prerequisite: Level 4+; Speak the First Ideal You gain the goal “Speak the Third Ideal.” After you
Activation: complete this goal, you gain the following reward:
You seek to deepen your Nahel bond with your lightspren by ◆ You become Empowered until the end of that scene.
speaking the Second Ideal. ◆ You can summon your spren as a Radiant Shard
You gain the goal “Speak the Second Ideal.” After you blade (see chapter 7).
complete this goal, you gain the following reward:
Wound Regeneration
◆ You become Empowered until the end of that scene. Prerequisite: Invested talent
BEN MCSWEENEY & DARREN CALVERT
◆ Your Enhance action becomes more powerful. Activation:
While you have 1 Investiture or more, you can use You can use Stormlight to rapidly recover from injuries.
Enhance as , and you don’t need to spend Invest
When you use the Regenerate free action, you can
iture to use this action or maintain its effect.
spend Investiture to instantly recover from an injury
Spiritual Cohesion of your choice (either instead of or in addition to
Prerequisite: Speak the First Ideal healing yourself). Spend 2 Investiture to recover
Activation: from a temporary injury, or spend 3 Investiture
Willshapers lead by example, raising the spirits of theose to recover from a permanent one.
around them through radical acts of self-expression.
196 Chapter 5: Radiant Paths
Recommended Heroic Paths for Windrunners
Though the Windrunners heavily emphasize excellence
in weaponry, their capabilities also make them excellent
scouts, and their history emphasizes leadership. As such,
the following heroic paths can be excellent precursors to
the Windrunner Radiant path:
◆ Agent (Spy)
◆ Envoy (Mentor)
◆ Hunter (Archer)
Windrunner ◆
◆
Leader (Champion or Officer)
Warrior (Duelist or Soldier)
Radiant Path
Windrunner Philosophy
“I will protect.”
The Ideals of the Windrunners center around
A gallant, glowing figure dives through the clouds, protection: defending innocents from the horrors of
accompanied by her flitting honorspren partner, before war, keeping the defenseless from harm, and putting
coming to a sudden stop just above the ground. The themselves in danger so that others don’t have to. To
knight stands protectively in front of a cowering family, accomplish these goals, Windrunners tend to embrace
brandishing her weapon at the enemy. No harm will military hierarchy and solid command structures. They
come to innocents this day, not while the Windrunner prioritize not only individual martial excellence, but a
still draws breath. team who works well together. Windrunners generally
A Windrunner tears through a hallway surrounded train to become the best duelists and weapon masters
by enemies. The Radiant first adheres two foes’ weapons among the Radiant orders, with the discipline to take
together, then slams another foe into the wall and sticks orders when necessary.
them there. Finally, the Windrunner paints Stormlight Beyond the First Ideal (see “Swearing Ideals” earlier
onto the floor to trap anyone who attempts to follow them. in this chapter), each Ideal follows particular patterns,
But pursuit is unlikely—their foes were too confused by the but individual Windrunners each express the Ideals
Windrunner fighting from the ceiling above. using their own words. The sections below suggest
One by one, a Windrunner touches boulders as tall as common phrases you can use to inspire your own oaths.
him. The giant pieces of rubble each briefly fly to the side
The Second Ideal
before once again succumbing to gravity’s rule, getting the
“I will protect those who cannot protect themselves.”
Radiant one step closer to reaching the survivors buried
beneath. In a few more moments, they’re free. The Second Ideal obligates you to give people the pro-
tection they need in and out of battle, whether they’re
In the modern era, when the average person thinks of
a noncombatant, a soldier in an unwinnable situation,
the archetypal Knight Radiant, they picture a Wind
or someone in a mental health crisis. This protection
runner: a hero soaring through the sky who stops at
can take any form: engaging in combat, lending an
nothing to see others safe. Windrunners are the scouts
empathetic ear, or advocating to get them the help you
and special forces of the Knights Radiant, wielding the
can’t provide yourself.
surges of Adhesion and Gravitation. The first allows
As you work toward milestones to “Speak the Second
them to create powerful bonds between objects, such
Ideal,” consider the following guidance:
as sticking an enemy’s clothing or weapon to the floor.
They use the second to glide through and above the
◆ Defend noncombatants, especially at great risk to
battlefield, dynamically changing the direction gravity yourself or your mission.
affects them.
◆ Be vigilant for those who may need protection and
support, especially those who may not be able to see
they need it.
198 Chapter 5: Radiant Paths
The Third Ideal
“I will protect even those I hate…”
Each Windrunner finishes this oath in their own way.
For some, it ends “… so long as it is right.” For others,
it may be “… even if the one I hate most is myself.” In
any case, the Third Ideal focuses on keeping your oaths
and protecting people despite your own flaws. It requires
deep introspection to understand those flaws and how
they’ve prevented you from protecting people, including
yourself, in the past.
As you work toward milestones to “Speak the Third
Ideal,” consider the following guidance:
◆ Confront your biases and flaws, especially as they
relate to your obstacle.
◆ Demonstrate your commitment to protecting
others in spite of your flaws: for example,
you might protect people you dislike or
hate, take steps to move past your
biases, or give those you’ve judged
harshly another chance.
The Fourth Ideal
The Fourth Ideal is unique for each Windrunner, but
it always requires accepting failure. You must forgive
yourself for past failures and accept that though you
can’t save everyone, you must still fight to protect
those you can. This Ideal is about confronting your
own fear of inadequacy, while recognizing that you’re
still just a single person (regardless of the power you
wield). Of course you’ll make mistakes; you can’t allow
fear of doing so to define you and prevent you from
moving forward.
As you work toward milestones to “Speak the Fourth Windrunner History
Ideal,” consider the following guidance:
Before the Recreance, the Windrunners were
◆ Fail to protect someone you love, or bear witness to the Radiants’ scouts and strike teams. They used
your inability to keep someone safe despite your best Gravitation to surveil from afar, then ferried teams of
efforts. Examine this and your similar past failures to Radiants on special missions. The Windrunners also
learn what caused that failure: did you do something sometimes operated much like conventional soldier
wrong, was it a stroke of poor luck, or were you squads. They were by far the most numerous among
defeated by a greater foe? the Radiant orders, with over a hundred members
◆ Identify what steps you could’ve taken (if any) and countless squires. These numbers were largely
to prevent your failures, then consider how that due to the resonance of their two surges, enabling a
knowledge can be applied in the future. Begin Windrunner to take far more Radiant squires than
training yourself or seeking the help you need to a knight from another order.
bridge those gaps. The ancient Windrunners clashed often with the
◆ Honestly forgive yourself for your failures, and Skybreakers, usually over philosophical differences: the
recognize that, though you’ll fail again in the future, Skybreakers dispensed justice according to the exact
STEVE PRESCOTT
you must keep moving forward. letter of the law, while the Windrunners were willing
to disregard laws and logic when doing what they
believed was right. These two ideologies often sparked
Chapter 5: Radiant Paths 199
heated debate, especially when it came to deciding the To Radiants or the people they may wish to bond,
fate of the guilty. This dislike between the two orders an honorspren typically displays a miniature version of
persists to the modern day between honorspren and their Shadesmar appearance, though some honorspren
highspren, the partner spren of these two orders. can appear at full size. As a Windrunner swears the
Thousands of years after the Recreance, an enslaved higher Ideals, their bonded honorspren gains greater
bridgeman named Kaladin bonded the honorspren abilities to customize their appearance in the Physical
Sylphrena, becoming the first Windrunner in the Realm; they can become more opaque, and by the
modern era to speak the Second Ideal; he later swore Third Ideal, they can even appear in different colors.
the Third Ideal and refounded the Order of Wind
runners. Most of his bridge crew, Bridge Four, became
Honorspren Culture
In Shadesmar, honorspren society shares much in
his Radiant squires and eventually bonded with their
common with the humans of Alethkar—warlike with a
own honorspren. Due to Kaladin Stormblessed’s own
tradition of hierarchy, military excellence, and going on
military experience and the close bonds his bridge crew
grand hunts to track and slay massive beasts. Unlike the
formed with each other, the modern Windrunners
Alethi, however, honorspren have a history of isolation-
embrace a ranked military hierarchy, and even squires
ism. As direct Splinters of the deceased Shard Honor,
have their own ranking system.
they consider oaths and other promises to be sacred,
The modern Windrunners primarily serve the
and they devotedly follow Honor’s edicts and what they
Coalition of Monarchs, performing duties such as
believe would be his continued interests.
guarding others, transporting people and parcels,
After Honor’s death to Odium, many honorspren
and scouting enemy encampments. When Kaladin
considered the Stormfather to be Honor’s heir. Most
stepped down from active leadership for personal
honorspren now worship the Stormfather in Honor’s
reasons, he named Sigzil, a Windrunner of the Third
place and have become attuned to highstorms; this
Ideal, as the new companylord. Sigzil has a keen mind
has given the honorspren excellent internal clocks, and
for strategy and logistics, keeping the Windrunners
they can sense the approach of a highstorm several days
and their plethora of squires well-organized. Like the
before it arrives.
Windrunners of old, they are among the most numerous
Honorspren tend more toward emotion than logic,
of the modern Radiant orders, with nearly fifty full
and they care far less about legality than what they
Windrunners (plus hundreds of squires).
believe to be moral and right. This leads them to
Honorspren
To become a Windrunner, you must bond with an
honorspren.
Honorspren Appearance
In the Cognitive Realm, honorspren are roughly the
same size as humans, but their white-blue forms glow
faintly without shedding light. Their features are
reminiscent of the Alethi (albeit in blue and white),
and they usually appear to be wearing either military-
like uniforms or flowing robes. This clothing also
glows, as it’s part of their essence, and they have a
limited ability to alter it with a bit of concentration
and Stormlight.
In the Physical Realm, honorspren are partially
translucent and still glow a faint white-blue, but
they’re typically no taller than a single handspan.
Like their windspren cousins, their forms are extremely
malleable; honorspren can resemble flying ribbons,
clouds, fire, and just about anything they can imagine.
An Honorspren in the
Physical Realm
A light breeze always appears to be caressing their
form, billowing their hair and clothing (or whatever
lightweight materials appear in their current form).
KII W
200 Chapter 5: Radiant Paths
passionately and stubbornly follow their own sense of Earning a Bond
right and wrong, even if their viewpoints differ from The honorspren still remember how many of their
fellow honorspren. Honorspren society still values number were killed in the Recreance, and they’re
obedience, hierarchy, and order, but honorspren pride generally reluctant to subject themselves to the Nahel
themselves on being flexible (at least more so than bond again. However, when one does look to bond
highspren) when they feel a cause is important enough. a human or singer, they generally seek warriors and
Honorspren Names leaders who have a strong sense of hierarchy and who do
Many of the newer generations of honorspren are right by the people under their command. Honorspren
named in reference to the wind and storms in the are often inclined to bond with passionate individuals
Stormfather’s honor, though older generations share who have an inherent need to protect the helpless, who
naming conventions with the ancient nobility. Honor have integrity beyond reproach, who are exceptional
spren names include Aeolan, Faenidor, Flurriana, Galin, weapon masters, or who honor promises at all costs.
Hamistral, Sirocco, Squalti, Tempestiora, Wutheran,
and Zephyrna.
Windrunner Key Talent
When a Windrunner completes their goal from the First
Roleplaying an Honorspren Ideal key talent, this unlocks access to the Honorspren
Bond talent tree (in this chapter) and the Adhesion and
The “Playing with Spren” section provides general Gravitation talent trees (in chapter 6).
guidance on interacting with your spren. If you bond with
an honorspren, also consider the following. First Ideal (Windrunner Key)
Perceivability. An honorspren can make themself Prerequisite: Level 2+
visible and audible to whomever they wish; otherwise, Activation:
honorspren in the Physical Realm are generally invisible You begin bonding an honorspren, allowing you to breathe
and inaudible to physical entities who don’t have a specific in and use Stormlight. You might be aware of this nascent
ability to perceive spren. However, you can always see bond, or you might use the powers subconsciously until you
and hear your bonded spren, even in pitch darkness or get closer to speaking the First Ideal.
gale-force winds. Your spren glows faintly, but they can’t When you acquire this talent, you gain access to
illuminate their surroundings. Investiture, beginning with a maximum Investiture of
Physical Interaction. Honorspren are mostly insub- 2 + your Awareness or Presence (whichever is higher).
stantial in the Physical Realm, and at first, they have very You can now use the Breathe Stormlight, Enhance,
little ability to affect their surroundings. They can’t pass and Regenerate actions.
through objects, but their malleable form enables them to Additionally, you gain the goal “Speak the First
pass through tight spaces like keyholes and closed storm Ideal.” After you complete this goal, you gain the
shutters. Honorspren can interact with lightweight objects following reward:
using their Push Object ability. ◆ You become Empowered until the end of that scene.
▷ Push Object (Costs 2 Focus). Your honorspren ◆ You gain the Adhesion and Gravitation surges.
slowly pushes an unattended, unsecured object that ◆ You gain an additional skill on your character sheet
weighs no more than 0.1 pounds (but they aren’t strong for the above surges, starting with 1 rank in each.
enough to carry it). This movement must begin and end
in your spren bond range. If your spren is trying to do so Honorspren Bond Talents
undetected, the GM might ask you to make a Stealth test The following talents, presented here in alphabetical
against a DC they set. order, appear in the Honorspren Bond talent tree for
Once you speak the Third Ideal, your honorspren can the Windrunner path.
push objects that weigh up to 1 pound.
▷ or R Test Assistance (Costs 1 Focus). Your spren Deepened Bond
uses their knowledge and experiences to grant you an Prerequisite: Speak the Third Ideal
advantage on a specific test. Typically, honorspren can Activation:
help with keeping track of time, predicting highstorms, The strength of your Nahel bond now allows your spren to
Leadership tests, and Lore tests related to topics they’re manifest more fully in the Physical Realm.
familiar with, though your spren may be able to help in Your spren bond range increases from 30 feet to 100 feet.
additional ways. Additionally, when you spend focus to give your spren a
task, it costs you 1 fewer focus (to a minimum cost of 1).
Chapter 5: Radiant Paths 201
First Ideal (Windrunner Key)
Prerequisite: Level 2+
Gain Investiture score and the Breathe Stormlight,
Enhance, and Regenerate actions. When you complete
the goal “Speak the First Ideal,” you become Empow-
ered and gain Adhesion and Gravitation.
Honorspren Bond
Second Ideal Reverse Lashing
(Windrunner) Prerequisite: Speak the
Prerequisite: Level 4+; Speak First Ideal
the First Ideal Infuse a target with a Reverse
When you complete the goal Lashing using Adhesion,
“Speak the Second Ideal,” then choose one type of
you become Empowered and object to attract; the infused
can use Enhance as without target attracts those objects
spending Investiture. in a distance equal to your
gravitation rate.
Third Ideal Invested
(Windrunner) Your max Investiture increases
Prerequisite: Level 8+; Speak by your tier.
the Second Ideal
When you complete the goal
“Speak the Third Ideal,” you
become Empowered and
can manifest your spren as
a Radiant Shardblade.
Fourth Ideal Wound Regeneration
(Windrunner) When you Regenerate, spend
Prerequisite: Level 13+; Speak 2 Investiture to recover from
the Third Ideal a temporary injury, or spend
When you complete the goal 3 Investiture to recover from
“Speak the Fourth Ideal,” you a permanent one.
become Empowered and can
manifest Radiant Shardplate.
Deepened Bond Take Squire
Prerequisite: Speak the (Windrunner)
Third Ideal Prerequisite: Speak the
Your spren bond range Third Ideal
increases to 100 feet, and Choose non-Radiant charac-
giving your spren a task costs ters as your squires, granting
SONDERFLEX STUDIO
1 fewer focus. them one or both surges. They
can also Breathe Stormlight,
Enhance, and Regenerate.
Your max number of squires
equals twice your level.
202 Chapter 5: Radiant Paths
Windrunner
Radiant Path
Adhesion Gravitation
Stormlight
Binding Strike Flying Ace Gravitational Slam
Reclamation Prerequisite: Speak the Prerequisite: Speak the Prerequisite: Speak the
Prerequisite: Speak the First Ideal First Ideal First Ideal
First Ideal You can use Binding Strike Fly up to your gravitation rate, Use a Basic Lashing to collide
End Adhesion infusions when you hit with a ranged which permanently increases a target with a solid surface,
within reach and recover their attack. to 40 feet. You can spend 1 dealing 1d4 impact damage
remaining Investiture. focus to make a melee weapon per 10 feet moved. The target
attack during this flight. can Avoid Danger to halve
damage.
Distant
Binding Shot
Surgebinding You can use Binding Strike
Use your surges and their when you hit with a ranged Stable Flight Multiple Lashings
talents as though your reach attack. While maintaining a Basic When you move an unwilling
is 20 feet. Lashing on yourself, your character with Gravitation,
ranged attacks don’t gain a you can infuse Investiture up
Extended Adhesion Adhesive Trap disadvantage due to flying or to your ranks in Gravitation to
Your Full Lashings only expend You can infuse Adhesion into unstable footing. prolong the effect.
1 Investiture per number of surfaces. Characters who
rounds equal to your ranks in touch the infused surface Group Flight Lashing Shot
Adhesion. become Fully Lashed to it. When you use a Basic Propel an object at a target,
Lashing out of combat, infuse spending Investiture equal to
Living Adhesion Superior Bond additional characters up to distance divided by gravitation
You can use Adhesion on Automatically succeed on an your ranks in Gravitation rate. Make a ranged Gravita-
characters. When Lashed to opposed test to maintain Full without spending additional tion attack vs. Physical, rolling
something larger, they are Lashings against characters Investiture. 2d4 impact damage.
Restrained, their physical with Strength no higher than
tests gain a disadvantage, and your ranks in Adhesion. Aerial Squadron Master of the Skies
attacks against them gain an Prerequisite: Gravitation 3+ While you have Investiture,
advantage. You can use your Group Flight you’re always infused with
in combat. Gravitation.
icon meaning
1 action
2 actions
3 actions
Free action
Reaction
Special activation
Always active
Fourth Ideal (Windrunner) You gain the goal “Speak the Second Ideal.” After you
Prerequisite: Level 13+; Speak the Third Ideal complete this goal, you gain the following reward:
Activation: ◆ You become Empowered until the end of that scene.
You seek to become a full Knight Radiant by speaking the ◆ Your Enhance action becomes more powerful.
Fourth Ideal. While you have 1 Investiture or more, you can use
You gain the goal “Speak the Fourth Ideal.” After you Enhance as , and you don’t need to spend Invest
complete this goal, you gain the following reward: iture to use this action or maintain its effect.
◆ You become Empowered until the end of that scene. Take Squire (Windrunner)
◆ You can call a swarm of windspren as Radiant Prerequisite: Speak the Third Ideal
Shardplate (see chapter 7). Activation:
You begin taking other people under your wing, allowing
Invested
them to breathe Stormlight and use surges before they’ve
Prerequisite: Reverse Lashing talent
established their own Nahel bond.
Activation:
After a long rest, choose a companion or player char
You learn to hold and wield greater quantities of Stormlight
acter you can influence to take as your squire. To choose
within yourself.
them, they must be willing and sapient, you must have
When you acquire this talent, your maximum Invest
known them for at least 1 game session, and they must
iture increases by a number equal to your tier. When
not have bonded a Radiant spren.
your tier increases by 1, your maximum Investiture
When you choose a squire, decide whether you
does as well.
want to grant them both of your surges, one of them,
Reverse Lashing or none. That character becomes your squire, gaining
Prerequisite: Speak the First Ideal the surges you chose plus the other benefits in the
Activation: “Squires” section earlier in this chapter.
You can infuse things with a mix of Adhesion and You can have a maximum number of squires up
Gravitation, giving them a weak gravitational pull to twice your level. If you already have the maximum
on specific objects. number of squires, you must choose one to dismiss as
Before you infuse yourself or an object with a your squire before choosing a new one.
Basic Lashing using your Gravitation surge, you Third Ideal (Windrunner)
can instead infuse the target with a Reverse Lashing Prerequisite: Level 8+, Speak the Second Ideal
using Adhesion. When you do, declare a type of object Activation:
(such as “projectiles,” “gems,” or “keys”) for the You seek to advance your Nahel bond even further by
infused target to attract. Only unattended, unsecured speaking the Third Ideal.
objects can be attracted, and each must be of a size you
You gain the goal “Speak the Third Ideal.” After you
can affect with your ranks in Adhesion (see the Surge
complete this goal, you gain the following reward:
Scaling table in chapter 6).
When those objects come within a number of feet ◆ You become Empowered until the end of that scene.
equal to your gravitation rate, they fly straight toward ◆ You can summon your spren as a Radiant Shard
and stick to the infused target; this can divert ranged blade (see chapter 7).
attacks from their intended targets. An attracted object
remains on the infused target until the infusion ends or
Wound Regeneration
Prerequisite: Invested talent
until the object is removed.
BEN MCSWEENEY & DARREN CALVERT
Activation:
Second Ideal (Windrunner) You can use Stormlight to rapidly recover from injuries.
Prerequisite: Level 4+; Speak the First Ideal
When you use the Regenerate free action, you can
Activation:
spend Investiture to instantly recover from an injury
You seek to deepen your Nahel bond with your honorspren of your choice (either instead of or in addition to
by speaking the Second Ideal. healing yourself). Spend 2 Investiture to recover from
a temporary injury, or spend 3 Investiture to recover
from a permanent one.
204 Chapter 5: Radiant Paths
Each Bondsmith is partnered with one of the great
ones of the spren: the Stormfather, the Sibling, or the
Nightwatcher. These spren each have unique abilities,
many of which they grant to their Bondsmith. For
example, the Stormfather’s Bondsmith can “ride”
the highstorm alongside him to gain a tactical view of
the landscape wherever the highstorm is. Meanwhile,
the Sibling’s Bondsmith is aware of and can precisely
control the systems within the tower-city of Urithiru.
The bonded spren also determines the type of Invested
Bondsmith
light the Bondsmith uses to power their abilities and can
grant to others: Stormlight for the Stormfather, Tower-
Radiant Order light for the Sibling, and Lifelight for the Nightwatcher.
Bondsmiths also can combine their powers with
those of other Radiant orders in special ways. For
example, they can enhance an Elsecaller’s abilities to
allow many people to move between planets. Or when
Ash drifts across the ruined battlefield. Bleary-eyed soldiers working alongside a Lightweaver, the Stormfather’s
from many different cultures pick through the rubble in Bondsmith can create a holographic map to show
front of a destroyed palace, its facade torn asunder hours precise troop placements as they were the last time the
earlier by a stone monstrosity. From the ash emerges a regal highstorm passed.
figure; she lays her hand on each soldier in turn, speaking Despite their extraordinary powers, Bondsmiths
in their native tongues and reassuring them victory is truly aren’t nearly as suited for combat as other orders; they
at hand. She then strides up to the palace where a soldier is can’t summon a Radiant Shardblade or Shardplate, and
solemnly piecing back together its shattered stone doorway. their powers are much better suited to uniting others
The Bondsmith places her hands against the fragments, and than dividing them.
slowly, the once-glorious palace entry begins to knit back
together. The intricately carved friezes that once adorned
Bondsmith Philosophy
its surface reform once again—a symbol that maybe, after “I will unite.”
everything, the people can still rebuild. The highest calling of any Bondsmith is to foster unity
There are never more than three full Bondsmiths at and bring people together. Sometimes this can manifest
a time, each bonded with one of three unique spren. as seeking an end to war and facilitating eras of peace,
These rarest of Radiants are the heart, soul, and com- or as gathering a coalition of disparate factions for
manders of the Knights Radiant, and they’re typically a common goal (such as defeating a shared enemy).
the most highly protected and regarded of the orders. Though the general themes of each Bondsmith’s oaths
Bondsmiths use the surges of Tension and Adhesion, are roughly the same, the three Bondsmith spren each
which generally alter the rigidity of objects and bind are so different in nature and personality that the
them to each other. However, Bondsmiths wield these individual words of their Ideals can present entirely
powers to a much greater degree—and with slightly differently. (See “Swearing Ideals” earlier in this
different properties—than do the other orders who share chapter for details on the First Ideal.)
them. As a result, Bondsmiths are capable of doing
incredible things with the nature of oaths, bonds, and The Second Ideal
power. Notably, they can alter and forge spiritual Con- “I will unite instead of divide. I will bring people together.”
nection; this power can be as innocuous as Connecting The Second Ideal obligates the Bondsmith to seek peace
with someone to speak an unshared language, but at and cooperation, to resolve conflicts as nonviolently
higher Ideals, it can drain Stormlight from a foe’s body as possible, and to mediate disputes as best they can.
or forcibly alter the bond between a Radiant and their These concepts apply to creating unity at all scales,
spren. Bondsmiths can also mold the Spiritual Realm to from individuals to kingdoms. This Ideal requires the
create visions, into which they can bring others. Bondsmith to consider the methodology behind how
they engage in conflict and understand the importance
of service.
206 Chapter 5: Radiant Paths
The Third Ideal no expectation of gaining powers of their own. Some
“I will take responsibility for what I’ve done. If I must fall, ancient Radiants viewed these oaths as the purest form
I will rise each time a better person.” of Radiance, and such loyal attendants were considered
members of the Order of Bondsmiths despite their lack
Broadly, the Third Ideal is about becoming a better of Radiant powers.
person and leader over time. It requires the Bondsmith In times of both peace and war, the Bondsmiths
to acknowledge the mistakes they’ve made, and to learn commanded the Knights Radiant, resolved disputes
from these missteps to better serve their people and keep between nations, and helped to establish functioning
their oaths. governments in places that didn’t yet have them or
The Fourth Ideal that lost their leadership in war. The Bondsmiths
No matter how deft of a mediator a person is, conflict also mediated conflicts between the various Radiant
is inevitable, and it all too often results in bloodshed. orders, as these often clashed and argued with each
If negotiations break down and the Bondsmith needs to other (especially the Skybreakers who policed the
marshal their forces and fight, the Fourth Ideal requires other orders).
recognition that all life is precious. Every person has In the thousands of years since the Recreance, only
their own life and people who care for them, and they two Bondsmiths have appeared. The first of these was
will leave a hole when they are gone. This is true not Dalinar Kholin—former highprince of Alethkar, now
only of the people in the Bondsmith’s service, but also king of Urithiru and high commander of the modern
of the enemy they are fighting. A Bondsmith can’t Knights Radiant. During the War of Reckoning at the
allow themself to make their enemy faceless; they must Shattered Plains, Dalinar began experiencing strange
consider the costs of every move they make to minimize visions during highstorms, granting him lost know
the loss and ruination of life. ledge of the ancient Radiants. He learned of the threat
of a horrible enemy that all the nations of Roshar
Bondsmith History needed to band together to defeat. When the listeners
The term “Bondsmith” predates even the ancient were tricked into unleashing the Everstorm and
Radiants; it originally referred to a person who could beginning the True Desolation, Dalinar recognized
manipulate bonds and Connection. Such a Bondsmith what the visions had warned him of. He demonstrated
discovered and facilitated the first spren bonds, even his commitment to unity by establishing the Coalition
tually resulting in the founding of the Knights Radiant. of Monarchs, and he formed a Nahel bond with the
The Shard Honor, however, sought to place reasonable Stormfather.
restrictions on Surgebinding; he believed it necessary
to have the powerful Bondsmiths as a Radiant order, GM Tip: Playing with Bondsmiths
but he ensured that they were limited in number.
Only three Bondsmiths exist at any given time, and
Honor granted only three unusually powerful spren
wielding their extraordinary powers as a player character
the capability of creating a Bondsmith with their Nahel
would unbalance gameplay. Consequently, Bondsmiths
bond: the Stormfather (who was Honor’s own Splinter),
aren’t presented in a playable form in this book. However,
the Nightwatcher (Cultivation’s Splinter), and the
if you wish for players in your game to experience
Sibling (a spren made equally from both of the Shards’
Bondsmith powers, you can do so through rewarding them
powers). In the centuries leading up to the Recreance,
with a patron (see chapter 8, “Goals and Rewards”) with
the number of Bondsmiths varied, sometimes falling
the following benefit.
as low as one.
Bondsmith Squire. If your patron is a Bondsmith, you
Despite the Bondsmiths being limited to three full
can become a squire (see “Squires” earlier in this chapter)
Radiants, they could take squires, who they typically
with access to the surges of Adhesion and Tension.
chose from the elite warrior unit assigned to protect
Due to your Bondsmith’s powers over Connection, you
them. These squires wielded the order’s two surges
maintain your squire abilities for much longer when far
(but without their Bondsmith’s unique abilities).
away from your patron. While 50 miles or more away from
Beyond squires, the Bondsmiths typically also had
your Bondsmith patron, you maintain your squire abilities
retinues of attendants and guards, many of whom took
for a number of months equal to your patron’s tier.
Radiant oaths to demonstrate loyalty, though they had
Chapter 5: Radiant Paths 207
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Chapter 6
Surges
O Roshar, Stormlight powers incredible
Invested abilities known as Surgebinding.
There are ten surges in total, each
controlling a fundamental force of nature. By wielding
Investiture in the form of Stormlight, Surgebinders
◆ When you make a test with a surge, use its surge
skill (for example, making an Abrasion test like
you would an Agility test).
Gaining Surge Ranks
Unlike normal skills, you can’t access a surge until your
can perform wondrous feats such as defying gravity,
Radiant path (or another rule) gives you at least 1 rank
melting the very stone of the earth, or creating illusions
in it. Once this happens, you can use the basic version of
out of thin air.
the surge. During character advancement, you can gain
If you wish to wield these powers yourself,
additional ranks in your surge skills in the same way you
you’ll need to become a Radiant (see chapter 5) by
do for other skills.
forming a bond with a spren, choosing talents from
On Your Character Sheet. When you gain your
a Radiant path, and swearing oaths to follow your
first rank in a surge skill, add that surge skill to your
order’s Ideals.
character sheet on the blank lines beneath your skills,
Using Surges then record your skill modifier next to it.
Your Radiant path grants access to the two surges Surge Effects
wielded by your order (see the Radiant Orders table in Surges generally follow the same rules as talents (see
chapter 5). For example, when an Edgedancer speaks “Using Paths and Talents” in chapter 4 and “Using
the First Ideal, they gain the Abrasion and Progression Radiant Paths” in chapter 5). When you’re using a
surge skills. This chapter presents the basic version of surge, the following additional rules determine how
each surge, as well as talent trees to upgrade each surge. large and powerful your surge is, as well as how long
its effects last.
Surge Skills
When you speak your order’s First Ideal, you gain both Surge Scaling
of your order’s surges, and you add those surges to the As you gain more ranks in a surge skill, this not only
blank skill lines on your character sheet. Each surge increases your skill modifier for tests, but it empowers
skill works much like other skills: your surge’s effects.
◆ Each surge has an associated attribute (stated Surge Dice
in parentheses in that surge’s title). As usual, When using surges (or their talents), you’ll sometimes
this attribute determines whether a surge skill is roll dice to determine effects like damage dealt or health
categorized as physical, cognitive, or spiritual. recovered. When indicated, the size of these surge dice
◆ To determine your skill modifier for a surge
skill, combine your ranks in that skill with the
corresponding attribute score.
“And now,” Jasnah said, voice
hard and grim, “the lesson.”
She whipped off her glove.
KIERAN YANNER
Chapter 6: Surges 209
scale with your ranks in that surge, as shown on the surge to sustain its effects until all infused Investiture
Surge Scaling table. is expended.
As you infuse Investiture and then drain that infusion
Surge Size with your surge, be sure to track how much Investiture
Many surges can only affect characters and objects up
remains infused so you know when the effect ends.
to a certain size (see “Size and Space” in chapter 10),
or only affect an area up to that same size (see “Area Infusing Yourself
Effects” in chapter 10). This surge size increases If a surge allows you to infuse yourself, you don’t need
with your ranks in that surge, as shown on the Surge to spend extra Investiture up front to sustain the surge
Scaling table. for more than one round. Instead, simply spend the
Unless otherwise specified, you can’t infuse an needed amount for the current round, and the surge
object if either its width, length, or height exceeds automatically draws from your current Investiture
your surge size. in future rounds until you choose to end the surge
(no action required).
Surge Scaling
Expending Infused Investiture
Ranks Die Size Effect Size
Regardless of whether a surge is drawing from your own
1 d4 Small (2.5 feet)
Investiture or whether you’ve infused an object, a surge
2 d6 Medium (5 feet) usually expends 1 Investiture at the start of each of your
3 d8 Large (10 feet) turns. Even if you become Unconscious, your surges can
4 d10 Huge (15 feet) continue, expending Investiture as they do.
5 d12 Gargantuan (20 feet) Some surges can expend additional Investiture for
heightened effects. When they do, your current Invest
Surge Attacks iture (or the Investiture infused in an object) is reduced
If your surge allows you to make an attack, these by that much. This can be powerful, but it also drains
follow the standard rules in the “Attacking” section of your Stormlight and ends the infusion sooner.
chapter 10. Keep the following rules in mind: By contrast, some talents allow your surges to use
Stormlight more efficiently. For example, the Master
◆ If you can’t sense the target, your test gains a
of the Skies talent allows you to use Gravitation to fly
disadvantage.
indefinitely without spending additional Investiture
◆ On a hit, add your surge skill modifier to the damage.
each turn.
If you want, you can spend to turn your hit into a
critical hit. Ending a Surge
◆ On a miss, you can spend 1 focus per target to When a surge runs out of Investiture (whether it’s
graze instead. drawing from your own Investiture or an infused
object), or when you choose to end a surge on yourself
Surge Infusions and Durations (no action required), that infusion and the surge’s effects
Some surges have ongoing effects that are maintained
end. For example, if you use the Gravitation surge to
until the Stormlight fueling them runs out. Surges
infuse an object with 1 Investiture, the Investiture runs
on yourself draw from your current Investiture, while
out one round later, at the start of your next turn—and
surges on other objects need you to infuse them with
when it does, the surge ends. But if you instead infuse
Stormlight (allowing the surge to continue without
that object with 2 Investiture, the surge lasts two
your immediate presence). You can have multiple
rounds instead.
active infusions.
Adding to an Infusion
Infusing an Object At the start of your turn, but before your infusions
When a surge requires you to infuse an object, spend
expend Investiture (and potentially end), you can use
the amount of Investiture indicated, subtracting it from
to infuse any amount of additional Investiture in an
your current Investiture value. That much Investiture
infusion and maintain its effect. To do so, you must be
is now infused into the surge effect, allowing the
within the range required to create that infusion.
210 Chapter 6: Surges
Duration Outside Combat Anatomy of a Surge
Even though the surge rules use combat-focused The remaining sections of this chapter describe each
language (like “round”) to describe how long a surge surge skill, including the following information:
lasts, you can use surges outside of combat. To keep the
Title (Attribute). Each entry’s title states the name
narrative simple across different scene types, assume
of that surge skill, then in parentheses, that surge’s
that “one round” represents the following:
associated attribute (which you’ll use to calculate your
Combat. A surge expends Investiture once per round skill modifier).
of combat, at the start of your turn—so once per Surge. Each surge grants a basic ability that operates
10 seconds. much like a talent. This ability lists the two Radiant
Conversation. A surge expends Investiture once per orders that can use this surge and the number of
round of contributions—so about once per minute. actions needed to activate it, followed by the basic
Endeavor. A surge expends Investiture once per round rules for that surge. Radiants can grant these basic
of contributions—this time varies dramatically by surges to their squires (but squires can’t use the talents
endeavor, anywhere from 1 to 10 minutes. that upgrade that surge).
Outside of Scenes. If not in a scene, assume each Using the Surge. After each surge’s basic rules, this
“round” of Investiture lasts about 10 minutes. section provides more guidance on various ways you
If a surge continues across multiple scenes, it’s up to might use the surge.
the GM how long it lasts in the narrative. This largely Talents. Finally, each entry presents a list of talents you
depends on how involved the surge is in the new scene. can use to upgrade that surge. You can’t choose these
For example, if you use Adhesion to stick a book to the until you speak the First Ideal for that Radiant path.
ceiling, and then a fight breaks out down the hall, the These talents follow the rules in the “Using Paths and
surge’s duration isn’t immediately relevant to the Talents” section of chapter 4.
narrative; in this case, the GM might let it expend
Investiture just once every 10 minutes (so everyone
can focus on the fight instead of tracking an unrelated
surge). But if a fight breaks out in the same room as the
book, or if the conflict centers on people wanting the
book, the surge’s duration suddenly matters to the
narrative; in this case, the GM might decide the surge
expends Investiture every round of combat.
Using Surges Creatively
The description for each surge skill lists its basic
capabilities and provides mechanics for common uses.
Meanwhile, surge talents expand your options for specific
surge techniques. However, you aren’t limited to these
rules! With your GM’s approval, you can use your surges to
attempt nearly anything.
For these more open-ended uses of surges, you’ll still
need to make a skill test and spend Investiture (in an
amount determined by your GM). When determining the
outcome, the GM should refer to the Surge Scaling table at
the beginning of this chapter; this table provides guidance
on how large of an area you can affect with your current
ranks, as well as the relative strength of your damage rolls
or similar effects.
DEANDRA SCICLUNA
As with any skill test, the GM sets the DC, raises the
stakes when appropriate, and narrates the results of the
test. Improvising creative Surgebinding techniques can
be one of the most memorable moments in a Stormlight
session!
Surges
Abrasion
speed Abrasion
speed
The surge of Abrasion alters the frictional force on an
Adhesion object’s surface, usually by nearly eliminating it.
presence Abrasion Surge
Radiant Orders: Dustbringer, Edgedancer
Activation:
Cohesion Spend 1 Investiture or more to infuse an object or
willpower portion of a surface within your reach, making it nearly
frictionless; to do so, you must have a hand free and
touch the target. This infusion uses 1 Investiture each
round, and for the duration, the object or surface
Division slides freely.
intellect This target can’t exceed the surge size for your ranks
in Abrasion (see the Surge Scaling table at the beginning
of this chapter).
Gravitation You can’t use this surge on other characters, Invested
objects (like Shardplate), or objects that have been
awareness infused with Stormlight (like infused spheres or objects
affected by surges).
Alternatively, you can infuse your body with Abra-
Illumination sion, regardless of your size, spending 1 Investiture each
presence round to maintain the surge. While infused, you can
freely change which parts of your body are frictionless,
and you can use Skate and Slide until the surge ends:
Progression ▷ Skate. You can skate across the ground as if it were ice.
Spend 2 focus to Move (as ) in a straight line on the ground.
awareness You can accomplish this frictionless movement without
practice—though you’ll need experience to do it gracefully!
Slide. You instinctively remove friction from parts of
Tension your body to more easily slide over obstacles or escape
strength bonds. You count as one size smaller when squeezing
through spaces, and you gain an advantage on tests to
escape restraints that hold you via friction or pressure.
Transformation Using Abrasion
willpower In addition to the basic surge rules above, this section
provides more guidance on using or interacting with this
surge in your game.
Transportation
intellect
212 Chapter 6: Surges
Abrasion on Others
While you can’t directly target other characters with
abrasion
Abrasion, you can target objects they’re holding or
wearing. If a character is willing, you can easily infuse Frictionless Motion
Reverse Abrasion
objects in their possession. Prerequisite: Speak the Prerequisite: Speak the
First Ideal First Ideal
To infuse an object held by an unwilling character or
While infused with Abrasion, You can increase the friction
to infuse a surface that’s supporting most of their weight
increase your movement by of an object or area, canceling
(such as the ground they’re standing on or a wall they’re
10 and ignore Slowed. difficult terrain and giving an
climbing), you must succeed on an Abrasion test against advantage to interact with it.
the target’s Physical defense. On a failure, you don’t
infuse that object and you don’t spend Investiture on
Graceful Skating Stormlight
the attempt.
When you Skate and use its Reclamation
Interacting With Slick Surfaces Move free action, you aren’t At the start of your turn,
When another character steps on or otherwise interacts restricted to moving in a you can end any number
straight line. of infusions to regain their
with a surface or object you made slick with Abrasion,
remaining Investiture.
it’s difficult to stay on their feet or hold on to the slippery
object. The character must make an Agility test opposed
by your Abrasion. If they succeed, they stay on their feet Slippery Target Distant Surgebinding
or hold on to the object; otherwise, they fall Prone or While infused with Abrasion, Use your surges and their
drop the object. attacks can’t graze you and talents as though your reach
Reactive Strikes against you is 20 feet.
Abrasion Talents gain a disadvantage.
The following talents, presented here in alphabetical
order, appear in the Abrasion talent tree for the Dust- Slick Combatant Smooth Operator
bringer and Edgedancer paths. While infused with Abrasion, While you have Investiture,
you can interrupt a Move with you are infused with Abrasion
Distant Surgebinding other actions. Deal extra and it costs you 1 fewer focus
Prerequisite: Reverse Abrasion talent damage on a mid-movement to Skate.
Activation: attack.
You can infuse targets from a greater distance.
You can use your surges and their talents as though your
reach is 20 feet, and you don’t need to touch the target.
Frictionless Motion
Prerequisite: Speak the First Ideal
Activation:
You become increasingly adept at using Abrasion to glide
through your environment.
While infused with Abrasion, your movement rate
increases by 10 feet, and you ignore the Slowed
condition when imposed by difficult terrain, climbing,
crawling, and swimming.
Graceful Skating
Prerequisite: Frictionless Motion talent
Activation:
You dynamically skate around the battlefield, easily
DEANDRA SCICLUNA
slipping away from your foes.
When you Skate, you aren’t restricted to moving in
a straight line.
Reverse Abrasion Slippery Target
Prerequisite: Speak the First Ideal Prerequisite: Graceful Skating talent
Activation: Activation:
Instead of making objects frictionless with Abrasion, you You make yourself so slick that glancing and hasty blows
can now increase friction. slide right off you.
When you infuse an object or surface with Abrasion, While you are infused with Abrasion, attacks can’t graze
you can choose to increase the infused target’s friction you and Reactive Strikes against you gain a disadvantage.
instead of reducing it, making it easier to grip and
traverse. When a character interacts with such an object,
Smooth Operator
Prerequisite: Distant Surgebinding talent or
they gain an advantage on Agility and Athletics tests
Slippery Target talent
made to do so. When a character moves across such a
Activation:
surface, they ignore any Slowed condition the surface
would normally apply (such as due to climbing or You’ve become so efficient at infusing yourself with
difficult terrain). Abrasion that it becomes subconscious, allowing you
to slip around with effortless grace.
Slick Combatant While you have 1 Investiture or more, you gain the
Prerequisite: Slippery Target talent benefits of being infused with Abrasion without
Activation: spending Investiture, and it costs you 1 fewer
You are poetry in motion, able to perform nearly any feat focus to Skate.
without slowing down.
When you Skate or otherwise Move while infused with
Stormlight Reclamation
Prerequisite: Reverse Abrasion talent
Abrasion, you can interrupt your movement at one or
Activation:
more points, use other actions as if you’d finished your
Move, then use your remaining movement as if you were You can reclaim Stormlight from active infusions.
still in the middle of that Move action. After your infusions expend their infused Investiture at
Once per round, when you make a melee weapon the start of your turn, you can end any number of those
attack after starting that Move but before finishing it, infusions within your reach, recovering all remaining
you can roll an extra 1d4 damage for that attack. The Investiture they were infused with.
size of this die increases with your ranks in Abrasion:
at 2 ranks, roll an extra 1d6 damage (instead of 1d4),
and so on. However, if you add this damage die, the Her powers manifested as the
GM can spend C from the attack test to cause you to
ability to slide across objects without
fall Prone and immediately end your Move action.
truly touching them. She could
become really, really slick—which
was handy, because soldiers tried
to snatch her as she rounded the
Alethi army. They grabbed at her
unbuttoned overshirt, her arm, her
hair. They couldn’t hold her. She
just slid away. It was like they were
trying to grab hold of a song.
214 Chapter 6: Surges
Adhesion
presence
The surge of Adhesion binds things together. These can
be physical objects, or for more advanced Surgebinders
like Bondsmiths, spiritual Connections. Adhesion
infusions are most commonly used to create a Full
Lashing, in which the Surgebinder adheres two
physical objects together by manipulating air pressure
and resistance.
Adhesion Surge
Radiant Orders: Bondsmith, Windrunner
Activation:
To perform a Full Lashing, spend 1 Investiture or more,
infusing it into two unsecured objects within your
reach and within 5 feet of each other; you must have
a hand free and touch the targets. The infusion uses
1 Investiture each round, and the two objects become
stuck together for the duration.
Each object you target can’t exceed the surge size
for your ranks in Adhesion (see the Surge Scaling table
at the beginning of this chapter).
If you wish, one of these two objects can instead
be the ground, wall, ceiling, or similar surface; you
can target this surface regardless of its size. You can’t
use this surge on characters, Invested objects (like
Shardplate), or objects that have been infused with
Stormlight (like infused spheres or objects affected You can use this surge in countless creative ways, and
by surges). it’s up to you and your GM to decide how to resolve each
situation. For example, if you Lash your opponent’s boot
Using Adhesion to the ground, they might become Immobilized until
In addition to the basic surge rules above, this section they manage to remove the boot. Or if you Lash their
provides more guidance on using or interacting with this bracer to their pants, they might gain a disadvantage on
surge in your game. tests using that arm until they disentangle themselves.
Adhesion on Others Breaking a Full Lashing
While you can’t target characters with Adhesion, A Full Lashing is quite strong and the Lashed objects
you can target objects they’re holding or wearing. If a themselves usually break apart before the bond does.
character is willing, you can easily infuse objects in A skilled wielder of Adhesion knows which objects (and
their possession. their parts) stand up best to attempts to separate them.
To perform a Full Lashing on one or more objects A character can try to break apart two objects you’ve
an unwilling character is holding or wearing, you must Lashed together. To do so, they Use a Skill to make
ARI IBARRA
succeed on an Adhesion test against the target’s Physical an Athletics test opposed by your Adhesion. If they
defense. On a failure, you don’t infuse those objects and succeed, they break the Lashing (or the object, at the
you don’t spend Investiture on the attempt. GM’s discretion) and the infusion ends.
Chapter 6: Surges 215
Adhesion Adhesion Talents
The following talents, presented here in alphabetical
order, appear in the Adhesion talent tree for the
Stormlight Binding Strike Windrunner path.
Reclamation Prerequisite: Speak the
Prerequisite: Speak the First Ideal Adhesive Trap
First Ideal You can use Binding Strike Prerequisite: Binding Shot talent
End Adhesion infusions when you hit with a ranged
Activation:
within reach and recover their attack.
remaining Investiture. You can infuse Adhesion into surfaces, causing anyone
who touches them to become stuck.
Distant
Binding Shot When you use Adhesion, you can choose to infuse
Surgebinding You can use Binding Strike no objects, and instead only infuse a portion of one
Use your surges and their when you hit with a ranged surface, up to the size you can affect with your ranks
talents as though your reach attack. in Adhesion.
is 20 feet. When another character touches this infused
area, they become subject to a Full Lashing with that
Extended Adhesion Adhesive Trap surface for the duration of the infusion, and your test
Your Full Lashings only expend You can infuse Adhesion into to Lash them in this way automatically succeeds. For
1 Investiture per number of surfaces. Characters who example, a character becomes Lashed to the surface
rounds equal to your ranks in touch the infused surface if they’re touching it when you infuse it, if they later
Adhesion. become Fully Lashed to it. touch it while moving through its space, or if they’re
forcibly moved into its space (such as with a gravi
Living Adhesion Superior Bond tational Lashing).
You can use Adhesion on Automatically succeed on an
characters. When Lashed to opposed test to maintain Full Binding Shot
something larger, they are Lashings against characters Prerequisite: Binding Strike talent
Restrained, their physical with Strength no higher than Activation:
tests gain a disadvantage, and your ranks in Adhesion. You “paint” your ammunition with Adhesion before
attacks against them gain an throwing or firing it at a target, transferring the infusion
advantage. to one of your target’s possessions.
You can use Binding Strike when you hit with a ranged
attack at any distance, and you don’t need to touch the
infused targets or have a hand free.
“Well, gancho,” Lopen said. Binding Strike
“Can you stick me to the wall?” Prerequisite: Speak the First Ideal
Activation:
“I... I don’t know,” Kaladin said.
You can seamlessly use Adhesion while performing your
“Seems like it would be good melee attacks.
to know, eh?” After you hit with a melee attack, you can spend or
2 focus to use Adhesion, infusing Investiture as usual
but without spending an action. At least one target must
be an object the target is holding or wearing, and you
automatically succeed on the test to infuse it. As usual,
the other object or surface must be within 5 feet of the
first object, but you don’t need to touch it or have a
hand free.
Distant Surgebinding
Prerequisite: Stormlight Reclamation talent
Activation:
You can infuse targets from a greater distance.
216 Chapter 6: Surges
You can use your surges and their talents as though your
reach is 20 feet, and you don’t need to touch the target.
(As usual, if you adhere two objects together, they must
be within 5 feet of each other.)
Extended Adhesion
Prerequisite: Distant Surgebinding talent
Activation:
Your Full Lashings use less Stormlight, allowing them to
last much longer.
Cohesion
Willpower
When you perform a Full Lashing, instead of the
infusion using 1 Investiture per round, it expends The surge of Cohesion allows you to alter objects down
1 Investiture per number of rounds equal to your to their very axi—the particles that make up all matter.
ranks in Adhesion. For example, if you have 3 ranks Often known as Stoneshaping, Cohesion allows even
in Adhesion, those infusions expend Investiture once its most inexperienced wielders to mold stone as if it
every 3 rounds. were soft clay.
Living Adhesion Cohesion Surge
Prerequisite: Extended Adhesion talent Radiant Orders: Stoneward, Willshaper
Activation: Activation:
You can apply Adhesion directly to other living beings, Infuse 1 Investiture or more into an unattended object
sticking their bodies to surfaces. or portion of a surface within your reach that is made
of stone; to do so, you must have a hand free and touch
You can use Adhesion on characters, making a test
the target. This infusion uses 1 Investiture each round,
as if you were targeting an object in their possession.
and for the duration, the stone becomes moldable and
When you Lash a character to an object or surface
soft like clay. When you activate this surge, you can
that’s larger than them, that character becomes
immediately form the stone into a rough shape as part
Restrained, they gain a disadvantage on all physi-
of that action, but any elaborate molding requires more
cal tests, and all attack tests against them gain an
time (see “Shaping Stone”).
advantage.
This object or portion of the surface can’t exceed
Stormlight Reclamation the surge size for your ranks in Cohesion (see the Surge
Prerequisite: Speak the First Ideal Scaling table at the beginning of this chapter).
Activation: You can’t use this surge on characters, Invested
You can reclaim Stormlight from active infusions. objects (like Shardplate), or objects that have been
After your infusions expend their infused Investiture at infused with Stormlight (like infused spheres or objects
the start of your turn, you can end any number of those affected by surges).
infusions within your reach, recovering all remaining
Investiture they were infused with.
Using Cohesion
In addition to the basic surge rules above, this section
Superior Bond provides more guidance on using or interacting with this
Prerequisite: Adhesive Trap talent or Extended surge in your game.
Adhesion talent
Activation: Shaping Stone
You can touch Cohesion-infused stone and mold it into
Your Full Lashings can be broken only by the strongest
any shape you desire; when that infusion ends, the stone
of individuals.
resolidifies in its new shape, strong as before. You can
When a character attempts to break one of your Full
briefly shape the stone when you activate the surge,
Lashings, if their Strength attribute is lower than or
but more elaborate reshaping requires additional time.
equal to your ranks in Adhesion, you automatically
In combat, this usually requires an additional action
succeed on the opposed test without either of
to Interact (for moderate reshaping) or Use a Skill (if
you rolling.
your creation is intricate enough to require a Cohesion
skill test; the GM sets the DC based on how elaborate
Chapter 6: Surges 217
of an object you’re creating). At the GM’s discretion, stone wall, collapsing it atop them. You might even
some shaping tasks might take significantly more time, smear soft stone over a weapon they’re holding, giving
potentially requiring labor outside of combat. it the Heavy trait with a value equal to your ranks
in Cohesion.
Cohesion on Others
While it’s simple to melt and reshape unattended Escaping Solid Stone
stone, trying to use it against opponents is more When a Cohesion infusion runs out, the stone returns
difficult. To infuse an object held by an unwilling to its previously rigid state. When this happens, any
character or to infuse a surface that’s supporting most character or object at least partially within it becomes
of their weight (such as the ground they’re standing Immobilized; if enough of their body is encased,
on), you must succeed on a Cohesion test against they might also become Restrained. To free such a
the target’s Physical defense. On a failure, you don’t character or object, the trapped character or another
infuse that object and you don’t spend Investiture character within reach must Use a Skill, making
on the attempt. an Athletics test opposed by your Cohesion. If they
You can use this surge in countless creative ways, succeed, they slip out. Otherwise, they must be dug
and it’s up to you and your GM to decide how to out, which can take 10 minutes or much longer,
resolve each situation. For example, you might infuse depending on the situation.
the ground under your opponent’s feet, causing them
to sink them into the earth and become Slowed by Cohesion Talents
the quagmire. Or you might soften a portion of a The following talents, presented here in alphabetical
order, appear in the Cohesion talent tree for the Stone-
Cohesion
ward and Willshaper paths.
Flowing Earth
Prerequisite: True Stoneshaping talent
Stone Spear Memories of Stone Activation:
Prerequisite: Speak the Prerequisite: Speak the
First Ideal First Ideal Shaping stone with Cohesion has become so natural that
Spend 1 Investiture to make Spend 1 Investiture to you can mold the ground beneath your feet as you actively
a ranged Cohesion attack vs. communicate with stone sculpt other stone.
Physical of a target within you’re touching. If this requires After you use Cohesion or spend at least on one of
60 feet, rolling 2d4 impact interpretation, test Cohesion its talents, you can shape the stone beneath your feet
damage. (DC determined by the GM).
without spending additional Investiture to do so. The
stone pushes you up to 5 feet × your ranks in Cohesion,
Sinkhole Tunneling and you can choose to be pushed in any direction, such
Spend 1 Investiture and Spend 1 Investiture to move as rising upward on a pillar. This movement doesn’t
test Cohesion vs. Cognitive through stone as if through trigger Reactive Strikes.
of chosen targets on stone difficult terrain, leaving a
ground. On success, the target 5-foot tunnel behind you. Memories of Stone
sinks into the ground and is Prerequisite: Speak the First Ideal
Immobilized. Activation:
Your deepening knowledge of the earth allows you to
Through the Stone
True Stoneshaping commune with stone itself, gaining visions of things
Use your surges and their Prerequisite: Cohesion 2+ the stone has seen.
talents as though your reach Intricately and extensively
Spend 1 Investiture to communicate for 1 round with
is 20 feet. shape stone without using
stone you’re touching. The earth’s knowledge reaches
additional actions or time.
far, including the area’s history and memories of nearby
events, but it communicates in sculpted images and
Unbound Cohesion Flowing Earth faint whispers that might be cryptic or incomplete. To
Prerequisite: Cohesion 4+ After using Cohesion, shape
interpret these communications, the GM might require
Use Cohesion on any solid the stone beneath your
material that isn’t alive,
you to succeed on a Cohesion test (DC determined by
feet, pushing yourself in any
Invested, or infused with direction up to 5 feet × your
the GM). To communicate with the stone for more than
Stormlight. ranks in Cohesion. 1 round, you must use this talent multiple times.
218 Chapter 6: Surges
Sinkhole Tunneling
Prerequisite: Stone Spear talent Prerequisite: Sinkhole talent
Activation: Activation:
You cause the ground to soften so quickly that it can catch You infuse yourself with Cohesion to shift stone from your
anyone standing in it by surprise. path as you move.
Spend 1 Investiture and choose an area of stone ground Spend 1 Investiture to infuse yourself with Cohesion.
of a size you can affect with your ranks in Cohesion. For the duration, you can move through stone surfaces
Then choose one or more characters who are touching and objects as if moving through difficult terrain. You
the ground in that area. Make one Cohesion test and leave a 5-foot-radius tunnel in your wake through which
compare the result to the Cognitive defense of each others can follow. At the start of each of your turns, you
chosen character. If you succeed against a target, can spend 1 Investiture as to maintain this infusion.
they sink into the ground and are Immobilized as you If you create tunnels near the surface, an observant
resolidify the rock. (See “Using Cohesion” for rules character might detect ripples from the diverted
on escaping.) material, potentially sensing your presence.
Stone Spear Unbound Cohesion
Prerequisite: Speak the First Ideal Prerequisite: Cohesion 4+; Through the Stone talent
Activation: Activation:
You cause the surface of the stone to launch forward in Your Stoneshaping transcends a singular medium, allowing
tight pillars, solidifying mid-flight before slamming into you to soften and shape nearly any material.
your target. You can use Cohesion and its talents not only on stone,
Spend 1 Investiture to make a ranged Cohesion attack but on any solid material that isn’t alive, Invested, or
against the Physical defense of a target within 60 feet infused with Stormlight.
of you, rolling 2d4 impact damage. On a hit, you can
also spend to knock the target Prone.
The size of this attack’s damage dice increases with
your ranks in Cohesion; at 2 ranks, roll 2d6 (instead of
2d4), and so on.
Through the Stone
Prerequisite: Sinkhole talent
Activation:
When you touch stone, you can sense and use your
Cohesion through it from a much greater distance.
You can use your surges and their talents as
though your reach is 20 feet, as long as there is a
stone surface between you and your target that
you can touch.
True Stoneshaping
Prerequisite: Cohesion 2+; Tunneling talent
Activation:
You no longer simply soften stone—you assert your
will on it, molding it into complex shapes with a
mere command.
When you use Cohesion to shape an object or
surface, you can automatically reshape it to your
will without using additional actions or time. For
example, you can instantly raise or lower elevation,
form walls or pillars, create or remove difficult terrain,
AMIRUL HHF
or create intricate shapes or images.
Chapter 6: Surges 219
Division
Intellect
The surge of Division allows you to destroy and decay,
causing your target to atrophy, crumble into dust, or fall
apart in other ways.
Division Surge
Radiant Orders: Dustbringer, Skybreaker
Activation:
You can use this surge to decay a character, object, or
area within your reach. You must have a hand free and
touch the target.
Targeting a Character. You can target a character
regardless of their size. Spend 1 Investiture to make a
melee Division attack against the Spiritual defense of
the target, rolling 3d4 spirit damage. If this reduces the
target to 0 health, they crumble into dust and die. The
size of this attack’s damage dice increases with your
ranks in Division; at 2 ranks, roll 3d6 (instead of 3d4),
and so on. As usual, on a hit, add your Division modifier
to damage, and on a miss, you can spend 1 focus to
graze with the attack.
Targeting an Object or Area. To destroy an
object or the contents of an area, spend Investiture
equal to the number of surge ranks required to affect a
target of that size: 1 for Small, 2 for Medium, and so on.
As usual, this object or area can’t exceed the surge size
for your ranks in Division (see the Surge Scaling table
at the beginning of this chapter), even if you have more
Smoke curled from the occasional
Investiture than that.
patches of growth or heaps of burning If you’re in combat or another tense situation, you
corpses. Even some sections of rock must succeed on a Division test (see “Division Under
smoldered. The Dustbringers had Pressure” to determine the DC). On a success (or
done their work well. if you’re not under pressure), your target decays in
a manner of your choosing. For example, you could
crumble the object into dust, etch writing or art into
the object, destroy parts of a object to form a smaller
object, or create a smokescreen that lasts for 1 round
in the destroyed object’s area.
JUSTYNA DURA
220 Chapter 6: Surges
If you attempt elaborate etching or shaping in this
way, it takes additional time and actions. Depending on division
complexity, the GM might also require a Division skill
test (or increase the DC for that test). Bodily Decay Eroding Escape
You can’t use this surge on Invested objects (like Prerequisite: Speak the Prerequisite: Speak the
Shardplate) or objects that have been infused with First Ideal First Ideal
Stormlight (like infused spheres or objects affected When you hit with a Division Spend 1 or more Investiture
attack, you can spend to to end that many effects
by surges).
cause one target of that attack inflicting the Restrained or
Using Division to suffer an injury. Immobilzed condition.
In addition to the basic surge rules above, this section
provides more guidance on using or interacting with this Igniting Division Spark Sending
When you use Division, spend When there’s a solid surface
surge in your game.
1 or more Investiture to light between you and target, use
Division Under Pressure the target’s space on fire, Division as though your reach
It requires considerable concentration and accuracy dealing ongoing damage equal is 20 feet.
to use Division while moving, working quickly, or to your Division modifier.
avoiding threats. While in combat or another tense
situation (like a Mission or Pursuit), you must succeed Gout of Flame Inescapable Spark
on a Division test before destroying an object or area. Spend 3 Investiture to make Your Spark Sending now
The DC for this test is determined by the material a Division attack vs. Physical extends to your spren bond
you’re targeting, as shown on the Division Under against each target in an area range. You don’t need line of
Pressure table. one size larger than normal. effect when you can sense
your target, and they can’t
You can’t target materials in this way while they’re in
Brace against your Division.
the body of an unwilling living character; instead, target
the character’s Spiritual defense as described in the
Division surge. Devastating Division
Unleashed Entropy
When you roll damage for It costs you one fewer to use
Division Under Pressure Division, roll an additional the Division skill. Your Division
Material DC damage die. Under Pressure DC is reduced
Clear air DC 0 by 5.
Vapors like smoke and gas DC 5
Liquids like blood, water, and oil DC 10 Division Talents
Organics like flesh, bone, and pulp DC 15 The following talents, presented here in alphabetical
Solids like metal, stone, and crystal DC 20 order, appear in the Division talent tree for the Dust-
bringer and Skybreaker paths.
Division Against Others Bodily Decay
If a character is willing, you can easily destroy an
Prerequisite: Speak the First Ideal
object in their possession. However, to destroy an
Activation:
object held by an unwilling character or to destroy
You atrophy the bodies of your enemies, inflicting
a portion of a surface that’s supporting most of their
debilitating wounds.
weight (such as the ground they’re standing on or a
wall they’re climbing), you must succeed on a Division When you hit with a Division attack, you can spend
test against either that character’s Physical defense to inflict an injury on one target of that attack.
or the relevant DC on the Division Under Pressure Devastating Division
table, whichever is higher. On a failure, you don’t Prerequisite: Gout of Flame talent
destroy that object and you don’t spend Investiture Activation:
on the attempt.
Your Division is especially potent and destructive.
When you roll damage for Division or its talents,
roll an additional damage die of the same size.
Chapter 6: Surges 221
Eroding Escape The target or a character within reach of it
Prerequisite: Speak the First Ideal can Use a Skill to make an Agility or Athletics test
Activation: opposed by your Division. If they succeed, the target’s
Afflicted condition ends early, but the ignited area
Your ability to decay what you touch ensures you can’t be
continues to burn.
contained for long.
Spend 1 Investiture or more to end that many effects on Inescapable Spark
yourself or an ally within your reach. The chosen effects Prerequisite: Spark Sending talent
must either be applying the Immobilized or Restrained Activation:
condition, or be adding a disadvantage to one or more You can send your spark to far greater distances, seeking
physical tests. out targets around corners and through walls and corners.
Depending on the effect’s source, this talent might You can use Division and its talents as though your
not fully destroy the source at the GM’s discretion, reach equals your spren bond range. You still need a
but it creates space or opportunity for your target to solid surface from you to your target (such as a wall or
move around it or free themselves from its constraint. floor) along which you can send an entropic spark, but
If the effect’s source remains at the end of the target’s you don’t need line of effect to your target while you can
next turn (such as when swimming or when wearing sense them.
armor with the Cumbersome trait), the effect then Additionally, your target can't benefit from the Brace
reasserts itself. action against any of your Division attacks.
Gout of Flame Spark Sending
Prerequisite: Igniting Division talent Prerequisite: Bodily Decay talent or Eroding
Activation: Escape talent
You use Division to spray heat and flame across a Activation:
wide area. You annihilate your targets from a distance by sending your
Spend 3 Investiture and choose an area up to one size entropic spark racing through a physical object, creating a
larger than you can normally affect with your ranks chain reaction at its destination.
in Division; if you already have 5 ranks in Division, You can use Division and its talents as though your
you can instead affect an area up to 25 feet in each reach is 20 feet, as long as there is a solid surface from
dimension. you to your target (such as a wall or floor) along which
Make a Division attack against the Physical defense you can send an entropic spark.
of each target who is at least partially within the chosen
area, rolling 3d4 energy damage. The size of these Unleashed Entropy
damage dice increases with your ranks in Division; Prerequisite: Spark Sending talent or Gout of
at 2 ranks, roll 3d6 (instead of 3d4), and so on. Flame talent
Activation:
Igniting Division You’ve grown so powerful that the ability to destroy
Prerequisite: Bodily Decay talent
everything around you is almost alarmingly easy.
Activation:
It costs you one fewer to use Division (but not its
You can make anything burn, even materials that are
talents). Additionally, your DCs on the Division
usually nonflammable.
Under Pressure table are reduced by 5.
When you affect a target with Division, you can spend
1 or more additional Investiture to cause that target to
catch fire for a number of rounds equal to the Investiture
spent. If you didn’t already have to make a Division He exhaled Stormlight in a rush,
test when you affected that target (see “Division Under infusing the stones around him
Pressure”), you must succeed on one now to do so. with a mounting destruction.
For the duration, the target becomes Afflicted,
The column became char, the stone
and the area within 5 feet of the target is lit on fire and
becomes dangerous terrain. Both effects deal energy itself set alight. Szeth ripped from
damage equal to your Division modifier. At the GM’s it, trailing ash.
discretion, the dangerous terrain can spread on sub
sequent rounds.
222 Chapter 6: Surges
Gravitation
awareness
The surge of Gravitation can change the direction
and magnitude of an object’s gravitational attraction.
Gravitation infusions temporarily draw an object to
another point instead of the planet’s center of gravity.
This is known as a Basic Lashing.
Gravitation Surge
Radiant Orders: Skybreaker, Windrunner
Activation:
To perform a Basic Lashing, spend 1 Investiture or more
to infuse a character or object within your reach; you
must have a hand free and touch the target. Your target
can’t exceed the surge size for your ranks in Gravitation
(see the Surge Scaling table at the beginning of
this chapter).
The infusion uses 1 Investiture each round, and
for the duration, the target’s gravity changes directions
(as described below in “Targeting a Character” and
“Targeting an Object”). This change uses your
gravitation rate, which begins at 25 feet.
Your target doesn’t move fast enough to deal damage
on impact. However, if a target is aloft when the surge
ends, they fall and take the usual damage from the fall
(see “Movement and Positioning” in chapter 10).
Targeting a Character. You can target a willing
character, granting them a flying rate equal to your
gravitation rate for the duration. (For rules on flying, Using Gravitation
see “Movement and Positioning” in chapter 10.)
In addition to the basic surge rules above, this section
Alternatively, you can infuse yourself with Gravitation
provides more guidance on using or interacting with
regardless of your size, gaining the same flying rate and
this surge in your game.
spending 1 Investiture each round to maintain the surge.
To target an unwilling character, see “Gravitation Gravitation on Others
on Others.” Performing a Basic Lashing on an unwilling character
Targeting an Object. You can target an object, is challenging. To do so, make a Gravitation test against
declaring a new direction for its gravity. At the start of the target’s Physical defense. On a success, spend
each of your turns, after the infusion expends another 1 Investiture to move the target up to your gravitation
1 Investiture, move that object in a straight line up to rate in a direction of your choosing.
your gravitation rate. When you move an unwilling target in this way,
You can’t use this surge on Invested objects (like they become Restrained until the start of your next
PETAR PENEV
Shardplate) or objects that have been infused with turn. During this movement, if the target passes within
Stormlight (like infused spheres or objects affected reach of an object or surface at least one size larger than
by surges). them, they can attempt to grab it by using the Avoid
Chapter 6: Surges 223
Gravitation Danger reaction to make an Agility test opposed by your
Gravitation (their Restrained condition doesn’t impose
a disadvantage on this test). If your target succeeds, they
Flying Ace Gravitational Slam stop moving; while they continue holding on, you can’t
Prerequisite: Speak the Prerequisite: Speak the move them further with this infusion.
First Ideal First Ideal
Fly up to your gravitation rate, Use a Basic Lashing to collide Tricky Maneuvers
which permanently increases a target with a solid surface, When flying or moving something with a Basic Lashing,
to 40 feet. You can spend 1 dealing 1d4 impact damage you don’t usually need to make a test. However, if you’re
focus to make a melee weapon per 10 feet moved. The target attempting something particularly dangerous or tricky—
attack during this flight. can Avoid Danger to halve such as flying through a highstorm or threading an
damage. object through a small gap—you must succeed on a
Gravitation test to perform the Lashing (DC set at
Stable Flight Multiple Lashings the GM’s discretion).
While maintaining a Basic When you move an unwilling
Lashing on yourself, your character with Gravitation, Gravitation Talents
ranged attacks don’t gain a you can infuse Investiture up The following talents, presented here in alphabetical
disadvantage due to flying or to your ranks in Gravitation to order, appear in the Gravitation talent tree for the
unstable footing. prolong the effect.
Skybreaker and Windrunner paths.
Group Flight Lashing Shot Aerial Squadron
When you use a Basic Propel an object at a target, Prerequisite: Gravitation 3+; Group Flight talent
Lashing out of combat, infuse spending Investiture equal to Activation:
additional characters up to distance divided by gravitation You’ve trained your allies in aerial combat scenarios,
your ranks in Gravitation rate. Make a ranged Gravita- readying them to fly together at a moment’s notice.
without spending additional tion attack vs. Physical, rolling You can use your Group Flight in combat.
Investiture. 2d4 impact damage.
Flying Ace
Aerial Squadron Master of the Skies Prerequisite: Speak the First Ideal
Prerequisite: Gravitation 3+ While you have Investiture, Activation:
You can use your Group Flight you’re always infused with You are a master of the skies, adeptly wielding your weapon
in combat. Gravitation. while in flight.
While maintaining a Basic Lashing on yourself, fly
a distance up to your gravitation rate. Once during
this movement, you can spend 1 focus to make a
Lashing wasn’t like the flight of a melee weapon attack as part of the same action. After
swallow—instead, it was like tying resolving that attack, you can continue your movement.
oneself to strings, a puppet to be yanked Additionally, when you acquire this talent, your
about. It was easy to lose control. gravitation rate increases to 40 feet.
Gravitational Slam
Prerequisite: Speak the First Ideal
Activation:
Your Basic Lashings become more forceful and potentially
dangerous on impact.
When you use a Basic Lashing to move an unwilling
creature or object into a solid surface, the collision
stops that movement early, and you can choose for the
Lashed target to take 1d4 impact damage for every
10 feet they were moved with that Lashing on this
224 Chapter 6: Surges
turn. For example, if you moved them 25 feet then Multiple Lashings
they collide with a wall, they take 2d4 impact damage. Prerequisite: Gravitational Slam talent
Your target can use the Avoid Danger reaction to Activation:
make an Agility test opposed by your Gravitation,
You can apply multiple Basic Lashings to an enemy.
taking half as much damage on a success.
After you succeed on a Gravitation test to move an
The size of these damage dice increases with your
unwilling character, you can infuse them with an
ranks in Gravitation; at 2 ranks, roll 1d6 (instead of
amount of Investiture up to your ranks in Gravitation
1d4), and so on.
(instead of only 1 Investiture). When you do, the effect
Group Flight continues until the infusion ends (instead of until the
Prerequisite: Stable Flight talent start of your next turn).
Activation:
Stable Flight
You can infuse multiple allies with Gravitation at once.
Prerequisite: Flying Ace talent
While not in combat, when you spend 1 Investiture Activation:
or more to infuse yourself or a willing character
You’re an expert in launching attacks from afar in
with a Basic Lashing, you can also infuse a number
mid-flight.
of additional willing characters up to your ranks in
While maintaining a Basic Lashing on yourself, your
Gravitation. Each target must be within your reach.
ranged attacks don’t gain a disadvantage due to flying
These infusions last for the duration of the original
or other causes of unstable footing.
infusion and require no additional Investiture to
create or maintain.
Lashing Shot
Prerequisite: Gravitational Slam talent
Activation:
You apply multiple Basic Lashings to an object, launching
it with several times the force of gravity.
You touch an unattended object of a size you can
affect with your ranks in Gravitation, then you propel
that object at a target in your line of effect, spending
Investiture equal to the distance to that target divided
by your gravitation rate (rounded up).
Make a ranged Gravitation attack against the
Physical defense of that target, rolling 2d4 impact
damage. The size of these damage dice increases with
your ranks in Gravitation; at 2 ranks, roll 2d6 (instead
of 2d4), and so on.
Master of the Skies
Prerequisite: Group Flight talent or Lashing
Shot talent
Activation:
You’ve become so efficient at infusing yourself with
Gravitation that it becomes subconscious, allowing you
to endlessly soar.
While you have 1 Investiture or more, you gain the
benefits of being infused with Gravitation without
spending Investiture.
ANTTI HAKOSAARI
A character might decide to Use a Skill to scrutinize
your illusion, especially if you fail the above Illumination
test or if you or your allies roll a Complication on a
related test. In this case, make an Illumination test
opposed by the character’s Perception test. If their test
result exceeds your own, they notice the illusion (see
“Detecting Illusions” for the effects).
You can make these tests to deceive characters even if
Illumination that illusion is currently out of your spren bond range.
Presence
Using Illumination
The surge of Illumination can create convincing
In addition to the basic surge rules above, this section
illusions, both visual and auditory. This ability
provides more guidance on using or interacting with this
is commonly known as Lightweaving, though
surge in your game.
Lightweavers and Truthwatchers can both use
this surge. Imagining Illusions
Lightweaving is easiest when replicating something
Illumination Surge you’re familiar with. If you have a great memory or if
Radiant Orders: Lightweaver, Truthwatcher
you reference material you created (such as a sketch,
Activation:
a painting, or a written passage) you might be able to
To Lightweave an illusion, spend 1 Investiture or more Lightweave something you’ve only encountered a few
to infuse it into thin air in a space within your spren times—but your Illumination tests to deceive onlookers
bond range. This illusion can’t exceed the surge size will probably gain a disadvantage.
for your ranks in Illumination (see the Surge Scaling It’s very challenging to Lightweave something you’ve
table at the beginning of this chapter). only seen in drawings or imagined yourself. It’s up
Lightweavings typically take the form of a three- to your GM how difficult this is, but you might face
dimensional hologram representing a character, object, challenges such as a reduced surge size, an additional
or phenomenon you’re familiar with. This illusion Investiture cost, a focus cost, an increased DC, or a
is composed of light, complete with animation and disadvantage on your d20 roll.
accompanying sounds produced by the vibrations of
your bonded spren. Controlling Illusions
Simple and Complex Illusions. If the illusion You can control all of your complex illusions that are
depicts a simple object with no sound or animations, within your spren bond range. Each illusion can pretend
the infusion uses 1 Investiture every 10 minutes. If the to interact with its environment; for example, you might
illusion depicts a character or more complex object, it make an illusionary tree bend with the wind, or make
instead uses 1 Investiture each round. For the duration, an illusionary child try to catch a ball (but intentionally
the illusion remains active even if you move out of range. miss it). However, your illusion has no senses of its
You can move and control a complex illusion, as detailed own, so you can’t give it tasks that require senses or
in “Controlling Illusions.” knowledge you don’t have.
Disguising Yourself. Alternatively, if you have An illusion can move up to your movement rate
1 Investiture or more, you can use Illumination to on your turn in a manner reasonable for that illusion.
create an illusory disguise on yourself without spending You can use to have one or more of your illusions
Investiture. This disguise lasts until you end it as or perform simple, mindless tasks like walking across the
run out of Investiture. street or shouting a phrase. You can use to task one
Deceiving Characters. If your illusion is a of your illusions with something that requires your
simple object or a disguise on yourself, it automatically careful attention, such as convincingly conversing
convinces characters unless they have a reason to with someone.
be suspicious. If you create a more complex illusion If you move out of range, your illusions can only
(such as disguising another character), the GM might perform whatever simple, mindless tasks you last gave
require you to make an Illumination test against the them, such as gazing thoughtfully at a bookshelf.
Cognitive defense of any character who passively
observes the illusion; on a success, your illusion is
convincing to them.
226 Chapter 6: Surges
Maintaining Illusions Distracting Illusion
When your illusions begin running out of Stormlight, Prerequisite: Speak the First Ideal
you can seamlessly maintain them by feeding Invest Activation:
iture from your own supply. You can use to infuse You create a moving, illusory copy of someone to distract
1 Investiture or more into any illusions of your choice your enemies.
within your spren bond range (spending separate Spend 1 Investiture to Lightweave an illusory duplicate,
Investiture for each illusion). either of yourself or an ally you can sense within
Detecting Illusions your spren bond range. The illusion appears in that
A failed Illumination test or an unfortunate character’s space and moves with them. Attacks against
Complication can cause a target to recognize that an that character gain a disadvantage and can’t graze.
illusion is artificial. However, when this happens, the The illusion ends after an attack misses that character
illusion itself persists, and it might even continue to or at the end of the scene.
conceal something else in the right circumstances.
For example, if you Lightweave a boulder around
yourself, a successful Perception test may alert an Illumination
enemy that something is amiss, but they still won’t
be able to see inside the boulder. (However, you can’t Distracting Illusion Lingering
see through your illusionary boulder either!) Prerequisite: Speak the Lightweavings
Tests aren’t the only way to detect an illusion (or to First Ideal Prerequisite: Speak the
Spend 1 Investiture to Light- First Ideal
become suspicious of one). If one character detects an
weave an illusion of yourself or You can infuse an illusion in
illusion, they might alert their allies that it isn’t real.
an ally. Until an attack misses a sphere. The illusion moves
And if a physical object passes through an illusion, a with the sphere, expending
the target, attacks against
white blur appears at the intersection, and a character them gain a disadvantage and 1 Investiture per rounds equal
familiar with Lightweaving might recognize these can’t graze. to your ranks in Illumination.
telltale signs. Such events can betray the presence of
Lightweaving, and any character wishing to determine
Disorienting Flash Stormlight
the boundaries or source of an illusion can make Spend 1 Investiture to Reclamation
a Deduction or Perception test opposed by your project light in an area, testing End Illumination infusions
Illumination. Illumination vs. Cognitive of within spren bond range
each character to make them and recover their remaining
Illumination Talents Disoriented. Investiture.
The following talents, presented here in alphabetical
order, appear in the Illumination talent tree for the Spiritual Illumination Multiplicative
Lightweaver and Truthwatcher paths. Spend 2 Investiture to cause Lightweaving
an ally to become Determined You can Lightweave additional
Disorienting Flash and Focused. illusions, up to your ranks
Prerequisite: Distracting Illusion talent in Illumination, with no
Activation: additional Investiture.
You create a brief burst of light and sound that attacks
the senses of targets near you. Painful Truth Endless Illusions
Spend 1 Investiture to project a burst of light in an area Spend 2 Investiture and test You can maintain illusions
within your reach, up to the size you can create with Illumination vs. Spiritual of a indefinitely. While you have
your ranks in Illumination. Make one Illumination test target. On success, they are Investiture, Illumination infu-
and compare the result against the Cognitive defense Slowed and must Move away sions in your spren bond range
of each character in that area. If you succeed against on their next turn or spend don’t expend Investiture.
a target, they become Disoriented until the end of focus to avoid doing so.
their next turn.
Chapter 6: Surges 227
Endless Illusions Spiritual Illumination
Prerequisite: Multiplicative Lightweaving talent or Prerequisite: Disorienting Flash talent
Spiritual Illumination talent Activation:
Activation: You use Lightweaving to show your allies inspiring
You’ve become so efficient at powering your illusions possibilities of who they could become.
that you can maintain them indefinitely. Spend 2 Investiture to create a momentary Light
While you have 1 Investiture or more, each of your weaving near an ally you can sense within your spren
Illumination infusions within your spren bond range bond range. That ally becomes Determined and
expends no infused Investiture at the start of your turn. Focused until the end of their next turn.
Lingering Lightweaving Stormlight Reclamation
Prerequisite: Speak the First Ideal Prerequisite: Distracting Illusion talent
Activation: Activation:
You infuse spheres with your Illumination, creating You can reclaim Stormlight from active illusions.
illusions that linger long after you’ve moved away. After your infusions expend their infused
When you Lightweave an illusion, instead of creating Investiture at the start of your turn, you can end
it in thin air, you can instead infuse its Investiture in a any number of those infusions within your reach,
sphere or unencased gem within 5 feet of that illusion. recovering all remaining Investiture they were
For the duration, the illusion moves with the gem; for infused with.
example, an ally could carry this gem to extend the
duration of an illusory disguise you created for them.
An illusory Shardblade
Instead of the infusion expending 1 Investiture per is still imposing
round, it expends 1 Investiture per number of rounds
equal to your ranks in Illumination; for example, if you
have 3 ranks in Illumination, your infusions in spheres
expend Investiture once every 3 rounds.
Multiplicative Lightweaving
Prerequisite: Stormlight Reclamation talent
Activation:
You effortlessly Lightweave multiple illusions at once.
When you Lightweave an illusion, you can create a
number of additional illusions up to your ranks in
Illumination. These infusions last for the duration
of the original infusion and require no additional
Investiture to create or maintain.
Painful Truth
Prerequisite: Spiritual Illumination talent
Activation:
You create a haunting image of who an enemy could
have been if they’d taken a better path.
Spend 2 Investiture and make an Illumination test
against the Spiritual defense of a target you can
sense within your spren bond range. On a success,
they stumble in shock, becoming Slowed until the
end of their next turn.
At the start of the target’s next turn, they must either
spend focus equal to your ranks in Illumination to end
FLORIAN STITZ
this effect as , or immediately use the Move action to
move as far as possible away from you.
228 Chapter 6: Surges
Regrowth
Regrowth heals by transforming the target’s Physical
form to better match their Cognitive and Spiritual self.
As such, the narrative effect of each character’s healing
depends on who they are at their core and how they view
themself. When you use Progression to heal a character,
they (not you) determine what’s healed and how, likely
doing so subconsciously.
Progression
awareness
The surge of Progression controls the growth and
Progression
healing of living things. Its two primary effects are
Growth (which can rapidly sprout and mature plants) Injury Regrowth Explosive Growth
and Regrowth (which can heal a character’s body Prerequisite: Speak the Prerequisite: Speak the
First Ideal First Ideal
and soul).
Spend 2 Investiture to cause Spend 1 Investiture to explo-
Progression Surge a target to recover from a sively grow plants in an area.
Radiant Orders: Edgedancer, Truthwatcher temporary injury, or spend Make a Progression attack
Activation: 3 Investiture to recover from vs. Physical of each character
a permanent one. of your choice, rolling 2d4
You infuse life into a living thing other than yourself
impact or keen damage.
within your reach; you must have a hand free and
touch the target.
Plant Growth. If you target a living plant (or its Swift Regeneration Overgrowth
Prerequisite: Progression 2+ When you infuse Growth into a
seed) with Growth, spend 1 Investiture to cause it to
When you Regenerate, recover plant, test Progression (DC 15)
rapidly grow to a size of your choice. This can’t exceed health equal to 1d6 + your to cause it to grow much larger
the surge size for your ranks in Progression (see the Progression modifier. While and stronger than its species’
Surge Scaling table at the beginning of this chapter), you have Investiture, you and normal limits.
nor the normal limits of the largest plants of its species. your Regrowth targets can add
Character Regrowth. If you target a living your Progression modifier to
character with Regrowth, infuse 1 Investiture or more injury rolls.
into them. The infusion uses 1 Investiture each round,
and for the duration, that character recovers health Extended Regrowth Reliable Progression
equal to 1d4 + your Progression modifier at the start Your Regrowth infusions Prerequisite: Progression 2+
of each of their turns. The size of this die increases with only expend 1 Investiture per When you roll a Progression
your ranks in Progression: at 2 ranks, roll 1d6 when rounds equal to your ranks in die, make the result equal your
recovering health (instead of 1d4), and so on. Progression. ranks in Progression.
Using Progression From the Brink Font of Life
In addition to the basic surge rules above, this section Prerequisite: Progression 3+ It costs you one fewer to use
provides more guidance on using or interacting with Spend 3 Investiture to restore Progression and its talents.
this surge in your game. life to a willing character who
died within the last minute.
Growth
Growth can be used creatively in many ways. You might
grow a pathway over an obstacle or create inconspicuous
concealment. You could block line of effect, create cover
or difficult terrain, or erect obstacles to climb. It’s up to
you and your GM to resolve such creative uses.
Chapter 6: Surges 229
Progression Talents Injury Regrowth
The following talents, presented here in alphabetical Prerequisite: Speak the First Ideal
order, appear in the Progression talent tree for the Activation:
Edgedancer and Truthwatcher paths. You use Regrowth to rapidly recover injuries, including
permanent ones and missing body parts.
Explosive Growth
Spend 2 Investiture to cause yourself or a willing
Prerequisite: Speak the First Ideal
character you touch to instantly recover from a
Activation:
temporary injury of the target’s choice, or spend
You grow plants explosively, striking and ensnaring
3 Investiture to recover from a permanent injury.
your enemies.
Spend 1 Investiture to use Growth in an area up to the Overgrowth
size you can affect with your ranks in Progression. Make Prerequisite: Explosive Growth talent
one Progression attack and compare the test result to Activation:
the Physical defense of each character of your choice You persuade plants to grow beyond their normal size
in that area. Roll 2d4 damage, dealing either impact or and shape.
keen damage (whichever is logical for the grown plants). When you infuse Growth into a plant, you can make
The size of this attack’s damage dice increases with your a DC 15 Progression test as part of that action. On a
ranks in Progression; at 2 ranks, roll 2d6 (instead of success, you cause the plant to grow beyond its species’
2d4), and so on. normal limits, up to the surge size for your ranks in
You can spend to cause any number of the targets Progression, and the plant’s current and total health
you hit to become Immobilized until the end of your increase by 2d4. The size of these dice increases with
next turn. your ranks in Progression; at 2 ranks, roll 2d6 (instead
of 2d4), and so on.
Extended Regrowth
Prerequisite: Swift Regeneration talent Reliable Progression
Activation: Prerequisite: Progression 2+; Overgrowth talent
Your Regrowth infusions expend Stormlight far less quickly. Activation:
When you infuse Regrowth into a character, instead Through adept control of your Stormlight, your Growth
of the infusion expending 1 Investiture per round, and Regrowth become even more dependable.
it expends 1 Investiture per number of rounds equal When you roll a die whose size increases with your
to your ranks in Progression. For example, if you ranks in Progression (such as when using the Explosive
have 3 ranks in Progression, those infusions expend Growth, Overgrowth, and Swift Regeneration talents)
Investiture once every 3 rounds. or when a willing character rolls a die to recover health
from your Regrowth, if the die rolls a number lower than
Font of Life
your ranks in Progression, you can change that result
Prerequisite: Extended Regrowth talent or Reliable
to instead equal your ranks in Progression (no action
Progression talent
required).
Activation:
You’ve grown so powerful that growth and healing flow Swift Regeneration
from you with incredible speed. Prerequisite: Progression 2+; Injury Regrowth talent
It costs you one fewer to use Progression and Activation:
its talents. You can heal yourself with greater efficiency and make
those infused with your Regrowth more resistant to injury.
From the Brink
When you use Regenerate, instead of recovering the
Prerequisite: Progression 3+; Extended
normal amount of health, you can recover health equal
Regrowth talent
to 1d6 + your Progression modifier. The size of this die
Activation:
increases with your ranks in Progression: at 3 ranks,
You use Regrowth to pull someone back from the very
roll 1d8 (instead of 1d6), and so on.
edge of death.
Additionally, while you have 1 Investiture or more,
Spend 3 Investiture and touch the body of a character you and any character infused with your Regrowth can
who died within the last minute. If the target is willing, add your Progression modifier to injury rolls.
they return to life Unconscious with 0 health.
230 Chapter 6: Surges
Tension
strength
The surge of Tension alters the rigidity of objects.
This allows you to reinforce flexible materials such as
cloth, making them firm and strong like steel.
Tension Surge
Radiant Orders: Bondsmith, Stoneward
Activation:
To use this surge, spend 1 or more Investiture to
infuse a soft object within your reach; you must have
a hand free and touch the target. The infusion uses
1 Investiture each round, and for the duration, the
object becomes completely rigid.
This object can’t exceed the surge size for your ranks
in Tension (see the Surge Scaling table at the beginning
of this chapter).
When you activate this surge, you can first form the
soft material into a rough shape as part of that action,
but any elaborate molding requires more time (see
“Creating Objects and Weapons”).
You can’t use this surge on characters, Invested
objects (like Shardplate), or objects that have been
infused with Stormlight (like infused spheres or objects
affected by surges).
Hardened Defense. When you infuse a soft mate-
rial worn by you or a willing character, you can increase
the wearer’s Physical defense by 2. Alternatively,
(for moderate reshaping) or Use a Skill action (if
before you infuse a material, you can wrap it around a
your creation is intricate enough to require a Tension
character as part of that action, granting the same effect.
skill test). The GM sets this test’s DC based on the
A character’s Physical defense can’t benefit from more
complexity of the object you’re creating.
than one Tension surge at a time.
At the GM’s discretion, you can creatively use
Using Tension Tension to create nearly any solid object of an
appropriate size. For example, you might shape a
In addition to the basic surge rules above, this section
tarp into a box, then infuse it to use as a stepping
provides more guidance on using or interacting with this
stool. You could shove a handkerchief into a keyhole,
surge in your game.
then infuse it to make a key that can open the lock.
Creating Objects and Weapons A piece of rope could even serve as a sturdy staff or
You can shape cloth, rope, or other soft materials into similar weapon.
SVETLANA KOSTINA
a specific form, then infuse Tension to temporarily When using Tension to temporarily create a weapon,
stiffen them into a usable object. When you activate treat it as an improvised non-special weapon, but
the surge, you can briefly shape the material, but more remove its Fragile trait (see “Improvised Weapons”
elaborate reshaping requires additional time. In combat, in chapter 7).
this usually requires an additional Interact action
Chapter 6: Surges 231
Tension Tension on Opponents
While it’s simple to shape unattended cloth, it’s
challenging to wrap your opponent in it or to infuse
Tension Parry Stormlight something they’re already wearing. To infuse an object
Prerequisite: Speak the Reclamation worn by or wrapped around an unwilling target, make a
First Ideal Prerequisite: Speak the
Tension test against the target’s Physical defense. On a
Before you or an ally is hit or First Ideal
End Tension infusions within failure, you don’t infuse that object and you don’t spend
grazed by an attack, spend
Investiture to infuse the reach and recover their Investiture on the attempt. On a success, the target has
target’s clothing, increasing remaining Investiture. difficulty moving for the duration, becoming Slowed
their Physical defense by 2 and gaining a disadvantage on all physical tests.
and potentially cause the A character can try to bend an object you’ve stiffened
attack to miss. with your Tension. To do so, they Use a Skill to make an
Athletics test opposed by your Tension. If they succeed,
Rigged Weaponry Extended Tension the infusion ends.
Spend 1 Investiture to increase Your Tension infusions only
the reach of your melee expend 1 Investiture per Tension Talents
weapon by 10 feet. When you rounds equal to your ranks The following talents, presented here in alphabet-
hit with a melee attack, spend in Tension. While you have ical order, appear in the Tension talent tree for the
or 2 focus to infuse Tension Investiture, you can freely Stoneward path.
into an object the target is maintain Tension infusions
holding. on objects you’re holding. Cloth Mastery
Prerequisite: Tension 2+; Rigged Weaponry talent
Activation:
Cloth Mastery Surface Tension
Prerequisite: Tension 2+ Use Tension to increase a As you infuse soft materials with Tension, they contort
Use Tension to instantly create liquid’s surface tension and themselves into exactly what you envision.
intricate and complex objects. walk on it like solid ground. When you use Tension to create an object or weapon,
you can automatically reshape it before it becomes rigid
Fine Control Clothsmith without using additional actions or time. When you
Spend Investiture to infuse an Your Hardened Defense effect do, you instantaneously mold the soft material into an
object you can control with increases the target’s Physical object as elaborate, intricate, and complex as you wish.
while touching it. It can move defense by 4 instead of 2. For example, you could turn a large tarp into a table or
up to 25 feet along surfaces, When you temporarily create a chair, shape a cloak around its wearer as a functioning
perform tasks, and make weapon with Tension, it gains suit of half plate, cause a grappling hook attached to a
attacks using your Tension. an extra d4 damage die.
rope to secure itself to a ledge above, or create intricate
shapes or images.
Clothsmith
Colorful ribbons—tied around Prerequisite: Cloth Mastery talent or Surface
his wrists and extending out Tension talent
Activation:
through the Plate—began moving
The impromptu weapons and armor you create with Tension
of their own accord; they spiraled are so powerful that they rival Shardblades and Plate.
outward around his fist and When you infuse Tension to grant a character the
became like blades themselves. Hardened Defense effect, their Physical defense
increases by 4 (instead of 2).
Additionally, when you temporarily create a weapon
with Tension (see “Creating Objects and Weapons”),
it gains an extra d4 damage die (for example, an axe
created this way deals 1d6 + 1d4 keen damage). The
size of this die increases with your ranks in Tension;
at 2 ranks, the extra die becomes a d6 (instead of a
d4), and so on.
232 Chapter 6: Surges
Extended Tension Rigged Weaponry
Prerequisite: Stormlight Reclamation talent Prerequisite: Tension Parry talent
Activation: Activation:
Your infusions of Tension expend the Stormlight far Dynamic use of Tension on cloth or rope allows you to
less quickly. augment your martial prowess.
When you infuse Tension into an object, instead of the While wielding a melee weapon and holding cloth or
infusion expending 1 Investiture per round, it expends other flexible object that’s at least 10 feet long, you can
1 Investiture per number of rounds equal to your ranks spend 1 Investiture as to increase the weapon’s reach
in Tension. For example, if you have 3 ranks in Tension, by 10 feet until the end of your next turn.
those infusions expend Investiture once every 3 rounds. Additionally, after you hit a character with a melee
Additionally, while you have 1 Investiture or more, attack, you can spend or 2 focus to use Tension on
you can maintain Tension infusions on objects you’re an object the target is holding or wearing, infusing
holding or wearing without either you or the infusion Investiture as usual but without spending an action.
expending Investiture. You automatically succeed on the test to infuse it.
Fine Control Stormlight Reclamation
Prerequisite: Cloth Mastery talent Prerequisite: Speak the First Ideal
Activation: Activation:
Your careful practice allows you to selectively change the You can reclaim Stormlight from active infusions.
rigidity of an object’s parts, allowing fine control much like After your infusions expend their infused Investiture at
the movement of muscles and tendons. the start of your turn, you can end any number of those
Infuse 1 Investiture or more into an unattended object infusions within your reach, recovering all remaining
within reach that is of a size you can affect with Tension. Investiture they were infused with.
Though the infused object isn’t a character, for the
duration, its current and maximum health both increase
Surface Tension
Prerequisite: Extended Tension talent
to 5 × your ranks in Tension, and each of its defenses
Activation:
equals 10 + your Tension modifier. If the infused object
is reduced to 0 health, the infusion ends early and the You use Tension to solidify the surface of liquids into
object breaks. traversable ground.
Many Tension users infuse long pieces of cloth, You can use Tension on liquid, affecting an area up
rope, or other flexible material that they can control, to twice the size you can normally affect with your
effectively extending their range. On each of your turns ranks in Tension. For the duration, this liquid’s surface
for the duration, while touching part of one object you tension increases and characters can walk on it like
infused using this talent, you can move it up to 25 feet solid ground.
along surfaces (including ceilings) and can use it to Tension Parry
interact with characters and other objects. You can use Prerequisite: Speak the First Ideal
to have one infused object perform simple tasks like Activation:
climbing a tree or opening a door. You can use to task
You stiffen clothing to block incoming attacks.
one infused object with something that requires a test
Before you or an ally within your reach is hit or grazed
or your careful attention, such as attacking someone or
by an attack against Physical defense, you can use this
writing a message. The object has no senses of its own
reaction to infuse Tension into the target’s clothing or
and can’t act without your touch and direct control, so
a soft material you wrap around the target, spending
you can’t give it tasks that require senses or knowledge
Investiture as usual. They gain the Hardened Defense
you don’t have.
effect, increasing their Physical defense by 2 for the
If the object’s task requires a test (such as an attack or
duration, including against the triggering attack. If the
Athletics test), you must be able to sense its target, and
attack hit, this increase can change it to a miss. If the
you use your Tension instead of that test’s usual skill.
attack grazed, the target ignores its effects.
The object can make a melee attack using Tension
against the Physical defense of a target within 5 feet of
it, rolling 2d4 impact damage. The size of these dice
increases with your ranks in Tension; at 2 ranks, roll
2d6 (instead of 2d4), and so on.
Chapter 6: Surges 233
Determine which category best corresponds to your
original material, then choose what category you want
to transform the material into. If you’re transforming
it into a material no more than one category away,
make a DC 10 Transformation test. This DC increases
by 5 for each additional category away, as shown
on the Transformation Difficulty Classes table; to
use that table, find the cell that intersects with both
Transformation your original material and your target material. For
willpower example, Soulcasting stone into metal is significantly
easier (DC 10) than Soulcasting to create metal out
The surge of Transformation transforms one material
of thin air (DC 25).
into another. Often called Soulcasting, this surge shifts
Successful Transformation. On a successful
your perception of the object you want to transform,
Transformation test, you compel the material to
allowing you to see and communicate with its Cogni-
transform. Spend Investiture equal to the ranks required
tive aspect.
to transform an object of that size: 1 Investiture
Transformation Surge for a Small object, 2 Investiture for a Medium one,
Radiant Orders: Elsecaller, Lightweaver 3 Investiture for a Large one, 4 Investiture for a Huge
Activation: one, and 5 Investiture for a Gargantuan one. Your target
To Soulcast a material, choose a non-living object or transforms into that substance.
portion of a surface within your reach and make a Failed Transformation. On a failure, you don’t
Transformation test (see “Transformation DC” below). transform your target and you don’t spend Investiture
To do so, you must have a hand free and touch the on the attempt. Since you’ve failed to compel that
target. This target can’t exceed the surge size for your material to transform, you can’t attempt to Soulcast
ranks in Transformation. that same object again during this scene.
You can’t use this surge on Invested objects (like
Transformation Difficulty Classes
Shardplate) or objects that have been infused with
Clear
Stormlight (like infused spheres or objects affected by Solids Organics Liquids Vapors Air Flame*
surges). Additionally, you can’t initially Soulcast living
Solids 10 10 15 20 25 30
materials, including characters and plants (though
Organics 10 10 10 15 20 25
talents can allow you to do so).
Transformation DC. Soulcasting one material Liquids 15 10 10 10 15 20
into a similar one is relatively simple, but the more you Vapors 20 15 10 10 10 15
change its Essence, the more skill is required. Each Clear Air 25 20 15 10 10 10
material falls into one of six categories: Flame* 30 25 20 15 10 —
1. Solids like metal, stone, and crystal *The Flame category is only available to characters with
2. Organic matter like flesh, bone, and pulp the Flamecasting talent.
3. Liquids like blood, water, and oil
4. Vapors like smoke and gas
5. Clear air
6. Flame (only available
to characters with the
Flamecasting talent)
AUSTIN HARTELL
234
Using Transformation Transformation
In addition to the basic surge rules above, this section
provides more guidance on using or interacting with
Soulcast Defense Living Soulcasting
this surge in your game.
Prerequisite: Speak the Prerequisite: Speak the
Transformation on Others First Ideal First Ideal
While you can’t Soulcast living characters with the Before you or an ally is hit by a Spend 1 Investiture and make
projectile, spend 1 Investiture a melee Transformation
basic Transformation surge, you can creatively use
to test Transformation (DC attack vs. Spiritual of a living
your abilities to be useful and dangerous in combat.
equals triggering attack). On organism, rolling 3d4 spirit
You might create obscuring fog out of thin air, giving
failure, the projectile grazes. damage. The target dies if
attackers a disadvantage. You could create cover On success, the projectile reduced to 0 health.
to shield behind. You might even turn the ground misses and becomes an
beneath your opponent’s feet into liquid, causing Essence.
them to fall Prone.
It’s up to you and your GM to resolve such
Soulcast Parry Bloodcasting
creative uses. In general, if your Soulcasting requires You can use Soulcast Defense Spend 1 Investiture and test
the opponent to make a test (such as to stay on their on melee weapon attacks. Transformation (DC 15) to
feet), their DC is equal to your Transformation cleanse all poison from the
test result. target and reduce one injury’s
recovery time by 5 days.
Peering Into Shadesmar
The surge of Transformation grants a limited ability to look Distant
Flamecasting
Surgebinding You gain “Flame” as a sixth
into the Cognitive Realm. To do so, you can spend 2 Inves-
Use your surges and their category following “Clear Air”
titure and Use a Skill to make a Transformation test. On a
talents as though your reach (DC 30 to transform stone
success, you can use one effect from the Transportation is 20 feet. to flame). When Soulcasting
surge (see “Transportation”) to perceive 10 feet around flames, attack each character
you in the corresponding location in Shadesmar. within 5 feet using Transform
ation vs. Physical, rolling 2d4
Transformation Talents energy damage.
The following talents, presented here in alphabetical
order, appear in the Transformation talent tree for the Persistent Expansive
Elsecaller and Lightweaver paths. Transformation Transmuter
Prerequisite: Transformation 2+ Soulcasting non-living material
Bloodcasting When transforming non-living costs 2 fewer Investiture.
Prerequisite: Living Soulcasting talent objects, your max DC is 15.
Activation: Also, you can reattempt Soul-
casting, but on success, must
You’ve practiced techniques for Soulcasting blood, allowing
spend 1 additional Investiture
you to cleanse the body of poison and to speed recovery
per recent Soulcasting failure.
from injuries.
While touching a character, spend 1 Investiture and
make a DC 15 Transformation test to cleanse their
blood. On a success, the effects of any poison end for
the target, and you can reduce the recovery time of one
of their injuries by 5 days.
The GM can spend from this test to reduce the
target’s maximum health by twice their level until after
the target’s next long rest.
Chapter 6: Surges 235
Distant Surgebinding Persistent Transformation
Prerequisite: Soulcast Parry talent Prerequisite: Transformation 2+; Distant Surge-
Activation: binding talent
You can Soulcast from a greater distance. Activation:
You can use your surges and their talents as though your Your force of will is so great that objects have a hard time
reach is 20 feet, and you don’t need to touch the target. denying you.
When transforming a non-living material, your Trans-
Expansive Transmuter formation test has a maximum DC of 15.
Prerequisite: Flamecasting talent
Additionally, after you fail to Soulcast an object, you
Activation:
can attempt to do so again during the same scene. When
You’ve become so powerful that you can Soulcast larger you succeed on this test, you must spend 1 additional
objects with much greater efficiency. Investiture per time you failed to Soulcast that object
When you Soulcast non-living material, reduce the during this scene; if you can’t spend that much Invest
Investiture cost by 2 (to a minimum of 1 Investiture). iture, the object isn’t transformed.
For example, it now costs you only 1 Investiture to
Soulcast either a Small, Medium, or Large object. Soulcast Defense
Prerequisite: Speak the First Ideal
Flamecasting Activation:
Prerequisite: Soulcast Parry talent You Soulcast near-instinctively, able to transform projectiles
Activation: in flight.
You’ve learned the difficult art of Soulcasting Essences Before you or an ally within your reach is hit by a pro
directly into instantaneous bursts of flame. jectile from a ranged attack, you can use this reaction
On your surge’s list of Soulcasting materials, you gain and spend 1 Investiture to make a Transformation test.
a sixth category called “Flame,” which follows the entry The DC of this test equals the triggering attack’s test
for “Clear Air.” When Soulcasting a material that’s five result; you can choose whether to use this reaction after
spaces away on this expanded list, the DC is 30 (such you learn the DC.
as when Soulcasting stone into flame). On a failure, the attack grazes instead of hitting.
When you Soulcast an object into flame, the flames On a success, the attack instead misses and can’t graze,
last for only a moment before dissipating. However, and you transform the projectile into a material of your
before they do, they can catch flammable objects on fire. choice. If you choose a non-solid material, this destroys
Additionally, when you Soulcast an object into flame, the projectile.
use the result of that Transformation test to make an
attack as against the Physical defense of each character Soulcast Parry
within 5 feet of the Soulcast object. Roll 2d4 energy Prerequisite: Soulcast Defense talent
damage. The size of these damage dice increases with Activation:
your ranks in Transformation; at 2 ranks, roll 2d6 You can use Soulcasting to defend against even more
(instead of 2d4), and so on. immediate threats.
You can now use Soulcast Defense on melee weapon
Living Soulcasting attacks as well as ranged ones.
Prerequisite: Speak the First Ideal
Activation:
You’ve mastered the subtleties of affecting living flesh with
Soulcasting.
Spend 1 Investiture and make a melee Transformation
attack against the Spiritual defense of a character,
Kings rule and war with Shards—
plant, or other living organism within your reach.
Roll 3d4 spirit damage. The size of these damage dice but their armies subsist through
increases with your ranks in Transformation; at 2 ranks, Soulcasters.
roll 3d6 (instead of 3d4), and so on.
If this reduces the target to 0 health, they die, and
you transform their body into your choice of material
without spending additional actions or Investiture.
236 Chapter 6: Surges
Transportation
Cognitive Farsight Realmic Evasion
Prerequisite: Speak the Prerequisite: Speak the
First Ideal Second Ideal
You can spot things in the Cog- Before you’re hit by an attack,
nitive Realm up to a distance spend 1 Investiture and test
Transportation equal to 3 × your spren
bond range. While you have
Transportation (DC equals
triggering attack). On failure,
Intellect Investiture, you can identify the attack grazes. On success,
The surge of Transportation allows you to transition north and the direction to the the attack misses.
yourself and others between the different realms. nearest settlement.
However, mastering it takes great skill, and at first,
you’ll only be able to peer into the Cognitive Realm Cognitive Vision Realmic Step
(also known as Shadesmar). When you use Transportation Test Transportation (DC 15)
to look into the Cognitive and spend 2 Investiture to
Transportation Surge Realm, you can learn an transport yourself to a space
Radiant Orders: Elsecaller, Willshaper enemy’s intent by testing within spren bond range.
Activation: Transportation vs. Cognitive,
Spend 1 Investiture or more to look into the Cognitive and you can learn about your
Realm where it corresponds to your current location. immediate environment.
This allows you to see the true nature of many things
around you. For each Investiture you spend, you can Shared
Elsecalling
use one of these effects within your spren bond range: Transportation Prerequisite: Speak the
Prerequisite: Transportation 4+ Third Ideal
Learn Emotions and Motives. You can observe When you transport yourself, Spend 1 Investiture to trans-
what types of spren gather around people, helping spend 1 Investiture or more port yourself from the Physical
you discern their true emotions or motives. This to bring that many additional to the Cognitive Realm, or
might grant you one or more advantages on a test characters with you. test Transportation (DC 20)
to influence them, or you might learn their motive and spend 2 Investiture to
without an Insight test. transport from the Cognitive
Locate Characters. By watching the flames of other to the Physical Realm.
people and learning how to identify them, you can
make a guess at their location in the Physical Realm Elsegate Realmwalker
(if they’re close enough for you to spot their flame in Prerequisite: Speak the When you test Transportation
Shadesmar). Fourth Ideal for a talent, you automatically
Sense Investiture. Objects and people Invested with Transport yourself and up succeed.
Stormlight or other Investiture can be seen in the to ten companions to an
Cognitive Realm, revealing their true nature. This Oathgate or permanent
perpendicularity you’ve visited
might be a Fused, another Radiant, or an object like
before.
a Shardblade or a fabrial.
Spotting and identifying some of these things can be
difficult, and at the GM’s discretion, you might need
to succeed on a Transportation test to do so.
Chapter 6: Surges 237
Transportation Talents Elsecalling
The following talents, presented here in alphabetical Prerequisite: Speak the Third Ideal; Realmic
order, appear in the Transportation talent tree for the Step talent
Elsecaller and Willshaper paths. Activation:
You temporarily open a miniature perpendicularity
Cognitive Farsight that allows you to travel between the Cognitive and
Prerequisite: Speak the First Ideal
Physical Realms.
Activation:
You can transport yourself from the Physical Realm to
You can see greater distances into Shadesmar, and you
the same location within the Cognitive Realm, or vice
can use it to orient yourself.
versa, along with each object you’re wearing or carrying.
When you peer into the Cognitive Realm with Trans- This movement doesn’t trigger Reactive Strikes.
portation, you can spot things up to a distance equal to If you’re in the Physical Realm, spend 1 Investiture
3 × your spren bond range. to transport yourself to the Cognitive Realm. Elsecalling
Additionally, while you have 1 Investiture or more, in this way is simple, requiring no skill test.
you always know both which direction is north and If you’re in the Cognitive Realm, make a DC 20
which direction you must travel to reach the nearest Transportation test. On a success, spend 2 Investiture
settlement or gathering of people. to transport yourself to the Physical Realm. On a failure,
Cognitive Vision you don’t spend Investiture or transport yourself; on a
Prerequisite: Cognitive Farsight talent later turn, you can attempt to Elsecall again.
Activation: Elsegate
You can glean even greater knowledge and spot even Prerequisite: Speak the Fourth Ideal; Shared Trans-
more hidden information when you peer into the portation talent
Cognitive Realm. Activation:
The following entries are added to the list of things you You can create more stable perpendicularities that allow
can spot when you use Transportation to look into the you to transport yourself and others to highly Invested
Cognitive Realm: locations, even across a significant distance.
Learn Intent. Make a Transportation test as against After a long rest, you can instantly transport yourself
the Cognitive defense of an enemy you can sense. On and up to ten more willing characters, along with each
a success, you extrapolate their likely intentions based object the targets are wearing or carrying. Choose an
on the spren lurking around them, and you can share Oathgate platform or permanent perpendicularity you’ve
that information with your allies. That enemy gains a visited before. After spending Investiture as described
disadvantage on their next test against you or one of below, you and the other targets are transported to that
your allies. destination.
Locate Objects. By briefly reaching into Shadesmar, you This Transportation requires significant Investiture;
can examine the various soul beads and their relative you must have infused spheres worth twice as many
locations in the bead ocean. This might reveal nearby marks as the number of characters you’re transporting,
objects or other information about your immediate and when you arrive, those spheres all become dun.
environment, depending on which beads you touch. At the GM’s discretion, you might be able to choose
other destinations that are highly Invested locations
As usual, spotting more difficult things might require
you’ve visited before.
a Transportation test at the GM’s discretion.
The entire building shattered into thousands
upon thousands of small glass spheres, like beads.
Jasnah screamed as she fell backward through a dark sky.
She was no longer in the palace; she was somewhere else—
another land, another time, another … something.
238 Chapter 6: Surges
Realmic Evasion
Prerequisite: Speak the Second Ideal
Activation:
You dodge danger, momentarily transporting yourself
between the Physical and Cognitive Realms, then return
after the danger has passed.
Before you’re hit by an attack, you can use this reaction
and spend 1 Investiture to make a Transportation test.
The DC of this test equals the triggering attack’s test
result; you can choose whether to use this reaction after
you learn the DC. On a failure, the attack grazes instead
of hitting. On a success, the attack instead misses and
can’t graze.
Realmic Step
Prerequisite: Realmic Evasion talent
Activation:
You briefly slip into the Cognitive Realm, run a short
distance there, then reappear in the Physical Realm.
Make a DC 15 Transportation test. On a success, spend
2 Investiture to move through Shadesmar (along with
each object you’re wearing or carrying), transporting
yourself to an unoccupied space you can sense within
your spren bond range. This movement doesn’t trigger
Reactive Strikes.
If you are on or above a large body of water, using
this talent only costs 1 Investiture, as you don't have to
shape the sea of beads beneath yourself to move around.
Realmwalker
Prerequisite: Elsecalling talent
Activation:
You effortlessly step between the Cognitive and
Physical Realms.
When you make a Transportation test to use a Trans
portation talent, you automatically succeed.
Shared Transportation
Prerequisite: Transportation 4+; Elsecalling talent
Activation:
You can keep your miniature perpendicularities open long
enough to bring others along.
When you move yourself through Shadesmar with
your Elsecalling or Realmic Step talent, you can
spend additional Investiture to also transport willing
characters within your reach, along with everything
they’re wearing or carrying. Spend 1 Investiture per
additional character you choose to transport.
RANDY VARGAS
Chapter 6: Surges 239
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Chapter 7
Items
A dventuring through the storm- and
war-torn world of Roshar can be a perilous
endeavor, and you’ll need gear to survive and
thrive. In addition to spheres—Roshar’s currency—
you’ll use adventuring kits, weapons, armor, and
Activating Items With Charges
Some items with charges must be activated in a special
way (such as by using the Interact action). If not
specified, you can expend a charge without spending
an action. When you expend a charge, you trigger that
equipment to meet your basic needs while journeying item’s effect, then the charge is lost until you recharge
throughout the continent. However, for exceedingly that item in the specified manner.
long or distant expeditions, you may also want to know Recharging Items
about travel costs, including lodging, mounts, and An item with charges can be partially or fully recharged
vehicles. You might even purchase the Stormlight- during a short rest by draining the Stormlight from
powered marvels of engineering known as fabrials. unencased gemstones (see “Equipment”) or by drawing
And if a character wants bespoke gear or a completely from a Radiant’s current Investiture. The item regains
unique fabrial of their own design, they can engage 1 charge for each unencased gem or point of Invest-
in some crafting. iture infused into it.
Alternatively, an item can be fully recharged by being
Using Items left out in a highstorm (as with spheres).
Most rules for using items are presented in their specific
sections, but here are a few general rules that apply to Invested Items
multiple kinds of items. Much like infused spheres, some items can hold a charge
of raging Stormlight or are otherwise connected to the
Expert Traits Cognitive or Spiritual Realm. These items are Invested
Unless otherwise specified, you can use the items in and can be more difficult to affect with surges and
this chapter without any special expertise. However, other effects.
some weapons and armor have expert traits, giving All Shardblades are Invested, along with any items
benefits that only apply if you have an expertise in that charged with Stormlight.
weapon or armor. If an effect works differently on Invested items, this
is specified in the effect’s rules.
Charges
Some items (such as fabrials) have one or more charges Items With Statistics
that power certain effects; the number of charges is In this handbook, the names of items are usually listed
determined when that item is created. Charges typically without special formatting. However, when it might
represent the Investiture that can be stored in the gem be helpful to know that a mentioned item has specific
at that item’s core. rules or statistics, the item name appears in bold italics.
Individual items may contain more information on For example, a written adventure might state that
how to use their charges, but the following rules apply “the characters find a lockpick”; this lets you know
to all of them, unless otherwise specified. that this isn’t just a narrative item, but that you should
check this chapter to find out how it works in the rules.
Navani works late into
the night designing
MAGALI VILLENEUVE
new fabrials.
Chapter 7: Items 241
Spheres Sphere Values in Diamond Marks
Most nations on Roshar use spheres as their primary Gemstone Chip Mark Broam
currency. Each sphere is a gemstone encased in a Diamond 0.2 1 4
glass bead, slightly flattened on one side to keep it from Garnet, heliodor, topaz 1 5 20
rolling away. The glass beads are always the same size, Ruby, smokestone, zircon 2 10 40
but the size and type of gemstone inside determines the Amethyst, sapphire 5 25 100
sphere’s value. From smallest to largest, the three sizes Emerald 10 50 200
of gem are:
Chip. Chips only contain a small sliver of a gem; these
are worth one-fifth of a mark.
Using Spheres
Mark. Marks contain a half-carat gem and are worth In addition to serving as currency, spheres serve two
5 chips (or one-fourth of a broam). practical purposes in this game.
Broam. Broams contain a sizable two-carat gem and Spheres can be infused with Stormlight, holding the
are worth 4 marks (or 20 chips). energy and maintaining it for roughly five days before it
leaks away. Spheres with Stormlight are called infused,
For simplicity, this game tracks money using only while spheres with no Stormlight are called dun.
one denomination, “marks” (sometimes abbreviated Though chips can’t hold much Stormlight, infused
“mk”)—this always refers to a diamond mark. marks and broams are valued in part because they’re
However, on Roshar, spheres aren’t only counted in bright enough to shed light in dark places. The
chips, marks, and broams, but each is worth a different “Equipment” section later in this chapter presents
amount depending on which type of gem it is. Spheres a lantern you can fill with infused spheres.
can be made of diamond, garnet, heliodor, topaz, ruby, Even more importantly, Radiants can draw
smokestone, zircon, amethyst, sapphire or emerald. Stormlight out of the gems to fuel Radiant abilities.
These gems values depend on how useful they are in The “Stormlight Actions” section of chapter 5 details
Soulcasting—diamonds are the cheapest, whereas how to calculate how much Stormlight you can draw
emeralds are used to Soulcast food, making them from your spheres.
immensely valuable. You can find these conversions
on the Sphere Values in Diamond Marks table, but you
don’t need to remember these gems; if you ever receive
spheres in other denominations, the GM will simply tell
you their value in diamond marks.
“Those spheres are luck,
you hear me? Keep them
with you and always keep
them infused.” SAMI RYTKÖNEN
242
Starting Kits Prisoner Kit
Weapons, Armor, and Spheres: None
During step 6 of character creation, you choose one
Equipment: Manacles, ragged clothing
of the following sets of equipment. Each starting kit
Connection: You’ve attracted a Radiant spren, and
grants items such as spheres (roll the dice indicated to
through your trials, you’ve begun to connect with
determine how many marks you start with), weapons or
them. Speak with your GM and choose a spren
armor (see the Weapons table and Armor table later in
type appropriate for your character, then record
this chapter), other equipment (see the Equipment table
their information on the back of your character
later in this chapter), and more.
sheet in “Connections.” If you later choose the
Academic Kit key talent from this spren’s corresponding Radiant
Weapons: One knife, sling, or staff path, immediately check two boxes for that talent’s
Armor: Uniform “Speak the First Ideal” goal.
Equipment: Backpack with common clothing,
an ink pen, a bottle of ink, 10 sheets of paper,
Underworld Kit
Weapons: Two light weapons
3 empty vials, a block of wax, a reference book on
Armor: Leather armor
a topic of your choice (approved by the GM), and
Equipment: Backpack with common clothing, alcohol
1 dose of weak poison
(bottle of Horneater white), a crowbar, a lockpick,
Spheres: A pouch containing 3d12 marks
50 feet of rope, a flint and steel, an oil lantern, a flask
Additional Expertise: You gain the Literature
of oil, and 5 days of street food
expertise. If you already have this expertise, you
Spheres: A pouch containing 1d20 marks
instead gain one cultural or utility expertise of your
choice. This expertise doesn’t count against your
expertises chosen at character creation.
Weapons
Since the arrival of the Everstorm, it’s dangerous to
Artisan Kit travel unarmed, and even the most peaceful characters
Weapons: One hammer or light weapon (your choice) often take up weapons for self-defense.
Armor: Leather armor This section outlines the most common weapons
Equipment: Chest with common clothing, surgical found on Roshar. The Weapons table includes the
supplies, 5 doses of weak antiseptic, an ink pen, following columns:
a bottle of ink, 5 sheets of parchment, 5 candles,
Type. The general type of weapon—but feel free to
a flint and steel, 3 empty glass bottles, a tuning fork,
creatively describe your own, as long as it uses the
a musical instrument of your choice, and a scale
same statistics.
Spheres: A pouch containing 4d8 marks
Skill. The skill you test when attacking with this weapon.
Military Kit Damage. How much damage the weapon deals when it
Weapons: Two non-special weapons hits or grazes.
Armor: Uniform and chain armor Range. How far away the weapon can attack (see the
Equipment: Backpack with common clothing, upcoming “Weapon Range” section).
a waterskin, a flint and steel, a whetstone, a blanket, Traits. Special rules that apply to that weapon (see the
and 10 days of food rations upcoming “Weapon Traits” section).
Spheres: A pouch containing 2d6 marks Expert Traits. Special rules that apply only if you have
an expertise in that weapon. Some weapons remove
Courtier Kit
an undesirable trait if you have expertise, rather than
Weapons: One sidesword, greatsword, longsword,
adding a desirable trait; for example, if you have an
or longbow
expertise in Longswords, your longsword loses its
Armor: None
Two‑Handed trait so you can wield it with one hand.
Equipment: Alcohol (bottle of violet wine),
Weight. The weapon’s weight.
fine clothing
Price. The weapon’s standard price.
Spheres: A pouch containing 4d20 marks
Connection: You’re supported by a patron of your See the “Attacking” section of chapter 10 for the
noble house (see the “Patrons” section of chapter 8). full rules about attacking using these weapons.
This affords you accommodations and a certain
standard of living.
Chapter 7: Items 243
Wielding Weapons Some characters might wield their weapons using
methods other than hands. You can do this if you’re only
Each weapon requires one hand to wield unless other
wielding weapons that another character could with two
wise specified in its traits. While wielding a weapon,
hands. When you do, pick which weapon is considered
you can use it to attack or use other abilities. Rules that
your “main hand” and “offhand” (regardless of how
apply to “your weapon” only apply if you’re wielding
you hold them), and otherwise follow the weapon rules.
that weapon.
Unless your GM decides otherwise, you can’t wield more
If you aren’t wielding a weapon (or holding an object)
than two weapons (or one Two-Handed weapon) at a
in a hand, you have that hand free for other abilities
time, regardless of whether you use your hands to do so.
that require it. If both of your hands are full but an
ability doesn’t state you need a hand free, it’s up to the Ammunition
GM to decide whether you could reasonably use that
If your weapon has the Loaded or Ranged trait, you
ability in the narrative.
don’t need to purchase its ammunition or track it on
Drawing Weapons your character sheet (unless the weapon uses special
You can use the Interact action to draw a weapon in ammunition). However, the Loaded trait does limit
your possession and grasp it in your hand. After you do, how many shots you can make with a weapon before
you’re wielding that weapon and can use it for attacks reloading. It’s assumed you can always obtain or
and other effects. improvise standard ammunition for your weapons,
You can use the Drop free action to release a weapon unless the GM decides you’re in an unusual situation
you’re holding (for example, right before you Interact where ammunition is unavailable.
to draw a different weapon). When a scene begins and
you’re not Surprised, it’s assumed you can instinctively Weapons in Polite Company
draw your weapons before the first round (without using
the Interact action). If you’re Surprised when a scene Despite the constant presence of war on Roshar—or
begins, you can’t instinctively draw your weapons. maybe because of it—weapons aren’t welcome in most
“polite” parts of society throughout the world. Openly
Offhand Weapons carrying a weapon in settings such as a market or at a
While wielding more than one weapon, you must choose party often draws attention, hostility, or the authorities.
which one is in your main hand. Attacks with that If you want to carry a weapon in such context, you usually
weapon are made as usual. have to conceal it (such as with a Stealth test).
When you wield a weapon that’s not in your main Light weapons are much more common off the
hand, it’s in your offhand. Before you use the Strike battlefield than are heavy weapons. While their presence
action using a weapon in your offhand, you must spend may still be unwelcome in some situations, they don’t have
2 focus. (Attacks other than the Strike action don’t the same chilling effect on friendly conversations between
require spending that focus.) strangers, and they’re wielded by people from all walks
of life. Weapons with the Discreet trait are even more
acceptable (or easier to hide) in most contexts.
Most Rosharan
arrows are fletched
with grass blades or
scragglebark
VINCENT DUTRAIT
244 Chapter 7: Items
Weapon Range Discreet. This weapon is less obtrusive than others,
and thus less likely to be confiscated in secure settings.
Weapons can only attack targets within a certain range.
In non-combat scenes, you gain an advantage on
Each weapon is classified as either a melee weapon
any test you make to disguise this weapon, to hide
or a ranged weapon. See “Targeting and Range” in
it on your person, or to convince others not to take
chapter 10 for more information on range and reach.
it from you.
Melee Weapons Fragile. When you attack with this weapon, the GM
You can use a melee weapon that you’re wielding can spend C to cause it to break after the attack
to attack a target within your reach (see “Reach” in is resolved.
chapter 10). Indirect. This ranged weapon can arc shots over cover
When wielded, some melee weapons increase your and obscuring terrain. If a target isn’t in your line of
reach for attacks made with that weapon. On the effect but you can sense them, you can still attack them
Weapons table, if a melee weapon’s range lists a number with this weapon if there’s a reasonably open path for
in brackets, increase your reach by that many feet. For your projectile to indirectly arc to them. Your target
example, if you usually have a 5-foot reach, a Melee [+5] can’t benefit from the Brace action against attacks
weapon extends your reach to 10 feet. made with this weapon.
Loaded [X]. This weapon stores ammunition equal to
Ranged Weapons the number indicated in brackets. To make a ranged
You can fire ammunition from a ranged weapon
attack with this weapon, you must spend 1 stored
that you’re wielding, attacking a target either within
ammunition. As , you can reload this weapon to full
or beyond your reach. The weapon’s range lists two
ammunition. The GM can spend C from an attack
numbers in brackets, such as Ranged [80/320]; the first
with this weapon to reduce your stored ammunition;
number is the weapon’s short range in feet, and the
after they do, the weapon only has only one shot
second is the weapon’s long range in feet. As described
remaining.
in “Targeting and Range” in chapter 10, ranged attacks
Momentum. When you attack using this weapon, if you
outside short range gain a disadvantage.
already moved at least 10 feet in a straight line toward
Additionally, as described in “Attacking” in chapter
your target on this turn, you gain an advantage on
10, you gain a disadvantage on ranged attacks while
the attack.
within an enemy’s reach. If you attack a target within
Offhand. While wielding this weapon in your offhand,
5 feet of your ally, raise the stakes; a Complication risks
it only costs you 1 focus (instead of 2) to Strike with it.
grazing your ally.
Pierce. This weapon’s damage can’t be reduced by the
Weapon Traits target’s deflect value.
Quickdraw. You can use the Interact action as to draw
These rules apply to any weapon with that trait listed
this weapon.
in its entry on the Weapons table.
Thrown [X/Y]. You can throw this weapon at a target,
Cumbersome [X]. To wield this weapon easily, your making a ranged attack when you do (see “Ranged
Strength score must be equal to or greater than the Attacks” in chapter 10). The two numbers in brackets
number indicated in brackets. If your Strength is express the weapon’s short and long range; as with
lower than that number, you gain a disadvantage on ranged weapons, you gain a disadvantage when
all attacks using this weapon and are Slowed while attacking a target outside short range. Once the
wielding it. weapon is thrown, it is lost until you recover it from
Dangerous. The GM can spend C from an attack with your target.
this weapon to cause you to also accidentally graze an Two-Handed. You must wield this weapon in two
ally within the weapon’s reach or range. This deals the hands, not just one. When you attack with it, it uses
usual damage for a graze. both hands.
Deadly. When you hit a target with this weapon, you Unique. This weapon has unique rules. These are
can spend to cause the target to immediately suffer detailed either in the weapon description or
an injury. immediately following the word “Unique” in the
Defensive. While wielding this weapon, you can use the Weapons table (for example, “Unique: loses Two-
Brace action without cover nearby. Handed trait”).
Chapter 7: Items 245
Weapons: Light Weaponry
Type Damage Range Traits Expert Traits Weight Price
Javelin 1d6 keen Melee Thrown [30/120] Indirect 2 lb. 20 mk
Knife 1d4 keen Melee Discreet Offhand, Thrown (20/60) 1 lb. 8 mk
Mace 1d6 impact Melee — Momentum 3 lb. 20 mk
Rapier 1d6 keen Melee Quickdraw Defensive 2 lb. 100 mk
Shortspear 1d8 keen Melee Two-Handed Unique: loses Two-Handed trait 3 lb. 10 mk
Sidesword 1d6 keen Melee Quickdraw Offhand 2 lb. 40 mk
Staff 1d6 impact Melee Discreet, Two-Handed Defensive 4 lb. 1 mk
Shortbow 1d6 keen Ranged Two-Handed Quickdraw 2 lb. 80 mk
[80/320]
Sling 1d4 impact Ranged Discreet Indirect 1 lb. 2 mk
[30/120]
knife staff
shortspear
shortbow
VINCENT DUTRAIT
javelin sling
mace sidesword
246 Chapter 7: Items
Weapons: Heavy Weaponry
Type Damage Range Traits Expert Traits Weight Price
Axe 1d6 keen Melee Thrown [20/60] Offhand 2 lb. 20 mk
Greatsword 1d10 keen Melee Two-Handed Deadly 7 lb. 200 mk
Hammer 1d10 impact Melee Two-Handed Momentum 8 lb. 40 mk
Longspear 1d8 keen Melee [+5] Two-Handed Defensive 9 lb. 15 mk
Longsword 1d8 keen Melee Quickdraw, Two-Handed Unique: loses Two-Handed trait 3 lb. 60 mk
Poleaxe 1d10 keen Melee Two-Handed Unique: Melee [+5] 5 lb. 40 mk
Shield 1d4 impact Melee Defensive Offhand 2 lb. 10 mk
Crossbow 1d8 keen Ranged Loaded [1], Two-Handed Deadly 7 lb. 200 mk
[100/400]
Longbow 1d6 keen Ranged Two-Handed Indirect 3 lb. 100 mk
[150/600]
hammer crossbow
axe
VINCENT DUTRAIT
Longsword longbow
greatsword longspear poleaxe
Chapter 7: Items 247
Weapons: Special Weapons
Type Skill Damage Range Traits Expert Traits Weight Price
Improvised Same as Same as Melee Fragile Unique — —
Weapon similar similar
weapon weapon
Unarmed Athletics Unique Melee Unique Momentum, Weightless —
Attack Offhand
Half-Shard Heavy 2d4 impact Melee Defensive, Two-Handed, Momentum 10 lb. 2,000 mk
Weaponry Unique
Shardblade Heavy 2d8 spirit Melee Dangerous, Deadly, Unique: loses 4 lb. Reward only
Weaponry Unique Dangerous trait
Shardblade * 2d* spirit Melee Deadly, Unique — Weightless Talent only
(Radiant)
Warhammer Heavy 2d10 impact Melee Cumbersome [5], Unique 150 lb. 400 mk
Weaponry Two-Handed
Grandbow Heavy 2d6 keen Ranged Cumbersome [5], Pierce 20 lb. 1,000 mk
Weaponry [200/800] Two-Handed
*See the “Shardblades and Radiant Shardblades” section.
Improvised Weapons Unarmed Attacks
In the heat of the moment, you might wish to attack Punches, kicks, thrown elbows, headbutts, and bites
with an object that isn’t a traditional weapon (such are examples of unarmed attacks. You can make an
as hitting someone with a pot) or use a weapon in an unarmed attack using Athletics.
unconventional way (such as swinging a shortbow at Expertise. Unlike other entries on the Special
someone like a staff). If you can pick an object up in one Weapons table, you can choose Unarmed Attacks as
or both hands, you can use it as an improvised weapon! a weapon expertise.
Expertise. Unlike other entries on the Special Unique Traits. Unarmed attacks add the following
Weapons table, you can choose Improvised Weapons as unique traits:
a weapon expertise. If you do, your improvised weapon Always Available. Unarmed attacks don’t count as
attacks benefit from the expert traits of the weapon most weapon attacks, but they are melee attacks intrinsic to
similar to it, even if you don’t have expertise in that each character. You don’t have to be holding a weapon
similar weapon. to make an unarmed attack, and you can’t be disarmed
Using an Improvised Weapon. When you attack of your unarmed attacks. You can make an unarmed
with an improvised weapon, the GM decides which attack even if each of your hands is holding something,
non-special light or heavy weapon it is most similar to. but if your second Strike on a turn is an unarmed
Make the attack as though with that weapon, but add attack, it follows the rules for an offhand attack.
the Fragile trait (see “Weapon Traits”). Strength Training. When you make an unarmed attack,
its damage die is based on your Strength score, as
Specialist Expertises shown on the Unarmed Damage table.
The expert traits of each weapon and armor require a Unarmed Damage
specific expertise (see “Expertises” in chapter 3). For
Strength Unarmed Damage
most weapons and armor, you can choose that expertise
0–2 1 impact (no die roll)
when creating or leveling up your character. However,
some items from this chapter require specialist expertises 3–4 1d4 impact
to benefit from expert traits. The following specialist 5–6 1d8 impact
expertises can only be obtained through either talents, 7–8 2d6 impact
rewards, or training (see “Downtime” in chapter 9): 9+ 2d10 impact
Grandbow, Half-Shard, Shardblade, Shardplate, and
Warhammer.
248 Chapter 7: Items
Half-Shards
Half-shards are diamond-shaped, two-handed kite
shields with a special augmenter fabrial on the back,
allowing them to resist the blows of Shardblades. Like
normal shields, half-shards are designed primarily for
defense, but they can also be wielded as weapons.
Unique Traits. Half-shards have the following
unique traits:
Charges (1 charge). A half-shard reinforces itself using
Stormlight from its fabrial’s gems. A normal half-shard
has 1 charge (though some might have more); while
it has at least 1 charge, it is Invested. Before you take
damage while wielding a half-shard, you can expend
a charge (no action required) to increase your deflect
value by 10 against that attack, then until the attack is
resolved, your deflect value applies to all damage types.
(When it fits the story, your GM might decide you
aren’t protected from some sources of damage, such
as extreme cold.)
Recharging. Half-shards can be recharged in the usual
manner (see “Using Items” at the beginning of this
chapter), either via unencased gems or a Radiant.
However, half-shard charges require significantly more
Investiture than most fabrials, requiring 5 Investiture
or 5 gems (instead of 1) to restore a single charge.
Shardblades and
Radiant Shardblades
Shardblades are among the most priceless items on
Roshar. These weapons are five to six feet long, at least
a handspan wide, gleamingly ornate, and shockingly
light. They can cut through nearly anything like a hot
knife through chull lard, and their bonded owner can
summon them from thin air.
Shardblades are composed of an unknown metal,
with a gemstone fitted within their hilt or guard.
Unlike non-Invested weaponry, Shardblades can
cut cleanly through almost any non-living material—
including non-Invested stone and metal—with the ease
of slicing through water. In addition, these Blades pass
through living organisms without the usual mark or
injury, slicing through soul rather than flesh and bone.
When the core of a limb is “severed” by a Shardblade,
everything beyond that cut becomes Blade-dead—
gray and lifeless. If this happens to a character’s spine
or head, their eyes burn out and they instantly die.
shardblade
SAMI RYTKÖNEN
Chapter 7: Items 249
Unique Traits. Shardblades add the following
unique traits:
Summoning/Dismissing. Once bonded (see “Bonding
a Shardblade”), a Shardblade takes ten heartbeats to
summon. When you use the Interact action to draw
your Shardblade, it doesn’t materialize in your hand
until the start of your next turn. You can dismiss your
Shardblade with a mere thought (no action required),
then it disappears into mist until you need it again.
Spiritual Injury. Shardblades are an Invested weapon
that can sever a person’s spirit. When a Shardblade
causes a target to make an injury roll (such as by
reducing them to 0 health or triggering the weapon’s
Deadly trait), determine the injury by rolling on the
Shardblade Injury Duration table without adding the
target’s deflect value (instead of rolling on the Injury
Duration table in chapter 9).
Shardblade Injury Duration
Injury Roll Injury
16+ Flesh Wound. The character suffers a temporary
injury for the remainder of the day.
1–15 Spiritual Injury. The target suffers a permanent
injury. Any severed flesh turns gray and lifeless.
Non-Invested healing can’t heal this injury.
0 or lower Death. The character dies (see “Death”).
Bonding a Shardblade
You can use a Shardblade’s attached gem to bond to
that blade. This process usually takes about 5 days,
though you can choose to break this bond with only
a few moments of concentration. Once you bond to a
Shardblade, you can summon it anywhere by willing
it to happen—ten heartbeats later, it coalesces from
mist into your hand. If your bonded Shardblade leaves
your hand, it instantly dissipates again unless you will
it not to.
You can have multiple Shardblades bound at a time,
but each Shardblade can be bound to only one character
at a time. You can only bond another character’s Shard-
blade if they are dead or willingly broke their bond.
Radiant Shardblades
Thousands of years ago, the people of Roshar lost the
knowledge of what Shardblades are made from and
how to create them. However, certain characters—
including ancient beings, higher-Ideal Radiants, and
people associated with them—know what Shardblades
truly are: the corpses of Radiant spren, killed when
SAMI RYTKÖNEN
shardblade their bonded knights forswore their oaths during
the Recreance.
250 Chapter 7: Items
Radiants of the Third Ideal or higher can wield
“living” Shardblades, their bonded spren physically
Radiants Wielding Non-Radiant Shardblades
manifested in the form of a weapon. Such a Blade can Radiants who try to wield a non-Radiant Shardblade
be summoned whenever its spren is ready (instead hear incessant, agonized screaming. If you have a First
of requiring ten heartbeats as those of dead-spren Ideal key talent, you become Disoriented and gain a
Shardblades do). Unlike other Shardblades, glyphs and disadvantage on all tests while you’re touching or holding
symbols usually glow on the blade, though you can cause such a Shardblade. At the start of your turn, you can spend
yours to look like a “dead” Blade whenever you wish. 3 focus to temporarily ignore this effect until the start of
While you wield your Radiant Shardblade, you can your next turn.
telepathically communicate with your spren. However,
while in Blade form, the spren can’t use abilities that Warhammers
require them to move independently.
Rosharan warhammers have hafts as thick as a warrior’s
Unique Traits. Radiant Shardblades add the
wrist and a metal head nearly the size of a warrior’s
following unique traits:
torso. Due to their enormous weight, warhammers
Faster Summoning. When you use the Interact action usually can usually only be wielded by people in
to draw your Radiant Shardblade, it immediately Shardplate. Consequently, warhammers are commonly
materializes in your hand. You can dismiss your called Shardhammers, despite being made of mundane
Radiant Shardblade with a mere thought (no action materials.
required), and it disappears into mist until you Unique Traits. If you have the Warhammer special-
need it again. ist expertise, add the following special expert trait:
Malleable Form. You can use to change the shape
Crushing Weight. When you hit a character of your
of your Radiant Shardblade, choosing any non-special
size or smaller with an attack using this weapon, you
melee weapon on the Weapons table. Your Blade uses
can also push them horizontally up to 10 feet. When
that weapon’s skill and gains that weapon’s traits for
you do, you can also spend to choose any number
as long as it’s in that shape; if you have an expertise
of other characters of your size or smaller within your
in the chosen weapon, it gains those expert traits as
reach, pushing them the same direction and distance.
well. You roll double the normal damage dice for that
weapon (for example, a Shard longspear rolls 2d8
damage instead of 1d8), and it deals spirit damage
instead of that weapon’s normal type.
Radiant Shardblade. Your Radiant Shardblade
has Faster Summoning instead of the Summoning/
Dismissing trait, and it doesn’t have the Dangerous
trait of other Shardblades. Otherwise, it follows the
rules for ordinary Shardblades.
An Edgedancer’s living
STEVE ARGYLE
Shardblade glows with
diamond light.
Chapter 7: Items 251
Armor
Type Deflect Value Traits Expert Traits Weight Price
Uniform 0 Presentable — 5 lb. 40 mk
Leather 1 — Presentable 10 lb. 60 mk
Chain 2 Cumbersome [3] Unique: loses Cumbersome trait 25 lb. 80 mk
Breastplate 2 Cumbersome [3] Presentable 30 lb. 120 mk
Half Plate 3 Cumbersome [4] Unique: Cumbersome [3] 40 lb. 400 mk
instead of Cumbersome [4]
Full Plate 4 Cumbersome [5] — 55 lb. 1,600 mk
Shardplate 5 Dangerous, Unique Unique: loses Dangerous trait 1400 lb. Reward only
Shardplate (Radiant) 5 Unique — Weightless Talent only
Armor Armor Traits
With war raging across Roshar, armor is a very These rules apply to any armor with that trait listed in
common sight, though it’s often still frowned on in its entry on the Armor table.
polite society. While wearing armor, you stand out Cumbersome [X]. To wear this armor easily, your
in polite society. This might result in standing out Strength score must be equal to or greater than the
like a sore thumb, getting turned away from certain number indicated in brackets. If your Strength is lower
locations, or gaining a disadvantage on tests made to than that number, you’re Slowed while wearing this
influence civilians in most non-military contexts, such armor and you gain a disadvantage on all tests that
as banquets, markets, or churches. use your Speed attribute.
This section outlines the most common types of Dangerous. The GM can spend C that you gain while
armor found on Roshar. You can only benefit from one wearing this armor to cause your uncontrolled motion
type of armor at once, and you can’t put on armor or to injure an ally with 5 feet of you, dealing 2d6
take it off while in combat or in situations where it’s impact damage.
hard to move. The Armor table includes the follow- Presentable. This unobtrusive armor is presentable to
ing columns: wear in public in a non-military context. You don’t
Type. The general type of armor—but feel free to suffer undue attention for wearing this armor or gain a
creatively describe your own, as long as it uses the disadvantage on tests for doing so in conversations.
same statistics. Unique. This armor has unique rules detailed immed
Deflect Value. Reduce all incoming impact, keen, and iately following the word “Unique” in the Armor table
energy damage by the deflect value of the armor you’re (for example, “Unique: loses Cumbersome trait”).
wearing (see “Deflect” in chapter 3).
Traits. Special rules that apply to that armor (see the
upcoming “Armor Traits” section).
Expert Traits. Special rules that apply only if you have
an expertise in that armor. Some armors remove
an undesirable trait if you have expertise, rather
than adding a desirable trait; for example, if you
have an expertise in Chain Armor, your chain loses
its Cumbersome trait so you can wear it with any
Strength score.
Weight. The armor’s weight.
Price. The armor’s standard price.
SAMI RYTKÖNEN
uniform
252 Chapter 7: Items
leather
breastplate
chain
full plate
half plate
Forged armor cannot
help but fall short of
Shardplate’s majesty.
SAMI RYTKÖNEN
Chapter 7: Items 253
Shardplate and
Radiant Shardplate
Shardplate is just as highly sought-after as Shardblades.
Each set provides full-body armor that enhances the
physical capabilities and durability of its wielder, blocks
strikes from Shardblades, and protects its wearer from
all but the most powerful Invested abilities.
Shardplate is made from thick interlocking plates
of an unknown, monumentally heavy metal. On the
interior of each set’s breastplate, an apparatus of gems
charges the Plate with Stormlight and allows the use of
its Invested properties. When the Plate’s wearer closes
their helmet’s mask, it becomes partially translucent,
allowing for a much greater range of vision than in
mundane helmets.
A person wearing infused Shardplate isn’t hampered
by its weight; instead, it greatly increases their strength
and agility. Perhaps even more importantly, the
armor has a remarkable ability to repel the strikes
of Shardblades.
Despite these qualities, Shardplate can be difficult
to use effectively. It requires gems infused with Storm
light to function, and donning or doffing it with any
speed requires a team of trained professionals.
Without Stormlight, Plate is little more than dead
weight, and it can cease functioning when it takes
significant damage. However, unlike other armor,
Plate’s damaged pieces can regenerate; given enough
time and Stormlight, you can use the breastplate’s gem
apparatus to regrow the missing pieces of a set of Plate,
almost like a living organism.
Transporting Shardplate can also be difficult due
to its weight, usually requiring a chull-drawn cart
(described in “Travel” later in this chapter). This
particularly matters when tracking your carrying
capacity (see “Strength” in chapter 3).
Unique Traits. Shardplate adds the following
unique traits:
Charges (4 charges). Shardplate reinforces itself using
Stormlight from its gems. An average set of Shardplate
has 4 charges (though special sets might have more).
Before you take damage while wearing Shardplate,
Most Shardbearers cover you can expend a charge to increase your deflect value
against that damage by 10. While the armor has at
their slate-gray Plate least 1 charge, it is Invested. When the armor runs
in colorful enamel. out of charges, it no longer functions correctly; until
recharged, it gains the Cumbersome [6] trait, and it
SAMI RYTKÖNEN
loses the Enhanced Attributes and Invested Ability
Protection traits.
254 Chapter 7: Items
Breakable. Lucky hits against Shardplate can shatter within reach of them succeeds on an Athletics test
plates of the armor, causing Stormlight to leak out. against the wearer’s Physical defense (via the Use a
After you’re hit by an attack while wearing Shardplate, Skill action).
your opponent can spend from that attack to cause Natural Recovery. Radiant Shardplate naturally
your Shardplate to lose 1 charge. restores its charges over time, though if you wish, you
Recharging. Shardplate can be recharged in the usual can recharge it quickly using the normal rules. After a
manner (see “Using Items” at the beginning of this long rest, your Shardplate regains all its charges.
chapter), either via unencased gems or a Radiant. Radiant Shardplate. Your Radiant Shardplate doesn’t
However, Shardplate charges require significantly more have the Dangerous trait of other Shardplate, and it
Investiture than most fabrials, requiring 5 Investiture doesn’t add a disadvantage to your Invested tests.
or 5 gems (instead of 1) to restore a single charge. It otherwise follows the rules for ordinary Shardplate.
Enhanced Attributes. While wearing the armor, you
become Enhanced [+2 Strength] and Enhanced GM Tip: Rewarding Items
[+2 Speed].
Invested Ability Protection. While wearing this armor, Some things on Roshar are so precious and powerful that
your Invested ability tests gain a disadvantage, Invested they can’t be purchased: Ryshadium steeds, Shardblades,
ability tests against you gain a disadvantage, and your Shardplate, Soulcasters, and the gems required to create
deflect value applies to all damage types. (When it fits unique fabrials. Players can only acquire these items
the story, your GM might decide you aren’t protected through rewards (see chapter 8), whether for completing
from some sources of damage, such as extreme cold.) a goal or through narrative means.
Radiant Shardplate
Radiants of the Fourth Ideal or higher can wield
“living” Shardplate, which usually glows with a
luminescent light. The armor is composed of common
spren; these spren usually follow the Radiant unseen,
but they can be called on to manifest into armor.
You can also choose for your Radiant Shardplate
to look like “dead” Plate, which doesn’t glow.
Unique Traits. Radiant Shardplate has the follow-
ing unique traits:
Living Armor. You can use to summon or dismiss
any number of your armor pieces on your body (for
example, to remove your helmet). Dismissing a few
pieces doesn’t change your armor’s function unless
you wish it to. Your armor maintains its count of
charges when dismissed.
Restraining Armor. You can summon the armor
around a character you can sense within 20 feet of you
who is willing, unaware of your presence or location,
or Surprised. When you try to summon it around an
unwilling character, you must succeed on a Discipline
test against their Physical defense. While the armor is
around a character other than you, they gain all the
benefits of wearing Shardplate, but they also become
Restrained. Whenever this character takes damage,
they automatically expend one of the armor’s charges
to increase their deflect value by 10 against that
ANTTI HAKOSAARI
damage. The Restrained condition ends and the armor
is dismissed when you choose to dismiss it, when it
drops to 0 charges, or when the character or an ally
Equipment Personal Items
This section presents everyday Rosharan tools and
This chapter provides statistics for common objects
resources that are commonly applicable to your
that interact with the game rules. However, this isn’t a
adventures. The Equipment table lists each item’s
comprehensive list of everything that exists on Roshar!
name, weight, and price, then the text that follows
Feel free to carry other personal items that have meaning
describes each item’s benefits.
to your character, add flavor to your actions, or similarly
Some items in this section have variable prices,
deepen the narrative. Just remember that such personal
as many variations on that item can be found across
items can’t provide you mechanical advantages in the
Roshar. For example, Vorin wines range dramatically
game—you can’t suddenly declare you have a perfect
in value, and some reference books are much rarer than
infused gem in your pocket that didn’t exist before. But
others. The GM chooses how much an individual item
otherwise, be creative.
costs within its range, and they might grant tangential
For example, you might decide your character has a
benefits to the higher-priced varieties. For example,
sweet tooth and constantly snacks on sweets. Sweets
spending extra money on a blue wine, rather than a
aren’t on the item list, but you can still use it to add
red, might lower your DC on a test made to influence
interesting details to the story. When you’re in a solemn
a connoisseur.
audience with royalty, you might describe how you pull a
Alcohol. Every culture of Roshar has its own
sweet from your sock, pop it in your mouth, and crunch it
intoxicating traditions, such as beers, mudbeers, ciders,
loudly—no need to establish where you bought the sweet
honu, shiki, juices, and lagers.
from or how much it cost! Just remember that you can’t
In Vorin society, almost all forms of alcohol are
use these narratively conjured sweets to bribe guards,
referred to as “wine” regardless of their ingredients.
to nourish yourself when rations run out, or to barter for
Such wines are known by their distinct colors, which are
items on the equipment list—all of those uses have a
infused into each beverage so they can be distinguished
mechanical impact on the game.
at a glance. From least intoxicating to most, the types
of wine are:
Color Effect
Pink Noted as being floral and aiding alertness. Crem bottle of
Less intoxicating than milk. auburn wine
Orange A non-intoxicating wine that tastes of fruit with
notes of ginger. Most popular with members of the
clergy.
Yellow Offers a bold and deep flavor “without guilt.”
Minimally intoxicating.
Auburn Spicy with an earthy aroma. Brewed with
fermented fruit.
Red Flavorful wine with a pleasant burn.
Sapphire Nutty with notes of honey, made with fermented
lavis grain.
Blue Carries complex notes of berry and lemon.
Violet Potent liquor with an aroma of spiced sandalwood.
Considered the most flavorful of the wines.
Anesthetic. Usually made from fathom bark or
winterwort, you can apply a dose of anesthetic ointment
Glass bottle of
to an injury after a short or long rest to reduce its sapphire wine
recovery time by 1d4 days. Each injury can be treated
VINCENT DUTRAIT
with anesthetic only once per day.
Antiseptic (potent). Knobweed milk, fourleaf
sap, and lister’s oil can all be used to make a strong
antiseptic. A dose can be applied to a character after
a short rest to restore 2d6 health.
256 Chapter 7: Items
Equipment
Name Weight Price Name Weight Price
Alcohol (1 serving) 0.2 lb. 0.5–50 mk Lantern (sphere) 2 lb. 20 mk
Alcohol (bottle) 2–4 lb. 1–300 mk Lock and key 1 lb. 50 mk
Anesthetic (5 doses) 1.5 lb. 75 mk Lockpick 0.5 lb. 5 mk
Antiseptic (potent, 5 doses) 1 lb. 50 mk Magnifying lens 0.2 lb. 400 mk
Antiseptic (weak, 5 doses) 1 lb. 25 mk Manacles 6 lb. 10 mk
Backpack* 5 lb. 8 mk Mirror (handheld)* 2 lb. 25 mk
Barrel* 70 lb. 15 mk Musical instrument 0.5–20 lb. 1–50 mk
Blanket* 2 lb. 2 mk Net (hunting) 5 lb. 4 mk
Book (reference) 1–5 lb. 10–500 mk Net (fishing) 15 lb. 10 mk
Bottle (crem)* 3 lb. 0.5 mk Oil (1 flask) 1 lb. 1 mk
Bottle (glass)* 2 lb. 1 mk Paper or parchment (1 sheet)* 0.1 lb. 0.5 mk
Bucket* 2 lb. 1 mk Perfume (1 vial)* 0.5 lb. 20 mk
Candle 0.2 lb. 0.2 mk Pick (mining)* 10 lb. 10 mk
Case (leather) 1 lb. 4 mk Poison (weak, 1 dose) 0.2 lb. 20 mk
Chain (thick, 10 feet) 10 lb. 20 mk Poison (effectual, 1 dose) 0.2 lb. 50 mk
Chain (thin, 1 foot) 0.5 lb. 20 mk Poison (potent, 1 dose) 0.2 lb. 120 mk
Chest* 25 lb. 30 mk Pot (iron)* 10 lb. 8 mk
Clothing (common) 3 lb. 2 mk Pouch* 1 lb. 1 mk
Clothing (fine) 6 lb. 50–200 mk Pulley system 12 lb. 100 mk
Clothing (ragged) 1.5 lb. 0.5 mk Rope (50 feet) 5 lb. 30 mk
Crowbar 3 lb. 10 mk Sack* 0.5 lb. 0.2 mk
Ear trumpet 1 lb. 50 mk Scale 3 lb. 20 mk
Flask or tankard 1 lb. 1 mk Shovel* 5 lb. 8 mk
Flint and steel 1.5 lb. 4 mk Soap* 0.1 lb. 1 mk
Food (ration, 1 day) 0.5 lb. 0.2 mk Spyglass 1 lb. 500 mk
Food (street, 1 day) 1.5 lb. 3 mk Surgical supplies 3 lb. 20 mk
Food (fine, 1 day) 0.5 lb. 25 mk Tent (two-person)* 20 lb. 10 mk
Grappling hook 4 lb. 10 mk Treatment (medical, 1 dose) 0.2 lb. 10 mk
Hammer (handheld)* 3 lb. 4 mk Tuning fork 0.5 lb. 50 mk
Ink (1-ounce bottle)* 0.2 lb. 40 mk Unencased gem (infused) 0.01 lb. 2 mk
Ink pen* 0.1 lb. 0.1 mk Vial (glass)* 0.2 lb. 4 mk
Jug or pitcher* 4 lb. 2 mk Waterskin* 1 lb. (empty) 1 mk
Ladder (10-foot)* 20 lb. 5 mk Wax (1 block)* 0.5 lb. 2 mk
Lantern (oil) 2 lb. 20 mk Whetstone* 1 lb. 0.2 mk
*This item is listed for roleplaying purposes and doesn’t have specific statistics or rules.
Chapter 7: Items 257
Antiseptic (weak). A dose of weak antiseptic, such
as that made from larmic mucus, can be applied to a
character after a short rest to restore 1d6 health.
Book (reference). Each reference book contains
information on a particular topic, such as a historical
era, engineering, biology, architecture, or crafting
a particular type of fabrial. When you have time to Book
reference a book while making a related test using (reference)
your Intellect attribute, you’re considered to have
an expertise in the topic (see “Expertise Benefits”
in chapter 3).
Candle. While lit, the candle sheds light in a
15-foot radius. It burns for up to 6 hours before
becoming unusable.
Case (leather). A sealable, cylindrical case that can
store up to ten pages of paper or parchment and protect
them from the weather.
Chain (thick). This sturdy chain can be used in
securing cargo, shackling prisoners, and other situations
where strength is essential. This chain can be broken
by succeeding on a DC 30 Athletics test or by dealing
Flint and Steel
15 damage to it. (sparkflicker)
Chain (thin). This thin chain is often used in
jewelry and Soulcasters, usually made of precious metals
in fine links. This chain can be broken by succeeding on
a DC 20 Athletics test or by dealing 5 damage to it.
Clothing (common). Plain clothes are made of
affordable materials and are generally undyed, helping
you fit in among the commonfolk. While wearing these
clothes, you gain an advantage on spiritual tests made
to convince others you’re from the lower class.
Clothing (fine). Fine clothes are made of silks or
other high-quality materials, colored using expensive
dyes, and often stitched with fine embroidery. Wearing
fine clothes helps you to blend into high society, such
Street Food
as noble banquets, without arousing suspicion. While (lavis grain wraps)
wearing these clothes, you gain an advantage on
spiritual tests made to convince others you’re from
the upper class. Flint and Steel. A flint and steel can be used as to
Clothing (ragged). This clothing may have once light abundant fuel within reach. Starting a fire under
been of fine or common make, but it’s now barely more challenging circumstances can take 1 minute or
holding together. While wearing these clothes, you gain more. Herdazians often wear a tool called a sparkflicker
an advantage on spiritual tests made to convince others as jewelry or other ornamentation; they can use this
you’re destitute. like flint and steel by quickly running their crystalline
Crowbar. You can use a crowbar to gain an fingernails along it.
advantage on Athletics tests where the crowbar’s Food (ration). Rations are foods created for
leverage can be applied. extended travel, such as jerky and hard-baked lavis
Ear Trumpet. Distant sounds heard through an cakes. They generally lack flavor, but if kept dry,
VINCENT DUTRAIT
ear trumpet can be perceived as though at half the they remain edible indefinitely.
distance. At the GM’s discretion, more powerful ear Food (street). Every culture of Roshar has its own
trumpets may be available at higher prices. street confections, ranging from loaves of bread to more
specific cultural foods like Herdazian chouta.
258 Chapter 7: Items
Food (fine). Fine food can be found in high-class Net (hunting). This net of thick rope can ensnare
restaurants and on the tables of nobles’ feasts. animals or enemies. While holding this net, you can
Grappling Hook. A grappling hook is typically use to make an Athletics test against the Physical
attached to the end of a rope to aid in scaling or defense of a Large or smaller character within 15 feet of
descending from walls and cliffs. A securely anchored you. On a hit, the character is Restrained and knocked
grappling hook grants an advantage on Acrobatics and Prone. That character or another within reach can
Athletics tests made to climb using its attached rope. use the Interact action to make a DC 15 Athletics test,
You can use an Interact action to attach the grappling freeing the trapped character on a success. If a character
hook to an anchor within reach without making a test. is Restrained by multiple nets, they must be freed from
Alternatively, you can throw and attach it to a suitable each separately.
anchor within 20 feet of you by succeeding on an Net (fishing). This net of fine mesh is used to
Athletics or Agility test (DC set by the GM). ensnare fish. You can use this net to gain an advantage
Lantern (oil). While lit, this lantern sheds light in a on physical tests related to fishing.
30-foot radius. It burns for up to 6 hours per pint of oil. Oil. Oil generally comes in a 1-pint flask made of
Lantern (sphere). This lantern includes a locked dried crem. Oil is flammable and can be used to fuel oil
cage, usually just under 1 foot in diameter, into which lanterns, to create dangerous terrain in a space, or as
infused spheres can be placed to shed light. Depending an improvised weapon (sling). When you hit or graze a
on how full the lantern is, it sheds a different radius of target with this improvised weapon, you coat the target
light: 60 feet when entirely filled with spheres, 30 feet in oil in addition to the normal damage. Following the
when half full, 15 feet when quarter-filled, and 5 feet attack, regardless of the result, the crem flask breaks and
when at least 1 mark or broam is within it. The lock can any unused oil is lost.
be opened with its included key or a successful DC 15 Poison. Often manufactured using Roshar’s deadly
Thievery test. blackbane plant, poison comes in single-dose glass vials.
Lock and Key. This sturdy lock can be opened with As , you can pour it into food, liquid, or a container,
its included key or a successful DC 20 Thievery test. or you can apply the poison to a melee weapon or a
At the GM’s discretion, locks that require higher DCs piece of ammunition you’re holding. When you do, the
may be available at higher prices. GM may require you to make a Stealth test to avoid
Lockpick. You can use a lockpick to gain an discovery. When a character ingests the poison or is hit
advantage on Thievery tests made to pick a lock. After by an attack using the poisoned weapon or ammunition,
this test is resolved, the GM can spend C to cause the the poison is expended, and the character suffers the
lockpick to break. following effects:
Magnifying Lens. You can use a magnifying lens Weak Poison. The target must succeed on a DC 12
to gain an advantage on skill tests made to appraise or Athletics test or take 1d6 vital damage.
inspect a small or highly detailed item. Effectual Poison. The target must succeed on a DC 14
Manacles. These metal restraints, which come with Athletics test or take 2d8 vital damage and be Stunned
a key, can bind the wrists or ankles of a Large or smaller for 1 hour.
character. They can be escaped with a successful DC 25 Potent Poison. The target must succeed on a DC 16
Agility test, broken by succeeding on a DC 25 Athletics Athletics test or take 3d10 vital damage and be
test or by dealing 15 damage to them, or lockpicked Stunned for 1 hour. While Stunned in this way,
by succeeding on a DC 20 Thievery test. At the GM’s the target is Immobilized.
discretion, manacles that require higher DCs may be
available at higher prices.
Musical Instrument. Every culture of Roshar
has its preferred instruments and musical stylings.
Instruments are often used for enjoyment, passing time,
or busking for chips. When playing an instrument,
you can determine the quality of your performance
by making a skill test using a related skill (such as
VINCENT DUTRAIT
Agility for a stringed instrument, Athletics for drums,
or Discipline for an instrument with many keys). If
you have an expertise in that instrument, you gain
an advantage on the test. manacles
Chapter 7: Items 259
Pulley System. Most commonly used by engineers
and artifabrians, this system includes four pulley wheels,
30 feet of rope, and a hook. When you have time to set
up a pulley apparatus before lifting an object, you treat
the object as being a quarter of its normal weight.
Rope. Rope is usually made of seasilk (or less com-
monly, lavis grain or rockbud fibers) and sold in 50-foot
lengths that can be cut and tied to change its length as
rope needed. It can be cut by dealing 2 damage to it, or it can
be ripped apart with a successful DC 20 Athletics test.
Scale. Most commonly used by scholars, ardents,
appraisers, and gem cutters, a scale can accurately
determine the weight of an object (to a maximum
of 2 pounds).
Spyglass. Distant objects viewed through a spyglass
can be perceived as though at half the distance. At the
GM’s discretion, spyglasses that allow distant objects to
appear even closer may be available at higher prices.
Surgical Supplies. This satchel contains enough
bandages, salves, splints, and other medical supplies
to be used 10 times. When you make a Medicine test
to treat a wounded character (or to similarly use these
medical supplies), you can expend one of these uses to
gain an advantage on the test.
Treatment (medical). Rosharan surgeons treat
ailments with a variety of treatments, generally made
from bitterleaf or bloodivy. During a short rest, you can
use a dose of such a treatment to cure a character of one
surgical
supplies of the following conditions, given that its source isn’t a
permanent injury: Disoriented, Exhausted (reduces the
penalty by 1), or Stunned.
Tuning Fork. A tuning fork can transfer Stormlight
from one sphere or gemstone to another. While using
a tuning fork, you can use spheres to recharge fabrials,
Shardplate, and half-shards as if the spheres were
unencased gemstones.
Unencased Gem (infused). Unlike spheres with
gemstones encased in glass, unencased gems leak Storm-
light quickly, going dun within several days depending
on their cut. This permeability allows unencased gems
to recharge fabrials and Shardplate. Radiants can also
breathe in Stormlight from unencased gems as if they
were spheres, gaining the same benefit.
chest
VINCENT DUTRAIT
260 Chapter 7: Items
Travel Chull
Chulls are large, docile land crustaceans that resemble
Whether your adventuring party is a task force charged
enormous hermit crabs with stone-like shells. A full-
with missions by the Coalition of Monarchs, a band of
grown chull’s shell is over twice the height of most
mercenaries that sell your capabilities around Roshar,
adults. Despite their slow speed, chulls have been
an expeditionary group seeking lost knowledge, or
domesticated since before memory. Their endurance,
something else entirely, you’re likely to trek far and wide
strength, and ability to withstand highstorms make
across Roshar. This section contains information about
them the most popular mount for extended journeys.
lodging, mounts, and vehicles that may be helpful when
you’re far from home. Horse
Horses are extremely uncommon on Roshar, and
Lodging are generally owned by nobles and other high-class,
While traveling, you may find yourself wanting a prosperous individuals.
room, especially during a highstorm. From public
stormshelters to the finest of accommodations, the
Ryshadium
Sometimes referred to as “the third Shard” alongside
Lodging table lists how much it generally costs to stay
Shardblades and Plate, Ryshadium are an exceedingly
per night. You can usually purchase food at or near
rare breed of horse. They stand an average of two hands
these lodgings, using the prices on the Equipment
taller than horses of other breeds, have stone-like hooves
table in the previous section.
that don’t require horseshoes, and can carry a warrior
Lodging wearing Shardplate into battle—a feat which would
Lodging Price per Person per Night injure or kill other horses.
Stormshelter Free to the public (if there’s room) In addition, Ryshadium seem to have a symbiotic
Modest 2 mk
bond with musicspren, and their eyes brim with
intelligence and sapience. A Ryshadium chooses
Comfortable 4 mk
their rider, refusing others who attempt to ride them.
Wealthy 8 mk
Aristocratic 20 mk Vehicles
Vehicles enable travel over water or allow quicker or
Mounts safer travel over land. Almost all vehicles on Roshar
Chulls are the most common mounts on Roshar, but a are designed to weather passing highstorms.
privileged few people use horses or Ryshadium instead. The Vehicles table lists common forms of trans
The Mounts table lists each mount’s travel speed and portation, including the type of vehicle, average travel
carrying capacity (representing the pace and weight speed, and cost to rent or purchase one. The rental rate
the mount could comfortably maintain during a long grants you temporary use of the vehicle and provides you
expedition). the animals or people needed to operate it. If you’d like
When attached to a cart, carriage, or other vehicle, to purchase a vehicle, you’ll need to staff it yourself.
a mount can move five times its carrying capacity
Vehicles
(including the weight of the vehicle). If multiple mounts
Rental Price Purchase
are pulling the same vehicle, combine their carrying Vehicle Type Travel Speed per Day Price
capacities.
Chull cart Land 2 mph 5 mk 500 mk
Mounts Rowboat Water 3 mph 3 mk 250 mk
Carrying Purchase downstream,
Mount Travel Speed Capacity Price 1 mph upstream
Chull 2 mph 1,500 lb. 200 mk Merchant Water 5 mph 50 mk 10,000 mk
Horse 4 mph 500 lb. 4,000 mk vessel
Ryshadium 6 mph 1,000 lb. Reward only Warship Water 8 mph 250 mk 100,000 mk
Chapter 7: Items 261
Fabrials Standard Fabrials
Fabrials fill many roles in Rosharan societies, whether Name Charges Weight Purchase Price
in the form of modern conveniences like spanreeds, Alerter 5 0.5–10 lb. 500 mk
ancient relics like Soulcasters, or technological break- Attractor 5 8 lb. 750 mk
throughs like half-shards. In some regions, fabrials are Clock fabrial 3 2 lb. 200 mk
quite common, while in other parts of the world, they Drainer 2 0.5 lb. 1,000 mk
are especially rare. Emotion bracelet 3 0.2 lb. 200 mk
These marvelous Stormlight-powered devices
Freechair — 12 lb. Free or 800 mk
perform a variety of functions. A simple fabrial might
Heatrial 5 1–10 lb. 50–500 mk
merely heat a home, while others are priceless artifacts
that transform materials into other materials. Painrial 3 1 lb. 750 marks
(amplifying)
A fabrial is constructed by trapping a spren within
a gemstone; the type of spren determines the fabrial’s Painrial (numbing) 3 1 lb. 750 marks
basic function, then the gemstone is surrounded by Repeller 5 8 lb. 1,500 marks
complex metal latticeworks to fine-tune its effects. Soulcaster 5 5 lb. Reward only
More complex fabrials contain multiple gems (and Spanreed (1 pair) 3 1 lb. each 100 marks
spren trapped within them). Suppressor 2 1 lb. Reward only
Activating Fabrials Alerter (5 charges). While active, an alerter detects
The gem or gems at the core of a fabrial are usually the presence of approaching people or objects, blinking
charged with Investiture in the form of Stormlight, if they’re within a certain radius. When an alerter is
which powers the fabrial’s effects. Each fabrial can crafted, the creator sets its radius and can tune it to
hold a certain number of charges (see “Using Items” detect certain people, certain materials, the use of
at the beginning of this chapter), determined when that certain surges, and similar alerts. An alerter expends
fabrial is crafted. While the fabrial has at least 1 charge, 1 charge for each day it’s active.
it is Invested. Like spheres, the fabrial’s gems must be Attractor (5 charges). Each attractor is attuned
recharged after their Investiture is expended. to a particular Essence or material, such as water,
Unless otherwise specified, you can use the Interact smoke, or another Essence. While activated, the fabrial
action to activate a fabrial you’re touching. An activated weakly attracts the attuned material within a specific
fabrial expends 1 charge to produce that fabrial’s effect, radius. Both the material it attracts and the radius are
which lasts for the duration specified. The fabrial determined when the attractor is created. The attractor
continues to spend more charges until you touch it as pulls its attuned material toward it at a rate of 1 foot
to deactivate it, or until it runs out of charges. per round, but this has no effect on anything worn or
carried by a character. An attractor expends 1 charge
Unique Fabrials for each hour it’s active.
Beyond the common fabrials in the following section, Clock Fabrial (3 charges). Larger clock fabrials
many cutting-edge fabrials push the limits of this can announce the hour when mounted on a building,
technology. Such experimental devices produce effects while smaller versions can be worn as jewelry to allow
that people never dreamed possible through technology. their wearer to know the exact time. Both types spend
Some mimic the capabilities of Radiant surges, while 1 charge for every 5 days they’re active.
others miniaturize larger fabrials. You can only acquire Drainer (2 charges). Drainer fabrials can
a unique fabrial by finding or being gifted one—or in partially drain Stormlight from infused gems to alter
the case of inventive characters, by crafting your own the strength of their glow; this is primarily done for
(see “Inventing Unique Fabrials” later in this chapter). aesthetic purposes. You can use an Interact action to
touch this fabrial to an Invested or infused object or
Standard Fabrials character. If the fabrial isn’t fully charged, the target
The fabrials on the Standard Fabrials table are regularly loses 1 Investiture or charge, and this fabrial gains
produced or used throughout Roshar. Some are consid- 1 charge. If the target is an unwilling character (or an
ered commonplace and even mundane (though they’re object being worn or held by one), you must succeed
often still expensive). These fabrials can be purchased on an Agility test against that character’s Physical
and used much like the other items in this chapter. defense; on a failure, you don’t drain the target and
262 Chapter 7: Items
can’t try again for 1 minute. Once this fabrial is fully The heatrial expends charges based on what
charged, it can be emptied by using a tuning fork, by temperature it is set to. For comfortable ambient
a Radiant drawing in its Investiture (and regaining heat, it expends 1 charge for each day it is active. For
an equal amount of Investiture), or by allowing the temperatures high enough for activities like cooking
Investiture to fade over the course of 5 days. or blacksmithing, it expends 1 charge for each hour it
Emotion Bracelet (3 charges). Emotion bracelets is active.
blink or change color in the presence of different Painrial (amplifying; 3 charges). The amplifying
emotions. The bracelet’s wearer can spend 1 charge painrial increases a target’s sense of pain. It is a melee
as to gain an advantage on an Insight test against weapon that uses the Light Weaponry skill and deals 1d6
a character within 10 feet of them. vital damage. On a hit, you can spend 1 charge to add
Freechair (unlimited charges). Freechairs are your skill modifier to the damage one additional time.
mobility devices that levitate and move by engaging Painrial (numbing; 3 charges). The numbing
fabrial components. While freechairs are available painrial decreases the wearer’s sense of pain. Before you
for purchase, disabled characters can obtain one for take damage while wearing the painrial, you can use
free and don’t have to track charges. The operator and spend 1 charge to reduce the damage by 1d4.
of a freechair has the same movement rate as other Repeller (5 charges). Each repeller is attuned to a
characters (see “Speed” in chapter 3), and it doesn’t particular Essence or material—such as water, smoke,
require an action to activate. or another Essence. While activated, the fabrial weakly
Heatrial (5 charges). Commonly known as warm- pushes away the attuned material within a specific
ers, heatrials generate heat. You can use an Interact radius. Both the material it repels and the radius are
action to activate the heatrial or to adjust the radius determined when the repeller is created. If the repeller
and intensity of the heat, allowing uses such as gently is heavier, it pushes the attuned material away from
warming its surroundings or cooking food. If a character it at a rate of 1 foot per round, until the material is
touches the gemstone while the heatrial is active, they outside the repeller’s radius. If the material is heavier,
take 1d6 energy damage. the repeller instead pushes itself away from the
heatrial
alerter
clock
fabrial
emotion
bracelet
VINCENT DUTRAIT
Chapter 7: Items 263
material. This fabrial can’t affect anything being worn the Soulcaster to cause one gem to break. A broken
or carried by a character. A repeller expends 1 charge for gem must be replaced before the Soulcaster can be used
each hour it is active. again; doing so requires several hours of work from
Soulcaster (5 charges). Soulcasters mimic the someone with the Fabrial Crafting specialist expertise.
Radiant surge of Transformation, more commonly Spanreed (3 charges). Spanreeds come in pairs,
called Soulcasting. However, unlike Radiants, the vast with each reed conjoined to the other, allowing for the
majority of fabrial Soulcasters can only turn materials bearers of each to communicate over long distances.
into one Essence. For example, a stone Soulcaster can Each spanreed is a writing utensil with an infused ruby
turn water, wood, or even air into stone, but it can’t do at the top. When one bearer twists the ruby to activate
the reverse. it, their spanreed causes the paired spanreed’s ruby
When you touch the Soulcaster to an object you want to blink, signaling that communication is requested.
to transform, then tap one of the three gemstones on the When the other spanreed bearer is ready, they twist
fabrial, you can activate the Transformation surge (see their spanreed’s ruby, and the two reeds begin to move
chapter 6) using the surge’s normal rules and activation in parallel. By taking turns writing, the bearers can
time, with the following changes: conduct written conversations. Both spanreeds must
◆ You can spend charges from the Soulcaster in place be stationary for them to work, preventing their use
of Investiture for the surge. on boats, in carriages, and in similar situations. A pair
◆ You don’t need a free hand, but you must hold the of spanreeds expend 1 charge for every 5 days they
Soulcaster in your hand. are active.
◆ The Soulcaster can only transform material into the Suppressor (2 charges). Suppressors are special
one Essence to which it is linked. ized replications of a much grander construction at the
◆ If you have no ranks in Transformation, your heart of Urithiru, tower-city of the Knights Radiant.
maximum surge size is Small (2.5 feet). When activated, this fabrial suppresses the use of surges
◆ When making a Transformation test, you can use in a radius of 30 feet. The suppressor can be charged
either your Transformation modifier (if you have that with different types of Light, each one affecting different
skill) or your Willpower attribute score (without any Surgebinders: When infused with Stormlight, it stops
ranks in a skill). users of Voidlight, and when infused with Voidlight,
it stops users of Stormlight. Affected characters in its
If a non-Radiant character practices with a Soulcaster
radius can’t use surges or summon Radiant Shardblades
long enough, the GM might allow them to invest skill
or Shardplate. Radiants of the Fourth Ideal or
ranks into Transformation when they gain a level, but
higher can attempt to push through this suppression,
they still need the Soulcaster to use the surge.
making a DC 20 test at the start of each round using
Soulcasters contain three gemstones that they need
the appropriate surge skill (no action required); on a
to function. The vast amounts of Investiture used can
success, they can use one action from that surge during
cause them to crack. The GM can spend from using
that round. A suppressor expends 1 charge for each
hour it is active.
spanreed
VINCENT DUTRAIT
soulcaster
264 Chapter 7: Items
Crafting Step 2: Make a Crafting Test
Once you have all needed materials, it’s time to actually
Experienced craftspeople can craft non-Invested
craft the item during downtime (see “Downtime” in
items for themselves, including weapons, armor,
chapter 9).
equipment, and even grander creations like buildings
Time Spent. When crafting, you can usually
or works of art.
produce 100 marks worth of work in one workday.
Crafting Prerequisites For example, a greatsword worth 200 marks requires
2 workdays to complete, while a lockpick worth 5 marks
You can only craft an item if you have an expertise
requires only a fraction of a workday. However, this time
relevant to the item you want to craft. For example, to
can be modified by Opportunities or Complications
craft a sidesword, you need either the Weapon Crafting
during the crafting process: each Opportunity you roll
expertise or the Sidesword expertise.
during your Crafting test reduces the time to create the
If you only have a broad expertise (like Weapon
item by 25 percent, while each Complication increases
Crafting), you can craft relevant items with it, but the
it by 25 percent.
item’s user can’t benefit from the expert traits of those
Crafting Test. When you’re ready to begin crafting,
items in combat.
roll a Crafting test and raise the stakes. At the GM’s
Crafting Mundane Items discretion, you might gain an advantage on this test if
you have exceptional tools or facilities available, or you
If you have the necessary expertise, choose a non-
might gain a disadvantage if your tools or facilities are
Invested item with a price from the Weapons table,
exceptionally poor.
Armor table, or Equipment table. At the GM’s
Consult the Item Crafting Test table to determine
discretion, you can craft a different non-Invested
how your test result affects your crafting. And if you roll
item instead. Use the following steps to craft your
an Opportunity or Complication, don’t forget to modify
chosen item:
your crafting time as described in “Time Spent.”
1. Acquire the necessary materials.
2. Make a Crafting test. Item Crafting Test
3. Apply any upgrades or drawbacks. Test Result Item Quality
1–5 Utter Failure. Despite all your time and effort, you fail
Step 1: Acquire Materials to produce anything usable. You must start over from
For non-Invested items, it’s assumed you can easily find scratch. Nothing remains of your initial attempt or
the metal, leather, shalebark, or other raw materials to materials—it was all consumed in your experiment.
craft the item, provided you have access to a common 6–10 Shoddy Creation. Creating this item proves
trade network or other market. unusually challenging. You create the item, but it has
Material Cost. The cost to acquire the raw no upgrades and one drawback.
materials equals half the normal value of the item 11–20 Typical Creation. The crafting goes exactly as
you’re crafting. expected. You create the item with one upgrade and
Tools and Facilities. Additionally, you need access one drawback.
to the proper tools and facilities to craft the item. This 21–25 Quality Creation. Things go swimmingly! You craft
is up to the GM’s discretion based on the specifics of the item with two upgrades and one drawback.
the item you’re making. You might be able to fashion a 26+ Exceptional Creation! You make a breakthrough
quick lockpick with just your hands, but a sharp sword while creating this item. You craft the item with three
requires access to a forge and anvil. If your tools and upgrades and no drawbacks.
facilities are poor, you might gain a disadvantage on
your Crafting test in step 2.
Chapter 7: Items 265
Step 3: Apply Upgrades Advanced Item Features
and Drawbacks In exceptional circumstances, craftspeople can generate
For each upgrade you earned as part of your Crafting up to three upgrades during the crafting process. When
test, choose an upgrade from the Item Upgrades and this happens, you can choose to spend two upgrades
Drawbacks table. You’re free to suggest your own to apply one feature of your choice from the Advanced
creative ideas if the GM approves. If you earned two Item Features table, instead of choosing from the Item
or more upgrades, you can (if you wish) instead choose Upgrades and Drawbacks results table.
from the next section, “Advanced Item Features.”
Advanced Item Features
For each drawback earned, roll a d6 on the same
table to randomly determine a drawback. The GM Feature Name Effect
may also decide to assign you a creative drawback Adorned If the item is armor, it gains Presentable
in certain situations. as an expert trait thanks to the artistic
flourishes you add.
Item Upgrades and Drawbacks Hidden The item has a storage compartment
d6 Upgrade Drawback Compartment that can contain another object up to
1 You salvage enough The process requires one-quarter of the item’s volume.
materials from the scraps to far more materials than Lethal Design If the item is a weapon, when a character
make something else. The expected. The item costs makes an injury roll due to this weapon,
item you just crafted has no twice as much to create. subtract 3 from the result.
material cost. Perfect Balance If the item has the Cumbersome
2 If made or sold publicly, You accidentally damage trait, reduce the value of that trait by
the item’s superior crafts- your tools or facilities. 1. Additionally, if the item is a weapon,
manship earns you acclaim Depending on whose it gains Defensive as an expert trait.
among discerning crafters facilities you’re using, this Unconventional If the item is a weapon, it gains Discreet
and buyers. may cost you marks or hurt Weapon as an expert trait. If this item isn’t a weapon
your reputation. or armor, it can be used as an improvised
3 Your item is far lighter than Your item is far bulkier than weapon without the Fragile trait.
normal. Halve its weight. normal. Double its weight.
4 The item is sturdy. It ignores The item is delicate. A
Complication effects Complication on any test
that might cause it to be using the item causes it
damaged or break. to break.
5 The item is incredibly The item is an absolute
beautiful and impresses eyesore.
everyone who sees it.
6 Your item has gained you Your item has made
recognition among scholars some scholars or ardents
or ardents; you attract the professionally jealous; this
attention of a potential will impact you in the future.
patron (see “Rewards” in
chapter 9).
Truly skilled armorers
consider Soulcasting
a lazy shortcut.
SAMI RYTKÖNEN
266 Chapter 7: Items
Crafting Standard Fabrials combine existing effects in innovative ways, while
others even replicate the effects of Surgebinders. An
While the methods of creating certain fabrials have
enterprising character can attempt to create such a
been lost to time (see the “Dead Spren” sidebar),
device, but inventing these unique fabrials follows
most modern-day fabrials can be created by crafters
special rules beyond crafting basic items.
with sufficient research and finesse. The process
In general, unique fabrials are only available
requires much more specialized knowledge and precise
to characters selecting talents from the Scholar
handiwork than crafting a mundane item, but otherwise
(Artifabrian) path, or to characters who earn special
follows similar steps.
gemstones as rewards (see “Fabrials and High-Quality
Each fabrial requires a gemstone specifically cut for
Gems” in chapter 8).
that purpose, surrounded by a delicate latticework of
Use the following steps to craft your chosen fabrial:
metal and other materials to tune the device’s function.
But even more important is what’s housed within that 1. Choose your desired effect.
gemstone. Part of the process of crafting a fabrial 2. Acquire the necessary materials.
involves luring a spren of a specific type and trapping 3. Trap a spren.
it within the gem. This spren provides the fabrial with 4. Make a Crafting test.
its functionality, and it must be lured with something 5. Apply any upgrades or drawbacks.
that appeals to its unique nature. Step 1: Choose Your Effect
Fabrial Crafting Steps To invent a unique fabrial, first you must decide what
You can craft any standard fabrial with a price listed you want it to accomplish. You can choose a fabrial
on the Standard Fabrials table earlier in this chapter. effect from those listed on the Unique Fabrial Effects
Doing so follows the standard crafting rules in the table later in this section (provided your chosen effect
previous “Crafting Mundane Items” section, but you is of an equal or lower tier than the gemstone you’ll use
must have an expertise in Fabrial Crafting or in the to craft it). Each effect lists the total number of charges
specific fabrial you’re creating. that fabrial will have, along with its tier that affects the
Though standard fabrials require gems, these are expense and difficulty of crafting the device.
easily acquired as part of the materials you purchase in Enterprising players may instead suggest new effects
step 1 of the crafting process. Similarly, the process for of their own creation, and adventurous GMs are
attracting a spren and crafting a standard fabrial is well encouraged to work with them to find something that
documented, so you don’t need to make an additional feels balanced.
test to trap the spren. (However, as described in the next Any unique fabrials you craft follow the standard
section, crafting unique fabrials does require special fabrial rules (see “Fabrials” earlier in this chapter).
materials and an additional test.) Step 2: Acquire Materials
Fabrial Upgrades Much like crafting other items, it’s assumed you can
As with crafting other items, if your fabrial’s acquire most of the raw materials you need for the fab-
Crafting test yields two upgrades, you can use rial. The cost of these materials depends on the tier of
those to choose one advanced feature. When you effect you chose from the Unique Fabrial Effects table:
do, you can either choose from the earlier “Advanced ◆ Tier 1: 100 marks
Item Features” section, or you can choose from the ◆ Tier 2: 200 marks
upcoming “Advanced Fabrial Features” subsection ◆ Tier 3: 400 marks
of “Inventing Unique Fabrials.” ◆ Tier 4: 800 marks
Inventing Unique Fabrials This material cost includes any rare metals, but it
doesn’t include one key component: the gemstone.
Cutting-edge artifabrians often devote their efforts
to experimenting with fabrials that are unheard of
or that only exist in cloistered laboratories as proto
types. Some of these experimental technologies
Chapter 7: Items 267
Fabrial Gem Fabrial Metals
The gemstone required for these cutting-edge fabrials
is far more specialized than the ones needed for a When crafting fabrials, you don’t need to worry about
spanreed. This is no common gem from a mark or the details of which metals you use and how you craft
broam, but a large gem specially cut for this purpose. them. However, you might like to enhance the stories
These gems are incredibly rare items that can’t simply you tell about your fabrials and how they function (or
be bought at a market. Instead, acquiring a gem capable malfunction). If so, it’s good to know that each metal
of making a unique fabrial is a task worthy of one of has a different effect on spren and fabrial functionality,
your character’s goals (see chapter 8). Through your as follows:
adventures, you may be able to acquire such a gem from ◆ Aluminum can block the connection between spren,
a wealthy patron. You might even cut your own after affecting how conjoined spren interact or how spren
pulling it from the heart of a chasmfiend, but you can’t react to sentient thoughts.
obtain it from your local merchant. ◆ Brass can dim the intensity of a spren’s manifestation.
Your gem can only be used to craft a fabrial of that ◆ Bronze can improve a spren’s ability to detect rhythms
gem’s tier or lower (as shown on the Unique Fabrial or receive thoughts.
Effects table). Most gems earned as rewards are of the ◆ Copper can allow a fabrial to conduct energy or
same tier as your current character, though this is at transmit thoughts.
the GM’s discretion. ◆ Iron can attract certain substances or adjust a
Each gem can be used to create a single unique fabrial’s polarity.
fabrial. Once used, the gem can’t be repurposed. ◆ Pewter can cause the fabrial to augment an attribute
or energy source.
Step 3: Trap a Spren ◆ Steel can repel certain substances or adjust a
Before you can build the device around the gemstone,
fabrial’s polarity.
your fabrial requires one other delicate step: luring and
◆ Tin can cause the fabrial to diminish an attribute or
trapping the spren. This can be a tricky process that
energy source.
requires multiple attempts. Each attempt at luring a
◆ Zinc can increase the intensity of a spren’s
spren requires 1 day of downtime activity (see “Down-
manifestation.
time” in chapter 9).
To trap a spren, you need the gem that can trap it,
specific knowledge of the spren you’re seeking, and Dead Spren
knowledge of what attracts that spren and enraptures
it long enough for you to capture it. When you have Some of the most powerful items throughout Roshar—
these things and are ready to trap a spren, make a Lore such as Soulcasters, Shardplate, and Shardblades—were
test, with a DC determined by the tier of the effect you created not by technology, but by the sacrifice of ancient
chose from the Unique Fabrial Effects table: spren. Though these items are presented alongside the
other weapons or fabrials in their corresponding sections,
◆ Tier 1: DC 15 they are far more exceptional, and their methods of
◆ Tier 2: DC 20 crafting have been lost to time. Such legendary items can’t
◆ Tier 3: DC 25 simply be purchased or crafted; instead, characters must
◆ Tier 4: DC 30 earn them as rewards (see chapter 8).
If you succeed, you capture the spren and proceed to
the next step. If you fail, you must reattempt capturing
the spren on another day, continuing until you succeed
or give up.
a custom fabrial
FLORIAN STITZ
268 Chapter 7: Items
Step 4: Make a Crafting Test to randomly determine a drawback (rerolling if the listed
Once you capture the spren, you can make and resolve requirement doesn’t match your fabrial). The GM may
a crafting test. This takes one day of downtime per tier also decide to assign you a creative drawback or
of fabrial you’re trying to create. However, this time can come up with another creative idea for one of your
be modified by Opportunities or Complications during Complications.
the crafting process: each Opportunity you roll during Fabrial Crafting Test
your Crafting test reduces the time to create the item
Test Result Item Quality
by 25 percent, while each Complication increases it by
1–5 Utter Failure. Despite all your time and effort, you
25 percent.
fail to produce a working fabrial. You must start
Make a Crafting test and raise the stakes. Consult the
over from scratch. The fabrial’s core gemstone is
Fabrial Crafting Test table to determine how your test
still intact, but you lose any other materials and the
result affects your crafting. spren you captured.
Step 5: Apply Upgrades 6–10 Shoddy Creation. Crafting this fabrial takes an
and Drawbacks additional day, and you find the process unusually
For each upgrade you earned as part of your Crafting challenging. You create the fabrial with one effect,
no upgrades, and one drawback.
test, choose an upgrade listed next to your chosen fabrial
effect (from the “Unique Fabrial Effects” section) or 11–20 Typical Creation. The crafting goes exactly as
any qualifying upgrade from the Fabrial Upgrades and expected. You create the fabrial with one effect,
one upgrade, and one drawback.
Drawbacks table. If you earned two upgrades, you can
instead choose (if you wish) from the “Advanced Fabrial 21–25 Quality Creation. Things go swimmingly. You craft
the fabrial with one effect, two upgrades, and one
Features” section.
drawback.
For each drawback you earned, you can choose the
drawback listed next to your chosen fabrial, or you can 26+ Exceptional Creation! You make a breakthrough
while creating this fabrial. You craft the fabrial with
roll a d8 on the Fabrial Upgrades and Drawbacks table
one effect, three upgrades, and no drawbacks.
Fabrial Upgrades and Drawbacks
d8 General Drawbacks General Upgrades Requirements
1 Diminished. Attacks made with this fabrial Amplified. Attacks made with this fabrial gain Can only be applied to fabrials
gain a disadvantage. an advantage. that have an attack.
2 Delicate. The GM can spend to deactivate Reliable. When making tests with this fabrial, Can only be applied to fabrials
the fabrial until it is repaired with a success- ignore the first you roll with it each scene. that require attack tests or other
ful DC 15 Crafting test. When you do, you gain no bonus from it. skill tests.
3 Dangerous. The GM can spend to make Fine-Tuned. You can spend to recover Can only be applied to fabrials
the fabrial deal 1d6 energy damage to you 1d4 focus. that require attack tests or other
and each character within 5 feet of you. skill tests.
4 Inefficient. When you roll while within Efficient. When you roll while within 5 feet of Can only be applied to fabrials
5 feet of the activated fabrial, the GM can the activated fabrial, you can spend it to make that expend charges.
spend it to expend an additional charge. the fabrial regain a charge.
5 Lower Capacity. Decrease the fabrial’s Higher Capacity. Increase the fabrial’s maximum Can only be applied to fabrials
maximum charges by 1. charges by 1. that expend charges.
6 Short Ranged. The fabrial’s range is halved. Long Ranged. The fabrial’s range is doubled. Can only be applied to fabrials
that have a range or a radius.
7 Slower. Decrease the movement rate of the Faster. Increase the movement rate of the effect Can only be applied to fabrials
effect by 50 percent. by 50 percent. that grant you a movement rate
or cause you to move.
8 Lesser Damage. Decrease the damage Greater Damage. Increase the damage dealt Can only be applied to fabrials
dealt or healed by one die size (such as by or healed by one die size (such as by increasing that deal or heal damage.
reducing d20 to d12). d4 to d6).
Chapter 7: Items 269
Advanced Fabrial Features Unique Fabrial Effects
In exceptional circumstances, artifabrians can generate This section presents the effects you can select for your
two upgrades during the crafting process. unique fabrial. The Unique Fabrial Effects table lists
When this happens, you can choose to spend both them by tier, then the text that follows describes the
upgrades to apply one feature of your choice from the effects in alphabetical order.
Advanced Fabrial Features table.
Unique Fabrial Effects
Advanced Fabrial Features Tier Type Charges
Feature Name Effect 1 Bindrial (area) 3
Expanded If the fabrial has charges, increase its maximum 1 Bindrial (self) 5
Capacity charges by 3. 1 Compressor 3
Wide Area If the fabrial has an attack or other effect that 1 Cremrial 5
applies to one target, you can spend 2 focus
1 Cultivator 3
to have it affect each enemy, each ally, or each
character within 5 feet of your target instead. 2 Accelerator 3
If you’re in range, you can choose to affect 2 Armor Augmenter 2
yourself along with your allies. 2 Ascender 5
Security Lock The fabrial can be used only by characters 2 Drainer 5
who know the security mechanism (such as a
2 Liferial 3
hidden button that must be pressed or a secret
2 Lightrial 3
lever that must be flipped). You decide this
mechanism when you create the fabrial. 2 Painrial (Amplifying/Numbing) 3
Quick Activation Once per scene, the user of the fabrial can 2 Projectile 5
spend 1 focus to reduce the action cost to 3 Disruptor 4
activate it by (or if it is already , it becomes 4 Surge Fabrial 4
).
Timed By using the Ready action with the fabrial, Accelerator
Activation you can set an internal timing mechanism for
Tier 2 Unique Fabrial Effect
an interval of your choice (such as 1 round,
1 minute, or 1 hour). After this interval elapses, This fabrial reduces your body’s friction. As , spend
the fabrial activates (or deactivates if it was 1 charge to move up to your movement rate in a
already active). straight line.
Extra Effect Add an additional unique fabrial effect to the Charges. This fabrial has 3 charges.
(unique fabrials fabrial. You must expend an additional gemstone Drawback. You must make a DC 15 Agility test each
only) of the effect’s tier to add this effect to the fabrial. time you use this fabrial. On a failure, fall Prone at the
Both effects track their charges separately. end of your movement.
Upgrade. You don’t have to move in a straight line when
using this fabrial.
The glove locked into place. Armor Augmenter
Tier 2 Unique Fabrial Effect
She released one of the distant
This fabrial enhances the strength of one non-Invested
weights, then carefully relaxed her
piece of armor that it is permanently attached to when
fist, and the distant weight slowly
MARIE SEEBERGER & SAMI RYTKÖNEN
created. As , spend 1 charge to increase the armor’s
moved down. Navani went up. deflect value by 2 until the end of the scene.
Charges. This fabrial has 2 charges.
Drawback. The armor gains the Cumbersome [3] trait
while this fabrial is active.
Upgrade. You can spend an additional charge to also
increase your Physical defense by 1 until the end of
the scene.
270 Chapter 7: Items
Ascender Bindrial (Self)
Tier 2 Unique Fabrial Effect Tier 1 Unique Fabrial Effect
This fabrial pulls you through the air. As , spend 1 This fabrial allows you to stick your feet or hands to
charge to activate it and gain a flying rate of 30 feet until surfaces, climbing nearly anything with ease. As ,
the end of your next turn. If the fabrial still has charges spend 1 charge to activate it, granting yourself the ability
after your flying rate ends, you can use (without to climb on any surface for 1 round. You aren't Slowed
spending charges) to hover in place or lower yourself to while climbing in this way, and you can stay in place
the ground. If the fabrial drops to 0 charges while you’re after that round without spending an additional charge.
aloft, you fall and take damage as usual. If the fabrial ever drops to 0 charges, you fall from the
Charges. This fabrial has 5 charges. surface and take damage from the fall as usual.
Drawback. To finish crafting this fabrial, you Charges. This fabrial has 5 charges.
must spend an additional 1,000 marks to build a Drawback. You are Slowed while climbing in this way.
complex system of counterweights conjoined to the Upgrade. As , make an Agility test against the Physical
ascender. Once per day of use, those counterweights defense of a target within your reach.On a hit, spend
must be reset for the ascender to be used on the 1 charge to make the target Immobilized for 1 round.
following day.
Upgrade. This fabrial can also affect others. As , make
Compressor
Tier 1 Unique Fabrial Effect
an Agility test against the Physical defense of a target
within your reach. On a hit, spend 1 charge to push the This fabrial can cause flexible objects it touches to
target up to 30 feet away from you in a straight line. become rigid. As , make an Agility test against the
Physical defense of a target within your reach. On a
Bindrial (Area) success, you can spend 1 or more charges to cause the
Tier 1 Unique Fabrial Effect target to become Slowed and to gain a disadvantage
This fabrial causes everything nearby to stick to the on all physical tests for that many rounds.
ground. As , spend 1 charge to activate it, making all Charges. This fabrial has 3 charges.
objects and characters (other than you) within 5 feet of Drawback. While Slowed in this way, the target’s
it become Immobilized. Until deactivated, the fabrial Physical defense increases by 2.
expends 1 charge at the start of each of your turns. Upgrade. The target becomes Immobilized instead
Charges. This fabrial has 3 charges. of Slowed.
Drawback. You’re Immobilized by the fabrial as well.
Upgrade. The fabrial affects everything within 10 feet.
Cremrial Drainer
Tier 1 Unique Fabrial Effect Tier 2 Unique Fabrial Effect
This fabrial can cause stone to become as soft as crem. This fabrial drains the Stormlight from spheres, other
As , spend 1 charge and choose a Medium (5-foot) area fabrials, and even Radiants. As , touch this fabrial
of stone within reach, turning it into soft clay. At the end to an Invested or infused object or character. If the
of your turn, the area turns back to stone, and enemies fabrial isn’t fully charged, the target loses 1 Investiture
in the area must successfully Avoid Danger or become or charge, and this fabrial gains 1 charge. Once fully
Immobilized (DC 15 Athletics test to escape). charged, this fabrial can be emptied with a tuning fork,
Charges. This fabrial has 5 charges. by a Radiant regaining 1 Investiture per charge, or by
Drawback. Until the end of your next turn, when allowing the Investiture to fade over 5 days.
you roll a Complication while within 5 feet of the Charges. This fabrial has 5 charges.
area affected by this fabrial, the GM can spend it to Drawback. While carrying this fabrial, when you roll a
make you also sink into the stone, and you become Complication on any test involving another Invested
Immobilized until the end of your next turn. object or character, the GM can spend to drain
Upgrade. This fabrial affects a Large (10-foot) area 1 Investiture from that object or character.
instead of Medium. Upgrade. This fabrial drains 2 Investiture instead of 1.
Cultivator Liferial
Tier 1 Unique Fabrial Effect Tier 2 Unique Fabrial Effect
This fabrial can cause plants to grow rapidly. As , This fabrial heals wounds. As , spend 1 charge to
spend 1 charge to cause any plants it is touching to grow heal yourself or a target within your reach. The target
up to Medium (5-foot) size. These plants can be used recovers 1d6 health.
to block line of effect, create barriers or cover, or create Charges. This fabrial has 3 charges.
something to climb. Drawback. Using this fabrial takes instead of .
Charges. This fabrial has 3 charges. Upgrade. You can spend 1 charge to remove an injury
Drawback. When you roll while within 5 feet of a from the target (either in addition to or instead of
plant affected by this fabrial, the GM can spend it spending 1 charge to heal).
to cause the plant to grow around you. You become
Restrained until the plant is broken with a successful
Lightrial
Tier 2 Unique Fabrial Effect
DC 12 Athletics test.
Upgrade. You can grow the plants up to Large This fabrial produces a dazzling burst of light or sound.
(10-foot) size. As , make a Deception test against the Cognitive
defense of a target within 30 feet of you. On a success,
Disruptor you can spend 1 charge to cause the target to lose
Tier 3 Unique Fabrial Effect 3 focus. On a failure, you can spend 1 charge to cause
This fabrial disintegrates objects with a touch. As , them to lose 1 focus. If this fabrial reduces the target
spend 1 charge to touch this fabrial to a Small (2.5-foot) to 0 focus, they become Disoriented until the end of
object. If that object is unattended, you destroy it. If it’s your next turn.
being held or carried by a character, you must make an Charges. This fabrial has 3 charges.
Agility test against that character’s Physical defense, Drawback. The GM can spend from using this
destroying the object on a success. You can’t use this fabrial to make you Disoriented until the end of your
fabrial on Invested or infused objects. next turn.
Charges. This fabrial has 4 charges. Upgrade. You can spend from using this fabrial to
Drawback. You can only target unattended objects. also deal 1d6 vital damage to the target.
Upgrade. You can also use this fabrial against characters.
As , spend 2 charges to make a Discipline attack
against the Spiritual defense of a target in reach.
Roll 2d6 spirit damage.
272 Chapter 7: Items
Painrial (Amplifying/Numbing) Surge Fabrial
Tier 2 Unique Fabrial Effect Tier 4 Unique Fabrial Effect
This fabrial stores up pain then unleashes it on a target. You’ve discovered how to create a fabrial that can mimic
It is a melee weapon that uses the Light Weaponry skill Radiant surgebinding. When you craft this fabrial,
and deals 1d6 vital damage. On a hit, you can spend choose one Radiant surge. You can use this fabrial to
1 charge to add your skill modifier to the damage one activate that surge, using the surge’s normal rules and
additional time. activation time, with the following changes:
Charges. This fabrial has 3 charges. ◆ You can spend charges from this fabrial in place of
Drawback. The GM can spend from this attack Investiture for the surge.
to cause this fabrial to lose 1 charge and deal you ◆ If you have no ranks in the corresponding surge skill,
1d6 vital damage. consider yourself to have 1 rank for the purpose of
Upgrade. Before you take damage from an enemy, if this determining effects.
fabrial isn’t fully charged, you can use to reduce that ◆ When making a test, you can use the corresponding
damage by 1d6 and regain 1 charge. surge skill (if you have that skill) or your Willpower
attribute score (without any ranks in a skill).
Projectile
Tier 2 Unique Fabrial Effect If your non-Radiant character practices with this fabrial
This experimental device uses a novel combination of long enough, the GM might allow you to invest skill
fabrial elements to launch a projectile at incredibly high ranks into the corresponding skill when you gain a level,
speed. Spend 1 charge to use it as a ranged [30/120] but you can’t use that skill without this fabrial.
weapon that uses the Light Weaponry skill, has the Charges. This fabrial has 4 charges.
Offhand trait, and deals 1d10 impact damage. Drawback. Only you can use this fabrial.
Charges. This fabrial has 5 charges. Upgrade. If you practice with this fabrial, you can
Drawback. This fabrial has the Loaded [1] trait. choose talents from the corresponding surge’s talent
Upgrade. You can spend an additional charge to attack tree when you gain a level. You can’t use those talents
two targets instead of one. without this fabrial, but can replace them using
the Self-Reflection downtime activity described
in chapter 9.
painrials
VINCENT DUTRAIT
Chapter 7: Items 273
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Chapter 8
Goals and Rewards
A s your character adventures across
Roshar, you grow not only by gaining levels
(see “Character Advancement” in chapter 1),
but by completing personal goals. In so doing, you earn
rewards that grant you powerful items, relationships,
Purpose
Your purpose is your core need. You can’t help but
act on and embody it, and if you nurture your purpose,
it can become your greatest strength. What’s the
most important and instinctual thing you want to do
or abilities. with your life? Save people? Exact justice? Make an
Though the whole party might be working toward a important discovery?
broader objective, each goal and its subsequent reward Choose a purpose that’s an ongoing driving force in
is personal to you and your story. One character might your life, not a concrete achievable goal. This is intrinsic
be working toward earning a Shardblade in a duel— to your character, unchanging unless your character
preferably against their fiercest rival. Another character goes through a major crisis or epiphany. Your character
might be a Radiant trying to find the Words to swear the is likely unaware of this purpose, but you (as the player)
Third Ideal of their order. Yet another might be trying know it, and you can use that information to inform
to earn the favor of the mysterious Thaidakar, head of many of your decisions.
the Ghostbloods. You can choose any purpose you wish, but remember
you’re telling a collaborative story with others. The
Purpose and Obstacle story will come together more smoothly if your char-
While you may pursue many different goals across your acter is motivated to pursue adventure and stick with
adventures, there’s always a driving force that pushes their team.
you forward and a force that you struggle against. These
forces are represented by your purpose that drives and
Example Purposes
Here are a few examples of purposes that can drive your
motivates your actions, as well as your obstacle that you
adventures on Roshar:
struggle against.
For some people, purpose and obstacle are two sides Save Others. You have an unrelenting need to defend
of the same coin. Consider who you are at your best: those who can’t protect themselves.
now what happens if that aspect is pushed too far? Seek Truth. You’re driven by an innate curiosity that
Perhaps you’re driven to save others, but in the process, can be slaked but never fully quenched.
you ignore your own needs and burn out quickly. Or Push Yourself to New Heights. You desire to discover
perhaps your pursuit of truth leads you to disdain those and surpass your own physical or mental limits.
who see the world differently from you. Find Connection. You define yourself by your
Your purpose and obstacle don’t directly lead connections with others, and you’re intentional about
to rewards. However, they’re foundational to your seeking others to care for and surround yourself with.
personality, helping guide you in choosing what goals Seek Justice. Injustice is intolerable in your eyes, and
you want to pursue—which in turn unlock powerful you aspire to see those who take advantage of others
rewards. When you choose your purpose and obstacle properly rebuked.
during step 7 of character creation, consider the Preserve Life. You believe all life has intrinsic value,
following guidance. and you act to preserve as much as possible.
“Today, you and your men sacrificed to
buy me twenty-six hundred priceless lives.
And all I had to repay you with was a single
DENMAN ROOKE
priceless sword. I call that a bargain.”
Chapter 8: Goals and Rewards 275
Obstacle
An obstacle persistently gets in the way of fulfilling
your purpose or pursuing your goals. This can be a
lifelong trait or something that emerged from your past;
either way, your struggle with it is an important part of
your life. What obstacle keeps you from reaching your
full potential? Are you impulsive? Greedy? Do you fixate
on your mistakes?
Like your purpose, your obstacle is immutable.
It doesn’t define you, and you may gradually learn
to compensate for it and nurture new strengths in the
process—but it’ll always influence you to some degree.
Since this obstacle will be a huge part of your character’s
journey, it should be something that you (as the player)
are eager to explore throughout the duration of the game.
At times, your character may show lots of improvement,
then mess up. Personal growth isn’t linear. Regressions,
self-doubt, lapses in judgment, and renewed hope are
ingredients for compelling storytelling.
Example Obstacles
Here are a few examples of obstacles that can challenge
you during your adventures:
Deep Regret. You’ve done something that weighs heavily
on you. Perhaps you wish you could change it, or
perhaps it simply eats away at your conscience when
your mind is unoccupied.
Specific Fear. You have a particular fear that returns
unbidden, no matter what you achieve.
Spite. You tend to hold petty grudges and communicate
defensively. At times, your volatile temper causes you
to act impulsively.
Self-Doubt. You have trouble believing in yourself,
and you often seek retreat in situations where you
stand out.
Mistrust of Others. You have trouble relying on other
people. In the past, you’ve pushed others away to avoid
Using Purposes and Obstacles
the risk of being disappointed or betrayed by them.
Purposes and obstacles don’t have specific rules, but
they’re fundamental to who your character is. As you face Goals
different challenges throughout the game, your character Once you know your character’s purpose and obstacle,
will be tested. What you as the player see as the “optimal” these can help inform the goals you pursue. In this
approach is often exactly the opposite of what your char- game, goals serve two purposes: First, they’re concrete
acter’s purpose may drive them to do, or your approach objectives your character wants to achieve. Second,
might be blocked by their obstacle. they’re a means of tracking character development over
In these moments, try to play to your character: the course of a story as your character pursues that goal.
embrace the suboptimal choice to be truer to who they You start with one or two goals and can attain more
are. In these cases, the GM will often reward you with
ANTTI HAKOSAARI
during play. On your character sheet, each goal includes
raising the stakes for playing true to your character in
a critical moment.
276 Chapter 8: Goals and Rewards
three milestone boxes, representing your progress Example Goals
toward completing it. It’s up to you and your GM to Here are a few examples of goals with concrete ways to
decide together on what achieving each goal looks like. advance them:
When you conclude a goal, you receive a reward (see
Become a Noble. You aspire to the wealth and power
“Rewards” later in this chapter). Concluding a goal can
of the noble houses of Roshar. You’re determined to
mean achieving it, but it can also mean growing past the
join their ranks.
goal, discovering something that replaces it with a new
Find a Missing Person. You’re looking for someone
goal, or achieving something else that your character
you once knew, desperate to recover them.
realizes is more important to them.
Fulfill a Specific Oath. You’ve sworn to achieve a
Creating Goals particular objective, and you place a great deal of
importance on your success.
You can add a new goal to your character anytime
Repay a Debt of Gratitude. You feel a great
you take on a new opportunity for personal growth or
responsibility to another person or a group, and
accomplishment. The GM might suggest a new goal for
you desire to repay their past benevolence.
you, you might decide on a new goal yourself, or a talent
Get Revenge. You’re seeking vengeance against a
or other effect might grant you a new goal. When this
specific person for some past misdeed.
happens (including at character creation), work with the
GM to craft the goal and consider the questions below:
Advancing Goals
Character’s Goal. How does your character understand When your character makes decisions that help advance
this goal? your goal, the GM will tell you to add a milestone
Player’s Goal. What do I, the player, want to see my to the goal (putting a checkmark next to it on your
character do, learn, or experience by undertaking character sheet).
this goal? You can usually advance each of your goals roughly
Advancing Your Goal. What are a few concrete ways once per game session. On particularly momentous
this goal can be advanced? occasions, the GM may have you advance a goal twice.
Before deciding on a goal (see “Example Goals” below), At the end of each game session, if you didn’t put a
discuss it with the GM to ensure it’s a good fit for your check next to a goal during the session, consider whether
campaign’s shared story. Once you and the GM agree, your character did anything to advance the goal; if so,
record the goal on the back of your character sheet; discuss it with the GM. You can also use downtime to
additionally, your GM should record it in their notes, pursue goals (see “Downtime” in chapter 9).
along with any suggestions you have for how the goal
Making the Most of
might be fulfilled.
Goals as a Player
As a campaign progresses, you might conclude your
From a player’s perspective, goals are a useful tool
existing goals, thus going without a goal for a short time
for telling your GM the sorts of stories you want your
(if it makes sense within the story). However, always
character to participate in. Goals are also a way to track
plan to replace your goal without too long a gap.
your character’s progress over the course of a story.
Though most characters actively work toward their
Try to take the initiative on pursuing goals. If you
goals, it’s possible your character isn’t consciously aware
see a chance to pursue one of your goals, ask the GM
of or willing to admit to theirs; for example, perhaps
about it—but remember to share the spotlight with other
they’re close to swearing the First Ideal but don’t realize
players. If your character knows another character’s
it. You may even wish to tell a tragic story of someone
goal, you might even help them pursue it.
who never realizes their full potential and gets bogged
Finally, each time you check a milestone, consider
down by increasingly terrible decisions—though it’s
recording what happened in the “Notes” section of your
prudent to consider whether playing this will be a
character sheet, allowing you to look back on your char-
satisfying trajectory for you (and your fellow players).
acter’s story arc when you eventually conclude the goal.
If you choose a goal that you think your character
You probably won’t progress every goal every session,
won’t ever reach, see “Concluding Goals” for guidance
but if you notice you haven’t progressed a particular goal
on how to resolve that tension.
for several sessions, talk to the GM about how it can be
integrated into the story moving forward or reworked to
better fit the ongoing narrative.
Chapter 8: Goals and Rewards 277
Making the Most of Goals as a GM a reward (see the upcoming “Rewards” section) and
From a GM’s perspective, goals are signals from your move on to other goals. This is your chance to enjoy
players about what they want their characters to do in the dramatic payout that’s been building while you
the story. During each session, try to give each character progressed your goal milestones.
at least one opportunity to pursue one of their goals. Both you and the GM should have input on how the
You can advance goals during or after sessions. The goal concludes within the story, based on the milestones
end of each game session is a good time to consider what you have achieved along the way. If the conclusion of
the characters did this session. If any moments relating the goal is mostly internal to your character, you might
to a character’s goal stand out to you, tell that player to have more say over it, while if it significantly impacts
advance the goal and let them know why. the game world, the GM might have more say. Either
way, this should always be a conversation between both
Suggesting Goals parties, though the GM decides how to resolve any
As the GM, you might have ideas about new goals for uncertainties.
characters—feel free to suggest these to that character’s Concluding a goal doesn’t necessarily mean you
player. Especially when a character has no goal (due to achieved it within the narrative. Rather than concluding
completing a previous one), this can help begin a new a goal through success, you might instead grow as a
narrative arc and encourage the character to grow in character or even conclude it through failure.
certain directions. For instance, after saving a powerful
noble’s life, you can offer them a goal to gain that noble’s Conclusion Through Success
trust and protection as a patron (see “Rewards” later in The most straightforward way to conclude a goal is
this chapter). by achieving it within the narrative. You did what you
If a player doesn’t want a goal you offer, that’s okay. set out to do. Perhaps you got revenge, redeemed your
They can use it as inspiration for a different goal or tarnished reputation, or saved the family farm. Whatever
suggest something of their own creation. A player the case, enjoy a moment of respite, celebrate victory,
ultimately controls which goals their character takes on or at least find some sense of closure. Tomorrow, you’ll
(if any), but feel free to encourage them as the GM. have to answer the hard question of “what next?”
Conclusion Through Growth
Radiant Ideal Goals Success isn’t always the most narratively satisfying way
To advance in a Radiant order by swearing one of its to conclude a goal. You might’ve intentionally picked an
Ideals, you must complete a goal (see “Swearing Ideals” impossible goal for your character to explore in the story,
in chapter 5). Unlike other goals, these aren’t granted by or you might decide that succeeding isn’t the best thing
the GM, but by a talent you choose. Once you complete an for your character now. Your character might grow past
Ideal goal, you gain the powerful abilities of that talent and a goal they realize is unhealthy or untenable. Or they
the potential for future progression in your Radiant order. might determine the goal was a manifestation of another
motivation they didn’t fully understand yet. Coming
to these poignant realizations can be just as dramatic
Concluding Goals as actually succeeding, and this certainly can count
When one of your goals reaches three milestones as fulfilling a goal.
(denoted with checkmarks), you can inform the GM
(either in that session or between sessions) that you want Conclusion Through Failure
to conclude that goal. You don’t have to conclude a goal Perhaps counterintuitively, your character can also
immediately upon receiving your third checkmark—feel conclude a goal by failing at it. Across Roshar and our
free to ask the GM to wait for a more dramatically world alike, people sometimes fail in their aspirations—
appropriate moment. but failure can also be a great teacher and an important
After you inform the GM that you want to motivator. Failing definitively in a goal might help shape
conclude a goal, discuss with them how your character your next goal, focus your character’s personal growth,
will conclude the goal within the story. This is a or otherwise shape them just as much as success.
collaborative effort that should provide a climax for your Consider how your character might grow in the face
character arc. Once a goal is concluded, you’ll receive of failure, and what new goal they might choose now.
278 Chapter 8: Goals and Rewards
GM Tip: When to Conclude a Goal Spontaneous Rewards
At the GM’s discretion, they might sometimes grant
If you’re GMing and one of your players wants to conclude
a spontaneous reward when it makes sense within the
a goal during an active game session, consider whether the
story. For instance, duels in Alethkar typically have
goal should be completed this session or if you need more
stakes (such as a wager of Shards), with the winner
time to work a suitable dramatic moment into the natural
taking all. If you win such a duel, you might find
flow of the story. In the latter case, make concluding the
yourself in possession of a Shardblade or Shardplate
goal a priority for the next session. Sometimes, it’s most
without needing to conclude a goal.
dramatically satisfying to conclude a goal on the spot,
However, if the GM knows in advance that you want
while other times, it might prove too disruptive to the
to win a Shard in a duel, they might want to work with
current story. As always, exercise your best judgment on
you to set a goal with multiple steps (such as finding an
this, and don’t feel bound to wait or to rush things.
opponent, goading that foe into accepting a risky wager,
then winning the actual duel).
Rewards
Rewards are major boons that a character receives Connections
within the story. These can vary wildly: some rewards Many rewards take the form of a connection with
are material gifts, while others grant patrons, allies, or another being—a loyal companion, a helpful patron,
even new Radiant abilities. Rewards can be granted or even a spren with whom you have a deep spiritual
through concluding goals, as discussed earlier in this bond. You can record each of these rewards in the
chapter, but the GM can also give them when a specific “Connections” section of your character sheet, along
narrative event would logically result in that reward. with any other meaningful connections you make with
other characters during your adventures.
Goal Rewards
When you conclude a goal, you gain a reward based on GM Tip: Offering Meaningful Rewards
what you did while working toward it. In some cases,
Sometimes it’s obvious what reward a player wants their
the reward you receive is obvious; if the goal was to
character to earn, and they might’ve already discussed it
swear an Ideal of the Knights Radiant, your reward is
with you. In these cases, offering one reward is fine.
speaking the Words and gaining new abilities from your
Other times, you might want to surprise a player with
Ideal talent.
a reward. Unless you’re certain a player will be delighted
Sometimes the reward is only abstractly connected
with the reward, offer reward options from two different
to the conclusion of the goal. For example, if your goal
categories. This ensures the player has input on the
was to win back a legendary Shardblade one of your
rewards their character earns, but still gives you the
ancestors lost in a duel, you might find your character
chance to offer an unexpected reward.
conflicted when they learn the truth behind Shard-
The more often characters receive spontaneous
blades. If it no longer makes sense for your character to
rewards (or expect to receive them), the less motivated
accept the Blade, you don’t lose your chance at a reward;
some players may be to pursue goals. If you know a player
rather, at the conclusion of your goal, you might instead
wants a certain reward, you might encourage them to set
gain a powerful patron who was impressed with your
a goal related to it.
performance.
In other cases, a goal might not have an obvious
corresponding reward. Solving a mystery or achieving
personal growth might not come with any material
“You see the Connections all people
compensation, but the GM can use those moments in
the story to introduce a reward that’s meaningful to your
have: to others, to spren, to time
character. and reality itself. Everything is
Even when a reward differs from what your character Connected, Dalinar, by a vast
expected, it should let you highlight your character’s web of interactions, passions,
development and create opportunities to pursue
further goals.
thoughts, fates.”
Chapter 8: Goals and Rewards 279
Reward Categories companion’s loyalty might range from undertaking small
tasks or obtaining information to risking their life on
A reward can take nearly any form the GM and players
your behalf. A companion can be a person, an animal,
choose, but most fall into one of the following categories.
or at the GM’s discretion, some other character. If a
Each category suggests recommended character tiers for
companion is a human, singer, or other sapient being,
various rewards.
they should be a peer, ally, contact, or other individual
Companions who has a balanced relationship with your character.
Companions are NPCs within the story who are Companion Activities
dedicated to your character in some way. They still have A companion might travel with you if that makes
their own lives and agendas within the world, but they sense, but they might also live in a particular place
generally act to assist your character in whatever way and simply make themself available when you reach
makes sense for them. Depending on the individual, a out for help. Companions generally take the initiative
to assist you when appropriate, but this help can take
many forms, from direct assisting you to sending letters
with important information to acquiring supplies
on your behalf. For example, a bodyguard or scribe
might usually stay by your side to provide assistance,
while an undercover agent might operate far from
you, only sending vital information as they receive it.
A companion whose bond to you is driven more by
your relationship than by their employment (a friend,
a romantic interest, a rival) might pursue their own
agenda most of the time, then occasionally meet with
and assist you when narratively suitable.
Companions in Scenes
Both in combat and in other scenes, the GM controls
all companions, though the companions are inclined
to listen to you if doing so doesn’t conflict with more
fundamental objectives (such as survival). When you
need statistics for a companion, work with your GM to
choose a suitable NPC profile from either this book’s
“Animal Companions” appendix or from chapter 8 in
the Stormlight World Guide.
The Example Companions by Tier table suggests
NPC statistics the GM could use for various character
tiers, including the companion’s suggested role (see
“Building Combat Scenes” in chapter 13), example
profiles, and bonuses they might gain as the party
gains levels. Profiles available in this book’s “Animal
Companions” appendix are marked with an asterisk (*);
the other profiles are found in chapter 8 of the Stormlight
World Guide.
Multiple Companions. At higher tiers, you can
potentially have more than one companion at a time,
as suggested alongside the NPC type in the “Role and
Number” column.
Development Bonuses. If any of your companions
ANTTI HAKOSAARI
are of a lower tier than you, their statistics increase.
Apply the bonuses listed in the “Development Bonuses”
column of the table. This applies not only to new
companions you gain, but to existing ones.
Example Companions by Tier
PC Tier Role and Number NPC Profile Examples Development Bonuses
1 1 Minion Axehound*, chull*, soldier, or other NPC —
of tier 1 or lower
2 2 Minions or 1 Standard Horse*, guard, citizen, or other NPC of Minion: +2 to all tests, +10 Health
tier 2 or lower
3 3 Minions or 1 Standard Ryshadium steed, Sleepless, or other Minion: +4 to all tests, +20 health
non-Boss NPC of tier 3 or lower Standard: +2 to all tests, +10 health
4+ 5 Minions or 2 Standard or 1 Boss Chasmfiend or other NPC of any tier Minion: +6 to all tests, +40 health
Standard: +4 to all tests, +20 health
*See the “Animal Companions” appendix.
For example, if your companion is a tier 1 Minion but Many other animals make excellent companions as
you’ve just leveled up to tier 2, grant them the Minion well—some due to their practical abilities, and others
bonus listed in the Tier 2 row of the table. simply for their faithful companionship.
Profile. The “Animal Companions” appendix
Example Companion: Bodyguard provides profiles for several animal companions, along
Fighting skills are difficult to acquire, and you might
with guidance for customizing your own. At tier 1,
be better suited to rely on a protector in physical
a typical beast of burden might be a chull (see the
confrontations. Even among the martially trained,
“Animal Companions” appendix) pulling a wagon.
bodyguards provide added protection and vigilance
At tier 2, a character might even be able to earn the trust
against danger.
of a Ryshadium steed (see chapter 8 of the Stormlight
Profile. At tier 2, a typical bodyguard might use
World Guide).
the guard stat block.
Example Companion: Guide Fabrials and
A guide has specialized knowledge or expertise that you High-Quality Gems
lack, especially about a region or obscure topic. This As described in chapter 7, fabrials are wondrous
companion might not travel with the party all the time, mechanisms created with gemstones and powered
instead appearing when you need help working through with Stormlight. The Example Fabrial Rewards table
a problem that fits the companion’s skills. suggests suitable gem and fabrial rewards for characters
Profile. At tier 1, a typical guide might use the of each tier. (See chapter 7 for fabrial statistics and rules
expert stat block. for using gems to craft them).
Example Companion: Scribe Unique Fabrials as Rewards
In some regions (such as Alethkar), literacy is a special- For unique fabrials granted as rewards, the GM might
ized skill, and not everyone can read for themself. To give you a complete fabrial, or they might let you choose
advance in society, however, it’s crucial to have access the effect and any upgrades while they select any draw-
to someone who can read and write. Your scribe might backs. At the GM’s discretion, they might also adjust the
be a close friend, an employee, or a family member— number of these drawbacks and upgrades.
someone you trust. After all, you’re putting your ability
to communicate with the wider world into your scribe’s Gems as Rewards
hands, trusting them to accurately relay the details. Gemstones of the quality needed to create fabrials
Profile. At tier 1, a typical scribe might use the are rare acquisitions in their own right. Instead of a
expert stat block. complete fabrial, the GM might offer such a gem as a
reward, especially if you wish to do your own fabrial
Example Companion: Animal crafting. GMs typically award a gem of a tier matching
Riding and pack animals are common across many your own, though it’s up to what fits the story.
societies of Roshar, from rare creatures like nimble
horses to more common animals like plodding chulls.
These animals can be indispensable, providing transport
and raw strength.
Chapter 8: Goals and Rewards 281
Example Fabrial Rewards
PC Tier Gem Premade Fabrial Unique Fabrial (choose one)
1 Tier 1 Half-shard, repeller, Tier 1 unique fabrial with 1 drawback and 1 upgrade
gemstone Soulcaster (one Essence)
2 Tier 2 Grandbow, Soulcaster Tier 1 unique fabrial with 1 upgrade; or tier 2 effect fabrial with 1 drawback and 1 upgrade
gemstone (two Essences)
3 Tier 3 Soulcaster Tier 1 unique fabrial with 2 upgrades; tier 2 unique fabrial with 1 upgrade;
gemstone (three Essences) or tier 3 unique fabrial with 1 drawback and 1 upgrade
4+ Tier 4 Soulcaster Tier 1 unique fabrial with 3 upgrades; tier 2 unique fabrial with 2 upgrades;
gemstone (four or more Essences) tier 3 unique fabrial with 1 upgrade; or tier 4 unique fabrial with 1 drawback and 1 upgrade
Ideals Navani Kholin
To gain Radiant powers, you must attract the attention
of a spren and ultimately speak the Words of your
Radiant order, affirming your alignment with the order’s
Ideals. As described in chapter 5, you advance through
the ranks of your order by completing goals to swear
each Ideal.
When you choose the First Ideal key talent from a
Radiant path, you immediately gain a goal: “Speak the
First Ideal.” Unlike other goals, you can’t set a goal to
speak an Ideal except by choosing a talent that gives
you that goal.
When you complete an Ideal goal by speaking the
Words for your Radiant order, you immediately gain the
reward listed in that talent. Additionally, once you swear
an Ideal, you meet the prerequisites for future talents
that require that Ideal.
Patrons
Patrons are NPCs within the story who rely on you
and, in turn, provide you with material support, guid-
ance, and resources to carry out your tasks. A patron
generally has access to resources you don’t, whether
these be weapons, wealth, information, influence,
or other assets.
Patron Expectations
The support of a patron also carries with it an
expectation that you deliver results. For instance, if a
highprince puts their authority behind your efforts to
expose a spy among their subordinates, they expect you
to expose the spy before more sensitive information can
be leaked. If you fail to do so, the highprince will expect
you to explain yourself, proving you’re not incompetent
or unworthy of further support. After repeated failures,
a highprince might reassign you to a less desirable task.
MARIE SEEBERGER
Your patron generally allows you access to their
resources as long as you’re pursuing objectives that
align with your patron’s own. As your character’s tier
increases, your patron becomes willing to extend more
resources to you.
282 Chapter 8: Goals and Rewards
The more powerful a patron, the more impressive Example Patron: Knight Radiant
the support they can offer—but if you haven’t yet proven The Knights Radiant are mythic warriors of Roshar,
your competency, even the most powerful of highprinces and in this era of uncertainty and devastating storms,
might not trust you with significant resources. their return is another sign of the coming turmoil. If
Patron Benefits you overcome your trepidation and stand alongside
If you gain a patron as a reward, they generally provide a member of the Radiant orders, you might become
two benefits. Each patron grants a specific bonus, as a close ally to this champion. And sometimes, those
described in their entry. Additionally, when you’re in a close to a Knight Radiant begin to display signs of their
situation where the patron or their agents have influence, power: mysterious luminescence, miraculous recovery
they might also grant you and your companions travel from injury, and more specialized abilities still. In
amenities (see “Travel” in chapter 7), as listed on the becoming the squire of a Radiant, you take your first
Patron Amenities by Tier table. However, you won’t step down an ancient path. As an aspirant, you must
always have access to these amenities, just in situations begin to grapple with the Ideals of your order even as
where your patron deems it feasible and appropriate. you learn to control your new abilities.
This section presents three examples of patrons, but Bonded Squire. After spending a month or longer
you can find many more in chapter 5 of the Stormlight with your patron, you become a squire to this Knight
World Guide. Radiant (see “Squires” in chapter 5).
Patron Amenities by Tier Example Patron: Wealthy Trader
The power of currency is a force to be reckoned with
PC Tier Amenities
on any world, including Roshar. From the Thaylen
1 Comfortable lodgings and travel
merchants who journey on great ships to the foremost
2 Wealthy lodgings and travel traders of the Reshi Isles, there are many influential
3 Aristocratic lodgings and travel people whose main source of worldly power is robust
4 Aristocratic lodgings and travel with personal finances, shrewd acumen, or both. However, the
accommodation such as a local errand runner backing of such an individual typically comes with an
expectation of returns, whether these take the form of
Example Patron: Alethi Highprince profits, valuable connections in new places, or political
As the most powerful of the warlords who rule over influence that can be leveraged for future trade deals.
Alethkar, highprinces have resources few citizens can Economic Backing. In addition to the amenities,
imagine. With a highprince’s backing, there are few the trader is willing to invest in your ventures. Whenever
ambitions you can’t pursue. one or more player characters undertake a plan with the
Authority of the Highprince. In addition to trader’s permission that supports their goals, the trader
amenities, the highprince’s authority extends in part to gives the group an operations budget to make necessary
you. In places where they have political sway, you can purchases, secure services, and more, as listed on the
invoke their patronage to gain an advantage on various Economic Backing table. If multiple characters in the
tests, as listed by tier on the Highprince Authority table. group have the same patron, the group receives the
However, when you add these advantages to a test, operations budget only once.
the GM can spend a Complication to have your use
Economic Backing
of the patron’s name raise other challenges—such as
PC Tier Operations Budget
attracting the attention of their many powerful enemies.
1 1,000 mk
Highprince Authority 2 5,000 mk
PC Tier Tests Bonus 3 10,000 mk
1 Persuasion One advantage 4+ 50,000+ mk
2 Intimidation, Persuasion One advantage
3 Intimidation, Persuasion, Two advantages
Leadership
4+ Deception, Intimidation, Two advantages
Persuasion, Leadership
Chapter 8: Goals and Rewards 283
Shards Shards as Rewards
Through the history of Roshar, Shards have been one Attaining a single Shard is a worthy goal that might take
of the greatest symbols and manifestations of power. numerous game sessions to complete, and acquiring
Once clad in Shardplate and wielding a Shardblade, both Plate and Blade could be the work of campaign.
a mortal warrior strides the battlefield like a great The Shards by Tier table suggests a minimum tier for
hero of myth. A single soldier with Plate and Blade each Shard reward.
can devastate enemy formations, singlehandedly Shardblades and Shardplate are detailed in the
crack hardened positions like fortresses, or hold “Weapons” and “Armor” sections of chapter 7.
off insurmountable odds—so the best way to kill Shards by Tier
a Shardbearer on the battlefield is with another
PC Tier Shards
Shardbearer.
1 —
The Ryshadium steed, a legendary breed of horse
2 Shardblade
mighty enough to carry an armored Shardbearer,
is sometimes called the “third Shard.” For giving a 3 Shardplate
Ryshadium as a reward, see the earlier “Compan-
ions” section. Titles
Ways of Winning Shards Across different Rosharan societies, various titles of
In addition to functioning as incredible military assets, rank or nobility can be granted as a reward for deeds.
Shardblades and Shardplate are exceptionally rare. In many societies, titles carry with them political
They can’t be purchased with currency alone, though privileges and responsibilities, property and estates,
they’re sometimes exchanged to help seal political or even formal positions in a military or government.
alliances (such as marriages), to repay personal debts The Titles by Tier table provides examples of titles and
that can’t be measured in marks, or to end wars before their benefits.
they begin. Shards are scarce, even in Alethkar (which The authority and expansiveness of a title depends
has an unusually high number of Shards compared to on its specifics and its sphere of influence. For instance,
other countries). A highprince would count themself a character who is given a military command would
lucky to have more than two sets of Shardplate and a have very different resources from one who is running
handful of Blades. However, some of the most powerful a criminal group, but both would have subordinates,
individuals on Roshar have enough sets to lend to their holdings, and responsibilities they’re expected to attend
best retainers or citizens who need them for duels. to by both their superiors and underlings.
Each Shardblade and set of Shardplate is unique, Additionally, at the GM’s discretion, certain titles
and they each carry a storied past, told across can grant an appropriate utility or cultural expertise.
generations of generals, usurpers, and rulers. Some A spymaster might gain an expertise in secret codes,
are intertwined with specific families or groups, while while a researcher might gain one in a rare kind
others have passed through many hands over the ages of fabrials.
and across far-flung battlefields. A player character
Example Title: Captain
might have a family connection to a specific Shardblade
A leader of a military unit in Alethkar typically leads
if it was used by (or against) their ancestors in the past.
a platoon of fifty troops. This role calls for maintaining
Shards can sometimes be won in duels, but generally,
order and morale within the unit, keeping the unit in
nobody with Shards will accept such a duel against
fighting shape, and training the unit in new techniques
someone who doesn’t have a Shard of their own to put
of battle. An effective captain can expect the trust and
on the line. This makes it extremely difficult for anyone
obedience of their troops in the field.
without Shards to acquire them. Custom dictates
Loyal Cadre. You have fifty soldiers under your
that anyone who kills a Shardbearer on the battlefield
command, though they’re generally too busy with their
wins their Shards, but actually performing such a feat
day-to-day responsibilities to assist you personally (you
requires a combination of impeccable skill and uncanny
can find allies likely to accompany you in the earlier
fortune. Most who stand before a Shardbearer on the
field of war simply die.
284 Chapter 8: Goals and Rewards
“Companions” section). So long as you earn their House Kholin
ongoing loyalty through good leadership, troops under Heraldry
your command generally obey your orders without
question. When you do need to make a test to give a
difficult order to one of these subordinates, you gain
an advantage on the test.
Example Title: Mid-Ranking Scion
A mid-ranking scion serves both as a religious leader
and a government official in Azir. They travel the
country, performing blessings on settlements and formal
meetings, interpreting omens and events to determine
the will of the Kadasixes, and providing theological
guidance and spiritual purity assessments to the viziers
when selecting governmental candidates. They also fill
other bureaucratic roles like scribing and clerical work.
An effective scion can easily navigate Azish bureaucracy
and religion both.
Bureaucratic Cleric. You are typically permitted
access to both Azish governmental and religious
archives. In addition, as long as your orders don’t
contradict policy or religious doctrine, you have
authority to direct lower-ranking scions and other Azish
government workers to aid you in research or menial
tasks while you concentrate on more important matters.
These generally don’t require you to make a test, but
when you need to make one, you gain an advantage
on the test.
Titles by Tier
PC Tier Examples Material Holdings
1 Lieutenant, senior Barracks, laboratory
researcher, cell leader, or archive, base of
bureaucrat, 6th-dahn operations, office, or
landed lighteyes small estate
2 Captain, lead researcher, Military camp, network of
branch leader, 5th-dahn laboratories or archives,
landed lighteyes network of safehouses,
or large estate
3 Highmarshal, spymaster, Large military camp, large
4th-dahn landed lighteyes network of safehouses,
or palatial estate
4+ General or higher, listener Warcamp or other fort
member of the Five, ress, palace or equivalent
3rd-dahn landed lighteyes
SAMI RYTKÖNEN
Chapter 8: Goals and Rewards 285
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Chapter 9
Adventuring
T rough your highs and lows—from toiling
at the bottom of chasms in the Shattered Plains
to soaring free in the clouds over Emul—your
adventures on Roshar tell a story of your personal
struggles, tests of will, and triumphs over ancient
Neither voice is right or wrong. Use whatever
feels comfortable for you, the character you’re trying
to portray, and the dynamics of the group you’re
playing with.
grudges. The rules across this book can apply to
First-Person Roleplaying
When focusing on first-person roleplay, you really try
countless situations; take from them whatever’s helpful,
to embody your character. You describe your character’s
but ultimately keep only the rules that serve your story.
actions as things you yourself are doing. You often speak
This chapter covers the basics of how to go
as if you were your character, perhaps even acting out
adventuring in Roshar and how you might use this
their facial expressions, speaking in a way that evokes
book’s rules to facilitate that. Some of this guidance
their social status or occupation, and even mimicking
is roleplay focused, such as exploring how to pace your
some of their actions (the ones you can reasonably do
story and how to use the game’s three scene types to
around a table). This approach can be immersive and
weave interesting adventures. The later sections of this
fun as you find your character’s literal voice and embody
chapter focus on specific rules you’ll commonly use
their emotions to the fullest. And to take your dialogue
across all scene types, such as how to handle various
to the next level, consider collecting a few cultural
conditions, resolve damage, and heal from injuries.
touchpoints to weave in as they become relevant.
Roleplaying As always, remember that roleplay should draw
others in and invite them into play, not make them
Each scene follows a standard rhythm, as outlined
uncomfortable. If you decide to use expressive gestures,
in this book’s introduction:
respect the personal space of your fellow players;
◆ The GM sets the scene. similarly, if you decide to develop a unique pattern
◆ The players decide what they do. of speech, avoid using accents based on real-world
◆ The GM narrates the results. cultures. When done mindfully, going deep into
During this cycle, you and the other players act out the character creates chances for everyone at the table
roles of your characters. It’s your job to determine how to do the same.
your character speaks, thinks, and acts. Third-Person Roleplaying
When focusing on third-person roleplay, you convey
Approaches to Roleplaying your character’s actions using the third person. You
When playing your character, you’ll likely lean into refer to your character by name, describe their actions
using one of two voices: either first-person or third- and what they say to others, and narrate their mood
person roleplaying. Some players use the same approach and thought process. This approach can be especially
most of the time, while others switch their approaches helpful during emotionally charged scenes or any time
based on what feels right for a given scene. you don’t feel comfortable with acting something out.
Third-person narration also excels at letting your fellow
players peek behind the curtain while you articulate
your character’s thoughts, emotions, and state of mind.
If your character has an insensitive or particularly
contentious personality, third-person roleplaying can
Elhokar and Dalinar, help everyone at the table separate your character’s
full Shardbearers, charge behavior from what you personally believe is acceptable
WAYNE REYNOLDS
or fair. For example, you might say, “Because my
a massive chasmfiend. character’s obstacle is selfishness, he’s going to try to
demand payment for helping the tallew farmers.”
Chapter 9: Adventuring 287
What Your Character Knows Splitting the Party
When playing as your character, it’s important to
Sometimes the story necessitates splitting up your group
distinguish between what you (the player) know and
of characters. You might do this to accomplish multiple
what your character knows. For example, there are likely
things at once, or perhaps so characters can pursue
discrepancies between what you and your character are
opposing objectives.
skilled at; perhaps you made a deduction immediately
However, splitting the party can introduce a lot of chal-
while your undiscerning character remains unaware.
lenges for pacing the story, as your scenes need to shift
Other times, you might know more about Roshar and its
between two or more different groups, leaving those who
history than your character does (or vice versa); perhaps
aren’t in the current scene with little to do at the table.
you remember global events from the novels that your
Chapter 13 provides guidance for GMs on how to run the
character hasn’t begun to experience yet. When playing
party while split, but your game will likely run smoother if
this game, it’s important to keep this divide between
you keep everyone together when it suits the story. Games
character and player knowledge.
are most fun when everyone can participate.
When You Know More
Than Your Character Time
Some players find it hard to resist the urge to use “out
Just like any story, the flow of time is at the heart of role-
of character” information to their benefit—especially if
playing. Sometimes, the story moves quickly, covering
their character not knowing something could result in
large amounts of time. Other times, every heartbeat
a “bad” outcome. Other players delight in the contrast
matters and the action unfolds moment by moment,
between their knowledge and their character’s, using
detailing every movement your character makes.
it to direct their unknowing character into dramatic
The GM informally sets the pace of time based on
situations.
how each situation is unfolding. This often happens
When you know something your character doesn’t,
subtly as the GM shifts the timescale they’re discussing.
focus on your character’s story and how you can use
For example, you might shift quickly between the
your knowledge to enhance it. Instead your character
slow-paced “you travel through the Purelake for several
acting on impossible knowledge of things to come, you
hours” and the fast-paced “you dive for cover when you
can use those facts to set up interesting dramatic irony
spot the ominous shapes of Fused flying low over the
or fun payoff for their narrative.
water.” In this case, the GM didn’t formally proclaim
When Your Character time was moving differently, but the needs of the story
Knows More Than You changed it on the fly.
If you’re unfamiliar with some (or all) aspects of the As you play out an adventure, the story naturally ebbs
game’s setting, this doesn’t mean your character is! and flows in this way. Sometimes you’ll “zoom out”
When you feel like your character would reasonably to allow time to pass by or events to unfold, and other
know something that you don’t (such as a detail about times you’ll “zoom in” on events that play out in detail.
their ancestry, culture, occupation, or expertises), ask Detailed moments like these—known as scenes—are
the GM for relevant information and context. explained in the next section.
Your character isn’t limited by the GM’s knowledge Faster-flowing parts of your story are more flexible.
either. While it can be satisfying and flavorful for the In these scenes, long stretches of time pass, allowing
GM to describe how your character succeeds on a test, you to rest between difficult days, to travel for long
they might simply summarize a situation (possibly stretches of time, or to engage in downtime activities
to keep the story moving or because they’re not sure between the active moments of an adventure. Most
how your actions might unfold in Roshar). Either way, of these moments can be handled like a montage in
remember your character still did a very cool thing a movie, but some things (like resting and downtime
in the story, even though the camera didn’t zoom activities) can have rules implications that are discussed
in on them. later in this chapter.
288 Chapter 9: Adventuring
Scenes Sometimes scenes happen in quick succession, and
what happens in one can have a dramatic impact on
When the action “zooms in” and your individual
your character’s abilities and resources in the next. At
actions have consequences, this is called a scene.
other times, especially after particularly intense scenes,
These sequences in the game can include harrowing
the party may need a break to recover, or the story
fights, tricky negotiations, exciting explorations, and
may simply need to fast-forward until the next major
much more.
development. This time between meaningful scenes is
This game’s rules focus primarily on scenes, as
called downtime (described later in this chapter).
these typically need more guidance than fast-flowing
narratives. Most scenes can be categorized as one of Statistics Across Scenes
the following:
When one scene rolls into the next, your character’s
Combats occur when one or more characters engage in statistics generally remain in the same state as in the
a physically hostile conflict. In fights and battles, every previous scene. For example, your current health, focus,
second matters, positioning requires precision, and and Investiture remain the same until you get a chance
lives are on the line. Chapter 10 presents guidelines to recover them, whether through abilities or by spend-
for combats. ing a meaningful amount of time resting (see “Resting”
Conversations focus on times you’re communicating at the end of this chapter).
with other characters when the outcomes are uncertain
and hold meaningful implications for the game’s story.
These involve heated arguments, tense negotiations,
intricate deceptions, and similar interactions.
Chapter 11 presents guidance for conversations.
Endeavors highlight times you’re trying to traverse,
explore, discover, pursue, or sneak. In these scenes,
your main opponent isn’t usually other characters—
instead, it’s the environment or situation itself.
Chapter 12 presents guidance for endeavors.
Not all sequences fit nicely into a single scene type—
for example, you might begin with a conversation that
quickly devolves into combat. And as with all rules of
this game, the scene rules are guidelines. The GM may
alter them, use only parts of a rule, or mix and match to
best tell the story of your adventure. For example, you
might use an action from the combat rules to throw a
punch in a conversation, or you might resist the social
influence of an NPC you’re conversing with during a
chase endeavor.
Transitioning Between Scenes
Momentum is essential to good gameplay. When one
scene’s main goal has been accomplished (or failed),
it’s generally time to wrap up the scene and move on to
the next. This helps the GM keep players excited and
motivated to continue the campaign.
Answering one question often presents another.
For example, the characters may celebrate dethroning
a predatory highlord through social skulduggery, only
to learn that someone worse has succeeded him. Or after
ANTTI HAKOSAARI
successfully crafting a new fabrial to aid the war effort,
the characters may learn the raw materials needed
to produce more are in short supply and can only be
obtained by infiltrating an enemy-occupied treasury.
Events
Sometimes, the GM might introduce an event within a EVENT
scene. This optional tool is used to represent impending
Triggers when the final Opportunity slot is filled.
circumstances that count down to a moment that’ll
shake up the scene. This building anticipation can add
O
O
O
dimension to any scene. Events can be either positive or
negative; either way, they act as ticking clocks that are
separate from the main objective of a scene.
Your GM might incorporate two or three events
into a game session. These are often divided between
scenes, but if the stakes are high and a lot is happening Reinforcements Arrive
at once, multiple events can occur in the same scene.
Meanwhile, some sessions might not include events © 2025 BWG & DRAGONSTEEL
at all; they shouldn’t feel like random twists in each
session, but intentional devices to increase story tension
in important scenes. Contributing to Events
It’s helpful to think of an event as similar to an The players and the GM can choose to contribute
Opportunity or Complication, but with a larger scope to event tracks by spending Opportunities and
of impact. For example, an event might highlight a Complications to fill slots. When they do, they forgo
highstorm bearing down on the group, the growing other possible effects these results would typically
outrage of a crowd watching an unfair duel, the arrival have. This pushes players to strategically weigh the
of the city guards during your back-alley scuffle with a impact of immediate consequences from spending an
Ghostblood agent, or the moments leading up to Dalinar Opportunity or Complication in a standard way, versus
opening a perpendicularity to refuel your Stormlight bigger, long-term consequences of using it to contribute
during a massive battle. to an event track. In so doing, events can add significant
When the GM introduces an event, they’re fore tension to high-stakes scenes.
shadowing something that’s not yet in play but will likely Opportunities
come to fruition during the scene. Typically, an event When you gain an Opportunity, you can choose to
is triggered once you, your fellow players, and the GM spend it on a positive event, filling one slot when you
contribute a predetermined number of Opportunities do. At times, it might make more sense to spend an
or Complications to that event. Opportunity on an immediate benefit such as recovering
focus that is sorely needed for a talent. But when an
Event Tracks event is in progress, you might want to progress toward
Events are always planned and instigated by the GM a moment that could turn the tide of an entire battle in
unless otherwise indicated (such as by a talent). When the group’s favor.
the GM is ready to introduce an event, they announce
what it is and whether it is positive or negative, then put Complications
an event card in the middle of the table; while a card When you gain a Complication, the GM can choose
isn’t necessary, it’s a nice visual reminder that the event to spend it on a negative event, filling one slot when
is in play. they do. As always, they can choose to instead spend
Every event includes an event track with at least it on something else; this flexibility helps the GM to
two Opportunity or Complication slots (or both); the dramatically choose when a negative event is triggered,
number of each is chosen by the GM. When someone such as a chasmfiend bursting into the scene just as your
rolls a plot die while an event is on the table, the result characters are about to best your opponents in battle.
of the die can be contributed to the event to progress it, NPC Contributions
as described in the next section. Just like you contribute to events, NPCs can as well.
However, unless they’re your allies, remember that
their Opportunities fill slots toward events with negative
implications for you, and their Complications fill slots
KENT DAVIS
toward events with positive implications.
290 Chapter 9: Adventuring
Triggering an Event shared goals. During downtime, a GM presents you
and your fellow players with an opportunity to explain
After all the Opportunity slots or Complication slots on
what you do during this open time. Some activities
your event track are filled, this triggers the event that’s
might be done in tandem with other party members, but
been inching closer with each roll (such as the inexorable
characters often want to go their own way for a while.
advance of a highstorm).
Most events either track Opportunities or Comp Introducing Downtime
lications, not both. However, for a more complex
When the game reaches a period of downtime, the GM
outcome, the GM might choose to run two event tracks
informs your group how much time you have before
simultaneously, contributing toward the possibility of
your characters will be needed again. Sometimes your
either a positive or negative outcome. For example, if
characters are aware of how much time they have
you’re waiting for much-needed reinforcements while a
(“report for duty in twelve hours”), but other times,
highstorm inexorably approaches, you might contribute
the GM might tell you the action will resume in two
Opportunities toward your allies’ advance, while
days, even though your characters think they have
Complications count toward the highstorm arriving—
a week of vacation (“in two days, you’ll receive an
which will trigger first?
unexpected letter; what do you do between now and
Downtime then?”). The GM also explains any narrative restrictions
for your activities; for example, you might need to avoid
Scenes account for most of the time you’ll spend playing the spotlight, or you might need to remain within the
this game, but between them, your character’s life goes closed borders of a city on lockdown.
on (such as while hiding, resting, working, or waiting). The type of activities you choose (and the progress
If you’re just taking a break for a few hours or a night, you can make on them) can vary based on the scope of
those rules are covered in the “Resting” section at the the break. If you’re just taking a few days off, a character
end of this chapter. However, longer periods between with the Surgeon path may choose to work as a traveling
scenes offer downtime, in which individual characters doctor, perhaps making 5 marks for three days of work
can progress without being restrained by their party’s
in a remote town. Or a Radiant character could repair Downtime Activity Ideas
their bond with their spren after a heated disagreement.
This section summarizes some of the more common
Meanwhile, downtime that spans many months has
downtime activities you might pursue, along with
much larger implications. A low-dahn character could
suggested times and costs. However, you can spend the
progress toward their lofty goal of rising to a higher
time however you’d like; just discuss your idea with your
dahn by garnering favor with the local nobility. Or an
GM and they’ll help figure out how to resolve it.
artifabrian might travel from nation to nation, training
allies to produce a new fabrial that changes the outcome Crafting
of a brewing war. You can craft items and even powerful fabrials,
as described in the “Crafting” section of chapter 7.
Resolving Downtime Since crafting can require many days depending on the
Once you know the length and limitations of your complexity of the item, this activity is best accomplished
downtime, each player summarizes what their character during downtime.
intends to do with their time; the “Downtime Activity
Ideas” section suggests activities and how you and the
Working a Profession
You can engage in a profession, whether that’s perform-
GM might resolve those outcomes. After these sum-
ing odd jobs at a warcamp or managing your massive
maries, the GM works with one player to determine
estate you’ve been away from. If you have a patron or are
that activity’s outcome, then repeats this with the
part of a larger organization, they might expect you to
other players.
work on their behalf.
Simple and Ambitious Activities Recuperating
You might choose a reasonable accomplishment for
Many injuries require time to heal. If you can dedicate
your character, such as working at your longtime job or
downtime to recovery, this greatly speeds the healing
taking the final steps toward speaking an Ideal you’ve
process. Each day of downtime you spend dedicated to
been progressing toward for some time. At the GM’s
rest and recuperation counts as two days toward healing
discretion, many such activities don’t require tests to
an injury (see “Injuries” later in this chapter).
resolve them. Other simple activities might require
a fairly easy skill test to resolve. Researching
If your chosen downtime involves something Chaotic adventures and travel offer little opportunity for
particularly ambitious, difficult, or integral to the careful research, so downtime is a great chance to study.
plot, you’ll likely have to raise the stakes on your test. You might even gain insights into the unfolding mys-
Be sure you’re comfortable with the risk of a Compli teries of the cosmere. Research includes activities like
cation—though if you roll terribly on both your test visiting devotaries to talk to the ardents, reading books
and plot die, the GM may choose to have mercy and in the library, or experimenting with new technologies
offer some sort of small concession. in the lab.
When you begin your research, tell the GM what you
Activity Outcomes hope to discover. They’ll decide if this is something you
Once you make the required test (if any), you and the
can find or discover, and if so, how many days of down-
GM decide the outcome, taking into consideration
time it’ll take and whether there are any restrictions.
your test result, Opportunities, and Complications.
Research usually takes 10 days or longer to uncover
At the GM’s discretion, resolutions could include
truly important insights, and each day costs 3 marks in
narrative rewards, money, items, or progress toward
supplies and other costs. Additionally, most research
individual goals.
requires you to succeed on one or more skill tests. For
Downtime Between Sessions example, you might need a Deduction test to connect
Rather than conducting downtime during a game the dots on different pieces of information, a Lore test
session, some groups enjoy transitioning into downtime to remember an author relevant to your research, or
at the end of a session, then resolving their downtime a Persuasion test to convince an expert to help you.
activities via group chat before the next session. You Succeeding at your research can have many benefits.
might even enjoy using the time between sessions to It might unlock key information about your adventures
write and share a narrative of your downtime activities or give you insights into new fabrials, spren, or other
(after working with the GM to resolve the outcome). facts about the world.
292 Chapter 9: Adventuring
Training Conditions
If you dedicate your downtime to training, you can
Many effects can apply a temporary condition to you
improve yourself, potentially gaining a new expertise.
(for example, “you become Slowed”). These alter your
You can gain a specialist expertise in this way (such as
abilities for the duration of that effect, as described in
the Warhammer or Half-Shard expertise).
the upcoming “Durations” section.
To do this, find a resource to help you in acquiring
If an effect doesn’t state its duration (or how you can
the expertise—this might be a mentor, an excellent
remove the condition early), all the rules you need for
reference book, or just lots of observation of the experts.
determining that are in the condition itself.
The GM then decides how much time it takes you to
Conditions generally only apply to characters,
learn and whether any skill tests are required.
not objects. For example, if a rule tells you to apply
It usually takes 20 days or longer to learn a new
a condition to targets in a certain area, objects in that
expertise, and each day costs 5 marks in supplies
area ignore that condition. However, when it fits the
and other costs. Additionally, most training requires
story, the GM might decide that objects are affected
you to succeed on a skill test relevant to your chosen
by a condition (or by a similar narrative effect).
subject, and each failure adds more time or other
This game includes the following conditions,
complications.
listed in alphabetical order.
Self-Reflection
After the intense events and experiences of your Afflicted
adventures, you might feel driven to reexamine While Afflicted, you slowly take damage over time.
yourself and your values. If you dedicate 10 or more In combat, at the end of each of your turns, you take
days to self-reflection at the cost of 5 marks per day, the amount and type of damage specified by the
you can make mechanical changes to your character effect that gave you the condition; this information
(such as switching talents or skill ranks). Most players is typically stated in brackets. For example, if you’re
use this for small tweaks such as swapping out a talent Afflicted [1d4 vital], you take 1d4 damage at the end of
or two you later realize don’t fit your character’s each of your turns.
current story. If you wish to make larger changes, Out of combat, you instead take that damage every
discuss with your GM how these changes will be 10 seconds and after each time someone attempts to
integrated into the story. remove the condition.
At the end of these 10 days of downtime, you can Unlike most conditions, you can be Afflicted by
rebuild your character using the “Starting at Higher multiple effects simultaneously. When this happens,
Levels” rules in chapter 13, but maintaining the same resolve each effect separately.
number of levels you have now. All standard rules about
prerequisites apply, and if you’ve earned any rewards Determined
during your adventures, they don’t count toward While Determined, when you fail a test, you can add
prerequisites for earlier levels. For example, if your an Opportunity to the result. After you choose to do so,
character already spoke the Second Ideal, this doesn’t remove the Determined condition.
mean you can choose a Third Ideal talent at the first
level of your rebuild. Disoriented
You must work with your GM on this rebuild (no While Disoriented, your senses are disrupted, making
matter how large or small), and it’s up to them whether most tasks difficult. You can’t use reactions, your senses
your changes fit the story. Be sure to tell them why you always count as obscured, and Perception tests (and
wish to rebuild your character, and work together on similar tests to use your senses) gain a disadvantage.
how it might impact the story and your character’s role
and relationships within the group. Empowered
When a Knight Radiant swears an Ideal, they become
Empowered, granting a burst of unrestrained power.
While Empowered, you gain an advantage on all tests
and your Investiture refills to your maximum at the start
of each of your turns. Remove this condition at the end
of the current scene.
Chapter 9: Adventuring 293
Enhanced Immobilized
While Enhanced, one of your attributes temporarily While Immobilized, your movement rate becomes 0,
increases, as specified in brackets when you gain that and you can’t move or be moved by other effects.
condition. The specified attribute gains a bonus equal
to the specified number; however, this bonus doesn’t Prone
change your defenses, maximum health, maximum While Prone, you are lying flat on the ground. While
focus, or maximum Investiture. Prone, you are Slowed and melee attacks against
For example, if you have a Speed of 3 and become you gain an advantage. You can use the Brace action
Enhanced [+2 Speed], you temporarily gain the without cover.
following benefits: You can stand up and end this condition as . After
◆ Gain a +2 bonus to Agility, Light Weaponry, Stealth, you do, your movement rate is reduced by 5 until the
and Thievery tests. start of your next turn.
◆ Gain a +2 bonus to any talents that directly use If you become Prone while climbing or flying, you fall
your Speed. and take damage as usual (see “Falling” in chapter 10).
Increase your movement rate from 30 feet to 40 feet.
Restrained
◆
Unlike most conditions, Enhanced has a cumulative
While Restrained, your movement rate becomes 0.
effect, and more than one of your attributes can be
You gain a disadvantage on all tests other than those
Enhanced at a time.
to escape your bonds. If the effect that applies this
condition doesn’t state an escape DC, it’s up to the GM
Exhausted whether and how the condition can be removed early.
While Exhausted, you feel fatigued and your skill tests
become more difficult.
When you gain this condition, it states a negative
number in brackets. After you calculate a test result but
before you resolve its effects, apply a penalty equal to
this number.
After each long rest, reduce your Exhausted penalty
by 1. The condition is removed when your penalty
equals 0.
Unlike most conditions, Exhausted has a cumulative
effect. When you gain a second instance of this
condition, add its listed penalty to your current
Exhausted penalty. For example, if an effect makes
you Exhausted [−2], you subtract 2 from the result of
all tests; if a different effect then makes you Exhausted
[−1], that increases your Exhausted penalty, so you
now subtract 3 from the result of all tests. As usual,
your final test result can’t be less than 0, regardless
of your penalty.
Focused
While Focused, you are engaged and intent on your
task. When you use an ability that costs focus, its cost
is reduced by 1.
294 Chapter 9: Adventuring
Slowed Food and Water
While Slowed, your movement rate is halved. If you If you don’t eat and drink sufficient food and water each
become Slowed in the middle of movement, halve your day, you can begin suffering from exhaustion. When
remaining movement (rounded up). you’re adventuring in an area with access to sufficient
food and water, your GM typically won’t ask you to
Stunned specifically track food and water, instead assuming
While Stunned in combat, you lose any reactions, you’re keeping yourself sufficiently fed. However,
and on your turn, you gain two fewer and don’t gain when your access to food and water might be limited
a reaction. While Stunned out of combat, you are (such as when behind enemy lines or in Shadesmar),
overwhelmed, making you move and react slower to the GM might have you track your food and water
your situation at the GM’s discretion. more closely.
For simplicity, food and water are tracked per
Surprised day. One day of food or water is enough to feed or
While Surprised, you lose any reactions, you don’t hydrate one character for one day. If you can’t consume
gain a reaction at the start of combat or on your turn, sufficient food or water, you begin suffering ill effects.
you can’t take a fast turn, and you gain one fewer .
Remove this condition after your next turn. Insufficient Food
You can go without food for a number of days up to
Unconscious your Willpower score before you begin to feel ill effects.
While Unconscious, your movement rate becomes 0, For each day beyond this that you go without sufficient
you can’t move or communicate, and you’re unaware of food, you become Exhausted [−1]. If this reduces you to
your surroundings. When you gain this condition, you Exhausted [−10] or lower, you die.
fall Prone and drop anything you’re carrying. You can’t Once you consume a day’s worth of food, the count
interact with your surroundings or use any actions or of days resets (though you remain Exhausted), and you
reactions other than the Breathe Stormlight action and can go without food for another number of days up to
Regenerate free action (if you’re Radiant). In combat, your Willpower score before you suffer more exhaustion.
you always go slow, but you can’t do anything on your
turn (other than the above Radiant actions). Insufficient Water
Enemies typically ignore Unconscious characters You can’t go long without water. For each day you go
unless they have a strong reason to do otherwise. without sufficient water, you become Exhausted [−1].
If you are a PC, you can choose to regain conscious- If this reduces you to Exhausted [−10] or lower, you die.
ness at the end of any of your turns (no action required)
or when an effect heals you to at least 1 health. When Damage, Injury, and Death
you do so, other characters can sense you’re conscious, The risk of injury or death is nearly constant during the
you remove the Unconscious condition, and if you’re at True Desolation. These rules discuss how to handle
0 health, you recover 1 health. But be careful: with such damage and injuries.
low health, you could easily suffer another injury, this
one potentially more dangerous or deadly. Damage
NPCs automatically regain consciousness when they When you’re dealt damage, you reduce your current
recover 1 health. health by that amount (see “Health” in chapter 3).
If you’re wearing armor, your deflect value might reduce
Durations the amount of damage you suffer depending on that
Some effects (such as conditions) last a specified number damage’s type (see “Deflect” in chapter 3).
of rounds. If you’re in combat when that effect begins, After you’re reduced to 0 health, you become
note whether it begins in the fast PC phase, the fast Unconscious and suffer an injury (see the upcoming
NPC phase, the slow PC phase, or the slow NPC phase “Injuries” section), putting you at risk of serious injury
(see “Turn Phases” in chapter 10). The effect lasts or death. Each time you take damage while at 0 health,
until the beginning of that phase on the next round. you suffer another injury. If your injury doesn’t kill
Other effects state exactly when they end. you, you remain Unconscious until you regain health
AMIRUL HHF
For example, if an effect ends “at the end of your or choose to regain consciousness (as described in
next turn,” it doesn’t matter if your next turn is fast “Conditions”).
or slow—the effect ends when that turn does.
Chapter 9: Adventuring 295
Damage Types An injury roll is not a skill test. Rather, when you
Different weapons, surges, and other effects deal make an injury roll, roll a d20 and apply the following
different damage types. Most effects state what type of modifiers:
damage they deal. If an effect “deals extra damage” but Armor. Add the deflect value of any armor
doesn’t specify the type, the effect deals the same type you’re wearing.
as the underlying damage dealt. Abilities. Add any relevant modifiers from talents or
The type doesn’t usually change an effect, but other other abilities.
rules may affect some damage types. For example, if Injuries. Subtract 5 from the roll for each injury you
your armor gives you a deflect value, this reduces the already have. (Unlike skill tests, the result of an injury
damage you take when dealt energy, impact, or keen roll can be a negative number!)
damage (see “Armor” in chapter 7). Similarly, some
Compare the result to the Injury Duration table to
adversaries are less affected by certain damage types.
determine the duration of your injury, then see “Injury
When determining the damage type of various effects
Effects” to determine its impact.
in your story, use the following guidelines:
Energy. Effects related to heat and energy (such as fire
Injury Duration
and lightning) deal energy damage. This damage type Injury Roll Duration
is reduced by your deflect value. −6 or lower Death. You die (see “Death”).
Impact. Effects that crush or bludgeon (such as a −5 to 0 Permanent Injury. You suffer a permanent injury.
hammer blow or a flying boulder) deal impact damage. 1 to 5 Vicious Injury. You suffer a temporary injury with
This damage type is reduced by your deflect value. a duration of 6d6 days.
Keen. Effects that slice, puncture, or impale (such as 6 to 15 Shallow Injury. You suffer a temporary injury with
a dagger or sharp wooden spikes) deal keen damage. a duration of 1d6 days.
This damage type is reduced by your deflect value. 16+ Flesh Wound. You suffer a temporary injury until
Spirit. Effects that damage both your physical and after a long rest.
spiritual self deal spirit damage. This is usually dealt
by Shardblades, but a few surges can also do so. This Injury Effects
damage type is not reduced by your deflect value. Each injury remains until it heals (or for permanent
Vital. Effects that put your constitution to the test (such injuries, potentially forever). When your character
as poison, suffocation, and extreme cold) deal vital suffers an injury, you decide its effects. To do so,
damage. This damage type is not reduced by your consider what caused the injury and what narrative
deflect value. you’re interested in for your character.
The Injury Effects table suggests some effects an
Injuries injury could have and how you might describe it in the
Your health represents your general physical wellbeing story. Feel free to choose any entry on the table, roll
and stamina, as described in chapter 3. As you recover a d8 on the table, or work with your GM to create a
health, you quickly heal minor wounds like scrapes and custom effect.
bruises. But when you suffer particularly grievous harm,
you might suffer an injury that takes a while to heal— Injury Effects
or that never heals at all. d8 Effect Narrative Suggestions
1–2 Exhausted [−1] Any injury that lowers your overall
Suffering an Injury stamina.
You always suffer an injury when you’re reduced to
3 Exhausted Any injury that lowers your overall
0 health and when you take damage while at 0 health.
[−2] stamina.
Other effects (such as talents and weapon traits) can
4–5 Slowed Injured leg or foot, or any injury that
also cause injuries, and the GM can decide to inflict
lowers your overall speed.
an injury when the story calls for it.
6 Disoriented Injured head, or widespread injury that
Injury Rolls overwhelms your senses.
When you suffer an injury, you must make an injury 7 Surprised Overwhelmed by the shock of an injury.
roll. Major NPCs, such as recurring characters, make
8 Can only use Injured arm or hand, or any injury that
ARI IBARRA
injury rolls in the same way. (For less prominent NPCs, one hand lowers your overall coordination.
see “Minor NPC and Injuries.”)
296 Chapter 9: Adventuring
Minor NPCs and Injuries Permanent injuries won’t heal without supernatural
If a minor NPC suffers an injury, they’re immediately intervention, but your character can adapt to injuries,
defeated. When it fits the story, the PC inflicting the including permanent ones. Losing a limb or use of
injury can choose whether the NPC dies or simply a sense you’re accustomed to can certainly present
becomes Unconscious with an injury. If Unconscious, practical challenges, but you can adapt with training,
the NPC can’t regain consciousness until they recover practice, specialty fabrials, or the support of loved ones.
at least 1 health from another source; unlike PCs, NPCs Injuries Versus Disabilities
can’t choose to regain consciousness on their own. While characters can suffer injuries during their
At the GM’s discretion, NPCs significant to the scene adventures, each player has the freedom to reject any
or wider story might not be defeated when they suffer an injury effect and choose something else that fits their
injury, potentially allowing them to be revived by allies story. This game’s injury rules aren’t intended for use
and rejoin the fight. when creating new characters with disabilities, nor
Recovering From Injuries to model how characters with disabilities operate in
Temporary injuries heal after the specified duration— this game.
or if you recuperate during downtime, you heal twice For example, if you create a character who doesn’t
as fast (see “Downtime” earlier in this chapter). A few have full use of all senses (such as a blind character),
talents and other effects can also heal an injury. you don’t gain the Disoriented condition. Instead,
you follow the general character creation rules (unless
you choose otherwise), since you’re assumed to have
various techniques and tools for navigating daily life.
Narratively, you might have certain logical limitations
due to being unable to see—but you also have certain
advantages, such as not relying on sight and not being
deceived by purely visual illusions. If your character
uses a mobility device such as a freechair fabrial (see
chapter 7), your movement rate is determined by
your character’s Speed attribute, just as it is for any
character.
Similarly, if you suffer a permanent injury during
your adventures, you might eventually learn to compen
sate, removing the effects of any conditions it applied.
In the story, you still experience the injury’s narrative
effects, but you’ve found ways of adapting, and to
represent that, you might even remove that injury’s
mechanical condition.
He sucked in so much Stormlight
that the spheres in his hand grew
warm while delicate frost spread
over his fingers. His skin glowed.
The power inside him pushed
outward into the stump where
his left arm had once been.
Chapter 9: Adventuring 297
Portraying Injuries and Disabilities Death and Infusions
If you suffer an injury, you’re encouraged to research If you die, your active surge effects end if they don’t
the ways real people have adapted to similar injuries and require spending Investiture each round. However, any
disabilities, then try to realistically portray them without other infused surges on your body or objects continue
stereotypes. Autobiographical sources provide the best until the infusions run out of Investiture.
insight. While the GM might work with you to suggest
the mechanical implications of an injury, you should GM Tip: Placing PCs in Mortal Danger
lead this discussion—and unlike most areas of gameplay,
In some tabletop roleplaying games, death is just an
you always have final say regarding how an injury affects
inconvenience—but in Stormlight stories, aside from a few
your character.
exceptional cases, death is permanent. With that in mind,
Stormlight and Disabilities GMs should be thoughtful about when to put characters
Stormlight has the power to heal nearly any wound in truly mortal danger.
(as with the Wound Regeneration talent of the Out of combat, if a player makes a choice that would
Progression surge). However, this healing occurs by lead to the certain death of a PC, consider giving them an
aligning your physical self with your spiritual self— out-of-character warning. In combat, this game’s injury
so unless a character wants an aspect of themselves system offers meaningful risks and consequences other
to change, there’s nothing for Stormlight to mend. than death. However, a player may wish to tell a story of
For example, some people’s disabilities are part of noble sacrifice, in which case their character might choose
their identity; in such a case, it’s possible that Storm to fight through injuries and place themself in harm’s way!
light wouldn’t heal them because they’re already whole. But that’s the result of player choice, which usually creates
a far more satisfying end than does a death to random
Death chance.
Player characters in this game are hardy and can
usually withstand multiple grievous injuries before
succumbing to them. However, as described in “Injury
Rolls,” each of your character’s injuries applies a penalty
to future injury rolls, significantly increasing their
chances of death.
When your character dies, they can cling to
consciousness just long enough to speak their final
words: imparting one last wisdom, making one last
quip, or saying one last goodbye. Their Cognitive
aspect then leaves their physical form, remaining in
Shadesmar for a short period before their soul rejoins
the Spiritual Realm from whence it came.
Once this scene ends, you might wish to describe
your character’s soul passing into the Beyond. This
is an opportunity for a more introspective, peaceful
farewell. Whether your character expects to join the
fight to reclaim the Tranquiline Halls or to slip gently
into nothingness, this is the end of their journey, and
their final destination remains unknown.
Returning to Life
In rare circumstances, powers such as the Old Magic
can reattach a lingering soul to its body. The more
Invested a person is at the time of their death, the
longer their soul lingers. However, a soul must be
willing to be reattached.
298 Chapter 9: Adventuring
Resting Other Short Rest Effects
Some talents and other effects allow you to use or
In between scenes, you’ll (hopefully) find time to
activate them during or after a short rest. Unless
rest and recuperate. This gives you an opportunity to
otherwise specified, you can benefit from these even
recover, eat, tend to your wounds, and plan for the days
if you also recover health and focus (or engage in one
ahead. There are two types of rests: short rests and
of the alternative activities).
long rests.
Short Rest Long Rest
A long rest is any uninterrupted period of eight
A short rest is any uninterrupted period of an hour or
hours or longer in which you experience meaningful
longer in which you’re able to relax, recover, and tend to
rest. This typically involves some time for relaxation
your wounds.
and a full night’s sleep—or a half day’s sleep, since
Recovering Health and Focus missions behind enemy lines require finding sleep
After a short rest, you can roll your recovery die to wherever you can.
determine how well you recover (see “Willpower” in
chapter 3 to determine the size of your recovery die).
Recovering Health and Focus
After a long rest, you recover all your lost health and
Add the roll result to your current health, your current
focus. Additionally, your Exhausted penalty reduces
focus, or a combination of the two. For example, if
by 1 (see “Conditions”).
you roll a 5 on your recovery die, you might choose
to recover 3 health and 2 focus. Other Long Rest Effects
As with short rests, some talents and effects activate
Alternative Benefits
when you rest, and you can recover during the same
If you prefer, you can forgo recovery yourself, and
rest you benefit from those.
instead spend your rest time to gain one of the follow-
ing benefits:
Tend to Others. You can provide medical assistance to
one or more willing allies you’re resting with. When
you do, they add your Medicine modifier to their
recovery die roll.
Forage. You can use Survival to forage for resources
(see “Survival” in chapter 3).
Other. If you want to accomplish tasks while the rest of
your party rests, you can forgo the benefits of resting to
try to get things done. In general, anything that would
require a skill test is too demanding to accomplish
while also getting rest.
Boulders crashed above, smashing
against the plateaus, breaking off
chunks and tossing them down
GAL OR (LEFT); ANNA PAZYNIUK (RIGHT)
around him. Wind raged. Water
swelled below, rising toward him.
He clung to Shallan, but their wet
hands started to slip. And then, in
a sudden surge, her grip tightened.
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Chapter 10
Combat
W ar has defined Roshar throughout its
history, and with the coming of the
True Desolation, it now consumes the
continent. No matter where your adventures bring you,
you’ll need to use sword, spear, and surge to protect
You can change your choice each round, and your
decision doesn’t need to be made at the start of the
round. If other PCs have resolved their fast turns and
you decide you also want to act fast, you can decide in
that moment to take the next turn.
yourselves, your allies, and your Ideals. You’re encouraged to coordinate with other players
When conflict breaks out that requires more resolu- who are taking the same kind of turn as you. If you can’t
tion than just a skill test or two, it becomes a combat decide who should go when, the characters with the
and follows the rules in this chapter. This might be highest Speed go first; on a tie, whoever rolls highest
a massive battle with many combatants with various on a d20 goes first.
motivations, a one-on-one duel between two Alethi
nobles, or even a nonviolent scene where seconds and
Turn Phases
Each round of combat follows this sequence:
positioning matter.
1. Fast PC Turns. Any PCs who want a fast turn
Order of Combat go in any order, gaining two actions each (plus
In a fight, everyone acts simultaneously and every one reaction).
second counts. To represent this, this game divides 2. Fast NPC Turns. The GM chooses which
time into a series of rounds. During each round, adversaries or other NPCs want a fast turn and
the PCs, enemies, and other participants each get a decides what order they go in. These NPCs gain
chance to take one turn, during which they can act two actions each (plus one reaction).
in a variety of ways. 3. Slow PC Turns. The remaining PCs take their
turns, gaining three actions each (plus one reaction).
Rounds and Turns 4. Slow NPC Turns. The remaining enemies and
Each round, you can choose to take a turn that’s either other NPCs take their turns, gaining three actions
fast or slow. Your choice grants you a certain number of each (plus one reaction).
actions, which represent the many things you can do on 5. Begin the Next Round. Once every character
your turn (see “Gaining Actions and Reactions”): has taken one turn, the round ends and the next
one begins. Repeat these steps until the combat
Taking a Fast Turn. If you act fast, you take your turn
is resolved.
first before any enemies go, but you only get two
actions ( ) to use on your turn. Allied NPC Turns
Taking a Slow Turn. If you instead act slow, you act If allied NPCs are fighting alongside the PCs, they take
after any fast enemies, but you get three actions ( ) their turns at the same time as the enemy NPCs. It’s up
instead of two. to the GM when those NPCs act during that phase.
To kill. It was the greatest of sins. And yet
here Szeth stood, Truthless, profanely walking on stones
used for building. And it would not end. As Truthless,
there was only one life he was forbidden to take.
And that was his own.
LEE SETIAWAN
Chapter 10: Combat 301
Gaining Actions and Reactions Surprise
Most things you can do during each round are cate- Many combats begin with one side ambushing the other.
gorized as either an action or reaction. The upcoming Other times, some characters in the scene might just
“Actions and Reactions” section details what you can do be caught totally unaware when the fight breaks out.
with each of these. In these cases, the unsuspecting characters gain the
Gaining Reactions Surprised condition.
At the start of combat, unless you’re Surprised, you gain The GM determines who is Surprised at the start of
a reaction ( ), which you can use any time before the a combat. If one side is trying to be stealthy or deceptive
start of your first turn. ahead of the fight, they might test their Stealth against
Additionally, at the start of each of your turns, you the other party’s Perception, or their Deception against
gain a new reaction, regardless of whether you took a the other party’s Insight. Any opposing character who
fast or slow turn. (Some talents and other abilities can fails to notice becomes Surprised.
grant an additional reaction.) After each character’s first turn, they remove the
Each reaction lasts until the start of your next turn Surprised condition.
(or until you use it). You can use it to respond to specific
triggers at any point in a round, either on or off your GM Tip: Combat Rules in Other Scenes
turn; this represents your ability to instinctively respond
Many of the rules in this chapter can be useful out of com-
to someone or something on the battlefield.
bat, though they won’t be an exact fit. For example, many
Gaining Actions actions (and their rules) can be helpful in conversations
At the start of each of your turns, you gain a certain and endeavors, but time flows differently in those scenes,
number of actions ( ), which represent tasks you can so characters don’t take fast or slow turns to determine
undertake only on your turn. As discussed earlier in how many actions they get. In and out of combat, work
this section, the number of actions you gain depends with your players to use whatever rules help with the
on what kind of turn you choose: for a fast turn, and current scene and story.
for a slow turn. (Some talents and other abilities can
grant additional actions.)
Actions can only be taken during your turn, so any
Actions and Reactions
remaining at the end of your turn are lost. Nearly everything you do in combat takes time, so there
are limits on how much you can do each turn. You’ll
track this by using the actions and reactions you get at
Ten Heartbeats
the start of your turn (which run out quickly), along
A single round of combat can take a while to resolve, but it with free actions (which you can use more freely).
represents only moments passing in the story. From a rules The actions, free actions, and reactions presented
perspective, the players conduct their turns in sequence, in this section are available to all characters, including
but this is merely a practical way to organize everyone’s your enemies. Talents and other effects can grant
decisions. From the perspective of your story unfolding on you additional options for your actions, free actions,
Roshar, you and those around you all act simultaneously in and reactions.
a chaotic mess of battle.
If your group needs to know a battle’s exact timing
Actions and Reactions
because it matters to an element of the narrative, assume Type Cost Type Cost
each round of combat takes about ten seconds. Aid Interact
Avoid Danger Move
Banter Reactive Strike
Brace Ready *
Disengage Recover
Dodge Shove
Drop Strike
Gain Advantage Use a Skill
Grapple
*You must spend for Ready plus any needed for the readied action.
302 Chapter 10: Combat
Actions Interact ( )
Actions (marked by ) can only be used on your turn You quickly interact with an object you can reach.
in combat, and each named action can only be used Unlike the Use a Skill action, this action usually doesn’t
once per turn unless stated otherwise. The same applies require a skill test. For example, you might Interact to:
to actions from talents and other effects, regardless of ◆ Open or close a door.
whether those are given a specific name. ◆ Pick up an item.
Some actions take more time than others. Each ◆ Draw or sheathe your weapon.
action in this book lists how many you must spend ◆ Retrieve something from your pack.
to activate it: either , , or . (See “Order of ◆ Pass something to an ally.
Combat” for rules on how many actions you can use ◆ Quickly scarf down pancakes.
on your turn.) ◆ Put on or take off a simple piece of clothing.
On your turn, you can spend your available to use You can use the Interact action more than once per turn.
any of the actions listed below, or to use any actions
granted by your talents or other effects (such as the Move ( )
Breathe Stormlight action available to Radiants). You move a distance up to your movement rate.
If you’re crawling, climbing, swimming, or being
Brace ( ) stealthy, you become Slowed for this movement,
You hide behind cover within 5 feet of you (see reducing how far you can move. Leaping or climbing
“Terrain”) to defend yourself against incoming attacks. as part of your movement might require an Agility
All attacks against you gain a disadvantage for as long as or Athletics test.
you stay behind cover. If you attack or move, the benefits You can use the Move action more than
of this action end. once per turn.
You’re only protected against attacks from the other
side of your cover, and it must be substantial enough to Strike ( )
realistically defend you against the attack. For example, You attack using an unarmed attack or a weapon you’re
you could press yourself against a wall or duck behind wielding against the Physical defense of a target.
an obstacle, but if an enemy rounds the corner toward You can use the Strike action more than once
you, they can attack you without disadvantage. per turn, but each attack must use a different hand.
If you have a weapon with the Defensive trait (such If you attack using your offhand, you must
as a shield), you can wield it to create mobile cover for spend 2 focus.
yourself. When you do, you must keep that weapon
raised and between yourself and any potential attackers. Special Maneuvers and Precise Shots
Disengage ( ) You aren’t limited to a single way of using your weapons—
You carefully step away from an enemy, defending feel free to come up with unconventional moves. The
yourself so they can’t seize the opportunity to attack. “Creative Maneuvers” section later in this chapter offers
Move 5 feet without triggering Reactive Strikes. guidance on creatively using your weapons.
Gain Advantage ( )
You use one of your skills to seek the upper hand
Use a Skill ( )
You use one of your skills to perform challenging tasks
over your opponent, such as through clever tactics,
around the battlefield—for example, you could make
unexpected feints, or superior strength. Explain how
a Perception test to search the environment, make a
you are doing so, then make a test using a relevant
Stealth test to hide, or make a Medicine test to treat
skill against the enemy’s corresponding defense. On a
an ally. This action covers many creative tasks you
success, you gain an advantage on your next test against
might attempt.
that enemy that uses a different skill. For example, you
If you have an idea that you don’t feel fits into this
can test Deduction test to guess at your foe’s next move,
action, see the “Improvising Actions” sidebar for
then use that advantage on your next Light Weaponry
more options.
test; however, you can’t test Light Weaponry then
use that advantage on another Light Weaponry test.
(See “Skills” in chapter 3 for more examples of tests
to Gain Advantage.)
Chapter 10: Combat 303
Grapple ( ) Shove ( )
Through strength and skill, you grab your opponent Through strength and skill, you forcibly maneuver your
or control their movements to keep them restrained opponent. Make an Athletics test against the Physical
and focused on you. defense of a character within your reach. On a success,
Make an Athletics test against the Physical defense you push or pull the target 5 feet horizontally. If you
of a character within your reach. On a success, they successfully Shove a character who has grappled you,
become Restrained until either you become Uncon- it ends the Grapple effect.
scious, you choose to end the effect ( ), or they are
no longer within your reach. Free Actions
Free actions (marked by ) follow the same rules as
Ready ( *) other actions, except they don’t use one of your available
You prepare to respond to something happening on the
actions. Unless a condition or other effect currently pre-
battlefield. Choose the trigger you’re waiting for (such
vents you from taking actions, you can use an unlimited
as a character using a certain action or gaining a certain
number of different free actions on your turn.
condition) and choose the action (or free action) you
However, like actions, each free action (including
want to use in response. If that trigger occurs before the
those from talents and other effects) can only be used
start of your next turn, you can use the chosen action in
once per turn unless stated otherwise.
response to the trigger, even if it’s not your turn. If you
choose not to respond to the trigger, you don’t regain Banter ( )
your spent actions. You can freely speak at any point during your turn, and
Your readied action must follow all other rules as other characters can briefly respond. However, because
if you were using it on your turn. For example, if you each round is only about 10 seconds of time, the GM
already used a Disengage action, you can't ready a might limit you to only a couple sentences per turn.
second Disengage action. If you wish to use speech in a more nuanced way
* To use this action, you must use for the Ready action (such as to persuade someone or do something else that
itself, plus the number of required for the action you would require a skill test), this demands enough of your
chose to prepare. attention that you must instead Use a Skill to do so.
Recover ( ) Drop ( )
You drop any number of objects you’re holding in your
You take a deep breath and steel yourself. Roll your
hands or another appendage. (If you want to do so on
recovery die to recover health and/or focus, as if you
someone else’s turn, you must use the Ready action.)
just finished a short rest.
You can only use the Recover action once per scene.
Reactions
Reactions (marked by ) are used to respond to
Improvising Actions
specific event, known as a trigger, that happens on the
This game’s combat rules can help you coordinate many battlefield. Each reaction describes its specific trigger.
variables in a complex and chaotic scene, but ultimately, Though reactions can be triggered on your turn,
rules exist to support you and your character’s story. Your they’re typically triggered on another character’s turn
character can accomplish—or at least attempt—nearly in response to something they do.
anything you can imagine, so don’t feel limited by just the You usually only have one reaction per round.
actions in this book. If an effect grants you more than one reaction at
If you want to attempt something creative, describe it a time, you can’t simultaneously use both of your
to your GM. Many things can be covered by broad actions reactions on the same trigger, but you can use the
such as Use a Skill, but for those that can’t, your GM will same type of reaction on two separate triggering
give you guidelines on whether a task is possible and how events (for example, you can use Aid on two separate
to determine whether it works. tests an ally makes on their turn).
You can spend your available to use any of the
reactions listed below, or to use any reactions granted
by your talents or other effects.
304 Chapter 10: Combat
Aid ( ) Attacking
You step in to help an ally. Before an ally makes a skill When you attack a target, you roll to see how well your
test, you can use this reaction and spend 1 focus to grant attack hits. These attacks can be weapon attacks made
them an advantage on their test. with the Strike action, special attacks granted by talents,
To aid an ally, you must be prepared and in range or even attacks that use the powers of the surges.
to realistically assist them. For example, you might Attacks always include an attack test. This is
aid their attack by flanking and distracting an enemy a special kind of skill test with a few extra rules,
you’re engaged with, or if you’re within speaking as described in “Making an Attack.” The primary
distance, you might coordinate with them to search distinction between attacks and other skill tests is
for a hidden enemy. that attacks are meant to deal damage to their target.
Avoid Danger ( )
When you’re imperiled by your surroundings—such as Making an Attack
standing under a falling boulder or being shoved off a All attacks follow these steps unless otherwise specified:
balcony—you can use this reaction to attempt to save 1. Choose your target.
yourself. This might allow you to catch yourself before 2. Roll the attack test and damage dice.
you fall, to dodge out of the way of a boulder, or to 3. Resolve damage.
similarly avoid the danger.
Make an Agility test to avoid the danger. If doing so Step 1: Choose Your Target
in reaction to a test (such as an attack or Shove action) When you use an ability to make an attack, choose one
the DC is equal to that test’s result. Otherwise, the or more eligible targets.
DC is 15. If you fail, you don’t avoid the danger. If you Number of Targets. Most attacks only target one
succeed, you avoid the danger to a reasonable degree, character at a time, but some allow multiple targets.
as determined by the GM. Melee Attacks. If you’re making a melee attack,
For example, if you’re trying to avoid an area attack your target must be within your reach.
from the Division surge, the GM might say you move Ranged Attacks. If you’re making a ranged attack,
5 feet on a success—if this movement gets you out of the your target can be anywhere within the specified range.
area, you aren’t hit, but if the area is larger, you’ll likely Eligible Targets. Many attacks, including
still be affected to some degree. The more narrative- weapon attacks, require line of effect. You might gain
focused the danger, the more likely you can entirely a disadvantage on your attack test if you can’t also
avoid it, but any potential damage or repercussions sense the target. See the upcoming “Targeting and
are at the GM’s discretion. Range” section (along with your ability’s rules) for
more information on choosing a target.
Dodge ( )
Before an enemy targets you with an attack, you can use Step 2: Roll the Attack
this reaction and spend 1 focus to add a disadvantage Test and Damage Dice
to their attack test. You can’t use this reaction on area After choosing your target, make a skill test against their
attacks or on those that target multiple characters, specified defense. Each ability specifies which skill that
though you might be able to Avoid Danger and move attack test uses (for weapon attacks, see the Weapons
out of the way. table in chapter 7), along with which defense determines
the test’s DC. For example, the Strike action is against
Reactive Strike ( ) Physical defense, while the Assassin’s Startling Blow is
As an enemy retreats, you use the opening to attack.
against Cognitive defense.
When an enemy voluntarily leaves your reach, you can
Damage Dice. At the same time as you roll the
use this reaction and spend 1 focus to make a melee
usual dice for your skill test, also roll the number of
weapon attack against the enemy’s Physical defense.
damage dice specified in the attack. But don’t add
You can’t use this reaction to attack a character who
these damage dice to your test result—you’ll calculate
transports themself with Transportation or who
them separately to see how much damage you deal.
otherwise moves instantaneously.
Chapter 10: Combat 305
Step 3: Resolve Damage Unarmed and Improvised
The result of your skill test determines how much Weapon Attacks
damage you deal to the target: Though not made with standard weapons, rules for
Miss. If your test fails, you miss the target, dealing no unarmed attacks and improvised weapon attacks are
damage. (However, when this happens, you can decide presented in the “Weapons” section of chapter 7.
to graze them instead.)
Graze. When you miss one or more targets, you can
Melee Attacks
spend 1 focus per target of your choice to instead Attacks against targets next to you are melee attacks.
graze them. When you do, deal damage equal to the These must be made against a target within your
total rolled on the damage dice. reach—typically within 5 feet of you, as described in
Hit. If your test succeeds, you hit the target. Deal the upcoming “Effect Range” section. Some weapons
damage equal to the total rolled on the damage dice + extend your reach further.
your modifier for the skill you used for the test. If you use a ranged weapon to attack a target next to
Critical Hit. When you hit with an attack, you can find you, this isn’t considered a melee attack; see “Ranged
a weakness by spending , changing the hit into a Attacks and Reach” for these attacks.
critical hit. This maximizes the result of your damage If your melee weapon has the Thrown trait, you can
dice against all targets of that attack: treat all damage also use it to make a ranged attack.
dice as if they rolled their highest number.
Ranged Attacks
Damage Types and Deflect Value Ranged attacks include firing ranged weapons,
throwing weapons with the Thrown trait, or even
Each attack specifies the type of damage it deals. All Lashing objects toward your opponent with Stormlight.
damage types have the same basic effect, but some These must be made against a target within the weapon
enemies might have special protections (or weaknesses) or attack’s specified range (see “Targeting and Range”).
against certain damage types, causing it to do less (or
more) damage to them. Ranged Attacks and Reach
Remember that if your attack deals impact, keen, or When you make a ranged attack while you’re within
energy damage, that damage is reduced by the target’s reach of any enemy, your attack gains a disadvantage,
deflect value. For more information on damage types, see as you must carefully avoid giving the nearby enemy
“Damage, Injury, and Death” in chapter 9. an opening.
When you make a ranged attack against a target who
is within 5 feet of your ally, raise the stakes on the attack
Weapon Attacks test. If this attack misses your target and you roll a
The most common way to attack is using a weapon, Complication, the GM can spend it to make your attack
usually via the Strike action or your talents. When you automatically graze your ally (without spending focus).
make a weapon attack, choose either an unarmed attack
or a weapon you’re currently wielding in your hand. The Unstable Footing
Weapons table in chapter 7 specifies which skill to test If you have unstable footing—such as when swim-
and which damage dice to roll for each weapon. ming, flying in open air, or standing on a precarious
To attack a target with a weapon, they must be within perch—your ranged attack gains a disadvantage, as
your reach (for melee attacks) or within the weapon’s you must carefully stabilize yourself.
specified range (for ranged attacks), and they must be
in your line of effect (see “Targeting and Range”). Attacks With Multiple Targets
Some attacks have multiple targets. For these attacks,
Wielding Multiple Weapons roll your attack test and damage dice once as usual,
The “Wielding Weapons” section of chapter 7 presents then compare the results to the corresponding
rules for making attacks using weapons in your main defense of each target, determining the result for
hand and offhand. each target individually. To graze multiple characters
who you missed, you must spend 1 focus per target
you want to graze.
ARI IBARRA
306 Chapter 10: Combat
Area Attacks Heavy weapons tend to favor maneuvers that
Area attacks target all characters (or a specified subset damage things in the environment, drive back foes,
of characters) within a physical area. Many surges or otherwise take advantage of the weapon’s weight and
allow you to make these powerful attacks, as do a few reach. When testing Heavy Weaponry, the GM might
other abilities. When you make an area attack, follow apply fewer disadvantages to maneuvers that exploit
the above rules for attacking multiple characters, and these strengths.
refer to the upcoming “Targeting and Range” section Light weapons tend to favor precise maneuvers
to determine the effect’s area. like cutting an important item free of the target’s
belt or targeting a specific part of their body. When
Creative Maneuvers testing Light Weaponry, the GM might apply fewer
Adding variety to combat is fun, whether you’re disarm- disadvantages to these sorts of maneuvers.
ing your foe or pinning their hand to the table. To keep For example, you might want to disarm your foe
things simple, this game doesn’t provide separate rules by thrusting precisely at their sword arm. If the GM
for a long list of combat maneuvers, but that doesn’t agrees that maneuver makes sense, they might ask you
mean they can’t be part of your story. to attack against your foe’s Cognitive defense, gaining
In general, if you want to execute a creative maneuver one disadvantage if you’re using a light weapon, or two
with your weapon, that falls under the Strike action disadvantages if you’re using a heavy weapon.
(see “Actions and Reactions” earlier in this chapter).
When you Strike, describe how you want to attack; Targeting and Range
if the GM agrees your maneuver is possible, they’ll Many attacks, talents, and other abilities can only affect
choose a defense for you to target (and potentially add certain types of characters or objects, or only affect
one or more disadvantages, depending on how complex targets within a certain distance. Some of the following
your maneuver is). If this attack test succeeds, the GM limitations primarily matter in combat, but if you’re
determines any narrative or mechanical effects of your using an ability in a conversation or endeavor, it’s up
maneuver (in addition to the normal damage dealt). to the GM whether the same rules apply.
Targeting Characters Effect Range
and Objects Many abilities limit how far away you can apply their
At the GM’s discretion, some abilities can be used effects. All attacks are restricted to a certain range,
regardless of your target’s location or whether you can as are most other tests and effects.
sense each other. Such abilities are often used to gather Range
or share information (for example, making an Insight Some abilities allow you to apply effects from a distance.
test while reading a letter, or making a Persuasion test These effects state a specific range—the farthest that
while writing one). effect can reach from its origin (which is usually you).
However, if you want to directly apply a mechanical Most abilities with range restrictions provide the range
effect to a character or object (for example, restoring in that ability’s text. However, the range of weapon
health, applying a condition, or otherwise altering their attacks depends on the weapon you use.
statistics), the following restrictions apply. As always,
it’s up to the GM to decide what best fits the narrative; Long and Short Range
they might allow you to target something the rules don’t All ranged and thrown weapons, as well as some
officially allow, or they might decide that in the current abilities, specify both a short range and a long range
situation, you can’t reasonably affect a target regardless (usually expressed in feet and separated by a slash).
of the rules. Tests within the short range are made as usual,
but tests in the long range gain a disadvantage.
Line of Effect For example, an axe with a range of [20/60] has a
Many abilities can’t be used if there are obstructions short range of 20 feet and a long range of 60 feet. You
between you and your target. When an ability says you can’t use that axe to attack characters more than 60 feet
need a line of effect to your target, you can only target away from you, and if you attack a character more than
that character or object if an imaginary straight line 20 feet away from you, the test gains a disadvantage.
could directly connect any part of your body to any part
of the target without touching a solid object or passing Reach
through an unreasonably small opening (such as a crack Some abilities—and all melee attacks—require your
in the door; this size is up to the GM’s discretion). target to be within reach; this applies whether you’re
reaching them using arms, claws, other appendages,
Locating and Sensing Targets weapons, or surges. This special range includes
Unless an effect otherwise specifies, you can only target anywhere that’s both in your line of effect and within
a specific character or object if you know they’re in a 5 feet of your space (see “Size and Space” later in this
certain location within range. chapter). Some weapons and effects can increase your
If you believe you know where a target is but you reach beyond 5 feet, but no matter the distance, you
can’t sense them to confirm, you gain a disadvantage on must still have line of effect.
attacks and other tests targeting them that affect their
physical body. Attack tests made in this way can’t graze. Area Effects
You can only test in this way if you’re aware of the Some surges and other abilities can affect any character
target’s existence and potential location through other (or a specified subset of character) in a large physical
means (such as peering into Shadesmar or being told area. Such area effects specify that physical area’s
of their position). size, usually in feet. This is often expressed as a square
Influencing a Target (“each character in a 10-foot square”) or as a distance
Some effects require you to be able to influence your from an origin point (“each character within 5 feet of the
target. To do so, your target must be within a reasonable fabrial”). However, these are abstractions for simplicity;
communication distance, be able to sense you, and be areas typically don’t need to be a perfect square or circle,
able to interpret the intent of your gestures, vocaliza- and the GM is free to describe the effect and make
tions, or similar communication. Unless otherwise exceptions in ways that make sense for that ability.
specified, you don’t need to share a language, as you Within reason, each character whose space roughly
can make your intent clear through pointing command- overlaps with an area effect is affected. For example, even
ingly, gesturing rudely, shouting encouragingly, and though a 10-foot square is technically two-dimensional,
so on. See “Who Can You Influence?” and “Resisting a character standing on a stool above ground level usually
Influence” in chapter 11 for more details. experiences the same area effect as a character sitting on
the ground, as long as it fits the story.
308 Chapter 10: Combat
Placing Area Effects interfere with them. When you make a test against an
When an ability allows you to choose an effect’s area, ally’s defenses, at the GM’s discretion, that ally can
you can place that area anywhere one of its edges choose for your test to automatically succeed. Note:
touches the maximum range of the effect. For example, you are not considered your ally.
if an effect targets “a 10-foot square within your reach,” You. This book is written primarily in second person,
the entire 10-foot square doesn’t need to be within your so it uses “you” a lot—but you still need access to
reach, as long as you can touch one corner of it. the corresponding talent or other effect for that rule
to count for you. “You” more specifically means “the
Area Effects and Senses intended audience for this rule, as expressed earlier
Because area effects create a phenomenon in a physical in this section.”
area regardless of who is in it, you can use them even Target. When used as a noun, a target is a general term
if you can’t sense any characters or objects within referring to anyone or anything you can apply an effect
the area. (This is different from effects where you to, including characters and objects. Many rules in this
choose a specific character or characters; such effects book tell you to choose a “target” without specifying
typically require you to sense the target or at least if that’s a character or object. If unspecified, you can
know they exist.) apply the effect to either (within reason). However,
Area Effects and Barriers most rules assume you’ll be targeting a character,
Most area effects can’t penetrate solid obstacles like so the effects might include things that objects can’t
walls, but it’s up to the GM to decide whether an do (like become Restrained). Ignore or modify any
effect could reasonably extend past an obstacle or irrelevant effects when targeting objects.
curve around a corner. For example, the Division Other Types. Some effects specify other targets that
surge’s Gout of Flame might be blocked by a sturdy aren’t defined in the rules; these are generally com-
wall, but the Cohesion surge’s Sinkhole could suck mon-sense situations meant for flexibility. For example,
in targets on both sides of that wall. some surges let you target a surface—this lets you affect
many areas based on what makes sense in the story,
Target Types rather than getting bogged down in a precise definition.
Talents and other abilities often specify who or what you
can target with an effect. Each target usually falls into Movement and Positioning
one of the following categories (though as always, the Battlefields rarely offer flat, open terrain. Instead, you’ll
GM makes the final determination): often find yourself doing all sorts of climbing, jumping,
or other stunts to get around the space. When you use
Character. Most effects in this game target characters.
the Move or Disengage action (or any other ability that
This term encompasses player characters, NPCs,
moves you around the battlefield), keep these guide-
animals, and other entities that have statistics
lines in mind.
and some level of animation, consciousness, or
independence. You are a character, so if a rule allows
you to target “a character,” you can target yourself.
Size and Space
Each character can control a different amount of space
(At the GM’s discretion, you might be able to
in combat, depending on their size. A chasmfiend
creatively use an effect that usually targets characters
towering over the battlefield has a much wider reach
to instead target an object or area. It’s always up to
than a lone soldier wielding a spear.
the GM to decide how such effects work.)
Object. As a rule of thumb, if something isn’t a character Character Size
but it could reasonably be picked up or moved around, All characters in this game are classified into five size
it probably counts as an object. A rock is definitely an categories. A character’s size doesn’t directly reflect their
object—but the mountain it came from probably isn’t. physical measurements, but rather, the amount of space
Enemy. An enemy is a character who is currently that they control in combat. (For example, if an effect
inclined to oppose your plans, resist your tests, targets creatures “of your size or smaller,” this includes
attack you, act in a hostile manner, or otherwise be creatures who are bulkier than you but still in your size
unenthused about your existence in the world. category.)
Ally. Allies needn’t be directly aligned with you, but they Imagine a character controlling a three-dimensional
generally consider you with neutrality or friendliness. area that’s shaped roughly like a cube; the approximate
They’re willing to help you or leave you to your own size of that area determines a character’s size, as shown
devices, and they won’t interfere with you if you don’t
Chapter 10: Combat 309
in the Character Sizes table. (The GM has discretion Climbing, Crawling, and Swimming
over the exact shape and dimensions of each character’s When climbing, crawling, or swimming, you are Slowed
area; this needn’t be a cube, depending on the nature of for that portion of your move. If a climb or swim is
the character or effect.) extremely difficult (such as from a slippery surface or
Character Sizes rough waters), you may need to succeed on an Athletics
test to make progress.
Character Size Area Controlled
Small 2.5 feet Jumping
Medium 5 feet
If part of your movement requires you to jump over a
gap or up into the air, you generally don’t need to make
Large 10 feet
a test to jump a horizontal distance equal to your size,
Huge 15 feet
or a vertical distance equal to half your size. For longer
Gargantuan 20+ feet jumps, see “Athletics” in chapter 3.
(GM discretion)
Sneaking
Space When you’re sneaking (see “Stealth” in chapter 3), you
Each character fills a space the same as their size are Slowed. Additionally, you must stay out of your
category. Their space isn’t necessarily the exact area opponent’s line of effect or risk being spotted.
their body fills—it represents the area they can easily
Flying
affect and move around in.
When you use the Move action or otherwise move
Unless otherwise specified, only one character can
while you have a flying rate, you can choose to either
occupy a space at a time (though you can move through
use your normal movement rate (thus moving along the
the space of willing creatures, as described in “Moving
ground) or your flying rate (thus moving through the
Around Others”). This limits how many characters can
air), not both.
move next to another object or character. If enough
While flying, you pass above the battlefield, so you
Large characters crowd around a Small one, there
don’t have to worry about passing through the spaces
won’t be room for anyone else to fit.
of characters or terrain beneath you. However, you still
Squeezing Through Small Areas must navigate around characters and terrain in the
Because you don’t actually take up the entire area in air with you.
your space, you can squeeze into a space one size Using bows and other ranged weapons is difficult
smaller than you. However, while squeezing in this way, while flying. All ranged attacks gain a disadvantage due
you are Slowed and attacks made against you gain an to your unstable footing (see “Ranged Attacks” earlier
advantage (because you can’t move around to avoid in this chapter).
the danger). If knocked Prone, you fall and potentially take
damage (see “Falling” below).
Movement Types
The Move action and other movement abilities Moving Around Others
generally use your movement rate (see “Speed” in You can move through the area occupied by a willing
chapter 3). However, if you want to fly, you’ll need a character. It’s assumed the two of you can navigate that
separate flying rate (granted by effects such as the space and stay out of each other’s way. However, you
Gravitation surge). can’t move through the space occupied by an unwilling
character, unless otherwise allowed by an effect.
Standard Movement Either way, you can’t end any movement in the same
When you use the Move action or similarly move, you’re
space as another character, whether friend or foe.
generally assumed to be walking or similarly propelling
yourself across the ground, bound by the laws of gravity. Forced Movement
However, you can flavor this movement any way you
Some actions or abilities can force characters to move,
wish—running, wheeling, skipping—as long as you
such as by pushing or pulling them. Forced movement
follow the rules of the game.
isn’t affected by that character’s movement rate (or by
The following rules apply to more challenging ways
anything that affects that rate). Additionally, forced
you might move using your movement rate.
movement doesn’t trigger the Reactive Strike reaction
or other abilities that trigger when a character leaves
your reach.
310 Chapter 10: Combat
Falling
When you fall from a height of at least 10 feet, you
take damage when you collide with a surface below
you. After you land, take 1d6 impact damage for every
10 feet you fell.
If you take any damage from a fall, you are Prone
when you land.
Terrain
Certain terrain on the battlefield can affect combatants.
Cover
You can use nearby obstacles as cover if they block
an enemy’s line of effect to you, or if they otherwise
could reasonably block weapons, protect against
projectiles, or make you harder to perceive. When
within 5 feet of cover, you can use the Brace action
to add a disadvantage to most incoming attacks.
Difficult Terrain
Difficult terrain requires scrambling, slogging, or
is otherwise difficult to move through. You are Slowed
while moving through difficult terrain.
Dangerous Terrain
Dangerous terrain causes physical harm, such as
walking over embers or spikes. When you move into
or start your turn in dangerous terrain, you take the
damage specified by that terrain. If terrain doesn’t
specify the damage, the GM can use the Dangerous
Terrain table for inspiration.
Dangerous Terrain GMs often use a virtual tabletop to display the terrain
Example Terrain Damage and character tokens.
Wooden spikes 1d4 keen If you’re using a square grid to represent your
Blazing fire 1d8 energy combat, the following sections provide guidance on
adapting this book’s rules to work with a grid.
Highstorm winds 1d12 impact
Tactical Grid
Variant: Using a Grid Most groups use a grid of 1-inch squares. This size
In many combats, you can rely on the GM’s descriptions works with the Stormlight miniatures as well as most
of the environment and combatants, using the theater of commercially available roleplaying miniatures.
your mind to imagine how the action unfolds. However, On this size of grid, each side of a square represents
for more complex fights, some groups find that visual 5 feet. Most sizes, distances, and ranges in this game
aids help them to keep track of the action and keep are divisible by 5, making them translate easily to this
everyone on the same page. size. For example, a Medium character or effect fills a
In these cases, the GM commonly uses a set of single 5-foot square. (If your group regularly uses a grid,
miniatures to represent characters and a square grid you may wish to divide your movement rate and ranges
to track distances and positioning. When playing in by 5 to translate them into the corresponding number
person, GMs often draw on large, erasable vinyl maps of squares, then note those numbers on your character
sheet for easy reference.)
PETAR PENEV
(available online or at your local hobby store). Terrain
and obstacles can be drawn on the grid or represented Some groups prefer to use a hexagonal grid; these
by three-dimensional terrain. When playing online, work much like a square grid but allow more realistic
and flexible movement.
Chapter 10: Combat 311
Movement to any corner of that square. If you can draw that line
without passing through or touching a solid object,
When moving your character, you move from
that square is in your line of effect.
square to square (or hexagon to hexagon) on the
grid. Each new square represents you moving Sizes and Areas of Effect
5 feet. Regardless of whether you move horizontally,
Each character’s space (see the earlier “Size and Space”
vertically, or diagonally, it costs the same 5 feet of
section) fills a square or squares based on their size.
movement. (While the diagonal is technically longer,
If a miniature you’re using doesn’t quite match up to
this rule dramatically simplifies movement during play.)
those dimensions, that’s okay—for simplicity, just use
To enter a square, you must have at least 5 or more
the footprint of the miniature to determine how many
feet of movement remaining (or 10 or more if you
squares it takes up on the battlefield. However, use the
are Slowed).
character’s in-game size for calculating all other rules.
Corners When determining areas of effect, their dimensions
You can’t move diagonally if you’d cross a corner that’s are outlined in increments of 5 feet, aligning to the
obstructed by an enemy, wall, or other terrain feature lines of the grid. When determining an effect’s point of
that blocks the square. origin, you can start the effect in any space adjacent to a
space you occupy (the area doesn’t need to include your
Range and Line of Effect space). For example, if you target a large area with the
To determine your range or distance to other combat- Division surge, only one square of that area needs to be
ants, count the shortest route from you to the object as next to your square; the rest can extend much farther
if you were moving there. If making a ranged attack, away from you.
ignore obstacles that your projectile can reason- If an effect only impacts a Small (2.5-foot diameter)
ably fly over. area, it generally still affects one entire 5-foot square
To determine whether another square is in your line since that is the grid’s smallest increment—but the GM
of effect (see the earlier “Targeting and Range” section), might take some creative liberties with resolving the
draw an imaginary line from a corner of your square outcome when it suits the narrative.
No line of effect
line of effect
No line of effect
Opportunities and Mounted Combat
Complications in Combat If you wish, you can ride a mount in combat. To ride a
mount, the mount must be larger than you and logically
Some talents and enemy profiles suggest uses for
capable of carrying you. The GM is the final arbiter of
Opportunities and Complications (see “Plot Die” in this
what you can use as a mount.
book’s introduction), but some of the best stories come
from creative interpretations of these plot die outcomes.
Use your environment and the strengths and weaknesses
Riding Mounts
To safely mount or dismount, you must use .
of your enemies to create memorable and fun effects!
While riding a mount, you occupy the same space
While defeating your enemies is usually a primary
as the mount, and when you move on your turn, you
goal of combat, you’re often trying to accomplish
use their movement rate instead of your own.
something else (such as escaping, protecting others,
Under normal conditions, you don’t need to
or grabbing a key item). Think about ways you can use
make a skill test to move the mount. For difficult
Opportunities and Complications to advance (or hinder)
maneuvers, the GM might call for a Survival test to
your other goals in the scene. Sure, you’re attacking an
steer your mount, raising the stakes if the mount is
opponent, but why?
resisting. The GM can spend C from this test—or
The Combat Opportunities and Complications table
from other tests you make while riding—to make you
provides inspiration for potential outcomes.
fall from the mount and land Prone on the ground.
Combat Opportunities and Complications
Using Mount Abilities
Opportunity Complication
If you have a utility expertise in riding your particular
Friendly reinforcements arrive. Enemy reinforcements arrive. mount (such as an expertise in Riding Horses), you can
A wounded enemy decides to An ally trips or stumbles, activate abilities from their profile by spending your own
flee or otherwise surrender. falling Prone. resources (including focus, , and ). These abilities
An innocent bystander An ally or innocent is happen on your turn, not on a separate turn for the
escapes to safety. endangered and must mount. If you don’t have expertise in riding that mount,
be saved. they take no actions of their own.
An enemy is distracted, grant- An enemy is alerted to
ing an advantage on attacks your presence. Attacking Mounts
against them.
You can target a mount or rider with attacks and other
An enemy drops their weapon You drop or damage your abilities—but so can your enemies! For example, if
or equipment. weapon or equipment. you trigger a Reactive Strike while riding a mount,
You spot a vantage point or The rain picks up, making the enemy might choose to attack your mount
other environmental feature you navigating around the instead of you.
can use against your opponent. battlefield more difficult. If you make a melee attack against a rider whose
You spot infused spheres in Some of your spheres mount is bigger than you, you gain a disadvantage on
an opponent’s pouch that you suddenly go dun. the attack unless you’re also riding a mount of that size
could draw Stormlight from.
or larger.
Your spren helps you out, Your spren becomes dis
pointing out something or tracted and can’t help you
distracting the enemy. in a key moment.
You gain a brief respite from You’re shaken by some Adolin kicked Sureblood into motion,
the chaos of combat and thing in the combat and thundering across the bridge and
recover 1 focus. lose 1 focus. splashing through a pool on the other side.
You spot a hidden opponent, You’re too distracted, and
Rainspren wavered. His two bridgemen
revealing them to your allies. an opponent slips away from
you without triggering a followed at a run. Behind them, the
Reactive Strike. heavy infantry in thick armor with
In the heat of battle, an oppo- You accidentally finish off hammers and axes—perfect for splitting
nent accidentally reveals a detail an enemy you were trying
you weren’t supposed to know. to leave alive for questioning.
Parshendi carapace—surged into motion.
You get a bit of extra time to You lose time and your goal
achieve your goal. becomes more urgent.
Chapter 10: Combat 313
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Chapter 11
Conversations
T hough Roshar is a world defined by war,
politics and intrigue have played an equally
important role in shaping its history. The
pursuit of your goals will require not only the clashing
of swords, but the exchanging of words.
When to Use Conversations
Sometimes you might persuade someone to agree
to a proposed plan with a single test, in which case a
conversation scene isn’t needed. However, conversations
Conversations encapsulate social scenes where are especially helpful in situations like the following:
at least two characters are talking and attempting ◆ Two or more groups are trying to reach a compromise
to achieve their goals through dialogue, such as by that requires both to give something up.
negotiating, deceiving, interrogating, or establishing ◆ Belligerent factions are negotiating.
personal connections. ◆ Multiple people need convincing.
Many conversations can become adversarial. ◆ One person needs to be convinced of multiple things.
When you attempt to convince, intimidate, lie to, or ◆ Someone needs to be convinced to significantly act
otherwise influence someone, you might need a skill test against their own interests or ideals.
to succeed. Even then, particularly confident or stubborn
characters might resist your attempts to influence them, so the GM can’t give you a checklist of what to do.
and you’ll have to strategically wear them down to get However, they should provide helpful context on the
what you want out of the conversation. other participants’ motives, needs, and desires (or at
least, those you would be aware of). This allows you
Setting the Scene to make relevant contributions to the conversation.
Any type of scene, including a combat or endeavor, can
transition into a conversation when it fits the story. This Order of Conversations
doesn’t require the GM to officially announce “you’re in Conversations in the game unfold much like those
a conversation now,” but setting the scene lets you know in real life, as characters pontificate, interject, argue,
who you’re engaging with and what to expect. and talk over each other. To reflect this free-form
At the start of a conversation or whenever goals or interaction, conversations have significantly less
participants change significantly, the GM should briefly structure than combat, and time isn’t tracked as
describe who you’re talking to, then ask what you want concretely. However, certain rules help the GM
to achieve. Based on your expressed objectives, the GM adjudicate the flow of the conversation and determine
will give you a sense of who needs to be persuaded— how your attempts go over with NPCs in the scene.
and of what.
Flexible Rounds
Consider Objectives While you’ll find yourself in many conversations that
Social interaction is complex and nuanced, so it’s not are less than polite, it’s important that out of character,
always clear what people want or what tactics may everyone still has fun and feels involved. Characters
appeal to them. It can help the flow of a scene for the generally contribute one at a time (see “Contributions”),
GM to provide clear objectives, but there isn’t a right and everyone in the scene should have a chance to
or wrong way to go about achieving these objectives, participate. When everyone has had a chance to
contribute (if they want to), this counts as one “round”
of the conversation. This isn’t as structured as a round
of combat, but it helps with timing your abilities and
Shallan Davar applies other game effects.
SVETLANA KOSTINA
for a wardship with
Jasnah Kholin.
Chapter 11: Conversations 315
It’s a good idea for the GM to check back in with Most contributions work toward one of these
each player if their character hasn’t weighed in recently. five outcomes:
If a character’s last contribution was to lean stoically Influence a Person. Many contributions attempt
against the back wall while others do the talking, the to influence another person through lies, logic,
group should check if that’s what the player wants to intimidation, or other means; after all, exerting
continue doing. influence is the goal of most conversations. To change
a character’s opinion or behavior, you’ll generally
Contributions make a skill test with a DC equal to their Spiritual
As you, your fellow players, and the GM play out your or Cognitive defense (depending on the skill used).
interactions, you can communicate either using your Depending on the circumstances, the GM might
character’s voice or describing your actions in the third increase or decrease that DC, and you might gain an
person. Either way, each time you meaningfully influ- advantage or disadvantage based on your approach.
ence the conversation, you’re making a contribution. Even on a successful test, the other person might
For example, you might shift the conversation’s focus, temporarily resist your influence by spending focus
sway participants one way or another, support an ally, or (see “Focus in Conversations” below).
gain more insight into the situation. These contributions Help or Hinder Efforts. Conversation can be a
aren’t intended as rules to limit the scene, but to provide group effort, so you might help by augmenting an
as much support for roleplay as your group finds helpful. ally’s arguments or undercutting an opponent’s
Contribution Outcomes position. This contribution usually grants your ally
How a given contribution is resolved depends on what an advantage—or your opponent a disadvantage—
on their next test in the conversation.
ROMAIN KURDI
you’re attempting to accomplish. Some contributions
just include a wry quip or flavorful interjection, while Bolster an Ally. You can encourage, reassure, or
others have a significant impact on the conversation otherwise bolster another person in the conversation.
(and might require a skill test to resolve). This usually results in your target recovering a bit of
316 Chapter 11: Conversations
focus (as determined by the GM). This is a valuable Using Abilities in Conversations
boon, as focus represents each person’s resolve While some talents, actions, and other abilities are
and patience for the conversation (see “Focus in focused on combat, you might find creative ways to
Conversations” below). use them for a contribution. Some abilities provide
Gather Information. You can scrutinize another person guidance for using them outside of combat (for
or the environment. Depending on difficulty, the GM example, see “Surge Infusions and Durations” in
might ask you to make a skill test against your target’s chapter 6), while others are left to your creativity.
Spiritual or Cognitive defense (depending on the skill It’s always up to the GM whether you can use an
used), or they might simply give you the information ability to contribute, and how.
you sought.
Interject Flavor. You can always interject to add flavor Focus in Conversations
or context to a conversation. These contributions have
Your focus represents your mental wherewithal,
no rules—they’re just part of the fun of roleplaying.
concentration, and patience, making it very important
during conversations. Until you run out of focus, you
When to Test
can use it to avoid being influenced by other characters
If the outcome of your contribution is uncertain, or if it
and to fuel special abilities granted to you by talents.
hinges on your skill, the GM will ask you to make a test
(typically against the opponent’s defense in the same
category as the skill). Nearly any skill could be used in
Who Can You Influence?
To influence someone, you must be able to communicate
a conversation at the GM’s discretion. Here are some
with them, which generally requires them to sense you
examples of contributions that might require a test:
or otherwise receive information from you. Sometimes,
Persuasion. Using raw charm to convince someone to influencing someone requires complex arguments,
act against their better judgment. while other times, a look or gesture is enough to get the
Deception. Lying to convince someone of an point across.
untrue premise. If an ability affects a character you “can influence,”
Intimidation. Browbeating someone to weaken it refers to any character who you can communicate
their position. with in an appropriately effective manner.
Leadership. Inspiring someone to follow their
better nature. Resisting Influence
Perception. Observing someone to notice whether they Both NPCs and PCs tend to have a strong idea of who
take any suspicious actions. they are, and of what they will or won’t do. So when
Insight. Using empathy to understand someone you attempt to influence someone in a conversation,
else’s position. it’s unlikely you can change their mind with a single
Deduction. Thinking through an opponent’s argument skill test.
logically to find flaws. When a character succeeds on a socially oriented skill
The Conversation Opportunities and Complications test against an opponent (or otherwise does something
table provides inspiration for tests that result in very persuasive), their opponent can choose to spend
either of those. focus to resist influence. The amount of focus
spent depends on how persuasive the GM decides the
Conversation contribution is. If reasonably persuasive, an opponent
Opportunities and Complications
must spend 2 focus to remain resolute. If an argument
Opportunity Complication is extremely strong, the opponent must spend
You remember a helpful and Something you thought you 4 focus instead.
relevant fact. knew turns out to be a lie. If the GM decides that a particular argument is
An observer is impressed An observer is scornful of you. incredibly persuasive or hits on a topic an NPC is
with you. unlikely to resist, the NPC might choose to not resist
Your Radiant spren makes a Your Radiant spren gets at all. Otherwise, once the NPC runs out of focus,
helpful observation. distracted by something. they generally concede the point or become open to
You distract others from You draw unwanted attention to a compromise (see “Running Out of Focus”).
noticing the intentions behind yourself in the conversation.
your actions.
Chapter 11: Conversations 317
Resisting Mechanical Effects Even when you’re completely out of focus, this never
Any effect targeting a “character you can influence” can forces your character to do or believe something you
be resisted by that character (unless otherwise stated). disagree with. You can have your character change their
If an effect doesn’t require the target to be influenceable, mind if you wish, but it’s up to you to decide what the
they generally can’t resist it; however, some effects (like effects are and how this impacts the story.
the Scholar’s Keen Insight talent) state that a target can
resist the influence of that effect, even it isn’t an attempt Conversation Types
to persuade the target. These effects can also be resisted Conversations can take many forms based on the
by spending 2 focus, as if the effect were a socially goals of the participants. This section suggests tips for
oriented skill test. running a few types of conversations, but conversations
can shift fluidly between these (and many other) types
Player Characters and Influence as the goals develop and the scene unfolds. After each
In conversations, your opponents are usually the ones
conversation type, a table presents inspiration for
resisting influence, not you. Depending on how the
Opportunities and Complications that might emerge
conversation goes, the GM might ask you to resist
from such a conversation.
influence at some point—but the way you roleplay these
situations is up to you, and you’re never forced to choose Inquiry
between spending focus and making your character
In an Inquiry, one or more parties are trying to acquire
believe or do something that doesn’t fit their story.
relevant information. Inquiries range from casual
Running Out of Focus fact-finding conversations to formal interviews to tense
examinations. This typically takes the form of one
An NPC’s focus can be an effective timer or gauge for
party trying to acquire information while another tries
your progress in a conversation. While a pliable target
to withhold or obscure it, but there could be multiple
like a town guard might give into your party’s persuasion
inquiring parties with varied motives, such as in a legal
quickly, a strong-willed NPC requires more convincing.
proceeding.
For these characters, the GM can have them spend
At the outset of an Inquiry, the GM and players
focus to resist the PCs’ influence, requiring the group to
should discuss what information the players seek, and
wear down the NPC with a few successful attempts.
the GM should consider what involved NPCs may
When an NPC is reduced to 0 focus (often because
wish to learn.
of resisting influence), they become too frustrated,
If it comes to light that the information can be had
scattered, or distracted to effectively contribute to a
for a price, an Inquiry might become a Negotiation.
conversation. They can no longer resist being influenced
and might check out of the conversation entirely. Inquiry Opportunities and Complications
Some resistant characters might need to be worn Opportunity Complication
down before they can be convinced. However, failures, Through your questioning, you You accidentally reveal more
Complications, misspoken words, or the pressure of learn you share an objective than intended to the person
time could result in the conversation ending before (or enemy) with the person you’re questioning—or you can
you can get your way. Sometimes it’s better to take a you’re questioning. spend 2 focus to resist.
different approach. Your demeanor sets the person You offend the person you’re
you’re questioning at ease. questioning, making further
Player Characters With No Focus You gain an advantage on your questions difficult. You gain a
If you start running low on focus (and thus narratively
next test against them. disadvantage on your next test
become more vulnerable to outside influence), you might against them.
decide you want to step away from the conversation—
A distraction in the environ- Someone enters the scene with
or you might consider a cue to roleplay a different
ment leaves the other party an unrelated request for the
tactic, based on how you think your character would in disarray. other party.
react. A hothead might decide to start a fight, while
a more reserved character might decide to give up on
conversation and find more accommodating characters
ARTEM DEMURA
to talk to or seek other ways to pursue their goal.
318 Chapter 11: Conversations
Negotiation seek a material good or service, a price may be available
in chapter 7. If they want something that’s more
In a Negotiation, two or more interested groups
abstract, the price might be harder to quantify, but the
are attempting to get something from each other,
GM should still start by deciding what the other party’s
generally while expending as few resources as possible.
opening price is (such as a political favor, strategic
Negotiations are a strange amalgam of competition
alliance, or commitment to some cause).
and cooperation, with each side trying to levy every
If one party stops dealing in good faith (or it’s
advantage at its disposal. However, for both sides to
revealed that they never intended to uphold their end
profit, there must be give and take, or one side might
of the bargain), a Negotiation might become a Scheme.
simply walk away.
At the outset of a Negotiation, the GM and players Negotiation Opportunities and Complications
should discuss what the players wish to attain, and the Opportunity Complication
GM should consider what that might cost. If the PCs You notice a subtle clue about You tip your hand about the
the resources the other party exact resources you possess at
truly has available. the moment—or you can spend
2 focus to resist.
You remember a custom or law The opposing party reveals a
that could play in your favor in barrier to making a deal, and it’s
the negotiation. out of their control.
The person you’re dealing Another bidder enters the
with inadvertently reveals that scene, which threatens to raise
someone else could provide you the price unless you can drive
what you need. them off.
Scheme
In a Scheme, at least one party is trying to dupe
another person or organization. This could be a con job
to steal material wealth, an intrigue to learn key political
secrets, or a plot to spread a useful rumor that sets up
future machinations. Usually, the targeted party—often
known as the mark—believes they’re in a different
type of conversation, as a Scheme becomes much less
successful once it’s recognized as such. If the deceivers
succeed, the mark might not realize they were duped
until long after the conversation ends.
If the PCs are scheming against an NPC, the GM
should ask at the outset how the PCs are presenting
the Scheme (what’s their cover story?), as well as their
eventual goal. The GM should also ask the players
what steps their characters are taking to make the false
premises seem plausible, and have them make tests for
these preparations accordingly.
Chapter 11: Conversations 319
If a Scheme is ever unveiled to all parties, the Social
conversation likely ends. The ultimate outcome
During a Social conversation, characters seek to form
depends on the circumstances—combat might
bonds, impress potential allies, and generally build
ensue, or the would-be marks might simply leave.
interpersonal connections. Socializing is generally
Scheme Opportunities and Complications earnest, though that doesn’t mean that all participants
Opportunity Complication must be wholly truthful. Characters may be pursuing
Your mark unknowingly reveals One of your lies unravels due hidden agendas, and rival NPCs may be working to
information about themself, to an unexpected revelation undermine the PCs’ efforts.
giving details you can later use by a third party. At the outset of a Social scene, the GM should
to corroborate your story. ask the players if their characters have any specific
A neutral NPC mistakes you A seemingly neutral NPC goals and encourage them to pursue these narratively.
for a figure of authority or a reveals themself to be an agent Similarly, the GM should consider the narrative goals
specific trustworthy individual, of the opposition. of the NPCs, so they can proactively pursue these goals
corroborating your story. during lulls in the conversation.
An ally enters the scene in a Someone from your past comes If one or more groups decide to pursue agendas,
plausible disguise, right on cue to collect on a debt at the worst socializing can shift into any other conversation type
to assist you in some way. possible time. as the GM and players see fit.
Socializing Opportunities and Complications
Opportunity Complication
You notice a subtle hint of You accidentally make
someone’s hidden emotional a small cultural blunder
state. or say something that’s
contextually gauche.
You take the opportunity to You become aggravated or
truly relax, recovering 1d4 drained by the conversation,
focus. losing 1 focus.
You impress the person you’re You spot an opportunity to
talking to, making them inclined pursue one of your goals, but in
to help you in the future. a way that would disrupt your
current conversation.
What was their cause? He doubted
that Navani knew either. But she
had already started to think of
them as together in their efforts.
And, he realized, so did he.
MIRANDA MEEKS
Example Conversation GM: And the item might be dangerous to own or sell?
Sure, that works. Jorni looks over and says “Will I even
This example of gameplay illustrates the flow of a
be able to sell this thing if dangerous people want it?
conversation. Lisiril, Jhesh, and Aj have been searching
Maybe you should pay me a danger commission here.”
for a buyer for the strange ancient fabrial they found in
the ruins—but now they’ve run into a stumbling block. The GM rolls a d20 for Jorni and sets the DC as Lisiril’s
Spiritual defense, since Jorni is trying to persuade Lisiril.
Game Master (GM): Jorni the merchant looks the
Jorni rolls a 7 on the d20, then the GM adds Jorni’s
item over, then she places it on the table. “You’re
Persuasion modifier of + 4, giving a total of 11. That’s
looking to sell, eh?” We’ll handle this conversation
lower than Lisiril’s Spiritual defense (which the GM set
as a Negotiation. What do you want to get for it?
as the DC), so the GM doesn’t call for Lisiril to spend
Rico (playing Aj): 5,000 marks!
focus to resist influence.
Taylor (playing Jhesh): We don’t even know what
it does. I flubbed the roll to inspect it earlier. Rico (playing Aj): What are you doing behind
Rico (playing Aj): So you’re saying it could do the screen there, GM? Anyway, Aj steps in to say
anything! Who can put a price on possibility? “There’s no way that guy could track us. Even if he
GM: If you start talking like that in character, this can slide on walls. When he isn’t disintegrating them.”
will become a Scheme. But let’s proceed with a Taylor (playing Jhesh): “What Aj means to say is
Negotiation for now. that we didn’t have any trouble dealing with him.”
Mia (playing Lisiril): I open by saying, “We’ve found Jhesh tries to look both tough and sincere.
this treasure and want to sell it. We could sell it to GM: More tough, or more sincere?
Krub in the next warcamp over, but we’d rather sell Taylor (playing Jhesh): Let’s say more tough.
it to our good friend … uh…” GM: Okay, roll Intimidation. Raise the stakes for Aj’s
GM: Jorni. “helpful” addition.
Mia (playing Lisiril): “Right, Jorni. Our good friend. Taylor (playing Jhesh): Thanks, Rico.
We’re asking 1,000 marks.” Rico (playing Aj): No problem!
GM: Okay, go ahead and make a Persuasion test to Taylor rolls a d20 along with the plot die, rolling a 17
influence Jorni. Because you’ve never actually met on the d20 with a 4 on the plot die. They add their
Jorni before, raise the stakes. Intimidation modifier of +2, along with the + 4 from
Mia rolls a d20 along with the plot die, rolling a 12 on the the plot die, for a total of 23. That’s higher than Jorni’s
d20 with a 2 on the plot die. She adds her Persuasion Cognitive defense (which the GM set as the DC).
modifier of + 4, along with the + 2 from the plot die, for a GM: Jorni drops the line of questioning. Clearly you’re
total of 18. That’s higher than Jorni’s Spiritual defense, tough enough that it’s not worth the trouble.
which the GM set as the DC.
The GM notes to themself that Jorni again spends 2 focus
GM: Well, despite the slightly shady opening, you’re to resist influence, reducing her focus to 0. Jorni won’t be
pretty persuasive. Jorni seems interested despite her able to resist influence again, so the GM decides that she
skepticism. throws in the towel now—and tries to convince the PCs to
The GM notes to themself that Jorni spends 2 focus to resist do her a favor in exchange for the sale.
influence. GM: Jorni nods. “Okay, I’m willing to take this thing
GM: However, that Complication means that you let on off your hands for 1,000 marks. Trouble is, I don’t
a bit more than you intended. Mia, you can choose: have the funds on hand.” That’s the Complication,
have Lisiril spend 2 focus to stay on topic, or have by the way. Jorni continues, “Now, if you could help
Lisiril reveal something that’s useful to Jorni in the me with a bit of a bandit problem, I could get the
Negotiation. money. I’d even pay you a bit extra for your trouble…
Mia (playing Lisiril): Hmm. Maybe Lisiril lets slip
that we were being chased through the ruin by that
Dustbringer?
Chapter 11: Conversations 321
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Chapter 12
Endeavors
S neaking into an enemy highlord’s manor,
searching the winding streets of Yeddaw for an
elusive target, connecting the pieces of a tricky
investigation—these high-stakes scenes are important
to an adventure, but they unfold much differently than
Due to this flexible timing and the sheer variety of
undertakings that endeavors can represent, they are
by far the most malleable type of scene. When your
group begins to pursue an objective that you want to
play out at the table but that isn’t a good fit for combat
a combat or a conversation. This chapter presents or conversation scenes, the GM should typically set
guidance on running these endeavors, determining the scene for an endeavor.
how they unfold, and keeping them tense and fun.
As with everything in this book, you can approach Define Objectives
endeavors with as much structure or flexibility as you and Circumstances
wish, and possibly add new rules or variations that At the start of the endeavor, the GM should make it
emphasize the scene’s theme. clear what your objective is (or at least what you believe
This chapter offers specific guidance for four types your objective is), as well as the circumstances you’ll face
of endeavor: Discovery, Exploration, Mission, and (such as the environment and obstacles). Your objective
Pursuit. However, the possibilities are endless; these is usually pretty clear based on what brought you to this
are merely a starting point to inspire GMs to customize scene in the story; maybe your last opponent in a combat
the roleplaying experience for their group. fled and now you’re chasing them through the city
streets, or perhaps you set off into the Unclaimed Hills
Setting the Scene to locate some lost ruins. In some cases where you’re
At its core, an endeavor allows you to work toward a unaware of what brought your characters to a location,
defined goal while flexibly combining roleplay and skill the GM might have to detail your goal more explicitly.
tests to determine the outcome and consequences of
whatever you’re trying to achieve. During endeavors, Set Endeavor Threshold
time flows at whatever pace best fits the story. In one Based on your objectives and the circumstances of the
moment, the GM might narrate a “zoomed-out” endeavor, the GM determines whether they want to use
montage of events that span several hours. In the next a collective threshold for the scene. If so, they choose
moment, you might “zoom in” to focus on a tricky how many successes or failures are required before the
puzzle or environmental hazard for your group to endeavor concludes (see “Collective Thresholds” and
enjoy playing out in real time. “Setting the Threshold”). They usually don’t share
this information with you, and instead keep it in the
background to inform how the endeavor’s story unfolds.
Introduce Special Rules
Finally, the GM outlines any special rules that are
in effect for the endeavor. If this scene is using any
Lift bolted. Her instincts finally special mechanics, you should be aware of the basics
battered down her surprise and of how they work, allowing you to engage with and
she ran, leaping over a couch on use them smoothly.
her way to the room’s back door.
Wyndle moved beside her in a streak.
LEE SETIAWAN
Chapter 12: Endeavors 323
Order of Endeavors Completing Endeavors
Endeavors unfold following the general guidelines for Depending on what your party is trying to accomplish,
roleplaying (see “Roleplaying” in chapter 9): the GM the endeavor might result in a positive outcome that
sets the scene, you decide what to do, the GM calls for meets your goal, or it might end more negatively. For
tests based on what you’re attempting, then they narrate example, a chase usually ends with your quarry either
the results. being caught or escaping. A murder investigation
might result in identifying a suspect or your case
Flexible Rounds might go cold.
Like in conversations, endeavors unfold in informal Usually, your group collectively works toward the
“rounds.” During each round, every member of your endeavor’s objective. Each of your efforts contributes to
party can contribute to the group’s effort and discuss the overall success, while each failure risks pushing the
what their character is doing. Once each member has endeavor into failure. When working together in this
had a chance to take a “turn” and weigh in with what way, your GM can use a collective threshold.
they’re doing, a new round begins.
Collective Thresholds
Time is malleable in endeavors, so the narrative
A collective threshold helps the GM track your
flow of the scene affects how much time each individual
group’s progress. By giving a rough idea of the scene’s
round represents. Generally, this ebbs and flows with
pacing, it guides the GM in deciding when the narrative
the story. However, if you ever need details on timing
should start working toward a conclusion.
for one of your abilities, just ask the GM how much
When using a collective threshold, the GM first
time is passing during a given round.
decides how complex the endeavor should be (see
Your group continues playing out rounds in this way
“Setting the Threshold”), then tracks the total number
until you succeed or fail at your objective—or until
of successful and failed skill tests made toward the
you get pulled into another combat, conversation, or
objective. This progress can be tracked out in the open,
endeavor scene (see “Completing Endeavors” later in
but the GM usually keeps it secret and just uses it to
this section).
inform how they tell the story.
Taking Your Turn If your group reaches the needed number of
successes, you attain your goal, but if you collectively
When you decide to take your “turn,” describe to the
fail too many times first, the endeavor resolves
GM what your character is doing and what abilities
unfavorably.
you’re using. The GM decides how that action unfolds,
usually by having you make a test; but occasionally Flexible Thresholds
(especially if you’re using powerful surges), they might These thresholds aren’t a concrete rule, merely a
just narrate the outcomes of your actions without guide on when it might feel satisfying to complete the
requiring a test. Meanwhile, if you team up with and endeavor. If you do something spectacular on your turn,
help another character in their actions, the GM might the GM might count it as two successes. Conversely,
have you resolve your turns together. if your group reaches the needed number of successes,
On some turns, the GM might zoom in for more but the GM feels the objective isn’t quite met in the
detail on your actions. For example, your party might narrative, they might secretly require another success
be searching the city for a Ghostblood agent, and your or two. (If extending an endeavor like this, the GM
fellow characters are making tests to check with their should keep momentum by lowering upcoming DCs
contacts or scout out known safehouses. Each of these and moving the story toward completion.)
turns involves a single test to see how their attempts are If you find other creative solutions to the problem,
unfolding. Meanwhile, if your attempt to bribe a guard you might be able to bypass the collective threshold
bears some fruit, the GM might decide to play out a altogether. It’s just a tool to help the GM track the
quick conversation between you and the guard to resolve general progress of your group, but ultimately the
that situation. It’s up to the GM and the needs of the story takes precedent. If something spectacular or
story to determine how much detail each turn gets. horrible occurs that would end the endeavor right
there, the GM might decide to throw out the threshold
and resolve the endeavor in whatever way makes the
most sense for the story.
324 Chapter 12: Endeavors
Collective Threshold Examples
Complexity Example Successes Failures
Simple Apprehending a common criminal (Pursuit) 4 3
Basic Determining the function of a mysterious fabrial (Discovery) * 4
Average Activating an Oathgate in occupied territory (Mission) 8 4
Intricate Locating an ancient city lost to time (Exploration) 9 4
Insurmountable Evacuating thousands of civilians before enemy troops arrive (Pursuit) 11 5
*See the “Discovery Endeavors” section.
Setting the Threshold GM Tip: Endeavors and Failing Forward
The GM sets each endeavor’s collective threshold by
thinking about the overall complexity of your group’s Failing an endeavor should never stop the PCs in their
objective and how likely success feels in the narrative. tracks. It’s okay—even good—for a party to experience
The Collective Threshold Examples table provides losses and setbacks, but they shouldn’t start feeling stuck.
inspiration for collective thresholds (and suggests an When you set up an endeavor, plan both outcomes in
endeavor type for that scene), but your group should ways that move the story forward. Successes and failures
do whatever fits your story. should each open different plotlines and affect how the
party enters the next scene.
Individual Thresholds For example, the party might’ve failed to catch a
In endeavors where members of your group are working Ghostblood agent, but they did grab the agent’s dropped
on different objectives and tracking individual progress knife, and its interesting glyphpair might open a new
would make more sense for the story, the GM can use investigation. Or the party might’ve ruined the fabrial
the collective threshold rules but track each character’s before finishing their research on it, but the recovered
successes and failures separately. materials reveal a clue on where they might find more.
Interpreting Skill Tests Especially when tests are failing, Opportunities are
During an endeavor, GMs should encourage players a great way to seed in hints on how to move forward.
to use skills creatively. It’s obvious that a Discovery Complications can also shake up the plot in an interesting
endeavor benefits from Deduction and an Exploration way when paired with a failed endeavor. For example, the
endeavor benefits from Survival, but every endeavor PCs failed to rescue an abducted ardent in time—and
should have options for characters to use their physical, thanks to Complications, they become the main suspects
cognitive, and spiritual skills. The upcoming sections in the ardent’s disappearance. The party is then arrested
give examples of skill tests that might be relevant in by guards investigating the matter, and the PCs have a
different types of endeavors, but with enough creativity, chance to convince the guards of their innocence. If the
nearly any skill can fit. PCs succeed, the guards may be willing to share their own
Beyond skills, you can use other abilities to make leads on the abduction and work together with the party.
progress in an endeavor. Some abilities, such as surges,
generally don’t require a skill test but still make a
demonstrable contribution to your group’s progress.
In these cases, the GM may add a success to the
threshold without requiring any kind of test. “The longer you live, the more
Determining Outcomes you fail. Failure is the mark of
While creating an endeavor, the GM should plan for a life well lived.”
how the plot could proceed after the party succeeds or
fails. On a success, the party might bypass a subsequent
scene (or gain the upper hand when entering it). On
a failure, the characters might trigger a combat or
conversation (such as needing to fight guards after
failing a Mission to infiltrate the palace).
Chapter 12: Endeavors 325
Discovery Endeavors then redirect them toward a different goal with a note
to revisit the Discovery as soon as possible.
In Discovery endeavors, characters investigate the
When running the Discovery, the GM keeps track of
mysteries of magic, history, and current events. These
your progress through an investigative web, reminding
scenes highlight the unknown and open a way to find
you of your current leads and clues at each round.
answers. These endeavors don’t simply track the group’s
progress though a flat threshold. Instead, progress is Investigative Web
represented by an investigative web that links together
Whether your group is trying to learn the intended
clues that can be discovered in an organic way, each
function of a fabrial recovered from a sunken ship or
linking to even more clues that slowly lead toward
solve the murder of a highprince, you’ll most likely start
the truth.
with a few leads. The GM can build an investigative
web to structure the information given. This web is a
Running a Discovery map of an investigation: it contains each clue that can
Discovery endeavors provide structure for how an
be found as part of the investigation, and the leads that
investigation into a mystery might unfold. However,
clue generates pointing to other clues. Eventually, one
this level of detail requires some preparation on the
or more of these clues should lead to the objective of
GM’s part. These endeavors usually require around
the endeavor—whatever the group is trying to discover.
ten to thirty minutes of preparation, so if the need for
See the “Discovery Examples” section later in this
an unplanned Discovery presents itself during a session,
section for a sample investigative web.
the GM might decide to wait until the next game
session or after a break to begin one. In a situation No Threshold for Success
like this, the GM could offer a reason why the party The investigative web replaces the need for a collective
isn’t able to search for answers yet (a crime scene is success threshold during a Discovery endeavor. Instead
sealed until the authorities have conducted their own of just tracking successes, the GM can keep track of
investigation, an important witness isn’t available, etc.), which clues have been found and where those lead.
The endeavor then ends when the group finds their Resolution
way to their objective through the web. Instead of being Once the party has discovered the information they were
pursued linearly, the endeavor is explored in a branching seeking or reaches a failure threshold, the Discovery
web of options. ends. If it fails, the outcome depends on the stakes in
Depending on the story, the GM may want to the story; maybe a competing investigator gets to the
still track failures. This results in a failed endeavor information first, enemy soldiers catch up with the
if your group reaches the threshold of failures before party, or desired information becomes inaccessible.
uncovering the answers.
Leads Special Rule:
At the start of a Discovery, the GM provides the PCs Betting on a Hunch
with several leads, usually two to four. These are Even if a group fails a Discovery by reaching the allotted
either details shared by an NPC or bits of information number of failures, they may learn enough from a few
the party has learned on their own. Leads function clues to make an educated guess. To bet on a hunch, the
as gateways that each continue with a line of clues, characters band together to come up with a guess for the
otherwise known as a lead line. The characters begin Discovery. If their guess is correct, treat the Discovery
taking turns, each making a relevant test at the GM’s as if the characters had succeeded. If their guess is
prompting, in the hopes of uncovering another clue in incorrect, use the situation’s ambiguity to introduce
the line or beginning another lead line. new twists in the story. Characters (and their players)
may assume their conclusion is valid as they move on to
Clues another scene—but if they’re wrong, they’ll suffer the
Every clue has the potential to uncover the next in a
eventual consequences of betting on their hunch.
lead line, until the final piece of information is obtained.
To access a clue, a PC typically needs to make a test Discovery Examples
that corresponds to their approach, though actions like
Any skill can be used in an endeavor, but the Discovery
offering an enticing bribe might circumvent a test at
Examples table presents inspiration for how characters
the GM’s discretion.
might accomplish some tasks, along with an example of
When a PC fails to pursue a lead, they (or another
Opportunities and Complications.
character) can usually attempt again, unless the story
causes that lead to run dry. However, each failure leads Discovery Examples
the group closer to the failure threshold, so reattempts Skill Usage
should be made carefully. If a lead does run dry, usually Deduction Interpret a clue within an existing lead.
other leads can still point the way to the final objective.
Insight or Uncover a new clue by examining people’s
A good investigative web has many paths to the solution, Perception reactions or physical evidence.
allowing the group to explore the investigation in a wide
Intimidation or Coerce or cajole someone into providing a clue
variety of directions. Persuasion or a new lead.
Lore Recall or research a relevant fact that helps
the investigation.
Stealth or Shadow or track an elusive suspect across a
Survival busy marketplace.
Navani reached over and placed their
clasped hands on the empty gemstone Plot Die Outcome
at the center of the experiment, Opportunity Exonerate a wrongly accused suspect, earning
their loyalty.
holding them there as they sang for
Complication Tip off a suspect, giving them the chance to
an extended moment in concert. escape and thus closing a lead line.
In tandem, a pure harmony where
neither took control.
JESSICA LIU
Chapter 12: Endeavors 327
Example Investigative Web The GM begins the endeavor by revealing
The Investigative Web diagram depicts how the GM the following information from Kyrsn: A shady
might structure clues for the player characters to character has been seen around the workshop late
discover. In this Discovery, an artifabrian friend in at night. Tysri recently shipped an order of heating
Thaylen City implores the PCs to investigate missing fabrials, and the schematics could’ve been mixed in
fabrial schematics. The artifabrian, an apprentice accidentally. Tysri’s main competitor, an artifabrian
named Kyrsn, worries she’ll lose her apprenticeship named Gvalkn, is notoriously jealous of Tysri. Kyrsn
if she doesn’t find the papers before her babsk, Tysri, believes the schematics went missing sometime in
discovers the loss. the last two days.
Investigative Web
Hooded Figure Heatrials Gvalkn
A shady character has been seen Tysri recently shipped an order of Tysri’s main competitor, an artifabrian
around the workshop late at night. heating fabrials, and the schematics named Gvalkn, is notoriously jealous
could’ve been mixed in accidentally. of Tysri.
Investigator Metallurgist Sudden Fame
The hooded figure is Shara, a The heatrials went to a metal- Until recently, Gvalkn’s designs
scribe from the Thaylen Gemstone lurgist named Vrain. He lives a were considered substandard.
Reserve who hasn’t been able to lavish lifestyle despite his modest These days, he’s celebrated as
secure a meeting with Tysri. business. a rising star in fabrial science,
though there are whispers about
his unscrupulous nature.
Suspicious Transactions Smuggler’s Trove
Shara has evidence that implicates Searching Vrain’s workshop
Kyrsn in a series of illegal deals reveals a false back wall. The Stolen Designs
with a metallurgist named Vrain. business is a front for a smuggling Public records show two separate
operation where Vrain avoids accusations against Gvalkn for
Thaylen trade taxes and stealing fabrial designs. Both
regulations. complaints were withdrawn and
settled outside the legal system.
Kyrsn Framed Secret Backers
Studying the documents reveals Interrogating Vrain or searching Blackmail
they are forgeries. Tysri has through his hidden ledgers reveals Interviewing the artifabrians
betrayed Kyrsn, setting the his connection to a group of reveals that Gvalkn blackmailed
apprentice up to take the fall corrupt Kharbranthian merchants. them into silence.
for Tysri’s own crimes! Vrain and the merchants serve
a nefarious secret society called
the Diagram. The smugglers can’t Gvalkn’s Spies
allow the PCs to live after this Following or investigating Gvalkin
discovery! reveals that he pays spies to steal
other artifabrians’ designs. The
spies haven’t stolen anything from
Tysri yet, but Gvalkn or the spies
can reveal Tysri is in significant
debt to a smuggler named Vrain.
The characters can use these leads to begin their
investigation. Lateral arrows in the chart below indicate
clues that link to those in another lead line as well.
Exploration Endeavors
In Exploration endeavors, characters traverse unpre-
dictable or precarious environments—ones with an
inhospitable climate, hidden traps, or similar dangers.
Some Explorations feature treacherous travel to a known
location, while others depict a search for something
important in an unknown one. For example, the party
might take a merchant ship from Thaylen City to
Kharbranth, recover gear from the fallen during chasm
duty in the Shattered Plains, or map a floor of the newly
rediscovered city of Urithiru.
Running an Exploration
The setting of an Exploration adds texture and flavor
to the challenges the players face along the way. During
these endeavors, danger is everywhere. Sometimes it
seems as if Roshar itself acts in opposition to those living
on it. In the uncharted wilds, death awaits those unable
to identify an edible plant, find a safe water source,
fend off predators, or take shelter from an approaching
highstorm.
Regardless of the party’s intended objective for an
Exploration, it’s imperative they remain vigilant when
assessing environmental threats and managing their
resources. This is reflected in the Against the Odds
test they make together when faced with perilous
circumstances (see “Special Rule: Against the Odds”).
Although most Explorations represent time in transit,
being intentional about these endeavors offers more
than a means to an end. Along the way, characters
might find useful information, unexpected allies, and
breathtaking views.
Describing the Setting
Determining the Objective The GM can use sensory details to add flavor and depth
Every Exploration has an objective. Most commonly,
VLADIMIR ISHELIN (LEFT); LOGAN FELICIANO (RIGHT)
to a new setting, foreshadow danger, and hint at helpful
this is traveling to a particular destination or sourcing
resources. These details are most interesting when
things within a specified area, but any endeavor where
they use different senses and strive to evoke a variety
the environment is the primary focus is an Exploration.
of emotions. Sometimes, the absence of something the
If the characters are traveling, they should form
characters expect to sense creates a feeling of unease.
a plan for reaching their intended destination. The
While some descriptions of a setting act as warnings,
GM may suggest multiple methods or routes for
others equip savvy players with useful information for
the players to choose from, as well as an estimated
considering environmental solutions to their problems.
distance or time for the journey’s duration. If the
Exploration has an objective other than travel, such Progressing an Exploration
as clearing a road of large debris after an Everstorm, Once the Exploration begins, the GM prompts their
the GM quantifies how much progress is required for players with problems to solve, choices to make, and
a successful endeavor. chances to learn about their surroundings. Contributions
during an Exploration come in many forms. Scouting,
Chapter 12: Endeavors 329
foraging, sneaking, setting up shelter, fending off Exploration Examples
enemies, exchanging information with a passing
Any skill can be used in an endeavor, but the Explor
merchant, and making sense of a damaged map are
ation Examples table presents inspiration for how
examples of what characters might do with different skill
characters might accomplish some tasks, along with
sets. When a character has a relevant expertise or reward,
an example of Opportunities and Complications.
such as a patron whose influence is strong in the region,
they can use these resources to automatically succeed Exploration Examples
on certain tests as the GM sees fit. Skill Usage
Characters with goals related to environmental Agility or Stealth Avoid dangerous flora or fauna.
research or forming diplomatic relations may even get
Athletics Climb to a helpful vantage point or push
a chance to progress their personal goals during an through hazardous terrain.
Exploration.
Crafting Build a fire, set a trap, or fashion a helpful
Resolution device to traverse terrain.
Once the objective of the Exploration is met, such as Deduction or Watch for signs of danger, identify a water
crossing the necessary distance to reach a destination Perception source, or spot an incoming threat.
or searching for and obtaining the items of interest, Discipline Endure a difficult period of low rations
the characters succeed in the Exploration endeavor. or dehydration.
If the characters have too many failed contributions or Leadership Bolster the party’s confidence and
get spectacularly sidetracked, the GM may decide the determination during a difficult trek.
Exploration failed, leaving the characters to decide how Lore Apply your knowledge of biology or geology.
to continue on without accomplishing what they set out Medicine Identify a poisonous food source, unclean
to do. Failing an Exploration might mean arriving at water, or tainted food.
a destination after another group has already taken an Survival Apply your knowledge of animal handling,
important artifact from the ruins, or not being able to tracking, and hunting.
procure agreed-upon goods for a crucial trade.
Plot Die Outcome
Special Rule: Against the Odds Opportunity Discover an item or natural resource that aids
Once per Exploration, a party may face perils above in the party’s next scene.
and beyond the typical woes of wilderness survival Complication Stumble across a wild predator; if the
(and the tests they make to pursue their objective). endeavor fails, the next scene is a combat.
When the GM introduces these perils, each character
must make a related test—such as Survival, Athletics,
or Leadership—to face these perils and avoid their Mission Endeavors
consequences. Each character who fails their test suffers Mission endeavors are urgent and tactically complex
the effects of the peril they are facing. The Against scenes, such as infiltrating a hostile location, pulling off
the Odds Examples table gives some examples of a heist, or rescuing a hostage. Whether the characters
possible effects. are in one of Dalinar’s highly trained strike teams or
just a scrappy pack of do-gooder citizens, they’ll need to
Against the Odds Examples push the limits of their physical, cognitive, and spiritual
Suggested prowess to successfully complete their Mission.
Peril DC Effect of Failure
Dehydration 14 Lose all but 1 focus. Running a Mission
Drained Spheres 10 Half of your spheres become dun. When planning a Mission, the GM defines a primary
Lost Energy 14 Become Exhausted [−1]. objective and any secondary objectives that group
Obscured 18 Become Disoriented for the members might be interested in. They think through
Senses remainder of the scene. what hindrances the party must overcome to reach their
Ruined Clothing 15 Disadvantage on Persuasion and objectives. Finally, the GM determines the amount of
Leadership tests until you bathe. in-game time the group has to complete the Mission
Armor loses Presentable trait (see “Special Rule: Ticking Clock”); this is usually
until repaired.
Tainted Food 12 Take 2d4 vital damage.
330 Chapter 12: Endeavors
based on the story around the Mission and what factors elapsed, the issues begin. A servant could wake to fetch
threaten to disrupt it. a snack and see the characters, or the guards could
Since the stakes for Missions are so high, the GM perform their regularly scheduled rotation and find
should prepare a list of relevant Opportunities and something amiss. The pressing nature of Missions place
Complications. The list of Complications should be player collaboration and party utility front and center.
especially robust.
Mission Examples
Mission Brief Any skill can be used in an endeavor, but the Mission
To begin, the GM typically has an NPC share a
Examples table presents inspiration for how characters
mission brief including a location, objectives (ranked
might accomplish some tasks, along with an example
by priority), and in-game timeline with the characters.
of Opportunities and Complications.
Or if the PCs are assigning themselves the Mission
instead of responding to a quest-giver, they outline their Mission Examples
own objectives, then the GM introduces the location Skill Usage
and imposes the target timeline. When applicable, Agility Deftly maneuver an unconventional path,
the GM might include a preview of corresponding like a window ledge or overhead rafters.
outcomes for each completed objective. Athletics Quietly knock out a servant or minor guard.
Maintain Urgency Crafting Improvise a tool that assists the party’s infil
Every round of a Mission should feel tense and tration efforts, or deactivate a fabrial alarm.
unpredictable. The GM should raise the stakes on Deception Convince a sentry that you’re permitted to be
most rolls, feeding a sense of urgency. Players race in an off-limits area, or concoct a distraction.
against a ticking clock, working together to complete Insight Determine when an area’s inhabitants are
their objectives before time runs out and all hell breaks most likely to have their guard down.
loose. At any point, the players may abandon certain Leadership Coordinate the team’s efforts by encouraging
objectives to spare themselves from a terrible fate as each character to play to their strengths.
Complications pile up. Even the best strike teams know Lore Use architectural or historical knowledge to
when to cut their losses and get out of dodge. find the best path through a noble’s keep.
Stealth Move silently, hide in the shadows, and avoid
Special Rule: drawing attention to the group.
The Ticking Clock Thievery Unlock a door, use sleight of hand to steal
Before the Mission begins, the GM decides approx or pickpocket a key, or deactivate a trap.
imately how much time the party has to safely complete
Plot Die Outcome
it. When each round is completed, the GM advances
Opportunity You find an unexpected supply of Stormlight,
the clock. Additionally, when a PC rolls a Complication,
or a guard who was supposed to see you is
the GM can spend it to advance the clock if they so
sleeping on the job.
choose (the time advanced is up to the GM).
With enough Complications or time spent, the Complication You spring a trap, or a guard happens to
cross your path.
characters eventually exceed the target timeline, and
the GM hints at impending danger. Each additional
round played past the GM’s timeline triggers issues
of increasing severity that compound and threaten
to upend the group’s quest.
She really thought she could
For example, perhaps the party is breaking into
the estate of a high-ranking vizier in the middle of the infiltrate a group of assassins?
night. They might go unnoticed for twenty minutes, Her own spren often made her jump.
with every Complication advancing the clock by five
minutes (though the GM is free to vary this from one
Complication to the next). Once twenty minutes have
Chapter 12: Endeavors 331
Pursuit Endeavors To Map or Not to Map?
While grid maps can be used during Pursuits, theater-
Chase scenes are all about staying in the moment and
of-the-mind gameplay may be less limiting, allowing
the pursuer adapting to match the target’s cleverness
a grander scale and more flexible GM adaptations.
and drive. If the characters fail, they might never get
Pursuits can become less enjoyable when players
another chance to apprehend their target—or if they’re
focus on counting squares instead of getting into the
the ones being pursued, the outcome could be even
spirit of the chase. To compensate for a lack of visual
more dire. In Roshar, Pursuit endeavors take place
information, the GM can treat the chase scene as a
on land, in the air, or at sea.
montage, describing areas as they become visible to
Running a Pursuit the characters. However, if your group has a hard time
envisioning verbal descriptions or just prefers to have
During the GM’s preparations, they should sketch a
a visual reference, feel free to give them a gridless map
map—for their own use, not the players—with a rough
that doesn’t focus on exact distances and character
route from the beginning of a Pursuit to wherever the
placement.
target is heading. This might be a map of a city, across
the Shattered Plains, through the Valley, or anywhere Adapt to Shifting Surroundings
else where a Pursuit might take place. Even a roughly The GM should be as crafty as possible, adapting
drawn map with general shapes and lines helps give the target’s (or pursuer’s) movements and actions
the GM ideas of where the target can go to evade the to challenge characters to the best of their abilities.
pursuers as they close in. Especially if the GM avoids using a physical game map
GEORGI MADHAROV
and miniatures, they can keep innovating ways for the
target to stay ahead until the players reach the success
or failure threshold for the Pursuit.
332 Chapter 12: Endeavors
Opposed Tests During Pursuits The Pursuit ends when the current distance either
Because of a Pursuit’s focus on testing your skills reaches zero (meaning the target is caught) or reaches
directly against an opponent who is directly opposing the escape distance (meaning the target escapes).
your efforts, these endeavors are the perfect opportunity The Closing the Distance table offers some suggested
to use opposed tests (see “Difficulty Class” in chapter 3). distances.
When choosing and resolving skill tests during Closing the Distance
these endeavors, consider if your efforts are in direct
Starting Escape
opposition to those of the target’s. For example, if you’re Example Distance Distance
trying to keep up with the target or spot them hiding
Running through the hallways of a keep. 2 4
while they’re trying to lose you in back alleys, or if you’re
Running from a chasmfiend in the 3 6
trying to grapple them to the ground, these would be
chasms of the Shattered Plains.
good uses of opposed tests.
Chasing an elusive enemy agent across 4 8
GMs using a lot of opposed tests should be aware
the cityscape of Rall Elorim.
that some NPC profiles (especially those of higher tiers)
will prove much more difficult targets than others. If the
target is testing skills they are particularly good at, it can Pursuit Examples
quickly lead to the group failing the Pursuit. Keep this Any skill can be used in an endeavor, but the Pursuit
in mind as the scene progresses, adjusting the collective Examples table presents inspiration for how characters
threshold or opting for traditional tests against static might accomplish some tasks, along with an example of
DCs as desired. Opportunities and Complications. The skills marked
with an asterisk (*) are especially good options for
Special Rule: opposed tests, as discussed earlier.
Closing the Distance
Pursuit Examples
A Pursuit is all about the distance between the pursuer
and the target. You’re not building up to a success or Skill Usage
failure, but instead bending every effort toward closing Agility* Nimbly weave through a crowded market
the distance to your target or increasing the distance to outrun a pursuer or target.
from your pursuer. Athletics* Run through obstacles, pushing past them or
Because of this, Pursuit endeavors don’t use the climbing over them.
normal collective threshold. Instead, the GM keeps a Deception* Cause a distraction to create a false trail for
distance track to represent how close the pursuer is your pursuers or confuse your target.
to the target. This doesn’t represent the actual physical Deduction or Identify a shortcut, guess a target’s next
distance, but is instead an abstracted number that tracks Insight move, or oppose a target’s Deception test.
how close or far the pursuer is from catching the target. Intimidation or Convince a bystander to help you find the
To use the distance track, the GM chooses a starting Persuasion target or throw off your pursuers.
distance and an escape distance, then tracks the current Perception Oppose a target’s Stealth test or catch sight
distance between them: of your pursuer closing in.
Starting Distance. When starting a Pursuit, the GM Stealth* Duck out of sight or down a hidden alley.
decides how wide the initial gap is between the target Thievery Break into a building to evade a pursuer or
and the pursuers. pursue a target.
Escape Distance. The GM then decides how far away
Plot Die Outcome
from the pursuers the target needs to be to finally
Opportunity A lucky path opens up to you, or an NPC
escape and end the Pursuit.
unexpectedly appears to give you aid.
Current Distance. The distance is the current gap
Complication An innocent bystander is endangered by
between the target and the pursuers. When a pursuer
your actions.
succeeds on a test, the gap closes by 1, but when they
fail, the gap widens by 1. Similarly, when a target
succeeds on a test, the gap widens by 1, but when
they fail, the gap lessens by 1.
Chapter 12: Endeavors 333
Example Endeavor Rico (playing Aj): I have an idea! Lisiril could threaten
to hurt the thieves with her Soulcaster if they ever steal
This example of gameplay illustrates the flow of an
from the ardentia again.
endeavor. Lisiril, Jhesh, and Aj have been recruited
Game Master (GM): Okay, we’ll add intimidating the
to recover a sapphire gemstone stolen from the
thieves as a secondary objective. You’re looking at
Devotary of Insight in Kholinar, one which contains
about an hour and a half round trip. That means you’ll
a captive awespren.
only have half an hour to complete your objectives;
Game Master (GM): Tilb, the ardent, hands you this endeavor is simple enough, so we’ll say that’s
a map. “The Impossible Falls are here, along this two rounds.
windblade. The thieves keep a hideout in a nearby Rico (playing Aj): We can handle that! …probably.
cave. I’ve marked it with this glyph. Do hurry. If you Game Master (GM): After some travel, you reach the
aren’t back in two hours, the lead ardent will notice Impossible Falls. The adjoining windblade is imposing,
the sapphire is missing. If she realizes I used to be but there’s a gentle quality to the water as it flows
friends with the thieves, she’ll think I was in on it.” almost weightlessly. Using Tilb’s map, you find a cave
Now, this endeavor is a Mission. You have two hours tucked into the side of the windblade. The clock is
of in-game time to bring the awespren sapphire back to ticking. Who wants to start the first round?
the Devotary of Insight. Are there any other objectives Taylor (playing Jhesh): I’m going to use Cohesion to
you want to add? seal the entrance to the cave once we’re inside. That
Taylor (playing Jhesh): Maybe we can stop the thieves way, they can’t sneak out with the sapphire while
for good. What if we gather evidence from their we’re trying to find them.
hideout and give it to the guards? Game Master (GM): Okay, no need to test Cohesion—
Mia (playing Lisiril): If we get the guards involved, just spend 1 Investiture and you can seal the five-foot
ANTTI HAKOSAARI
they’ll open an investigation and Tilb could be entrance. It’s dark now. You all rely on sight, so
implicated. your senses are obscured as you use spherelight
to navigate the cave.
Taylor records spending 1 Investiture.
334 Chapter 12: Endeavors
Rico (playing Aj): I’m going to run in and slide around Rico rolls two d20s and gets an 18 and 11. Because of the
until I find the thieves! disadvantage, the GM chooses the 11 since it’s the lower
Game Master (GM): It’s not a very big cave, but there result. Rico adds his Intimidation modifier of + 5 to that
are a couple tunnels to search. Test Stealth and raise d20 roll, for a total of 16. That’s higher than the thieves’
the stakes! Cognitive defense (which the GM set as the DC).
Rico rolls a d20 along with the plot die, rolling a 2 on Game Master (GM): Your words give the thieves pause.
the d20 with a 4 on the plot die. He adds his Stealth They begin squabbling about whether stealing from
modifier of + 4, along with the + 4 from the plot die, for a the Almighty’s church brought them bad luck. Time is
total of 10. That’s lower than the thieves’ Spiritual defense running out though. What are Jhesh and Lisiril doing?
(which the GM set as the DC). Taylor (playing Jhesh): I’m going to Stoneshape to find
Rico (playing Aj): Uh, that’s a 10 with a Complication. where the awespren sapphire is hidden in the wall.
Game Master (GM): You find the four thieves quickly. Game Master (GM): Test Cohesion this time and
They’re in a small cavern through the left tunnel. raise the stakes!
Unfortunately, they notice you as you slide over. And Taylor records that they spent 1 Investiture. They roll
to add a Complication, one of them cuts the sphere a d20 along with the plot die, rolling a natural 20 with
pouch from your belt and pockets it. a blank on the plot die. They add their Cohesion modifier
Rico records that he now has zero marks. of + 5 to the d20 roll, for a total of 25. That’s higher than
the DC the GM set—and they have an Opportunity,
Mia (playing Lisiril): Oh, by Vedeledev’s golden thanks to the natural 20!
keys! We don’t have time for a lengthy confrontation.
I’m going to have my spren Scriven try to covertly Game Master (GM): Wow! You reach into the rock and
scout the polestone's location while the thieves are grasp for the sapphire, finding it almost immediately in
distracted with Aj. a hidden compartment. With the Opportunity, you also
Game Master (GM):Make a Perception test for find a small box with a single dose of effectual poison.
him, but raise the stakes because the thieves are Mia (playing Lisiril): I’m going to run into the cavern
already alerted! Aj is in and signal that it’s time to go. Then I’ll use
Transformation on the stone door Jhesh made at
Mia rolls a d20 along with the plot die, rolling a 14 on
the entrance of the cave, turning it into water so we
the d20 with a 2 on the plot die. She adds her Perception
can leave.
modifier of + 3, along with the+ 2 from the plot die, for a
total of 19. That’s higher than the DC the GM set. Mia rolls a d20 and gets a 9. She adds her Transformation
modifier of + 6 for a total of 15. That’s the same as the
Game Master (GM): Scriven's inky form blends with DC set by the Transformation test rules. Since the stone
the darkness as he slinks off to look around. Shortly is Medium size, she spends 2 Investiture.
afterward, he returns and says he thinks he’s found it!
It’s hidden away in a cubby in the cave wall just to your Game Master (GM): The thieves cower upon seeing
left. Unfortunately, the cubby is cut from the other you, an ardent, with a Soulcaster. You’re not wearing
side, down a tunnel past the thieves. With that said, the ceremonial red robes of a Soulcaster ardent; in
on to the second round! their state of fear, this convinces them that you’re not
Rico (playing Aj): Now this is personal! I’m going to bound by the ardentia’s ban on using Soulcasters on
tell the thieves I brought my ardent friend with me living beings. They believe Aj that you’d turn them to
who has a Soulcaster. If they don’t cooperate or try to crem. That’s the end of the second round. Good job,
steal from the ardents again, she’ll turn them all into you’ve successfully completed both objectives of your
crem with it! Mission in the nick of time! Now, when you return
Mia (playing Lisiril): That doesn’t make any sense. to the Devotary of Insight…
Crem isn’t one of the ten Essences.
Rico (playing Aj): Yeah, but they don’t know that!
Okay, I’m testing Intimidation, right?
Game Master (GM): Yes, but with a disadvantage
because the thieves don’t believe you have
anyone with you.
Chapter 12: Endeavors 335
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Chapter 13
Gamemastering
W hile the rest of this rulebook
primarily targets the players and their
experiences in the game, the remainder
of these pages are speaking directly to you, the Game
Master. Taking on the role of GM can be a daunting
The First Step
When you’re ready to dive into GMing, the first step
is to gather your party of players. Whether you’re
arranging a scheduled single-session game (often called
a one-shot) or a long campaign with many sessions, it’s
task. After all, your other players just have to worry
important to set expectations with all of your players.
about their one character; meanwhile, you have to
juggle them plus a whole cast of NPCs and how they Scheduling
fit in the story of a grand adventure! One of the hardest parts of maintaining an ongoing
Luckily, the rules of the game have been designed roleplaying campaign is scheduling, so check with all
to help make your job easy. The plot die, Opportunities, your players ahead of time. Set expectations for how
and Complications empower the players to help you tell many sessions you think your campaign will run, how
the story, and the different scene types offer support often you’ll meet, and how long you expect the average
for adjudicating tricky situations. Once you get into the session to take.
rhythm of play, GMing a game can be an incredibly
fun and rewarding experience.
Theme
Before players commit, it’s a good idea to let everyone
Getting Started know what the adventure’s theme will be. Are you
expecting a harrowing tale of warfare on the Shattered
Many books and online resources offer general guidance
Plains? A relaxing tale on the Purelake? A silly jaunt
about how to structure RPG storylines and employ
through the Reshi Isles? Make sure your players are
different styles of running a game. If you’re interested
on board with the vibe you’re hoping to evoke.
in GMing for the first time, researching and reading
about different approaches can help provide a general Safety
foundation. This chapter doesn’t focus on that kind of As you discuss the theme, it’s equally important to touch
higher-level advice (though you can certainly run this base on what each person in the group needs to be safe,
game without reading other resources). Instead, it guides comfortable, and fully themselves. The “Safety Guide”
you on using the unique systems of this game—and the section at the end of this chapter provides guidance on
unique features of Roshar—to run a compelling game. getting everyone on the same page about what topics
Ultimately, your main goal as GM is to create a and behaviors everyone is comfortable with.
memorable, safe, and entertaining experience for
Setting Knowledge
your players, and to ensure that everyone at your table
Players can enjoy this game without any prior knowledge
(including you) has a good time. Remember that you’re
of the Stormlight Archive novels. As GM, it’ll be easier
the adjudicator of the game—what you say goes. This
to guide a story everyone can share if you find out how
book’s rules and guidance are here to help you along,
familiar each player is with the novels. Roshar and the
but they’re just tools to be used when you need them,
wider cosmere are complex, including a lot of nuanced
and to be disregarded when you don’t. Feel free to bend
history and magic systems. Discovering what each player
and break rules presented here, adapting the game to
knows helps you to present information in a way that’ll
create the best experience possible at your table.
be approachable for those who need it, and deep for
those who can appreciate it.
Regals and the Fused
lead Odium’s forces.
STEVE ARGYLE
Chapter 13: Gamemastering 337
Character Creation Calling for Skill Tests
Once you have your group gathered, it’s time to create There’s no right answer on how often you should call
characters! You can either have players do this ahead for skill tests (see “Skills” in chapter 3). As GM, feel free
of time, or you can run an introductory “session zero” to find the balance that’s right for you and your group.
where everyone makes their characters together at the Some GMs prefer to focus mainly on roleplaying and
game table. storytelling; these GMs usually save dice rolls for critical
No matter how you approach it, it’s important to moments that really need that randomness, and the rest
let the players know what level they’re starting at; this of the time, they resolve situations based on roleplaying
is usually level 1, but the “Starting at Higher Levels” and the abilities of the PCs. Other GMs like to call
section of this chapter discusses other options. Also for tests often, thinking on their feet and improvising
tell players about any story considerations they need to outcomes as the dice lead the story in interesting new
keep in mind as they fit their characters into the world; directions. If you’re wondering whether to call for a test,
do all their characters need to start the game as part of ask yourself a few questions:
a bridge crew, or does the story assume they’re all part
Is there a chance of both success and failure?
of the Azish court?
As you determine the difficulty of a task, if it’s so easy
Finding the Right Characters (or difficult) for a given character that there’s almost
It’s important each of your players is happy with their no chance of success (or failure), it might not be worth
character and how their mechanical abilities match up rolling. In these cases, you can just narrate the results
with their unfolding narrative. If one of your players isn’t without a test.
happy with an element of their character mid-campaign, Will this change the story? Ask yourself how the
consider allowing them to make modifications to their success or failure of a test will impact the story or the
character. The “Downtime” section of chapter 9 presents party’s immediate surroundings. If it won’t change
a Self-Reflection option, which allows the player—with anything, it’s usually not worth rolling.
a little investment of time and spheres—to change their Could this introduce interesting ramifications?
character as much as they desire. This is a great option Regardless of the test’s success or failure, could the
for changes that are driven by what has happened to the character’s actions cause other things to occur? If so,
character as the story unfolds. you can have them raise the stakes on their test to see
However, sometimes a player is fundamentally if the plot die generates any interesting side effects.
disappointed with the choices they made during
character creation and advancement (whether they Using the Plot Die
regret just a single talent or their entire build). In these The plot die is a powerful storytelling tool for creating
cases, consider waiving the downtime requirement and dynamic, exciting, and unpredictable moments in your
letting them immediately rebuild the character at no games. In times of tension, it can inspire the PC to
cost. Remember that the rules are there to support greater feats than they thought possible. In times of
everyone’s fun, not to limit it! failure, it can be a glimmer of hope that gives the PC
the push they need to keep going. Whether the plot
Who Are the Rules Speaking To? die prompts outstanding success, crushing failure, or
success at a cost, this helps create powerful stories that
Throughout the rest of this rulebook, the rules directly
you and your players will joyously (or commiseratingly)
address the players as “you.” However, this doesn’t mean
recount for years to come.
the guidance throughout is only for player characters! Any
rules that apply to the PCs also apply to NPCs under your
Raising the Stakes
control. They can make tests, use actions in combat, and
As GM, you choose when to raise the stakes on a skill
play an active role in the story too.
test, prompting the player to include the plot die in their
The main difference between PCs and NPCs is how
roll (see “Using Cosmere RPG Dice” in this book’s
they’re constructed. The Stormlight World Guide and most
introduction). Knowing when and how to do so is key.
published adventures provide NPC profiles and stat blocks
If you raise the stakes too often, it stops being exciting,
(see “Using Adversaries” later in this chapter). These stat
but if you use the plot die too sparingly, you miss out on
blocks use many of the same statistics as PCs, but they
its storytelling power.
don’t follow the same rules for character creation, and
The plot die needn’t be used just on important and
they may have special abilities that PCs don’t.
tense tests; you can raise the stakes to highlight any
338 Chapter 13: Gamemastering
test as important to the story, a character, or the game another character. You might point out this relevance as
session. For example, you might raise the stakes when a the GM, or a player might decide the scenario pertains
character attempts a creative solution to a problem, or to them and ask to raise the stakes. Either way, you can
when a player leans into their character’s motivations do so to highlight the significance of the moment.
(such as choosing a “suboptimal” plan because it’s
Plot Twists
consistent with the character’s beliefs).
In both conversations and endeavors, look for key skill
Keep in mind that the plot die doesn’t reflect how
tests of importance, tension, and danger, when the
hard a test is—that’s what advantages and disadvantages
sudden appearance of an Opportunity or Complication
are for—but rather how important a test is in the
could change the course of the session or a character’s
narrative. As a general guideline, you should be raising
story. Whether an Opportunity causes a previously
the stakes on roughly a third of the tests being rolled,
unseen route of ingress to become apparent, or a
though this varies depending on how often you call for
Complication causes the alarm to be raised and forces
tests. When the PCs are in an intense story scene, you
a change in tack, these moments simulate the twists and
might raise the stakes on nearly every test, while casual
turns of the best stories, and thus are ideal points to
side activities might not raise the stakes at all.
inject the plot die.
This section outlines scenarios in which you likely
should or shouldn’t use the plot die. Difficult Choices
Especially if your Mission has a time limit, you can use
Plot Dice Outside of Combat the plot die to offer a choice: does the party want a slow
As an example of using plot dice outside of combat, let’s and safe option, or a quicker option with greater risk?
say the group is on a Mission to sneak into Voidbringer- While infiltrating Kholinar, perhaps the players learn
occupied Kholinar to rescue a captive highlord. that the highlord they’re supposed to rescue is scheduled
Lower-Stakes Activities to be executed the following day at noon. You could
As the PCs prepare for their infiltration, they’ll likely ask the party, “Would you like to take time to bribe a
perform reconnaissance or information-gathering merchant to hide you among their wares, or do you want
about weak points in the city’s walls, seek rumors to attempt to sneak past the guards while the gates are
from traveling merchants as to the highlord’s possible already open? The merchant option will take a few hours
location, or make disguises to pass as servants. While and cost 10 marks per person, which you might be able
these activities all contribute to their quest, you don’t to reduce with a successful Persuasion test. The sneak-
need to raise the stakes on every test made in pursuit ing option can happen immediately, but it’ll require
of that goal. None of these activities carry exceptional a Stealth test on which we’ll raise the stakes.” This
risk and the story likely wouldn’t be enhanced by raising leaves the agency in the players’ hands while creating
the stakes. a compelling choice about risks versus rewards.
Higher-Stakes Activities Plot Dice in Combat
However, if the party’s information-gathering leads Whether the party gets caught somewhere on their
them to an NPC who may be likely to report back to the way to the highprince or they need to battle the guards
Fused to curry favor, if they try to convince a singer to posted at his cell, there’s a strong chance combat
betray the Fused and help them, or if they try to steal will occur at least once during the party’s infiltration
a key piece of equipment from a supply caravan, that of Kholinar.
might create enough danger to merit raising the stakes.
Dramatic Moments
Similarly, once the party begins their infiltration, danger
Just like with conversations and endeavors, you
and tension abound, so a Stealth or Deception test to
shouldn’t have a player raise the stakes on every single
get through the city gates or an Athletics test to scale
attack or other test they make in a combat scene; though
the high walls would be heightened by the rolling of
each test technically contributes to the Mission, it’s
a plot die.
best to focus on highlighting important moments in
Meaningful Moments the combat.
The same is true for specific character moments that Was a party member just reduced to 0 health and
happen throughout the preparation and the infiltration the remaining PCs realize their numbers are rapidly
itself. Each PC has a purpose, obstacle, and at least becoming overwhelmed? Consider raising the stakes on
one goal that can make a particular test especially the first test each of those characters makes during their
meaningful for them in a way that it might not be for next turn to simulate the spike in fear and adrenaline.
Chapter 13: Gamemastering 339
Did a Fused suddenly appear around a corner and you may be surprised by how much harsher the players’
become locked in a one-on-one death match with a PC? recommendations are than what you had in mind, and
Consider raising the stakes on each attack that character how willing (and even delighted) players can be for their
makes during their turn. characters to suffer for the sake of a good story.
Is one of the PCs a Willshaper who sees all the people
in chains within the prison? Consider raising the stakes
Increasing Player Agency
In addition to taking some of the cognitive load off you,
on some tests that directly pertain to freeing those
collaborating on the plot die gives your players greater
people from bondage, such as attacking the guards or
agency in what’s happening. They’ll likely become more
attempting to free the prisoners and get their help in
invested, paying closer attention to the scenario and
the fight.
their characters’ environment so they can give the most
Carefully Chosen Moments fitting suggestions. When the stakes are raised, this can
In general, the plot die should be used less in combat excite the whole group—they don’t know whether it’s
than outside of it, since even small Opportunities and good or bad, but they’re sure something interesting is
Complications can have a significant impact on the about to happen.
flow of combat. Finding a few key places to raise the Encourage the group to get into pitching ideas and
stakes can make a fight feel more dynamic and exciting, collaborating on what outcomes would be the most fun
especially in fights against significant villains. or satisfying for the story. The plot die is at its most fun
Don’t use the plot die too sparingly, however. Several when everyone is involved. Ultimately though, it’s up
talents provide special ways of spending Opportunities, to you as the GM to decide whether a given narrative
so players will appreciate the ability to use them more outcome is allowed, and in the case of Complication,
often. On the flip side, some adversaries have special how it is spent.
uses for Complications, so you can terrify your players
by using these abilities. Using Opportunities
Collaborative Plot Die Use and Complications
After the plot die is rolled, it’s your role as the GM to After the stakes are raised and the plot die is rolled, it’s
help adjudicate the results of the test. Beyond resolving time to resolve the consequences. As described in this
how well the goal of the test was accomplished, you also book’s introduction, when a PC gains an Opportunity
help resolve any Opportunities or Complications. Each or Complication, it can be resolved in several ways:
symbol on the plot die has standard mechanical effects, ◆ An ally gains an advantage (on an Opportunity) or a
but a session can be made more dynamic if the group disadvantage (on a Complication) on their next test.
can come up with narrative results that play into the ◆ The PC gains 1 focus (on an Opportunity) or loses
current situation. 1 focus (on a Complication).
◆ A hit becomes a critical hit (on an Opportunity).
Players Asking to Raise the Stakes ◆ A narrative side effect occurs.
Remember that you’re not alone as the GM! You have a
game full of other players who are also invested in telling The fourth option is where the game can take on a
a compelling story. To that end, encourage your players life of its own: tests causing unforeseen consequences
to ask to raise the stakes when they feel events are brush- that keep the story moving in unexpected and fun
ing up against their purpose, obstacle, and goals. This directions. Coming up with what an Opportunity or
frees you to think about when raising the stakes makes Complication could represent is a creative exercise that
sense for the wider scenario, rather than also worrying can deepen the storytelling experience at your table—
about each individual PC. but it can also be daunting. What sorts of narrative
elements should these results introduce? What if you
Players Suggesting Outcomes don’t have any ideas?
When an Opportunity or Complication is rolled, This section offers guidance on how to use
you don’t need to come up with every possible effect or Opportunities and Complications productively. Don’t
outcome; instead, open the floor for players to give their implement all these approaches at once. Instead, use
own suggestions! With an Opportunity, the player who them as different lenses to view Opportunities and
rolled it can decide how it’s used. With a Complication, Complications through, giving you inspiration for
how to handle them.
340 Chapter 13: Gamemastering
Another Axis
Some GMs might like to think about the results of a
test as a graph with an X and Y axis—one of which rep-
resents the test result itself, the other of which represents
Opportunities and Complications. For example, imagine
a character making a Thievery test to pick a lock.
On one axis lies the character’s goal in making the
test. Were they testing how well they could pick a lock,
how fast they could pick it, or how silently? Their main
objective lies on this axis, and their result determines
how close they are to success or failure; it’s not a mere
question of passing or failing, as you can scale the effects
of success or failure depending on the result.
On the second axis lies any potential outcomes
beyond the character’s main objective. If the character’s
primary objective was to see how well they could pick
the lock, this second axis might represent how fast
they can pick it. Where the character lands on this
secondary axis depends on their Opportunities and
Complications. If they were trying to open a difficult
lock, an Opportunity might mean they completed it in
record time. Or if they were trying to pick a lock rapidly
under pressure, a Complication might mean they break
their picking tools in the process. This axis doesn’t
change the success or failure of their primary objective,
but it certainly affects other aspects of the scene.
Alternate Skills
You can also think about what other skills that character
has access to, and how those skills could come into play
with their test. On an Opportunity or Complication,
one of these other skills might affect the outcome.
For example, a character could be grappling with
an opponent using Athletics—but when they roll an
Opportunity, their Thievery might allow them to pick
that opponent’s pocket at the same time. (Alternatively, Advancing the Story
a Complication could mean the opponent did the same Ultimately, Opportunities and Complications are tools
thing right back to them!) to help deepen the story and move it in interesting
directions. So if you plan to reveal a certain event or
Dumb Luck plot twist in a given scene, why not tie it to the roll of
Opportunities and Complications needn’t always an Opportunity or Complication?
directly relate to the character taking the test. Instead, Maybe you were planning on bandits ambushing the
they can represent incidental events happening at the party later in the scene. Instead of them just popping
same time, such as acts of luck or happenstance. up, you could wait until for a Complication and have
For example, when a character attempts to deceive a the bandits choose that moment to appear. Tying these
crowd and rolls a Complication, they might realize that events to the plot die helps them feel like a natural part
someone they used to know is among the crowd; this of the system unfolding instead of a contrived story beat.
doesn’t have anything to do with their ability to deceive Some Opportunities might allow a PC to learn a
ANNA PAZYNIUK
the crowd, but it could certainly present challenges later. secret that the players don’t even know to ask for; if such
Meanwhile, a character fighting aboard a Thaylen ship an Opportunity presents itself, you can offer to reveal an
could roll an Opportunity that causes their opponent to important secret, and let the player choose whether to
tangle a leg in the rigging. use their Opportunity on that.
Chapter 13: Gamemastering 341
Using Events can punctuate those moments of respite by using the
guidance in the “Resting” and “Downtime” sections
Sometimes, you might have side effects in mind that are
of chapter 9.
just too big in scope to trigger after a single Opportunity
or Complication. In these cases, you can lead up to an How Many Scenes?
event (see “Events” in chapter 9) by collecting multiple
How many combat scenes should you prep between
Opportunities and Complications.
long rests or moments of downtime? As with all rules
Narrative Advantages in this book, it depends on the needs of the story.
This game provides many ways for characters to roll
and Disadvantages the recovery die, and they only need a long rest when
It can be challenging to decide when to add advan- they’re incapable of continuing onward without one.
tages or disadvantages to a test (see “Advantages and This gives a GM plenty of flexibility to fill an adventur-
Disadvantages” in chapter 3). Keep an eye out for times ing day with however many scenes fit their narrative.
when a character has unique context related to a test (or While planning and building combat scenes
has less context than usual). In these situations, you can (described in the next section), consider the difficulty
reflect how their background grants them an advantage of the fights as a guideline. Several easy combats can
(or disadvantage) on the test. help players feel like heroes without straining them-
From a mechanical standpoint, two characters with selves. A couple of medium scenes will test their tactics
the same statistics have the same likelihood of succeed- as their resources steadily drain. One hard scene can
ing on a test with a given DC. Advantage and disadvan- end the day—and a more challenging one could even
tage help you highlight aspects of each character’s story, fill it—pushing the characters to and past their limits.
so look for times when the test is on a niche subject that
would give a particular character different odds. Using Adversaries
Many GMs feel more confident in adding advantages Chapter 8 of the Stormlight World Guide provides an
to tests than they do disadvantages. When a character array of adversary profiles you can use in your adven-
makes a test on a subject they have little to no context tures, along with unique statistics for those characters.
for, a narrative disadvantage is usually appropriate. For Most published adventures also contain adversaries you
example, a character with a high Thievery modifier can use. Additionally, the animal companion stat blocks
is generally good at picking locks, but if they’ve never in this book’s appendix follow the same format.
encountered a fabrial-enhanced lock before they try
to pick it, you could add a disadvantage to their test to Profiles
account for this unfamiliar application. Each adversary profile includes background information
about that adversary, followed by a “Tactics” section with
Structuring a Game Session guidance if you’re uncertain how to run a specific stat
Depending on your play style, a single session of block in combat. However, those tactics are only sug
the game could be rigidly structured, or you could gestions; feel free to adjust based on the flow of combat
improvise based on your inspiration in the moment. and the needs of a scene. At the end of each profile, a
But regardless of your approach to storytelling, the stat block presents the unique rules for that adversary.
story unfolds via different scenes leading into each
other, based on your needs in the story (see “Scenes” Stat Blocks
in chapter 9). A Discovery endeavor to search Thaylen Each adversary’s unique rules and statistics are detailed
City for a missing informant might lead to a convers in a special section called a stat block. Adversary stat
ation with a back-alley merchant, leading to another blocks offer a simplified version of the abilities and
conversation with her underworld contacts, leading statistics of player characters, making them easier to
to a combat with their gang members, leading to a run in combat. This page includes a sample stat block
Pursuit endeavor across the city when the party realizes from the Stormlight World Guide.
they’re outmatched. And all the while, an event could If you’re using a prewritten adventure and a scene
be looming on the horizon: the arrival of the Everstorm calls for you to introduce an adversary, the adventure
(see “Events” in chapter 9). likely tells you which adversaries to use, and their names
Between scenes, when the party has a chance to appear in bold to indicate there’s a stat block available.
rest or engage in downtime (either because they need For example, if an adventure says “two axehounds
it to heal up or because of a lull in the story), you approach,” use the axehound stat block twice.
342 Chapter 13: Gamemastering
Sample Stat Block: Thief Actions
Tier 1 Rival – Medium Humanoid Strike: Dagger. Attack +5, reach 5 ft. or range 20/60 ft.,
Physical Cognitive Spiritual one target. Graze: 2 (1d4) keen damage. Hit: 7 (1d4 + 5)
str def spd int def wil awa def pre keen damage.
1 14 3 2 13 1 2 13 1 On a hit or graze, if the target is Disoriented, they take
an extra 2 (1d4) keen damage.
Health: 20 (16–24) Focus: 3 Investiture: 0
Disorienting Distraction (Costs 1 Focus). The thief
Deflect: 1 (leather)
throws sand, flour, or a similar substance to distract and
Movement: 30 ft.
confuse foes. Each enemy within 10 feet of them must
Senses: 20 ft. (sight)
succeed on a DC 13 Agility test or become Disoriented
Physical Skills: Agility +5, Light Weaponry +5, Stealth +5,
until the end of the thief’s next turn.
Thievery +5
Pickpocket (Costs 2 Focus). The thief attempts to
Spiritual Skills: Deception +3, Perception +4, Persuasion +3
rifle through the belongings of a humanoid within 5 feet of
Languages: defined by culture
them, making an opposed Thievery test against the target’s
Features Perception. If the target is Disoriented, the target gains a
Quick Hands. When a character triggers a Reactive disadvantage on their test. If the thief succeeds, they can
Strike reaction from the thief, the thief can instead use choose to steal up to 50 marks or one item the target isn’t
their Pickpocket as (without spending focus for a wielding or wearing.
Reactive Strike).
Slippery. After an enemy ends a Move action within
Vanishing Act. At the end of the thief’s turn, if they’re in cover 5 feet of the thief, the thief can use the Disengage
or in an area where their enemy’s primary sense is obscured, action as . If the thief ends this movement in cover or
the thief can make a Stealth test (no action required) with in an area where an enemy’s primary sense is obscured,
advantage against the Spiritual defense of each enemy who enemies affected by that cover or obscured senses gain
can sense them. Each enemy they succeed against loses track a disadvantage on attacks against the thief until the end
of them and can no longer sense them until the thief attacks of the thief’s next turn.
or takes another action that would expose them.
Each stat block includes several components, detailed Size. As with PCs, an adversary’s size reflects the space
in the following sections. Unless otherwise specified, they control in combat: Small (2.5 feet), Medium
these follow the same rules as player characters. (5 feet), Large (10 feet), Huge (15 feet), and
Gargantuan (20 feet or more, at GM discretion).
Title Type. An adversary’s type summarizes their fundamental
Depending on the adversary, their title might include
nature (such as humanoid or animal). There’s no finite
their species, function, or other descriptors. In adven-
list of types and this doesn’t affect how their stat block
tures, some major NPCs use a unique stat block with
functions—type is merely a descriptive term. However,
their given name, while the adversaries in the Stormlight
when it fits the story, some effects might affect certain
World Guide have more general titles.
adversary types (especially humanoids) in special ways.
Details Role
Beneath the adversary’s title, you’ll find details such as
The second line of a stat block lists the adversary’s
“Tier 2 Boss – Medium Humanoid.” This line provides
role along with the other details. Each role follows
the following information:
different rules:
Tier. The adversary’s tier helps you choose appropriately
Minion adversaries are weaker than other adversaries.
challenging adversaries for each scene (see “Building
Each has the Minion feature: “The minion’s attacks
Combat Scenes” later in this chapter).
can’t critically hit, and they’re immediately defeated
Role. Adversaries are divided into three roles: Min-
when they suffer an injury.”
ion, Rival, and Boss. This represents their relative
Rival adversaries have no additional rules and present
importance within that tier and their complexity in
a standard challenge to adventurers.
combat. See the following “Role” section for details
Boss adversaries can challenge an entire party. They’re
on each role.
more threatening—and more complex to run—than
Chapter 13: Gamemastering 343
other adversaries. Each has the Boss feature: “The boss the final blow can choose for the NPC to fall Uncon-
can take both a fast turn and a slow turn each round. scious with an injury.
After an enemy finishes a turn, the boss can spend Defeated NPCs remain Unconscious until they
1 focus to immediately use an extra or . Addition- recover at least 1 health from another source; they
ally, they can spend 1 focus on their turn to remove a can’t voluntarily regain consciousness like a PC.
condition from themself.”
Deflect Value
If you’re planning combat encounters of your own An adversary’s deflect value represents their armor,
making, each role presents a different level of threat, natural defenses, and special abilities. As with PCs,
as described in the upcoming “Building Combat reduce all incoming impact, keen, and energy damage
Scenes” section. by the listed deflect value. If an adversary has no deflect
Attributes and Defenses value listed, their value is 0.
Adversaries use the same basic statistics as PCs, Immediately following this value, parentheses name
including the six attributes (Strength, Speed, Intellect, the primary source of this protection (such as “leather”).
Willpower, Awareness, and Presence) and three defenses In some cases, this name is merely for flavor—but if the
(Physical, Cognitive, and Spiritual). name of the source matches with a piece of armor from
If these seem like they don’t match up with other chapter 7, the PCs may be able to acquire it after the
numbers in the stat block, never fear; many stat blocks enemy is defeated.
invisibly apply bonuses or penalties (much like a PC Movement
talent might), so sometimes a modifier or other statistic As with PCs, an adversary’s movement rate determines
may be different than you’d expect. how far they can travel during the Move action.
Health, Focus, and Investiture A few stat blocks include special movement
As with PCs, adversaries have health, focus, and (in capabilities, such as swimming or flying. Unlike PCs,
some cases) Investiture. adversaries don’t gain the Slowed condition from any
movement types listed in their stat block.
Current and Maximum
The listed value for each of these resources represents Senses
both their maximum and current value. If the PCs As with PCs, an adversary’s senses range determines
encounter the same NPC across multiple scenes, the limit of their senses when their primary sense is
consider whether the NPC had a chance to restore some obscured. Each stat block indicates which primary sense
or all of these resources, or whether they’re starting the is common for that adversary, but you can change it to
next scene with less than their maximum. whichever sense fits an individual NPC’s story.
A few adversaries have special capabilities or limit
Customizing Health ations to their senses, as noted in parentheses after their
If you want to make an adversary a little easier or harder
sense range.
to defeat, you can adjust their health using the range
provided in parentheses. For example, if an adversary’s Immunities
health is “60 (48–72),” you can use the default value Some adversaries are immune to certain effects (usually
of 60, decrease it to 48, increase it to 72, or anything conditions). For example, if a stat block is immune to
in between. Immobilized, they can move freely despite being targeted
with abilities that inflict the Immobilized condition.
Defeated Adversaries
As with all rules in this game, these immunities are
When an adversary is reduced to 0 health, they are
up to GM discretion, and your players might find a
defeated. This can play out in different ways depending
creative way to bypass an adversary’s immunities.
on the PC’s intent when attacking the adversary, the
GM’s desire for the story, and similar factors. Skills
In battle, most adversaries are assumed dead after Adversaries can use any skill from chapter 3, but for sim-
being reduced to 0 health, as described in “Damage, plicity, stat blocks only lists the skills they have ranks in.
Injury, and Death” in chapter 9. However, at the GM’s These are divided into Physical, Cognitive, and Spiritual,
discretion, NPCs with a significant narrative role can though not every adversary has ranks in each category.
instead fall Unconscious and make injury rolls like PCs If you want to use a skill whose modifier isn’t listed,
do. Additionally, if the PCs are trying to defeat any just use the adversary’s associated attribute for that
adversary with non-lethal means, the PC who deals modifier (for example, adding their Strength attribute
to an Athletics test).
344 Chapter 13: Gamemastering
Surge Skills Ancestries and Abilities
If an adversary can wield Investiture, their stat block
Some of the stat blocks for humanoids indicate a particular
also lists their surge skills, along with the number of
ancestry: for example, a warform singer is clearly a singer.
ranks they have in that skill.
However, many stat blocks (such as the thief, guard, or
For ease of use, this game offers simplified versions
Shardbearer) are intended to function for any humanoid
of the surges in each stat block’s features and actions.
ancestry.
The Investiture cost appears in parentheses after that
Feel free to alter stat blocks to represent an adversary’s
feature’s name (see chapter 6 for the rules on fueling
ancestry or other unique abilities. For example, you
surges with Investiture). When using these simplified
could represent a singer guard by borrowing some of
surges, you don’t need to use the adversary’s surge
the warform singer’s features and actions, or even by
ranks and modifiers, as the feature or action already
adapting a couple PC talents from this handbook.
accounts for them.
However, if you want the flexibility of the full surge
rules from chapter 6, feel free to use them! Refer to the Features
adversary’s listed ranks to determine the power and size Adversary features provide special rules that affect
of their surge. the adversary but don’t directly require an action, free
action, or reaction to use; these often function like a
Languages PC’s “always active” or “special” abilities. For example,
For adversaries who can speak or understand languages, a feature might allow an adversary to deal extra damage
their stat block suggests what languages to use. However, under certain circumstances. See “Actions” below for
feel free to adjust these to match each individual NPC. details on how to calculate statistics and spend resources
for these features.
ARI IBARRA
Chapter 13: Gamemastering 345
Actions Duplicate Names
Each stat block provides unique actions, free actions, If an adversary’s stat block action matches the name
and/or reactions for that adversary. These follow the of an action from this handbook, these are considered
same rules as PC actions do, so you can’t use the same duplicate actions (even though the adversary version
action more than once on a turn. may have some special features), so you can’t use both
Adversaries can also use the actions, free actions, on the same turn.
and reactions listed in chapter 10; for example, any
Calculations Included
adversary can (and often should) use the Move action,
If an action (or feature) requires a test or otherwise uses
the Gain Advantage action, and the Reactive Strike
the adversary’s statistics, the calculations are already
reaction. Rosharan adversaries with an Investiture pool
done for you. For example, each attack lists the modifier
can also use the Breathe Stormlight, Enhance, and
for that test (“Attack +11”), so you don’t have to refer-
Regenerate actions from chapter 5 of the Stormlight
ence their skills to figure out what modifier to add.
Handbook (though Fused and Regal characters breathe
Voidlight from their infused spheres, not Stormlight). Spending Resources
If an action (or other feature) requires spending the
Attacks adversary’s focus or Investiture, this cost is noted either
Most adversaries have at least one attack, which lists
in parentheses after the action name (if you always spend
the outcome of a graze (if that attack can graze) and a
it to use that action), or in the text of the action (if other
hit. Some of these serve as the adversary’s basic Strike
considerations affect when you spend that resource).
action, while others include more powerful effects.
Unless otherwise specified, all adversary attacks are Opportunities and Complications
made against the target’s Physical defense. Adversary tests can’t raise the stakes, and thus they
Unlike PC weapons—which have specific tags like don’t typically roll the plot die. However, adversaries
Two-Handed—an adversary’s weapon name is merely can still be affected by Opportunities and Complications
descriptive and doesn’t invoke any special rules. It’s in the following ways.
up to you to decide how an adversary’s attacks work Adversary Die Rolls
within the story; for example, attacks that list a reach Though adversaries don’t roll the plot die, they can
are generally melee attacks, while attacks that list a occasionally gain an Opportunity or Complication due
range are ranged. You can limit these attacks when to their d20 roll (see “Opportunity and Complication
it makes sense to do so; in general, err on the side of Ranges” in this book’s introduction).
creating dynamic scenes that challenge the PCs.
PC Die Rolls
Damage When a PC rolls a Complication during a scene, a
Actions that deal damage include two options for few adversaries (primarily bosses) have a special ability
determining damage: a single number, followed by you can spend that Complication on. However, this ability
parentheses with a formula for rolling dice. For example, brings with it a weakness: when a PC rolls an Opportunity,
if an attack deals “8 (1d4 + 6) keen damage,” you they can spend it on that adversary’s Opportunity effect,
can deal 8 damage, or you can roll a d4 then add 6 hampering the adversary in some way.
to the result.
Use the first number if you want to quickly deal Opportunity and Complication Ideas
damage without calculating the roll result; this number If an adversary rolls an Opportunity, you can use
provides the average damage dealt by that die roll. Use any options provided in their stat block, or you can
the formula if you prefer the drama or unpredictability choose another effect that fits the story. Consider the
of rolling dice for damage. following ideas:
◆ The adversary or their ally gains an advantage on
Reactive Strikes
their next test.
Adversaries can use the Reactive Strike reaction
◆ The adversary gains 1 focus, up to their maximum.
like PCs, spending 1 focus to attack when an enemy
◆ The adversary doesn’t have to spend focus or
voluntarily leaves their reach. The adversary can make
Investiture on their next action that would usually
this attack using any attack action that costs and that
have a cost.
lists a reach, but not one with only a range listed.
◆ The adversary inflicts a condition on their target until
the start of the adversary’s next turn.
◆ The narrative shifts slightly in the adversary’s favor.
346 Chapter 13: Gamemastering
If an adversary rolls a Complication (or a PC rolls an match the total threat you want the scene to pose
Opportunity), allow the players to suggest how that to the characters.
unfolds. Consider the following ideas: The following benchmarks offer a starting point
◆ The adversary or their ally gains a disadvantage to judge the difficulty of a combat:
on their next test. Easy combats have a total threat equaling half the
◆ The adversary loses 1 focus. number of PCs in the party. For example, if you have
◆ The adversary suffers a condition until the end of four players, an easy scene’s total threat is 2. The party
their next turn. can navigate these scenes without much difficulty.
◆ The narrative shifts slightly in the party’s favor. Average combats have a total threat equaling the
number of PCs in the party. For example, if you have
Building Combat Scenes four players, a medium combat’s total threat is 4.
Conversations and endeavors are paced by the needs of The party might need a long rest after two to three
the plot, and these more free-form scenes are easier to of these combats.
improvise and change. By contrast, combat scenes can Hard combats have a total threat equaling one and a half
be trickier to plan right; combat relies on a lot of the times the number of PCs in the party. For example,
math behind the system, and it can be tricky to create if you have four players, a hard combat’s total threat
combats that are fun and provide the right level of is 6. The party likely can’t handle more than one of
challenge for your players. these between long rests.
Published adventures present combat scenes built
specifically for that story and the party’s expected level,
but when you want to create your own combats using the
adversary profiles found in an adventure or the Storm-
light World Guide, this section guides you in balancing
them against your party’s level and combat ability.
Determining Tier of Play
As the PCs level up, they become stronger and neces-
sitate greater trials to challenge them. Each adversary
is categorized into one of the tiers of play (1–4); these
correspond to the party’s tier, as listed in the “Character
Advancement” section at the end of chapter 1.
An adversary’s tier indicates the ideal levels they
were designed to be fought at. However, adversaries can
be used in higher and lower tiers to create unique and
unexpected combats for the party (see the “Choosing
Adversaries” section for guidelines).
Deciding Scene Difficulty
Before selecting adversaries for a scene, decide how
much of a challenge you want it to pose. Is this a
dangerous battle after which the characters should
take time to recuperate, or is it just a quick scuffle on
their way across the city? Your answer will affect how
many adversaries you choose—and what kind.
Combat difficulty is determined by the threat
of adversaries relative to the number of player
characters in the combat. Each adversary has a
threat value based on their role; as described
in the next section, when you choose
PETAR PENEV
adversaries for your scene, their threat
values added together should roughly
Chapter 13: Gamemastering 347
An Average Party Scaling Threat
The threat values of adversaries assume that the party An adversary’s threat value assumes the adversary
has a mix of strengths, with some PCs who excel in com- and the characters are in the same tier of play (see
bat and others who shine in non-combat scenes. If most “Determining Tier of Play”). You can use the Scaling
of the PCs are optimized for combat (or their players are Adversary Threats table to convert threat values, or you
particularly strategic), you may need to raise the total can calculate it yourself: If an adversary is of a higher
threat of combat scenes. If most of the PCs are stronger tier than the PCs, double the threat value for each tier
out of combat (or their players don’t prioritize strategy in above them. If an adversary is of a lower tier than the
combat), you may need to lower the total threat instead. PCs, divide the threat value by half for each tier above
them, rounding to the nearest quarter.
Power Spikes For example, if your party is tier 1, a tier 2 Rival
Adversaries are ranked by tier, but within each tier of
adversary has a threat value of 2. If your party is tier 2,
play, the PCs are weaker as they enter it and stronger
that same adversary has a threat value of 1. If your party
right before they move to the next tier. Other factors
is tier 3, that same adversary has a threat value of 0.5.
can also dramatically increase the combat power of
player characters, such as Shardblades and additional Scaling Adversary Threats
attack actions (like the Devastating Blow talent). Party Tier vs. Minion Rival Boss
Consider these spikes in damage when determining Adversary Tier Threat Threat Threat
what difficulty of combat will challenge the party; 3 tiers lower than adversary 4 8 32
you might need more adversaries to do so. 2 tiers lower than adversary 2 4 16
1 tier lower than adversary 1 2 8
Choosing Adversaries Same tier as adversary 0.5 1 4
As described in “Using Adversaries,” each adversary has
1 tier higher than adversary 0.25 0.5 2
a role indicating their overall complexity and assigning
them certain special rules. This role also determines the 2 tiers higher than adversary 0 0.25 1
threat value each enemy adds to a combat: 3 tiers higher than adversary 0 0 0.5
Minion (0.5 threat). A Minion adversary has a threat
value equal to half a PC. They have low health and Adjusting Adversary Health
can’t critically hit with attacks. After deciding on your scene difficulty and choosing
Rival (1 threat). A Rival adversary has a threat value adversaries, you might like to tweak the combat further
equal to one PC. They have no extra rules associated (such as when compensating for a party optimized
with their stat block. for combat). An easy way to do this is by adjusting an
Boss (4 threat). A Boss adversary has a threat value adversary’s health. Lower health helps weak parties
equal to four PCs. They can take both a slow turn and maintain momentum, while higher health makes
a fast turn each round of combat, and they can spend adversaries last longer so strong characters can make
focus to take additional actions or cure themselves of the most of their abilities.
conditions. Each adversary profile includes both a fixed health
The above threat values only apply to the tier of play value and a wider health range, such as “60 (48–72).”
the adversary is designed for; see “Scaling Threat” You can use this range to adjust the health of individual
for adjusting threat between tiers. adversaries or groups, fine-tuning their difficulty against
the party or add variety between similar adversaries.
Calculating Total Threat
Once you know your desired combat difficulty (see
“Deciding Scene Difficulty”), add adversaries to your
combat until the sum of their threat values matches Wait … was that a fabrial?
your desired total threat. For example, if you’re The light dimmed suddenly.
planning a hard combat for four players, you need
Kaladin’s powers vanished.
a total threat of 6. You could reach that threat with
one Boss adversary plus two Rival adversaries, or with
four Rival adversaries plus four Minion adversaries,
or with similar combinations.
348 Chapter 13: Gamemastering
Adding Variety Challenging Radiants
to Combat Scenes Radiant characters have access to powerful surges
Due to their many moving parts and heavy use of and healing. This can make it hard for the GM to plan
precise rules, combat scenes take the most real-world meaningful challenges when high-level characters can just
time to play each minute of “in-game” time. To keep melt the walls or step into Shadesmar. It’s even harder to
your game’s momentum, use combats judiciously, and make someone who safely can take a sword to the head
when they do appear, strive to make each feel a bit feel threatened. Luckily, there are tools scattered across
unique and different. Here are a few suggestions. Roshar that can help. Use these in your stories when
Vary Terrain you need moments that really challenge the Radiants
Add in changes in elevation, start the PCs at different and make them reconsider how often they use or show
distances from the enemies, and/or add in dangerous or their powers.
difficult terrain. The same enemies in different positions Certain enemy profiles in published adventures or the
or on a different battlefield can make for an entirely Stormlight World Guide have specific rules for some of
different combat. these tools, but for your own stories, implement them
however works for you.
Consider the Previous Scene White Sand. People from offworld (or with connections
The scene that led to the combat can often change to the Ghostbloods) may have access to white sand.
how the combat begins. A failed negotiation may result This strange substance is usually a deep black, but when
in the PCs coming into the combat with low focus, exposed to Investiture, it turns white. This can detect the
or an ambush late at night might result in the PCs presence of Radiant powers when the PCs might prefer
not having their gear ready. Think of what led up to to stay hidden.
the combat scene and how you can reflect that in the Secretspren. The Fused have access to a strange bright
starting conditions. yellow spren that can detect the use of Investiture. When
Provide Non-Combat Objectives detected, these spren fly screaming toward the source,
If a fight’s purpose is only to kill the enemy, it’ll be a revealing it to dangerous threats like the Fused.
fairly single-minded affair. But most combat happens Raysium. Weapons inlaid with raysium (the God Metal
as part of a larger story, with both sides attempting of Odium) can draw Stormlight out of a target. When
to accomplish something beyond just killing their someone is hit or grazed by attacks made with raysium
opponent. They might be trying to race to a gemheart, weapons, they can lose some of their Investiture, quickly
rescue a hostage, perform a spectacular duel, or capture draining their supply and depriving them of Stormlight.
a fleeing target. Regardless of their objective, maneuver Larkin. Larkin (and some hordelings bred from them)
tactically to force the PCs to choose between fighting drain and feast on Stormlight. When they get close to
and pursuing their objective, creating interesting and Radiants, larkin can pull all the Investiture out of the
hard choices for them. Radiant’s body and spheres.
Anti-Stormlight. Potentially the most dangerous,
Offer Resources and Opportunities anti-Stormlight has a violent, combustive effect when it
You can litter the battlefield with resources that inven- comes into contact with Stormlight. Gems holding this
tive PCs can use to get an edge in combat: precariously light can be mounted on large arrows or other weapons
perched boulders ready to be toppled, spheres of and used to kill Radiants … and even Radiant spren.
Stormlight sitting nearby, or volatile explosives sitting The Weeping. The end of each year is marked by a four-
in the open. Creative players might find ways to use week-long period with steady rainfall, but no highstorms—
these without any prompting, but if nobody takes the and thus no Stormlight. During these periods, Radiants
bait, you can encourage players to spend Opportunities need to carefully conserve their Stormlight or risk not
in ways that feature these resources. being able to use their powers.
Mix and Match Enemies
Adversary profiles are designed with abilities that can
complement and synergize with each other. By mixing
and matching the different enemy types, you can
challenge the PCs in new ways.
Chapter 13: Gamemastering 349
Adventures valuable inspiration and a greater understanding
of Roshar.
Each self-contained story within your campaign is
an adventure. Some adventures are brief one-shot Your Own Adventures
scenarios that unfold in a single session. Other adven-
Designing your own adventures is a rewarding way to
tures consist of several chapters, each requiring several
step into the world of Roshar and exercise your own
sessions to complete.
creativity. Often known as “homebrew” adventures,
Every adventure needs a clear beginning, middle,
these are often the best way to create a narrative that
and end. It should lead with an engaging hook, offer
empowers the players by tying into their characters’
multiple challenges to overcome, and drive toward
specific goals, purpose, and obstacles. The Cosmere
a climactic conclusion. No adventure should be
RPG has been designed to support homebrew advent
“railroaded” or set in stone, but good preparation can
ures as the default mode of play, with guidelines for
lead to great improvisation. So while you can plan as
building scenes of every type.
much of the story as you wish, remember that players’
If you’re creating homebrew Stormlight content,
ideas and narrative choices should always influence the
you should also have a copy of the Stormlight World
story’s outcome.
Guide, which includes profiles for a wide range of
A published adventure can provide helpful structure,
adversaries.
especially for a GM who’s busy or less experienced.
Other GMs prefer to modify official scenarios or design
their own homebrew adventures (see below).
Published Adventures
To begin your Cosmere RPG journey, consider playing
an official published adventure. These contain original
lore, prewritten scenarios, maps, and adversaries; with
these resources, you can reduce preparation time and
focus on running the game. The following adventures
are specifically designed for new players:
Bridge Nine is an introductory 1st-level adventure that
includes six pregenerated characters. It introduces
GMs to the Cosmere RPG rules and players to the
Stormlight setting.
The First Step is a session zero adventure and
Cosmere RPG tutorial. A unique alternative to
traditional character-building, this adventure allows
players to begin as “level 0” characters, defining their
abilities and backstory through play. The First Step
ties directly into the Stonewalkers adventure.
Stonewalkers is an adventure path that takes characters
from level 1 through 8. Written in close collaboration
with Brandon Sanderson and Dan Wells, this advent
ure gives characters the chance to play a pivotal role
in Roshar’s history as the True Desolation begins and
the Lost Radiants return.
You don’t have to play a published adventure in its
entirety to glean value from it. Perhaps you use it as
the jumping-off point for a campaign that moves in
another direction, or you shift the plot to better match
your characters’ goals and obstacles. Maybe it contains
helpful scenes, maps, or adversaries that you can lift and
place into your own homebrew adventure. No matter
how you use one of these adventures, it can provide
350 Chapter 13: Gamemastering
Mass Warfare Tens of Thousands. The grand battles for the fate of
Roshar play out on massive fields with soldiers as far
War is ever-present on Roshar, and thus it often plays
as the eye can see. In conflicts with tens of thousands
a major part in adventures and greater campaigns. It’s
of troops, only incredibly powerful characters are
likely that your group will find themselves embroiled in
likely to play a key role, such as Shardbearers and
a larger battle at some point during their adventures.
Radiants of tier 3 or higher.
Battles are complex, chaotic, and messy things. They
can stretch for hours, if not days. From the perspective Time
of a small party, it can be nearly impossible to see the A battle’s total time can often change depending on
entire scope of a battle unfold. The best each person choices made during the conflict, but it’s good to have
can do is try to contribute in their own way and hope a sense of how much time you expect the battle to
that it can help sway the overall flow of the battle. take up in your story. Quicker battles are good for a
Due to this size and complexity, massive battles rush of excitement, while longer battles could end up
aren’t run as a combat or other single scene type. dominating a large chunk of an adventure. Consider
Instead, battles serve more as a setting for an entire how long your battle should last:
arc of an adventure, unfolding over the course of Minutes. Some smaller or vicious battles can be
multiple scenes chained together. Each of these scenes resolved in a matter of minutes. In these situations,
advances the larger story of the conflict progressing and the PCs will likely face only a few scenes before the
the party’s involvement in it. The PCs might start with battle runs its course.
a conversation with a commander discussing the plans Hours. Most battles play out over the course of hours.
for the battle, move on to an endeavor sneaking behind Across this time, the PCs play out many different
enemy lines, stumble into a scene when they are caught scenes with varying objectives, twists, and turns as
by enemy combatants, then progress to a conversation the battle’s events unfold.
as those combatants surrender. And all of this might Days. Sieges of defended positions and massive battles
only comprise a small portion of the overall battle. across multiple fronts can often stretch into days and
This section gives guidance for how to structure more. These battles likely include not only scenes,
the different scenes of a battle and to determine but also long rests and other breaks from the action
how the battle changes around your group as they so the PCs can recuperate.
contribute to it.
The Party’s Role
Defining the Scope of a Battle The PCs might have a central role in the battle and
When running a battle as part of your adventure, first its outcome, or they could be lower-ranking troops in
define the battle’s scope, as this can change how you charge of a specific area or task; either approach creates
might want to structure it. Important factors include memorable stories. Consider the following roles the
the number of troops involved in the battle, the time party might fill in the conflict:
the battle will take, and the party’s role in the conflict. Caught in the Fray. The PCs could be simple foot
soldiers or hangers-on in a larger conflict. During
Number of Troops this battle, they’ll likely focus on survival or on
The number of soldiers involved in the conflict plays
accomplishing one small objective.
an enormous role in the feel of a battle. The larger the
Lynchpin Soldiers. The PCs could be tasked with
conflict, the longer it’ll take and the harder it’ll be for
key missions important to the battle’s success.
the PCs to play a key part, but the overall battle itself is
While not in charge themselves, they are responsible
likely to feel pivotal. Consider how many troops are in
for achieving objectives that determine the
your battle:
battle’s outcome.
Hundreds. Smaller battles are likely to be border Commanders. The PCs could be in charge of some
skirmishes or covert operations. With only a few (or even all) of the troops on the field. They not only
hundred soldiers, it’s easy for even tier 1 PCs to have need to wade into the battle themselves, but also
a large impact on these battles. determine strategy and tactics for the battle.
Thousands. As armies grow into the thousands, the
MIGUEL SASTRE
action starts playing out on multiple fronts. Tier 2
characters can play a pivotal role in these conflicts,
but they’ll only be part of a bigger picture.
Chapter 13: Gamemastering 351
Battle Phases progress toward laying down bridges across a chasm,
while an Opportunity event could represent your troops’
During a battle, gameplay takes the form of sequential
progress on cutting out a gemheart to win the day.
scenes that represent the group’s involvement in
Try to have at least one event going at any given
the conflict. To organize these scenes in an easy-to-
time. You can start them for a variety of reasons. Maybe
understand way, divide the battle into phases. Each
the party’s actions in a previous scene triggered the
phase of the battle comprises multiple scenes and
countdown, perhaps by calling for reinforcements or
represents a single objective for the party’s side of the
being spotted by an enemy patrol that now closes in.
conflict. Once that objective succeeds or fails, the
Alternatively, events could show the machinations of
battle proceeds to the next phase, which likely varies
characters outside of the party’s awareness, such as an
depending on the previous phase’s outcome.
enemy commander executing a plan or a highstorm
What each phase represents and how one phase
bearing down on the battlefield.
leads into another depends on the story you want to tell
with a battle. A phase might involve one side trying to Scenes in Battle
place bridges over a chasm while the other tries to stop
The actual scenes your PCs play out during each phase
them, or it might call for retreating from a losing battle
depends on their role in the conflict and how they want
without suffering catastrophic losses. Try to map out
to contribute. At the start of each phase, make sure the
your different battle phases ahead of time, then consider
PCs are aware of how the battle is shifting and what the
how success or failure would change the next phase
new objectives are (or at least, as aware as they would be
of the battle. As you play through phases, think about
in the chaos of battle). Then, ask them what they want to
what each side is trying to accomplish and how they
do in this new phase. This choice determines the kinds
react to these different twists and turns. Also consider
of scenes that you’ll play out. These can encompass
how the PCs might be involved in each phase given
nearly anything, but consider the following scenes:
the role they’re playing in this battle.
Based on the party’s role in a given phase of the Scouting. Scouting, spying, and other endeavors to
battle, their actions might determine when it ends, or perform reconnaissance can gather information for
the phase might conclude entirely independently of what the commanders of the army. The PCs could discover
the PCs are doing. If playing a key role, the phase won’t enemy strategies, spot weaknesses in fortifications, or
end until the PCs succeed or fail (or until an outside even decipher a coded message between enemies.
factor overrides their efforts). If their goals aren’t critical Command. Higher-tier PCs might be placed in charge
to the phase, however, it might end unceremoniously of allied soldiers. These scenes can take the form of
in the middle of them trying to accomplish other goals, an endeavor that focuses on planning strategies and
swinging the battle in a new direction unexpectedly. tactics, or they might be conversations to issue orders
The Example Battle Phases chart depicts the phases and inspire their soldiers.
of a battle between an Alethi highprince’s army and Take Ground. Much of warfare centers around taking
an army of warform singers over a gemheart on the and holding ground or various objectives. You can
Shattered Plains. Here, each phase summarizes what reflect this combat against enemy combatants many
the armies are trying to accomplish and the party’s role times in battle scenes. See the upcoming “In the Fray”
in it, as well as how success or failure would proceed to section for guidance on making these combats feel like
the next phase of the battle. they take place in the chaos of a battle.
Rescue. Even if the stakes of the larger battle are out of
Events in Battle the party’s control, they have much more impact on
During a battle, action surrounds the PCs. The ebbs the lives of their friends and allies. Even as the larger
and flows of battle, along with the choices of other battle flounders, key scenes can focus on endeavors to
characters on the battlefield, can have a large impact on race across the battlefield to save an endangered ally,
the party’s plans. To help tangibly represent this during or on combats to protect allies.
play, you can use events (see “Events” in chapter 9) to Retreat. Even if all hope is lost, the PCs still need to
represent both positive and negative highlights of battle. get to safety. Endeavors to flee from the opponent
A Complication event could represent the enemy’s or conversations to bargain for safety both might be
critical to survival at this stage.
GAL OR
352 Chapter 13: Gamemastering
Mass Combat Flowchart
Place the Bridges
Your Alethi army is trying to place bridges across a
chasm guarded by Parshendi troops on the other side.
◆ Carry a bridge to the chasm.
◆ Work with commanders to plan the approach.
◆ Defend against Parshendi warpairs leaping across.
failure Success
Sneak Through the Chasms Take the Plateau
Without the bridges, the Alethi are making a lastditch With the bridges in place, your Alethi army is trying to
attempt to reach the plateau by sneaking through cross the bridges and claim control of the plateau.
the chasms. ◆ Intimidate or trick the Parshendi out of position.
◆ Avoid Parshendi scouts while navigating the chasms. ◆ Fight back the Parshendi battle lines.
◆ Locate a way up onto the back of the plateau. ◆ Sneak through the battle lines to the chrysalis.
◆ Distract or trick the Parshendi.
failure Success
failure Success
Retreat Extract the Gemheart
Discovered in the chasms, the Alethi have no choice With the plateau secured, the Alethi must quickly
but to retreat from the plateau. extract the gemheart while defending the plateau.
◆ Coordinate and exectute a retreat across the ◆ Cut the gemheart free of the chrysalis.
plateaus. ◆ Keep the Parshendi warpairs off of the plateau.
◆ Defend against Parshendi pursuers. ◆ Set up a safe retreat.
◆ Help wounded get out safely.
failure Success
Pursue the Parshendi Escape With the Gemheart
Failing to get the gemheart out before being pushed With the Gemheart in hand, the Alethi have to get it
back, the Parshendi now have the prize! The Alethi back to safety while being pursued by the Parshendi.
must pursue. ◆ Run the gemheart to safety.
◆ Chase after the Parshendi with the gemheart. ◆ Defend or distract Parshendi pursuers.
◆ Attempt to cut off the Parshendi. ◆ Help wounded get out safely.
◆ Interrogate prisoners for information on their
direction.
How Scenes Affect the Battle little to no impact on the current battle itself (though
An individual scene’s outcome often impacts the battle it may still have a large impact on the wider story).
as a whole, depending on the party’s role in the battle If you want to reflect the party’s impact on the battle
and how their personal objective compares to the overall even when they aren’t directly pursuing the main
objective of the current phase of the battle. If the party’s objective, consider adding events to future scenes based
objective is critical to the current phase of the battle, on the success or failure of their past scenes. After
their scene’s outcome could decide when the phase ends negotiating medical support in a previous scene, this
and whether their side is victorious. might manifest in a combat event you call “Surgeons
If, instead, the PCs are pursuing objectives on the Way.” Similarly, if the party failed an endeavor
independent of the current phase of the battle—such and a building was set on fire, this might cause all
as rescuing an ally or hunting down a rival among the nearby combatants to become Disoriented due to the
enemy’s ranks—the outcome of their scenes may have overwhelming smoke.
Chapter 13: Gamemastering 353
In the Fray should be at their most dramatic during warfare.
Many scenes (especially combats) during a larger A Complication could cause a hail of arrows to
battle take place amidst hundreds of other characters rain down on an entire platoon of soldiers, cause
fighting for their lives. The PCs should constantly feel a nearby enemy to rush over and join combat, or
the presence of this dangerous chaos all around them. cause an important ally to be pulled away by the
Rather than depicting and tracking enough individual pressing bodies on all sides. On the other hand, an
characters to capture this feeling—which is entirely Opportunity could cause a nearby front to push
impractical in a large battle—you’re encouraged to forward, cause a runner to appear with news from
represent the surrounding chaos through the narrative. command, or cause an enemy to flee in search of
Give the party regular updates on the surrounding easier opponents elsewhere on the battlefield.
battle and use it to set the boundaries and obstacles of a Events. As discussed earlier in “Events in Battle,” events
scene. Instead of walls defining the edges of a combat, are a powerful tool to show the longer-term ebb and
the PCs might be limited by other groups of soldiers flow of other parts of the battle. For example, an
that are too packed together to move safely past. event could represent a battle front pushing closer
In addition to these more passive tools, consider the and threatening to engulf the PCs, or it could lead
following active tools to bring the feeling of the battle to an allied Shardbearer coming to the rescue.
into scenes: Tests. Allow creative uses of skill tests by the PCs to
interact with the surrounding battle. One character
Opportunities and Complications. Opportunities and
might want to use Leadership to rally nearby NPCs to
Complications are an essential tool in representing
their aid, and another might want to use Intimidation
the things happening around the PCs. Raise the stakes
to scare back an enemy front to clear more room.
often during large battles, and use the Opportunities
Encourage these uses and invite new ways for the
and Complications rolled to show the effects of
PCs to feel like they’re impacting the battle around
the battle all around. The impact of plot die results
themselves.
Battle Outcomes die, some might retire, or others might depart from
the group for other reasons. If an ongoing player in your
At a certain point, the outcome of the battle becomes
group has their character leave the group for one of
clear. One side is retreating, surrendering, or has
these reasons, you can have them create a new character
otherwise been outmaneuvered and outplayed. As the
matching the current level of the group, as described
final phase of the battle comes to an end, make sure the
later in “Starting at Higher Levels.” However, during
PCs are aware of how things concluded (unless there is
longer campaigns, it’s also totally normal to have players
some reason they wouldn’t be aware). Following that,
come and go. You can add new players to the group or
an opportunity for a long rest or longer downtime can
have players “guest star” for a few sessions.
often be a good time to give the PCs a break.
Character Death
Awarding Advancement
As the player characters progress through the story, they
In the constant turmoil of war, death is a common part of grow, learn, and gain allies. Mechanically, this takes the
stories on Roshar. Even after characters gain the powerful form of gaining levels (see “Character Advancement”
healing abilities of Stormlight, certain threats can still in chapter 1) and rewards (see “Rewards” in chapter 8).
overcome their incredible survival abilities, as described in The primary rules for those are in the corresponding
“Damage, Injury, and Death” in chapter 9. chapters, but this section offers additional guidance on
It’s okay for certain stories to end with a PC dying, but when and how often to grant them to players. It’s your
it’s important that players feel like they have agency in job to decide how to spread out levels and rewards, thus
what happens to their character. When a PC drops to 0 shaping the pace and feel of your campaign.
health, they become Unconscious and suffer an injury.
However, as described in the Unconscious condition, Levels
enemies should usually ignore downed PCs (unless it fits Levels represent the party accumulating experience
the story for them to do otherwise), and the player gets to with their abilities through consistent practice. As such,
decide when their PC becomes conscious again. levels should be paced at fairly even intervals throughout
As a result, a PC is only likely to die if they repeatedly get your campaign.
back up multiple times after falling, rather than remaining It’s good to award levels at momentous and satisfying
Unconscious. Make sure the player is aware that they moments. Choose a time where the party has reached a
are risking death by doing so. Dying for a cause (or for meaningful story milestone or has proven their abilities
any reason fitting the character’s story) can create an through much hardship. At these times, the level
incredibly satisfying conclusion to a character’s arc, but feels well-earned and satisfying, imbuing the party’s
the player should be part of the storytelling experience. progression with meaning and purpose.
Matching Levels
Structuring a Campaign Unless there’s a significant story reason for one character
A campaign follows the same group across many to be a different level than the others, you’re encouraged
adventures. By linking these together, players can watch to keep all PCs in the group at the same level. Even if
their characters grow from lowly scribes and soldiers a character misses a few sessions, they can just level up
into Knights Radiants and heroes of Roshar, eventually when they get back.
becoming worldhopping adventurers of the entire cos-
mere. Depending on how you want to align the party’s
Level Frequency
Exactly how often to grant your PCs levels depends
story relative to the unfolding story of the Stormlight
on your campaign and its story. Since each tier of play
Archive novels, one adventure might roll right into
represents a different type of story and experience, it’s
another with no breaks, or you might grant some
important that you pace your character levels to align
downtime between story arcs. When the latter happens,
their power with what you want them accomplishing in
use the downtime rules from chapter 9 to discuss what
the story. (See “Character Advancement” in chapter 1
each character might be up to between adventures.
for guidance on what to expect at each tier.) If your story
During a longer campaign, some players may play the
isn’t ready to move onto a more epic scale, it’s probably
same PC across the entire story, while other PCs might
KEVIN SIDHARTA
wise to keep character progression slow and steady.
only join for part of the story. Some characters might
Chapter 13: Gamemastering 355
Published adventures provide recommendations For the tier, think of a suitable reward, and consider
on character level and when to grant additional levels. what tier you think the PCs will be in after the goal
However, when running your own campaign, consider is completed. Is that reward appropriate for that tier?
the full arc of the story and ask yourself the following If it’s too powerful, consider encouraging the PC to
two questions to set your leveling pace: work toward an intermediate step instead.
◆ How many sessions do you expect each part of the Finally for the scope, think about how long it might
story to take? take the character to accomplish this goal. If that
◆ During those parts of the story, which tier of play timeline would stretch far beyond several sessions,
do you want the players to experience? it’s a good idea to work with the player to subdivide
it into smaller goals.
For example, if you expect to spend about four sessions
with tier 1 characters fighting on the Shattered Plains, Advancing Goals
followed by about 6 sessions of gaining and growing their Make sure to regularly check in on PC goals and ensure
Radiant powers, you want them to pass through two full the players are getting opportunities to advance them.
tiers of play (10 levels) in about 10 sessions. This means The end of the session is a good time to touch base
you’d want to grant around 1 level per session. with each player and see if they feel like their character
On the other hand, if you expect to have a longer- made meaningful progress on their goal during that
running campaign that’ll require a dozen sessions before session. If they did, awarding one milestone checkbox
the characters even have the potential to bond spren, is appropriate. In moments of great accomplishment,
you likely want to grant a level only every 2–3 sessions. you can grant two points if it feels appropriate. In this
way, most goals will take 2–3 sessions to complete when
Rewards actively pursuing them (or much longer if a character
While levels advance relatively linearly, rewards are a isn’t making meaningful progress).
dynamic form of advancement that you can grant to Keep in mind that when it comes to the story,
players based on the narrative and their character’s not every goal can necessarily be finished quickly;
personal accomplishments. A reward can be anything a monumental task could take far more than just
of power or value that the characters gain through 3 sessions to complete. In these cases, you can give
pursuing their goals. While most rewards are gained out advancements much slower—or, as mentioned
when characters accomplish their personal goals, you earlier, work with the player to reevaluate the goal
can also grant rewards at meaningful story moments and divide it into subtasks.
that warrant them.
Finishing Goals
Chapter 8 describes goals and rewards from a
When a character checks all three milestone boxes
player’s perspective, but this section provides additional
and finishes their goal, it’s time to grant them a reward!
guidance on how and when to grant, advance, and
Most goals have a clear and obvious reward, such as
finish goals.
“win a Shardblade in a duel.” But others might be
Granting Goals more ambiguous, or the obvious reward might not be
When a player comes to you with an idea for a new goal something you want a PC to have access to for other
for their character, work with them to ensure that it’s story reasons.
a good match for your story, their tier, and the scope Keep in mind that the reward you grant doesn’t
of a goal. always have to be the thing the character was seeking.
For your story, think about what you plan on having Often, it’s appropriate to grant a character not what they
the PCs accomplish in the coming session. Is this goal wanted, but what they needed instead; but regardless
reachable? Does it feel appropriate and in line with of what the character wants, be careful that their player
their other actions and motivations? If not, try to offer will be happy with the reward. For example, a character
suggestions that might stay in the same vein, but align might be cheated out of winning a Shardblade due to
with your plans. a technicality in Alethi tradition, but they may have
earned a powerful highlord as a patron for showing
honor in the face of this treachery.
356 Chapter 13: Gamemastering
Starting at Higher Levels
Not every adventure begins with the characters at
a low power level. If the story you want to tell starts
with the characters as Radiants or similarly powerful
adventurers, it’s appropriate to start your campaign
at a higher level. These campaigns often start at the
beginning of a tier (level 6, 11, or 16), but as GM, you
can choose any starting level you want.
When starting a campaign at a higher level, provide
your players the following instructions for character
creation, which supplement the instructions in
chapter 1.
Also be sure to inform them of anything else
you want their characters to have, such as choosing
equipment or creating details from their backstory. A
higher-level character often has experiences from their
past adventures, so it can be appropriate for you to seed
different story hooks or connections based on what
happened before your shared story begins.
Higher-Level
Character Creation
These character-building options are only available to
players with GM permission, as most campaigns start at
level 1. Your GM may give you these instructions if they
want your game to start at a higher level, if your previous
character died, or if you’re joining an existing group
with higher-level characters (in which case, the GM will
probably have you create a new character at the same
level as the other PCs).
Create and Level Up the Character
First follow the character creation instructions as if
you were creating a 1st-level character, then make the
choices for each level sequentially (assigning attributes,
increasing health, and so on). Higher-Level Starting Rewards
— Rewards —
Choose Rewards and Items Starting Tier Marks Tier 1 Tier 2 Tier 3 Tier 4+
In addition to the normal choices from character
Tier 1 200 mk 1 — — —
creation and advancement, your higher-level character
(levels 2–5)
will have acquired certain items and rewards for their
Tier 2 1,000 mk 2 1 — —
actions and adventures so far in life. Use the Higher-
(levels 6–10)
Level Starting Rewards table to determine how many
Tier 3 2,000 mk 2 1 1 —
marks you gain (which you can use to buy items), as well
(levels 11–15)
as how many rewards you can choose from chapter 8.
Work with the GM on choosing your rewards. This Tier 4+ 5,000 mk 2 1 1 1
(levels 16+)
helps you make sure it’s a good fit for the upcoming
campaign’s narrative, and the GM can help you weave
a story of how your character received it.
PETAR PENEV
Chapter 13: Gamemastering 357
Reward Prerequisites Canon and Continuity
Some talents or other aspects of character advancement
The Stormlight Archive provides a vast wealth of
might have prerequisites related to rewards. As you work
information and resources for roleplayers to incorporate
your way through each level of character advancement,
into their games. Singers, spren, highstorms, Storm-
assume that you gained each reward during the first
light, and Surgebinding are fundamental to the setting
level of its tier.
of Roshar. However, while knowing the particulars
Swearing a Radiant Ideal counts as a reward, so
of different rockbud varieties or a culture’s unique
you can’t choose higher-tier Radiant talents unless you
greeting can add flavor, these details aren’t essential
first spend a reward on each earlier Ideal sworn. For
to good gameplay.
example, if you’re creating a tier 3 character and want
to play a Truthwatcher of the Third Ideal, you’ll have to Evoking Roshar
spend both of your tier 1 rewards and your tier 2 reward
When roleplaying on Roshar, it’s often the small
on the rewards for those three Ideals, leaving only one
touches that have the biggest impact on immersing
tier 3 reward for you to allocate elsewhere.
you in the world. For example, the GM and players
Heroic characters who don’t wish to or are narratively
can narrate singer characters humming to rhythms
unable to bond a spren tend to establish their increased
(see “Singer Ancestry” in chapter 2) when they need
power through gaining powerful gear, companions,
to convey emotions, describe the flora retracting at a
patrons, and titles as rewards.
character’s approach, and detail the spren that appear
around the characters.
Spren
Spren are nearly omnipresent on Roshar and can appear
at displays of strong emotions or alongside the natural
elements of the world. Chapter 5 details the Radiant
spren, but the Spren Types table lists common “lesser
spren” you can sprinkle into your storytelling.
Continuity
When planning adventures, think about the era and
specific timeline of your campaign, then use current
events to add context and momentum throughout the
campaign. Consider major developments for the singers
and their forms, the Knights Radiant, the forces of
Odium, international affairs, enemy occupations, and
fabrial science during that timeline. However, just
because something happened in the novels doesn’t
mean it has to happen in your game the same way—
you can change the future (or even Roshar’s history)
to suit the story your group wants to explore.
Your Roshar
Before your group begins playing, discuss how closely
everyone wants the game to follow canon. Feel free to
explore your own personal version of Roshar around
your table, giving you and your group infinite potential
to shape the future of Roshar. Some groups may wish to
be unfettered by continuity, allowing their campaign to
unfold in unexpected ways. This could be as dramatic
as replacing the protagonists of the books with your
group’s player characters, or as subtle as adjusting the
ARI IBARRA
timing and particulars of existing canon events.
Spren Types Canon Roshar
Spren Type Description The default setting for Stormlight campaigns spans
Emotion Spren the first five novels in the series. The first book,
Angerspren A red pool bubbling up at a person’s feet. The Way of Kings, shows the state of the world as the
Anticipationspren Red streamers sprouting from the ground Era of Solitude comes to an end. During the second
and whipping in the air. book, Words of Radiance, the Everstorm arrives and
Creationspren Silvery spren forming into the shapes of the True Desolation begins.
objects they’ve recently seen. Most groups seek to play a game that largely
Exhaustionspren Jets of brown dust shooting into the air.
integrates with the canonical story, allowing the
world to change and grow alongside future novels and
Fearspren Violet blobs wriggling up from the ground
novellas. Roshar is a large and populous world, allowing
at a person’s feet.
for many important stories to coexist! It’s also a time
Gloryspren Golden orbs of light circling in the air.
when profound changes to society have shaken societal
Joyspren Blue leaves swirling up around a person.
traditions, facilitating a diverse range of character
Painspren Orange sinuous hands grasping up from options and cultural interactions.
the ground.
Perhaps your characters are members of the
Shamespren Red and white flower petals slowly falling. refounded Knights Radiant, taking direction from
Nature Spren Dalinar or Navani and fighting beside heroes like
Decayspren Barnacle-like objects clinging to Kaladin. Alternatively, your group could be operating in
decaying objects. the shadows to thwart the Ghostbloods or another secret
Flamespren Dancing humanoid figures made of glowing society, or you might be a group of listeners working to
light inside of fire. free other singers from Odium’s control. Whether your
Lifespren Glowing green specks floating around characters are headquartered in Urithiru or fighting
plant life. behind enemy lines in Rall Elorim, the True Desolation
Rainspren Blue candles with a single eye where the era offers many opportunities for heroism and adventure.
flame should be. If playing a canonical campaign, refer to resources
Rotspren Tiny red insect-like spots on infected or
like the ones mentioned in the “Next Steps” section
rotting flesh. at the end of this book. If not everyone has read and
finished the series, that’s fine—as long as they’re
Windspren Ribbons of light dancing in the wind and
potentially changing shape. okay with spoilers that may arise. The group can
work together to recall and contribute details
While this play style gives the players more freedom, during gameplay.
be aware that it could cause your game to diverge from New Players and Canon
future events in the Stormlight Archive. Reshaping the A player who’s completely unfamiliar with the books
future can create fascinating stories, but if you don’t might choose to play as a worldhopper or someone from
want to worry about diverging from the novels, you a remote part of Roshar, so they can learn about their
might instead create a campaign set in the distant past world along with their character. Alternatively, a new
of Roshar during the cycle of Desolations. Your party of player can read the “Welcome to Roshar” guide found
heroes could be the greatest heroes of their generation, on CosmereRPG.com; this provides an easy-to-read
interacting with the Heralds and setting the course of overview of what a typical person from Eastern Roshar
history. While there’ll be fewer official resources for would know about the world.
this era, that allows ample opportunities for creative
world-building. A Note on GM Style
Regardless of which part of the timeline your game
is set in, make sure trivia and corrections never over- The GM might walk their players through the world
shadow gameplay. Some players may find it rewarding of Roshar as a tour guide, sharing immersive lore when
to consult an online wiki to help adjudicate the results relevant. Or the GM might gloss over world-building details
of a Lore test, while others may prefer to improvise in favor of keeping the setting more accessible to newcom-
an answer and keep the game moving. Discussing ers or to move the plot along at a brisk pace. Every GM is
everyone’s preferences ahead of time can keep your different, and both styles are valid. Ultimately, the focus is
game running smoothly. on telling a great story and building a great adventure with
friends around the table!
Chapter 13: Gamemastering 359
Safety Guide on informal conversations. The tools in this guide
encourage comfortable and fair gameplay, but as with
Roleplaying creates a strange type of magic. We get
everything in this book, the GM and players can adapt
to play pretend, experiment, relieve stress, and belong
these principles and combine them with additional
to something special. In RPGs, the concept of safety
tools as needed. While proactive measures help prevent
centers around the comfort, acknowledgment, and
problems, at times, intentional reactive aid is needed too
space everyone at the table shares. Most people want
(see “Checking In”). It’s best to think of safety tools as
to be considerate and collaborative during gameplay.
evolving resources that continue stretching to meet the
The tools and tips in this section are rooted in common
needs of everyone at the table.
courtesy and customized to address delicate facets
If you’d like to explore additional resources beyond
of games set in Roshar.
those in this guide, you can access a wealth of free safety
tools at TTRPGSafetyToolkit.com. The TTRPG Safety
Using Safety Tools Toolkit is an online compilation designed by members
Each group uses safety tools differently. Some prefer
of the tabletop roleplaying community for use by players
formal tools and processes such as conducting a session
and GMs at the table; it is co-curated by Kienna Shaw
zero before a campaign begins, while others rely more
and Lauren Bryant-Monk.
A Note From Brandon
In my books, I tell stories about worlds as flawed as our own.
The Stormlight Archive includes characters and societies who are racist,
classist, sexist, and xenophobic as a way to explore topics of oppression
and marginalization. Showing different perspectives is challenging
enough to do as the author of a novel, whose work can be reviewed
and edited; it’s even trickier to handle in a game, where friends are
improvising their dialogue and actions on the spot.
When it comes to covering difficult topics, I recommend treating
the other people at your table with trust, sensitivity, and understanding.
Listening is important. One player might want to use roleplaying as
a chance to confront challenging themes, while another sees games as
a chance to take a break from difficult topics. You can decide ahead
of time, as a group, which aspects of the setting to emphasize, which
to handle with care, and which you don’t want to include in your
own campaigns. Discussing players’ preferences ahead of the game
can help make sure everyone at the table has a great experience
telling stories together.
360 Chapter 13: Gamemastering
Session Zero instead. By the beginning of a campaign, the GM and
players should have decided what general themes to
Many groups like to meet before the beginning of
expect during gameplay, along with which to avoid.
a campaign to plan together. A session zero is a
The upcoming “Lines and Veils” section can help
collaborative preliminary game session where everyone
in identifying topics to handle with caution, and the
around the table can create characters, discuss setting,
“Topics to Consider” section offers more guidance
tone and themes, and mutually agree on expectations
on things to be mindful of during play.
for the game. You’re encouraged to cover the following
topics during session zero: What About Canon?
Campaign Expectations. Discuss the setting (such The Stormlight Archive is a manifestation of Brandon
as your chosen timeline and starting location on Sanderson’s imagination. His characters and their
Roshar), along with your adventure’s theme and tone. stories live in the pages of his books. Now, it’s your
You might also discuss how dangerous the setting is, turn. Roshar is the backdrop. What stories will your
homebrew, house rules, and potentially any foreseen group tell? Canon is secondary to creating a story all
changes to the novels’ canon. You’ll also want to players can comfortably enjoy, so shape your Roshar
decide on your campaign length—is this an ongoing, to fit that story!
long campaign or a short one? This helps the table A group of like-minded players might have fun
manage time commitments and expectations. playing in a carbon copy of the Stormlight Archive’s
Table Expectations. Discuss and mutually agree on setting—but enforcing strict canon is only enjoyable
table etiquette and how the game is played. How if everyone is on board. Many groups (especially those
often will you meet? Approximately how long will with players new to the setting) benefit from a more
sessions last, and will there be one or more breaks for laid-back approach; when the GM and players are free
refreshment? Are cell phones okay at the table or does to take liberties with the lore, this can be more fun and
everyone want to keep gameplay free of distractions? immersive for the group.
Does everyone feel comfortable with the inclusion For example, the novels don’t focus on which sign
of some mature language and themes, or should the languages are known in Roshar—but that doesn’t mean
game be considered “family friendly”? they don’t exist. In your Roshar, perhaps sign language
Safety Tools. While a session zero is in itself a safety is widely known even by those who don’t rely on it,
tool, it also offers the opportunity to discuss other allowing a deaf character to communicate easily with
tools that can help you navigate any difficulties that people they encounter.
do arise during play. Discuss topics like lines and veils, Recognize Individual Truth
boundaries, consent, and conflict resolution strategies. Games stop being fun when someone’s identity or
Also be sure to plan how to handle situations where trauma is used as a punchline. If someone expresses
someone at the table goes against the guidelines discomfort with a topic or scene, this shouldn’t require
the table has created together. (The TTRPG Safety a debate about the validity of their concerns—trust
Toolkit linked in “Using Safety Tools” provides is essential to good roleplaying, and it comes from
guidance on tools like these.) acknowledging each other’s truths.
Gameplay Guidance. Briefly review how gameplay So when someone shares such a truth, there’s no
works and talk through any mechanics questions need to pry or demand explanations. The GM and
your players may have. It may be helpful to create players are already forced to confront and address pain
rules cards or cheat sheets for them to reference key and trauma in their day-to-day lives, and everyone
mechanics easily. deserves a reprieve during game time.
Character Creation. While some players may prefer
to create their characters on their own, players can
discuss their character concepts, backstories, and how
their characters fit into the group and the setting. “Truth is individual. Your truth is
what you see. What else could it be?
Identify Fun (and Un-Fun) Topics
Games are about having fun together, so if anyone— That is the truth that you spoke to
including the GM—is uncomfortable with a topic, me, the truth that brings power.”
that’s a sign the group should focus on other topics
Chapter 13: Gamemastering 361
Lines and Veils Deciding as a Group
Each person has a different comfort level on various
When your group is deciding on lines and veils, or
topics. Talking about “lines” and “veils” can help
otherwise discussing topics to be mindful of, it’s okay to
everyone communicate which topics the group wants
eliminate any subjects you wish—even those related to
to completely avoid, and which are okay to allude to
the Stormlight Archive. For example, you may want to limit
as long as they’re quickly moved past. Nobody should
or omit various forms of discrimination from your group’s
feel obligated to be comfortable with a particular
Roshar. (When you do so, however, don’t do so by erasing
topic; people are more important than premises,
people or their identities! Rather, erase or challenge the
and there are plenty of other topics to explore in your
ideas and policies that harm them.)
game. (The concept of lines and veils was introduced
If it helps, your group can draw inspiration from movie
in 2004 by the game designer Ron Edwards.)
rating systems (such as G, PG, PG-13, and R) to decide how
Lines to handle topics like language, romance, abuse, gore, and
Topics with a line are completely off the table—lines horror. For example, your group might want language to be
that shouldn’t be crossed. Topics that someone has unrestricted but otherwise keep scenes PG-13. Whatever
“lined” shouldn’t be acted out, described, alluded you choose, just be sure you’re all on the same page about
to, or otherwise included in gameplay. For example, what that rating entails for each topic.
a player might decide that harm to animals is a line; Your group might also decide to avoid specific
in this case, animals are never threatened during your in-world discrimination on topics like mental illness,
sessions—and beyond that, your group also completely speciesism, xenophobia, slavery, castes, gender roles,
avoids any implication that animals might be harmed gender identity, sexuality, eye shade, neurodivergence,
“off-camera.” classism, and disability.
Veils
Topics with a veil take place offscreen, if at all. Some Checking In
veiled topics might “fade to black”—an upcoming event As you play, be aware of how others are feeling.
is hinted at, but then the metaphorical camera shifts to If someone seems uncomfortable, ask them if they’re
a different scene. Other veiled topics are only hinted at okay. Create opportunities for people to speak up
in past tense, perhaps as part of a backstory or historical and be heard.
event. Topics that someone veils shouldn’t be talked
about in any specifics, and scenes with those topics
Breaks
Sometimes, gameplay gets tense and emotionally
should never be actively played out or central to the
charged. Other times, we get hungry or need to stretch.
plot of the campaign.
Take a break for a few minutes to refesh your mind and
For example, if a player decides that harm to animals
body—these moments can do wonders for group
is a veil, they’re comfortable with the story implying
engagement.
that it happens off-screen. However, the suffering of an
animal shouldn’t be described “on-camera,” and such Reactive Aid
themes shouldn’t appear in any scenes. If you realize someone feels uncomfortable with a
situation, address it. “I’m so sorry, I forgot there was
Lines and Veils During Play a line there. Let’s backtrack and I’ll approach this
Even when a group is mindful of each other’s lines
another way.” A quick and sincere apology goes a long
and veils, sometimes these topics can be mistakenly
way. When others remind you a topic is off the table,
breached—or someone might even realize in the middle
there’s no need for embarrassment, defensiveness, or
of a scene that they need to add a new topic to their lines
anger. You can simply thank them for the reminder
or veils. When that happens, everyone works together
and adjust accordingly.
to gently and efficiently cut the topic and move on.
By learning to resolve conflicts with respect and
collaboration, you build trust with the people around
you. If you’re not sure how to adjust a scene in an
appropriate way, you can always ask for help. “How
can we approach this instead?” Creative problem-
solving is a pillar of satisfying roleplaying, whether
it’s in character or out of character.
362 Chapter 13: Gamemastering
Including Marginalization Topics to Consider
Responsibly When discussing group safety, keep the following
Discrimination is a major theme on Roshar. Some general and setting-specific subjects topics in mind.
players may want to lean away from this for a more Slavery
lighthearted experience, while others may want to lean The enslavement of singers and humans is common
into it. Use the following guidance when deconstructing in many nations on Roshar. Some nations, such as
marginalization in gameplay. Kharbranth, are against human slavery but don’t
Designate Space protect the right of freedom for singers. When singers
In the Stormlight Archive books, we often witness are in what they refer to as slaveform, they’re only
prejudice first through the perspective of the person it’s obedient and docile as a survival mechanism. Slavery
aimed at. This shifts the priority and power away from isn’t enjoyable or okay for them, just as it isn’t enjoyable
the perpetrator. The character might not outwardly stand or okay for anyone.
up for themselves, but taking a moment to share their
thought process and experience is powerful regardless.
Acknowledge and denounce harm by intentionally
allocating space in the narrative to unpack it.
If all players are okay exploring some aspects of
prejudice against player characters, consider doing
the following:
Seek Consent. Before any PC is marginalized, the GM
or player who is acting as “perpetrator” can check in
with the targeted player to ensure they’re aware of
and comfortable with the direction of the scene that’s
about to unfold.
Shift the Point of View. When a PC is hurt or dis-
criminated against by an NPC (or another PC), don’t
center the character who is doing harm in the scene.
Instead, give the player of the marginalized character
more time to show their character experiencing and
reacting to what was said or done.
Support Each Other. After a particularly tense scene,
it’s helpful for the GM and players to voice support
for a marginalized character (either in or out of
character).
These three approaches prevent glossing over—and
thus normalizing—hate speech, slurs, and other harmful
behaviors. (Real-life slurs are never appropriate to use
in gameplay.)
Use Caution With Interparty
Marginalization
In general, it’s not a good idea for characters to margin-
alize each other based on identities that face persecution
in real life (especially if the players don’t hold those same
identities). If a group unanimously feels that this kind of
interparty conflict is necessary for the stories they want
to tell, proceed with care and discuss beforehand any
ARTUR MOSCA
marginalization that might occur between characters.
Regular check-ins are key to ward against game conflicts
bleeding into real life conflicts.
Mental Illness Gender Roles
The Stormlight Archive novels feature many characters Vorinism is one of many ideologies that impose strict
with mental illnesses. Many of these challenges are gender roles on its followers. Will your game include
explored as the characters become Knights Radiant— details such as men’s illiteracy, the concealment of
but this has nothing to do with mental illness itself. women’s safe hands, and so on? In your Roshar, is
Rather, the Nahel bond and journey of a Radiant being an ardent the only way for gender-nonconforming
centers on personal growth in all areas. The need for characters to avoid social persecution? What about
introspection and change is innate in all of us. This gender expectations based on other organizations
need can come from various aspects of who we are, and cultures?
and it doesn’t need to be rooted in a mental illness.
It’s also worth noting that mental illnesses are
Gender Identity
Breathing in Stormlight over time can passively heal the
sensitive and vulnerable topics, and they should never
body of a Radiant to reflect a sex other than the one they
be gamified for entertainment value. If you want to
were assigned at birth, as discussed in the “Unifying
build a character with a specific mental illness, do your
With Your Spiritual Self” sidebar in chapter 5. For
research, and check with the group whether this is safe
non-Radiant characters, what do they do when their
to explore at your table. Focus on the reality of living
assigned genders don’t reflect who they are?
with that mental illness, not stereotypes associated with
it. Does your character need this mental illness to tell Casteism and Classism
the story you want to tell? Or can it be told another way? Vorin nations such as Jah Keved and Alethkar assign
If you choose to proceed, do so with respect, sincerity, social standing based on eye shade, and many other
and empathy. examples of casteism and classism exist throughout
Roshar. How prevalent will these themes be in
Speciesism and Singers your game?
Singers are the indigenous people of Roshar. At the
hands of humans, they’ve faced everything from Sexuality
dismissal to slavery and genocide. Special consideration Many cultures in Roshar only acknowledge hetero
should be given for their experiences. sexual and monogamous partnerships. But in your
Do players of singer characters want to de-emphasize Roshar, there might not be social implications for being
marginalization against their characters, or make open about your character’s sexuality, including which
it a major theme and actively deconstruct it during genders they’re attracted to and how they experience
gameplay? (See “How to Include Marginalization romantic and sexual attraction (if at all). These only
Responsibly.”) Does the mistreatment of singers need to be a source of tension if your group wants
feel altogether too weighty or personal for players to them to be.
include at all? Either way, when discussing a game out Singers, humans, and spren may experience
of character, the GM and players should always afford attraction outside of their species. If you explore this,
singers the respect, empathy, and consideration humans take care to acknowledge power dynamics and avoid
are given. exoticizing or fetishizing interspecies partnerships.
Discrimination Based on Eye Shade Asexuality
The spectrum of eye colors for humans on Roshar All populations on Roshar, regardless of their species
is different from our own. Both “darkeyes” and and culture, include a spectrum of asexual people.
“lighteyes” can have eyes in hues of violet, blue, green, Herdazian culture has a long tradition of valuing people
yellow, gray, and brown. While characters in-world who aren’t interested in sex or producing offspring.
may describe these as differences in color, they’re Singers, excluding when in mate form, aren’t expected
more accurately described as differences in shade. For to show any interest in sex.
example, Szeth’s green eyes are “dark” and Amaram’s
tan eyes are “light.” Avoid assumptions that lighteyes
Disability
Players of disabled characters are empowered to control
always have blue, green, or gray eyes, or that darkeyes
their own character’s narrative, and it’s wholly up to
can only have brown or black eyes. Doing so helps
them what additional limitations they experience.
mitigate spillover from real-world racism and avoid
If a player wishes, they can work with the GM to
assumptions about physical traits based on race.
determine a reasonable mechanic implication, if any,
364 Chapter 13: Gamemastering
for a disability; this can happen during character Intersectionality
creation or after a session in which their character When considering marginalization and oppression, it’s
has been disabled. Or a player might wish their important to think about intersectionality. Experiencing
character to have no impairment, and to inhabit a multiple forms of discrimination has a cumulative effect
world that’s fully accommodating and accessible on a person’s life, impacting them in ways far more
for a wide range of differently abled bodies. complex than the sum of their parts. This experience
Abuse influences the identity of both player and character,
Abuse can extend far beyond the stereotypes of purely potentially changing how they can comfortably interact
physical abuse. Are there situations where violence, with Rosharan society and the wider game.
verbal abuse, power imbalances, and emotionally
manipulative behaviors should be omitted or veiled,
Depicting a Changing World
such as against children, between family members, During the True Desolation era, societies across Roshar
or among other vulnerable groups? face massive upheaval. In Alethkar alone, Queen Jasnah
has abolished slavery, the newly refounded Knights
Gore and Horror Radiant have upended rigid gender roles, and society
Seeing gore in real life can be extremely traumatic. is moving away from the caste system of “lighteyes”
Fictional gore can trigger memories of real gore or and “darkeyes.”
invite intrusive images and thoughts. What level of gore When choosing how much to include marginalization
is everyone comfortable with? For example, your group in your game, keep in mind that during the total war of
might agree to not go beyond mentions of blood and the True Desolation, there are many in-world reasons
intact corpses. As with all other topics, lines and veils for NPCs not to dwell on an individual character’s
around gore should be taken seriously. ancestry, gender, sexuality, etc. Discriminatory ideo
Similarly, consider what other aspects of horror logies don’t just vanish overnight or cease to cause harm,
are or aren’t conducive to a fun game for the group. but they may become less pronounced as many unite
Profanity toward a common goal.
Do the ages or preferences of players call for mild
language, or is everyone comfortable with swearing?
Do in-world phrases such as “Storm you!” and
“Oh, for Yaezir’s sake!” count as profanity?
Intimacy and Consent rysn’s
Special consideration and caution are warranted freechair
when including intimacy in gameplay. Be careful to
give advance notice, discuss limits and when to “fade
to black,” and frequently check in during gameplay
to make sure everyone is still comfortable. At the
slightest sign of discomfort in any players, end the
scene and move on.
The GM and players should never have their
characters intimately touch another character without
that character’s clear, enthusiastic consent. Some players
may find flirty, romantic, or sexually suggestive scenes
uncomfortable, and they can request these scenes be
veiled or omitted entirely. (It’s also important to note
that attraction and consent between characters doesn’t
translate to attraction or consent between players.)
Limits around sexual content should apply
universally, regardless of the genders of the characters
SAMI RYTKÖNEN
involved. While each player’s comfort is paramount,
this never warrants double standards for lines and veils
around intimacy.
Chapter 13: Gamemastering 365
RE RULEBOOK VERSION NOISREV KOOBELUR E
The Next Step
B y reading this book, you’ve taken the first
step of your Stormlight journey. Some readers
might be content simply to let the story
continue in your imagination, bolstered by a deeper
understanding of this beloved fantasy world. Others
you’ve played through that adventure, your group
should have a good grasp of the system. After a couple
more sessions, you should be familiar enough with the
core rules to understand higher-level mechanics like
Shardplate and Surgebinding.
might be inspired to build characters and dreaming
up complex backstories regardless of whether they Unite Them!
join a game. Once you’ve found your players, it’s time to plan your
For those of you who wish to take the next step into first game. Beforehand, take time for a “session zero”
playing the Cosmere RPG, a world of adventure awaits. to make sure everyone is on the same page about the
You can continue your journey by finding other players game’s content, tone, and safety tools, as discussed in
to join in the fun! chapter 13. (While a live session is optimal, this type of
discussion can also take place via email or messaging.)
Gather Your Party If players are newer to RPGs, a session zero can also
The Cosmere RPG was designed to be approachable be a good time to help players build their characters.
for a wide range of players, including those unfamiliar Allow at least an hour for a session zero.
with the Stormlight Archive novels. Most groups will To prepare for the session, make sure you’re familiar
include players who are experiencing Roshar for the with the rules. Visit CosmereRPG.com to print out quick
first time. When recruiting such players, you can pitch reference sheets for players. If you’re playing with battle
it as “an epic fantasy world with a unique magic system maps, be ready with miniatures or tokens and printed
in which a character’s Ideals unlock powerful abilities.” maps or dry-erase mats. Prepare a comfortable place to
New players may also be intrigued by the fact that play and gather together.
characters gain powers by forming bonds with spirit- Once everyone is ready to play, it’s time for your
like beings called “spren.” You can also engage players first full gameplay session! You can meet in person,
by explaining that this RPG is part of the broader via video, or by using VTT (virtual tabletop) software.
cosmere, a universe where each world has its own For your first session, it’s a good idea to set aside a
history, culture, and magic system. couple of hours (or more) and to keep an eye on the
time. The GM’s role is to keep the action moving
Existing Roleplayers forward and make sure every player has a chance to
For fans of other tabletop RPGs, the Cosmere RPG contribute. Don’t expect your first session to be perfect,
offers a balance of traditional rules and narrative but as long as everyone stays engaged, it should be a
innovations. The core mechanic of d20-based skill memorable experience!
tests will be familiar to most players, but other
features (flexible paths, the plot die, and the order of Further Reading
combat) may feel fresh. Whether a potential player
prefers tactical dungeon delving or character-driven
and Resources
improvisation, the Cosmere RPG can support Beyond this handbook, you can find many resources to
different preferences and playstyles. enrich your RPG experience. The Stormlight Archive
novels and novellas aren’t required reading, but they
New Roleplayers can add depth and excitement to your understanding
This RPG was also designed for Stormlight fans of the world.
who aren’t familiar with tabletop roleplaying. If this The Stormlight World Guide is a great way for GMs
is your first tabletop RPG, consider beginning with and players to immerse themselves in Roshar. While
the 1st-level Bridge Nine adventure, which introduces the adversary profiles at the back of that book offer
different gameplay concepts in each scene. By the time gameplay spoilers that players should generally avoid,
anyone involved in a game can benefit from the other
366 The Next Step
setting information and lore. For players who intend to
read the novels and haven’t done so, just keep in mind
Beyond Stormlight
The windswept, war-torn world of Roshar could
that the Stormlight World Guide contains many spoilers
provide enough material to support years of adventure
for the first five novels.
across multiple campaigns. However, Roshar is just
When it comes to looking up specific lore on the fly,
one world in an entire universe of magic, conflict,
we know of no better resource than the Coppermind.net
and character-driven storytelling.
wiki. Maintained by the official Brandon Sanderson fan
The Stormlight Handbook is part of the larger
site, 17thShard.com, the Coppermind is a great way to
Cosmere RPG. As this system expands, it’ll grow to
look up specific details about any location, individual,
encompass Mistborn adventures in Scadrial, intrigue in
or item in Roshar and beyond. Members of the 17th
the Cognitive Realm city of Silverlight, and other worlds
Shard provided crucial advice and lore expertise during
with their own unique magic systems. Everything within
the creation of this game, and the Coppermind is an
the Cosmere RPG is written for cross-compatibility.
invaluable resource for anyone who wants to learn more
A party of worldhoppers could include a Radiant, an
about the works of Brandon Sanderson.
artifabrian, a Twinborn, and a sand master … and their
Finally, this is a living RPG that will continue to
adventures could take them across the cosmere.
grow with new resources. Visit CosmereRPG.com to find
Roshar, a world hardened by millennia of war,
preview content, digital supplements, and our online
is about to be thrown into a universe-wide conflict.
character creator.
Who are the heroes when the champions of different
worlds collide? Who will emerge victorious? That story
PETAR PENEV
becomes your story in the Cosmere RPG, and there’s
always another secret, so visit CosmereRPG.com to
continue your journey!
The Next Step 367
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Appendix
Animal Companions
T hroughout your adventures on Roshar,
your player character can encounter many
forms of fauna, from as small as cremlings to
megafauna like greatshells (including the infamous
chasmfiend). You might even befriend some of them.
Animal Companion
Stat Blocks
The following stat blocks are available as animal com-
panion rewards. The Stormlight World Guide contains
additional stat blocks you can use as companions with
Using Animal Companions your GM’s permission; see “Customizing Stat Blocks”
for details on doing so.
When you complete a goal, the GM can reward you
with an animal companion; this reward allows you to Tier 1 Companions
befriend and train a particular animal. Having such an
The following companions are recommended for tier 1
animal companion also meets the prerequisites for the
characters.
Hunter path’s Animal Bond talent.
The following section presents companion stat
blocks for some of the most common Rosharan animals, Axehound
organized by tier. Following these stat blocks, you can Tier 1 Minion – Small Animal
find guidance on modifying them to represent other Physical Cognitive Spiritual
animals. Finally, this appendix presents a special profile str def spd int def wil awa def pre
for a unique creature: the larkin. 2 14 2 0 10 0 3 13 0
Health: 12 (9–15) Focus: 2 Investiture: 0
Reading a Stat Block
Animal companions follow the “Using Adversaries” Movement: 40 ft.
rules in chapter 13 of this book. Like other stat blocks, Senses: 40 ft. (smell)
your companion can also use the actions, free actions, Physical Skills: Agility +4 , Athletics +4, Stealth +3
and reactions in chapter 10; for example, to move, they Spiritual Skills: Perception +5, Survival +4
use the Move action. Languages: none
Traits
Your Companion’s Behavior Enhanced Senses. The axehound gains an advantage on
As with other NPCs, an animal companion is non-attack tests that rely on smell.
controlled by the GM, unless an effect (like the Minion. The axehound’s attacks can’t critically hit, and
Hunter’s Animal Bond talent) gives you some ability they’re immediately defeated when they suffer an injury.
to dictate their actions. However, your animal
companion generally acts in your best interests and
Actions
as your character requests, though a companion Strike: Bite. Attack +4, reach 5 ft., one target. Graze:
won’t act against their own instincts. 2 (1d4) keen damage. Hit: 6 (1d4 + 4) keen damage, and
if the target is Medium or smaller, the axehound can spend
Dropping to 0 Health 1 focus to knock the target Prone, then move up to 10 feet
When your animal companion drops to 0 health, while dragging the target behind them.
they fall Unconscious, much like a PC. Unlike a PC, Pack Instincts. While within 5 feet of an ally, the
however, your companion can’t voluntarily regain axehound can use the Gain Advantage action as .
consciousness. Instead, your companion can only be
On the Hunt. After an enemy within 30 feet of the
revived by recovering at least 1 health from another
axehound falls Prone, the axehound moves up to 15 feet
source, or by rolling a recovery die during a short rest.
toward them.
If your companion falls Unconscious in a place where
JACOB WALKER
they can’t be safely recovered, it’s up to the GM what
happens to them; depending on the circumstances,
they might be permanently lost.
368 Appendix: Animal Companions
Chull Mink
Tier 1 Rival – Large Animal Tier 1 Rival – Small Animal
Physical Cognitive Spiritual Physical Cognitive Spiritual
str def spd int def wil awa def pre str def spd int def wil awa def pre
4 14 0 0 11 1 3 13 0 1 14 3 1 11 0 3 14 1
Health: 30 (23–37) Focus: 3 Investiture: 0 Health: 10 (8–12) Focus: 2 Investiture: 0
Deflect: 2 (shell) Movement: 30 ft.
Movement: 10 ft. Senses: 40 ft. (smell)
Senses: 20 ft. (sight) Physical Skills: Agility +4, Stealth +5, Thievery +5
Physical Skills: Athletics +6 Spiritual Skills: Perception +5, Survival +4
Spiritual Skills: Perception +5 Languages: none
Languages: none Features
Features Enhanced Senses. The mink gains an advantage on non-
Beast of Burden. The chull’s carrying capacity is 1,500 lb. attack tests that rely on smell.
Plodding Pace. The chull can only use the Move action Furtive. Sneaking doesn’t cause the mink to become Slowed.
once per turn. Nimble. The mink can move through enemy spaces and
Actions can end their turn in the same space as a willing character.
Strike: Pincer. Attack +4, reach 10 ft., one target. Graze: While occupying the same space as another character, the
3 (1d6) keen damage. Hit: 9 (1d6 + 6) keen damage. mink can’t be grazed and attacks against the mink gain a
disadvantage.
Defense Curl. The chull retracts their head and legs
to defend themself until the start of their next turn. While Actions
retracted, the chull’s deflect value increases to 6 and they Strike: Bite. Attack +4, reach 5 ft., one target. Graze:
can use the Brace action as if they were in cover; however, 2 (1d4) keen damage. Hit: 6 (1d4 + 4) keen damage.
they can’t attack or move. The chull can spend 1 focus Pickpocket. The mink makes a Thievery test against the
at the start of their turn to maintain this effect for an Physical defense of a character within 5 feet of them. On a
additional round. success, the mink secretly takes an object from the character
that weighs less than 5 pounds and that the character isn’t
wearing or holding. On a failure, the mink doesn’t take an
object, and the target notices the attempted theft unless
the mink spends an Opportunity or 1 focus to avoid notice.
The mighty chull is
Roshar’s most ubiquitous
beast of burden.
Appendix: Animal Companions 369
Tier 2 Companion
Skyeel The following companion is recommended for tier 2
Tier 1 Minion – Medium Animal
characters.
Physical Cognitive Spiritual
str def spd int def wil awa def pre
2 15 3 0 11 1 3 13 0 Horse
Tier 2 Rival – Small Animal
Health: 12 (9–15) Focus: 3 Investiture: 0
Physical Cognitive Spiritual
Movement: 10 ft., fly 30 ft., swim 40 ft. str def spd int def wil awa def pre
Senses: 20 ft. (sight) 3 17 4 0 11 1 3 14 1
Physical Skills: Agility +4, Stealth +4
Health: 25 (19–31) Focus: 3 Investiture: 0
Spiritual Skills: Perception +5, Survival +4
Languages: none Movement: 40 ft.
Features Senses: 20 ft. (sight)
Physical Skills: Agility +7, Athletics +6
Enhanced Senses. The skyeel gains an advantage on non-
Spiritual Skills: Perception +5
attack tests that rely on sight.
Languages: none
Minion. The skyeel’s attacks can’t critically hit, and they’re
Features
immediately defeated when they suffer an injury.
Beast of Burden. The horse’s carrying capacity is 500 lb.
Slippery. The skyeel doesn’t trigger Reactive Strikes
while swimming. Actions
Actions Strike: Hooves. Attack +6, reach 5 ft., one target. Graze:
3 (1d6) impact damage. Hit: 9 (1d6 + 6) impact damage.
Bite. Attack +4, reach 5 ft., one target. Graze: 2 (1d4)
keen damage. Hit: 6 (1d4 + 4) keen damage, and if the Kick. Attack +6, reach 10 ft., one target. Graze: 4 (1d8)
target is Medium or smaller, the skyeel can spend 1 focus impact damage. Hit: 10 (1d8 + 6) impact damage, and if the
to wrap their body around the target. If they do, the target target is Medium or smaller, they are pushed back 10 feet.
becomes Restrained, the skyeel attaches to the target, and Charge (Costs 1 Focus). The horse moves up to their
the skyeel can’t use their Bite against a different target until movement rate in a straight line without triggering Reactive
they release the current one. As , the Restrained target or a Strikes. During this movement, the horse can pass through
character within 5 feet of them can make a DC 12 Athletics the spaces of Medium and smaller enemies, trampling them
test, forcing the skyeel to release the target on a success. underfoot. Each Medium or smaller enemy whose space the
Dive Bomb. The skyeel flies up to 60 feet toward a horse enters must succeed on a DC 15 Athletics test or be
target they can sense on the ground, then uses their Bite knocked Prone and take 7 (2d6) impact damage.
against the target. This attack gains an advantage. After the
skyeel uses this action, they can’t fly again until the end of skyeel
the scene.
BEN MCSWEENEY & SAMI RYTKÖNEN
370 Appendix: Animal Companions
Customizing Stat Blocks Evasive/Skyborn/Slippery (choose one). The animal
doesn’t trigger Reactive Strikes while moving/flying/
The animal profiles presented in the previous sections
swimming (choose one).
and within the World Guide are only a small sampling of
Fleet. Increase one or more of the animal’s movement
iconic creatures from Roshar’s rich ecology. If you want
rate by 10 feet.
to represent other beasts in your adventures, with your
Flight. Grant the animal a flying rate of 30 feet.
GM’s permission, you can modify an existing stat block
Hearty. Increase the animal’s health by 10.
from this chapter, or you can modify an adversary stat
Jumper. The animal can jump twice as far as usual
block from the Stormlight World Guide.
without making a test.
To do so, rename the stat block to the desired
Nimble. The animal can move through enemy spaces
animal, then work with your GM to either add new
and can end their turn in the same space as a willing
skills, features, and abilities, or to replace existing ones,
character. While occupying the same space as another
sculpting statistics that are a good fit for that animal.
character, the animal can’t be grazed and attacks
Be sure to remove any features that aren’t a good fit
against the animal gain a disadvantage.
for the desired animal. As a general rule, for each skill,
Skilled. The animal gains an additional skill rank in one
beneficial feature, or custom action you add to your
skill of your choice. This increases to two additional
companion’s stat block, you should remove or decrease
ranks when you reach tier 2, and to three additional
an existing one. Unless your GM says otherwise, the
ranks when you reach tier 3.
modified stat block should be roughly as powerful after
Sleek. The animal counts as one size smaller when
the changes as it was before them. Additionally, if your
squeezing through smaller spaces.
animal companion uses an adversary stat block from the
Stormlight World Guide, remove any Opportunities and Example Actions
Complications section, as that section doesn’t apply to If you’d like to adjust a stat block’s actions to better fit a
companion stat blocks. different animal, that can be as simple as renaming the
action or changing its damage type. For more significant
Example Customizations changes, consider the following ideas:
The following sections suggest features and actions Powerful Attack. Increase the size of one attack’s
you could apply to your animal companion, followed damage dice (for example, from a d4 to a d6).
by examples of how you could adapt specific stat blocks Venomous Attack. Add the following effect to one
to represent another animal. attack: On a hit, the animal can spend 1 focus to cause
Example Features the target to become Afflicted [1d4 vital] until the
The following features can aid in representing target regains at least 1 health.
various Rosharan fauna. Some of these features offer Example Stat Block Changes
multiple options to pick from; you can choose these To inspire your own modifications, this section presents
features more than once, picking a different effect examples of how you could adjust the stat blocks
each time. For example, you could pick both the presented earlier to create a new animal companion.
Aquatic and Climber features, which affects your All features added in these examples appear in
companion both when swimming and climbing. “Example Features.”
These features are intended as inspiration and they
aren’t all-encompassing, so feel free to work with
Axehind
To create an axehind, make the following changes
your GM to create new ones.
to the horse stat block:
Aquatic/Climber/Furtive/Spry (choose one).
◆ Add Carapace (+2 deflect).
Swimming/climbing/sneaking/difficult terrain (choose
◆ Add the Jumper feature (doubling the horse’s
one) doesn’t cause the animal to become Slowed.
jump distance).
Carapace/Shell. Increase the animal’s deflect
◆ Remove the Kick action.
value by +2.
◆ Reduce their movement rate by 10 feet (to 30 feet).
Enhanced Senses. The animal gains an advantage on
non-attack tests that rely on their primary sense.
Appendix: Animal Companions 371
Hunting Chicken (Hawk) Special Companion: Larkin
To create a hunting chicken, make the following changes
Larkin are critically endangered creatures who were
to the skyeel stat block:
associated with the Knights Radiant before the Era of
◆ Change their size to Small. Solitude. These lithe crustaceans have narrow faces,
◆ Add the Fleet feature (increasing their flying rate eyes of pure silver, and wings that fold from their
by 10 feet). backs. Their most defining characteristic, though, is
◆ Add the Skyborn feature (avoiding Reactive Strikes their ability to feed on Investiture: a larkin can drain
while flying). Light from gems, fabrials, and even living beings (like
◆ Make their Bite action more powerful by increasing Radiants and Fused). It is speculated that they may
the damage die from 1d4 to 1d6 (see “Example be able to consume other forms of Investiture as well.
Actions”). Though larkin are able to subsist for a short time on
◆ Remove their ability to spend focus on their more standard foodstuffs, they become weak and sickly
Bite action for an additional effect. if they don’t consume Light for an extended period.
◆ Remove their swim movement rate. Modern larkin are diminutive, generally between the
◆ Remove the Slippery feature. length of an adult hand and forearm. However, once
◆ Change the Dive Bomb action so the hunting chicken a larkin consumes enough Investiture in their lifetime,
can spend 1 focus to continue flying. they can be returned to their ancestral homeland to
Poison Cremling attain the next stage of growth. This allows them to
To create a poison cremling, make the following changes grow larger and stronger, and scholars believe that a
to the mink stat block: larkin may be able to do this several times, though this
hasn’t been proven.
◆ Add Carapace (+2 deflect).
◆ Make their Bite action venomous (see “Example Gaining a Larkin
Actions”).
A larkin can be given as a reward for a character of any
◆ Remove the Enhanced Senses feature.
tier. However, due to their extreme rarity, it’s highly
◆ Remove the Furtive feature.
unlikely that more than one character in a campaign
Sarpenth could obtain a larkin companion.
To create a sarpenth, make the following changes
to the mink stat block: Growing Your Larkin
◆ Add the Aquatic feature (allowing them to swim If you are tier 3 or higher and you have a larkin
without becoming Slowed). companion, the GM can offer you the goal “Grow
◆ Add the Skilled feature (choosing Intimidation Your Larkin.” To complete this goal, you must brave
as the skill). the dangerous journey to the ruins of Aimia with
◆ Add the Sleek feature (helping them squeeze your larkin, allow them to bond with a special type of
through smaller spaces). luckspren, and return alive. The tier 3 reward for this
◆ Remove the Agility skill ranks. is your larkin molting into a greater larkin.
◆ Remove the Enhanced Senses feature.
◆ Remove the Furtive feature.
Larkin
KEVIN O’NEILL
372 Appendix: Animal Companions
Larkin required) on that target or an effect infusing them. The larkin
automatically succeeds on their Agility test to do so.
Special Companion – Small Animal
Physical Cognitive Spiritual Drain Light. If the larkin isn’t at full Investiture, they
str def spd int def wil awa def pre choose one of the following targets within 5 feet of them,
1 14 3 1 13 2 3 14 1 draining the chosen target of power:
Health: 14 (12–16) Focus: 4 Investiture: 5 ◆ Object with Charges. A fabrial or other object with
charges loses 2 (1d4) charges.
Deflect: 2 (carapace) ◆ Group of Spheres. Up to 2 (1d4) infused marks or
Movement: 30 ft., fly 20 ft. broams within range lose the Stormlight or other Light
Senses: 20 ft. (sight) infused in them.
Physical Skills: Agility +5 ◆ Infused Object or Character. The target (or effect
Spiritual Skills: Insight +4, Perception +5, Survival +4 infused in the target) loses 2 (1d4) Investiture.
Languages: understands every Rosharan language, but
If the target is a character, or if it is an object worn or held by
can’t speak
a character, the larkin must succeed on an Agility test against
Features
that character’s Spiritual defense or the target isn’t drained.
Weak Wings. The larkin can’t fly further than their flying rate
The larkin regains the same amount of Investiture as
on a turn, even if they use the Move action again.
they drained from the target. A character wearing Invested
Actions Shardplate can’t have their Investiture drained in this way,
Bite. Attack +5, reach 5 ft., one target. Graze: 2 (1d4) but the Shardplate itself can be drained of charges.
keen damage. Hit: 7 (1d4 + 5) keen damage, and the Invested Healing. The larkin can spend 1 Investiture to
larkin can spend 2 focus to use their Drain Light (no action recover 5 (1d6 + 2) health.
Greater Larkin Invested Enhancement (Costs 1 Investiture). The larkin
becomes Enhanced [Strength +1] and Enhanced [Speed +1]
Special Companion – Small Animal
until the end of their next turn. This temporarily increases
Physical Cognitive Spiritual
str def spd int def wil awa def pre each of their Physical skills by 1, including their Bite action’s
2 17 5 2 15 3 4 16 2 attack and damage rolls. At the end of each of the larkin’s
turns, they can spend 1 Investiture to maintain this effect for
Health: 42 (36–48) Focus: 5 Investiture: 6 an additional round.
Deflect: 2 (carapace) Drain Light. If the larkin isn’t at full Investiture, they
Movement: 40 ft., fly 40 ft. choose one of the following targets within 10 feet of them,
Senses: 20 ft. (sight) draining the chosen target of power:
Physical Skills: Agility +8 ◆ Object with Charges. A fabrial or other object with
Cognitive Skills: Discipline +5 charges loses 3 (1d6) charges.
Spiritual Skills: Insight +6, Perception +7, Persuasion +4, ◆ Group of Spheres. Up to 3 (1d6) infused marks or
Survival +6 broams within range lose the Stormlight or other Light
Languages: understands every Rosharan language, and infused in them.
can speak short, simple sentences ◆ Infused Object or Character. The target (or effect
Features infused in the target) loses 3 (1d6) Investiture.
Skyborn. The larkin doesn’t trigger Reactive Strikes If the target is a character, or if it is an object worn or held by
while flying. a character, the larkin must succeed on an Agility test against
that character’s Spiritual defense or the target isn’t drained.
Actions
The larkin regains the same amount of Investiture as
Bite. Attack +8, reach 5 ft., one target. Graze: 7 (2d6)
they drained from the target. A character wearing Invested
keen damage. Hit: 18 (2d6 + 11) keen damage, and the
Shardplate can’t have their Investiture drained in this way,
larkin can spend 1 focus to use their Drain Light (no action
but the Shardplate itself can be drained of charges.
required) on that target or an effect infusing them. The larkin
Invested Healing. The larkin can spend 1 Investiture to
automatically succeeds on their Agility test to do so.
recover 7 (1d6 + 4) health.
Appendix: Animal Companions 373
ULEBOOK VERSION NOISREV KOOBEL
Glossary and Index
Abrasion (surge, talent tree, uses ammunition: 244 attack, improvised weapon: See
Speed): The surge that alters ancestry: Your ancestry can grant weapon, improvised.
friction on surfaces. 212–214 special talents and abilities. 16, attack, melee: An attack against
action (▶): A task you undertake on 30–31 a target within your reach using a
your turn by using the specified ancestry talent: See talent, non-ranged weapon. 306
number of actions. 71, 302–304 ancestry. attack, ranged: An attack using
Adhesion (surge, talent tree, uses ancestry, human: Humans are one a projectile or other means of
Presence): The surge that binds of two sapient humanoid species on attacking from a distance. 306
and connects. Commonly used to Roshar. 30 attack, unarmed: 248, 306
create Full Lashings that adhere two ancestry, singer: Singers are one of attack, weapon: 306
objects together. 215–216 two sapient humanoid species on attribute: A number that represents
advantage: Positive circumstances Roshar. 30–37, 45 your innate characteristics in a
can grant an advantage on a test, animal companion: See companion, certain area. The six attributes
allowing a character to choose a die animal. include Strength, Speed, Intellect,
from the upcoming test and roll two Archer (Hunter specialty): 94 Willpower, Awareness, and Presence.
of it, then choose which result to area attack: See attack, area. 18, 48-51
use. 58, 342 area effect: An effect that applies to all automatic success: See success,
adventure: A self-contained story valid targets within a certain area. automatic.
within a campaign. 350 308–309, 312 Avoid Danger ↻ (reaction): Make an
adversary: An NPC who has a profile armor: 252–255 Agility test to evade an imminent
describing them and a stat block to armor expertise: See expertise, threat. 305
use in gameplay. See also enemy. armor. Awareness (attribute): A number that
342–346 armor trait: See trait, armor. represents your wisdom and con
adversary actions: 346 Artifabrian (Scholar specialty): 107, nection to the world. 50
adversary feature: 345 108-109 axehound (companion stat block): 368
adversary tier: 343, 347 ashspren (Radiant spren): The spren Banter ▷ (free action): Freely speak
adversary role: 343–344, 348 bonded by Dustbringers. 134–135 to characters near you. 304
Afflicted (condition): You take damage Assassin (Hunter specialty): 95–96 Basic Lashing: See Gravitation.
over time. 293 Athletics (skill, uses Strength): Use battle, running a: See combat and
Agent (heroic path): A talented your physical prowess and endur- mass warfare.
operative who solves problems with ance to jump, climb, and perform Bondsmith (Radiant order): Three
a keen mind or deft hand. 74–81 other feats of strength. 60 Knights Radiant who bond with
Agility (skill, uses Speed): Maneuver attack: An attempt to deal damage to unique spren and control the surges
your environment and perform a target by making an attack test. of Adhesion and Tension. 131,
acrobatic feats. 60 305–307 206–207
Aid ↻ (reaction): Spend 1 focus to attack multiple targets: 306 Boss (adversary role): A challenging
help an ally, granting them an attack test: A special skill test that adversary who can threaten an
advantage. 305 includes both a d20 and damage entire party. 343–344
ally: A character who considers you with dice. The d20 determines if the Brace ▶ (action): Take cover against
friendliness or neutrality. You aren’t attack hits, while the damage dice incoming attacks, giving them a
your own ally. 309 determine how much damage the disadvantage. 303
always active ( ): A talent that’s attack deals. 305–306 Breathe Stormlight 2 (Stormlight
always active doesn’t require attack, area: An attack that applies action): Draw Stormlight from
an action or other means to to all valid targets within a certain nearby spheres and regain Invest
activate it. 71 area. 307 iture up to your maximum. 124
374 Glossary and Index
broam: The highest denomination combat (scene type): A scene where Cryptic (Radiant spren): The spren
of sphere for each gemstone. the PCs engage in a physically hostile bonded by Lightweavers. Also known
A diamond broam is worth conflict. 289, 301–313 as liespren. 158–159
4 diamond marks. See also combat difficulty: 347–348 cultivationspren (Radiant spren): The
mark and sphere. 242 combat, building: 347–349 spren bonded by Edgedancers.
campaign: A long and evolving story companion: An NPC who is devoted to a 142–143
that spans many sessions of PC and generally acts to assist them. cultural expertise: See expertise,
gameplay. 11, 337, 355 280–281 cultural.
carrying capacity: Determined by companion, animal: 96, 281, Cumbersome (armor trait): If your
Strength, this represents the 368–373 Strength is lower than the specified
heaviest weight you can comfortably Complication ( ): A negative narrative value, you are Slowed and gain a
carry. 48–49 effect that applies to the current skill disadvantage on tests that use
Champion (Leader specialty): 102–103 test. Usually gained via the plot die Speed. 252
character: A person, sapient creature, or a natural 1. 9–10, 58–59, 313, 317, Cumbersome (weapon trait): If your
non-sapient creature, or similar 340–342 Strength is lower than the specified
entity who acts within the story, such Complication bonus: A +2 or +4 value, you are Slowed and gain a
as a player character (PC) or non- bonus to the current skill roll, gained disadvantage on attacks. 245
player character (NPC). 5–6, 309 when a Complication is rolled. 9 damage: Damage reduces your current
character advancement: PCs Complication range: You gain a health, but can be mitigated by your
advance by completing goals and by Complication if your d20 rolls within deflect value or other effects. 243,
gaining levels, increasing their power your Complication range; by default, 295–296, 305–306
and granting them access to new this begins and ends at 1. 10 damage dice: Dice rolled with an
abilities. 11, 24–27, 355–356 Complication, adversary rolling attack test to determine how much
character creation: 15–24 a: 346–347 damage it deals. 305–306
character creation, condition: An effect, such as Deter damage type: 296
higher-level: 357–358 mined or Slowed, that affects a Dangerous (armor trait): While wearing
character sheet: A regularly updated character for a specific duration. this armor, a Complication can cause
record of your PC’s statistics and 293–295 you to hurt a nearby ally. 252
unique abilities. 15, 19, 22, 387 connection: An NPC who a PC has an Dangerous (weapon trait): While
character size: Represents the area established relationship with and attacking with this weapon, a
your character occupies and controls can likely call on for resources or Complication can cause you to graze
in combat. 309–310, 312 help. Usually gained as a reward. a nearby ally. 245
charge: Used to power item 24, 51, 279 dangerous terrain: Terrain that deals
effects. Items with charges can contribution: A meaningful addition damage to characters within it. 311
be recharged by infusing them to a conversation. 316–317 Deadly (weapon trait): While attacking
with Investiture. 241 conversation (scene type): A scene with this weapon, you can spend an
chip: The smallest denomination that focuses on communicating Opportunity to cause the target to
of sphere for each gemstone. something that’s important and has suffer an injury. 245
A diamond chip is worth one-fifth uncertain outcomes. 289, 315–321 death of NPCs: 297, 344, 368
of a diamond mark. See also mark corrupted spren: See spren, death of PCs: 298, 355
and sphere. 242 Enlightened. Deception (skill, uses Presence): Mis-
chull (companion stat block): 369 cover: A nearby obstacle you can lead and manipulate others through
climb: 310 use the Brace action to shelter word or deed. 61
Cognitive defense: See defense. behind. 311 Deduction (skill, uses Intellect): Under-
cognitive skill: See skill, cognitive. Crafting (skill, uses Intellect): stand the world through careful
Cohesion (surge, talent tree, uses Ingeniously design, build, and observation and logical analysis. 61
Willpower): The surge that alters the repair objects. 61 defense: Represents your resilience
smallest particles of matter and can crafting items: 61, 265–273 against attacks, coercion, and other
mold stone. Commonly known as crawl: 310 unwanted effects. A character’s
Stoneshaping. 217–219 critical hit: See hit, critical. three defense values (Physical,
Cognitive, and Spiritual) set the DC
for tests against them. 24, 51
Glossary and Index 375
Defensive (weapon trait): You can Brace downtime: In the downtime between event: Storytelling tool used to count
without cover while wielding this scenes, PCs can engage in personal down to a dramatic moment by track-
weapon. 245 pursuits. 291–293 ing Opportunities and Complications.
deflect value: Reduce all impact, keen, Drop ▷ (free action): Let go of any num- 290–291, 342
and energy damage by this value. 21, ber of objects you’re holding. 304 Exhausted (condition): You suffer a
51, 252 Duelist (Warrior specialty): 118–119 penalty on all skill tests. 294
Determined (condition): You can add an dun sphere: See sphere, dun. expert trait: See trait, expert.
Opportunity to a failed test. 293 duration: 210–211, 295 expertise: Your expertises represent
dice: 7–10 Dustbringer (Radiant order, talent areas of niche knowledge. Each
die size: A die’s size is determined by tree): An order of the Knights Radiant expertise can be categorized as an
how many sides it has. 59 who bond with ashspren and control armor, cultural, utility, weapon, or
difficult terrain: Terrain that’s difficult to the surges of Abrasion and Division. specialist expertise. 20, 51–54
move through makes you Slowed. 311 131, 132–139 expertise, armor: An expertise
difficulty class (DC): To succeed on a Edgedancer (Radiant order, talent informing your knowledge of how to
skill test, your result must meet or tree): An order of the Knights Radiant maintain, wear, and create a certain
exceed the roll’s DC. 56–57 who bond with cultivationspren and type of non-Invested armor. 53
Diplomat (Envoy specialty): 86–87 control the surges of Abrasion and expertise, cultural: An expertise
disabled characters: 55, 297–298, Progression. 131, 140–147 informing your languages known,
364–365 Elsecaller (Radiant order, talent cultural knowledge, and perspectives
disadvantage: Negative circumstances tree): An order of the Knights Radiant on the world. 16, 38–45, 53
can add a disadvantage to a test, who bond with inkspren and control expertise, specialist: A unique
allowing the character’s opponent to the surges of Transformation and expertise in a restricted field of
choose a die from the upcoming test Transportation. 131, 148–155 knowledge that most people have
and force the character to roll two of Empowered (condition): You gain a no access to. 54
it, then use the undesirable result. burst of power after swearing an expertise, utility: An expertise
58, 342 Ideal, making tests easier and rapidly informing your knowledge of a trade,
Discipline (skill, uses Willpower): Act refilling your Investiture. 127, 293 tool, or similar technical field. 53
with composure, self-control, and endeavor (scene type): A scene that expertise, weapon: An expertise
clarity. 61 features the party sneaking, explor- informing your knowledge of how to
Discovery (endeavor type): A scene ing, or similarly interacting with the maintain, wield, and create a certain
that focuses on investigating the environment more than with specific weapon. 53
mysteries of magic, history, and characters. 288, 323–335 Exploration (endeavor type): A scene
current events. 326–329 endeavor threshold: See threshold, that focuses on traversing an unpre-
Discreet (weapon trait): This collective and threshold, individual. dictable and precarious environment,
subtle weapon is easy to disguise and enemy: A character who is inclined to usually in search of something.
hide. 245 oppose you. See also adversary. 309 329–330
Disengage ▶ (action): Move 5 feet with- energy (damage type): Damage dealt by fabrial: A marvelous device powered by
out triggering Reactive Stikes. 303 heat and energy; can be reduced by Stormlight, which is infused into a
Disoriented (condition): Your senses are deflect. 296 gemstone containing a trapped spren.
disrupted, making it hard to perceive Enhance ▶ (Stormlight action): Spend 262–264, 281–282
and react. 293 Investiture to enhance your Strength fabrial, crafting a: 267–273
distance track: Used in a Pursuit and Speed. 125 fabrial gemstone: 267–268,
endeavor to represent the distance Enhanced (condition): One of your attri- 281–282
between pursuer and target. 333 butes gains a temporary bonus. 294 fabrial, standard: 263
Division (surge, talent tree, uses Enlightened (talent tree): 182, 188–189 fabrial, unique: 262, 267–273
Intellect): The surge that decays and Enlightened spren: See spren, failing a test: See difficulty class (DC).
destroys. 220–222 Enlightened. Faithful (Envoy specialty): 87–88
Dodge ↻ (reaction): Spend 1 focus to Envoy (heroic path): An insightful falling: 311
evade an attack, giving it a disadvan- negotiator who adeptly influences fast turn: See turn, fast.
tage. 305 others. 82–89 First Ideal talent: See talent, First Ideal.
equipment: 256–260
376 Glossary and Index
flying rate: Some characters can move Gravitation (surge, talent tree, Illumination (surge, talent tree, uses
using a flying rate instead of their uses Awareness): The surge that Presence): The surge that creates
usual movement rate. 310 manipulates gravitational attraction. illusions. Wielding this surge is
focus (resource): Determined by Will- Commonly used to create Basic commonly known as Lightweaving.
power, focus is a resource pool that Lashings, which temporarily attract 226–228
represents mental resolve. Focus can an object to a different gravitational illusion: See Illumination.
be spent to fuel abilities and resist point. 223–225 Immobilized (condition): You can’t
manipulation. 23, 54, 317–318 graze: When your attack misses, spend move. 294
focus, running out of: 318 1 focus to instead deal damage equal impact (damage type): Damage dealt
Focused (condition): Your abilities to just your damage die. 306 by crushing and bludgeoning; can be
require less focus than usual. 294 grid, using a: 311–312 reduced by deflect. 296
food: 295 Growth: See Progression. improvised weapon: See weapon,
forage: 65, 299 hand free: 244 improvised.
forced movement: 310 health (resource): Determined by Indirect (weapon trait): This ranged
forms, singer: Singers can bond with Strength, health is a resource weapon can be fired over cover and
spren and change into special forms pool that represents stamina and other obscuring terrain. 245
that grant unique abilities. 31–37 resistance to minor injuries. When influence: An attempt to change another
Fragile (weapon trait): While attacking your current health drops to 0, you character’s opinion or behavior
with this weapon, a Complication can become Unconscious and suffer an through social tests or abilities. 308,
cause the weapon to break. 245 injury. 23, 54, 63, 295 317–318
free action (▷): A task you undertake on health, running out of: 295 infused sphere: See sphere, infused.
your turn without spending an action. Heavy Weaponry (skill, uses infusion: An ongoing effect fueled by
71, 304 Strength): Wield heavy weapons. 62 Stormlight infused into a character
Full Lashing: See Adhesion. helping with a test: See test, helping or object. 210–211
gain a level: See character advancement. with a. injury: A serious wound that hampers
Gain Advantage ▶ (action): Make a skill heroic path: See path, heroic. you in some way, gained from
test to gain the upper hand, giving hide: See Stealth. dropping to 0 hit points or other haz-
you an advantage on your next test highspren (Radiant spren): The spren ardous circumstances. 63, 296–298
against that enemy. 303 bonded by Skybreakers. 166–167 injury roll: When you’re injured,
game master (GM): The guiding story hit: When your attack test succeeds, you make an injury roll to determine
teller who prepares an adventure, you deal damage equal to your dam- how serious the injury is. 296
narrates the action, plays the roles of age die plus your skill modifier. 306 inkspren (Radiant spren): The spren
NPCs, and adjudicates outcomes as hit, critical: When you hit with an attack bonded by Elsecallers. 150–151
the story unfolds. 5–6, 337–365 and spend an Opportunity, you Inquiry (conversation type): A scene
gemstone, fabrial: See fabrial gemstone. maximize the results of your damage that focuses on one party trying to
GM: See game master. dice. 306 acquire information from another
goal: A tangible objective you’re honorspren (Radiant spren): The spren through conversation. 318
personally working toward. Each goal bonded by Windrunners. 200–201 Insight (skill, uses Awareness): Discern
unlocks a reward when accomplished. horse (companion stat block): 370 people’s feelings and see through
21, 276–278, 356 Hunter (heroic path): A skilled deceptions. 62
goal, advancing a: 277–278, 356 sharpshooter and outdoorsperson Intellect (attribute): A number
goal, choosing a: 21, 277, 356 who seeks and eliminates problems. representing your applied intelligence
goal, concluding a: 278, 356 90–97 and wit. 49
goal, Ideal: A special goal that allows Ideal: Each Radiant order has five Ideals, Interact ▶ (action): Quickly manipulate
you to work toward swearing the immortal Words that each member an object you can reach, no test
next Ideal of your Radiant order. 126, of the order swears and follows. required. 303
278, 282 126–128 Intimidation (skill, uses Will-
Grapple 2 (action): Make an Athletics Ideal goal: See goal, Ideal. power): Induce fear in someone to
test against Physical defense to Ideals, forsaking: 128 secure their compliance. 62
grab your opponent, making them
Restrained. 304
Glossary and Index 377
Invested: A character or object is level up: See character advancement. Minion (adversary role): A weak adver-
Invested if they’re infused by or liespren: See Cryptic. sary who is easily defeated. 343
drawing on Investiture, or if they’re lifting capacity: Determined by Strength, mink (companion stat block): 369
otherwise connected to the Cognitive this represents the heaviest weight miss: When your attack test fails, you
or Spiritual Realm. 124, 241 you can lift. 48 deal no damage. See also graze. 306
investigative web: The GM’s map of a Light Weaponry (skill, uses Mission (endeavor type): A scene that
Discovery scene, including potential Speed): Wield light weapons. 63 focuses on urgent and tactically
clues and leads. 326–327 lightspren (Radiant spren): The spren complex action such as infiltrations,
Investigator (Agent specialty): 78–79 bonded by Willshapers. Also known heists, or rescues. 330–331
Investiture: An energy that suffuses the as Reachers. 192–193 mistspren (Radiant spren): The spren
cosmere and fuels powerful abilities. Lightweaver (Radiant order, talent bonded by Truthwatchers. 182–183
On Roshar, Investiture manifests tree): An order of the Knights Radiant Momentum (weapon trait): If you move
as Stormlight. See also Investiture who bond with Cryptics and control 10 feet straight toward your target
(resource). 123–124 the surges of Illumination and Trans- before attacking with this weapon,
Investiture (resource): Determined by formation. 131, 156–163 you gain an advantage. 245
Awareness or Presence, Investiture is Lightweaving: See Illumination. mount: 261, 313
a resource pool that represents ability line of effect: Abilities that require Move ▶ (action): Move a distance up to
to hold and channel Investiture. line of effect can only be used if an your movement rate. 303
Investiture can be spent to fuel imaginary straight line could connect movement rate: Determined by
Radiant abilities. 54, 123–124 you and your target. 308, 313 Speed, this represents how fast and
Investiture, running out of: 124 lines and veils: Safety tool to help far you can move under pressure.
item drawback: 266, 269 players communicate which topics 49, 310
item upgrade: 266, 269 should be avoided or only hinted at moving: 309–312
jump: 60, 310 during play. 362 Nahel bond: See spren bond.
keen (damage type): Damage dealt by Loaded (weapon trait): This weapon natural 20 and natural 1: A d20 roll that
slicing or puncturing; can be reduced expends ammunition and must be shows the number 20 or 1 on the
by deflect. 296 reloaded after the number of shots die. Natural 20s add an Opportunity,
key talent: See talent, key. specified by this trait. 245 while natural 1s add a Complica-
Knights Radiant: A human or singer lodging: 261 tion. 10
who bonds with a spren becomes long range: See range, long and short. Negotiation (conversation type): A
Radiant, able to breathe in and utilize long rest: See rest, long. scene that focuses on multiple parties
Stormlight to fuel special powers. Lore (skill, uses Intellect): Recall attempting to obtain something from
The Knights Radiant is an ancient information about science, history, each other through conversation and
organization divided into ten Radiant religion, and other topics. 63 parleying. 319
orders, reflecting the unique spren main hand: See weapon, wielding a. non-Invested: A character or object is
they bond, Ideals they follow, and mark: The currency used in this game, non-Invested if they’re not infused
surges they command. 3–4, 17, and the middle denomination of by or similarly drawing on Investi-
130–131. sphere for each gemstone. See ture. 124
larkin (companion stat block): 373 also sphere. 242 non-player character (NPC): Any char
larkin, greater (companion stat mass warfare: 351–355 acter who isn’t a player character. 5
block): 373 Medicine (skill, uses Intellect): Heal NPC: See non-player character.
Lashing, Basic: See Gravitation. people or similarly utilize your under- object: Something that could reasonably
Lashing, Full: See Adhesion. standing of the body and mind. 63 be moved but that isn’t a charac-
Leader (heroic path): A poised com- melee attack: See attack, melee. ter. 309
mander who directs and guides melee weapon: See weapon, melee. obscured sense: See sense, obscured.
others to be their best. 98–105 Mentor (Envoy specialty): 88–89 obstacle: A phrase describing a personal
Leadership (skill, uses Presence): milestone: Achieved when your PC challenge that stands in your
Inspire and command others. 62–63 makes a significant decision that character’s way time and time again.
level: A number indicating how powerful helps advance your goal. You need 21, 275–276
you are; new PCs usually start at level three milestones to complete a Offhand (weapon trait): Striking with
1 and can eventually advance to level goal. 277 this weapon in your offhand only
20 or higher. 24–26, 355–356 miniatures, playing with: 311–312 costs 1 focus. 245
378 Glossary and Index
offhand: See weapon, wielding a. player character (PC): A character raise the stakes: Signify the narrative
Officer (Leader specialty): 103–104 created and controlled by a player. importance of a skill test by rolling a
one-shot: A story that begins and ends 5, 15 plot die with it. 8–9, 338–339
in a single session of gameplay. 10 plot die: A custom six-sided die that can range: The farthest distance an effect
Opportunity ( ): A beneficial narrative add unforeseen Opportunities or can reach from its origin. 245,
effect that applies to the current skill Complications to an important skill 308, 312
test. Usually gained via the plot die or test. 8–9, 338–340 range, long and short: 308
a natural 20. 9–10, 58–59, 313, 317, Politico (Leader specialty): 104–105 ranged attack: See attack, ranged.
340–342 prerequisite: Criteria you must meet ranged weapon: See weapon, ranged.
Opportunity range: You gain an before selecting or benefiting from reach: A special range that requires
Opportunity if your d20 rolls within certain talents and other abilities. targets be in your line of effect and
your Opportunity range; by default, 26, 70 within 5 feet of you. Some weapons
this begins and ends at 20. 10 Presence (attribute): A number that and effects can increase your reach.
Opportunity, adversary rolling represents your charisma and 245, 308
an: 346–347 bearing. 51 Reacher: See lightspren.
opposed test: See test, opposed. Presentable (armor trait): This armor is reaction (↻): A response to a trigger
party: A group of PCs who adventure acceptable to wear in a non-military that happens any time during a
together. 5 context. 252 round. To react, you must spend
path: A themed collection of talents primary sense: See sense, primary. your reaction. 71, 302, 304
that can be progressively chosen to profile: A description of an adversary, Reactive Strike ↻ (reaction): Spend
reflect your training, experiences, including background information and 1 focus to make a melee attack
and abilities. 17, 69–72 combat tactics. 342 against a retreating enemy. 305
path, heroic: A path that grants Progression (surge, talent tree, uses Ready (action; ▶ varies): Prepare one
mundane, non-Invested abilities. 17, Awareness): The surge that controls of your other actions to respond to
69–121 the growth and healing of living something else happening on the
path, Radiant: A path that grants things. Commonly used for Growth battlefield. 304
Radiant abilities, including the power (to sprout and mature plants) and Recover 2 (action): Take a break during
to wield Stormlight. 123–207 Regrowth (to heal body and soul). combat, rolling your recovery die. 304
path, starting: When you choose 229–230 recovery die: Determined by Willpower,
a starting path during character Prone (condition): You’re lying on the this represents how efficiently you
creation, this determines your first ground and can’t move quickly, recover health and focus. 50, 299
heroic path and grants you a starting making you vulnerable to melee Regal: See forms, singer.
skill and key talent. 17, 70 attacks. 294 Regenerate ▷ (Stormlight free
patron: A powerful NPC who provides purpose: A phrase describing your action): Spend Investiture to recover
support in exchange for a PC’s character’s drive and reason for health. 125
service. 282–283 being. 21, 275 Regrowth: See Progression.
PC: See player character. Pursuit (endeavor type): A scene that resist influence: When influenced by
peakspren (Radiant spren): The spren focuses on one party chasing another. another character, spend 2 focus to
bonded by Stonewards. 174–175 332–333 remain unaffected by the attempt.
Perception (skill, uses Aware- Quickdraw (weapon trait): You can draw 308, 317–318
ness): Notice details about your this weapon as a free action. 245 rest, long: An 8-hour-long period of
surroundings. 64 Radiant: A person with Radiant powers. relaxation that restores all health and
Persuasion (skill, uses Presence): See also Knights Radiant. 125–128 focus. 298
Appeal to others through charisma Radiant order: See Knights Radiant. rest, short: A 1-hour-long period of relax-
and reason. 64 Radiant path: See path, Radiant. ation, during which characters can roll
Physical defense: See defense. Radiant Shardblade: See Shardblade, their recovery die or undertake other
physical skill: See skill, physical. Radiant. activities. 298
pickpocket: 65 Radiant Shardplate: See Shardplate, Restrained (condition): You can’t move
Pierce (weapon trait): This weapon’s Radiant. willingly and your restraints make
damage can’t be reduced by Radiant spren: See spren, Radiant. tests difficult. 294
deflect. 245
Glossary and Index 379
reward: When you conclude a goal, you sense, primary: Your primary sense skill: When you make a test, you use
gain a powerful reward such as a is the one you most heavily rely on to either one of eighteen basic skills or
fabrial, traveling companion, or noble navigate the world, such as sight or a remarkable surge skill to determine
title. 21, 279–285, 356 hearing. 54 how skilled you are in that area.
Rival (adversary role): An adversary senses range: Determined by Aware- 18–20, 55–67
with no special rules related to their ness, this represents how far you can skill modifier: A number that
role. 343 perceive when your primary sense is represents your overall aptitude in a
roleplaying game (RPG): A collaborative obscured. 54–55 skill, determined by your associated
experience of storytelling and session: A period of gameplay usually attribute plus any ranks in that skill.
imagination, joined by one or more lasting around two to four hours. 18–20, 56
player characters (PCs) and guided by 6, 342 skill rank: To represent your growing
a game master (GM). 5, 287–288 session zero: A game session before experience, you can eventually gain up
roleplaying, first-person: Describing the launch of a campaign in which to 5 ranks in a skill and increase that
your character using first-person the players create characters, and skill modifier accordingly. 18–20, 56
pronouns, subjectively narrating your in which the GM and players set skill rank, maximum: 25–26
actions and thoughts as if you are expectations for the campaign to skill test: See test, skill.
them. 288 come. 360–361 skill, cognitive: A skill that uses the
roleplaying, third-person: Describing Shard: Shardblades and Shardplate are Intellect or Willpower attribute. These
your character using third-person both sometimes called Shards for appear in the second column of the
pronouns, objectively narrating their short. 284 character sheet. 47
actions and thoughts and referring to Shardbearer: A term referring to skill, physical: A skill that uses the
them by name. 288 a person who wields a Shardblade Strength or Speed attribute. These
round: Each character in a scene can and/or Shardplate. appear in the first column of the
take one turn during each round. Shardblade: An immensely character sheet. 47
During combat, a round lasts powerful Invested weapon that can skill, spiritual: A skill that uses the
approximately ten seconds. be summoned from thin air. 248, Awareness or Presence attribute.
safety guide: 360–365 249–251, 284 These appear in the third column
safety tools: Resources to support a fun Shardblade, Radiant: A Radiant of the character sheet. 47
and safe roleplaying environment. 361 can summon their bonded spren to skill, starting: Your starting path
scene: A scene focuses on a particular physically manifest in the form of a grants a free rank in that path’s
sequence of events and the outcomes living Shardblade. 248, 250–251 starting skill. 18, 70
of each PC’s actions during that Shardplate: An immensely powerful skill, surge: A skill available only to
time. Scene types include combats, suit of Invested armor that enhances characters who can access Investiture
conversations, and endeavors. 289, its wearer. 252, 254–255 and wield the specified surge.
352–354 Shardplate, Radiant: A Radiant can 209–211
Scheme (conversation type): A scene cause common spren to physically Skybreaker (Radiant order, talent
that focuses on one party trying to manifest in the form of living Shard- tree): An order of the Knights Radiant
dupe another. 319–320 plate. 252, 255 who bond with highspren and control
Scholar (heroic path): An adroit thinker Shardbearer (Warrior the surges of Division and Gravitation.
who excels at planning and building. specialty): 119–121 131, 164–171
106–113 short range: See range, long and short. skyeel (companion stat block): 370
sensing a target: You sense someone or short rest: See rest, short. slow turn: See turn, slow.
something if you can perceive it with Shove 2 (action): Make an Athletics Slowed (condition): You move at half
your vision, hearing, smell, touch, or test against Physical defense to speed. 295
other senses, as determined by your attempt to forcibly move another sneak: 64, 310
primary sense and senses range. character 5 feet. 304 Social (conversation type): A scene
54–55, 308 Singer (talent tree): 31–37 that focuses on characters seeking
sense, obscured: When your primary singer forms: See forms, singer. to bond with each other and build
sense is overwhelmed, such as by a relationships. 321
roaring highstorm or pitch-black night, Soldier (Warrior specialty): 121
you can’t sense beyond your senses
range. 54–55
380 Glossary and Index
Soulcaster: A term that can refer spren, Enlightened: The Unmade Stunned (condition): You can only
either to a Radiant who wields the Sja-anat injects Voidlight into spren, manage the simplest of actions
Transformation surge, to a fabrial that changing their appearance and and can’t react. 295
grants a non-Radiant limited access properties. She calls these spren succeeding on a test: See difficulty
to that surge, or to a person who uses Enlightened, though some people class (DC).
such a fabrial. 234–236, 264 call them corrupted spren. 182–183, success, automatic: 57
Soulcasting: See Transformation. 188–189 surge: Each surge controls a funda
space: Each character occupies a spren, Radiant: A sapient spren who mental force of nature through the
space corresponding to their size can willingly bond with a human or use of Investiture. Each order of
category. 310 singer, granting Radiant abilities to Knights Radiant can access two of
special activation (★): A talent with a the person they bond with. 125–126, the ten surges, and each surge is
special activation presents specific 129–130 wielded by two orders. 209–239
rules for activating it in the talent’s Spy (Agent specialty): 79–80 surge dice: Dice whose effects scale
description. 71 squeeze: Move through a space one size with your ranks in a certain surge,
specialist expertise: See expertise, smaller than you. 310 allowing you to roll a larger surge
specialist. squire: A trusted ally of a Knight Radiant die as you gain ranks. 209
specialty: Each heroic path is divided who gains a small measure of that surge size: The maximum area your
into several specialties. 69 Radiant’s powers. 128–129 surge can affect, determined by your
Speed (attribute): A number represent- standard fabrial: See fabrial, standard. ranks in that surge. 210
ing your quickness and dexterity. 49 starting kit: A collection of equipment surge skill: See skill, surge.
sphere: A gemstone encased in a glass gained during character creation Surgebinding: See surge.
bead, commonly used as currency. that reflects your background and Surgeon (Scholar specialty): 113
Spheres can be infused with Storm- interests. 20, 243 Surprised (condition): You’re caught off
light. See also mark. 242 starting path: See path, starting. guard and can’t act immediately. 295
sphere, dun: A dark sphere that starting skill: See skill, starting. Survival (skill, uses Awareness): Forage
currently contains no Stormlight. 242 stat block: The section of an adversary for resources and safely navigate your
sphere, infused: A glowing sphere profile that contains their simplified environment. 65
that currently contains Stormlight. rules and statistics. 342–347 swim: 310
124, 242 stat block, customizing a: 371–372 talent: A talent grants a special benefit
spirit (damage type): Damage that statistics: The collection of numbers or ability to represent a PC’s unique
affects both the physical and spiritual and unique rules that comprise your capabilities. 20, 69–72
self; can’t be reduced by deflect. 296 character’s abilities. 47 talent timing: 72
Spiritual defense: See defense. Stealth (skill, uses Speed): Sneak, hide, talent tree: A series of branching
spiritual skill: See skill, spiritual. or otherwise avoid attention. 64, 310 talents which you can choose from
spren: A fragment of Investiture that has Stoneshaping: See Cohesion. and progress through to reflect your
gained sentience or even sapience; Stoneward (Radiant order, talent training and experience. 70
each spren usually inhabits the tree): An order of the Knights Radiant talent, activating a: 71
Cognitive Realm, but can be drawn who bond with peakspren and control talent, ancestry: A bonus talent
into the Physical Realm by various the surges of Cohesion and Tension. granted by your ancestry. 20, 30–31
phenomena. 3–4, 125–126, 129–130 131, 172–179 talent, First Ideal: The key talent
spren abilities: 130 Stormlight: Investiture usually manifests of a Radiant path unlocks access to
spren bond: A symbiotic bond on Roshar as Stormlight, a glowing Investiture and grants you a goal to
between a Radiant spren and a human energy replenished by the world’s “Speak the First Ideal.” See also goal,
or singer. 125, 129 highstorms. 123–125 Ideal. 123
spren bond range: If a Radiant spren Strategist (Scholar specialty): 112 talent, key: The key talent at the top
moves too far from their bonded Strength (attribute): A number of each path unlocks access to the
Radiant, the spren loses some of representing your physical power, specialties within that path.
their abilities. This range begins at toughness, and athleticism. 48–49 talents, duplicate: 70, 72
30 feet. 129 Strike ▶ (action): Make an attack against target: Anyone or anything you can
the Physical defense of a target in apply an effect to. 307–309
range. 303 target types: 309
Glossary and Index 381
Tension (surge, talent tree, uses trait, weapon: Rules that apply to any Use a Skill ▶ (action): Perform a
Strength): The surge that alters weapon with that trait. 245 challenging task that requires
the rigidity of objects. 231–233 Transformation (surge, talent tree, a skill test. 303
test, skill: A d20 roll to determine uses Willpower): The surge that utility expertise: See expertise, utility.
whether an attempted task succeeds transforms materials into other vehicle: 261
or fails. 7–10, 55–59, 338 materials in a process commonly vital (damage type): Damage that taxes
test, helping with a: 59 known as Soulcasting. 234–236 the constitution; can’t be reduced by
test, opposed: 57 Transportation (surge, talent tree, deflect. 296
Thief (Agent specialty): 80–81 uses Intellect): The surge that Voidlight: A rare form of Investiture,
Thievery (skill, uses Speed): Perform enables looking into and transporting primarily used by the forces of
tasks that require dexterity and characters between the Physical and Odium. 124
precision, such as pickpocketing, Cognitive Realms. 237–239 Warrior (heroic path): A fighter who
sleight of hand, and tying knots. 65 travel: 261 relies on their skill, brute strength,
threat value: Measures the danger an Truthwatcher (Radiant order, talent or indomitable will. 114–121
individual adversary adds to a combat tree): An order of the Knights Radiant water: 295
scene. 348 who bond with mistspren and control weapon: 243–251
threshold, collective: Used in endeavors the surges of Illumination and Pro- weapon attack: See attack, weapon.
to track the group’s progress toward gression. 131, 180–189 weapon expertise: See expertise,
an objective. 324–325 turn: In combat, each character chooses weapon.
threshold, individual: Occasionally used whether to take a fast turn or slow weapon trait: See trait, weapon.
in endeavors to track individual prog- turn each round, determining how weapon, improvised: 248, 306
ress instead of group progress. 325 many actions they can use on that weapon, melee: 245, 306
Thrown (weapon trait): This melee turn. Out of combat, turns are much weapon, ranged: 245, 306
weapon can be thrown as a ranged more flexible. 301–302 weapon, wielding a: To benefit from a
attack at a range specified by this turn, fast: Characters who take a fast weapon, it must currently be wielded
trait. 245 turn only gain two actions, but they in either your main hand or offhand.
tier: As you advance from level 1 to 21+, act before characters who take a slow To Strike with a weapon in your
you pass through five tiers, each with turn. 301 offhand, you must spend focus. 244
a different narrative focus and play turn, slow: Characters who take a weight: 48
experience. 24 slow turn gain three actions, but they Willpower (attribute): A number
time, passage of: 288 act after characters who take a fast representing your determination
title: 284–285 turn. 301 and mental fortitude. 50
total threat: Measures the collective Two-Handed (weapon trait): This Willshaper (Radiant order, talent
danger of all adversaries in a combat weapon must be wielded in two tree): An order of the Knights Radiant
scene. 347–348 hands. 245 who bond with lightspren and control
Tracker (Hunter specialty): 96–97 unarmed attack: See attack, unarmed. the surges of Cohesion and Transpor-
trait, armor: Rules that apply to any Unconscious (condition): You’re tation. 131, 190–197
armor with that trait. 252 unconscious and can’t do anything Windrunner (Radiant order, talent
trait, expert: A trait that only applies if other than wake up. If you’re Radiant, tree): An order of the Knights Radiant
a PC has an expertise in that weapon you can also Breathe Stormlight or who bond with windspren and control
or armor. 52, 243, 252 Regenerate. 295 the surges of Adhesion and Gravita-
trait, unique (armor trait, weapon unique fabrial: See fabrial, unique. tion. 131, 198–205
trait): Unique rules detailed in that unique trait: See trait, unique.
armor or weapon’s entry on the table. unstable footing: 306
245, 252
382 Glossary and Index
Acknowledgments
We are immensely grateful to our devoted playtesters who spent countless hours testing various
iterations of the Cosmere RPG. Their passion and detailed insights were essential to our design
process and helped shape the game into what it is today. The following names are the people behind
the heroes and Radiants, the ones who paved the way for everyone to join us on Roshar.
Nandini Abburi, Aidan Adams, Emily Bringhurst, Henry Brodey, Griffin Davide, Nate Davidson, Maurice Jason
Adams, Kevin Adams, Steve Adams, Brodman, Max Brooke, Ben Brotman, “Jase” Davies, Steven Davis, Branden
Joe Luis Adgie, ADHD_Projects, Adam Brown, Matthew Brown, William Day, Gregory Day, R.J. Day, Dayagon,
Brianna Adkins, Jessi Agee, Sean Brown Jr., Jenny Brunner, Kyle Brunner, Adam Dean-Haag, Camden Dear, Nick
Agnew, Agueman, Diego Alejandro, Danica S. Buchanan-Wollaston, Annina DeFilippis, Stephanie DeFilippis, Octa
Thomas Alessi, Guillaume Allardice, Bucher, Angie Buckendorf, Patrick Delgado, Ozan Demir, Derek Denney,
Philippe Allardice, Jared Allcott, Jared Buckendorf, Kyler Buisson, Cameron Sadie F. Denney, Richard Barr Dent,
Alleger, Alex Allen, Richard Allred, Bunch, Timothy Bunn, Tamara Tonetti Steven R Dent, Tori Derenberger,
Miguel Ángel Ortiz Allué, Josep Buono, August Burden, Shane Burke, Michael J DeRosa, Pratt Despain,
Famadas Alsamora, Megan Ament, Billy Burnley, Joshua Burnley, William Benjamin Devriendt, Dylan Dey,
Ioanna Anayiotou, Zachary Anderson, M. Burnley, Dave “Dr. Hirsute” Burrow, Antonio Molero Díaz, Hayden Dillard,
Bransen Angeley, Christina (TriAngel) Messy Burrow, Clark Burrows, Lizzy Adrian Dole, Doug Domeyer, Tony
Angle, Michael Ansley, Stelios Ansley, Burton, Carlos Busto, Brandon Butler, Andrew Domeyer, Brady Doyle, Lindsay
David Antolín, Ryan Apigian, Susan Noah Butner, Walker Byrnes, Allie C, Droter, Tristan Dujarric, Aaron Dukes,
Araiza, Carlos Aranda, Jacob Arenstam, Miguel C, Poet C, Cabral, James Cairns, Lisa Dukes, Martin Duus, Elodie E.,
Drew Armstrong, Talin Armstrong, Sean H Cairns, El Call, Ryan Campbell, Justin Eads, Ellie Eddy, Joseph Eddy,
Jonny Arnold, Margery Arnold, Tyler Alberto Campos, Lena Caride, Charles Daniel Martínez Eito, Amber Elferink,
Arnold, Stephen Arnsparger, Audrey, Carlson, Caro, Lise Carpentier, Tom Benjamin Ellis, Powerful God Enel,
Aurian, Sarah Austin, Tait Avent, Carpentier, Kason Carroll, Daniel Matt F, Chris F., The Sams family, PJ
Kaylynn Azlin, Hayden B, Jon B., Carter, Moss M. Bowen Cazorla, Phillip Farr, David Pérez Faus, M C Felbrooke,
Nick B., Ian Astor Badaracco, Ethan Cederstrom, Matthew Chapman, Nick Nico “Nikuma” Fernandez, Rolando
Baer, Teia Baer, Johnathan Bailey, Chastain, Jordan Chavis, Richard “Ro” Fernandez, Pau Vidal Ferreté,
Wyatt Balcer, ace baldwin, Bilner von Chelminski, Marshall Cheshier, Natasha Fetzer, Riley Field, Jan Filip,
Bappelfopple, Joshua Barclay, David Stephen Chow, Kevin Chrisjohn, Logan Brennan Filips, Justin Finger, Garimeth
Barenie, Lori Lee Barr, Zachary Barr, Christiansen, Heather Claridge, Kyle Firemane, Adam Fisher, Xander Fisher,
Max Barrand, Nolan Barringer, Claridge, Philip Claussen, Clavicimbel, Brittney Flanary, Dakota Flanary, Alex
Brendan Batts, Alexander Baumann, Evan Clendnning, Eric Cockman, PhD, Fleming, Lauren Fleming, Meail
Eric Bauser, Eric Beck, Michael W Bell, Brandon “Colevander” Cole, Brandon Flowers, Jason Foca, Aaron H. Foley,
Vilas Arthur Bell, Noah Bemont, Cole, Darci Cole, Trey Griffin Coleman, Chloë de Fondaumiere, Kya Foster,
Andrew Bengelink, Nathan Bengelink, Benjamin Collins, Acorn Colours, Leo Gabe Fountain, Georgios Fountoukidis,
Ryan J Bennett, Nick “McLovin” Best, Columbus IV, Marcus Conti, Miguel Noah J. Fowler, Greg Fox, Gregory M.
Mike Betzer, Luke Beveridge, Porter Contreras-Cervantes, Rick Cook, Fox, Margo Franks, Troy B Frazier,
Biehler, Cheyne Birket, Sarah Birket, Robyn Cook, Jonna Coombs, Cormroc, Jared Freeman, Tajen Freeman, Tera
John Bishop, Morgan Bishop, Allen Ashley Cornell, Rebekka Cornell, Freeman, Jacob Fresh, Joseph Frey,
Black, Adam Blanchard, Bleidwox, John Brandon Cornish, Coincidence Cosplay, Elisabeth Frischknecht, Corina Frost,
Bohman, Renzo Borges, Enrique Alexander Cowan, Caulin Cox, Mark Melissa Frost, Eric Fugal, Gene
Martínez Borja, Emma Boss, Agnieszka Creamer, Jason Creighton, Kayleigh Fulgham, Emily Fuller, Grant Fuller,
Bossowska, Whitney Bottorff, Garrison Creighton, Kirk Crooks, Raquel M. Cruz, Jesse Fulton, Joshua Fulton,
Bouchard-Ferdon, Harrison Boyce, Matthew R. Cunningham, Rodolfo de Levi Fulton, Tony Gagnon, Eric Gallo,
Cam Bradley, Lily Branam, Kevin Curtis, Kayden Cutchins, Cam D., Dominic Garcia, Mario De La Torre
Brantley, Anyse Bray, Damon Bray, Abby Daniel, Nicholas Daniel, John García, John Gardner, Ángel Lorenzo
Lucian von Brevern, Bridget, Welden Danko, Halley Davenport, Ermani Garrido, Gasvti, Professor Ben Gaunt,
Acknowledgments 383
George Georgopoulos, Kevin Gill (Val Laiba Jamal, Ammon James, Luke Gabe Lisonbee, Cale Little, Katie Little,
Ocar), Sebastian Gilling-Ulph, Parys James, The Multiculturalist James Jack Lloyd, Johannah “Jojo” Lloyd,
Glenn, Kaylee Godley, Matt Golino, (The MC James), JamieB, Sam Jarvis, Griffith Locke, Joel Loesch, Andrew
Garrison Gondek, Dylan Goodenow, Visakan Jayakumar, Devin Jefferies, Long (the_yodanesss), Matthew Long,
Nathan Goodrich, Willie Ann Krista Rae Jefferies, Jordan Jensen, Taylor Lott, Jimmy Lu, Jeremie Lucas,
Goodrode, Seth Gordon, Joshua Keelan Jensen, Rune Hyldgaard Ashley Ludlum, Rach Luebcke, Luisal,
Gorman, Gorundor, Ehren Graf, Will Jensen, Brandon Job, Gunilla Johann, Luke, Xandie Iti Lusakbi, Austin
Graf, Grant, Louis S. Graves a.k.a Andrew Johnson, Chuck Johnson, Lynema, Jacob Lynema, Kyle
“Bub,” Benjamin Richard Gray, Joseph “Joey” Johnson, Joseph A MacKinnon, Garrett Mahan, Rafaela
DaKota Greer, Dakota Greer, Joshua Johnson IV, Michael Johnston, Caleb Mantelli, Daniel Manzanedo, Luke
Griffin, Lisa Marie Gruner, Enryan Jones, Jeremiah T Jones, Tyrrell Jones, Marcum, Paul Marino, The Mark, Azure
Gryphos, George Gu, Laura M Guebert, Peter R. Jordahl, Charlie Jordan, Gatlin Markham, Elanor Markham, Henry
Giuseppe Gugliotta, Guldur, Leckie Jordan, Hannah Jordan, Jane Jordan, Markham, John Markham IV, John
Gunter, William Guyaux, Xander Curtis Joyner, Dick Judge, Junior, Markham V, Oliver Markham, Aaron
Hacking, Matthew Haggard, Jessica Devon Kaat, Bao Kastan, Brian Mars, Chris “Rek” Marsh, Justin
Halbert, Ben Hall, Houston Hallman, Katchmer, James Kauffman, Katherine Marshall, Andrew Martin, Dani Martin,
John Wayne Hamilton, Nicole Marie Kearney, Anna Rose Keefe, Taylor Greg Martin, Alfredo Sánchez Martín,
Hamilton, Trish Hankins, Timothy Keeley, Loic Keith, Ethan Kellaway, Los 5 Mataos, Kira Maxwell, Alex May,
Hanyes, Everett Harbaugh, Joshua Ryan Kendig, Dylan Jeronimo Kennedy, Luke Mays, Jackson Mazer, Francisco
Harkey, Charlotte Harland, Brendan KentuckyFriedJedi, Caleb Kerhin, Max “Hotfix” Mazufri, Mason McCauley,
Harlech-Jones, Leah Ester Harmony, Kight, Mikah Kilgore, Catie Kjorlien, Garrett McCormack, Mike McCoy,
Mike “Jaide” Harrington, Tonya Tyler Kjorlien, Anders Kleiman, Brandon McCulloch, Alyssa McDonald,
Schartung Harrington, Christopher Northlawn Knights, Grace Knott, Beth Patrick McGean, Bonnie McKnight,
Harris, Irena Hartmann, Rob Harvey, Koehler, David Koh, Jack Kohlin, Justin Caleb Jay McMasters, Ian McNatt,
Cole Harward, Joshua Hatfield, Eli Van Koot, Andrew Korenic, Rachael Jesse McWhorter, Macedonio J. Mejia,
Haun, Lukas Hawkins, Asa Haworth, Kornfeld, John Korsavidis, Marlon Caleb Mekelburg, Corey Mekelburg,
Titus Haworth, Aaron Hayden, Daniel Kovarbasic, mr. krabs, Joseph “Rowen Samuel Orjuela Melon, Brayden
Hayden, Mark Hayden, Michael Sipe” Krieger, Joseph RowenStipe Mendez, Abigail Meredith, Jesse
Hayden, Miles Hayden, Brandon Hayes, Krieger, Jonathan Kruyer, Turner Kuhn, Michael, Brenton Miller, Lucy Miller,
Joel Hays, Oliver Heady, Brandon Kuki Kukurelo, Emily Jayne Kunz, Madalyn Miller, Nathan Miller, Joe
Kikilaki Healey, Matt Heflin, Caitlin Samuel Kunz, Sarah Kunz, Isaac Mingoia, Cameron Mislivecek, Lexy
Heinjus, Peter Anthony Henenberg, Kupetz, Ka'imi Kurzynowski, Michael Moddle, Kelly Mogk, Bret Mohler,
Molly Rose Herbert, Jose Luis Ladd, Christopher Lagoda, Ethan Jen Moir, Meric Moir, Moisi123, Abel
Cremades Herraiz, Jokin Herranz, Amy “Ishkibibble” Laisure, Daniel Lake, Serrano Montiel, Michelle Moon,
Herzberg, Chris Herzberg, Ron Herzog, Tim Lam, Xander Landahl, Hillel Mooni, Brigham Moore, Drew Moore,
Blaine Hewett, Jaden Hill, Jennifer Hill, Landman-Feldman, Adam Lane, Luke Moore, Sean Moore, Marina
Philipp “Phinomenon” Hinderer, Alexandrea Lane, Joshua Lane, Adam Moreno, Raúl “Yusaso” Moreno, Dave
Matthew Hodge, Mark Hoffman III, C.S. Lang, Connor Langenderfer, Larbon, Morgan, Eric Morgan, Kinley Morgan,
Hogen, David Holland, Matt Holland, Benjamin Larsen, Erik Larsen, Austin River Mori, Chris Mortimer, Ryan
Timothy Holloway, Tamara Holt, Alex Lasota, Blake Lasota, Andrew Latham, Mortix, Perry Morton, Joe Moynihan,
Horner, Grant S. Hoskins (Njall LauchaBOT, Lavtiz29, Ray Lawler, Alan Emma Mumford, Jess Mumma,
Hreggvigja), Michael Hosp Jr, Orman (Oathbringer) Layton, Jack Layton, Thomas Murphy, Nathan Myers, Scott
House, Owen I House, Nikkaro Howe, Jared Layton, Jake Lazarus, Branden Myers, Ricardo Nacarini, Brandon
Dylan Howell, Chris Hughes, Dan Leavens, Alexis LeBaron-Allcott, Adrian Nance, Ken Napper, Dídac Betoret
Hughes, Ned Hunter, Asá Hurd, Andrea Leech, Forrest Lefebvre, Jacob Navarrete, Aaron Neal, Vanessa Neal,
Hvidtjørn, Edward Gonzales II, Donald LeFevre, LegendOfLP, Nick Leix, Adrian Will Neely, Glen Nelson, NeoJerod,
Mustard III, Harold L. Walters III, Tim Leon, Christopher Leotta, Max Cameron Newberry, Caroline
Inman, David Iooss, CJ Miles IV, Adam Leung-Wagner, Dax Levine, C.J. Lewis, Newcomb-Mejia, Alex Newton, Daniel
Jackman, Bradley Jackson, Justin Emily Lewis, Joseph M Liechty, Kevin Ng, Eugene Nieves, Matt Nikols,
Jackson, Tyler Jackson, Josh Jacobs, Lindsay, Caleb Ling, Leo Linning III, Nora Norman, Brandon North,
384 Acknowledgments
Michael North, Chris Nowack, Nugget, Zachary Rubbico, Jonathan Ruholl, Antoine Tran, TrickJester, Bram van
Brian Nulle, Matt Nulle, Amaya Nura, Paula Ruperez, Nick Ryan, Adrian Trigt, Alexi Tsakis, Yeshe Dölma
Mark Nussbaum, Bailey O’Brien, Salazar, Dave Salinas, Jacob Salinas, Tsultrim, Oz Tugal, Seth Tye, Ulysses,
Charles O’Brien, Joshua O’Brien, Lane Isaac Sandoval, Nano Bande Sanjuán, Laura Ungar, Andrea Urosevic, Jose
O’Bryant, O’Connor, Jack O’Dea, Alex Polina Savitch, Joeann Scalone, Ben Maria Valera, David García Valero,
O’Keeffe, Braeden O’Quinn, Jameson Schmidt, Oscar Schmidt, Cole Wout Vangoidsenhoven, Camron
O’Quinn, Philipp Oberdorfer, Aleix Schneider, Heidi Schofield, Steven VanSpronsen, Joseph VanSpron-
Nicolás Olivé, John Olmos, Kyle Onti- Schofield, Juan Schonewise, Cameron sen-Fonger, Mykael Varela, Lily
veros, Cade Oost, Cole Oost, Roger “Imhaad” Schultz, Jason Schutz, Lyn-Marie Varner, Rebekah J Varner,
Ordóñez, Rafa Ortiz, George Osborne, Craig Schwartz, Andrew Seaman, Joanna Peluffo Velarde, Elsa Velasco,
Oshi, Shaylee Ann Oster, Ethan Marie Seeberger, John Seidler, Rhett Amber Verhofstadt, Niels Victor, María
Otterstrom, Megan Otterstrom, Justin Sellers, Areos Seoane, Xavier Serra, Marcos Villayandre, Virucos, AJ Viso,
Daniel Ottinger, Jason Owens, Morgan Nate Sharkey, Justin Shaw, Kyle Maiki Vlahinos, Katarina Isabella
Owens, Ben P, Chandler P, Ciara Pace, Sheldon, Ben Shirley, Benjamin N. Volkwyn, Seren W, Thomas Wack,
Adam Packard, Matias Padron, Joseph Shirley, Sara I. Shirley, Yannic Siegwart, Joshua Wade, Morgan Wald, Josiah
Pagan, Sierra Paige, Cryptic Panda, Candi Lyn Siemens, John Siewert, Kisei Wallace, Kathleen Wallace, Francis
Andrew Parent, Riley Parrott, Glenn Silverwater, Daniel Simkins, Stephen Walter, Mel Walton, WanderlustLace,
Parys, Pedro Pastrana, Bhavika Patel, Skelly, Scotty Skidmore, Slam-Jamurai, Lord Robert Zoltan Kaman Ward,
Tiger Paton, Chris Payne, Katie Payne, Kaylyn Sly, Brennan Smeltzer, Cort Logan Watters, Jacob Waxon, Arthur
Dan Pelgrift, Mikel Pardo Perez, S Smeltzer, Brayden Smith, Mariah Webber, Josh Webster, Declan
Perks, Zac Perry, Jeremey Peter, Eric S Smith, Michael Smith, Travis Snell, Weeding, Nick Weese, Jenessa Welker,
Peterson, Phenrix, Miguel Domingo Byron Sollitt, Makenzie “Kiki” Sam Weston, Laura Westrick, Payton
Piles, Curt Pilgrim, Charles Polk, Robert Sorensen, Neil Sorensen, Thomas Whipple, Alexander White, Campbell
Pollard, James Poole, PhD, Kevin E “Munchkin” Sorensen, Sosuneki, Mario White, Joshua White, Nicholas White,
Portuondo, Trey Powers, Devin Cano Soto, Soulhammer, Priscilla Whitney “Hanna” White, William
Preston, Tristan Primus, HurriKane Spencer, Jackson Spigner, Brian White, Matt Whitney, Whoola, Dylan M
Project, Cameron Pujdak, Paul Quimby, Splaine, Vladimir Spotten, Jessica Wiberg, Kyle Wiggins, S. Wiggins, Steve
Ibon Romero Quintanilla, Roy Radian, Spurr, Bryan Standing, Dr. Jon Stanger, Wilcox, Chip Willesen, Anthony Willey,
Rafeki97, RamblinManTV, Jesús Ron Starr, Jarod Stec, Stein, Broden Jose Jesus Williams, Tyler Williams,
Ramos, Gurshaun Randhawa, Raphe, Ray Stepens, Chris Sterie, Travis Adrienne Wilson, Cierra Wilson, Daniel
Rasarr, Alpine Raven, Adrian Rawson, Stevens, Chloe Stewart, Dallin Stewart, Wilson, Erin Wilson, Jandre Wilson,
Alisha Reay, Crissia Reay, Kirsten Reay, Mckay Stewart, Steven Stocz, Chad Brandon Wineman, Brian Wise, Andrew
Stephen Reay, Rechs, John Reed, Stolper, Taylor Navi Stone, X4Xanthos Wixon, Henry Wong, Ethan Woods, Ian
Brandon Rencher, Brian Renner, Bianca (Campfyre Stories), Muniver Woodward, Bonni Wooten, Jared
Rexroth, M. “Rex” Rexroth, Spencer Stormbow, Dylan Streets, Lydia Suen, Wooten, Steve Wooten, Nicholas Ashe
Richards, Holley Rider, Nelson Erik Swanson, Sam Tait, Duke Tanith, Workman, Nicholas Workman, Max
Riemenschneider, Ryan “Tall Nasty” Giovanni Tavaniello, Matthew Wu, wubble10k, Xathien, Erik Xavier,
Rigney, Oli Rivarola, Bret Roberts, Alex Alexander Taylor, Tahlla Taylor, Sean Kritter XD, Ximocm, Janina Yeager,
Robinson, Álvaro Huerga Robles, Jorge Teeter, Jones Thickman, Raphaël Javan Yeager, Micah Yeager, Nekoda
V. Roca, Javier Domingo Rodríguez, Thivierge, Collin Thomas, Jess Thomas, Yeager, Tabitha Yeager, Alexandria
Alanna “Rowan” Rogers, Robert Rollins, Noah Thompson, Peter Thompson, Young, Kendrick Young, Nathan Young,
Blake Romrell, Juan Manuel Ronchetti, TKEE, Jeff Tobey, TokyoMozart, Joshua Zajaczkowski, Annie Zander,
ODN RooK, Sergio Blanco Rosas, Jillian Zander Tolley, Marco Antiga Torres, John Zander, Zankas, Alex Zimmer-
“Lead” Ross, Ross, Ross R. Rozell, Joshua Toulson, Lincoln Towers, mann, Frida Zink, and Peter Zsiga.
Acknowledgments 385
CHaraCter name leVel
patHs anCestrY
plaYer name
physical cognitive spiritual
defense defense defense
strenGtH speed intelleCt willpower awareness presenCe
HealtH CUrrent foCUs CUrrent inVestitUre CUrrent
maXimUm maXimUm maXimUm
defleCt
aGilitY (spd) CraftinG (int) deCeption (pre)
atHletiCs (str) dedUCtion (int) insiGHt (awa)
HeaVY weaponrY (str) disCipline (wil) leadersHip (pre)
liGHt weaponrY (spd) intimidation (wil) perCeption (awa)
stealtH (spd) lore (int) persUasion (pre)
tHieVerY (spd) mediCine (int) sUrViVal (awa)
_____________ ( ___ ) _____________ ( ___ ) _____________ ( ___ )
liftinG CapaCitY moVement reCoVerY die senses ranGe
Conditions & inJUries eXpertises
weapons talents
Cosmere rpG CHaraCter sHeet | © 2025 BrotHerwise Games
CHaraCter name leVel
patHs anCestrY
plaYer name
physical cognitive spiritual
defense defense defense
strenGtH speed intelleCt willpower awareness presenCe
CHaraCter appearanCe armor & eQUipment pUrpose
oBstaCle
Goals
___________________________
___________________________
___________________________
___________________________
___________________________
talents, ContinUed
___________________________
___________________________
___________________________
marKs
___________________________
notes ConneCtions
Cosmere rpG CHaraCter sHeet | © 2025 BrotHerwise Games
The Knights Radiant Must Stand Again!
In the war-torn world of Roshar, the Ideals you swear are as powerful
as the weapons you wield. When the True Desolation approaches,
heroes must rise, from soldiers and scholars to Shardbearers and
Surgebinders. Will you speak the ancient oaths and become Radiant?
This core rulebook for the Cosmere Roleplaying Game
®
contains everything you need to build characters and tell epic
stories in the Stormlight campaign setting. Step into a universe
™
of adventure and Investiture with the Stormlight Handbook!
™
When you’re ready to become a game master, take the next step with
the Stormlight World Guide and the Stonewalkers adventure.
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