Warden
The character has become a Warden after devoting themselves to the will of Y’ffre.
Costs 750 XP if a Bosmer or being trained, otherwise 1000 XP.
The character gains the ability to train Conte Y’ffre & Frostfall skills, learn and use Warden Spells and Talents.
The Tales of Y’ffre
The character gains the ability to train Conte Y’ffre & Frostfall skills, learn and use Warden Spells and Talents.
Skill: Conte Y’ffre (Willpower, Personality)
Example Specializations: Bears, Cliff Racers, Familiar Striking pacts with beasts and plants alike, the Warden tells tales of nature’s warmth and compassion, its capacity for growth, or the wrath of nature scorned. Your GM may ask you to test Conte Y’ffre when:
- Attempting to convey your intent to an animal.
- Attempting to gauge the state of nature around you.
- Attempting to use Conte Y’ffre spells or talents.
Skill: Conte Frostfall (Willpower, Personality)
Example Specializations: Same as Spell origin schools Embodying the Frostfall, the Wardens tale unleashes the wrath of harsh winter; frost, blizzards and decay upon foes. Characters can utilize the Conte Frostfall (using Willpower or Personality) as if it were the relevant Magic School skill when casting or purchasing Conventional Spells with the [Frost] Attribute, or which deals Frost based damage.
Any talent that can affect the original spell still functions as if it was cast with the original School.
Warden Talents
These talents enhances the character’s use of the abilities granted to them by the Conte. In order to purchase or use any of these talents, a character must first possess the Warden Elite Advance.
Tale of Tongues
The Warden knows the ancient tales of the secret tongues of birds and words of wolves. Apprentice (Willpower, Personality) By spending 5 Magicka, the Character can use the Beast Tongue Racial Ability of the Bosmer for a number of minutes equal to their Prs Bonus. If the character is a Bosmer they can use this talent at the same cost to ignore the Perception test to speak with unfamiliar animals entirely. The talent can be used this way before or after the test.
Tales of Kinship
The Warden knows the secret stories of Y’ffre’s creatures, and can weave themselves to become a part of them. Journeyman (Willpower, Personality) Requires: Tale of Tongues Any creature from the list in the Call of Nature spell that has been sufficiently calmed by the use of the Profession[Animal Training] skill or through the use of Beast Tongue can, over the course of a Long Rest, become the target of a ritual. This ritual requires 50 drakes worth of ritual ingredients and 30 Magicka Points to strike a bargain with the spirits of Y’ffre’s sacred beasts.
At the conclusion of the ritual, the Warden and the target make an Opposed Willpower test. The Warden may spend an additional 30 Magicka Points to gain an additional Degree of Success on their test as many times as they are able. If the Warden wins this opposed test they can learn the Call of Nature(X) spell, where X is the target’s creature type.
Tales of Brotherhood (X)
The Warden knows the ancient tales of Men, Mer and Beastfolk that befriended the fiercest beasts of Y’ffre. Expert (Willpower, Personality) Requires: Tales of Kinship The Character deepens the bond between one of their oath-bound Beasts and themselves, turning it into a familiar. When this Talent is purchased, choose one creature type (X) that you have a bargain with. When the Warden summons this creature type, they can choose to temporarily reduce their Maximum Magicka Pool by the Spell Cost for a number of days equal to their Personality Bonus. The familiar is summoned for as long as the Warden’s Magicka Pool is reduced in this way.
If the familiar dies before this effect ends, the Warden’s Magicka Pool is restored. Only one familiar can be summoned at any given time.
This talent can be purchased multiple times for each creature type (X).
Tales of the Wild Hunt
The Warden has been bestowed the tale of ancient times where monsters were truly wild, unconstrained by the Green Pact, and can empower their familiar with this power. Master (Willpower, Personality) Requires: Tales of Brotherhood (X) The Character’s Familiar summoned with the Tales of Brotherhood may gain the Wild Shape Racial Ability of the Bosmer: Unglamoured, the effects of which are chosen upon the summoning of the Familiar. Additionally, the familiar gains the Magic quality on all attacks with its natural weapons. Lastly, if the familiar perishes from injury, the Warden can spend a Stamina Point and pay the cost of summoning the Familiar to magically restore it to full health. This can only be done once for each time the familiar is summoned.
Secluded Grove
Through Y’ffre, nature provides a sanctuary in which the Warden and their allies can rest deeply or in safety. Adept (Willpower, Personality) The Warden can choose to invoke the nature’s spirits to provide comfort or safety, within the confines of a small natural area. Calling upon this boon costs 5 Magicka for a Short rest and 15 Magicka for a long rest, spent upon completion of the rest. Choose one of the following:
- Comfort: The Warden and their allies double the effects gained from a Long or Short Rest taken in the defined area. A character can choose to forgo this benefit to instead treat a single Wound of the character’s choice.
- Safety: The Warden and their allies will not be disturbed by any wildlife with the Bestial trait during their sleep. Additionally, they count as if they had the Light Sleeper Talent. If they already have this talent, they instead gain a +20 bonus to their Observe test for the purposes of noticing potential threats.
Frozen Gate
The Warden tells the tales of people who went into the raging snow of the Frostfall, never to be seen again. Journeyman (Willpower, Personality) The Warden can test Conte Frostfall(+0) and spend 20 Magicka using a Cast Magic Secondary Action to create a portal of ice underneath a target character within 25 meters, causing the target to immediately appear on the ground before the caster within 3 meters. If a valid location is unavailable the effect fails automatically. On a successful cast, the Warden rolls Willpower opposed by the Target’s Evade or Athletics skill if they want to avoid it. This counts as a 4th Level Spell.
Conte Y’ffre Spells
This section contains a number of spells for the Conte Y’ffre skill that Wardens may learn through their innate connection with Y’ffre, Lord of the Wild.
These spells have no associated individual spell effects and, as such, cannot be used for enchantments, unconventional spells, or alchemy. Otherwise, casting Conte Y’ffre spells follows the same rules for standard spellcasting.
New Spell Attribute: Natural Only targets standing on a surface that could sustain natural life in some capacity, such as a forest floor, a dirt road, or a riverbed, can be affected by this spell.
Call of Nature
”… they surged forth, the savage wolves making short work of the poachers and bring peace once more!” Upkeep, Mindlock (Spell Strength)
| Summoned Creature | Level | Cost | Spell Strength |
|---|---|---|---|
| Mudcrab | 1 | 3 | 1 |
| Cave Rat | 1 | 4 | 1 |
| Slaughterfish | 1 | 4 | 1 |
| Dog | 2 | 6 | 1 |
| Horker | 2 | 8 | 1 |
| Wolf | 2 | 8 | 1 |
| Giant Bat | 3 | 10 | 1 |
| Giant Snake | 3 | 10 | 1 |
| Horse | 3 | 11 | 1 |
| Durzog | 3 | 11 | 1 |
| Giant Spider | 4 | 12 | 1 |
| Lion | 4 | 12 | 1 |
| Crocodile | 5 | 14 | 2 |
| Dreugh / Land Dreugh | 5 | 15 | 2 |
| Bear | 6 | 17 | 2 |
| Ogre | 6 | 18 | 2 |
| Cave Troll | 6 | 22 | 2 |
| Giant | 7 | 30 | 3 |
Summons a creature with the Summoned and Bound traits, which appears within five meters of the caster. The summoned creature persists for 1 round.
Keeping the animal apparition manifested in the world imposes [Spell Str] Mindlock on the caster. Roll initiative for the creature when it’s summoned as it acts on its own Turn. If the spell ends because the caster chooses not to upkeep this spell, the creature loses the Summoned and Bound traits and returns to their plane of origin.
If this spell is restrained, the summoned creature’s Maximum AP is reduced by 1.
For each time the spell is purchased, pick one spell profile from the table above.
Fungal Growth
”… and the spores invigorated the defenders to fight once more, for the glory of Y’ffre!” AoE (5m, Cone), Reinforce, Natural
| Level: | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| Cost: | 11 | 13 | 15 | 17 | 19 | 21 | 23 |
| [Spell Str.] | 2 | 4 | 6 | 8 | 10 | 12 | 14 |
A patch of mushroom rapidly grows and spew spores at all targets within a 5m cone, healing [Spell Strength] HP to all of the Warden’s chosen targets within, leaving the rest untouched.
Budding Seeds
”… with the coming of spring, all life new and old would once again be spurred to life!” Upkeep, Reinforce, Natural
| Level: | 3 | 6 |
|---|---|---|
| Cost: | 10 | 20 |
| [Spell Str.] | 1 | 2 |
Plants burst forth only to fade out of reality moments later around the caster for 1 Round, granting the Regeneration ([Spell Strength]) trait to all targets who the Warden chooses within 10 meters, leaving the rest untouched.
Leeching Vines
”… but not all plants were defenseless against the woodsman, and soon he was felled like the many trees.” Overload (+WB to Dmg), Upkeep
| Level: | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| Cost: | 9 | 12 | 15 | 19 | 21 | 24 | 27 |
| [Spell Str.] | 1 | 1 | 1 | 2 | 2 | 2 | 3 |
Carnivorous vines sprout from the caster’s body, swiping at anything that dares attack them. The Vines last for one round, have a 3m reach, and have [Spell Strength] AP that it can use to Counter Attack against melee attacks that target the Caster. It uses the Caster’s Willpower Score as the Combat Style Target Number, and can only defend against attacks that the Warden has not already attempted to defend against. A successful Counter Attack inflicts [Spell Level] Poison damage, healing the Caster for half the amount of damage dealt (round up). Counter Attacks made by these vines do not count toward the caster’s Attacks per round.
Lotus Flower
”… who refuses to serve nature, shall serve as sustenance when the earth claims their corpse.” Reinforce
| Level: | 3 |
|---|---|
| Cost: | 7 |
| [Spell Str.] | 3 |
Beautiful blossoms spring forth, wrapping around the melee weapon currently in the Casters hand. For the next [Spell Strength] hits, successfully inflicting damage with this weapon restores 1 HP to the wielder, in addition to its normal effects. This effect can only be applied once per weapon and expires after a Long Rest.
Nature’s Grasp
”… gardeners are gathered, in more ways than one by their commitment to nurturing nature.” Direct, Overload (+10 to Spell Str), Natural
| Level: | 3 |
|---|---|
| Cost: | 10 |
| [Spell Str.] | 15 |
Successfully casting this spell counts as performing a Disengage action, except the caster is pulled by plants, trees and roots to safety near a chosen ally within [Spell Strength] meters, without having expended any movement.