# Creating Abilities At levels 2, 6, and 10, your weapon gains a new ability slot. You may choose one of the abilities listed for your weapon, or you may create your own with the approval of your LoreMaster. Custom abilities are one of the most unique parts of LoreFell. They allow your weapon to become a reflection of your character. Two Fell may wield the same weapon and fight completely differently. When creating an ability, focus on what your weapon does best. A bow should feel precise. A blade should feel clever. A polearm should control the battlefield. A great axe should feel devastating. The best abilities create memorable moments. ## Ability Tiers Each ability slot corresponds to a tier. | Tier | Unlocks At | Budget | Purpose | | --- | --- | --- | --- | | T1 | Level 2 | 1 to 2 | Introduces the weapon's identity. | | T2 | Level 6 | 3 to 4 | Expands the weapon's strengths. | | T3 | Level 10 | 5 to 6 | Defines the weapon's fantasy. | Tiers climb upward in force. Forms widen outward in influence. - Tier 1 abilities are simple and focused. - Tier 2 unlocks Afflictions and Amplify. - Tier 3 unlocks Major Afflictions and the most powerful targeting options. ## The Two Ladders Two things determine what an ability can do: its **Tier** and its **Form**. **Tier** is set by the ability slot. It controls budget and unlocks stronger options as your Fell levels up. **Form** is set by the weapon you carry. Within each family, the lightest weapon is 1st Form, the middle is 2nd Form, the heaviest is 3rd Form. Form controls reach and influence. | Tier | Unlocks | | --- | --- | | 1 | Standard components. No Afflictions. | | 2 | Afflictions. Amplify. | | 3 | Major Afflictions. All Enemies. | | Form | Unlocks | | --- | --- | | 1st | One Target, Two Targets, Amplify. No Afflictions through abilities. | | 2nd | Three Targets, Spread, Afflictions. | | 3rd | All Enemies, Major Afflictions. Innate Affliction triggers on a roll of 5 or 6 instead of only 6. | To use a component, you need the right Tier and the right Form. Spread requires Tier 2 and 2nd Form. Major Afflictions require Tier 3 and a 3rd Form weapon. **Major Affliction** means any Affliction with a cost of 4. **Mythic budget:** a Tier 3 ability on a 3rd Form weapon may spend up to 7 points instead of 6. ## The Five Questions Before creating an ability, ask yourself: 1. Does it fit my weapon? 2. Can I explain it in one sentence? 3. Does it create a memorable moment? 4. Does it change the battlefield? 5. Would it still be fun if an enemy used it against me? If the answer to any of these is no, reconsider the design. ## Building an Ability An ability is a target, a damage package, and up to two riders. **Riders** are all non-damage components: Effects, Afflictions, movement, charge, vitality, utility, Increased Bonus Damage, Spread, and Amplify. Every ability may contain a maximum of two riders and a maximum of one Affliction. Spread and Amplify cannot appear in the same ability. Each fills one rider slot and each needs a rider to act on. If you want Spread, you cannot also have Amplify, and vice versa. Tier budgets are ranges. You can spend anywhere within the range. | Tier | Budget | | --- | --- | | 1 | 1 to 2 | | 2 | 3 to 4 | | 3 | 5 to 6 | A Tier 3 ability on a 3rd Form weapon may spend up to 7 points. ### Targeting Every ability must include exactly one targeting component. | Component | Cost | | --- | --- | | One Target | 0 | | Two Targets | 1 | | Three Targets | 2 | | All Enemies | 4 | Three Targets requires 2nd Form or higher. All Enemies requires Tier 3 and a 3rd Form weapon. Targeting only multiplies damage. Riders apply only to the Primary Target unless the ability buys Spread. **Primary Target:** takes damage and suffers all riders. **Secondary Targets:** take damage only. When an ability uses No Damage and targets allies, Secondary Targets are additional allies and Spread carries a beneficial rider to them instead of damage. ### Amplify | Component | Cost | | --- | --- | | Amplify | 2 | Amplify makes one chosen rider occur a second time. Pushed moves the target twice. Attuned grants 2 Charges. Mended heals twice. An Affliction can be Amplified if it allows repeated application. Amplify cannot affect damage components. An ability may only include one Amplify. Amplify cannot be combined with Spread. Amplify requires Tier 2. ### Spread | Component | Cost | | --- | --- | | Spread | 2 | Spread makes one chosen rider also apply to Secondary Targets. You can Spread a healing effect to multiple allies, push every enemy in range, drain Charges from a group, or carry an Affliction across all targets. The only things you cannot Spread are damage components and components that require choosing extra positions or targets: Swapped, Pursued, Repositioned, Placed, Transferred, and Redirected. Spread requires Secondary Targets and a 2nd or 3rd Form weapon. Spread cannot be combined with Amplify. ### Damage Every ability needs a damage type. If your ability does not deal damage, choose No Damage. | Component | Cost | | --- | --- | | No Damage | 0 | | Standard Damage | 0 | | Base Damage | 0* | | Double Base Damage | 1 | | Double Standard Damage | 2 | | Increased Bonus Damage | 1 | Base Damage deals Base Damage instead of Standard Damage and gives you 1 extra point to spend elsewhere in the ability. ### Effects Effects are temporary combat modifiers. They are applied immediately and may be removed by succeeding on their Breakout Skill against the LoreMaster. Effects count as riders. Examples: Studied, Exposed, Attuned, Guarded, Sabotaged ### Afflictions Afflictions are persistent conditions. They remain until the afflicted creature spends an Act and succeeds on the listed Breakout Skill with a Fellmark. Afflictions count as riders. Examples: Bleeding*, Staggered*, Immobilized*, Accursed* Afflictions require Tier 2. Major Afflictions (cost 4) require Tier 3 and a 3rd Form weapon. 1st Form weapons cannot apply Afflictions through abilities. Their innate Affliction on a Fellmark is their only source. ## Ability Structure Weapon abilities follow this format: Attack [targets]. On a hit, [result]. > [!note] Weapon Examples > > Attack. On a hit, deal Standard Damage and apply Studied. > > Attack up to three targets. On a hit, deal Standard Damage and apply Tracked. > > Attack. On a hit, deal Double Standard Damage and apply Enfeebled*. Spell abilities follow this format: Cast a [Skill] spell [targets]. On a success, [result]. > [!note] Spell Examples > > Cast a Weaving spell. On a success, deal Standard Damage and apply Attuned. > > Cast a Spirit spell. On a success, restore Vitality equal to your Spirit and apply Guarded. ## Tier Guidelines ### Tier 1 One target. One rider. One moment. No Afflictions. Examples: a precise strike, a repositioning effect, a Charge interaction. ### Tier 2 A combination. A stronger rider. A tactical choice. Afflictions and Amplify are now available. Examples: damage and a setup Effect, damage and an Affliction, an Amplified movement component. ### Tier 3 Your signature move. Major Afflictions and All Enemies are now available. On a 3rd Form weapon, the budget extends to 7 and your innate Affliction triggers on a 5 or 6. Examples: battlefield control, a Major Affliction, a combination that defines what your weapon does. ## Bring It To Your LoreMaster Once you have an idea, present it to your LoreMaster. Their role is not to stop creativity. Their role is to help shape the idea into something that is fun, fair, and easy to run at the table. If an ability requires extensive tracking, creates confusing interactions, or cannot be explained clearly, it should be simplified. ## Experimenting During Play You do not need to wait for a level up to try a new idea. If you want your character to attempt something unusual in combat, describe it to your LoreMaster. They will determine the tier and difficulty of the attempt. If the ability succeeds and becomes part of your character's story, you may later choose to permanently Imprint it onto your weapon.