Appendix E — Magic
Elemental Magic
All abilities and Feats in this section are accessible only to characters with the Elemental Initiate Feat.
Note: this is one of the more complicated magic systems in the game. You will end up having to interact with complicated mechanics frequently if you use it.
In-Universe Explanation
Elemental Magic is the art of channeling Energy to influence the Elements. It's a form of magic that is accessible to all life, and there are examples of not only animals, but also plants and the occasional species of germ capable of harnessing its power, though to a lesser extent than to humans and dragons. There are Twelve Elements, and corresponding Twelve Energies. These Elements are sorted into the Four Aspects, with three Elements within each Aspect. Each Aspect is described by one of two positions within the two Alignment Axes. These Alignment Axes are Chaotic-Orderly and Constructive-Destructive, and together indicate how the Element generally interacts with the world. The Chaotic-Orderly Axis details how the Element acts alone: Chaotic Elements are associated with change, dynamacy, and unpredictability, while stable elements are associated with permanence, staticness, and predictability. The Construction-Destruction Alignment details how the element interacts with the world: Constructing Elements create new structure, whereas destroying elements tear things down for new things to take their place. Each Element also has an Anti-Element, one of the Elements in the Aspect with opposite Alignment. In a sense, the Energies of Elements and Anti-Elements are the same, only negatives of each other.
Basic Mechanics
New Actions
You gain the following choices for Major Actions:
- Cast Elemental Magic: You can cast 1 Elemental Spell, as described the the section Casting Magic
You gain the following choices for Minor Actions:
- Maintain Spell: If you cast a Spell with an Effect using the "Maintain" Duration, you can use this Action to keep the Effects of that one Spell active until the end of your next turn
- Switch Energy Types: You can only use Energy of one Element at a time (unless you have a Feat allowing otherwise). Use this Action to change which type you currently have access to. This Action immediately ends any Maintained Spells of a Energy Type you are no longer using.
Casting Magic
With Elemental Magic, there is no set list of Spells. Instead, players create their own Spells based on certain rules. Since it can take some time to piece together a Spell, it's recommended that, outside of game sessions, you write down a few that you might use often, alongside their Energy Costs.
Each Elemental Spell consists of one or more Effects, and each Effect consists of three components: one or more Effects, a Duration, and a Target. Each component costs some amount of Energy. When you Cast the Spell, add up the Energy Costs for each Effect, then add the Energy Costs for each Effect to get the total Energy Cost for the Spell. Subtract that from your Energy Pool upon Casting. You may also use your own Hit Points as Energy for this purpose if you so desire, spending 2 Hit Points to act as 1 Energy.
You have an Energy Limit equal to your Spirit Score. If you cast a Spell costing more than your Energy Limit, you must make a Spirit Check with a Difficulty equal to the amount you exceeded the Limit by. If you fail the Check, you fail to Cast the Spell. Your Energy is spent regardless of the success of the Spell.
Effects
Elemental Magic can create/destroy nonliving matter, move matter, or shape matter. Certain Elements may have other Effects they're capable of. There are 12 Elements, each with their own properties and difficulties in using. Keep in mind that you can only use one type of Elemental Magic at a time unless you have a Feat allowing otherwise. For example, if you currently have Fire Energy attuned, you can only work with Fire, and not any other Element. It takes a Minor Action to switch Energy Types.
Each Spell has one or more Effects, and each Effect its own Duration and Target. Since Effects are a lot more complicated than the other Components due to differences between Elements, their usage is described in another section, The Twelve Elements.
Duration
This is how long an Effect lasts. When Effects end, they usually either stop imposing a force on the subject, or the subject returns to its natural pre-Effect state, depending on the exact context of the Effect and the GM's decision.
Pick one of the following Durations per each Effect:
- Instantaneous (0 Energy): The Spell occurs immediately and then fades out. This can only be used for Instantaneous Effects
- Timed (1 Energy per Round): The spell continues until the specified time elapses. If in Combat, the Round Counter increments whenever the Caster's Turn starts. For example, if 1 Energy is spent to make the spell last 1 round, the Spell will end at the start of the Caster's next Turn.
- Maintained (2 Energy): The Spell continues indefinitely, until the Caster stops maintaining it. As maintaining a Spell is a Minor Action, there are many things you cannot do without ending the spell. If you are maintaining a Spell and you take damage, you must succeed a Spirit Save against the damage taken or the Spell immediately ends.
Targets
A Target specifies where an Effect hits. There are two main categories of Target: Internal and External. External Targets target empty space or nonliving matter, whereas Internal Targets target living things. Any Effect that has a direct effect on a soul or on a living body, can only be used with Internal Targeting. If you attempt to hit a character using External Targeting (by moving something into their space, such as by launching a fireball), they may attempt to nullify the effect against them by making an appropriate Save contested against a Spirit Check by the Caster. Damage Checks against Internal Targets are made with Adjustment +3.
There are also Melee and Ranged Targets. Melee Targets must be within the Caster's normal Melee Range. Ranged Targets must be within a number of meters equal to twice the Caster's Spirit Score.
Pick one or more of the following Targets per each Effect
- Self (Internal, Melee, 0 Energy): Targets only the Caster.
- Willing (Internal, Ranged, 2 Energy): Targets any character that is willing to have the Effect Cast on them.
- Unwilling (Internal, Ranged, 4 Energy): Targets any character. They can try to resist the Spell by making a Will Save against a Spirit Check from the Caster.
- Touch (External, Melee, 1 Energy): The Effect takes place somewhere the Caster is touching.
- Ranged (External, Ranged, 2 Energy): The Effects takes place in an unoccupied space of the Caster's choice within range.
The Twelve Elements
The following is a list of all the Elements in ZT, organized by Alignment. Each Element's section begins with a brief description of what that element covers, as well as what its Anti-Element is. Below that information are the Elements' available Effects, which you can choose from when choosing the Effects for a Spell using that Element.
An Effect can be Instantaneous, Continuous, or Repeated. Instantaneous Effects occur only when the Spell starts (such as a loud bang, or an attack), Continuous Effects occur while the Spell is active (such as a light, or a region where speed is reduced), and Repeated Effects occur at the end of each of the Caster's Turns (such as repeated damage). Each Effect listed here will have "I", "C", and/or "R" (for "Instantaneous", "Continuous", and "Repeated", respectively) in brackets to show which types that Effect can be used as. Instantaneous Effects can only be used with Instantaneous Durations, while the other two types can be used only with the other two Durations.
Elemental Matter Unit (EMU)
Many Effects scale by the amount of matter targeted. Here, a unit of ⅛ cubic meters (i.e., a cube with a side-length of half a meter) is used for its more practical size. When only 2D space matters, such as for targeting an area of a battlefield, the unit is instead 1 square meter (i.e., 1 space). Both of these units will be referred to as an Elemental Matter Unit (EMU) in this section.
Common Effects
While most Elements have unique Effects to choose from, there are some Effects available to most Elements, only at different Energy Costs. Note that if one of these common Effects is not listed under an Element, the Effect cannot do that particular thing with that Element. To avoid listing those repeatedly, here are the common Effects:
- Movement [ICR]: A distance is listed. For each point of Energy spent on this Effect, the Caster can move 1 EMU of the Element that distance in one Round. More Energy can be spent to move the Element further/faster, or to move more of the Element. If the matter being moved is attached to something, the GM may require more Energy and/or a Spirit Check to successfully move it. If using C-Type, there are further costs each round to change the direction or velocity, though the object will, without Energy or Actions, continue on its current path until out of the Caster's range. If using R-Type, the object remains stationary after it's moved, and the Caster may choose to move it again using half the cost of Movement.
- Forming [IC]: Specifies how hard it is to make intricate shapes using the Element. One of the following difficulties is listed: Trivial, Easy, Moderate, or Hard. When forming matter into a particular shape, the GM decides the shape's complexity between the following: Rough, Defined, Complex, and Intricate. Use the table below to match the difficulty and complexity to a Energy Cost for the Forming Effect per EMU. If using I-Type, the shape is held indefinitely, whereas with C-Type, the shape is lost when the spell ends. Note that some Elements only allow I-Type or C-Type forming, and not always both.
Rough | Defined | Complex | Intricate | |
Trivial | 0 | 1 | 2 | 4 |
Easy | 1 | 2 | 4 | 8 |
Moderate | 2 | 4 | 8 | 15 |
Hard | 4 | 8 | 15 | 30 |
Chaotic-Constructing Elements
Life/Protection
Anti-Element: Death
Life is the element which souls are made of. They are what allow creatures to resist magical effects as well as physical decay.
- Healing [IR]: 1 Energy/Hit Point. You can heal an Internal Target 1 Hit Point per Energy spent on this Component.
- Protection [C]: 2 Energy. You can grant an Internal Target Resistance to all damage for the duration.
- Shunt [C]: 5 Energy. Dislodge a Soul from its body. While the Soul is displaced, Spirit Saves are treated as if the dice part of the check resulted in a zero. The Soul returns instantly when the spell ends.
- New Life [I]: 80 Energy. Create a Soul. A Soul can be bound with an object to bring that object to life.
Light
Anti-Element: Darkness
In addition to visible light, Light includes the entire spectrum. Also note that Light magic can't make things darker, Darkness is a separate Element.
- Illuminate [IC]: Dim light: 1 Energy/meter radius, Bright light: 2 Energy/meter radius. Cast light of the specified brightness over the specified radius. If an area is already dimly lit, adding dim light with this Effect is enough to create bright light.
- Movement: 50 meters. If you created a free-floating lightsource, you can move it up to 50 meters for 1 Energy, regardless of its brightness and range. If you cast Illuminate targeting an object (ie, lighting that object), there's no need to use magic to move it.
- Forming: Moderate
- Radiance [IR]: 4 Energy. Make a Spirit Check and deal the result as Damage.
Air
Anti-Element: Water
Air is the element of gasses and the sky. This does not include clouds, which are water.
- Movement: 20 meters. This causes wind, which may cause light objects to be moved.
- Choke [R]: 4 Energy. Remove air from the target. Any character that does not have air must make a Resiliency Save each Repetition with Difficulty 5 or fall Unconscious.
Chaotic-Destroying Elements
Fire
Anti-Element: Earth
Fire magic covers things such as flame and heat. When making flames, remember that fire spreads: you probably don't need much Energy to create a blaze unless you're low on time or fuel. Fire spreads and deals damage on its own, without input from the Caster.
- Forming [C]: Hard
- Movement: 8 meters. You can move multiple Units of fire into the same space to create a hotter fire, combining the EMUs. Conversely, if a space has a flame with more than 1 EMU, you can split the flame into multiple parts with the same total EMU.
- Extinguish [i]: 1 Energy/EMU. Decrease a flame's EMU value.
- Spark [I]: 1 Energy. Create a small spark, just able to start a fire with kindling.
- Heat [IC]: warm: 1 Energy, hot: 2 Energy. Heat 1 EMU of material. This doesn't get material hot enough to inflict Damage, unless the GM rules otherwise.
- Flame [I]: 3 Energy/EMU. Create a flame. If you target an existing flame, or put multiple levels of this Effect into the same spot, then the resulting flame receives the combined EMUs put upon it.
Lightning/Electricity
Anti-Element: Magnetism
Lightning is the element of the lightning that strikes from the sky as well as the electricity we use to power much technology.
- Strike [I]: 3 Energy. Make a Spirit Check with an Adjustment of 5 and deal the result as Damage.
- Power [C]: 1+ Energy. Power an electric device. A small, simple device, such as one that usually runs on battery can be powered with 1 Energy. A larger, more complex device, such as one that is usually plugged in can be powered with 3 Energy. Larger devices can be powered, though the cost is significantly more, and decided by the GM.
Time
Anti-Element: Space
Time is a complex element. It is a dimension rather than a physical thing. Because of this, its effects are very different from most other elements.
- Extra Time [I]: 3 Energy, Internal Targeting only. Grant the Target an extra Major Action, or cause the Target to lose their choice (not the Caster's) of Major or Minor Action.
- Stretch Time [C]: 1 Energy/EMU. The Caster chooses either "faster" or "slower". If faster, the Targeted area is moved through for half the usual movement cost. If slower, the Targeted area is moved through for twice the usual movement cost.
- Desync [I]: 5 Energy, Internal Targeting Only. Cause the Target's body to desync with itself. Make a Spirit Check and deal the result as Damage. The Target must make a Resilience Save with a Difficulty equal to the Damage dealt. If the Target fails this Save, it falls Unconscious.
Stable-Destroying Elements
Death/Decay
Anti-Element: Life
Death is the element of decay. While Life keeps living things from falling prey to the elements, death slowly destroys life. Elemental Death is found in all mortal beings.
- Rot [R]: 1 Energy, Internal Targeting only. Make a Spirit Check and deal the result as Damage.
- Weaken [C]: 4 Energy, Internal Targeting only. The Target can be targeted using the Willing Target for the duration, even if the character is unwilling.
Darkness
Anti-Element: Light
Darkness is a strange one. While in our world it's the absence of light, in ZT there is a physical darkness that cancels out light.
- Darken [IC]: Dim light: 1 Energy/meter radius, Bright light: 2 Energy/meter radius. Remove light of the specified brightness over the specified radius. If an area is already brightly lit, removing dim light with this Effect will cause it to become dim.
- Movement: 20 meters. If you created a free-floating area of darkness, you can move it up to 20 meters for 1 Energy, regardless of its level and radius.
- Forming [C]: Moderate.
Water
Anti-Element: Air
Water is the element of the seas and rivers, as well as things such as water, ice, rain, and clouds.
- Movement: 25 meters
- Forming [IC]: Easy. Instantaneous-Type Forming (i.e., having the Target retain its shape after the Effect ends) is only available when targeting ice.
- Freeze [IC]: 2 Energy/EMU. Freeze water.
- Fog [C]: 3 Energy/EMU. Create or remove a fog covering the targeted area, giving Adjustment -3 on all Perception checks that rely on sight within the area, as well as Adjustment -3 on all Ranged Attacks made in or targeting the area.
Stable-Constructing Elements
Earth
Anti-Element: Fire
Earth is the magic of stone, dirt, metal, and dead plant material.
- Movement: 30 meters
- Forming: Trivial
- Stone Shield [C]: 2 Energy. Grant the Target +5 Adjustment to Defense Saves, but also Adjustment -3 on non-Save Athletics and Dexterity Checks for the Duration.
- Stone Fist [IC]: 2 Energy. Grant the Target +5 Adjustment to Damage Checks on Unarmed Strikes, but Adjustment -3 on all non-Attack Dexterity Checks.
- Restrain [C]: 3 Energy. Encase the legs of a Target standing on stone. For the Duration, the Target is Grappled. You may use a Spirit Save to resist struggle checks.
- Tremor [IC]: 3 Energy/EMU. Cause the ground to shake in the targeted area. The ground in the area becomes Difficult Terrain, and any characters in the area at the start, and any entering it, must make a Athletics save or fall Prone.
Magnetism
Anti-Element: Lightning
Magnet magic can be used to manipulate magnetic fields. It can move some metals like Earth magic can, but the magnetic can fields persist after the spell ends, making it slightly better for moving those metals.
- Magnetic Field [IC]: 1 Energy/tier. Create a magnetic field strong enough to move 5kg per tier.
- Change Polarity [IC]: 1+ Energy. Change the polarity of a magnet. It's up to the GM how the Energy Cost for this Effect scales.
- Disrupt Electronics [IC]: 1+ Energy. Disrupt and electronic device. When cast as a Continuous Spell, the device ceases normal function until the spell ends. When cast as an Instantaneous Spell, data stored on the device becomes corrupted. The Energy required for this Effect scales with the power and complexity of the device. Something like a simple communicator or camera only take 1 Energy, something like a standard computer takes 3 Energy, and more complex devices require much more Energy as decided by the GM.
Space
Anti-Element: Time
Space is a complex element. It is a dimension rather than a physical thing. Because of this, its effects are very different from most other elements.
- Teleport [I]: 1 Energy / 4 EMU-meters. Teleport the target to a selected destination in open space. "4 EMU-meters" means you can teleport 4 EMU of material 1 meter, 2 EMU of material 2 meters, or 1 EMU of material 4 meters¸ for 1 Energy. This cannot be used to sever material. A Medium-Sized character is considered 2 EMU.
- Pocket Dimension [C]: 5 Energy / EMU. Create a 1 square meter portal to a pocket dimension with a size specified by the tier of the Effect. The opening can be opened or closed by the Caster as a Minor Action, isolating the space from the outside world. When the Effect ends, everything inside the space is dispelled as close to the opening as possible.
- Portal [C]: 1 Energy / 4 meters. Create a pair of portals with an opening of 1 square meter, up to a distance specified by the tier of the Effect. Anything can pass and/or target through the portal as if the two sides were adjacent. Anything caught in the portal when the Effect ends is dispelled on their choice of side of the portal.
Feats
Counterspell
3 Skill Points
You are quick in the art of Casting. When a Spell is Cast, you may use a Major Reaction to use the Cast Magic Action. The Spell you Cast can be used to perform such actions as deflecting an enemy's attack. Alternatively, you may expend your own Energy to add on to the Cost of the Spell. Note that doing so is still subject to your Energy Limit.
Master of Destruction
3 Skill Points
You can exert your soul to push more power into your destroying Energy. When Casting using an Element with a Destroying Alignment, you can convert 1 Hit Point into 1 Energy, instead of the usual 2 Hit Points for 1 Energy.
Master of Duality
1 Skill Points
You have a deep understanding of the relationship of Elements and Anti-Elements. Whenever Aligned with an Element, you are also Aligned with its Anti-Element, allowing you to Cast Dual-Element Spells.
Master of All Elements
2 Skill Points, requires Master of Duality
You have furthered your understanding of the relationship between Elements, and have learned how to Align your Soul with all Elements simultaneously. You may ignore Element Alignment requirements, and cast pan-elemental spells.
Spell Concentration
1 Skill Point
You can Focus on multiple Spells at once. When you take the Maintain Spell Action, you may Maintain 2 Effects rather than the usual 1.
Potion Brewing
All abilities and Feats in this section are accessible only to characters with the Potion Brewer Feat.
Note: this magic system puts extra responsibilities on the GM. Only take the Potion Brewing Feat with permission from your GM.
In-Universe Explanation
Potion Brewing is the art of combining various ingredients to produce magical effects for those who drink it. Certain plants are known for their value in creating simple potions, but more complex potions require increasingly rarer ingredients and greater skill.
Basic Mechanics
Potion brewing starts with a pot of water over fire. Adding specific ingredients will create specific potions, and adding more ingredients to those potions will alter the effects. Potion brewing will also take several hours and require either a Knowledge or Logic Check.
Each brewing creates one dose of a Potion by default, and drinking that dose will grant the drinker the effects as stated. If the drinker doesn't want the effect, they can make a Resilience Check with a Difficulty decided by the GM to nullify the effects.
Instead of having a predefined potion tree, a minimal tree is provided. This minimal tree will be the same between all ZT games, but beyond there can end up wildly different. What makes a fire-breathing potion in one world might make a poison in another. The mechanics of this will be explained below, but first, the standard tree:
Potion | Base | Ingredients | Brewing Time | Difficulty | Effect |
Thick Base | Water | Potioneer's Wax | 30 minutes | 1 | N/A |
Athletics | Thick Base | Bamboo Stalk | 15 minutes | 3 | Grants a +1 Adjustment to Athletics Checks for 10 minutes |
Strength | Thick Base | Willow Bark | 30 minutes | 3 | Grants a +1 Adjustment to Strength Checks for 10 minutes |
Resilience | Thick Base | Sage Root | 1 hour | 2 | Grants a +1 Adjustment to Resilience Checks for 10 minutes |
Thin Base | Water | Potioneer's Herb | 30 minutes | 1 | N/A |
Dexterity | Thin Base | Sunflower Seed | 30 minutes | 3 | Grants a +1 Adjustment to Dexterity Checks for 10 minutes |
Health | Thin Base | Willow Bark | 30 minutes | 3 | Restores 1d6 HP |
Energy | Thin Base | Rose Petals | 30 minutes | 4 | Restores 1d6 Energy |
Brewing a Known Potion
All potions in the diagram above are considered Known Potions, as well as any Potions the character has either made before, or has a recipe for. All Known Potions are organized into a tree as shown in the diagram. Starting either from water, or from a Potion the character has, follow the tree down to the desired Potion, summing all ingredients, times, and Difficulties. These will become the required components of the desired potion. For example, to brew a Resilience Potion, a character will use Potioneer's Wax and Sage Root, the potion will take an hour and a half to brew, and the player must make a Difficulty 5 Knowledge Check. However, if the character already has Thick Potion, they can make Resilience Potion using only Sage Root, an hour of brewing, and a Difficulty 4 Knowledge Check.
Discovering New Potions
Starting from a Potion the character has (water counts as a Potion for this purpose), the character can add a new ingredient to that Potion and start it on the fire. The GM is free to decide the brewing duration, Difficulty, and the effect of the resulting potion, which are each used as they would be in brewing a Known Potion. When choosing duration and Difficulty, remember that they're in reference to brewing it from an existing Potion, not from water, so go with lower numbers. For effects, keep the effect related to the previous effect: you can change the potency, duration, negate the effect, or simply go with something that has a similar "vibe", it's up to the GM.
If successful, the character will know when the duration has passed, as the Potion will visibly change, however, they won't know what effect it will have until after they drink it. Once a New Potion is successfully made, it is added to the tree of Known Potions, under the Potion that was used to brew it, noting the ingredient, duration, and Difficulty, and effect. It is the GM's responsibility to keep this list.
Failed Potion
If the character fails a check to make a Potion, they end up with a Failed Potion. While most Failed Potions simply have no effect upon consumption, they can have any effect whatsoever, usually related to the intended effect. It's the GM's choice what a Failed Potion does, and there is no expectation for the Failed Potion effects to be predictable nor consistent.
Feats
Multiple Dose Batch
1 Skill Point
You're skilled at managing large batches of Potion. When Brewing, you may brew multiple doses at once by multiplying the required ingredients by the same amount (i.e., 3 doses takes 3 of each ingredient). The brewing time and Difficulty are unaffected.
Potioneer's Intuition
2 Skill Points
You've learned some of the underlying mechanics of how ingredients interact. You may make Logic Checks to determine what effect a particular ingredient would have on a Potion, or what ingredients might get you closer to a desired effect. The GM should provide you with information accurate and detailed enough for the total that was rolled.
Shape-Shifting
All abilities and Feats in this section are accessible only to characters with the Shape-Shifting Feat.
Note: this magic system utilizes making temporary changes to a character's stats. Make sure to keep track of your non-shifted stats separately!
In-Universe Explanation
A spirit naturally protects its body and resists outside influence. However, some have learned to "convince" their spirit that their body needs to be "corrected" to a different form. With the help of elemental energy, their bodies can be reshaped into these other forms.
Basic Mechanics
The basic building block of shape-shifting mechanically is the Temporary Skill Point (TSP). These can be spent on Abilities, and later Feats, with restrictions. After a specified length of time, TSPs are lost and all stats modified using them are reverted to normal.
Gaining these TSPs requires the use of Energy. You have an Energy Limit equal to your Spirit Score. You can spend Energy up to your Energy Limit on a single Action with no Check. Spending more Energy requires a Spirit Check with Difficulty equal to the amount by which your Energy Limit was exceeded.
New Actions
You gain the following choices for Major Actions:
- Augment: Choose a number of TSPs less than or equal to half your Spirit Score, and a Duration up to a number of Rounds equal to your Spirit Score. The Energy Cost to gain the TSPs for the Duration is equal to the number of TSPs multiplied by the number of Rounds. These TSPs can only be spent on Abilities in the Body Category. You can make small changes to your physical appearance, but you're still recognizable as you. This Action cannot be used again until either the Duration is up, or the Revert Action is taken.
You gain the following choices for Minor Actions:
- Revert: Immediately discard all TSPs and revert to your normal form.
Feats
Reformation
2 Skill Points
Make the following changes to the Augment Action:
- You may now spend TSPs on Feats from the Body section of the Feats Organized by Category list.
- You may now "sell" points from your Body Ability Scores for TSPs. Three points are required per TSP. Feats from the Body section of the Feats Organized by Category list can also be sold for their cost, as long as losing them does not break a prerequisite for another Feat you keep. There is no limit to the number of TSPs gained this way, though they still contribute to the Energy Cost.
- You may take on a completely new form, but only generically. For example, you can turn into a dog, even a specific breed of dog, but you can't look like the exact dog that an owner is looking for.
Mind is Matter
2 Skill Points, requires Reformation Feat
You have gained the ability to reform your mind to match your new forms.
Make the following changes to the Augment Action:
- You may now spend TSPs on Abilities and Feats from the Mind Category, and sell Mind Scores and Feats for TSPs.
- The maximum duration is doubled, and the Energy Cost is halved.
- You may take on the form of a specific character, as long as you are keenly familiar with their appearance.
Feats Organized by Category
Body
- Brawler
- Catlike Landing
- Climber
- Dark-VIsion
- Flying
- Grappler
- Hearty
- Leaper
- Natural Armor
- Natural Weapons
- Resistance (Standard, Poison)
- Shoving Strike
- Steady Footing
- Swimming
Mind
- Cut-Throat
- Evasion
- Light Sleeper
- Near-Death Fighter
- Quick Reflexes
- Rage
- Tracker
- Unnatural Fortitude
- Untrackable
- Vocal Mimicry