Tier 1 Abilities
Create a Tier 1 Ability
In general, Tier 1 abilities are stronger than Tier 2 or 3 abilities. They may be used once per encounter. To create a Tier 1 Ability, imagine something that is your character’s “signature move”. What are they capable of doing that is awe-inspiring? It could be a devastating attack, an incredible healing ability, or even a jaw-dropping utility-like ability. This shouldn’t be something that makes your character godly, but it should be a defining feature of who they are.
Dealing Damage or Healing to a Single Target
​If you chose a single target T1 Ability, it will a strike one target within 70', and deals 30 damage.
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Dealing Damage or Healing in an Area
​If you chose an area T1 Ability, it will strike all of the targets in a 30' radius around your character or centered on any point within 70'. It deals 23 damage.
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Adding More Effects
If you add a secondary effect to your Tier 1 ability, you should subtract 3 damage from your output to compensate. There are several options for enhancing a Tier 1 ability:
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You can choose any secondary effects from the Tier 2 ability list, and add it to your Tier 1 ability.
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Tier 1 abilities can grant a special bonus that lasts for the duration of an encounter, such as +2 damage done to all enemies, or 2 health regenerated at the start of each of your turns, +2 healing added to all healing spells, etc.
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A Note on Customization
Tier 1 Abilities have the least amount of structure about how they are built and what they do, compared to others. This is by design. Storytellers and players should work together to make something satisfying, interesting, and err on the side of "more fun" than "perfectly balanced".