COMMON TRAITS (A Pyromancer will not have all of these, but may express any combination or traits not mentioned that still fit the token type. Customize as desired.)
• Eyes glow faintly like embers in low light; brighten with emotional intensity.
• Skin marbled with scorch-patterns or volcanic cracks that pulse with inner heat.
• Breath often steams in cold air, even without external warmth.
• Can conjure and control fire. Masters may be able to condense the heat into electricty.
• Capable of shaping fire into weapons, barriers, or whips; some can breathe flame or immolate themselves without harm.
• Fire responds to their emotional state; rage flares, grief smolders, joy flickers and dances.
• Touch may be fever warm or blistering; their presence subtly raises ambient temperature.
• Flame can be used to cauterize wounds, purge corruption, or ignite divine rituals.
WEAKNESSES
• Fire obeys emotion before reason; losing control can endanger people.
• Overuse causes physical overheating: nosebleeds, dehydration, blistered lungs, etc.
• Overly cold or water-based environments suppress or destabilize their abilities.
• Prolonged suppression of flame builds internal pressure, risking combustion or rupture.
COMMON TRAITS (An Aquamancer will not have all of these, but may express any combination or traits not mentioned that still fit the token type. Customize as desired.)
• Eyes shine like moonlit water— irises ripple or appear tidal when power is active.
• Skin cool to the touch, often dew-slick or misted in humid air.
• Voice echoes faintly with underwater bubbling when invoking magic.
• Hair may drift unnaturally, as if submerged, even without wind.
• Can conjure and manipulate water in any form— liquid, mist, ice, or vapor.
• Able to cleanse corruption, soothe wounds, or drown out hostile magic in healing torrents.
• Water mimics emotion: grief becomes rain, serenity stills the surface, rage lashes like a flood.
• May condense ambient moisture, walk on water, or dissolve into mist for short durations.
WEAKNESSES
• Magic requires ambient moisture— arid or fire-scorched environments weaken them.
• Emotional instability may cause uncontrolled flooding or freezing.
• Overuse leads to swelling, fluid retention, or a sense of drowning in one's own body.
• Ice magic fractures easily under pressure; mist dissipates in strong winds.
• Vulnerable to electrical or heat-based attacks that turn their element against them.
COMMON TRAITS (A Geomancer will not have all of these, but may express any combination or traits not mentioned that still fit the token type. Customize as desired.)
• Eyes appear veined with quartz, granite, or obsidian patterns.
• Skin dusted with mineral flecks, cracked like dried clay or tectonic plates.
• Movements deliberate, weighted; footsteps may cause faint tremors.
• Voice has a subterranean timbre that is a low and resonant when invoking magic
• Can raise walls, spikes, and armor from soil, stone, or broken ground.
• Capable of shifting terrain, creating sinkholes, or forming protective domes.
• May absorb mineral into their own body, reinforcing flesh with crystalline growth.
• Channeling grants immense strength or endurance— used sparingly, or the body breaks.
• Can "listen" to the earth to sense vibrations or movement.
WEAKNESSES
• Requires solid ground; unable to draw power from sand, metal, or manmade surfaces.
• Overuse causes joint stiffness, calcification, or brittle-bone collapse.
• Rapid movement is difficult; many geomancers are slow but relentless.
• Emotionally repressed; when they do break, the fallout is seismic.
• Vulnerable to air and water-based abilities that erode or bypass their defenses.
COMMON TRAITS (An Aeromancer will not have all of these, but may express any combination or traits not mentioned that still fit the token type. Customize as desired.)
• Eyes pale and cloud-streaked, iris patterns shift like storms.
• Hair floats in unseen currents; their presence disturbs the air subtly.
• Skin cool and dry, often marked by windburn or faint feathering patterns.
• Voice shifts in pitch and direction— can whisper across distances or howl like a gale.
• Can manipulate air pressure, currents, and sound; capable of sudden bursts of speed or lift.
• Able to summon cutting winds, suffocating vacuums, or localized storms.
• May hover, glide, or ride updrafts short distances.
• Can steal the breath from lungs or mute entire spaces into unnatural stillness.
• Emotion translates to weather: joy as breeze, fury as storm, sorrow as stillness.
WEAKNESSES
• Difficult to anchor, prone to dissociation or losing control in high winds.
• Overuse leads to oxygen deprivation, vertigo, or internal hemorrhaging from pressure shifts.
• Their magic becomes unpredictable in tight, enclosed spaces.
• Physical attacks can land more easily when they're airborne.
• Wind magic may amplify the wrong sound, such as screams, whispers, etc.
COMMON TRAITS (A Necromancer will not have all of these, but may express any combination or traits not mentioned that still fit the token type. Customize as desired.)
• Eyes pale or blackened.
• Skin cold and waxen; may bear signs of death once survived (sutures, lividity stains).
• Breath often visible regardless of temperature; may smell faintly of myrrh or rot.
• Can raise the bodies of the recently dead or summon echoes (shades) from the depths.
• Able to briefly bind spirits to objects, locations, or their own flesh for guidance or protection.
• Wounds may bleed black or decay visibly, then stitch closed through sheer will.
• Death magic can numb pain, still a heartbeat, or extract memories from corpses.
WEAKNESSES
• Prolonged communion with the dead fractures the psyche— memories bleed, identities blur.
• Overuse causes necrotic symptoms: skin sloughing, numb limbs, voice loss.
• Animated dead degrade quickly, requiring constant upkeep or ritual reinforcement.
• Spirits may rebel, lie, or linger past invitation; not all wish to return.
• Healing is difficult.
COMMON TRAITS (An Illusionist will not have all of these, but may express any combination or traits not mentioned that still fit the token type. Customize as desired.)
• Eyes shimmer like oil slicks or mirror-glass; reflections often distort or lag behind
• Skin appears flawless at a glance— but under scrutiny, it flickers or changes constantly.
• Voice carries multiple tones, like two people speaking in sync or an echo chasing itself when invoking magic.
• Scent may change based on mood or proximity; perfume, ozone, smoke, something familiar.
• Can weave false images, sounds, and sensations into the world such as glamours, phantoms, mirages.
• Capable of cloaking themselves or others in invisibility, misdirection, or memory erasure.
• May fabricate entire dreamscapes or false surroundings for brief durations.
• Can rewrite perceived identity, such as altering face, voice, even presence in the minds of others for a short period.
• Illusions often reflect personal fears, desires, or memories buried too deep.
WEAKNESSES
• Illusions are only as strong as belief— those who see through the lie are immune.
• Overuse leads to depersonalization, visual glitches, or forgetting one's true form.
• Emotional turmoil may fracture the illusion, revealing truths better left buried.
• Requires focus and subtlety; brute force cannot sustain illusion for long.
• Vulnerable to sensory-nullification magic or entities that "see" through lies.
COMMON TRAITS (A Chronomancer will not have all of these, but may express any combination or traits not mentioned that still fit the token type. Customize as desired.)
• Eyes fractured like cracked glass or clock faces; pupils may tick or spin subtly.
• Complex, shifting patterns on skin reminiscent of clockwork or temporal glyphs that may flicker beneath the surface, visible only in certain light or moments of power.
• Presence feels displaced— like déjà vu.
• Voice may stutter across moments, repeating syllables or skipping forward when invoking magic.
• Can slow, accelerate, or loop short bursts of time in localized spaces.
• Capable of delaying injuries, fast-forwarding healing, or rewinding specific actions.
• Can trap others in time loops, stasis bubbles, or flash-forwards that collapse sanity for very brief periods.
• Temporal sense allows them to anticipate movements, glimpse alternate outcomes.
WEAKNESSES
• Overuse distorts their perception— moments blur, timelines overwrite one another.
• Physical aging may accelerate or regress unpredictably.
• Cannot affect grand timelines; fated events resist distortion and backlash violently.
• Requires immense concentration; a single misstep can strand them "before" or "after" reality.
• Vulnerable to memory-altering or anchoring magic that locks time in place.
COMMON TRAITS (A Lightweaver will not have all of these, but may express any combination or traits not mentioned that still fit the token type. Customize as desired.)
• Eyes shimmer like fractured prisms, refracting light into impossible colors.
• Skin glows faintly in darkness— soft, shifting luminescence like bioluminescence or candlelight.
• Hair seems to ripple with reflected light; strands catch and scatter light in subtle patterns.
• Voice carries a melodic quality, resonant and warm like a gentle dawn when invoking magic.
• Can bend, split, or focus light to create dazzling displays, illusions, or blinding flashes.
• Able to craft light into tangible forms: whips of radiance, shields, or guiding beacons.
• Can cloak themselves or others in brilliant light.
• Light reacts to their emotions: calm glows steady, excitement flickers, anger bursts like a flare.
WEAKNESSES
• Light manipulation requires constant focus; distractions can cause uncontrolled flashes or blindness.
• Overuse may cause migraines, eye strain, or temporary blindness.
• Darkness or total absence of light dampens or nullifies their power.
• Cannot create warmth or fire; light is cold and intangible.
• Vulnerable to shadowy entities that feed on light or silence illumination.
COMMON TRAITS (A Shadowbinder will not have all of these, but may express any combination or traits not mentioned that still fit the token type. Customize as desired.)
• Eyes deep pools of black or shifting smoke, reflecting no light but absorbing it.
• Skin is unusually matte or shadowed, sometimes seeming to blur edges or fade into darkness.
• Hair falls like a curtain of night; soft, flowing, and occasionally indistinct.
• Voice is low, smooth, often carrying an echo as if spoken from a cavern.
• Can manipulate shadows to form tendrils, barriers, or cloaks that blend into surroundings.
• Able to silence sound, obscure vision, or create pockets of unnatural darkness.
• May step into shadows to travel short distances or become intangible.
• Shadows react to their emotional state— calm is smooth darkness, anger flickers like dying embers.
WEAKNESSES
• Bright light or intense illumination disrupts or disperses their power.
• Overuse causes fatigue, disorientation, and an aching void where light should be.
• Vulnerable when separated from shadows; unable to manifest abilities in direct, open light.
• Emotional instability fractures control, causing shadows to writhe unpredictably.
• Their power attracts entities of void and oblivion, drawn to the depths they command.
• Prolonged absence of darkness weakens their connection to their magic.
COMMON TRAITS (A Beastkin will not have all of these, but may express any combination or traits not mentioned that still fit the token type. Customize as desired.)
• Able to commune with nature, gaining insight into the thoughts, emotions, and instincts of animals and plants.
• May summon spectral animal companions such as wolves, birds, deer, etc. to briefly aid in combat or tasks.
• Temporary embodiment of animal traits (e.g., enhanced senses, agility, strength) by drawing from their companions.
• Capable of blending into natural environments, allowing them to move unseen or unnoticed.
• Can manipulate flora and fauna— commanding plants to grow, animals to gather, or insects to swarm.
• May develop a "pack bond" with summoned animals, granting them heightened coordination or empathy.
• Presence is often marked by a calming aura, natural scents (fresh earth, flowers, etc.), or the sounds of wildlife.
• Can temporarily "shift" their form, adopting minor animal features such as fur-covered hands or animal-like eyes, enhancing their connection with their summoned companions.
• Able to invoke the spirit of a specific animal to gain its traits or abilities for a limited time.
• Often drawn to wilderness areas, enchanted groves, or places rich in natural energy.
WEAKNESSES
• Summoned animals are limited in power, and their presence drains the Beastkin's energy over time
• Prone to loss of control when overwhelmed by instinct or emotion.
• Physical transformations can cause pain or exhaustion if prolonged.
• Social isolation. Others may fear or reject their primal nature.
• Vulnerable to silver, traps, or weapons designed for hunting beasts.
• Overuse of primal power risks permanent feral descent, losing humanity.
COMMON TRAITS (A Runecaster will not have all of these, but may express any combination or traits not mentioned that still fit the token type. Customize as desired.)
• Skin may have a paper quality to them, inscribed with living glyphs; runes shift faintly under the surface, pulsing like veins.
• Eyes clouded with inkblot hues, often obscuring the sclera.
• Fingertips blackened as if burned or stained with permanent ink.
• Voice takes on unnatural harmonics when invoking magic.
• Can inscribe runes into flesh, stone, air or any surface to produce magical effects— barriers, wards, etc.
• Able to delay the activation of a glyph or layer them into complex chains for ritualistic use
• Instinctively understand ancient or forgotten languages
• Glyphs can heal, bind, illuminate hidden paths, or transfix hostile forces— but each effect demands sacrifice
• Prolonged rune use causes pain, bleeding, or hallucinations; the deeper the glyph, the deeper the price
WEAKNESSES
• Vulnerable while channeling—runes must be completed without interruption or risk backlash.
• Repeated use corrodes the physical body; skin may split, bones warp beneath sigil load.
• Glyphs become unstable during emotional outbursts, twisting or activating unexpectedly.
• Runemasters emit a psychic scent;entities native to Sleep’s deeper strata are drawn to their markings.
• Their craft is readable: enemies who learn the script may nullify, invert, or infect their magic.
COMMON TRAITS (A Bloodwright will not have all of these, but may express any combination or traits not mentioned that still fit the token type. Customize as desired.)
• Eyes pulse with deep red or amber hues, often veined with faint, glowing lines.
• Skin bears traces of ritual scars, intricate tattoos, or faint bleeding that heals rapidly.
• Hands often stained or marked by dried blood, which may shimmer unnaturally.
• Voice is steady and commanding, with an undercurrent of primal urgency when using magic.
• Can manipulate their own blood or that of others to heal, harm, or bind.
• Able to craft blood sigils; shapes that burst with power when activated.
• Can siphon vitality from wounds to fuel their magic or bolster allies.
• Wounds sustained may become conduits for ritual power rather than weakness.
• Blood magic often causes visible auras; thin veils of crimson mist or sparks of light.
WEAKNESSES
• Blood manipulation requires proximity or contact— remote control is weak or unstable.
• Excessive use causes anemia, dizziness, or severe weakness.
• Magic is less effective on those with unnatural or corrupted bloodlines.
• Vulnerable during bleeding; open wounds can be exploited or overwhelmed.
• Emotional instability may cause uncontrolled bleeding or harmful backlashes.
COMMON TRAITS (An Artificer will not have all of these, but may express any combination or traits not mentioned that still fit the token type. Customize as desired.)
• Eyes glint like polished metal or refracted light through glass lenses.
• Skin often bears faint burn marks, fine scars, or faint traces of metallic dust.
• Hands steady and precise; fingers may show signs of calluses or mechanical modification.
• Voice measured, with a tone that blends curiosity and quiet authority.
• Can craft and animate intricate devices, from mechanical familiars to arcane traps.
• Able to imbue objects with magic; turning tools into weapons or wards.
• Skilled in repairing or modifying both organic and inorganic matter.
• May interface with technology or ancient relics through touch or ritual.
• Emotions manifest as bursts of creation or sudden breakdowns of focus.
WEAKNESSES
• Reliance on tools and materials—lack of resources limits their power.
• Overwork can cause physical and mental fatigue, leading to errors or breakdowns.
• Fragile creations may fail or turn against their maker unexpectedly.
• Magic is less effective without preparation or careful crafting time.
• Vulnerable to raw elemental or unbound chaotic forces that disrupt precision.