Skip to content

Lesser Breath

Hearth and road spirits teach protective wards, relief from bleeding and stun, companions' aid, and forceful spirit attacks. Quiet Guard and Hale Breath resist hostile wardings; Spiritshawl helps turn aimed blows aside.

Who can study it: Every calling except Savant.

Use SPELLS for ready workings, SPELLS ALL for every learned working, and SPELLS CATALOG Lesser Breath to browse this tradition in game. Filter with SPELLS BUFF, WARD, BOLT, or SONG (plurals work too); combine a filter with ALL to include learned workings that are not ready. SPELLS <catalogue code> explains a working and your current ability to cast it.

Workings

Working Use Targets
2148 Spiritshawl Protection Yourself or a named companion
2185 Bulwark of Breath Protection Yourself or a named companion
2122 Quiet Guard Protection Yourself or a named companion
2159 Hale Breath Protection Yourself or a named companion
2196 Thin the Venom Utility Yourself or a named companion
2133 Hearthsmoke Protection Yourself
2170 Greater Spiritshawl Protection Yourself
2107 Clearhead Utility Yourself or a named companion
2144 Lightsweep Utility The room
2181 Kneebreak Maneuver A hostile creature
2118 Emberwisp Warding attack A hostile creature
2155 Riverstep Skill Yourself or a named companion
2192 Blightburn Utility Yourself or a named companion
2129 Venom Ward Protection Yourself or a named companion
2166 Spirit Burst Warding attack A hostile creature
2103 Far-Seeing Utility A named companion
2140 Battlebreath Empowerment Yourself or a named companion
2177 Ghostweb Maneuver A hostile creature
2114 Unweaving Unmaking A hostile creature
2151 Grayshroud Protection Yourself
2136 Sky's Judgment Warding attack A hostile creature
2121 The Quiet Roads Utility You and grouped companions
2106 Daybreak Area warding Hostile creatures in the room
2191 The Standing Wall Protection Yourself or a named companion

2148 Spiritshawl

Use: Protection · Targets: Yourself or a named companion · Mana: 1

A spirit-woven shawl helps you or a companion turn aimed attacks aside. It improves Guard; it is a physical defense rather than a ward against hostile magic.

2185 Bulwark of Breath

Use: Protection · Targets: Yourself or a named companion · Mana: 1

A stronger protective barrier improves Guard while reducing Attack. Use it when holding your ground matters more than striking back.

2122 Quiet Guard

Use: Protection · Targets: Yourself or a named companion · Mana: 1

Quiet spirits steady you or a companion against hostile warding spells. This improves magical resistance rather than bolt evasion.

2159 Hale Breath

Use: Protection · Targets: Yourself or a named companion · Mana: 1

The hearth spirits strengthen you or a companion against hostile wardings. Its protective effect improves Resolve.

2196 Thin the Venom

Use: Utility · Targets: Yourself or a named companion · Mana: 1

Stops active bleeding on you or a companion. It controls the blood loss; wounds still need their own treatment.

2133 Hearthsmoke

Use: Protection · Targets: Yourself · Mana: 3

A clinging haze makes aimed attacks harder to land on you. It is a personal Guard ward.

2170 Greater Spiritshawl

Use: Protection · Targets: Yourself · Mana: 3

Deepens your protection against aimed attacks. It can accompany Spiritshawl, with the usual diminishing benefit of several active wards.

2107 Clearhead

Use: Utility · Targets: Yourself or a named companion · Mana: 3

Clears a stun from you or a named companion. This is immediate relief, not ongoing immunity to being stunned.

2144 Lightsweep

Use: Utility · Targets: The room · Mana: 3

Sweeps the room with revealing light. Hidden creatures and veiled adventurers must resist the working or become visible.

2181 Kneebreak

Use: Maneuver · Targets: A hostile creature · Mana: 7

An unseen shove attacks a creature's footing and can knock it down. This tests physical readiness rather than magical warding defense.

2118 Emberwisp

Use: Warding attack · Targets: A hostile creature · Mana: 7

Calls a flame spirit against a hostile creature. A forceful warding strike can leave a burning bleed as well as direct harm.

2155 Riverstep

Use: Skill · Targets: Yourself or a named companion · Mana: 5

The water lends support to you or a companion, making swimming easier. It assists a crossing; the terrain and your carried load still matter.

2192 Blightburn

Use: Utility · Targets: Yourself or a named companion · Mana: 6

Purges one hostile magical effect from you or a companion. Several afflictions may need several castings.

2129 Venom Ward

Use: Protection · Targets: Yourself or a named companion · Mana: 7

Softens newly applied bleeding while the ward lasts. It protects you or a companion from future blood loss; Thin the Venom stops bleeding already underway.

2166 Spirit Burst

Use: Warding attack · Targets: A hostile creature · Mana: 9

A gathered burst of spirit strikes one hostile creature. The target resists it with warding defense.

2103 Far-Seeing

Use: Utility · Targets: A named companion · Mana: 8

Shows where a named companion stands and the surroundings you can perceive there. The subject feels your attention, and concealment can prevent the viewing.

2140 Battlebreath

Use: Empowerment · Targets: Yourself or a named companion · Mana: 9

Brief battle-fervor strengthens your Attack or a companion's. This aids attacks; it does not directly improve warding Focus.

2177 Ghostweb

Use: Maneuver · Targets: A hostile creature · Mana: 12

Spectral strands seize a hostile creature and hold it still. The binding tests physical readiness and can be resisted.

2114 Unweaving

Use: Unmaking · Targets: A hostile creature · Mana: 13

Unmakes the first thing an enemy has to lose: an unfinished spell, then an active working, then mana. Its ordered disruption does not use an ordinary warding contest.

2151 Grayshroud

Use: Protection · Targets: Yourself · Mana: 11

A personal shroud improves both Guard and Resolve. It protects against aimed attacks and hostile wardings.

2136 Sky's Judgment

Use: Warding attack · Targets: A hostile creature · Mana: 15

Calls repeated lightning strikes against a creature beneath the open sky. Each strike is resisted separately, and a strong strike can stun.

2121 The Quiet Roads

Use: Utility · Targets: You and grouped companions · Mana: 16

Carries you and grouped companions to the region's resting place. The crossing causes temporary sickness, so it is an escape or travel aid with an aftereffect.

2106 Daybreak

Use: Area warding · Targets: Hostile creatures in the room · Mana: 25

A burst of dawn attacks hostile creatures in the room. Those struck can be blinded as well as harmed; your magical control limits its reach.

2191 The Standing Wall

Use: Protection · Targets: Yourself or a named companion · Mana: 23

Raises a powerful, brief defense against aimed attacks on you or a companion. The same person must recover before receiving another Standing Wall.

Choosing a circle and using the guide · Casting and magical defenses