CODEXSilverhold

Player Options

Most SF2e classes work exactly as written. This document covers the Forge-specific options.


Mystic Connections

The Mystic has custom elemental connections tied to the Way.

These connections replace the standard Mystic connections with element-specific options tied to the Way.

Covenant Integration

When a Mystic takes an elemental connection, they enter a Covenant with that element:

  • Follow the element's Tenets (see #Element Tenets)
  • Accept the element's Price (see #Element Prices)
  • Breaking the covenant has narrative consequences

Light Connection

You channel the element of truth—revelation that saves and revelation that burns. Light protects, judges, and exposes. You follow Athena's legacy.

Tradition: Divine

Connection Skill: Religion

Connection Spells: cantrip: light; 1st: sanctuary; 2nd: see the unseen; 3rd: holy light; 4th: divine wrath; 5th: breath of life; 6th: truesight; 7th: sunburst; 8th: moment of renewal; 9th: foresight

Epiphany Spells: ???

Harmony: ???

Perfect Harmony: ???


Metal Connection

You channel the element of creation and structure—the bridge built and the system imposed. Logic serves; logic also constrains. You follow Prime's legacy.

Tradition: Arcane

Connection Skill: Crafting

Connection Spells: cantrip: shield; 1st: mending; 2nd: inject nanobots; 3rd: haste; 4th: creation; 5th: control machine; 6th: wall of force; 7th: wall of steel; 8th: gravity field; 9th: implosion

Epiphany Spells: initial: tech intuition; advanced: commune with tech; greater: ???

Harmony: ???

Perfect Harmony: ???


Life Connection

You channel the element of growth—healing and hunger, renewal and decay. Natural cycles include predation. You follow Physis's work. You weave vitality and void energy into spells that heal allies and harm enemies.

Tradition: Divine

Connection Skill: Medicine

Connection Spells: cantrip: stabilize; 1st: heal; 2nd: false vitality; 3rd: entropy strike; 4th: genetic regeneration; 5th: breath of life; 6th: vampiric exsanguination; 7th: execute; 8th: moment of renewal; 9th: massacre

Epiphany Spells: initial: infusion; advanced: vitality nova; greater: vital rebirth

Harmony: When you Transfer Vitality, attempt to counteract one affliction affecting the target, or attempt to counteract one effect imposing one of the following conditions: blinded, clumsy, dazzled, deafened, enfeebled, sickened.

Perfect Harmony: Add doomed, drained, paralyzed, and stunned to the list of conditions you can counteract with your Harmony. If you didn't counteract the effect but would have if its counteract rank were 2 lower, instead suppress it until the beginning of your next turn.


Water Connection

You channel the element of time—change, adaptation, and the slow erosion of all things. What flows around obstacles may leave them behind. You follow Undina's time-touched nature.

Tradition: Occult

Connection Skill: Occultism

Connection Spells: cantrip: guidance; 1st: sure strike; 2nd: augury; 3rd: haste; 4th: read omens; 5th: chrono push; 6th: scrying; 7th: retrocognition; 8th: disappearance; 9th: foresight

Epiphany Spells: initial: temporal fount; advanced: echo of possibility; greater: time drain

Harmony: When you Transfer Vitality, the target receives a flash of temporal insight and can immediately attempt to Recall Knowledge as a reaction. This doesn't trigger any special abilities, reactions, or free actions that trigger when a creature uses Recall Knowledge. (They glimpse possible futures.)

Perfect Harmony: You create an extradimensional sanctuary—a moment frozen in time—that functions as planar palace. Creating a door to this demiplane takes 1 minute. The sanctuary keeps the same layout each time you access it, adjustable during daily preparations. Each phantasmal minion in your sanctuary functions as an akashic assistant.


Shadow Connection

You channel the element of endings and transition. Umbra was consumed, but Shadow persists—and so do you. Every shadow is a portal to what lies beyond, and you sculpt that realm's substance into dreadful and wondrous shapes.

Tradition: Divine

Connection Skill: Stealth

Connection Spells: cantrip: figment; 1st: grim tendrils; 2nd: invisibility; 3rd: slow; 4th: flicker; 5th: shadow blast; 6th: mislead; 7th: eclipse burst; 8th: disappearance; 9th: phantasmagoria

Epiphany Spells: initial: shadow snap; advanced: cloying shadows; greater: shadow prison

Harmony: When you Transfer Vitality, the target's shadow darkens and swells, reducing bright light within a 10-foot emanation to dim light. This is magical darkness and can counteract non-magical light sources. The target becomes concealed while in this dim light and can use the concealed condition to Hide. This lasts until the end of your next turn.

Perfect Harmony: You gain the Umbral Stride action. When you Transfer Vitality, the target can use this action once before the end of their next turn.


Air Connection

You channel the element of freedom—words that liberate and words that wound, movement without constraint. Zephyrus was consumed, but Air persists—carrying voices across the void.

Tradition: Divine

Connection Skill: Diplomacy

Connection Spells: cantrip: message; 1st: bless; 2nd: dispel magic; 3rd: electrotether; 4th: unfettered movement; 5th: sending; 6th: repulsion; 7th: interplanar teleport; 8th: void vessel; 9th: wails of the damned

Epiphany Spells: initial: liberating words; advanced: echoing voice; greater: final word

Harmony: When you Transfer Vitality, you can extend the duration of any active epiphany from the Air connection by 1 round.

Perfect Harmony: The first time each round you Transfer Vitality, the target who regained Hit Points can Stride as a free action. This has the traversal trait. (The wind carries them.)


Fire Connection (Rekindled Flame)

You channel the scarred element of protection. The Warden fell to fear; you will not. You bear the marks and the burden.

Tradition: Primal

Connection Skill: Intimidation

Connection Spells: cantrip: ignition; 1st: breathe fire; 2nd: resist energy; 3rd: fireball; 4th: fire shield; 5th: elemental form; 6th: field of life; 7th: sunburst; 8th: moment of renewal; 9th: falling stars

Epiphany Spells: initial: elemental weapon (fire only); advanced: elemental barrier (fire only); greater: elemental nova (fire only)

Harmony: When you Transfer Vitality, the target's next Strike deals fire damage instead of its typical damage type, until the end of their next turn.

Perfect Harmony: You gain resistance to fire and cold equal to half your level. Whenever you heal a bonded ally with Transfer Vitality, the target gains these resistances until the beginning of your next turn.


Other Classes

Most SF2e classes work exactly as written. Brief setting notes:

Witchwarper (Retheme Only)

The Witchwarper works exactly as written mechanically. In the Forge, their abilities are explained as controlled timeline bleed—you reach into collapsed timelines and pull fragments of what-could-have-been into the present. No mechanical changes; use the standard SF2e Witchwarper.

Solarian (Flavor Tie)

The Solarian has optional thematic connections to Athena, the ancient being of Light who sacrificed herself to stabilize reality. Some Solarians view themselves as "Athena's Inheritors." This is purely optional flavor—ignore it if it doesn't interest you. No mechanical changes.

Everyone Else

Envoy, Operative, Soldier, Mechanic, Technomancer — Work exactly as written. No changes needed.


Element Tenets

Each element has a code that covenant holders follow:

ElementTenets
LightSpeak truth. Expose corruption. Defend those who cannot defend themselves.
MetalCreate and repair. Honor logic and evidence. Recognize synthetic life as life.
LifeAvoid needless destruction. Foster growth. Respect natural cycles.
WaterAccept change. Flow around obstacles. Honor the passage of time.
ShadowKeep secrets entrusted to you. Ease endings. Do not fear death.
AirSpeak freely. Aid those seeking freedom. Never imprison unjustly.
FireProtect without consuming. Fear is the enemy. Accept that some things cannot be saved.

Element Prices

Each element demands something from its practitioners:

ElementPrice
LightYou cannot speak lies. Silence is permitted; deception is not.
MetalYou must maintain at least one ongoing creation project.
LifeYou cannot kill except in defense of life.
WaterYou age slowly, but your memories blur. Old experiences fade faster.
ShadowYour lifespan is shortened. Each decade of practice costs a year.
AirYou cannot allow unjust imprisonment without attempting to help.
FireVisible marks: ember eyes, ash-gray hair, elevated temperature. Social suspicion follows.

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