Pathways

   Nothing in the Fated pool is barred by class - some builds are
simply uphill from certain starts. The plain arts are open to everyone;
each line's strongest skills appear only once you hold a key to them:

   Apex blasts    - Earth Spike, Fireball, Inferno, Reave - require any
                    foundation blast spell known.
   Great mendings - Soothing Rains, Word of Grace, Heal - require any
                    foundation mending spell known.
   Metamagic      - requires knowing any spell at all.
   Edge arts      - skills that spend edge require a skill that
                    generates it.
   Chains         - some skills lead on from another: Riposte follows
                    Parry, the corpse arts follow Reanimate, the shield
                    arts follow Shield Block, Predator's Grasp follows
                    Soar. A thread you hold leans the draw toward its
                    children.

   The core skills offered at level 1 - Shield Block, Backstab, Heal
Critical, Frostbite - are guaranteed keys: one door chosen, none closed.
Every core returns in later draws, and every pathway keeps other doors.

   A bound skill returns each life exactly as bound, and what you own
you may use. But a gate opens only for a key: bind the key and its door
stands open in every future life. An edge art or a metamagic bound
without its key returns slack - known, but unusable until the key is
found again - and the bind prompt warns you before you choose.

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