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| Tweet Topic Started: May 22 2016, 05:38 AM (89 Views) | |
| Warden~ | May 22 2016, 05:38 AM Post #1 |
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Dungeon Master Extraordinaire
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Vampires Vampires belong to the Bloodline of the Vampire that turned them. Bloodlines are immortal lineages of kin passed down from the first eight Vampires, and each possesses unique abilities, histories, hierarchies, enemies, and allegiances. In addition to this, all Vampires share these common traits: Daylight destroys them within 5 turns They constantly hear a musical piece playing in their head, unique to them individually, and neverending. They do not age All children they birth are Varghulfs They must obey the commands of their maker They can be severely debilitated, but can only truly be killed by their progeny or daylight Flight at 5 feet per level Regenerate HP and limbs Has d6 natural weapons You gain an ability point when you level up, and start with as many as your current level when turned. Spend them to buy new abilities in your Bloodline. You may buy ability points for 60 Character Points Varaghulfen Bloodline Varaghulfen are nomadic and unorganized Vampires whose blood is shared with the children of Johana and Erina. Victims of hunts are those who are turned. Their songs tend to consist of fast paced drums and violins. Regeneration: 10% Total HP per turn Enhanced Attributes: + Level Strength, Constitution, or Speed Weakness: 100% more damage from fire Curse: After being hit by a ranged ability you are slowed by 50% Abilities Bloodshaman: After drinking blood, the vampire may freely shapeshift into a pack of (Level) of those animals and remain in that form for up to an hour. Their stats do not change but they gain all abilities of the transformed species. Upgrade: Their stats are increased by 2 each and they have 50% more HP each and +4 to Will, Fortitude, and Reflex Saves. The Crimson Varghulf: Gain the ability to turn into a powerful Varghulf as a full action, but you must consume mass amounts of blood to change back. If you don’t change back in 3 days you are stuck in the form.The Varghulf is fast, regenerates 20% of its HP, and is an incredibly powerful melee fighter (18 Speed, 18 Strength, 18 Constitution, 16 Dexterity, Level HP +50%, 5 Natural Armor, Flight + 10”, 4 +3 (+ your attack modifier) attacks (great weapon, swords) with natural damage of 1d20, +5 to Dodge and Parry). Upgrade: Whenever you enter Varghulf form you regain all HP and gain a 20% HP shield. Your Vargulf form is now two levels above you and has touch attacks, 7 attacks, 25% more HP, 4 Arcane Resist, and immunity to disables) Upgrade: Your Varghulf form is Dire and you control a swarm of bats Whitefange: All of your natural weapons, including while shapeshifted, may borrow the attack profile of a weapon you own. Upgrade: They are now touch attacks Pelt Drum: You gain +30 feet movement when chasing fleeing targets, raised to 100 while shapeshifted Upgrade: You deal 100% more damage to fleeing targets Bloodfury: The turn after you shapeshift you have a +3 to all rolls Blue Nightmares: Casting while shapeshifted grants Echo 6 Bloodscent: You have a +Level +2 to all detect rolls. If you have tasted the target’s blood there is an additional +10. Arrowspines: You gain Level natural armor while shapeshifted. Bloodbirch: You heal for 10% of the damage you deal, raised to 25% while shapeshifted. Blackfange: You may turn animals, making them your familiar. The process has a 30% survival rate. Upgrade: Survival rate raised to 60% The Bittenclaws: Killing an animal while shapeshifted turns them into an Undead servant of you. Pactlinger: You forever know the location, within an accuracy of 5 miles, of those whose blood you have drunk. Ritual Red: Your spells summon a random animal spectre. Upgrade: Your spells summon spectral werebeasts instead Feast: If you kill a target by drinking their blood, you add their level to your bonus damage forever, maximum 3 per instance. Bitter Beating: While asleep you are guarded by a level 10 Dire Wolf Packmaster: You and your familiars or Bloodshaman Pack gain +5% damage for every familiar or Bloodshaman animal you control Upgrade; Increased to 10% War Paint: Spend 10 minutes to paint yourself with blood, lasting one day, that grants + Level to another stat from the Varaghulf Enhanced Attributes. Does not stack. Chiropteric Legacy: You may change into a +30” flying bat at will. Varaghulfa Arhane: You deal 75% more damage to those whose blood you’ve tasted White Kiss: When you bite someone you may heal for 30% of your missing HP Upgrade: Raised to 50% Bloodlord Arcane: When you kill something cascade down its level Darkwood Salve: Your blood dispels curses of Your level - 1 and lower Silanmir Bloodline The Silanmir Bloodline possesses the power to enchant and dominate the minds of others. They traditionally swear fealty to the undying Lord-Lore Queen Sila, but this is not universal. Only close friends and the deeply trusted are turned. Their songs tend to consist of sorrowful low strings. Regeneration: 5% Total HP per turn Enhanced Attributes: + Level Intelligence, Charisma, or Dexterity Weakness: You take 150% more damage from gold or while touching gold Curse: Your HP is reduced by 30% Abilities Glamour: The vampire may control the mind of a target (non Vampires only) with a specific command. For this to happen they must make eye contact with them and must have drank that targets blood in the last 24 hours. Upgrade: The 24 hour limited is removed and you may keep them bound at will for any number of commands or convince them of any lie Pallid Moonlight: When in line of sight of the moon you have a +2 to all rolls Upgrade: Raised to +5 Glittering Pupil: You automatically detect lies of those whose blood you’ve tasted. Blue Seance: You may raise those who died within 24 hours to speak with them, but they die again within seconds and cannot be spoken to once more Spirit Host: You may turn ethereal at will, but cannot use abilities while so, and for no more than one hour per week. Upgrade: Raised to one hour per 2 days Bloodsun Eyes: When you pass a Charisma check against a target you may drain 10% of their HP without their knowledge. Upgrade: Raised to 20% The Red Iris: You have True Seeing, lose sight in one eye, and cannot see during the daytime Sign of the Hemocross: +Level to counterspelling Upgrade: You may cast after counterspelling Heartdrinker: You heal for 25% of your damage Whispdreams: You can freely transmute metals you touch, taking a turn for the object which you must have a grasp on Glyph Blood: Your blood is a (Level) per turn poison Upgrade: Poisoned targets have a -2 to Will and Charisma and Intelligence rolls Black Kiss: When you bite someone you may elect to paralyze them for an hour unless they pass a Will Save against 10 + Level Upgrade: Raised to 14 + Level and 2 hours Rapture: You have a +2 to all rolls against those who don’t know your name Upgrade: Raised to +3 Aura of Silence; You may choose to force those within 10” of you to be silent (not the spell effect) Upgrade: Raised to 35” Witchstar: You have +Level Arcane Resist against those whose blood you’ve tasted Night Sky: You may erase memories and knowledge of those whose blood you’ve tasted by sustaining physical contact with them Inrisiga: You are invisible while asleep Circle of Scars: You have unlimited range telepathy with those who have tasted your blood Crimson Fugue: Requires Glamour and Perform (Instrument or Sing). You can Glamour those whose blood you have not tasted and without eye contact by using your perform act on them for at least 3 turns Refuge: Choose a space anywhere of up to 60” radius and mark it permanently as a sanctuary, where you cannot take damage and have +8 Arcane Resist The Pale Light: You may force people to speak the truth while making eye contact with them Crypt of the Dreamphage: You have Echo 1 while below 15% of your total HP Othormos Bloodline Vampires of the Othormos live bound in darkness and ever in the shadow of the living. They are known to operate as spies and assassins in clan sects. Orphans and children are turned and trained. Their songs tend to consist of slow adagios punctuated with the rapturous roar of brass. Regeneration: 5% Total HP per turn Enhanced Attributes: + Level Dexterity, Speed, or Intelligence Weakness: Light (50%) Curse: Daylight deals 1d4 damage per turn and no regeneration Abilities Nightstride: After drinking blood you can turn invisible for as many turns as the level of the blood’s creature. Cannot be used with a vampire’s blood. Upgrade: Increased to Level*2 turns and you move with a +10” base movement while invisible The Spectre: You have an unkillable flying spectre mount Upgrade: The spectre gains increased flight speed, a silence ability, and an area damage over time ability Upgrade: The Spectre can Teleport (with you) when not in combat Sombersilt: All of your spells and abilities may be used silently Blue Kiss: When you bite a target you may blind them for up to (Level) turns Upgrade: Also Silences Broken Wreath: Casting spells on a target with the same parameters of a Backstab has a +4 to succeed also also deals Backstab bonus damage if it deals damage Mark of the Circlebearer: + Level to Move Silently rolls Fissure Thief: Requires Nightstride. While Nightstriding you ignore locks. Upgrade: While Nightriding you also can’t take damage and are immune to disables Something You Don’t Want To Hear: You automatically know all species, warrens, and titles of those who don’t detect you Shadowstep: As long as they are within 50 feet you may blink as a once per turn free action to those whose blood you’ve tasted The Orb and Robe: If you would succeed in a sneak attack you may automatically make it a bite for the same damage The Silverscape: Requires Nightstride. While Nightstriding you have a +3 to cast. Upgrade: Raised to +5 The Nightcall: You may transform as a half action into a infantile Lamni Upgrade: Changed to free action Murdergeist: After killing something you may regain 50% of your missing HP Upgrade: Raised to 70% The Willow Hand: You always attack first regardless of Speed Phantasmala: You ignore armor The Quiet Night: You may dissipate the bodies of things you’ve killed Bloodsilk: Soaking an object in your blood makes it invisible until it is touched Nocturnus: After drinking within one minute at least 10 pints of blood you may transform for 5 turns into a Nocturnus with +60” Flight, +8 Speed, Dexterity, Strength, +2 attacks, tripled HP regen and +4 Arcane Resist Upgrade: Duration increased to 10 turns Khellist Bloodline The Khellist Bloodline have remained the most famed duelists in history. Their clans of artists and scholars dwell in the candlelight and glacial homes of Velsanna. Those who are turned are usually adopted children or rising figures of artistry. Their songs tend to consist of grand and riveting orchestral symphonies. Regeneration: 5% Total HP per turn Enhanced Attributes: + Level Dexterity, Strength, or Speed Weakness: Silver (150%) Curse: You cannot enter homes unless invited Abilities Hemorrhage Waltz: Whenever you drink non vampire blood, you may replace all of your attributes with your highest one for up to 5 turns. In addition, these attributes receive a +1 for every pint consumed. Consuming more refreshes the duration but does not stack. Upgrade: Duration increased to 8 turns Upgrade: Scaling increased to +3 per pint and you gain 30% lifesteal for the duration as well The Duelist: Requires Hemorrhage Waltz. During the Waltz duration your attributes are also increased by 1 for every adjacent square not occupied. Candlebright: You cannot be ignited and take 15% less damage from fire. Tomb Sower: Requires Hemorrhage Waltz. Every pint consumed grants, in addition, a +2 to casting. Consuming 10 or more also grants Cascade. Yellow Kiss: When you bite someone you may force them to age 10 years. If they are an Odar or Elf you may instead curse them (level 9) to die in 10 years Bed of Orchids: When outside of a building or structure or enclosement you have a +1 to all rolls Inkthief: You may change text and signatures to read something differently, or change the features of a painting or tapestry Roseblood: Your blood repairs items and restores their enchantments Skyharrrow: When at least 10 feet above the ground your spells have Echo 8 Upgrade: Changed to Echo 4 Terrorgeist: You may instill those who have tasted your blood with debilitating fear by touching them Upgrade: You may do it from 25 feet away instead Nightshade Bloom: You are immune to poison and mind control Upgrade; You are also immune to psychology and forced movements Icefang: Your fangs can be enchanted Upgrade: Both now hold 2 enchantment slots Tongueshell: You may turn liquid to blood at will Danse Macabre: You deal double damage to non humans, non elves, and non animals This Bitter Earth: Your Charisma is reduced by 4 and your HP is increased by 15% Upgrade: Increased to 25% Boneharth: You have an indestructible weapon made of bone that scales with level and can be enchanted Grimoire of Ice: You are surrounded with a freezing cold aura which has the normal effects of its temperature and reduces the Speed of adjacent enemies by 2 Upgrade: Increased to 2 Eyreclaw: You are immune to disables when below 50% of your total HP Leyline of Red: All healing you receive is increased by Level Guiltmoore: You have immunity to wishes Tapestry Fate: You have the armor and Arcane Resist profile of the last person to damage you Lunicide: When in a home you were invited into you have twice as many attacks, +1 Ravenwing: Your flight speed is increased by 20 feet Upgrade: It is doubled instead Moonsonor: You can allow your song to play around you as if a performance Torment Price: Effects that cause you to lose life that you control only cause loss of half that much Logorrod Bloodline Vampires of the Loggorod often live in nomadic sea clans of reaver ships, or as guilds of combatants. The Logorrod Blood was born from and returned to dust at the hands of a chronomancer, and the Logorrod bloodkin live in realities faster and more temporally divergent. Their songs are typically whispered chants and wailing woodwind. Regeneration: 10% Total HP per turn Enhanced Attributes: +Level Speed, Strength, or Constitution Weakness: Animals (100%) Curse: You must drink at least 3 pints of non-vampire blood once per 24 hours or will slowly die Abilities The Screaming Bloodclaw: Each time you take this choose a new attribute to give your natural weapons. 20% Lifesteal Raise the damage die by 2 (stacks infinitely) 50% armor ignorance +10% critical chance (max 50%) 5% total HP bonus damage (stacks up to 25%) Double backstab damage +2 to Casting Blood Moon: Your Strength is increased by 4 in the moonlight Upgrade: Increased to 6 and your flight speed is doubled Hemofyre: When you are dealt damage you ignite adjacent enemies, or alternately, an enemy in your attack range Red Kiss: When you bite someone you may transfer all debuffs and curses on yourself to them Dark Flight: Wherever you land from flight, adjacent targets take Bonus Damage Willhunger: Your spell damage is increased by 1% for every 4% HP you are missing Upgrade: Raised to 1% for every 2% The Sword of Crypts: Your claws can be enchanted Upgrade: Adds another enchantment space Bloodcackle: Your blood is a highly flammable liquid, with a single pint creating a fire extreme enough to melt steel and level homes. The flames cannot damage you. The Silver Organhum: Whenever you kill something you may summon an unbound Dire Wolf, Dire Bat, or Dire Squid that attacks anything but you, equal in level to your own. Upgrade: The summon becomes bound Necrophage: Consuming an entire corpse grants (corpse level)*5 character points Not the Crypt: When at or below 10% of your total HP, your regeneration is tripled Upgrade: Changed to at or below 25% Bloodghast: Your Speed is tripled if you killed something of your level or higher last turn Upgrade: Triples your Strength as well Horrorspine: Adjacent enemies have their Willpower reduced by Level + 2 Marrowbath: You have 10% damage reduction (max 80%) for every corpse adjacent to you Piltenhastr: You gain an unkillable undead Dire Corvid familiar with 100 foot flight Upgrade: It gains true seeing The Boneclaw Rite: Requires The Screaming Bloodclaw. You may pay 10% of your total HP to grow your natural weapons into any weapon The Deep: You ignore Arcane Resistance Knight of Thorns: You gain 5% (max 30%) damage reflection for each level in this Liverwurm: Your feeding requirement is doubled but your attributes are increased by 2 Upgrade: Further increased to +4 Lord ov Plunder: Your attacks destroy doors that are non magically locked automatically Yarkhal Bloodline In the crystal deserts of Azurin, the Yarkhal clans trade the most valuable poisons and salves for oaths of service. Ungoverned in a secretive society, their closely guarded secrets of the natural world see the poisoning of goblets and the razing of books by liquid fire. Those turned are the enigmatic librarians and apothecaries of Rhokora. Their songs are usually haunting sonatas of qanuns and unreal arias. Regeneration: 5% Total HP per turn Enhanced Attributes: + Level Intelligence, Charisma, or Speed Weakness: Elves (50%) Curse: You cannot be targeted by allies Abilities Darklore Brew: Whenever a potion you’ve brewed kills something, you learn how to brew a random spell Bloodboil Cauldron: Whenever you would craft a potion, craft two of them instead Upgrade: Craft three instead Bloodspell: Your blood is a potion of any spell your level or lower that you know how to brew. It takes an hour to change this Silver Kiss: When you bite a mage you may learn how to brew a spell they know of your level or lower Mark of the Alchemist: Your potion damage is increased by 20% Upgrade: Raised to 35% Mark of the Alchehest: If you have the materials, you can brew a potion instantly and lose 20% of your total HP Upgrade: Lowered to 10% Bitterharvest; Corpses of those you kill dissolve into materials of your choice Cabalfyre: Your single target potions gain 100% 5” splash effect. Each time you take this increase the radius by another 5”. The Alchemist: Permanently lose 25% of your total HP and gain perfect transmutation at will The Langourchant: You lose 4 from an attribute of your choice, or 2 from 2 of your choice. You may inscribe your tongue with any three spells whose levels combined do not exceed 3, and speak them to cast them without fail at will as a once per turn free action. Upgrade; Reinscribe them with a level cap of 5 Vinegar Rites: You may brew two spells into a single potion Upgrade: Raised to up to three spells The Enchanter: You may enchant items as you would normally brew spells with a once per day cast enchantment. Upgrade: Raised to Level use per day enchantment Oblivion: Gain the ability to interact with Chiss Bad Moon: Gain a spectral familiar with a warren of your choice. It only levels up when it kills a vampire. Dust Serum: You can transmute potions into those of one or more levels less Upgrade: You can transmute them into equal level Hitherbliss: You can replace water with blood in your potions to give them Cascade. Cascading on random targets with random spells The Circle: Choose a warren each time you take this. Potions you brew of that warren with combat spells can be consumed to cast continuously for up to Level turns instead of one time The Woodburner: Your potions may summon on location of use an unbound spectre for every level of the spell Upgrade: They become bound Forgoth Bloodline The burning and thick blood of Forgoth Vampires seals closed their wounds as steel and fire graze their skin. Guided by oaths taken upon turning, they serve in mainly Elven communities as sentinels and agents of justice. Those turned are the harrowed and traumatized who are given purpose. Their songs are the choral cantatas and operatic melodies. Regeneration: 15% Total HP per turn Enhanced Attributes: + Level Constitution, Intelligence, or Charisma Weakness: None Curse: You cannot attack or deal damage on the first or second turn of combat. Abilities Eternal Hatred: Choose an individual to protect or hunt. If that individual dies, you may remake this choice. Hunted: Deal 50% less damage to you. You are immune to their wishes and disables. You can match their movement when in combat with them. You have a +2 to all rolls against them. Protected: Take 25% less damage and have a +1 to all saves when within (level*5) feet of you. You know their location when within 5 miles. You have +5”*level movement when moving towards them. Chrysokime: Each rank you take grants 1 Armor and 1 Arcane Resistance. White Pact: Actions that require you to pay life only require half of the price. All healing you receive is increased by 1% for every 2% HP you are missing. Violet Kiss: When you bite someone you cure them of curses, poisons, and debuffs. Omen Blood: Your blood is a Level per turn Healing Salve Upgrade: Raised to (Level+1)*2 Homeguard: When adjacent to an ally you both take 25% less damage Bringer of the End: While at 5% or less of your total HP you deal 5x damage and have a +3 to attack and combat spell rolls. Undeath: You can spend a full action to meditate. Until the start of your next turn you gain 50% damage reduction and your regeneration is doubled. Oakfang: Your spells deal bonus damage equal to your missing HP once every 5 turns. Chissmoth: You may grant an ally your flight for the remainder of combat. Bloodquake: Toggle during your turn. While on you do not regenerate but your damage is increased by 15% Upgrade: Raised to 25% Dies Irae: In the moonlight you receive a +3 to all Saves Lifehunger: Your spells heal for 15% of the damage done Wax Reaver: You cannot take damage more than 6 times in a single turn Upgrade: Lowered to 4 times Aeonic Slumber: While sleeping you cannot take damage Chaos Rule: You may reroll your damage rolls once each while below 40% HP Twilight Prophecy: You regenerate limbs within turns rather than days. Your severed limbs turn into powerful enchanted weapons that decay when the new limb grows. Unholiness: You may pay 60% of your HP to grow in a size class for the remainder of combat (max +3 size classes) Cinnabar Moon: Gain a cinnabar object of your choice that is indestructible and choose to enchant it with up to 6 once per day level (Level -3, minimum 1) or lower spells. You may re-enchant it with each level up. Resigall: You can see enemy statistics by paying 25% of your HP per use. Nemna Bloodline Plunderers and Sigil Knights of the Nemna dive through terrible crypts reclaiming the lost remnants of forgotten worlds. Their vault keeps some of the most treasured artifacts in history, guarded by the undead armies commanded by their meritocratic Bloodlords. Those turned are the dying and desperate treasure hunters fallen to traps and liches, and the Nemna songs are slow and quiet, chilling fugues. Regeneration: 10% Total HP per turn Enhanced Attributes: + Level Intelligence, Dexterity, or Strength Weakness: Magic (25%) Curse: You cannot use mundane objects Abilities Crimson Sigilith: You may name an artifact, one being named at a time. A trail of blood leads you to it, but if you do not claim it in one week, you lose 2 levels. Upgrade: Adds another week to the duration The Crypt: When not outside your flight speed is doubled and you receive a +2 to spell and attack rolls. Upgrade: Changed to +2 to all rolls The Kaleidoscope: You can freely hide, store, and summon an infinite number of objects Memoril: Your blood, when poured over paper, creates a perfect map of your surroundings, 1 mile per Level + Intelligence Modifier Upgrade: The map also reveals and tracks living things and artifacts Dustfange: As long as you hold an artifact your flight speed is doubled Upgrade: You also gain immunity to disabled while holding it Arcil: Damage dealt by the abilities or enchantments artifacts you control is increased by 40% Upgrade: Raised to 75% Green Kiss: When you bite someone you may possess them for up to (Level) hours. Your body is completely paralyzed during this. Holdkeep: You can lock doors with a DC 10 + Level + Intelligence Mod lock at will Ionos: Your spells cast with an artifact have Cascade Covetholm: Once per week you may trade an artifact for a random one Bloodfane: Gain a weapon artifact of your choice that grows in power for every day it is soaked in blood, increasing its hit die by 1 Thorngarden: You may switch the enchantments of compatible artifacts Unrequited: You always know the precise location of those who steal from you Brood Tempt: You may transform into an exact but useless replica or imitation of any item at will Torch Amber: You may light or extinguish or generate up to 1 light per turn within 10*Level feet Underthroe: Requires Crimson Sigilith. You have a +2 to all rolls against the current bearer of the named artifact. Avarice Tongue: You may consume a single coin of precious metal to regain 2 HP, up to 5 coins as a half action Upgrade: Increases to 4 HP per coin Rune Hunter: You can identify the nature of spells on sight Deep Taker: Once you have cleared a dungeon, you may lock all its doors and gain a key to those doors. Within its bounds you have a +2 to all rolls and your caster level is considered one higher Glittermaster: Your number of uses per day with artifacts if multiplied by 4 Hand ov Blue Ruin: Your natural weapons bear the enchantments of all weapons in your inventory Scale Fiend: Your Enchanter Level is doubled The Gazebreaker: Your blink ranges are doubled Librarian: It takes you merely 3 turns to read any book Questlord: Requires Crimson Sigilith. When you claim the named artifact you gain 100 experience Upgrade: Raised to 250 Chainborn: You ignore shackles and bindings, mundane or magical Coffergaze: You have perfect darkvision Beastfissure: Gain a Fissure counter. Spend a counter to turn an artifact into a familiar with the same or similar properties Not Even Coffins: You can phase through walls and floors but your HP is reduced by 25% Edited by Warden~, Aug 14 2016, 11:28 AM.
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![]() "Come, Nerevar. Friend or traitor, come." -Dagoth Ur | |
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| Warden~ | Jul 29 2016, 07:04 PM Post #2 |
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Dungeon Master Extraordinaire
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Alchemy College of the Black Book Where furor met calculation, and chalk scraped across wood as steel did flesh, this Alchemy is the pursuit of duelists and masters of slaughter. A piece of chalk serving as sword, this Alchemy is concerned primarily with one and only goal: killing the other alchemist before they succeed. The Alchemy Black: Circle Breaker: Your alchemy is used as a weapon in combat. Using anything which can inscribe a mark, you may draw a Circle and its glyphs to instantly cast its spell. Circle Spells are listed as Half Actions or Full Actions, which is how long it requires to perform it. If you Dual Wield using your inscription tool, you will be able to use your other weapon normally during this. Circles are organized under Lichpetals, grand and ornate circles which must be inscribed on your chest or back for their spells to be used and of which only one may be inscribed. Lichpetals take 4 Hours to draw. Circle spells automatically succeed, but alternately, you may choose to rush them, reducing the time of their cast by one Half Action, once per turn. Rushing them has a chance of failure, rolling Dexterity against a DC of 14 for a Half Action Spell, or 17 for a Full Action Spell. Circle Spells do not need to be drawn if they were already drawn or prepared prior to their use. Circle Spells cast from and often target where they are drawn upon. Details are given with the spells. Circles can be drawn on enemies by making attacks on them as normal with your inscribing mean. A weapon with a fine point can be used for this as long as your Dexterity is 18 or higher. 2 successful attacks are needed for a Half Circle Spell, and 4 for a Full Circle Spell. You may freely delay the Spell, causing it to take effect in any number of turns or time of your choice. These spells do not provoke actions as spells normally would. Silence and countering has no effect on them. Every time you level up, choose a Lichpetal and gain a rank in every spell of it. A user may renounce other Lichpetals, gaining one of their choice as a permanent mark, and doubling the number of ranks. Changing Lichpetals does not destroy extant circles, it only prevents the creation of new ones that are not within that Lichpetal. Transmute Black (Half Circle) (Usable at any time): Targeting whatever it is cast on or something that comprises it, this spell can transform an item or state into one of your choice of the same material, within similar mass. Having this inlaid onto a simple silver cup can have it suddenly transform into a dagger as a free action, or scrawling it onto your palm, you can touch an opponent and freeze the blood and fluid in their limb, paralyzing or killing it. The Transmutation itself takes about 1 turn per 500 grams, enough to transmute an apple into a pear as a free action, or enough to transform a spear into two swords in a turn. Artistry relies on your Intuition or Charisma. You may also transmute materials into different materials at the cost of an additional half action. Kingdom Breaker (Full Circle) (Usable at any time): Inscribe on terrain, disintegrating it to any totality you choose within the radius of the circle, equating to up to 5 feet radius per Full Action. With a rank in this, you may instead create terrain inside the circle, with each rank equating to a +6 Charisma for the artistry and make of the terrain. Terrain created this way may be of any mundane materials you choose, and its creation acts at a speed that can only be evaded against a DC of 16 + number of ranks. Lotus Lichpetal Knightdom False (Full Circle): The target becomes indestructible or immune to damage and death for the remainder of the Circle’s existence, but each turn the circle is inscribed costs the Alchemist 5%, minimum 1, of their Remaining HP as unpreventable damage, lowered to 2% for items. This circle can target circles to make them indestructible. Additional ranks grant a +1 to all rolls to the target of the rune. Wax Templar (Full Circle): Inscribe on a target, occupying a space equal to a hand, arm, torso, abdomen, foot, or leg. It enables them to use any Fighting Style ability you choose upon inscribing. Resources used in the calculation are equal to 1 resource-earning sequence based on their own stats. Additional ranks increase the number of sequences for calculation by 1. These marks disappear after every combat, and reinscribing them within 4 hours causes 1d4/turn bleeding that does not heal until the 4 hour duration ends. The Quicksilver Alchemist (Full Circle): Turn a mass of metal into an equal mass of Mercury that forms into a pseudo-familiar of your choice. It equals your level, may not use spells, but is immune to all damage and hostile effects, and lasts for Level turns. These Summons use their normal profiles for actions but have +8 Speed. Multiple Summons can be created instead from a single mass. If a venomous animal is chosen as the Summon it retains its venom. A living target may be used to create the Mercurial Summon. They lose 15% of their Maximum HP unpreventably. Additional ranks extend the Summon’s level by 1. Black Salt, Black Chalk: Bearing this on your throat allows you to spit an exact copy of any potion or brew that you bear on person and gain immunity to its effects. Each time you do so, which is a Half Action that acts as a normal attack, you pay 3 HP, raised to 5 HP if you do not bear the Lotus Lichpetal. Orchid Lichpetal Alchemy of Tooth and Salt (Half): Inscribe on the target and choose a number between 2 and 20. Only one may be active on a target. Each time a roll’s natural result which the target was involved in equals a number chosen with these circles, you may change the target of the roll if there was any. If the target of the action whose roll was equaled is inscribed this way you may change the target then, too (for example, you are inscribed and chose the number 5, an enemy mage succeeds on a natural 5 casting a spell that targets you, you redirect it to them). A rank in this spell changes the number of attacks needed to apply this to an enemy with an instrument from 2 to 1, and additional ranks thereafter increase the number of numbers you may choose with a single circle by 1. If you ever reach 7 or more ranks in this spell, you are considered for all effects that account species to be a lich. Crown of Black Bindings: (Half) Draw this circle and transmute yourself into a corpse, with a 21% chance of dying. All skills are retained, the new values are used for Strength, Speed, and Dexterity, and Constitution, and the corpse’s wounds are ignored. If used to occupy the body of an animated undead, you may become a lich. This can be used on a living subject, the circle taking 4 Full Actions or 20 attacks, with the failure rate tripled. Additional ranks reduce this by 3%. Puppeteer (Half): Taking only a attack to inscribe with an instrument, or 2 by parrying, inscribe upon a limb, affecting the limb that was used to parry if parried. Once you activate the spell, you choose the movement of that limb on their next turn and the rune disappears. If used to force an attack against one’s self, it deals 25% less damage if successful. Additional ranks grant one more activation of the rune before it disappears. Disarray (Full Circle): Only affects flesh, the inscribed target deteriorates into raw compounds and carries the chain reaction through the rest of its body, a Death Attack that doesn't factor Constitution with a DC of 6 + Intuition Modifier + 1d4. Additional ranks increase this DC by 1. Apocryphal Transmuter (Full Circle): Defeated and willing targets within the circle are shapeshifted into a form of your choosing. If used to change into a larger size class, flesh material must be used to supplement the change in mass. Rose Lichpetal The Circle Rove (Half): Inscribe on a spell object or physical spell and gain control of it. Additional ranks then grant your controlled version of the spell stacking +50% to values. Summons can resist this with a roll against a DC of 10 + number of ranks. Lich Metal (Half): Inscribe a weapon or other item with a rune that grants the weapon a spell, if possible. The spells possible to engrave this way are your favored spells of your level or lower, favored spells of a mage you are in combat with of your level or lower, or any spell your level or lower of a mage who has defeated you in any combat in the past. If the rune is broken, it deals mishap damage to its wielder. Lie Scepter (Full Circle): The secret of Black Alchemy, inscribe this rune upon your body and pay 15 HP permanently to win your current current combat without condition. Each use increases the cost by stacking 5 HP. With each use you also have a 50% chance of paying an additional 5 HP. Every additional rank reduces the chance by 5%, minimum 10%. Black Gram Fire (Half): The target on which it is inscribed or in contact with the circle ignites with Intense Fire that cannot be vanquished until you decide or the circle is broken. This stacks with other fire. Binding Bite: An alternate to any Lichpetal, bearing this allows you to, as a Half Action, turn any superficial skin and flesh in your body into an indestructible black carbon that lasts for a number of turns equal to its rank. Afterwards it has a 1 turn cooldown. This reduced damage from spells that ignore invulnerability by 50% but does not affect sacrificed HP. Your movement is halved as long as your legs are covered. Ilkfire Ink: An alternate to any Lichpetal, bearing this allows you to write your Favored Spells as Full Circles and cast them from the Circle location without fail. College of the Brown Book Born in Neth to service the eternal war, the College of the Brown Book focuses purely on crafting liquids and powders whose purpose is destruction and mutilation. Teaching with no discrimination crafts of dire risk and result, this College of Alchemy is the most dangerous if proper care is not taken. Flask Throwing: Uses a normal attack profile, may replace Intuition for Dexterity, and cannot be parried. Dodging is negligible for area of effect. Rolling below 10 misses the square by 1d6*5 feet randomly. Range = Strength Modifier, minimum 2, *10 Feet Chalk and Glass: All enchantments on the equipment, materials, and device or method used to employ a potion are retained. Whenever you brew a potion, choose to permanently gain 1 HP or lose 5 HP and gain 1 Intuition. You can brew Favored Combat Spells of your level or lower as potions for 8 Hours Warbrew: Each of the following are taught by the Brown Book, and at level (retroactivates) you gain a Warbrew Trait Point. Warbrew Trait Points can be purchased for 40 Character Points. The most common form is to brew into a flask, but other methods of containment may be used at your discretion. Warbrew Traits: Fate Tosser: +2 to Flask Throwing Adds another +1 with each rank Prelude to Destruction: You can begin brewing in combat, costing only 10 Full Actions to finish. Each additional rank decreases this by 1 Full Action, minimum 4. As long as you are brewing no more than one potion you may move during the duration as well. Blue Maidenbrew: Every enemy killed with your alchemy grants you a Character Point, increased by 1 for each rank in this. The Cauldron, The Camphor: You can go safely without sleep for up to 24 hours. Every additional rank adds 12 hours to this. If you brew while having not slept for 24 hours, they are brewed with bonus Mastery equal to the number of ranks in this. Phylactery: You gain a new potion to brew. This tincture, upon your death, becomes active and remains active for 1 hour. Each rank adds 1 month to the duration. If it is drunk while active, you possess whoever drank it. Grail Spill: You can eat shattered flasks to regain 10 + 5/rank % of your missing HP. One Last Tincture: Once per 10 days you may brew a potion with 3 times its normal values. Each rank reduces this cooldown by 1 day, minimum 6 days. Until Breaketh the White Wave: You can run at half speed while throwing or using flasks. Every additional rank removes 5' worth of movement restriction from the halving effect. Warfare Eternal: Adds 2 to your Brewing Capacity Adds additional 1 Per Rank Tirade of Doomsmoke: Potion from potions you throw successively within a turn stacks +30% Damage Adds 10% Per Rank The materials required are negligible while in a city, and as many as 10 potions worth can be carried by a single person. Brewing takes one hour, and you may brew up to as many concoctions as your Brewing Capacity allows in a single hour, equal to Intuition Modifier, minimum of 1. The more you brew the more skilled you grow, and every 10 of the same potions you brew earns a Mastery Point in that potion. Spend Mastery Points to learn and improve altered versions of the original Brew. Learning a new Alteration costs 1 point, and adding further ranks in that alteration costs 1 point each as well. In addition, the base potion automatically upgrades by simply gaining Mastery. Blasting Powder Effects: 4d4 Damage (+2d4 / Mastery) Destroys non-magic terrain Area: 10’ Radius, +5’ / Mastery, Maximum 50’ Materials: 10g Sulfur, 10g Charcoal, 5g Saltpeter Alterations: Sugar Dust: As the base formula, but the explosion deals 35% less damage to allies Additional ranks further reduce damage by 5%. Maximum 60% Magnesium Embers: As the base formula, but the blast Radius is doubled, and Damage is halved Additional ranks allow you to create a new custom shape of equal squares for the area of the explosion, such as a straight line or a cone Hissfire: As the base formula, but does not add Mastery bonus damage and instead knocks back 10’ Additional ranks increase knockback by 5’ Lordfright: Brew with a number of turns in mind. Once activated, it will build in pressure for that many turns, then explode as with the base formula, dealing +50% damage for each turn the pressure built. (Max + 500%) Activating it is a half action, and the detonation occurs at the immediate start of your turn. Additional ranks add +10% damage to the turnly charge Liquid Haunting: With only a 5 foot radius, it deals no damage. Instead, it stuns for 1 turn. Each additional rank grants a +1 to the attack roll of its use Dysprosium Fire Effects: Ignites with Full Fire Water on ignited targets explodes in this fire for 4d4 damage in 10 feet Area: 5’ Radius, +5 / Mastery, Maximum 50’ Materials: 5g Dysprosium, 5g Sulfur, 5g Cinnabar, 5g Salt Alterations: The Blue Fire: Targets on fire this way take 25% more damage from Alchemy Additional ranks add additional +5% damage Heron Slaughter: Changes the fire to a potent acid with a unmodified 5’ radius that deals equal damage but also blinds for the duration of the burn, which wears off in (Dysprosium Fire Mastery) + Number of Ranks turns. Only targets in the center are blinded. Upon contact, items test against the throw roll to resist destruction. Flame of Flames: As the normal brew, but when a burning target ends a turn while within 10’ of another target they spread the fire to them. There is a 40% chance for allies to ignore this. Additional ranks increase this chance by 5%. Light of Pyre: Reduces radius to only 5’, but ignites with Intense Fire. Addition ranks add another 1d4 to the damage. Deceiver's Garden: As base formula, increasing water explosion to 7d6 damage in 25 feet Additional ranks add a d6 to the water explosion damage Sorrowfume Effects: Death Attack with a DC of Intuition Modifier + 2/Mastery, lasts 2 + Mastery turns Area: 5’ Radius, Expands by 5 + (Mastery*5, max 30)’ per turn Materials: 10g Sulfur, 10g Chlorine, 10g Acetic Acid, 5g Salt, 5g Water, 5g Carbon Alterations: Rimecloud: As the base formula, but rather than killing the targets, they are slowed by 5 feet in the smoke, and are frozen for 3 turns if they fail the save. The DC is instead Intuition Modifier*2 + Mastery + Number of Ranks in Rimecloud + 4. The area is also increased by 10 feet and expands at +5’ per number of Ranks in Rimecloud. The Ring of White Ash: The smoke pulses out in a ring 5’ + 5’ per mastery thick, across a radius of your choice, moving at a speed of 10’ per turn and applying the effect to all it crosses. Those who pass it still take 1d4 per mastery damage and gain a stacking -1 to Death Attack saves for the remainder of combat. Liturgy of Chalk: While inside the smoke you ignore the Death Attack and instead regain 5% of your missing HP per turn (minimum 1 HP). This percent is increased by 5% per rank, maximum 30%. The DC of the Death Attack is reduced by 1. Serpent of the Smoke: At detonation creates a snake of white smoke that follows the closest enemy, inflicting the Death Attack as an attack action with your Intuition to hit. If moves at a speed of 10 feet per base movement, and once its target dies it will pursue the then nearest target, to a maximum of Intuition Modifier targets. Additional ranks spawn additional snakes. Tower of Tears Does not expand, uses a base area of 5’ + 5’ per rank, but does remains in play indefinitely. The DC is increased by rank. Vapor Veil Effects: A dense smoke that blocks all vision Area: 20’ Radius + 10’ / Mastery, expands by 5’ / Mastery per turn, lasts 2 + Mastery turns Materials: 20g Water, 10g Sulfur, 10g Carbon Alterations: Harbinger Brew: As the normal brew, but upon impact any of your party who possess a blink ability may use or attempt it to anywhere in the area of the veil. Additional Ranks grant a +1 to all rolls regarding these blink abilities. Mist of Marrow: Upon impact it spreads into a line in a direction of your choice, 20’ + 5’ per rank long, that lasts indefinitely. Each turn you may add another 2 squares of mist per rank on any point of the wall. This also blocks hearing. Abyssal Nimbus: As normal, but and your allies may use anywhere in the radius of the smoke as the origin of your spells, abilities, and attacks. Additional ranks extend the duration of the smoke by one turn. Glimmer of Mist: Targets in the veil are healed for 10% + 5% / Rank of their total HP each turn Crystal Haze: As the normal brew, but your vision is not obscured by the smoke and neither is any ally’s whose Intelligence is equal or higher to 14. Additional ranks grant you and allies +5’ per rank additional base movement through the smoke. Catatonia Effects: 1 Flask Contains 3 Uses Blown in a cone, a dark dust that induces sleep against a DC of Mastery + Intuition Modifier + 4. Passed saves slow the targets by 5 feet per Mastery for 1 + Mastery turns. The sleep is light and the target is easily woken. Area: 20’ long and 5’ wide, both extended by 5’ per Mastery Materials: 5g Carbon, 5g Salt, 5g Water, 5g Lithium, 10g Chlorine, 5g Iodine Alterations: The Tincture of Unwaking: Rather than affecting a cone, it only targets a single person, but the DC is now Ranks*2 + Intuition Modifier*2 + 10 This can be applied to ammunition Violent Dust of Dusk: Every target in the cone raises the DC by 1 This 1 is increased by 1 per Rank Blue Turpentine: Does not induce sleep, but slows for 10’ + 5’ per Mastery, for 3 + number of ranks turns, and width is doubled. Slowed targets are not affected by disable clears and the slow always lasts the duration, even ignoring invulnerability Everlasting Rest: 1 Flask now contains 5 + number of Ranks uses, and if you choose, you may heal targets affected by the sleep for 50% of their max HP. The sleep becomes deeper and much harder to wake from. Dreamghast: Instead of affecting a cone, blowing the powder sembles it into a swirling ethereal chimera that hunts an individual of your choosing, up to 50 miles away, at twice their speed. Once it reaches them it makes an attack with a 4 + Intuition Modifier + Ranks*2, that if successful induces sleep for 2 + Ranks*2 Hours that cannot be woken from Chains of Unmaking Effects: Dispels, 3 + Mastery + INT Modifier These can be thrown as a Counterspell Area: 10’ + 5’ / Mastery Materials: 10g Salt, 10g Water, 10g Iodine, 10g Nitrogen Alterations: Salt of Green Cinders: Only affects spells 3 levels lower than normal, but traps the spell in the Flask for reuse if possible. Each additional rank adds a level to the level of spell that can be affected this way. Shivergheist: The impact does not dispel but leaves an aura in 10 + 5’ per rank that silences. Black Vinegars: You gain permanent HP equal to the dispelled spell’s level + rank, but brewing this potion requires an animal sacrifice. Languor Wish: If used as a counterspell, you may instead of dispelling it choose a new target for the spell if possible. Each additional rank adds a 1 to the throw if used as a counterspell. Spilt Nightmare: Upon taking, choose an animal. It is level 2 + rank and is conjured ethereally at the impact. It is unbound but not hostile to your party Mixtures Mixing base formulas produces the following positions. Mixing takes 2 Full Actions. Blasting Powder and Dysprosium Fire Nolflame: Spread in a circle around you, as long as you remain in the circle and hold something flaming on person, you have perfect spell reflect. Blasting Powder and Sorrowfume Chasm the Ensorceled: Single target potion that deals 1 unpreventable damage, doubling with each successive hit without missing. Blasting Powder and Vapor Veil Lancer Mist: Creates an area of 40 feet that blocks vision of only those inside and attempts to counter their spells, using your Intuition. If countered, they take 1d4*Level damage. Blasting Powder and Catatonia Spitting Doomflame: As the Catatonia range, but ignites with intense fire that also removes the target’s ability to make sound. Blasting Powder and Chains of Unmaking Black Rings of Binding: As Chains of Unmaking, but if a spell is dispelled, it also dispels all other active spells of the origin mage. Dysprosium Fire and Sorrowfume Pale Sarcophagus: Ignites the target with a fire that deals no damage but kills them in a number of turns equal to their Constitution modifier times 3, minimum 5. Dysprosium Fire and Vapor Veil Wingbirch: A single struck target is lit with full fire and all magical effects on them are suppressed for as long as the fire lasts. Dysprosium Fire and Catatonia Last Nightmare: Targets who are sleeping become paralyzed for as long as you choose, up to 48 hours. Dysprosium Fire and Chains of Unmaking The Chains of Dark Harbor: Targets struck by the impact are ignited with partial fire and chained in place until they pass a turn without casting a spell Sorrowfume and Vapor Veil Wayrest Plunder: Spends 3 hours filling a room with an invisible and very faint smelling version of Sorrowfume Sorrowfume and Catatonia Stillbirth: Sorrowfume and Chains of Unmaking Eden’s Claim: Instantly kills a summon Vapor Veil and Catatonia Whisper Whimper: Turns all targets invisible in a 50 foot radius for up to 9 hours who take no hostile action, easily concealing a camp to hide from those who search for you. Vapor Veil and Chains of Unmaking Chain of Vapor: The mage who is stricken and the mage who threw the potion begin a contest, taking turns, starting with the stricken mage, casting combat spells. One may only cast higher or equal level spells. When one mage fails a roll, they are targeted by every damage dealing spell in this cascade, cast instantly. Chains of Unmaking and Catatonia Crescent Calling: Open the flask and release a blue crescent in the direction that acts as an attack with a +Intuition Modifier. If it hits, it takes away the target’s magic as it returns to the bottle. They lose their magic until the bottle shatters or is opened, but holding the body on one’s person causes a random spell of that magic to cast and target the holder each turn. Flask Types Glass Flask Shatters on Impact Cage Flask Shatters after 3 bounces, equal in distance to the throw Acid Gated Flask Shattes after a 2 turn delay Silver Flask Does not shatter if you miss the throw Chalk Scrawled Flask The Flask impact deals 1d6 + Bonus Damage Iron Flask Has a 20% chance of not shattering on use, but only a 10% chance to shatter unintentionally Dissenter Flask Rolls 15’ per turn and shatters at a location you choose before rolling Edited by Warden~, Aug 14 2016, 06:29 PM.
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9:46 AM Jul 11