Vessel: Difference between revisions

Jump to navigation Jump to search
66 bytes added ,  29 November 2023
no edit summary
No edit summary
No edit summary
Line 193: Line 193:
|'''Cancel Spell'''
|'''Cancel Spell'''
|Vessel Entry
|Vessel Entry
|(2/Rest) You can use the Cancel Spell ability. This ability counts as an Occult spell for the purpose of any abilities that interact with or reference spells.  
|(2/Rest) You can use the Cancel Spell ability. This ability counts as an Occult spell for the purpose of any abilities that interact with or reference spells.
Cancel Spell
 
Occult, Spell, Warding
* Cancel Spell
APC: 2 Reactive AP, which you spend when another creature within range casts a spell
** ''Occult, Spell, Warding''
Range: 60 ft
** APC: 2 Reactive AP, which you spend when another creature within range casts a spell
Requires: Visual, LoE
** Range: 60 ft
Duration: Instantaneous
** Requires: Visual, LoE
Make a magic attack roll; the caster who triggered this spell does the same. If they are Divine or [[Arcane]], you add +2. If
** Duration: Instantaneous
they are [[Primal]] or [[Psionic]], they add +2. If you roll higher, the triggering caster’s spell fails, they do not spend SP, and you regain 2d6 SP. If you roll lower, then their spell succeeds and you lose 2d6 SP.
** Make a magic attack roll; the caster who triggered this spell does the same. If they are Divine or [[Arcane]], you add +2. If they are [[Primal]] or [[Psionic]], they add +2. If you roll higher, the triggering caster’s spell fails, they do not spend SP, and you regain 2d6 SP. If you roll lower, then their spell succeeds and you lose 2d6 SP.
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
|-
|-
Line 218: Line 218:
|'''Cancel Spell II'''
|'''Cancel Spell II'''
|Energy Theft II
|Energy Theft II
|Cancel Spell recharges 1⁄2 INT/Rest. When you cancel a spell, you can then cast that spell 1 time before the next time you use Cancel Spell, spending the spell’s normal SP.
|Cancel Spell recharges 1/2 INT/Rest. When you cancel a spell, you can then cast that spell 1 time before the next time you use Cancel Spell, spending the spell’s normal SP.
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
|-
|-
Line 228: Line 228:
|'''Stamina Theft II'''
|'''Stamina Theft II'''
|Stamina Theft
|Stamina Theft
|When you use Cancel Spell, you may use Stamina Theft. Stamina Theft. The target creature loses 1 AP or 1 Monster Action. Gain +2 additional AP at the start of your next turn. (2/Rest)
|(2/Rest) When you use Cancel Spell, you may use Stamina Theft. Stamina Theft. The target creature loses 1 AP or 1 Monster Action. Gain +2 additional AP at the start of your next turn.  
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
|-
|-
Line 241: Line 241:
|You can drain the Essence from a magical item, using the Siphon ability.
|You can drain the Essence from a magical item, using the Siphon ability.


* <u>Siphon</u> (1/Rest) Touch a magic item that has 10 or fewer Essence and make Arcana check. The DC = the item’s Essence +1d6. If you hit, it loses all magical properties. Gain SP equal to 1⁄2 the item’s Essence and gain the item’s properties until you Take a Rest.  
* <u>Siphon</u> (1/Rest) Touch a magic item that has 10 or fewer Essence and make Arcana check. The DC = the item’s Essence +1d6. If you hit, it loses all magical properties. Gain SP equal to 1/2 the item’s Essence and gain the item’s properties until you Take a Rest.
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
|-
|-
Line 249: Line 249:
|You can mix your multiple sources of power together to great effect. On your turn, you may use the Crackling Field ability.
|You can mix your multiple sources of power together to great effect. On your turn, you may use the Crackling Field ability.


* <u>Crackling Field</u> (1⁄2 INT/Rest). Once on your turn, for each of the following abilities that you have used this turn, your Mental defenses increase by +1 until the end of your next turn (this costs 0 AP): Occult Magic Divine Magic Primal Magic Psionic Magic [[Arcane Magic]] “Surge of Magic” Ability “Surge of Energy” Ability “Surge of Vitality” Ability Divine Icon Aura
* <u>Crackling Field</u> (1/2 INT/Rest). Once on your turn, for each of the following abilities that you have used this turn, your Mental defenses increase by +1 until the end of your next turn (this costs 0 AP):  
** Occult Magic
** Divine Magic
** Primal Magic
** Psionic Magic  
** [[Arcane Magic]]
** “Surge of Magic” Ability
** “Surge of Energy” Ability
** “Surge of Vitality” Ability
** Divine Icon Aura
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
|-
|-
Line 259: Line 268:
|'''Stamina Theft III'''
|'''Stamina Theft III'''
|Energy Theft III
|Energy Theft III
|Stamina Theft recharges 1⁄2 INT/Rest.
|Stamina Theft recharges 1/2 INT/Rest.
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
|-
|-
Line 284: Line 293:
|'''Essence Siphon III'''
|'''Essence Siphon III'''
|Cancel Spell V, Essence Siphon II
|Cancel Spell V, Essence Siphon II
|(1/Rest) You can use Energy Siphon multiple times: 1⁄2 INT/Rest. When you use Energy Siphon, you may increase the maximum Essence to 25.  
|(1/Rest) You can use Energy Siphon multiple times
(1/2 INT/Rest) When you use Energy Siphon, you may increase the maximum Essence to 25.
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
|-
|-
|'''Essence Horad'''
|'''Essence Hoard'''
|Essence siphon III
|Essence Siphon III
|(1/Rest) You are unparalleled in the art of drawing arcane energy out of objects and into yourself. Energy Siphon becomes a max of 35 Essence. (1/Month) You can make an effect from an item with 15 or fewer Essence permanent on you after siphoning it.  
|(1/Rest) You are unparalleled in the art of drawing arcane energy out of objects and into yourself. Energy Siphon becomes a max of 35 Essence.  
(1/Month) You can make an effect from an item with 15 or fewer Essence permanent on you after siphoning it.  
When you die, your soul becomes a set of physical, embodied crystalline shards that have magical properties of the MC’s choosing. (This will reflect the abilities you gathered over your lifetime.)
When you die, your soul becomes a set of physical, embodied crystalline shards that have magical properties of the MC’s choosing. (This will reflect the abilities you gathered over your lifetime.)


Line 297: Line 308:
|'''Crackling Field  III'''
|'''Crackling Field  III'''
|Cancel Spell V, Crackling Field II
|Cancel Spell V, Crackling Field II
|Crackling Field recharges 1⁄2 INT/Recoup. Crackling Field also increases your AR.
|Crackling Field recharges 1/2 INT/Recoup. Crackling Field also increases your AR.
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
|-
|-
|'''Crackling Miasma'''
|'''Crackling Miasma'''
|Prerequisites: Crackling Field III
|Prerequisites: Crackling Field III
|(1/Rest) Your capacity to blend the Essence of many different powers and magical sources make you a terrifying, but highly sought after, instructor in the ways of magic. Crackling Field recharges INT/Recoup. You may double the bonus that Crackling Field providesyou (+2 per ability used).  
|(1/Rest) Your capacity to blend the Essence of many different powers and magical sources make you a terrifying, but highly sought after, instructor in the ways of magic. Crackling Field recharges INT/Recoup. You may double the bonus that Crackling Field provides you (+2 per ability used).  
When you die, your crackling field explodes. All allies within 40 ft of you regain 4d10 HP, all enemies within 20 ft take 4d10 psychic damage.
When you die, your crackling field explodes. All allies within 40 ft of you regain 4d10 HP, all enemies within 20 ft take 4d10 psychic damage.


Line 359: Line 370:
|'''Surge of Magic II'''
|'''Surge of Magic II'''
|Cracked Soul
|Cracked Soul
|Surge of Magic becomes 1d6. When you start your turn with any Death Points, you can do this without expending a use of Surge of Magic. (1/Rest)
|(1/Rest) Surge of Magic becomes 1d6. When you start your turn with any Death Points, you can do this without expending a use of Surge of Magic.  
|''Vessel, Soul Graft''
|''Vessel, Soul Graft''
|-
|-
|'''Surge of Vitality IV'''
|'''Surge of Vitality IV'''
|Surge of Magic II
|Surge of Magic II
|Surge of Vitality becomes 1d8+CHA HP. It can also remove 1 Death Point. (2/Rest)
|(2/Rest) Surge of Vitality becomes 1d8+CHA HP. It can also remove 1 Death Point.  
|''Vessel, Soul Graft''
|''Vessel, Soul Graft''
|-
|-
Line 374: Line 385:
|'''Occult Vitality'''
|'''Occult Vitality'''
|Surge of Energy III
|Surge of Energy III
|Gain Occult Vitality.
|Gain the Occult Vitality ability.
''Occult Vitality''' 2 AP: spend X SP to gain X HP. (2/Rest)
 
* <u>Occult Vitality</u> ''(2/Rest)'' 2 AP: spend X SP to gain X HP.  
|''Vessel, Soul Graft''
|''Vessel, Soul Graft''
|-
|-

Navigation menu