Oracle: Difference between revisions

Jump to navigation Jump to search
308 bytes added ,  30 November 2023
Primeval Darkness Chart
(Druid Track formatting)
(Primeval Darkness Chart)
Line 71: Line 71:
|'''Wyrd Wood II'''
|'''Wyrd Wood II'''
|Wyrd Wood
|Wyrd Wood
|Choose 1-2 additional primal chants and 1-2 additional primal spells to gain Dark Power, choosing their effects from the ''Primeval Darkness Chart''  below. If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10.
|Choose 1-2 additional primal chants and 1-2 additional [[Primal Spells|primal spells]] to gain Dark Power, choosing their effects from the ''Primeval Darkness Chart''  below. If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10.
Whenever you spend SP on a spell with the Dark Power tag in combat, you may choose an ally within 30 ft of you that you can see to gain 1d8 [[Shield]] HP as you draw negative energy into yourself.
Whenever you spend SP on a spell with the Dark Power tag in combat, you may choose an ally within 30 ft of you that you can see to gain 1d8 [[Shield]] HP as you draw negative energy into yourself.
|''Oracle, Druid, Occult''
|''Oracle, Druid, Occult''
Line 190: Line 190:
|-
|-
|'''Abrasive Chant'''
|'''Abrasive Chant'''
|Chant that deals [[damage]]
|''Chant that deals [[damage]]''
|Gain TA on the attack roll. Dark Power: You suffer the damage instead.
|Gain [[Tactical Advantages|TA]] on the attack roll.  
 
* <u>Dark Power</u>: You suffer the damage instead.
|-
|-
|'''Pashak Nurturance'''
|'''Pashak Nurturance'''
|Chant that does not deal damage  
|''Chant that does not deal damage''
|If you do not suffer Dark Power, you become Protected until the end of your next turn. Dark Power: Roll for Dark Power. On a roll of 5 or lower, you suffer 1d6 necrotic damage. If this had the Nature or Weather tag, then the nature in the area withers a little or the weather grows sour and corrupt.
|If you do not suffer Dark Power, you become Protected until the end of your next turn.  
 
* <u>Dark Power</u>: Roll for Dark Power. On a roll of 5 or lower, you suffer 1d6 necrotic damage. If this had the Nature or Weather tag, then the nature in the area withers a little or the weather grows sour and corrupt.
|-
|-
|'''Wyrd Chant'''
|'''Wyrd Chant'''
|Chant that imposes negative condition
|''Chant that imposes negative condition''
|Gain TA on the attack roll. Dark Power: You suffer the condition for the written duration instead.
|Gain [[Tactical Advantages|TA]] on the attack roll.  
 
* <u>Dark Power</u>: You suffer the condition for the written duration instead.
|-
|-
|'''Dark Faerie’s Gambit'''
|'''Dark Faerie’s Gambit'''
|Chant that targets an ally  
|''Chant that targets an ally''
|Extend the duration by 1 round if successful. Dark Power: Roll for Dark Power. On a roll of 5 or lower, you instead deal 1d4 psychic damage to your ally and yourself.
|Extend the duration by 1 round if successful.  
 
* <u>Dark Power</u>: Roll for Dark Power. On a roll of 5 or lower, you instead deal 1d4 psychic damage to your ally and yourself.
|-
|-
|'''Abrasive Spell'''
|'''Abrasive Spell'''
|Spell that deals damage to one creature
|''Spell that deals damage to one creature''
|Gain TA on the attack roll. Dark Power: You suffer the damage instead.
|Gain [[Tactical Advantages|TA]] on the attack roll.  
 
* <u>Dark Power</u>: You suffer the damage instead.
|-
|-
|'''Wrath of the Ashyidir'''
|'''Wrath of the Ashyidir'''
|Spell that deals AOE damage  
|''Spell that deals AOE damage''
|Gain TA on the attack roll. Dark Power: You cast the spell and it is centered on you.
|Gain [[Tactical Advantages|TA]] on the attack roll.  
 
* <u>Dark Power</u>: You cast the spell and it is centered on you.
|-
|-
|'''Wyrd Spell'''
|'''Wyrd Spell'''
|Spell that imposes a negative condition
|''Spell that imposes a negative condition''
|Gain TA on the attack roll. Dark Power: You suffer the condition for the written duration instead.
|Gain [[Tactical Advantages|TA]] on the attack roll.  
 
* <u>Dark Power</u>: You suffer the condition for the written duration instead.
|-
|-
|'''Wyrd Reconstruction'''
|'''Wyrd Reconstruction'''
|Spell that heals If successful
|''Spell that heals If successful''
|The spell adds additional healing equal to 1⁄2 your LUCK. Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower,
|The spell adds additional healing equal to 1⁄2 your LUCK.  
the spell deals necrotic damage equal to the amount it would have healed.
 
* <u>Dark Power</u>: Roll 1d20 for Dark Power. On a roll of 5 or lower, the spell deals necrotic damage equal to the amount it would have healed.
|-
|-
|'''Shibmar Attunement'''
|'''Shibmar Attunement'''
|Spell that targets self or an ally and doesn’t heal
|''Spell that targets self or an ally and doesn’t heal''
|If successful, the target gains +5 ft speed and TA for the duration. Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower, the Shibmar Conclave is angry that you stole power from it. For the next 24 hours, beasts and monstrosities are likely to treat you with hostility as they are supernaturally aware of your transgressions.
|If successful, the target gains +5 ft speed and [[Tactical Advantages|TA]] for the duration.  
 
* <u>Dark Power</u>: Roll 1d20 for Dark Power. On a roll of 5 or lower, the Shibmar Conclave is angry that you stole power from it. For the next 24 hours, beasts and monstrosities are likely to treat you with hostility as they are supernaturally aware of your transgressions.
|-
|-
|'''Chaotic Commune'''
|'''Chaotic Commune'''
|Spell that summons  
|''Spell that summons''
|The creature you can summon with this spell can be 1 ML higher than normal. Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower, instead of summoning the creature you intended, you summon a fiend or eldritch creature of the MC’s choice that has an ML equal to or less than the creature you would have summoned. It is hostile to you and your allies.
|The creature you can summon with this spell can be 1 ML higher than normal.  
 
* <u>Dark Power</u>: Roll 1d20 for Dark Power. On a roll of 5 or lower, instead of summoning the creature you intended, you summon a fiend or eldritch creature of the MC’s choice that has an ML equal to or less than the creature you would have summoned. It is hostile to you and your allies.
|}
|}


Navigation menu