Vessel: Difference between revisions

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|Gain Energy Theft.
|Gain Energy Theft.


* <u>Energy Theft</u> After you use Cancel Spell, you deal +1d4 Psychic damage on your first spell or chant attack each turn, if that spell or chant already deals damage and only targets one creature. This lasts for 1 minute.
* <u>Energy Theft</u>: After you use Cancel Spell, you deal +1d4 Psychic damage on your first spell or chant attack each turn, if that spell or chant already deals damage and only targets one creature. This lasts for 1 minute.
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
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|'''Energy Theft II'''
|'''Energy Theft II'''
|Energy Theft
|Energy Theft
|Energy Theft works on All Spell/Chant attacks that deal damage and only target one creature.
|Energy Theft works on all Spell/Chant attacks that deal damage and only target one creature.
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
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|'''Stamina Theft II'''
|'''Stamina Theft II'''
|Stamina Theft
|Stamina Theft
|(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.  
|When you use Cancel Spell, you may use Stamina Theft.  
 
* <u>Stamina Theft</u>: (2/Rest) The target creature loses 1 AP or 1 Monster Action. Gain +2 additional AP at the start of your next turn. You regain all expended uses when you Take a Rest.
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
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|'''Essence Siphon'''
|'''Essence Siphon'''
|Cancel Spell III
|Cancel Spell III
Incompatible: Crackling Field
<u>Incompatible</u>: Crackling Field
|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''
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|'''Essence Siphon'''
|'''Essence Siphon'''
|Cancel Spell III
|Cancel Spell III
Incompatible: Essence Siphon
<u>Incompatible</u>: Essence Siphon
|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):  
* <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
** Occult Magic
** Divine Magic
** Divine Magic
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** “Surge of Vitality” Ability
** “Surge of Vitality” Ability
** Divine Icon Aura
** Divine Icon Aura
You regain all expended uses when you Take a Rest.
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
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|'''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
|You can use Energy Siphon multiple times: (1/2 INT/Rest). You regain all expended uses when you Take a Rest.
(1/2 INT/Rest) When you use Energy Siphon, you may increase the maximum Essence to 25.
(1/Rest) When you use Energy Siphon, you may increase the maximum Essence to 25.  
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
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|'''Essence Hoard'''
|'''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.  
|You are unparalleled in the art of drawing arcane energy out of objects and into yourself.  
(1/Month) You can make an effect from an item with 15 or fewer Essence permanent on you after siphoning it.  
(1/Rest) 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.)


* <u>Level 30</u> While you are still living, a portion of your soul fractures out of your body as a physical magical item with 25 Essence. Its particular abilities are up to your MC, and its unique appearance is up to you.
* <u>Level 30</u>: While you are still living, a portion of your soul fractures out of your body as a physical magical item with 25 Essence. Its particular abilities are up to your MC, and its unique appearance is up to you.
|''Vessel, Planar Thievery, Capstone''
|''Vessel, Planar Thievery, '''Capstone'''''
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|'''Crackling Field  III'''
|'''Crackling Field  III'''
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|'''Crackling Miasma'''
|'''Crackling Miasma'''
|Prerequisites: Crackling Field III
|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 provides you (+2 per ability used).  
|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.  
(1/Rest) 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.
 
* <u>Level 30</u>: The final cap for your INT increases from 12 to 14.
* <u>Level 30</u> The final cap for your INT increases from 12 to 14.
|''Vessel, Planar Thievery, '''Capstone'''''
|''Vessel, Planar Thievery, Capstone''
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