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|Shadow Step | |Shadow Step | ||
|You ignore TD that would be imposed by attacking a creature with the Concealed condition. | |You ignore TD that would be imposed by attacking a creature with the Concealed condition. | ||
When you start your turn in dim light, if you had at least 1 AP that you carried over from your previous turn, gain +2 to all of your defenses until the start of your next turn. When you start your turn in darkness and had at least 1 AP that you carried over from your previous turn, gain +1 Sneak Attack die (1d6 if you previously had none). You can apply Sneak Attack damage to a creature that you hit with a melee attack with a light weapon if you had TA against the target and no TD. You may do this once per turn. | When you start your turn in dim light, if you had at least 1 AP that you carried over from your previous turn, gain +2 to all of your defenses until the start of your next turn. | ||
When you start your turn in darkness and had at least 1 AP that you carried over from your previous turn, gain +1 Sneak Attack die (1d6 if you previously had none). | |||
You can apply Sneak Attack damage to a creature that you hit with a melee attack with a light weapon if you had TA against the target and no TD. You may do this once per turn. | |||
|''Vampire, Dark Lord'' | |''Vampire, Dark Lord'' | ||
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|Children of the Night or Lurk | |Children of the Night or Lurk | ||
|You gain access to a curated set of magical abilities as a vampire. Choose a number of cantrips, chants, or spells equal to your END (min 1) from the following list. You initially know a number of magical abilities equal to your END (min 1), so if your END changes, you learn or forget one accordingly. You can cast cantrips and chants that you know from this list any number of times, and their Power Level is 1. | |You gain access to a curated set of magical abilities as a vampire. Choose a number of cantrips, chants, or spells equal to your END (min 1) from the following list. You initially know a number of magical abilities equal to your END (min 1), so if your END changes, you learn or forget one accordingly. You can cast cantrips and chants that you know from this list any number of times, and their Power Level is 1. | ||
Gain Innate Casting. | Gain Innate Casting. | ||
Any magical abilities you learn in this way are considered occult. | * '''Innate Casting (CHA/Rest).''' You can cast any spells you know from this list without spending SP, but cannot upcharge them. Any magical abilities you learn in this way are considered occult. | ||
'''Arcane Cantrips:''' Frostbite, Grave Whisper, Signature | '''''Arcane Cantrips:''''' Frostbite, Grave Whisper, Signature | ||
'''Occult Chants:''' Cultic Revenge, Eldritch Orb, Forked Tongue, Mesmerize, Nick, Shadow Knife, Sickening Gaze, Sonorous Voice, Withering Grasp | '''''Occult Chants:''''' Cultic Revenge, Eldritch Orb, Forked Tongue, Mesmerize, Nick, Shadow Knife, Sickening Gaze, Sonorous Voice, Withering Grasp | ||
'''Primal Chants:''' Catclaw, Charm Creature, Fleetfoot, Foreboding Menace, Mist | '''''Primal Chants:''''' Catclaw, Charm Creature, Fleetfoot, Foreboding Menace, Mist | ||
'''Arcane Spells:''' Decay, Flay, Frost Beam, Minor Illusion, Seal/Unseal, Sense Magic | '''''Arcane Spells:''''' Decay, Flay, Frost Beam, Minor Illusion, Seal/Unseal, Sense Magic | ||
'''Occult Spells:''' Darkness, Hex of Hemophilia | '''''Occult Spells:''''' Darkness, Hex of Hemophilia | ||
'''Primal Spells:''' Cornered Frenzy, Creeping Fear, Hunter's Quarry, Nighteye | '''''Primal Spells:''''' Cornered Frenzy, Creeping Fear, Hunter's Quarry, Nighteye | ||
'''Psionic Spells:''' Jump, Minor Telepathy, Morph Features | '''''Psionic Spells:''''' Jump, Minor Telepathy, Morph Features | ||
|''Vampire, Dark Lord'' | |''Vampire, Dark Lord'' | ||
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|Shapeshift II | |Shapeshift II | ||
|When you summon creatures, you may choose more powerful monsters, choosing from the original options or from: | |When you summon creatures, you may choose more powerful monsters, choosing from the original options or from: | ||
1 Dire Bat (Stats of [[Screech Owl]]) | * 1 [[Dire Wolf]] | ||
* 1 Dire Bat (Stats of [[Screech Owl]]) | |||
Children of the Night becomes 3/Rest, but only one use of it can be active at once. | Children of the Night becomes 3/Rest, but only one use of it can be active at once. | ||
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|'''Shadow Step II''' | |'''Shadow Step II''' | ||
|Lurk II | |Lurk II | ||
|Shadow Step becomes HP equal to | |Shadow Step becomes HP equal to 1⁄2 the SP you would spend if you both start and end your movement within darkness. | ||
|''Vampire, Dark Lord'' | |''Vampire, Dark Lord'' | ||
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Add the following spells to the list of magical abilities you can learn using Innate Magic. Each of these spells expend 2 uses of your Innate Casting when used. | Add the following spells to the list of magical abilities you can learn using Innate Magic. Each of these spells expend 2 uses of your Innate Casting when used. | ||
'''Arcane Spells:''' Fly, Locate Magic, Raise Skeleton | '''''Arcane Spells:''''' Fly, Locate Magic, Raise Skeleton | ||
'''Occult Spells:''' Grasp of Bones, Silence | '''''Occult Spells:''''' Grasp of Bones, Silence | ||
'''Primal Spells:''' Feast for Crows, Mist of the Everwilds, Wall of Briars | '''''Primal Spells:''''' Feast for Crows, Mist of the Everwilds, Wall of Briars | ||
'''Psionic Spells:''' Blur, Far Sense | '''''Psionic Spells:''''' Blur, Far Sense | ||
|''Vampire, Dark Lord'' | |''Vampire, Dark Lord'' | ||
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Each of these spells expend 3 uses of your Innate Casting when used. | Each of these spells expend 3 uses of your Innate Casting when used. | ||
'''Arcane Spells:''' Ice Fan, Mask, Minor Teleportation, Raise Death Soldier | '''''Arcane Spells:''''' Ice Fan, Mask, Minor Teleportation, Raise Death Soldier | ||
'''Occult Spells:''' Borrowed Strength | '''''Occult Spells:''''' Borrowed Strength | ||
'''Primal Spells:''' Carnage, Polymorph, Terror | '''''Primal Spells:''''' Carnage, Polymorph, Terror | ||
'''Psionic Spells:''' Hasten | '''''Psionic Spells:''''' Hasten | ||
|''Vampire, Dark Lord'' | |''Vampire, Dark Lord'' | ||
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|Innate Magic IV | |Innate Magic IV | ||
|When you start your turn in dim light or darkness, gain +1 AP. Hostile creatures within 30 ft of you are Demoralized. | |When you start your turn in dim light or darkness, gain +1 AP. Hostile creatures within 30 ft of you are Demoralized. | ||
'''''Level 30:''''' When you start your turn in dim light or darkness with at least 1 AP that you carried over from your previous turn, gain Iron Will, Steel Mind, and Regen 5. | * '''(1/Recoup)''' When you use your Crimson Drink on a creature that has SP or can innately cast spells, you regain +2 expended Innate Casts.) | ||
* '''''Level 30:''''' When you start your turn in dim light or darkness with at least 1 AP that you carried over from your previous turn, gain Iron Will, Steel Mind, and Regen 5. | |||
|''Vampire, Dark Lord, '''Capstone''''' | |''Vampire, Dark Lord, '''Capstone''''' | ||
|} | |} | ||