Elemental Skills
1.0 Pyromancy, Heliomancy, and Magmamancy Skills
2.0 Electromancy
3.0 Geomancy
4.0 Hydromancy, Cryomancy, Vitriomancy, and Venomancy Skills
5.0 Aeromancy
6.0 Hemomancy
2.0 Electromancy
3.0 Geomancy
4.0 Hydromancy, Cryomancy, Vitriomancy, and Venomancy Skills
5.0 Aeromancy
6.0 Hemomancy
Elementalist Skill Table
Elementalist skills have to do with several elemental skills at once.
Name | Skill Tags | Skill Point Cost | Mana Cost | Prerequisites | Action Cost | Effect |
---|---|---|---|---|---|---|
Elementalist | Offensive, Magical |
5 | N/A | N/A | Passive | Gain the skills Aeromancy, Cryomancy, Electromancy, Geomancy, Hydromancy, Pyromancy, and Vitriomancy. |
1.0 Pyromancy, Heliomancy, and Magmamancy Skills
Pyromancy Skills have to do with magically manipulating or creating fire.
Heliomancy Skills have to do with magically harnessing or creating sunlight.
Magmamancy Skills have to do with magically manipulating or creating magma.
Heliomancy Skills have to do with magically harnessing or creating sunlight.
Magmamancy Skills have to do with magically manipulating or creating magma.
Name | Skill Tags | Skill Point Cost | Mana Cost | Prerequisites | Action Cost | Effect |
---|---|---|---|---|---|---|
Pyromancy | Offensive, Magical, Pyromancy |
1 | N/A | N/A | Passive | You may choose to deal Fire Damage instead of Arcane Damage with the Skills Arcane Aura, Arcane Beam, Arcane Blast, Arcane Bolt, Arcane Mine, Arcane Pillar, Arcane Sphere, Arcane Strike, and Arcane Weapon. |
Heliomancy | Offensive, Magical, Heliomancy | 1 | N/A | N/A | Passive | You may choose to deal Fire Damage instead of Arcane Damage with the Skills Arcane Aura, Arcane Beam, Arcane Blast, Arcane Bolt, Arcane Mine, Arcane Pillar, Arcane Sphere, Arcane Strike, and Arcane Weapon. If you do, also deal Solar Damage as a Tertiary Damage Type. Any creature which is vulnerable to Solar Damage which is reduced to 1 or fewer HP by this Skill is turned to ash. |
Magmamancy | Offensive, Magical, Magmamancy | 1 | N/A | Pyromancy, Geomancy | Passive | You may choose to deal Magma Damage instead of Arcane Damage with the skills Arcane Aura, Arcane Beam, Arcane Blast, Arcane Bolt, Arcane Mine, Arcane Pillar, Arcane Sphere, Arcane Strike, and Arcane Weapon as long as you have a source of (solid or liquid) earth or stone to attack with within 30ft. The source of earth or stone is not consumed when you use it to attack with this Skill. |
Hellfire | Offensive, Magical, Unholy, Pyromancy |
1 | N/A | Oath of the Damned, or have the Demonic Creature Type | Passive | When you deal fire damage, you may choose for it to deal half fire damage, and half Unholy damage. |
Manipulate Flames | Magical, Pyromancy |
1 | 2* | N/A | Primary or Defensive | Quell Flames: Reduce the size of one fire within 7 Spaces by 1 Space per 2 Mana you spend to activate this Skill, or reduce the HP of a creature made of fire by 4 per 2 Mana you spend to activate this Skill. Control Flames: Control 1 Space of flames, per 2 Mana you spent to activate this Skill, within 7 Space, stopping them from spreading, or causing them to spread, or moving a creature made of fire in any direction. |
Cool Magma | Magical, Magmamancy | 1 | 5 | 2 Pyromancy Skills, or Magmamancy | Primary or Defensive | Turn a single Space of magma to stone. This Skill Staggers a creature made of magma. Staggered: You cannot use two chosen actions, which you choose and would otherwise be able to use. |
Fire Eater | Defensive, Magical , Pyromancy |
1 | 3 | 1 Pyromancy Skill | Extra Action | Put out a single space of flames (or an Ignited target) within 6 spaces. Passive: When you put out a fire, you may choose to absorb the flames into your body, healing 1d6+Magic You may choose for activating this Skill to count as eating an Edible Meal (in addition to its normal effects). Edible Meal: Gain +7 Mana. A decent snack, but not a great meal. If your character eats nothing but Edible or worse Meals for two days, your character won't eat another Edible or worse Meal until they are Starving or Drunk. |
Photosynthesis | Defensive, Magical , Heliomancy | 4 | N/A | Heliomancy | Passive | Gain the Racial Bonus Photosynthesis. Photosynthesis: Being exposed sunlight for 4 hours (even nonconsecutively) may count as a Palatable Meal. This does nothing to alter your usual digestion of foods. Palatable Meal: Gain +10 Mana. Aptly described as "not bad", but not much more. |
Magma Drinker | Defensive, Magical, Magmamancy | 1 | 6 | Cool Magma, The Stone Eater Racial Bonus |
Free | When you Activate Cool Magma, you may instead choose to drink the magma (you must be adjacent to the magma to drink it) heal 1d6+Magic or 1d6+Might. You may choose for activating this Skill to count as eating a Tasty Meal (in addition to its normal effects). Tasty Meal: Gain +13 Mana. Something worth having a craving for, simple but enjoyable. |
Delicious Suffering | Defensive, Magical, Unholy | 1 | N/A* | Hellfire | Passive | Increase your HP by +2 for each time a target which takes damage from Hellfire. This is not healing. You may spend 10 Mana for this healing to also be a Delicious Meal. Delicious Meal: Gain +19 Mana. An expertly prepared meal, or innately delectable foods. |
Ambrosial Suffering | Defensive, Magical, Unholy | 2 | 2 | Delicious Suffering | Free | When you activate Delicious Suffering, the Meal it provides is instead Ambrosial. Ambrosial Meal: Gain +25 Mana. You do not feel hunger until you are Starving. Almost addictive in its incomparable flavor. To eat anything lesser holds no appeal for days after consumption. If your character eats an Ambrosial Meal, they must be Starving before they will eat a lesser Meal. |
Gentle Flames | Magical, Pyromancy |
1 | 5 | Manipulate Flames | Primary or Defensive | Change any amount of fire within a 2 Space AoE into dim sky blue flames. These flames are harmless, and cool to the touch, and behave in all other ways as normal flames, except that they spread to squares occupied by normal flames, and replace the normal flames. Targets which are within this AoE when you activate this Skill deal half as much fire damage until the start of your next turn. |
Gentle Sunlight | Magical, Heliomancy | 1 | 5 | Heliomancy | Primary or Defensive | Upon activation, all targets within 6 Spaces gain immunity to Hot Weather for then next 4 hours. If activated a second time within 24 hours upon the same target(s), this Skill instead only grants Resistance to Hot Weather for 4 hours. If activated a third time within 24 hours upon the same target(s), this Skill instead has no effect. |
Block Flames | Defensive, Magical , Pyromancy | 1 | 1* | 1 Pyromancy Skill | Defensive, or Reaction | Grant yourself or a target touched +4 Fire Guard per 1 Mana you spend to activate this Skill until the start of your next turn. Each time this Guard is reduced by 5 by way of taking damage, you may redirect the flames, igniting one target within 2 Spaces. Ignited: You take 5 Fire Damage at the start and end of each of your turns, until you are put out as Any Action from you or an adjacent creature. Any creature which ends their turn in a Space of fire, or holding an object or creature which is on fire/Ignited becomes Ignited. |
Create Flames | Offensive, Magical, Pyromancy |
1 | 0* | N/A | Primary | Create any amount of fire, which may be as little as a single spark, or as much as 1 Space. Each Space of fire you make must be adjacent to you, or any other fire (of any size) you can see. For every Space of fire you create, increase this Skill's Mana Cost by 3. |
Create Smoke | Offensive, Magical, Pyromancy | 1 | N/A | N/A | Any | Any time you would create fire in a Space, or Ignite a Space, you may instead choose to create smoke in those Spaces. This smoke makes eyes water and throats itch, creatures cannot see anything that is not adjacent to them in or through the smoke, and any creature which ends their turn in the Space must spend their Bonus Action or a Reaction to cough. Whatever AoE this Smoke occupies shrinks by 1 Space at the start of each of your turns. |
Create Sunlight | Magical, Heliomancy |
1 | 2 | Heliomancy | Any | Manifest a floating sphere of sunlight the size of an item, and which lasts for 1 hour. This ball can be controlled as a Free Action once per turn, or Any Action, and can move with a Levitate Speed of 5, or can be wielded like a torch, shining sunlight in a 6 Space AoE. |
Create Sun | Magical, Heliomancy, Ex Nihilo | 2 | 3 | Heliomancy, Magmamancy |
Primary (Concentration) | Manifest a levitating sun which occupies a single unoccupied Space. The spaces adjacent to this sun are Unnatural Difficult Terrain caused by the sun's gravity. Anything which is enters this Unnatural Difficult Terrain Ignites instantly and takes 2d6+Magic Fire Damage. Anything adjacent to this Unnatural Difficult Terrain takes 2d6+Magic Fire Damage. The sun is molten earth, and if a target shares a space with the sun, they are treated as though they are submerged in molten stone and metal. Because they are. This sun sheds light in a 10 Space AoE. This light is not actual UV light/sunlight. You may maintain concentration on this Skill as Any Action. When you lose concentration, this sun vanishes. |
Melt | Magical, Magmamancy | 2 | 4 | Magmamancy | Primary (Concentration) | A single target you touch begins to melt. Once the target is touched, it may be any distance from you. Round 1: The target raises in temperature, becoming scalding to the touch. Any creature touching the target takes your level in fire damage (minimum 6). If it is a wooden, hide, or cloth object, it instead Ignites. If the target is a creature, they instead take 1d10+Magic Fire Damage and become Dehydrated. Round 2: The target raises significantly in temperature, becoming white hot and scarring to the touch. The target sheds light in a 2 Space AoE, and any creature touching the target takes your level in magma damage (minimum 6). If it is a wooden, hide, or cloth object, it instead becomes a fire of equal size to the object. If the target is a creature, they instead take 2d10+Magic Magma Damage and become Dehydrated. Round 3: The object gradually becomes a liquid, if it was not a wooden, hide, or cloth object, pouring out to 1 Space if it was Tiny or smaller, and spreading out to a 2 Space AoE if it was Small or larger. Any target which begins or ends its turn in, or enters a space occupied by, the molten metal takes 1d10+Magic Magma Damage. If the target is a creature, they instead take 2d10+Magic Magma Damage and becomes Dehydrated. This Skill cannot effect adamantine, or mithril. Ignited: You take 5 Fire Damage at the start and end of each of your turns, until you are put out as Any Action from you or an adjacent creature. Any creature which ends their turn in a Space of fire, or holding an object or creature which is on fire/Ignited becomes Ignited. Dehydrated: When you gain this Condition, and for every 24 hours that you spend Dehydrated, you gain a -1 penalty to all d20 rolls, and decrease your maximum HP by 5. You may gain this Condition any number of times. Each time you consume 1 Water, lose a single instance of this Condition. |
Create Hellfire | Offensive, Magical, Unholy, Pyromancy |
1 | 0* | Hellfire | Any | Ignite normal flames, creating any amount of hellfire so long as there are flames to Ignite, which may be as little as a single spark, or as much as a Space. Each Space of hellfire you make must occupy a space already occupied by fire. This removes the fire from the space, and replaces it with hellfire. These hellflames behave in all ways as normal flames do, however they deal Unholy Damage whenever they would otherwise deal Fire Damage, it takes twice as much water to put out hellfire, hellfire cannot be effected by the skill Gentle Flames or Manipulate Flames (though may be effected by the skill Manipulate Flames if the activator also has this Skill), you may choose for them not to deal damage to creatures of the Demonic Creature Type and/or creatures with Oath of the Damned. For every Space of hellfire you create, increase this Skill's Mana Cost by 3. |
Fire Storm | Offensive, Magical, Pyromancy | 1 | N/A | Create Flames or Create Hellfire | Passive | Halve the Mana Cost of Create Fire and Create Hellfire. |
Ash Maker | Offensive, Magical, Pyromancy | 2 | N/A | N/A | Passive | Targets you Ignite cannot be Immune to Fire Damage and are instead Resistant. This Resistance cannot be ignored if it was Immunity. Targets you Ignite take 5 Fire Damage at the end of their turns if they are still Ignited. The Spaces of fire you create using Create Flames may be made anywhere within 15 Spaces of you,and do not need to be adjacent to other flames. Ignited: You take 5 Fire Damage at the start and end of each of your turns, until you are put out as Any Action from you or an adjacent creature. Any creature which ends their turn in a Space of fire, or holding an object or creature which is on fire/Ignited becomes Ignited. |
I See Flames | Offensive, Magical, Pyromancy | 1 | 8 | 2 Pyromancy Skills | 1 Attack | A single target you can see Ignites. Ignited: You take 5 Fire Damage at the start and end of each of your turns, until you are put out as Any Action from you or an adjacent creature. Any creature which ends their turn in a 5ft square of fire, or holding an object or creature which is on fire/Ignited becomes Ignited. |
I Speak Flames | Offensive, Magical, Pyromancy | 1 | 10 | 2 Pyromancy Skills or 1 Pyromancy Skill and a Vibromancy Skill | Multi-Action (P+B) | You speak powerfully, and from your lips flow flames across a 5 Space Cone. Every square in this Cone becomes Ignited, as well as every target within those squares. Ignited: You take 5 Fire Damage at the start and end of each of your turns, until you are put out as Any Action from you or an adjacent creature. Any creature which ends their turn in a Space of fire, or holding an object or creature which is on fire/Ignited becomes Ignited. |
I Am Of Flames | Offensive, Magical, Pyromancy | 2 | 8 | 1 Pyromancy Skill, Immunity to Fire Damage | Any (Concentration) | You self immolate, and your entire body becomes fire. Ignite any space you occupy, as well as any targets you touch, attack, or share a space with. You may choose for your Melee Attacks and Bow Attacks to deal Fire Damage in addition to their usual damage type(s). You may spend 1 Attack to make a single Unarmed Melee Spell Attack, dealing 1d12 + (Might, Skill, or Magic) Fire Damage. You may spend 2 Attacks to make a single Unarmed Throwing Spell Attack with a Range of 6, flinging a bolt of fire at a target, and dealing 1d8+(Might, Skill, or Magic) Fire Damage in a 1 Space AoE centered on the target, if it hits. While this Skill is active, you have perfect control over all flames within 6 Spaces of you, granting the ability to grant Advantage or Disadvantage on attacks which would deal Fire Damage (as an Extra Action for yourself, any number of Any Actions on your Turn, or as a Reaction), or the ability to snuff out or spread flames as Any Action. While maintaining Concentration on this Skill, its Mana Cost is reduced to 0. Ignited: You take 5 Fire Damage at the start and end of each of your turns, until you are put out as Any Action from you or an adjacent creature. Any creature which ends their turn in a Space of fire, or holding an object or creature which is on fire/Ignited becomes Ignited. |
I Am Of The Core | Offensive, Magical, Magmamancy | 2 | 8 | Magmamancy, Immunity to Magma Damage | Any (Concentration) | You self immolate, and your entire body becomes magma. Ignite all spaces you occupy, as well as all targets you touch, attack, or share a space with. All targets you touch, attack, or share a space with take your level in Magma Damage. You may choose for your Melee Attacks and Bow Attacks to deal Fire Damage in addition to their usual damage type(s), or for your Unarmed Attacks to deal Magma Damage in addition to their usual damage type(s). You may spend 1 Attack to make a single Unarmed Melee Spell Attack, dealing 1d12+(Might, Skill, or Magic) Magma Damage. With a Unarmed Weapon equipped, you may spend 2 Attacks to make a single Unarmed Throwing Spell Attack with a Range of 3, flinging a globule of molten rock at a target, and dealing 1d8 + (Might, Skill, or Magic) Magma Damage in a 1 Space AoE centered on the target, if it hits. While this Skill is active, you ooze molten stone in an area around you. At the end of each of your turns, or as Any Action, all spaces you are adjacent to become covered in magma, becoming Difficult Terrain, and dealing your Level in Magma Damage to any creature who passes through such a space, or begins, or ends their turn in such a space. When this Skill is no longer active, this magma cools, Rooting all creatures sharing a space with it, and becoming solid stone. While this Skill is active, you may cool magma into solid stone at any time. While maintaining Concentration on this Skill, its Mana Cost is reduced to 0. Ignited: You take 5 Fire Damage at the start and end of each of your turns, until you are put out as Any Action from you or an adjacent creature. Any creature which ends their turn in a Space of fire, or holding an object or creature which is on fire/Ignited becomes Ignited. |
I Burn Brighter | Offensive, Magical, Heliomancy |
2 | 8 | Heliomancy | Any (Concentration) | You place a hand over your heart, and your entire body glows bright as a star, constantly emitting sunlight, and dealing 1d6+Magic Solar Fire Damage to any adjacent targets. Creatures which make attacks against you become Blind. You may choose for your Attacks to deal Solar Damage in addition to their usual damage type(s). You may spend a Primary Action to create a 8 Space Cone of sunlight, dealing 1d6+Magic Solar Fire Damage to any targets within. Attacks are made at Advantage against these targets until the start of your next turn. Double this damage against all targets who are Vulnerable to Solar Damage. You may spend 1 Attack to make a single Unarmed Melee Spell Attack, making the target Dehydrated if they are hit (but dealing no damage). You may spend 2 Attacks to to create a ray of sunlight which deals 1d8+Magic Solar Fire Damage in a 6 Space Line. This ray is treated as the skill Arcane Beam for the purposes of skills. If you engage in a Beam Duel with this ray, it remains until the Duel ends. While maintaining Concentration on this Skill, its Mana Cost is reduced to 0. Blind: You cannot see, and so cannot do anything which relies exclusively (or almost exclusively) on sight, such as reading, making a Ranged Attack, Dodging, or Parrying, and will likely hurt yourself if you do something like run. Anything which you attempt which relies heavily on sight, but is doable without it (such making a Melee Attack) is done clumsily and poorly, and is rolled at Disadvantage, if applicable. Dehydrated: When you gain this Condition, and for every 24 hours that you spend Dehydrated, you gain a -1 penalty to all d20 rolls, and decrease your maximum HP by 5. You may gain this Condition any number of times. Each time you consume 1 Water, lose a single instance of this Condition. |
Declaration of Luminance | Offensive, Magical, Pyromancy, Magmamancy, Heliomancy, Devotion | 0 | 4 | I Am Of Flames, I Am Of The Core, I Burn Brighter | Any (Concentration) | You place a hand over your heart, and you become an effigy of luminance. Activate I Am Of Flames, I Am Of The Core, and I Burn Brighter as a Free Action. Gain +1 Attack which can only be spent to activate an effect from one of those skills. Instead of paying the Mana Cost(s) of those skills, only spend this Skill's Mana Cost. |
Will of the Core | Magical, Divine, Magmamancy | 1 | N/A | Melt, Oath of the Divine Servitor (Igneous) | Passive | When you activate Melt, there is no limit on what material it may effect. For the purposes of Melt, all targets who are Immune to Fire and Magma Damages are instead Resistant, and all targets who are Resistant to Fire and Magma Damages do not have that Resistance. |
2.0 Electromancy
Electromancy Skills have to do with magically controlling and conducting lightning.
Name | Skill Tags | Skill Point Cost | Mana Cost | Prerequisites | Action Cost | Effect |
---|---|---|---|---|---|---|
Electromancy | Offensive, Magical | 1 | N/A | N/A | Passive | You may choose to deal lightning damage instead of arcane damage with the skills Arcane Aura, Arcane Beam, Arcane Blast, Arcane Bolt, Arcane Mine, Arcane Pillar, Arcane Sphere, Arcane Strike, and Arcane Weapon. |
Redirect Lightning | Offensive, Defensive, Supportive, Magical | 1 | 1* | N/A | Reaction | Trigger: You are the target of, or are adjacent to the target of, Lightning Damage. Effect: Spend 1 Mana per point of damage you want to redirect, and not take, then choose a target you can see within 4 Spaces to take the redirected Lightning Damage instead. |
Tempest Conduit | Offensive, Defensive, Magical | 2 | 4 | Electromancy, Oath of the Divine Servitor (Tempest) | Primary (Concentration) | You are struck with lightning at the start and end of each of your turns. This lightning bolt deals 2d10+Magic Lightning Damage in a 1 Space AoE centered on you. While this Skill is active, you may activate the skill Redirect Lightning as Any Action with a Mana Cost of 0 (but only if you have the skill Redirect Lightning). |
Battery Guard | Offensive, Defensive, Supportive, Magical | 1 | 1* | 1 Electromancy Skill | Defensive or Reaction | Grant yourself or a target touched +4 Lightning Guard per 1 Mana you spend to activate this Skill until the start of your next turn. Each time this guard is reduced by 5 by way of taking damage, increase the Die Class of the Damage Die on the next instance of Lightning Damage you deal by +1 (this Effect stacks with itself, and lasts for 1 hour.) Damage Die Class from lowest to highest are 0, 1, 1d4, 1d6, 1d8 (or 2d4), 1d10, 1d12 (3d4, or 2d6), 3d6 (or 4d4), 1d20 (or 5d4, or 2d10), 3d10 (7d4, or 5d6). |
Lightning Stride | Offensive, Mobility, Magical | 2 | 4 | 1 Electromancy Skill | Primary, or Defensive | Turn into lightning any time you Move until the start of your next turn. As lightning, you may travel through creatures and metals. Any creature you pass through takes 1d10+magic lightning damage, as if you were an AoE of equal size to as many spaces you usually occupy (at least a single Space (a 0 Space AoE)). If the target creature occupies multiple Spaces, this damage is reduced to 1d4+Magic, but is dealt the them for each Space that you travel through and that they occupy (so, a creature which occupies two Spaces would take 1d4+Magic twice, but only if you passed through both Spaces). |
Ride Lightning | Mobility, Magical | 1 | 2* | Lightning Stride | Bonus | While Lightning Stride is active, gain +1 Walk Speed per 2 Mana spent to activate this Skill. While this Skill is active, increase your Fly Speed to be equal to your current Walk Speed. |
Lightning Reflexes | Defensive, Mobility, Magical | 1 | 5* | Lightning Stride | Reaction | Trigger: Lightning Stride is active. You would take damage from a single source, such as an Attack, Line, or AoE. Effect: Move up to 1 Space in any direction(s) per 5 Mana you spent to activate this Skill (before the Triggering Effect resolves). |
Lightspeed Reflexes | Defensive, Mobility, Magical | 1 | N/A | Heliomancy, Lightning Reflexes |
Passive | Gain +1 Extra Action. When you activate Lightning Reflexes nothing, under any circumstances, can interrupt its activation as you move faster than the speed of light. |
Full Circuit | Offensive, Mobility, Magical | 1 | 4 | Lightning Stride | Move | After having activated Lightning Stride, but before having moved, you may activate this Skill. Any targets within range take 1d20+magic+magic lightning damage. The range of this skill is an AoE with equal range to your Move Speed, and equal height to your Move Speed. |
3.0 Geomancy
Geomancy Skills have to do with magically controlling and transmuting stone, earth, and silt.
Name | Skill Tags | Skill Point Cost | Mana Cost | Prerequisites | Action Cost | Effect |
---|---|---|---|---|---|---|
Geomancy | Offensive, Magical, Geomancy |
1 | N/A | N/A | Passive | You may choose to deal Piercing, Slashing, or Bludgeoning, Stone Damage instead of Arcane Damage with the skills Arcane Aura, Arcane Blast, Arcane Bolt, Arcane Sphere, Arcane Strike, and Arcane Weapon as long as you have a source of earth or stone to attack with within the modified skill's range. The source of earth or stone is not consumed when you use it to attack with this Skill. While using this Skill, you may add your Might to your magical skill damage instead of your magic, where magic would usually be allowed. |
Sand Shifter | Magical, Geomancy |
1 | N/A | 1 Geomancy Skill | Passive | When you activate any Skill which would allow you to alter or move earth or stone, you may alter and move sands and other silts as well as the other usual materials. |
Control Earth | Magical, Geomancy | 1 | 2 | 1 Geomancy Skill | Any (Concentration) | Move a 0 Space AoE of earth or stone you are adjacent to another location within 6 Spaces. For example, you could move the cube of earth in front of you to make a 2 Space long, 0.5 Space, and 1 Space thick wall to crouch behind, move the ground beneath a target to move them, or a pillar to hold a collapsing ceiling. You may make 1 Space of dirt or sand into 0.5 Spaces of stone, but vise versa takes a full minute. If a creature is crushed between two objects, they take Crushing Damage equal to the Fall Damage which would be incurred from falling from a height equal to the speed of the fastest of the crushing crushing object(s). While stuck between the objects, they are Paralyzed. This status condition cannot be mitigated, except by means which would free the target. Paralyzed: You become limp, and cannot move your body, or activate actions which require you to move your body. If you would become Paralyzed, but you are already Paralyzed, you instead become Unconscious (you can only be Unconscious by this effect for a maximum of 1 Round). |
Stone Bender | Magical, Geomancy | 1 | 6* | Control Earth | Any | When you activate Control Earth, you may move 1 additional Space per 6 Mana you spend to activate this Skill. |
All As Clay | Magical, Geomancy | 1 | N/A | Stone Bender | Passive | Reduce Stone Bender's Mana Cost to 4*. |
The Earth At My Command | Magical, Geomancy | 1 | N/A | Control Earth | Passive | Remove the text "All materials modified by this Skill return to their previous state when you lose concentration on this Skill." from the skill Control Earth. |
Rock Slide | Magical, Geomancy |
1 | N/A | Control Earth | Passive | Replace the text "6 Spaces" with "10 Spaces" in the skill Control Earth. |
Rock Wall | Offensive, Defensive, Magical, Geomancy |
2 | 1* | Control Earth | Reaction | Trigger: An ally within range of your Control Earth is targeted for an attack. Effect: Interpose a defensive wall between your ally and their attacker. The wall grants +1 Guard per 1 Mana spent to activate this Skill, and is consumed before and stacks with all other forms of guard. This Wall occupies one side of one of the targeted ally's space(s), and not the others, having no effect against attackers on different sides of the square. Any creature which breaks through the guard granted by Rock Wall takes Bludgeoning Earth damage equal to half of the amount of guard Rock Wall was created with. |
Stone Strider | Mobility, Magical, Geomancy |
1 | 4 | 1 Geomancy Skill | Any | While this Skill is active you may breathe in earth, dust and stone as if they were air. This turn, when you move, you may use any Move Speed of your choice to move through earth and stone as if you were flying through air. If an earthquake or similar event is occurring, earth and stone are treated as difficult terrain. If you end your turn underground, you may spend the requisite action from your next turn to activate this Skill in advance, so that it does not lapse. |
Disrupt Terrain | Magical, Geomancy |
1 | 3* | N/A | Any (Concentration) | Target a Space to be the center of a 0 Space AoE. This AoE is Difficult Terrain. The target square must be ground or a wall made of earth. Increase this AoE's size by +1 per 3 Mana you spend to activate this Skill, up to a maximum of 4 Spaces. |
Grappling Ground | Magical, Geomancy |
1 | 3 | Disrupt Terrain | Any | All targets within Disrupt Terrain's AoE are Rooted by grasping limbs and vines of earth. The entrapping earth can be attacked, and has 0 Defense, and an amount of HP equal to double your Level. If the entrapping earth is destroyed, Disrupt Terrain's AoE ends in that square, and the target is no longer Rooted (this is the only way to remove this Root). Rooted: You are incapable of moving from the Space(s) you currently occupy due to a physical impairment, unless you use a Primary, Defensive, or Multi-Action (M+B) to free yourself. You cannot become Prone, and cannot stop being Prone. |
Rock Tomb | Magical, Geomancy |
1 | 2 | Grappling Ground | Primary | Any targets take 1d4 + (Might or Magic) Piercing, Slashing, or Bludgeoning Earth Damage once per square of Disrupt Terrain's AoE they are adjacent to. This damage is instead 1d10 + (Might or Magic) against any Rooted target. The space of any creature which takes this damage becomes part of Disrupt Terrain's AoE. |
Shifting Sands | Magical, Geomancy |
1 | 6 | Grappling Ground | Defensive | If Disrupt Terrain's AoE is sand, any Stocky or smaller Size Class targets within Grappling Ground's AoE are buried under the sand up to their waist, and are considered to be Rooted twice and Prone. Escaping both Roots frees the target from being buried, but If they do not dig themselves out on their turn, you may activate this Skill again to submerge them under the sand completely. A creature which is buried alive begins to Suffocate, and may be freed by using their full turn to free themselves if their Might is 20 or more, or they may be freed by another creature spending their full turn to dig them free. This Root may be escaped by the usual means (as opposed to Disrupt Earth's Root). Rooted: You are incapable of moving from the Space(s) you currently occupy due to a physical impairment, unless you use a Primary, Defensive, or Multi-Action (M+B) to free yourself. You cannot become Prone, and cannot stop being Prone. |
Earthen Armor | Defensive, Magical, Geomancy |
1 | 3 | 1 Geomancy Skill | Defensive or Reaction | Grant a target touched Resistance to Slashing and Piercing Damage until the start of your next turn. If you activate this Skill on yourself, it has a Mana Cost of 1. |
Ride Earth | Offensive, Mobility, Magical, Geomancy |
1 | 6 | 1 Geomancy Skill | Primary or Move | You may move the earth or stone beneath your feet, riding on top of it, at a speed equal any Move Speed of your choice, dealing Might+Magic Crushing Earth Damage to any targets whose spaces you pass through. If you used your Primary Action to activate this Skill, this damage is instead 2d8+Might+Magic. |
Rend Mantle | Offensive, Mobility, Magical, Geomancy | 1 | N/A | Ride Earth, Stone Bender | Move | When you activate Ride Earth this turn, gain +10 Mana which may only be spent to activate the skills Control Earth and Stone Bender. This Bonus Mana may increase above you Maximum. |
Fissure | Offensive, Magical, Geomancy | 1 | 5 | 1 Geomancy Skill | Primary | Impact the earth with force, causing a fissure to split the earth in a 6 Space Line in a direction of your choice. Any targets in the line become Rooted, and all targets adjacent to the Line become Prone. This Fissure is Difficult Terrain. Creatures are Rooted once per Space they share with this Line. This Skill's Line counts as part of the skill Disrupt Terrain's AoE. |
Kneel | Offensive, Magical, Geomancy | 2 | 5 | Fissure | Reaction | Trigger: You would take damage. Effect: Activate Fissure as a Free Action |
Volcanic Fissure | Offensive, Magical, Geomancy, Magmamancy | 1 | 3 | Fissure, Magmamancy | Any, Any, Any | Creatures Rooted by Fissure take Level in Magma Damage. Creatures adjacent to Fissure's Line take 1d10 Magma Damage. |
Create Volcano | Offensive, Magical, Geomancy, Magmamancy | 1 | 5 | Fissure, Magmamancy | Any (Concentration) | A surface of stone or earth (or with stone or earth beneath it) rises, creating a mound of splinted earth as a 2 Space AoE within 6 Spaces (or within Control Earth's range) becomes Difficult Terrain, and spews magma steadily from its center. At the end of your first turn after activation, a 0 Space AoE at the center of the mound becomes liquid magma. This AoE increases in size by +1 Space at the end of each of your turns while you maintain concentration. You may spend a Multi-Action (P+M) to increase the size of this magma's AoE by +1 Space. |
4.0 Hydromancy, Cryomancy, Vitriomancy, and Venomancy Skills
Hydromancy Skills have to do with magically manipulating liquids, primarily water.
Cryomancy Skills have to do with magically manipulating or ice.
Cryomancy Skills have to do with magically manipulating or ice.
Name | Skill Tags | Skill Point Cost | Mana Cost | Prerequisites | Action Cost | Effect |
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Hydromancy | Offensive, Magical, Hydromancy |
1 | N/A | N/A | Passive | You may choose to deal Slashing or Bludgeoning Water Damage instead of Arcane Damage with the skills Arcane Aura, Arcane Beam, Arcane Blast, Arcane Bolt, Arcane Mine, Arcane Pillar, Arcane Sphere, Arcane Strike, and Arcane Weapon. 5 points of water damage extinguishes 1 Space of fire. |
Cryomancy | Offensive, Magical, Cryomancy |
1 | N/A | N/A | Passive | You may choose to deal Slashing or Piercing Cold Damage, instead of Arcane Damage with the skills Arcane Aura, Arcane Beam, Arcane Blast, Arcane Bolt, Arcane Pillar, Arcane Sphere, Arcane Strike, and Arcane Weapon. 5 points of water damage extinguishes 1 Space of fire. The source of water is not consumed when you use it to attack with this Skill. 5 points of cold damage turns 1 Space of magma into stone (which you can touch without taking the usual damage inflicted by touching magma). |
Vitriomancy | Offensive, Magical, Vitriomancy |
1 | N/A | N/A | Passive | You may choose to deal Acid Damage instead of Arcane Damage with the skills Arcane Aura, Arcane Beam, Arcane Bolt, Arcane Mine, Arcane Strike, and Arcane Weapon. You may use acid instead of water for Hydromancy Skills. If such a skill would deal damage, it deals Acid Damage instead of Water Damage. Damage modified by the use of this Skill may deal damage to Guard first. |
Venomancy | Offensive, Magical, Venomancy |
1 | N/A | N/A | Passive | You may choose to deal Poison Damage instead of Arcane Damage with the skills Arcane Aura, Arcane Beam, Arcane Bolt, Arcane Mine, Arcane Strike, and Arcane Weapon. You may use poison instead of water for Hydromancy Skills. If such a skill would deal damage, it deals Poison Damage instead of Water Damage. Damage modified by the use of this Skill is halved, and any targets take this damage again at the start of their next turn, and the start of their next turn after that. |
Geothermal Hydromancy | Offensive, Magical, Hydromancy, Magmamancy |
1 | N/A | Hydromancy, Magmamancy | Passive | You may use molten stone for Hydromancy skills (except for Water Armor). If such a skill would deal damage, it deals magma damage instead of water damage. |
Geomanctic Cryomancy | Offensive, Magical, Cryomancy, Geomancy |
1 | N/A | Cryomancy, Geomancy | Passive | You may use stone instead of ice for Cryomancy skills, and may use ice instead of stone for Geomancy skills. If such a skill would deal damage, it deals stone damage instead of water or cold damage, and vise versa respectively. |
Control Water | Magical, Hydromancy |
2 | 5* | 1 Hydromancy Skill | Primary | You gain fine control of water and, within 8 Spaces, are able to control up to 1 Space per 5 Mana you spend to activate this Skill. A creature made of water counts as 1 Space of water per Space they currently occupy. Water you move in this way has a Levitate speed of 3. Firearm attacks are incapable of hitting targets after passing through water. It takes 20 Fire Damage (or 10 Magma Damage) to destroy 1 Space of water. |
Control Ice | Magical, Cryomancy |
2 | 5* | 1 Cryomancy Skill | Primary | You gain fine control of ice and, within 6 Spaces, are able to control up to 1 Space per 5 Mana you spend to activate this Skill. A creature made of ice counts as 1 Space of ice per Space they currently occupy. Ice you move in this way has a Walk speed of 2. It takes 40 Fire Damage (or 20 Magma Damage) to destroy 1 Space of ice. For example, you could move 1 Space of ice in front of you to make a 2 Space long, 0.5 Spaces tall, and 1 Space thick wall to crouch behind, move the ground beneath a target to move them, or raise a pillar to hold a collapsing ceiling. You may make 1 Space of water into 1 Spaceof ice, or vise versa. Any target which is frozen solid, or frozen in ice, becomes Petrified. Petrified: Your body is still as stone, and you cannot move. You gain Immunity to Piercing, Fire, Cold, Poison, and Bleed Damage, Cold and Hot Weather, Disease, and Age, and become resistant to Slashing Damage, and if you fall you are treated as having fallen from twice as high. |
Water Armor | Magical, Defensive, Hydromancy |
1 | 1 | 1 Hydromancy Skill | Defensive (Concentration) | Any number of targets that you can see within 4 Spaces is surrounded with a close fitting suit of armor made from water. The target takes no damage from Firearm Weapon Attacks, gains 10 Fire Guard, and can breathe in environments that they would not otherwise be able to, such as underwater, or in a vacuum (if the water is frozen for any reason, the target instead begins to suffocate after two rounds if they are not freed from the ice). This Skill's Mana Cost increases by +1 per target after the first. |
Endure Cold | Defensive, Magical, Cryomancy |
1 | 1* | 1 Cryomancy Skill | Defensive or Reaction | Grant yourself or a target touched +4 Cold Guard per 1 Mana you spend to activate this Skill until the start of your next turn. Any target(s) with this cold guard halves the negative effects from cold weather. |
Block Acid | Defensive, Magical, Vitriomancy | 1 | 1* | 1 Vitriomancy Skill | Defensive or Reaction | Grant a target touched +4 Acid Guard per 1 Mana you spend to activate this Skill until the start of your next turn. All acid damage that this Guard takes is dealt to any targets within a 1 Space AoE centered on the target. |
Cure Poison | Defensive, Magical, Venomancy | 1 | 1* | 1 Venomancy Skill | Defensive or Reaction | A single target touched reduces all Poison Damage taken at the start of their next turn, and the start of their next turn after that to 0, unless the cause of that damage occurred after this Skill was activated. |
Puddle | Offensive, Magical, Hydromancy | 1 | 2* | 1 Hydromancy Skill | Any | Within 10 Spaces, Create a 1 Space AoE of water above or below a single target per 2 Mana you spend to activate this Skill. Any target which is inside of this AoE becomes Wet. Any creature which Walks through this AoE must treat it as Difficult Terrain or become prone and take 1d6 Fall Damage, unless they started or ended their movement in this AoE. This water and AoE vanish at the start of the turn after your next turn. Wet: You are immune to Ignited. Once one of the following occurs, lose this condition: gain Resistant to the next instance of Fire Damage you take. Gain Vulnerability to the next instance of Lightning Damage or Cold Damage you take. 1 Hour has passed since you received this condition. |
Frozen Feet | Offensive, Magical, Cryomancy |
1 | 4* | 1 Cryomancy Skill | Any | A single target per 4 Mana you spend to activate this Skill is Rooted until the start of your next turn. The targets that you select must have taken damage from the Skill Cryomancy or the Skill Hydromancy, or be Wet. If this Skill is cast underwater, the target is Frozen Instead, and this Skill's Mana Cost is 12* instead. A corporeal target cannot be immune to this Root or Freeze. Root: You are incapable of moving from the Space(s) you currently occupy due to a physical impairment, unless you use a Primary, Defensive, or Multi-Action (M+B) to free yourself. You cannot become Prone, and cannot stop being Prone. Frozen: You become rigid, and cannot move your body, or activate actions. You gain Immunity to Piercing, Fire, Cold, Poison, and Bleed Damage, Cold and Hot Weather, Disease, and Age, and become resistant to Slashing Damage, and if you fall you are treated as having fallen from twice as high. |
Acid Pool | Offensive, Magical, Vitriomancy | 1 | 2 | 1 Vitriomancy Skill | Extra | A pool of acid collects in a single Space beneath any target which takes your Acid Damage. Any creature that begins or ends their turn in this pool, or moves through this pool takes your 1d6+Magic Acid Damage. |
5.0 Aeromancy
Aeromancy Skills have to do with magically manipulating and creating air currents.
Name | Skill Tags | Skill Point Cost | Mana Cost | Prerequisites | Action Cost | Effect |
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Aeromancy | Offensive, Magical, Aeromancy |
1 | N/A | N/A | Passive | You may choose to deal slashing or bludgeoning air damage instead of arcane damage with the skills Arcane Aura, Arcane Beam, Arcane Blast, Arcane Bolt, Arcane Pillar, Arcane Sphere, Arcane Strike, and Arcane Weapon, as long as you have a source of air to attack with within 6 Spaces. 10 points of air damage extinguishes 1 Space of fire. 5 points of air damage dissipates 1 Space of gas, vapor, fog, clouds, and/or smoke from an area, displacing it to a set of squares within 3 Spaces that you declare. Spaces your Aeromancy damage occupies are treated as difficult terrain, and any bow attacks which pass through those squares miss. |
Whirlwind | Offensive, Magical, Aeromancy |
1 | 3* | N/A | Primary | Create a 3 Space AoE of wind, which is 20 Spaces tall, and decide the direction of the wind (clockwise or counter clockwise). You may change the direction of winds created by this Skill as a Bonus Action or a Reaction. This ground AoE is difficult terrain, and flings items and objects that are not held down into the air. Tiny Size creatures become Prone in this wind, and Miniscule Size creatures are controlled by the wind as if items. This aerial AoE is Hurricane Force winds, reducing target's Fly speed by 1 while they're in this AoE, and moving all things in the air 3 Spaces in the direction of the winds (two squares in the circular direction of the wind, and one square inwards towards the center of the AoE, in any order which the activator controls). If an object flung by this AoE contacts a target, it deals 1d6+Magic Bludgeoning Damage. Creatures within this AoE cannot be immune to this AoE's Difficult Terrain. |
Air Geyser | Offensive, Magical, Aeromancy | 1 | 3* | Arcane Pillar, Aeromancy | Free | When you activate Arcane Pillar, you may instead choose for it to deal 0 damage, and rise from the ground as a plume of air, launching all targets within the AoE airborne 1+1 Spaces per 3 Mana you spend to activate this Skill and Arcane Pillar combined. |
Vacuum | Offensive, Mobility, Magical, Aeromancy |
1 | 3* | N/A | Primary | Pull a single target within 10 Spaces of you 1+1 Spaces per 3 Mana you spend to activate this Skill, in a direction of your choice. A corporeal target cannot be immune to this pull effect. |
Vacuum Fissure | Offensive, Mobility, Magical, Aeromancy |
1 | 3* | Vacuum | Any | Vacuum targets a single target per 3 Mana you spend to activate this Skill. Each target may be pulled in different direction. All targets must be within 10 Spaces of you. |
Suffocate | Offensive, Magical, Aeromancy |
1 | 3 | 2 Aeromancy Skills | Primary (Concentration) | A single target within 5 Spaces begins to suffocate while you maintain concentration. You may maintain this concentration as Any action. Suffocate: Round 1: No effect. Round 2: You cannot activate magical skills. Round 3: You cannot activate magical skills. Gain -2 Might Round 4: You cannot activate magical skills. Gain -4 Might, and -2 Skill. Round 5: You cannot activate magical skills. Gain -6 Might, and -4 Skill. Round 6: You cannot activate magical skills. Gain -6 Might, and -4 Skill. You become unconscious. Round 7: You cannot activate magical skills. Gain -6 Might, and -4 Skill. You die. |
Mass Suffocation | Offensive, Magical, Aeromancy | 1 | 3* | Suffocate | Any | Suffocate targets +1 target per 4 Mana you spent to activate this Skill. |
Light As Air | Offensive, Supportive, Magical, Aeromancy | 1 | 2* | 2 Aeromancy Skills | Any or Reaction | One target you can see per 2 Mana you spend to activate this Skill gains Resistance to Fall Damage, and is treated as one Size smaller for the purpose of Athletics rolls and Aeromancy Skills. |
Feather Fall | Supportive, Magical, Aeromancy | 1 | N/A | Light As Air | Passive | Any targets of Light As Air are instead Immune to Fall Damage. |
Float | Offensive, Magical, Aeromancy | 1 | 5 | Light As Air | Free | Any targets of Light As Air are instead treated as two Sizes smaller for the purpose of Athletics rolls and Aeromancy Skills. |
Aviator | Mobility, Magical, Aeromancy |
2 | N/A | N/A | Passive | Gain a Fly Speed of 6. |
Mist Body | Defensive, Magical, Aeromancy, Transmutation | 2 | 8 | 2 Aeromancy Skills | Defensive (Concentration) or Reaction (Concentration) | Your body, equipment, and held items become air until one minute has passed, or you lose Concentration (you may choose to leave specified items behind). Become incorporeal, however you cannot travel through a space through which air could not pass (such as a wall), you are effected by air movement, and you may move if you have a Fly Speed. Incorporeal: You cannot interact with the physical world, you pass through all physical objects and creatures, and become immune to Physical Damage (Piercing, Slashing, Bludgeoning, and Earth). All of your Move Speeds become Levitate Speeds. Adamantine and lead cannot become Incorporeal. |
Spreading Mist | Defensive, Offensive, Supportive, Magical, Aeromancy |
1 | 8* | Mist Body | Free | When you activate Mist Body, you may also target 1 creature per 8 Mana you spend to activate this Skill to be subject of your Mist Body. You do not control their movement while they are air if you would not otherwise, however you do control which objects of theirs turn to air, and which do not (and while adjacent to you, they may choose to stay adjacent to you when you move). A creature counts as 1 target +1 target per Size Number they are larger than you (minimum of 1 target). Passive: When you activate Mist Body you may target any consenting target touched instead of yourself. |
Oxygenate | Offensive, Supportive, Magical, Aeromancy |
2 | 4* | N/A | Any | Increase the oxygen content in a +1 Space AoE per 4 Mana you spend to activate this Skill until the start of your next turn. If Fire Damage is dealt within this AoE, it is maximized, all targets within the AoE take that Fire Damage, and the AoE ends. If there is Magma inside of this AoE, every target in the AoE Ignites and takes your level in Fire Damage instantly. Ignited: You take 5 Fire Damage at the start and end of each of your turns, until you are put out as Any Action from you or an adjacent creature. Any creature which ends their turn in a Space of fire, or holding an object or creature which is on fire/Ignited becomes Ignited. |
Envoy of Zephyr | Defensive, Supportive, Magical, Divine, Aeromancy |
2 | 4* | 1 Aeromancy Skill, Oath of the Divine Servitor (Zephyr) | Primary or Defensive | One target per 4 Mana you spend to activate this Skill cannot be effected by Conditions they do not consent to, and become immune to Fall Damage until the start of your next turn. |
6.0 Hemomancy
Hemomancy Skills have to do with the magical manipulation of blood.
Name | Skill Tags | Skill Point Cost | Mana Cost | Prerequisites | Action Cost | Effect |
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Hemomancy | Offensive, Magical, Hemomancy |
1 | 2* | N/A | Primary | You may pull Blood from a target within 8 Spaces, that target takes 1d6 Bleed damage per 2 Mana you spend to activate this Skill (up to a maximum of 1d6 per Level). This Blood is pulled to you, and enters your flesh harmlessly, being stored for future use (the damage being counted as HP for the purposes of Hemomancy skills). You may activate this Skill as Any Action or as a Reaction to instead harvest any Blood from Bleed Damage that was dealt within 8 Spaces. All stored Blood is lost when you sleep. Passive: You may choose to deal Bludgeoning or Slashing Water damage instead of Arcane Damage with the skills Arcane Aura, Arcane Beam, Arcane Blast, Arcane Bolt, Arcane Mine, Arcane Pillar, Arcane Sphere, Arcane Strike, and Arcane Weapon, so long as you have a source of blood to attack with within 6 Spaces, such as in your inventory, in your body, or in the body of a target. 5 points of Water Damage extinguishes 1 Space of fire. You must spend 4 HP of Blood to activate the Passive Effect of this Skill. |
Blood Control | Offensive, Defensive, Magical, Hemomancy |
2 | 2 | Hemomancy | Defensive or Reaction | A single target touched reduces all Bleed Damage taken at the start of their next turn, and the start of their next turn after that to 0, unless the cause of that damage occurred after this Skill was activated. Passive: All Skills which list Hydromancy as a requirement instead list Hemomancy as a requirement (you must still use Blood for their activation). You may give yourself Resistance to Bleed Damage at will. |
Hemorrhage | Offensive, Magical, Hemomancy |
1 | 2 | Hemomancy | Any | Increase Hemomancy's damage die to 1d8 instead of 1d6 until the start of your next turn. |
Open Vein | Offensive, Magical, Hemomancy |
1 | 2 | Hemorrhage | Any | Damage dealt by Hemomancy (and skills modified by Hemomancy) is halved, any targets which took this reduced damage take this damage again at the start of their next turn, and the start of their next turn after that. |
Boiling Blood | Offensive, Supportive, Magical, Hemomancy |
1 | 1 | N/A | Any (Concentration) | A single target within 20 Spaces gains +2 to all Move Speeds, maximizes all damage dealt, and takes 1d6 Bleed Damage while you maintain Concentration. If this Skill is activated on yourself, you may maintain Concentration as a Free Action for 0 Mana, and this is not a Magical Skill. |
Blood Pact | Magical, Hemomancy |
1 | 2* | N/A | Primary | You and a single consenting creature per 2 Mana you spend to activate this Skill become part of a blood pact. The pact is a social contract, with rules such as duration, and what the members of the pact must do, or must not do. Any member who fails to uphold the pact suffers 30 bleed damage at the start of their turn, and at the start of their two following turns. The majority members of the pact are the ultimate deciders on what constitutes as failing to uphold the pact. |
Blood Puppet | Offensive, Magical, Hemomancy | 2 | 1 | Blood Control | Any (Concentration) | A single target (which has blood) touched becomes Controlled, and is is completely under your control (as if the body where your own). You control the target on your turn, using your own actions to act as them. While controlling their body, you cannot move or feel your own body, but can feel all things their body feels. If there is no reason for the target to fall unconscious while you are controlling their body, they do not (and while they still cannot act in any way on their own unless you allow them to, they are still considered to have their own turn). The target may move any distance from you, and this Skill may last any amount of time, so long as you maintain Concentration. You may speak with the target of your Blood Puppet with your thoughts and, once you have, they may respond with their thoughts (whether you want them to or not). While Controlled the target has a 0% chance of breaking free. The target may attempt to break free when you activate this Skill if they have this Skill, and also once per turn at any time during their turn as a Free Action. On their turn, the target may spend 1 Mana to increase their chance to break free by +5% and deal 1 Damage to you (any number of times). On their turn, the target may spend 3 HP (this is not damage) to increase their chance to break free by +5% and deal 1 Damage to you (any number of times). The target may spend 1 Exertion Die to increase their chance to break free by +45%, and deal 15 True Damage to you. If the target is aware that they are in danger of dying due to your commands (such as fighting, or walking them off a cliff), increase their chance to break free by +20%. For each Level the target is above your own, increase their chance to break free by +10%. For each Level the target is below your own, increase their chance to break free by -10%. You may take 1 True Damage to increase their chance to break free by -2%. You may spend 2 Mana to increase their chance to break free by -1%. You may spend 1 Exertion Die to increase their chance to break free by -22%. These percentages may become as low as -200%, or as high as +200% |
Ventriloquist's Sensory | Magical, Hemomancy |
1 | N/A | Blood Puppet | Passive | You may choose to be able to feel your own physical sensory such as pain, hunger, heat, cold, and touch while Blood Puppet is active. |
Ventriloquist's Call | Magical, Conjuration | 1 | 10 | Blood Puppet | Move | While Blood Puppet is active, teleport to your Blood Puppet target's location, or teleport the target to your location instead. |
Silent Strings | Magical, Hemomancy | 1 | 4 | Blood Puppet | Any | When you activate Blood Puppet, do not Control the target, but instead gain the ability to activate Blood Puppet on them again at any time no matter where they are within the next 24 hours. You may extend the duration of this Skill by an additional 24 hours by reducing you Maximum Mana by 4 until you have lost control of the target of your next activation of Blood Puppet. |
Hemomantic Effigy | Magical, Hemomancy | 1 | N/A | Blood Puppet | Passive | You may activate Hemomancy skills and skills which are listed in Hemomancy's text, through your Blood Puppet (including Blood Puppet). |