diff --git a/rulebook/src/character-options/classes/_experimental/wildshaper/powers.md b/rulebook/src/character-options/classes/_experimental/wildshaper/powers.md index aa24d80..aeb0c6f 100644 --- a/rulebook/src/character-options/classes/_experimental/wildshaper/powers.md +++ b/rulebook/src/character-options/classes/_experimental/wildshaper/powers.md @@ -2,144 +2,49 @@ ## Winds -**AP:** 0 - -**Essence:** 1 - **Category:** Offensive -**Range:** 3 - -**Type:** Prowess - -**Target:** Multi-target - **Effects:** Make a Shove attack. Must choose same direction for all targets. ## Shelter -**AP:** 0 - -**Essence:** 1 - **Category:** Defensive - -**Range:** 3 - -**Type:** None - -**Target:** Multi-target - **Effects:** Grant 6 + Presence absorption. ## Respite -**AP:** 0 - -**Essence:** 1 - **Category:** Defensive - -**Range:** 3 - -**Type:** None - -**Target:** Multi-target - **Effects:** Use Treat. ## Hostility -**AP:** 0 - -**Essence:** 1 - **Category:** Offensive -**Range:** 3 - -**Type:** Agility - -**Target:** Multi-target - **Effects:** 1d6 + Presence damage, half on miss. ## Hardship -**AP:** 0 - -**Essence:** 1 - **Category:** Offensive -**Range:** 3 - -**Type:** Focus - -**Target:** Multi-target - **Effects:** 6 + Presence stacks of affliction, half on miss. ## Ruin -**AP:** 0 - -**Essence:** 1 - **Category:** Offensive -**Range:** 3 - -**Type:** Expertise - -**Target:** Multi-target - **Effects:** 2 stacks of ailment, half on miss. ## Resistance -**AP:** 0 - -**Essence:** 1 - **Category:** Utility - -**Range:** 3 - -**Type:** None - -**Target:** NA - **Effects:** Becomes difficult terrain until end of your next turn. ## Blight -**AP:** 0 - -**Essence:** 1 - **Category:** Utility - -**Range:** 3 - -**Type:** None - -**Target:** NA - **Effects:** Remove all tile effects until end of your next turn. ## Upheaval -**AP:** 0 - -**Essence:** 1 - **Category:** Utility - -**Range:** 3 - -**Type:** None - -**Target:** NA - **Effects:** Choose a direction. Move all shaped tiles over one tile if able, starting at the far edge. diff --git a/rulebook/src/character-options/classes/alchemist/powers.md b/rulebook/src/character-options/classes/alchemist/powers.md index 8125172..94fb79f 100644 --- a/rulebook/src/character-options/classes/alchemist/powers.md +++ b/rulebook/src/character-options/classes/alchemist/powers.md @@ -2,118 +2,44 @@ ## Mirabelle's Momentary Reprieve -**AP:** 2 - -**Essence:** 3 - **Category:** Defensive - -**Range:** 3 - -**Type:** None - -**Target:** Single target - **Effects:** Until the end of your next turn, creatures targeted by this concoction are immune to damage. If this concoction is multi-target, they gain resistance to all damage instead. ## Fenrir's Fangs -**AP:** 2 - -**Essence:** 3 - **Category:** Utility - -**Range:** 3 - -**Type:** None - -**Target:** Single target - **Effects:** Until the end of your next turn, attacks made by creatures affected by this elixir are automatically criticals if they hit. If this concoction is multi-target, reduce their critical hit threshold by 5 instead. ## Potion of Perfection -**AP:** 2 - -**Essence:** 3 - **Category:** Utility - -**Range:** 3 - -**Type:** None - -**Target:** Single target - **Effects:** Until the end of your next turn, attacks made by your targets cannot miss. If this concoction is multi-target, they gain advantage on all attacks instead. ## Malghazar's Reagent -**AP:** 2 - -**Essence:** 3 - **Category:** Offensive -**Range:** 3 - -**Type:** Prowess - -**Target:** Single target - **Effects:** Make a Prowess attack against a creature within range. If you hit, add 6 + Presence stacks of blinded, cursed, drained, or withered in any combination of your choice. ## Warping Extract -**AP:** 2 - -**Essence:** 3 - **Category:** Utility -**Range:** 3 - -**Type:** Expertise - -**Target:** Single target - **Effects:** Make an Expertise attack againts a creature within range. If you hit, teleport them to an empty tile of your choice within 4 tiles. If they are an ally, grant them 6 + Presence absorption. If they are an enemy, apply 6 + Presence stacks of unstable. ## Borrowed Wings -**AP:** 2 - -**Essence:** 3 - **Category:** Utility - -**Range:** 3 - -**Type:** None - -**Target:** Single target - **Effects:** Choose a creature within range. Until the end of your next turn, they can fly. They immediately gain the benefits of the Take Flight and Move action. If this concoction is multi-target, they do not gain the benefit of the Move action. ## Explosive Push -**AP:** 2 - -**Essence:** 3 - **Category:** Offensive -**Range:** 3 - -**Type:** Prowess - -**Target:** Single target - **Effects:** Make a Prowess attack against a creature of your choice within range. If you hit, push them 4 tiles away from the origin of this effect (usually yourself, but sometimes a targeted tile) and knock them prone. If you miss, push them 2 tiles away instead. Unlike with other effects, this blast is so powerful that other creatures in the way are pushed aside, into the nearest empty tile of their choice. @@ -121,83 +47,32 @@ If the creature targeted collides with an immovable object (or a creature that i ## Tanglewhisp's Favorite Prank -**AP:** 2 - -**Essence:** 3 - **Category:** Utility -**Range:** 3 - -**Type:** Agility - -**Target:** Single target - **Effects:** Make an Agility attack against a creature within range. If you hit, push them up to 2 tiles in the direction of your choice, apply 2 stacks of aloft and 2 stacks of blinded. ## Captive Flame -**AP:** 2 - -**Essence:** 3 - **Category:** Offensive -**Range:** 3 - -**Type:** Agility - -**Target:** Single target - **Effects:** Make an Agility attack against a creature of your choice within range. Deal 2d6 + 2 * Presence fire damage to them. Apply one stack of aflame to them for each point of damage dealt. If you miss, deal half as much damage instead. ## Bottled Lightning -**AP:** 2 - -**Essence:** 3 - **Category:** Offensive -**Range:** 3 - -**Type:** Agility - -**Target:** Single target - **Effects:** Make an Agility attack against a creature of your choice within range. Deal 2d6 + 2 * Presence electric damage to them. Apply one stack of jolted to thme for each point of damage dealt. If you miss, deal half as much damage instead. ## Professor Percival's Patent Pending Panacea -**AP:** 2 - -**Essence:** 3 - **Category:** Utility - -**Range:** 3 - -**Type:** None - -**Target:** Single target - **Effects:** Choose a creature within range. Remove all ailments and afflictions from them, and until the end of your next turn they cannot gain ailments or afflictions. If this concoction is multitarget, instead remove all ailments and afflictions from affected creatures. ## Forbidden Formulation -**AP:** 2 - -**Essence:** 3 - **Category:** Offensive -**Range:** 3 - -**Type:** Focus - -**Target:** Single target - **Effects:** Make a Focus attack against a creature of your choice within range. If you hit, deal 2d12 + 2 * Presence umbral damage. The critical hit threshold for this power is reduced by 5. If you land a critical hit with this power, gain the **mad with power** condition and five stacks of crazed. @@ -207,51 +82,21 @@ When you no longer have any stacks of crazed, remove the mad with power conditio ## Elemental Annihilation -**AP:** 2 - -**Essence:** 3 - **Category:** Offensive -**Range:** 3 - -**Type:** Focus - -**Target:** Single target - **Effects:** Make a Focus attack against a creature of your choice within range. If you hit, deal 3d6 + 3 * Presence hybrid electric-fire-water damage. If you miss, deal half that much damage instead. ## Catherine's Compounding Catalyst -**AP:** 2 - -**Essence:** 3 - **Category:** Offensive -**Range:** 3 - -**Type:** Focus - -**Target:** Single target - **Effects:** Make a Focus attack against a creature of your choice within range. If you hit, trigger all of their afflictions twice. If you miss, trigger all of their afflictions once instead. If this concoction is multitarget, instead select a single affliction to trigger. This choice must be the same for all targets. ## Time Tonic -**AP:** 2 - -**Essence:** 3 - **Category:** Utility -**Range:** 3 - -**Type:** Expertise - -**Target:** Single target - **Effects:** Make an Expertise attack against a creature of your choice within range. If you hit, they immediately take a turn (outside of the normal turn order) but cannot use any actions during that turn. Generally this means: @@ -261,82 +106,31 @@ Generally this means: ## Folded Space -**AP:** 2 - -**Essence:** 3 - **Category:** Utility -**Range:** 3 - -**Type:** Expertise - -**Target:** Single target - **Effects:** Make an Expertise attack against a creature of your choice within range. If you hit, remove them from the battlefield. Return them to the battlefield in the nearest empty tile (relative to their original position) of their choice at the end of their next turn. ## Rimefrost Reckoning -**AP:** 2 - -**Essence:** 3 - **Category:** Offensive -**Range:** 3 - -**Type:** Prowess - -**Target:** Single target - **Effects:** Make a Prowess attack against a creature of your choice within range. If you hit, deal 2d8 + 2 * Presence damage and apply 2 stacks of chilled. If you miss, deal half that much damage and only apply 1 stack of chilled instead. ## Earth Fissure -**AP:** 2 - -**Essence:** 3 - **Category:** Offensive -**Range:** 3 - -**Type:** Agility - -**Target:** Single target - **Effects:** Make an Agility attack against a creature of your choice within range. If you hit, deal 3d6 + 3 * Presence earth damage and knock them prone. If you miss, they must move into an adjacent empty tile of their choice. If they cannot, this attack automatically hits. ## Tormenting Spirits -**AP:** 2 - -**Essence:** 3 - **Category:** Offensive -**Range:** 3 - -**Type:** Expertise - -**Target:** Single target - **Effects:** When you gain this power, choose an affliction. Make an Expertise attack against a creature of your choice within range. If you hit, apply 12 + 2 * Presence stacks of the chosen affliction. If you miss, apply half that many stacks instead. ## Hyperkinetic Stimulant -**AP:** 2 - -**Essence:** 3 - **Category:** Utility - -**Range:** 3 - -**Type:** None - -**Target:** Single target - **Effects:** Grant your target 3 AP. They can only spend these AP on movement actions. Like usual, they reset at the end of their next turn. Until the end of their next turn, their movement does not provoke attacks of opportunity, they ignore ground effects and they are immune to falling damage. diff --git a/rulebook/src/character-options/classes/bladesworn/powers.md b/rulebook/src/character-options/classes/bladesworn/powers.md index 3aeaaac..f302c98 100644 --- a/rulebook/src/character-options/classes/bladesworn/powers.md +++ b/rulebook/src/character-options/classes/bladesworn/powers.md @@ -2,242 +2,77 @@ ## Bloody -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive - -**Range:** Weapon - -**Type:** Expertise - -**Target:** Single target - **Effects:** Make a weapon attack using your special attack bonus against your target's Expertise defense. This attack has half efficacy, but if you hit also apply 3 + 1/2 Presence stacks of bleeding. ## Distract -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive - -**Range:** Weapon - -**Type:** Focus - -**Target:** Single target - **Effects:** Make a weapon attack using your special attack bonus against your target's Focus defense. This attack has half efficacy, but if you hit also apply 1 stack of taunted. ## Dull -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive - -**Range:** Weapon - -**Type:** Expertise - -**Target:** Single target - **Effects:** Make a weapon attack using your special attack bonus against your target's Focus defense. This attack has half efficacy, but if you hit also apply 1 stack of blunted. ## Evade -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive - -**Range:** Weapon - -**Type:** Agility - -**Target:** Single target - **Effects:** Make a weapon attack using your special attack bonus against your target's Agility defense. This attack has half efficacy, but if you hit shift once. ## Guard -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive - -**Range:** Weapon - -**Type:** Prowess - -**Target:** Single target - **Effects:** Make a weapon attack using your special attack bonus against your target's Prowess defense. This attack has half efficacy, but if you hit gain 6 + Presence absorption. ## Halt -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive - -**Range:** Weapon - -**Type:** Prowess - -**Target:** Single target - **Effects:** Make a weapon attack using your special attack bonus against your target's Prowess defense. This attack has half efficacy, but if you hit also apply 1 stack of rooted. ## Overpower -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive - -**Range:** Weapon - -**Type:** Prowess - -**Target:** Single target - **Effects:** Make a weapon attack using your special attack bonus against your target's Prowess defense. This attack has half efficacy, but if you hit also apply 1 stack of defenseless. ## Pierce -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive - -**Range:** Weapon - -**Type:** Expertise - -**Target:** Single target - **Effects:** Make a weapon attack using your special attack bonus against your target's Expertise defense. This attack has half efficacy, but damage dealt by this attack cannot be prevented. ## Rout -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive - -**Range:** Weapon - -**Type:** Prowess - -**Target:** Single target - **Effects:** Make a weapon attack using your special attack bonus against your target's Prowess defense. This attack has half efficacy, but if you hit push the creature hit into an adjacent empty tile of your choice. ## Trip -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive - -**Range:** Weapon - -**Type:** Agility - -**Target:** Single target - **Effects:** Make a weapon attack using your special attack bonus against your target's Agility defense. This attack has half efficacy, but if you hit knock them prone. ## Disorient -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive - -**Range:** Weapon - -**Type:** Focus - -**Target:** Single target - **Effects:** Make a weapon attack using your special attack bonus against your target's Focus defense. This attack has half efficacy, but if you hit also apply one stack of blinded. ## Uppercut -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive - -**Range:** Weapon - -**Type:** Prowess - -**Target:** Single target - **Effects:** Make a weapon attack using your special attack bonus against your target's Prowess defense. This attack has half efficacy, but if you hit also apply one stack of aloft. ## Infuriate -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive - -**Range:** Weapon - -**Type:** Presence - -**Target:** Single target - **Effects:** Make a weapon attack using your special attack bonus against your target's Presence defense. This attack has half efficacy, but if you hit also apply 3 + 1/2 Presence stacks of rage. ## Embrittle -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive - -**Range:** Weapon - -**Type:** Expertise - -**Target:** Single target - **Effects:** Make a weapon attack using your special attack bonus against your target's Expertise defense. This attack has half efficacy, but if you hit also apply 3 + 1/2 Presence stacks of brittle. ## Imbue -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive - -**Range:** Weapon - -**Type:** Expertise - -**Target:** Single target - **Effects:** Make a weapon attack using your special attack bonus against your target's Expertise defense. When you gain this power, choose a damage type. This attack deals damage of that type instead. You may select this power more than once. diff --git a/rulebook/src/character-options/classes/conduit/powers.md b/rulebook/src/character-options/classes/conduit/powers.md index a9fc1f6..75fb46b 100644 --- a/rulebook/src/character-options/classes/conduit/powers.md +++ b/rulebook/src/character-options/classes/conduit/powers.md @@ -6,18 +6,8 @@ **Element:** Electric -**AP:** 0 - -**Essence:** 2 - **Category:** Offensive -**Range:** 3 - -**Type:** Prowess - -**Target:** Single-target - **Effects:** Make a Prowess attack against a creature of your choice within range. If you hit, deal 1d8 + Presence electric damage, then pull the target 2 tiles towards previous member of chain. ## Water Jet @@ -26,18 +16,8 @@ **Element:** Water -**AP:** 0 - -**Essence:** 2 - **Category:** Offensive -**Range:** 3 - -**Type:** Prowess - -**Target:** Single-target - **Effects:** Make a Prowess attack against a creature of your choice within range. If you hit, deal 1d8 + Presence water damage, then push the target 2 tiles away from previous member of chain. ## Mocking Flames @@ -46,18 +26,8 @@ **Element:** Fire -**AP:** 0 - -**Essence:** 2 - **Category:** Offensive -**Range:** 3 - -**Type:** Presence - -**Target:** Single-target - **Effects:** Make a Presence attack against a creature of your choice within range. If you hit, deal 1d8 + Presence fire damage and apply two stacks of taunted. The previous member of the chain is the object of the taunted ailment. ## Rainbow Accumulation @@ -66,18 +36,8 @@ **Element:** Prismatic -**AP:** 0 - -**Essence:** 2 - **Category:** Offensive -**Range:** 3 - -**Type:** Expertise - -**Target:** Single-target - **Effects:** Make an Expertise attack against a creature of your choice within range. If you hit, transfer all absorption, ailments and affliction to next target in chain. ## Spectral Glow @@ -86,18 +46,8 @@ **Element:** Radiant -**AP:** 0 - -**Essence:** 2 - **Category:** Offensive -**Range:** 3 - -**Type:** Focus - -**Target:** Single-target - **Effects:** Make an Focus attack against a creature of your choice within range. If you hit, apply two stacks of frightened and two stacks of pacified. The previous member of chain is the object of the frightened ailment. ## Utter Chaos @@ -106,18 +56,8 @@ **Element:** Umbral -**AP:** 0 - -**Essence:** 2 - **Category:** Offensive -**Range:** 3 - -**Type:** Focus - -**Target:** Single-target - **Effects:** Make a Focus attack against a creature of your choice within range. If you hit, apply two stacks of defenseless and crazed to them. ## Hot Swap @@ -126,18 +66,8 @@ **Element:** Umbral -**AP:** 0 - -**Essence:** 2 - **Category:** Offensive -**Range:** 3 - -**Type:** Expertise - -**Target:** Single-target - **Effects:** Make an Expertise attack against a creature of your choice within range. If you hit, swap their position with the previous creature in the chain via teleportation. ## Blue Flame Blast @@ -146,18 +76,8 @@ **Element:** Fire -**AP:** 0 - -**Essence:** 2 - **Category:** Offensive -**Range:** 3 - -**Type:** Agility - -**Target:** Single-target - **Effects:** Make an Agility attack against a creature of your choice within range. If you hit, deal 1d8 + Presence fire damage and apply 2 stacks of chilled. ## Corrupted Ice @@ -166,18 +86,8 @@ **Element:** Water -**AP:** 0 - -**Essence:** 2 - **Category:** Offensive -**Range:** 3 - -**Type:** Prowess - -**Target:** Single-target - **Effects:** Make a Prowess attack against a creature of your choice within range. If you hit, deal 1d8 + Presence water damage and apply 2 stacks of withered. ## Piercing Ray @@ -186,18 +96,8 @@ **Element:** Radiant -**AP:** 0 - -**Essence:** 2 - **Category:** Offensive -**Range:** 3 - -**Type:** Focus - -**Target:** Single-target - **Effects:** Make a Focus attack against a creature of your choice within range. If you hit, deal deal 1d8 + Presence radiant damage and apply 2 stacks of defenseless. ## Raging Storm @@ -206,18 +106,8 @@ **Element:** Electric -**AP:** 0 - -**Essence:** 2 - **Category:** Offensive -**Range:** 3 - -**Type:** Presence - -**Target:** Single-target - **Effects:** Make an Presence attack against a creature of your choice within range. If you hit, deal Deal 1d8 + Presence electric damage and apply 4 stacks of rage. ## Dark Energy @@ -226,18 +116,8 @@ **Element:** Umbral -**AP:** 0 - -**Essence:** 2 - **Category:** Offensive -**Range:** 3 - -**Type:** Expertise - -**Target:** Single-target - **Effects:** Make an Expertise attack against a creature of your choice within range. If you hit, deal Deal 1d8 + Presence umbral damage and apply 2 stacks of cursed. ## Wild Lightning @@ -246,18 +126,8 @@ **Element:** Electric -**AP:** 0 - -**Essence:** 2 - **Category:** Offensive -**Range:** 3 - -**Type:** Expertise - -**Target:** Single-target - **Effects:** Make an Expertise attack against a creature of your choice within range. If you hit, deal 1d12 + Presence electric damage. Hit or miss, apply 4 stacks of shock to you and your target. ## Pure Pain @@ -266,18 +136,8 @@ **Element:** Umbral -**AP:** 0 - -**Essence:** 2 - **Category:** Offensive -**Range:** 3 - -**Type:** Focus - -**Target:** Single-target - **Effects:** Make a Focus attack against a creature of your choice within range. If you hit, deal 1d12 + Presence umbral damage. Hit or miss, apply 4 stacks of anguish to you and your target. ## Roar of Fire @@ -286,18 +146,8 @@ **Element:** Fire -**AP:** 0 - -**Essence:** 2 - **Category:** Offensive -**Range:** 3 - -**Type:** Agility - -**Target:** Single-target - **Effects:** Make an Agility attack against a creature of your choice within range. If you hit, deal 1d12 + Presence fire damage. Hit or miss, apply 4 stacks of rage to you and your target. ## Bitter Cold @@ -306,18 +156,8 @@ **Element:** Water -**AP:** 0 - -**Essence:** 2 - **Category:** Offensive -**Range:** 3 - -**Type:** Prowess - -**Target:** Single-target - **Effects:** Make a Prowess attack against a creature of your choice within range. If you hit, deal 1d12 + Presence water damage. Hit or miss, apply 2 stack of chilled to you and your target. ## Searing Judgement @@ -326,16 +166,6 @@ **Element:** Radiant -**AP:** 0 - -**Essence:** 2 - **Category:** Offensive -**Range:** 3 - -**Type:** Presence - -**Target:** Single-target - **Effects:** Make a Presence attack against a creature of your choice within range. If you hit, deal 1d12 + Presence radiant damage. Hit or miss, apply 4 stacks of temperance to you and your target. diff --git a/rulebook/src/character-options/classes/devout/powers.md b/rulebook/src/character-options/classes/devout/powers.md index b1771fb..4743e76 100644 --- a/rulebook/src/character-options/classes/devout/powers.md +++ b/rulebook/src/character-options/classes/devout/powers.md @@ -6,18 +6,9 @@ **Cycle:** Avatar -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive - -**Range:** Self - **Type:** Basic -**Target:** Single-target - **rite Effect:** Strike, converting damage to air. Half of damage ignores absorption. **Miracle Effect:** Your basic attacks are automatically criticals if you hit. You are flying at all times. You have a tile effect that applies one stack of aloft to any other creature. @@ -28,18 +19,7 @@ **Cycle:** Blessing -**AP:** 2 - -**Essence:** 0 - **Category:** Defensive - -**Range:** 6 - -**Type:** None - -**Target:** Single-target - **rite Effect:** Grant 6 + Presence absorption and immunity to air damage until the end of your next turn. **Miracle Effect:** Target is flying at all times. All movement that they gain is doubled. @@ -50,18 +30,8 @@ **Cycle:** Curse -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive -**Range:** 6 - -**Type:** Prowess - -**Target:** Single-target - **rite Effect:** Deal 1d4 + Presence air damage and apply 1 stack of blunted. **Miracle Effect:** At the start of each of your turns for the duration of this effect, make a Prowess attack against them. If it hits, apply one stack of exhaustion. Hit or miss, then deal 1d8 + Presence air damage for each stack of exhaustion they have. @@ -72,18 +42,7 @@ **Cycle:** Gift -**AP:** 2 - -**Essence:** 0 - **Category:** Defensive - -**Range:** 6 - -**Type:** None - -**Target:** Single-target - **rite Effect:** Until end of your next turn, their movement does not trigger tile effects or attacks of oppportunity. **Miracle Effect:** For the duration of this effect, their ranged basic attacks are made with advantage and their range is doubled. Additionally, they can make ranged basic attacks against any creature within range, as long as a path to them exists, ignoring line of sight and cover. @@ -94,18 +53,8 @@ **Cycle:** Genesis -**AP:** 2 - -**Essence:** 0 - **Category:** Utility -**Range:** 6 - -**Type:** Prowess - -**Target:** Multi-target - **rite Effect:** Shove twice, rolling once. **Miracle Effect:** When you cast this miracle, select a tile within range. For the duration of this effect, a fierce wind blows in a 3 tile wide line between that tile and your original location. You choose which direction along the line the wind blows when you first cast this miracle. When the tile effect is triggered, make a Prowess attack against them. @@ -118,18 +67,8 @@ If you hit, they are knocked prone and pushed 4 tiles in the direction of the wi **Cycle:** Wrath -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive -**Range:** 6 - -**Type:** Prowess - -**Target:** Multi-target - **rite Effect:** Create a 1-tile radius tornado centered on the chosen tile until the end of your next turn. When triggered, apply one stack of aloft. **Miracle Effect:** A giant tornado forms from the heavens, touching down on the ground and violently tossing around all that it hits. Select a tile within range and create a 2-tile radius tornado centered on the chosen tile. While summoned, you may spend 1 AP to move it up to 3 tiles in a path of your choice. The tornado is treated as if it were flying for the purposes of movement. @@ -142,18 +81,9 @@ Whenever a creature starts their turn within the tornado or enters it for the fi **Cycle:** Avatar -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive - -**Range:** Self - **Type:** Basic -**Target:** Single-target - **rite Effect:** Strike, converting damage to lightning. Apply two stacks of shock. **Miracle Effect:** For the duration of this effect your basic attacks are automatically criticals if they hit. @@ -166,18 +96,7 @@ In addition, when you make a basic attack against a creature, your attacks chain **Cycle:** Blessing -**AP:** 2 - -**Essence:** 0 - **Category:** Defensive - -**Range:** 6 - -**Type:** None - -**Target:** Single-target - **rite Effect:** Grant 6 + Presence absorption and immunity to electric damage until the end of your next turn. **Miracle Effect:** Select a creature within range. For the duration of this effect: @@ -194,18 +113,8 @@ Treat any immunity to electric damage that the selected creature may have as if **Cycle:** Curse -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive -**Range:** 6 - -**Type:** Prowess - -**Target:** Single-target - **rite Effect:** Pull 2 tiles towards you. **Miracle Effect:** All attacks made against a creature within a 1 tile radius of the selected creature target and affect only the selected creature instead. This does not affect attacks made by the selected creature. At the start of each of your turns for the duration of this effect, make a Prowess attack against all creatures within a 3 tile radius of the selected creature. @@ -217,18 +126,7 @@ If you hit, pull them up to 3 tiles directly towards the selected creature. You **Cycle:** Gift -**AP:** 2 - -**Essence:** 0 - **Category:** Defensive - -**Range:** 6 - -**Type:** None - -**Target:** Single-target - **rite Effect:** Grant advantage on Dodge and Block skill checks until the end of your next turn. **Miracle Effect:** All movement gained is doubled. Attacks of opportunity against them no longer have advantage. They can pass through the tiles of enemy creatures. They have a tile effect that deals 1d12 + Presence electric damage on hit to any other creature, half on miss. @@ -239,18 +137,8 @@ If you hit, pull them up to 3 tiles directly towards the selected creature. You **Cycle:** Genesis -**AP:** 2 - -**Essence:** 0 - **Category:** Utility -**Range:** 6 - -**Type:** Expertise - -**Target:** Multi-target - **rite Effect:** Apply 6 + Presence stacks of shock. **Miracle Effect:** Create the electrostatic isolation tile effect in a 4 tile radius around a tile of your choice within range. In this tile effect: @@ -265,18 +153,8 @@ If you hit, pull them up to 3 tiles directly towards the selected creature. You **Cycle:** Wrath -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive -**Range:** 6 - -**Type:** Agility - -**Target:** Multi-target - **rite Effect:** At the start of your next turn, make an Agility attack against all creatures in a one tile radius centered on this tile as a bolt of lightning shoots from the sky. If you hit, deal 1d12 + Presence electric damage. If you miss, creatures suffer the attacks effects at half efficacy instead. **Miracle Effect:** A 12 tile radius around you has the gathering storm tile effect. Whenever a creature in this tile effect takes electric damage, add that many stacks of shock as well. When this happens, remove the same number of stacks of any afflictions other than shock that creature might have (of your choice) if able. @@ -288,18 +166,9 @@ You gain access to the call lightning power. As a 1 AP action, with no essence c **Cycle:** Avatar -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive - -**Range:** Self - **Type:** Basic -**Target:** Single-target - **rite Effect:** Strike. Ignore disadvantage on this attack. **Miracle Effect:** Your basic attacks are automatically criticals if you hit. One tile radius tile effect: apply two stacks of cursed and blunted to each adjacent creature. Immune to own tile effect. @@ -310,18 +179,7 @@ You gain access to the call lightning power. As a 1 AP action, with no essence c **Cycle:** Blessing -**AP:** 2 - -**Essence:** 0 - **Category:** Defensive - -**Range:** 6 - -**Type:** None - -**Target:** Single-target - **rite Effect:** Grant 6 + Presence absorption. Until the until the end of your next turn, ignore disadvantage on any skill check made. **Miracle Effect:** All attacks made against them have disadvantage. All skill checks and attack rolls are made with advantage. @@ -332,18 +190,8 @@ You gain access to the call lightning power. As a 1 AP action, with no essence c **Cycle:** Curse -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive -**Range:** 6 - -**Type:** Expertise - -**Target:** Single-target - **rite Effect:** Teleport back to the tile they were in at the start of their last turn. **Miracle Effect:** Snapshot status when miracle begins. At the start of each of their turns, teleport back to the tile they started their turn in. Reset absorption, ailments and affliction. @@ -354,18 +202,7 @@ You gain access to the call lightning power. As a 1 AP action, with no essence c **Cycle:** Gift -**AP:** 2 - -**Essence:** 0 - **Category:** Defensive - -**Range:** 6 - -**Type:** None - -**Target:** Single-target - **rite Effect:** Grant 1 AP. **Miracle Effect:** Gain 3 more AP at the end of the turn. @@ -376,16 +213,8 @@ You gain access to the call lightning power. As a 1 AP action, with no essence c **Cycle:** Genesis -**AP:** 2 - -**Essence:** 0 - **Category:** Utility -**Range:** 6 - -**Target:** Multi-target - **rite Effect:** ?? **Miracle Effect:** ?? @@ -396,18 +225,8 @@ You gain access to the call lightning power. As a 1 AP action, with no essence c **Cycle:** Wrath -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive -**Range:** 6 - -**Type:** Focus - -**Target:** Multi-target - **rite Effect:** If you hit, apply one stack of exhaustion. **Miracle Effect:** Create 3 tile radius tile effect. When triggered, apply one stack of exhaustion. diff --git a/rulebook/src/character-options/classes/elementalist/combat_feats.md b/rulebook/src/character-options/classes/elementalist/combat_feats.md index dc69184..d5fee76 100644 --- a/rulebook/src/character-options/classes/elementalist/combat_feats.md +++ b/rulebook/src/character-options/classes/elementalist/combat_feats.md @@ -1,5 +1,9 @@ # Combat Feats +## Fast Burning + +**Effects:** You can use your Pure Power class feature twice during each of your turns, rather than once. + ## Master of the Elements **Effects:** Gain access to a second elemental pairing. You gain access to the twists and hybrid Meld spell associated with that pairing, and any features that depend on this . Learn two additional powers. @@ -15,10 +19,6 @@ When you gain this combat feat, sacrifice an exploration feat. - a 20-foot cone centered on yourself, in a direction of your choosing - a 40-foot x 5 foot line, starting at yourself, in a direction of your choosing -## Power Cycle - -**Effects:** Whenever you would detonate, you may choose to gain 3 essence rather than the effect listed in your elemental pairing. - ### Power Siphon **Effects:** The first time each turn that you hit a creature with a Shove, Strike or Grapple attack, gain the benefits of the Recover action. @@ -49,7 +49,7 @@ When you gain this combat feat, sacrifice an exploration feat. Whenever you hit a creature or apply a boon to a creature with a spell of that element, push them one tile away from you. Whenever you hit a creature or apply a boon with a spell of the opposed element, pull them one tile closer to you. -When you hit or apply a boon to yourself, push yourself one tile in a direction of your choice. Your Meld spells do not push or pull their targets. +When you target yourself with a spell, push yourself one tile in a direction of your choice. Your Meld spells do not push or pull their targets. ### Explosive Propulsion diff --git a/rulebook/src/character-options/classes/elementalist/exploration_feats.md b/rulebook/src/character-options/classes/elementalist/exploration_feats.md index 6e90b7d..4849838 100644 --- a/rulebook/src/character-options/classes/elementalist/exploration_feats.md +++ b/rulebook/src/character-options/classes/elementalist/exploration_feats.md @@ -1,7 +1,126 @@ # Exploration Feats -## Feat title +## Twisted Breeze -**Prerequisites:** Prerequisites for feat to be performed. +**Prerequisites:** Sandstorm elemental pairing -**Effects:** Feat effect description +**Effects:** The wind obeys your oommand, gently blowing and gusting as part of your Wind Twisting spell. +When you cast this spell, you can control the wind: anywhere from dead still air to a gentle breeze to a stiff but harmless gust in the direction of your choice. + +You may use a downtime activity to change the weather for the next day to any natural form of weather for the region (however rare) + +If you are level 8 or higher, you may immediately change the weather for the area around you. + +## Twisted Tunnelling + +**Prerequisites:** Sandstorm elemental pairing + +**Effects:** The earth parts and reforms around you, offering you passage as part of your Stone Twisting spell. +When you cast this spell, you may burrow through earth and stone as if swimming. +You do not need to breathe, and can see outside of the earth as if it were clouded glass. + +If you are level 8 or higher, grant this effect to up to 6 additional allies. + +## Twisted Cleansing + +**Prerequisites:** Frostfire elemental pairing + +**Effects:** Your fire cleanses as it burns away impurities. Fire modified as part of your Flame Twisting spell burns selectively, ignoring any substance or creature(s) of your choice. + +If you are level 8 or higher, fires created by you are hot enough to slowly burn or melt through most materials: limestone (but not granite), iron, glass and copper (but not tungsten) and so on. + +## Twisted Hose + +**Prerequisites:** Frostfire elemental pairing + +**Effects:** As part of your Frost Twisting spell, you may instead create water out of nothing. +You can create water at a rate of roughly 1 gallon every 30 seconds (roughly the rate of a kitchen tap). + +At level 8, this increases to a rate of 1 gallon per second (roughly the rate of a fire hose). Additionally, you may focus this blast of water into a small stream, which pushes creatures and objects back with considerable (but non-damaging) force. + +## Twisted Beacon + +**Prerequisites:** Darklight elemental pairing + +**Effects:** Twisting and shaping a source of light, you may cause it to glow brilliantly as part of your Brilliant Twisting spell. +Select a light source of your choice within range. Until you complete a rest, you can control the intensity and shape of its illumination. +At most, you can double the overall intensity and/or radius, and focus the direction of the light as if it were a partially shielded lantern. + +At level 8, you can increase the intensity and/or radius by a factor of eight instead of two, allowing it to be seen for miles around. + +## Twisted Stifling + +**Prerequisites:** Darklight elemental pairing + +**Effects:** With a flick of the wrist, you cause shadows to grow and extinguish light sources as part of your Shadow Twisting spell. +When you cast this spell you may instead extinguish a light source of your choice within range. + +If you are level 8 or higher, the light source you extinguish cannot be relit until you complete a rest unless the creature attempting to relight the light source succeeds on a contested Presence (Arcana) skill check against you. You may choose to fail this skill check. + +## Twisted Growth + +**Prerequisites:** Lifeforce elemental pairing + +**Effects:** Planting a seed of life, you encourage healthy growth as part of your Life Twisting spell. +When you cast this spell, you may imbue a single living creature, plant or fungi with life, causing it to grow vigorously for the next year. +As a downtime activity, you may apply this to an entire farm. + +If you are level 8 or higher, you may rapidly accelerate growth: causing an entire year of growth to occur in a single minute. If you use this ability more than once each rest, gain a stack of exhaustion. + +## Twisted Afterlife + +**Prerequisites:** Lifeforce elemental pairing + +**Effects:** Reaching out into the beyond, you as part of your Death Twisting spell. +When you cast this spell, you have advantage on any skill checks made to use the Resurrect downtime activity. + +If you are level 8 or higher, you may resurrect creatures that would otherwise be unresurrectable. + +## Twisted Electrokinesis + +**Prerequisites:** Surgebreaker elemental pairing + +**Effects:** As part of your Lightning Twisting spell, lightning flows gently into an object of your choice within range, allowing you to move it as it takes on a modicum of life for a moment. +You may move the object and perform any straightforward feat of dexterity such as opening doors, setting a table or approximately tossing an object. +You may not activate magical items in this fashion and the force exerted by this effect is limited by your own strength. +You may not perform any particularly challenging tasks in this fashion: anything which would require a skill check, such as picking a lock, carefully stealing an item or breaking open a door is beyond its capacity. When you cast this spell, you may move the object up to 30 feet, although it falls harmlessly to the ground shortly afterwards. + +Like always, this twisting has no effect in combat: you may not make attacks or wield weapons in this way. + +If you are level 8 or higher, you may perform acts that require dexterity while using this spell. + +## Twisted Chemistry + +**Prerequisites:** Surgebreaker elemental pairing + +**Effects:** You may create useful alchemical reagents as part of your Acid Twisting spell. +When you cast this spell, gain advantage on any Tinkering skill check made to create chemicals using the Tinkering skill. +This applies to the Devise downtime activity (but no other downtime activities). + +If you are level 8 or higher, gain advantage on any attempt to use chemicals as well. + +## Power Dump + +**Effects:** Whenever you use the Devise downtime activity, remove a stack of exhaustion from yourself for every 10 points of your skill check result. + +## Universal Intuition + +**Prerequisites:** Elemental Intuition class feature + +**Effects:** You may now detect elements of any sort with your Elemental Intuition class feature, regardless of whether they match your pairing(s). + +## Overloaded Crafting + +**Effects:** Whenever you use the Enchant or Devise downtime activities, you may choose to gain any number of stacks of exhaustion before making your skill check. Roll an additional d20 for each stack of exhaustion gained this way, and use the highest result. + +## Primordial Reincarnation + +**Effects:** The first time you die, you are instead immediately resurrected in the nearest font as a Primordial Fontborn. When this occurs, replace this exploration feat with a monstrous or universal exploration feat of your choice. + +## Raw Ingredients + +**Effects:** You have advantage on all skill checks made to use the Harvest downtime activity. + +## Exposure-Hardened + +**Effects:** You have advantage on Endurance skill checks made to survive in harsh environmental conditions. diff --git a/rulebook/src/character-options/classes/elementalist/features.md b/rulebook/src/character-options/classes/elementalist/features.md index 33dd281..be6726c 100644 --- a/rulebook/src/character-options/classes/elementalist/features.md +++ b/rulebook/src/character-options/classes/elementalist/features.md @@ -2,18 +2,18 @@ ## Class Summary -| Level | Proficiency Bonus | Features | Spells Known | -| :---: | :---------------: | :---------------------------------------------------------------------: | :----------: | -| 1 | +1 | Feats, Elemental Opposition, Thoughtful Orchestration, Element Twisting | 3 | -| 2 | +1 | Elemental Intuition | 4 | -| 3 | +2 | Attribute Improvement, Feats | 4 | -| 4 | +2 | Elemental Warding | 4 | -| 5 | +3 | Elemental Crafting | 5 | -| 6 | +3 | Attribute Improvement, Feats | 5 | -| 7 | +4 | Tranquility | 5 | -| 8 | +4 | Major Twist | 6 | -| 9 | +5 | Attribute Improvement, Feats | 6 | -| 10 | +5 | Currents of Power | 6 | +| Level | Proficiency Bonus | Features | Spells Known | +| :---: | :---------------: | :-------------------------------------------------------: | :----------: | +| 1 | +1 | Feats, Elemental Opposition, Pure Power, Element Twisting | 3 | +| 2 | +1 | Elemental Intuition | 4 | +| 3 | +2 | Attribute Improvement, Feats | 4 | +| 4 | +2 | Elemental Warding | 4 | +| 5 | +3 | Font Communion | 5 | +| 6 | +3 | Attribute Improvement, Feats | 5 | +| 7 | +4 | Gentle Touch | 5 | +| 8 | +4 | Major Twist | 6 | +| 9 | +5 | Attribute Improvement, Feats | 6 | +| 10 | +5 | Currents of Power | 6 | ## Features @@ -27,9 +27,9 @@ **Level:** 1 -**Effects:** The elementalist is a master of magic, shaping the raw elements into tangible form to blast their foes to smithereens. Elementalist spells always cost 2 AP and 3 essence. +**Effects:** The elementalist is a master of magic, shaping the raw elements into tangible form to blast their foes to smithereens. Elementalist spells always cost 2 AP and 1 essence. -10 of the elements have a natural opposite, creating the following five pairings: +With the exception of arcane and fate, each of the elements has a natural opposite, creating the following five pairings: - Sandstorm (air and earth) - Frostfire (fire and water) @@ -38,35 +38,42 @@ - Surgebreaker (electric and corrosive) Select a pairing and your initial spells at level 1. The number of spells you know at each level is listed in your class table. -You can only select spells from one of your pariings, and you must always know at least one spell from each of the elements in your pairings. +You can only select spells from one of your pariings, and you must always know at least one spell from each element in your pairing. -In addition, whenever you select a new pairing, you learn a meld spell that combines the power of both elements in your pairing. Meld spells do not count against the number of spells that you know. +In addition, you learn a meld spell that combines the power of both elements in your pairing. Meld spells do not count against the number of spells that you know. -As you cast spells, you build up exposure to the element you are working with. You can limit this exposure by casting spells of the opposing element. As you get stronger, you learn more strategies for controlling your exposure. +As you cast spells, you build up exposure to the element you are working with. You can limit this exposure by casting spells of the opposing element. -Your exposure ranges from 5 in one element, to 5 in the opposed element, balancing at 0 exposure to either element in the middle. It changes in the following ways: Whenever you cast a spell, your exposure shifts towards that element by 1. If it is a critical hit, the exposure changes by 2 instead. Effects which can hit multiple creatures only change your exposure once for each time they are cast. +Your exposure ranges from 5 in one element, to 5 in the opposed element, balancing at 0 exposure to either element in the middle. It changes in the following ways: + +- Whenever you cast a spell, your exposure shifts towards that element by 1. +- If it is a critical hit, the exposure changes by 2 instead. +- When you use a meld spell, your exposure in your current element increases by one. If your exposure is zero, gain one exposure in an associated element of your choice. +- Effects which can hit multiple creatures only change your exposure once for each time they are cast. Whenever your exposure to an element is 3 or more, your spells of that element (other than twisting spells) are more powerful but gain a drawback. However, the critical hit threshold for spells of the opposite element is reduced by 4. Meld spells gain both of these benefits, as they count as both elements. Your stacks of exposure reset at the end of each combat. When you reach 5 stacks, your elemental energy builds up, exploding in a powerful burst when it overwhelms you. Whenever you reach 5 stacks of exposure, you **detonate**. All creatures within a 2 tile range suffer a harmful effect based on your exposure’s type, listed in the Pairings section below. Reduce your exposure associated with that element to 0 and gain a stack of exhaustion. -## Thoughtful Orchestration +### Pure Power -**Effects:** At the start of each of your turns, you may change your exposure by 1 in any direction. +**Level:** 1 + +**Effects:** Once during each of your turns, you may spend essence in the place of AP when using an action. For example, if you wanted to take the Strike action, you would spend 2 essence and 0 AP. -## Element Twisting +### Element Twisting **Level:** 1 -**Effect:** You learn to manipulate the elements around you in ways that help you solve problems outside of combat. The twisting spells associated with each pairing are listed in the Pairings section below. Twisting spells do not count against the number of spells that you know. +**Effect:** You learn to manipulate the elements around you in ways that help you solve problems outside of combat. Gain access to the twisting spells for your associated elements, which are listed in the Pairings section below. Twisting spells do not count against the number of spells that you know. -When you reach level 7 and gain access to your second pairing, you also learn the twisting spells associated with those elements. Every twisting spell increases in power at level 10 and 18. +Twisting spells cannot be used in combat, as they are either too intricate or time consuming to cast in the heat of battle. -## Elemental Intuition +### Elemental Intuition **Level:** 2 -**Effect:** Your familiarity with the elements allows you to innately sense them around you. You automatically detect any source or usage of your chosen elements within 4 tiles of you, and understand approximately what it is being used for. Additionally, you have advantage on any Arcana checks to understand or modify magic that uses your chosen elements. +**Effect:** Your familiarity with the elements allows you to innately sense them around you. You automatically detect any source or usage of your chosen elements within 50 feet of you, and understand approximately what it is being used for. Additionally, you have advantage on any Arcana checks to understand or modify magic that uses your chosen elements. ### Attribute Improvement @@ -84,13 +91,19 @@ When you reach level 7 and gain access to your second pairing, you also learn th ***Level:** 4 -When you use the Ward action, gain immunity to the damage types in your elemental pairing until the start of your next turn. +When you use the Ward action, until the start of your next turn, gain immunity to the damage types in your elemental pairing and ignore any ailments or afflictions applied to yourself. -### Elemental Crafting +### Font Communion ***Level:** 5 -**Effects:** Your knowledge of the push and pull of elemental forces allows you to balance them in the physical objects around you. You have advantage on all skill checks made to Enchant, Disenchant or Invent downtime activities as long as the affix has at least one of the elements in your pairing as a tag. +**Effects:** Gain access to the Commune downtime activity. When you use this downtime activity, make a Focus (Fontcraft) skill check. For every 5 points of the skill check result, ask one question of the worldspeaker, who must do their best to answer truthfully: + +- What elements is this font associated with? +- What are the font-level vantages, if any? +- What danger levels are present in this font, and where are they located? +- What does this font currently want, if anything? +- Are there any important monsters or creatures in this font's area of influence? ### Attribute Improvement @@ -104,11 +117,11 @@ When you use the Ward action, gain immunity to the damage types in your elementa **Effects:** Gain a new combat feat and a new exploration feat. -### Tranquility +### Gentle Touch ***Level:** 7 -**Effects:** At the start of each of your turns, if your exposure is less than 4, gain the benefits of the Recover action. +**Effects:** At the start of each of your turns, you may change your exposure by 1 in any direction. ### Major Twist @@ -135,8 +148,8 @@ When you use the Ward action, gain immunity to the damage types in your elementa **Effects:** At the end of each of your turns, gain an effect based on your current exposure: - 0: Gain the benefits of the Defend and Ward actions. -- 1-3: Set your exposure to any value of your choice. -- 4-6: Detonate without resetting your Exposure. +- 1-2: Set your exposure to any value of your choice. +- 3-4: Until the end of your next turn, whenever you cast a spell, you may choose whether or not it is a critical hit. ## Elemental Pairings @@ -144,15 +157,9 @@ When you use the Ward action, gain immunity to the damage types in your elementa #### Sandstorm Meld -**AP:** 2 - -**Essence:** 3 - **Category:** Offensive -**Range:** 4 tiles - -A swirling blast of sand carried by the wind pummels your target. Make a Prowess attack against a creature or object of your choice within range. If you hit, deal 1d8 + Presence hybrid air-earth damage, and knock the creature struck back 2 tiles. +A swirling blast of sand carried by the wind pummels your target. Make a Prowess attack against a creature of your choice within range. If you hit, deal 1d8 + Presence hybrid air-earth damage, and knock the creature struck back 2 tiles. If you have at least 3 stacks of air exposure, knock yourself 2 tiles away from your target as well. @@ -160,51 +167,37 @@ If you have at least 3 stacks of earth exposure, apply two stacks of rooted to y #### Sandstorm Detonation -When you reach 5 stacks of air exposure, you explode with a huge burst of air. Make a Prowess attack against all other creatures within a 2 tile range. If you hit, knock them back 6 tiles. If you miss, knock them back 3 tiles instead. +When you reach 5 stacks of air exposure, you explode with a huge burst of air. +Make a Prowess attack against all other creatures within a 2 tile range. If you hit, knock them back 6 tiles. If you miss, knock them back 3 tiles instead. +You are knocked prone. -When you reach 5 stacks of earth exposure, rocks explode from your body. Make an Agility attack against all other creatures within a 2 tile range. If you hit, deal 2d6 + 2 * Presence earth damage and knock them prone. +When you reach 5 stacks of earth exposure, rocks explode from your body. +Make an Agility attack against all creatures within a 2 tile range. +If you hit, deal 2d6 + 2 * Presence earth damage and knock them prone. #### Wind Twisting -**AP:** 1 - -**Essence:** 1 - **Category:** Utility -**Range:** 4 tiles +As you twist the wind beneath the feet of a creature it gently lifts them aloft. For the next minute or so, they are able to walk on thin air. -As you twist the wind beneath the feet of your ally, they gain the ability to fly. Until the end of your next turn, a creature of your choice within range can fly. - -If you are level 8 or higher, until the start of your next rest they can fly outside of combat. +If you are level 8 or higher, this effect persists until the start of your next rest. It still has no effect in combat. #### Stone Twisting -**AP:** 1 - -**Essence:** 1 - **Category:** Utility -**Range:** 4 tiles +Twisting and warping stone, you bend it to your will. You may slowly mold and shape stone, earth, sand and so on. It gains no special structural strength. -Twisting and warping stone, you bend it to your will. Select up to 4 contingent tiles of your choice within range that are made in either whole or part of stone (including brick and so on). They permanently become difficult terrain. You may also use this spell to eliminate difficult terrain if it is caused by uneven stony ground or a similar phenomenon. - -If you are level 8 or higher, you can also slowly create stone, up to three 1 tile by 1 height tier cubes per use of this spell. This might be a barricade, repairing a bridge or creating a small defensive structure as a downtime activity. +If you are level 8 or higher, you can also slowly create stone, up to a rate of one 5 foot cube per minute. This might be a barricade, repairing a bridge or creating a small defensive structure as a downtime activity. ### Frostfire #### Frostfire Meld -**AP:** 2 - -**Essence:** 3 - **Category:** Offensive -**Range:** 4 tiles - -A cold flame gushes forth from you, lighting your target on fire while you chill them. Make an Agility attack against a creature or object of your choice within range. If you hit, deal 2d8 + 2 * Presence hybrid fire-water damage. +A cold flame gushes forth from you, lighting your target on fire while you chill them. Make an Agility attack against a creature of your choice within range. If you hit, deal 2d8 + 2 * Presence hybrid fire-water damage. If you have at least 3 stacks of fire exposure, add 6 + Presence stacks of aflame to yourself, and 6 + Presence stacks of aflame to your target if you hit. @@ -212,43 +205,29 @@ If you have at least 3 stacks of cold exposure, add 2 stacks of chilled to yours #### Frostfire Detonation -When you reach 5 stacks of fire exposure, the air itself catches fire. Make an Agility attack against all other creatures within a 2 tile range. If you hit, deal 3d6 + 3 * Presence fire damage. +When you reach 5 stacks of fire exposure, the air itself catches fire. +Make an Agility attack against all creatures within a 2 tile range. +If you hit, deal 3d6 + 3 * Presence fire damage. -When you reach 5 stacks of water exposure, a terrible burst of cold emanates from you. Make a Prowess attack against all other creatures within a 2 tile range. If you hit, apply 3 + 1/2 Presnce stacks of chilled. If you miss, apply 1 stack of chilled instead. Hit or miss, then deal 1d4 + 1/2 Presence water damage to them multiplied by the number of stacks of chilled they have. +When you reach 5 stacks of water exposure, a terrible burst of cold emanates from you. +Make a Prowess attack against all creatures within a 2 tile range. +If you hit, apply 3 + 1/2 Presnce stacks of chilled. If you miss, apply 1 stack of chilled instead. Hit or miss, then deal 1d4 + 1/2 Presence water damage to them multiplied by the number of stacks of chilled they have. #### Fire Twisting -**AP:** 1 - -**Essence:** 1 - **Category:** Offensive -**Range:** 4 tiles - -With a flick of the wrist, you are able to spread or control fires at will. If there is an open source of flame within range, you can spread it to another object or creature within range. If you select a creature, you must make an Agility attack against them, applying 6 + Presnece stacks of aflame on hit. - -You may also extinguish a small fire of your choice within range that affects up to a 5 foot cube with this spell. If you use this spell on a creature, they are no longer aflame. +With a flick of the wrist, you are able to spread or control fires at will. Pick an open flame that you can see: you may either spread it to a nearby object or extinguish it. If it is particularly large or out of control, you may need to make a Presence (Arcana) skill check to do so. If you are level 8 or higher, you can cause a fire that you target or spread in this way to burn indefinitely, no longer requiring fuel although it can still be deliberately extinguished. #### Frost Twisting -**AP:** 1 - -**Essence:** 1 - **Category:** Utility -**Range:** 4 tiles +With a pointed finger, you can freeze water solid. This might allow you to walk on formerly liquid bodies of water, turn puddles into ice slicks or create refreshing ice cubes. -With a pointed finger, you can freeze water solid, allowing you to walk on formerly solid bodies of water or turn puddles into ice slicks. Each time you use this spell, you may cause a 5 foot cube of solid water to turn to ice, or cause up to 4 contiguous tiles that have shallow or deep water on them to turn into an ice slick. - -Whenever a creature attempts to spend movement to enter a tile within this ice for the first time on their turn, make an Agility attack against them. If you hit, they are knocked prone. While on this ice, the effects of all forced movement other than teleportation is doubled. -For example, if you were hit by a blast of wind while on this ice that would normally push you back 2 tiles, you travel 4 tiles instead. -This ability has no effect on flying creatures. - -The ice remains frozen until after you complete your next rest. +This is just normal ice: it remains frozen until it melts. If you are level 8 or higher, you can sculpt ice into useful, if temporary objects. Doing so requires a successful Expertise (Craftsmanship) skill check. You may create any mundane object that could plausibly be made of ice when you cast this spell (for example, you cannot create rope, torches, chalk, medicinal herbs or a key that you have no idea what it looks like). You can only sculpt up to a 5 foot cube of ice per casting of this spell. @@ -257,15 +236,9 @@ You can only sculpt up to a 5 foot cube of ice per casting of this spell. #### Darklight Meld -**AP:** 2 - -**Essence:** 3 - **Category:** Offensive -**Range:** 4 tiles - -Shadow and light swirling together, you cast a beam of terrible energy at your foe. Make a Focus attack against a creature or object of your choice within range. If you hit, deal 1d4 + 1/2 Presence hybrid radiant-umbral damage. Apply stacks of temperance and anguish to them equal to the damage dealt. +Shadow and light swirling together, you cast a beam of terrible energy at your foe. Make a Focus attack against a creature of your choice within range. If you hit, deal 1d4 + 1/2 Presence hybrid radiant-umbral damage. Apply stacks of temperance and anguish to them equal to the damage dealt. If you have at least 3 stacks of radiant exposure, add 6 + Presence stacks of temperance to yourself, and 6 + Presence stacks of temperance to your target if you hit. @@ -273,105 +246,74 @@ If you have at least 3 stacks of umbral exposure, add 6 + Presence stacks of ang #### Darklight Detonation -When you reach 5 stacks of radiant exposure, you explode in a burst of blinding light. Make a Prowess attack against all other creatures within a 2 tile range. If you hit, apply 3 + 1/2 Presence stacks of blinded. If you miss, apply 1 stack of blinded instead. Hit or miss, then deal 1d4 + 1/2 Presence radiant damage to them, multiplied by the number of stacks of blinded that they have. +When you reach 5 stacks of radiant exposure, you explode in a burst of blinding light. Make a Prowess attack against all creatures within a 2 tile range. If you hit, apply 3 + 1/2 Presence stacks of blinded. If you miss, apply 1 stack of blinded instead. Hit or miss, then deal 1d4 + 1/2 Presence radiant damage to them, multiplied by the number of stacks of blinded that they have. -When you reach 5 stacks of umbral exposure, you disappear into the shadows. Become invisible until the end of your next turn. This effect does not break after you make an attack. +When you reach 5 stacks of umbral exposure, terrible shadows engulf everything around you. Until the start of your next turn, the entire battlefield is heavily shrouded. Trigger all afflictions on all creatures within a 2 tile range. #### Brilliant Twisting -**AP:** 1 - -**Essence:** 1 - **Category:** Utility -**Range:** 4 tiles +You can cause an area surrounding an object of your choice to emit light until you complete your next rest. If you do, it sheds bright light in a 20 foot radius, and dim light in a 40 foot radius. -Twisting and shaping a source of light, you cause it to glow brilliantly. Select a light source of your choice within range. Until you complete a rest, the radius of the bright and dim light cast by this light source is doubled. You can affect the same light source up to three times with this spell, doubling the light radius each time. You can end this effect at any time by casting this spell again. - -If you are level 8 or higher, magical items and effects in the amplified light sparkle and glimmer in an obvious fashion as the light catches on threads of the Weave. +If you are level 8 or higher, magical items and effects in the light sparkle and glimmer in an obvious fashion as the light catches on threads of the Weave. #### Shadow Twisting -**AP:** 1 - -**Essence:** 1 - **Category:** Utility -**Range:** 4 tiles +You gain the ability to twist shadows into new shapes, or make them up to twice as large as their original size. Additionally, you can conceal yourself and up to 6 other creatures in darkness. While shrouded, the shadows blend into their environment and observers will percieve them as ordinary, inconspicuous shadows unless they succeed at an opposed Focus (Arcana) skill check. -With a flick of the wrist, you cause shadows to grow and extinguish light sources. When you cast this spell, extinguish a light source of your choice within range. - -If you are level 8 or higher, the light source you extinguish cannot be relit until you complete a rest unless the creature attempting to relight the light source succeeds on a contested Presence (Arcana) skill check against you. You may choose to fail this skill check. +If you are level 8 or higher, creatures that you shroud become fully invisible. ### Lifeforce #### Lifeforce Meld -**AP:** 2 - -**Essence:** 3 - **Category:** Offensive -**Range:** 4 tiles - -You drain the lifeforce from your foe in a strange pulsating beam. Make a Prowess attack against a creature or object of your choice within range. If you hit, deal 1d8 + Presence hybrid primal-decay damage. Heal equal to the damage dealt. +You drain the lifeforce from your foe in a strange pulsating beam +Make a Prowess attack against a creature of your choice within range. +If you hit, deal 2d8 + 2 * Presence hybrid primal-decay damage. You may convert any number of their ailments into the same number of stacks of either withered or rooted. If you have at least 3 stacks of primal exposure, you and your target gain 6 + Presence absorption after the damage takes effect. If you have at least 3 stacks of decay exposure, you and your target lose 6 + Presence absorption before the damage takes effect. -### Lifeforce Detonation +#### Lifeforce Detonation -When you reach 5 stacks of primal exposure, you aggressively and painfully cure those around you, building up your own life force as you do so. Make an Expertise attack against all other creatures within a 2 tile range. If you hit, remove all ailments and afflictions from them. -For each stack of afflictions removed in this way, gain 1 absorption and deal 1 primal damage to the creature you removed it from. -For each stack of a ailments removed in this way, gaim 2 asorption and deal 2 primal damage to the creature you removed it. +When you reach 5 stacks of primal exposure, you aggressively and painfully cure those around you, building up your own life force as you do so. +Make an Expertise attack against all creatures within a 2 tile range. If you hit, remove all ailments and afflictions from them. +For each stack of an affliction removed in this way, deal 1 primal damage to the creature you removed it from. +For each stack of an ailment removed in this way, deal 2 primal damage to the creature you removed it. -When you reach 5 stacks of decay exposure, you drain the energy from those around you. Make a Focus attack against all other creatures within a 2 tile range. If you hit, apply 3 + 1/2 Presence stacks of withered to them and transfer all absorption that they have to yourself. +When you reach 5 stacks of decay exposure, you drain the energy from those around you. +Make a Focus attack against all other creatures within a 2 tile range. +If you hit, apply 3 + 1/2 Presence stacks of withered to them and remove all of their absorption. #### Life Twisting -**AP:** 1 - -**Essence:** 1 - **Category:** Utility -**Range:** 4 tiles - -Knitting together wounds and lifting ailments, you. When you cast this spell, gain the benefits of the Treat action with advantage affecting a creature of your choice within range. When you use this spell during the Tend downtime activity, gain advantage on the Focus (Medicine) skill check made. +Knitting together wounds and lifting ailments, you. When you use this spell, gain advantage on Focus(Medicine) skill checks made to heal others. This works during the Tend downtime activity. If you are level 8 or higher, you remove an additional stack of exhaustion when you use this spell during the Tend downtime activity. #### Death Twisting -**AP:** 1 - -**Essence:** 1 - **Category:** Utility -**Range:** 4 tiles +Gently touching the departed soul of another creature, you are able to trace its connection with the afterlife. When you cast this spell, learn the approximate cause of death of any creature. -Gently touching the soul of another creature, you are able to manipulate its connection with the afterlife. When you cast this spell, you may gain the benefits of the Scan minor action with advantage. You automatically determine their current life total and learn any . - -If you are level 8 or higher, you have advantage on the Resurrect downtime activity when you use this spell. +If you are level 8 or higher, you can see its death through a detailed flashback through its eyes. ### Surgebreaker #### Surgebreaker Meld -**AP:** 2 - -**Essence:** 3 - **Category:** Offensive -**Range:** 4 tiles - -A beam of swirling destructive energy pulses out from you as it strips away your foe’s defenses. Make a Presence attack against a creature or object of your choice within range. If you hit, deal 1d6 + Presence hybrid electric-corrosive damage and trigger their afflictions. +A beam of swirling destructive energy pulses out from you as it strips away your foe’s defenses. Make a Presence attack against a creature of your choice within range. If you hit, deal 1d6 + Presence hybrid electric-corrosive damage and trigger their afflictions. If you have at least 3 stacks of electric exposure, deal an 1d6 + Presence electric damage to you, your target, and all creatures in a line between you. @@ -379,37 +321,29 @@ If you have at least 3 stacks of corrosive exposure, add 2 stacks of defenseless #### Surgebreaker Detonation -When you reach 5 stacks of electric exposure, a disabling pulse of electricity emanates from you. Make an Agility attack against all other creatures within a 2 tile range. If you hit, apply 6 + Presecne stacks of jolted to them and knock them prone. If you miss, apply 3 + 1/2 Presence stacks of jolted to them instead. +When you reach 5 stacks of electric exposure, a disabling pulse of electricity emanates from you. Make an Agility attack against all creatures within a 2 tile range. +If you hit, apply 6 + Presecne stacks of jolted to them and knock them prone. +If you miss, apply 3 + 1/2 Presence stacks of jolted to them instead. -When you reach 5 stacks of corrosive exposure, you explode in a shower of acid. Make an Agility attack against all other creatures within a 2 tile range. If you hit, deal 2d6 + 2 * Presence corrosive damage. Deal half as much damage if you miss. +When you reach 5 stacks of corrosive exposure, you explode in a shower of acid +Make an Agility attack against all creatures within a 2 tile range. +If you hit, deal 2d6 + 2 * Presence corrosive damage +If you miss, deal half as much damage instead. #### Lightning Twisting -**AP:** 1 - -**Essence:** 1 - **Category:** Utility -**Range:** 4 tiles - -Lightning flows gently into an object of your choice within range, allowing you to move it as it takes on a modicum of life for a moment. You may move the object and perform any straightforward feat of dexterity such as opening doors, setting a table or approximately tossing an object. You may not activate magical items in this fashion and the force exerted by this effect is limited by your own strength. -You may not perform any particularly challenging tasks in this fashion: anything which would require a skill check, such as picking a lock, carefully stealing an item or breaking open a door is beyond its capacity. When you cast this spell, you may move the object up to 6 tiles (about 30 feet), although it falls harmlessly to the ground shortly afterwards. - -You may not make attacks or wield weapons in this way. +Lightning flows gently into an object of your choice within range, mildly shocking any creature other than a Surgrebreaker elementalist who touches it. +This charge persists until the end of your next rest, and you may have any number of objects charged in this way. +When an object is discharged, you immediately know, but you do not know *why*. -If you are level 8 or higher, you may activate consumable items or perform acts that require dexterity while using this spell. +If you are level 8 or higher, you see a glimpse of the creature that caused the object to discharge when it is touched. #### Acid Twisting -**AP:** 1 - -**Essence:** 1 - **Category:** Utility -**Range:** 4 tiles - -Acid drips and bubbles as it reveals weaknesses of all sorts. Select a creature or object within range. When you use this spell against a creature, make an Exertise attack against them. If you hit, they lose 1 life. When you use this spell against an object, you have advantage on the next skill check made in the next ten minutes to break or destroy it. +Acid drips and bubbles as it strengthens existing weaknesses and eats away at nonliving matter. Select a non-living object within range. Skill checks made to break or destroy it have advantage until it is repaired. If you are level 8 or higher, you can slowly eat away at nonliving material that is not being held or worn by any creature, causing it to sizzle into dust. You can only destroy a single 5-foot cube of solid material per cast. diff --git a/rulebook/src/character-options/classes/elementalist/powers.md b/rulebook/src/character-options/classes/elementalist/powers.md index 7378840..6b40a52 100644 --- a/rulebook/src/character-options/classes/elementalist/powers.md +++ b/rulebook/src/character-options/classes/elementalist/powers.md @@ -1,17 +1,696 @@ # Powers -## Power Title +## Air -**AP:** AP cost (number). +### Wind Barrier -**Essence:** Essence cost (number). +**Category:** Defensive -**Category:** Offensive/Defensive/Utility +**Effects:** A swirling barrier of wind wards your ally. Select a creature within range (this can be yourself). They gain 6 + Presence absorption and are immune to air damage until the end of your next turn. -**Range:** Range (in tiles, number). +If you have at least 3 stacks of air exposure, the absorption granted increases to 10 + Presence but they become vulnerable to earth damage until the end of your next turn as well. -**Type:** Expertise/Focus/None. +### Wind Bolt -**Target:** ??? +**Category:** Defensive -**Effects:** Description of skill effect. +**Effects:** A piercing bolt of wind shoots forth from your weapon, blowing away everything in its path. Make a Prowess attack against each creature in a 1 tile by 12 tile line. If you hit, deal 1d4 + Presence air damage and knock them back 3 tiles. + +If you have at least 3 stacks of air exposure, the elemental energy bounces off of walls and other solid barriers rather than being absorbed by it. Whenever the line hits a barrier, it bounces off at the same angle it came in at, until it has traveled a total of 12 tiles. You may hit the same creature multiple times with this effect. + +### Wind Burst + +**Category:** Offensive + +**Effects:** A swirling, compressed ball of air whizzes through the air before exploding in a huge bang. Make an Agility attack against each creature within a 2 tile radius of a tile of your choice within range. If you hit, deal 1d8 + Presence air damage. Creatures that you miss suffer the effects of the attack at half efficacy. + +If you have at least 3 stacks of air exposure, the radius of the burst increases to 4 tiles instead. + +### Wind Shell + +**Category:** Defensive + +**Effects:** Wind swirls tightly around you as you focus your magic completely upon your own defense, preparing to retaliate against those who would strike you. +Gain 6 + Presence absorption. +The first time that you lose life before the start of your next turn, create a huge burst of billowing air. +Make a Prowess attack against all creatures within a 4 tile range of you. If you hit, knock them back 4 tiles. +Creatures that you miss suffer the attack's effects at half efficacy. + +If you have at least 3 stacks of air exposure, the absorption gained increases to 10 + Presence. In addition, you cannot spend movement and are immune to forced movement until the end of your next turn. + +### Wind Spray + +**Category:** Defensive + +**Effects:** As you fan your hands, gushing air pours forth from your fingertips, stripping your foes of their defenses. Make an Expertise attack against each creature within a 3 tile radius cone. If you hit, deal 1d4 + Presence air damage and apply one stack of defenseless. + +If you have at least 3 stacks of air exposure, make an attack against each creature within a 3 tile radius of yourself instead. + +### Wind Step + +**Category:** Defensive + +**Effects:** Vanishing into thin air, you appear a short distance away with a burst of air. Teleport into an empty tile of your choice within a 3 tile range and make a Prowess attack against all other creatures within a 1 tile range of that tile. If you hit, knock them prone. + +If you have at least 3 stacks of air exposure, you can only teleport up to 1 tile away, but you have advantage on the attack made after you teleport. + +### Wind Tendrils + +**Category:** Offensive + +**Effects:** Grasping tendrils of wind tug and pull at your foes, tossing them around like a leaf in the breeze. Make a Prowess attack against a creature of your choice within a 4 tile range. If you hit, push them into an empty tile of your choice up to 2 tiles away from their previous tile and knock them prone. + +If you have at least 3 stacks of air exposure, make a Prowess attack against all creatures within a 1 tile range of the targeted creature to apply this effect as well. The direction and distance they are shoved must match that of your primary target. + +### Wind Touch + +**Category:** Utility + +**Effects:** Your hand swirls with a vortex of wind as you blow your foe over at short range. Make an Agility attack against a creature within melee range. If you hit, deal 1d6 + Presence air damage and knock them prone. + +If you have at least 3 stacks of air exposure, you have disadvantage on the attack but it is automatically a critical hit if you strike. + +## Earth + +### Stone Barrier + +**Category:** Defensive + +**Effects:** A swirling barrier of stone wards your ally. Select a creature within range (this can be yourself). They gain 6 + Presence absorption and are immune to earth damage until the end of your next turn. + +If you have at least 3 stacks of earth exposure, the absorption granted increases to 10 + Presence but they become vulnerable to air damage until the end of your next turn as well. + +### Stone Bolt + +**Category:** Offensive + +**Effects:** A crushing bolt of stone shoots forth from your weapon, flattening everything in its path. Make a Prowess attack against each creature in a 1 tile by 12 tile line. If you hit, deal 1d4 + Presence earth damage and knock the creature hit prone. + +If you have at least 3 stacks of earth exposure, the elemental energy bounces off of walls and other solid barriers rather than being absorbed by it. Whenever the line hits a barrier, it bounces off at the same angle it came in at, until it has traveled a total of 12 tiles. You may hit the same creature multiple times with this effect. + +### Stone Burst + +**Category:** Offensive + +**Effects:** A heavy ball of stone whizzes through the air before exploding in a shower of rock. Make an Agility attack against each creature within a 2 tile radius of a tile of your choice within range. If you hit, deal 1d8 + Presence earth damage. Creatures that you miss suffer the effects of the attack at half efficacy. + +If you have at least 3 stacks of earth exposure, the radius of the burst increases to 4 tiles instead. + +### Stone Shell + +**Category:** Defensive + +**Effects:** Rocky plating swirls tightly around you as you focus your magic completely upon your own defense, preparing to retaliate against those who would strike you. +Gain 6 + Presence absorption. +The first time that you lose life before the start of your next turn, gain resistance to damage until the end of your next turn as your skin hardens to stone. + +If you have at least 3 stacks of earth exposure, the absorption gained increases to 10 + Presence. In addition, you cannot spend movement and are immune to forced movement until the end of your next turn. + +### Stone Spray + +**Category:** Defensive + +**Effects:** As you fan your hands, a spray of piercing rocks pours forth from your fingertips, puncturing your foes’ defenses. Make an Agility attack against each creature within a 3 tile radius cone. If you hit, deal 1d6 + Presence earth damage. This damage cannot be prevented. + +If you have at least 3 stacks of earth exposure, make an attack against each creature within a 3 tile radius of yourself instead. + +### Stone Step + +**Category:** Defensive + +**Effects:** Vanishing into thin air, you appear a short distance away with a burst of air. Teleport into an empty tile of your choice within a 3 tile range and make a Prowess attack against all other creatures within a 1 tile range of that tile. If you hit, knock them prone. + +If you have at least 3 stacks of earth exposure, you can only teleport up to 1 tile away, but you have advantage on the attack made after you teleport. + +### Stone Tendrils + +**Category:** Offensive + +**Effects:** Grasping tendrils of stone surround your foe, clutching and grabbing at whatever passes for their feet. Make an Agility attack against a creature of your choice within a 4 tile range. If you hit, apply 2 stacks of rooted. + +If you have at least 3 stacks of earth exposure, apply three stacks of rooted to that creature and two stacks to yourself instead if you hit. + +### Stone Touch + +**Category:** Utility + +**Effects:** Your hand rumbles with the power of the earth as you momentarily transform a foe's limbs to stone with a single touch. Make an Agility attack against a creature within melee range. If you hit, apply one stacks of blunted, one stack of chilled and one stack of withered. + +If you have at least 3 stacks of earth exposure, you have disadvantage on the attack but it is automatically a critical hit if you strike. + +## Fire + +### Flame Barrier + +**Category:** Defensive + +**Effects:** A swirling barrier of flame wards your ally. Select a creature within range (this can be yourself). They gain 6 + Presence absorption and are immune to fire damage until the end of your next turn. + +If you have at least 3 stacks of fire exposure, the absorption granted increases to 10 + Presence but they become vulnerable to water damage until the end of your next turn as well. + +### Flame Bolt + +**Category:** Offensive + +**Effects:** A searing bolt of flame shoots forth from your weapon, igniting everything in its path. Make an Agility attack against each creature in a 1 tile by 12 tile line. If you hit, deal 1d4 + Presence fire damage and set the creature hit aflame. + +If you have at least 3 stacks of fire exposure, the elemental energy bounces off of walls and other solid barriers rather than being absorbed by it. Whenever the line hits a barrier, it bounces off at the same angle it came in at, until it has traveled a total of 12 tiles. You may hit the same creature multiple times with this effect. + +### Flame Burst + +**Category:** Offensive + +**Effects:** A roaring ball of fire whizzes through the air before exploding in a spectacular incendiary display. Make an Agility attack against each creature within a 2 tile radius of a tile of your choice within range. If you hit, deal 1d8 + Presence air damage. Creatures that you miss suffer the effects of the attack at half efficacy. + +If you have at least 3 stacks of fire exposure, the radius of the burst increases to 4 tiles instead. + +### Flame Shell + +**Category:** Defensive + +**Effects:** Flame swirls tightly around you as you focus your magic completely upon your own defense, preparing to retaliate against those who would strike you. +Gain 6 + Presence absorption. +The first time that you lose life before the start of your next turn, you erupt in a burst of flame. +Make an Agility attack against all creatures within 4 tiles of you. If you hit, deal 1d6 + Presence fire damage. +Creatures that you miss suffer the attack's effects at half efficacy. + +If you have at least 3 stacks of fire exposure, the absorption gained increases to 10 + Presence. In addition, you cannot spend movement and are immune to forced movement until the end of your next turn. + +### Flame Spray + +**Category:** Defensive + +**Effects:** As you fan your hands, flickering flames pours forth from your fingertips, igniting your foes. Make an Agility attack against each creature within a 3 tile radius cone. If you hit, apply 6 + Presence stacks of aflame. + +If you have at least 3 stacks of fire exposure, make an attack against each creature within a 3 tile radius of yourself instead. + +### Flame Step + +**Category:** Defensive + +**Effects:** Vanishing into thin air, you appear a short distance away with a brilliant flash of flame. Teleport into an empty tile of your choice within a 3 tile range and make an Expertise attack against all other creatures within a 1 tile range of that tile. If you hit, apply 1 stack of blinded. + +If you have at least 3 stacks of fire exposure, you can only teleport up to 1 tile away, but you have advantage on the attack made after you teleport. + +### Flame Tendrils + +**Category:** Offensive + +**Effects:** Grasping fire tendrils pull at your foes, tossing and burning them. +Make a Prowess attack against a creature of your choice within a 4 tile range. +If you hit, shove them into an adjacent tile of your choice. Hit or miss, deal 1d4 + Presence fire damage. + +If you have at least 3 stacks of fire exposure, pull them into an empty adjacent tile to you instead. + +### Flame Touch + +**Category:** Utility + +**Effects:** Your hand burns with heat as it ingites a nearby foe with a single touch. Make an Agility attack against a creature within melee range. If you hit, apply 6 + Presence stacks of aflame. + +If you have at least 3 stacks of fire exposure, you have disadvantage on the attack but it is automatically a critical hit if you strike. + +## Water + +### Frost Barrier + +**Category:** Defensive + +**Effects:** A swirling barrier of hoarfrost wards your ally. Select a creature within range (this can be yourself). They gain 6 + Presence absorption and are immune to water damage until the end of your next turn. + +If you have at least 3 stacks of water exposure, the absorption granted increases to 10 + Presence but they become vulnerable to fire damage until the end of your next turn as well. + +### Frost Bolt + +**Category:** Offensive + +**Effects:** A freezing bolt of ice shoots forth from your weapon, chilling everything in its path. Make an Agility attack against each creature in a 1 tile by 12 tile line. If you hit, deal 1d4 + Presence water damage and apply one stack of chilled. + +If you have at least 3 stacks of water exposure, the elemental energy bounces off of walls and other solid barriers rather than being absorbed by it. Whenever the line hits a barrier, it bounces off at the same angle it came in at, until it has traveled a total of 12 tiles. You may hit the same creature multiple times with this effect. + +### Frost Burst + +**Category:** Offensive + +**Effects:** A gleaming ball of ice whizzes through the air before exploding in a shower of icicles. Make an Agility attack against each creature within a 2 tile radius of a tile of your choice within range. If you hit, deal 1d8 + Presence water damage. Creatures that you miss suffer the effects of the attack at half efficacy. + +If you have at least 3 stacks of water exposure, the radius of the burst increases to 4 tiles instead. + +### Frost Shell + +**Category:** Defensive + +**Effects:** Beautiful fragile ice swirls tightly around you as you focus your magic completely upon your own defense, preparing to retaliate against those who would strike you. +Gain 6 + Presence absorption. +The first time that you lose life before the start of your next turn, the ice shatters into a shower of painful shards. +Make an Agility attack against all creatures within a 2 tile range of you. If you hit, apply 3 + 1/2 Presence stacks of bleeding. +Creatures that you miss suffer the attack's effects at half efficacy. + +If you have at least 3 stacks of water exposure, the absorption gained increases to 10 + Presence. In addition, you cannot spend movement and are immune to forced movement until the end of your next turn. + +### Frost Spray + +**Category:** Defensive + +**Effects:** As you fan your hands, freezing air pours forth from your fingertips, chilling your foes to the bone. Make a Prowess attack against each creature within a 3 tile radius cone. If you hit, deal 1d4 + Presence water damage and apply one stack of chilled. + +If you have at least 3 stacks of water exposure, make an attack against each creature within a 3 tile radius of yourself instead. + +### Frost Step + +**Category:** Defensive + +**Effects:** Vanishing into thin air, you appear a short distance away, freezing those around you to the ground as you leave. Teleport into an empty tile of your choice within a 3 tile range and make a Prowess attack against all other creatures within a 1 tile range of your origin. If you hit, apply 1 stack of rooted. + +If you have at least 3 stacks of water exposure, you can only teleport up to 1 tile away, but you have advantage on the attack made after you teleport. + +### Frost Tendrils + +**Category:** Offensive + +**Effects:** Grasping tendrils of frost surround your foe as they chill their victim to the bone. Make a Focus attack against a creature of your choice within a 4 tile range. If you hit, apply two stacks of chilled. + +If you have at least 3 stacks of water exposure, apply three stacks of chilled to that creature and two stacks to yourself instead if you hit. + +### Frost Touch + +**Category:** Utility + +**Effects:** Your hand glistens with a terrible frost as you freeze foe to the bone with a single touch. Make an Agility attack against a creature within melee range. If you hit, deal 1d8 + Presence water damage. + +If you have at least 3 stacks of water exposure, you have disadvantage on the attack but it is automatically a critical hit if you strike. + +## Radiant + +### Brilliant Barrier + +**Category:** Defensive + +**Effects:** A swirling barrier of light wards your ally. Select a creature within range (this can be yourself). They gain 6 + Presence absorption and are immune to radiant damage until the end of your next turn. + +If you have at least 3 stacks of radiant exposure, the absorption granted increases to 10 + Presence but they become vulnerable to umbral damage until the end of your next turn as well. + +### Brilliant Bolt + +**Category:** Offensive + +**Effects:** A searing bolt of flame shoots forth from your weapon, igniting everything in its path. Make a Focus attack against each creature in a 1 tile by 12 tile line. If you hit, apply two stacks of pacified. + +If you have at least 3 stacks of radiant exposure, the elemental energy bounces off of walls and other solid barriers rather than being absorbed by it. Whenever the line hits a barrier, it bounces off at the same angle it came in at, until it has traveled a total of 12 tiles. You may hit the same creature multiple times with this effect. + +### Brilliant Burst + +**Category:** Offensive + +**Effects:** A glowing ball of light whizzes through the air before exploding in a searing burst. Make an Agility attack against each creature within a 2 tile radius of a tile of your choice within range. If you hit, deal 1d8 + Presence radiant damage. Creatures that you miss suffer the effects of the attack at half efficacy. + +If you have at least 3 stacks of radiant exposure, the radius of the burst increases to 4 tiles instead. + +### Brilliant Shell + +**Category:** Defensive + +**Effects:** A glowing barrier swirls tightly around you as you focus your magic completely upon your own defense, preparing to retaliate against those who would strike you. +Gain 6 + Presence absorption. The first time that you lose life before the start of your next turn, +grant 6 + Presence absorption to all other creatures within a 2 tile range. + +If you have at least 3 stacks of radiant exposure, the absorption gained increases to 10 + Presence. In addition, you cannot spend movement and are immune to forced movement until the end of your next turn. + +### Brilliant Spray + +**Category:** Defensive + +**Effects:** As you fan your hands, a brilliant rainbow pours forth from your fingertips, blinding your foes. Make a Focus attack against each creature within a 3 tile radius cone. If you hit, deal 1d4 + Presence radiant damage and apply one stack of blinded. + +If you have at least 3 stacks of radiant exposure, make an attack against each creature within a 3 tile radius of yourself instead. + +### Brilliant Step + +**Category:** Defensive + +**Effects:** Vanishing into thin air, you appear a short distance away, transforming into pure light as you travel. Teleport into an empty tile of your choice within a 3 tile range and gain the benefit of the Treat action targeting yourself. + +If you have at least 3 stacks of radiant exposure, you can only teleport up to 1 tile away, but you have advantage on the Treat skill check made. + +### Brilliant Tendrils + +**Category:** Offensive + +**Effects:** Grasping tendrils of light surround your foe as they stay your foe’s hand. Make a Presence attack against a creature of your choice within a 4 tile range. If you hit, apply two stacks of blunted. + +If you have at least 3 stacks of radiant exposure, three stacks of blunted to that creature and two stacks to yourself instead if you hit. + +### Brilliant Touch + +**Category:** Utility + +**Effects:** Your hand glows with judgemental energy as your touch forces a nearby foe to reconsider everything they are fighting for. Make an Agility attack against a creature within melee range. If you hit, apply 6 + Presence stacks of temperance. + +If you have at least 3 stacks of radiant exposure, you have disadvantage on the attack but it is automatically a critical hit if you strike. + +## Umbral + +### Shadow Barrier + +**Category:** Defensive + +**Effects:** A swirling barrier of translucent shadow wards your ally. Select a creature within range (this can be yourself). They gain 6 + Presence absorption and are immune to umbral damage until the end of your next turn. + +If you have at least 3 stacks of umbral exposure, the absorption granted increases to 10 + Presence but they become vulnerable to radiant damage until the end of your next turn as well. + +### Shadow Bolt + +**Category:** Offensive + +**Effects:** An agonizing bolt of pure shadow shoots forth from your weapon, wracking everything in its path with pain. Make a Focus attack against each creature in a 1 tile by 12 tile line. If you hit, apply 6 + Presence stacks of anguish. + +If you have at least 3 stacks of umbral exposure, the elemental energy bounces off of walls and other solid barriers rather than being absorbed by it. Whenever the line hits a barrier, it bounces off at the same angle it came in at, until it has traveled a total of 12 tiles. You may hit the same creature multiple times with this effect. + +### Shadow Burst + +**Category:** Offensive + +**Effects:** A flickering ball of pure darkness whizzes through the air before exploding in a creeping wave. Make an Agility attack against each creature within a 2 tile radius of a tile of your choice within range. If you hit, deal 1d8 + Presence umbral damage. Creatures that you miss suffer the effects of the attack at half efficacy. + +If you have at least 3 stacks of umbral exposure, the radius of the burst increases to 4 tiles instead. + +### Shadow Shell + +**Category:** Defensive + +**Effects:** Shadow swirls tightly around you as you focus your magic completely upon your own defense, preparing to retaliate against those who would strike you. +Gain 6 + Presence absorption. +The first time that you lose life before the start of your next turn, create a cloud of pure darkness around yourself. +A 10 foot radius around you becomes heavily shrouded until the end of your next turn. + +If you have at least 3 stacks of umbral exposure, the absorption gained increases to 10 + Presence. In addition, you cannot spend movement and are immune to forced movement until the end of your next turn. + +### Shadow Spray + +**Category:** Defensive + +**Effects:** As you fan your hands, strange dark energy pours forth from your fingertips, cursing your foes. Make an Expertise attack against each creature within a 3 tile radius cone. If you hit, deal 1d4 + Presence umbral damage and apply one stack of cursed. + +If you have at least 3 stacks of umbral exposure, make an attack against each creature within a 3 tile radius of yourself instead. + +### Shadow Step + +**Category:** Defensive + +**Effects:** Shadows swirl and you vanish into thin air, appearing moments later as your cloak of shadows fades. Teleport into an empty tile of your choice within a 3 tile range. The same radius around you becomes heavily shrouded until the start of your next turn. Gain the benefits of the Hide action. + +If you have at least 3 stacks of umbral exposure, you can only teleport up to 1 tile away, but you have advantage on the Hide skill check made. + +### Shadow Tendrils + +**Category:** Offensive + +**Effects:** Grasping tendrils of shadow surround your foe as they block out their vision. Make an Agility attack against a creature of your choice within a 4 tile range. If you hit, apply two stacks of blinded. + +If you have at least 3 stacks of umbral exposure, apply three stacks of blinded to that creature and two stacks to yourself instead if you hit. + +### Shadow Touch + +**Category:** Utility + +**Effects:** Your hand pulses with shadowy energy as you wrack a nearby foe with pain with a single touch. Make an Agility attack against a creature within melee range. If you hit, apply 6 + Presence stacks of anguish. + +If you have at least 3 stacks of umbral exposure, you have disadvantage on the attack but it is automatically a critical hit if you strike. + +## Primal + +### Life Barrier + +**Category:** Defensive + +**Effects:** A swirling barrier of pulsating energy wards your ally. Select a creature within range (this can be yourself). They gain 6 + Presence absorption and are immune to primal damage until the end of your next turn. + +If you have at least 3 stacks of primal exposure, the absorption granted increases to 10 + Presence but they become vulnerable to decay damage until the end of your next turn as well. + +### Life Bolt + +**Category:** Defensive + +**Effects:** A glowing bolt of invigorating energy shoots forth from your weapon, momentarily protecting everything in its path. This spell targets each creature in a 1 tile by 12 tile line. Grant 6 + Presence absorption to every creature that this bolt passes through. + +If you have at least 3 stacks of primal exposure, the elemental energy bounces off of walls and other solid barriers rather than being absorbed by it. Whenever the line hits a barrier, it bounces off at the same angle it came in at, until it has traveled a total of 12 tiles. You may hit the same creature multiple times with this effect. + +### Life Burst + +**Category:** Offensive + +**Effects:** AA glowing green ball of vital energy whizzes through the air before exploding in an overwhelming surge. Make an Agility attack against each creature within a 2 tile radius of a tile of your choice within range. If you hit, deal 1d8 + Presence primal damage. Creatures that you miss suffer the effects of the attack at half efficacy. + +If you have at least 3 stacks of primal exposure, the radius of the burst increases to 4 tiles instead. + +### Life Shell + +**Category:** Defensive + +**Effects:** A regenerating barrier of vital force swirls tightly around you as you focus your magic completely upon your own defense, preparing to retaliate against those who would strike you. +Gain 6 + Presence absorption. +The first time that you lose life before the start of your next turn, gain 6 + Presence absorption after you lose life. + +If you have at least 3 stacks of primal exposure, the absorption gained increases to 10 + Presence. In addition, you cannot spend movement and are immune to forced movement until the end of your next turn. + +### Life Spray + +**Category:** Defensive + +**Effects:** As you fan your hands, a wave of overwhelming life energy pours forth from your fingertips, rapidly healing ailments in a rather painful fashion. Make a Focus attack against each creature within a 3 tile radius cone. +If you hit, remove all stacks of an ailment of your choice from them. If you do, deal 1d12 + Presence primal damage to them. Otherwise, deal 1d8 + Presence primal damage to them. + +If you have at least 3 stacks of primal exposure, make an attack against each creature within a 3 tile radius of yourself instead. + +### Life Step + +**Category:** Defensive + +**Effects:** Vanishing into thin air, you appear a short distance away, granting glowing green barriers to all nearby. Teleport into an empty tile of your choice within a 3 tile range and grant 6 + Presence absorption to all other creatures within a 1 tile range of your destination. + +If you have at least 3 stacks of primal exposure, you can only teleport up to 1 tile away, but double the absorption granted. + +### Life Tendrils + +**Category:** Offensive + +**Effects:** Bizarre living tendrils wrap your foe in place. Make a Prowess attack against a creature of your choice within a 4 tile range. If you hit, apply two stacks of rooted. + +If you have at least 3 stacks of primal exposure, apply three stacks of rooted to that creature and two stacks to yourself instead if you hit. + +### Life Touch + +**Category:** Utility + +**Effects:** Your hand glows with invigorating energy, causing living creatures to burst forth from underneath their skin as you touch them. Make an Agility attack against a creature within melee range. If you hit, apply 6 + Presence stacks of bleeding. + +If you have at least 3 stacks of primal exposure, you have disadvantage on the attack but it is automatically a critical hit if you strike. + +## Decay + +### Death Barrier + +**Category:** Defensive + +**Effects:** A swirling barrier of grim energy wards your ally. Select a creature within range (this can be yourself). They gain 6 + Presence absorption and are immune to decay damage until the end of your next turn. + +If you have at least 3 stacks of decay exposure, the absorption granted increases to 10 + Presence but they become vulnerable to primal damage until the end of your next turn as well. + +### Death Bolt + +**Category:** Offensive + +**Effects:** A draining bolt of negative energy shoots forth from your weapon, sapping the life force from everything in its path. Make an Agility attack against each creature in a 1 tile by 12 tile line. f you hit, deal 1d6 + Presence decay damage. This attack deals double damage to absorption. + +If you have at least 3 stacks of decay exposure, the elemental energy bounces off of walls and other solid barriers rather than being absorbed by it. Whenever the line hits a barrier, it bounces off at the same angle it came in at, until it has traveled a total of 12 tiles. You may hit the same creature multiple times with this effect. + +### Death Burst + +**Category:** Offensive + +**Effects:** A murky ball of negative energy whizzes through the air before exploding in an exhausting burst. Make an Agility attack against each creature within a 2 tile radius of a tile of your choice within range. If you hit, deal 1d8 + Presence decay damage. Creatures that you miss suffer the effects of the attack at half efficacy. + +If you have at least 3 stacks of decay exposure, the radius of the burst increases to 4 tiles instead. + +### Death Shell + +**Category:** Defensive + +**Effects:** Dark magic swirls tightly around you as you focus your magic completely upon your own defense, preparing to retaliate against those who would strike you. +Gain 6 + Presence absorption. +The first time that you lose life before the start of your next turn, the barrier shatters with a horrible wail. +Make a Focus attack against all creatures within a 2 tile range. +If you hit, apply one stack of cursed. + +If you have at least 3 stacks of decay exposure, the absorption gained increases to 10 + Presence. In addition, you cannot spend movement and are immune to forced movement until the end of your next turn. + +### Death Spray + +**Category:** Defensive + +**Effects:** As you fan your hands, terrible necrotic energy pours forth from your fingertips, worsening the ailments of your foes. Make an Expertise attack against each creature within a 3 tile radius cone. If you hit, apply one stack of each ailment they are already suffering from to them. + +If you have at least 3 stacks of decay exposure, make an attack against each creature within a 3 tile radius of yourself instead. + +### Death Step + +**Category:** Defensive + +**Effects:** Vanishing into thin air, you appear a short distance away, sucking the life force from those around you. Teleport into an empty tile of your choice within a 3 tile range and make a Prowess attack against all other creatures within a 1 tile range of your original tile. If you hit, steal their absorption. + +If you have at least 3 stacks of decay exposure, you can only teleport up to 1 tile away, but you have advantage on the attack made before you teleport. + +### Death Tendrils + +**Category:** Offensive + +**Effects:** Grasping tendrils of decay surround your foe as they sap away their energy. Make a Prowess attack against a creature of your choice within a 4 tile range. If you hit, apply two stacks of withered. + +If you have at least 3 stacks of decay exposure, apply three stacks of withered to that creature and two stacks to yourself instead if you hit. + +### Death Touch + +**Category:** Utility + +**Effects:** Your hand pulses with dark energy as you pull your foe closer to death with a single touch. Make an Agility attack against a creature within melee range. If you hit, deal 1d6 + Presence decay damage. This damage is increased to 1d12 + Presence if they are below half of their maximum life. + +If you have at least 3 stacks of decay exposure, you have disadvantage on the attack but it is automatically a critical hit if you strike. + +## Electric + +### Lightning Barrier + +**Category:** Defensive + +**Effects:** A swirling barrier of crackling electricity wards your ally. Select a creature within range (this can be yourself). They gain 6 + Presence absorption and are immune to electric damage until the end of your next turn. + +If you have at least 3 stacks of electric exposure, the absorption granted increases to 10 + Presence but they become vulnerable to corrosive damage until the end of your next turn as well. + +### Lightning Bolt + +**Category:** Offensive + +**Effects:** An electrifying bolt of lightning shoots forth from your weapon, shocking everything in its path. Make an Agility attack against each creature in a 1 tile by 12 tile line. If you hit, deal 1d8 + Presence electric damage. Your critical hit threshold is reduced by 2 for this attack. + +If you have at least 3 stacks of electric exposure, the elemental energy bounces off of walls and other solid barriers rather than being absorbed by it. Whenever the line hits a barrier, it bounces off at the same angle it came in at, until it has traveled a total of 12 tiles. You may hit the same creature multiple times with this effect. + +### Lightning Burst + +**Category:** Offensive + +**Effects:** A crackling ball of electricity whizzes through the air before exploding in a shower of sparks. Make an Agility attack against each creature within a 2 tile radius of a tile of your choice within range. If you hit, deal 1d8 + Presence electric damage. Creatures that you miss suffer the effects of the attack at half efficacy. + +If you have at least 3 stacks of electric exposure, the radius of the burst increases to 4 tiles instead. + +### Lightning Shell + +**Category:** Defensive + +**Effects:** Crackling lightning swirls tightly around you as you focus your magic completely upon your own defense, preparing to retaliate against those who would strike you. +Gain 6 + Presence absorption. +The first time that you lose life before the start of your next turn, you vanish in a crack of lightning. +Teleport up to 3 tiles away into an empty tile of your choice. + +If you have at least 3 stacks of electric exposure, the absorption gained increases to 10 + Presence. In addition, you cannot spend movement and are immune to forced movement until the end of your next turn. + +### Lightning Spray + +**Category:** Defensive + +**Effects:** As you fan your hands, a sheet of lightning pours forth from your fingertips, zapping your foes. Make an Expertise attack against each creature within a 3 tile radius cone. If you hit, apply 6 + Presence stacks of jolted. + +If you have at least 3 stacks of electric exposure, make an attack against each creature within a 3 tile radius of yourself instead. + +### Lightning Step + +**Category:** Defensive + +Vanishing into thin air, you appear a short distance away in a streak of lightning. Teleport into an empty tile of your choice within a 3 tile range and make an Agility attack against all other creatures along the path. If you hit, deal 1d8 + Presence electric damage to them. + +If you have at least 3 stacks of electric exposure, you may teleport any distance away, but only via a path that is connected by adjacent creatures. + +### Lightning Tendrils + +**Category:** Offensive + +**Effects:** Grasping tendrils of lightning dull your foes attacks. Make a Prowess attack against a creature of your choice within a 4 tile range. If you hit, apply two stacks of blunted. + +If you have at least 3 stacks of electric exposure, apply three stacks of blunted to that creature and two stacks to yourself instead if you hit. + +### Lightning Touch + +**Category:** Utility + +**Effects:** Your hand crackles with electricity as you electrocute a nearby foe with a single touch. Make an Agility attack against a creature within melee range. If you hit, apply 6 + Presence stacks of jolted. + +If you have at least 3 stacks of electric exposure, you have disadvantage on the attack but it is automatically a critical hit if you strike. + +## Corrosive + +### Acid Barrier + +**Category:** Defensive + +**Effects:** A swirling barrier of dripping acid wards your ally. Select a creature within range (this can be yourself). They gain 6 + Presence absorption and are immune to corrosive damage until the end of your next turn. + +If you have at least 3 stacks of corrosive exposure, the absorption granted increases to 10 + Presence but they become vulnerable to electric damage until the end of your next turn as well. + +### Acid Bolt + +**Category:** Offensive + +**Effects:** A blistering bolt of acid shoots forth from your weapon, eating through everything in its path. Make an Agility attack against each creature in a 1 tile by 12 tile line. If you hit, deal 1d8 + Presence corrosive damage. Deal three times as much damage as usual if you land a critical hit with this attack. + +If you have at least 3 stacks of corrosive exposure, the elemental energy bounces off of walls and other solid barriers rather than being absorbed by it. Whenever the line hits a barrier, it bounces off at the same angle it came in at, until it has traveled a total of 12 tiles. You may hit the same creature multiple times with this effect. + +### Acid Burst + +**Category:** Offensive + +**Effects:** A dripping ball of acid whizzes through the air before exploding in a corrosive shower. Make an Agility attack against each creature within a 2 tile radius of a tile of your choice within range. If you hit, deal 1d8 + Presence acid damage. Creatures that you miss suffer the effects of the attack at half efficacy. + +If you have at least 3 stacks of corrosive exposure, the radius of the burst increases to 4 tiles instead. + +### Acid Shell + +**Category:** Defensive + +**Effects:** Oozing acid swirls tightly around you as you focus your magic completely upon your own defense, preparing to retaliate against those who would strike you. +Gain 6 + Presence absorption. +The first time that you lose life before the start of your next turn, explode in a shower of acid. +Make an Agility attack against all creatures within a 2 tile range. +If you hit, apply one stack of blinded. + +If you have at least 3 stacks of corrosive exposure, the absorption gained increases to 10 + Presence. In addition, you cannot spend movement and are immune to forced movement until the end of your next turn. + +### Acid Spray + +**Category:** Defensive + +**Effects:** As you fan your hands, burning acid pours forth from your fingertips, eating through your foes' defenses. Make an Agility attack against each creature within a 3 tile radius cone. If you hit, deal 1d8 + Presence corrosive damage. This attack deals triple damage to absorption. + +If you have at least 3 stacks of corrosive exposure, make an attack against each creature within a 3 tile radius of yourself instead. + +### Acid Step + +**Category:** Defensive + +**Effects:** Vanishing into thin air, you appear a short distance away with a splash of acid. Teleport into an empty tile of your choice within a 3 tile range and make an Agility attack against all other creatures within a 1 tile range your destination. If you hit, deal 1d6 + Presence corrosive damage. + +If you have at least 3 stacks of corrosive exposure, you can only teleport up to 1 tile away, but you have advantage on the attack made after you teleport. + +### Acid Tendrils + +**Category:** Offensive + +**Effects:** Grasping tendrils of acid surround your foe, eating away at their defenses. Make an Agility attack against a creature of your choice within a 4 tile range. If you hit, apply two stacks of defenseless. + +If you have at least 3 stacks of corrosive exposure, apply three stacks of defenseless to that creature and two stacks to yourself instead if you hit. + +### Acid Touch + +**Category:** Utility + +**Effects:** Your hand drips with acid as you eat away at a nearby foe with a single touch. Make an Agility attack against a creature within melee range. If you hit, deal 1d10 + Presence corrosive damage. + +If you have at least 3 stacks of corrosive exposure, you have disadvantage on the attack but it is automatically a critical hit if you strike. diff --git a/rulebook/src/character-options/classes/paragon/powers.md b/rulebook/src/character-options/classes/paragon/powers.md index 721d2a0..4accb0d 100644 --- a/rulebook/src/character-options/classes/paragon/powers.md +++ b/rulebook/src/character-options/classes/paragon/powers.md @@ -2,36 +2,20 @@ ## Aura of Audacity -**AP:** 0 - **Essence:** 1 or 3 **Category:** Offensive -**Range:** 2 - -**Type:** Presence - -**Target:** Multitarget - **Effects:** When an enemy triggers this tile effect, make a Presence attack against them. Apply one stack of taunted if you hit. **Empowered:** Gain 6 + Presence absorption when you empower this aura. Apply 2 stacks of taunted on hit instead. ## Aura of Awe -**AP:** 0 - **Essence:** 1 or 3 **Category:** Offensive -**Range:** 2 - -**Type:** Presence - -**Target:** Multitarget - **Effects:** When an enemy triggers this tile effect, make a Presence attack against them. Apply one stack of frightened if you hit. **Empowered:** While this aura is empowered, you have advantage on all attacks made against creatures with the frightened ailment. Apply 2 stacks of frightened on hit instead. @@ -44,288 +28,152 @@ ## Aura of Conviction -**AP:** 0 - **Essence:** 1 or 3 **Category:** Utility - -**Range:** 2 - -**Type:** None - -**Target:** Multitarget - **Effects:** Allies affected by this tile effect have advantage on special attacks. **Empowered:** Whenever an ally affected by this tile effect hits with an attack made as part of an action, they regain 1 essence. This can only trigger once per action. ## Aura of Deflection -**AP:** 0 - **Essence:** 1 or 3 **Category:** Defensive - -**Range:** 2 - -**Type:** None - -**Target:** Multitarget - **Effects:** Basic attacks made against allies affected by this tile effect have disadvantage. **Empowered:** Whenever an ally affected by this tile effect would be hit by an attack, you may use the Block reaction on their behalf without spending any AP. This triggers any effects attached to your Block reaction, although the ally gains any benefits, and they are used as the source for any position-dependent effects. ## Aura of Fire -**AP:** 0 - **Essence:** 1 or 3 **Category:** Offensive -**Range:** 2 - -**Type:** Agility - -**Target:** Multitarget - **Effects:** Whenever an enemy triggers this tile effect, make an Agility attack against them. If you hit, deal 1d4 + 1/2 Presence fire damage to them. Apply stacks of aflame equal to the damage dealt. **Empowered:** The damage is increased to 2d6 + Presence. ## Aura of Force -**AP:** 0 - **Essence:** 1 or 3 **Category:** Offensive -**Range:** 2 - -**Type:** Prowess - -**Target:** Multitarget - **Effects:** When an enemy triggers this tile effect, make a Prowess attack against them. Knock them prone if you hit. **Empowered:** If you hit, also push them 2 tiles away. If they cannot travel the full distance, deal 1d8 + Presence physical damage to them. ## Aura of Life -**AP:** 0 - **Essence:** 1 or 3 **Category:** Utility - -**Range:** 2 - -**Type:** None - -**Target:** Multitarget - **Effects:** The area covered by this tile effect is difficult terrain. **Empowered:** Allies within this tile effect ignore the effects of difficult terrain. The first time each turn that an ally in this tile effect uses a Movement action, they refund any AP spent. ## Aura of Might -**AP:** 0 - **Essence:** 1 or 3 **Category:** Utility - -**Range:** 2 - -**Type:** None - -**Target:** Multitarget - **Effects:** Allies in this tile effect have advantage on basic attacks. **Empowered:** Whenever an ally in this tile effect uses an offensive action, deal 1d4 + 1/2 Presence radiant damage to each enemy that they hit. ## Aura of Peace -**AP:** 0 - **Essence:** 1 or 3 **Category:** Offensive -**Range:** 2 - -**Type:** Presence - -**Target:** Multitarget - **Effects:** When an enemy triggers this tile effect, make a Presence attack against them. Apply one stack of pacified if you hit. **Empowered:** Enemies in this tile effect cannot lose life (they can still take damage that would remove absorption). Apply 3 stacks of pacified on hit instead. ## Aura of Protection -**AP:** 0 - **Essence:** 1 or 3 **Category:** Defensive - -**Range:** 2 - -**Type:** None - -**Target:** Multitarget - **Effects:** Whenever an ally triggers this tile effect, grant them 3 + 1/2 Presence absorption. **Empowered:** Grant them 6 + Presence absorption instead. While allies in this tile effect have absorption, they have advantage on the Block and Dodge reactions. ## Aura of Purity -**AP:** 0 - **Essence:** 1 or 3 **Category:** Defensive - -**Range:** 2 - -**Type:** None - -**Target:** Multitarget - **Effects:** Halve the number of stacks of all ailments and afflictions applied to allies in this tile effect. This stacks with the Ward action, completely negating any incoming ailments or afflictions. **Empowered:** Prevent any damage dealt to allies in this tile effect by afflictions. ## Aura of Radiance -**AP:** 0 - **Essence:** 1 or 3 **Category:** Offensive -**Range:** 2 - -**Type:** Prowess - -**Target:** Multitarget - **Effects:** When an enemy triggers this tile effect, make a Prowess attack against them. Apply one stack of blinded if you hit. **Empowered:** Deal 1d8 + Presence radiant damage on hit as well. ## Aura of Resolve -**AP:** 0 - **Essence:** 1 or 3 **Category:** Offensive -**Range:** 2 - -**Type:** Focus - -**Target:** Multitarget - **Effects:** Whenever an enemy triggers this tile effect, make a Focus attack against them. If you hit, deal 1d4 + 1/2 Presence damage and gain absorption equal to the damage dealt. **Empowered:** While there are no other allies in this tile effect, you have advantage on all attacks. ## Aura of Retribution -**AP:** 0 - **Essence:** 1 or 3 **Category:** Defensive - -**Range:** 2 - -**Type:** None - -**Target:** Multitarget - **Effects:** Whenever an ally in this tile effect is hit by an attack, deal 1d4 + 1/2 Presence primal damage to the creature that hit them. **Empowered:** The damage is increased to 1d8 + Presence and you additionally apply one stack of rooted in retaliation. ## Aura of Reverence -**AP:** 0 - **Essence:** 1 or 3 **Category:** Offensive -**Range:** 2 - -**Type:** Focus - -**Target:** Multitarget - **Effects:** Whenever an enemy triggers this tile effect, make a Focus attack against them. If you hit, apply one stack of rooted. **Empowered:** Also apply one stack of defenseless and one stack of withered on hit. ## Aura of Righteousness -**AP:** 0 - **Essence:** 1 or 3 **Category:** Offensive -**Range:** 2 - -**Type:** Focus - -**Target:** Multitarget - **Effects:** Whenever an enemy triggers this tile effect, make a Focus attack against them. If you hit, deal 1d4 + 1/2 Presence arcane damage to them. This damage ignores absorption. **Empowered:** If you hit, also apply one stack of drained. Additionally, trigger this tile effect whenever an enemy spends essence inside its radius. ## Aura of Temperance -**AP:** 0 - **Essence:** 1 or 3 **Category:** Offensive -**Range:** 2 - -**Type:** Focus - -**Target:** Multitarget - **Effects:** Whenever an enemy triggers this tile effect, make a Focus attack against them. If you hit, apply 3 + 1/2 Presence stacks of temperance. **Empowered:** Apply 6 + Presence stacks of temperance and 1 stack of blunted on hit instead. ## Aura of Tranquility -**AP:** 0 - **Essence:** 1 or 3 **Category:** Defensive - -**Range:** 2 - -**Type:** None - -**Target:** Multitarget - **Effects:** Special attacks made against allies affected by this tile effect have disadvantage. **Empowered:** Whenever an attack is made against an ally affected by this tile effect, they regain 1 essence. diff --git a/rulebook/src/character-options/classes/soulbinder/features.md b/rulebook/src/character-options/classes/soulbinder/features.md index 5210ee3..219ca02 100644 --- a/rulebook/src/character-options/classes/soulbinder/features.md +++ b/rulebook/src/character-options/classes/soulbinder/features.md @@ -147,18 +147,8 @@ If your dual is aware of the bond, they may do likewise and attempt to send emot #### Distinctive Pulse: Sweet Dreams -**AP:** 1 - -**Essence:** 1 - **Category:** Utility -**Range:** 6 - -**Type:** Focus - -**Target:** Dual - **Effects:** A wave of calm, restful energy flows through your bond, as you lull them into restful dreams while sheltering them from harm. Choose one: - Apply 12 + 2 * Presence absorption and 2 stacks of pacified to yourself @@ -191,18 +181,8 @@ Gain access to the Soulmeld action, which costs 0 AP and 1 essence. Become melde #### Distinctive Pulse: Blood Trail -**AP:** 1 - -**Essence:** 1 - **Category:** Utility -**Range:** 6 - -**Type:** Presence - -**Target:** Dual - **Effects:** A wound appears out of nowhere on the creature you are bound to and they are filled with a terrifying sense that they are being chased, causing them to leave a trail of blood behind them as they flee. Choose one: - Gain the benefit of the Move action twice. Until the start of your next turn, you cannot willingly move away from your dual if you know where they are. @@ -224,18 +204,8 @@ If your dual dies, you may choose to gain the benefits of Essence Tap without ga #### Distinctive Pulse: Sickening Intensification -**AP:** 1 - -**Essence:** 1 - **Category:** Utility -**Range:** 6 - -**Type:** Focus - -**Target:** Dual - **Effects:** As your bond cures afflictions, so too does it apply new ones in turn. Choose one: - Make a Focus attack against your dual. If you hit, transfer all of your afflictions to them, then apply 6 + Presence stacks of anguish to yourself. @@ -259,18 +229,7 @@ Whenever you use a pulse, you may transfer one stack of an ailment or up to two #### Distinctive Pulse: Enforced Empathy -**AP:** 1 - -**Essence:** 1 - **Category:** Utility - -**Range:** 6 - -**Type:** None - -**Target:** Dual - **Effects:** The energy flowing through your bond offers tremendous power, but forces you and your dual to consider the consequences of your actions. Choose one: - Attacks you make before the end of your next turn are automatically criticals if you hit, but you also suffer any of the attacks’ effects. diff --git a/rulebook/src/character-options/classes/soulbinder/powers.md b/rulebook/src/character-options/classes/soulbinder/powers.md index 09b0dbb..38a66aa 100644 --- a/rulebook/src/character-options/classes/soulbinder/powers.md +++ b/rulebook/src/character-options/classes/soulbinder/powers.md @@ -2,18 +2,8 @@ ## Soul Burst -**AP:** 1 - -**Essence:** 1 - **Category:** Offensive -**Range:** 6 - -**Type:** Focus - -**Target:** Self or Dual - **Effects:** Choose one: - Gain advantage on the next attack you make before the end of your next turn. Remove one stack of an ailment or two stacks of an affliction of your choice from yourself. @@ -21,18 +11,7 @@ ## Strange Symbiosis -**AP:** 1 - -**Essence:** 1 - **Category:** Utility - -**Range:** 6 - -**Type:** None - -**Target:** Self or Dual - **Effects:** Souls twining together, you and your dual grow in strength. Choose one: - Transfer all of your absorption to your dual, then gain 6 + Presence absorption. @@ -40,18 +19,8 @@ ## Dark Pact -**AP:** 1 - -**Essence:** 1 - **Category:** Defensive / Offensive -**Range:** 6 - -**Type:** Focus - -**Target:** Self or Dual - **Effects:** Choose one: - Lose 2d4 + Presence life then gain twice that much absorption. @@ -59,18 +28,8 @@ ## Ethereal Elopement -**AP:** 1 - -**Essence:** 1 - **Category:** Utility -**Range:** 6 - -**Type:** Expertise - -**Target:** Self or Dual - **Effects:** Choose one: - Teleport yourself into an empty tile of your choice adjacent to your dual. @@ -80,18 +39,8 @@ When used with your Bidirectional Bond class feature, swap locations via telepor ## False Hope -**AP:** 1 - -**Essence:** 1 - **Category:** Defensive / Offensive -**Range:** 6 - -**Type:** Focus - -**Target:** Self or Dual - **Effects:** Choose one: - Apply 6 + Presence stacks of anguish to yourself, and gain twice that much absorption. @@ -99,18 +48,8 @@ When used with your Bidirectional Bond class feature, swap locations via telepor ## Hurried Larceny -**AP:** 1 - -**Essence:** 1 - **Category:** Utility -**Range:** 6 - -**Type:** Focus - -**Target:** Self or Dual - **Effects:** Choose one: - Apply one stack of rooted to yourself. Your dual gains the benefit of the Move action. @@ -120,18 +59,8 @@ When used with your Bidirectional Bond class feature, you both gain the benefit ## Insidious Whispers -**AP:** 1 - -**Essence:** 1 - **Category:** Utility -**Range:** 6 - -**Type:** Focus - -**Target:** Self or Dual - **Effects:** Strange and terrible whispers flow over the bond, tempting you into a bizarre contagious madness. Choose one: - Apply two stacks of crazed to yourself. @@ -141,18 +70,8 @@ Until the start of your next turn, whenever you or your dual hits with an attack ## Involuntary Dance -**AP:** 1 - -**Essence:** 1 - **Category:** Defensive -**Range:** 6 - -**Type:** Expertise - -**Target:** Self or Dual - **Effects:** Bound together, you move in perfect unison, marionetted together. Choose one: - For the duration of the effect, whenever your dual moves by any means (other than this effect), you move in unison. @@ -166,18 +85,7 @@ More precisely, when a creature moves in unision: ## Mutual Revulsion -**AP:** 1 - -**Essence:** 1 - **Category:** Utility - -**Range:** 6 - -**Type:** None - -**Target:** Self or Dual - **Effects:** An intense distaste pulses through your bond, driving you apart with remarkable speed. Choose one: - Apply two stacks of frightened to yourself, with your dual as the object of your fear. Gain the benefits of the Move action twice. @@ -185,18 +93,7 @@ More precisely, when a creature moves in unision: ## Private Moment -**AP:** 1 - -**Essence:** 1 - **Category:** Defensive - -**Range:** 6 - -**Type:** None - -**Target:** Self or Dual - **Effects:** Vanishing from plain sight, your bond shields you from prying eyes. Choose one: - You become invisible to all creatures other than your dual until the end of your next turn. @@ -204,18 +101,7 @@ More precisely, when a creature moves in unision: ## Shared Senses -**AP:** 1 - -**Essence:** 1 - **Category:** Defensive - -**Range:** 6 - -**Type:** None - -**Target:** Self or Dual - **Effects:** Sensory information travels over the bond, letting you see through the other’s eyes. Choose one: - For the duration of this effect, you share your dual’s senses, and have advantage on all attacks made against creatures in your dual's zone of control. You gain advantage on skill checks made as part of the Spot action. @@ -223,18 +109,7 @@ More precisely, when a creature moves in unision: ## Stolen Aegis -**AP:** 1 - -**Essence:** 1 - **Category:** Defensive / Offensive - -**Range:** 6 - -**Type:** None - -**Target:** Self or Dual - Your bond pulses and throbs as it robs your foe of their defenses. Choose one: - Gain the benefit of the Defend action and the Treat action, targeting yourself. @@ -242,18 +117,7 @@ Your bond pulses and throbs as it robs your foe of their defenses. Choose one: ## Uncanny Focus -**AP:** 1 - -**Essence:** 1 - **Category:** Utility - -**Range:** 6 - -**Type:** None - -**Target:** Self or Dual - A strange pulse of energy flows through you, tightening your focus on battle. Choose one: - You have advantage on all attacks made until the end of your next turn. @@ -261,18 +125,8 @@ A strange pulse of energy flows through you, tightening your focus on battle. Ch ## Power Transfer -**AP:** 1 - -**Essence:** 1 - **Category:** Utility -**Range:** 6 - -**Type:** Focus - -**Target:** Self or Dual - Raw magical energy flow through your bond, draining one as it empowers the other. Choose one: @@ -281,18 +135,7 @@ Choose one: ## Uneasy Truce -**AP:** 1 - -**Essence:** 1 - **Category:** Defensive - -**Range:** 6 - -**Type:** None - -**Target:** Self or Dual - The bond you share forces you to make peace with each other. Choose one: - Gain 6 + Presence stacks of temperance. Then, gain the benefits of the Defend and Ward actions. @@ -300,18 +143,8 @@ The bond you share forces you to make peace with each other. Choose one: ## Unfiltered Derision -**AP:** 1 - -**Essence:** 1 - **Category:** Utility / Offensive -**Range:** 6 - -**Type:** Presence - -**Target:** Self or Dual - Choose one: - Gain 6 + Presence stacks of rage. The next attack you make against your dual is automatically a critical if it hits. diff --git a/rulebook/src/character-options/classes/trickster/powers.md b/rulebook/src/character-options/classes/trickster/powers.md index daf4dc3..7fbd7f1 100644 --- a/rulebook/src/character-options/classes/trickster/powers.md +++ b/rulebook/src/character-options/classes/trickster/powers.md @@ -2,224 +2,78 @@ ## Big Bang -**AP:** 1 - -**Essence:** 0 - **Category:** Offensive -**Range:** 2 - -**Type:** Prowess - -**Target:** Multi, 2 tile radius - **Effects:** Knock prone and blunted. ## Cold Shower -**AP:** 1 - -**Essence:** 0 - **Category:** Offensive -**Range:** 2 - -**Type:** Agility - -**Target:** Multi, 2 tile radius - **Effects:** 2 stacks of chilled. ## Pure Chaos -**AP:** 1 - -**Essence:** 0 - **Category:** Offensive -**Range:** 2 - -**Type:** Presence - -**Target:** Multi, 2 tile radius - **Effects:** 2 stacks of crazed ## Soothing Vapors -**AP:** 1 - -**Essence:** 0 - **Category:** Offensive -**Range:** 2 - -**Type:** Focus - -**Target:** Multi, 2 tile radius - **Effects:** 2 stacks of pacified. ## Trick-or-Treat -**AP:** 1 - -**Essence:** 0 - **Category:** Offensive -**Range:** 2 - -**Type:** Expertise - -**Target:** Multi, 2 tile radius - **Effects:** 2 stacks of frightened, trick center as target of fear. ## Grease Trap -**AP:** 1 - -**Essence:** 0 - **Category:** Utility -**Range:** 2 - -**Type:** Agility - -**Target:** Multi, 2 tile radius - **Effects:** Ground effect: whenever creatures use a movement action, make an special attack against Agility. If you hit, they are knocked prone. All forced movement other than teleportation is doubled. ## Invisible Ink -**AP:** 1 - -**Essence:** 0 - **Category:** Defensive - -**Range:** 2 - -**Type:** None - -**Target:** Multi, 2 tile radius - **Effects:** Creatures become invisible until immediately after they use a non-movement action. ## Now You Don't -**AP:** 1 - -**Essence:** 0 - **Category:** Utility -**Range:** 2 - -**Type:** Expertise - -**Target:** Multi, 2 tile radius - **Effects:** Teleport all creatures hit by same vector. Make them invisible until start of your next turn or they use a non-movement action. ## Over Here -**AP:** 1 - -**Essence:** 0 - **Category:** Utility - -**Range:** 2 - -**Type:** None - -**Target:** Multi, 2 tile radius - **Effects:** Teleport to the destination of the trick. ## Smelling Salts -**AP:** 1 - -**Essence:** 0 - **Category:** Defensive - -**Range:** 2 - -**Type:** None - -**Target:** Multi, 2 tile radius - **Effects:** Roll once for Treat action on all creatures. ## Smoke Bomb -**AP:** 1 - -**Essence:** 0 - **Category:** Utility - -**Range:** 2 - -**Type:** None - -**Target:** Multi, 2 tile radius - **Effects:** Tiles become heavily shrouded. ## Spikestravaganza -**AP:** 1 - -**Essence:** 0 - **Category:** Utility - -**Range:** 2 - -**Type:** None - -**Target:** Multi, 2 tile radius - **Effects:** 2 stacks of bleeding per tile they walk through. Can treat as difficult terrain, taking only 1 stack per tile. ## Superior Glue -**AP:** 1 - -**Essence:** 0 - **Category:** Utility -**Range:** 2 - -**Type:** Prowess - -**Target:** Multi, 2 tile radius - **Effects:** Tile effect: if you hit, apply one stack of rooted. ## Pyrotechnics -**AP:** 1 - -**Essence:** 0 - **Category:** Utility - -**Range:** 2 - -**Type:** None - -**Target:** Multi, 2 tile radius - **Effects:** Tile effect: 3 + 1/2 Presence stacks of aflame. diff --git a/rulebook/src/character-options/classes/weaver/powers.md b/rulebook/src/character-options/classes/weaver/powers.md index 808965b..e8b2d18 100644 --- a/rulebook/src/character-options/classes/weaver/powers.md +++ b/rulebook/src/character-options/classes/weaver/powers.md @@ -2,162 +2,58 @@ ## Pattern of Protection -**AP:** 2 - -**Essence:** 0 - **Category:** Defensive - -**Range:** 6 - -**Type:** None - -**Target:** Single - **Effects:** When you cast this pattern, choose a target within range. When this pattern is cast or sustained, grant them 6 + Presence absorption. ## Pattern of Annihilation -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive -**Range:** 6 - -**Type:** Expertise - -**Target:** Single - **Effects:** When you cast this pattern, choose a target within range. When this pattern is cast or sustained, make an Expertise attack against them. If you hit, trigger their afflictions. Hit or miss, trigger your own afflictions. ## Pattern of Augmentation -**AP:** 2 - -**Essence:** 0 - **Category:** Utility - -**Range:** 6 - -**Type:** None - -**Target:** Single - **Effects:** When you cast this pattern, choose a target within range. Whenever this pattern is cast or sustained, until the start of your next turn they have advantage on basic attacks, and have advantage on Block and Dodge skill checks. ## Pattern of Binding -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive -**Range:** 6 - -**Type:** Prowess - -**Target:** Single - **Effects:** When you cast this pattern, choose a target within range. When this pattern is cast or sustained, make a Prowess attack against them. If you hit, apply two stacks of rooted. ## Pattern of Concealment -**AP:** 2 - -**Essence:** 0 - **Category:** Utility - -**Range:** 6 - -**Type:** None - -**Target:** Single - **Effects:** When you cast this pattern, choose a target within range. Whenever this pattern is cast or sustained, until the start of your next turn they are invisible. ## Pattern of Dampening -**AP:** 2 - -**Essence:** 0 - **Category:** Utility -**Range:** 6 - -**Type:** Focus - -**Target:** Single - **Effects:** When you cast this pattern, choose a target within range. Whenever this pattern is cast or sustained, until the start of your next turn the efficacy of all attacks or boons that they make or receive is halved. ## Pattern of Disintegration -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive -**Range:** 6 - -**Type:** Focus - -**Target:** Single - **Effects:** When you cast this pattern, choose a target within range. When this pattern is cast or sustained, make a Focus attack against them. If you hit, deal 1d10 + Presence arcane damage. ## Pattern of Displacement -**AP:** 2 - -**Essence:** 0 - **Category:** Utility -**Range:** 6 - -**Type:** Expertise - -**Target:** Single - **Effects:** When you cast this pattern, choose a target within range. When this pattern is cast or sustained, make an Expertise attack against them. If you hit, teleport the affected creature up to 2 tiles. ## Pattern of Empowerment -**AP:** 2 - -**Essence:** 0 - **Category:** Utility - -**Range:** 6 - -**Type:** None - -**Target:** Single - **Effects:** When you cast this pattern, choose a target within range. Whenever this pattern is cast or sustained, until the start of your next turn, they have advantage on special attacks and ignore resistance and immunity to damage that they deal. ## Pattern of Grasping -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive -**Range:** 6 - -**Type:** Agility - -**Target:** Single - **Effects:** When you cast this pattern, choose a target within range. Whenever this pattern is cast or sustained, until the start of your next turn, gain the benefit of the Grapple action against a creature of your choice within range. Creatures grain this way do not count against your ordinary limit of grappled creatures, and relative size has no effect. @@ -165,18 +61,8 @@ When this pattern ends, the grappled status immediately ends on all creatures yo ## Pattern of Intensification -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive -**Range:** 6 - -**Type:** Expertise - -**Target:** Single - **Effects:** When you cast this pattern, choose a target within range. When this pattern is cast or sustained, make an Expertise attack against them. If you hit, choose one: - apply 3 + ½ Presence stacks of an affliction of your choice to them. @@ -184,144 +70,50 @@ When this pattern ends, the grappled status immediately ends on all creatures yo ## Pattern of Prolonging -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive -**Range:** 6 - -**Type:** Focus - -**Target:** Single - **Effects:** When you cast this pattern, choose a target within range. When this pattern is cast or sustained, make an Focus attack against them. If you hit, apply one stack of each of their current ailments. ## Pattern of Reconstitution -**AP:** 2 - -**Essence:** 0 - **Category:** Defense - -**Range:** 6 - -**Type:** None - -**Target:** Single - **Effects:** When you cast this pattern, choose a target within range. When this pattern is cast or sustained, gain the benefit of the Treat action on that target twice. ## Pattern of Quickening -**AP:** 2 - -**Essence:** 0 - **Category:** Utility - -**Range:** 6 - -**Type:** None - -**Target:** Single - **Effects:** When you cast this pattern, choose a target within range. When this pattern is cast or sustained, that creature gains 1 AP. ## Pattern of Sight -**AP:** 2 - -**Essence:** 0 - **Category:** Utility - -**Range:** 6 - -**Type:** None - -**Target:** Single - **Effects:** When you cast this pattern, choose a target within range. Whenever this pattern is cast or sustained, until the start of your next turn, the affected creature is unimpeded by any shroud or invisibility effects and ignores the effect of the Blinded ailment. They have advantage on any Spot or Scan skill checks made. ## Pattern of Suspension -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive -**Range:** 6 - -**Type:** Prowess - -**Target:** Single - **Effects:** When you cast this pattern, choose a target within range. When this pattern is cast or sustained, make a Prowess attack against them. If you hit, apply two stacks of aloft. ## Pattern of Excess -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive -**Range:** 6 - -**Type:** Focus - -**Target:** Single - **Effects:** When you cast this pattern, choose a target within range. When this pattern is cast or sustained, make a Focus attack against them. If you hit, apply 6 + Presence stacks of overload. ## Pattern of Fortune -**AP:** 2 - -**Essence:** 0 - **Category:** Utility - -**Range:** 6 - -**Type:** None - -**Target:** Single - **Effects:** When you cast this pattern, choose a target within range. Whenever this pattern is cast or sustained, until the start of your next turn, whenever that creature lands a critical hit or has a smashing success on a skill check, they regain 2 essence. ## Pattern of Misfortune -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive -**Range:** 6 - -**Type:** Focus - -**Target:** Single - **Effects:** When you cast this pattern, choose a target within range. Whenever this pattern is cast or sustained, make a Focus attack against them. If you hit, ntil the start of your next turn, whenever they spend miss with an attack or fail a skill check, apply one stack of cursed to them. ## Pattern of Draining -**AP:** 2 - -**Essence:** 0 - **Category:** Offensive -**Range:** 6 - -**Type:** Focus - -**Target:** Single - **Effects:** When you cast this pattern, choose a target within range. Whenever this pattern is cast or sustained, make a Focus attack against them. If you hit, until the start of your next turn, whenever they spend essence apply one stack of drained to them. diff --git a/rulebook/src/hacking/class_template/powers.md b/rulebook/src/hacking/class_template/powers.md index 7378840..ce6322e 100644 --- a/rulebook/src/hacking/class_template/powers.md +++ b/rulebook/src/hacking/class_template/powers.md @@ -2,16 +2,6 @@ ## Power Title -**AP:** AP cost (number). - -**Essence:** Essence cost (number). - **Category:** Offensive/Defensive/Utility -**Range:** Range (in tiles, number). - -**Type:** Expertise/Focus/None. - -**Target:** ??? - **Effects:** Description of skill effect.