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DivineDragoonKain

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Aug 21st, 2022
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  1. Level 7 Skylar
  2.  
  3. Backgrounds: Cursed/Artist (Cursed talent)
  4. Role: Knight
  5. Paths: Dream Mage, Creation Mage, Incarnate, Shimmering Champion
  6.  
  7. Attributes:
  8.  
  9. Strength: +5
  10. Agility: -2
  11. Focus: +4
  12.  
  13. Tenacity: 15 (+1 Cape of Glory) 16
  14. Evasion: 8 (+1 Shadow Veil, +1 Cape of Glory, +1 Shield) 11
  15. Resolve: 14 (+1 Masquerade, +1 Cape of Glory) 16
  16.  
  17. Destiny: 60
  18. Health: 12
  19. Aether: 4
  20. Recoveries: 5
  21. Speed 8 or 10 (Trickster)
  22. Prowess: 3
  23.  
  24. Skills: Painting, Sculpture, Bloodline Curses, Power Lifting, Ghost Bustin', Gastromancy, History of the Spiral and its Demesnes
  25.  
  26. Techniques: 10
  27. Rites: 6
  28.  
  29. Path Techniques, Talents, Lore:
  30.  
  31. Walk the Dreamlands Talent
  32. Effect: When you complete a long rest during which you sleep, you form a bond with an Aspect of your choice until you trigger this effect again. Please see "Aspect Traits" on page 57 for a list of available Aspects. This choice changes the effect of some of your spells.
  33.  
  34. Oneiric Claws Quick Action
  35. Ghostly echoes of the dreamworld surge forth to attack your foes as befits the Aspect to which you are bonded.
  36. Target: 1 Target – Range: 5 meters – Attack vs Evasion
  37. Hit: 1d8+PR damage – Critical 20: +1d8 damage.
  38. Effect: Choose one of your bonded Aspects; apply its Attack Trait to this spell as if it was a Basic Attack.
  39. Concentrate: Either 1d8 more damage and half damage on a miss; or choose an additional target within range.
  40. Skirmish – Missile Strike Spell
  41.  
  42. Summon Helper Quick Action
  43. Effect: You summon a Helpful Spirit as a Follower under your control in an unoccupied square within 10 meters. It remains until destroyed or until you complete a long rest. You may dismiss this Follower as a Free Action, as long as this follower is within sight. If you do, the spell's limit is refreshed after 5 minutes, allowing it to be cast again. See "Spirit Follower Stats" on page 52.
  44. Limit: x1 per long rest
  45. Follower Spell
  46.  
  47. Fabricate Quick Action
  48. Effect: You create a size 1/2 or smaller solid object with 5 durability; it appears in your hands or on your person. The created object must be mundane, non-toxic, and stable, but can otherwise be anything you wish – blankets, clothing, simple tools, and even functional shields or weapons. Food you create this way offers no nutrition and is not filling. Objects created this way last for 1 hour or until you cast this spell again.
  49. Utility Construct Spell
  50.  
  51. Unreal Razor Quick Action
  52. You forge a temporary object or weapon out of ectoplasm, and use it to strike even as it begins to disintegrate.
  53. Target: 1 creature – Range: 3m – Attack vs Evasion
  54. Hit: 1d10+PR physical damage.
  55. Critical 18+: +1d10 damage.
  56. Concentrate: +1d10 damage, and this attack deals half damage on a miss. Modify the attack in one of these ways below;
  57. • The object is dangerous. This attack gains a +2 bonus to accuracy and damage rolls.
  58. • The object is big. You deal half damage to another creature within 1m of the primary target.
  59. • The object is heavy. Hit or miss, the target is pushed up to 3m in any direction. On a critical hit, the target is also Knocked Down.
  60. Skirmish – Missile Strike Spell
  61.  
  62. Channeler's Visage Talent
  63. Effect: As part of studying this path, you create an Incarnate’s Mask artifact. This item can function as your wizard’s hat, and allows you to use the Masquerade spell. It is a magic item, does not occupy an equipment slot, and cannot be removed from your face against your will. While wearing your Incarnate's Mask, you gain a +1 bonus to Resolve.
  64.  
  65. Masquerade Quick Action
  66. Visual Cue: Your Incarnate's Mask changes to represent the Aspect of which you choose to become an Avatar.
  67. Active Effect: Choose one of your Bonded Aspects; you become an Avatar of that Aspect. While you are an Avatar of an Aspect, you gain the Basic Trait of the chosen Aspect's Template. If you would gain an Immunity this way, you instead gain Resistance to that damage type. Oneiric Claws counts as a Basic Attack for the purposes of Aspect Traits.
  68. Enchantment Power
  69.  
  70. Magical Warrior Talent
  71. Effect: Magical Regalia can also create a Wizard's Staff or an Implement with the 'Artistic' property as part of your outfit. You can only create a total of three equipment pieces with Magical Regalia.
  72.  
  73. Regalia Boost Quick Action
  74. Effect: You gain 3 Regalia Charges. Charges may be spent while in your Magical Regalia, as based on your role, detailed below. Charges remain until spent or until you complete a long rest.
  75. • Knight – Regalia of Renewal: Whenever you end your turn, you may spend a Regalia Charge to gain [2+PR] Destiny.
  76. • Lancer – Flowing Blade: After making an accuracy roll with a creation spell or basic attack, you can spend a Regalia Charge to add your Level to that roll instead of your Prowess. You can spend only 1 Regalia Charge per turn this way.
  77. • Witch – Ectoplasm Needles: When you deal damage to a creature with a creation spell or basic attack, you can spend a Regalia Charge to deal +3 more damage and lower all their Defenses by your Prowess for 1 round. You can spend only 1 Regalia Charge per turn this way.
  78. Limit: x1 per long rest Support Spell
  79.  
  80.  
  81. Role Talents:
  82.  
  83. Optional Talent – Surprise Spellwork:
  84. Once per long rest, you may cast a spell or spell rite you don't know from a Basic Path you have entered. If you cast an enchantment this way, it lasts for 5 minutes. If you spend Aether on spells cast this way, you must roll on the Chaos Table.
  85.  
  86. Enduring Soul Role Talent
  87. Effect: Your maximum Health is increased by +2, and you gain an additional Recovery. Whenever you gain Armor, increase the value of it by +1
  88.  
  89. Ruthless Pursuer Role Talent
  90. Effect: You gain a +1 bonus to speed. If at the start of your turn a foe is not within your melee reach, you may take a free dash action to move directly towards the nearest foe.
  91.  
  92.  
  93.  
  94. Techniques:
  95.  
  96. Aspect Magic Quick Action
  97. You use your insight into the Aspects to gain aetheric powers.
  98. Effect: Choose one of your bonded Aspects. You temporarily learn the path spell associated with that Aspect until you
  99. complete a long rest or you use this spell again. If the corresponding aspect changes (such as via Dreamspill Nap), the known spell does too.
  100. Limit: x1 per short rest
  101. Misc Spell
  102.  
  103. Miracle of Stories Slow Action (Bonded: Warrior)
  104. You call deeply upon the aspects to invoke great power Effect: Choose one of your bonded Aspects. You perform the corresponding Aspect Miracle spell. See "Aspect Miracle Spells" on page 55.
  105. Aether Boost: You ignore this Spell's limit.
  106. Special: Upon learning this spell, choose one Aspect. You become permanently bonded to that Aspect. Please see "Aspect Traits" on page 57 for a list of available Aspects.
  107. Limit: x1 per long rest
  108. As chosen Miracle Spell
  109.  
  110. Shadow Veil Quick Action
  111. Visual Cue: You are surrounded by swirling illusions and phantasmal decoys of your own person.
  112. Active Effect: You gain a +1 bonus to Evasion. If you would become Obscured by darkness, you are instead Invisible.
  113. Enchanted Action (Quick Action / Support Spell): Select one target within 3m. They become Obscured for 1 round.
  114. Enchanted Action (1 Aether ◆ Free Interrupt / Support Spell): Select up to four targets within 6 meters. They each become Obscured for 1 round.
  115. Enchantment Spell
  116.  
  117. Spirit Fury Quick Action
  118. Visual Cue: Your willpower manifests around you as a ghostly inhuman figure called a 'Fury'.
  119. Effect: You gain the following effects –
  120. • Whenever you take damage from any source, you gain Fury equal to that amount. You may have up to 10 Fury. This maximum increases to 15 Fury at level 3, 20 Fury at level 6, and 25 Fury at level 9.
  121. • At the end of your turn if you have at least 10 Fury, you may cast Oneiric Claws as a free action. This attack deals +1 more damage for every 5 Fury you have, and half damage on a miss. After you resolve casting Oneiric Claws this way, you lose 10 Fury.
  122. • All Fury you have is lost when you complete a short rest.
  123. Enchanted Action (1 Aether ◆ Quick Action / Support):
  124. You gain Destiny equal to half your Fury, and may spend a Recovery. You then lose all Fury.
  125. Prerequisites: Knight or Lancer Enchantment Spell
  126.  
  127. Aspect Archmage Static
  128. Effect: You gain additional bonuses related to the following Dream Magic spells -
  129. • Aspect Magic: When you use Aspect Magic, you temporarily learn the path spells associated with both of your bonded Aspects.
  130. • Channel the Spirits: Once per short rest, you may cast Channel the Spirits as a free action during your turn, but you must choose an Aspect of which you are currently an Avatar.
  131. • Miracle of Stories: When Aether Boosting this spell, you may cast it as a Quick Action.
  132. Lore
  133.  
  134. Shining Aura Quick Action
  135. Active Effect: While you are an Avatar of an Aspect, you gain that Aspect's Aura Trait as a Burst 1 Aura.
  136. Enchanted Action (1 Aether ◆ Slow Action / Support Spell):
  137. For 5 minutes, you instead gain Aura Traits as Burst 2 Auras. One time within the next five minutes, you may spend a Recovery as a free action during your turn.
  138. Enchantment Power
  139.  
  140. Majestic Aspect Static
  141. Effect: While you are an Avatar of an Aspect, you gain its Majestic Trait. Any immunities you would gain this way are instead resistances.
  142. Prerequisites: Level 4 Lore
  143.  
  144. Split Mask 1 Aether ◆ Free Action
  145. Trigger: You cast Masquerade.
  146. Effect: Rather than choose one of your Bonded Aspects, you become an Avatar of Both your Bonded Aspects for 1 hour or until you end the Masquerade spell
  147. Limit: x1 per short rest Misc Power
  148.  
  149. Champion's Valor Static
  150. Effect: You gain additional bonuses when casting the listed Creation spells or rituals-
  151. • Flying Chariot: Once per long rest, you can perform this Ritual as a Quick Action by spending 1 Aether.
  152. Flying Chariots created this way are Size 1/2 and can only carry you, but gain a bonus to durability equal to twice your level.
  153. • Restraining Ribbons: Once per long rest, you can perform this ritual as a Quick Action by touching the target, and resolve it as if you had spent 5 Aether Crystals.
  154. • Spectral Blades: When you cast this enchantment, you create an additional spectral blade.
  155. Prerequisites: You must know one of the affected spells Lore
  156.  
  157. Cape of Glory Quick Action
  158. Active Effect: You create a cape of shimmering ectoplasm for yourself. While under the effects of Magical Regalia, you also gain bonuses based on your role.
  159. • Knight: You gain a +1 bonus to all defenses.
  160. • Lancer: You gain a +1 bonus to all damage rolls.
  161. • Witch: You gain a +1 bonus to all accuracy rolls.
  162. Enchanted Action (1 Aether ◆ Quick Action / Misc Spell): You create a pair of wings for yourself, that can look however you like. The Wings grant you the hover speed trait, as well as the Flight trait but only during your turn. If in the air outside of your turn, you drop as normal, but do not take fall damage. This effect lasts for 5 minutes or until this enchantment ends.
  163. Enchantment Spell
  164.  
  165.  
  166. Expert Technique:
  167.  
  168. Barrier Mage Quick Action
  169. You mark a particular creature, and can quickly create barriers of ectoplasm to defend or hinder them.
  170. Target: 1 other creature – Range: 15 meters
  171. Effect: The target becomes Marked. Once per round when the Marked creature either deals or takes damage while within your sight, you may reduce that damage by [3+PR].
  172. Prerequisites: Level 4, Knight Mark Power
  173.  
  174. Master Technique:
  175.  
  176. Apotheosis Quick Action
  177. Effect: You gain 3d6+PR Destiny and 1 Aether. One time during the next minute, you may choose to gain 1 Unstable Aether.
  178. • Knight: You are immune to all damage for 1 round.
  179. • Lancer: The next time you deal damage, choose one creature damaged and increase that damage by +2d6.
  180. • Witch: Choose either of the above role effects.
  181. Limit: x1 per long rest
  182. Prerequisites: Level 7 Support Spell
  183.  
  184.  
  185. Rites:
  186.  
  187. Portal to Dream Bubble
  188. Write Spell Card
  189. Illusion
  190. Magical Regalia
  191. Restraining Ribbons
  192. Flying Chariot
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