Conduit

No conduit stays themselves forever, for the gods speak in long sentences across all of time, ceaselessly. Without a moment of silence to oneself, how could they not give themselves up to the words, becoming ghosts in their own bodies.   As part of the conduit's domain, they gain the following ability and spells:   Rule of Spells Refresher
All spells cost energy to cast. Some spells allow special uses of energy, such as using additional energy to make a spell longer, or using a number of energy to cool a particularly cool effect that is still a part of the spell. All spells do Magical damage. All Spells ask for a players to roll to hit, or attack checks. Some spells will additionally cause status effects which some are allowed saves for. Spells then specify a range (touch, engaged, nearby, far away, distant, or variable), who they target (self, area of effect such as a zone or a part of a zone, single target, chosen target(s), or blast), and if how long they last (instantaneous, duration, sustained, dismissed). No caster can have more than one effect at a time; the only kind of spell you can cast while maintaining a duration, sustained, or dismissed spell is an instantaneous spell. Any effects that have a set duration, are sustained, or haven't been dismissed must be ended by the caster (which is a free action) in order to cast another duration, sustained, or dismissed spell.
  Apotheosis (passive): Your spirit itself now sustains your body no longer require food, water, sleep, or air.  

Rank 1 Spells

Commune- (self, variable, instantaneous): Though you may not know the god who has granted you divine powers, you are able to commune with them all the same. Each question is performed as a to-hit check. On crit pass or pass, the question is received by the god who promptly answers in one of five ways: yes, no, likely, unlikely, and unknown. On half-pass, The GM rolls behind the screen to determine if the god will answer; on any kind of pass, the answer will be given by the end of the day, and on any kind of failure, no answer will be given; and on fail or critical fail, no answer is received. If the same question or clarifying question is asked again within a week, the caster rolls at a stacking disadvantage per time the question is repeated.   Shatter- (single target, nearby or far away, instantaneous): Roll to hit a single target nearby or far away. You shatter an object or person. If you hit an object, it shatters irreparably. If you shatter an object near a person, or shatter a person, they take the bleeding effect.   Prayer- (self, variable, instantaneous): You know of any holy place, such as a temple, hallowed ground, etc. and you know whether it is an active place of worship or not. You do not know what god is worshipped there, and cannot guarantee the safety of said place, but you know exactly where it is if it is on the same plane as you and what it generally looks like.   Spare- (single target, nearby or far away, sustained): You remove the death's door effect on a single target nearby or far away for rounds equal to energy spent.  

Rank 2 Spells

Truth- (area, nearby, duration): Everyone in the same zone as you makes a social save, including yourself. When you make the social save, this determines if you know who passed or failed, and on a half-pass, you know who failed, but not who half-passed. For the targets making their social save, on fail, they cannot tell a lie for rounds equal to your luck modifier. On half-pass, they know they have been affected by a spell, and can tell half truths, but may still not outright lie.   Sanctuary - (area, nearby, sustained): Allies within the same zone as you feel your aura of protection. Each round on your turn, you determine if you sustain the effect by spending an additional energy. For as many rounds as you have sustained per round, you give that number increase to your ally's defense and resistance. This ability does not stack with other conduits, and may persist indefinitely.   Light- (single target, nearby or far away, ): You cause an object or a target nearby or far away to emit light. If the target is unwilling, they make a mental save, and on any kind of fail become highlighted. If you highlight yourself, you suffer none of the status's effects adverse effects.   Vigor - (area, nearby, sustained): Allies within a zone you designate gain the Regenerating effect for round equal to energy spent.  

Rank 3 Spells

Guidance- (single target, touch, duration): Your Gods help give you insight into a situation. Autopass on next or current skill roll for a target you touch. Spell lasts until skill check is rolled, or for minutes equal to caster’s luck modifier, whichever is shorter and happens first. If this spell is cast on another target, the spell ends it’s effect on the former target.   Safeguard- (area, nearby, sustained): Allies within the same zone as you gain the Reflecting effect for rounds equal to energy spent.   Sentry- (self, variable, instantaneous): Remove a body part (traditionally, an eye, nose, or ear) and attach it to a surface. This body part can perceive on this surface for you so long as you are on the same plane. Anyone can perceive this body part with a pass or higher on a perception check. If the body part is damaged, the caster takes damage equal to the effect done. After that, the body part is nonfunctional and cannot be healed until it is retrieved and reattached. GMs, you may allow the removal of other body parts at your discretion.   Fatigue- (single target, nearby to faraway, instantaneous): Select a Target nearby or far away and roll to hit. You drain the energy of said target by half and cause attack down on a pass. On half-pass, energy is drained by half.  

Rank 4 Spells

Testify- (single target, engaged, instantaneous): You utter a sentence, true or false. The target makes a social save, and on any kind of fail, believes you.   Curse- (single target, nearby to far away, instantaneous): For rounds equal to energy spent, you cause a target nearby or far away to have the unlucky effect.   Blank- (single target, touch, instantaneous): Prevents anyone from reading something: choose between reading someone’s mind, or reading text. For the first, you prevent anyone from reading your target’s mind, knowing their mood, or making a successful spine check against them, and you are aware of any who try. For reading text, you can target the entire holder of the text itself or a portion (ie. You can target the entire book or a page). In either case, the portion or holder appears completely blank. The effect dissipates when the object is touched again by yourself or the effect is dispelled.   Peace- (area, nearby, instantaneous): Removes the Berserk, Confused, Stunned, and Unlucky effect from allies in the same zone as you.  

Rank 5 Spells

Miracle- (variable, variable, instantaneous): Your spell acts as a petition to your deity for help in causing a divine miracle. A deity will reject to do something that is outside their power or personality, which results in an the spell’s failure. Otherwise, the petition must be given first: this can be things such as 1) reviving fallen allies to turn the tide of battle, 2) teleporting all allies completely without error and unharmed to a desired or otherwise favorable location, 3) completely removing a curse, plague, or ailment from a town and making the populous and their descendants immune, etc. This spell uses a to-hit check to determine the effectiveness of your petition. On a Crit pass or pass, the petition is accepted; on a half-pass, the petition is accepted, but the spell requires 5 energy to cast; on fail, the petition is accepted, but the spell cannot be cast again for a month; and finally, on crit fail, the petition is accepted, but you lose access to the spell forever.   Undo- (area, nearby, instantaneous): As a reaction, you cause an action, result of action, or effect that just happened within the same round to be undone.   Hallow- (area, nearby or engaged, dismissed): You designate an area of nonviolence. Accursed creatures cannot here enter and will move away from an area like this until they are at least a mile away from it. In a combat scene, this is the area only directly affects those who engage with you. All who enter gain the invisible effect, but must make a social save; on fail, they become neutral, sheath their weapons or end any harmful effects, and can see you. On success, they benefit from invisibility, but cannot see you or anyone else as they cannot be persuaded from their violence. This ability lasts until dismissed   Reversal- (single target, variable, instantaneous): As a reaction, you select a target who has just performed an action whose effect you save firsthand and roll to hit. On success, the target instead suffers the effects of their actions.


Cover image: Art Chimera by Madeline M

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