Quills tap into the magics inherit in their bones, amplified by the moondust tattoos that decorate their body. Lit from their inner flame, they are beacons of the perseverance of the stubborn mortal spirit.
As part of the quill'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.
Permanence (passive): You set a spell you know and can currently cast into the world forever and make it as natural as the air and water around you. You define if the spell has a trigger--what that then would be, and to what object the spell is bound--the spell cannot be bound to anything larger than the biggest statue. It's effect might then be triggered by uttering a secret phrase, or the arrival of people from another guild, etc. GMs may moderate this ability to make sure it fits in with the world they envision.
Rank 1 Spells
Appraise- (single target, touch, duration): You touch an item of any size and are able to speak with it for minutes equal to your Luck modifier. The object has a personality amalgamated from everyone who has used or interacted with it, and an object's personality diminishes overtime if the object is forgotten or goes unused. The object is neutral toward the caster unless it is an object used by their enemy or general enemies of the player or party. From this, the player can find out who has ever interacted with the item, where the item has generally been, who made the item, and why—if there is a reason.
Chance- (area, engaged, sustained): Targets engaged with you gain your choice of either double advantage or double disadvantage for rounds equal to energy spent. If this effect is done to an object, it may only be one consumable object (such as the liquid of a drink, or food).
Freedom- (self, touch, duration): You are not affected by difficult terrain caused by the terrain itself or harsh environmental conditions for an hour. This ends the Slowed effect, and you cannot be affected by Slowed for the rest of the day.
Cache- (self, touch, instantaneous): You are able to store objects in your body. They appear as tattoos in your skin. They take energy to store them, but no energy to remove them.
Rank 2 Spells
Sculpt- (single target, touch, instantaneous): You can permanently change the features of a single target, allowing them to look completely different than how they did before. This spell takes 10 minutes to cast, but can be done 2 minutes faster per additional energy spent. anything from appearing like you are from a different race, to giving one wounds, to making them appear elderly or younger for their age. The sculptor rolls a 1d10 to see if they are successful, and gets a stacking advantage per reference they use. A sculptor has disadvantage to sculpt themselves, and double disadvantage should they attempt it without a mirror. Note, this spell does not change one's race, and while a sculptor could theoretically sculpt you back to your original features, they can only do so perfectly on a crit pass, otherwise, something will always be just slightly... off.
Shadowself- (self, engaged, dismissed): You create a shadowy replica of yourself that has the same value of hit points, energy and has access to your same abilities, and instantaneous spells, and does your weapon damage. They will defend you if not commanded, but will obey commands given--general or specific. They are not considered sentient, but instead an extension of you and share your thoughts. While you cannot see through their eyes, you are able to recall places your shadowself has been. All their attacks are considered magical. If they are in a dark or shaded area, they gain the invisible status effect. As an added effect, for every two additional energy you spend, you can create an additional shadow replica; for every additional shadow replica you create, divide your health, energy, and weapon damage by that amount; for example, if you spend four energy to create four shadow replicas, they inherit your health and energy and weapon damage, but divided by four. This spell lasts until dismissed.
Darkness- (area, nearby, sustained): You cast a shroud of darkness in the same zone as yourself that only those who can see in the dark can perceive through. Everyone else who attempts perception rolls receives no information about what they see, and everyone, to this character, gains the invisible status effect unless the target is directly in front of them. If the target is anywhere else engaged around them, they can make a spine or perception check to determine where the target is near them. This effect lasts for rounds equal to energy spent.
Password- (single target, engaged, instantaneous): You bar the entrance to the inside of a place on a door, a lid, or something that must open. You know the password and may tell it to whomever you like, and none but those who know the password may open the object. Those who cast Unlock on the object, roll to hit at double disadvantage. You can Password as many objects as you have energy, but the effect of the spell disappears if you go to sleep.
Rank 3 Spells
Align- (area, nearby, instantaneous): Cause the roller to gain advantage to affect the Social Scene Outcomes, so that it might be in the party's favor. This spell does not have a tangible target, and instead only affects the social scene a caster is present for.
Exorcise- (area, engaged, instantaneous): Removes possessed, frightened, bewitched, or confused effect for targets engaged with you.
Phase- (self, touch, instantaneous): As you cast the spell, you can become aware of where other planes of existence touch and phase into the material plane. You are only aware of the place closest to you.
Restore- (single target, touch, instantaneous): You touch an object and shape it as you please; if the object is dirty or broken, you can clean it and mend it back to its intended state as much as possible so long as the original material that made it up is within the same zone. Additionally, you could also choose to permanently change the appearance of an object or part of an object so long as it fits in a 1ft cube. On any kind of object, you can carve out a design, and you can erase a design. As such, this spell ends any Affix spells.
Rank 4 Spells
Motive- (single target, nearby, instantaneous): You cause a nearby target to make a Social Save or reveal the motive behind their actions that you just saw or desires--hidden, implied, or otherwise revealed.
Banish- (single target, nearby, sustained): A nearby target makes a mental save or is removed from the plane of existence for rounds equal to energy spent.
Eclipse- (area, nearby or far away, dismissed): You prevent any spells from being cast in an area (in a combat scene, this is in one zone). Any effects caused by spells end, and the Scry spell more difficult--making that spell's mental save at disadvantage. This lasts until dismissed.
Reveal- (self, touch, susutained): Traps and the traces of spells are revealed to you for minutes equal to energy spent.
Rank 5 Spells
Forbid - (area, nearby, duration): You protect the zone you are in from anyone coming inside that you do not designate. Anyone who tries to come inside makes a Social Save. On fail, they refuse to go inside; if they are forced inside by any means, they gain the berzerk effect favoring the target who brought them inside and then exiting; this effect ends upon their exit. On success, a person is unaffected and may enter freely. This effect lasts for hours equal to your luck modifier, but can be dismissed beforehand.
Ennui- (blast, nearby, instantaneous): Roll to hit. On success, nearby target gains the despaired effect which they may save for on their turn.
Scry- (self, variable, instantaneous): You look at a location or a person you have seen in person or intentionally depicted and cast your minds eye to them. You observe them nearby and can see but cannot hear anything. If the location is protected, you must roll to hit to see if the spell lands, on a pass. If the person wouldn't want anyone spying on them at all or in a particular moment, they make a Mental Save and on success, your spell ends.
Begone- (chosen targets, nearby, instantaneous): You force a number of nearby targets up to and equal to your Luck modifier to move from one zone and into another you choose. If the targets are non-native to the plane, you cast it back to their original plane. If you spend five energy, all willing and allied targets, including yourself, are teleported back to the safest location you can all recall.
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