Vishnu's Dark Sequence

Note: Vishnu's Charisma is being used for spells.

Vessel

A vessel is a character’s total dark pool; once this value is depleted, a character can no longer cast spells. A character can never possess a dark value larger than her vessel. As a spell is cast, the cost of the spell is reduced from one’s vessel. Thankfully, vessel is the raw potential of dark and is a renewable resource, ever recharging. It can even be quickly replenished with specific concoctions. It is also entirely possible that vessel is not an inherent natural resource at all, and is something held in a physical container, either outside of the body or as an implant (see Dark Gear). A starting vessel score is equal to half that character’s Vigor ability score (not modifier) + level. All characters with a Vigor score of 8 or higher gain access to vessel—it is not reserved by a specific class. As we will see later, a vessel’s value can be adjusted by background, feats, and archetypes.

Vessel Regeneration

On your turn, you can regenerate your vessel. Select ONE of the following on your turn:
  • Use a free action to regain 1 lost point from your vessel.
  • Use a bonus action to regain 2 lost points to your vessel.
  • Use an action to regain a number of points to your vessel equal to 1+ your Vigor modifier (this is your default VR score and can be modified by class features).

Asset

Unlike vessel, which can be measured, asset is more esoteric. At character generation, you gain an asset value equal to your Vigor modifier. This can be used at character generation and when reaching a new level to purchase dark spells. When a spell is purchased, the asset value is reduced by that spell’s cost. Your asset value is akin to currency—though it cannot be lost or stolen. It can, however, be saved (banked), allowing the purchase of more expensive spells later on. Like vessel, your asset score can be increased via background selection and the addition of feats. By default, each time you reach a new level, you gain a bonus to your asset score equal to your Vigor modifier. Asset is the one value that cannot be adjusted through cybernetics, mechanisms, or consumables.  

River

While asset and vessel represent constantly adjusting values, your river is relatively fixed. The river is your bank of quick-reference spells that can be called upon in an instant’s notice to be cast. The river is a simple value equal to your Vigor modifier—you can assign any spell into the river except for rituals.
  • Any spell with a casting time of one minute is reduced to an action while in the river.
  • Any spell with a casting time of one action is reduced to a bonus action while in the river.
  • Any spell with a casting time of one bonus action can be used once per turn as a free action while in the river.
  • Anytime you finish a short or long rest, you can swap out any spells you possess in your river.
  • Spells with a casting time longer than one minute cannot be placed in a character’s river.
  • You are not required to put a prerequisite spell of a more powerful spell in the river to cast that more powerful spell from your river.

Path of Death

  • Path Benefit. When you recover hit points through spells, you can recover vessel instead at a rate of 1 dark:5 HP. This is a free action.
  • Synergy Path. Path of Decay
  • Traits. Death spells involve dark incantations, and when materials are required, it is often always blood or ash…or both blood and ash, often used to construct a magic circle. It’s not a subtle method of magic. Blood should be fresh, often with a recent animal sacrifice (in the past 5 minutes).

Path of Death Root Spells

Drain Touch

Make a melee spell attack against a creature, inflicting 1d6 + Vigor modifier necrotic damage, and you regain 1 hit point. For every 2 additional dark spent before casting, increase dice by 1 and recovery by 1 (max +3 each).
  • Boost (DC 15): Reduce the cost of this spell to an action.

Dead Life

You gain your Vigor modifier in temporary hit points, which are lost after the spell expires. For every 1 additional dark spent before casting, increase gain 1 additional temporary hit point (Max +10).

Path of Death Tier 1 Spells

Animate

A Medium or smaller-sized corpse in any state of decay (even bones) becomes any undead creature with a CR of 2 or less. On your turn, you can use a bonus action to mentally command any creature you made with this spell that you can see (you can command any or all of them at the same time). If you issue no commands, the creature only defends itself against hostile creatures. The creature is under your control for 24 hours, after which it stops obeying until you cast this spell on it again. For every 3 additional dark spent before casting, you can raise or sustain two undead.
  • Boost (DC 20): You can create undead at CR 3 or less.

Death Curse

Make a melee spell attack against a creature; on a hit, the creature suffers disadvantage on all ability checks on Constitution saving throws until the spell ends. You also deal 1d6 additional necrotic damage whenever you hit with any non-spell attack.
  • Boost (DC 15): Make a drain touch attack (regardless if it's selected as your spell) as part of the same spell.

Path of Death Tier 2 Spells

Perish

The target you touch must make a Constitution saving throw, taking 7d6 + Vigor modifier necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. For every 2 additional dark spent before casting, you can increase the number of dice by 1 (Max +5 dice).
  • Boost (DC 20): Increase damage dice to d8.

Line of Death

You create an invisible wall of necrotic energy up to 60 feet long, 20 feet high, and 5 feet thick with its furthest point no further than 120 ft. You can bend this wall in any configuration, even enclosed shapes like cubes, cylinders, or domes. Each creature within its area upon creation or within 5 feet while it is in effect must make a Dexterity saving throw. On a failed save, a creature takes 7d6 + Vigor modifier necrotic damage, or half as much damage on a successful save. Any creature passing into the wall after it is cast fails automatically. For every additional 1 dark spent before casting, increase the length of the wall by 10 feet. This wall is invisible, with the only evidence of its existence being the inevitable corpses.
  • Boost (DC 13): When the duration expires, make a Vigor (Induce) check to extend the effect for another minute. The DC increases by 1 each time it is attempted.

Path of Death Tier 3 Spells

Greater Animate

This operates the same as animate, except the maximum CR of the undead creature is now 5. For every 3 additional dark spent before casting, you can raise or sustain two undead.
  • Boost (DC 20): You can create undead at CR 6 or less.

Lifeforce

The target must make a Constitution saving throw. On a failed save, it takes 7d6 + Vigor modifier necrotic damage, or half as much damage on a successful save; you recover hit points equal to 25% of the damage dealt. The damage can’t reduce the target’s hit points below 1. For every 2 additional dark spent before casting, you can increase the number of dice by 1 (Max +5 dice).
  • Boost (DC 20): Increase damage dice to d8.

Path of Death Tier 4 Spells

Hand of Death

The target must make a Constitution saving throw. It takes 9d6 + Vigor necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as an undead of CR 3 or less that is permanently under your command, following your verbal orders to the best of its ability. For every 2 additional dark spent before casting, you can increase the number of dice by 1 (Max +5 dice).
  • Boost (DC 20): Increase damage dice to d8.

Resurrection (Ritual)

You touch a creature that has been dead for no more than 5 years that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures all diseases afflicting the creature when it died. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target is at level 4 exhaustion. 
  • Boost (DC 15): You can increase the age of the corpse by 5 years. Increase the DC by 1, increasing the age by 5 years each (no Max).
  • Sacrifice: After casting, you gain four levels of exhaustion.
   

Path of Flame

  • Path Benefit. You gain resistance to fire damage and immunity to any magical fire you create.
  • Synergy Path. Path of Self
  • Traits. Like the path of air, flame spells involve mostly hand movements and more mouth movements rather than actual words. Material components are usually flammable materials, sometimes even lighters or kerosene.
 

Path of Flame Root Spells

Enchant Flame

You add a flame effect to your weapon; it counts as inflicting fire as well as normal damage. Increase flame damage by +2. If cast on a gun, it lasts one clip. This spell cannot be cast on energy weapons.

Fire Bolt

You make a ranged spell attack; on a hit, the target takes 1d6 + Vigor modifier damage. You can also keep the flame in hand, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. For every 2 additional dark spent before casting, increase dice by 1 (max +3 dice)

Path of Flame Tier 1 Spells

Flamethrower

You produce a 15-foot cone of fire; targets make a Dexterity saving throw, suffering 3d6 + Vigor modifier fire damage on a failed save, or half as much on a successful one. This ignites anything flammable in the area that isn’t being worn or carried.
  • Boost (DC 15): Increase damage dice to d8.

Forever Flame (Ritual)

You create a flame from an object you touch that functions the same as a torch. It creates no heat and doesn’t use oxygen. It cannot be smothered or quenched, but it can be covered.

Flaming Ball

You create a 5-foot-diameter sphere of fire in an unoccupied space next to you. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw or take 1d6 + Vigor modifier fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can either move the sphere up to 30 feet or detonate it. If you ram the sphere into a creature, it also detonates. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites anything flammable in the area that isn’t being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. When you detonate the ball, it creates an explosion encompassing each creature in a 20-foot radius. The damage dice are doubled when a ball detonates. For every additional dark spent before casting, increase dice by 1 (max 6).
  • Boost (DC 15): Increase damage dice to d8.

Path of Flame Tier 2 Spells

Pillars of Fire

You erect three vertical columns of fire which rise from the ground, each 5-feet across and that must be within 10 feet of another and the furthest no more than 120 feet away (each pillar must also be at least 10 feet from another pillar). Any creature inside or within 10 feet of a pillar must make a Dexterity saving throw or take 2d6 + Vigor modifier fire damage on a failed save, or half as much damage on a successful one. A target may be targeted by multiple pillars. The pillars ignite anything flammable in the area that isn’t being worn or carried. For every additional 3 dark spent before casting, add one additional pillar (max +2).
  • Boost (DC 20): Increase damage dice to d8.

Blazing Barrier

You create a blazing wall of fire up to 60 feet long, 20 feet high, and 5 feet thick with its furthest point not further than 120 ft. You can bend this wall in any configuration, even enclosed shapes like squares or circles. Each creature within its area upon creation or within 5 feet while it is in effect must make a Dexterity saving throw. On a failed save, a creature takes 4d8 + Vigor modifier fire damage, or half as much damage on a successful save. Any creature passing into the wall after it is cast fails automatically. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. For every additional 1 dark spent before casting, increase the length of the wall by 10 feet.
  • Boost (DC 10): When the duration expires, make a Vigor (Induce) check to extend the effect for another minute. The DC increases by 1 each time it is attempted.
   

Path of Flame Tier 3 Spells

Artillery Flare

You hurl a fireball which arcs throughout the air and explodes 10 feet off the ground, creating a 40-foot radius circle of flame. Each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 + Vigor modifier fire damage, or half as much damage on a successful save. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. For every additional dark spent before casting, increase the area of effect by 5 feet (max +20 feet).
  • Boost (DC 20): Upon casting the spell, the range doubles to 1,200 ft.

Fire Storm

You create a storm consisting of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 5d8 + Vigor modifier fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell. For every additional 3 dark spent before casting, add one additional 10-foot cube (max +2 cubes).
  • Boost (DC 20): Increase damage dice to d10.

Patho of Flame Tier 4 Spells

Incendiary Bomb

You generate heat like a small star. All creatures within 30 feet of you must make a Dexterity saving throw. A creature takes 9d8 + Vigor modifier fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. For every additional 2 dark spent before casting, increase the radius by 5 feet.
  • Boost (DC 25): Increase damage dice to d10.
 

Path of Decay

  • Path Benefit. You have resistance to poison and acid damage.
  • Synergy Path. Path of Death
  • Traits. Necromancy’s red-headed stepchild, decay spells are often confused with the former given its use of audible incantations. The only notable difference is the lack of blood in many of the spells.

Path of Decay Root Spells

Acidic Touch

Make a melee spell attack. On a hit, the target takes 1d8 + Vigor modifier acid damage. For every 3 additional dark spent before casting, increase dice by 1 (max +3 dice).

Acid Ball

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 + Vigor modifier acid damage. For every 2 additional dark spent before casting, increase dice by 1 (max +3 dice).
  • Boost (DC 15): Reduce the cost of this spell to an action.

Path of Decay Tier 1 Spells

Acid Spray

You produce a 15-foot cone of acid; targets make a Dexterity saving throw, inflicting 3d6 + Vigor modifier damage on a failed save, or half as much on a successful one. A target that fails takes additional damage equal to half the initial damage. For every 3 additional dark spent before casting, increase dice by 1 (max +3 dice).
  • Boost (DC 20): Increase damage dice to d8.

Poison Puff

A target able to inhale your attack must make a Constitution saving throw, inflicting 4d6 + Vigor modifier damage on a failed save, or half as much on a successful one. A target that fails is also poisoned for 1 minute. For every 3 additional dark spent before casting, increase dice by 1 (max +3 dice).
  • Boost (DC 20): Increase damage dice to d8.

Path of Decay Tier 2 Spells

Acid/Poison Spit

All targets in range must make a Dexterity saving throw, suffering 7d6 + Vigor modifier damage on a failed save, or half as much on a successful one. If you spit acid, a target that fails takes additional damage equal to half the initial damage. If you spit poison, a target that fails is poisoned for 1 minute. For every 2 additional dark spent before casting, increase dice by 1 (max +3 dice).
  • Boost (DC 20): Increase damage dice to d8.

Condition

Choose one creature that you can see within range to make two Constitution saving throws. For each saving throw failed, the target gains a level of exhaustion. Unlike standard exhaustion, these levels are lost after the spell’s duration. This spell cannot inflict level 6 exhaustion, although the target can still reach it normally. For every 3 additional dark spent before casting, add one additional saving throw (max 5 = 5 levels of exhaustion).

Path of Decay Tier 3 Spells

Decomposition

Make a ranged spell attack against one target in range; on a hit, the target takes 7d6 + Vigor modifier damage immediately, and 2d6 + Vigor modifier damage every additional round for 10 rounds. On a miss, the attack splashes the target with acid for half as much of the initial damage and no subsequent damage. For every 2 additional dark spent before casting, increase dice by 1 (max +5 dice).
  • Boost (DC 20): Increase damage dice to d8.

Contagion

Make a melee spell attack. On a hit, you afflict the creature with any disease of your choice. At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

Path of Decay Tier 4 Spells

Plague

This operates the same as contagion, except now you can make a ranged spell attack against any number of targets you can see in range. For every 2 additional dark spent before casting, increase the range by 10 ft. (max +60 ft.).

Collective Spells

 

Dispel

Choose one creature, object, or magical effect within range. Make a Vigor check. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

Parlor Tricks

These are minor magical effects like booming your voice, causing lights to change color or flicker, or generating slight tremors in the ground. Mild telekinesis is available up to 1 pound. You can alter your appearance in minor ways without actually disguising yourself. You can reduce or increase brightness without making it dark or blinding anyone. You can concentrate on multiple instances of this spell at once.

Path of Self

  • Path Benefit. You gain a +2 bonus to your vessel.
  • Synergy Path. Path of Flame
  • Traits. These are all personal effects with very little outward expression other than minor hand movements.

Path of Self Root Spells

Darkvision (Ritual)

For the duration, you have darkvision out to a range of 60 feet.
  • Sacrifice: Spend 1 hit dice.
 

Channel Falcon

You gain advantage on Wisdom checks and a +5 bonus to Passive Perception, both of which are lost when the spell ends.

Path of Self Tier 1 Spells

Invisibility

You become invisible until the spell ends. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack or cast a spell.

Path of Self Tier 2 Spells

Ultravision (Ritual)

You gain the following benefits within 90 feet of you: you have darkvision; you have advantage with Wisdom (Perception) checks when involving sight; you can also see invisible creatures and objects as if they were visible; you can see into the Ethereal Plane (ethereal creatures and objects appear ghostly and translucent).
  • Sacrifice: Spend 2 hit dice.

Path of Self Tier 3 Spells

Renew (Ritual)

You regain 1d4 levels of exhaustion and become cleansed of curses. You also regain a number of hit points equal to your Vigor score.
  • Sacrifice: Spend 4 hit dice.

Truesight (Ritual)

You gain the benefit of ultravision, plus you can see things as they actually are. You gain truesight, notice secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

Path of Self Tier 4 Spells

Ghost (Ritual)

You become ethereal, ghost-like. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can still see and hear the world around you. While being ethereal, you can only affect and be affected by other creatures in that state. Creatures that aren’t can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects in the real world, allowing you to move through objects. When the spell ends, you immediately return to reality at that same position within the real world.
  • Sacrifice: When you return to the real world, you gain 2 levels of exhaustion.

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