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Void Armaments

Skill Tree

 
 

Void Armaments

Action: Passive
Effect: Defines the Skill one has with Void Armaments
Leveling(10xp per level):
  • Lv. 1: Able to Invoke void Armament: Void Weapon Lv.1
  • Lv. 5: Void Armaments can be Invoked as ranged weaponry with Acc. -2 to Skill
  • Lv. 10: Able to Invoke Void Armament: Void Armor Lv.1
  • Lv. 15: Void Armaments can be Invoked as ranged weaponry with Acc. +0 to Skill
  • Lv. 20: Invoked Void Armaments count as advanced
     
   

Armament Power

Action: Passive
Effect: Defines the Potential Power of Void Armaments
Leveling(10xp per level):
  • Lv. 1: Able to Sacrifice 1 SI to gain 1 Temporary Upgrade Point
  • Lv. 2: Able to Sacrifice 1 MI to gain 2 Temporary Upgrade Point
  • Lv. 4: Void Armaments gain 2 Additional Upgrade Points per Level UP
  • Lv. 6: Able to Sacrifice up to 4 SI
  • Lv. 8: Void Armaments gain 4 Additional Upgrade Points per Level UP
  • Lv. 10: Void Armaments gain 6 Additional Upgrade Points per Level UP
  • Lv. 12: Able to Sacrifice up to 6 SI
  • Lv. 14: Void Armaments gain 8 Additional Upgrade Points per Level UP
  • Lv. 16: Able to Sacrifice up to 8 SI
  • Lv. 18: Void Armaments gain 10 Additional Upgrade Points per Level UP
  • Lv. 20: Able to Sacrifice up to 10 SI
     
 

Void Weapon

Action:Invocation, Attack Roll
Effect:Invokes a Void Weapon which Designe and Type is Defined by the Caster and the Casters School of Magic
Cleric:
The Weapon shines with holy light fitting to the God/Goddess   Summoner:
The Weapon is either a Beast it's self, a Tool for Beast Taming or has a similar beast theme   Druid:
The Weapon is Nature Based, made of Wood or similar Plant or Animal Materials
Thaumaturge:
The Weapon is themed after the Terran Technology or based upon a reality breaking object   Elementalist:
The Weapon is themed after the Casters Chosen Element   Necromancer:
The Weapon is based on Skeletal Parts of a Death/Life bringing Artefact

Leveling:
  • undefined
  The Weapon exudes a Terror Aura 5%*(Armament Power Lv.)    
 

Void Armor

Action:
Effect:
Leveling:
  • undefined
       
             

Stats (Lv. 1)



Damage: 1D4

Accuracy: +0

Specialty: Elemental Damage based on School of Magic i.e. potentialy ignoring specifig types of Armor (for example a fire Sword would ignore most Cloth Armors or a Shadow-Blade would be resisted by a Armor of light)

Additional Information:



The Magical Weapon takes on the Form the Caster chooses form a Bladed Weapon to a Ranged Weapon everything's possible.

Additionally the Weapon can be enhanced by 1 Temporary Upgrading point per sacrificed fitting object (10 Units of Material for example 1 Iron Ingot)

Upgrading:


   
  • +1 extra Damage (Costs 1Lv. + Current extra Damage) (+4 Maximum extra Damage)
  • Damage Dice Upgrade 1D4 -> 1D6 -> 1D8 -> 1d10 -> 1D12 -> 1D20 (Costs 2Lv. + Current Dice Type) (1D20 Maximum)
  • +1 extra acc. (Costs 1Lv. + Current extra acc.) (+5 Maximum extra acc.)
  • Bind One Spell to the Weapon, being able to cast the spell once if the Weapon is summend without cost (Cost 2Lv. + Current Spell Level) (2 Spell uses maximum)

To note is that the weapon works as any other Spell so it Levels Up every 10 successful Casts + it's current Level.


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Cover image: by Alfred Kruse

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