======Erosion====== ====Class Feature: Powered by Erosion==== * For every benefit brought by an Erosion spell, a cost must be paid. * This is a cost in time, represented by needing to spend a certain number of seconds [[:corerules#Concentration|concentrating]]. * This Concentration requirement is listed below each spell. * With time, even the greatest of mountains may be eroded into dust. ==Planar Influence== * When travelling in Erosion, once per encounter, you may choose to activate this ability: Concentration costs for your spells are halved (rounded up). Notify a GM if you use this. * When travelling in Perfection, Concentration costs for your spells are doubled. ===Rituals=== * Rituals give weavers the ability to try more freeform magic to have greater or more long-lasting effects than normal spells. * The ritualist will specify an outcome they hope to attain by peforming the ritual. * A bead bag is used. By default, the bag contains two white and one black bead. * Then, the ritualist must draw beads from the bag until they draw a white or black bead. * A white bead indicates success. * A black bead indicates failure. ==Collaboration== * Weavers with the ritual skill can collaborate to bring about a more complex or powerful effect. * Each weaver must be performing a ritual of the same level. * Weavers of opposing planes (Conflict <-> Connection; Erosion <-> Perfection) may collaborate at an extra disadvantage of one black bead for each opposition. ====Spells==== ====Lv 1==== ==Embrace Frailty== //20s// * This spell can be used in one of two ways: * Take WOUND LEG to call WOUND LEG. * Take WOUND ARM to call WOUND ARM. * You must take the WOUND call for this spell to work. ==Curse of Years== //10s// * Nominate a target. Stretch a hand towards them. This hand must be free. * During your concentration, you should roleplay loudly describing how your target with wither with age. * At the end of your Concentration: * Call SINGLE. * Alternatively, you may stretch two free hands towards them to call DOUBLE at the end of the Concentration. ==Vision of Ending== //10s// * You may ready a ward. * The next time you are struck by a melee blow: * You must call FEAR against the target. * You may only ready one of this kind of ward at a time. ====Lv 2==== ==Death's Comfort=== //5s// * Nominate an ally within sword reach who is bleeding out. * At the end of your Concentration: call HEAL 1 on yourself. * This Concentration is broken if you move out of sword reach of the target. ==Death Curse== //1s// * You may ready a death curse. * When you are dropped to 0 hits you must call QUINT at the person who dropped you. * You may only use this ability once per encounter. ==Dust to Dust== //varies// * You are able to erode inanimate objects, often corroding them beyond usefulness. * The time this takes scales with the size of the object. * You must be in physical contact with the item for the duration. * Something you can hold in your hand - //30s// * Items up to the size of a person - //90s// * Items up to the size of a room - //5 minutes// * Items the size of a building - //1 hour// * Larger structures - //1 day// * Items of particular potency such that those instilled with purpose or which have a long history can take longer (at GM discretion), and may trigger a psychic combat. ====Lv 3==== ==Glimpse of Eternity== //25s// * Call STUN. ==Fog the Memory== //60s// * You start to erode the memory of an unresistant individual obscuring all that happened since they last slept. * The memory is not completely gone but everything since they last woke up is hazy. * They can remember what they did but generally other people appear as grey shadows and they also cannot recall exact locations or details. ====Lv 4==== ==Speed the Sands of Time== //10s// * You may ready a ward. * The next time you take an effect call with a duration: * You must reduce the duration of the call by 5s. * You may only ready one of this kind of ward at a time. ==Death's Shadow== //30s// * You may ready a ward. * The next time you are struck with a melee blow: * You must call STUN. * You may only ready one of this kind of ward at a time. ====Lv 5==== ==Necrosis== //30s// * You breathe out a necrosis which sweeps into your foes. * Call ARC WOUND ARM or ARC WOUND LEG. ==Turn the Hourglass== //40s// * Nominate a target you can see. * Stretch one hand toward them. This hand must be free. * During your concentration, you should roleplay **loudly** narrating and announcing your target's imminent demise. * At the end of the Concentration, call DEC. =====Skills===== ====Lv1==== ===Plane Sight=== * The Weaver's vision is overlayed with the plane to which they are aligned. * This allows weavers of all types to sense the intrusion of any plane into the waking world. * You can sense other Weavers and what alignment they are. * You can sense if someone has a erosion affliction, its severity, and gain some insight into what it does. * You can see and interact with familiars from your plane. ===Familiar=== //Req: Plane Sight// * You have formed a bond with a being native to your plane. * Only you can see and hear your familiar. * They are a sentient intelligent creatures who spend most of their time about their own business in the plane. * They cannot normally interact with the material world but they can strengthen your spirit: * +1 psyche. ===Nascent Ritualist=== * Once per adventure, you can attempt to perform rituals of minor power. ===Commend to Oblivion=== * Whenever you execute someone you may choose to have their body disintegrate along with their belongings. * There is still a very faint residue left behind which the skilled or paranoid might be able to detect. ====Lv2==== ===Commend to Eternity (Downtime)=== * You have experience and knowledge of the industry of death. You have learned the rites and preparations associated with the dead. * As a Downtime action: you can organise the appropriate ceremonies and rites for the dead. * This typically involves the body being left to decompose naturally according to the will of Erosion. * In addition, you can perform an autopsy on a dead body to learn more information about it. * This is likely to establish the cause of death, even if this was through non-mundane means. ===Switch=== //Pre-req: Familiar// * Once per adventure you may switch places with your familiar. * You may do this even on your death count if you wish. * Your spirit flung deep into the plane whilst theirs takes over your body. * For the rest of the encounter you roleplay as your familiar. There personality is up to you to define but should in some way be shaped by their plane. * They have the same stats as you, but you regain your hits, per-encounter abilities and resources as though this was the start of a new encounter. * In addition, any spells which would cause you to "ready a ward" or "ready a curse" that you have purchased are automatically and instantly cast on you at this time (Vision of Ending, Death Curse, Speed the Sands of Time, Death's Shadow). * At the end of the encounter, you switch places again. ===Ritual Chamber (Downtime)=== * As a Downtime action: you can perform a ritual of a power level you have mastered. ===Planar Lore=== * You understand the nature of your own plane well. * If you ever find yourself there you gain all the benefits of the [[:general_skills#survivalist|Survivalist]] skill. ====Lv3==== ===Shared Knowledge=== * You familiar is able to give helpful knowledge on a topic upon which it has expertise. * Pick two subjects which your familiar is an expert in. * You count as having access to the [[:general_skills#knowledge|Knowledge]] skill for that subject. ===Awakened Ritualist=== //Pre-req: Nascent Ritualist// * Once per adventure, you can attempt to perform rituals of moderate power. ===Reckless Ritualist=== //Pre-req: Nascent Ritualist// * After drawing a white bead during a ritual casting, you may elect to draw from the bead bag again. * Doing so increases the power of the ritual by one rank (minor->moderate->major) * Major rituals gain no benefit from this skill. ===Death Becomes You=== * You are never as close to the plane of Erosion as when you witness those closest to you are close to death. * When you are within 5m of an ally who is bleeding out, on 0 hits, or dead, halve all Concentration requirements (rounding down) for Erosion spells. ====Lv4==== ===Duality of Mind=== //Pre-req: Familiar// * Gain one RESIST per encounter. ===Master Weaver=== * You understand the nature of all of the planes and their interaction with the mundane world. ====Lv5==== ===Master Ritualist=== //Pre-req: Awakened Ritualist// * Once per adventure, you can attempt to perform rituals of major power. ===Assumption=== //Pre-req: Master Weaver & Master Ritualist// * Once per adventure, you may, with 5 minutes of concentration, find a point that lets you travel physically to your plane. * You may, if you wish, take your party with you. * Alternatively you may attempt to permanently merge the local region with your plane.