Conflict
Class Feature: Powered by Conflict
Conflict Weavers cast spells using Charge.
Conflict weavers gain 1 point of Charge for the following:
In combat: Landing a successful blow on an enemy
In combat: Taking a blow from an enemy
Out of combat: arguing for 10s
NB: a genuine conflict has to exist with the target of your conflict. Friends letting you hit them will not generate charge; arguments have to have teeth and be designed to anger.
When you cast a conflict spell, you deplete all accumulated Charge, dropping to 0 Charge.
Conflict spells cannot gain the caster Charge.
Charge is lost between encounters.
Planar Influence
When travelling in Conflict, you may choose to activate this ability once per encounter: the charge cost for spells is halved (rounded up). Notify a GM if you do this.
When travelling in Connection, the charge cost for your spells is 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 performing the ritual.
A standard ritual takes 2 minutes to cast. The ritualist may, if they wish, choose instead to cast the ritual instantaneously. This is not without risk and carries a 50% chance of something going seriously wrong with the ritual.
Ritual cast times are halved in a complimentary plane and doubled in an opposing plane.
Spells
Level 1
Blazing Bolt 5
Wave of Force 5
Perfect Insult 2
Level 2
Escalation 5
Make the last offensive call you took.
This call has to come from a genuine enemy.
This does not work on offensive calls that have a modifier (e.g. MASS STAGGER, BLAST STUN, etc.)
BACKSTAB calls gained in this way must be delivered by melee.
This call is overwritten at the end of the encounter.
Divine the cause of Wrack and Ruin 0
If you come across a combat or argument you make attempt to divine the spark that ignited the conflict.
When not in combat, you may ask a GM what is most likely to cause conflict in any given situation.
At GM discretion, this can help you discover what has caused a conflict as well.
First Strike 3
Level 3
Rend Apart the Earth Beneath 10
Whirling Dervish 4
Whilst fighting alone, and engaged with more than one enemy, you may call X damage at an enemy within sword reach, where X is the number of enemies you are currently fighting.
This damage is capped at QUAD.
Level 4
Mind turned upon itself 1
Using this spell, you give form to an abstract fear, doubt or thought within yourself.
This will take the form of a psychic combat at GM discretion.
If you fail you cannot try and eliminate the same concept from your mind again this adventure.
If you succeed, the fear or doubt is expunged completely from your mind.
At GM discretion, this ability may also be used to purge afflictions of the mind.
Rage against the Storm 20
Level 5
Eye of the Storm 15
You tap continually into the maelstrom sending out waves of destruction all around you of increasing intensity.
Call MASS DOUBLE STAGGER.
You can no longer make offensive calls, every time you gain 10 charge you must instantly spend it to call MASS DOUBLE STAGGER.
This effect only ends when you next drop to 0 hits or the end of the encounter.
The Earth Trembles 20
You turn the environment hostile against all who move within it.
This affects non-living entities.
In the desert, a sandstorm may arise; at sea, a storm; on a mountain, an avalanche.
Skills
Lv1
Through Adversity I Gain Strength
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 conflict 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
You have become adept at using the powers of the planes for more freeform but minor utility effects.
Three times per adventure you may cast rituals to achieve minor effects within the purview of your plan
Lv2
Declare Nemesis (Downtime)
You may ritually declare someone or something your Nemesis.
This doesn't require any action of their part, they do not have to be present and could be far too powerful for you to ever win.
Knowledge of this declaration will spread throughout Rastaban.
Whenever you are working to thwart your Nemesis you may, once per encounter, declare that you are doing so and instantly gain 20 charge.
You can only ever have one Nemesis.
Using this Downtime ability again, you may re-target you Declaration or end it entirely.
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 upto 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.
You now have 20 Charge.
At the end of the encounter, you switch places again.
Ritual Chamber (Downtime)
Planar Lore
Lv3
Sense of Conflict
The first time combat starts each encounter, you may call DISAPPEARING.
You have up to 10s to relocate yourself before calling APPEARING again.
MASS calls do not affect you during this relocation.
Shared Knowledge
Awakened Ritualist
Pre-req: Nascent Ritualist
Lv 4
Duality of Mind
Master Weaver
Lv 5
Master Ritualist
Pre-req: Awakened Ritualist
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.