skip to content
User Tools
Log In
Site Tools
Search
Tools
Show page
Old revisions
Backlinks
Recent Changes
Media Manager
Sitemap
Log In
>
Recent Changes
Media Manager
Sitemap
Trace:
planeweaver
WARNING: This is a player-visible page!
======Plane Weaver====== Certain individuals have the ability to interact with the congruent planes, drawing them momentarily closer and twisting the nature of reality. =====Powered By===== ====Connection==== * Connection is powered by forging connections between people and things. * Connection spells have a cast time and/or role-playing requirements. ====Clarity==== * Clarity is all about comprehending reality and oneself. * Clarity spells cost psyche hits and/or have role playing requirements. ====Conflict==== * Conflict is all about struggle and opposition. * Conflict weavers gather power by hurting people before they cast their spells. ====Erosion==== * Erosion is all about time and the inevitable unmaking of all things. * Erosion spells cost the caster their life force. =====General Skills===== ===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. ===Greater Plane Sight=== * You gain additional insight based upon the plane with which you are aligned. ==Connection== * The world you see if overlayed with glimmering threads running between everything before you. * Through practise you have learnt to divine meaning from these threads and you may ask what sort of connection two people or things have. ==Clarity== * Runes swirl though the world explaining it as though annotated by a human hand. * You can at GM discretion tell things about objects or people just by looking at them. ==Conflict== * You can see conflict swirling around those you meet like a growing storm. * You can sense killing intent and can ask if anyone in the encounter means you imminent harm. * You are IMMUNE to BACKSTAB. ==Erosion== * Your vision is overlayed with a world in which everything crumbles away. * This allows you to distinguish the weakest points of everything you see. ====Familiar Skills==== ===Familiar=== * You have formed a bond with a being native to your plane. * They are a sentient intelligent creature whom only those with plane-sight can see or talk to. * They cannot normally interact with the material world but they can strengthen your spirit: * Gain an additional psyche hit. ===Channel Power=== Your familiar strengthens your connection to this plane, improving your ability to cast spells. * **Connection:** The familiar grants an additional spell use per encounter. * **Conflict:** The familiar counts as a valid target for argument. * **Clarity:** Your familiar grants you one psyche per encounter for casting spells. * **Erosion:** Your familiar can absorb 2 hits worth of spellcasting damage per encounter. ===Shared Knowledge=== * You familiar is able to give helpful knowledge on a topic upon which it has expertise. * Pick a knowledge skill which your familiar is an expert in and gain the effects of this knowledge skill yourself. * When travelling in your plane, you and your party gain one DODGE. ===Duality of Mind=== * Gain one RESIST to a mental call per encounter. ===Draw forth the power=== * Your Familiar is able to boost the power of your rituals. * You gain an additional two red beads for minor rituals, four for major rituals, and eight for master rituals. ===Balance the power=== * You gain one extra white bead in any ritual. ====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. * A number of red beads will be added to the bag based on the power of the ritual. * 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. * The number of red beads determine the magnitude of the success or 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. * For each weaver collaborating in this way, add one black bead to the bead bag. ===Novice Ritualist=== * Once per adventure, you can attempt to perform rituals of minor power. * These begin at 5 red beads. ===Journeyman Ritualist=== * Once per adventure, you can attempt to perform rituals of moderate power. * These begin at 10 red beads. ===Master Ritualist=== * Once per adventure, you can attempt to perform rituals of major power. * These begin at 20 red beads. ===Ritual Chamber (Downtime)=== * You can perform one level of ritual that you know during downtime. ===Reckless Ritualist=== * You may add one black bead to the ritual to add ten red beads. ===Subvert the Nature=== * You may attempt rituals which subvert rather than enforce the nature of your plane. * For example, you could use a connection ritual to tear asunder connections or an erosion ritual to freeze the flow of time within an area. * This is not without considerable risk. * When subverting, you cannot use Familiar skills that affect ritual casting. * Furthermore, you add an additional black bead to the ritual. ===Planar Lore=== * You understand the nature of your own plane well. * You can generally guess what may be going on with one of the other planes. ===Lore Master=== * You understand the nature of all of the planes and their interaction with the mundane world. ===Assumption=== * Once per adventure, you may, with a short rest, find a point that lets you travel physically to your plane. * You may, if you wish, take your party with you.
planeweaver.1505864108.txt.gz
· Last modified: 2017/09/19 23:35 by
gm_matthew
Page Tools
Show page
Old revisions
Backlinks
Back to top