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Chanting Dust
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[PREPARE FOR WALL OF TEXT
the Warrior
The steadfast Warrior grants Strength, Endurance and immunity to paralysis. You have a knack for finishing wounded enemies with a reckless strike, and in dire situations the Warwyrd makes you an unstoppable juggernaut.
・constant: +15 strength and endurance; 100% resistance to paralysis.
・at will: Clinch – you perform a ferocious attack, then collapse. An opponent struck by this lunge is instantly killed if it has less than 25% of its total health remaining, but is completely unaffected otherwise.
・1/day: Warwyrd – for 60 seconds, your health and fatigue regenerate instantly. Any losses you should have suffered are applied when this effect expires, but you will always be left with at least 1 point in each.
the Lady
You are blessed with the Lady's Grace, increasing your Willpower, Endurance and Personality and granting resistance to the elements. You know the secret of the Storm Voice which can blow enemies off their feet, and once per day you may perform a greater Storm Calling.
・constant: +10 endurance, willpower and personality; 25% resistance to fire, frost and shock.
・at will: Storm Voice – the opponent you are facing is blown away, suffering a loss of fatigue equal to 25% of your own maximum fatigue as they are buffeted by powerful winds.
・1/day: Storm Calling – all opponents within 30 feet are blown away violently, suffering a loss of fatigue equal to 50% of your own maximum fatigue as gale winds steal the breath from their lungs.
the Lord
You are called trollkin, for any wounds upon you swiftly vanish. Although fire seems to burn you more than others, you can also call it to your aid. Your heart shares tempo with the heart of the world, and by controlling its beat you can make others temporarily cease to exist.
・constant: 50% weaknesss to fire; regenerate 100% health per 120 seconds.
・at will: Clutch the Heart – the person or creature before you vanishes for 30 seconds. During this time your Health regeneration stops. Only one target at a time can be removed with this ability; targeting a second returns the first. The effect can be ended prematurely by casting with no target. No-one but you is aware of this effect: it is as if your target never existed in the first place.
・at will: Skipped Beat – instantly regenerate 10% of your total health, but suffer 100% weakness to magic, poison and weapons for 12 seconds.
・1/day: Polyrhythm – for 30 seconds your health regeneration increases to 100% per 30 seconds and persists even when Clutch the Heart is active, but your weakness to fire increases to 200%.
・1/day: Wulfharth's Pyre – flames are called down upon all within 30 feet, including yourself. The damage dealt is equal to 75% of your current health, after accounting for your current weakness to fire.
the Steed
Part of your soul resides among the stars, and this heavenly connection lightens any load you bear. You can walk on water, and even disregard inertia in short bursts. Occasionally, those who offend you are reminded how heavy their own souls are.
・constant: water walking; suffer no encumbrance until your normal limit, and only half of any additional encumbrance.
・at will: Charioteer – gain 50 speed for 12 seconds.
・1/day: Burden of Souls – all within 30 feet suffer burden equal to their total carrying capacity.
the Mage
The judicious Mage improves your Intelligence and Willpower. Magicka is tangible to you, and with effort you can draw it from your surroundings or force it away. You also have a knack for shaping magic into precisely the tool you need.
・constant: +15 intelligence and willpower.
・at will: Ablation – the most powerful hostile effect on you is dispelled. Effects too powerful for you to cast are skipped.
・at will: Grasping Aurbis – recover magicka equal to your willpower. Spells cast within 3 seconds cost half as much.
・1/day: Epiphany – create a new spell. There is no gold cost, and any effect can be used.
the Apprentice
You hear whispers of divine lore, teaching you secrets of hardiness and enhanced magicka. These voices offer greater power at the price of narrow focus, and will occasionally reveal their mysteries at your command.
・constant: +50 health and magicka.
・at will: Invocation – increases one attribute by 35 and reduces the rest by 5. This effect lasts until a different invocation is chosen.
– Talos grants Strength.
– Julianos grants Intelligence.
– Mara grants Wisdom.
– Kynareth grants Agility.
– Akatosh grants Speed.
– Stendarr grants Endurance.
– Dibella grants Personality.
– Zenithar grants Luck.
– Arkay grants no bonus or penalty.
・1/day: Mysteries Unbound – increases all attributes by 35 for 60 seconds. Any active invocation is suppressed for the duration, but you may change invocations during this time without suffering exertion.
the Atronach
Your Magicka capacity is doubled, but you cannot generate your own. With a touch you rip energy directly from others, an inefficient and mutually painful process. You can also anchor yourself to the foundations of the world, becoming nearly invulnerable and absorbing hostile spells.
・constant: doubled magicka pool; no natural magicka regeneration.
・at will: Discharge – on touch, absorbs 50% of the current magicka. You and the target each take damage equal to 25% of the transferred amount.
・1/day: Bones of Earth – for 30 seconds, become completely immobile but gain 100% spell absorption and maximum armor.
the Ritual
The strange light of your stars bolsters the living and terrifies the undead. You can press this light into others with a touch, or beseech the heavens to share it with all nearby. You also bear Mara's Gift, the ability to cleanse yourself of all ailments once each day.
・Using any of the Ritual's abilities leaves a lingering glow on you for 30 seconds.
・at will: Stellar Flare – releases an enormous burst of light for 6 seconds.
・at will: Blessed Touch – imbues the target with light for 30 seconds. This ability is not considered hostile, and affects the target's attitude depending on its type:
– Humanoids become highly confident, as if rallied.
– Daedra become extremely violent, as if frenzied.
– Undead flee, as if turned.
– Any other creature becomes docile, as if calmed.
・1/day: Blessed Word – as Blessed Touch, affecting all within 60 feet.
・1/day: Mara's Gift – your health and fatigue are fully restored, any attribute damage is removed, and any temporary harmful effects on you are dispelled regardless of their source.
the Thief
The nimble Thief boosts your Agility, Speed and Luck, and teaches you the trick of vanishing from a sticky situation. You can steal an enemy's life force for yourself with the Twilight Reaving.
・constant: +15 agility, speed and luck.
・at will: Slip Away – become silenced and invisible for 6 seconds.
・1/day: Twilight Reaving – on touch, absorbs an amount of health, fatigue and magicka equal to 50% of your current lost amounts of each. The target is affected by Soul Trap for 120 seconds.
the Lover
You are beautiful and outgoing, possessed of great Personality. Your kiss holds a compelling power, and if you indulge your passion it can paralyze.
・constant: +30 personality.
・at will: Lover's Kiss – on touch, causes the target to fight for you for 12 seconds.
・1/day: Deep Kiss – on touch, paralyzes the target for 12 seconds.
the Shadow
You are a Mooncalf, cursed with poverty and disease and often ignored as a harmless, luckless wretch. If you grovel, most creatures will give you pity. When necessary, your curse can become contagious.
・constant: 100% weakness to disease; gold you carry vanishes at a rate of 1/6 of your Luck per game hour; any bounty on you vanishes at a rate of 12 / (your Personality + 1) per game hour.
Using the Shadow's 1/day powers damages your Personality and Luck by 5 points.
Using at-will powers damages each by 1 point, in addition to causing exertion.
・at will: Nobody – 25% chameleon for 30 seconds.
・at will: Take Pity – all targets within 12 feet are calmed for 30 seconds.
・1/day: Contagion – all targets within 30 feet suffer 50 damage to Personality and Luck, plus ability damage equal to the effects of any diseases you currently suffer.
・1/day: Moonshadow – become invisible for 300 seconds.
the Tower
Little can stand between you and your goals. Steadfast foes, swarms of assailants, even simple locked doors: barriers fall swiftly before your determined advance.
・constant: 10% damage reflection.
・at will: Tower Warden – on touch, causes 75% weakness to magic, poison and weapons.
・1/day: Tower Key – open any lock which does not require a specific key.
the Serpent
Though gifted in many ways, you are stricken with soul hunger: a void which can only be filled with the essence of others. When this hunger grows, you sense nearby souls; your sting leeches them away. Invoking the cursed stars poisons all nearby, including you... but your blood cleanses itself.
・Constant: +5, and heal 1 damage per second, to all attributes except luck.
・For every game minute that passes, you gain 1 point of soul hunger.
・If you have more than 8 hours of soul hunger, you begin to detect life.
・Beyond 24 hours, soul hunger begins to blur your vision.
・Effects increase with greater soul hunger, to a maximum of 3 days.
・at will: Serpent Sting – on touch, for 30 seconds the target suffers damage to health, magicka and fatigue, of an amount per second equal to 1% of your maximum for each. Each second the target survives, your soul hunger is reduced by 1 minute. If the target dies while suffering your sting, your soul hunger is reduced by 1 hour per level of the target's soul (petty = 1, grand = 5). This effect is dispelled by a Soul Trap on the target.
・ 1/day: Star Curse – calling down the emptiness of your birthsign, you and all targets within 12 feet suffer 30 damage to all attributes except luck.
Make your choice.]
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