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  1. - Top - End - #361
    Bugbear in the Playground
     
    forg99rules's Avatar

    Join Date
    Dec 2015

    Default Re: The Primeval Dark (IC)




    Having cleaned herself of the dirt and grime that had accumulated on her person she begins to wait and listen as Lapalila spoke. The woman was full of useful knowledge and even though they would eventually become rivals she would definitely use the time that they had together as friends to her benefit. Though the harsh words that were spoken grated on her nerves she knew that Lapalila was correct, she really was weak like a hapless child and would need a lot of help to gain the power that she needed to survive in this world. Hearing that she would also most likely be constrained to the amount of Servitors that she could have while at school annoyed her most of all. She had initially thought about getting at least two attendants as well as getting someone to help her with her magical knowledge. This new knowledge that she would be constrained to a limited amount of Servitors greatly impacted that ability. She would of course Follow the suggestion of getting the best Attendant that she could afford. While she did not know the cost she hoped that by trading in one of her honor for fifty thousand charges would be enough to cover all of her costs and still leave her with a good amount left over. Waiting to follow Lapalila out of the shrine she mulled over the bits of knowledge she had regarding Talents and increasing her Aptitude. She hadn't thought about just burning through her Focus Points to try and increase it but it made a little bit of sense. It was like a muscle, constant use of her abilities seemed to be able to increase there power and she knew that if she wanted even more power then she would have to use it more often than not. "Well seeing as time is a constraint I guess we should head off right now to get what I need as well as get something for me to Look impressive in to those dimwitted peasants." Motioning for Lapalila to continue on she made it obvious that she would follow the woman's lead as she herself did not know where to go for the things that she needed.

  2. - Top - End - #362
    Ogre in the Playground
    Join Date
    Sep 2010

    Default Re: The Primeval Dark (IC)

    Aden stretched his arms wide, allowing a yawn to escape his lips. It had been a stressful night to be sure, full of bumps and frights. Aden just hoped Denil and Feliks had gotten the rest they needed. It was going to be a long night.

    Speaking of which...

    Aden knocked on the door of the room Feliks had claimed for his rest, and slowly entered. "Alright, Doc, your turn on watch. First round was pretty quiet, nothing to report." Aden let his spear clatter to the ground, as he leaned against one of the walls, waiting for his companion to rise from the bed. "Hey, ah, question for you Doc, before you head out. You don't strike me as the kind of man who takes, well, let's call them unnecessary risks. You've got that cold, calculating thing going on. I know we were all thrown on the same team, and we've been travelling with Denil for a bit now. But. Well. Taking Emithy's offer to find a job. A normal job, one without crazy witches and plagues of undeath, seems like that might have suited you." Aden fixed the doctor with a hard stare, the light of the gray flame flickering just behind the gray-blue of his eyes. Trying to suss out the nature of the man in front of him. "Why didn't you? Why are you risking your life for Denil Demn? What's keeping you around? We've been through a lot, the two of us, but I don't feel like I know you all that well."
    ATTENTION ANYONE WHO I'M PLAYING WITH:
    No news is good news.

  3. - Top - End - #363
    Troll in the Playground
     
    Mornings's Avatar

    Join Date
    Nov 2014
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    Default Re: The Primeval Dark (IC)




    The Unsung King - Alicia Kelgore





    They walked down the stairs uneventfully and followed the path out of the gate. Alicia had half expected to be smote by another bolt of lightning like Celcel, but no such event transpired. As they walked Lapalila gestured with a hand in the air to some invisible force. While the movements were evidently some manner of sigil or runecraft, they weren't somatic components of a spell. There was no magic, nor arcane event. Nothing happened. They made their way down the street in the same direction which Alicia had come from the first time, towards the large gate which the assassin had turned her away. "You said that you were previous the Keeper, correct? That's an interesting circumstance. You evidently are not presently at the least, or you wouldn't have made it through the gate of the shrine. Though I've some theories on how this will ultimately play out..." They once again approached the archway which marked the separation of the two districts. "The Herald isn't effected by things relative to the Three Worlds, as she is not from our universes, but rather, a guest of the Houses. There has been speculation on what, if anything, exists beyond the Three for ages. There was no definitive proof that there was a 'Beyond' until the arrival of the goddess Lane. They are not native deities like Inlé and Frith. Similarly, they are unbound by its rules. A foreign influence, stronger than those which exist in the worlds. If you are indeed living on your opposite fate spectrum, then you've effectively created a massive Ouroboros.... Something like a cycle that can't end. If you do return to your spectrum then it will cause a Divergence from the disparity of time associated with your fate with what it should be. A Cycled Divergence hasn't ever been experienced before, but Faust predicted that the Weave would gravitate the progress of all fate-time towards the largest influencing body within its system which has joined it. In this case, Milk. She's the largest influence, and the last thing you contacted of significance. So, if Faustian Divergent Theory is, in-fact, correct. Your present self would be sent back in time and merge with the previous imprint that your fate had on the Weave. Or something like that. While you wouldn't maintain anything physical, it effectively grants you an entire lifetime of magical experience you could theoretically acquire. Like...."

    Lapalila paused briefly, placing her thumb to her lips while her other hand continued to gesture. Her words were more of a monologue than anything else, but she cut her last thoughts short. Instead choosing to omit the verbal dialogue, rather than speaking it aloud. This time, they passed through the archway unimpeded. "Seems like you won't be stopped this time. I suppose that means the others have moved along. We should visit the Night Teller to exchange some honor. Be mindful... They, the Teller, are strange and dangerous creatures." The 'plaza' as she had called it was a large bustling claustrophobic mess of gray smoke, and square-stacked box-like buildings which reached up towering into the sky. Those who milled about were a mix of robed creatures, who walked, crawled and creeped along the ground on one.. or many, legs or grotesque appendages. The tattered robes each creature donned were simple, made of some manner of heavy waterproofed burlap or flax-like heavy material. Long outlandish hoods covered their faces, and those whose heads protruded wore crude masks of the same material. The sight was familiar, seeming to jar some thoughts from Stella's memory. The Faceless Marches were a busy and hectic corner of the Lesser Plaza not frequented by Witches. A filthy workingman's home populated by the many aberrant races of the Second World. They toiled as a large working body of both skilled and unskilled laborers in service to the city. Nobles would send their servitors to place orders, but rarely come themselves. Magic was a rarity within the enclosed camped quarters of the streets, and it was an unspoken rule for students to never visit this place. It was a dangerous place to be a Witch. The foul appearance of its denizens was deemed 'foul' by the Coven, and so all who were of some inhuman origin were legally required to cover their form and visage, on fear of death. Countless assassins, and assassin-apprentices worked here, unseen. It was a proving grounds for hopefuls, dreaming of rising up as an invisible enforcer from the city. One of the few professions which did not discriminate against the position of one's birth, only their skill. Even inhuman's could become assassins for the city, though it was rare.

    Alicia had never seen Lapalila wear a normal hat, but she donned one as they entered the Marches, dipping the visor to cover her face. Far above two Witches flew by in a slow route on broomsticks looking down from above. "It's recommended you not show your face here." Despite the Lesser Plaza's strangeness, a great deal of professional wealth could be found throughout its various zones. The Marches were a small clump of chaos and gray mound together and on top of itself, like a cancerous growth. That was because the inhuman's were not allowed to exist the zone un-escorted, while anyone else could enter freely. The skills and professions which they brought however were exotic, even in the city. As they navigated the crowd, both the girls had to push and shove their way through to simply follow the path; there was no excess space to be found anywhere on the ground level. The sides of creatures pressed and dragged against the stony walls of each ally and building, packed to the utmost capacity like a creature's pulsing veins. Lapalila grabbed Alicia and pulled her through to a large black stone door. It was smooth and featureless, until she tapped it twice with her staff. Running alight with symbols she did not understand, it slid aside. They entered quickly to get off the street, revealing the strange world within. It was a massive black chamber that slowly shifted like the surface of water, yet remained solid as a surface. A great counter divided the room into two, while a massive circle of lightless energy was carved into the floor. It wasn't a true Circle of Black, but whatever it was somehow still brought the two realms closer together. Within the circle behind a table stood a towering horrific figure. Perhaps it had been human once, maybe even female... But now the horrid thing was something else. A veil of night was clung around it like a grasping web twisting into the feigned profile of a robe. The woman's preserved gray-white skin was plastered to her gaunt face like melted plastic and her face was contorted in a permanent frozen scream. A visor of white metal was mounted upon her head and covered her eyes. The mouth did not move, and was missing a tongue, yet.... like some manner of macabre speaker a man's voice called out to them coyly, "My, My. I was not expecting such... Esteemed guests. I am the Night Teller. What service might I provide?"

    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    Duvan'Ku; The City of Duvan
    Lesser Plaza; The Faceless Marches



    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (91,700xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Guest Goddess, Lane +400 (92,100xp)
    ⯎ Influence of the Three Worlds +300 (92,400xp)
    ⯎ The Beyond +300 (92,700xp)
    ⯎ The Herald +200 (92,900xp)
    ⯎ Ouroboros Cycle +300 (93,200xp)
    ⯎ Fate-Time Disparity +300 (93,500xp)
    ⯎ Cycled Divergence +500 (94,000xp)
    ⯎ Faustian Divergent Theory +200 (94,200xp)
    ⯎ The Night Teller +500 (94,700xp)
    ⯎ The Faceless Marches +200 (94,900xp)
    ⯎ Aberrant Races +100 *(95,000xp)
    ⯎ Inhuman's +100 (95,100xp)

    ✦ Corrupted Fate (Ra'Dolfaal)
    ⯎ Gem of Telepathy: 3/5 Charges, 3 min duration - Identified use with UMD

    SpellWeaving:
    Successfully casting a Spellweave costs the Witch a number of focus points equal to Spell Level + 1.
    The Witch may attempt a number of Spellweaving Checks per day equal to her Aptitude.


    Alicia HP: 22/22
    Reputation: 25
    Memory: 2
    Spite: 0
    Honor: 311


    Spoiler: Cards
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    Spoiler: Nelrin'Fel, The Exiled Son
    Show


    Name: Nelrin'Fel, The Exiled Son
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: -
    Value: 0
    Cost: Other
    Activation: Standard
    Duration: Limited
    Fate: Soul
    Grade: Gold
    Detail: Once he was the destroyer. Once he was the savior. Once he was the teller of lies. Once he was the teller of truth. He was the exiled son. He had saved the multiverse twice the mount of times he had destroyed it, and been cursed three times more than he deserved. He had been made to live as an animal, and a devil, and been cast out from his home. Yet, despite all his shortcomings and faults, it was he who had risen above it all. Risen above the Houses. Risen above the Three Worlds and escaped the Garden. An accomplishment which no Child born beneath the Mothers had even done, but he had learned quickly that the world was a large place, and he himself amounted to nothing. Yet, he was not discouraged, for he had always been less than nothing. A blight, a curse. His sisters hated him, his House loathed him, and his Mother enjoyed watching him suffer and struggle. He had returned for his brothers, to leave with them and make their own way. He cared nothing for the threefold universe nor the lives of the insignificant insects which inhabited it. He had killed them all before, and he would do it again it if would aid his cause. He didn't want to be perfect. He wanted to be free.

    ✥ [Greater] Manifestation: Summon's the shadow of the Exiled Son at no cost. Nelrin'Fel will demand his own price, and if satisfied may assist the Witch, or Spite her. Regardless of the result the card is not expended upon use and returns to the bottom of the deck afterwards.
    ✥ [Potential] The Exiled Son (Passive): Any of Nelrin'Fel's Passive Potentials may be activated at his discretion when summoned. These abilities may be activated and disabled as a free action even while not his turn. The focus point cost of all the Witch's spells and cards is reduced by 4 (minimum 1). There is a 10% chance a spell or card successfully cast is activated again at no cost.
    ✥ [Potential] Earthbound Immortal (Passive): The first successful attack of each round effecting the Witch is negated, as long as the damage which would be sustained is less than 10 times her arcane aptitude.
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    Spoiler: The Soul Eater's Crucible
    Show


    Name: The Soul Eater's Crucible
    Potential: ✦✦⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: 28
    Activation: Standard
    Duration: Other
    Fate: Support
    Grade: Silver
    Detail: A device forged in the Third World. It was a tomb. A prison. A gravestone for those who would not be allowed the grace of death. Within it the native fate of a soul would be bound to assume their place, then they would be cast into the Inverse. Forever sealed within that reflected world. That which remained was a horrid farce of those who had once been. In the hands of once who knew how to wield it, it could prove to be a powerful engine of arcane might. Those who originally fashion it, created the device with the intent of manufacturing faux universes and converting the life-energy into power to fuel their most abominable spells. Now, it was simply a ring, seemingly devoid of purpose.

    ✥ [Lesser] Soul Burial: As a standard action, Force one spirit within 40ft to attempt a Spell Focus check equal to 20 + the Witch's arcane aptitude. Upon failure the soul is sealed inside the Soul Eater's Crucible. The ring possesses no maximum capacity.
    ✥ [Potential] Create Life: As a full round action, create 1d100 lives within the Soul Eater's Crucible. These may be animals, humanoids, or any intelligent or non-intelligent life randomly determined by the ring. The card is not expended upon use of this ability and returns to the bottom of the deck.
    ✥ [Potential] Consume Life I: By consuming 10d100 lives within the ring the wielder grants herself a permanent +1 bonus to one ability score. This requires 24 hours of uninterrupted concentration.
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    Spoiler: The Master of the Conclave
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    Name: The Master of the Conclave, Professor Gerald P. Faust
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: Other
    Activation: Standard
    Duration: Other
    Fate: Soul
    Grade: Silver
    Detail: In his early years, his eccentric and often madly delivered conclusions made many believe him without a shred of sanity. His theories far outpaced the current understandings of The Great Beyond and the cosmic forces which magic manipulated. Many years ago, his studies outlined the intricate functions of Psychic Magic and principles of Vanician design which had yet to become common knowledge during the publication of his ground-breaking book; 'The Anatomy of Magic'. Professor Faust was the pioneer of modern magic as it existed today on Golarion, and was thought to be the herald of a new era with the emergence of Offworlders and other far-flung worlds beyond. However, the man vanished after an experiment, leaving behind only books upon the studies he had previously pursued.

    ✥ [Lesser] Consult the Master: As a standard action, the Witch may pose a single question to Professor Faust, to which he might reply. Regardless of the result, the Witch spends 15 points of focus. There is a 50% chance the card is not expended upon use of this ability and returned to the bottom of the deck.
    ✥ [Greater] Fabricate Key: As a full round action, the Witch may randomly generate a Calamity Key in their current world. This ability costs 30 focus points.
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    Spoiler: Night For Day - Unidentified
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    Spoiler: Tagar, Who Waits - Unidentified
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    Spoiler: The Reflected Alter
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    Praying at the alter requires a Spell Focus check and 1d8 hours of uninterrupted meditation to establish a connection with the herald. Alicia receives no way of judging the success or failure of her attempt. Cumulative penalties are applies for very 4 hours of meditation taken from loosing focus over a prologed period of time. These penalties stack with conditions accrued from other sources such as starvation or dehydration.


    Spoiler: Alicia Kelgore - Conflicted Mind
    Show
    Alicia and Stella must maintain a constant state of balance to stay in harmony with one another, however doing this is not a simple task as the Veil evolves. Alicia will progressively shift in alignment as the Veil grows and the two personalities shift further and further apart from one another, prompted by various Spell Focus checks while both performing magic and having new experiences which the Veil attempts to adapt into the persona's fabricated history. Furthermore the Veil is capable of enforcing its own canonical history as if by means of a Divergence. At the beginning and end of each day both persona's must make an opposed spell focus check, granting advantage to the victor for the next 8 hours. The persona with advantage gains a +5 circumstance bonus to all other checks against the other identity. If Stella begins to fail more and more checks her control of Alicia will begin to diminish, introducing new influences or opposing actions which she must succeed an ego check to interrupt. Further effects from the Veil may be acquired from constant failed checks. This Veil may be dismissed by revisiting the mirror and spending 1 minute in meditation.


    Spoiler: Potentials
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    Spell Training I: Stability

    As you have learned from surviving many failed casts, Spellweaving is a complex and difficult system of magic. You have frequently bit off more than you could chew and paid the consequences. There is a reason why structured Spellweaves exist, and why Witches learn them rather than free-casting liberally. The Weave was volatile and performing such a feat was something reserved for geniuses and Savants who understood the functions and quirks of their magic, to avoid being befouled by it. Yet, even knowing that you didn't want to be held back by memorized Weaves, free-casting was the realm of the Gran Hexe, and you dreamed of something far ahead of them. So while you might not have been able to often succeed in your efforts, you developed a method to at least keep yourself alive from those repeated failures so that you could one day master the art in time.

    Benefit: Your hit points increase by 6 due to the numerous weave backlashes and failed casts you have survived. The DC of Spellweaves you attempt to cast with a spell level greater than your own character level are reduced by 4. Upon a Spellweaving failure reduce the final Failure Result by 4. Additionally your arcane aptitude increases by 1.


    Spoiler: B'Bhai Duucald: Nl'Gnos In'Flamgra
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    B'Bhai Duucald: Nl'Gnos In'Flamgra

    The Nl'Gnos In'Flamgra was sometimes referred to as the 'nether flame', a powerful combat talent which fell into disuse after the purge of Havockers and Evocation-focused Witches. While it itself was considered an extremely basic and fundamental combat talent for nobles during the height of Evocation, it has now become little more than a small fragment of informative study while it's practice has gone almost extinct. Due to its destructive power, it cannot be used in a duel. Witches who have reclaimed its practice are often subject to suspicion and mistrust, out of a conditioned fear of the magic's Havocker origins.

    Benefit: By spending a move action while wielding her wand the Witch may summon the Nl'Gnos, which appears as a circling crimson halo of fire. As a standard action she may make a ranged touch attack dealing 1d6 points of fire damage against a target within 120ft. The Witch adds half her arcane aptitude as a bonus to her attack and damage rolls. Alternatively, the Witch may choose to create the Nl'Gnos without the wand as a standard action. Using the talent in this way is far less potent and gains no bonuses from her aptitude while dealing 1d4 points of fire damage per two hit die she possesses. While this talent may be used while the Witch's focus pool is depleted, if she possesses focus it is reduced by 1 with each use.


    Spoiler: Spellweaving
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    Spoiler: Veilweaver
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    Veilwitch Path Advancement: Veilweaver

    Darkness. Depravity. The Eternal Black. These were the words of the Veil Witch. Sinister and unrelenting, nothing was sacred, nor would the feeble powers of their kin enough to slake their thirst for true and undiluted power. It was the simple nature of such things to destroy those who pursued it, and indeed, most were. Those who remained stood wholly committed to unearth the abyssal powers of the beyond, fearing no death nor eternity which waited to greet them. For they were damned by an unconquerable desire. Each manifestation of magic slowly corrupted them, changing them and steeping them further into the dark. The further they delved the more their minds were unhinged and removed from the realm of mortals, made mad by the knowing of forbidden secrets. A process known as the Blackening. Veil Witches could bend the Weave, but were far less potent than their kin. Rather, they sowed Veils; constructs of eldritch energies knitted together from countless threads. They could be abhorrent anomalies, physical fabrications, or even Diverged paths of reality. Secrets were precious, and knowledge - sacred, but to those who delved deep into the darkness awaited... Revelation.

    Benefit: Returner Path Advances to Veilwitch.

    Your intelligence & wisdom increases by 4. The base DC of the Veilwitch's Spellweaves is 15 and her caster level while casting a Spellweave is considered 2 lower (minimum 1). The amount of Spellweaves which a Veilwitch may learn is extremely limited. The maximum amount of Spellweaves she may learn is 1d4 per hit dice she possesses. When learning a new Spellweave, she may choose to replace an existing one. The Veilwitch gains the ability to cast Veilweaves, unique constructs of otherworldly magic. Each Veil possesses unique qualities, however most cannot be directly used by the Witch nor other creatures. A Veil can be sentient, but cannot activate its own abilities without the Witch's command, a swift action. A Veil may be wielded by otherworldly entities such as Greater Spirits, but only with the Veilwitch's consent. Veils persist indefinitely until destroyed or dismissed, but the number which may exist at any given point may not exist her Arcane Aptitude. Veil's which require certain conditions to persist can only be maintained by the Witch who created it, or an entity allowed to wield it. The Witch may learn any number of Veilweaves, in addition each time she casts a spell or Spellweave there is a 15% chance a Veil is created. These spontaneous Veils will hold similar properties to the magic which created, while other features may be randomly determined. Spontaneous Veils cannot be learned as Veilweaves, but are unique constructs formed from her magic.

    The Veilwitch begins with the following Veils:
    ⛤ Domain of Black
    ⛤ The Black Veil, Renor'vet




    Spoiler: The Deck of Terminating Prescience: Introduction
    Show


    The Deck is a powerful weapon designed to combat the corruption of the original cursed book which creation is now bound to. Employing the deck requires careful decision making and strategy to build an effective deck which caters towards the Witch's strengths and weaknesses.


    ACTIVATION

    Activating the Deck is a Standard Action. The Deck remains active for 1d10 rounds before vanishing. The duration the Deck remains active increases by 1 for every 10 points of Arcane Aptitude the Witch possesses.


    CARDS

    Once a card has been identified it's features are revealed. An individual card cannot be used until it has been assigned to a Deck. A minimum of 2 cards are required to create a deck. Each card follows the the format of features below. These features are unique to each card and may change even if multiples of the same card are owned. Unique functions such as Potential, Duration, Activation and Detail may be different between the copies of cards, giving new or unique functions to your familiar favorites.

    If a Witch is intentionally granted a card it is received already identified, while other cards are automatically identified if their Value is equal to or below the Witch's Arcane Aptitude. Unidentified cards must be identified via a Knowledge (Forbidden) check while within a Circle of Black; this check has no chance of success outside of such a zone and requires 10 minutes to complete. The information each card provides will vary based on the type of card which has been received. Further information is gained for every 5 points which the Witch's check exceeds the DC. This additional information is only available for cards which she has identified herself. She may choose to re-identify an identified card without any penalty, however she may only attempt this once per card.

    Categories marked as 'other' provide exceptions to the standard options and are typically massively powerful fates which should be used with reservation. Each card's effect persists after activation for a period of time listed under 'Duration'. The effect may be instant and then expire, last indefinitely, or last for a finite period. The exact time a limited duration fate stays in effect is usually only discovered within its hidden details.

    Each time a card is activated the associated Cost must be paid, which is removed from her Focus Pool (a sum of points equal to her Arcane Aptitude). If the activation of a Card would reduce the Witch's Focus to 0 or lower, the Witch is instantly slain.

    Name: Card Name
    Potential: Certain fates can be empowered if the Witch meets certain conditions before use.
    Min. Aptitude: Minimum AA (Arcane Aptitude) required to use the card
    Value: The number of Deck Points the card occupies
    Cost: The amount of AA required to activate the card
    Activation: Standard, Move, Swift, Immediate, Free, Other
    Duration: Instant, Permanent, Limited
    Fate: Soul, Support, Event, Other
    Grade: Gold, Silver, Bronze, Other
    Detail: A summery of identified functions that card will perform. Some functions may be hidden or obscure.


    DECKS

    Managing Decks is a critical role for the Witch, as is building multiple Decks. For every 15 points of Arcane Aptitude the Witch possesses, she may create an additional Deck. Once each day after receiving the benefit of 8 hours of rest the Witch may assign the cards associated with each Deck. A single card may only be assigned to a specific deck once. Each Deck the Witch owns possesses a limited number of Deck Points (DP) which dictate the size of her Deck. The Witch's first Deck is typically her largest and possesses a number of Deck Points equal to 4 + her Arcane Aptitude. Each subsequent Deck has less points than the last, with her second Deck having half the number of points as her first, and her third having half the value of her second, and so on. Each time she expends cards there is a chance she earns additional DP which she may spend between her Decks to increase their individual sizes (eg: If the Witch earns 4 points she may assign 2 points to Deck 1, and 2 points to Deck 2, etc.) The maximum Deck Points which a Witch may invest within a single Deck cannot exceed three times her Arcane Aptitude.

    Additionally, the Witch may swap decks as a full round action, but may not do so again for 1d8 hours.


    DRAWING

    Once the Witch has activated her Deck, a maximum of 4 hidden cards are randomly pulled from her Deck. The Witch may choose to draw one as a swift action, discarding the rest. Discarded cards are returned to her Deck, but any cards revealed among them are suspended for 1 round. Each round a new spread of cards is generated as a free action. The Witch may choose to reveal a hidden card by paying a cost associated with its grade; 1 point for bronze, 2 for silver, 3 for gold, and 5 for Other Rarity. This choice is a non-action which may be performed any number of times.


    THE HAND

    The Witch's Hand represents the maximum amount of power which she can maintain at once. The cards within her Hand may be paid for and activated at the Witch's discretion. There is no limitation to how many cards may be activated each round, as long as she has enough actions to complete each card's activation. Activating a card functions similarly to casting a spell, and provokes attack, however the card is not wasted should the Witch fail her concentration check. The Witch's initial maximum hand size is 3 cards. The number of cards she may add to her hand increases by 1 for every 10 points of Arcane Aptitude she possesses. If she ends a round with a number of cards in her hand in excess of her limit, she must discard cards until she has reached her maximum hand size.



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

    One truth stood above all others; the weak were ruled by the strong. The Witches of the Three Worlds established their superiority via an ancient tradition known as 'B'Bhai Dol'fhaal', a form of ritual combat. Overseen by supreme beings and bound by an age-old system of honor, it formed the corner stone of magical society. Claims were laid, power taken, great wagers were placed and political wheels turned with each battle fought. Wands were passed down from mother to daughter, containing the acquired honor of generations past and greater heights achieved - while others were thrown down into crushing defeat.

    Benefit: The Witch gains proficiency with Dueling Wands, and her intelligence and wisdom ability scores increase by 6. Additionally, the Witch is considered to have one additional HD more than they possess for all effects other than determining their hit points, while gaining the following abilities which may only be used while in Ritual Combat.


    ⛤ B'Bhai Dol'fhaal, Ritual Combat (Dueling Circle)
    The Witch may challenge and receive challenges from other Witches with this ability. Upon a challenge being issued, both Witches must cross wands, thereby creating a 'Dueling Circle' whose size is determined by the challenger. The Circle is created at a size equal to 25ft/HD the challenger possesses. A Witch may attempt to resist crossing wands with a challenger by succeeding a DC 20 will save, but may be penalized. While a B'Bhai Dol'fhaal is initiated, neither Witch may be influenced by conventional outside influences, and will cease taking damage or even drowning depending on their environmental circumstances. Once the Circle has manifest the Witness, who servers as mediator and referee, will oversee the match and establish any rules and wagers. Regardless of additional wagers placed, the victor will take a pre-determined amount of Honor from the loser. Both participants may demand a wager, which both must agree to, and may be anything which the participant can provide or relinquish - with or without aid. Additional rules may be added by the Witness or requested by either participant. Rules requested must be agreed upon by both participants. Participants may request a ruling or ask questions of the Witness at any time, before, during or after the Duel. Upon conclusion of the duel wagers and honor are awarded. A Witch may not decline a challenge unless she possesses 100 points or more Honor than her challenger, in which case she may provide her justification to the Witness who will determine if the Duel will be voided. Any challenger who wishes to issue a duel to a Witch who possesses 200 points of Honor or higher must bring with her a number of endorsing Witches whose total combined Honor is within 50 points of her desired combatant. Damage dealt within the Circle is nonlethal, however a participant may still be slain from excess nonlethal damage as normal. Non-magical attacks are always prohibited unless ruled otherwise by the Witness. All forms of attack, other than spells and similar abilities, are considered a special form of attack known as a 'Dueling Thrust' and require a minimum of a standard action to complete. A duel is won when the Witch performs an 'Alaffa'elvriel', a special disarm, or when the combatant is no longer conscious.

    ⛤ Acem'bol (Dueling parry)
    The standard and iconic parry performed by dueling Witches. A Witch may perform the Acem'bol against a Dueling Thrust or any qualifying offensive action by succeeding a Spell Focus check. The opposed check must meet or exceed the Dueling Thrust's attack roll. Upon success the attack is negated. A Witch may perform this action once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. A parry only defends against a single damage source, but must be performed multiple times if a single thrust produces multiple missiles or similar harmful effects.

    ⛤ Tsaaf'bol (Dueling thrust I)
    The classic and most rudimentary of Dueling Thrusts, used to soften up an enemy and prepare to deliver the finishing blow. As a standard action the Witch delivers a blast from their wand, a ranged touch attack. This small magical blast holds a range of 10ft/HD the Witch possesses and uses her highest mental stat when determining its attack and damage bonus. Upon striking an enemy the missile deals 1d4 points of damage in addition to the ability modifier of her primary mental ability score. The target suffers a cumulative -1 penalty to attack rolls, skill checks and saves which persist until the duel concludes.

    ⛤ Alaffa'elvriel (Arcane disarm)
    Victory with peerless grace. The Alaffa'elvriel is the ultimate and unquestionable mode of victory within an arcane duel. Any spell, supernatural ability, Spell-like ability, hex or form of non-Vancian manner of casting (to include maneuvers, spheres, spellweaving, veils, veilweaving, ascension abilities or similar) regardless of target or effect may prompt an Alaffa'elvriel. Any ability or effect which is not classified as a 'Dueling thrust' will typically be a valid action which may prompt an Arcane Disarm. A disarm may be attempted once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. The Witch must succeed a Spell Focus check versus the effect equal to the DC or attack roll of the effect; if the triggering effect has neither than the check is equal to the opponents arcane aptitude. Upon success the duel immediately ends.

    ⛤ Quatekal'baalta (Mystic Ward)
    Duels between Witches were far from arcane slugfests and brutish mystic blasts. Spells and formal magic were dangerous things, only to be employed at the perfect time. It was a battle of wits and preparation, and no preparation was more vital than the Quatekal'baalta. Hovering shields of energy, they served to block attempts at disarming an opponent - but tended to leave one vulnerable to direct attack in the process. Mystic Wards are the primary defense required to attempt to cast a spell or similar effect in relative safety from an Arcane Disarm attempt. To create and employ a Ward a number of prerequisites must exist. The Witch must succeed a Spell Focus check equal to 10 + her aptitude to form a shield. Furthermore, the witch must possess an individual servitor or similar for each individual shield, and she may not possess a number of created Wards in excess of her own HD. Once a shield has been created the opposing Witch must succeed a Spell Focus check with a DC equal to that which was made to create it. Regardless of success or failure the Ward is expended after use. Regardless of the number, standard Wards do not stack against an individual disarm attempt (ie; only a single Ward can be used against a single disarm attempt). This ability functions as a Veil.







  4. - Top - End - #364
    Bugbear in the Playground
     
    forg99rules's Avatar

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    Default Re: The Primeval Dark (IC)

    She briefly wonder at at the gestures that Lapalila had made in the air wondering what they were for. Her mind mulled over the theory that Lapalila had regarding her current situation and the fact that she was no longer the keeper. The thought that she was somehow tied to the Herald and would be sent back to that point in time seemed interesting as if it was right then it would mean that she could live a long life here and learn as much as possible before figuring out a way back and then coming back to the same point with more than enough knowledge and power to survive in the world. "That would be interesting if it turns out to be correct. It would allow me to learn what i need to survive and then have the knowledge to once again survive when i get sent back. Will be interesting to see should it happen." Continuing to follow after Lapalila she pauses with her at the archway worried that for whatever reason she would end up being stopped here again. Her worry soon dissapates as nothing seems to stop her and it appeared that Lapalila had the same thought as her in that regard. Again following after the woman her mind drifts back into memories of her past life, bits and pieces of information come forward to fill in the questions regarding this plaza and its uses.

    Seeing Lapalila don a hat and cover her face makes her a bit curious as to the reason why. Wordlessly she copies the woman and uses her own hats brim to shield her own face from view of those around her. She hopes that they don't have to stay here for long as she looks around at the oddities that filled the place. She knew assassins no doubt lurked in the shadows and having had one with its eye on her previously she tried her best to keep to herself as well as keep with Lapalila. Passing through the doorway and into the chamber she was surprised at the sight of the place. The brief wonder was pushed aside though at the sight of the being that resided here. Her mind suddenly brought forth a conversation that she had long forgotten, one that Afsppa'sol had also given her task with. She was supposed to find teh 16th speaker as well as try and release the Dark Teller. She wondered briefly if the Dark Teller was similar to the being before her as well she wondered where in Duvan she might be able to find the being. Perhaps she should ask someone else later after she had gained admitance to the school. Pushing those thoughts aside she took a slight step forward to address the Night Teller. "It is a pleasure to meet you, I am the Heir of the Tempest, Last Blood of the Savant, The Unsung King, Alicia Kelgore. I am in need of funds and have come here to trade honor for such." She hoped that the way she spoke to the Teller was proper as she did not want to annoy a being that Lapalila had described as dangerous.

    Spoiler: OOC
    Show


    Know Abstract: (1d20+28)[38] or (1d20+28)[35] - For the gestures that Lapalila made

    Know Abstract: (1d20+28)[32] or (1d20+28)[29] - For info on Tellers

    Know Abstract: (1d20+28)[30] or (1d20+28)[38] - For more info on the Dark Teller and who might know where he is being held



  5. - Top - End - #365
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)




    The Unsung King - Alicia Kelgore





    "Last Blood? While true... I wasn't aware that being born became the child's achievement. It is a pity you've never even met the man. I have very few, but Acree was a friend. So it is with much regret, that I must decline your request. I don't know what trick this is, but that wand does not belong to you, Alicia Kelgore. Though you should have assumed ownership of it when it came into your possession, that does not appear to be the case. I will only accept a transaction from the owner of a wand." The Night Teller didn't seem to be able to see through the Gran Hexe's Veil. Alicia wasn't quite sure how she felt about that fact. The Tellers were powerful entities central to magical life in the Second World. The fact that the creature couldn't see through the farce suggested a great deal of unsettling possibilities. Either Gehlaava was secretly unfathomably powerful, to the point of dwarfing every Hexen that ever was... Or her Veils were real. Real, in that they were not fabrications, but actual extensions of the natural framework of reality. That notion spat in the face of everything that Witches knew about Veils, and its very definition. A Veil was a magical construct. It was like a building made of metal and stone, artificial and man-made. It went against the natural shape of nature and the Weave. There was no such thing as an organically grown skyscraper.... It couldn't be a Veil at all if that were true.

    Lapalila sighed heavily looking at Alicia irritatedly, "We've got a lot more to do, could you hurry this up. I have to go to the Freshmen Social in a few hours, I can't hold your hand all night." Stella didn't know much about the Tellers, but Alicia seemed to recall a measure of them, at least the general bits. Neither of them knew anything about the location of the Dark Teller, but the notion that he was being 'held' seemed laughable to her persona. Each of the three Tellers was a central part of the magical universe, and they couldn't physically be impaired in the traditional sense. It could only be assumed that some situation at hand held his attention and prevented him from taking his leave to assume his duties. The Night Teller oversaw the realms of the grim god Inlé, the lands of Isto'thac. While the Day Teller oversaw Frith's realm of Tangi'thac. The Dark Teller oversaw all other spans of the universe of the Second World, which was to say, all things about and between. It was the Tellers who served as physical representatives and principles of the magic within each of their respective purviews. They could exist in many places at once, and had a duty to ensure the continued existence of the magical realms. To those Witches who commanded power of significance within their respective domains, they were focal point of how that energy was allowed to be accessed. Magic was issued and exchanged, even licensed out in a way, to specific individuals. It was the Teller's purpose to manage and regulate those higher powers, ensuring it only reached the hands of those who received their approval - though they had no moral objections or considerations in their review process. [Alicia | Checks - Partial]

    The portal once again opened from behind, but this time it wasn't the Faceless Marches - but somewhere else. For the briefest of moments, Stella thought she saw a effigy of herself off in the distance. It was a massive crystal plaza which gleamed a sapphire glow, filled with chatting young Witches and other well-studied looking young adults. A woman stormed, looking winded as if from a long run. She was a modestly tall Witch by the standards of Duvan, standing some five-feet eight-inches tall. Her garb was extremely exotic, and a bleached white. Her hat was massive and crested with similarly white metal around the bill and capping its point, accompanied by a similarly-colored but simple crown "Oh, no. Not you..." Stella hadn't seen anyone who looked more... ethnic, with the exception of the Ros'wussrun Hexen Rise. This woman looked exactly like a Ros'wussrun, but her clothes and even her short white hair were all completely different... Different from anything she'd seen in Isto'thac. "....The Azure Sovereign?" The woman gasped the words still trying to catch her breath, "Hello, Huakel." She pointed her staff at Lapalila bitterly, "It's Alblis now! What business would the arrogant First To Ascend have with the Night Teller?" "Perhaps you should ask your questions after you've managed to catch up..."

    The Night Teller crossed his arms seeming more perplexed at the new arrival, "Ho? ...and just what can the Night Teller do for you, good King?" The woman seemed to regain her composure and moved over towards the large counter which split the chamber in half. "I've come to complete your Ascent, give me the trail." The Teller paused, touching the end of her staff and seeming to glean some insight. "Your Honor is acceptable. However, you will need to increase your affinity further." The woman pushed back her hat on her head in surprise, "More, than this!?" She snapped her gaze at Lapalila, "My Affinity is far greater than yours, how did you receive the trail." In usual fashion the small Witch's expression was devoid of emotion, but Alicia knew she must have been laughing at the woman's confusion. "You appear to misunderstand... I've never received the Night Tellers Trail." The Teller cackled, "Your Highness, each Teller establishes their own price for the Trail. The Affinity they demand will be different between us... Of course, I could always change my mind if it's someone I like... And though even I know not how, this Witch speaks the truth. She did not receive my trail, but another." The Teller didn't seem to have the answer either, as to the how, but Alicia understood the what. The White Witch ran a hand down her face, seeming to come to the same dawning realization. Acquiring the favor of the Teller from the opposite side of the universe was improbable, but it was the only explanation to fill in the blank spaces. Each Teller possessed a unique test which allowed a Witch to potentially earn the right to access that magic which was forbidden to all others and sealed away from existence. The Tellers regulated magic, but they didn't cut off that which was too dangerous or destructive from mortal hands entirely.

    It was the first time she'd see Lapalila give a straight forward emotional gesture upon her face, and it was a foul condescending grin. Behind her cold steely eyes Alicia could feel her malicious delight at the woman's foiled plight. With a sharp jab at the ground with her staff it ignited with an intense concentrated white light like a simmering beam of molten plasma. She didn't need to say anything. The physical demonstration said everything that needed saying, and somewhere in her mind one of the Witch's titles came to mind... She Who Lights the Way.

    Somehow she'd succeeded in conquering Tangi'thac's greatest magical secrets.
    She'd succeeded the Day Teller's Trail.

    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    Duvan'Ku; The City of Duvan
    Lesser Plaza; The Faceless Marches


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (95,700xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Day Teller +300 (96,000xp)
    ⯎ Night Teller +300 (96,300xp)
    ⯎ Dark Teller +300 (96,600xp)
    ⯎ The Three Tellers of the Second World +400 (97,000xp)
    ⯎ Trail of Ascent +500 (97,500xp)
    ⯎ Affinity +300 (97,800xp)
    ⯎ Acree Kelgore +400 (98,200xp)

    ✦ Corrupted Fate (Ra'Dolfaal)
    ⯎ Gem of Telepathy: 3/5 Charges, 3 min duration - Identified use with UMD

    SpellWeaving:
    Successfully casting a Spellweave costs the Witch a number of focus points equal to Spell Level + 1.
    The Witch may attempt a number of Spellweaving Checks per day equal to her Aptitude.


    Alicia HP: 22/22
    Reputation: 25
    Memory: 2
    Spite: 0
    Honor: 311


    Spoiler: Cards
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    Spoiler: Nelrin'Fel, The Exiled Son
    Show


    Name: Nelrin'Fel, The Exiled Son
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: -
    Value: 0
    Cost: Other
    Activation: Standard
    Duration: Limited
    Fate: Soul
    Grade: Gold
    Detail: Once he was the destroyer. Once he was the savior. Once he was the teller of lies. Once he was the teller of truth. He was the exiled son. He had saved the multiverse twice the mount of times he had destroyed it, and been cursed three times more than he deserved. He had been made to live as an animal, and a devil, and been cast out from his home. Yet, despite all his shortcomings and faults, it was he who had risen above it all. Risen above the Houses. Risen above the Three Worlds and escaped the Garden. An accomplishment which no Child born beneath the Mothers had even done, but he had learned quickly that the world was a large place, and he himself amounted to nothing. Yet, he was not discouraged, for he had always been less than nothing. A blight, a curse. His sisters hated him, his House loathed him, and his Mother enjoyed watching him suffer and struggle. He had returned for his brothers, to leave with them and make their own way. He cared nothing for the threefold universe nor the lives of the insignificant insects which inhabited it. He had killed them all before, and he would do it again it if would aid his cause. He didn't want to be perfect. He wanted to be free.

    ✥ [Greater] Manifestation: Summon's the shadow of the Exiled Son at no cost. Nelrin'Fel will demand his own price, and if satisfied may assist the Witch, or Spite her. Regardless of the result the card is not expended upon use and returns to the bottom of the deck afterwards.
    ✥ [Potential] The Exiled Son (Passive): Any of Nelrin'Fel's Passive Potentials may be activated at his discretion when summoned. These abilities may be activated and disabled as a free action even while not his turn. The focus point cost of all the Witch's spells and cards is reduced by 4 (minimum 1). There is a 10% chance a spell or card successfully cast is activated again at no cost.
    ✥ [Potential] Earthbound Immortal (Passive): The first successful attack of each round effecting the Witch is negated, as long as the damage which would be sustained is less than 10 times her arcane aptitude.
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    Spoiler: The Soul Eater's Crucible
    Show


    Name: The Soul Eater's Crucible
    Potential: ✦✦⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: 28
    Activation: Standard
    Duration: Other
    Fate: Support
    Grade: Silver
    Detail: A device forged in the Third World. It was a tomb. A prison. A gravestone for those who would not be allowed the grace of death. Within it the native fate of a soul would be bound to assume their place, then they would be cast into the Inverse. Forever sealed within that reflected world. That which remained was a horrid farce of those who had once been. In the hands of once who knew how to wield it, it could prove to be a powerful engine of arcane might. Those who originally fashion it, created the device with the intent of manufacturing faux universes and converting the life-energy into power to fuel their most abominable spells. Now, it was simply a ring, seemingly devoid of purpose.

    ✥ [Lesser] Soul Burial: As a standard action, Force one spirit within 40ft to attempt a Spell Focus check equal to 20 + the Witch's arcane aptitude. Upon failure the soul is sealed inside the Soul Eater's Crucible. The ring possesses no maximum capacity.
    ✥ [Potential] Create Life: As a full round action, create 1d100 lives within the Soul Eater's Crucible. These may be animals, humanoids, or any intelligent or non-intelligent life randomly determined by the ring. The card is not expended upon use of this ability and returns to the bottom of the deck.
    ✥ [Potential] Consume Life I: By consuming 10d100 lives within the ring the wielder grants herself a permanent +1 bonus to one ability score. This requires 24 hours of uninterrupted concentration.
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    Spoiler: The Master of the Conclave
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    Name: The Master of the Conclave, Professor Gerald P. Faust
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: Other
    Activation: Standard
    Duration: Other
    Fate: Soul
    Grade: Silver
    Detail: In his early years, his eccentric and often madly delivered conclusions made many believe him without a shred of sanity. His theories far outpaced the current understandings of The Great Beyond and the cosmic forces which magic manipulated. Many years ago, his studies outlined the intricate functions of Psychic Magic and principles of Vanician design which had yet to become common knowledge during the publication of his ground-breaking book; 'The Anatomy of Magic'. Professor Faust was the pioneer of modern magic as it existed today on Golarion, and was thought to be the herald of a new era with the emergence of Offworlders and other far-flung worlds beyond. However, the man vanished after an experiment, leaving behind only books upon the studies he had previously pursued.

    ✥ [Lesser] Consult the Master: As a standard action, the Witch may pose a single question to Professor Faust, to which he might reply. Regardless of the result, the Witch spends 15 points of focus. There is a 50% chance the card is not expended upon use of this ability and returned to the bottom of the deck.
    ✥ [Greater] Fabricate Key: As a full round action, the Witch may randomly generate a Calamity Key in their current world. This ability costs 30 focus points.
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    Spoiler: Night For Day - Unidentified
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    Spoiler: Tagar, Who Waits - Unidentified
    Show



    Spoiler: The Reflected Alter
    Show

    Praying at the alter requires a Spell Focus check and 1d8 hours of uninterrupted meditation to establish a connection with the herald. Alicia receives no way of judging the success or failure of her attempt. Cumulative penalties are applies for very 4 hours of meditation taken from loosing focus over a prologed period of time. These penalties stack with conditions accrued from other sources such as starvation or dehydration.


    Spoiler: Alicia Kelgore - Conflicted Mind
    Show
    Alicia and Stella must maintain a constant state of balance to stay in harmony with one another, however doing this is not a simple task as the Veil evolves. Alicia will progressively shift in alignment as the Veil grows and the two personalities shift further and further apart from one another, prompted by various Spell Focus checks while both performing magic and having new experiences which the Veil attempts to adapt into the persona's fabricated history. Furthermore the Veil is capable of enforcing its own canonical history as if by means of a Divergence. At the beginning and end of each day both persona's must make an opposed spell focus check, granting advantage to the victor for the next 8 hours. The persona with advantage gains a +5 circumstance bonus to all other checks against the other identity. If Stella begins to fail more and more checks her control of Alicia will begin to diminish, introducing new influences or opposing actions which she must succeed an ego check to interrupt. Further effects from the Veil may be acquired from constant failed checks. This Veil may be dismissed by revisiting the mirror and spending 1 minute in meditation.


    Spoiler: Potentials
    Show



    Spell Training I: Stability

    As you have learned from surviving many failed casts, Spellweaving is a complex and difficult system of magic. You have frequently bit off more than you could chew and paid the consequences. There is a reason why structured Spellweaves exist, and why Witches learn them rather than free-casting liberally. The Weave was volatile and performing such a feat was something reserved for geniuses and Savants who understood the functions and quirks of their magic, to avoid being befouled by it. Yet, even knowing that you didn't want to be held back by memorized Weaves, free-casting was the realm of the Gran Hexe, and you dreamed of something far ahead of them. So while you might not have been able to often succeed in your efforts, you developed a method to at least keep yourself alive from those repeated failures so that you could one day master the art in time.

    Benefit: Your hit points increase by 6 due to the numerous weave backlashes and failed casts you have survived. The DC of Spellweaves you attempt to cast with a spell level greater than your own character level are reduced by 4. Upon a Spellweaving failure reduce the final Failure Result by 4. Additionally your arcane aptitude increases by 1.


    Spoiler: B'Bhai Duucald: Nl'Gnos In'Flamgra
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    B'Bhai Duucald: Nl'Gnos In'Flamgra

    The Nl'Gnos In'Flamgra was sometimes referred to as the 'nether flame', a powerful combat talent which fell into disuse after the purge of Havockers and Evocation-focused Witches. While it itself was considered an extremely basic and fundamental combat talent for nobles during the height of Evocation, it has now become little more than a small fragment of informative study while it's practice has gone almost extinct. Due to its destructive power, it cannot be used in a duel. Witches who have reclaimed its practice are often subject to suspicion and mistrust, out of a conditioned fear of the magic's Havocker origins.

    Benefit: By spending a move action while wielding her wand the Witch may summon the Nl'Gnos, which appears as a circling crimson halo of fire. As a standard action she may make a ranged touch attack dealing 1d6 points of fire damage against a target within 120ft. The Witch adds half her arcane aptitude as a bonus to her attack and damage rolls. Alternatively, the Witch may choose to create the Nl'Gnos without the wand as a standard action. Using the talent in this way is far less potent and gains no bonuses from her aptitude while dealing 1d4 points of fire damage per two hit die she possesses. While this talent may be used while the Witch's focus pool is depleted, if she possesses focus it is reduced by 1 with each use.


    Spoiler: Spellweaving
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    Spoiler: Veilweaver
    Show

    Veilwitch Path Advancement: Veilweaver

    Darkness. Depravity. The Eternal Black. These were the words of the Veil Witch. Sinister and unrelenting, nothing was sacred, nor would the feeble powers of their kin enough to slake their thirst for true and undiluted power. It was the simple nature of such things to destroy those who pursued it, and indeed, most were. Those who remained stood wholly committed to unearth the abyssal powers of the beyond, fearing no death nor eternity which waited to greet them. For they were damned by an unconquerable desire. Each manifestation of magic slowly corrupted them, changing them and steeping them further into the dark. The further they delved the more their minds were unhinged and removed from the realm of mortals, made mad by the knowing of forbidden secrets. A process known as the Blackening. Veil Witches could bend the Weave, but were far less potent than their kin. Rather, they sowed Veils; constructs of eldritch energies knitted together from countless threads. They could be abhorrent anomalies, physical fabrications, or even Diverged paths of reality. Secrets were precious, and knowledge - sacred, but to those who delved deep into the darkness awaited... Revelation.

    Benefit: Returner Path Advances to Veilwitch.

    Your intelligence & wisdom increases by 4. The base DC of the Veilwitch's Spellweaves is 15 and her caster level while casting a Spellweave is considered 2 lower (minimum 1). The amount of Spellweaves which a Veilwitch may learn is extremely limited. The maximum amount of Spellweaves she may learn is 1d4 per hit dice she possesses. When learning a new Spellweave, she may choose to replace an existing one. The Veilwitch gains the ability to cast Veilweaves, unique constructs of otherworldly magic. Each Veil possesses unique qualities, however most cannot be directly used by the Witch nor other creatures. A Veil can be sentient, but cannot activate its own abilities without the Witch's command, a swift action. A Veil may be wielded by otherworldly entities such as Greater Spirits, but only with the Veilwitch's consent. Veils persist indefinitely until destroyed or dismissed, but the number which may exist at any given point may not exist her Arcane Aptitude. Veil's which require certain conditions to persist can only be maintained by the Witch who created it, or an entity allowed to wield it. The Witch may learn any number of Veilweaves, in addition each time she casts a spell or Spellweave there is a 15% chance a Veil is created. These spontaneous Veils will hold similar properties to the magic which created, while other features may be randomly determined. Spontaneous Veils cannot be learned as Veilweaves, but are unique constructs formed from her magic.

    The Veilwitch begins with the following Veils:
    ⛤ Domain of Black
    ⛤ The Black Veil, Renor'vet




    Spoiler: The Deck of Terminating Prescience: Introduction
    Show


    The Deck is a powerful weapon designed to combat the corruption of the original cursed book which creation is now bound to. Employing the deck requires careful decision making and strategy to build an effective deck which caters towards the Witch's strengths and weaknesses.


    ACTIVATION

    Activating the Deck is a Standard Action. The Deck remains active for 1d10 rounds before vanishing. The duration the Deck remains active increases by 1 for every 10 points of Arcane Aptitude the Witch possesses.


    CARDS

    Once a card has been identified it's features are revealed. An individual card cannot be used until it has been assigned to a Deck. A minimum of 2 cards are required to create a deck. Each card follows the the format of features below. These features are unique to each card and may change even if multiples of the same card are owned. Unique functions such as Potential, Duration, Activation and Detail may be different between the copies of cards, giving new or unique functions to your familiar favorites.

    If a Witch is intentionally granted a card it is received already identified, while other cards are automatically identified if their Value is equal to or below the Witch's Arcane Aptitude. Unidentified cards must be identified via a Knowledge (Forbidden) check while within a Circle of Black; this check has no chance of success outside of such a zone and requires 10 minutes to complete. The information each card provides will vary based on the type of card which has been received. Further information is gained for every 5 points which the Witch's check exceeds the DC. This additional information is only available for cards which she has identified herself. She may choose to re-identify an identified card without any penalty, however she may only attempt this once per card.

    Categories marked as 'other' provide exceptions to the standard options and are typically massively powerful fates which should be used with reservation. Each card's effect persists after activation for a period of time listed under 'Duration'. The effect may be instant and then expire, last indefinitely, or last for a finite period. The exact time a limited duration fate stays in effect is usually only discovered within its hidden details.

    Each time a card is activated the associated Cost must be paid, which is removed from her Focus Pool (a sum of points equal to her Arcane Aptitude). If the activation of a Card would reduce the Witch's Focus to 0 or lower, the Witch is instantly slain.

    Name: Card Name
    Potential: Certain fates can be empowered if the Witch meets certain conditions before use.
    Min. Aptitude: Minimum AA (Arcane Aptitude) required to use the card
    Value: The number of Deck Points the card occupies
    Cost: The amount of AA required to activate the card
    Activation: Standard, Move, Swift, Immediate, Free, Other
    Duration: Instant, Permanent, Limited
    Fate: Soul, Support, Event, Other
    Grade: Gold, Silver, Bronze, Other
    Detail: A summery of identified functions that card will perform. Some functions may be hidden or obscure.


    DECKS

    Managing Decks is a critical role for the Witch, as is building multiple Decks. For every 15 points of Arcane Aptitude the Witch possesses, she may create an additional Deck. Once each day after receiving the benefit of 8 hours of rest the Witch may assign the cards associated with each Deck. A single card may only be assigned to a specific deck once. Each Deck the Witch owns possesses a limited number of Deck Points (DP) which dictate the size of her Deck. The Witch's first Deck is typically her largest and possesses a number of Deck Points equal to 4 + her Arcane Aptitude. Each subsequent Deck has less points than the last, with her second Deck having half the number of points as her first, and her third having half the value of her second, and so on. Each time she expends cards there is a chance she earns additional DP which she may spend between her Decks to increase their individual sizes (eg: If the Witch earns 4 points she may assign 2 points to Deck 1, and 2 points to Deck 2, etc.) The maximum Deck Points which a Witch may invest within a single Deck cannot exceed three times her Arcane Aptitude.

    Additionally, the Witch may swap decks as a full round action, but may not do so again for 1d8 hours.


    DRAWING

    Once the Witch has activated her Deck, a maximum of 4 hidden cards are randomly pulled from her Deck. The Witch may choose to draw one as a swift action, discarding the rest. Discarded cards are returned to her Deck, but any cards revealed among them are suspended for 1 round. Each round a new spread of cards is generated as a free action. The Witch may choose to reveal a hidden card by paying a cost associated with its grade; 1 point for bronze, 2 for silver, 3 for gold, and 5 for Other Rarity. This choice is a non-action which may be performed any number of times.


    THE HAND

    The Witch's Hand represents the maximum amount of power which she can maintain at once. The cards within her Hand may be paid for and activated at the Witch's discretion. There is no limitation to how many cards may be activated each round, as long as she has enough actions to complete each card's activation. Activating a card functions similarly to casting a spell, and provokes attack, however the card is not wasted should the Witch fail her concentration check. The Witch's initial maximum hand size is 3 cards. The number of cards she may add to her hand increases by 1 for every 10 points of Arcane Aptitude she possesses. If she ends a round with a number of cards in her hand in excess of her limit, she must discard cards until she has reached her maximum hand size.



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

    One truth stood above all others; the weak were ruled by the strong. The Witches of the Three Worlds established their superiority via an ancient tradition known as 'B'Bhai Dol'fhaal', a form of ritual combat. Overseen by supreme beings and bound by an age-old system of honor, it formed the corner stone of magical society. Claims were laid, power taken, great wagers were placed and political wheels turned with each battle fought. Wands were passed down from mother to daughter, containing the acquired honor of generations past and greater heights achieved - while others were thrown down into crushing defeat.

    Benefit: The Witch gains proficiency with Dueling Wands, and her intelligence and wisdom ability scores increase by 6. Additionally, the Witch is considered to have one additional HD more than they possess for all effects other than determining their hit points, while gaining the following abilities which may only be used while in Ritual Combat.


    ⛤ B'Bhai Dol'fhaal, Ritual Combat (Dueling Circle)
    The Witch may challenge and receive challenges from other Witches with this ability. Upon a challenge being issued, both Witches must cross wands, thereby creating a 'Dueling Circle' whose size is determined by the challenger. The Circle is created at a size equal to 25ft/HD the challenger possesses. A Witch may attempt to resist crossing wands with a challenger by succeeding a DC 20 will save, but may be penalized. While a B'Bhai Dol'fhaal is initiated, neither Witch may be influenced by conventional outside influences, and will cease taking damage or even drowning depending on their environmental circumstances. Once the Circle has manifest the Witness, who servers as mediator and referee, will oversee the match and establish any rules and wagers. Regardless of additional wagers placed, the victor will take a pre-determined amount of Honor from the loser. Both participants may demand a wager, which both must agree to, and may be anything which the participant can provide or relinquish - with or without aid. Additional rules may be added by the Witness or requested by either participant. Rules requested must be agreed upon by both participants. Participants may request a ruling or ask questions of the Witness at any time, before, during or after the Duel. Upon conclusion of the duel wagers and honor are awarded. A Witch may not decline a challenge unless she possesses 100 points or more Honor than her challenger, in which case she may provide her justification to the Witness who will determine if the Duel will be voided. Any challenger who wishes to issue a duel to a Witch who possesses 200 points of Honor or higher must bring with her a number of endorsing Witches whose total combined Honor is within 50 points of her desired combatant. Damage dealt within the Circle is nonlethal, however a participant may still be slain from excess nonlethal damage as normal. Non-magical attacks are always prohibited unless ruled otherwise by the Witness. All forms of attack, other than spells and similar abilities, are considered a special form of attack known as a 'Dueling Thrust' and require a minimum of a standard action to complete. A duel is won when the Witch performs an 'Alaffa'elvriel', a special disarm, or when the combatant is no longer conscious.

    ⛤ Acem'bol (Dueling parry)
    The standard and iconic parry performed by dueling Witches. A Witch may perform the Acem'bol against a Dueling Thrust or any qualifying offensive action by succeeding a Spell Focus check. The opposed check must meet or exceed the Dueling Thrust's attack roll. Upon success the attack is negated. A Witch may perform this action once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. A parry only defends against a single damage source, but must be performed multiple times if a single thrust produces multiple missiles or similar harmful effects.

    ⛤ Tsaaf'bol (Dueling thrust I)
    The classic and most rudimentary of Dueling Thrusts, used to soften up an enemy and prepare to deliver the finishing blow. As a standard action the Witch delivers a blast from their wand, a ranged touch attack. This small magical blast holds a range of 10ft/HD the Witch possesses and uses her highest mental stat when determining its attack and damage bonus. Upon striking an enemy the missile deals 1d4 points of damage in addition to the ability modifier of her primary mental ability score. The target suffers a cumulative -1 penalty to attack rolls, skill checks and saves which persist until the duel concludes.

    ⛤ Alaffa'elvriel (Arcane disarm)
    Victory with peerless grace. The Alaffa'elvriel is the ultimate and unquestionable mode of victory within an arcane duel. Any spell, supernatural ability, Spell-like ability, hex or form of non-Vancian manner of casting (to include maneuvers, spheres, spellweaving, veils, veilweaving, ascension abilities or similar) regardless of target or effect may prompt an Alaffa'elvriel. Any ability or effect which is not classified as a 'Dueling thrust' will typically be a valid action which may prompt an Arcane Disarm. A disarm may be attempted once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. The Witch must succeed a Spell Focus check versus the effect equal to the DC or attack roll of the effect; if the triggering effect has neither than the check is equal to the opponents arcane aptitude. Upon success the duel immediately ends.

    ⛤ Quatekal'baalta (Mystic Ward)
    Duels between Witches were far from arcane slugfests and brutish mystic blasts. Spells and formal magic were dangerous things, only to be employed at the perfect time. It was a battle of wits and preparation, and no preparation was more vital than the Quatekal'baalta. Hovering shields of energy, they served to block attempts at disarming an opponent - but tended to leave one vulnerable to direct attack in the process. Mystic Wards are the primary defense required to attempt to cast a spell or similar effect in relative safety from an Arcane Disarm attempt. To create and employ a Ward a number of prerequisites must exist. The Witch must succeed a Spell Focus check equal to 10 + her aptitude to form a shield. Furthermore, the witch must possess an individual servitor or similar for each individual shield, and she may not possess a number of created Wards in excess of her own HD. Once a shield has been created the opposing Witch must succeed a Spell Focus check with a DC equal to that which was made to create it. Regardless of success or failure the Ward is expended after use. Regardless of the number, standard Wards do not stack against an individual disarm attempt (ie; only a single Ward can be used against a single disarm attempt). This ability functions as a Veil.







  6. - Top - End - #366
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    Default Re: The Primeval Dark (IC)





    BEFORE ALBLIS SHOWS UP



    Blinking several times while looking at the Teller she still could not believe what she had heard. Somehow the being could not tell that it was her under this supposed Veil and that the wand was actually owned by her. Looking over to Lapalila she was a bit annoyed at the woman, she understood that Lapalila didn't want to watch over her constantly but it was this womans idea to come here for funds in the first place. Her mind tore through her memories trying to find an answer and yet faulted to find a way to prove that she owned the wand, hoping that Lapalila might have some insight into proving that she owned it she decided to pose the question to her. "I would hurry up but apparently the Night Teller can't Tell that I am the owner of the wand, might be because of the Veil that Gran Hexe Gehlaava put on me to disguise me so I could go to the school. Do you happen to have any suggestions for how I should prove this to the Teller as I can't exactly drop the veil myself." As her mind went through her memories she realised something that she had forgotten, as she had been gaining back her memories it seemed that power was coming with them. She did not understand why exactly but she was suddenly just a bit curious as to what if anything she had been gaining along with them that might provide an answer.



    AFTER ALBLIS APPEARED




    Turning towards the door as it opened she was a bit awed by the sight beyond. She wondered if that was the area where her body was supposed to be and if so she wondered when she would be able to see it for herself. Looking at the woman that came in she wondered exactly who she was, Lapalila obviously knew the woman and it seemed that there was some sort of Rivalry going on between the two. Listening to the conversation unfold she wondered exactly what sort of Trial the woman was trying to go through. Her mind also tried to figure out what this Affinity that they spoke of was and if she had any herself. As the conversation continued she was surprised by what she heard and saw. While it explained the Title that the woman held it was still surprising to know that she had accomplished something so remarkable. Her mind turned as it tried to think of what she knew regarding the trials and what difficulty they held, she wondered if she asked the Teller to let her take the trial if she would be allowed to try it herself and if so if it would then prove that the wand was indeed hers. "Well, that is a bit surprising. It certainly explains your title and definitely sets you apart from others." Hearing the womans name made her wonder briefly if she was related to the Sage that had asked her to find his grandaughter. Figuring it would be interesting to find out she posed the question to the woman, "I believe Lapalila said your name was Huakel, that wouldn't happen to be Huakeljatel'tevel that is related to The Immortal of Quarry would it? If so it does make me a bit curious..."

    Spoiler: OOC
    Show


    Know Abstract: (1d20+28)[37] or (1d20+28)[36] - For information on why gaining back memories brings back power or other things
    Know Abstract: (1d20+28)[37] or (1d20+28)[32] - For information regarding the Trials
    Know Abstract: (1d20+28)[33] or (1d20+28)[42] - For what Affinity is

    Last edited by forg99rules; 2018-10-11 at 08:30 PM.

  7. - Top - End - #367
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)




    The Unsung King - Alicia Kelgore





    Lapalila frowned, "A Veil that even the Teller cannot sense? I suppose if it's the Gran Hexe, then it's possible... A type of magic no one else knows. As long as the you which you believe yourself to be still exists, then there is one certain way to prove it. Spite yourself. The Teller can easily determine who or what the world has Spited in turn." The Night Teller nodded, "Certainly, that should validate your claim." "If it doesn't, you have far greater problems."

    Ͽ ◯ Ͼ

    The White Witch gave Alicia a sharp look, "I have not held that name in a century. I am Alblis Tevel, and yes the Elder Sage Ijelevetol is my great-great-grandfather, but I have no business with you. Mind your own." Alblis gestured at Lapalila as she turned away, "I don't know what trick you used, but we'll settle this later." Alicia didn't know the girl's status or position, or how she was even speaking with them without having an assassin drive a blade into her back, but somehow the Witch of Quarry was in Duvan. Without another word the Witch blinked away in a dull gray flash of magic. "...That's going to make for an interesting year."

    Stella recalled the brief moments when her memories had briefly returned, those small flickering fragments had resurfaced at the time, carried by some primal force or energy which she still could not describe. Those shards, now formless, existed somewhere in the back of her mind. Small glittering beacons of crystal light that waited for something she couldn't recall. They were the last pieces of her, the last shards of that world which remained. The everything she could never be. In remembering she had realized that she would never be as she was. Those fragments would be all that would be what would ever be, the seeds of provenance which had been sown and enriched the soil of a new existence with the graves of everything that was or could have been. Those pieces she had found were a raw tumultuous magic, amounting to all that was and all she forever lost. She hadn't the slightest idea what sort of magic it could be called, but it still existed.

    From what Alicia recalled about affinity, it was just that, the affinity a Witch held towards either end of the universe and all of its associated forces. As a Witch's honor increased, every five points could potentially be assigned to a Teller to receive their Affinities - special powers drawn from the forces of each respective side of the Second World. What Affinities were offered were at the discretion of each individual Teller, and while the powers could be freely discarded at any time to make room and acquire the affinity of another Teller - it was not advised. Each Teller knew each individual and the specifics of which Affinities they possessed and to what amount. Discarding affinity was similarly also likely to lessen the respective Teller's willingness to assist the Witch in question. A great deal of honor was required to even hope to reach a point a Teller would consider 'appropriate' to grant a Witch an attempt at their Trial, but there was no minimum nor maximum actually required. Ultimately it was simply paying off the Teller, but served as proof to their master's that the Witch they had recognized was a significant enough existence to learn of those powers above the realms of mortalkind. There was no maximum honor possible to own, but some believed that the powers which one could achieve with affinity were similarly tied to the amount of honor held. Considering the amount of honor contained within the wand, Tenebris had evidently believed that, and it might have been some small clue to the degree of her power.

    The Trials themselves were known as terrible crucibles which challenged Witches with a great many challenges. If they did not succeed, then they would remain ensnared forever. More Witches received a Trail and vanished for all eternity than those who returned. Those that did each spoke of completely different experiences, even when performing a Trial for the same Teller. Even success did not bring immediate benefit, a Witch merely earned the right to learn the knowledge believed unfit for the mortal races, but did not receive any such revelation or power upon completion of the gauntlet. [Alicia | Checks - Success]


    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    Duvan'Ku; The City of Duvan
    Lesser Plaza; The Faceless Marches


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (98,800xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Spite +100 (98,900xp)
    ⯎ Affinities +200 (99,100xp)
    ⯎ Acquiring Trials +200 (99,300xp)

    ✦ Corrupted Fate (Ra'Dolfaal)
    ⯎ Gem of Telepathy: 3/5 Charges, 3 min duration - Identified use with UMD

    SpellWeaving:
    Successfully casting a Spellweave costs the Witch a number of focus points equal to Spell Level + 1.
    The Witch may attempt a number of Spellweaving Checks per day equal to her Aptitude.


    Alicia HP: 22/22
    Reputation: 25
    Memory: 2
    Spite: 0
    Honor: 311


    Spoiler: Cards
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    Spoiler: Nelrin'Fel, The Exiled Son
    Show


    Name: Nelrin'Fel, The Exiled Son
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: -
    Value: 0
    Cost: Other
    Activation: Standard
    Duration: Limited
    Fate: Soul
    Grade: Gold
    Detail: Once he was the destroyer. Once he was the savior. Once he was the teller of lies. Once he was the teller of truth. He was the exiled son. He had saved the multiverse twice the mount of times he had destroyed it, and been cursed three times more than he deserved. He had been made to live as an animal, and a devil, and been cast out from his home. Yet, despite all his shortcomings and faults, it was he who had risen above it all. Risen above the Houses. Risen above the Three Worlds and escaped the Garden. An accomplishment which no Child born beneath the Mothers had even done, but he had learned quickly that the world was a large place, and he himself amounted to nothing. Yet, he was not discouraged, for he had always been less than nothing. A blight, a curse. His sisters hated him, his House loathed him, and his Mother enjoyed watching him suffer and struggle. He had returned for his brothers, to leave with them and make their own way. He cared nothing for the threefold universe nor the lives of the insignificant insects which inhabited it. He had killed them all before, and he would do it again it if would aid his cause. He didn't want to be perfect. He wanted to be free.

    ✥ [Greater] Manifestation: Summon's the shadow of the Exiled Son at no cost. Nelrin'Fel will demand his own price, and if satisfied may assist the Witch, or Spite her. Regardless of the result the card is not expended upon use and returns to the bottom of the deck afterwards.
    ✥ [Potential] The Exiled Son (Passive): Any of Nelrin'Fel's Passive Potentials may be activated at his discretion when summoned. These abilities may be activated and disabled as a free action even while not his turn. The focus point cost of all the Witch's spells and cards is reduced by 4 (minimum 1). There is a 10% chance a spell or card successfully cast is activated again at no cost.
    ✥ [Potential] Earthbound Immortal (Passive): The first successful attack of each round effecting the Witch is negated, as long as the damage which would be sustained is less than 10 times her arcane aptitude.
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    Spoiler: The Soul Eater's Crucible
    Show


    Name: The Soul Eater's Crucible
    Potential: ✦✦⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: 28
    Activation: Standard
    Duration: Other
    Fate: Support
    Grade: Silver
    Detail: A device forged in the Third World. It was a tomb. A prison. A gravestone for those who would not be allowed the grace of death. Within it the native fate of a soul would be bound to assume their place, then they would be cast into the Inverse. Forever sealed within that reflected world. That which remained was a horrid farce of those who had once been. In the hands of once who knew how to wield it, it could prove to be a powerful engine of arcane might. Those who originally fashion it, created the device with the intent of manufacturing faux universes and converting the life-energy into power to fuel their most abominable spells. Now, it was simply a ring, seemingly devoid of purpose.

    ✥ [Lesser] Soul Burial: As a standard action, Force one spirit within 40ft to attempt a Spell Focus check equal to 20 + the Witch's arcane aptitude. Upon failure the soul is sealed inside the Soul Eater's Crucible. The ring possesses no maximum capacity.
    ✥ [Potential] Create Life: As a full round action, create 1d100 lives within the Soul Eater's Crucible. These may be animals, humanoids, or any intelligent or non-intelligent life randomly determined by the ring. The card is not expended upon use of this ability and returns to the bottom of the deck.
    ✥ [Potential] Consume Life I: By consuming 10d100 lives within the ring the wielder grants herself a permanent +1 bonus to one ability score. This requires 24 hours of uninterrupted concentration.
    ✥ [Potential] ??????
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    Spoiler: The Master of the Conclave
    Show


    Name: The Master of the Conclave, Professor Gerald P. Faust
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: Other
    Activation: Standard
    Duration: Other
    Fate: Soul
    Grade: Silver
    Detail: In his early years, his eccentric and often madly delivered conclusions made many believe him without a shred of sanity. His theories far outpaced the current understandings of The Great Beyond and the cosmic forces which magic manipulated. Many years ago, his studies outlined the intricate functions of Psychic Magic and principles of Vanician design which had yet to become common knowledge during the publication of his ground-breaking book; 'The Anatomy of Magic'. Professor Faust was the pioneer of modern magic as it existed today on Golarion, and was thought to be the herald of a new era with the emergence of Offworlders and other far-flung worlds beyond. However, the man vanished after an experiment, leaving behind only books upon the studies he had previously pursued.

    ✥ [Lesser] Consult the Master: As a standard action, the Witch may pose a single question to Professor Faust, to which he might reply. Regardless of the result, the Witch spends 15 points of focus. There is a 50% chance the card is not expended upon use of this ability and returned to the bottom of the deck.
    ✥ [Greater] Fabricate Key: As a full round action, the Witch may randomly generate a Calamity Key in their current world. This ability costs 30 focus points.
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    Spoiler: Night For Day - Unidentified
    Show


    Spoiler: Tagar, Who Waits - Unidentified
    Show



    Spoiler: The Reflected Alter
    Show

    Praying at the alter requires a Spell Focus check and 1d8 hours of uninterrupted meditation to establish a connection with the herald. Alicia receives no way of judging the success or failure of her attempt. Cumulative penalties are applies for very 4 hours of meditation taken from loosing focus over a prologed period of time. These penalties stack with conditions accrued from other sources such as starvation or dehydration.


    Spoiler: Alicia Kelgore - Conflicted Mind
    Show
    Alicia and Stella must maintain a constant state of balance to stay in harmony with one another, however doing this is not a simple task as the Veil evolves. Alicia will progressively shift in alignment as the Veil grows and the two personalities shift further and further apart from one another, prompted by various Spell Focus checks while both performing magic and having new experiences which the Veil attempts to adapt into the persona's fabricated history. Furthermore the Veil is capable of enforcing its own canonical history as if by means of a Divergence. At the beginning and end of each day both persona's must make an opposed spell focus check, granting advantage to the victor for the next 8 hours. The persona with advantage gains a +5 circumstance bonus to all other checks against the other identity. If Stella begins to fail more and more checks her control of Alicia will begin to diminish, introducing new influences or opposing actions which she must succeed an ego check to interrupt. Further effects from the Veil may be acquired from constant failed checks. This Veil may be dismissed by revisiting the mirror and spending 1 minute in meditation.


    Spoiler: Potentials
    Show



    Spell Training I: Stability

    As you have learned from surviving many failed casts, Spellweaving is a complex and difficult system of magic. You have frequently bit off more than you could chew and paid the consequences. There is a reason why structured Spellweaves exist, and why Witches learn them rather than free-casting liberally. The Weave was volatile and performing such a feat was something reserved for geniuses and Savants who understood the functions and quirks of their magic, to avoid being befouled by it. Yet, even knowing that you didn't want to be held back by memorized Weaves, free-casting was the realm of the Gran Hexe, and you dreamed of something far ahead of them. So while you might not have been able to often succeed in your efforts, you developed a method to at least keep yourself alive from those repeated failures so that you could one day master the art in time.

    Benefit: Your hit points increase by 6 due to the numerous weave backlashes and failed casts you have survived. The DC of Spellweaves you attempt to cast with a spell level greater than your own character level are reduced by 4. Upon a Spellweaving failure reduce the final Failure Result by 4. Additionally your arcane aptitude increases by 1.


    Spoiler: B'Bhai Duucald: Nl'Gnos In'Flamgra
    Show



    B'Bhai Duucald: Nl'Gnos In'Flamgra

    The Nl'Gnos In'Flamgra was sometimes referred to as the 'nether flame', a powerful combat talent which fell into disuse after the purge of Havockers and Evocation-focused Witches. While it itself was considered an extremely basic and fundamental combat talent for nobles during the height of Evocation, it has now become little more than a small fragment of informative study while it's practice has gone almost extinct. Due to its destructive power, it cannot be used in a duel. Witches who have reclaimed its practice are often subject to suspicion and mistrust, out of a conditioned fear of the magic's Havocker origins.

    Benefit: By spending a move action while wielding her wand the Witch may summon the Nl'Gnos, which appears as a circling crimson halo of fire. As a standard action she may make a ranged touch attack dealing 1d6 points of fire damage against a target within 120ft. The Witch adds half her arcane aptitude as a bonus to her attack and damage rolls. Alternatively, the Witch may choose to create the Nl'Gnos without the wand as a standard action. Using the talent in this way is far less potent and gains no bonuses from her aptitude while dealing 1d4 points of fire damage per two hit die she possesses. While this talent may be used while the Witch's focus pool is depleted, if she possesses focus it is reduced by 1 with each use.


    Spoiler: Spellweaving
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    Spoiler: Veilweaver
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    Veilwitch Path Advancement: Veilweaver

    Darkness. Depravity. The Eternal Black. These were the words of the Veil Witch. Sinister and unrelenting, nothing was sacred, nor would the feeble powers of their kin enough to slake their thirst for true and undiluted power. It was the simple nature of such things to destroy those who pursued it, and indeed, most were. Those who remained stood wholly committed to unearth the abyssal powers of the beyond, fearing no death nor eternity which waited to greet them. For they were damned by an unconquerable desire. Each manifestation of magic slowly corrupted them, changing them and steeping them further into the dark. The further they delved the more their minds were unhinged and removed from the realm of mortals, made mad by the knowing of forbidden secrets. A process known as the Blackening. Veil Witches could bend the Weave, but were far less potent than their kin. Rather, they sowed Veils; constructs of eldritch energies knitted together from countless threads. They could be abhorrent anomalies, physical fabrications, or even Diverged paths of reality. Secrets were precious, and knowledge - sacred, but to those who delved deep into the darkness awaited... Revelation.

    Benefit: Returner Path Advances to Veilwitch.

    Your intelligence & wisdom increases by 4. The base DC of the Veilwitch's Spellweaves is 15 and her caster level while casting a Spellweave is considered 2 lower (minimum 1). The amount of Spellweaves which a Veilwitch may learn is extremely limited. The maximum amount of Spellweaves she may learn is 1d4 per hit dice she possesses. When learning a new Spellweave, she may choose to replace an existing one. The Veilwitch gains the ability to cast Veilweaves, unique constructs of otherworldly magic. Each Veil possesses unique qualities, however most cannot be directly used by the Witch nor other creatures. A Veil can be sentient, but cannot activate its own abilities without the Witch's command, a swift action. A Veil may be wielded by otherworldly entities such as Greater Spirits, but only with the Veilwitch's consent. Veils persist indefinitely until destroyed or dismissed, but the number which may exist at any given point may not exist her Arcane Aptitude. Veil's which require certain conditions to persist can only be maintained by the Witch who created it, or an entity allowed to wield it. The Witch may learn any number of Veilweaves, in addition each time she casts a spell or Spellweave there is a 15% chance a Veil is created. These spontaneous Veils will hold similar properties to the magic which created, while other features may be randomly determined. Spontaneous Veils cannot be learned as Veilweaves, but are unique constructs formed from her magic.

    The Veilwitch begins with the following Veils:
    ⛤ Domain of Black
    ⛤ The Black Veil, Renor'vet




    Spoiler: The Deck of Terminating Prescience: Introduction
    Show


    The Deck is a powerful weapon designed to combat the corruption of the original cursed book which creation is now bound to. Employing the deck requires careful decision making and strategy to build an effective deck which caters towards the Witch's strengths and weaknesses.


    ACTIVATION

    Activating the Deck is a Standard Action. The Deck remains active for 1d10 rounds before vanishing. The duration the Deck remains active increases by 1 for every 10 points of Arcane Aptitude the Witch possesses.


    CARDS

    Once a card has been identified it's features are revealed. An individual card cannot be used until it has been assigned to a Deck. A minimum of 2 cards are required to create a deck. Each card follows the the format of features below. These features are unique to each card and may change even if multiples of the same card are owned. Unique functions such as Potential, Duration, Activation and Detail may be different between the copies of cards, giving new or unique functions to your familiar favorites.

    If a Witch is intentionally granted a card it is received already identified, while other cards are automatically identified if their Value is equal to or below the Witch's Arcane Aptitude. Unidentified cards must be identified via a Knowledge (Forbidden) check while within a Circle of Black; this check has no chance of success outside of such a zone and requires 10 minutes to complete. The information each card provides will vary based on the type of card which has been received. Further information is gained for every 5 points which the Witch's check exceeds the DC. This additional information is only available for cards which she has identified herself. She may choose to re-identify an identified card without any penalty, however she may only attempt this once per card.

    Categories marked as 'other' provide exceptions to the standard options and are typically massively powerful fates which should be used with reservation. Each card's effect persists after activation for a period of time listed under 'Duration'. The effect may be instant and then expire, last indefinitely, or last for a finite period. The exact time a limited duration fate stays in effect is usually only discovered within its hidden details.

    Each time a card is activated the associated Cost must be paid, which is removed from her Focus Pool (a sum of points equal to her Arcane Aptitude). If the activation of a Card would reduce the Witch's Focus to 0 or lower, the Witch is instantly slain.

    Name: Card Name
    Potential: Certain fates can be empowered if the Witch meets certain conditions before use.
    Min. Aptitude: Minimum AA (Arcane Aptitude) required to use the card
    Value: The number of Deck Points the card occupies
    Cost: The amount of AA required to activate the card
    Activation: Standard, Move, Swift, Immediate, Free, Other
    Duration: Instant, Permanent, Limited
    Fate: Soul, Support, Event, Other
    Grade: Gold, Silver, Bronze, Other
    Detail: A summery of identified functions that card will perform. Some functions may be hidden or obscure.


    DECKS

    Managing Decks is a critical role for the Witch, as is building multiple Decks. For every 15 points of Arcane Aptitude the Witch possesses, she may create an additional Deck. Once each day after receiving the benefit of 8 hours of rest the Witch may assign the cards associated with each Deck. A single card may only be assigned to a specific deck once. Each Deck the Witch owns possesses a limited number of Deck Points (DP) which dictate the size of her Deck. The Witch's first Deck is typically her largest and possesses a number of Deck Points equal to 4 + her Arcane Aptitude. Each subsequent Deck has less points than the last, with her second Deck having half the number of points as her first, and her third having half the value of her second, and so on. Each time she expends cards there is a chance she earns additional DP which she may spend between her Decks to increase their individual sizes (eg: If the Witch earns 4 points she may assign 2 points to Deck 1, and 2 points to Deck 2, etc.) The maximum Deck Points which a Witch may invest within a single Deck cannot exceed three times her Arcane Aptitude.

    Additionally, the Witch may swap decks as a full round action, but may not do so again for 1d8 hours.


    DRAWING

    Once the Witch has activated her Deck, a maximum of 4 hidden cards are randomly pulled from her Deck. The Witch may choose to draw one as a swift action, discarding the rest. Discarded cards are returned to her Deck, but any cards revealed among them are suspended for 1 round. Each round a new spread of cards is generated as a free action. The Witch may choose to reveal a hidden card by paying a cost associated with its grade; 1 point for bronze, 2 for silver, 3 for gold, and 5 for Other Rarity. This choice is a non-action which may be performed any number of times.


    THE HAND

    The Witch's Hand represents the maximum amount of power which she can maintain at once. The cards within her Hand may be paid for and activated at the Witch's discretion. There is no limitation to how many cards may be activated each round, as long as she has enough actions to complete each card's activation. Activating a card functions similarly to casting a spell, and provokes attack, however the card is not wasted should the Witch fail her concentration check. The Witch's initial maximum hand size is 3 cards. The number of cards she may add to her hand increases by 1 for every 10 points of Arcane Aptitude she possesses. If she ends a round with a number of cards in her hand in excess of her limit, she must discard cards until she has reached her maximum hand size.



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

    One truth stood above all others; the weak were ruled by the strong. The Witches of the Three Worlds established their superiority via an ancient tradition known as 'B'Bhai Dol'fhaal', a form of ritual combat. Overseen by supreme beings and bound by an age-old system of honor, it formed the corner stone of magical society. Claims were laid, power taken, great wagers were placed and political wheels turned with each battle fought. Wands were passed down from mother to daughter, containing the acquired honor of generations past and greater heights achieved - while others were thrown down into crushing defeat.

    Benefit: The Witch gains proficiency with Dueling Wands, and her intelligence and wisdom ability scores increase by 6. Additionally, the Witch is considered to have one additional HD more than they possess for all effects other than determining their hit points, while gaining the following abilities which may only be used while in Ritual Combat.


    ⛤ B'Bhai Dol'fhaal, Ritual Combat (Dueling Circle)
    The Witch may challenge and receive challenges from other Witches with this ability. Upon a challenge being issued, both Witches must cross wands, thereby creating a 'Dueling Circle' whose size is determined by the challenger. The Circle is created at a size equal to 25ft/HD the challenger possesses. A Witch may attempt to resist crossing wands with a challenger by succeeding a DC 20 will save, but may be penalized. While a B'Bhai Dol'fhaal is initiated, neither Witch may be influenced by conventional outside influences, and will cease taking damage or even drowning depending on their environmental circumstances. Once the Circle has manifest the Witness, who servers as mediator and referee, will oversee the match and establish any rules and wagers. Regardless of additional wagers placed, the victor will take a pre-determined amount of Honor from the loser. Both participants may demand a wager, which both must agree to, and may be anything which the participant can provide or relinquish - with or without aid. Additional rules may be added by the Witness or requested by either participant. Rules requested must be agreed upon by both participants. Participants may request a ruling or ask questions of the Witness at any time, before, during or after the Duel. Upon conclusion of the duel wagers and honor are awarded. A Witch may not decline a challenge unless she possesses 100 points or more Honor than her challenger, in which case she may provide her justification to the Witness who will determine if the Duel will be voided. Any challenger who wishes to issue a duel to a Witch who possesses 200 points of Honor or higher must bring with her a number of endorsing Witches whose total combined Honor is within 50 points of her desired combatant. Damage dealt within the Circle is nonlethal, however a participant may still be slain from excess nonlethal damage as normal. Non-magical attacks are always prohibited unless ruled otherwise by the Witness. All forms of attack, other than spells and similar abilities, are considered a special form of attack known as a 'Dueling Thrust' and require a minimum of a standard action to complete. A duel is won when the Witch performs an 'Alaffa'elvriel', a special disarm, or when the combatant is no longer conscious.

    ⛤ Acem'bol (Dueling parry)
    The standard and iconic parry performed by dueling Witches. A Witch may perform the Acem'bol against a Dueling Thrust or any qualifying offensive action by succeeding a Spell Focus check. The opposed check must meet or exceed the Dueling Thrust's attack roll. Upon success the attack is negated. A Witch may perform this action once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. A parry only defends against a single damage source, but must be performed multiple times if a single thrust produces multiple missiles or similar harmful effects.

    ⛤ Tsaaf'bol (Dueling thrust I)
    The classic and most rudimentary of Dueling Thrusts, used to soften up an enemy and prepare to deliver the finishing blow. As a standard action the Witch delivers a blast from their wand, a ranged touch attack. This small magical blast holds a range of 10ft/HD the Witch possesses and uses her highest mental stat when determining its attack and damage bonus. Upon striking an enemy the missile deals 1d4 points of damage in addition to the ability modifier of her primary mental ability score. The target suffers a cumulative -1 penalty to attack rolls, skill checks and saves which persist until the duel concludes.

    ⛤ Alaffa'elvriel (Arcane disarm)
    Victory with peerless grace. The Alaffa'elvriel is the ultimate and unquestionable mode of victory within an arcane duel. Any spell, supernatural ability, Spell-like ability, hex or form of non-Vancian manner of casting (to include maneuvers, spheres, spellweaving, veils, veilweaving, ascension abilities or similar) regardless of target or effect may prompt an Alaffa'elvriel. Any ability or effect which is not classified as a 'Dueling thrust' will typically be a valid action which may prompt an Arcane Disarm. A disarm may be attempted once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. The Witch must succeed a Spell Focus check versus the effect equal to the DC or attack roll of the effect; if the triggering effect has neither than the check is equal to the opponents arcane aptitude. Upon success the duel immediately ends.

    ⛤ Quatekal'baalta (Mystic Ward)
    Duels between Witches were far from arcane slugfests and brutish mystic blasts. Spells and formal magic were dangerous things, only to be employed at the perfect time. It was a battle of wits and preparation, and no preparation was more vital than the Quatekal'baalta. Hovering shields of energy, they served to block attempts at disarming an opponent - but tended to leave one vulnerable to direct attack in the process. Mystic Wards are the primary defense required to attempt to cast a spell or similar effect in relative safety from an Arcane Disarm attempt. To create and employ a Ward a number of prerequisites must exist. The Witch must succeed a Spell Focus check equal to 10 + her aptitude to form a shield. Furthermore, the witch must possess an individual servitor or similar for each individual shield, and she may not possess a number of created Wards in excess of her own HD. Once a shield has been created the opposing Witch must succeed a Spell Focus check with a DC equal to that which was made to create it. Regardless of success or failure the Ward is expended after use. Regardless of the number, standard Wards do not stack against an individual disarm attempt (ie; only a single Ward can be used against a single disarm attempt). This ability functions as a Veil.







  8. - Top - End - #368
    Bugbear in the Playground
     
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    Default Re: The Primeval Dark (IC)



    Hearing the suggestion to take on spite to validate her claim made her a bit cautious. The last time she had gained spite it ended up with a hole in her gut and her having to find a way to fix that problem. Her hand slowly moved down to the spot where the wound previously had been and she hoped that this time she would not be so severally injured gaining the spite. As the White Witch spoke she couldn't help but wonder how the woman was even here. She was a Witch of Quarry and was the enemy so why was it that no one had done anything to stop her or kill her. As the woman vanished her mind wandered a bit wondering about a few things. The thoughts that came to her about the fragments of energy that she had gained when she had previously gained her memories was interesting. The realization that she would never be what she was once hit her hard. She had been wishing for a long time to gain back all her memories and powers and it seemed to her that it would never happen now. Though she knew she could not become as she once was she was still determined to gain as much of her power back that she could and even hopefully surpass what she once was. Her Mind delved again into her memories, the bits that she recalled about affinity were interesting to her and she wondered what powers she might gain from this Teller should she assign some of her honor to the being. As that memory passed she looked further and found the tid bits regarding the trials, she knew that as she was now that she would be better off not attempting to try them. She knew that she most likely could gain enough affinity to take the trial but she did not have the knowledge or power to most likely complete it and thus would end up ensnared forever. Looking between the two she decided that she had best take care of validating her claim to the Aolthor wand. "Alright, if spite will prove my claim then I will do just that." Closing her eyes she concentrated and tried to use her abilities to give herself just a bit of spite, in the back of her mind she prayed to whoever would listen that it would not cause her harm this time.

    Spoiler: OOC
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    Know Forbidden: (1d20+30)[35] or (1d20+30)[48] - Just trying to gain spite


  9. - Top - End - #369
    Troll in the Playground
     
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    Default Re: The Primeval Dark (IC)




    The Unsung King - Alicia Kelgore





    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    Duvan'Ku; The City of Duvan
    Lesser Plaza; The Faceless Marches


    A sudden aura of ghastly black flames enveloped Alicia with an alarming burst of energy. Strangely the flames themselves almost seemed ethereal and distant, distorted and out of focus like a smugged camera's lens. "Remember that these experiences aren't real, the forbidden teachings are a borrowed technique from the Nightmare Witches. As long as you do not use it to pry out knowledge you haven't earned from a Trial, it can be a useful tool. Though there it may cause some brief disparity between your physical self and your consciousness. This might potentially be aggravated by your condition, but I'm not sure in what way." Alicia felt something violently shake. The universe. It quaked and stilled like the passing of a thunderous wave of sound distorting the surface of a wall of mirrors. It cracked. "While it's only magical theory, Faust proposed the mind and soul were the only two inseparable constants of a living creature. In his thesis he used this foundation, claiming that by extension an entity suspended in a non-native fate-spectrum whose mind was no longer 'shielded' by a suspended state would return to its native state before cycling back to it's physical suspended state. A concept called 'soul transmission'...." The fractured universe fell away like glass detonated by some sonic explosion racing by overhead. [Alicia | Knowledge (Forbidden) - Success]

    Then there was only darkness.




    Ͽ ◯ Ͼ




    The Apprentice - Stella Astral





    Stella couldn't have been sure how much time had passed. After the first few hours her mind blanked out, only occasionally resurfacing to remind her of the sensation of the seemingly depthless vastness of the void. She was adrift. Free floating about in the deep macrocosms of some massive planar chasm. Sometimes she could see things far in the distance. Frozen scenes of life. Scrawled words trailing off into eternity, or a door. Yet nothing seemed to cross her path, and held suspended in the void, she could not move - she was frozen, suspended, stuck. She did not breath, her lungs did not fill with air. She did not blink, nor did even a single follicle of hair shift from its placement. While an awareness pervaded her mind, it was as if there was simply no body which existed at all and she was no more than some frozen snapshot in time that existed only in memory. Sometimes there was voices, other times it was silent. Then there was a sudden shift, like the upright, was upside-down - or that perhaps she had been flipped back right-side-up, she couldn't tell. It was like a refraction of space and light, a line dividing a mirror and showing two reflections facing opposing angles. [Stella | Gained 1 Spite]

    Suddenly there was sound... muffled cries, and screaming echoing in the distance. Stella felt a wet hand clawing down her face, filling her nose with the thick musk of blood and soil. The stink of rot, sewage and fecal matter crept in from all around her as a woman's voice whispered into her ear. "Get up girl..." She shuddered as her consciousness came spiraling back into the skull of a physical being. This time the woman screamed, "GET UP!" A heavy slap caught her across the face, charged with a magic she didn't know. Her skin reddened and blistered as black flames and blood danced about the figure's hand. Vision. Her sight finally came to, she was upon the floor. It was a rough cobbled sluice-way outside in the city - Magnimar. A disgusting coat of grim and refuse left the path slick as it slowly crept forward towards the grated entries to deposit the grim into the sewers. The buildings about them were only partly made of stone, with most having collapsed years ago then being shoddily pieced together with bits of driftwood and salvaged bits from the docks.

    It was nighttime, and a foreboding moon loomed overhead, barely visible from behind the gray mist and clouds which choked the air and sky. There were cries in the distance, and and mangled bodies of lightly armored men lay scattered about them. Looking to her right, as disembodied hand lay next to her head; a shock which sent her upright with a sickening sucking-pop from the suction of the sludge she lay in. There was a chemical-like ting that hung in the air, gasoline? There was no doubt about it in her mind that it was a large amount of coal gas as she saw orange lights rise up all about them in the distance, fires. The macabre figure standing over her was without doubt a Witch, but not the silly kinds of Witches like the students she had met, or the civil Gran Hexe. This was a real Witch. Without the ridiculous customs, without the absurd rules and laws or posturing. Her eyes were wide and maddened, leering down at her from behind her billowing cowl - almost seeming to glow eerily in the dim light. Dark rings circled her eyes and wrinkled the skin, giving her light crows feet as if she had not slept in a very long time. Dried smudges of salt and dirt ran down her face as if from streams of tears left unwashed. The Witch's hands were heavily bandaged yet still bleeding. Her fingernails were missing, torn out, while the small finger of her left hand was simply cut off entirely. It was only then that Stella noticed the bloody handmarks across her own face left by the woman's touch. She didn't wear much compared to the Witches she had been keeping as company. She was barefoot, donned only in a filthy camisole that had probably once been white, but now looked like a torn and bloody grayish and black cloth, and robe. It was worn and befouled in places where she had soiled herself, likely in a cage. Heavy chains were still wrapped about her, with lengths left clattering on the ground to drag behind her with each unsettling step. All manner of strange holy-wards and seals were engraved and nailed onto them, as were a number of her own devices. Her robes were not a physical existence however, Stella could tell that much from her own experiences. It was a Renor'vet, the Veil of a Veil Witch.

    From behind her a familiar figure was visible, hunched over and wretching upon the ground from the mangled-shredded corpses and the rising smell of bowels cloven open to choke the air with sheit and piss. The White Witch was donned in identical wear, but her stature was shorter, more youthful - and her face looked entirely different than that of the Witch she had seen in what felt like moments ago. She held her hat in hand behind her back to keep it from falling off her head and into her own regurgitated pool of bile. Her body was trembling and her hands were unsteady as she took a step back and placed her hat back upon her head. "Master, I don't want to do this anymore..." The Witch scowled frighteningly, "Both of you children are a disappointment. Steel yourselves you disgusting welps, or I will leave you in this rotting place. The secrets of dark magic are not received by studying a book!" Alblis tried to keep her composure, but the tears budding in her eyes betrayed her resolve. "...I-I understand."


    Side Quest: Return to the Darksome Path (Part I)
    Throw across the spectrum of reality, Stella's mind comes crashing back into what she could only imagine is 'the right side'; though her body remains ensnared within the folds of the Inverse. Waking up in Magnimar Stella finds the guise of Alicia is gone, and standing before a stranger and an enemy. Amid the burning city, the frightening figure drags the two Witches with her to teach them an important lesson.
    Difficulty: Unknown | Status: On-going | Profit: Unknown | Time: Unknown
    Objective: Complete the lesson & return to the Inverse.


    22nd of Rova, Sunday - Time: 9:30pm / AR 4707
    The City of Monuments; Magnimar
    Underbridge; Somewhere near the Irespan


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (99,900xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Fate Spectrum +300 (100,200xp)
    ⯎ Soul Transmission +300 (100,500xp)
    ⯎ Return to Spectrum +200 (100,700xp)

    ✦ Corrupted Fate (Ra'Dolfaal)
    ⯎ Gem of Telepathy: 3/5 Charges, 3 min duration - Identified use with UMD

    SpellWeaving:
    Successfully casting a Spellweave costs the Witch a number of focus points equal to Spell Level + 1.
    The Witch may attempt a number of Spellweaving Checks per day equal to her Aptitude.


    Alicia HP: 22/22
    Reputation: 25
    Memory: 2
    Spite: 1
    Honor: 311


    Spoiler: Cards
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    Spoiler: Nelrin'Fel, The Exiled Son
    Show


    Name: Nelrin'Fel, The Exiled Son
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: -
    Value: 0
    Cost: Other
    Activation: Standard
    Duration: Limited
    Fate: Soul
    Grade: Gold
    Detail: Once he was the destroyer. Once he was the savior. Once he was the teller of lies. Once he was the teller of truth. He was the exiled son. He had saved the multiverse twice the mount of times he had destroyed it, and been cursed three times more than he deserved. He had been made to live as an animal, and a devil, and been cast out from his home. Yet, despite all his shortcomings and faults, it was he who had risen above it all. Risen above the Houses. Risen above the Three Worlds and escaped the Garden. An accomplishment which no Child born beneath the Mothers had even done, but he had learned quickly that the world was a large place, and he himself amounted to nothing. Yet, he was not discouraged, for he had always been less than nothing. A blight, a curse. His sisters hated him, his House loathed him, and his Mother enjoyed watching him suffer and struggle. He had returned for his brothers, to leave with them and make their own way. He cared nothing for the threefold universe nor the lives of the insignificant insects which inhabited it. He had killed them all before, and he would do it again it if would aid his cause. He didn't want to be perfect. He wanted to be free.

    ✥ [Greater] Manifestation: Summon's the shadow of the Exiled Son at no cost. Nelrin'Fel will demand his own price, and if satisfied may assist the Witch, or Spite her. Regardless of the result the card is not expended upon use and returns to the bottom of the deck afterwards.
    ✥ [Potential] The Exiled Son (Passive): Any of Nelrin'Fel's Passive Potentials may be activated at his discretion when summoned. These abilities may be activated and disabled as a free action even while not his turn. The focus point cost of all the Witch's spells and cards is reduced by 4 (minimum 1). There is a 10% chance a spell or card successfully cast is activated again at no cost.
    ✥ [Potential] Earthbound Immortal (Passive): The first successful attack of each round effecting the Witch is negated, as long as the damage which would be sustained is less than 10 times her arcane aptitude.
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    Spoiler: The Soul Eater's Crucible
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    Name: The Soul Eater's Crucible
    Potential: ✦✦⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: 28
    Activation: Standard
    Duration: Other
    Fate: Support
    Grade: Silver
    Detail: A device forged in the Third World. It was a tomb. A prison. A gravestone for those who would not be allowed the grace of death. Within it the native fate of a soul would be bound to assume their place, then they would be cast into the Inverse. Forever sealed within that reflected world. That which remained was a horrid farce of those who had once been. In the hands of once who knew how to wield it, it could prove to be a powerful engine of arcane might. Those who originally fashion it, created the device with the intent of manufacturing faux universes and converting the life-energy into power to fuel their most abominable spells. Now, it was simply a ring, seemingly devoid of purpose.

    ✥ [Lesser] Soul Burial: As a standard action, Force one spirit within 40ft to attempt a Spell Focus check equal to 20 + the Witch's arcane aptitude. Upon failure the soul is sealed inside the Soul Eater's Crucible. The ring possesses no maximum capacity.
    ✥ [Potential] Create Life: As a full round action, create 1d100 lives within the Soul Eater's Crucible. These may be animals, humanoids, or any intelligent or non-intelligent life randomly determined by the ring. The card is not expended upon use of this ability and returns to the bottom of the deck.
    ✥ [Potential] Consume Life I: By consuming 10d100 lives within the ring the wielder grants herself a permanent +1 bonus to one ability score. This requires 24 hours of uninterrupted concentration.
    ✥ [Potential] ??????
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    Spoiler: The Master of the Conclave
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    Name: The Master of the Conclave, Professor Gerald P. Faust
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: Other
    Activation: Standard
    Duration: Other
    Fate: Soul
    Grade: Silver
    Detail: In his early years, his eccentric and often madly delivered conclusions made many believe him without a shred of sanity. His theories far outpaced the current understandings of The Great Beyond and the cosmic forces which magic manipulated. Many years ago, his studies outlined the intricate functions of Psychic Magic and principles of Vanician design which had yet to become common knowledge during the publication of his ground-breaking book; 'The Anatomy of Magic'. Professor Faust was the pioneer of modern magic as it existed today on Golarion, and was thought to be the herald of a new era with the emergence of Offworlders and other far-flung worlds beyond. However, the man vanished after an experiment, leaving behind only books upon the studies he had previously pursued.

    ✥ [Lesser] Consult the Master: As a standard action, the Witch may pose a single question to Professor Faust, to which he might reply. Regardless of the result, the Witch spends 15 points of focus. There is a 50% chance the card is not expended upon use of this ability and returned to the bottom of the deck.
    ✥ [Greater] Fabricate Key: As a full round action, the Witch may randomly generate a Calamity Key in their current world. This ability costs 30 focus points.
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    Spoiler: Night For Day - Unidentified
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    Spoiler: Tagar, Who Waits - Unidentified
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    Spoiler: The Reflected Alter
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    Praying at the alter requires a Spell Focus check and 1d8 hours of uninterrupted meditation to establish a connection with the herald. Alicia receives no way of judging the success or failure of her attempt. Cumulative penalties are applies for very 4 hours of meditation taken from loosing focus over a prologed period of time. These penalties stack with conditions accrued from other sources such as starvation or dehydration.


    Spoiler: Alicia Kelgore - Conflicted Mind
    Show
    Alicia and Stella must maintain a constant state of balance to stay in harmony with one another, however doing this is not a simple task as the Veil evolves. Alicia will progressively shift in alignment as the Veil grows and the two personalities shift further and further apart from one another, prompted by various Spell Focus checks while both performing magic and having new experiences which the Veil attempts to adapt into the persona's fabricated history. Furthermore the Veil is capable of enforcing its own canonical history as if by means of a Divergence. At the beginning and end of each day both persona's must make an opposed spell focus check, granting advantage to the victor for the next 8 hours. The persona with advantage gains a +5 circumstance bonus to all other checks against the other identity. If Stella begins to fail more and more checks her control of Alicia will begin to diminish, introducing new influences or opposing actions which she must succeed an ego check to interrupt. Further effects from the Veil may be acquired from constant failed checks. This Veil may be dismissed by revisiting the mirror and spending 1 minute in meditation.


    Spoiler: Potentials
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    Spell Training I: Stability

    As you have learned from surviving many failed casts, Spellweaving is a complex and difficult system of magic. You have frequently bit off more than you could chew and paid the consequences. There is a reason why structured Spellweaves exist, and why Witches learn them rather than free-casting liberally. The Weave was volatile and performing such a feat was something reserved for geniuses and Savants who understood the functions and quirks of their magic, to avoid being befouled by it. Yet, even knowing that you didn't want to be held back by memorized Weaves, free-casting was the realm of the Gran Hexe, and you dreamed of something far ahead of them. So while you might not have been able to often succeed in your efforts, you developed a method to at least keep yourself alive from those repeated failures so that you could one day master the art in time.

    Benefit: Your hit points increase by 6 due to the numerous weave backlashes and failed casts you have survived. The DC of Spellweaves you attempt to cast with a spell level greater than your own character level are reduced by 4. Upon a Spellweaving failure reduce the final Failure Result by 4. Additionally your arcane aptitude increases by 1.


    Spoiler: B'Bhai Duucald: Nl'Gnos In'Flamgra
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    B'Bhai Duucald: Nl'Gnos In'Flamgra

    The Nl'Gnos In'Flamgra was sometimes referred to as the 'nether flame', a powerful combat talent which fell into disuse after the purge of Havockers and Evocation-focused Witches. While it itself was considered an extremely basic and fundamental combat talent for nobles during the height of Evocation, it has now become little more than a small fragment of informative study while it's practice has gone almost extinct. Due to its destructive power, it cannot be used in a duel. Witches who have reclaimed its practice are often subject to suspicion and mistrust, out of a conditioned fear of the magic's Havocker origins.

    Benefit: By spending a move action while wielding her wand the Witch may summon the Nl'Gnos, which appears as a circling crimson halo of fire. As a standard action she may make a ranged touch attack dealing 1d6 points of fire damage against a target within 120ft. The Witch adds half her arcane aptitude as a bonus to her attack and damage rolls. Alternatively, the Witch may choose to create the Nl'Gnos without the wand as a standard action. Using the talent in this way is far less potent and gains no bonuses from her aptitude while dealing 1d4 points of fire damage per two hit die she possesses. While this talent may be used while the Witch's focus pool is depleted, if she possesses focus it is reduced by 1 with each use.


    Spoiler: Spellweaving
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    Spoiler: Veilweaver
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    Veilwitch Path Advancement: Veilweaver

    Darkness. Depravity. The Eternal Black. These were the words of the Veil Witch. Sinister and unrelenting, nothing was sacred, nor would the feeble powers of their kin enough to slake their thirst for true and undiluted power. It was the simple nature of such things to destroy those who pursued it, and indeed, most were. Those who remained stood wholly committed to unearth the abyssal powers of the beyond, fearing no death nor eternity which waited to greet them. For they were damned by an unconquerable desire. Each manifestation of magic slowly corrupted them, changing them and steeping them further into the dark. The further they delved the more their minds were unhinged and removed from the realm of mortals, made mad by the knowing of forbidden secrets. A process known as the Blackening. Veil Witches could bend the Weave, but were far less potent than their kin. Rather, they sowed Veils; constructs of eldritch energies knitted together from countless threads. They could be abhorrent anomalies, physical fabrications, or even Diverged paths of reality. Secrets were precious, and knowledge - sacred, but to those who delved deep into the darkness awaited... Revelation.

    Benefit: Returner Path Advances to Veilwitch.

    Your intelligence & wisdom increases by 4. The base DC of the Veilwitch's Spellweaves is 15 and her caster level while casting a Spellweave is considered 2 lower (minimum 1). The amount of Spellweaves which a Veilwitch may learn is extremely limited. The maximum amount of Spellweaves she may learn is 1d4 per hit dice she possesses. When learning a new Spellweave, she may choose to replace an existing one. The Veilwitch gains the ability to cast Veilweaves, unique constructs of otherworldly magic. Each Veil possesses unique qualities, however most cannot be directly used by the Witch nor other creatures. A Veil can be sentient, but cannot activate its own abilities without the Witch's command, a swift action. A Veil may be wielded by otherworldly entities such as Greater Spirits, but only with the Veilwitch's consent. Veils persist indefinitely until destroyed or dismissed, but the number which may exist at any given point may not exist her Arcane Aptitude. Veil's which require certain conditions to persist can only be maintained by the Witch who created it, or an entity allowed to wield it. The Witch may learn any number of Veilweaves, in addition each time she casts a spell or Spellweave there is a 15% chance a Veil is created. These spontaneous Veils will hold similar properties to the magic which created, while other features may be randomly determined. Spontaneous Veils cannot be learned as Veilweaves, but are unique constructs formed from her magic.

    The Veilwitch begins with the following Veils:
    ⛤ Domain of Black
    ⛤ The Black Veil, Renor'vet




    Spoiler: The Deck of Terminating Prescience: Introduction
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    The Deck is a powerful weapon designed to combat the corruption of the original cursed book which creation is now bound to. Employing the deck requires careful decision making and strategy to build an effective deck which caters towards the Witch's strengths and weaknesses.


    ACTIVATION

    Activating the Deck is a Standard Action. The Deck remains active for 1d10 rounds before vanishing. The duration the Deck remains active increases by 1 for every 10 points of Arcane Aptitude the Witch possesses.


    CARDS

    Once a card has been identified it's features are revealed. An individual card cannot be used until it has been assigned to a Deck. A minimum of 2 cards are required to create a deck. Each card follows the the format of features below. These features are unique to each card and may change even if multiples of the same card are owned. Unique functions such as Potential, Duration, Activation and Detail may be different between the copies of cards, giving new or unique functions to your familiar favorites.

    If a Witch is intentionally granted a card it is received already identified, while other cards are automatically identified if their Value is equal to or below the Witch's Arcane Aptitude. Unidentified cards must be identified via a Knowledge (Forbidden) check while within a Circle of Black; this check has no chance of success outside of such a zone and requires 10 minutes to complete. The information each card provides will vary based on the type of card which has been received. Further information is gained for every 5 points which the Witch's check exceeds the DC. This additional information is only available for cards which she has identified herself. She may choose to re-identify an identified card without any penalty, however she may only attempt this once per card.

    Categories marked as 'other' provide exceptions to the standard options and are typically massively powerful fates which should be used with reservation. Each card's effect persists after activation for a period of time listed under 'Duration'. The effect may be instant and then expire, last indefinitely, or last for a finite period. The exact time a limited duration fate stays in effect is usually only discovered within its hidden details.

    Each time a card is activated the associated Cost must be paid, which is removed from her Focus Pool (a sum of points equal to her Arcane Aptitude). If the activation of a Card would reduce the Witch's Focus to 0 or lower, the Witch is instantly slain.

    Name: Card Name
    Potential: Certain fates can be empowered if the Witch meets certain conditions before use.
    Min. Aptitude: Minimum AA (Arcane Aptitude) required to use the card
    Value: The number of Deck Points the card occupies
    Cost: The amount of AA required to activate the card
    Activation: Standard, Move, Swift, Immediate, Free, Other
    Duration: Instant, Permanent, Limited
    Fate: Soul, Support, Event, Other
    Grade: Gold, Silver, Bronze, Other
    Detail: A summery of identified functions that card will perform. Some functions may be hidden or obscure.


    DECKS

    Managing Decks is a critical role for the Witch, as is building multiple Decks. For every 15 points of Arcane Aptitude the Witch possesses, she may create an additional Deck. Once each day after receiving the benefit of 8 hours of rest the Witch may assign the cards associated with each Deck. A single card may only be assigned to a specific deck once. Each Deck the Witch owns possesses a limited number of Deck Points (DP) which dictate the size of her Deck. The Witch's first Deck is typically her largest and possesses a number of Deck Points equal to 4 + her Arcane Aptitude. Each subsequent Deck has less points than the last, with her second Deck having half the number of points as her first, and her third having half the value of her second, and so on. Each time she expends cards there is a chance she earns additional DP which she may spend between her Decks to increase their individual sizes (eg: If the Witch earns 4 points she may assign 2 points to Deck 1, and 2 points to Deck 2, etc.) The maximum Deck Points which a Witch may invest within a single Deck cannot exceed three times her Arcane Aptitude.

    Additionally, the Witch may swap decks as a full round action, but may not do so again for 1d8 hours.


    DRAWING

    Once the Witch has activated her Deck, a maximum of 4 hidden cards are randomly pulled from her Deck. The Witch may choose to draw one as a swift action, discarding the rest. Discarded cards are returned to her Deck, but any cards revealed among them are suspended for 1 round. Each round a new spread of cards is generated as a free action. The Witch may choose to reveal a hidden card by paying a cost associated with its grade; 1 point for bronze, 2 for silver, 3 for gold, and 5 for Other Rarity. This choice is a non-action which may be performed any number of times.


    THE HAND

    The Witch's Hand represents the maximum amount of power which she can maintain at once. The cards within her Hand may be paid for and activated at the Witch's discretion. There is no limitation to how many cards may be activated each round, as long as she has enough actions to complete each card's activation. Activating a card functions similarly to casting a spell, and provokes attack, however the card is not wasted should the Witch fail her concentration check. The Witch's initial maximum hand size is 3 cards. The number of cards she may add to her hand increases by 1 for every 10 points of Arcane Aptitude she possesses. If she ends a round with a number of cards in her hand in excess of her limit, she must discard cards until she has reached her maximum hand size.



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

    One truth stood above all others; the weak were ruled by the strong. The Witches of the Three Worlds established their superiority via an ancient tradition known as 'B'Bhai Dol'fhaal', a form of ritual combat. Overseen by supreme beings and bound by an age-old system of honor, it formed the corner stone of magical society. Claims were laid, power taken, great wagers were placed and political wheels turned with each battle fought. Wands were passed down from mother to daughter, containing the acquired honor of generations past and greater heights achieved - while others were thrown down into crushing defeat.

    Benefit: The Witch gains proficiency with Dueling Wands, and her intelligence and wisdom ability scores increase by 6. Additionally, the Witch is considered to have one additional HD more than they possess for all effects other than determining their hit points, while gaining the following abilities which may only be used while in Ritual Combat.


    ⛤ B'Bhai Dol'fhaal, Ritual Combat (Dueling Circle)
    The Witch may challenge and receive challenges from other Witches with this ability. Upon a challenge being issued, both Witches must cross wands, thereby creating a 'Dueling Circle' whose size is determined by the challenger. The Circle is created at a size equal to 25ft/HD the challenger possesses. A Witch may attempt to resist crossing wands with a challenger by succeeding a DC 20 will save, but may be penalized. While a B'Bhai Dol'fhaal is initiated, neither Witch may be influenced by conventional outside influences, and will cease taking damage or even drowning depending on their environmental circumstances. Once the Circle has manifest the Witness, who servers as mediator and referee, will oversee the match and establish any rules and wagers. Regardless of additional wagers placed, the victor will take a pre-determined amount of Honor from the loser. Both participants may demand a wager, which both must agree to, and may be anything which the participant can provide or relinquish - with or without aid. Additional rules may be added by the Witness or requested by either participant. Rules requested must be agreed upon by both participants. Participants may request a ruling or ask questions of the Witness at any time, before, during or after the Duel. Upon conclusion of the duel wagers and honor are awarded. A Witch may not decline a challenge unless she possesses 100 points or more Honor than her challenger, in which case she may provide her justification to the Witness who will determine if the Duel will be voided. Any challenger who wishes to issue a duel to a Witch who possesses 200 points of Honor or higher must bring with her a number of endorsing Witches whose total combined Honor is within 50 points of her desired combatant. Damage dealt within the Circle is nonlethal, however a participant may still be slain from excess nonlethal damage as normal. Non-magical attacks are always prohibited unless ruled otherwise by the Witness. All forms of attack, other than spells and similar abilities, are considered a special form of attack known as a 'Dueling Thrust' and require a minimum of a standard action to complete. A duel is won when the Witch performs an 'Alaffa'elvriel', a special disarm, or when the combatant is no longer conscious.

    ⛤ Acem'bol (Dueling parry)
    The standard and iconic parry performed by dueling Witches. A Witch may perform the Acem'bol against a Dueling Thrust or any qualifying offensive action by succeeding a Spell Focus check. The opposed check must meet or exceed the Dueling Thrust's attack roll. Upon success the attack is negated. A Witch may perform this action once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. A parry only defends against a single damage source, but must be performed multiple times if a single thrust produces multiple missiles or similar harmful effects.

    ⛤ Tsaaf'bol (Dueling thrust I)
    The classic and most rudimentary of Dueling Thrusts, used to soften up an enemy and prepare to deliver the finishing blow. As a standard action the Witch delivers a blast from their wand, a ranged touch attack. This small magical blast holds a range of 10ft/HD the Witch possesses and uses her highest mental stat when determining its attack and damage bonus. Upon striking an enemy the missile deals 1d4 points of damage in addition to the ability modifier of her primary mental ability score. The target suffers a cumulative -1 penalty to attack rolls, skill checks and saves which persist until the duel concludes.

    ⛤ Alaffa'elvriel (Arcane disarm)
    Victory with peerless grace. The Alaffa'elvriel is the ultimate and unquestionable mode of victory within an arcane duel. Any spell, supernatural ability, Spell-like ability, hex or form of non-Vancian manner of casting (to include maneuvers, spheres, spellweaving, veils, veilweaving, ascension abilities or similar) regardless of target or effect may prompt an Alaffa'elvriel. Any ability or effect which is not classified as a 'Dueling thrust' will typically be a valid action which may prompt an Arcane Disarm. A disarm may be attempted once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. The Witch must succeed a Spell Focus check versus the effect equal to the DC or attack roll of the effect; if the triggering effect has neither than the check is equal to the opponents arcane aptitude. Upon success the duel immediately ends.

    ⛤ Quatekal'baalta (Mystic Ward)
    Duels between Witches were far from arcane slugfests and brutish mystic blasts. Spells and formal magic were dangerous things, only to be employed at the perfect time. It was a battle of wits and preparation, and no preparation was more vital than the Quatekal'baalta. Hovering shields of energy, they served to block attempts at disarming an opponent - but tended to leave one vulnerable to direct attack in the process. Mystic Wards are the primary defense required to attempt to cast a spell or similar effect in relative safety from an Arcane Disarm attempt. To create and employ a Ward a number of prerequisites must exist. The Witch must succeed a Spell Focus check equal to 10 + her aptitude to form a shield. Furthermore, the witch must possess an individual servitor or similar for each individual shield, and she may not possess a number of created Wards in excess of her own HD. Once a shield has been created the opposing Witch must succeed a Spell Focus check with a DC equal to that which was made to create it. Regardless of success or failure the Ward is expended after use. Regardless of the number, standard Wards do not stack against an individual disarm attempt (ie; only a single Ward can be used against a single disarm attempt). This ability functions as a Veil.







  10. - Top - End - #370
    Bugbear in the Playground
     
    forg99rules's Avatar

    Join Date
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    Default Re: The Primeval Dark (IC)


    The advice Lapalila gave flowed through her mind as the flames around her distorted. The last words making it to her just as everything shattered and fell away. The concept of 'soul transmission' was an intersting one, she wondered briefly is that was also how she had met Afsppa'sol and Ulbeelta. It made sense as she had used the same power though this time she did it not to gain information that she was not supposed to but just to try and gain spite to validate her claim to the Aolthor wand.

    As she drifted unsure of how much time had passed she tried using the time to think regarding the situation she was in right now as well about what was going on back at her body. She wondered if time had stopped there or if it continued to flow normally, she hoped it was the latter or at least the the time she was experiencing was sped up in some way. A her sense of sound returned to her she wondered exactly where she was, the muffled cries made her sure that she was not just back at the building with the Teller but that she was somewhere else. As a voice spoke to her telling her to get up and a wet hand clawed at her face she could feel the panic swelling up inside of her. The heavy slap to her face instantly brought her out of the stupor that she was in. Bringing her hand up she tentatively felt at the location of the slap praying that the magic did not damage her to much. Looking up at the woman before her she was surprise to see a Real Witch standing there. She had been so used to seeing the pompous fools that proclaimed themselves as witches back in Duvan that she was a bit in awe at the sight before her. She briefly wondered what the different Holy-Wards, Seals and other devices that adorned the chains were, perhaps they were supposed to keep the woman powerless and imprisoned somewhere.

    Tentatively looking around her she could hardly believe that she was in Magnimar. Though the sights were familiar to her the smell was somewhat foreign, she had never muddled with coal gas and did not find the smell particularly pleasant. The sound of someone regurgitating behind her drew her attention, she was surprised to see Alblis here at this moment and wondered why the witch of quarry was here. Standing up she quickly checked herself over to ensure all of her gear was with her as well that the Aolthor wand was still there. After ensuring that she had everything she needed she again took in the sights and smells around them. The coal gas still tingled her sense along with the disgusting smell of the dead bodies that layed near. The smell of the chemicals in the air she felt were worse than the death around them, she had seen death before and had caused it herself many times. Still the sight around her turned her stomach slightly, biting the inside of her cheek to keep herself in check. Having steeled herself against the sight and smell of the corpses and coal gas around her she proceeded to draw her wand. She was still unsure of what was going on but the words that Lapalila spoke once again rang in her ears, turning towards the unknown which "I am ready." She was unsure if she truly was but she did not want to waste time that she knew not that she had.

    Spoiler: OOC
    Show


    Know Abstract: (1d20+31)[49] (1d20+31)[34] - to tell if this is similar to how i met Afsppa'sol and Ulbeelta

    Know Abstract: (1d20+31)[41] (1d20+31)[40] - For the holy-wards and seals as well as whatever those other devices are if possible

    Perception: (1d20+18)[27] - just general check of the area as well as markings on the corpses


  11. - Top - End - #371
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)




    The Apprentice - Stella Astral





    Whatever this experience was, it didn't feel like any manner of illusion, this was real. Though even Stella understood that 'real' was a relative term in the grand scale of thing and the potential meaning of the magics she had employed. The forbidden magics had a way of destroying reality, or changing it completely with a mere word or thought. It wasn't difficult to believe that, similarly, a vision or dream could become an extension of what might define the world - and by extension, overwrite what might have been. The possibilities were fathomless, but what she was at least sure of was that this, whatever it was, was like nothing she had ever experienced before. There existed no similarities between the present, and her previous encounters with the D'Inle. Somehow... in every way, this was something else - though she of course couldn't even begin to define it, nor wrap her mind around an explanation or how her actions had facilitated it. This time there was no wise insightful mind living within her own, or a know-it-all Witch to explain some obscure theory to illuminate the mystery. No, instead there was only the familiar and despairing sense of powerlessness that she had forgotten over what had seemed like a lifetime spent in Duvan, for a second time. It left a bitter taste she would not soon forget.

    The Witch sneered at Stella's response, "...We shall see." The jangle of the symbols and talismans hanging from the chains appeared to be from Golarion, but she was no expert in religion or divine magic, and so their meaning remained elusive. The corpses littering the streets about them were cast about in pieces, yet the bodies themselves did not appear to be physically damaged. At least not in the conventional sense. The scattered limbs and bits of flesh were neatly removed from one another, as if the men had been born as assembled jig-saw puzzle pieces, and some means had completely disassembled them with a sudden and traumatic force. Stella had never seen, or heard of anything like it before; flesh... deconstructed. The grim Witch snatched Stella's wrist in her hand, dragging her along behind like a small child - though she noticed that she was far from that... She was older. Perhaps six years senior to the body she knew. "You're the only one whose's failed to manifest. You'll get it right this time, girl."

    Dragged down the street they approached the steps to a large dilapidated stone tower that leaned to its side. The sizable door had been broken down and thrown to the ground from whoever had come before them, evidently entering the interior with force as the barrier was pushed through the entrance. Albils trailed behind, evidently still shaken and avoiding eye contact. When she had previously met the woman, she didn't take the white witch for someone easily unsettled. They pushed into the entrance and down a wide circular descending shaft that pressed into a filthy claustrophobic chamber. "Your magic may be pathetic, but you will use nothing else until you have demonstrated some semblance of understanding in manipulating Mag'sefal." While the word wasn't really a word, in typical confusing Ros'wussrun fashion, she understood it's meaning. In Taldane, it might have been called Severance. It was an energy so befouled that the universe rejected its joining to the universe with the aid of the Weave. It was like oil in water, the two always parted and could never mix. Dark magic. She understood what she meant now. It was not something that could be learned, it had to be created and hosted by the Witch. "You will kill the next mortal we find and are forbidden from dealing harm by any other means, except dark magic. Show me you are not as worthless as you have made yourself to be, or I will find a better use for you."

    The shaft emptied out into a large underground warehouse, still packed with boxes, yet the interior was covered with dried gore - perhaps several hours old. Whatever had come this way... it had been a massacre. A lightly armored man with a crossbow stood at the opposite end of the room below from some distance below. The stairs gave elevation to see above the stacked crates which lined the chamber's interior. The vile Witch pulled her close, gasping her hand and leveling her wand at the figure below as she whispered into her ear, "Do not fail me, child."

    A black aura begun to radiate from the tip of her weapon, like a ball of lightless space budding at the wand's end.
    Stella could feel something she had never created before, something... disquieting.


    B'Bhai Duucald: Channel Severance (Imbue Darkness)

    A forbidden technique preserved by the Nightmare Witches of E'Spdon Valdruk. If used carelessly, a Witch would be lucky to only have her mind destroyed. While Spellweaving or Spell-casting take a Severance check, or Knowledge (Forbidden) - this replaced any Spell Focus checks which might be required, but must be taken even if a Spell Focus check is not required. There is a 5% chance per spell level that Spite is accrued while using Knowledge (Forbidden) during casting. Spells created in this way gain the Darkness descriptor and deal darkness damage. This ability may only be used while casting harmful magic. Upon successfully damaging a creature the Witch suffers one-fourth of the damage inflicted by the spell and any subsequent effects in the form of non-lethal damage, experiencing their enemy's pain and memories. Upon successfully channeling the Witch must succeed a save equal to her spell's DC, upon failure she is overwhelmed by negative energy and is left Grieving for 1d4 rounds. After three failures within a 24 hour period, the Witch begins suffering 1d4 wisdom damage per spell level of the spell cast upon each failure thereafter, as the darkness begins eroding her sanity. Channeled spells always inflict grievous wounds and debilitating effects upon successfully dealing damage. Casting a channeled spell requires twice the amount of focus points, spell slots or applicable resource, however the Spellweaving DC is decreased by 4.



    Side Quest: Return to the Darksome Path (Part I)
    Throw across the spectrum of reality, Stella's mind comes crashing back into what she could only imagine is 'the right side'; though her body remains ensnared within the folds of the Inverse. Waking up in Magnimar Stella finds the guise of Alicia is gone, and standing before a stranger and an enemy. Amid the burning city, the frightening figure drags the two Witches with her to teach them an important lesson.
    Difficulty: Unknown | Status: On-going | Profit: Unknown | Time: Unknown
    Objective: Complete the lesson & return to the Inverse.


    22nd of Rova, Sunday - Time: 9:38pm / AR 4707
    The City of Monuments; Magnimar
    Underbridge; Somewhere near the Irespan


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (101,300xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Mag'sefal, Severance +500 (101,800xp)
    ⯎ E'Spdon Valdruk +400 (102,200xp)

    ✦ Corrupted Fate (Ra'Dolfaal)
    ⯎ Gem of Telepathy: 3/5 Charges, 3 min duration - Identified use with UMD

    SpellWeaving:
    Successfully casting a Spellweave costs the Witch a number of focus points equal to Spell Level + 1.
    The Witch may attempt a number of Spellweaving Checks per day equal to her Aptitude.


    Alicia HP: 22/22
    Reputation: 25
    Memory: 2
    Spite: 1
    Honor: 311


    Spoiler: Cards
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    Spoiler: Nelrin'Fel, The Exiled Son
    Show


    Name: Nelrin'Fel, The Exiled Son
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: -
    Value: 0
    Cost: Other
    Activation: Standard
    Duration: Limited
    Fate: Soul
    Grade: Gold
    Detail: Once he was the destroyer. Once he was the savior. Once he was the teller of lies. Once he was the teller of truth. He was the exiled son. He had saved the multiverse twice the mount of times he had destroyed it, and been cursed three times more than he deserved. He had been made to live as an animal, and a devil, and been cast out from his home. Yet, despite all his shortcomings and faults, it was he who had risen above it all. Risen above the Houses. Risen above the Three Worlds and escaped the Garden. An accomplishment which no Child born beneath the Mothers had even done, but he had learned quickly that the world was a large place, and he himself amounted to nothing. Yet, he was not discouraged, for he had always been less than nothing. A blight, a curse. His sisters hated him, his House loathed him, and his Mother enjoyed watching him suffer and struggle. He had returned for his brothers, to leave with them and make their own way. He cared nothing for the threefold universe nor the lives of the insignificant insects which inhabited it. He had killed them all before, and he would do it again it if would aid his cause. He didn't want to be perfect. He wanted to be free.

    ✥ [Greater] Manifestation: Summon's the shadow of the Exiled Son at no cost. Nelrin'Fel will demand his own price, and if satisfied may assist the Witch, or Spite her. Regardless of the result the card is not expended upon use and returns to the bottom of the deck afterwards.
    ✥ [Potential] The Exiled Son (Passive): Any of Nelrin'Fel's Passive Potentials may be activated at his discretion when summoned. These abilities may be activated and disabled as a free action even while not his turn. The focus point cost of all the Witch's spells and cards is reduced by 4 (minimum 1). There is a 10% chance a spell or card successfully cast is activated again at no cost.
    ✥ [Potential] Earthbound Immortal (Passive): The first successful attack of each round effecting the Witch is negated, as long as the damage which would be sustained is less than 10 times her arcane aptitude.
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    Spoiler: The Soul Eater's Crucible
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    Name: The Soul Eater's Crucible
    Potential: ✦✦⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: 28
    Activation: Standard
    Duration: Other
    Fate: Support
    Grade: Silver
    Detail: A device forged in the Third World. It was a tomb. A prison. A gravestone for those who would not be allowed the grace of death. Within it the native fate of a soul would be bound to assume their place, then they would be cast into the Inverse. Forever sealed within that reflected world. That which remained was a horrid farce of those who had once been. In the hands of once who knew how to wield it, it could prove to be a powerful engine of arcane might. Those who originally fashion it, created the device with the intent of manufacturing faux universes and converting the life-energy into power to fuel their most abominable spells. Now, it was simply a ring, seemingly devoid of purpose.

    ✥ [Lesser] Soul Burial: As a standard action, Force one spirit within 40ft to attempt a Spell Focus check equal to 20 + the Witch's arcane aptitude. Upon failure the soul is sealed inside the Soul Eater's Crucible. The ring possesses no maximum capacity.
    ✥ [Potential] Create Life: As a full round action, create 1d100 lives within the Soul Eater's Crucible. These may be animals, humanoids, or any intelligent or non-intelligent life randomly determined by the ring. The card is not expended upon use of this ability and returns to the bottom of the deck.
    ✥ [Potential] Consume Life I: By consuming 10d100 lives within the ring the wielder grants herself a permanent +1 bonus to one ability score. This requires 24 hours of uninterrupted concentration.
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    Spoiler: The Master of the Conclave
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    Name: The Master of the Conclave, Professor Gerald P. Faust
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: Other
    Activation: Standard
    Duration: Other
    Fate: Soul
    Grade: Silver
    Detail: In his early years, his eccentric and often madly delivered conclusions made many believe him without a shred of sanity. His theories far outpaced the current understandings of The Great Beyond and the cosmic forces which magic manipulated. Many years ago, his studies outlined the intricate functions of Psychic Magic and principles of Vanician design which had yet to become common knowledge during the publication of his ground-breaking book; 'The Anatomy of Magic'. Professor Faust was the pioneer of modern magic as it existed today on Golarion, and was thought to be the herald of a new era with the emergence of Offworlders and other far-flung worlds beyond. However, the man vanished after an experiment, leaving behind only books upon the studies he had previously pursued.

    ✥ [Lesser] Consult the Master: As a standard action, the Witch may pose a single question to Professor Faust, to which he might reply. Regardless of the result, the Witch spends 15 points of focus. There is a 50% chance the card is not expended upon use of this ability and returned to the bottom of the deck.
    ✥ [Greater] Fabricate Key: As a full round action, the Witch may randomly generate a Calamity Key in their current world. This ability costs 30 focus points.
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    Spoiler: Night For Day - Unidentified
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    Spoiler: Tagar, Who Waits - Unidentified
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    Spoiler: The Reflected Alter
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    Praying at the alter requires a Spell Focus check and 1d8 hours of uninterrupted meditation to establish a connection with the herald. Alicia receives no way of judging the success or failure of her attempt. Cumulative penalties are applies for very 4 hours of meditation taken from loosing focus over a prologed period of time. These penalties stack with conditions accrued from other sources such as starvation or dehydration.


    Spoiler: Alicia Kelgore - Conflicted Mind
    Show
    Alicia and Stella must maintain a constant state of balance to stay in harmony with one another, however doing this is not a simple task as the Veil evolves. Alicia will progressively shift in alignment as the Veil grows and the two personalities shift further and further apart from one another, prompted by various Spell Focus checks while both performing magic and having new experiences which the Veil attempts to adapt into the persona's fabricated history. Furthermore the Veil is capable of enforcing its own canonical history as if by means of a Divergence. At the beginning and end of each day both persona's must make an opposed spell focus check, granting advantage to the victor for the next 8 hours. The persona with advantage gains a +5 circumstance bonus to all other checks against the other identity. If Stella begins to fail more and more checks her control of Alicia will begin to diminish, introducing new influences or opposing actions which she must succeed an ego check to interrupt. Further effects from the Veil may be acquired from constant failed checks. This Veil may be dismissed by revisiting the mirror and spending 1 minute in meditation.


    Spoiler: Potentials
    Show



    Spell Training I: Stability

    As you have learned from surviving many failed casts, Spellweaving is a complex and difficult system of magic. You have frequently bit off more than you could chew and paid the consequences. There is a reason why structured Spellweaves exist, and why Witches learn them rather than free-casting liberally. The Weave was volatile and performing such a feat was something reserved for geniuses and Savants who understood the functions and quirks of their magic, to avoid being befouled by it. Yet, even knowing that you didn't want to be held back by memorized Weaves, free-casting was the realm of the Gran Hexe, and you dreamed of something far ahead of them. So while you might not have been able to often succeed in your efforts, you developed a method to at least keep yourself alive from those repeated failures so that you could one day master the art in time.

    Benefit: Your hit points increase by 6 due to the numerous weave backlashes and failed casts you have survived. The DC of Spellweaves you attempt to cast with a spell level greater than your own character level are reduced by 4. Upon a Spellweaving failure reduce the final Failure Result by 4. Additionally your arcane aptitude increases by 1.


    Spoiler: B'Bhai Duucald: Nl'Gnos In'Flamgra
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    B'Bhai Duucald: Nl'Gnos In'Flamgra

    The Nl'Gnos In'Flamgra was sometimes referred to as the 'nether flame', a powerful combat talent which fell into disuse after the purge of Havockers and Evocation-focused Witches. While it itself was considered an extremely basic and fundamental combat talent for nobles during the height of Evocation, it has now become little more than a small fragment of informative study while it's practice has gone almost extinct. Due to its destructive power, it cannot be used in a duel. Witches who have reclaimed its practice are often subject to suspicion and mistrust, out of a conditioned fear of the magic's Havocker origins.

    Benefit: By spending a move action while wielding her wand the Witch may summon the Nl'Gnos, which appears as a circling crimson halo of fire. As a standard action she may make a ranged touch attack dealing 1d6 points of fire damage against a target within 120ft. The Witch adds half her arcane aptitude as a bonus to her attack and damage rolls. Alternatively, the Witch may choose to create the Nl'Gnos without the wand as a standard action. Using the talent in this way is far less potent and gains no bonuses from her aptitude while dealing 1d4 points of fire damage per two hit die she possesses. While this talent may be used while the Witch's focus pool is depleted, if she possesses focus it is reduced by 1 with each use.


    Spoiler: Spellweaving
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    Spoiler: Veilweaver
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    Veilwitch Path Advancement: Veilweaver

    Darkness. Depravity. The Eternal Black. These were the words of the Veil Witch. Sinister and unrelenting, nothing was sacred, nor would the feeble powers of their kin enough to slake their thirst for true and undiluted power. It was the simple nature of such things to destroy those who pursued it, and indeed, most were. Those who remained stood wholly committed to unearth the abyssal powers of the beyond, fearing no death nor eternity which waited to greet them. For they were damned by an unconquerable desire. Each manifestation of magic slowly corrupted them, changing them and steeping them further into the dark. The further they delved the more their minds were unhinged and removed from the realm of mortals, made mad by the knowing of forbidden secrets. A process known as the Blackening. Veil Witches could bend the Weave, but were far less potent than their kin. Rather, they sowed Veils; constructs of eldritch energies knitted together from countless threads. They could be abhorrent anomalies, physical fabrications, or even Diverged paths of reality. Secrets were precious, and knowledge - sacred, but to those who delved deep into the darkness awaited... Revelation.

    Benefit: Returner Path Advances to Veilwitch.

    Your intelligence & wisdom increases by 4. The base DC of the Veilwitch's Spellweaves is 15 and her caster level while casting a Spellweave is considered 2 lower (minimum 1). The amount of Spellweaves which a Veilwitch may learn is extremely limited. The maximum amount of Spellweaves she may learn is 1d4 per hit dice she possesses. When learning a new Spellweave, she may choose to replace an existing one. The Veilwitch gains the ability to cast Veilweaves, unique constructs of otherworldly magic. Each Veil possesses unique qualities, however most cannot be directly used by the Witch nor other creatures. A Veil can be sentient, but cannot activate its own abilities without the Witch's command, a swift action. A Veil may be wielded by otherworldly entities such as Greater Spirits, but only with the Veilwitch's consent. Veils persist indefinitely until destroyed or dismissed, but the number which may exist at any given point may not exist her Arcane Aptitude. Veil's which require certain conditions to persist can only be maintained by the Witch who created it, or an entity allowed to wield it. The Witch may learn any number of Veilweaves, in addition each time she casts a spell or Spellweave there is a 15% chance a Veil is created. These spontaneous Veils will hold similar properties to the magic which created, while other features may be randomly determined. Spontaneous Veils cannot be learned as Veilweaves, but are unique constructs formed from her magic.

    The Veilwitch begins with the following Veils:
    ⛤ Domain of Black
    ⛤ The Black Veil, Renor'vet




    Spoiler: The Deck of Terminating Prescience: Introduction
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    The Deck is a powerful weapon designed to combat the corruption of the original cursed book which creation is now bound to. Employing the deck requires careful decision making and strategy to build an effective deck which caters towards the Witch's strengths and weaknesses.


    ACTIVATION

    Activating the Deck is a Standard Action. The Deck remains active for 1d10 rounds before vanishing. The duration the Deck remains active increases by 1 for every 10 points of Arcane Aptitude the Witch possesses.


    CARDS

    Once a card has been identified it's features are revealed. An individual card cannot be used until it has been assigned to a Deck. A minimum of 2 cards are required to create a deck. Each card follows the the format of features below. These features are unique to each card and may change even if multiples of the same card are owned. Unique functions such as Potential, Duration, Activation and Detail may be different between the copies of cards, giving new or unique functions to your familiar favorites.

    If a Witch is intentionally granted a card it is received already identified, while other cards are automatically identified if their Value is equal to or below the Witch's Arcane Aptitude. Unidentified cards must be identified via a Knowledge (Forbidden) check while within a Circle of Black; this check has no chance of success outside of such a zone and requires 10 minutes to complete. The information each card provides will vary based on the type of card which has been received. Further information is gained for every 5 points which the Witch's check exceeds the DC. This additional information is only available for cards which she has identified herself. She may choose to re-identify an identified card without any penalty, however she may only attempt this once per card.

    Categories marked as 'other' provide exceptions to the standard options and are typically massively powerful fates which should be used with reservation. Each card's effect persists after activation for a period of time listed under 'Duration'. The effect may be instant and then expire, last indefinitely, or last for a finite period. The exact time a limited duration fate stays in effect is usually only discovered within its hidden details.

    Each time a card is activated the associated Cost must be paid, which is removed from her Focus Pool (a sum of points equal to her Arcane Aptitude). If the activation of a Card would reduce the Witch's Focus to 0 or lower, the Witch is instantly slain.

    Name: Card Name
    Potential: Certain fates can be empowered if the Witch meets certain conditions before use.
    Min. Aptitude: Minimum AA (Arcane Aptitude) required to use the card
    Value: The number of Deck Points the card occupies
    Cost: The amount of AA required to activate the card
    Activation: Standard, Move, Swift, Immediate, Free, Other
    Duration: Instant, Permanent, Limited
    Fate: Soul, Support, Event, Other
    Grade: Gold, Silver, Bronze, Other
    Detail: A summery of identified functions that card will perform. Some functions may be hidden or obscure.


    DECKS

    Managing Decks is a critical role for the Witch, as is building multiple Decks. For every 15 points of Arcane Aptitude the Witch possesses, she may create an additional Deck. Once each day after receiving the benefit of 8 hours of rest the Witch may assign the cards associated with each Deck. A single card may only be assigned to a specific deck once. Each Deck the Witch owns possesses a limited number of Deck Points (DP) which dictate the size of her Deck. The Witch's first Deck is typically her largest and possesses a number of Deck Points equal to 4 + her Arcane Aptitude. Each subsequent Deck has less points than the last, with her second Deck having half the number of points as her first, and her third having half the value of her second, and so on. Each time she expends cards there is a chance she earns additional DP which she may spend between her Decks to increase their individual sizes (eg: If the Witch earns 4 points she may assign 2 points to Deck 1, and 2 points to Deck 2, etc.) The maximum Deck Points which a Witch may invest within a single Deck cannot exceed three times her Arcane Aptitude.

    Additionally, the Witch may swap decks as a full round action, but may not do so again for 1d8 hours.


    DRAWING

    Once the Witch has activated her Deck, a maximum of 4 hidden cards are randomly pulled from her Deck. The Witch may choose to draw one as a swift action, discarding the rest. Discarded cards are returned to her Deck, but any cards revealed among them are suspended for 1 round. Each round a new spread of cards is generated as a free action. The Witch may choose to reveal a hidden card by paying a cost associated with its grade; 1 point for bronze, 2 for silver, 3 for gold, and 5 for Other Rarity. This choice is a non-action which may be performed any number of times.


    THE HAND

    The Witch's Hand represents the maximum amount of power which she can maintain at once. The cards within her Hand may be paid for and activated at the Witch's discretion. There is no limitation to how many cards may be activated each round, as long as she has enough actions to complete each card's activation. Activating a card functions similarly to casting a spell, and provokes attack, however the card is not wasted should the Witch fail her concentration check. The Witch's initial maximum hand size is 3 cards. The number of cards she may add to her hand increases by 1 for every 10 points of Arcane Aptitude she possesses. If she ends a round with a number of cards in her hand in excess of her limit, she must discard cards until she has reached her maximum hand size.



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

    One truth stood above all others; the weak were ruled by the strong. The Witches of the Three Worlds established their superiority via an ancient tradition known as 'B'Bhai Dol'fhaal', a form of ritual combat. Overseen by supreme beings and bound by an age-old system of honor, it formed the corner stone of magical society. Claims were laid, power taken, great wagers were placed and political wheels turned with each battle fought. Wands were passed down from mother to daughter, containing the acquired honor of generations past and greater heights achieved - while others were thrown down into crushing defeat.

    Benefit: The Witch gains proficiency with Dueling Wands, and her intelligence and wisdom ability scores increase by 6. Additionally, the Witch is considered to have one additional HD more than they possess for all effects other than determining their hit points, while gaining the following abilities which may only be used while in Ritual Combat.


    ⛤ B'Bhai Dol'fhaal, Ritual Combat (Dueling Circle)
    The Witch may challenge and receive challenges from other Witches with this ability. Upon a challenge being issued, both Witches must cross wands, thereby creating a 'Dueling Circle' whose size is determined by the challenger. The Circle is created at a size equal to 25ft/HD the challenger possesses. A Witch may attempt to resist crossing wands with a challenger by succeeding a DC 20 will save, but may be penalized. While a B'Bhai Dol'fhaal is initiated, neither Witch may be influenced by conventional outside influences, and will cease taking damage or even drowning depending on their environmental circumstances. Once the Circle has manifest the Witness, who servers as mediator and referee, will oversee the match and establish any rules and wagers. Regardless of additional wagers placed, the victor will take a pre-determined amount of Honor from the loser. Both participants may demand a wager, which both must agree to, and may be anything which the participant can provide or relinquish - with or without aid. Additional rules may be added by the Witness or requested by either participant. Rules requested must be agreed upon by both participants. Participants may request a ruling or ask questions of the Witness at any time, before, during or after the Duel. Upon conclusion of the duel wagers and honor are awarded. A Witch may not decline a challenge unless she possesses 100 points or more Honor than her challenger, in which case she may provide her justification to the Witness who will determine if the Duel will be voided. Any challenger who wishes to issue a duel to a Witch who possesses 200 points of Honor or higher must bring with her a number of endorsing Witches whose total combined Honor is within 50 points of her desired combatant. Damage dealt within the Circle is nonlethal, however a participant may still be slain from excess nonlethal damage as normal. Non-magical attacks are always prohibited unless ruled otherwise by the Witness. All forms of attack, other than spells and similar abilities, are considered a special form of attack known as a 'Dueling Thrust' and require a minimum of a standard action to complete. A duel is won when the Witch performs an 'Alaffa'elvriel', a special disarm, or when the combatant is no longer conscious.

    ⛤ Acem'bol (Dueling parry)
    The standard and iconic parry performed by dueling Witches. A Witch may perform the Acem'bol against a Dueling Thrust or any qualifying offensive action by succeeding a Spell Focus check. The opposed check must meet or exceed the Dueling Thrust's attack roll. Upon success the attack is negated. A Witch may perform this action once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. A parry only defends against a single damage source, but must be performed multiple times if a single thrust produces multiple missiles or similar harmful effects.

    ⛤ Tsaaf'bol (Dueling thrust I)
    The classic and most rudimentary of Dueling Thrusts, used to soften up an enemy and prepare to deliver the finishing blow. As a standard action the Witch delivers a blast from their wand, a ranged touch attack. This small magical blast holds a range of 10ft/HD the Witch possesses and uses her highest mental stat when determining its attack and damage bonus. Upon striking an enemy the missile deals 1d4 points of damage in addition to the ability modifier of her primary mental ability score. The target suffers a cumulative -1 penalty to attack rolls, skill checks and saves which persist until the duel concludes.

    ⛤ Alaffa'elvriel (Arcane disarm)
    Victory with peerless grace. The Alaffa'elvriel is the ultimate and unquestionable mode of victory within an arcane duel. Any spell, supernatural ability, Spell-like ability, hex or form of non-Vancian manner of casting (to include maneuvers, spheres, spellweaving, veils, veilweaving, ascension abilities or similar) regardless of target or effect may prompt an Alaffa'elvriel. Any ability or effect which is not classified as a 'Dueling thrust' will typically be a valid action which may prompt an Arcane Disarm. A disarm may be attempted once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. The Witch must succeed a Spell Focus check versus the effect equal to the DC or attack roll of the effect; if the triggering effect has neither than the check is equal to the opponents arcane aptitude. Upon success the duel immediately ends.

    ⛤ Quatekal'baalta (Mystic Ward)
    Duels between Witches were far from arcane slugfests and brutish mystic blasts. Spells and formal magic were dangerous things, only to be employed at the perfect time. It was a battle of wits and preparation, and no preparation was more vital than the Quatekal'baalta. Hovering shields of energy, they served to block attempts at disarming an opponent - but tended to leave one vulnerable to direct attack in the process. Mystic Wards are the primary defense required to attempt to cast a spell or similar effect in relative safety from an Arcane Disarm attempt. To create and employ a Ward a number of prerequisites must exist. The Witch must succeed a Spell Focus check equal to 10 + her aptitude to form a shield. Furthermore, the witch must possess an individual servitor or similar for each individual shield, and she may not possess a number of created Wards in excess of her own HD. Once a shield has been created the opposing Witch must succeed a Spell Focus check with a DC equal to that which was made to create it. Regardless of success or failure the Ward is expended after use. Regardless of the number, standard Wards do not stack against an individual disarm attempt (ie; only a single Ward can be used against a single disarm attempt). This ability functions as a Veil.







  12. - Top - End - #372
    Bugbear in the Playground
     
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    Dec 2015

    Default Re: The Primeval Dark (IC)




    She hated the helpless feeling of not knowing what was going on or how exactly she had gotten here. Without someones assistance in figuring it out she knew that she would never know exactly how she had came here nor exactly what the here was now. As she was dragged along by the witch she wondered who the woman was exactly, the symbols that adorned the chains hinted towards her having been imprisoned but she did not know if it was actually the symbols that had done so or a willingness of her own. AS the woman spoke she listened, unsure what exactly the woman had meant by her being the only one who failed to manifest. As the woman dragged her further along she began wondering exactly why Alblis was shaken and even more as to why she wasn't here. Was the carnage that had been around them Alblis's doing and for some reason she did not actually enjoy causing the death of others. It was an odd notion to her, one that did not really make sense. She knew that once one started down the path that they would become Blackened and end up not caring one bit about the lives of others. Turning her attention back to the woman that held her wrist she finally understood a bit as to what was going on. She was here to learn the Mag'sefal, a Dark Magic that she could not find in a book and could only train by actually casting the damned thing. Hearing that all she had to do was kill the next mortal that they found was at least a possible thing she could accomplish. She had plenty of spells at her ready and only needed a brief moment to summon them forth to snuff out the life of another. As the shaft they were in emptied out into a warehouse she quickly noticed the man down below. As the woman moved her hand to level her wand at the man her pulse began to quicken in anticipation. Watching the black aura slowly radiate from the tip of the Aolthor wand she felt that magic pull at her. She knew somewhat what would happen should she cast her spell with this, not knowing exactly the severity of the backlash that she would experience she decided to play it a bit safe. She knew only one spell that still dealt damage but was not to powerful, it was a cantrip she had learned long ago and one that would serve her well now in testing out this new talent that she had gained. Calling forth the power she needed for the Ray of Frost she quickly channeled the spell through her wand and out towards her target. She stiffened a bit as the magic flowed out of her, worry and excitement filled her as she waited to see what affect the talent would have on such a simple spell.

    Spoiler: OOC
    Show


    Know Abstract: (1d20+31)[50] or (1d20+31)[42] - To figure out who this Witch is

    Ranged Touch Attack: (1d20+6)[16] DMG - (1d3)[3]
    Know Forbidden: (1d20+33)[43] or (1d20+33)[49] - For the Severance Talent



  13. - Top - End - #373
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    Default Re: The Primeval Dark (IC)




    The Apprentice - Stella Astral





    The wand seemed to hum and softly vibrate within her hand as she gathered her magic and focused to imbue the spell with the dark essence she had found. A small orb of shadow slowly budded, growing larger, and steeped further into a black until it's pitch became a lightless space that sent violent tremors through the air. The sphere suddenly contracted sharply, by reflex Stella's hand performed a crisp flourish flinging the small bead of magic off from the tip of her wand. While she didn't understand it, the moment the energy collapsed a cold shiver ran down her spine compelling her to cast the small bead away. The quickly shrinking void continued to implode upon itself, now no larger than the size of a peanut floating through the air further away. Pointing at it, she felt the wand synergize with the ethric pulse of the orb, seeming to empower it. With a hasty gesture, the end of her wand swept from pointing at the orb to being cast towards her target as if she were some maestro pulling a wave of sound towards her audience with a grand movement. As the weapon stopped upon its target the magic sprung to life.

    It was impossible to see. Stella could only perceive the glint of the black ray after it had passed, like the flash of a rifle's muzzle tracing a dark contrail through the air from where the dark sphere had already been fired. The orb struck with such force it had shattered through the man's abdomen like a bullet, and passing with such great velocity a lance of gray ice made from his frozen bodily fluids protruded from his wound - as if impaled. A dizzying cloud of agony came thundering through Stella's mind, it choked and tore at her insides. She could feel blades thrash, shred and sever - piercing her bowels and pressing into her lungs, stealing her breath. Somewhere, bathed in sunlight, a man was smiling. The man howled a blood-curdling scream, before gargling in muffled silence as his lungs filled. He shuddered, grasping at the still-growing lance of frozen shards which pierced him further with each passing second. His eyes were blood-shot, his mouth silently moving as he regurgitated a bloody spew - then he went limp, suspended by the frozen pillar that pierced him as gore drained from his nose and mouth upon the floor. Stella's body twitched as blood ran from her own nostrils before finally retching herself, as she was nearly overcome from the agony of being psychologically blended by a thousand frozen blades. The Witch released her, nodding in approval. "Well done. Now kill three more with this magic, both of you will work together. You will need to kill many-many more before this power will become stronger." [Suffered 12 Non-Lethal Damage] [Gained (1) SV Experience]

    A voice echoed out from further away, ringing across the large storehouse. In the distance a large door opened, "Pel, what was that sound!? Oh, god! Pel!" Though it was difficult to see across the chamber, from her elevation Stella could just make out the man on the other end who had entered. He appeared as some manner of guardsmen as well, though armed more heavily. His face was stricken with horror at the site of his friend's corpse decorating the room like a human sculpture frozen in place by the magic enveloping his remains and the spear which held him aloft. He pulled a long rife off his back, immediately alert, but seeming not to notice them.

    Alblis silently moved down the opposite side of the staircase. A haze had begun to flood inside and flood the chamber since the door was open, but the didn't distract from the thick sludge upon the floor that made it slick and difficult to traverse.




    Spoiler: Battle Map
    Show


    Spoiler: Combat: The Storage Chamber
    Show

    The haze makes seeing difficult - impairing vision at greater distances.
    - Targets 30ft away are granted partial concealment (20% miss chance)
    - Targets greater than 30ft away are concealed completely (50% miss chance)
    - The outline of enemies is still visible, and thus may be targeted by an attack rather than their square.

    The grim upon the ground has heavily hampered movement and made traversing the chamber difficult:
    - the floor is difficult terrain
    - Creatures may only move 10ft per move action safely. Moving greater than this speed requires an acrobatics check for every additional 5ft the creature is attempting to move. The DC for this is 15 for the first square (15ft) and increases by 5 for every 5ft beyond. If the creature fails this check she does not move and falls prone in the square she was occupying before the failed movement.
    - A creature who has fallen into the grim suffers a cumulative -1 penalty to dexterity and strength based skills each time they fall. This penalty persists until they have spent a full-round action cleaning themselves of the grim. Upon doing so all penalties accrued are removed.



    B'Bhai Duucald: Channel Severance (Imbue Darkness)

    A forbidden technique preserved by the Nightmare Witches of E'Spdon Valdruk. If used carelessly, a Witch would be lucky to only have her mind destroyed. While Spellweaving or Spell-casting take a Severance check, or Knowledge (Forbidden) - this replaced any Spell Focus checks which might be required, but must be taken even if a Spell Focus check is not required. There is a 5% chance per spell level that Spite is accrued while using Knowledge (Forbidden) during casting. Spells created in this way gain the Darkness descriptor and deal darkness damage. This ability may only be used while casting harmful magic. Upon successfully damaging a creature the Witch suffers one-fourth of the damage inflicted by the spell and any subsequent effects in the form of non-lethal damage, experiencing their enemy's pain and memories. Upon successfully channeling the Witch must succeed a save equal to her spell's DC, upon failure she is overwhelmed by negative energy and is left Grieving for 1d4 rounds. After three failures within a 24 hour period, the Witch begins suffering 1d4 wisdom damage per spell level of the spell cast upon each failure thereafter, as the darkness begins eroding her sanity. Channeled spells always inflict grievous wounds and debilitating effects upon successfully dealing damage. Casting a channeled spell requires twice the amount of focus points, spell slots or applicable resource, however the Spellweaving DC is decreased by 4.



    Side Quest: Return to the Darksome Path (Part I)
    Throw across the spectrum of reality, Stella's mind comes crashing back into what she could only imagine is 'the right side'; though her body remains ensnared within the folds of the Inverse. Waking up in Magnimar Stella finds the guise of Alicia is gone, and standing before a stranger and an enemy. Amid the burning city, the frightening figure drags the two Witches with her to teach them an important lesson.
    Difficulty: Unknown | Status: On-going | Profit: Unknown | Time: Unknown
    Objective: Complete the lesson & return to the Inverse.


    22nd of Rova, Sunday - Time: 9:39pm / AR 4707
    The City of Monuments; Magnimar
    Underbridge; Somewhere near the Irespan


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +600 (102,800xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained

    ✦ Corrupted Fate (Ra'Dolfaal)
    ⯎ Gem of Telepathy: 3/5 Charges, 3 min duration - Identified use with UMD

    SpellWeaving:
    Successfully casting a Spellweave costs the Witch a number of focus points equal to Spell Level + 1.
    The Witch may attempt a number of Spellweaving Checks per day equal to her Aptitude.

    Stella HP: 44/44
    Non-Lethal Damage: 12
    Reputation: 25
    Memory: 2
    Spite: 1
    Honor: 311
    SV. Exp: 1

    Spoiler: Attack: Mechanics Breakout
    Show

    ⚔ [Stella] Attacks [Pel] with [Ray of Frost, Severance] - Success!
    ⚔ "Ray of Frost, Severance" Damage: (3 * Tenebris Dark Multiplier [4]) [12] points of damage
    ⯏ Severance - Grievous Wound: Shattering Blow - the creature's chest cavity has collapsed from your crushing blow. The target suffers 20 points of damage, this value is reduced by the target's constitution modifier - [18] damage
    ⯏ Severance - Grievous Wound: Frozen Shards - The target's major blood vessel's have been ruptured and violently frozen causing shards to intrusively project through flesh and vital organs. The wound is undoubtedly lethal, requiring a DC39 Heal Check or magical healing recovering a minimum of 19 hit points. The target suffers 20 points of bleed damage each round, this damage is decreased by a value equal to the target's constitution modifier - [18] bleed damage





    Spoiler: Cards
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    Spoiler: Nelrin'Fel, The Exiled Son
    Show


    Name: Nelrin'Fel, The Exiled Son
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: -
    Value: 0
    Cost: Other
    Activation: Standard
    Duration: Limited
    Fate: Soul
    Grade: Gold
    Detail: Once he was the destroyer. Once he was the savior. Once he was the teller of lies. Once he was the teller of truth. He was the exiled son. He had saved the multiverse twice the mount of times he had destroyed it, and been cursed three times more than he deserved. He had been made to live as an animal, and a devil, and been cast out from his home. Yet, despite all his shortcomings and faults, it was he who had risen above it all. Risen above the Houses. Risen above the Three Worlds and escaped the Garden. An accomplishment which no Child born beneath the Mothers had even done, but he had learned quickly that the world was a large place, and he himself amounted to nothing. Yet, he was not discouraged, for he had always been less than nothing. A blight, a curse. His sisters hated him, his House loathed him, and his Mother enjoyed watching him suffer and struggle. He had returned for his brothers, to leave with them and make their own way. He cared nothing for the threefold universe nor the lives of the insignificant insects which inhabited it. He had killed them all before, and he would do it again it if would aid his cause. He didn't want to be perfect. He wanted to be free.

    ✥ [Greater] Manifestation: Summon's the shadow of the Exiled Son at no cost. Nelrin'Fel will demand his own price, and if satisfied may assist the Witch, or Spite her. Regardless of the result the card is not expended upon use and returns to the bottom of the deck afterwards.
    ✥ [Potential] The Exiled Son (Passive): Any of Nelrin'Fel's Passive Potentials may be activated at his discretion when summoned. These abilities may be activated and disabled as a free action even while not his turn. The focus point cost of all the Witch's spells and cards is reduced by 4 (minimum 1). There is a 10% chance a spell or card successfully cast is activated again at no cost.
    ✥ [Potential] Earthbound Immortal (Passive): The first successful attack of each round effecting the Witch is negated, as long as the damage which would be sustained is less than 10 times her arcane aptitude.
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    Spoiler: The Soul Eater's Crucible
    Show


    Name: The Soul Eater's Crucible
    Potential: ✦✦⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: 28
    Activation: Standard
    Duration: Other
    Fate: Support
    Grade: Silver
    Detail: A device forged in the Third World. It was a tomb. A prison. A gravestone for those who would not be allowed the grace of death. Within it the native fate of a soul would be bound to assume their place, then they would be cast into the Inverse. Forever sealed within that reflected world. That which remained was a horrid farce of those who had once been. In the hands of once who knew how to wield it, it could prove to be a powerful engine of arcane might. Those who originally fashion it, created the device with the intent of manufacturing faux universes and converting the life-energy into power to fuel their most abominable spells. Now, it was simply a ring, seemingly devoid of purpose.

    ✥ [Lesser] Soul Burial: As a standard action, Force one spirit within 40ft to attempt a Spell Focus check equal to 20 + the Witch's arcane aptitude. Upon failure the soul is sealed inside the Soul Eater's Crucible. The ring possesses no maximum capacity.
    ✥ [Potential] Create Life: As a full round action, create 1d100 lives within the Soul Eater's Crucible. These may be animals, humanoids, or any intelligent or non-intelligent life randomly determined by the ring. The card is not expended upon use of this ability and returns to the bottom of the deck.
    ✥ [Potential] Consume Life I: By consuming 10d100 lives within the ring the wielder grants herself a permanent +1 bonus to one ability score. This requires 24 hours of uninterrupted concentration.
    ✥ [Potential] ??????
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    Spoiler: The Master of the Conclave
    Show


    Name: The Master of the Conclave, Professor Gerald P. Faust
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: Other
    Activation: Standard
    Duration: Other
    Fate: Soul
    Grade: Silver
    Detail: In his early years, his eccentric and often madly delivered conclusions made many believe him without a shred of sanity. His theories far outpaced the current understandings of The Great Beyond and the cosmic forces which magic manipulated. Many years ago, his studies outlined the intricate functions of Psychic Magic and principles of Vanician design which had yet to become common knowledge during the publication of his ground-breaking book; 'The Anatomy of Magic'. Professor Faust was the pioneer of modern magic as it existed today on Golarion, and was thought to be the herald of a new era with the emergence of Offworlders and other far-flung worlds beyond. However, the man vanished after an experiment, leaving behind only books upon the studies he had previously pursued.

    ✥ [Lesser] Consult the Master: As a standard action, the Witch may pose a single question to Professor Faust, to which he might reply. Regardless of the result, the Witch spends 15 points of focus. There is a 50% chance the card is not expended upon use of this ability and returned to the bottom of the deck.
    ✥ [Greater] Fabricate Key: As a full round action, the Witch may randomly generate a Calamity Key in their current world. This ability costs 30 focus points.
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    Spoiler: Night For Day - Unidentified
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    Spoiler: Tagar, Who Waits - Unidentified
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    Spoiler: The Reflected Alter
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    Praying at the alter requires a Spell Focus check and 1d8 hours of uninterrupted meditation to establish a connection with the herald. Alicia receives no way of judging the success or failure of her attempt. Cumulative penalties are applies for very 4 hours of meditation taken from loosing focus over a prologed period of time. These penalties stack with conditions accrued from other sources such as starvation or dehydration.


    Spoiler: Alicia Kelgore - Conflicted Mind
    Show
    Alicia and Stella must maintain a constant state of balance to stay in harmony with one another, however doing this is not a simple task as the Veil evolves. Alicia will progressively shift in alignment as the Veil grows and the two personalities shift further and further apart from one another, prompted by various Spell Focus checks while both performing magic and having new experiences which the Veil attempts to adapt into the persona's fabricated history. Furthermore the Veil is capable of enforcing its own canonical history as if by means of a Divergence. At the beginning and end of each day both persona's must make an opposed spell focus check, granting advantage to the victor for the next 8 hours. The persona with advantage gains a +5 circumstance bonus to all other checks against the other identity. If Stella begins to fail more and more checks her control of Alicia will begin to diminish, introducing new influences or opposing actions which she must succeed an ego check to interrupt. Further effects from the Veil may be acquired from constant failed checks. This Veil may be dismissed by revisiting the mirror and spending 1 minute in meditation.


    Spoiler: Potentials
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    Spell Training I: Stability

    As you have learned from surviving many failed casts, Spellweaving is a complex and difficult system of magic. You have frequently bit off more than you could chew and paid the consequences. There is a reason why structured Spellweaves exist, and why Witches learn them rather than free-casting liberally. The Weave was volatile and performing such a feat was something reserved for geniuses and Savants who understood the functions and quirks of their magic, to avoid being befouled by it. Yet, even knowing that you didn't want to be held back by memorized Weaves, free-casting was the realm of the Gran Hexe, and you dreamed of something far ahead of them. So while you might not have been able to often succeed in your efforts, you developed a method to at least keep yourself alive from those repeated failures so that you could one day master the art in time.

    Benefit: Your hit points increase by 6 due to the numerous weave backlashes and failed casts you have survived. The DC of Spellweaves you attempt to cast with a spell level greater than your own character level are reduced by 4. Upon a Spellweaving failure reduce the final Failure Result by 4. Additionally your arcane aptitude increases by 1.


    Spoiler: B'Bhai Duucald: Nl'Gnos In'Flamgra
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    B'Bhai Duucald: Nl'Gnos In'Flamgra

    The Nl'Gnos In'Flamgra was sometimes referred to as the 'nether flame', a powerful combat talent which fell into disuse after the purge of Havockers and Evocation-focused Witches. While it itself was considered an extremely basic and fundamental combat talent for nobles during the height of Evocation, it has now become little more than a small fragment of informative study while it's practice has gone almost extinct. Due to its destructive power, it cannot be used in a duel. Witches who have reclaimed its practice are often subject to suspicion and mistrust, out of a conditioned fear of the magic's Havocker origins.

    Benefit: By spending a move action while wielding her wand the Witch may summon the Nl'Gnos, which appears as a circling crimson halo of fire. As a standard action she may make a ranged touch attack dealing 1d6 points of fire damage against a target within 120ft. The Witch adds half her arcane aptitude as a bonus to her attack and damage rolls. Alternatively, the Witch may choose to create the Nl'Gnos without the wand as a standard action. Using the talent in this way is far less potent and gains no bonuses from her aptitude while dealing 1d4 points of fire damage per two hit die she possesses. While this talent may be used while the Witch's focus pool is depleted, if she possesses focus it is reduced by 1 with each use.


    Spoiler: Spellweaving
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    Spoiler: Veilweaver
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    Veilwitch Path Advancement: Veilweaver

    Darkness. Depravity. The Eternal Black. These were the words of the Veil Witch. Sinister and unrelenting, nothing was sacred, nor would the feeble powers of their kin enough to slake their thirst for true and undiluted power. It was the simple nature of such things to destroy those who pursued it, and indeed, most were. Those who remained stood wholly committed to unearth the abyssal powers of the beyond, fearing no death nor eternity which waited to greet them. For they were damned by an unconquerable desire. Each manifestation of magic slowly corrupted them, changing them and steeping them further into the dark. The further they delved the more their minds were unhinged and removed from the realm of mortals, made mad by the knowing of forbidden secrets. A process known as the Blackening. Veil Witches could bend the Weave, but were far less potent than their kin. Rather, they sowed Veils; constructs of eldritch energies knitted together from countless threads. They could be abhorrent anomalies, physical fabrications, or even Diverged paths of reality. Secrets were precious, and knowledge - sacred, but to those who delved deep into the darkness awaited... Revelation.

    Benefit: Returner Path Advances to Veilwitch.

    Your intelligence & wisdom increases by 4. The base DC of the Veilwitch's Spellweaves is 15 and her caster level while casting a Spellweave is considered 2 lower (minimum 1). The amount of Spellweaves which a Veilwitch may learn is extremely limited. The maximum amount of Spellweaves she may learn is 1d4 per hit dice she possesses. When learning a new Spellweave, she may choose to replace an existing one. The Veilwitch gains the ability to cast Veilweaves, unique constructs of otherworldly magic. Each Veil possesses unique qualities, however most cannot be directly used by the Witch nor other creatures. A Veil can be sentient, but cannot activate its own abilities without the Witch's command, a swift action. A Veil may be wielded by otherworldly entities such as Greater Spirits, but only with the Veilwitch's consent. Veils persist indefinitely until destroyed or dismissed, but the number which may exist at any given point may not exist her Arcane Aptitude. Veil's which require certain conditions to persist can only be maintained by the Witch who created it, or an entity allowed to wield it. The Witch may learn any number of Veilweaves, in addition each time she casts a spell or Spellweave there is a 15% chance a Veil is created. These spontaneous Veils will hold similar properties to the magic which created, while other features may be randomly determined. Spontaneous Veils cannot be learned as Veilweaves, but are unique constructs formed from her magic.

    The Veilwitch begins with the following Veils:
    ⛤ Domain of Black
    ⛤ The Black Veil, Renor'vet




    Spoiler: The Deck of Terminating Prescience: Introduction
    Show


    The Deck is a powerful weapon designed to combat the corruption of the original cursed book which creation is now bound to. Employing the deck requires careful decision making and strategy to build an effective deck which caters towards the Witch's strengths and weaknesses.


    ACTIVATION

    Activating the Deck is a Standard Action. The Deck remains active for 1d10 rounds before vanishing. The duration the Deck remains active increases by 1 for every 10 points of Arcane Aptitude the Witch possesses.


    CARDS

    Once a card has been identified it's features are revealed. An individual card cannot be used until it has been assigned to a Deck. A minimum of 2 cards are required to create a deck. Each card follows the the format of features below. These features are unique to each card and may change even if multiples of the same card are owned. Unique functions such as Potential, Duration, Activation and Detail may be different between the copies of cards, giving new or unique functions to your familiar favorites.

    If a Witch is intentionally granted a card it is received already identified, while other cards are automatically identified if their Value is equal to or below the Witch's Arcane Aptitude. Unidentified cards must be identified via a Knowledge (Forbidden) check while within a Circle of Black; this check has no chance of success outside of such a zone and requires 10 minutes to complete. The information each card provides will vary based on the type of card which has been received. Further information is gained for every 5 points which the Witch's check exceeds the DC. This additional information is only available for cards which she has identified herself. She may choose to re-identify an identified card without any penalty, however she may only attempt this once per card.

    Categories marked as 'other' provide exceptions to the standard options and are typically massively powerful fates which should be used with reservation. Each card's effect persists after activation for a period of time listed under 'Duration'. The effect may be instant and then expire, last indefinitely, or last for a finite period. The exact time a limited duration fate stays in effect is usually only discovered within its hidden details.

    Each time a card is activated the associated Cost must be paid, which is removed from her Focus Pool (a sum of points equal to her Arcane Aptitude). If the activation of a Card would reduce the Witch's Focus to 0 or lower, the Witch is instantly slain.

    Name: Card Name
    Potential: Certain fates can be empowered if the Witch meets certain conditions before use.
    Min. Aptitude: Minimum AA (Arcane Aptitude) required to use the card
    Value: The number of Deck Points the card occupies
    Cost: The amount of AA required to activate the card
    Activation: Standard, Move, Swift, Immediate, Free, Other
    Duration: Instant, Permanent, Limited
    Fate: Soul, Support, Event, Other
    Grade: Gold, Silver, Bronze, Other
    Detail: A summery of identified functions that card will perform. Some functions may be hidden or obscure.


    DECKS

    Managing Decks is a critical role for the Witch, as is building multiple Decks. For every 15 points of Arcane Aptitude the Witch possesses, she may create an additional Deck. Once each day after receiving the benefit of 8 hours of rest the Witch may assign the cards associated with each Deck. A single card may only be assigned to a specific deck once. Each Deck the Witch owns possesses a limited number of Deck Points (DP) which dictate the size of her Deck. The Witch's first Deck is typically her largest and possesses a number of Deck Points equal to 4 + her Arcane Aptitude. Each subsequent Deck has less points than the last, with her second Deck having half the number of points as her first, and her third having half the value of her second, and so on. Each time she expends cards there is a chance she earns additional DP which she may spend between her Decks to increase their individual sizes (eg: If the Witch earns 4 points she may assign 2 points to Deck 1, and 2 points to Deck 2, etc.) The maximum Deck Points which a Witch may invest within a single Deck cannot exceed three times her Arcane Aptitude.

    Additionally, the Witch may swap decks as a full round action, but may not do so again for 1d8 hours.


    DRAWING

    Once the Witch has activated her Deck, a maximum of 4 hidden cards are randomly pulled from her Deck. The Witch may choose to draw one as a swift action, discarding the rest. Discarded cards are returned to her Deck, but any cards revealed among them are suspended for 1 round. Each round a new spread of cards is generated as a free action. The Witch may choose to reveal a hidden card by paying a cost associated with its grade; 1 point for bronze, 2 for silver, 3 for gold, and 5 for Other Rarity. This choice is a non-action which may be performed any number of times.


    THE HAND

    The Witch's Hand represents the maximum amount of power which she can maintain at once. The cards within her Hand may be paid for and activated at the Witch's discretion. There is no limitation to how many cards may be activated each round, as long as she has enough actions to complete each card's activation. Activating a card functions similarly to casting a spell, and provokes attack, however the card is not wasted should the Witch fail her concentration check. The Witch's initial maximum hand size is 3 cards. The number of cards she may add to her hand increases by 1 for every 10 points of Arcane Aptitude she possesses. If she ends a round with a number of cards in her hand in excess of her limit, she must discard cards until she has reached her maximum hand size.



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

    One truth stood above all others; the weak were ruled by the strong. The Witches of the Three Worlds established their superiority via an ancient tradition known as 'B'Bhai Dol'fhaal', a form of ritual combat. Overseen by supreme beings and bound by an age-old system of honor, it formed the corner stone of magical society. Claims were laid, power taken, great wagers were placed and political wheels turned with each battle fought. Wands were passed down from mother to daughter, containing the acquired honor of generations past and greater heights achieved - while others were thrown down into crushing defeat.

    Benefit: The Witch gains proficiency with Dueling Wands, and her intelligence and wisdom ability scores increase by 6. Additionally, the Witch is considered to have one additional HD more than they possess for all effects other than determining their hit points, while gaining the following abilities which may only be used while in Ritual Combat.


    ⛤ B'Bhai Dol'fhaal, Ritual Combat (Dueling Circle)
    The Witch may challenge and receive challenges from other Witches with this ability. Upon a challenge being issued, both Witches must cross wands, thereby creating a 'Dueling Circle' whose size is determined by the challenger. The Circle is created at a size equal to 25ft/HD the challenger possesses. A Witch may attempt to resist crossing wands with a challenger by succeeding a DC 20 will save, but may be penalized. While a B'Bhai Dol'fhaal is initiated, neither Witch may be influenced by conventional outside influences, and will cease taking damage or even drowning depending on their environmental circumstances. Once the Circle has manifest the Witness, who servers as mediator and referee, will oversee the match and establish any rules and wagers. Regardless of additional wagers placed, the victor will take a pre-determined amount of Honor from the loser. Both participants may demand a wager, which both must agree to, and may be anything which the participant can provide or relinquish - with or without aid. Additional rules may be added by the Witness or requested by either participant. Rules requested must be agreed upon by both participants. Participants may request a ruling or ask questions of the Witness at any time, before, during or after the Duel. Upon conclusion of the duel wagers and honor are awarded. A Witch may not decline a challenge unless she possesses 100 points or more Honor than her challenger, in which case she may provide her justification to the Witness who will determine if the Duel will be voided. Any challenger who wishes to issue a duel to a Witch who possesses 200 points of Honor or higher must bring with her a number of endorsing Witches whose total combined Honor is within 50 points of her desired combatant. Damage dealt within the Circle is nonlethal, however a participant may still be slain from excess nonlethal damage as normal. Non-magical attacks are always prohibited unless ruled otherwise by the Witness. All forms of attack, other than spells and similar abilities, are considered a special form of attack known as a 'Dueling Thrust' and require a minimum of a standard action to complete. A duel is won when the Witch performs an 'Alaffa'elvriel', a special disarm, or when the combatant is no longer conscious.

    ⛤ Acem'bol (Dueling parry)
    The standard and iconic parry performed by dueling Witches. A Witch may perform the Acem'bol against a Dueling Thrust or any qualifying offensive action by succeeding a Spell Focus check. The opposed check must meet or exceed the Dueling Thrust's attack roll. Upon success the attack is negated. A Witch may perform this action once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. A parry only defends against a single damage source, but must be performed multiple times if a single thrust produces multiple missiles or similar harmful effects.

    ⛤ Tsaaf'bol (Dueling thrust I)
    The classic and most rudimentary of Dueling Thrusts, used to soften up an enemy and prepare to deliver the finishing blow. As a standard action the Witch delivers a blast from their wand, a ranged touch attack. This small magical blast holds a range of 10ft/HD the Witch possesses and uses her highest mental stat when determining its attack and damage bonus. Upon striking an enemy the missile deals 1d4 points of damage in addition to the ability modifier of her primary mental ability score. The target suffers a cumulative -1 penalty to attack rolls, skill checks and saves which persist until the duel concludes.

    ⛤ Alaffa'elvriel (Arcane disarm)
    Victory with peerless grace. The Alaffa'elvriel is the ultimate and unquestionable mode of victory within an arcane duel. Any spell, supernatural ability, Spell-like ability, hex or form of non-Vancian manner of casting (to include maneuvers, spheres, spellweaving, veils, veilweaving, ascension abilities or similar) regardless of target or effect may prompt an Alaffa'elvriel. Any ability or effect which is not classified as a 'Dueling thrust' will typically be a valid action which may prompt an Arcane Disarm. A disarm may be attempted once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. The Witch must succeed a Spell Focus check versus the effect equal to the DC or attack roll of the effect; if the triggering effect has neither than the check is equal to the opponents arcane aptitude. Upon success the duel immediately ends.

    ⛤ Quatekal'baalta (Mystic Ward)
    Duels between Witches were far from arcane slugfests and brutish mystic blasts. Spells and formal magic were dangerous things, only to be employed at the perfect time. It was a battle of wits and preparation, and no preparation was more vital than the Quatekal'baalta. Hovering shields of energy, they served to block attempts at disarming an opponent - but tended to leave one vulnerable to direct attack in the process. Mystic Wards are the primary defense required to attempt to cast a spell or similar effect in relative safety from an Arcane Disarm attempt. To create and employ a Ward a number of prerequisites must exist. The Witch must succeed a Spell Focus check equal to 10 + her aptitude to form a shield. Furthermore, the witch must possess an individual servitor or similar for each individual shield, and she may not possess a number of created Wards in excess of her own HD. Once a shield has been created the opposing Witch must succeed a Spell Focus check with a DC equal to that which was made to create it. Regardless of success or failure the Ward is expended after use. Regardless of the number, standard Wards do not stack against an individual disarm attempt (ie; only a single Ward can be used against a single disarm attempt). This ability functions as a Veil.






    Last edited by Mornings; 2018-10-17 at 11:14 PM.

  14. - Top - End - #374
    Bugbear in the Playground
     
    forg99rules's Avatar

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    Dec 2015

    Default Re: The Primeval Dark (IC)



    As the magic flowed out and the spell hit its targets she steeled herself from the backlash that came with using the talent. The pain came quickly though surprising her with how real it felt, the feeling of icy blades piercing her organs as her target died was not at all pleasant. As the man went limp on the pillar of ice she reached her sleeve up and wiped away the blood that flowed from her nose. Having been released from the Witch she sighed at being told that they would need to kill at least three more people with this magic before they would be done. As her mind turned towards the thought of how best to deal with the backlash that the magic caused she saw and heard her next victim come into the room. An evil grin took her face as she reached for her bow knowing that she had an easy way to avoid the thick sludge that coated the floor. As her hand gripped her bow she felt its magic pulse into her a slight glow raced across her body as she pushed off the floor slightly and began floating in the air. A dark light appeared on her chest before her body was yanked into it, the pain from being compressed in such a way was barely felt as it was minor compared to the backlash she had just felt. Still her veins bulged and her bones creaked from the sudden compression that her ability had caused. A quite pop sounded from where the black light had been before a new view filled her vision as she was suddenly ripped out of another black light at the location she had chosen. Looking around she verified that she now floated just above the boxes that were next to the stairs before silently floating over to the other edge of the stack. As she nears the edge of the stack of boxes she takes a look around from her perch up top trying to plan out how she wants to kill the man. Looking back behind her she checks out Alblis's progress and wonders if she should wait for the woman to make it further forward before she tries to kill the man.

    Spoiler: OOC
    Show


    Standard Action: Teleporting to M14 above the boxes, since im Wielding my Bow I have flight and will float above it.
    Move Action: Moving to K12
    Free Action: Perception (1d20+18)[26]

    Stella HP: 44/44
    Nonlethal damage: 12
    AC: 16 Touch: 12
    Saves: Fort: +8, Reflex: +7, Will +16


  15. - Top - End - #375
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)




    The Apprentice - Stella Astral






    With a mental command Stella was lifted into the air before teleporting to her new location. Creeping along the boxes between the narrow ten-foot gap between the ceiling and the chests she bobbed along through the air. The painful experience hadn't wounded her physically, but the mental trauma was another matter entirely. Her body still twitched randomly of its own violation despite her fortitude, and it took a great deal of effort just to get her eyes to focus and peer through the thick haze. For just a brief moment she could see the stranger just before he dove into the mist and out of sight. The grim Witch glared out from the miasma behind, the eerie glint from her eyes was all that was clearly visible as she hissed out, "Worthless girl, don't waste my time and end him."

    Alblis didn't seem to be in much of a rush herself. With a small spark from her heel she kicked off from the stairs, taking a long-jump across the floor before landing in a large pile of rotting sheets and what was once a mattress. A puff of dust and dirt erupted from the folds as she landed and a handful of large insects skittered away from their hiding places within. With a sweep of her staff a burst of dark washed out from her weapon in a wave. It crashed against the ground and reformed into a floating burning sphere of crackling energy like a living hearth of darkness. Twisted faces thrashed and silently screamed while tearing at once another, as if pieces together by some invisible evil thread. Wordlessly she sharply pointed forward down one of the isles between the crates and the ghastly mute abomination slowly crept forward through the air. The dark master frowned, but silently nodded in approval despite her evident distaste for the method - but not the means.




    Spoiler: Combat: The Storage Chamber
    Show

    The haze makes seeing difficult - impairing vision at greater distances.
    - Targets 30ft away are granted partial concealment (20% miss chance)
    - Targets greater than 30ft away are concealed completely (50% miss chance)
    - The outline of enemies is still visible, and thus may be targeted by an attack rather than their square.

    The grim upon the ground has heavily hampered movement and made traversing the chamber difficult:
    - the floor is difficult terrain
    - Creatures may only move 10ft per move action safely. Moving greater than this speed requires an acrobatics check for every additional 5ft the creature is attempting to move. The DC for this is 15 for the first square (15ft) and increases by 5 for every 5ft beyond. If the creature fails this check she does not move and falls prone in the square she was occupying before the failed movement.
    - A creature who has fallen into the grim suffers a cumulative -1 penalty to dexterity and strength based skills each time they fall. This penalty persists until they have spent a full-round action cleaning themselves of the grim. Upon doing so all penalties accrued are removed.



    B'Bhai Duucald: Channel Severance (Imbue Darkness)

    A forbidden technique preserved by the Nightmare Witches of E'Spdon Valdruk. If used carelessly, a Witch would be lucky to only have her mind destroyed. While Spellweaving or Spell-casting take a Severance check, or Knowledge (Forbidden) - this replaced any Spell Focus checks which might be required, but must be taken even if a Spell Focus check is not required. There is a 5% chance per spell level that Spite is accrued while using Knowledge (Forbidden) during casting. Spells created in this way gain the Darkness descriptor and deal darkness damage. This ability may only be used while casting harmful magic. Upon successfully damaging a creature the Witch suffers one-fourth of the damage inflicted by the spell and any subsequent effects in the form of non-lethal damage, experiencing their enemy's pain and memories. Upon successfully channeling the Witch must succeed a save equal to her spell's DC, upon failure she is overwhelmed by negative energy and is left Grieving for 1d4 rounds. After three failures within a 24 hour period, the Witch begins suffering 1d4 wisdom damage per spell level of the spell cast upon each failure thereafter, as the darkness begins eroding her sanity. Channeled spells always inflict grievous wounds and debilitating effects upon successfully dealing damage. Casting a channeled spell requires twice the amount of focus points, spell slots or applicable resource, however the Spellweaving DC is decreased by 4.



    Side Quest: Return to the Darksome Path (Part I)
    Throw across the spectrum of reality, Stella's mind comes crashing back into what she could only imagine is 'the right side'; though her body remains ensnared within the folds of the Inverse. Waking up in Magnimar Stella finds the guise of Alicia is gone, and standing before a stranger and an enemy. Amid the burning city, the frightening figure drags the two Witches with her to teach them an important lesson.
    Difficulty: Unknown | Status: On-going | Profit: Unknown | Time: Unknown
    Objective: Complete the lesson & return to the Inverse.


    22nd of Rova, Sunday - Time: 9:39pm / AR 4707
    The City of Monuments; Magnimar
    Underbridge; Somewhere near the Irespan


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +400 (103,200xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained

    ✦ Corrupted Fate (Ra'Dolfaal)
    ⯎ Gem of Telepathy: 3/5 Charges, 3 min duration - Identified use with UMD

    SpellWeaving:
    Successfully casting a Spellweave costs the Witch a number of focus points equal to Spell Level + 1.
    The Witch may attempt a number of Spellweaving Checks per day equal to her Aptitude.

    Stella HP: 44/44
    Non-Lethal Damage: 12
    Reputation: 25
    Memory: 2
    Spite: 1
    Honor: 311
    SV. Exp: 1

    Spoiler: Attack: Mechanics Breakout
    Show

    ⚔ [Alblis] moves to F-A4 with a [Jump]
    ⚔ [Alblis] Weaves [Bar'loilfrey, Awakened]
    ⚔ [Stella] moves to K12
    ⚔ [Stella] see's [Gunman] vanish from sight




    Spoiler: Cards
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    Spoiler: Nelrin'Fel, The Exiled Son
    Show


    Name: Nelrin'Fel, The Exiled Son
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: -
    Value: 0
    Cost: Other
    Activation: Standard
    Duration: Limited
    Fate: Soul
    Grade: Gold
    Detail: Once he was the destroyer. Once he was the savior. Once he was the teller of lies. Once he was the teller of truth. He was the exiled son. He had saved the multiverse twice the mount of times he had destroyed it, and been cursed three times more than he deserved. He had been made to live as an animal, and a devil, and been cast out from his home. Yet, despite all his shortcomings and faults, it was he who had risen above it all. Risen above the Houses. Risen above the Three Worlds and escaped the Garden. An accomplishment which no Child born beneath the Mothers had even done, but he had learned quickly that the world was a large place, and he himself amounted to nothing. Yet, he was not discouraged, for he had always been less than nothing. A blight, a curse. His sisters hated him, his House loathed him, and his Mother enjoyed watching him suffer and struggle. He had returned for his brothers, to leave with them and make their own way. He cared nothing for the threefold universe nor the lives of the insignificant insects which inhabited it. He had killed them all before, and he would do it again it if would aid his cause. He didn't want to be perfect. He wanted to be free.

    ✥ [Greater] Manifestation: Summon's the shadow of the Exiled Son at no cost. Nelrin'Fel will demand his own price, and if satisfied may assist the Witch, or Spite her. Regardless of the result the card is not expended upon use and returns to the bottom of the deck afterwards.
    ✥ [Potential] The Exiled Son (Passive): Any of Nelrin'Fel's Passive Potentials may be activated at his discretion when summoned. These abilities may be activated and disabled as a free action even while not his turn. The focus point cost of all the Witch's spells and cards is reduced by 4 (minimum 1). There is a 10% chance a spell or card successfully cast is activated again at no cost.
    ✥ [Potential] Earthbound Immortal (Passive): The first successful attack of each round effecting the Witch is negated, as long as the damage which would be sustained is less than 10 times her arcane aptitude.
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    Spoiler: The Soul Eater's Crucible
    Show


    Name: The Soul Eater's Crucible
    Potential: ✦✦⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: 28
    Activation: Standard
    Duration: Other
    Fate: Support
    Grade: Silver
    Detail: A device forged in the Third World. It was a tomb. A prison. A gravestone for those who would not be allowed the grace of death. Within it the native fate of a soul would be bound to assume their place, then they would be cast into the Inverse. Forever sealed within that reflected world. That which remained was a horrid farce of those who had once been. In the hands of once who knew how to wield it, it could prove to be a powerful engine of arcane might. Those who originally fashion it, created the device with the intent of manufacturing faux universes and converting the life-energy into power to fuel their most abominable spells. Now, it was simply a ring, seemingly devoid of purpose.

    ✥ [Lesser] Soul Burial: As a standard action, Force one spirit within 40ft to attempt a Spell Focus check equal to 20 + the Witch's arcane aptitude. Upon failure the soul is sealed inside the Soul Eater's Crucible. The ring possesses no maximum capacity.
    ✥ [Potential] Create Life: As a full round action, create 1d100 lives within the Soul Eater's Crucible. These may be animals, humanoids, or any intelligent or non-intelligent life randomly determined by the ring. The card is not expended upon use of this ability and returns to the bottom of the deck.
    ✥ [Potential] Consume Life I: By consuming 10d100 lives within the ring the wielder grants herself a permanent +1 bonus to one ability score. This requires 24 hours of uninterrupted concentration.
    ✥ [Potential] ??????
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    Spoiler: The Master of the Conclave
    Show


    Name: The Master of the Conclave, Professor Gerald P. Faust
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: Other
    Activation: Standard
    Duration: Other
    Fate: Soul
    Grade: Silver
    Detail: In his early years, his eccentric and often madly delivered conclusions made many believe him without a shred of sanity. His theories far outpaced the current understandings of The Great Beyond and the cosmic forces which magic manipulated. Many years ago, his studies outlined the intricate functions of Psychic Magic and principles of Vanician design which had yet to become common knowledge during the publication of his ground-breaking book; 'The Anatomy of Magic'. Professor Faust was the pioneer of modern magic as it existed today on Golarion, and was thought to be the herald of a new era with the emergence of Offworlders and other far-flung worlds beyond. However, the man vanished after an experiment, leaving behind only books upon the studies he had previously pursued.

    ✥ [Lesser] Consult the Master: As a standard action, the Witch may pose a single question to Professor Faust, to which he might reply. Regardless of the result, the Witch spends 15 points of focus. There is a 50% chance the card is not expended upon use of this ability and returned to the bottom of the deck.
    ✥ [Greater] Fabricate Key: As a full round action, the Witch may randomly generate a Calamity Key in their current world. This ability costs 30 focus points.
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    Spoiler: Night For Day - Unidentified
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    Spoiler: Tagar, Who Waits - Unidentified
    Show



    Spoiler: The Reflected Alter
    Show

    Praying at the alter requires a Spell Focus check and 1d8 hours of uninterrupted meditation to establish a connection with the herald. Alicia receives no way of judging the success or failure of her attempt. Cumulative penalties are applies for very 4 hours of meditation taken from loosing focus over a prologed period of time. These penalties stack with conditions accrued from other sources such as starvation or dehydration.


    Spoiler: Alicia Kelgore - Conflicted Mind
    Show
    Alicia and Stella must maintain a constant state of balance to stay in harmony with one another, however doing this is not a simple task as the Veil evolves. Alicia will progressively shift in alignment as the Veil grows and the two personalities shift further and further apart from one another, prompted by various Spell Focus checks while both performing magic and having new experiences which the Veil attempts to adapt into the persona's fabricated history. Furthermore the Veil is capable of enforcing its own canonical history as if by means of a Divergence. At the beginning and end of each day both persona's must make an opposed spell focus check, granting advantage to the victor for the next 8 hours. The persona with advantage gains a +5 circumstance bonus to all other checks against the other identity. If Stella begins to fail more and more checks her control of Alicia will begin to diminish, introducing new influences or opposing actions which she must succeed an ego check to interrupt. Further effects from the Veil may be acquired from constant failed checks. This Veil may be dismissed by revisiting the mirror and spending 1 minute in meditation.


    Spoiler: Potentials
    Show



    Spell Training I: Stability

    As you have learned from surviving many failed casts, Spellweaving is a complex and difficult system of magic. You have frequently bit off more than you could chew and paid the consequences. There is a reason why structured Spellweaves exist, and why Witches learn them rather than free-casting liberally. The Weave was volatile and performing such a feat was something reserved for geniuses and Savants who understood the functions and quirks of their magic, to avoid being befouled by it. Yet, even knowing that you didn't want to be held back by memorized Weaves, free-casting was the realm of the Gran Hexe, and you dreamed of something far ahead of them. So while you might not have been able to often succeed in your efforts, you developed a method to at least keep yourself alive from those repeated failures so that you could one day master the art in time.

    Benefit: Your hit points increase by 6 due to the numerous weave backlashes and failed casts you have survived. The DC of Spellweaves you attempt to cast with a spell level greater than your own character level are reduced by 4. Upon a Spellweaving failure reduce the final Failure Result by 4. Additionally your arcane aptitude increases by 1.


    Spoiler: B'Bhai Duucald: Nl'Gnos In'Flamgra
    Show



    B'Bhai Duucald: Nl'Gnos In'Flamgra

    The Nl'Gnos In'Flamgra was sometimes referred to as the 'nether flame', a powerful combat talent which fell into disuse after the purge of Havockers and Evocation-focused Witches. While it itself was considered an extremely basic and fundamental combat talent for nobles during the height of Evocation, it has now become little more than a small fragment of informative study while it's practice has gone almost extinct. Due to its destructive power, it cannot be used in a duel. Witches who have reclaimed its practice are often subject to suspicion and mistrust, out of a conditioned fear of the magic's Havocker origins.

    Benefit: By spending a move action while wielding her wand the Witch may summon the Nl'Gnos, which appears as a circling crimson halo of fire. As a standard action she may make a ranged touch attack dealing 1d6 points of fire damage against a target within 120ft. The Witch adds half her arcane aptitude as a bonus to her attack and damage rolls. Alternatively, the Witch may choose to create the Nl'Gnos without the wand as a standard action. Using the talent in this way is far less potent and gains no bonuses from her aptitude while dealing 1d4 points of fire damage per two hit die she possesses. While this talent may be used while the Witch's focus pool is depleted, if she possesses focus it is reduced by 1 with each use.


    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    Veilwitch Path Advancement: Veilweaver

    Darkness. Depravity. The Eternal Black. These were the words of the Veil Witch. Sinister and unrelenting, nothing was sacred, nor would the feeble powers of their kin enough to slake their thirst for true and undiluted power. It was the simple nature of such things to destroy those who pursued it, and indeed, most were. Those who remained stood wholly committed to unearth the abyssal powers of the beyond, fearing no death nor eternity which waited to greet them. For they were damned by an unconquerable desire. Each manifestation of magic slowly corrupted them, changing them and steeping them further into the dark. The further they delved the more their minds were unhinged and removed from the realm of mortals, made mad by the knowing of forbidden secrets. A process known as the Blackening. Veil Witches could bend the Weave, but were far less potent than their kin. Rather, they sowed Veils; constructs of eldritch energies knitted together from countless threads. They could be abhorrent anomalies, physical fabrications, or even Diverged paths of reality. Secrets were precious, and knowledge - sacred, but to those who delved deep into the darkness awaited... Revelation.

    Benefit: Returner Path Advances to Veilwitch.

    Your intelligence & wisdom increases by 4. The base DC of the Veilwitch's Spellweaves is 15 and her caster level while casting a Spellweave is considered 2 lower (minimum 1). The amount of Spellweaves which a Veilwitch may learn is extremely limited. The maximum amount of Spellweaves she may learn is 1d4 per hit dice she possesses. When learning a new Spellweave, she may choose to replace an existing one. The Veilwitch gains the ability to cast Veilweaves, unique constructs of otherworldly magic. Each Veil possesses unique qualities, however most cannot be directly used by the Witch nor other creatures. A Veil can be sentient, but cannot activate its own abilities without the Witch's command, a swift action. A Veil may be wielded by otherworldly entities such as Greater Spirits, but only with the Veilwitch's consent. Veils persist indefinitely until destroyed or dismissed, but the number which may exist at any given point may not exist her Arcane Aptitude. Veil's which require certain conditions to persist can only be maintained by the Witch who created it, or an entity allowed to wield it. The Witch may learn any number of Veilweaves, in addition each time she casts a spell or Spellweave there is a 15% chance a Veil is created. These spontaneous Veils will hold similar properties to the magic which created, while other features may be randomly determined. Spontaneous Veils cannot be learned as Veilweaves, but are unique constructs formed from her magic.

    The Veilwitch begins with the following Veils:
    ⛤ Domain of Black
    ⛤ The Black Veil, Renor'vet




    Spoiler: The Deck of Terminating Prescience: Introduction
    Show


    The Deck is a powerful weapon designed to combat the corruption of the original cursed book which creation is now bound to. Employing the deck requires careful decision making and strategy to build an effective deck which caters towards the Witch's strengths and weaknesses.


    ACTIVATION

    Activating the Deck is a Standard Action. The Deck remains active for 1d10 rounds before vanishing. The duration the Deck remains active increases by 1 for every 10 points of Arcane Aptitude the Witch possesses.


    CARDS

    Once a card has been identified it's features are revealed. An individual card cannot be used until it has been assigned to a Deck. A minimum of 2 cards are required to create a deck. Each card follows the the format of features below. These features are unique to each card and may change even if multiples of the same card are owned. Unique functions such as Potential, Duration, Activation and Detail may be different between the copies of cards, giving new or unique functions to your familiar favorites.

    If a Witch is intentionally granted a card it is received already identified, while other cards are automatically identified if their Value is equal to or below the Witch's Arcane Aptitude. Unidentified cards must be identified via a Knowledge (Forbidden) check while within a Circle of Black; this check has no chance of success outside of such a zone and requires 10 minutes to complete. The information each card provides will vary based on the type of card which has been received. Further information is gained for every 5 points which the Witch's check exceeds the DC. This additional information is only available for cards which she has identified herself. She may choose to re-identify an identified card without any penalty, however she may only attempt this once per card.

    Categories marked as 'other' provide exceptions to the standard options and are typically massively powerful fates which should be used with reservation. Each card's effect persists after activation for a period of time listed under 'Duration'. The effect may be instant and then expire, last indefinitely, or last for a finite period. The exact time a limited duration fate stays in effect is usually only discovered within its hidden details.

    Each time a card is activated the associated Cost must be paid, which is removed from her Focus Pool (a sum of points equal to her Arcane Aptitude). If the activation of a Card would reduce the Witch's Focus to 0 or lower, the Witch is instantly slain.

    Name: Card Name
    Potential: Certain fates can be empowered if the Witch meets certain conditions before use.
    Min. Aptitude: Minimum AA (Arcane Aptitude) required to use the card
    Value: The number of Deck Points the card occupies
    Cost: The amount of AA required to activate the card
    Activation: Standard, Move, Swift, Immediate, Free, Other
    Duration: Instant, Permanent, Limited
    Fate: Soul, Support, Event, Other
    Grade: Gold, Silver, Bronze, Other
    Detail: A summery of identified functions that card will perform. Some functions may be hidden or obscure.


    DECKS

    Managing Decks is a critical role for the Witch, as is building multiple Decks. For every 15 points of Arcane Aptitude the Witch possesses, she may create an additional Deck. Once each day after receiving the benefit of 8 hours of rest the Witch may assign the cards associated with each Deck. A single card may only be assigned to a specific deck once. Each Deck the Witch owns possesses a limited number of Deck Points (DP) which dictate the size of her Deck. The Witch's first Deck is typically her largest and possesses a number of Deck Points equal to 4 + her Arcane Aptitude. Each subsequent Deck has less points than the last, with her second Deck having half the number of points as her first, and her third having half the value of her second, and so on. Each time she expends cards there is a chance she earns additional DP which she may spend between her Decks to increase their individual sizes (eg: If the Witch earns 4 points she may assign 2 points to Deck 1, and 2 points to Deck 2, etc.) The maximum Deck Points which a Witch may invest within a single Deck cannot exceed three times her Arcane Aptitude.

    Additionally, the Witch may swap decks as a full round action, but may not do so again for 1d8 hours.


    DRAWING

    Once the Witch has activated her Deck, a maximum of 4 hidden cards are randomly pulled from her Deck. The Witch may choose to draw one as a swift action, discarding the rest. Discarded cards are returned to her Deck, but any cards revealed among them are suspended for 1 round. Each round a new spread of cards is generated as a free action. The Witch may choose to reveal a hidden card by paying a cost associated with its grade; 1 point for bronze, 2 for silver, 3 for gold, and 5 for Other Rarity. This choice is a non-action which may be performed any number of times.


    THE HAND

    The Witch's Hand represents the maximum amount of power which she can maintain at once. The cards within her Hand may be paid for and activated at the Witch's discretion. There is no limitation to how many cards may be activated each round, as long as she has enough actions to complete each card's activation. Activating a card functions similarly to casting a spell, and provokes attack, however the card is not wasted should the Witch fail her concentration check. The Witch's initial maximum hand size is 3 cards. The number of cards she may add to her hand increases by 1 for every 10 points of Arcane Aptitude she possesses. If she ends a round with a number of cards in her hand in excess of her limit, she must discard cards until she has reached her maximum hand size.



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

    One truth stood above all others; the weak were ruled by the strong. The Witches of the Three Worlds established their superiority via an ancient tradition known as 'B'Bhai Dol'fhaal', a form of ritual combat. Overseen by supreme beings and bound by an age-old system of honor, it formed the corner stone of magical society. Claims were laid, power taken, great wagers were placed and political wheels turned with each battle fought. Wands were passed down from mother to daughter, containing the acquired honor of generations past and greater heights achieved - while others were thrown down into crushing defeat.

    Benefit: The Witch gains proficiency with Dueling Wands, and her intelligence and wisdom ability scores increase by 6. Additionally, the Witch is considered to have one additional HD more than they possess for all effects other than determining their hit points, while gaining the following abilities which may only be used while in Ritual Combat.


    ⛤ B'Bhai Dol'fhaal, Ritual Combat (Dueling Circle)
    The Witch may challenge and receive challenges from other Witches with this ability. Upon a challenge being issued, both Witches must cross wands, thereby creating a 'Dueling Circle' whose size is determined by the challenger. The Circle is created at a size equal to 25ft/HD the challenger possesses. A Witch may attempt to resist crossing wands with a challenger by succeeding a DC 20 will save, but may be penalized. While a B'Bhai Dol'fhaal is initiated, neither Witch may be influenced by conventional outside influences, and will cease taking damage or even drowning depending on their environmental circumstances. Once the Circle has manifest the Witness, who servers as mediator and referee, will oversee the match and establish any rules and wagers. Regardless of additional wagers placed, the victor will take a pre-determined amount of Honor from the loser. Both participants may demand a wager, which both must agree to, and may be anything which the participant can provide or relinquish - with or without aid. Additional rules may be added by the Witness or requested by either participant. Rules requested must be agreed upon by both participants. Participants may request a ruling or ask questions of the Witness at any time, before, during or after the Duel. Upon conclusion of the duel wagers and honor are awarded. A Witch may not decline a challenge unless she possesses 100 points or more Honor than her challenger, in which case she may provide her justification to the Witness who will determine if the Duel will be voided. Any challenger who wishes to issue a duel to a Witch who possesses 200 points of Honor or higher must bring with her a number of endorsing Witches whose total combined Honor is within 50 points of her desired combatant. Damage dealt within the Circle is nonlethal, however a participant may still be slain from excess nonlethal damage as normal. Non-magical attacks are always prohibited unless ruled otherwise by the Witness. All forms of attack, other than spells and similar abilities, are considered a special form of attack known as a 'Dueling Thrust' and require a minimum of a standard action to complete. A duel is won when the Witch performs an 'Alaffa'elvriel', a special disarm, or when the combatant is no longer conscious.

    ⛤ Acem'bol (Dueling parry)
    The standard and iconic parry performed by dueling Witches. A Witch may perform the Acem'bol against a Dueling Thrust or any qualifying offensive action by succeeding a Spell Focus check. The opposed check must meet or exceed the Dueling Thrust's attack roll. Upon success the attack is negated. A Witch may perform this action once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. A parry only defends against a single damage source, but must be performed multiple times if a single thrust produces multiple missiles or similar harmful effects.

    ⛤ Tsaaf'bol (Dueling thrust I)
    The classic and most rudimentary of Dueling Thrusts, used to soften up an enemy and prepare to deliver the finishing blow. As a standard action the Witch delivers a blast from their wand, a ranged touch attack. This small magical blast holds a range of 10ft/HD the Witch possesses and uses her highest mental stat when determining its attack and damage bonus. Upon striking an enemy the missile deals 1d4 points of damage in addition to the ability modifier of her primary mental ability score. The target suffers a cumulative -1 penalty to attack rolls, skill checks and saves which persist until the duel concludes.

    ⛤ Alaffa'elvriel (Arcane disarm)
    Victory with peerless grace. The Alaffa'elvriel is the ultimate and unquestionable mode of victory within an arcane duel. Any spell, supernatural ability, Spell-like ability, hex or form of non-Vancian manner of casting (to include maneuvers, spheres, spellweaving, veils, veilweaving, ascension abilities or similar) regardless of target or effect may prompt an Alaffa'elvriel. Any ability or effect which is not classified as a 'Dueling thrust' will typically be a valid action which may prompt an Arcane Disarm. A disarm may be attempted once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. The Witch must succeed a Spell Focus check versus the effect equal to the DC or attack roll of the effect; if the triggering effect has neither than the check is equal to the opponents arcane aptitude. Upon success the duel immediately ends.

    ⛤ Quatekal'baalta (Mystic Ward)
    Duels between Witches were far from arcane slugfests and brutish mystic blasts. Spells and formal magic were dangerous things, only to be employed at the perfect time. It was a battle of wits and preparation, and no preparation was more vital than the Quatekal'baalta. Hovering shields of energy, they served to block attempts at disarming an opponent - but tended to leave one vulnerable to direct attack in the process. Mystic Wards are the primary defense required to attempt to cast a spell or similar effect in relative safety from an Arcane Disarm attempt. To create and employ a Ward a number of prerequisites must exist. The Witch must succeed a Spell Focus check equal to 10 + her aptitude to form a shield. Furthermore, the witch must possess an individual servitor or similar for each individual shield, and she may not possess a number of created Wards in excess of her own HD. Once a shield has been created the opposing Witch must succeed a Spell Focus check with a DC equal to that which was made to create it. Regardless of success or failure the Ward is expended after use. Regardless of the number, standard Wards do not stack against an individual disarm attempt (ie; only a single Ward can be used against a single disarm attempt). This ability functions as a Veil.







  16. - Top - End - #376
    Ettin in the Playground
     
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    Default Re: The Primeval Dark (IC)

    "That is the thing. I did leave, found a normal job. But everything has already gone to hell in a handbasket and I was drawn back into this mess." he remarks, fixing up his gear as he prepared to take shift again. "So it isn't so simple as being able to walk away from here. And now I've got a patient, and there isn't any other medical professionals here to put him back together. "

    He begins checking the doors and windows, making sure there isn't damage to them, or anyone outside of the building they were in, taking his time to carefully check.
    Animated Spellcards from the Deck of Many Things
    A game I found interesting Aegis: Innocence

  17. - Top - End - #377
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    The Witch's words annoyed her, she knew she needed to kill the man as well she knew that it would be best done by catching him unaware. Looking over at Alblis she wonders what sort of magic the woman had cast and exactly what it would do to the man if it got to him. She did not know exactly how fast the spell would travel but she felt that being reckless and rushing forward was not the best option. She knew her limits and knew that if she rushed forward then it was likely that the man would spot her and try and shoot her out of the air. With her current gear and abilities it wouldn't take much for the man to hit her either as she still only had her armor to protect her. Taking a quick look down the aisles before she floated forward over to the crates that sat center on the same side the man had been. Having reached the center of the stack of crates she tries to listen to see if she could hear the man below her moving through the muck that covered the floor.

    Spoiler: OOC
    Show


    Standard Action: N/A
    Move Action: Double Move action to move to H8
    Free Action: Perception (1d20+18)[38] - listening for where the man might be
    Know Abstract: (1d20+31)[41] or (1d20+31)[45] - for what i can gain about the spell Alblis cast

    Stella HP: 44/44
    Nonlethal damage: 12
    AC: 16 Touch: 12
    Saves: Fort: +8, Reflex: +7, Will +16


  18. - Top - End - #378
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    The Apprentice - Stella Astral






    Stella was absolutely clueless as to the magic Alblis had cast, she didn't even know what the spell was called. Whatever manner of spell it was, she had managed to imbue it with the same darksome energy that she had used to brutally slay the first man. Looking at his jagged frozen spectacle, she could only imagine what the churning balls of screaming souls could actually do. The White Witch wasn't like the Witches of Duvan, and thus her magic did not stem from the same root nor rules as those who might dwell in Isto'thac. In truth she wasn't even sure what magics were employed by the Witches of Quarry, or any Witch of Tangi'thac for that matter. It was a foreign universe, with foreign methods which remained unfamiliar. There were likely studies of magical knowledge regarding such casting, but she wasn't certain just what they were [Stella | Knowledge Abstract - Failed]

    Gliding through the air Stella crossed the isle and stopped above a new wall of crates. She couldn't hear anything... An eerie realization slowly crept into her mind as an oppressive silence descended. It was deathly still, the only thing that reminded her that she hadn't lost her sense of hearing completely was the occasional crackle of flames from the burning sphere advancing below. Stella had never actually fought real survivors and soldiers in Golaion that had survived since after the Long Night. Sure, she had heard of Harriers, Snipers and Lightbearers, hearing how warfare had changed - but never having actually engaged with such fighters personally. Sniffing the air, she could smell something - a musky air that stung the nose with something of a chemical-burn. Small bits of what she had thought was dust drifted through the air. Extending a hand, a small flake landed in her palm. it was silver. Alchemy, it was the forte of one particular group of soldiers that explored the Tainted Lands; Silvereye Snipers. Elusive, cautious and clever, they used a large assortment of alchemical tools to a mask their presence, and modified their weapons to accept special alchemic cartridges that could be devastatingly deadly. She was certain that if the gunman caught sight of her, before she on him, she would likely be very dead. Now that she had given the sniper a chance to prepare, it was going to be nearly impossible to find him though this smog by just looking around. [Stella | Perception - Failed]

    "What are you doing, stupid girl?" The elder Witch sneered at Stella from below, she couldn't make her out well, but she apparently had no difficulty seeing her. Alblis didn't move from her position, as her magic orb still steadily advanced. Instead she traced a series of strange runic markings in the air with greenish-black flame before slamming her staff into both of them. The lines of magical text erupted in a violent burst as two familiar burning spheres manifested. It was the same spell, but instead she had created two more, rather than one. At appeared that now being able to fully concentrate on her spellcraft, she could accomplish far more potent magics. She sharply pointed forward and those sphere too begun to advance.




    Spoiler: Combat: The Storage Chamber
    Show

    The haze makes seeing difficult - impairing vision at greater distances.
    - Targets 30ft away are granted partial concealment (20% miss chance)
    - Targets greater than 30ft away are concealed completely (50% miss chance)
    - The outline of enemies is still visible, and thus may be targeted by an attack rather than their square.

    The grim upon the ground has heavily hampered movement and made traversing the chamber difficult:
    - the floor is difficult terrain
    - Creatures may only move 10ft per move action safely. Moving greater than this speed requires an acrobatics check for every additional 5ft the creature is attempting to move. The DC for this is 15 for the first square (15ft) and increases by 5 for every 5ft beyond. If the creature fails this check she does not move and falls prone in the square she was occupying before the failed movement.
    - A creature who has fallen into the grim suffers a cumulative -1 penalty to dexterity and strength based skills each time they fall. This penalty persists until they have spent a full-round action cleaning themselves of the grim. Upon doing so all penalties accrued are removed.



    B'Bhai Duucald: Channel Severance (Imbue Darkness)

    A forbidden technique preserved by the Nightmare Witches of E'Spdon Valdruk. If used carelessly, a Witch would be lucky to only have her mind destroyed. While Spellweaving or Spell-casting take a Severance check, or Knowledge (Forbidden) - this replaced any Spell Focus checks which might be required, but must be taken even if a Spell Focus check is not required. There is a 5% chance per spell level that Spite is accrued while using Knowledge (Forbidden) during casting. Spells created in this way gain the Darkness descriptor and deal darkness damage. This ability may only be used while casting harmful magic. Upon successfully damaging a creature the Witch suffers one-fourth of the damage inflicted by the spell and any subsequent effects in the form of non-lethal damage, experiencing their enemy's pain and memories. Upon successfully channeling the Witch must succeed a save equal to her spell's DC, upon failure she is overwhelmed by negative energy and is left Grieving for 1d4 rounds. After three failures within a 24 hour period, the Witch begins suffering 1d4 wisdom damage per spell level of the spell cast upon each failure thereafter, as the darkness begins eroding her sanity. Channeled spells always inflict grievous wounds and debilitating effects upon successfully dealing damage. Casting a channeled spell requires twice the amount of focus points, spell slots or applicable resource, however the Spellweaving DC is decreased by 4.



    Side Quest: Return to the Darksome Path (Part I)
    Throw across the spectrum of reality, Stella's mind comes crashing back into what she could only imagine is 'the right side'; though her body remains ensnared within the folds of the Inverse. Waking up in Magnimar Stella finds the guise of Alicia is gone, and standing before a stranger and an enemy. Amid the burning city, the frightening figure drags the two Witches with her to teach them an important lesson.
    Difficulty: Unknown | Status: On-going | Profit: Unknown | Time: Unknown
    Objective: Complete the lesson & return to the Inverse.


    22nd of Rova, Sunday - Time: 9:39pm / AR 4707
    The City of Monuments; Magnimar
    Underbridge; Somewhere near the Irespan


    Spoiler: Rewards | EXP
    Show


    ֍ Stella XP +400 (103,600xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Silvereye Snipers +200 (103,800xp)

    ✦ Corrupted Fate (Ra'Dolfaal)
    ⯎ Gem of Telepathy: 3/5 Charges, 3 min duration - Identified use with UMD

    SpellWeaving:
    Successfully casting a Spellweave costs the Witch a number of focus points equal to Spell Level + 1.
    The Witch may attempt a number of Spellweaving Checks per day equal to her Aptitude.

    Stella HP: 44/44
    Non-Lethal Damage: 12
    Reputation: 25
    Memory: 2
    Spite: 1
    Honor: 311
    SV. Exp: 1

    Spoiler: Attack: Mechanics Breakout
    Show

    ⚔ [Alblis] Activates [Runic, Archmage] as a Swift Action
    ⚔ [Alblis] Weaves [Bar'loilfrey, Awakened] x2
    ⚔ [Stella] moves to H8
    ⚔ [Stella] Knowledge (Abstract) [Failed]
    ⚔ [Stella] Perception [Failed]





    Spoiler: Cards
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    Spoiler: Nelrin'Fel, The Exiled Son
    Show


    Name: Nelrin'Fel, The Exiled Son
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: -
    Value: 0
    Cost: Other
    Activation: Standard
    Duration: Limited
    Fate: Soul
    Grade: Gold
    Detail: Once he was the destroyer. Once he was the savior. Once he was the teller of lies. Once he was the teller of truth. He was the exiled son. He had saved the multiverse twice the mount of times he had destroyed it, and been cursed three times more than he deserved. He had been made to live as an animal, and a devil, and been cast out from his home. Yet, despite all his shortcomings and faults, it was he who had risen above it all. Risen above the Houses. Risen above the Three Worlds and escaped the Garden. An accomplishment which no Child born beneath the Mothers had even done, but he had learned quickly that the world was a large place, and he himself amounted to nothing. Yet, he was not discouraged, for he had always been less than nothing. A blight, a curse. His sisters hated him, his House loathed him, and his Mother enjoyed watching him suffer and struggle. He had returned for his brothers, to leave with them and make their own way. He cared nothing for the threefold universe nor the lives of the insignificant insects which inhabited it. He had killed them all before, and he would do it again it if would aid his cause. He didn't want to be perfect. He wanted to be free.

    ✥ [Greater] Manifestation: Summon's the shadow of the Exiled Son at no cost. Nelrin'Fel will demand his own price, and if satisfied may assist the Witch, or Spite her. Regardless of the result the card is not expended upon use and returns to the bottom of the deck afterwards.
    ✥ [Potential] The Exiled Son (Passive): Any of Nelrin'Fel's Passive Potentials may be activated at his discretion when summoned. These abilities may be activated and disabled as a free action even while not his turn. The focus point cost of all the Witch's spells and cards is reduced by 4 (minimum 1). There is a 10% chance a spell or card successfully cast is activated again at no cost.
    ✥ [Potential] Earthbound Immortal (Passive): The first successful attack of each round effecting the Witch is negated, as long as the damage which would be sustained is less than 10 times her arcane aptitude.
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    Spoiler: The Soul Eater's Crucible
    Show


    Name: The Soul Eater's Crucible
    Potential: ✦✦⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: 28
    Activation: Standard
    Duration: Other
    Fate: Support
    Grade: Silver
    Detail: A device forged in the Third World. It was a tomb. A prison. A gravestone for those who would not be allowed the grace of death. Within it the native fate of a soul would be bound to assume their place, then they would be cast into the Inverse. Forever sealed within that reflected world. That which remained was a horrid farce of those who had once been. In the hands of once who knew how to wield it, it could prove to be a powerful engine of arcane might. Those who originally fashion it, created the device with the intent of manufacturing faux universes and converting the life-energy into power to fuel their most abominable spells. Now, it was simply a ring, seemingly devoid of purpose.

    ✥ [Lesser] Soul Burial: As a standard action, Force one spirit within 40ft to attempt a Spell Focus check equal to 20 + the Witch's arcane aptitude. Upon failure the soul is sealed inside the Soul Eater's Crucible. The ring possesses no maximum capacity.
    ✥ [Potential] Create Life: As a full round action, create 1d100 lives within the Soul Eater's Crucible. These may be animals, humanoids, or any intelligent or non-intelligent life randomly determined by the ring. The card is not expended upon use of this ability and returns to the bottom of the deck.
    ✥ [Potential] Consume Life I: By consuming 10d100 lives within the ring the wielder grants herself a permanent +1 bonus to one ability score. This requires 24 hours of uninterrupted concentration.
    ✥ [Potential] ??????
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    Spoiler: The Master of the Conclave
    Show


    Name: The Master of the Conclave, Professor Gerald P. Faust
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: Other
    Activation: Standard
    Duration: Other
    Fate: Soul
    Grade: Silver
    Detail: In his early years, his eccentric and often madly delivered conclusions made many believe him without a shred of sanity. His theories far outpaced the current understandings of The Great Beyond and the cosmic forces which magic manipulated. Many years ago, his studies outlined the intricate functions of Psychic Magic and principles of Vanician design which had yet to become common knowledge during the publication of his ground-breaking book; 'The Anatomy of Magic'. Professor Faust was the pioneer of modern magic as it existed today on Golarion, and was thought to be the herald of a new era with the emergence of Offworlders and other far-flung worlds beyond. However, the man vanished after an experiment, leaving behind only books upon the studies he had previously pursued.

    ✥ [Lesser] Consult the Master: As a standard action, the Witch may pose a single question to Professor Faust, to which he might reply. Regardless of the result, the Witch spends 15 points of focus. There is a 50% chance the card is not expended upon use of this ability and returned to the bottom of the deck.
    ✥ [Greater] Fabricate Key: As a full round action, the Witch may randomly generate a Calamity Key in their current world. This ability costs 30 focus points.
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    Spoiler: Night For Day - Unidentified
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    Spoiler: Tagar, Who Waits - Unidentified
    Show



    Spoiler: The Reflected Alter
    Show

    Praying at the alter requires a Spell Focus check and 1d8 hours of uninterrupted meditation to establish a connection with the herald. Alicia receives no way of judging the success or failure of her attempt. Cumulative penalties are applies for very 4 hours of meditation taken from loosing focus over a prologed period of time. These penalties stack with conditions accrued from other sources such as starvation or dehydration.


    Spoiler: Alicia Kelgore - Conflicted Mind
    Show
    Alicia and Stella must maintain a constant state of balance to stay in harmony with one another, however doing this is not a simple task as the Veil evolves. Alicia will progressively shift in alignment as the Veil grows and the two personalities shift further and further apart from one another, prompted by various Spell Focus checks while both performing magic and having new experiences which the Veil attempts to adapt into the persona's fabricated history. Furthermore the Veil is capable of enforcing its own canonical history as if by means of a Divergence. At the beginning and end of each day both persona's must make an opposed spell focus check, granting advantage to the victor for the next 8 hours. The persona with advantage gains a +5 circumstance bonus to all other checks against the other identity. If Stella begins to fail more and more checks her control of Alicia will begin to diminish, introducing new influences or opposing actions which she must succeed an ego check to interrupt. Further effects from the Veil may be acquired from constant failed checks. This Veil may be dismissed by revisiting the mirror and spending 1 minute in meditation.


    Spoiler: Potentials
    Show



    Spell Training I: Stability

    As you have learned from surviving many failed casts, Spellweaving is a complex and difficult system of magic. You have frequently bit off more than you could chew and paid the consequences. There is a reason why structured Spellweaves exist, and why Witches learn them rather than free-casting liberally. The Weave was volatile and performing such a feat was something reserved for geniuses and Savants who understood the functions and quirks of their magic, to avoid being befouled by it. Yet, even knowing that you didn't want to be held back by memorized Weaves, free-casting was the realm of the Gran Hexe, and you dreamed of something far ahead of them. So while you might not have been able to often succeed in your efforts, you developed a method to at least keep yourself alive from those repeated failures so that you could one day master the art in time.

    Benefit: Your hit points increase by 6 due to the numerous weave backlashes and failed casts you have survived. The DC of Spellweaves you attempt to cast with a spell level greater than your own character level are reduced by 4. Upon a Spellweaving failure reduce the final Failure Result by 4. Additionally your arcane aptitude increases by 1.


    Spoiler: B'Bhai Duucald: Nl'Gnos In'Flamgra
    Show



    B'Bhai Duucald: Nl'Gnos In'Flamgra

    The Nl'Gnos In'Flamgra was sometimes referred to as the 'nether flame', a powerful combat talent which fell into disuse after the purge of Havockers and Evocation-focused Witches. While it itself was considered an extremely basic and fundamental combat talent for nobles during the height of Evocation, it has now become little more than a small fragment of informative study while it's practice has gone almost extinct. Due to its destructive power, it cannot be used in a duel. Witches who have reclaimed its practice are often subject to suspicion and mistrust, out of a conditioned fear of the magic's Havocker origins.

    Benefit: By spending a move action while wielding her wand the Witch may summon the Nl'Gnos, which appears as a circling crimson halo of fire. As a standard action she may make a ranged touch attack dealing 1d6 points of fire damage against a target within 120ft. The Witch adds half her arcane aptitude as a bonus to her attack and damage rolls. Alternatively, the Witch may choose to create the Nl'Gnos without the wand as a standard action. Using the talent in this way is far less potent and gains no bonuses from her aptitude while dealing 1d4 points of fire damage per two hit die she possesses. While this talent may be used while the Witch's focus pool is depleted, if she possesses focus it is reduced by 1 with each use.


    Spoiler: Spellweaving
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    Spoiler: Veilweaver
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    Veilwitch Path Advancement: Veilweaver

    Darkness. Depravity. The Eternal Black. These were the words of the Veil Witch. Sinister and unrelenting, nothing was sacred, nor would the feeble powers of their kin enough to slake their thirst for true and undiluted power. It was the simple nature of such things to destroy those who pursued it, and indeed, most were. Those who remained stood wholly committed to unearth the abyssal powers of the beyond, fearing no death nor eternity which waited to greet them. For they were damned by an unconquerable desire. Each manifestation of magic slowly corrupted them, changing them and steeping them further into the dark. The further they delved the more their minds were unhinged and removed from the realm of mortals, made mad by the knowing of forbidden secrets. A process known as the Blackening. Veil Witches could bend the Weave, but were far less potent than their kin. Rather, they sowed Veils; constructs of eldritch energies knitted together from countless threads. They could be abhorrent anomalies, physical fabrications, or even Diverged paths of reality. Secrets were precious, and knowledge - sacred, but to those who delved deep into the darkness awaited... Revelation.

    Benefit: Returner Path Advances to Veilwitch.

    Your intelligence & wisdom increases by 4. The base DC of the Veilwitch's Spellweaves is 15 and her caster level while casting a Spellweave is considered 2 lower (minimum 1). The amount of Spellweaves which a Veilwitch may learn is extremely limited. The maximum amount of Spellweaves she may learn is 1d4 per hit dice she possesses. When learning a new Spellweave, she may choose to replace an existing one. The Veilwitch gains the ability to cast Veilweaves, unique constructs of otherworldly magic. Each Veil possesses unique qualities, however most cannot be directly used by the Witch nor other creatures. A Veil can be sentient, but cannot activate its own abilities without the Witch's command, a swift action. A Veil may be wielded by otherworldly entities such as Greater Spirits, but only with the Veilwitch's consent. Veils persist indefinitely until destroyed or dismissed, but the number which may exist at any given point may not exist her Arcane Aptitude. Veil's which require certain conditions to persist can only be maintained by the Witch who created it, or an entity allowed to wield it. The Witch may learn any number of Veilweaves, in addition each time she casts a spell or Spellweave there is a 15% chance a Veil is created. These spontaneous Veils will hold similar properties to the magic which created, while other features may be randomly determined. Spontaneous Veils cannot be learned as Veilweaves, but are unique constructs formed from her magic.

    The Veilwitch begins with the following Veils:
    ⛤ Domain of Black
    ⛤ The Black Veil, Renor'vet




    Spoiler: The Deck of Terminating Prescience: Introduction
    Show


    The Deck is a powerful weapon designed to combat the corruption of the original cursed book which creation is now bound to. Employing the deck requires careful decision making and strategy to build an effective deck which caters towards the Witch's strengths and weaknesses.


    ACTIVATION

    Activating the Deck is a Standard Action. The Deck remains active for 1d10 rounds before vanishing. The duration the Deck remains active increases by 1 for every 10 points of Arcane Aptitude the Witch possesses.


    CARDS

    Once a card has been identified it's features are revealed. An individual card cannot be used until it has been assigned to a Deck. A minimum of 2 cards are required to create a deck. Each card follows the the format of features below. These features are unique to each card and may change even if multiples of the same card are owned. Unique functions such as Potential, Duration, Activation and Detail may be different between the copies of cards, giving new or unique functions to your familiar favorites.

    If a Witch is intentionally granted a card it is received already identified, while other cards are automatically identified if their Value is equal to or below the Witch's Arcane Aptitude. Unidentified cards must be identified via a Knowledge (Forbidden) check while within a Circle of Black; this check has no chance of success outside of such a zone and requires 10 minutes to complete. The information each card provides will vary based on the type of card which has been received. Further information is gained for every 5 points which the Witch's check exceeds the DC. This additional information is only available for cards which she has identified herself. She may choose to re-identify an identified card without any penalty, however she may only attempt this once per card.

    Categories marked as 'other' provide exceptions to the standard options and are typically massively powerful fates which should be used with reservation. Each card's effect persists after activation for a period of time listed under 'Duration'. The effect may be instant and then expire, last indefinitely, or last for a finite period. The exact time a limited duration fate stays in effect is usually only discovered within its hidden details.

    Each time a card is activated the associated Cost must be paid, which is removed from her Focus Pool (a sum of points equal to her Arcane Aptitude). If the activation of a Card would reduce the Witch's Focus to 0 or lower, the Witch is instantly slain.

    Name: Card Name
    Potential: Certain fates can be empowered if the Witch meets certain conditions before use.
    Min. Aptitude: Minimum AA (Arcane Aptitude) required to use the card
    Value: The number of Deck Points the card occupies
    Cost: The amount of AA required to activate the card
    Activation: Standard, Move, Swift, Immediate, Free, Other
    Duration: Instant, Permanent, Limited
    Fate: Soul, Support, Event, Other
    Grade: Gold, Silver, Bronze, Other
    Detail: A summery of identified functions that card will perform. Some functions may be hidden or obscure.


    DECKS

    Managing Decks is a critical role for the Witch, as is building multiple Decks. For every 15 points of Arcane Aptitude the Witch possesses, she may create an additional Deck. Once each day after receiving the benefit of 8 hours of rest the Witch may assign the cards associated with each Deck. A single card may only be assigned to a specific deck once. Each Deck the Witch owns possesses a limited number of Deck Points (DP) which dictate the size of her Deck. The Witch's first Deck is typically her largest and possesses a number of Deck Points equal to 4 + her Arcane Aptitude. Each subsequent Deck has less points than the last, with her second Deck having half the number of points as her first, and her third having half the value of her second, and so on. Each time she expends cards there is a chance she earns additional DP which she may spend between her Decks to increase their individual sizes (eg: If the Witch earns 4 points she may assign 2 points to Deck 1, and 2 points to Deck 2, etc.) The maximum Deck Points which a Witch may invest within a single Deck cannot exceed three times her Arcane Aptitude.

    Additionally, the Witch may swap decks as a full round action, but may not do so again for 1d8 hours.


    DRAWING

    Once the Witch has activated her Deck, a maximum of 4 hidden cards are randomly pulled from her Deck. The Witch may choose to draw one as a swift action, discarding the rest. Discarded cards are returned to her Deck, but any cards revealed among them are suspended for 1 round. Each round a new spread of cards is generated as a free action. The Witch may choose to reveal a hidden card by paying a cost associated with its grade; 1 point for bronze, 2 for silver, 3 for gold, and 5 for Other Rarity. This choice is a non-action which may be performed any number of times.


    THE HAND

    The Witch's Hand represents the maximum amount of power which she can maintain at once. The cards within her Hand may be paid for and activated at the Witch's discretion. There is no limitation to how many cards may be activated each round, as long as she has enough actions to complete each card's activation. Activating a card functions similarly to casting a spell, and provokes attack, however the card is not wasted should the Witch fail her concentration check. The Witch's initial maximum hand size is 3 cards. The number of cards she may add to her hand increases by 1 for every 10 points of Arcane Aptitude she possesses. If she ends a round with a number of cards in her hand in excess of her limit, she must discard cards until she has reached her maximum hand size.



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

    One truth stood above all others; the weak were ruled by the strong. The Witches of the Three Worlds established their superiority via an ancient tradition known as 'B'Bhai Dol'fhaal', a form of ritual combat. Overseen by supreme beings and bound by an age-old system of honor, it formed the corner stone of magical society. Claims were laid, power taken, great wagers were placed and political wheels turned with each battle fought. Wands were passed down from mother to daughter, containing the acquired honor of generations past and greater heights achieved - while others were thrown down into crushing defeat.

    Benefit: The Witch gains proficiency with Dueling Wands, and her intelligence and wisdom ability scores increase by 6. Additionally, the Witch is considered to have one additional HD more than they possess for all effects other than determining their hit points, while gaining the following abilities which may only be used while in Ritual Combat.


    ⛤ B'Bhai Dol'fhaal, Ritual Combat (Dueling Circle)
    The Witch may challenge and receive challenges from other Witches with this ability. Upon a challenge being issued, both Witches must cross wands, thereby creating a 'Dueling Circle' whose size is determined by the challenger. The Circle is created at a size equal to 25ft/HD the challenger possesses. A Witch may attempt to resist crossing wands with a challenger by succeeding a DC 20 will save, but may be penalized. While a B'Bhai Dol'fhaal is initiated, neither Witch may be influenced by conventional outside influences, and will cease taking damage or even drowning depending on their environmental circumstances. Once the Circle has manifest the Witness, who servers as mediator and referee, will oversee the match and establish any rules and wagers. Regardless of additional wagers placed, the victor will take a pre-determined amount of Honor from the loser. Both participants may demand a wager, which both must agree to, and may be anything which the participant can provide or relinquish - with or without aid. Additional rules may be added by the Witness or requested by either participant. Rules requested must be agreed upon by both participants. Participants may request a ruling or ask questions of the Witness at any time, before, during or after the Duel. Upon conclusion of the duel wagers and honor are awarded. A Witch may not decline a challenge unless she possesses 100 points or more Honor than her challenger, in which case she may provide her justification to the Witness who will determine if the Duel will be voided. Any challenger who wishes to issue a duel to a Witch who possesses 200 points of Honor or higher must bring with her a number of endorsing Witches whose total combined Honor is within 50 points of her desired combatant. Damage dealt within the Circle is nonlethal, however a participant may still be slain from excess nonlethal damage as normal. Non-magical attacks are always prohibited unless ruled otherwise by the Witness. All forms of attack, other than spells and similar abilities, are considered a special form of attack known as a 'Dueling Thrust' and require a minimum of a standard action to complete. A duel is won when the Witch performs an 'Alaffa'elvriel', a special disarm, or when the combatant is no longer conscious.

    ⛤ Acem'bol (Dueling parry)
    The standard and iconic parry performed by dueling Witches. A Witch may perform the Acem'bol against a Dueling Thrust or any qualifying offensive action by succeeding a Spell Focus check. The opposed check must meet or exceed the Dueling Thrust's attack roll. Upon success the attack is negated. A Witch may perform this action once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. A parry only defends against a single damage source, but must be performed multiple times if a single thrust produces multiple missiles or similar harmful effects.

    ⛤ Tsaaf'bol (Dueling thrust I)
    The classic and most rudimentary of Dueling Thrusts, used to soften up an enemy and prepare to deliver the finishing blow. As a standard action the Witch delivers a blast from their wand, a ranged touch attack. This small magical blast holds a range of 10ft/HD the Witch possesses and uses her highest mental stat when determining its attack and damage bonus. Upon striking an enemy the missile deals 1d4 points of damage in addition to the ability modifier of her primary mental ability score. The target suffers a cumulative -1 penalty to attack rolls, skill checks and saves which persist until the duel concludes.

    ⛤ Alaffa'elvriel (Arcane disarm)
    Victory with peerless grace. The Alaffa'elvriel is the ultimate and unquestionable mode of victory within an arcane duel. Any spell, supernatural ability, Spell-like ability, hex or form of non-Vancian manner of casting (to include maneuvers, spheres, spellweaving, veils, veilweaving, ascension abilities or similar) regardless of target or effect may prompt an Alaffa'elvriel. Any ability or effect which is not classified as a 'Dueling thrust' will typically be a valid action which may prompt an Arcane Disarm. A disarm may be attempted once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. The Witch must succeed a Spell Focus check versus the effect equal to the DC or attack roll of the effect; if the triggering effect has neither than the check is equal to the opponents arcane aptitude. Upon success the duel immediately ends.

    ⛤ Quatekal'baalta (Mystic Ward)
    Duels between Witches were far from arcane slugfests and brutish mystic blasts. Spells and formal magic were dangerous things, only to be employed at the perfect time. It was a battle of wits and preparation, and no preparation was more vital than the Quatekal'baalta. Hovering shields of energy, they served to block attempts at disarming an opponent - but tended to leave one vulnerable to direct attack in the process. Mystic Wards are the primary defense required to attempt to cast a spell or similar effect in relative safety from an Arcane Disarm attempt. To create and employ a Ward a number of prerequisites must exist. The Witch must succeed a Spell Focus check equal to 10 + her aptitude to form a shield. Furthermore, the witch must possess an individual servitor or similar for each individual shield, and she may not possess a number of created Wards in excess of her own HD. Once a shield has been created the opposing Witch must succeed a Spell Focus check with a DC equal to that which was made to create it. Regardless of success or failure the Ward is expended after use. Regardless of the number, standard Wards do not stack against an individual disarm attempt (ie; only a single Ward can be used against a single disarm attempt). This ability functions as a Veil.







  19. - Top - End - #379
    Bugbear in the Playground
     
    forg99rules's Avatar

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    Default Re: The Primeval Dark (IC)




    Her mind ignored the annoyance of the Witch that was scolding her and instead focused on the task at hand. She wished she had just taken the time to take the man out from the beginning instead of now having to play cat and mouse with him. Looking down she wondered were he was hiding at, she knew that she needed to find him before he could find her. Taking a second to think she looked around and wondered if casting a spellweave that dealt damage to all within its area would be best. Since she could not see the man and did not want to risk showing herself to him, a spell that covered an area seemed like it would be best. Picking a location down below she hoped that she could complete the spell, as well hoped that the man would be within it and would die from it. She needed the kills and she needed to show that damned witch that she was worth something. Lifting up her wand she aimed at the perfect area and wordlessly began channel her magic to cast the spell. She had spent only a moment thinking about what sort of spell she wanted and figured that sticking with the frost theme would be interesting.

    Spoiler: OOC
    Show


    Know Forbidden: (1d20+33)[51] or (1d20+33)[45] - Channel Severance Check
    Spellweave: (1d20+17)[28] - See Spoiler for effect, Targeting D/E 3/4 for the center of the 20ft radius
    Damage: (1d3)[3] - Cold Damage, if needed
    Will save: (1d20+16)[33] - if its needed

    Stella HP: 44/44
    Nonlethal damage: 12
    AC: 16 Touch: 12
    Saves: Fort: +8, Reflex: +7, Will +16




    Spoiler: Spellweave Being Cast
    Show


    School: Evocation [Cold]
    Casting Time: 1 standard action
    Range: Medium
    Area: 20ft radius
    Duration: instantaneous
    Saving Throw Reflex half; Spell Resistance yes
    Deals 1d3 points of cold damage to all targets within the spells radius as the air within it snaps frozen


  20. - Top - End - #380
    Troll in the Playground
     
    Mornings's Avatar

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    Default Re: The Primeval Dark (IC)




    The Apprentice - Stella Astral






    With a quick gesture Alblis wove another spell, creating new flaming minions of screaming darkened magics. The White Witch seemed entirely committed to her perch and maintaining as much distance between herself and her enemies as physically possible, while commanding her her spells forward. Caution was never Stella's strong suite. Instead, she opted for a different solution to her sniper problem. Chasing after the gunman hadn't been her idea of combat, nor did she want to wait for him to reach a position with which he might take his shot at her, but in truth, the dark Witch's nagging had begun to irritate her. She'd give the damn woman something to talk about if nothing else. With a flourish, her wand sprung to life with a chilling white glow that slowly darkened to a dark-blue hue.

    The light intensified to a stark flash before she sharply snapped out her wand towards the ground below, throwing a bolt of bright glinting blue from her perch far above. Though she couldn't see him, she heard the gunman scream out from somewhere further below, "GALIC, SHE'S ABOVE- !" His words were cut short as a massive sapphire explosion of blinding light roared forth as the streaking missile touched down to the ground. The massive sphere of energy violently exploded outward with a churning spiraling wave of chilling force that froze the tips of Stella's hair. Black spears of frozen spiraling pillars jaggedly raced out like bridges of slick obsidian. There was no scream, no sound, death had been instantaneous - yet while, the man was not alive to experience the pain, she remained to be ravaged by unrelenting agony. Her body jerked and shook as a dark flem-like inckor slewed from her mouth. The tumultuous waves of frozen condensation rended her limbs, pierced her bowels, shattered her bones and sealed her in a suffocating chamber of frost. Her vision begun to darken and tunnel, as she swayed. The sight of the man frozen within the massive icy coffin could be seen, like an insect sealed in ancient amber. [Stella | Spellweaving Success - 3 FP Spent]

    Enemies pressed in from the hall. A man clad in emerald robes and dark green hat, so similar to what she had begun to imagine of Witches screamed out from the rear of the enemy's formation. "LAUDEL!" A familiar young man ripped the massive sword from his back and pointed forward, "FAWK 'EM UP, LADS! -FOR THE LOVELESS!" With a quick motion, the wizard read off a spell from his book, his hand was steeped in a grim eerie flame. With a sweep of his hand a bolt of blackfire came cutting through the smog as the two Harriers came storming in. The bolt struck the ceiling unleashing a crushing explosion that bellowed with such deafening cacophony she could feel her eyeballs quake in her skull as their water dried in her sockets from the massive gout of churning ebon flame. The blast cast her down to the ground with a crushing wave of energy, igniting her clothes and burning her skin with chilling black fire. The world was going dark... [Stella Reflex Save - DC20 | 21 Darkness Damage - Reflex for half]

    Her body fell from the air with a dull heavy thud, she could feel something snap and break inside her body, but it didn't matter. Everything was going cold, and not simply from the fires which were burning her away with their cruel freezing dance. Her lower body had gone numb, a sensation far more frightening than the terrible torture of her own magic's backlash. Now her arms had lost all sense of feeling, it was all she could do just to hold out her failing consciousness. The Harrier's had easily dashed, leapt and danced across the massive icy figure her magic had left in its wake. The boyish-faced Harrier that had led the change inside had crossed the distance from the hall to the crates in an instant as if it were a simple-easy thing, pole-vaulting with her sword through the frozen forest of spikes and hurtling through the air with a deft flip to land on the creates. Her cold emerald eyes looked down at her with a merciless scorn, "Damn bloody witch.". Black.

    Though her world had gone black, she had held out the dark just long enough to clearly see the woman's face.
    It was Iron Hawk.


    Side Quest: Return to the Darksome Path (Part I) - [FAILED]
    Throw across the spectrum of reality, Stella's mind comes crashing back into what she could only imagine is 'the right side'; though her body remains ensnared within the folds of the Inverse. Waking up in Magnimar Stella finds the guise of Alicia is gone, and standing before a stranger and an enemy. Amid the burning city, the frightening figure drags the two Witches with her to teach them an important lesson.
    Difficulty: Challenging | Status: Failed | Profit: Unknown | Time: Unknown
    Objective: Complete the lesson & return to the Inverse.





    Spoiler: Stella - Ice Attack
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    Spoiler: New Enemies
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    The Unsung King - Alicia Kelgore


    "Why are you just standing there?" Alicia blinked blankly as her senses came to as Lapalila's voice rang in her ears. The memories of what had transpired within her consciousness were still settling and being revealed to them both. Alicia played them back and recounted Stella's actions and inevitable death within the storage chamber somewhere in Dockway with an embarrassed frustration. Once again, existing as a mind, trapped within a mind, she could feel the foreign lens of perception reflecting upon her thoughts and awareness. In Duvan, 'magical combat' was the only combat, and she'd been foolishly slain by - of all things, a spellcaster, in a foreign world of primitive magics. In comparison to the sophistication of spellcraft in Duvan, Witches saw the crude Vacian systems of 'rule magic' employed in her world the same way that men might see Neanderthals. She could feel the Witch mentally screaming in shame. While Alicia might have been fostered on Golarion, her magics stemmed from the Second World and an inherent awareness of those people's insignificance. What she had demonstrated boiled down to only a blatant carelessness and incompetence spurred on by ignorance. She grasped her head as she felt herself being pulled apart. [Alicia Stability Check | Spell Focus DC40]

    [All health & expended resources are restored. New abilities are retrained.]


    B'Bhai Duucald: Channel Severance (Imbue Darkness)

    A forbidden technique preserved by the Nightmare Witches of E'Spdon Valdruk. If used carelessly, a Witch would be lucky to only have her mind destroyed. While Spellweaving or Spell-casting take a Severance check, or Knowledge (Forbidden) - this replaced any Spell Focus checks which might be required, but must be taken even if a Spell Focus check is not required. There is a 5% chance per spell level that Spite is accrued while using Knowledge (Forbidden) during casting. Spells created in this way gain the Darkness descriptor and deal darkness damage. This ability may only be used while casting harmful magic. Upon successfully damaging a creature the Witch suffers one-fourth of the damage inflicted by the spell and any subsequent effects in the form of non-lethal damage, experiencing their enemy's pain and memories. Upon successfully channeling the Witch must succeed a save equal to her spell's DC, upon failure she is overwhelmed by negative energy and is left Grieving for 1d4 rounds. After three failures within a 24 hour period, the Witch begins suffering 1d4 wisdom damage per spell level of the spell cast upon each failure thereafter, as the darkness begins eroding her sanity. Channeled spells always inflict grievous wounds and debilitating effects upon successfully dealing damage. Casting a channeled spell requires twice the amount of focus points, spell slots or applicable resource, however the Spellweaving DC is decreased by 4.



    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    Duvan'Ku; The City of Duvan
    Lesser Plaza; The Faceless Marches


    Spoiler: Rewards | EXP
    Show

    I know I messed up Stella's blast by 1 space, my bad. It didn't change anything though.

    ֍ Stella XP +400 (104,200xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained

    ✦ Corrupted Fate (Ra'Dolfaal)
    ⯎ Gem of Telepathy: 3/5 Charges, 3 min duration - Identified use with UMD

    SpellWeaving:
    Successfully casting a Spellweave costs the Witch a number of focus points equal to Spell Level + 1.
    The Witch may attempt a number of Spellweaving Checks per day equal to her Aptitude.

    Alicia HP: 22/22
    Reputation: 25
    Memory: 2
    Spite: 1
    Honor: 311
    SV. Exp: 2 (Severance)


    Spoiler: Cards
    Show


    Spoiler: Nelrin'Fel, The Exiled Son
    Show


    Name: Nelrin'Fel, The Exiled Son
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: -
    Value: 0
    Cost: Other
    Activation: Standard
    Duration: Limited
    Fate: Soul
    Grade: Gold
    Detail: Once he was the destroyer. Once he was the savior. Once he was the teller of lies. Once he was the teller of truth. He was the exiled son. He had saved the multiverse twice the mount of times he had destroyed it, and been cursed three times more than he deserved. He had been made to live as an animal, and a devil, and been cast out from his home. Yet, despite all his shortcomings and faults, it was he who had risen above it all. Risen above the Houses. Risen above the Three Worlds and escaped the Garden. An accomplishment which no Child born beneath the Mothers had even done, but he had learned quickly that the world was a large place, and he himself amounted to nothing. Yet, he was not discouraged, for he had always been less than nothing. A blight, a curse. His sisters hated him, his House loathed him, and his Mother enjoyed watching him suffer and struggle. He had returned for his brothers, to leave with them and make their own way. He cared nothing for the threefold universe nor the lives of the insignificant insects which inhabited it. He had killed them all before, and he would do it again it if would aid his cause. He didn't want to be perfect. He wanted to be free.

    ✥ [Greater] Manifestation: Summon's the shadow of the Exiled Son at no cost. Nelrin'Fel will demand his own price, and if satisfied may assist the Witch, or Spite her. Regardless of the result the card is not expended upon use and returns to the bottom of the deck afterwards.
    ✥ [Potential] The Exiled Son (Passive): Any of Nelrin'Fel's Passive Potentials may be activated at his discretion when summoned. These abilities may be activated and disabled as a free action even while not his turn. The focus point cost of all the Witch's spells and cards is reduced by 4 (minimum 1). There is a 10% chance a spell or card successfully cast is activated again at no cost.
    ✥ [Potential] Earthbound Immortal (Passive): The first successful attack of each round effecting the Witch is negated, as long as the damage which would be sustained is less than 10 times her arcane aptitude.
    ✥ [Potential] ??????
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    Spoiler: The Soul Eater's Crucible
    Show


    Name: The Soul Eater's Crucible
    Potential: ✦✦⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: 28
    Activation: Standard
    Duration: Other
    Fate: Support
    Grade: Silver
    Detail: A device forged in the Third World. It was a tomb. A prison. A gravestone for those who would not be allowed the grace of death. Within it the native fate of a soul would be bound to assume their place, then they would be cast into the Inverse. Forever sealed within that reflected world. That which remained was a horrid farce of those who had once been. In the hands of once who knew how to wield it, it could prove to be a powerful engine of arcane might. Those who originally fashion it, created the device with the intent of manufacturing faux universes and converting the life-energy into power to fuel their most abominable spells. Now, it was simply a ring, seemingly devoid of purpose.

    ✥ [Lesser] Soul Burial: As a standard action, Force one spirit within 40ft to attempt a Spell Focus check equal to 20 + the Witch's arcane aptitude. Upon failure the soul is sealed inside the Soul Eater's Crucible. The ring possesses no maximum capacity.
    ✥ [Potential] Create Life: As a full round action, create 1d100 lives within the Soul Eater's Crucible. These may be animals, humanoids, or any intelligent or non-intelligent life randomly determined by the ring. The card is not expended upon use of this ability and returns to the bottom of the deck.
    ✥ [Potential] Consume Life I: By consuming 10d100 lives within the ring the wielder grants herself a permanent +1 bonus to one ability score. This requires 24 hours of uninterrupted concentration.
    ✥ [Potential] ??????
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    Spoiler: The Master of the Conclave
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    Name: The Master of the Conclave, Professor Gerald P. Faust
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: Other
    Activation: Standard
    Duration: Other
    Fate: Soul
    Grade: Silver
    Detail: In his early years, his eccentric and often madly delivered conclusions made many believe him without a shred of sanity. His theories far outpaced the current understandings of The Great Beyond and the cosmic forces which magic manipulated. Many years ago, his studies outlined the intricate functions of Psychic Magic and principles of Vanician design which had yet to become common knowledge during the publication of his ground-breaking book; 'The Anatomy of Magic'. Professor Faust was the pioneer of modern magic as it existed today on Golarion, and was thought to be the herald of a new era with the emergence of Offworlders and other far-flung worlds beyond. However, the man vanished after an experiment, leaving behind only books upon the studies he had previously pursued.

    ✥ [Lesser] Consult the Master: As a standard action, the Witch may pose a single question to Professor Faust, to which he might reply. Regardless of the result, the Witch spends 15 points of focus. There is a 50% chance the card is not expended upon use of this ability and returned to the bottom of the deck.
    ✥ [Greater] Fabricate Key: As a full round action, the Witch may randomly generate a Calamity Key in their current world. This ability costs 30 focus points.
    ✥ [Potential] ??????
    ✥ [Potential] ??????
    ✥ [Potential] ??????
    ✥ [Potential] ??????
    ✥ [Potential] ??????
    ✥ [Potential] ??????


    Spoiler: Night For Day - Unidentified
    Show


    Spoiler: Tagar, Who Waits - Unidentified
    Show



    Spoiler: The Reflected Alter
    Show

    Praying at the alter requires a Spell Focus check and 1d8 hours of uninterrupted meditation to establish a connection with the herald. Alicia receives no way of judging the success or failure of her attempt. Cumulative penalties are applies for very 4 hours of meditation taken from loosing focus over a prologed period of time. These penalties stack with conditions accrued from other sources such as starvation or dehydration.


    Spoiler: Alicia Kelgore - Conflicted Mind
    Show
    Alicia and Stella must maintain a constant state of balance to stay in harmony with one another, however doing this is not a simple task as the Veil evolves. Alicia will progressively shift in alignment as the Veil grows and the two personalities shift further and further apart from one another, prompted by various Spell Focus checks while both performing magic and having new experiences which the Veil attempts to adapt into the persona's fabricated history. Furthermore the Veil is capable of enforcing its own canonical history as if by means of a Divergence. At the beginning and end of each day both persona's must make an opposed spell focus check, granting advantage to the victor for the next 8 hours. The persona with advantage gains a +5 circumstance bonus to all other checks against the other identity. If Stella begins to fail more and more checks her control of Alicia will begin to diminish, introducing new influences or opposing actions which she must succeed an ego check to interrupt. Further effects from the Veil may be acquired from constant failed checks. This Veil may be dismissed by revisiting the mirror and spending 1 minute in meditation.


    Spoiler: Potentials
    Show



    Spell Training I: Stability

    As you have learned from surviving many failed casts, Spellweaving is a complex and difficult system of magic. You have frequently bit off more than you could chew and paid the consequences. There is a reason why structured Spellweaves exist, and why Witches learn them rather than free-casting liberally. The Weave was volatile and performing such a feat was something reserved for geniuses and Savants who understood the functions and quirks of their magic, to avoid being befouled by it. Yet, even knowing that you didn't want to be held back by memorized Weaves, free-casting was the realm of the Gran Hexe, and you dreamed of something far ahead of them. So while you might not have been able to often succeed in your efforts, you developed a method to at least keep yourself alive from those repeated failures so that you could one day master the art in time.

    Benefit: Your hit points increase by 6 due to the numerous weave backlashes and failed casts you have survived. The DC of Spellweaves you attempt to cast with a spell level greater than your own character level are reduced by 4. Upon a Spellweaving failure reduce the final Failure Result by 4. Additionally your arcane aptitude increases by 1.


    Spoiler: B'Bhai Duucald: Nl'Gnos In'Flamgra
    Show



    B'Bhai Duucald: Nl'Gnos In'Flamgra

    The Nl'Gnos In'Flamgra was sometimes referred to as the 'nether flame', a powerful combat talent which fell into disuse after the purge of Havockers and Evocation-focused Witches. While it itself was considered an extremely basic and fundamental combat talent for nobles during the height of Evocation, it has now become little more than a small fragment of informative study while it's practice has gone almost extinct. Due to its destructive power, it cannot be used in a duel. Witches who have reclaimed its practice are often subject to suspicion and mistrust, out of a conditioned fear of the magic's Havocker origins.

    Benefit: By spending a move action while wielding her wand the Witch may summon the Nl'Gnos, which appears as a circling crimson halo of fire. As a standard action she may make a ranged touch attack dealing 1d6 points of fire damage against a target within 120ft. The Witch adds half her arcane aptitude as a bonus to her attack and damage rolls. Alternatively, the Witch may choose to create the Nl'Gnos without the wand as a standard action. Using the talent in this way is far less potent and gains no bonuses from her aptitude while dealing 1d4 points of fire damage per two hit die she possesses. While this talent may be used while the Witch's focus pool is depleted, if she possesses focus it is reduced by 1 with each use.


    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    Veilwitch Path Advancement: Veilweaver

    Darkness. Depravity. The Eternal Black. These were the words of the Veil Witch. Sinister and unrelenting, nothing was sacred, nor would the feeble powers of their kin enough to slake their thirst for true and undiluted power. It was the simple nature of such things to destroy those who pursued it, and indeed, most were. Those who remained stood wholly committed to unearth the abyssal powers of the beyond, fearing no death nor eternity which waited to greet them. For they were damned by an unconquerable desire. Each manifestation of magic slowly corrupted them, changing them and steeping them further into the dark. The further they delved the more their minds were unhinged and removed from the realm of mortals, made mad by the knowing of forbidden secrets. A process known as the Blackening. Veil Witches could bend the Weave, but were far less potent than their kin. Rather, they sowed Veils; constructs of eldritch energies knitted together from countless threads. They could be abhorrent anomalies, physical fabrications, or even Diverged paths of reality. Secrets were precious, and knowledge - sacred, but to those who delved deep into the darkness awaited... Revelation.

    Benefit: Returner Path Advances to Veilwitch.

    Your intelligence & wisdom increases by 4. The base DC of the Veilwitch's Spellweaves is 15 and her caster level while casting a Spellweave is considered 2 lower (minimum 1). The amount of Spellweaves which a Veilwitch may learn is extremely limited. The maximum amount of Spellweaves she may learn is 1d4 per hit dice she possesses. When learning a new Spellweave, she may choose to replace an existing one. The Veilwitch gains the ability to cast Veilweaves, unique constructs of otherworldly magic. Each Veil possesses unique qualities, however most cannot be directly used by the Witch nor other creatures. A Veil can be sentient, but cannot activate its own abilities without the Witch's command, a swift action. A Veil may be wielded by otherworldly entities such as Greater Spirits, but only with the Veilwitch's consent. Veils persist indefinitely until destroyed or dismissed, but the number which may exist at any given point may not exist her Arcane Aptitude. Veil's which require certain conditions to persist can only be maintained by the Witch who created it, or an entity allowed to wield it. The Witch may learn any number of Veilweaves, in addition each time she casts a spell or Spellweave there is a 15% chance a Veil is created. These spontaneous Veils will hold similar properties to the magic which created, while other features may be randomly determined. Spontaneous Veils cannot be learned as Veilweaves, but are unique constructs formed from her magic.

    The Veilwitch begins with the following Veils:
    ⛤ Domain of Black
    ⛤ The Black Veil, Renor'vet




    Spoiler: The Deck of Terminating Prescience: Introduction
    Show


    The Deck is a powerful weapon designed to combat the corruption of the original cursed book which creation is now bound to. Employing the deck requires careful decision making and strategy to build an effective deck which caters towards the Witch's strengths and weaknesses.


    ACTIVATION

    Activating the Deck is a Standard Action. The Deck remains active for 1d10 rounds before vanishing. The duration the Deck remains active increases by 1 for every 10 points of Arcane Aptitude the Witch possesses.


    CARDS

    Once a card has been identified it's features are revealed. An individual card cannot be used until it has been assigned to a Deck. A minimum of 2 cards are required to create a deck. Each card follows the the format of features below. These features are unique to each card and may change even if multiples of the same card are owned. Unique functions such as Potential, Duration, Activation and Detail may be different between the copies of cards, giving new or unique functions to your familiar favorites.

    If a Witch is intentionally granted a card it is received already identified, while other cards are automatically identified if their Value is equal to or below the Witch's Arcane Aptitude. Unidentified cards must be identified via a Knowledge (Forbidden) check while within a Circle of Black; this check has no chance of success outside of such a zone and requires 10 minutes to complete. The information each card provides will vary based on the type of card which has been received. Further information is gained for every 5 points which the Witch's check exceeds the DC. This additional information is only available for cards which she has identified herself. She may choose to re-identify an identified card without any penalty, however she may only attempt this once per card.

    Categories marked as 'other' provide exceptions to the standard options and are typically massively powerful fates which should be used with reservation. Each card's effect persists after activation for a period of time listed under 'Duration'. The effect may be instant and then expire, last indefinitely, or last for a finite period. The exact time a limited duration fate stays in effect is usually only discovered within its hidden details.

    Each time a card is activated the associated Cost must be paid, which is removed from her Focus Pool (a sum of points equal to her Arcane Aptitude). If the activation of a Card would reduce the Witch's Focus to 0 or lower, the Witch is instantly slain.

    Name: Card Name
    Potential: Certain fates can be empowered if the Witch meets certain conditions before use.
    Min. Aptitude: Minimum AA (Arcane Aptitude) required to use the card
    Value: The number of Deck Points the card occupies
    Cost: The amount of AA required to activate the card
    Activation: Standard, Move, Swift, Immediate, Free, Other
    Duration: Instant, Permanent, Limited
    Fate: Soul, Support, Event, Other
    Grade: Gold, Silver, Bronze, Other
    Detail: A summery of identified functions that card will perform. Some functions may be hidden or obscure.


    DECKS

    Managing Decks is a critical role for the Witch, as is building multiple Decks. For every 15 points of Arcane Aptitude the Witch possesses, she may create an additional Deck. Once each day after receiving the benefit of 8 hours of rest the Witch may assign the cards associated with each Deck. A single card may only be assigned to a specific deck once. Each Deck the Witch owns possesses a limited number of Deck Points (DP) which dictate the size of her Deck. The Witch's first Deck is typically her largest and possesses a number of Deck Points equal to 4 + her Arcane Aptitude. Each subsequent Deck has less points than the last, with her second Deck having half the number of points as her first, and her third having half the value of her second, and so on. Each time she expends cards there is a chance she earns additional DP which she may spend between her Decks to increase their individual sizes (eg: If the Witch earns 4 points she may assign 2 points to Deck 1, and 2 points to Deck 2, etc.) The maximum Deck Points which a Witch may invest within a single Deck cannot exceed three times her Arcane Aptitude.

    Additionally, the Witch may swap decks as a full round action, but may not do so again for 1d8 hours.


    DRAWING

    Once the Witch has activated her Deck, a maximum of 4 hidden cards are randomly pulled from her Deck. The Witch may choose to draw one as a swift action, discarding the rest. Discarded cards are returned to her Deck, but any cards revealed among them are suspended for 1 round. Each round a new spread of cards is generated as a free action. The Witch may choose to reveal a hidden card by paying a cost associated with its grade; 1 point for bronze, 2 for silver, 3 for gold, and 5 for Other Rarity. This choice is a non-action which may be performed any number of times.


    THE HAND

    The Witch's Hand represents the maximum amount of power which she can maintain at once. The cards within her Hand may be paid for and activated at the Witch's discretion. There is no limitation to how many cards may be activated each round, as long as she has enough actions to complete each card's activation. Activating a card functions similarly to casting a spell, and provokes attack, however the card is not wasted should the Witch fail her concentration check. The Witch's initial maximum hand size is 3 cards. The number of cards she may add to her hand increases by 1 for every 10 points of Arcane Aptitude she possesses. If she ends a round with a number of cards in her hand in excess of her limit, she must discard cards until she has reached her maximum hand size.



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

    One truth stood above all others; the weak were ruled by the strong. The Witches of the Three Worlds established their superiority via an ancient tradition known as 'B'Bhai Dol'fhaal', a form of ritual combat. Overseen by supreme beings and bound by an age-old system of honor, it formed the corner stone of magical society. Claims were laid, power taken, great wagers were placed and political wheels turned with each battle fought. Wands were passed down from mother to daughter, containing the acquired honor of generations past and greater heights achieved - while others were thrown down into crushing defeat.

    Benefit: The Witch gains proficiency with Dueling Wands, and her intelligence and wisdom ability scores increase by 6. Additionally, the Witch is considered to have one additional HD more than they possess for all effects other than determining their hit points, while gaining the following abilities which may only be used while in Ritual Combat.


    ⛤ B'Bhai Dol'fhaal, Ritual Combat (Dueling Circle)
    The Witch may challenge and receive challenges from other Witches with this ability. Upon a challenge being issued, both Witches must cross wands, thereby creating a 'Dueling Circle' whose size is determined by the challenger. The Circle is created at a size equal to 25ft/HD the challenger possesses. A Witch may attempt to resist crossing wands with a challenger by succeeding a DC 20 will save, but may be penalized. While a B'Bhai Dol'fhaal is initiated, neither Witch may be influenced by conventional outside influences, and will cease taking damage or even drowning depending on their environmental circumstances. Once the Circle has manifest the Witness, who servers as mediator and referee, will oversee the match and establish any rules and wagers. Regardless of additional wagers placed, the victor will take a pre-determined amount of Honor from the loser. Both participants may demand a wager, which both must agree to, and may be anything which the participant can provide or relinquish - with or without aid. Additional rules may be added by the Witness or requested by either participant. Rules requested must be agreed upon by both participants. Participants may request a ruling or ask questions of the Witness at any time, before, during or after the Duel. Upon conclusion of the duel wagers and honor are awarded. A Witch may not decline a challenge unless she possesses 100 points or more Honor than her challenger, in which case she may provide her justification to the Witness who will determine if the Duel will be voided. Any challenger who wishes to issue a duel to a Witch who possesses 200 points of Honor or higher must bring with her a number of endorsing Witches whose total combined Honor is within 50 points of her desired combatant. Damage dealt within the Circle is nonlethal, however a participant may still be slain from excess nonlethal damage as normal. Non-magical attacks are always prohibited unless ruled otherwise by the Witness. All forms of attack, other than spells and similar abilities, are considered a special form of attack known as a 'Dueling Thrust' and require a minimum of a standard action to complete. A duel is won when the Witch performs an 'Alaffa'elvriel', a special disarm, or when the combatant is no longer conscious.

    ⛤ Acem'bol (Dueling parry)
    The standard and iconic parry performed by dueling Witches. A Witch may perform the Acem'bol against a Dueling Thrust or any qualifying offensive action by succeeding a Spell Focus check. The opposed check must meet or exceed the Dueling Thrust's attack roll. Upon success the attack is negated. A Witch may perform this action once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. A parry only defends against a single damage source, but must be performed multiple times if a single thrust produces multiple missiles or similar harmful effects.

    ⛤ Tsaaf'bol (Dueling thrust I)
    The classic and most rudimentary of Dueling Thrusts, used to soften up an enemy and prepare to deliver the finishing blow. As a standard action the Witch delivers a blast from their wand, a ranged touch attack. This small magical blast holds a range of 10ft/HD the Witch possesses and uses her highest mental stat when determining its attack and damage bonus. Upon striking an enemy the missile deals 1d4 points of damage in addition to the ability modifier of her primary mental ability score. The target suffers a cumulative -1 penalty to attack rolls, skill checks and saves which persist until the duel concludes.

    ⛤ Alaffa'elvriel (Arcane disarm)
    Victory with peerless grace. The Alaffa'elvriel is the ultimate and unquestionable mode of victory within an arcane duel. Any spell, supernatural ability, Spell-like ability, hex or form of non-Vancian manner of casting (to include maneuvers, spheres, spellweaving, veils, veilweaving, ascension abilities or similar) regardless of target or effect may prompt an Alaffa'elvriel. Any ability or effect which is not classified as a 'Dueling thrust' will typically be a valid action which may prompt an Arcane Disarm. A disarm may be attempted once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. The Witch must succeed a Spell Focus check versus the effect equal to the DC or attack roll of the effect; if the triggering effect has neither than the check is equal to the opponents arcane aptitude. Upon success the duel immediately ends.

    ⛤ Quatekal'baalta (Mystic Ward)
    Duels between Witches were far from arcane slugfests and brutish mystic blasts. Spells and formal magic were dangerous things, only to be employed at the perfect time. It was a battle of wits and preparation, and no preparation was more vital than the Quatekal'baalta. Hovering shields of energy, they served to block attempts at disarming an opponent - but tended to leave one vulnerable to direct attack in the process. Mystic Wards are the primary defense required to attempt to cast a spell or similar effect in relative safety from an Arcane Disarm attempt. To create and employ a Ward a number of prerequisites must exist. The Witch must succeed a Spell Focus check equal to 10 + her aptitude to form a shield. Furthermore, the witch must possess an individual servitor or similar for each individual shield, and she may not possess a number of created Wards in excess of her own HD. Once a shield has been created the opposing Witch must succeed a Spell Focus check with a DC equal to that which was made to create it. Regardless of success or failure the Ward is expended after use. Regardless of the number, standard Wards do not stack against an individual disarm attempt (ie; only a single Ward can be used against a single disarm attempt). This ability functions as a Veil.






    Last edited by Mornings; 2018-11-03 at 10:24 PM.

  21. - Top - End - #381
    Ogre in the Playground
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    Default Re: The Primeval Dark (IC)

    Aden let out a small chuckle. "Just as cranky as ever. Well, for what its worth, I'm glad you're still with us. Hell, maybe you'll make some progress on that science you keep muttering about."

    There is a beat of silence as the two men switch positions, Aden clambering into the bed and sprawling out. "And, ah, when things are a little less dire. Maybe you want to take a look at my burns.
    No cleric or wizard or alchemist has been able to figure out why they don't heal right. If nothing else, you might learn something useful."
    ATTENTION ANYONE WHO I'M PLAYING WITH:
    No news is good news.

  22. - Top - End - #382
    Bugbear in the Playground
     
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    Default Re: The Primeval Dark (IC)




    The spell had done its job and eliminated the man she had been aiming for, sadly it seemed that he had called out her position. As she watched others enter the room she knew that she had messed up. She had been so worried about messing up spellweaving again that she hadn't maintained her distance. She should have just Teleported away and down between the crates and let Alblis deal with the man. As the fire erupted from the ceiling she knew it was her doom, that black flames swept her up and burned through her body with ease. Falling onto the crates with a sickening crack she felt a sense of fear that she never had before. The inability to move was frightening, more so than the backlash that talent had dealt to her. As she laid there with the world going black she wondered just who this group of people was, She at least had an idea to work off of. The last face she saw before all went away, Iron Hawk.

    As her mind resurfaced back in the real world she shook herself a bit, both to get rid of the lingering feeling of death she had felt and to try and silence Alicia once again. She knew she had screwed up, she knew she should have done as Alblis had and stayed back to cast from a distance. But she instead had charged forward to try and get into range of some of her easier spells that did not have the distance that was required. Pulling her hand away from her head she turned back to the Teller, "It is done, Can you verify ownership of the wand now?" Taking a deep breath she turned her mind to the little bit that she had learned in that battle. First was that she should have backed away when she realized that the foe she was against was not just some run of the mill guard. The second was that she needed to figure out some sort of defenses to keep herself alive should she end up against Vacian magic again. The third thing ended up being probably the most important one to her, she needed to remember not to rush. Alblis did not rush herself, instead the woman had stood back and cast her spells moving them forward over time while keeping her distance. Her mind slowly mulled over these facts as well it began to think of what information she knew about iron hawk and the people that accompanied the woman.

    Spoiler: OOC
    Show


    Know Abstract: (1d20+28)[38] or (1d20+28)[46] - For what Talents or Abilities i could aquire to protect me from Vacian Magic or just Magic in general.

    Know History: (1d20+18)[27] - For information on Iron Hawk and her gang.


  23. - Top - End - #383
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    Default Re: The Primeval Dark (IC)




    The Gales - Aden, Feliks & Denil


    22th of Rova, Sunday - Time: 05:48 pm (Evening) / AR 4707 (Autumn)
    The City of Monuments; Magnimar
    Capital District; Outside Denil's Workshop


    A second snap of thunder shook the walls and a flash immediately followed. Aden found his place on the old bed in the small room, which was crowded with haphazardly stored crates filled with clothing and personal effects belonging to a female. The air was stale and dust still billowed from the sheets as he laid upon it. It was anyone's guess at how long the small chamber had gone unoccupied for, but both were at least certain by the soot-covered belongings that a woman had lived here long ago. Now it was a musky storage room which the halfling evidently did not frequent, for reasons they'd likely never know. The existence of the room itself was strange, as Denil had never married and had been alone longer than any who knew him could recall. A woman living in his workshop was a discovery none had been made aware, though it was impossible to guess just how long ago that had been...

    The light outside was a golden burning glow as the sun shown through the orange filter of storm clouds, but only beams of the luminance flickered inside through the boarded windows like rays dividing the dark. Sudden pattering clattering sounds slowly begun to sound, from the ceiling and windows. Rain. Heavy rain drops beat the windows and drove down upon the old roof. Cries could be heard outside as the sudden downpour sent people scurrying for cover from the chilly veil of water. An occasional bang or grinding sound could be heard from the direction of Denil's chamber, but the sound was muffled and distant, likely from the nature of the large intimidating door which sealed the entrance. It sounded as if the halfling was once more at work on some contraption.

    Felik's watch had begun.


    Side Quest: A Night of Tears
    The historic events which would become known as the Night of Tears are quickly reaching a head, as political rivaled factions begin plotting to throw the city into a storm of chaos and death. Only by undermining Lord D'Aritel's authority can the trial be delayed, and the corrupt agents of the Council of Ushers usher forth a second reign of greed and wickedness. Beneath the surface of the city, a shadow-war is waged between old rivals. Assassinations, theft and worse are carried out in the name of the nobles who claim dominion over the city of Magnimar; and though history still stood in favor of Lord D'Aritel, they now stood at the critical point of a time which would dictate the death of thousands of innocents. Could history be changed by one man's choice? There was only one way to find out.
    Difficulty: Easy | Status: On-going | Profit: Unknown | Time: Unknown
    Primary Objective: Report to Lady Alice D'Artitel with news of a conspiracy
    Secondary Objective: Rescue the young Roslen Alery from her captors at a Dockway warehouse.




    Side Quest: A Precious Friend
    Your meddling might have saved the life of a friend, but magic has found you stranded hundreds of miles from your destination. Now far away in the dank streets of Underbridge, the Gales find themselves reluctantly dragged to the very place they were told not to go; Magnimar. Chaos envelops the streets, as the embattled bowels of the city run red with blood and a new threat. New allies rise to combat a deathly plague bringing the dead back to life. All the while a crippled Denil lay broken and in dire need of care. The Gales struggle to escape the city and tend to the halfling's wounds. The Gales would learn, saving others took far greater strength than saving oneself.
    Difficulty: Moderate | Status: On-going | Profit: Unknown | Time: Unknown
    Primary Objective: Escape Magnimar.
    Secondary Objective: Escape with Denil Demn alive.




    Main Quest: Death In Her Smile
    Truth was a fickle thing. It changed form with each new angle with which it was seen; just as it did now. Avecna took great risk delivering a letter of warning to the young Gales, speaking of some unknown danger and grand conspiracy. Now a new threat rose from one which was so familiar. They had to escape the town of SandPoint, and rendezvous with Avecna far away in the city of Korvosa. Preparations were made, but they knew their foes would not make it easy.
    Difficulty: Challenging | Status: On-going | Profit: Unknown | Time: Unknown
    Objective 1: Escape SandPoint [Complete]
    Objective 2: Flee South through the wilderness to the Ashen Rise
    Objective 3: Meet the transport at Wisher's Well
    Alternate Objective 1: A weaponized disease of some sort has begun to spread in SandPoint. Remain unafflicted by the blight.
    Alternate Objective 2: Send aid to the town of SandPoint to help contain the disease.
    Alternate Objective 3: A strange new threat emerges; Escape with Denil alive. [Complete]




    Main Quest, Global: A Friend Named Nemesis
    A creature which should not be. A threat not yet understood. Nightmarish constructs emerge from buried ancient recesses within the earth. Their purpose is as strange as their appearance. Seemingly unfazed by mundane weapons and built impossibly study, they march forward unimpeded following some unpredictable nature. Whatever these creature's design, for now at least, it was better to simply stay out of the way...
    Difficulty: Moderate | Status: On-going | Profit: Unknown | Time: 2 years
    Primary Objective: Survive
    Second Objective: Find Professor Mayvert & uncover clues to the construct's origin




    Spoiler: Rewards | EXP
    Show


    ֍ Aden XP +400 (19,200xp)
    ⯎ Received [Greyflame Crucible, CR7]
    ⯎ The forgotten room +200 (19,400xp)
    ✦ [Fatigued] Requires at least 4 hours of Sleep

    ֍ Feliks XP +500 (19,400xp)
    ⯎ The forgotten room +200 (19,600xp)

    ֍ Denil XP +700 (10,200xp)

    STATUS
    ✦ Broken Leg: movement speed is halved [Braced: Temporarily Mended]
    ✦ Broken Hand (right): -4 atk & dexterity based checks [Braced: Temporarily Mended]
    ✦ Blind, partial: vision range halved

    ✦ Broken arm (right): cannot use right arm to perform actions or wield items [Braced: Temporarily Mended]
    ✦ Broken ribs: -4 penalty to all skill checks and saves
    ✦ Broken nose, partial: -4 concentration and scent-based perception checks


    Last edited by Mornings; 2018-11-11 at 05:57 PM.

  24. - Top - End - #384
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    Default Re: The Primeval Dark (IC)




    The Unsung King - Alicia Kelgore





    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    Duvan'Ku; The City of Duvan
    Lesser Plaza; The Faceless Marches


    All Stella had learned about the woman-turned-boy named 'Iron Hawk' came from the visions she received from her cards. Though she posed as a man, as she had done in the past, she had been a soldier - and Offworlder, who had fought and died in a war of a scale and size inconceivable to her mind, where single battles claimed not thousands, but millions. A so-called 'Great War', where woman could not serve in the battlefield at the same capacity as men. After her death she was post-humorously recognized and received many awards, but it was after she had been killed in battle that her story truly begun.

    When she woke, she had found herself in another world before all light of day was extinguished. She had survived the Long Night alone, training herself and refining her skills in dealing death. Much like those others left stranded outside of civil lands, she had become one of the first Harriers. After the light returned, her skills had became renowned and she was recruited into 'Loveless'; the most famed Harrier company that rose up from the one-year war. The Loveless Company was a unit of elites made up of Long Night survivors who specialized in exterminating Veilbeasts and men alike. While not vast in numbers, each member was exceptionally practiced in their individual specialties. Squads of the company deployed to Tainted Lands to reclaim them and purge the monstrosities spawned forth from their depths. While there still existed individual survivors who did not band together, the Loveless was considered to be the most skilled mercenary troops available. Every survivor had fended for themselves during the Night, and that made each of them fine killers in their own right. If she had indeed inadvertently ended up facing off against an entire squad of such Harriers, than her own ignorance had cost her everything. Harriers excelled at traversing every conceivable manner of environment with near-superhuman speed an efficiency, once they knew her location her death had all but been assured... [Alicia | Knowledge - Success]

    While 'Rule Magic' was viewed as rudimentary by the Witches of Duvan, it was difficult to even know with all certainty if the magic which had felled her was even that. Fire didn't burn black, nor was it cold, yet from the memories of her death throes she knew it had been just that. It was a manner of fireball she had never seen before, cast by a mage she never even saw... If he was a magician in the Loveless company, than at the very least she could be certain that his experience murdering others with magic far outweighed her own. From the experience, and the expertise displayed in concealing himself while delivering a killing blow, it felt like a very likely answer. Typically Witches created various forms of Barriers, similar to the Convoker's Shield she had learned, though far less effective than an actual Convoker. Some created fields which disrupted magic passing through an invisible wall-like construct, or had servitors which excelled at disrupting magic. Duelists like Tenebris preferred the Zik'lassrinn, or 'anti-casts'. Special techniques that forcefully destroyed magics after they had been manifest, however the talents associated with such techniques were very difficult and required the individual Witch to not only be capable of responding to the spell, but preparing prior to do so. Unlike reactive dueling talents, Zik'lassrinn techniques were rarely or never used because they required that the Witch had already prepared to counter a threat before it was known. It was the most efficient method of defending from magic, but was an ancient practice from days where Witches relied on cunning, calculated measures and a great deal of knowledge and foresight. Modern Witches preferred to rely on defenses which required no thought or preparation and that were passively reactive, despite the lack of efficiency. Magic had simply degraded to the point where the Zik'lassrinn was no longer practical, as Witches did not possess the knowledge to plan ahead and posture themselves to defending against potential threats, simply because there were so many they didn't know existed. The techniques were particularly useless against magic cast by peoples outside of Duvan, as foreign magic's were particularly less familiar, and thus useless against their enemies - the Witches of Quarry.

    On the other-hand, the emergence of Convokers had filled in the that lack of knowledge. Becoming popular after the witch hunt which purged Havockers from Duvan, Convokers rose into popularity. Focusing on defensive magic, the Witches able to graduate from the course became walking armored behemoths of arcane defense. It was the Convoker's Circle who was responsible for maintaining the defense and mystic wards which protected the city and shielded them from their many enemies. It was a very difficult profession and required the Witch to strengthen her body, as her magic drew from her physical stamina rather than her mental fortitude, and required a great deal of control and training. Convokers were effectively impossible to kill with magic once raised to their potential, and very few things outside the city could even threaten them individually - but they did not possess the ability to lay harm unto others, making them poor soldiers. That was a duty reserved for the Witch Knights who guarded them from those foreign threats which might jeopardize the integrity of their wards. There were many methods, even certain combat talents would suffice, but all such methods required actual training to learn and accomplish. [Alicia | Knowledge - Partial]

    The Night Teller slowly reached out and grasped her hand silently. "Good King... just what did you see, I wonder? Curious it is. Your claim is valid, but this Spite you bear is not from here, not from any present world. Just where did you go? It's been long since I was filled with so many questions." Lapalila waved him away, "You don't need to answer him." She glared at the tall creature pointedly, "At least, not for free. I assume that's enough then to validate her ownership of the wand." "Yes, of course. Now long the question of how much honor she wishes to exchange." "I suppose it's more of a question of what you're trying to do then. If you've still resolved to attempt to make the entrance exams, than half a point should be enough to purchase the minimum of what you need."



    B'Bhai Duucald: Channel Severance (Imbue Darkness)

    A forbidden technique preserved by the Nightmare Witches of E'Spdon Valdruk. If used carelessly, a Witch would be lucky to only have her mind destroyed. While Spellweaving or Spell-casting take a Severance check, or Knowledge (Forbidden) - this replaced any Spell Focus checks which might be required, but must be taken even if a Spell Focus check is not required. There is a 5% chance per spell level that Spite is accrued while using Knowledge (Forbidden) during casting. Spells created in this way gain the Darkness descriptor and deal darkness damage. This ability may only be used while casting harmful magic. Upon successfully damaging a creature the Witch suffers one-fourth of the damage inflicted by the spell and any subsequent effects in the form of non-lethal damage, experiencing their enemy's pain and memories. Upon successfully channeling the Witch must succeed a save equal to her spell's DC, upon failure she is overwhelmed by negative energy and is left Grieving for 1d4 rounds. After three failures within a 24 hour period, the Witch begins suffering 1d4 wisdom damage per spell level of the spell cast upon each failure thereafter, as the darkness begins eroding her sanity. Channeled spells always inflict grievous wounds and debilitating effects upon successfully dealing damage. Casting a channeled spell requires twice the amount of focus points, spell slots or applicable resource, however the Spellweaving DC is decreased by 4.


    Spoiler: Rewards | EXP
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    I know I messed up Stella's blast by 1 space, my bad. It didn't change anything though.

    ֍ Stella XP +600 (104,800xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Convoker's Circle +200 (105,000xp)
    ⯎ Zik'lassrinn, Anti-Casting Techniques +400 (105,500xp)
    ⯎ Loveless Company +200 (105,700xp)
    ⯎ Long Night Survivors +200 (105,900xp)
    ⯎ The Great War +300 (106,200xp)
    ⯎ Iron Hawk +200 (106,400xp)

    ✦ Corrupted Fate (Ra'Dolfaal)
    ⯎ Gem of Telepathy: 3/5 Charges, 3 min duration - Identified use with UMD

    SpellWeaving:
    Successfully casting a Spellweave costs the Witch a number of focus points equal to Spell Level + 1.
    The Witch may attempt a number of Spellweaving Checks per day equal to her Aptitude.

    Alicia HP: 22/22
    Reputation: 25
    Memory: 2
    Spite: 1
    Honor: 311
    SV. Exp: 2 (Severance)


    Spoiler: Cards
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    Spoiler: Nelrin'Fel, The Exiled Son
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    Name: Nelrin'Fel, The Exiled Son
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: -
    Value: 0
    Cost: Other
    Activation: Standard
    Duration: Limited
    Fate: Soul
    Grade: Gold
    Detail: Once he was the destroyer. Once he was the savior. Once he was the teller of lies. Once he was the teller of truth. He was the exiled son. He had saved the multiverse twice the mount of times he had destroyed it, and been cursed three times more than he deserved. He had been made to live as an animal, and a devil, and been cast out from his home. Yet, despite all his shortcomings and faults, it was he who had risen above it all. Risen above the Houses. Risen above the Three Worlds and escaped the Garden. An accomplishment which no Child born beneath the Mothers had even done, but he had learned quickly that the world was a large place, and he himself amounted to nothing. Yet, he was not discouraged, for he had always been less than nothing. A blight, a curse. His sisters hated him, his House loathed him, and his Mother enjoyed watching him suffer and struggle. He had returned for his brothers, to leave with them and make their own way. He cared nothing for the threefold universe nor the lives of the insignificant insects which inhabited it. He had killed them all before, and he would do it again it if would aid his cause. He didn't want to be perfect. He wanted to be free.

    ✥ [Greater] Manifestation: Summon's the shadow of the Exiled Son at no cost. Nelrin'Fel will demand his own price, and if satisfied may assist the Witch, or Spite her. Regardless of the result the card is not expended upon use and returns to the bottom of the deck afterwards.
    ✥ [Potential] The Exiled Son (Passive): Any of Nelrin'Fel's Passive Potentials may be activated at his discretion when summoned. These abilities may be activated and disabled as a free action even while not his turn. The focus point cost of all the Witch's spells and cards is reduced by 4 (minimum 1). There is a 10% chance a spell or card successfully cast is activated again at no cost.
    ✥ [Potential] Earthbound Immortal (Passive): The first successful attack of each round effecting the Witch is negated, as long as the damage which would be sustained is less than 10 times her arcane aptitude.
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    Spoiler: The Soul Eater's Crucible
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    Name: The Soul Eater's Crucible
    Potential: ✦✦⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: 28
    Activation: Standard
    Duration: Other
    Fate: Support
    Grade: Silver
    Detail: A device forged in the Third World. It was a tomb. A prison. A gravestone for those who would not be allowed the grace of death. Within it the native fate of a soul would be bound to assume their place, then they would be cast into the Inverse. Forever sealed within that reflected world. That which remained was a horrid farce of those who had once been. In the hands of once who knew how to wield it, it could prove to be a powerful engine of arcane might. Those who originally fashion it, created the device with the intent of manufacturing faux universes and converting the life-energy into power to fuel their most abominable spells. Now, it was simply a ring, seemingly devoid of purpose.

    ✥ [Lesser] Soul Burial: As a standard action, Force one spirit within 40ft to attempt a Spell Focus check equal to 20 + the Witch's arcane aptitude. Upon failure the soul is sealed inside the Soul Eater's Crucible. The ring possesses no maximum capacity.
    ✥ [Potential] Create Life: As a full round action, create 1d100 lives within the Soul Eater's Crucible. These may be animals, humanoids, or any intelligent or non-intelligent life randomly determined by the ring. The card is not expended upon use of this ability and returns to the bottom of the deck.
    ✥ [Potential] Consume Life I: By consuming 10d100 lives within the ring the wielder grants herself a permanent +1 bonus to one ability score. This requires 24 hours of uninterrupted concentration.
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    Spoiler: The Master of the Conclave
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    Name: The Master of the Conclave, Professor Gerald P. Faust
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: Other
    Activation: Standard
    Duration: Other
    Fate: Soul
    Grade: Silver
    Detail: In his early years, his eccentric and often madly delivered conclusions made many believe him without a shred of sanity. His theories far outpaced the current understandings of The Great Beyond and the cosmic forces which magic manipulated. Many years ago, his studies outlined the intricate functions of Psychic Magic and principles of Vanician design which had yet to become common knowledge during the publication of his ground-breaking book; 'The Anatomy of Magic'. Professor Faust was the pioneer of modern magic as it existed today on Golarion, and was thought to be the herald of a new era with the emergence of Offworlders and other far-flung worlds beyond. However, the man vanished after an experiment, leaving behind only books upon the studies he had previously pursued.

    ✥ [Lesser] Consult the Master: As a standard action, the Witch may pose a single question to Professor Faust, to which he might reply. Regardless of the result, the Witch spends 15 points of focus. There is a 50% chance the card is not expended upon use of this ability and returned to the bottom of the deck.
    ✥ [Greater] Fabricate Key: As a full round action, the Witch may randomly generate a Calamity Key in their current world. This ability costs 30 focus points.
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    Spoiler: Night For Day - Unidentified
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    Spoiler: Tagar, Who Waits - Unidentified
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    Spoiler: The Reflected Alter
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    Praying at the alter requires a Spell Focus check and 1d8 hours of uninterrupted meditation to establish a connection with the herald. Alicia receives no way of judging the success or failure of her attempt. Cumulative penalties are applies for very 4 hours of meditation taken from loosing focus over a prologed period of time. These penalties stack with conditions accrued from other sources such as starvation or dehydration.


    Spoiler: Alicia Kelgore - Conflicted Mind
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    Alicia and Stella must maintain a constant state of balance to stay in harmony with one another, however doing this is not a simple task as the Veil evolves. Alicia will progressively shift in alignment as the Veil grows and the two personalities shift further and further apart from one another, prompted by various Spell Focus checks while both performing magic and having new experiences which the Veil attempts to adapt into the persona's fabricated history. Furthermore the Veil is capable of enforcing its own canonical history as if by means of a Divergence. At the beginning and end of each day both persona's must make an opposed spell focus check, granting advantage to the victor for the next 8 hours. The persona with advantage gains a +5 circumstance bonus to all other checks against the other identity. If Stella begins to fail more and more checks her control of Alicia will begin to diminish, introducing new influences or opposing actions which she must succeed an ego check to interrupt. Further effects from the Veil may be acquired from constant failed checks. This Veil may be dismissed by revisiting the mirror and spending 1 minute in meditation.


    Spoiler: Potentials
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    Spell Training I: Stability

    As you have learned from surviving many failed casts, Spellweaving is a complex and difficult system of magic. You have frequently bit off more than you could chew and paid the consequences. There is a reason why structured Spellweaves exist, and why Witches learn them rather than free-casting liberally. The Weave was volatile and performing such a feat was something reserved for geniuses and Savants who understood the functions and quirks of their magic, to avoid being befouled by it. Yet, even knowing that you didn't want to be held back by memorized Weaves, free-casting was the realm of the Gran Hexe, and you dreamed of something far ahead of them. So while you might not have been able to often succeed in your efforts, you developed a method to at least keep yourself alive from those repeated failures so that you could one day master the art in time.

    Benefit: Your hit points increase by 6 due to the numerous weave backlashes and failed casts you have survived. The DC of Spellweaves you attempt to cast with a spell level greater than your own character level are reduced by 4. Upon a Spellweaving failure reduce the final Failure Result by 4. Additionally your arcane aptitude increases by 1.


    Spoiler: B'Bhai Duucald: Nl'Gnos In'Flamgra
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    B'Bhai Duucald: Nl'Gnos In'Flamgra

    The Nl'Gnos In'Flamgra was sometimes referred to as the 'nether flame', a powerful combat talent which fell into disuse after the purge of Havockers and Evocation-focused Witches. While it itself was considered an extremely basic and fundamental combat talent for nobles during the height of Evocation, it has now become little more than a small fragment of informative study while it's practice has gone almost extinct. Due to its destructive power, it cannot be used in a duel. Witches who have reclaimed its practice are often subject to suspicion and mistrust, out of a conditioned fear of the magic's Havocker origins.

    Benefit: By spending a move action while wielding her wand the Witch may summon the Nl'Gnos, which appears as a circling crimson halo of fire. As a standard action she may make a ranged touch attack dealing 1d6 points of fire damage against a target within 120ft. The Witch adds half her arcane aptitude as a bonus to her attack and damage rolls. Alternatively, the Witch may choose to create the Nl'Gnos without the wand as a standard action. Using the talent in this way is far less potent and gains no bonuses from her aptitude while dealing 1d4 points of fire damage per two hit die she possesses. While this talent may be used while the Witch's focus pool is depleted, if she possesses focus it is reduced by 1 with each use.


    Spoiler: Spellweaving
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    Spoiler: Veilweaver
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    Veilwitch Path Advancement: Veilweaver

    Darkness. Depravity. The Eternal Black. These were the words of the Veil Witch. Sinister and unrelenting, nothing was sacred, nor would the feeble powers of their kin enough to slake their thirst for true and undiluted power. It was the simple nature of such things to destroy those who pursued it, and indeed, most were. Those who remained stood wholly committed to unearth the abyssal powers of the beyond, fearing no death nor eternity which waited to greet them. For they were damned by an unconquerable desire. Each manifestation of magic slowly corrupted them, changing them and steeping them further into the dark. The further they delved the more their minds were unhinged and removed from the realm of mortals, made mad by the knowing of forbidden secrets. A process known as the Blackening. Veil Witches could bend the Weave, but were far less potent than their kin. Rather, they sowed Veils; constructs of eldritch energies knitted together from countless threads. They could be abhorrent anomalies, physical fabrications, or even Diverged paths of reality. Secrets were precious, and knowledge - sacred, but to those who delved deep into the darkness awaited... Revelation.

    Benefit: Returner Path Advances to Veilwitch.

    Your intelligence & wisdom increases by 4. The base DC of the Veilwitch's Spellweaves is 15 and her caster level while casting a Spellweave is considered 2 lower (minimum 1). The amount of Spellweaves which a Veilwitch may learn is extremely limited. The maximum amount of Spellweaves she may learn is 1d4 per hit dice she possesses. When learning a new Spellweave, she may choose to replace an existing one. The Veilwitch gains the ability to cast Veilweaves, unique constructs of otherworldly magic. Each Veil possesses unique qualities, however most cannot be directly used by the Witch nor other creatures. A Veil can be sentient, but cannot activate its own abilities without the Witch's command, a swift action. A Veil may be wielded by otherworldly entities such as Greater Spirits, but only with the Veilwitch's consent. Veils persist indefinitely until destroyed or dismissed, but the number which may exist at any given point may not exist her Arcane Aptitude. Veil's which require certain conditions to persist can only be maintained by the Witch who created it, or an entity allowed to wield it. The Witch may learn any number of Veilweaves, in addition each time she casts a spell or Spellweave there is a 15% chance a Veil is created. These spontaneous Veils will hold similar properties to the magic which created, while other features may be randomly determined. Spontaneous Veils cannot be learned as Veilweaves, but are unique constructs formed from her magic.

    The Veilwitch begins with the following Veils:
    ⛤ Domain of Black
    ⛤ The Black Veil, Renor'vet




    Spoiler: The Deck of Terminating Prescience: Introduction
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    The Deck is a powerful weapon designed to combat the corruption of the original cursed book which creation is now bound to. Employing the deck requires careful decision making and strategy to build an effective deck which caters towards the Witch's strengths and weaknesses.


    ACTIVATION

    Activating the Deck is a Standard Action. The Deck remains active for 1d10 rounds before vanishing. The duration the Deck remains active increases by 1 for every 10 points of Arcane Aptitude the Witch possesses.


    CARDS

    Once a card has been identified it's features are revealed. An individual card cannot be used until it has been assigned to a Deck. A minimum of 2 cards are required to create a deck. Each card follows the the format of features below. These features are unique to each card and may change even if multiples of the same card are owned. Unique functions such as Potential, Duration, Activation and Detail may be different between the copies of cards, giving new or unique functions to your familiar favorites.

    If a Witch is intentionally granted a card it is received already identified, while other cards are automatically identified if their Value is equal to or below the Witch's Arcane Aptitude. Unidentified cards must be identified via a Knowledge (Forbidden) check while within a Circle of Black; this check has no chance of success outside of such a zone and requires 10 minutes to complete. The information each card provides will vary based on the type of card which has been received. Further information is gained for every 5 points which the Witch's check exceeds the DC. This additional information is only available for cards which she has identified herself. She may choose to re-identify an identified card without any penalty, however she may only attempt this once per card.

    Categories marked as 'other' provide exceptions to the standard options and are typically massively powerful fates which should be used with reservation. Each card's effect persists after activation for a period of time listed under 'Duration'. The effect may be instant and then expire, last indefinitely, or last for a finite period. The exact time a limited duration fate stays in effect is usually only discovered within its hidden details.

    Each time a card is activated the associated Cost must be paid, which is removed from her Focus Pool (a sum of points equal to her Arcane Aptitude). If the activation of a Card would reduce the Witch's Focus to 0 or lower, the Witch is instantly slain.

    Name: Card Name
    Potential: Certain fates can be empowered if the Witch meets certain conditions before use.
    Min. Aptitude: Minimum AA (Arcane Aptitude) required to use the card
    Value: The number of Deck Points the card occupies
    Cost: The amount of AA required to activate the card
    Activation: Standard, Move, Swift, Immediate, Free, Other
    Duration: Instant, Permanent, Limited
    Fate: Soul, Support, Event, Other
    Grade: Gold, Silver, Bronze, Other
    Detail: A summery of identified functions that card will perform. Some functions may be hidden or obscure.


    DECKS

    Managing Decks is a critical role for the Witch, as is building multiple Decks. For every 15 points of Arcane Aptitude the Witch possesses, she may create an additional Deck. Once each day after receiving the benefit of 8 hours of rest the Witch may assign the cards associated with each Deck. A single card may only be assigned to a specific deck once. Each Deck the Witch owns possesses a limited number of Deck Points (DP) which dictate the size of her Deck. The Witch's first Deck is typically her largest and possesses a number of Deck Points equal to 4 + her Arcane Aptitude. Each subsequent Deck has less points than the last, with her second Deck having half the number of points as her first, and her third having half the value of her second, and so on. Each time she expends cards there is a chance she earns additional DP which she may spend between her Decks to increase their individual sizes (eg: If the Witch earns 4 points she may assign 2 points to Deck 1, and 2 points to Deck 2, etc.) The maximum Deck Points which a Witch may invest within a single Deck cannot exceed three times her Arcane Aptitude.

    Additionally, the Witch may swap decks as a full round action, but may not do so again for 1d8 hours.


    DRAWING

    Once the Witch has activated her Deck, a maximum of 4 hidden cards are randomly pulled from her Deck. The Witch may choose to draw one as a swift action, discarding the rest. Discarded cards are returned to her Deck, but any cards revealed among them are suspended for 1 round. Each round a new spread of cards is generated as a free action. The Witch may choose to reveal a hidden card by paying a cost associated with its grade; 1 point for bronze, 2 for silver, 3 for gold, and 5 for Other Rarity. This choice is a non-action which may be performed any number of times.


    THE HAND

    The Witch's Hand represents the maximum amount of power which she can maintain at once. The cards within her Hand may be paid for and activated at the Witch's discretion. There is no limitation to how many cards may be activated each round, as long as she has enough actions to complete each card's activation. Activating a card functions similarly to casting a spell, and provokes attack, however the card is not wasted should the Witch fail her concentration check. The Witch's initial maximum hand size is 3 cards. The number of cards she may add to her hand increases by 1 for every 10 points of Arcane Aptitude she possesses. If she ends a round with a number of cards in her hand in excess of her limit, she must discard cards until she has reached her maximum hand size.



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

    One truth stood above all others; the weak were ruled by the strong. The Witches of the Three Worlds established their superiority via an ancient tradition known as 'B'Bhai Dol'fhaal', a form of ritual combat. Overseen by supreme beings and bound by an age-old system of honor, it formed the corner stone of magical society. Claims were laid, power taken, great wagers were placed and political wheels turned with each battle fought. Wands were passed down from mother to daughter, containing the acquired honor of generations past and greater heights achieved - while others were thrown down into crushing defeat.

    Benefit: The Witch gains proficiency with Dueling Wands, and her intelligence and wisdom ability scores increase by 6. Additionally, the Witch is considered to have one additional HD more than they possess for all effects other than determining their hit points, while gaining the following abilities which may only be used while in Ritual Combat.


    ⛤ B'Bhai Dol'fhaal, Ritual Combat (Dueling Circle)
    The Witch may challenge and receive challenges from other Witches with this ability. Upon a challenge being issued, both Witches must cross wands, thereby creating a 'Dueling Circle' whose size is determined by the challenger. The Circle is created at a size equal to 25ft/HD the challenger possesses. A Witch may attempt to resist crossing wands with a challenger by succeeding a DC 20 will save, but may be penalized. While a B'Bhai Dol'fhaal is initiated, neither Witch may be influenced by conventional outside influences, and will cease taking damage or even drowning depending on their environmental circumstances. Once the Circle has manifest the Witness, who servers as mediator and referee, will oversee the match and establish any rules and wagers. Regardless of additional wagers placed, the victor will take a pre-determined amount of Honor from the loser. Both participants may demand a wager, which both must agree to, and may be anything which the participant can provide or relinquish - with or without aid. Additional rules may be added by the Witness or requested by either participant. Rules requested must be agreed upon by both participants. Participants may request a ruling or ask questions of the Witness at any time, before, during or after the Duel. Upon conclusion of the duel wagers and honor are awarded. A Witch may not decline a challenge unless she possesses 100 points or more Honor than her challenger, in which case she may provide her justification to the Witness who will determine if the Duel will be voided. Any challenger who wishes to issue a duel to a Witch who possesses 200 points of Honor or higher must bring with her a number of endorsing Witches whose total combined Honor is within 50 points of her desired combatant. Damage dealt within the Circle is nonlethal, however a participant may still be slain from excess nonlethal damage as normal. Non-magical attacks are always prohibited unless ruled otherwise by the Witness. All forms of attack, other than spells and similar abilities, are considered a special form of attack known as a 'Dueling Thrust' and require a minimum of a standard action to complete. A duel is won when the Witch performs an 'Alaffa'elvriel', a special disarm, or when the combatant is no longer conscious.

    ⛤ Acem'bol (Dueling parry)
    The standard and iconic parry performed by dueling Witches. A Witch may perform the Acem'bol against a Dueling Thrust or any qualifying offensive action by succeeding a Spell Focus check. The opposed check must meet or exceed the Dueling Thrust's attack roll. Upon success the attack is negated. A Witch may perform this action once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. A parry only defends against a single damage source, but must be performed multiple times if a single thrust produces multiple missiles or similar harmful effects.

    ⛤ Tsaaf'bol (Dueling thrust I)
    The classic and most rudimentary of Dueling Thrusts, used to soften up an enemy and prepare to deliver the finishing blow. As a standard action the Witch delivers a blast from their wand, a ranged touch attack. This small magical blast holds a range of 10ft/HD the Witch possesses and uses her highest mental stat when determining its attack and damage bonus. Upon striking an enemy the missile deals 1d4 points of damage in addition to the ability modifier of her primary mental ability score. The target suffers a cumulative -1 penalty to attack rolls, skill checks and saves which persist until the duel concludes.

    ⛤ Alaffa'elvriel (Arcane disarm)
    Victory with peerless grace. The Alaffa'elvriel is the ultimate and unquestionable mode of victory within an arcane duel. Any spell, supernatural ability, Spell-like ability, hex or form of non-Vancian manner of casting (to include maneuvers, spheres, spellweaving, veils, veilweaving, ascension abilities or similar) regardless of target or effect may prompt an Alaffa'elvriel. Any ability or effect which is not classified as a 'Dueling thrust' will typically be a valid action which may prompt an Arcane Disarm. A disarm may be attempted once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. The Witch must succeed a Spell Focus check versus the effect equal to the DC or attack roll of the effect; if the triggering effect has neither than the check is equal to the opponents arcane aptitude. Upon success the duel immediately ends.

    ⛤ Quatekal'baalta (Mystic Ward)
    Duels between Witches were far from arcane slugfests and brutish mystic blasts. Spells and formal magic were dangerous things, only to be employed at the perfect time. It was a battle of wits and preparation, and no preparation was more vital than the Quatekal'baalta. Hovering shields of energy, they served to block attempts at disarming an opponent - but tended to leave one vulnerable to direct attack in the process. Mystic Wards are the primary defense required to attempt to cast a spell or similar effect in relative safety from an Arcane Disarm attempt. To create and employ a Ward a number of prerequisites must exist. The Witch must succeed a Spell Focus check equal to 10 + her aptitude to form a shield. Furthermore, the witch must possess an individual servitor or similar for each individual shield, and she may not possess a number of created Wards in excess of her own HD. Once a shield has been created the opposing Witch must succeed a Spell Focus check with a DC equal to that which was made to create it. Regardless of success or failure the Ward is expended after use. Regardless of the number, standard Wards do not stack against an individual disarm attempt (ie; only a single Ward can be used against a single disarm attempt). This ability functions as a Veil.






    Last edited by Mornings; 2018-11-18 at 05:02 PM.

  25. - Top - End - #385
    Ettin in the Playground
     
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    Default Re: The Primeval Dark (IC)

    Feliks went about on his patrol of the building checking the windows and doors, using the least amount of light possible to do so effectively. He didn't after all what anyone on the outside seeing him moving about, as he was certain that it wouldn't be long until some thing decided it wanted to interrupt the sleep of his patient and the other man. The last few days.. have taught him that things keep on moving rapidly. But at least they didn't have the loudmouthed spellcasters with them anymore to drag them around places.
    Animated Spellcards from the Deck of Many Things
    A game I found interesting Aegis: Innocence

  26. - Top - End - #386
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    Default Re: The Primeval Dark (IC)




    An audible sigh escaped her lips as she thought on her options. While going to school had been her primary goal she was beginning to realize that she most likely did not have the knowledge that she needed to survive in the school. The recent event that she just died in was proof enough to her that she was severely lacking in several areas. Not to mention all that had transpired up to this point that may have been avoidable if she had known what she was doing. Looking over at Lapalila she made up her mind, "As much as I would love to go to school, Recent events have shown me that I might not be prepared enough for it. I believe it might be better for me to find a Tutor for now and join once I am more prepared for it. You wouldn't happen to know where I can find a good tutor do you? I assume that half a point would still be enough to get a tutor and cover my living expenses while i learned what i need to correct? If not I can always trade for more." She hoped that by choosing to not go to school that lapalila wouldn't suddenly decide that she was not worth helping as she still much needed the womans help in finding a tutor.

  27. - Top - End - #387
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    Default Re: The Primeval Dark (IC)




    The Unsung King - Alicia Kelgore





    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    Duvan'Ku; The City of Duvan
    Lesser Plaza; The Faceless Marches


    The Night Teller cleared it's throat in a not so subtle gesture, it was another question entirely if the entity even possessed a 'throat, but the movements and sound still was present. Lapalila shrugged, "I suppose that's probably the wiser choice, assuming your claim over your displacement is... as we might imagine it is. If you have near-infinite time at your disposal, than I suppose that choice does make sense. Tutors however, are a somewhat tricky field to navigate as they each establish their own criteria for the students they wish to accept. My old instructor, Hexe Unso, recently returned to Duvan to find a new apprentice. However, you choosing a tutor is just as important as the tutor choosing you. You will want to find a tutor who can educate you on the fields you are trying to specialize in, rather than just accepting any instructor, as most will not accept a student with an existing teacher. Each private instructor is looking for a young mind to leave their mark upon and preserve their magic, free from the influence of other casting traditions. That aside, you're going to need to learn to survive within the city..."

    Lapalila motioned with her staff towards the Night Teller, "Witches don't usually confide in their peers, nor ask them information. We are taught from a young age to avoid such behavior. Now, seeing you, I more fully understand why... If you have questions, you bring them to a Hexe, or a Teller. Both are obligated to be forth coming with their answers, if they choose to provide one. While your peers on the other hand, are only obligated to achieve their own success - regardless of the means. Every tutor has their own way of doing things, which is going to evidently alter potential costs you might incur. One might handle your living expenses, another may not. One might require you acquire special equipment or some other service by your own means. I would consult with the teller and see what prospective instructors are currently even accepting students."

    The tall gloomy creature nodded, "Yes, indeed. Allow me to be of some small assistance, good King. Perhaps I might direct you towards a suitable educator. Are there any particular qualities or specialties which are desirable for your study? Looking for a private professor affords you far more liberties than attending a school, and you may be very stringent with the specifics of what you are looking for."


    B'Bhai Duucald: Channel Severance (Imbue Darkness)

    A forbidden technique preserved by the Nightmare Witches of E'Spdon Valdruk. If used carelessly, a Witch would be lucky to only have her mind destroyed. While Spellweaving or Spell-casting take a Severance check, or Knowledge (Forbidden) - this replaced any Spell Focus checks which might be required, but must be taken even if a Spell Focus check is not required. There is a 5% chance per spell level that Spite is accrued while using Knowledge (Forbidden) during casting. Spells created in this way gain the Darkness descriptor and deal darkness damage. This ability may only be used while casting harmful magic. Upon successfully damaging a creature the Witch suffers one-fourth of the damage inflicted by the spell and any subsequent effects in the form of non-lethal damage, experiencing their enemy's pain and memories. Upon successfully channeling the Witch must succeed a save equal to her spell's DC, upon failure she is overwhelmed by negative energy and is left Grieving for 1d4 rounds. After three failures within a 24 hour period, the Witch begins suffering 1d4 wisdom damage per spell level of the spell cast upon each failure thereafter, as the darkness begins eroding her sanity. Channeled spells always inflict grievous wounds and debilitating effects upon successfully dealing damage. Casting a channeled spell requires twice the amount of focus points, spell slots or applicable resource, however the Spellweaving DC is decreased by 4.


    Spoiler: Rewards | EXP
    Show

    I know I messed up Stella's blast by 1 space, my bad. It didn't change anything though.

    ֍ Stella XP +600 (107,000xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ Hexe Unso, the Hammer of Veikeph +300 (107,300xp)

    ✦ Corrupted Fate (Ra'Dolfaal)
    ⯎ Gem of Telepathy: 3/5 Charges, 3 min duration - Identified use with UMD

    SpellWeaving:
    Successfully casting a Spellweave costs the Witch a number of focus points equal to Spell Level + 1.
    The Witch may attempt a number of Spellweaving Checks per day equal to her Aptitude.

    Alicia HP: 22/22
    Reputation: 25
    Memory: 2
    Spite: 1
    Honor: 311
    SV. Exp: 2 (Severance)


    Spoiler: Cards
    Show


    Spoiler: Nelrin'Fel, The Exiled Son
    Show


    Name: Nelrin'Fel, The Exiled Son
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: -
    Value: 0
    Cost: Other
    Activation: Standard
    Duration: Limited
    Fate: Soul
    Grade: Gold
    Detail: Once he was the destroyer. Once he was the savior. Once he was the teller of lies. Once he was the teller of truth. He was the exiled son. He had saved the multiverse twice the mount of times he had destroyed it, and been cursed three times more than he deserved. He had been made to live as an animal, and a devil, and been cast out from his home. Yet, despite all his shortcomings and faults, it was he who had risen above it all. Risen above the Houses. Risen above the Three Worlds and escaped the Garden. An accomplishment which no Child born beneath the Mothers had even done, but he had learned quickly that the world was a large place, and he himself amounted to nothing. Yet, he was not discouraged, for he had always been less than nothing. A blight, a curse. His sisters hated him, his House loathed him, and his Mother enjoyed watching him suffer and struggle. He had returned for his brothers, to leave with them and make their own way. He cared nothing for the threefold universe nor the lives of the insignificant insects which inhabited it. He had killed them all before, and he would do it again it if would aid his cause. He didn't want to be perfect. He wanted to be free.

    ✥ [Greater] Manifestation: Summon's the shadow of the Exiled Son at no cost. Nelrin'Fel will demand his own price, and if satisfied may assist the Witch, or Spite her. Regardless of the result the card is not expended upon use and returns to the bottom of the deck afterwards.
    ✥ [Potential] The Exiled Son (Passive): Any of Nelrin'Fel's Passive Potentials may be activated at his discretion when summoned. These abilities may be activated and disabled as a free action even while not his turn. The focus point cost of all the Witch's spells and cards is reduced by 4 (minimum 1). There is a 10% chance a spell or card successfully cast is activated again at no cost.
    ✥ [Potential] Earthbound Immortal (Passive): The first successful attack of each round effecting the Witch is negated, as long as the damage which would be sustained is less than 10 times her arcane aptitude.
    ✥ [Potential] ??????
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    Spoiler: The Soul Eater's Crucible
    Show


    Name: The Soul Eater's Crucible
    Potential: ✦✦⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: 28
    Activation: Standard
    Duration: Other
    Fate: Support
    Grade: Silver
    Detail: A device forged in the Third World. It was a tomb. A prison. A gravestone for those who would not be allowed the grace of death. Within it the native fate of a soul would be bound to assume their place, then they would be cast into the Inverse. Forever sealed within that reflected world. That which remained was a horrid farce of those who had once been. In the hands of once who knew how to wield it, it could prove to be a powerful engine of arcane might. Those who originally fashion it, created the device with the intent of manufacturing faux universes and converting the life-energy into power to fuel their most abominable spells. Now, it was simply a ring, seemingly devoid of purpose.

    ✥ [Lesser] Soul Burial: As a standard action, Force one spirit within 40ft to attempt a Spell Focus check equal to 20 + the Witch's arcane aptitude. Upon failure the soul is sealed inside the Soul Eater's Crucible. The ring possesses no maximum capacity.
    ✥ [Potential] Create Life: As a full round action, create 1d100 lives within the Soul Eater's Crucible. These may be animals, humanoids, or any intelligent or non-intelligent life randomly determined by the ring. The card is not expended upon use of this ability and returns to the bottom of the deck.
    ✥ [Potential] Consume Life I: By consuming 10d100 lives within the ring the wielder grants herself a permanent +1 bonus to one ability score. This requires 24 hours of uninterrupted concentration.
    ✥ [Potential] ??????
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    Spoiler: The Master of the Conclave
    Show


    Name: The Master of the Conclave, Professor Gerald P. Faust
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: Other
    Activation: Standard
    Duration: Other
    Fate: Soul
    Grade: Silver
    Detail: In his early years, his eccentric and often madly delivered conclusions made many believe him without a shred of sanity. His theories far outpaced the current understandings of The Great Beyond and the cosmic forces which magic manipulated. Many years ago, his studies outlined the intricate functions of Psychic Magic and principles of Vanician design which had yet to become common knowledge during the publication of his ground-breaking book; 'The Anatomy of Magic'. Professor Faust was the pioneer of modern magic as it existed today on Golarion, and was thought to be the herald of a new era with the emergence of Offworlders and other far-flung worlds beyond. However, the man vanished after an experiment, leaving behind only books upon the studies he had previously pursued.

    ✥ [Lesser] Consult the Master: As a standard action, the Witch may pose a single question to Professor Faust, to which he might reply. Regardless of the result, the Witch spends 15 points of focus. There is a 50% chance the card is not expended upon use of this ability and returned to the bottom of the deck.
    ✥ [Greater] Fabricate Key: As a full round action, the Witch may randomly generate a Calamity Key in their current world. This ability costs 30 focus points.
    ✥ [Potential] ??????
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    Spoiler: Night For Day - Unidentified
    Show


    Spoiler: Tagar, Who Waits - Unidentified
    Show



    Spoiler: The Reflected Alter
    Show

    Praying at the alter requires a Spell Focus check and 1d8 hours of uninterrupted meditation to establish a connection with the herald. Alicia receives no way of judging the success or failure of her attempt. Cumulative penalties are applies for very 4 hours of meditation taken from loosing focus over a prologed period of time. These penalties stack with conditions accrued from other sources such as starvation or dehydration.


    Spoiler: Alicia Kelgore - Conflicted Mind
    Show
    Alicia and Stella must maintain a constant state of balance to stay in harmony with one another, however doing this is not a simple task as the Veil evolves. Alicia will progressively shift in alignment as the Veil grows and the two personalities shift further and further apart from one another, prompted by various Spell Focus checks while both performing magic and having new experiences which the Veil attempts to adapt into the persona's fabricated history. Furthermore the Veil is capable of enforcing its own canonical history as if by means of a Divergence. At the beginning and end of each day both persona's must make an opposed spell focus check, granting advantage to the victor for the next 8 hours. The persona with advantage gains a +5 circumstance bonus to all other checks against the other identity. If Stella begins to fail more and more checks her control of Alicia will begin to diminish, introducing new influences or opposing actions which she must succeed an ego check to interrupt. Further effects from the Veil may be acquired from constant failed checks. This Veil may be dismissed by revisiting the mirror and spending 1 minute in meditation.


    Spoiler: Potentials
    Show



    Spell Training I: Stability

    As you have learned from surviving many failed casts, Spellweaving is a complex and difficult system of magic. You have frequently bit off more than you could chew and paid the consequences. There is a reason why structured Spellweaves exist, and why Witches learn them rather than free-casting liberally. The Weave was volatile and performing such a feat was something reserved for geniuses and Savants who understood the functions and quirks of their magic, to avoid being befouled by it. Yet, even knowing that you didn't want to be held back by memorized Weaves, free-casting was the realm of the Gran Hexe, and you dreamed of something far ahead of them. So while you might not have been able to often succeed in your efforts, you developed a method to at least keep yourself alive from those repeated failures so that you could one day master the art in time.

    Benefit: Your hit points increase by 6 due to the numerous weave backlashes and failed casts you have survived. The DC of Spellweaves you attempt to cast with a spell level greater than your own character level are reduced by 4. Upon a Spellweaving failure reduce the final Failure Result by 4. Additionally your arcane aptitude increases by 1.


    Spoiler: B'Bhai Duucald: Nl'Gnos In'Flamgra
    Show



    B'Bhai Duucald: Nl'Gnos In'Flamgra

    The Nl'Gnos In'Flamgra was sometimes referred to as the 'nether flame', a powerful combat talent which fell into disuse after the purge of Havockers and Evocation-focused Witches. While it itself was considered an extremely basic and fundamental combat talent for nobles during the height of Evocation, it has now become little more than a small fragment of informative study while it's practice has gone almost extinct. Due to its destructive power, it cannot be used in a duel. Witches who have reclaimed its practice are often subject to suspicion and mistrust, out of a conditioned fear of the magic's Havocker origins.

    Benefit: By spending a move action while wielding her wand the Witch may summon the Nl'Gnos, which appears as a circling crimson halo of fire. As a standard action she may make a ranged touch attack dealing 1d6 points of fire damage against a target within 120ft. The Witch adds half her arcane aptitude as a bonus to her attack and damage rolls. Alternatively, the Witch may choose to create the Nl'Gnos without the wand as a standard action. Using the talent in this way is far less potent and gains no bonuses from her aptitude while dealing 1d4 points of fire damage per two hit die she possesses. While this talent may be used while the Witch's focus pool is depleted, if she possesses focus it is reduced by 1 with each use.


    Spoiler: Spellweaving
    Show


    Spoiler: Veilweaver
    Show

    Veilwitch Path Advancement: Veilweaver

    Darkness. Depravity. The Eternal Black. These were the words of the Veil Witch. Sinister and unrelenting, nothing was sacred, nor would the feeble powers of their kin enough to slake their thirst for true and undiluted power. It was the simple nature of such things to destroy those who pursued it, and indeed, most were. Those who remained stood wholly committed to unearth the abyssal powers of the beyond, fearing no death nor eternity which waited to greet them. For they were damned by an unconquerable desire. Each manifestation of magic slowly corrupted them, changing them and steeping them further into the dark. The further they delved the more their minds were unhinged and removed from the realm of mortals, made mad by the knowing of forbidden secrets. A process known as the Blackening. Veil Witches could bend the Weave, but were far less potent than their kin. Rather, they sowed Veils; constructs of eldritch energies knitted together from countless threads. They could be abhorrent anomalies, physical fabrications, or even Diverged paths of reality. Secrets were precious, and knowledge - sacred, but to those who delved deep into the darkness awaited... Revelation.

    Benefit: Returner Path Advances to Veilwitch.

    Your intelligence & wisdom increases by 4. The base DC of the Veilwitch's Spellweaves is 15 and her caster level while casting a Spellweave is considered 2 lower (minimum 1). The amount of Spellweaves which a Veilwitch may learn is extremely limited. The maximum amount of Spellweaves she may learn is 1d4 per hit dice she possesses. When learning a new Spellweave, she may choose to replace an existing one. The Veilwitch gains the ability to cast Veilweaves, unique constructs of otherworldly magic. Each Veil possesses unique qualities, however most cannot be directly used by the Witch nor other creatures. A Veil can be sentient, but cannot activate its own abilities without the Witch's command, a swift action. A Veil may be wielded by otherworldly entities such as Greater Spirits, but only with the Veilwitch's consent. Veils persist indefinitely until destroyed or dismissed, but the number which may exist at any given point may not exist her Arcane Aptitude. Veil's which require certain conditions to persist can only be maintained by the Witch who created it, or an entity allowed to wield it. The Witch may learn any number of Veilweaves, in addition each time she casts a spell or Spellweave there is a 15% chance a Veil is created. These spontaneous Veils will hold similar properties to the magic which created, while other features may be randomly determined. Spontaneous Veils cannot be learned as Veilweaves, but are unique constructs formed from her magic.

    The Veilwitch begins with the following Veils:
    ⛤ Domain of Black
    ⛤ The Black Veil, Renor'vet




    Spoiler: The Deck of Terminating Prescience: Introduction
    Show


    The Deck is a powerful weapon designed to combat the corruption of the original cursed book which creation is now bound to. Employing the deck requires careful decision making and strategy to build an effective deck which caters towards the Witch's strengths and weaknesses.


    ACTIVATION

    Activating the Deck is a Standard Action. The Deck remains active for 1d10 rounds before vanishing. The duration the Deck remains active increases by 1 for every 10 points of Arcane Aptitude the Witch possesses.


    CARDS

    Once a card has been identified it's features are revealed. An individual card cannot be used until it has been assigned to a Deck. A minimum of 2 cards are required to create a deck. Each card follows the the format of features below. These features are unique to each card and may change even if multiples of the same card are owned. Unique functions such as Potential, Duration, Activation and Detail may be different between the copies of cards, giving new or unique functions to your familiar favorites.

    If a Witch is intentionally granted a card it is received already identified, while other cards are automatically identified if their Value is equal to or below the Witch's Arcane Aptitude. Unidentified cards must be identified via a Knowledge (Forbidden) check while within a Circle of Black; this check has no chance of success outside of such a zone and requires 10 minutes to complete. The information each card provides will vary based on the type of card which has been received. Further information is gained for every 5 points which the Witch's check exceeds the DC. This additional information is only available for cards which she has identified herself. She may choose to re-identify an identified card without any penalty, however she may only attempt this once per card.

    Categories marked as 'other' provide exceptions to the standard options and are typically massively powerful fates which should be used with reservation. Each card's effect persists after activation for a period of time listed under 'Duration'. The effect may be instant and then expire, last indefinitely, or last for a finite period. The exact time a limited duration fate stays in effect is usually only discovered within its hidden details.

    Each time a card is activated the associated Cost must be paid, which is removed from her Focus Pool (a sum of points equal to her Arcane Aptitude). If the activation of a Card would reduce the Witch's Focus to 0 or lower, the Witch is instantly slain.

    Name: Card Name
    Potential: Certain fates can be empowered if the Witch meets certain conditions before use.
    Min. Aptitude: Minimum AA (Arcane Aptitude) required to use the card
    Value: The number of Deck Points the card occupies
    Cost: The amount of AA required to activate the card
    Activation: Standard, Move, Swift, Immediate, Free, Other
    Duration: Instant, Permanent, Limited
    Fate: Soul, Support, Event, Other
    Grade: Gold, Silver, Bronze, Other
    Detail: A summery of identified functions that card will perform. Some functions may be hidden or obscure.


    DECKS

    Managing Decks is a critical role for the Witch, as is building multiple Decks. For every 15 points of Arcane Aptitude the Witch possesses, she may create an additional Deck. Once each day after receiving the benefit of 8 hours of rest the Witch may assign the cards associated with each Deck. A single card may only be assigned to a specific deck once. Each Deck the Witch owns possesses a limited number of Deck Points (DP) which dictate the size of her Deck. The Witch's first Deck is typically her largest and possesses a number of Deck Points equal to 4 + her Arcane Aptitude. Each subsequent Deck has less points than the last, with her second Deck having half the number of points as her first, and her third having half the value of her second, and so on. Each time she expends cards there is a chance she earns additional DP which she may spend between her Decks to increase their individual sizes (eg: If the Witch earns 4 points she may assign 2 points to Deck 1, and 2 points to Deck 2, etc.) The maximum Deck Points which a Witch may invest within a single Deck cannot exceed three times her Arcane Aptitude.

    Additionally, the Witch may swap decks as a full round action, but may not do so again for 1d8 hours.


    DRAWING

    Once the Witch has activated her Deck, a maximum of 4 hidden cards are randomly pulled from her Deck. The Witch may choose to draw one as a swift action, discarding the rest. Discarded cards are returned to her Deck, but any cards revealed among them are suspended for 1 round. Each round a new spread of cards is generated as a free action. The Witch may choose to reveal a hidden card by paying a cost associated with its grade; 1 point for bronze, 2 for silver, 3 for gold, and 5 for Other Rarity. This choice is a non-action which may be performed any number of times.


    THE HAND

    The Witch's Hand represents the maximum amount of power which she can maintain at once. The cards within her Hand may be paid for and activated at the Witch's discretion. There is no limitation to how many cards may be activated each round, as long as she has enough actions to complete each card's activation. Activating a card functions similarly to casting a spell, and provokes attack, however the card is not wasted should the Witch fail her concentration check. The Witch's initial maximum hand size is 3 cards. The number of cards she may add to her hand increases by 1 for every 10 points of Arcane Aptitude she possesses. If she ends a round with a number of cards in her hand in excess of her limit, she must discard cards until she has reached her maximum hand size.



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

    One truth stood above all others; the weak were ruled by the strong. The Witches of the Three Worlds established their superiority via an ancient tradition known as 'B'Bhai Dol'fhaal', a form of ritual combat. Overseen by supreme beings and bound by an age-old system of honor, it formed the corner stone of magical society. Claims were laid, power taken, great wagers were placed and political wheels turned with each battle fought. Wands were passed down from mother to daughter, containing the acquired honor of generations past and greater heights achieved - while others were thrown down into crushing defeat.

    Benefit: The Witch gains proficiency with Dueling Wands, and her intelligence and wisdom ability scores increase by 6. Additionally, the Witch is considered to have one additional HD more than they possess for all effects other than determining their hit points, while gaining the following abilities which may only be used while in Ritual Combat.


    ⛤ B'Bhai Dol'fhaal, Ritual Combat (Dueling Circle)
    The Witch may challenge and receive challenges from other Witches with this ability. Upon a challenge being issued, both Witches must cross wands, thereby creating a 'Dueling Circle' whose size is determined by the challenger. The Circle is created at a size equal to 25ft/HD the challenger possesses. A Witch may attempt to resist crossing wands with a challenger by succeeding a DC 20 will save, but may be penalized. While a B'Bhai Dol'fhaal is initiated, neither Witch may be influenced by conventional outside influences, and will cease taking damage or even drowning depending on their environmental circumstances. Once the Circle has manifest the Witness, who servers as mediator and referee, will oversee the match and establish any rules and wagers. Regardless of additional wagers placed, the victor will take a pre-determined amount of Honor from the loser. Both participants may demand a wager, which both must agree to, and may be anything which the participant can provide or relinquish - with or without aid. Additional rules may be added by the Witness or requested by either participant. Rules requested must be agreed upon by both participants. Participants may request a ruling or ask questions of the Witness at any time, before, during or after the Duel. Upon conclusion of the duel wagers and honor are awarded. A Witch may not decline a challenge unless she possesses 100 points or more Honor than her challenger, in which case she may provide her justification to the Witness who will determine if the Duel will be voided. Any challenger who wishes to issue a duel to a Witch who possesses 200 points of Honor or higher must bring with her a number of endorsing Witches whose total combined Honor is within 50 points of her desired combatant. Damage dealt within the Circle is nonlethal, however a participant may still be slain from excess nonlethal damage as normal. Non-magical attacks are always prohibited unless ruled otherwise by the Witness. All forms of attack, other than spells and similar abilities, are considered a special form of attack known as a 'Dueling Thrust' and require a minimum of a standard action to complete. A duel is won when the Witch performs an 'Alaffa'elvriel', a special disarm, or when the combatant is no longer conscious.

    ⛤ Acem'bol (Dueling parry)
    The standard and iconic parry performed by dueling Witches. A Witch may perform the Acem'bol against a Dueling Thrust or any qualifying offensive action by succeeding a Spell Focus check. The opposed check must meet or exceed the Dueling Thrust's attack roll. Upon success the attack is negated. A Witch may perform this action once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. A parry only defends against a single damage source, but must be performed multiple times if a single thrust produces multiple missiles or similar harmful effects.

    ⛤ Tsaaf'bol (Dueling thrust I)
    The classic and most rudimentary of Dueling Thrusts, used to soften up an enemy and prepare to deliver the finishing blow. As a standard action the Witch delivers a blast from their wand, a ranged touch attack. This small magical blast holds a range of 10ft/HD the Witch possesses and uses her highest mental stat when determining its attack and damage bonus. Upon striking an enemy the missile deals 1d4 points of damage in addition to the ability modifier of her primary mental ability score. The target suffers a cumulative -1 penalty to attack rolls, skill checks and saves which persist until the duel concludes.

    ⛤ Alaffa'elvriel (Arcane disarm)
    Victory with peerless grace. The Alaffa'elvriel is the ultimate and unquestionable mode of victory within an arcane duel. Any spell, supernatural ability, Spell-like ability, hex or form of non-Vancian manner of casting (to include maneuvers, spheres, spellweaving, veils, veilweaving, ascension abilities or similar) regardless of target or effect may prompt an Alaffa'elvriel. Any ability or effect which is not classified as a 'Dueling thrust' will typically be a valid action which may prompt an Arcane Disarm. A disarm may be attempted once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. The Witch must succeed a Spell Focus check versus the effect equal to the DC or attack roll of the effect; if the triggering effect has neither than the check is equal to the opponents arcane aptitude. Upon success the duel immediately ends.

    ⛤ Quatekal'baalta (Mystic Ward)
    Duels between Witches were far from arcane slugfests and brutish mystic blasts. Spells and formal magic were dangerous things, only to be employed at the perfect time. It was a battle of wits and preparation, and no preparation was more vital than the Quatekal'baalta. Hovering shields of energy, they served to block attempts at disarming an opponent - but tended to leave one vulnerable to direct attack in the process. Mystic Wards are the primary defense required to attempt to cast a spell or similar effect in relative safety from an Arcane Disarm attempt. To create and employ a Ward a number of prerequisites must exist. The Witch must succeed a Spell Focus check equal to 10 + her aptitude to form a shield. Furthermore, the witch must possess an individual servitor or similar for each individual shield, and she may not possess a number of created Wards in excess of her own HD. Once a shield has been created the opposing Witch must succeed a Spell Focus check with a DC equal to that which was made to create it. Regardless of success or failure the Ward is expended after use. Regardless of the number, standard Wards do not stack against an individual disarm attempt (ie; only a single Ward can be used against a single disarm attempt). This ability functions as a Veil.







  28. - Top - End - #388
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    Default Re: The Primeval Dark (IC)




    She listened as Lapalila spoke in regards to tutors, she had figured that a tutor would be the best route. Especially if it was true that she would return to the same point once she escaped the world that she was now stuck in. Hearing that tutors were looking to for students to leave their mark on was an interesting bit. She figured that each witch had their own sort of way that they did their casting but didn't think that it would be such a huge difference. As she continued to listen she laughed silently to herself as Lapalila explained that asking questions to peers was not the best route to take. She of course knew that it wasn't the best route but still she hadn't had much options available to her for most the time. Though now it seems that she could just ask the Teller if there were any good tutors looking for students. "Hmm so its not just a matter of picking a tutor, I also have to be picked by whomever is going to teach me then. That makes sense I guess, though it does make it a bit harder."

    Taking a moment she thought on what sort of tutor she would want. In terms of magic she knew that she wanted to get a good foundation on all the magics that were used by the witches in Duvan. She also would love if she could learn some magics that weren't in Duvan as well, though she knew that option was not very likely. As for a specialization, she thought about her current predicament and how the veil that she wore was insanely powerful. Her mind mulled it over and she figured that being able to get more knowledge on Veils might end up helping her figure out how to get back to her original world. Looking up at the Teller and listening as it spoke she decided to see if it would be able to find a suitable Tutor for her. "Well then as far as a Tutor goes, I am looking for someone who can give me a good foundation on all the magics that are common in Duvan. If possible someone who could also teach me some magic that is from outside of Duvan. Besides getting just a foundation i would also like someone that could teach me a great deal in regards to Veils as i believe it could help me with my current situation. As for living costs and needing to get special stuff before hand, that is all secondary. If the Tutor is willing to pay my living costs then that's fine, and if not then that's fine as well. I would also like to have one that does not senselessly beat, torture or abuse her students as that would just be more annoying that useful at this point in life." Taking a moment to think if there was anything else she should specify she looks over at Lapalila, "Is there anything else you think i could specify or that i should look for in a tutor? I don't want to miss something that others find obvious but because of my raising i missed."

  29. - Top - End - #389
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    Default Re: The Primeval Dark (IC)




    The Unsung King - Alicia Kelgore





    ??th of Rova, Day? - Time: ?:?? am? / AR 4707
    Duvan'Ku; The City of Duvan
    Lesser Plaza; The Faceless Marches


    Lapalila shook her head in the negative, "Hm, no. I would say you've already been oddly specific... and by extension removing almost every independent Veilwitch instructor from your list. Among many others, my own teacher included...." Her last words were more of a trailing comment under her breather that Alicia almost missed entirely. The Teller paused briefly as if in contemplation before tapping its finger to its chin.

    "Curious..." It puckered it's twisted pale lips from the shadow cast beneath the metal vessel held over its face. "It is as your friend says. There was no 'Veilwitches' which meet this specific criteria, but... There are a small few who do meet your desires still. As a Veilwitch yourself, I am sure you know in some part how foul your kin may be; and those who have distanced themselves from the structure of the schools do so to preserve their own dark secrets. Maintained from times long past, but they are still cruel and wicked creatures... As would be any such mortal claimed by the Blackening. Yet, though you may be unfamiliar, rarer still are those who have acquired practical command of other forms of magic, outside of one's own focus." Lapalila nodded in acknowledgement of the Teller's claim, taking the time to explain his fact in context. "Each major domain, the three forms of magic in Duvan, are radically different from one another. Being capable of practicing the magics within a domain requires a natural affinity, conditioning and training - at least if one is hoping to gain some ability into the practical application. In Duvan, Witch's education stems solely around the scholastic knowledge and text-book-rhetoric of the principles and theories which govern common-practice of magical domains. However, knowing doesn't mean you possess the ability to cast such spells, only recognize them and formulate appropriate counter-measures. This is only applicable to general-practice, while actual Witches or worse... a Hexe, possess a depth of knowledge gleaned from practice, of abstract traditions which might be completely unrecognizable to a Witch of another practice."

    The short Witch paused for a moment, contemplating her words. "I suppose since you are... estranged from the magic of Duvan, it's worth explaining the most basest of premise for you to more fully understand. In Duvan, there is three magical domains. These three are the absolutes which all form of Duvan magic stems from. Yet, within those domains are Arcane Schools, similar to the schools you are familiar with in your world, but instead of something like, 'Evocation' and 'Transmutation', we have Convocation... ala Convokers. Further still, one step beyond that, Duvan has something your magics do not. Magical Traditions. This might be similar to some of the priests of your world and their 'Sub-Domains', except it applies to magic. It's effectively a 'Sub-Domain Arcane School'. That's one way to imagine it. There are countless numbers of Traditions, many lost, preserved, and others forgotten but recorded in ancient text. Entire schools of unique magic specific to a group, a purpose and often... a more savage era. Tutors are tutors because they have, at some point, inherited a unique tradition and are seeking a student to pass on their knowledge to... Are you starting to see the whole picture now?"

    The Teller grinned to itself as it begun to motionlessly slither across the floor idly, "Yes... Well. There are a very small few I have found which suit your desires. There is of course, Ahla'fa, The Grim of Ef'fhosh... She could teach you much of Veils, though I imagine the cost would be dire indeed." "No. The last thing we need is a Grim lurking about the city." Lapalila looked at Alicia, "Don't meddle with a Grim. They are vile creatures. Once they were evil Relicuum, but completed their destined fate and were reborn as some farce mimicking a mortal. Ahla'fa is a horrid creature that sustains itself upon the energy of living creatures whose fates she has corrupted. Every student she's had has died horribly, well, almost all of them. It's not a quick and pleasant end. Takes longer from some than others." The Teller shrugged, "Then perhaps Mayvert? She is neither a Witch, nor from Duvan, but she does fit your criteria - and recently returned from the First World as well." Lapalila's brow furrowed, "Wait... she came back? Didn't she go insane after delving into the Black? How is a lunatic going to teach anything, her mind is in shambles."

    The creature rolled its head, "I do hope you remember, there is not exactly a plethora of options available. The last one, which I mention with a word of caution, is the Waking Calamity, Ramina... What her tradition is, well, it is a mystery even to me. It does not stem from the Second World. It is far older, older than I. Older than Duvan, or even the division between the Three Worlds." Lapalila ran a hand through her blond hair, quiet. "There has never been a student which she has accepted which has survived or mastered any magic taught by her, but many have tried. Unlike other tutors she is more liberal with who she accepts, and like sheep to the slaughter, they all perish." "I see, so she's recruting more fools... I didn't hear she had returned."

    Lapalila glanced at Alicia again, "It's become something of a test of courage for stupid young Witches to enroll in Ramina's lessons, it still is, and many fools walk unexpectedly to their deaths. I'm one of the few who didn't perish from her lessons, but not because I conquered her challenges or something. I simply left and abandoned her lectures before I could get myself killed. Unfortunately, many friends died staying past what I had. They were pressured by their own insecurities and jealousy. Even after just one brief lesson, my magic did significantly mature, but I dared not chance my life on what awaited beyond that. In writing, she sounds like what you're looking for - but she's not what you need. You'd fare better chancing the other two than walking into certain doom." "I would have to agree with the Azure Sovereign's sense of caution. Perhaps you could mitigate a large sum of the inherent risk by only reviewing general-foundational education, but that offers no purpose to the tutor in question. Each offers their time to a student, with the hope of passing on their tradition. I can't imagine a tutor would readily agree to such terms, though I suppose you could always attempt to leave should it not suit you. Alternatively, you may wish to seek knowledge elsewhere. Perhaps from the Magister's of the Conclave. After all, from what I have gleaned, you yourself were once one among their number. You may wish to revisit their halls in time."



    B'Bhai Duucald: Channel Severance (Imbue Darkness)

    A forbidden technique preserved by the Nightmare Witches of E'Spdon Valdruk. If used carelessly, a Witch would be lucky to only have her mind destroyed. While Spellweaving or Spell-casting take a Severance check, or Knowledge (Forbidden) - this replaced any Spell Focus checks which might be required, but must be taken even if a Spell Focus check is not required. There is a 5% chance per spell level that Spite is accrued while using Knowledge (Forbidden) during casting. Spells created in this way gain the Darkness descriptor and deal darkness damage. This ability may only be used while casting harmful magic. Upon successfully damaging a creature the Witch suffers one-fourth of the damage inflicted by the spell and any subsequent effects in the form of non-lethal damage, experiencing their enemy's pain and memories. Upon successfully channeling the Witch must succeed a save equal to her spell's DC, upon failure she is overwhelmed by negative energy and is left Grieving for 1d4 rounds. After three failures within a 24 hour period, the Witch begins suffering 1d4 wisdom damage per spell level of the spell cast upon each failure thereafter, as the darkness begins eroding her sanity. Channeled spells always inflict grievous wounds and debilitating effects upon successfully dealing damage. Casting a channeled spell requires twice the amount of focus points, spell slots or applicable resource, however the Spellweaving DC is decreased by 4.


    Spoiler: Rewards | EXP
    Show

    I know I messed up Stella's blast by 1 space, my bad. It didn't change anything though.

    ֍ Stella XP +600 (107,900xp)
    ⯎ Sovereignty Influence Gained
    ⯎ Nobility Influence Gained
    ⯎ Liberation Influence Gained
    ⯎ Community Influence Gained
    ⯎ The 3 Domains of Duvan Magic +100 (108,000xp)
    ⯎ Arcane School, Duvan +100 (108,100xp)
    ⯎ Magical Traditions, Duvan +100 (108,200xp)
    ⯎ Grim +400 (108,600xp)
    ⯎ Ahla'fa, The Grim of Ef'fhosh +300 (108,900xp)
    ⯎ Professor Mayvert +300 (109,200xp)
    ⯎ The Waking Calamity, Ramina +500 (109,700)
    ⯎ The Conclave +200 (109,900xp)

    ✦ Corrupted Fate (Ra'Dolfaal)
    ⯎ Gem of Telepathy: 3/5 Charges, 3 min duration - Identified use with UMD

    SpellWeaving:
    Successfully casting a Spellweave costs the Witch a number of focus points equal to Spell Level + 1.
    The Witch may attempt a number of Spellweaving Checks per day equal to her Aptitude.

    Alicia HP: 22/22
    Reputation: 25
    Memory: 2
    Spite: 1
    Honor: 311
    SV. Exp: 2 (Severance)


    Spoiler: Cards
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    Spoiler: Nelrin'Fel, The Exiled Son
    Show


    Name: Nelrin'Fel, The Exiled Son
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: -
    Value: 0
    Cost: Other
    Activation: Standard
    Duration: Limited
    Fate: Soul
    Grade: Gold
    Detail: Once he was the destroyer. Once he was the savior. Once he was the teller of lies. Once he was the teller of truth. He was the exiled son. He had saved the multiverse twice the mount of times he had destroyed it, and been cursed three times more than he deserved. He had been made to live as an animal, and a devil, and been cast out from his home. Yet, despite all his shortcomings and faults, it was he who had risen above it all. Risen above the Houses. Risen above the Three Worlds and escaped the Garden. An accomplishment which no Child born beneath the Mothers had even done, but he had learned quickly that the world was a large place, and he himself amounted to nothing. Yet, he was not discouraged, for he had always been less than nothing. A blight, a curse. His sisters hated him, his House loathed him, and his Mother enjoyed watching him suffer and struggle. He had returned for his brothers, to leave with them and make their own way. He cared nothing for the threefold universe nor the lives of the insignificant insects which inhabited it. He had killed them all before, and he would do it again it if would aid his cause. He didn't want to be perfect. He wanted to be free.

    ✥ [Greater] Manifestation: Summon's the shadow of the Exiled Son at no cost. Nelrin'Fel will demand his own price, and if satisfied may assist the Witch, or Spite her. Regardless of the result the card is not expended upon use and returns to the bottom of the deck afterwards.
    ✥ [Potential] The Exiled Son (Passive): Any of Nelrin'Fel's Passive Potentials may be activated at his discretion when summoned. These abilities may be activated and disabled as a free action even while not his turn. The focus point cost of all the Witch's spells and cards is reduced by 4 (minimum 1). There is a 10% chance a spell or card successfully cast is activated again at no cost.
    ✥ [Potential] Earthbound Immortal (Passive): The first successful attack of each round effecting the Witch is negated, as long as the damage which would be sustained is less than 10 times her arcane aptitude.
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    Spoiler: The Soul Eater's Crucible
    Show


    Name: The Soul Eater's Crucible
    Potential: ✦✦⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: 28
    Activation: Standard
    Duration: Other
    Fate: Support
    Grade: Silver
    Detail: A device forged in the Third World. It was a tomb. A prison. A gravestone for those who would not be allowed the grace of death. Within it the native fate of a soul would be bound to assume their place, then they would be cast into the Inverse. Forever sealed within that reflected world. That which remained was a horrid farce of those who had once been. In the hands of once who knew how to wield it, it could prove to be a powerful engine of arcane might. Those who originally fashion it, created the device with the intent of manufacturing faux universes and converting the life-energy into power to fuel their most abominable spells. Now, it was simply a ring, seemingly devoid of purpose.

    ✥ [Lesser] Soul Burial: As a standard action, Force one spirit within 40ft to attempt a Spell Focus check equal to 20 + the Witch's arcane aptitude. Upon failure the soul is sealed inside the Soul Eater's Crucible. The ring possesses no maximum capacity.
    ✥ [Potential] Create Life: As a full round action, create 1d100 lives within the Soul Eater's Crucible. These may be animals, humanoids, or any intelligent or non-intelligent life randomly determined by the ring. The card is not expended upon use of this ability and returns to the bottom of the deck.
    ✥ [Potential] Consume Life I: By consuming 10d100 lives within the ring the wielder grants herself a permanent +1 bonus to one ability score. This requires 24 hours of uninterrupted concentration.
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    Spoiler: The Master of the Conclave
    Show


    Name: The Master of the Conclave, Professor Gerald P. Faust
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 12
    Cost: Other
    Activation: Standard
    Duration: Other
    Fate: Soul
    Grade: Silver
    Detail: In his early years, his eccentric and often madly delivered conclusions made many believe him without a shred of sanity. His theories far outpaced the current understandings of The Great Beyond and the cosmic forces which magic manipulated. Many years ago, his studies outlined the intricate functions of Psychic Magic and principles of Vanician design which had yet to become common knowledge during the publication of his ground-breaking book; 'The Anatomy of Magic'. Professor Faust was the pioneer of modern magic as it existed today on Golarion, and was thought to be the herald of a new era with the emergence of Offworlders and other far-flung worlds beyond. However, the man vanished after an experiment, leaving behind only books upon the studies he had previously pursued.

    ✥ [Lesser] Consult the Master: As a standard action, the Witch may pose a single question to Professor Faust, to which he might reply. Regardless of the result, the Witch spends 15 points of focus. There is a 50% chance the card is not expended upon use of this ability and returned to the bottom of the deck.
    ✥ [Greater] Fabricate Key: As a full round action, the Witch may randomly generate a Calamity Key in their current world. This ability costs 30 focus points.
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    Spoiler: Night For Day - Unidentified
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    Spoiler: Tagar, Who Waits - Unidentified
    Show



    Spoiler: The Reflected Alter
    Show

    Praying at the alter requires a Spell Focus check and 1d8 hours of uninterrupted meditation to establish a connection with the herald. Alicia receives no way of judging the success or failure of her attempt. Cumulative penalties are applies for very 4 hours of meditation taken from loosing focus over a prologed period of time. These penalties stack with conditions accrued from other sources such as starvation or dehydration.


    Spoiler: Alicia Kelgore - Conflicted Mind
    Show
    Alicia and Stella must maintain a constant state of balance to stay in harmony with one another, however doing this is not a simple task as the Veil evolves. Alicia will progressively shift in alignment as the Veil grows and the two personalities shift further and further apart from one another, prompted by various Spell Focus checks while both performing magic and having new experiences which the Veil attempts to adapt into the persona's fabricated history. Furthermore the Veil is capable of enforcing its own canonical history as if by means of a Divergence. At the beginning and end of each day both persona's must make an opposed spell focus check, granting advantage to the victor for the next 8 hours. The persona with advantage gains a +5 circumstance bonus to all other checks against the other identity. If Stella begins to fail more and more checks her control of Alicia will begin to diminish, introducing new influences or opposing actions which she must succeed an ego check to interrupt. Further effects from the Veil may be acquired from constant failed checks. This Veil may be dismissed by revisiting the mirror and spending 1 minute in meditation.


    Spoiler: Potentials
    Show



    Spell Training I: Stability

    As you have learned from surviving many failed casts, Spellweaving is a complex and difficult system of magic. You have frequently bit off more than you could chew and paid the consequences. There is a reason why structured Spellweaves exist, and why Witches learn them rather than free-casting liberally. The Weave was volatile and performing such a feat was something reserved for geniuses and Savants who understood the functions and quirks of their magic, to avoid being befouled by it. Yet, even knowing that you didn't want to be held back by memorized Weaves, free-casting was the realm of the Gran Hexe, and you dreamed of something far ahead of them. So while you might not have been able to often succeed in your efforts, you developed a method to at least keep yourself alive from those repeated failures so that you could one day master the art in time.

    Benefit: Your hit points increase by 6 due to the numerous weave backlashes and failed casts you have survived. The DC of Spellweaves you attempt to cast with a spell level greater than your own character level are reduced by 4. Upon a Spellweaving failure reduce the final Failure Result by 4. Additionally your arcane aptitude increases by 1.


    Spoiler: B'Bhai Duucald: Nl'Gnos In'Flamgra
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    B'Bhai Duucald: Nl'Gnos In'Flamgra

    The Nl'Gnos In'Flamgra was sometimes referred to as the 'nether flame', a powerful combat talent which fell into disuse after the purge of Havockers and Evocation-focused Witches. While it itself was considered an extremely basic and fundamental combat talent for nobles during the height of Evocation, it has now become little more than a small fragment of informative study while it's practice has gone almost extinct. Due to its destructive power, it cannot be used in a duel. Witches who have reclaimed its practice are often subject to suspicion and mistrust, out of a conditioned fear of the magic's Havocker origins.

    Benefit: By spending a move action while wielding her wand the Witch may summon the Nl'Gnos, which appears as a circling crimson halo of fire. As a standard action she may make a ranged touch attack dealing 1d6 points of fire damage against a target within 120ft. The Witch adds half her arcane aptitude as a bonus to her attack and damage rolls. Alternatively, the Witch may choose to create the Nl'Gnos without the wand as a standard action. Using the talent in this way is far less potent and gains no bonuses from her aptitude while dealing 1d4 points of fire damage per two hit die she possesses. While this talent may be used while the Witch's focus pool is depleted, if she possesses focus it is reduced by 1 with each use.


    Spoiler: Spellweaving
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    Spoiler: Veilweaver
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    Veilwitch Path Advancement: Veilweaver

    Darkness. Depravity. The Eternal Black. These were the words of the Veil Witch. Sinister and unrelenting, nothing was sacred, nor would the feeble powers of their kin enough to slake their thirst for true and undiluted power. It was the simple nature of such things to destroy those who pursued it, and indeed, most were. Those who remained stood wholly committed to unearth the abyssal powers of the beyond, fearing no death nor eternity which waited to greet them. For they were damned by an unconquerable desire. Each manifestation of magic slowly corrupted them, changing them and steeping them further into the dark. The further they delved the more their minds were unhinged and removed from the realm of mortals, made mad by the knowing of forbidden secrets. A process known as the Blackening. Veil Witches could bend the Weave, but were far less potent than their kin. Rather, they sowed Veils; constructs of eldritch energies knitted together from countless threads. They could be abhorrent anomalies, physical fabrications, or even Diverged paths of reality. Secrets were precious, and knowledge - sacred, but to those who delved deep into the darkness awaited... Revelation.

    Benefit: Returner Path Advances to Veilwitch.

    Your intelligence & wisdom increases by 4. The base DC of the Veilwitch's Spellweaves is 15 and her caster level while casting a Spellweave is considered 2 lower (minimum 1). The amount of Spellweaves which a Veilwitch may learn is extremely limited. The maximum amount of Spellweaves she may learn is 1d4 per hit dice she possesses. When learning a new Spellweave, she may choose to replace an existing one. The Veilwitch gains the ability to cast Veilweaves, unique constructs of otherworldly magic. Each Veil possesses unique qualities, however most cannot be directly used by the Witch nor other creatures. A Veil can be sentient, but cannot activate its own abilities without the Witch's command, a swift action. A Veil may be wielded by otherworldly entities such as Greater Spirits, but only with the Veilwitch's consent. Veils persist indefinitely until destroyed or dismissed, but the number which may exist at any given point may not exist her Arcane Aptitude. Veil's which require certain conditions to persist can only be maintained by the Witch who created it, or an entity allowed to wield it. The Witch may learn any number of Veilweaves, in addition each time she casts a spell or Spellweave there is a 15% chance a Veil is created. These spontaneous Veils will hold similar properties to the magic which created, while other features may be randomly determined. Spontaneous Veils cannot be learned as Veilweaves, but are unique constructs formed from her magic.

    The Veilwitch begins with the following Veils:
    ⛤ Domain of Black
    ⛤ The Black Veil, Renor'vet




    Spoiler: The Deck of Terminating Prescience: Introduction
    Show


    The Deck is a powerful weapon designed to combat the corruption of the original cursed book which creation is now bound to. Employing the deck requires careful decision making and strategy to build an effective deck which caters towards the Witch's strengths and weaknesses.


    ACTIVATION

    Activating the Deck is a Standard Action. The Deck remains active for 1d10 rounds before vanishing. The duration the Deck remains active increases by 1 for every 10 points of Arcane Aptitude the Witch possesses.


    CARDS

    Once a card has been identified it's features are revealed. An individual card cannot be used until it has been assigned to a Deck. A minimum of 2 cards are required to create a deck. Each card follows the the format of features below. These features are unique to each card and may change even if multiples of the same card are owned. Unique functions such as Potential, Duration, Activation and Detail may be different between the copies of cards, giving new or unique functions to your familiar favorites.

    If a Witch is intentionally granted a card it is received already identified, while other cards are automatically identified if their Value is equal to or below the Witch's Arcane Aptitude. Unidentified cards must be identified via a Knowledge (Forbidden) check while within a Circle of Black; this check has no chance of success outside of such a zone and requires 10 minutes to complete. The information each card provides will vary based on the type of card which has been received. Further information is gained for every 5 points which the Witch's check exceeds the DC. This additional information is only available for cards which she has identified herself. She may choose to re-identify an identified card without any penalty, however she may only attempt this once per card.

    Categories marked as 'other' provide exceptions to the standard options and are typically massively powerful fates which should be used with reservation. Each card's effect persists after activation for a period of time listed under 'Duration'. The effect may be instant and then expire, last indefinitely, or last for a finite period. The exact time a limited duration fate stays in effect is usually only discovered within its hidden details.

    Each time a card is activated the associated Cost must be paid, which is removed from her Focus Pool (a sum of points equal to her Arcane Aptitude). If the activation of a Card would reduce the Witch's Focus to 0 or lower, the Witch is instantly slain.

    Name: Card Name
    Potential: Certain fates can be empowered if the Witch meets certain conditions before use.
    Min. Aptitude: Minimum AA (Arcane Aptitude) required to use the card
    Value: The number of Deck Points the card occupies
    Cost: The amount of AA required to activate the card
    Activation: Standard, Move, Swift, Immediate, Free, Other
    Duration: Instant, Permanent, Limited
    Fate: Soul, Support, Event, Other
    Grade: Gold, Silver, Bronze, Other
    Detail: A summery of identified functions that card will perform. Some functions may be hidden or obscure.


    DECKS

    Managing Decks is a critical role for the Witch, as is building multiple Decks. For every 15 points of Arcane Aptitude the Witch possesses, she may create an additional Deck. Once each day after receiving the benefit of 8 hours of rest the Witch may assign the cards associated with each Deck. A single card may only be assigned to a specific deck once. Each Deck the Witch owns possesses a limited number of Deck Points (DP) which dictate the size of her Deck. The Witch's first Deck is typically her largest and possesses a number of Deck Points equal to 4 + her Arcane Aptitude. Each subsequent Deck has less points than the last, with her second Deck having half the number of points as her first, and her third having half the value of her second, and so on. Each time she expends cards there is a chance she earns additional DP which she may spend between her Decks to increase their individual sizes (eg: If the Witch earns 4 points she may assign 2 points to Deck 1, and 2 points to Deck 2, etc.) The maximum Deck Points which a Witch may invest within a single Deck cannot exceed three times her Arcane Aptitude.

    Additionally, the Witch may swap decks as a full round action, but may not do so again for 1d8 hours.


    DRAWING

    Once the Witch has activated her Deck, a maximum of 4 hidden cards are randomly pulled from her Deck. The Witch may choose to draw one as a swift action, discarding the rest. Discarded cards are returned to her Deck, but any cards revealed among them are suspended for 1 round. Each round a new spread of cards is generated as a free action. The Witch may choose to reveal a hidden card by paying a cost associated with its grade; 1 point for bronze, 2 for silver, 3 for gold, and 5 for Other Rarity. This choice is a non-action which may be performed any number of times.


    THE HAND

    The Witch's Hand represents the maximum amount of power which she can maintain at once. The cards within her Hand may be paid for and activated at the Witch's discretion. There is no limitation to how many cards may be activated each round, as long as she has enough actions to complete each card's activation. Activating a card functions similarly to casting a spell, and provokes attack, however the card is not wasted should the Witch fail her concentration check. The Witch's initial maximum hand size is 3 cards. The number of cards she may add to her hand increases by 1 for every 10 points of Arcane Aptitude she possesses. If she ends a round with a number of cards in her hand in excess of her limit, she must discard cards until she has reached her maximum hand size.



    Spoiler: Dueling Wand Training I
    Show


    Dueling Wand Training I

    One truth stood above all others; the weak were ruled by the strong. The Witches of the Three Worlds established their superiority via an ancient tradition known as 'B'Bhai Dol'fhaal', a form of ritual combat. Overseen by supreme beings and bound by an age-old system of honor, it formed the corner stone of magical society. Claims were laid, power taken, great wagers were placed and political wheels turned with each battle fought. Wands were passed down from mother to daughter, containing the acquired honor of generations past and greater heights achieved - while others were thrown down into crushing defeat.

    Benefit: The Witch gains proficiency with Dueling Wands, and her intelligence and wisdom ability scores increase by 6. Additionally, the Witch is considered to have one additional HD more than they possess for all effects other than determining their hit points, while gaining the following abilities which may only be used while in Ritual Combat.


    ⛤ B'Bhai Dol'fhaal, Ritual Combat (Dueling Circle)
    The Witch may challenge and receive challenges from other Witches with this ability. Upon a challenge being issued, both Witches must cross wands, thereby creating a 'Dueling Circle' whose size is determined by the challenger. The Circle is created at a size equal to 25ft/HD the challenger possesses. A Witch may attempt to resist crossing wands with a challenger by succeeding a DC 20 will save, but may be penalized. While a B'Bhai Dol'fhaal is initiated, neither Witch may be influenced by conventional outside influences, and will cease taking damage or even drowning depending on their environmental circumstances. Once the Circle has manifest the Witness, who servers as mediator and referee, will oversee the match and establish any rules and wagers. Regardless of additional wagers placed, the victor will take a pre-determined amount of Honor from the loser. Both participants may demand a wager, which both must agree to, and may be anything which the participant can provide or relinquish - with or without aid. Additional rules may be added by the Witness or requested by either participant. Rules requested must be agreed upon by both participants. Participants may request a ruling or ask questions of the Witness at any time, before, during or after the Duel. Upon conclusion of the duel wagers and honor are awarded. A Witch may not decline a challenge unless she possesses 100 points or more Honor than her challenger, in which case she may provide her justification to the Witness who will determine if the Duel will be voided. Any challenger who wishes to issue a duel to a Witch who possesses 200 points of Honor or higher must bring with her a number of endorsing Witches whose total combined Honor is within 50 points of her desired combatant. Damage dealt within the Circle is nonlethal, however a participant may still be slain from excess nonlethal damage as normal. Non-magical attacks are always prohibited unless ruled otherwise by the Witness. All forms of attack, other than spells and similar abilities, are considered a special form of attack known as a 'Dueling Thrust' and require a minimum of a standard action to complete. A duel is won when the Witch performs an 'Alaffa'elvriel', a special disarm, or when the combatant is no longer conscious.

    ⛤ Acem'bol (Dueling parry)
    The standard and iconic parry performed by dueling Witches. A Witch may perform the Acem'bol against a Dueling Thrust or any qualifying offensive action by succeeding a Spell Focus check. The opposed check must meet or exceed the Dueling Thrust's attack roll. Upon success the attack is negated. A Witch may perform this action once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. A parry only defends against a single damage source, but must be performed multiple times if a single thrust produces multiple missiles or similar harmful effects.

    ⛤ Tsaaf'bol (Dueling thrust I)
    The classic and most rudimentary of Dueling Thrusts, used to soften up an enemy and prepare to deliver the finishing blow. As a standard action the Witch delivers a blast from their wand, a ranged touch attack. This small magical blast holds a range of 10ft/HD the Witch possesses and uses her highest mental stat when determining its attack and damage bonus. Upon striking an enemy the missile deals 1d4 points of damage in addition to the ability modifier of her primary mental ability score. The target suffers a cumulative -1 penalty to attack rolls, skill checks and saves which persist until the duel concludes.

    ⛤ Alaffa'elvriel (Arcane disarm)
    Victory with peerless grace. The Alaffa'elvriel is the ultimate and unquestionable mode of victory within an arcane duel. Any spell, supernatural ability, Spell-like ability, hex or form of non-Vancian manner of casting (to include maneuvers, spheres, spellweaving, veils, veilweaving, ascension abilities or similar) regardless of target or effect may prompt an Alaffa'elvriel. Any ability or effect which is not classified as a 'Dueling thrust' will typically be a valid action which may prompt an Arcane Disarm. A disarm may be attempted once per round, and any number of additional times by spending a number of focus points equal to the HD of her opponent as a free action, even if it is not her turn. The Witch must succeed a Spell Focus check versus the effect equal to the DC or attack roll of the effect; if the triggering effect has neither than the check is equal to the opponents arcane aptitude. Upon success the duel immediately ends.

    ⛤ Quatekal'baalta (Mystic Ward)
    Duels between Witches were far from arcane slugfests and brutish mystic blasts. Spells and formal magic were dangerous things, only to be employed at the perfect time. It was a battle of wits and preparation, and no preparation was more vital than the Quatekal'baalta. Hovering shields of energy, they served to block attempts at disarming an opponent - but tended to leave one vulnerable to direct attack in the process. Mystic Wards are the primary defense required to attempt to cast a spell or similar effect in relative safety from an Arcane Disarm attempt. To create and employ a Ward a number of prerequisites must exist. The Witch must succeed a Spell Focus check equal to 10 + her aptitude to form a shield. Furthermore, the witch must possess an individual servitor or similar for each individual shield, and she may not possess a number of created Wards in excess of her own HD. Once a shield has been created the opposing Witch must succeed a Spell Focus check with a DC equal to that which was made to create it. Regardless of success or failure the Ward is expended after use. Regardless of the number, standard Wards do not stack against an individual disarm attempt (ie; only a single Ward can be used against a single disarm attempt). This ability functions as a Veil.






    Last edited by Mornings; 2018-11-24 at 01:35 AM.

  30. - Top - End - #390
    Bugbear in the Playground
     
    forg99rules's Avatar

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    Dec 2015

    Default Re: The Primeval Dark (IC)

    Her brow furrowed over the information that was laid out before her. She had not thought that finding a Tutor that could give her a foundation in each of the three magics of Duvan would have been that difficult. Apparently though it was as such, as her mind milled through the possibilities she was certain that the options being provided to her would not suite her current needs. While each of the people mentioned could probably provide her with the knowledge and power she desired she did not like how each one had something that stuck out as bad for her. Though Mayvert still seemed like a viable option and stuck out even more considering that she was not a Witch nor from Duvan. Part of her wanted to just pick the woman for her tutor and hope that the woman would choose her as well just to see what sort of Magic the woman had gained from being in the Black. Even with that prospective she still figured it best to see what other options there were and hope for one that would not be to much of a pain.

    The fact that she would have to deal with a tutor that might beat or abuse her was not lost on her. She had figured that since most witches are affected with the Blackening that their training would be harsh and would most likely cause some bodily harm. She had hoped though that there were those that did so with a purpose and not just because they were bored. Running her hand through her hair she wonders what her options would be if she just wanted a tutor for Veils instead of one that could give her a broader teaching. "Seems I was to specific in my request then, I had hoped that there would have been some viable options that met it. If I just wanted a Tutor for Veils instead of one that could give me a general foundation what would my options be? Perhaps one that could also help increase my Aptitude as well since it seems that I am very lacking in that respect. Of course i would like to keep the stipulation of someone that could possibly teach me of Magics from outside Duvan as well to state it again if they are willing to pay my living costs then that's fine, and if not then that's fine as well." Taking a moment to think on the things she really wanted she realized she had been forgetting something that might help her out. "As well can i add in that i would like someone that could introduce me to the 16th speaker?" She tried her best to ignore how the Teller blatantly mentioned how she once was part of the Magister's of the Conclave and was certain that Lapalila was mulling over that little tidbit herself. She tried to remember what she knew of the Magister's and if they would actually be some people there that would be willing to help her with gaining power.

    Spoiler: OOC
    Show


    Know Abstract: (1d20+28)[42] or (1d20+18)[25] - For info on the Magister's of the Conclave and if they would be likely to help me as well as were the "Halls" for them might be.


    Last edited by forg99rules; 2018-11-24 at 05:50 PM.

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