Project Istari: Difference between revisions

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''You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.'' Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.<br>
''You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.'' Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.<br>
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==== Swashbuckler Flourishes ====
''1st Level Swashbuckler Feature''<br>
''All Swashbucklers have their own bag of tricks and flair to impress their allies and frighten their foes.'' Gain 3 Swashbuckler Flourishes.


=== Panache Flourishes ===
=== Panache Flourishes ===
Here are the Panache Flourishes you can choose from.
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==== Nature's Magic ====
==== Nature's Magic ====
''1st Level Warden Feature''<br>
''1st Level Warden Feature''<br>
''fluff.'' you get one of the four following spells.
''fluff.'' Gain 1 of the following Spells.
 
*'''Nature's Armaments.''' ''Magic. Primal. Spell.'' ''The magic of the wilds never lets you fight empty-handed.'' You can spend 1 Action to summon a Weapon or Shield of your choice in one or two of your empty Hands. This Weapon also gains the Magic Trait. The Item lasts until you dismiss it by spending 1 Action. You can only have a number of these Weapons at once up to your Instinct.
healig speell (Nature's Healing)
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*'''Nature's Mend.''' ''Healing. Magic. Primal. Spell.'' ''You can use primal magic to assist your allies in their recovery.'' You can spend 1 Action to imbue primal healing magic into an Ally within your Reach. They Heal 1d6 HP.
magically make weaopin of choice as action and energy and gains the nature trait (Nature's Armaments)
:You can also spend 1 Energy to allow them to attempt to Recover from one of their Wounds.
 
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==== Nature's Vengeance ====
*'''Nature's Shield.''' ''Magic. Primal. Spell.'' ''The power of the wilds will protect you from harm.'' When you make a Defense Roll, you can spend 1 Reaction to increase your Defense Die by 1 Step for that Roll.
''1st Level Warden Feature''<br>
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''You can use the wrath of the wilds to harm those who harm you.'' When you suffer a Wound, you can spend 1 Reaction to lash out with nature's magic against the Creature that dealt the Wound to you
*'''Nature's Shield.''' ''Magic. Primal. Spell.'' ''You can use the wrath of the wilds to harm those who harm you.'' When you suffer a Wound, you can spend 1 Reaction to lash out with nature's magic against the Creature that dealt the Wound to you, dealing 1d4 + Instinct Damage to them.
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==== Nature's Shield ====
''1st Level Warden Feature''<br>
''The power of the wilds will protect you from harm.'' When you make a Defense Roll, you can spend 1 Reaction to cause primal magic to protect you, increasing your Defense Die by 1 Step for this Roll.
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==== Refined Through Steel ====
==== Refined Through Steel ====
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==== The Wonders of Wizardry ====
==== The Wonders of Wizardry ====
''1st Level Wizard Feature''<br>
''1st Level Wizard Feature''<br>
''SPELL.'' Choose 4 of the following Spells.<br>
''Through incredible study you have learnt a variety of ways to manipulate the latent magical essense in the world around you.'' Choose 4 of the following Spells. (add defendy spell later)<br>
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*'''Arcane Blast.''' ''Arcane. Magic. Spell.'' ''You gather the latent arcane power around you into a single beam of destructive force.'' You can spend 1 Action to shoot a blast of arcane energy at a Foe within 8 Meters, which deals 1+Lore+Lore Damage, defended by Might, Instinct, or Spirit (Target's Choice). You can spend 1-3 Energy to increase the Range of this Spell by 4 Meters per Energy spent.
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*'''Arcane Wave.''' ''Arcane. Magic. Spell.'' ''You expel the latent arcane power around you with great force, injuring those around you.'' You can spend 1 Action to cause a wave of arcane energy to eminate out from you, dealing 1d4 + Lore Damage to all Creatures adjacent to you, defended by Might or Spirit (Target's Choice). You can spend 1-3 Energy to increase the Attack Die by 1 Step per Energy spent.
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*'''Arcane Missiles.''' ''Arcane. Magic. Spell.'' ''You conjure a few darts of arcane force and fling them at your foes.'' You can spend any number of Actions to conjure that many darts of magical energy. Roll a d4 and add your Lore, each dart deals that much Damage and is defended by Might, but the Target does not use a Defense Die for this. You can direct a dart at a Foe within 6 Meters. You can spend 1-3 Energy to increase the Range of the darts by 4 Meters per Energy Spent.
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*'''Detonating Orb.''' ''Arcane. Burst. Magic. Spell.'' ''You conjure an unstable orb of elemental energy which bursts on impact.'' Every time you cast this Spell, it gains one of the following Traits for that casting: Acid, Air, Cold, Earth, Fire, Lightning, Poison, Sonic, Water. You can spend 2 Actions to throw an orb of destructive and elemental force at a Space within 6 Meters. All Creatures within 1 Meter of that Space take 1d4+Lore Damage, defended by Might or Agility (Target's Choice). You can spend any amount of Energy, adding a Trait from the prior list to the Spell or increasing the area of the Spell by 1 Meter per Energy spent.
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==== Wizard School ====
==== Wizard School ====