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Liberi Gothica: Reanimator
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==Deanimation== Deanimation: You can cast spells that stop the living. When you take Deanimation, you know any 2 of the following spells: ------ Transfer: You can move one target's wounds to another. As an action that costs 2 Vitality, you heal 2d6 damage from one target within 10 feet, and deal an equal amount of damage to another target within 10 feet. The target taking the damage may make a Willpower check against your Willpower check. If they succeed, the spell fails, and nothing happens. If the target being healed has a crippling wound, it is transferred to the one taking damage. If the target being healed has multiple crippling wounds, only the most recent is transferred. Transfer Progression: 2 XP: More: You may spend an additional 2 Vitality to transfer an extra 1d6 damage. You may only add 1d6 damage per rank of this progression you have. 1 XP: Farther: The range improves by 10 feet. ------ Draining Touch: Your touch destroys an opponent's flesh, using it to heal your own wounds. For 1 Vitality, you can shroud your hand in a draining aura for one round. Anything it touches in that time loses 1d6 Life, and you gain the same amount. Draining Touch Progression: 1 XP: Extend 1: This spell lasts for [Knowledge] rounds instead. 3 XP: Extend 2: This spell lasts for 1 minute instead. Requires Extend 1. 5 XP: Extend 3: This spell lasts for [Knowledge] minutes instead. Requires Extend 2. 4 XP: This spell deals +1d6 damage on a hit. Each time you take this progression, it costs 1 more XP. ------ Spiteful Blast: You can fire rays of negative energy. As an action that costs 1 Vitality, you can fire a ray that deals 1d6 + [Knowledge] damage on a hit. This ray has a range of 10 feet. This attack ignores active and passive defenses. Spiteful Blast Progression: 1 XP: Farther: The range improves by 10 feet. 2 XP: Stronger: Your Spiteful Blasts deal an additional +1 damage. Each time you take this progression, it costs 1 more XP. ------ Draining Aura: You cause everything around you to wither and die. Casting this spell costs 4 Vitality and takes 2 actions. The spell takes effect at the end of the second action. Everything within 5 feet loses 1d6 Vitality and gets an Endure check for half damage. You gain as much Vitality as was lost in this way. Draining Aura Progression: 4 XP: Powerful Aura: You may spend more Vitality while casting the spell. For every 1 Vitality you spend, the spell's area improves by 5 feet. For every 2 Vitality you spend, the targets get a -1 penalty to their Endure check. For every 3 Vitality you spend, the spell deals +1d6 damage. You may only spend 3 extra Vitality for each rank you have in this progression. ------ Disintegrate: You can dissolve matter. As an action that costs 2 Vitality, you can deal 1d6 + [Knowledge] damage with a touch. This damage ignores Damage Resistance. This inflicts a Crippling Wound on any creature hit by it. Any living creature hit by Disintegrate gets an Endure check for half damage. If they succeed on the Endure check, they do not take a Crippling Wound. If this ability hits an opponent's active or passive defense, instead of following the damage waterfall, that defense is destroyed. Against objects, you make a large hole with this ability. Centered on where you touch, you create an empty sphere with a radius of 1 foot per 2 damage dealt. Disintegrate Progression: 4 XP: Ray: The range improves from Touch to 10 feet. 2 XP: Farther: The range improves by 10 feet. 4 XP: Stronger: You can spend extra Vitality when casting Disintegrate. For every extra Vitality spent, the spell deals +2 damage. For every 2 extra Vitality spent, the target gets a -1 penalty to their Endure check. You may only spend 2 extra vitality for each rank you have in this progression. ------ Wave of Death: You can create a massive blast of negative energy. As an action that costs 4 Vitality, you can fire a 2-foot wide, 30 foot line of deathly energy. Anything in this line may make a Reflexes check. If they fail, they take 2d6 damage. If they succeed, they take no damage. Wave of Death Progression: 1 XP: Farther: The range improves by 10 feet. 2 XP: Faster: The targets get a -1 penalty on their Reflexes checks. Each time you take this progression, it costs 1 more XP. 3 XP: Stronger: The spell deals an extra +1d6 damage. Each time you take this progression, it costs 1 more XP. ------ Deanimation costs 8 XP to learn. Deanimation Progression: 4 XP: Learn another spell.
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