![]() Not One Foe Was Spared Amira's Wrath (identical to Wizard's Chain Lightning.A Cool Wind Washed Over the Tribe (identical to Druid's Cleansing Wind.Ngati's Power Struck the Shore Again (identical to Druid's Overwhelming Wave.Great Amira Let Her Wrath Be Shown (identical to Wizard's Cracking Bolt).The Cave Provided Shelter through the Storm (identical to Wizard's Bulwark Against The Elements. ![]() The Skies Opened and Vengeance Rained Down (identical to Druid's Dancing Bolts).Learns select spells at new Power Levels and may cast them as Invocations.Skalds are found in many cultures with a proud martial tradition, celebrating the deeds of their neighbors, kin, and ancestors. While many chanters prefer to work their magic from the safety of the back lines, skalds depend on toe-to-toe combat to power their invocation. Non-Offensive Invocations cost +1 Phrase to cast.Melee Weapon Critical Hits have a 50% chance to grant a phrase.They often come from cultures with a close connection to nature and reverence for their ancestors. The chanter's summons are smaller and have half their normal health.īeckoners specialize in invocations that summon spirits from the In-Between.Creatures summoned by Invocations are immune to the paladin Abjuration ability.Invocations summon twice the number of creatures.These rare individuals can manifest their emotions in a physical form, inflicting their rage, terror or madness onto the world. If a Ward is destroyed, take immediate Raw Damage and a Power Level penalty until combat ends.įuryshapers carry a burden of trauma in their past lives, suffering when those emotions inexplicably bleed into their current psyche.Gain Shape Ward: Blood at Power Level 8.Gain Shape Ward: Frenzy at Power Level 1.Swearing off the use of many magical devices, mage slayers inure themselves to magical effects to better fight spellcasters. The exposure they do have is usually hostile, and mage slayers are trained to deal with them in the most efficient way possible. Mage slayers are typically from isolated communities that have little exposure to academics of any sort and have a general distrust for magical arts. Passive Spell Resistance affects Friendly and Hostile spells.Successful melee weapon attacks add Spell Disruption to the target, causing wizard, priest, druid, cipher, or chanter spells to have a chance to fail when cast.In the minds of the corspe eaters, consuming the flesh of an opponent honors them and their sacrifice. Outside of their communties, corpse eaters are often misunderstood as desecrators of the dead. No mere cannibals, the corpse eater must conduct their rites in the heat of battle. Often loathed by their enemies, corpse eaters consume the flesh of fallen foes to gain their power. All Rage abilities are increased in cost by 1.Gains " Flesh Communion" - Target a hostile unconscious Kith, Wilder, or Beast to devour their corpse, healing the barbarian and granting them Rage.Many are haunted by their own anger and the damage it causes to those around them. Though highly respected by their communities, berserkers often live solitary lives. They become oblivious to their own well-being, their carnage affecting both friend and foe. Giving themselves over entirely to their rage, berserkers lose themselves in their frenzy. Takes Raw damage continuously while frenzied.Gain significant Hit to Crit conversion on melee and carnage attacks while frenzied.Frenzy grants the Tenacious and Hardy Inspirations, instead of Strong and Fit.
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