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Aeyliea
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Wed Dec 23, 2015 4:31 am
Post #16
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- Posts:
- 87
- Group:
- Role-Players
- Member
- #12,020
- Joined:
- May 26, 2013
- Gender
- Male
- Species
- Human
- Build
- Athletic
- Height
- 5' 3"
- Weight
- 147
- Age
- 37
- Hair
- White
- Eyes
- Blue-grey
- Skin
- Fair
- Link to Inventory
- http://imythess.com/topic/5170110/1/
- Link to Alt Registry
- http://imythess.com/topic/5170155/1/
- Link to Extended Description
- http://imythess.com/topic/5169779/1/#new
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Soul of the Sidhe Created for Luna Moore
There are mages, and then there are mages. The Soul of the Sidhe has coursing through their veins the blood of antiquity, preeminent users of what was then called the Art. Through some freak twist of fate or destiny, the raw immensity of their ability has scarred them in strange ways, twisting the magic that saturates their flesh in subtle and potentially devastating ways.
Soul of the Sidhe abilities are magical in nature.
Prerequisites:- Must be exclusively a spell caster.
- May not own any martial PrC's.
- Must own at least 200 gold worth of spells split between either your primary, or your primary and secondary elements.
- Knoweldge: Arcana Expert or higher.
You must choose at least a primary element, and may choose a secondary element as well, upon purchasing this PrC. There is no difference in power between these elements. These elements cannot be changed.
| Training Costs |
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| Level One | Level Two | Level Three | Level Four | Level Five |
|---|
| RPer | 150 | | IRPer | 135 | | ARPer | 115 | | ERPer | 90 | | Selling | 75 |
| | RPer | 75 | | IRPer | 70 | | ARPer | 55 | | ERPer | 45 | | Selling | 35 |
| | RPer | 100 | | IRPer | 90 | | ARPer | 75 | | ERPer | 60 | | Selling | 50 |
| | RPer | 75 | | IRPer | 70 | | ARPer | 55 | | ERPer | 45 | | Selling | 35 |
| | RPer | 200 | | IRPer | 180 | | ARPer | 150 | | ERPer | 120 | | Selling | 100 |
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Level One
- Realm of the Arcane:
You generate a field of ambient mana that extends in a twenty five foot radius around your person. This field is detectable by people with Detect Magic, or any other means of detecting magic. Within this area, allies and foes gain a slight regenerative effect to their mana supply, as well as a slight bonus to spell stength. This effect does not apply to the Sidhe. The Realm of the Arcane effect is passive, and may not be suppressed except by an anti-magic field.
- Blood of Antiquity:
You no longer suffer mana fatigue from using magical abilities and spells. Instead, this is converted into physical fatigue. Exhausting your mana supply far enough will result in physical harm to yourself, most notably after expending two thirds of your mana. Additionally, you lose the ability to strengthen your body outside of magical means - including through the Athletics skill. As your proficiency as a Sidhe incarnate increases, your mana reserves increase, the speed with which you cast increases, and your innate resistance to harmful magic increases. At level five, this equates to a moderate increase in casting speed and available mana, and a slight resistance to magic damage.
Level Two
- Lancing Burst:
If an opponent is standing within your Realm of the Arcane, you may choose to empower a spell of your primary or secondary element, allowing it to pierce immunities and resistances. Spells cast under Lancing Burst will reduce full magical immunity to a moderate resistance, and negate any existing resistance or mitigation effects. Additionally, spells under this effect may pierce magical defenses, reducing their effectiveness by half. This ability may be used twice per fight, and consumes a similar amount of mana as using two metamagic feats.
Level Three
- Manifestation:
You may augment a spell of the same element as your primary or secondary element with an additional effect when cast. Spells that successfully strike a target will inflict the chosen additional effect on contact. The possible effects are:
- Explosive: The spell creates a small explosion on impact with a one foot radius that may cause additional damage, especially to armor.
- Binding: Afflicts the target with a moderate debuff to physical speed and reaction time for two rounds.
- Sapping: Afflicts the target with a moderate debuff to physical strength and stamina for two rounds.
- Smiting: Strikes the target with excessive force, sufficient to knock them from their feet.
- Stunning: Afflicts the target with a moderate debuff to balance and a moderate disorientation effect for two rounds.
This ability costs the same amount of mana as a metamagic feat. A single target may not be struck by the same effect more than once per battle, and may only be hit by Manifestation twice per battle.
Level Four
- Ward of Intolerance:
Those who set foot in your Realm of the Arcane have subjected themselves to your every whim, at least as it pertains to magic. Once per battle, you may charge the entire area within the Realm of the Arcane with a pervasive elemental magic charge either of your primary or secondary element. Foes within this area that cast spells will suffer mild damage of the element chosen any time they cast a spell within the area; those who are under magical effects when they enter the area will be struck with mild damage upon entry as well, once for each magical effect they are under. This effect lasts for three rounds.
Level Five
- Unchained:
Once per combat, you may channel and condense half of your remaining mana supply into one vicious, virulent attack. The Sidhe may choose to use either their primary or secondary element for this attack. Everything within the Realm of the Arcane will be subjected to a wild unveiling of sorcery of the chosen element. Anyone within five feet of the Sidhe will be struck by heavy elemental damage, and throughout the rest of the Realm will suffer moderate damage. Foes within the Realm of the Arcane will be violently ejected from the area, potentially causing further harm. This ability uses half of your remaining mana causing at a minimum slight physical harm to the Sidhe and potentially far greater harm, especially if used after a lot of spell casting.
- Overwhelming Surge:
You can push yourself much, much farther than others in terms of raw power...for a price. Twice per fight, you may overcharge a single spell of either your primary or secondary element, drawing far more power to utilize in its creation. Spells enhanced by Overwhelming Surge deal a moderately increased amount of damage. This spell may be countered as normal, but the counterspell caster will suffer moderate psionic damage if they succeed in dispelling the attack. Lastly, if the spell strikes the target successfully, any opponents within The Realm of the Arcane will be struck by a moderate fear effect, not including the target of the spell if they were within this area. Using this ability is harmful to you, and will cause varying degrees of psionic damage (ranging from mild to moderate, dependent on whether a spell is normal or epic) in addition to costing twice as much mana as normal to cast.
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Aeyliea
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Wed Dec 23, 2015 4:57 am
Post #17
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