motherfucking_ghost: (Default)
Pvt. Leonard L. Church [A] ([personal profile] motherfucking_ghost) wrote2020-07-12 03:54 pm

Imaginary paths

Robot Rumble [canon]: Immunity to diseases; no need to eat/drink/breathe, but likewise cannot get buffs from anything eaten/drank/huffed/b l a z e d; no need to sleep and no exhaustion, but requires charging himself from alternate means.


SORCERER

◈ SPELL MASTER.
(M) The intricacies of spellcasting are open to you. You can cast spells without verbal or somatic components. The casting of your spells is undetectable unless via magical means. You’ve also grown adept at performing two simultaneous casts of the same spell (e.g. one Web from each hand).

◈ SHAPE WATER.
(M) You can use magic to control the shape of liquid, non-magical water that could fit into a 5ftx5ft cube. While utilizing this spell, you can perform one of the following five actions:

You can melt existing ice into a liquid form to shape it.

You can move the water up to 5 feet in any direction. The movement doesn’t cause damage.

You cause the water to form into simple shapes and animate. This change lasts for 1 hour.

You can change the water’s color or opacity. This change lasts for 1 hour.

You can freeze the water, provided there are no creatures in it. The water unfreezes in 1 hour. You cannot shape the ice you freeze.


◈ THUNDERCLAP.
(M) You can use magic to create a thunderous blast of sound that can be heard up to 100 feet away.

◈ BURNING HANDS.
(M) If held apart, your hands are capable of melting objects no stronger than steel. If you hold your hands with thumbs touching and fingers spread, your hands will ignite with a covering of fire that does not harm you. Additionally, this spell allows you to handle extremely hot objects, such as molten metal.

◈ EARTH TREMOR.
(M) You can use magic to force the ground around you to shake. It can reach up to 10 feet in radius.

◈ MISTY STEP.
(M) You can use magic to teleport to an unoccupied space up to 30 feet away which you can see. You’re surrounded briefly by a silvery mist while performing this spell.

◈ WEB.
(M) You can use magic to create a spider’s web no larger than 5ftx5ft. The web is incredibly sticky and can lightly obscure an area. Your web counts as Difficult Terrain, making it difficult for those without specialized skills to escape.

◈ GREASE.
(M) You can use magic to cover a surface in flammable grease. It can cover a surface area of roughly 10ft.

◈ HASTE.
(M) (P) You can use magic to double the flow of time around one person for 5 minutes. While this spell is in effect, they seem to operate outside the bounds of time to others. When it has concluded, however, they will need to rest for 2 and a half minutes, feeling a burst of lethargy.

◈ MAGIC MISSILE.
(M) You create three glowing darts of magical force. The darts can all strike simultaneously or be fired separately. They cannot miss their target.


RANGER

◈ SNIPER.
You gain an uncanny proficiency with projectile weapons, including (but not limited to): bows, crossbows, slingshots, and guns. This path action enables you to shoot accurately from a distance of up to 800 feet in many kinds of conditions, though dire circumstances may affect it at mod and player discretion.

◈ CREATE TRAP.
(M) You are knowledgeable and adept at setting up a variety of physical traps. You may also specialize in one of the following magical traps, which can be used once a day:
Telepathy: A target capable of receiving telepathic transmissions is overwhelmed by chaotic psychic feedback for ten minutes, leaving them dazed and mentally weakened. Can only be used on a single target.

◈ DARKVISION.
(M) (P) You can use magic to make up to 3 targets see in the dark as if there was dim lighting all around them for 8 hours. A permanent version of this spell is always active for you.

◈ ALARM.
(M) Once a day, you can use magic to set an invisible ward in an area up to 20 feet in radius. If someone passes through the area, an alarm audible only to you will sound. You can designate up to 3 creatures besides yourself that can come and go through the ward without tripping it. The alarm will expire after 8 hours.

◈ HIDE IN PLAIN SIGHT.
You can create a camouflage for yourself in one minute if you have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once camouflaged, you can hide by blending in with a natural surface, such as a tree or wall.


DARK KNIGHT

◈ DARKSIDE.
(M) You tap into the power of your anger, sorrow, and fear and enter a state that causes your physical appearance to alter, turning your sclera black and painting your skin in streams of your own glowing aura. While in this state, you have +3 to STR rolls. You may also extend your aura from your body, causing the tendril-shaped lights to leave your skin and reach out as an extension of your limbs. You may use four of these tendrils at a time. Unlike Rage, you retain the capability to exit this state at will, though the effect will fade after 20 minutes. These glowing limbs can grapple targets and reach up to 10 feet away. Rage and Darkside do not stack.

◈ BLIGHT.
(M) (P) Necromantic energy consumes a creature of your choice within 30ft of you, draining moisture and vitality from it. If successful, the target takes significant damage, restoring your own vitality to near full health. Unless the target is a plant, you cannot take the whole of its life or cause it to die immediately using this spell, but you can force it into critical condition. If the target is a creature, this spell will drain the target of both life and energy, leaving them weakened and with an appearance of desiccation and/or increased age. This effect will last until the target is healed or has significantly rested.

◈ CREATE UNDEAD.
(M) Choose up to three corpses of small or medium humanoids (dwarven to human size; no orcs or larger) within range. Each corpse becomes a ghoul under your control, able to be commanded as long as they stay within 120 feet of you. If no command is given, the ghoul will only defend itself against hostile creatures. Once given a command, such as to guard a particular area, the ghoul will follow its order until the task is complete, even if you move out of range. The ghoul will only abandon its order if: you give it a new one while you are within range; if it is defeated (through loss of head) by an enemy; or if it is exposed to full sunlight. You can only control three of these creatures at a time. This spell can not be used on a Reclaimer’s body as a result of the nature of the soulstones in your bracers.

After 16 hours of being reanimated, the ghoul will reject your control and assume its own will as an undead creature, and you may choose to reassert control by re-casting the spell on the former ghoul. If you do not reassert control within 4 hours of losing it, the ghoul will return to being dead.

◈ MAGIC JAR.
(M) (P) You cast a spell on a jar or similar container that you carry with you to act as a vessel. When using this spell, your body falls into a catatonic state as your soul jumps from it to the container, where it is capable of perceiving the world around it as if it were the container itself. You must be holding on to the container to move your soul to it. While you cannot move or react, you can project your soul to a target within 100ft of the container, either to repossess your own body or to attempt to possess that of any humanoid.

If you successfully possess the humanoid, their soul will be trapped within the confines of the container while your soul inhabits their body for a maximum time of half an hour. When you possess the humanoid, you can control its physical capabilities fully while retaining your own consciousness. Meanwhile, the soul of the humanoid will be unable to move at all.

If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is dead when you attempt to return to it, you will be intensely fatigued and your soul will be stuck in the container until the body is revived. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed and a new container must be fashioned before the spell is used again.

◈ BEYOND THE GRAVE.
(M) (P) Using your ability to reanimate the dead, you may prevent the death of yourself or a teammate. If you or a teammate roll death, you may bind the target’s soul to its body using the tendrils of your dark aura. Simultaneously, you reanimate their body, slowly reversing the effects of death for one minute and allowing their body to be healed. Neither the target nor the spell caster may move while the spell is being cast. If the target is healed by an outside party within five minutes, the target will be fully saved of their death roll and you will not have the power to cast that spell again for the rest of the mission. If you are unable to save the target, you may attempt to use this spell one last time during that same mission. Upon two unsuccessful attempts you may trade your own life energy for that of a target other than yourself, effectively trading your own death for that of another Reclaimer.