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paths:sorcerer_path:accursed_bloodline [2025/11/06 05:19] elfinlockspaths:sorcerer_path:accursed_bloodline [2026/05/01 21:03] (current) elfinlocks
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 ===== Dread Gaze (Su) ===== ===== Dread Gaze (Su) =====
  
-**Requirements:** [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:perception|Perception]] 3, 10 EXP+**Requirements:** [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:perception|Perception]] 4, 10 EXP
  
 Your evil eye brings down the most determined enemies. As a Half Action, you may spend 2 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to fix your gaze on any one creature within 60 feet. The target is [[game_systems:combat:status_conditions#hindered|Hindered]] and [[game_systems:combat:status_conditions#staggered|Staggered]] for that round, and every round afterwards that you spend a Half Action to maintain this Talent.  Your evil eye brings down the most determined enemies. As a Half Action, you may spend 2 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to fix your gaze on any one creature within 60 feet. The target is [[game_systems:combat:status_conditions#hindered|Hindered]] and [[game_systems:combat:status_conditions#staggered|Staggered]] for that round, and every round afterwards that you spend a Half Action to maintain this Talent. 
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 ===== Witches' Brew (Su) ===== ===== Witches' Brew (Su) =====
-**Requirements:** Dread Gaze, [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:perception|Perception]] 7, 15 EXP+**Requirements:** Dread Gaze, [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:perception|Perception]] 8, 15 EXP
  
 By sacrificing certain creatures in a suitably large cauldron (usually costs 10TU or so), you may make powerful brews which confer a magical effect upon those who take from it. Creating a Witches' Brew is an objectively evil act, though drinking from it is not, unless the creature is aware of what it is (you are always aware). By sacrificing certain creatures in a suitably large cauldron (usually costs 10TU or so), you may make powerful brews which confer a magical effect upon those who take from it. Creating a Witches' Brew is an objectively evil act, though drinking from it is not, unless the creature is aware of what it is (you are always aware).
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 By brewing any sentient humanoid child, the brew confers the effects of [[priority:magic:spells:tier3:fly|Fly]] for 24 hours. This takes 1 hour. By brewing any sentient humanoid child, the brew confers the effects of [[priority:magic:spells:tier3:fly|Fly]] for 24 hours. This takes 1 hour.
  
-By brewing any sentient humanoid, the brew confers an [[priority:magic:spells:tier2:augury|Augury]] effect at a fixed accuracy of 90%. This takes 2 hours.+By brewing any sentient humanoid, the brew confers an [[priority:magic:spells:tier2:augury|Augury]] effect at a fixed accuracy of 100%, though the spirits you contact via this method may have their own opinions on what is weal and woe. This takes 2 hours.
  
 Alternatively, any brewed subject may be melted down over an 8 hour period. Doing so sacrifices the brew itself, but provides you with 1d4 [[equipment:crafting_materials|Alchemical Parts]]. Brewing a child provides 1 guaranteed Advanced Alchemic part. You may brew as many people at once as you are capable of sourcing. Alternatively, any brewed subject may be melted down over an 8 hour period. Doing so sacrifices the brew itself, but provides you with 1d4 [[equipment:crafting_materials|Alchemical Parts]]. Brewing a child provides 1 guaranteed Advanced Alchemic part. You may brew as many people at once as you are capable of sourcing.
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 ===== Hag's Eye (Su) ===== ===== Hag's Eye (Su) =====
-**Requirements:** Crone's Gift, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:perception|Perception]] 15, 25 EXP+**Requirements:** Crone's Gift, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:perception|Perception]] 16, 25 EXP
  
 You may pluck your own eye(s), or the eye of a sentient humanoid child, to create a Hag's Eye. The Hag's Eye is a special necklace which appears to be a semiprecious gemstone, but is rather the eye transformed through wicked magicks. You may see through a Hag's Eye which you have created at will by spending a Swift Action - this works across any distance and even across planes, as long as there are not sufficient wards to prevent scrying effects. You may only look through one Hag's Eye at a time, and you are [[game_systems:combat:status_conditions#unaware|Unaware]] whenever you do so. You must spend additional actions to "cycle" to other eyes - you cannot spend one Swift Action to look through multiple in sequence. You may pluck your own eye(s), or the eye of a sentient humanoid child, to create a Hag's Eye. The Hag's Eye is a special necklace which appears to be a semiprecious gemstone, but is rather the eye transformed through wicked magicks. You may see through a Hag's Eye which you have created at will by spending a Swift Action - this works across any distance and even across planes, as long as there are not sufficient wards to prevent scrying effects. You may only look through one Hag's Eye at a time, and you are [[game_systems:combat:status_conditions#unaware|Unaware]] whenever you do so. You must spend additional actions to "cycle" to other eyes - you cannot spend one Swift Action to look through multiple in sequence.
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 ===== Night Terror (Sp) ===== ===== Night Terror (Sp) =====
-**Requirements:** Hag's Eye, [[chargen:common_terms#core_stats|CST]] 20, [[priority:skills:perception|Perception]] 20, 35 EXP+**Requirements:** Hag's Eye, [[chargen:common_terms#core_stats|CST]] 20, [[priority:skills:perception|Perception]] 20, 30 EXP
  
 Your reach now extends beyond the physical world. Once per week, you may use [[priority:magic:spells:tier7:ethereal_jaunt|Ethereal Jaunt]] for an 8-hour period, beginning at sunset. You may reset the cooldown of this ability by sacrificing a sentient humanoid child in your cauldron, though you are still relegated to only using it after sunset. Alternatively, a sacrifice of this nature will let you use [[priority:magic:spells:tier9:etherealness|]] instead, if desired. Your reach now extends beyond the physical world. Once per week, you may use [[priority:magic:spells:tier7:ethereal_jaunt|Ethereal Jaunt]] for an 8-hour period, beginning at sunset. You may reset the cooldown of this ability by sacrificing a sentient humanoid child in your cauldron, though you are still relegated to only using it after sunset. Alternatively, a sacrifice of this nature will let you use [[priority:magic:spells:tier9:etherealness|]] instead, if desired.
  
-Secondly, you may terrorize those you set sights upon. If you possess a body part (even a strand of hair), or a long-term possession (owned for one year or more) of a creature, you may cast [[priority:magic:spells:tier5:nightmare|Nightmare]] on them from any distance and even across planes every 24 hours at no cost. The required items confer the penalty on this Talent's Will save as normal. The DC for this effect is 10 + your CST. If a creature is killed by your Nightmare, you may expend 50TU in Alchemic or Magic Crafting parts to capture their soul, as [[priority:magic:spells:tier8:trap_the_soul|Trap the Soul]].+Secondly, you may terrorize those you set sights upon. If you possess a body part (even a strand of hair), or a long-term possession (owned for one year or more) of a creature, you may cast [[priority:magic:spells:tier5:nightmare|Nightmare]] on them from any distance and even across planes every 24 hours at no cost. The required items confer the penalty on the target's Will save as normal. The DC for this effect is 10 + your CST. If a creature is killed by your Nightmare, you may expend 50TU in Alchemic or Magic Crafting parts to capture their soul, as [[priority:magic:spells:tier8:trap_the_soul|Trap the Soul]].
  
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