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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.