Difference between revisions of "Herald of Winter"
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==Spellcasting 1== | ==Spellcasting 1== | ||
You gain the abilities to cast Herald spells. When you cast a spell, you can choose any spell specified by your Spellcasting feat. To cast a spell, you spend the amount of time specified in the Casting Time of the spell (usually 1 Standard Action) and spend | You gain the abilities to cast Herald spells. When you cast a spell, you can choose any spell specified by your Spellcasting feat. To cast a spell, you spend the amount of time specified in the Casting Time of the spell (usually 1 Standard Action) and spend an amount of Energy based on the Power of the effect. If you do not have enough Energy to pay for the desired Power level, you may pay some or all of the cost with Health at the rate of 5 Health for each 1 Energy needed. | ||
As a ritual with a casting time of 1 hour, you may cast any spell you have access to. If you cast a spell in this way, you do not need to pay Energy to cast the spell. | |||
You gain access to the Power 0 and Power 1 spells listed in the General section and the Winter Domain section. | You gain access to the Power 0 and Power 1 spells listed in the General section and the Winter Domain section. |
Revision as of 04:47, 25 May 2022
Advancement
Level | XP | Proficiency | Base Health | Feats | Mana | Features |
---|---|---|---|---|---|---|
1 | 0 | +1 | 8 | 2 | 4 | Power 0 Spells, Power 1 Spells, Winter Affinity 1 |
2 | 1000 | +1 | 12 | 3 | 6 | |
3 | 3000 | +2 | 16 | 3 | 14 | Power 2 Spells, Winter Affinity 2 |
4 | 6000 | +2 | 20 | 4 | 17 | |
5 | 10000 | +3 | 24 | 4 | 27 | Power 3 Spells, Winter Affinity 3 |
6 | 15000 | +3 | 28 | 5 | 32 | |
7 | 21000 | +4 | 32 | 5 | 28 | Power 4 Spells, Winter Affinity 4 |
8 | 28000 | +4 | 36 | 6 | 44 | |
9 | 36000 | +5 | 40 | 6 | 57 | Power 5 Spells, Winter Affinity 5 |
10 | 45000 | +5 | 44 | 7 | 64 | |
Heroic | +10000 | - | +1 | +1 | +4 |
General
Template:Apparatus Shared Herald
Winter Domain
- Save Proficiency: Agility
- Winter Spells: Spells available to Winter Heralds
- Power 0:
- Ice Shards: Grow sharp crystals of ice. Can be upgraded.
- Ice Shield: Gain temporary resistance to harm. Can be upgraded.
- Shape Winter: Sculpt ice, freeze water, and still winds. Can be upgraded.
- Silence Summer: Extinguish fires. Can be upgraded.
- Winter Mood: Lull emotions, dull attention. Can be upgraded.
- Winter Strike: Inflict Cold damage and slow enemies. Can be upgraded. (Bolt, Spray, Grasp)
- Power 1:
- Friction Control: Adhesion as Ice stuck + Grease as Ice Slick?
- Sadness: Like Aversion, but specifically debilitating sadness
- Command/Hold Person: Halt only? Freeze?
- Cure Winter/Summer Malady: Improved Lull emotions?
- Endure Cold/Heat
- Slow Fall: Feather Fall
- Fog Cloud: Wintery themed, adds chill effect?
- Acute Calmness: Bane of War + Calm emotions (normally power 2)
- Ice Rebuke: Painful rebuke
- Ice Armor: Like Sorcerous armor
- Ice Grasp: Like tangled growth, could it be part of friction control?
- Ice Aura: Thermal aura, cold only
- Ice Minion: Unseen servant, but scalable to handle other spells, like conjure messenger
- Conjure Ice Object: Tiny, extra power adds to size
- Power 0:
Spellcasting 1
You gain the abilities to cast Herald spells. When you cast a spell, you can choose any spell specified by your Spellcasting feat. To cast a spell, you spend the amount of time specified in the Casting Time of the spell (usually 1 Standard Action) and spend an amount of Energy based on the Power of the effect. If you do not have enough Energy to pay for the desired Power level, you may pay some or all of the cost with Health at the rate of 5 Health for each 1 Energy needed.
As a ritual with a casting time of 1 hour, you may cast any spell you have access to. If you cast a spell in this way, you do not need to pay Energy to cast the spell.
You gain access to the Power 0 and Power 1 spells listed in the General section and the Winter Domain section.
Winter Affinity 1
You can passively sense Winter and Summer effects within 1 km. Effects include weather, Servitors, and magic. For Winter and Summer effects, you can sense the distance and direction of the effect. For Winter effects, you can also sense the type of effect (i.e., weather, Servitors, or magic) and the degree of the effect (i.e., the size and intensity of the weather, the number of Servitors, or the Power of the magic).
You are immune to mundane levels of cold and will not suffer from Fatigue when exposed to extreme cold.
Items in your inventory will never decay, rot, mold, or spoil through natural means.
Spellcasting 2
You gain access to the Power 2 spells listed in the General section and the Winter Domain section.
Winter Affinity 2
As an action, you can read the thoughts of people who are experiencing a Winter mood, such as depression, grief, or apathy. This effect lasts as long as you concentrate. You can only read the thoughts of one target at a time with this ability.
Spellcasting 3
You gain access to the Power 3 spells listed in the General section and the Winter Domain section.
Winter Affinity 3
You gain resistance to Cold damage.
As a ritual with a 10-minute casting time, you enter a trance that allows you to sense Winter weather anywhere in your current Mortal Realm. While in this trance, you can scry on any location that you can sense with this ability, gaining all senses of the location as if you were physically present. While in this trance, you are considered Incapacitated and unaware of your surroundings.
Spellcasting 4
You gain access to the Power 4 spells listed in the General section and the Winter Domain section.
Winter Affinity 4
As a ritual with a 10-minute casting time, you are able to commune with the Grand Design of Winter. You may ask five questions, which Winter will attempt to answer as accurately as possible. The answers will only be communicated in single-word responses. Once used, this ability recharges after a Long Rest.
Spellcasting 5
You gain access to the Power 5 spells listed in the General section and the Winter Domain section.
Winter Affinity 5
You gain immunity to Cold damage.
Winter Spells, Power 2
- Frost Blade: Blade of flame and shadow
- Frost Breath: Elemental breath, frost
- Icy Grasp: As Web (combinable with tangled growth?)
- Hold Medium Target: Extension of command? Frosty theme (higher power is larger targets)
- Silence: Treating sound as movement!
- Dangerous crystal growth 2: Spike growth, ice
- Ice Minion 2: Spiritual Weapon
Winter Spells, Power 3
- Frost Blast: Elemental blast
- Frost Stroke: Elemental stroke
- Hail: Elemental Barrage
- Winter Ward: Glyph of warding, frost
- Slow: Make chilly! (Similar to web?)
- Protection from Fire/Ice: Both, but no other choices?
- Hibernate: Willing or helpless
- Ice Minion 3: Large default, mount!
- Ice Field: Hurts you too?
Winter Spells, Power 4
- Stoneskin: As ice
- Cause winter malady
- Ice minion 4: Huge, or multiple mediums?
- Ice Conjure 4: sphere, thorns, "creation"
Winter Spells, Power 5
- Power word stun: Mega command to freeze?
- Dangerous crystal growth 5: blade barrier
- Control Weather: Summon Blizzard, play Diablo
- Time Stop: Everything slows
- Imprisonment? Make a ritual?
- Flesh to Ice?