Herald of Winter

From The Hidden Room

Rules > Character Creation > Classes > Herald of Winter

Overview

Gods of The Integrum ensure that the Grand Designs function correctly, keeping the natural laws of The Integrum intact. However, Grand Designs are massive, pervasive parts of The Apparatus, and Integral Gods are not omnipotent or omnipresent. Instead, they are able to infuse a Talisman with some of their divine power and bind the Talisman to another. When Mortals of The Integrum are bound to these Talismans, they become Heralds. Heralds gain power over the Grand Design of the God connected to their Talisman.

Winter Heralds specifically have power over the Grand Design of Winter. Winter the governs following aspects of the Integrum:

  • Ecology: cold weather, snow, and ice formation
  • Society: calmness (positive) or numbness, depression (negative)
  • Abstract: stillness, stasis, preservation

Advancement

Herald of Winter Advancement
Level XP Proficiency Base Health Feats Energy Focus Features
1 0 +1 8 2 4 1 Spellcasting, Winter Affinity 1
2 1000 +1 12 3 6 1
3 3000 +2 16 3 14 2 Winter Affinity 2
4 6000 +2 20 4 17 2
5 10000 +3 24 4 27 3 Winter Affinity 3
6 15000 +3 28 5 32 3
7 21000 +4 32 5 28 4 Winter Affinity 4
8 28000 +4 36 6 44 4
9 36000 +5 40 6 57 5 Winter Affinity 5
10 45000 +5 44 7 64 5
Heroic +10000 - +1 +1 +4 5

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. (Bane of War, Calm Emotions)
      • Winter Strike: Inflict Cold damage and slow enemies. Can be upgraded. (Bolt, Spray, Grasp)
    • Power 1:
      • Conjure Ice: Summon objects made of ice from ambient cold. Can be upgraded. (Creation, Sphere)
      • Cure Mood: Remove mundane or magical afflictions of mood. Can be upgraded.
      • Freeze: Cause people to freeze in their tracks. Can be upgraded. (Command, Hold Person, Hold Monster)
      • Friction Control: Freeze items together or cause them to become slick as ice. Can be upgraded. (Adhesion, Grease)
      • Ice Armor: Cover your body in protective plates of ice. Can be upgraded.
      • Resist Cold and Fire: Take less damage from Cold and Fire sources. Can be upgraded.
      • Slow Fall: You do not take damage from falling. Can be upgraded.
      • Summon Geladar: Summon a Winter Servitor to perform tasks for you. Can be upgraded.
      • Winter Mist: Summon an area of chilly fog that obscures vision. Can be upgraded.
      • Winter Rebuke: Attackers who hit you are blasted with Cold damage and slowed. Can be upgraded.
    • Power 2:
      • Ice Blade: Summon a blade of razor-sharp crystal ice that deals Cutting and Cold damage. Can be upgraded.
      • Silence: Still the vibrations of sound in an area, creating a zone of silence. Can be upgraded.
      • Winter Breath: Briefly flood a nearby area with Cold damage and slow enemies. Can be upgraded.
    • Power 3:
      • Hibernate: Put someone into a frozen slumber. Can be upgraded. (Imprison)
      • Winter Blast: Briefly flood a distant area with freezing Cold damage and slow enemies. Can be upgraded. (Blast, Stroke, Barrage)
      • Winter Ward: Ward an area so that trespassers are blasted with Cold damage.
    • Power 4:
      • Control Winter: Summon or dismiss Winter storms within a very large area.
      • Winter Curse: Give someone a permanent, debilitating depression.
      • Winter Storm: Flood a large, distant area with freezing Cold damage and slow enemies. Can be upgraded.
    • Power 5:

Spellcasting

You gain the ability to cast Herald spells. When you cast a spell, you can choose any spell from the general Herald list as well as the Winter domain. To cast a spell, you:

Insufficient Energy: If you do not have enough Energy to pay for the desired Power level, you may pay the missing cost with Health at the rate of 5 Health for each 1 Energy needed.

Casting as a Ritual: If the Casting Time of the spell is 1 minute or less, you can cast the spell as a ritual with a Casting Time of 1 Hour. Doing so requires no Energy.

Overcasting: If the Power of the spell is equal to or less than your Focus, it is cast without consequence. If you cast a spell with Power above your Focus, do the following:

  • Gain a number of points of Magic Strain equal to your current Magic Strain + 1. Each Long Rest, you remove 1 point of Magic Strain.
  • Calculate the Risk, based on the Power of the spell and your current Focus:
    • Power 2 spells are...
      • 3 Risk with Focus 0
      • 2 Risk with Focus 1
    • Power 3 spells are...
      • 6 Risk with Focus 0
      • 5 Risk with Focus 1
      • 3 Risk with Focus 2
    • Power 4 spells are...
      • 10 Risk with Focus 0
      • 9 Risk with Focus 1
      • 7 Risk with Focus 2
      • 4 Risk with Focus 3
    • Power 5 spells are...
      • 15 Risk with Focus 0
      • 14 Risk with Focus 1
      • 12 Risk with Focus 2
      • 9 Risk with Focus 3
      • 5 Risk with Focus 4
  • Roll 1d20 - Magic Strain - Risk
    • Natural 20: The are no consequences or instability
    • 16-19: Moderate consequence, no instability
    • 6-15: Serious consequence, 1 instability
    • 2-5: Brutal consequence, 2 instability
    • Less than 1 or Natural 1: Terminal consequence, 3 instability

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 can use any Winter spell to counter or dispel a Summer or Fire damage effect.

Your base Spell Effect is equal to your Resolve.

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.

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.

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.

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.

Winter Affinity 5

You gain immunity to Cold damage.