LAU-JIIN – CLASS – KAMIUZI

KAMIUZI

Draw from the power of drakul. While casting, Kamiuzi resemble various dragons. At their highest level of practice, they can transform into a dragon for a brief time, gaining its physical powers but losing some access to their spells. This class is strongly alignment-based. Deviation from the precepts of the Order will bar use of abilities.


CLUBS 24/48/72/96


Chromatic (only one buff can be active at a time, but the bonuses are constant)

Red: Buffs to Offensive Damage

Yellow: Buffs to Speed

Blue: Buffs to Skill% Rolls

Orange: Buffs to Initiative

Green: Buffs to Damage Reduction*

Violet: Buffs to Saving Throws*

Black: Buffs to Stealth

White: Buffs to Healing*


Kami


Forest – Venom

Barkskin*

Chameleon

The Soundless Slither

Razor Leaves

Noxious Cloud

Venom Vines

Garden of Evil

Poison breath

Add Poison damage to weapon

Barbed tail

Poisoned claw

Venomous bite

Toxic Air Event


Mountain – Gemstone adds damage for specific damage types

Cause Claustrophobia

Stoneskin*

Camouflage

Immovable*

Rolling Stone

Pass Through Stone

Sonic Wail

Asphyxiate

Crush

Earthen Fang: sharp monoliths instantly jut from the earth

Maze

Jaws of the Earth


Fire – Sun, fire

Create Fire

Control Fire

Dancing Flame

Flaming tongue

Breathe smoke

Breathe fire

Fiery fans: Melee and ranged

Sun beam

Fire sphere

Wings of Fire

Fire form


Ocean – Water, Ice – all ice damage deals additional AGI and END damage

Evasion modifiers

Tides: when in full defensive posture gain additional bonus to damage reduction (+6 total); when only on the the offense, gain additional bonus to offense (+2). Gain damage reduction based on loss of hearts (up to +5). Gain damage based on enemy's lost health (up to +5/ successful attack).

Icy Armor* – DR against blades, +2-4 DR against all spells except fire damage

Ice shield* – Absorbs magic damage up to Xd6 damage and can remove the cool down on a Y-level or less card

Ice lances – weapon with reach, projectile weapon,

Ice Fans – hands spring forth razor sharp icicles

Icy grip

Hypothermia

Freezing breath

Mist step

Steam breath

Water/Ice wall*: Slow projectile – DR against projectiles

Stop bleed damage

Purify toxin

Heal self

Tsunami Wings


Sky – Wind, Lightning

Wind wall*

Path of Lightning

Electric Skin

Magnetic Jaws

Extended Jump

Levitate

Fly

Air Castles

Wings of the Storm

Hurricane breath


HEARTS 20/40/60/80

Medium Armor

Medium Armor spell casting proficiency

Spell Concentration (melee, flying)

Bonus to healing

Give heart to other

Add Club to Heart (instant)

Add heart value to damage as free action

Bonus to brace

DR increase for x turns, short-term

Turn burst damage into DoT

Spell Damage reduction

Ability Damage reduction (AGI, WIS, CHA)

DR when triggering A/O

Bonus to saves against trips and stuns

Bonus to WIS saves

Extended immunity to stuns

Ace: Temporary base health increase when hearts are lost; tapping this card does not disable its passive

Add free dodge per turn

Add DR when successful in stealth, hidden, or invisible

Add bonus to EVASION saves when in stealth or invisible

Passive regeneration of ability damage (AGI, WIS, CHA)

Increase to duration of spells that raise DR

Ranged parry – sacrifice a BA. Gain a chance to deflect a future ranged attack

Defensive casting: adds 5% bonus to spell concentration, dodge, or block at the expense of 1d6 damage. Cannot be used to exceed a 25% bonus.



DIAMONDS 8/16/24/32


you and up to 5 allies gain +1 movement speed

5-10% bonus to chameleon spells

bonus damage to spells if you move more than 10 feet that turn

bonus speed while jumping or in flight



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