RAPINA -- CLASS -- Prismatician -- Stranger -- Spell list
Stranger
the Rapina Stranger is a mystic that studies the magic of existence in complete solitude. devoted to self-control, this monk-like spell caster, unable to use brute force to win fights, excels at elusiveness, psychological warfare, crowd control, and capitalizing on opponents' mistakes -- leading them into deeper and deadlier traps.
str 20 agi 40 end 40 int 20 per 50 cha 20
HEARTS: 20/40/60/80
CLUBS: 16/32/48/64
DIAMONDS: 16/32/48/64
CLUBS
1
Song before the Silence:
Passive: all damage deals additional 1d6 PER damage.
Active: add mental ability bonus per turn for 10 turns; adds initiative bonus per turn for 10 turns. While card is active, passive is disabled!
Endless Suffering: If you forego movement phase, you can cast this spell without tapping it. It is a shitty Damage over Time that lasts a long ass fucking time but can stack with itself infinitely. Deal 1 void damage/turn for 25 (20+ PER modifier, ex. 5) turns.
Swinging pendulum, tether to an opponent for 10 turns; for every 10 damage you deal, gain plus 1 DR; for every 10 damage you take, opponent's DR is lowered by 1. The cool down is twice the length of the tether.
2
Eyes of the Abyss: detect sentience in massive AoE for y turns; gain 1-5 ADR for y turns)
Abnegation, cast spell that removes one's Hearts to give 2x Hearts to another
Will to Power, removal of one's hearts (2/4) to increase attribute (5/10%), skill percentage (5/10%), or void damage (+1/2) for 4 rounds.
Invisibility, vanish into thin air for 20 turns. All basic actions break the invisibility.
3
Dark Lightning, y+ per “sticky damage” AoE. Once it hits, hits for Y+xd6+PER/ turn for x turns void damage. 8+2d6+PER void damage/2 turns.
Aversion to Meaning, take 1 PER damage/turn to deal 10 PER damage/turn for a maximum of 5 turns (PER). PER damage taken in this manner cannot be healed without rest.
Inevitable End: damage done when opponent's hearts are gone is doubled
4
Twilight Terminator: a laser-like attack lasting 3 turns. Anyone caught in ray takes 4+3d6+PER damage per turn. Can cast dome-like protective circle instead, giving all nearby allies +3 damage reduction for 4 turns.
Light Chasm, gravity reversal near stationary AoE that lasts 8 turns; while only one can be active, can be deactivated any time. Opponents who are not flying or levitating are considered immobilized.
The Soul's Sovereignty: if foregoing movement phase, gain freedom and immunity from CC and snare for 3 extra turns; clear all DoTs and all negative status effects. You do not gain immunity to DoTs or additional negative status effects.
5
Astral Horror: (prerequisite: club and diamond skill must both be 50 or higher)
Passive: Spells cast from stealth or invisibility automatically stun opponent for 1 turn.
Active: Cause existential despair for x turns, dealing 1d6 PER damage per turn; successful save cuts damage in half. Tapping this card, disables the passive!
Impending Doom, causes opponent to take a penalty (-25%) to saves for 4 turns
Shards of Time:
Passive: Each point of PER damage applies a stacking snare penalty of -1 up to -5 movement; when -5 is reached, opponent takes additional 5 wisdom damage and 4d6+PER void damage but their movement is restored.
Active: Place a light sigil: allies can gain +1- 5 movement speed for x turns. Tapping this card disables passive!
6
Eternal Return, applies a death cheat: invisibly teleport x spaces from combat and heal to full, but lower all skills by 20% for 20 turns.
Stellar Corpse (prerequisite: club and diamond skill must both be 60 or higher): creates a wide magnetic field between two spiraling points of faint light, which eventually merge into one, causing an explosion.
Anyone in the magnetic field (50x50) will have movement reduced and will be pulled towards its center.
The magnetic field lasts X turns. It deals Y void damage on impact plus 1D6 void damage per turn. A successful strength check avoids the gravitational pull. Endurance check to halve damage.
The damage field between the two points of light grows smaller per round (40x40, 30x30, 20x20, 10x10, 1x1), but the magnetic field's gravitational pull becomes stronger.
People caught in the magnetic field take -1 movement penalty, which increases per turn to a maximum of -10. Those in proximity of the field take -5% penalty on strength checks, which increases per turn to a maximum of -50%, to avoid being pulled towards the center.
Once the two points merge there is an explosion, dealing 12+10d6+10 (2y+2xd6+ 2PER) damage to anyone at the center of the explosion. The explosion causes an additional y+xd6 void damage in an AoE the same size as the original magnetic field.
Cosmic Tear:
Passive: after successful wormhole or void walk, bonus 5-15% to magical weapon attacks or +1-3 damage, depending on diamond skill level:
Level 20 diamonds: +5%, +1 damage
Level 40 diamonds: +10%, +2 damage
Level 60 diamonds: +15%, +3 damage
Active: curse/triggered: Curse opponent for 10 turns. When opponent suffers an instance of PER damage, immediately deal 6+5d6+PER modifier (y + xd6) void damage. Curse lasts until purified or triggered. Four of such curses can be applied before being purified or triggered. The damage can stack. (Max: 48+20d6) Tapping this card disables the passive.
DIAMONDS (VOID WALK)
1
Time to Time: teleport draws no attacks of opportunity and does not break invisibility.
2
Silence within the Sound: mental ADR (+2) and AD (1/turn to INT, PER, CHA) replenish active while in combat
Primordial Mind: sacrifice 1 movement to gain 1% bonus to INT, STR saves
3
Ashes to ashes: diamond skill check to blind opponents for 1 turn in wake of movement. Save against PER to negate.
4
Dust to dust: immaterialize while moving for 1 turn; during movement phase gain +8 damage reduction to all sources
Intrinsic Luminosity: sacrifice 1 movement to gain 1% bonus to PER, WILL saves
5
Silence to silence: gain 100% bonus to silent move checks for 4 rounds
Worm Hole: create portal to teleport self or other up to 50 ft away.
6
End Origin: Initiative bonus: this round, you automatically take action last; next round, you automatically take action first. Most recent casting of this skill overwrites the other. If opponent uses this skill or one like it after you, you will take action second-to-last, and then you will take action second in the following turn.
Stillness of Death, sacrifice 1 movement to gain 1% bonus to AGI, END saves
HEARTS
1
Dark magic DR 1, +1 ADR, PER
Void Walk: gain Physical DR +1 for 1 turn when void walk is invoked
Poison DR 1
Unfazed
2
Light magic DR: 2
Dodge +5%
Unarmored (proficiency):
+10% all saves
+5% additional evasion-save
Void Walk: gain Physical DR +2 for 1 full turn when void walk is invoked
3
Destruction Magic DR 3
Void Walk: gain Physical DR +3 for 1 full turn when void walk is invoked
Poison DR 2
+5% Saves against stuns, sleep, fear
4
Unarmored (Expertise)
+15% saves
+10% additional evasion-save
+5% spell concentration
Dodge +10%
Void Walk: gain Physical DR +4 for 1 full turn when void walk is invoked
+2 ADR agility
5
Void Walk: gain Physical DR +5 for 1 full turn when void walk is invoked
Poison DR 3
+10% saves against stuns, sleep, fear effects
6
Unarmored (mastery)
+20% all saves
+10% additional evasion save
+10% bonus to spell concentration
+1 movement speed
Dodge +15%
Mind Magic DR 2
7
Time Magic DR 4: time; if someone places -5 movement penalty on you, you only suffer a -1 penalty.
Poison DR 4
+3 ADR, Endurance
+15% saves against stuns, sleep, fear effects
8
Unarmored (Grandmastery)
+25% to all saves
+15% additional increase to evasion-save checks
+15% bonus to spell concentration
+2 movement speed
+10% stealth
Dodge +20%
Gravity Magic DR 5
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