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Prism RPG - Wiki Complete
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Prism
Source: https://corvanis.wiki/Prism+(Testing)/Prism
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Welcome to Prism!
Prism is a brand new TTRPG System, developed by Arcadum and tested by the community. It is currently still a Work in Progress, and is also the game system used during the Aelenclast Arc.
See Character Creation to begin your adventure in Prism, or click on one of the following icons if you are looking to explore a more specific aspect of the system thus far.
Grid
Prism Character Creation
Source: https://corvanis.wiki/Prism+(Testing)/Prism+Character+Creation
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Prism Character Creation (Work in Progress)
Grid
Character creation starts with a few choices:
- To begin, decide whether the character is an Adventurer or a Vagabond.
Characters that are Adventurers gain the following:
Select 1 Skill; that skill becomes the character’s Core Skill.
A Core Skill is a skill in which the character is particularly proficient. They make basic skill checks with a +5 modifier. They may attempt advanced skill checks. A characters Core Skill also gives access to its Core Skill class, which is determined by the character's archetype. This provides an Attribute bonus determined by the skill chosen.
Select 1 Kit; that kit becomes the character’s Core Kit.
A Core Kit is a set of tools that allows the character to have a vocation or participate in a profession. This provides an Attribute bonus determined by the kit chosen.
Select 1 Character Origin Path.
These Origin Paths give access to starting abilities, equipment and various other boons. This provides an Attribute bonus determined by the Origin chosen.
Select 1 Archetype.
This Archetype will determine the pool of classes you may choose from. Each Archetype gives a collective of features, proficiencies, and Attributes determined by the Archetype.
The Adventurer determines their Sub-Attributes by the lower of the two parent attribute modifiers that comprise it.
The character gains 4 action points to interact with the game space as well as access to the Core Actions.
Characters that are Vagabonds gain the following:
The Vagabond does not gain a Core Skill. Instead, the Vagabond may attempt to make any skill check. If the check is advanced, they have a -5 to it.
Select 1 Kit; that kit becomes the character’s Core Kit.
A Core Kit is a set of tools that allows the character to have a vocation or participate in a profession. This provides an Attribute bonus determined by the kit chosen.
Select 1 Character Origin Path.
These Origin Paths give access to starting abilities, equipment and various other boons. This provides an Attribute bonus determined by the Origin chosen. Vagabonds may not choose a continental origin nor do they have access to the continental classes.
The Vagabond does not choose an Archetype. Instead, the Vagabond may choose 3 Classes from any of the Core Classes. The Vagabond gains a +1 to all Attributes.
In addition, whenever a class feature awards an attribute, Vagabonds receive both instead of having to choose 1.
The Vagabond gains Mana and Spellcasting if they choose a Faith or Mana Class.
The Vagabond gains proficiency in a Weapon group if they choose a Martial or Wanderer class.
The Vagabond gains Medium Armor proficiency if they choose a Warrior Class. They gain Light Armor proficiency if they choose a Wanderer Class.
The Vagabond determines their Sub-Attributes by taking the lower modifier of the two parent attributes.
Should the parent attributes be the same number, the Vagabond adds the modifiers together instead.
The Vagabond gains 6 HP per level.
The character gains 4 action points to interact with the game space as well as access to the Core Actions.
-
Next, choose a Race and an applicable sub-race.
-
Afterwards, you may choose your classes:
-
The class system of Prism allows a character to choose three Classes to advance simultaneously, choosing from abilities between those three Classes.
-
At 1st Level, choose two class features for each of the three classes you have chosen. The character now has those starting class features.
-
From 2nd Level onwards, a character chooses one of the three available class features from their three chosen classes.
-
For Information on the Character Creation Contest rules that was run during the Alpha, please see the Prism Character Creation Contest page.
Prism Character Creation Contest
Source: https://corvanis.wiki/Prism+(Testing)/Prism+Character+Creation+Contest
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Prism Character Creation Contest
The starting character level is 3rd Level for the Prism Character Creation Contest.
For the Prism Character Creation Contest, each character starts with 10s in each main attribute and gets two +2 to two different Attributes and a +2 that can go to any Attribute of you choice in addition to the Attribute bonuses received from a character's Archetype. This is in lieu of Kits and Character Origin Paths for this contest.
Faith and Mana Classes for this contest may choose three spells. They may be 1st and 2nd level spells.
Prism Attributes
Source: https://corvanis.wiki/Prism+(Testing)/Ability+Scores+and+Sub-Attributes/Prism+Attributes
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Prism Attributes (Work in Progress)
Main Attributes will determine base effects of the system, but will be replaced by their Sub-Attribute on more specific strata of play.
A character's Main Attributes are Strength (STR), Dexterity (DEX), Constitution (CON), Wisdom (WIS), Intelligence (INT), and Charisma (CHA). Strength, Dexterity, and Constitution are physical attributes, while Wisdom, Intelligence, and Charisma are mental attributes.
Characters have a starting attribute score of 10 in all main attributes.
The Adventurer determines their sub-attributes by taking the lower modifier of the two parent attributes that comprise it. (Strength of 14, Dexterity of 16 = Prowess of +2)
The Vagabond determines their sub-attributes by taking the lower modifier of the two parent attributes, unless the parent attributes are the same number, in which case you add the modifiers together instead.
Attributes
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Strength
X
Dexterity
Prowess
X
Constitution
Vigor
Stamina
X
Intelligence
Competence
Initiative
Tenacity
X
Wisdom
Authority
Wit
Willpower
Cunning
X
Charisma
Presence
Grace
Resilience
Guile
Sovereignty
X
Authority (STR + WIS)
"You don't break bones, you break resolve."
This sub-attribute affects psychological effects from physically applied abilities, allowing to counter their effects and "dispel" them from targets.
Focuses on effects like fear, intimidation, and forced surrender may also apply to melee spells and may be used to remove Courage.
- Effectiveness of fear effects
- Effectiveness of certain spells
- Roll parameters against maneuvers
Competence (STR + INT)
"The difference between a brawl and a battlefield masterpiece."
This sub-attribute focuses on the ability to use more physically inclined abilities more effectively, specifically on those abilities that have a resource pool from a physical source.
Focuses on the augmentation and potency from physical effects that do not utilize armaments taunt and combat maneuvers for example.
- Effectiveness of Taunt and similar effects
- Effectiveness of physical resource pools
- Effectiveness of certain spells
Cunning (INT + WIS)
"Your influence erodes free will."
This sub-attribute deals with the use of supernatural social interaction and manipulation.
Focuses on charm, compulsion, and other such effects. It may also relate to magical manipulations to enemy actions through subterfuge.
- Effectiveness of social checks
- Roll parameters to use mind control effects
- Effectiveness of certain spells
Grace (DEX + CHA)
"A mind as nimble as your footwork."
This sub-attribute deals with stunning beauty and precise movement put together. A blending of magic and mundane.
Focuses on physicality in spell casting as well as the parameters of the arts in a combative form
- Effectiveness of certain spells
- Effectiveness of finesse weapon skills
- Effectiveness of disengage actions
Guile (INT + CHA)
"Social graces sharpened to a lethal edge when you speak."
This sub-attribute deals with offensive actions to enemy and environmental stimuli. This also deals as a offensive statistic in regards to social challenges.
Allows trickery in a social setting and the use of deception in combat directly.
- Effectiveness of social effects
- Effectiveness of certain maneuvers
- Effectiveness of distract
Initiative (DEX + INT)
"Your reactions aren't reflexes, they're calculated."
This sub-attribute deals with initiative order and reactions such as Attacks of Opportunity.
Initiative dictates the potency of parameters to qualify for certain abilities will also be effected.
- Parameters determining initiative
- Effectiveness of certain maneuvers
- Effectiveness of conserve actions
Presence (STR + CHA)
"Your resolve doesn't just endure, it uplifts."
This sub-attribute deals with the supportive effects on yourself and allies, increasing their potency or meeting the qualifications of parameters.
Focuses on effects like bardic inspiration and assisting allies.
- Effectiveness of Assist
- Effectiveness of certain spells
- Effectiveness of mundane support abilities
Prowess (STR + DEX)
"The marriage of might and precision - where steel dances."
This sub-attribute deals with the ability to use weapons in a physically versatile manner, the skill in which a weapon is used can confer different benefits and a higher form of accomplishment.
Allows the use of versatile weapon features, the ability to mix features and the meeting of parameters of such features.
- Effectiveness of weapon skills
- Effectiveness of Parry
- Effectiveness of holding weapons of different hefts
Resilience (CON + CHA)
"Your very existence defies suffering."
This sub-attribute deals with the overcoming of physical afflictions and the potency of those defensive measures.
This is used as a defensive mechanic and parameter.
Sovereignty (WIS + CHA)
"Your presence turns soldiers into legends."
This sub-attribute deals with the influence of allies magically.
The effect to promote this power through allies and yourself such as auras of courage.
- Effectiveness of auras
- Effectiveness of leadership effects
- Roll parameter against mind control effects
Stamina (DEX + CON)
"Your second wind is always ready."
This sub-attribute deals with the use of physically straining resources that effect your movement, mobility, and endurance.
Used to resist exhaustion, and move, and avoid danger.
- Effectiveness of movement rating
- Effectiveness of certain Avoid actions
- Roll parameters for Exhaustion
Tenacity (CON + INT)
"The last spark in the dark."
This sub-attribute deals with the overcoming of mental afflictions and the potency of such defensive measures.
This is used as a defensive resource and parameter.
- Effectiveness of certain Withstand actions
- Effectiveness of Block
- Roll parameters to defend against mental afflictions
Vigor (STR + CON)
"Not just wearing plate, commanding it."
This sub-attribute determines a characters ability to use armor and shields in a versatile manner. The vigor required to wear these armaments effectively and the parameters in which to use their features.
The parameter that is used to determine access to shields and armor of the various types, the effectiveness of the defensive abilities that utilize armor and shields
Willpower (CON + WIS)
"Death gets one roll, you get three."
This sub-attribute deals with the mental resources produced by the character and the amount of which they have to employ.
The amount of death saving throw attempts, as well as resistance to crushing effects.
- Effectiveness of certain spells
- Effectiveness of certain maneuvers
- Roll parameters against Mana Drain
Wit (DEX + WIS)
"A mind as nimble as your footwork."
This sub-attribute deals with defensive reactions to enemy and environmental stimuli. It also functions as a defensive statistic when dealing with social challenges.
Prevents being surprised, tricked or socially influenced.
- roll parameters vs social checks
- roll parameters vs environmental hazards
- effectiveness of certain Avoid actions
Armory
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armory
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Armory (Work in Progress)
Armor
Wearing Armor is a piecemeal process in which you choose which individual pieces of armor you wear and you are limited by your proficiency.
Each individual piece of armor has a passive and a Withstand action effect. Each individual piece of armor has parameters and movement rating reduction (MRR). A character's Vigor reduces the MRR of the total Armor set. Each individual Armor piece may increase a character's MRR.
Proficiencies with Armor denote what level of layer the character can wear. They do not grant proficiencies with specific pieces of armor.
Augments gained from class features allow the character to use the Withstand Action alternative effect of the piece of armor chosen.
To gain the base AC bonus and the Sub-Attribute bonus to your AC, you must have a full armor set. (All possible layers filled)
Light Armor provides a base AC of 12. The character gains a bonus to their AC equal to their Prowess, Competence, or Grace. A character with this proficiency may choose 2 pieces of light armor to make their armor set. Withstand Actions with Light Armor have an APC of 1.
Medium Armor provides a base AC of 14. The character gains a bonus to their AC equal to their Authority, Cunning, or Resilience. A character with this proficiency may choose 3 pieces of light armor and 1 piece of medium armor to make their armor set. This proficiency replaces the bonuses of Light Armor Proficiency. Withstand Actions with Medium Armor have an APC of 2.
Heavy Armor provides a base AC of 16. The character gains a bonus to their AC equal to their Presence, Tenacity, or Willpower. A character with this proficiency may choose 3 pieces of light armor, 2 pieces of medium armor, and 1 piece of heavy armor to make their armor set. This proficiency replaces the bonuses of Light and Medium Armor Proficiency. Withstand Actions with Heavy Armor have an APC of 3.
Armor Type
Name
MRR
Passive
Armor Augment
0
0
0
1
1
1
1
1
1
1
2
2
2
2
3
3
4
Shields
A character that is proficient and wielding a shield may use the Block action. The APC of that Block action is noted under the shield being used.
Shields prevent damage that is successfully blocked by an amount equal to their shield rating, which is noted on the shield used (SR). Shields have a passive augment that is activated whenever the character would use the Block action.
Name
APC
SR
Block Augment
1
1d4
If the character should successfully block damage with this shield, the character reduces the cost of the next Parry action by an amount equal to their Prowess.
2
1d8
If the character would successfully block damage with this shield, the character may move an amount equal to their movement rating.
3
1d12
If the character would successfully block damage with this shield, they reduce the APC of the next attack they make by an amount equal to their Vigor or Prowess.
4
3d6
If the character would successfully block damage with this shield, for 1 round they are considered cover for themselves and allies that are adjacent to them.
Weapons
Whenever a character would gain an augment to a piece of equipment, they receive the passive of the base item. For each augment after that they may choose a maneuver or mastery if they qualify for it.
Maneuvers that have the keyword Attack, involve a normal attack with that weapon at normal APC unless otherwise stated.
Maneuvers that have the keyword Block, allow that weapon to be used as a shield for the Block core action.
Maneuvers that have the keyword Stance, allow the wielder to enter a stance, a stance has an APC of 1 to maintain at activation and at the start of each turn.
Class of weapon is determined by APC:
- Light is 1 APC;
- One-Handed is 2 APC;
- Heavy is 3 APC.
Light and One Handed weapons require one hand to wield, while Heavy weapons are two-handed.
Additionally, all weapons belong to a Weapon Group and possess its associated passive while wielded.
Weapon Groups
All weapons belong to a Weapon Group and possess its associated passive while wielded.
Weapon Group
Passive
Effect
Whenever this weapon would be used to Parry, increase the penalty Parry grants by 1.
Attacks made with this weapon have resistance to the Withstand core action.
Attacks made with this weapon have resistance to Block.
Reduce the APC to maintain a stance while wielding this weapon by 1.
Reduce the APC of reloading by 1.
Attacks made with this weapon against a target that has been attacked by another weapon with volley fire this round, increases the damage of this attack by an amount equal to the number of other attacks made this way.
Name
APC
Damage
Type
Passive
Maneuver
2
1d8
One Handed
3
1d12
Heavy
3
2d6
Heavy
2
1d8
Medium
3
1d10
Heavy
2
1d8
One Handed
2
1d8
One Handed
1
1d4
Light
3
2d6
Heavy
2
1d8
One Handed
2
1d8
One Handed
3
1d12
Heavy
1
1d6
Light
2
1d8
One Handed
1
1d4
Light
1
1d4
Light
1
1d4
Light
3
1d12
Projectile
2
1d8
Projectile
Character Paths
Source: https://corvanis.wiki/Prism+(Testing)/Character+Paths/Character+Paths
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Character Paths (Work in Progress)
Prism uses character paths instead of feats as substantial milestones in a character's journey that not only gives them unique story benefits but also marks an increase to total action points.
A character begins their journey with an Origin Character Path depicting their life before they became an adventurer and will give a unique quirk or factor to flesh out the character's identity.
A character obtains an additional character path at 3rd, 6th, and 9th levels. Each of which grants +1 maximum action points to a total of 7 action points at 9th level.
Adventurer
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Adventurer
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Adventurer
Characters that are Adventurers gain the following:
Select 1 Skill; that skill becomes the character’s Core Skill.
A Core Skill is a skill in which the character is particularly proficient. They make basic skill checks with a +5 modifier. They may attempt advanced skill checks. A characters Core Skill also gives access to its Core Skill class, which is determined by the character's archetype. This provides an Attribute bonus determined by the skill chosen.
Select 1 Kit; that kit becomes the character’s Core Kit.
A Core Kit is a set of tools that allows the character to have a vocation or participate in a profession. This provides an Attribute bonus determined by the kit chosen.
Select 1 Character Origin Path.
These Origin Paths give access to starting abilities, equipment and various other boons. This provides an Attribute bonus determined by the Origin chosen.
Select 1 Archetype.
This Archetype will determine the pool of classes you may choose from. Each Archetype gives a collective of features, proficiencies, and Attributes determined by the Archetype.
The Adventurer determines their Sub-Attributes by the lower of the two parent attribute modifiers that comprise it.
The character gains 4 action points to interact with the game space as well as access to the Core Actions.
Archetype
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Archetype
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Archetype
This Archetype will determine the pool of classes you may choose from. Each Archetype gives a collective of features, proficiencies and attributes determined by the Archetype.
Archetypes
Warrior
The character gains proficiency in three weapon groups of their choice.
The character gains proficiency in Heavy Armor.
Whenever a character would choose an Armor Augment, they may exchange it for a Shield Augment instead.
The character gains 8 HP per level.
The character gains a +2 to two physical attributes and one mental attribute.
Faith
The character gains access to Mana and Spellcasting.
The character gains proficiency in one weapon group of their choice.
The character gains proficiency in Medium Armor.
The character gains 6 HP per level.
The character gains a +2 to two mental attributes and one physical attribute.
Mana
The character gains access to Mana and Spellcasting.
The character gains proficiency in one weapon group of their choice.
The character gains proficiency in Light Armor.
The character gains 4 HP per level.
The character gains a +2 to two mental attributes and one physical attribute.
Wanderer
The character gains proficiency in one weapon group of their choice.
The character gains proficiency in Light Armor.
The character gains 6 HP per level.
The character gains a +2 to two physical attributes and one mental attribute.
Prism Classes
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Prism+Classes
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Prism Classes (Work in Progress)
The following table depicts the different classes available to be played within the Prism System. They are separated in the following manner:
- Core Classes
- Continental Classes
- Skill Classes
The Continental and Skill Classes are also organised with their respective Continent and Skill.
Warrior
Faith
Mana
Wanderer
:------:
:------:
:------:
:------:
:------:
Corvanis
Eldasharkai
Glies
Kalkatesh
Ryne
Whyxxstar
:------:
:------:
:------:
:------:
:------:
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival
Vagabond
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Vagabond
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Vagabond
Characters that are Vagabonds gain the following:
The Vagabond does not gain a Core Skill. Instead, the Vagabond may attempt to make any skill check. If the check is advanced, they have a -5 to it.
Select 1 Kit; that kit becomes the character’s Core Kit.
A Core Kit is a set of tools that allows the character to have a vocation or participate in a profession. This provides an Attribute bonus determined by the kit chosen.
Select 1 Character Origin Path.
These Origin Paths give access to starting abilities, equipment and various other boons. This provides an Attribute bonus determined by the Origin chosen. Vagabonds may not choose a continental origin nor do they have access to the continental classes.
The Vagabond does not choose an Archetype. Instead, the Vagabond may choose 3 Classes from any of the Core Classes. The Vagabond gains a +1 to all Attributes.
In addition, whenever a class feature awards an attribute, Vagabonds receive both instead of having to choose 1.
The Vagabond gains Mana and Spellcasting if they choose a Faith or Mana Class.
The Vagabond gains proficiency in a Weapon group if they choose a Martial or Wanderer class.
The Vagabond gains Medium Armor proficiency if they choose a Warrior Class. They gain Light Armor proficiency if they choose a Wanderer Class.
The Vagabond determines their Sub-Attributes by taking the lower modifier of the two parent attributes.
Should the parent attributes be the same number, the Vagabond adds the modifiers together instead.
The Vagabond gains 6 HP per level.
The character gains 4 action points to interact with the game space as well as access to the Core Actions.
Prism Core Skill
Source: https://corvanis.wiki/Prism+(Testing)/Core+Features/Prism+Core+Skill
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Prism Core Skill (Work in Progress)
A Core Skill is a skill in which the character is particularly proficient. They make basic skill checks with a +5 modifier. They may also attempt advanced skill checks.
A characters Core Skill also gives access to its Core Skill class, which is determined by the characters archetype.
This provides an Attribute bonus determined by the skill chosen. Choose one of the three available attributes to receive a +2 Attribute bonus in.
Core Skill Attribute Options
Skill
Attribute Choices
Acrobatics
DEX / WIS / CON
Animal Handling
STR / CON / DEX
Arcana
STR / INT / WIS
Athletics
STR / DEX / CON
Deception
INT / WIS / CHA
History
STR / WIS / CON
Insight
INT / CHA / WIS
Intimidate
STR / CHA / WIS
Investigation
INT / WIS / CON
Medicine
CON / WIS / INT
Nature
STR / WIS / INT
Perception
DEX / WIS / CHA
Performance
STR / CHA / WIS
Persuasion
CHA / DEX / INT
Religion
STR / WIS / CHA
Sleight of Hand
DEX / WIS / INT
Stealth
INT / DEX / CHA
Survival
INT / CON / CHA
Keywords
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Keywords
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Keywords
Keywords are effects that are commonly referenced or used in order to make abilities more formulaic, easier to understand and to balance.
Info
Targeted Entity
Spell
Strategy
Tactic
Creature
Self
Enemy
Additional Costs
Life (HP)
Mana (MP)
Spirit (Level)
Bestow (Aura)
Finish (Strategy)
Typing Effects
Auxiliary Effects
Bleed (Depicts Overtime)
-
-
-
-
-
-
-
-
Elemental (Elemental (Burning))
-
Elemental (Elemental (Chilled))
-
Elemental (Elemental (Corroded))
-
Elemental (Elemental (Necrosis))
-
Elemental (Elemental (Radiated))
-
Elemental (Elemental (Shocked))
-
-
-
-
-
-
-
-
-
Movement Rating
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Movement+Rating
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Movement Rating
A character's base Movement Rating is 3. A character may move one 5ft square for each point of Movement Rating they have.
A character's Movement Rating is adjusted by their Sub-Attributes (like Stamina) and Movement Rating Reduction.
Movement Rating Features
Source
Feature
Yellow Hue
Yellow Hue
Block Augment
Yellow Hue
Movement Rating Reduction
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Movement+Rating+Reduction
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Movement Rating Reduction (MRR)
A character reduces their Movement Rating by their Movement Rating Reduction. A character's Vigor reduces the Movement Rating Reduction of their total Armor set.
Shield Rating
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Shield+Rating
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Shield Rating
Shields prevent damage that is successfully blocked by an amount equal to their shield rating which is noted on the shield used.
Abyssborn
Source: https://corvanis.wiki/Prism+(Testing)/Races/Abyssborn
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Abyssborn (Work in Progress)
Infobox
Basic Information
Senses
Deepvision
Age Category
Short
Size
Medium
Racial Passive
Blessing of the Deep: You have a swim speed and can breathe underwater.
Sub-Races
Sub-Race
Racial Ability
Effect
Darkblood
Inking Wounds
The first time in a combat in which you would be bloodied you are imbued with Tier III Renewed.
Dragonborn
Source: https://corvanis.wiki/Prism+(Testing)/Races/Dragonborn
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Dragonborn (Work in Progress)
Infobox
Basic Information
Senses
Age Category
Medium
Size
Medium
Racial Passive
Dragonskin: You gain immunity to the Elemental affliction. The subtype of that affliction is the same as the element you use in your dragon breath racial feature.
Sub-Races
Sub-Race
Racial Ability
Effect
Red
Flamebreath
Keywords – Mundane, Supernatural, Racial, APC - 2, Target – Creatures, Range – 20ft Cone, Creatures in the area of this ability are dealt 3d6 fire damage. This ability can be avoided with Dexterity or Constitution.
Dwarf
Source: https://corvanis.wiki/Prism+(Testing)/Races/Dwarf
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Dwarf
Infobox
Basic Information
Senses
Age Category
Medium
Size
Medium
Language
Dwarven
Racial Passive
Heart of Stone: You gain resistance to Poison/Toxic and Diseased/Plagued.
Sub-Races
Sub-Race
Racial Ability
Effect
You have 10 additional hit points.
Peakborn
You have a climb speed.
Hillborn
The first time you make a contested social roll while haggling prices on supplies or services, you may treat that roll as a 20.
Elf
Source: https://corvanis.wiki/Prism+(Testing)/Races/Elf
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Elf
Infobox
Basic Information
Senses
Age Category
Long
Size
Medium
Language
Elven
Racial Passive
Eldar Grace: Your movement rating increases by 1.
Sub-Races
Sub-Race
Racial Ability
Effect
Imperial Elf
When you speak others tend to listen, when addressing a group of at least 10 or more people, you treat the first social skill check you make as a 20. This refreshes when another scene occurs.
Whenever you would be afflicted by an effect from a non-elven source, once an hour you may reduce the Tier of that affliction by 1.
Gnome
Source: https://corvanis.wiki/Prism+(Testing)/Races/Gnome
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Gnome
Infobox
Basic Information
Senses
Standard
Age Category
Immortal
Size
Small
Language
Gnomish
Racial Passive
Dreamwalker: When you sleep you can and are welcomed to enter the Dream. You are not protected from the dangers there.
Sub-Races
Sub-Race
Racial Ability
Effect
Dreamsilk
You can conjure an illusion of a creature or object of a maximum of medium size that you have seen. This illusion can only be distinguished as an illusion by an Arcana or Insight Core skill check or other feature. This lasts for 1 minute. You must rest before you can do it again.
Bleached One
If you attempt a skill check or ability check for a second time in a day or more, you may treat the roll as a 10.
Halfling
Source: https://corvanis.wiki/Prism+(Testing)/Races/Halfling
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Halfling
Infobox
Basic Information
Senses
Standard
Age Category
Short
Size
Small
Language
Halfling
Racial Passive
Second Breakfast: Whenever you and your party would use the Gather Supplies action, if your party finds any Supplies, you increase that number by 1.
Sub-Races
Sub-Race
Racial Ability
Effect
Wispblood
Wispblood
You gain resistance to Elemental (Necrosis).
Puresong
Restorative Melody
Whenever your party would short rest, you increase the amount of hit points they recover by 2d6.
Hinterland
Rugged Humors
Whenever your party would roll on a travel encounter chart, you may choose to roll it again. You must keep the second result.
Human
Source: https://corvanis.wiki/Prism+(Testing)/Races/Human
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Human
Infobox
Basic Information
Senses
Standard
Age Category
Short
Size
Medium
Language
Tesh
Racial Passive
Indomitable Spirit: Once per long rest, the first time a Human would receive an injury from an injury table, they ignore it.
Sub-Races
Sub-Race
Racial Ability
Effect
Sandtesh
You have the ability to learn magic in its written form and apply it directly. They gain the ability to use scrolls.
Grasstesh
You gain mounted combat proficiency.
Shadetesh
You gain resistance to Frightened/Horror.
Tzartesh
You ignore the first 30ft of fall damage and resistance to Prone.
Rivertesh
You gain a Swim Speed.
Stonetesh
You have 50 additional carrying capacity.
Planetouched
Source: https://corvanis.wiki/Prism+(Testing)/Races/Planetouched
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Planetouched (Work in Progress)
Infobox
Basic Information
Senses
Normal
Age Category
Medium
Size
Medium
Racial Passive
Anchored Spirit: You have immunity to the Banished affliction.
Sub-Races
Sub-Race
Racial Ability
Effect
Yozai
Spirit Form
Keywords – Mundane, Supernatural, Racial, APC - 1, Target – Self, Range – Self, You may take on a spirit form for 1 round. While in this form you have resistance to physical damage sources. You may only use this ability once per combat.
Prism Races
Source: https://corvanis.wiki/Prism+(Testing)/Races/Prism+Races
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Prism Races (Work in Progress)
Prism uses the races of Verum as its base. These races are varied, and one of the most notable aspects of them is that the races of Prism will have more story related abilities instead of specific mechanical effects. This is why, for example, races will no longer give stat adjustments or ability scores.
Race
Racial Passive
Sub-Race
Racial Ability
Sandtesh
Grasstesh
Shadetesh
Tzartesh
Rivertesh
Stonetesh
Imperial Elf
Sharkai
Duergar
Peakborn
Hillborn
Wispblood
Puresong
Hinterland
Dreamsilk
Bleached One
Unique Races for Testing
Race
Racial Passive
Sub-Race
Racial Ability
Red
Yozai
Darkblood
Color (Hue)
Source: https://corvanis.wiki/Prism+(Testing)/Spells/Color+(Hue)
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Color (Hue)
The fundamental energies of the world are represented by seven Prismatic Colors.
Indigo
1st Level Spells
Blast (1st)
Keywords - Magic, Attack, Harm
Color Effect - You may sacrifice 5 hit points as you cast this spell, if you do, you increase the die damage by one step. You can apply this effect twice instead at level 5 by sacrificing 10 hit points. You can apply this effect thrice instead at level 10 by sacrificing 15 hit points.
Bless (1st)
Resolve - Wisdom Saving Throw
Color Effect - This spell now afflicts enemies in the area with Tier I Marked. This Mark is consumed whenever the enemy would make an attack. That attack receives a penalty equal to the Tier of the Marked affliction.
Cure (1st)
Keywords - Magic, Heal, Empower
Duration – 1 round
Color Effect - For the duration of the spell whenever the recipient of the spell would be dealt damage, half of that damage heals their allies within 10ft.
Protect (1st)
Keywords - Magic, Empower, Imbue
Color Effect - Whenever the imbued would be attacked and dealt damage, the Tier of the Warded imbuement is increased by I. This only occurs once per casting.
2nd Level Spells
Dreamwalk (2nd)
Color Effect - The caster walks through a dream of loss, as this spell resolves, the caster loses 10 hit points. The caster is imbued with Saturated, the tier of which is equal to the caster’s Initiative, Wit, or Grace.
Mana Wave (2nd)
Keywords - Magic, Harm, Area, Afflict
Color Effect - Creatures that fail the save are afflicted with Tier I Cursed. The caster may choose the attribute.
Blue
1st Level Spells
Blast (1st)
Keywords - Magic, Attack, Dream, Harm
Color Effect - You may Dream to a square adjacent to a creature affected by this spell as it resolves.
Bless (1st)
Color Effect - While the imbued is Blessed, they incur the Alert imbuement, the tier of which is equal to the tier of the Blessed imbuement. This incurred imbuement has a maximum tier when incurred this way equal to the caster’s Authority, Cunning, and Presence.
Cure (1st)
Keywords - Magic, Heal, Empower
Duration – 1 round
Color Effect - For the duration of the spell whenever the recipient of this spell would be healed, the caster is healed for half that amount.
Protect (1st)
Keywords - Magic, Empower, Imbue, Dream
Color Effect - While this spell is active, the caster and the target may Dreamwalk to each others squares whenever either of them would be attacked. This occurs after the attack is resolved.
2nd Level Spells
Dreamwalk (2nd)
Color Effect - The caster walks through a dream of deep rest, as this spell resolves, the caster chooses an ally within the range of this spell, that ally may dreamwalk to a space the caster chooses within the range of this spell.
Mana Wave (2nd)
Keywords - Magic, Harm, Area, Afflict, Slow
Color Effect - Creatures that fail the save are afflicted with Tier I Staggered.
Green
1st Level Spells
Blast (1st)
Keywords - Magic, Attack, Heal, Harm
Color Effect - If an ally is affected by this spell, they are healed for the damage instead.
Bless (1st)
Color Effect - Each creature affected by this spell also heals HP equal to the caster’s Authority, Cunning, or Presence.
Spell Ascension increases this healing an amount equal to the new spell level of this spell.
Cure (1st)
Color Effect - The target is imbued with Tier I Regeneration.
If this spell is ascended, each point of mana spent this way increases the tier of this imbuement.
Protect (1st)
Keywords - Magic, Empower, Imbue, Heal
Color Effect - The target incurs the Regeneration imbuement the tier of which is equal to the tier of the Warded imbuement.
2nd Level Spells
Dreamwalk (2nd)
Color Effect - The caster walks through a dream of recovery, as this spell resolves, the caster heals all allies adjacent to the caster by an amount of hit points equal to the amount of mana spent on the spell and its ascension.
Mana Wave (2nd)
Keywords - Magic, Harm, Heal, Area
Color Effect - This spell heals allies in its area for half the total damage dealt instead of harming them.
Yellow
1st Level Spells
Blast (1st)
Keywords - Magic, Attack, Slow, Harm
Color Effect - Enemies affected by this spell lose 1 point of movement rating. You gain a point of movement rating for each enemy affected. Both effects last for 1 round.
Bless (1st)
Keywords - Magic, Imbue, Economy
Color Effect - While the imbued is Blessed, they incur the Haste imbuement, the tier of which is equal to the tier of the Blessed imbuement. This incurred imbuement has a maximum tier when incurred this way equal to the caster’s Authority, Cunning, and Presence.
Cure (1st)
Keywords - Magic, Heal, Empower
Color Effect - This spell does not heal. Instead the number of hit points the recipient has is tracked by the spell. Then at the start of the round, the recipients HP is reset to this amount. This effect is disabled and negated if the recipient is afflicted with Staggered/Numbed.
Protect (1st)
Keywords - Magic, Empower, Imbue, Economy
Color Effect - While this spell is active, the target has its movement rating increased by 2.
2nd Level Spells
Dreamwalk (2nd)
Color Effect - The caster walks through a dream of ancient times, as this spell resolves, the caster may immediately move its movement rating.
Mana Wave (2nd)
Keywords - Magic, Harm, Depower, Area
Color Effect - Creatures that fail the save receive a penalty to the next Initiative roll they make equal to the caster’s Guile, Cunning, or Competence.
Orange
1st Level Spells
Blast (1st)
Keywords - Magic, Attack, Economy, Harm
Color Effect - Enemies that are defeated by this spell allow you to cast this spell again. This spell originates from the defeated creatures position. Casting this spell in this manner does not cost action points but it does cost mana points.
Bless (1st)
Keywords - Magic, Imbue, Empower
Color Effect - The base of the Blessed imbuement is now equal to the caster’s Authority, Cunning or Presence.
Cure (1st)
Keywords - Magic, Attack, Imbue, Harm
Resolve - Attack
Color Effect - This spell does not heal. Instead this spell is treated as a spell attack. If this attack hits its target, it deals necrotic damage equal to the caster’s Sovereignty, Authority, or Presence. This spell is imbued with Tier I Life Drain (Regeneration).
For each point of mana spent to ascend this spell, increase the damage by an equal amount.
Protect (1st)
Keywords - Magic, Empower, Imbue
Upkeep - None
Duration - 1 Round
Color Effect - The tier of this spell's Warded imbuement, is equal to the number of enemies threatening the target in melee.
2nd Level Spells
Dreamwalk (2nd)
Keywords - Magic, Dream, Attack
Color Effect - The caster walks through a dream of desires, as this spell resolves, the caster may make an attack with a weapon as an Attack of Opportunity. This attack has its APC reduced by an amount equal to the caster’s Initiative, Wit, or Grace.
Mana Wave (2nd)
Keywords - Magic, Harm, Empower, Area
Color Effect - The damage die of this spell is increased by 1 step.
Red
1st Level Spells
Blast (1st)
Keywords - Magic, Attack, Empower, Harm
Color Effect - When this spell affects an enemy, all adjacent allies to the target gain a +2 to their next damage roll.
Bless (1st)
Color Effect - While the imbued is Blessed, they incur the Warded imbuement, the tier of which is equal to the tier of the Blessed imbuement. This incurred imbuement has a maximum tier when incurred this way equal to the caster’s Authority, Cunning and Presence.
Cure (1st)
Color Effect - The target is imbued with Tier I Prepared.
If this spell is ascended, each point of mana spent this way increases the tier of this imbuement.
Protect (1st)
Keywords - Magic, Empower, Imbue
Color Effect - When this spell is cast on an ally that is bloodied this spell increases the base Tier of Warded by I. If they are Wounded/Shattered, the Tier is increased by II instead.
2nd Level Spells
Dreamwalk (2nd)
Keywords - Magic, Dream, Reaction
Color Effect - The caster walks through a dream of shared families and friends, this spell may be cast a reaction whenever an ally within range of the spell is attacked. As this spell resolves, the attacker instead targets the caster with the attack.
Mana Wave (2nd)
Keywords - Magic, Harm, Empower, Area
Color Effect - This spell imbues allies within the area with Tier II Warded.
Violet
1st Level Spells
Blast (1st)
Keywords - Magic, Attack, Economy, Harm
Color Effect - When this spell affects an enemy if the damage roll has any doubles in it (consecutive doubles), this spell's mana cost is refunded.
Bless (1st)
Keywords - Magic, Imbue, Empower
Color Effect - While the imbued is Blessed, they incur the Mana Drain (Saturated) imbuement, the tier of which is equal to the tier of the Blessed imbuement. This incurred imbuement has a maximum tier when incurred this way equal to the caster’s Authority, Cunning, and Presence. Mana Drain triggers whenever the imbued would deal damage with a weapon attack or spell attack.
Cure (1st)
Keywords - Magic, Economy, Empower
Duration – 1 round
Color Effect - This spell does not heal. Instead this spell grants mana to the target of the spell equal to the mana spent on this spell and its ascension. While this spell is active, if the recipient would spend mana, the caster is healed for an amount of hit points equal to the caster's Sovereignty, Authority, or Presence, for each point of mana spent. You may not target yourself with this spell.
Protect (1st)
Keywords - Magic, Empower, Imbue, Harm
Color Effect - Whenever an enemy would attack the imbued and miss the attack. The attacker takes force damage equal the caster’s Spirit.
2nd Level Spells
Dreamwalk (2nd)
Color Effect - The caster walks through a forbidden dream, as this spell is resolved, the caster dreamwalks to a random space adjacent to the chosen space. All creatures within 10ft of the caster take force damage equal to the caster’s spirit.
Mana Wave (2nd)
Keywords - Magic, Harm, Economy, Area
Color Effect - Creatures that fail the save lose 1 mana point.
Prism Spellcasting
Source: https://corvanis.wiki/Prism+(Testing)/Spells/Prism+Spellcasting
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Prism Spellcasting (Work in Progress)
All magic in Prism uses mana points instead of spell slots. These function somewhat the same except for the following. All spell casters use a certain color of magic from the Prism to use magic and that colors influence changes the hue of all of their spells to an effect specific to that color.
You gain 1 mana point per round in combat (or 1 mana point an hour outside of combat.) Mana points generated outside of combat cannot be used in combat, so your pool refreshes 1 at the start.
You can choose to cast right away or you can save your mana points to cast higher level spells or spells with greater augmentations.
Some spells have a mana upkeep cost to sustain the spell. This mana upkeep cost is paid at the start of the spellcaster's turn. If the spellcaster does not pay the mana upkeep cost then the spell's effect is removed.
The casting of a spell is comprised of the following parameters to keep in mind.
Base Spell
Color
Spell Augment
A character's Spellcasting attribute for the purpose of testing is the highest mental stat a character has.
Spell Ascension
In Prism, you are able to upcast your spell, albeit in a different way:
Upcasting a spell from its base level costs +1 Mana and +1 APC per level to a maximum of 7.
Spells with an upkeep duration have their mana upkeep cost increased by 1 Mana for each additional level.
Prism Spells
Source: https://corvanis.wiki/Prism+(Testing)/Spells/Prism+Spells
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Spells (Work in Progress)
1st Level Spells
Blast
Blast (1st)
Keywords - Magic, Attack, Harm
Targets - Enemy
Range - 30ft
Resolve – Attack
Duration - Instantaneous
Make a spell attack against a single target within 30ft. If it should hit it deals 1d6 points of force damage for each point of mana you possess before the spell is cast.
Spell Ascension – For each point of mana spent to Ascend the spell the damage die of the spell in increased by 1 step.
Upkeep - None
Indigo
Keywords - Magic, Attack, Harm
Color Effect - You may sacrifice 5 hit points as you cast this spell, if you do, you increase the die damage by one step. You can apply this effect twice instead at level 5 by sacrificing 10 hit points. You can apply this effect thrice instead at level 10 by sacrificing 15 hit points.
Blue
Keywords - Magic, Attack, Dream, Harm
Color Effect - You may Dream to a square adjacent to a creature affected by this spell as it resolves.
Green
Keywords - Magic, Attack, Heal, Harm
Color Effect - If an ally is affected by this spell, they are healed for the damage instead.
Yellow
Keywords - Magic, Attack, Slow, Harm
Color Effect - Enemies affected by this spell lose 1 point of movement rating. You gain a point of movement rating for each enemy affected. Both effects last for 1 round.
Orange
Keywords - Magic, Attack, Economy, Harm
Color Effect - Enemies that are defeated by this spell allow you to cast this spell again. This spell originates from the defeated creatures position. Casting this spell in this manner does not cost action points but it does cost mana points.
Red
Keywords - Magic, Attack, Empower, Harm
Color Effect - When this spell affects an enemy, all adjacent allies to the target gain a +2 to their next damage roll.
Violet
Keywords - Magic, Attack, Economy, Harm
Color Effect - When this spell affects an enemy if the damage roll has any doubles in it (consecutive doubles), the base spell's mana cost is refunded
Bless
Bless (1st)
Targets - Self and Allies
Range - 30ft
Resolve - None
Duration - Fading
The caster imbues themselves and allies within range with Tier I Blessed.
Spell Ascension - For each point of Mana that ascends this spell, increase the base Tier of the Blessed imbuement by I.
Upkeep - None
Indigo
Resolve - Wisdom Saving Throw
Color Effect - This spell now afflicts enemies in the area with Tier I Marked. This Mark is consumed whenever the enemy would make an attack. That attack receives a penalty equal to the Tier of the Marked affliction.
Spell Ascension effects this affliction instead of the Blessed imbuement.
Blue
Color Effect - While the imbued is Blessed, they incur the Alert imbuement, the tier of which is equal to the tier of the Blessed imbuement. This incurred imbuement has a maximum tier when incurred this way equal to the caster’s Authority, Cunning, and Presence.
Green
Color Effect - Each creature affected by this spell also heals HP equal to the caster’s Authority, Cunning, or Presence.
Spell Ascension increases this healing an amount equal to the new spell level of this spell.
Yellow
Keywords - Magic, Imbue, Economy
Color Effect - While the imbued is Blessed, they incur the Haste imbuement, the tier of which is equal to the tier of the Blessed imbuement. This incurred imbuement has a maximum tier when incurred this way equal to the caster’s Authority, Cunning, and Presence.
Orange
Keywords - Magic, Imbue, Empower
Color Effect - The base of the Blessed imbuement is now equal to the caster’s Authority, Cunning or Presence.
Red
Color Effect - While the imbued is Blessed, they incur the Warded imbuement, the tier of which is equal to the tier of the Blessed imbuement. This incurred imbuement has a maximum tier when incurred this way equal to the caster’s Authority, Cunning and Presence.
Violet
Keywords - Magic, Imbue, Empower
Color Effect - While the imbued is Blessed, they incur the Mana Drain (Saturated) imbuement, the tier of which is equal to the tier of the Blessed imbuement. This incurred imbuement has a maximum tier when incurred this way equal to the caster’s Authority, Cunning, and Presence. Mana Drain triggers whenever the imbued would deal damage with a weapon attack or spell attack.
Cure
Cure (1st)
Targets - Self or Ally
Range - Touch
Resolve - None
Duration - Instantaneous
Base Effect – The target is healed by an amount equal to the caster’s Sovereignty, Authority, or Presence.
Spell Ascension – For each point of mana that ascends this spell, increase the healing of this spell by an amount equal to the caster’s Sovereignty, Authority, or Presence.
Upkeep - None
Indigo
Keywords - Magic, Heal, Empower
Duration – 1 round
Color Effect - For the duration of the spell whenever the recipient of the spell would be dealt damage, half of that damage heals their allies within 10ft.
Blue
Keywords - Magic, Heal, Empower
Duration – 1 round
Color Effect - For the duration of the spell whenever the recipient of this spell would be healed, the caster is healed for half that amount.
Green
Color Effect - The target is imbued with Tier I Regeneration.
If this spell is ascended, each point of mana spent this way increases the tier of this imbuement.
Yellow
Keywords - Magic, Heal, Empower
Color Effect - This spell does not heal. Instead the number of hit points the recipient has is tracked by the spell. Then at the start of the round, the recipients HP is reset to this amount. This effect is disabled and negated if the recipient is afflicted with Staggered/Numbed.
Orange
Keywords - Magic, Attack, Imbue, Harm
Resolve - Attack
Color Effect - This spell does not heal. Instead this spell is treated as a spell attack. If this attack hits its target, it deals necrotic damage equal to the caster’s Sovereignty, Authority, or Presence. This spell is imbued with Tier I Life Drain (Regeneration).
For each point of mana spent to ascend this spell, increase the damage by an equal amount.
Red
Color Effect - The target is imbued with Tier I Prepared.
If this spell is ascended, each point of mana spent this way increases the tier of this imbuement.
Violet
Keywords - Magic, Economy, Empower
Duration – 1 round
Color Effect - This spell does not heal. Instead this spell grants mana to the target of the spell equal to the mana spent on this spell and its ascension. While this spell is active, if the recipient would spend mana, the caster is healed for an amount of hit points equal to the caster's Sovereignty, Authority, or Presence, for each point of mana spent. You may not target yourself with this spell.
Protect
Protect (1st)
Keywords - Magic, Empower, Imbue
Targets - Self or Ally
Range - 30ft
Resolve – None
Duration - Upkeep
An ally within range is imbued with Tier I Warded.
Spell Ascension - For each point of mana that ascends this spell, increase the base Tier of the Warded imbuement by I.
Upkeep – This spell costs 1 mana to upkeep. It is removed immediately if its Upkeep is not paid. An imbuement that is incurred by a spell with upkeep ignores the fading keyword. (Imbuements incurred to that imbuement do not gain this effect.)
Indigo
Keywords - Magic, Empower, Imbue
Color Effect - Whenever the imbued would be attacked and dealt damage, the Tier of the Warded imbuement is increased by I. This only occurs once per casting.
Blue
Keywords - Magic, Empower, Imbue, Dream
Color Effect - While this spell is active, the caster and the target may Dreamwalk to each others squares whenever either of them would be attacked. This occurs after the attack is resolved.
Green
Keywords - Magic, Empower, Imbue, Heal
Color Effect - The target incurs the Regeneration imbuement the tier of which is equal to the tier of the Warded imbuement.
Yellow
Keywords - Magic, Empower, Imbue, Economy
Color Effect - While this spell is active, the target has its movement rating increased by 2.
Orange
Keywords - Magic, Empower, Imbue
Upkeep - None
Duration - 1 Round
Color Effect - The tier of this spell's Warded imbuement, is equal to the number of enemies threatening the target in melee.
Red
Keywords - Magic, Empower, Imbue
Color Effect - When this spell is cast on an ally that is bloodied this spell increases the base Tier of Warded by I. If they are Wounded/Shattered, the Tier is increased by II instead.
Violet
Keywords - Magic, Empower, Imbue, Harm
Color Effect - Whenever an enemy would attack the imbued and miss the attack. The attacker takes force damage equal the caster’s Spirit.
2nd Level Spells
Dreamwalk
Dreamwalk (2nd)
Targets - Self
Range - 60ft
Resolve - None
Duration - Instantaneous
The caster dreamwalks to a space they can see within range.
Spell Ascension – For each point of mana that ascends this spell, increase the range of this spell by 10ft for each point.
Upkeep - None
Indigo
Color Effect - The caster walks through a dream of loss, as this spell resolves, the caster loses 10 hit points. The caster is imbued with Saturated, the tier of which is equal to the caster’s Initiative, Wit, or Grace.
Blue
Color Effect - The caster walks through a dream of deep rest, as this spell resolves, the caster chooses an ally within the range of this spell, that ally may dreamwalk to a space the caster chooses within the range of this spell.
Green
Color Effect - The caster walks through a dream of recovery, as this spell resolves, the caster heals all allies adjacent to the caster by an amount of hit points equal to the amount of mana spent on the spell and its ascension.
Yellow
Color Effect - The caster walks through a dream of ancient times, as this spell resolves, the caster may immediately move its movement rating.
Orange
Keywords - Magic, Dream, Attack
Color Effect - The caster walks through a dream of desires, as this spell resolves, the caster may make an attack with a weapon as an Attack of Opportunity. This attack has its APC reduced by an amount equal to the caster’s Initiative, Wit, or Grace.
Red
Keywords - Magic, Dream, Reaction
Color Effect - The caster walks through a dream of shared families and friends, this spell may be cast a reaction whenever an ally within range of the spell is attacked. As this spell resolves, the attacker instead targets the caster with the attack.
Violet
Color Effect - The caster walks through a forbidden dream, as this spell is resolved, the caster dreamwalks to a random space adjacent to the chosen space. All creatures within 10ft of the caster take force damage equal to the caster’s spirit.
Mana Wave
Mana Wave (2nd)
Targets - Creatures
Range – 20ft Cone
Resolve – Dexterity Save
Duration - Instantaneous
Creatures that fail a dexterity saving throw in the area, take 3d6 force damage.
Spell Ascension - For each point of mana that ascends this spell, increase the damage of this spell by 2d6.
Upkeep - None
Indigo
Keywords - Magic, Harm,Area, Afflict
Color Effect - Creatures that fail the save are afflicted with Tier I Cursed. The caster may choose the attribute.
Blue
Keywords - Magic, Harm,Area, Afflict, Slow
Color Effect - Creatures that fail the save are afflicted with Tier I Staggered.
Green
Keywords - Magic, Harm, Heal, Area
Color Effect - This spell heals allies in its area for half the total damage dealt instead of harming them.
Yellow
Keywords - Magic, Harm, Depower, Area
Color Effect - Creatures that fail the save receive a penalty to the next Initiative roll they make equal to the caster’s Guile, Cunning, or Competence.
Orange
Keywords - Magic, Harm, Empower, Area
Color Effect - The damage die of this spell is increased by 1 step.
Red
Keywords - Magic, Harm, Empower, Area
Color Effect - This spell imbues allies within the area with Tier II Warded.
Violet
Keywords - Magic, Harm, Economy, Area
Color Effect - Creatures that fail the save lose 1 mana point.
3rd Level Spells
4th Level Spells
5th Level Spells
6th Level Spells
7th Level Spells
Authority
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Authority (STR + WIS)
"You don't break bones, you break resolve."
Authority is determined by the lower of one's Strength and Wisdom modifiers.
This sub-attribute affects psychological effects from physically applied abilities, allowing to counter their effects and "dispel" them from targets.
Focuses on effects like fear, intimidation, and forced surrender may also apply to melee spells and may be used to remove Courage.
- Effectiveness of fear effects
- Effectiveness of certain spells
- Roll parameters against maneuvers
Authority Features
Archetype
Class
Level
Feature
Faith
4
Faith
1
Faith
4
Faith
4
Faith
7
Faith
1
Faith
4
Faith
5
Faith
7
Faith
8
Faith
1
Faith
4
Faith
10
Faith
1
Faith
5
Faith
8
Faith
10
Mana
2
Mana
5
Mana
7
Mana
8
Mana
10
Mana
10
Mana
2
Mana
5
Mana
7
Warrior
1
Warrior
4
Warrior
1
Warrior
5
Warrior
1
Warrior
4
Warrior
7
Warrior
1
Warrior
5
Warrior
7
Competence
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Competence (STR + INT)
"The difference between a brawl and a battlefield masterpiece."
Competence is determined by the lower of one's Strength and Intelligence modifiers.
This sub-attribute focuses on the ability to use more physically inclined abilities more effectively, specifically on those abilities that have a resource pool from a physical source.
Focuses on the augmentation and potency from physical effects that do not utilize armaments taunt and combat maneuvers for example.
- Effectiveness of Taunt and similar effects
- Effectiveness of physical resource pools
- Effectiveness of certain spells
Competence Features
Archetype
Class
Level
Feature
Faith
1
Faith
4
Faith
1
Faith
2
Faith
1
Mana
2
Mana
5
Mana
7
Mana
8
Mana
10
Mana
5
Mana
10
Mana
1
Mana
2
Mana
5
Wanderer
2
Wanderer
5
Wanderer
7
Warrior
1
Warrior
1
Warrior
2
Warrior
4
Warrior
8
Warrior
10
Warrior
1
Warrior
4
Warrior
7
Cunning
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Cunning (INT + WIS)
"Your influence erodes free will."
Cunning is determined by the lower of one's Intelligence and Wisdom modifiers.
This sub-attribute deals with the use of supernatural social interaction and manipulation.
Focuses on charm, compulsion, and other such effects. It may also relate to magical manipulations to enemy actions through subterfuge.
- Effectiveness of social checks
- Roll parameters to use mind control effects
- Effectiveness of certain spells
Cunning Features
Archetype
Class
Level
Feature
Faith
4
Faith
1
Faith
4
Faith
4
Faith
7
Faith
1
Faith
2
Mana
1
Mana
2
Mana
4
Mana
2
Mana
5
Mana
7
Mana
1
Mana
1
Mana
4
Mana
5
Mana
10
Mana
4
Mana
5
Mana
2
Mana
5
Mana
7
Mana
1
Mana
1
Mana
2
Mana
5
Mana
10
Wanderer
1
Wanderer
2
Wanderer
4
Wanderer
7
Wanderer
10
Wanderer
4
Wanderer
8
Wanderer
1
Wanderer
4
Wanderer
1
Wanderer
1
Wanderer
4
Wanderer
7
Wanderer
10
Warrior
2
Warrior
1
Grace
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Grace (DEX + CHA)
"A mind as nimble as your footwork."
Grace is determined by the lower of one's Dexterity and Charisma modifiers.
This sub-attribute deals with stunning beauty and precise movement put together. A blending of magic and mundane.
Focuses on physicality in spell casting as well as the parameters of the arts in a combative form
- Effectiveness of certain spells
- Effectiveness of finesse weapon skills
- Effectiveness of disengage actions
Grace Features
Archetype
Class
Level
Feature
Faith
1
Faith
1
Faith
2
Faith
4
Faith
10
Faith
4
Faith
7
Mana
1
Mana
2
Mana
4
Wanderer
1
Wanderer
2
Wanderer
5
Wanderer
7
Wanderer
2
Wanderer
5
Wanderer
7
Wanderer
8
Wanderer
1
Wanderer
1
Wanderer
4
Wanderer
5
Wanderer
7
Wanderer
8
Warrior
1
Warrior
4
Warrior
5
Warrior
8
Warrior
10
Warrior
1
Warrior
2
Warrior
8
Warrior
10
Guile
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Guile (INT + CHA)
"Social graces sharpened to a lethal edge when you speak."
Guile is determined by the lower of one's Intelligence and Charisma modifiers.
This sub-attribute deals with offensive actions to enemy and environmental stimuli. This also deals as a offensive statistic in regards to social challenges.
Allows trickery in a social setting and the use of deception in combat directly.
- Effectiveness of social effects
- Effectiveness of certain maneuvers
- Effectiveness of distract
Guile Features
Archetype
Class
Level
Feature
Faith
4
Faith
4
Faith
7
Faith
7
Faith
10
Mana
1
Mana
1
Mana
4
Mana
5
Mana
10
Mana
2
Mana
4
Mana
5
Mana
2
Mana
5
Mana
7
Wanderer
2
Wanderer
7
Wanderer
2
Wanderer
5
Wanderer
7
Wanderer
8
Wanderer
1
Wanderer
1
Wanderer
4
Wanderer
5
Wanderer
7
Wanderer
8
Wanderer
4
Wanderer
8
Wanderer
1
Wanderer
4
Initiative
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Initiative (DEX + INT)
"Your reactions aren't reflexes, they're calculated."
Initiative is determined by the lower of one's Dexterity and Intelligence modifiers.
This sub-attribute deals with initiative order and reactions such as Attacks of Opportunity.
Initiative dictates the potency of parameters to qualify for certain abilities will also be effected.
- Parameters determining initiative
- Effectiveness of certain maneuvers
- Effectiveness of conserve actions
Initiative Features
Archetype
Class
Level
Feature
Faith
4
Faith
7
Mana
5
Mana
2
Mana
1
Mana
2
Mana
5
Wanderer
1
Wanderer
7
Wanderer
1
Wanderer
2
Wanderer
4
Wanderer
7
Wanderer
10
Wanderer
2
Wanderer
4
Wanderer
8
Wanderer
10
Wanderer
2
Wanderer
5
Wanderer
7
Warrior
1
Warrior
8
Warrior
10
Presence
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Presence (STR + CHA)
"Your resolve doesn't just endure, it uplifts."
Presence is determined by the lower of one's Strength and Charisma modifiers.
This sub-attribute deals with the supportive effects on yourself and allies, increasing their potency or meeting the qualifications of parameters.
Focuses on effects like bardic inspiration and assisting allies.
- Effectiveness of Assist
- Effectiveness of certain spells
- Effectiveness of mundane support abilities
Presence Features
Archetype
Class
Level
Feature
Faith
4
Faith
7
Mana
1
Mana
2
Mana
4
Mana
2
Mana
8
Mana
10
Wanderer
5
Warrior
4
Warrior
5
Warrior
8
Warrior
1
Warrior
4
Warrior
5
Warrior
8
Warrior
10
Warrior
1
Warrior
2
Warrior
5
Warrior
7
Warrior
8
Warrior
10
Warrior
1
Warrior
5
Warrior
7
Prowess
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Prowess (STR + DEX)
"The marriage of might and precision - where steel dances."
Prowess is determined by the lower of one's Strength and Dexterity modifiers.
This sub-attribute deals with the ability to use weapons in a physically versatile manner, the skill in which a weapon is used can confer different benefits and a higher form of accomplishment.
Allows the use of versatile weapon features, the ability to mix features and the meeting of parameters of such features.
- Effectiveness of weapon skills
- Effectiveness of Parry
- Effectiveness of holding weapons of different hefts
Prowess Features
Archetype
Class
Level
Feature
Faith
1
Faith
4
Faith
4
Faith
7
Faith
2
Mana
2
Mana
5
Mana
7
Mana
8
Mana
10
Wanderer
7
Wanderer
4
Wanderer
8
Wanderer
1
Wanderer
1
Wanderer
4
Wanderer
7
Wanderer
10
Wanderer
2
Wanderer
5
Wanderer
7
Warrior
1
Warrior
4
Warrior
5
Warrior
7
Warrior
8
Warrior
1
Warrior
2
Warrior
5
Warrior
7
Warrior
8
Warrior
10
Warrior
1
Warrior
8
Warrior
10
Warrior
1
Warrior
5
Warrior
4
Warrior
7
Resilience
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Resilience (CON + CHA)
"Your very existence defies suffering."
Resilience is determined by the lower of one's Constitution and Charisma modifiers.
This sub-attribute deals with the overcoming of physical afflictions and the potency of those defensive measures.
This is used as a defensive mechanic and parameter.
Resilience Features
Archetype
Class
Level
Feature
Faith
4
Faith
7
Mana
1
Mana
2
Mana
4
Mana
2
Mana
8
Wanderer
5
Wanderer
4
Wanderer
5
Wanderer
7
Warrior
1
Warrior
2
Warrior
4
Warrior
8
Warrior
10
Sovereignty
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Sovereignty (WIS + CHA)
"Your presence turns soldiers into legends."
Sovereignty is determined by the lower of one's Wisdom and Charisma modifiers.
This sub-attribute deals with the influence of allies magically.
The effect to promote this power through allies and yourself such as auras of courage.
- Effectiveness of auras
- Effectiveness of leadership effects
- Roll parameter against mind control effects
Sovereignty Features
Archetype
Class
Level
Feature
Faith
1
Faith
1
Faith
2
Faith
4
Faith
10
Faith
1
Faith
1
Faith
4
Faith
7
Faith
1
Faith
4
Faith
10
Faith
2
Faith
7
Faith
10
Faith
5
Faith
8
Faith
10
Mana
1
Mana
1
Mana
2
Mana
4
Mana
4
Mana
5
Mana
2
Mana
8
Wanderer
2
Wanderer
7
Warrior
1
Warrior
4
Warrior
5
Warrior
8
Warrior
10
Warrior
1
Warrior
5
Warrior
7
Stamina
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Stamina (DEX + CON)
"Your second wind is always ready."
Stamina is determined by the lower of one's Dexterity and Constitution modifiers.
This sub-attribute deals with the use of physically straining resources that effect your movement, mobility, and endurance.
Used to resist exhaustion, and move, and avoid danger.
- Effectiveness of movement rating (+1 movement rating per Stamina)
- Effectiveness of certain Avoid actions
- Roll parameters for Exhaustion
Stamina Features
Archetype
Class
Level
Feature
Faith
4
Faith
7
Wanderer
7
Wanderer
1
Wanderer
2
Wanderer
4
Wanderer
7
Wanderer
10
Wanderer
2
Wanderer
4
Wanderer
8
Wanderer
10
Warrior
2
Warrior
7
Warrior
1
Warrior
5
Tenacity
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Tenacity (CON + INT)
"The last spark in the dark."
Tenacity is determined by the lower of one's Constitution and Intelligence modifiers.
This sub-attribute deals with the overcoming of mental afflictions and the potency of such defensive measures.
This is used as a defensive resource and parameter.
- Effectiveness of certain Withstand actions
- Effectiveness of Block
- Roll parameters to defend against mental afflictions
Tenacity Features
Archetype
Class
Level
Feature
Mana
1
Mana
5
Mana
10
Wanderer
4
Wanderer
5
Wanderer
7
Wanderer
1
Wanderer
1
Wanderer
4
Wanderer
5
Wanderer
7
Wanderer
8
Wanderer
1
Wanderer
4
Wanderer
2
Wanderer
4
Wanderer
8
Wanderer
10
Warrior
1
Warrior
2
Warrior
4
Warrior
8
Warrior
10
Vigor
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Vigor (STR + CON)
"Not just wearing plate, commanding it."
Vigor is determined by the lower of one's Strength and Constitution modifiers.
This sub-attribute determines a characters ability to use armor and shields in a versatile manner. The vigor required to wear these armaments effectively and the parameters in which to use their features.
The parameter that is used to determine access to shields and armor of the various types, the effectiveness of the defensive abilities that utilize armor and shields
Vigor Features
Archetype
Class
Level
Feature
Faith
4
Faith
7
Wanderer
1
Wanderer
4
Wanderer
7
Wanderer
10
Warrior
1
Warrior
4
Warrior
5
Warrior
7
Warrior
7
Warrior
10
Willpower
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Willpower (CON + WIS)
"Death gets one roll, you get three."
Willpower is determined by the lower of one's Constitution and Wisdom modifiers.
This sub-attribute deals with the mental resources produced by the character and the amount of which they have to employ.
The amount of death saving throw attempts, as well as resistance to crushing effects.
- Effectiveness of certain spells
- Effectiveness of certain maneuvers
- Roll parameters against Mana Drain
Willpower Features
Archetype
Class
Level
Feature
Faith
1
Faith
1
Faith
2
Faith
4
Faith
10
Faith
1
Faith
1
Faith
4
Faith
2
Faith
1
Faith
4
Faith
5
Faith
7
Faith
8
Faith
1
Faith
4
Faith
10
Mana
2
Mana
5
Mana
7
Mana
1
Mana
2
Mana
4
Wanderer
4
Wanderer
5
Wanderer
7
Warrior
4
Warrior
5
Warrior
7
Warrior
5
Warrior
1
Wit
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Wit (DEX + WIS)
"A mind as nimble as your footwork."
Wit is determined by the lower of one's Dexterity and Wisdom modifiers.
This sub-attribute deals with defensive reactions to enemy and environmental stimuli. It also functions as a defensive statistic when dealing with social challenges.
Prevents being surprised, tricked or socially influenced.
- roll parameters vs social checks
- roll parameters vs environmental hazards
- effectiveness of certain Avoid actions
Wit Features
Archetype
Class
Level
Feature
Faith
4
Faith
4
Faith
7
Faith
1
Faith
2
Faith
1
Faith
4
Faith
5
Faith
7
Faith
8
Faith
7
Faith
10
Mana
2
Mana
5
Mana
7
Mana
1
Mana
1
Mana
4
Mana
5
Mana
10
Wanderer
1
Wanderer
2
Wanderer
5
Wanderer
7
Wanderer
8
Warrior
2
Warrior
1
Warrior
1
Armor
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Armor (Work in Progress)
Wearing Armor is a piecemeal process in which you choose which individual pieces of armor you wear and you are limited by your proficiency.
Each individual piece of armor has a passive and a Withstand action effect. Each individual piece of armor has parameters and movement rating reduction (MRR). A character's Vigor reduces the MRR of the total Armor set. Each individual Armor piece may increase a character's MRR.
Proficiencies with Armor denote what level of layer the character can wear. They do not grant proficiencies with specific pieces of armor.
Augments gained from class features allow the character to use the Withstand Action alternative effect of the piece of armor chosen.
To gain the base AC bonus and the Sub-Attribute bonus to your AC, you must have a full armor set. (All possible layers filled).
Armor can also be removed during combat. However, this will incur an AP cost, which can be spent over multiple rounds:
-
Light armor: Unknown
-
Medium armor: 4 AP
-
Heavy armor: 8 AP
Light Armor provides a base AC of 12. The character gains a bonus to their AC equal to their Prowess, Competence, or Grace. A character with this proficiency may choose 2 pieces of light armor to make their armor set. Withstand Actions with Light Armor have an APC of 1.
Name
MRR
Passive
Armor Augment
0
0
0
1
1
1
1
Medium Armor provides a base AC of 14. The character gains a bonus to their AC equal to their Authority, Cunning, or Resilience. A character with this proficiency may choose 3 pieces of light armor and 1 piece of medium armor to make their armor set. This proficiency replaces the bonuses of Light Armor Proficiency. Withstand Actions with Medium Armor have an APC of 2.
Name
MRR
Passive
Armor Augment
1
1
1
2
2
2
2
Heavy Armor provides a base AC of 16. The character gains a bonus to their AC equal to their Presence, Tenacity, or Willpower. A character with this proficiency may choose 3 pieces of light armor, 2 pieces of medium armor, and 1 piece of heavy armor to make their armor set. This proficiency replaces the bonuses of Light and Medium Armor Proficiency. Withstand Actions with Heavy Armor have an APC of 3.
Name
MRR
Passive
Armor Augment
3
3
4
Buckler
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Shields/Buckler
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Buckler
APC - 1
SR - 1d4
Block Augment:
- If the character should successfully block damage with this shield, the character reduces the cost of the next Parry action by an amount equal to their Prowess.
Heavy Shield
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Shields/Heavy+Shield
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Heavy Shield
APC - 3
SR - 1d12
Block Augment:
- If the character would successfully block damage with this shield, they reduce the APC of the next attack they make by an amount equal to their Vigor or Prowess.
Light Shield
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Shields/Light+Shield
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Light Shield
APC - 2
SR - 1d8
Block Augment:
- If the character would successfully block damage with this shield, the character may move an amount equal to their Movement Rating.
Shields
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Shields/Shields
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Shields (Work in Progress)
A character that is proficient and wielding a shield may use the Block action. The APC of that Block action is noted under the shield being used. Shields prevent damage that is successfully blocked by an amount equal to their shield rating which is noted on the shield used (SR). Shields have a passive augment is activated whenever the character would use the Block action.
Name
APC
SR
Block Augment
1
1d4
If the character should successfully block damage with this shield, the character reduces the cost of the next Parry action by an amount equal to their Prowess.
2
1d8
If the character would successfully block damage with this shield, the character may move an amount equal to their movement rating.
3
1d12
If the character would successfully block damage with this shield, they reduce the APC of the next attack they make by an amount equal to their Vigor or Prowess.
4
3d6
If the character would successfully block damage with this shield, for 1 round they are considered to have cover for themselves and allies that are adjacent to them.
Tower Shield
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Shields/Tower+Shield
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Tower Shield
APC - 4
SR - 3d6
Block Augment:
- If the character would successfully block damage with this shield, for 1 round they are considered to have cover for themselves and allies that are adjacent to them.
Weapons
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Weapons
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Weapons (Work in Progress)
Whenever a character would gain an augment to a piece of equipment, they receive the passive of the base item. For each augment after that they may choose a maneuver or mastery if they qualify for it.
Maneuvers that have the keyword Attack, involve a normal attack with that weapon at normal APC unless otherwise stated.
Maneuvers that have the keyword Block, allow that weapon to be used as a shield for the Block core action.
Maneuvers that have the keyword Stance, allow the wielder to enter a stance, a stance has an APC of 1 to maintain at activation and at the start of each turn.
Class of weapon is determined by APC:
- Light is 1 APC;
- One-Handed is 2 APC;
- Heavy is 3 APC.
Light and One Handed weapons require one hand to wield, while Heavy weapons are two-handed.
Additionally, all weapons belong to a Weapon Group and possess its associated passive while wielded.
Longsword
Passive - Turning Edge
Name
APC
Damage
Type
Maneuver
2
1d8
One Handed
3
1d12
Heavy
3
2d6
Heavy
2
1d8
One Handed
3
1d10
Heavy
Warhammer
Passive - Puncturing Blows
- Attacks made with this weapon have resistance to the Withstand core action.
Name
APC
Damage
Type
Maneuver
2
1d8
One Handed
2
1d8
One Handed
1
1d4
Light
3
2d6
Heavy
2
1d8
One Handed
Battleaxe
Passive - Shield Eater
- Attacks made with this weapon have resistance to Block.
Name
APC
Damage
Type
Maneuver
2
1d8
One Handed
3
1d12
Heavy
1
1d6
Light
2
1d8
One Handed
Dagger
Passive - Balancing Stance
- Reduce the APC to maintain a stance while wielding this weapon by 1.
Name
APC
Damage
Type
Maneuver
1
1d4
Light
1
1d4
Light
1
1d4
Light
Crossbow
Passive - Boltlock
- Reduce the APC of reloading by 1.
Name
APC
Damage
Type
Maneuver
3
1d12
Projectile
Longbow
Passive - Volley Fire
- Attacks made with this weapon against a target that has been attacked by another weapon with volley fire this round, increases the damage of this attack by an amount equal to the number of other attacks made this way.
Name
APC
Damage
Type
Maneuver
2
1d8
Projectile
Assist
Source: https://corvanis.wiki/Prism+(Testing)/Core+Features/Core+Actions/Assist
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Assist
1 action point per complexity
- The more complex the assist, the more points it requires.
Attack
Source: https://corvanis.wiki/Prism+(Testing)/Core+Features/Core+Actions/Attack
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Attack
An attack roll made with a weapon attack or spell attack against the target's AC.
Attacking with a Light Weapon – 1 action point
Attacking with a one-handed weapon – 2 action points
Attacking with a Heavy weapon – 3 action points
Avoid
Source: https://corvanis.wiki/Prism+(Testing)/Core+Features/Core+Actions/Avoid
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Avoid
Keywords - Core, Mundane, Reaction
APC – 1
Target - Self
Range – Self
The character attempts to Avoid an area of effect ability. This uses the attribute of whatever the ability in question calls for. The character rolls a d20 plus the chosen attribute modifier against the DC the ability states to determine success or failure.
Block
Source: https://corvanis.wiki/Prism+(Testing)/Core+Features/Core+Actions/Block
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Block
Keywords - Core, Mundane, Reaction
Target - Self
Range - Self
The character makes a block attempt against an attack of an enemy. The character makes a contested ability check. The character may use Vigor, Competence, or Stamina. The attacker may use Prowess, Competence, or Authority. If the character succeeds, they may roll their shield’s block rating. They then reduce the amount of damage dealt to them from the opposing source equal to that block rating’s total roll.
Block Features
Archetype
Class
Level
Feature
Faith
1
Faith
5
Warrior
4
Warrior
8
Channel
Source: https://corvanis.wiki/Prism+(Testing)/Core+Features/Core+Actions/Channel
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Channel
Keywords - Core, Magic, Economy
APC - 2
Target - Self
Range - Self
The character gains 1 mana point.
Channel Features
Archetype
Class
Level
Feature
Faith
1
Faith
1
Mana
7
Mana
2
Mana
4
Mana
1
Mana
1
Mana
1
Mana
1
Mana
2
Move
Source: https://corvanis.wiki/Prism+(Testing)/Core+Features/Core+Actions/Move
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Move
1 Action Point
- Move up to your Movement Rating determined by Sub-Attribute and Movement Rating Reduction.
Parry
Source: https://corvanis.wiki/Prism+(Testing)/Core+Features/Core+Actions/Parry
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Parry
Keywords - Core, Mundane, Reaction
APC - Attacking Weapon
Target - Self
Range - Self
The character makes a parry attempt against an attack of an enemy. The character makes a contested ability check. The character may use Prowess, Initiative, or Grace. The attacker may use Prowess, Initiative, or Grace. If the character succeeds, the attacker receives a penalty to their attack roll equal to the Sub-Attribute used. This ability must be declared to be used after the roll is revealed.
Parry Features
Archetype
Class
Level
Feature
Wanderer
1
Wanderer
2
Wanderer
4
Warrior
1
Warrior
1
Warrior
1
Warrior
5
Warrior
8
Warrior
4
Warrior
1
Warrior
8
Warrior
4
Prism Core Actions
Source: https://corvanis.wiki/Prism+(Testing)/Core+Features/Core+Actions/Prism+Core+Actions
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Prism Core Actions (Work in Progress)
Each character starts each round with 4 action points. These points are spent to perform various actions throughout the round. These action points refresh at the start of the round. You cannot gain negative action points or have a cost reduced to negative action points.
Free – requires no action points, but may have other limitations.
Cast spell – 1 action point per spell level.
Use item – 1 action point per complexity (The more complex the item the more points it requires).
Utilize Skill – 1 action point per complexity (The more complex the task the more points it requires.
Special (Like Clash) – DM dependent.
Assist
APC - 1 per complexity
The more complex the assist, the more points it requires.
Attack
APC - Varies
Attacks with a Light weapon – 1 action point.
Attacks with a one-handed weapon – 2 action points.
Attacks with a Heavy weapon – 3 action points.
Avoid
Keywords - Core, Mundane, Reaction
APC – 1
Target - Self
Range – Self
The character attempts to Avoid an area of effect ability. This uses the attribute of whatever the ability in question calls for. The character rolls a d20 plus the chosen attribute modifier against the DC the ability states to determine success or failure.
Block
Keywords - Core, Mundane, Reaction
APC – Shield Type Dependent
Target - Self
Range - Self
The character makes a block attempt against an attack of an enemy. The character makes a contested ability check. The character may use Vigor, Competence, or Stamina. The attacker may use Prowess, Competence, or Authority. If the character succeeds, they may roll their shield’s block rating. They then reduce the amount of damage dealt to them from the opposing source equal to that block rating’s total roll.
Channel
Keywords - Core, Magic, Economy
APC - 2
Target - Self
Range - Self
The character gains 1 mana point.
Move
APC - 1
Move up to your Movement Rating determined by Sub-Attribute and Movement Rating Reduction.
Parry
Keywords - Core, Mundane, Reaction
APC – Attacking Weapon
Target - Self
Range - Self
The character makes a parry attempt against an attack of an enemy. The character makes a contested ability check. The character may use Prowess, Initiative, or Grace. The attacker may use Prowess, Initiative, or Grace. If the character succeeds, the attacker receives a penalty to their attack roll equal to the Sub-Attribute used. This ability must be declared to be used after the roll is revealed.
Withstand
Keywords - Core, Mundane, Reaction
APC – Determined by Worn Armor
Target - Self
Range – Self
The Character attempts to absorb damage with their armor by bracing themselves. Choose a withstand ability from one of the armors. You may utilize that effect. If you do not have a withstand ability on one of your armors, you cannot use this core feature.
Withstand
Source: https://corvanis.wiki/Prism+(Testing)/Core+Features/Core+Actions/Withstand
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Withstand
Keywords - Core, Mundane, Prism (Testing)/Keywords/Typing Effects/Reaction
APC - Determined by Worn Armor
Target - Self
Range - Self
The Character attempts to absorb damage with their armor by bracing themselves. Choose a withstand ability from one of the armors. You may utilize that effect. If you do not have a withstand ability on one of your armors, you cannot use this core feature.
Withstand Features
Archetype
Class
Level
Feature
Mana
4
Warrior
7
Warrior
8
Affliction
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Affliction
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Affliction
Afflictions inflict negative effects to a character.
-
-
-
-
-
-
-
-
Elemental (Elemental (Burning))
-
Elemental (Elemental (Chilled))
-
Elemental (Elemental (Corroded))
-
Elemental (Elemental (Necrosis))
-
Elemental (Elemental (Radiated))
-
Elemental (Elemental (Shocked))
Armor Augment
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Augments/Armor+Augment
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Armor Augment
Whenever a character would choose an Armor Augment, they may exchange it for a Shield Augment instead.
Armor Type
Armor
Armor Augment
Effect
As a Withstand action, the character may give a penalty to a ranged projectile attack that is targeting them. The penalty is equal to the character’s Competence or Grace.
The character may use this Withstand action whenever they are critically hit. If they do, they make a contested attribute test against the attacker. The character uses their Prowess, Vigor, or Cunning. The attacker uses their Prowess or Competence. If the character wins, they reduce the critical hit's damage by an amount equal to their Spirit.
As a Withstand action, the character may move a number of 5ft squares equal to their Vigor. This Withstand action can only be used in response to an Area Effect source.
Whenever the character would be afflicted with the Staggered/Numbed affliction, the character can use this Withstand action. If they do, they may add their Vigor, Stamina or Tenacity to any rolls made to contest it.
While in cover, the character may use this Withstand action when they are attacks by a ranged projectile. If they do, they improve the AC bonus of the cover by an amount equal to their Vigor, Competence, and Tenacity.
Whenever the character would use a Reaction, they may also use this Withstand action. If they do, they may punch an enemy in range. This attack is Strength based, and deals 1d4 bludgeoning damage.
Whenever the character would make an attack against an enemy outside of their turn, they may also use this Withstand Action. The character makes a contested attribute check against the target of the attack. The character uses their Prowess, Vigor, or Competence. The Enemy uses their Tenacity, Resilience, or Vigor. If the character succeeds, they may move up to their movement rating towards that enemy, whenever they would move this round or at the end of the round.
As a Withstand action, at the start of the round, the character may reduce the cost of their other Withstand actions by an amount equal to their Vigor or Stamina. This only affects one of each Withstand action taken this round.
The character may spend their Movement Rating on their attack rolls instead of action points.
Whenever this character is attacked, they may use the Withstand Action. If they do, they gain a +2 to AC against that attacker for 1 round. This can only affect 1 enemy at a time.
Whenever this character would be attacked by a slashing weapon, they may use a Withstand action. If they do, they gain Resistance to that attack.
Whenever the character would be attacked while in cover, if that cover also gives concealment, they may use this Withstand action. If they do, they may attempt a stealth check after the attack is resolved.
Whenever this character would be attacked by a piercing weapon, they may use a Withstand action. If they do, they gain Resistance to that attack.
Whenever the character would be afflicted or attacked by a fiend, dragon or undead, they may use this Withstand Action. If they do, they receive a bonus to their AC against that attack or the Contested attribute roll of the affliction equal to their Tenacity, Vigor, or Resilience.
This Withstand Action may be used as an attack. The attack is Strength based, deals 1d12 Bludgeoning damage and must be used after you have spent your Movement Rating for the round. If this attack hits and deals damage, the character makes an opposed attribute check against the target. The character users their Vigor and the target uses their Tenacity, Resilience or Willpower. If the character succeeds, this attack is dealt to all adjacent enemies.
Whenever a creature would attack the character, they may use the Withstand action. If they do, they make a contested attribute check against the attacker. The character uses their Vigor. The attacker uses their Prowess, Competence or Stamina. If the character wins, they knock aside the attack, reducing its damage by half if it is a melee attack, or negating it if it is a ranged attack. In addition, if the attacker is in melee range, they are afflicted with Tier II Prone.
Whenever the character would be critically hit, the character may use the Withstand action. If they do, they may attempt a contested attribute check against the attacker. The character uses their Vigor. The attacker uses their Prowess, Competence, or Cunning. If the character wins, they are immune to that attack.
Shield Augment
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Augments/Shield+Augment
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Shield Augment
Name
APC
Block Augment
1
1d4
If the character should successfully block damage with this shield, the character reduces the cost of the next Parry action by an amount equal to their Prowess.
2
1d8
If the character would successfully block damage with this shield, the character may move an amount equal to their movement rating.
3
1d12
If the character would successfully block damage with this shield, they reduce the APC of the next attack they make by an amount equal to their Vigor or Prowess.
4
3d6
If the character would successfully block damage with this shield, for 1 round they are considered cover for themselves and allies that are adjacent to them.
Spell Augment
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Augments/Spell+Augment
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Spell Augment
Name
Required Keyword
Effect
Notable Rules
1
The spell changes it’s damage type to fire.
In addition, if the spell has a save and an enemy would fail the save they are afflicted with Tier I Elemental (Burning).
This adds the Afflict keyword to the spell.
1
When the augmented spell hits a target and deals damage, the next attack spell that would target that creature is imbued with Tier I Keen.
Not Stackable
1
The damage of this spell is increased by an amount equal to the caster’s Spirit
1
Increase the area of the effect of this spell by 10ft.
2
Increase the base tier of the affliction afflicted by this spell by I.
2
This augment causes the spell augmented to split, targeting a number of target with the same spell equal to the caster’s Competence, Wit, or Cunning.
Not Stackable
Affect
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Affect
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Affect
This feature applies a positive and a negative effect, such as an affliction and imbuement.
Afflict
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Afflict
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Afflict
This feature applies a negative effect, such as an affliction.
Compounding
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Compounding
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Compounding
This feature's effects worsen overtime.
Consumed
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Consumed
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Consumed
Courage
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Courage
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Courage
Courage grants a character temporary hit points at the start of their turn by an amount equal to their Courage. These temporary hit points do not stack unless specified otherwise.
Courage can be expended by certain features. Courage is opposed by Cowardice.
Courage Features
Archetype
Class
Level
Feature
Mana
5
Mana
2
Wanderer
10
Warrior
5
Warrior
1
Warrior
1
Warrior
1
Warrior
5
Warrior
8
Warrior
2
Warrior
4
Warrior
5
Warrior
7
Warrior
10
Warrior
7
Warrior
8
Warrior
1
Warrior
7
Warrior
10
Warrior
1
Warrior
1
Warrior
1
Warrior
2
Warrior
4
Warrior
5
Warrior
7
Warrior
8
Warrior
10
Cowardice
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Cowardice
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Cowardice
Cowardice removes a character temporary hit points at the start of their turn by an amount equal to their Cowardice.
Cowardice is opposed by Courage.
Cowardice Features
Archetype
Class
Level
Feature
Warrior
4
Dash
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Dash
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Dash
Effects trigger on movement.
Dash Features
Archetype
Class
Level
Feature
Wanderer
1
Wanderer
2
Wanderer
7
Wanderer
1
Wanderer
5
Depower
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Depower
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- Ghaz
formatting:
- Ghaz
description: Depower
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism
Depower
This feature negates Empowered text.
Drain
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Drain
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Drain
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Keywords
Drain
The effect may incur Life Drain and/or Mana Drain.
Economy
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Economy
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Economy
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism
Economy
This feature affects action points.
Empower
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Empower
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Empower
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism
Empower
This feature affects a statistical modifier, such as Sub-Attributes.
Exposed
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Exposed
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Exposed
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism
Exposed
-5 to contested attribute checks, saving throws, and +50% damage taken.
Fading
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Fading
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Fading
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism
Fading
This feature's effects weaken or are removed overtime.
An affliction or imbuement with the Fading keyword decreases by I Tier at the start of the imbued or afflicted creature's turn.
Fading may function differently for certain afflictions and imbuements. These differences will be detailed under Notable Rules.
Imbue
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Imbue
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Imbue
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism
Imbue
This feature applies a positive effect, such as an imbuement.
Immunity
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Immunity
publish: true
aliases:
- Immune
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Immunity
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism
Immunity
+10 to contested attribute checks, saving throws, and no damage taken.
Immunity Features
Archetype
Class
Level
Feature
Faith
8
Mana
7
Warrior
10
Warrior
5
Warrior
4
Immutable
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Immutable
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Immutable
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism
Immutable
Cannot be altered by external effects.
Resistance
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Resistance
publish: true
aliases:
- Resistant
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Resistance
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism
Resistance
+5 to contested attribute checks, saving throws, and -50% damage taken.
Resistance Features
Archetype
Class
Level
Feature
Faith
1
Faith
2
Faith
7
Faith
1
Faith
1
Faith
7
Faith
8
Mana
1
Mana
1
Mana
1
Mana
7
Wanderer
1
Wanderer
5
Wanderer
1
Wanderer
4
Wanderer
10
Warrior
4
Warrior
1
Warrior
5
Warrior
4
Warrior
1
Warrior
2
Warrior
4
Slow
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Slow
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Mana
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Keywords
Slow
This feature affects movement rating.
Stackable
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Stackable
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Stackable
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism
Stackable
The effect can be reapplied to the source more than once.
Vulnerable
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Vulnerable
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Vulnerable
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism
Vulnerable
-10 to contested attribute checks, saving throws, and +100% damage taken.
Action Point Cost
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Targeted+Entity/Action+Point+Cost
publish: true
aliases:
- APC
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Action Point Cost
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Keywords
Action Point Cost (APC)
The amount of action points required to activate a feature. The action points are expended upon use.
Bestow
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Targeted+Entity/Bestow
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Bestow
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism
Bestow
This feature incurs an aura affecting nearby characters represented by the Bestowed imbuement.
Bestow Features
Archetype
Class
Level
Feature
Warrior
2
Warrior
2
Life
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Targeted+Entity/Life
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Life
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism
Life
A character's hit points (HP).
Mana
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Targeted+Entity/Mana
publish: true
aliases:
- MP
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Mana
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Keywords
Mana
Mana is a resource generated by Faith and Mana classes used to cast spells.
You gain 1 mana point per round in combat (or 1 mana point an hour outside of combat.) Mana points generated outside of combat cannot be used in combat, so your pool refreshes 1 at the start.
You can choose to cast right away or you can save your mana points to cast higher level spells or spells with greater augmentations.
Mana Point Cost
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Targeted+Entity/Mana+Point+Cost
publish: true
aliases:
- MPC
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Mana Point Cost
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Keywords
Mana Point Cost (MPC)
The amount of mana points required to use a feature, such as a spell augment. The mana points are expended upon use.
Spirit
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Targeted+Entity/Spirit
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Spirit
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Keywords
Spirit
A character's spirit is equal to their level.
Strategy
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Targeted+Entity/Strategy
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Strategy
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism
Strategy
?
Strategy Features
Archetype
Class
Level
Feature
Faith
1
Faith
1
Mana
1
Mana
7
Mana
1
Mana
1
Wanderer
1
Wanderer
8
Wanderer
4
Wanderer
5
Wanderer
8
Wanderer
2
Wanderer
4
Wanderer
10
Wanderer
1
Wanderer
8
Wanderer
5
Wanderer
8
Wanderer
4
Wanderer
7
Wanderer
10
Wanderer
1
Warrior
8
Warrior
5
Warrior
8
Warrior
2
Warrior
1
Warrior
1
Warrior
1
Warrior
7
Warrior
8
Warrior
2
Warrior
7
Warrior
8
Warrior
10
Tactics
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Targeted+Entity/Tactics
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Tactics
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism
Tactics
?
Tactics Features
Archetype
Class
Level
Feature
Faith
1
Mana
2
Mana
2
Wanderer
1
Wanderer
2
Wanderer
1
Wanderer
7
Wanderer
1
Wanderer
1
Wanderer
5
Wanderer
7
Wanderer
1
Wanderer
4
Wanderer
10
Wanderer
2
Wanderer
1
Wanderer
1
Wanderer
2
Wanderer
4
Wanderer
5
Wanderer
7
Wanderer
10
Wanderer
2
Wanderer
4
Wanderer
7
Wanderer
10
Wanderer
1
Wanderer
5
Wanderer
2
Wanderer
4
Wanderer
5
Wanderer
1
Wanderer
2
Wanderer
4
Warrior
10
Warrior
4
Warrior
7
Warrior
4
Warrior
5
Warrior
7
One Strike, One Thousand Times
Warrior
1
Warrior
4
Attack of Opportunity
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Typing+Effects/Attack+of+Opportunity
publish: true
aliases:
- AoO
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Attack of Opportunity
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism
Attack of Opportunity
This core feature allows a character to trigger the attack action outside of their turn and during special circumstances.
Attack of Opportunity Features
Archetype
Class
Level
Feature
Wanderer
1
Wanderer
1
Warrior
2
Warrior
1
Warrior
1
Warrior
7
Warrior
10
Warrior
1
Warrior
2
Warrior
8
Warrior
5
Warrior
8
Warrior
10
Magic
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Typing+Effects/Magic
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Magic
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism
Magic
These features are magical in nature and can be interacted with by effects targeting magical features, imbuements, and afflictions.
Mundane
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Typing+Effects/Mundane
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Mundane
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism
Mundane
These features are physical in nature and can be interacted with by effects targeting mundane features, imbuements, and afflictions.
Reaction
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Typing+Effects/Reaction
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Reaction
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Keywords
Reaction
A reaction is an action usable outside of a character's turn in initiative.
Notable defensive reactions are Parry, Block, Withstand, and Avoid.
Attack of Opportunity is an offensive reaction triggered by certain class features.
Stance
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Typing+Effects/Stance
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Stance
image: Images/Misc/Logos/Site-Logo.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism
Stance
This feature allow the wielder to enter a stance. A stance has an APC of 1 at activation, to maintain, and at the start of each turn.
Aelenclast Prologue Parties
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Bomber
- Frosty
description:
image:
[Home Page](https://corvanis.wiki/Home Page) / Prism
Aelenclast Prologue Parties
These set of mini-campaigns are the first campaigns played using the Prism System. They also served to set up each continent's current societal state, as well as their launch point and motivations towards the new continent of Aelenclast.
Stream Schedules
- Blood And Blossoms - Mondays at 1PM EST - 3PM EST
- Sound And Silence - Tuesdays at 9PM EST - 12AM EST
- Perdition and Permission - Wednesdays at 12PM EST - 3PM EST
- Claws and Chaos - Fridays at 5PM EST - 8PM EST
- Serpents and Sincerity - Sundays at 11AM EST - 2PM EST
Prism Campaigns
Cards
Blood And Blossoms
Players: WorkingJoe, Kallmiikaze, Nobodys Hero, Dahaur, RutRum
Claws and Chaos
Players: Bloodmoon39, iMainOP, Nowell_TheOwl, FoameyTS, Crizov
Perdition and Permission
Players: ???, Essylta, Nobbis, Skywhite69
Serpents and Sincerity
Players: ???, Nistcallo, Sping, Bomber
Sound And Silence
Players: Sire, Methodia, Antiarctic, nathanomega
Banded
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Heavy+Armor/Banded
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Banded
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Heavy Armor
Banded
MRR - 3
Passive - Unstoppable
- Whenever the character would use a Withstand action, they may reduce a single mundane affliction they are suffering from by I Tier.
Armor Augment - Shatter the Line
- This Withstand Action may be used as an attack. The attack is Strength based, deals 1d12 Bludgeoning damage and must be used after you have spent your Movement Rating for the round. If this attack hits and deals damage, the character makes an opposed attribute check against the target. The character users their Vigor and the target uses their Tenacity, Resilience or Willpower. If the character succeeds, this attack is dealt to all adjacent enemies.
Heavy Armor
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Heavy+Armor/Heavy+Armor
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Heavy Armor
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor
Heavy Armor
Heavy Armor provides a base AC of 16. The character gains a bonus to their AC equal to their Presence, Tenacity, or Willpower. A character with this proficiency may choose 3 pieces of light armor, 2 pieces of medium armor, and 1 piece of heavy armor to make their armor set. This proficiency replaces the bonuses of Light and Medium Armor Proficiency. Withstand Actions with Heavy Armor have an APC of 3.
Name
MRR
Passive
Armor Augment
3
3
4
Plate
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Heavy+Armor/Plate
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Plate
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Heavy Armor
Plate
MRR - 4
Passive - Best There Is
- The first attack each round against this character from each creature reduces the damage on that attack equal to the character's Vigor.
Armor Augment - Pinnacle of Steel
- Whenever the character would be critically hit, the character may use the Withstand action. If they do, they may attempt a contested attribute check against the attacker. The character uses their Vigor. The attacker uses their Prowess, Competence, or Cunning. If the character wins, they are immune to that attack.
Splint
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Heavy+Armor/Splint
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Splint
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Heavy Armor
Splint
MRR - 3
Passive - Leverage
- Whenever the character would use a Withstand action, they reduce the APC of the next Attack they make by an amount equal to the APC of the Withstand action.
- Whenever a creature would attack the character, they may use the Withstand action. If they do, they make a contested attribute check against the attacker. The character uses their Vigor. The attacker uses their Prowess, Competence or Stamina. If the character wins, they knock aside the attack, reducing its damage by half if it is a melee attack, or negating it if it is a ranged attack. In addition, if the attacker is in melee range, they are afflicted with Tier II Prone.
Armored Robe
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Armored+Robe
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Armored Robe
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Light Armor
Armored Robe
MRR - 0
Passive - Flowing Robes
- Whenever this character would gain Mana, they are imbued with Tier I Regeneration.
Armor Augment - Swirling Sleeves
- As a Withstand action, the character may give a penalty to a ranged projectile attack that is targeting them. The penalty is equal to the character’s Competence or Grace.
Chainshirt
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Chainshirt
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Chainshirt
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Light Armor
Chainshirt
MRR - 1
Passive - Slashing Protection
- Reduce the damage that slashing weapons do to this character by 1.
- Whenever the character would be afflicted with the Staggered/Numbed affliction, the character can use this Withstand action. If they do, they may add their Vigor, Stamina or Tenacity to any rolls made to contest it.
Gambeson
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Gambeson
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Gambeson
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Light Armor
Gambeson
MRR - 1
Passive - Piercing Protection
- Reduce the damage that piercing weapons do to this character by 1.
- While in cover, the character may use this Withstand action when they are attacks by a ranged projectile. If they do, they improve the AC bonus of the cover by an amount equal to their Vigor, Competence, and Tenacity.
Gorget
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Gorget
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Gorget
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Light Armor
Gorget
MRR - 0
Passive - Critical Protection
- Attacks made against this character that have the Keen imbuement, treat that attack as if the tier of that imbuement was I less.
Armor Augment - Protect Your Neck
- The character may use this Withstand action whenever they are critically hit. If they do, they make a contested attribute test against the attacker. The character uses their Prowess, Vigor, or Cunning. The attacker uses their Prowess or Competence. If the character wins, they reduce the critical hit's damage by an amount equal to their Spirit.
Light Armor
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Light+Armor
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Light Armor
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor
Light Armor
Light Armor provides a base AC of 12. The character gains a bonus to their AC equal to their Prowess, Competence, or Grace. A character with this proficiency may choose 2 pieces of light armor to make their armor set. Withstand Actions with Light Armor have an APC of 1.
Name
MRR
Passive
Armor Augment
0
0
0
1
1
1
1
|
Manica
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Manica
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Manica
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Light Armor
Manica
MRR - 1
Passive - Steel Sleeve
- The character may use the Block action with this piece of armor. Its rating is equal to the total weapon damage wielded by the character in the opposite hand. While wearing a Manica, the character cannot wield a shield.
Armor Augment - Punishing Response
- Whenever the character would use a Reaction, they may also use this Withstand action. If they do, they may punch an enemy in range. This attack is Strength based, and deals 1d4 bludgeoning damage.
Studded Leather
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Studded+Leather
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Studded Leather
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Light Armor
Studded Leather
MRR - 1
Passive - Brutal Momentum
- Whenever the character would make an attack against an enemy outside of their turn, they may also use this Withstand Action. The character makes a contested attribute check against the target of the attack. The character uses their Prowess, Vigor, or Competence. The Enemy uses their Tenacity, Resilience, or Vigor. If the character succeeds, they may move up to their movement rating towards that enemy, whenever they would move this round or at the end of the round.
Supple Leather
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Supple+Leather
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Supple Leather
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Light Armor
Supple Leather
MRR - 0
Passive - Flexible Defense
- The character may use Grace or Prowess for their Withstand actions instead of the normal sub-attributes that ability would require.
- As a Withstand action, the character may move a number of 5ft squares equal to their Vigor. This Withstand action can only be used in response to an Area Effect source.
Breastplate
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Breastplate
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Breastplate
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Medium Armor
Breastplate
MRR - 2
Passive - Superior Slashing Protection
- Reduce the damage that slashing weapons do to this character by 3. If the character already has Slashing Protection, they increase this total reduction to 4.
- Whenever this character would be attacked by a slashing weapon, they may use a Withstand action. If they do, they gain Resistance to that attack.
Brigadine
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Brigadine
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Brigadine
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Medium Armor
Brigadine
MRR - 2
Passive - Camouflaged Pattern
Armor Augment - Bandit Shuffle
- Whenever the character would be attacked while in cover, if that cover also gives concealment, they may use this Withstand action. If they do, they may attempt a stealth check after the attack is resolved.
Chainmail
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Chainmail
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Chainmail
MRR - 1
Passive - Nooks and Crannies
- The character reduces damage taken from bludgeoning, slashing, and piercing weapons by 2 for each one of those damage types that is not being reduced by a piece of equipment.
Armor Augment - Versatile Defense
- As a Withstand action, at the start of the round, the character may reduce the cost of their other Withstand actions by an amount equal to their Vigor or Stamina. This only affects one of each Withstand action taken this round.
Hide
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Hide
MRR - 1
Passive - Bludgeoning Protection
- Reduce the damage that Bludgeoning weapons do to this character by 1.
- The character may spend their Movement Rating on their attack rolls instead of action points.
Lamellar
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Lamellar
MRR - 1
Passive - Dutiful Momentum
- The character may add their Authority or Competence to their movement rating instead of Stamina.
Armor Augment - Focused Defense
- Whenever this character is attacked, they may use the Withstand Action. If they do, they gain a +2 to AC against that attacker for 1 round. This can only affect 1 enemy at a time.
Medium Armor
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Medium+Armor
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Medium Armor
Medium Armor provides a base AC of 14. The character gains a bonus to their AC equal to their Authority, Cunning, or Resilience. A character with this proficiency may choose 3 pieces of light armor and 1 piece of medium armor to make their armor set. This proficiency replaces the bonuses of Light Armor Proficiency. Withstand Actions with Medium Armor have an APC of 2.
Name
MRR
Passive
Armor Augment
1
1
1
2
2
2
2
Ringmail
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Ringmail
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Ringmail
MRR - 2
Passive - Superior Piercing Protection
- Reduce the damage that piercing weapons do to this character by 3. If the character already has Piercing Protection, they increase this total reduction to 4.
Armor Augment - Soldier's Fortune
- Whenever this character would be attacked by a piercing weapon, they may use a Withstand action. If they do, they gain Resistance to that attack.
Scalemail
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Scalemail
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Scalemail
MRR - 2
Passive - Drake Bane
- This character has resistance to breath weapons and supernatural attacks that use a cone area of effect.
- Whenever the character would be afflicted or attacked by a fiend, dragon or undead, they may use this Withstand Action. If they do, they receive a bonus to their AC against that attack or the Contested attribute roll of the affliction equal to their Tenacity, Vigor, or Resilience.
Battleaxe
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Battleaxe
APC - 2
Damage - 1d8
Type - One Handed
Passive - Shield Eater
- Attacks made with this weapon have resistance to Block.
Maneuver - Deep Bites (Stance)
Greataxe
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Greataxe
APC - 3
Damage - 1d12
Type - Heavy
Passive - Shield Eater
- Attacks made with this weapon have resistance to Block.
Maneuver - Cleaving Strike (Attack)
- When this attack is made, if it hits and deals damage, an adjacent enemy to the original target in range of the character is also attacked. This can only occur once per round.
Hand Axe
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Hand Axe
APC - 1
Damage - 1d6
Type - Light
Passive - Shield Eater
- Attacks made with this weapon have resistance to Block.
Maneuver - Tearing Tooth (Stance)
- While in this stance, attacks made with this weapon empower the next weapon attack to afflict the target with Tier I Bleed.
Warpick
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Warpick
APC - 2
Damage - 1d8
Type - One Handed
Passive - Shield Eater
- Attacks made with this weapon have resistance to Block.
Maneuver - Helmpiercer (Attack)
Crossbow
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Crossbow/Crossbow
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Crossbow
APC - 3
Damage - 1d12
Type - Projectile
Passive - Boltlock
- Reduce the APC of reloading by 1.
Maneuver - Piercing Shot
- The first time this weapon is used to make an attack in a round, it ignores the first use of the Withstand action used against this attack.
Dagger
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Dagger/Dagger
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Dagger
APC - 1
Damage - 1d4
Type - Light
Passive - Balancing Stance
- Reduce the APC to maintain a stance while wielding this weapon by 1.
- When this attack is made, if the target has 2 or more of your allies in melee range, this attack is immune to Parry, Withstand and Block.
Dart
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Dart
APC - 1
Damage - 1d4
Type - Light
Passive - Balancing Stance
- Reduce the APC to maintain a stance while wielding this weapon by 1.
Maneuver - Unseen Strike (Attack)
- This attack costs 1 additional APC. It does not activate fading on the Concealed/Invisible imbuement.
Sickle
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Sickle
APC - 1
Damage - 1d4
Type - Light
Passive - Balancing Stance
- Reduce the APC to maintain a stance while wielding this weapon by 1.
- While in this stance, attacks made with this weapon are imbued with Tier I Life Drain.
Longbow
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Longbow
APC - 2
Damage - 1d8
Type - Projectile
Passive - Volley Fire
- Attacks made with this weapon against a target that has been attacked by another weapon with volley fire this round, increases the damage of this attack by an amount equal to the number of other attacks made this way.
Maneuver - Desperate Parry
- This weapon may be used to Parry.
Bastard Sword
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Bastard Sword
APC - 3
Damage - 1d12
Type - Heavy
Passive - Turning Edge
- While in this stance, the wielder may use either the Mordhau or Tower of Steel maneuvers. The wielder decides this at the start of their turn.
Greatsword
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Longsword/Greatsword
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Greatsword
APC - 3
Damage - 2d6
Type - Heavy
Passive - Turning Edge
Maneuver - Tower of Steel (Block)
- This weapon may be used to Block. It treats its weapon damage as its block rating. The APC to Block is equal to the APC to attack with this weapon.
Longsword
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Longsword/Longsword
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Longsword
APC - 2
Damage - 1d8
Type - One Handed
Passive - Turning Edge
- When this attack is made, the target must make an opposed roll of your Prowess against their Competence. Should you succeed, this attack cannot be blocked.
Rapier
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Longsword/Rapier
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Rapier
APC - 2
Damage - 1d8
Type - One Handed
Passive - Turning Edge
Maneuver - Impaling Strike (Attack)
Twin-Blade
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Longsword/Twin-Blade
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Twin-Blade
APC - 3
Damage - 1d10
Type - Heavy
Passive - Turning Edge
Maneuver - Spin to Win (Attack)
- When this attack is made, the APC of that attack is reduced by 1. In addition, when this attack is made, this character makes a contested attribute check against all adjacent enemies. The character uses their Prowess or Grace. The enemies use their Tenacity or Vigor. If the character should succeed those enemies take slashing damage equal to their Prowess or Grace.
Flail
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Warhammer/Flail
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Flail
APC - 2
Damage - 1d8
Type - One Handed
Passive - Puncturing Blows
- Attacks made with this weapon have resistance to the Withstand core action.
- While in this stance, attacks made with this weapon afflict the target with Tier I Staggered.
Light Hammer
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Warhammer/Light+Hammer
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Light Hammer
APC - 1
Damage - 1d4
Type - Light
Passive - Puncturing Blows
- Attacks made with this weapon have resistance to the Withstand core action.
Maneuver - Joint Crash (Stance)
- While in this stance, attacks made with this weapon empower the next weapon attack with resistance to being parried.
Maul
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Maul
APC - 3
Damage - 2d6
Type - Heavy
Passive - Puncturing Blows
- Attacks made with this weapon have resistance to the Withstand core action.
Maneuver - Overwhelming Blow (Attack)
- When this attack is made, the target must make an opposed roll of your Vigor against their Prowess. Should you succeed, this attack afflicts the target with Tier II Prone and knocks them back 10ft in the direction of the attacker's choice.
Morningstar
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Warhammer/Morningstar
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Morningstar
APC - 2
Damage - 1d8
Type - One Handed
Passive - Puncturing Blows
- Attacks made with this weapon have resistance to the Withstand core action.
Maneuver - Adaptive Attack (Attack)
- When this attack strikes a target the character makes an opposed attribute check against the target. The character may use Authority against the target’s Resilience. If the character succeeds, one of the following effects occurs based on the level of armor they possess:
If the target is wearing light or no armor, this attack afflicts Tier I Bleed.
If the target is wearing medium armor, this attack afflicts Tier I Staggered.
If the target is wearing heavy armor, this attack afflicts Tier I Stunned.
Warhammer
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Warhammer/Warhammer
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Warhammer
APC - 2
Damage - 1d8
Type - One Handed
Passive - Puncturing Blows
- Attacks made with this weapon have resistance to the Withstand core action.
Maneuver - Concussive Blow (Attack)
- When this attack is made, the target must make an opposed roll of your Vigor against their Prowess. Should you succeed, this attack afflicts the target with Tier I Stunned.
Agnostic
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Agnostic
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Infobox
Agnostic
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Agnostic
Doubt
Characters from Corvanis gain a resource pool called Doubt. This resource represents the history of Corvanis overcoming the grip of deities and the evolution of the self. Characters from Corvanis can tap into this resource to do the following.
Gain resistance to a spell cast by a Faith class.
Remove I Tier of Concealed/Invisible from all enemies within 30ft.
Ignore afflictions that change MP cost for 1 round.
The maximum amount of Doubt a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Vowbreaker (Level 1)
Keywords - Magic, Augment, Oath
The Agnostic cannot use the Channel Core Action.
The Agnostic can use their Doubt instead of Mana for all of their abilities and spellcasting.
The Agnostic gains a point of Doubt whenever an enemy would fail a saving throw against a spell cast by the Agnostic. This can allow the Agnostic to go above their maximum Doubt. Any extra Doubt fades at the end of the turn in which it was gained. This only occurs once per source.
If the target that failed was a character with a Vow ability, the amount of Doubt gained is instead equal to the Agnostic's Willpower, Sovereignty, or Grace.
The Agnostic must choose this ability as one of its starting abilities. The Agnostic cannot choose a Vow ability from the other Faith classes.
Blaspheme (Level 1)
APC – 2
Additional Cost – 1 Doubt
Target - Enemy
Range – 30ft
The Agnostic selects an enemy in range. The Agnostic makes an opposed ability check with the target. The Agnostic may use their Willpower, Sovereignty, or Grace. The enemy may use their Guile, Willpower, or Resilience. If the Agnostic wins, the target loses 1 Mana point and the Agnostic gains a point of Doubt. If the target has a Vow ability, they also lose 1 Action Point.
Inspire (Level 1)
Keywords - Mundane, Imbue, Empower
APC - 3
Additional Cost - 1 Doubt
Target - Ally
Range - 30ft
The Agnostic selects an ally in range and imbues them with Tier III Inspired.
Deny (Level 2)
Keywords – Magic, Depower, Reaction
APC - 1
Additional Cost – 1 Doubt
Target - Spell
Range – 30ft
The Agnostic may use this ability and target a spell being cast in range. The caster must make an opposed ability check against the Agnostic. The caster may choose any sub-attribute. The Agnostic uses their Willpower, Sovereignty, or Grace. If the Agnostic wins, they lower the spell level of the spell by 1. If the spell's source was casted by a creature with a Vow ability. The spell is reduced a number of levels equal to the Agnostic’s Willpower, Sovereignty, or Grace. If these reductions cause the spell to go below 1, the spell is countered, its effects are negated, and the resources spent on it are wasted.
Rigorous Debate (Level 4)
Whenever the Agnostic would gain Doubt, all enemies adjacent to the Agnostic take force damage equal to the Agnostic's Willpower, Sovereignty, or Grace.
Illuminated One (Level 5)
Keywords – Magic, Supernatural
The Agnostic can now use Doubt in the following additional ways.
Increase the healing the Agnostic would give or receive by the Agnostic's Spirit. (Once per source.)
Increase the Tier of an imbuement the Agnostic would receive by I.
Increase the Tier of an affliction the Agnostic would inflict by I.
Overwhelming Audit (Level 7)
Whenever the Agnostic would succeed on an ability check or saving throw from an enemy source. The Agnostic may cast a spell with the Attack keyword as if it had the Reaction keyword. If this spell deals damage to the enemy source, the spell's APC is refunded.
Denounce the Gods (Level 8)
Keywords – Supernatural
The Agnostic has the capacity to openly denounce gods, spirits and other sources of worship. The Agnostic may remove the divine properties of a temple, object, shrine or other symbol of religious significance. The amount of time and mana it takes to do so is determined by the GM.
Chains of Mortality (Level 10)
Keywords – Magic, Depower, Afflict
When the Agnostic would deal damage to an enemy, that enemy cannot be healed for 1 round. If the enemy has a Vow ability, they cannot gain mana for 1 round. If the enemy is an outsider, they are affected by the above two effects and are afflicted with the Banished affliction, the tier of which is equal to their Willpower, Sovereignty, or Grace.
Guild Merchant
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Infobox
Guild Merchant
Art by Nara
Guild Merchant
Doubt
Characters from Corvanis gain a resource pool called Doubt. This resource represents the history of Corvanis overcoming the grip of deities and the evolution of the self. Characters from Corvanis can tap into this resource to do the following.
Gain resistance to a spell cast by a Faith class.
Remove I Tier of Concealed/Invisible from all enemies within 30ft.
Ignore afflictions that change MP cost for 1 round.
The maximum amount of Doubt a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Golden Rule (Level 1)
Keywords – Mundane, Artificial, Supernatural, Empower, Depower, Reaction
APC - 2
Target - Creature
Range - 20ft
The Guild Merchant uses the augur of money and their belief within it to cause a strange effect. The money is spent and fortune favors the outcome of the Guild Merchant's choice. The Guild Merchant can use this ability on a creature within range whenever it rolls a d20, but before the result is revealed. If the Guild Merchant does, they must spend 10 multiplied by their Spirit in Gold (Or local currency). If they do they can add a bonus or a penalty to the d20 roll equal to their Guile, Grace, or Tenacity.
Logistics Specialist (Level 1)
The Guild Merchant's mastery of logistics have increased the efficiency of their party. As such, the Guild Merchant's party may use an additional downtime action per day.
Social Acumen (Level 1)
APC - 1
Target - Creature
Range - 120ft
The Guild Merchant attempts an ability check against a creature within range. The Guild Merchant may use Guile, Grace, or Tenacity. The DC of this check is 10 + the creature's CR. If the Guild Merchant should succeed, they may learn the current motives of the creature, their emotional state, something they dislike and something they like as the Guild Merchant studies subtle clues in body language, tone and context clues of the their surroundings.
Cash Infusion (Level 2)
Keywords – Mundane, Tactics, Artificial, Supernatural
APC - 1
Target - Ally
Range – 30ft
The Guild Merchant selects an ally within range. The Guild Merchant may spend Gold (Or local currency) to heal that ally. The amount healed is equal to 1 hit point per 10 gold spent. This healing takes the form of a golden light as the currency is mixed with the Guild Merchant's natural Doubt.
Dividends (Level 4)
Keywords – Mundane, Artificial, Supernatural
Whenever the Guild Merchant would uncover a treasure cache, the Guild Merchant may spend a point of Doubt. If they do, the amount of currency that cache possesses is increased by an amount equal to 10% multiplied by the Guild Merchant's Guile, Grace, or Tenacity.
Dealmaker (Level 5)
Keywords – Mundane, Affect, Empower, Depower, Economy
APC – 3
Additional Cost - Doubt
Target - Enemy
Range – 30ft
The Guild Merchant uses this ability on an enemy within range. The Guild Merchant proposes a deal with the creature. Assuming the creature has sufficient intelligence the creature can decide to accept the deal or not. (Creatures lacking in sufficient intelligence are immune to this effect.) If the enemy chooses not to, the Guild Merchant can attempt an opposed ability score check on the enemy to force them to accept it. The Guild Merchant may use their Guile, Grace, or Tenacity. The enemy may use their Initiative, Tenacity, or Guile. If the Guild Merchant wins, then the enemy accepts the deal presented. The following are the deals the Guild Merchant can offer.
Armistice – The enemy agrees not to make attacks against the Guild Merchant or its allies, in exchange the Guild Merchant or it’s allies will not attack the creature.
Embargo – The enemy cannot regain hit points for the remainder of the round. In exchange on the round thereafter all healing on the Guild Merchant's party is negated.
Tariff – For the remainder of the round, the creature receives a bonus to their AC equal to the number of creatures in the Guild Merchant's party. In exchange, each of the Guild Merchant's allies receive a +1 to attack for each attack made against that enemy this round.
Open Auction – For the remainder of the round, the enemy and the Guild Merchant's party lose 1 action point, it is then stored in this ability until the end of the round. (If a creature does not have any action points remaining they are immune to this effect) In exchange a creature on it’s turn, or when activating a reaction, may spend hit points equal to their Spirit, if they do they receive one of these action points lost. They can spend this multiple times.
Crushing Debt (Level 7)
Keywords – Mundane, Artificial, Supernatural, Empower
Whenever the Guild Merchant would spend money on one of their abilities, they gain a bonus on their next weapon damage roll equal their Guile, Grace, or Tenacity. This effect stacks with itself.
Market Day (Level 8)
The Guild Merchant has the capacity, connections, investments and influence to once a month, increase productivity of themselves and their party. This effect grants the party additional downtime actions equal to the Guild Merchant's Guile, Grace, or Tenacity. This is in addition to the Logistics Specialist feature if they have it.
Bail Out (Level 10)
Keywords – Mundane, Supernatural, Artificial
The Guild Merchant has a sufficient belief in gold that it can even challenge death. Once per comfortable long rest the Guild Merchant can select a dead creature. They may spend 1000gp (or equivalent in local currency). If they do, the creature is returned to life. The Guild Merchant must spend an additional 1,000gp for each day that creature has been dead.
Leymage
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Infobox
Leymage
Art by Nara
Leymage
Doubt
Characters from Corvanis gain a resource pool called Doubt. This resource represents the history of Corvanis overcoming the grip of deities and the evolution of the self. Characters from Corvanis can tap into this resource to do the following.
Gain resistance to a spell cast by a Faith class.
Remove I Tier of Concealed/Invisible from all enemies within 30ft.
Ignore afflictions that change MP cost for 1 round.
The maximum amount of Doubt a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Leylinic Tap (Level 1)
Keywords – Magic, Empower, Depower, Prismatic
A Leymage must choose this ability as one of its starting abilities.
A Leymage does not have a Color of mana. Their spells are colorless. They may by spending a point of Doubt, tap into the Leyline of the area they are within, and they receive a random Color of magic from the flows of mana that they have not gained from this ability. This Color lasts for the entirety of the combat. This can allow the Leymage to have more then one Color of mana, if they do, they may cast a spell with a base Color and add the hue effects of other colors as they wish. At the end of combat these effects fade.
A Leymage's spells cannot be affected by spell augments.
River of Mana (Level 1)
Keywords – Magic, Empower, Imbue
Whenever the Leymage would be imbued with the Saturated imbuement, they may also imbue a number of allies equal to the Leymage's Resilience, Grace, or Willpower within 30ft with this imbuement.
Ley Burn (Level 1)
Keywords – Magic, Depower, Economy, Prismatic
Whenever the Leymage would use the Channel Core action, they may also choose to reduce their maximum hit points by an amount equal to their Spirit. If they do, they gain 1 point of Doubt. This reduction fades whenever the Leymage would take a comfortable long rest.
Soulfire (Level 2)
APC - 3
Target - Special
Range – Special
The Leymage may now burn the Color of magic from their soul to create an explosive effect. The effect is determined by the Color of magic removed in this manner. This effect is considered a hue effect.
Indigo – An enemy within 30ft takes a number of 1d6 force damage equal to the Leymage's Spirit. This damage is increased by an additional amount of damage equal to the reduced maximum hit points the Leymage is suffering from.
Blue – An enemy within 30ft takes a number of 1d6 force damage equal to the Leymage's Spirit. A number of allies within 30ft equal to the Leymage's Resilience, Grace, or Willpower may Dreamwalk a number of squares equal to the Leymage's Spirit.
Green – An ally within 30ft is healed a number of d6’s equal to the Leymage's Spirit.
Yellow – An enemy within 30ft takes a number of 1d6 force damage equal to the Leymage's Spirit. That enemy receives a penalty to its Initiative equal to the Leymage's Spirit. The Leymage gains a bonus to their next initiative roll equal to this same amount.
Orange – All creatures within 15ft take a number of 1d6 force damage equal to the Leymage's Spirit. This does not include the Leymage.
Red – An enemy within 30ft takes a number of 1d6 force damage equal to the Leymage's Spirit. All allies adjacent to that enemy gain Courage equal to the Leymage's Spirit.
Violet – An enemy and the Leymage are afflicted with Banished, of a tier equal to the Leymage's Spirit. (Maximum of VII). During this time they are sent to a harmless dimension caught in the stream of life. They cannot take actions or use abilities while in this place. When the Banished effect fades they return to the closest safest square from where they left.
Once a Color is burned in this way, the color cannot be used by the Leymage in any way, nor can they be affected by the hue effects of that color in anyway until the Leymage benefits from 7 comfortable long rests.
Mana Burst (Level 4)
Whenever the Leymage would gain Mana, they may instead grant that Mana to an ally within 30ft. If the ally has maximum Mana, they are instead healed an amount equal to the Leymage's Resilience, Grace, or Willpower.
Color Saturation (Level 5)
Keywords – Magic, Empower, Prismatic
Whenever the Leymage would gain access to a Color of magic they may select an ally within 20ft. That ally gains the Hue effects of that Color of magic for 1 round.
Mana Palette (Level 7)
Keywords – Magic, Empower, Prismatic
Whenever the Leymage would be affected by a spell with a Color of magic, they gain the Hue effect of that Color of magic for 1 round. This may only occur once a round.
Call to the Prism (Level 8)
Keywords – Magic, Divine, Astral, Primal, Arcane, Supernatural, Prismatic
The Leymage has reached the capacity and mastery of leylines to coax a specific Color of the Prism into that leyline. The GM decides how much time and mana must be spent to accomplish this. When finished the Leymage changes the Colors of the leylines in the area to one of their choice. This lasts for a number of days equal to their Resilience, Grace, or Willpower. This effect changes the nature of magic, the effect it has on the waking realm, and is determined by the GM to the specific mechanical changes that the area and the creatures in it experience.
Kaleidoscopic Spells (Level 10)
Keywords – Magic, Empower, Prismatic
Whenever the Leymage would cast a spell, it gains an additional Color that it is not affected by, this Color is randomly determined. The Leymage may choose not to apply this Hue to the spell if they wish.
Mercenary
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Mercenary
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Mercenary
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Mercenary
Doubt
Characters from Corvanis gain a resource pool called Doubt. This resource represents the history of Corvanis overcoming the grip of deities and the evolution of the self. Characters from Corvanis can tap into this resource to do the following.
Gain resistance to a spell cast by a Faith class.
Remove I Tier of Concealed/Invisible from all enemies within 30ft.
Ignore afflictions that change MP cost for 1 round.
The maximum amount of Doubt a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Field Alchemist (Level 1)
Keywords - Mundane, Artificial
As long as the Mercenary is Supplied, they may start each day with a number of potions equal to their Competence, Tenacity, or Resilience. These potions must be from the list of potion recipes listed in their alchemist kit.
Medium Armor Specialist (Level 1)
This character gains an Armor Augment to a qualifying armor they are proficient with. It gains an additional augment at levels 3, 6, and 9.
Kit Specialist (Level 1)
This character chooses a kit they have proficiency in, they gain the advanced augment of that kit.
Combat Alchemist (Level 2)
Keywords - Mundane, Artificial, Empower, Economy
The Mercenary can spend Doubt instead of the APC of potions. If they do, they increase the tier of the Alkalized effect of the potion by an amount equal to their Competence, Tenacity, or Resilience.
Alchemical Edge (Level 4)
Keywords - Mundane, Artificial, Empower, Tactics
Whenever the Mercenary would make a melee weapon attack, if that weapon is Alkalized, the Mercenary increases the number of charges that effect has on the weapon before it fades equal to their Competence, Tenacity, or Resilience.
Whenever the Mercenary would Alkalize ammunition, they may Alkalize an additional number of ammunition equal to their Spirit.
Truth in Steel (Level 5)
Keywords - Mundane, Empower, Strategy
The Mercenary has resistance to afflictions caused by Faith sources if the tier of the affliction is equal to or less than the tier of Alkalized the mercenary currently is affected by.
If the Mercenary has resistance from using Doubt against an affliction, they gain immunity instead against that application of that affliction.
Confident Preparation (Level 7)
Keywords - Mundane, Empower, Tactics
Whenever the Mercenary would spend an action point to use a consumable, they gain 1 Courage.
Well Supplied (Level 8)
Keywords - Mundane, Strategy, Artificial
Whenever the Mercenary would use the Potion Cache camp action, they increase the tier of Alkalized of all of those potions by an amount equal to their Competence, Tenacity, or Resilience.
Iron Stomach (Level 10)
The Mercenary may now have a number of positive Alkalized effects on themselves equal to their Competence, Tenacity, or Resilience.
Cathe Voss
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Cathe Voss
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Cathe Voss
Superiority
Characters from Eldasharkai gain access to a resource pool called Superiority. This resource pool represents the brutal nature of the people that live there and the culture that weeds out the weak from the strong. Characters can tap into this resource pool to do the following.
Reroll a failed attack roll.
Maximize a weapon damage roll.
Defeat the next minion creature you hit with an attack.
The maximum amount of Superiority a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Vow of Death (Level 1)
Keywords – Magic, Augment, Oath
The Cathe Voss gains 2 base Augments for their spellcasting.
Whenever an enemy would die within 30ft of the Cathe Voss, they gain Temporary Hit Points (THP) equal to their Prowess, Competence, or Authority.
The Cathe Voss must also adhere themselves to the first rule of Aladine. The Strong Speak, The Weak Listen. The Cathe Voss abides no weakness and will be merciless to their enemies and critical of their allies that exhibit these qualities. Might is the only righteous trait. Failure to adhere to these codes may result in the loss of the Cathe Voss' Vow abilities.
Hubris (Level 1)
Keywords – Magic, Divine, Supernatural
APC - 1
Cost – 1 Superiority
Target - Self/Enemies
Range – 30ft
The Cathe Voss attempts an opposed ability check against all enemies in range of this ability. The Cathe Voss may use their Prowess, Competence, or Authority. The enemies may use their Prowess, Competence, or Authority.
If the Cathe Voss succeeds against more creatures than they lose this way, they gain Renewed, the Tier of which is equal to the number of enemies that attempted these ability checks.
If the Cathe Voss fails more than they succeed in this manner, they are afflicted with Stunned instead, the Tier of which is equal to the number of enemies that attempted these ability checks.
Great Weapon Specialist (Level 1)
This character gains a Weapon Augment to a qualifying weapon they are proficient with. It gains another of these augments at level 3, 6, and 9.
Tenet of Pain (Level 2)
Keywords – Magic, Empower, Oath
The Cathe Voss makes a pledge to uphold Aladine’s tenets and illuminate the world on his truths.
- Praise Be to Aladine! All other gods are false or weak.
- Might Makes Right, all other beliefs are allowed by the strong.
- Maintain yourself, stagnation is weakness
- Love is for fools, seek only the strong.
As long as the Cathe Voss maintains the above tenets, they gain access to the following.
The Cathe Voss has resistance to all damage while they are bloodied.
Dogmatic Dominion (Level 4)
Keywords – Magic, Divine, Supernatural
Whenever the Cathe Voss would dispel, counter or otherwise remove an effect that was from a spell source from an enemy or that was controlled by an enemy source, they are imbued with Saturated, if the source was from a Faith class that was not one of the classes of the Cathe Voss, they incur Haste. The Tier of both of these imbuements is equal to the Cathe Voss' Prowess, Competence, or Authority.
Aspect of Eldasharkai (Level 5)
Keywords – Magic, Divine, Supernatural
The Cathe Voss may use their Superiority in the following in new ways.
Maximize a spell's damage.
Reduce the cost of casting a spell by 1 Mana point.
Grant resistance to counter and dispel effects on the spell.
Deadly Augments (Level 7)
Keywords – Magic, Empower, Afflict
Whenever the Cathe Voss would cast a spell with an augment, if that spell is an attack spell or targets an enemy (AoE does not count), that spell applies the Elemental (Necrosis) affliction to the spell. Enemies that are hit or fail the check or save of this spell are afflicted with Elemental (Necrosis), the tier of which is equal to the number of Augments used on that spell.
Fervent Worship (Level 8)
Keywords – Magic, Divine, Supernatural, Economy
The Cathe Voss has the capacity to enter a fervor. They offer themselves along with any of their allies with this ability. The amount of time it takes to complete this intense level of worship is determined by the GM. Once this worship is complete, Aladine blesses the Cathe Voss with intense fervor. The next time the Cathe Voss would roll initiative, they gain an amount of temporary Superiority equal to the number of participants in the worship that have this ability. This does not count towards the Cathe Voss' maximum Superiority.
The Great Suffering (Level 10)
Keywords – Magic, Divine, Supernatural
The Cathe Voss has risen to the highest pinnacle of the Cathe. They see the great suffering of the world as seen by Aladine, the disease of weakness and now they may assist mighty Aladine in cleansing the world of it. The Cathe Voss may use Mana and Superiority interchangeably to cast spells and fuel Superiority abilities.
Solitaire
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Eldasharkai/Solitaire
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Solitaire
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Solitaire
Superiority
Characters from Eldasharkai gain access to a resource pool called Superiority. This resource pool represents the brutal nature of the people that live there and the culture that weeds out the weak from the strong. Characters can tap into this resource pool to do the following.
Reroll a failed attack roll.
Maximize a weapon damage roll.
Defeat the next minion creature you hit with an attack.
The maximum amount of Superiority a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Ashen Vanguard (Level 1)
Keywords – Mundane, Strategy, Empower
At the start of the Solitaire's turn, if there are no allies within 20ft of them, they gain 1 temporary point of Superiority. This does not count towards their maximum. The maximum of these temporary points of Superiority is equal to the Solitaire's Prowess, Cunning, or Vigor.
Taunt (Level 1)
APC - 1
Target - Enemy
Range - 20ft
The Solitaire selects an enemy that it can see in range, that enemy must make an an opposed check against the Solitaire. The Solitaire uses their Prowess or Cunning vs the enemy's Tenacity or Willpower. If the Solitaire wins, the target gains Taunt III.
Improved Parry (Level 1)
APC – Lowest Weapon Wielded
Target - Self
Range - Self
This ability functions as the Parry Core Feature does with the following changes. The Solitaire gains a bonus to the contested roll of the Parry equal to the APC of their weapons.
Fearless Stance (Level 2)
Keywords – Mundane, Tactics, Empower, Economy
Whenever the Solitaire would successfully parry an attack, they may spend a point of Superiority, if they do, they may make an attack against every adjacent enemy. The APC of these attacks is reduced by the number of enemies adjacent to the Solitaire.
Macabre Assault (Level 4)
Keywords – Mundane, Tactics, Empower, Economy
APC – APC of weapon wielded
Target - Enemy
Range – Melee
The Solitaire may attempt to break through an enemy's defenses. The Solitaire attempts a contested ability check against the target. The Solitaire may use their Prowess, Cunning, or Vigor and the enemy may use their Prowess, Tenacity, or Cunning. If the Solitaire wins, the Solitaire can make an attack against the target a number of times equal to the number of enemies within 20ft. This ability cannot be used if there is an ally within 20ft.
Trump Card (Level 5)
Keywords – Mundane, Tactics, Imbue
APC – 1
Additional Cost – 1 Superiority
Target - Self
Range – Self
The Solitaire may activate this ability whenever an ally has the Wounded/Shattered condition and there are no allies within 20ft of the Solitaire. The Solitaire is imbued with Tier V Trance. This imbuement fades at the end of the next round.
Eldar's Edge (Level 7)
The Solitiare can use their Superiority to do the following in addition to its normal effects.
Defeat a bloodied creature that fails a contested ability check against the Solitaire. The Solitaire may use their Prowess, Cunning, or Vigor and the enemy may use their Prowess, Tenacity, or Cunning. If the Solitaire wins the enemy is Wounded/Shattered.
Succeed on an Avoid action.
Empower the Solitaire's movement with the ability to walk on ceilings and walls. This lasts 1 round.
Fervent Worship (Level 8)
Keywords – Magic, Divine, Supernatural, Economy
The Solitaire has the capacity to enter a fervor. They offer themselves along with any of their allies with this ability. The amount of time it takes to complete this intense level of worship is determined by the GM. Once this worship is complete, Aladine blesses the Solitaire with intense fervor. The next time the Solitaire would roll initiative, they gain an amount of temporary Superiority equal to the number of participants in the worship that have this ability. This does not count towards the Solitaire's maximum Superiority.
All-In (Level 10)
Keywords – Mundane, Supernatural, Divine, Afflict
APC – 5
Additional Cost – 1 Superiority
Target - 60ft
Range – Enemies
The Solitaire attempts an ability check against all enemies in range. The Solitaire may use their Prowess, Cunning, or Vigor and the enemy may use their Prowess, Tenacity, or Cunning. If the Solitaire wins those enemies are afflicted with Tier 5 Marked and Taunt.
Whenever an ally would deal damage to an enemy that is marked, the mark is consumed and the Solitaire is healed an amount of hit points equal to the tier of the mark consumed.
Spire Ael
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Eldasharkai/Spire+Ael
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Infobox
Spire Ael
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Spire Ael
Superiority
Characters from Eldasharkai gain access to a resource pool called Superiority. This resource pool represents the brutal nature of the people that live there and the culture that weeds out the weak from the strong. Characters can tap into this resource pool to do the following.
Reroll a failed attack roll.
Maximize a weapon damage roll.
Defeat the next minion creature you hit with an attack.
The maximum amount of Superiority a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Iron Mana (Level 1)
Keywords – Magic, Supernatural, Strategy
The Spire Ael learns two spells. Those spells can be cast in the following manner.
The Spire Ael can use their Superiority as Mana to cast spells. Spells cast using Superiority are colorless.
Spells cast this way use the Spire Ael's weapon as an implement and have their range changed to the melee range of that weapon.
If that spell is an attack spell, the Spire Ael may apply it with their weapon as an attack, this adds their weapon damage and spell damage to the total effect.
Signum (Level 1)
Keywords – Magic, Supernatural, Tactics, Imbue
APC - 1
Target - Self
Range - Self
The Spire Ael can access the mana lingering in the air after an enemy has been defeated by a colorless spell. The Spire Ael may only use this ability within 1 round of an enemy defeated in this way and must be adjacent to that creature (or its corpse). If they do, they are imbued with Tier I Saturated. Spells cast with this Mana are colorless.
Great Weapon Specialist (Level 1)
This character gains a Weapon Augment to a qualifying weapon they are proficient with. It gains another of these augments at level 3, 6, and 9.
Paradigm (Level 2)
At the end of the round, for each enemy that the Spire Ael has defeated, the Spire Ael gains 1 Superiority.
Ael Parry (Level 4)
Keywords – Mundane, Supernatural, Tactics, Imbue, Empower
The Spire Ael may now use the Parry core feature on spells. This include spells with the attack keyword or a spell that targets ONLY the Spire Ael. The Spire Ael uses its Prowess, Competence, or Authority for all uses of Parry. If the Spire Ael succeeds, the spell effect is negated instead of the normal parry effects and the Spire Ael is imbued with Saturated, the tier of which is equal to the spell level of the spell cast. This parry can only be used with Great Weapons.
Blade of Aladine (Level 5)
Keywords – Magic, Supernatural, Economy, Empower
Whenever the Spire Ael would defeat an enemy, if that enemy was a spell caster that possesses a Spell Augment, the Spire Ael may gain one of those Spell Augments. The Spire Ael may use Spell Augments gained this way until the end of combat. In addition, the Spire Ael may now use mana instead of APC to make attacks with a Great Weapon.
Kaska Blade (Level 7)
Keywords – Magic, Supernatural
The Spire Ael infuses their blade with the spells they have encountered, gaining knowledge from Aladine on how they might enact his will. The Spire Ael learns an additional number of spells equal to their Prowess, Competence, or Authority.
Fervent Worship (Level 8)
Keywords – Magic, Divine, Supernatural, Economy
The Spire Ael has the capacity to enter a fervor. They offer themselves along with any of their allies with this ability. The amount of time it takes to complete this intense level of worship is determined by the GM. Once this worship is complete, Aladine blesses the Spire Ael with intense fervor. The next time the Spire Ael would roll initiative, they gain an amount of temporary Superiority equal to the number of participants in the worship that have this ability. This does not count towards the Spire Ael’s maximum Superiority.
Iron Absolution (Level 10)
Keywords – Mundane, Supernatural, Affected
The Spire Ael has ascended to the pinnacle of the Spire. Their blade hungers for the weak and seeks to destroy the strong. Whenever the Spire Ael would deal damage with a Great Weapon, the target is afflicted with Tier IV Mute/Silenced. If the attack was a critical hit, the tier is VII instead. At the end of the round the Spire Ael is imbued with Trance, the tier of which is equal to the number of enemies afflicted with Mute/Silenced.
Spire Voss
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Spire Voss
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Spire Voss
Superiority
Characters from Eldasharkai gain access to a resource pool called Superiority. This resource pool represents the brutal nature of the people that live there and the culture that weeds out the weak from the strong. Characters can tap into this resource pool to do the following.
Reroll a failed attack roll.
Maximize a weapon damage roll.
Defeat the next minion creature you hit with an attack.
The maximum amount of Superiority a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Spell Superiority (Level 1)
Keywords – Magic, Empower, Economy
Whenever the Spire Voss would augment a spell, they may choose to use their Superiority instead of Mana. A spell augmented this way has resistance to being countered or dispelled.
Implement Specialist (Level 1)
This character gains an augment to a qualifying implement they are proficient with. It gains another of these augment at levels 3, 6, and 9.
Great Weapon Specialist (Level 1)
This character gains a Weapon Augment to a qualifying weapon they are proficient with. It gains another of these augments at level 3, 6, and 9.
Counter Crush (Level 2)
Keywords – Magic, Empower, Economy
Whenever the Spire Voss would counter a spell, or afflict an enemy with the Mute/Silenced affliction, the Spire Voss gains 1 Superiority. This can only occur once per triggering source. (once per spell, once per creature, etc.)
Pathetic Interference (Level 4)
Whenever the Spire Voss would be afflicted, they may choose to spend 1 Superiority. If they do, they reduce the tier of that affliction by an amount equal to their Competence, Authority, or Presence.
Three-River Ascendant (Level 5)
Keywords – Magic, Imbue, Empower, Economy
Whenever the Spire Voss would use Superiority, they are imbued with Tier I Saturated. While the Spire Voss is imbued with Saturated, they gain immunity to the Mute/Silenced affliction.
Piercing Spells (Level 7)
Spells cast by the Spire Voss, ignore resistances to those spells the target possesses. If the target possesses immunity, it is treated as resistance instead.
Fervent Worship (Level 8)
Keywords – Magic, Divine, Supernatural, Economy
The Spire Voss has the capacity to enter a fervor. They offer themselves along with any of their allies with this ability. The amount of time it takes to complete this intense level of worship is determined by the GM. Once this worship is complete, Aladine blesses the Spire Voss with intense fervor. The next time the Spire Voss would roll initiative, they gain an amount of temporary Superiority equal to the number of participants in the worship that have this ability. This does not count towards the Spire Voss' maximum Superiority.
Spire Ascendant (Level 10)
Keywords – Magic, Economy, Empower
The Spire Voss can use Superiority to ascend spells. Spells ascended in this way cause an explosion of mana around the target of the spell. If there are multiple targets that are affected by this spell, only one is chosen.
The target must make a contested ability check. The target may use their Resilience, Willpower, or Tenacity. The Spire Voss uses their Competence, Presence, or Authority. If the Spire Voss wins, the target and all creatures within 15ft of the target take 1d10 force damage for each point of Superiority spent this way.
Daoist
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Infobox
Daoist
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Daoist
Resolve
Characters from Glies have a resource pool called Resolve. This resource is culminated from the strict sense of honor and duty that is the center point of Glien culture. Characters from Glies can tap into this resource to do the following.
Gain resistance on a saving throw.
Remove I Tier of the Wounded/Shattered affliction.
Remove II Tiers of the Frightened/Horror affliction.
The maximum amount of Resolve a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Inner Force (Level 1)
Keywords - Magic, Core, Economy
The Daoist cannot gain Mana through the Channel Core Action, nor do they gain a Mana point at the start of their turns as a normal Mana class. Instead, their Mana is generated by the strength of their body, training, and confidence in their discipline.
The Daoist gains 1 Mana point whenever it would accomplish one of the following actions. Each such action can only grant 1 Mana point per round.
Successfully attack an enemy with an unarmed strike
Critically hit an enemy with an attack
Successfully Afflict an enemy
Successfully Dispel an effect
Successfully Counter a spell
Unarmed Specialist (Level 1)
This character gains an augment to a qualifying weapon they are proficient with. It gains another of these augments at levels 3, 6, and 9.
Elemental Aspect (Level 1)
Keywords - Magic, Empower, Afflict
When this ability is first gained the Daoist chooses an element from the following list.
The Daoist changes the damage type of their unarmed strikes to this elemental damage type. In addition whenever the Daoist would critically hit an enemy with their unarmed strikes they afflict the target with Tier II Elemental affliction respective to the element chosen.
Spells augmented by the chosen element increase the damage die of the spell by one step.
Mantras (Level 2)
Spells with the Attack keyword may be cast through the Daoist's unarmed strike. When cast this way, the spells range and targeting parameters follow that of the unarmed strike of the Daoist. Whenever the Daoist successfully hits a target with this attack, if the spell had an augment, the augment lingers on the target as a Mantra. A Mantra lasts for the remainder of the combat. The stored augment is automatically added to any attack spell that targets this creature. The Daoist can have a number of Mantras active at a time equal to their Willpower, Cunning, or Wit.
Enlightened Path (Level 4)
The Daoist increases the damage of their unarmed strikes to 1d6.
In addition, they may spend Mana instead of Action Points to attack with their unarmed strikes. Attacks made in this way cannot produce Mana, even if they would receive the Mana from another ability or source.
Mantric Seal (Level 5)
Keywords - Magic, Empower, Afflict
APC – 2
Additional Cost – 1 Resolve
Target – Creature with a Mantra
Range – Special
The Daoist enacts a chant that causes the next spell they would cast this round to originate from a creature affected by a Mantra. A spell cast this way, uses that creature as the origin point for the spell’s parameters. All of the Mantras on the target add their stored augments to this spell and are expended in this process. If a Mantra is expended in this way, if it contained an Elemental (Any) augment, that Mantra deals damage of the same element equal to the Daoist's Wit, Cunning, or Willpower.
Spirit Palm (Level 7)
APC – 5
Target – Enemies
Range – 30ft
The Daoist performs a chant that summons spectral hands made of pure Mana. The hands attack enemies within range. The total number of attacks is equal to the amount of Mana the Daoist has plus their Wit, Cunning, or Willpower. These attacks cannot generate Mana, nor can spells be cast through them. The Daoist expends all of their Mana after this ability resolves.
Theologic Petition (Level 8)
The Daoist acts a community bridge between the waking realm and the dream. The Daoist can allow entities from the Dream to enter themselves or to be conjured within a short distance around them. These creatures cannot be harmed and cannot do any harm while in this state. The creature can resist and escape from this state, returning to the dream if it wishes. The time and mana this takes is determined by the GM based on the power or nature of the entity attempting to be contacted.
Formless Strike (Level 10)
Keywords - Magic, Empower, Economy
The Daoist is connected with their Dream self and their Waking self in perfect harmony. Whenever the Daoist would cast a spell, they may make an Unarmed attack for no Action Point Cost.
Whenever the Daoist would make an attack with their Unarmed Strikes, they increase the damage they deal by an amount equal to their current Mana.
Samurai
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Glies/Samurai
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Infobox
Samurai
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Samurai
Resolve
Characters from Glies have a resource pool called Resolve. This resource is culminated from the strict sense of honor and duty that is the center point of Glien culture. Characters from Glies can tap into this resource to do the following.
Gain resistance on a saving throw.
Remove I Tier of the Wounded/Shattered affliction.
Remove II Tiers of the Frightened/Horror affliction.
The maximum amount of Resolve a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Glies Weapon Specialist (Level 1)
This character gains an augment to a qualifying weapon they are proficient with. It gains another of these augments at levels 3, 6, and 9.
Improved Parry (Level 1)
APC - Lowest Weapon Wielded
Target - Self
Range - Self
This ability functions as the Core Feature Parry does with the following changes. The Samurai gains a bonus to the contested roll of the Parry equal to the APC of their weapons.
Toukon (Level 1)
APC – 1
Additional Cost – 1 Resolve
Target - Self
Range – Self
The Samurai heals themselves an amount of hit points equal to their Spirit plus Prowess, Authority, or Stamina. The next attack the Samurai makes deals additional damage equal to the amount healed by this ability.
Bushido (Level 2)
Keywords - Mundane, Strategy, Economy
The way of Bushido promotes honorable combat on the part of the Samurai. At the end of the round, if the Samurai attacked and was attacked by an enemy and the Samurai’s allies did not target or effect either the Samurai or the attacking enemy that round, the Samurai receives 1 Resolve.
Iaijutsu Strike (Level 4)
Keywords - Mundane, Tactics, Empower
The first attack the Samurai makes in a round can be paid for by using 1 Resolve. This ignores the base APC of the attack. If this effect is used on a Glien weapon, the attack is considered a critical hit, if it hits.
Perfect Strike (Level 5)
Keywords - Mundane, Tactics, Empower, Economy
Whenever the Samurai would defeat an enemy, and the Samurai has only attacked that creature once this round, they may move their movement rating and attack another creature as a triggered action. The APC of this attack is reduced an amount equal to the Samurai's Prowess, Authority, or Stamina.
One Strike, One Thousand Times (Level 7)
Keywords - Mundane, Tactics, Empower, Depower, Economy
The Samurai may spend 1 Resolve whenever they make an attack. If they do, they may grant that attack a bonus or negative to attack equal to the Samurai’s Spirit. If they grant a bonus to the attack, they receive the same as a penalty to the damage of the attack, if they grant a penalty to the attack, they grant the same amount as a bonus to damage of that attack. If this attack defeats an enemy, by dealing the exact amount of remaining hit points in damage the target had, the Resolve spent is refunded.
Ceremonial Duel (Level 8)
In Glies, dueling is a cultural celebration of the warrior spirit of the continent. The Samurai now has the capacity to use their strength and social standing to challenge others in an official manner. This allows a multitude of additional benefits.
First, the Samurai will be officially recorded in the Scroll of Musashi.
Second, the Samurai will be allowed to start their own school and be recognized as a master.
Third, they will be allowed to challenge and accept duels in the official capacity to spread their fame and increase their honor.
Death Before Dishonor (Level 10)
Keywords - Mundane, Oath, Economy
While the Samurai is afflicted with Wounded/Shattered, the Samurai suppresses and is immune to all other Afflictions. In addition, the Samurai may now use Resolve to remove an injury from the injury table instead of removing the Wounded/Shattered affliction.
Shinobi
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Infobox
Shinobi
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Shinobi
Resolve
Characters from Glies have a resource pool called Resolve. This resource is culminated from the strict sense of honor and duty that is the center point of Glien culture. Characters from Glies can tap into this resource to do the following.
Gain resistance on a saving throw.
Remove I Tier of the Wounded/Shattered affliction.
Remove II Tiers of the Frightened/Horror affliction.
The maximum amount of Resolve a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Glies Weapon Specialist (Level 1)
This character gains an augment to a qualifying weapon they are proficient with. It gains another of these augments at levels 3, 6, and 9.
Sneak Attack (Level 1)
Whenever the Shinobi attacks an enemy, if that enemy performs no reactions and the target does not have any allies within 10ft. The damage the Shinobi deals with that weapon has its damage maximized.
Jaunt (Shinobi) (Level 1)
Keywords - Mundane, Dash, Empower
The Shinobi can move to any point they can see within their movement range. This ignores elevation, difficult terrain and squeezing spaces. As long as it is possible for the Shinobi to physically exist in those spaces, they can move to those points within range. However, the Shinobi must have a physical point in which to stand at the end of that movement. This movement requires no skill checks, unless the Shinobi is being challenged by an enemy.
Shinobi Tools (Level 2)
Keywords - Mundane, Artificial
As long as the Shinobi is Supplied they may implement the following abilities. They only have a total number of uses of these listed abilities equal to 1 plus their Initiative, Tenacity, or Stamina. These uses refresh on a long rest.
Smoke Bomb - As the Consumable.
Grapple and Line - Extends the range of a use of Jaunt (Shinobi), multiplying it by 1 + the Shinobi's Spirit.
Water Reed - Allows water breathing for 1 hour while in shallow water.
Firestarter - Allows a fire to be started at a point after a 1 minute countdown.
Poison Dart - As the Consumable.
Shadow Counter (Level 4)
Keywords - Mundane, Supernatural, Reaction
APC – Attacking Weapon's
Additional Cost – 1 Resolve
Target - Self
Range - Self
This ability functions as the Core Feature Parry does with the following changes. If the Parry is successful and the opponent misses, the Shinobi dreamwalks to a space within a number of squares equal to their Movement Rating. The Shinobi leaves behind a shadow that looks and acts like them for 1 round. Enemies can use an insight check when this effect occurs to see if they see the shadow as an illusion. The DC of this check is 10 + The Shinobi’s Initiative, Tenacity, or Stamina. If they fail, they believe the shadow to be another combatant and will act accordingly. The shadow is an illusion and doesn't take damage nor do effects from damage trigger when damaging it.
Finishing Strike (Level 5)
Whenever the Shinobi would attack an enemy and they are unaware of them, if that attack should cause the enemy to become Wounded/Shattered, they immediately roll on the injury chart.
Potent Critical (Level 7)
Whenever the Shinobi would critically hit an enemy, any afflictions that enemy has have their tier increased by I. This includes any afflictions gained by an effect of the critical hit.
Infiltrate (Level 8)
Keywords - Mundane, Empower, Economy
The Shonobi can perform a solo mission to infiltrate a complex. The GM decides the risk and time it takes to complete this effect. The Shinobi must make an ability check using their Initiative, Tenacity, or Stamina, the DC of which is equal to 10 + the average CR of the creatures within it. If the Shinobi fails, the GM applies the stated risks.
Miracle Pill (Level 10)
Keywords - Mundane, Supernatural, Artificial, Imbue
Once per long rest while Supplied the Shinobi may eat their Miracle Pill as an item action.
This causes the following effects to occur.
The Shinobi is imbued with Tier 5 Surged.
The Shinobi is imbued with Tier 5 Renewed.
The Shinobi is imbued with Tier 5 Trance.
The Shinobi ignores the next instance of the Wounded/Shattered affliction, if they were reduced to 0 hit points they are reduced to 1 instead when this affliction was gained.
The effects of this pill last for a number of rounds equal to the Shinobi's Initiative, Tenacity, or Stamina. When this pill's effects fade, the Shinobi is defeated.
Sohei
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Infobox
Sohei
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Sohei
Resolve
Characters from Glies have a resource pool called Resolve. This resource is culminated from the strict sense of honor and duty that is the center point of Glien culture. Characters from Glies can tap into this resource to do the following.
Gain resistance on a saving throw.
Remove I Tier of the Wounded/Shattered affliction.
Remove II Tiers of the Frightened/Horror affliction.
The maximum amount of Resolve a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Vow of Spirits (Level 1)
Keywords - Magic, Augment, Oath
The Sohei gains 2 base Augments for their spellcasting.
The Sohei gains proficiency in Glies Weapons and may use their Authority, Wit, or Willpower instead of the normal sub-attributes for abilities with the Attack, Tactics, or Strategy keywords.
The Sohei must also adhere themselves to a loose code of respecting the spirits of the land, the smaller voices on the edge of primal energy and faithful dogma. Failure to adhere to these codes may result in the loss of the Sohei’s Vow abilities.
Instructive Spirit (Level 1)
Keywords - Magic, Imbue, Empower
APC – 1
Additional Cost – 1 Resolve
Target - Ally
Range – 30ft
The Sohei selects an ally in range. That ally increases all of their imbuements by I Tier and reduces all of their afflictions by I Tier.
Unbroken (Level 1)
Whenever the Sohei would spend a Resolve, they gain 1 Mana Point.
Tenet of Patience (Level 2)
Keywords - Magic, Empower, Oath
The Sohei pledges to attempt to guide those they encounter to the whims of the spirits, to act as a patient bridge between the inescapable misunderstandings between the two.
- Respect the spirits, listen to their pleas
- Respect others, their perspectives are of value, no matter how unseeming
- Patience is the highest virtue, even the mountain bends to time.
- Violence is the last resort, but conviction will see you through.
As long as the Sohei maintains the above tenets, they gain access to the following.
The Sohei gains Glies Weapon Specialist.
Corrective Word (Level 4)
Keywords - Mundane, Empower, Economy
The Sohei gains the Instructive Spirit feature, if they already have it, they add the Reaction Keyword to the ability.
In addition, whenever the Sohei spends a point of Resolve, the Sohei heals a number of hit points equal to their Authority, Wit, or Willpower.
Aspect of Glies (Level 5)
Keywords - Magic, Divine, Supernatural, Economy
Whenever the Sohei would cast a spell, the next spell they would cast is augmented by a random basic augment, this effect lasts 1 round. If the augment rolled in this way is inapplicable to the spell, the Sohei is healed an amount equal to their Authority, Wit, or Willpower.
If a spell affected by the Aspect of Glies feature would be cast, the Sohei may make an attack against a creature in range of their weapon. This weapon’s APC is reduced by an amount equal to their Authority, Wit, or Willpower for this attack.
Spirit's Wrath (Level 7)
Keywords - Magic, Divine, Supernatural
Whenever the Sohei damages an enemy with both an attack spell and a weapon attack in a single round, at the end of the round, all enemies within 10ft of the Sohei take force damage equal to the Sohei’s Spirit plus their Authority, Wit, or Willpower.
Purification Ceremony (Level 8)
Keywords - Magic, Divine, Supernatural
The Sohei has the capacity to spend mana and time to cleanse themselves and their party members of afflictions. The amount of mana and time that is required is up to the GM. At the end of the ceremony the characters reduces all afflictions they are suffering from by an amount equal to the Sohei’s Authority, Wit, or Willpower.
Spirit Guide (Level 10)
Keywords - Magic, Divine, Supernatural
APC – 6
Additional Cost – 1 Resolve
Target - Corpse
Range – 30ft
The Sohei enters the dream and seeks the soul of the recently slain. The Sohei is considered to have an invitation to enter the dream. The Sohei must succeed on a sub-attribute check. The DC of the check is 10 + 5 for each time the target has died in the last month. If the Sohei succeeds, they return to the waking realm and the target of this ability is revived from death and are set to 25% of their hit points.
Arcanist
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Kalkatesh/Arcanist
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Infobox
Arcanist
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Arcanist
Steam
Characters from Kalkatesh gain a resource pool called Steam. This resource pool represents the technological advances made by the continent, allowing the use of magic infused tech and the magical steam its combination produces. Characters with Steam can tap into this resource to do the following. It should be noted that while this is Steam that is used as currency, to use it in combat is difficult and temperamental and the limitations of this ability for Kalkateshians is represented through this. Using Steam does not deplete the currency of a character. (Unless specifically stated)
Gain resistance to a spell cast by a Mana class.
Heal themselves hit points equal to their Spirit.
Power a device (cost and length of time determined by GM).
The maximum amount of Steam a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Vessel Casting (Level 1)
Keywords - Artificial, Magic, Empower
The Arcanist must choose this feature as one of its starting features.
The Arcanist fires their spells through the use of a vessel, a weapon that uses pure energy to harm its enemies. Any vessel can work and may itself, augment how spells are cast. The Arcanist cannot cast spells through other means in any way. Vessels can also make attacks on their own using their parameters.
Magetech Augmentation (Level 1)
Keywords - Artificial, Magic, Empower
The Arcanist can use Steam to empower their spells as if they were powering a device. A spell empowered this way has an augment of the Arcanist’s choice applied to that spell, in addition the spell is ascended a number of spell levels equal to the Arcanist's Initiative, Tenacity, or Cunning. This cannot go above the spell level the caster is capable of casting.
Implement Specialist (Level 1)
This character gains an augment to a qualifying implement they are proficient with. It gains another of these augments at levels 3, 6, and 9.
Kaleidoscopic Filter (Level 2)
Keywords - Magic, Prismatic, Empower
Whenever the Arcanist would cast a spell, they add their Color of magic to an ally within 20ft. The next spell that ally would cast adds the hue of that Color to that spell. If that creature cannot cast spells they are healed for an amount equal to the Arcanist's Initiative, Tenacity, or Cunning.
Arcane Tuning (Level 4)
Whenever the Arcanist would gain Mana, they may increase the Tier of an imbuement they are imbued with by I, the maximum Tier that can be achieved this way is equal to the Arcanist's Initiative, Tenacity, or Cunning.
Precise Incantation (Level 5)
The Arcanist can cast a spell, however, the spell does not activate until the start of a creature's turn chosen by the Arcanist. The parameters of the spell are all the same and follow the targeting of the Arcanist's position when the spell activates this way. The maximum number of spells affected by this ability are equal to the Arcanist's Initiative, Tenacity, or Cunning.
Direct Conduit (Level 7)
Keywords - Artificial, Magic, Supernatural, Attack
APC – 3
Target – Enemy
Range – 40ft
The Arcanist selects an enemy in range and unleashes all of their Steam into a beam of force into that creature. The Arcanist makes a spell attack against the target. If the attack defeats the creature or afflicts them with the Shattered affliction, the Arcanist gains Mana equal to the amount of Steam used in this way.
Crystalize Mana (Level 8)
Keywords - Artificial, Mana, Downtime
The Arcanist has the capacity to create shards of mana. They may do this whenever they would take the Rest camp action. This can only be used while Supplied. This crystalized mana, can be used by the Arcanist or by an ally to either give them Mana out of combat or at the start of combat to give the character an amount of Mana equal to the Arcanist's Initiative, Tenacity, or Cunning.
Arcane Apotheosis (Level 10)
Keywords - Artificial, Mana
The Arcanist can use Mana to fuel the basic Steam abilities from the continental powers of Kalkatesh (but not class features).
Nos Fiend
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Kalkatesh/Nos+Fiend
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Infobox
Nos Fiend
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Nos Fiend
Steam
Characters from Kalkatesh gain a resource pool called Steam. This resource pool represents the technological advances made by the continent, allowing the use of magic infused tech and the magical steam its combination produces. Characters with Steam can tap into this resource to do the following. It should be noted that while this is Steam that is used as currency, to use it in combat is difficult and temperamental and the limitations of this ability for Kalkateshians is represented through this. Using Steam does not deplete the currency of a character. (Unless specifically stated)
Gain resistance to a spell cast by a Mana class.
Heal themselves hit points equal to their Spirit.
Power a device (cost and length of time determined by GM).
The maximum amount of Steam a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Eternal Addiction (Level 1)
Keywords - Mundane, Artificial
The Nos Fiend must consume either Adrenaline or Steam at the start of each round of combat. If they don't, the Nos Fiend loses HP equal to their Spirit. If the Nos Fiend consumes Adrenaline or Steam, then the Nos Fiend augments all of their class features with a Fiend's Edge, listed under each ability.
The Nos Fiend must take this ability as one of its starter abilities.
Alchemist (Level 1)
The Nos Fiend gains the use of Alchemical Formulae and may create alchemical consumables. The Nos Fiend starts with a number of Alchemical formulae equal to the their Vigor, Stamina, or Willpower. The Nos Fiend may learn other Alchemical formulae as they continue their career.
Medium Armor Specialist (Level 1)
This character gains an augment from an armor they are proficient with. It gains an additional augment at levels 3, 6, and 9.
Delightful Juices (Level 2)
Keywords - Mundane, Artificial
The Nos Fiend’s attacks have Tier I Life Drain.
Fiend's Edge – The Tier of this Life Drain is equal to the Nos Fiend's Vigor, Stamina, or Willpower.
Shifting Lights (Level 4)
Keywords - Mundane, Artificial, Imbue
APC – 3
Additional Cost – 1 Adrenaline or 1 Steam
Target – Self
Range – Self
The Nos Fiend can feel the lights shifting around them, it removes distractions and focuses their body. The Nos Fiend reduces all afflictions they are suffering from by an amount equal to their Vigor, Stamina, or Willpower.
Fiend's Edge – The Nos Fiend gains Tier 3 Renewed.
The Itching (Level 5)
Keywords - Mundane, Artificial, Imbue
When the Nos Fiend defeats an enemy, they may choose an imbuement to be imbued with. The Tier of which is equal to the Nos Fiend's Vigor, Stamina, or Willpower.
Fiend's Edge – Imbue two instead.
Blurring Vision (Level 7)
Keywords - Mundane, Artificial
Whenever the Nos Fiend would successfully Parry, Block, Avoid, or Withstand, the Nos Fiend may make an attack with a weapon. The APC of this weapon is reduced by 1.
Fiend's Edge – The APC is reduced by an amount equal to the Nos Fiend's Vigor, Stamina or Willpower.
Mind Bender (Level 8)
Keywords - Mundane, Artificial, Downtime
Whenever the Nos Fiend would perform the Carouse action, they black out and disappear for the entire downtime. At the start of the next day, the Nos Fiend inexplicably appears fully rested. The start of the next combat, the first 3 rounds are empowered as if the Nos Fiend successfully consumed Steam.
False Nirvana (Level 10)
Keywords - Mundane, Artificial
The Nos Fiend is immune to all injury table rolls except final injury table rolls.
Scion
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Kalkatesh/Scion
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Infobox
Scion
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Scion
Steam
Characters from Kalkatesh gain a resource pool called Steam. This resource pool represents the technological advances made by the continent, allowing the use of magic infused tech and the magical steam its combination produces. Characters with Steam can tap into this resource to do the following. It should be noted that while this is Steam that is used as currency, to use it in combat is difficult and temperamental and the limitations of this ability for Kalkateshians is represented through this. Using Steam does not deplete the currency of a character. (Unless specifically stated)
Gain resistance to a spell cast by a Mana class.
Heal themselves hit points equal to their Spirit.
Power a device (cost and length of time determined by GM).
The maximum amount of Steam a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Vow of Cogs (Level 1)
Keywords - Magic, Augment, Oath
The Scion gains 2 base Augments for their spellcasting.
The Scion can utilize a deitic boon from any Kalkateshian Deity, this is chosen after a long rest and only while the Scion is Supplied.
The Scion follows a loose code of calculating deitic energy and the preservation of faith as a scientific endeavor. Failure to adhere to these codes may result in the loss of the Scion’s Vow abilities.
Artificer (Level 1)
Keywords - Artificial, Magic
The Scion may use their Channel Core Action to increase the continental resource of an ally. (Not themselves.) A target can receive a bonus in this manner a number of times per long rest equal to the Scion's Tenacity, Willpower, or Resilience. A Channel Core Action used this way does not grant Mana.
Implement Specialist (Level 1)
This character gains an augment to a qualifying implement they are proficient with. It gains another of these augments at levels 3, 6, and 9.
Tenet of Progress (Level 2)
Keywords - Magic, Empower, Oath
The Scion makes a pledge to promote faith through shrewd calculation and bureaucratic association.
- Faith is a sacred force of the sentient mind
- To reason is to be a skeptic, to believe is not always to be informed
- A fool is simply a friend that cannot understand you.
- Your only true enemy are those that do not know themselves.
As long as the Scion maintains the above tenets, they gain access to the following.
The Scion may change the Augments they know from their Vows whenever they finish a long rest and only while they are Supplied.
Artificial Awe (Level 4)
Whenever an ally within 30ft would cast a spell, the Scion may use Steam to ascend that spell. The number of levels it ascends is equal to the Scion's Tenacity, Willpower, or Resilience. This cannot go above a level the caster is capable of casting.
Aspect of Kalkatesh (Level 5)
Keywords - Magic, Divine, Supernatural
While the Scion is at Maximum Mana, at the start of the round, they gain 1 Steam.
Dogma Splice (Level 7)
Keywords - Magic, Divine, Supernatural
APC – 3
Additional Cost – 1 Steam
Target – Self and Ally
Range – 15ft
The Scion selects an ally in range. The Scion loses their Tenet and its abilities and gains the target's Tenet and abilities attached to that Tenet. The act of deactivating and losing a Tenet this way does not count against the Vow or Tenets of the Scion. This lasts for the remainder of the Combat.
Polytheized Ground (Level 8)
Keywords - Magic, Divine, Supernatural
The Scion has reached master of dogmatic loopholes that they can now change the hallowed ground of one deity to another. The rolls, mana and time required to do this is determined by the GM. The more opposed the two deities are the harder it is to accomplish. If the Scion succeeds, the hallowed ground becomes aligned to the new deity.
Miracle Engine (Level 10)
Keywords - Magic, Divine, Supernatural
Once per long rest, the Scion can make a roll that occurs within 120ft a natural 20 or a natural 1.
Steam Lord
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Kalkatesh/Steam+Lord
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Steam Lord
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Steam Lord
Steam
Characters from Kalkatesh gain a resource pool called Steam. This resource pool represents the technological advances made by the continent, allowing the use of magic infused tech and the magical steam its combination produces. Characters with Steam can tap into this resource to do the following. It should be noted that while this is Steam that is used as currency, to use it in combat is difficult and temperamental and the limitations of this ability for Kalkateshians is represented through this. Using Steam does not deplete the currency of a character. (Unless specifically stated)
Gain resistance to a spell cast by a Mana class.
Heal themselves hit points equal to their Spirit.
Power a device (cost and length of time determined by GM).
The maximum amount of Steam a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Steam Powered (Level 1)
Keywords - Mundane, Artificial, Empower
Whenever the Steam Lord would use Steam, they gain Courage equal to their Competence, Guile, or Tenacity.
Heavy Armor Specialist (Level 1)
This character gains an augment from an armor they are proficient with. It gains an additional augment at levels 3, 6, and 9.
Alchemist (Level 1)
The Steam Lord gains the use of Alchemical Formulae and may create alchemical consumables. The Steam Lord starts with a number of Alchemical formulae equal to the their Competence, Guile, or Tenacity. The Steam Lord may learn other Alchemical formulae as they continue their career.
War Engine (Level 2)
Keywords - Mundane, Artificial, Empower
The Steam Lord may treat their weapon as a device that can be powered by their Steam. Whenever the Steam Lord makes an attack with their weapon they can empower that attack. If they do they cause the entire attack to deal damage as Force damage with additional damage equal to the Steam Lord’s Spirit. A weapon can only be used in this manner a number of times per combat equal to its APC.
Vent Pressure (Level 4)
Keywords - Mundane, Artificial, Economy
Whenever the Steam Lord would take damage to their temporary hit points (THP), if the total THP of damage they sustain in a round is equal to their Spirit or more, they gain a point of Steam as the pressure ventilates from their armor. This can only occur a number of times per combat equal to the Steam Lord's Competence, Guile, or Tenacity.
Sacred Flesh, Blessed Metal (Level 5)
The Steam Lord is immune to critical hits.
Overclock (Level 7)
Keywords - Mundane, Artificial, Economy
The Steam Lord may spend 10 nch (notch) of Steam to to power an ability that costs Steam. The Steam Lord may use this ability a number of times per combat equal to their Competence, Guile, or Tenacity.
Recalibrate (Level 8)
Keywords - Mundane, Magic, Artificial, Supernatural
The Steam Lord has the capacity to use Steam to augment their allies and their power sources. As long as the Steam Lord is Supplied, they and all of their allies that possess a continental resource begin the day with an additional one of those resources, this allows it to go above the maximum normally imposed. This ability does not stack with other instances of Recalibrate.
Machine Soul (Level 10)
Keywords - Mundane, Artificial
The Steam Lord transfers their spiritual energy into Steam to be used on the battlefield. The Steam Lord may use 3 Courage to power a Steam ability instead of actual Steam. This cannot be used outside of combat and its use does not activate the Steam Powered class feature.
Chord Keeper
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Chord Keeper
Art by Nara
Chord Keeper
Chords
Characters from Ryne possess a resource pool called Chords. These Chords are pieces of discordant melodies and distant notes of the Song of Creation that follow them. Characters from Ryne can tap into this resource pool to do the following.
Perform a Song they know.
Increase the Tier of Inspired they incur or imbue by I.
They may reroll a failed social skill check.
The maximum amount of Chords a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Songs (Level 1)
Keywords – Mundane, Supernatural, Tactics
The Chord Keeper gains access to songs and can implement them in battle through any form of artistic representation, whether it be through actual song, instrument, comedy, oration, dance or other forms of expression.
Performing a Song has a myriad of effects dependent on the song type. Song types depicts the parameters of Song completion. The Chord Keeper can spend Adrenaline on songs to enhance their effects.
The Chord Keeper gains Adrenaline whenever a song is completed. The amount of Adrenaline is based on the complexity of the Song. The maximum Adrenaline a character can have is equal to their maximum Action Points.
The Chord Keeper starts their career with 2 Songs. They may learn new ones as they encounter them on their journey or through class features.
Adrenaline fades at the end of combat.
Biting Chords (Level 1)
Keywords – Mundane, Supernatural, Tactics
Whenever an enemy is afflicted by a Song the Chord Keeper controls, that enemy also takes 1d6 points of force damage. This source of this damage is considered to be the Song.
Implement Specialist (Level 1)
This character gains an augment to a qualifying implement they are proficient with. It gains another of these augments at levels 3, 6, and 9.
Tempo Shift (Level 2)
Keywords – Mundane, Supernatural, Strategy, Imbue
APC - 1
Target - Self
Range – Self
The Chord Keeper may shift between one of three tempos, each one providing a different myriad of effects. Whenever the Chord Keeper shifts from one tempo to the other, the effects of the previous use of this ability are removed. The Tiers of the imbuements below is equal to the Chord Keeper’s Grace, Wit, or Guile.
Allegro – The Chord Keeper is Imbued with Haste
Andante – The Chord Keeper is Imbued with Blessed
Adagio – The Chord Keeper is Imbued with Reinforced
Power Chord (Level 4)
Keywords – Mundane, Supernatural, Strategy, Empower
Whenever the Chord Keeper would be imbued, they may spend a Chord. If they do they increase the tier of the imbuement by II.
Cutting Chords (Level 5)
Keywords – Mundane, Supernatural, Tactics
APC - 1
Target - Enemy
Range – 30ft
The Chord Keeper unleashes stored energy from their songs to assault an enemy. The Chord Keeper expends all of their Adrenaline, for each point of Adrenaline they expend they deal 1d6 force damage to an enemy in range.
The enemy may attempt to negate this effect by a contested ability check. The Chord Keeper uses their Grace, Wit, or Guile. The enemy uses their Resilience, Tenacity, or Willpower. If the enemy wins this effect is negated.
Dramatic Pause (Level 7)
Keywords – Mundane, Supernatural, Tactics
Whenever the Chord Keeper would have an imbuement removed from them, they are healed for a number of hit points equal to their Grace, Wit, or Guile.
The Best Medicine (Level 8)
Keywords – Magic, Supernatural
The Chord Keeper now has the capacity to perform their songs during a rest to distract their party members from their wounds and woes. After a rest in which the Chord Keeper uses this ability, all allies are considered to be Supplied during this rest. The Chord Keeper may use this ability a number of times per adventure equal to their Grace, Wit, or Guile. These uses refresh whenever a milestone in the adventure is reached. This ability negates any attempt to stealth or hide the encampment of the party.
All Together (Level 10)
Keywords – Mundane, Supernatural, Strategy, Imbue
Whenever the Chord Keeper would be imbued, they may choose to immediately remove that imbuement and grant that imbuement to allies. They may select up to two allies within 30ft. Those allies incur that imbuement. This imbuement always lasts 1 round, even if it otherwise wouldn't from other game effects.
Composer
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Composer
Art by Nara
Composer
Chords
Characters from Ryne possess a resource pool called Chords. These Chords are pieces of discordant melodies and distant notes of the Song of Creation that follow them. Characters from Ryne can tap into this resource pool to do the following.
Perform a Song they know.
Increase the Tier of Inspired they incur or imbue by I.
They may reroll a failed social skill check.
The maximum amount of Chords a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Symphony of Spells (Level 1)
Keywords - Magic, Supernatural, Economy, Imbue
Whenever the Composer would perform a Song, the Composer is imbued with Tier I Saturated. Whenever the Composer would cast a Spell they imbue themselves with Tier I Prepared.
Implement Specialist (Level 1)
This character gains an augment to a qualifying implement they are proficient with. It gains another of these augment at levels 3, 6, and 9.
Social Acumen (Level 1)
APC - 1
Target - Creature
Range - 30ft
The Composer attempts an ability check against a creature within range. The Composer may use Presence, Cunning, or Sovereignty. The DC of this check is 10 + the creature's CR. If the Composer should succeed, they may ask the GM what possible reaction a creature might have to a line of questioning, topic, or response to others in the conversation.
Sour Note (Level 2)
Keywords - Magic, Supernatural, Tactics, Reaction
APC - 2
Target - Ally/Enemy
Range - 30ft
Whenever the ally would be attacked by an enemy and they are both in range, the Composer may use this action. If they choose to, the Composer performs a contested ability check using their Presence, Cunning, or Sovereignty against the attacking enemy. The enemy may use their Presence, Competence, or Prowess. If the Composer should win, that attack takes a penalty to its attack roll equal to the Composer's Presence, Cunning, or Sovereignty.
The Zone (Level 4)
Keywords - Magic, Supernatural, Economy, Imbue
The Composer gains the Symphony of Spells class feature. If the Composer already possesses this class feature, the tiers of Prepared and Saturated are equal to their Presence, Cunning or Sovereignty.
Mana's Rhythm (Level 5)
The Composer may now spend Mana to use songs. The Mana cost is the same as the Chord cost.
Concerto Majestic (Level 7)
Keywords - Magic, Supernatural, Strategy, Imbue
APC - 5
Target - Ally
Range – 30ft
The Composer imbues all allies in range with their current tiers of Prepared and Saturated. This ability is not affected by Prepared nor does it consume the tiers of Prepared.
Ensemble (Level 8)
The Composer now has the capacity to combine the performative efforts of multiple other characters to use the Entertain downtime action, this increases the modifier of the final performance roll by an amount equal to the number of participants.
Victorio Classica (Level 10)
Keywords – Magic, Supernatural, Economy
Whenever the Composer would use a song by spending a Chord, they gain an amount of Mana equal to the number of Chords spent this way. In addition, at the start of the Composer’s turn if they have maximum mana they gain a temporary Chord. This temporary Chord fades at the end of combat.
Herald
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Herald
Art by Nara
Herald
Chords
Characters from Ryne possess a resource pool called Chords. These Chords are pieces of discordant melodies and distant notes of the Song of Creation that follow them. Characters from Ryne can tap into this resource pool to do the following.
Perform a Song they know.
Increase the Tier of Inspired they incur or imbue by I.
They may reroll a failed social skill check.
The maximum amount of Chords a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Glory (Level 1)
Keywords - Mundane, Imbue, Empower
The Herald gains Courage 5 at the start of combat. In addition, the Herald may spend their Courage to fuel the other class features it possesses. This includes continental resources.
Inspire (Level 1)
Keywords - Mundane, Imbue, Empower
APC - 3
Additional Cost - 1 Courage
Target - Ally
Range - 30ft
The Herald selects an ally in range and imbues them with Tier III Inspired.
Clarion Call (Level 1)
Keywords - Mundane, Supernatural, Empower
When the Herald has the Inspired/Heroism imbuement, each time they would gain Courage, they also heal all allies within 30ft by an amount equal to their Presence, Grace, or Sovereignty. The Herald can spend a Chord to increase this healing by an amount equal to their current Courage.
Valor (Level 2)
Keywords - Mundane, Supernatural, Empower
The Herald may now target themselves with Inspire. While the Herald is Inspired, they can spend a Chord to increase the damage of the next weapon damage roll by an amount equal to their Spirit.
Shining Banner (Level 4)
Keywords - Mundane, Supernatural, Empower
APC - 3
Additional Cost - 1 Chord
Target - Self
Range - Self
The Herald may use the power of their Chords to summon a phantasmal banner that fights alongside them. The Herald is considered to be wielding this banner even though they are using their hands on other equipment. This banner imbues the Herald with Tier IV Bestowed. This aura grants the Herald and their allies Resistance on saving throws and contested checks vs. Frightened/ Horror, Blind/Sightless, and Cowardice. In addition, whenever a creature affected by this aura would succeed on one of these rolls they are healed for an amount of hit points equal to the Herald's Presence, Grace, or Sovereignty. This Aura lasts for as long as the Herald is Inspired.
Chord of War (Level 5)
Keywords - Mundane, Supernatural, Empower
Whenever an enemy is defeated while the Herald is Inspired, if the Herald attacked that creature this combat, they gain Courage equal to their Presence, Grace, or Sovereignty.
Crimson Allegro (Level 7)
Keywords - Mundane, Supernatural, Empower, Imbue
Additional Cost - 1 Chord
Target - Ally
Range - 30ft
Allies in range are imbued with Tier III Keen and have the Courageous critical effect. This lasts for 1 round.
Rouse the Troops (Level 8)
The Herald has the capacity to enact a rousing speech to foster the courage of their allies. During a rest, the Herald performs this speech and grants their allies Courage equal to twice their Presence, Grace, or Sovereignty at the start of the next combat within 24 hours.
Herald of War (Level 10)
Keywords - Mundane, Supernatural, Empower, Imbue
Targets you imbue with Inspired now also incur the Aided and Reinforced imbuements, the Tiers of which are equal to your Presence, Grace, or Sovereignty. In addition, whenever the Herald would spend a Chord, the Clarion Call class feature is activated. This does not occur if the Chord was spent on the Clarion Call class feature.
Soul Singer
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Soul Singer
Art by Nara
Soul Singer
Chords
Characters from Ryne possess a resource pool called Chords. These Chords are pieces of discordant melodies and distant notes of the Song of Creation that follow them. Characters from Ryne can tap into this resource pool to do the following.
Perform a Song they know.
Increase the Tier of Inspired they incur or imbue by I.
They may reroll a failed social skill check.
The maximum amount of Chords a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Vow of Souls (Level 1)
Keywords - Magic, Empower, Oath
The Soul Singer gains 2 base Augments for their spellcasting.
When the Soul Singer deals damage to an undead creature, that damage is increased by an amount equal to the Soul Singer's Spirit. The Soul Singer has resistance to spells cast from undead sources.
The Soul Singer follows a loose code of preserving the rest of the dead and the peaceful transition of souls. This is further defined by the Songs they are sworn to.
Gospel (Level 1)
Keywords - Magic, Empower, Economy
APC - 4
MPC - 1
Additional Cost - 1 Chord
Target - Ally
Range - 60ft
All allies in range are imbued with Regeneration and Saturated the tier of which is equal to the Soul Singer's Authority, Willpower, and Sovereignty.
Divine Tone (Level 1)
Whenever the Soul Singer would cast a spell, if that spell would heal an ally, the Soul Singer may spend a Chord. If they do, the healing of this spell is increased by an amount equal to the Soul Singer's Spirit.
Tenet of Melody (Level 2)
Keywords - Magic, Empower, Oath
The Soul Singer makes a pledge to protect the sanctity of the soul and the song of life that courses through all. They will adhere to the following tenets in order of priority.
- Undeath is blasphemy, destroy them and those that make them.
- Those who die too early leave a sour note in the great song, prevent this.
- The Song of Life is for everyone, prevent its subjugation and those that seek it.
- The Silence is the enemy of all, be ever watchful of its presence.
As long as the Soul Singer maintains the above tenets, they gain access to the following.
The Soul Singer gains 1 Chord whenever they would heal an ally while Wounded/Shattered. This occurs only once per source of healing.
Creation's Chorus (Level 4)
Keywords - Magic, Supernatural
Whenever an ally would heal from a source the Soul Singer controls and it is not your turn, enemies adjacent to that ally must make a contested ability check against the Soul Singer. The Soul Singer may use Authority, Willpower, or Sovereignty. The enemy may use Tenacity, Willpower, or Resilience. If the enemy fails they take force damage equal to the Soul Singer's Spirit. This damage can only be applied to an enemy once per source.
Aspect of Ryne (Level 5)
Keywords - Magic, Divine, Supernatural, Economy
The Soul Singer may spend a Chord when they cast a spell, if they do they may add the song's effect to the spell as an additional effect. The parameters of the song now match the spell it is attached to.
Life Duet (Level 7)
APC - 2
Target - Ally
Range - 30ft
The Soul Singer selects two allies within range. Those allies are tethered through the song of creation. For 1 round, whenever one of those allies is healed, the other is also healed an equal amount. This only triggers once per source of healing per round.
Song of Sanctification (Level 8)
Keywords - Magic, Divine, Supernatural
The Soul Singer has the capacity to sing an ave over a grace, cemetery, crypt, or similar area. The time and mana cost is determined by the GM, but once complete, the area is sanctified and cannot produce undead creatures for 1 year. This effect attracts undead in the area and may cause them to interrupt the process.
Life Crash (Level 10)
Whenever the Soul Singer would make an attack against an undead creature, the attack is imbued with Keen the tier of which is equal to their Authority, Willpower, or Sovereignty]. In addition, whenever an undead creature is destroyed by an effect the Soul Singer controls, the Soul Singer and their allies are healed an amount of hit points equal to their Spirit.
Aesir
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Infobox
Aesir
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Aesir
Runes
Characters from Whyxxstar gain a resource pool called Runes. This resource pool represents the ancient words of power from the Jotun language that permeate their culture. Characters with Runes can tap into this resource pool to do the following.
Increase a spell's damage die by 1 step.
Add Tier I of an Elemental affliction to the next weapon attack they make. This fades after the attack.
Gain resistance on an ability used by a Martial class.
The maximum amount of Runes a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Truth of Mana (Level 1)
Keywords - Magic, Supernatural
The Aesir uses their highest physical attribute instead of their highest mental. This form of casting is unstable as it forces mana from the land using the Aesir’s body, as such the Aesir does not gain 1 Mana at the start of each round like other spellcasters. An Aesir must select this ability as one of their starting abilities.
Augment Specialist (Level 1)
This character gains a spell augment. It gains another of these augments at levels 3, 6, and 9.
Runic Augmentation (Level 1)
Whenever the Aesir would prepare their Runes for the day, they may assign a Color to each of them. Whenever the Aesir uses their Runes to augment their spells or to fuel an ability that casts a spell, they also add the Hue effect of the color the Rune possesses to that spell.
Wrath of Yggdrasil (Level 2)
Keywords - Magic, Empower, Economy, Attack
APC – Base Weapon Cost
Optional Cost – 1 Rune
Target - Enemy
Range – Weapon’s Range
The Aesir attacks an enemy, if that attack hits, the Aesir gains 1 point of Mana. This can only occur a number of times per round equal to the Aesir’s Prowess, Authority or Competence. If the optional cost was paid that enemy takes additional force damage on the weapon attack equal to the amount of mana the Aesir currently has.
Seer Shaping (Level 4)
Whenever an enemy would fail a saving throw or contested attribute check vs a spell controlled by the Aesir, that enemy is afflicted with Tier I Marked. If the Aesir would be at maximum Mana whenever they attack an enemy whom is afflicted by the Marked affliction, that Mark is consumed and the Aesir gains 1 Rune.
Asgardian Steel (Level 5)
Keywords - Magic, Imbue, Empower
Whenever the Aesir would spend a Rune to augment spell or to imbue an attack, they may also benefit from these two effects they did not choose. The Tier of the Elemental effect is equal to the Aesir’s Prowess, Authority, or Competence.
Biifrost Surge (Level 7)
Keywords - Magic, Imbue, Empower, Economy
Whenever the Aesir would use the Channel core action, they regain a spent Rune. They are also imbued with an effect dependent on the color of magic that Rune possessed, the Tier of this effect is equal to the Aesir’s Prowess, Authority, or Competence. Each use of this ability increases the APC of the Channel core action by 1. These effects and cost increase fade when combat ends.
Indigo - Fury
Blue - Anchored
Green - Regeneration
Yellow - Haste
Orange - Blessed
Red - Warded
Violet - Saturated
Runic Blessing (Level 8)
Keywords - Magic, Artificial, Supernatural
The Aesir has the capacity and control over their Runes that they can use them to infuse their allies with them. By using a Rune, they may take that rune and use it to apply an Elemental (Any) effect on their allies weapons, that activate at the start of the next combat. These weapons maintain that effect for 1 minute. The Tier of this effect is equal to the Aesir’s Prowess, Authority, or Competence. Should more then one Aesir attempt these effects, they stack but use the lowest Prowess, Authority or Competence, between all the Aesir's using this ability to determine the Tier.
Valhalla Calling (Level 10)
Whenever the Aesir would spend a Rune, they may revive an unconscious or dead ally within 30ft. This restores them to 1 hit point. If the Aesir would go unconscious, defeated or killed, they may spend a Rune to instead go to 1 hit point. The number of times the Aesir can use either of these abilities is equal to the Aesir’s Prowess, Authority, or Competence.
Berserker
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Infobox
Berserker
Art by Nara
Berserker
Runes
Characters from Whyxxstar gain a resource pool called Runes. This resource pool represents the ancient words of power from the Jotun language that permeate their culture. Characters with Runes can tap into this resource pool to do the following.
Increase a spell's damage die by 1 step.
Add Tier I of an Elemental affliction to the next weapon attack they make. This fades after the attack.
Gain resistance on an ability used by a Martial class.
The maximum amount of Runes a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Rage (Level 1)
APC - 2
Additional Cost – 1 Rune
Target - Self
Range - Self
The Berserker gives in to the rage within and begins to push their body to beyond their limits. The Berserker gains Tier III Rage.
Fighting Spirit (Level 1)
Keywords - Mundane, Imbue, Life
APC - 2
Target - Self
Range - Self
The Berserker is imbued with Tier III Renewed. The Berserker is immediately healed by an amount equal to their current Renewed Tier. This ability cannot be used while the Berserker is afflicted by Wounded/Shattered or while outside of combat.
Taunt (Level 1)
APC - 1
Target - Enemy
Range - 20ft
The Berserker selects an enemy that it can see in range, that enemy must make an an opposed check against the Berserker. The Berserker uses their Prowess or Vigor vs the enemy's Tenacity and Willpower. If the Berserker wins, the target gains Taunt III.
Backlash (Level 2)
Keywords - Mundane, Empower, Economy
Whenever an enemy would attack and deal damage to the Berserker while affected by the Rage condition, they provoke an Attack of Opportunity from the Berserker. The APC of this attack can be spent in HP instead of action points. (Spending HP does not count as taking damage.)
Jotun Grip (Level 4)
Keywords - Magic, Supernatural, Economy
Whenever the Berserker would spend a Rune to empower their weapon with an Elemental affliction, that affliction has its tier increased by an amount equal to the Berserker’s Prowess, Vigor, or Willpower. In addition, it lasts until it fades.
Wrath of Sigrun (Level 5)
Whenever the Berserker would defeat an enemy, they gain an amount of Courage equal to their Prowess, Vigor, or Willpower.
Might of Thor (Level 7)
Keywords - Mundane, Empower, Imbued
Whenever the Berserker would spend their Runes, one of their weapons is imbued with Keen, the tier of which is equal to the Berserker’s Prowess, Vigor, or Willpower. This effect lasts until the Berserker critically hits with that weapon.
Song and Story (Level 8)
Keywords - Mundane, Downtime, Supernatural
The Berserker has built enough of their own legend that now when they rest from an adventure, it is as though heaven itself carouses with them. The Berserker gains an augmented Carouse action, when used the GM decides feats of strengths, stories and songs that are performed during this time. Depending on how well the party goes, the Berserker may be granted a blessing by the deities of the Midgard pantheon. The blessing is decided by the GM.
Till Ragnarok (Level 10)
Keywords - Mundane, Supernatural, Tactics, Empower
The Berserker is immune to Final Injury rolls. The Berserker continues to fight until their injuries prevent them from doing so. A Berserker defeated in this way is killed.
Raider
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Raider
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Raider
Runes
Characters from Whyxxstar gain a resource pool called Runes. This resource pool represents the ancient words of power from the Jotun language that permeate their culture. Characters with Runes can tap into this resource pool to do the following.
Increase a spell's damage die by 1 step.
Add Tier I of an Elemental affliction to the next weapon attack they make. This fades after the attack.
Gain resistance on an ability used by a Martial class.
The maximum amount of Runes a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Fortune's Thief (Level 1)
Keywords - Mundane, Artificial, Empower, Economy
Whenever the Raider would use the Search item action or Pick Up item action on an object they did not possess before the combat, they gain a point of Adrenaline. The Raider may spend Adrenaline to pay for the APC of a consumable that the Raider did not possess at the beginning of the combat.
The maximum Adrenaline a character can have is equal to their maximum Action Points.
Dual Wield (Level 1)
Whenever the Raider would wield a weapon in each hand, the Raider may benefit from the augments of both weapons simultaneously. In addition, whenever the Raider would make an Attack of Opportunity, they may attack with both weapons. They must still pay the APC of those weapons.
One Hand Specialist (Level 1)
This character gains an augment to a qualifying weapon they are proficient with. It gains another of these augments at levels 3, 6, and 9.
Raid (Level 2)
Keywords - Mundane, Artificial, Tactics
Whenever the Raider would use an Item Action they may use the Move action for free.
Overwhelming Flank (Level 4)
Keywords - Mundane, Attack, Tactics
APC – Base Weapon Cost of both Weapons
Additional Cost – 1 Rune
Target - Enemy
Range – Weapon’s Range
The Raider strikes with extreme power, throwing everything they have into the attack. Add both of the weapons damage dice together, then deal additional damage equal to the Raider’s Prowess, Guile, or Cunning. If the total APC of this ability is 3 or more, deal twice this damage. If the total APC is 4 or more, deal three times this damage. The Raider can only use this ability on a target that has at least 2 allies adjacent to that enemy.
Crashing Momentum (Level 5)
Keywords - Mundane, Imbue, Strategy
Whenever the Raider would deal damage to an single enemy with both weapons, they may deal half of that damage to an adjacent enemy. (This damage is totaled together as a single source.)
Coward's Price (Level 7)
Keywords - Attack, Mundane, Tactics
APC – Base Weapon Cost
Target - Enemy
Range – 10ft (Unless the Weapon has a throw range, then the range is equal to the throw range.)
The Raider may use a melee weapon as a thrown weapon and it may only be used on an enemy that moved away from you this round. If this attack and deals damage to that enemy, you may move to be adjacent to that enemy even if this would be further than your normal movement speed. If the Raider attacks this enemy again this round, they gain 1 Rune.
Pillaging Frenzy (Level 8)
Keywords - Mundane, Strategy, Downtime
The Raider has reached the capacity and speed that they can pillage so efficiently, that when the party uses the Search and Loot downtime or exploration action, the Raider can roll a number of additional loot attempts equal to their Prowess, Guile, or Cunning.
Jarl Ascendant (Level 10)
Keywords - Mundane, Tactics, Empower, Divine, Imbue
The Raider has raided, pillaged and proven themselves, so that now they can be counted in the great Sagas. They are now blessed by the gods to be a leader amongst the Viaken. The Raider starts every combat with 10 Courage and Tier IV Trance. Whenever the Raider would spend a Rune, they increase their Courage by 1 and Increase their Trance by 1 Tier (or gain Tier I if they have none)
Vanir
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Vanir
Art by Nara
Vanir
Runes
Characters from Whyxxstar gain a resource pool called Runes. This resource pool represents the ancient words of power from the Jotun language that permeate their culture. Characters with Runes can tap into this resource pool to do the following.
Increase a spell's damage die by 1 step.
Add Tier I of an Elemental affliction to the next weapon attack they make. This fades after the attack.
Gain resistance on an ability used by a Martial class.
The maximum amount of Runes a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest.
Vow of Knowledge (Level 1)
Keywords - Magic, Augment, Oath
The Vanir gains 2 base Augments for their spellcasting.
The Vanir choose an additional Core Skill, chosen from the following list. Nature, History, Arcana or Religion. The Vanir may still only choose 1 Core Skill Class.
The Vanir must also adhere themselves to the protection of fate and prophecy. They will not allow others to change destiny nor deny what was promised. Vanir who fail to uphold this sanctity may result in the loss of the Vanir’s Vow abilities.
Runic Augmentation (Level 1)
Whenever the Vanir would prepare their Runes for the day, they may assign a Color to each of them. Whenever the Vanir uses their Runes to augment their spells or to fuel an ability that casts a spell, they also add the Hue effect of the color the Rune possesses to that spell.
Augment Specialist (Level 1)
This character gains a spell augment. It gains another of these augments at levels 3, 6, and 9.
Tenet of Sovereignty (Level 2)
Keywords - Magic, Empower, Oath
The Vanir makes a pledge to protect the sanctity of prophecy and fate, that they once manipulated and abused. No one else can be trusted with the burden of the future.
- To avoid the future poisons the present, do not allow it to be changed.
- Those that seek solace in what is to come are sick and should be tended to as such
- Seers are cursed with a terrible gift, give what aid you can
- The Aesir have their uses, but they must never again be allowed to see what is to come.
As long as the Vanir maintains the above tenets, they gain access to the following.
The Vanir gains martial weapon proficiency. In addition, they may use their Sovereignty instead of their Prowess for attacks and abilities with weapons.
Seer's Whispers (Level 4)
Keywords - Magic, Empower, Reaction
The Vanir may spend a Rune to cast a spell whenever an enemy takes a hostile action within 30ft. This spell gains the Reaction keyword if it does not possess it. Other costs of the spell must still be paid.
Aspect of Yggdrasil (Level 5)
Keywords - Magic, Divine, Supernatural, Economy
At the beginning of combat the Vanir selects a square that they can see. Prophecy reveals this is where they will be in the future. When they roll initiative on round 3, if the Vanir is occupying that square, they regain an expended Rune. They then repeat this process for round 3, selecting a square in the same manner for round 6, they continue this cycle until combat ends.
Norn Blood (Level 7)
Keywords - Magic, Divine, Imbue
At the start of the round, the Vanir declares whether their hit points will be lower, higher or the same at the start of the next round. Different effects occur dependent on the prediction, the effects only occur if the Vanir is correct. In the case of ability timing, this effect always triggers first and not in favor of the Vanir.
If Lower, the Vanir is healed hit points equal to their Sovereignty, Guile, or Wit.
If Higher, the Vanir gains a damage bonus on the next damage source they use equal to their Sovereignty, Guile, or Wit.
If the Same, the Vanir is imbued with Tier III Haste.
Consult the Norns (Level 8)
Keywords - Magic, Divine, Supernatural
The Vanir has reached the capacity and power to directly consult with the Norns to determine how they can uphold fate and preserve themselves and their allies. The Vanir presents a problem, the Norns reveal a piece of information on that problem that may be useful to the Vanir. This information however, is in the agenda of fate, not perhaps that of the Vanir’s wishes. The Norn can only be consulted this way once per week.
Doom Sight (Level 10)
Keywords - Magic, Supernatural, Depower
APC – 4
Additional Cost – 1 Rune
Target - Enemy
Range – 20ft
The Vanir selects an enemy in range and makes a contested ability check against that enemy. The Vanir may use their Sovereignty, Guile, or Wit. The enemy may use any sub-attribute they wish.
If the Vanir succeeds, the target reduces all imbuements and increase all afflictions they are currently affected by, by an amount of tiers equal to the Vanir’s Sovereignty, Guile, or Wit.
Cabalist
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Cabalist
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Cabalist (Work in Progress)
Vow of Shadows (Level 1)
Keywords - Magic, Empower, Oath
The Cabalist gains 2 base Augments for their spellcasting.
When the Cabalist deals damage with their weapon and a spell to an enemy, that enemy is afflicted with the Seep affliction. The Tier of that affliction is equal to the Cabalist's Spirit. This affliction only causes Harm to Life.
The Cabalist follows a loose code of destroying the enemies of their faith and using chaos to gather the faithful. This is further defined by the morality of the entity they follow or the culture of their race. Failure to adhere to these codes may result in the loss of the Cabalist's Vow abilities.
Light Weapon Specialist (Level 1)
This character gains a Weapon Augment to a qualifying weapon they are proficient with. It gains another of these augment at levels 3, 6, and 9.
Familiar (Level 1)
The Cabalist gains a familiar, if they already have one or they gain one from another source, the Cabalist may select from an advanced familiar the next time they summon a familiar.
Tenet of Sin (Level 2)
Keywords - Magic, Empower, Oath
The Cabalist takes their true oaths as depicted by the Deity that they have chosen to follow. The Cabalist must choose a deity if they take this ability.
This ability's effects and tenets are depicted by the deity chosen.
Character Path (Level 3)
Death-Knell (Level 4)
Keywords - Magic, Divine, Supernatural
APC - 3
Target - Enemy
Range - 30ft
The Cabalist summons a call to death on all enemies in the area. Enemies must make an opposed attribute check. The Cabalist may use their Wit, Cunning, or Guile. The enemy uses Willpower, Tenacity, or Resilience. If the Cabalist succeeds, that enemy is afflicted with Seep, the tier of which is equal to the Cabalist's Spirit. If that enemy is already afflicted with Seep, the damage of Seep is activated. If that enemy also has the Wounded/Shattered affliction, all enemies in the area take the Seep damage instead.
Mayhem Channel (Level 5)
Keywords - Magic, Divine, Supernatural, Imbue
Whenever an enemy would be defeated, if that enemy had an affliction controlled by the Cabalist, the Cabalist gains 1 MP. If that enemy was defeated by Seep controlled by the Cabalist, then the Cabalist is also imbued with Prepared III.
Character Path (Level 6)
Veil of Shadows (Level 7)
Whenever the Cabalist would defeat an enemy, if that enemy was dealt damage by a spell and a weapon controlled by the Cabalist this round, the Cabalist is imbued with Tier V Invisible.
Commune to Power (Level 8)
Keywords - Magic, Divine, Supernatural
The Cabalist has the capacity to spend mana in order to commune with a greater entity. Unlike other commune abilities, this may be to any entity the Cabalist can identify, rather than one allowed by their faith. The amount of mana it would take to commune with an entity is determined by the GM.
Character Path (Level 9)
Revelation (Level 10)
Keywords - Magic, Divine, Supernatural, Affect
The Cabalist activates this ability when initiative is rolled. The Cabalist must select from one of the following effects to be active for the remainder of the combat. Each time a select is made the Cabalist is afflicted with Tier I Madness. The same selection cannot be made more than once. The Madness is randomly determined.
Imbued with Tier IV Keen
Imbued with Tier IV Fury
Imbued with Tier IV Haste
Imbued with Tier IV Blessed
Imbued with Tier IV Warded
Imbued with Tier IV Regeneration
Cleric
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Cleric
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Cleric (Work in Progress)
Vow of Life (Level 1)
Keywords - Magic, Empower, Oath
The Cleric gains 2 base Augments for their spellcasting.
The Cleric increases the healing they would do on bloodied targets by an amount equal to their Willpower or Sovereignty. They heal twice this additional healing if the target has the Wounded/Shattered affliction.
The Cleric follows a loose code of healing the injured and caring for the sick. This is further defined by the morality of the deity they follow or the culture of their race. Failure to adhere to these codes may result in the loss of the Cleric's Vow abilities.
Inscription (Level 1)
The Cleric can cast a healing spell on an ally, but inscribe it instead as a blessed mark. This inscription triggers and casts the spell for the Cleric on the marked creature whenever the creature would become bloodied. Spells cast through Inscription's trigger, do not cost AP or MP. The Cleric can maintain a number of Inscriptions equal to it's Willpower, Cunning, or Sovereignty. Inscriptions fade after combat.
Augment Specialist (Level 1)
This character gains a Spell Augment. It gains another of these augments at level 3, 6, and 9.
Tenet of Faith (Level 2)
Keywords - Magic, Empower, Oath
The Cleric takes their true oaths as depicted by the Deity that they have chosen to follow. The Cleric must choose a deity if they take this ability.
This ability's effects and tenets are depicted by the deity chosen.
Character Path (Level 3)
Holy Wave (Level 4)
Keywords - Magic, Divine, Supernatural
APC - 3
Target - Self/Ally/Enemy
Range - 30ft
The Cleric summons forth a wave of holy energy, this wave heals them and their allies for an amount of d6's equal to their Authority or Willpower. Enemies in this area, must make an opposed attribute check. The Cleric uses Authority, Cunning, or Willpower. The enemy uses their Willpower, Tenacity, or Resilience. If the Cleric succeeds, each enemy succeeded against takes this healing as Radiant damage instead.
Vitae Channel (Level 5)
Keywords - Magic, Divine, Supernatural
Whenever the Cleric would heal an ally while they have the Wounded]/Shattered affliction, the Cleric gains 1 MP.
Character Path (Level 6)
Overheal (Level 7)
Keywords - Magic, Empower, Imbue
Whenever the Cleric would heal an ally, if the ally is at full Life, the ally is imbued with Tier III Regeneration.
Spirit Call (Level 8)
Keywords - Magic, Divine, Supernatural
The Cleric may attempt to revive a dead ally. The amount of mana required to revive said ally is equal to the dead ally's Spirit. It takes an amount of time to revive this ally equal to the amount of time it takes to naturally acquire the Mana. This effect can allow the Cleric to go over their Mana limit, but ONLY for the purposes of this ability. Once an ally has been revived this way, they cannot be revived by this ability again for 1 month. This counts for all instances of Spirit Call, even if used by another Cleric. This cannot revive creatures that do not wish to or cannot return to life.
Character Path (Level 9)
Beacon of Hope (Level 10)
Keywords - Magic, Divine, Supernatural, Reaction
The Cleric may cast a healing spell whenever an ally receives the Wounded/Shattered affliction. This can be done outside of the Cleric's turn, they must still pay the same costs.
Druid
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Druid
Art by Nara
Druid (Work in Progress)
Vow of the Land (Level 1)
Keywords - Magic, Augment, Oath
The Druid gains 2 base Augments for their spellcasting.
In addition, the Druid reduces the cost of applying augments with the Primal, Wall, Pit, Storm, and Elemental (Any) keyword to a spell by 1 Mana. This reduction may only be applied to a spell once, even if multiple keywords qualify.
The Druid must also adhere themselves to the protection of nature over improper exploitation. This is a loose code that is amicable to the system of laws of the Druid's origin. Failure to adhere to these codes may result in the loss of the Druid's Vow abilities.
Implement Specialist (Level 1)
This character gains an augment to a qualifying implement they are proficient with. It gains another of these augment at levels 3, 6, and 9.
Familiar (Level 1)
The Druid gains a familiar, if they already have one or they gain one from another source, the Druid may select from an advanced familiar the next time they summon a familiar.
Tenet of Elements (Level 2)
The Druid takes on the Tenets of Nature pledging themselves to the Old Laws. They are as follows in order of importance.
- Be a good host
- Be a good guest
- Respect Nature
- Hunt for Food, Not for Sport
- Leave the Dead to Rest
As long as the Druid maintains the above laws, they gain access to the following.
The Druid may now apply Elemental (Any) to a spell multiple times. Each of these applications require an additional point of Mana to apply.
Character Path (Level 3)
Totemic Power (Level 4)
Keywords - Magic, Primal, Empower
The Druid chooses a totem after each long rest. That totem empowers the Druid based on the amount of Mana that they have. Imbuements gained through this ability last until the amount of Mana that incurred them is lost.
Bear
1MP - Tier I Enchanted to Vigor and Prowess
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
Panther
1MP - Tier I Enchanted to Initiative and Grace
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
Ox
1MP - Tier I Enchanted to Stamina and Resilience
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
Fox
1MP - Tier I Enchanted to Cunning and Guile
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
Owl
1MP - Tier I Enchanted to Authority and Wit
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
Dolphin
1MP - Tier I Enchanted to Presence and Sovereignty
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
Primal Channel (Level 5)
Keywords - Mana, Primal, Supernatural
APC - 3
Target - Self
Range - Self
The Druid channels, in addition to receiving 3 Mana points, they may choose from among the following effects to augment their next spell they cast. The base ability is gained when this channel occurs and it is selected. The empowered version only occurs if the Druid uses this channel in the actual environment chosen.
Arid
Base - All Elemental (Fire) augments to spells you cast cost 2 less Mana to a minimum of 0.
Empower - You may add a Hue to your spell casting, this allows you to apply an additional Color to your color of magic for 1 spell. You may choose from the following colors. You may choose from Orange and Yellow.
Polar
Base - All Elemental (Cold) augments to spells you cast cost 2 less Mana to a minimum of 0.
Empower - You may add a Hue to your spell casting, this allows you to apply an additional Color to your color of magic for 1 spell. You may choose from the following colors. You may choose from Red and Blue.
Temperate
Base - All Heal augments to spells you cast cost 2 less Mana to a minimum of 0.
Empower - You may add a Hue to your spell casting, this allows you to apply an additional Color to your color of magic for 1 spell. You may choose from the following colors. You may choose from Green and Red.
Tropical
Base - All Elemental (Lightning) augments to spells you cast cost 2 less Mana to a minimum of 0.
Empower - You may add a Hue to your spell casting, this allows you to apply an additional Color to your color of magic for 1 spell. You may choose from the following colors. You may choose from Green and Yellow.
Wastes
Base - All Elemental (Necrotic) augments to spells you cast cost 2 less Mana to a minimum of 0.
Empower - You may add a Hue to your spell casting, this allows you to apply an additional Color to your color of magic for 1 spell. You may choose from the following colors. You may choose from Violet and Indigo.
Urban
Base - All Elemental (Acid) augments to spells you cast cost 2 less Mana to a minimum of 0.
Empower - You may add a Hue to your spell casting, this allows you to apply an additional Color to your color of magic for 1 spell. You may choose from the following colors. You may choose from Indigo and Orange.
Astral
Base - All Elemental (Radiant) augments to spells you cast cost 2 less Mana to a minimum of 0.
Empower - You may add a Hue to your spell casting, this allows you to apply an additional Color to your color of magic for 1 spell. You may choose from the following colors. You may choose from Violet and Blue.
Character Path (Level 6)
Totemic Mastery (Level 7)
Keywords - Magic, Primal, Empower
Totems chosen by the Druid gain additional features. If you do not have Totemic Power, you receive that feature instead.
Bear
1MP - Tier I Enchanted to Vigor and Prowess
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
4MP - Tier I Fury
5MP - Tier II Fury instead
6MP - Tier III Fury instead
7MP - Assume the form of the Bear, as per the polymorph spell. You may cast spells and speak normally while in this form when you achieve it this way.
Panther
1MP - Tier I Enchanted to Initiative and Grace
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
4MP - Tier I Invisible
5MP - Tier II Invisible instead
6MP - Tier III Invisible instead
7MP - Assume the form of the Panther, as per the polymorph spell. You may cast spells and speak normally while in this form when you achieve it this way.
Ox
1MP - Tier I Enchanted to Stamina and Resilience
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
4MP - Tier I Warded
5MP - Tier II Warded instead
6MP - Tier III Warded instead
7MP - Assume the form of the Ox, as per the polymorph spell. You may cast spells and speak normally while in this form when you achieve it this way.
Fox
1MP - Tier I Enchanted to Cunning and Guile
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
4MP - Tier I Prepared
5MP - Tier II Prepared instead
6MP - Tier III Prepared instead
7MP - Assume the form of the Fox, as per the polymorph spell. You may cast spells and speak normally while in this form when you achieve it this way.
Owl
1MP - Tier I Enchanted to Authority and Wit
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
4MP - Tier I Alert
5MP - Tier II Alert instead
6MP - Tier III Alert instead
7MP - Assume the form of the Owl, as per the polymorph spell. You may cast spells and speak normally while in this form when you achieve it this way.
Dolphin
1MP - Tier I Enchanted to Presence and Sovereignty
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
4MP - Tier I Regeneration
5MP - Tier II Regeneration instead
6MP - Tier III Regeneration instead
7MP - Assume the form of the Dolphin, as per the polymorph spell. You may cast spells and speak normally while in this form when you achieve it this way.
Keeper of the Land (Level 8)
Keywords - Magic
The Druid now has the capacity to spend Mana to attempt to heal or harm the area they are currently in. The scale, mana cost, and completion time are dependent on the area and parameters desired. The final requirements are determined by the DM.
For example, the Druid could destroy the crops of a town that doesn't respect nature or it could heal a rift cutting off a water source.
Character Path (Level 9)
Mana Storm (Level 10)
Keyword - Magic, Mana, Empower
The Druid may apply the Storm augment to every spell that they cast without having to pay its Mana cost.
Inquisitor
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Inquisitor
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Inquisitor (Work in Progress)
Vow of Truth (Level 1)
Keywords - Magic, Empower, Oath
The Inquisitor gains 2 base Augments for their spellcasting.
The Inquisitor gains Bow Specialist.
The Inquisitor follows a loose code of enforcing the laws of their faith or region. This is further defined by the laws of the land they are a part of. Failure to adhere to these codes may result in the loss of the Inquisitor's Vow abilities.
Combat Acumen (Level 1)
APC - 1
Target - 1 Creature
Range - 120ft
The Inquisitor attempts an ability check against a creature within range. The Inquisitor may use Competence, Cunning, or Wit. The DC of this check is 10 + the creature's CR. If the Inquisitor should succeed, they may learn the ability scores, an offensive statistic, a defensive statistic, movement, senses, a special ability, a piece of equipment, a trait, or an effect the target may have. Learning a special ability also reveals the names of the special abilities that creature has. The same is true for equipment, traits and effects.
Thieves Tools (Level 1)
The Inquisitor may attempt to use these tools to disable traps, devices, locks, and other such objects. The complexity is defined by the target. The Inquisitor may use their Competence, Wit, or Cunning.
Tenet of Punishment (Level 2)
Keywords - Magic, Empower, Oath
The Inquisitor makes a pledge to seek those that would evade justice and bring them to answer.
- Suffer not the offender forgiveness, only what Justice demands.
- The Law is precise, so too must be your judgments.
- The Law is unwavering and pitiless, so too must you be.
- Complacency is the slow death of civilization, allow not a drop.
As long as the Inquisitor maintains the above tenets, they gain access to the following.
The Inquisitor gains proficiency with Heavy Armor. In addition, they may use their Willpower instead of Vigor when determining parameters for Armor. (Reducing MRR)
Character Path (Level 3)
Accusation (Level 4)
Keywords - Mundane, Strategy, Afflict
APC - 2
Target - Enemy
Range - 30ft
The Inquisitor accuses an enemy of being criminal scum. The inquisitor afflicts the target with Tier III Marked. This Mark is consumed whenever an ally would deal damage to the target with a weapon. If this Mark is consumed, the Inquisitor and the ally who consumed it incur Tier II Saturated.
Justice Channel (Level 5)
Keywords - Magic, Divine, Supernatural
Whenever the Inquisitor would afflict an enemy that is Marked with Numbed, Dazed, Compulsed, or Prone. The Inquisitor gains 1 Mana Point.
Character Path (Level 6)
Ever-Vigilant (Level 7)
Keywords - Mundane, Imbue, Strategy
The Inquisitor is ever ready for all threats and trusts nothing. The Inquisitor is imbued with constant Tier III Alert. In addition, on the first initiative roll in battle, the Inquisitor may choose the result of their d20 for that Initiative roll.
Oathmaker (Level 8)
Keywords - Magic, Divine, Supernatural
The Inquisitor has the capacity to use their Mana to adjudicate and perform the necessary rituals to enact an Oath. Oaths are complex and intricate procedures that allow a character to make a promise with a greater entity in exchange for a reward. Failure enacts punishment, which may even be enforced by the Inquisitor. The mana and time required are determined by the GM. The entity responsible for such Oaths are Babylon and any other entity that the Inquisitor or character making the oath would like to involve.
Character Path (Level 9)
Final Sentence (Level 10)
Keywords - Magic, Divine, Supernatural
Whenever the Inquisitor would attack a Marked enemy, the Inquisitor incurs Tier VI Keen on those attacks. The Inquisitor may choose from the following Critical Effects.
Crippling
Blinding
Deafening
Weakening
Purifier
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Purifier
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Purifier (Work in Progress)
Vow of the Light (Level 1)
Keywords - Magic, Augment, Oath
The Purifier gains 2 base Augments for their spellcasting.
Whenever the Purifier would imbue the Regeneration Imbuement, the next time they afflict an enemy with Elemental (Burning) increase that tier by I. Inversely, whenever the Purifier would afflict an enemy with the Elemental (Burning) affliction, the next time they imbue an ally with the Regeneration imbuement they increase that tier by I.
The Purifier follows a loose code of illuminating knowledge and battling against ignorance. This is further defined by the deity they serve or faction they are a part of. Failure to adhere to these codes may result in the loss of the Purifier's Vow abilities.
Augment Specialist (Level 1)
This character gains a Spell Augment. It gains another of these augments at level 3, 6, and 9.
Implement Specialist (Level 1)
This character gains an augment to a qualifying implement they are proficient with. It gains another of these augment at levels 3, 6, and 9.
Tenet of Dawn (Level 2)
Keywords - Magic, Empower, Oath
The Purifier makes a pledge to prevent the spread of ignorance and undeath upon the world.
- The Dead must Rest
- Wisdom is to be shared
- Suffer not the Fool who refuses to learn
- Purify by fire, to ensure it spreads
As long as the Purifier maintains the above tenets, they gain access to the following.
The Purifier reduces the cost of the first augment they use on a healing or fire spell by 1.
Character Path (Level 3)
Burning Offering (Level 4)
Keywords - Magic, Harm, Heal Empower, Imbue
APC - 2
Target - Ally
Range - 30ft
The Purifier attempts to offer their own hit points to heal an ally. The Purifier afflicts themselves with Elemental (Burning) the tier of which is determined by their Spirit or Tier VII, whichever is lower. If they do, the ally target is healed for twice that amount. If the Purifier was Bloodied when this ability was used, the ally also incurs Regeneration III. If the ally has the Wounded/Shattered affliction, the Purifier also receives Regeneration III.
Luminous Channel (Level 5)
Keywords - Magic, Divine, Supernatural
APC - 3
Target - Self/Enemy/Ally
Range - 30ft
The Purifier removes all instances of the Elemental (Burning) affliction within range. The Purifier gains Mana points equal to the number of instances of Elemental (Burning) removed this way. In addition, all allies within this effect gain Regeneration of a Tier equal to the highest Tier of Elemental (Burning) removed this way.
Character Path (Level 6)
Seared Skin (Level 7)
The Purifier gains Resistance to fire damage, in addition, they incur Reinforced whenever they would incur Elemental (Burning). The tier of Reinforced is equal to the tier of Elemental (Burning). This fades and is removed whenever the Elemental (Burning) is.
Pyre Offering (Level 8)
Keywords - Magic, Divine, Supernatural
The Purifier now has the capacity to spend their mana to burn an enormous pyre infused with mana to grant a boon to a coming battle. The mana and time cost are determined by the GM. The boons are granted based on where the pyre is built and what is burned.
Character Path (Level 9)
Soul Furnace (Level 10)
Keywords - Magic, Divine, Supernatural
Whenever a source the Purifier controls would heal an ally or themselves, it deals fire damage to adjacent enemies equal to the Purifier's Spirit.
Warden
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Warden
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Warden (Work in Progress)
Vow of the Guardian (Level 1)
Keywords - Magic, Augment, Oath
The Warden gains 2 base Augments for their spellcasting.
The Warden gains proficiency in Shields. Whenever the Warden would activate the Block action, they may instead cast a Protect spell. This spell cast in this way reduces its Mana cost equal to the APC of the shield wielded by the Warden.
The Warden follows a loose code of defending the weak and innocent that is further defined by the laws of their homeland or faction. Failure to adhere to these codes may result in the loss of the Warden's Vow abilities.
Shield Specialist (Level 1)
This character gains a Shield Augment from a shield they are proficient with. It gains an additional augment at levels 3, 6, and 9.
Taunt (Level 1)
APC - 1
Target - Enemy
Range - 20ft
The Warden selects an enemy that it can see within range. That enemy must make an opposed check against the Warden. The Warden uses their Competence or Authority vs the enemy's Tenacity or Willpower. If the Warden wins, the target incurs Tier III Taunt.
Tenet of Steel (Level 2)
Keywords - Magic, Empower, Oath
The Warden makes a pledge to protect those around them. They will adhere to the following tenets in order of priority.
- Protect those that cannot protect themselves
- Seek the fight, cowardice is beneath you
- Strike an opponent in the front, not the back
- Protect yourself, wasting your life helps no one
As long as the Warden maintains the above tenets, they gain access to the following.
The Warden gains one augment for a weapon they are proficient with.
Character Path (Level 3)
Divine Grasp (Level 4)
Keywords - Magic, Imbue, Empower
The Warden empowers their weapon based on the amount of mana they have.
1MP - The weapon deals 1d4 additional radiant damage.
2MP - The weapon deals 1d6 additional radiant damage.
3MP - The weapon deals 1d8 additional radiant damage.
4MP - The weapon deals 1d10 additional radiant damage.
5MP - The weapon deals 1d12 additional radiant damage.
6MP - Weapon attacks incur Regeneration III on successful hits.
7MP - Weapon attacks incur Regeneration V on successful hits instead.
Iron Channel (Level 5)
Keywords - Magic, Divine, Supernatural
Whenever a taunted enemy would attempt to attack the Warden and they miss, the Warden may immediately channel. The APC of the channel is reduced by the APC of the Warden's shield.
In addition, whenever the Warden would use the block action, they may choose to spend Mana, if they do, enemies adjacent to the Warden take Radiant damage equal to the Warden's Spirit plus Authority or Sovereignty.
Character Path (Level 6)
Infused Bulwark (Level 7)
Keywords - Magic, Empower, Economy
Protect spells cast by the Warden have their Mana upkeep cost reduced by 1. In addition, their Protect spells gain Resistance to Dispel effects.
Seal of the Warden (Level 8)
Keywords - Magic, Divine, Supernatural
The Warden now has the capacity to spend Mana to infuse a door, gate, window, bridge, or similar defensive structure against damage. The amount of Mana and time required are determined by the GM. Objects reinforced this way have resistance to all damage and are immune to effects that would magically manipulate them. The Warden can have a number of objects effected this way at one time equal to their Authority or Sovereignty.
Character Path (Level 9)
Unbreakable Faith (Level 10)
Keywords - Magic, Imbue, Empower
Whenever the Warden would be imbued by Reinforced/Warded, they increase the tier of that imbuement by an amount equal to their Authority or Sovereignty. In addition, whenever the Warden would incur Tier VII Reinforced/Warded, they incur Saturated III.
Archon
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Archon
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Archon (Work in Progress)
Mana Regalia (Level 1)
Keywords - Magic, Artificial
The Archon gains proficiency with Heavy Armor. However, the Archon cannot wear armor, their armor is constructed by their magic. This functions as normal pieces of equipment except that it requires that the Archon consumes a piece of armor to recreate it for their Mana Regalia. In addition, the Archon uses their Tenacity instead of Vigor to determine parameters to wear armor in this way (Reducing MRR). Special Armor properties are retained in this process.
Implement Specialist (Level 1)
This character gains an augment to a qualifying implement they are proficient with. It gains another of these augment at levels 3, 6, and 9.
Staff Specialist (Level 1)
This character gains an augment to a qualifying staff they are proficient with. It gains another of these augment at levels 3, 6, and 9.
Channel Conduit (Level 2)
Keywords - Magic, Economy, Imbue
Whenever the Archon would use the Channel core action, they are imbued with Warded. The tier of which is determined by the Mana the Archon possesses after the action resolves.
Character Path (Level 3)
Infused Stance (Level 4)
Whenever the Archon would use the Withstand Core action, they may also use the Channel Core Action. Channel used in this way does not have an APC.
Regalia's Majesty (Level 5)
Keywords - Magic, Artificial
Whenever the Archon would be attacked, if they are not at their Maximum Mana Pool, they gain 1 Courage. If they are, they may choose to spend ALL of their MP. If they do, they deal 1d6 force damage per point of Mana spent this way to all enemies within 10ft. To deal this damage, the Archon must succeed on a contested ability check against these enemies. The Archon must use Tenacity, Initiative, or Competence. Enemies must use Prowess, Competence, or Authority.
Character Path (Level 6)
Overload Armament (Level 7)
Keywords - Magic/Mundane, Artificial, Imbue
Target - Object
Range - 30ft
The Archon can overload an object or piece of equipment. This increased potency causes the following effects.
Weapon - The Weapon incurs Tier III Keen for 3 Rounds. The amount of mana this costs to overload is equal to the base APC of the weapon.
Armor - The Armor incurs Tier III Warded for 3 Rounds. The amount of mana this costs to overload is equal to the base APC of Withstand of the heaviest piece of armor.
Shield - The Shield incurs Tier III Regeneration for 3 Rounds. The amount of mana this costs to overload is equal to the base APC of Block for this shield.
Kit - The Kit incurs Tier III Enchanted for 3 Rounds to the attributes the Kit uses. The amount of mana this costs to overload is equal to the highest APC cost of using that kit.
Other - This effect may affect some objects that are out in the world but are not attended. The amount of mana and effects this would have are up to the GM.
Summon Workshop (Level 8)
Keywords - Magic, Arcane, Supernatural, Rift
The Archon has the capacity to summon an arcane workshop in a dimensional pocket. The details, time cost, and mana cost are determined by the GM. This workshop provides a safe place to deconstruct items, repair items, and infuse them for the journey ahead. This grants the special ability for the Archon to extract spell augments from implements to be applied to other items or to be used on spells they cast. Only the Archon can use spell augments this way.
If the character does not have the Mana Regalia class feature it cannot select this feature upon level up.
Character Path (Level 9)
Spell Reservoir (Level 10)
Keywords - Magic, Arcane, Supernatural, Economy
The Archon increases its Maximum Mana Pool by an amount equal to its Tenacity. In addition, allies that cast spells within 20ft of the Archon, may use the Archon's mana in place of their own to cast spells. The Archon starts combat imbued with Tier V Saturated.
Enscriber
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Enscriber
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Enscriber (Work in Progress)
An Enscriber is a Mana user that incorporates the might of the written form and the runes that inscribe scrolls and other forms of magic doctrine. The power of such arcana an obsession, the power of the quill to match that of staff or wand. All Enscribers despite their many origins share a love of the written word and the understanding of its might.
Why did you become an Enscriber? Were you taught to read in an area where such things were rare, or perhaps even forbidden? Were you a member of a wealthy family and received an education that you appreciated more than normal? Perhaps your birth had a ring of prophecy, words appearing upon your flesh and you seek their meaning?
Whatever may be the source of your obsession, Enscribers are wielders of Mana that are incumbent upon the power of the written word.
Rune Mage (Level 1)
Keywords - Magic, Artificial, Economy
The Enscriber casts their spells through scrolls. Each day the Enscriber may prepare a number of scrolls equal to their Spirit plus their Wit, Cunning, or Guile. The Enscriber also ignores the limit of spell scrolls that can be made through the Scroll Specialist feature. In addition, whenever the Enscriber casts a spell through a scroll, they may spend mana to ascend that spell or apply a spell augment as if the spell was being normally cast.
Scroll Specialist (Level 1)
The Enscriber may use spell scrolls and create them.
Lore Acumen (Level 1)
APC - 1
Target - Creature/Object/Effect
Range - 120ft
The Enscriber is able to attempt to deduce the significance of an active ability, effect, object, creature or piece of information. The Enscriber must attempt an attribute check against the DC determined by the GM. The Enscriber may use Wit, Cunning, or Guile. If the Enscriber should succeed the GM immediately provides relevant data on the lore implications of the entity in question. (For Example, Lore Acumen on an attacking goblin, might reveal that its tribe is not normally aggressive and there might be more to its attack than simple mindless violence.)
Infused Fast Hands (Level 2)
Keywords - Magic, Tactics, Artificial
The Enscriber ignores the action point cost of pulling out an item from their inventory. (Such as a sword from a sheathe or a potion from a belt.) In addition, the Enscriber reduces the action point cost of using a scroll by 1. This only affects the cost of the normal use of a scroll and this cannot reduce the cost to below 1.
Character Path (Level 3)
"The Enscriber presses onward in study, though no new talents emerge at this level, their path is made clearer."
Iron Parchment (Level 4)
Keywords - Magic, Artificial
The Enscriber now has the ability to infuse scrolls they create into a shape. These shapes may take on the forms of weapons or shields. These scrolls still function as scrolls, but they also function as the items they are formed as, until they are consumed. The Enscriber is considered to be proficient with these items. All sub-attributes for parameters, abilities, or contested rolls that concern the wielder of these items are changed to Wit, Cunning, or Guile. This is decided when the item is made. The APC cost of actions and abilities of these weapons and shields may use Mana instead. These items do not function this way outside of the Enscriber's grasp.
Ink Veld (Level 5)
Keywords - Magic, Arcane, Supernatural, Imbue, Artificial
APC - Spell Level of Scroll
Target - Self
Range - Self
The Enscriber may now consume scrolls to grant themselves one of the following. The tier of these imbuements is equal to the spell level of the scroll expended. The duration of this effect is a number of rounds equal to the Enscriber's Wit, Cunning, or Guile. At the end of this duration that effect is removed.
Anchored
Blessed
Fury
Haste
Regeneration
Character Path (Level 6)
"The Enscriber gains no new craft, yet the mists of their journey begin to part, revealing a familiar crossroads ahead."
Arcane Addendum (Level 7)
Keywords - Magic, Arcane, Supernatural
Whenever the Enscriber would cast a spell, the Enscriber may consume a scroll, if they do, they gain a number of mana points equal to the scroll's consumed spell level. These mana points may be spent on the first spell. These mana points fade as the spell is resolved.
Summon Vellum (Level 8)
Keywords - Magic, Arcane, Supernatural, Rift
The Enscriber has the capacity to conjure a Vellum in which scrolls can be made. The time and mana cost is determined by the GM. This allows the creation of scrolls and extraction of spells and spell augments from scrolls, tomes, and other written manuscripts.
Character Path (Level 9)
"The Enscriber gains no new abilities at this turning, yet their steps carry them with certainty to a familiar crossroads - once again the path splits, and with it comes the weight of new direction."
Dissertation (Level 10)
Keywords - Magic, Artificial, Economy
The Enscriber can now create scrolls in combat. Scroll creation this way has an APC of the spell level. Scrolls created in this way cannot have spell augments added to them (although the Enscriber can add them through other features when the scroll is cast).
In addition, whenever the Enscriber would cast a spell with a scroll, they may consume multiple scrolls to add their effects to that spell. The number of scrolls that can be consumed in this manner is equal to the Enscriber's Wit, Cunning, or Guile. Only one spell per round can be cast in this way.
Invoker
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Invoker
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Invoker (Work in Progress)
Spell Savant (Level 1)
Whenever the Invoker casts a spell, if that spell was augmented, the augmentation lingers in the air as an infused echo. This echo is an intangible spell effect that lingers in the square the Invoker casted the originating spell from. The Invoker cannot cast a spell while in that square, but if they cast a spell in an adjacent square, the spell automatically receives the echo's effect augmented on to that spell at no additional cost. This consumes the echo.
Augment Specialist (Level 1)
This Invoker gains a Spell Augment. It gains another of these augments at level 3, 6, and 9.
Familiar (Level 1)
The Invoker gains a familiar, if they already have one or they gain one from another source, the Invoker may select from an advanced familiar the next time they summon a familiar.
Augment Mastery (Level 2)
The Invoker gains an additional number of spell augments equal to it's Guile. In addition, whenever the Invoker would cast a spell with a spell augment, they may add an additional augment to that spell augment. This effectively combines them together. They add their costs together and effects. (Echoes produced from casting this spell maintain all the augments' properties.)
Character Path (Level 3)
Shifting Echoes (Level 4)
Keywords - Magic, Imbue, Empower
APC - 1
Target - Echoes
Range - 30ft
The Invoker can use this ability to move their echoes a number of squares equal to their Guile, Cunning, or Sovereignty. If these echoes should move through an ally, they infuse the next spell cast by that ally with the spell augmentations the echoes possess. When this occurs the echoes are automatically consumed at the start of the next round.
If you do not possess the Spell Savant class feature, this ability instead creates an echo of a spell augment you know. Only one such echo can be created in this way. It otherwise acts as a spell echo under the Spell Savant class feature.
Aetheric Combination (Level 5)
Keywords - Magic, Empower, Prismatic
Whenever the Invoker would cast a spell that contains at least three echoes, they may change the Hue of that spell and add an additional Color of the Prism to it. This adds the new Color's Hue effects to the spell.
If you do not possess the Spell Savant class feature, then you gain the Shifting Echoes class feature. If you already possess the Shifting Echoes class feature, the total number of echoes you can create are equal to your Guile, Cunning, or Sovereignty.
Character Path (Level 6)
Aetheric Burst (Level 7)
Keywords - Magic, Arcane, Supernatural, Imbue
Whenever an echo is consumed the Invoker gains 1 point of Mana. This also imbues the Invoker with Haste, the tier of which is equal to the total amount of Mana gained in this way.
Summon Mirror (Level 8)
Keywords - Magic, Arcane, Supernatural
The Invoker has the capacity to use the echoing mana within to conjure a mirror made out of this mana to communicate with creatures over great distances. The cost in time and mana to summon this mirror is decided by the GM. The Invoker must know the identity of the subject they wish to communicate with and the target must accept the communication. If they do, the mirror allows both sides to see one another and talk as if they were standing next to each other. The mirror takes on whatever aesthetic the Invoker wishes. It must be a reflective surface to function. Once the conversation has ended, the mirror shatters into mana and fades away.
Character Path (Level 9)
Grand Echo (Level 10)
Whenever the Invoker would consume their echoes, the echoes form into a singular Grand Echo instead of being consumed. This Grand Echo is summoned on the square the Invoker was when the echoes were consumed. It otherwise functions as an Echo, containing all of the spell augments of the consumed echoes used to create it. Whenever the Invoker would consume this Grand Echo, the Invoker gains their Maximum MP and Tier VII Haste.
If you do not have the Spell Savant feature you cannot take this feature on level up.
Sorcerer
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Sorcerer
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Sorcerer (Work in Progress)
Mana Surge (Level 1)
Keywords - Magic, Economy, Empower
Whenever the Sorcerer would gain a point of Mana they gain an additional point of Mana. This additional point can ONLY be spent to cast spells. The additional point is gained after the original point. If this would cause the character to go above their maximum, this extra point is lost.
Augment Specialist (Level 1)
This character gains a Spell Augment. It gains another of these augments at level 3, 6, and 9.
Familiar (Level 1)
The Sorcerer gains a familiar, if they already have one or they gain one from another source, the Sorcerer may select from an advanced familiar the next time they summon a familiar.
Saturated Channel (Level 2)
Keywords - Magic, Economy, Empower, Imbue
The Sorcerer no longer gains Mana when they Channel, instead they are imbued with Saturated. The tier of which is determined by the Sorcerer's Presence, Resilience, or Sovereignty.
Character Path (Level 3)
Spell Salvo (Level 4)
Keywords - Magic, Economy, Empower
Whenever the Sorcerer would spend Mana to cast a spell and this cost does not reduce the Sorcerer's Mana to 0, that spell has its APC to cast reduced by 1. This reduction does not affect spells that are augmented.
Pure Power (Level 5)
Keywords - Magic, Economy, Supernatural, Arcane
As long as the Sorcerer is not affected by an imbuement other than Saturated, the Sorcerer reduces the APC of spells they cast by 1. They cannot use this reduction on Ascended spells.
Character Path (Level 6)
Finisher Spell (Level 7)
Keywords - Magic, Empower, Economy
Whenever the Sorcerer would cast multiple spells, the spell that reduces the Sorcerer's Mana Pool to 0 is Ascended a number of times equal to the number of spells cast by the Sorcerer this round. Once this ability is used, the Sorcerer can not gain Mana for the remainder of the round.
Summon Mana Well (Level 8)
Keywords - Magic, Arcane, Supernatural
The Sorcerer has the capacity to conjure a well of pure Mana. The time and mana cost to do so is determined by the GM. The well grants all that drink from it an amount of immediate mana equal to the Sorcerer's Presence, Resilience, or Sovereignty. This also halves the normal time to gain mana outside of combat.
Character Path (Level 9)
Burnout (Level 10)
Keywords - Magic, Arcane, Supernatural
At the start of each of the Sorcerer's turns, they may choose to lose half of their maximum hit points. If they do, they gain Tier VII Saturated.
Warlock
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Warlock
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Warlock (Work in Progress)
Pacts of Woe (Level 1)
Keywords - Magic, Oath, Astral
The Warlock must choose a Patron. The Warlock gains a boon and an obligation based on the Patron they have chosen.
Augment Specialist (Level 1)
This character gains a Spell Augment. It gains another of these augments at level 3, 6, and 9.
Implement Specialist (Level 1)
This character gains an augment to a qualifying implement they are proficient with. It gains another of these augment at levels 3, 6, and 9.
Disrupt Mana (Level 2)
Keywords - Magic, Afflict, Economy
APC - 1
Target - Enemy
Range - 30ft
The Warlock selects an enemy in range and attempts to disrupt the flow of their mana. The enemy must make an opposed attribute check. The Warlock uses Cunning, Authority, or Guile. The enemy uses their Tenacity, Willpower, or Resilience. If the Warlock wins, they reduce the target's Mana by 1 point.
Character Path (Level 3)
Patron's Bargain (Level 4)
Keywords - Magic, Empower/Depower, Affect, Supernatural
APC - 2
Target - Ally
Range - Adjacent
The Warlock selects an ally in range. That ally is imbued with Tier III Enchanted of a sub-attribute of the Warlock's choice. The Warlock incurs the Tier III Cursed affliction to both of the parent attributes of the chosen ally. This lasts for 3 rounds.
Alternatively, if the Warlock has Pacts of Woe, they can instead choose to incur the ally their Boon from that ability.
Woe Weaver (Level 5)
Keywords - Magic, Empower, Astral
Whenever the Warlock would pay the upkeep cost on a spell that causes an affliction, they reduce the cost by 1 mana point. A number of spells can utilize this effect at one time equal to the Warlock's Cunning, Authority, or Guile.
Character Path (Level 6)
Spell Feast (Level 7)
Keywords - Magic, Empower, Astral
Whenever the Warlock would cast a Blast, Cone, or Line spell, if that spell would afflict enemies, those enemies must make a contested attribute check. The Warlock uses Cunning, Authority, or Guile. The enemies use Tenacity, Willpower, or Resilience. Those the Warlock succeeds against in this check, the spell is treated as if it has Tier III Mana Drain.
Summon Servant (Level 8)
Keywords - Magic, Economy, Astral
The Warlock has the capacity to summon a servant of their Patron. The cost of mana and time is determined by the servant selected.
If the Warlock does not have Pacts of Woe, the Warlock instead gains the Familiar class feature.
Character Path (Level 9)
Just Reward (Level 10)
Keywords - Magic, Astral, Polymorph
The Warlock transforms when it gains this class feature. The details of the transformation are listed under the Patron they have chosen for their Pacts of Woe feature.
If the Warlock does not have the Pacts of Woe feature, they may not choose this class feature on level up.
Wizard
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Wizard
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Wizard (Work in Progress)
Spellbook (Level 1)
The Wizard has the capacity to store and salvage spell augments. They store them inside of their Spellbook and salvage them from spell books, tomes, manuscripts, and other forms of written materials. The Starting number of spell augments a wizard has is 3 plus their Cunning. The Wizard also has the capacity to apply more than one spell augment to a spell simultaneously. They may not apply the same augment more than once to a spell. This complicated form of casting limits the Wizard's ability to cast, so that they may only cast 1 spell a round.
Scroll Specialist (Level 1)
The Wizard may use spell scrolls and create them.
Lore Acumen (Level 1)
APC - 1
Target - Creature/Object/Effect
Range - 120ft
The Wizard is able to attempt to deduce the significance of an active ability, effect, object, creature or piece of information. The Wizard must attempt an attribute check against the DC determined by the GM. The Wizard may use Competence, Initiative, or Cunning. If the Wizard should succeed the GM immediately provides relevant data on the lore implications of the entity in question. (For Example, Lore Acumen on an attacking goblin, might reveal that its tribe is not normally aggressive and there might be more to its attack than simple mindless violence.)
Spell Specialist (Level 2)
The Wizard chooses a number of spells equal to their Cunning, Initiative, or Competence. Those spells have the cost of applying the first Spell Augment to them reduced by 1.
Character Path (Level 3)
Collaborative Study (Level 4)
Keywords - Magic, Empower, Economy, Imbue
APC - 3
Target - Ally
Range - 30ft
The Wizard targets an ally in range. That ally is imbued with Tier III Prepared. If this Imbuement is consumed on a spell cast, the Total Mana Cost of that spell is reduced by 1. This does not stack with other instances of Collaborative Study.
Spell Mastery (Level 5)
Keywords - Magic, Empower, Imbue
The Wizard chooses a number of spells equal to their Cunning, Initiative, or Competence. Those spells have the cost of applying the first spell augment to them reduced by 1.
If those spells are affected by Spell Specialist, instead all spell augments to those spells have their costs reduced by 1.
Character Path (Level 6)
Unraveling Mana (Level 7)
Whenever the Wizard would remove a Magic Affliction from an ally, or a Magic Imbuement from an enemy, the Wizard incurs the benefits of the Collaborative Study class feature.
Summon Sanctum (Level 8)
Keywords - Magic, Arcane, Supernatural, Rift
The Wizard has the capacity to summon an arcane sanctum in a dimensional pocket. The details, time cost, and mana cost are determined by the GM. This sanctum provides a safe place to rest, study, and prepare for the journey ahead.
If the character does not have the Spellbook class feature it cannot select this feature upon level up.
Character Path (Level 9)
Spell Matrix (Level 10)
Keywords - Magic, Empower, Economy
The Wizard now possesses mastery over spells to the point that Spell Ascension costs less mana by an amount equal to their Cunning.
If the character does not have the Spellbook class feature, it cannot select this feature upon level up.
Assassin
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Assassin
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Assassin (Work in Progress)
An Assassin is a Wanderer, one that sells their skills at death to those that many afford them. You are no mere murderer however, you are a professional, your standards of effectiveness putting you above the common spiller of blood. A single strike of the blade may simply end a life or may change history, and there are those that would pay you well for either.
Why did you become an Assassin? Were you instructed as a child, lost to circumstance? Was it the family business? Perhaps a requirement of your faith? Maybe you simply like the deep fonts of red color that are painted from your victims.
Whatever the origin of your skills may be, Assassins are wanderers seeking to utilize their talents, to perfect them, to evolve into even greater predators.
Thrill of the Kill (Level 1)
Keywords - Mundane, Tactics, Empower, Imbue
Whenever the Assassin would critically hit or defeat an enemy the Assassin gains a point of Adrenaline. (2 if both occur)
Whenever the Assassin would make an attack against an enemy with no allies adjacent to it, the Assassin may spend Adrenaline to imbue that attack with Keen. The tier of which is equal to the number of Adrenaline points spent this way. The maximum Adrenaline a character can have is equal to their maximum Action Points.
Adrenaline fades at the end of combat.
Light Weapon Specialist (Level 1)
This character gains a Weapon Augment to a qualifying weapon they are proficient with. It gains another of these augment at levels 3, 6, and 9.
Combat Acumen (Level 1)
APC - 1
Target - 1 Creature
Range - 120ft
The Assassin attempts an ability check against a creature within range. The Assassin may use Initiative, Grace, or Wit. The DC of this check is 10 + the creature's CR. If the Assassin should succeed, they may learn the ability scores, an offensive statistic, a defensive statistic, movement, senses, a special ability, a piece of equipment, a trait, or an effect the target may have. Learning a special ability also reveals the names of the special abilities that creature has. The same is true for equipment, traits and effects.
Ruthless Efficiency (Level 2)
Whenever the Assassin would succeed with the Combat Acumen action, they gain 1 Adrenaline point.
Character Path (Level 3)
"The assassin's journey unfolds in silence; no new skill reveals itself this night, only the shadowed path that sharpens resolve and patience."
Precise Strike (Level 4)
Keywords - Mundane, Empower, Afflict, Tactics
Whenever the Assassin would hit an enemy with an attack with a light weapon, that enemy is afflicted with Tier I Bleed. If that attack was a critical hit, the tier of this Bleed is increased by I. If this attack consumed the Marked affliction, increase the tier of this Bleed by I. (If all three occur, it's Tier III)
Danse Macabre (Level 5)
Keywords - Mundane, Empower, Imbue
Whenever the Assassin would afflict the Wounded/Shattered affliction or defeat an enemy with an attack that had the Keen imbuement, the Keen imbuement increases its duration by 1 round. If it had no duration, it gains a duration of 1 round.
Character Path (Level 6)
"The assassin feels no new power rise this night; only the quiet truth that the path ahead is shaped by patience, choice, and the weight of every step."
Ruthless Momentum (Level 7)
Keywords - Mundane, Empower, Imbue
Whenever the Assassin would defeat an enemy they are imbued with Prepared, the Tier of which is equal to the Assassin's Prowess, Stamina, or Initiative.
Solo Work (Level 8)
The Assassin can spend time casing, staking out, and observing a location, organization, or other similar entity. The Assassin uses a single Combat Acumen check on each creature type, effect, or information on these creatures' movement or habits. Allowing the Assassin to use their time to prepare for the coming confrontation.
Character Path (Level 9)
"No new power dawns this night; only the final path awaits, a silent road, carved by choices still unspoken and destinies unclaimed."
Master of Death (Level 10)
Keywords - Mundane, Empower, Economy, Afflict
Whenever the Assassin would defeat an enemy, the next attack against an enemy that deals damage, afflicts that creature with the Wounded/Shattered affliction. This enemy can only be affected in this manner if its CR is lower or equal to the previous enemy.
Bard
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Bard
Art by Nara
Bard (Work in Progress)
Songs (Level 1)
Keywords - Mundane, Supernatural, Tactics
The Bard gains access to songs and can implement them in battle through any form of artistic representation, whether it be through actual song, instrument, comedy, oration, dance, or other forms of expression.
Performing a Song has a myriad of effects dependent on the song type. Song types depicts the parameters of Song completion. The Bard can spend Adrenaline on songs to enhance their effects.
The Bard gains Adrenaline whenever a song is completed. The amount of Adrenaline is based on the complexity of the Song. The maximum Adrenaline a character can have is equal to their maximum Action Points.
The Bard starts their career with 2 Songs. They may learn new ones as they encounter them on their journey or through class features.
Adrenaline fades at the end of combat.
Inspire (Level 1)
Keywords - Mundane, Imbue, Empower
APC - 3
Additional Cost - 1 Adrenaline
Target - Ally
Range - 30ft
The Bard selects an ally in range and imbues them with Tier III Inspired.
Implement Specialist (Level 1)
This character gains an augment to a qualifying implement they are proficient with. It gains another of these augment at levels 3, 6, and 9.
Lifting Melody (Level 2)
Keywords - Mundane, Supernatural, Imbue
Whenever the Bard would expend an Adrenaline point, they are imbued with Renewed the tier of which is equal to the Bard's Grace, Guile, or Sovereignty.
Allies affected by the Bard's Songs are imbued with Tier I Renewed.
Character Path (Level 3)
Camaraderie (Level 4)
Keywords - Mundane, Supernatural, Strategy, Imbue
APC - 1
Additional Cost - 1 Adrenaline
Target - 2 Allies
Range - 30ft
The Bard chooses two allies within range, each of those allies are imbued with the Imbuements that the other has.
Troubadour's Gambit (Level 5)
Keywords - Mundane, Supernatural, Strategy
At the end of the round, if the Bard has used each of their action points to perform a non-repeating action and has not been dealt damage by an enemy controlled source that round, they are imbued with Trance the tier of which is equal to the Bard's Presence, Grace, or Resilience.
Character Path (Level 6)
Counter Song (Level 7)
Keywords - Mundane, Supernatural, Tactics
APC - Equal to APC of spell or song targeted
Additional Cost - Adrenaline equal to the APC of this ability
Target - Enemy controlled effect
Range - 60ft
The Bard can attempt to use the supernatural nature of their songs to overpower an enemy's magical presence. The Bard may perform a dispel check vs the targeted effect. The Bard uses their Grace, Guile, or Sovereignty. The enemy uses the casting or song attributes of the effect targeted for dispel.
Traveling Troupe (Level 8)
The Bard can make performances while traveling to entice merchants, inns, and other such services to avail themselves to the Bard and the party. Such services offer a discount due to the free entertainment and starts social checks with such characters at one step higher disposition. This does not however effect those that are hostile.
Character Path (Level 9)
Jack of All Trades (Level 10)
Keywords - Mundane, Supernatural, Economy
The Bard reduces the APC of the first action of each type they would take during a round by 1. This does not reduce the cost to below 1.
Drifter
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Drifter
Art by Nara
Drifter (Work in Progress)
Wanderer's Gift (Level 1)
Keywords - Mundane, Tactics, Dash
The first time each round a Drifter would move through an enemy's weapon range, they gain 1 Adrenaline. If an enemy attempts an Attack of Opportunity against the Drifter and misses, the Drifter gains 1 point of Adrenaline.
The Drifter may spend Adrenaline to increase their Movement Rating by an amount equal to the Adrenaline spent.
The maximum Adrenaline a character can have is equal to their maximum Action Points.
Adrenaline fades at the end of combat.
One Hand Specialist (Level 1)
This character gains a Weapon Augment to a qualifying weapon they are proficient with. It gains another of these augment at levels 3, 6, and 9.
Light Armor Specialist (Level 1)
This character gains an augment to a qualifying armor they are proficient with. It gains an additional augment at levels 3, 6, and 9.
Wanderlust (Level 2)
Keywords - Mundane, Dash, Imbue
Whenever the Drifter would spend an Action Point to move, they are imbued with one of the following imbuements at random.
Tier I Aided
Tier I Reinforced
Tier I Renewed
Tier I Alert
These imbuements gain fading if they do not have them already and they lose stackable.
Character Path (Level 3)
Common Sense (Level 4)
Keywords - Mundane, Tactics, Empower
Whenever the Drifter would attempt to use a defensive reaction for the first time each round, the APC of that reaction is reduced by an amount equal to the Drifter's Tenacity, Willpower, or Resilience.
Drifter's Luck (Level 5)
Keywords - Mundane, Supernatural, Empower, Economy
The Drifter gains a pool of Luck points equal to their Tenacity, Willpower, or Resilience. These Luck points refresh whenever the Drifter completes any rest. These points can be spent in a number of ways. They can be used to supplement any other resource pool, this includes continental resources, class resources (such as Adrenaline), Mana Points, and can be used instead of Action Points.
Traveler's Trick (Level 7)
Keywords - Mundane, Dash, Imbue
The Drifter gains the class feature Wanderlust if they do not have it. If they do have it, instead when it triggers, the imbuements they incur has a Tier equal to their Tenacity, Willpower, or Resilience instead.
Pillar of Community (Level 8)
Keywords - Mundane, Social, Political
The Drifter has roamed around many cities and villages and either knows someone useful to current situation or can use their Luck to meet them. When this ability is utilized, the Drifter spends an amount of time, Luck and/or money decided by the GM to acquire such a contact.
Better Lucky Than Good (Level 10)
Keywords - Mundane, Tactics, Empower
Whenever the Drifter would use a defensive reaction, they may also spend an Action Point to Move. If they move in this way, they may select an imbuement they have after this effect resolves. They increase the Tier of that imbuement by I.
Marksman
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Marksman
Art by Nara
Marksman (Work in Progress)
High Standards (Level 1)
Keywords - Mundane, Tactics, Empower
Whenever the Marksman would hit an enemy that performed no defensive reactions to that attack or consumes the Marked condition, they gain 1 Adrenaline point.
The Marksman may spend Adrenaline to afflict an enemy within their weapon range with Marked. The tier of which is determined by the amount of Adrenaline spent.
The maximum Adrenaline a character can have is equal to their maximum Action Points.
Adrenaline fades at the end of combat.
Projectile Specialist (Level 1)
This character gains an augment to a qualifying weapon they are proficient with. It gains another of these augments at level 3, 6, and 9.
Farsight (Level 1)
Keywords - Mundane, Tactics, Empower
The Marksman can see more clearly at longer distances than others. The Marksman reduces the penalty for making an attack at long range by an amount equal to their Cunning, Stamina, or Initiative. In addition, the Marksman increases the range of a ranged weapon they are using by an amount equal to 10 multiplied by their Cunning, Stamina, or Initiative.
Mark of Precision (Level 2)
Keywords - Mundane, Tactics, Empower
APC - 1
Target - Enemy
Range - Weapon Range
The Marksman targets an enemy in range with a contested ability check. The Marksman may use their Cunning, Stamina, or Initiative. The enemy may use their Prowess, Vigor, or Tenacity. If the Marksman wins the enemy is afflicted with Tier II Marked. The next attack against this target consumes this Mark and imbues that attack with Tier III Aided.
Character Path (Level 3)
Mark of Inevitability (Level 4)
Keywords - Mundane, Tactics, Empower
APC - 2
Target - Enemy
Range - Weapon Range
The Marksman targets an enemy in range with a contested ability check. The Marksman may use their Cunning, Stamina, or Initiative. The enemy may use their Prowess, Vigor, or Tenacity. If the Marksman wins the enemy is afflicted with Tier III Marked. While marked in this way the target cannot be imbued with Concealed/Invisible or Renewed/Regeneration. If they already are, they reduce those Imbuements by an amount equal to the Marksman's Cunning or Stamina. When this Mark is consumed it afflicts the target with Tier II Staggered.
Multi-Marking (Level 5)
Keywords - Mundane, Tactics, Economy
Whenever the Marksman would consume the Marked affliction for the first time each round, that Marked affliction may be incurred to another creature in range of the original affliction. This cannot effect the same creature more than once per round.
Character Path (Level 6)
Mark of Effort (Level 7)
Keywords - Mundane, Tactics, Empower
APC - 3
Target - Enemy
Range - Weapon Range
The Marksman targets an enemy in range with a contested ability check. The Marksman may use their Cunning, Stamina, or Initiative. The enemy may use their Prowess, Vigor, or Tenacity. If the Marksman wins the enemy is afflicted with Tier V Marked. The next time the Marksman or their ally attacks the marked creature and consumes the Mark, they incur Tier III Surged.
Killzone (Level 8)
Keywords - Mundane, Strategy, Empower, Economy
The Marksman has the capacity to select an area in which there are no enemies. (Even if those creatures are not aware that you are their enemies.) The area's size and the time it takes to set up is up to the GM. When the area is established, it is considered a Killzone for 24 hours. Whenever an enemy rolls initiative in this Killzone, they incur a Mark affliction the Marksman is capable of using. This has no APC, but all rolls must still be completed.
Character Path (Level 9)
Mark of Death (Level 10)
Keywords - Mundane, Tactics, Empower
APC - 4
Target - Enemy
Range - Weapon Range
The Marksman targets an enemy in range with a contested ability check. The Marksman may use their Cunning, Stamina, or Initiative. The target may use their Prowess, Vigor, or Tenacity. If the Marksman wins the target is afflicted with Tier VI Marked. Attacks against this target are imbued with Tier IV Keen, this Mark is consumed whenever the target is critically hit for a third time after incurring this affliction.
Saboteur
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Saboteur
Art by Nara
Saboteur (Work in Progress)
Arsonist (Level 1)
Keywords - Mundane, Tactics, Artificial, Economy
Whenever the Saboteur would deal damage or afflict an enemy with a consumable source, they gain 1 Adrenaline point. (2 if both occur). This occurs only once per source.
The Saboteur may use Adrenaline instead of Action Points to use Item actions.
The maximum Adrenaline a character can have is equal to their maximum Action Points.
Adrenaline fades at the end of combat.
Light Armor Specialist (Level 1)
This character gains an augment to a qualifying armor they are proficient with. It gains an additional augment at levels 3, 6, and 9.
Alchemist (Level 1)
The Saboteur gains the use of Alchemical Formulae and may create alchemical consumables. The Saboteur starts with a number of Alchemical Formulae equal to their Tenacity, Cunning, or Guile. The Saboteur may learn other Alchemical Formulae as they continue their career.
Demolition Specialty (Level 2)
Keywords - Mundane, Artificial, Economy
The Saboteur specializes in making bombs and using bombs. These consumables are more efficient and potent when used by the Saboteur. The Saboteur reduces the APC of attacking with a Bomb by 1. In addition, the damage these bombs do are increased by 1 die step.
Character Path (Level 3)
Prepare to Breach! (Level 4)
Keywords - Mundane, Artificial, Strategy, Economy
Whenever the Saboteur would damage enemies with their bombs, the Saboteur makes a contested ability check against those enemies. The Saboteur uses their Tenacity, Cunning, or Guile. The enemies use their Tenacity, Willpower, or Resilience. If the Saboteur wins, that enemy is afflicted with Tier I Distracted. This increases the APC of the next defensive reaction the enemy would take by 1.
Collateral Damage (Level 5)
Keywords - Mundane, Tactics, Artificial, Economy
The Saboteur's allies have resistance to damage and afflictions from consumable sources controlled by the Saboteur. In addition, an enemy damaged by a consumable source controlled by the Saboteur takes additional damage equal to the number of the Saboteur's allies in the area of effect.
Character Path (Level 6)
Trapmaker (Level 7)
Keywords - Mundane, Strategy, Artificial
The Saboteur gains the ability to turn their bombs into mines. Mines have the same APC to make and are set rather than thrown, using the same APC. Mines remain active for 1 hour and are set off whenever a creature enters the square the mine is placed in. Inactive mines can either be salvaged for half their materials or be reactivated for another hour. The APC of reactivating them is the same as setting them.
Siege Crafter (Level 8)
Keywords - Mundane, Artificial
The Saboteur has the capacity to use their knowledge of demolitions to create siege engines. The Saboteur has proficiency in the use of these siege engines and can operate them with such expertise that they can use them by themselves.
Character Path (Level 9)
Mass Devastation (Level 10)
Keywords - Mundane, Artificial, Strategy
The Saboteur triples the effective area of effect of all of their bombs and siege engines controlled by them. Bombs used by the Saboteur have their damage die increased by an additional step.
A character cannot take this class feature unless they possess the Arsonist feature.
Stalker
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Infobox
Stalker
Art by Nara
Stalker (Work in Progress)
Dark Smile (Level 1)
Keywords - Mundane, Tactics, Economy
Whenever the Stalker would attack an enemy that has the Blind, Deaf, Mute, or Staggered affliction, they gain 1 Adrenaline point. If the Stalker attacks an enemy that at least 2 other allies are adjacent to, the Stalker gains 1 Adrenaline point.
The Stalker may spend Adrenaline to imbue themselves with Concealed. The Tier of which is equal to the number of Adrenaline points spent.
Light Weapon Specialist (Level 1)
This character gains a Weapon Augment to a qualifying weapon they are proficient with. It gains another of these augment at levels 3, 6, and 9.
Charge (Level 1)
Whenever the Stalker would spend action points to move, each point reduces the APC of the next attack the Stalker would make. This ability cannot be used in the round after it has been used.
Stalk Prey (Level 2)
Keywords - Mundane, Empower, Tactics
Whenever the Stalker would spend action points to move closer to an enemy they have not attacked this combat, they gain Aided on their first attack against that target. The Tier of this is determined by the Stalker's Prowess, Competence, or Initiative.
Character Path (Level 3)
Flashing Charge (Level 4)
Keywords - Mundane, Empower, Tactics
Whenever the Stalker uses the Charge class feature on a creature for the first time in a combat, the attack has resistance to defensive reactions. In addition, if the Stalker was Concealed/Invisible this attack does not count towards the fading of this imbuement.
Shadows Unbound (Level 5)
Keywords - Mundane, Supernatural, Dash, Dream
Whenever the Stalker would spend action points to move while in dim light or lower they may also spend a point of Adrenaline, if they do, this movement is treated as Dreamwalking. In addition, the first attack the Stalker attempts when returning from Dreamwalking each round is imbued with Keen. The tier of which is equal to their Prowess, Competence, or Initiative.
Character Path (Level 6)
Quietus (Stalker) (Level 7)
Keywords - Mundane, Supernatural, Afflict
Whenever the Stalker would make an attack against an enemy, the Stalker makes a contested ability check against the target. The Stalker uses their Prowess, Competence, or Initiative. The enemy may use their Prowess, Competence, or Resilience. If the Stalker succeeds, the enemy is afflicted with Tier V Mute.
In Plain Sight (Level 8)
Keywords - Mundane, Social, Imbue
The Stalker has the capacity to choose a single creature it has knowledge of. The Stalker may assume a persona and attempt to befriend that creature. The nature of the challenges, the time and checks required are determined by the GM. If successful, the first time the Stalker would attempt an initiative roll where the creature is an enemy, the Stalker imbues themselves with Tier V Surged.
Character Path (Level 9)
Phantasmal Agent (Level 10)
Keywords - Mundane, Supernatural, Afflict
The Stalker is half in and half out of the Dream. As such the Stalker gains resistance to all mundane afflictions and can use the Shadows Unbound class feature without needing to spend Adrenaline. In addition, the Stalker ignores the penalties for fighting incorporeal enemies.
Gladiator
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Gladiator
Art by Nara
Gladiator (Work in Progress)
Taunt (Level 1)
APC - 1
Target - Enemy
Range - 20ft
The Gladiator selects an enemy that it can see within range. That enemy must make an opposed check against the Gladiator. The Gladiator uses their Competence or Authority vs the enemy's Tenacity or Willpower. If the Gladiator wins, the target incurs Tier III Taunt.
Dual Wield (Level 1)
Whenever the Gladiator would wield a weapon in each hand, the Gladiator may benefit from the augments of both weapons simultaneously. In addition, whenever the Gladiator would make an Attack of Opportunity, they may attack with both weapons. They must still pay the APC of those weapons.
One Hand Specialist (Level 1)
This character gains a Weapon Augment to a qualifying weapon they are proficient with. It gains another of these augment at levels 3, 6, and 9.
Blade Barrier (Level 2)
Keywords - Mundane, Imbue, Empower
APC - 3
Target - Self
Range - Self
The Gladiator makes a storm of steel around themselves. The Gladiator imbues Tier III Reinforced and Tier III Aided. These last until they fade.
Character Path (Level 3)
Battle Boast (Level 4)
Keywords - Mundane, Imbue/Afflict, Empower/Depower, Attack
APC - 1 + Weapon
Target - Enemy
Range - Weapon
The Gladiator makes an attack against an enemy in range, calling out the enemy's weak family line and other such insults. If this attack hits, the target must make an opposed check against the Gladiator. The Gladiator uses their Presence or Authority. The target uses their Resilience or Presence. If the Gladiator wins, the target is afflicted with Tier II Distracted, limited to attacking the Gladiator and the Gladiator is imbued with Tier III Prepared.
Roar of the Crowd (Level 5)
Keywords - Mundane, Imbue, Empower, Dispel
Whenever the Gladiator would be afflicted by Wounded or Shattered in a combat, they ignore a number of those tiers equal to their Presence or Willpower. Once the number of tiers the Gladiator would have gained exceeds these parameters, they gain tiers of Wounded/Shattered as normal.
Character Path (Level 6)
Are You Not Entertained? (Level 7)
Whenever the Gladiator would Taunt an enemy, it may instead Taunt all enemies within 20ft. The Gladiator has Tier I Life Drain on attacks against enemies afflicted with Taunt.
Emperor's Gambit (Level 8)
Keywords - Mundane, Afflict, Economy, Attack
APC - 2 + Weapon
Target - Enemy
Range - Melee
The Gladiator makes an attack against an enemy, if that attack deals damage, the target and the Gladiator have an opposed check. The Gladiator uses Prowess or Presence and the Target uses Prowess or Presence. If the Gladiator wins, the target is afflicted with Tier V Stunned, if the Gladiator loses, they are afflicted with Tier V Stunned instead.
Character Path (Level 9)
Incontinens! (Level 10)
Keywords - Mundane, Imbue, Economy
Whenever the Gladiator would critically hit an enemy and defeat them, they are imbued with Tier III Surged. If this is the third time in a round that this occurs, the Gladiator is imbued with Tier VII Surged instead.
Knight
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Knight
Art by Nara
Knight (Work in Progress)
A Knight is a warrior that is dedicated to a cause. This cause can take many forms, service to a country, a particular person, an ideal, a religion, and even service to one's self. While the reasons might be many, there are few things all Knights tend to have in common. A lawful leaning, a position of being a direct challenger to threats, aiming to protect their allies and a bulwark of opposition for their enemies.
Why did you become a knight? Why did you swear an oath to something greater than yourself? Were you lost without a cause? A simple act of kindness you seek to repay? A family history of service? Perhaps a moment of happenstance put you in the purview of a powerful lord.
Whatever your origin may be, Knights are warriors of honor, courage, and tenacity. They live to serve their principles.
Guard (Level 1)
Keywords - Mundane, Imbue, Empower, Economy
APC - 1
Target - Ally
Range - Melee
The Knight selects an ally and imbues them with Tier I Reinforced. In addition, should an enemy within melee range attempt to attack that ally, the Knight may trigger an Attack of Opportunity on that enemy, this attack has its APC reduced by an amount equal to your Presence or Prowess, whichever is higher. This effect lasts 1 round.
Heavy Armor Specialist (Level 1)
This character gains an augment to a qualifying armor they are proficient with. It gains an additional augment at levels 3, 6, and 9.
One Hand Specialist (Level 1)
This character gains a Weapon Augment to a qualifying weapon they are proficient with. It gains another of these augment at levels 3, 6, and 9.
Oath of Courage (Level 2)
Keywords - Mundane, Imbue, Bestow, Empower
APC - 0
Target - Self / Ally
Range - Self
The Knight gains Tier II Bestowed. While within this effect, an ally and yourself gain Courage at the start of their turn. Allies under the effect of Guard gain twice the amount of Courage instead. The value of this Courage is determined by the Knight's Prowess or Presence, whichever is higher.
Character Path (Level 3)
"The knight's training endures; no new skill graces him this day, only a path that will temper the steel of his spirit."
Honor's Demand (Level 4)
APC - Weapon Cost
Target - Enemy
Range - Melee
The Knight attacks an enemy that has caused an ally to lose all of their Courage this round. The Knight may expend their Courage on this attack, if they do, they deal additional damage to this attack equal to the expended Courage. In addition, the target of this attack is afflicted by Tier II Taunt.
Lord's Grace (Level 5)
Whenever the Knight would imbue an ally with a Mundane imbuement, the Knight gains Courage equal to its Prowess or Presence, whichever is higher. In addition, when the Knight imbues the Reinforced imbuement, increase its Tier by II.
Character Path (Level 6)
"No new gift graces the knight this day, yet raised in defiant honor is a second path."
Valor's Advance (Level 7)
The Knight now uses their Prowess or Presence to determine their Movement Rating. In addition, whenever the Knight would enter an enemy's threatened area, that enemy may make an Attack of Opportunity against them, if they do, the Knight may make an Attack of Opportunity against them afterwards. If they do not, the Knight gains Courage equal to their Vigor.
Shatter Morale (Level 8)
Keywords - Mundane, Afflict, Attack
APC - 1 + Weapon Cost
Target - Enemy
Range - Melee
The Knight makes an attack against an enemy. If that attack should deal damage the enemy must make an opposed roll. The Knight uses their Prowess or Presence. The enemy uses their Tenacity or Willpower. If the Knight should win, the enemy is afflicted with Tier V Frightened for 3 rounds.
Character Path (Level 9)
"The knight's legend grows yet no new power dawns; instead, forged in trials unyielding, the final path is claimed."
Dragonsbane (Level 10)
Keywords - Mundane, Empower, Attack
Whenever the Knight would be attacked in melee by a flying creature, the Knight may trigger an Attack of Opportunity against them. Enemies dealt damage by the Knight's Attack of Opportunity's lose an amount of Fly rating equal to the Knight's Prowess, Vigor, or Presence. If this reduces a creature's Fly rating to 0, that creature is grounded and has Tier III Prone.
Whenever the Knight would be affected by a breath effect, gaze effect, or curse effect, the Knight may instead spend Courage equal to twice the tier of that affliction, if they do, the effect is negated.
Once per combat, the Knight may imbue an attack they make with Tier III Keen against a creature with the Dragon, Monstrosity, Fiend, Undead, or Giant subtype. This attack gains the Blood Font critical effect. This must be declared before the attack is rolled.
Paragon
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Paragon
Art by Nara
Paragon (Work in Progress)
Improved Parry (Level 1)
APC - Lowest Weapon Wielded
Target - Self
Range - Self
This ability functions as the Core Feature Parry does with the following changes. The Paragon gains a bonus to the contested roll of the Parry equal to the APC of their weapons.
Riposte (Level 1)
APC - Weapon
Target - Enemy
Range - Melee
Whenever the Paragon would succeed in a Parry attempt, they may make an Attack of Opportunity against the attacking enemy. This attack deals additional damage equal to the Paragon's Prowess, Initiative, or Grace.
Duelist's Dance (Level 1)
Keywords - Mundane, Imbue, Empower
Whenever the Paragon would attempt to Parry an attack, they are imbued with Prepared, the tier of which is equal to the number of attacks that have been made against them this turn.
Intimidating Prowess (Level 2)
Whenever the Paragon would damage an enemy with an Attack of Opportunity, the enemy must make a contested ability check. The Paragon may use Cunning, Wit, or Grace. The enemy may use Willpower, Tenacity, or Resilience. If the Paragon succeeds, the enemy is afflicted with Tier III Frightened. This affliction lasts for 1 round.
Character Path (Level 3)
Rising Hubris (Level 4)
At the end of each round, if the Paragon has not been successfully attacked by an enemy, then they are imbued with Tier III Keen. This imbuement incurs the Puncture critical effect. This Keen effect lasts until the end of the next round. If the Paragon is successfully attacked and dealt damage the following round, then they are afflicted with Tier II Stunned.
Untouchable (Level 5)
The first Parry and Riposte you attempt each round against each enemy has its APC of both features reduced by 1.
Character Path (Level 6)
Overwhelming Prowess (Level 7)
Whenever the Paragon would defeat an enemy with an attack, they are imbued with Renewed, the tier of which is determined by the number of Attack of Opportunities they targeted against the defeated creature this round.
On the Edge (Level 8)
Keywords - Mundane, Imbue, Empower
APC - 3
Target - Self
Range - Self
The Paragon is imbued with Tier III Enhance. This can affect their choice of Prowess, Grace, or Initiative. The Paragon incurs the following, when they would spend an action point on Parry or an Attack of Opportunity, they gain 1 Courage. They lose all Courage whenever they are dealt damage to their Life. The duration of this effect is 1 round.
Character Path (Level 9)
Showdown (Level 10)
APC - 1
Target - Self/Enemy
Range - Self/30ft
The Paragon attempts to challenge an enemy to face them one on one. The Paragon must make a contested ability check. They may use Prowess, Initiative, or Grace. The target may use Willpower, Tenacity, or Resilience. If the Paragon should succeed, the target and the Paragon are afflicted with Tier VII Taunt. This effect treats the other as the Taunt target. This effect lasts until it fades, and is removed if one of the Paragon's allies attacks, damages, or afflicts the target in anyway. This ability may be used once per combat.
Reaver
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Reaver
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Reaver
Art by Nara
Reaver (Work in Progress)
Trance (Level 1)
Keywords - Mundane, Imbue, Empower
APC - 1 + 1 per activation
Range - Self
The Reaver enters a Tier I Trance. Each time this ability would be activated again, it costs an additional action point to do so. These extra costs are refreshed whenever the Reaver would finish a long rest.
Great Weapon Specialist (Level 1)
This character gains a Weapon Augment to a qualifying weapon they are proficient with. It gains another of these augments at level 3, 6, and 9.
Charge (Level 1)
Whenever the Reaver would spend action points to move, each point reduces the APC of the next attack the Reaver would make. This ability cannot be used in the round after it has been used.
Reaver's Cleave (Level 2)
Keywords - Mundane, Attack, Economy, Afflict
APC - Weapon
Target - Enemy/Self
Range - Melee
The Reaver makes an attack against an enemy in range. Should that attack hit, the Reaver may continue to attack enemies with this same attack, the same attack roll is applied to a number of adjacent enemies to the Reaver. The number of enemies is determined by the total unmodified APC of the weapon wielded in this attack. In addition, whenever the Reaver would use this attack, they gain a Tier of Exhaustion equal to the number of times they have used this attack in Combat. Whenever the Reaver would gain Exhaustion from this ability, those tiers are reduced by an amount equal to their Stamina.
Character Path (Level 3)
Overwhelm (Level 4)
Keywords - Mundane, Attack, Empower
APC - 3
Target - Enemy
Range - Melee
The Reaver makes this attack with Resistance to Parry and Block attempts.
Reckless Abandon (Level 5)
APC - Weapon
Target - Enemy
Range - Melee
When the Reaver uses this attack, the target that is hit is dealt additional damage equal to the target's CR. This damage is increased by 1 for each adjacent enemy to the Reaver. When this damage has resolved, all adjacent enemies may attempt an Attack of Opportunity against the Reaver, even if they do not have the core feature.
Character Path (Level 6)
Victory Rush (Level 7)
Whenever the Reaver would make an attack, for each creature defeated with it, they are imbued with that many Tiers of Enhance. The Enhance is to Stamina. This imbuement fades after 3 rounds.
Jackal's Bite (Level 8)
APC - Weapon
Target - Enemy
Range - Melee
Whenever an affliction would fade from the Reaver, they may make an Attack of Opportunity against an enemy in range. If the target was the controller of the source of this affliction, that attack has Tier III Keen.
Character Path (Level 9)
War Hunger (Level 10)
Each round the Reaver is imbued with Life Drain, the tier of this imbuement is equal to the number of creatures the Reaver has defeated last round. This Life Drain lasts until the end of combat.
Soldier
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Soldier
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Soldier
Art by Nara
Soldier (Work in Progress)
Fighting Spirit (Level 1)
Keywords - Mundane, Imbue, Life
APC - 2
Target - Self
Range - Self
The Soldier is imbued with Tier III Renewed. The Soldier is immediately healed by an amount equal to their current Renewed Tier. This ability cannot be used while the soldier is afflicted by Wounded/Shattered or while outside of combat.
Combat Acumen (Soldier) (Level 1)
APC - 1
Target - 1 Creature
Range - 120ft
The Soldier attempts an ability check against a creature within range. The Soldier may use Competence, Cunning, or Wit. The DC of this check is 10 + the creature's CR. If the Soldier should succeed, they may learn the ability scores, an offensive statistic, a defensive statistic, movement, senses, a special ability, a piece of equipment, a trait, or an effect the target may have. Learning a special ability also reveals the names of the special abilities that creature has. The same is true for equipment, traits and effects.
Formation (Level 1)
While the Soldier is adjacent to 3 or more other allies they gain Courage at the start of the round. The amount of Courage they gain is equal to their Authority, Wit, or Willpower. If one of these allies has the Formation feature, you count allies adjacent to them as adjacent to you for the purposes of qualifying for this ability. You also increase the amount of Courage you receive by an amount equal to the total number of allies with this ability active.
Battle Hardened (Level 2)
The Soldier gains Resistance to Bleed, Staggered, and Frightened.
Character Path (Level 3)
Iron Will (Level 4)
The Soldier gains Resistance to Seep, Dazed, and Horror. If they possess Resistance to Bleed, Staggered, or Frightened that Resistance is changed to Immunity instead.
Armed to the Teeth (Level 5)
The Soldier reduces the APC of item actions by 1 for weapons, shields, and armor. In addition, whenever the Soldier would use an item action in the way above, they imbue Tier II Prepared, if that item type has not been used this combat. Whenever the Soldier would consume the Prepared imbuement, they incur Tier II Surged.
(Example: Longsword exchanged for a Longsword could not activate, but a Longsword changed for a shortsword would.)
Character Path (Level 6)
Hold Fast! (Level 7)
Whenever the Soldier has Formation active and would use the Withstand action, they imbue their allies with temporary hit points equal to the Soldier's current Courage. This amount of temporary hit points is doubled for allies that are currently Afflicted.
I Got You! (Level 8)
Whenever the Soldier uses the Assist action on an ally to move them, the Soldier afflicts each adjacent enemy to that ally with Tier V Taunt, this affliction lasts until the end of that ally's movement. If the Soldier is attacked during this effect, Block, Parry, Withstand, and Avoid actions have their APC reduced by 1.
Character Path (Level 9)
Death March (Level 10)
Whenever the Soldier would be dealt damage from a source while they have the Wounded/Shattered affliction, the Soldier negates the damage if it is below the Soldier's current Courage. When this negation occurs, the Soldier loses half of their current Courage. Whenever the Soldier is afflicted with Unconscious/Comatose after this ability has negated damage, they can no longer activate this ability until after they finish a long rest.
Warlord
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Warlord
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Warlord
Art by Nara
Warlord (Work in Progress)
Glory (Level 1)
Keywords - Mundane, Imbue, Empower
The Warlord gains Courage 5 at the start of combat. In addition, the Warlord may spend their Courage to fuel the other class features it possesses. This includes continental resources.
Inspire (Level 1)
Keywords - Mundane, Imbue, Empower
APC - 3
Additional Cost - 1 Courage
Target - Ally
Range - 30ft
The Warlord selects an ally in range and imbues them with Tier III Inspired.
Banner Wave (Level 1)
Keywords - Mundane, Imbue, Empower
APC - 1
Additional Cost - 1 Courage
Target - Ally
Range -30ft
The Warlord waves their banner at an ally to encourage them to keep fighting! An ally in range gains temporary hit points equal to the Warlord's current Courage plus their Authority, Presence, and Sovereignty. You may only use this ability if you are wielding a Banner. An ally can only benefit from this class feature once per round.
Commander (Level 2)
Keywords - Mundane, Economy, Bestow, Strategy
The Warlord is imbued with Tier IV Bestowed. Whenever the Warlord would use an ability that costs Courage to use, they may spend the Courage of an ally within 30ft instead. In addition, allies that possess the Formation class feature and it is active, that ally gains 1 additional Courage whenever they would gain Courage from that class feature while in range of this aura.
Character Path (Level 3)
By Example (Level 4)
Keywords - Mundane, Attack, Imbue
APC - Weapon
Additional Cost - 2 Courage
Target - Enemy
Range - Weapon
The Warlord attempts to attack an enemy in range. If that attack should hit and deal damage, the Warlord gains 3 Courage. Each ally adjacent to the enemy dealt this damage gains 1 Courage. If the Warlord should defeat that enemy, they gain 5 Courage instead and each ally gains 2 Courage instead.
Wrapped in Glory (Level 5)
The Warlord gains 1 Courage at the start of each of their turns. In addition, whenever the Warlord would critically hit an enemy, they may spend 5 Courage, if they do, they increase the damage of that critical hit by an amount equal to three times their Authority, Presence, or Sovereignty.
Character Path (Level 6)
Into the Breach! (Level 7)
Keyword - Mundane, Empower, Imbue, Economy, Strategy
APC - 3
Additional Cost - 5 Courage
Target - Allies
Range - 60ft
The Warlord calls for action to their allies. All allies within range incur a bonus to their Movement Rating equal to the Warlord's Authority, Presence, or Sovereignty. They may also spend action points during this ability to move if they wish.
Give Them Nothing! (Level 8)
Keyword - Mundane, Empower, Imbue, Economy, Strategy
APC - 6
Additional Cost - 8 Courage
Target - Allies
Range - 60ft
The Warlord lets forth a warcry which incites fervor in their allies. Their allies are imbued with Tier IV Aided and Tier IV Reinforced.
Character Path (Level 9)
Take From Them, EVERYTHING! (Level 10)
Keyword - Mundane, Empower, Imbue, Economy, Strategy
APC - 7
Additional Cost - 10 Courage
Target - Allies
Range - 60ft
All allies in range may make an Attack of Opportunity. This attack is imbued with the Tier VI Keen effect. When this effect resolves, the Warlord gains Prepared of a tier equal to the number of enemies defeated from this ability.
Belltender (Acrobatics)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Faith/Belltender+(Acrobatics)
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Infobox
Belltender
Art by Nara
Belltender (Acrobatics)
Above the Rafters(Level 1)
Whenever the Belltender would cast a spell targeting an enemy that has a lower elevation then they do, if the save has an opposed attribute check or saving throw, the enemy has a penalty equal to the Belltender’s Willpower, Authority or Wit.
Leap of Faith(Level 1)
Whenever the Belltender would fall more then 10ft and not take any damage they gain 1 point of Mana. If they are outside of combat, they can only gain Mana this way once an hour.
Augment Specialist(Level 1)
This character gains a spell augment. It gains another of these augments at levels 3, 6, and 9.
Tenet of Movement (Level 2)
Keyword – Magic, Empower, Oath
The Belltender makes a pledge to always ascend to the highest point of their being, both metaphysically and literally whenever possible.
-
Look at your life through Heaven’s eyes, for they see more then those below.
-
Movement and change are paramount to a higher existence
-
Each problem is part of a bigger picture, each piece as important as the other.
-
A word unheard is lesson unlearned, spread your faith on your travels, you never know who may wish to hear it.
As long as the Belltender maintains the above tenets, they gain access to the following. The Belltender increases their movement rating equal to their current mana.
Falling Grace (Level 4)
Keywords - Magic, Reaction, Dash
APC - special
Targets - Ally
Range 30 ft
The Belltender may come to the aid of an ally in danger. Whenever an ally within range would become Wounded/Shattered or injured, the Belltender may spend action points to move to be adjacent to them and may cast a spell that restores hit points. These are both reactions, when this ability is used, this ability can be used a number of times equal to the Belltenders Authority Willpower or Wit.
Surge Of Movement (Level 5)
Keywords - Magic, Divine, Dash, Empower
Whenever the Belltender would spend mana on casting, augmenting or ascending a spell, they total the amount of mana they spent on that spell and may move a number of squares equal to the total. During this movement, the Belltender is treated as if they are flying, but must end their movement on a surface in which they can stand. (Unless another effect would allow them not to.)
Praising Momentum (Level 7)
Keywords - Magic, Divine, Economy
Whenever the Belltender makes an Acrobatics check, if the result of the Acrobatics check is higher than all allies within 10 ft of the Belltender, all allies are healed an amount of hit points equal to the difference of the highest allies hp and the difference and the Acrobatics roll. The Belltender can only use this effect once per round.
Grace Of The Belltender (Level 8)
Keywords - Magic, Divine, Dash, Empower
The Belltender now has a constant fly speed equal to their base movement rating. Whenever a Belltender would attempt an Acrobatics roll, they may move an amount equal to their movement rating without an APC. They may choose to move before or after the rolls. The Belltender may only use this EXTRA movement once per round.
Rushing Grace (Level 10)
Keywords - Magic, Dash, Empower
Whenever the Belltender would affect an ally with a spell, they gain the Grace of the Belltender feature for a number of instances of movement equal to the Belltender’s Willpower, Authority or Wit.
Burdened (Athletics)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Faith/Burdened+(Athletics)
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Burdened
Art by Nara
Burdened (Athletics)
Carry That Weight (Level 1)
The Burdened replaces all uses of Vigor with Willpower. This includes qualifying parameters, active abilities and passive defenses. The Burdened determines their MR by their Wit instead of their Stamina.
Gritted Teeth (Level 1)
Keywords – Magic, Mundane, Empower, Tactics, Reaction
Whenever the Burdened would be critically hit, they may attempt an Athletics check. If they do, they reduce the damage that attack would deal by an amount equal to the result of the Athletics check minus 10.
Heavy Armor Specialist (Level 1)
This character gains an augment from an armor they are proficient with. It gains an additional augment at levels 3, 6, and 9.
Tenet of Will (Level 2)
Keyword – Magic, Empower, Oath
The Burdened makes a pledge to carry the weight of the world, so others might be free and light.
-
Lift up those around you;
-
Strength is in service, not ambition;
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Pain is an illusion, Weakness a lie.
-
Life Isn’t Fair, You can be.
As long as the Burdened maintains the above tenets, they gain access to the following:
The Burdened has an increased Carrying Capacity equal to 20 times their Spirit.
Weight of Others (Level 4)
Keywords – Magic, Mundane, Empower, Tactics, Reaction
The Burdened can now use its Gritted Teeth on allies within 10ft of them.
Surge of Strength (Level 5)
Keywords – Supernatural, Empower
Whenever the Burdened would take reduced damage, they gain THP equal to the damage prevented. This does not stack with itself or other sources.
Name (Level 7)
Name (Level 8)
Name (Level 10)
Holy Hand (Medicine)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Faith/Holy+Hand+(Medicine)
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Holy Hand
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Holy Hand (Medicine)
Augment Specialist (Level 1)
This character gains a spell augment. It gains another of these augments at levels 3, 6, and 9.
Lay on Hands (Level 1)
Keywords – Supernatural, Heal
APC – 3
Target – Ally/Self
Range – 5ft/Self
The Holy Hand can use this ability to heal themselves or an ally in range. If they do, they make a medicine check. The amount healed is equal to the total of the check reduced by 10. The minimum this ability can heal is an amount equal to the Holy Hand’s Wit, Willpower and Cunning.
Revitalize (Level 1)
Keywords – Magic, Heal, Empower
Whenever the Holy Hand would heal an ally with a healing source, that healing is increased by an amount equal to the Holy Hand’s Wit, Willpower and Cunning.
Tenet of Vitae (Level 2)
Keywords – Magic, Empower, Oath
The Holy Hand makes a pledge to heal the sick and wounded and care for them.
- Do No Harm (You cannot kill).
- Heal all who require it, unless it would lead to more suffering.
- Those that choose peace should be celebrated, including enemies.
- Plague is worse then war, and death follows them both.
As long as the Holy Hand maintains the above tenets, they gain access to the following:
The Holy Hand is immune to necrotic damage.
Sacred Psalm (Level 4)
Keywords – Magic, Heal, Empower
Whenever the Holy Hand would heal an ally that was healed by their Lay on Hands class feature this combat, they increase that healing by an amount equal to their Wit, Willpower and Cunning.
Surge of Breath (Level 5)
Keywords – Magic, Heal, Empower
Whenever the Holy Hand would heal an ally that has an injury, they may attempt a medicine check to remove them. The DC’s are 10 / 15 / 20 / 25 respectively to the level of the injury the Holy Hand is trying to remove, starting with the highest injury. They continue to remove injuries this way until there are none left or they fail to remove one.
Cascading Life (Level 7)
Keywords– Magic, Heal, Empower
Whenever the Holy Hand would heal an ally, half of that healing leaps towards an additional ally within 10ft of the original target. This may only occur a number of times per source equal to the Holy Hand’s Wit, Willpower and Cunning.
Grand Restoration (Level 8)
Keywords – Magic, Heal, Downtime
The Holy Hand now has the capacity to enact a ritual to restore themselves and their allies. One per week, whenever the party would attempt a rest, the Holy Hand may enact this ritual. If they do, the entire party is restored to maximum hit points, have all afflictions removed and one dead ally is brought back to life.
Celestial Touch (Level 10)
Keywords – Supernatural, Heal
The Holy Hand can now use their Lay on Hands class feature on dead allies, restoring them to life from 0 hit points. An ally can only be affected by this revival once per combat.
Hymnal (Performance)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Faith/Hymnal+(Performance)
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Hymnal
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Hymnal (Performance)
Augment Specialist (Level 1)
This character gains a spell augment. It gains another of these augments at levels 3, 6, and 9.
Choir of Fervor (Level 1)
Keywords – Magic, Empower, Imbue
Whenever the Hymnal would imbue an ally (Not themselves) with an Imbuement, they receive the same Imbuement at Tier I.
Evangelize (Level 1)
Keywords – Magic, Empower, Imbue
APC – 1
Target – Ally
Range – 30ft
The Hymnal targets an ally in range and increases the current Tier of all of their Imbuements by an amount equal to their Grace, Resilience or Sovereignty. This increase lasts until the end of the Hymnal’s next turn.
Tenet of Fervor (Level 2)
Keyword – Magic, Empower, Oath
The Hymnal makes a pledge to uphold faith and fervor, to lose belief in one’s self or your cause, is the first death.
- To thy own self be true.
- Emotions are the point of living, embrace them.
- Solitude is death, only together is there life
- Words have more power then most know, use them wisely.
As long as the Hymnal maintains the above tenets, they gain access to the following:
The Hymnal may use Songs.
Acapella (Level 4)
Keywords – Magic, Economy, Reaction
The Hymnal can use their action points to fuel the spell casting of their party members. Whenever an ally within 20ft would cast a spell, the Hymnal may expend action points to pay for the APC of that spell. When this ability is used, the cost of casting the spell in question cannot be reduced in any way. The Hymnal may use this ability a number of times per combat equal to the Hymnal’s Grace, Resilience or Sovereignty.
Great Revival (Level 5)
Keywords – Magic, Economy, Heal
The Hymnal can infuse their healing once per combat to be able to remove an injury. When the Hymnal uses this ability, they remove injuries from each ally affected by their healing source. The Hymnal makes a Performance check against each injury. The DC’s are 10 / 15 / 20 / 25 for each injury type. If the Hymnal succeeds this DC, the injury is removed.
Faith, In Radiance (Level 7)
Keywords – Magic, Supernatural
Whenever the Hymnal would heal an ally, all enemies adjacent to the Hymnal take radiant damage equal to twice their Grace, Resilience or Sovereignty. . This only occurs once per source.
Evangelical Sermon (Level 8)
Keywords – Magic, Supernatural, Downtime
The Hymnal now has the capacity to use the Carouse action as an Evangelical Sermon instead. This acts as the Carouse skill, but has a chance to cause fanaticism instead of Drunken stupors. The Evangelical Sermon uses Performance instead of other skills to use this action.
Power Choir (Level 10)
Keywords – Magic, Supernatural
While an ally is within 20ft of the Hymnal, they gain resistance to the Wounded/Shattered affliction. In addition, they are healed for an amount equal to the Hymnal’s Spirit at the end of each round, if they end the round within this range.
Monastic (Nature)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Faith/Monastic+(Nature)
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Monastic
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Monastic (Nature)
There are those that use Faith to uphold a deity, an ideal, or even a more diluted sense of spiritual learning. Not you. You are a Monastic, your Faith is utilized in the self, the tangibility of your body and the near limitless expanse of your own mind. Whether through monastic study, careful reflection, or great suffering the path of your faith opened up to you and the epiphany of the self is revealed.
Why did you become a Monastic? Is a long standing tradition of a secluded monastery in which you were raised? Did you discover it yourself after a period of great suffering? Perhaps you found it in nature, or in the faces of people who had suffered alongside you?
Whatever the origin of your revelations, it is clear that Faith and what its true definition is, remains your driving force, towards self understanding, and a greater form of living.
Inner Faith (Level 1)
Keywords - Mundane, Supernatural, Core
The Monastic cannot gain Mana through the Channel action, nor do they gain a Mana Point (MP) at the start of their turns as a normal faith character. Instead, their mana is generated by the strength of their body, training, and confidence in their discipline.
The Monastic gains 1 Mana Point (MP) whenever it would accomplish one of the following actions. Each such action can only grant 1 Mana Point (MP) per round.
- Successfully attack an enemy with an unarmed strike
- Critically Hit an enemy with an attack
- Successfully Avoid damage
- Successfully Parry an attack
- Successfully Block an attack
Faith Over Flesh (Level 1)
Keywords - Mundane, Supernatural
The Monastic loses all armor and shield proficiency. They cannot wear armor or use a shield of any kind. Whenever the Monastic would gain a Mana Point (MP), they also gain an equivalent amount of Courage. While the Monastic has Temporary Hit Points (THP), they gain an additional bonus to their AC equal to their Stamina, Willpower, or Authority.
Unarmed Specialist (Level 1)
This character gains an augment to a qualifying weapon they are proficient with. It gains another of these augments at levels 3, 6, and 9.
Tenet of Discipline (Level 2)
Keywords - Magic, Empower, Oath
The Monastic makes a pledge to protect to control themselves and seek a higher existence. They adhere to the following tenets in order priority.
- Control yourself, allow your faculties unburdened and undeceived.
- Emotions are useful, but only when regulated, you are in control.
- A clean mind is as clean as the body, hygiene is of utmost importance.
- Mediation is the cleansing of the soul, it must always be performed.
As long as the Monastic maintains the above tenets, they gain access to the following.
The base damage of unarmed strikes the Monastic uses is now 1d6.
Character Path (Level 3)
"Through discipline and devotion, the first step of your deeper journey unfolds."
Divine Breath (Level 4)
Keywords - Mundane, Supernatural, Imbue
APC - 2
Target - Self
Range - Self
The Monastic imbues themselves with Regeneration, the tier of which is equal to their Stamina, Willpower, or Authority.
If the Monastic already has Regeneration, they are instead imbued with Warded with the same parameters.
If they are already imbued with Regeneration and Warded, they are also imbued with Blessed with the same parameters.
Surge of Ki (Level 5)
Keywords - Mundane, Supernatural, Empower, Imbue, Economy
At the start of the Monastic's turn, if they are imbued with at least three different imbuements, they are imbued with Haste the tier of which is equal to the lowest tier of their imbuements.
Character Path (Level 6)
"Growth is not linear, it branches, folds, and spirals. You now walk a second path."
Shattering Strike (Level 7)
Keywords - Mundane, Supernatural, Attack
APC - 3
Target - Enemy
Range - Melee Range
The Monastic makes an Unarmed attack. If the target takes damage from this attack, the Monastic makes a contested ability check against the target. The Monastic uses their Stamina, Willpower, or Authority. The enemy may use their Prowess, Tenacity, or Wit. If the Monastic succeeds, they may remove an imbuement the target is benefiting from.
Moment of Zen (Level 8)
Keywords - Mundane, Supernatural
The Monastic has the capacity to spend time mediating to purge themselves of afflictions, wounds, and other conditions. The GM determines the amount of time required to purge these conditions. Moment of Zen cannot remove Major injuries or higher. If the removal of one of these conditions would require a use of Supply, the Monastic ignores this.
Character Path (Level 9)
"Having walked many roads, you begin to understand the path beneath your feet was never singular."
Perfect Balance (Level 10)
Keywords - Mundane, Supernatural, Imbue
Whenever the Monastic would receive an affliction from an enemy controlled source, they may remove an imbuement they are imbued with. If they do, they may remove the affliction. If this occurs, the Monastic incurs the Prepared imbuement the tier of which is equal to the Monastic's Prowess, Tenacity, or Wit.
Pavitara (Animal Handling)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Faith/Pavitara+(Animal+Handling)
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Pavitara
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Pavitara (Animal Handling)
Blessed Beast (Level 1)
Keywords – Magic, Minion, Empower
Whenever the Pavitara would cast a spell and from that spell an ally would receive an Imbuement, they may also apply that imbuement on their mount. The Tier of this imbuement is equal to the Tier given, up to a maximum of either their Tenacity, Willpower or Sovereignty.
Sanctified Caravan (Level 1)
Keywords – Magic, Minion, Empower
The Pavitara can summon forth divine mana as food as they travel with their party. The Pavitara can use a camp action to summon Supplies for their party. The number of Supplies the Pavitara summons is equal to their Tenacity, Willpower or Sovereignty. The Pavitara may use this ability a number of times equal to their Spirit. These uses refresh whenever they would visit a settlement of appropriate size and wealth. (The GM decides these parameters.)
Implement Specialist (Level 1)
This character gains an augment to a qualifying implement they are proficient with. It gains another of these augments at levels 3, 6, and 9.
Tenet Of Beasts (Level 2)
Keywords – Magic, Empower, Oath
The Pavitara makes a pledge to heal the sick and wounded and care for them.
-
We are wardens of the creatures of our world, not their masters;
-
Lift the burdens of others, for many hands make light work;
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To travel is to know, to know is to be whole;
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There is joy in those different from you.
As long as the Pavitara maintains the above tenets, they gain access to the following:
- The Pavitara gains the Mounted Combat feature, as per the Cavalier Class.
Soul Energy (Level 4)
Keywords – Magic, Minion, Economy
The Pavitara can store Mana in their mount whenever they would gain it. Your mount has additional MR equal to this stored mana. The Pavitara can also cast spells using this stored mana. This mana fades at the end of combat. (This mana can be stored outside of combat, but it resets as combat begins like normal mana.)
Surge Of Beasts (Level 5)
Keywords – Magic, Minion, Economy, Empower, Imbue
The Pavitara can store their mana in an additional number of minions whenever they would use their Soul Energy (Pavitara) class feature. When this occurs, the Pavitara makes an Animal Handling check. The result minus 10 is the additional number creatures this ability affects. The creatures must be within 30ft of the Pavitara, and the Pavitara cannot use the mana in the additional creatures in anyway.
Name (Level 7)
Name (Level 8)
Name (Level 10)
Theurge (Arcana)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Faith/Theurge+(Arcana)
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Theurge
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Theurge (Arcana)
Helix Mana (Level 1)
Keywords – Mana, Empower, Economy
The Theurge can only cast a spell once per turn. Each time a spell is cast, its base unaugmented spell effect is added to all the spells the Theurge casts in the remaining rounds of combat. This ability activates a total number of times per combat equal to the Theurge’s Cunning, Guile, or Sovereignty. Parameters are applied to targets, with singular targeting parameters and smaller ranges of spells taking priority. (E.G. Area of effect attacked to single target is single target.)
Fact of Faith (Level 1)
The Theurge may not wear any armor. They instead increase their AC by an amount equal to their Authority and Presence.
Augment Specialist (Level 1)
This character gains a spell augment. It gains another of these augments at levels 3, 6, and 9.
Tenet of Polymerization (Level 2)
Keyword – Magic, Empower, Oath
The Theurge may implement and utitlize another Tenet from the other two class options, freely switching between them during a long rest. The Theurge must still adhere to the Tenet while it is active.
Arcane Compensation (Level 4)
Whenever the Theurge would heal a target, they can spend a point of mana to attempt an Arcana check. They heal only that target for an additional amount equal to the result of this check minus 10. The Theurge can also use this ability to cause additional damage to a target of a source of damage they control. If they do, only that target takes additonal damage equal to the result of the Arcana check as stated above. The Theurge may only use one of these two versions of this ability at a time, and can only activate one if they have used neither this combat or the other version previously in the combat.
Surge of Mana (Level 5)
Keywords – Magic, Economy, Empower
At the start of combat, the Theurge gains Mana equal to their Cunning, Guile, or Sovereignty.
Name (Level 7)
Name (Level 8)
Name (Level 10)
Familiar Master (Animal Handling)
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Familiar Master
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Familiar Master (Animal Handling)
Familiar Mastery (Level 1)
Keywords – Magic, Minion, Empower, Economy
The Familiar Master may maintain a number of familiars equal to their Sovereignty, Cunning or Willpower.
Shared Soul (Level 1)
Keywords – Magic, Minion, Empower
The Familiar Master may choose to share imbuements, healing and effects that target the self with their Familiars. The Familiar Master chooses which familiar receives these benefits.
Split Soul (Level 1)
Keywords – Magic, Minion, Economy
The Familiar Master may cast spells through any of their familiars, using them as the origin point and as qualifying for other parameters of the spell if needed.
Coordinated Spells (Level 2)
Keywords – Magic, Empower, Depower
Whenever the Familiar Master would cast a spell from more then one origin point in a single round, if these spells target an enemy, that enemy has a penalty on the save, attribute check or is dealt additional damage equal to the Familiar Master’s Sovereignty, Cunning or Willpower.
Many Hands, Light Work (Level 4)
Keywords – Magic, Minion, Economy
Familiars controlled by the Familiar Master can each use their special action point instead of only 1 of them.
Soul Dispersal (Level 5)
Keywords – Magic, [[Minion], Heal
Whenever the Familiar Master would receive the Wounded/Shattered affliction, one of their familiars is destroyed and the Familiar Master is healed by an amount equal to their Spirit.
Mana Dispersal (Level 7)
Keywords – Magic, Minion, Economy
Whenever the Familiar Master would cast a spell, they may destroy one of their familiars or release on of their summons. If they do, they pay for 1 mana of the cost of the spell being cast. Multiple creatures may be sacrificed this way at once to pay for more of the spells costs.
Bind Greater Familiar (Level 8)
The Familiar Master now has the capacity to summon a Greater Familiar.
Refracting Spells (Level 10)
Keywords – Magic, Minion, Empower, Economy
Each of your Familiar’s can now cast spells using their Familiar Special Action point. They use their own mana. Their maximum mana is equal to your Sovereignty, Cunning or Willpower.
Immolator (Athletics)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Mana/Immolator+(Athletics)
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Immolator
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Immolator (Athletics)
Adrenal Mana (Level 1)
Keywords – Magic, Tactics, Economy
The Immolator does not gain mana in combat at the start of the round. Instead, they gain 1 mana point whenever an enemy would deal damage to the Immolator. If the damage is from a critical hit source, they instead gain 2 mana points.
Augment Specialist (Level 1)
This character gains a spell augment. It gains another of these augments at levels 3, 6, and 9.
Blazing Aura (Level 1)
At the start of the Immolator’s turn. all creatures within 15ft of the Immolator take fire damage equal to the Immolator’s Willpower, Vigor or Competence. Enemies reduce this damage equal to their Willpower, Vigor or Competence. Minions take additional fire damage from this ability equal to the Immolator’s Spirit.
Pulsing Aura (Level 2)
Keywords – Magic, Harm, Empower
Whenever the Immolator would gain mana, they activate their Blazing Aura. This triggers only once, even if more than 1 mana point is gained.
The Burning One (Level 4)
The Immolator gains immunity to fire damage and the Elemental (Burning) affliction. The Immolator increases all sources of Elemental (Burning) it inflicts to be increased by 1 Tier.
Flashfire (Level 5)
Keywords – Magic, Empower, Afflict
Whenever the Immolator would cause fire damage, it also inflicts the affected creatures with Tier 1 Elemental (Burning).
Name (Level 7)
Name (Level 8)
Name (Level 10)
Mystic (Arcana)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Mana/Mystic+(Arcana)
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Mystic
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Mystic (Arcana)
Spell Weaving (Level 1)
Keywords – Magic, Inflict, Economy
The Mystic must take this ability if this class is taken. The Mystic cannot cast spells in anyway, except through this ability. At the beginning of each of the Mystic’s turns, it chooses which spells it will cast in the next round, afflicting themselves with Distracted, the tier of which is equal to the total spell levels of spells the Mystic intends to cast. This does not allow the Mystic to cast more spells than they normally could in a round. The Distracted limitations are to the spells specified in this ability by the Mystic. This distraction lasts until the end of a round, in which the limited actions have been used or 1 round which ever comes first.
While distracted in this way, the Mystic gains a bonus to AC, spell attacks and Spell DCs equal to the tier of Distracted they have.
Refract Light (Level 1)
The Mystic can spend Mana at the end of their turn, if they do they can change their color of magic to a randomly determined color of magic for 1 round. The Mystic can use this ability multiple times by spending more mana to roll the color again. Only the last rolled color is kept.
Augment Specialist (Level 1)
This character gains a spell augment. It gains another of these augments at levels 3, 6, and 9.
Helix Blast (Level 2)
Keywords – Mana, Attack, Prismatic
Whenever the Mystic would make a spell attack, they may attempt an Arcana Check at a DC 15. If they succeed, they add an additional color of mana to the attack spell.
Helix Cylinder (Level 4)
Whenever the Mystic would cast a spell with an area of effect, they may attempt an Arcana Check at a DC 15. If they succeed, they add an additional color of mana to that spell.
Helix Storm (Level 5)
If the Mystic should succeed on the Arcana check of their Helix Blast or Helix Cylinder class feature, they add the color of mana chosen for each one succeeded to the next spell the Mystic would cast next round. That spell cannot be affected by Helix Blast or Helix Cylinder.
Name (Level 7)
Name (Level 8)
Name (Level 10)
Shadow Mage (Stealth)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Mana/Shadow+Mage+(Stealth)
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Shadow Mage
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Shadow Mage (Stealth)
Augment Specialist (Level 1)
This character gains a spell augment. It gains another of these augments at levels 3, 6, and 9.
Seeping Shadow (Level 1)
APC – 3
Target – Enemy
Range – 30ft
The Shadow Mage targets an enemy it can see that is in range. The Shadow Mage makes an opposed ability check against the target. The Shadow Mage may use Tenacity, Presence or Guile. The target may use Tenacity, Willpower or Resilience. If the Shadow Mage wins, the target is afflicted with Tier III Seep.
Shadow of Mana (Level 1)
Keywords – Magic, Empower, Economy
The Shadow Mage can cast spells as a shadow to store on an ally. These shadows have their mana stored on that ally and the ally may cast them using their action points. The other parameters of the spell use the Shadow Mage’s statistics. A Shadow Mage can have a number of these shadows active equal to their Tenacity, Presence or Guile.
Night Wave (Level 2)
Keywords – Magic, Empower, Imbue
Whenever the Shadow Mage would cast a spell targeting an ally or an ally would cast a spell originating from the Shadow Mage, that ally is imbued with Invisible, the tier of which is equal to the Shadow Mage’s Tenacity, Presence or Guile.
Shadow’s Blessing (Level 4)
At the start of the round, if the Shadow Mage is imbued with Concealed/Invisible they gain THP equal to their Tenacity, Presence or Guile.
Sentient Silhouette (Level 5)
The Shadow Mage can cast spells through the shadows they have placed on allies. When cast in this way, spells with the target of self can now affect the ally in which the shadow originates from. In addition, the Shadow Mage’s shadow now acts as a mirror image, regenerating at the start of each round.
Phantasmal Shift (Level 7)
The Shadow Mage can attempt a stealth check whenever they would move. If opposing perception checks of all observing enemies fail, the Shadow Mage can teleport to a stored shadow on the battlefield. They can also teleport an ally with a stored shadow to their position, or they can swap places with that ally. All of these uses must be within 60ft.
Umbral Sanctuary (Level 8)
Keywords – Magic, Downtime, Supernatural
The Shadow Mage has the capacity to summon a sanctuary made of shadows for themselves and their party. This acts as a concealed encampment in which a comfortable long rest can occur. This encampment must be precisely 40ft in diameter and cannot exist if any part of that is exposed to sunlight. The GM decides the DCs for creatures to detect the encampment and are generally opposed by the Shadow Mage’s stealth check.
Phantasmagoria (Level 10)
Keywords – Magic, Supernatural, Dreamwalk
The Shadow Mage can now treat enemy shadows as targets for their other class feature abilities. When this would occur, they must succeed on an opposed ability check. The Shadow Mage uses Tenacity, Presence or Guile. and the enemy uses their Tenacity, Willpower or Resilience.
Spell Thief (Sleight of Hand)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Mana/Spell+Thief+(Sleight+of+Hand)
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Spell Thief
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Spell Thief (Sleight of Hand)
Implement Specialist (Level 1)
The Spell Thief gains an augment to a qualifying implement they are proficient with. It gains another of these augment at levels 3, 6, and 9.
Jaunt (Level 1)
Keywords – Magic, Empower, Dash
If the Spell Thief is controlling an active spell that has a spell effect with a duration, they are considered to be teleporting with any movement they make towards a spell effect they control.
Quietus (Level 1)
Whenever the Spell Thief casts a spell, that spell has the Subtle Augment applied to it at no additional costs.
Mana Thief (Level 2)
Keywords – Magic, Depower, Economy
Whenever the Spell Thief would hit an enemy with a melee attack, they may attempt an opposed attribute check against the target. The Spell Thief uses their Wit, Initiative or Competence. The target may use their Willpower, Grace or Sovereignty. If the Spell Thief wins, they reduce the targets Mana by 1 and treats the attack as if it has Mana Drain, the Tier of which is equal to their Wit, Initiative or Competence.
Parlour Trick (Level 4)
Keywords – Magic, Supernatural
While out of combat, the Spell Thief can now summon a disembodied invisible hand. This hand can be no more then 30ft from the Spell Thief, but otherwise may interact with the enviorment, use skills and carry as much as the Spell Thief could with a single hand. It cannot be used to wield a weapon, though it could be used for other more hostile actions, as long as combat has not yet begun.
Mana Mirror (Level 5)
Keywords – Magic, Economy, Reaction
APC – Equal to Targeted Spell
Target – Enemy Spell Caster
Range – 30ft
The Spell Thief may use this ability in response to an enemy casting a spell. They may copy the spell the enemy is casting following all normal parameters for spell casting. However, if the target of the spell cast from this ability would target the original caster of the spell that was copied, they are vulnerable to the spell.
Mana Robbery (Level 7)
Whenever the Spell Thief would use the Sleight of Hand skill, the Spell Thief may expend a point of mana. If they do, they gain a bonus to that check equal to their Spirit.
Gilded Hand (Level 8)
Keyword – Mana, Empower, Economy
The Spell Thief now has the capacity to use both the Loot Camp Action and Commune Camp Action at the same time, contributing to both. In addition, the Spell Thief increases the currency they find in loot caches by 10%.
Mana Crime (Level 10)
The Spell Thief can now apply the effect from their Mana Thief feature to all enemies and removing the attack requirements.
Spellwind (Acrobatics)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Mana/Spellwind+(Acrobatics)
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Spellwind
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Spellwind (Acrobatics)
Shifting Spells (Level 1)
Keywords – Magic, Dash, Empower
Whenever the Spellwind would cast a spell, when that spell resolves, the Spellwind may move a number of squares equal to their Stamina, Grace or Initiative.
Enchanted Steps (Level 1)
Keywords – Magic, Dash, Empower
The Spellwind ignores difficult terrain whenever they would move. This includes magical or supernatural forms of difficult terrain.
Augment Specialist (Level 1)
This character gains a spell augment. It gains another of these augments at levels 3, 6, and 9.
Mana Momenta (Level 2)
Keywords – Magic, Dash, Empower, Economy
Whenever the Spellwind would use the Core Action to Channel, they also move an amount equal to their Stamina, Grace or Initiative. Whenever they would perform ???
Aetheric Speed (Level 4)
Keywords – Magic, Dash, Empower, Economy
Whenever the Spellwind would move from an effect that is not the Core Move action, they treat that movement as flying. They maintain the ability to fly until the end of their turn.
Aetheric Platform (Level 5)
Spells cast by the Spellwind that attack or target a single creature leave a Aetheric platform within 10ft of that creature. This platform is a 10ft 2 dimensional plane. (This includes spells cast on themselves.) This near invisible, intangible, magical platform can be stepped on by the Spellwind, this allows them to maintain their flight effect or be used to jump and maneuver the battlefield. They are solid only for the purposes of holding the Spellwind’s position, they provide no cover and cannot hold anything else.
Aetheric Pulse (Level 7)
The Spellwind may now spend their Mana to move their Aetheric Platforms, mana spent this way moves the platforms a number of squares equal to the Spellwind’s Stamina, Grace or Initiative for each point of mana spent. This action can only be used on their turn. If the Spellwind is on a platform, they move with it. The platforms can also be turned on their axis as the Spellwind wishes during this movement, allowing for potential bridges and other such interaction points.
Aetheric Journey (Level 8)
The Spellwind now has the capacity to use their mana to conjure a 30ft Aetheric platform that they and their party members can use to fly during overland travel. The maximum number of occupants that can travel this way is equal to the Spellwind’s spirit. The carrying capacity of the platform is equal to 50 multiplied by the Spellwind’s spirit. This capacity does not count the weight of passengers. This platform does not have the maneuverability or the sturdiness to be used in combat, make difficult turns or landings, nor in dangerous weather. The time and mana it takes to conjure this platform is determined by the GM based on the surroundings in which it is summoned.
Aether Storm (Level 10)
Keywords – Magic, Economy, Empower
APC – Special
Target – Enemies in range
Range – 120ft
The Spellwind’s platforms now last until the end of the next round in which they are summoned. In addition the Spellwind can use them to attack enemies. By spending an action point for each platform the Spellwind wishes to use they can cause their platforms to explode. If they do so and are adjacent to an enemy in range, that enemy takes 3d6 force damage. These platforms restore 1 mana point to the Spellwind when destroyed this way.
Acrobat (Acrobatics)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Wanderer/Acrobat+(Acrobatics)
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Acrobat
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Acrobat (Acrobatics)
Parkour (Level 1)
The Acrobat ignores difficult terrain and can use their movement to move vertically, through enemy squares and obtuse angles, so long as they can end their movement on a solid, valid surface for them to stand. This is calculated after each action point is spent to move.
Mobility (Level 1)
Keywords – Mundane, Tactics, Dash
The Acrobat increases their movement rating by 2.
Quickening (Level 1)
Keywords - Mundane, Tactics, Dash, Empower
Once a round whenever the Acrobat would move, they may attempt an Acrobatics check. They may move an additional number of squares on that movement equal to the total of that Acrobatics check minus 10.
Moonvault (Level 2)
Keywords – Mundane, Dash, Empower
Whenever the Acrobat would move through an enemy square with Parkour, they reduce the APC of the next attack they would make with a light weapon by an amount equal to their Stamina, Wit or Prowess. This may only occur once per enemy per round.
Evasive Leap (Level 4)
Keywords – Mundane, Dash, Empower
Whenever the Acrobat would use an Avoid action or an action with the Dash keyword in response to an area of effect controlled by an enemy source, they may also move a number of squares equal to the Acrobat’s Stamina, Wit or Prowess. This effect occurs before the triggering effect resolves.
Leaps And Bounds (Level 5)
Keywords – Mundane, Economy, Dash, Empower
Whenever the Acrobat would spend an action point for a Core action, they may now move a number of squares equal to their Stamina, Wit or Prowess. This movement occurs after the triggering effect is resolved.
Name (Level 7)
Name (Level 8)
Name (Level 10)
Collector (Arcana)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Wanderer/Collector+(Arcana)
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Collector
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Collector (Arcana)
Lore Acumen (Level 1)
APC - 1
Target - Creature/Object/Effect
Range – 120ft
The Collector is able to attempt to deduce the significance of an active ability, effect, object, creature or piece of information. The Collector must attempt an attribute check against a DC determined by the GM. The Collector may use Cunning, Wit or Grace. If the Collector should succeed, the GM provides immediately relevant data on the lore implications of the entity in question. (For Example, Lore Acumen on an attacking goblin, might reveal that its tribe is not normally aggressive and there might be more to its attack then simple mindless violence. )
Ledgermain (Level 1)
After each long rest, the Collector summons a number of invisible, spectral hands equal to their Cunning, Wit or Grace, that can assist them in various tasks. The hands cannot wield weapons of any kind, even consumable ones. They have a range of 30ft from the Collector and they share the Collector’s Action Points. They otherwise function as another set of hands.
Chameleon’s Talent (Level 1)
Keywords – Mundane, Imbue, Empower
APC – 3
Additional Cost – Ledgermain Hand
Target - Ally
Range - 30ft
The Collector can expend one of their hands from Ledgermain to imbue the target with Invisible, the tier of which is equal to the Collector’s Cunning, Wit or Grace.
Pilferer’s Talent (Level 2)
Keywords – Mundane, Imbue, Empower
APC – 3
Additional Cost – Ledgermain Hand
Target - Enemy
Range - 30ft
The Collector can attempt an Arcana check targeting an enemy in range they can see. The target must make an attribute saving throw using their Wit, Cunning or Prowess. The DC of which is equal to the results of the Arcana check minus 10. If the target fails this save, they lose mana points equal to the Collector’s Cunning, Wit or Grace. The Collector refreshes all of their Ledgermain Hands whenever mana is lost this way.
Vaulter’s Talent (Level 4)
Keywords – Magic, Mundane, Dash, Empower
Whenever the Collector would first move in a round, they may decided to expend a Ledgermain Hand. If they do, they are lifted up by their hands and granted a flying speed for that round. They also increase their MR during this time by an amount equal to their Cunning, Wit or Grace.
Hand of Discord (Level 5)
Keywords – Magic, Mundane, Minion, Depower, Reaction
APC – 1
Additional Cost – Ledgermain Hand
Target - Enemy
Range – 20ft
The Collector may expend a hand whenever an enemy would roll a d20 against an ally within range that the Collector can see. The Collector gives a penalty to that enemy’s roll equal to the Collector’s Cunning, Wit or Grace. The enemy makes an opposed attribute check to resist this effect. The enemy can use their Wit, Cunning or Vigor. The Collector uses their Cunning, Wit or Grace. If the enemy wins. the effect is resisted.
Name (Level 7)
Name (Level 8)
Name (Level 10)
Courier (Athletics)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Wanderer/Courier+(Athletics)
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Courier
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Courier (Athletics)
Endurance (Level 1)
The first time in a round whenever the Courier would receive a physical affliction, they reduce the tier of that affliciton by 1.
Marathon Runner (Level 1)
Keywords – Mundane, Empower, Special
The Courier increases the overland MR of their party by an amount equal to their Stamina, Prowess or Initiative.
Mobility (Level 1)
Keywords – Mundane, Tactics, Dash
The Courier increases their movement rating by 2.
Special Delivery (Level 2)
Keywords – Mundane, Empower, Economy
Whenever the Courier would spend an action point to use an item, they may also move an amount equal to their MR. Whenever the Courier would spend an action point to move, they may also use an item action.
Goal-Oriented (Level 4)
Keywords – *Mundane, Tactics, Empower
The Courier counts as two people when determining parameters and effects of abilities. This is always tracked in a positive manner towards the Courier, and does not activate if a positive resuilt is not possible. In addition, the Courier is immune to the Stunned affliction.
Bail Out (Level 5)
Keywords – Mundane, Tactics, Empower
The Courier can attempt an Athletics check whenever they move past an ally. If they do, they move an ally an amount of squares equal to the result of the Athletics check minus 10.
Name (Level 7)
Name (Level 8)
Name (Level 10)
Delver (History)
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Delver
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Delver (History)
Into the Depths (Level 1)
The Delver gains the uncanny ability to never get lost while in a dungeon, their instincts are sharp enough to tell the depth, direction, temperature and number of rooms while in a dungeon. They are also resistant to traps while in the dungeon.
Lore Acumen (Level 1)
APC - 1
Target - Creature/Object/Effect
Range – 120ft
The Delver is able to attempt to deduce the significance of an active ability, effect, object, creature or piece of information. The Delver must attempt an attribute check against a DC determined by the GM. The Delver may use Wit, Initiative or Cunning. If the Delver should succeed, the GM provides immediately relevant data on the lore implications of the entity in question. (For Example, Lore Acumen on an attacking goblin, might reveal that its tribe is not normally aggressive and there might be more to its attack then simple mindless violence.)
Mobility (Level 1)
Keywords – Mundane, Tactics, Dash
The Delver increases their movement rating by 2.
Delver’s Torch (Level 2)
Keywords – Mundane, Supernatural, Equipment, Artificial
The Delver gains access to a special item called the Delver’s Torch. This torch is made from a potent mixture of oils, Steam and is lightly enchanted. This torch provides the following effects. Using these effects is an item interaction that has an APC of 2. The Delver may use these abilities a number of times per day equal to their Wit, Initiative or Cunning. The Delver cannot use this item if they are not supplied.
Burn
- The Delver’s Torch can be used to burn flammable objects, the flames produced by this item are under the Delver’s limited control. (Growth, heat and spread. Only while in the light of the originating torch.) While wielded in one hand, the Delver’s Torch adds 1d6 fire damage to the weapon wielded in the offhand.
Glint
- The Delver’s Torch can be used to detect treasure, historical artefacts or knowledge within the light of the torch that may or may not have been noticeable otherwise.
Light
- This ability is always active unless the Snuff ability is used. The Delver’s Torch sheds light like a torch of whose light is magical, it can function in magical darkness, underwater and in spaces with no air. Reactivating this effect costs a use of the Delver’s Torch.
Reveal
- The Delver’s Torch can be used to track footsteps of creatures within the last hour of the Delver’s current position. These footsteps magically appear And can reveal creatures protected against tracking and creatures that would not leave foot prints. These footprints appear in the light of the torch.
Snuff
- The Delver’s Torch can be used to snuff itself and all light sources within it’s radius out. This grants a bonus to all allies stealth checks equal to the Delver’s Wit, Initiative or Cunning.
Dramatic Roll (Level 4)
Keyword – Mundane, Tactic, Dash, Artificial, Imbue, Empower
APC – 2
Target - Self
Range – Self
The Delver rolls a distance equal to their movement rating. During this roll, they have resistance to damage and afflictions. At the end of this roll, they are imbued with Prepared, the tier of which is equal to the Delver’s Wit, Initiative or Cunning. This, however, can only be expended on an item interaction.
A Trick or Two (Level 5)
Keyword – Mundane, Supernatural, Empower
At the start of the round, the Delver can attempt a history check on an ability he has seen an enemy use within the last hour. The DC is 10 + the creatures CR. If the Delver succeeds, the Delver may use that ability this round. The Delver must spend all costs the ability requires. If the Delver can’t, the ability fails.
Delver’s Luck (Level 7)
Keyword – Mundane, Supernatural, Empower
Whenever the Delver uses a reaction ability, they gain a bonus to that check or roll equal to their Spirit. This bonus may be used a number of times per day equal to the Delver’s Wit, Initiative or Cunning.
Excavation (Level 8)
Keywords – Mundane, Artificial
The Delver has the capacity to set up an excavation on a conquered dungeon. If they do, the GM determines the time, resources and checks the Delver needs to excavate the dungeon. If successful, the Delver may perform a Special Loot action on the dungeon that adds a chance to find Relics.
Miraculous Timing (Level 10)
Keywords – Mundane, Supernatural, Economy
Once per combat, whenever the Delver would receive the Wounded/Shattered affliction, they are instead healed to half of their hit points and have their action points replenished. When this effect occurs, if it is not the Delver’s turn, they change their initiative to go after the current initiative.
Infiltrator (Stealth)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Wanderer/Infiltrator+(Stealth)
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Infiltrator
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Infiltrator (Stealth)
Pass Without Trace (Level 1)
Whenever the Infiltrator would make a stealth check and have a natural roll of 10 or higher, they leave no trail adding Resistance to being tracked or spotted.
Mobility (Infiltrator) (Level 1)
Keywords – Mundane, Tactics, Dash
The Infiltrator increases their movement rating by 2.
Light Weapon Specialist (Level 1)
This character gains a Weapon Augment to a qualifying weapon they are proficient with. It gains another of these augment at levels 3, 6, and 9.
Shadow Strike (Level 2)
Keywords – Mundane, Tactics, Empower, Attack
The first time an Infiltrator would attack an enemy in a round (or outside of combat) they may immediately attempt another stealth check in order to avoid being seen. If this attack is used, the Infiltrator may not attack again for the remainder of the round
Fade Away (Level 4)
Keywords – Mundane, Tactics, Reaction, Dash
APC – 2
Target – Self
Range – Self
Whenever the Infiltrator would be attacked they may use this ability. They may make an opposed ability check against the attacker. The Infiltrator uses their Tenacity, Wit or Grace. The attacker may use their Prowess, Competence or Authority. If the Infiltrator wins, they may make an immediate stealth check and move their movement rating. This ability is considered a Withstand ability when determining enemy effects.
Unseen Blade (Level 5)
Keywords – Mundane, Attack, Tactics
If the Infiltrator should attack an enemy that is unaware of them, that attack is considered to have Tier III Keen. If this is the first attack of the combat or if it occurs outside of combat the attack is a critical hit instead. (In the case of multiple Infiltrators attacking outside of combat, they may only chain these attacks together as long as they maintain a stealth roll in between each one.)
Among Them (Level 7)
The Infiltrator gains a bonus to their stealth checks equal to the number of active enemies that are unaware of them. Allowing for the Infiltrator to move intricately between patrols and sight lines, using the confidence in the enemies defense against them.
Become Anonymous (Level 8)
The Infiltrator now has the capacity to, once per day as a 10 minute action, completely negate the awareness of others towards themselves and their party. This means that they and their party can move around a settlement, complex, dungeon or in the wilderness and creatures do not recognize them and cease attempting to seek them out. This does not make creatures ignore obvious signs or clues to the presence of the Infiltrator and their party, but allows for escape and infiltration to be attempted again.
Fangs in the Night (Level 10)
The Infiltrator’s Shadow Strike feature is now active on any enemy they attack that cannot detect them.
Pack Hunter (Animal Handling)
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Pack Hunter
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Pack Hunter (Animal Handling)
Companion (Level 1)
The Pack Hunter gains an animal companion.
Menagerie (Level 1)
Keywords – Mundane, Minion, Empower
The Pack Hunter can now have additional animal companions equal to their Presence, Wit or Grace.
Inspire (Level 1)
Keywords – Mundane, Imbue, Empower
APC - 3
Additional Cost – 1 Companion Action Point
Target - Ally
Range - 30ft
The Pack Hunter selects an ally in range and imbues them with Tier III Inspired.
Sic 'Em (Level 2)
Keywords – Mundane, Minion, Empower
APC - 2
Target - Enemy
Range – Special
The Pack Hunter uses this action to command their companions to attack a single enemy with additional efficiency. Each of your companions use their action point to attack the target, if they are within melee range of that target and the target is within 30ft of you. Each companion that hits with this attack deals additional damage equal to the total number of attacks made during this action. The damage of each of these attacks are combined into a single damage source.
Many Eyes (Level 4)
Keywords – Mundane, Minion, Empower
The Packhunter gains all of the different senses of their animal companions, and may use their skills instead of their own if they are able. The GM decides the parameters to determine whether or not a companion can aid in this way.
Alpha Aura (Level 5)
Keywords – Mundane, Minion, Economy
The Pack Hunter can use their own action points to use Companion actions. The Companion must be able to see or hear the Pack Hunter to be affected.
Name (Level 7)
Name (Level 8)
Name (Level 10)
Ancestral Warrior (History)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Warrior/Ancestral+Warrior+(History)
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Ancestral Warrior
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Ancestral Warrior (History)
Acumen (Level 1)
The Ancestral Warrior may use both Lore Acumen and Combat Acumen (Soldier), it operates with the same parameters as they appear in the Core Classes, however the attributes used are either Competence, Authority or Sovereignty.
Exotic Weapon Specialist (Level 1)
The Ancestral Warrior gains proficiency with any 1 weapon of their choice, this ignores other restrictions based on region, race or class. This also acts as a specialist feature. This character gains an augment to a qualifying weapon. It gains another of these augments at levels 3, 6, and 9.
Spirit Call (Level 1)
Keywords – Supernatural, Tactics, Imbue
APC – 1
Target – Self
Range – Self
The Ancestral Warrior gains Tier 1 Renewed, Reinforced and Aided. These imbuements have their Tier increased by I if the Ancestral Warrior should critically hit or defeat an enemy before the end of the round.
Ancestral Fighting Style (Level 2)
The Ancestral Warrior may choose a proficiency passive from a weapon, they may apply that weapon’s passive to another weapon they are proficient with. This allows parameters of those weapons and the augments of those weapons to interact even when they normally wouldnt. This does not however, allow impossible combinations. (Such as firing a sword through a bow.)
Adrenal Recollection (Level 4)
Keywords – Mundane, Strategy, Empower
The Ancestral Warrior may attempt a History check at the start of the round. They may choose a previous attack roll they had made in the previous round. If they are able to meet or exceed the total attack roll with their History check, the Ancestral Warrior treats their next attack roll as if they had rolled the same die result as the previous attack. The Ancestral Warrior receives a bonus to this history check equal to their Spirit. This ability may be used a number of times per combat equal to the Ancestral Warrior’s Competence, Authority or Sovereignty.
Council Of Elders (Level 5)
Keywords – Mundane, Strategy, Empower
Once per day the Ancestral Warrior may consult the elders of their past. Such an audience takes an hour to complete. Upon completion the Ancestral Warrior gains one of the following effects:
-
Fortunate Hunt – The Ancestral Warrior may add their Spirit to rolls made by their party to Resupply.
-
Peaceful Moot - The Ancestral Warrior may add their Spirit to rolls made by their party to broker peaceful negotiations.
-
Glorious Feast - The Ancestral Warrior expends a Supply to infuse their party with THP at the beginning of the next combat equal to their Spirit.
-
Ancient Ire – The Ancestral Warrior treats their weapons as if they were imbued with Tier III Keen at the beginning of the next combat.
Lineage Of War (Level 7)
APC – Weapon APC + 1
Target – Enemy
Range – Weapon Range
Once per round the Ancestral Warrior may make this attack, if they do, this attack does the Ancestral Warrior’s Competence, Authority or Sovereignty as additional force damage to an adjacent target within 5ft of the original target. The range of this effect is increased by 5ft and an additional target may be effected for each Action Point spent above 1 to make this attack. If 4 or more Action Points are spent in this way, this attack doubles the force damage it would deal to all targets.
Whispers From The Past (Level 8)
Keywords – Supernatural, Strategy, Empower
The Ancestral Warrior now has the capacity to invoke their ancestors in the middle of battle. A number of times per day equal to their Competence, Authority or Sovereignty, they may at the start of the round invoke their ancestors, if they do they gain THP equal to their Spirit, increase all of their current Tier of their imbuements by I and reduce the Tier of all of their afflictions by I.
Blast from the Past (Level 10)
Keywords – Supernatural, Tactics, Economy, Empower
Once per day, the Ancestral Warrior may call upon their ancestors to aid them directly in battle. They appear as spirits that attack the enemies of the Ancestral Warrior. The number of these spirits are equal to the Ancestral Warrior’s Competence, Authority or Sovereignty. They have the same parameters as the Ancestral Warrior, except they only have a number of hit points equal to the Spirit of the Ancestral Warrior. They cannot be healed, nor gain THP. They fight until defeated, in which case they disappear.
Athlete (Athletics)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Warrior/Athlete+(Athletics)
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Athlete
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Athlete (Athletics)
Bull Rush (Level 1)
Keywords – Mundane, Dash, Empower
APC – 1
Target – Creature or Object
Range – Melee
The Athlete can only use this ability if they have moved this round. When this ability is used on an enemy, the enemy and the Athlete must make an opposed attribute test. The Athlete may use their Prowess, Vigor or Stamina. The Enemy must use their Prowess, Vigor or Stamina. If the Athlete wins, the enemy is forced move in a direction of the Athlete’s choice a number of squares equal to their Spirit. If this ability targets an ally, they are moved in the same way and are given THP equal to the Athlete’s Prowess, Vigor or Stamina. If it is an object, it is moved the same but the weight of the object cannot exceed 100 times the Athlete’s Prowess, Vigor or Stamina.
Endurance (Level 1)
The first time in a round whenever the Athlete would receive a physical affliction, they reduce the tier of that Affliction by 1.
Mobility (Level 1)
Keywords – Mundane, Tactics, Dash
The Athlete increases their movement rating by 2.
Strong Grip (Level 2)
Keywords – Mundane, Tactics, Empower
The Athlete can wield heavy weapons in one hand. This allows all parameters to go off of one hand.
Overpower (Level 4)
Keywords – Mundane, Tactics, Empower
The Athlete has resistance to Parry and Block on the first attack it makes against an enemy each round.
Indefatigable (Level 5)
Keywords – Mundane, Empower, Strategy
Whenever the Athlete loses the Wounded/Shattered condition, they may attempt an athletics check, if they do, they gain Courage equal to the results of that roll minus 10.
Name (Level 7)
Name (Level 8)
Name (Level 10)
Cavalier (Animal Handling)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Warrior/Cavalier+(Animal+Handling)
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Cavalier
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Cavalier (Animal Handling)
Mounted Combat (Level 1)
Keywords – Mundane, Minion, Economy
The Cavalier has access to advanced training, allowing them to ride their mounts efficiently. This also allows the mount access to a Special action point that it can use while being mounted.
While Mounted, the Cavalier gains access to the following:
-
Their MR is equal to that of their Mount.
-
They may use Charge class features using their mount's movement instead of their own.
A cavalier’s mount is immune to morale tests during combat while the Cavalier is not defeated.
One Hand Specialist (Level 1)
The Cavalier gains a Weapon Augment to a qualifying weapon they are proficient with. It gains another of these augment at levels 3, 6, and 9.
Shield Specialist (Level 1)
The Cavalier gains a Shield Augment to a shield they are proficient with. It gains an additional augment at levels 3, 6, and 9.
Beast Bond (Level 2)
Keywords – Mundane, Minion, Empower
The Cavalier’s Mount is empowered at the start of combat with THP equal to the Cavalier’s Glory plus their Spirit. At the start of each round, the Cavalier’s mount gains Glory equal to the Cavalier’s [[Vigor, Competence or Authority. The Mount’s Glory can never exceed half of the Cavalier’s Glory. If this occurs, the Mount’s Glory is reduced to compensate.
Trusted Companion (Level 4)
Keywords – Mundane, Minion, Economy
The Cavalier’s Mount has enough training, intelligence or magical augmentation to allow it to assist the rider while they are unconcious. The Mount may use its Special Action point even while the Cavalier is incapable of giving orders. The Mount will always seek to recover its rider regardless of other actions, including harm to itself.
Line Breaker (Level 5)
Keywords – Mundane, Minion, Empower
APC – Weapon's
Target – Enemy
Range – Special
The Cavalier may charge an enemy on the battlefield that is within the MR of their mount. This allows the Cavalier and his mount to move within the melee weapon range of the target and make an attack with the wielded weapon. The Cavalier may apply other charge class feature effects together to this charge attack. If an enemy is dealt damage with this attack, all enemies within 20ft of the Cavalier are force moved a number of squares equal to the Cavalier’s Vigor, Competence or Authority in a direction of the Cavalier’s choice.
Name (Level 7)
Name (Level 8)
Name (Level 10)
Dancer (Acrobatics)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Warrior/Dancer+(Acrobatics)
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Dancer
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Dancer (Acrobatics)
Light Armor Specialist (Level 1)
This character gains an augment to a qualifying armor they are proficient with. It gains another of these augments at levels 3, 6, and 9.
Light Weapon Specialist (Level 1)
This character gains an augment to a qualifying weapon they are proficient with. It gains another of these augments at levels 3, 6, and 9.
Parkour (Level 1)
The Dancer ignores difficult terrain and can use their movement to move vertically, through enemy squares and obtuse angles, so long as they can end their movement on a solid, valid surface for them to stand. This is calculated after each action point is spent to move.
Shifting Stance(Level 2)
Keywords – Mundane, Tactics,Dash
Whenever the Dancer would make an attack, they may also move a number of squares equal to their Initiative, Grace or Stamina. This movement occurs before or after the attack as chosen by the Dancer.
Motion Through Mayhem (Level 4)
Keywords – Mundane, Tactics, Dash, Economy
The Dancer may move a number of squares equal to their Initiative, Grace or Stamina whenever a creature on the battlefield the Dancer can see would score a critical hit. If the Dancer would move next to an enemy they have not move next to this round, they may attempt to attack with a light weapon at 0 APC.
Afterimage (Level 5)
Keywords – Mundane, Tactics, Reaction, Dash
APC - 1
Target – Attacking Enemy
Range – Attacking Enemy
If the Dancer should be attacked and the Dancer has moved this round, they may attempt to cause an attack to miss, moving at such speed it causes the attack to only strike an afterimage of the Dancer. The Dancer makes an Acrobatics check against the enemies Spirit. If the Dancer wins, the attack gains a penalty equal to twice the Dancer’s Initiative, Grace or Stamina.
Unyielding Grace (Level 7)
Keywords – Mundane, Strategy, Dash
The Dancer gains immunity to effects that would lower their movement rating, this includes negative sub-attributes.
The first time in combat that the Dancer would gain the Wounded/Shattered condition, they may immediate move a number of squares equal to their Spirit plus their Initiative, Grace or Stamina. At the end of this movement they roll an Acrobatics check. The Dancer is healed an amount of hit points by the total result of this roll.
Roofs and Gables (Level 8)
Keywords – Mundane, Strategy, Dash
The Dancer gains the Parkour class feature, if they already have it, the Parkour feature can now calculate using all of the action points spent in a turn. Requiring the Dancer to be on valid ground at the end of the turn in which they have moved. (This means they can perform other actions while not on solid ground.)
Flashing Speed(Level 10)
Keywords – Mundane, Extraordinary
The Dancer can make an Acrobatics check whenever they would move. If they do they increase their movement rating by an amount equal to the Acrobatics result, reduced by 10. This increase lasts only for the use of that movement. If the Dancer is in combat, they may only use this ability once per round.
Eldritch Knight (Arcana)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Warrior/Eldritch+Knight+(Arcana)
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Eldritch Knight
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Eldritch Knight (Arcana)
Iron Mana(Level 1)
Keywords – Magic, Supernatural, Strategy
The Eldritch Knight learns two spells. Those spells can be cast in the following manner:
The Eldritch Knight can use their Courage as Mana to cast spells. Spells cast using Courage are colorless. Spells cast this way use the Eldritch Knight ’s weapon as an implement and have their range changed to the melee range of that weapon. If that spell is an attack spell, the Eldritch Knight may apply it with their weapon as an attack. This adds their weapon damage and spell damage to the total effect.
Spell Sword (Level 1)
Keywords – *Mundane, Magic, Empower, Economy
The Eldritch Knight can dual wield both a weapon and actively casted magic in the other hand. This allows for the Eldritch Knight to make an attack whenever they would cast a spell, and to cast a spell whenever they would make an attack. The APC to cast a triggered spell is reduced by the APC of the weapon wielded and the APC to attack with a weapon this way is reduced by the Mana spent to cast a spell.
One Handed Specialist (Level 1)
This character gains an augment to a qualifying weapon they are proficient with. It gains another of these augments at levels 3, 6, and 9.
Combat Cantrip (Level 2)
Whenever the Eldritch Knight would make an Attack of Opportunity (AoO), they may instead cast a spell with an APC of 1. All targets must be kept from the AoO.
Arcane Warfare (Level 4)
Keywords – Magic, Mundane, Economy, Empower, Imbue
Whenever an Eldritch Knight would defeat an enemy or critically hit an enemy, they are imbued with Tier 1 Saturated. The Eldritch Knight can use Mana to fuel its class features instead of other additional resources. The maximum mana an Eldritch Knight can have is equal to their Competence, Initiative or Tenacity.
Mana Edge (Level 5)
Keywords – Magic, Mundane, Empower
Once per round, whenever the Eldritch Knight would make an attack with their weapon, they may spend 1 point of Mana and attempt an Arcana check. The Eldritch Knight adds additional force damage to that attack equal to the result of the Arcana check minus 10.
Name (Level 7)
Name (Level 8)
Name (Level 10)
Strategist (Insight)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Warrior/Strategist+(Insight)
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Strategist
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Strategist (Insight)
Combat Acumen (Level 1)
APC - 1
Target - 1 Creature
Range - 120ft
The Strategist attempts an ability check against a creature within range. The Strategist may use Competence, Cunning, or Wit. The DC of this check is 10 + the creature's CR. If the Strategist should succeed, they may learn the ability scores, an offensive statistic, a defensive statistic, movement, senses, a special ability, a piece of equipment, a trait, or an effect the target may have. Learning a special ability also reveals the names of the special abilities that creature has. The same is true for equipment, traits and effects.
Know Thy Enemy (Level 1)
At the start of each round, the Strategist makes an insight check against all enemies. The DC of this is 10 + the Enemy's CR. If the Strategist succeeds, they learn what actions the enemies intend to use on their turns.
Stratagem (Level 1)
Keywords – Mundane, Strategy, Empower, Economy, Special
APC – Special
Target – Ally
Range – 30ft
The Strategist sacrifices a number of their Action Points. These action points are then empowered and assigned to one of the following effects. Any ally (not the Strategist) in range may use one of these action points instead of their own to perform only the action type listed by the empowered action point. The full APC of the action in question must still be spent for the action to be used, but it is considered empowered if at least 1 point of the empowered action points are used. The Strategist does not regain these action points for the remainder of the combat.
Deceive Heaven, Cross the Sea – Empowered Attack Action
- When this attack is made, the attacker can move before and after the attack a number of squares equal to the Strategist’s Competence, Authority or Guile.
Attack the Weak, Distract the Strong – Empowered Attack Action
- When this attack is made, it must be against a minion or an enemy that does not have the highest hit points. This attack causes a stronger enemy of the Strategist’s choice to be afflicted with Distracted, the tier of which is equal to the Strategist’s Competence, Authority or Guile and the limitation is that the stronger enemy must attack the attacker.
Loot the Burning House – Empowered Attack Action
- When this attack is made, if the attack itself would cause an affliction or if the creature being attacked has an affliction, the attack gains Courage equal to the Strategist’s Competence, Authority or Guile.
Sacrifice the Plum, Preserve the Peach – Empowered Avoid Action
- When this action is used, it instead causes the action to fail. However, the next avoid action, saving throw or opposed attribute check succeeds that the user of this action would attempt.
Rest While The Enemy Labors – Empowered Parry Action
- When this action is used, the APC of the Parry is reduced to only 1 action point. The penalty the attack receives is increased by the Strategist’s Competence, Authority or Guile. if this causes the attack to miss, the user of this action gains Courage equal to the Strategist’s Competence, Authority or Guile.
Repair the Road, Sneak Through the Forest – Empowered Block Action
- When this action is used, the user selects an enemy within 30ft. The user is inflicted with Tier III Taunt versus that enemy, the enemy must succeed an attribute check against the Strategist’s Competence, Authority or Guile. The enemy may use their Prowess, Competence or Resilience. If the enemy should fail, they are afflicted with the same taunt affliction against the user. Blocks the user of this action make for the entire round have their block rating increased by the Strategist’s Competence, Authority or Guile.
Lure the Tiger Down the Mountain – Empowered Withstand Action
- When his action is used, for the remainder of the round, any enemy that attempts a hostile action against the user reduces all of their imbuements by 1 tier.
The Golden Strategy – Empowered Movement Action
- When this action is used, the user has resistance to all damage for that movement and moves an additional number of squares equal to the Strategist’s Spirit.
Coming Together (Level 2)
Keywords – Mundane, Strategy, Special
The Strategist gains 1 Courage whenever an ally uses one of their Stratagem actions.
Precise Execution (Level 4)
Keywords – *Mundane, Strategy, Economy
Whenever an ally would defeat an enemy, avoid damage or afflictions and reposition at least 6 squares all in the same round using the Strategist’s Stratagem actions, the Strategist refreshes their Action Points at the start of the next round.
Back-Up Plan (Level 5)
Keywords – Mundane, Strategy, Empower
At then end of each round, the Strategist may change one of their empowered actions from their Stratagem to another Empowered Stratagem Action. In addition the Strategist may spend their Courage to give half of that Courage to an ally when that ally would use one of their empowered actions. The ally must be within 30ft.
Variant Anomaly (Level 7)
Keywords – Mundane, Strategy, Economy
Whenever an ally would receive the Wounded/Shattered affliction, the Strategist can immediately reset their Stratagem. This removes all empowered actions and restores the Strategist’s Action Points. The Strategist then changes their initiative to go after the current turn. Stratagem cannot be used for 3 rounds after this effect is used. The triggering ally is then granted THP equal to the Spirit of the Strategist.
War Room (Level 8)
Keywords – Mundane, Strategy, Downtime
The Strategist now has the capacity to plan out every move on the battlefield to create a masterpiece of martial prowess. The GM decides how much time the Strategist needs and what intel they have to create a strategy for a battle they know they may have to fight. Insight checks are used to determine these parameters. Once finished, the next combat the Strategist and his party encounter, they do so imbued with Aided, Reinforced, Renewed and Surged, the tiers of which are equal to the Strategist’s Competence, Authority or Guile.
Unstoppable Plan (Level 10)
Once per round, the Strategist can add their Spirit onto an opposed ability check that an ally makes. That ally must be within 30ft.
Tactician (Deception)
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Warrior/Tactician+(Deception)
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Infobox
Tactician
Art by Nara
Tactician (Deception)
Combat Acumen (Level 1)
APC - 1
Target - Creature
Range - 120ft
The Tactician attempts an ability check against a creature within range. The Tactician may use Wit, Cunning or Competence. The DC of this check is 10 + the creatures CR. If the Tactician should succeed, they may learn the ability scores, an offensive statistic, a defensive statistic, movement, senses, a special ability, a piece of equipment, a trait or an effect the target may have. Learning a special ability also reveals the names of the special abilities that creature has. The same is true for equipment, traits and effects.
Gambit (Level 1)
Keywords – Mundane, Tactics, Empower, Affect
APC - 1
Target – Enemy or Ally
Duration – 1 Round
Range – 40ft
The Tactician can attempt to anticipate and counter battlefield actions. The Tactician selects an action that the target would make on its next turn. They then predict if the target will succeed or fail that action. If the prediction is correct, on an allies action, that ally and the Tactician gains Courage equal to the Tactician’s Wit, Cunning or Competence. If the prediction was incorrect, both receive 1 Cowardice instead. If the Prediction was correct on an enemies option, the Tactician is imbued with Preparation, with a tier equal to the Tactician’s Wit, Cunning or Competence. If the prediction is incorrect, the Tactician is afflicted with Stunned, the tier of which is equal to the enemies Wit, Cunning or Competence+1. This ability cannot be used on a creature in which this ability is currently active on.
Maneuver Specialist (Level 1)
This character gains an augment from any weapon, armor or shield they are proficient with. It gains an additional augment at levels 3, 6, and 9.
Saw It Coming (Level 2)
Keywords – Mundane, Tactics, Empower
The Tactician has a bonus to their AC equal to their current Tier of Prepared.
Prepared Onslaught (Level 4)
Keywords – Mundane, Tactics, Empower, Economy, Imbue
Whenever the Tactician would select an ally for its Gambit ability, they may transfer their Tiers of Prepared to that ally. In addition, whenever an ally would use an action that expends a Prepared imbuement, the Tactician may make an attack with their weapon. The APC of this weapon must be equal to or less then the tier of the Prepared expended. This attack costs no action points.
Checkmate (Level 5)
Keywords – Mundane, Tactics, Empower
If an ally and the Tactician both deal damage to an enemy, and the action expended a use of Prepared, the Tactician and that ally are healed an amount equal to the Tactician’s Spirit. If the enemy was defeated this way, the healing is doubled.
Name (Level 7)
Name (Level 8)
Name (Level 10)
Alkalized
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Alkalized
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Alkalized
Effect Keywords - Imbuement/Affliction, Mundane, Depower, Empower, Fading, Compounding
Tier I
Affected cannot receive Affliction/Imbuement from another Alkalized source.
Tier II
Affected cannot receive Affliction/Imbuement from another Alkalized source.
Tier III
Affected cannot receive Affliction/Imbuement from another Alkalized source.
Tier IV
Affected cannot receive Affliction/Imbuement from another Alkalized source.
Tier V
Affected cannot receive Affliction/Imbuement from another Alkalized source.
Tier VI
Affected cannot receive Affliction/Imbuement from another Alkalized source.
Tier VII
Affected cannot receive Affliction/Imbuement from another Alkalized source.
Notable Rules
Fading works as normal and is based in rounds even if the source duration of the Alkalized source would not be tracked in rounds.
Alkalized Features
Archetype
Class
Level
Feature
Warrior
2
Warrior
4
Warrior
5
Warrior
8
Warrior
10
Bleed
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Bleed
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Bleed
Effect Keywords - Affliction, Harm, Life/Mana, Mundane, Stackable, Bleed
Tier I
Harm to Life equal to tier at the start of the afflicted creature's turn. Can be removed through healing from any kind. Does not trigger when the target is Wounded.
Tier II
May Harm to Life at the start of turn or per action point spent equal to tier.
Tier III
Half of Bleed is removed by healing of any kind (rounded down).
Tier IV
May trigger on a Wounded target.
Tier V
Harm to Life both start of turn and per action point equal to the tier.
Tier VI
Healing of any kind does not remove the bleed effect, specific abilities must remove the bleed.
Tier VII
Harm to Life is applied immediately as extra damage added to the source of the bleed effect. (Not the bleed itself)
Notable Rules
Stackable in this case allows the bleed when applied multiple times of the same tier to allow that tier of bleed to be increased by 1. This can only occur once per combat per creature.
Bleed Features
Archetype
Class
Level
Feature
Wanderer
2
Warrior
2
Warrior
4
Blind
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Blind
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Blind
Effect Keywords - Affliction, Mundane, Depower, Compounding, Fading
Tier I
Afflict the target with a -1 penalty to attack rolls and perception checks.
Tier II
Afflict the target with a -2 penalty to the Tier I effect instead.
Tier III
Afflict the target with a -3 penalty to the Tier I effect instead.
Tier IV
The afflicted can no longer target enemies with non-attack abilities.
Tier V
The afflicted can no longer target allies with non-attack targets.
Tier VI
The afflicted can no longer target creatures in any way.
Tier VII
May incur Tier IV Staggered/Dazed. The duration lasts until this affliction is removed.
Blind Features
Archetype
Class
Level
Feature
Wanderer
1
Warrior
4
Deaf
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Deaf
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Deaf
Effect Keywords - Affliction, Mundane, Depower, Compounding, Fading
Tier I
Afflict the target with -1 to perception, survival, and stealth skill checks.
Tier II
Afflict the target with a -2 to the Tier I effect instead.
Tier III
Afflict the target with a -3 to the Tier I effect instead.
Tier IV
Afflicted cannot be imbued with effects from allies that have the Inspire, Strategy, Tactics, or Courage keywords.
Tier V
Afflicted fails all survival and stealth skill checks.
Tier VI
Afflicted can no longer be affected by an effect that requires hearing.
Tier VII
May incur Tier I Madness.
Deaf Features
Archetype
Class
Level
Feature
Wanderer
1
Diseased
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Diseased
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Diseased
Effect Keywords - Affliction, Mundane, Economy, Depower, Compounding, Fading
Tier I
May incur Tier I Blind/Sightless, Tier I Deaf/Soundless, Tier I Mute/Silenced or Tier I Exhaustion/Fatigue.
Tier II
May include Tier I Bleed/Seep to the Tier I list.
Tier III
May incur 2 of the afflictions listed in the Tier 1 list.
Tier IV
May include Tier 1 Rage to the Tier I list.
Tier V
May include Tier I Madness to the Tier I list.
Tier VI
May incur 3 afflictions from Tier I list.
Tier VII
The affliction has no duration.
Notable Rules
Compounding in this case means that the Disease/Plague gets worse with each trigger of it’s compounding increment. The Increment is determined by the individual Disease/Plague. When this increment triggers, all afflictions included in this effect, have their tiers increased by I.
Diseases/Plagues have a total duration of time they can be present before they naturally begin Fading.
If a disease reaches Tier VII, it cannot fade on its own and must be treated to be removed.
Distracted
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Distracted
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Distracted
Effect Keywords - Affliction, Mundane, Economy
Tier I
May afflict with limited action point use, such as restricted use or required use of action points. May not require a target to Harm its own Life or the Life of its allies. May only limit up to 1 action point. Duration 1 round.
Tier II
May only limit up to 2 action points. Duration 1 round.
Tier III
May require a target to Harm the Life of its allies but not its own Life.
Tier IV
May only limit up to 3 action points. Duration 2 rounds.
Tier V
May require target to Harm its own Life.
Tier VI
May limit up to 4 action points.
Tier VII
May limit all of the creature's action points. Duration 3 rounds.
Notable Rules
Limitation and requirements of the originating ability will have specifications in which this affliction will behave may change rapidly dependent on the source.
Distracted Features
Archetype
Class
Level
Feature
Wanderer
4
Warrior
4
Exhaustion
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Exhaustion
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Exhaustion
Effect Keywords - Affliction, Mundane, Economy, Slow, Stackable
Tier I
Afflicted halves their current movement rating.
Tier II
Afflicted deals half their normal damage with sources they control.
Tier III
Afflicted increases the cost of all actions by 1 point.
Tier IV
Afflicted has -1 to all Sub-Attributes.
Tier V
Afflicted has -2 to all Sub-Attributes instead.
Tier VI
Afflicted has -3 to all Sub-Attributes instead.
Tier VII
Incurs Tier V Unconscious/Comatose.
Notable Rules
Exhaustion / Fatigue is stackable in that whenever a creature is afflicted with a tier of Exhaustion / Fatigue, it only increases by 1 tier and only if the new source of the affliction is equal to or greater then the current Exhaustion / Fatigue they are suffering from.
Exhaustion Features
Archetype
Class
Level
Feature
Warrior
2
Frightened
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Frightened
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Frightened
Effect Keywords - Affliction, Mundane, Depower
Tier I
Afflict a penalty of -1 to attack rolls vs the source of the fear effect to the target.
Tier II
Incur Tier I Staggered when you would move towards the source of your fear.
Tier III
Afflict a penalty of -2 to attack rolls vs the source of your fear instead.
Tier IV
Incur Tier I Stunned while adjacent to the source of your fear.
Tier V
Incur Cowardice equal to the tier of the fear effect.
Tier VI
Afflict a penalty of -3 to attack rolls vs the source of your fear instead.
Tier VII
Incur Tier I Paralyzed/Immobilized while the target can see the source of its fear.
Notable Rules
The duration for fear is stipulated by the specific ability. Fear that is removed from the afflicted makes that creature immune to that source of fear for 24 hours.
Frightened Features
Archetype
Class
Level
Feature
Faith
1
Mana
1
Wanderer
1
Warrior
4
Warrior
8
Warrior
2
Warrior
1
Warrior
2
Warrior
4
Marked
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Marked
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Marked
Effect Keywords - Affliction, Mundane, Consumed
Tier I
Afflicted incurs an effect based on the source that controls this affliction.
Tier II
Afflicted incurs an effect based on the source that controls this affliction.
Tier III
Afflicted incurs an effect based on the source that controls this affliction.
Tier IV
Afflicted incurs an effect based on the source that controls this affliction.
Tier V
Afflicted incurs an effect based on the source that controls this affliction.
Tier VI
Afflicted incurs an effect based on the source that controls this affliction.
Tier VII
Afflicted incurs an effect based on the source that controls this affliction.
Notable Rules
Consumable works in that, whenever a mark effect triggers for a source, the marked condition is consumed and removed.
Marked Features
Archetype
Class
Level
Feature
Faith
4
Faith
5
Faith
10
Mana
4
Wanderer
2
Wanderer
1
Wanderer
2
Wanderer
4
Wanderer
5
Wanderer
7
Wanderer
8
Wanderer
10
Wanderer
10
Mute
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Mute
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Mute
Effect Keywords - Affliction, Mundane, Economy, Depower, Fading
Tier I
Afflict with a -1 penalty to persuasion, intimidation, and deception skill checks.
Tier II
Afflict the target with a -2 penalty to the Tier I effect instead.
Tier III
Afflict the target with a -3 penalty to the Tier I effect instead.
Tier IV
Afflicted must spend 1 additional mana point to cast a spell.
Tier V
Afflicted can no longer speak in any way.
Tier VI
Afflicted must spend 2 additional mana points to cast a spell instead of 1.
Tier VII
Afflicted can no longer hear their inner voice, they can no longer use the Channel action.
Mute Features
Archetype
Class
Level
Feature
Mana
2
Mana
5
Wanderer
1
Wanderer
7
Paralyzed
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Paralyzed
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Paralyzed
Effect Keywords - Affliction, Mundane, Economy, Fading, Slow
Tier I
Incurs Tier III Staggered/Dazed and Tier III Stunned/Numbed until this affliction is removed.
Tier II
Increase the effects of Staggered/Dazed and Stunned/Numbed to Tier IV instead.
Tier III
Afflicted cannot take actions of any kind regardless of action points. This includes actions that do not cost action points.
Tier IV
Creatures attacking the Afflicted consider those attacks to be critical hits.
Tier V
Afflicted incurs Tier I Wounded/Shattered.
Tier VI
Afflicted incurs Tier II Wounded/Shattered instead.
Tier VII
Afflicted incurs Tier III Wounded/Shattered instead.
Petrified
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Petrified
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Petrified
Effect Keywords - Affliction, Mundane, Economy, Fading, Stackable
Tier I
Incur Tier I Stunned/Numbed and Tier I Staggered/Dazed.
Tier II
Incur Tier II Stunned/Numbed and Tier II Staggered/Dazed instead.
Tier III
Incur Tier III Stunned/Numbed and Tier III Staggered/Dazed instead.
Tier IV
Incur Tier VI Unconscious/Comatose.
Tier V
Afflicted turns to stone but is still considered alive at this stage.
Tier VI
Afflicted has Tier III Wounded/Shattered while turned to stone.
Tier VII
When afflicted incurs a Wounded/Shattered effect, they are killed instead as they are shattered into rubble.
Notable Rules
This affliction is stackable, as each application of a source of petrification increases the tier of petrification by I, however its fading effect triggers as normal and whenever the afflicted would take Harm to Life.
Poison
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Poison
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Poison
Effect Keywords - Affliction, Harm, Life/Mana, Mundane, Stackable
Tier I
Tier II
May incur Blind, Deaf, or Mute
Tier III
May incur Staggered or Exhaustion
Tier IV
May incur both a Tier II and Tier III affliction
Tier V
Harm can be and instead of or.
Tier VI
Incur can be and instead of or.
Tier VII
Notable Rules
Stackable refers to duration and adds 1 incremental increase per application. Multiple different poisons cannot afflict the same target, the highest tier takes precedence and after that the most recent. In the case of replacement duration is reset to the base of the new poison.
Prone
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Prone
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Prone
Effect Keywords - Affliction, Mundane, Slow, Fading
Tier I
Afflicted is on the ground in a position where movement is difficult. The next action point they spend on movement treats its movement rating as 0. Once the afflicted has moved themselves, they lose this affliction.
Tier II
Acts as Tier I except that it affects the next 2 action points.
Tier III
Acts as Tier I except that it affects the next 3 action points.
Tier IV
Acts as Tier I except that it affects the next 4 action points.
Tier V
Afflicted increases the action point cost of non-light weapons by 1.
Tier VI
Afflicted cannot use the Avoid core action.
Tier VII
Afflicted cannot use the Withstand core action.
Notable Rules
This affliction is fading in that action points are spent to remove it from the tier ability not the normal Fading effect.
Rage
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Rage
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Rage
Effect Keywords - Imbuement/Affliction, Mundane, Depower, Empower, Fading, Compounding
Tier I
Affected incurs a bonus to damage dealt and a penalty to damage received from all sources it controls and that affect it from enemies. This bonus is equal to the tier of the Rage effect. Duration is 3 rounds.
Tier II
Affected is Vulnerable to the Distracted affliction.
Tier III
Affected is Resistant to the Staggered, Stunned and Frightened afflictions.
Tier IV
Affected is Exposed to the Bleed affliction.
Tier V
Affected is Resistant to the Blind, Deaf and Mute afflictions.
Tier VI
Affected is Vulnerable to Exhaustion, the affected changes Tier III and Tier V to Immunity instead of Resistance.
Tier VII
The affected gains the Tier I Wounded affliction, double all damage the Rage effect would deal.
Notable Rules
Fading works as, whenever the affected would make an attack, they lose 1 round of Rage in addition to the normal fading rules.
Compounding works in the following way. If the affected is dealt damage by an enemy source, this affect gains an additional round of duration. Rage fades at the end of combat.
Rage Features
Archetype
Class
Level
Feature
Warrior
1
Warrior
2
Sealed
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Sealed
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Sealed
Effect Keywords - Affliction, Mundane, Fading
Tier I
Afflicted loses access to a level 1 non-proficiency feature determined by source effect.
Tier II
Afflicted loses access to a level 1-2 non-proficiency feature determined by source effect. It also reduces all imbuements the afflicted is benefiting from by I tier.
Tier III
Afflicted loses access to a level 1-3 non-proficiency feature determined by source effect.
Tier IV
Afflicted loses 1 incremental resource from their continent or character paths pools.
Tier V
Afflicted loses access to a level 5 non-proficiency feature determined by source effect.
Tier VI
Tier VII
Afflicted cannot gain Mana.
Notable rules
Fading works as normal. This affliction is NEVER stackable. This ignores other game effects that would make it stackable.
Staggered
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Staggered
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Staggered
Effect Keywords - Affliction, Mundane, Slow
Tier I
Afflict with a reduction to movement rating by 1. Duration is one round.
Tier II
Afflict with a reduction to movement rating by 2 instead.
Tier III
Afflict with a reduction to movement rating by 3 instead. Duration is two rounds instead. Teleportation effects have their distances halved for the target.
Tier IV
Afflict with a reduction to movement rating by 4 instead. Duration is two rounds instead.
Tier V
Afflict with a reduction to movement rating by 5 instead. Duration is two rounds instead.
Tier VI
Afflict with a reduction to movement rating by 6 instead. Teleportation effects do not function for the target.
Tier VII
Afflict with a reduction to movement rating by 7 instead. Duration is three rounds instead.
Staggered Features
Archetype
Class
Level
Feature
Wanderer
4
Wanderer
1
Warrior
2
Warrior
4
Stunned
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Stunned
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Stunned
Effect Keywords - Affliction, Mundane, Economy
Tier I
Afflict with reduction to maximum AP by 1. Duration is one round.
Tier II
Afflict with reduction to maximum AP by 2 instead.
Tier III
Afflict with reduction to maximum AP by 3 instead. Duration is two rounds instead.
Tier IV
Afflict with reduction to maximum AP by 4 instead. Duration is two rounds instead.
Tier V
Afflict with reduction to maximum AP by 5 instead. Duration is two rounds instead.
Tier VI
Afflict with reduction to maximum AP by 6 instead. Duration is two rounds instead.
Tier VII
Afflict with reduction to maximum AP by 7 instead. Duration is three rounds instead.
Stunned Features
Archetype
Class
Level
Feature
Warrior
8
Warrior
4
Taunt
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Taunt
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Taunt
Effect Keywords - Affliction, Mundane, Economy, Depower, Fading, Stackable
Tier I
Afflicts the target with a -1 penalty to attack and damage rolls vs targets that are not the controller of the source of this affliction.
Tier II
Increases the penalty of the Tier I effect to -2 instead.
Tier III
Afflicted cannot take an attack action that does not include the source of this affliction. Attacks of Opportunity and forced attacks are used against the source of this affliction if able.
Tier IV
Afflicted treats the penalties gained from this affliction to attack and damage rolls of any creature they attack instead.
Tier V
Afflicted cannot take an action that does not only include the source of this affliction. Attacks of Opportunity and forced attacks are used against the source of this affliction if able.
Tier VI
Afflicted creature grants an Attack of Opportunity if it spends action points to move while affected by this affliction.
Tier VII
Afflicted's Aura or area effects do not affect other enemies other than the source of this affliction.
Notable Rules
This effect has the normal Fading rules and is stackable in that whenever a creature is afflicted with a tier of Taunt, it only increases by I tier and only if the new source of the affliction is equal to or greater then the current Taunt they are suffering from.
Taunt Features
Archetype
Class
Level
Feature
Faith
1
Wanderer
1
Wanderer
10
Warrior
1
Warrior
1
Warrior
7
Warrior
4
Warrior
10
Warrior
8
Unconscious
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Unconscious
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Keywords / Affliction
Unconscious
Effect Keywords - Affliction, Mundane, Economy, Slow
Tier I
Afflicted becomes incapacitated whenever they would spend 6 or more action points since acquiring the affliction.
Tier II
Afflicted becomes incapacitated whenever they would spend 4 or more action points since acquiring the affliction.
Tier III
Afflicted becomes incapacitated whenever they would spend 2 or more action points since acquiring the affliction.
Tier IV
Afflicted becomes incapacitated.
Tier V
Afflicted incurs Tier III Wounded/Shattered.
Tier VI
Incur Compounding to this affliction.
Tier VII
Afflicted creature dies.
Notable Rules
Compounding in this case means that a Tier VI Unconscious/Comatose becomes Tier VII at the start of the next turn from the initiative the affliction was received.
Wounded
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Wounded
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Keywords / Affliction
Wounded
Effect Keywords - Affliction, Mundane, Compounding, Stackable
Tier I
Next Mundane damage source the afflicted receives causes it to roll on the Minor Injury charts for Arm and Leg. This also increases this affliction's tier by 1.
Tier II
Next Mundane damage source the afflicted receives causes it to roll on the Minor Injury charts for Chest and Head. This also increases this affliction's tier by 1.
Tier III
Next Mundane damage source the afflicted receives causes it to roll on the Major Injury charts for Arm and Leg. This also increases this affliction's tier by 1.
Tier IV
Next Mundane damage source the afflicted receives causes it to roll on the Major Injury charts for Chest and Head. This also increases this affliction's tier by 1.
Tier V
Next Mundane damage source the afflicted receives causes it to roll on the Final Injury charts for Arm and Leg. This also increases this affliction's tier by 1.
Tier VI
Next Mundane damage source the afflicted receives causes it to roll on the Final Injury charts for Chest and Head. This also increases this affliction's tier by 1.
Tier VII
The afflicted dies.
Notable Rules
This affliction is automatically gained when a creature is reduced to 0 hit points. It is stackable and compounding only through the displayed effects on the tier's descriptions, not through normal rules.
Wounded Features
Archetype
Class
Level
Feature
Faith
4
Faith
1
Faith
5
Faith
10
Faith
4
Faith
1
Faith
2
Mana
1
Wanderer
5
Wanderer
10
Wanderer
1
Wanderer
5
Wanderer
10
Wanderer
5
Wanderer
7
Warrior
5
Warrior
1
Warrior
10
Warrior
10
Mana Drain
Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Imbuements/Magic/Mana+Drain
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Keywords / Imbuement
Mana Drain
Effect Keywords - Imbuement, Mundane/Magic, Life, Mana
Tier I
Imbued incurs Tier I Saturated.
Tier II
The Tier I effect of this imbuement increases to II instead of I for the incurred imbuements.
Tier III
The Tier I effect of this imbuement increases to III instead of II for the incurred imbuements.
Tier IV
The Tier I effect may now be both Life Drain and Mana Drain.
Tier V
Whenever the imbued would critically hit with the source controlling the Life/Mana Drain effect, they incur the Tier I Surged/Haste imbuement.
Tier VI
The Tier V effect of this imbuement increases the incurred imbuements to Tier II instead of Tier I.
Tier VII
Whenever the imbued would kill a creature with the source controlling this imbuement, the imbued refunds the action points spent on the action that caused the creature to die.
Mana Drain Features
Archetype
Class
Level
Feature
Mana
7
Blessing of the Deep
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Abyssborn/Blessing+of+the+Deep
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Blessing of the Deep
You have a swim speed and can breathe underwater.
Inking Wounds
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Abyssborn/Inking+Wounds
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Inking Wounds
The first time in a combat in which you would be bloodied you are imbued with Tier III Renewed.
Dragonskin
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Dragonborn/Dragonskin
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Dragonskin
You gain immunity to the Elemental affliction. The subtype of that affliction is the same as the element you use in your dragon breath racial feature.
Flamebreath
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Dragonborn/Flamebreath
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Flamebreath
Keywords – Mundane, Supernatural, Racial
APC - 2
Target – Creatures
Range – 20ft Cone
Creatures in the area of this ability are dealt 3d6 fire damage. This ability can be avoided with Dexterity or Constitution.
Dark Sun's Blessing
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Dwarf/Dark+Sun's+Blessing
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Dark Sun's Blessing
You have 10 additional hit points.
Heart of Stone
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Dwarf/Heart+of+Stone
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Heart of Stone
You gain resistance to Poison/Toxic and Diseased/Plagued.
Pragmatic Clans
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Dwarf/Pragmatic+Clans
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Pragmatic Clans
The first time you make a contested social roll while haggling prices on supplies or services, you may treat that roll as a 20.
Surefooted
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Dwarf/Surefooted
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Surefooted
You have a climb speed.
Eldar Grace
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Elf/Eldar+Grace
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Eldar Grace
Your movement rating increases by 1.
Eldar Superiority
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Elf/Eldar+Superiority
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Eldar Superiority
Whenever you would be afflicted by an effect from a non-elven source, once an hour you may reduce the Tier of that affliction by 1.
Empire Reborn
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Elf/Empire+Reborn
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Empire Reborn
When you speak, others tend to listen. When addressing a group of at least 10 or more people, you treat the first social skill check you make as a 20. This refreshes when another scene occurs.
Been There%2C Done That
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Gnome/Been+There%2C+Done+That
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Been There, Done That
If you attempt a skill check or ability check for a second time in a day or more, you may treat the roll as a 10.
Daydream
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Gnome/Daydream
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Daydream
You can conjure an illusion of a creature or object of a maximum of medium size that you have seen. This illusion can only be distinguished as an illusion by an Arcana or Insight Core skill check or other feature. This lasts for 1 minute. You must rest before you can do it again.
Dreamwalker
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Gnome/Dreamwalker
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Dreamwalker
When you sleep you can and are welcomed to enter the Dream. You are not protected from the dangers there.
Restorative Melody
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Halfling/Restorative+Melody
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Restorative Melody
Whenever your party would short rest, you increase the amount of hit points they recover by 2d6.
Rugged Humors
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Halfling/Rugged+Humors
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Rugged Humors
Whenever your party would roll on a travel encounter chart, you may choose to roll it again. You must keep the second result.
Second Breakfast
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Halfling/Second+Breakfast
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Second Breakfast
Whenever you and your party would use the Gather Supplies action, if your party finds any Supplies, you increase that number by 1.
Wispblood
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Halfling/Wispblood
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Wispblood
You gain resistance to Elemental (Necrosis).
Arcane Aptitude
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Human/Arcane+Aptitude
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Arcane Aptitude
You have the ability to learn magic in its written form and apply it directly. They gain the ability to use scrolls.
Calloused Hands
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Human/Calloused+Hands
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Calloused Hands
You have 50 additional carrying capacity.
Fearless
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Human/Fearless
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Fearless
You gain resistance to Frightened/Horror.
Horsemaster
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Human/Horsemaster
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Horsemaster
You gain mounted combat proficiency.
Indomitable Spirit
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Human/Indomitable+Spirit
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Indomitable Spirit
Once per long rest, the first time a Human would receive an injury from an injury table, they ignore it.
Jungle and Sky
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Human/Jungle+and+Sky
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Jungle and Sky
You ignore the first 30ft of fall damage and resistance to Prone.
Riverkissed
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Human/Riverkissed
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Riverkissed
You gain a Swim Speed.
Anchored Spirit
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Planetouched/Anchored+Spirit
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Anchored Spirit
You have immunity to the Banished affliction.
Spirit Form
Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Planetouched/Spirit+Form
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Spirit Form
Keywords – Mundane, Supernatural, Racial
APC - 1
Target – Self
Range – Self
You may take on a spirit form for 1 round. While in this form you have resistance to physical damage sources. You may only use this ability once per combat.
Best There Is
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Heavy+Armor/Armor+Augments/Best+There+Is
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Best There Is
Passive
The first attack each round against this character from each creature reduces the damage on that attack equal to the character's Vigor.
Knock Aside
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Heavy+Armor/Armor+Augments/Knock+Aside
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Knock Aside
Whenever a creature would attack the character, they may use the Withstand action. If they do, they make a contested attribute check against the attacker. The character uses their Vigor. The attacker uses their Prowess, Competence or Stamina. If the character wins, they knock aside the attack, reducing its damage by half if it is a melee attack, or negating it if it is a ranged attack. In addition, if the attacker is in melee range, they are afflicted with Tier II Prone.
Leverage
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Heavy+Armor/Armor+Augments/Leverage
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Leverage
Passive
Whenever the character would use a Withstand action, they reduce the APC of the next Attack they make by an amount equal to the APC of the Withstand action.
Pinnacle of Steel
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Heavy+Armor/Armor+Augments/Pinnacle+of+Steel
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Pinnacle of Steel
Whenever the character would be critically hit, the character may use the Withstand action. If they do, they may attempt a contested attribute check against the attacker. The character uses their Vigor. The attacker uses their Prowess, Competence, or Cunning. If the character wins, they are immune to that attack.
Shatter the Line
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Heavy+Armor/Armor+Augments/Shatter+the+Line
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Shatter the Line
This Withstand Action may be used as an attack. The attack is Strength based, deals 1d12 Bludgeoning damage and must be used after you have spent your Movement Rating for the round. If this attack hits and deals damage, the character makes an opposed attribute check against the target. The character users their Vigor and the target uses their Tenacity, Resilience or Willpower. If the character succeeds, this attack is dealt to all adjacent enemies.
Unstoppable
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Heavy+Armor/Armor+Augments/Unstoppable
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Banded
Unstoppable
Passive
Whenever the character would use a Withstand action, they may reduce a single mundane affliction they are suffering from by I Tier.
Brutal Momentum
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Armor+Augments/Brutal+Momentum
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description: Brutal Momentum
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Studded Leather
Brutal Momentum
Passive
The character may add their Prowess to their movement rating instead of Stamina.
Chained Chest
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Armor+Augments/Chained+Chest
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Chainshirt
Chained Chest
Whenever the character would be afflicted with the Staggered/Numbed affliction, the character can use this Withstand action. If they do, they may add their Vigor, Stamina or Tenacity to any rolls made to contest it.
Combat Roll
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Armor+Augments/Combat+Roll
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Supple Leather
Combat Roll
As a Withstand action, the character may move a number of 5ft squares equal to their Vigor. This Withstand action can only be used in response to an Area Effect source.
Critical Protection
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Armor+Augments/Critical+Protection
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Gorget
Critical Protection
Passive
Attacks made against this character that have the Keen imbuement, treat that attack as if the tier of that imbuement was I less.
Flexible Defense
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Armor+Augments/Flexible+Defense
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Supple Leather
Flexible Defense
Passive
The character may use Grace or Prowess for their Withstand actions instead of the normal sub-attributes that ability would require.
Flowing Robes
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Armor+Augments/Flowing+Robes
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description: Flowing Robes
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Armored Robe
Flowing Robes
Passive
Whenever this character would gain Mana, they are imbued with Tier I Regeneration.
Follow-Up
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Armor+Augments/Follow-Up
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formatting: ["Ghaz"]
description: Follow-Up
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Studded Leather
Follow-Up
Whenever the character would make an attack against an enemy outside of their turn, they may also use this Withstand Action. The character makes a contested attribute check against the target of the attack. The character uses their Prowess, Vigor, or Competence. The Enemy uses their Tenacity, Resilience, or Vigor. If the character succeeds, they may move up to their movement rating towards that enemy, whenever they would move this round or at the end of the round.
Hunker Down
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Armor+Augments/Hunker+Down
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Hunker Down
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Gambeson
Hunker Down
While in cover, the character may use this Withstand action when they are attacks by a ranged projectile. If they do, they improve the AC bonus of the cover by an amount equal to their Vigor, Competence, and Tenacity.
Piercing Protection
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Armor+Augments/Piercing+Protection
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Piercing Protection
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Gambeson
Piercing Protection
Passive
Reduce the damage that piercing weapons do to this character by 1.
Protect Your Neck
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Armor+Augments/Protect+Your+Neck
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Protect Your Neck
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Gorget
Protect Your Neck
The character may use this Withstand action whenever they are critically hit. If they do, they make a contested attribute test against the attacker. The character uses their Prowess, Vigor, or Cunning. The attacker uses their Prowess or Competence. If the character wins, they reduce the critical hit's damage by an amount equal to their Spirit.
Punishing Response
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Armor+Augments/Punishing+Response
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Punishing Response
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Manica
Punishing Response
Whenever the character would use a Reaction, they may also use this Withstand action. If they do, they may punch an enemy in range. This attack is Strength based, and deals 1d4 bludgeoning damage.
Slashing Protection
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Armor+Augments/Slashing+Protection
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Slashing Protection
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Chainshirt
Slashing Protection
Passive
Reduce the damage that slashing weapons do to this character by 1.
Steel Sleeve
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Armor+Augments/Steel+Sleeve
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Steel Sleeve
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Manica
Steel Sleeve
Passive
The character may use the Block action with this piece of armor. Its rating is equal to the total weapon damage wielded by the character in the opposite hand. While wearing a Manica, the character cannot wield a shield.
Swirling Sleeves
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Armor+Augments/Swirling+Sleeves
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Swirling Sleeves
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Armored Robe
Swirling Sleeves
As a Withstand action, the character may give a penalty to a ranged projectile attack that is targeting them. The penalty is equal to the character’s Competence or Grace.
Angled Metal
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Armor+Augments/Angled+Metal
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Superior Slashing Protection
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Breastplate
Angled Metal
Whenever this character would be attacked by a slashing weapon, they may use a Withstand action. If they do, they gain Resistance to that attack.
Bandit Shuffle
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Armor+Augments/Bandit+Shuffle
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Bandit Shuffle
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Brigadine
Bandit Shuffle
Whenever the character would be attacked while in cover, if that cover also gives concealment, they may use this Withstand action. If they do, they may attempt a stealth check after the attack is resolved.
Bestial Fury
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Armor+Augments/Bestial+Fury
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Bestial Fury
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Hide
Bestial Fury
The character may spend their Movement Rating on their attack rolls instead of action points.
Bludgeoning Protection
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Bludgeoning Protection
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Hide
Bludgeoning Protection
Passive
Reduce the damage that Bludgeoning weapons do to this character by 1.
Camouflaged Pattern
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Armor+Augments/Camouflaged+Pattern
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Camouflaged Pattern
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Brigadine
Camouflaged Pattern
Passive
Whenever the character would be imbued with Concealed/Invisible, they increase that tier by I.
Drake Bane
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Armor+Augments/Drake+Bane
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Drake Bane
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Scalemail
Drake Bane
Passive
This character has resistance to breath weapons and supernatural attacks that use a cone area of effect.
Dutiful Momentum
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Armor+Augments/Dutiful+Momentum
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Dutiful Momentum
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Lamellar
Dutiful Momentum
Passive
The character may add their Authority or Competence to their movement rating instead of Stamina.
Focused Defense
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Armor+Augments/Focused+Defense
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Focused Defense
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Lamellar
Focused Defense
Whenever this character is attacked, they may use the Withstand Action. If they do, they gain a +2 to AC against that attacker for 1 round. This can only affect 1 enemy at a time.
Hero's Valor
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Armor+Augments/Hero's+Valor
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Hero's Valor
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Scalemail
Hero's Valor
Whenever the character would be afflicted or attacked by a fiend, dragon or undead, they may use this Withstand Action. If they do, they receive a bonus to their AC against that attack or the Contested attribute roll of the affliction equal to their Tenacity, Vigor, or Resilience.
Nooks and Crannies
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Armor+Augments/Nooks+and+Crannies
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Nooks and Crannies
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Chainmail
Nooks and Crannies
Passive
The character reduces damage taken from bludgeoning, slashing, and piercing weapons by 2 for each one of those damage types that is not being reduced by a piece of equipment.
Soldier's Fortune
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Armor+Augments/Soldier's+Fortune
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Soldier's Fortune
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Ringmail
Soldier's Fortune
Whenever this character would be attacked by a piercing weapon, they may use a Withstand action. If they do, they gain Resistance to that attack.
Superior Piercing Protection
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Superior Piercing Protection
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Ringmail
Superior Piercing Protection
Passive
Reduce the damage that piercing weapons do to this character by 3. If the character already has Piercing Protection, they increase this total reduction to 4.
Superior Slashing Protection
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Superior Slashing Protection
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Breastplate
Superior Slashing Protection
Passive
Reduce the damage that slashing weapons do to this character by 3. If the character already has Slashing Protection, they increase this total reduction to 4.
Versatile Defense
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Armor+Augments/Versatile+Defense
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Versatile Defense
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Chainmail
Versatile Defense
As a Withstand action, at the start of the round, the character may reduce the cost of their other Withstand actions by an amount equal to their Vigor or Stamina. This only affects one of each Withstand action taken this round.
Cleaving Strike
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Battleaxe/Weapon+Augments/Cleaving+Strike
publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Cleaving Strike
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Greataxe
Cleaving Strike
Maneuver, Attack
When this attack is made, if it hits and deals damage, an adjacent enemy to the original target in range of the character is also attacked. This can only occur once per round.
Deep Bites
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Battleaxe/Weapon+Augments/Deep+Bites
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Deep Bites
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Battleaxe
Deep Bites
Maneuver, Stance
While in this stance, attacks made with this weapon are imbued with Tier I Keen.
Helmpiercer
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Battleaxe/Weapon+Augments/Helmpiercer
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Cleaving Strike
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Warpick
Helmpiercer
Maneuver, Attack
When this attack is made, it has immunity to the Withstand core action.
Shield Eater
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Battleaxe/Weapon+Augments/Shield+Eater
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Shield Eater
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Battleaxe
Shield Eater
Passive
Attacks made with this weapon have resistance to Block.
Tearing Tooth
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Battleaxe/Weapon+Augments/Tearing+Tooth
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Tearing Tooth
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Hand Axe
Tearing Tooth
Maneuver, Stance
While in this stance, attacks made with this weapon empower the next weapon attack to afflict the target with Tier I Bleed.
Boltlock
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Crossbow/Weapon+Augments/Boltlock
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Boltlock
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Crossbow
Boltlock
Passive
Reduce the APC of reloading by 1.
Piercing Shot
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Crossbow/Weapon+Augments/Piercing+Shot
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Boltlock
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Crossbow
Piercing Shot
Maneuver
The first time this weapon is used to make an attack in a round, it ignores the first use of the Withstand action used against this attack.
Backstab
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Dagger/Weapon+Augments/Backstab
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Backstab
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Dagger
Backstab
Maneuver, Attack
When this attack is made, if the target has 2 or more of your allies in melee range, this attack is immune to Parry, Withstand and Block.
Balancing Stance
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Dagger/Weapon+Augments/Balancing+Stance
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Dagger Passive
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Dagger
Balancing Stance
Passive
Reduce the APC to maintain a stance while wielding this weapon by 1.
Harvester
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Dagger/Weapon+Augments/Harvester
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Harvester
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Sickle
Harvester
Maneuver, Stance
While in this stance, attacks made with this weapon are imbued with Tier I Life Drain.
Unseen Strike
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Dagger/Weapon+Augments/Unseen+Strike
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Unseen Strike
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Dart
Unseen Strike
Maneuver, Attack
This attack costs 1 additional APC. It does not activate fading on the Concealed/Invisible imbuement.
Desperate Parry
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Longbow/Weapon+Augments/Desperate+Parry
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Desperate Parry
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Longbow
Desperate Parry
Maneuver
This weapon may be used to Parry.
Volley Fire
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Longbow/Weapon+Augments/Volley+Fire
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Volley Fire
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Longbow
Volley Fire
Passive
Attacks made with this weapon against a target that has been attacked by another weapon with volley fire this round, increases the damage of this attack by an amount equal to the number of other attacks made this way.
Half-Hand
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Longsword/Weapon+Augments/Half-Hand
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Half-Hand
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Bastard Sword
Half-Hand
Maneuver, Stance
While in this stance, the wielder may use either the Mordhau or Tower of Steel maneuvers. The wielder decides this at the start of their turn.
Impaling Strike
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Longsword/Weapon+Augments/Impaling+Strike
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Impaling Strike
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Rapier
Impaling Strike
Maneuver, Attack
When this attack should deal damage, it afflicts the target with Tier 1 Bleed.
Mordhau
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Longsword/Weapon+Augments/Mordhau
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Mordhau
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Longsword
Mordhau
Maneuver, Attack
When this attack is made, the target must make an opposed roll of your Prowess against their Competence. Should you succeed, this attack cannot be blocked.
Spin to Win
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Longsword/Weapon+Augments/Spin+to+Win
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Spin to Win
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Twin-Blade
Spin to Win
Maneuver, Attack
When this attack is made, the APC of that attack is reduced by 1. In addition, when this attack is made, this character makes a contested attribute check against all adjacent enemies. The character uses their Prowess or Grace. The enemies use their Tenacity or Vigor. If the character should succeed, those enemies take slashing damage equal to their Prowess or Grace.
Tower of Steel
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Longsword/Weapon+Augments/Tower+of+Steel
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Tower of Steel
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Greatsword
Tower of Steel
Maneuver, Block
This weapon may be used to Block. It treats its weapon damage as its block rating. The APC to Block is equal to the APC to attack with this weapon.
Turning Edge
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Longsword/Weapon+Augments/Turning+Edge
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Turning Edge
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Longsword
Turning Edge
Passive
Whenever this weapon would be used to Parry, increase the penalty Parry grants by 1.
Adaptive Attack
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Warhammer/Weapon+Augments/Adaptive+Attack
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Adaptive Attack
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Morningstar
Adaptive Attack
Maneuver, Attack
When this attack strikes a target the character makes an opposed attribute check vs. the target. The character may use Authority against the target’s Resilience. If the character succeeds, one of the following effects occurs based on the level of armor they possess:
-
If the target is wearing light or no armor, this attack afflicts Tier I Bleed.
-
If the target is wearing medium armor, this attack afflicts Tier I Staggered.
-
If the target is wearing heavy armor, this attack afflicts Tier I Stunned.
Apprehend
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Warhammer/Weapon+Augments/Apprehend
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Apprehend
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Flail
Apprehend
Maneuver, Stance
While in this stance, attacks made with this weapon afflict the target with Tier I Staggered.
Concussive Blow
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Warhammer/Weapon+Augments/Concussive+Blow
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Concussive Blow
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Warhammer
Concussive Blow
Maneuver, Attack
When this attack is made, the target must make an opposed roll of your Vigor against their Prowess. Should you succeed, this attack afflicts the target with Tier I Stunned.
Joint Crash
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Warhammer/Weapon+Augments/Joint+Crash
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Joint Crash
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Light Hammer
Joint Crash
Maneuver, Stance
While in this stance, attacks made with this weapon empower the next weapon attack with resistance to being parried.
Overwhelming Blow
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Warhammer/Weapon+Augments/Overwhelming+Blow
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Overwhelming Blow
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Maul
Overwhelming Blow
Maneuver, Attack
When this attack is made, the target must make an opposed roll of your Vigor against their Prowess. Should you succeed, this attack afflicts the target with Tier II Prone and knocks them back 10ft in the direction of the attacker's choice.
Puncturing Blows
Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Warhammer/Weapon+Augments/Puncturing+Blows
publish: true
permalink:
authors:
- Ghaz
formatting:
- Ghaz
description: Puncturing Blows
image: Images/NPC Images/Armory.webp
[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Weapons / Warhammer
Puncturing Blows
Passive
Attacks made with this weapon have resistance to the Withstand core action.
Blood And Blossoms
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Bomber
- Frosty
description:
image:
[Home Page](https://corvanis.wiki/Home Page) / Prism / Parties
Blood and Blossoms
- Mondays at 1PM EST - 3PM EST
Players
Cards

Florida Steve
Player: WorkinJoe

Jiyu Fuujin
Player: Kallmikazz
Kenji Akatsuki no Ken
Player: Nobody_Hero
.webp)
Rikkar Sharpshanks
Player: Dahaur

Rina Kuroshio
Player: Rutrum
Florida Steve
alias: NAME
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Ghaz
- Reevee
- Bomber
- Frosty
description: NAME is a party member of PARTY.
image: Images/Player Characters/Corvanis/PARTY/NAME.webp
[Home Page](https://corvanis.wiki/Home Page) / Parties / Blood And Blossoms
Infobox
Florida Steve
Played By WorkingJoe
Art by Waymaker
Basic Info
Race
Human
Alignment
From
Age
Height
Weight
Eye Color
Pronouns
Birthday Season
Deity
Location
Character Info
Archetype
Core Skill
History
Class 1
Class 2
Class 3
Color Hue
None
Character Level
1
Connections
Inventory
Armor & Clothes
1
1
Weapons
[Whip]
1
[Light Crossbow]
1
Bag
F****LORIDA S****TEVE
Infobox
(Talkies are unavailable for this campaign)
Art by Artist Name
Medium Humanoid, Alignment
ARMOR CLASS: 12 - 14
HIT POINTS: 6
SPEED: ? ft
Proficiencies
LANGUAGE: Common
WEAPON: Simple, Martial, ??
ARMOR: Light, Medium, ??
TOOLS: ???
OTHER:
STR
DEX
CON
INT
WIS
CHA
10
14
14
14
10
10
(0)
(+2)
(+2)
(+2)
(0)
(0)
Columns
SKILL PROFICIENCY
Acrobatics
+2
Animal Handling
0
Arcana
+2
Athletics
0
Deception
0
History
+7
Insight
0
Intimidation
0
Investigation
+2
Medicine
0
Nature
+2
Perception
0
Performance
0
Persuasion
0
Religion
+2
Sleight of Hand
+2
Stealth
+2
Survival
0
SUB ATTRIBUTES
0
0
0
0
0
+2
0
0
0
0
+2
+2
0
0
0
SAVING THROWS
Strength
0
Dexterity
+2
Constitution
+2
Intelligence
+2
Wisdom
0
Charisma
0
C****LASS F****EATURES
Info
Info
Info
Info
R****ACIAL F****EATURES
- test
COMBAT MECHANICS
Info
ATTACK STATISTICS
- weapon name {attack stats} {damage stats} {apc cost} {special effects}
Info
DEFENSIVE STATISTICS
- ARMOR CLASS:
Info
SPELLCASTING : COLOR HUE -
- SPELLS:
- 1st level:
- 2nd level:
Introduction
Info
Background
hmh
Jiyu Fuujin
alias: NAME
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Ghaz
- Reevee
- Bomber
- Frosty
description: NAME is a party member of PARTY.
image: Images/Player Characters/Corvanis/PARTY/NAME.webp
[Home Page](https://corvanis.wiki/Home Page) / Parties / Blood And Blossoms
Infobox
Jiyu Fuujin
Played By Kallmiikaze
Art by mattsunart
Basic Info
Race
Alignment
Neutral Good
From
Glies,
Northern Mountains
Age
24
Height
5'10"
Weight
170lbs
Eye Color
Pronouns
He/Him
Birthday Season
Deity
None
Location
Character Info
Archetype
Core Skill
Acrobatics
Class 1
Class 2
Class 3
Color Hue
Character Level
1
Connections
Inventory
Armor & Clothes
1
1
Weapons
Bag
JIYU FUUJIN
Infobox
(Talkies are unavailable for this campaign)
Art by Artist Name
Medium Humanoid, Neutral Good
ARMOR CLASS: 13
HIT POINTS: 4
SPEED: 3 MR
Proficiencies
LANGUAGE: Common
WEAPON: Simple, Martial, ??
ARMOR: Light, Medium, ??
TOOLS: ???
OTHER:
STR
DEX
CON
INT
WIS
CHA
10
14
10
10
14
12
(0)
(+2)
(0)
(0)
(+2)
(+1)
Columns
SKILL PROFICIENCY
Acrobatics
+7
Animal Handling
+2
Arcana
0
Athletics
0
Deception
+1
History
0
Insight
+2
Intimidation
+1
Investigation
0
Medicine
+2
Nature
0
Perception
+2
Performance
+1
Persuasion
+1
Religion
0
Sleight of Hand
+2
Stealth
+2
Survival
+2
SUB ATTRIBUTES
0
0
0
+1
0
0
0
0
0
+1
0
0
0
0
+2
SAVING THROWS
Strength
0
Dexterity
+2
Constitution
0
Intelligence
0
Wisdom
+2
Charisma
+1
CLASS FEATURES
Info
- Daoist
- Resolve
- Elemental Aspect - Acid
- Inner Force
Info
Info
Info
RACIAL FEATURES
- test
COMBAT MECHANICS
Info
ATTACK STATISTICS
- weapon name {attack stats} {damage stats} {apc cost} {special effects}
Info
DEFENSIVE STATISTICS
- ARMOR CLASS: 13
Info
SPELLCASTING : COLOR HUE - Yellow
Introduction
Info
Background
hmh
Kenji Akatsuki no Ken
alias: NAME
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Ghaz
- Reevee
- Bomber
- Frosty
description: NAME is a party member of PARTY.
image: Images/Player Characters/Corvanis/PARTY/NAME.webp
[Home Page](https://corvanis.wiki/Home Page) / Parties / Blood And Blossoms
Infobox
Kenji Akatsuki no Ken
Played By Nobodys Hero
Art by Artist Name
Basic Info
Race
Alignment
From
Age
Height
Weight
Eye Color
Pronouns
Birthday Season
Deity
Location
Character Info
Archetype
Core Skill
History
Class 1
Class 2
Class 3
Color Hue
None
Character Level
1
Connections
Inventory
Armor & Clothes
1
1
1
Weapons
Hi Garyō Tensei (Fire Dragon Ascension) (Kanta)
1
(Wakizashi)
1
(Tanto)
1
(Kanabo)
1
(Yumi) - Bow
1
Bag
KENJI AKATSUKI NO KEN
Infobox
(Talkies are unavailable for this campaign)(place talkie here)
Art by Artist Name
Medium Humanoid, Alignment
ARMOR CLASS: 16
HIT POINTS: 8
SPEED: ? MR
Proficiencies
LANGUAGE: Common
WEAPON: Simple, Martial, ??
ARMOR: Light, Medium, ??
TOOLS: ???
OTHER:
STR
DEX
CON
INT
WIS
CHA
14
14
10
14
10
10
(+2)
(+2)
(0)
(+2)
(0)
(0)
Columns
SKILL PROFICIENCY
Acrobatics
+2
Animal Handling
+2
Arcana
0
Athletics
+2
Deception
0
History
0
Insight
+2
Intimidation
0
Investigation
0
Medicine
+2
Nature
0
Perception
+2
Performance
0
Persuasion
0
Religion
0
Sleight of Hand
+2
Stealth
+2
Survival
+2
SUB ATTRIBUTES
+2
0
0
0
0
0
0
+2
0
0
0
0
0
0
+2
SAVING THROWS
Strength
+2
Dexterity
+2
Constitution
0
Intelligence
0
Wisdom
+2
Charisma
0
CLASS FEATURES
Info
Info
Info
Info
RACIAL FEATURES
COMBAT MECHANICS
Info
ATTACK STATISTICS
- weapon name {attack stats} {damage stats} {apc cost} {special effects}
Info
DEFENSIVE STATISTICS
- ARMOR CLASS: 16
Info
SPELLCASTING : COLOR HUE -
- SPELLS:
- 1st level:
- 2nd level:
Introduction
Info
Background
hmh
Rikkar Sharpshanks
alias: NAME
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Ghaz
- Reevee
- Bomber
- Frosty
description: NAME is a party member of PARTY.
image: Images/Player Characters/Corvanis/PARTY/NAME.webp
[Home Page](https://corvanis.wiki/Home Page) / Parties / Blood And Blossoms
Infobox
Rikkar Sharpshanks
Played By Dahaur
Art by Artist Name
Basic Info
Race
Goblin
Alignment
???
From
Glies
Age
???
Height
???
Weight
???
Eye Color
???
Pronouns
He/Him?
Birthday Season
???
Deity
???
Location
???
Character Info
Archetype
Core Skill
Stealth
Class 1
Class 2
Class 3
Color Hue
None
Character Level
1
Connections
Inventory
Armor & Clothes
1
1
Weapons
1
Several
Bag
RIKKAR SHARPSHANKS
Infobox
(Talkies are unavailable for this campaign)
Art by Artist Name
??? Humanoid, Alignment
ARMOR CLASS: 12
HIT POINTS: 6
SPEED: 5 MR (3 + 2 + 2 (Mobility) - 2 MRR)
Proficiencies
LANGUAGE: Common
WEAPON: Light Weapons
ARMOR: Light Armor
TOOLS: ???
OTHER:
STR
DEX
CON
INT
WIS
CHA
10
14
14
14
10
10
(0)
(+2)
(+2)
(+2)
(0)
(0)
Columns
SKILL PROFICIENCY
Acrobatics
+2
Animal Handling
0
Arcana
+2
Athletics
0
Deception
0
History
+2
Insight
0
Intimidation
0
Investigation
+2
Medicine
+2
Nature
+2
Perception
0
Performance
0
Persuasion
0
Religion
+2
Sleight of Hand
+2
Stealth
+7
Survival
0
SUB ATTRIBUTES
0
0
0
0
0
+2
0
0
0
0
+2
+2
0
0
0
SAVING THROWS
Strength
0
Dexterity
+2
Constitution
+2
Intelligence
+2
Wisdom
0
Charisma
0
CLASS FEATURES
Info
Info
Info
Info
RACIAL FEATURES
- test
COMBAT MECHANICS
Info
ATTACK STATISTICS
- weapon name {attack stats} {damage stats} {apc cost} {special effects}
Info
DEFENSIVE STATISTICS
- ARMOR CLASS: 12
Info
SPELLCASTING : COLOR HUE -
- SPELLS:
- 1st level:
- 2nd level:
Introduction
Info
Background
Rina Kuroshio
alias: NAME
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Ghaz
- Reevee
- Bomber
- Frosty
description: NAME is a party member of PARTY.
image: Images/Player Characters/Corvanis/PARTY/NAME.webp
[Home Page](https://corvanis.wiki/Home Page) / Parties / Blood And Blossoms
Infobox
Rina Kuroshio
Played By Rutrum
Art by Danny
Basic Info
Race
Alignment
Chaotic Good
From
Ocean Surrounding Glies
Age
24
Height
5'8"
Weight
160 lbs
Eye Color
Grey
Pronouns
She/Her
Birthday Season
Winter
Deity
TBD
Location
Northern Mountains in Glies
Character Info
Archetype
Core Skill
Sleight of Hand
Class 1
Class 2
Class 3
Color Hue
Character Level
1
Connections
Inventory
Armor & Clothes
1
1
Weapons
?
Bag
Mark/Orb
1
RINA KUROSHIO
Infobox
(Talkies are unavailable for this campaign)
Art by Artist Name
Medium Humanoid, Chaotic Good
ARMOR CLASS: 13
HIT POINTS: 4
SPEED: 3 MR (3 + 1 Prowess - 1 MRR)
Proficiencies
LANGUAGE: Common
WEAPON: Simple, Martial, ??
ARMOR: Light, Medium, ??
TOOLS: ???
OTHER:
STR
DEX
CON
INT
WIS
CHA
14
12
10
12
14
10
(+2)
(+1)
(0)
(+1)
(+2)
(0)
Columns
SKILL PROFICIENCY
Acrobatics
+1
Animal Handling
+2
Arcana
+1
Athletics
+2
Deception
0
History
+1
Insight
+2
Intimidation
0
Investigation
+1
Medicine
+2
Nature
+1
Perception
+2
Performance
0
Persuasion
0
Religion
+1
Sleight of Hand
+6
Stealth
+1
Survival
SUB ATTRIBUTES
+2
+1
+1
0
0
+1
0
+1
0
0
0
0
0
0
+1
SUB ATTRIBUTES
Strength
+2
Dexterity
+1
Constitution
0
Intelligence
+1
Wisdom
+2
Charisma
0
CLASS FEATURES
Info
Info
Info
Info
RACIAL FEATURES
COMBAT MECHANICS
Info
ATTACK STATISTICS
- weapon name {attack stats} {damage stats} {apc cost} {special effects}
Info
DEFENSIVE STATISTICS
- ARMOR CLASS: 13 (12 + 1 Prowess)
Info
SPELLCASTING : COLOR HUE - Violet
Introduction
Info
Background
Having lived in the eastern kingdom of Glies, Rina's sister got afflicted with the Pale Emperor’s curse.
She went to Aelenclast in search of a cure, and funds after reaching out to a patron for help. Patron told her to do things for her in exchange for the cure.
Ace
alias: NAME
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Ghaz
- Reevee
- Bomber
- Frosty
description: NAME is a party member of PARTY.
image: Images/Player Characters/Corvanis/PARTY/NAME.webp
[Home Page](https://corvanis.wiki/Home Page) / Parties / Claws and Chaos
Infobox
Ace
Played By bloodmoon39
Made by AI
Basic Info
Race
Alignment
From
Age
Height
Weight
Eye Color
Pronouns
Birthday Season
Deity
Location
Character Info
Archetype
Core Skill
History
Class 1
Class 2
Class 3
Color Hue
None
Character Level
1
Connections
Inventory
Armor & Clothes
1
1
Weapons
Bag
ACE
Infobox
(Talkies are unavailable for this campaign)
Art by Artist Name
Medium Humanoid, Alignment
ARMOR CLASS: 14
HIT POINTS: 8
SPEED: 4 MR (3 + 2 Authority - 1 MRR)
Proficiencies
LANGUAGE: Common
WEAPON: Simple, Martial, ??
ARMOR: Light, Medium, ??
TOOLS: ???
OTHER:
STR
DEX
CON
INT
WIS
CHA
14
14
10
10
14
10
(+2)
(+2)
(0)
(0)
(+2)
(0)
Columns
SKILL PROFICIENCY
Acrobatics
+2
Animal Handling
+2
Arcana
0
Athletics
+2
Deception
0
History
+5
Insight
+2
Intimidation
0
Investigation
0
Medicine
+2
Nature
0
Perception
+2
Performance
0
Persuasion
0
Religion
0
Sleight of Hand
+2
Stealth
+2
Survival
+2
SUB ATTRIBUTES
+2
0
0
0
0
0
0
+2
0
0
0
0
0
0
+2
SAVING THROWS
Strength
+2
Dexterity
+2
Constitution
0
Intelligence
0
Wisdom
+2
Charisma
0
CLASS FEATURES
Info
Info
Info
Info
RACIAL FEATURES
- test
COMBAT MECHANICS
Info
ATTACK STATISTICS
- weapon name {attack stats} {damage stats} {apc cost} {special effects}
Info
DEFENSIVE STATISTICS
- ARMOR CLASS: 14
Info
SPELLCASTING : COLOR HUE -
- SPELLS:
- 1st level:
- 2nd level:
Introduction
Info
Background
hmh
Claws and Chaos
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Bomber
- Frosty
description:
image:
[Home Page](https://corvanis.wiki/Home Page) / Prism / Parties
Claws and Chaos
- Fridays at 5PM EST - 8PM EST
Players
Cards

Ace
Player: bloodmoon39
Bait Naecarusrc
Player: iMainOP

John D. Walker
Player: Nowell_TheOwl

Marvin the Magnificent
Player: FoameyTS
John D. Walker
alias: NAME
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Ghaz
- Reevee
- Bomber
- Frosty
description: NAME is a party member of PARTY.
image: Images/Player Characters/Corvanis/PARTY/NAME.webp
[Home Page](https://corvanis.wiki/Home Page) / Parties / Claws and Chaos
Infobox
John D. Walker
Played By Nowell_TheOwl
Made by Ai
Basic Info
Race
Alignment
Neutral Evil
From
Age
29
Height
6'1"
Weight
178lbs
Eye Color
Light Blue
Pronouns
He/Him
Birthday Season
Winter
Deity
Mainly Silloway, but also prays to Gazenaroc and Iass a fair bit.
Location
Character Info
Archetype
Core Skill
Animal Handling
Class 1
Familiar Master (Animal Handling)
Class 2
Class 3
Color Hue
Orange
Character Level
1
Connections
Inventory
Armor & Clothes
1
1
1
Weapons
1
1
Bag
Explore's Pack
1
Mask of Wheat
1
JOHN D. WALKER
Infobox
(Talkies are unavailable for this campaign)
Art by Artist Name
Medium Humanoid, Neutral Evil
ARMOR CLASS: 14
HIT POINTS: 4
SPEED: 3 MR
Proficiencies
LANGUAGE: Common (Tesh)
WEAPON: Battleaxes
ARMOR: Light Armor
TOOLS: Scribe, Stonecutting
STR
DEX
CON
INT
WIS
CHA
14
10
10
14
14
10
(+2)
(0)
(0)
(+2)
(+2)
(0)
Columns
SKILL PROFICIENCY
Acrobatics
0
Animal Handling
+7
Arcana
+2
Athletics
+2
Deception
0
History
+2
Insight
+2
Intimidation
0
Investigation
+2
Medicine
+2
Nature
+2
Perception
+2
Performance
0
Persuasion
0
Religion
+2
Sleight of Hand
0
Stealth
0
Survival
+2
SUB ATTRIBUTES
+2
+2
+2
0
0
0
0
0
0
0
0
0
0
0
0
SAVING THROWS
Strength
+2
Dexterity
0
Constitution
0
Intelligence
+2
Wisdom
+2
Charisma
0
CLASS FEATURES
Info
Info
Info
Info
RACIAL FEATURES
COMBAT MECHANICS
Info
ATTACK STATISTICS
- weapon name {attack stats} {damage stats} {apc cost} {special effects}
Info
DEFENSIVE STATISTICS
- ARMOR CLASS: 14 (12 + 2 Competence)
Info
SPELLCASTING : COLOR HUE - Orange
Introduction
Info
Background
John D. Walker was nothing more than your average troublemaker as a kid, always running off into the mountainous caves, caverns and ravines of Krazax that his parents said even the dwarves don’t venture down into. Which John always thought was strange considering he'd seen dwarves whilst exploring various crevices. He never understood his parent’s worries about the world they live in. EVERY time John would sneak away and come back late, John always found his parents praying to Gwaina. He was then met with a hug and a scolding, John would then not learn his lesson, despite his parents' pleadings. As John grew older, he chalked it up to his parent’s cowardice and ignorance. Why should we fear this beautiful world? If it holds secrets to awesomeness, then we should not be afraid of it. John would find his faith being placed in Silloway, valuing the toil and persistence reflected by the goddess’ nature. Also in these years, John would meet a man named Crichton, a stocky guy, follower of Gazenaroc, with an interest in animals of history, and how they might bring discovery for the animals of the present. John took a liking to him, and eventually studied under him, wrangling all kinds of animals and researching beasts. Crichton took John all around Kalkatesh, residing in Steton for a while, now they reside in Dolten, John developing his knowledge and application of magic throughout his travels. Crichton and John would have long talks about Gazenaroc and Silloway every once in a while. But he felt stuck. John felt that his life had plateaued, like he could no longer climb the steps of discovery, only walk the plains of monotony. However, soon his life would change, by partaking in the expedition to Alenclast.
Fun Facts!:
- John’s favorite food is carrots, though he has yet to have one.
- John has two younger siblings, but has never met them.
- John wants to visit Ryne and maybe stay if there are some interesting animals and beasts. He thinks it would be a great place to retire to in old age.
Marvin the Magnificent
alias: Marv
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Ghaz
- Reevee
- Bomber
- Frosty
description: NAME is a party member of PARTY.
image: Images/Player Characters/Corvanis/PARTY/NAME.webp
[Home Page](https://corvanis.wiki/Home Page) / Parties / Claws and Chaos
Infobox
Marvin the Magnificent
Played By FoameyTS
Art by Artist Name
Basic Info
Race
Alignment
From
Age
Height
Weight
Eye Color
Pronouns
Birthday Season
Deity
Location
Character Info
Archetype
Core Skill
Medicine
Class 1
Class 2
Class 3
Color Hue
None
Character Level
1
Connections
Inventory
Armor & Clothes
1
1
Weapons
1
Bag
M****ARVIN T****HE M****AGNIFICENT
A.K.A. Marv
Infobox
(Talkies are unavailable for this campaign)
Art by Artist Name
Medium Humanoid, Alignment
ARMOR CLASS: 14
HIT POINTS: 6
SPEED: 3 MR
Proficiencies
LANGUAGE: Common
WEAPON: Simple, Martial, ??
ARMOR: Light Armor
TOOLS: ???
OTHER:
STR
DEX
CON
INT
WIS
CHA
10
14
10
10
14
14
(0)
(+2)
(0)
(0)
(+2)
(+2)
Columns
SKILL PROFICIENCY
Acrobatics
+2
Animal Handling
+2
Arcana
0
Athletics
0
Deception
+2
History
0
Insight
+2
Intimidation
+2
Investigation
0
Medicine
+5
Nature
0
Perception
+2
Performance
+2
Persuasion
+2
Religion
0
Sleight of Hand
+2
Stealth
+2
Survival
+2
SUB ATTRIBUTES
0
0
0
+2
0
0
0
0
0
+2
0
0
0
0
+2
SAVING THROWS
Strength
0
Dexterity
+2
Constitution
0
Intelligence
0
Wisdom
+2
Charisma
+2
CLASS FEATURES
Info
Info
Info
Info
RACIAL FEATURES
COMBAT MECHANICS
Info
ATTACK STATISTICS
- weapon name {attack stats} {damage stats} {apc cost} {special effects}
Info
DEFENSIVE STATISTICS
- ARMOR CLASS: 14 (12 + 2 Grace)
Info
SPELLCASTING : COLOR HUE -
- SPELLS:
- 1st level:
- 2nd level:
Introduction
Info
Background
hmh
Yankash
alias: NAME
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Ghaz
- Reevee
- Bomber
- Frosty
description: NAME is a party member of PARTY.
image: Images/Player Characters/Corvanis/PARTY/NAME.webp
[Home Page](https://corvanis.wiki/Home Page) / Parties / Claws and Chaos
Infobox
Yankash
Played By Crizov
Art by Artist Name
Basic Info
Race
Alignment
From
Age
Height
Weight
Eye Color
Pronouns
Birthday Season
Deity
Location
Character Info
Archetype
Core Skill
Performance
Class 1
Class 2
Class 3
Color Hue
Character Level
1
Connections
Inventory
Armor & Clothes
1
1
1
1
Weapons
Bag
YANKASH
Infobox
(place talkie here)
Art by Artist Name
Medium Humanoid, Alignment
ARMOR CLASS: 16
HIT POINTS: 6
SPEED: ? MR
Proficiencies
LANGUAGE: Common
WEAPON: Warhammer
ARMOR: Medium Armor
TOOLS: ???
OTHER:
STR
DEX
CON
INT
WIS
CHA
12
10
12
10
14
14
(+1)
(0)
(+1)
(0)
(+2)
(+2)
Columns
SKILL PROFICIENCY
Acrobatics
0
Animal Handling
+2
Arcana
0
Athletics
+1
Deception
+2
History
0
Insight
+2
Intimidation
+2
Investigation
0
Medicine
+2
Nature
0
Perception
+2
Performance
+7
Persuasion
+2
Religion
0
Sleight of Hand
0
Stealth
0
Survival
+2
SUB ATTRIBUTES
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
SAVING THROWS
Strength
+1
Dexterity
0
Constitution
+1
Intelligence
0
Wisdom
+2
Charisma
+2
CLASS FEATURES
Info
Info
Info
Info
RACIAL FEATURES
COMBAT MECHANICS
Info
ATTACK STATISTICS
- weapon name {attack stats} {damage stats} {apc cost} {special effects}
Info
DEFENSIVE STATISTICS
- ARMOR CLASS: 16 (14 + 2 Resilience)
Info
SPELLCASTING : COLOR HUE -
- SPELLS:
- 1st level:
- 2nd level:
Introduction
Info
Background
hmh
Perdition and Permission
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Bomber
- Frosty
description:
image:
[Home Page](https://corvanis.wiki/Home Page) / Prism / Parties
Perdition and Permission
- Wednesdays at 12PM EST - 3PM EST
Players
Cards

Rovain Tka
Player: Nobbis
Sharp
Player: Skywhite69
Petra
alias: NAME
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Ghaz
- Reevee
- Bomber
- Frosty
description: NAME is a party member of PARTY.
image: Images/Player Characters/Corvanis/PARTY/NAME.webp
[Home Page](https://corvanis.wiki/Home Page) / Parties / Perdition and Permission
Infobox
Petra
Played By Essylta
Art by Waymaker
Basic Info
Race
Alignment
From
Age
Height
Weight
Eye Color
Pronouns
Birthday Season
Deity
Location
Character Info
Archetype
Core Skill
Athletics
Class 1
Class 2
Class 3
Color Hue
None
Character Level
1
Connections
Inventory
Armor & Clothes
1
1
Weapons
1
Bag
PETRA
Infobox
(Talkies are unavailable for this campaign)
Art by Artist Name
Medium Humanoid, Alignment
ARMOR CLASS: 14
HIT POINTS: 6
SPEED: 4 MR
Proficiencies
LANGUAGE: Common
WEAPON: Longswords
ARMOR: Light Armor
TOOLS: ???
OTHER:
STR
DEX
CON
INT
WIS
CHA
14
14
12
12
10
10
(+2)
(+2)
(+1)
(+1)
(0)
(0)
Columns
SKILL PROFICIENCY
Acrobatics
+2
Animal Handling
0
Arcana
+1
Athletics
+7
Deception
0
History
+1
Insight
0
Intimidation
0
Investigation
+1
Medicine
0
Nature
+1
Perception
0
Performance
0
Persuasion
0
Religion
+1
Sleight of Hand
+2
Stealth
+2
Survival
0
SUB ATTRIBUTES
0
+1
0
0
0
+1
0
+2
0
0
+1
+1
+1
0
0
SAVING THROWS
Strength
+2
Dexterity
+2
Constitution
+1
Intelligence
+1
Wisdom
0
Charisma
0
CLASS FEATURES
Info
Info
Info
Info
RACIAL FEATURES
COMBAT MECHANICS
Info
ATTACK STATISTICS
- weapon name {attack stats} {damage stats} {apc cost} {special effects}
Info
DEFENSIVE STATISTICS
- ARMOR CLASS: 14
Info
SPELLCASTING : COLOR HUE -
- SPELLS:
- 1st level:
- 2nd level:
Introduction
Info
Background
Petra completed her trials in the Rivers with only a few scars. She then went on to be employed as an assassin, serving Aladine's followers by bringing death to the unfaithful. (Also, she never sneaks.)
Rovain Tka
alias: NAME
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Ghaz
- Reevee
- Bomber
- Frosty
description: NAME is a party member of PARTY.
image: Images/Player Characters/Corvanis/PARTY/NAME.webp
[Home Page](https://corvanis.wiki/Home Page) / Parties / Perdition and Permission
Infobox
Rovain Tka
Played By Nobbis
Art by Artist Name
Basic Info
Race
Alignment
From
Age
204
Height
Weight
Eye Color
Pronouns
He/Him
Birthday Season
Deity
Location
Character Info
Archetype
Core Skill
Insight
Class 1
Class 2
Class 3
Color Hue
None
Character Level
1
Connections
Inventory
Armor & Clothes
1
1
1
1
Weapons
1
Bag
ROVAIN TKA
Infobox
(Talkies are unavailable for this campaign)
Art by Artist Name
Creature Size & Type, Alignment
ARMOR CLASS: 16
HIT POINTS: 8
SPEED: 5 MR
Proficiencies
LANGUAGE: Common
WEAPON: Simple, Martial, ??
ARMOR: Light, Medium, ??
TOOLS: ???
OTHER:
STR
DEX
CON
INT
WIS
CHA
16
10
12
10
14
10
(+3)
(0)
(+1)
(0)
(+2)
(0)
Columns
SKILL PROFICIENCY
Acrobatics
0
Animal Handling
+2
Arcana
0
Athletics
+3
Deception
0
History
0
Insight
+7
Intimidation
0
Investigation
0
Medicine
+2
Nature
0
Perception
+2
Performance
0
Persuasion
0
Religion
0
Sleight of Hand
0
Stealth
0
Survival
+2
SUB ATTRIBUTES
+2
0
0
0
0
0
0
0
0
0
0
0
+1
+1
0
SAVING THROWS
Strength
+3
Dexterity
0
Constitution
+1
Intelligence
0
Wisdom
+2
Charisma
0
CLASS FEATURES
Info
Info
Info
Info
RACIAL FEATURES
COMBAT MECHANICS
Info
ATTACK STATISTICS
- weapon name {attack stats} {damage stats} {apc cost} {special effects}
Info
DEFENSIVE STATISTICS
- ARMOR CLASS: 16
Info
SPELLCASTING : COLOR HUE -
- SPELLS:
- 1st level:
- 2nd level:
Introduction
Info
Background
hmh
Sharp
alias: NAME
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Ghaz
- Reevee
- Bomber
- Frosty
description: NAME is a party member of PARTY.
image: Images/Player Characters/Corvanis/PARTY/NAME.webp
[Home Page](https://corvanis.wiki/Home Page) / Parties / Perdition and Permission
Infobox
Sharp
Played By Skywhite69
Art by Artist Name
Basic Info
Race
Alignment
From
Age
30
Height
6'0"
Weight
196lbs
Eye Color
Red
Pronouns
He/Him
Birthday Season
Winter
Deity
Location
Character Info
Archetype
Core Skill
Medicine
Class 1
Class 2
Class 3
Color Hue
Red
Character Level
1
Connections
Inventory
Armor & Clothes
1
1
1
1
1
Weapons
1
Bag
SHARP
Infobox
(Talkies are unavailable for this campaign)
Art by Artist Name
Medium Humanoid, Alignment
ARMOR CLASS: 16
HIT POINTS: 6
SPEED: 3 MR (3 + 2 Authority + 1 Vigor - 3 MRR)
Proficiencies
LANGUAGE: Common
WEAPON: Longswords
ARMOR: Medium Armor
TOOLS: ???
OTHER:
STR
DEX
CON
INT
WIS
CHA
14
10
12
10
14
12
(+2)
(0)
(+1)
(0)
(+2)
(+1)
Columns
SKILL PROFICIENCY
Acrobatics
0
Animal Handling
+2
Arcana
0
Athletics
+2
Deception
+1
History
0
Insight
+2
Intimidation
+1
Investigation
0
Medicine
+7
Nature
0
Perception
+2
Performance
+1
Persuasion
+1
Religion
0
Sleight of Hand
0
Stealth
0
Survival
+2
SUB ATTRIBUTES
+2
0
0
0
0
0
+1
0
+1
+1
0
0
+1
+1
0
SAVING THROWS
Strength
+2
Dexterity
0
Constitution
+1
Intelligence
0
Wisdom
+2
Charisma
+1
CLASS FEATURES
Info
Info
Info
Info
RACIAL FEATURES
COMBAT MECHANICS
Info
ATTACK STATISTICS
- weapon name {attack stats} {damage stats} {apc cost} {special effects}
Info
DEFENSIVE STATISTICS
- ARMOR CLASS: 16 (14 + 2 Authority)
Info
SPELLCASTING : COLOR HUE - Red
Introduction
Info
Background
Sharp was born into chains, raised in the brutal chaos of a betting pit where fighters were thrown against one another for coin and entertainment. Survival demanded both cunning and strength, and Sharp learned quickly to fight alone when needed, but also to cooperate if it meant seeing another dawn. Over time, his skill and unyielding will earned him grudging respect from spectators and gamblers alike, until at last a Church member purchased him not out of pity, but to put his talent to use. Now, Sharp serves under the Church of Aladine, fed and sheltered, yet never forgetting the weight of his past. The church now uses Sharp as an expendable slave to take on the church’s tasks.
Alex Flowky
alias: NAME
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Ghaz
- Reevee
- Bomber
- Frosty
description: NAME is a party member of PARTY.
image: Images/Player Characters/Corvanis/PARTY/NAME.webp
[Home Page](https://corvanis.wiki/Home Page) / Parties/ Serpents and Sincerity
Infobox
Alex Flowky
|Beast Form|
Played By Nistcallo
Art by Waymaker
Basic Info
Race
Alignment
From
Age
29
Height
5'10"
Weight
170lbs
Eye Color
Pronouns
Birthday Season
Deity
Location
Character Info
Archetype
Core Skill
Animal Handling
Class 1
Class 2
Class 3
Color Hue
None
Character Level
1
Connections
Inventory
Armor & Clothes
1
1
1
1
1
1
Weapons
Bag
ALEX FLOWKY
Infobox
(Talkies are unavailable for this campaign)
Art by Artist Name
Medium Humanoid, Alignment
ARMOR CLASS: 18
HIT POINTS: 8
SPEED: 2 MR (3 + 2 Authority - 5 MRR + 2 Vigor)
Proficiencies
LANGUAGE: Common
WEAPON: Spear, Steam Gun, Battle-Axe
ARMOR: Light, Medium, Heavy Armor
TOOLS: ???
OTHER:
STR
DEX
CON
INT
WIS
CHA
14
10
14
14
10
10
(+2)
(0)
(+2)
(+2)
(0)
(0)
Columns
SKILL PROFICIENCY
Acrobatics
0
Animal Handling
+5
Arcana
+2
Athletics
+2
Deception
0
History
+2
Insight
0
Intimidation
0
Investigation
+2
Medicine
0
Nature
+2
Perception
0
Performance
0
Persuasion
0
Religion
+2
Sleight of Hand
0
Stealth
0
Survival
0
SUB ATTRIBUTES
0
+2
0
0
0
0
0
0
0
0
0
+2
+2
0
0
SAVING THROWS
Strength
+2
Dexterity
0
Constitution
+2
Intelligence
+2
Wisdom
0
Charisma
0
CLASS FEATURES
Info
Info
Info
Info
RACIAL FEATURES
COMBAT MECHANICS
Info
ATTACK STATISTICS
- weapon name {attack stats} {damage stats} {apc cost} {special effects}
Info
DEFENSIVE STATISTICS
- ARMOR CLASS: 18 (16 + 2 Tenacity)
Info
SPELLCASTING : COLOR HUE -
- SPELLS:
- 1st level:
- 2nd level:
Introduction
Info
Background
hmh
D%C3%B3lgr
alias: Dolgr
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Ghaz
- Reevee
- Bomber
- Frosty
description: NAME is a party member of PARTY.
image: Images/Player Characters/Corvanis/PARTY/NAME.webp
[Home Page](https://corvanis.wiki/Home Page) / Parties/ Serpents and Sincerity
Infobox
Dólgr
Played By Sping
Art by Waymaker
Basic Info
Race
Alignment
From
Age
Height
Weight
Eye Color
Pronouns
He/Him
Birthday Season
Deity
Location
Character Info
Archetype
Core Skill
Athletics
Class 1
Class 2
Class 3
Color Hue
None
Character Level
1
Connections
Inventory
Armor & Clothes
1
1
1
1
Weapons
1
1
Bag
Dólgr
Infobox
(Talkies are unavailable for this campaign)
Art by Artist Name
Medium Humanoid, Alignment
ARMOR CLASS: 16
HIT POINTS: 18
SPEED: 5 MR
Proficiencies
LANGUAGE: Common
WEAPON: Simple, Martial, ??
ARMOR: Light, Medium, ??
TOOLS: ???
OTHER:
STR
DEX
CON
INT
WIS
CHA
16
10
14
10
12
10
(+3)
(0)
(+2)
(0)
(+1)
(0)
Columns
SKILL PROFICIENCY
Acrobatics
0
Animal Handling
+1
Arcana
0
Athletics
+8
Deception
0
History
0
Insight
+1
Intimidation
0
Investigation
0
Medicine
+1
Nature
0
Perception
+1
Performance
0
Persuasion
0
Religion
0
Sleight of Hand
0
Stealth
0
Surviva
+1
SUB ATTRIBUTES
+1
0
0
0
0
0
0
0
0
0
0
0
+2
+1
0
SAVING THROWS
Strength
+3
Dexterity
0
Constitution
+2
Intelligence
0
Wisdom
+1
Charisma
0
CLASS FEATURES
Info
Info
Info
Info
RACIAL FEATURES
COMBAT MECHANICS
Info
ATTACK STATISTICS
- weapon name {attack stats} {damage stats} {apc cost} {special effects}
Info
DEFENSIVE STATISTICS
- ARMOR CLASS: 16
Info
SPELLCASTING : COLOR HUE -
- SPELLS:
- 1st level:
- 2nd level:
Introduction
Info
Background
hmh
Ronder Vandrish
alias: NAME
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Ghaz
- Reevee
- Bomber
- Frosty
description: NAME is a party member of PARTY.
image: Images/Player Characters/Corvanis/PARTY/NAME.webp
[Home Page](https://corvanis.wiki/Home Page) / Parties / Serpents and Sincerity
Infobox
Ronder Vandrish
Played By Bomber
Made by AI
Basic Info
Race
Alignment
Lawful Good
From
Age
136
Height
6'5"
Weight
average
Eye Color
blue?
Pronouns
he/him
Birthday Season
Fall
Deity
Pheonix
Location
Character Info
Archetype
Core Skill
Persuasion
Class 1
Class 2
Class 3
Color Hue
None
Character Level
1
Connections
Inventory
Armor & Clothes
1
1
1
1
1
1
Weapons
1
1
1
Bag
RONDER VANDRISH
Infobox
(place talkie here)
Art by Artist Name
Creature Size & Type, Alignment
ARMOR CLASS: 18
HIT POINTS: 8
SPEED: 1 MR
Proficiencies
LANGUAGE: Common
WEAPON: Simple, Martial, ??
ARMOR: Light, Medium, ??
TOOLS: ???
OTHER:
STR
DEX
CON
INT
WIS
CHA
14
10
10
10
14
14
(+2)
(0)
(0)
(0)
(+2)
(+2)
Columns
SKILL PROFICIENCY
Acrobatics
0
Animal Handling
+2
Arcana
0
Athletics
+2
Deception
+2
History
0
Insight
+2
Intimidation
+2
Investigation
0
Medicine
+2
Nature
0
Perception
+2
Performance
+2
Persuasion
+2
Religion
0
Sleight of Hand
0
Stealth
0
SUB ATTRIBUTES
+2
0
0
0
0
0
+2
0
0
+2
0
0
0
0
0
SAVING THROWS
Strength
+2
Dexterity
0
Constitution
0
Intelligence
0
Wisdom
+2
Charisma
+2
CLASS FEATURES
Info
Info
Info
Info
RACIAL FEATURES
COMBAT MECHANICS
Info
ATTACK STATISTICS
- weapon name {attack stats} {damage stats} {apc cost} {special effects}
Info
DEFENSIVE STATISTICS
- ARMOR CLASS: 18
Info
SPELLCASTING : COLOR HUE -
- SPELLS:
- 1st level:
- 2nd level:
Introduction
Info
Background
hmh
Serpents and Sincerity
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Bomber
- Frosty
description:
image:
[Home Page](https://corvanis.wiki/Home Page) / Prism / Parties
Serpents and Sincerity
- Sundays at 11AM EST - 2PM EST
Players
Cards

Alex Flowky
Player: Nistcallo

Ronder Vandrish
Player: Bomber
[???]
Player: Tasnorian
Fantastico
alias: NAME
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Ghaz
- Reevee
- Bomber
- Frosty
description: NAME is a party member of PARTY.
image: Images/Player Characters/Corvanis/PARTY/NAME.webp
[Home Page](https://corvanis.wiki/Home Page) / Parties / Sound And Silence
Infobox
Fantastico
Played By Sire
Art by Artist Name
Basic Info
Race
Alignment
From
Age
Height
Weight
Eye Color
Pronouns
He/Him
Birthday Season
Deity
Location
Character Info
Archetype
Core Skill
Animal Handling
Class 1
Class 2
Familiar Master (Animal Handling)
Class 3
Color Hue
Indigo
Character Level
1
Connections
Inventory
Armor & Clothes
1
1
Weapons
1
Bag
FANTASTICO
Infobox
(Talkies are unavailable for this campaign)
Art by Artist Name
Creature Size & Type, Alignment
ARMOR CLASS: ?
HIT POINTS: ?
SPEED: ? MR
Proficiencies
LANGUAGE: Common
WEAPON: Daggers
ARMOR: Light Armor
TOOLS: ???
OTHER:
STR
DEX
CON
INT
WIS
CHA
10
12
12
14
14
10
(0)
(+1)
(+1)
(+2)
(+2)
(0)
Columns
SKILL PROFICIENCY
Acrobatics
+1
Animal Handling
+7
Arcana
+2
Athletics
0
Deception
0
History
+2
Insight
+2
Intimidation
0
Investigation
+2
Medicine
+2
Nature
+2
Perception
+2
Performance
0
Persuasion
0
Religion
+2
Sleight of Hand
+1
Stealth
+1
Survival
+2
SUB ATTRIBUTES
0
0
+2
0
0
+1
0
0
0
0
+1
+1
0
+1
+1
SAVING THROWS
Strength
0
Dexterity
+1
Constitution
+1
Intelligence
+2
Wisdom
+2
Charisma
0
CLASS FEATURES
Info
Info
Info
Info
RACIAL FEATURES
COMBAT MECHANICS
Info
ATTACK STATISTICS
- weapon name {attack stats} {damage stats} {apc cost} {special effects}
Info
DEFENSIVE STATISTICS
- ARMOR CLASS:
Info
SPELLCASTING : COLOR HUE - Indigo
Introduction
Fantastico is a curious and happy-go-lucky gnome from the Dream who is always accompanied by his familiar as he goes on various adventures. There is no real endgame objective save for experiencing new things and learning, and yet...
Fantastico has a split personality. While his main is indeed the happy-go-lucky gnome, two more have been documented. The second primary personality flares up should Fantastico become injured or gets into grave danger, where he becomes a lot more serious and potentially "stab happy" with his dagger. The third personality is usually locked, where Fantastico either goes into a trance or some form of possession. Whether its the familiar that does this or some outside source is unknown, but when the third personality hits, something else controls Fantastico to varying results.
Info
Background
hmh
Renard Kawasu
alias: Ren, Renard "Ren" Kawasu
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Ghaz
- Reevee
- Bomber
- Frosty
description: NAME is a party member of PARTY.
image: Images/Player Characters/Corvanis/PARTY/NAME.webp
[Home Page](https://corvanis.wiki/Home Page) / Parties / Sound And Silence
Infobox
Renard "Ren" Kawasu
Played By Methodia
Art by ???
Basic Info
Race
Alignment
From
Age
Height
Weight
Eye Color
Pronouns
Birthday Season
Deity
Location
Character Info
Archetype
Core Skill
Arcana
Class 1
Class 2
Class 3
Color Hue
Character Level
1
Connections
Inventory
Armor & Clothes
1
1
1
1
Weapons
1
1
1
Bag
RENARD KAWASU
A. K. A. "Ren"
Infobox
(place talkie here)
Art by Artist Name
Medium Humanoid, Alignment
ARMOR CLASS: (Value)
HIT POINTS: (Value)
SPEED: ? MR
Proficiencies
LANGUAGE: Common
WEAPON: Dagger, Longsword, Longbow
ARMOR: Light, Medium, Heavy Armor
TOOLS:
OTHER:
STR
DEX
CON
INT
WIS
CHA
14
12
10
10
14
12
(+2)
(+1)
(0)
(0)
(+2)
(+1)
Columns
SKILL PROFICIENCY
Acrobatics
+1
Animal Handling
+2
Arcana
+5
Athletics
+2
Deception
+1
History
0
Insight
+2
Intimidation
+1
Investigation
0
Medicine
+2
Nature
0
Perception
+2
Performance
+1
Persuasion
+1
Religion
0
Sleight of Hand
+1
Stealth
+1
Survival
+2
SUB ATTRIBUTES
+2
0
0
+1
0
0
+1
+1
0
+1
0
0
0
0
+1
SAVING THROWS
Strength
+2
Dexterity
+1
Constitution
0
Intelligence
0
Wisdom
+2
Charisma
+1
CLASS FEATURES
Info
Info
Info
Info
RACIAL FEATURES
- test
COMBAT MECHANICS
Info
ATTACK STATISTICS
- weapon name {attack stats} {damage stats} {apc cost} {special effects}
Info
DEFENSIVE STATISTICS
- ARMOR CLASS:
Info
SPELLCASTING : COLOR HUE -
Introduction
Info
Background
hmh
Seraph Wistleblow
alias: NAME
publish: true
permalink:
authors:
- Bomber
- Frosty
formatting:
- Ghaz
- Reevee
- Bomber
- Frosty
description: NAME is a party member of PARTY.
image: Images/Player Characters/Corvanis/PARTY/NAME.webp
[Home Page](https://corvanis.wiki/Home Page) / Parties / Sound And Silence
Infobox
Seraph Wistleblow
Played By Antiarctic
Art by Danny
Basic Info
Race
Alignment
From
Age
Height
Weight
Eye Color
Pronouns
She/Her
Birthday Season
Deity
Location
Character Info
Archetype
Core Skill
Performance
Class 1
Class 2
Class 3
Color Hue
Character Level
1
Connections
Inventory
Armor & Clothes
Weapons
Bag
SERAPH WISTLEBLOW
Infobox
(Talkies are unavailable for this campaign)
Art by Artist Name
Medium Humanoid, Alignment
ARMOR CLASS: 16
HIT POINTS: 6
SPEED: 3 MR (3 + 2 Authority - 2 MRR)
Proficiencies
LANGUAGE: Common
WEAPON: Simple, Martial, ??
ARMOR: Light, Medium, ??
TOOLS: ???
OTHER:
STR
DEX
CON
INT
WIS
CHA
14
10
10
10
14
14
(+2)
(0)
(0)
(0)
(+2)
(+2)
Columns
SKILL PROFICIENCY
Acrobatics
0
Animal Handling
+2
Arcana
0
Athletics
+2
Deception
+2
History
0
Insight
+2
Intimidation
+2
Investigation
0
Medicine
+2
Nature
0
Perception
+2
Performance
+7
Persuasion
+2
Religion
0
Sleight of Hand
0
Stealth
0
Survival
+2
SUB ATTRIBUTES
+2
0
0
0
0
0
+2
0
0
+2
0
0
0
0
0
SAVING THROWS
Strength
+2
Dexterity
0
Constitution
0
Intelligence
0
Wisdom
+2
Charisma
+2
CLASS FEATURES
Info
Info
Info
Info
RACIAL FEATURES
- test
COMBAT MECHANICS
Info
ATTACK STATISTICS
- weapon name {attack stats} {damage stats} {apc cost} {special effects}
Info
DEFENSIVE STATISTICS
- ARMOR CLASS:
Info
SPELLCASTING : COLOR HUE -
- SPELLS:
- 1st level:
- 2nd level:
Introduction
Info
Background
Seraph grew up singing and playing her lyre, knowing the love the world had to offer till the Silence took her family. Knowing now the powerful loss that can overpower one's view, she sought to join Viderick’s clergy. And join she did, to bring together the high notes of love and joy that the Song of Creation brings, and the low notes of sorrow and loss that its tones show. To show that to love one must lose and to lose one must love.
She joined a missionary to Kalketesh to thank and aid them for their help, and now she returns to aid her home once more with those events held close to her heart. Seraph joins the many going to Alenclast, seeking to aid those going and to perhaps share the songs of love and loss with those there just as she had once before.
Sound And Silence
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Sound and Silence
- Tuesdays at 9PM EST - 12AM EST
Players
Cards
Fantastico
Player: Sire

Renard Kawasu
Player: Methodia

Seraph Wistleblow
Player: Antiarctic

Sunny
Player: nathanomega
Sunny
alias: NAME
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Infobox
Sunny
Played By nathanomega
Art by raazu692
Basic Info
Race
Alignment
Lawwful Neutral
From
Age
19
Height
5'6"
Weight
135lbs
Eye Color
Black
Pronouns
He/Him
Birthday Season
Winter
Deity
Location
Character Info
Archetype
Core Skill
Stealth
Class 1
Class 2
Class 3
Color Hue
Blue
Character Level
1
Connections
Former Party Member
Current Party Member
Current Party Member
Inventory
Armor & Clothes
1
Weapons
1
Bag
Earplugs
1
S****UNNY
Infobox
(Talkies are unavailable for this campaign)
Art by Artist Name
Medium Humanoid, Lawful Neutral
ARMOR CLASS: 13
HIT POINTS: 4
SPEED: 3 MR
Proficiencies
LANGUAGE: Common
WEAPON:
ARMOR:
TOOLS:
OTHER:
STR
DEX
CON
INT
WIS
CHA
12
10
10
14
10
16
(+1)
(0)
(0)
(+2)
(0)
(+3)
Columns
SKILL PROFICIENCY
Acrobatics
0
Animal Handling
0
Arcana
+2
Athletics
+1
Deception
+3
History
+2
Insight
0
Intimidation
+3
Investigation
+2
Medicine
0
Nature
+2
Perception
0
Performance
+3
Persuasion
+3
Religion
+2
Sleight of Hand
0
Stealth
+5
Survival
0
SUB ATTRIBUTES
0
+1
0
0
+2
0
+1
0
0
0
0
0
0
0
0
SAVING THROWS
Strength
+1
Dexterity
0
Constitution
0
Intelligence
+2
Wisdom
0
Charisma
+3
CLASS FEATURES
Info
Info
Info
Info
RACIAL FEATURES
- test
COMBAT MECHANICS
Info
ATTACK STATISTICS
Info
DEFENSIVE STATISTICS
- ARMOR CLASS: 13
Info
SPELLCASTING : COLOR HUE - Blue
Introduction
Info
Background
Sunny grew up in the Eastern kingdom of Glies, on the quiet outskirts of a small village. His childhood was filled with warmth — loving parents, a cheerful younger sister, and the laughter of a boy known for his tender heart. Sunny was especially empathetic, often moved to tears by the simplest of things.
But one morning, everything changed. Sunny awoke feeling… hollow, as if something vital had been torn away. At first, he couldn’t name what was missing. It wasn’t until days later that his parents noticed the truth: he no longer cried. The boy who once felt everything now seemed unable to feel anything beyond fleeting moments of joy.
Alarmed, his parents sought help from the village elder. After much examination and ritual, the elder could offer no explanation, only the grim observation that Sunny’s emotions seemed to have vanished. Fearing panic, the family decided to keep the matter secret.
Yet, as time passed, the change became impossible to hide. The villagers whispered of curses and ill omens. Some said the Pale Emperor’s Curse had claimed the boy, twisting his soul in an unknown way. Fear spread, and with it came suspicion.
Unwilling to bring more shame or danger upon his family, Sunny made a quiet decision. One night, after leaving behind a letter, he left his home and the only life he had ever known. He set out into the world to search for what he had lost — his missing emotions — and to make himself whole once more.
Blaspheme
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Blaspheme (Level 1)
APC – 2
Additional Cost – 1 Doubt
Target - Enemy
Range – 30ft
The Agnostic selects an enemy in range. The Agnostic makes an opposed ability check with the target. The Agnostic may use their Willpower, Sovereignty, or Grace. The enemy may use their Guile, Willpower, or Resilience. If the Agnostic wins, the target loses 1 Mana point and the Agnostic gains a point of Doubt. If the target has a Vow ability, they also lose 1 Action Point.
Chains of Mortality
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Chains of Mortality (Level 10)
Keywords – Magic, Depower, Afflict
When the Agnostic would deal damage to an enemy, that enemy cannot be healed for 1 round. If the enemy has a Vow ability, they cannot gain mana for 1 round. If the enemy is an outsider, they are affected by the above two effects and are afflicted with the Banished affliction, the tier of which is equal to their Willpower, Sovereignty, or Grace.
Deny
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Deny (Level 2)
Keywords – Magic, Depower, Reaction
APC - 1
Additional Cost – 1 Doubt
Target - Spell
Range – 30ft
The Agnostic may use this ability and target a spell being cast in range. The caster must make an opposed ability check against the Agnostic. The caster may choose any sub-attribute. The Agnostic uses their Willpower, Sovereignty, or Grace. If the Agnostic wins, they lower the spell level of the spell by 1. If the spell's source was casted by a creature with a Vow ability. The spell is reduced a number of levels equal to the Agnostic’s Willpower, Sovereignty, or Grace. If these reductions cause the spell to go below 1, the spell is countered, its effects are negated, and the resources spent on it are wasted.
Rigorous Debate
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Rigorous Debate (Level 4)
Whenever the Agnostic would gain Doubt, all enemies adjacent to the Agnostic take force damage equal to the Agnostic's Willpower, Sovereignty, or Grace.
Vowbreaker
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Vowbreaker (Level 1)
Keywords - Magic, Augment, Oath
The Agnostic cannot use the Channel Core Action.
The Agnostic can use their Doubt instead of Mana for all of their abilities and spellcasting.
The Agnostic gains a point of Doubt whenever an enemy would fail a saving throw against a spell cast by the Agnostic. This can allow the Agnostic to go above their maximum Doubt. Any extra Doubt fades at the end of the turn in which it was gained. This only occurs once per source.
If the target that failed was a character with a Vow ability, the amount of Doubt gained is instead equal to the Agnostic's Willpower, Sovereignty, or Grace.
The Agnostic must choose this ability as one of its starting abilities. The Agnostic cannot choose a Vow ability from the other Faith classes.
Crushing Debt
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Crushing Debt (Level 7)
Keywords – Mundane, Artificial, Supernatural, Empower
Whenever the Guild Merchant would spend money on one of their abilities, they gain a bonus on their next weapon damage roll equal their Guile, Grace, or Tenacity. This effect stacks with itself.
Dealmaker
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Dealmaker (Level 5)
Keywords – Mundane, Affect, Empower, Depower, Economy
APC – 3
Additional Cost - Doubt
Target - Enemy
Range – 30ft
The Guild Merchant uses this ability on an enemy within range. The Guild Merchant proposes a deal with the creature. Assuming the creature has sufficient intelligence the creature can decide to accept the deal or not. (Creatures lacking in sufficient intelligence are immune to this effect.) If the enemy chooses not to, the Guild Merchant can attempt an opposed ability score check on the enemy to force them to accept it. The Guild Merchant may use their Guile, Grace, or Tenacity. The enemy may use their Initiative, Tenacity, or Guile. If the Guild Merchant wins, then the enemy accepts the deal presented. The following are the deals the Guild Merchant can offer.
Armistice – The enemy agrees not to make attacks against the Guild Merchant or its allies, in exchange the Guild Merchant or it’s allies will not attack the creature.
Embargo – The enemy cannot regain hit points for the remainder of the round. In exchange on the round thereafter all healing on the Guild Merchant's party is negated.
Tariff – For the remainder of the round, the creature receives a bonus to their AC equal to the number of creatures in the Guild Merchant's party. In exchange, each of the Guild Merchant's allies receive a +1 to attack for each attack made against that enemy this round.
Open Auction – For the remainder of the round, the enemy and the Guild Merchant's party lose 1 action point, it is then stored in this ability until the end of the round. (If a creature does not have any action points remaining they are immune to this effect) In exchange a creature on it’s turn, or when activating a reaction, may spend hit points equal to their Spirit, if they do they receive one of these action points lost. They can spend this multiple times.
Dividends
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Dividends (Level 4)
Keywords – Mundane, Artificial, Supernatural
Whenever the Guild Merchant would uncover a treasure cache, the Guild Merchant may spend a point of Doubt. If they do, the amount of currency that cache possesses is increased by an amount equal to 10% multiplied by the Guild Merchant's Guile, Grace, or Tenacity.
Golden Rule
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Golden Rule (Level 1)
Keywords – Mundane, Artificial, Supernatural, Empower, Depower, Reaction
APC - 2
Target - Creature
Range - 20ft
The Guild Merchant uses the augur of money and their belief within it to cause a strange effect. The money is spent and fortune favors the outcome of the Guild Merchant's choice. The Guild Merchant can use this ability on a creature within range whenever it rolls a d20, but before the result is revealed. If the Guild Merchant does, they must spend 10 multiplied by their Spirit in Gold (Or local currency). If they do they can add a bonus or a penalty to the d20 roll equal to their Guile, Grace, or Tenacity.
Market Day
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Market Day (Level 8)
The Guild Merchant has the capacity, connections, investments and influence to once a month, increase productivity of themselves and their party. This effect grants the party additional downtime actions equal to the Guild Merchant's Guile, Grace, or Tenacity. This is in addition to the Logistics Specialist feature if they have it.
Social Acumen
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Social Acumen (Level 1)
APC - 1
Target - Creature
Range - 120ft
The Guild Merchant attempts an ability check against a creature within range. The Guild Merchant may use Guile, Grace, or Tenacity. The DC of this check is 10 + the creature's CR. If the Guild Merchant should succeed, they may learn the current motives of the creature, their emotional state, something they dislike and something they like as the Guild Merchant studies subtle clues in body language, tone and context clues of the their surroundings.
Mana Burst
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Mana Burst (Level 4)
Whenever the Leymage would gain Mana, they may instead grant that Mana to an ally within 30ft. If the ally has maximum Mana, they are instead healed an amount equal to the Leymage's Resilience, Grace, or Willpower.
River of Mana
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River of Mana (Level 1)
Keywords – Magic, Empower, Imbue
Whenever the Leymage would be imbued with the Saturated imbuement, they may also imbue a number of allies equal to the Leymage's Resilience, Grace, or Willpower within 30ft with this imbuement.
Soulfire
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Soulfire (Level 2)
APC - 3
Target - Special
Range – Special
The Leymage may now burn the Color of magic from their soul to create an explosive effect. The effect is determined by the Color of magic removed in this manner. This effect is considered a hue effect.
Indigo – An enemy within 30ft takes a number of 1d6 force damage equal to the Leymage's Spirit. This damage is increased by an additional amount of damage equal to the reduced maximum hit points the Leymage is suffering from.
Blue – An enemy within 30ft takes a number of 1d6 force damage equal to the Leymage's Spirit. A number of allies within 30ft equal to the Leymage's Resilience, Grace, or Willpower may Dreamwalk a number of squares equal to the Leymage's Spirit.
Green – An ally within 30ft is healed a number of d6’s equal to the Leymage's Spirit.
Yellow – An enemy within 30ft takes a number of 1d6 force damage equal to the Leymage's Spirit. That enemy receives a penalty to its Initiative equal to the Leymage's Spirit. The Leymage gains a bonus to their next initiative roll equal to this same amount.
Orange – All creatures within 15ft take a number of 1d6 force damage equal to the Leymage's Spirit. This does not include the Leymage.
Red – An enemy within 30ft takes a number of 1d6 force damage equal to the Leymage's Spirit. All allies adjacent to that enemy gain Courage equal to the Leymage's Spirit.
Violet – An enemy and the Leymage are afflicted with Banished, of a tier equal to the Leymage's Spirit. (Maximum of VII). During this time they are sent to a harmless dimension caught in the stream of life. They cannot take actions or use abilities while in this place. When the Banished effect fades they return to the closest safest square from where they left.
Once a Color is burned in this way, the color cannot be used by the Leymage in any way, nor can they be affected by the hue effects of that color in anyway until the Leymage benefits from 7 comfortable long rests.
Alchemical Edge
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Alchemical Edge (Level 4)
Keywords - Mundane, Artificial, Empower, Tactics
Whenever the Mercenary would make a melee weapon attack, if that weapon is Alkalized, the Mercenary increases the number of charges that effect has on the weapon before it fades equal to their Competence, Tenacity, or Resilience.
Whenever the Mercenary would Alkalize ammunition, they may Alkalize an additional number of ammunition equal to their Spirit.
Combat Alchemist
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Combat Alchemist (Level 2)
Keywords - Mundane, Artificial, Empower, Economy
The Mercenary can spend Doubt instead of the APC of potions. If they do, they increase the tier of the Alkalized effect of the potion by an amount equal to their Competence, Tenacity, or Resilience.
Confident Preparation
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Confident Preparation (Level 7)
Keywords - Mundane, Empower, Tactics
Whenever the Mercenary would spend an action point to use a consumable, they gain 1 Courage.
Iron Stomach
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Iron Stomach (Level 10)
The Mercenary may now have a number of positive Alkalized effects on themselves equal to their Competence, Tenacity, or Resilience.
Well Supplied
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Well Supplied (Level 8)
Keywords - Mundane, Strategy, Artificial
Whenever the Mercenary would use the Potion Cache camp action, they increase the tier of Alkalized of all of those potions by an amount equal to their Competence, Tenacity, or Resilience.
Dogmatic Dominion
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Dogmatic Dominion (Level 4)
Keywords – Magic, Divine, Supernatural
Whenever the Cathe Voss would dispel, counter or otherwise remove an effect that was from a spell source from an enemy or that was controlled by an enemy source, they are imbued with Saturated, if the source was from a Faith class that was not one of the classes of the Cathe Voss, they incur Haste. The Tier of both of these imbuements is equal to the Cathe Voss' Prowess, Competence, or Authority.
Vow of Death
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Vow of Death (Level 1)
Keywords – Magic, Augment, Oath
The Cathe Voss gains 2 base Augments for their spellcasting.
Whenever an enemy would die within 30ft of the Cathe Voss, they gain Temporary Hit Points (THP) equal to their Prowess, Competence, or Authority.
The Cathe Voss must also adhere themselves to the first rule of Aladine. The Strong Speak, The Weak Listen. The Cathe Voss abides no weakness and will be merciless to their enemies and critical of their allies that exhibit these qualities. Might is the only righteous trait. Failure to adhere to these codes may result in the loss of the Cathe Voss' Vow abilities.
All-In
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All-In (Level 10)
Keywords – Mundane, Supernatural, Divine, Afflict
APC – 5
Additional Cost – 1 Superiority
Target - 60ft
Range – Enemies
The Solitaire attempts an ability check against all enemies in range. The Solitaire may use their Prowess, Cunning, or Vigor and the enemy may use their Prowess, Tenacity, or Cunning. If the Solitaire wins those enemies are afflicted with Tier 5 Marked and Taunt.
Whenever an ally would deal damage to an enemy that is marked, the mark is consumed and the Solitaire is healed an amount of hit points equal to the tier of the mark consumed.
Ashen Vanguard
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Ashen Vanguard (Level 1)
Keywords – Mundane, Strategy, Empower
At the start of the Solitaire's turn, if there are no allies within 20ft of them, they gain 1 temporary point of Superiority. This does not count towards their maximum. The maximum of these temporary points of Superiority is equal to the Solitaire's Prowess, Cunning, or Vigor.
Eldar's Edge
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Eldar's Edge (Level 7)
The Solitiare can use their Superiority to do the following in addition to its normal effects.
Defeat a bloodied creature that fails a contested ability check against the Solitaire. The Solitaire may use their Prowess, Cunning, or Vigor and the enemy may use their Prowess, Tenacity, or Cunning. If the Solitaire wins the enemy is Wounded/Shattered.
Succeed on an Avoid action.
Empower the Solitaire's movement with the ability to walk on ceilings and walls. This lasts 1 round.
Macabre Assault
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Macabre Assault (Level 4)
Keywords – Mundane, Tactics, Empower, Economy
APC – APC of weapon wielded
Target - Enemy
Range – Melee
The Solitaire may attempt to break through an enemy's defenses. The Solitaire attempts a contested ability check against the target. The Solitaire may use their Prowess, Cunning, or Vigor and the enemy may use their Prowess, Tenacity, or Cunning. If the Solitaire wins, the Solitaire can make an attack against the target a number of times equal to the number of enemies within 20ft. This ability cannot be used if there is an ally within 20ft.
Taunt
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Taunt (Level 1)
APC - 1
Target - Enemy
Range - 20ft
The Solitaire selects an enemy that it can see in range, that enemy must make an an opposed check against the Solitaire. The Solitaire uses their Prowess or Cunning vs the enemy's Tenacity or Willpower. If the Solitaire wins, the target gains Taunt III.
Ael Parry
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Ael Parry (Level 4)
Keywords – Mundane, Supernatural, Tactics, Imbue, Empower
The Spire Ael may now use the Parry core feature on spells. This include spells with the attack keyword or a spell that targets ONLY the Spire Ael. The Spire Ael uses its Prowess, Competence, or Authority for all uses of Parry. If the Spire Ael succeeds, the spell effect is negated instead of the normal parry effects and the Spire Ael is imbued with Saturated, the tier of which is equal to the spell level of the spell cast. This parry can only be used with Great Weapons.
Kaska Blade
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Kaska Blade (Level 7)
Keywords – Magic, Supernatural
The Spire Ael infuses their blade with the spells they have encountered, gaining knowledge from Aladine on how they might enact his will. The Spire Ael learns an additional number of spells equal to their Prowess, Competence, or Authority.
Spire Ascendant
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Spire Ascendant (Level 10)
Keywords – Magic, Economy, Empower
The Spire Voss can use Superiority to ascend spells. Spells ascended in this way cause an explosion of mana around the target of the spell. If there are multiple targets that are affected by this spell, only one is chosen.
The target must make a contested ability check. The target may use their Resilience, Willpower, or Tenacity. The Spire Voss uses their Competence, Presence, or Authority. If the Spire Voss wins, the target and all creatures within 15ft of the target take 1d10 force damage for each point of Superiority spent this way.
Mantras
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Mantras (Level 2)
Spells with the Attack keyword may be cast through the Daoist's unarmed strike. When cast this way, the spells range and targeting parameters follow that of the unarmed strike of the Daoist. Whenever the Daoist successfully hits a target with this attack, if the spell had an augment, the augment lingers on the target as a Mantra. A Mantra lasts for the remainder of the combat. The stored augment is automatically added to any attack spell that targets this creature. The Daoist can have a number of Mantras active at a time equal to their Willpower, Cunning, or Wit.
Mantric Seal
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Mantric Seal (Level 5)
Keywords - Magic, Empower, Afflict
APC – 2
Additional Cost – 1 Resolve
Target – Creature with a Mantra
Range – Special
The Daoist enacts a chant that causes the next spell they would cast this round to originate from a creature affected by a Mantra. A spell cast this way, uses that creature as the origin point for the spell’s parameters. All of the Mantras on the target add their stored augments to this spell and are expended in this process. If a Mantra is expended in this way, if it contained an Elemental (Any) augment, that Mantra deals damage of the same element equal to the Daoist's Wit, Cunning, or Willpower.
Spirit Palm
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Spirit Palm (Level 7)
APC – 5
Target – Enemies
Range – 30ft
The Daoist performs a chant that summons spectral hands made of pure Mana. The hands attack enemies within range. The total number of attacks is equal to the amount of Mana the Daoist has plus their Wit, Cunning, or Willpower. These attacks cannot generate Mana, nor can spells be cast through them. The Daoist expends all of their Mana after this ability resolves.
Perfect Strike
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Perfect Strike (Level 5)
Keywords - Mundane, Tactics, Empower, Economy
Whenever the Samurai would defeat an enemy, and the Samurai has only attacked that creature once this round, they may move their movement rating and attack another creature as a triggered action. The APC of this attack is reduced an amount equal to the Samurai's Prowess, Authority, or Stamina.
Toukon
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Toukon (Level 1)
APC – 1
Additional Cost – 1 Resolve
Target - Self
Range – Self
The Samurai heals themselves an amount of hit points equal to their Spirit plus Prowess, Authority, or Stamina. The next attack the Samurai makes deals additional damage equal to the amount healed by this ability.
Infiltrate
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Infiltrate (Level 8)
Keywords - Mundane, Empower, Economy
The Shonobi can perform a solo mission to infiltrate a complex. The GM decides the risk and time it takes to complete this effect. The Shinobi must make an ability check using their Initiative, Tenacity, or Stamina, the DC of which is equal to 10 + the average CR of the creatures within it. If the Shinobi fails, the GM applies the stated risks.
Miracle Pill
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Miracle Pill (Level 10)
Keywords - Mundane, Supernatural, Artificial, Imbue
Once per long rest while Supplied the Shinobi may eat their Miracle Pill as an item action.
This causes the following effects to occur.
The Shinobi is imbued with Tier 5 Surged.
The Shinobi is imbued with Tier 5 Renewed.
The Shinobi is imbued with Tier 5 Trance.
The Shinobi ignores the next instance of the Wounded/Shattered affliction, if they were reduced to 0 hit points they are reduced to 1 instead when this affliction was gained.
The effects of this pill last for a number of rounds equal to the Shinobi's Initiative, Tenacity, or Stamina. When this pill's effects fade, the Shinobi is defeated.
Shadow Counter
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Shadow Counter (Level 4)
Keywords - Mundane, Supernatural, Reaction
APC – Attacking Weapon's
Additional Cost – 1 Resolve
Target - Self
Range - Self
This ability functions as the Core Feature Parry does with the following changes. If the Parry is successful and the opponent misses, the Shinobi dreamwalks to a space within a number of squares equal to their Movement Rating. The Shinobi leaves behind a shadow that looks and acts like them for 1 round. Enemies can use an insight check when this effect occurs to see if they see the shadow as an illusion. The DC of this check is 10 + The Shinobi’s Initiative, Tenacity, or Stamina. If they fail, they believe the shadow to be another combatant and will act accordingly. The shadow is an illusion and doesn't take damage nor do effects from damage trigger when damaging it.
Shinobi Tools
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Shinobi Tools (Level 2)
Keywords - Mundane, Artificial
As long as the Shinobi is Supplied they may implement the following abilities. They only have a total number of uses of these listed abilities equal to 1 plus their Initiative, Tenacity, or Stamina. These uses refresh on a long rest.
Smoke Bomb - As the Consumable.
Grapple and Line - Extends the range of a use of Jaunt (Shinobi), multiplying it by 1 + the Shinobi's Spirit.
Water Reed - Allows water breathing for 1 hour while in shallow water.
Firestarter - Allows a fire to be started at a point after a 1 minute countdown.
Poison Dart - As the Consumable.
Aspect of Glies
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Aspect of Glies (Level 5)
Keywords - Magic, Divine, Supernatural, Economy
Whenever the Sohei would cast a spell, the next spell they would cast is augmented by a random basic augment, this effect lasts 1 round. If the augment rolled in this way is inapplicable to the spell, the Sohei is healed an amount equal to their Authority, Wit, or Willpower.
If a spell affected by the Aspect of Glies feature would be cast, the Sohei may make an attack against a creature in range of their weapon. This weapon’s APC is reduced by an amount equal to their Authority, Wit, or Willpower for this attack.
Corrective Word
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Corrective Word (Level 4)
Keywords - Mundane, Empower, Economy
The Sohei gains the Instructive Spirit feature, if they already have it, they add the Reaction Keyword to the ability.
In addition, whenever the Sohei spends a point of Resolve, the Sohei heals a number of hit points equal to their Authority, Wit, or Willpower.
Purification Ceremony
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Purification Ceremony (Level 8)
Keywords - Magic, Divine, Supernatural
The Sohei has the capacity to spend mana and time to cleanse themselves and their party members of afflictions. The amount of mana and time that is required is up to the GM. At the end of the ceremony the characters reduces all afflictions they are suffering from by an amount equal to the Sohei’s Authority, Wit, or Willpower.
Spirit's Wrath
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Spirit's Wrath (Level 7)
Keywords - Magic, Divine, Supernatural
Whenever the Sohei damages an enemy with both an attack spell and a weapon attack in a single round, at the end of the round, all enemies within 10ft of the Sohei take force damage equal to the Sohei’s Spirit plus their Authority, Wit, or Willpower.
Vow of Spirits
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Vow of Spirits (Level 1)
Keywords - Magic, Augment, Oath
The Sohei gains 2 base Augments for their spellcasting.
The Sohei gains proficiency in Glies Weapons and may use their Authority, Wit, or Willpower instead of the normal sub-attributes for abilities with the Attack, Tactics, or Strategy keywords.
The Sohei must also adhere themselves to a loose code of respecting the spirits of the land, the smaller voices on the edge of primal energy and faithful dogma. Failure to adhere to these codes may result in the loss of the Sohei’s Vow abilities.
Cutting Chords
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Cutting Chords (Level 5)
Keywords – Mundane, Supernatural, Tactics
APC - 1
Target - Enemy
Range – 30ft
The Chord Keeper unleashes stored energy from their songs to assault an enemy. The Chord Keeper expends all of their Adrenaline, for each point of Adrenaline they expend they deal 1d6 force damage to an enemy in range.
The enemy may attempt to negate this effect by a contested ability check. The Chord Keeper uses their Grace, Wit, or Guile. The enemy uses their Resilience, Tenacity, or Willpower. If the enemy wins this effect is negated.
Dramatic Pause
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Dramatic Pause (Level 7)
Keywords – Mundane, Supernatural, Tactics
Whenever the Chord Keeper would have an imbuement removed from them, they are healed for a number of hit points equal to their Grace, Wit, or Guile.
Tempo Shift
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Tempo Shift (Level 2)
Keywords – Mundane, Supernatural, Strategy, Imbue
APC - 1
Target - Self
Range – Self
The Chord Keeper may shift between one of three tempos, each one providing a different myriad of effects. Whenever the Chord Keeper shifts from one tempo to the other, the effects of the previous use of this ability are removed. The Tiers of the imbuements below is equal to the Chord Keeper’s Grace, Wit, or Guile.
Allegro – The Chord Keeper is Imbued with Haste
Andante – The Chord Keeper is Imbued with Blessed
Adagio – The Chord Keeper is Imbued with Reinforced
The Best Medicine
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The Best Medicine (Level 8)
Keywords – Magic, Supernatural
The Chord Keeper now has the capacity to perform their songs during a rest to distract their party members from their wounds and woes. After a rest in which the Chord Keeper uses this ability, all allies are considered to be Supplied during this rest. The Chord Keeper may use this ability a number of times per adventure equal to their Grace, Wit, or Guile. These uses refresh whenever a milestone in the adventure is reached. This ability negates any attempt to stealth or hide the encampment of the party.
Social Acumen
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Social Acumen (Level 1)
APC - 1
Target - Creature
Range - 30ft
The Composer attempts an ability check against a creature within range. The Composer may use Presence, Cunning, or Sovereignty. The DC of this check is 10 + the creature's CR. If the Composer should succeed, they may ask the GM what possible reaction a creature might have to a line of questioning, topic, or response to others in the conversation.
Sour Note
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Sour Note (Level 2)
Keywords - Magic, Supernatural, Tactics, Reaction
APC - 2
Target - Ally/Enemy
Range - 30ft
Whenever the ally would be attacked by an enemy and they are both in range, the Composer may use this action. If they choose to, the Composer performs a contested ability check using their Presence, Cunning, or Sovereignty against the attacking enemy. The enemy may use their Presence, Competence, or Prowess. If the Composer should win, that attack takes a penalty to its attack roll equal to the Composer's Presence, Cunning, or Sovereignty.
Symphony of Spells
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Symphony of Spells (Level 1)
Keywords - Magic, Supernatural, Economy, Imbue
Whenever the Composer would perform a Song, the Composer is imbued with Tier I Saturated. Whenever the Composer would cast a Spell they imbue themselves with Tier I Prepared.
The Zone
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The Zone (Level 4)
Keywords - Magic, Supernatural, Economy, Imbue
The Composer gains the Symphony of Spells class feature. If the Composer already possesses this class feature, the tiers of Prepared and Saturated are equal to their Presence, Cunning or Sovereignty.
Chord of War
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Chord of War (Level 5)
Keywords - Mundane, Supernatural, Empower
Whenever an enemy is defeated while the Herald is Inspired, if the Herald attacked that creature this combat, they gain Courage equal to their Presence, Grace, or Sovereignty.
Clarion Call
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Clarion Call (Level 1)
Keywords - Mundane, Supernatural, Empower
When the Herald has the Inspired/Heroism imbuement, each time they would gain Courage, they also heal all allies within 30ft by an amount equal to their Presence, Grace, or Sovereignty. The Herald can spend a Chord to increase this healing by an amount equal to their current Courage.
Glory
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Class+Features/Herald/Glory
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Glory (Level 1)
Keywords - Mundane, Imbue, Empower
The Herald gains Courage 5 at the start of combat. In addition, the Herald may spend their Courage to fuel the other class features it possesses. This includes continental resources.
Herald of War
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Herald of War (Level 10)
Keywords - Mundane, Supernatural, Empower, Imbue
Targets you imbue with Inspired now also incur the Aided and Reinforced imbuements, the Tiers of which are equal to your Presence, Grace, or Sovereignty. In addition, whenever the Herald would spend a Chord, the Clarion Call class feature is activated. This does not occur if the Chord was spent on the Clarion Call class feature.
Inspire
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Class+Features/Herald/Inspire
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Inspire (Level 1)
Keywords - Mundane, Imbue, Empower
APC - 3
Additional Cost - 1 Courage
Target - Ally
Range - 30ft
The Herald selects an ally in range and imbues them with Tier III Inspired.
Rouse the Troops
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Rouse the Troops (Level 8)
The Herald has the capacity to enact a rousing speech to foster the courage of their allies. During a rest, the Herald performs this speech and grants their allies Courage equal to twice their Presence, Grace, or Sovereignty at the start of the next combat within 24 hours.
Shining Banner
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Shining Banner (Level 4)
Keywords - Mundane, Supernatural, Empower
APC - 3
Additional Cost - 1 Chord
Target - Self
Range - Self
The Herald may use the power of their Chords to summon a phantasmal banner that fights alongside them. The Herald is considered to be wielding this banner even though they are using their hands on other equipment. This banner imbues the Herald with Tier IV Bestowed. This aura grants the Herald and their allies Resistance on saving throws and contested checks vs. Frightened/ Horror, Blind/Sightless, and Cowardice. In addition, whenever a creature affected by this aura would succeed on one of these rolls they are healed for an amount of hit points equal to the Herald's Presence, Grace, or Sovereignty. This Aura lasts for as long as the Herald is Inspired.
Creation's Chorus
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Creation's Chorus (Level 4)
Keywords - Magic, Supernatural
Whenever an ally would heal from a source the Soul Singer controls and it is not your turn, enemies adjacent to that ally must make a contested ability check against the Soul Singer. The Soul Singer may use Authority, Willpower, or Sovereignty. The enemy may use Tenacity, Willpower, or Resilience. If the enemy fails they take force damage equal to the Soul Singer's Spirit. This damage can only be applied to an enemy once per source.
Gospel
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Gospel (Level 1)
Keywords - Magic, Empower, Imbue
APC - 4
MPC - 1
Additional Cost - 1 Chord
Target - Ally
Range - 60ft
All allies in range are imbued with Regeneration and Saturated the tier of which is equal to the Soul Singer's Authority, Willpower, and Sovereignty.
Life Crash
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Life Crash (Level 10)
Whenever the Soul Singer would make an attack against an undead creature, the attack is imbued with Keen the tier of which is equal to their Authority, Willpower, or Sovereignty]. In addition, whenever an undead creature is destroyed by an effect the Soul Singer controls, the Soul Singer and their allies are healed an amount of hit points equal to their Spirit.
Asgardian Steel
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Asgardian Steel (Level 5)
Keywords - Magic, Imbue, Empower
Whenever the Aesir would spend a Rune to augment spell or to imbue an attack, they may also benefit from these two effects they did not choose. The Tier of the Elemental effect is equal to the Aesir’s Prowess, Authority, or Competence.
Biifrost Surge
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Biifrost Surge (Level 7)
Keywords - Magic, Imbue, Empower, Economy, Prismatic
Whenever the Aesir would use the Channel core action, they regain a spent Rune. They are also imbued with an effect dependent on the color of magic that Rune possessed, the Tier of this effect is equal to the Aesir’s Prowess, Authority, or Competence. Each use of this ability increases the APC of the Channel core action by 1. These effects and cost increase fade when combat ends.
Indigo - Fury
Blue - Anchored
Green - Regeneration
Yellow - Haste
Orange - Blessed
Red - Warded
Violet - Saturated
Runic Blessing
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Runic Blessing (Level 8)
Keywords - Magic, Artificial, Supernatural
The Aesir has the capacity and control over their Runes that they can use them to infuse their allies with them. By using a Rune, they may take that rune and use it to apply an Elemental (Any) effect on their allies weapons, that activate at the start of the next combat. These weapons maintain that effect for 1 minute. The Tier of this effect is equal to the Aesir’s Prowess, Authority, or Competence. Should more then one Aesir attempt these effects, they stack but use the lowest Prowess, Authority or Competence, between all the Aesir’s using this ability to determine the Tier.
Valhalla Calling
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Valhalla Calling (Level 10)
Keywords - Magic, Supernatural, Divine
Whenever the Aesir would spend a Rune, they may revive an unconscious or dead ally within 30ft. This restores them to 1 hit point. If the Aesir would go unconscious, defeated or killed, they may spend a Rune to instead go to 1 hit point. The number of times the Aesir can use either of these abilities is equal to the Aesir’s Prowess, Authority, or Competence.
Wrath of Yggdrasil
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Wrath of Yggdrasil (Level 2)
Keywords - Magic, Empower, Economy, Attack
APC – Base Weapon Cost
Optional Cost – 1 Rune
Target - Enemy
Range – Weapon’s Range
The Aesir attacks an enemy, if that attack hits, the Aesir gains 1 point of Mana. This can only occur a number of times per round equal to the Aesir’s Prowess, Authority or Competence. If the optional cost was paid that enemy takes additional force damage on the weapon attack equal to the amount of mana the Aesir currently has.
Jotun Grip
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Jotun Grip (Level 4)
Keywords - Magic, Supernatural, Economy
Whenever the Berserker would spend a Rune to empower their weapon with an Elemental affliction, that affliction has its tier increased by an amount equal to the Berserker’s Prowess, Vigor, or Willpower. In addition, it lasts until it fades.
Might of Thor
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Might of Thor (Level 7)
Keywords - Mundane, Empower, Imbued
Whenever the Berserker would spend their Runes, one of their weapons is imbued with Keen, the tier of which is equal to the Berserker’s Prowess, Vigor, or Willpower. This effect lasts until the Berserker critically hits with that weapon.
Taunt
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Taunt (Level 1)
APC - 1
Target - Enemy
Range - 20ft
The Berserker selects an enemy that it can see in range, that enemy must make an an opposed check against the Berserker. The Berserker uses their Prowess or Vigor vs the enemy's Tenacity and Willpower. If the Berserker wins, the target gains Taunt III.
Wrath of Sigrun
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Wrath of Sigrun (Level 5)
Whenever the Berserker would defeat an enemy, they gain an amount of Courage equal to their Prowess, Vigor, or Willpower.
Jarl Ascendant
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Jarl Ascendant (Level 10)
Keywords - Mundane, Tactics, Empower, Divine, Imbue
The Raider has raided, pillaged and proven themselves, so that now they can be counted in the great Sagas. They are now blessed by the gods to be a leader amongst the Viaken. The Raider starts every combat with 10 Courage and Tier IV Trance. Whenever the Raider would spend a Rune, they increase their Courage by 1 and Increase their Trance by 1 Tier (or gain Tier I if they have none)
Overwhelming Flank
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Overwhelming Flank (Level 4)
Keywords - Mundane, Attack, Tactics
APC – Base Weapon Cost of both Weapons
Additional Cost – 1 Rune
Target - Enemy
Range – Weapon’s Range
The Raider strikes with extreme power, throwing everything they have into the attack. Add both of the weapons damage dice together, then deal additional damage equal to the Raider’s Prowess, Guile, or Cunning. If the total APC of this ability is 3 or more, deal twice this damage. If the total APC is 4 or more, deal three times this damage. The Raider can only use this ability on a target that has at least 2 allies adjacent to that enemy.
Pillaging Frenzy
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Pillaging Frenzy (Level 8)
Keywords - Mundane, Strategy, Downtime
The Raider has reached the capacity and speed that they can pillage so efficiently, that when the party uses the Search and Loot downtime or exploration action, the Raider can roll a number of additional loot attempts equal to their Prowess, Guile, or Cunning.
Doom Sight
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Doom Sight (Level 10)
Keywords - Magic, Supernatural, Depower
APC – 4
Additional Cost – 1 Rune
Target - Enemy
Range – 20ft
The Vanir selects an enemy in range and makes a contested ability check against that enemy. The Vanir may use their Sovereignty, Guile, or Wit. The enemy may use any sub-attribute they wish.
If the Vanir succeeds, the target reduces all imbuements and increase all afflictions they are currently affected by, by an amount of tiers equal to the Vanir’s Sovereignty, Guile, or Wit.
Norn Blood
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Norn Blood (Level 7)
Keywords - Magic, Divine, Imbue
At the start of the round, the Vanir declares whether their hit points will be lower, higher or the same at the start of the next round. Different effects occur dependent on the prediction, the effects only occur if the Vanir is correct. In the case of ability timing, this effect always triggers first and not in favor of the Vanir.
If Lower, the Vanir is healed hit points equal to their Sovereignty, Guile, or Wit.
If Higher, the Vanir gains a damage bonus on the next damage source they use equal to their Sovereignty, Guile, or Wit.
If the Same, the Vanir is imbued with Tier III Haste.
Tenet of Sovereignty
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Tenet of Sovereignty (Level 2)
Keywords - Magic, Empower, Oath
The Vanir makes a pledge to protect the sanctity of prophecy and fate, that they once manipulated and abused. No one else can be trusted with the burden of the future.
- To avoid the future poisons the present, do not allow it to be changed.
- Those that seek solace in what is to come are sick and should be tended to as such
- Seers are cursed with a terrible gift, give what aid you can
- The Aesir have their uses, but they must never again be allowed to see what is to come.
As long as the Vanir maintains the above tenets, they gain access to the following.
The Vanir gains martial weapon proficiency. In addition, they may use their Sovereignty instead of their Prowess for attacks and abilities with weapons.
Death-Knell
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Faith/Class+Features/Cabalist/Death-Knell
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Death-Knell (Level 4)
Keywords - Magic, Divine, Supernatural
APC - 3
Target - Enemy
Range - 30ft
The Cabalist summons a call to death on all enemies in the area. Enemies must make an opposed attribute check. The Cabalist may use their Wit, Cunning, or Guile. The enemy uses Willpower, Tenacity, or Resilience. If the Cabalist succeeds, that enemy is afflicted with Seep, the tier of which is equal to the Cabalist's Spirit. If that enemy is already afflicted with Seep, the damage of Seep is activated. If that enemy also has the Wounded/Shattered affliction, all enemies in the area take the Seep damage instead.
Holy Wave
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Faith/Class+Features/Cleric/Holy+Wave
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Holy Wave (Level 4)
Keywords - Magic, Divine, Supernatural
APC - 3
Target - Self/Ally/Enemy
Range - 30ft
The Cleric summons forth a wave of holy energy, this wave heals them and their allies for an amount of d6's equal to their Authority or Willpower. Enemies in this area, must make an opposed attribute check. The Cleric uses Authority, Cunning, or Willpower. The enemy uses their Willpower, Tenacity, or Resilience. If the Cleric succeeds, each enemy succeeded against takes this healing as Radiant damage instead.
Inscription
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Faith/Class+Features/Cleric/Inscription
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Inscription (Level 1)
The Cleric can cast a healing spell on an ally, but inscribe it instead as a blessed mark. This inscription triggers and casts the spell for the Cleric on the marked creature whenever the creature would become bloodied. Spells cast through Inscription's trigger, do not cost AP or MP. The Cleric can maintain a number of Inscriptions equal to it's Willpower, Cunning, or Sovereignty. Inscriptions fade after combat.
Vow of Life
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Faith/Class+Features/Cleric/Vow+of+Life
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Vow of Life (Level 1)
Keywords - Magic, Empower, Oath
The Cleric gains 2 base Augments for their spellcasting.
The Cleric increases the healing they would do on bloodied targets by an amount equal to their Willpower or Sovereignty. They heal twice this additional healing if the target has the Wounded/Shattered affliction.
The Cleric follows a loose code of healing the injured and caring for the sick. This is further defined by the morality of the deity they follow or the culture of their race. Failure to adhere to these codes may result in the loss of the Cleric's Vow abilities.
Totemic Mastery
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Totemic Mastery (Level 7)
Keywords - Magic, Primal, Empower
Totems chosen by the Druid gain additional features. If you do not have Totemic Power, you receive that feature instead.
Bear
1MP - Tier I Enchanted to Vigor and Prowess
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
4MP - Tier I Fury
5MP - Tier II Fury instead
6MP - Tier III Fury instead
7MP - Assume the form of the Bear, as per the polymorph spell. You may cast spells and speak normally while in this form when you achieve it this way.
Panther
1MP - Tier I Enchanted to Initiative and Grace
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
4MP - Tier I Invisible
5MP - Tier II Invisible instead
6MP - Tier III Invisible instead
7MP - Assume the form of the Panther, as per the polymorph spell. You may cast spells and speak normally while in this form when you achieve it this way.
Ox
1MP - Tier I Enchanted to Stamina and Resilience
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
4MP - Tier I Warded
5MP - Tier II Warded instead
6MP - Tier III Warded instead
7MP - Assume the form of the Ox, as per the polymorph spell. You may cast spells and speak normally while in this form when you achieve it this way.
Fox
1MP - Tier I Enchanted to Cunning and Guile
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
4MP - Tier I Prepared
5MP - Tier II Prepared instead
6MP - Tier III Prepared instead
7MP - Assume the form of the Fox, as per the polymorph spell. You may cast spells and speak normally while in this form when you achieve it this way.
Owl
1MP - Tier I Enchanted to Authority and Wit
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
4MP - Tier I Alert
5MP - Tier II Alert instead
6MP - Tier III Alert instead
7MP - Assume the form of the Owl, as per the polymorph spell. You may cast spells and speak normally while in this form when you achieve it this way.
Dolphin
1MP - Tier I Enchanted to Presence and Sovereignty
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
4MP - Tier I Regeneration
5MP - Tier II Regeneration instead
6MP - Tier III Regeneration instead
7MP - Assume the form of the Dolphin, as per the polymorph spell. You may cast spells and speak normally while in this form when you achieve it this way.
Totemic Power
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Faith/Class+Features/Druid/Totemic+Power
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Totemic Power (Level 4)
Keywords - Magic, Primal, Empower
The Druid chooses a totem after each long rest. That totem empowers the Druid based on the amount of Mana that they have. Imbuements gained through this ability last until the amount of Mana that incurred them is lost.
Bear
1MP - Tier I Enchanted to Vigor and Prowess
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
Panther
1MP - Tier I Enchanted to Initiative and Grace
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
Ox
1MP - Tier I Enchanted to Stamina and Resilience
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
Fox
1MP - Tier I Enchanted to Cunning and Guile
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
Owl
1MP - Tier I Enchanted to Authority and Wit
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
Dolphin
1MP - Tier I Enchanted to Presence and Sovereignty
2MP - Tier II Enchanted instead
3MP - Tier III Enchanted instead
Combat Acumen
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Combat Acumen (Level 1)
APC - 1
Target - 1 Creature
Range - 120ft
The Inquisitor attempts an ability check against a creature within range. The Inquisitor may use Competence, Cunning, or Wit. The DC of this check is 10 + the creature's CR. If the Inquisitor should succeed, they may learn the ability scores, an offensive statistic, a defensive statistic, movement, senses, a special ability, a piece of equipment, a trait, or an effect the target may have. Learning a special ability also reveals the names of the special abilities that creature has. The same is true for equipment, traits and effects.
Tenet of Punishment
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Tenet of Punishment (Level 2)
Keywords - Magic, Empower, Oath
The Inquisitor makes a pledge to seek those that would evade justice and bring them to answer.
- Suffer not the offender forgiveness, only what Justice demands.
- The Law is precise, so too must be your judgments.
- The Law is unwavering and pitiless, so too must you be.
- Complacency is the slow death of civilization, allow not a drop.
As long as the Inquisitor maintains the above tenets, they gain access to the following.
The Inquisitor gains proficiency with Heavy Armor. In addition, they may use their Willpower instead of Vigor when determining parameters for Armor. (Reducing MRR)
Thieves Tools
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Thieves Tools (Level 1)
The Inquisitor may attempt to use these tools to disable traps, devices, locks, and other such objects. The complexity is defined by the target. The Inquisitor may use their Competence, Wit, or Cunning.
Iron Channel
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Faith/Class+Features/Warden/Iron+Channel
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Iron Channel (Level 5)
Keywords - Magic, Divine, Supernatural
Whenever a taunted enemy would attempt to attack the Warden and they miss, the Warden may immediately channel. The APC of the channel is reduced by the APC of the Warden's shield.
In addition, whenever the Warden would use the block action, they may choose to spend Mana, if they do, enemies adjacent to the Warden take Radiant damage equal to the Warden's Spirit plus Authority or Sovereignty.
Seal of the Warden
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Seal of the Warden (Level 8)
Keywords - Magic, Divine, Supernatural
The Warden now has the capacity to spend Mana to infuse a door, gate, window, bridge, or similar defensive structure against damage. The amount of Mana and time required are determined by the GM. Objects reinforced this way have Resistance to all damage and are immune to effects that would magically manipulate them. The Warden can have a number of objects effected this way at one time equal to their Authority or Sovereignty.
Taunt
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Faith/Class+Features/Warden/Taunt
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Taunt (Level 1)
APC - 1
Target - Enemy
Range - 20ft
The Warden selects an enemy that it can see within range. That enemy must make an opposed check against the Warden. The Warden uses their Competence or Authority vs the enemy's Tenacity or Willpower. If the Warden wins, the target incurs Tier III Taunt.
Unbreakable Faith
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Unbreakable Faith (Level 10)
Keywords - Magic, Imbue, Empower
Whenever the Warden would be imbued by Reinforced or Warded, they increase the tier of that imbuement by an amount equal to their Authority or Sovereignty. In addition, whenever the Warden would incur Tier VII Reinforced/Warded, they incur Saturated III.
Mana Regalia
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Archon/Mana+Regalia
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Mana Regalia (Level 1)
Keywords - Magic, Artificial
The Archon gains proficiency with Heavy Armor. However, the Archon cannot wear armor, their armor is constructed by their magic. This functions as normal pieces of equipment except that it requires that the Archon consumes a piece of armor to recreate it for their Mana Regalia. In addition, the Archon uses their Tenacity instead of Vigor to determine parameters to wear armor in this way (Reducing MRR). Special Armor properties are retained in this process.
Regalia's Majesty
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Regalia's Majesty]] (Level 5)
Keywords - Magic, Artificial
Whenever the Archon would be attacked, if they are not at their Maximum Mana Pool, they gain 1 Courage. If they are, they may choose to spend ALL of their MP. If they do, they deal 1d6 force damage per point of Mana spent this way to all enemies within 10ft. To deal this damage, the Archon must succeed on a contested ability check against these enemies. The Archon must use Tenacity, Initiative, or Competence. Enemies must use Prowess, Competence, or Authority.
Spell Reservoir
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Spell Reservoir (Level 10)
Keywords - Magic, Arcane, Supernatural, Economy
The Archon increases its Maximum Mana Pool by an amount equal to its Tenacity. In addition, allies that cast spells within 20ft of the Archon, may use the Archon's mana in place of their own to cast spells. The Archon starts combat imbued with Tier V Saturated.
Dissertation
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Dissertation (Level 10)
Keywords - Magic, Artificial, Economy
The Enscriber can now create scrolls in combat. Scroll creation this way has an APC of the spell level. Scrolls created in this way cannot have spell augments added to them (although the Enscriber can add them through other features when the scroll is cast).
In addition, whenever the Enscriber would cast a spell with a scroll, they may consume multiple scrolls to add their effects to that spell. The number of scrolls that can be consumed in this manner is equal to the Enscriber's Wit, Cunning, or Guile. Only one spell per round can be cast in this way.
Ink Veld
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Enscriber/Ink+Veld
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Ink Veld (Level 5)
Keywords - Magic, Arcane, Supernatural, Imbue, Artificial
APC - Spell Level of Scroll
Target - Self
Range - Self
The Enscriber may now consume scrolls to grant themselves one of the following. The tier of these imbuements is equal to the spell level of the scroll expended. The duration of this effect is a number of rounds equal to the Enscriber's Wit, Cunning, or Guile. At the end of this duration that effect is removed.
Anchored
Blessed
Fury
Haste
Regeneration
Iron Parchment
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Iron Parchment (Level 4)
Keywords - Magic, Artificial
The Enscriber now has the ability to infuse scrolls they create into a shape. These shapes may take on the forms of weapons or shields. These scrolls still function as scrolls, but they also function as the items they are formed as, until they are consumed. The Enscriber is considered to be proficient with these items. All sub-attributes for parameters, abilities, or contested rolls that concern the wielder of these items are changed to Wit, Cunning, or Guile. This is decided when the item is made. The APC cost of actions and abilities of these weapons and shields may use Mana instead. These items do not function this way outside of the Enscriber's grasp.
Lore Acumen (Enscriber)
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Lore Acumen (Level 1)
APC - 1
Target - Creature/Object/Effect
Range - 120ft
The Enscriber is able to attempt to deduce the significance of an active ability, effect, object, creature or piece of information. The Enscriber must attempt an attribute check against the DC determined by the GM. The Enscriber may use Wit, Cunning, or Guile. If the Enscriber should succeed the GM immediately provides relevant data on the lore implications of the entity in question. (For Example, Lore Acumen on an attacking goblin, might reveal that its tribe is not normally aggressive and there might be more to its attack than simple mindless violence.)
Rune Mage
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Enscriber/Rune+Mage
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Rune Mage (Level 1)
Keywords - Magic, Artificial, Economy
The Enscriber casts their spells through scrolls. Each day the Enscriber may prepare a number of scrolls equal to their Spirit plus their Wit, Cunning, or Guile. The Enscriber also ignores the limit of spell scrolls that can be made through the Scroll Specialist feature. In addition, whenever the Enscriber casts a spell through a scroll, they may spend mana to ascend that spell or apply a spell augment as if the spell was being normally cast.
Aetheric Combination
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Aetheric Combination (Level 5)
Keywords - Magic, Empower, Prismatic
Whenever the Invoker would cast a spell that contains at least three echoes, they may change the Hue of that spell and add an additional Color of the Prism to it. This adds the new Color's Hue effects to the spell.
If you do not possess the Spell Savant class feature, then you gain the Shifting Echoes class feature. If you already possess the Shifting Echoes class feature, the total number of echoes you can create are equal to your Guile, Cunning, or Sovereignty.
Augment Mastery
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Augment Mastery (Level 2)
The Invoker gains an additional number of spell augments equal to it's Guile. In addition, whenever the Invoker would cast a spell with a spell augment, they may add an additional augment to that spell augment. This effectively combines them together. They add their costs together and effects. (Echoes produced from this spell maintain all the augments' properties.)
Shifting Echoes
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Shifting Echoes (Level 4)
Keywords - Magic, Imbue, Empower
APC - 1
Target - Echoes
Range - 30ft
The Invoker can use this ability to move their echoes a number of squares equal to their Guile, Cunning, or Sovereignty. If these echoes should move through an ally, they infuse the next spell cast by that ally with the spell augmentations the echoes possess. When this occurs the echoes are automatically consumed at the start of the next round.
If you do not possess the Spell Savant class feature, this ability instead creates an echo of a spell augment you know. Only one such echo can be created in this way. It otherwise acts as a spell echo under the Spell Savant class feature.
Saturated Channel
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Saturated Channel (Level 2)
Keywords - Magic, Economy, Empower, Imbue
The Sorcerer no longer gains mana when they Channel, instead they are imbued with Saturated. The tier of which is determined by the Sorcerer's Presence, Resilience, or Sovereignty.
Summon Mana Well
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Summon Mana Well (Level 8)
Keywords - Magic, Arcane, Supernatural
The Sorcerer has the capacity to conjure a well of pure Mana. The time and mana cost to do so is determined by the GM. The well grants all that drink from it an amount of immediate mana equal to the Sorcerer's Presence, Resilience, or Sovereignty. This also halves the normal time to gain mana outside of combat.
Disrupt Mana
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Warlock/Disrupt+Mana
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Disrupt Mana (Level 2)
Keywords - Magic, Afflict, Economy
APC - 1
Target - Enemy
Range - 30ft
The Warlock selects an enemy in range and attempts to disrupt the flow of their mana. The enemy must make an opposed attribute check. The Warlock uses Cunning, Authority, or Guile. The enemy uses their Tenacity, Willpower, or Resilience. If the Warlock wins, they reduce the target's Mana by 1 point.
Spell Feast
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Warlock/Spell+Feast
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Spell Feast (Level 7)
Keywords - Magic, Empower, Astral
Whenever the Warlock would cast a Blast, Cone, or Line spell, if that spell would afflict enemies, those enemies must make a contested attribute check. The Warlock uses Cunning, Authority, or Guile. The enemies use Tenacity, Willpower, or Resilience. Those the Warlock succeeds against in this check, the spell is treated as if it has Tier III Mana Drain.
Woe Weaver
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Warlock/Woe+Weaver
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Woe Weaver (Level 5)
Keywords - Magic, Empower, Astral
Whenever the Warlock would pay the upkeep cost on a spell that causes an affliction, they reduce the cost by 1 mana point. A number of spells can utilize this effect at one time equal to the Warlock's Cunning, Authority, or Guile.
Lore Acumen (Wizard)
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Lore Acumen (Level 1)
APC - 1
Target - Creature/Object/Effect
Range - 120ft
The Wizard is able to attempt to deduce the significance of an active ability, effect, object, creature or piece of information. The Wizard must attempt an attribute check against the DC determined by the GM. The Wizard may use Competence, Initiative, or Cunning. If the Wizard should succeed the GM immediately provides relevant data on the lore implications of the entity in question. (For Example, Lore Acumen on an attacking goblin, might reveal that its tribe is not normally aggressive and there might be more to its attack than simple mindless violence.)
Spell Mastery
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Wizard/Spell+Mastery
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Spell Mastery (Level 5)
Keywords - Magic, Empower, Imbue
The Wizard chooses a number of spells equal to their Cunning, Initiative, or Competence. Those spells have the cost of applying the first spell augment to them reduced by 1.
If those spells are affected by Spell Specialist, instead all spell augments to those spells have their costs reduced by 1.
Spell Matrix
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Wizard/Spell+Matrix
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Spell Matrix (Level 10)
Keywords - Magic, Empower, Economy
The Wizard now possesses mastery over spells to the point that Spell Ascension costs less mana by an amount equal to their Cunning.
If the character does not have the Spellbook class feature, it cannot select this feature upon level up.
Spell Specialist
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Spell Specialist (Level 2)
The Wizard chooses a number of spells equal to their Cunning, Initiative, or Competence. Those spells have the cost of applying the first Spell Augment to them reduced by 1.
Spellbook
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Wizard/Spellbook
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Spellbook (Level 1)
The Wizard has the capacity to store and salvage spell augments. They store them inside of their Spellbook and salvage them from spell books, tomes, manuscripts, and other forms of written materials. The Starting number of spell augments a wizard has is 3 plus their Cunning. The Wizard also has the capacity to apply more than one spell augment to a spell simultaneously. They may not apply the same augment more than once to a spell. This complicated form of casting limits the Wizard's ability to cast, so that they may only cast 1 spell a round.
Combat Acumen
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Combat Acumen (Level 1)
APC - 1
Target - 1 Creature
Range - 120ft
The Assassin attempts an ability check against a creature within range. The Assassin may use Initiative, Grace, or Wit. The DC of this check is 10 + the creature's CR. If the Assassin should succeed, they may learn the ability scores, an offensive statistic, a defensive statistic, movement, senses, a special ability, a piece of equipment, a trait, or an effect the target may have. Learning a special ability also reveals the names of the special abilities that creature has. The same is true for equipment, traits and effects.
Ruthless Momentum
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Ruthless Momentum (Level 7)
Keywords - Mundane, Empower, Imbue
Whenever the Assassin would defeat an enemy they are imbued with Prepared, the Tier of which is equal to the Assassin's Prowess, Stamina, or Initiative.
Counter Song
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Class+Features/Bard/Counter+Song
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Counter Song (Level 7)
Keywords - Mundane, Supernatural, Tactics
APC - Equal to APC of spell or song targeted
Additional Cost - Adrenaline equal to the APC of this ability
Target - Enemy controlled effect
Range - 60ft
The Bard can attempt to use the supernatural nature of their songs to overpower an enemy's magical presence. The Bard may perform a dispel check vs the targeted effect. The Bard uses their Grace, Guile, or Sovereignty. The enemy uses the casting or song attributes of the effect targeted for dispel.
Lifting Melody
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Lifting Melody (Level 2)
Keywords - Mundane, Supernatural, Imbue
Whenever the Bard would expend an Adrenaline point, they are imbued with Renewed the tier of which is equal to the Bard's Grace, Guile, or Sovereignty.
Allies affected by the Bard's Songs are imbued with Tier I Renewed.
Troubadour's Gambit
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Troubadour's Gambit (Level 5)
Keywords - Mundane, Supernatural, Strategy
At the end of the round, if the Bard has used each of their action points to perform a non-repeating action and has not been dealt damage by an enemy controlled source that round, they are imbued with Trance the tier of which is equal to the Bard's Presence, Grace, or Resilience.
Common Sense
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Common Sense (Level 4)
Keywords - Mundane, Tactics, Empower
Whenever the Drifter would attempt to use a defensive reaction for the first time each round, the APC of that reaction is reduced by an amount equal to the Drifter's Tenacity, Willpower, or Resilience.
Drifter's Luck
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Drifter's Luck (Level 5)
Keywords - Mundane, Supernatural, Empower, Economy
The Drifter gains a pool of Luck points equal to their Tenacity, Willpower, or Resilience. These Luck points refresh whenever the Drifter completes any rest. These points can be spent in a number of ways. They can be used to supplement any other resource pool, this includes continental resources, class resources (such as Adrenaline), Mana Points, and can be used instead of Action Points.
Traveler's Trick
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Traveler's Trick (Level 7)
Keywords - Mundane, Dash, Imbue
The Drifter gains the class feature Wanderlust if they do not have it. If they do have it, instead when it triggers, the imbuements they incur has a Tier equal to their Tenacity, Willpower, or Resilience instead.
Farsight
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Class+Features/Marksman/Farsight
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Farsight (Level 1)
Keywords - Mundane, Tactics, Empower
The Marksman can see more clearly at longer distances than others. The Marksman reduces the penalty for making an attack at long range by an amount equal to their Cunning, Stamina, or Initiative. In addition, the Marksman increases the range of a ranged weapon they are using by an amount equal to 10 multiplied by their Cunning, Stamina, or Initiative.
Mark of Death
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Mark of Death (Level 10)
Keywords - Mundane, Tactics, Empower
APC - 4
Target - Enemy
Range - Weapon Range
The Marksman targets an enemy in range with a contested ability check. The Marksman may use their Cunning, Stamina, or Initiative. The target may use their Prowess, Vigor, or Tenacity. If the Marksman wins the target is afflicted with Tier VI Marked. Attacks against this target are imbued with Tier IV Keen, this Mark is consumed whenever the target is critically hit for a third time after incurring this affliction.
Mark of Effort
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Mark of Effort (Level 7)
Keywords - Mundane, Tactics, Empower
APC - 3
Target - Enemy
Range - Weapon Range
The Marksman targets an enemy in range with a contested ability check. The Marksman may use their Cunning, Stamina, or Initiative. The enemy may use their Prowess, Vigor, or Tenacity. If the Marksman wins the enemy is afflicted with Tier V Marked. The next time the Marksman or their ally attacks the marked creature and consumes the Mark, they incur Tier III Surged.
Mark of Inevitability
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Mark of Inevitability (Level 4)
Keywords - Mundane, Tactics, Empower
APC - 2
Target - Enemy
Range - Weapon Range
The Marksman targets an enemy in range with a contested ability check. The Marksman may use their Cunning, Stamina, or Initiative. The enemy may use their Prowess, Vigor, or Tenacity. If the Marksman wins the enemy is afflicted with Tier III Marked. While marked in this way the target cannot be imbued with Concealed/Invisible or Renewed/Regeneration. If they already are, they reduce those Imbuements by an amount equal to the Marksman's Cunning or Stamina. When this Mark is consumed it afflicts the target with Tier II Staggered.
Mark of Precision
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Mark of Precision (Level 2)
Keywords - Mundane, Tactics, Empower
APC - 1
Target - Enemy
Range - Weapon Range
The Marksman targets an enemy in range with a contested ability check. The Marksman may use their Cunning, Stamina, or Initiative. The enemy may use their Prowess, Vigor, or Tenacity. If the Marksman wins the enemy is afflicted with Tier II Marked. The next attack against this target consumes this Mark and imbues that attack with Tier III Aided.
Alchemist
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Alchemist (Level 1)
The Saboteur gains the use of Alchemical Formulae and may create alchemical consumables. The Saboteur starts with a number of Alchemical Formulae equal to their Tenacity, Cunning, or Guile. The Saboteur may learn other Alchemical Formulae as they continue their career.
Prepare to Breach!
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Prepare to Breach! (Level 4)
Keywords - Mundane, Artificial, Strategy, Economy
Whenever the Saboteur would damage enemies with their bombs, the Saboteur makes a contested ability check against those enemies. The Saboteur uses their Tenacity, Cunning, or Guile. The enemies use their Tenacity, Willpower, or Resilience. If the Saboteur wins, that enemy is afflicted with Tier I Distracted. This increases the APC of the next defensive reaction the enemy would take by 1.
Quietus (Stalker)
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Quietus (Level 7)
Keywords - Mundane, Supernatural, Afflict
Whenever the Stalker would make an attack against an enemy, the Stalker makes a contested ability check against the target. The Stalker uses their Prowess, Competence, or Initiative. The enemy may use their Prowess, Competence, or Resilience. If the Stalker succeeds, the enemy is afflicted with Tier V Mute.
Shadows Unbound
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Shadows Unbound (Level 5)
Keywords - Mundane, Supernatural, Dash, Dream
Whenever the Stalker would spend action points to move while in dim light or lower they may also spend a point of Adrenaline, if they do, this movement is treated as Dreamwalking. In addition, the first attack the Stalker attempts when returning from Dreamwalking each round is imbued with Keen. The tier of which is equal to their Prowess, Competence, or Initiative.
Stalk Prey
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Stalk Prey (Level 2)
Keywords - Mundane, Empower, Tactics
Whenever the Stalker would spend action points to move closer to an enemy they have not attacked this combat, they gain Aided on their first attack against that target. The Tier of this is determined by the Stalker's Prowess, Competence, or Initiative.
Are You Not Entertained
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Are You Not Entertained? (Level 7)
Whenever the Gladiator would Taunt an enemy, it may instead Taunt all enemies within 20ft. The Gladiator has Tier I Life Drain on attacks against enemies afflicted with Taunt.
Battle Boast
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Battle Boast (Level 4)
Keywords - Mundane, Imbue/Afflict, Empower/Depower, Attack
APC - 1 + Weapon
Target - Enemy
Range - Weapon
The Gladiator makes an attack against an enemy in range, calling out the enemy's weak family line and other such insults. If this attack hits, the target must make an opposed check against the Gladiator. The Gladiator uses their Presence or Authority. The target uses their Resilience or Presence. If the Gladiator wins, the target is afflicted with Tier II Distracted, limited to attacking the Gladiator and the Gladiator is imbued with Tier III Prepared.
Emperor's Gambit
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Emperor's Gambit (Level 8)
Keywords - Mundane, Afflict, Economy, Attack
APC - 2 + Weapon
Target - Enemy
Range - Melee
The Gladiator makes an attack against an enemy, if that attack deals damage, the target and the Gladiator have an opposed check. The Gladiator uses Prowess or Presence and the Target uses Prowess or Presence. If the Gladiator wins, the target is afflicted with Tier V Stunned, if the Gladiator loses, they are afflicted with Tier V Stunned instead.
Roar of the Crowd
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Roar of the Crowd (Level 5)
Keywords - Mundane, Imbue, Empower, Dispel
Whenever the Gladiator would be afflicted by Wounded or Shattered in a combat, they ignore a number of those tiers equal to their Presence or Willpower. Once the number of tiers the Gladiator would have gained exceeds these parameters, they gain tiers of Wounded/Shattered as normal.
Taunt
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Gladiator/Taunt
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Taunt (Level 1)
APC - 1
Target - Enemy
Range - 20ft
The Gladiator selects an enemy that it can see within range. That enemy must make an opposed check against the Gladiator. The Gladiator uses their Competence or Authority vs the enemy's Tenacity or Willpower. If the Gladiator wins, the target gains Tier III Taunt.
Dragonsbane
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Knight/Dragonsbane
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Dragonsbane (Level 10)
Keywords - Mundane, Empower, Attack
Whenever the Knight would be attacked in melee by a flying creature, the Knight may trigger an Attack of Opportunity against them. Enemies dealt damage by the Knight's Attack of Opportunity's lose an amount of Fly rating equal to the Knight's Prowess, Vigor, or Presence. If this reduces a creature's Fly rating to 0, that creature is grounded and has Tier III Prone.
Whenever the Knight would be affected by a breath effect, gaze effect, or curse effect, the Knight may instead spend Courage equal to twice the tier of that affliction, if they do, the effect is negated.
Once per combat, the Knight may imbue an attack they make with Keen III against a creature with the Dragon, Monstrosity, Fiend, Undead, or Giant subtype. This attack gains the Blood Font critical effect. This must be declared before the attack is rolled.
Guard
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Knight/Guard
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Guard (Level 1)
Keywords - Mundane, Imbue, Empower, Economy
APC - 1
Target - Ally
Range - Melee
The Knight selects an ally and imbues them with Tier I Reinforced. In addition, should an enemy within melee range attempt to attack that ally, the Knight may trigger an Attack of Opportunity on that enemy, this attack has its APC reduced by an amount equal to your Presence or Prowess, whichever is higher. This effect lasts 1 round.
Honor's Demand
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Honor's Demand (Level 4)
APC - Weapon Cost
Target - Enemy
Range - Melee
The Knight attacks an enemy that has caused an ally to lose all of their Courage this round. The Knight may expend their Courage on this attack, if they do, they deal additional damage to this attack equal to the expended Courage. In addition, the target of this attack is afflicted by Tier II Taunt.
Lord's Grace
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Lord's Grace (Level 5)
Whenever the Knight would imbue an ally with a Mundane imbuement, the Knight gains Courage equal to its Prowess or Presence, whichever is higher. In addition, when the Knight imbues the Reinforced imbuement, increase its Tier by II.
Oath of Courage
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Oath of Courage (Level 2)
Keywords - Mundane, Imbue, Bestow, Empower
APC - 0
Target - Self / Ally
Range - Self
The Knight gains Tier II Bestowed. While within this effect, an ally and yourself gain Courage at the start of their turn. Allies under the effect of Guard gain twice the amount of Courage instead. The value of this Courage is determined by the Knight's Prowess or Presence, whichever is higher.
Shatter Morale
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Shatter Morale (Level 8)
Keywords - Mundane, Afflict, Attack
APC - 1 + Weapon Cost
Target - Enemy
Range - Melee
The Knight makes an attack against an enemy. If that attack should deal damage the enemy must make an opposed roll. The Knight uses their Prowess or Presence. The enemy uses their Tenacity or Willpower. If the Knight should win, the enemy is afflicted with Tier V Frightened for 3 rounds.
Valor's Advance
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Valor's Advance (Level 7)
The Knight now uses their Prowess or Presence to determine their Movement Rating. In addition, whenever the Knight would enter an enemy's threatened area, that enemy may make an Attack of Opportunity against them, if they do, the Knight may make an Attack of Opportunity against them afterwards. If they do not, the Knight gains Courage equal to their Vigor.
Intimidating Prowess
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Intimidating Prowess (Level 2)
Whenever the Paragon would damage an enemy with an Attack of Opportunity, the enemy must make a contested ability check. The Paragon may use Cunning, Wit, or Grace. The enemy may use Willpower, Tenacity, or Resilience. If the Paragon succeeds, the enemy is afflicted with Tier III Frightened. This affliction lasts for 1 round.
On the Edge
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On the Edge (Level 8)
Keywords - Mundane, Imbue, Empower
APC - 3
Target - Self
Range - Self
The Paragon is imbued with Tier III Enhance. This can affect their choice of Prowess or Initiative. The Paragon incurs the following, when they would spend an action point on Parry or an Attack of Opportunity, they gain 1 Courage. They lose all Courage whenever they are dealt damage to their Life. The duration of this effect is 1 round.
Riposte
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Paragon/Riposte
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Riposte (Level 1)
APC - Weapon Cost
Target - Enemy
Range - Melee
Whenever the Paragon would succeed in a Parry attempt, they may make an Attack of Opportunity against the attacking enemy. This attack deals additional damage equal to the Paragon's Prowess, Initiative, or Grace.
Showdown
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Paragon/Showdown
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Showdown (Level 10)
APC - 1
Target - Self/Enemy
Range - Self/30ft
The Paragon attempts to challenge an enemy to face them one on one. The Paragon must make a contested ability check. They may use Prowess, Initiative, or Grace. The target may use Willpower, Tenacity, or Resilience. If the Paragon should succeed, the target and the Paragon are afflicted with Tier VII Taunt. This effect treats the other as the Taunt target. This effect lasts until it fades, and is removed if one of the Paragon's allies attacks, damages, or afflicts the target in anyway. This ability may be used once per combat.
Reaver's Cleave
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Reaver's Cleave (Level 2)
Keywords - Mundane, Attack, Economy, Afflict
APC - Weapon
Target - Enemy/Self
Range - Melee
The Reaver makes an attack against an enemy in range. Should that attack hit, the Reaver may continue to attack enemies with this same attack, the same attack roll is applied to a number of adjacent enemies to the Reaver. The number of enemies is determined by the total unmodified APC of the weapon wielded in this attack. In addition, whenever the Reaver would use this attack, they gain a Tier of Exhaustion equal to the number of times they have used this attack in Combat. Whenever the Reaver would gain Exhaustion from this ability, those tiers are reduced by an amount equal to their Stamina.
Victory Rush
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Victory Rush (Level 7)
Whenever the Reaver would make an attack, for each creature defeated with it, they are imbued with that many Tiers of Enhance. The Enhance is to Stamina. This imbuement fades after 3 rounds.
Combat Acumen (Soldier)
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Combat Acumen (Level 1)
APC - 1
Target - 1 Creature
Range - 120ft
The Soldier attempts an ability check against a creature within range. The Soldier may use Competence, Cunning, or Wit. The DC of this check is 10 + the creature's CR. If the Soldier should succeed, they may learn the ability scores, an offensive statistic, a defensive statistic, movement, senses, a special ability, a piece of equipment, a trait, or an effect the target may have. Learning a special ability also reveals the names of the special abilities that creature has. The same is true for equipment, traits and effects.
Death March
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Death March (Level 10)
Whenever the Soldier would be dealt damage from a source while they have the Wounded/Shattered affliction, the Soldier negates the damage if it is below the Soldier's current Courage. When this negation occurs, the Soldier loses half of their current Courage. Whenever the Soldier is afflicted with Unconscious/Comatose after this ability has negated damage, they can no longer activate this ability until after they finish a long rest.
Formation
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Soldier/Formation
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Formation (Level 1)
While the Soldier is adjacent to 3 or more other allies they gain Courage at the start of the round. The amount of Courage they gain is equal to their Authority, Wit, or Willpower. If one of these allies has the Formation feature, you count allies adjacent to them as adjacent to you for the purposes of qualifying for this ability. You also increase the amount of Courage you receive by an amount equal to the total number of allies with this ability active.
Hold Fast!
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Soldier/Hold+Fast!
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Hold Fast! (Level 7)
Whenever the Soldier has Formation active and would use the Withstand action, they imbue their allies with temporary hit points equal to the Soldier's current Courage. This amount of temporary hit points is doubled for allies that are currently Afflicted.
Banner Wave
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Banner Wave (Level 1)
Keywords - Mundane, Imbue, Empower
APC - 1
Additional Cost - 1 Courage
Target - Ally
Range -30ft
The Warlord waves their banner at an ally to encourage them to keep fighting! An ally in range gains temporary hit points equal to the Warlord's current Courage plus their Authority, Presence, and Sovereignty. You may only use this ability if you are wielding a Banner. An ally can only benefit from this class feature once per round.
By Example
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Warlord/By+Example
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By Example (Level 4)
Keywords - Mundane, Attack, Imbue
APC - Weapon
Additional Cost - 2 Courage
Target - Enemy
Range - Weapon
The Warlord attempts to attack an enemy in range. If that attack should hit and deal damage, the Warlord gains 3 Courage. Each ally adjacent to the enemy dealt this damage gains 1 Courage. If the Warlord should defeat that enemy, they gain 5 Courage instead and each ally gains 2 Courage instead.
Commander
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Warlord/Commander
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Commander (Level 2)
Keywords - Mundane, Economy, Bestow, Strategy
The Warlord is imbued with Tier IV Bestowed. Whenever the Warlord would use an ability that costs Courage to use, they may spend the Courage of an ally within 30ft instead. In addition, allies that possess the Formation class feature and it is active, that ally gains 1 additional Courage whenever they would gain Courage from that class feature while in range of this aura.
Give Them Nothing!
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Give Them Nothing! (Level 8)
Keyword - Mundane, Empower, Imbue, Economy, Strategy
APC - 6
Additional Cost - 8 Courage
Target - Allies
Range - 60ft
The Warlord lets forth a warcry which incites fervor in their allies. Their allies are imbued with Tier IV Aided and Tier IV Reinforced.
Glory
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Warlord/Glory
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Glory (Level 1)
Keywords - Mundane, Imbue, Empower
The Warlord gains Courage 5 at the start of combat. In addition, the Warlord may spend their Courage to fuel the other class features it possesses. This includes continental resources.
Inspire
Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Warlord/Inspire
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Inspire (Level 1)
Keywords - Mundane, Imbue, Empower
APC - 3
Additional Cost - 1 Courage
Target - Ally
Range - 30ft
The Warlord selects an ally in range and imbues them with Tier III Inspired.
Into the Breach!
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Into the Breach! (Level 7)
Keyword - Mundane, Empower, Imbue, Economy, Strategy
APC - 3
Additional Cost - 5 Courage
Target - Allies
Range - 60ft
The Warlord calls for action to their allies. All allies within range incur a bonus to their Movement Rating equal to the Warlord's Authority, Presence, or Sovereignty. They may also spend action points during this ability to move if they wish.
Take From Them%2C EVERYTHING!
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Take From Them, EVERYTHING! (Level 10)
Keyword - Mundane, Empower, Imbue, Economy, Strategy
APC - 7
Additional Cost - 10 Courage
Target - Allies
Range - 60ft
All allies in range may make an Attack of Opportunity. This attack is imbued with the Tier VI Keen effect. When this effect resolves, the Warlord gains Prepared of a tier equal to the number of enemies defeated from this ability.
Wrapped in Glory
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Wrapped in Glory (Level 5)
The Warlord gains 1 Courage at the start of each of their turns. In addition, whenever the Warlord would critically hit an enemy, they may spend 5 Courage, if they do, they increase the damage of that critical hit by an amount equal to three times their Authority, Presence, or Sovereignty.























