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Prism RPG - Wiki Complete

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Prism

Source: https://corvanis.wiki/Prism+(Testing)/Prism

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[Home Page](https://corvanis.wiki/Home Page) /

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

Ability Scores.webp
Armory.webp
Classes.webp
Parties.webp
Races.webp
Spells.webp


Prism Character Creation

Source: https://corvanis.wiki/Prism+(Testing)/Prism+Character+Creation

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Prism Character Creation (Work in Progress)

Grid

Races.webp
Classes.webp
Ability Scores.webp
Armory.webp

Character creation starts with a few choices:

Adventurer

Characters that are Adventurers gain the following:

Select 1 Skill; that skill becomes the characters 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 characters 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.

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 characters 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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[Home Page](https://corvanis.wiki/Home Page) / Prism

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

Prowess

Vigor

Competence

Authority

Presence

Dexterity

Prowess

X

Stamina

Initiative

Wit

Grace

Constitution

Vigor

Stamina

X

Tenacity

Willpower

Resilience

Intelligence

Competence

Initiative

Tenacity

X

Cunning

Guile

Wisdom

Authority

Wit

Willpower

Cunning

X

Sovereignty

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.

  • Effectiveness of Avoid
  • Effectiveness of Withstand
  • Roll parameters against physical afflictions

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

  • Effectiveness of Blocking
  • Effectiveness to Withstand
  • Parameter to use armor or 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

Armor Type

Name

MRR

Passive

Armor Augment

Light

Armored Robe

0

Flowing Robes

Swirling Sleeves

Light

Gorget

0

Critical Protection

Protect Your Neck

Light

Supple Leather

0

Flexible Defense

Combat Roll

Light

Chainshirt

1

Slashing Protection

Chained Chest

Light

Gambeson

1

Piercing Protection

Hunker Down

Light

Manica

1

Steel Sleeve

Punishing Response

Light

Studded Leather

1

Brutal Momentum

Follow-Up

Medium

Chainmail

1

Nooks and Crannies

Versatile Defense

Medium

Hide

1

Bludgeoning Protection

Bestial Fury

Medium

Lamellar

1

Dutiful Momentum

Focused Defense

Medium

Breastplate

2

Superior Slashing Protection

Angled Metal

Medium

Brigadine

2

Camouflaged Pattern

Bandit Shuffle

Medium

Ringmail

2

Superior Piercing Protection

Soldier's Fortune

Medium

Scalemail

2

Drake Bane

Hero's Valor

Heavy

Banded

3

Unstoppable

Shatter the Line

Heavy

Splint

3

Leverage

Knock Aside

Heavy

Plate

4

Best There Is

Pinnacle of Steel

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.

Shields

Name

APC

SR

Block Augment

Buckler

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.

Light Shield

2

1d8

If the character would successfully block damage with this shield, the character may move an amount equal to their movement rating.

Heavy Shield

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.

Tower Shield

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

Longsword

Turning Edge

Whenever this weapon would be used to Parry, increase the penalty Parry grants by 1.

Warhammer

Puncturing Blows

Attacks made with this weapon have resistance to the Withstand core action.

Battleaxe

Shield Eater

Attacks made with this weapon have resistance to Block.

Dagger

Balancing Stance

Reduce the APC to maintain a stance while wielding this weapon by 1.

Crossbow

Boltlock

Reduce the APC of reloading by 1.

Longbow

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.

Weapons

Name

APC

Damage

Type

Passive

Maneuver

Longsword

2

1d8

One Handed

Turning Edge

Mordhau

Bastard Sword

3

1d12

Heavy

Turning Edge

Half-Hand

Greatsword

3

2d6

Heavy

Turning Edge

Tower of Steel

Rapier

2

1d8

Medium

Turning Edge

Impaling Strike

Twin-Blade

3

1d10

Heavy

Turning Edge

Spin to Win

Warhammer

2

1d8

One Handed

Puncturing Blows

Concussive Blow

Flail

2

1d8

One Handed

Puncturing Blows

Apprehend

Light Hammer

1

1d4

Light

Puncturing Blows

Joint Crash

Maul

3

2d6

Heavy

Puncturing Blows

Overwhelming Blow

Morningstar

2

1d8

One Handed

Puncturing Blows

Adaptive Attack

Battleaxe

2

1d8

One Handed

Shield Eater

Deep Bites

Greataxe

3

1d12

Heavy

Shield Eater

Cleaving Strike

Hand Axe

1

1d6

Light

Shield Eater

Tearing Tooth

Warpick

2

1d8

One Handed

Shield Eater

Helmpiercer

Dagger

1

1d4

Light

Balancing Stance

Backstab

Dart

1

1d4

Light

Balancing Stance

Unseen Strike

Sickle

1

1d4

Light

Balancing Stance

Harvester

Crossbow

3

1d12

Projectile

Boltlock

Piercing Shot

Longbow

2

1d8

Projectile

Volley Fire

Desperate Parry


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 characters 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 characters 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

Gladiator

Cabalist

Archon

Assassin

Knight

Cleric

Enscriber

Bard

Reaver

Druid

Invoker

Drifter

Soldier

Inquisitor

Sorcerer

Marksman

Paragon

Purifier

Warlock

Saboteur

Warlord

Warden

Wizard

Stalker

:------:

:------:

:------:

:------:

:------:

Corvanis

Mercenary

Agnostic

Leymage

Guild Merchant

Eldasharkai

Spire Ael

Cathe Voss

Spire Voss

Solitaire

Glies

Samurai

Sohei

Daoist

Shinobi

Kalkatesh

Steam Lord

Scion

Arcanist

Nos Fiend

Ryne

Herald

Soul Singer

Composer

Chord Keeper

Whyxxstar

Berserker

Vanir

Aesir

Raider

:------:

:------:

:------:

:------:

:------:

Acrobatics

Dancer

Belltender

Spellwind

Acrobat

Animal Handling

Cavalier

Pavitara

Familiar Master

Pack Hunter

Arcana

Eldritch Knight

Theurge

Mystic

Collector

Athletics

Athlete

Burdened

Immolator

Courier

Deception

Tactician

Heretic

Eldritch Trickster

Charlatan

History

Ancestral Warrior

Proselytizer

Lore Keeper

Delver

Insight

Strategist

Confessor

Spell Sage

Judge

Intimidation

Tyrant

Flagellant

Siege Spell

Enforcer

Investigation

Officer

Relic Seeker

Occultist

Detective

Medicine

Combat Medic

Holy Hand

White Mage

Surgeon

Nature

Ranger

Monastic

Primalist

Sojourner

Perception

Watchmen

Accuser

Cipher Mage

Navigator

Performance

Juggler

Hymnal

Mana Clast

Savant

Persuasion

Peacemaker

Converter

Wild Mage

Closer

Religion

Paladin

Prophet

Dogmatist

Gregorian

Sleight of Hand

Outlaw

Tither

Spell Thief

Thief

Stealth

Commando

Hidden

Shadow Mage

Infiltrator

Survival

Tracker

Priest

Mana Drifter

Explorer


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 characters 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

Life

Mana

Stamina

Spirit

Aura

Spell

Strategy

Tactic

Creature

Self

Enemy

Additional Costs

Life (HP)

Mana (MP)

Stamina (Exhaustion)

Spirit (Level)

Bestow (Aura)

Finish (Strategy)

Typing Effects

Magic

Mundane

Artificial

Artificial

Extraordinary

Supernatural

Arcane

Divine

Primal

Astral

Heal

Harm

Attack

Reaction

Incur

Hostile

Include

Auxiliary Effects

Dash

Drain

Empower

Depower

Bleed (Depicts Overtime)

Afflict

Imbue

Affect

Courage

Cowardice

Stackable

Economy

Slow

Compounding

Fading

Immutable

Immune

Resistant

Exposed

Vulnerable

Consumed

Afflictions (Mundane)

Afflictions (Magic)

Alkalized

-

-

Banished

Bleed

Seep

Blind

Sightless

-

Cursed

Deaf

Soundless

Diseased

Plagued

Distracted

Compulsed

Exhaustion

Fatigue

Frightened

Horror

-

Madness

Marked

Marked

Mute

Silenced

Paralyzed

-

Petrified

-

Poison

Toxic

Prone

Immobilized

Rage

Fury

Sealed

Locked

Staggered

Dazed

Stunned

Numbed

Taunt

-

Unconscious

Comatose

Wounded

Shattered

-

Elemental (Elemental (Burning))

-

Elemental (Elemental (Chilled))

-

Elemental (Elemental (Corroded))

-

Elemental (Elemental (Necrosis))

-

Elemental (Elemental (Radiated))

-

Elemental (Elemental (Shocked))

Imbuements (Mundane)

Imbuements (Magic)

Aided

Blessed

Alert

-

Alkalized

-

-

Anchored

Bestowed

Bestowed

-

Saturated

Concealed

Invisible

Enhance

Enchanted

Inspired

Heroism

Keen

-

Life Drain

Mana Drain

Madness

-

Prepared

-

Rage

Fury

Reinforced

Warded

Renewed

Regeneration

Supplied

-

Surged

Haste

Trance

-


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

Blast

Yellow Hue

Dreamwalk

Yellow Hue

Drifter

Wanderer's Gift

Hide

Bestial Fury

Knight

Valor's Advance

Lamellar

Dutiful Momentum

Light Shield

Block Augment

Protect

Yellow Hue

Studded Leather

Brutal Momentum

Studded Leather

Follow-Up

Warlord

Into the Breach!


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

Darkvision

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

Darkvision

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

Duergar

Dark Sun's Blessing

You have 10 additional hit points.

Peakborn

Surefooted

You have a climb speed.

Hillborn

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.


Elf

Source: https://corvanis.wiki/Prism+(Testing)/Races/Elf

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Elf

Infobox

Basic Information

Senses

Darkvision

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

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.

Shar'kai

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.


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

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.

Bleached One

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.


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

Arcane Aptitude

You have the ability to learn magic in its written form and apply it directly. They gain the ability to use scrolls.

Grasstesh

Horsemaster

You gain mounted combat proficiency.

Shadetesh

Fearless

You gain resistance to Frightened/Horror.

Tzartesh

Jungle and Sky

You ignore the first 30ft of fall damage and resistance to Prone.

Rivertesh

Riverkissed

You gain a Swim Speed.

Stonetesh

Calloused Hands

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

Human

Indomitable Spirit

Sandtesh

Arcane Aptitude

Human

Indomitable Spirit

Grasstesh

Horsemaster

Human

Indomitable Spirit

Shadetesh

Fearless

Human

Indomitable Spirit

Tzartesh

Jungle and Sky

Human

Indomitable Spirit

Rivertesh

Riverkissed

Human

Indomitable Spirit

Stonetesh

Calloused Hands

Elf

Eldar Grace

Imperial Elf

Empire Reborn

Elf

Eldar Grace

Sharkai

Eldar Superiority

Dwarf

Heart of Stone

Duergar

Dark Sun's Blessing

Dwarf

Heart of Stone

Peakborn

Surefooted

Dwarf

Heart of Stone

Hillborn

Pragmatic Clans

Halfling

Second Breakfast

Wispblood

Wispblood

Halfling

Second Breakfast

Puresong

Restorative Melody

Halfling

Second Breakfast

Hinterland

Rugged Humors

Gnome

Dreamwalker

Dreamsilk

Daydream

Gnome

Dreamwalker

Bleached One

Been There, Done That

Unique Races for Testing

Race

Racial Passive

Sub-Race

Racial Ability

Dragonborn

Dragonskin

Red

Flamebreath

Planetouched

Anchored Spirit

Yozai

Spirit Form

Abyssborn

Blessing of the Deep

Darkblood

Inking Wounds


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)

Keywords - Magic, Afflict

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)

Keywords - Magic, Dream

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 casters 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)

Keywords - Magic, Imbue

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 casters 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)

Keywords - Magic, Dream

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)

Keywords - Magic, Imbue, Heal

Color Effect - Each creature affected by this spell also heals HP equal to the casters Authority, Cunning, or Presence.

Spell Ascension increases this healing an amount equal to the new spell level of this spell.

Cure (1st)

Keywords - Magic, Heal, Imbue

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)

Keywords - Magic, Dream

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 casters 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)

Keywords - Magic, Dream

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 casters 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 casters 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 casters 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 casters 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)

Keywords - Magic, Imbue

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 casters Authority, Cunning and Presence.

Cure (1st)

Keywords - Magic, Heal, Imbue

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 casters 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 casters Spirit.

2nd Level Spells

Dreamwalk (2nd)

Keywords - Magic, Dream, Harm

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 casters 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)

Keywords - Magic, Imbue

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

Keywords - Magic, Afflict

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

Keywords - Magic, Imbue

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 casters Authority, Cunning, and Presence.

Green

Keywords - Magic, Imbue, Heal

Color Effect - Each creature affected by this spell also heals HP equal to the casters 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 casters Authority, Cunning, and Presence.

Orange

Keywords - Magic, Imbue, Empower

Color Effect - The base of the Blessed imbuement is now equal to the casters Authority, Cunning or Presence.

Red

Keywords - Magic, Imbue

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 casters 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 casters Authority, Cunning, and Presence. Mana Drain triggers whenever the imbued would deal damage with a weapon attack or spell attack.

Cure

Cure (1st)

Keywords - Magic, Heal

Targets - Self or Ally

Range - Touch

Resolve - None

Duration - Instantaneous

Base Effect The target is healed by an amount equal to the casters 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 casters 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

Keywords - Magic, Heal, Imbue

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 casters 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

Keywords - Magic, Heal, Imbue

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 casters Spirit.

2nd Level Spells

Dreamwalk

Dreamwalk (2nd)

Keywords - Magic, Dream

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

Keywords - Magic, Dream

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 casters Initiative, Wit, or Grace.

Blue

Keywords - Magic, Dream

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

Keywords - Magic, Dream

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

Keywords - Magic, Dream

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 casters 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

Keywords - Magic, Dream, Harm

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 casters spirit.

Mana Wave

Mana Wave (2nd)

Keywords - Magic, Harm,Area

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 casters 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

Cleric

4

Holy Wave

Faith

Cathe Voss

1

Vow of Death

Faith

Cathe Voss

4

Dogmatic Dominion

Faith

Druid

4

Totemic Power

Faith

Druid

7

Totemic Mastery

Faith

Sohei

1

Vow of Spirits

Faith

Sohei

4

Corrective Word

Faith

Sohei

5

Aspect of Glies

Faith

Sohei

7

Spirit's Wrath

Faith

Sohei

8

Purification Ceremony

Faith

Soul Singer

1

Gospel

Faith

Soul Singer

4

Creation's Chorus

Faith

Soul Singer

10

Life Crash

Faith

Warden

1

Taunt

Faith

Warden

5

Iron Channel

Faith

Warden

8

Seal of the Warden

Faith

Warden

10

Unbreakable Faith

Mana

Aesir

2

Wrath of Yggdrasil

Mana

Aesir

5

Asgardian Steel

Mana

Aesir

7

Biifrost Surge

Mana

Aesir

8

Runic Blessing

Mana

Aesir

10

Valhalla Calling

Mana

Spire Voss

10

Spire Ascendant

Mana

Warlock

2

Disrupt Mana

Mana

Warlock

5

Woe Weaver

Mana

Warlock

7

Spell Feast

Warrior

Gladiator

1

Taunt

Warrior

Gladiator

4

Battle Boast

Warrior

Samurai

1

Toukon

Warrior

Samurai

5

Perfect Strike

Warrior

Soldier

1

Formation

Warrior

Spire Ael

4

Ael Parry

Warrior

Spire Ael

7

Kaska Blade

Warrior

Warlord

1

Banner Wave

Warrior

Warlord

5

Wrapped in Glory

Warrior

Warlord

7

Into the Breach!


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

Cathe Voss

1

Vow of Death

Faith

Cathe Voss

4

Dogmatic Dominion

Faith

Inquisitor

1

Combat Acumen

Faith

Inquisitor

2

Thieves Tools

Faith

Warden

1

Taunt

Mana

Aesir

2

Wrath of Yggdrasil

Mana

Aesir

5

Asgardian Steel

Mana

Aesir

7

Biifrost Surge

Mana

Aesir

8

Runic Blessing

Mana

Aesir

10

Valhalla Calling

Mana

Archon

5

Regalia's Majesty

Mana

Spire Voss

10

Spire Ascendant

Mana

Wizard

1

Lore Acumen

Mana

Wizard

2

Spell Specialist

Mana

Wizard

5

Spell Mastery

Wanderer

Stalker

2

Stalk Prey

Wanderer

Stalker

5

Shadows Unbound

Wanderer

Stalker

7

Quietus (Stalker)

Warrior

Gladiator

1

Taunt

Warrior

Mercenary

1

Alchemist

Warrior

Mercenary

2

Combat Alchemist

Warrior

Mercenary

4

Alchemical Edge

Warrior

Mercenary

8

Well Supplied

Warrior

Mercenary

10

Iron Stomach

Warrior

Soldier

1

Combat Acumen (Soldier)

Warrior

Spire Ael

4

Ael Parry

Warrior

Spire Ael

7

Kaska Blade


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

Cabalist

4

Death-Knell

Faith

Cleric

1

Inscription

Faith

Cleric

4

Holy Wave

Faith

Druid

4

Totemic Power

Faith

Druid

7

Totemic Mastery

Faith

Inquisitor

1

Combat Acumen

Faith

Inquisitor

2

Thieves Tools

Mana

Composer

1

Social Acumen

Mana

Composer

2

Sour Note

Mana

Composer

4

The Zone

Mana

Daoist

2

Mantras

Mana

Daoist

5

Mantric Seal

Mana

Daoist

7

Spirit Palm

Mana

Enscriber

1

Rune Mage

Mana

Enscriber

1

Lore Acumen

Mana

Enscriber

4

Iron Parchment

Mana

Enscriber

5

Ink Veld

Mana

Enscriber

10

Dissertation

Mana

Invoker

4

Shifting Echoes

Mana

Invoker

5

Aetheric Combination

Mana

Warlock

2

Disrupt Mana

Mana

Warlock

5

Woe Weaver

Mana

Warlock

7

Spell Feast

Mana

Wizard

1

Spellbook

Mana

Wizard

1

Lore Acumen

Mana

Wizard

2

Spell Specialist

Mana

Wizard

5

Spell Mastery

Mana

Wizard

10

Spell Matrix

Wanderer

Marksman

1

Farsight

Wanderer

Marksman

2

Mark of Precision

Wanderer

Marksman

4

Mark of Inevitability

Wanderer

Marksman

7

Mark of Effort

Wanderer

Marksman

10

Mark of Death

Wanderer

Raider

4

Overwhelming Flank

Wanderer

Raider

8

Pillaging Frenzy

Wanderer

Saboteur

1

Alchemist

Wanderer

Saboteur

4

Prepare to Breach!

Wanderer

Solitaire

1

Ashen Vanguard

Wanderer

Solitaire

1

Taunt

Wanderer

Solitaire

4

Macabre Assault

Wanderer

Solitaire

7

Eldar's Edge

Wanderer

Solitaire

10

All-In

Warrior

Paragon

2

Intimidating Prowess

Warrior

Soldier

1

Combat Acumen (Soldier)


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

Agnostic

1

Vowbreaker

Faith

Agnostic

1

Blaspheme

Faith

Agnostic

2

Deny

Faith

Agnostic

4

Rigorous Debate

Faith

Agnostic

10

Chains of Mortality

Faith

Druid

4

Totemic Power

Faith

Druid

7

Totemic Mastery

Mana

Leymage

1

River of Mana

Mana

Leymage

2

Soulfire

Mana

Leymage

4

Mana Burst

Wanderer

Assassin

1

Combat Acumen

Wanderer

Bard

2

Lifting Melody

Wanderer

Bard

5

Troubadour's Gambit

Wanderer

Bard

7

Counter Song

Wanderer

Chord Keeper

2

Tempo Shift

Wanderer

Chord Keeper

5

Cutting Chords

Wanderer

Chord Keeper

7

Dramatic Pause

Wanderer

Chord Keeper

8

The Best Medicine

Wanderer

Guild Merchant

1

Golden Rule

Wanderer

Guild Merchant

1

Social Acumen

Wanderer

Guild Merchant

4

Dividends

Wanderer

Guild Merchant

5

Dealmaker

Wanderer

Guild Merchant

7

Crushing Debt

Wanderer

Guild Merchant

8

Market Day

Warrior

Herald

1

Clarion Call

Warrior

Herald

4

Shining Banner

Warrior

Herald

5

Chord of War

Warrior

Herald

8

Rouse the Troops

Warrior

Herald

10

Herald of War

Warrior

Paragon

1

Riposte

Warrior

Paragon

2

Intimidating Prowess

Warrior

Paragon

8

On the Edge

Warrior

Paragon

10

Showdown


Guile

Source: https://corvanis.wiki/Prism+(Testing)/Ability+Scores+and+Sub-Attributes/Sub-Attributes/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

Cabalist

4

Death-Knell

Faith

Druid

4

Totemic Power

Faith

Druid

7

Totemic Mastery

Faith

Vanir

7

Norn Blood

Faith

Vanir

10

Doom Sight

Mana

Enscriber

1

Rune Mage

Mana

Enscriber

1

Lore Acumen

Mana

Enscriber

4

Iron Parchment

Mana

Enscriber

5

Ink Veld

Mana

Enscriber

10

Dissertation

Mana

Invoker

2

Augment Mastery

Mana

Invoker

4

Shifting Echoes

Mana

Invoker

5

Aetheric Combination

Mana

Warlock

2

Disrupt Mana

Mana

Warlock

5

Woe Weaver

Mana

Warlock

7

Spell Feast

Wanderer

Bard

2

Lifting Melody

Wanderer

Bard

7

Counter Song

Wanderer

Chord Keeper

2

Tempo Shift

Wanderer

Chord Keeper

5

Cutting Chords

Wanderer

Chord Keeper

7

Dramatic Pause

Wanderer

Chord Keeper

8

The Best Medicine

Wanderer

Guild Merchant

1

Golden Rule

Wanderer

Guild Merchant

1

Social Acumen

Wanderer

Guild Merchant

4

Dividends

Wanderer

Guild Merchant

5

Dealmaker

Wanderer

Guild Merchant

7

Crushing Debt

Wanderer

Guild Merchant

8

Market Day

Wanderer

Raider

4

Overwhelming Flank

Wanderer

Raider

8

Pillaging Frenzy

Wanderer

Saboteur

1

Alchemist

Wanderer

Saboteur

4

Prepare to Breach!


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

Druid

4

Totemic Power

Faith

Druid

7

Totemic Mastery

Mana

Archon

5

Regalia's Majesty

Mana

Leymage

2

Soulfire

Mana

Wizard

1

Lore Acumen

Mana

Wizard

2

Spell Specialist

Mana

Wizard

5

Spell Mastery

Wanderer

Assassin

1

Combat Acumen

Wanderer

Assassin

7

Ruthless Momentum

Wanderer

Marksman

1

Farsight

Wanderer

Marksman

2

Mark of Precision

Wanderer

Marksman

4

Mark of Inevitability

Wanderer

Marksman

7

Mark of Effort

Wanderer

Marksman

10

Mark of Death

Wanderer

Shinobi

2

Shinobi Tools

Wanderer

Shinobi

4

Shadow Counter

Wanderer

Shinobi

8

Infiltrate

Wanderer

Shinobi

10

Miracle Pill

Wanderer

Stalker

2

Stalk Prey

Wanderer

Stalker

5

Shadows Unbound

Wanderer

Stalker

7

Quietus (Stalker)

Warrior

Paragon

1

Riposte

Warrior

Paragon

8

On the Edge

Warrior

Paragon

10

Showdown


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

Druid

4

Totemic Power

Faith

Druid

7

Totemic Mastery

Mana

Composer

1

Social Acumen

Mana

Composer

2

Sour Note

Mana

Composer

4

The Zone

Mana

Sorcerer

2

Saturated Channel

Mana

Sorcerer

8

Summon Mana Well

Mana

Spire Voss

10

Spire Ascendant

Wanderer

Bard

5

Troubadour's Gambit

Warrior

Gladiator

4

Battle Boast

Warrior

Gladiator

5

Roar of the Crowd

Warrior

Gladiator

8

Emperor's Gambit

Warrior

Herald

1

Clarion Call

Warrior

Herald

4

Shining Banner

Warrior

Herald

5

Chord of War

Warrior

Herald

8

Rouse the Troops

Warrior

Herald

10

Herald of War

Warrior

Knight

1

Guard

Warrior

Knight

2

Oath of Courage

Warrior

Knight

5

Lord's Grace

Warrior

Knight

7

Valor's Advance

Warrior

Knight

8

Shatter Morale

Warrior

Knight

10

Dragonsbane

Warrior

Warlord

1

Banner Wave

Warrior

Warlord

5

Wrapped in Glory

Warrior

Warlord

7

Into the Breach!


Prowess

Source: https://corvanis.wiki/Prism+(Testing)/Ability+Scores+and+Sub-Attributes/Sub-Attributes/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

Cathe Voss

1

Vow of Death

Faith

Cathe Voss

4

Dogmatic Dominion

Faith

Druid

4

Totemic Power

Faith

Druid

7

Totemic Mastery

Faith

Vanir

2

Tenet of Sovereignty

Mana

Aesir

2

Wrath of Yggdrasil

Mana

Aesir

5

Asgardian Steel

Mana

Aesir

7

Biifrost Surge

Mana

Aesir

8

Runic Blessing

Mana

Aesir

10

Valhalla Calling

Wanderer

Assassin

7

Ruthless Momentum

Wanderer

Raider

4

Overwhelming Flank

Wanderer

Raider

8

Pillaging Frenzy

Wanderer

Solitaire

1

Ashen Vanguard

Wanderer

Solitaire

1

Taunt

Wanderer

Solitaire

4

Macabre Assault

Wanderer

Solitaire

7

Eldar's Edge

Wanderer

Solitaire

10

All-In

Wanderer

Stalker

2

Stalk Prey

Wanderer

Stalker

5

Shadows Unbound

Wanderer

Stalker

7

Quietus (Stalker)

Warrior

Berserker

1

Taunt

Warrior

Berserker

4

Jotun Grip

Warrior

Berserker

5

Wrath of Sigrun

Warrior

Berserker

7

Might of Thor

Warrior

Gladiator

8

Emperor's Gambit

Warrior

Knight

1

Guard

Warrior

Knight

2

Oath of Courage

Warrior

Knight

5

Lord's Grace

Warrior

Knight

7

Valor's Advance

Warrior

Knight

8

Shatter Morale

Warrior

Knight

10

Dragonsbane

Warrior

Paragon

1

Riposte

Warrior

Paragon

8

On the Edge

Warrior

Paragon

10

Showdown

Warrior

Samurai

1

Toukon

Warrior

Samurai

5

Perfect Strike

Warrior

Spire Ael

4

Ael Parry

Warrior

Spire Ael

7

Kaska Blade


Resilience

Source: https://corvanis.wiki/Prism+(Testing)/Ability+Scores+and+Sub-Attributes/Sub-Attributes/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.

  • Effectiveness of Avoid
  • Effectiveness of Withstand
  • Roll parameters against physical afflictions

Resilience Features

Archetype

Class

Level

Feature

Faith

Druid

4

Totemic Power

Faith

Druid

7

Totemic Mastery

Mana

Leymage

1

River of Mana

Mana

Leymage

2

Soulfire

Mana

Leymage

4

Mana Burst

Mana

Sorcerer

2

Saturated Channel

Mana

Sorcerer

8

Summon Mana Well

Wanderer

Bard

5

Troubadour's Gambit

Wanderer

Drifter

4

Common Sense

Wanderer

Drifter

5

Drifter's Luck

Wanderer

Drifter

7

Traveler's Trick

Warrior

Mercenary

1

Alchemist

Warrior

Mercenary

2

Combat Alchemist

Warrior

Mercenary

4

Alchemical Edge

Warrior

Mercenary

8

Well Supplied

Warrior

Mercenary

10

Iron Stomach


Sovereignty

Source: https://corvanis.wiki/Prism+(Testing)/Ability+Scores+and+Sub-Attributes/Sub-Attributes/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

Agnostic

1

Vowbreaker

Faith

Agnostic

1

Blaspheme

Faith

Agnostic

2

Deny

Faith

Agnostic

4

Rigorous Debate

Faith

Agnostic

10

Chains of Mortality

Faith

Cleric

1

Vow of Life

Faith

Cleric

1

Inscription

Faith

Druid

4

Totemic Power

Faith

Druid

7

Totemic Mastery

Faith

Soul Singer

1

Gospel

Faith

Soul Singer

4

Creation's Chorus

Faith

Soul Singer

10

Life Crash

Faith

Vanir

2

Tenet of Sovereignty

Faith

Vanir

7

Norn Blood

Faith

Vanir

10

Doom Sight

Faith

Warden

5

Iron Channel

Faith

Warden

8

Seal of the Warden

Faith

Warden

10

Unbreakable Faith

Mana

Composer

1

Symphony of Spells

Mana

Composer

1

Social Acumen

Mana

Composer

2

Sour Note

Mana

Composer

4

The Zone

Mana

Invoker

4

Shifting Echoes

Mana

Invoker

5

Aetheric Combination

Mana

Sorcerer

2

Saturated Channel

Mana

Sorcerer

8

Summon Mana Well

Wanderer

Bard

2

Lifting Melody

Wanderer

Bard

7

Counter Song

Warrior

Herald

1

Clarion Call

Warrior

Herald

4

Shining Banner

Warrior

Herald

5

Chord of War

Warrior

Herald

8

Rouse the Troops

Warrior

Herald

10

Herald of War

Warrior

Warlord

1

Banner Wave

Warrior

Warlord

5

Wrapped in Glory

Warrior

Warlord

7

Into the Breach!


Stamina

Source: https://corvanis.wiki/Prism+(Testing)/Ability+Scores+and+Sub-Attributes/Sub-Attributes/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

Druid

4

Totemic Power

Faith

Druid

7

Totemic Mastery

Wanderer

Assassin

7

Ruthless Momentum

Wanderer

Marksman

1

Farsight

Wanderer

Marksman

2

Mark of Precision

Wanderer

Marksman

4

Mark of Inevitability

Wanderer

Marksman

7

Mark of Effort

Wanderer

Marksman

10

Mark of Death

Wanderer

Shinobi

2

Shinobi Tools

Wanderer

Shinobi

4

Shadow Counter

Wanderer

Shinobi

8

Infiltrate

Wanderer

Shinobi

10

Miracle Pill

Warrior

Reaver

2

Reaver's Cleave

Warrior

Reaver

7

Victory Rush

Warrior

Samurai

1

Toukon

Warrior

Samurai

5

Perfect Strike


Tenacity

Source: https://corvanis.wiki/Prism+(Testing)/Ability+Scores+and+Sub-Attributes/Sub-Attributes/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

Archon

1

Mana Regalia

Mana

Archon

5

Regalia's Majesty

Mana

Archon

10

Spell Reservoir

Wanderer

Drifter

4

Common Sense

Wanderer

Drifter

5

Drifter's Luck

Wanderer

Drifter

7

Traveler's Trick

Wanderer

Guild Merchant

1

Golden Rule

Wanderer

Guild Merchant

1

Social Acumen

Wanderer

Guild Merchant

4

Dividends

Wanderer

Guild Merchant

5

Dealmaker

Wanderer

Guild Merchant

7

Crushing Debt

Wanderer

Guild Merchant

8

Market Day

Wanderer

Saboteur

1

Alchemist

Wanderer

Saboteur

4

Prepare to Breach!

Wanderer

Shinobi

2

Shinobi Tools

Wanderer

Shinobi

4

Shadow Counter

Wanderer

Shinobi

8

Infiltrate

Wanderer

Shinobi

10

Miracle Pill

Warrior

Mercenary

1

Alchemist

Warrior

Mercenary

2

Combat Alchemist

Warrior

Mercenary

4

Alchemical Edge

Warrior

Mercenary

8

Well Supplied

Warrior

Mercenary

10

Iron Stomach


Vigor

Source: https://corvanis.wiki/Prism+(Testing)/Ability+Scores+and+Sub-Attributes/Sub-Attributes/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

  • Effectiveness of Blocking
  • Effectiveness to Withstand
  • Parameter to use armor or shields

Vigor Features

Archetype

Class

Level

Feature

Faith

Druid

4

Totemic Power

Faith

Druid

7

Totemic Mastery

Wanderer

Solitaire

1

Ashen Vanguard

Wanderer

Solitaire

4

Macabre Assault

Wanderer

Solitaire

7

Eldar's Edge

Wanderer

Solitaire

10

All-In

Warrior

Berserker

1

Taunt

Warrior

Berserker

4

Jotun Grip

Warrior

Berserker

5

Wrath of Sigrun

Warrior

Berserker

7

Might of Thor

Warrior

Knight

7

Valor's Advance

Warrior

Knight

10

Dragonsbane


Willpower

Source: https://corvanis.wiki/Prism+(Testing)/Ability+Scores+and+Sub-Attributes/Sub-Attributes/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

Agnostic

1

Vowbreaker

Faith

Agnostic

1

Blaspheme

Faith

Agnostic

2

Deny

Faith

Agnostic

4

Rigorous Debate

Faith

Agnostic

10

Chains of Mortality

Faith

Cleric

1

Vow of Life

Faith

Cleric

1

Inscription

Faith

Cleric

4

Holy Wave

Faith

Inquisitor

2

Tenet of Punishment

Faith

Sohei

1

Vow of Spirits

Faith

Sohei

4

Corrective Word

Faith

Sohei

5

Aspect of Glies

Faith

Sohei

7

Spirit's Wrath

Faith

Sohei

8

Purification Ceremony

Faith

Soul Singer

1

Gospel

Faith

Soul Singer

4

Creation's Chorus

Faith

Soul Singer

10

Life Crash

Mana

Daoist

2

Mantras

Mana

Daoist

5

Mantric Seal

Mana

Daoist

7

Spirit Palm

Mana

Leymage

1

River of Mana

Mana

Leymage

2

Soulfire

Mana

Leymage

4

Mana Burst

Wanderer

Drifter

4

Common Sense

Wanderer

Drifter

5

Drifter's Luck

Wanderer

Drifter

7

Traveler's Trick

Warrior

Berserker

4

Jotun Grip

Warrior

Berserker

5

Wrath of Sigrun

Warrior

Berserker

7

Might of Thor

Warrior

Gladiator

5

Roar of the Crowd

Warrior

Soldier

1

Formation


Wit

Source: https://corvanis.wiki/Prism+(Testing)/Ability+Scores+and+Sub-Attributes/Sub-Attributes/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

Cabalist

4

Death-Knell

Faith

Druid

4

Totemic Power

Faith

Druid

7

Totemic Mastery

Faith

Inquisitor

1

Combat Acumen

Faith

Inquisitor

2

Thieves Tools

Faith

Sohei

1

Vow of Spirits

Faith

Sohei

4

Corrective Word

Faith

Sohei

5

Aspect of Glies

Faith

Sohei

7

Spirit's Wrath

Faith

Sohei

8

Purification Ceremony

Faith

Vanir

7

Norn Blood

Faith

Vanir

10

Doom Sight

Mana

Daoist

2

Mantras

Mana

Daoist

5

Mantric Seal

Mana

Daoist

7

Spirit Palm

Mana

Enscriber

1

Rune Mage

Mana

Enscriber

1

Lore Acumen

Mana

Enscriber

4

Iron Parchment

Mana

Enscriber

5

Ink Veld

Mana

Enscriber

10

Dissertation

Wanderer

Assassin

1

Combat Acumen

Wanderer

Chord Keeper

2

Tempo Shift

Wanderer

Chord Keeper

5

Cutting Chords

Wanderer

Chord Keeper

7

Dramatic Pause

Wanderer

Chord Keeper

8

The Best Medicine

Warrior

Paragon

2

Intimidating Prowess

Warrior

Soldier

1

Combat Acumen (Soldier)

Warrior

Soldier

1

Formation


Armor

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/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

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

Armored Robe

0

Flowing Robes

Swirling Sleeves

Gorget

0

Critical Protection

Protect Your Neck

Supple Leather

0

Flexible Defense

Combat Roll

Chainshirt

1

Slashing Protection

Chained Chest

Gambeson

1

Piercing Protection

Hunker Down

Manica

1

Steel Sleeve

Punishing Response

Studded Leather

1

Brutal Momentum

Follow-Up

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

Chainmail

1

Nooks and Crannies

Versatile Defense

Hide

1

Bludgeoning Protection

Bestial Fury

Lamellar

1

Dutiful Momentum

Focused Defense

Breastplate

2

Superior Slashing Protection

Angled Metal

Brigadine

2

Camouflaged Pattern

Bandit Shuffle

Ringmail

2

Superior Piercing Protection

Soldier's Fortune

Scalemail

2

Drake Bane

Hero's Valor

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

Banded

3

Unstoppable

Shatter the Line

Splint

3

Leverage

Knock Aside

Plate

4

Best There Is

Pinnacle of Steel


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

Buckler

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.

Light Shield

2

1d8

If the character would successfully block damage with this shield, the character may move an amount equal to their movement rating.

Heavy Shield

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.

Tower Shield

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

  • Whenever this weapon would be used to Parry, increase the penalty Parry grants by 1.

Name

APC

Damage

Type

Maneuver

Longsword

2

1d8

One Handed

Mordhau

Bastard Sword

3

1d12

Heavy

Half-Hand

Greatsword

3

2d6

Heavy

Tower of Steel

Rapier

2

1d8

One Handed

Impaling Strike

Twin-Blade

3

1d10

Heavy

Spin to Win

Warhammer

Passive - Puncturing Blows

Name

APC

Damage

Type

Maneuver

Warhammer

2

1d8

One Handed

Concussive Blow

Flail

2

1d8

One Handed

Apprehend

Light Hammer

1

1d4

Light

Joint Crash

Maul

3

2d6

Heavy

Overwhelming Blow

Morningstar

2

1d8

One Handed

Adaptive Attack

Battleaxe

Passive - Shield Eater

Name

APC

Damage

Type

Maneuver

Battleaxe

2

1d8

One Handed

Deep Bites

Greataxe

3

1d12

Heavy

Cleaving Strike

Hand Axe

1

1d6

Light

Tearing Tooth

Warpick

2

1d8

One Handed

Helmpiercer

Dagger

Passive - Balancing Stance

  • Reduce the APC to maintain a stance while wielding this weapon by 1.

Name

APC

Damage

Type

Maneuver

Dagger

1

1d4

Light

Backstab

Dart

1

1d4

Light

Unseen Strike

Sickle

1

1d4

Light

Harvester

Crossbow

Passive - Boltlock

  • Reduce the APC of reloading by 1.

Name

APC

Damage

Type

Maneuver

Crossbow

3

1d12

Projectile

Piercing Shot

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

Longbow

2

1d8

Projectile

Desperate Parry


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 shields block rating. They then reduce the amount of damage dealt to them from the opposing source equal to that block ratings total roll.

Block Features

Archetype

Class

Level

Feature

Faith

Warden

1

Vow of the Guardian

Faith

Warden

5

Iron Channel

Warrior

Reaver

4

Overwhelm

Warrior

Soldier

8

I Got You!


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

Agnostic

1

Vowbreaker

Faith

Agnostic

1

Vowbreaker

Mana

Aesir

7

Biifrost Surge

Mana

Archon

2

Channel Conduit

Mana

Archon

4

Infused Stance

Mana

Daoist

1

Inner Force

Mana

Leymage

1

Burnout

Mana

Daoist

1

Inner Force

Mana

Leymage

1

Ley Burn

Mana

Sorcerer

2

Saturated Channel


Move

Source: https://corvanis.wiki/Prism+(Testing)/Core+Features/Core+Actions/Move

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Move

1 Action Point


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

Solitaire

1

Improved Parry

Wanderer

Solitaire

2

Fearless Stance

Wanderer

Shinobi

4

Shadow Counter

Warrior

Paragon

1

Improved Parry

Warrior

Paragon

1

Riposte

Warrior

Paragon

1

Duelist's Dance

Warrior

Paragon

5

Untouchable

Warrior

Paragon

8

On the Edge

Warrior

Reaver

4

Overwhelm

Warrior

Samurai

1

Improved Parry

Warrior

Soldier

8

I Got You!

Warrior

Spire Ael

4

Ael Parry


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 shields block rating. They then reduce the amount of damage dealt to them from the opposing source equal to that block ratings 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

Archon

4

Infused Stance

Warrior

Soldier

7

Hold Fast!

Warrior

Soldier

8

I Got You!


Affliction

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Affliction

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Affliction

Afflictions inflict negative effects to a character.

Mundane

Magic

Alkalized

-

-

Banished

Bleed

Seep

Blind

Sightless

-

Cursed

Deaf

Soundless

Diseased

Plagued

Distracted

Compulsed

Exhaustion

Fatigue

Frightened

Horror

-

Madness

Marked

Marked

Mute

Silenced

Paralyzed

-

Petrified

-

Poison

Toxic

Prone

Immobilized

Rage

Fury

Sealed

Locked

Staggered

Dazed

Stunned

Numbed

Taunt

-

Unconscious

Comatose

Wounded

Shattered

-

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

Light 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 characters Competence or Grace.

Light 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.

Light 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.

Light 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.

Light 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.

Light 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.

Light 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.

Medium 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.

Medium Armor

Hide

Bestial Fury

The character may spend their Movement Rating on their attack rolls instead of action points.

Medium 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.

Medium 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.

Medium 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.

Medium 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.

Medium 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.

Heavy Armor

Banded

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

Splint

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.

Heavy Armor

Plate

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.


Shield Augment

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Augments/Shield+Augment

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Shield Augment

Name

APC

SR

Block Augment

Buckler

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.

Light Shield

2

1d8

If the character would successfully block damage with this shield, the character may move an amount equal to their movement rating.

Heavy Shield

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.

Tower Shield

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

MPC

Effect

Notable Rules

Elemental Infusion (Fire)

Harm

1

The spell changes its 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.

Stackable (Burning) Tier

Focus

Attack

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

Intensify

Harm

1

The damage of this spell is increased by an amount equal to the casters Spirit

Stackable

Widen

Area

1

Increase the area of the effect of this spell by 10ft.

Stackable

Cruel

Afflict

2

Increase the base tier of the affliction afflicted by this spell by I.

Stackable

Split

Attack

2

This augment causes the spell augmented to split, targeting a number of target with the same spell equal to the casters 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

Archon

5

Regalia's Majesty

Mana

Leymage

2

Soulfire

Wanderer

Raider

10

Jarl Ascendant

Warrior

Berserker

5

Wrath of Sigrun

Warrior

Herald

1

Glory

Warrior

Herald

1

Inspire

Warrior

Herald

1

Clarion Call

Warrior

Herald

5

Chord of War

Warrior

Herald

8

Rouse the Troops

Warrior

Knight

2

Oath of Courage

Warrior

Knight

4

Honor's Demand

Warrior

Knight

5

Lord's Grace

Warrior

Knight

7

Valor's Advance

Warrior

Knight

10

Dragonsbane

Warrior

Mercenary

7

Confident Preparation

Warrior

Paragon

8

On the Edge

Warrior

Soldier

1

Formation

Warrior

Soldier

7

Hold Fast!

Warrior

Soldier

10

Death March

Warrior

Warlord

1

Glory

Warrior

Warlord

1

Inspire

Warrior

Warlord

1

Banner Wave

Warrior

Warlord

2

Commander

Warrior

Warlord

4

By Example

Warrior

Warlord

5

Wrapped in Glory

Warrior

Warlord

7

Into the Breach!

Warrior

Warlord

8

Give Them Nothing!

Warrior

Warlord

10

Take From Them, EVERYTHING!


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

Herald

4

Shining Banner


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

Drifter

1

Wanderer's Gift

Wanderer

Drifter

2

Wanderlust

Wanderer

Drifter

7

Traveler's Trick

Wanderer

Shinobi

1

Jaunt (Shinobi)

Wanderer

Stalker

5

Shadows Unbound


Depower

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Depower

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Depower

This feature negates Empowered text.


Drain

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Drain

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Drain

The effect may incur Life Drain and/or Mana Drain.


Economy

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Economy

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Economy

This feature affects action points.


Empower

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Empower

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Empower

This feature affects a statistical modifier, such as Sub-Attributes.


Exposed

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Exposed

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Exposed

-5 to contested attribute checks, saving throws, and +50% damage taken.


Fading

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Fading

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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

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Imbue

This feature applies a positive effect, such as an imbuement.


Immunity

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Immunity

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Immunity

+10 to contested attribute checks, saving throws, and no damage taken.

Immunity Features

Archetype

Class

Level

Feature

Faith

Warden

8

Seal of the Warden

Mana

Spire Voss

7

Piercing Spells

Warrior

Berserker

10

Till Ragnarok

Warrior

Mercenary

5

Truth in Steel

Warrior

Soldier

4

Iron Will


Immutable

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Immutable

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Immutable

Cannot be altered by external effects.


Resistance

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Resistance

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Resistance

+5 to contested attribute checks, saving throws, and -50% damage taken.

Resistance Features

Archetype

Class

Level

Feature

Faith

Agnostic

1

Doubt

Faith

Cathe Voss

2

Tenet of Pain

Faith

Purifier

7

Seared Skin

Faith

Sohei

1

Resolve

Faith

Soul Singer

1

Vow of Souls

Faith

Warden

7

Infused Bulwark

Faith

Warden

8

Seal of the Warden

Mana

Daoist

1

Resolve

Mana

Leymage

1

Doubt

Mana

Spire Voss

1

Spell Superiority

Mana

Spire Voss

7

Piercing Spells

Wanderer

Guild Merchant

1

Doubt

Wanderer

Saboteur

5

Collateral Damage

Wanderer

Shinobi

1

Resolve

Wanderer

Stalker

4

Flashing Charge

Wanderer

Stalker

10

Phantasmal Agent

Warrior

Herald

4

Shining Banner

Warrior

Mercenary

1

Doubt

Warrior

Mercenary

5

Truth in Steel

Warrior

Reaver

4

Overwhelm

Warrior

Samurai

1

Resolve

Warrior

Soldier

2

Battle Hardened

Warrior

Soldier

4

Iron Will


Slow

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Slow

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Slow

This feature affects movement rating.


Stackable

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Stackable

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Stackable

The effect can be reapplied to the source more than once.


Vulnerable

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Auxiliary+Effects/Vulnerable

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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

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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

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Bestow

This feature incurs an aura affecting nearby characters represented by the Bestowed imbuement.

Bestow Features

Archetype

Class

Level

Feature

Warrior

Knight

2

Oath of Courage

Warrior

Warlord

2

Commander


Life

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Targeted+Entity/Life

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Life

A character's hit points (HP).


Mana

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Targeted+Entity/Mana

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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

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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

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Spirit

A character's spirit is equal to their level.


Strategy

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Targeted+Entity/Strategy

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Strategy

?

Strategy Features

Archetype

Class

Level

Feature

Faith

Inquisitor

1

Combat Acumen

Faith

Sohei

1

Vow of Spirits

Mana

Composer

1

Social Acumen

Mana

Composer

7

Concerto Majestic

Mana

Enscriber

1

Lore Acumen

Mana

Wizard

1

Lore Acumen

Wanderer

Assassin

1

Combat Acumen

Wanderer

Assassin

8

Solo Work

Wanderer

Bard

4

Camaraderie

Wanderer

Bard

5

Troubadour's Gambit

Wanderer

Bard

8

Traveling Troupe

Wanderer

Chord Keeper

2

Tempo Shift

Wanderer

Chord Keeper

4

Power Chord

Wanderer

Chord Keeper

10

All Together

Wanderer

Guild Merchant

1

Social Acumen

Wanderer

Marksman

8

Killzone

Wanderer

Raider

5

Crashing Momentum

Wanderer

Raider

8

Pillaging Frenzy

Wanderer

Saboteur

4

Prepare to Breach!

Wanderer

Saboteur

7

Trapmaker

Wanderer

Saboteur

10

Mass Devastation

Wanderer

Solitaire

1

Ashen Vanguard

Warrior

Herald

8

Rouse the Troops

Warrior

Mercenary

5

Truth in Steel

Warrior

Mercenary

8

Well Supplied

Warrior

Samurai

2

Bushido

Warrior

Spire Ael

1

Iron Mana (Spire Ael)

Warrior

Soldier

1

Combat Acumen (Soldier)

Warrior

Soldier

1

Formation

Warrior

Soldier

7

Hold Fast!

Warrior

Soldier

8

I Got You!

Warrior

Warlord

2

Commander

Warrior

Warlord

7

Into the Breach!

Warrior

Warlord

8

Give Them Nothing!

Warrior

Warlord

10

Take From Them, EVERYTHING!


Tactics

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Targeted+Entity/Tactics

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Tactics

?

Tactics Features

Archetype

Class

Level

Feature

Faith

Sohei

1

Vow of Spirits

Mana

Composer

2

Sour Note

Mana

Enscriber

2

Infused Fast Hands

Wanderer

Assassin

1

Thrill of the Kill

Wanderer

Assassin

2

Precise Strike

Wanderer

Bard

1

Songs

Wanderer

Bard

7

Counter Song

Wanderer

Chord Keeper

1

Songs

Wanderer

Chord Keeper

1

Biting Chords

Wanderer

Chord Keeper

5

Cutting Chords

Wanderer

Chord Keeper

7

Dramatic Pause

Wanderer

Drifter

1

Wanderer's Gift

Wanderer

Drifter

4

Common Sense

Wanderer

Drifter

10

Better Lucky Than Good

Wanderer

Guild Merchant

2

Cash Infusion

Wanderer

Marksman

1

High Standards

Wanderer

Marksman

1

Farsight

Wanderer

Marksman

2

Mark of Precision

Wanderer

Marksman

4

Mark of Inevitability

Wanderer

Marksman

5

Multi-Marking

Wanderer

Marksman

7

Mark of Effort

Wanderer

Marksman

10

Mark of Death

Wanderer

Raider

2

Raid

Wanderer

Raider

4

Overwhelming Flank

Wanderer

Raider

7

Coward's Price

Wanderer

Raider

10

Jarl Ascendant

Wanderer

Saboteur

1

Arsonist

Wanderer

Saboteur

5

Collateral Damage

Wanderer

Solitaire

2

Fearless Stance

Wanderer

Solitaire

4

Macabre Assault

Wanderer

Solitaire

5

Trump Card

Wanderer

Stalker

1

Dark Smile

Wanderer

Stalker

2

Stalk Prey

Wanderer

Stalker

4

Flashing Charge

Warrior

Berserker

10

Till Ragnarok

Warrior

Mercenary

4

Alchemical Edge

Warrior

Mercenary

7

Confident Preparation

Warrior

Samurai

4

Iaijutsu Strike

Warrior

Samurai

5

Perfect Strike

Warrior

Samurai

7

One Strike, One Thousand Times

Warrior

Spire Ael

1

Signum

Warrior

Spire Ael

4

Ael Parry


Attack of Opportunity

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Typing+Effects/Attack+of+Opportunity

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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

Drifter

1

Wanderer's Gift

Wanderer

Raider

1

Dual Wield

Warrior

Berserker

2

Backlash

Warrior

Gladiator

1

Dual Wield

Warrior

Knight

1

Guard

Warrior

Knight

7

Valor's Advance

Warrior

Knight

10

Dragonsbane

Warrior

Paragon

1

Riposte

Warrior

Paragon

2

Intimidating Prowess

Warrior

Paragon

8

On the Edge

Warrior

Reaver

5

Reckless Abandon

Warrior

Reaver

8

Jackal's Bite

Warrior

Warlord

10

Take From Them, EVERYTHING!


Magic

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Typing+Effects/Magic

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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

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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

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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

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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

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Aelenclast+Prologue+Parties

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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

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

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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

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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

Banded

3

Unstoppable

Shatter the Line

Splint

3

Leverage

Knock Aside

Plate

4

Best There Is

Pinnacle of Steel


Plate

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Heavy+Armor/Plate

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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

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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.

Armor Augment - 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.

Armored Robe

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Armored+Robe

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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 characters Competence or Grace.

Chainshirt

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Chainshirt

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Chainshirt

MRR - 1

Passive - Slashing Protection

  • Reduce the damage that slashing weapons do to this character by 1.

Armor Augment - Chained Chest


Gambeson

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Gambeson

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Gambeson

MRR - 1

Passive - Piercing Protection

  • Reduce the damage that piercing weapons do to this character by 1.

Armor Augment - 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.

Gorget

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Gorget

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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

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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

Armored Robe

0

Flowing Robes

Swirling Sleeves

Gorget

0

Critical Protection

Protect Your Neck

Supple Leather

0

Flexible Defense

Combat Roll

Chainshirt

1

Slashing Protection

Chained Chest

Gambeson

1

Piercing Protection

Hunker Down

Manica

1

Steel Sleeve

Punishing Response

Studded Leather

1

Brutal Momentum

Follow-Up

|


Manica

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Manica

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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

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Studded Leather

MRR - 1

Passive - Brutal Momentum

  • The character may add their Prowess to their movement rating instead of Stamina.

Armor Augment - 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.

Supple Leather

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Light+Armor/Supple+Leather

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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.

Armor Augment - 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.

Breastplate

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Breastplate

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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.

Armor Augment - 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.

Brigadine

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Brigadine

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Brigadine

MRR - 2

Passive - Camouflaged Pattern

  • Whenever the character would be imbued with Concealed/Invisible, they increase that tier by I.

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

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Hide

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Hide

MRR - 1

Passive - Bludgeoning Protection

  • Reduce the damage that Bludgeoning weapons do to this character by 1.

Armor Augment - Bestial Fury

  • The character may spend their Movement Rating on their attack rolls instead of action points.

Lamellar

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Lamellar

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Lamellar

MRR - 1

Passive - Dutiful Momentum

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

Chainmail

1

Nooks and Crannies

Versatile Defense

Hide

1

Bludgeoning Protection

Bestial Fury

Lamellar

1

Dutiful Momentum

Focused Defense

Breastplate

2

Superior Slashing Protection

Angled Metal

Brigadine

2

Camouflaged Pattern

Bandit Shuffle

Ringmail

2

Superior Piercing Protection

Soldier's Fortune

Scalemail

2

Drake Bane

Hero's Valor


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

Armor Augment - 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.

Battleaxe

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Battleaxe/Battleaxe

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Battleaxe

APC - 2

Damage - 1d8

Type - One Handed

Passive - Shield Eater

Maneuver - Deep Bites (Stance)


Greataxe

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Battleaxe/Greataxe

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Greataxe

APC - 3

Damage - 1d12

Type - Heavy

Passive - Shield Eater

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

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Battleaxe/Hand+Axe

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Hand Axe

APC - 1

Damage - 1d6

Type - Light

Passive - Shield Eater

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

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Battleaxe/Warpick

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Warpick

APC - 2

Damage - 1d8

Type - One Handed

Passive - Shield Eater

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.

Maneuver - Backstab (Attack)


Dart

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Dagger/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)


Sickle

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Dagger/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.

Maneuver - Harvester (Stance)

  • While in this stance, attacks made with this weapon are imbued with Tier I Life Drain.

Longbow

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Longbow/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

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Longsword/Bastard+Sword

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Bastard Sword

APC - 3

Damage - 1d12

Type - Heavy

Passive - Turning Edge

  • Whenever this weapon would be used to Parry, increase the penalty Parry grants by 1.

Maneuver - Half-Hand (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.

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

  • Whenever this weapon would be used to Parry, increase the penalty Parry grants by 1.

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

  • Whenever this weapon would be used to Parry, increase the penalty Parry grants by 1.

Maneuver - Mordhau (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.

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

  • Whenever this weapon would be used to Parry, increase the penalty Parry grants by 1.

Maneuver - Impaling Strike (Attack)

  • When this attack should deal damage it afflicts the target with Tier 1 Bleed.

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

  • Whenever this weapon would be used to Parry, increase the penalty Parry grants by 1.

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

Maneuver - Apprehend (Stance)

  • 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

Maneuver - Joint Crash (Stance)

  • While in this stance, attacks made with this weapon empower the next weapon attack with resistance to being parried.

Maul

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Weapons/Warhammer/Maul

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Maul

APC - 3

Damage - 2d6

Type - Heavy

Passive - Puncturing Blows

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

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 targets Resilience. If the character succeeds, one of the following effects occurs based on the level of armor they possess:

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

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
Art by Nara

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)

Keywords - Magic, Afflict

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 Agnostics 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)

Keywords Magic, Empower

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)

Keywords Magic, Depower

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/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)

Keywords Mundane, Downtime

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)

Keywords Mundane, Strategy

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 its 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 its 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)

Keywords Mundane, Downtime

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/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)

Keywords Magic, Depower

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 d6s 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)

Keywords Magic, Empower

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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Infobox

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)

Keywords - Mundane, Empower

The Mercenary may now have a number of positive Alkalized effects on themselves equal to their Competence, Tenacity, or Resilience.


Cathe Voss

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Eldasharkai/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 Aladines tenets and illuminate the world on his truths.

  1. Praise Be to Aladine! All other gods are false or weak.
  2. Might Makes Right, all other beliefs are allowed by the strong.
  3. Maintain yourself, stagnation is weakness
  4. 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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Infobox

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)

Keywords Mundane, Afflict

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)

Keywords Mundane, Reaction

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)

Keywords Mundane, Empower

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

Spire Ael.webp

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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 Aels 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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Eldasharkai/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)

Keywords Magic, Depower

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)

Keywords Magic, Empower

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Glies/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.

Fire
Cold
Lightning
Acid

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)

Keywords - Magic, Empower

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)

Keywords - Magic, Economy

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 spells 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)

Keywords - Magic, Empower

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)

Keywords - Magic, Political

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)

Keywords - Mundane, Reaction

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)

Keywords - Mundane, Empower

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 Samurais 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 Samurais 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)

Keywords - Mundane, Oath

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Glies/Shinobi

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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)

Keywords - Mundane, Empower

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 Shinobis 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)

Keywords - Mundane, Empower

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)

Keywords - Mundane, Empower

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Glies/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 Soheis 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)

Keywords - Magic, Economy

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.

  1. Respect the spirits, listen to their pleas
  2. Respect others, their perspectives are of value, no matter how unseeming
  3. Patience is the highest virtue, even the mountain bends to time.
  4. 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 weapons 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 Soheis 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 Soheis 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

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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 Arcanists 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)

Keywords - Magic, Empower

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)

Keywords - Magic, Economy

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
Art by Nara

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 Fiends 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.

Haste

Aid

Reinforced

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
Art by Nara

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 Scions 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.

  1. Faith is a sacred force of the sentient mind
  2. To reason is to be a skeptic, to believe is not always to be informed
  3. A fool is simply a friend that cannot understand you.
  4. 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)

Keywords - Magic, Divine

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 Lords 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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Chord+Keeper

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Infobox

Chord Keeper
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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 Keepers 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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Composer

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Infobox

Composer
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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)

Keywords - Mundane, Strategy

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)

Keywords - Magic, Empower

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 Composers turn if they have maximum mana they gain a temporary Chord. This temporary Chord fades at the end of combat.


Herald

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Herald

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Infobox

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)

Keywords - Mundane, Strategy

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Soul+Singer

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Infobox

Soul Singer
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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)

Keywords - Magic, Empower

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.

  1. Undeath is blasphemy, destroy them and those that make them.
  2. Those who die too early leave a sour note in the great song, prevent this.
  3. The Song of Life is for everyone, prevent its subjugation and those that seek it.
  4. 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)

Keywords - Magic, Divine

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)

Keywords - Magic, Divine

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Whyxxstar/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 Aesirs 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)

Keywords - Magic, Prismatic

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 Weapons 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 Aesirs 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)

Keywords - Magic, Afflict

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 Aesirs 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 Aesirs 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 Aesirs 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 Aesirs Prowess, Authority, or Competence.


Berserker

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Whyxxstar/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)

Keywords - Mundane, Affect

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)

Keywords - Mundane, Afflict

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 Berserkers Prowess, Vigor, or Willpower. In addition, it lasts until it fades.

Wrath of Sigrun (Level 5)

Keywords - Mundane, Empower

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 Berserkers 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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Whyxxstar/Raider

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Infobox

Raider
Art by Nara

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 Weapons 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 Raiders 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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Whyxxstar/Vanir

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Infobox

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 Vanirs Vow abilities.

Runic Augmentation (Level 1)

Keywords - Magic, Prismatic

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.

  1. To avoid the future poisons the present, do not allow it to be changed.
  2. Those that seek solace in what is to come are sick and should be tended to as such
  3. Seers are cursed with a terrible gift, give what aid you can
  4. 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 Vanirs 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 Vanirs Sovereignty, Guile, or Wit.


Cabalist

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Faith/Cabalist

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Infobox

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)

Keywords - Magic, Imbue

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Faith/Cleric

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Infobox

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)

Keywords - Magic, Economy

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Faith/Druid

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Infobox

Druid
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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)

Keywords - Magic, Oath

The Druid takes on the Tenets of Nature pledging themselves to the Old Laws. They are as follows in order of importance.

  1. Be a good host
  2. Be a good guest
  3. Respect Nature
  4. Hunt for Food, Not for Sport
  5. 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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Faith/Inquisitor

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Infobox

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)

Keywords - Mundane, Strategy

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)

Keywords - Mundane, Tools

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.

  1. Suffer not the offender forgiveness, only what Justice demands.
  2. The Law is precise, so too must be your judgments.
  3. The Law is unwavering and pitiless, so too must you be.
  4. 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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Faith/Purifier

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Infobox

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.

  1. The Dead must Rest
  2. Wisdom is to be shared
  3. Suffer not the Fool who refuses to learn
  4. 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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Faith/Warden

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Infobox

Warden
Art by Nara

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)

Keywords - Mundane, Afflict

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.

  1. Protect those that cannot protect themselves
  2. Seek the fight, cowardice is beneath you
  3. Strike an opponent in the front, not the back
  4. 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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Archon

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Infobox

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)

Keywords - Magic, Imbue

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Enscriber

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Infobox

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)

Keywords - Magic, Strategy

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Invoker

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Infobox

Invoker
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Invoker (Work in Progress)

Spell Savant (Level 1)

Keywords - Magic, Empower

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)

Keywords - Magic, Empower

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)

Keywords - Magic, Empower

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Warlock

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Infobox

Warlock
Art by Nara

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Wizard

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Infobox

Wizard
Art by Nara

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)

Keywords - Magic, Strategy

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)

Keywords - Magic, Empower

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)

Keywords - Magic, Economy

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Assassin

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Infobox

Assassin

Assassin.webp

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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)

Keywords - Mundane, Strategy

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)

Keywords - Mundane, Empower

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)

Keywords - Mundane, Strategy

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Bard

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Infobox

Bard
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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)

Keywords - Mundane, Strategy

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Drifter

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Infobox

Drifter
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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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Marksman

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Infobox

Marksman

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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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Saboteur

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Infobox

Saboteur

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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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Stalker

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Infobox

Stalker
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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)

Keywords - Mundane, Economy

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Gladiator

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Infobox

Gladiator

Gladiator.webp

Art by Nara

Gladiator (Work in Progress)

Taunt (Level 1)

Keywords - Mundane, Afflict

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)

Keywords - Mundane, Afflict

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Knight

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Infobox

Knight

Knight.webp

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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)

Keywords - Mundane, Attack

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)

Keywords - Mundane, Empower

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)

Keywords - Mundane, Empower

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Paragon

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Infobox

Paragon
Art by Nara

Paragon (Work in Progress)

Improved Parry (Level 1)

Keywords - Mundane, Reaction

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)

Keywords - Mundane, Attack

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)

Keywords - Mundane, Afflict

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)

Keywords - Mundane, Affect

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)

Keywords - Mundane, Economy

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)

Keywords - Mundane, Imbue

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)

Keywords - Mundane, Afflict

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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Infobox

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)

Keywords - Mundane, Economy

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)

Keywords - Mundane, Attack

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)

Keywords - Mundane, Imbue

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)

Keywords - Mundane, Attack

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)

Keywords - Mundane, Imbue

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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Infobox

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)

Keywords - Mundane, Strategy

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)

Keywords - Mundane, Strategy

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)

Keywords - Mundane, Strategy

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)

Keywords - Mundane, Tactics

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)

Keywords - Mundane, Empower

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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Infobox

Warlord
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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)

Keyword - Mundane, Empower

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
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Belltender (Acrobatics)

Above the Rafters(Level 1)

Keywords Magic, Tactics

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 Belltenders Willpower, Authority or Wit.

Leap of Faith(Level 1)

Keywords Magic, Economy

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.

  1. Look at your life through Heavens eyes, for they see more then those below.

  2. Movement and change are paramount to a higher existence

  3. Each problem is part of a bigger picture, each piece as important as the other.

  4. 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 Belltenders Willpower, Authority or Wit.


Burdened (Athletics)

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Faith/Burdened+(Athletics)

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Infobox

Burdened
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Burdened (Athletics)

Carry That Weight (Level 1)

Keywords Magic, Empower

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.

  1. Lift up those around you;

  2. Strength is in service, not ambition;

  3. Pain is an illusion, Weakness a lie.

  4. Life Isnt 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 Hands 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 Hands 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.

  1. Do No Harm (You cannot kill).
  2. Heal all who require it, unless it would lead to more suffering.
  3. Those that choose peace should be celebrated, including enemies.
  4. 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 DCs 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 HandWit, 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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Infobox

Hymnal
Art by Nara

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 Hymnals 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 ones self or your cause, is the first death.

  1. To thy own self be true.
  2. Emotions are the point of living, embrace them.
  3. Solitude is death, only together is there life
  4. 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 Hymnals 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 DCs 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 Hymnals 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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Infobox

Monastic

Monastic.webp

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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.

  1. Control yourself, allow your faculties unburdened and undeceived.
  2. Emotions are useful, but only when regulated, you are in control.
  3. A clean mind is as clean as the body, hygiene is of utmost importance.
  4. 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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Infobox

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.

  1. We are wardens of the creatures of our world, not their masters;

  2. Lift the burdens of others, for many hands make light work;

  3. To travel is to know, to know is to be whole;

  4. There is joy in those different from you.

As long as the Pavitara maintains the above tenets, they gain access to the following:

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 Theurges 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)

Keywords Mana, Equipment

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)

Keyword Magic, Empower

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)

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Mana/Familiar+Master+(Animal+Handling)

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Infobox

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 Masters 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)

Keywords Magic, Minion

The Familiar Master now has the capacity to summon a Greater Familiar.

Refracting Spells (Level 10)

Keywords Magic, Minion, Empower, Economy

Each of your Familiars 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)

Keywords Magic, Harm

At the start of the Immolators turn. all creatures within 15ft of the Immolator take fire damage equal to the Immolators 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 Immolators 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)

Keywords Magic, Empower

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 Mystics 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)

Keywords Magic, Prismatic

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)

Keywords Mana, Prismatic

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)

Keywords Mana, Prismatic

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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Infobox

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)

Keywords Magic, Afflict

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 Mages 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 Mages Tenacity, Presence or Guile.

Shadows Blessing (Level 4)

Keywords Magic, Empower

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)

Keywords Magic, Economy

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 Mages shadow now acts as a mirror image, regenerating at the start of each round.

Phantasmal Shift (Level 7)

Keywords Magic, Dreamwalk

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 Mages 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)

Keywords Magic, Empower

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)

Keywords Mana, Empower

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)

Keywords Mana, Empower

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)

Keywords Magic, Dash

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 Spellwinds position, they provide no cover and cannot hold anything else.

Aetheric Pulse (Level 7)

Keywords Magic, Dash

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 Spellwinds 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)

Keywords Magic, Dash

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 Spellwinds spirit. The carrying capacity of the platform is equal to 50 multiplied by the Spellwinds 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 Spellwinds 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)

Keywords Mundane, Strategy

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 Acrobats 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)

Keywords Mundane, Strategy

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)

Keyword Magic, Minion

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 Collectors Action Points. They otherwise function as another set of hands.

Chameleons 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 Collectors Cunning, Wit or Grace.

Pilferers 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 Collectors Cunning, Wit or Grace. The Collector refreshes all of their Ledgermain Hands whenever mana is lost this way.

Vaulters 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 enemys roll equal to the Collectors 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)

Keywords Mundane, Empower

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)

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Wanderer/Delver+(History)

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Delver
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Delver (History)

Into the Depths (Level 1)

Keywords Mundane, Empower

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)

Keywords Mundane, Strategy

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.

Delvers Torch (Level 2)

Keywords Mundane, Supernatural, Equipment, Artificial

The Delver gains access to a special item called the Delvers 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 Delvers Torch can be used to burn flammable objects, the flames produced by this item are under the Delvers limited control. (Growth, heat and spread. Only while in the light of the originating torch.) While wielded in one hand, the Delvers Torch adds 1d6 fire damage to the weapon wielded in the offhand.

Glint

  • The Delvers 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 Delvers 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 Delvers Torch.

Reveal

  • The Delvers Torch can be used to track footsteps of creatures within the last hour of the Delvers 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 Delvers Torch can be used to snuff itself and all light sources within its radius out. This grants a bonus to all allies stealth checks equal to the Delvers 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 Delvers 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 cant, the ability fails.

Delvers 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 Delvers 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 Delvers 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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Infobox

Infiltrator
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Infiltrator (Stealth)

Pass Without Trace (Level 1)

Keywords Mundane, Empower

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)

Keywords Mundane, Strategy

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)

Keywords Mundane, Empower

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)

Keywords Mundane, Strategy

The Infiltrators Shadow Strike feature is now active on any enemy they attack that cannot detect them.


Pack Hunter (Animal Handling)

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Skill+Classes/Wanderer/Pack+Hunter+(Animal+Handling)

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Pack Hunter
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Pack Hunter (Animal Handling)

Companion (Level 1)

Keywords Mundane, Minion

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)

Keywords Mundane, Strategy

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)

Keywords Mundane, Strategy

The Ancestral Warrior may choose a proficiency passive from a weapon, they may apply that weapons 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 Warriors 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)

Keywords Mundane, Tactics

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 Warriors 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 Warriors 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 Athletes 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 Athletes 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 Athletes Prowess, Vigor or Stamina.

Endurance (Level 1)

Keywords Mundane, Empower

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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Infobox

Cavalier
Art by Nara

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 cavaliers 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 Cavaliers Mount is empowered at the start of combat with THP equal to the Cavaliers Glory plus their Spirit. At the start of each round, the Cavaliers mount gains Glory equal to the Cavaliers [[Vigor, Competence or Authority. The Mounts Glory can never exceed half of the Cavaliers Glory. If this occurs, the Mounts Glory is reduced to compensate.

Trusted Companion (Level 4)

Keywords Mundane, Minion, Economy

The Cavaliers 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 Cavaliers Vigor, Competence or Authority in a direction of the Cavaliers 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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Infobox

Dancer
Art by Nara

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)

Keywords Mundane, Strategy

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 Dancers 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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Infobox

Eldritch Knight
Art by Nara

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)

Keywords Magic, Empower

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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Infobox

Strategist
Art by Nara

Strategist (Insight)

Combat Acumen (Level 1)

Keywords - Mundane, Strategy

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)

Keywords Mundane, Strategy

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 Strategists 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 Strategists choice to be afflicted with Distracted, the tier of which is equal to the Strategists 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 Strategists 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 Strategists Competence, Authority or Guile. if this causes the attack to miss, the user of this action gains Courage equal to the Strategists 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 Strategists 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 Strategists 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 Strategists 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 Strategists 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 Strategists 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 Strategists Competence, Authority or Guile.

Unstoppable Plan (Level 10)

Keywords Mundane, Strategy

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)

Keywords Mundane, Strategy

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 Tacticians 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 Tacticians 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 Tacticians 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

Mercenary

2

Combat Alchemist

Warrior

Mercenary

4

Alchemical Edge

Warrior

Mercenary

5

Truth in Steel

Warrior

Mercenary

8

Well Supplied

Warrior

Mercenary

10

Iron Stomach


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

Assassin

2

Precise Strike

Warrior

Soldier

2

Battle Hardened

Warrior

Soldier

4

Iron Will


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

Stalker

1

Dark Smile

Warrior

Herald

4

Shining Banner


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

Stalker

1

Dark Smile


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 its 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

Saboteur

4

Prepare to Breach!

Warrior

Gladiator

4

Battle Boast


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

Reaver

2

Reaver's Cleave


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

Sohei

1

Resolve

Mana

Daoist

1

Resolve

Wanderer

Shinobi

1

Resolve

Warrior

Herald

4

Shining Banner

Warrior

Knight

8

Shatter Morale

Warrior

Paragon

2

Intimidating Prowess

Warrior

Samurai

1

Resolve

Warrior

Soldier

2

Battle Hardened

Warrior

Soldier

4

Iron Will


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

Inquisitor

4

Accusation

Faith

Inquisitor

5

Justice Channel

Faith

Inquisitor

10

Final Sentence

Mana

Aesir

4

Seer Shaping

Wanderer

Assassin

2

Precise Strike

Wanderer

Marksman

1

High Standards

Wanderer

Marksman

2

Mark of Precision

Wanderer

Marksman

4

Mark of Inevitability

Wanderer

Marksman

5

Multi-Marking

Wanderer

Marksman

7

Mark of Effort

Wanderer

Marksman

8

Killzone

Wanderer

Marksman

10

Mark of Death

Wanderer

Solitaire

10

All-In


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

Spire Voss

2

Counter Crush

Mana

Spire Voss

5

Three-River Ascendant

Wanderer

Stalker

1

Dark Smile

Wanderer

Stalker

7

Quietus (Stalker)


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

May only harm Life or Mana

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

May incur Wounded/Shattered

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

Berserker

1

Rage

Warrior

Berserker

2

Backlash


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

Afflicted cannot Heal Life.

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

Marksman

4

Mark of Inevitability

Wanderer

Stalker

1

Dark Smile

Warrior

Soldier

2

Battle Hardened

Warrior

Soldier

4

Iron Will


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

Gladiator

8

Emperor's Gambit

Warrior

Paragon

4

Rising Hubris


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

Warden

1

Taunt

Wanderer

Solitaire

1

Taunt

Wanderer

Solitaire

10

All-In

Warrior

Berserker

1

Taunt

Warrior

Gladiator

1

Taunt

Warrior

Gladiator

7

Are You Not Entertained

Warrior

Knight

4

Honor's Demand

Warrior

Paragon

10

Showdown

Warrior

Soldier

8

I Got You!


Unconscious

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Afflictions/Mundane/Unconscious

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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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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

Cabalist

4

Death-Knell

Faith

Cleric

1

Vow of Life

Faith

Cleric

5

Vitae Channel

Faith

Cleric

10

Beacon of Hope

Faith

Purifier

4

Burning Offering

Faith

Sohei

1

Resolve

Faith

Soul Singer

2

Tenet of Melody

Mana

Daoist

1

Resolve

Wanderer

Assassin

5

Danse Macabre

Wanderer

Assassin

10

Master of Death

Wanderer

Shinobi

1

Resolve

Wanderer

Shinobi

5

Finishing Strike

Wanderer

Shinobi

10

Miracle Pill

Wanderer

Solitaire

5

Trump Card

Wanderer

Solitaire

7

Eldar's Edge

Warrior

Gladiator

5

Roar of the Crowd

Warrior

Samurai

1

Resolve

Warrior

Samurai

10

Death Before Dishonor

Warrior

Soldier

10

Death March


Mana Drain

Source: https://corvanis.wiki/Prism+(Testing)/Keywords/Imbuements/Magic/Mana+Drain

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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

Warlock

7

Spell Feast


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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[Home Page](https://corvanis.wiki/Home Page) / Prism / Prism Races / Elf

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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[Home Page](https://corvanis.wiki/Home Page) / Prism / Prism Races / Elf

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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authors:
  - Ghaz
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Prism Races / Gnome

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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authors:
  - Ghaz
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  - Ghaz
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Prism Races / Gnome

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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authors:
  - Ghaz
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Prism Races / Gnome

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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authors:
  - Ghaz
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Prism Races / Halfling

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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authors:
  - Ghaz
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Prism Races / Halfling

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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authors:
  - Ghaz
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  - Ghaz
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Prism Races / Halfling

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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[Home Page](https://corvanis.wiki/Home Page) / Prism / Prism Races / Halfling

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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[Home Page](https://corvanis.wiki/Home Page) / Prism / Prism Races / Human

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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authors:
  - Ghaz
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Prism Races / Human

Calloused Hands

You have 50 additional carrying capacity.


Fearless

Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Human/Fearless

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authors:
  - Ghaz
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  - Ghaz
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Prism Races / Human

Fearless

You gain resistance to Frightened/Horror.


Horsemaster

Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Human/Horsemaster

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authors:
  - Ghaz
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  - Ghaz
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Prism Races / Human

Horsemaster

You gain mounted combat proficiency.


Indomitable Spirit

Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Human/Indomitable+Spirit

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authors:
  - Ghaz
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  - Ghaz
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Prism Races / Human

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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authors:
  - Ghaz
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  - Ghaz
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Prism Races / Human

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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permalink: 
authors:
  - Ghaz
formatting:
  - Ghaz
description: Living world of Verum Wiki
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Prism Races / Human

Riverkissed

You gain a Swim Speed.


Anchored Spirit

Source: https://corvanis.wiki/Prism+(Testing)/Races/Racial+Features/Planetouched/Anchored+Spirit

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authors:
  - Ghaz
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  - Ghaz
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Prism Races / Planetouched

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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  - Ghaz
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Prism Races / Planetouched

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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authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Best There Is
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Plate

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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authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Knock Aside
image: Images/NPC Images/Armory.webp

[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Splint

Knock Aside

Armor Augment

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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permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Leverage
image: Images/NPC Images/Armory.webp

[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Splint

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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authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Pinnacle of Steel
image: Images/NPC Images/Armory.webp

[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Plate

Pinnacle of Steel

Armor Augment

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

publish: true
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authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Shatter the Line
image: Images/NPC Images/Armory.webp

[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Banded

Shatter the Line

Armor Augment

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

publish: true
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authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Unstoppable
image: Images/NPC Images/Armory.webp

[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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authors: ["Ghaz"]
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description: Brutal Momentum
image: Images/NPC Images/Armory.webp

[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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authors: ["Ghaz"]
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description: Chained Chest
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Chainshirt

Chained Chest

Armor Augment

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

publish: true
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authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Combat Roll
image: Images/NPC Images/Armory.webp

[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Supple Leather

Combat Roll

Armor Augment

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

publish: true
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authors: ["Ghaz"]
formatting: ["Ghaz"]
description: 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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authors: ["Ghaz"]
formatting: ["Ghaz"]
description: 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

publish: true
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authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Flowing Robes
image: Images/NPC Images/Armory.webp

[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

publish: true
permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Follow-Up
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Studded Leather

Follow-Up

Armor Augment

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

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permalink:
authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Hunker Down
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Gambeson

Hunker Down

Armor Augment

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
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authors: ["Ghaz"]
formatting: ["Ghaz"]
description: Piercing Protection
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[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

Armor Augment

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
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[Home Page](https://corvanis.wiki/Home Page) / Prism / Armory / Armor / Manica

Punishing Response

Armor Augment

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
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[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

Armor Augment

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 characters 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

Armor Augment

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

Armor Augment

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

Armor Augment

The character may spend their Movement Rating on their attack rolls instead of action points.


Bludgeoning Protection

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Armor+Augments/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

Armor Augment

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

Armor Augment

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

Armor Augment

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

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Armor+Augments/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

Source: https://corvanis.wiki/Prism+(Testing)/Armory/Armor/Medium+Armor/Armor+Augments/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

Armor Augment

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 targets Resilience. If the character succeeds, one of the following effects occurs based on the level of armor they possess:


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

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Blood+And+Blossoms/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

p+t sban hmed
Florida Steve
Player: WorkinJoe

p+t sban hmed
Jiyu Fuujin
Player: Kallmikazz

Kenji Akatsuki no Ken
Player: Nobody_Hero

p+t sban hmed
Rikkar Sharpshanks
Player: Dahaur

p+t sban hmed
Rina Kuroshio
Player: Rutrum


Florida Steve

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Blood+And+Blossoms/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

cover hm-sm p+tc

Art by Waymaker

Basic Info

Race

Human

Alignment

From

Age

Height

Weight

Eye Color

Pronouns

Birthday Season

Deity

Location

Character Info

Archetype

Adventurer - Wanderer

Core Skill

History

Class 1

Delver (History)

Class 2

Raider

Class 3

Drifter

Color Hue

None

Character Level

1

Connections

Inventory

Armor & Clothes

Gorget

1

Supple Leather

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

Authority

0

Competence

0

Cunning

0

Grace

0

Guile

0

Initiative

+2

Presence

0

Prowess

0

Resilience

0

Sovereignty

0

Stamina

+2

Tenacity

+2

Vigor

0

Willpower

0

Wit

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

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Blood+And+Blossoms/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

cover hm-sm p+tc

Art by mattsunart

Basic Info

Race

Tengu Yozai

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

Adventurer - Mana

Core Skill

Acrobatics

Class 1

Spellwind (Acrobatics)

Class 2

Daoist

Class 3

Sorcerer

Color Hue

Yellow

Character Level

1

Connections

Inventory

Armor & Clothes

Armored Robe

1

Supple Leather

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

Authority

0

Competence

0

Cunning

0

Grace

+1

Guile

0

Initiative

0

Presence

0

Prowess

0

Resilience

0

Sovereignty

+1

Stamina

0

Tenacity

0

Vigor

0

Willpower

0

Wit

+2

SAVING THROWS

Strength

0

Dexterity

+2

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: 13

Info

SPELLCASTING : COLOR HUE - Yellow

Introduction

Info

Background

hmh


Kenji Akatsuki no Ken

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Blood+And+Blossoms/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

Elf

Alignment

From

Age

Height

Weight

Eye Color

Pronouns

Birthday Season

Deity

Location

Character Info

Archetype

Adventurer - Warrior

Core Skill

History

Class 1

Samurai

Class 2

Paragon

Class 3

Ancestral Warrior (History)

Color Hue

None

Character Level

1

Connections

Inventory

Armor & Clothes

Supple Leather

1

Manica

1

Lamellar

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

Authority

+2

Competence

0

Cunning

0

Grace

0

Guile

0

Initiative

0

Presence

0

Prowess

+2

Resilience

0

Sovereignty

0

Stamina

0

Tenacity

0

Vigor

0

Willpower

0

Wit

+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

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Blood+And+Blossoms/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

center

Infobox

Rikkar Sharpshanks

Played By Dahaur

cover hm-sm p+tc

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

Adventurer - Wanderer

Core Skill

Stealth

Class 1

Shinobi

Class 2

Assassin

Class 3

Infiltrator (Stealth)

Color Hue

None

Character Level

1

Connections

Inventory

Armor & Clothes

Chainshirt

1

Gambeson

1

Weapons

Wakizashi

1

Shuriken

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

Authority

0

Competence

0

Cunning

0

Grace

0

Guile

0

Initiative

+2

Presence

0

Prowess

0

Resilience

0

Sovereignty

0

Stamina

+2

Tenacity

+2

Vigor

0

Willpower

0

Wit

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

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Blood+And+Blossoms/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

cover hm-sm p+tc

Art by Danny

Basic Info

Race

Darkblood Abyssborn

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

Adventurer - Mana

Core Skill

Sleight of Hand

Class 1

Warlock

Class 2

Sorcerer

Class 3

Spell Thief (Sleight of Hand)

Color Hue

Violet

Character Level

1

Connections

Inventory

Armor & Clothes

Armored Robe

1

Studded Leather

1

Weapons

Dagger

?

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

Authority

+2

Competence

+1

Cunning

+1

Grace

0

Guile

0

Initiative

+1

Presence

0

Prowess

+1

Resilience

0

Sovereignty

0

Stamina

0

Tenacity

0

Vigor

0

Willpower

0

Wit

+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

Info

SPELLCASTING : COLOR HUE - Violet

Introduction

Info

Background

Having lived in the eastern kingdom of Glies, Rina's sister got afflicted with the Pale Emperors 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

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Claws+And+Chaos/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

cover hm-sm p+tc

Made by AI

Basic Info

Race

Alignment

From

Age

Height

Weight

Eye Color

Pronouns

Birthday Season

Deity

Location

Character Info

Archetype

Adventurer - Warrior

Core Skill

History

Class 1

Paragon

Class 2

Ancestral Warrior (History)

Class 3

Samurai

Color Hue

None

Character Level

1

Connections

Inventory

Armor & Clothes

Studded Leather

1

Supple Leather

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

Authority

+2

Competence

0

Cunning

0

Grace

0

Guile

0

Initiative

0

Presence

0

Prowess

+2

Resilience

0

Sovereignty

0

Stamina

0

Tenacity

0

Vigor

0

Willpower

0

Wit

+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

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Claws+And+Chaos/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

p+t sban hmed
Ace
Player: bloodmoon39

Bait Naecarusrc
Player: iMainOP

p+t sban hmed
John D. Walker
Player: Nowell_TheOwl

p+t sban hmed
Marvin the Magnificent
Player: FoameyTS

p+t sban hmed
Yankash
Player: Crizov


John D. Walker

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Claws+And+Chaos/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

cover hm-sm p+tc

Made by Ai

Basic Info

Race

Shadetesh Human

Alignment

Neutral Evil

From

Songport, Krazax

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

Kalkatesh

Character Info

Archetype

Adventurer - Mana

Core Skill

Animal Handling

Class 1

Familiar Master (Animal Handling)

Class 2

Sorcerer

Class 3

Invoker

Color Hue

Orange

Character Level

1

Connections

Inventory

Armor & Clothes

Armored Robe

1

Gorget

1

Light Shield

1

Weapons

Dagger

1

Warpick

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

Authority

+2

Competence

+2

Cunning

+2

Grace

0

Guile

0

Initiative

0

Presence

0

Prowess

0

Resilience

0

Sovereignty

0

Stamina

0

Tenacity

0

Vigor

0

Willpower

0

Wit

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

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 dont venture down into. Which John always thought was strange considering he'd seen dwarves whilst exploring various crevices. He never understood his parents 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 parents 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!:

  • Johns 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

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Claws+And+Chaos/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

cover hm-sm p+tc

Art by Artist Name

Basic Info

Race

Sandtesh Human

Alignment

From

Age

Height

Weight

Eye Color

Pronouns

Birthday Season

Deity

Location

Kalkatesh

Character Info

Archetype

Adventurer - Wanderer

Core Skill

Medicine

Class 1

Bard

Class 2

Marksman

Class 3

Stalker

Color Hue

None

Character Level

1

Connections

Inventory

Armor & Clothes

Gorget

1

Supple Leather

1

Weapons

Longbow

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

Authority

0

Competence

0

Cunning

0

Grace

+2

Guile

0

Initiative

0

Presence

0

Prowess

0

Resilience

0

Sovereignty

+2

Stamina

0

Tenacity

0

Vigor

0

Willpower

0

Wit

+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

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Claws+And+Chaos/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

cover hm-sm p+tc

Art by Artist Name

Basic Info

Race

Red Dragonborn

Alignment

From

Ryne

Age

Height

Weight

Eye Color

Pronouns

Birthday Season

Deity

Location

Kalkatesh

Character Info

Archetype

Adventurer - Faith

Core Skill

Performance

Class 1

Soul Singer

Class 2

Purifier

Class 3

Hymnal (Performance)

Color Hue

Character Level

1

Connections

Inventory

Armor & Clothes

Armored Robe

1

Gorget

1

Supple Leather

1

Chainmail

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

Authority

0

Competence

0

Cunning

0

Grace

0

Guile

0

Initiative

0

Presence

0

Prowess

0

Resilience

0

Sovereignty

0

Stamina

0

Tenacity

0

Vigor

0

Willpower

0

Wit

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

Info

SPELLCASTING : COLOR HUE -

  • SPELLS:
    • 1st level:
    • 2nd level:

Introduction

Info

Background

hmh


Perdition and Permission

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Perdition+And+Permission/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

Eeazaya
Player: HiroX900

p+t sban hmed
Petra
Player: Essylta

p+t sban hmed
Rovain Tka
Player: Nobbis

Sharp
Player: Skywhite69


Petra

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Perdition+And+Permission/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

cover hm-sm p+tc

Art by Waymaker

Basic Info

Race

Sharkai Elf

Alignment

From

Elda'Sharkai

Age

Height

Weight

Eye Color

Pronouns

Birthday Season

Deity

Location

Elda'Sharkai

Character Info

Archetype

Adventurer - Wanderer

Core Skill

Athletics

Class 1

Assassin

Class 2

Drifter

Class 3

Solitaire

Color Hue

None

Character Level

1

Connections

Inventory

Armor & Clothes

Gorget

1

Studded Leather

1

Weapons

Longsword

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

Authority

0

Competence

+1

Cunning

0

Grace

0

Guile

0

Initiative

+1

Presence

0

Prowess

+2

Resilience

0

Sovereignty

0

Stamina

+1

Tenacity

+1

Vigor

+1

Willpower

0

Wit

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

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Perdition+And+Permission/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

cover hm-sm p+tc

Art by Artist Name

Basic Info

Race

Sharkai Elf

Alignment

From

Elda'Sharkai

Age

204

Height

Weight

Eye Color

Pronouns

He/Him

Birthday Season

Deity

Location

Elda'Sharkai

Character Info

Archetype

Adventurer - Warrior

Core Skill

Insight

Class 1

Warlord

Class 2

Spire Ael

Class 3

Strategist (Insight)

Color Hue

None

Character Level

1

Connections

Inventory

Armor & Clothes

Armored Robe

1

Chainshirt

1

Lamellar

1

Gorget

1

Weapons

Greataxe

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

Authority

+2

Competence

0

Cunning

0

Grace

0

Guile

0

Initiative

0

Presence

0

Prowess

0

Resilience

0

Sovereignty

0

Stamina

0

Tenacity

0

Vigor

+1

Willpower

+1

Wit

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

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Perdition+And+Permission/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

Darkblood Abyssborn

Alignment

From

Elda'Sharkai

Age

30

Height

6'0"

Weight

196lbs

Eye Color

Red

Pronouns

He/Him

Birthday Season

Winter

Deity

Location

Elda'Sharkai

Character Info

Archetype

Adventurer - Faith

Core Skill

Medicine

Class 1

Cleric

Class 2

Warden

Class 3

Holy Hand (Medicine)

Color Hue

Red

Character Level

1

Connections

Inventory

Armor & Clothes

Armored Robe

1

Chainshirt

1

Gambeson

1

Lamellar

1

Light Shield

1

Weapons

Longsword

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

Authority

+2

Competence

0

Cunning

0

Grace

0

Guile

0

Initiative

0

Presence

+1

Prowess

0

Resilience

+1

Sovereignty

+1

Stamina

0

Tenacity

0

Vigor

+1

Willpower

+1

Wit

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

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 churchs tasks.


Alex Flowky

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Serpents+And+Sincerity/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

cover hm-sm p+tc

Art by Waymaker

Basic Info

Race

Human Skinwalker

Alignment

From

Kalkatesh

Age

29

Height

5'10"

Weight

170lbs

Eye Color

Pronouns

Birthday Season

Deity

Location

Whyxxstar

Character Info

Archetype

Adventurer - Warrior

Core Skill

Animal Handling

Class 1

Warlord

Class 2

Steam Lord

Class 3

Cavalier (Animal Handling)

Color Hue

None

Character Level

1

Connections

Inventory

Armor & Clothes

Armored Robe

1

Gorget

1

Supple Leather

1

Lamellar

1

Chainmail

1

Splint

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

Authority

0

Competence

+2

Cunning

0

Grace

0

Guile

0

Initiative

0

Presence

0

Prowess

0

Resilience

0

Sovereignty

0

Stamina

0

Tenacity

+2

Vigor

+2

Willpower

0

Wit

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

Info

SPELLCASTING : COLOR HUE -

  • SPELLS:
    • 1st level:
    • 2nd level:

Introduction

Info

Background

hmh


D%C3%B3lgr

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Serpents+And+Sincerity/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

cover hm-sm p+tc

Art by Waymaker

Basic Info

Race

Duergar Dwarf

Alignment

From

Whyxxstar

Age

Height

Weight

Eye Color

Pronouns

He/Him

Birthday Season

Deity

Location

Whyxxstar

Character Info

Archetype

Adventurer - Warrior

Core Skill

Athletics

Class 1

Reaver

Class 2

Berserker

Class 3

Athlete

Color Hue

None

Character Level

1

Connections

Inventory

Armor & Clothes

Chainshirt

1

Gambeson

1

Gorget

1

Lamellar

1

Weapons

Greataxe

1

Maul

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

Authority

+1

Competence

0

Cunning

0

Grace

0

Guile

0

Initiative

0

Presence

0

Prowess

0

Resilience

0

Sovereignty

0

Stamina

0

Tenacity

0

Vigor

+2

Willpower

+1

Wit

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

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Serpents+And+Sincerity/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

cover hm-sm p+tc

Made by AI

Basic Info

Race

Imperial Elf

Alignment

Lawful Good

From

Ryne

Age

136

Height

6'5"

Weight

average

Eye Color

blue?

Pronouns

he/him

Birthday Season

Fall

Deity

Pheonix

Location

Whyxxstar

Character Info

Archetype

Adventurer - Warrior

Core Skill

Persuasion

Class 1

Herald

Class 2

Warlord

Class 3

Knight

Color Hue

None

Character Level

1

Connections

Inventory

Armor & Clothes

Armored Robe

1

Supple Leather

1

Studded Leather

1

Chainmail

1

Lamellar

1

Splint

1

Weapons

Spear

1

Battleaxe

1

Banner

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

Authority

+2

Competence

0

Cunning

0

Grace

0

Guile

0

Initiative

0

Presence

+2

Prowess

0

Resilience

0

Sovereignty

+2

Stamina

0

Tenacity

0

Vigor

0

Willpower

0

Wit

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

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Serpents+And+Sincerity/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

p+t sban hmed
Alex Flowky
Player: Nistcallo

p+t sban hmed
Dólgr
Player: Sping

p+t sban hmed
Ronder Vandrish
Player: Bomber

[???]
Player: Tasnorian


Fantastico

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Sound+And+Silence/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

Dreamsilk Gnome

Alignment

From

Age

Height

Weight

Eye Color

Pronouns

He/Him

Birthday Season

Deity

Location

Ryne

Character Info

Archetype

Adventurer - Mana

Core Skill

Animal Handling

Class 1

Wizard

Class 2

Familiar Master (Animal Handling)

Class 3

Sorcerer

Color Hue

Indigo

Character Level

1

Connections

Inventory

Armor & Clothes

Armored Robe

1

Gorget

1

Weapons

Dagger

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

Authority

0

Competence

0

Cunning

+2

Grace

0

Guile

0

Initiative

+1

Presence

0

Prowess

0

Resilience

0

Sovereignty

0

Stamina

+1

Tenacity

+1

Vigor

0

Willpower

+1

Wit

+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

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Sound+And+Silence/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

cover hm-sm p+tc

Art by ???

Basic Info

Race

Yozai

Alignment

From

Ryne

Age

Height

Weight

Eye Color

Pronouns

Birthday Season

Deity

Location

Ryne

Character Info

Archetype

Adventurer - Warrior

Core Skill

Arcana

Class 1

Paragon

Class 2

Herald

Class 3

Eldritch Knight (Arcana)

Color Hue

Character Level

1

Connections

Inventory

Armor & Clothes

Armored Robe

1

Chainshirt

1

Supple Leather

1

Lamellar

1

Weapons

Dagger

1

Longsword

1

Longbow

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

Authority

+2

Competence

0

Cunning

0

Grace

+1

Guile

0

Initiative

0

Presence

+1

Prowess

+1

Resilience

0

Sovereignty

+1

Stamina

0

Tenacity

0

Vigor

0

Willpower

0

Wit

+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

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Sound+And+Silence/Seraph+Wistleblow

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[Home Page](https://corvanis.wiki/Home Page) / Parties / Sound And Silence

Infobox

Seraph Wistleblow

Played By Antiarctic

cover hm-sm p+tc

Art by Danny

Basic Info

Race

Kitsune Skinwalker

Alignment

From

Ryne

Age

Height

Weight

Eye Color

Pronouns

She/Her

Birthday Season

Deity

Viderick

Location

Ryne

Character Info

Archetype

Adventurer - Faith

Core Skill

Performance

Class 1

Cleric

Class 2

Soul Singer

Class 3

Hymnal (Performance)

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

Authority

+2

Competence

0

Cunning

0

Grace

0

Guile

0

Initiative

0

Presence

+2

Prowess

0

Resilience

0

Sovereignty

+2

Stamina

0

Tenacity

0

Vigor

0

Willpower

0

Wit

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 Videricks 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

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Sound+And+Silence/Sound+And+Silence

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Sound and Silence

  • Tuesdays at 9PM EST - 12AM EST

Players

Cards

Fantastico
Player: Sire

p+t sban hmed
Renard Kawasu
Player: Methodia

p+t sban hmed
Seraph Wistleblow
Player: Antiarctic

p+t sban hmed
Sunny
Player: nathanomega


Sunny

Source: https://corvanis.wiki/Prism+(Testing)/Parties/Aelenclast+Prologue+Parties/Prologue+Parties/Sound+And+Silence/Sunny

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Infobox

Sunny

Played By nathanomega

cover hm-sm p+tc

Art by raazu692

Basic Info

Race

Eastern Glien Human

Alignment

Lawwful Neutral

From

East Glies

Age

19

Height

5'6"

Weight

135lbs

Eye Color

Black

Pronouns

He/Him

Birthday Season

Winter

Deity

Location

Ryne

Character Info

Archetype

Adventurer - Mana

Core Skill

Stealth

Class 1

Sorcerer

Class 2

Composer

Class 3

Shadow Mage (Stealth)

Color Hue

Blue

Character Level

1

Connections

Fantastico

Former Party Member

Seraph Wistleblow

Current Party Member

Renard Kawasu

Current Party Member

Inventory

Armor & Clothes

Armored Robe

1

Weapons

Dagger

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

Authority

0

Competence

+1

Cunning

0

Grace

0

Guile

+2

Initiative

0

Presence

+1

Prowess

0

Resilience

0

Sovereignty

0

Stamina

0

Tenacity

0

Vigor

0

Willpower

0

Wit

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 couldnt name what was missing. It wasnt 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 Sunnys 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 Emperors 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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Class+Features/Agnostic/Blaspheme

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Blaspheme (Level 1)

Keywords - Magic, Afflict

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Class+Features/Agnostic/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Class+Features/Agnostic/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 Agnostics 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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Class+Features/Agnostic/Rigorous+Debate

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Rigorous Debate (Level 4)

Keywords Magic, Empower

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Class+Features/Agnostic/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Class+Features/Guild+Merchant/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Class+Features/Guild+Merchant/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 its 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 its 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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Class+Features/Guild+Merchant/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Class+Features/Guild+Merchant/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Class+Features/Guild+Merchant/Market+Day

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Market Day (Level 8)

Keywords Mundane, Downtime

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Class+Features/Guild+Merchant/Social+Acumen

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Social Acumen (Level 1)

Keywords Mundane, Strategy

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Class+Features/Leymage/Mana+Burst

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Mana Burst (Level 4)

Keywords Magic, Empower

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Class+Features/Leymage/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Class+Features/Leymage/Soulfire

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Soulfire (Level 2)

Keywords Magic, Depower

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 d6s 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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Class+Features/Mercenary/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Class+Features/Mercenary/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Class+Features/Mercenary/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Class+Features/Mercenary/Iron+Stomach

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Iron Stomach (Level 10)

Keywords - Mundane, Empower

The Mercenary may now have a number of positive Alkalized effects on themselves equal to their Competence, Tenacity, or Resilience.


Well Supplied

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Corvanis/Class+Features/Mercenary/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Eldasharkai/Class+Features/Cathe+Voss/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Eldasharkai/Class+Features/Cathe+Voss/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Eldasharkai/Class+Features/Solitaire/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Eldasharkai/Class+Features/Solitaire/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Eldasharkai/Class+Features/Solitaire/Eldar's+Edge

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Eldar's Edge (Level 7)

Keywords Mundane, Empower

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Eldasharkai/Class+Features/Solitaire/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Eldasharkai/Class+Features/Solitaire/Taunt

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Taunt (Level 1)

Keywords Mundane, Afflict

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Eldasharkai/Class+Features/Spire+Ael/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Eldasharkai/Class+Features/Spire+Ael/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Eldasharkai/Class+Features/Spire+Voss/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Glies/Class+Features/Daoist/Mantras

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Mantras (Level 2)

Keywords - Magic, Empower

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Glies/Class+Features/Daoist/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 spells 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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Glies/Class+Features/Daoist/Spirit+Palm

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Spirit Palm (Level 7)

Keywords - Magic, Empower

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Glies/Class+Features/Samurai/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Glies/Class+Features/Samurai/Toukon

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Toukon (Level 1)

Keywords - Mundane, Empower

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Glies/Class+Features/Shinobi/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Glies/Class+Features/Shinobi/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Glies/Class+Features/Shinobi/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 Shinobis 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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Glies/Class+Features/Shinobi/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Glies/Class+Features/Sohei/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 weapons APC is reduced by an amount equal to their Authority, Wit, or Willpower for this attack.


Corrective Word

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Glies/Class+Features/Sohei/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Glies/Class+Features/Sohei/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 Soheis Authority, Wit, or Willpower.


Spirit's Wrath

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Glies/Class+Features/Sohei/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 Soheis Spirit plus their Authority, Wit, or Willpower.


Vow of Spirits

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Glies/Class+Features/Sohei/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 Soheis Vow abilities.


Cutting Chords

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Class+Features/Chord+Keeper/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Class+Features/Chord+Keeper/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Class+Features/Chord+Keeper/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 Keepers 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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Class+Features/Chord+Keeper/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Class+Features/Composer/Social+Acumen

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Social Acumen (Level 1)

Keywords - Mundane, Strategy

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Class+Features/Composer/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Class+Features/Composer/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Class+Features/Composer/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Class+Features/Herald/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Class+Features/Herald/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Class+Features/Herald/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Class+Features/Herald/Rouse+the+Troops

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Rouse the Troops (Level 8)

Keywords - Mundane, Strategy

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Class+Features/Herald/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Class+Features/Soul+Singer/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Class+Features/Soul+Singer/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Ryne/Class+Features/Soul+Singer/Life+Crash

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Life Crash (Level 10)

Keywords - Magic, Divine

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Whyxxstar/Class+Features/Aesir/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 Aesirs Prowess, Authority, or Competence.


Biifrost Surge

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Whyxxstar/Class+Features/Aesir/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 Aesirs 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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Whyxxstar/Class+Features/Aesir/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 Aesirs 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 Aesirs using this ability to determine the Tier.


Valhalla Calling

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Whyxxstar/Class+Features/Aesir/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 Aesirs Prowess, Authority, or Competence.


Wrath of Yggdrasil

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Whyxxstar/Class+Features/Aesir/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 Weapons 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 Aesirs 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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Whyxxstar/Class+Features/Berserker/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 Berserkers Prowess, Vigor, or Willpower. In addition, it lasts until it fades.


Might of Thor

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Whyxxstar/Class+Features/Berserker/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 Berserkers Prowess, Vigor, or Willpower. This effect lasts until the Berserker critically hits with that weapon.


Taunt

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Whyxxstar/Class+Features/Berserker/Taunt

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Taunt (Level 1)

Keywords - Mundane, Afflict

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Whyxxstar/Class+Features/Berserker/Wrath+of+Sigrun

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Wrath of Sigrun (Level 5)

Keywords - Mundane, Empower

Whenever the Berserker would defeat an enemy, they gain an amount of Courage equal to their Prowess, Vigor, or Willpower.


Jarl Ascendant

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Whyxxstar/Class+Features/Raider/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Whyxxstar/Class+Features/Raider/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 Weapons 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 Raiders 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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Whyxxstar/Class+Features/Raider/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Whyxxstar/Class+Features/Vanir/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 Vanirs Sovereignty, Guile, or Wit.


Norn Blood

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Whyxxstar/Class+Features/Vanir/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Continental+Classes/Whyxxstar/Class+Features/Vanir/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.

  1. To avoid the future poisons the present, do not allow it to be changed.
  2. Those that seek solace in what is to come are sick and should be tended to as such
  3. Seers are cursed with a terrible gift, give what aid you can
  4. 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)

Keywords - Magic, Economy

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Faith/Class+Features/Druid/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Faith/Class+Features/Inquisitor/Combat+Acumen

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Combat Acumen (Level 1)

Keywords - Mundane, Strategy

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Faith/Class+Features/Inquisitor/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.

  1. Suffer not the offender forgiveness, only what Justice demands.
  2. The Law is precise, so too must be your judgments.
  3. The Law is unwavering and pitiless, so too must you be.
  4. 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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Faith/Class+Features/Inquisitor/Thieves+Tools

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Thieves Tools (Level 1)

Keywords - Mundane, Tools

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Faith/Class+Features/Warden/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)

Keywords - Mundane, Afflict

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Faith/Class+Features/Warden/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Archon/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Archon/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Enscriber/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Enscriber/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)

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Enscriber/Lore+Acumen+(Enscriber)

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Lore Acumen (Level 1)

Keywords - Magic, Strategy

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Invoker/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Invoker/Augment+Mastery

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Augment Mastery (Level 2)

Keywords - Magic, Empower

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Invoker/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Sorcerer/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Sorcerer/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)

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Wizard/Lore+Acumen+(Wizard)

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Lore Acumen (Level 1)

Keywords - Magic, Strategy

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Mana/Class+Features/Wizard/Spell+Specialist

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Spell Specialist (Level 2)

Keywords - Magic, Empower

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Class+Features/Assassin/Combat+Acumen

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Combat Acumen (Level 1)

Keywords - Mundane, Strategy

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Class+Features/Assassin/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Class+Features/Bard/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Class+Features/Bard/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Class+Features/Drifter/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Class+Features/Drifter/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Class+Features/Drifter/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Class+Features/Marksman/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Class+Features/Marksman/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Class+Features/Marksman/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Class+Features/Marksman/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Class+Features/Saboteur/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!

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Class+Features/Saboteur/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)

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Class+Features/Stalker/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Class+Features/Stalker/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Wanderer/Class+Features/Stalker/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Gladiator/Are+You+Not+Entertained

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Are You Not Entertained? (Level 7)

Keywords - Mundane, Afflict

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Gladiator/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Gladiator/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Gladiator/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)

Keywords - Mundane, Afflict

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Knight/Honor's+Demand

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Honor's Demand (Level 4)

Keywords - Mundane, Attack

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Knight/Lord's+Grace

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Lord's Grace (Level 5)

Keywords - Mundane, Empower

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Knight/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Knight/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Knight/Valor's+Advance

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Valor's Advance (Level 7)

Keywords - Mundane, Empower

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Paragon/Intimidating+Prowess

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Intimidating Prowess (Level 2)

Keywords - Mundane, Afflict

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Paragon/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)

Keywords - Mundane, Attack

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)

Keywords - Mundane, Afflict

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Reaver/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Reaver/Victory+Rush

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Victory Rush (Level 7)

Keywords - Mundane, Imbue

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)

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Soldier/Combat+Acumen+(Soldier)

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Combat Acumen (Level 1)

Keywords - Mundane, Strategy

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Soldier/Death+March

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Death March (Level 10)

Keywords - Mundane, Empower

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)

Keywords - Mundane, Strategy

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)

Keywords - Mundane, Strategy

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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Warlord/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!

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Warlord/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!

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Warlord/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!

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Warlord/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

Source: https://corvanis.wiki/Prism+(Testing)/Classes/Core+Classes/Warrior/Class+Features/Warlord/Wrapped+in+Glory

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Wrapped in Glory (Level 5)

Keyword - Mundane, Empower

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.