Spirits and Magic: Week 3 (Patreon)
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Veil Descriptors
Brand Descriptor Veils
A veil with the [brand] descriptor is placed by its veilweaver on a creature. When a veilweaver shapes a veil with the [brand] descriptor, it does not appear on their body, no matter how much essence they invest. It is instead stored, inert, until the veilweaver brands an enemy within Close range as a standard action. It then materializes on the branded creature. A brand occupies a slot on its veilweaver as normal, even if it has been used to brand an enemy, and are bound to chakra slots as normal. A veilweaver can attempt to place a brand they have already placed onto a new creature, but doing so removes it from the first. Additionally, they can choose to remove one or more of their brands from any creatures affected by them any time they reallocate their essence.
[Brand] veils are normally placed on a creature within Close range (25 feet plus 5 feet per two veilweaver levels) as a standard action, though some [brand] veils may have special ways to apply them, and some feats or class abilities may alter the way they are applied as well. Most veils have saving throws to avoid being branded (specified in the veil’s description), and spell resistance applies to thwart a brand’s application. A creature may have any number of brands applied to them at a time, and they do not occupy slots on the branded creature. A single creature cannot be branded by a specific veil more than once, even if that specific brand is applied by multiple veilweavers. Once a creature has been branded, the brand remains as long as the creature is within Close range of the veilweaver, unless otherwise specified by the veil. If the branded creature leaves that range, the brand persists until the end of the veilweaver’s next turn, at which time the veil and its effects become suppressed until the veilweaver is once again within Close range of the creature. Even if the effects are suppressed, the veilweaver can still interact with the veil, such as by investing essence in or out of it or unshaping it.
Once a brand has been applied to a creature they can be identified and sundered as normal for veils. A creature who is affected by a brand knows they can sunder it to end the effects. When sundering a brand, it is considered to be shaped on the creature affected by it, but it uses the CMD of the veilweaver who shaped it. [Brand] veils can only be sundered while they are branding a creature. Attempting to sunder a brand does not provoke an attack of opportunity. Sundering or suppressing a brand removes it from the branded creature. If the veilweaver falls unconscious, the effects of their placed brands are suppressed. Destroying or killing the veilweaver removes the effects of their brands from all affected creatures.
Shatter Descriptor Veils
Veils with the shatter descriptor can be shattered for an additional or improved effect. When shattered, a veil is normally suppressed for 10 minutes unless otherwise specified by the veil or one of your abilities. You can choose to keep your veils shattered for longer than 10 minutes, if you wish. After this 10 minutes has passed, you can unsuppress a shattered veil as part of investing your essence. If one of these veils grants a benefit while it is shattered, or if shattering the veil produces an ongoing effect, those effects or benefits end when the veil is unsuppressed.
Unless otherwise specified by the veil, shattering a veil burns the essence invested in it to provide an additional effect. This essence cannot be recovered while the veil is suppressed, and is automatically recovered when the veil is unsuppressed.
If a veil with the [shatter] descriptor has an effect that triggers on being shattered, such as if it contains the text “When this veil is shattered” or “While this veil is shattered”, that effect triggers if it is shattered from any source, not just from the effects of a veil. For example; if a spellweaver shatters a veil to cast a spell, a veil with the above text would have its shatter effect triggered. If the effects granted by shattering a veil have a specific activation requirement or trigger requirement (such as needing to spend an action to shatter the veil), that effect only activates when the appropriate action is spent or trigger is met. If shattering a veil causes an effect that requires a saving throw, the DC of that saving throw is 10 + your veilweaving modifier + the number of points of essence burned as part of shattering the veil (unless specified otherwise by the veil).
New Veils
Branded Mimicry
Descriptors: Brand, see text
Class: Volur, Vizier
Slot: Special
Saving Throw: See text
This veil’s form is particularly mutable, able to adapt to and take the shape of another brand you have shaped.
When shaping this veil, select another Brand veil you have shaped. This veil is shaped in the same slot as that veil, and copies that veil’s effects. It gains any descriptors that veil possesses, and counts as a unique veil for all purposes. This veil may share a slot with another veil without penalty.
If the copied veil is unshaped, this veil is suppressed until you spend an hour in meditation, allowing you to select a new Brand veil you have shaped for this veil to copy the effects of. If you have no such veil, this veil is suppressed until you rest and reshape your veils.
If this veil was shaped using the brandweaving class feature (or a similar ability that modifies how you shape [brand] descriptor veils), it follows the rules of that class feature, even if the copied veil was not shaped using that feature. If the copied veil was shaped using the brandweaving feature and this veil was not, this veil is considered to be shaped in the veil slot normally associated with the copied veil (or one of the slots of your choice, if it could be shaped in multiple) and may share that slot with another veil without penalty.
Essence: Investing essence in this veil functions as per investing essence in the copied veil.
Chakra Bind (Special): When you bind the copied veil to its chakra slot, this veil counts as being bound to its chakra slot as well when determining its effects.
If you shaped this veil using the brandweaving class feature (or a similar feature), you must bind this veil using your brandbinding class feature instead (or a similar feature). You may bind this veil in this way even if the copied veil is not bound.
If the copied veil is bound using the brandbinding (or similar) class feature, and this veil is shaped using normal veilweaving rules, it only counts as bound if you have the ability to bind veils to the chakra it is currently treated as being shaped in.
Echoing Pain
Descriptors: Brand, Pain
Class: Promethean, Radiant, Vizier, Volur
Slot: Headband
Saving Throw: Will negates
Echoes of dark energy wreathe your forehead, propagating outwards to share your pains with your branded foe.
Whenever you suffer hit point damage, you may have the branded target suffer half the damage in your place. The damage they suffer cannot be reduced or mitigated in any way. In the case of an odd number of damage, your branded target takes the larger half.
The pain caused by this veil is particularly debilitating; whenever they suffer damage from this veil, until the end of their next turn the branded creature suffers a -1 penalty on attack rolls. This penalty does not stack with itself.
You may also brand a willing creature with this veil; if you do, they do not suffer the penalty to attack rolls and can choose to not take damage from this veil. If you wish, you can force that creature to make a Will saving throw if they elect not to take the damage. If they fail, they take the damage and are thereafter considered an unwilling target for this veil for as long as the brand is applied.
Essence: For every odd point of essence invested in this veil, the branded target suffers an additional -1 penalty on attack rolls when damaged by the veil. For every even point invested, the saving throw DC of this veil increases by an additional 1.
Chakra Bind (Headband): Binding this veil to your Headband chakra allows you to further impose your pain upon the branded creature. Once per round when you suffer hit point damage, you can attempt to force the branded creature to take all of the damage you suffered in your place instead of only half. A successful Will saving throw causes them to only suffer half the damage in your place.
If you branded a willing creature with this veil, they can choose to fail this saving throw without the need for a roll if they wish to.
Sigil of Blades
Descriptors: Shatter
Class: Nexus, Vizier
Slot: Wrists
Saving Throw: None
Glowing blue sigils stream from your wrists, forming sharpened blades of magic that assault your foes at your command.
Shaping this veil allows you to conjure blades of magic that hover within your space. At the start of your turn, you may conjure a number of blades up to your veilweaving modifier (minimum 1) as a free action. When you conjure new blades using this ability, any existing blades are destroyed.
In place of a melee or ranged attack, you may fire one of these blades at a creature within Close range (25 feet + 5 feet per 2 veilweaver levels) as a melee touch attack (if replacing a melee attack) or a ranged touch attack (if replacing a ranged touch attack), destroying the blade in the process. On a successful hit, the creature takes a number of points of slashing damage equal to 1d6 + your veilweaving modifier. If a single creature is struck by multiple of these blades as part of a single action, their damage is added together before applying damage reduction or hardness. If you are not wielding a melee weapon, you can use these blades to threaten attacks of opportunity within 5 feet of you. These blades do not count as a weapon attack for abilities that only affect attacks made with weapons or those that add to weapon damage rolls.
You may shatter this veil as a full-round action to attack with any number of your conjured blades, to a maximum of 2 blades targeting any specific creature. All of these attacks are made at your full base attack bonus, and gain the benefits of the essence invested in this veil before that essence was burned.
While this veil is shattered, the lingering magic of the sigils can still be formed into blades. Essence burned as part of shattering this veil is treated as invested in this veil when determining the number of blades you can conjure and the damage they can deal. Additionally, the range at which you can attack creatures using the blades is reduced to 10 feet while the veil is in this state. The lingering magic of the sigils is still treated as a veil for most purposes, it can be sundered or dispelled, but it cannot be shattered again. If it is sundered or dispelled, this ability is suppressed for as long as the suppression would normally last. If the suppression caused by one of these abilities would last longer than the duration of the veil’s suppression from being shattered, it remains suppressed for the remainder of the duration.
Essence: For each point of essence invested in this veil, the blades conjured by the veil deal an additional 2 points of damage. For every even point invested, the maximum number of blades you can conjure at a time increases by 1.
Chakra Bind (Wrists): Binding this veil to your Wrists chakra allows you to more quickly and more accurately launch your blades. You may now shatter this veil as a standard action to activate its effects, and when doing so you can have a number of blades up to half your veilweaving modifier (minimum 3) target a specific creature.
Sigil of Dominion
Descriptors: Charm, Compulsion, Mind-affecting, Shatter
Class: Promethean, Vizier, Volur
Slot: Headband
Saving Throw: Will negates
A crown of floating sigils rests upon your brow. Upon your command they stream outwards towards other beings, attempting to sway their mind to your ends.
Shaping this veil allows you to attempt to still the minds of other beings. As a standard action, choose a single humanoid within Close range (25 feet + 5 feet per 2 veilweaver levels) of you that you can perceive. That creature must make a Will saving throw or become fascinated by you until the end of your next turn. If the creature is attacked or affected by a hostile action the fascination ends immediately. As a standard action on your turn, you can concentrate to maintain the fascination, adding 1 round to its duration.
You can shatter this veil as a standard action to attempt to charm a humanoid creature, as per charm person with a caster level equal to your veilweaving level and a saving throw DC equal to the DC of this veil instead. A creature you have already fascinated using this veil suffers a -5 penalty to its saving throw. Whenever you would make an opposed Charisma check against the charmed creature, you may use the higher of your Charisma or your veilweaving ability score when making the check. This use of charm person has no maximum duration, the effect instead ends when this veil stops being suppressed after the shattering ends.
While this veil is shattered, the lingering magic of its sigils subtly influences your words, granting you a +1 insight bonus to Diplomacy checks made against humanoids per point of essence burned as part of shattering this veil. This bonus is doubled against creatures you have charmed or fascinated using this veil.
If you are a creature type other than humanoid, when you shape this veil you can choose to have this veil affect creatures of your type rather than humanoids.
Essence: For each point essence invested in this veil, the duration of the veil’s fascination effect increases by 1 round.
Chakra Bind (Headband): Binding this veil to your Headband slot dramatically increases your ability to fascinate or charm creatures, and allows you to attempt to dominate the mind of a single creature when you shatter the veil.
When you use your standard action to fascinate a humanoid within range, you can choose to affect a number of humanoids up to your veilweaving modifier instead (minimum 2). When you spend a standard action to maintain the fascination, you can maintain the fascination on up to that many humanoids as well.
Additionally, when you shatter this veil as a standard action you can choose to attempt to charm a number of humanoids up to half your veilweaving modifier (minimum 2), or you can attempt to dominate a single humanoid, as per dominate person. This otherwise functions as the veil’s base shatter effect (using the veil’s DC instead of the spells, the duration ending when the veil stops being shattered, and so on).
Sigil of Shielding
Descriptors: Force, Shatter
Class: Vizier, Volur
Slot: Shoulders
Saving Throw: See text
Glowing purple sigils stream from your shoulders, forming a mobile barrier that automatically moves to intersect attacks directed your way.
Shaping this veil grants you a shield bonus to AC equal to your half your veilweaving modifier (minimum 2). This bonus applies to your touch AC, and to attacks made against you while you are flat-footed or denied your Dexterity bonus to AC. It is considered a force effect, applying to attacks made against incorporeal creatures, and negates any magic missiles directed against you.
You can shatter this veil as an immediate action when targeted by an attack to double the AC bonus granted by this veil until the beginning of your next turn. You can choose to use this ability after the results of the attack are rolled, negating the attack if it no longer hits your adjusted AC. This veil is considered to be invested with the essence burned as part of shattering the veil when determining your AC bonus using this effect, and this effect otherwise functions as the base effect of this veil.
While this veil is shattered, the lingering magic of the sigils still forms a barrier to protect you from harm, albeit one that you must actively direct. You maintain the shield bonus to AC granted by this veil, but it no longer applies to your touch AC, while you are flat-footed, or while you are denied your Dexterity bonus to AC, and it no longer negates any magic missiles directed against you. Essence burned as part of shattering this veil is treated as invested in this veil when determining the shield bonus granted by this effect. The lingering magic of the sigils is still treated as a veil for most purposes, it can be sundered or dispelled, but it cannot be shattered again. If it is sundered or dispelled, this ability is suppressed for as long as the suppression would normally last. If the suppression caused by one of these abilities would last longer than the duration of the veil’s suppression from being shattered, it remains suppressed for the remainder of the duration.
Essence: For each point of essence invested in this veil, the shield bonus granted by it increases by +1.
Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra allows the sigils that comprise its form to detonate violently upon being shattering, retaliating against the foe whose attack you attempt to deflect.
When you shatter this veil as an immediate action to improve your AC, until the beginning of your next turn any creature who attacks you with a melee attack is struck by a retaliatory burst of force. The attacking creature suffers 1d6 points of force damage per point of essence burned as part of shattering this veil. A successful Reflex saving throw halves this damage.
Sigil of Ruin
Descriptors: Acid, Cold, Electricity, Fire, Shatter
Class: Stormbound, Vizier, Volur
Slot: Hands
Saving Throw: Reflex
Sigils burning with elemental power stream from your hands to form a glowing orb that can be launched to produce an explosion.
When you shape this veil, choose one of the following descriptors; Acid, Cold, Electricity, Fire. This veil gains that descriptor, and that descriptor influences the effects of this veil.
As a standard action, you can launch an orb at a location within Medium range (100 feet + 10 feet per veilweaver level) of you which explodes upon reaching its destination, or if it is intercepted early, dealing 1d6 points of damage to all creatures and unattended objects in a 5-foot radius spread. The damage dealt by this orb is of the type of energy descriptor chosen when you shaped this veil. A successful Reflex saving throw halves this damage.
Alternatively, you can shatter this veil as a standard action to channel the ruinous energies of the veil’s sigils into a single more powerful explosion. You may launch this empowered orb at a location within Long range (400 feet + 40 feet per veilweaver level), its explosion radius increases to a 20-foot radius spread, and it deals 1d6 points of damage per veilweaver level (of the same type as the chosen element), plus 1d6 per point of essence burned. A successful Reflex saving throw halves this damage.
While this veil is shattered, ruined sigils of elemental energy drift around your hands, empowering your other elemental abilities with their lingering magic. Whenever you deal elemental damage of the same type as this veil’s chosen elemental descriptor, it deals an additional 1 point of damage, plus an additional 1 point of essence burned as part of shattering the veil. This damage is multiplied on a critical hit.
Essence: For each point of essence invested in this veil, orbs created by the veil deal an additional 1d6 points of damage.
Chakra Bind (Hands): Binding this veil to your Hands chakra causes the veil to gain all four of its elemental descriptors (Acid, Cold, Electricity, Fire) rather than you only choosing one. Whenever you create an orb using the veil, you choose which of those four damage types you wish the orb to deal.
While this veil is shattered, damage you deal of any four of those damage types deals the additional damage. If you produce an effect that deals multiple of those damage types, you only apply the bonus damage once, divided among those types as you see fit.
Sigil of Transference
Descriptors: Teleportation, Shatter
Class: Promethean, Vizier, Volur
Slot: Feet, Shoulders, Belt, Body
Saving Throw: None
Iridescent sigils drift around your chakra in which the veil was shaped, occasionally winking in and out of existence in different locations. When you call upon their powers they stream outwards to encircle you, causing you to teleport a short distance.
Shaping this veil allows you to call upon the power of its sigils to teleport up to 5 feet as a swift action. This movement does not provoke attacks of opportunity.
As a standard action you can shatter this veil to teleport to a space within 10 feet + 10 feet per point of essence burned as part of shattering this veil instead. You may also teleport one willing Medium or smaller creature per point of essence burned as well. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
Creatures teleported using this veil (including you) cannot be carrying more than their maximum load. You do not need to see the location you wish to teleport to using this veil. If you, or any of the creatures you teleport, would arrive in a space that is already occupied the effect fails, and each creature that would have been teleported takes 1d6 points of force damage.
While this veil is shattered the lingering sigils that form this veil distort your location in space, causing attacks made against you to suffer a 5% miss chance per point of essence burned (to a maximum of 50%). This does not stack with concealment or similar effects, and does not count as concealment for the purposes of hiding.
Essence: For each point of essence invested in this veil, you may teleport up to an additional 5 feet when using this veil’s swift action teleportation.
Chakra Bind (Feet): Binding this veil to your Feet chakra empowers the teleportation abilities of the veil. When you use the veil’s swift action teleportation, you add 10 feet to the maximum range you can teleport.
When you shatter the veil to teleport, the range which you can teleport increases to 100 feet + 10 feet per point of essence burned as part of shattering the veil.
Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra even further empowers the veil, allowing you to teleport even greater distances. This acts as the veil’s Feet bind, save that when you shatter the veil to teleport the range which you can teleport increases to 400 feet + 40 feet per point of essence burned.
Chakra Bind (Belt): Binding this veil to your Belt chakra allows you to utilize this veil to teleport vast distances. This acts as the veil’s Feet bind, save that when you shatter the veil to teleport the range which you can teleport increases to 100 miles, plus 100 miles per point of essence burned.
Chakra Bind (Body): Binding this veil to your Body chakra allows you to shatter this veil to teleport to any location you have seen or can imagine. When you shatter this veil, you can teleport to any location you have seen or to any location you have a reliable description of with no range limit. If you attempt to teleport with insufficient information (or with misleading information), the effect fails but you and any creatures you teleported do not take damage. This teleportation can also be used to teleport to other planetary bodies, but you must have a solid grasp of your destination (“the third planet from the sun” is an acceptable destination, but “a habitable world near that bright star” is not). If you have a specific location on a planet in mind, you arrive there without a chance of failure; otherwise you arrive at a location that would not immediately be life-threatening. If no such safe landing zone exists on the world you wish to teleport to, such as attempting to teleport into the sun without the proper precautions in place, the teleportation simply fails.