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Corrupter Abilities
Corrupters know how to warp the energies of the universe in such a way as to directly and incidentally harm their enemies. An apprentice of the style may know how to worsen an illness, necrotize healthy flesh, or summon swarms of small carrion feeders. More advanced Corrupters know how to take illnesses into themselves while suffering minimal effects, thus becoming carriers.
Spell - Transference
Create a swarm with up to 12 AP in target space in 3 + TT range.
Boost: Increase the AP of swarm you can create by 12 + TT x 6.
Aspect
When a disease you have would end, you can instead have it remain afflicting you. Gain +1 on defenses against disease for each time you have had them not end on you. Any disease you afflict a creature with attacks an additional 1 + TT/2 times after its first attack.
Boost: Reduce the Skill Tier requirement of abilities that have Decay, Imagination, or Shadow Affinity by 1.
Spell - Illusion
Know if there is a diseased creature in an Aura 6 + TT x 2.
Boost: While Focal Locked on a creature in the area for 1 minute or more, see a dim yellow glow around them if they have a disease.
Spell - Illusion
Know if there is an undead creature in an Aura 6 + TT x 2.
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim purple glow around the space if it contains undead creatures.
Spell - Suppression
Each Disease in a Burst 1 + TT afflicting creatures attacks now.
Boost: Each disease gains +1 + TT/3 d12 on this attack.
Spell - Elemental
Deal 4 + TT/2 Mystical Necrotic damage to Grit of target creature in 6 + TT x 2 range.
Boost: Deal 2 + TT/2 Sickened damage.
Advanced Abilities
Those that practice and excel in the Corrupter style gain access to these more unique abilities.
Spell - Elemental
Requirements: 9 Combined Tiers of Magic and Nature
Tier 2 acid rain falls in a Burst 3 + TT and deals 1 + TT/3 Flowing Earth damage to Grit each round.
Boost: You take no damage from the rain.
Spell - Mutation
Requirements: 11 Combined Tiers of Magic and Nature
Any Disease target creature in 3 + TT range has is exposed by contact with the creature in addition to its normal exposure.
Boost: Reduce the Latent and Incubation Period of diseases afflicting the creature by half 1 + TT/2 times.
Spell - Mutation
Requirements: 7 Combined Tiers of Magic and Nature
Cause a 2 + TT penalty on Grit Pool of target creature in Reach.
Boost: Increase the penalty by their sizes above 0.
Spell - Infusion
Requirements: 9 Combined Tiers of Magic and Nature
Deal 3 + TT/2 Mystical Necrotic damage to Grit of living creatures in a Cone 3 + TT.
Boost: Remove 1 + TT/3 of each Wounded Tier afflicting Undead creatures.
Talent
Requirements: 7 Combined Tiers of Magic and Nature
Choose 1 + TT/3 Diseases afflicting you. Target creature in Reach becomes Exposed to the chosen diseases.
Boost: Reduce the Incubation period of each disease by half 1 + TT times.
Spell - Elemental
Requirements: 7 Combined Tiers of Magic and Nature
Water in target space in 3 + TT range becomes dark and sludgy. Deal 3 + TT Sickened damage to any creature that drinks it.
Boost: Choose from Leeches Doom, Locked Limbs, Natures Rage, Parasite Buffet, or Roiling Guts that has a rarity no higher than TT. Any creature that drinks it is exposed to the chosen Disease.
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