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. They can also call upon
rain and pools to ferment themselves into fonts of sickness. Corrupters are rarely welcome, though
there is always a place for someone who so intimately understands illness.
Spell - Transference | Magic and Nature
Create a swarm with up to 12 AP in target space.
Target 3 + TT
1 + TT rounds
Boost: Increase the AP of swarm you can create by 12 + TT x 4.
Spell - Mutation | Magic and Nature
Cause a 1 + TT/3 penalty on Grit Pool.
Target 3 + TT
3 + TT rounds
Nature
Boost: Increase the penalty by their sizes above 0.
Spell - Illusion | Magic and Nature
Know if there is a diseased creature in an Aura 6 + TT x 3.
Self
1 hour
Boost: 2 Energy: See a dim yellow glow in spaces of diseased creatures.
Spell - Illusion | Magic and Nature
Know if there is an undead creature in an Aura 6 + TT x 3.
Self
1 hour
Boost: 2 Energy: See a dim black glow in spaces of undead creatures.
Spell - Suppression | Magic and Nature
Each Disease afflicting creatures attacks now.
Burst 1 + TT
Endure
Boost: Each disease gains +1 + TT/4 d12 on this attack.
Spell - Elemental | Magic and Nature
Deal 4 + TT/2 Necrotic damage.
Target 3 + TT
Nature
Boost: Cause Tier 1 + TT/3 Sickened.
Advanced Abilities
Those that practice and excel in the Corrupter style gain access to these more unique abilities.
Spell - Elemental | Magic and Nature
Requirements: Magic Proficiency 15, Nature Proficiency 15
Tier 2 acid rain falls and deals 1 + TT/6 Acid damage each round.
Burst 3 + TT/4
3 + TT/2 rounds
Boost: You take no damage from the rain.
Spell - Mutation | Magic and Nature
Requirements: Magic Proficiency 21, Nature Proficiency 21
Any Disease target creature has is exposed by contact with the creature in addition to its normal exposure.
Target 3 + TT
1 + TT minutes
Nature
Boost: Reduce the Latent and Incubation Period of diseases afflicting the creature by half 1 + TT/3 times.
Aspect - Might | Magic and Nature
Requirements: Magic Proficiency 9, Nature Proficiency 9
When a disease you have would end, you can instead have it remain afflicting you. Gain +1 on defenses against diseases for each time you have had them not end on you.
Boost: Any disease you afflict a creature with attacks an additional 1 + TT/4 times after its first attack.
Spell - Infusion | Magic and Nature
Requirements: Magic Proficiency 15, Nature Proficiency 15
Deal 3 + TT/2 Necrotic damage to living creatures.
Cone 3 + TT
Nature
Boost: 1 Energy: Remove 1 + TT/3 of each Wounded Tier afflicting Undead creatures.
Talent | Magic and Nature
Requirements: Magic Proficiency 9, Nature Proficiency 9
Choose 1 + TT/3 Diseases afflicting you. Target creature becomes Exposed to the chosen diseases.
Target 0
Boost: Reduce the Incubation period of each disease by half 1 + TT times.
Spell - Elemental | Magic and Nature
Requirements: Magic Proficiency 9, Nature Proficiency 9
Water in target space becomes dark and sludgy. Any creature that drinks it suffers Tier 2 + TT/2 Sickened.
Target 3 + TT
Boost: 2 Energy: 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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