Mystics stand at a crossroad of flesh and spirit. Initial gifts can appear as conjuring weapons from their own energies or twisting the spirit of an enemy so they become confused. The greater gifts of Mystics draw from a wide but deep range, some attuning themselves to the nature of a creature, learning information that would otherwise be closed to them. In other cases, they reach from life into death, anchoring a recently deceased spirit into its body and bringing them back to life. Any two Mystics may not be recognized as the same thing, but the mistake only exists due to the vastness of the Spirit and how all living things engage with it.
Talent | Zeal and Observe
Lock 1 Non-Magical Weapon. Create the Locked weapon out of energy in your Free Limb size to fit it. The weapon gains Umbral and + TT/3 damage. This effect ends if you Drop the weapon. If the weapon has Load, it creates ammunition when you go to Load it. After an attack with the weapon causes Injury or Ailment, pay 1 Energy or this effect ends. Any Injury dealt to the weapon is instead dealt to you.
Boost: 1 Energy: The weapon gains 1 + TT/2 of Accurate, Blinded, Dazzled, Deafened, Devastating, Extend 1, Guard 2, Lightweight, Load 0, Trauma, Unsteady, or it can affect Phasing creature.
Spell - Illusion | Zeal and Observe
Know if there is a creature other than yourself with an Affinity in an Aura 6 + 3 x TT.
Self
1 hour
Boost: 2 Energy: Creatures with Affinities have a dim purple glow around them. You can roll knoweldge as if sensing an effect of their Affinity.
Talent | Zeal and Observe
Cause Tier 1 + TT/2 Dazzled.
Target 0
Endure
Boost: Deal 1 + TT/3 damage to Energy.
Talent | Zeal and Observe
If target creature would fail a Skill roll, they reroll unless the roll has already been rerolled.
Target 0
1 round
Boost: As this would end without causing any rerolls, roll 1 + TT/3 d12 to increase duration by 1, DL 12.
Talent | Zeal and Observe
Effects on you trigger and advance duration as if you just took 1 + TT/3 turns.
Boost: Do not affect abilities you Manifested.
Talent | Zeal and Observe
Target gains the Susceptible ability and heal 3 + TT/2 Injury.
Target 0
1 minute
Nature
Boost: After targeting another creature, heal yourself 2 + TT/3 Injury.
Advanced Abilities
Those that practice and excel in the Mystic style gain access to these more unique abilities.
Trick - Infusion | Zeal and Observe
Requirements: Zeal Proficiency 15, Observe Proficiency 15
Roll 1d12 to heal 1 Energy, DL 6 - TT + prior successes.
Boost: On success, attack Magic of adjacent creatures with 1 + TT/3 d12 to deal 1 damage to their Energy.
Talent | Zeal and Observe
Requirements: Zeal Proficiency 15, Observe Proficiency 15
Deal 2 Necrotic damage to target creature at the end of each of their turns.
Target 0
3 + TT rounds
Nature
Boost: 1 Energy: After causing Injury, heal 1 Grit.
Response - Infusion | Zeal and Observe
Requirements: Zeal Proficiency 9, Observe Proficiency 9
1 Resolve: Before a Skill or damage roll, gain +1d12.
Boost: Reduce the next Radiant or Necrotic damage you would take this round by 1 + TT.
Aspect - Might
Requirements: Zeal Proficiency 21, Observe Proficiency 21
Gain 1 + TT Gravity, Space, Time and Umbral Reduction.
Boost: When you sense a creature, know all Immunities, Reductions, and Weaknesses they have.
Spell - Infusion | Zeal and Observe
Requirements: Zeal Proficiency 9, Observe Proficiency 9
If you have not taken more than 1 + TT/3 turns since target creature died, Resurrect them.
Target 0
Boost: When crafting this for a Ritaul circle, you may use the following effect as a modifier: Double the turns you can have taken since the creature died.
Response - Transference | Zeal and Observe
Requirements: Zeal Proficiency 9, Observe Proficiency 9
As you are targeted, roll 1d12 to cease to exist for 1 round, DL 9 + prior successes - TT/3.
Boost: Roll an additional 1d12 for this effect.
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