Hunter's Instincts in Archons Decisive Factor System | World Anvil
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Hunter's Instincts

Cantrip

Choose a target in range and use your Magic Power as an assistance bonus to find or spot it so long as you keep it within a number of miles equal to your Range. This requires concentration, and you can cast it on a target that you know is in the area but is currently hiding or concealed.  

Great

This acts as the cantrip version, but you now also do bonus damage equal to your Magic Power to the target with all physical attacks against the target, and the assistance bonus applies to attempting to hitting the target with attacks as well. You can instead incorporate the cantrip version into a weapon attack, and the assistance bonus is applied to the attack itself. Or you can incorporate the cantrip version into an Intuition/Perception roll to spot the target.  

Superior

This acts as the great version of the spell, but now you have advantage on all actions that this is giving you an assistance bonus for, and your Speed is 1 higher while moving toward your target. Your Range is also 1 higher for all harmful spells and ranged attacks directed at the target. You can instead incorporate the great version into a weapon attack, gaining the bonus damage and bonuses to hit immediately.   

Ultimate

Choose a target you know of, even if it is not in range, even if you have never seen the target before. The target could be as vague as “the person who killed my family.” You gain all the benefits of the superior version of this spell against that target, but the spell no longer requires concentration. Additionally, every night in your dreams you have a vision of some of the things the target did that day, and you remember fragments of those dreams as clues to finding the target. Your target, meanwhile, experiences nightmares of an unstoppable force pursuing them, finding them no matter how far they run or how well they hide. The spell effect is constant, and unbreakable except by powerful magic, or by your own choice. If you capture, conquer, or kill your target (or drive them into madness) you regain whatever price you paid to cast this spell. If you abandon the pursuit of the target, you do not.

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