Cornerwitch in Chimera D10 | World Anvil

Cornerwitch

The cornerwitch dabbles in what lies around the corner for all mortal life--eventual assimilation into the Wall of the Faceless Dead, a sea grey hedge of afterlife that stretches across all existence. Or, that's the hope.   As part of the cornerwitch's domain, they gain the following ability and spells:   Rule of Spells Refresher
All spells cost energy to cast. Some spells allow special uses of energy, such as using additional energy to make a spell longer, or using a number of energy to cool a particularly cool effect that is still a part of the spell. All spells do Magical damage. All Spells ask for a players to roll to hit, or attack checks. Some spells will additionally cause status effects which some are allowed saves for. Spells then specify a range (touch, engaged, nearby, far away, distant, or variable), who they target (self, area of effect such as a zone or a part of a zone, single target, chosen target(s), or blast), and if how long they last (instantaneous, duration, sustained, dismissed). No caster can have more than one effect at a time; the only kind of spell you can cast while maintaining a duration, sustained, or dismissed spell is an instantaneous spell. Any effects that have a set duration, are sustained, or haven't been dismissed must be ended by the caster (which is a free action) in order to cast another duration, sustained, or dismissed spell.
  Geist (passive): You can cause your soul to exit your body. You are an intangible, invisible spirit not bound by gravity and able to freely move, but are still limited to your base movement speed. You can possess objects and creatures, but can otherwise not affect the world. You can stay in this form for minutes equal to your health. Staying in this form longer begins to drain you of health, one health for every minute extra. If you die in this form, you become a ghost. If your body dies while you possess an object or person, your spirit becomes locked to it.  

Rank 1 Spells

Record - (area, nearby, sustained): Causes the events of the moment to spell is cast to be recorded. Spell lasts for hours equal to energy spent.   Exhume - (area, variable, dismissed): You know the exact location of marked and unmarked but intentional grave sites within a day's travel, which requires for at least one person to be intentionally buried there. The spell lasts until dismissed.   Lure - (area, engaged, dismissed): For rounds equal to energy spent, the area around you are guarded by spirits of the faceless dead. Anyone who engages with you is trapped for one full round in their space. Lasts until dismissed.   Read - (self, sight, duration): You can read any language for one hour.  

Rank 2 Spells

Pacify - (area, nearby, duration): You emanate an aura that pacifies the undying, unliving, and cursed within the same zone as you. Accursed creatures make a social save, and on fail, they are neutral towards you and your allies for hours equal to your luck modifier.   Silence - (area, variable, sustained): You cause the silenced status effect for anyone who enters into a zone you designate. This effect persists for rounds equal to energy spent.   Glare - (blast, nearby, duration): You will not tolerate the actions of the enemy any longer; a number of targets in the same zone as you (roll 1d10) suffer the effects of your glare, and gain the Shivering effect for rounds equal to your luck modifier.   Rip - (area, sight, instantaneous): you know the name and cause of death for anyone that you see, whether in person or intentionally depicted, but not who killed them.  

Rank 3 Spells

Puppeteer - (single, nearby, dismissed): You make an object no larger than a piano and no heavier than a piano to move as though it were being held or otherwise puppeteered, so long as you are in the same zone as it. It moves on your turn as part of your quick action. This spell lasts until dismissed or when you exit the zone without bringing the object. And damage done with this spell is equal to the GM specified size of the object—anywhere from 3 - 5 damage, or equal to the weapon rank damage.   Mislead - (area, variable, duration): Obscures anyone's attempts to locate, perceive, find information, or research you. Anyone attempting to do so does so at double disadvantage for skill checks and NPC Attitudes start at indifferent instead of neutral for them. This effect persists for the day.   Snare - (single, nearby, sustained): You bring up the tendrils of death itself to hinder your foes who are in the same zone as you. They are slowed for rounds equal to energy spent. This removed the hastened effect.   Seance - (single, engaged, instantaneous): You can speak to any accursed creature and can ask it three questions; you can ask it more questions per additional energy spent.  

Rank 4 Spells

Soothe - (reaction, multiple, nearby, instantaneous): As a reaction, you remove the despaired, dazzled, weakened, and frightened status effects from allied targets in a zone you choose.   Between - (multiple, nearby, instantaneous): You and a number of targets you designate slip into the hallways between life and death for hours equal to energy spent. Here, you can make you can travel or make your stay and benefit from shelter while observing the world. To the surrounding world, you appear as a specter who can only be perceived by a successful spine check.   War - (area, nearby, sustained): Everyone in the same zone as you makes a Mental Save. On fail, they gain the berserk effect for rounds equal to the energy spent.   Bodysnatch - (single, sight, dismissed): You put cast your soul into a target that you can see, who makes a mental save, and on fail, they have the possessed status effect. This effect lasts until target saves themselves from the effect or until effect is dismissed.  

Rank 5 Spells

Haunt - (area, variable, dismissed): You desecrate an area and cause Accursed creatures within a region to be drawn towards the area. These creatures are neutral toward you and will guard the area with indiscriminate hostility if intruded upon. This effect lasts until dismissed.   Modify- (single target, engaged, instantaneous): You modify memories of a target you are engaged with, causing them to forget something that has happened, or for you to modify something in their memory that has already happened. You cannot create new memories from nothing. When doing this spell, the person rolls a mental save, and on any kind of success, resists the effect. On fail, their memories are replaced with a reality you construct for them. You can do this once normally, and everytime thereafter is done with stacking disadvantage.   Knock - (area, nearby, sustained): You knock on the door of death. Everyone within the same zone as you who is bloodied is forced on death's door for rounds equal to energy spent.   Corpse - (single, self, duration): You feign death. For this time, you assume the Dead condition and your body keeps you bound to the plane. This effect lasts for an hour.   - ():


Cover image: Art Chimera by Madeline M

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