Imbuements
Imbuements are the practice of weaving heavily practiced incantation gestures into your attack swings in order to alter the effects of your attack. They are affected by Mana Level and Incantation Gift level as if they were Incantation Spells.
If you have invested in Incantation Gift, you may weave your magic into your weapon for one strike only. You may imbue your weapons, strikers, or any other natural weapons you may posses. You may not imbue any innate attack, magic projectiles, or jet attacks. You may also apply any number of Imbuements to one attack.
Each skill is a DX Very Hard skill for each weapon that defaults to other weapons at usual defaults between weapons (e.g. Flaming Strike (Broadsword) is known, so you use Flaming Strike (Shortsword) at -2). You may also buy Imbuement skills for Wildcard Skills.
These skills cannot be higher than your DX-Based Ritual Magic skill.
This requires a skill roll which costs 1 FP (or use your Energy Reserve if you have it) after the roll is made. A critical failure on any roll for a single attack will cost you 2 FP (even if you've made more than 2+ Imbuement rolls for that attack). You can add a -5 penalty on any roll to avoid paying the FP cost for the skill roll. You may also activate an Imbuement skill defensively at (Imbuement Skill/2) + 3, addint +1 if you have Combat Reflexes.
Each ability lasts on the weapon for 1 second, but you can say that the special effects of your attack is always on. You must roll and pay FP for ever attack, but the cool factor is always free.
Enhancement Skills
These skills give you the ability to empower your next attack. You can mix and match as many of these skills as you have FP for (assuming they do not specifically say they cannot be used together).
Annihalating Weapon: DX(H) Melee
Your weapon is wreathed in flames, vibrating, turns a brilliant green, etc. Whenever you successfully parry or are parried, your weapon immediately rolls damage against your opponent's weapon. The effect of this is obvious. Someone who has been parrying up until you use this ability may Dodge instead. This ability can be used defensively however.
Arching Shot: DX(VH) Ranged
As long as you can see your target, you can bypass their cover. When you fire the projectile, it will fly towards the target and at some point, arch up over the target and strike from above. Effects are identical to Overhead. The first time you use this, your target is at -2 to defend. After that, they will be expecting it.
If using a weapon with a RoF 5+, you may add Area Effect 2 yards and Bombardment 10 to the attack if you choose to do so. For every additional 5 RoF above that, you may increase either the Bombardment skill by 2 (up to 14), the Area Effect radius by 2 (up to 8 yards), or the number of times each person in the area may be attacked by +1 (no limit). This can never hit more people than the number of projectiles you fired.
Bank Shot: DX(VH) Ranged
You can bounce your projectile off "hard cover" in the environment in order to reach your target. You can bounce your shot off of anything convincingly hard (walls and rocks, not curtains and ferns). To use this skill, plot your course and count the bounces. If there's nothing but floor or ground around, then only one bounce is possible. Once you have your course, roll vs. Bank Shot.
Bank Shot is at -2 per bounce after the first. If it works, make a standard ranged-attack roll to hit with the imbued projectile. Use the full range along the zigzag path to the target. An alerted target always gets a defense, but this is at -1 per bounce.
- Incantation Gift 1: You may make a maximum of 2 bounces.
- Incantation Gift 2: You may make a maximum of 3 bounces.
- Incantation Gift 3: You may make a maximum of 4 bounces.
- Incantation Gift 4: You may make any number of bounces you desire.
Conic Blast: DX(VH) Ranged
This is only available for missile weapons (bows, guns, etc.). It conversts a single ranged attack into a cone that originates from the weapon. This can look like a grapeshot blast, cone of energy, etc. The cone is at the weapon's max range? with a width equal to the weapon's RoF.
You can spread the attack further at -1 per extra yard of maximum width.
- Incantation Gift 1:
- Incantation Gift 2:
- Incantation Gift 3:
- Incantation Gift 4:
Continuing Attack: DX(VH) General
This skill causes wounds from a damaging weapon to worsen after the initial attack. This is represented by something like acid or big grubs eating away at the victim, bleeding, rotting, sticky napalm, venom, etc. Whatever the visuals, the effect is to give the attack a form of Cyclic.
An unmodified roll means that if the initial attack injured the target at all, they will suffer the same injury again in one day's time. For shorter intervals, roll at -2 for 1 hour, -4 for 1 minute, -6 for 10 seconds, or -8 for 1 second. Reqeated cycles are possible. For standard 1 day intervals, roll at -1 per cycle after the first. For other intervals, multiply the time penalty by the total number of intervals (e.g. -24 for three cycles 1 second apart).
Whatever damage got through DR is what happens again. Should it matter, the effects are consistent with the original attack's damage type. For instance, enough continuing injury from a burning attack would reduce someone to charcoal, while the same HP loss to cutting injury would leave ground meat.
You must specify some reasonably obvious way to halt the continuing injury; dousing flame, picking out grubs, applying disinfectant to rotting flesh, etc.
- Incantation Gift 1: The shortest cycle posible is 1 hour, and you may only make 1 additional cycle (maximum of initial attack and 1 cycle).
- Incantation Gift 2: The shortest cycle posible is 1 minute, and you may only make 2 additional cycles (maximum of initial attack and 2 cycles).
- Incantation Gift 3: The shortest cycle posible is 10 seconds, and you may only make 3 additional cycles (maximum of initial attack and 3 cycles).
- Incantation Gift 4: The shortest cycle posible is 1 second, and you may as many additional cycles as you wish.
Crippling Blow: DX(VH) General
Your weapon becomes envenomed or you make a pressure-point strike in such a way that a living victim may suffer a physical affliction. If any damage penetrates the target's DR, they must make an HT roll, at -1 per 2 points of penetrating damage, or suffer a harmful effect. A blow that doesn't penetrate does nothing.
The default effect of a failed HT roll is that the target is stunned. They may roll vs HT at the same penalty every turn to recover. The attack may inflict a different effect if desired. The Crippling Blow roll will be at -1 per -2 to ST or HT, -1 per -1 to DX, -2 for Coughing or Moderate Pain, -3 for Nauseated, -4 for Severe Pain, -5 for Retching, -6 for Terrible Pain, -10 for Agony or Chocking, -15 for total Paralysis, and/or -1 per -10 points of physical disadvantages (no exotic or racial effects) that lasts for minutes equal to the victim's margin of failure.
- Incantation Gift 1: Your maximum penalty to skill may not exceed -2.
- Incantation Gift 2: Your maximum penalty to skill may not exceed -4.
- Incantation Gift 3: Your maximum penalty to skill may not exceed -8.
- Incantation Gift 4: You have no maximum penalty to skill.
Dancing Weapon: DX(VH) General
You can cast your weapon into the air to fight on its own. This is like any other use of an Imbuement Skill: it takes no preparation, requires 1 FP, and calls for a skill roll at the usual modifiers. Once active, the weapon is out of your hand, preventing you from stacking other imbuements on the weapon.
On the turn you activate the skill, the weapon fights on its own at a skill level equal to your Dancing Weapon Skill. Its Basic Move equals your own, and its damage is identical to what it would do in your hands. It engages any one opponent you indicate, executing Attack Maneuvers to strike them when they are within range or Reach, and Move maneuvers to get to them when they aren't.
Enemies can attack the weapon at penalty equal to its SM. It can dodge at (Dancing Weapon/2) + 3, at -1 per defence after the first. Use its usual DR and HP to determine breakage. If a foe manages to seize it (a grapple with DX or an unarmed grapple skill, still with SM penalties), the imbuement ends immediately and your enemy acquires a new weapon!
On later turns, you may pay 1 FP to keep the weapon fighting if you want. If you do not, the weapon's effective skill drops by 1, cumulative from turn to turn. Should skill ever fall below 3, the imbuement ends and the weapon falls to the ground wherever it may be. The only way to erase the skill penalty is to "revive" the weapon by grabbing it and reactivating the skill. This takes a Ready maneuver.
Drugged Weapon: DX(VH) General
The weapon or its projectile carries a tranquilizing agent, or isn't "drugged" at all, but strikes nonlethal pressure points. Such an attack gains a 1 point follow-up fatigue attack that obeys the rules for the Follow-Up modifier.
You may increase the damage by adding a penalty of -1 for 1d-2, -2 for 1d-1, -3 for 1d, -4 for 1d+1, -5 for 1d+2, -6 for 2d-1, -7 for 2d, -8 for 2d+1, -9 for 2d+2, or-10 for 3d. Minimum damage is 1 point in all cases.
- Incantation Gift 1: You may not deal more than 1d-1 damage.
- Incantation Gift 2: You may not deal more than 1d+1 damage.
- Incantation Gift 3: You may not deal more than 2d+1 damage.
- Incantation Gift 4: You have no limit on damage you may attempt to deal.
Envenomed Weapon: DX(VH) General
The weapon or its projectile becomes envenomed. Such an attack gains a 1 point follow-up toxic attack that obeys the rules for the Follow-Up modifier.
You may increase the damage by adding a penalty of -1 for 1d-2, -2 for 1d-1, -3 for 1d, -4 for 1d+1, -5 for 1d+2, -6 for 2d-1, -7 for 2d, -8 for 2d+1, -9 for 2d+2, or-10 for 3d. Minimum damage is 1 point in all cases.
- Incantation Gift 1: You may not deal more than 1d-1 damage.
- Incantation Gift 2: You may not deal more than 1d+1 damage.
- Incantation Gift 3: You may not deal more than 2d+1 damage.
- Incantation Gift 4: You have no limit on damage you may attempt to deal.
Far Shot: DX(VH) Ranged
Far Shot gives a ranged weapon more range, most often by stabilizing its flight with arcane magic. An unmodified skill roll doubles both 1/2D and Max.
You may increase the range by adding a penalty of -2 to multiply 1/2D and Max by 5, -4 to multiply by 10, -6 to multiply by 20, -8 to multiply by 50, -10 to multiply by 100, and so on.
- Incantation Gift 1: You may only increase range by x5.
- Incantation Gift 2: You may increase range by up to x10.
- Incantation Gift 3: You may increase range by up to x50.
- Incantation Gift 4: You have no range limit.
Forceful Blow: DX(VH) General
This skill enhances a damaging weapon's Knockback. The attack effectevely gains the Double Knockback modifier. For a crushing weapon, use double the damage rolled to find knockback. For other weapons, calculate knockback as if using a regular crushing weapon. Damage type and amount are unaffected. Forceful blow only changes knockback.
Ghostly Weapon: DX(VH) General
Gives the weapon the Affects Insubstantial enhancement, allowing it to affect ghosts and other insubstantial foes.
Guided Weapon: DX(VH) Ranged
Guided Weapon lets you control a projectile after releasing it, guiding it to its target with magical whistling, arcane telekinesis, etc. This works just like the Guided enhancement. The attack ignores range penalties and the projectile moves at 1/2D yards/second, regardless of its normal speed, until it hits the target or reaches Max range. Against distant targets, you must take a Concentrate maneuver on turns after the first to control your weapon.
You may add a penalty of -1 if the projectile can turn around for a second attack next turn at the original skill level in the event that your target dodges the first one. You may take a -2 for a third pass and so on.
Guided Weapon cannot be combined with Conic Blast, Multi-Shot, Shockwave, or any other skill that affects multiple targets by default. It guides one attack to one target, but that target does not have to be the original attack's target.
Homing Weapon: DX(VH) Ranged
You may let your projectile guide itself to a target using any one sense that you yourself possess. You must take an Aim maneuver and make an unmodified weapon skill roll to "lock on", but you can ignore all ranged combat modifiers except for effects that obscure the chosen sense you're aiming with. The weapon then homes in on its target as if it had the Homing enhancement. It ignores range penalties and moves at 1/2D yards/second, regardless of its usual speed, until it hits the target or reaches Max range.
You may add a penalty of -1 if the projectile can turn around for a second attack next turn at the original skill level in the event that your target dodges the first one. You may take a -2 for a third pass and so on.
Homing Weapon cannot be combined with Conic Blast, Multi-Shot, Shockwave, or any other skill that affects multiple targets by default. It guides one attack to one target.
Incendiary Weapon: DX(VH) General
The weapon or its projectile is wreathed in flame. In effect, it acquires the Incendiary modifier. Treat such attacks as if they had a 1 point burning attack as a follow-up. The real benefit here is that the weapon can retain its original damage type but still set fires. This can be used to enhance Burning Attack (below).
You may increase the damage by adding a penalty of -1 for 1d-2, -2 for 1d-1, -3 for 1d, -4 for 1d+1, -5 for 1d+2, -6 for 2d-1, -7 for 2d, -8 for 2d+1, -9 for 2d+2, or-10 for 3d. Minimum damage is 1 point in all cases. You may also add an additional -2 per flammability class shift (maximum 5 shifts, or 4 for a Burning Attack, which always gets one free shift).
- Incantation Gift 1: You may not deal more than 1d-1 damage.
- Incantation Gift 2: You may not deal more than 1d+1 damage.
- Incantation Gift 3: You may not deal more than 2d+1 damage.
- Incantation Gift 4: You have no limit on damage you may attempt to deal.
Multi-Shot: DX(VH) Ranged
You can supernaturally split your projectiles in midair, increasing Rof. For missile weapons, this uses up only the usual number of shots. For thrown weapons, you just need to have one weapon to hurl. In either case, the additional shots las for long enough to do harm and then vanish. If someone examines the scene, they will only find the number of projectiles present before the split.
A Multi-Shot attack effectively gains the Rapid Fire modifier. Not all shots will necessarily find targets. Use usual rapid fire rules (add link to rapid fire here).
An unmodified skill roll gives +1 to weapon RoF. You need RoF 5+ before you can use Spraying Fire or Suppression Fire. You may add +1 RoF per additional -1 penalty with no limit. If your skill is high enough to deal with -18, you're certainly welcome to try for a RoF 20 bowshot!
- Incantation Gift 1: You cannot increase RoF by more than +2.
- Incantation Gift 2: You cannot increase RoF by more than +4.
- Incantation Gift 3: You cannot increase RoF by more than +8.
- Incantation Gift 4: You may increase RoF by as much as you wish.
Penetrating Strike: DX(VH) General
The weapon hardens, becomes partially insubstantial, or does something else that lets it pass through DR, giving it the Armor Divisor enhancement. The basic armor divisor is (2), but this can be improved to (3) for a -2 penalty, (5) for a -4 penalty, (10) for a -6 penalty, (100) for a -8 penalty, or a -10 penalty to bypass DR entirely.
- Incantation Gift 1: You cannot increase Armor Divisor to anything past (3).
- Incantation Gift 2: You cannot increase Armor Divisor to anything past (5).
- Incantation Gift 3: You cannot increase Armor Divisor to anything past (100).
- Incantation Gift 4: You may increase Armor Divisor to completely ignore DR if you wish.
Project Blow: DX(VH) Melee
Your melee weapon delivers its usual damage from a distance. This makes your melee attack a ranged attack with Acc 3, Range 10/100, RoF 1, Shots N/A, Bulk -2, and Recoil 1. Use the usual melee combat skill for the attack, not a ranged combat skill. Project Blow doesn't unready the weapon for melee use.
This takes time to use a second time. If you want to use this ability again on the same turn, the skill is at -10. The penalty is -9 for 1 the next turn, -8 in two turns, -7 in three, -6 in four, -5 in five, -4 in six, -3 in seven, -2 in eight, -1 in nine, and no penalty after 10 turns. Restart the counter after each use.
- Incantation Gift 1: You may attempt to use this once every 8 seconds.
- Incantation Gift 2: You may attempt to use this once every 6 seconds.
- Incantation Gift 3: You may attempt to use this once every 2 seconds.
- Incantation Gift 4: You may attempt to use this as often as you please.
Shattershot: DX(VH) Ranged
Shattershot causes the projectile of a damaging ranged weapon to rupture on impact, scattering harmful fragments. The attack gains the Shrapnel modifier. Note that this destroys the projectile, be sure you want to sunder reusable ammo like an arrow or spear. This will only affect one shot of ammunition per turn.
An unmodified skill roll gives fragments that inflict 1d cutting damage (or burning if the weapon is burning, incendiary, or simply on fire). The fragments attack everybody within 5 yards with a skill equal to your Shattershot level. Note, hits aren't guaranteed, cover protects, and victims may dodge.
You may increase the damage of the shrapnel by giving your roll a penalty. For -2 the shrapnel will attack everyone within 10 yards with 2d, -4 will attack everyone within 15 yards with 3d, -6 will attack everyone within 20 yards for 4d, -8 will attack everyone within 25 yards for 5d, or -10 will attack everyone within 30 yards for 6d. However, fragment damage can never exceed the underlying attack's basic damage.
Shattershot cannot be combined with Conic Blast.
- Incantation Gift 1: Your shrapnel may not do more than 2d damage.
- Incantation Gift 2: Your shrapnel may not do more than 3d damage.
- Incantation Gift 3: Your shrapnel may not do more than 5d damage.
- Incantation Gift 4: Your shrapnel may not do more than 6d damage.
Shockwave: DX(VH) General
The weapon launches explosive attacks. With a melee weapon, you smash your hands together, drive the charged-up weapon into the ground, or something similar, causing a blast that is centered on you but doesn't harm you. Make a combat skill roll to execute this move, but don't attack a specific foe. For a ranged weapon, the projectile explodes or causes a massive shockwave wherever it hits. If your ranged attack misses, roll for Scattering to determine the location.
Treat the weapon's damage as if it had the Explosive modifier, regardless of damage type. Divide damage by three times the distance in yards to each target. You may instead divide the damage by twice the distance in yards by applying a -5 penalty to skill, or apply -10 to divide the damage by the distance in yards.
Shockwave cannot be combined with Conic Blast.
- Incantation Gift 1: The explosion cannot do more than Damage/3xYards from Center.
- Incantation Gift 2: The explosion cannot do more than Damage/2xYards from Center.
- Incantation Gift 3: The explosion cannot do more than Damage/1xYards from Center.
- Incantation Gift 4: The explosion cannot do more than Damage/1xYards from Center.
Stupefying Blow: DX(VH) General
Lets you envenom your weapon or make a pressure-point strike in such a way that a living victim may suffer a mental Affliction. If any damage penetrates the target's DR, they must make a Will roll, at -1 per 2 points of penetrating damage, or suffer the bad effect.
The default effect of a failed Will roll is that the foe is mentally stunned. They may roll vs. Will at the same penalty every turn to recover. The attack may inflict a different effect if desired. The Stupefying Blow roll will be at -1 per -1 to DX or IQ, -1 for Tipsy, -2 for Drunk, -3 for Euphoria, -5 for Daze or Hallucinating, -10 for Ecstasy or Seizure, -15 for Sleep, and/or -1 per -10 points of mental disadvantages (but never self-imposed ones).
- Incantation Gift 1: Your maximum penalty to skill may not exceed -2.
- Incantation Gift 2: Your maximum penalty to skill may not exceed -4.
- Incantation Gift 3: Your maximum penalty to skill may not exceed -8.
- Incantation Gift 4: You have no maximum penalty to skill.
Sudden Death: DX(VH) General
Sudden Death gives the weapon a type of Delay enhancement. Resolve the weapon attack normally and work out what injury or other baneful effects your victim would suffer, given the damage roll, DR, damage type, etc. But don't apply these when you deal the blow. Instead, they happen on your command, at any future point and from any distance.
By applying a -5 penaltly, you may have your Delay trigger on certain conditions such as "when the victim next sleeps", rather than when you actively choose to trigger it.
It is possible to neutralize the pending effect. Typically Esoteric Medicine, Remove Curse, Exorcism, or Neutralize Poison depending on how you decide your attack takes place.
You may always cancel the pending effect permanently at any time, from any distance, instead of activating it.
Telescoping Weapon: DX(VH) Melee
You can cause your melee weapon to change length briefly by physically altering it instead of changing grips. This allows it to hit a foe who's out of reach, or enables you to fight in Close Quarters without the usual penalties. In effect, you're able to adjust your weapon's intrinsic Melee Attack limitation. An unmodified attack increases or reduces the Reach by 1 yard. Allowed Reach categories are, in order: C, 1, 2, 3, and 4.
For -2 you may change it by 2 yards, -4 for 3 yards, or -6 for 4 yards. Final Reach must fall within the C-4 range.
Transformation Skills
These skills change the fundamental nature of your weapon. You may only use one of these skills at a time, but you may empower this attack with any of the above empowerments so long as they follow the same rules as usual.
Binding Shot: DX(VH) Ranged
Lets you convert a damaging ranged attack into a Binding. The projectile trails silk, sprouts tendrils, turns to goo, etc., tying up the target. Roll your usual damage dice and read the result as the Binding's ST, no actual damage occures. The Binding's DR is ST/3, rounded down.
You can add certain Binding modifiers by rolling at a -2 for Sticky, -6 for Engulfing, and/or -8 for Constricting or Suffocating.
Burning Strike: DX(VH) General
The weapon or its projectile turns to flame or a scorching heat blast, converting the damage of a non-burning attack from its usual damage type to burning. For most attacks, the main benefit is that you can set fires. For impaling or piercing weapons, you end up with a tight-beam burning attack, which can target vital areas.
Chilling Strike: DX(VH) General
This skill turns the weapon into some sort of cold projector or even a blade of chilling negative energy. Roll damage as usual, but but interpret it as fatigue damage that works like the FP loss described for Cold, which is difficult to recover from. In effect, this grants the Freezing modifier.
Corrosive Strike: DX(VH) General
Coats the weapon in acid, turns into a disintegrator, or otherwise converts the damage of a non-corrosion attack from its usual damage type to corrosion. Doing so halves the basic damage rolled, however.
You can modify the damage to 60% instead of 50% for a -2 penalty, 70% for -4, 80% for -6, 90% for -8, or full damage for -10.
- Incantation Gift 1: You cannot do more than 60% of total damage.
- Incantation Gift 2: You cannot do more than 70% of total damage.
- Incantation Gift 3: You cannot do more than 90% of total damage.
- Incantation Gift 4: You may do full damage if you wish.
Crushing Strike: DX(VH) General
Blunts the weapon or engulfs it in a broad foce field, converting the damage of a non-crushing attack from its usual damage type to crushing. This lets a deadlier weapon "merely" beat a victim senseless.
Cutting Strike: DX(VH) General
Narrows or sharpens the weapon in one dimension, converting the damage of a non-cutting attack from its usual damage type to cutting. Good for severing limbs.
Dazzling Display: DX(VH) General
Lets you convert a damaging attack to Obscure directed at vision. A melee weapon becomes a shaft of darkness or brilliance, or generates a visible shockwave that warps light, affecting a two-yard radius or a radius equal to its Reach, whichever is larger, on any turn when you use this skill. This effect is centered on you. A projectile fills a two-yard radius with darkness, glare, smoke, or something similar where it hits, which lasts 10 seconds.
Roll your usual damage dice and halve the result (round down). Read this as the Vision penalty, to a maximum of -10. No actual damage occurs. You can add a -5 penalty to make it so the Vision penalty doesn't apply to you.
Deafening Display: DX(VH) General
Lets you convert a damaging attack to Obscure directed at hearing. A melee weapon cracks, hums, rattles, etc., making a din that affects two-yard radius or a radius equal to its Reach, whichever is larger, or any turn when you use this skill. This effect is centered on you. A projectile goes off like a string of firecrackers or otherwise makes a racket, making hearing difficult in a two-yard radius for the next 10 seconds.
Roll your usual damage dice and halve the result (round down). Read this as the Hearing penalty, to a mazimum of -10. No actual damage occures. You can add a -5 penalty to make it so the Hearing penalty doesn't apply to you.
Impaling Strike: DX(VH) General
Requires Incantation Gift 4
Greatly narrows or sharpens the weapon in two dimensions, converting the damage of a non-impaling attack from its usual damage type to impaling. This gives -1 per die on the basic damage roll, however. With a -5 penalty, you can deal full damage.
Piercing Strike: DX(VH) General
Give the weapon a narrow-but-blunt profile by reshaping it, projecting a force field, etc., converting the damage of a non-piercing attack from its ordinary damage type to piercing. This improves blunt trauma for most non-crushing attacks and allows crushing attacks to target vital areas.
You can deal small piercing for +2 to skill, large piercing for -2, or huge piercing for -5.
Toxic Strike: DX(VH) General
Sprays poinson, strikes lethal pressure points, or otherwise converts the damage of a non-toxic attack from its usual damage type to toxic. Toxic damage only harms living things and has no special damage effects, but it also leaves no bruises or obvious wounds, in this case, any other evidence! In effect, it's Dim Mak: The Hand of Death.
Vampiric Weapon: DX(VH) Melee
You're capable of converting the injury you inflict with a melee weapon into a "life force drain" that can heal your own injuries. For every full 3 HP of injury your weapon inflicts on a living victim, you heal 1 HP. You can't raise your HP above normal.
You heal 1 HP per full 2 HP of injury with a -5 penalty, or -10 to heal 1 HP per HP of injury, -5 to "heal" an Energy Reserve instead of HP at the same rate.
- Incantation Gift 1: You may heal at a rate of 1 HP per 3 HP of injury.
- Incantation Gift 2: You may heal at a rate of 1 HP per 3 HP of injury and you may "heal" an Energy Reserve instead of HP.
- Incantation Gift 3: You may heal at a rate of 1 HP per 2 HP of injury and you may "heal" an Energy Reserve instead of HP.
- Incantation Gift 4: You may heal at a rate of 1 HP per 1 HP of injury and you may "heal" an Energy Reserve instead of HP.
Withering Strike: DX(VH) General
This skill's effects are obviously supernatural. The weapon penetrates DR as usual but leaves no wound. Instead, it visibly drains the target's vital bodily fluids. Roll damage as usual but interpret it as fatigue damage that works like the FP loss under Dehydration or Starvation, your choice.