Charms and Feats created for Darkest Light Spell in Xeos | World Anvil
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Charms and Feats created for Darkest Light

Charms and Feats: Continuously Updated   Things all Princesses know:   Circle: Spending quality time with your group can improve not only your mental state, but also your physical state. Spending time together after a hard day, your wisps are fully recovered, your transformation chances are fully recovered, your health, and charm slots are all fully recovered for, minimum of one hour. Without circling, you recover up to 75% health back, up to half spell slots/points of any kind recovered, up to half you wisps, and up to half the transformation charges.     Mandate: Every Court has a Sacred Oath. By seeing a chance to act on that Sacred Oath and taking it to the next level, and make a real difference. By putting yourself in the best position, and pulling through, you can recover 1d4+1 wisps back.     Royal Tongue: a unique and special language, like Thieves’ Cant or Druidic, only Royalty can know this tongue.     Signature Move: Use Max Amount of Wisps If you have a theme song, +5 to dmg Signature Moves can either have some kind of effect (a mass healing effect, a counter, etc), damage with an added effect, or straight damage. Your Signature Move ALWAYS does your Court Affinity damage.   After level 3, based on your court, a special effect happens with your signature move((**Since there are no Hearts Court Royal. You can go to the Hearts Court to learn the Terra perk after you successfully used your court’s perk.):   Aria(Spades): With the Four Winds at her back, The Princess moves at blinding speeds to strike at the darkness. The princess can teleport up to twice her speed before or after the Signature move. Can use Signature move even if Princess used their action to dash or disengage.   Aqua(Diamonds): Moving like water, adaptive, constant, the Princess moves to end darkness before it ends the light. The princess can use her reaction to interrupt another target's turn.   Fuaco(Swords): With righteous fury boiling over, the Princess explodes to burn away the darkness. Instead of targeting one enemy, the signature move targets all the princess can see in a 20 foot radius, minus allies.   Legno(Clubs): Mastery over nature let's the Princess call upon it to hold back the darkness. The target is entangled/restrained = 1d6+1 rounds.   Terra(Hearts): Being tough as earth helps the Princess know where to strike the darkness to break away it's armor. After the hit, the target suffers a negative to ac equal to the Princess's main ability modifier. Shield spells and magical armor are dispelled. Takes whole action (so if you attack twice, you can only attack once with Signature Move)   Roll to hit, when it hits, it becomes a crit.   Melee (close and ranged): range: your walking speed: Max weapons dice dmg + roll weapon dmg + stat modifier + proficiency   Example: Jacqi uses her signature move, Laughter of the Spade: Ink Splattered Wind. She uses her quill-rapier, so it would be 1d8 + 8 + Dex + proficiency. If there is anything extra giving her extra dice to the roll, add that once, and if it needs to be rolled, roll it. Court affinity & effect are applied.   Spell Effect: Range: your walking speed. It triggers a spell effect 2d6+ 12 + spell casting stat +proficiency. The damage type is Court Affinity (ie radiant, fire, ice/water, earth(bludegoning), wind(lighting/thunder), nature(force)).   Example: Jacqi uses her signature move, she rolls 2d6 + 12 + Wis mod + proficiency.   Whatever the damage type, the target loses resistance/immunity   After using it, you suffer 1d4+1 hours of level 2 exhaustion.     Royal Crit: ONLY DURING A BOSS FIGHT: After you roll a Nat20, roll again, if you roll an 18, 19, or 20 you do maximum damage. Cannot be used in conjunction with Wisp:Against All Odds.     All Out Attack: When you break or exploit a creature's weak point, the creature has to roll a Con save, 15 or half the damage which is ever higher. If failed, the creature falls prone. Then the Royals can call an all out attack and roll damage.     Death Cry: your death saves are a fight to stay alive and to push your friends to continue the fight, even if you are out of the fight. Roll a charisma check, pass and everyone gets a +1 to their attack rolls, ability checks, and saves for every success up to +2. Pass all three death saves, you are stabilized, and conscious, just at 0 hit points and unable to do anything until you are healed to at least 1, at this point you are so focused on not losing consciousness. Fail at least one save, and you pass out completely. If you save, then fail, your party keeps the bonus. You do not benefit from this.     Noble Glide:   *Special Charm. All Royals know this Charm**   Your walking speed= fly speed   Bonus Action Cast, V   No concentration   It starts off at 1st level, and every two levels (1, 3, 5 etc) you cast it at a higher level. It doesn't consume a spell slot, you can cast it as many times as your highest modifier, refreshes on a short rest. You fly # minutes at the level it's casted. (1st level= 1 minute, 2nd level=2minutes, etc). When in the air and the duration ends, you have Feather Fall until you hit the ground.     Non-combat initiative. Initiative when the group wants to do different things in a town or in a place this will help hopefully to keep side activities more streamline. Straight d20 roll     FEATS:   Student of the Blade: By taking this feat, you become proficient in any melee weapon. As well as, as you learn Fighting Styles, you can use any weapon for a style, as long as the style is melee style and isn’t specialized (ie: shield fighting can only be used with shields.)     Veiled in Magic: Having a secret identity is hard. It’s even harder when your enemies have supernatural senses and connections. Gain proficiency in deception, stealth, or survival, if already proficient, gain expertise. Gain advantage when using one of these skills to keep your secret life just that, a secret.     White Rabbits: Chasing dreams is something you take seriously. Trips the Dreamlands can be a dangerous one when one isn’t prepared. Gain proficiency in Insight, Investigation, or Perception. You have advantage on finding dream doors. To consult the Prophecy Rabbits, you roll d20 + proficiency bonus. Depending on your roll, depends on the kind of information you receive. Prerequisite to seeking the Embassy of Dreams.     Flash Step Raise you Dex or Str by one, to a max of 20 When you are hit, you gain resistance to that damage type until the start of your next turn. After calculating damage, you may use your reaction to move up to half your walking speed, faster than the eye can track. Does not provoke attack of opportunity. To use again, move 0 feet on your next turn.   Take the Hit: As a reaction, you can leap up to your walking speed, as you stand in front of your friend and you take the hit meant for them.   Controlling My Own Power: After taking this feat, you learn to control power you once had no reign over. Using the light within, as a reaction, you can dictate up to 8 creatures, including yourself, to not be affected by a spell, feat, or ability you have. Every time to transform with this feat, you name one spell, feat, or ability you have that forces a save. That chosen spell, feat, or ability does not harm you 8 allies and yourself.   Shikigami (Pact of the Chain feature): You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Need the materials for the spell.   When you cast the spell, you can choose one of the normal forms for your familiar: choose: bat, cat(dog, fox), crab, frog (toad), hawk(eagle, or falcon), lizard, octopus, owl, snake, fish, rat(mouse), raven(or small bird variant), sea horse, spider, or weasel(ferret, sable). Or something else you would like, we can discuss   Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.   Find Familiar spell:   Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn.     When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.     While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.     As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.     You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.     Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.     * - (10 gil/dollars worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier     CHARMS:     All Charms can be learned by all Royals. If your Court matches the Charms original Court, gain bonus dice equal to your level halved (rounded down) to the Charm.   Number of uses:   1st rank: x your highest modifier   2nd rank: x your proficiency bonus   3rd rank: x your highest modifier halved   4th rank: once per fight   5th rank: once per fight, and only learned by your court (5th rank aria is only learned by spades, 5th rank fuaco is only learned by sword, etc)     To access Charms & upgrades, train in Dream World.   Charms and Upgrades are learned Separately.   To learn charms/upgrades neutral to the Courts, spend two nights per rank in the Dreaming to learn the Charm/upgrades.   To learn Charms/upgrades of your Court, spend 1 night per rank training in your Court.   To learn charms/upgrades outside your Court, spend 3 nights per rank training in that Court.     1ST RANK   Aura Flash   Rank 1   1 wisp **   1 action   You designate a point within range and there, you create an explosion of radiant light. Creatures within a 15 ft. radius make a Constitution saving throw. A target takes 2d8 radiant damage and is blinded until the end of its next turn on a failed save, or half as much on a successful one, and is not blinded.   When you use this charm, for every extra wisp spent (max of 4 wisps), amount of radiant damage increases by 1d8 for each wisp used.     Balm:   Rank 1   1 wisp   1 action   Your spell casting modifier   Learn a Cure Wounds spell effect(goes off Charm charges, not spell slots) and two non-damaging cleric cantrips (these can be used at will, no cost)   Upgrade: Greater: -Prereq-level 5- Cast Cure Wounds spell effect at a higher levels, up to spell level 4 (add a d8 for every level above one you cast) - learn one level 2 non-damaging Cleric Spell (used once a day)   Upgrade: -Prereq Greater upgrade- Revitalizing Aura: You emanate an energy that is healing for the soul. You heal every friendly creature in a 10 ft. radius area by 1d6 every turn for 1 minute. Can spend extra wisps to increase dice count. For every wisps spent, up to 3, add a d6 of healing and increase the radius by 5ft.   Upgrade: Miraculous- Prerequisite--level 12-- 2x per day, you can cast Mass Heal     Bubble shield   Reaction   1 wisp   Gain resistance to the oncoming attack   Story Upgrades:   Upgrade: Double Bubble : +1 wisp Create a bubble shield for another creature   Upgrade: Bubble Wall : +4 wisps Create a 10 x 10, 1 inch thick wall of bubbles for AoE attacks/spells.   Upgrade: Impervious Bubble : +6 wisps Gain Immunity to the oncoming attack. Has a two turn recharge on the same target.   Unseen Traveler   Rank 1   1 wisp   1 action   1 hour   A Princess usually wants to be seen, to be noticed, to be the one that holds the lantern of Light that is the beacon to guide others. But sometimes, being seen is exactly what you don’t need, as the Darkness flees from the Light it becomes harder to determine its plan and intent. The Royal uses 1 wisp to push the Light away just enough to not be seen, +10 stealth check for up to 1 hour.   Upgrade- Stake Out, 3 wisps: Include up to 7 people under Unseen Traveler   Upgrade: Elusive(Aria) 2 wisps: In her cloak, the Princess is difficult to notice. When using Unseen Traveler, spend 2 wisps at casting to impose disadvantage on any Perception/Investigation rolls, as well as give the opposition a -5 to their passive perception/investigation to find the Royals.     Celestial dance   Rank 1   Permanent   When the Princess transforms, she moves with the grace and speed of an Olympian gymnast. Add 10 feet to your movement and use Dash as a bonus action.   Upgrade: Swift - Permanent Stacks, up to 3: The Princess moves a little faster than any normal human can. She adds +1 to her Initiative and +5 movement speed each time she takes this upgrade.   Upgrade: Speed of Lightning (Aria) Lightning courses through your veins. Taking this upgrade, you move unnaturally fast. Gain one of these bonuses, you may pick a different one every time you transform -Move double your movement speed, Gain a second reaction/bonus action, or difficult terrain doesn’t cost you extra movement.   Upgrade: Trail Blazer (Fuaco) The Princess can leave a blazing trail. Whenever she uses the Dash bonus action, she can leave a five foot wide line of burning hot flames, as long as your dash line. The flames last 1d4+1 rounds. You can dictate who is affected by the flames. You are immune to your own flames. If you travel through enemies, make a Athletics Str check to pass through them. If failed, you are stopped, and what stopped you suffers 1d4 of fire damage. If successful, you knock the creature prone if they are Large or smaller and you continue past that creature, they take 1d4 fire damage.   Upgrade: Gripping (Legno) In high places, the Princess cannot put a hand or foot in the wrong place. Gain a climbing speed equal to your walking speed. When she is climbing and has this upgrade, she does not lose her grip on a dramatic failure; she only loses her next movement recovering from her mistake.     Data Wizard   1st rank   Permanent   Gain a supernatural smartphone or laptop. Gain advantage on arcana rolls dealing with the supernatural and survival investigate rolls while using the internet looking up supernaturals. Gain access to the Wyrd Wild Web for 1 wisp. Have a secure line to contact your friends.     Third Eye   1st Rank   1 wisp   Duration 6 hours   1 bonus action   Can see auras of living things. Depending on the color and intensity, the aura will give off certain information (magical, affection towards another, if it’s reciprocated, so on). Can be used while mundane, for one wisp for one hour.   Upgrade: All Knowing: Special story upgrade:   2 wisps   Duration 3 hours   1 bonus action   Be able to see a being’s true aura (whether they are magical or not, and what kind of being they are.) See invisible creatures. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:  
  • Strength score
  • Dexterity score
  • One of it’s saving throws
  • Armor Class
  • Current hit points
  • Combat Level
  Upgrade: All Seeing: Special story upgrade:   4 wisps   Duration 1 hour   1 action   Be able to see a being’s surface thoughts. Be able to see into the Ethereal plane, gain true sight 10ft. Base Third Eye charm becomes permanent with no activation costs, no matter what form you are in.     Whispers from Afar:   1st rank   1 wisp   Use spell casting ability   1 action   Lasts 6 hours.   What need is there of speech between you and those you love? A Princess uses this Charm to communicate with another person; if he is not present, the Intimacy modifier applies. The conection stays as long as the Royals are on the same plane.   Intimacy Chart:  
  • 0 Sensory: You can see the target directly.
  • -2 Love: The target is a longtime friend, a member of your family, a romantic lover or a prized possession.
  • -4 Friendship: You know the target well; or the target is something you own and care about.
  • -6 Compassion: You know the target slightly; or the target is a typical item you own.
  • -8 Acquaintance: You have met the target briefly; or the target is an item you have held.
  • -10 Few feelings: You have a verbal description of the target, but nothing more.
  Dramatic Failure: For the duration, the Princess imagines the voice of her target is speaking to her; what it says is what she generally expects him to say, but it chooses the most distracting moments to speak. She takes a -2 penalty on all Wisdom-based rolls.   Failure: The Charm has no effect.   Success: The Princess can speak directly to the mind of her target, without using her voice, and the target can reply the same way. The Charm conveys only sounds that the Princess and the target could actually speak; so, for example, if one thinks in a language the other doesn’t know, he hears the words but cannot understand them. On the other hand, anything said is heard as clearly as if the two of them stood together in a quiet room. The first time someone is the target of this Charm, he must roll Wisdom (insight) to learn how to speak through the link (and, possibly, to persuade himself that he isn’t imagining the voice in his head.)   Exceptional Success: In addition, by concentrating the Princess and the target can share a memory. The one who has the memory makes a memory roll(history roll) to recall it; whatever she recalls passes over the link, and the other makes a memory roll to retain the information. This takes an instant action from both characters   Upgrade: Party-Brings up to 6 other creatures in on the voiceless link.   Upgrade: Borrowed (Aria)- The Charm’s link between minds carries sensations. Anyone in the link can make a Perception roll at a -2 penalty to borrow the senses of another person in the link for a brief moment, seeing what the other sees and hearing what she hears in that moment.     Kensai -all royals have this charm-   Kensai and Levin Bolt can be "learned" multiple times, just need to say, while long resting, I create a new kensai/levin bolt weapon. Have up to four kensai & four levin bolt. Each of those weapons can only have up to 3 upgrades. Reforged/Heavy Round does not apply to those upgrades.   Rank 1   Permanent   The Royal creates a weapon out of a hard light. It takes the form of any weapon, and has the stats of that weapon. Can learn multiple times to create different weapons. Each kensai can have up to 2 upgrades applied to it. Can be relearned multiple times for multiple weapons. ***   Upgrade: Reforged (special story upgrade)   Stacks, up to 3 Each time the Princess takes this upgrade, she adds 1 to her weapon’s damage and attacks rolls.   Upgrade: Subduing The Princess’s weapon can cut a foe or merely bruise him, as she wishes. Each time she attacks, she chooses which type of damage the blow inflicts, lethal or subdue damage. Downgrading a lethal weapon to subdue adds +1 to its damage rolls; upgrading a subduing weapon to lethal subtracts -1 from its Damage. Cn also be applied to a Levin Bolt weapon.   Upgrade: Precise (Acqua ) The Princess places her strokes with marvelous accuracy. If she learns this Acqua upgrade, she may ignore up to her proficiency bonus to the creature’s AC.   Upgrade: Sharp (Aria) Like the wind, the Princess’ weapon slips through gaps in her target’s protections. If she learns the Aria upgrade to an attack, the weapon range doubles. She attacks so fast, the air around her slices.   Upgrade: Burning (Fuoco) The Princess’ weapon erupts into flame. The weapon gains the explosive property, upon a hit, everything within 10 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d6 fire damage.   Upgrade: Clinging (Legno) The Princess’ weapon wraps around her opponent’s flesh, as tree roots burrow into the earth. With the Legno upgrade, the Royal’s weapon plants fast growing plants that wrap around the opponent. They must succeed a STR save against half the weapon damage dealt, or a save DC of 15, whichever is higher. On a fail, the target is restrained.   Upgrades: Heavy (Terra) Rocks and soil merge with the hard light to create the weight of the Heart. Turn any weapon that has at least does 1d6 in damage into a siege weapon.     Levin Bolt -all royals have this charm- Rank 1   Permanent   The Royal creates a ranged weapon out of a hard light. It takes the form of any ranged weapon, and has the stats of that weapon. Can learn multiple times to create different weapons. Each levin bolt can have up to 2 upgrades applied to it.   Upgrade: Heavy Round (special story upgrade) Stacks, up to 3 Each time a character takes this upgrade, add 1 to the weapon’s to hit and damage rolls.   Upgrade: Fast Reload With this upgrade, the action it takes to reload a weapon (even if it is to load light) brings it down to a bonus action.   Upgrade: Longshot The weapon’s range doubles.   Upgrade: Geyser (Acqua ) In addition to taking damage from the weapon’s shot, a target is pushed away. If the Princess applied the Acqua upgrade to a weapon, the target is pushed up to half the creature’s walking speed away. Does not trigger an attack of opportunity. As ice forms on them, they lose their reaction until the end of your next turn.   Upgrade: Guiding Wind (Aria) The weapon’s shot guides itself around obstacles and strikes. Once per turn, if the Royal applied this upgrade to a weapon, and the attack roll misses, the Royal makes a new attack roll at -5 to use the wind to guide the shot back to the creature.   Upgrade: Burning (Fuoco) If the Princess applies the Fuoco upgrade to a weapon, and her target takes damage from it, the person is lit on fire. Every five feet the creature moves, they take 1d6 fire damage, when the creature attacks, they take 1d6 of fire damage.   Upgrade: Soothing (Legno) If the Princess applies the Legno upgrade to a weapon, and a target takes damage from it, a dose of an opiate enters his bloodstream, and he must roll a con save. If he fails, he suffers the effects of a dose of morphine and falls asleep.   Upgrade: Quaking (Terra) If the Princess applies the Terra upgrade to a weapon, the earth bucks under the target’s feet as the weapon’s shot strikes him. In addition to taking damage, the target must succeed on a Dex save or be knocked prone.     RANK 2 CHARMS   Charge   Rank 2   1 Action   No Cost   By touching someone (or something) with a pool of Wisps, the Princess transfers some of her own Wisps to the other pool. She gives 1 Wisp, up to her level. She cannot give more Wisps than the target can hold.   Upgrade: Accepted The Princess may take Wisps from others, if they are willing to give them. If the target consents, the Princess takes 1 Wisp up to her level, up to her normal Wisps/turn limit. She may tap a Bequest with a pool of Wisps, if it is transformed. Upgrade: Distant The Princess can send Wisps to any person she can see; she need not touch them. With Accepted, she can take Wisps from those she can see as well. Bequests can’t be affected from a distance – she still must touch them to use Charge on them.   Upgrade: Anonymous Requires Distant Cost: +1 Wisp The Princess may use the Charm on people who are not present, applying the Intimacy modifier.     Honorable Duel   Rank 2   2 wips   1 action - Concentrate - 4 rounds   You target a creature and invite it to duel. The target makes a Wisdom saving throw. On a failed save, it moves 30 ft. towards you on each of its turns and feels obliged to attack only you.   Seeds of Light   Rank 2   Action/Duration: Special   Cost: Special   The Light exists within the world, within the hearts of all men. However, with will and effort, the Hopeful may calcify Wisps into gem-sized, imperishable Seeds, proof against the ravages of chance. Each Wisp spent on the Charm forms a separate Seed. The Princess does not have to decide how many Seeds to calcify beforehand; after spending 2 minutes of preparing, she starts to concentrate on her pool of Wisps. Each three successes accumulated allows the Princess to transform one Wisp into a Seed. The shape of a Seed is a profound expression of its creator’s soul, and is heavily influenced by the INvocation/Court Affinity Element (if any) applied in its making. (Applying Legno, for instance, often creates Seeds in the form of living, unchanging flowers - roses, in particular.) Any character examining a Seed, if they make a Insight-Charisma roll, can recognize a Seed as coming from the same hand as one they’ve seen before. To recover the Wisp from a Seed, a character must bring it into contact with their phylactery, and spend a minute in concentration. No actions may be performed while doing this, and the character is at disadvantage Perception, so deep is their focus. The Seed glows, and becomes incohesive, melting into their soul, and adding the Wisp to their pool. If the character’s Wisp pool is full, the Seed vaporizes and releases the Wisp into the air, where it dissipates. As tiny fragments of solidified Light, Seeds are incredibly alluring to creatures of the Darkness.     3RD RANK   Regenerate:   Rank 3 (need Balm&Upgrade:Greater to learn)   3 wisps   1 action   Restore up to 3d8+10 of a creature’s hit points. Over the next hour the creature will heal their Constitution Modifier every 15 minutes. The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. Con check to see if the wound leaves a scar.     Royal stature   3rd rank   3 wisps   1 action   Learn the enlarge/shrink spell.     Outrace the sun   3rd rank   3 wisps   1 action   Duration: 1 hour   Requires: Celestial Dance (1x Swift) The Princess can reach the speeds of a car on the open road. Non combat speed triples. -5 to perception, -10 passive perception. If hit or strikes a creature or object, suffer 3d10 bludgeoning damage.     Court Based Charms:   Some charms will add more to known spells.   Acqua/Diamonds:   Betraying Snow Rank 1   1 wisp   1 action - lasts up to 4 hours (2 hours in the summer, 6 hours in the winter)   You designate a point. Ice and snow, in a 20 ft. radius of the point, becomes weak and brittle and makes a loud noise when stepped on. Creatures passing through the area are now have disadvantage on their Dexterity (Stealth) checks. As long as the Royal that casted it is within a mile of the Betraying Snow, they can hear the cracking ice. They will also know if the snow melted.     Refutation in Arms   Rank 2   Requires: Melee Weapon   2 wisps   Insight+Melee Attack Bonus   1 action   Duration: 1 fight The attacks of a fighter fall into patterns, and the Princess can read those patterns. When she wields her Kensai weapon and faces another in close combat, she may activate this Charm.   Dramatic Failure: The Princess misreads her foe. For the rest of the scene, all her attacks on this opponent take disadvantage, and she cannot use Refutation in Arms again.   Failure: The Princess learns nothing from her foe’s movements.   Success: All the Princess’ attacks on this opponent gain a +1 bonus until the Charm ends. Exceptional Dramatic Success: All the Princess’ attacks on this opponent gains advantage until the Charm ends. A Princess can gain a bonus from this Charm against only one target at a time; if she uses it again before the scene ends, the first use of the Charm ends immediately.   Bath of Souls   Rank 3   3 wisps   Action: Instant and resisted, Charisma Save vs Royal's Int DC   Duration: 1 day   The Princess brings someone lost in madness back to rationality for a time.   Dramatic Failure: The Princess’ intervention makes matters worse. The target’s derangement continues, and the Princess cannot use Bath of Souls on him for a full week.   Failure: The target’s derangement is not affected.   Success: The target immediately recovers from a derangement he failed to resist, and does not succumb to it again for 12 hours   Exceptional Success: The target does not succumb to his derangement for a full day.   The Princess’ intervention restores her target to complete sanity. Until the Charm ends, the target automatically succeeds all rolls to resist any derangement he has. Can be used multiple days, up to 7, to completely fix derangement.   Books in Running Brooks (Avatar Charm) Action: Instant, Inner light + Int, disadvantage for general topics   Cost: 5 wisps     ... finds tongues in trees, books in the running brooks, sermons in stones, and good in everything. The Queen of Diamonds is a scholar without peer, and her avatar has all knowledge at her fingertips. The Princess’ memory instantly fills with information on the things, people and places she encounters, arranged in the fashion she finds easiest to understand.    The Diamonds Royal may ask questions equal to their Intelligence modifier on a specific topic, that must be said as the charm is cast. With each question, the royal does a Inner Light + Int modifer to determine the clarity of the answer.    If the use of this charm is for general knowledge, the roll is at disadvantage to represent the broader search of the library.        Aria/Spades:   Mage Hand upgrades   Upgrade: Dexterous: The hand can now manipulate what it grasps. She may apply her Skills to perform tasks through the hand, but takes a -2 penalty on all rolls.   Upgrade: Forceful Cost: +1 Wisp The hand can exert a strong, momentary force, lifting objects too heavy for its sustained strength. Can use Mage Hand for Strength checks to lift, pull, and push, checks are made at a -3. Upgrade: Free -Requires: Dextrous Cost: 3 wisps Duration: 8 hours The hand moves and acts without the Princess constantly steering it; she has only to give it directions. She may perform other actions while the hand manipulates objects. Because her attention is divided, all her actions take a -2 penalty, and in any turn she acts the hand cannot borrow her skills – it becomes stationary until directed next.   Up in Smoke   Rank 3   3 wisps   Sleight of Hand   1 bonus action   The Princess summons and banishes objects in puffs of colored smoke. She can move an object of Tiny to medium, depending on her success between her current location and a place she knows of; the Intimacy modifier applies to the other place, not to the object, so she can’t summon an object that’s been moved since she last saw it. Also, to send an object somewhere the Princess has to be carrying it, and when she takes an object it ends up in her hands; the Charm can’t be used on anything the Princess can’t lift.  
  • 0 Sensory: You can see the target directly.
  • -2 Love: The target is a longtime friend, a member of your family, a romantic lover or a prized possession.
  • -4 Friendship: You know the target well; or the target is something you own and care about.
  • -6 Compassion: You know the target slightly; or the target is a typical item you own.
  • -8 Acquaintance: You have met the target briefly; or the target is an item you have held.
  • -10 Few feelings: You have a verbal description of the target, but nothing more.
  Upgrade: Shuffled Cost: +1 Wisp The Princess can take an object from one distant place and send it to another with one activation. Apply the worse of the Intimacy modifiers for the two locations.   Upgrade: Treasured +2 wisps: The Princess can summon an object to herself, no matter where it has been moved; apply the Intimacy modifier for the object itself. She still cannot send objects to another place without a connection to the place.   All the World’s a Stage (Spades Avatar Charm) 5th Rank - Only Spades   5 wisps   Must know at least 4 other charms   Duration: 1 fight   1 action   Cha+Proficiency (to activate. For every number over 10, she adds 1d10 as a bonus/penalty, minimum of 1)   In a scintillating gust, the Princess’ body dissolves, flaking away into the air with a soft chuckle. Blue and white streamers track the motion of her wind-body, weaving in and out in the breeze with a soft radiance which glows brighter the faster she moves. If she is still, she’s almost invisible, only noticeable by the chill feel of the air and the breeze that stirs the area. If all the world’s a stage, then no one should notice the theatre’s manager, right? While in this state, the following abilities and changes to the Princess’ status apply: • She is in the Ethereal Plane, and may not be harmed by anything which cannot reach into this realm. • Likewise, she cannot interact with the mortal world, except by using a Charm or a power that normally allows touching things in Ethereal; and cannot apply any Invocation but Aria (use no other damage type other than lighting). • While stationary, she is almost completely invisible (Disadvantage to Perception rolls to notice her). When she moves, others may make an -5 Perception roll to notice her, and if she dashes, normal roll; but she cannot be identified.   However, these benefits are secondary to the main purpose of the Charm. The Queen of Spades’ avatar is truly a power of connections and narrative, as befits the tales she tells of the world. Before rolling, the Princess declares a story which is to happen in the scene. It may be as complicated as she likes, although no specific names may be used; descriptions must be couched in narrative conceits, rather than specific descriptors. ”Red-haired maiden” is fine; ”Sally” is not. The Charm takes effect the turn after the Princess makes her last roll. Until it ends, every ally character within sensory range of the Princess can add 1d10 equal to the number of her success (minimum of 1) to any roll (check, save, attack, & damage) on any action they take which would advance the story she chose, and an equal penalty on enemies that will use any action opposed to that story; however, the bonus and penalty never exceed her Dex modifier (minimum of 1). A character who has Legendary Resistances cut’s the number or penalty dice in half (minimum of 1), as the force of their own self-determination rejects the tale that the Princess would tell upon fate. The Princess is not herself affected by the fate-bending story power; the stage manager isn’t part of the play, after all, even if she makes it all happen.   Fuaco/Swords:   Passion's Right Hand Rank 1   1 wisp   1 action - concentrate 1 minute   Your right hand ignites, turning into a hissing, white hot, hand. You are able to melt nonmagical materials, weapons, armor, and shields. Magical materials, weapons, armor, shields are unaffected. Anything nonmagical, palm sized, will melt/catch flame in one round (6 seconds). One touch will also set nonmagical. flammable objects on fire.   Upgrade: Prereq -- 7th level-- Lava Limb: Turn up to four limbs into molten lava. Unarmed strikes will do 1d8 fuaco damage on top of the 1+str mod damage. Climbing speed goes to 30ft (if more, this does not effect it) however, you leave melted hand/foot holds. Your swim speed is reduced to 0 (zero), once your limbs hit the water, they instantly harden. If struke by a melee weapon, the creature takes your proficiency bonus in fuaco damage as lava splashes on contact.   Wreathed in Flame   Rank 3   3 wisps   1 action ***   Fire shows a Sword’s true emotion. As an action, you ignite your aura (***if you have the feat Flames of Passion, you can use this as a bonus action only if you cast a fire spell for your action.***). Anyone or anything that touches the Royal, is burned by 1d6 fire damage. Anything on the Royal is immune to the fire and anyone/anything the Royal wants immune(this includes your friends). You may do an unarmed attack to deal an extra 1d6 fire damage. Lasts until you use a free action to snuff out your aura or until you de-transform.   Upgrades:   Wild- Extend your fire aura to ten feet. Can extend your aura to your weapons. When you do damage with a weapon, add 1d4 of fire damage. The creature rolls a con save against your spell DC, if fails, the creature is burned and suffers 1d6 fire damage every round until they take an action to put out the flames.   Amaterasu: Flames as intense as the Sun burn around you. Increase Wreathed in Flames damage to 1d8, and if the creature is burned with the Wild upgrade, the flames cannot be put out.   Ember-Suppress your aura to the point the flames are a soft ember, and won’t affect anything or anyone.   Big Shot   Rank 4   Requires: Ranged weapon, ranged attack roll 1 action   4 Wisps   The Princess conjures a ball that explodes in a gout of consuming fire. The ball is shot from the ranged weapon; when it hits, it explodes with a blast area or 40ft, dealing 8d6 Fuaco, and 4d8 force damage. The explosive is also an incendiary, anything damaged by it ignites (1d6 fire every round until put out). All such fires are mundane, though the attack itself is not. The Princess may hold the ball up to her Dex mod in turns, after which it explodes wherever it is, resulting in a backfire. Anyone in a 20ft radius takes the damage, including the user.   Upgrade: Charged Shot: 2 wisps extra: If the Big Shot is held for, Big Shot does an extra d6 of Fuaco for every round it is held. However, if held beyond maximum amount, the Charged Shot will also add to the backfire.     Solar Flare (Swords Avatar Charm)   5th Rank - Only Swords   5 wisps   Must know at least 4 other charms   Duration: 1 fight   1 action   D20+con+proficiency   A Blazing crimson light shines forth from the Princess’ heart, glowing through her body and Regalia. She may walk among things not of the light, and know that they are the ones at the disadvantage.   Dramatic Failure: The Princess’ phylactery shatters, and she reverts to mundane form. The normal procedures for obtaining a new phylactery must be followed.   Failure: White light scintillates from the Princess’ clothes, but there is no further effect.   Success: The Princess goes through a second transformation, her normal Regalia replaced with ones of even greater purity and a golden light shines out from her heart. The shift releases a burst of the Light that burns away magics alien to it; all supernatural powers not of the Light rol cha save at disadvantage (creatures with legendary resistance roll normally) within a 30ft radius immediately end if failed. Powers that did not require activation remain intact. Further, for the duration, the area within a radius of her person is bathed in true sunlight. In this area all rolls to activate powers not of the light take a -5 penalty and all creatures of the Dark must roll Cha Save. If they can reach a Tainted Place within a scene they must flee to a Deep Mako Spot .   Exceptional Success: Along with the previous effect, the party gains advantage on attack rolls against creatures of the Dark, Dark Creatures have Disadvantage against the party.   Legno/Clubs: Beast Speaker   Rank 1   1 wisp   Animal Handling   1 action   Duration: 6 hours: Beast Speaker allows a Princess to speak to any animal, and understand its replies.   Dramatic Failure: The targeted animal, and any other animal of the same species, turns hostile and will attack the Princess if it can until the Charm ends.   Failure: The animal does not understand the Princess, and behaves as it normally would.   Success: The animal, and any other animal of the same species, understands what the Princess says to it, and will answer questions to the best of its ability, until the Charm ends. She may try to persuade it to act on her behalf.   Exceptional Success: The animals are well-disposed towards the Princess – they will volunteer information and are easily persuaded to help her out. She adds +2 to all rolls to question or influence them.   Tangling Vine   Rank 2   2 Wisp   1 Action   Ranged Attack   Duration: concentration, 5 minutes A net of brambles, webbing, or seaweed grow in the Noble’s hands, and she throws it at a target at a range of 30/60. If she succeeds, she entangles the target in the net, and the brambles grapple him. The Princess may spend her action in the next and subsequent rounds maintaining the grapple, rolling Str checks. If the target breaks the hold, or the Princess takes any action other than maintaining the hold, the Charm ends.   Upgrade: Thorny The net grows sharp thorns; it may inflict 1d6 piercing.   Upgrade: Wide Stacks, up to 3 times Cost: +1-3 Wisps The net is broad enough to ensnare more than one person. Roll attack for each target in 15ft radius. If miss, only miss on the target of the rolled miss.     Give Me Love   Rank 2   1 Action   2 wisps   Duration: Concentrate until lost   Cha Save   Give me peace on Earth. With their focus on harmony and understanding the Wilds are never entirely comfortable with controlling another’s opinions. Rather than making another want peace a Princess of Clubs might use this Charm to prevent violence, allowing her to pursue peace in more traditional ways: with hearts and voices. This Charm cannot be used if the Princess has attacked anyone or used a combat Charm within sight of the target.   Dramatic Failure: The Princess somehow manages to revert the Charm on herself. She cannot attack and suffers -2 AC from slightly constricting plant life. What’s more, any enemies in the area know it.   Failure: The Charm does not activate.   Success: Ghostly flowers appear on the target, vines wrapping around their limbs. If the target attempts to hurt anyone or use a hostile power they immediately grow tight and constricting, blocking the action entirely. Should the target himself be attacked or the subject of a hostile supernatural power (other than this Charm), or should his allies be attacked, then the Charm immediately ends. The Charm also ends immediately if the Princess attacks or uses a hostile Charm on anyone.   Exceptional Success: The Princess also gets a flash of insight into why her target wishes to fight. The grants +2 on any social rolls for the rest of the scene.   Upgrade: Collective Cost: +2 Wisps- The Princess may use the Charm on a social group that can see or hear her. Each member contests the effect independently.   Jar of Bees   Rank 3   3 wisps   1 action - persistent   Range: 30 ft   Dex save vs spell dc   Sometimes, you just need to throw a jar of bees at the darkness. As your action, you use Legno to summon light construct bees to a small honey jar, which you hurl at the enemy. The bees swarm the creature in a 5ft square for 1d6+1 rounds on a fail, on a success the bees swarm the 5ft square for 1d6-2 rounds.   The bees deal a persistent 1d6 Legno every round the bees last, and has a 25% chance to be panicked (fear) at the start of their turn. If not incapacitated, they can retry the save at the end of their turn to escape the bees.   Upgrade: And Some Wasps - + 2 Wisps - the constructs are bigger and more aggressive. Dice increases to 2d6, the panicked chance increases to 50%, and they have disadvantage on the dex save to escape.   Spiked Shell   Rank 3   3 wisps   1 action - concentrate - 1 minute   You create a spike shell, resembling a razorback turtle. When you are hit by a melee weapon attack or melee spell attack, spikes deal 2d8 piercing damage to the attacker.   For every additional wisp spent, up to 3, the damage increases by 1d8 for each wisp above the initial 3.     Animal Within   Rank 4   4 wisps   1 action   Self/ 30ft   You select up to four creatures. You set your inner hunter free and turn yourself into 4 wolves (can be flavored of other simliar sized animals) to strike each of these targets. You make a melee spell attack against each target. On a hit, the target takes 4d12 Legno damage. Also, just after the wolves attack their targets, you can regroup and merge together in an unoccupied space within 5 ft. of one of the targets.   Terra/Hearts : Wearing a Heavy Crown:   5th Rank - Only Hearts   5 wisps   Duration: 1 scene   1 action   D20+charisma+proficency (beat their own spell save dc)   To be the Queen of Hearts’ avatar is to become the leader people need, the leader the people may one day deserve. The Princess assumes that role and leads any who will follow to greatness. This Charm is used on members of a social group who are willing to work at the Princess’ direction, or towards a goal that she has set. She can let others come up with plans (what leader doesn’t have advisers?) but the final decision of what the members do must rest on her shoulders alone.   Dramatic Failure: Nat1 or ten below their spell save- The Princess proves herself unworthy of leadership and may not use Terra again for 11 - 1d6 days.   Failure: from 1 under to 9 under their spell save - The Princess cannot claim a crown. The Charm fails.   Success: Match or beat their spell save - The Princess undergoes a second transformation; a heavy crown appears upon her brow. She may move her initiative position to go either before her companions or after them. When members of the target group are working as a team to carry out the Princess’ plans, the Crown will add the Circle's proficiency bonus halved (around down)to the Princess's final roll of that turn, be it an ability check or attack roll. If a Royal goes against the Hearts Royal's plan, their bonus will be subtracted from the roll.   Exceptional Success: Nat20 or 24+ Everyone blessed by this Charm also gains one (1) free use of a spell or charm known by the Hearts Royal (their decision and it is the same to everyone).

Manifestation

Each charm will trigger the Royal's Court Echo:
  • Clubs: A Wilds echo tends to give people a feeling of serenity. People feel calm and peaceful around the Princess, as if her mere presence somehow brings the world into greater harmony.
  • Diamonds: A Crystal’s Echo is like a cold splash of water, it removes the sleepiness from the corner of your eyes and makes it easier to think
  • Hearts: A Gallant’s Echo makes it easier for people to get along, it helps smooth over many of those tiny unintentional bits of rudeness that can add up to ruining your day.
  • Swords: A Hero’s Echo inflames both passion and self confidence in those around her. She seems to light the path with her presence and blazing charisma.
  • Spades: A knave’s Echo tickles like a soft breeze, it’s easier to laugh and easier to let go of what hurts you when a Princess of Spades is around.

Discovery

Depending on the Court, Royals can learn Charms in the Dreamlands at the Courts.
AVATAR CHARMS:   Powerful Rank 5 charms that are only accessible to someone of that Court. To learn these charms, a Royal must:   At least ten charms   At least 3 Court Affiliated Charms   No Shadows (at the time of learning the Charm)   Taught by a Queen

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