Spirit Passives are granted to Spirit classes based on the Schools of Power that they have access to. many are also specific to the use of Volatile Powers, which is an advanced system recommended for veteran players and GMs only.
Passive Type | Skill Name | School of Spirit Power | Description |
---|---|---|---|
Volatile | Volatile Powers | Null, Solar, Void, Caustic, Frost, Metal, Storm, Toxic, Temporal | Volatile Powers are spirit powers that are inherently unstable and become increasingly so the more they are used. While typically more powerful than non-volatile spirit powers, they are risky to wield, and often inflict damage and other negative side effects to the caster. Volatile powers are recommended for advanced players only. The following rules apply to ALL volatile powers: +5% Miscast and Critical Cast chance; After a Volatile power is cast, regardless of success or failure, add one stack of Volatile spirit energy matching the school of the power; On critical failure: in addition to standard effects, caster takes 1d6 damage per Tier, remove all Volatile stacks; On critical cast: in addition to standard effects, caster takes 1d12 damage per Tier (NOT doubled), add an additional Volatile stack; Volatile stacks will have different 'per stack' effects applied depending on the school of power; A Tier0 instant 'Venting' power can be used remove all Volatile stacks; If no Volatile power is used for a round, 1 stack will automatically drop off |
Spirit | Arcane Capacitance | Mana | All Tier2 and higher powers add a stack of Arcane Capacitance when successfully cast. The stack can be consumed (as an instant) at any time to add +1dam/+2hit per stack to the next power. |
Volatile | Acclimation | Null | Null powers accumulate negative spirit energy with every cast, becoming less and less effective. For each Volatile Null energy stack: increase base Miscast chance by +5%, apply -5 to hit modifier, increase Spirit cost of all powers by 1. |
Spirit | Illumination | Light | Applies to any Light Power that includes ‘Illumination’ in its description. Any time a Light Power with Illumination is cast it illuminates a 6″ radius around any target effected for 1 full round. For Light Powers that include a projectile measure a 6″ radius along its entire path. Any hidden target within this radius must pass an Avoidance test or become “detected”. Note: this can be used to create zones of shadow for Stealth purposes. |
Volatile | Solar Powered | Solar | All Solar Powers cost 10% less Spirit (always at least 1 less) and have +10 to cast when the caster is standing in direct sunlight. Also, cost 10% more Spirit (always at least 1 more) and have -10 to cast when the caster is indoors and/or is standing in darkness/shadows. |
Volatile | Solar Mass | Solar | With every cast Solar powers build up Solar Mass, which manifests as a bright halo of swirling light around the caster. As it grows in size, Solar Mass will become critical. Each stack of volatile energy manifests as a stack of Solar Mass. Solar mass illuminates a 6″ radius around the caster. For each stack of Solar Mass , there is a 20% chance to blind anyone (friend or foe) that targets caster with any LoS or melee power, skill, or attack using conventional visual senses. Upon reaching 5 stacks Solar Mass goes critical and the next Solar power cast has a flat unmodified 50% Critical Cast and 50% Miscast chance, after which all stacks of Solar Mass are removed. |
Spirit | Twilight Damage | Dream, Lunar | Twilight damage is its own damage type, however if a target has a sensitivity to light damage and/or shadow damage, it also has sensitivity to twilight damage |
Spirit | Drowsy | Dream | Any time a target is effected by a spell with 'Drowsy' in the description, they become Drowsy for 1 full round, suffering -10 resistance to Twilight spells. ANY twilight spell (Dream or Lunar) successfully cast on a target already under the effects of Drowsy, once its own effects are completed, puts the target to Sleep if failing an unmodified Mental Resist. This sleep effect is treated this similar to the Deep Sleep spell, except that the duration is only 1 round or 10 minutes outside of combat. |
Spirit | Dreamstate | Dream | After any successful casting of a Dream power, when the spell compeltes the caster receives 1 stack of Dream State, up to a maximum of the highest Tier of the Caster. Many spells scale based on the stacks of Dream State available. As the casters body sinks deeper into the dreamstate, their form begins to blur, gaining +3AC per stack of Dreamstate Taking damage of any kind or NOT casting a Dream power in a given round causes one stack to fall off. |
Volatile | Lunar Empowerment | Lunar | All Lunar Powers cost 10% less Spirit (always at least 1 less) and have +5% critical casting chance when the caster is standing in moonlight |
Volatile | Lunacy | Lunar | With every cast, Lunar powers increase the casters Lunacy, risking madness if cast without restraint. More coming soon… |
Spirit | Insidious Force | Shadow | Any Shadow power with 'Insidious Force' in its description, has -10 to enemy resist if power is used from behind the target or target is unaware it is being targeted (i.e. caster is hidden). |
Volatile | Call of the Void | Void | Using Void powers is a dangerous affair, as it opens the caster up the eternal emptiness of the void, inexplicably calling them towards oblivion. Immediately after any successful cast of a Void Power roll 1d10 per stack of Volatile Void energy, if rolling one or more “0’s” the caster succumbs to the Call of the Void. If succumbing to the Call of the Void, effects vary depending on whether an offensive or non-offensive power was used. Offensive power: the caster will redirect the power onto themselves (or if not possible, the nearest ally). Non-offensive power: the caster cancels the power at the last second (still losing the spirit) and instead auto self inflicts a wound (typically with whatever main hand weapon is equipped). |
Spirit | Heat Seeking | Fire | Spells with 'Heat Seeking' in the description gain +15 to cast or +3 spell damage against any target that is under the effects of periodic fire damage, suffered heat or fire damage on its previous turn, or naturally produces a significant amount of heat. |
Spirit | Corrosion on Impact | Caustic | Most offensive Caustic Powers cause Corrosion on impact (i.e. hits or misses for any reason other than a dodge), where the number of stacks of Corrosion is listed in the powers description |
Volatile | Caustic Effusion | Caustic | The use of Caustic powers builds up over time, until the caster is shrouded in a corrosive mist or literally oozes corrosive fluids from their flesh. Each stack of Volatile Caustic energy counts as a stack of Corrosion on the caster Unlike normal corrosion stacks, those placed on the caster from Volatile powers are removed or fall off in the same manner as volatile stacks Any target in base contact with the caster also receives the same amount of Corrosion stacks (in addition to any they may already have) If Volatile Caustic stacks ever reach as high as your current Charm stat, your next Caustic power auto-crit casts and you immediately and permanently lose 1 charm from scarring, this effect can only occur once per day and cannot reduce charm below 4 |
Spirit | Water Damage | Water | All direct damage caused by Water Powers is treated as magical damage that uses Elemental Resistance and inflicts Impact or Crushing Injuries |
Spirit | Water Pressure | Water | After casting 4 Water powers in a row, the next water power cast has the casters choice of EITHER reducing the spirit cost by 20 (effectively making any power that costs 20 or less free) OR gaining +15% Critical Cast chance. The Water Pressure effect is then consumed. |
Volatile | Deep Cold | Frost | The continued use of volatile frost powers puts the caster into a state of Deep Cold, increasing the chances of both critical casts and miscasts. Remaining in this state too long will cause the caster to freeze solid. When 4 or more stacks of Volatile Frost energy are present on the caster, gain +15% to BOTH Critical Cast & Miscast. Upon reaching 8 stacks, the caster is frozen, and remains so for 2 rounds (unless dispelled or shattered). |
Spirit | Earth Damage | Earth, Metal | All direct damage caused by Earth or Metal Powers is treated as physical damage and therefore uses AC instead of Elemental Resistance. However, for the purposes of physical damage immunity or reduction/absorption it still counts as a spirit-based attack. (I.e. an Ethereal creature would typically be immune to physical damage but not the physical damage caused by a power like Stone Shot). Earth Powers typically cause impact or crushing injuries. Metal Powers typically cause piercing or cutting injuries. |
Spirit | Crushing Force | Earth, Metal | Applies to any Earth (or Metal) Power that includes ‘Crushing Force’ in its description. Anytime a Crushing Force power is cast on the same target is gains +1 damage and +2 Crushing Blow, stacking up to 3 times. Crushing Force also cuts any Damage Absorption and/or Damage Negation by half, regardless of the number of stacks. |
Spirit | Piercing Force | Metal | Applies to any Metal Power that includes ‘Piercing Force’ in its description. Piercing Force powers have -3 Armor Piercing per Tier of the power and 1 dam per rnd Bleed effect per Tier of the power. |
Volatile | Agglomerate | Metal | Every time a volatile metal power is used, residual liquid metal begins to agglomerate upon the casters own body. As it solidifies the caster gains some defensive benefit, but loses mobility. If left unchecked the caster will eventually become completely immobilized. This agglomerated metal will slowly dissipate on its own over time, but if the excess volatile metal is quickly vented off it will typically cause an explosion of shrapnel, as deadly to the caster as it is to anyone nearby. For each Volatile Metal stack: gain +5 Armor, but reduce movement by 1/4. After 4 stacks the caster becomes Rooted. After 5 stacks the caster becomes Immobilized. |
Spirit | Gathering Winds | Wind | After casting 4 air powers in a row, the next air power cast has the casters choice of EITHER reducing the spirit cost by 20 (effectively making any power that costs 20 or less free) OR gaining +15% Critical Cast chance. The Gathering Winds effect is then consumed. |
Volatile | Overcharged | Storm | The continued use of volatile storm powers puts the caster into an Overcharged state, increasing the chances of both critical casts and miscasts. Remaining in this state too long will cause the caster to lose control of their powers, causing random outbursts of electrical energy. When 4 or more stacks of Volatile Storm energy are present on the caster, gain +15% to BOTH Critical Cast & Miscastl. Upon reaching 8 stacks, the caster loses control of their turns until dropping back down to 4 or less stacks, during which time they hover several meters off the ground and fire off 1d4 lightning bolts, each in a random direction and striking friend of foe. The Overcharged random Lightning Bolts do not cost any spirit, cannot crit cast or fail, and reduce Volatile Storm stacks by one each. |
Spirit | Cycle of Life | Wild | Gain 1 Cycle of Life stack any time a target (friend or foe) dies within 15″ while under a persist Nature effect belonging to the caster or from Nature damage inflicted by the caster. Stacks may be consumed as an auto-cast instant (no d100 roll) that heals a single target within 15″ for 1d12 per stack consumed. |
Volatile | Overdose | Toxic | Regardless of the target, trace amounts of Volatile Toxic energy build up within the casters body and can eventually lead to an overdose. For each Volatile Toxic energy stack, increase base Critical Cast and Miscast chance by +5%. Scoring a Critical Fail with any Toxic power triggers Overdose, which inflicts 3x the standard Miscast damage for a volatile power. Any time overdose is triggered, all volatile stacks are removed. |
Spirit | Supremacy | Celestial | Gain +10% dam or effectiveness of the currently cast power for every persistent spirit effect (of any school) currently on the target (beneficial or negative), crafting/enchants excluded. |
Volatile | Temporal Anomaly | Temporal | Meddling with temporal powers carries great risk, particularly if doing so too often. While consequences are predicable, the temporal anomaly that it creates are anything but. After reaching 4 stacks of Volatile Temporal energy, a Temporal Anomaly forms in a random direction 1d6″ away from the the casters last target. The anomaly starts with a radius of 1″, but grows by 1″ for every stack (above 4) of Volatile Temporal energy with within 30″ of it. Anomaly remains active until dispelled or corrected using a Temporal Venting Power. Any target touched by the anomaly that fails a Natural resistance check experiences a random effect while within the radius. The effects of the temporal anomaly are random (or determined by a GM), examples include: 1. lost in time (likely never to be seen again). 2. long forward jump in time (could be days, years, or even centuries). 3. short forward jump in time (could be seconds or hours, typically to sometime after a battle has ended). 4. target treated as under the effects of Haste. 5. time loop (target repeats the same turn over and over). 6. frozen in time (immune to everything, but unable to act). 7. target treated as under the effects of Slow. 8. short backward jump (could be seconds or hours, may gain special knowledge about a battle). 9. long backward jump (could be days, years, or even centuries). 10. split timelines (multiple copies of the target existing, each any have different motivations, or even fight for different sides in a conflict). |