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Abyss-Scarred +1

Transformations Designed by cheflow

About this transformation

The Abyss-Scarred have been dealt a killing blow by abyssal creatures.

Features

In-Depth Comprehension

When you make an attack, you deal extra damage equal to your number of scars.

Residual Praelement

At the start of every session, you gain an amount of Residual Praelement equal to your Spellcast Trait. When you cast a spell or make an attack that deals magic damage, you can choose to spend a Residual Praelement and make a Fate Roll using a d6. Each result of the die has a different effect, and only takes effect if the number rolled is equal to or lower than twice the amount of scars you have gained from Heralds. On a result of:

1: you gain a Hope;

2: after you succeed on your Action Roll, you become Hidden. While Hidden in this way, you remain unseen if you are stationary when an adversary moves to where it would normally see you. When you move into or within an adversary’s line of sight or make an attack, you are no longer Cloaked

3: an adversary you choose temporarily becomes Vulnerable as wild magic assaults their body and mind;

4: after marking a Stress, you can choose an adversary within Far range that doesn't have the Leader or Solo type and swap places with them after your action ends;

5: your Hope Die becomes a d20 for the next roll;

6: the PC temporarily becomes Empowered until the next time Praelemental Energy takes effect. Empowered PCs have advantage on their spells as well as attacks that deal magic damage.

Transformation questions

  1. What physical scar, painful memory, or deep fear did you obtain from the Abyss?
Transformation

Abyss-Scarred +1

The Abyss-Scarred have been dealt a killing blow by abyssal creatures.

In-Depth Comprehension:

When you make an attack, you deal extra damage equal to your number of scars.

Residual Praelement:

At the start of every session, you gain an amount of Residual Praelement equal to your Spellcast Trait. When you cast a spell or make an attack that deals magic damage, you can choose to spend a Residual Praelement and make a Fate Roll using a d6. Each result of the die has a different effect, and only takes effect if the number rolled is equal to or lower than twice the amount of scars you have gained from Heralds. On a result of:

1: you gain a Hope;

2: after you succeed on your Action Roll, you become Hidden. While Hidden in this way, you remain unseen if you are stationary when an adversary moves to where it would normally see you. When you move into or within an adversary’s line of sight or make an attack, you are no longer Cloaked

3: an adversary you choose temporarily becomes Vulnerable as wild magic assaults their body and mind;

4: after marking a Stress, you can choose an adversary within Far range that doesn't have the Leader or Solo type and swap places with them after your action ends;

5: your Hope Die becomes a d20 for the next roll;

6: the PC temporarily becomes Empowered until the next time Praelemental Energy takes effect. Empowered PCs have advantage on their spells as well as attacks that deal magic damage.

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