Seductive and dangerous creatures, nymphs lure their prey into an intoxicating dream world. Nymphs never wear armor (or much else for that matter).
Abilities:
On fail: Target is allured to you. Heightened: For each additional MP spent, the range of Allure increases by 5 feet.
On hit: Target is charmed.
You gain Innate Elder Sorcery and are fluent in it. In addition, you automatically get a +15 metaphysics bonus (a positive metaphysics penalty) to your Elder Sorcery creation. You may also freely spend MP from willing plants, animals, and fae that assist in your Elder Sorcery creation. When creating Elder Sorcery spells, you often intuit upon "nonstandard" words that are not widely known. This manifests as a universal +2 to your wording Elder Sorcery creation score.
You gain Elder Sorcery Creation and All Elder Sorcery Words. In addition, you can create Elder Sorcery spells on a short rest instead of a long rest. Creating Elder Sorcery spells in combat has the same consequences and penalties as typical casters would have with creating them during a short rest. You can create, cast, and learn spells with any "grammar".
You may create 1 custom "rotator" spells using Elder Sorcery words that you know using whatever Elder Sorcery creation rules are dictated to you by your GM. As with other rotators, this spell is not always available to you. You have to "rotate" into having it prepared. This spell may have a maximum number of words equal to your level. Your GM may allow you to "improvise" spells as well, using whatever rules they wish.
If proficient: You may now create 2 × (MR - 1) custom "rotator" spells where MR is the number of ranks you have in mage classes. If fluent: In addition to the spells that you crate, you can learn P additional spells from other Elder Sorcery users. See Elder Sorcery for more information.
You know celestial OP 1 Elder Sorcery words and those of every element.
If proficient: The OP of words you know is 1 + (3 × P). If fluent: The OP of words you know is 1 + (3 × F).
If proficient: You are proficient at Elder Sorcery Creation and All Elder Sorcery Words and also always gain a +(10 * P) experience bonus during Elder Sorcery spell creation. If fluent: You are proficient at Elder Sorcery Creation and All Elder Sorcery Words and also always gain a +(10 * F) experience bonus during Elder Sorcery spell creation.
Attribute improvement: This ability sets your INT score to a minimum of 0.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
Attribute improvement: This ability sets your STR score to a minimum of 0.
At the start of each of your turns, you heal and regain that many HP. This does not consume your hit die. If you were dead due to HP loss, this brings you back to life. If you take fire damage, this effect doesn't apply on your next turn. You only die due to HP loss if you start your turn without successfully regenerating HP.
You pull an additional 5 stones from the death bag.
On critical hit: If you want, the target must spend 1 MP to be able to Self Revert. On hit: Target is minorly transformed into a tree or revert a minor transformation. The size of the tree is equal to the target's SIZE prior to being transformed. If a treeformed creature is reduced to 0 HP, then they revert and any remaining damage carries over to their reverted state. Heightened: For each additional MP spent, this effect lasts an addition turn without the target being able to Self Revert.
On fail: Target is allured to you. Heightened: For each additional MP spent, the range of Allure increases by 5 feet.
On hit: Target is charmed.
You gain Innate Elder Sorcery and are fluent in it. In addition, you automatically get a +15 metaphysics bonus (a positive metaphysics penalty) to your Elder Sorcery creation. You may also freely spend MP from willing plants, animals, and fae that assist in your Elder Sorcery creation. When creating Elder Sorcery spells, you often intuit upon "nonstandard" words that are not widely known. This manifests as a universal +2 to your wording Elder Sorcery creation score.
You gain Elder Sorcery Creation and All Elder Sorcery Words. In addition, you can create Elder Sorcery spells on a short rest instead of a long rest. Creating Elder Sorcery spells in combat has the same consequences and penalties as typical casters would have with creating them during a short rest. You can create, cast, and learn spells with any "grammar".
Mana cost: Creation cost is at least 1 MP per OP of each word in the spell plus 3 × MP of the spell itself.
You may create 1 custom "rotator" spells using Elder Sorcery words that you know using whatever Elder Sorcery creation rules are dictated to you by your GM. As with other rotators, this spell is not always available to you. You have to "rotate" into having it prepared. This spell may have a maximum number of words equal to your level. Your GM may allow you to "improvise" spells as well, using whatever rules they wish.
If proficient: You may now create 2 × (MR - 1) custom "rotator" spells where MR is the number of ranks you have in mage classes. If fluent: In addition to the spells that you crate, you can learn P additional spells from other Elder Sorcery users. See Elder Sorcery for more information.
You know celestial OP 1 Elder Sorcery words and those of every element.
| OP | Celestial Adjectives | Celestial Adverbs | Celestial Articles | Celestial Conjunctions | Celestial Nouns | Celestial Prepositions | Celestial Pronouns | Celestial Verbs | Flame Nouns | Flame Verbs | Life Nouns | Life Verbs | Nature Nouns | Nature Verbs | Necromancy Nouns | Necromancy Verbs | Storm Nouns | Storm Verbs |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | bad | as | an | as | color | by | me | are | ash | crack | amulet | calm | dirt | augment | blemish | force | attention | cool |
| big | carefully | one | but | cup | for | my | be | cinder | damage | burn | defend | fruit | bloom | darkness | intimidate | breeze | distract | |
| bright | here | the | or | dagger | in | that | begin | ember | dry | health | detect | grass | grow | filth | shame | cloud | float | |
| clean | pretty | so | foot | of | this | did | flame | glow | hurt | mend | leaf | lull | grave | sicken | drop | identify | ||
| little | then | hand | off | you | may | howl | illuminate | illness | prevent | path | lure | pain | spoil | mind | look | |||
| long | there | hat | on | your | might | light | kindle | symbol | repel | reach | nourish | seizure | summon | mist | read | |||
| short | today | skin | to | stand | spark | rush | talisman | restrain | size | ripen | stench | taint | sand | slow | ||||
| small | torch | tend | tinder | temper | valor | shelter | twig | shrink | tears | twist | study | speed | ||||||
| this | wand | use | warmth | warm | wounds | soothe | vine | touch | woe | wrench | vision | stun | ||||||
| watermelon |
If proficient: The OP of words you know is 1 + (3 × P). If fluent: The OP of words you know is 1 + (3 × F).
If proficient: You are proficient at Elder Sorcery Creation and All Elder Sorcery Words and also always gain a +(10 * P) experience bonus during Elder Sorcery spell creation. If fluent: You are proficient at Elder Sorcery Creation and All Elder Sorcery Words and also always gain a +(10 * F) experience bonus during Elder Sorcery spell creation.
Attribute improvement: This ability sets your INT score to a minimum of 0.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
Attribute improvement: This ability sets your STR score to a minimum of 0.
At the start of each of your turns, you heal and regain that many HP. This does not consume your hit die. If you were dead due to HP loss, this brings you back to life. If you take fire damage, this effect doesn't apply on your next turn. You only die due to HP loss if you start your turn without successfully regenerating HP.
You pull an additional 5 stones from the death bag.
On critical hit: If you want, the target must spend 1 MP to be able to Self Revert. On hit: Target is minorly transformed into a tree or revert a minor transformation. The size of the tree is equal to the target's SIZE prior to being transformed. If a treeformed creature is reduced to 0 HP, then they revert and any remaining damage carries over to their reverted state. Heightened: For each additional MP spent, this effect lasts an addition turn without the target being able to Self Revert.
Body Parts:
1Normal (5 feet)
1Normal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Foot | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Small | Body parts |
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Hand | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Handy, Prehensile, Small | Body parts |
Mouths gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.
1Normal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Mouth | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Biting, Small | Body parts |
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