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{{#invoke:C|c |
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|name=Apparition |
|name=Apparition |
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|hp=5 |
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|snk=5 |
|snk=5 |
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|a=Full Undead;; Battle Cry;; Instant Ethereal;; Flying;; Martial Arts;; Vicious Claws;; Shock Touch;; Slay;; Incorporeal;; Ghostlike |
|a=Full Undead;; Battle Cry;; Instant Ethereal;; Flying;; Martial Arts;; Vicious Claws;; Shock Touch;; Slay;; Incorporeal;; Ghostlike |
Revision as of 06:16, 13 August 2025
Looks: Transparent people or beings with sharp looking claws and hollow, empty-looking eyes like voids.
You gain Battle Cry Aura and Battle Cry Resistance.
This ability cannot affect deaf creatures.
End condition: At the start of each of the targets' turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On fail: Targets become frightened.
You resist being frightened.
End condition: You die or 1 minute passes without combat.
You fly at half speed.
If proficient: You instead fly at full speed.
You count as being undead for the purposes of abilities, damage, and other effects. You also gain Ethereal Senses, Healing Sensitivity, Impure Durability, Mana Drain Grasp, Undead Mind, and Undying Durability.
You can see and hear spirits and Ethereal creatures.
Attribute improvement: This ability sets your PER score to a minimum of 1.
On critical hit: Deal 2d8 mana drain to the target. If this kills the target, you revitalize twice. On hit: Deal 1d8 mana drain to the target. If this kills the target, you revitalize.
You are immune to being frightened or charmed. The effects of Undead Mind are maintained even if transformed.
You are immune to unconsciousness, suffocating, and being poisoned. You do not drop due to being at negative HP. You still die when you reach half your maximum HP below zero. You also do not have to breathe.
Attribute improvement: This ability sets your SNK score to a minimum of 5.
You go Ethereal or manifest back into the Material Realm.
You gain Offensive Martial Arts and Defensive Martial Arts.
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 STR score to a minimum of 0.
End condition: At the end of each of the target's actions, they roll 2d4. If either of these dice roll a 4, this effect ends. On critical hit: The target automatically fails the first 2d4 roll. On hit: Target is frozen. Heightened: For each additional MP spent, deal an additional 1d4 ice magic damage as well.
You gain Offensive Martial Arts and become fluent in it. Additionally, your hands are AV0. If you have Hind Claws, you become fluent in it as well and your feet are AV0.