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(32 revisões intermediárias por 3 usuários não estão sendo mostradas) | |||
Linha 1: | Linha 1: | ||
<languages/> | |||
The 0.94a Update of Runarcana brings new Formulas for Gadgets, Runes and Runessences. | The 0.94a Update of Runarcana brings new Formulas for Gadgets, Runes and Runessences. | ||
Linha 365: | Linha 366: | ||
The silent symphony of death found in you an appreciator and propagator. | The silent symphony of death found in you an appreciator and propagator. | ||
<div style="text-indent: 30px;">Using your reaction when hitting a target with a ranged weapon attack or ranged spell attack, you can imbue the attack with immense necrotic energy. When you hit a creature with this attack, a 10-foot mist area centered on your target is created. Creatures that are within that area, or start their turns there, must make a Constitution saving throw, failing which they will take your Pulse dice as necrotic damage and 1 point of exhaustion. This mist lasts for 3 rounds and moves 10 feet in a direction of your choice at the start of each of your turns. A strong wind is capable of dissipating this area.</div> | <div style="text-indent: 30px;">Using your reaction when hitting a target with a ranged weapon attack or ranged spell attack, you can imbue the attack with immense necrotic energy. When you hit a creature with this attack, a 10-foot mist area centered on your target is created. Creatures that are within that area, or start their turns there, must make a Constitution saving throw, failing which they will take your Pulse dice as necrotic damage and 1 point of exhaustion. This mist lasts for 3 rounds and moves 10 feet in a direction of your choice at the start of each of your turns. A strong wind is capable of dissipating this area.</div> | ||
<div style="text-indent: 30px;">'''''Necrotic Force'''''. You can remove 1 hit point from your maximum hit points and 1 current hit point (cannot be mitigated) and add 1d4 necrotic damage to any ranged spell or ranged weapon attack. This effect can be declared after knowing the attack hit, but before rolling damage dealt. Hit points removed in this way can only be regained after a full rest or a greater restoration spell. | <div style="text-indent: 30px;">'''''Necrotic Force'''''. You can remove 1 hit point from your maximum hit points and 1 current hit point (cannot be mitigated) and add 1d4 necrotic damage to any ranged spell or ranged weapon attack. This effect can be declared after knowing the attack hit, but before rolling damage dealt. Hit points removed in this way can only be regained after a full rest or a greater restoration spell.</div> | ||
'''Mastery''': | '''Mastery''': | ||
*'''Duration''': +1 round per mastery | *'''Duration''': +1 round per mastery | ||
Linha 699: | Linha 699: | ||
The essence of the fey mystic is a path where the strength of a powerful fey being is lent to you through empathy, Fey Ascension is the culmination of that friendship, in which you become one with your fey source, no longer having your powers tied to your familiar. You can still summon it normally but, if it dies, you keep your powers tied to that essence normally, the same goes for the Familiar Weapon. | The essence of the fey mystic is a path where the strength of a powerful fey being is lent to you through empathy, Fey Ascension is the culmination of that friendship, in which you become one with your fey source, no longer having your powers tied to your familiar. You can still summon it normally but, if it dies, you keep your powers tied to that essence normally, the same goes for the Familiar Weapon. | ||
'''Union''': Upon reaching this pinnacle, your appearance changes to something with fey features. You gain DR 2/ shadow damage and colored wings (according to your patron's personality), thus gaining a flying speed of 30 feet. Additionally, your eyes take on a golden hue, giving you 60 feet of True Sight. | '''Union''': Upon reaching this pinnacle, your appearance changes to something with fey features. You gain DR 2/ shadow damage and colored wings (according to your patron's personality), thus gaining a flying speed of 30 feet. Additionally, your eyes take on a golden hue, giving you 60 feet of True Sight. | ||
'''Transvocation''': With one action and one use of this Rune, you begin to emit a strong spiritual light, assuming an even more expressive fey form. | |||
''' | |||
Entering this faerie form deals double your Pulse dice in radiant damage in a 15-foot radius circle centered on you for 2 rounds when the form activates on creatures that are within the area, enter or attempt to pass through it. The damage dealt is converted to Luminous points, enemies in that area must make a Constitution saving throw, on a success they only take half damage. | |||
During transvocation, all radiant damage dealt by your attacks is converted into Luminous points, at the end of the duration, this form explodes and deals half of the accumulated Luminous points as radiant damage in a 15-foot circle centered on you and and your Luminous Points can be distributed among allies in the area healing them for 1 hit point for each Luminous point with the remainder of the Luminous Points disappearing at the end of the round. Enemies in that area must make a Constitution saving throw, on a success they only take half damage. | |||
'''Mastery''': | |||
''' | *'''Output''': Transvocation's range increases by 5 feet and DC raises by 1 | ||
*''' | *'''Duration''': +2 rounds of Transvocation duration per upgrade | ||
*''' | |||
=Immortal Fury= | |||
Those blessed by Ildhaurg, the Boar God, have the flaming essence within them, an essence capable of healing wounds and is said to even provide the curse of Immortality. | |||
==Furious Strikes== | |||
''Prerequisite: Fireborn Variant, Constitution 15'' | |||
'' | |||
'''Pulse''': Ruby<br/> | |||
''' | '''Synergy''': Add your Proficiency to damage and half your Proficiency to Pulse Dice result<br/> | ||
''' | '''Use''': Half of your Proficiency bonus | ||
''' | |||
When you enter combat, you gain 1 fury point for each successful melee attack, up to a maximum of 10 fury points. This fury empowers your melee attacks, increasing your damage by half the Fury points (minimum 1) you have. Upon reaching 10 Fury points, your next melee attack has your range and critical multiplier increased by 1 and you lose all Fury points. | |||
Using a bonus action and one use of this rune, you can gain 5 fury points and, until the start of your next turn, your melee attacks have their damage increased by one category and you gain DR 1/true damage. | |||
'''Mastery''': | |||
''' | *'''Duration''': +1 round of duration per mastery | ||
*''' | *'''Use''': +1 use per mastery | ||
*''' | |||
==Immortal Essence== | |||
''Prerequisite: Furious Strikes, Constitution 17'' | |||
'' | |||
'''Pulse''': Ruby<br/> | |||
''' | '''Synergy''': Add half of your Proficiency bonus to Furious Strikes’ DR<br/> | ||
''' | '''Use''': Half of your Proficiency | ||
''' | |||
While you are in combat, you heal 1 hit point at the start of each of your turns as long as you are not Incapacitated or Unconscious. Using a bonus action and a use of this rune, you regain your Pulse dice in hit points at the start of each of your turns for the next 2 rounds. | |||
'''Mastery''': | |||
''' | *'''Duration''': +1 round of duration per mastery | ||
*''' | *'''Use''': +1 use per mastery | ||
*''' | |||
==Explosion of Wrath== | |||
''Prerequisite: Immortal Essence, Constitution 19'' | |||
'' | |||
'''Pulse''': Ruby<br/> | |||
''' | '''Synergy''': You heal 2 hit points with Immortal Essence<br> | ||
''' | '''Use''': Half of your Proficiency | ||
''' | |||
Using a bonus action and one use of this rune, you cause your body to emit a faint reddish glow until the start of your next turn. For the duration, you become immune to all damage (except true damage), gain an additional 10 feet of speed, and your attacks have range and critical multiplier increased by 1. At the end of the duration, you gain 1 point of Exhaustion. | |||
'''Mastery''': | |||
''' | *'''Duration''': +1 round of duration per mastery | ||
*''' | *'''Use''': +1 use per mastery | ||
*''' | |||
=Scion of Statikk= | |||
Statikk was a great Ixtali Arcane, his spirit transformed into pure energy and is now running through the veins of his chosen ones. Statikk's Heir is a unique Runessence, with only one person alive having it at a time. | |||
Statikk | When that person dies, the Runessence wanders randomly until it finds a new vessel. If the original bearer returns to life, the Master must roll a d6, if the roll is a 1 or 2, a new heir has already been found and you must choose regular runes to replace Statikk's Heir. | ||
==Statikk’s Blessing== | |||
= | |||
'''Pulse''': Sapphire<br/> | |||
''' | '''Synergy''': Add your Proficiency to damage and half your Proficiency to Pulse Dice result<br/> | ||
''' | '''Use''': Half of your Proficiency | ||
''' | |||
Using a bonus action and one use of this rune, you gain your proficiency bonus as electrical charges. Usint an electrical charge you can make a ranged Rune attack against a target within 15 feet of you. On a hit, the target takes your pulse dice as lightning damage. | |||
Using one action and one use of this rune, you cast a bolt of lightning in a 20-feet line starting from you. Creatures in that line must make a Constitution saving throw. On a failure, a creature takes 1d6 lightning damage and is Stunned until the end of its next turn. | |||
'''Mastery''': | |||
''' | *'''Charge''': +1 charge per use per mastery | ||
*''' | *'''Distance''': +10 feet per mastery | ||
*''' | |||
==Statikk’s Strength== | |||
''Prerequisite: Statikk’s Blessing'' | |||
'' | |||
'''Pulse''': Sapphire<br/> | |||
''' | '''Synergy''': Half of your Proficiency bonus as uses of Statikk's Blessing<br/> | ||
''' | '''Use''': Half of your Proficiency<br/> | ||
''' | |||
</ | |||
You gain resistance to Lightning damage, and if you roll a 1 or 2 on a lightning or plasma damage dice, you can reroll that dice and keep the new value. | |||
Using one action and one use of this rune, you can cast the lightning chain spell as a 6th-level spell without expending mana points. | |||
'''Mastery''': | |||
''' | *'''Output''': +1 to ''chain lightning''’s spell level per mastery | ||
*''' | *'''Use''': +1 use per mastery | ||
*''' | |||
==Statikk’s Wrath== | |||
''Prerequisite: Statikk’s Strength'' | |||
'' | |||
'''Pulse''': Sapphire<br/> | |||
''' | '''Synergy''': Half of your Proficiency bonus in uses of Statikk's Strength<br/> | ||
''' | '''Use''': Half of your Proficiency | ||
''' | |||
The damage dealt by Statikk's Blessing becomes plasma and you gain resistance to plasma damage. Additionally, you cannot be hit by spells of 3rd level or lower that deal lightning damage, simple or magical. In addition, whenever you are targeted by the speed spell, you can move and take actions normally at the end of the spell. | |||
Using one action and one use of this rune, you can cast the speed spell on yourself without expending mana points. While under this spell's effect, you gain absorption to plasma damage as long as it doesn't originate from you and you can be hit normally by spells of 3rd level or lower that deal lightning damage. | |||
'''Mastery''': | |||
'' | *'''Concentration''': Half the Proficiency bonus on the concentration check per mastery | ||
*''' | *'''Use''': +1 use per mastery | ||
*''' | |||
=Frost Mystic= | |||
The Frost Mystic connects to the mysteries of the ice that never melts, True Ice, by learning about the properties of this material considered divine by some tribes in the Freljord. One of the most genius Frost Mystics is Lissandra, queen of the Frostguard, perhaps the second greatest authority on this subject, second only to the demigoddess Anivia. | |||
==Frost Spear== | |||
= | '''Pulse''': Sapphire<br> | ||
''' | '''Synergy''': Add your Proficiency to damage and half your Proficiency to Pulse Dice result<br/> | ||
''' | '''Use''': Half of your Proficiency | ||
''' | |||
Using a bonus action and one use of this rune, you throw a spear of shadow ice in a 15-foot line that strikes the first creature, that creature must make a Dexterity saving throw, on a failure it takes your Pulse dice in cold damage and its speed decreases by 20 feet until the end of the next turn. On a success, it only takes half damage. On a failure, when it hits a creature the projectile shatters and creatures in a 10-foot cone behind the first creature hit must make a Dexterity saving throw, if they fail they take half of the damage and their speed is slowed by 10 feet. | |||
'''Mastery''': | |||
''' | *'''Damage''': +1 on the damage scale per mastery | ||
*''' | *'''Use''': +1 use per mastery | ||
*''' | |||
==Ice Claws== | |||
''Prerequisite: Frost Spear'' | |||
'' | |||
'''Pulse''': Sapphire<br/> | |||
''' | '''Synergy''': Half of your Proficiency in uses of Frost Spear and damage becomes magical<br/> | ||
''' | '''Use''': Half of your Proficiency | ||
''' | |||
Using a bonus action and one use of this rune, you conjure claws made of ice that advance in a 30-foot line starting from you, creatures in that line must make a Dexterity saving throw, on a failure, they take your proficiency bonus times you Base Pulse dice as cold damage and their speed drops by 20 feet. Additionally, at any time until the start of your next turn, if you are able to move, you can use a free action to reactivate this rune to transport yourself to any point along that line at no cost to your speed, you can only do so once per use of this rune. | |||
'''Mastery''': | |||
''' | *'''Range''': +10 feet range per mastery | ||
*''' | *'''Use''': +1 use per mastery | ||
*''' | |||
==Precursor of Dark Ice== | |||
==Precursor | ''Prerequisite: Ice Claws'' | ||
'' | |||
'''Pulse''': Sapphire<br/> | |||
''' | '''Synergy''': Ice Claws’ damage becomes magical<br/> | ||
''' | '''Use''': Half of your Proficiency | ||
''' | |||
Achieving this potency of this Runessence effectively changes your nature, you appear to be made of Dark Ice, and your very presence draws the heat from your surroundings. IYour skin becomes permanently bluish, in addition, purple or black veins can be seen across your body. You also gain immunity to cold damage and fire damage, and resistance to cold damage. Additionally, all of your attacks, whether melee, ranged or spells, deal an additional 2d6 cold damage. | |||
'''Frozen Tomb''': Using a bonus action and a use of this rune, you can freeze a creature within 30 feet of you. That creature must make a Constitution saving throw, if it fails, it is trapped in a prison of Dark ice, becoming Incapacitated and taking double your Pulse dice as cold damage at the start of each turn for 2 turns, with a chance to repeat the saving throw at the start each turn, in addition, a frozen area is created within 15 feet of the trapped creature. Enemy creatures that are in or start their turns in that area must make a Constitution saving throw or take your Pulse dice in cold damage and their speed is reduced by 20 feet. | |||
''' | |||
Alternatively, you can choose to freeze yourself, dealing the same amount of damage to the frozen area around you and healing yourself for half that amount per turn. During these turns, you cannot take any actions, but you cannot become the target of any attacks. | |||
'''Mastery''': | |||
''' | *'''DC''': +2 to DC per mastery | ||
*''' | *'''Duration''': +2 turns per mastery | ||
*''' | |||
=Brood Mystic= | |||
The Brood Mystic develops his runessence in contact with a Brood entity, these entities connect to creatures with this type of organization, such as snakes, spiders, and others. To develop this essence, it is necessary to have contact with a Mystical Patron, under its instruction it is possible to become a channel of power for that entity. | |||
Initially, there are two broods to which you can link your runessence, the Spider's and the Snake's, they are very similar but with some minor differences regarding the access to certain mystical invocations. | |||
==Brood Birth== | |||
== | '''Pulse''': Amethyst<br/> | ||
''' | '''Synergy''': Add your Proficiency to damage and half your Proficiency to Pulse Dice result<br/> | ||
''' | '''Use''': Half of your Proficiency | ||
''' | |||
Once contact with the entity is established, it becomes a connection between you and the entity, a connection that will grow as its power expands, further increasing the entity's ability to act on the physical plane. Your body becomes a conduit for that entity, modifying your appearance and allowing you to temporarily transform into an animalistic form based on the offspring of your Brood. | |||
Using an action and one use of this Rune, you can assume your Brood form for 1 minute or summon a brood spawn that lasts for 1 minute, until expelled or killed. | |||
'''Spider''': You gain two spider legs that protrude from your back and they can retract into hiding, you can use them as natural weapons, they deal 1d4 + your Dexterity modifier piercing damage. They cannot be used to hold anything. Additionally, you get two pairs of pseudo-eyes on your forehead and below your eyes, or your eyes turn red. In your Spider form, you can transform into a giant spider for the duration. Additionally, you have permanent immunity to the Frightened condition. | |||
''' | |||
'''Snake''': You gain 15 feet of blindvision, your eyes become slitted, and your sclera are a visibly non-human color. In your Snake form, you can transform into a giant venomous snake for the duration. Additionally, you have permanent immunity to poison damage. | |||
''' | |||
'''Mastery''': | |||
''' | *'''Use''': +1 use per mastery | ||
*''' | *'''Duration''': +1 minute of duration per mastery | ||
*''' | |||
==Brood Essence== | |||
''Prerequisite: Brood Birth'' | |||
'' | |||
'''Pulse''': Amethyst<br/> | |||
''' | '''Synergy''': Half Proficiency bonus in uses of Brood Birth<br/> | ||
''' | '''Use''': Half of your Proficiency | ||
''' | |||
Your connection to the mystic source is amplified, giving you supernatural senses that manifest differently with each mystic source. In addition, you gain access to an ability related to that source. | |||
'''Spider''': Gains seismic sense at 30 feet range and can use Cocoon. | |||
''' | :'''Cocoon''': Using a bonus action and one use of this rune, you can fire a cocoon of cobweb in a line up to 30 feet that explodes on contact with the first target, it must make a Dexterity saving throw, on a failure, it gains the condition Grappled for up to 2 turns, on the second turn it can make a new Strength saving throw with the same DC, if it passes, it is no longer grappled. | ||
:''' | |||
'''Snake''': You gain an additional 15 feet of blindvision and can use Poison. | |||
''' | :'''Poison''': Using a bonus action and one use of this rune, you can spit a line of poison in a 30-foot line, hitting the first target who must make a Constitution saving throw and, on a failure, it takes double your Pulse dice in poison damage and becomes Poisoned taking your base Pulse dice in poison damage per turn. On a success, the target only takes half damage. At the start of the next turn of the duration, the target may make the saving throw again, if it passes it takes only half damage and is no longer Poisoned. | ||
:''' | |||
'''Mastery''': | |||
''' | *'''Use''': +1 use per mastery | ||
*''' | *'''DC''': +2 to DC per mastery | ||
*''' | |||
==Brood Leader== | |||
''Prerequisite: Brood Essence'' | |||
'' | |||
'''Pulse''': Amethyst<br/> | |||
''' | '''Synergy''': Half of you Proficiency in uses of Brood Essence<br/> | ||
''' | '''Use''': Half of your Proficiency | ||
''' | |||
Your connection to the Brood's mystical source is elevated to a degree where the boundaries between individual and Brood are blurred. Your physical form is permanently altered into a non-human hybrid form that enhances all previous benefits gained from other powers of this Runessence. When you have access to this rune, you gain a +2 to your Constitution score to a maximum of 22, and proficiency in Intimidation, if you already have it, it becomes expertise. Your hands become Claws, which you are proficient with and they deal your base Pulse dice + your Strength or Dexterity modifier in slashing damage. | |||
'''Spider''': Using one action and one use of this rune, you can reverse gravity within a cylinder 15 feet in radius and 100 feet in height within 60 feet of you for 2 turns. All creatures and objects that aren't somehow trapped in that area fall upwards and reach the top of the area. Creatures in this area must make a Dexterity saving throw to grab onto something to avoid this, additionally if they fail, they gain the Stunned condition due to the gravitational pressure created. | |||
''' | |||
f any solid object (such as a ceiling) is encountered during this fall, falling objects and creatures hit it, just as they would during a normal fall. If an object or creature reaches the top of the area without hitting anything, it will remain there, swaying slightly, for the duration. At the end of the duration, affected objects and creatures fall back down. When using this rune, you gain 1 point of exhaustion. | |||
'''Snake''': Using an action and one use of this rune, you can create a 15-foot-radius poisonous cloud within 60 feet of you for 2 turns. The cloud spreads, overcoming cracks and walls, and generates dense darkness. At the start of each turn, the cloud moves 10 feet in a direction of your choice. All creatures within the cloud when it is created, or when a creature starts its turn inside it or walks through it on their turns, must make a Constitution saving throw, and on a failure, they take double your Pulse dice in poison damage, becoming Intoxicated and Poisoned for up to 2 turns taking half your Proficiency bonus times your Base Pulse dice in Poison damage. On a success, the target only takes half damage. At the start of the next turn of the duration, the target can make the saving throw again, if it passes it takes only half damage and ends these conditions. When using this rune, you gain 1 point of exhaustion. | |||
''' | |||
'''Mastery''': | |||
''' | *'''Dificulty''': +2 to DC per mastery | ||
*''' | *'''Duration''': +2 turns of duration per mastery | ||
*''' | |||
=Azakanas Stalker= | |||
The Azakanas exist throughout Runeterra, spiritual creatures that prey on the living by feeding on their negative feelings, entangling them in an infinite continuity of recurrence of the same mistakes in search of maintaining their food source. Azakanas Stalkers dedicate their body and soul to hunting these creatures, a process that alters even their very essence. | |||
==Prey Azakana== | |||
== | '''Pulse''': Amethyst<br/> | ||
''' | '''Synergy''': Add your Proficiency to damage and half your Proficiency to Pulse Dice result<br/> | ||
''' | '''Use''': Half of your Proficiency | ||
''' | |||
By fighting Azakanas, you become more fierce and focused. You gain +1 to any roll involving an Azakana (Fiend), whether hit rolls, damage rolls or even DCs. Additionally, your attack's damage dice category goes up by 1 for attacks made against Azakanas. | |||
'''Defer Taint''': Using an action and one use of this rune, you make a melee weapon attack in a 15-foot line starting from you, this attack is permeated with energy. If it hits a target, it takes the weapon's damage and your Pulse dice in additional force damage. | |||
''' | |||
'''Mastery''': | |||
''' | *'''Use''': +1 use of rune per mastery | ||
*''' | *'''Damage''': +1 on damage category of Defer Taint per mastery | ||
*''' | |||
==Seal Azakana== | |||
''Prerequisite: Prey Azakana'' | |||
'' | |||
'''Pulse''': Amethyst<br/> | |||
''' | '''Synergy''': Half of your Proficiency bonus in uses of Prey Azakana<br/> | ||
''' | '''Use''': Half of your Proficiency | ||
''' | |||
You've learned enough from fighting Azakanas to know that they never completely die, only fade to respawn after preying on enough negative emotions to regain their form. But at the same time, you know how to break this cycle by capturing an Azakana that has been defeated and imprisoning it in a physical form, an Azakana Talisman. | |||
In order for you to seal an Azakana, you must know its name and this is learned by you naturally as the Azakana's hit points are reduced. When only 1/10 of the Azakana's health remains, your critical strikes can automatically seal it away. For each successful attack, the Azakana must make a Wisdom saving throw, upon failing which it will be captured. | |||
'''Spiritual Influence'''. You can choose to have your melee or ranged weapon attacks now deal force damage against Azakanas, this must be declared before the attack lands. | |||
''' | |||
'''Unbind the Soul''': Using a bonus action and one use of this rune, you can separate your spirit from your body, creating a spectral copy of yourself and the equipment you are wearing. When you do this your body stays in the place where you separated. For the next minute you can move freely and perform actions as normal, at the end of that minute you return to your body. All damage dealt while you are in this form is treated as force damage and, upon returning to your body, half of the damage dealt in that time is repeated to creatures hit. You can use a bonus action or reaction when targeted by an attack to prematurely return to your body. If you die in this form, you will be hunted by the Wolf and the damage done will not be repeated. | |||
''' | |||
'''Mastery''': | |||
''' | *'''Use''': +1 use of rune per mastery | ||
*''' | *'''Protection''': +1 DR/True damage while in Unbind the Soul | ||
*''' | |||
==Azakana Domain== | |||
''Prerequisite: Seal Azakana'' | |||
'' | |||
'''Pulse''': Amethyst<br/> | |||
''' | '''Synergy''': You can use Spirit Influence on creatures other than Azakanas<br/> | ||
''' | '''Use''': Half of your Proficiency | ||
''' | |||
You are able to use a sealed Azakana to receive a temporary power boost as long as its form resembles that of the Azakana in question. Using a bonus action and one use of this rune, you can imbue your attacks with your base Pulse dice in additional damage of the type of an Azakana Talisman you possess for a number of rounds equal to your proficiency bonus. | |||
'''Azakana Ascension'''. Using a bonus action, you can absorb an Azakana Talisman you possess, destroying the talisman in the process. When you do so, for a number of rounds equal to your Proficiency bonus, you gain the following benefits: | |||
''' | *Your Strength and Dexterity scores increase by +2, to a maximum of 22. | ||
* | *You gain DR 2/radiant | ||
* | *Your melee and ranged weapon attacks deal your Pulse dice in additional damage of the type defined by the Azakana as per the Azakana Type table. | ||
* | *Using a bonus action and one use of this rune, you can use a power (spell, rune, ability) of that Azakana. | ||
* | *You regain half of the Azakana's Constitution modifier in d6 hit points each round for the duration. Excess hit points are turned into temporary hit points that stack with each other, lasting twice as long as this action or until depleted. | ||
* | |||
'''Mastery''': | |||
''' | *'''Duration''': Half of your proficiency in additional rounds per mastery | ||
*''' | *'''Use''': +1 use of rune per mastery | ||
*''' | |||
{| class="wikitable" style="text-align:center; margin:0 auto;" | {| class="wikitable" style="text-align:center; margin:0 auto;" | ||
|- style="font-weight:bold; background-color:#B4A7D6;" | |- style="font-weight:bold; background-color:#B4A7D6;" | ||
! | ! Type of Azakana | ||
! | ! Type of Damage | ||
|- | |- | ||
| | | Self Doubt | ||
| style="text-align:center;" | | | style="text-align:center;" | Psychic | ||
|- style="background-color:#B4A7D6;" | |- style="background-color:#B4A7D6;" | ||
| | | Petty Jealousy | ||
| style="text-align:center;" | | | style="text-align:center;" | Intoxicating | ||
|- | |- | ||
| | | Fulminating Anger | ||
| style="text-align:center;" | | | style="text-align:center;" | Incinerating | ||
|- style="background-color:#B4A7D6;" | |- style="background-color:#B4A7D6;" | ||
| | | Obsession Turned to Malice | ||
| style="text-align:center;" | | | style="text-align:center;" | Vibrational | ||
|- | |- | ||
| | | Fear of Being Forgotten | ||
| style="text-align:center;" | Glacial | | style="text-align:center;" | Glacial | ||
|- style="background-color:#B4A7D6;" | |- style="background-color:#B4A7D6;" | ||
| | | Unrelenting Sorrow | ||
| style="text-align:center;" | | | style="text-align:center;" | Shadow | ||
|- | |- | ||
| | | Fear of Change | ||
| style="text-align:center;" | | | style="text-align:center;" | Runic | ||
|} | |} | ||