Difference between revisions of "Sigillant"

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* Pass: Whenever an individual walks past the seal, the glyph is dislodged.
 
* Pass: Whenever an individual walks past the seal, the glyph is dislodged.
 
* Blood: Whenever blood is spilled on the seal, the glyph is dislodged.
 
* Blood: Whenever blood is spilled on the seal, the glyph is dislodged.
The sigillant can also choose to dislodge their own seal without effect by touching it. Seals do not count towards the maximum spells lodged by the sigillant. A sigillant can have a maximum number of seals active at any time equal to their BMB. If the spell lodged is an area spell, then the area is centered on the glyph.  If the spell lodged targets individuals, the individual(s) nearest the glyph are targeted.  The seal is permanent until dislodged by the trigger condition. At 9th level, the criterion for dislodging the seal can be more complex than the above - any well-specified criterion can be used to trigger the seal, like a contingency spell. At 12th level, the sigillant may lodge a seal whose trigger can be reused, creating a permanent seal, at +4 DC on the magic check.  Symbol spells are treated as one level lower than usual when affixed by a sigillant.<br />
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The sigillant can also choose to dislodge their own seal without effect by touching it. Seals do not count towards the maximum spells lodged by the sigillant. A sigillant can have a maximum number of spell levels of seals active at any time equal to their BMB. If the spell lodged is an area spell, then the area is centered on the glyph.  If the spell lodged targets individuals, the individual(s) nearest the glyph are targeted.  The seal is permanent until dislodged by the trigger condition. At 9th level, the criterion for dislodging the seal can be more complex than the above - any well-specified criterion can be used to trigger the seal, like a contingency spell. At 12th level, the sigillant may lodge a seal whose trigger can be reused, creating a permanent seal, at +4 DC on the magic check.  Symbol spells are treated as one level lower than usual when affixed by a sigillant.<br />
  
 
4th: Tremorsense: The sigillant is sensitive to vibrations in the ground and can automatically pinpoint the location of any living creature that is in contact with the ground within 30 feet.  This ability does not eliminate any cover or concealment modifier that the creature may have.<br />
 
4th: Tremorsense: The sigillant is sensitive to vibrations in the ground and can automatically pinpoint the location of any living creature that is in contact with the ground within 30 feet.  This ability does not eliminate any cover or concealment modifier that the creature may have.<br />
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8th level: Any free metamagic feat.<br />
 
8th level: Any free metamagic feat.<br />
  
10th level: Megalithic Door: A sigillant can create a powerful carved standing stone, usually roughly human-sized or larger, through a magical ritual that takes 12 hours to complete and requires a successful magic check (DC 25).  The stone serves as a permanent portal to another such artifact. The sigillant must choose at the time of creation whether only they will be able to use the stone, or whether it is usable by anyone who knows the proper keyword.  The user can step into the door and be instantly transported to the other standing stone, with no chance of failure or mishap.<br />
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10th level: Megalithic Door: A sigillant can create a powerful carved standing stone, usually roughly human-sized or larger, through a magical ritual that takes 12 hours to complete and requires a successful magic check (DC 25).  The stone serves as a permanent portal to other such artifacts, with each megalithic door keyed to a particular keyword.  The user can step into the door and be instantly transported to any other megalithic door whose keyword they know, with no chance of failure or mishap.<br />
  
 
14th level: Permanent glyph: The sigillant can create a glyph that, once lodged, can be reused once per day, like a permanent magic item, without lodging additional source.  It requires 12 hours work to complete such an item. When lodging the glyph they must make a magic check at +10 DC to the normal check in order to do so.  These items can only be used by sigillants - other individuals do not have the capacity to dislodge glyphs at all.
 
14th level: Permanent glyph: The sigillant can create a glyph that, once lodged, can be reused once per day, like a permanent magic item, without lodging additional source.  It requires 12 hours work to complete such an item. When lodging the glyph they must make a magic check at +10 DC to the normal check in order to do so.  These items can only be used by sigillants - other individuals do not have the capacity to dislodge glyphs at all.
  
 
{{ashnabis}}}{{nemnosti}}{{ooc}}
 
{{ashnabis}}}{{nemnosti}}{{ooc}}

Latest revision as of 17:11, 15 August 2024

Where mystics and manifests draw Source from fos, sigillants use the carving of glyphs or marks on stone or in the earth to tap Source more indirectly from the earth. It is a more cautious art, carrying fewer dangers but also with many limitations. Sigillants are part artist, part shaman, and part sage, building and maintaining protection and power through stelae, henges, and inscriptions on stone.

Level BAB BDB BMB Fort Ref Will Special
1 +0 +0 +2 +2 +0 +2 glyphs, slate: 0th 
2 +1 +1 +3 +2 +1 +2 metamagic feat
3 +1 +1 +4 +3 +1 +3 seals
4 +2 +2 +5 +3 +1 +3 tremorsense
5 +3 +2 +6 +4 +2 +4 ancillary flourish
6 +3 +2 +7 +4 +2 +4 slate: 1st
7 +4 +3 +8 +5 +2 +5 ward
8 +5 +3 +9 +5 +3 +5 metamagic feat
9 +5 +4 +10 +6 +3 +6 seal: contingent
10 +6 +4 +11 +6 +3 +6 megalithic door
11 +7 +4 +12 +7 +4 +7 slate: 2nd
12 +7 +5 +13 +7 +4 +7 seal/ward: permanent
13 +8 +5 +14 +8 +4 +8
14 +9 +6 +15 +8 +5 +8 permanent glyph
15 +9 +6 +16 +9 +5 +9
16 +10 +6 +17 +9 +5 +9 slate: 3rd
17 +11 +7 +18 +10 +6 +10

Hit Die: d4
Ability requirement: Intelligence 16
Class Skills: Appraise, Climb, Craft, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sleight of Hand, Survival
Skill points: 4 + Int
Weapon and Armor Proficiency: All simple weapons, light armor and shields

Powers

1st: Glyphs: Sigillants have the power to draw, paint, or carve glyphs on stone, in so doing preparing the latent Source within them. When fos users draw on source, there are two steps: consumption and casting. Similarly, sigillants' glyphs have two steps: lodging and dislodging. Lodging involves making some mark or marks on stone, using paint, chalk, a knife, or other marking device. The complexity and intricacy of the glyph relates to its power level, taking 10 minutes per Source to be drawn from the glyph. After completing the glyph, the sigillant makes a magic check with a DC equal to (12 + Source), i.e., as if it were an ordinary spell. Any metamagic, if desired, can be added (with the resultant increase to DC as if it were an ordinary spell). Any negative spell effects occur at the time of lodging. Typically spells intended for everyday use are lodged on small pebbles or gems. Glyphs may not be lodged on non-stone substances.

When the sigillant wishes to dislodge (cast) the spell, they release the magic contained within the glyph as a standard action. They must be in physical contact with the glyph to do so. No additional roll is required to dislodge and there is no additional risk of negative effects.
At any one time, a sigillant can have lodged multiple spells, up to four times their character level in Source. To lodge additional glyphs beyond that limit, for every Source beyond their limit, they take 1 hp of nonlethal damage, which cannot be healed until they dislodge enough spells to take them below their limit. A sigillant can release their own lodged glyph without effect as a standard action as long as they are holding or touching it. A lodged glyph will also dislodge without effect after 1 day / caster level if it has not been dislodged already.

1st: Slate: The sigillant has a limited ability to cast minor spells without prior preparation using a specially-prepared slate on which marks are lodged in chalk and immediately dislodged, as a single standard action. At 1st level the sigillant can cast 0-level spells in this manner; at 6th level, 1st level spells, at 11th level, 2nd level spells, and at 16th level, 3rd level spells. The DC to lodge a spell on a slate is 2 greater than the same spell lodged on a glyph.

2nd: Metamagic feat: Any free metamagic feat.

3rd: Seal: A seal is a special glyph that lodges a spell on a relatively immobile stone fixture such as a wall, cave, monument, or tomb, to be dislodged upon one of the following conditions:

  • Touch: Whenever an individual touches the seal, the glyph is dislodged.
  • Word: Whenever a particular keyword or code is spoken, the glyph is dislodged.
  • Pass: Whenever an individual walks past the seal, the glyph is dislodged.
  • Blood: Whenever blood is spilled on the seal, the glyph is dislodged.

The sigillant can also choose to dislodge their own seal without effect by touching it. Seals do not count towards the maximum spells lodged by the sigillant. A sigillant can have a maximum number of spell levels of seals active at any time equal to their BMB. If the spell lodged is an area spell, then the area is centered on the glyph. If the spell lodged targets individuals, the individual(s) nearest the glyph are targeted. The seal is permanent until dislodged by the trigger condition. At 9th level, the criterion for dislodging the seal can be more complex than the above - any well-specified criterion can be used to trigger the seal, like a contingency spell. At 12th level, the sigillant may lodge a seal whose trigger can be reused, creating a permanent seal, at +4 DC on the magic check. Symbol spells are treated as one level lower than usual when affixed by a sigillant.

4th: Tremorsense: The sigillant is sensitive to vibrations in the ground and can automatically pinpoint the location of any living creature that is in contact with the ground within 30 feet. This ability does not eliminate any cover or concealment modifier that the creature may have.

5th: Ancillary flourish: The sigillant can lodge an additional flourish or element to an existing glyph after it has been lodged but before it has been dislodged to add a metamagical effect to it. Only glyphs that do not have metamagic on them already may be altered. The flourish takes 10 minutes of work per Source added by the feat, and requires a magic check (DC 15 + Source added), but failure of the check does not result in a backlash. The Source added counts towards the sigillant's ordinary limit to be lodged. The sigillant must have the feat in question, of course. At 9th level the sigillant can add a second metamagic effect, and at 13th level, a third effect. At 14th level the sigillant can use ancillary flourish to permanently modify a permanent glyph.

7th: Ward: A ward is a special glyph that is lodged on a relatively immobile stone fixture such as a wall, cave, monument, or tomb. It can only be used on a spell that targets an object or area (not an individual), and has a listed duration of 1 minute per level or greater. Unlike a seal, the ward must be dislodged by the caster, either immediately upon being lodged, or at any time after casting. Once dislodged, a ward's actual duration is 1 day per caster level. At 12th level, the sigillant may lodge a permanent ward, at +6 DC on the magic check.

8th level: Any free metamagic feat.

10th level: Megalithic Door: A sigillant can create a powerful carved standing stone, usually roughly human-sized or larger, through a magical ritual that takes 12 hours to complete and requires a successful magic check (DC 25). The stone serves as a permanent portal to other such artifacts, with each megalithic door keyed to a particular keyword. The user can step into the door and be instantly transported to any other megalithic door whose keyword they know, with no chance of failure or mishap.

14th level: Permanent glyph: The sigillant can create a glyph that, once lodged, can be reused once per day, like a permanent magic item, without lodging additional source. It requires 12 hours work to complete such an item. When lodging the glyph they must make a magic check at +10 DC to the normal check in order to do so. These items can only be used by sigillants - other individuals do not have the capacity to dislodge glyphs at all. }