Update magic items

This commit is contained in:
Eric Woodward 2023-05-31 23:08:17 -04:00
parent e061586cdb
commit 5abf44368d
13 changed files with 210 additions and 166 deletions

19
package-lock.json generated
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@ -1,12 +1,12 @@
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@ -26,6 +26,7 @@
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@ -1277,6 +1278,20 @@
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@ -1,6 +1,6 @@
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@ -30,6 +30,7 @@
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@ -25,11 +25,18 @@ Has the legs and body of a giant spider with a humanoid upper body, poisonous fa
</div>
- When bit, victim must **Save vs Poison** at -2 or be paralyzed for 1d2 turns
- **Spells**: 1d6-1 spells available of 3rd level or less.
- Available spells:
- 1d3-1 1st level spells
- 1d3-1 2nd level spells
- 1d2-1 3rd level spells
- 10% chance to be accompanied by 2d6 giant spiders.
- 10% chance to be protecting 3d8 eggs.
### Bite
- When bit, victim must **Save vs Poison** at -2 or be paralyzed for 1d2 turns.
- On round after being bit and paralyzed, victim must **Save vs Paralyze** or get back up and attack nearest ally at -2.
- Victim gets new save attempt each round, with a successful save rendering them immobile until the paralysis lifts.
- This continues until the Raknitaur wills the attack to stop, the target dies, or the Raknitaur dies.
- 20% chance to be accompanied by 1d8 dessicated zombies.
- 10% chance to be protecting 3d8 eggs while accompanied by 1d8 dessicated zombies.
### Web
- Web is as strong as giant spider (and just as family), but not as sticky.
- Anyone touching web must **Save vs Paralyze** at +2 or be paralyzed for as long as they are in contact with it (and the 2 rounds after).

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@ -5,8 +5,7 @@ date_pub: 2023-05-15T21:32:00-04:00
date_upd: 2023-05-21T19:09:00-04:00
section: magic items
content_type: feature
short_code: mfs
status: hidden
short_code: mvfd
---
A high-quality longsword, exquisitely decorated with the fire and dragon iconography of the royal house of Dulara, and bound with a fire elemental.
@ -17,33 +16,33 @@ Previously wielded by Prince Lorwin of Dulara, the sword's name means "Flametong
Bursts into flame when the command word (_Aegyt_) is spoken, burning for up to 1 turn, and extinguishing automatically when sheathed.
- Can be ignited as a free action in combat.
- Can be ignited as a free action in combat.
While flaming:
- +1 to attack and damage rolls (1d8+1 / 1d10+1).
- Additional +1d4 damage vs cold ("frost" or "ice") or flammable (treefolk, zombies) creatures.
- Can set things alight as a torch.
- Casts light as a torch (30' radius).
- +1 to attack and damage rolls (1d8+1 / 1d10+1).
- Additional +1d4 damage vs cold ("frost" or "ice") or flammable (treefolk, zombies) creatures.
- Can set things alight as a torch.
- Casts light as a torch (30' radius).
### Flare
When the command word (_Vykul_) is spoken while aimed at target point up to 40' away, a burst of flame shoots from the blade and engulfs the target.
- May be used up to 4 times a day, but the 4th use kills the elemental.
- Counts as an action in combat.
- Deals 2d4 damage +1d4 additional damage vs cold ("frost" or "ice") or flammable (treefolk, zombies) creatures.
- **Save vs Wielded** for half damage.
- May be used up to 4 times a day, but the 4th use kills the elemental.
- Counts as an action in combat.
- Deals 2d4 damage +1d4 additional damage vs cold ("frost" or "ice") or flammable (treefolk, zombies) creatures.
- **Save vs Wielded** for half damage.
### Sense Enemy
The elemental bound to the sword has 60' infravision and may inform its owner of the location of enemies it can see.
- Can take a 10 seconds to try and find an enemy.
- Counts as an action in combat.
- 1-in-6 chance of success.
- On a success, wielder can "feel" the distance and direction to the nearest an enemy.
- Doesn't work through greater than 1' of stone or metal.
- If enemy is hidden or unknown, referee should roll check in secret.
- Can take a 10 seconds to try and find an enemy.
- Counts as an action in combat.
- 1-in-6 chance of success.
- On a success, wielder can "feel" the distance and direction to the nearest an enemy.
- Doesn't work through greater than 1' of stone or metal.
- If enemy is hidden or unknown, referee should roll check in secret.
!!!include(weapons/longsword-properties.md)!!!

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@ -2,7 +2,7 @@
title: Magic Items
description: A growing list of magic items that can be found across the multiverse.
date_pub: 2023-02-19T18:50:00-05:00
date_upd: 2023-05-07T14:53:00-04:00
date_upd: 2023-05-29T18:14:00-04:00
section: magic items
content_type: feature
short_code: m11
@ -10,15 +10,18 @@ short_code: m11
Below you'll find a growing list of magic items that can be found across the multiverse.
- [Astral Compass](./astral-compass.html): A magical device for navigating to a desired location on the astral plane.
- [Chamber of Lightning Bolts](./chamber-of-lightning-bolts.html): A small cube that fires bolts of lightning.
- [The Crystal Skull of Jund](./crystal-skull-of-jund.html): A magical, elongated, and (apparently) nearly omniscient crystal skull.
- [Darklurker](./darklurker-dagger.html): A sentient, demonic dagger that seeks the blood of lawful creatures.
- [The Helm of Immaculate Conservation](./helm-of-halos.html): A magical helmet that grants an aura of divine protection to nearby allies.
- [Jar of Preserving](./jar-of-preserving.html): A magical device for capturing and preserving creatures indefinitely.
- [Mirror of Telepresence](./mirror-of-telepresence.html): A magical mirror that allows its user to view and speak with others remotely.
- [Pet Rock](./pet-rock.html): A magical rock that obeys its owner's commands.
- [Ring of Eldritch Blasting](./ring-of-eldritch-blasting.html): A magical ring that grants the wearer the ability to fire eldritch blasts.
- [Ring of the Scholar](./ring-of-the-scholar.html): A magical ring that grants it's owner a small INT boost.
- [The Tome of Forbidden Whispers](./tome-of-forbidden-whispers.html): A cursed book about the Great Old Ones, written by a mad warlock.
- [Tyrhung, Wolf Hunter](./tyrhung-wolf-hunter.html): A magical sword that specializes in identifying and killing lycanthropes.
- [Astral Compass](./astral-compass.html): A magical device for navigating to a desired location on the astral plane.
- [Chamber of Lightning Bolts](./chamber-of-lightning-bolts.html): A small cube that fires bolts of lightning.
- [The Crystal Skull of Jund](./crystal-skull-of-jund.html): A magical, elongated, and (apparently) nearly omniscient crystal skull.
- [Darklurker](./darklurker-dagger.html): A sentient, demonic dagger that seeks the blood of lawful creatures.
- [The Helm of Immaculate Conservation](./helm-of-halos.html): A magical helmet that grants an aura of divine protection to nearby allies.
- [Jar of Preserving](./jar-of-preserving.html): A magical device for capturing and preserving creatures indefinitely.
- [Mirror of Telepresence](./mirror-of-telepresence.html): A magical mirror that allows its user to view and speak with others remotely.
- [Pet Rock](./pet-rock.html): A magical rock that obeys its owner's commands.
- [Ring of Eldritch Blasting](./ring-of-eldritch-blasting.html): A magical ring that grants the wearer the ability to fire eldritch blasts.
- [Ring of Psychic Shielding](./ring-of-psychic-shielding.html): A magical ring that prevents its owner from having their mind read.
- [Ring of the Scholar](./ring-of-the-scholar.html): A magical ring that grants it's owner a small INT boost.
- [The Tome of Forbidden Whispers](./tome-of-forbidden-whispers.html): A cursed book about the Great Old Ones, written by a mad warlock.
- [Tyrhung, Wolf Hunter](./tyrhung-wolf-hunter.html): A magical sword that specializes in identifying and killing lycanthropes.
- [Vah'ki, Flametongue of Dulara](./flaming-sword-vahki.html): A legendary longsword with a fire elemental bound to it.
- [The Venger](./venger.html): A magical longsword that counter-attacks anyone who attacks its wielder.

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@ -2,6 +2,7 @@
title: Ring of Eldritch Blasting
description: A magical ring that grants the wearer the ability to fire eldritch blasts.
date_pub: 2023-02-20T22:43:00-05:00
date_upd: 2023-05-29T11:13:00-04:00
section: magic items
content_type: feature
short_code: mreb
@ -15,6 +16,6 @@ short_code: mreb
A simple gold band etched with an arcane rune for the word "blast".
**Use**: On speaking the command word, a ray of dark-purple eldritch energy shoots from the wielder's hand towards target within 150', who must make a **saving throw versus spells** or take 1d6 damage.
**Use**: On speaking the command word, a ray of dark-purple eldritch energy shoots from the wielder's hand towards target within 150', who must make **Save vsSpells** or take 1d6 damage.
**Usage limits**: Can be used up to 3 times per day.

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@ -0,0 +1,19 @@
---
title: Ring of Psychic Shielding
description: A magical ring that prevents its owner from having their mind read.
date_pub: 2023-05-29T11:26:00-04:00
section: magic items
content_type: feature
short_code: mrops
---
<div class="imgWrapper">
![A ring of psychic shielding, created with [Stable Diffusion Online](https://stablediffusionweb.com/), released under a [CC0](/licenses/cc0) license.](/images/magic-items/ring-of-psychic-shielding.jpg "A ring of psychic shielding")
</div>
A simple silver band engraved with glyphs of mental protection.
**While worn**: Immune to magical (or similar) effects that allow others to read wearer's thoughts, intentions, alignment, or nature, including determining truthfulness.

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@ -1,8 +1,8 @@
---
title: Ring of the Scholar
description: A magical ring that grants it's owner a small INT boost.
description: A magical ring that grants its owner a small INT boost.
date_pub: 2023-03-04T02:57:00-05:00
date_upd: 2023-04-24T16:12:00-05:00
date_upd: 2023-05-29T11:09:00-04:00
section: magic items
content_type: feature
short_code: mrots
@ -10,7 +10,7 @@ short_code: mrots
<div class="imgWrapper">
![A ring of the scholar, created with [Stable Diffusion Online](https://stablediffusionweb.com/), released under a [CC0](/licenses/cc0) license.](/images/magic-items/ring-of-eldritch-blasting.jpg "A ring of the scholar")
![A ring of the scholar, created with [Stable Diffusion Online](https://stablediffusionweb.com/), released under a [CC0](/licenses/cc0) license.](/images/magic-items/silver-ring-scholar.jpg "A ring of the scholar")
</div>

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@ -1,19 +1,18 @@
---
title: Venger
description: A magical longsword that automatically attacks any opponent that attacked its wielder.
title: The Venger
description: A magical longsword that counter-attacks anyone who attacks its wielder.
date_pub: 2023-05-15T22:04:00-04:00
date_upd: 2023-05-21T19:09:00-04:00
date_upd: 2023-05-29T18:14:00-04:00
section: magic items
content_type: feature
short_code: mvg
state: hidden
short_code: mtvg
---
A magical longsword that magically counter-attacks any opponent that attacked its wielder.
A magical longsword that counter-attacks anyone who attacks its wielder.
- +2 to attack and damage rolls (1d8+2 / 1d10+2).
- Wielder always attacks at the end of the round.
- After making their normal attack with this sword, the wielder may also attack any opponent who attacked them in melee this round.
- Each revenge attack is rolled separately.
- +2 to attack and damage rolls (1d8+2 / 1d10+2).
- Wielder always attacks at the end of the round.
- After making their normal attack with this sword, the wielder may also attack any opponent who attacked them in melee this round.
- Each revenge attack is rolled separately.
!!!include(weapons/longsword-properties.md)!!!

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@ -9,117 +9,115 @@ short_code: pnf
_The Plane of Faerie_
- A plane of wild, primal magic, mostly consisting of a great forest surrounded by various domains.
- Depending on the season, the plane is ruled by one of the four seasonal courts.
- Seasons typically last around 4 years, although some last much longer.
- It is currently the last year of a 10-year-long summer.
- The length of each day and night are random, averaging just around 12 hours.
- Most last between 9 and 15 hours, although some have been known to last 24 hours or more.
- A plane of wild, primal magic, mostly consisting of a great forest surrounded by various domains.
- Depending on the season, the plane is ruled by one of the four seasonal courts.
- Seasons typically last around 4 years, although some last much longer.
- It is currently the last year of a 10-year-long summer.
- The length of each day and night are random, averaging just around 12 hours.
- Most last between 9 and 15 hours, although some have been known to last 24 hours or more.
### Major Races
- Boggies (Goblins)
- Brownies
- Bullywugs
- Centaur
- Darklings
- Dryads
- Dwarves
- Elves
- Faerie Dragons
- Firbolgs
- Dragons
- Giants
- Griffons
- Harekin
- Pixies
- Quicklings
- Redcaps (Hobgoblins)
- Satyrs
- Sprites
- Trolls
- Unicorns
- Vampires
- Will'o'wisps
- Wyrmlings (Pseudodragons)
- ...plus various awakened / enchanted birds and beasts of the woodlands
- Boggarts / Boggies (Goblins)
- Brownies
- Bullywugs
- Centaur
- Darklings
- Dryads
- Dwarves
- Elves
- Faerie Dragons
- Firbolgs
- Dragons
- Giants
- Griffons
- Harekin
- Pixies
- Quicklings
- Redcaps (Hobgoblins)
- Satyrs
- Sprites
- Trolls
- Unicorns
- Vampires
- Will'o'wisps
- Wyrmlings (Pseudodragons)
- ...plus various awakened / enchanted birds and beasts of the woodlands
### Realms
#### The Great Forest
- A massive expanse of old-growth trees of all kinds, intersected with various, ever-changing pathways.
- Many of the animals (and some of the trees) can readily speak Low Fae.
- The realms of the [Fae Courts](#the-fae-courts) lie in the four cardinal directions (Summer to the North, Autumn to the East, Winter to the South, and Spring to the West).
- Different species of plants and animals become more (or less) prevalent as one approaches the courts.
- The various [Mirthlands](#the-mirthlands) lie at the edges of the great forest, between the court realms.
- Portals to (and from) here occasionally manifest in the material planes at locations of great, natural power (often in the most ancient forests).
- A massive expanse of old-growth trees of all kinds, intersected with various, ever-changing pathways.
- Many of the animals (and some of the trees) can readily speak Low Fae.
- The realms of the [Fae Courts](#the-fae-courts) lie in the four cardinal directions (Summer to the North, Autumn to the East, Winter to the South, and Spring to the West).
- Different species of plants and animals become more (or less) prevalent as one approaches the courts.
- The various [Mirthlands](#the-mirthlands) lie at the edges of the great forest, between the court realms.
- Portals to (and from) here occasionally manifest in the material planes at locations of great, natural power (often in the most ancient forests).
##### Locations
- **The Moot**: The crossroads of the plane, where many different pathways literally intersect, including some that lead to other planes of existence.
- **The Wandering Lake**: A large body of fresh water that teleports to a new place everyday, temporarily flooding wherever it goes.
- **The Moot**: The crossroads of the plane, where many different pathways literally intersect, including some that lead to other planes of existence.
- **The Wandering Lake**: A large body of fresh water that teleports to a new place everyday, temporarily flooding wherever it goes.
#### The Mirthlands
- An odd assortment of dominions, each under the control of one or more Archfae.
- Each has a climate and tone dictated by the Archfae in charge, leading to abrupt changes when traveling between the Mirthlands.
- An odd assortment of dominions, each under the control of one or more Archfae.
- Each has a climate and tone dictated by the Archfae in charge, leading to abrupt changes when traveling between the Mirthlands.
#### Known Mirthlands
- **The Giant Mountains**: Massive mountains populated by various kinds of giants.
- **The Giant Mountains**: Massive mountains populated by various kinds of giants.
- **Tu'un'lan**: A chaotic land of wild illusions.
- **Tu'un'lan**: A chaotic land of wild illusions.
- Home of the Tu'un, a race of strange pixies that disguise themselves in bright, illusory shapes, and then engage in bloodless (but hilarious) ritual combat.
- Home of the Tu'un, a race of strange pixies that disguise themselves in bright, illusory shapes, and then engage in bloodless (but hilarious) ritual combat.
- **Krussenvalia**: A realm of dark magic and gothic horror, ruled by the vampire, Lord Drakkos.
- **Fun'ga'lan (The Kingdom of the Mushrooms)**: A land of immense mushrooms and tall, viny plants.
- Home of the Fun'to, a race of short, adorable mushroom people.
- Ruled by the tyrannical dragon, Bau'sa, King of the Kuu'pah
- **Fun'ga'lan (The Kingdom of the Mushrooms)**: A land of immense mushrooms and tall, viny plants.
- Home of the Fun'to, a race of short, adorable mushroom people.
- Ruled by the tyrannical dragon, Bau'sa, King of the Kuu'pah
#### The Underwolde
- Enormous underground caverns that exist beneath the Great Forest.
- Controlled by the Fomar, a race of misshapen ogres.
- Enormous underground caverns that exist beneath the Great Forest.
- Controlled by the Fomar, a race of misshapen ogres.
#### The Fae Courts
- All creatures who live in the Faewolde owe allegiance to either (or both) the Day Queen and/or Night King, but must obey the rules of each court when they are in charge.
- Each court has it's own climate, with the surrounding woods reflecting that climate.
- Each courts' power peaks during it's time of day and season.
- All creatures who live in the Faewolde owe allegiance to either (or both) the Day Queen and/or Night King, but must obey the rules of each court when they are in charge.
- Each court has it's own climate, with the surrounding woods reflecting that climate.
- Each courts' power peaks during it's time of day and season.
**The Seelie (Day) Court** - The fairest of the noble Fae.
- Live in Castle Noonsky, in the clouds high above the Summer Realm of Everbright.
- Ruled by the Day Queen, Tay'tan'ya.
- Surrounded by deciduous, fruiting trees that are almost always in season.
- Live in Castle Noonsky, in the clouds high above the Summer Realm of Everbright.
- Ruled by the Day Queen, Tay'tan'ya.
- Surrounded by deciduous, fruiting trees that are almost always in season.
**The Evening Court** - Pensive, occasionally gloomy Fae nobles of varying colors and appearances.
- Live in Castle Twilight, at the edge of the Autumn Realm of Evergloom.
- Ruled by the Dusk Prince, Pu'ka.
- Surrounded by maples and various deciduous trees that grows leaves in the morning, only for them to change color and wither by days end, falling overnight.
- Live in Castle Twilight, at the edge of the Autumn Realm of Evergloom.
- Ruled by the Dusk Prince, E'Duar, and his sickly sister, B'Laa, Princess of the Moon.
- Surrounded by maples and various deciduous trees that grows leaves in the morning, only for them to change color and wither by days end, falling overnight.
**The Unseelie (Night) Court** - Haunting, dark, and occasionally terrifying noble Fae.
- Live in Castle Midnight, deep in the Ice Mountains of the Winter Realm of Evernight.
- Ruled by the Night King, O'bron.
- Surrounded by coniferous evergreens and blackened, leafless deciduous trees.
- Live in Castle Midnight, deep in the Ice Mountains of the Winter Realm of Evernight.
- Ruled by the Night King, O'bron, the Cold.
- Surrounded by coniferous evergreens and blackened, leafless deciduous trees.
**The Morning Court** - The smallest but most energetic of the noble Fae.
- Live in Castle Daybreak, in the center of the Spring Realm of Everbloom.
- Ruled by the Dawn Princess, Aur'on'ya.
- Surrounded by willows and blossoming deciduous trees.
- Live in Castle Daybreak, in the center of the Spring Realm of Everbloom.
- Ruled by the Dawn Princess, Aur'on'ya.
- Surrounded by willows and blossoming deciduous trees.
### Other Creatures
- Basilisks
- Blink Dogs
- Dragons
- Pegasi
- Owlbears
- Shambling Mounds
- ...plus the various woodlands birds and beasts
- Basilisks
- Blink Dogs
- Dragons
- Pegasi
- Owlbears
- Shambling Mounds
- ...plus the various woodlands birds and beasts

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@ -2,17 +2,18 @@
title: Character Races
description:
date_pub: 2023-02-17T00:15:00-05:00
date_upd: 2023-04-30T09:44:00-04:00
date_upd: 2023-05-31T11:02:00-04:00
section: races
content_type: feature
short_code: r1
---
- [Automaton](./automaton.html): Mechanical beings powered by ancient, arcane magicks.
- [Dracokin](./dracokin.html): Lizardfolk with distant relations to dragons.
- [Drow](./drow.html): Dark-skinned, slender demihumans, possibly related to elves, who dwell deep underground.
- [Dwarf](./dwarf.html): Short and hairy demihumans with an affinity for mining and crafting.
- [Felinar](./felinar.html): A race of anthropomorphic, catlike beings.
- [Firfolk](./firfolk.html): Magical, gray half-giants that live in harmony with nature.
- [Mimikin](./mimikin.html): A race of demihumans able to shift their physical forms at will.
- [Tortokin](./tortokin.html): Anthropomorphic, upright turtles.
- [Automaton](./automaton.html): Mechanical beings powered by ancient, arcane magicks.
- [Dracokin](./dracokin.html): Lizardfolk with distant relations to dragons.
- [Drow](./drow.html): Dark-skinned, slender demihumans, possibly related to elves, who dwell deep underground.
- [Dwarf](./dwarf.html): Short and hairy demihumans with an affinity for mining and crafting.
- [Felinar](./felinar.html): A race of anthropomorphic, catlike beings.
- [Firfolk](./firfolk.html): Magical, gray half-giants that live in harmony with nature.
- [Lah'dri](./lahdri.html): Thin, fey demihumans, related to elves, with the ability to project their seasonal temperaments.
- [Mimikin](./mimikin.html): A race of demihumans able to shift their physical forms at will.
- [Tortokin](./tortokin.html): Anthropomorphic, upright turtles of roughly human stature.

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@ -1,10 +1,11 @@
---
title: Lah'dri (Race)
description:
description: Thin, fey demihumans, related to elves, with the ability to project their seasonal temperaments.
date_pub: 2023-04-21T21:07:00-04:00
date_upd: 2023-05-31T23:04:00-04:00
section: races
content_type: feature
short_code: rla
short_code: r1a
---
[[toc]]
@ -19,26 +20,26 @@ short_code: rla
</div>
Thin, fey demihumans, related to elves, with the ability to project their seasonal temperaments.
Thin, fey demihumans, related to elves and native to the Feywolde, with the ability to project their seasonal temperaments.
### Available Classes and Max Level
- **Assassin**: 10th
- **Bard**: 7th
- **Bloodmage**: 11th
- **Cleric**: 7th
- **Corsair**: 10th
- **Druid**: 12th
- **Fighter**: 7th
- **Knight**: 11th
- **Mystic**: 8th
- **Paladin**: 9th
- **Priest**: 7th
- **Ranger**: 11th
- **Sorcerer**: 11th
- **Thief**: 10th
- **Warlock**: 12th
- **Wizard**: 11th
- **Assassin**: 10th
- **Bard**: 7th
- **Bloodmage**: 11th
- **Cleric**: 7th
- **Corsair**: 10th
- **Druid**: 12th
- **Fighter**: 7th
- **Knight**: 11th
- **Mystic**: 8th
- **Paladin**: 9th
- **Priest**: 7th
- **Ranger**: 11th
- **Sorcerer**: 11th
- **Thief**: 10th
- **Warlock**: 12th
- **Wizard**: 11th
### Detect Secrets
@ -54,13 +55,13 @@ Unaffected by the paralysis inflicted by ghouls.
### Innate Magic
- From 2nd level, can cast [hidden step](/spells/hidden-step.html) once per day.
- From 6th level, can cast [hidden step](/spells/hidden-step.html) twice per day, plus an additional effect occurs when cast, based on caster's current [seasonal affinity](#seasonal-affinity):
- From 2nd level, can cast [hidden step](/spells/hidden-step.html) once per day.
- From 6th level, can cast [hidden step](/spells/hidden-step.html) twice per day, plus an additional effect occurs when cast, based on caster's current [seasonal affinity](#seasonal-affinity):
- **Evening (Autumn)**: Immediately after using hidden step, up to two target creatures within 10 feet must **Save vs Spells** or be charmed for 1 minute (or until damage is dealt to them).
- **Night (Winter)**: When using hidden step, up to one target creature within 10' of where the caster started must **Save vs Spells** or be frightened of the caster (as per the _fear_ spell).
- **Morning (Spring)**: When using hidden step, the caster may touch one target willing creature who is teleported instead.
- **Day (Summer)**: Immediately after using hidden step, any number of target creatures within 10 feet take 1d4 damage (**Save vs Spells** for half).
- **Evening (Autumn)**: Immediately after using hidden step, up to two target creatures within 10 feet must **Save vs Spells** or be charmed for 1 minute (or until damage is dealt to them).
- **Night (Winter)**: When using hidden step, up to one target creature within 10' of where the caster started must **Save vs Spells** or be frightened of the caster (as per the _fear_ spell).
- **Morning (Spring)**: When using hidden step, the caster may touch one target willing creature who is teleported instead.
- **Day (Summer)**: Immediately after using hidden step, any number of target creatures within 10 feet take 1d4 damage (**Save vs Spells** for half).
### Infravision
@ -70,10 +71,10 @@ Can see heat signatures up to 60', even in total darkness.
Each day, choose which of the following Fae-seasons influences your physical and emotional being.
- **Evening (Autumn)**: Goodwill and harmony, when all share in the harvest of the day.
- **Night (Winter)**: Quiet and contemplative, as the dynamic energy of the world sleeps, and only the dark remains...
- **Morning (Spring)**: Joy and celebration, a phase of rejuvenation and hope as the sorrows of the night pass.
- **Day (Summer)**: Courage and determination, channelling aggressive energy and desires for action.
- **Evening (Autumn)**: Goodwill and harmony, when all share in the harvest of the day.
- **Night (Winter)**: Quiet and contemplative, as the dynamic energy of the world sleeps, and only the dark remains...
- **Morning (Spring)**: Joy and celebration, a phase of rejuvenation and hope as the sorrows of the night pass.
- **Day (Summer)**: Courage and determination, channelling aggressive energy and desires for action.
### Sensitive to Evil