SIBYL
The sibyl is a manipulator of both energy and health. They use their power to control life and are capable of potent abilities at great costs to both allies and enemies. They may even choose to make their energy manifest in an eidolon. They can cast their spells with small arms, axes, polearms, foci, scepters and scripts. Sibyls wear light armour.
SKILLS
Abyss
Requirements: 1ep, equipped script
Cast a projectile at a target square up to 10m away. When that projectile reaches its target or is interrupted, create a field 3m in diametre. Spend additional energy when activating this skill to increase the diametre of the field by 2m for every point spent. Spend an action to sap life from this field, siphoning 1 resilience from every target inside it. This field lasts for a number of rounds equal to your might.
ALTERS
Blight
Energy increase: 1ep
When siphoning health, you can blight the field to damage everyone’s ep by 1.
Tendrils
Energy increase: 2ep
When siphoning health, make an attack against everyone in the abyssal field. If the attack hits, deal no damage but immobilize everyone in the field with tendrils of energy for one turn.
Vortex
Energy increase: 1ep
When siphoning health, draw all targets as close to the centremost square of the field as possible.
Darkness
Energy increase: 1ep
When draining health, make an attack on all targets within the field. If the attack hits, deal no damage but give them -2 accuracy for a number of turns equal to your might.
Eidolon
Requirements: 3ep, equipped any sibyl weapon
Summon a companion to your side for the duration of the current conflict. This companion can not speak, but serves as a silent protector and must remain near to you at all times to be sustained. This eidolon can be any organic shape occupying up to 1 metre. The eidolon has base MEAR stats of 5, 5, 10, and 15 respectively, but for every point of your base might score, either increase M, E, or A by 1, or increase R by 2.
ALTERS
Mount
Energy increase: 3ep
Alter your eidolon to be able to carry you or serve as a mount for your character. An eiidolon can only carry one character (or two if large). Your eidolon’s movement increases to 7. The eidolon can not carry anyone over large distances in this way without growing weak and disappearing.
Division
Energy increase: 3ep
Split your eidolon into two. Its MEAR stats are halved (rounded down). The eidolon can be reformed if this spell is cast again with the eidolons adjacent to one another. Only one instance of an eidolon can be altered by any given alter.
Mighty
Energy increase: 3ep
Your eidolon can be made larger (1x2m) granting it +2 protection. At any point your eidolon can be shrunk down again by casting this skill.
Projection
Energy increase: 3ep
Your eidolon can be altered to gain the ability to attack at a range. The eidolon can make a ranged attack up to 10m away by spending 1ep.
Gate
Requirements: 1ep, equipped focus
Carve an energy gate into the air in front of you 2m across. Attacks made within or through this gate pierce. This gate lasts for a number of turns equal to your might.
ALTERS
Dual Gate
Energy increase: 2ep
At any time, construct a second gate within a line of sight up to 10m from the first oriented in the same direction, adding the extra energy cost. Whenever someone steps through one gate, they flash to the second at high speeds. This connection is cut if the gates lose line of sight.
Astral Gate
Energy increase: 2ep
The gate can be charged to energize people within it. Moving through a charged gate restores 1 ep per action.
Moonbeam
Energy increase: 2ep
Spend an action to activate the gate, launching a beam from it in one direction from its face. The beam functions as a piercing attack with 10m range and is as wide as the gate.
Grand Gate
Energy increase: 1ep
When constructing the gate, increase its size by 2 metres.
Reap
Requirements: 1ep, equipped script
Send out a wave of black energy that breaks your targets guards up to 5m away.
ALTERS
Harvest
Energy increase: 1ep
Your attack can now siphon health from your target. Increase damage by 2 and recover 1 resilience per ep spent to alter this spell.
Grasp
Energy increase: 1ep
Your energy wave can now draw your target in when you strike it. Your target provokes attacks along the way.
Cripple
Energy increase: 1ep
Striking someone with this attack slows them for a number of turns equal to half your might
Black Hand
Energy increase: 1ep
This attack now pierces and staggers targets. If they do not have a readied action, they are knocked down.
Sacrifice
Requirements: 1ep, equipped small arm
Deal damage up to your full might value to yourself. Half of the damage inflicted on yourself is added as a temporary might bonus for a number of turns equal to half your might (before the bonus is applied). This effect does not stack.
ALTERS
Blood Letter
Energy increase: 1ep
Make an attack as above on another target instead of yourself to gain the benefits as normal.
Blood Fuel
Energy increase: 0ep
Exchange the might gained from this attack to restore ep instead.
Searing Blood
Energy increase: 1ep
When activating this skill, deal 1 persistent damage to all adjacent targets for a number of turns equal to your might.
Fear
Energy increase: 1ep
When activating this skill, shift all adjacent targets back one metre each.
Tether
Requirements: 1ep, equipped scepter
Tether two targets together. Both targets must be within 10m range. Whenever damage is dealt to one, up to half of that damage can be transferred to the other. This effect lasts a number of turns equal to your might or until line of sight between the two targets is lost. Casting this spell again overwrites the old tether.
ALTERS
Leech
Energy increase: 2ep
Transfer health from one target to the other with an extra action. The amount of health transferred can be up to half your might.
Binding
Energy increase: 1ep
Your tethered targets are bound by force and can not move more than five metres away from each other. Moving beyond this point deals damage as if trying to move into a wall.
Swap
Energy increase: 1ep
With an extra action, you can swap the places of the two targets bound by your tether.
Trinity
Energy increase: 1ep
When activating this skill, you can add a third person to the tether. Each member of the chain is sustained as long as a line of sight is kept with at least one other member of the tether.