Ability Schools / Phantom
Phantom
Phantoms manipulate the remnants of living beings, harvesting souls to empower their abilities and raise the dead. Their abilities specialize in Shade damage and manipulating the boundary between life and death.
School Mechanic:
Whenever a living character dies within 20 feet of you, you collect 1 Soul.
You can hold up to 5 Souls at a time. Certain Phantom abilities allow you to spend Souls for additional effects.
Whenever you reduce a character to 0 HP using a Phantom ability, you may either collect a Soul from them or turn their body into a Z-Word under your control for 10 rounds.
Flow Generation:
Gain 1 Flow when you collect a soul.
Signature Point Generation:
Gain 1 SP whenever a Z-Word under your control is reduced to 0 HP.
Phantom Abilities:
Animate Corpse
Category: Warper
Attribute: INT
Cost: 2 AP
Recharge: 7-8
Goal to Learn: Successfully use this ability 10 times. While this goal is set, you can use this ability. Roll a d10. On a 6–10, the ability activates.
Choose a dead character within 20 feet whose body is still present. It becomes a Z-Word under your control.
A Z-Word lasts until it is reduced to 0 HP or for a total of rounds equal to 2 times your INT.
You can use Animate Corpse on a dead character any number of times, so long as it is not reduced to 0 HP as a Z-Word.
Soul: Each Soul spent increases the Z-Word's STR, END, and SPD by +2.
Prerequisite: 1 Phantom Ability
Cling to Life
Category: Support
Attribute: INT
Cost: 2 RP
Recharge: 9-10
Goal to Learn: Be at Death’s Door and survive combat 5 times. Alternatively, heal or shield an ally who is currently at Death’s Door 20 times.
When a character within 60 feet of you that you can see enters Death's Door, they do not make Death's Door rolls when taking damage until the end of their next turn.
Soul: The character also ignores the Death’s Door penalties until the end of their next turn.
Prerequisite: None
Death Rattle
Category: Warper
Attribute: INT
Cost: 2 AP
Goal to Learn: Successfully interrupt or react to an enemy using an action with a cost of 2 AP or more 5 times.
Choose a character within 30 feet that you can see. Until the end of its turn, the first time that character uses an action with a Cost of 2 AP or more, they take 1d4 Sonic damage and must make a Contested Resilience roll. On a failure, the target loses 1 AP.
Soul: The effect triggers twice.
Prerequisite: None
Embody
Category: Support
Attribute: -
Cost: -
Goal to Learn: Use a skill, tool, or weapon proficiency that a held Pact Soul would use while alive to solve an important situation. Alternatively, commune with a Pact Soul during 20 long or short rests.
Whenever you finish a Long rest, choose a Pact Soul you hold. Until you complete a Long Rest, you gain one Virtue or Ability possessed by the character that Soul belonged to.
Prerequisite: Pact
Feast
Category: Support
Attribute: INT
Cost: 2 AP
Recharge: 4
Goal to Learn: Reduce 25 controlled Z-Words to 0 HP.
Choose a Z-Word under your control within 20 feet. Destroy it and recover HP equal to its current HP.
Soul: You can spend a soul to target a Z-Word that you don’t control. It must succeed on a Contested Resilience roll or the effect activates.
Prerequisite: A way to control a Z-Word.
For Whom It Tolls
Category: Warper
Attribute: INT
Cost: 3 AP
Recharge: 11-12
Goal to Learn: Affect 3 or more enemies simultaneously using an area-of-effect ability or item that deals Sonic or Shade damage 5 times.
Choose a point within 30 feet of you. At the end of your turn, each character within a 20-foot-radius sphere of that point takes 1d4 Sonic and 1d4 Shade damage. This effect lasts 2 turns for every 3 INT you have (Minimum of 1).
Soul: Each Soul you spend on this ability increases its radius by 5 feet.
Prerequisite: None
Mantle
Category: Warper
Attribute: INT
Cost: 1 AP
Goal to Learn: Finish 10 combat encounters while wearing a piece of Overarmor.
You create a piece of overarmor if you are not wearing one. You choose its appearance. While wearing this overarmor, you gain the following benefits:
You hover 1 inch above the ground and ignore difficult terrain.
You can travel across liquids without falling.
The Mantle disappears at the end of your next turn unless you spend the AP to continue it.
Combination: When Mantle is combined with an Elemental Manipulation ability, it reduces the damage you take from that element by your INT while wearing it.
Prerequisite: None
Pact
Category: Warper
Attribute: -
Cost: -
Goal to Learn: Hold the Soul of someone you wanted to save.
Whenever you take a long rest, you can choose 1 Soul you possess. You dictate the terms of your pact, and the Soul can accept or refuse. If the Soul accepts, it becomes a Pact Soul.
A Pact Soul cannot be spent, released, or transferred. It remains in your Soul collection until the Pact ends.
In exchange, at the start of each turn, you can choose one of the following effects:
Each Pact Soul you hold becomes a Soul Bolt before returning to your collection.
A Pact Soul can assist you with skill rolls, substituting your proficiency level with the proficiency level it had when it was alive.
Each Pact Soul you hold can grant you 1 point of Shielding when you would take damage to your HP.
Prerequisite: A way to collect Souls.
Shade Manipulation
Category: Warper
Attribute: INT
Cost: -
Goal to Learn: Successfully deal Shade damage 15 times with this ability. While this goal is set, you can use this ability. Roll a d10. On a 6–10, the ability activates.
Infuse your melee weapons with Shade. On a melee hit, you can convert any amount of damage you deal into Shade damage.
This ability deals +1 Shade damage per 3 INT, which bypasses GP to deal damage directly to HP on a hit.
Prerequisite: None
Soul Bolt
Category: Warper
Attribute: -
Cost: -
Goal to Learn: Collect and release 50 souls.
Whenever you would collect a Soul, you may instead release it as a Soul Bolt. The Soul immediately flies toward a random hostile character within 40 feet of you. The character takes 1 Shade damage.
A Soul Bolt cannot critically hit, miss, or be redirected.
Prerequisite: A way to collect Souls.
Soul Harvest
Category: Warper
Attribute: CHA
Cost: -
Goal to Learn: Witness 30 characters die.
When a living character within 10 feet of you dies, you may use this ability to collect 1 Soul.
You can hold 1 additional soul for every 3 CHA you have. Characters that chose Phantom as their Main School add this to their maximum soul count.
Prerequisite: None
Soul Hook
Category: Physical
Attribute: CHA
Cost: 3 AP
Goal to Learn: Damage 20 characters that had just been healed.
Make a melee attack against a character within range. If you deal damage to the target's HP on hit, the target is unable to regain HP until the start of their next turn.
Soul: You can spend a Soul to increase the damage by 1d6.
Prerequisite: None
Speak With Dead
Category: Mental
Attribute: -
Cost: -
Goal to Learn: Learn and solve the mysteries of a dead character's final "wish" 5 times.
You learn to hear the voices of the recently deceased. If any remnant of thought remains, you can speak with the dead as though they were still living.
Prerequisite: None
Spectral Assault
Category: Warper
Attribute: -
Cost: -
Goal to Learn: Defeat 20 enemies using a Phantom Ability.
Whenever you roll a 10 and hit on a Melee Weapon Attack, a spectral echo makes an additional melee weapon attack against a target within range. Make a new attack roll for the echo.
If the echo also rolls a 10 and hits, it inherits and immediately resolves any linked or combined ability, adopting all modified parameters, targets, or areas of the primary effect. The echo pays no AP cost for this effect and cannot trigger abilities with a Recharge rate. Any combined ability with a duration resolves as an instant effect instead.
Prerequisite: 1 Phantom Ability
Spooky
Category: Link
Attribute: CHA
Cost: 1 AP
Goal to Learn: Start a combat with a surprise round 5 times.
Whenever you combine this ability with another, the primary ability becomes a spooky version of itself. You can choose to change its governing attribute to CHA.
The target of the ability must succeed on a contested Deduction or Perception roll or become Frightened of you for a number of rounds equal to half of your CHA.
Prerequisite: 1 Phantom Ability
Umbral Maw
Category: Warper
Attribute: INT
Cost: 4 AP
Recharge: 11-12
Goal to Learn: Shut off Warper abilities after inflicting Shade Touched 20 times.
You conjure a swirling orb of oppressive darkness at a point within 30 feet of you. The orb occupies a 10 ft radius space and persists for a number of rounds equal to half your INT (rounded up).
At the start of its turn, a character within 15 feet of the orb must succeed on a Contested Athletics or Resilience roll or be pulled 5 feet closer to its center.
At the end of each turn, any character within 5 feet of the orb takes 2d6 Shade damage. Characters within the orb's space take 4d6 Shade damage and cannot spend AP to move from that spot. The character can spend 1 AP to make a Contested Athletics Roll. On a success, the character can then spend AP to move at half its movement speed.
Any Warper abilities activated by characters within the orb’s pull range or cast into the range are drawn to the orb’s center instead of their intended location. This applies to effects with a targeted point, summoned object, or projectiles.
The orb does not block line of sight, but the space it occupies is considered heavily obscured, and any damage caused by the orb bypasses GP.
The pull range and distance are increased by 5 ft. for every 3 points of INT you have.
Prerequisite: Shade Manipulation


