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### 1-Star Mantras
Available from **Level 1**
### 2-Star Mantras
Begin appearing at **Level 5**
### 3-Star Mantras
Begin appearing at **Level 9
These mantras come from the Meridian Rot symbiote learning to move through the Skaven’s body. They are not clean Song techniques. They are half-cast, half-biological reactions. All mentioned checks go against DC (Your Level + 5).
---
# 1-Star Mantras
Available from **Level 1**
---
## Capillary Cut
### Tendril Jab
**Type:** Combat
**Cost:** 2 Ether
**Action:** Action
**Cooldown:** 2 rounds
A thin black tendril shoots from the wrist or mouth.
**Effect:**
- Make a melee mantra attack at **4.5 meters**
- Deals **1d8 Pierce**
- Applies current venom effect if the Skaven has venom available
- If target is already poisoned, pull them **1.5 meters** toward you
---
### Hook Gut
**Type:** Combat
**Cost:** 3 Ether
**Action:** Action
**Cooldown:** 3 rounds
A tendril hooks into the target and tears backward.
**Effect:**
- Range **6 meters**
- Deals **1d6 Slash**
- Target must make a Strength check
- On failure:
- Pulled **3 meters**
- Loses **2 Posture**
---
### Black Spit
**Type:** Combat
**Cost:** 2 Ether
**Action:** Bonus Action
**Cooldown:** 3 rounds
The Skaven spits concentrated venom.
**Effect:**
- Range **6 meters**
- Applies **Rot Poison**
- If the target is already poisoned, extend poison duration by **1 round**
---
### Rib Needle
**Type:** Combat
**Cost:** 2 Ether
**Action:** Action
**Cooldown:** 2 rounds
The symbiote hardens saliva into a short black spike.
**Effect:**
* Slash at a target within 1.5 meters
- Deal **1d8 Blood damage**
- Apply **+15% Blood Poisoning**
If the target is already poisoned (venom/toxin):
- Apply an additional **+5% Blood Poisoning**
- Range **9 meters**
- Deals **1d6 Pierce**
- Gains **+5 Penetration**
- If used against a poisoned target, deals **+1 damage**
---
## Platelet Disruption
**Type:** Support
**Cost:** 2 Ether
### Panic Lash
**Type:** Reaction
**Cost:** 3 Ether
**Action:** Reaction
**Cooldown:** 4 rounds
When an enemy enters melee range, the symbiote lashes out automatically.
**Effect:**
- Trigger: enemy moves within **1.5 meters**
- Enemy must make a Dexterity check
- On failure:
- Takes **1d6 Slash**
- Cannot make reactions until end of turn
---
### Wall Skitter
**Type:** Mobility
**Cost:** 3 Ether
**Action:** Bonus Action
**Cooldown:** 3 rounds
Tendrils cling to walls, beams, pipes, or ceilings.
**Effect:**
* Mark a target you have hit with an attack in the last or current round.
- Target suffers **-1 Posture Regain** for **2 rounds**
- If target has ≥25% Blood Poisoning:
- Effect becomes **-2 Posture Regain**
Applies **+10% Blood Poisoning**
---
## Vein Tap
**Type:** Combat
**Cost:** 3 Ether
**Action:** Action
**Cooldown:** 3 rounds
**Effect:**
* Fire a thin needle at a target within 6 meters
- Deal **1d6 Blood damage**
- Heal for **half the damage dealt**
- Apply **+10% Blood Poisoning**
If target is ≥50% Blood Poisoning:
- Healing increases to **full damage dealt**
---
## Microclot
**Type:** Support
**Cost:** 2 Ether
**Action:** Reaction
**Cooldown:** 3 rounds
**Trigger:** When you take damage
**Effect:**
- Reduce incoming damage by **1d6**
- Gain **+1 Posture**
Applies **+5% Blood Poisoning** to the attacker
- Move up to **6 meters**
- This movement may go along walls or ceilings
- Does not provoke reactions
- Must end on a surface you can reasonably cling to
---
# 2-Star Mantras
Begin appearing at **Level 5**
---
## Hemorrhage Line
### Split Maw
**Type:** Combat
**Cost:** 4 Ether
**Action:** Action
**Cooldown:** 4 rounds
The symbiote opens a temporary second jaw from the shoulder or throat.
**Effect:**
- Fire a thin red line in a **6-meter line**
- Deal **2d6 Blood damage to all targets hit**
Targets hit:
- Gain **+20% Blood Poisoning**
- If already ≥40%, take **+2 additional damage**
- Melee range
- Deals **2d6 Slash**
- If target is poisoned:
- Heal **2 HP**
- Target loses **2 Posture**
---
## Viscosity Shift
**Type:** Support
**Cost:** 3 Ether
**Action:** Bonus Action
**Cooldown:** 4 rounds
**Effect:**
Your blood briefly darkens and thickens under the skin.
- For **2 rounds**:
- Your attacks apply **+5% additional Blood Poisoning**
- Gain **+1 Dodge Throw**
Drawback:
- Posture Regain **-1** during duration
---
## Arterial Pin
### Tendril Tripwire
**Type:** Combat
**Cost:** 4 Ether
**Action:** Action
**Cooldown:** 4 rounds
A tendril line snaps across the ground.
**Effect:**
Fire a piercing stake of blood at a target within 9 meters.
- Deal **2d4 Blood damage**
- Target must make a **Constitution check**
Failure:
- Movement Speed **-3 meters** for 1 round
Applies **+20% Blood Poisoning**
If target is ≥60%:
- Movement Speed becomes **0** for 1 round
- Create a **6-meter line** for 2 rounds.
- Enemies crossing it for the first time must make a Dexterity check
- On failure:
- Takes **1d8 Blunt**
- Knocked Prone if they have **0 Posture**
- Otherwise loses **3 Posture**
---
## Transfusion Spike
**Type:** Support
**Cost:** 4 Ether
### Meat Anchor
**Type:** Combat
**Cost:** 5 Ether
**Action:** Action
**Cooldown:** 5 rounds
The symbiote anchors itself into both the Skaven and the target.
**Effect:**
Rip a thread of blood forcefully from a target's arm and into yours.
- Heal yourself for **15% Blood Poisoning** of a target (Rounded Down)
- e.g. if a target has 50% blood poisoning, you heal for 7 HP
- Deal **1d8 Blood damage**
- Range **6 meters**
- Deals **1d10 Pierce**
- Target is tethered for **1 round**
- While tethered:
- Target cannot move more than **6 meters** away from you.
---
### Rot Bloom
**Type:** Combat
**Cost:** 5 Ether
**Action:** Action
**Cooldown:** 5 rounds
The Skaven coughs out a wet clump of infected tissue that bursts open.
**Effect:**
- Range **6 meters**
- Radius **3 meters**
- Deals **1d6 Gas**
- Applies current venom effect to enemies who fail a Constitution check
---
### Tendon Counter
**Type:** Combat
**Cost:** 4 Ether
**Action:** Reaction
**Cooldown:** 4 rounds
The symbiote catches an incoming limb or weapon.
**Effect:**
- Trigger: you successfully Dodge a melee attack
- Make a tendril counterattack
- Deals **1d8 Blunt**
- Target loses **2 Posture**
- You may move **1.5 meters** after the counter
---
### Parasite Step
**Type:** Mobility
**Cost:** 5 Ether
**Action:** Bonus Action
**Cooldown:** 5 rounds
A tendril stabs into terrain and yanks the Skaven forward.
**Effect:**
- Move **9 meters** in a straight line
- May pass through enemy spaces
- First enemy passed through takes **1d6 Slash**
- If that enemy is poisoned, they also suffer **-1 Dodge Throw** until next turn
---
### Suture Reflex
**Type:** Support
**Cost:** 5 Ether
**Action:** Reaction
**Cooldown:** 6 rounds
The symbiote forcibly seals wounds.
**Effect:**
- Trigger: you take damage
- Reduce incoming damage by **3**
- If poisoned by your own plague stage or suffering biological strain, remove one minor physical penalty until end of turn
- Does not remove disease progression
---
# 3-Star Mantras
---
## Systemic Collapse
**Type:** Combat
**Cost:** 6 Ether
**Action:** Action
**Cooldown:** 6 rounds
**Effect:**
Cause a surge of blood in a 4.5 meter radius around yourself. Enemies have their arteries and veins damaged, causing internal bleeding.
- Deal **3d6 Blood damage**
If target is ≥50% Blood Poisoning:
- Deal **+3 additional damage**
- Target suffers **-2 Posture Regain for 2 rounds**
Applies **+25% Blood Poisoning**
Begin appearing at **Level 9**
---
## Gruesome Extraction
**Type:** Combat
**Cost:** 6 Ether
**Action:** Action
**Cooldown:** 6 rounds
**Effect:**
Target an enemy within 9 meters and violently extract blood outward, before snapping it back.
- Deal **2d8 Blood damage**
- Heal for **half damage dealt**
If target is ≥70% Blood Poisoning:
- Heal for **full damage dealt**
- Reduce target Blood Poisoning by **20%**
Applies **+15% Blood Poisoning**
---
## Terminal Coagulation
### Carrion Harpoon
**Type:** Combat
**Cost:** 7 Ether
**Action:** Action
**Cooldown:** 7 rounds
**Cooldown:** 6 rounds
A thick tendril launches like a barbed spear.
**Effect:**
Tug at the enemy's heartstrings. Literally.
Move 3 meters towards an enemy and slam your knife into their chest, starting to violently infuse poison.
- Deal **2d4 Blood damage**
- Deal **2d4 Poison damage**
If target is ≥80% Blood Poisoning:
- Immediately trigger **90% threshold effect for 1 round**
Applies **+20% Blood Poisoning**
- Range **9 meters**
- Deals **2d8 Pierce**
- Pulls target **4.5 meters**
- If target collides with terrain or another creature:
- They take **1d8 Blunt**
- Lose **4 Posture**
---
### Uroboros Cage
**Type:** Combat
**Cost:** 8 Ether
**Action:** Action
**Cooldown:** 7 rounds
Several tendrils form a tightening ring around the target.
**Effect:**
- Range **6 meters**
- Target must make a Strength or Dexterity check
- On failure:
- Restrained for **1 round**
- Takes **2d6 Slash**
- Poison duration increases by **1 round**
- On success:
- Takes half damage
- Not restrained
---
### Organ Thread
**Type:** Combat
**Cost:** 7 Ether
**Action:** Action
**Cooldown:** 6 rounds
A thin tendril pierces into a weak point and tugs internally.
**Effect:**
- Melee range
- Deals **2d6 Necrotic**
- If target is poisoned:
- They suffer **-2 Constitution checks** for 1 round
- Their next healing received is reduced by **50%**
---
### Uroboros Grasp
**Type:** Combat
**Cost:** 8 Ether
**Action:** Action
**Cooldown:** 7 rounds
**Effect:**
A mass of tendrils erupts outward and grabs up to **3 creatures** within **6 meters**.Each target makes a Strength check.
On failure:
- Restrained for 1 round
- Takes **1d8 Necrotic damage**
- Takes **+1d8 damage** if poisoned
At the start of your next turn:
- You may release all restrained targets or pull them **3 meters** toward you
While maintaining the grasp, your movement speed is reduced by **3 meters**
---
### Tendril Bloom
**Type:** Combat
**Cost:** 8 Ether
**Action:** Action
**Cooldown:** 7 rounds
Tendrils burst outward from the Skaven in several directions.
**Effect:**
- Radius **4.5 meters**
- All enemies in range must Dodge
- On failure:
- Take **2d6 Slash**
- Lose **3 Posture**
- Poisoned enemies take **+2 damage**
---
### Living Guillotine
**Type:** Combat
**Cost:** 8 Ether
**Action:** Action
**Cooldown:** 7 rounds
**Effect:**
Two tendrils anchor to opposite surfaces and snap together like a wire trap.
Choose a **6-meter line** within **9 meters**. Targets in the line must Dodge.
On failure:
- Take **3d8 Slash damage**
- Become knocked prone
- Lose **2 Posture**
If the target is poisoned:
- Damage becomes **Slash + Necrotic**
- Target cannot regain Posture until the start of their next turn