vault backup: 2026-03-12 12:16:42

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2026-03-12 12:16:42 +01:00
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Blood Scourge is a utility-based [[Resonances|Resonance]], focused on finishing off enemies quickly.
When activated, you Create a Field with a radius of 9 meters centered on your current position, every enemy currently incapacitated within that radius is instantly gripped.
When Corrupted the field also **grips enemies that become knocked during the round**, and gripped enemies **cannot be interrupted or saved** by allies.
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Crazy Slots is a utility-based [[Resonances|Resonance]], focused on ~~gambling~~ giving you a unique weapon for each encounter.
When activated, You gain a random weapon out of a pool. Throw a 1d6:
- 1: Divine Axe
- 2: Divine Greatsword
- 3: Divine Spear
- 4: Divine Longsword
- 5: Divine Dagger
- 6: Divine Flintlock
Weapon vanishes early if dropped.
When Corrupted, you roll two weapons and choose one. When the weapon expires, it detonates, dealing 2d10 radiant/necrotic (your choice) in a 3m radius.
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Gravity Field is a utility-based [[Resonances|Resonance]], focused on soft crowd control.
When activated, it creates a 9m diameter sphere for 1d4 + 1 rounds.
Enemies inside:
- Cannot dodge, jump, or use mobility [[Combat/Mantras]]
Allies inside:
- Gain +10 AC
- Gain +2 on attack rolls
When corrupted, enemies entering the field are pulled 3m toward the center and cannot parry while inside.
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Jar of Souls is an offense-based [[Resonances|Resonance]], focused on heavy burst DPS.
As soon as you obtain this resonance, you gain a unique effect:
- Gain **1 Soul** per kill.
You need to spend a **bonus action** to active this resonance. When activated, it fires a soul beam:
- Range: **18m**
- Damage: **2d6 necrotic**
- Cost: 1 Soul
You can spend more souls at once to increase the damage.
When corrupted, the beam acts as a continuous attack, draining a number of souls every round until deactivated.
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Payback is an offense-based [[Resonances|Resonance]], focused on countering dangerous attacks.
When activated, you block **all damage** for 1 round. At the end of the round, deal **50% of blocked damage** to a chosen enemy via a beam of light.
When corrupted, the reflected damage becomes **true damage** and can't be dodged or parried.
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Portals is a utility-based [[Resonances|Resonance]], focused on repositioning.
When activated, you become **invisible and invincible**, but cannot attack or interact for one round.
When corrupted, you may **reappear anywhere within 12 meters** and your next attack within 1 round is an **automatic critical**.
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Payback is a support-based [[Resonances|Resonance]], focused on keeping your teammates alive.
When activated, knocked allies are enclosed in golden spheres. They **cannot be gripped or executed**. The spheres have 50 HP and 20 AC to all damage.
When corrupted, the spheres can **parry one incoming attack automatically**. The parry reflects **posture damage** back to the attacker.
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Resonances: Adventurers gain +1 Resonance point every time they kill a potent enemy.
**This value is hidden to the Adventurers.
When the Adventurers reach 5 Resonance points and they die in the depths, they instead resurrect at full HP and can choose a resonance. They can choose one of 3 Resonances, with a Chance of it being corrupted.
- Corrupted Resonance drawbacks:  
- Short-Circuit: You are set ablaze for 5 rounds, taking 1d4 fire damage per round. 
- Megalomania: You immediately lose 5 sanity. 
- Poison: You take 2d10 damage. This cannot be reduced or negated in any way.  
- Physical Vampirism: Make a Fortitude saving throw, if you fail, you’re stunned for one round after the resonance ends.
**All Resonances activate instantly unless stated otherwise.**
Unless specified, Resonances do not cost actions and cannot be interrupted.
All Resonances can be activated once per long rest unless stated otherwise.
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Gravity Field is a support-based [[Resonances|Resonance]], focused on keeping your teammates alive.
When activated, you mark a target (can be yourself). If they would be knocked, they instead rise with **(Level)d4 HP**.
When corrupted, the revived target gains immunity to all damage for one round.
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Run it back is a utility-based [[Resonances|Resonance]], focused on repositioning.
When activated, you place a mark on the ground. After 1 round, you teleport back to it, healing all the damage you took during the turn. If you take more than 25% of your Max HP as damage, your teleport will be cancelled.
When corrupted, you can choose to activate the recall at any point, as long as you're within 18 meters of the mark.
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Sacred Field is a support-based [[Resonances|Resonance]], focused on debuffing enemies.
When activated, you create a circular field with a 9 meter radius centered on you. Enemies within this field suffer -3 to attack rolls and -5 to damage rolls.
When corrupted, Enemies cannot critically hit while inside the field and take 1d10 radiant damage on missed attacks. They also lose 1 Posture at the start of each of their turns.
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Shard Bow is an offense-based [[Resonances|Resonance]], focused on quick DPS from a distance.
You need to spend a **bonus action** to active this resonance. When activated, you summon a radiant bow with 3 radiant shards that can be fired individually.
- Range: **35m**
- Damage: **1d12 radiant / Shard**
Shards:
- **Ignore Dodge reactions**
- **Deal double posture damage**
When corrupted, you gain 5 shards instead of 3. You can fire all shards at once in a devastating **Shardfall Barrage**:
- All remaining shards rain down in a **6-meter radius**
- Each shard deals **full damage** to a random enemy in the area
- Each enemy can only be hit by **2 shards max**
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Smite is an offense-based [[Resonances|Resonance]], focused on passive damage over time.
You need to spend a **bonus action** to active this resonance. When activated, you summon 6 orbs above you. Each round, one orb will crash into a random enemy within 9 meters, dealing 1d10 necrotic damage.
Shards:
- **Ignore Dodge reactions**
- **Deal double posture damage**
When corrupted, you gain 8 orbs instead of 6 and each round, two orbs will be fired. The last 2 orbs will deal triple damage.
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Smokescreen is a utility-based [[Resonances|Resonance]], focused on soft crowd control.
When activated, you create a thick cloud of black smoke with a 4.5 meter radius, centered on your position. The cloud lasts for 5 rounds. If enemies step inside the cloud, they will be blinded until they leave the cloud. You will be invisible while in the cloud.
When corrupted, enemies inside will be silenced and take 1d6 poison damage per round. Enemies leaving the smoke will be disoriented for one turn.
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Windup is an offense-based [[Resonances|Resonance]], focused on heavy burst DPS.
Takes one action to activate. When activated, your next attack is a guaranteed Supercritical, dealing 2.5x the normal damage and stunning the target for 1 round. Can be stacked with a normal critical attack to be a Hypercritical Attack, dealing 3x damage instead.
When corrupted, if you kill an enemy using this ability, its cooldown will be refunded.