vault backup: 2026-03-12 12:16:42
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Blood Scourge is a utility-based [[Resonances|Resonance]], focused on finishing off enemies quickly.
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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.
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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.
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When activated, You gain a random weapon out of a pool. Throw a 1d6:
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- 1: Divine Axe
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- 2: Divine Greatsword
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- 3: Divine Spear
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- 4: Divine Longsword
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- 5: Divine Dagger
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- 6: Divine Flintlock
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Weapon vanishes early if dropped.
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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.
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When activated, it creates a 9m diameter sphere for 1d4 + 1 rounds.
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Enemies inside:
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- Cannot dodge, jump, or use mobility [[Combat/Mantras]]
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Allies inside:
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- Gain +10 AC
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- Gain +2 on attack rolls
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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.
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As soon as you obtain this resonance, you gain a unique effect:
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- Gain **1 Soul** per kill.
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You need to spend a **bonus action** to active this resonance. When activated, it fires a soul beam:
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- Range: **18m**
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- Damage: **2d6 necrotic**
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- Cost: 1 Soul
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You can spend more souls at once to increase the damage.
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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.
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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.
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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.
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When activated, you become **invisible and invincible**, but cannot attack or interact for one round.
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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.
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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.
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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.
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**This value is hidden to the Adventurers.
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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.
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- Corrupted Resonance drawbacks:
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- Short-Circuit: You are set ablaze for 5 rounds, taking 1d4 fire damage per round.
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- Megalomania: You immediately lose 5 sanity.
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- Poison: You take 2d10 damage. This cannot be reduced or negated in any way.
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- Physical Vampirism: Make a Fortitude saving throw, if you fail, you’re stunned for one round after the resonance ends.
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**All Resonances activate instantly unless stated otherwise.**
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Unless specified, Resonances do not cost actions and cannot be interrupted.
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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.
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When activated, you mark a target (can be yourself). If they would be knocked, they instead rise with **(Level)d4 HP**.
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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.
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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.
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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.
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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.
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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.
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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.
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- Range: **35m**
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- Damage: **1d12 radiant / Shard**
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Shards:
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- **Ignore Dodge reactions**
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- **Deal double posture damage**
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When corrupted, you gain 5 shards instead of 3. You can fire all shards at once in a devastating **Shardfall Barrage**:
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- All remaining shards rain down in a **6-meter radius**
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- Each shard deals **full damage** to a random enemy in the area
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- 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.
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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.
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Shards:
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- **Ignore Dodge reactions**
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- **Deal double posture damage**
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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.
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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.
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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.
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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.
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When corrupted, if you kill an enemy using this ability, its cooldown will be refunded.
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