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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.