Conduit . . . by ?: ||[[Conduit/Elemental-Prodigy | Talents of an Elemental Prodigy]] || '''''Those known as Elemental Prodigies can shape their favoured plane's magic into unconventional spells or empower both themselves and their allies. In time, they can channel the elements to even harm those normally attune to what they wield.''''' || ||[[Conduit/Planar-Nexus | Talents of a Planar Nexus]] || '''''Conduits that take on the moniker of Planar Nexus are capable of manifesting and emulate the might of quasi-planes, the much more treacherous domains of elemental magic. With time, they become living symbols of fusion and duality.''''' || ||[[Conduit/Rift-Render | Talents of a Rift Render]] || '''''Rift-Renders are those who seek to fuse primordial magic with martial combat, utilizing their weapons to carve planar rifts. These spellblades can strike through their rifts and banish their foes to their favoured planes, in time even capable of storing their elemental magic inside their weaponry.''''' || ||[[Conduit/Worldly-Ambassador | Talents of a Worldly Ambassador]] || '''''Many conduits may not be the most charismatic of individuals to represent our world, and so the rare few gain the moniker of Worldly Ambassadors. With great grit and silver tongues, these figures share a natural resistance to the charms of the otherworldly, and give new perspectives to the life outside one's own world.''''' ||
Therion . . . by ?: ||! d8 ||! Origin || || 1 || A shapeshifting creature has bonded to your flesh and spirit, granting you surnatural abilities as well as its enemies. || || 2 || Your parents were great hunters who fed entirely on the strange monsters in the land nearby. Such a diet, continued for years, has made you a part of what you have consumed. || || 3 || It is said you share a great lineage with powerful non-humanoid beings, but this lineage has not provided their magic. It has provided you their flesh. || || 4 || Your rich parents sought out any healer who could cure the incurable within you. They found someone capable of doing so, but their ritualistic treatment has left your body... unstable. || || 5 || In killing a great beast of the wild, you were cursed to slowly become a feral monster. You already appear half-human half-monster, and you seek a way to control this curse before it consumes you. || || 6 || You found yourself trapped in the plane of chaos, be it for seconds, hours, weeks, or months. You managed to survive, but its energy has permeated your blood and soul. || || 7 || You were a being cursed into a humanoid form, your mutations being your previous form wishing to break free. || || 8 || You were fashioned to become a champion of an old god, be it willingly or not. ||
Soul-Seer . . . by ?: ||! d8 ||! Origin || || 1 || You come from a long line of mediums who have worked with the dead. You treat many spirits as family. || || 2 || You came to witness what lies after death, yet you managed to survive. Through this, you seek to aid the spirits that may have been stuck where you left. || || 3 || You were at fault for the death of someone incredibly close to you, and now you wander with this curse. Perhaps by saving enough souls, they might forgive you. || || 4 || You were trained to balance the flow of life and death, ensuring that you would help aid the lingering dead so that they do not harm this balance. || || 5 || You have lost someone close to you, and you have bonded yourself to the dead in order to find them. || || 6 || You remain as the lone survivor of a massacre, having made a promise to avenge each and everyone one of those who died that day. || || 7 || You sought out the powers of dead legends so that they in turn might make you part of history. || || 8 || You have sworn yourself to an order of warriors, aiding them console the spirits of their dead kin that were incapable to die in a glorious fight. ||
Tactician . . . by ?: >>class="introduction"<< >><<
Ascended . . . by ?: || [[Ascended/Neri'ley| Neri'ley]] || ''Lord of Talent'' || Forge, Luck, Travel || Outer Reach and Wyrm || || || || [[Ascended/Romu'styn| Romu'styn]] || ''Lord of Harvest'' || Destruction, Nature, Tempest || Fathomless and Genie || || ||
Ancestry . . . by ?: || [[CharacterCreation/AncestryOrc | '''Orc''']] || Tusked and grizzled, defined by their cursed regenerative factor. ||
Deities . . . by ?: ||! Name ||! Titles ||! Favored Domains ||! Portfolio ||! Decrees ||! Damnations ||
LordsOfTemptation . . . by ?: ''While deities wield their power through faith and primordial concepts, there are those wandering our world that have reached levels of power near divinity through their own mettle. Rarer amongst them are those that provide slivers of their powers to others around the world, seeking out great mortals driven by specific emotions. These patrons are known in Galdera as Lords of Temptations, specific individuals renowned for providing their support to those driven by a shared primal desire.'' ''Below are a sample of galderan lords; their names and titles, warlock pacts, pact boons, decrees, and damnations. Accessing each deity's page will provide further lore and piety systems for those interested in running such rules.'' ||! Name ||! Titles ||! Patronage ||! Preferred Pact Boons ||! Decrees ||! Damnations || || [[LordsTemptation/Er'aeis| Lord of Love, Er'aeis]] || ''The Platinum Heart, Monarch of the Mist'' || Horde and Archfey || Chain, Shadow, Weapon || || ||
3rdLevel . . . by ?: '''''At Higher Levels:''''' When you cast this spell using a spell slot of 4th or 5th level spell slot, the spell’s timespan increases to ten years. Using a 6th or 7th level spell slot increases it to a century, while a spell slot of 8th level or higher increases it to a millennium.
4thLevel . . . by ?: '''''At Higher Levels:''''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot above 4th.
9thLevel . . . by ?: !!!! Avatar of Magic ** '''''School:''''' Transmutation ** '''''Casting Time:''''' 1 action ** '''''Range:''''' Self (15-foot radius) ** '''''Components:''''' V, S ** '''''Duration:''''' Concentration, up to 10 minute ** '''''Classes:''''' Sorcerer You are immune to all harmful magical effects and spells bar the '''Antimagic Field''' spell, and the hostile properties of magic items do not affect you. Spells that do not originate from you cannot be cast within a 15-foot radius of you.
8thLevel . . . by ?: * '''''Anti-Magic.''''' At the start of each of your turns, you may choose a creature you can see within 120 feet of you to make a Charisma saving throw. On a failed save, they suffer the effects of the '''Antimagic Field''' spell until you are blinded, lose sight of them, or choose a different creature.
7thLevel . . . by ?: !!!! Deluge ** '''''School:''''' Conjuration ** '''''Casting Time:''''' 1 action ** '''''Range:''''' Sight ** '''''Components:''''' V, S ** '''''Duration:''''' Instantaneous ** '''''Classes:''''' Conduit*, Druid A flood of earth and snow pours out from a point you choose within range. Each creature in a 60-foot cone must make a Strength saving throw. On a failed save, a creature is pushed prone outside the cone, taking 6d6 bludgeoning damage and 6d6 cold damage. On a successful save, a creatures takes half damage with no additional effects.
6thLevel . . . by ?: !!!! Acid Rain ** '''''School:''''' Conjuration ** '''''Casting Time:''''' 1 action ** '''''Range:''''' 120 feet ** '''''Components:''''' V, S ** '''''Duration:''''' Concentration, up to 1 minute ** '''''Classes:''''' Conduit*, Druid, Sorcerer A storm cloud appears in the shape of a dome that is 20 feet tall with a 40-foot radius, centered 30 feet above a point you can see within range. This cloud spreads around corners and rains on the spaces directly below it.
5thLevel . . . by ?: !!!! Absolve ** '''''School:''''' Evocation ** '''''Casting Time:''''' 1 action ** '''''Range:''''' 90 feet ** '''''Components:''''' S, M (a flask of holy water, which the spell consumes) ** '''''Duration:''''' Instantaneous ** '''''Classes:''''' Cleric, Soul-Seer, Warlock You fling a bubble of holy acid. Choose a creature you can see within range. A hostile target must succeed a on a Dexterity saving throw or take 3d6 acid damage and 3d6 radiant damage, and have any spell of 4th level or lower on them end.
2ndLevel . . . by ?: (:title 2nd Level Spells:) !!!! Aspect of the Ram ** '''''School:''''' Transmutation ** '''''Casting Time:''''' 1 action ** '''''Range:''''' Touch ** '''''Components:''''' V, S ** '''''Duration:''''' Concentration, up to 1 minute ** '''''Classes:''''' Artificer, Druid, Sorcerer, Wizard
1stLevel . . . by ?: '''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. '''''At Higher Levels:''''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot above 1st. '''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. '''''At Higher Levels:''''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot above 1st. '''''At Higher Levels:''''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot above 1st.